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		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Adeptus_Custodes&amp;diff=1011669</id>
		<title>Warhammer 40,000/8th Edition Tactics/Adeptus Custodes</title>
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		<summary type="html">&lt;p&gt;185.220.101.161: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
After a daemonic incursion on Holy Terra and the return of [[Roboute Guilliman|Gorillaman]], the Custodes decided to stop locking themselves inside the Emperor&#039;s house and finally went out into the galaxy to do shit.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re looking for the tactics for the Emprah&#039;s BFFs for [[Horus Heresy|the big daddy problem clusterfuck]], you can find them [[Warhammer 40,000/Tactics/Talons of the Emperor (30k)|here]] &lt;br /&gt;
&lt;br /&gt;
Keep in mind these are the rules for 8th edition 40k, the rules for 9th edition can be found [[Warhammer 40,000/Tactics/Talons of the Emperor (9E)|here.]]&lt;br /&gt;
&lt;br /&gt;
==Why play Talons of The Emperor ==&lt;br /&gt;
&lt;br /&gt;
Maybe you like gold, perhaps you like playing as them for the 20 minutes between their initial release in 7e and the announcement of 8e, or perhaps you have the 30k version of the Custodes and don&#039;t want to pay for another army for use outside of Horus Heresy games. Maybe you want profiles for your basic infantry that make Terminators envious or maybe, just maybe, you just like the idea that all of your dudes are &#039;&#039;&#039;extremely fucking hard&#039;&#039;&#039; to kill. &lt;br /&gt;
&lt;br /&gt;
In any case, the Adeptus Custodes function as &#039;&#039;the&#039;&#039; high-profile, multi-wound elite army, with absurdly strong profiles backed up by equally steep point costs. When even an all-Paladin Grey Knights force consistently fields larger armies than you, every lost model will be sorely felt. However, their innate resilience compensates for their low numbers, and if you play your cards right, you can pull off some crazy stuff even when you&#039;re outnumbered. Just watch out for [[Imperial Guard|horde armies]] that can pour enough dakka into you to force unsaved wounds, [[Orks|or tarpit your super-troops]] [[Tyranids|through sheer numbers]]. The 40k Custodes now have a proper Codex, complete with options in every slot- and Forge World finally released 40k rules for all their Legio Custodes units, which means grav-tanks, [[Contemptor-Galatus Dreadnought|uber-Dreadnoughts]], specialist long-range infantry (praise the Emperor!), disintegration cannons welded to spears, and arguably [[Orion Gunship|the most beautiful airborne unit in the whole game]].&lt;br /&gt;
&lt;br /&gt;
The full rules for the Custodes Forge World materiel can be found [https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/40K_Adeptus_Custodes_FW_Datasheets_Ares.pdf here]. &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
&lt;br /&gt;
* You like anything close to this: golden armored [[Mary Sue|better than]] [[Deathwatch|the best of]] [[Space Marines|the best of the defenders of humanity]], with the genes of the [[emprah]] himself.&lt;br /&gt;
&lt;br /&gt;
*You like running an army that, to whatever battlezone they deploy, the Administratum will immediately classify as a victory. Even before they get there. Even if they (somehow) lose. Oh yeah.&lt;br /&gt;
&lt;br /&gt;
* You want to build, paint and transport an army consisting of about ~25 models total. This makes moving and understanding the game very easy.&lt;br /&gt;
&lt;br /&gt;
* Your infantry are individually as tough as a hero compared to other armies: T5, 2+/4++, 3W is normal here!&lt;br /&gt;
**If you want to you can upgrade that 4++ to a 3++ relatively easily, and still hit like a tonne of bricks.&lt;br /&gt;
&lt;br /&gt;
*You want to have access to the toughest, non-named character in the game (T6, W7, 2+/3++/5++ and rerolls on those saves)... We thought we&#039;d seen His mightiest. We thought we&#039;d witnessed the smashiest and fuckiest character in the game. Then, the War of the Spider raged and we were, oh, so wrong.&lt;br /&gt;
&lt;br /&gt;
*Although not very diverse, they have BEAUTIFUL models with nice armor and weapons.&lt;br /&gt;
&lt;br /&gt;
* You&#039;re the personal bodyguards of the Emperor himself!&lt;br /&gt;
&lt;br /&gt;
* Your guys are BIG! Even Marines look like Squats next to you!&lt;br /&gt;
&lt;br /&gt;
* You want to play as Super Space Marines, but don&#039;t like the idea of playing [[Grey Knights|teamkilling]] [[Khornate Knights|psychopaths]]!&lt;br /&gt;
&lt;br /&gt;
* You want a shooty army without having them being vulnerable in assault or an assault army that is just as good at shooting. Custodes melee weapons usually come with the profile of a Relic Bolter. If they don&#039;t carry a gun, they will have access to some sort of firepower.&lt;br /&gt;
&lt;br /&gt;
* Currently the only Imperium list with [[Jetbike|Jetbikes]]. Not [[Sammael|A Jetbike]], [[awesome|JETBIKES]]. Now Forgeworld has stopped moving slow as fuck we have access to two types of Jetbike!&lt;br /&gt;
&lt;br /&gt;
* They have the biggest [[pauldrons]] you’ve ever seen!!!&lt;br /&gt;
&lt;br /&gt;
* Technically quite good for beginners due to very low model count and a playstyle which isn&#039;t exactly hard to master.&lt;br /&gt;
&lt;br /&gt;
* Can be extremely easy to paint - gold undercoat, red capes, and plumes, silver weaponry. And it&#039;s not hard to make them look good either - Duncan has great tutorials on Custodes. &lt;br /&gt;
&lt;br /&gt;
* It&#039;s not that expensive to build a Custodes army when compared to quite a few other factions (still expensive but every GW army is). 2000pts worth of Custodes will likely cost you less than a 2000pt Guard, Tau or Tyranid army as examples, and you will certainly save money on paint and glue and your dudes will take less than a quarter of the time to build and paint that a nid/guard/ork horde army would. &lt;br /&gt;
&lt;br /&gt;
* The Legio Custodes units are finally unleashed upon the Dark Imperium. Of course, this comes [[Contemptor-Galatus Dreadnought|with]] [[Coronus Grav Carrier|all]] [[Telemon Heavy Dreadnought|the]] [[Caladius Grav-Tank|goodies]] [[Aquilon Terminator|that]] [[Orion Gunship|entails]].&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*[[HERESY|You might get tired of gold after a while]] (in which case, start painting Shadowkeepers or Solar Watch instead).&lt;br /&gt;
&lt;br /&gt;
*You WILL get tired of the Austin Powers jokes.&lt;br /&gt;
&lt;br /&gt;
* You will get even more tired of the &amp;quot;Little Kitten&amp;quot; jokes.&lt;br /&gt;
&lt;br /&gt;
*In 8th edition a.k.a The Volume of Fire Edition your high priced (both points and dollars) Bananamen are at risk of falling to high volumes of low strength fire. There are plenty of ways to protect yourself, but [[Grimdark|even The Emperor’s Companions are not immortal in these dark times.]]&lt;br /&gt;
&lt;br /&gt;
*While the Custodes Forgeworld units are among the best in the game now they have rules, we can&#039;t be entirely sure that drug dealing alone will be enough to pay for things like the Orion and the Telemon. But hey, [[Adeptus Mechanicus|you only need one lung and one kidney to live.]] [[Dark_Eldar|Nobody said they have to be yours.]]&lt;br /&gt;
&lt;br /&gt;
*Even a single lost model will hurt like hell, and even with your buffed version of Objective Secured you can expect to struggle in holding objectives.&lt;br /&gt;
&lt;br /&gt;
*Only three named characters and no real diversity to them (either 1 of 2 big guys that kick ass in melee or a terrifying women that makes you wet yourself to look upon her) such as dreadnought or mounted units. There’s also no forge world HQ’s to make use of all the forge world goodies.&lt;br /&gt;
*Without an allied detachment or Forgeworld units, your anti-armor and long-range games are severely lacking. Not a huge problem for Custodes but using Allarus Terminators, Vertus Jetbikes and Contemptor Dreadnoughts to deal with TEQ heavy or mechanized armies can be quite expensive.&lt;br /&gt;
&lt;br /&gt;
*No psykers means no Deny the Witch. Sure, you have Aegis of the Emperor and some relics/strats that can help with this, but you will want a dedicated Psyker defense. Bringing in an allied detachment with a psyker or a few Sisters of Silence, or([[Warhammer_40,000/Tactics/Imperium(8E)#Adeptus_Astra_Telepathica|both]]) is a good idea.&lt;br /&gt;
&lt;br /&gt;
* You might be considered [[That Guy]].&lt;br /&gt;
&lt;br /&gt;
*Your Battle Plans are, for the most part, very basic and therefore easily predictable. The vast majority includes getting your Custodians up the pitch and into combat recklessly fast with no regard for actually holding Objectives. Of course, the only ultimate objective the Custodians care for in the fluff is saving old Emps, so what do you expect? Elaborate plans are for [[Tzeentch|pussies]].&lt;br /&gt;
&lt;br /&gt;
* A pure Custodes list without allies isn&#039;t very competitive in 8th, you can bring allies to reliably win.&lt;br /&gt;
**As you scroll through the unit analysis section, you might notice one major thing: this is the only army in the game where forge world units make up more than half of all available units (14 FW to 11 GW). As a result, practically the only way to make a pure Custodes list faintly competitive is to use Forge World, which is a problem if you’re poor like most of the editors of 1d4chan are. Hey! The sucker punch here, however, is that there are not yet forge world HQ variants of the forge world units. So no jet pack captain to deep strike with your jet packs. No uber jet bike captain to escort your uber jet bikes. And no terminator captain with the uber power Fist to lead your murderball of S: 10 destruction.&lt;br /&gt;
**Another negative is that some local store tournament organizers or puritan players may not allow Forge World units to be used in &amp;quot;official&amp;quot; games. This is highly subjective to your local competitive scene. Do note that official GW tournaments and any tournaments following the ITC rule set decree that all currently supported Forge World units are fully legal for use.&lt;br /&gt;
&lt;br /&gt;
*You will suffer against anything with decent invulnerability saves or stuff like quantum shielding that allows a model to ignore high damage weapons. Regardless of how good you are in combat, things like Wulfen and bike squads with TH/SS will gladly stay and fight you, or worse chase you down. Fail one save and you&#039;re gone, while it might take two attacks from us to kill a multiple wound model. Custodes rely on high damage per hit to kill their targets as opposed to eg. The imperial guard who rely on rate of fire, and in the 8th edition a high rate of fire is king. The good news is that your basic guns are only 2 damage, so while they can still knock a decent chunk of wounds off a target, they&#039;ll still be quite hard to stop with stuff like Quantum Shielding. This only gets better in CC as you now have an eye-watering high number of attacks to add to high S and AP characteristics, essentially making you become the Imperial Guard Shooting Phase when in combat. D3 damage again also helps you dodge QS.&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
*&#039;&#039;&#039;Aegis of the Emperor:&#039;&#039;&#039; Lore wise, it&#039;s the blessing of the Emperor; Gameplay-wise it gives all units with this rule a 5+ invulnerable save and a 6+ against wounds caused in the &amp;quot;psychic phase&amp;quot;. Now your Custodes are Terminators on steroids and opponents won&#039;t be able to so reliably use psychic powers alone to bypass your high saves.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Emperor&#039;s Chosen:&#039;&#039;&#039; In a pure Custodes detachment, all your infantry and biker units get a +1 to their invulnerable saves, up to a maximum of a 3++. Correction to the above, &#039;&#039;now&#039;&#039; your Custodes are Terminators on steroids.  Your actual Terminators are even TOUGHER. See &amp;quot;Talons of the Emperor&amp;quot; for interaction with Sisters of Silence.&lt;br /&gt;
**This means that your &#039;&#039;basic&#039;&#039; Custodian is running around with a 4++ save and 3 wounds, making stuff like singular lascannons, thunder hammers, and powerfists less threatening, as well as a 6+ save against mortal wounds caused by psychic powers. Your opponent&#039;s only real choices are to find more [[dakka]] (be it through bringing more weapons or focusing fire) or using other methods of inflicting mortal wounds such as Stratagems. Once the Custodians get on a bike or don some terminator armor, they only get more resilient.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shield Host:&#039;&#039;&#039; The Custodes finally have rules for the different shield hosts, allowing for some gamey combos. Want to protect a huge blob? Maybe see about the extra aura distance of the Emissaries. Want to have a character absolutely fuck up another character in melee? Shadow keepers have a relic for that. Want to make an Imperial Knight live forever? Aquilan Shield has him covered like a condom. But, honestly, let&#039;s stop bullshitting. The juiciest piece is the Dread Host reserve bomb.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sworn Protectors:&#039;&#039;&#039; The ObSec equivalent for Custodes is special- &#039;&#039;&#039;&#039;&#039;all&#039;&#039;&#039;&#039;&#039; Custodes {{W40Kkeyword|Infantry}} and {{W40Kkeyword|Bikers}} can use it, not just Troops. This means that unlike the majority of other armies, you can use deep striking scoring Terminators and jetbikes to snatch objectives from under your opponent&#039;s nose, and with The Emperor&#039;s Chosen they have a good chance of surviving the inevitable counterattack. You&#039;ll need it, too- this is the Custodes&#039; only real way to compete in objective games (outside of simply slaughtering the enemy completely) due to their cripplingly low average model count.&lt;br /&gt;
**This is especially potent against armies that cut down on Troops to save points for other parts of their forces- their equivalent rules only apply to Troops, so if they only have a few of those they&#039;ll be hard-pressed to deny you objectives.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Witch Hunters&#039;&#039;&#039;: Re-roll all failed rolls to wound when attacking a {{W40kKeyword|PSYKER}} in the Fight phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Abomination&#039;&#039;&#039;: Sisters of Silence can &#039;&#039;never&#039;&#039; be targeted by any psychic power, friend or foe. Additionally, when not in a transport they force &amp;lt;u&amp;gt;enemy&amp;lt;/u&amp;gt; {{W40kKeyword|PSYKER}}s to subtract 1 from all Psychic and DtW tests they take if a unit with this rule is within 18&amp;quot; of them. This stacks for each unit with the rule that&#039;s present up to a maximum of -4, so having enough Sisters of Silence near a unit will make psychic tests practically impossible for them.&lt;br /&gt;
**If you have a hater-boner for your friend playing a psyker-heavy army, include an auxiliary detachment with an indomitus crusader librarian and take the reliquary of Gathalamor. -4 to psychic test and 50% chance of d3 mortal wounds on a failed psychic ability means they will be SMITING THEMSELVES.&lt;br /&gt;
**The above may now only be useful against Grey Knights and Tzeentch, as they are the only factions who can Smite Spam without any penalty.  &lt;br /&gt;
**The Index Imperium FAQ to this rule explains that it completely shuts down the &#039;&#039;Smite&#039;&#039; power if they are the closest target. It does not skip over them and affect the next nearest target. This is incredibly useful against opponents who heavily spam the power, opponents who were once praying to get to play you in tournaments.&lt;br /&gt;
** Negative to cast modifiers also make it easier for you to Deny The Witch through e.g. Impregnable Mind WT or Spark of Divinity strat as it becomes easier to beat their total and cancel their power.&lt;br /&gt;
*&#039;&#039;&#039;Null Maidens&#039;&#039;&#039;: Sisters of Silence can be taken in any army with the {{W40kKeyword|Imperium}} keyword as a Vanguard detachment, even though they have no HQ units to fill the HQ slot. However, this detachment will not grant its customary +1CP as a Vanguard detachment normally would. Sadly White Dwarf October updated this rule and now taking an {{W40kKeyword|Astra Telepathica}} HQ doesn&#039;t allow the detachment to retain the +1 CP.&lt;br /&gt;
*&#039;&#039;&#039;Talons of the Emperor&#039;&#039;&#039;: The one we&#039;ve been waiting for, Sisters of Silence in a detachment of Custodes, in a battle-forged army, no longer interrupts the detachment being &amp;quot;Adeptus Custodes&amp;quot; for the purposes of The Emperors Chosen and similar rules. The Sisters, though, do not gain these rules themselves. This applies to all factions that have at least one faction keyword in common with the Sisters.&lt;br /&gt;
===Shield Hosts===&lt;br /&gt;
*If your army is battle-forged, select a Shield Host for each detachment of Custodes; all Custodes within that detachment, except Trajann, gain &amp;lt;Shield Host&amp;gt; special rule.&lt;br /&gt;
*If your army is led by a Custodes Warlord, you may give the &amp;lt;Shield Host&amp;gt; relic to an AC character within the &amp;lt;Shield Host&amp;gt; detachment instead of one from the Codex. You can give your &amp;lt;Shield Host&amp;gt; warlord their respective warlord trait, and that detachment can use their respective strategem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadowkeepers:&#039;&#039;&#039;&lt;br /&gt;
*WLT: &amp;quot;Lock Warden&amp;quot;: -1 HR vs. Characters, -1 to Character saves (including Invuln).&lt;br /&gt;
**Other than higher damage weapons this is the only real way for your characters to increase their damage output against those pesky hero’s running around with 4+ and 3+ invuln saves. This does not specify that it is in the fight phase either, so have fun shooting your bike captain with a hurricane bolter at characters and watching them melt. One funny way to run this is with a normal captain with a spear, give him the Gatekeeper relic alongside this warlord trait, and now you&#039;re shooting 6 spear shots at a character with -2 ap essentially. Combo with the strat for double shots and that&#039;s 12 spear shots now. &lt;br /&gt;
&lt;br /&gt;
*Relic: &amp;quot;Statis Oubliette&amp;quot;: Select one enemy Character at 3&amp;quot; of the bearer at the start of fight phase. This character has his Attacks value halves (rounded up) and Shadowkeepers units can reroll their Wound rolls of 1 against them.&lt;br /&gt;
**Note that there is no range limitation to not benefiting from the rerolls to 1, so that dreadnought, land raider and any mates they have in the back line can join in the fun. Functionally a bit meh if you’ve brought big boss along (which you will have).&lt;br /&gt;
&lt;br /&gt;
*Strat: &amp;quot;Grim Responsibility&amp;quot; (1CP): Enemy attacks suffer a -1 malus to their Strength value when targeting a Shadowkeeper unit (any phase).&lt;br /&gt;
**Superb for those moments when your units would be up against strength 10 weapons which would otherwise wipe them out. Also an amazing way to counter bolter or flamer spam. Suddenly making all of those weapons St3 means they need 6s to wound your bikes or vehicles. Obviously good against St3 weapons to turn them St2. Tons of application with this strat. Force Lascannons to wound on 4s against your Telemon. Force meltas to wound on 4s against your tanks. Amazing. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solar Watch:&#039;&#039;&#039;&lt;br /&gt;
*WLT: &amp;quot;Sally Forth&amp;quot;: 6&amp;quot; Aura of +1&amp;quot; to move and advance and, while within this aura, units that have advanced can shoot with Rapid Fire weapons, at a -1HR, in the shooting phase.&lt;br /&gt;
**Turns smashfucker and his mates on bikes into even faster monsters that can still fire after advancing up the field, and even at -1 to hit 10 hurricane bolters in rapid fire range will kill something.&lt;br /&gt;
&lt;br /&gt;
*Relic: &amp;quot;Swiftsilver Talon&amp;quot; (Guardian Spear): Standard melee profile and Assault 4 S4 AP-1 D2 shooting. AND it allows the bearer to fire and shoot even if he made Advance or Fall Back this turn.&lt;br /&gt;
*Strat: &amp;quot;Eagle Strikes&amp;quot; 0CP: After enemy Character is destroyed, +1 CP to next opponent strat (Once Per BR).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emissaries Imperatus:&#039;&#039;&#039;&lt;br /&gt;
*WLT: &amp;quot;Voice of the Emperor&amp;quot;: While within 9&amp;quot;, Imperium units use the warlord&#039;s leadership, +3&amp;quot; range to OTHER Auras (this has been applied to the leadership range).&lt;br /&gt;
*Relic: &amp;quot;Vexillus Dominatus&amp;quot;: &amp;lt;6&amp;quot; Re-roll failed leadership for Imperium Inf/Bikes. While within 6&amp;quot;, EI Custodes are considered to be 3 models when counting for securing objectives. (1 = 3, 2 = 6, 3 = 9...)&lt;br /&gt;
*Strat: &amp;quot;The Emperor&#039;s Hand&amp;quot; 1CP: Ignore modifiers when shooting/fighting. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquilan Shield:&#039;&#039;&#039;&lt;br /&gt;
*WLT: &amp;quot;Revered Companion&amp;quot;: Halves damage against the Warlord.&lt;br /&gt;
*Relic: &amp;quot;Praesidius&amp;quot;: Storm Shield, -1 to Wound rolls that target this character.&lt;br /&gt;
*Strat: &amp;quot;Shield of Honour&amp;quot; 1CP: Imperium Character &amp;lt;3&amp;quot;, resolve all attacks vs an Aquilan Shield unit instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dread Host:&#039;&#039;&#039;&lt;br /&gt;
*WLT: &amp;quot;All-Seeing Annihilator&amp;quot;: 6&amp;quot; Aura, all melee gain additional hit on 6s.&lt;br /&gt;
*Relic: &amp;quot;Admonimortis&amp;quot;: A Castellan Axe with S+3 AP-3 D3 in melee. Your ONLY infantry melee weapon with a flat Damage value in the entire Custodes list, perfect to reliably hunt down characters or monsters.&lt;br /&gt;
*Strat: &amp;quot;The Golden Light of the Moiraides&amp;quot; 1/2CP: Select in the charge phase; Teleported units, 3d6 drop lowest for charges out of deep-strike. 1CP = 1 Unit, 2CP = up to 3 Units.&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
The glaring downside for the Custodes is that due to their high points cost, you&#039;ll have a hard time building armies that yield higher amounts of Command Points. Take the time to get to know the stratagems available to you, so that you can employ the right one at the right time to devastating effect.  If you brought Trajann, his Moment Shackle will, on average, give you back 2 CP for a 3 CP stratagem, 1.67 for a 2 CP stratagem, and a full 1 CP for a 1 CP stratagem.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Avatars of the Emperor (1 CP):&#039;&#039;&#039; At the beginning of the Morale phase, choose a non-vehicle Custodes unit (remember, your bikes &#039;&#039;don&#039;t&#039;&#039; count as vehicles). All Imperium infantry within 6&amp;quot; can use that unit&#039;s Ld for that morale phase.&lt;br /&gt;
*&#039;&#039;&#039;Avenge the Fallen (1 CP):&#039;&#039;&#039; During the fight phase, select an Adeptus Custodes unit. Each model in the selected unit gains a bonus attack for every model in the unit that was slain on that turn. &lt;br /&gt;
**The main weakness of the Custodes in melee is in dealing with hordes that will wear them down by inflicting more wounds than they can save against while being too numerous for the golden boys to wipe out in a single fight phase. While falling back can be an option in those situations, your model count will likely be so low that any such hordes can surround you, disabling your ability to fall back and leaving you to deal with a death of a thousand cuts. This Stratagem can mitigate that issue somewhat: in a 10-model unit, 5 models lost in the turn it&#039;s activated means the remaining 5 models will be packing 5 more attacks &#039;&#039;per model&#039;&#039;. Of course, you&#039;ll have to pay through the nose just to max out a single unit&#039;s size in the first place, but it&#039;s better than being up to your golden armpits in Gaunts or Boyz.&lt;br /&gt;
**another weakness is that the opponents would rather focus down a unit rather than spread it out, so only one or two units will benefit if not the whole unit gets destroyed. &lt;br /&gt;
**From a math perspective, in absolute terms, this adds the most attacks when the unit has lost exactly half of its model count that turn, or, if it started at an odd number, 1/2 a model more or less than half: for example, a 3 man squad gets 2 bonus attacks when it loses 1 or 2 men, while a 10 man squad gets 25 extra attacks when it loses 5 men.  As you lose more or fewer models, you get diminishing returns - e.g.the 10 man squad gets +25 at 5 losses, but +9 at 9 losses or 1 loss.  As you can see, it also works better on larger squads, but larger squads hurt your CP pool so you probably went MSU if you&#039;re relying on stratagems.&lt;br /&gt;
*&#039;&#039;&#039;Bringers of the Emperor&#039;s Justice (1 CP):&#039;&#039;&#039; Ripped straight from the Blood Angels. An extra swing on a 6+ to hit against Chaos Space Marines, increased to a 4+ against Black Legion. Helps patch our number of attacks when it comes to dealing with hordes and/or Abbadon&#039;s bitches. When used with the Vexilla Imperialis’ ability, your custodes will have an extra 2 attacks. Just in case something somehow survived your initial attacks.&lt;br /&gt;
*&#039;&#039;&#039;Burst Missile Net (1 CP):&#039;&#039;&#039; If your bikes fire flakkburst at the same target, reroll the wound roll. Decent for setting up a charge on a FLY Vehicle or a Flyer but....really? Just charge the thing and save your CP.&lt;br /&gt;
*&#039;&#039;&#039;Castellan Strike (1 CP):&#039;&#039;&#039; If all the castellan axes in a unit are aimed at the same target, they get +1 to their AP. Great for taking on big things that would otherwise sit on a slightly better save.&lt;br /&gt;
*&#039;&#039;&#039;Concussion Grenade (1 CP):&#039;&#039;&#039; When selecting an Allarus Terminator unit to attack in the shooting phase, their balistarus grenade launcher becomes AP0. However, enemy infantry hit by it cannot overwatch and take a -1 penalty to hit (like the Reivers&#039; shock grenades). &lt;br /&gt;
*&#039;&#039;&#039;Even in Death... (2 CP):&#039;&#039;&#039; When an Adeptus Custodes character is slain, he can make an out-of-phase shooting or fight action before being removed. A copy of the Space Marine Stratagem &amp;quot;Only in Death Does Duty End&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Ever Vigilant (2 CP):&#039;&#039;&#039; When an enemy lands within 12&amp;quot;, shoot at them with -1 to hit. same as marines (except you&#039;ll hit on 3+).&lt;br /&gt;
*&#039;&#039;&#039;Eyes of the Emperor (1 CP):&#039;&#039;&#039; Discard and draw a new tactical objective. super situational, but nice to have for Maelstrom of War missions.&lt;br /&gt;
*&#039;&#039;&#039;From Golden Light They Come (1 CP/ 3 CP):&#039;&#039;&#039; During deployment, deep strike up to two units of Adeptus Custodes Infantry, Bikers, or Dreadnoughts(!). Like other deep strike Stratagems, it can only be used once per game - it costs 1 CP for a single unit and 3 CP for two.&lt;br /&gt;
**The limit of two units doesn’t matter too much to the custodes as they have a low unit count (so two deep striking units might be your entire infantry contingent) and at least half of your army must be on the board during deployment; the more difficult factor is the 3cp price, especially considering the excellent competition this stratagem is up against.&lt;br /&gt;
***Can be utterly devastating when used on a Telemon Heavy Dreadnought (or any FW Custodes dread). This is especially useful against character screening armies, such as a Typhus-poxwalkers Death Guard, a Chaplain Dread or Guilliman with Guard Spam. For maximum damage deploy the Emperor&#039;s Golden Cock On Legs on your opponent’s back-marker objective(s), and watch him panic as his gun line is torn to shreds/blown to pieces by a nigh-unstoppable death machine, and all the while your other melee units, such as Wardens and Spear Guard, get ever closer to his army. Unless he brought something ridiculous, like a Knight Gallant or Castigator Lancer, he may as well just give up, because if he doesn’t shoot the Telemon, he’ll die, and if he doesn’t shoot your footslogging units, he’ll die. It is expensive in points, however, and people wise up to this trick very fast after the first time you pull it off.&lt;br /&gt;
***Remember, your opponent still has a huge advantage in actually holding onto objectives (at least until your ObSec Jetbikes with HBs get up the board). Make sure that, whatever you do, &#039;&#039;&#039;DO NOT&#039;&#039;&#039; charge your Telemon into combat unless you&#039;re going at a character with no bubble wrapping bodyguard &#039;&#039;&#039;and&#039;&#039;&#039; equipped it with the power fists. If you attempt to charge a bubble wrapping horde, even poxwalkers or &#039;gaunts can bring you down easily, and 300 points have just gone down the drain. If you do this deep-strike tactic, make sure that you keep your distance from hordes and shoot them to death instead, and prioritize by proximity (unless you need that &amp;lt;insert unit&amp;gt; dead).&lt;br /&gt;
*&#039;&#039;&#039;Indomitable Guardians (1 CP):&#039;&#039;&#039; After an enemy charges and fights with at least 1 unit, you can choose a unit of Custodes within 3&amp;quot; of an objective and fight with them. Every little advantage you can claim in defending objectives helps. Don&#039;t forget this Stratagem! It is a discounted Interrupt with a contingency. A little situational but VERY useful when it comes to fruition.&lt;br /&gt;
*&#039;&#039;&#039;Inescapable Vengence (2 CP):&#039;&#039;&#039; When selecting a unit of Allarus Terminators to attack in the Shooting phase, they can target Characters with their attacks regardless of whether or not they&#039;re the closest target. Allarus Terminators already have a similar bonus when it comes to consolidating after a fight, cementing their role as anti-character death squads. Combining the fact that the shooting from their axes/spears does 2 damage a piece along with their armor shredding grenade launchers, your Allarus Custodians might end up killing their target character just from their shooting.&lt;br /&gt;
*&#039;&#039;&#039;Inspire Fear (1 CP):&#039;&#039;&#039; -1 to enemy leadership (really a +1 to enemy morale check, but same difference). You have hurricane bolters, why are your opponent&#039;s hordes still alive to run away?&lt;br /&gt;
*&#039;&#039;&#039;Networked Machine Spirits (1 CP):&#039;&#039;&#039; Can be used when 2 of your Venerable Land Raiders are snuggled up within 6” and makes them immune to any negative to-hit modifiers. Situational since you already have PoTMS and a 2+ BS, but great if you’re up against Venomthropes, Alpha Legion, Raven Guard, or just decide [[Cheese|that unit of Eldar Shadow Spectres+cover+Conceal+Alaitoc Attribute were looking a little smug with their 2+ Save on top of a -4 to-hit bullshit]] and really [[Troll|might as well not be on the table anymore.]]&lt;br /&gt;
*&#039;&#039;&#039;Piercing Strike (1 CP):&#039;&#039;&#039; When a Custodes is selected to fight in the Fight phase, it may add +1 to wound rolls made for attacks with its guardian spears. Excellent for those times when you need a squad of custodians to take down a land raider or a greater demon, also means that you&#039;ll be mowing down marines of all varieties on a 2+. Considering that you&#039;re hitting on a 2+ already with a high AP, pumping up your chances to wound push you over the edge from &amp;quot;spooky&amp;quot; to &amp;quot;downright terrifying&amp;quot;. Another advantage is that your opponent often overlooks this stratagem, focussing on defending against the &amp;quot;Big Bads&amp;quot;, like FGLTC or Vexilla Teleport Homer, so the first time you use this will generally be completely unexpected. Save it until they make a mistake, like charging a newly teleported Abby into the basic 5-man unit you have holding the backmarker objective.&lt;br /&gt;
*&#039;&#039;&#039;Plant the Vexilla (1 CP):&#039;&#039;&#039; Add 6&amp;quot; to a vexilla&#039;s bubble, so long as the bearer didn&#039;t move. Our other &#039;&#039;&#039;AMAZING&#039;&#039;&#039; strat. Being able to give 5++ to allies or +1 attack from 12&amp;quot; away pairs great with the Vexilla Teleporter Homer.&lt;br /&gt;
*&#039;&#039;&#039;Sentinel Storm (2 CP):&#039;&#039;&#039; At the end of your &#039;&#039;&#039;enemy&#039;s&#039;&#039;&#039; shooting phase, fire with your sentinel blades. Not the best, based on what the sentinel blade is, but nice for softening an incoming charge or screwing with an enemy&#039;s plan if you get lucky. However, if you run a sword and board squad for dealing with hordes, the two pistol shots each will help them to not get drowned in attacks, and the ability to get off even more horde clearance cannot be overstated, although it does compete for CP with other ridiculously good stratagems.&lt;br /&gt;
*&#039;&#039;&#039;Shoulder the Mantle (1 CP):&#039;&#039;&#039; And you thought Alpharius&#039; tricks were for heretics only. If your Warlord dies, select a Shield-Captain in your army. They become the new Warlord and generate a WT. As a bonus, as long as the new Warlord is on the field the opponent can&#039;t claim VP for slaying your Warlord. Since this Strategem does not designate that that the Warlord must be a Custodian Shield-Captian or Captian General, you can shoulder the mantle from an Astra Militarum Company Commander or other low quality efficient HQ, to your Shield Captian and give him a Warlord traits like Superior Creation or Radiant Mantle, all the while not giving up Warlord.&lt;br /&gt;
*&#039;&#039;&#039;Spark of Divinity (1 CP):&#039;&#039;&#039; Forget the others, like FGLTC and VTH, this is your single most important stratagem in your arsenal. Overstatement? Well, for just 1CP it &#039;&#039;&#039;allows your Custodians to Deny The Witch within 12 inches&#039;&#039;&#039;. If you&#039;ve come this far (and if you keep going) in this article, you&#039;ll have noticed that the Custodians have 3 main problems: CPs, the volume of fire (both enemy and friendly), and Psychic Defence. This Stratagem plugs two of them. It&#039;s cheap for what it does, and helps keep your boys alive long enough against Psyker armies like Aeldari, Thousand Sons, Daemons, Grey Knights, etc. to get into combat and kill the witches (or for your Venatari and Termies to deepstrike on Turn 2 and assassinate them). It&#039;s not going to be a good substitute for normal Psyker defense on its own though, because while they can spam Smite and other powers you cannot spam this Stratagem. Finally, if you bring Valoris you can use his moment shackle after using this to essentially give you a free use. DO NOT FORGET ABOUT IT.&lt;br /&gt;
*&#039;&#039;&#039;Stooping Dive (3 CP):&#039;&#039;&#039; At the end of your opponent&#039;s Charge phase, pick a Biker unit within 12&amp;quot; of an enemy model. It can charge as if it was your charge phase, and if it makes the charge it gets to fight first even if the opponent charged with someone else. Conflicts with similar rules (e.g. Banshees, Emperor&#039;s Children CSMs, etc.) are resolved as normal. Considering how hard bikes can hit it is capable of canceling an important enemy charge attack entirely, which can completely change the battle. One of the best stratagems in the game or at least in the Imperium, albeit expensive.&lt;br /&gt;
*&#039;&#039;&#039;Tanglefoot Grenade (1 CP):&#039;&#039;&#039; At the start of the enemy movement or charge phase, pick a non-{{W40Kkeyword|FLY}} enemy unit within 12&amp;quot; of a Custodes infantry unit. Roll a d6; the target&#039;s Movement characteristic or charge distance is reduced by the result for the rest of the phase.&lt;br /&gt;
**Even just a -1 to charge distances can be enough to effectively neutralize an enemy unit. Now imagine what will happen if they end up losing an average of 3-4&amp;quot; of charge distance. Excellent on melee fighters that will sorely miss even a single inch of mobility and nothing is more hilarious than a squad of Howling Banshees being forced to move slower than Death Guard Terminators. It&#039;s worth noting that this strat is also amazing for ensuring enemy units will have a much harder time trying to flee from combat or put some more space between them and the incoming golden wrecking ball.&lt;br /&gt;
** REMEMBER, this stratagem is usable in both the movement AND charge phases. Since stratagems can be used a maximum of once per phase you can stunt a nearby enemy&#039;s regular movement and, later in the turn, you can ruin the same or other unit&#039;s charge. For only 1 CP each time you can seriously handicap your enemy&#039;s plans throughout their entire turn depending on which units they&#039;re trying to maneuver. Pair this with the Coronus Grav-Carrier&#039;s -2 to charge distance for some true cheese.&lt;br /&gt;
*&#039;&#039;&#039;Unflinching (1 CP):&#039;&#039;&#039; Gives you a 5+ overwatch. There is no escaping Hurricane Bolters, as the Emperor knows you have committed great sins.&lt;br /&gt;
*&#039;&#039;&#039;Unleash the Lions (2 CP):&#039;&#039;&#039; At the start of the Movement phase, select a unit of Allarus Terminators. They split up into separate units consisting of a single model apiece. Keep in mind that each Terminator has 4 wounds, the typical Custodes saves, and has rules meant for them to single out Characters from far away; this allows them to take on several Characters at once while preventing foes from just focusing fire on their squad or using morale to wear them down.&lt;br /&gt;
*&#039;&#039;&#039;Vexilla Teleport Homer (3 CP):&#039;&#039;&#039; Can deep strike within 6&amp;quot; of a vexilla (who was already on the board), so long as you are 3&amp;quot; away from the enemy. Fucking &#039;&#039;&#039;AMAZING&#039;&#039;&#039;. Drop a 10-man termie squad 3&amp;quot; away from your enemy, cripple behind them with some shooting, then melee everything dead. Keep in mind that you can&#039;t use this stratagem the same turn that your vexilla deep strikes (if in Allarus Terminator armor), so they will either need a screen to take enemy shooting or give your opponent other immediate threats to shoot at plus the -1 to hit vexilla and maybe the Eagle&#039;s Eye relic to survive a round of shooting so you can deep strike your golden boys down next turn.&lt;br /&gt;
**Alternative Opinion: For this strategy to work, it takes 2 turns and 3 command points to work. If you are spending all those points and command points you better be praying to the Emperor and Kitten&#039;s naked body that you don&#039;t think about the odds of this actually working and just have faith in the Emperor.&lt;br /&gt;
**The FAQ says you can only deep strike one squad per use, so consider From Golden Light They Come if you want to deep strike more than that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Victor of the Blood Games (2 CP):&#039;&#039;&#039; Almost an auto take. Before the game starts, choose a character. That guy gets to reroll 1 hit, wound, or save roll per turn. This right here is one of the best Stratagems we get as an army, if not &#039;&#039;&#039;the&#039;&#039;&#039; best one. If you thought a Shield-Captain on the Auric Aquilas packing a 3++ (and possibly a FnP on a 5+ depending on his WT) was hard to kill before, &#039;&#039;&#039;&#039;&#039;hooo boy&#039;&#039;&#039;&#039;&#039;, just you wait.&lt;br /&gt;
** Alternate Opinion: While certainly a kick-ass stratagem, here is something to consider. Most of the time this is going to be used on a Shield-Captain. Unless he&#039;s taking a negative on his to-hit rolls for some reason, he&#039;s already rerolling all his 1&#039;s, so you can&#039;t spend the reroll there. That leaves only the wound rolls and saves that will ever get used for this. While still AMAZING to have that sort of insurance in your back pocket, for a CP hungry army like this, this (usually) two-option single reroll may not be worth a whole 2CP. Against certain lists, it definitely could be, but you should always consider what you&#039;re going to get out of it first. If you don&#039;t think your shield-captain on jetbike will be threatened by much or have trouble wounding in a certain match, consider saving the 2CP for something else.&lt;br /&gt;
** Remember that this stratagem is used during &#039;&#039;&#039;&#039;&#039;&#039;deployment&#039;&#039;&#039;&#039;&#039;, meaning if you have a Grand Strategist-alike, you roll for EACH CP spent and can (potentially) get them all back, as the battle round has yet to begin.&lt;br /&gt;
** Also remember that this reroll is per PLAYER turn, meaning you can reroll a failed wound roll in your turn, and a save in your opponents. Contrary to the above, if you have the CP to spare, you absolutely should be using this Strategem.&lt;br /&gt;
*&#039;&#039;&#039;Wisdom Of The Ancients (1 CP):&#039;&#039;&#039; Man, Imperials love to listen to their assorted Grandpas’ stories, don’t they? Does the same thing it does in all the other codices by giving a Dreadnought in your army a 6” reroll-ones-to-hit bubble. Useful when your shield-captains have better places to be, like handing your opponent&#039;s warlord his ass on a golden platter (which he will statistically do unless it’s a Primarch, Typhus, Ghazghkul Thraka, etc).&lt;br /&gt;
&lt;br /&gt;
===Psychic Awakening: War of the Spider Strategems===&lt;br /&gt;
*&#039;&#039;&#039;Captain-commander (1CP):&#039;&#039;&#039; Use this Strategem before the battle, and select a Shield-Captain model from your army that is not a named character. Select one of the following traits for that model; this stratagem is usable once per battle.&lt;br /&gt;
**&#039;&#039;&#039;Bane of Abominations:&#039;&#039;&#039; Re-roll Wound Roll against Monsters and vehicles. Not bad, but seems half usable on a biker captain.&lt;br /&gt;
**&#039;&#039;&#039;Defiant to the Last:&#039;&#039;&#039; +1 attack per wound lost, to a maximum of +3 attacks. Looks tempting, but usually if your captain is taking damage, he lost maybe 1 wound from failing a random 2+ save or he got focused and nuked down and is dead now.&lt;br /&gt;
**&#039;&#039;&#039;Indomitable Constitution:&#039;&#039;&#039; +2 wounds. Amazing. Bike captain is now tougher than Roboute Guilliman (if you take the 3++ relic), but without the ability to come back to life.&lt;br /&gt;
**&#039;&#039;&#039;Inspirational Exemplar:&#039;&#039;&#039; +3&amp;quot; to aura effects. Good on a captain sitting back with tanks or walking up the board with foot soldiers.&lt;br /&gt;
**&#039;&#039;&#039;Master of Melee:&#039;&#039;&#039; +2 Attacks when within 1&amp;quot; from 5 or more enemy models. Better than the Defiant to the Last trait. &lt;br /&gt;
**&#039;&#039;&#039;Slayer of the Unclean:&#039;&#039;&#039; Double damage on WR of 6, melee AND shooting. &lt;br /&gt;
**&#039;&#039;&#039;Strategic Mastermind:&#039;&#039;&#039; 5+ Regen per CP SPENT&lt;br /&gt;
**&#039;&#039;&#039;Swift as the Eagle:&#039;&#039;&#039; +1&amp;quot; move/adv/charge&lt;br /&gt;
**&#039;&#039;&#039;Unstoppable Destroyer:&#039;&#039;&#039; D3+3&#039; pile in, consolidate pile in towards any model in range. Consolidate can be away from enemy models.&lt;br /&gt;
*&#039;&#039;&#039;Ancient Artifice (1 CP):&#039;&#039;&#039; Half damage to Dreadnoughts. &lt;br /&gt;
*&#039;&#039;&#039;Arcane Genetic Alchemy (2 CP):&#039;&#039;&#039; When a non-vehicle unit is chosen to be attacked, wound rolls of 1-3 always fails until the end of the phase. Transhuman on our units!&lt;br /&gt;
*&#039;&#039;&#039;Archeotech Munitions (1 CP):&#039;&#039;&#039; DD6 weapons, roll 2 dice and select the highest. Melta rules on weapons that don&#039;t have melta. Situational but definitely good when you rememeber to use it. &lt;br /&gt;
*&#039;&#039;&#039;Auramite and Adamantium (1 CP):&#039;&#039;&#039; Custodes Terminators ignore AP-1 and AP-2, until end of the phase.&lt;br /&gt;
*&#039;&#039;&#039;Blood Games Veterans (1/2 CP):&#039;&#039;&#039; Units of 5 models, 1CP. 6+ models is 2CP; shooting phase unmodified 6 to hit = Auto-wound target. Great when you have a lost of shots against tough targets and you just need to pick it apart. &lt;br /&gt;
*&#039;&#039;&#039;Eternal Penitent (1 CP):&#039;&#039;&#039; Select a Dread, selectable once. Dread has +1 Attack and Reroll Charges for the game. Really cool if you want to get your new Telemon dread into combat without committing to Dread Host. &lt;br /&gt;
*&#039;&#039;&#039;Fortress of Willpower (1 CP):&#039;&#039;&#039; Custodes targeted by Psychic Powers, after DTW, on 4+ no effect. (+3 if wardens).&lt;br /&gt;
*&#039;&#039;&#039;Fraternity of Heroes (1 CP):&#039;&#039;&#039; At the end of the enemy&#039;s charge phase, one Custodes unit that&#039;s not within 1&amp;quot; of an enemy model can immediately perform a Heroic Intervention. If your enemy ever thought that they&#039;re dealing with only one bunch, throw some more bananas into the mix!&lt;br /&gt;
*&#039;&#039;&#039;Indomitable Engines (1 CP):&#039;&#039;&#039; Vehicle 5+ FNP against Mortal Wounds, starting when you WOULD take a mortal wound on a vehicle. Lasts one phase. Know you&#039;re about to take a bunch of mortals from Smite spam? Throw that Pallas tank or Contemptor dread up front and try to tank some of the hits before your Guard do.&lt;br /&gt;
*&#039;&#039;&#039;Slayer of Nightmares (2 CP):&#039;&#039;&#039; Can +1WR if targeted something with higher Toughness than own, in the fight phase. We really needed this. Makes axes wound on 3s against knights. Spears have a cheaper version of this, but still good. &lt;br /&gt;
*&#039;&#039;&#039;Superior Fire Patterns (1 CP):&#039;&#039;&#039; During the shooting phase, pick one unit of Custodes Infantry. For this phase, they can double all shots using Pistol and Rapid Fire weapons. This is one of those strats that you will be using every phase if you can. The main application would be on terminators of both kinds. The Allarus will get double shots on their axes when they sniper characters, and a squad of 5 alone would get 20 shots. The Aquilon Terminators with their Storm Bolters would get 8 shots each...That&#039;s 40 shots with a squad of 5. Also, a funny way to run this would be if you took the Gatekeeper Spear relic. That&#039;s 12 shots with a single character. &lt;br /&gt;
*&#039;&#039;&#039;Ten Thousand Heroes (1 CP):&#039;&#039;&#039; Once per battle, additional Warlord Trait for a non-warlord Adeptus Custodes model. Each WLT in your army must be unique. (ONLY ONE)&lt;br /&gt;
*&#039;&#039;&#039;The Emperor&#039;s Auspice (2 CP):&#039;&#039;&#039; No re-rolls for attacks against this unit for the phase.&lt;br /&gt;
**Useful against many enemies, but especially Death Stars which would otherwise attempt to swarm you with reroll all hits and reroll 1’s to wound. At the top end you can reduce damage taken by 20%, and potentially cause mortal wounds from plasma.&lt;br /&gt;
*&#039;&#039;&#039;Vengeance of the Machine Spirit (2 CP):&#039;&#039;&#039; When a vehicle with PotMS is destroyed it can Auto-explode, make a shooting attack, or make single weapon attack. Use top row of damage table for resolving attacks.&lt;br /&gt;
&lt;br /&gt;
===Sisters of Silence===&lt;br /&gt;
*&#039;&#039;&#039;Creeping Dread (1 CP):&#039;&#039;&#039; -1HR &amp;lt;6&amp;quot;, one phase.&lt;br /&gt;
*&#039;&#039;&#039;Decapitating Strikes (1 CP):&#039;&#039;&#039; Vigilators are +1WR, until end of phase.&lt;br /&gt;
*&#039;&#039;&#039;Desperation&#039;s Price (1 CP):&#039;&#039;&#039; 18&amp;quot; additional D3 MWs perils.&lt;br /&gt;
*&#039;&#039;&#039;Empyric Severance (1 CP):&#039;&#039;&#039; 18&amp;quot; 3+ stops a psychic power, AFTER DTW.&lt;br /&gt;
*&#039;&#039;&#039;Immaterial Dissonance (1 CP):&#039;&#039;&#039; Psyk-out grenades that hit 1 daemon/psyker, no overwatch and -1HR in melee until end of turn.&lt;br /&gt;
*&#039;&#039;&#039;Punishment Fire (1 CP):&#039;&#039;&#039; Prosecutors bolters, 18&amp;quot; Assault 3.&lt;br /&gt;
*&#039;&#039;&#039;Purgation Sweep (1/2 CP):&#039;&#039;&#039; Units up to 5, 1CP. 6+, 2CP. Flamers rolling less than 4W = 4W.&lt;br /&gt;
*&#039;&#039;&#039;Talons (1 CP):&#039;&#039;&#039; Until the end of phase, re-roll HR for SoS unit when &amp;lt;6&amp;quot; of Custodes THAT HAVE ALREADY ATTACKED IN THAT PHASE.&lt;br /&gt;
&lt;br /&gt;
==Tactical Objectives==&lt;br /&gt;
;11 - Deliver Victory&lt;br /&gt;
: If you scored at least 1 VP from another Tactical Objective this turn, gain 1 VP.&lt;br /&gt;
;12 - Eliminate Threats&lt;br /&gt;
: 1 VP if you destroy an enemy unit, improved to d3 VP if you destroyed at least 3.&lt;br /&gt;
;13 - War Zone Secure&lt;br /&gt;
: 1 VP if you control at least 3 objectives.&lt;br /&gt;
;14 - Keep Them At Spear&#039;s Length&lt;br /&gt;
: 1 VP if there are no other units within 3&amp;quot; of Adeptus Custodes units from your army (not counting other Adeptus Custodes units). This cannot be completed on the first turn. Keep in mind that &amp;quot;no other units&amp;quot; &#039;&#039;does&#039;&#039; count allies as well as enemies, so mind how you place your allied detachments!&lt;br /&gt;
;15 - Crush Their Resistance&lt;br /&gt;
: Your opponent selects an objective. If you control it by the end of the turn, gain d3 VP. &lt;br /&gt;
;16 - The Emperor&#039;s Vengeance&lt;br /&gt;
: d3 VP if you steal an objective from an enemy, which is upped to d3+3 if you steal 3 or more.&lt;br /&gt;
&lt;br /&gt;
==Armoury==&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
&lt;br /&gt;
Ranged Weapons found on the Games Workshop units are as follows:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Guardian Spear/Castellan Axe:&#039;&#039;&#039; When shooting these weapons, they are both 24&amp;quot; S4 AP-1, with Rapid fire 1 and D2, that&#039;s 2 wounds per failed save. Yes, your basic gun has two wounds. Excellent for taking down most things MEQ’s, TEQ’s, custodes, anything less than toughness 8, GEQ’s; although slightly overkill on GEQs, but anything with more than one wound will drop like flies. The bonus AP will also make a huge difference, effectively doubling your damage output against TEQs and the like. In short, [[Awesome|a normal marine&#039;s Relic Bolter is our normal weapon.]]&lt;br /&gt;
*&#039;&#039;&#039;Sentinel Blades:&#039;&#039;&#039; Pistol 2 S4 ap0 D1, your only weapon choice if you&#039;re running shielded custodians for when you need to ensure they don&#039;t die. It also benefits from multiple stratagems exclusively.&lt;br /&gt;
*&#039;&#039;&#039;Balistus Grenade Launcher:&#039;&#039;&#039; The main armament of the Allarus and a marine killer of some quality. 12&amp;quot;, Assault D3, S4, AP-3, D1. Combine with the Guardian Spear or Castellan Axe shooting for some shockingly good infantry mulching at short range. Being AP-3 but only D1 makes it superior to the spear at MEQ hunting and will do unspeakable things to things like storm troopers and Eldar, and as you can now deep strike again this weapon is perfectly suited to be plonked in an enemies flank or rear to do unspeakable damage.&lt;br /&gt;
*&#039;&#039;&#039;Hurricane Bolter:&#039;&#039;&#039; [[AWESOME|Standard issue on your Dawneagle Jetbikes]]. With a lovely 12 S4 AP0 shots at 12” range (6 at 24”) &#039;&#039;per Bike&#039;&#039;, this makes your Jetbike squads excellent for mincing lightly armored infantry units that might bog down your expensive Banana Boyz. The fact that this weapon is fitted to a unit that can FLY also means that you will almost always be able to fire this weapon every turn, and a unit of these overwatching will be hilarious if very short-lived for the charging unit.&lt;br /&gt;
**Outperforms the Salvo Launcher against most targets (including some vehicles of toughness 7 or less)  when in rapid-fire range by sheer Ork levels of dice, especially when coupled with re-rolls to hit. Your go-to choice unless you have some toughness 7 or higher with good armor saves which require your [[rape|tender administrations]].&lt;br /&gt;
*&#039;&#039;&#039;Salvo Launcher:&#039;&#039;&#039; The other weapon option for your Jetbikes, it has 24” range and is either a Multi-Melta shot that re-rolls wounds against {{W40Kkeyword|Vehicles}} but does not get melta dice at half range, or a Heavy D3 S7 AP-1 D3 missile that gets +1 to hit against things with {{W40Kkeyword|Fly}} but -1 to hit against anything that doesn’t. This little quirk shouldn’t be a problem, though, since your normal BS is 2+. The melta version is great for ripping apart vehicles and the flakk choice is great for shoring up your slightly spotty anti-air. Very situational, but fills out the lack of high strength anti-tank shooting that Custodes lack immensely. Hurricane bolters are usually (If not always) better in the current meta, but a few can be strong in your weekend gaming.&lt;br /&gt;
**Its only real flaws are that, as a Heavy weapon, it&#039;s less able to take advantage of the jetbike&#039;s mobility, but a 3+ to hit is still pretty good and it&#039;s not like you have cheaper ranged anti-vehicle weapons. When using Flakk to shoot non-supersonic {{W40Kkeyword|FLY}}, however, your BS will still be 2+ even if you moved. The secondary flaw is that, while it&#039;s better than a multi-melta against vehicles, it&#039;s noticeably worse against everything else when firing using its &amp;quot;melta&amp;quot; profile as well as being more than double the price of hurricane bolters.&lt;br /&gt;
**As Chapter Approved dropped its points so that it&#039;s a mere 5 points more than a Hurricane Bolter, its flaws might no longer outweigh the benefit.&lt;br /&gt;
*&#039;&#039;&#039;Multi-melta:&#039;&#039;&#039; Found exclusively on the venerable contemptor dreadnought. Same as any other multi-melta, and one of the few ranged anti-armor weapons you have.&lt;br /&gt;
*&#039;&#039;&#039;Kheres Pattern Assault Cannon:&#039;&#039;&#039; The other option for your Venerable Contemptors. 24&amp;quot; range, Heavy 6, S7 AP-1. Less close-range clout than the Dawneagle&#039;s hurricane bolters, but more reliable when targeting heavier infantry or light vehicles due to its better range and higher strength and AP.&lt;br /&gt;
&lt;br /&gt;
====Forge World====&lt;br /&gt;
Ranged Weapons found on the Forge World units are as follows:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Achillus Dreadspear:&#039;&#039;&#039; 24&amp;quot; Heavy 2 S8 AP-2 d3D, making it essentially a Leman Russ battle cannon, instead of a d3 shot and d3 damage lascannon. A decent anti-armor weapon, but more of a tool for softening up the vehicle before the Achillus charges it and reduces said vehicle to slag.&lt;br /&gt;
*&#039;&#039;&#039;Adrasite Weapons:&#039;&#039;&#039; The Disintegration Beam weapons from the Horus Heresy are upgrades of the Space Marine Grav weapons, and are similarly odd weapons. While high AP and damage output seem tempting at first, it is offset by their rather mediocre strength. They will struggle to wound most vehicles while shooting at infantry will often result in overkill. They can have their applications against multi-wound models with low/medium toughness and a high armor save (e.g. Primaris Marines and TEQs, against whom they are perfect), and are usually cheaper than any alternatives. But it&#039;s questionable if you can afford to have dedicated anti-marine weapons in an army with such a low model count and no guarantee that you’ll face Marines. Ironically, they are also quite effective against other Custodes!&lt;br /&gt;
**&#039;&#039;&#039;Adrasite Spear:&#039;&#039;&#039; 18&amp;quot; Assault 1 S5 AP-3 D3, available on your FW troops. 4 points cheaper than its Pyrithite counterpart, so add a Misericordia to your A3 S6 AP-3 Dd3 melee and watch Marines cry.&lt;br /&gt;
**&#039;&#039;&#039;Adrastus Bolt Caliver:&#039;&#039;&#039; Has 2 profiles: the first one is Bolt volley 36&amp;quot; Assault 3 Heavy Bolter (S5 AP-1 D1) or a Disintegration beam 15&amp;quot; Assault 1 S5 AP-3 D3. Exclusive to Sagittarum Custodians. As usual with combi-weapons, you can fire both profiles during a single shooting phase at the cost of getting -1 on your hit rolls, which is mathematically worth it in the case of the caliver.&lt;br /&gt;
**&#039;&#039;&#039;Adrathic Devastator:&#039;&#039;&#039; Found on Dickbike Custodians. 18&amp;quot; Heavy 2 S6 AP-3 D3. A little meh but it will chew through all the varieties of infantry and chip away at vehicles before a charge.&lt;br /&gt;
**&#039;&#039;&#039;Twin Adrathic Destructor:&#039;&#039;&#039; An option for Aquilons and spearnaughts. 18&amp;quot; Assault 2 S5 AP-3 D3.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arachnus Weapons&#039;&#039;&#039; A heavy weapon that has two fire modes, an Anti-vehicle beam that rerolls against {{W40Kkeyword|Vehicles}} and a Burst that trades quality for quantity and is more adept against MEQ and TEQ.&lt;br /&gt;
**&#039;&#039;&#039;Arachnus Heavy Blaze Cannon:&#039;&#039;&#039; Found on big boi Orion, it has 2 firing modes: Beam, which is a 48&amp;quot; Heavy 1 S9 Ap-4 &#039;&#039;&#039;3D+3&#039;&#039;&#039; re-rolls wounds against {{W40Kkeyword|Vehicles}} and Burst, which is a 36&amp;quot; Heavy 4 S7 AP-2 D1. Increases the Orion&#039;s firepower flexibility greatly, allowing it to aid Pyrithite Spear-wielding Guard in tank-busting or Talon-and-Firepike Aquilons in horde-chewing.&lt;br /&gt;
**&#039;&#039;&#039;Arachnus Storm Cannon:&#039;&#039;&#039; As always, 2 firing modes: Beam, which is now a 36&amp;quot; Heavy 2 S8 Ap-4 3 re-rolls wounds against {{W40Kkeyword|Vehicles}} and Burst, which is a 24&amp;quot; Heavy 6 S7 AP-2 D1. &lt;br /&gt;
**&#039;&#039;&#039;Twin Arachnus Blaze Cannon:&#039;&#039;&#039; A lighter Arachnus weapon: Beam is a 36&amp;quot; Heavy 2 S7 Ap-4 3 re-rolls wounds against {{W40Kkeyword|Vehicles}} and Burst is a 24&amp;quot; Heavy 6 S5 AP-2 D1.&lt;br /&gt;
**&#039;&#039;&#039;Twin Arachnus Heavy Blaze Cannon:&#039;&#039;&#039; A Heavy Blaze Cannon with twice the shots on each mode.&lt;br /&gt;
**&#039;&#039;&#039;Arachnus magna-blaze cannon:&#039;&#039;&#039; found on the Ares gunship. its beam don&#039;t rerolls, but instead a 72&amp;quot; Heavy d3, &#039;&#039;&#039;S14&#039;&#039;&#039; &#039;&#039;&#039;D3+6&#039;&#039;&#039;. and Burst is Heavy 3 S9 D3. The kind of gun that disintegrates tanks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Galatus Warblade:&#039;&#039;&#039; Twin heavy flamer with +1S.&lt;br /&gt;
*&#039;&#039;&#039;Iliastus Accelerator Culverin:&#039;&#039;&#039; 48&amp;quot; Heavy 4 S7 AP-3 D2; Exclusive to the Telemon. Your weapon of choice for dealing with Primaris-like infantry and light vehicles.&lt;br /&gt;
*&#039;&#039;&#039;Infernus Firepike:&#039;&#039;&#039; 12&amp;quot; heavy flamer with +1S exclusive to Aquilon Custodians. Now you can cook some units the turn you deepstrike.&lt;br /&gt;
*&#039;&#039;&#039;Infernus Incinerator:&#039;&#039;&#039; +1S heavy flamer. Good for dealing with GEQs. However, because it&#039;s Heavy, you can&#039;t advance. Found on Contemptor-Achillus Dreadnoughts.&lt;br /&gt;
*&#039;&#039;&#039;Kinetic Destroyer:&#039;&#039;&#039; Exclusive to Venatari Custodians. The only pistol in Forge World Custodes guns which means you can fire it in melee (but you want your flying boy in melee or not is another story). 18&amp;quot; Pistol 2 S6 AP-2 D2 can score an additional hit on an unmodified roll of 6. MEQ/Primaris/TEQ killers with enough range to put you out of rapid-fire range of most troops.&lt;br /&gt;
*&#039;&#039;&#039;Lastrum Bolt Cannon:&#039;&#039;&#039; A heavy bolter with +1S and -1AP.&lt;br /&gt;
*&#039;&#039;&#039;Lastrum Storm Bolter:&#039;&#039;&#039; A storm bolter that fires heavy bolter shells. Found on Aquilon Terminators and the Contemptor Achillus. It would be decent anti-MEQ firepower due to output and strength. Let down by its comparative lack of AP. Skip.&lt;br /&gt;
**For 5 pts, putting down 4 heavy bolter shots in rapid-fire range makes it a very efficient anti-infantry option for the points and puts it in serious contention vs the Infernus Firepike for Aquilons.&lt;br /&gt;
**Thanks to BS2 that is on average 3.33 (3.88 with Reroll 1) hits vs. the 3.5 of the Firepike at 12&amp;quot;. Beyond 12&amp;quot; the Pike gets useless. While S6 is certainly beneficial on wounding it comes together with charge Protection at a premium of 10 Points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plasma Ejector:&#039;&#039;&#039; More or less a Plasma Gun pretending to be a Heavy Flamer, with D6 S7 AP-3 D1 Autohits. As expensive as both weapons combined and now only found on the Exemplar&#039;s DCCW.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pyrithite Spear:&#039;&#039;&#039; A meltagun on a custodian spear. Utterly hilarious to use, especially when the bearers are FGLTC&#039;d right on top of a tank column. The fact that it&#039;s an assault weapon also means that Guard armed with these can get up the field much quicker than regular guard while maintaining their ability to shoot (and even a -1 to hit still gives you 5 MEQ-level meltagun shots), which helps them go hunting T7 vehicles like dreadnoughts.&lt;br /&gt;
*&#039;&#039;&#039;Spiculus Bolt Launcher:&#039;&#039;&#039; 24&amp;quot; 5 shots heavy bolter; found on the Telemon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spiculus Heavy Bolt Launcher:&#039;&#039;&#039; 48&amp;quot; Heavy 3 S7 AP-1 2D. Another Orion weapon. Again, it increases the versatility of the Orion as a fire support unit, this time allowing it to take on light vehicles and multi-wound infantry like Primaris Marines.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Twin Iliastus Accelerator Cannon:&#039;&#039;&#039; Another Caladius gun; 60&amp;quot; Heavy 8 S7 AP-3 D2. The latest rules nerfed the Iliastus cannon&#039;s impact against vehicles and MEQs. However, the flat Damage value of 2 makes it way more reliable against multi-wound infantry. And let&#039;s be honest, the Caladius was too good for what it costed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Twin Las-Pulser:&#039;&#039;&#039; 24&amp;quot; Heavy 4 S8 AP-2 Dd3. Found on the Dickbikes and the Exemplar, and the best choice for both of them due to potentially high shot output and high strength. Previously a fairly unpredictable weapon because of its random number of shots, it was nicely buffed by the August 2019 new rules.&lt;br /&gt;
**Note the Exemplar&#039;s gun is a Las-Puls&#039;&#039;&#039;a&#039;&#039;&#039;r, which is 20 more points but has +1 Strength and AP, as well as a foot more range. Since the Exemplar is only in the first batch of beta rules and the Dickbikes are only in the second, it stands to question if you should use the old stats on the Dread&#039;s sheet or assume the new spelling (and thus stats) found on the bike take priority. Make sure to check with your opponent beforehand!&lt;br /&gt;
*&#039;&#039;&#039;Twin Lastrum Bolt Cannon:&#039;&#039;&#039; You know what it is. Lastrum Bolt Cannon with double shots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Twin Plasma Projector:&#039;&#039;&#039; Comes with the Telemon&#039;s fist. 8&amp;quot; Heavy2d3 S6 AP-2 D1 auto-hit. It seems to have been specifically designed to help the Telemon deal with GEQs (S6 = 2+ to wound, Ap-2 = 7+ save, D1 has no overkill). However, it isn&#039;t very good at this due to its unreliable and comparatively low shot output - you will struggle to kill 10 conscripts over two turns&#039; worth of shooting with one of these.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Venatari Lance:&#039;&#039;&#039; 12&amp;quot; Assault 2 S6 AP-2 D2. Slight overkill on GEQs thanks to the D2 but can also do good work against MEQs and Primaris Marines thanks to its +2 strength and +1 AP over the Guardian Spear. It is also Assault, so you&#039;ll always get 2 shots and can fire it at MEQ-level BS when flying at full speed. A solid choice, but slightly overshadowed by the Destroyer. The better melee is what makes this shine.&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
&lt;br /&gt;
The Melee Weapons for Games Workshop&#039;s Custodes units are as follows:&lt;br /&gt;
*&#039;&#039;&#039;Guardian Spear:&#039;&#039;&#039; It&#039;s a S+1 (i.e. S6) AP-3 melee weapon that does DD3 damage to a target. In other words, effectively a souped-up force axe/sword, and is your most standard weapon throughout the list. At only 9 points it is a very effective weapon.&lt;br /&gt;
*&#039;&#039;&#039;Castellan Axe:&#039;&#039;&#039;  S+3 (i.e. S8) AP-2 D3 damage axe of crack and doom. Use when Strength 6 from the Guardian Spear isn’t quite cutting it and AP isn’t quite as important as actually landing wounds, such as when you’re going toe-to-toe with Tyranid beasties or light vehicles. Wardens and Allarus Custodians with these can threaten any Heavy Support in the game.&lt;br /&gt;
**Mathhammer-wise, axes are usually your best choice against T6 (both weapons are equivalent against T6/2+ with 5++ or worse, but the spear is cheaper, giving it the edge there) and T7/8 regardless of save, or anything with a 4++ or better, while spears shine against T1/2/3/5/9/10 models without a 4++. The difference in damage output between spears and axes against T4 models without an invulnerable save is minuscule (6.25% worse against 2+ and equivalent against 3+, i.e. only worse due to cost) so you should always go full Castellan when facing pure MEQ armies and keep the spears for GEQs and things with 2+ saves, although it&#039;s bad form to make your list after knowing your opponent&#039;s. The general rule, if the Custodian can take an axe he takes the axe!&lt;br /&gt;
*&#039;&#039;&#039;Interceptor Lance:&#039;&#039;&#039; Standard issue for your Jetbikes; same stat-wise as a Guardian Spear, but without any shooting (the guns are on the bikes) and it allows you to re-roll wounds on the charge. Tasty as hell.&lt;br /&gt;
**Jetbikes have the {{W40Kkeyword|Fly}} Keyword, which means they can charge and attack flyers in melee. [[Awesome|Just think about that.]]&lt;br /&gt;
*&#039;&#039;&#039;Misericordia:&#039;&#039;&#039; This power knife grants an additional attack at S: U AP-2 unless the model is equipped with a Storm Shield. At only 3 points, it&#039;s not too bad of a weapon, though with how expensive we already are per model, it&#039;s not an auto-include. Still, remember you could get 13 additional misericordia attacks in your army for the price of a single Custodian Guard, so it&#039;s worth taking under certain circumstances. That, and 30k Legio Custodes players won&#039;t skin you alive for [[Rage|actually having rules for the Misericordia]] [[Troll|and not using them]]. Also how you will be using any leftover points.&lt;br /&gt;
*&#039;&#039;&#039;Sentinel Blade:&#039;&#039;&#039; Strength User, AP-3, D3 damage; not as killy/strong as the Spear, but your only option if you take a Storm Shield. A good option if you want to outfit a unit to hunt T4 meqs and teqs since they will wound just as well as the spear but also get 2 pistol shots each in melee. Add stormshields if you anticipate said meqs/teqs having thunder hammers...&lt;br /&gt;
&lt;br /&gt;
====Forge World====&lt;br /&gt;
The Melee Weapons for Forge World&#039;s Custodes units are as follows:&lt;br /&gt;
*&#039;&#039;&#039;Achillus Dreadspear:&#039;&#039;&#039; A brutal Sx2 (14) AP-3 DD6 weapon that treats all Damage rolls of 1 or 2 as 3 and also deals d3 mortal wounds on the charge. Perfect for hunting down large, single entities toughness 7 or less. [[Anal Circumference|Bend over and we&#039;ll make this quick.]] It can also handle T8-T13 thanks to its high strength, but if you charge a titan with it expect the Achillus to die immediately after attacking. &lt;br /&gt;
*&#039;&#039;&#039;Adrasite/Pyrthite Spear:&#039;&#039;&#039; A Guardian spear without access to the Piercing Strike stratagem, possibly in error as they only switched out their Bolters for disintegrators or meltas.&lt;br /&gt;
*&#039;&#039;&#039;Galatus Warblade:&#039;&#039;&#039; A 3 Damage Power Sword that now allows your dude to do D3 additional attacks. Sounds pretty good, yeah? Now give it to a Dreadnought.&lt;br /&gt;
*&#039;&#039;&#039;Solerite Power Gauntlet:&#039;&#039;&#039; An upgraded power fist for Forge World&#039;s class of Custodes Terminator, the Aquilon. Essentially a power fist with Ap-4 and no -1 to hit roll. So, this means that from a unit of 3 Aquilons, you will get 12 strength 10 Ap -4 Damage d3 attacks hitting on 2s. Anything without a high invuln will evaporate. This makes the Aquilon your go-to footsloggers for killing big beasties like greater daemons or superheavies. &lt;br /&gt;
**You will generally take this on your Aquilons over the Talon as the price is really the only downside to it when comparing it to the Talon (and even then the gauntlet is only 4 points more expensive), while the higher strength, ap, and damage means it can tackle a much wider range of opponents and, really, going from wounding everything T6 and above on 4s and 5s to wounding everything below Reaver Titans on 2s and 3s will make a big big difference, both to your play style and your opponent&#039;s (funnily enough, people don&#039;t like the idea of leaving A4 WS2+ relic power fists alone).  &lt;br /&gt;
*&#039;&#039;&#039;Solerite Power Talon:&#039;&#039;&#039; Str 6 Ap-2 damage 1, reroll failed wound rolls AND now allows you to make an additional attack with it. Now a quite decent choice if you want to gear your Aquilon for horde-crushing. It is very reliable for taking on GEQs as it can reroll failed wound rolls (which will only ever be the 1s), and Ap -2 means they don&#039;t get a save. It can&#039;t handle MEQs TEQs or vehicles as well as the Fist due to its lower Strength, AP, and only 1 Damage, although its ability to reroll all failed wound rolls does help it slightly against the MEQs and TEQs. If you take these, it will be because you&#039;re saving points for Misericordias on other units (the difference in points between the Talon and the Gauntlet is 4 - the same as a Misericordia&#039;s cost). In this lone case, combine them with the Infernus Firepike and have Aquilons with these go GEQ-hunting.&lt;br /&gt;
*&#039;&#039;&#039;Tarsus Buckler:&#039;&#039;&#039; Designed for destroying GEQs. Like the Power Talon, this is a S: 6 Ap: -2 melee weapon but 1 damage will limit the variety of opponents this can go up against. However, the reason you want to take this is for a) the kinetic destroyer (a two-shot S6 ap-2 D2 pistol with 18&amp;quot; range and what is basically a Volkite rule), and b) the fact that they reduce weapons of Ap-1 to Ap 0, limiting the consequences of having &#039;&#039;only a 3+/4++ save&#039;&#039;. &lt;br /&gt;
*&#039;&#039;&#039;Telemon Caestus:&#039;&#039;&#039; [[TTS|&#039;&#039;&#039;IT&#039;S FISTIN&#039; TIME!!!!!&#039;&#039;&#039;]] *Ahem* The Imperial Fister for the Telemon Dreadnought, as the name suggests. The updated rules mean you now get +1 attack if you take two, which would translate to 5 Strength 16 AP-3 D4 attacks, and, like the Power Gauntlet, with no -1 to hit that you&#039;d usually see on a weapon like this. This means that, while unbalancing your force, Titans will fall to something more than half their height. Get your [[Troll]] face ready. (Seriously, this things wounds Imperial Knights on 2s).&lt;br /&gt;
*&#039;&#039;&#039;Venatari Lance:&#039;&#039;&#039; +1 STR, AP -3, D3 damage. A Guardian Spear but without access to the Piercing Strike stratagem.&lt;br /&gt;
**&#039;&#039;The 1D3 value also leads to some Damage rolls of 1 being &amp;quot;lost&amp;quot; due to the distribution of Damage between dice. Let&#039;s say you&#039;re fighting a unit of models with 2 Wounds each and you inflict two unsaved wounds. Rolling a 2 then a 1 on your Damage rolls isn&#039;t the same thing than rolling a 1 then a 2. While the two combinations are statistically identical, the later will only remove one model and leave the rest of the unit unharmed: the 1 you rolled is useless.&#039;&#039;&lt;br /&gt;
**&#039;&#039;So what is this fucking paragraph about? Just remember that weapons dealing 1D3 wounds are quite different from ones with a flat Damage value of 2 and you should take those differences into account when doing or using some mathammer. It isn&#039;t much of a problem against single tanky models like vehicles, monsters and characters since most of them have enough Wounds to smoothen the overall result of your rolls, but [[Primaris_Space_Marines|multi-wounds infantry]] may turn out to be tougher than you expected because of how the Damage mechanics work.&lt;br /&gt;
&lt;br /&gt;
===Special Issue Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Storm Shield:&#039;&#039;&#039; The tried and true Storm Shield, commonly known to make dirty Xenos and heretics alike light up with rage. Cannot be taken with Guardian Spears, no Space Hoplites unfortunately but should not be overlooked as a unit of 5 of these is an excellent distraction Carnifex which will die so slowly that it will make an actual distraction Carnifex look like a squad of conscripts in heavy bolter fire. With Custodes in a detachment all benefiting from a 4++ naturally, one must weigh the loss of certain melee and ranged effectiveness for an increase of a save from 4 to 3. If you want your Custodian Guard to hold backfield objectives for you, it might be worth giving one or two of your guys a Storm Shield to soak up AP -2 and better shots while letting the rest of your Spear guys take the low AP shots.&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
Figures that the golden bananas would get the best toys - you have a jaw-dropping 13 Relics to choose from, and another based on your Shield Host. Many of which are incredible. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auric Aquilas:&#039;&#039;&#039; {{W40Kkeyword|BIKER}} models only. Their uber golden jetbike has a 3+ invulnerable save and allows them to re-roll failed charge rolls. Strictly better than the Eagle&#039;s Eye. One of, if not our best relic, makes Shield-Captain on Dawneagle Jetbike one of the best units in the game.&lt;br /&gt;
*&#039;&#039;&#039;Auric Shackles:&#039;&#039;&#039; Subtract 1 from the attacks characteristic of enemy {{W40Kkeyword|CHARACTERS}} to a minimum of 1 whilst they are within 6&amp;quot; of the bearer. Also, if the bearer slays the enemy Warlord in the fight phase he scores an additional D3 victory points for his side.&lt;br /&gt;
*&#039;&#039;&#039;Castellan&#039;s Mark:&#039;&#039;&#039; Allows you to redeploy the bearer and 1 unit before the game starts. The Swarmlord had to give up a WT for this effect, and can only redeploy itself - you get it as a free Relic option, and can redeploy an extra unit. Underrated relic, so commence smugness.&lt;br /&gt;
*&#039;&#039;&#039;Eagle&#039;s Eye:&#039;&#039;&#039; A special helmet that has special sensors that warn the bearer against danger, giving him a +1 to his Invulnerable save (maximum 3+). No need for a Storm Shield when you have this and the faith in the Emperor.&lt;br /&gt;
*&#039;&#039;&#039;Emperor&#039;s Light:&#039;&#039;&#039; A misericordia. Besides the &amp;quot;make an additional attack&amp;quot; thing, enemy units within 12&amp;quot; of the bearer must add 1 to their Morale tests. Strictly not worth your points as you have to pay for it, and you could go for the better Gatekeeper (albeit not the best choice) if you have a Guardian Spear or just go for durability with Auric Aquilas or The Eagles Eye.&lt;br /&gt;
*&#039;&#039;&#039;Gatekeeper:&#039;&#039;&#039; Replaces a guardian spear. The close-combat profile is the same but the inbuilt bolter is Rapid Fire 3 and can make Overwatch shots on a roll of 3+. This effectively gives your HQ unit the same shooting power as a 3-man Custodian squad. Now, while it may give some decent shooting if your Custodes are shooting it&#039;s usually either early game or you&#039;re playing them very wrong. Still good for softening up a target with some pre-charge shooting or some defense against a charge in the opponent’s turn. Better options, but don’t underestimate having more shots as a Custodes player.&lt;br /&gt;
*&#039;&#039;&#039;Obliteratum:&#039;&#039;&#039; Terminator only, replaces the Balistus Grenade Launcher. Fires [[awesome|antimatter shells]] at Assault 1 S10 AP-4 D3 making it one of your few ranged weapons not mounted on a Land Raider or Forge World unit that has a good chance at hurting stronger vehicles.&lt;br /&gt;
*&#039;&#039;&#039;Praetorian Plate:&#039;&#039;&#039; {{W40Kkeyword|TERMINATOR}} models only. When you set the bearer up, you can choose a friendly {{W40Kkeyword|IMPERIUM}} {{W40Kkeyword|CHARACTER}} &#039;&#039;(note it doesn&#039;t have to be a Custodian)&#039;&#039; and if at the end of any opponent&#039;s Charge phase, there is an enemy model within 1&amp;quot; of that character, you can set up the bearer of the Praetorian Plate within 3&amp;quot; of that character &#039;&#039;(whether they were already deployed on the battlefield or not)&#039;&#039; and within 1&amp;quot; of an enemy model, but they do not count as charging. An excellent way of forcing your opponent to reconsider whether or not he should charge that seemingly unprotected character. Amazing for fun games but any decently experienced player will bubble wrap you like a veggie tales sing along.&lt;br /&gt;
** The Fun is here - Celestine might be fun, she now has a golden boyfriend to go with her Geminae Superia. Or maybe Grey Knights. A Nemesis Babycarrier Grand Master backed up with a Custodes might be quite funny. With Gate, these two will take the bonds of their friendship all over the place. In short - Either protect a small character (like those company commanders) or to support your distraction &#039;fex and make him even more killy.&lt;br /&gt;
** It&#039;s [[RAW|perfectly legal]] to use this on a {{W40Kkeyword|VEHICLE}} character, as well. Yup, Carab Culln in a Leviathan Dreadnought suddenly got even more dangerous.&lt;br /&gt;
*&#039;&#039;&#039;Raiment of Sorrows:&#039;&#039;&#039; A suit of armor that allows a killed Custodian within 6&amp;quot; to perform one last shooting or melee attack on a 4+. Does not stack with the Even In Death... Stratagem.&lt;br /&gt;
*&#039;&#039;&#039;Veiled Blade:&#039;&#039;&#039; A relic sentinel blade with the same profile. Each time the bearer fights whilst within 3&amp;quot; of an objective marker, they can make 2 additional attacks with this weapon. Pairs well with Indomitable Guardians for 1CP.&lt;br /&gt;
*Replacement Vexilla: These options all replace a Vexilla, making them Vexilus Praetor only:&lt;br /&gt;
**&#039;&#039;&#039;Faith Absolute:&#039;&#039;&#039; Lose the &#039;&#039;Custodes Vexilla&#039;&#039; ability and instead give friendly {{W40Kkeyword|IMPERIUM}} {{W40Kkeyword|INFANTRY}} and {{W40Kkeyword|BIKER}} units within 6&amp;quot; fearless. It also allows the bearer to deny one psychic power per psychic phase.&lt;br /&gt;
**&#039;&#039;&#039;Fulminaris Aggressor:&#039;&#039;&#039; Lose the &#039;&#039;Custodes Vexilla&#039;&#039; ability and instead give friendly {{W40Kkeyword|IMPERIUM}} {{W40Kkeyword|INFANTRY}} and {{W40Kkeyword|BIKER}} units within 6&amp;quot; fearless. Also, the vexilla can be used as a weapon:&lt;br /&gt;
***&#039;&#039;&#039;Shooting:&#039;&#039;&#039; Range: 8&amp;quot; S4 AP-1 D1 Assault D6, auto hits like a flamer.&lt;br /&gt;
***&#039;&#039;&#039;Melee:&#039;&#039;&#039; S+2 AP-1 D1&lt;br /&gt;
**&#039;&#039;&#039;Wrath Angelis:&#039;&#039;&#039; Lose the &#039;&#039;Custodes Vexilla&#039;&#039; ability and instead give friendly {{W40Kkeyword|IMPERIUM}} {{W40Kkeyword|INFANTRY}} and {{W40Kkeyword|BIKER}} units within 6&amp;quot; fearless. Also, you get a one-use 6&amp;quot; nova around the bearer that does d3 mortal wounds on a 4+ to friend or foe (5+ if the target is a Character), though only hits Custodes units on a 6+.&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
*&#039;&#039;&#039;Champion of the Imperium:&#039;&#039;&#039; Friendly {{W40Kkeyword|ADEPTUS CUSTODES}} {{W40Kkeyword|INFANTRY}}, {{W40Kkeyword|BIKER}}, and {{W40Kkeyword|DREADNOUGHT}} units within 12&amp;quot; at the start of the Charge phase can make heroic interventions as if they were characters. Trajann Valoris has this trait. Excellent when running a melee death star against other melee armies, as if the opponent tries to charge any unit, they&#039;ll immediately have around five others Heroically Intervening right into their brood of Genestealers, which will force him to split his attacks, making them easier to deal with. And Custodes can take down anything when there&#039;s enough of them. Heck, you can even heroically intervene a fucking TELEMON into that Bloodthirster who just charged your allied-in Knight!&lt;br /&gt;
*&#039;&#039;&#039;Impregnable Mind:&#039;&#039;&#039; The warlord can Deny the Witch once per turn as if he was a psyker. He also adds +1 to the result of the test. Always useful in a Custodes army.&lt;br /&gt;
*&#039;&#039;&#039;Superior Creation:&#039;&#039;&#039; Proof that not all Custodians are created equal. The cellular alchemy that made this hero means he gets Feel No Pain on a 5+. Put this on a Jetbike Shield-Captain with the Auric Aquilas for THE tankiest, non-named HQ choice in the game!&lt;br /&gt;
*&#039;&#039;&#039;Emperor&#039;s Companion:&#039;&#039;&#039; Re-roll your damage. Nice, considering that almost all of our weapons are d3 damage.&lt;br /&gt;
*&#039;&#039;&#039;Radiant Mantle:&#039;&#039;&#039; -1 to hit the bearer. Lulzy when paired with the -1 to hit banner, especially when going up against MEQs, as they will go from hitting 2/3rds of the time to 1/3rd of the time. When facing down shooty MEQ armies, especially as they generally don’t come in huge numbers, this can be invaluable. It is also hilarious to pair with the -1 to hit vexilla and use against models with BS 5+ or 6+ as it means they cannot hit you, which is highly useful against hordes of poor quality troops like Conscripts.&lt;br /&gt;
*&#039;&#039;&#039;Peerless Warrior:&#039;&#039;&#039; Make an extra attack on a 6+ to hit. Quite nice, but remember that those do not generate further attacks. Essentially gives you Death to the False Emperor, except against EVERYTHING. You&#039;ll generally get ~1 more attack per phase using this, although a couple of lucky roll could see your shield-captain felling Knights!&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
Common keywords are {{W40Kkeyword|IMPERIUM}}, and {{W40Kkeyword|ADEPTUS CUSTODES}}.&lt;br /&gt;
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===HQ===&lt;br /&gt;
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*&#039;&#039;&#039;Shield-Captain:&#039;&#039;&#039; Your standard HQ and a fairly good one. For 99 points (with spear) you get a melee monster packing that sweet Custodes statline with 6 Wounds and 5 attacks. He has the Aegis of the Emperor and Inspirational Fighter special rules, the latter being your usual &amp;quot;re-roll of 1 to hit to all {{W40Kkeyword|ADEPTUS CUSTODES}} units within 6&amp;quot; aura. You can gear him with a Guardian spear, Castellan axe, Sentinel blade/Storm shield combo and can always supplement this with a Misericordia.&lt;br /&gt;
**&#039;&#039;&#039;Shield-Captain in Allarus Terminator Armor:&#039;&#039;&#039; The &amp;lt;s&amp;gt;fat&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;TANKY&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;fat&amp;lt;/s&amp;gt; THICC version of the previous guy. Same stat line with an extra Wound, but you get the signature Balistus grenade launcher and From Golden Light special rule from the Allarus Terminators (for only 10 points more than the vanilla version at 109 points). You lose the Sentinel blade/Storm shield option, but the Eagle&#039;s Eye can fill in for it without making you give up any offensive capability. (Here&#039;s the humongous golden terminator daddy you&#039;ve always wanted.)&lt;br /&gt;
**&#039;&#039;&#039;Shield-Captain on Dawneagle Jetbike:&#039;&#039;&#039; This Pimpstodes is a Shield-Captain with the usual +1 Wounds and Toughness bonuses and 14&amp;quot; move from the Dawneagle jetbike. His wargear options are limited to the Interceptor lance and misericordia, but who cares? You will hit harder than any Castellan axe on the charge and you can take the Auric Aquila relic for a 3++ save while looking so goddamn metal. Consider this popular build for smashing and fuckering: [[Chapter_Master_Smashfucker#8TH_EDITION:_CAPTAIN_SMASHFUCKER_GOES_BANANA|Captain-Commander Smashfucker]]&lt;br /&gt;
**&#039;&#039;&#039;Captain-Commander:&#039;&#039;&#039; With WotS, Your Shield-Captain can now be buffed for 1CP to make him a Captain-Commander. This nets him a trait along the lines of WLTs. Thought that VotBG Jetbike Captain was tough before? Hows 2 more wounds sound? Or maybe some double-damage, or bonus attacks on 6s, to really bring the pain. On top of that and for another 1CP you can give him a unique, as in not used by anyone else, WLT from those rightly available to your detachment. This stacks more power behind a single model, but he&#039;ll be an absolute bruiser. &lt;br /&gt;
====Named Characters====&lt;br /&gt;
*&#039;&#039;&#039;Captain-General Trajann Valoris:&#039;&#039;&#039; Your [https://www.youtube.com/watch?v=ESBXOOMi7SE&amp;amp;t=2m40s big boss.] With a Shield-Captain’s stat line, 7 Wounds, Ld10 and a 3+ invulnerable save, he is no slouch. His Watcher&#039;s Axe is a S:10 AP: -3 castellan axe (whose shooting is also boosted to S5) and his Legendary Commander ability is an aura granting rerolls of 1 to hit and to wound to all {{W40Kkeyword|ADEPTUS CUSTODES}} units within 6&amp;quot; of him. You should take him if you can, since with the new Chapter Approved, he now costs just 180pts, which makes him incredibly cost-effective.&lt;br /&gt;
** Oddly enough, Trajann can’t hold his own in combat very well when fighting a character who can reduce their damage intake - Typhus, for example, and Abby (though the fight is completely flipped on its head if you use ‘attacks explode on 4+ against Black Legion’ strat) will destroy him, as will Draigo and Lysander (but that’s due to the fact they hit at S10 and have storm shields). He can take Guilliman with a bit(a lot) of luck but that’s only if he attacks first and uses the MS to attack again, for that you&#039;re better off sending your jet bike death star at him to kill his padding and girlyman.&lt;br /&gt;
** He also carries something called the Moment Shackle that can do one of the following once per game:&lt;br /&gt;
**# Restore d3 wounds lost on the phase it&#039;s used (but not if he&#039;s been killed). Use it to shore him up if he gets caught in a nasty crossfire, or to ensure that he survives the next round of combat against the enemy&#039;s warlord.&lt;br /&gt;
**# Allow him to fight a second time at the end of the Fight Phase. A little situational, as unless he&#039;s facing your opponent&#039;s warlord or something really tough that&#039;ll kill you next turn (like a Primarch) his extra round may end up being overkill.&lt;br /&gt;
**# Regain up to D3 CP after using a Stratagem, although it can&#039;t restore more than the amount used to activate the Stratagem. From Golden Light They Come is an excellent candidate for this- at full blast, it costs 3 CP and you can then plan around your remaining regained CP before the battle has even begun. As an army starving for CP due to how expensive all the good stuff is, this will likely be the option you choose if you don&#039;t bring detachments from other Imperial forces, as we have many great 2/3 CP stratagems and mitigating any heavy CP spending is invaluable.&lt;br /&gt;
**#* Be warned, however, if using the Moment Shackle for regaining CP, Trajann needs to be on the board to use it. This means if you want the CP back from the Golden Light stratagem, he can&#039;t be part of the deep striking unit, nor in reserve or means of transport. Bummer.&lt;br /&gt;
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*&#039;&#039;&#039;Shield-Captain Valerian:&#039;&#039;&#039; Character from the Watchers of the Throne novel. Features a Shield-Captain statline, an S7 Guardian Spear, and a once-per-game re-roll to Hit (which is useless in most cases as he rerolls hits anyway), Wound, or Damage. Pending updates promised by Psychic Awakening, also unplayable in literally any army and not simply because he costs &#039;&#039;&#039;more than Valoris&#039;&#039;&#039; for a single-use ability that every Salamanders unit gets &#039;&#039;every phase&#039;&#039;, worse melee, shooting, defence, and no Moment Shackle. Instead, it is because he must be taken in the same unit as Aleya (the new SoS HQ - the two deploy in the same manner as Lieutenants and Armigers).&lt;br /&gt;
**Also worth noting that the points cost is meant to be the combined cost, rather than per model, since the power level of the unit (aka, both of them) is 10, the same as Valoris who is 185 points.&lt;br /&gt;
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*&#039;&#039;&#039;Tanau Aleya:&#039;&#039;&#039; Valerian&#039;s Bff. One of the narrators of the Watchers of the Throne novel, Aleya is essentially a normal sister with the normal character buffs to the hit rolls, wounds, and attacks stats (in her case, this translates to WS 2+, A4, and W5). She is armed with the Somnus Blade, essentially just a normal executioner greatblade. As a Witch Hunter she can re-roll wounds against Psyker units in melee, and as a Psychic Abomination she can&#039;t be targeted by psychic abilities. Fairly expensive (as in, 188-points-kind-of-expensive; this is also more than Valoris, if you were wondering) for what she does, and right now still crippled by (in-game) her T3, 3+ save and lack of an invuln making her the definition of a glass cannon.&lt;br /&gt;
**Because of the sisters&#039; null rule, Aleya can&#039;t protect your golden boys from smite unless they&#039;re in front of them. Unfortunately, this directly clashes with the under-10-wounds character rule. This means if you try to use Aleya, she&#039;ll need her own bodyguard of Sisters with her due to avoid her getting shot to hell. Which defeats the point of having her. Hopefully GW change her null rule to an aura instead in the Psychic Awakening book, because otherwise she&#039;ll be tough to use.&lt;br /&gt;
***You could sit a {{W40kKeyword|Aquilan Shield}} unit like a Telemon right behind her and use Shield of Honor on her however weather this is worth using 1CP and a Dreadnought is up to you&lt;br /&gt;
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===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Custodian Guard Squad:&#039;&#039;&#039; 3-10 custodians. Deep striking is back, so the Venerable Land Raider isn&#039;t quite the necessity it used to be. As far as load-outs are concerned, with the new wounding system + how powerful invulnerable saves are now you might want to go for either a mix of both weapons or a full unit of sword &amp;amp; shields. They&#039;re very expensive and also need transport if you would prefer to save the CP needed to deep strike but, in return, they will annihilate virtually anything in a golden storm of death if you get them into a fight. With the codex pumping them to a 2+/4++, the shield is no longer that necessary, but still nice if you want to make your opponent cry when they&#039;ve only killed 1 or 2 models the first half of the game. Against most armies, you&#039;ll likely want spears. Against hordes, the sword and board may be a better choice. A good comprise for min squads is 2 spears, 1 shield - max melee potential while still having a 3+ invuln. to fall back to. The biggest weakness these guys have is hordes as they simply get overwhelmed by the number of dice rolls thrown at them and can&#039;t kill quickly enough. Once they get there the 2 pistol shots from the sentinel blades are also a lot more useful against gaunts, guardsmen and boys with their weak armor save essentially giving each Custodian 5 attacks in close combat (6 with the vexilla) which makes them better at dealing with hordes than their spear-wielding brethren.&lt;br /&gt;
**While your Vexilla bearer has been turned into an independent Character, the Vexilla Custodes banner is still usable via the Index entry. It grants a 6&amp;quot; radius bubble of Morale re-rolls for allied {{W40Kkeyword|IMPERIUM}} units and the unit it&#039;s in gains +1 Attack. At 25 points, it&#039;s not something you can just toss in without thinking about it, especially since the bearer is reduced to taking a Power Knife (not Misericordia, a &#039;&#039;Power Knife&#039;&#039;, so no extra attack) and optionally a Storm Shield, and you can only take one in a given detachment. However, RAW, its Attack buff stacks with the Vexilla Imperius, so if you&#039;re building a melee squad and are trying to squeeze every last drop out of it, maybe give this a look.&lt;br /&gt;
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*&#039;&#039;&#039;Custodian Guard with Adrasite and Pyrithite Spears&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Previously an Elite slot, now Troops. Functionally regular old Custodians with Spears but replaced the bolter with one of two things. The Adrasite is an 18&amp;quot; Assault 1 S5 AP-3 D3 weapon. It&#039;s 3 points more than a Guardian Spear, but its more efficient at taking down primaries Grav like units, especially with Aggressors defines the space marine meta. The other, pricier (7 more than a spear) option is the Pyrithite Spear, which is a Guardian Spear with a god damn Melta attached. Great for after piling out of a Coronus to turn that troublesome Knight your opponent plopped down to slag. Just keep them out of sight; they may have Custodian durability, [[Distraction Carnifex|but the threat of BS 2+ Meltas are all but guaranteed to draw most of your enemy&#039;s fire for as long as they exist.]] Your are putting more points into a single model, but you get the ability to turn vehicles to slag - something Custodes have very few options for. They are still strong on the move as both guns are assault weapons and you are still Custodians with Spears when it comes to melee. If you don&#039;t have a Telemon or Land Raider they&#039;re arguably a must take.&lt;br /&gt;
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*&#039;&#039;&#039;Sagittarum Custodians&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Custodes with guns. Take the basic 40pts Custodian Guard and give him an Adrastus Bolt Caliver instead of a spear. The most recent buffs have finally given a reason to take them over the spears, since they are now combi-weapons the Disintegration beam deals a flat 3 damage. Besides, now that they&#039;re troops the Custodes have a dedicated objective holder for a Battalion. Unlike the 30k version, they also don&#039;t sap precious Heavy Support slots from Caladiuses or Telemons, meaning they can be used as a backup unit for a gun-line. They are 50 points per model opposed to 49 points base for spear Custodian Guard and not as effective in CC. You want them in the backfield to hold objectives but they can take Misericordias if you expect flank attacks. Better than the Custodian Guard? Not necessarily, but they perform different enough roles and they both succeed. A solid troops choice.&lt;br /&gt;
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===Dedicated Transport===&lt;br /&gt;
*&#039;&#039;&#039;Coronus Grav-carrier&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; The new rules shifted it from a Heavy Support pick to a Dedicated Transport, I shit you not. This monster is now fully spammable, and it&#039;s only gotten better! Though it lost its FNP save, it&#039;s invuln went up to 5++, Gravitic Backwash now inflicts a -2 to incoming charges, it gained Power of the Machine Spirit AND got a massive price reduction on top of all this. In addition to its Twin Lastrum Bolt Cannon (+1S and AP over a regular Twin Heavy Bolter), it&#039;s main gun is a bit different now. The Burst mode is now a Twin Heavy Bolter with AP-2 and the Beam mode is now an interesting S7 AP-4 D3 gun that rerolls Wounds against {{W40Kkeyword|VEHICLES}}, as opposed to just being a massively over-costed Twin Lascannon. Can still carry only 6 of your {{W40Kkeyword|INFANTRY}}, but since you pretty much always take minimum sized squads anyways, that&#039;s not much of an issue.&lt;br /&gt;
*&#039;&#039;&#039;Null-Maiden Rhino&#039;&#039;&#039;: Null-Maiden Rhinos lose the Psychic Abomination rule they had for the eleven minutes they existed in 7th but retain the other familiar features: smoke launchers, a storm bolter, the Repair attempt, and can take a hunter-killer missile. As mentioned above, almost necessary for Vigilators, as their Toughness of 3 isn&#039;t doing them any favors (power armor or not). Drop off the ladies, charge with the Rhino first to eat overwatch, and then have the Vigilators charge in to clean up. Also useful for obscuring sightlines and blocking off chokepoints, which helps keep your somewhat expensive, relatively fragile Sisters alive.&lt;br /&gt;
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===Elites===&lt;br /&gt;
&lt;br /&gt;
The majority of Custodian units are Elites, from Wardens to SuperDreads. Consequently, your main detachment will probably be the Vanguard, for +1 CP. If you want more CPs, better stock up on those £70/$120 10 man Guard squads.&lt;br /&gt;
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*&#039;&#039;&#039;Custodian Wardens:&#039;&#039;&#039; Tougher Custodian Guard that get a 6+++ FnP and +1 A and Ld (for A4 and Ld9). You know, because all those invulnerable saves didn&#039;t make them tough enough to kill already. They also trade access to storm shields for access to the castellan axes, just in case you wanted an extra unit for tank/big thing hunting. They also have a compulsory Misericordia each, which allows you to make an additional attack using it. Good to finish off that one model on a single wound, without having to waste your more useful attacks.&lt;br /&gt;
**After Chapter Approved 2019, the difference in cost between a Spear Guard and a Warden is 3 points- from 49 to 52.  This means you take, at best, 16.67% less damage (less as incoming damage tends to exceed 3 - for example, a lascannon will deal about 6.67% less).  If you go MSU on both, the leadership difference won&#039;t matter, so the only other differences are in melee (the Warden has 33.33% more spear swings, plus a misericordia swing) - and you have no good way to get these guys there, so you &#039;&#039;should not&#039;&#039; be looking at these guys as dedicated melee.  Axes have a similar problem - they&#039;ll get you more melee bang for your buck against many opponents, but you&#039;re still paying more points for more melee output from something too slow to guarantee you melee on your terms. On the other hand...the entire army is dedicated melee anyway and they&#039;re no longer that much more expensive than a Custodian Guard squad.&lt;br /&gt;
**Check out the Forgeworld Orion Gunship and Coronus Grav-carrier, the vehicles are very expensive but so good that the extra threat per model of Wardens would be worthwhile in them.&lt;br /&gt;
**If you already have a Battalion, it may be worth using Vanguard detachments and Wardens instead of Custodian Guard Battalions. Though you increase in (minuscule) points per model and lose access to Sentinel Blades and Storm Shields in exchange for the buffs and Castellan Axes, you do reduce your HQ tax by one HQ, ultimately saving you space and points.&lt;br /&gt;
*&#039;&#039;&#039;Allarus Custodians:&#039;&#039;&#039; Custodians in Terminator Armor...with four wounds each and equipped with balistus grenade launchers in addition to their guardian spear/castellan axe...and can deep strike without needing the Stratagem to do so. Ouch. They&#039;re designated character killers, with Slayers of Tyrants allowing them to move up to 3&amp;quot; towards the nearest character when piling in and consolidating even if the character isn&#039;t the nearest enemy model.&lt;br /&gt;
**These guys can do some surprisingly strong work, since you don&#039;t need to pay any CP to deep strike them, and their guns aren&#039;t shit.  The key selling point is that the launcher is &amp;quot;free&amp;quot; (i.e. it&#039;s baked into their cost), so when they deep strike to get the launcher in range, one 77 point model shooting anything all 3 points of penetration will count against, such as a TEQ, will do the work of two spears at once - which would otherwise cost you more points, since you&#039;d have to pay for someone to carry it.  Take Allarus Custodians if you want an elite unit to disrupt and distract enemies, with deep strike, that can hunt down Characters.&lt;br /&gt;
**These guys should really be Dread Host, 2 units deep striking with an allarus captain each rolling 3d6 on the charge discarding the lowest is a pretty terrifying threat particularly if your shield captain has Admonimortis.  &lt;br /&gt;
*&#039;&#039;&#039;Venerable Contemptor Dreadnought:&#039;&#039;&#039; Uber Contemptor dreadnought. It does dreadnought things but with a 5++  and the ability to ignore regular wounds on 6s (Being nearly as tough as some Nurgle followers) thanks to the &#039;&#039;&#039;Unyielding Ancient&#039;&#039;&#039; special rule. With the From Golden Light They Come stratagem, you can now deep strike these guys right up in your opponent&#039;s face and force them to deal with it.&lt;br /&gt;
**Your heaviest hitting non-FW melee unit coming in at S14 with its melee weapon, and although your army is hitting with at least S5 ap-2 D1 this is not enough to take big beasties like Magnus down in one or two rounds of melee. Its incredible durability also allows it to play the role of distraction Carnifex (most custodes units can play the role of a distraction Carnifex better than an actual Carnifex), especially as deep striking one of these behind enemy lines will guarantee that your opponent is distracted. Also useful for killing vehicles, since its multi-melta is a far cheaper alternative to bringing along a Land Raider.&lt;br /&gt;
*&#039;&#039;&#039;Vexilus Praetors:&#039;&#039;&#039; Like their Marine cousins, the Vexilla bearers are going it alone as Characters now. Makes a huge difference to the custodes as before your banner had to be part of a unit and the +1 attack only affected that unit, and now you&#039;re not limited to one per detachment anymore. They can also keep their weapon now and have the option to take a sword, axe, spear or storm shield. It can be taken wearing Allarus Terminator armor so you can deep strike that aura anywhere you want and also really take advantage of the Vexilla Teleport Homer stratagem. They lose their close combat weapon but get the grenade launcher and can still take a Misericordia. Gloss over the impossibility of the custodian being able to hold a Misericordia, Storm Shield, and the Vexilla all at one time while in combat, this is a setting where green things fix robots by whacking a piece of metal with a spanner. Unlike the Ancients, however, they get a choice of three different Vexillas, each of which costs various points values according to what they do.&lt;br /&gt;
**For 20 points, the &#039;&#039;&#039;Vexilla Imperius&#039;&#039;&#039; allows non-Vehicle Custodes within 6&amp;quot; to make an extra attack. Effectively the old banner but with an AOE effect, thereby making it superior as you can have it affect more than one unit.&lt;br /&gt;
**For 20 points, the &#039;&#039;&#039;Vexilla Defensor&#039;&#039;&#039; grants a 5++ invulnerable save against ranged weapons to all {{W40Kkeyword|Imperium}} {{W40Kkeyword|Infantry}} within 9&amp;quot;. Redundant on your forces due to all the invulnerable saves you already have; on an allied force, on the other hand...well, you can figure it out.&lt;br /&gt;
***Those guardsmen begin to look very, very scary when they all have 5++ saves, not to mention 2+/3++ Bullgryns. The best way to add it would be in a separate detachment so that you can still use eg Astra Militarum in your other detachments.&lt;br /&gt;
***Take 2 (the Magnifica and the Defensor, upgrading the Magnifica to the relic version and you once again have guard blobs that won&#039;t go anywhere. This is a key unit in a guard custodes list arguably the most important one. If you can manage to keep those guard blobs around till the end of the game this would have been with it. &lt;br /&gt;
**For 30 points, the [[Sanguinius|faaabulous]] &#039;&#039;&#039;Vexilla Magnifica&#039;&#039;&#039; forces the opponent to subtract 1 from all hit rolls in the shooting phase for attacks targeting Custodes units within 6&amp;quot; of the Vexilla. Whether you take this or the 6” +1 attack depends on how you&#039;re running your custodes, jetbikes, and spear-wielding units will benefit from the -1 to hit against shooting attacks most, while that squad of 10 storm shield bananas with swords, a 5-man warden squad with a Shield-Captain, or just any Allarus squad will annihilate anything with that +1 attack. Great if they&#039;re deep striking in with your Allarus Custodians, if they don&#039;t make their 9-inch charge at least they&#039;ll have some durability against enemy shooting next turn.&lt;br /&gt;
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====Forge World====&lt;br /&gt;
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*&#039;&#039;&#039;Aquilon Custodians:&#039;&#039;&#039; More traditionally armed Custodian Terminators, bringing a Lastrum Storm Bolter and a Solerite Power Gauntlet, which is a Chainfist with no -1 to hit. They have the option of taking a Solarite Power Claw instead, a +1S Lightning Claw with plus 1 attack, to cut their cost down a bit and can also swap the Bolter out for either a Twin Adrathic Destructor, a strange, expensive Assault 2 S5 AP-3 D3 weapon, or the Infernus Firepike a +1S Heavy Flamer with &#039;&#039;12&amp;quot; range&#039;&#039;. And you can load up all 6 of these super bananas with them! Do what every terminator enthusiast has wet dreams about and deepstrike a half dozen super heavy flamers exactly where you want them to be and carbonize your opponent&#039;s entire infantry contingent and then proceed to charge their artillery piece to turn it into mulch with their power gauntlets. Oh, and you can still take a Misericordia on each, of course.&lt;br /&gt;
**The Aquilons are easily the most versatile and powerful infantry unit available to Custodes. Primaris Marines? Take the gauntlets and eventually some destructors. Hordes? Solerite talons and Firepikes are here for you. They are still quite expensive when fully geared, but they can get any job done if you use them well. With the new strat that doubles rapid fire shots for an infantry unit, their Storm Bolters are probably the better option over Firepikes now. Firepikes roll randomly for shots, but each terminator gets 8 Heavy Bolter Equivalent shots hitting on 2s and cost less in points. For one CP when they drop down, that&#039;s 40 shots with a squad of 5. &lt;br /&gt;
*&#039;&#039;&#039;Contemptor-Achillus Dreadnought:&#039;&#039;&#039; Though it may have lost the almighty D in its transition to 40k, the Achilus Dread still keeps its reputation as a melee monster. His shooting weapon, is a 24&amp;quot; Heavy 2 S8 AP-2 d3 D weapon, which means that in a pinch it can also provide some much needed anti-vehicle firepower as it gets close to the enemy; the 2 Lastrum Storm Bolters aren&#039;t quite as powerful (a Combi-Bolter with +1S and AP) but the extra shots never hurt, and actually help the Achillus put the hurt on GEQs and MEQs without needing to get up close and personal. You can replace either of the Storm Bolters with an Infernus Incinerator for 16pts or a twin-linked Adrathic destructor for 20pts. Anyway, once in melee this guy an absolute beast: it packs 4 attacks with S14 AP-3 d6 damage, where all damage rolls under 3 count as having rolled a 3. As a bonus, each time the fucker successfully charges, you can choose an enemy unit within 1&amp;quot;; on a 4+ it takes 1d3 mortal wounds. Deep strike it with From Golden Light They Come on turn 2, and it will fuck shit up in no time.&lt;br /&gt;
**At 140pts with the dreadspear and 2 Lastrum storm bolters, the Achillus is cheaper than a Venerable dread for a similar profile but much more hitting power.&lt;br /&gt;
*&#039;&#039;&#039;Contemptor-Exemplar Dreadnought:&#039;&#039;&#039; Achillus without a spear (yes, it can be built like that in 30k) with an upcoming weapon hand to boot. As usual it&#039;s a somewhat souped-up Contemptor, by default it comes with two normal dreadnought CCWs, but instead of regular Storm Bolters you get the Lastrum variant, which acts like a Storm Bolter (24&amp;quot; rapid-fire 2) firing Heavy Bolter shells (S5 AP-1), they lost their heliothermic detonation rule from Heresy, but that&#039;s to be expected since instant death and glancing/penetrating hits are a thing of the past. The Lastrum Storm Bolters can be replaced with normal heavy flamers, or fancy new plasma ejectors which are like plasma flamers (S7 AP-3 D6 auto hitting shots), no Adrathic destructors yet though. Additionally, you can swap out one of the CCWs for a Twin Las-Pulsar. Compared to a twin lascannon, it has 12&amp;quot; less range and only does d3 damage per shot, but compensates by being Heavy 2d3. The Las-Pulser is 60 points but due to the second CCW costing 10 points and the Lastrum Storm Bolter costing 5 it&#039;s effectively 45, you should definitely take it as it&#039;s one of this army&#039;s only sources of long-range heavy firepower, and unlike pretty much every other dread you get no bonus for having two CCWs anyway.&lt;br /&gt;
**Note this did NOT get an updated data sheet with the new rules, so while it retains its +2W, +1 Leadership, and better Explosion rule, you can still only have one per detachment. You also can&#039;t haul it in an Orion, so if you&#039;re planning on taking this as a melee beatstick, you&#039;ll likely have to use From The Golden Light They Come to get it where you want it quickly.&lt;br /&gt;
*&#039;&#039;&#039;Contemptor-Galatus Dreadnought:&#039;&#039;&#039; The new dread on the block is a sword and board monster. Its Galatus Warblade functions both as a +1S Twin Heavy Flamer and as a 3 Damage Power Sword that gives you D3 extra attacks. Yep, old school &#039;&#039;Rampage&#039;&#039; is back baby! Its shield not only gives it 4++ but also inflicts a -1 to hit penalty on anyone attacking it in Melee. This combined makes it a fantastic candidate for either From The Golden Light They Come or the Dreadnought slot on an Orion, as it will be a dead weight until it can close with the enemy and has no business footslogging across the field.&lt;br /&gt;
**With its extra attacks, flamers and high resistance, the Galatus is the Dread you need to deal with hard-hitting units with T6 or less. S7 isn&#039;t enough to efficiently deal with monsters or vehicles but okay for everything else, so use it as an anchor to dissuade TEQs from coming too close.&lt;br /&gt;
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====Sister of Silence====&lt;br /&gt;
*&#039;&#039;&#039;Prosecutors:&#039;&#039;&#039; Imagine a Sisters of Battle Celestian squad with no acts of faith, but who can shut down Psykers by pure genetics rather than a whole lot of faith, and you&#039;ll have an idea of what Prosecutors can do. Power Armoured veteran ladies with Bolters and Psyk-Out Grenades. No bolt pistols or option for any special/heavy weapon, but they do have a 7&amp;quot; movement range, meaning you can move around the battlefield as quickly as Eldar. &lt;br /&gt;
**Prosecutors have &amp;quot;Prosecution Protocols,&amp;quot; which is a rule the other Silent Sisters do not have, giving them the ability to shoot at Psyker Characters even if they are not the closest unit. This is especially good against Psyker heavy armies such as Eldar, who can hide their warlocks, and more importantly, spirit and Farseers, behind squads of Guardians. &lt;br /&gt;
**These girls are probably most useful for you as Custodians, as they allow you to take down at least a couple of the enemy’s psykers before your custodians get closer and they start smiting 50-100 points per psychic phase. Also helpful for killing said psykers without sending a 5-man Guard squad to chew through bubble wrap for two turns, all the while taking losses from the psyker they guard. Bear in mind, however, that their bolters are just bolters so will utterly wilt against high toughness and/or saves.&lt;br /&gt;
**These are the only models in the game we can be fairly confident have law degrees, but hopefully, we&#039;ll gain access to [[Adeptus_Arbites|judges]] at some point.&lt;br /&gt;
*&#039;&#039;&#039;Vigilators:&#039;&#039;&#039; A squad of battle sisters armed with what is essentially a guardian spear. This squad has the potential to do some remarkable damage to high-value targets, and not necessarily only Psykers, though the &#039;&#039;Witch Hunters&#039;&#039; rule comes into its own with this unit since it only applies in the Fight Phase. &#039;&#039;This means they are capable of wounding even Magnus on a re-rollable 5+, just over 55%.&#039;&#039; Bear in mind that multiple wounds do not carry over from slain models, so going charging into an Ork mob is still going to get you murdered. The big problem, though, is that they do not have any guns to speak of. That means no overwatch, no pistols for combat, and no way to strike at opponents at any distance, aside from 1 psyk-out grenade for the entire unit.&lt;br /&gt;
**Moreso than Prosecutors and Witchseekers, the ladies with swords would do better with a transport vehicle. Since they cannot shoot, they should be kept carefully encapsulated until you need them, so that when they disembark and assault for the first time, they will hit with devastating effect.&lt;br /&gt;
*&#039;&#039;&#039;Witchseekers:&#039;&#039;&#039; Sisters of Silence attempting to take a leaf out of the Sisters of Battle handbook and come to battle armed entirely with Flamethrowers. Their effectiveness is difficult to quantify. When compared to Sororitas Dominions with Flamers, Witchseekers are one point more expensive, but come without bolt pistols or frag/Krak grenades (they have psyk-out grenades instead, which are usually worse). If neither squad has a transport, then Witchseekers do have a movement range of 7&amp;quot;, but Dominions get a free move at the start of the battle, and can, therefore, cover the same distance over a six turn game, and Dominions have acts of faith, allowing them to repeat certain actions. Not to knock against the Sisters of Silence though, because they still have their hard anti-psychic benefits, plus the &#039;&#039;entire&#039;&#039; squad is armed with flamers, meaning you can get 10d6 automatic hits if you go full-sized, and they are veterans, so are slightly better at melee &#039;&#039;(though without any actual melee weapons beyond the basic one everyone gets)&#039;&#039;. If you&#039;re looking for an awful lot of flamers then only Tzeentch can do it better, and as a Custodes player they help out in anti-horde, making them perfect candidates for going for that Malignant Plaguecaster bubble-wrapped in Poxwalkers. Witchseekers in a Rhino can make great objective grabbers - move them forward and hose down important points, then dare the enemy to come close and take it from them.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
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*&#039;&#039;&#039;Vertus Praetors (aka [[awesome|Dawneagle Jetbikes]]):&#039;&#039;&#039; A must take. These are easily your most versatile unit. Hurricane bolters will munch tarpits that could’ve threatened your Allaruses or Wardens through sheer volume of attacks, or for long(ish) range vehicle hunting, they can take Salvo launchers. With the {{W40Kkeyword|FLY}} keyword, they can provide excellent anti-air fire, or &#039;&#039;&#039;engage flyers in CC&#039;&#039;&#039;, meaning these guys are better flyer hunters than Heldrakes or other dedicated flyer hunters. With their stupidly fast movement and &#039;charge on your opponents turn&#039; stratagem these guys will be your bread and butter in a pure Custodes list. With the Custodes’ ObSec rule, these guys can also nab an objective or two from your opponent one the final turn. Oh, and remember that they also get a 4++ if they come in a pure custodes detachment. Make of that what you will.&lt;br /&gt;
**Speaking of anti-aircraft, remember how most Flyers can&#039;t be hit in close combat by things without the {{W40Kkeyword|FLY}} Keyword? And that said fliers typically have only a generic CCW and a mediocre number of attacks if they do get engaged? Well, abuse this fact to kill fliers in melee. Even with the ability to fall back and still shoot, the average flyer will either have to waste time playing keep-away at the expense of losing opportunities to attack easier targets or let you wail on them in melee with no way to deal meaningful damage themselves.&lt;br /&gt;
**With the number of models that can fly and the crap-ton of Anti Air in 8th Edition, you may have trouble deciding between the horde-busting dakka of the Hurricane Bolters and the FU vehicle power of the Salvo Launcher. The solution is to take both. The Bolters act as a screen while the Launchers wreck vehicles. The Melta Missile is like a shorter ranged Plasma Cannon without the &#039;suicide mode&#039; or an improved Multi Melta (it re-rolls ALL failed wound rolls against vehicles. Put on Shield-Cap for 2+ to hit, rerolling 1s, 3s to wound against almost anything, rerolling 1s and 2s, and followed up by -4 AP and d3 damage. Time to wreck some shit). The flakkburst missile was the only designated anti-flyer weapon you had before these rules. So keep them behind the Hurricane Bolters if possible (although this isn&#039;t much of a problem at all with Custodes, even with the -1 to hit, you&#039;ve still got marine-level shooting and rerolling 1s to hit. Most flyers also have the {{W40kKeyword|Vehicle}} keyword, so don&#039;t rule out softening up that Stormtalon with a few Melta Missiles before charging it).&lt;br /&gt;
**The interceptor lances on the charge make these units the most reliable wounders in the entire game. The only things they won’t wound on at least a 5+ is a Warlord Titan (heaven forbid you have to fight it in melee) and the newest Titan, the Nemesis Warbringer. Together with your rerolls to wound you will wound 55% of the time, and with strength 6 you will be wounding most things on a 3+ anyway (88%). Combined with an average damage of 2 per hit and ap-3 means that all units in the game fear the arrival of these lightning-fast monsters (even against a Baneblade a single biker will deal 3.6 damage on the charge with rerolls to hit).&lt;br /&gt;
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*&#039;&#039;&#039;Agamatus Custodians&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; The Glorious Dickbikes. A 3-6 men-strong squadron of Vertus Praetors with different guns. Same baseline stats, cost, and interceptor lance, but different tools for the jetbikes themselves. They come with a Lastrum bolt cannon as standard, a Heavy 3 36&amp;quot; S6 AP-2 gun that makes MEQs sweat each time it fires. You can replace it with either an Adrathic devastator (Heavy 2 18&amp;quot; S6 AP-3 dealing 3 damage for 15pts or a twin-linked las-pulser (Heavy 4 24&amp;quot; S8 AP-2 D3 damage) for 40pts.&lt;br /&gt;
**The las-pulser is by far the best choice in the list, even if expensive. But overall that&#039;s the only reason to take Agamati over Vertus Praetors. Assuming you moved, Hurricane bolters are better than the Lastrum cannon against infantry (and even light vehicles) most of the time and the salvo launcher is better than the Adrathic devastator against monsters and vehicles. However, the las-pulser provides solutions against everything and is very good at taking down MEQs.&lt;br /&gt;
*&#039;&#039;&#039;Pallas Grav-Attack&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; The Custodian&#039;s &amp;quot;Light&amp;quot; Tank, the Pallas is Fast as hell at 16&amp;quot;, but that&#039;s the only &amp;quot;Light&amp;quot; thing about it. Ok, it&#039;s only got 6 Toughness, but it still has a 3+/5++ save, plus no degrading stat line and the Gravitic Backwash rule, which inflicts a -2 penalty on Charge rolls against it. For firepower, it&#039;s a Coronus-lite, with the same Twin Arachnus Blaze Cannon, but no Bolt Cannon. Oh, and it has Power of the Machine Spirit. For a meager 100 points. Yeah, you heard that right. 100 Emperor damned points. Unlike the 30K version, it cannot be taken in squads of three though.&lt;br /&gt;
*&#039;&#039;&#039;Venatari Custodians&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Jetpack Custodians that can deepstrike. Unlike every other custodian, they have a 3+ armor save, but their default setup equips them with a shield that &#039;&#039;&#039;negates AP-1&#039;&#039;&#039; and doubles as a power axe. Unfortunately, this falls flat against plasma and melta, but it doesn&#039;t matter since AP-2 or better against a 2+ save would trigger your 4++, and an AP-1 would take you down to a 3+ anyway. However, this still leaves them more vulnerable to massed AP0 fire compared to the Custodian Guard. These shields are accompanied by Kinetic Destroyers (Pistol 2 18&amp;quot; S6 AP-2 D2 which deals an additional hit for every 6 to-hit, or you can forgo the gun-and-shield for the multipurpose Venetari lance (S+1 AP-3 Dd3 in melee, Kinetic Destroyer but 12&amp;quot; and Assault 2 at range). And as per usual, they can take Misericordias. Their big benefit is that they&#039;re considerably cheaper than the bikes and can kick ass in melee, but this cost is offset by their relative fragility (if you can call something with T5 and 3+/4++ &#039;fragile&#039;). Generally, you will either run these guys alongside either class of jetbike due to their high movement or have them going down one flank as the jetties go down the other in a good old-fashioned stretch play. Also, don&#039;t forget that they can deep strike and so provide support for deep striking termies.&lt;br /&gt;
**Don&#039;t forget these guys are Infantry, so they can get cover and maneuver around terrain much easier than jetbikes. And because jetbikes will normally draw a lot of fire, Venatari are probably used best to steal objectives and harass your opponent&#039;s troops camping objectives.&lt;br /&gt;
**While the buckler&#039;s AP and Damage values seem underwhelming when compared with the spear&#039;s, remember that you can shoot with your 2 shots S6 AP-2 pistols in melee, giving you some extra punch should you choose to stay in combat for some reason. All in all, the spear only makes a big difference if you&#039;re planning to hunt down characters and multi-wound infantry. Otherwise, the buckler + kinetic destroyer loadout provides better protection, extra range and slightly more firepower that will never be lost no matter what happens to your flying dudes. And even though the Buckler isn&#039;t as good in melee as the Lances it&#039;s more than enough to handle GEQ/MEQs.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
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*&#039;&#039;&#039;Venerable Land Raider:&#039;&#039;&#039; Still your &amp;lt;del&amp;gt;uber&amp;lt;/del&amp;gt;slighty-less-survivable transport with 16 wounds sitting comfortable on a 2+ save and FNP 6+++. Thanks to the buff to formerly twin-linked lascannons and lascannons in general, this is your heavy anti-tank option for when the Vertus Praetors&#039; salvo launchers won&#039;t cut it and the Venerable Contemptor&#039;s multi-melta isn&#039;t long-ranged enough. Given that you will most likely also transport a Custodian Guard squad you may imagine the amount of fire this 500+ points package will attract and maybe even survive. While expensive, bringing them in pairs lets you use their Stratagem to shut down attempts at stacking penalties to hit against them.&lt;br /&gt;
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*&#039;&#039;&#039;Caladius Grav-Tank&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Remember the Sicaran&#039;s infantry-mulching accelerator cannon? Your &#039;&#039;&#039;twin Iliastus accelerator&#039;&#039;&#039; doesn&#039;t have the anti-flyer bonuses and is Heavy instead of Assault, but with &#039;&#039;8 60&amp;quot; shots that possess S7 AP-3 D2&#039;&#039; and the Standard Custodes BS2+, the Caladius has the best range of any Custodes unit thus far and fills the valuable anti-armor niche with good ease. Oh, and you get Power of the Machine Spirit just like the Sicaran does, so being a Heavy weapon doesn&#039;t impair you at all. Combine with its W14 3+/5++, the -2 penalty to charge move it imposes to the enemy, and the &#039;&#039;&#039;twin Lastrum Bolt Cannons&#039;&#039;&#039; (&#039;&#039;heavy bolters with S6 AP-2&#039;&#039;) that provide extra anti-infantry firepower, and you have a very nasty tank indeed. It also has the FLY keyword with all its benefits and drawbacks, so watch for anti-air weapons. It&#039;s also stinking fast at 14&amp;quot; when undamaged, and even when critically damaged its movement never drops below 8&amp;quot;, so don&#039;t be afraid to zip around the board and fire with impunity.&lt;br /&gt;
**You can replace the Iliastus accelerator cannon by a &#039;&#039;&#039;twin Arachnus cannon&#039;&#039;&#039;, a Heavy weapon that can shoot in &#039;&#039;&#039;burst&#039;&#039;&#039; mode (&#039;&#039;8 shots at 36&amp;quot; S7 AP-2 D1&#039;&#039;) or as a &#039;&#039;&#039;beam&#039;&#039;&#039; (&#039;&#039;2 shots at 48&amp;quot; S9 AP-4 D3+1D3 rerolling failed to-wound rolls against {{W40kKeyword|VEHICLES}}&#039;&#039;), for stronger anti-superheavy fire, and some flexibility when facing down mech/horde armies like Orks with Gorkanauts and lots of Boyz. &lt;br /&gt;
**All in all, the Iliastus generally remains a better all-rounded choice. It is cheaper, has more range, is clearly superior to the burst mode against hordes, has enough Damage to murder heavy infantry and can still do a solid amount of damage against vehicles. The Arachnus cannon only really shines against T7+ vehicles (remember that you don&#039;t get the re-roll to wound against monsters or big characters), which is a valuable niche indeed that shouldn&#039;t be overlooked. &lt;br /&gt;
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*&#039;&#039;&#039;Telemon Heavy Dreadnought&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; It&#039;s a Dreadnought with almost as many wounds as a Land Raider, and at T8 with 2+/4++/6+++ it’s far tougher than any landraider, or any other vehicle for that matter, especially as it lacks the {{W40kKeyword|TITANIC}} keyword (so it doesn’t give a pair of dingo kidneys about Macro weapons dealing bonus damage to it). Comes default with a Spiculus Bolt Launcher and 2 Arachnus Storm Cannons for  282 points and provides the Custodes with one of the few options they have for anti-armor fire. &lt;br /&gt;
**It can shoot its &#039;&#039;&#039;Spiculus Bolt Launcher&#039;&#039;&#039; (&#039;&#039;24” Heavy 5, S5, AP-1, D1&#039;&#039;) twice when it doesn&#039;t move; by itself, this makes it a perfect backfield camper for chewing GEQs. &lt;br /&gt;
**The 2 &#039;&#039;&#039;Arachnus storm cannons&#039;&#039;&#039; (&#039;&#039;36” Heavy 2, S8, AP-4, D3&#039;&#039; or in Burst mode &#039;&#039;24” Heavy 6, S7, AP-2, D1&#039;&#039;) making them great against vehicles and light infantry. The range was seriously nerfed but the latest rules, making the Arachnus storm cannon less efficient as a long-ranged anti-horde weapon unless you can deep-strike your Telemon in a safe spot where no melee unit will tarpit it. These still provide something you desperately need because as already stated, the Custodes don’t have a lot of ranged anti-armor.&lt;br /&gt;
**The other ranged option you can choose over the cannons is 1 or 2 &#039;&#039;&#039;Iliastus Accelerator Culverins&#039;&#039;&#039; (&#039;&#039;48” Heavy 4, S7, AP-3, D2&#039;&#039;) perfect for chewing up MEQs (especially Primaris) and light vehicles. Custodes can already reliably beat almost any kind of heavy infantry in combat, making the Iliastus questionable, but it will certainly do that job well if you choose it. With the nerf of the Arachnus storm cannon, this is also your better take if you want your Telemon to stay far from enemy units. The jack-of-all-trade range weapon for your giant Dreadnought, and also the cheapest one.&lt;br /&gt;
**The close combat option is to arm it with one or two &#039;&#039;&#039;Telemon Caestii&#039;&#039;&#039; (&#039;&#039;S16, AP-3, D4&#039;&#039;) which come with a &#039;&#039;&#039;twin plasma projector&#039;&#039;&#039; (&#039;&#039;8” Heavy 2D3, S6, AP-2, D1 auto hitting flamer/plasma gun hybrids&#039;&#039;) which hit like baby [[Warhammer 40,000/Tactics/Adeptus Titanicus(8E)|Inferno Guns]] and if you use two you get an extra attack. The melee weapons got a massive price cut in the rules update (35 pts for a single caestus+projector bundle, 60 for two), so if you want to punch a Knight to death, then the fists are what you choose. The Telemon can serve your army far better as a mobile gun rig rather than a full-on melee beatstick, so if you want a beatstick Dread, take an Achillus, a Galatus or an Exemplar or Venerable Contemptor with dual fists instead.&lt;br /&gt;
:*Being a dreadnought, it can be FGLTC&#039;d right where you need it when you need it. Terrifying indeed, and best used by a fisting dread to get stuck into melee as soon as possible. Or you can use FGLTC to protect your big golden boy from turn 1 shooting and then drop him down within 24 inches of an enemy to get him in range of all his guns.&lt;br /&gt;
:*Overall, it&#039;s an incredibly useful model for a custodes army, and considering it&#039;s only 282pts at its max loadout in an army where even a 3-man squad costs 153 points default, there is little reason to not take it considering the firepower it can lay down on anything from GEQs to Knights depending on what you want from it. Whatever you load it out to do, it will do well, but unless your list has a good amount of anti-armor firepower (from Pyrithite spears generally), the best option is to go for the storm cannons.&lt;br /&gt;
:**Another take on the melee variant: It&#039;s cheaper than any other weapon combo you can give it. On top of that, while it&#039;s an expensive combo in terms of CP, you can FGLTC it, then use the Teleport Homer stratagem to get it within 3&amp;quot; nearly guaranteeing a charge against a target, while being able to fire its guns before the charge. Trajann&#039;s Moment Shackle can also offset the cost to make it more appealing (assuming it isn&#039;t used on Victor of the Blood Games or a full cost FGLTC).&lt;br /&gt;
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===Flyers===&lt;br /&gt;
*&#039;&#039;&#039;Orion Assault Dropship &amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Oh yes, it&#039;s finally here. The Orion is a beast of a machine. with 22 Wounds and a 3+/5++ save, plus the usual suite of Airborne/Hard to Hit/Hover Jet/Supersonic; it will be exceptionally hard to bring down without some dedicated heavy AA. It&#039;s also loaded to the gills with weapons, armed with 2 Arachnus Heavy Blaze Cannons (+2S over the regular Blaze Cannon), 2 Twin Lastrum Bolt Cannons AND 2 Spiculus Heavy Bolt Launchers. It also, like every Custodes machine, packs Power of the Machine Spirit and its lowest wound table slot still has a 4+ to hit, so this maelstrom of firepower will be continuing unabated until it finally fucking dies. In addition, it can hold either a full 12 {{WH40kKeyword|INFANTRY}} models, which is a LOT for Custodes, or it can carry an Achillus, a Galatus or a Venerable Contemptor (no Exemplars or Telemons, sorry) by taking up 5 normal transport slots, making this the only way to get your melee Dreads into the thick of it without Stratagems! It&#039;s very reasonably priced to boot, only about 100 more than a fully kitted Venerable Land Raider! Loaded up with a Dread, a Shield-captain and 6 Custodes of your choice, this bad boy can blow a giant hole in your opponent&#039;s gun-line and fill it back in with your very own creamy golden goodness.&lt;br /&gt;
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*&#039;&#039;&#039;Ares Gunship &amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; if the Orion is a Transport and anti-infantry Flyer, the Ares is an Anti-tank in the observed Custodes way. The main reason why you may pick the Ares over the Orion is the &#039;&#039;&#039;Arachnus magna-blaze cannon&#039;&#039;&#039; the daddy of all Arachnus weapons. The &#039;&#039;&#039;burst&#039;&#039;&#039; mode is Heavy 3 48&amp;quot; S9 AP-3 D D3, which isn&#039;t going to impress anybody for a unit of this grade. And here comes the &#039;&#039;&#039;beam&#039;&#039;&#039; mode: &#039;&#039;Heavy D3 72&amp;quot; S14 AP-4 D 6+D3&#039;&#039;. Now we are talking. It also comes with 2 Arachnus heavy blaze cannon for more anti-vehicle shooting and 2 Infernus Firebombs, which are basically identical to the ones on the Thunderhawk (pick a unit you flew over, roll 1d6 for each model in the unit (3d6 for vehicles or monsters), a roll of 4+ = 1 Mortal Wound), the big difference being you can use them twice per game.&lt;br /&gt;
**The Ares truly makes sense as a dedicated {{WH40kKeyword|VEHICLE}} hunter since it can reliably annihilate vehicles like Land Raiders in a single turn if you have a bit of luck. However, you could have a similar amount of firepower from a pair of Caladii, which are also better at dealing with infantry so it isn&#039;t as interesting for a Custodes army list as the Orion. It is still quite good for its job, so feel free to take one if you like the miniature and have the points for a specialized unit.&lt;br /&gt;
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==Allies==&lt;br /&gt;
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===Officio Assassinorum===&lt;br /&gt;
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Regarding the Callidus, Eversor, and Culexus: Meh. They don’t bring anything major.  The Callidus is a good CQC character hunter, but the Custodes don’t need more character hunters, especially a CQC one. The new rules for the Eversor make him more viable as a horde blender. The Eversor may be a decent distraction Carnifex among other Imperium armies but as most custodes units can play the role of distraction Carnifex better than an actual Carnifex, this guy will likely be quite low on your opponent&#039;s threat register. A6 is nice for helping out in anti-horde, but just don&#039;t expect him to delete entire squads at once. The Culexus plugs the DTW hole nicely, but taking it subtracts from your CP total (a big no-no for a Custodes army), and if you’re going for a null unit, the Sisters of Silence are a better, and fluffier, bet. You could also, you know, take an actual psyker instead?&lt;br /&gt;
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However, the Vindicare, when used in the correct way and against the correct target, can help the custodes. For starters, he is insanely cheap for what he does, at only 85 points (this is good for custodes). He won&#039;t plug your anti-horde hole, but when you are going up against armies where character are vital lynchpins without which the army unravels at the seams (Nids, Guard) he is incredibly effective - Creed may be a tactical genius, but even he won&#039;t survive a headshot from a Vindicare! The Deadshot rule is useful for showing the middle finger to the guy who bubble wrapped Calgar in conscripts, and Headshot means whatever he wounds will go down for good. His rifle is insane against {{W40kKeyword|Infantry Character}}s. Finally, the priority threat neutralized stratagem will allow you to gain a command point for every character he picks off, giving your golden banana men a few more points to play around with and meaning that you don&#039;t NEED to always build for a battalion against character-heavy lists.  There is, however, a limit to his usefulness: against the big bads like primarchs, Greater Daemons, and [[Swarmlord|Da Schwärmführer]] he will have pretty much no effect, and Nurgle units&#039; Disgustingly Resilient rule will wreak absolute havoc with your damage output. Also, as your entire army is likely to be swarming up the table as fast as they can, he might be left vulnerable to your opponent deep striking behind you.&lt;br /&gt;
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===Astra Militarum===&lt;br /&gt;
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Now we’re talking! The guard brings something that your golden boys desperately need: cheap, expendable bodies that can hold objectives (something that is a major limiting factor to the Custodes) and A LOT of them. This means your Golden boys can get up the field and get stuck into combat, with a guard Battalion providing you with the cheapest 12CP available in the game. Need I say more? For best results, combine 3 or 4 30-man guard squads with a Vexilla Defensor each to give your blobs a 5++. And suddenly your opponent shits themselves. Also, the guard brings another vital lacking component: anti-armor. LONG RANGED anti-armor, so much of it that I can’t possibly name it all. But when you have a Custodes melee Death Star, supported by your pick of a Baneblade, a Shadowsword (for Custodes with anti Titan firepower), Basilisks, a Manticore or two, or, if you’re feeling lucky, a Deathstrike (because The Golden Pimp Bananas with nukes in support is too much fun), your opponent will be trembling. Even if you wanted to be a cheapskate, a trio of Russes with Pask will still do the anti-armor job nicely. As discussed later on, you can also take IG Psykers to plug that gaping Psychic hole. All in all, the Guard plug (nearly) every single plot hole with the Custodes’ crunch, making this one of, if not &#039;&#039;&#039;the&#039;&#039;&#039;, best alliances you can run as a Custodes player. Just... try not to be [[that guy]], ok?&lt;br /&gt;
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===Space Marines===&lt;br /&gt;
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A very fluffy mix, as Guilliman goes nowhere without Custodes and his [[Primaris Space Marines|Pimp Marines]]. You&#039;ve also almost certainly got some lying around, so that&#039;s another plus. The main upside to the Marines is their being an extremely versatile jack-of-all-trades force with no equal. Need an easy source of mortal wounds? Librarians. Need Plasma? Hellblasters. Need a lot of low-strength firepower? Intercessors or Tactical Marines or even scouts. Need a game-breaking unit that&#039;ll lose you all your friends? Chaplain Dreadnought/ Leviathan Dread/ Spartan Assault Tank/ Astraeus Gunship/ Thunderhawk. Need a melée beatstick that&#039;ll also give you extra CPs, make your units get up the field in record time and allow you to re-roll all failed hit and wound rolls, all for just 350pts? [[Roboute Guilliman|Grandpapa Smurf]] is your man. The list goes on and on, as the Space Marines are capable of fulfilling any role, making them arguably the best ally currently in the game. The only downside is that they cost a lot relative to the Guard, so they are not a good candidate for character screening duty. Also, as you&#039;re burning points like there&#039;s no tomorrow when building a Custodes army, you might find it difficult to include all the Marines units you want to, so prioritize what your army needs most of all.&lt;br /&gt;
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===Grey Knights===&lt;br /&gt;
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Budget Custodes with Psychic powers. That’s it. If you want more expensive sisters of silence that can hit back in the psychic phase and (just about) keep pace with your golden boys in combat, here you go. Psychic powers also grant the Knights a versatility and surprising mobility, allowing them to be the hammer to your Custodes&#039; anvil against any foe that thought your shiny silver and gold army couldn&#039;t maneuver their way out of a paperbag. The Knights are also all equipped with at least a storm bolter, so don’t underestimate the dakka they can bring to bear at short to medium range. &lt;br /&gt;
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Plus, visually, their silver armor will contrast nicely with your golden bois. It&#039;s a match made in a jewelry store.&lt;br /&gt;
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===Imperial Knights===&lt;br /&gt;
An interesting and complementary mix that will render your name mud before the day is out, as the Custodes are excellent character hunters and are capable of controlling objectives with their (very) fast Jetbikes, but lack dedicated anti-vehicle weapons, while knights are excellent at hunting down vehicles but lack the shot output to deal with hordes. This combo will struggle to rake in the command points that other armies do, but your army will be effective whatever enemy is thrown at it, and it gives you an excuse to paint your knight gold and red (go on, you know you want a golden banana knight). Incidentally, these Banana Knights are kinda Canon - No, seriously, the first drawings of the Custodes and Golden Throne by John Blanche (praised be his name) had a pair of titans standing guard in the background, yeah? And The Beast Arises series also confirmed these Warhound titan guards to be canon. Therefore, is it too far to stretch the mind that the pimpstodes have a couple of knight suits lying &#039;round the Emprah&#039;s dusty old house? They do have access to tech that [[Blood Ravens|most people]] can only dream of (Jetbikes, hover tanks with cannons as long as they are, disintegration guns welded onto power spears, etc.). They also use the [[Mary Sue|Contemptor Chassis as their most common type of dreadnought]].&lt;br /&gt;
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Also, the Knights (sorry, &#039;&#039;Questor Imperialis&#039;&#039;) finally got their codex, so the weird keywords and stratagem stuff that was plaguing them prior to that has been fixed. The knights have also got some of the sickest models in the game (so it gives you an excuse to buy and paint them), and FW is going to keep releasing additional experimental (and, eventually, official) rules for their Custodes models, opening up even more customisation options to very specifically tailor your army list to whatever you’re fighting (even though it’s considered incredibly bad “sportsmanship” to only build your list once you know your opponent’s). In short, it’s a good time to have a Custodian or a Knight army, it’s an even better time to have the two together in a single force.&lt;br /&gt;
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([https://www.shapeways.com/designer/comradequiche/creations?s=0#more-products| Plus there&#039;s cool Custodes Knight conversions on Shapeways]).&lt;br /&gt;
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===Adeptus Titanicus===&lt;br /&gt;
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Ok, let’s get one thing straight. If you bring a Custodes + Titan combo to any game, be it Apocalypse, Tournaments (good luck finding one with a point limit high enough), or even just a casual beer-and-pretzel game at a friend&#039;s house, your name will be worse than mud within two minutes, and you will automatically be regarded as [[That Guy]] forevermore. Regardless, if you don&#039;t mind losing ALL your friends, and have this sort of money to throw around (i.e. if you&#039;re a drug lord), then this is THE most rage-inducing, unfair, game-breaking alliance currently in the game. Custodes-Titanicus is everything good about the Custard Knights combo turned up to 11 and then some. Titans, the most powerful, durable, expensive (in points and dollars) units in the game, providing fire support for the strongest fighting army in the game. Strap the Apocalypse missile launchers, Volcano Cannon, and Plasma Annihilator to a warlord titan, bring Valoris and a sprinkling of Jetbikes and Superdreads along for the ride, waltz into your gaming club, proclaim yourself as having brought Custardes and a Titan, and expect LITERALLY NO-ONE to fight you (which means you win by default!). However, if someone is dumb enough to go against you, expect to destroy them in well under four game-rounds. It also gives you the chance to paint a titan gold and red, and come on, you just know you want to do that.&lt;br /&gt;
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===Adeptus Mechanicus===&lt;br /&gt;
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Much like the Ultramarines before Ward fucked them over, in that they’re good at everything but not the best at anything. Cheap bodies for screening/objective holding, anti-horde duty, heavy firepower, you name it, they can do it, but with nowhere near the ability of other forces (IG, SMs, SOSs, etc.). Personally, my experience is that they’re best when with war machines (duh), so maybe bring Cawl and magi with either 3 Dunecrawlers (armed appropriately according to your enemy), or Cawl and two Magi-Dominus in a SCD when you’re running the Custard Knights or Titan team-up. Otherwise, don’t bother.&lt;br /&gt;
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===Sisters of Silence===&lt;br /&gt;
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Do it. Just do it. You have no reason not to - VERY fluffy, they plug the DTW hole, they make almost no impact on your points tally as a Custodes player, and a Talons force is nearly identical to a pure CustardPimp army in both aesthetically and in play-style. As for how to use them, do you need to be told? Have them hunting psykers, or as bodyguards for Valoris when playing against Aeldari or smite spammers (for obvious reasons). &lt;br /&gt;
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Another view is that sisters while incredibly fluffy are not as effective as other options unless you&#039;re against armies relying heavily on psychic powers such as Thousand Sons or Eldar. Against an army not relying as heavily on their psykers you have bolter bitches without the faith. Guard make a much better combination with Custodes as they give easy access to both numbers and anti vehicle fire, Marines also give more flexibility and options such as vehicles, psykers than the sisters. As a Custodes player since the changes to smite psychic power is not going to be your biggest problem against most armies. You lose because loads of dice being thrown at your small number of models hurts, tarpitted because sometimes you can&#039;t kill quickly enough or because units that deal multiple damage can reliably remove your models such as the Riptide. Guard and Marines will tend to be more flexible and effective options. Unless GW make the Sisters work better alongside Custodes with the Talon of the Emperor changes coming in psychic awakening it&#039;s arguably better to go with Guard or Marines.&lt;br /&gt;
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With the release of War of the Spider, Sisters of Silence can now be taken in a detachment of Adeptus Custodes without the Custodes losing any benefits such as Sworn Guardians or The Emperor’s Chosen. The Sisters do not gain those abilities.&lt;br /&gt;
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===Sisters of Battle===&lt;br /&gt;
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Just take Sisters of Silence.&lt;br /&gt;
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===Deathwatch===&lt;br /&gt;
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Another interesting mix. Between their inbuilt Bolter Discipline, Mission Tactics and Special Issue Ammunition, along with easy access to rerolls, the deathwatch boasts some of the most reliable anti-infantry shooting in the game, the humble Boltgun becoming an instrument of enormous damage in their hands. The frag cannon also provides flexible anti-armour/-infantry, and you can take four in a single five-man squad. The fact that it’s an assault weapon and hits harder the closer you get to the target helps out hugely with providing close-range fire support for your golden boys. Their main problem, like GKs and SMs, is a high price for a standard MEQ defense. You will pay around 40 points for a single marine with a Frag Cannon, and their relatively fragile defense means they will wilt in the face of heavy firepower. On the plus side, [[DISTRACTION CARNIFEX|if they’re attracting high amounts of dakka, then your golden boys aren’t]], and you have ways of protecting them (transports, storm shields, cover, etc).&lt;br /&gt;
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===Inquisition===&lt;br /&gt;
Some interesting options, focused on helping your CP starved army generate more CP and giving you Anti-Psyker/Psyker support, to make best use of them you must spend 1CP on the Inquisitorial Mandate stratagem:&lt;br /&gt;
*Hector Rex - Deny the witch - &#039;&#039;&#039;Psychic Mastery&#039;&#039;&#039; warlord trait: knows 3, casts 3 and denies 4 (with +1 within 12&amp;quot;). Powers should be: &#039;&#039;&#039;Mental Interrogation&#039;&#039;&#039; to generate CP, &#039;&#039;&#039;Terrify&#039;&#039;&#039; to bypass overwatch, and &#039;&#039;&#039;Dominate&#039;&#039;&#039;/&#039;&#039;&#039;Castigation&#039;&#039;&#039;. Tanky (2+/3++), can deep strike, and he is BRUTAL vs daemons. At 100 points and 1CP, probably the best option unless you are really short on points.&lt;br /&gt;
*Basic Inquisitor - Cheap CP farming - &#039;&#039;&#039;Mental Interrogation&#039;&#039;&#039; psychic power, &#039;&#039;&#039;Esoteric Lore&#039;&#039;&#039; warlord trait and &#039;&#039;&#039;Seize For Interrogation&#039;&#039;&#039; stratagem; switch the bolt pistol for a &#039;&#039;&#039;Boltgun&#039;&#039;&#039; and take the &#039;&#039;&#039;Blackshroud&#039;&#039;&#039; Relic. If you want some support swap &#039;&#039;&#039;Mental Interrogation&#039;&#039;&#039; for &#039;&#039;&#039;Terrify&#039;&#039;&#039;. All that for a mere 55 points and 1CP.&lt;br /&gt;
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==General Tactics==&lt;br /&gt;
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===Psychic/Anti-Psychic Support===&lt;br /&gt;
If you find yourself facing a psychic-heavy army (Craftworlds, Thousand Sons, Daemons, etc) you will want to invest in some ways to supplement the built-in 6+++ Custodes have in against psychic mortal wounds (unless you take a sadistic pleasure in watching your guys die). You&#039;re either going to want to pick up some allied psykers yourself or find ways to negate the abilities of your enemy. Here are some strategies:&lt;br /&gt;
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*&#039;&#039;&#039;Inquisitor-Lord Hector Rex:&#039;&#039;&#039; For a mere 100 points a 2-known, 2-cast, and 3-deny (with a +1 to his deny rolls) psyker; if that is not enough you can spend 1CP to give him +1 known, +1 cast, and +1 deny.  Did I mention that he is 2+/3++, &#039;&#039;&#039;DEADLY&#039;&#039;&#039; against demons, and can teleport strike? His powers should be &#039;&#039;&#039;Mental Interrogation&#039;&#039;&#039; to generate CP, &#039;&#039;&#039;Terrify&#039;&#039;&#039; to bypass overwatch and &#039;&#039;&#039;Dominate&#039;&#039;&#039;/&#039;&#039;&#039;Castigation&#039;&#039;&#039;. A bargain at 100 points and 1CP, definitely your best choice.&lt;br /&gt;
*&#039;&#039;&#039;Supreme Command of AM Primaris Psykers&#039;&#039;&#039;: For only 138 points, you can bring a supreme command detachment of Astra Militarum Primaris Psykers. At the VERY least, this nets you 3 smites, 3 Denies (for the psychic defense we&#039;re talking about), and 1CP to boot. This is a good option for players that prefer to run Custodes as close to pure as possible, but are worried about the 4-5 psykers and tonnes of mortal wounds that their friend is likely bringing to face them on the weekend. Run these guys up behind whichever footslogging Custodes you&#039;re bringing to keep the Psykers safe while covering the Custodes with Smites and Denies.&lt;br /&gt;
**In terms of psychic powers to choose from, at first it seems bleak since 4 out of the 6 options are buffs for other AM units. The only two possible options turn out to be more useful than they first appear. &#039;&#039;&#039;Terrifying Visions&#039;&#039;&#039; goes off on a 7 and debuffs an enemy unit within 18&amp;quot; for -2 Ld. While not amazing, this could be incredibly useful if the Custodes squad in front of your psyker is about to chop an enemy unit to bits and you want that extra insurance that any survivors will flee to morale. The second choice is &#039;&#039;&#039;Psychic Maelstrom&#039;&#039;&#039; which also goes off on a 7 and allows you to mortal-wound a target on progressively harder D6 rolls until you fail one. 2+ (1 MW), 3+ (1 MW), 4+ (1 MW), etc. While this won&#039;t go off as easily or wound as reliably as smite, it does have the benefit of allowing you to &#039;&#039;&#039;target&#039;&#039;&#039; an enemy unit within 18&amp;quot; instead of having to select the closest. This can allow you to microwave an enemy character&#039;s brain that your opponent thought he had protected behind a bubblewrap. It may not always kill the character depending on their stats, but many 3 or even 4 wound characters will be sweating as you roll those dice; ESPECIALLY if they&#039;ve already lost a wound or two earlier in the game. Then whatever support aura they were supplying to their units is gone and your Custodes friends can get stuck in with even less worry. If neither of these powers applies to the current turn, just smite away! Remember, you took these 3 guys for the Denies and the CP.&lt;br /&gt;
*&#039;&#039;&#039;Sisters of Silence:&#039;&#039;&#039; Exactly what it sounds like, get Sisters of Silence, put them in front of your Custodes, and most of your Smite Spam problem will be solved. The fluffiest option of the lot and they don&#039;t even need to pass a DtW test to stop powers from being used.&lt;br /&gt;
*&#039;&#039;&#039;AdMech- Graia:&#039;&#039;&#039; A somewhat under-appreciated version of the Rusty 17, the Graia stratagem lets you stop a psychic power on a 4+, giving you a 75% (with a reroll) chance of auto denying any power of your choice. For only 1 CP per turn, this can do wonders against that Warptiming Magnus or stopping that Doom going off against your Telemon.&lt;br /&gt;
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===Flight of the Golden Valkyries===&lt;br /&gt;
The custodes jetbikes are dangerous. Full stop. They run around at 14”, advance 6”, are toughness 6 (which protects against S3, 5, 6, &amp;amp; 10 weapons), 4 wounds, 2+/5++, and hit with 4 attacks on 2’s, strength 6, rerolling wounds on the charge, ap-3 DD3. 3 units of 3 headed up by [[Chapter_Master_Smashfucker#8TH_EDITION:_CAPTAIN_SMASHFUCKER_GOES_BANANA|Captain-Commander Smashfucker]] (the toughest unnamed character in 8E at T6, 7W, 2+/3++/5+++ with rerolls) will kill everything on the charge. &amp;lt;s&amp;gt;How many guardsmen will you kill? 38.75. Terminators? 19.68 (the average Damage value of an interceptor spear against a 2W model being 1.667). Baneblades? And even Reaver titans? They will take 39.90 damage, enough to outright annihilate the former and cripple the latter&amp;lt;/s&amp;gt; All of this math is old, as of June 20th. We&#039;ll get back to you once we figure out exactly which shield host and other shit these guys should be using. All of this comes at the cost of roughly 980 points (depending on your guns, no misericordias unfortunately) in an Outrider detachment, giving you the most powerful, fastest, and toughest death star in the entirety of 40k. And that is before you even take into account their guns. How does 120 bolter shots sound to you hitting on re-rollable 2’s? Well, that alone would give you 51.85 dead guardsmen, 19.44 dead marines or even 6.41 damage to a baneblade. In short, you have no reason to not take a detachment of custodes bikers. And the icing on the cake? Your 10 unit, 1000 point army will only cost you &amp;lt;s&amp;gt;£117.6&amp;lt;/s&amp;gt; £105 to £140, depending on a discount. (Other countries pricing may vary, for example, the US pays the equivalent of £164 to £193.27.)&lt;br /&gt;
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*Agamatus versions of this tactic are also available, but you can only afford the Lastrum bolters on your 9 bikers. In a 2000 point game, you can take the las pulsars, but the great strength of your bikes is their balance between impressive melee power and ranged volume of fire. If you want to take bikes with pulsars it is advised that you take them as a supplement to your main melee Death Star. If you want to have more than one flying circus Death Star, however (at least until they release rules for a jet pack shield captain) you will need to take three units of agamastus custodians because of the rule of 3.&lt;br /&gt;
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===Matchups and Counterplay===&lt;br /&gt;
These tactics are good and all, but knowing your enemy is important. For simplicity&#039;s sake we&#039;re going to assume that you and your enemy&#039;s list is NOT a soup list, which is the slang term for taking multiple factions that share the {{W40kKeyword|Imperial}}, {{W40kKeyword|Chaos}}, or {{W40kKeyword|Aeldari}} keywords or the like in the same army. Feel free to add any strategies that have worked against these factions.&lt;br /&gt;
====Imperium====&lt;br /&gt;
*&#039;&#039;&#039;Space Marines:&#039;&#039;&#039; They&#039;ll know you hit like a sock with a brick inside in close combat and will do whatever it takes to screen you out. Here are some select Chapter Tactics: Ultramarines can fall back and shoot with a -1 to hit penalty, so you have to either surround surviving models (not an easy feat given you&#039;re playing Custodes) or just go for the squad wipe (much easier). Raven Guard&#039;s -1 to hit outside of 12&amp;quot; is fairly easy to counter with FGLTC, Terminators, and your Vertus Praetors. Imperial Fists ignore cover and gain bonuses against fortifications, neither of which hard counter you unless you like to hide in cover from Bolt Rifles and other AP-1 weapons. Black Templars re-roll failed charges, and since it&#039;s combat-oriented and doesn&#039;t give them true bonuses in the combat phase (hint: you excel at that) it&#039;s to their detriment and your benefit. Iron Hands have nice overwatch and 6++, but overall that&#039;s not the main issue. Your main problem with them will be their vehicles, which are hard to bracket.&lt;br /&gt;
*&#039;&#039;&#039;Blood Angels:&#039;&#039;&#039; Red-colored Marines that specialize in Blitz attacks. While they shoot as good as basic Marines above, their main draw is essentially a plus 1 to wound rolls modifier in the first round of combat. That is huge against Custodes, as even basic scouts will go from wounding on 5+ to 4+, and their power fists and Thunder Hammers will wound you on 2+. Custodes rely on their toughness to survive, and the Blood Angels hard-counter that toughness and can throw down in the Combat phase better than other marines. Also, Death Company and any characters with the Black Rage stratagem gain a 5+ shrug and add 1 to attacks when they charge. This won&#039;t be like basic marines where close combat will be a one-sided walk in the park, pick and choose your combats. Bring Storm Shields to counter said power fists and thunder hammers.&lt;br /&gt;
*&#039;&#039;&#039;Dark Angels:&#039;&#039;&#039; The Mean Green Marines. Their chapter tactic lets them re-roll 1s to hit in shooting and overwatch if they stand still, and they are almost immune to morale (and Deathwing units are Fearless). If they&#039;re using standard Power Armor or Primaris units, they&#039;re likely going for a gun line. Their specialty is in Plasma weaponry, and their infamous Weapons of the Dark Age stratagem adds 1 to the damage characteristic of a given unit&#039;s plasma weapons. That&#039;s right, a Dark Angel marine overcharging a plasma gun with that stratagem can 1-shot a Custodian guard or Warden. To this end, beware the hell out of Dark Angel Hellblasters.&lt;br /&gt;
*&#039;&#039;&#039;Space Wolves:&#039;&#039;&#039; The furries are roughly the same as blood angels, and you deal with them in the same way. Termies (and allied in snipers, like the Vindicare or the Primaris Eliminators) to assassinate the psykers. These guys also need to get into melee to function effectively, so bring a caladius grav tank to soften up the big ones like Bjorn and Murderfang, then use Telemons with a pair of Caestuses (Caestusi? Caestusae?) to take them down. Use jetbikes to outmaneuver them, and adrasite weapons to bring down primaris units thanks to their lovely S: 5 (= wounding on 3s) AP-3 (= 6+ save) D3 (so a straight kill.) &lt;br /&gt;
*&#039;&#039;&#039;Grey Knights:&#039;&#039;&#039; Hey look it&#039;s budget Custodes with psychic powers. With the number of mortal wounds they can put out, plus the odd Vortex of Doom power, your 6+ shrug in the psychic phase won&#039;t save you and neither will the relic Vexilla or Warlord trait. Allies, especially sisters of silence, are beyond crucial here; you WILL lose if you don&#039;t take them. Their smite has reduced range, so take a good deal of shooty units, and use terminators (having W4 is invaluable as they can tank a d3 wound smite at full blast) to assassinate the characters, who can manifest more than once (especially Voldus). Draigo, true to being the mother of all mary sues, is an absolute beast in melee with a 2+/3++ and The Titansword hitting at S8 (+1 to wound with the Hammerhand psychic power), so wounds on 2s. your best bet against him is sending storm shield-wielding guard at him, along with a vexilla imperius, to drown him in attacks and force wounds. If you take Valoris, ensure he has a bodyguard of sisters at all times.&lt;br /&gt;
*&#039;&#039;&#039;Deathwatch:&#039;&#039;&#039; They&#039;re Marines that have special issue ammo. Watch out for hellfire rounds at range since those rounds don&#039;t give a shit about your T5/6 and wound you on 2+. Frag Cannons are also a bitch by handing out 2d6 S6 AP-1 auto-hitting shots or can fire two slug rounds (S7 AP-1 above half range, S9 AP-3 up close), and a single Veteran squad can have four of those brokenly good things.&lt;br /&gt;
*&#039;&#039;&#039;Adeptus Mechanicus&#039;&#039;&#039; BEWARE DRAGOONS, they are no slouch in melee and can put some real punishment into your units, either shoot them down or make sure you&#039;re charging and fighting first. Like facing other shooting armies the vexilla magnifica is your best friend, use it to reduce the effectiveness of the robots, blind their sensors with golden light. Do watch out for armies spamming Skitarii Vanguard, their Radium Carbines put out a surprising amount of shots and with wound rolls of 6 dealing 2 damage flat, a few unlucky failed saves can chunk your banana boys with shocking efficiency.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Guard:&#039;&#039;&#039; &#039;&#039;&#039;FOR EVERY ONE OF US THAT FALLS, TEN MORE WILL TAKE HIS PLACE!&#039;&#039;&#039; is the rule here. These guys have bodies, and with that, a large volume of dice. Your Banana Boys will die under massed Lasgun fire, so don’t underestimate a Guardsmen squad. Pask/Tank Commanders can spell trouble with their varied load-outs, and Baneblade variants can kick your shit in. Your objective is to turn Infantry into mulch with your Jetbikes (you did bring Jetbikes, right?) and cripple or eliminate any armor. The biggest weakness of mechanized Guard lists is a lack of Invuln saves; use this to your advantage. Beware their Psykers; nothing says FUN like a Baneblade with Psychic Barrier and Nightshroud on it. &lt;br /&gt;
**Special mention to Tempestus Scions: they are an entirely different beast. These little shits will be bringing their Specialist Detachment and safely dropping out of Valkyries, loaded for bear with regular Scions and Command squads carrying cheap Guard Plasma. If you can get the first turn on them, shoot those sitting ducks out of the sky before they can drop on you.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Knights:&#039;&#039;&#039; A super-elite army versus another super-elite army. The dirty secret about knights is that they aren’t very good - they put out surprisingly little damage, and die surprisingly quickly, especially to high strength weapons that force their 5++). Expect a lot of shots to be missed and a lot of saves to be failed; of course, this isn’t an excuse to be cocky - Knights hurt when they hit and are difficult to wound thanks to army-wide T8. They are also pretty quick so try to not get flanked.&lt;br /&gt;
**If you don&#039;t have Forge World, use your Jetbikes and deep-striking Allarus termies with Castellan Axes to get up close as quickly as possible. You can try and win off of objectives, but Custodes are such a low model count army that the Knight player will have a bit easier of a time trying to up and table you to win the game than they usually would. In melee you have the particular problem that a knights proper melee weapon ie chainsword, will kill one of your guys in one hit, wiping out 50+ points at a time, and even with a storm shield a knight can reliably kill one custodian each round of combat.&lt;br /&gt;
**If you have the money, consider making your whole army from spearhead detachments, bringing bare-bones SCs, Valoris as your warlord, and a shit ton of Telemons with the storm cannons (at least one should have twin Caestii) and Grav-tanks with the Arachnus cannon. An expensive list (in both points and dollars,) and one with very few CPs, but is insanely tough (Telemons are actually TOUGHER than knights to put down and come at half the price) and will curb stomp a knights army reliably often, and pretty quickly as well (watch out for the Dominus Castellan though, that thing shits anti-armour like nothing else in the game).&lt;br /&gt;
*&#039;&#039;&#039;Sisters of Silence:&#039;&#039;&#039; The Talons are doing wargame practice. These guys won’t cause you any trouble as their special anti-psyker rules don’t mean shit against you (this may be the only matchup in 8e where your not having Psykers is an actual ADVANTAGE. They are quite hard-hitting in melee but have nothing on you. Charge them or shoot them, doesn’t matter.&lt;br /&gt;
*&#039;&#039;&#039;Sisters of Battle:&#039;&#039;&#039; If you face sisters TAKE JETBIKES. They’re fast enough to escape you being outmaneuvered (which will probably happen), their hurricane Bolters blenderize sister squads (12 S4 shots vs T3) and the salvo launchers will evaporate penitent engines and the like. Shield captains on said Jetbikes will annihilate all their characters in cc (A5, WS2+ reroll 1s, S6 vs T3, AP-3, Dd3). Again, however, the biggest threat in this matchup is not likely to come from the units on the board, more the person wielding them.&lt;br /&gt;
*&#039;&#039;&#039;Adeptus Titanicus:&#039;&#039;&#039; Just give up. You have no chance. Sorry.&lt;br /&gt;
**(In all fairness though, this is the same with every single faction in the game so don’t feel alone in this).&lt;br /&gt;
*&#039;&#039;&#039;Other Imperium Factions:&#039;&#039;&#039; This is for the Inquisition and Assassinorum and other factions that are index only or have mini-dexes.&lt;br /&gt;
&lt;br /&gt;
====Chaos====&lt;br /&gt;
*&#039;&#039;&#039;Chaos Space Marines:&#039;&#039;&#039; May the Chaos gods have mercy on your opponent if they are using the Black Legion Tactics, otherwise you&#039;re going to stomp him harder than you already will with attacks that explode on a 4+. Alpha Legion and Iron Warriors play out like Raven Guard and Imperial Fists, respectively. Read the loyalist marine section to see how you deal with those. The closest analog Slaanesh type shooter units can focus fire and wipe out your units if they get in range. Berzerkers don&#039;t give a fuck how tough you are (but they are soft themselves, charge first) Tzeentch and Nurgle guys are tougher and throw psychic bullshit at you. They can combo up some pretty nasty warlords as well. Abbadon is a mighty beast, but as mentioned, the Custodes can fuck him up proper. &lt;br /&gt;
*&#039;&#039;&#039;Chaos Daemons:&#039;&#039;&#039; Hordes of daemonic freaks galore. Nurgle Daemons have Disgustingly Resilient which gives them a 5+ shrug against all of your attacks. Your guys will have to put in double time to get rid of them. Khorne Daemons hit like freight trains on the charge with a potential 2 damage coming from a basic Bloodletter&#039;s sword. Tzeentch Daemons will spell doom for you with psychic spam, akin to the Thousand Sons below and the Grey Knights. Ironically Slaanesh&#039;s daemonettes will be a cinch at range considering that they can only get up to S4 on their units and are way too fragile against ranged attacks. Assault Cannon Venerable Contemptor Dreads and the standard Jetbikes will rip holes in their number quite good, and avoid close combat with their greater Daemons unless you throw a squad of Stormshield guard at them since Greater Daemons struggle to get around high invuln saves in close combat.&lt;br /&gt;
*&#039;&#039;&#039;Death Guard:&#039;&#039;&#039; Mortal wound spam (both psychic and non-psychic), plus Mortarion. Have fun! They are not very numerous though, but they are disgustingly resilient. Pox walkers, on the other hand, form their screens and are quite the tarpit. Their elite infantry is also very tough potentially resulting in prolonged combats, something to keep in mind.&lt;br /&gt;
*&#039;&#039;&#039;Thousand Sons:&#039;&#039;&#039; Mmmm… did somebody say ooey-gooey Psychic cheese? With Custodes alone, you do have the Spark of Divinity Stratagem to Deny the Witch, a built-in 6+ against wounds caused in be Psychic phase, and the Impregnable Mind Warlord trait to Deny and get a +1 when doing so, but you&#039;re going to need more. They can spam their powers while you cannot spam that Stratagem or a Warlord Trait, so ally in either other Psykers or take Sisters of Silence. Think of the Thousand Sons Psychic phase as a second Shooting phase, since nearly everything can at least cast smite. Additionally, all their basic guns are AP -2, the perfect AP for taking on Custodes as you’ll pretty much always be using your 4++ to save. If your opponent is taking Magnus, remove him quickly, using a Telemon&#039;s Fisters or an Ares’ dakka; he’ll buff himself up and others if you don’t. It also doesn’t help that Rubric Marines and Scarab Occult Terminators have All is Dust to give them -1 to hit, and they’re pretty tanky too. Removing whole units at a time is key here, as it removes one more Psyker each time.&lt;br /&gt;
*&#039;&#039;&#039;Renegade Knights:&#039;&#039;&#039; Like Imperial Knights, but even nastier in close combat. Even after their Codex, they still play very similarly to their Loyalist counterparts.&lt;br /&gt;
*&#039;&#039;&#039;Renegades and Heretics&#039;&#039;&#039;: Think Guard, but with all their strengths and weaknesses amplified. Their fodder is even more pathetic, but they can field so much of it, it is a possibility you will literally not have enough guns to kill all of them, unless you brought Allarus Terminators or sniper allies, and kill all of them you must, as their Enforcers almost completely negate Morale loses. Meanwhile, their vehicles may not be quite as mean as their loyalist counterparts without things like Regimental Doctrines or Tank Orders, but a Leman Russ Demolisher is still point-for-point the nastiest tank in the game, and the boys in R&amp;amp;H can field a LOT of them.&lt;br /&gt;
&lt;br /&gt;
====Xenos====&lt;br /&gt;
*&#039;&#039;&#039;Craftworlds:&#039;&#039;&#039; Sneaky space Elves who specialize in psychic shenanigans, and spamming -1 to hit modifiers like no tomorrow. Their psykers will fuck you up something fierce by spamming smite and Executioner to hell and back, plus Warlocks and Spiritseers can cast buffs on their units, and debuff your units. Their fleshy aspect warriors are easy enough prey, but take care against any of their wraith units; they come packed with enough D to one-shot your dudes and are slightly sturdier (if the opposing player bothers to support them properly, at least) for it. Still, they&#039;ll fall quickly enough if you get the jump on them first. Their squads are also very overspecialized - if you outmaneuver them you’ll have a much easier time of it. Be wary of getting swamped by shuriken weapons, which will force you to rely on your invulnerable saves. &lt;br /&gt;
*&#039;&#039;&#039;Dark Eldar:&#039;&#039;&#039; Sadomasochist space Elves. They won&#039;t give a damn about your higher than average toughness, but many of their basic weapons will struggle to get through your armor. Conversely, they may as well be flouncing around naked for all the armor they have on. What&#039;s better is you won&#039;t need to worry about psychic shenanigans from this flavor of spess elf. Watch out for disintegrator cannons, they are prime Multi-wound killers, as well as Coven type models who can partially match your durability. Otherwise, you may find that their army doesn&#039;t have as many anti-TEQ options as others. However, they can swamp you in cheap shots and their Wyches bring a very high volume of attacks for cheap models. &lt;br /&gt;
*&#039;&#039;&#039;Harlequins:&#039;&#039;&#039; Clown space Elves, almost as dangerous in melee as you are, but much, &#039;&#039;much&#039;&#039; faster and considerably more numerous. They have fewer options to engage your Custodes at range and their T3 bodies are mostly protected by a 4++, so you won&#039;t be wanting for ways to kill them. Charge first if you can, don&#039;t let your squads get surrounded, and don’t forget the Interrupt stratagem to strike first in combat. The Vexilla Imperius will help you enormously in this matchup.&lt;br /&gt;
*&#039;&#039;&#039;Orks:&#039;&#039;&#039; You shouldn&#039;t need any help killing Orks, but just in case, remember your Hurricane Bolters on your bikes. You can quite easily play keep-away while hailing shots on the Ork hordes. Also, don&#039;t go wantonly charging in with your close combat units since that will play right into the Ork player&#039;s hands. Whittle them down like every other race, knock out the supporting Nobz and Warboss, then mop up the weaklings.&lt;br /&gt;
*&#039;&#039;&#039;Tau Empire&#039;&#039;&#039; Make sure the Magnifica is in your army, and laugh as the space communists hit your foot slogging troops on 5s (put the radiant mantle on your warlord for 6s to hit). Note that half the army has {{W40kKeyword|fly}} so tying up units is not easy. Also like facing guard, beware of volume of fire. Else wise Tau have a plethora of weapons that can fire a ton of shots AP -1/2 with high damage, the perfect sort of weapons for facing down golden boys. On the plus side, they have no access to psykers! Pro tip from a T&#039;au player: Fear the Riptide, for it is the literal definition of a perfect counter to your army. The longer you are in melee, the less they will be shooting at you. However, the more aggressively you play, the more easily they can catch you in a trap. Units to eliminate on sight are Markerlight sources, Riptides, and any vehicles or drones the Weebs might have brought. Know the Sunshark bomber: It can dish out mortal wounds on your {{W40kKeyword|infantry}} units on a 4+. &lt;br /&gt;
*&#039;&#039;&#039;Necrons:&#039;&#039;&#039; Play for keeps, don&#039;t fight in half-measures. Focus down a Necron unit until it is wiped, otherwise, you&#039;ll likely see a majority of the unit stand back up with Reanimation Protocols. These guys also can’t take psykers so exploit that and bring some SM librarians in a SCD and see how psyker suffering looks from the other side. Watch out for destroyers, they are fairly tough and their beefed-up gauss weapons are prime Custode killers. &#039;Crons can be slow, but they can also slug it out if you can&#039;t kill them efficiently. Wraiths can also be a problem and may survive longer in melee than you would like, though they are only deadly when very expensive. &lt;br /&gt;
*&#039;&#039;&#039;Tyranids:&#039;&#039;&#039; One of the most fun matchups in the current meta, as nids and custodes are both combat-based. The key to taking on nids is, as always, to take out the synapse creatures and the big ones. Also, this is one of the few times where you don&#039;t want to get in combat immediately; at least try and whittle down the genestealer and gaunt blobs before you charge them. Beware of many heavy melee weapons they have which are a straight 3D. Nids have potent psychic output as well and can surprise you in the shooting phase. &lt;br /&gt;
*&#039;&#039;&#039;Genestealer Cults:&#039;&#039;&#039; Deep-striking Genestealers and other terrifying close combat units. Fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40000 Tactics(8E)]]&lt;br /&gt;
[[Category:Adeptus Custodes]]&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Kensei/Rules_And_Tactics/1e&amp;diff=1011668</id>
		<title>Kensei/Rules And Tactics/1e</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Kensei/Rules_And_Tactics/1e&amp;diff=1011668"/>
		<updated>2026-05-20T16:09:29Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.161: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
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The crunch and tactica page for [[Kensei]]. &lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Due to the fact the rulebook is translated from Spanish...somewhat capably, there are sections that are unclear or badly phrased. &lt;br /&gt;
The rules will be transcribed here for simplicity, made expandable for those wanting to skip straight to the Tactica. &lt;br /&gt;
Fosr those familiar with ranked wargames like [[Warhammer Fantasy]], Kensei is a fairly similar experience. Kensei uses ten-sided dice and tape measure. &amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Basic Rules==&lt;br /&gt;
&lt;br /&gt;
The rulebook shorthand for dice rolls is DC for melee rolls, DD for ranged rolls. &lt;br /&gt;
&lt;br /&gt;
PM is the shorthand for Commandment Points, which are used to make Special Actions during the Orders and Actions phase. The General of your army determines how many you have. Both players make a Commandment dice roll, called an Opposed Roll. &lt;br /&gt;
&lt;br /&gt;
AC is Action Points, which determine how many normal actions like moving or attacking you can do. &lt;br /&gt;
&lt;br /&gt;
Units are groupings of models in formation which move as one. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;:&lt;br /&gt;
** Attack (AT): Their proficiency with weapons and their ease to hit things. The lower the number, the better the Attack. An Attack roll is called an Attribute Roll. &lt;br /&gt;
** Defense (DF): The ability to not be hit. The higher the number, the better the Defense. These rolls are considered Attribute Tests. &lt;br /&gt;
** Wounds (W): Hit points. The higher the better.&lt;br /&gt;
** Ki (KI): Spiritual defense and attack points. Used to cast spells by Spiritual Characters, used to defend against magic and use special abilities by everything else. The higher the better. &lt;br /&gt;
** Honor (HR): The morale of the model. Improved by having a Bushi or Standard Bearer in the Unit. Used when executing maneuvers, resisting fleeing from the battle, using Taisho abilities, and turn 1 setup. The higher the better. These rolls are considered Attribute Tests. &lt;br /&gt;
** Initiative (IN): Speed in attacking. The higher, the more likely to get to strike first. Initiative is rolled by both players, and is called an Opposed Roll. &lt;br /&gt;
&lt;br /&gt;
Line of Sight is used in the game, and is &amp;quot;real line of sight&amp;quot; meaning you look from the perspective of the model. Regardless of the size of the model, if it is behind anything it is considered to not be in the Line of Sight. A giant dragon behind a small fence is considered to be out of Line of Sight. &lt;br /&gt;
&lt;br /&gt;
When Charging or Running Away, Movement rolls are used. &lt;br /&gt;
&lt;br /&gt;
Premeasuring is not allowed. You can only measure when in actually taking the action, and when checking to see if you qualify for an effect that is already in play. &lt;br /&gt;
&lt;br /&gt;
===Types of Models===&lt;br /&gt;
Models must be grouped together in formations determined by what type of model it is. Models in formation have Line Of Sight as a 180 degree view from their front. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bushi&#039;&#039;&#039;: Bushi are characters, usually intended to grant bonuses to Units they join although they can act independently. A Bushi can only join a Unit that uses ranged weapons if they have the same kind of ranged weapon. Bushi attack at the same Initiative as the rest of the Unit, although they grant an Initiative bonus. Daisho characters (Samurai and Ashigaru) add 1 to the Initiative and Honor of the Unit. Heroes add 2 Honor and 1 Initiative. Taisho and Daimyo add 3 Honor, 2 Initiative. &lt;br /&gt;
* &#039;&#039;&#039;Special Characters&#039;&#039;&#039;: Special Characters don&#039;t grant bonuses to their Unit, and attack independently of the rest of it at their own Initiative. They use their special abilities after the Unit they are in finishes the Orders and Actions phase. &lt;br /&gt;
* &#039;&#039;&#039;Spiritual Characters&#039;&#039;&#039;: Characters who can use magic. They can either use magic or attack/block each turn, they can&#039;t do both. Only one Spiritual Character can be taken per army. They behave as Infantry otherwise. &lt;br /&gt;
* &#039;&#039;&#039;Infantry&#039;&#039;&#039;: Standard footplodders. They have a minimum of 3 models and a maximum of 5 in the front rank to be in formation, a maximum of four columns so a Unit cannot be larger than 20 models although some types of models put the maximum lower than that. &lt;br /&gt;
* &#039;&#039;&#039;Cavalry&#039;&#039;&#039;: Mount and rider use one profile. Minimum of 2 models and maximum 5 in the front, maximum of three columns so the largest Cavalry Unit would be 15 models in addition to some making the maximum even lower. &lt;br /&gt;
* &#039;&#039;&#039;Harassers&#039;&#039;&#039;: Models that use their own special movement rules. Also the rules used for models that are not in a Unit. Use a loose formation dictated by distance from each other rather than ranks and columns. All models in a Harasser Unit must be in a minimum of 3 centimeters from each other, and none in the Unit more than 15 centimeters apart. Harasser Line of Sight is a full 360 degrees around. &lt;br /&gt;
* &#039;&#039;&#039;Creatures&#039;&#039;&#039;: Can only be used in magic games. Come in three sizes, small, medium, and large. &lt;br /&gt;
* &#039;&#039;&#039;Artillery/Artifacts&#039;&#039;&#039;: None are currently in the game, although they will eventually be. Function as Infantry, with a Unit consisting only of the model and its crew. &lt;br /&gt;
&lt;br /&gt;
When a model that can act independently leaves or joins a Unit, it costs that model 1 Action Point (more on that later). &lt;br /&gt;
&lt;br /&gt;
===Terrain===&lt;br /&gt;
Terrain is deployed first at the start of the game. Kensei suggests two options, agreed on by the players. &lt;br /&gt;
* A third person not involved in the game setting up the scenery for both players to then deal with. There are no limitations on the placement. &lt;br /&gt;
* Players take turns based on an Initiative roll placing scenery from all of the scenery that will be used. Each type of terrain must be different than the previously placed terrain, terrain must be 15 centimeters apart at minimum, and when a player decides to put no more scenery the other player gets to place one additional piece and terrain placement ends. &lt;br /&gt;
&lt;br /&gt;
Some terrain provides Cover, which gives bonuses in both melee and ranged combat. Models inside a building or within 3 centimeters of terrain in melee have Cover, which kind is determined by the rules of that terrain. &lt;br /&gt;
* Light Cover gives +1 Attack (remember, low Attack is better) to the roll attempting to shoot at the Unit in Cover. If a Unit is partially obscured by terrain in the Real Line of Sight, it is in Light Cover for the purpose of ranged attacks. For melee, Light Cover provides +1 Defense and +2 Initiative. &lt;br /&gt;
* Heavy Cover in ranged combat is when half or more of the models in the Unit are partially obscured, granting +2 Attack to the ranged roll. In melee, Heavy Cover grants +2 Defense and +2 Initiative. &lt;br /&gt;
&lt;br /&gt;
Terrain each has specific rules. All terrain must be one of these types.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Normal Terrain&#039;&#039;&#039;: Blank terrain on the game table. Prairies, valleys, fields, hills. No special rules. &lt;br /&gt;
** &#039;&#039;&#039;Hills&#039;&#039;&#039;: Elevated terrain. Models can&#039;t see through Hills, but models can see up them and down them. Models are on Hills when half or more of the Unit is. Models on Hills can see through anything that does not have a rule saying it completely blocks all Line of Sight. Models on Hills have Light Cover, although in melee the Light Cover bonus only lasts one turn. When shooting from a Hill, maximum range is increased by 10 centimeters. &lt;br /&gt;
* &#039;&#039;&#039;Difficult Terrain&#039;&#039;&#039;: Minor obstacles in the way. Forests, crop fields, old battlefields, uneven ground. All non-Harasser Units suffer a 50% penalty to movement through it. &lt;br /&gt;
** &#039;&#039;&#039;Forest&#039;&#039;&#039;: Made up of trees in a minimum radius of 5 centimeters. Units within a Forest can see each other, but those outside of the Forest cannot see anything in or past it. &lt;br /&gt;
*** &#039;&#039;&#039;Forest Edge&#039;&#039;&#039;: Units in the Forest Edge have at least one model within 3 centimeters of a tree in the Forest, and have Light Cover. &lt;br /&gt;
*** &#039;&#039;&#039;Deep Forest&#039;&#039;&#039;: Units in the Forest itself are in Deep Forest. They suffer a +2 Attack when shooting, and can only see within 15 centimeters of themselves. Harassers have Light Cover while within a Deep Forest. &lt;br /&gt;
** &#039;&#039;&#039;Streams, Brooks, Bogs, River Fords&#039;&#039;&#039;: Portions of watery terrain which can be safely crossed. Shooting from within these terrains has a penalty of +2 Attack, and in melee or when being shot have -2 Defense. Models with Teppos in this terrain must pass a Ki roll or their Teppo gets wet and becomes nonfunctional for the rest of the battle. &lt;br /&gt;
* &#039;&#039;&#039;Impassible Terrain&#039;&#039;&#039;: Terrain troops can&#039;t move through. Deep water, steep drops, dangerous paths. &lt;br /&gt;
** &#039;&#039;&#039;Constructions&#039;&#039;&#039;: Buildings of any dimensions, can have models garrison inside them. Constructions block all Line of Sight of the inhabitants from the outside, and ranged attackers within can shoot 360 degrees around. If a model shoots from inside the Construction, it can then be shot by things outside the Construction for than turn although it will have Heavy Cover. Models can occupy a Construction by spending Action Points, and Constructions can be attacked by models which are able to; otherwise, enemy Units must attack the models inside directly. If a Construction is destroyed, all models inside immediately die. Models inside a Construction have Heavy Cover. all Constructions come in two types:&lt;br /&gt;
*** &#039;&#039;&#039;Small Constructions&#039;&#039;&#039;: Can be seen past if the model is at a higher elevation than the Construction. Can only hold 4 models inside. Possess 10 Wounds and 6 Armor unless otherwise specified. &lt;br /&gt;
**** House: A simple Construction with no other rules. Can hold a single Unit. &lt;br /&gt;
**** Altar/Shrine: A Small Construction with 6 Wounds, 5 Armor. Makes all terrain within 15 centimeters Spiritual Terrain, and grants +1 Ki to models inside it. &lt;br /&gt;
**** Torii: A gateway which grants immunity to Fear and Terror if within 10 centimeters. Has 7 Wounds, 5 Armor. &lt;br /&gt;
**** Bridge: If inside (or actually on it) or within 5 centimeters, Units can only move at half speed. Has 10 Wounds, Armor 5. &lt;br /&gt;
*** &#039;&#039;&#039;Large Constructions&#039;&#039;&#039;: Blocks all Line of Sight past it. Can hold 4+ models, decided by the players. Has 20 Wounds and 7 Armor. &lt;br /&gt;
**** Pagoda/Temple: A large building which grants Onmyouiji within 10 centimeters a free Meditation, and makes all other terrain within 14 centimeters Spiritual Terrain. Can hold 2 Units. &lt;br /&gt;
**** Castle: Can hold 3 Units. &lt;br /&gt;
**** Clan Castle: All models inside automatically pass Honor rolls. Can hold 3 Units. &lt;br /&gt;
**** Cemetery: A Construction with graves functioning as trees in Forest terrain, which is a Mystical Terrain that grants +1 Honor to models inside it. &lt;br /&gt;
**** Ruins: Rubble counts as trees in Forest terrain. Counts as Mystical Terrain. Grant Light Cover rather than Heavy Cover. Ruin Constructions cannot be attacked or destroyed. &lt;br /&gt;
** &#039;&#039;&#039;Rivers, Lakes, Swamps&#039;&#039;&#039;: Entirely impassible water obstacles. Any portion shallow enough to be safely crossed is considered a River Ford, Stream/Brook, or Bog respectively. &lt;br /&gt;
* &#039;&#039;&#039;Obstacle&#039;&#039;&#039;: Something that troops must take extra movements to avoid. Buildings, fences, rubble. &lt;br /&gt;
** &#039;&#039;&#039;Walls, Bushes, Fences&#039;&#039;&#039;: Thin, tall terrain covering a certain distance. At the height of a man (meaning a standing miniature) they are considered Normal Height and do not hinder Sight, can be bypassed like all obstacles, and provide Light Cover to defenders with it between them and their attacker. Very High is taller than a miniature and unless it was specified to have gaps like crenels or palisades then it entirely blocks Sight and all ranged attacks. If  Very High does have those things, it grants Heavy Cover to both attacker and defender. In melee, the wall must be charged for one turn for the attackers to climb it, and afterwards the defender has Heavy Cover. &lt;br /&gt;
* &#039;&#039;&#039;Mystical Terrain&#039;&#039;&#039;: Terrain with psychological effects on troops. Cemeteries, monuments, shrines, landmarks. In a 10 centimeter distance around the feature, troops do not Run Away and immediately regroup if they were. &lt;br /&gt;
&lt;br /&gt;
===Deployment===&lt;br /&gt;
Players do not place miniatures on the field at the start of the game. Instead, they first determine which side of the field each player begins in by having the Taisho make an Honor rolls against each other with the winner picking. Then players determine which one of them begins deployment by having their Taisho make Initiative rolls against each other. &lt;br /&gt;
The player who won the Initiative roll has 30 centimeters of room on their edge of the table to deploy in, the loser only has 20 centimeters. &lt;br /&gt;
&lt;br /&gt;
Each player uses a face-down Deployment Card (which has what the Unit it represents is and contains written on one side and is in the size of the Unit footprint when placed) to choose the positions of their Units. Players take turns, beginning with the player with higher Initiative, placing cards. &lt;br /&gt;
The exception to this is models which can begin outside the Deployment Zone (like ninja), which are set aside with where on the map you intend for them to [[Spanish Inquisition|suddenly appear]] written down. &lt;br /&gt;
&lt;br /&gt;
Once all cards have been placed, players then reveal to their opponent what is on the card as they replace it with models. The models must be in the same formation and facing the same direction as on the card. Harassers and solitary models can be placed any way you want as long as at least one part of their Unit was on part of where the card was. &lt;br /&gt;
&lt;br /&gt;
In this way, all you can be sure of is that there is soldiers of some kind in a particular position, not knowing what exactly they will be. &lt;br /&gt;
&lt;br /&gt;
===Battle===&lt;br /&gt;
The game consists of six phases each turn; Orders and Actions for the higher Initiative player, Orders and Actions for the lower Initiative player, then Combat and Resolution. At the start of each turn, both players make a Commandment Roll to determine the Initiative. &lt;br /&gt;
&lt;br /&gt;
====Special Orders====&lt;br /&gt;
&lt;br /&gt;
During a player&#039;s turn, they first issue &#039;&#039;&#039;Special Orders&#039;&#039;&#039; in the following order:&lt;br /&gt;
* 1) Taisho abilities&lt;br /&gt;
* 2) Regrouping fleeing troops&lt;br /&gt;
* 3) Strategic Orders&lt;br /&gt;
* 4) Warning Orders&lt;br /&gt;
Special Orders all cost Command Points. &lt;br /&gt;
&lt;br /&gt;
====Special Actions====&lt;br /&gt;
You first inform your opponent what each Unit is going to do. Only then do you start doing it for every Unit. You can perform Unit Actions in any order. &lt;br /&gt;
&lt;br /&gt;
* Taisho Abilities (more on them later) can be used once per turn for free, with a second costing 2 Command Points. They require a Ki roll success to use. &lt;br /&gt;
* Attempting to Regroup a fleeing Unit costs 1 Command Point. The Unit makes an Honor roll, if passed they lose one Action Point but you regain control over them, and for free you can rotate them to face any direction. You can attempt to Regroup any fleeing Units as many times as you need so long as you have enough Command Points to spend. If any are left still fleeing at the end of this subphase they immediately spend all this turns Action Points continuing to run away and thus can do nothing else for the rest of the turn. &lt;br /&gt;
* Strategic Orders are using ranged weapons, and charging into melee. You must spend 2 Command Points and perform a Ki roll with your Taisho each Strategic Order you issue, and if the roll fails then the Unit still follows your orders but loses 1 Action Point. Unless the Unit you are commanding has a Line of Sight to the intended target, then you cannot give a Strategic Order unless your Taisho is still alive and has Line of Sight to both your Unit and their intended target, and you can only give such orders to a Unit that has a Bushi character in it. Thus, protecting your officers is very important for ambushes and ranged superiority. For example, if you want your Teppo models to shoot at an enemy within their range but obscured by another Unit of models in front of their targets, your Taisho must be able to see both Units (possibly by being on a Hill) and your Teppos need to have a Bushi character (carrying a Teppo) with them. Spy characters count as a second pair of eyes for your Taisho. &lt;br /&gt;
* Warning Orders cost 1 Command Point. These allow your troops to make Attacks of Opportunity. Attacks of Opportunity are either to shoot ranged weapons, charge an enemy, or move and then charge, all during your opponent&#039;s turn at any time you want to interrupt them. Only one Unit each turn can make an Attack of Opportunity each turn, but you can issue Warning Orders to as many as you want so you can choose who will react. A Unit must have the Action Points left over to execute Attacks of Opportunity, one for shooting or charging and two to move then charge. Cavalry charges, ambushes, and getting another volley of lead/arrows into the enemy are the best uses. Note that you must set the conditions ahead of time. For example, you can&#039;t just give a Warning Command to a unit of Ashigaru and do what you want whenever, you have to give a logical order like &amp;quot;charge the first enemy who passes the fence line&amp;quot;, meaning that if an enemy comes from your side and is nowhere near the fence you can&#039;t just decide to change the criteria for their charge (although &amp;quot;charge the first thing in range&amp;quot; or &amp;quot;charge any Ashigaru you see&amp;quot; are legitimate orders as well). &lt;br /&gt;
&lt;br /&gt;
====Generic Orders====&lt;br /&gt;
Then players make &#039;&#039;&#039;Generic Orders&#039;&#039;&#039;. The opponent can make &#039;&#039;&#039;Countermands&#039;&#039;&#039;, which are reactions to Generic Orders. They are made in the following order:&lt;br /&gt;
* 1) Movement&lt;br /&gt;
* 2) Ranged combat&lt;br /&gt;
* 3) Spiritual Actions (The Countermand is attempting to block the spell being cast, similar to Dispelling in Warhammer Fantasy)&lt;br /&gt;
* 4) Special Actions&lt;br /&gt;
* 5) Charging/Melee (The Countermand is how those being attacked react, like the Charge Reaction of Warhammer Fantasy) &lt;br /&gt;
At any point conditions are right, the opponent can use Attack of Opportunities they had previously set up. &lt;br /&gt;
&lt;br /&gt;
====Generic Actions====&lt;br /&gt;
Like Special Actions, you can perform Generic Actions in any Unit order you want. &lt;br /&gt;
&lt;br /&gt;
Every Action costs Action Points. Infantry, Cavalry, and non-Large Creatures have 2 per turn. &lt;br /&gt;
Harassers, models by themselves, Characters, and Large Creatures all have 3. &lt;br /&gt;
&lt;br /&gt;
In order to give an opponent the opportunity to spend their Attacks of Opportunity, you must declare your Orders in full before you execute them as Actions. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Movement&#039;&#039;&#039;: You can make one Movement per turn, plus Occupying a Construction. Each Movement costs 1 Action Point. During Orders you only have to declare the direction you are moving, you can choose the distance as you are taking the Action. Infantry plus any model by itself that isn&#039;t Cavalry or Large can move 10 centimeters, Cavalry 15, Large models 13. Some models have a different Movement stat. Harassers and solitary models can spend their Movement in any directions they wish, but each model can only travel a maximum of their Movement. Infantry and Cavalry Units can travel through friendly Units, but the second Unit must not have made their Movement yet, you must clear the second Unit (if it can&#039;t, you still suffer penalties and end 3 centimeters from the second Unit), and both Units lose 1 Action Point and 2 Initiative that turn. &lt;br /&gt;
** &#039;&#039;&#039;Advancement&#039;&#039;&#039; is  moving in any direction in a 180 degree arc in front of your Unit with one Special Movement allowed before, after, or during the spending of their Movement. &lt;br /&gt;
*** &#039;&#039;&#039;Facing&#039;&#039;&#039; is a Special Movement when you spend 2 centimeters in Movement, which lets you change which direction you are facing within 90 degrees (allowing a player making a 2 centimeter shorter Advancement to end the turn facing any direction). &lt;br /&gt;
*** &#039;&#039;&#039;Pivoting&#039;&#039;&#039; is a Special Movement which costs 3 centimeters, and is a complete 360 degree about-face. &lt;br /&gt;
** &#039;&#039;&#039;Backwards Movement&#039;&#039;&#039; is when your models move the full distance backwards while facing the same direction. &lt;br /&gt;
** Marching: Standard movement.  You&#039;ll probably use this only when in a condition that forces you to. &lt;br /&gt;
** Running: Double the distance of Marching. When you subtract centimeters from your Movement, you subtract them from the Running speed if you are running (for example, Infantry that has a -2 centimeter penalty subtracts it from the 20 for running, not doubling the penalty). &lt;br /&gt;
** &#039;&#039;&#039;Occupying a Construction&#039;&#039;&#039;: Occurs as part of Movement and requires one Action Point. To engage occupied Constructions, you too must occupy it. The attacker may put as many models into it as the defender. You can only enter a Construction through base contact with the entrance facing inwards, and to exit you must spend one Action Point to have the Unit placed back at the entrance in base contact facing outwards. &lt;br /&gt;
** &#039;&#039;&#039;Overcoming an Obstacle&#039;&#039;&#039;: Models must spend 2 centimeters to get past obstacles. Very High obstacles cost a full 10 centimeters. Cavalry spend 3 centimeters to clear Normal and High Obstacles, but can never clear a Very High one. &lt;br /&gt;
* &#039;&#039;&#039;Ranged Attacks&#039;&#039;&#039;: Attacking with any ranged attack, like a Teppo or Bow and Arrow. &lt;br /&gt;
** Loading: All weapons begin the game loaded, and cosy 1 Action Point to load after firing. This has to be declared in Orders, like all other Actions. &lt;br /&gt;
** Firing: Firing costs 1 Action Point, and weapons must be reloaded before being fired again. You cannot fire at things engaged in melee unless a special rule allows you to. It has to have Line of Sight in this phase to shoot unless your Taisho/Spy gave you a Strategic Order allowing you to. You cannot premeasure. Each weapon has its own ranges. If out of range, nothing happens except the ammunition is spent. If at long range, the Attack roll has +1 (higher Attack is bad, remember). If at short range, it has -1. Each model that fires rolls one dice for each Wound it has (for example, three mounted archers have two hit points each while the fourth is wounded, so you roll 7 dice for the Unit to shoot with). To score a hit, you must roll a number higher than the Attack stat of your models (which is why a lower Attack is good). Any result of 10 (or 0, depending on what kind of 10-sided dice you are using) reduces your target&#039;s Defense against that shot by one point. By spending two Action Points instead of just one, your shot is made with &#039;&#039;&#039;Greater Precision&#039;&#039;&#039; which gives you a -1 Attack bonus. If you have enough Action Points to shoot, reload, and shoot again then it counts as &#039;&#039;&#039;Multiple Shots&#039;&#039;&#039; and the second shot has a penalty of +1 Attack. If your models Marched before shooting, you shoot at a +1 penalty and if they Ran they shoot at a +2 penalty. &lt;br /&gt;
***  &#039;&#039;&#039;Defense&#039;&#039;&#039;: The models being shot at make a Defense roll for each hit. The Defense rolls are always against the highest ranked model&#039;s Defense stat. A die roll of 1 is always a success. The Defense rolls must be lower than their Defense stat (which is why high Defense is good) to block it. &lt;br /&gt;
***&#039;&#039;&#039;Damage&#039;&#039;&#039;: For each hit which isn&#039;t canceled, you roll one die to determine how much damage that deals. Their Armor is subtracted from the Damage roll to determine damage dealt. A Damage roll of 1 is always a miss, a 10 (or 0) is a Crit and deals double Wounds (so a Crit against an enemy with no armor is a whopping 10 damage!). The opponent allocates the damage the Unit received as they see fit. &lt;br /&gt;
* &#039;&#039;&#039;Spiritual Actions&#039;&#039;&#039;: Like everything else, you have to declare your Spiritual intent in the Orders phase. Your opponent has a Countermand, attempting to disrupt the spell with their Onmyouiji, but they must announce that they plan to do it during the Order phase as well. You can only cast spells up to one higher level than your Onmyouiji, and each costs 1 Action Point. You can cast the same spell repeatedly. Each spell requires a Ki roll, at a penalty equal to the spell level. Multiple spells are all made at a cumulative penalty (For example, if only casting a single level 1 spell, its made at just -1. Casting a level 1 and a level 3 are made at -2 and -4. Casting three spells at levels 1, 3, and 4 are made at -3, -5, and -6). If the spell requires a target then Line of Sight is needed unless the spell specifically says it is not. Each spell has a difficulty, and your Ki result must be higher than that number for the spell to succeed. Some spells are Instant and work for one turn, others are Variable and reduce the available Ki and Action points the longer they keep it going and it will count as a spell being cast each turn. Every turn the Variable is active, Ki is reduced by 1 to a maximum of -4 while Action Points are reduced by 1, on the fourth turn -2. &lt;br /&gt;
** Effects: Some spells deal damage. Each potential hit is represented by a dice roll which must exceed the opponent&#039;s Ki with one Wound dealt for each point higher the result it. Spells that the opponent resist give a number the opponent must make a Ki roll higher than to resist. Some spells trigger a battle of wills, with both players making Ki rolls against each other. &lt;br /&gt;
** &#039;&#039;&#039;Blocking&#039;&#039;&#039;: Blocking is when an opponent tries to muck up the spell being cast. They must use one Action Point for each spell they try to Block. They must roll a dice higher than the Ki of the Onmyouiji casting the spell, minus the difficulty of the spell, to block it. &lt;br /&gt;
** Concentration: By sacrificing 1 Action Point, the character concentrates and adds +1 to their Ki roll. &lt;br /&gt;
** Meditation: By meditating, they spend 1 Action Point to make a Ki check; if passed, the spell range is increased by 10 centimeters. &lt;br /&gt;
* &#039;&#039;&#039;Special Actions&#039;&#039;&#039;: Special Actions come in two types. Every spell cast costs 1 Action Point. &lt;br /&gt;
** Action Abilities have to have been declared in the Orders for that turn to be used. They cost 1 Action Point, which is spent regardless of whether it works or not. Each requires a Ki roll to function. &lt;br /&gt;
** Combat Abilities do not cost Action Points. They are used before Initiative rolls for combat, and only one can be used per combat round (although a Unit engaged with more than one Unit can use one against each, as that would be a different combat round). Unless otherwise indicated, these last one turn. Traits are not a Special Action, but are permanent active abilities. &lt;br /&gt;
* &#039;&#039;&#039;Charging&#039;&#039;&#039;: Models have to Charge to enter into melee, [[Meme|one does not simply March into Hokkaido]]. Like everything, Charge had to be an Order before it can be an Action. Otherwise, it can be a Strategic Order. Unless you are in combat, or failed to Charge something, or there is Terrain between you, then you may not be within 5 centimeters of an enemy Unit under any circumstance. Under no circumstance can you make any other Action after a Charge on the same turn. Infantry, Creatures, and Harassers on foot roll 1d10 to determine how far they succeed at Charging and get +2 Initiative and -1 Attack on the Charge while Cavalry and Mounted Harassers roll 2d10 and get +2 Initiative and -2 Attack. Large Creatures Charge 2d10, but only receive the Infantry bonuses. Rolling for Charge is not necessary if you had made a March/Run And Charge Action. If you fail a Charge, you cannot Run next turn. You can Charge over Obstacles, but only if the enemy Unit is further away than 5 centimeters but not touching it. &lt;br /&gt;
** &#039;&#039;&#039;Front/Flank/Rearguard/Oblique&#039;&#039;&#039;: Every Unit has a Front, Flanks (sides), a Rearguard (back), and four Obliques (diagonal angles) coming in Frontal and Rear. Unlike most games, you can actually attack an opponent with diagonal base contact although Obliques count as either Front, Flank, or Rearguard depending on which more of the Units models are close to (if even or in dispute, it defaults to whatever provides the least benefits) and the Flank base contact directions can only have one Unit engaged against it (so for example, just because your have a Unit attacking at the Front Right Oblique which counts as a Front doesn&#039;t mean you can then stick another Unit on the front proper; the Front space for attackers is filled up). If an attack zone is unoccupied (or only has one of your Units attacking it in the case of the Front and Rearguatd) but you can&#039;t fit your models in base contact, it still counts as attacking that zone as if they could. Otherwise, a successful Charge against the fully occupied Front or Rearguard get assigned to a Flank instead. Harasser Units count the model closest to the enemy in regards to what side they hit, and form into an organized base contact Unit for melee. &lt;br /&gt;
** &#039;&#039;&#039;Direct Charge&#039;&#039;&#039;: Any Charge where you do not have to pivot the Unit to come into flat base contact is a Direct Charge. &lt;br /&gt;
** &#039;&#039;&#039;Indirect Charge&#039;&#039;&#039;: Any Charge where you had to pivot to make flat base contact, or in the case of Harassers had made turns during the Movement portion, is an Indirect Charge. You must stop 5 centimeters away from the enemy target then roll your Charge dice with a result of less than 5 being a failed Charge. &lt;br /&gt;
** &#039;&#039;&#039;Reaction To Charge&#039;&#039;&#039;: If Charged, you can make one of several reactions. &#039;&#039;&#039;Withstand And Combat&#039;&#039;&#039; is when your Unit waits for the enemy to reach them. If the enemy Charge fails, Withstand will allow you to still fulfill your preassigned Orders. If you have made a Charge that turn and are then later Charged in the same turn, your only allowed Reaction is Withstand. &#039;&#039;&#039;Withstand And Shoot&#039;&#039;&#039; allows a Unit with ranged weapons to make an attack at those Charging them as if in the Shooting phase (costing the same amount of Action Points). Just like Withstand, Shoot will allow you to finish your other Orders so long as you still have Action Points enough to do so. &#039;&#039;&#039;Counter-Charge&#039;&#039;&#039; is when an enemy Charges you within your Line of Sight but failed its Charge, allowing you to spend an Action Point to make your own Movement speed as a Charge which nets you the combat bonus instead. Declaring a Counter-charge is a gamble relying on your opponent failing their Charge since if the enemy Unit which successfully makes their Charge they get 2 more Attack Dice in Combat on that turn, and if you succeed you get the Attack Dice bonus. &#039;&#039;&#039;Run Away&#039;&#039;&#039; makes your Unit flee from the attackers, and they will need to be Regrouped as if they had fled against your will. &lt;br /&gt;
* &#039;&#039;&#039;Combat&#039;&#039;&#039;: Any Unit in base contact with the enemy is considered in Combat. Combat is resolved for all Units involved in a particular Combat before moving onto the next group. Combat follows a specific order of resolution. Players who&#039;s Unit did not Charge, Counter-charge, or Stand And Shoot that turn must decide before Combat if they want to sacrifice three Combat Dice to adopt a Defensive Position and gain one Defense Dice. Anything Running Away is always in Defense Position until they Regroup. &lt;br /&gt;
** 1) &#039;&#039;&#039;Activation of Abilities&#039;&#039;&#039;: Abilities must be used first. Players make Commandment Rolls against each other to determine who uses theirs first. Every Ability requires a Ki roll.  &lt;br /&gt;
** 2) &#039;&#039;&#039;Character Actions and Confrontations&#039;&#039;&#039;: Characters can&#039;t be hit by shooting or attacks, they can only be attacked when solo or in combat with one another until their entire Unit is destroyed, at which point they become solitary characters functioning as a Unit. Characters can also attack independently of all other models in their Unit, and spend their Attack Dice however they see fit. Otherwise, the attack for them functions as it does for a Unit as below. At any time in Orders or Actions, a character can leave their Unit by making an Initiative roll against the highest Initiative enemy they are in Combat with. The model moves 2d10 centimeters as the player wishes, and the Unit they left loses 1 Honor. If the Character leaves Combat, any Characters in the enemy Unit can choose to Chase them by making an Initiative roll. If they succeed they launch 2d10 centimeters in pursuit, and if the pursuer reaches the retreating Character they launch into a round of Combat just between the two of them where the pursuer has Initiative. &lt;br /&gt;
*** &#039;&#039;&#039;Confrontation&#039;&#039;&#039;: Confrontations are personal duels between two Bushi Characters. Characters who have the Duelist or Assassin abilities can also duel. Only one Confrontation can occur each turn. It happens immediately prior to Unit Initiative, and the challenge consists of the two combatants making an Initiative roll. If the challenger wins, they have Initiative; otherwise, the other player may let the Confrontation take place with their own character having Initiative, make a different challenge, or skip straight to the rest of Combat. Any time a challenge is rejected, the character who rejected it no longer grants any bonuses to their Unit. Confrontations continue to occur as Character VS Character combat until either one of the combatants is dead or flees, by making an Initiative roll to hide back among their Unit which then loses all bonuses the fleeing character provided it; if they fail the roll to leave the Confrontation, they will only be able to use half their Attack Dice in that next round. At the start of every Confrontation round, the players decide who attacks first by Ki roll rather than Initiative rolls. At the beginning of each round, the players can use any abilities they have. &lt;br /&gt;
** 3) &#039;&#039;&#039;Resolution of Initiative&#039;&#039;&#039;: Both players make an Initiative roll for every Unit in the Combat. Any tie is resolved with a second roll just between the tied Units to determine which order the tie goes in. &lt;br /&gt;
** 4) &#039;&#039;&#039;Attack&#039;&#039;&#039;: Each Unit gets their own unshared pool of Combat Dice, which is how many Wounds they have after applying modifiers such as buffs and weapon type. If the Unit you are attacking has half the models as an individual Unit, you gain two extra Combat Dice for that specific Unit and if it has a third or less you gain four extra Combat Dice. Only the Unit that outnumbers the other gets a bonus. You must then determine how many Combat Dice each Unit will spend on those attacking it, which can never be less than half for the victim of your Charge (for example, your Unit of Ashigaru Charged your opponent&#039;s Ashigaru, but then one of their Samurai Units Charged you. If you have seven total Combat Dice, a minimum of four must be spent on the Ashigaru you Charged, regardless of how bad you want to kill those Samurai). If a solo character is involved in a Combat and there are other Units to attack, you can&#039;t spend more than half your Combat Dice on the character. &lt;br /&gt;
*** &#039;&#039;&#039;Attack Roll&#039;&#039;&#039;: You roll each Combat Die, which must exceed your Attack stat to be a hit. A result of 0 or 10 (depending on your dice) reduces the opponent&#039;s Defense by one for that roll. &lt;br /&gt;
*** &#039;&#039;&#039;Defense Roll&#039;&#039;&#039;: For each hit, the player being attacked makes a Defense roll. If they roll lower than their Defense value, the hit is negated. &lt;br /&gt;
*** &#039;&#039;&#039;Damage Roll&#039;&#039;&#039;: For each hit that was not canceled by Defense rolls, the attacker rolls a die. If the target&#039;s Armor value is lower than the Damage die result then 1 Wound is caused. Rolls of 1 always do nothing. On a 0 or 10, two Wounds are dealt. &lt;br /&gt;
** 5) &#039;&#039;&#039;Combat Resolution&#039;&#039;&#039;: Combat Resolution is determined by figuring out two numbers after Combat ends. The first, &#039;&#039;&#039;Confrontation Value&#039;&#039;&#039;, is which player has more Wounds left involved in the fight. The second, &#039;&#039;&#039;Damage Difference&#039;&#039;&#039;, is who managed to inflict more damage in the fight. If a Character is killed, the player who got the kill gets three extra Damage Difference points (this includes when a Character is killed in a Confrontation prior to Combat taking place, whereupon it is added to the end of the first round of Unit to Unit Combat Resolution). Both values are used in determining which, if any, troops begin to Run Away. &lt;br /&gt;
** &#039;&#039;&#039;Victory&#039;&#039;&#039;: The player who has a higher Damage Difference. &lt;br /&gt;
** &#039;&#039;&#039;Draw&#039;&#039;&#039;: Equal Damage Difference. &lt;br /&gt;
** &#039;&#039;&#039;Defeat&#039;&#039;&#039;: The player with a lower Damage Difference. A Unit which suffers this must test whether it Runs Away (see below). &lt;br /&gt;
&lt;br /&gt;
====Running Away====&lt;br /&gt;
Running Away is when your troops have their morale broken and start [[Total War|fleeing the battle; a shameful display!]]&lt;br /&gt;
Units that are Running Away move in the exact opposite direction from the closest enemy Unit (in the event of multiples being the same distance away, the one with the most Wounds). Cavalry, Large Creatures, and anything with flying move 3d10, all else moves 2d10. &lt;br /&gt;
Running Away has multiple causes:&lt;br /&gt;
* As a voluntary Reaction to being Charged. This only works on a turn they have not yet Run Away from a Charge that turn, and costs no Action Points. They do a complete 360 turn before they begin to flee. &lt;br /&gt;
* If in one round of being shot the Unit takes half its total Wounds in damage (excluding Character Wounds), it must make an Honor test or Run Away. &lt;br /&gt;
* If suffering a Defeat in Combat Resolution and the Damage Difference is higher than the Confrontation Value, the Unit must take an Honor test or Run Away. If the Damage Difference is higher than the unmodified value of the Honor of the Unit, it must make an Honor test or Run Away. &lt;br /&gt;
* If a Unit runs away from Combat due to failing an Honor roll, the Unit it was engaged with can attempt to Chase by making the same distance roll as if they were Running Away. This costs no Action Points. If they reach the fleeing enemy, they get an immediate free attack. If they reach another enemy Unit instead they count as having made a successful Charge against it, which is resolved next turn. If the Unit is reached, and survives the free attack, it makes another Running Away roll without the second Unit being able to Chase it a second time. &lt;br /&gt;
* The Unit that is Running Away makes it through all friendly Units in its way. If it doesn&#039;t have enough distance to completely clear a Unit, it reaches the other side and stops 3 centimeters away. Any friendly Unit that a Running Away Unit passes through that does not have a Bushi hero in it must make an Honor roll or also start Running Away. If it passes or has a Bushi, it takes a -1 Honor and Initiative penalty for two turns. &lt;br /&gt;
* If a running Unit runs into an enemy Unit, they become locked in Combat. The Unit that was formerly Running Away automatically loses all Initiative and Honor rolls. &lt;br /&gt;
&lt;br /&gt;
====Defeat====&lt;br /&gt;
* Any Unit that is attacked successfully from both the Front and Rearguard is automatically destroyed. &lt;br /&gt;
* Any Unit that Runs Away and has to stop due to reaching Terrain, but is reached in a Chase by the enemy Unit is automatically destroyed. &lt;br /&gt;
* A Unit that leaves the table is automatically destroyed. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Army Building=&lt;br /&gt;
==Listbuilding Rules==&lt;br /&gt;
Every option you can take in the game belongs to a category of what kind of soldier it is. All have an assigned &amp;quot;Koku&amp;quot; number. Koku is a unit used to measure an amount of rice, with rice during time of war being extremely valuable and thus something that can be easily traded for commodities so your available Koku represents you feeding and supplying your force. Functionally, Koku is just a name for the same kind of points values and limits seen in almost any wargame. &lt;br /&gt;
&lt;br /&gt;
Each game takes place at one of seven levels of size, which is decided on by the players in advance. This limits how many of certain things you can take and use by category as well as your Koku available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Level&lt;br /&gt;
! Koku&lt;br /&gt;
! Minimum Basic Units Required&lt;br /&gt;
! Minimum Samurai Daisho Required&lt;br /&gt;
! Maximum Special Units Allowed&lt;br /&gt;
! Maximum Elite Units Allowed&lt;br /&gt;
! Maximum Creature Level Sum Allowed&lt;br /&gt;
! Maximum Strength of Spiritual Characters&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Level 1 || 500 || 2 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Level 2 || 1000 || 2 || 1 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 || 1500 || 2 || 1 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Level 4 || 2000 || 3 || 1 || 3 || 3 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Level 5 || 2500 || 3 || 1 || 3 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Level 6 || 3000 || 4 || 2 || 4 || 4 || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Level 7 || 3500-6000 || 5 || 3 || 4 || 4 || 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* At levels 4 and higher, players are allowed to take a Daimyo. &lt;br /&gt;
* Bushi, Ashigaru Daisho, and Special characters have no upwards limit nor are they required, so use them as you see fit. Legendary Creatures are the Level 4 creatures, and can only be used in battles level size 4 and higher. You can mix and match your maximum allowed creatures, for example in a level 5 battle you have a three point maximum sum of Creatures allowed so you could take three Gaki (Level 1+Level 1+Level 1) or a Gaikotsu (Level 3). Battle size also indicates the maximum power of the Onmyouji in it. The highest rank character is always the General, although to prevent situations where that is unclear; you cannot take the same point value twice on the General. &lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
* &#039;&#039;&#039;Commandment&#039;&#039;&#039;: Character grants their Honor bonus to all Units within 15 centimeters, 30 if mounted, as if they were in that Unit.&lt;br /&gt;
* &#039;&#039;&#039;Heinin&#039;&#039;&#039;: Cannot regroup unless they are at least 20 centimeters away from any enemy.&lt;br /&gt;
* &#039;&#039;&#039;Duelist&#039;&#039;&#039;: The Character, and any other model in their Unit, can make challenges for Confrontations as if they were a Bushi character.&lt;br /&gt;
* &#039;&#039;&#039;Samurai&#039;&#039;&#039;: The Honor bonus provided by the Commandment ability of other Characters affects Samurai 10 more centimeters away (25 if the Character is on foot, 40 if mounted).&lt;br /&gt;
* &#039;&#039;&#039;Projectiles&#039;&#039;&#039;: Can use ranged weapons. Automatically lose Initiative if Charged. &lt;br /&gt;
* &#039;&#039;&#039;Loner&#039;&#039;&#039;: Cannot join Units. Function the same as Harassers, have 3 Action Points, +2 Movement, and enemies shooting at the model have +1 Attack. &lt;br /&gt;
* &#039;&#039;&#039;Sohei&#039;&#039;&#039;: Gain +1 to Damage rolls against Undead.&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;&#039;&#039;: Can make ranged attacks specifically against a Character in a Unit, with a Heavy Cover penalty. &lt;br /&gt;
* &#039;&#039;&#039;Great Warrior&#039;&#039;&#039;: Model has 1 more Wound. This Wound does not give extra Attack Dice, but counts towards Combat Resolution. Some models also gain +1 Honor as well. &lt;br /&gt;
* &#039;&#039;&#039;Legendary&#039;&#039;&#039;: Model has one extra Attack Die.&lt;br /&gt;
* &#039;&#039;&#039;Ronin&#039;&#039;&#039;: If a Unit with a Ronin in it fails an Honor roll to not Run Away, they can reroll it.&lt;br /&gt;
* &#039;&#039;&#039;Bow Master&#039;&#039;&#039;: Model has as many Attack Dice for ranged combat as it has maximum Wounds, regardless of how many they have lost.&lt;br /&gt;
* &#039;&#039;&#039;Hidden&#039;&#039;&#039;: The model lies in wait in a Unit, appearing as any other model in it, until they get into Combat at which point they reveal themselves to your opponent.&lt;br /&gt;
* &#039;&#039;&#039;Ninjutsu&#039;&#039;&#039;: Model has one more Attack Dice, and does not suffer any penalties for ranged combat (including those from the Projectiles Trait). &lt;br /&gt;
* &#039;&#039;&#039;No Combat&#039;&#039;&#039;: Models can only engage specific enemies, or other models with the No Combat Trait which are resolved as Confrontations. &lt;br /&gt;
* &#039;&#039;&#039;Martial Arts&#039;&#039;&#039;: Scores crits on rolls of 8, 9, or 10 (or 0 depending on the kind of die used) rather than only on a 10 (or 0). &lt;br /&gt;
* &#039;&#039;&#039;Flying&#039;&#039;&#039;: Model ignores any Terrain or Units it moves over, and automatically passes when attempting to Charge over and Obstacle. &lt;br /&gt;
* &#039;&#039;&#039;Fear&#039;&#039;&#039;: Any Unit in Combat with models with the Fear Trait lose 1 Honor. This is not temporary. &lt;br /&gt;
* &#039;&#039;&#039;Ethereal&#039;&#039;&#039;: Model cannot be affected by any projectile or ranged attack.&lt;br /&gt;
* &#039;&#039;&#039;Terror&#039;&#039;&#039;: Models that are not Undead lose 3 Honor when in Combat with a Unit with a model with Terror. Heinin must pass an Honor roll to Charge a Terror Unit or the Charge fails. &lt;br /&gt;
* &#039;&#039;&#039;Small&#039;&#039;&#039;: Models attempting to shoot Small models have +1 Attack. &lt;br /&gt;
* &#039;&#039;&#039;Big&#039;&#039;&#039;: Models attempting to shoot Big models have -1 Attack. All non-Character, non-Big, non-Undead models treat Big models as also having Terror. &lt;br /&gt;
* &#039;&#039;&#039;Undead&#039;&#039;&#039;: Undead have +1 Armor. Undead cannot Run Away, and if compelled to do so lose Wounds equal to how many points they lose Combat Resolution by. If the enemy Unit has twice as many models as the Unit the Undead model is in, the Undead model gains two Attack Dice. If outnumbered by triple, the Undead gain three Attack Dice.&lt;br /&gt;
&lt;br /&gt;
==Taisho==&lt;br /&gt;
* The Taisho is the General of your army, who is the highest level Bushi character and can issue special Taisho abilities. If you have a Daimyo, they must be the Taisho. You can have multiple Taisho and only at level 7 battles are you required to have more than one. Consider adding them sparingly, since the death of one is a terrible blow to your army. &lt;br /&gt;
Commandment Points are awarded based on the level of your highest rank Taisho. Daimyo provide 4, Shirei-Kan provide 3, Hatamoto provide 2, Daisho Samurai provide 1. Daisho Ashigaru cannot be Taisho. Taisho on Hills gain 1 Commandment Point. &lt;br /&gt;
&lt;br /&gt;
If the Taisho dies, all friendly Units within 30 centimeters must take an immediate Honor roll or Run Away. Commandment rolls still occur, but the Taisho&#039;s Honor is no longer added. Taisho abilities cannot be used anymore. &lt;br /&gt;
&lt;br /&gt;
All Taisho can use the following abilities:&lt;br /&gt;
* &#039;&#039;&#039;Forest of Spears&#039;&#039;&#039;: At the end of the Orders phase, Ashigaru gain the ordinarily Samurai-only  &amp;quot;Forest of Spears&amp;quot; ability for one turn using the Ki roll of a character in the Unit or of any character with the Commandment ability within 15 centimeters.&lt;br /&gt;
* &#039;&#039;&#039;Banzai&#039;&#039;&#039;: Grants any Unit the Banzai ability, normally only available to the No-dachi Samurai. Rolled with the Taisho&#039;s Ki. Can only be successfully used once per battle, although it if fails then you can make another attempt. &lt;br /&gt;
* &#039;&#039;&#039;Ashigaru&#039;s General&#039;&#039;&#039;: Used in the Orders phase. Removes the Heinin penalty from all Ashigaru so they can regroup even if under 20 centimeters from an enemy, and grants them -1 Attack.&lt;br /&gt;
* &#039;&#039;&#039;Master In Calligraphy&#039;&#039;&#039;: If two or more Units are Running Away, the General can immediately attempt to regroup them at the cost of a single Commandment Point. &lt;br /&gt;
&lt;br /&gt;
In addition, each Caste Taisho has access to additional abilities. &lt;br /&gt;
&lt;br /&gt;
==Caste==&lt;br /&gt;
Players must also choose which of the four castes they are playing, as each have army-wide benefits.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Kuge&#039;&#039;&#039;===&lt;br /&gt;
Heinin ranged weapon attacks have -1 Attack. &lt;br /&gt;
Kuge Taisho abilities:&lt;br /&gt;
* &#039;&#039;&#039;Fulfill Your Duty&#039;&#039;&#039;: Once per game, you have a turn where you can reroll all Honor rolls. &lt;br /&gt;
* &#039;&#039;&#039;Clandestine Practices&#039;&#039;&#039;: At the beginning of the game, you can select a Unit of Ninja which enters from ANY edge of the battlefield on the second turn and can immediately take all actions as any other Unit.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Buke&#039;&#039;&#039;===&lt;br /&gt;
Cavalry have +3 centimeters to whatever kind of Action Movement they are making.&lt;br /&gt;
Buke Taisho abilities:&lt;br /&gt;
* &#039;&#039;&#039;Expert Strategist&#039;&#039;&#039;: At the start of the battle, after all cards are placed, your opponent reveals all of theirs. You can then swap the positions of two of your cards, although their position remains the same. You can&#039;t choose any Units that have been &amp;lt;strike&amp;gt;[[Team Fortress 2|sapped]]&amp;lt;/strike&amp;gt; revealed by an enemy Spy. &lt;br /&gt;
* &#039;&#039;&#039;Bushido Law&#039;&#039;&#039;: Once per game, for one turn all Units have +2 Honor and +2 Initiative.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sohei&#039;&#039;&#039;===&lt;br /&gt;
Heinin have the same bonus as the Kuge give, but applying to melee rather than shooting. &lt;br /&gt;
Sohei Taisho abilities:&lt;br /&gt;
* &#039;&#039;&#039;The Wheel Of Dharma&#039;&#039;&#039;: Sohei Taisho deaths don&#039;t cause any Running Away tests, Units can continue regrouping and using his Honor as if he was still alive. &lt;br /&gt;
* &#039;&#039;&#039;Divine Wind&#039;&#039;&#039;: Once per battle, all Units have +3 to their Charge roll.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Otokodate&#039;&#039;&#039;===&lt;br /&gt;
All Samurai models gain the Ronin special ability and one more point of Honor (HR).&lt;br /&gt;
Otokodate Taisho abilities:&lt;br /&gt;
* &#039;&#039;&#039;Buying The Enemy&#039;&#039;&#039;: One of the enemy Units loses one Action Point, and cannot make an Attack of Opportunity. &lt;br /&gt;
* &#039;&#039;&#039;Hate To Samurai&#039;&#039;&#039;: One of your Units which isn&#039;t a Samurai or Ronin can reroll failed dice when attacking Samurai models for one turn.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
Players who choose to use magic must first select their alignment from Infernal, Celestial, Earthly, and Death,  then which of the two disciplines available to each they will use. If you field multiple Onmyouiji, you must use the same choice for both. Magic cannot be used without an Onmyouiji. &lt;br /&gt;
Onmyouiji maximum strength available determined by the size of the battle. Even if you can afford the Koku, you can&#039;t bring too elite an Onmyouiji to a smaller battle. &lt;br /&gt;
&lt;br /&gt;
Shikigami, the two models that come with each Onmyouiji, are extensions of the Onmyouiji. They are purchased with Koku and share the limit on maximum levels for Creatures and Onmyouiji you can field, but give you a special model with nifty abilities that can cast spells like the Onmyouiji and have a better stat/cost ratio than most Creatures. They operate independently of the Onmyouiji, and can go fuck off and do whatever on the battlefield. If the Shikigami dies, the Onmyouiji takes an immediate Wound, if the Onmyouiji dies their Shikigami immediately die as well. &lt;br /&gt;
If a Shikigami casts a spell, the Onmyouiji loses one Action Point and the spells they themselves cast for the next turn have a penalty of -1 Ki. Shikigami can&#039;t cast spells higher level than themselves and can&#039;t cast spells with variable durations, but otherwise cast by themselves the same as their master would (but using their own stats), allowing you to gain a whole extra set of spellcasting attempts. &lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
* &#039;&#039;&#039;Tillage&#039;&#039;&#039;: &lt;br /&gt;
No bonuses or penalties. &lt;br /&gt;
* &#039;&#039;&#039;Yari&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Infantry With Yari&#039;&#039;&#039;: +3 Initiative, -1 Attack for one turn if Charged, only against one Unit per turn. &lt;br /&gt;
** &#039;&#039;&#039;Cavalry With Yari&#039;&#039;&#039;: -1 Armor to Infantry targets. If Charging Cavalry, gain +1 Initiative and cause -1 to Armor of targets. &lt;br /&gt;
* &#039;&#039;&#039;Onagamaki&#039;&#039;&#039;: &lt;br /&gt;
Causes -1 Armor to the target. &lt;br /&gt;
* &#039;&#039;&#039;Jumonji Yari&#039;&#039;&#039;: &lt;br /&gt;
Has the stats of a Yari. &lt;br /&gt;
Causes a critical hit on 9-10. &lt;br /&gt;
* &#039;&#039;&#039;Ono (Axe)&#039;&#039;&#039;:&lt;br /&gt;
Causes a critical hit on 9-10. &lt;br /&gt;
* &#039;&#039;&#039;Naginata&#039;&#039;&#039;: &lt;br /&gt;
Causes -1 Defense to target. &lt;br /&gt;
* &#039;&#039;&#039;Omi Yari&#039;&#039;&#039;:&lt;br /&gt;
+1 Initiative. &lt;br /&gt;
Causes a critical hit on 8-10. &lt;br /&gt;
* &#039;&#039;&#039;Katana&#039;&#039;&#039;: &lt;br /&gt;
-1 Attack. &lt;br /&gt;
Cannot have stat penalties or bonuses when attacking enemies in buildings. &lt;br /&gt;
* &#039;&#039;&#039;Jingama&#039;&#039;&#039;:&lt;br /&gt;
Causes -1 Defense to Cavalry, and negates mounted bonuses. &lt;br /&gt;
* &#039;&#039;&#039;Bo&#039;&#039;&#039;:&lt;br /&gt;
+3 Initiative. &lt;br /&gt;
* &#039;&#039;&#039;Shinobi Gatana&#039;&#039;&#039;:&lt;br /&gt;
Causes -2 to Defense of target. &lt;br /&gt;
* &#039;&#039;&#039;Mitsu Dogu (Sodegamari, Sasumata, Tsukobo)&#039;&#039;&#039;:&lt;br /&gt;
Causes -2 Initiative to target. &lt;br /&gt;
* &#039;&#039;&#039;Saber&#039;&#039;&#039;:&lt;br /&gt;
Causes a critical hit on 9-10. &lt;br /&gt;
* &#039;&#039;&#039;Kanabo-Tetsubo&#039;&#039;&#039;: &lt;br /&gt;
Caused -1 Armor to target. &lt;br /&gt;
* &#039;&#039;&#039;Wakizashi&#039;&#039;&#039;:&lt;br /&gt;
-1 Attack when fighting inside a building. &lt;br /&gt;
* &#039;&#039;&#039;Claws and Jaws&#039;&#039;&#039;:&lt;br /&gt;
No bonuses or penalties apply to attacks. &lt;br /&gt;
* &#039;&#039;&#039;No-Dachi&#039;&#039;&#039;:&lt;br /&gt;
-1 Attack. &lt;br /&gt;
Causes a critical hit on 9-10. &lt;br /&gt;
* &#039;&#039;&#039;Kusarigama&#039;&#039;&#039;: &lt;br /&gt;
Causes -1 Defense to target. &lt;br /&gt;
* &#039;&#039;&#039;Hata-Jirushi&#039;&#039;&#039;: &lt;br /&gt;
A Battle Standard. Grants +1 Honor to Unit, costs 1 Koku per Unit to equip. The death of the Hata-Jirushi bearer gives your opponent 5 extra points of Koku in game types that use points to determine victory, so bear in mind that a morale booster can work against you.&lt;br /&gt;
* &#039;&#039;&#039;Kiseru&#039;&#039;&#039;&lt;br /&gt;
A weapon used only by Kabukimono. Grants +1 Initiative in battle, +2 Ki in Confrontations. &lt;br /&gt;
* &#039;&#039;&#039;Tessen&#039;&#039;&#039;:&lt;br /&gt;
A fan. Can be used to send signals, as a symbol of office, or to fan yourself with. Women and dandy guys (not in space) can use them to show modesty. &lt;br /&gt;
Having a Character equipped with a Tessen means they can&#039;t attack.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
Ranged weapons have a short range distance that provides -1 Attack, a medium range that is unmodified, and a long range with a -1 Attack penalty. Most ranged weapons reduce the Defense of their targets permanently. &lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039; &lt;br /&gt;
Short range up to 20 centimeters. Medium range 21-40. &lt;br /&gt;
Long range 41-60. &lt;br /&gt;
Causes -1 Defense to target. &lt;br /&gt;
* &#039;&#039;&#039;Ozutsu&#039;&#039;&#039;: &lt;br /&gt;
Short range up to 20 centimeters. &lt;br /&gt;
Medium range 21-40. &lt;br /&gt;
No long range. &lt;br /&gt;
Can attack buildings. &lt;br /&gt;
Each model provides one additional ranged Attack Dice. &lt;br /&gt;
Causes a 50% Defense penalty to target. &lt;br /&gt;
Causes a critical hit on 7-10. &lt;br /&gt;
* &#039;&#039;&#039;Shuriken&#039;&#039;&#039;: &lt;br /&gt;
Short range up to 20 centimeters. &lt;br /&gt;
No medium or long range. &lt;br /&gt;
Can only make 1 shot per turn. &lt;br /&gt;
Causes -1 Defense to target. &lt;br /&gt;
* &#039;&#039;&#039;Sling (Ishitsubute)&#039;&#039;&#039;: &lt;br /&gt;
Short range up to 20 centimeters. &lt;br /&gt;
Medium range 21-35. &lt;br /&gt;
Long range 36-70. &lt;br /&gt;
Cavalry that take Sling damage must make a Ki test to not have their Movement in Movement and Charge cut by half for one turn. Infantry that take Sling damage suffer -1 Initiative for one turn. &lt;br /&gt;
* &#039;&#039;&#039;Teppo&#039;&#039;&#039;: &lt;br /&gt;
Short range up to 25 centimeters. &lt;br /&gt;
Medium range 26-45. &lt;br /&gt;
No long range. &lt;br /&gt;
Causes a 50% Defense penalty to target&lt;br /&gt;
* &#039;&#039;&#039;Blowpipe&#039;&#039;&#039;: &lt;br /&gt;
Short range up to 30 centimeters. &lt;br /&gt;
No medium or long range. &lt;br /&gt;
Causes a critical hit on 9-10. &lt;br /&gt;
* &#039;&#039;&#039;Firethrower&#039;&#039;&#039;: &lt;br /&gt;
Short range up to 20 centimeters. &lt;br /&gt;
Medium range 21-40. &lt;br /&gt;
Long range 41-70. &lt;br /&gt;
Causes -2 Defense to target. &lt;br /&gt;
Causes a critical hit on 8-10. &lt;br /&gt;
Can attack buildings. &lt;br /&gt;
* &#039;&#039;&#039;Igneous Attack&#039;&#039;&#039;:&lt;br /&gt;
Short range up to 15 centimeters. &lt;br /&gt;
Medium range 16-30. &lt;br /&gt;
Can be used on Units in ranged or close combat. &lt;br /&gt;
Causes -1 Defense to target. &lt;br /&gt;
===Armor===&lt;br /&gt;
* &#039;&#039;&#039;No Armor&#039;&#039;&#039;:&lt;br /&gt;
1 Armor Point. &lt;br /&gt;
* &#039;&#039;&#039;Light Armor (Hara-Ate)&#039;&#039;&#039;:&lt;br /&gt;
2 Armor Points. &lt;br /&gt;
* &#039;&#039;&#039;Average Armor (Haramaki-Do)&#039;&#039;&#039;: &lt;br /&gt;
3 Armor Points. &lt;br /&gt;
* &#039;&#039;&#039;Heavy Armor (O-Yoroi)&#039;&#039;&#039;:&lt;br /&gt;
4 Armor Points&lt;br /&gt;
* &#039;&#039;&#039;Legendary Armor&#039;&#039;&#039;:&lt;br /&gt;
4 Armor Points, 5 against ranged attacks. &lt;br /&gt;
* &#039;&#039;&#039;Mounted&#039;&#039;&#039;:&lt;br /&gt;
+1 Armor Point.&lt;br /&gt;
&lt;br /&gt;
=Tactics=&lt;br /&gt;
&lt;br /&gt;
==Game Types==&lt;br /&gt;
Kensei battles can be played in multiple scenarios for victory, and both players do not need to have the same victory conditions. For competitive games, it is advised players choose three possible victory conditions for their opponent to select one from as their necessity for victory, then do the same in reverse. It is possible in this way for both players to win, or both to lose.&lt;br /&gt;
Otherwise, picking what seems fun or fulfills a narrative is the way to go.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pitched Battle&#039;&#039;&#039;: At the end of six turns, the player who has defeated more Koku worth of models wins. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assassination&#039;&#039;&#039;: The player who eliminates the enemy General wins. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Head Hunt&#039;&#039;&#039;: Similar to Pitched Battle in that players have six turns to kill as many models as possible, although rather than Koku cost the following points are awarded: Bushi Heroes/Taisho 9 points, Clan Hero 7 points, Busho 5 points, Daisho Samurai 3 points, Daisho Ashigaru 2 points. Special Characters 6 points. Spiritual Characters 7 points. Immediate victory for eliminating all Characters. Infantry=1 point, Cavalry=2 points, Lone Models=3 points. Creatures=their Wounds in points.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Territorial Control&#039;&#039;&#039;: At the end of the fifth turn, the play area is divided into four portions. The player with more Koku worth of models in that quadrant counts as controlling that quadrant, the player who controls more wins. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Building Control&#039;&#039;&#039;: The player who controls more buildings at the end of the game, wins the game. Castle=4 points. Temple=4 points. Tori=2 points. House=2 points. Cemetery=2 points.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Command Post&#039;&#039;&#039;: Both players have an area designated as their camp. The Taisho and their Unit remain there. The player who gains control of the other camp wins.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sacred Objects&#039;&#039;&#039;: Both players gain two pieces of scenery each, to place on their side of the map as they choose. When a Unit gains control of the special scenery, they gain control of it and by destroying the Unit the object is destroyed as well. The player who controls more scenery wins. &lt;br /&gt;
&lt;br /&gt;
==Model Analysis==&lt;br /&gt;
&lt;br /&gt;
===Basic Units===&lt;br /&gt;
* &#039;&#039;&#039;Yari Ashigaru&#039;&#039;&#039;&lt;br /&gt;
Your basic Infantry model, Heinin with Light Armor and a Yari which grants +3 Initiative and a bonus of -1 Attack for the first turn against a Charged Unit. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 3 || 1 || 3 || 3 || 2 || 14 || 5-20&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With their horrible attacking power and morale they won&#039;t be able to do jack shit and are also going to need a Character to maintain order in their ranks. &lt;br /&gt;
&lt;br /&gt;
At only 14 Koku each model and with a minimum Unit size of 5 they can make effective screens for your troops. Their weak durability makes them ineffective as a long-term [[Tarpit]], but they function well in groups of 5 or 10 as Redirectors (small Units of models that sit on the flanks of large Units to protect them). &lt;br /&gt;
For a Tarpit you&#039;ll probably want Heishi unless the other player is aggressive enough that you need the Charge buff. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Heishi&#039;&#039;&#039;&lt;br /&gt;
Heinin with Light Armor and an Onagamaki, which causes a -1 Armor debuff to whatever they hit. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 3 || 1 || 3 || 3 || 2 || 16 || 5-20&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Their weapon makes them better at the Anvil role, although as Redirectors you will want the Yari Ashigaru instead for the Attack buff when Charged. &lt;br /&gt;
The job of Heishi is to soften up something you want to wipe out with something else. &lt;br /&gt;
When fighting them, avoid sending in your more elite models which need their Armor to survive long enough to justify their point cost. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Yumi Ashigaru&#039;&#039;&#039;&lt;br /&gt;
Your basic ranged models. Heinin with the Projectiles Trait. Equipped with Light Armor, a Bow, and a Wakizashi which grants them -1 Attack inside a Building.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 3 || 1 || 3 || 3 || 2 || 15 || 5-20&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Bow debuff makes any Unit you can pelt with enough arrows is in for a rough night when they make contact with your melee models. When in doubt, when without enough Koku to take your caste&#039;s better ranged option, [[Fail|Bow it up]]. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Katana Samurai&#039;&#039;&#039;&lt;br /&gt;
Samurai with Medium Armor, equipped with Katana. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 4 || 1 || 4 || 4 || 3 || 23 || 5-20&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Samurai Trait will make them stand up straight and man up when a model with Commandment is nearby, and the Katana reduces their Attack by 1 as well as negates all other bonuses or penalties to their Attack. &lt;br /&gt;
Your cheap basic Samurai models and basis of comparison. &lt;br /&gt;
They&#039;re a cheap killy option, but they don&#039;t have the numbers of Yari or the debuff potential of Heishi. They&#039;ll last longer and stick in the fight even beyond that so if you have Morale issues they&#039;ll be your preferred option, but otherwise you&#039;re going to need to balance them with your other expensive killers. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Yumi Samurai&#039;&#039;&#039;&lt;br /&gt;
Samurai with the Projectiles Trait, equipped with Medium Armor, a Bow, and a Katana. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 4 || 1 || 4 || 4 || 3 || 28 || 5-20&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At almost twice the cost of their Ashigaru equivalent, they&#039;re situational on value. They carry the Katana as well, meaning you&#039;re paying five points to have Katana Samurai who fulfills the role of Yumi Ashigaru when not in melee. If you play very aggressively and need adaptability or prefer a &amp;quot;Come At Me Bro&amp;quot; playstyle where you want to plant yourself somewhere and wait for the enemy to come to you, Yumi Samurai are very worthwhile. But if you favor a cautious approach where you have plenty of support and don&#039;t expect your Yumi to get into melee, they&#039;re far too overcosted.&lt;br /&gt;
Yumi Samurai do have a neat advantage over their Bowless kin where if they cause an enemy Unit to Run Away they can make Chase like normal, then the next turn can just fire into the fleeing enemy. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kiba Musha&#039;&#039;&#039;&lt;br /&gt;
Cavalry Samurai with Medium Armor and a Katana. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 4 || 2 || 4 || 5 || 4 || 33 || 3-10&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your basic Cavalry. Their low Koku cost allows you to get a simple 100 point Cavalry Unit onto the field (the extra point being the Hata-Jirushi). &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Yari Kiba Musha&#039;&#039;&#039;&lt;br /&gt;
Cavalry Harasser Samurai equipped with Light Armor and a Yari, which causes -1 to the Armor of any Infantry in Combat with you and -1 to the Armor of any model type, plus a +1 Initiative when you Charge. Cannot take Hata-Jirushi. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 4 || 2 || 4 || 5 || 4 || 34 || 3-10&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The addition of a Yari for a single point is a fairly worthwhile expenditure compared to ordinary Kiba Musha, and more importantly they are Harassers meaning you have MUCH more liberal rules in regards to formation and movement. That being said, if you actually plan on engaging enemies head-on with your Cavalry the worse Armor of the Yari Kiba Musha makes them still your second choice for the general Anvil role. &lt;br /&gt;
&lt;br /&gt;
If you plan on seriously out-maneuvering your opponent and getting flank Charges constantly, take Yari Kiba Musha. If you think your Cavalry may have to be jousting with other Cavalry or if you need something with more staying power, take ordinary Kiba Musha.&lt;br /&gt;
If you want to go full Cavalry, take both.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ishitsubute Ashigaru&#039;&#039;&#039;&lt;br /&gt;
Harasser Heinin with Light Armor and a Sling which causes -1 Initiative to Infantry it hits for a single turn, and causes a Ki test against Cavalry it hits to reduce their movement by half for a turn. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 3 || 1 || 3 || 4 || 2 || 16 || 5-15&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Compared to Yumi Ashigaru, look to the weapon difference. The Bow of Yumi deals the same damage but gives a -1 Defense debuff that lasts all game. The Sling of the Ishitsubute causes temporary debuffs. The Medium range of the Sling is five points shorter, the long range ten points longer. &lt;br /&gt;
&lt;br /&gt;
Chances are you want to hit the Infantry at shorter range, when your models will be engaging them. Cavalry will be best to aim for at long range when reducing their speed will hurt them the most. &lt;br /&gt;
The anti-Cavalry role is where the Ishitsubute shine. Crippling their movement not only gives you more time to get into position, but can put you in the position to Charge them with your own to have the advantage. &lt;br /&gt;
&lt;br /&gt;
Still, for one point more you&#039;re losing out on an extremely useful effect since the Ishitsubute debuffs are less useful as the game goes on. &lt;br /&gt;
If you plan to take them, just take groups of 5. Taking more gives you a better chance to hit something and cause the debuff, but you should probably just take another Unit for a second target or more Yumi instead. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Bushi&#039;&#039;&#039;&lt;br /&gt;
Harasser Projectile Samurai equipped with Light Armor, a Bow, and a Katana. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 4 || 1 || 4 || 4 || 3 || 29 || 5-10&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Having Harasser is great, and has no drawbacks. Compared to Yumi Samurai, you&#039;re paying an extra point for Harasser which will pay off if you need to traverse difficult terrain quickly and have easier movement. Not necessary, but not a bad thing to have. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kuro&#039;&#039;&#039;&lt;br /&gt;
Heinin equipped with Tillage and nothing else. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 2 || 1 || 3 || 3 || 2 || 5 || 5-20&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These SUCK. So why take them? Only 5 Koku each!&lt;br /&gt;
If you can keep them from running (taking a Hata-Jirushi (unless playing a points game) and putting some kind of Character in is mandatory) then you have a fantastic Tarpit!&lt;br /&gt;
Not to mention you can swarm foes in small Units, automatically destroying enemies that should tear through them like tissue paper. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Onna Komasu&#039;&#039;&#039;&lt;br /&gt;
Samurai with Light Armor, equipped with a Bo. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 4 || 1 || 4 || 4 || 3 || 19 || 5-20&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That +3 Initiative the Bo gives them makes them among the fastest non-Character models in melee possible to field. &lt;br /&gt;
They have the same basic stats as Katana Samurai, although the downside is the lower Armor and inability to take a Hata-Jirushi. That being said, they only cost 19 Koku putting them just slightly above the Ashigaru range for something that&#039;s got a better statline, making Kensei [[Sisters of Battle|one of the few games to reward you for playing Nuns]].&lt;br /&gt;
&lt;br /&gt;
===Basic Heroes===&lt;br /&gt;
====Bushi====&lt;br /&gt;
* &#039;&#039;&#039;Daimyo&#039;&#039;&#039;&lt;br /&gt;
Your Daimyo&#039;s stats differ based on your caste. &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Caste&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
|-&lt;br /&gt;
| Kuge || 4 || 6 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Buke || 3 || 5 || 5 || 6 || 8 || 7&lt;br /&gt;
|-&lt;br /&gt;
| Sohei || 3 || 5 || 5 || 7 || 7 || 7&lt;br /&gt;
|-&lt;br /&gt;
| Otokodate || 4 || 6 || 5 || 7 || 6 || 8&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Daimyo cost 115 Koku, and can be Mounted as Cavalry for 35 more Koku. All come standard with a Katana and a choice of Yari or Naginata as their second weapon for free. They can be also given a Bow for 15 Koku or any caste other than Buke can take a Teppo for 20 Koku. &lt;br /&gt;
All Daimyo have a Legendary O-Yoroi for Armor. &lt;br /&gt;
Daimyo are automatically a Taisho. Daimyo get 2 generic Taisho abilities and one of the caste-specific ones. &lt;br /&gt;
Taking a Daimyo is great if you can to get the maximum possible Taisho abilities not to mention their impressive statline, but DO NOT LET HIM BE KILLED if playing a points game. You WILL lose. &lt;br /&gt;
&lt;br /&gt;
Daimyo have the Commandment Trait. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shirei-Kan&#039;&#039;&#039;&lt;br /&gt;
Also called &amp;quot;Clan Hero&amp;quot; sometimes in the rules. Once again, their stats differ by caste. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Caste&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
|-&lt;br /&gt;
| Kuge || 4 || 5 || 4 || 5 || 6 || 7&lt;br /&gt;
|-&lt;br /&gt;
| Buke || 3 || 4 || 4 || 5 || 7 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Sohei || 3 || 4 || 4 || 6 || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Otokodate || 4 || 5 || 4 || 6 || 5 || 7&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shirei-Kan cost 96 Koku, and can be Cavalry for 30 more. They have the same weapon options as a Daimyo, but their Bow is only 12 Koku and their Teppo (still not allowed for Buke) is 18. &lt;br /&gt;
They get one generic Taisho ability and one caste Taisho ability. &lt;br /&gt;
They also have the Commandment Trait. &lt;br /&gt;
&lt;br /&gt;
The main role of a Shirei-Kan is as Taisho. They&#039;re pretty expensive, so if you need another Bushi with Commandment you will probably want to skip the Shirei-Kan. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Busho Hatamoto&#039;&#039;&#039;&lt;br /&gt;
The lowest rank Taisho possibility. &lt;br /&gt;
Once again, caste-specific stats. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Caste&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
|-&lt;br /&gt;
| Kuge || 5 || 5 || 3 || 4 || 5 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Buke || 4 || 4 || 3 || 4 || 6 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sohei || 4 || 4 || 3 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Otokodate || 5 || 5 || 3 || 5 || 4 || 6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Busho Hatamoto costs 82 Koku, 20 more to ride a horsie. Same weapons options as the Shirei-Kan for the same Koku values, but with the extra option for Otokodate Busho Hatamoto to use an Ozutsu for 22 Koku. Equipped with an O-Yoroi. &lt;br /&gt;
&lt;br /&gt;
Only gets only one ability from either generic or caste Taisho abilities. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Samurai Daisho&#039;&#039;&#039;&lt;br /&gt;
The cheapest Commandment Character available. Chances are good that if you just need a cheap officer to grant a bonus  to Honor and inspire Samurai models, the Samurai Daisho is where to go. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 2 || 4 || 5 || 4 || 75&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They cost 12 more Koku for a horse. Same weapon options as Busho Hatamoto but 10 Koku for a Yumi, 15 for a Teppo (not for Buke), 20 for an Ozutsu (Otokodate only). They have Medium Armor. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ashigaru Daisho&#039;&#039;&#039;&lt;br /&gt;
Identical stats to the Samurai Daisho, except with one point higher Attack (which is bad) and only Light Armor. Costs 75 Koku. Can&#039;t take a horse. Same weapons as a Samurai Daisho, but 10 Koku each for Bow and Teppo (still not allowed for Buke), and 20 for the Ozutsu (still Otokodate only). &lt;br /&gt;
&lt;br /&gt;
====Special====&lt;br /&gt;
* &#039;&#039;&#039;Kensei&#039;&#039;&#039;&lt;br /&gt;
[[Meme|Roll credits.]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 6 || 5 || 7 || 7 || 7 || 110&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Holy fucking shit, Kensei are beasts. On top of all that, they have Legendary, meaning they get one extra Combat Dice. &lt;br /&gt;
&lt;br /&gt;
They Loner meaning they cannot join a Unit and must be fielded by themselves only. &lt;br /&gt;
They come with Light Armor and a Katana. &lt;br /&gt;
&lt;br /&gt;
The fact they have the Duelist Trait as well means not only can they tear apart a Unit like a protagonist in a Samurai movie but they can also engage a Character in a duel; something they&#039;ll usually win. &lt;br /&gt;
Think all that is amazing? They have special abilities on top of all that. &lt;br /&gt;
** A Clean Cut: Combat Ability, reduces an enemy&#039;s Armor by 2. &lt;br /&gt;
** My Sword Is My Armor: Combat Ability, increases the Kensei&#039;s Armor by 2. &lt;br /&gt;
** The Path Is Void: Combat Ability, reduces an enemy&#039;s Defense by 1. &lt;br /&gt;
** Stopping Arrows: Action Ability, increase Defense by 1 against ranged attacks. &lt;br /&gt;
&lt;br /&gt;
What. A. Beast. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Geisha&#039;&#039;&#039;&lt;br /&gt;
Geishas have the No Combat Trait, and even if they could attack their stats are abysmal. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 3 || 3 || 7 || 5 || 6 || 80&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They have no Armor, and carry a Tessen. They have the Hidden Trait, so you use a generic model in their Unit to represent them until your opponent becomes aware of them. &lt;br /&gt;
** Inspire: Free ability, once revealed she can make a Ki roll which if passed lets her give her Unit a reroll on any failed attribute roll. This can only be done once per turn, and disallows Distract and Assassin that turn. &lt;br /&gt;
** Distract: Free Ability, once revealed she can make a Ki roll and if successful target a Unit within 30 centimeters to increase the difficulty of an ability of theirs by 3 points. &lt;br /&gt;
** Assassin: Combat Ability, as a Special Attack she makes a Ki roll against another Character. If she succeeds she rolls 4 Damage Dice to deal Wounds. If none of them hit, she takes 1 Wound. &lt;br /&gt;
&lt;br /&gt;
Geisha are multi-role buffers, debuffers, and Character killers obviously. They&#039;re a good choice for enhancing a point-sink Unit even further, and their ability to kill Characters regardless of their non-Ki stats without a chance for them to avoid it means that you can even kill an enemy Taisho very quickly. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spy&#039;&#039;&#039;&lt;br /&gt;
Another multi-role Character. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 || 3 || 6 || 7 || 5 || 98&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They don&#039;t have Armor, but do have a Katana. &lt;br /&gt;
&lt;br /&gt;
They have the Duelist and Hidden Traits. &lt;br /&gt;
** Yutei: Before the game begins, as the opponent places their Units you can make a Ki roll for the Spy. If successful, you get to see what is in the Unit, including any Hidden Characters. You can do this three times for each Spy. &lt;br /&gt;
** Metsuke: Combat Ability, when attacking a Unit with Ninja, the Metsuke has double Combat Dice and +3 Initiative. &lt;br /&gt;
** Kaiden: Action Ability: Reveals all Hidden Characters within 30 centimeters. &lt;br /&gt;
** Capturing Geisha: When fighting a Unit with a Geisha, the Spy can make an Honor roll against her. If he wins, she is removed as if a casualty. &lt;br /&gt;
&lt;br /&gt;
Needless to say, having a Spy around can be quite handy both for recon and for defending yourself, especially against Kuge players. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Weapon Master&#039;&#039;&#039;&lt;br /&gt;
Similar stats to the Spy, although with one more point of Wounds, 5 Honor and 7 Initiative. &lt;br /&gt;
Light Armor, Katana, and the Duelist Trait. Koku cost is 111. &lt;br /&gt;
** Is With Us: Grants his Unit +1 Defense and +2 Initiative. &lt;br /&gt;
** Clever: Combat Ability, for one turn lose 1 Defense to reduce Attack by 3 and gain +1 Initiative and Ki. &lt;br /&gt;
** High Guard: Combat Ability, increase Defense by 1 point for a turn. &lt;br /&gt;
** Step Back: Combat Ability, cause Crits on a 9+. &lt;br /&gt;
Weapons Masters are raw combat Characters, focused on buffing their Unit and being devastating by gaining the best possible Attack value. If you want a killer pure and simple, take a Weapons Master and stick them anywhere you think they&#039;ll get into a fight. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kabukimono&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 || 3 || 6 || 4 || 6 || 91&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Duelists and Loners who wear Light Armor and come with a Katana and a Kiseru. &lt;br /&gt;
&lt;br /&gt;
** Sadic and Braggart: Combat Ability, increase enemy Attack by 1. &lt;br /&gt;
** Drunkard: Combat Ability, cancel a Wound at the cost of +1 Attack and -1 Defense. &lt;br /&gt;
** Use The Kiseru: Action Ability, use the Kiseru rather than the Katana for attacks. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kagemusha&#039;&#039;&#039;&lt;br /&gt;
A complete body double for any Character you want, having all of their stats and abilities other than Wounds, which is just 1. &lt;br /&gt;
&lt;br /&gt;
They are a Samurai Trait Character with a Katana, Yari, Naginata, and for 10 points a Bow. &lt;br /&gt;
They have the same Armor and Koku cost as what they are doubling as. &lt;br /&gt;
&lt;br /&gt;
You begin the game with the Character that the Kagemusha is pretending to be Hidden in a Unit, while the Kagemusha uses their model and pretends to be them. &lt;br /&gt;
&lt;br /&gt;
When the ruse is revealed (by the Hidden Character entering combat most likely), you replace the model your other Character was pretending to be with what it really is. Unless killed, the Kagemusha remains. &lt;br /&gt;
&lt;br /&gt;
While a Kagemusha can be anything, the only viable use is being a duplicate Taisho since otherwise you&#039;re paying top Koku for the same model but only one Wound. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kyudo Hanshi Judan&#039;&#039;&#039;&lt;br /&gt;
A Projectiles, Mastery In Archery, Loner Trait Character. No Armor, equipped with a Wakizashi and a Bow. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 || 4 || 6 || 5 || 4 || 105&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Incendiary Arrows: Action Ability, attacks can be made against Constructions and have +2 on damage rolls. &lt;br /&gt;
** War Arrows: Attacks made by the Kyudo Hanshi Judan reduce enemy Armor by 2. &lt;br /&gt;
** Kuboraya Arrows: Action Ability, attacks Crit on 9+ and reduce target Honor by 1 for one turn. &lt;br /&gt;
** Firing On The Move: Action Ability, suffer no modifiers to Attack for moving. &lt;br /&gt;
** Critical Shot: Action Ability, Crit on 8+. &lt;br /&gt;
** Running Away And Shooting: Action Ability, react to a Charge by Running Away and shooting with a penalty of +2 Attack. &lt;br /&gt;
&lt;br /&gt;
The Kyudo Hanshi Judan is the Kensei of ranged combat, and it shows. Take them to cripple advancing troops, or to sow fear into their ranks. Their mobility will let you adapt better to the battlefield than a Unit of Yumi can. &lt;br /&gt;
&lt;br /&gt;
*  &#039;&#039;&#039;Shinobi/Kunoichi&#039;&#039;&#039;&lt;br /&gt;
A solo Ninja. Have the Projectiles, Loner, Assassin, and Ninjutsu Traits. &lt;br /&gt;
Wear Light Armor. Equipped with a Shinobi Gatana, Kusarigama, Shuriken, and a Blowpipe. &lt;br /&gt;
Generally you&#039;ll want to favor the Shinobi Gatana for its -2 to Defense of target, the Blowpipe to attack from 20 centimeters to 30 centimeters as well as against weakened targets due to its longer range and 9+ Crit, and the Shuriken once per turn against a foe who still has Defense left if possible (under 20 centimeters away) for its extra -1 Defense debuff. &lt;br /&gt;
&lt;br /&gt;
When choosing, you must first decide if you are fielding a male of female. Females can replace any of the stock abilities with Seduction. &lt;br /&gt;
You must then choose what kind of specialist they are. &lt;br /&gt;
** Mitsumono: Identity specialist, loses Loner and can be fielded within a Unit if you want although no Honor or Initiative bonus is given. Is represented by any model you like, so as far as your opponent knows it could be anything from Taisho to Kappa. Counts as a Bushi, and cannot be in the same Unit as another Bushi. If the Ninja leaves the Unit, they can&#039;t join another. &lt;br /&gt;
** Kamari: Surprise attack specialist. Deploys like a Ninja, but if an enemy occupies the same terrain as it then you can choose whether or not to reveal it, rather than being forced to. &lt;br /&gt;
** Denuki: Infiltration specialist. During your Taisho Order Phase, shuffle your opponent&#039;s Unit cards and pick one at random. The Ninja paralyzes the Unit for a turn, and appears in base contact with them. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 || 3 || 6 || 6 || 7 || 117&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Rappa: Action Ability, all Units within 20 centimeters make a Ki roll against the Ninja. Any model with Commandment within 15 centimeters of a Unit can lend their Ki. Any Units that fail must pass an Honor roll or Run Away. &lt;br /&gt;
** Vanishing: Combat Ability, move 2D10 centimeters away from the Unit the Ninja is in combat with, no Chase reaction is allowed. If they fail the Ki test, they suffer -4 Initiative. &lt;br /&gt;
** Incendiary Bomb: Action Ability, for 2 Action Points make an Attack roll. It deals 3 Damage Dice to the enemy, unless the Attack roll result is a 1 or 2 in which cause the Ninja takes the Damage Dice instead. &lt;br /&gt;
** Seduction: Kunoichi who replaced another ability can take this. The Kunoichi makes a Ki roll against any model within 20 centimeters. If it fails, it moves towards her (leaving its Unit) until it is in combat with her, Confrontation if alone or regular combat if she is a Mitsumono in a Unit. &lt;br /&gt;
&lt;br /&gt;
Shinobi are designed to fuck up an opponent&#039;s plans, pure and simple. Use Kamari and Denuki in offensive games to set up your maneuvers how you like, use Mitsumono and the others in defensive games. &lt;br /&gt;
Denuki can kill any Characters in a Unit using Assassinate without facing a huge group of men. Mitsumono can likewise give a Unit with a Character engaging one of your own a nasty surprise. &lt;br /&gt;
Kunoichi in a Unit can leave your opponent absolutely fuming. &lt;br /&gt;
&lt;br /&gt;
===Kuge===&lt;br /&gt;
Kuge rely on heavy troops that are designed to support Ashigaru, plus using Ninja to disrupt the enemy. You&#039;re better than anyone else from the front, and have insurance sneaking around behind and from the sides. &lt;br /&gt;
&lt;br /&gt;
====Special====&lt;br /&gt;
* &#039;&#039;&#039;Onna-Bushi&#039;&#039;&#039;&lt;br /&gt;
Equipped with Medium Armor, Samurai Trait, armed with Naginata. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 1 || 4 || 4 || 5 || 29&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Warrior Women: All friendly Units within 20 centimeters have +1 Honor. &lt;br /&gt;
** Cherry Tree Flowers: Combat Ability. Every slain Onna-Bushi causes a Damage roll against the Armor of the enemy Unit that killed her. &lt;br /&gt;
&lt;br /&gt;
Onna-Bushi are a five-star Unit that will chip away at enemy Defense, deal a fair amount of Wounds, and even dying can make themselves useful. Their passive ability will make it much less risky to invest yourself in Heinin.&lt;br /&gt;
Compared to Katana Samurai, you&#039;re paying five more points for a two point increase in Initiative, the ability to debuff enemies you attack, improving morale in a bubble, and having a last chance to strike an enemy as you die. The only thing you lose is the Katana ability to disregard debuffs while attacking. &lt;br /&gt;
Most Kuge lists will want at least a 10-15 strong Unit of Onna-Bushi as a result. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Teppotai (Teppo Ashigaru)&#039;&#039;&#039;&lt;br /&gt;
Projectile Heinin, armed with a Teppo and a Wakizashi plus Light Armor. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 3 || 1 || 4 || 3 || 2 || 23&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Wall of Stakes: Action Ability costing 1 Action Point, Teppotai put up a terrain fence of sharpened stakes in front of them. It provides Light Cover against other ranged attacks, Heavy Cover in melee, and entirely prevents Cavalry from attacking them head-on. &lt;br /&gt;
** Alternated Shot: Action Ability that costs 1 Action Point (you still have to spend Action Points on shooting and reloading as well however), gain an additional two Attack Dice for the Unit. &lt;br /&gt;
&lt;br /&gt;
Teppotai are very powerful, but are more inclined towards defensive play where they can be stationary. They do well in multiple Units of 5 or 10. Remember that they are still Heinin, and need protection for morale. They are invaluable at eliminating super durable models and delaying Cavalry. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kuge Great Guard&#039;&#039;&#039;&lt;br /&gt;
Heavy Armor, Samurai Trait, and equipped with Omi Yari which give +1 Initiative. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 1 || 4 || 4 || 4 || 39&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Terrific Appearance: Causes -1 Honor to Units trying to attack the Kuge Great Guard, which is factored into Combat Resolution as well. &lt;br /&gt;
** Knocking Down Enemies: Combat Ability, causes -1 Defense to enemies Kuge Great Guard is engaged with. &lt;br /&gt;
&lt;br /&gt;
The Great Guard are amazing examples of Samurai, and turn the Kuge weaknesses (reliance on squishy Heinin) against the foe by being better armored and diminishing their enemy&#039;s staying power. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Onna Kiba Musha&#039;&#039;&#039;&lt;br /&gt;
A 3-10 Unit size Cavalry with Medium Armor, the Samurai Trait, and Naginata. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 2 || 4 || 4 || 5 || 37&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Warrior Women: All friendly Units within 20 centimeters have +1 Honor. &lt;br /&gt;
** Cherry Tree Flowers: Combat Ability. Every slain Onna Kiba Musha causes a Damage roll against the Armor of the enemy Unit that killed her. &lt;br /&gt;
&lt;br /&gt;
As you would expect, mounted Onna-Bushi. Compared to Kiba Musha, Onna Kiba Musha cost 4 more Koku, have one point better Attack, one point worse Honor, one point higher Initiative, lose the dubuff-proof Katana but gain an enemy-debuffing Naginata, inspire morale on your forces and get to make a last attempt at damage on death. &lt;br /&gt;
&lt;br /&gt;
Not as superior as Onna-Bushi are to Katana Samurai, but still worth considering. Your Cavalry is less likely to be near the Heinin so the morale boost is reduced in importance too, unless trying to use Yari Ashigaru as an Anvil so your Onna Kiba Musha can circle around and destroy the enemy Unit from behind. &lt;br /&gt;
&lt;br /&gt;
====Elite====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ninjas&#039;&#039;&#039;&#039;&lt;br /&gt;
Ninjutsu, Loners, Projectiles, Harassers. Light Armor, Shinobi Gatana and Shuriken. No Hata-Jirushi option. &lt;br /&gt;
Unit size of 3-10. &lt;br /&gt;
&lt;br /&gt;
Ninja have special deployment, after all other models are placed (other than other Ninja) in a terrain piece that isn&#039;t in Line of Sight of enemy models and isn&#039;t in their deployment zone. You don&#039;t place anything on the field, just write down on their card where they are. When you decide to move them, you then show the other player their card and take their turn. Otherwise, the first enemy Unit within 5 centimeters of them suffers a surprise attack as the Ninja make a successful Charge. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 2 || 5 || 5 || 7 || 60&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Trained Assassin: Combat Ability, can gamble half your Combat Dice in a Ki test. If passed, you can allocate those Combat Dice to a Character in the Unit. If failed, you lose the dice. &lt;br /&gt;
** Vanishing: Action Ability, in the Orders and Actions Phase the Ninja make a Ki test. If passed, they make a free Movement away from the Unit they are engaged with, with the enemy not being allowed to Chase. If they fail, they suffer -4 Initiative for a turn. &lt;br /&gt;
&lt;br /&gt;
Ninja are very useful, and can be used in a number of ways such as setting up to ambush from behind and eliminate a whole Unit, to deny enemies access to an important terrain like a Graveyard or Construction, or to slow an enemy that you REALLY don&#039;t want to engage yet. The Clandestine Practices Taisho ability can force an enemy to choose between halting their advance or losing their ranged support. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Yabusame&#039;&#039;&#039;&lt;br /&gt;
Samurai Projectile Harasser Cavalry wearing no Armor, bearing Bows and Katanas. They cannot take a Hata-Jirushi. &lt;br /&gt;
Unit size 3-10. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 2 || 4 || 4 || 3 || 46&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Firing On The Move: No modifiers to your Attack due to Movement. &lt;br /&gt;
** Critical Shot: Action Ability, Crit on 8+. &lt;br /&gt;
** Running Away And Shooting: Action Ability, react to a Charge by Running Away and shooting with a penalty of +2 Attack. &lt;br /&gt;
&lt;br /&gt;
Basically a Unit of mounted Kyudo Hanshi Judan, they can&#039;t survive melee so they need to stay out of range for Charges while circling foes. The fact they are Harassers means you don&#039;t need to waste time reforming to make sharp turns or reverse direction, which is a great help. Beware Ishitsubute Ashigaru.&lt;br /&gt;
&lt;br /&gt;
===Buke===&lt;br /&gt;
Buke bring the pain with heavy models, a greatly expanded version of what the core options, and independence. An army that focuses on standard tactics and excels at it. &lt;br /&gt;
&lt;br /&gt;
====Special====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No-dachi Samurai&#039;&#039;&#039;&lt;br /&gt;
Medium Armor Samurai with No-dachi, which provides -1 Attack and Crits on 9+. &lt;br /&gt;
Unit size 5-15. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 1 || 4 || 5 || 3 || 43&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Fight For The Emperor: No-dachi Samurai have one reroll on an Honor roll per turn. &lt;br /&gt;
** Banzai: Action Ability, a Charge that has a 2d10 distance rather than the usual single d10.&lt;br /&gt;
&lt;br /&gt;
No-dachi Samurai are very point-expensive models with a lot of perks. They&#039;re very killy, durable, and don&#039;t need babysitting thanks to their high Honor and the reroll. Their Charge length is an amazing bonus, but don&#039;t go overboard. You have to invest quite a bit of Koku into a single Unit. If you take them, you&#039;re planning on being a steamroller. Careful not to get too far away from your other models, despite their durability you&#039;ll drop to getting double-teamed just like everyone else. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Yari Samurai&#039;&#039;&#039;&lt;br /&gt;
Medium Armored Samurai equipped with Yari. &lt;br /&gt;
Unit size 5-15. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 4 || 1 || 4 || 5 || 3 || 29&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Protect The Lord: The Forest of Spears ability prevents Characters from being challenged to Confrontations for a turn. &lt;br /&gt;
** Forest of Spears: Action Ability, used as a reaction to a Charge or activated as any other Action. Cancels the Charge bonus of the enemy and gives +1 Defense.&lt;br /&gt;
&lt;br /&gt;
Defensive Samurai. Take these with your Taisho, or to protect any character you&#039;ll want eliminating the redshirts without worry from Duelists. Keep in mind they can&#039;t protect characters from Assassins. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ji Samurai&#039;&#039;&#039;&lt;br /&gt;
Light Armored Samurai Harassers with Jingama, which cause -1 to the Defense of Cavalry and negate their mounted bonuses (including their 2 points of Armor). Cannot take Hata-Jirushi.&lt;br /&gt;
Unit size 3-10.&lt;br /&gt;
&lt;br /&gt;
(Ji)&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 4 || 1 || 4 || 5 || 3 || 40&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every Ji Samurai you field also gives you a free Dog model, which have their own Unit. Dogs cannot be more than 60 centimeters away from their Ji Samurai and take their Orders immediately after the Ji Samurai.&lt;br /&gt;
&lt;br /&gt;
** Warn The Dogs: Action Ability, gives the Dogs an Attack of Opportunity without costing any Commandment Points or your Actions Of Opportunity limit. &lt;br /&gt;
&lt;br /&gt;
(Dogs)&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2 || 1 || 2 || 2 || 6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Chase: Dogs move and Charge as Harasser Cavalry, and otherwise behave as Harasser Infantry. &lt;br /&gt;
&lt;br /&gt;
Altogether, you&#039;re paying into a lot of Koku for decent anti-Cavalry models and some nifty ambushers that can lie in wait and pin down something when it turns a corner of a Wall. Remember that attacking something from the other side of a Unit that the Dogs are ripping at will destroy it just like anything else. &lt;br /&gt;
An interesting choice, but be sure you have a plan to use them. They&#039;re not entirely useless in small numbers, making a decent speedbump in the path of Cavalry. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;O-Ban&#039;&#039;&#039;&lt;br /&gt;
Heavy Armored Cavalry Samurai armed with Jumonji Yari which cause a Crit on 9+. &lt;br /&gt;
Unit size 3-10. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 2 || 4 || 5 || 4 || 51&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Intimidate: Combat Ability, causes -1 Honor and -1 Initiative to target Unit. &lt;br /&gt;
** Crush With The Horses: Combat Ability, with each Attack made an additional Combat Dice is rolled as if made by an Attack 8 using Claws (no bonuses or penalties to this Attack). &lt;br /&gt;
&lt;br /&gt;
The heaviest Cavalry in the game, and they cost as such. You&#039;re not going to be fielding these in big numbers outside of large games. Proper use of Intimidate at the right time can be almost as useful as their combat potential. &lt;br /&gt;
&lt;br /&gt;
====Elite====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kengo&#039;&#039;&#039;&lt;br /&gt;
Legendary Harasser Duelist Loner Samurai equipped with Light Armor and a Katana. Cannot take Hata-Jirushi. &lt;br /&gt;
Unit size 1-3. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 6 || 3 || 5 || 6 || 5 || 62&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** No Thinking: Every Attack reduces enemy Defense by 1. &lt;br /&gt;
** Two Swords: Combat Ability, increase Defense by 1 in Combat or Confrontations. &lt;br /&gt;
** I Dare You: Combat Ability, improves his Attack to 3 in Confrontations. &lt;br /&gt;
&lt;br /&gt;
Kengo are a gamble option. Cost a fuckload of Koku, and their main use is to throw at a Unit and focus on getting them into a Confrontation to quickly eliminate any Characters in the other Unit. If they eliminate the enemy Taisho, then they&#039;ve probably paid for themselves and will die. If they wipe out other Duelists who could kill YOUR Taisho, they&#039;ve probably paid for themselves and will die. If you can put them against a Bushi Character who&#039;s purpose was to boost the morale of a Unit, they may be able to deal enough damage to that Unit to cause it to Run Away afterwards. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Yumi Kiba Musha&#039;&#039;&#039;&lt;br /&gt;
Samurai Cavalry Projectile Harassers equipped with Medium Armor, a Bow, and a Katana. They can&#039;t use Hata-Jirushi. &lt;br /&gt;
Unit size 3-10. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 2 || 5 || 5 || 4 || 53&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Pulling Out: Yumi Kiba Musha don&#039;t suffer penalties for the Projectile Trait due to Charges. &lt;br /&gt;
** Kuboraya Arrows: Action Ability, attacks Crit on 9+ and reduce target Honor by 1 for one turn. &lt;br /&gt;
&lt;br /&gt;
Mounted ranged support, and actually crunch to be more effective than Yumi Ashigaru so there&#039;s that, and as a bonus they aren&#039;t Heinen scum so in the rare chance they&#039;ll get bogged down you don&#039;t have to worry about them making a break for it. &lt;br /&gt;
&lt;br /&gt;
===Sohei===&lt;br /&gt;
Every non-core model Sohei can field has the Sohei ability, giving you an advantage over players using Death Creatures, and the entire Undead army. &lt;br /&gt;
Sohei strategy is based on superior options that can crush plenty of weaker enemies and demoralize/debuff the elite. They are a balanced faction, effective against all enemy types but without hard counters to anything. &lt;br /&gt;
&lt;br /&gt;
====Special====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Naginata Sohei&#039;&#039;&#039;&lt;br /&gt;
Sohei Infantry, equipped with Medium Armor and a Naginata. &lt;br /&gt;
Unit size 5-15. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 1 || 5 || 4 || 4 || 31&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Battle Cry: Action Ability, used as a Countermand or reaction to being Charged. Make a Ki roll against the Charging Unit, if you succeed you may reduce the Charge distance by d10. &lt;br /&gt;
** &#039;Till The End: For one turn per game, automatically pass all Honor checks. &lt;br /&gt;
&lt;br /&gt;
Naginata Sohei give you an effective [[Tarpit]] as between their increased durability, ability to possibly end a Charge against them, their unlikelihood of fleeing, and the Defense reduction their weapons afford them you end up with a master tactician&#039;s wet dream. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ama Kihei&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sohei Harasser Cavalry, equipped with Light Armor and a Naginata. &lt;br /&gt;
Unit size 3-10. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 4 || 2 || 5 || 4 || 4 || 39&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Overwhelming Beauty: Combat Ability, increase the Attack of enemy Units attacking them by 1 point, and each must succeed a Ki roll or they cannot make any Actions for a turn. &lt;br /&gt;
** Death Chant: Action Ability, for one Action Point every enemy Unit within 20 centimeters must make a Ki roll against this Unit. If they fail, their Honor and Initiative are reduced by 1 point. &lt;br /&gt;
&lt;br /&gt;
Ama Kihei take the Harasser role far more literally than the others in the category. While they aren&#039;t bad for their cost, shutting down a Unit for a turn and continually weakening every enemy in a large bubble around them is beyond useful. No strategy is not improved by these ladies&#039; effects. Be warned, they&#039;re going to be the focus of shooting right off the bat. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mitsu Dogu Sohei&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sohei Infantry, equipped with Mitsu Dogu and Light Armor. &lt;br /&gt;
Unit size 5-15. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 1 || 5 || 4 || 4 || 29&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Combined Attack: Action Ability, grants 2 Combat Dice for every four models involved in the combat. Note that this is yours and those of your enemy. &lt;br /&gt;
** Martial Arts: Combat Ability, gain the Martial Arts Trait for a turn. &lt;br /&gt;
&lt;br /&gt;
To get the most out of these models, you obviously want as many as possible in the Unit. Due to the Initiative penalty their weapon gives their opponent they will be less effective against things that are slow already. &lt;br /&gt;
You&#039;ll want to use Martial Arts along with their bonus Combat Dice to get in as many crits as possible. &lt;br /&gt;
Not an amazing option overall, but they are conditionally amazing against horde armies and small elite armies alike. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Yumi Sohei&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sohei Projectiles Infantry, equipped with Medium Armor, a Yumi, and a Wakizashi. &lt;br /&gt;
Unit size 5-15. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 1 || 5 || 4 || 4 || 34&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Incendiary Arrows: Action Ability, attacks can be made against Constructions and deal a Crit on 8-10. &lt;br /&gt;
** Soya War Arrows: Action Ability, cause -2 Armor to hit enemies. &lt;br /&gt;
&lt;br /&gt;
Very powerful Archers. Not much more to be said except that they&#039;re worth their cost. &lt;br /&gt;
&lt;br /&gt;
====Elite====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ikame Bo (Terrific Bonzo)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Infantry, Sohei, Great Warrior (+1 Honor), Harasser, Loners. Equipped with Kanabo-Tetsubo and Medium Armor. &lt;br /&gt;
Unit Size 1-4, cannot take Hata-Jirushi. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 || 3 || 7 || 5 || 5 || 55&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Revolving Hit: Combat Ability, when Charging they gain 1 more Combat Dice for every model in the enemy Unit. &lt;br /&gt;
** Remain Steadfast: Action Ability, used when Charged. Make a Ki roll against the opponent, if successful they lose all bonuses from Charging. &lt;br /&gt;
&lt;br /&gt;
A subversion on the usual Tarpit concept, being a somewhat expensive model type that has flexible movement, is fairly durable with decent damage output, and is good both on attack and defense. &lt;br /&gt;
You&#039;ll never need many, but taking one or two on the flanks is advisable. They&#039;re also a cheap way to keep enemies from instantly destroying you with a front and back attack by crushing puny Ninja! Against Cavalry, they won&#039;t be much more than a damaging speedbump though. Once you&#039;re safe from flanking feel free to wheel them into the biggest Unit you can. Their weapon effect, -1 Armor to what they hit, is great with all their possible attacks. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Teppo Sohei&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Infantry, Sohei, Projectiles. Equipped with Teppo, Katanas, and Light Armor. &lt;br /&gt;
Unit size 5-15. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
|-&lt;br /&gt;
| 5|| 4 || 1 || 5 || 4 || 4 || 38&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Wooden Shields: Action Ability, while active they have Heavy Cover against ranged attacks but have half Movement speed. &lt;br /&gt;
** Alternated Shot: Action Ability, costs an Action Point on top of the one for actually making the shooting Action. Gain 2 more Combat Dice for every four models in your Unit. &lt;br /&gt;
&lt;br /&gt;
A much more costly but superior version of the Kuge Teppotai. Since you can deploy your shields whenever it behooves you to get your  Teppo Sohei where you want them as quickly as possible, although if you aren&#039;t facing return fire from other ranged enemies you don&#039;t need to bother. You can still move with shields active but the slowdown isn&#039;t pleasant to deal with, and if you plan on Alternated Shot you don&#039;t want to have to move. You&#039;ll also want your Teppo at numbers divisible by four unless you want extra to have some casualty buffer (at that price, you don&#039;t want it most likely). If you don&#039;t want to bother using the shields and stay on the move, taking them as multiple Units of 5 will force your opponent to choose what to shoot. Remember the 50% Defense reduction of Teppo on targets is great, meaning you&#039;ll want to aim for the most durable things your enemy has. As Sohei, they&#039;ll shred any expensive Death or Undead enemies. &lt;br /&gt;
&lt;br /&gt;
===Otokodate===&lt;br /&gt;
Otokodate specialize in deciding what they want to die and making it happen so their ordinary options available to the other factions can do the work mopping up what&#039;s left. Blow em away, slit their throats, and keep your own boys safe and pushing against the Samurai. &lt;br /&gt;
Beware massed Heinin, which the Otokodate have no real special defense against. &lt;br /&gt;
&lt;br /&gt;
====Special====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Katana Ashigaru&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Infantry Heinin, equipped with a Katana and Light Armor. &lt;br /&gt;
Unit size 5-20. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 3 || 1 || 3 || 3 || 2 || 19&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Banzai: Action Ability, make a Charge at 2D10 distance instead of 1D10. &lt;br /&gt;
&lt;br /&gt;
Compared to Yari Ashigaru you&#039;re spending 5 points to trade +3 Initiative plus a one-turn -1 Attack if Charged for a constant -1 Attack and no stat penalties or bonuses attacking inside a Construction and gaining a double Charge distance potential. Their primary use is getting into fights and staying useful throughout them, and make for a highly aggressive force that will pin your opponent down closer to their side of the map or will rush anything thinking it can hide in a building. That -1 Attack is awfully expensive though, so you should know what you&#039;re doing with them. Against other Infantry you&#039;ll most likely be the one able to decide when a Charge occurs, which means you can count on Charge bonuses if you know what you&#039;re doing. They can be sent around to flank tied up enemies and quickly doubleteam enemies, or kept waiting to Commandment dash at an enemy that Runs Away while pulling off flank protection. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Teppo Ronin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Infantry, Ronin, Projectiles. Equipped with Teppo, Katanas, and Medium Armor. &lt;br /&gt;
Unit size 5-15. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 4 || 1 || 4 || 4 || 3 || 38&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Wooden Shields: Action Ability, while active they have Heavy Cover against ranged attacks but have half Movement speed. &lt;br /&gt;
** Alternated Shot: Action Ability, costs an Action Point on top of the one for actually making the shooting Action. Gain 2 more Combat Dice for every four models in your Unit. &lt;br /&gt;
&lt;br /&gt;
Its the Teppo Sohei only without the Sohei ability, and one less point of Ki, Honor, and Initiative. Luckily those aren&#039;t exceedingly important, and in exchange you get the Ronin ability that lets you reroll Run Away rolls and one level higher armor which is arguably the much better deal. &lt;br /&gt;
Use them as you would the Sohei version, and know they&#039;ll be slightly better in close combat if push comes to shove. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ozutsu&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Infantry, Harasser, Ronin, Projectiles, equipped with an Ozutsu, Katana, and Medium Armor. &lt;br /&gt;
Unit size 3-10. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 1 || 5 || 4 || 4 || 50&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Long Distance: Action Ability, maximum firing range increases by 15 centimeters for one turn. &lt;br /&gt;
** Bombing: Action Ability, grants any  of your Units with Ozutsu or Cannons (not just the Unit using this ability) within 30 centimeters of your Taisho the ability to fire on ANYTHING the Taisho or a Spy has Line of Sight to at a +1 Attack penalty. &lt;br /&gt;
&lt;br /&gt;
Holy fucking shit. The best weapons in the game, the potential to shoot almost fucking anything that you want. They soak Koku like heavy cavalry, but are absolutely worth it. As the only artillery currently in the game, the ability to field Ozutsu puts you at a major advantage in the game if you use them well. If not...well, you put a LOT of points into cannons getting diced to pieces by a larger force. Kuge Ninja buttsecks can also tie up your Ozutsu in melee, leaving the rest of your force high and dry so make sure you have something to shield them from melee on standby. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Machi Yakko&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Heinin Infantry, equipped with a Jumonji Yari and Medium Armor. &lt;br /&gt;
Unit size 5-15. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 4 || 1 || 4 || 5 || 3 || 37&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Protect The Lord: Combat Ability, anything in a Unit equipped with Yari (not just this one) cannot be challenged by characters for a turn. &lt;br /&gt;
** Assault: Action Ability, attack a Construction with no penalties or bonuses to Close Combat for a turn. &lt;br /&gt;
&lt;br /&gt;
Not terribly useful for their stats at their Koku price, the primary purpose of the Machi Yakko is to give you the ability to field your Characters without fear of being taken out by character-killers other than those with special abilities when you field Yari troops, of which you have decent options. Assault will basically give you a good reason to get that character in your spearbunker rather than something stronger that can help you storm the fort. &lt;br /&gt;
You&#039;ll rarely ever have a reason to field more than one Unit of these since you only need one Unit and you can get twice the Yari Ashigaru or a Yari Kiba Musha for that price. Take enough for the Unit to survive. &lt;br /&gt;
&lt;br /&gt;
====Elite====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kyokaku&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Infantry, Harasser, Heinin, Projectiles, Duelist, Loner. Equipped with a Yumi, a Katana, and Light Armor. &lt;br /&gt;
Unit size 1-5. Cannot take a Hata-Jirushi. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 2 || 5 || 5 || 6 || 57&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** The Way Of Kykotsu: Combat Ability, when active the Kyokaku gains 2 Combat Dice in Confrontations. &lt;br /&gt;
** Hate For The Samurai: Combat Ability, in Combat gain 1 Combat Dice for every 2 enemy Samurai in the same Combat. &lt;br /&gt;
** Defenders Of The People: Every friendly non-Samurai within 30 centimeters has +1 Initiative. &lt;br /&gt;
&lt;br /&gt;
Moderately useful options, given almost every player in the game will be taking some form of Samurai. They can&#039;t take damage and are very expensive in Koku, so you must defend them and count on getting them into the flanks of an enemy rather than a head-on fight. Duelist is their greatest advantage, since you can keep challenging until the enemy is dead or demoralized. &lt;br /&gt;
By taking these in large numbers, you&#039;re dedicating your strategy to their use since losing them to a cavalry charge or arrows is easy and as damaging as losing a large Unit. The bonus to Initiative will help you with this. &lt;br /&gt;
By only taking one however, you&#039;ve paid a mere 57 points to make most of your army faster and giving you a simple protection from being attacked on the flanks or from behind. &lt;br /&gt;
Mitigating the risk is their double Wounds at least. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assassins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Infantry, Harasser, Duelist, Loner, Ronin. Equipped with Katanas and Light Armor. &lt;br /&gt;
Unit size 1-5, no Hata-Jirushi option. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 || 3 || 5 || 5 || 6 || 60&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Eliminate The Lord: Combat Ability, in a Confrontation each Assassin will take the place of the last if killed until there are no more Assassins in the Unit. Only then does the Confrontation end. &lt;br /&gt;
** Alternative Weapons: Combat Ability, can use one of the following instead of the Katana in Confrontations and Close Combat. &#039;&#039;&#039;Sai&#039;&#039;&#039;, adds +1 to the Attack of enemies using any sword weapon. &#039;&#039;&#039;Claws&#039;&#039;&#039;, deals -1 Defense to hit enemies. &lt;br /&gt;
** Foul Play: Combat Ability, deal crits on 8-10. &lt;br /&gt;
&lt;br /&gt;
They&#039;re what you expect them to be. A very, very good way to make sure a specific character dies, or that a small elite Unit gets wiped our or crippled. &lt;br /&gt;
They suck up Koku, and to get the most out of them you want to take as many as possible in a Unit. Taking more than one Unit is more pricy, and has very little additional use. &lt;br /&gt;
&lt;br /&gt;
===Spiritual===&lt;br /&gt;
Since not all of the spiritual alignments are in the game yet, there is no restriction on who can take what. &lt;br /&gt;
&lt;br /&gt;
====Onmyouiji====&lt;br /&gt;
&lt;br /&gt;
=====Celestial=====&lt;br /&gt;
* &#039;&#039;&#039;Celestial Onmyouiji&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spiritual Character, Infantry, Celestial Knowledge. Equipped with a Tessen, and no armor. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Level&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 1 || 6 || 4 || 2 || 6 || 5 || 3 || 61&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6 || 4 || 3 || 7 || 5 || 3 || 73&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 6 || 4 || 4 || 8 || 5 || 3 || 95&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Celestial Onmyouiji share the position of cheapest with Death, and are the second weakest on defense. They are also the second weakest on offense and are the slowest, although since they can&#039;t attack due to only having a Tessen that shouldn&#039;t matter. &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;&#039;Book Of Light&#039;&#039;&#039;&lt;br /&gt;
Generalized enough to be useful to anyone. Focused on making you better and saving you from ranged attacks, with the highest spell capable of eating most of a single Wound model Unit. Useful for any army. &lt;br /&gt;
&lt;br /&gt;
*** Spheres Of Light (Level 1)&lt;br /&gt;
Either a Unit or a specific Character within 60 centimeters takes a 2 Magic Dice attack, suffering a Wound for each failure. &lt;br /&gt;
*** Power Word (Level 1)&lt;br /&gt;
Variable spell, +2 Initiative to a Unit within 40 centimeters. &lt;br /&gt;
*** Spheres Of Light (Level 2)&lt;br /&gt;
As above, but four Magic Dice. &lt;br /&gt;
*** Spheres of Protection (Level 2)&lt;br /&gt;
Variable spell, Character within 40 centimeters gains +1 Defense and +2 Armor against projectiles for a turn. &lt;br /&gt;
*** Blind (Level 2)&lt;br /&gt;
Target Projectiles Unit within 60 centimeters must make a Magic Resistance roll for every model in it and lose 1 shooting Attack Die for each failure for a turn. &lt;br /&gt;
*** Path To Victory (Level 3)&lt;br /&gt;
Variable spell, all friendly models gain +1 Honor and +1 to Damage rolls for a turn. &lt;br /&gt;
*** Burning Light (Level 4)&lt;br /&gt;
Target Unit within 50 centimeters must make a Magic Resistance roll for every model in it and take one Wound for each failure. &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;&#039;Book Of Time&#039;&#039;&#039;&lt;br /&gt;
Spells debuff foes, deliver your models almost anywhere you want them to be, and can deal massive damage to single enemies. Not as useful for armies focusing on cavalry and charging unless you want to be in your opponent&#039;s face ASAP for tactics like Kuge Ninja spitroasting or forcing Run Away to get their models off the board. Far more useful for defensive armies to quickly plant themselves favorably in regards to terrain such as on a hill, in trees, around and in a Construction, etc. &lt;br /&gt;
&lt;br /&gt;
*** Physical Disruption (Level 1)&lt;br /&gt;
Target Unit within 40 centimeters takes a 3 Magic Dice attack, suffering a Wound for each failure. &lt;br /&gt;
*** Fleeting Moment (Level 1)&lt;br /&gt;
Variable spell, target Unit within 50 centimeters must pass a Ki roll against the caster or receive -3 Initiative for a turn. &lt;br /&gt;
*** Physical Disruption (Level 2)&lt;br /&gt;
As above, but 5 Magic Dice. &lt;br /&gt;
*** Walk Over Reality (Level 2)&lt;br /&gt;
Variable spell, target Infantry Unit within 40 centimeters can move like Cavalry for a turn, although if it Charges it will get the standard Infantry Charge bonuses. &lt;br /&gt;
*** Disorientate (Level 2)&lt;br /&gt;
Target Unit within 50 centimeters must pass a Ki roll against the caster or lose 1 Action Point for a turn. &lt;br /&gt;
*** Ripping The Veil (Level 3)&lt;br /&gt;
Any Character within 40 centimeters and in Line of Sight of the caster may be moved anywhere else within 40!centimeters and in Line of Sight of the caster that is not within 5 centimeters of one of its enemies. Can be used on your enemies...&lt;br /&gt;
*** Cloak Of Ashes (Level 4)&lt;br /&gt;
Target Character within 60 centimeters takes an 8 Magic Dice attack, suffering a Wound for each failure. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Yataragatsu&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Small Creature, Flying, Loner. Uses Claws And Jaws and has no armor. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Level&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 1 || 7 || 4 || 2 || 5 || 6 || 4 || 34&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6 || 5 || 3 || 6 || 6 || 4 || 43&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 5 || 6 || 4 || 7 || 6 || 4 || 52&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Guide Of The Skies: Allows the Onmyouiji to ignore Line of Sight spell requirements.&lt;br /&gt;
&lt;br /&gt;
Guide Of The Skies is extremely useful early in a game, or in a game with lots of terrain to hide in or around. Ripping a Taisho out of his fortress into your lines with nowhere to run but further from safety is especially nice. In open fields, the effect and thus the Yataragatsu itself loses much of its use. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kitsume&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Small Creature, Loner. Uses Claws And Jaws and has Light Armor. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Level&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || 3 || 2 || 4 || 5 || 5 || 31&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4 || 4 || 3 || 5 || 5 || 5 || 40&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 3 || 5 || 4 || 6 || 5 || 5 || 49&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Humanoid Shape: Kitsume can join a friendly Unit to boost it&#039;s own Attack Dice by 1, but loses Small Creature. &lt;br /&gt;
&lt;br /&gt;
If you want a Shikigame for Celestial and aren&#039;t concerned with Line of Sight being blocked, take the Kitsume. For a fairly low amount of Koku you get a powerful attack Creature that can hide in a Unit if you are concerned with its survivability by itself. &lt;br /&gt;
&lt;br /&gt;
=====Infernal=====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infernal Onmyouiji&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spiritual Character, Infantry, Infernal Knowledge. Equipped with a Katana and has no armor. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Level&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 1 || 4 || 2 || 2 || 6 || 3 || 5 || 66&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4 || 2 || 3 || 7 || 3 || 5 || 78&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4 || 2 || 4 || 8 || 3 || 5 || 100&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The most pricey point-wise along with Earthly. Also the single best in combat, although with the lowest Defense and no armor the Infernal Onmyouiji is a major pricey glass cannon. But you should be avoiding melee with him anyway, making the only risk from Confrontations with faster models. &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;&#039;Book Of War&#039;&#039;&#039;&lt;br /&gt;
Players wanting to boost the raw killing power of models, play morale games, or use raw blasting power should use their Onmyouiji as the Hymukai Sun Tzu. &lt;br /&gt;
&lt;br /&gt;
*** Projectiles Of Fire (Level 1)&lt;br /&gt;
Target Unit within 60 centimeters takes a 2 Magic Dice attack, suffering a Wound for each failure. &lt;br /&gt;
*** Cloak of Terror (Level 1)&lt;br /&gt;
Variable spell, target Unit within 40 centimeters causes a -2 Honor penalty to any roll for a turn. &lt;br /&gt;
*** Projectiles Of Fire (Level 2)&lt;br /&gt;
As above, but four Magic Dice. &lt;br /&gt;
*** Warlord (Level 2)&lt;br /&gt;
Variable spell, for one turn target Character gains 2 Combat Dice and can reroll Initiative in Confrontations once. &lt;br /&gt;
*** Channel Of Fire (Level 2)&lt;br /&gt;
All models in a Unit within a 40 centimeter line in any direction take a 3 Magic Dice attack, suffering a Wound for each failure. This affects both friendly and enemy models. &lt;br /&gt;
*** Rain Of Blood (Level 3)&lt;br /&gt;
Variable spell, all Infernal models gain -1 Attack and all enemy Units have -1 Honor. &lt;br /&gt;
*** Deflagration (Level 4)&lt;br /&gt;
All Units, friend and foe, within a 20 centimeter radius of the Onmyouiji take a 7 Magic Dice attack, suffering a Wound for each failure. This affects both friendly and enemy models. &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;&#039;Book Of Rage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While War provides direct blasting and buffing, Rage bolsters ranged attacks, will give you a much cheaper Oni, and gives more control of the blasting done. Rage works better for armies with large Units of Heinin. &lt;br /&gt;
&lt;br /&gt;
*** Tongue Of Destruction (Level 1)&lt;br /&gt;
Variable spell, target Unit within 40 centimeters takes a 3 Magic Dice attack, suffering a Wound for each failure. &lt;br /&gt;
*** Iraki&#039;s Rage (Level 1)&lt;br /&gt;
Variable spell, target Unit within 40 centimeters gains 2 Attack Dice for every five miniatures in it but if not already in melee must make a Charge towards the nearest foe regardless of whether or not it could succeed. &lt;br /&gt;
*** Tongue Of Destruction (Level 2)&lt;br /&gt;
As above, but five Magic Dice. &lt;br /&gt;
*** Ikari&#039;s Servant (Level 2)&lt;br /&gt;
Variable spell, caster or one of their Shikigami transform into the Oni Creature for one turn. Cannot cast spells while an Oni. &lt;br /&gt;
*** Guiding Arrows (Level 2)&lt;br /&gt;
Target Projectiles Unit within 40 centimeters has -1 Attack and +1 Damage to their ranged attacks for a turn. &lt;br /&gt;
*** Infernal Explosion (Level 3)&lt;br /&gt;
A 15 centimeter radius template that can be placed within 50 centimeters of the caster deals takes a 5 Magic Dice attack to all Units within the radius, suffering a Wound for each failure. All Characters affected receive 3 Magic Dice attack, suffering a Wound for each failure. &lt;br /&gt;
*** Sacrifice (Level 4)&lt;br /&gt;
Instantly kill between one and four Heinin models of your choice (yours or those of your enemy) within 40 centimeters of the caster to deal a 3 Magic Dice attack per sacrificed model to a Unit of choice within 40 centimeters, suffering a Wound for each failure. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inugami&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Small Creature, Loner. &lt;br /&gt;
Uses Claws And Jaws, and has no armor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Level&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || 3 || 2 || 4 || 3 || 7 || 29&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4 || 4 || 3 || 5 || 3 || 7 || 38&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 3 || 5 || 4 || 6 || 3 || 7 || 47&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Infernal Dog: Can spend an Action Point to make a Ki roll against any Unit within 20 centimeters, causing 1 Damage Dice per level against it if successful. &lt;br /&gt;
&lt;br /&gt;
Inugami are one of the best Shikigami in the game if you want to invest your points into them. They do best protecting a Unit from being flanked by standing by its side until the time is right to swing it around into a flank of something you&#039;re in melee with, and being able to make a short range attack based on Ki can soften up an enemy waiting to get into position, or do fantastic damage against something far more durable than spiritual. Remember that since they lack any armor and have to be a Loner they will attract ranged attacks like a magnet. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tsuchigumo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Small Creature, Loner. &lt;br /&gt;
Uses Claws And Jaws, has Medium Armor. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Level&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 1 || 6 || 3 || 2 || 4 || 4 || 4 || 30&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 5 || 4 || 3 || 5 || 4 || 4 || 39&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4 || 5 || 4 || 6 || 4 || 4 || 48&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
** Protective Cloth: Both Tsuchigumo and its Onmyouiji have +1 Defense against Projectiles if level 1-2, +2 Defense against Projectiles at level 3. &lt;br /&gt;
&lt;br /&gt;
Tsuchigumo trades a small amount of the offensive power and most of the speed of the Inugami for raw durability and morale. Take him instead if you will be playing a smaller elite army that needs real protection and/or is vulnerable to mass shooting. &lt;br /&gt;
&lt;br /&gt;
=====Earthly=====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earthly Onmyouiji&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spiritual Character, Infantry, Earthly Knowledge. &lt;br /&gt;
Equipped with a Bo and Light Armor. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Level&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 1 || 7 || 5 || 2 || 6 || 4 || 4 || 66&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 7 || 5 || 3 || 7 || 4 || 4 || 78&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 7 || 5 || 4 || 8 || 4 || 4 || 100&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other more expensive Onmyouiji. The Bo makes them the single fastest one in melee, and they are the only one with Armor. On top of that they have the highest Defense and second highest Honor, at the cost of the single worst Attack score of the four. &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;&#039;Book Of Animals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mostly buffs and area damage spells, as well as the ability to control your opponent&#039;s movement. &lt;br /&gt;
&lt;br /&gt;
*** Poisonous Projectile (Level 1)&lt;br /&gt;
Target Unit or Character within 60 centimeters takes a 2 Magic Dice attack, suffering a Wound for each failure. &lt;br /&gt;
*** Essential Energy (Level 1)&lt;br /&gt;
Variable spell, target Unit within 40 centimeters gains +1 Initiative and +5 Movement for a turn. &lt;br /&gt;
*** Poisonous Projectile (Level 2)&lt;br /&gt;
As above, but 4 Magic Dice. &lt;br /&gt;
*** Flying (Level 2) &lt;br /&gt;
Variable spell, target Unit within 40 centimeters gains Flying for a turn. Note that while using this spell to quickly get inside a fortress or in enemy lines seems appealing, trying to land with your back against a wall, near an isolated enemy, or behind all foes is preferable so as to not be charged from both sides and destroyed. &lt;br /&gt;
*** Bolt The Mount (Level 2)&lt;br /&gt;
Variable spell, target enemy Cavalry Unit within 50 centimeters must make a Ki roll against the caster. If the caster wins, the Cavalry move 2d10 centimeters forward. This does not use up its movement or actions. You won&#039;t often get to use this spell, but getting an enemy out of position or having to spend precious Action Points to re-orient themselves is fantastic. Beware, it can backfire if they end up behind you when you&#039;re fighting something in front thanks to their extra distance. &lt;br /&gt;
*** Calling The Birds (Level 3)&lt;br /&gt;
Variable spell, a Forest must be within 50 centimeters to cast. Target enemy Unit within 50 centimeters takes a 5 Magic Dice attack, suffering a Wound for each failure. &lt;br /&gt;
*** Swarm of Insects (Level 4)&lt;br /&gt;
Variable spell, creates a 15 centimeter diameter template which travels 3d10 centimeters and deals 6 Magic Dice attack to every Unit (friend and foe) it touches, suffering a Wound for each failure. All Units it affects automatically Run Away, and regain control the turn they are no longer in it. If maintained for more than one turn, the caster can choose which direction it travels for the next 3d10 centimeters. Its possible, if unlikely, to use this spell to force an enemy straight off the board. &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;&#039;Book Of Nature&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The arguably more useful Book as it has the ability to change terrain. Has the best of the Level 1 and 2 damage spells in the game. &lt;br /&gt;
&lt;br /&gt;
*** Throwing Stones (Level 1)&lt;br /&gt;
Target Unit within 60 centimeters takes a 4 Damage Dice shooting attack at Attack 4. &lt;br /&gt;
*** Vines (Level 1)&lt;br /&gt;
Variable, target Unit within 40 centimeters moves as if in Difficult Terrain. Great at stopping Cavalry as it rushes past. &lt;br /&gt;
*** Throwing Stones (Level 2)&lt;br /&gt;
As above, but 6 Damage Dice at Attack 3. &lt;br /&gt;
*** Changing Nature (Level 2)&lt;br /&gt;
Target Terrain within 40 centimeters that is 10-15 centimeters in diameter permanently transforms into a Bog. Anything from Construction to Hill is a potential target. Note that you can [[That Guy|cheat this spell by only using terrain smaller than 10 centimeters diameter or larger than 15.]]&lt;br /&gt;
*** Favorable Winds (Level 2)&lt;br /&gt;
Variable spell, all friendly Units within 20 centimeters have -1 Attack using Projectiles and gain +10 centimeters to each of their max ranges. &lt;br /&gt;
*** Stealing Energy (Level 3)&lt;br /&gt;
Target Unit within 40 centimeters takes a 7 Magic Dice attack, suffering a Wound for each failure. &lt;br /&gt;
*** Forces of Nature (Level 4)&lt;br /&gt;
All Units (friend and foe) in a 30 centimeter line straight ahead of the caster take a 5 Magic Dice attack, suffering a Wound for each failure.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kamaitachi&#039;&#039;&#039;&lt;br /&gt;
Small Creature, Loner. Uses Claws And Jaws. Has no armor. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Level&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 1 || 6 || 4 || 2 || 4 || 3 || 7 || 29&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 5 || 5 || 3 || 5 || 3 || 7 || 38&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4 || 6 || 4 || 6 || 3 || 7 || 47&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Fleeting Attack: Attack a Unit or Character within 20 centimeters as a Ranged Attack, rolling as many dice as its Close Combat DC. &lt;br /&gt;
Its an Inugami with worse Attack but better Defense and a situationally better special attack. Use it in the same way. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kodama&#039;&#039;&#039;&lt;br /&gt;
Small Creature, Loner. Uses Jaws And Claws, has Medium Armor. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Level&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 1 || 7 || 3 || 2 || 5 || 6 || 4 || 32&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6 || 4 || 3 || 6 || 6 || 4 || 41&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 5 || 5 || 4 || 7 || 6 || 4 || 50&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Grow Green Again: The Kodama or Onmyouiji master can recover 1 Wound if the Kodama enters a Forest and makes a dice roll that is lower or equal to their Ki. Once this ability is used successfully inside a Forest, it cannot be used again in the same forest. &lt;br /&gt;
Not that great a Shikigami. While the Earthly Onmyouiji is the only one you&#039;re really going to be able to successfully take into Close Combat, you still don&#039;t want to if you can avoid it. Thus spending those points on model who&#039;s only purpose is to toddle around from Forest to Forest and heal its master isn&#039;t that great. Its stats are unimpressive, so it isn&#039;t like a walking tank that can take a breather either. In a game with a lot of Forests it can be interesting, but generally you&#039;ll not find it as useful as similarly priced options.&lt;br /&gt;
&lt;br /&gt;
=====Death=====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Onmyouiji Of Death&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spiritual Character, Infantry, Knowledge Of The Dead. &lt;br /&gt;
Equipped with a Tessen and no Armor. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Level&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || 3 || 2 || 6 || 3 || 5 || 61&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 5 || 3 || 3 || 7 || 3 || 5 || 73&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 5 || 3 || 4 || 8 || 3 || 5 || 95&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The other cheapest Onmyouiji, which like its Celestial counterpart cannot attack due to only having a Tessen. Has the second weakest Defense, and is as dishonorable as the Infernal Onmyouiji. &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;&#039;Book Of Shadows&#039;&#039;&#039;&lt;br /&gt;
A jack of all trades Book, contains some basic direct damage, some nice but not amazing buffs, and one of the best spells in the game as its Level 4 that will make short work of anyone who takes hordes. &lt;br /&gt;
*** Lashes Of Dark Energy (Level 1)&lt;br /&gt;
Variable spell, target Unit within 40 centimeters rolls a 3 dice Magic Resistance test. Each failed roll causes 1 Wound. &lt;br /&gt;
*** Armor Of Shadows (Level 2)&lt;br /&gt;
Variable spell, target model within 40 centimeters, either a friendly model or the caster, gains +1 Armor against Close Combat and +2 Armor against Projectiles. &lt;br /&gt;
*** Lashes Of Dark Energy (Level 2)&lt;br /&gt;
As above, but with 5 dice. &lt;br /&gt;
*** Ghostly Mount (Level 2)&lt;br /&gt;
Variable spell, target model on foot within 40 centimeters counts as mounted for the purpose of Movement and Charge plus any Charge bonuses. Model also gains 2 VT. &lt;br /&gt;
*** Dark Claws (Level 2)&lt;br /&gt;
Instantaneous spell, give +3 DC and -1AT to any model in the same Close Combat as the caster. &lt;br /&gt;
*** Eternal Night (Level 3)&lt;br /&gt;
Variable, ALL friendly Units gain +1 Damage and ALL enemy Units suffer -1 IN while the spell lasts. &lt;br /&gt;
*** Well Of The Forgotten (Level 4)&lt;br /&gt;
Instantaneous spell, enemy Unit within 50 centimeters makes a Magic Resistance roll for every model in that Unit, suffering a Wound for each failure. &lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;&#039;Book Of The Dead&#039;&#039;&#039;&lt;br /&gt;
The much better Death Book. The ability to spirit a Kensei or an Assassin into combat, or a Commandment Character back out of it, is invaluable. Weakening ranged opponents is always a plus, as Kensei has many nasty ones, and bol the Level 3 and Level 4 spells can be potentially match finishers. &lt;br /&gt;
*** Projectile Of Corruption (Level 1)&lt;br /&gt;
Instantaneous spell, target Unit within 60 centimeters takes a 2 dice Magic Damage Attack. &lt;br /&gt;
*** Weakness (Level 1)&lt;br /&gt;
Variable spell, target Unit within 60 centimeters has their Range reduced to a maximum of Medium Range and suffers +1 Attack for the spell duration. &lt;br /&gt;
*** Projectile Of Corruption (Level 2)&lt;br /&gt;
As above, but 4 dice. &lt;br /&gt;
*** Shiryo (Level 2)&lt;br /&gt;
Variable spell, target Character within 30 centimeters cannot by targeted by ranged attacks (it can still be targeted by spells), and ignores Terrain including Difficult Terrain. If it stops inside Impassible Terrain, it is automatically destroyed. These effects last for the spell duration. &lt;br /&gt;
*** Mekubare (Level 2)&lt;br /&gt;
Instantaneous spell, target Unit within 40 centimeters must pass a Ki roll against the caster or Run Away. &lt;br /&gt;
*** Opening The Nekara (Level 3)&lt;br /&gt;
Variable spell, a Unit (controlled by either player) made up of human models (so no Creatures or Undead) that has been destroyed is brought back to life with +1 Attack and -1 all other stats. It appears anywhere within 25 centimeters of the caster that is a rules legal place for a Unit to be. It remains under the control of the casting player for the spell duration or until the caster is killed. &lt;br /&gt;
*** Breath Of Death (Level 4)&lt;br /&gt;
Variable spell, target Unit or Character within 50 centimeters takes 8 dice of Magical Damage every turn this spell is active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nezumi&#039;&#039;&#039;&lt;br /&gt;
Small Creature, Loner. Uses Claws And Jaws. Has no armor. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Level&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 1 || 6 || 4 || 2 || 4 || 5 || 5 || 29&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 5 || 5 || 3 || 5 || 5 || 5 || 38&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4 || 6 || 4 || 6 || 5 || 5 || 47&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Curse: For 1 AC, the Nezumi can target a Character within 30 centimeters and make a Ki roll against itself. If successful, the Character takes a +1 Attack penalty and loses 1 point of DF And IN. This can only affect one Character at a time, and every turn the Character may make a Ki roll against the Nezumi to dispel the Curse. &lt;br /&gt;
Another Inugami/Kamaitachi, only with lower Initiative and higher Honor. The debuff is nice if you plan on Duels. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nekomata&#039;&#039;&#039;&lt;br /&gt;
Small Creature, Loner. Uses Jaws And Claws, has Medium Armor. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Level&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 1 || 6 || 3 || 2 || 5 || 3 || 7 || 29&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 5 || 4 || 3 || 6 || 3 || 7 || 38&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4 || 5 || 4 || 7 || 3 || 7 || 47&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Raising The Dead: Can create one &amp;quot;Dead&amp;quot; per level by taking a Ki test per Dead desired. They are represented by casualties over the course of the battle, and as a result this ability can only be used once casualties have been caused by either side. Deads appear next to the Nekomata. Deads do not die when the Nekomata does. &lt;br /&gt;
**** Dead&lt;br /&gt;
Harasser. &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 6 || 3 || 2 || 2 || 2 || 4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
Same as the Nezumi. Take it instead if Cursing Characters is not useful to you, or feel free to take both. If you do the latter, remember that the Nekomata&#039;s special ability depends on its level while the Nezumi&#039;s does not.&lt;br /&gt;
&lt;br /&gt;
====Creatures====&lt;br /&gt;
&lt;br /&gt;
=====Infernal=====&lt;br /&gt;
* &#039;&#039;&#039;Amanojaku&#039;&#039;&#039;&lt;br /&gt;
Level 1. &lt;br /&gt;
Small Creature. Small. Equipped with an Axe, Light Armor. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 6 || 3 || 1 || 3 || 4 || 3 || 29 || 3-9&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Torment: Action Ability, target Unit within 20 centimeters must make a Magic Resistance roll for every Amanojaku in the Unit using this ability, taking a Wound for each failure. &lt;br /&gt;
&lt;br /&gt;
Amanojaku are not a terrible choice, but aren&#039;t great either. For their cost and stats you&#039;re much better off looking at your standard human troops, although the ability to deal Magic Damage without having to succeed at casting a spell is worthy of note. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Onibi&#039;&#039;&#039;&lt;br /&gt;
Level 1. &lt;br /&gt;
Small Creature. Small. Uses an Igneous Attack, equipped with Light Armor. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 6 || 4 || 1 || 4 || 3 || 3 || 25 || 3-9&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Onibi Fire: Action Ability, Flame Attack with a 40 centimeter range as if a Projectile Attack using Ki instead of AT. &lt;br /&gt;
&lt;br /&gt;
Onibi are a far better choice. Cheaper, higher stats, and Fire Attacks are always a welcome addition. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shikome&#039;&#039;&#039;&lt;br /&gt;
Level 2&lt;br /&gt;
Normal Creature. Flying. Uses Claws And Jaws, equipped with Light Armor. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 3 || 4 || 3 || 6 || 47 || 1-6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Chase Up To Hell: Action Ability, target Running Away Unit within 40 centimeters gets a Charge from the Shikome that grants 2 free Attacks instead of 1, after which they return to their start position (effectively making this a ranged attack that does not count as a Projectiles attack, does not require Line Of Sight, and ignores Terrain). &lt;br /&gt;
** Flesh Eaters: Passive ability, for every model killed by the Shikome a Ki roll is made, restoring a Wound to the Unit for every success. &lt;br /&gt;
&lt;br /&gt;
Shikome are a fantastic, if very pricey, option. Self-healing and combos fantastically with Psychology games. Their Flying will let them get wherever they need to go; a large chunk of the reason to go Infernal in the first place is access to these &amp;quot;happy&amp;quot; harpies since most casual games will likely be at points levels where Level 2 is your highest level of Creature available. They don&#039;t actually have to be in a place to get into combat if the Unit is getting banged up as you can position them so Units that break will be in range and those free Attacks will heal them. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ushi Oni&#039;&#039;&#039;&lt;br /&gt;
Level 2. &lt;br /&gt;
Normal Creature, Harasser. Fear. Uses Claws And Jaws, equipped with Medium Armor. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 2 || 4 || 4 || 5 || 46 || 1-6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Absolute Cruelty: Action Ability, after destroying an enemy Unit all enemy Units within 20 centimeters with Line Of Sight to the Destroyed Unit make a Ki roll against the Ushi Oni or lose 2 Honor until their next turn. &lt;br /&gt;
** Rush: Action Ability, Charges like an ordinary Charge action but with a bonus +1 to DC and Damage. &lt;br /&gt;
&lt;br /&gt;
Ushi Oni are decent for Otokodate and Sohei, as they lack a heavy cavalry that the Ushi Oni make up for, but their high point cost and lesser stats makes them of dubious value for Kuge and Buke. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oni&#039;&#039;&#039;&lt;br /&gt;
Level 3. &lt;br /&gt;
Large, Creature. Big, Fear. Equipped with a Tetsubo and Medium Armor. &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 4 || 4 || 6 || 5 || 5 || 4 || 89 || 1-3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Wild Charge: Action Ability, Charge like Cavalry with an extra 2D10 to their Movement. &lt;br /&gt;
** Flesh Eaters: As Shikome. &lt;br /&gt;
&lt;br /&gt;
Absolutely fucking insane stats, able to get across the board on a Charge and devastate their quarry, able to self heal with kills they WILL be causing. What&#039;s not to love? Well, their massive point cost and low Unit size. In a game where getting flanked right automatically destroys the Unit, something that costs so much and is begging to go out on its own is going to be dangerous to field. That doesn&#039;t mean Oni are useless by any means, only that they WILL need support. Cavalry if possible to keep up with them. If you can keep their flanks clear, feel free to bring a trio of these demons to raise hell. Beware both the Kuge Ninjas and Death magic that can bring undead on your flanks out of nowhere. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nue&#039;&#039;&#039;&lt;br /&gt;
Level 3&lt;br /&gt;
Large Creature. Big, Flying, Fear. &lt;br /&gt;
Uses Claws And Jaws, equipped with Light Armor. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 4 || 4 || 7 || 4 || 6 || 5 || 84 || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Nue&#039;s Curse: Action Ability, target Unit within 60 centimeters increases the difficulty of all tests by 1, decreases test roll results by 1, and have -1 to opposed rolls. Can only affect one Unit at a time. &lt;br /&gt;
** Stroke Of Madness: Action Ability, target Unit within 40 centimeters loses 2 AC for the rest of the turn. &lt;br /&gt;
&lt;br /&gt;
If playing at a point level where you can take a Nue but not the Level 4 Creatures, do it. Two great debuffs you don&#039;t have to cast, one that persists through death. Not very expensive compared to what you drop taking most decent Creature Units. Great stats. Cripple a deathstar Unit, and act as a flanker for the rest of the game. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Jorogumo&#039;&#039;&#039;&lt;br /&gt;
Level 4. &lt;br /&gt;
Large Creature, Infernal. Big, Terror, Loner. Uses Claws And Jaws, equipped with Heavy Armor. &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4 || 11 || 5 || 6 || 5 || 115 || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Spider Web: Action Ability, target a Unit within 30 centimeters. First pass a Ki test, then pas a Ki test against the enemy Unit. If both are successful, the Unit is immobilized and cannot leave its position to Move or Run Away. Every turn afterwards the Unit can make a Ki roll against the Jorogumo to free themselves. &lt;br /&gt;
** Torment: Action Ability, target Unit within 20 centimeters takes a Magical Damage roll for every model in the Unit, taking one Wound for each loss. &lt;br /&gt;
&lt;br /&gt;
With the Oni, you have a tank who&#039;s greatest strength (other than its strength) is its greatest liability, as they can get out of range of protection for your army. But not only is the Jorogumo cheaper than a Unit of Oni, she actually negates the weakness of being a solo model with the ability to pin Units. Beyond that, she has the power to eat a Unit in Close Combat as well as an ability to eat a Unit who happens to be nearby. You obviously still want to protect her, she just makes it easier. Take her if you can. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hiderigami&#039;&#039;&#039;&lt;br /&gt;
Level 4. &lt;br /&gt;
Large Creature, Infernal. Big, Terror, Loner. Equipped with a Tetsubo and Medium Armor. &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3 || 10 || 5 || 6 || 5 || 120 || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Dry Throats: Action Ability, target Unit within 40 centimeters that is not made up of Creatures. Deals 6 dice of Magical Damage. &lt;br /&gt;
** Dry Land: Passive ability, and water feature (swamp, river) the Hiderigami enters, crosses, or comes within 5 centimeters of becomes Normal Terrain. &lt;br /&gt;
&lt;br /&gt;
Not as good as the Jorogumo. Dry Throats is only better against Units with five models or less and it has worse stats for a higher cost. The only reason to choose the Hiderigami is if you are faced with a lot of water features that will be a problem for you.&lt;br /&gt;
&lt;br /&gt;
=====Celestial=====&lt;br /&gt;
* &#039;&#039;&#039;Raiju&#039;&#039;&#039;&lt;br /&gt;
Level 1. &lt;br /&gt;
Small Creature, Harasser. Small. Uses Claws And Jaws, equipped with Light Armor. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 6 || 4 || 1 || 4 || 3 || 3 || 25 || 3-9&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Ride The Lightning Bolt: Action Ability, may make a Ki Test. If passed, the Raiju are removed from the battlefield and the controlling player selects a place anywhere on the battlefield that is 5 centimeters from all other Units. If an enemy Unit moves into the designated area, the Raiju reappear 5 centimeters away from it as this ability does not let the Raiju reappear into Combat. It has 1 AC after reappearing and may Charge on the same turn. In order to reappear, a second Ki Test must be made at +1. If failed, then the Raiju take the same test again next turn at the beginning of the Orders And Actions Phase at +2, and every subsequent turn makes the test at an additional +1 after that until the Raiju finally descend. If the first test reappearance test is a failure they scatter D10 centimeters (but still at least 5 centimeters from enemy Units) when they finally arrive. &lt;br /&gt;
&lt;br /&gt;
Raiju are fantastic. In Kensei, the ability to teleport some models with decent combat stats into enemy lines to set up an automatic Unit destruction or hold an Objective cannot be undersold. Their only drawback is abysmal Honor and Initiative. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Basan&#039;&#039;&#039;&lt;br /&gt;
Level 1. &lt;br /&gt;
Small Creature, Harasser. Small, Flying. Uses Igneous Attack, equipped with Light Armor. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 6 || 4 || 1 || 4 || 3 || 3 || 30 || 3-9&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Basan&#039;s Fire: Action Ability, ignores Cover modifiers. Target Unit within 30 centimeters within Line Of Sight suffers an AT5 Projectile Attack, with one DD per Basan in the Unit. &lt;br /&gt;
Another decent offense Creature. Not as useful as the Raiju in general, but if your opponent likes to use a lot of fences and natural barriers the Basan can smoke them out. Flying is also a factor in complex terrain. Sadly, the Basan cannot attack Constructions as it has no proper Flame Attack since Basan&#039;sFire is only described as a magical fire spell in the flavor text. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Komainu&#039;&#039;&#039;&lt;br /&gt;
Level 2. &lt;br /&gt;
Normal Creature. Fear. Uses Claws And Jaws, equipped with Medium Armor. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 3 || 4 || 4 || 5 || 44 || 1-4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Take Form: Passive Ability. At the beginning of the turn, before the Commandment Roll, the Komainu can change their form. &lt;br /&gt;
*** Supernatural Form: The default state at the start of the game, no changes. &lt;br /&gt;
*** Stone: -2 Initiative, gains Heavy Armor. &lt;br /&gt;
*** Metal: Immune to all Projectile Attacks. &lt;br /&gt;
&lt;br /&gt;
Another fantastic choice, and without drawback. Turn Metal as you move into position, turn to Stone in order to become a [[Tarpit]] or Supernatural if against a foe you could potentially finish off before they can strike. They cost you in point, but Fear is an amazing bonus. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tennyo&#039;&#039;&#039;&lt;br /&gt;
Level 2. &lt;br /&gt;
Normal Creature. Flying. Equipped with a Yumi, a Katana, and Light Armor. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 4 || 4 || 2 || 5 || 4 || 5 || 55 || 2-6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Shooting With The Spirit: Action Ability, can shoot at any Unit regardless of Line Of Sight or viewing angle. &lt;br /&gt;
** Beyond Limits: Action Ability, may shoot at any Unit regardless of distance as long as the Tennyo has Line Of Sight. Always counts as Long Range. &lt;br /&gt;
&lt;br /&gt;
Another situational Creature. Good archers that can Fly anywhere you want them and shoot almost anything you want shot. Expensive, so their use is purely dependent on terrain. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Byakko&#039;&#039;&#039;&lt;br /&gt;
Level 3. &lt;br /&gt;
Large Creature. Big, Loner, Fear. Uses Claws And Jaws, equipped with Medium Armor. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 || 7 || 5 || 6 || 6 || 92 || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Casting The Lightning: Action Ability, target Unit within 40 centimeters takes an opposed Ki roll. If the Byakko wins, target takes 3 dice of Magical Damage. &lt;br /&gt;
** Lord Of The Tempest: Passive, every two turns at any time the Byakko can gain +5 Movement for the rest of the turn. &lt;br /&gt;
&lt;br /&gt;
Durable/killy as hell for his level and point cost, with a modest ranged attack to prey on low morale troops and the ability to jet into or out of danger. While the Raiju offer more tactical advantage, the Byakko is a better investment otherwise. Take both if possible. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kirin&#039;&#039;&#039;&lt;br /&gt;
Level 3. &lt;br /&gt;
Large Creature, Harasser. Big. Uses Claws And Jaws, equipped with Medium Armor. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 5 || 5 || 6 || 6 || 81 || 1-2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Controlling The Kami: Action Ability: Target Creature with Line Of Sight makes an opposed Ki roll. If the Kirin wins, the enemy Creature loses 2 AC in its next Orders And Actions Phase. This only affects a sole creature, not an entire Unit. &lt;br /&gt;
** Magical Fire: Action Ability, target Unit with Line Of Sight automatically takes 4 dice of Magical Damage. &lt;br /&gt;
&lt;br /&gt;
There&#039;s nothing not to love about Kirin. A damn fine decent range attack without casting requirements or a Ki roll, the ability to shut down individual enemy Creatures, and decent stats. You want at least one Kirin. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Suzako&#039;&#039;&#039;&lt;br /&gt;
Level 4. &lt;br /&gt;
Large Creature. Big, Loner, Flying, Terror. Uses Igneous Attack, equipped with Medium Armor. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 3 || 5 || 10 || 5 || 6 || 6 || 122 || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Burning The Air: Action Ability, ALL things within 25 centimeters (friend, foe, Construction) take 4 dice of Magical Damage. &lt;br /&gt;
** Burn To Ashes: Action Ability, a 40 centimeter line of destruction that deals 4 dice of Magical Damage to anything in its path, friend/foe/Construction, and destroys building terrain/Forests. &lt;br /&gt;
&lt;br /&gt;
If you want to DESTROY the enemy, you take a Suzako. It has one purpose, wiping the map clean. Its a liability to you as much as a strength, as you need to plan your movement and bait the enemy into giving you lines of fire. Its not immortal, but its hard not to have it kill at least its point cost in the worst of circumstances. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Baku&#039;&#039;&#039;&lt;br /&gt;
Level 4. &lt;br /&gt;
Large Creature. Big, Loner, Terror. Uses Igneous Attack, equipped with Medium Armor. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 || 12 || 6 || 6 || 5 || 118 || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Devout Nightmares: Action Ability, make an opposed Ki roll against a target Spiritual Character. If the Baku wins, one of the following two effects of your choice happens:&lt;br /&gt;
*** For one turn, the difficulty of the Character to use abilities or cast Spells is increased by 2. &lt;br /&gt;
*** Chosen active Spell is dispelled or stops taking effect. &lt;br /&gt;
** Repel Spirits: Action Ability, target non-Celestial Creature Unit makes an opposed Ki roll against the Baku. If the Baku wins, the enemy Unit starts Running Away. &lt;br /&gt;
&lt;br /&gt;
Like the Kirin, the Baku lets you fuck with your opponent&#039;s supernatural models. The Baku is superior because of its higher stats and ability to fuck with Onmyouiji in addition to Creatures. Take both if you can, but beware frustrated opponents declaring &amp;quot;No more Supernatural models!&amp;quot; as you swell with their tears.&lt;br /&gt;
&lt;br /&gt;
=====Earthly=====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tanuki&#039;&#039;&#039;&lt;br /&gt;
Level 1. Small Creature, Harasser. Small. Uses Claws And Jaws, equipped with Light Armor. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 1 || 4 || 3 || 4 || 27 || 3-9&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Tanuki&#039;s Luck: Passive, you may reroll ANY dice roll involving the Tanuki themselves. You must accept the second result. &lt;br /&gt;
&lt;br /&gt;
Fairly standard stats, and their ability will make them more survivable or offensive depending on how you want to use that reroll. Not terrible, nothing special either. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kappa&#039;&#039;&#039;&lt;br /&gt;
Level 1. Small Creature, Harasser. Small. Equipped with Sabres, Medium Armor. &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 6 || 4 || 1 || 5 || 3 || 3 || 42 || 3-9&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Turtle Shell: Action Ability, increases Defense by 1. &lt;br /&gt;
&lt;br /&gt;
Fairly bad stats, more survivable but paying a lot for it. Their Sabre will give them a higher crit chance, but since their offensive power is so bad for their Koku that&#039;s not exactly a good tradeoff. The higher Ki is okay, but without higher Honor you can&#039;t count on them to maintain when the enemy gets tricky. You&#039;d think you would get an ability to bypass any water Terrain, which would make them situationally useful, but you don&#039;t. &lt;br /&gt;
You&#039;re better off investing points into your Onmyouiji and her companions. Kappa are a bad investment. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karasu Tengu&#039;&#039;&#039;&lt;br /&gt;
Level 2. Normal Creature, Harasser. Flying. Equipped with a Naginata and Light Armor. &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 2 || 5 || 4 || 5 || 50 || 2-6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Shadows: Passive, Projectile Attacks against them have +1 Attack. &lt;br /&gt;
** Throwing &amp;quot;Tengu&#039;s Stones&amp;quot;: Action Ability, a Projectile Attack made at the Tengu&#039;s Attack. Maximum Range is 40 centimeters, with no range modifiers. Functions as a Sling. &lt;br /&gt;
&lt;br /&gt;
Not a bad choice, although expensive. Similar role as the Tennyo as a highly mobile ranged attacker, although instead of being able to snipe anything this Tengu is going to want to harass Cavalry and claim advantageous positions. But if your opponent isn&#039;t bringing horsies, its less likely to be worth those points. Its only real advantage is the Flying and impunity with which it can take a high ground and nail anything in a 40 centimeter radius. If they do get into melee, they won&#039;t do too bad and their Naginata will reduce their opponent&#039;s Defense, allowing you to soften up or finish off vulnerable targets. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dai-Tengu&#039;&#039;&#039;&lt;br /&gt;
Level 2. Normal Creature, Harassers. Flying, Loner, Duelist. Equipped with Katana, Medium Armor. &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 4 || 4 || 4 || 5 || 5 || 6 || 71 || 1-3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Fleeting Attack: Action Ability, enemy Unit cannot make a Withstand And Shoot attack on the Dai-Tengu and this attack counts as a Flank Attack. &lt;br /&gt;
** Sword Masters: Combat Ability, Crits on a 7+ Damage Roll. &lt;br /&gt;
&lt;br /&gt;
Dai-Tengu are fantastic for Sohei, who don&#039;t have a good Character-killer. Even the other armies can get a lot of mileage out of them, as the ability to swoop down and deal a fair chunk of damage quickly is fantastic. You&#039;ll want to use them as ambushers lying in wait, or as a hammer. You can even use them as an anvil if you invest in them. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Genbu&#039;&#039;&#039;&lt;br /&gt;
Level 3. Large Creature, Harasser. Big, Loner, Fear. Uses Claws And Jaws, equipped with Heavy Armor. &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 9 || 6 || 6 || 3 || 92 || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Snake Attack: Combat Ability, an extra 2 DC Attack that is Poisoned (Crits on a 9+ Damage Roll). &lt;br /&gt;
** Turtle Shell: Action Ability, lasts a full turn in which Defense is increased by 2, and DC are reduced by 3. &lt;br /&gt;
&lt;br /&gt;
This is a suped up version of what the Kappa were trying to be and failed. Unless Genbu gets flanked, he&#039;s going to sit somewhere and refuse to move. Ludicrously high Wounds, good Defense that you can bolster to amazing, high Honor, high Ki, and high armor. He&#039;s not bad at killing either. Added Fear will make low morale Units of Heinin intended to flank-destroy or swarm enemies think twice. Put him on the side of a deathstar Unit, and he&#039;s going to make sure it gets where it needs to be. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sesho-Shekki&#039;&#039;&#039;&lt;br /&gt;
Level 3. Large Creature, Harasser. Big, Projectiles, Fear. Equipped with a Sling, Medium Armor. &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 4 || 4 || 5 || 5 || 6 || 4 || 85 || 1-3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Throwing Pebbles: Passive, Attack 4 Projectile Attack that ignores Distance and Movement modifiers. Has as many Firing Dice as the Sesho-Shekki has Wounds remaining. &lt;br /&gt;
** Swift Movement: Action Ability, as a Movement (so you can&#039;t use a later Movement that turn) the Sesho-Shekki teleports to anywhere you want within 40centimeters. &lt;br /&gt;
&lt;br /&gt;
Still very durable, with a decent ranged attack you can use to fuck up Cavalry movements. The ability to go anywhere is amazingly good, and it has a great melee potential. Another model to control the battlefield, generally superior to the Genbu if you aren&#039;t needing a mobile shield for your main force. That Fear combined with the ability to go anywhere is a potent combo. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mizuchi&#039;&#039;&#039;&lt;br /&gt;
Level 4. Large Creature. Big, Loner, Terror, Flying. Uses Claws And Jaws, equipped with Medium Armor. &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4 || 10 || 6 || 5 || 6 || 118 || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Acid Cloud: Action Ability, choose a point exactly 40 centimeters away from the Mizuchi. All Units between the two points take 4 dice of Magical Damage. &lt;br /&gt;
** Calling The Rain: Action Ability, models that use powder (AKA Teppos and Ozutsu) cannot fire for one turn and must take a Load Action afterwards. All Cavalry Charge distance reduced by 1d10 per attempt for the entire rest of the battle. &lt;br /&gt;
&lt;br /&gt;
Amazing stats, although not as impressive as most Level 4 Creatures. You take the Mizuchi if you have no intention of taking Cavalry or guns, making them ideal for high population infantry Buke armies and terrible for most Kuge ones that aren&#039;t going for Onna Bushi spam. The template attack is nifty, and easier to avoid friendly fire than most you&#039;d see on a Level 4. Altogether a very good, balanced option. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Daidarobotchi&#039;&#039;&#039;&lt;br /&gt;
Level 4. Large Creature. Big, Loner, Terror. Uses Claws And Jaws, equipped with Heavy Armor. &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 4 || 4 || 13 || 6 || 5 || 5 || 116 || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Lord Of The Forests: Action Ability, gain permanent control of a Forest. It moves 3d10 per turn in the direction the player wants every turn, and every Unit (friend and foe) that it comes into contact with suffers an 8 dice AT5 Attack. &lt;br /&gt;
** Lord Of The Ground: Action Ability, all Constructions within 30 centimeters are immediately destroyed and all models within instantly killed. Any Units within the same radius suffer a 5 dice AT5 Attack as if Close Combat. &lt;br /&gt;
&lt;br /&gt;
Ludicrously amazing, insanely killy, can almost solo an army. Why is this not the most insane game-breaking model? Because it WILL cause friendly fire, and thanks to the rules of auto-destroying models if you can surround them it will need a fair amount of support. Once this hits the battlefield, its going to be your opponent&#039;s main target and it will do as much damage to its protectors as the foe. If you&#039;re insanely good at battlefield control and evaluating risks, go for it. If not, this is more likely to lose you the game if you use it as anything more than a heavy melee attacker than win it.&lt;br /&gt;
&lt;br /&gt;
=====Death=====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gaki&#039;&#039;&#039;&lt;br /&gt;
Level 1. Small Creature. Small, Undead, Fear. Uses Claws And Jaws, uses no armor but has Undead defense (2 Armor). &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 6 || 3 || 1 || 4 || 2 || 3 || 21 || 3-9&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Flesh Eaters: Passive, for every enemy they destroy they may make a Ki test. Every success restores a dead model to the Unit. &lt;br /&gt;
&lt;br /&gt;
Gaki are amazingly good if you can throw them at something weak, like Heinin. You want a big Unit of them. If you can&#039;t put them at something they can feasibly kill many of quickly however, they&#039;re not a great investment. Fear is still a nice bonus however, and if you want it but have no access otherwise it is a good way to get it. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Onryo&#039;&#039;&#039;&lt;br /&gt;
Level 1. Normal Creature, Harasser. Ethereal, Undead, Fear. Equipped with a Jumonji-Yari, uses no armor but has Undead defense (2 Armor). &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3 || 1 || 5 || 3 || 4 || 68 || 3-9&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Ghostly Advance: Passive, ignores all obstacles in Movement and can pass through all Terrain as well as both friendly and enemy Units. Difficult Terrain is also ignored, and Onryo ignore all Cover modifiers granted to enemies. &lt;br /&gt;
&lt;br /&gt;
Oh yeah, these are good. Pricey, but good. Ignore ALL Projectiles and Ranged Attacks (so those nasty Level 4 Creature templates too), Fear, go anywhere you want regardless of all other factors without fear, and you can attack things on the opposite sides of walls as if open ground while opponents in return suffer the standard penalty. This is in addition to the Jumonji-Yari giving you bonuses if something has the balls to Charge you, a bonus against Cavalry, and a Crit on 9+. &lt;br /&gt;
The drawback is that they are fragile, and aren&#039;t very killy for their cost &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Goryo&#039;&#039;&#039;&lt;br /&gt;
Level 2. Normal Creature, Harasser. Ethereal, Undead, Fear. Uses an Igneous Attack, uses no armor but has Undead defense (2 Armor). &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 4 || 4 || 3 || 5 || 6 || 4 || 70 || 1-4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Eternal Vengeance: Passive ability, at the beginning of the turn the Goryo select an enemy Character. When engaged in Combat with a Unit containing the Character, they can focus entirely on that Character instead of the Unit. They may only choose a different Character once their current target dies. &lt;br /&gt;
** Ghostly Advance: As Onryo. &lt;br /&gt;
&lt;br /&gt;
The same as Onryo only with better stats, the ability to assassinate Characters, and a ranged attack. The drawbacks? Two points more each, a lower maximum Unit size, and losing the Jumonji-Yari&#039;s bonuses in exchange for that -1 Defense they&#039;ll cause to their opponent per attack. So in other words, no notable drawbacks to a massive buff. &lt;br /&gt;
TAKE THEM. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Honne Samurai&#039;&#039;&#039;&lt;br /&gt;
Level 2. Normal Creature, Harasser. Undead, Fear. Equipped with a Katana, uses no armor but has Medium Undead defense (4 Armor). &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 2 || 4 || 6 || 3 || 55 || 3-6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Honor Of The Dead: Passive, automatically pass the first Honor roll every turn. &lt;br /&gt;
** Vigor: Action Ability, gain +5 Movement to a Charge and Crit on a 9+ on the Damage Roll. &lt;br /&gt;
&lt;br /&gt;
A decent choice. Emulate Buke in the other armies with this model with a decent defense and decent offense Unit that wants to get into battle and shrug off morale. Not as amazing as Goryo, but still a recommended choice. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gaikotsu&#039;&#039;&#039;&lt;br /&gt;
Level 3. Large Creature. Large, Undead, Fear. Equipped with a Sabre, uses no armor but has Medium&lt;br /&gt;
Undead for defense (4 Armor). &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4 || 8 || 4 || 5 || 4 || 98 || 1-2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Fading: Action Ability, teleport anywhere within 30 centimeters. You may still make Movement actions afterwards. &lt;br /&gt;
** Bells Of Death: Action Ability, all Units (friend and foe) within 30 centimeters make an opposed Ki roll against the Gaikotsu. If they lose, they must take an Honor test or Run Away. &lt;br /&gt;
&lt;br /&gt;
Take them. Killer stats, teleportation, and psychology fuckery. Use Fading to get far enough away from your own troops to Bell the enemy without affecting your own. While you can take them in Units of two, consider them solo so you can Fade and Bell in two 30 centimeter bubbles. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Onmoraki&#039;&#039;&#039;&lt;br /&gt;
Level 3. Large Creature. Big, Undead, Ethereal, Flying. Uses Claws And Jaws, uses no armor but has Light Undead for defense (3 Armor). &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 5 || 5 || 3 || 5 || 98 || 1-2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Dismember: Combat Ability, 8+ to Crit for the next two Combats. &lt;br /&gt;
** Soul Eaters: Passive, recover 1 Wound for every two models killed. &lt;br /&gt;
&lt;br /&gt;
A very good option, just not quite as good as Onryo and Gaikotsu. Its another Heining mulcher, far better at its job than Gaki. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shinigami&#039;&#039;&#039;&lt;br /&gt;
Level 4. Large Creature. Big, Undead, Terror, Loner. Equipped with a Bo, uses no armor but has Light Undead (3 Armor). &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 3 || 5 || 11 || 5 || 6 || 5 || 120 || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Pot Of Souls: Action Ability, target Unit within 30 centimeters takes a Magical Resistance roll for every miniature in it, losing a Wound for each failure. &lt;br /&gt;
** Thoughts Of Death: Action Ability, target Unit within 50 centimeters with Line Of Sight makes an opposed Ki roll with the Shinigami. If the enemy fails, they have their AT increased by 1, have their DF, AR, HR, and IN reduced by 1, and has its Movement cut by half. Every turn it can make another opposed Ki roll with the Shinigami to cancel the effect. &lt;br /&gt;
&lt;br /&gt;
Fast as fuck thanks to the Bo, modestly killy, a bit fragile for a Level 4 Creature but with a great ranged attack and a long distance complete crippling. Its amazing, not much else to say. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Jubokko&#039;&#039;&#039;&lt;br /&gt;
Level 4. Large Creature. Big, Undead, Terror, Loner. Uses Claws And Jaws, uses no armor but has Heavy Undead for defense (5 Armor). &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
|- align=left&lt;br /&gt;
! Attack&lt;br /&gt;
! Defense&lt;br /&gt;
! Wounds&lt;br /&gt;
! Ki&lt;br /&gt;
! Honor&lt;br /&gt;
! Initiative&lt;br /&gt;
! Koku Cost&lt;br /&gt;
! Unit Size&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3 || 13 || 5 || 6 || 4 || 120 || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
** Vampire: Passive, if a Unit is destroyed within 30 centimeters of the Jubokko, it grains Heavy Armor (+5 more Armor), every model (friend and foe) killed within 30 centimeters of the Jubokko restored 1 Wound per model, and if at full Wounds already the maximum amount then its Maximum Wounds score increases by 1 for the rest of the game (maximum 1 per turn). &lt;br /&gt;
** Infernal Roots: Action Ability, target Unit within 30 centimeters is moved into Close Combat with the Jubokko and cannot move from that spot while still in Close Combat with the Jubokko (unspecified what happens on a Run Away). &lt;br /&gt;
&lt;br /&gt;
The Jubokko is an investment in time during the battle. You&#039;ll have to keep it protected while you score some kills. Its not going to be unable to fight in melee, but the low Defense is a bit of a problem and its not as killy as your standard Level 4 so it won&#039;t be wiping out a Unit on its own. You want a Unit gone, or a boost to its Wounds, before you pivot into melee. After that point, with your 10 Armor bloodsucking tree, feel free to ram into the foe at will and ensnare things like ranged support or Units with Commandment Characters. Or hang back and nab enemies out of their protection and into your lines where you can immediately surround them for an automatic Unit destruction. &lt;br /&gt;
&lt;br /&gt;
[[Category:Wargames]]&lt;br /&gt;
[[Category:Kensei]]&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/Tactics/Death_Korps_of_Krieg(8E)&amp;diff=1011667</id>
		<title>Warhammer 40,000/Tactics/Death Korps of Krieg(8E)</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/Tactics/Death_Korps_of_Krieg(8E)&amp;diff=1011667"/>
		<updated>2026-05-20T16:08:30Z</updated>

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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
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This is the [[Warhammer_40,000/Tactics(8E)|current Edition&#039;s]] Death Korps of Krieg tactics. [[Warhammer 40,000/Tactics/Imperial Guard(8E)|General Imperial Guard tactics can be found here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play the Death Korps of Krieg==&lt;br /&gt;
If you love WWI and 40k, then you&#039;ll love the [[Death_Korps_of_Krieg|Death Korps of Krieg]]. They love trenches, attrition warfare, and everything that the Western Front had to offer. They don&#039;t waver when their mates drop dead, in fact, they get happier. Collectively, they want to martyr themselves as a messed up way of saying &amp;quot;sorry&amp;quot; to [[God-Emperor_of_Mankind|The Emperor]]. All in all, they are badasses who shell their enemies into a pulp, then mow down the survivors with hordes of infantry and armour.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Death Korps can be played like a normal Imperial Guard army, just with a few unit restrictions, an immunity to casualties taken in the shooting phase, and are strong in close quarters, be that melee, or short-range gunfights (admittedly at a small points cost increase).&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Versatile and strong vehicles.&lt;br /&gt;
*Sgts who can actually take lasguns AND have BS3+ - apparently the DKOK are &#039;&#039;more reasonable&#039;&#039; than every other regiment (although odds are you still probably want the chainsword as well)&lt;br /&gt;
*You have numerous advantages over standard IG - infantry that are immune to morale tests caused by shooting (which is especially useful in a shooty meta) and have WS3+, which means you are almost impossible to budge off objectives. You also have access to unique units like Combat Engineers, Grenadiers, Deathriders, and various flavors of artillery. &lt;br /&gt;
*DKOK Field Officers are the cheapest HQ choice available to IG, bar none, and unlike normal JO&#039;s they don&#039;t consume a valuable Elites slot. &lt;br /&gt;
*Deathriders are possibly the &#039;&#039;best&#039;&#039; assault unit available to IG, short of Bullgryns, and put Rough Riders to shame. Hell, they put even &#039;&#039;Death Company&#039;&#039; to shame. &lt;br /&gt;
*Although legit models cost an arm and a leg recast DKOK are very easy to find online (and amusingly are sometimes higher quality casts than Forgeworld, with less bubbles, warping, flash, etc. YMMV). Thanks China.&lt;br /&gt;
*DKOK make excellent visual stand-ins for Armageddon Steel Legion, or vice-versa. Which is great because one of your only sources of re-rolling 1&#039;s is Yarrick. &lt;br /&gt;
*Hordes of infantry that can be buffed with force multipliers such as Commissars, Astropaths, Priests, and all Commanders.&lt;br /&gt;
*Dirt cheap troops means you can laugh off the loss of cheap guardsmen whereas an elite army cannot.&lt;br /&gt;
*The removal of platoons means you can get rid of some minor taxes. A little bit of points go a long way.&lt;br /&gt;
*Laughably easy to amass command points in a brigade detachment or multiple battalions due to dirt cheap units.&lt;br /&gt;
*The new Strength/Toughness and AP mechanics tend to favor hordes, as does the removal of templates. Your opponent won&#039;t get more than 6 hits from a flamer or heavy flamer, you actually get a save against both, and that heavy flamer only wounds your boys on 3s.&lt;br /&gt;
*You&#039;re the best ally army in the Imperium, bar none. It doesn&#039;t matter if you&#039;re bringing Space Marines, Sisters, AdMech, or [[Brood Brothers|Genestealers]]: you open more doors for more armies than any other army in the game, whether with long-ranged fire support, cheap bodies, or badass flyers.&lt;br /&gt;
*Let&#039;s state the obvious: Guard is by far one of the strongest armies in the game right now, right up there with Marines, Tyranids, and Death Guard. All those Eldar, Tau, and Necron players who cheesed their way through easy victories with Decurion detachments, Wraithknight spam, and markerlights are crying crocodile tears about how tricky Guard is to counter this edition. You&#039;re not invincible, but you are &#039;&#039;very&#039;&#039; point-efficient, and have probably the highest heavy-and-special weapon density in the game; there is almost no unnecessary purchase between you and your big killy guns.&lt;br /&gt;
* You have arguably one of the best looking armies in the game, and with awesome fluff to go with it.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Overall flimsy infantry. What you have in numbers you do not have in resilience; your most common model statline is toughness 3 with a 5+ save. Still some of the toughest models point-for-point, but it practically forces you to buy in bulk.&lt;br /&gt;
*DKOK lose access to FRFSRF and Take-Aim, arguably the most useful orders available to IG, and their replacements (Duty unto Death, Without Mercy) are seriously underwhelming. &lt;br /&gt;
*Your standard infantry are slightly more expensive than vanilla IG, and can&#039;t take heavy weapons. Granted, you can still bring 100 models for only 500 pts. Amusingly the implication seems to be that the DKOK&#039;s lives are actually valued just a little bit &#039;&#039;more&#039;&#039; than a standard Guardsman. &lt;br /&gt;
*Comparatively weak in assault. S3 with 1 attack each is not doing you any favor, even though you hit on 3+. Close combat can still work, but shooting is preferable. Our Infantry squads are still better in assault than Battle Sisters, Guardians Defenders, Termagants or even Tactical Marines point for point. That&#039;s before Priests, Fix Bayonets, and regimental standard shenanigans. But squads caught in melee alone will fail anyway because...&lt;br /&gt;
*Individual units are weak without support from characters and other squads. Synergy is key. &lt;br /&gt;
*Anti-infantry weapons will destroy your hordes in short order.&lt;br /&gt;
*Anti-tank weapons will destroy your tanks in short order.&lt;br /&gt;
**Now stop and think about those above three points. Together, they constitute a major challenge when understood in tandem. Enemies can reap bounteous rewards through good target selection against the IG, and it can be tricky to find ways to deny their efforts. Take a typical mixed-unit army, some infantry and some tanks. There will be times when the enemy can pull off a highly effective attack, pointing their dakka at your infantry and their blasta at your tanks. Some units may have to be sacrificed to an effective enemy - let&#039;s say a unit of Centaurs against enemy melta fire - if it means guarding a more important yet similarly vulnerable target - your Leman Russes - until you can wheel a more effective counter unit into place - disposable infantry squads. You can only anticipate so much! The standard wisdom when designing an army is to aim for a uniform defensive approach between units, to prevent easy target practice for the enemy. But the IG are very dependent on synergy, so taking an all-infantry or all tank army is also quite risky! Whether it&#039;s a mixed army that demands carefully positioning and tough sacrifices, all-infantry that runs the risk of weak output or all-tank brigades that struggle to shoot fast enough, you&#039;ve always got a catch when constructing your wall of shooty death.&lt;br /&gt;
*Playing Imperial Guard can be tedious. Whether its literally counting out &#039;&#039;hundreds&#039;&#039; of dice for shooting (bring bags, and expect to lose some) or spending more than half an hour just deploying your army (movement trays, learn to love them). Fortunately your turns will go by faster once you start piling up casualties.&lt;br /&gt;
*Although your units are cheap in points, they&#039;re not that cheap in cash, &#039;&#039;especially&#039;&#039; since the Death Korps are a [[Forge_World|Forge World]] exclusive army..&lt;br /&gt;
*You&#039;re not GW&#039;s [[Space Marines|favorite children]], so not only are new models for your army very rare, but your infantry models are mostly outdated as fuck and are rarely in stock. Just thank the Emperor that you don&#039;t have to buy pewter models for everything like Sisters players do. (PLASTIC SISTERS COMING OUT B*TCH! YEEAAHH!)&lt;br /&gt;
*Unless you keep everything in transports or a tank squad list (and maybe if you&#039;re playing against Orks), you&#039;re less likely to get the first turn by getting all of your units deployed first since during the roll-off the player who finished deploying first gets +1 to their roll (this is assuming you&#039;re using the new deployment method outlined in the Chapter Approved book and confirmed by GW, if you&#039;re using the old one you will rarely go first). Plan your strategy accordingly. Of course, you can get away with going tank and transport heavy better than most armies can.&lt;br /&gt;
*A fair few Forge World options have been removed from the site, so you&#039;ll need to either kitbash, or do some lurking online for them.&lt;br /&gt;
*You have to be a drug dealer, organ harvester and a prostitute at the same time if you want to afford an army.&lt;br /&gt;
&lt;br /&gt;
==Important Rules References==&lt;br /&gt;
Games Workshop has been lax about propagating errata to their errata page, so FAQ links are included below.  Current as of August 14, 2020.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Index: Forces of the Astra Militarum&#039;&#039;&#039; is your go-to. It has all the main rules for the Death Korps of Krieg and many of the units you can take.&lt;br /&gt;
**The FAQ is [https://whc-cdn.games-workshop.com/wp-content/uploads/2017/11/imperial_armour_index_forces_of_the_astra_militarum-1.pdf here].&lt;br /&gt;
*&#039;&#039;&#039;Codex: Astra Militarum&#039;&#039;&#039; is your go-to for some options of your list..&lt;br /&gt;
**The FAQ is [https://whc-cdn.games-workshop.com/wp-content/uploads/2017/11/warhammer_40000_astra_militarum_en-1.pdf here].&lt;br /&gt;
*&#039;&#039;&#039;The Big FAQ&#039;&#039;&#039; contains some point changes that are relevant for the Death Korps. You can find it [https://whc-cdn.games-workshop.com/wp-content/uploads/2018/04/warhammer_40000_The_Big_FAQ_1_2018_en.pdf here].&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 1em;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Defenders of Humanity:&#039;&#039;&#039; [[Awesome|Leman Russes in a Spearhead Detachment]], and all Astra Militarum troop choices, have Objective Secured in 8th edition.&lt;br /&gt;
*&#039;&#039;&#039;Cult of Sacrifice:&#039;&#039;&#039; When taking Morale tests, ignore casualties inflicted in the Shooting phase. This applies to all Infantry units listed above, not just the Death Korps exclusive ones. This rule helps mitigate the punishing effects of morale, which is both fluffy and reduces their dependency on Ld-boosting aura effects.&lt;br /&gt;
**Note that this is casualties inflicted in the &#039;&#039;Shooting Phase&#039;&#039; not &#039;&#039;By Shooting&#039;&#039;. So DKoK ignore casualties inflicted by Gets Hot!, which is good for Plasma and Carcass spam.&lt;br /&gt;
*Death Korps can take laspistols, hotshot laspistols, hotshot lasguns, dual hotshot laspistols, dual laspistols, and dual bolt pistols as ranged weapons, heavy flamers, twin heavy stubbers, and the normal selection of heavy weapons as heavy weapons, and chainswords as melee weapons. They cannot take sniper rifles as special weapons however.&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
Unfortunately, you can&#039;t take any Regiment-specific Warlord Traits, because you&#039;re not a part of that regiment. You can however, have an {{W40Kkeyword|Officio Prefectus}} character as your Warlord, such as Yarrick, or a Lord Commissar.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Grand Strategist:&#039;&#039;&#039; Re-roll one failed hit, wound, or save per battle. More importantly, every time you spend a command point, get it back on a 5+. Quite powerful when you have an easy time making Brigades and other armies (SM) bring Vanguard. &#039;&#039;Beat the Smurfs at their own game!&#039;&#039;.&lt;br /&gt;
#*While the CP is gained on a 5+ (aka 1/3), &amp;lt;u&amp;gt;that same CP you just got back can be regained yet again on a further roll of 5+&amp;lt;/u&amp;gt; when it is spent.  Since spent CP can be recovered once again after spending, if you spend your entire pool, recover as much as possible, spend it all, etc, the net impact is multiplying your pool by 1.5, not the 1.33 a naive approach would assume.&lt;br /&gt;
#*Note that Kurov&#039;s Aquila gives you a third of what your enemy spends, so the net effect of combining the two is that you have 1.5*(your starting CP + 1/3 of enemy&#039;s CP) - Kurov&#039;s will give you more the more your enemy spends, and this will give you more the more you spend.&lt;br /&gt;
#&#039;&#039;&#039;Old Grudges:&#039;&#039;&#039; At the start of the game, choose an enemy unit. All {{W40Kkeyword|Astra Militarum}} &#039;&#039;units&#039;&#039; within 6&amp;quot; of your warlord re-roll failed wounds against that unit.&lt;br /&gt;
#*Better than &amp;quot;Bring it Down!&amp;quot; and affecting multiple units, but against a single enemy unit you have to pick up front. Powerful when nominating Magnus or models providing buffs, but Guilliman and anyone smaller can hide from anything more dangerous than a Ratling, unless you nominate a key element of your enemy&#039;s strategy instead, like a deathstar squad or their transport.&lt;br /&gt;
#&#039;&#039;&#039;Implacable Determination:&#039;&#039;&#039; When the warlord and one friendly unit within 3&amp;quot; of them advance, both add 6&amp;quot; to their move instead of rolling.&lt;br /&gt;
#*Note the lack of keywords on this one - you can use this to accelerate any friendly.  At its most extreme, if you&#039;ve been allied to Tyranids via Genestealer Cults, this will work on both a GSC unit or a Tyranids unit.&lt;br /&gt;
#&#039;&#039;&#039;Draconian Disciplinarian:&#039;&#039;&#039; Re-roll failed Morale checks for friendly {{W40Kkeyword|Astra Militarum Infantry}} within 6&amp;quot; of the Warlord. &#039;&#039;Technically better than a Commissar, rerolling for free instead of at the cost of 1 execution&#039;&#039;.&lt;br /&gt;
#*If applied to an actual Commissar, Summary Execution takes precedence. If the Summary Execution re-roll is also failed, d3 models are slain but the test is considered passed.&lt;br /&gt;
#&#039;&#039;&#039;Bellowing Voice:&#039;&#039;&#039; Increase all data sheet ability ranges of the Warlord by 3 inches, aka 9&amp;quot; orders (which &#039;&#039;won&#039;t&#039;&#039; stack with a Vox-caster) or 9&amp;quot; Commissar auras of Discipline and Summary Execution. &#039;&#039;Remember named characters, Masters of Ordnance and Officers of the Fleet can&#039;t get this WT in the first place&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Master of Command:&#039;&#039;&#039; Gain the Voice of Command Rule. If you already have it or Tank Orders, issue one extra order &#039;&#039;instead&#039;&#039; (Tank Commanders don&#039;t get infantry orders).&lt;br /&gt;
#*No longer an issue for Yarrick or Lord Commissars. The FAQ says {{W40Kkeyword|Commissar}}s can issue the basic orders to &#039;&#039;any&#039;&#039; {{W40Kkeyword|&amp;lt;regiment&amp;gt; infantry}} units, regardless of regiment, still unclear on what happens if you give this trait to ministorum priests, enginseers, psykers, etc. This is more special if you have multiple detachments, as Company Commanders may order units only from their own Regiment. So it&#039;s not only putting your orders in more baskets, but it carries fewer restrictions (although the Warlord won&#039;t have a Regiment-exclusive order).  Remember, the {{W40Kkeyword|Commissar}} still won&#039;t have a {{W40Kkeyword|&amp;lt;regiment&amp;gt;}}, so they won&#039;t be able to order themselves.&lt;br /&gt;
&lt;br /&gt;
==Orders==&lt;br /&gt;
The Death Korps of Krieg has a different roster of Orders compared to standard guard and can order {{W40Kkeyword|Cavalry}} as well as {{W40Kkeyword|Infantry}}.&lt;br /&gt;
===Infantry Orders===&lt;br /&gt;
*&#039;&#039;&#039;Re-roll Orders&#039;&#039;&#039;: Death Korps lose Take Aim! and thus only have Bring it down! as a Re-roll Order. However, except in the case of Gets Hot!, Bring it down! has the same effect as Take Aim!&lt;br /&gt;
**&#039;&#039;&#039;Bring it down!&#039;&#039;&#039;: Ordered unit re-rolls to-wound rolls of 1 until the end of the phase.&lt;br /&gt;
*&#039;&#039;&#039;Movement Orders&#039;&#039;&#039;: Same as standard Guard. Death Korps are mostly footsloggers, so a fluffy army will find these more useful.&lt;br /&gt;
**&#039;&#039;&#039;Forwards, for the Emperor!&#039;&#039;&#039;: Ordered unit can shoot, even if it advanced in the movement phase.&lt;br /&gt;
**&#039;&#039;&#039;Get back in the fight!&#039;&#039;&#039;: Ordered unit can shoot, even if it fell back in its movement phase.&lt;br /&gt;
**&#039;&#039;&#039;Move! Move! Move!&#039;&#039;&#039;: Ordered unit must move as if it were in the movement phase, and it must advance and cannot charge.&lt;br /&gt;
*&#039;&#039;&#039;Special Orders&#039;&#039;&#039;: Death Korps lose First Rank fire! Second Rank fire! and gain the orders Duty Unto Death! and Without Mercy!&lt;br /&gt;
**&#039;&#039;&#039;Without Mercy!&#039;&#039;&#039;: Lasguns and Hot-shot Lasguns become Pistol 2. While lacking in the sheer number of shots FRFSRF can bring out, it can be quite effective at surprising a melee-happy opponent when your gunline can keep on shooting even in close combat.&lt;br /&gt;
***This is basically your equivalent of FRFSRF, and unless you&#039;re under 12&amp;quot;, actually gives the same firepower - no range change so you get 24&amp;quot; Pistol 2.&lt;br /&gt;
***However, because you still have access to Get back in the Fight!, overall you&#039;re usually &#039;&#039;worse&#039;&#039; with these weapons than stock Guard - FRFSRF+GBITF together solve most problems as well as or better than Without Mercy + GBITF.  This order is primarily useful on Objectives, where you dare not Fall Back or you&#039;ll cease to contest.&lt;br /&gt;
**&#039;&#039;&#039;Fix Bayonets!&#039;&#039;&#039;: May only be issued to units within 1&amp;quot; of an enemy unit. Ordered unit may immediately fight as if it were in the fight phase.&lt;br /&gt;
***This is more useful for Death Korps, as it can be given to their superior dedicated melee units, namely Death Riders.  &lt;br /&gt;
**&#039;&#039;&#039;Duty Unto Death!&#039;&#039;&#039;: Any INFANTRY or CAVALRY model in the affected unit slain in the Fight phase makes one last attack. Helps to wring out one last bit of usefulness from a unit that&#039;s losing a melee fight.&lt;br /&gt;
***Compared to Fix Bayonets! this is useless, as Fix Bayonets! lets &#039;&#039;&#039;all&#039;&#039;&#039; of a unit&#039;s models fight twice with their full attacks, not just slain models fight with one attack, so it is mainly only useful with the laurels of command. &lt;br /&gt;
When using death riders, Duty Unto death is the only way to get extra attacks with the lances. Fix Bayonets can not be used the same turn you charge (shooting is before charging and thus you are not within 1&amp;quot;). Duty Unto death *can* give some extra attacks if some death riders are killed. Otherwise stick to the other orders.&lt;br /&gt;
===Tank Orders===&lt;br /&gt;
*&#039;&#039;&#039;Gunners, Kill on Sight!:&#039;&#039;&#039; This gives your Leman Russes the ability to re-roll hits of 1. Pretty useful for an overcharging Executioner&#039;s main turret, or plasma cannons if your tank didn&#039;t move. This order is the one you will likely be using the most, as it increases your accuracy.&lt;br /&gt;
*&#039;&#039;&#039;Full Throttle!:&#039;&#039;&#039; This is simply the Tank Order version of &amp;quot;Move! Move! Move!&amp;quot;, and is identical in every other respect. &#039;&#039;Did you ever expect a Russ to move 27&amp;quot;, outrunning Eldar skimmers?&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Strike and Shroud! (Tank Order):&#039;&#039;&#039; Allows the ordered Russ to both fire its weapons (including Grinding advance) and protect itself with its smoke launchers, as if it had two shooting phases. You can use this rule to get into a shooting position (you can see the enemy but it can see you too) and cripple the enemy while you survive the return fire. Smoke launchers are One Use, and so is this rule.&lt;br /&gt;
&lt;br /&gt;
==Psychic Powers==&lt;br /&gt;
Guard Psykers are drawn from the {{W40kKeyword|Scholastica Psykana}}, and thus don&#039;t have a regiment; however they&#039;re the only {{W40Kkeyword|Psykers}} with the {{W40kKeyword|Astra Militarum}} keyword, so if you want regiments, doctrines, and all that good jazz without adding another detachment, you&#039;re limited to the &#039;&#039;&#039;Psykana&#039;&#039;&#039; discipline. Fortunately for you, it&#039;s really good! The rules breakdown is [[Warhammer 40,000/Tactics/Psychic 101(8e)|here]], but here&#039;s some tactical commentary.&lt;br /&gt;
*&#039;&#039;&#039;Offensive Powers&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Terrifying Visions (WC 7):&#039;&#039;&#039; One of the hardest powers to channel, with only a 58.33% base chance of success. This, combined with the fact that most of the units you&#039;ll cast it on - those with high points-per-model where Battleshock is most painful - are high leadership, have ways around it, or can just deny your powers to begin with, makes it highly situational, and while it&#039;s not &#039;&#039;useless,&#039;&#039; it&#039;s probably the least useful power in the discipline.&lt;br /&gt;
***Before the IG Codex, it was the time of mixed Imperium armies. But multiple small detachments are still a thing, and -2Ld is less situational when you stack it: &#039;&#039;&#039;Sicaran Infiltrators&#039;&#039;&#039; can combine their own -1Ld aura with {{W40kKeyword|Metallica}}&#039;s -1Ld Stratagem, and appear wherever you need them to. 120pts &amp;amp; -1CP for an Auxiliary Detachment, or 212pts for a Patrol and the cheap HQ Enginseer can repair your vehicles too. &#039;&#039;&#039;Reivers&#039;&#039;&#039; also have -1Ld and may deepstrike, and {{W40kKeyword|Black Templar}} reroll charges (233-268pts for a Patrol with Jump Pack Lieutenand and Scouts), not to mention SM in general have powerful melee infantry to begin with (plus the Standard of the Emperor Ascendant for another -1Ld). 6 Maul Bullgryn cost 252pts, so &#039;&#039;it&#039;s not unreasonable&#039;&#039;. What we&#039;re saying is -2Ld is situational, &#039;&#039;but -4Ld not so much&#039;&#039; and you still have Crusaders, Bullgryn, Death Riders and disposable Korpsmen, boosted by Priests, Yarrick and Commissars. -4Ld renders expensive &amp;amp; resilient Plague marines as cowardly as Conscripts, but without a Commissar to &amp;quot;motivate&amp;quot; them. &amp;lt;u&amp;gt;IG is &amp;amp; Imperium all about coordination&amp;lt;/u&amp;gt;, don&#039;t you restrict it.&lt;br /&gt;
**&#039;&#039;&#039;Gaze of the Emperor (WC 6):&#039;&#039;&#039; With a 72.22% base chance of success and no save of any kind aside from a deny roll, this is also a TEQ-buster. It&#039;s model-count-dependent, so it&#039;s lousy against Characters, but it can wreck small units of high points-per-model troops, or densely packed blobs of cheaper models. Aim carefully - friendly fire is &#039;&#039;on&#039;&#039; - and beware the random range!&lt;br /&gt;
**&#039;&#039;&#039;Psychic Maelstrom (WC 7):&#039;&#039;&#039; The other hard one to channel, but a &#039;&#039;hell&#039;&#039; of a lot more powerful. This can target Characters, and it&#039;s probably best used in this fashion; you&#039;ve got a really solid chance of scoring at least one mortal wound if you pull it off. As-is, there&#039;s no way to add to the roll to wound, but the rule is future-proofed for it; if you do find a way, this power can become a &#039;&#039;lot&#039;&#039; stronger. Save a Command Re-Roll for this one - by re-rolling the lowest of two dice you can get it off about 84% of the time.&lt;br /&gt;
*&#039;&#039;&#039;Defensive Powers&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Psychic Barrier (WC 6):&#039;&#039;&#039; Channels relatively reliably and &#039;&#039;only&#039;&#039; benefits {{W40kKeyword|Astra Militarum}} units, for some reason. Best against poor AP attacks. The flat bonus to saves can make certain units &#039;&#039;stupidly&#039;&#039; durable; suggestions include Bullgryns, Korpsmen, Crusaders, and anything in the Baneblade family - it affects Invulnerable saves, too! Going from 3+ to 2+ outright halves wounds taken, before AP. Make sure to cast it on a unit that the enemy can&#039;t ignore so they don&#039;t just target something else. Good for Scions, since it protects against both ranged and melee. Stack it with &#039;&#039;&#039;Nightshroud&#039;&#039;&#039; on a Baneblade and make your opponent weep salt-water crocodile tears. One of the best powers on the list, right there with...&lt;br /&gt;
**&#039;&#039;&#039;Nightshroud (WC 6):&#039;&#039;&#039; A new power added with the Codex, this is essentially a psychic smokescreen; all ranged hit rolls made towards the targeted unit (which, again, must be {{W40kKeyword|Astra Militarum}}) subtract 1. Best against low accuracy shooting, think Gaunts and humans. Psychic Barrier is better in about 70% of the circumstances you&#039;d be using this, but by RAW it can cause enemy Plasma gunners to blow themselves up, and &#039;&#039;completely&#039;&#039; negates &#039;6+ to hit&#039; effects like Necron Tesla weapons. It also stacks with Night Fighting and similar rules. More importantly, the two powers &#039;&#039;stack.&#039;&#039; Get two psykers and pick a unit you need to stick around, as [[Duncan Rhodes|two thin psychic layers are better than a thick one]]. Don&#039;t waste it on something the enemy can afford to ignore, though.&lt;br /&gt;
**&#039;&#039;&#039;Mental Fortitude (WC 4):&#039;&#039;&#039; AKA&#039;&#039; &#039;I&#039;m&#039;&#039; the Commissar now!&#039; This will go off more than nine times out of ten and makes the unit in question &#039;&#039;immune to morale&#039;&#039;. You don&#039;t even have to execute anyone! It&#039;s not an AoE, and it&#039;s {{W40kKeyword|Astra Militarum}} only, but it can be a nice ability if the enemy is debuffing your units&#039; Leadership, as Commissars will run the risk of executing people simply to fail the morale test anyway. Limited far more by the Psychic Focus rule in matched play - you only get one.&lt;br /&gt;
&lt;br /&gt;
==Tactical Objectives==&lt;br /&gt;
;11 - Overkill&lt;br /&gt;
: 1 VP if a {{W40Kkeyword|ASTRA MILITARUM VEHICLE}} destroyed an enemy unit this turn, d3 VP if the vehicle in question was {{W40Kkeyword|TITANIC}}.&lt;br /&gt;
;12 - Regimental Pride&lt;br /&gt;
: 1 VP if you slew an enemy {{W40Kkeyword|CHARACTER}} with an attack made by one of your {{W40Kkeyword|&amp;lt;REGIMENT&amp;gt;}} {{W40Kkeyword|CHARACTER}}s this turn. Good luck with that, you&#039;re going to need it.&lt;br /&gt;
;13 - Chain of Command&lt;br /&gt;
: 1 VP if you issued 3-5 different orders or tank orders this turn, which goes up to d3 VP if you gave 6 or more orders or tank orders.&lt;br /&gt;
;14 - Troops on the Ground&lt;br /&gt;
: Score d3 VP if you control 3-5 objectives with {{W40Kkeyword|INFANTRY}} units. If you hold all 6 objectives with {{W40Kkeyword|INFANTRY}}, it becomes d3+3 VP.&lt;br /&gt;
;15 - Hammer of the Emperor&lt;br /&gt;
: 1 VP if you destroy an enemy unit that was controlling an objective at the start of the turn.&lt;br /&gt;
;16 - Death from Afar&lt;br /&gt;
: 1 VP if an enemy unit wholly within their deployment zone at the start of the turn was destroyed by a unit wholly within your own deployment zone this turn.&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
Each new Codex grants its faction new Stratagems.&lt;br /&gt;
Remember that some of these are irrelevant for the Death Korps, as they affect units that cannot be used for by your army, which sucks. These stratagems will stay here because you can &#039;&#039;technically&#039;&#039; use them, but it&#039;s a waste of CP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Spotter (2 CP):&#039;&#039;&#039; Use at the start of the shooting phase. A Wyvern or Basilisk can re-roll failed hit rolls in this phase.&lt;br /&gt;
*&#039;&#039;&#039;Consolidate Squads (1 CP):&#039;&#039;&#039; Use this stratagem at the end of your movement phase. Select two {{W40Kkeyword|Infantry Squads}} (the unit named &amp;quot;Infantry Squad&amp;quot;, nor just any {{W40Kkeyword|Infantry}} units) within 2&amp;quot; of each other sharing the same {{W40Kkeyword|&amp;lt;Regiment&amp;gt;}}, and they combine to form one big unit. Who didn&#039;t see this coming? Allows you to sort-of recapture the blob guard armies of yore and use less orders, but it&#039;ll now cost you valuable command points. Still nothing an extra Battalion Detachment can&#039;t fix, though. Also a good option to &#039;save&#039; orphaned special and heavy weapons by adding them to less mauled squads.&lt;br /&gt;
**The Stratagem doesn&#039;t have an explicit rule against combining a squad with a squad that&#039;s already been combined with this Stratagem, so &#039;&#039;in theory&#039;&#039; you could keep on consolidating them so long you have the CP...although you&#039;ll need 5 game turns to surpass 50 models when accounting for casualties. It does help if you&#039;re bent on having every single Guardsman listen to orders at all time; every Platoon Commander costs &#039;&#039;half an infantry squad&#039;&#039; after all. As casualties diminish each individual squad, your orders affect less and less models but this Stratagem fixes that problem just as the Munitorum pastes understrength Regiments together. Besides Orders, the primary benefit of this is that the defensive Psychic Powers (see below) get to protect more dudes, and that the other buffs you might have (again, see below) spread to more men.&lt;br /&gt;
&lt;br /&gt;
*Alternative view point: there also is another benefit to do so defense stance for you heavy weapon teams. First, you need a lot more guys before even getting to their heavy weapon teams. Second, and more importantly, with a flamer in each infantry squad, for your adversary is lot more risky to charge 20ish guys with two 2 flamers, or 30ish guys with 3 flamers. It&#039;s a risky procedure that endangers you greatly in the shooting phase, but can be an unsuspecting tactical advantage if you desire to remove the enemy spotlight from your most sensible units. Aside from this, it&#039;s still best used sparingly. &lt;br /&gt;
&lt;br /&gt;
*With the nerf to Summary Execution this strategem has gone from the only way to get big blobs of dudes like in 7th edition to a &#039;&#039;trap.&#039;&#039; If you combine units, you spend CP to make a unit that is &#039;&#039;more&#039;&#039; vulnerable to battleshock losses, not less (only in the Fight Phase) they can&#039;t be respawned anymore, either. The only thing you get out of this is order efficiency - which you can get by taking more officers, who are cheap - and Psychic Barrier/Nightshroud efficiency - which you can get with more psykers, who are &#039;&#039;also&#039;&#039; cheap. Of course this isn&#039;t really an issue since you&#039;re {{W40Kkeyword|Krieg}}, but it still renders the unit a bigger target, thus increasing the efficiency of enemy fire - five men is a juicy opportunity, while one man is a waste of ammo. The only real reason to use it now is to keep a Watchmaster with a Power Weapon alive so he can keep hacking at the enemy. &lt;br /&gt;
**Combine a squad that advanced into another squad that didn&#039;t. Order, shoot, and assault with the whole bunch as if they didn&#039;t advance.&lt;br /&gt;
*&#039;&#039;&#039;Crush them! (1 CP):&#039;&#039;&#039; Use this stratagem at the start of the charge phase. A Vehicle may charge, even if it has advanced this turn. In addition, all attacks made by the vehicle will hit on a 2+. Remember how the Baneblade family has 9 powerful melee attacks that are reduced in effectiveness by WS 5+? This will fix that in an instant and make sure that even dedicated melee units won&#039;t want to get into its newly boosted charging range.&lt;br /&gt;
*&#039;&#039;&#039;Defensive Gunners (1 CP):&#039;&#039;&#039; Use this stratagem when a charge is declared against one of your vehicles. When it fires Overwatch for the rest of the phase, it hits on a roll of 5 or 6. Vehicle formations can serve as a literal [[Mordian Iron Guard|wall of iron]] in front of your infantry, as the enemy won&#039;t be able to slip through them without declaring multiple charges. And you thought charging a Leman Russ with heavy flamers was already a risky proposition.&lt;br /&gt;
*&#039;&#039;&#039;Fight to the Death (1 CP):&#039;&#039;&#039; Any Imperial Guard unit can take a morale test on 1d3 instead of 1d6. You&#039;ve got plenty of morale improving abilities already, but it&#039;s cheap and could be useful in an emergency. Now that commissars got the nerf this one got a lot more useful. You might want to use this stratagem if you’re using infantry or vets and need them to survive morale, and don’t have anything else to buff leadership nearby. It’ll help them survive losing 3-5 guys at once much more easily.&lt;br /&gt;
*&#039;&#039;&#039;Fire on my position! (3 CP):&#039;&#039;&#039; Use when the last model is slain from an Astra Militarum unit equipped with a vox-caster, before removing it from the table; for each unit within 3&amp;quot;, on a 4+ that unit suffers 1d3 mortal wounds. Note, specifies &#039;&#039;unit with a vox-caster&#039;&#039;, not model (you use it when the unit dies, not the specific model with the caster), and if several models all die together, you can choose which is the last to be removed from the table, to maximize the potential victims of this stratagem.&lt;br /&gt;
**Hits all nearby units, friend or foe, but only up to once per unit, so a waste of CP against a single blob, but excellent if a bunch of MSUs have melee&#039;d you to death.&lt;br /&gt;
*&#039;&#039;&#039;Go! Recon! (1 CP):&#039;&#039;&#039; Use this stratagem at the beginning of your shooting phase; select a unit of Scout Sentinels. They immediately move 2d6&amp;quot;, but cannot shoot or charge this turn. Useful for getting a Scout sentinel to an unguarded objective or out of trouble, but only applies to one unit, and can&#039;t be applied to an Armoured Sentinel; sacrificing a turn of shooting makes it extremely situational, and it doesn&#039;t even benefit a unit with a chainsaw blade, as they can&#039;t charge, either.&lt;br /&gt;
**Note that, although you can&#039;t Charge, you are still allowed to use this move to move within 1&amp;quot; of a enemy unit and thus fight in the Fight Phase, due to the fact that the prohibition on moving with 1&amp;quot; of an enemy model is only in effect during the &#039;&#039;&#039;movement&#039;&#039;&#039; phase. Do note that this is likely RAW instead of RAI, and thus may be FAQed.&lt;br /&gt;
*&#039;&#039;&#039;Grenadiers (1 CP):&#039;&#039;&#039; Use this stratagem before an {{W40Kkeyword|Astra Militarum Infantry}} unit either shoots or fires overwatch. Up to ten models in the unit armed with grenades may throw their grenades this phase instead of only one- basically the AM rip-off of the Death Guard grenade stratagem.&lt;br /&gt;
**This can be &#039;&#039;a powerful tool for any regiment in Overwatch&#039;&#039; on a roll of 3 or more. Beware gimped charge range against squishy distant enemies.&lt;br /&gt;
**Extra powerful in Cities of Death, where grenades both reroll all failed wounds and get the maximum possible amount of hits. That&#039;s 60 for ten models.&lt;br /&gt;
**Can also give Scions squads a nasty bite. Krak grenades will do a better job versus tanks than a hot-shot lasgun. 6 of them can supplement the squad&#039;s special weapons nicely, especially since scions are out of order range a lot more often.&lt;br /&gt;
*&#039;&#039;&#039;Jury Rigging (1 CP):&#039;&#039;&#039; Use this stratagem at the start of your turn. Select a AM Vehicle in your army, that vehicle can&#039;t move, charge or pile in this turn but immediately heals 1 wound. Good for giving that little push into a better health bracket if an Enginseer isn&#039;t around (or it wasn&#039;t enough), and you can still shoot with the targeted vehicle.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Commander&#039;s Armoury (1/3 CP):&#039;&#039;&#039; One use only. Use &amp;quot;before the battle&amp;quot; and you may take 1 additional relic for 1 CP, or two additional relics for 3 CP; all relics must be different and given to different characters.&lt;br /&gt;
**&amp;quot;Before the battle&amp;quot; means, suprisingly, &#039;&#039;&amp;quot;before the battle&amp;quot;&#039;&#039;. Use it to get the Dagger of Outflank before deployment? It works. The Grand Strategist WT needs the Warlord to be already on the field (which won&#039;t happen until the deployment phase) to refund your CP, so that &#039;&#039;won&#039;t&#039;&#039; work. But enemy Kurov&#039;s Aquilas do work, since they only need to be written in the enemy&#039;s roster, not any &amp;quot;while this Warlord is &#039;&#039;on&#039;&#039; the battlefield&amp;quot; limitation. &#039;&#039;You spend CP and gain extra toys before the battle, simple as that&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Inspired Tactics (1 CP):&#039;&#039;&#039; An officer can issue 1 more order. You can only bring so many Platoon and Tank Commanders, after all, and not everybody is Creed, Pask or Kell.&lt;br /&gt;
*&#039;&#039;&#039;Mobile Command Vehicle (1 CP):&#039;&#039;&#039; Use at the start of a turn; pick a Chimera, and until the end of the turn, an embarked officer may issue orders to units outside the vehicle, measuring range from the vehicle. He is also treated as having access to a Vox. Sadly it now costs CP to use Chimeras as the Command Vehicles they were...but under threat of enemy snipers, this Stratagem may be worth its CP. Unfortunately specifies Chimera only, so no Stormlord or Macharius command vehicles for you.&lt;br /&gt;
*&#039;&#039;&#039;Opening Bombardment (2 CP):&#039;&#039;&#039; One use only. After deployment but before the first battle round, each enemy unit on the battlefield suffers a mortal wound on a 1d6 roll of 6+. Like &#039;&#039;&#039;Fire on my position&#039;&#039;&#039;, this can be useful against MSU, but less so if they hid themselves inside transports.&lt;br /&gt;
*&#039;&#039;&#039;Officio Prefectus Command Tank (2 CP):&#039;&#039;&#039; Commissar Tank! Pick a Leman Russ at the start of the first round, before the first turn - it gives all Astra Militarum units within 6&amp;quot; of it Ld9 for the rest of the game.  It also lacks the Summary Execution rule while granting a superior LD buff, so you should always consider taking this stratagem over a regular Commissar. &#039;&#039;&amp;quot;Drive me closer, I want to hit them with my sword!&amp;quot;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Take Cover! (1 CP):&#039;&#039;&#039; Use this stratagem in your opponents shooting phase if they target one of your Infantry units. That unit immediately adds 1 to their saving throws (including invulnerable saves!) until the end of the phase.&lt;br /&gt;
*&#039;&#039;&#039;Vengeance for Cadia! (1 CP):&#039;&#039;&#039; Any Imperial Guard unit can re-roll failed hits and wounds versus {{W40Kkeyword|Chaos}}. Scary, this can turn even basic Infantry into a major threat against Daemons and Heretics, especially if you combine it with FRFSRF since it surpasses both &amp;quot;Take Aim!&amp;quot; and &amp;quot;Bring it Down!&amp;quot; effects (supercharge that Plasma). It goes without saying Consolidated squads use it better than lone Infantry ones, but keep in mind it affects {{W40Kkeyword|Vehicle}}s too. From the humble Sentinel to the mighty Manticore and Baneblade, the Stratagem&#039;s effects are far more powerful than its cheap cost would suggest.&lt;br /&gt;
*&#039;&#039;&#039;Vortex Missile (3 CP):&#039;&#039;&#039; &#039;&#039;Nuclear launch detected&#039;&#039;, for when targets require not so much strategy as a &amp;quot;fuck you&amp;quot;. Use this stratagem when you &#039;&#039;get to&#039;&#039; fire a Deathstrike missile (pay after rolling the 8, before resolving the shot). You can re-roll all failed to-hit rolls with the weapon, and add 1 to the roll made to determine if nearby units within 6&amp;quot; of the target unit are hit (so a 3+, rather than a 4+). If a model is wounded but not slain by the attack, roll an additional die, on a 6 it suffers 1d6 additional mortal wounds. Makes the missile go from 5.25 mortal wounds dealt on the target + 1 to each nearby to 8.46 + 1.72 per each nearby, but the amount of variance is &#039;&#039;very&#039;&#039; high, and that assumes you&#039;re shooting a parking lot, as single-wound models won&#039;t trigger the stratagem&#039;s extra mortal wounds.&lt;br /&gt;
&lt;br /&gt;
==Wargear==&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 1em;&amp;gt;&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Laspistol:&#039;&#039;&#039; A lasgun Pistol. More of a placeholder than anything else, but it&#039;s free. Still find the points to get the bolt version.&lt;br /&gt;
*&#039;&#039;&#039;Lasgun:&#039;&#039;&#039; Your trusty flashlight hasn&#039;t changed. What changed is the way strength rolls against wounds, allowing it to wound T5 on a 5+, and T7+ is no longer immune to them.&lt;br /&gt;
*&#039;&#039;&#039;Bolt Pistol:&#039;&#039;&#039; 1pt for a real pistol. Only advantage over the boltgun is that it can be fired in close combat.&lt;br /&gt;
*&#039;&#039;&#039;Boltgun:&#039;&#039;&#039; 1pt allows your Watchmaster/Character to actually contribute to a firefight instead of merely looking cool.&lt;br /&gt;
*&#039;&#039;&#039;Hot-shot Laspistol:&#039;&#039;&#039; What says on the tin, but only 6&amp;quot; range means you may not even get to shoot it before a charge. Karis Venner has one, to balance out his sheer power in buffing your dudes.&lt;br /&gt;
*&#039;&#039;&#039;Hot-shot Lasgun:&#039;&#039;&#039; Still sacrifices 6&amp;quot; of range for AP-2, but as the AP system itself changed this bad boy is ever so slightly worse at MEQ hunting now. Its short 18&amp;quot; range also makes it unable to rapid fire right after an Aerial Drop.&lt;br /&gt;
**edit:This only applies to deepstriking units, so the most useful use of these can be achieved with a transport, in particular our good old friend Valkyries which can take a Commander to boot, just remember that if they don&#039;t die next turn, your guys will.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol:&#039;&#039;&#039; An actual officer&#039;s weapon. Plasma can now be fired safely at S7 AP-3 to deal with infantry, and can be supercharged to S8 and D2 to deal with heavy infantry and even vehicles. However, a Gets Hot now outright slays the shooter, so reserve overcharges for your disposable Watchmasters instead. &#039;&#039;No longer overcosted at 5pts&#039;&#039;, so it&#039;s actually worth considering now.&lt;br /&gt;
&lt;br /&gt;
===Special Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Flamer:&#039;&#039;&#039; A bit different in 8E. Templates are gone, so flamers do 1d6 Str4 autohits from 8&amp;quot; range. Thus, they may hit even single models several times and your flamers will never be out of position...but your enemy may bunch 20 gaunts together and you&#039;ll still only hit 3.5 on average. Due to its rate of fire being random regardless of the number of enemies, range so short it cannot be used right after an outflank and &#039;&#039;no longer ignoring cover&#039;&#039; while also lacking any AP whatsoever, you cannot depend on this weapon alone to beat hordes like it used to. Still, being an assault weapon that always hits, there&#039;s no penalty for advancing and firing, especially for Special Weapon Squads. It&#039;s also pretty useful insurance against charges as it always auto-hits during Overwatch and cautious opponents will position their charges at least 9&amp;quot; away to ignore its 8&amp;quot; range (making it statistically likely that they&#039;ll simply &#039;&#039;fail&#039;&#039; their charge to begin with).&lt;br /&gt;
*&#039;&#039;&#039;Grenade Launcher:&#039;&#039;&#039; Not bad, but there are better things available. Krak grenades in particular took a big hit, with insufficient AP and Str. Furthermore, there is no more rear AV10 to target anymore. Frag grenades average 3.5 lasgun shots, make of it what you will.&lt;br /&gt;
*&#039;&#039;&#039;Meltagun:&#039;&#039;&#039; Good against &#039;&#039;anything with lots of wounds&#039;&#039;, not just vehicles. 12&amp;quot; Assault allows it to be fired even if you ran. S8 AP-4 D1d6 makes it more powerful than supercharged plasma yet safe. Damage doesn&#039;t spill, so it&#039;s more efficient against singular huge targets of any kind. If you manage to get to 6&amp;quot; for melta range, the average Damage goes from 3.5 to 4.47, making it more reliable. However, it is expensive: 12 points for regular guardsmen and 17 for anyone with BS of 3+ or better. On a model with 3+ BS, the meltagun within half range has a slight advantage in terms of average damage dealt per point over a supercharged plasma gun in rapid firing range, but you have to be close to reap the maximum potential of metlaguns. The choice between plasma and melta should be based on what you want your infantry units to be doing. If your dudes are going to be sitting in a static gunline, plasma is probably a better choice. If you are getting your men close (preferably via a transport or Valkyrie) melta can be the better option.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Gun:&#039;&#039;&#039; See the Plasma Pistol, but in Rapid Fire. A bit less powerful than in 7E due to the new mechanics, but it can be fired safe so it&#039;s ok. You only need to supercharge against [[Grey Knights|mean]] [[Tyranids|bastards]], but against mean [[Chaos|bastards]], you &#039;&#039;need&#039;&#039; to supercharge. Curiously, it&#039;s about half as cheap for models with BS4+ (7pts) as it is for BS3+ models like Veterans and Scions (13pts). Given that you have a variety of ways to re-roll 1&#039;s (&#039;&#039;&#039;&amp;quot;Hero of Hades Hive&amp;quot;&#039;&#039;&#039;, etc.) casualties from supercharging can be easily minimized.&lt;br /&gt;
**Given it has the same 24&amp;quot; range and Rapid Fire profile as Boltguns and Lasguns, Plasma Guns are the default special weapon choice in most squads. Remember, it is only 7 points on BS4+ models. Point for point, plasma is the most efficient weapon for regular guardsmen at engaging tough targets. As for BS 3+ units (vets, Scions, etc.), there is room for debate between plasma and melta. The question should always be: &amp;quot;what is this unit going to be doing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
Most of these are specific to one unit. The ones that aren&#039;t are listed below, and may be taken by sergeants and most characters. As of newer codex, Power Axe and Power Maul are no longer available options in Imperial Guard Armory, &amp;lt;strike&amp;gt;but you can simply field them using their Index entries.&amp;lt;/strike&amp;gt;&#039;&#039;(Legends)&#039;&#039;  However, none of them will make you &#039;&#039;great&#039;&#039; at melee.  Almost everything that can take something here gives up a chainsword to do so, although normal Commissars do not.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chainsword:&#039;&#039;&#039; Some credit must be given to the old standby. In addition to being free, it gives an extra attack with it. This is why Watchmasters should give all of the other options here a complete miss, unless maybe they have a priest.&lt;br /&gt;
*&#039;&#039;&#039;Power Axe:&#039;&#039;&#039; S+1 AP-2 looks good on paper, and it is, the only problem being it&#039;s 5 points instead of 4. But then again, so what? Generally the best option for killing T3, and not bad against T4, it&#039;s the take-all-comers option.&lt;br /&gt;
*&#039;&#039;&#039;Power Fist:&#039;&#039;&#039; Sx2 AP-3, but forces a -1 to hit on the model using it. Korpsmen don&#039;t feel the impact of the downsides too much, given their 3+ WS.  While expensive, it&#039;s cheaper than it was in the Index, and as a result, almost everything that can take this will see the best results from it. &lt;br /&gt;
*&#039;&#039;&#039;Power Maul:&#039;&#039;&#039; At S+2 AP-1, this is the best choice if you&#039;re fielding a Lord Commissar but want to keep him cheap - it&#039;ll outperform the sword for the same cost.&lt;br /&gt;
*&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; At SUser AP-3 and 4 points, just not good enough for the S3 models that can mostly take this - and the S4 models prefer the Fist.  You should generally avoid this unless you&#039;re looking for a budget choice, or you like the look of swords.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 1em;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Mortar:&#039;&#039;&#039; 48&amp;quot; Heavy D6 S4 AP0 D1, and may fire indirectly. At 8 points a gun team, it&#039;s a dirt cheap light and medium infantry muncher. Because of the revision to the way AP works it&#039;s in direct competition with the Heavy Bolter; this ALSO means it&#039;s in &#039;&#039;in&#039;&#039;direct competition with your &#039;&#039;entire motor pool.&#039;&#039; Consider this when the challenge of fitting half a dozen kits&#039; worth of mortar tubes into your list is a daunting prospect.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter:&#039;&#039;&#039; 36&amp;quot; Heavy 3 S5 AP-1 D1.  It&#039;s still standard on every vehicle in your motor pool, and it&#039;s better than the Autocannon against T5 and less, but especially 4 and 2 where it hits 50% harder. It&#039;s gone &#039;&#039;way&#039;&#039; down in price (8 points), so the choice is a &#039;&#039;choice&#039;&#039; now, but it&#039;s still one of the weaker options.&lt;br /&gt;
*&#039;&#039;&#039;Autocannon:&#039;&#039;&#039; 48&amp;quot; Heavy 2 S7 AP-1 D2. The &#039;Pom-Pom&#039; is the all-rounder choice for heavy weapons. Its two S7 AP-1 D2 shots don&#039;t particularly excel against any one kind of target. The heavy bolter is generally the superior choice against infantry much like the lascannon is the go to for anything with high toughness and multi wound. The autocannon does, however, act as an the intermediate between those two. Because Guard has access to cheap platforms for weapons, it may be better to specialize your units. However, having autocannons can let your bolters focus on the infantry, your lascannons focus on the big guys so you aren&#039;t wasting those two on the intermediate targets like MEQs and Sentinels as well as 2-wound units like some Eldar Jetbikes, Nobz, etc.&lt;br /&gt;
*&#039;&#039;&#039;Missile Launcher:&#039;&#039;&#039; 48&amp;quot; Heavy D6 S4 AP0 D1 or 48&amp;quot; Heavy 1 S8 AP-2 D1d6. Still the Jack of All Trades, still the Master of None. Lost the option for a flak missile (though you don&#039;t really need it, as fliers can be hit on 5s by guardsmen now, and 4s by Veterans and Scions) but kept the cost; at 10 points it&#039;s cheaper than a Lascannon. Compared to Autocannons, it is better against the hordiest and heaviest units such as Guardsmen or tanks, but the auto cannon has a slight edge against MEQ, a decent edge against T5 and T6 MEQ and TEQ, and kicks ass against almost anything with 2 wounds, especially with light or medium armor like Nobz or Rough Riders (as neither frag nor krak missiles are fully effective against such models). While some armies you&#039;ll play against have a hard time fielding T8 units where you won&#039;t feel the decreased strength from the lascannon. With the Big FAQ that came out in April of 2018, the potential for limits of a single datasheet could be imposed which would restrict the number of heavy weapon teams one could take potentially making it harder to specialize units en masse making more versatile options more appealing. This and the possibility of facing few T8 units, however, is situational and by no means a sure thing. Lascannons still have superior strength and AP for the same cost and mortars do the same thing as frag missiles for one quarter the cost. You&#039;re playing Guard and your platforms for heavy weapons are cheap. It is often better to specialize units which makes the missile launcher less appealing. Some units may be better served having versatility though. The Avenger for example comes stock with purpose built AT (lascannons) and GEQ-eating (Avenger bolt cannon) weapons so having additional versatile weapons may not be a bad choice.  Like everything else in Guard however, you need to ask yourself what you want your unit to be doing and give them the best loadout for that one job. &lt;br /&gt;
*&#039;&#039;&#039;Lascannon:&#039;&#039;&#039; 48&amp;quot; Heavy 1 S9 AP-3 D1d6. The ever-reliable Imperial tank-buster. The improved strength over Missile Launchers is critical, as most tanks are T8, meaning krak missiles wound on 4s while the Lascannon wounds on 3s. The extra AP doesn&#039;t hurt, either; carapace armor is ignored entirely, and Land Raiders have to roll with a 5+. It&#039;s the same price as last edition, at 15 points, but the D6 damage lets it threaten heavy units, and it can now be used to snipe heavy infantry in cover. &lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer:&#039;&#039;&#039; 8&amp;quot; Heavy 1d6 S5 AP-1 D1. Can only be taken by Grenadier, Heavy Weapons Squads and Vehicles. This almost strictly better than a Flamer, with the only downside that it can&#039;t advance and fire and it is more expensive. &lt;br /&gt;
*&#039;&#039;&#039;Twin Heavy Stubber:&#039;&#039;&#039; 36&amp;quot; Heavy 6 S4 AP0 D1. As it ties with the Heavy Bolter against MEQs and beats the Mortar against GEQs, take it unless you are low on anti TEQ. Models look quality too.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Vehicle Weapons===&lt;br /&gt;
There are many weapons that are only available on vehicles, and other weapons that are also available to infantry have different tactics when mounted. (note, this list is currently incomplete)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Multi-Melta:&#039;&#039;&#039; 24&amp;quot; Heavy 1 S8 AP-4 D1d6. If you&#039;re within 12&amp;quot; of the target you roll 2D6 for damage and take the highest. Leman Russ Demolishers can find some use out of this to brawl with enemy heavy vehicles and monsters, although they&#039;ll take a penalty for firing on the move.  Cost is unchanged from 7th, at the same 15 point cost as a lascannon, but because it&#039;s so difficult to get it into range for the increased damage, particularly without incurring a -1 penalty to hit, and due to how AP works in 8E, you&#039;re usually better off with a lascannon against T8 (or incredibly rare T9) targets; the Multi-Melta remains far superior against &amp;lt;-T7 with 3+ or better saves, but the big issue remains getting into range - lighter vehicles like that are faster, and you don&#039;t want to be fighting infantry hordes with either weapon - and it&#039;s not like you can rely on your opponent leaving his T8 at home.  Plus, Multi-Meltas are hurt &#039;&#039;far&#039;&#039; more by invuln saves than lascannons are.  Your more reliable anti-tank choice is always going to be the lascannon, for the same cost.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 36&amp;quot; Heavy D3 S7 AP-3 D1 or S8 AP-3 D2 Gets Hot. &#039;&#039;Someone found the manual!&#039;&#039; If a korpsman overcharges it, it gets the more powerful statline, but a 1 on the hit roll kills you. Yes, that&#039;s correct - no armor save, you&#039;re just &#039;&#039;dead.&#039;&#039; The ones on Leman Russ sponsons have special vents to survive this, taking only a single mortal wound per 1 rolled. Cost is unchanged from 7th, though when buying just one, you only pay for one. Careful firing on the move or against Tyranids with venomthropes; those -1 to-hit modifiers now make it much more likely to roll that 1, at least until GW regains its sanity and makes it only a natural one. &lt;br /&gt;
**When fired on normal mode, this is equal to or worse than an autocannon against everything in the game with 2 or more wounds, but often better against 1-wound targets, since the improved AP helps, while the difference in Damage doesn&#039;t matter.  In overcharged mode, it completely puts the autocannon to shame - but even with re-rolling 1s to hit, you run a 5.45% chance every time you fire it of slaying the wielder, and the wielders you don&#039;t mind losing - heavy weapons teams - can&#039;t carry it.  That&#039;s a whopping 29.78% chance to lose the wielder without the buff, incidentally.  On top of all this, its &#039;&#039;only&#039;&#039; advantage over a plasma gun is range - its average rate of fire is the same as a plasma gun within rapid fire range, and a plasma gun can be carried by a Moving wielder without penalty, while costing &#039;&#039;less than half&#039;&#039; of what a plasma cannon does.  By and large, avoid this weapon if you can.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Leman Russ Main Guns&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Battle Cannon:&#039;&#039;&#039; The main gun of your standard Leman Russ. With the new rules of firing twice when moving at half speed with no penalty, the amount of fire this cannon can unleash is terrifying. Take aim at anything GEQ or MEQ, and this gun can level squads of 5-10 with ease, don&#039;t waste it on large swarms or blobs. Against T5-T7 multi-wound models, it can easily down a dreadnought, or if you feel lucky, can put a surprisingly decent smack on some T8 models with the right stratagem and a group of tank commanders (looking at you Pask). The Battle Cannon is very much a generalist weapon able to do most battlefield roles but will lose out to more specialized weapons. The main downsides are the variable damage, as you are relying on RNG against low multi-wound models whom you&#039;ll either kill outright or scratch them to death in a nonstop battle of attrition, and that it struggles against invulnerable saves which negate the cannon&#039;s AP advantage.&lt;br /&gt;
**&#039;&#039;&#039;Exterminator Autocannon:&#039;&#039;&#039; Costs more than the Battle Cannon, which would be worth it for the (very slightly) improved rate of fire, except that its output is inferior against T4, T7, T8, anything with a 5+ or better save, and anything without exactly 2 wounds.&lt;br /&gt;
**&#039;&#039;&#039;Eradicator Nova Cannon: &#039;&#039;&#039; Often overlooked. For 3 points &#039;&#039;more&#039;&#039; than a Battle Cannon, you lose 36&amp;quot; of range and only hit at S6. In exchange you ignore cover bonuses, which would have been negated anyway by the Battle Cannon&#039;s AP-2. This is perhaps the most specialized of all the Leman Russ options, so only consider bringing it against targets that depend on cover saves (Space Marine Scouts with camo cloaks, Eldar Rangers, AdMech with cover canticles, Poxwalkers, Vindicare Assassins, &#039;&#039;Imperial Guard&#039;&#039;, etc). Perhaps the best at straight-up &#039;&#039;murdering&#039;&#039; GEQs in cover (wounding on 2+ with no save), its extra 12&amp;quot; range edging out the Demolisher Cannon. &lt;br /&gt;
**&#039;&#039;&#039;Vanquisher Battle Cannon&#039;&#039;&#039;: The Vanquisher, a dedicated anti-tank cannon, is proof that GW is incapable of statistics, as it performs worse against heavy armour than every Leman Russ turret except the exterminator, despite being one of the pricier options (doing 0.93 wounds to another Russ; every other variant manages at least 1 wound). Sad thing is, if GW had given it a flat 2+ to wound against vehicles or flat 2D6 damage instead of 2D6 drop the lowest, it’d perform better against most vehicles than other Russes. &#039;&#039;Never&#039;&#039; take this.&lt;br /&gt;
**&#039;&#039;&#039;Demolisher Cannon&#039;&#039;&#039;: Statistically the best tank-buster of all Russ cannons, and easily the most powerful (and expensive) of all the Leman Russ options at 40 pts, the Demolisher is S10 AP-3 dealing &#039;&#039;&#039;D6&#039;&#039;&#039; damage. It has the same range as a lasgun, a 24&amp;quot; bubble of pure unadulterated fucking murder. If you have to choose it&#039;s best taken on a Leman Russ rather than a Baneblade/Hellhammer (which won&#039;t benefit from &#039;&#039;&#039;&amp;quot;Grinding Advance&amp;quot;&#039;&#039;&#039;).&lt;br /&gt;
**&#039;&#039;&#039;Executioner Plasma Cannon&#039;&#039;&#039;: A plasma cannon with nearly double the rate of fire even before you use Grinding Advance to shoot twice and without a movement penalty, but only x1.33 the cost, and cheaper than a Battle Cannon, at the same price as a Punisher.  If you fire it on Supercharge - which you should - it will outshine the Battle Cannon easily, dealing more damage to W2 models at -1AP for 9.1% (2) fewer points.  That actually places this weapon in direct competition with the Demolisher Cannon, above - when Supercharged, the Demolisher&#039;s only improvement against most targets is +2S, which is of dubious utility, given that it costs 25% more and has 66.67% the range.&lt;br /&gt;
**&#039;&#039;&#039;Punisher Gatling Cannon&#039;&#039;&#039;: Tank-mounted BRRRT. Statistically, your best friend against infantry, but it lacks range and struggles against heavy stuff. However, consider grinding advance. While the range is short if you give this vehicle track guards and maybe use full throttle on it the turn before it can easily be in range to do 40 S5 shots while maintaining a 29&amp;quot; threat range (24&amp;quot; plus half move) even until it only has 1 wound remaining. Getting scary yet? Remember that tank commander who ordered it to use full throttle? Now give it kill on sight to reroll 1s with all those shots. Virtually no INFANTRY units in the game can withstand that level of firepower. Additionally, because of the way AP works in 8e the sheer volume of fire can do decent damage against targets that might not immediately come to mind when thinking about a minigun on steroids. This is particularly true if you can get a punisher to hit more that 50% of the time... Looking at YOU Pask!&lt;br /&gt;
**&#039;&#039;&#039;Annihilator Twin Lascannon&#039;&#039;&#039;: You know it, you love it. The same cost as a Demolisher Cannon that trades the flexibility against infantry for a reliable number of shots and twice the range. More exciting then most other army&#039;s version due to Grinding Advance and Tank Orders, amongst other things.&lt;br /&gt;
**&#039;&#039;&#039;Conqueror Battle Cannon&#039;&#039;&#039;: A Battle Cannon with 2&#039; less range that costs more. However, the gun itself is not important; it&#039;s the Co-axial Storm Bolter that is the real selling point here. When shooting the main gun at the same target as the Co-axial, you may reroll any and all hits made with the cannon. This makes the Conqueror one of the most potent and flexible Russ variants this addition, enough to make you ask yourself when trying to select which gun to bring &#039;Why SHOULDN&#039;T I take a Conqueror?&#039; Just keep in mind your Storm Bolter&#039;s range is half your cannon&#039;s, so you gotta get up close and personal to make the most of this; still though, you&#039;ll be performing identically to the battle cannon from 24-48&amp;quot;, and significantly better inside of 24&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Earthshaker:&#039;&#039;&#039; The Earthshaker smacks units up to &#039;&#039;&#039;240&amp;quot;&#039;&#039;&#039; away at with the same power as a lascannon, rolling 2D6 for shot count and taking the highest while ignoring LOS. It performs better against vehicles than troops, because its multi-wound power is wasted against infantry. Unless you&#039;re playing on a 20 ft board (or at a table across the room) the range on an Earthshaker is pure overkill. &lt;br /&gt;
*&#039;&#039;&#039;Neutron Laser Projector:&#039;&#039;&#039; a cannon that hits plenty hard, fires more than one shot and gets damage rerolls vs vehicles (who also take a -1 shooting penalty if the shot damages them)&lt;br /&gt;
*&#039;&#039;&#039;Macharius Vulcan Mega-Bolter&#039;&#039;&#039; unlike the stormlord variant, it retains the ability to spin up to maximum speed if the tank hasn&#039;t moved, doubling its rate of fire to 30 compared to the stormlord&#039;s 20. On a S6 AP-2 gun, that&#039;s some SERIOUS pain.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Equipment===&lt;br /&gt;
All of your non-Forge World vehicles on &#039;&#039;treads&#039;&#039; that isn&#039;t a Baneblade variant (i.e. not a Lord of War) has access to this list.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Augur Array:&#039;&#039;&#039; The vehicle may re-roll one hit die per game, at a cost of 10 points; with the vast array of other possible sources of re-rolls, this upgrade should be rejected out of hand. Perhaps the most useless thing in the entire book.&lt;br /&gt;
*&#039;&#039;&#039;Dozer Blade:&#039;&#039;&#039; Adds one to melee hit rolls when charging. Not bad &#039;&#039;per se&#039;&#039;, at 5 points, for that rare situation where you want to charge with a Leman Russ (finishing off MCs, for instance). Can be combined with Crush Them! if you&#039;re trying to hit something giving you a penalty to hit, and has some synergy with Straken&#039;s aura. Or if you just want your tanks to look cool.&lt;br /&gt;
** Actually crush them just forces a +2 to hit regardless of modifiers, probably not worth it considering how many CP you&#039;ll have.&lt;br /&gt;
*&#039;&#039;&#039;Hunter-Killer Missile:&#039;&#039;&#039; This is a missile launcher with only the Krak profile that can only shoot once per game, at slightly more than 1/4 the points (i.e. 6). Not bad on Pask or a Tank Commander for a little extra punch on turn 1. &lt;br /&gt;
*Pintle Weapon; &#039;&#039;&#039;one&#039;&#039;&#039; of:&lt;br /&gt;
**&#039;&#039;&#039;Heavy Stubber:&#039;&#039;&#039; 4 points for 36&amp;quot; Heavy 3 S4 AP0 D1 is a bit more to think about it; you can&#039;t move and shoot it without being at Ork BS, &#039;&#039;and&#039;&#039; it&#039;s twice the cost of the Storm Bolter, while &#039;&#039;fewer&#039;&#039; shots out to 12&amp;quot; (relevant for e.g. Overwatch). Synergizes with the Stormlord which already comes stock with 2x Heavy Stubbers, while costing less than 1% of the tank itself.&lt;br /&gt;
**&#039;&#039;&#039;Storm Bolter:&#039;&#039;&#039; 2 points for 24&amp;quot; Rapid Fire 2 S4 AP0 D1. A perfectly respectable option on just about everything, and particularly useful in Overwatch. &lt;br /&gt;
*&#039;&#039;&#039;Track Guards:&#039;&#039;&#039; Easily the most useful of all the vehicle upgrades. Makes the vehicle ignore the damage table in respect to degraded movement range. This one does actually make sense to take as it will keep your vehicles agile even when they&#039;re on their last wound. As far as upgrades go 10 points is an investment - put it on a Hellhound and laugh as your opponent fails to escape its auto-hitting cleansing flames even when its down to 1 wound! Also useful on Leman Russes and short-range tanks like Demolisher and Eradicators.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 1em;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Wargear===&lt;br /&gt;
**&#039;&#039;&#039;Platoon Standard&#039;&#039;&#039;:  Can be carried by either normal Infantry Squads or Command Squads, and gives all {{W40Kkeyword|Death Korps}} units within 6&amp;quot; of a unit with a model in it with one of these may add 1 to its Leadership when taking a Morale test.&lt;br /&gt;
**&#039;&#039;&#039;Regimental Standard&#039;&#039;&#039;: Carried by Command Squads, all friendly {{W40Kkeyword|Death Korps}} units within 6&amp;quot; of a &#039;&#039;model&#039;&#039; with one of these may add 1 to its Leadership and attacks.&lt;br /&gt;
*Command and Infantry Squads, Engineers, and Grenadiers:&lt;br /&gt;
**&#039;&#039;&#039;Vox-Caster:&#039;&#039;&#039; This machine is the beating heart of the Orders system. It&#039;s greatly simplified from previous editions; if an Officer is within 3&amp;quot; of a model with a Vox, and the target squad also has a Vox (and is of the same {{W40Kkeyword|Death Korps}}), the range of the order is &#039;&#039;tripled&#039;&#039; to 18&amp;quot;. The important thing to note here is that it means your Officers can improvise their command structure a lot more - &#039;&#039;any&#039;&#039; Vox can send, and &#039;&#039;any&#039;&#039; Vox can receive, as long as the Officer and target squad share regiments. It is entirely legal - and fluffy - for your Field Officer, his assigned Vox operator having been killed, to run to a nearby squad of Grenadiers and commandeer their Vox Operator to continue sending orders! This also means you don&#039;t need to rely on flimsy four-man Command Squads for your Officers to send orders out.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 1em;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heirlooms of Conquest===&lt;br /&gt;
Relics return in the new Codex. Like Warlord Traits, the regiment-specific ones really are regiment-specific, so custom regiments can only use the Universal list, but once again, this list contains the best options anyway, &#039;&#039;Kurov&#039;s Aquila&#039;&#039; and &#039;&#039;The Laurels of Command&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;The Blade of Conquest:&#039;&#039;&#039; Replaces a Power Sword. At S+2 AP-4 D1d3 it&#039;s better than a Relic blade...but if you want one why not take an actual Relic Blade on a SM? But if you&#039;re bent on demonstrating mortal hands are worthy of this [[Lord Solar Macharius|Macharian blade]], a Marshal, or Lord Commissar, could make something out of it, especially when supported by the usual retinue of Ogryn Bodyguard, Priest, [[Commissar Yarrick]], Bullgryn and Crusaders. The Guard may be a shooty army, but mortals can still fight the good fight with blade, boot and bodies. Plus the sword is only 4pts, &#039;&#039;try having some fun&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;The Dagger of Tu&#039;Sakh:&#039;&#039;&#039; {{W40kKeyword|INFANTRY officers}} only, per the FAQ. During deployment you can set up the bearer and one {{W40kKeyword|INFANTRY}} unit of the same Regiment (if the bearer has one) in ambush behind enemy lines. At the end of any of your movement phases these units may launch their attack. Set them up within 3&amp;quot; of each other, more than 6&amp;quot; from any battlefield edge, and more than 9&amp;quot; away from enemy units. &#039;&#039;Surprise Special weapons are always welcome, especially when they&#039;re a part of a bigger plan instead of just them.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Deathmask of Ollanius:&#039;&#039;&#039; {{W40Kkeyword|Infantry}} only; the bearer has a 4++, and once per game, at the start of your turn, can heal 1d3.&lt;br /&gt;
**An Ogryn Bodyguard with a Slabshield will now have a 2++ (Bullgryn Plate optional) to only ever worry about snipers fishing for 6s and the Mortal Wounds he&#039;ll get from doing bodyguard duty...risks that are both diminished by it suddenly healing 1d3W, helping the overwhelmed Quartermaster.&lt;br /&gt;
*&#039;&#039;&#039;The Emperor&#039;s Benediction:&#039;&#039;&#039; Replaces a Commissar&#039;s or Lord Commissar&#039;s Bolt Pistol, giving it +2 shots, -1AP, and +1D. While it can also target {{W40Kkeyword|Character}}s like a 12&amp;quot; sniper, it can&#039;t do so when the bearer is within 1&amp;quot; of the enemy, unlike the very similar {{W40Kkeyword|Imperial Fists}} Spartean relic Bolt Pistol. Still, better than a Plasma Pistol.&lt;br /&gt;
*&#039;&#039;&#039;Kurov&#039;s Aquila:&#039;&#039;&#039; {{W40Kkeyword|Officer}}s only (now including Tank Commanders!). Every time your opponent uses a stratagem, roll 1d6, and on a 5+, you gain &#039;&#039;one&#039;&#039; Command Point. Which you may regain once you use them yourself with the &#039;&#039;&#039;Grand Strategist&#039;&#039;&#039; WT, allowing you to farm more CP out of the already high amount you&#039;ll have. Damn solid relic. &#039;&#039;Punish Ultrasmurfs for their recycling command points!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Laurels of Command:&#039;&#039;&#039; One of the better relics too! {{W40Kkeyword|Officer}}s with Voice of Command. When the bearer issues an order to a friendly {{W40Kkeyword|Death Korps}} unit within 6&amp;quot; of them, roll a die; on a 4+, the bearer can immediately issue them another order, which does not count against the orderer&#039;s maximum, &#039;&#039;and can trigger Laurels again&#039;&#039;. Also the only way in the game to stack multiple orders on one unit, though the bonus orders can&#039;t be the same as the first (so no, you can&#039;t use Fix Bayonets like 10 times if you keep making the roll).&lt;br /&gt;
**{{W40Kkeyword|Death Korps of Krieg}} caught in melee wouldn&#039;t fall back because of their better WS: turn your Lasguns into pistols with &#039;&#039;&#039;&amp;quot;Without Mercy&amp;quot;&#039;&#039;&#039;, but then go directly to &#039;&#039;&#039;&amp;quot;Fix Bayonets&amp;quot;&#039;&#039;&#039;. {{W40Kkeyword|Death Riders}} should instead &#039;&#039;&#039;&amp;quot;Fix Bayonets&amp;quot;&#039;&#039;&#039; and then &#039;&#039;&#039;&amp;quot;Duty onto Death&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
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&lt;br /&gt;
==Units==&lt;br /&gt;
===HQ===&lt;br /&gt;
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*&#039;&#039;&#039;Death Korps Marshal:&#039;&#039;&#039; The equivalent of a Company Commander doesn&#039;t come stock with a chainsword (but can take one for free, so he might as well) or shotgun, but he does come with a Krak Grenade and a higher armor save. Additionally, the Momento Mori he can buy forces all weapons that normally roll for damage to treat the roll as a 1, giving him a bit more staying power than normal.&lt;br /&gt;
**&#039;&#039;&#039;Marshal Karis Venner:&#039;&#039;&#039; Your named Character for the Death Korps, he comes with a hot-shot laspistol, powersword, and Momento Mori. He can issue three Orders per turn and lets friendly units within 12&amp;quot; to use his Ld value unless their own Ld is higher. With that Ld aura, you can combine Venner with a platoon and regimental standard for an &#039;&#039;&#039;Ld 11&#039;&#039;&#039; bubble 25&amp;quot;+ in diameter (depending on what size base you put him on). Basically gives your guys fearless. A little something to remember: RAW states that &#039;&#039;&#039;all&#039;&#039;&#039; friendly units can use Venner&#039;s Ld, which means that all units in your army use his Ld. That&#039;s right. Terminators with Ld 11? Yes, please.&lt;br /&gt;
***If you really want to be cheesy, get him to sit on an Imperial Defence Line for another +1 to his Leadership. This will result in units that need to take at least 7 casualties (and, if they&#039;re Death Korps, those loses can&#039;t be in the Shooting Phase) to even have a chance of losing models to Morale and, even after taking 9 casualties, will still have a 50% chance of the remaining model holding the line. Finally, if you use the Fight to the Death stratagem, they &#039;&#039;&#039;become immune to Morale completely&#039;&#039;&#039;. And remember, this applies to all friendly units. Have fun with those Leadership 12 Space Marines.&lt;br /&gt;
*&#039;&#039;&#039;Death Korps Field Officer:&#039;&#039;&#039; The Platoon Commander equivalent, though he shares the improved armor save with the Marshal and comes with a Marshal&#039;s Ld score as well. At 23 points base, possibly the cheapest HQ choice in the game (other regiments have to spend a precious Elite slot on their version of this guy).&lt;br /&gt;
*&#039;&#039;&#039;Death Korps Death Rider Squadron Commander:&#039;&#039;&#039; A Field Officer on a horse, with a boost to Toughness and Wounds to go with it. Having the same Augmented Mount ability as other Death Riders helps to increase his durability, and for obvious reasons he&#039;s the best choice for getting Orders to your cavalry.&lt;br /&gt;
*&#039;&#039;&#039;Tank Commander:&#039;&#039;&#039; A single Leman Russ tank, with 3+ to hit and &#039;&#039;&#039;Tank Orders&#039;&#039;&#039; ([[Warhammer_40,000/Tactics/Death_Korps_of_Krieg(8E)#Orders|as seen in their section]]) to boost a single fellow Leman Russ (the Codex doesn&#039;t say he can&#039;t order himself, but an earlier Index FAQ did. However the official facebook account of Games Worskhop for warhammer 40.000 confirmed that both Pask and Tank commanders can order themselves). As such, you&#039;re paying +45pts over a normal Russ for &#039;&#039;one&#039;&#039; order and BS3+, but it is an extra Russ in HQ as opposed to Heavy. There are ways to make it issue more orders, but is it worth passing the other Warlord Traits?. Still, with  Warlord Traits, they can do different gimmicks. Plus, being {{W40Kkeyword|Officer}}s, they unlock Command Squads. In all other respects, it&#039;s still a {{W40Kkeyword|Leman Russ}}: it gains &#039;&#039;&#039;Objective Secured&#039;&#039;&#039; in an {{W40Kkeyword|Astra Militarum}} Spearhead detachment, can become an &#039;&#039;&#039;Officio Prefectus Command Tank&#039;&#039;&#039;, and has the same weapon options.&lt;br /&gt;
**Unfortunately, RAW says they can&#039;t ride in a Leman Russ Mars Alpha, but if you&#039;re not at a tournament, who&#039;s going to tell you otherwise?&lt;br /&gt;
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&lt;br /&gt;
====Non Regimental====&lt;br /&gt;
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====={{W40Kkeyword|Adeptus Astra Telepathica}}=====&lt;br /&gt;
*&#039;&#039;&#039;Primaris Psyker:&#039;&#039;&#039; Gone are the days of making everything reroll hits. Compared to an Astropath you get a compulsory force stave, one more known power, and more durability. Can still only cast 1 a turn, so only bring him if you need HQs or are worried about snipers (he&#039;s tougher than an Astropath) or want to be able to smite like a big boy. Slightly okayish in close combat. Keep a Commissar nearby in case Perils kills him- he&#039;ll still die, but it&#039;ll prevent mortal wounds from spilling over to anyone else.&lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; These guys are probably the best cheap way to spam (unmodified) Smite in the game; on average he scores 1.79 mortal wounds per turn (assuming he&#039;s at full health - he gets a bit worse as his ability to survive Perils goes down), which likely is more damage than any other 40 point unit in this army will deal. Astropaths may be more efficient when it comes to utility, but being able to reliably get off Smite makes these a steal for their points. If you assume no one is attempting to Deny you, a Primaris Psyker&#039;s Points-Per-Wound with &#039;&#039;Smite&#039;&#039; is 22.33 (assuming he can live through Perils, which he can from full health, guaranteed); an Astropath&#039;s is 22.5 but their odds of actually casting &#039;&#039;Smite&#039;&#039; on 1D6 are abysmal. &#039;&#039;Psychic Maelstrom&#039;&#039; is generally much better than &#039;&#039;Smite&#039;&#039;, so consider taking it as your 2nd backup power.&lt;br /&gt;
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====={{W40Kkeyword|Adeptus Mechanicus}}=====&lt;br /&gt;
*&#039;&#039;&#039;Tech-Priest Enginseer:&#039;&#039;&#039; &#039;&#039;Not&#039;&#039; an Astra Militarum option per se, but you can field this guy using his Adeptus Mechanicus entry, where he is an HQ choice; per the rules in the AM Codex, he explicitly won&#039;t block your Regiment rules.  Your Regiment &#039;&#039;will&#039;&#039; block his Canticles, but he doesn&#039;t get those anyway when fielded as an Elites choice.  The benefit of doing this is that you can pay an HQ tax with an Enginseer, which you may have wanted anyway to keep your tanks repaired, in e.g. a Spearhead detachment, or better yet a Supreme Command Detachment with 3 of them; the major downside is that he won&#039;t have the {{W40Kkeyword|Astra Militarum}} keywords, so you won&#039;t be able to convince him to get on any of your transports, and he&#039;ll cause other problems, like interfering with Stratagem access.  Still, he&#039;s legal, just a poor choice.&lt;br /&gt;
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====={{W40Kkeyword|Adeptus Ministorum}}=====&lt;br /&gt;
*&#039;&#039;&#039;Uriah Jacobus:&#039;&#039;&#039; A Ministorum Priest on steroids who now has the Astra Militarum faction keyword and qualifies as an HQ despite being found in the Adeptus Ministorum portion of the index.  For 65 points more than a standard Priest (100, rather than 35, and we&#039;ll be assuming the Priest took a Bolt Pistol and Bolter, since every other choice on a Priest is worse), you get: +2 Ld (which is irrelevant, but note that that&#039;s counting both his native Ld and his aura, which hits himself), +2A and +1WS, which is largely irrelevant, +1BS and the Bolter becomes Assault 2 and has -1AP, and is D2 on a 6+ to wound, which is nice, but not worth the cost, 1d6 Deny the Witch, which is nearly worthless, and +1 Leadership to nearby {{W40Kkeyword|Adeptus Ministorum}} or {{W40Kkeyword|Astra Militarum}} {{W40Kkeyword|infantry}}.  Finally, and most valuably, he occupies an HQ slot, simultaneously helping to pay your HQ taxes while avoiding occupying a potentially valuable Elites slot.&lt;br /&gt;
**He&#039;s not worth his cost, which is nearly 3 normal Priests, but it&#039;s worth noting he &#039;&#039;does&#039;&#039; buff Commissar leadership - if you combine him with a Lord Commissar, units will receive 10 Leadership, not 9, which means they need to suffer a fifth casualty before Summary Execution starts making your life worse.  However, it&#039;s far more cost efficient at that point to just buy more soldiers with your points - you have no units valuable enough for Uriah to earn his cost back this way.  That said, if you&#039;re already bringing Yarrick, this &#039;&#039;can&#039;&#039; be a way to reduce the damage he&#039;ll inflict on your army.&lt;br /&gt;
**Despite having the {{W40Kkeyword|Astra Militarum}} and {{W40Kkeyword|Ministorum Priest}} keywords, he is not listed as a unit you can take without breaking your Regimental abilities. GW has not updated the Guard FAQ because it might cause Primaris Marine or Nurgle/Death Guard production to fall below optimal levels, so unless your opponent is a reasonable sort, either leave him at home or take him in an Vanguard/Supreme Command detachment along with your Commissars, Psykers, Ogryns/Bullgryns, and Ratlings (or in a general {{W40Kkeyword|Imperium}} detachment).&lt;br /&gt;
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====={{W40Kkeyword|Officio Prefectus}}=====&lt;br /&gt;
*&#039;&#039;&#039;Lord Commissar:&#039;&#039;&#039; A more expensive Commissar with a power sword, but improved in all key stats like &#039;&#039;not using up one of your crowded Elite choices&#039;&#039;, offense (BS &amp;amp; WS2+), resilience (4W 4+/5++) and, most importantly, &#039;&#039;&#039;Ld9&#039;&#039;&#039; for his Aura of Discipline, which is important now Summary Execution became a mere (thankfully optional, as of the most recent FAQ) Morale reroll at the tax cost of one dude, as opposed to the outright morale near-immunity it used to be. With enough casualties, you&#039;ll just fail the reroll regardless of result. Still, Ld9 is hands down better than Korpsmen Ld6, and you&#039;ll lose fewer of them. He works best with squads small enough to benefit from Aura of Discipline without triggering Summary Execution, like Ogryn. Furthermore, he&#039;s the one with enough WS to properly use a Power Fist. Always replace his bolt pistol for a bolter; same price, double shots. His 2+ BS also makes a plasma pistol a tempting option since you&#039;re only paying 4 points more over the mandatory bolt pistol.&lt;br /&gt;
**Company Commanders with &#039;&#039;&#039;Draconian Disciplinarian&#039;&#039;&#039;, and Kell, both allow &#039;&#039;optional&#039;&#039; Ld re-rolling without shooting up a guy, which is superior to Summary Execution, although they don&#039;t boost Ld by themselves. A Regimental Standard will get your Infantry Squads up to normal Commissar Ld8.&lt;br /&gt;
** Post-FAQ the Lord Commissar has practically become an auto-include - for a mere 35 pts you get a LD9 aura, optional ATSKNF, insurance against Perils of the Warp, and a surprisingly decent melee character. &lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Officio Prefectus Command Tanks&#039;&#039;&#039; cost CP and aren&#039;t {{W40Kkeyword|Character}}s (unless you choose a Tank Commander but even then he has more than 10 wounds, so moot point anyway), so they tend to last less despite being a damn tank. They get you Ld9, but also lack the reroll. Likewise, you can always pay 2 CP to auto-pass Morale, or 1 CP to take the test on 1d3.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Commissar Yarrick:&#039;&#039;&#039; Essentially a named Lord Commissar with a power &amp;lt;s&amp;gt;fist&amp;lt;/s&amp;gt; &#039;&#039;klaw&#039;&#039; that &#039;&#039;costs more than double&#039;&#039;, but has a bunch of extra stuff on him. He&#039;s got three guns (Storm Bolter, Bolt Pistol, and Bale Eye Hot-Shot Laspistol), and even better, resilience, with T4, his 4++ Power Field, and FnP 3+ for his final wound (and he&#039;s legally healable with a medic). His main use, which GW thinks it costs something around +66pts to use, is &#039;&#039;&#039;Hero of Hades Hive&#039;&#039;&#039;, an aura of re-roll 1s to hit, re-rolling all failed hits against {{W40Kkeyword|Orks}} instead. Not just &amp;quot;Take Aim!&amp;quot; for shooting, but in melee as well. Your infantry squads may not be so eager to be in close combat, but Bullgryn and Crusaders are. For the cost, you could buy &#039;&#039;two&#039;&#039; Company Commanders to order the actual &amp;quot;Take Aim!&amp;quot; to your units, in addition to the Lord Commissar (and get +1CP in a Supreme Command Detachment)...but Yarrick&#039;s buff can stack with other orders, like a Laurels of Command that isn&#039;t free but is reliable and even affects vehicles. &#039;&#039;Plasma, woo!&#039;&#039; Yes, he has Summary Execution despite him not executing anyone in Hades Hive. But now that Summary Execution is optional, you don&#039;t even have to use it if you don&#039;t want to.&lt;br /&gt;
** Post-FAQ Yarrick is nearly 4x as expensive as a 35 pt Lord Commissar, and almost 9x as expensive as a regular Commissar. Hopefully GW will be reevaluating his point cost. That being said, he&#039;s an absolute tank in melee, regularly makes Marines crap themselves in terror, and sticks around a lot longer than other Commissars do. There&#039;s some trade-off.&lt;br /&gt;
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&lt;br /&gt;
===Troops===&lt;br /&gt;
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*&#039;&#039;&#039;Death Korps Infantry Squad:&#039;&#039;&#039; An odd change to basic Guardsmen, Kriegers lose the option to take Heavy Weapon Teams and their Watchmaster uses a lasgun like the regular troops (though he can exchange it for a chainsword and laspistol for free, so it&#039;s a non-issue). They also all have WS3+ and can buy a Platoon Standard which buffs all Kriegers within 6&amp;quot; LD by 1. They synergize particularly well with the Death Korps&#039; unique orders - especially when dogpiling on an objective or bubblewrapping precious artillery pieces. Kriegers also come stock with Krak grenades; with the &#039;&#039;&#039;GRENADIERS&#039;&#039;&#039; stratagem you can throw 10 of them at once (though this tactic is more impressive when used on &amp;lt;s&amp;gt;Grenadiers&amp;lt;/s&amp;gt; (no acid grenades for the grenadiers) or Combat Engineers&#039; acid grenades). &lt;br /&gt;
**Oddly enough the Watchmaster also has BS3+.(not so odd when you remember that all watchmasters serve in the grenadiers before returning to be promoted.) &lt;br /&gt;
*&#039;&#039;&#039;Death Korps Grenadier Storm Squad:&#039;&#039;&#039; Scions with dicks that work. A Tempestus Scion squad with deep striking replaced by Cult of Sacrifice and no access to hot-shot volley guns. Unlike with Scions the number of Special weapons Grenadiers can take does not depend on the number of models in the unit so they can unfortunately only have two Specials max. Now with the FAQ update they can take Heavy Stubbers as special weapons, as well as the ability to form a Heavy Weapons team to tote around a Heavy Flamer.&lt;br /&gt;
**Not as good as Combat Engineers in terms of points per wound, but they can get Objective Secured (as well as letting you farm up command points with battalions etc) which is probably worth their extra points cost and loss of acid gas grenades.  Fundamentally fantastic MSU style, with a heavy flamer, 2 special weapons (probably plasma, maybe melta), and a Watch Master taking up 4 spots in a transport and costing very little points.  Shove three squads in a Valkyrie and drop them onto an objective.&lt;br /&gt;
*** OR, if you don&#039;t want to spend the points on a Valkyrie, chuck these mean machines in a centaur. They are suprisingly mobile, thanks to the 9&amp;quot; scouting move you can do before the game starts. And a bare-bones centaur is only 54 points!&lt;br /&gt;
**Hot-shot laspistols are garbage, so &#039;&#039;always&#039;&#039; have the Watch Master swap out his weapon - your best bet is probably a hotshot lasgun or bolter, unless you want to fucking commit and get a plasma pistol.&lt;br /&gt;
**These guys are perhaps one of our best units; they are extremely cheap and customizable for almost any purpose. &lt;br /&gt;
***Need AT? 2 Meltas, with 3 ambivalent bodies to eat shots for you. Shove them in a centaur and throw them down the field, they will either be ignored or attract fire away from your army. &lt;br /&gt;
***Need some extra firepower to support your infantry line? 2 squads of 5 with 2 plasma guns each will only run you down just under 140pts. &lt;br /&gt;
***Pesky melee units got you down? Take 2 Flamers and a Heavy Flamer! Position them just behind your front line just out of consolidation range. Chuck an infantry squad into the enemies path, retreat in your turn (then issue Get back in the fight to the unit that retreated) and then toast the fuckers with your flamers. This unit also works brilliantly shoved into a centaur as a suicide bomb/Distraction. No enemy wants to be hit with up to 18 auto hits (remember that you can do this after you advance as well).&lt;br /&gt;
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===Elites===&lt;br /&gt;
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*&#039;&#039;&#039;Death Korps Command Squad:&#039;&#039;&#039; No heavy flamer, medi-pack, or heavy weapons teams in this command squad, but what you do get is the ability to use the Regimental Standard. It only affects Cavalry and Infantry, but grants an additional attack on top of the Ld bonus, making your troops more effective in close combat. They are very useful for providing that easy Ld buff, and I would recommend running them as bodyguards/buffs for your HQs.&lt;br /&gt;
**These guys are surprisingly underwhelming compared to Combat Engineers, since you pay the same cost per model and don&#039;t get a 4+ save or acid gas bombs; furthermore, they obey the same 2 special weapons per unit limit as the Engineers.  Even if you do spam them, you&#039;re not going to achieve anything you couldn&#039;t achieve only better with Combat Engineer spam; they&#039;re too slow to keep up with Death Riders, they can&#039;t be Medics.... really, &amp;lt;s&amp;gt;there&#039;s just about never a good reason to field these guys over Combat Engineers.&amp;lt;/s&amp;gt; There is only ONE reason to take this squad. The regimental standard. &lt;br /&gt;
**I feel that comparing this unit to Engineers is somewhat of a misnomer; this unit is not a combat unit, it is a support unit. Comparing these guys to engineers is a little unfair; they are not designed to kill things, their job should not be charging up the field to kill things. It should be staying in the back or moving up with your infantry providing them with some light special weapon support and a buff from the regimental banner. Stack beautifully with a priest.&lt;br /&gt;
*&#039;&#039;&#039;Death Korps Combat Engineer Squad:&#039;&#039;&#039; Shotgun infantry with decent armour. Overall not super inspiring until you see their shotguns have Carcass Shot, which wounds anything (except Vehicles) on a 2+. Carnifex? 2+ Wound. Ogryns? 2+ Wound. You lose the model if you roll a 1 on the hit roll. BUT buff them with a nearby &amp;lt;s&amp;gt;Guilliman (gross, or don&#039;t and have some class. You are a Guard player after all, not a WAAC Tau reject left over from 7th)&amp;lt;/s&amp;gt; Yarrik and say hello to rerolls of 1 to hit. Carcass Shot vs GEQs, MEQs and TEQs is basically a Plasma Gun with AP 0.&lt;br /&gt;
**You can use the Grenadiers stratagem to toss up to 10 acid grenades at once.  &lt;br /&gt;
**These guys are &#039;&#039;incredible&#039;&#039; - they cost a point &#039;&#039;less&#039;&#039; than Grenadiers for what amounts to the same model with the addition of an acid gas grenade (actually are the same price now that hotshot lasguns are free), although they are Elites and hence cannot get Objective Secured.  You can keep their shotguns, which, unlike hot-shot lasguns, are worth spending a point on, or swap out for special weapons to demonstrate superiority over Grenadiers - 2 plasma gunners, a boltgun on the sergeant, and a heavy flamer team will get you the same output as a Grenadier squad with the same loadout, except your guys also have acid gas grenades and cost &#039;&#039;less&#039;&#039;.  The plasma gunners can carry meltaguns instead, of course, and either way can be stuffed in a Valkyrie and dropped in sets of 3 squads directly into your enemy&#039;s lap.&lt;br /&gt;
**A bit of MathHammer shows the following averages: 864pts of Combat Engineers will put out 216 shots, hitting on 3s and wounding GEQs, MEQs and TEQs on 2+ with a 5+/3+/2+ save respectively and 2 wounds, killing 640pts/160 models of GEQs, 1040pts/80 models of MEQs and 960pts/20 models of TEQs; while losing 288pts/36 Engineers in return. Thus, ignoring other factors the kills to deaths ratio will always be in your favour by a factor of 585:1300, 360:1300 or 390:1300 respectively and Carcass Shot is most productive when used on MEQs.&lt;br /&gt;
*&#039;&#039;&#039;Death Korps Death Rider Command Squad:&#039;&#039;&#039; A must-have for any list focusing on Death Riders. Taking this squad along allows them and up to 5 other Death Rider units to deploy via outflanking at the end of any movement phase. Use in combination with the Death Rider officer, above, and a few squads of Death Riders, below, to outflank an entire detachment! Aside from this they&#039;re the same as an understrength Death Rider Squad, as they lost the ability to take a Standard.&lt;br /&gt;
**As of the current FAQ, you may only bring one Command Squad or a Rider Command Squad per Death Korps officer, but any type of officer will do.&lt;br /&gt;
*&#039;&#039;&#039;Death Korps Quartermaster Cadre:&#039;&#039;&#039; This is where the Command Squad&#039;s Medi-pack went. One creepy guy and up to 4 servitors wielding scalpels that wound non-vehicles on a 2+ and get buffed to WS/BS 4+ and Ld 9 as long as they stay close to him. They also grant nearby Infantry and Cavalry the ability to ignore an unsaved wound on a 6+, making it mutually beneficial for them to stay close to a big squad of infantry. This is a fantastic unit buffer, a bubble of up to 21&amp;quot; x 12&amp;quot; (if you position the unit in a line with 2&amp;quot; between each member) of 6+ FnP for 50-60pts is a really good deal.&lt;br /&gt;
*&#039;&#039;&#039;Master of Ordnance:&#039;&#039;&#039; Gone is the hilariously inaccurate mini-basilisk of 7th edition; the MoO is now a fire support coordinator, which is arguably closer to the fluff. The fluff changed him very slightly; instead of buffing specific named units, he&#039;s now entirely keyword based - nearby {{W40Kkeyword|&amp;lt;regiment&amp;gt;}} {{W40Kkeyword|Basilisks}}, {{W40Kkeyword|Deathstrikes}}, {{W40Kkeyword|Manticores}}, and {{W40Kkeyword|Wyverns}} can reroll 1s on the hit roll if this guy is about and the target is more than 36&amp;quot; away (because he can&#039;t really help if the gun is direct firing, apparently). If that isn&#039;t enough to justify his cost, he can call in a favor from a nearby battery once per game, dropping a basilisk shell anywhere on the map - though if he can&#039;t see the target, it hits on 4s. Unfortunately, thanks to his one-shot syndrome that one shell is going to do almost nothing (at least it won&#039;t kill your dudes now). Take this guy for his re-roll ability; that way, you&#039;re pleasantly surprised if the artillery strike does something instead of basing your strategy around such an unreliable, one-use attack.&lt;br /&gt;
**As of the change he can now support an Armageddon Pattern Basilisk, but he still inexplicably cannot support the other Forge World variants, like Medusae (vehicle or either Battery), or the Battery variants for Basilisks, or Wyverns (that last meaning Heavy Quad Launcher Batteries).&lt;br /&gt;
*&#039;&#039;&#039;Atlas Recovery Tank:&#039;&#039;&#039; Believe it or not, this thing is almost useful now. It&#039;s a standard &amp;quot;battle Chimera&amp;quot; tank (T7 W11 and a hull heavy bolter) with S7, but rather than a battle gun, it has an enginseer&#039;s ability to heal a vehicle (but not itself). Compared to the enginseer, it&#039;s more expensive (both in points and money), but more mobile and less vulnerable to sniper fire. Unfortunately, while being a tank means it can&#039;t be picked off by snipers, it&#039;s not a character, so it &#039;&#039;can&#039;&#039; be targeted by anything else. Still probably too expensive for what it does, but a lot better than what it used to be.&lt;br /&gt;
**&#039;&#039;Important note:&#039;&#039; Unlike the Enginseer&#039;s Master of Machines rule, the Recovery Vehicle rule doesn&#039;t stipulate that a given vehicle may only benefit from it once. If you have a Lord of War on the field and want it to stay alive, an Enginseer and a few Atlases can give it a serious survivability boost. Highly situational, but potentially useful.&lt;br /&gt;
*&#039;&#039;&#039;Hades Breaching Drill Squad:&#039;&#039;&#039; A Vehicle with a squad of &amp;quot;Veterans&amp;quot; (who all have Sergeant grade LD, but none of whom have Veteran grade BS, all with shotguns, AKA crazy... or very unlucky) that emerges anywhere more than 9&amp;quot; away from enemies. Once it shows up, the Drill and Veteran Squad become separate units entirely. The Hades Drill itself is a big &#039;fuck you&#039; machine, with 1d6 WS3+ S10 AP-4 D1d3 melee attacks (D1d6 against Vehicles), and it has a 4++ invul in the fight phase thanks to its whirling blades. With T7, W7, and Sv3+, it&#039;s pretty durable, too.  The Veterans are significantly worse than normal Veterans at shooting, with limited special weapons access on top of their nerfed BS, in that they can only take 2 special weapons in the squad, with no heavy flamer or heavy weapons team; the squad amounts to a tax on the drill, because it is so much worse than your other options, but it can still do ok with a pair of flamers. Makes for a delightful Distraction Carnifex; cackle with glee as your opponent shits himself trying to kill this thing before it crawls up his Gargant&#039;s ass and cores it like an apple! There is apparently an email from Forge World that confirms that with the Death Korps, the Hades is supposed to have the Combat Engineers instead of the crappy vets, and to simply use the point costs for them provided in the Imperial Armor book. Many people play it this way, however, according to the rules thus far this is not legal, which is a shame. If you plan to do this, it shouldn&#039;t be much of a problem, just make sure it is okay with your opponent. Hopefully there will be an FAQ that will fix up this likely error. Engineers with a Hades is such a ubiquitous unit for the Death Korps, they are even sold together as a set on Forge World, and it would be a terrible and rather aggravating mistake if they decided not to allow Death Korps Hades to take Combat Engineers.  &lt;br /&gt;
====No Regiment====&lt;br /&gt;
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=====Adeptus Mechanicus=====&lt;br /&gt;
*&#039;&#039;&#039;Tech-Priest Enginseer:&#039;&#039;&#039; Found in the AdMech list as well as the new Guard codex alongside Servitors. Repairs D3 lost wounds on a single Astra Militarum vehicle or AdMech vehicle with the same Forge World keyword as himself within 3&amp;quot; of him. This opens up some interesting listbuilding ideas, such as combining mechguard troops with Skitarii snipers or Cult Mech deathrobots, as the Enginseer can repair whatever he pleases from either list as long as they share the same Forge World. An auto-include if you brought a Baneblade. He can also repair Questor Mechanicus Knights, albeit only for a single wound per turn. &lt;br /&gt;
**Imperial Guard codex kept Tech-Priest as an Elite choice, and allows him to bring in his Servitors with him as another Elite choice.&lt;br /&gt;
*&#039;&#039;&#039;Servitors:&#039;&#039;&#039; 4 Guardsman bodies which are slower, have poor BS of 5+, and have a 4+ save. Two of them can take a Heavy Bolter, Plasma Cannon, or Multi-Melta. If Tech-Priest is babysitting them, they increase their BS to 4+ and Leadership to 9. A poor choice all around, even with two Plasma Cannons.&lt;br /&gt;
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=====Adeptus Ministorum=====&lt;br /&gt;
*&#039;&#039;&#039;Ministorum Priest:&#039;&#039;&#039; Streamlined from 7th Edition, his War Hymns are now a +1 attack for every Astra Militarum infantry &#039;&#039;unit&#039;&#039; within 6&amp;quot;. He also still has Zealot, though since it&#039;s not an AoE buff and only offers the first turn re-roll, he no longer assists with morale. Not a bad idea if there&#039;s a likelihood that your boys will charge or be charged. He synergizes well with {{W40Kkeyword|Krieg}}, especially when taken with the regimental standard for A3 on your basic infantry during the fight phase. He&#039;s also great for any infantry units you plan on getting in close combat. He also buffs nearby {{W40Kkeyword|Adeptus Ministorum}} infantry, too, so there&#039;s obvious synergy with their dedicated close-combat units as well.&lt;br /&gt;
*&#039;&#039;&#039;[[Crusaders]]:&#039;&#039;&#039; A dedicated close-combat unit that, while not as tough or strong as Bullgryns, pack a 3+ invulnerable save (and that&#039;s before Psychic powers or stratagems) and Power Swords. They&#039;re identical to their entry in Index: Imperium 1 with the exception of the added {{W40Kkeyword|Adeptus Ministorum}} keyword, including the otherwise Sisters-exclusive rule &#039;&#039;&#039;Act of Faith&#039;&#039;&#039;. At the start of your turn, roll a D6, and on a 2+, you can immediately move as if it were the movement phase, shoot as if it were the Shooting phase (which is hilarious because these guys don&#039;t have any shooting weapons, but the rule was lifted from the Sisters), fight as if it were the Fight phase, or heal a wound/bring back a dead model as if it were the Healing phase. You only get one Act of Faith per turn, no matter how many units of these guys you have, and you can&#039;t give them more using Celestine or an Imagifier since they aren&#039;t {{W40Kkeyword|Adepta Sororitas}} and don&#039;t have an {{W40Kkeyword|&amp;lt;ORDER&amp;gt;}}. Still, with base 2A and Zealot, these guys can easily overwhelm their points in MEQs on the charge, and they love taking Priests with them. They can be made even tankier by using Psychic Barrier, as unfluffy as it may be to have them tolerate the presence of Psykers. They&#039;re one wound wonders, but you can bring one back each turn on a 2+ so long as the unit hasn&#039;t been destroyed. They&#039;re not quite as points efficient as Bullgryns, but they can come back from the dead, andthey have an easier time fitting into your list, as they can be taken in groups of 2-10 and are cheaper per model.&lt;br /&gt;
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=====Astra Telepathica=====&lt;br /&gt;
*&#039;&#039;&#039;Wyrdvane Psykers:&#039;&#039;&#039; Very mediocre. If you have 6 you get to add 2 to psychic tests (getting them all the way up to succeeding &#039;&#039;two thirds&#039;&#039; the time for Smite, and &#039;&#039;one half to one third&#039;&#039; for the Psykana powers, ugh), but you only roll 1d6 for both Psychic and Deny tests (the bonus for having members only applies to Psychic tests, though). And without having the character keyword, expect them to die quickly. It is, however, impossible for you to peril.&lt;br /&gt;
**&#039;&#039;&#039;Alternate take:&#039;&#039;&#039; If the Guard teaches us anything, it’s that cheapness and numbers have a quality all their own. Switching over to Power Levels for a moment, for simplicity, you can make a Vanguard Detachment consisting of one Primaris Psyker and three (3-model) Wyrdvane Psyker squads for 5 Power Level. In a typical 80 Power Level game, that means that you can take 16 of those detachments. Hitting on a 4+, your 48 Wyrdvane squads alone could potentially drop an average of 24 Smites (and roughly 36 mortal wounds) a round, with no Perils. Oh, and you’ll also have 16 extra command points to re-roll Perils on your Primaris. This is, of course, a terrible idea, but just imagine the look on your opponent’s face when you lay out 160 Psyker models and begin the longest Psychic Phase outside of the Thousand Sons.&lt;br /&gt;
*&#039;&#039;&#039;Astropath:&#039;&#039;&#039; Only 1d6 for Smite (but you should be casting Psychic Maelstrom or Gaze of the Emperor for damage anyway), but &#039;&#039;astoundingly&#039;&#039; cheap at only 30 pts per model. Camp a few of these guys behind your gunline and deny powers. The only reason not to bring these guys would be if you ran out of Elites slots, because Primaris Psykers are HQs.&lt;br /&gt;
** Unlike Primaris Psykers Astropaths lack the &#039;&#039;&#039;It&#039;s For Your Own Good&#039;&#039;&#039; rule, so Commissars are unable to stop them from blowing up in case they die from Perils of the Warp. However, it&#039;s also impossible for Astropaths to Perils while casting Smite (as they&#039;re limited to only rolling 1D6). &lt;br /&gt;
** Players often forget about the Astropath&#039;s &#039;&#039;other&#039;&#039; special rule (note this is not a psychic power) - &#039;&#039;&#039;Astral Divination&#039;&#039;&#039;. Pick an enemy unit within 18&amp;quot; of an Astropath, and for the rest of the shooting phase that unit loses its cover save against IG models within 6&amp;quot; of your Psyker. A great way to fuck with Eldar Rangers, Space Marine Scouts, or anything that relies on cover saves.&lt;br /&gt;
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=====Officio Prefectus=====&lt;br /&gt;
*&#039;&#039;&#039;[[Commissar]]:&#039;&#039;&#039; His &#039;&#039;Summary Execution&#039;&#039; rule means that all Astra Militarum squads within 6&amp;quot; of him &#039;&#039;may&#039;&#039; re-roll (as of the latest FAQ, which also dropped their points cost considerably) their first failed Morale test in any given phase at the expense of a single model dying (the newly dead unit doesn&#039;t count for the re-roll), which means you should be picky about when you use the Summary Execution ability. Thanks to the Aura of Discipline ability, those same Guard squads will be given Ld8. Compared to his senior ranking Lord counterpart, he has one less wound, a 5+ save, WS and BS 3 instead of 2, and no Invulnerable save of any kind. However, he&#039;s &#039;&#039;much&#039;&#039; cheaper.&lt;br /&gt;
**His ranged weapon should &#039;&#039;always&#039;&#039; be a bolter; you shouldn&#039;t buy him a melee weapon, as he should be staying out of melee and providing buffs instead.&lt;br /&gt;
**The cheapest Commissar you can take is 15 points (16 with a Bolter), while Lord Commissars have to take a Power Weapon as well, raising them up to 34 (35 with a Bolter). They&#039;re Characters, so what you primarily need them to live through are sniper rifle shots; their points divided by how many ratling sniper rifle shots it takes to kill them are 76 and 165, respectively (using the versions that took a Bolter).  The Lord Commissar fills up an HQ slot, which is better, and if you &#039;&#039;do&#039;&#039; take one, higher Leadership is better, to try and minimize losing models to Summary Execution.&lt;br /&gt;
**Now that you don&#039;t have to use his ability, he&#039;s gone from being a hindrance to a situational buff.&lt;br /&gt;
** Consider using the Officio Prefectus Command Tank stratagem instead of taking a Commissar. For just 2CP you get a 6&amp;quot; LD&#039;&#039;&#039;9&#039;&#039;&#039; buff with a much better version of Summary Execution... in addition to being a goddamn tank.&lt;br /&gt;
***Other Stratagem options include paying 1 CP to take a test on 1d3 or 2 CP to auto-pass; if you&#039;re low on CPs, you&#039;re playing Guard wrong, especially now that a Brigade nets you 12 goddamn CP.&lt;br /&gt;
** Other superior choices, provided you can get them in, include an Inquisitor or Guilliman (who will both need their own detachment to avoid breaking Doctrine, which isn&#039;t hard for Guilliman since he&#039;s a Lord of War choice), or an Astropath or Primaris Psyker using the Fearless power (which the Inquisitor also has). &lt;br /&gt;
** 4/16/2018 FAQ notice: In case you have missed it, &#039;&#039;&#039;Summary Execution&#039;&#039;&#039; is an optional re-roll now. Commissars also faced a steep price decrease, now being 16 points instead of 31 at base.&lt;br /&gt;
*&#039;&#039;&#039;Death Korps Commissar:&#039;&#039;&#039; A basic Commissar. Given all the buffs to Ld you can get with the Death Korps along with their Cult of Sacrifice rule, you can skip him. The models are pretty nice though.&lt;br /&gt;
** As of April 2018, the cost of a Death Korps Commissar has gone down to 15 points, from 30. They’ve become a pretty handy Ld buffer for melee.&lt;br /&gt;
*&#039;&#039;&#039;Death Korps Death Rider Commissar:&#039;&#039;&#039; See above, but with a horse. Forge World doesn&#039;t seem to make these models anymore so you&#039;ll have to kitbash them.&lt;br /&gt;
**While the Death Korps Commissar and the other Forge World Commissars were FAQed to have the new Summary Execution Rule, the Death Rider Commissar was overlooked. While this is an obvious RAW interpretation, [[That_guy|the Death Rider Commissar therefore still only allows a maximum of 1 model to be lost to morale.]]&lt;br /&gt;
** Same as the foot-slogging Death Korps Commissar, this Commissar got a point reduction to 35 points. They’ve become useful, if not viable, as your Death Riders will be getting stuck into melee.&lt;br /&gt;
**Remember that while your army is immune to casualties caused by shooting it can still be battleshocked by losses incurred in melee - which is exactly where you want your LD6 Deathriders (even MSU squads aren&#039;t invulnerable). Deathrider Commissars are &#039;&#039;essential&#039;&#039; for keeping your horses on the table. &lt;br /&gt;
*&#039;&#039;&#039;[[Severina Raine|Commissar Severina Raine]]&#039;&#039;&#039;: The main character in the up coming book &amp;quot;Honour Bound&amp;quot; and a bit of a mixed bag in terms of stats. She has the standard Commissar stat line and Comes with &amp;quot;Summary execution&amp;quot; and &amp;quot;Aura of discipline&amp;quot;. She is also 16 points more than a Commissar with a powersword and doesn&#039;t have much to show for it. The biggest disappointment is her Sword, &amp;quot;Evanfall&amp;quot; which is AP-1 with no buffs to strength or extra attacks meaning she is even less useful in a fight than a regular commissar. Though with her special ability, you actually don&#039;t want her to kill what she charges. Her 4+ armor save is nice and her Bolt pistol &amp;quot;Penance&amp;quot; is Ap-1 which means she is slightly more effective in close range firefights than charging in close. Her special rule, &amp;quot;Leading from the front&amp;quot;  allows all friendly guard forces within 6&amp;quot; auto pass morale checks is she is 1&amp;quot; from an enemy unit. This means she lends herself to being run along side a squad of Grenadiers or Engineers, to aid them in the close range shooting with her Bolt pistol and to keep them Immune to morale if they are charged, but she won&#039;t able to carry the squad in melee so next turn have her and the squad fall back and shell the squad that charged with artillery (or use &#039;&#039;&#039;Get back in the fight!&#039;&#039;&#039; to shoot the unit you coward). Overall, interesting but quite overcosted.&lt;br /&gt;
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===Dedicated Transport===&lt;br /&gt;
*&#039;&#039;&#039;Death Korps Storm Chimera:&#039;&#039;&#039; The Krieger approach to warfare is obvious in this armored vehicle&#039;s loadout. It gets an autocannon as its turret gun and the option to buy improved armor, which gives it a 2+ save vs weapons of S4 or less and lets it ignore the effects of land mines on a 4+. It&#039;s a price hike on the standard Chimera, but it&#039;s worth it.  Note that it doesn&#039;t necessarily have to be used with Death Korps; although it has the DEATH KORPS OF KRIEG keyword instead of REGIMENT, it specifically says it transports ASTRA MILITARUM INFANTRY, and even mentions it can take Ogryn, so RAW, it&#039;s legal to use these to transport regular guardsmen, or even storm troopers.&lt;br /&gt;
*&#039;&#039;&#039;Death Korps Centaur Light Assault Carrier:&#039;&#039;&#039; Hoo-boy. This little bugger is magnificent. Sure, it&#039;s not as tough or as shooty as a Storm Chimera, but if you pop 5 grenadiers with some meltas or flamers, or 4 (how are you getting a squad of 4 grenadiers? Min is 5(ruled as written, a Grenadier Weapons Team doesn&#039;t take up two slots in the vehicles. Only Heavy Weapons Teams are mentioned.)) with heavy flamer/melta or flamer/melta or flamer/sergeant and, optionally, a fifth rider of your choice, such as an Astropath or Primaris Psyker for Smite, you can send this off towards the enemy up to 9&amp;quot; before the game even starts. Imagine your opponent&#039;s face when they see this little bundle of hurt rolling towards them. They can ignore it, and have some grenadiers kick them in the arse, or shoot it and ignore the vast majority of your army.&lt;br /&gt;
**Pretty cheap, at 54 points, and 6 wounds in it&#039;s still Movement 12, unlike a Chimera, which has dropped to 8 by then.  Plus, like the DKSC above, this transport carries any Imperial Guard infantry, not just &amp;lt;REGIMENT&amp;gt; ones.&lt;br /&gt;
*&#039;&#039;&#039;Centaur Light Carrier:&#039;&#039;&#039; &amp;quot;Light&amp;quot; is sort of an understatement - with only a 5-man capacity and two heavy stubbers as its weapon, the thing is barely a transport. Its real role is to haul around your otherwise-immobile {{W40Kkeyword|Krieg}} {{W40Kkeyword|artillery}} batteries, taking them along for its move. The artillery in question can&#039;t fire that turn, but it&#039;s useful enough to keep them out of range of opponents. Best used for 4-man command squads with their Officer; its big benefits are that ti&#039;s cheaper than any other transport you have access to, and while it has -1S, -1T, -3W and -1A compared to a Chimera, but you don&#039;t care about the S or the A. One benefit of the lower wound count is that it carries the vehicle below the threshold for stat deterioration, which is a huge boon in 8th. After suffering 5 or 6 wounds, the Centaur actually has higher M (assuming the Chimera hasn&#039;t got Track Guards) and BS than a Chimera, and equivalent A. It&#039;s pretty even, as by the point a Centaur would be dead, a Chimera&#039;s so crippled it doesn&#039;t matter anyway.&lt;br /&gt;
*&#039;&#039;&#039;Trojan Support Vehicle:&#039;&#039;&#039; This Forgeworld model was updated to be effectively a very cramped (Transport Capacity 6) Chimera for a rather stunning &#039;&#039;tripling&#039;&#039; of its original base cost to a painful minimum of 98. In return, however, it brings the one and only source of full failure re-rolls in the Guard, granting one tank within 6&amp;quot; re-rolls to hit in the shooting phase. If you&#039;re not using this as the portable [[Elf Slave, Wat Do?|love slave]] of your Stormlord or Shadowsword, you&#039;re doing it wrong.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Death Korps Death Rider Squadron:&#039;&#039;&#039; A big step up from the basic Rough Riders.  +1 to WS, T, A, and Sv, although the +1A evens out in the wash when you don&#039;t charge, as you lack chainswords; regardless, you&#039;re &#039;&#039;much&#039;&#039; less likely to die before you reach your target, particularly since the Augmented Mount special rule gives you 5+ FNP against S4 weapons and below. Your steed gets 2 extra attacks instead of one and hits as hard as a bolter; this is particularly noticeable when not charging, giving you 4 attacks to a normal Rough Rider&#039;s 3, and 2 of those are at +1S. While you don&#039;t get a chainsword, you &#039;&#039;do&#039;&#039; get krak grenades, which will benefit one model in the unit. While you cannot outflank with this unit (unless you take the Death Rider Command Squad), it is not slowed when charging through terrain, making it easier to attack cover campers. With no access to special weapons, they&#039;re much better suited as frontline brawlers - with access to orders, they can be just mean with Fix Bayonets! and Duty Unto Death! (although Fix Bayonets is better in basically all circumstances).  Like with most DKoK, they have Cult of Sacrifice as a morale buff.&lt;br /&gt;
**The fact that Death Riders trade their Chainsword for +1 Attacks is a bonus, because they can hit twice with their lance on the charge, instead of the one lance and one chainsword hit that standard Riders get.&lt;br /&gt;
**Use Duty Until Death when you charge, because that&#039;s the only order you will get use out of by doing so. If your opponent decides he doesn&#039;t want to get slowly pounded down by hard to kill horsies, use Fix Bayonets! to make him understand that melee guardsmen just work.&lt;br /&gt;
**Deathriders have a shockingly bad LD6, and considering that they&#039;re supposed to be taking most of their casualties in melee they will be vulnerable to failed morale tests. You NEED to take a Deathrider Commissar if you&#039;re going to commit to large squads of Deathriders.&lt;br /&gt;
**Rough Riders cost 10 points apiece, compared to the DKoK Death Rider cost of 16, which pays for itself in the improved attack volume alone, let alone their many other improvements, like ability to obey orders; their only substantive downside is their inability to take special weapons.  Even their sergeant is buffed, as he drops his lance to buy a melee weapon if you want to change his melee up, as opposed to stock, which is forced to carry both a lance and a power weapon if you want that. Consider said swap, as a power axe brings the sergeant pretty close to the lance, but usable in the event you get stuck in. Fix Bayonets!, and you&#039;re possibly hitting 6 times with that axe in one turn. Ouch.&lt;br /&gt;
*&#039;&#039;&#039;Hellhounds:&#039;&#039;&#039; The medium tank of the Guard motor pool has been favored in 8th, with increases in speed and toughness and decreases in price all around. The chassis actually covers three vehicles, but they&#039;re all the same power, so they all get one entry. Regarding the chassis itself, the wounding rules make it genuinely tough in 8th - your average lascannon has to hit it six times to kill it, which is a &#039;&#039;very&#039;&#039; welcome increase over the 4.5-if-it-doesn&#039;t-just-explode of 7th - and they can&#039;t outright lose their weapons, either. Track guards were basically made for this vehicle as the majority of available weapons ignore ballistic skill. Unless your bringing the devil dog, your tanks will pretty much never degrade.&lt;br /&gt;
**The basic &#039;&#039;Hellhound&#039;&#039; is armed with the infamous Inferno Cannon, a more powerful heavy flamer with double the range, double the rate of fire, and +1 strength, at S6. A nasty infantry muncher, capable of eating guard-equivalent models with 2s to wound and a 6+ save from up to 16 inches away; due to good strength and rate of fire it&#039;s not too shabby against vehicles either (who knew setting things on &#039;&#039;fire&#039;&#039; could be so effective?). Use it to hunt down the other Guard player&#039;s Heavy weapons teams, or just chew through his conscripts at a healthy pace from safely outside of rapid fire range. Still not convinced? Mathhammer says it will outperform a &#039;&#039;Battle Cannon&#039;&#039; versus anything that&#039;s not T7 3+ and better, and it can still score a few wounds besides. &#039;&#039;Let &#039;em burn!&#039;&#039;&lt;br /&gt;
***Because the Hellhound is BS4+ and can&#039;t mitigate the movement penalties for heavy weapons, you would be wise to try for a Heavy Flamer on the hull mount, but on the Hellhound that means you need to get in very close to use it, negating the Inferno Cannon&#039;s range advantage. The Heavy Bolter is cheaper and more consistent, but at BS5+ on the move, it won&#039;t hit anything at all - you choose it to keep the tank cheap, not to actually kill anything with the gun.  Take the Heavy Flamer if you want the gun to actually kill anything.&lt;br /&gt;
***Because Hellhounds always explode on 4+ they make excellent suicide tanks, useful for disrupting gun lines and charges (especially considering their relatively short range). Artemia-pattern Hellhounds are better at this though as they deal D6 mortal wounds instead of D3.&lt;br /&gt;
**If your foe is made of tougher stuff, swap out for the &#039;&#039;Bane Wolf,&#039;&#039; whose vicious (and cheaper) Chem Cannon wounds everything that&#039;s not a vehicle on 2s, with an improved AP-3 (at the cost of range, only 8&amp;quot;, and shot count, only 1d6 vs the Hellhound&#039;s 2d6).  Between the wounding improvement and the AP improvement, this will outperform the Inferno Cannon against MEQ even before you account for its reduced cost - the range is the primary issue, as 8.1&amp;quot; charges will ignore it on Overwatch, and the secondary issue is that while it&#039;s obviously incredible against monsters and Primarchs especially, it&#039;s absolute garbage against vehicles, and utterly inferior to the Hellhound versus anything not MEQ or MC. While by itself the Bane Wolf may not actually do a lot, its potential will scare many opponents into focusing it down like the plague after a turn or two. This is probably the best distraction carnifex you will ever find in this codex outside of a deathstrike (and this is cheaper, too).&lt;br /&gt;
***Here the use of a Heavy Flamer is more obvious, since it has the same range as the Chem cannon. With two auto-hitting weapons, this thing will take a big bite out of attacking forces in Overwatch.&lt;br /&gt;
**Finally, if you want to take on vehicles, the &#039;&#039;Devil Dog&#039;&#039; closes the gap with the mighty melta cannon, which is &#039;&#039;much&#039;&#039; better than a multi-melta for the same cost - on average, twice the shots, and assault now, rather than heavy. It&#039;s specialized, but powerful - it outperforms even the revised Inferno cannon against pretty much anything tank-shaped (specifically, T7 with a 3+ save and tougher). Making the melta cannon assault has brought the D-Dog up from garbage to actually being a very solid tank buster. With D3 shots rerolling damage within melta range, you have one of few weapons potentially capable of blowing up a tank every time it fires. It&#039;s also the longest ranged melta weapon short of the Imperial Knight thermal cannon, and is mounted on your fastest ground unit, making range a non issue.&lt;br /&gt;
***Sadly, the Multi-Melta you&#039;d usually strap to the hull to supplement its tank-busting is still Heavy, and still shoots like an Ork, so give thought to alternatives. A heavy flamer will go a long way to deter the counter charge you will almost definitely be staring down after you shove that melta in your opponent&#039;s face.&lt;br /&gt;
*&#039;&#039;&#039;Salamander Scout Tank:&#039;&#039;&#039; Cute little light tank, with guns otherwise found on sentinels or heavy weapons squads. Pricier and tankier than either; great if you have the points and are not otherwise concerned about getting bogged down in melee, as these things &#039;&#039;will&#039;&#039; get bogged down in melee.&lt;br /&gt;
**Given that Forge World doesn&#039;t make the Salamander model anymore, a good proxy is a Hellhound hull with the Chimera Autocannon Turret.&lt;br /&gt;
&lt;br /&gt;
===Flyers===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 1em;&amp;gt;&lt;br /&gt;
The following weapon options are exclusively available to the flyers at your disposal:&lt;br /&gt;
*&#039;&#039;&#039;Hellstrikes:&#039;&#039;&#039; Hell yeah strikes! Does a good job against any armor, but they come in at a price of 20 points each. This is a go-to on both Lightnings and Thunderbolts. Heavy 1, S8, AP-2, roll 2d6 pick highest for D, which means at an average of 4.4 damage for each unsaved wound, this is the go to monster/tank/aircraft killer.&lt;br /&gt;
*&#039;&#039;&#039;Skystrikes:&#039;&#039;&#039; Cheaper at 15 points each, but only Heavy 1, S7, AP-2, D3 damage. Your dedicated anti-air missile, it gets +1 to hit against flyers but -1 against everything else. The strength here seems to be that you get to take 6 instead of only 4. But the damage for each unsaved wound is an average of 2 compared to Hellstrikes&#039; 4.4. Statistically, they are worse unless you are shooting at very specific targets like jet bikes or battle suits.&lt;br /&gt;
*&#039;&#039;&#039;Hellfuries:&#039;&#039;&#039; Anti-infantry missiles that are expensive for the amount of shots you get. They haven&#039;t found their niche yet.&lt;br /&gt;
*&#039;&#039;&#039;Tactical bombs:&#039;&#039;&#039; Pretty cool. They are cheaper than the missile options and do some serious damage. May be a valid option on a aircraft that can hold its own without extra missile firepower.&lt;br /&gt;
 &lt;br /&gt;
====No Regiment====&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 1em;&amp;gt;&lt;br /&gt;
=====Aeronautica Imperialis=====&lt;br /&gt;
*&#039;&#039;&#039;Valkyrie:&#039;&#039;&#039; The original badass of the skies can hold 12 Astra Militarum Infantry; Ogryn count as 3 models. Any infantry with the Astra Militarum keyword (and Inquisitorial models with the Authority of the Inquisition trait) count. Transports can hold multiple units now, so 3 Command Squads each with 4 meltaguns for 12 meltaguns at BS 3+ in one Valkyrie? Nice! Even better, Grav-Chute Deployment allows you to put anybody it can carry 9&amp;quot; away from the enemy...&#039;&#039;after&#039;&#039; the Valkyrie&#039;s 20&amp;quot; minimum move. Can you say &#039;turn 1 charge with ogryns?&#039;  And to top it all off it has 2 MORE wounds than a Leman Russ tank (though 1 less toughness). Cue the music!&lt;br /&gt;
**&#039;&#039;Note:&#039;&#039; On the firepower side of things, hellstrike missiles are no longer one-use only (but you can fire only 1 per turn). In addition, the codex added the &#039;&#039;Roving Gunship&#039;&#039; rule, which adds 1 to hit rolls if you&#039;re in Hover mode. When standing still, you hit on 3s. Between the multilaser, rocket pods, and heavy bolters, that&#039;s a LOT of infantry mulching! &lt;br /&gt;
**&#039;&#039;Other Note:&#039;&#039; The Grav-Chute deployment still only counts as a disembarkation from a transport, allowing you your normal movement afterwards with your 12 melta vets, or your 4 Bullgryn for that 3+ charge... Ogryn &#039;&#039;can&#039;&#039; fit in Valkyries.&lt;br /&gt;
**&#039;&#039;Note:&#039;&#039; The new FAQ just stated that you now must have 1 officer per Command squad; while not game breaking, this does mean that you need 3 officers per Valkyrie 3 CC squad combo. Something to keep in mind when you start getting tight on points.&lt;br /&gt;
Chapter Approved 2017 hiked the price on most of the base airframes and with the ridiculous price increase on hellstrike missiles (30 points per missile now) makes most of these models very inefficient choices in terms of damage dealers. The models are still pretty great though.&lt;br /&gt;
*&#039;&#039;&#039;Aquila Lander&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Arvus Lighter (FW Index: Astra Militarum):&#039;&#039;&#039; This thing went from completely useless to pretty useful. It is pretty expensive at 115 points barebones, but thanks to advanced clown car physics you can somehow cram 12 models into it now (no Ogryns though). With T6 and 8 wounds it is more fragile than a chimera but it can fly and move 30&amp;quot;/20&amp;quot; when hovering. It also has the ability to regain a wound on a 6+ and has no characteristics modifiers. It can also deepstrike, so just put it behind some LoS blocking terrain and unload your flamer/melta/plasma squads on the next turn. It can also take one or two additional models in the same slot thanks to the squadron ability. It must be purely by coincidence that Forge World started producing this model again, and they were even kind enough to jack up the price a good bit.&lt;br /&gt;
*&#039;&#039;&#039;Avenger Strike Fighter (FW Index: Astra Militarum):&#039;&#039;&#039; The ground attack beast rocks on in 8th edition. With T7 and 14 wounds it&#039;s pretty tough and will probably stay on the table a while. Comes stock with two lascannons, an 8 shot S6 AP-2 D1 bolt cannon, and an 8&amp;quot; heavy stubber that rerolls hits against FLY units. The weapon upgrades now cost double but you&#039;ll also get twice the shots so it&#039;s only fair. Missiles lost their &amp;quot;one use only&amp;quot; rule so feel free to load up on anti-infantry or anti-vehicle fire power. Like the other non-hover fliers it hits on 3+, but since it always has to move you hit on your regular 4+ (still better than the Ork BS of the Valkyrie/Vendetta).&lt;br /&gt;
*&#039;&#039;&#039;Lightning Strike Fighter:&#039;&#039;&#039; Hard hitting little thing that brings a ton of anti-tank for a reasonable cost. The Thunderbolt is generally the more cost effective choice, with a better airframe for a marginal cost increase and comes with 2 twin autocannons instead of 1 long barreled piece of crap. The Lightning finds its niche as the cheaper option with slightly more expansive payload options. The most interesting one is loading it up with anti-tank missiles. This is assuming that leaving out one-use only is not altered in a future faq since they would go from &amp;quot;we could pay that&amp;quot; to &amp;quot;no way in hell are we paying that&amp;quot;. You can fit the Lightning with anti-air (could be good) or -infantry missiles (much worse than vultures). The anti-air missiles are not much better than the anti-tank missiles at shooting aircraft (or even worse) and the anti-air missiles are A LOT worse at engaging tanks. With that said, you do get 6 anti-air missiles for only 10 points more than 4 anti-tank missiles, and they do a nice job against things like battle-suits and landspeeders.  The anti-infantry version may seem tempting, but vultures do this job much better at a cheaper cost. 235 points buys you a Lightning with 4 anti-tank missiles and 245 for 6 anti-air missiles.&lt;br /&gt;
*&#039;&#039;&#039;Thunderbolt Heavy Fighter:&#039;&#039;&#039; The frame itself costs 5 points more than a lightning and for those 5 points you get 1 more wound and 6+ repair. Not huge additions, by any means, but quite good value for 5 points. This guy also carries more guns, 4 autocannons and two lascannons. That is 3 more autocannons than the Lightning, and since they are twin autocannons instead of a long barreled one they are far more cost effective. Has slightly more restrictive payload options than the Lightning, though the only option you miss out on is anti-infantry missiles, so no-one cares. Basically you get more effective firepower, but you need to invest more in a single model to get there. 335 points buys you the thunderbolt with 4 anti-tank missiles and 305 buys you the thunderbolt + 6 anti-air missiles.&lt;br /&gt;
**Against multi-wound models, the anti-tank missiles are definitely better, doing more than twice the damage per shot with 2/3 the shot volume and 8/9 the points; even after accounting for the BS3-&amp;gt;BS4 or BS4-&amp;gt;BS5 penalty, the anti-tank missiles are going to be better in general against whatever flyers you are trying to bring down.  Against single-wound models you should be fielding a Vulture instead.  &lt;br /&gt;
*&#039;&#039;&#039;Vendetta (FW Index: Astra Militarum):&#039;&#039;&#039; &#039;&#039;She&#039;s back, boys and girls!&#039;&#039; The premier tank-hunter of the galaxy is back, and she&#039;s &#039;&#039;pissed&#039;&#039;. Carrying half a dozen lascannons and a nice, fat troop bay for 12 models (even keeping Grav-Chutes!) the Vendetta is a fine transport and gunship both. You pay a premium for her - you have to buy every one of those six lascannons - but it&#039;s worth it. God-Emperor, is it worth it. Keep in mind that Heavy Weapons impose a -1 penalty on a roll to hit if you moved, and you &#039;&#039;must&#039;&#039; move as a flyer unless in Hover mode. This means your beautiful (and expensive!) lascannons are fired with an Ork BS of 5. If you feel safe from assaults or you have already disembarked its cargo, go into Hover mode and unleash hell. Take the slap on the wrist; with the miracles it can pull in the field of transportation the lousy shooting is the only thing keeping this from being outright cheese. Alternately, keep the Vendetta as a scary bastard zipping around the board. It&#039;s expensive, but when you roll good, it&#039;s damn good. Or go Hover early, wipe something out, then zip around soaking fire for the rest of the game. Heavy bolters are fun to throw some extra dice out to keep attention on your Vendetta.&lt;br /&gt;
*&#039;&#039;&#039;Vulture (FW Index: Astra Militarum):&#039;&#039;&#039; Sorry, did we say the Vendetta was a fine gunship? Well, okay, it is, but &#039;&#039;this&#039;&#039; is the exemplar of the role. A Valkyrie&#039;s statline with a tasty Strafing Run rule (+1 on roll to hit if target has no &amp;lt;Fly&amp;gt;) and 4 weapon pylons, carrying rocket pods, missiles, autocannons, multilasers and tactical bombs (a special one-time use ability that&#039;s great against units with lots of models and deals mortal wounds on a 5+)... yeah, okay, fine. We know why you&#039;re here. The &#039;&#039;Twin Punisher Cannon&#039;&#039;, a Heavy &#039;&#039;&#039;&#039;&#039;40&#039;&#039;&#039;&#039;&#039; S5 dual-minigun man-muncher that will turn anything you point this bird at into paste. Scratch the paint and make sure it&#039;s not an Ork...&lt;br /&gt;
**In terms of weapons, the Twin Punisher Cannon is better than every other weapon vs most units and is only worse than the Skystrike Missiles vs units that can FLY. Hunter-Killer Missiles are also almost always better, but are one use only; while Tactical Bombs are rather gimmicky. If for some reason you aren&#039;t taking the Punisher, the following loadouts are best for the following roles:&lt;br /&gt;
***&#039;&#039;&#039;Pure Anti-Tank:&#039;&#039;&#039; Twin Lascannon and Two Hellstrike Missiles&lt;br /&gt;
***&#039;&#039;&#039;Pure Anti-MEQ/TEQ:&#039;&#039;&#039; Twin Autocannon and Two Missile Pods or Four Missile Pods&lt;br /&gt;
***&#039;&#039;&#039;Pure Anti-GEQ:&#039;&#039;&#039; Twin Multi-Laser and Two Hellfury Missiles&lt;br /&gt;
***&#039;&#039;&#039;Mixed Anti-Tank and Anti-MEQ/TEQ:&#039;&#039;&#039; Twin Lascannon and Two Missile Pods&lt;br /&gt;
***&#039;&#039;&#039;Mixed Anti-Tank and Anti-GEQ:&#039;&#039;&#039; Twin Lascannon and Two Hellfury Missiles&lt;br /&gt;
***&#039;&#039;&#039;Mixed Anti-MEQ/TEQ and Anti-GEQ:&#039;&#039;&#039; Twin Autocannon and Two Hellfury Missiles or Two Missile Pods and Two Hellfury Missiles&lt;br /&gt;
***&#039;&#039;&#039;Anti-FLY:&#039;&#039;&#039; Take relevant loadout and swap the Hellfury/Hellstrike Missiles or Missile Pods for Skystrike Missiles.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 1em;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Support===&lt;br /&gt;
*&#039;&#039;&#039;Death Korps Heavy Weapons Squad:&#039;&#039;&#039; Other than the higher WS, Krak Grenades, and Cult of Sacrifice, they&#039;re identical to the vanilla HWS - with the additional option to take heavy flamers. You might need to bring a couple along anyway though since you can&#039;t take heavy weapons in your regular infantry squads.&lt;br /&gt;
**Heavy Flamer teams are drastically the most cost effective way to get heavy flamers into your army, so much so that they are actually competitive with flamers (which does not usually happen, due to a heavy flamer costing more than two flamers).  This gives them a radically different role from what HWSs are used to, but they can be very effective when carried in a Valkyrie.&lt;br /&gt;
**Heavy Bolters and Twin Heavy Stubbers may compete with each other, as they both cost 8 points each, and are both direct-fire anti-infantry options. Against TEQs (T4 2+), Heavy Bolters win (0.9801 wounds on average vs 0.765 wounds on average). Against MEQs (T4 3+), either option is viable (1.485 wounds on average). Against GEQs (T3 5+), Twin Heavy Stubbers are better (3.9204 wounds on average vs 2.4948 wounds on average). Ultimately, Heavy Bolters are better against enemies with better saves, and Twin Heavy Stubbers are better against enemies with worse saves. The models for either weapon choice are very nice, so you can&#039;t lose there. &lt;br /&gt;
**A full squad of mortars actually costs 3 pts &#039;&#039;less&#039;&#039; than it does in the AM Codex, although sadly they don&#039;t really benefit from Krieg&#039;s doctrines &lt;br /&gt;
*&#039;&#039;&#039;Death Korps Leman Russ Mars Alpha Battle Tanks:&#039;&#039;&#039; Your favorite battle tank, customizable into any configuration of Russ as you see fit (though the Vanquisher Cannon comes with a heavy stubber instead of a storm bolter as its coaxial weapon), but now with the ability to trade the stock hull-mounted heavy bolter for a multi-melta or a plasma cannon. As an added bonus, its armour save becomes a 2+ against weapons of S4 or lower, so bolter shots won&#039;t even faze you. Like the other Forge World Russ variants, it too now benefits from Grinding Advance and Objective Secured (in a Spearhead Detachment).&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;The Leman Russ can be divided into two categories. The four &#039;Battle Tanks&#039; (Battle, Eradicator, Exterminator, Vanquisher, Conqueror, Annihilator) have more range but less firepower than the three &#039;Siege Tanks&#039; (Demolisher, Punisher, Executioner).&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
***&#039;&#039;Battle Cannon&#039;&#039;: Heavy D6 S8 AP-2 D1d3. The Battle Cannon has taken some big hits compared to past editions. Since losing its large blast template it only gets an average of 1.75 hits, though &#039;&#039;&amp;quot;Grinding Advance&amp;quot;&#039;&#039; buffs this to a less disappointing 3.5. MEQ now get a 5+ save, but it is now more effective against TEQ. Surprisingly the cheapest of the 4 options...and easily the best. Though it faces stiff competition from its Demolisher cousins.&lt;br /&gt;
***&#039;&#039;Exterminator Autocannon&#039;&#039;: Costs more than a Battle Cannon which would be worth it for the (very slightly) improved rate of fire, where it is &#039;&#039;worse&#039;&#039;), except that its output is inferior against T4, T7, T8, anything with a 5+ or better save, and anything with 3 or more wounds.&lt;br /&gt;
****&#039;&#039;Alternate Opinion&#039;&#039;: The Exterminator really shines against units with 3+/4++ save, particularly T5 and 6. Furthermore you&#039;ll consistently put out a &#039;&#039;&#039;lot&#039;&#039;&#039; of firepower without the need of staying in range of a Tank Commander. It&#039;s not that the Exterminator is better or worse compared to the Battle Cannon, it&#039;s just designed for a different purpose. Put a lascannon, multimeltas and track guards on your Leman Russ Exterminator and for 217 points you&#039;ll have a very good, &#039;&#039;&#039;mobile&#039;&#039;&#039; all rounder unit that can react to almost everything on the battlefield. It will still deal less average damage than a battle cannon, but it will do so more reliably.&lt;br /&gt;
****&#039;&#039;Continued&#039;&#039;: As above, this is a particular gun for particular targets. In most cases you’re better off taking one of the other options, but there are cases to be made for this one. The Exterminator excels against high-toughness multi-wound monsters and elite infantry, particularly Tyranid Monsters and Ork vehicles/nobs, against whom it generally performs better against than the “burst” damage of say a battle cannon. The Exterminator’s consistent shot volume and damage seems tailored towards these units, where you’re getting 4/8 shots instead of a potential 1/2. Also consider using on CSM and SM bikers (particularly scout bikers if you know people who use them) where the -1 AP and 2D can be a nasty surprise. &lt;br /&gt;
***&#039;&#039;Eradicator Nova Cannon&#039;&#039;: Often overlooked. For 3 points more than a Battle Cannon, you lose 36&amp;quot; of range and only hit at S6. In exchange you ignore cover bonuses, which gets you that guarenteed -2 to Armor save. This is perhaps the most specialized of all the Leman Russ options, so only consider bringing it against targets that depend on cover saves (Space Marine Scouts with camo cloaks, Eldar Rangers, AdMech with cover canticles, Poxwalkers, Vindicare Assassins, Imperial Guard, etc). Perhaps the best at straight-up murdering GEQs in cover (wounding on 2+ with no save), its extra 12&amp;quot; range edging out the Demolisher Cannon in this particular niche.&lt;br /&gt;
***&#039;&#039;Vanquisher Battle Cannon&#039;&#039;: The Vanquisher, a dedicated anti-tank cannon, is proof that GW is incapable of statistics, as it performs worse against heavy armour than every Leman Russ turret except the exterminator, despite being one of the pricier options (doing 0.93 wounds to another Russ; every other variant manages at least 1 wound). Sad thing is, if GW had given it a flat 2+ to wound against vehicles or flat 2D6 damage instead of 2D6 drop the lowest, it’d perform better against most vehicles than other Russes. &#039;&#039;Never&#039;&#039; take this.&lt;br /&gt;
**** It is statistically worse than a Battle Cannon at -everything-. It actually costs less, thanks to Chapter Approved (20 points to the battle cannon&#039;s 22). And &amp;quot;never take it&amp;quot; in a tournament or if you&#039;re a win at all costs player. If you&#039;re playing for fun, or love the model and look more, it&#039;s entirely up to you.&lt;br /&gt;
**The three &#039;Demolisher&#039; variants hit &#039;&#039;much&#039;&#039; harder at the expense of range; only one of them beats two feet.&lt;br /&gt;
***&#039;&#039;Demolisher Cannon&#039;&#039;: You can fit a &#039;&#039;man&#039;&#039; in that gun barrel! Statistically the best tank-buster of all Russ cannons; nearly doubles (x1.82) the cost of the Battle Cannon, but deals x1.75 the Damage against targets with enough Wounds to suffer it, on top of +2S and -1AP, making it far superior against T5 and T8 in practice. With 2 Multi-Meltas and a Lascannon on a tank, this will munch through most enemy armor, if you can bear the cost of 222 points. It gets larger dice rolls versus units of 5 models or more, letting it outpace the Battle Cannon - though using such a short-ranged and expensive weapon against anything but TEQ is a mis-allocation of resources.&lt;br /&gt;
***&#039;&#039;Executioner Plasma Cannon&#039;&#039;: A plasma cannon with nearly double the rate of fire, even before you use Grinding Advance to shoot twice and without a movement penalty, but only x1.33 the cost, and cheaper than a Battle Cannon, at the same price as a Punisher.  If you fire it on Supercharge - which you should - it will outshine the Battle Cannon easily, dealing more damage to W2 models at -1AP for 9.1% (2) fewer points.  That actually places this weapon in direct competition with the Demolisher Cannon, above - when Supercharged, the Demolisher&#039;s only improvement against most targets is +2S, which is of dubious utility, given that it costs 25% more and has 66.67% the range. Speaking of range keep in mind the Executioner is the longest range of the &amp;quot;siege tank&amp;quot; variants, at 36&amp;quot;, nowhere near as good as the battle cannon, but a step up from the dangerously short range of the Demolisher and Punisher to a more middle of the road range where you can stay reasonably safe from enemy melta weapons while still laying down plasma fire.&lt;br /&gt;
****Real Talk: outside of penalties to hit, this will only deal 0.583... mortal wounds to you, on average.  You should &#039;&#039;not&#039;&#039; be feeling scared to fire it, even without re-rolling 1s.&lt;br /&gt;
***&#039;&#039;Punisher Gatling Cannon&#039;&#039;: Tank-mounted BRRRT. Statistically, your best friend against infantry, but it lacks range and struggles against heavy stuff. With 3 heavy bolters (166 points), it can wreak impressive amounts of havoc for a single model.  &lt;br /&gt;
****You can also combine it with lascannons, multi-meltas, and plasma cannons freely under them, for the same reason.  Note that if you &#039;&#039;are&#039;&#039; moving away from heavy bolter sponsons, a lascannon is a better idea than a multi-melta for the hull weapon (especially since multi-meltas can&#039;t be taken as hull weapons), as it will outperform the multi-melta against a Land Raider even &#039;&#039;before&#039;&#039; you realize that if you&#039;ve driven up next to infantry for the Punisher, good heavy targets might be farther away; likewise, the Plasma Cannons will do better if you&#039;re willing to supercharge, but without an accuracy buff like Yarrick or Guilliman along, both of whom will slow you down, that&#039;s a risky click.&lt;br /&gt;
***&#039;&#039;Conqueror Battle Cannon&#039;&#039;: Actually pretty useful now. No longer the cheaper version of the vanilla, as per the Forgeworld 1.0 FAQ, it is now TEN points MORE. The Conqueror cannon has the same statline as a regular battle cannon, just with a 48&amp;quot; range. The co-axial weapon is only a storm bolter though, rather than the much more logical heavy stubber, but Forgeword are bound to go derp somewhere. Actually while the Storm Bolter is shorter ranged (its max range is half the main gun&#039;s, rapid fire is 12) due to not being a heavy weapon it fires at full BS on the move, and it grants rerolls to hit with your Conqueror cannon if you fire on the same target, it doesn&#039;t even have to hit anymore. Slap a pintle mounted storm bolter on there and you&#039;ll be putting out 8 S4 shots on overwatch.&lt;br /&gt;
*** When you do some math you will quickly realize, that this baby is one of the best Russ variants in the game right now. Reroll every (not only failed) shots on the main gun gives you MASSIVE powerboost, almost doubling your hits. Find the path to reroll that random attack D6 roll end enjoy tearing everyting up to a land raider to pieces. Trust me, this tank gonna &#039;&#039;&#039;CONQUER&#039;&#039;&#039; your battlefield.&lt;br /&gt;
*** Chapter Approved has added another 12 pts to its cost. GOD DAMN IT, GW, YOU HAVE ONE JOB!.. - not sure what&#039;s going on here, but Chapter Approved lists the Conqueror as 122 points, the same as a Leman Russ Annihilator and dropping 10 points after the Forge World 1.0 FAQ. Where the additional 12 (+10) points came from, I have no idea.&lt;br /&gt;
***&#039;&#039;Annihilator Twin Lascannon&#039;&#039;: In past editions, this was indisputably the most underwhelming Leman Russ variant. However, with the changes to the twin linking rules, compounded by Grinding Advance, it’s the only Leman Russ that has increased in firepower rocking, effectively, 4 bs4 lascannons. Against another Leman Russ, this thing will put out 1.94 wounds, matching the Demolisher but with more range. Expect to see this eclipse the “anti-armor” Vanquisher, which only puts out 0.94 wounds a turn against another Russ. In an edition where vehicles tend to stick around, loaded for bear (multi-melta sponsons and a hull lascannon), this tank has the potential to take out a vehicle per shooting phase.&lt;br /&gt;
*** With that cool new Grinding Advance rule, this tank became our one of the best options, matching even Demolisher in sheer amount of hard hitting hatred it can bring to our enemies, even matching Demolisher in his own field, while been miles away from the fight.&lt;br /&gt;
*** Chapter Approved has been kind to this laser shooting behemoth, dropping his cost by 10 pts, maybe GW doesn&#039;t hate us that much...&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stygies Destroyer Tank Hunter:&#039;&#039;&#039; A Leman Russ chassis with no turret and a Heavy Laser Destroyer Array for a hull gun. It&#039;s not twin-linked anymore, instead acting a bit like a small blast weapon - D3 shots at a Lascannon statline, except it rolls 2d6-pick-the-highest vs vehicles on damage. Unlike any other vehicle build on the Russ chassis, it must hold still to get its full BS. Easily overshadowed by the Annihilator. &lt;br /&gt;
**&#039;&#039;&#039;Stygies Thunderer Siege Tank:&#039;&#039;&#039; 10 points more than a Vindicator for one additional wound and 1 lower BS...which only counts when you&#039;re standing still, because &#039;&#039;this&#039;&#039; vehicle ignores the heavy penalty. Sadly not particularly worth it due to the general nerf to blast weapons, but can be a fun distraction vehicle or tank-buster nonetheless.&lt;br /&gt;
**The Index FAQ deliberately avoided giving this vehicle the buff given to all Leman Russ tanks, for whatever reason, while also making it cost 40 points more than a Demolisher. Take a Demolisher.&lt;br /&gt;
*&#039;&#039;&#039;Cyclops Demolition Vehicle:&#039;&#039;&#039; 40k&#039;s version of the [https://en.wikipedia.org/wiki/Goliath_tracked_mine Goliath], a bomb on treads controlled by remote. Magos Cawl figured out how to encrypt the controller signal, so the operator doesn&#039;t have to walk around on the field next to it, but putting it in transports disrupts the signal...so you can&#039;t drop it out of a Valkyrie anymore. In exchange, it&#039;s &#039;&#039;much&#039;&#039; faster (10&amp;quot; move, though advancing prevents you from setting it off) and its payload is one of the few blast weapons in 8th edition that&#039;s &#039;&#039;actually&#039;&#039; a blast - you set it off in the Shooting phase, and it hits &#039;&#039;everything,&#039;&#039; friendly and enemy, within d6&amp;quot; like an Earthshaker shell. Oh wait, no, it actually hits &#039;&#039;much harder,&#039;&#039; rolling a flat 2d6 for shots instead of 2d6-take-the-highest, and &#039;&#039;it auto-hits.&#039;&#039; This is the single worst thing to roll into a deathstar of characters at the center of your opponents&#039; army - no more Look Out Sir! to slough off the pain it can bring, and every unit within the effect radius is hit the same. It&#039;s not very tough, but it&#039;s small and easily concealed behind bigger, bulkier units, and at 40 points it can be a powerful disruptor of enemy formations.&lt;br /&gt;
**Note that this little ball of hate explodes on a &#039;&#039;&#039;3+&#039;&#039;&#039; when killed, and that&#039;s your die to roll. You, the Guard player, with the giant pile of command points. Take a reroll, hand out some mortal wounds, and get a glass for the tears of your opponent.&lt;br /&gt;
** Chapter Approved has increased its cost to 60 points from 40.&lt;br /&gt;
*&#039;&#039;&#039;Malcador Tank Family (Forge World Index: Astra Militarum):&#039;&#039;&#039; Down(?)-graded from Lord of War to Heavy Support, the light-super-heavy tanks of the Malcador family have been smiled upon in 8th by the removal of weapon facing. This means the bizarre fixed-transfer casement the main gun sits in (and the fact that the sponsons can&#039;t train forward) no longer limits its shooting ability; also gone is the chance to break down every time it moves, apparently they finally fixed the engines on these things. The Demolisher cannons have Grinding Advance, as well. Note: The Valdor tank destroyer is still taking a Lord of War, so no spamming Neutron Lasers (not that you could spam a tank this size anyway).&lt;br /&gt;
**&#039;&#039;&#039;Malcador Heavy Tank:&#039;&#039;&#039; The basic Malcador is a Russ on a steroid binge - 18 wounds instead of 12 (this is standard across all Malcadors), and it can carry autocannons or lascannons in the sponsons.&lt;br /&gt;
**&#039;&#039;&#039;Malcador Annihilator:&#039;&#039;&#039; The Malcador&#039;s version of the Leman Russ Annihilator. Two lascannons in that weird turret and a Demolisher cannon in the hull.&lt;br /&gt;
**&#039;&#039;&#039;Malcador Defender:&#039;&#039;&#039; &#039;&#039;Now we&#039;re talkin&#039;!&#039;&#039; In a remarkable display of foresight, the Defender eschews the nerfed turret weapons of its brothers for an interwar-style turret fitted with &#039;&#039;five&#039;&#039; heavy bolters. Two more on the sponson mounts make for a bullet hose to rival the Stormlord - at 21 shots, it can chew through blobs for breakfast. It also adds 1 to its overwatch hit rolls. A demolisher cannon is still present on the hull for tougher targets.&lt;br /&gt;
**&#039;&#039;&#039;Malcador Infernus:&#039;&#039;&#039; The Malcador&#039;s version of the...Hellhound? Apparently someone &amp;lt;s&amp;gt;saw the need&amp;lt;/s&amp;gt; addressed the requirement to set entire city blocks on fire at once. This vehicle carries the Inferno Gun, which rolls 2d6 automatic hits with a strength and damage that resembles an Autocannon (with better AP). If that and the 16&amp;quot; range weren&#039;t enough the prometheum fuel can be swapped out for &amp;lt;s&amp;gt;Trooper Duffy&#039;s special soup recipe&amp;lt;/s&amp;gt; a toxic sludge that wounds everything that isn&#039;t a vehicle on 2s, and has AP-3. It&#039;s a big pile of points and tends to violently explode, but it can be very fun to run! And if it does blow up, try to have it do so next to those heretics. It WILL hurt.&lt;br /&gt;
**&#039;&#039;&#039;Rapier Laser Destroyer Battery (Forgeworld Index: Astra Militarum):&#039;&#039;&#039; Got nerfed hard and went from auto-include to almost-nope. Twin-linked is gone but it still fires only one shot, so there is no chance to reroll that 4+ except CPs (or a Trojan, see above), as the Rapier can&#039;t take orders any more. Still, the gun is S12, and &#039;&#039;if&#039;&#039; the shot hits, on a roll of 3-5 it does 2D6 damage, and on a 6 it&#039;s upped to 3D6 (so you &#039;&#039;could&#039;&#039; hypothetically one-shot a Land Raider, but it is highly unlikely) - the overall expected damage roll is 6.42, slightly better than 3d3 but slightly worse than 2d6. The price got almost doubled ,to 74 points for one gun and a crew of two. The rapier has 3 wounds now, but unfortunately is only T5. Mathhammer says it will only beat out a team of lascannons (of similar cost) against 2+ models, models of T6 and below, and 3+ models of T9 and above. If you have it, save it for the &#039;&#039;really&#039;&#039; tough stuff. &lt;br /&gt;
&#039;&#039;&#039;Mobile Artillery:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hydra:&#039;&#039;&#039; The original AAA is back in action! The red-headed stepchild of the Chimera-chassis Heavy choices, this is the only one a Master of Ordnance can&#039;t help you with. The Hydra can hit ground troops on 5s and {{W40Kkeyword|FLY}} units on 3s, and with its 6 feet of &#039;&#039;&#039;8&#039;&#039;&#039; S7 AP-1 D2 shots, it&#039;s a potentially good investment even if you didn&#039;t expect {{W40Kkeyword|FLY}} from your opponent. The power comes at a price, though: 108 points after the compulsory heavy bolter, up from 75. Fliers will learn to fear it, though; it puts out enough power to statistically guarantee damage versus most aircraft. There is a bit of a cost disparity on this vehicle between points (108) and power rating (7), leading to the situation that it&#039;s better value for money under the former than the latter, as the &amp;quot;standard&amp;quot; power cost for it should be 5 or 6.	&lt;br /&gt;
** There&#039;s a surprising number of units with &#039;&#039;&#039;FLY&#039;&#039;&#039;, like jetbikes, jump troops, anything that used to be a skimmer in 7th, Monoliths, half of the Dark Eldar and Tau Army Lists... it&#039;s really quite staggering. Make sure you check the tags on your target&#039;s datasheet before opening fire, and do take a picture of your opponent&#039;s face when you inform them of this.	&lt;br /&gt;
** This will outperform a Basilisk against its chosen targets.... but needs LOS to do it, and against anything else, it won&#039;t do so well.  Since it needs LOS, and needs to remain static, it&#039;s in direct competition with your Heavy Weapons Squads; at cost, you can field 4 lascannon teams in HWSes (with 4 points left over), which will outperform it against the enemy air you were presumably worried about.&lt;br /&gt;
*&#039;&#039;&#039;Griffon Mortar Carrier:&#039;&#039;&#039; The Griffon Mortar Carrier occupies the niche of cheap medium artillery support compared to the other big guns available to the Guard. The Griffon Heavy Mortar has a range of 48&amp;quot; and strikes at S6 with AP -1 and dealing D3 damage per wound and this Mortar ignores cover saves. In previous additions, the Griffon used to have the ability to re-roll scatter, and thanks to the way the bombardment and artillery squadron rules worked meant that you could use it as spotter artillery for your bigger guns. These days however, much like its larger cousin the Basilisk, it rolls 2D6 and takes the highest to determine the number of attacks it makes. This all clocks in at a measly 78 points after purchasing the mandated Heavy Bolter, though this can be swapped out for a Heavy Flamer for extra charge defense and it can also take a pintle mounted weapon and/or Hunter-Killer Missile. Unlike the Medusa and Basilisk who&#039;s preferred targets are TeQs, MeQs and Vehicles, the Griffon is best used to rain hate on cover camping units with a 4+ save or worse, though it can also be used to hunt light vehicles and low save, multi-wound models thanks to its D3 damage. It doesn&#039;t re-roll wounds like the Wyvern, but since both mortars main targets tend to hide in cover, any time you would take a Wyvern, consider the Griffon instead. Probably not as competitive as either the Medusa or the Basilisk, but a solid artillery piece for the price. Note: Forgeworld no longer sells a model for this unit, but the conversions are super easy.&lt;br /&gt;
*&#039;&#039;&#039;Basilisk:&#039;&#039;&#039; Fluffy is back! The Earthshaker gun motor carriage smacks units up to twenty feet away at with the same power as a lascannon, rolling 2d6 for shot count and taking the highest and ignoring LOS - and it&#039;s down in cost too, to 108 points base (after the heavy bolter, which you can pay to upgrade to a heavy flamer if you&#039;re an idiot). Better against vehicles than troops, because its multi-wound power is wasted against infantry, but powerful and long-ranged for its points nonetheless. The Basilisk is brutal and very point-efficient, with the only problem being the Guard&#039;s BS of 4+ (and there&#039;s a stratagem for that). Welcome in any list. It is also &amp;quot;Webstore exclusive&amp;quot; - what a funny coincidence.  There is a bit of a cost disparity on this vehicle between points (108) and power rating (7), leading to the situation that it&#039;s better value for money under the former than the latter, as the &amp;quot;standard&amp;quot; power cost for it should be 5 or 6.&lt;br /&gt;
**Keep in mind that it is just a T6 vehicle so use the ignore LOS ability or see it explode.&lt;br /&gt;
*&#039;&#039;&#039;Armageddon Pattern Medusa:&#039;&#039;&#039; Your only mobile source of the Medusa Siege gun.&lt;br /&gt;
This one is an odd little box. What you get is a vehicle that wounds like a Manticore (S10) and is just as tough (T7), ignores armor like a basilisk (AP3) and has a similar point value (111), has the wounds and armor of a Leman Russ (12W and 3+save) but can fire without line of sight. So far so good. However, you trade all this for the lack of ability to fire after moving without a penalty to hit (and have a poor range of 36 inches), the lack of T8 to survive plasma and anti-tank firepower that is usually S7 and above, and worst of all, you score less hits than a basilisk, Manticore or most Leman Russes with grinding advance with your single D6.&lt;br /&gt;
*&#039;&#039;&#039;Colossus Bombard:&#039;&#039;&#039; &#039;&#039;Finally&#039;&#039; gaining the toughness of the Leman Russ chassis it&#039;s mounted on, the Colossus still ignores cover, though that doesn&#039;t do as much now. Downside, it costs as much as a Leman Russ, too. The mortar itself has gotten a HUGE range increase (In fact this might be a typo - &#039;&#039;240 inches&#039;&#039;), and hits like a Heavy Mortar with slightly better AP. It fires twice as many shots, too. All in all, it&#039;s a damn fine artillery piece.&lt;br /&gt;
&#039;&#039;&#039;Static Artillery:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heavy Mortar Battery:&#039;&#039;&#039; The Heavy Mortar hits like a midway between a normal mortar and the Earthshaker Cannon. Unfortunately it takes after the latter in price - 72 points for a 3-man team and the gun carriage. Potentially viable if you&#039;ve got the models, but nothing special.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Quad Launcher Battery:&#039;&#039;&#039; Also known as the Thudd Gun. Invented by [[squats|a race of abhumans]] whose worlds were lost to the Tyranids sometime in the mid-M40s (it&#039;s not clear) and much beloved by Kriegers, 8th Edition&#039;s Thudd Gun behaves like a Wyvern&#039;s quad-gun, without the rerolls to wound (perhaps it doesn&#039;t use airburst ammunition?). It&#039;s also only 10 points cheaper as a Wyvern, sans the heavy bolter the latter gets with its Chimera mobile platform.&lt;br /&gt;
*&#039;&#039;&#039;Earthshaker Carriage Battery (Forge World Index: Astra Militarum):&#039;&#039;&#039; The Earthshaker Cannon mounted on a Krieg-style wheeled gun carriage. Unlike the above, the crew is separate, and thus can defend the gun in melee. You get 4 crewmen a gun, which essentially means a full battery comes with a free Infantry Squad. &#039;&#039;And&#039;&#039; they can take orders, though re-rolling 1s won&#039;t work the miracles that ignoring all cover saves once did. With a slightly-lower-damage version of the lascannon&#039;s gun profile and an average of 2.24 hits to a lascannon team&#039;s 1.5 for a marginal increase in cost, it&#039;s more point-efficient than a lascannon team for tank-busting, and thanks to the high shot count and lasgun-armed crew, better at fighting crowds, too. Not bad.&lt;br /&gt;
** Forget about it. Chapter Approved has killed it to death. Now base cost for this poor boy without legs (tracks) is 105 + 16 points for 4 crewman. Stick with a vanilla Basilisk, that costs only 108 points and still can move, while also having a heavy bolter. I would still recommend running it simply for fluffy reasons and that the model looks amazing.&lt;br /&gt;
*&#039;&#039;&#039;Medusa Carriage Battery (Forge World Index: Astra Militarum):&#039;&#039;&#039; The Medusa Siege Gun returns, mounted on a wheeled gun carriage. Got a few buffs - the standard siege shells are ballistic, and may be fired out of line-of-sight now, while the still-direct-fire Bastion-Breaker shells may be used without losing the ability to fire standard shots. The 36&amp;quot; range may chafe on an immobile platform, though.&lt;br /&gt;
**The Bastion-Breacher shells can deal some serious damage to fortifications, but at the cost of no longer being able to fire indirectly.&lt;br /&gt;
&lt;br /&gt;
===Lords of War===&lt;br /&gt;
Forge World, with its unbridled fetish for treads, guns, and engines, has provided the Guard with the largest selection of Lords of War in the game, bar none. You can&#039;t take Titans in here anymore, but you could be forgiven for not noticing. The overwhelming majority of these are tracked vehicles of one variant or another, and most of them have the Steel Behemoth rule, allowing the vehicle in question to shoot and charge normally if it&#039;s fallen back that turn, fire heavy weapons with no penalties to hit, fire twin heavy flamers or twin heavy bolters into melee combat as if they were pistols, and fire the larger guns normally even if there are enemies within 1&amp;quot; (but not at those same enemies). Who said the conventional army fighting spooky paranormal activity was being screwed? Here&#039;s the hint: That daemon is not &lt;br /&gt;
*You won&#039;t be able to use Regimental Doctrines for these in a Superheavy Auxiliary Detachment, which means that in order to pull off this level of cheese, you would need to take a Superheavy Detachment or Supreme Command Detachment of the same {{W40Kkeyword|Krieg}} (no plopping in Guilliman in order to achieve this). In other words, if you want a Lord of War that benefits from a Doctrine you&#039;ll need to either take several Lords of War, all with the same {{W40Kkeyword|Krieg}} keyword, or a bunch of extra HQs (you could take Yarrick or some Lord Commissars, though). Still, the Imperial Guard is perhaps one of the few armies that can pull this off without too much of a HQ tax since ours tend to be cheap. As of the new Codex, Primaris Psykers as HQ, and Techpriests and regular priests as Elites count towards this HQ quota (and you&#039;ll want a techpriest anyway if you are bringing a member of the Baneblade family) without disrupting your regimental doctrine.&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 1em;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Minotaur Artillery Tank (Forge World):&#039;&#039;&#039; One of the two variants of the Malcador chassis that retains the Lord of War title...though you could be forgiven for not noticing, since it&#039;s had two Earthshaker cannons mounted on it. &#039;&#039;Backwards.&#039;&#039; Simultaneously the coolest thing on treads and an ungodly abortion only Hereteks could love. Has two heavy bolters mounted on it...somewhere. As a side effect of mashing two Basilisks together it gains Steel Behemoth and a 5+ Invulnerable save against shooting attacks (which is copy-pasted from the Gorgon&#039;s entry, because the two are such similar machines...bravo, Forge World). The durability comes at a cost: for the firepower of two Basilisks, it&#039;s almost as expensive as three.&lt;br /&gt;
*&#039;&#039;&#039;Gorgon Heavy Transporter (Forge World):&#039;&#039;&#039; Want to haul an entire platoon of Korpsmen? Here&#039;s how. With an unmatched-anywhere transport capacity of &#039;&#039;&#039;50&#039;&#039;&#039; models, the Gorgon can move more men safely than anything else. The Gorgon Mortar is no longer one-shot, too, letting this vehicle function as a pseudo-Land Raider...until you realize you&#039;re transporting 4 point models in a Lord of War, and they can&#039;t shoot out of it.&lt;br /&gt;
**Don&#039;t view the Gorgon as a mobile dakka vehicle like the Stormlord. View the Gorgon as a mass transporter to move your Korpsmen into rapid fire range.&lt;br /&gt;
** Forgeworld re-released the gorgon : release date Friday 13th of December 2019. New Mold, New Tech, Same Sculpt. &lt;br /&gt;
*&#039;&#039;&#039;Macharius Family (Forge World:&#039;&#039;&#039; the middle child of the super heavy tanks, the Macharius series starts to wield titan-sized guns, while the non-tank variants of the chassis bring to the field some of the largest transport capacities in the game.&lt;br /&gt;
**&#039;&#039;&#039;Macharius Heavy Tank:&#039;&#039;&#039; Suffers from a lot of the problems that the Leman Russ suffers from. It has the potential to deal a lot of damage, but like the Leman Russ battle cannon, the likelihood of it actually doing anything isn&#039;t that high. If you really have your heart set on this tank, consider the Macharius Vanquisher as an alternative.&lt;br /&gt;
**&#039;&#039;&#039;Macharius Omega:&#039;&#039;&#039; Its plasma blastgun is pretty amazing, especially if you can keep it still. Only 1 mortal wound per to-hit roll of 1 on the supercharged firing mode, and even if you play it safe, each shot is still doing as much damage as a normal supercharged plasma gun shot, but with much better range. Consider this if facing big squads of MEQ... now, if only FW still made the model for it.&lt;br /&gt;
**&#039;&#039;&#039;Macharius Vanquisher:&#039;&#039;&#039; Two Vanquisher shots are better than one, and if all else fails, you can fire this as a slightly less potent version of the twin battle cannon that the Macharius Heavy Tank has, making this a more versatile choice. It&#039;s still nothing to write home about in the grand scheme of things, but at least you get two shots for the Vanquisher cannon instead of 1.&lt;br /&gt;
**&#039;&#039;&#039;Macharius Vulcan:&#039;&#039;&#039; The Vulcan Mega Bolter retains the ability to spin up to maximum speed if the tank hasn&#039;t moved, doubling its rate of fire to 30. On a S6 AP-2 gun, that&#039;s some SERIOUS pain. With 15 hits on average, you&#039;ll be mowing down entire GEQ squads with an average of 12.5 wounds per shooting phase. This is a nice tank to have up your sleeve when that Ork player floods the board with Boyz.&lt;br /&gt;
*&#039;&#039;&#039;Baneblade Family:&#039;&#039;&#039; The galaxy&#039;s premier super-heavy tank has been lucky this edition, with almost-universal reductions in points, retention of fire points, &#039;&#039;amazing&#039;&#039; toughness, and the addition of the Steel Behemoth rule. The Steel Behemoth rule is especially powerful on Baneblades; Versus targets &#039;&#039;in&#039;&#039; melee it may fire its twin heavy flamers and twin heavy bolters like pistols, targeting foes within 1&amp;quot; - this makes a fully-armed Baneblade variant one of the &#039;&#039;meanest models in the game&#039;&#039; in close quarters, dealing out an average of &#039;&#039;&#039;31&#039;&#039;&#039; hits, at S5 AP-1 - and that&#039;s before it uses its adamantium tracks, which swing at s9 ap-2 for d3 damage up to 9 times. And those flamers hit on overwatch, too. All variants have a twin heavy bolter on the hull, and may take up to 4 sponsons, each with a lascannon and a twin heavy flamer/twin heavy bolter.&lt;br /&gt;
**The choice between twin heavy bolters and twin heavy flamers on your sponsons is a tricky one. The bolters deliver a lower average hit count (3 instead of 7) but are &#039;&#039;much&#039;&#039; cheaper and have more than four times the range of the flamers. If you&#039;re thinking of getting in close and can spare the points, a giant tank that&#039;s more painful to fight in melee than a &#039;&#039;bloodthirster&#039;&#039; versus most targets can be a lot of fun (and it&#039;s even more dangerous in conjunction with the Crush Them! Stratagem to give it WS 2+ and a boosted charge range), but if you plan on hanging back (and have a Trojan around), save yourself the points.&lt;br /&gt;
**Codex changes, several members of the Baneblade family have seen a reduction in points cost of up to 40 to their hulls, their main weapons have all been buffed to do an extra D6 shots (e.g. if it fired D6 it now fired 2d6, if it fired 2d6 it now fires 3d6) with the exception that the Stormlord is still a flat 20 and Shadowsword went from 1d6 to 3d3. This has resulted in some changes to power cost though; Baneblade -2, Banehammer 0, Banesword +1, Stormlord -1, Stormsword +1, Shadowsword -1, Doomhammer +1.&lt;br /&gt;
**As with all superheavies, carefully assess if your needs  would be better met with 2-3 of the smaller versions (in this case Russes).  Firepower, board control, damage control, ease of support, and vulnerability to burst damage need to be considered when comparing.&lt;br /&gt;
**&#039;&#039;&#039;Baneblade:&#039;&#039;&#039; First of the turreted variants (though with the removal of facing that&#039;s not as relevant anymore), the original Baneblade packs the mighty Baneblade Cannon, a dual-linked heavy bolter, an autocannon, and a hull Demolisher Cannon. Oldies but goldies.&lt;br /&gt;
**&#039;&#039;&#039;Shadowsword:&#039;&#039;&#039; Arguably the most famous aside from the Baneblade itself, the &#039;Titan-Killer&#039; mounts the incredibly powerful Volcano cannon, still capable of one-shotting Land Raiders even in an edition rife with tough vehicles and monsters with an impressive Strength of &#039;&#039;&#039;16&#039;&#039;&#039;. Versus {{W40Kkeyword|Titanic}} units it gets +1 to hit with everything and the Volcano Cannon re-rolls wounds. Very little can hope to survive a duel with this beast. &lt;br /&gt;
***The Volcano Cannon is 120&amp;quot; Heavy 3d3 S16 AP-5 D2d6, re-rolling wounds against {{W40Kkeyword|Titanic}}, so on average it is 120&amp;quot; Heavy 6 S16 AP-5 D7 - the highest damage*rate of fire gun this line can field, so high it even accounts for lacking a Demolisher Cannon when attacking low-model units.  On average, one shot from this gun will kill a fellow Baneblade variant with 1.22 wounds to spare, or a Land Raider with 1.5 wounds to spare.  However, it won&#039;t kill a Knight in one shot, on average dealing 18.15 wounds - enough to cripple all the way, usually, but you&#039;ll want the lascannon sponsons to finish the job.&lt;br /&gt;
***Alternatively, give shadowsword-senpai some minions! A Salamander Command Vehicle and a Trojan Support Vehicle can beef up the Volcano Cannon&#039;s firepower considerably, taking its average hit count from 3 to 5.33 - which makes for &#039;&#039;23.5&#039;&#039; wounds after damage rolls and the knight&#039;s invulnerable save. This means you can finish the job with the hull bolters, and sponsons with lascannons will make the kill a virtual certainty. You will need to take it in a Supreme Command detachment to assign your Shadowsword to a regiment, which means 3 HQs,  but you were going to take those Primaris Psykers and Lord Commissars already, right?&lt;br /&gt;
***Funny little update in the FAQ; if you so desire, you can now nix the Lascannons off of your weapons sponsons and just take the Twin Heavy Bolters to represent the Forge World Shadowsword model. A bit weird, but it is a cost saving measure if you&#039;re really trying to fine tune your points.&lt;br /&gt;
**&#039;&#039;&#039;Arkurian Pattern Stormblade:&#039;&#039;&#039; One of the few variants without a twin heavy bolter stock, this one comes with a plain heavy bolter instead, as well as a plasma blastgun.  The Plasma Blastgun&#039;s 2d6 MEQ-vaporizing blasts will wipe out any infantry near it. Supercharging it boosts its range from 72&amp;quot; to 96&amp;quot; and boosts the shots&#039; strength and damage by 1, but as always you&#039;ll want something nearby to ensure that it doesn&#039;t risk damaging itself in the process.&lt;br /&gt;
***The Plasma Blastgun is 72&amp;quot; Heavy 2D6 S8 AP-3 D2 or 96&amp;quot; Heavy 2D6 S9 AP-3 D3, 1 mortal wound per 1 rolled to hit, which averages to 72&amp;quot; Heavy 7 S8 AP-3 D2 or 96&amp;quot; Heavy 7 S9 AP-3 D3 and take 1.17 mortal wounds, which would still be underwhelming even if it didn&#039;t inflict the mortal wounds, largely because this is a Forge World gun that didn&#039;t get up-gunned, so the Codex variants are deeply superior.&lt;br /&gt;
**&#039;&#039;&#039;Stormsword:&#039;&#039;&#039; Formerly one of the cheapest variants (though still a list-buster at 390 points &#039;&#039;before its weapons),&#039;&#039; the Stormsword carries the Stormsword Siege Cannon, a massive gun that ignores cover and all but the strongest armor to boot. Lead the charge and smash the foe. Lost a lot of its thriftyness with the Shadowsword, Banehammer, and Banesword now matching it in price.&lt;br /&gt;
***The Stormsword Siege Cannon is 36&amp;quot; Heavy 4H2d6 S10 AP-4 D1d6r1, Ignores Cover, or on average, 36&amp;quot; Heavy 9.34 S10 AP-4 D3.92.  Its relatively shabby gun is only comparable to guns carried by cousins with transport capacities and firing decks, so you probably want to shop around the other choices before settling for this one.&lt;br /&gt;
&lt;br /&gt;
==Death Korps of Krieg Tactics==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*Deathriders are perhaps the single greatest edge you have over any other IG regiment, Rough Riders simply cannot compare (although they do make excellent tank hunters). &lt;br /&gt;
Use &#039;&#039;&#039;Flanking Maneuvers&#039;&#039;&#039; to put up to &#039;&#039;50&#039;&#039; horses in your opponent&#039;s backfield for every Deathrider Command Squad in your army. An all Deathrider army is perfectly feasible and highly competitive, though it works best when supported by a horde of infantry and mortar artillery.&lt;br /&gt;
*Combat Engineers&#039;  &#039;&#039;Carcass Shot&#039;&#039; and Acid Grenades make splinter rifles look tame by comparison. If your Engineers get locked in melee (and with a 12&amp;quot; threat range it&#039;s going to happen) fall back 6&amp;quot;, &#039;&#039;&#039;Get Back In the Fight!&amp;quot;, and then use the &#039;&#039;Grenadiers&#039;&#039; stratagem to lob &#039;&#039;10&#039;&#039; Acid Grenades at your opponent. &lt;br /&gt;
**Your Engineers will need a transport, either a Centaur if you&#039;re running them in MSU or a Chimera for a full squad and a Field Officer. A Field officer with the The Dagger of Tu&#039;Sakh with a full squad of engineers coming in behind the enemy is very powerful. Just say they tunneled up from below. &lt;br /&gt;
*Kriegers are practically fearless thanks to &#039;&#039;&#039;Cult of Sacrifice&#039;&#039;&#039; which makes them immune to morale tests caused by shooting. Put Marshal Karis Venner in range of a regimental standard - he becomes LD10...and so does every infantry/cavalry model within 12&amp;quot; of him. This makes &#039;&#039;&#039;Consolidate Squads&#039;&#039;&#039; not such a terrible idea as morale tests are irrelevant if you&#039;re fighting a shooty opponent (Tau, IG, etc). &lt;br /&gt;
*Krieg is perhaps the best IG regiment when it comes to melee (other than Catachans). You are also one of the toughest - ultra-high LD + &#039;&#039;&#039;Cult of Sacrifice&#039;&#039;&#039;, Storm Chimeras, Deathriders, and (relatively) cheap infantry hordes mean Kriegers are surprisingly hard to table even against horde-optimized armies.&lt;br /&gt;
*Krieg excels in games with heavy terrain like few other armies. Deathriders aren&#039;t impeded by charging through cover while mortar artillery ignores cover saves completely. And Combat Engineers are even in better in Cities of Death where they can benefit from &#039;&#039;&#039;Fire In the Hole&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Periodic_Table_of_Dragons&amp;diff=1011666</id>
		<title>Periodic Table of Dragons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Periodic_Table_of_Dragons&amp;diff=1011666"/>
		<updated>2026-05-20T16:08:02Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.161: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
A short /tg/ thread asking about the nature of draconic colors lead to a discussion about metallic dragons, and all the various metals on the periodic table of elements.  Glorious writing and drawing results.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragons still needed: 71, 89, 95(?)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Periodic Table of Contents ==&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;table style=&#039;font-size:90%;&#039; cellspacing=1 cellpadding=1&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Group&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;1&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;2&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;3&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;4&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;5&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;6&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;7&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;8&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;9&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;10&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;11&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;12&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;13&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;14&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;15&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;16&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;17&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;18&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Period&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=&amp;quot;19&amp;quot;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;1&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;1&amp;lt;br&amp;gt;[[#Hydrogen_1|H]]&amp;lt;br&amp;gt;1.008&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=&amp;quot;17&amp;quot;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;2&amp;lt;br&amp;gt;[[#Helium_2|He]]&amp;lt;br&amp;gt;4.0026&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;2&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;3&amp;lt;br&amp;gt;[[#Lithium_3|Li]]&amp;lt;br&amp;gt;6.94&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;4&amp;lt;br&amp;gt;[[#Beryllium_4|Be]]&amp;lt;br&amp;gt;9.0122&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=&amp;quot;11&amp;quot;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;5&amp;lt;br&amp;gt;[[#Boron_5|B]]&amp;lt;br&amp;gt;10.81&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;6&amp;lt;br&amp;gt;[[#Carbon_6|C]]&amp;lt;br&amp;gt;12.011&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;7&amp;lt;br&amp;gt;[[#Nitrogen_7|N]]&amp;lt;br&amp;gt;14.007&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;8&amp;lt;br&amp;gt;[[#Oxygen_8|O]]&amp;lt;br&amp;gt;15.999&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;9&amp;lt;br&amp;gt;[[#Fluorine_9|F]]&amp;lt;br&amp;gt;18.998&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;10&amp;lt;br&amp;gt;[[#Neon_10|Ne]]&amp;lt;br&amp;gt;20.180&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;3&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;11&amp;lt;br&amp;gt;[[#Sodium_11|Na]]&amp;lt;br&amp;gt;22.990&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;12&amp;lt;br&amp;gt;[[#Magnesium_12|Mg]]&amp;lt;br&amp;gt;24.305&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=&amp;quot;11&amp;quot;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;13&amp;lt;br&amp;gt;[[#Aluminum_13|Al]]&amp;lt;br&amp;gt;26.982&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;14&amp;lt;br&amp;gt;[[#Silicon_14|Si]]&amp;lt;br&amp;gt;28.085&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;15&amp;lt;br&amp;gt;[[#Phosphorus_15|P]]&amp;lt;br&amp;gt;30.974&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;16&amp;lt;br&amp;gt;[[#Sulfur_16|S]]&amp;lt;br&amp;gt;32.06&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;17&amp;lt;br&amp;gt;[[#Chlorine_17|Cl]]&amp;lt;br&amp;gt;35.45&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;18&amp;lt;br&amp;gt;[[#Argon_18|Ar]]&amp;lt;br&amp;gt;39.948&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;4&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;19&amp;lt;br&amp;gt;[[#Potassium_19|K]]&amp;lt;br&amp;gt;39.098&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;20&amp;lt;br&amp;gt;[[#Calcium_20|Ca]]&amp;lt;br&amp;gt;40.078&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;21&amp;lt;br&amp;gt;[[#Scandium_21|Sc]]&amp;lt;br&amp;gt;44.956&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;22&amp;lt;br&amp;gt;[[#Titanium_22|Ti]]&amp;lt;br&amp;gt;47.867&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;23&amp;lt;br&amp;gt;[[#Vanadium_23|V]]&amp;lt;br&amp;gt;50.942&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;24&amp;lt;br&amp;gt;[[#Chromium_24|Cr]]&amp;lt;br&amp;gt;51.996&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;25&amp;lt;br&amp;gt;[[#Manganese_25|Mn]]&amp;lt;br&amp;gt;54.938&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;26&amp;lt;br&amp;gt;[[#Iron_26|Fe]]&amp;lt;br&amp;gt;55.845&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;27&amp;lt;br&amp;gt;[[#Cobalt_27|Co]]&amp;lt;br&amp;gt;58.933&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;28&amp;lt;br&amp;gt;[[#Nickel_28|Ni]]&amp;lt;br&amp;gt;58.693&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;29&amp;lt;br&amp;gt;[[#Copper_29|Cu]]&amp;lt;br&amp;gt;63.546&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;30&amp;lt;br&amp;gt;[[#Zinc_30|Zn]]&amp;lt;br&amp;gt;65.38&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;31&amp;lt;br&amp;gt;[[#Gallium_31|Ga]]&amp;lt;br&amp;gt;69.723&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;32&amp;lt;br&amp;gt;[[#Germanium_32|Ge]]&amp;lt;br&amp;gt;72.63&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;33&amp;lt;br&amp;gt;[[#Arsenic_33|As]]&amp;lt;br&amp;gt;74.922&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;34&amp;lt;br&amp;gt;[[#Selenium_34|Se]]&amp;lt;br&amp;gt;78.96&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;35&amp;lt;br&amp;gt;[[#Bromine_35|Br]]&amp;lt;br&amp;gt;79.904&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;36&amp;lt;br&amp;gt;[[#Krypton_36|Kr]]&amp;lt;br&amp;gt;83.798&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;5&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;37&amp;lt;br&amp;gt;[[#Rubidium_37|Rb]]&amp;lt;br&amp;gt;85.468&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;38&amp;lt;br&amp;gt;[[#Strontium_38|Sr]]&amp;lt;br&amp;gt;87.62&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;39&amp;lt;br&amp;gt;[[#Yttrium_39|Y]]&amp;lt;br&amp;gt;88.906&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;40&amp;lt;br&amp;gt;[[#Zirconium_40|Zr]]&amp;lt;br&amp;gt;91.224&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;41&amp;lt;br&amp;gt;[[#Niobium_41|Nb]]&amp;lt;br&amp;gt;92.906&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;42&amp;lt;br&amp;gt;[[#Molybdenum_42|Mo]]&amp;lt;br&amp;gt;95.96&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;43&amp;lt;br&amp;gt;[[#Technetium_43|Tc]]&amp;lt;br&amp;gt;[97.91]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;44&amp;lt;br&amp;gt;[[#Ruthenium_44|Ru]]&amp;lt;br&amp;gt;101.07&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;45&amp;lt;br&amp;gt;[[#Rhodium_45|Rh]]&amp;lt;br&amp;gt;102.91&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;46&amp;lt;br&amp;gt;[[#Palladium_46|Pd]]&amp;lt;br&amp;gt;106.42&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;47&amp;lt;br&amp;gt;[[#Silver_47|Ag]]&amp;lt;br&amp;gt;107.87&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;48&amp;lt;br&amp;gt;[[#Cadmium_48|Cd]]&amp;lt;br&amp;gt;112.41&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;49&amp;lt;br&amp;gt;[[#Indium_49|In]]&amp;lt;br&amp;gt;114.82&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;50&amp;lt;br&amp;gt;[[#Tin_50|Sn]]&amp;lt;br&amp;gt;118.71&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;51&amp;lt;br&amp;gt;[[#Antimony_51|Sb]]&amp;lt;br&amp;gt;121.76&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;52&amp;lt;br&amp;gt;[[#Tellurium_52|Te]]&amp;lt;br&amp;gt;127.60&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;53&amp;lt;br&amp;gt;[[#Iodine_53|I]]&amp;lt;br&amp;gt;126.90&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;54&amp;lt;br&amp;gt;[[#Xenon_54|Xe]]&amp;lt;br&amp;gt;131.29&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;6 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;55&amp;lt;br&amp;gt;[[#Cesium_55|Cs]]&amp;lt;br&amp;gt;132.91&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;56&amp;lt;br&amp;gt;[[#Barium_56|Ba]]&amp;lt;br&amp;gt;137.33&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;*&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;71&amp;lt;br&amp;gt;[[#Lutetium_71|Lu]]&amp;lt;br&amp;gt;174.97&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;72&amp;lt;br&amp;gt;[[#Hafnium_72|Hf]]&amp;lt;br&amp;gt;178.49&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;73&amp;lt;br&amp;gt;[[#Tantalum_73|Ta]]&amp;lt;br&amp;gt;180.95&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;74&amp;lt;br&amp;gt;[[#Tungsten_74|W]]&amp;lt;br&amp;gt;183.84&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;75&amp;lt;br&amp;gt;[[#Rhenium_75|Re]]&amp;lt;br&amp;gt;186.21&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;76&amp;lt;br&amp;gt;[[#Osmium_76|Os]]&amp;lt;br&amp;gt;190.23&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;77&amp;lt;br&amp;gt;[[#Iridium_77|Ir]]&amp;lt;br&amp;gt;192.22&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;78&amp;lt;br&amp;gt;[[#Platinum_78|Pt]]&amp;lt;br&amp;gt;195.08&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;79&amp;lt;br&amp;gt;[[#Gold_79|Au]]&amp;lt;br&amp;gt;196.97&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;80&amp;lt;br&amp;gt;[[#Mercury_80|Hg]]&amp;lt;br&amp;gt;200.59&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;81&amp;lt;br&amp;gt;[[#Thallium_81|Tl]]&amp;lt;br&amp;gt;204.38&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;82&amp;lt;br&amp;gt;[[#Lead_82|Pb]]&amp;lt;br&amp;gt;207.2&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;83&amp;lt;br&amp;gt;[[#Bismuth_83|Bi]]&amp;lt;br&amp;gt;208.98&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;84&amp;lt;br&amp;gt;[[#Polonium_84|Po]]&amp;lt;br&amp;gt;[208.98]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;85&amp;lt;br&amp;gt;[[#Astatine_85|At]]&amp;lt;br&amp;gt;[209.99]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;86&amp;lt;br&amp;gt;[[#Radon_86|Rn]]&amp;lt;br&amp;gt;[222.02]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;7 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;87&amp;lt;br&amp;gt;[[#Francium_87|Fr]]&amp;lt;br&amp;gt;[223.02]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;88&amp;lt;br&amp;gt;[[#Radium_88|Ra]]&amp;lt;br&amp;gt;[226.03]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;**&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;103&amp;lt;br&amp;gt;Lr&amp;lt;br&amp;gt;[262.11]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;104&amp;lt;br&amp;gt;Rf&amp;lt;br&amp;gt;[265.12]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;105&amp;lt;br&amp;gt;Db&amp;lt;br&amp;gt;[268.13]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;106&amp;lt;br&amp;gt;Sg&amp;lt;br&amp;gt;[271.13]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;107&amp;lt;br&amp;gt;Bh&amp;lt;br&amp;gt;[270]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;108&amp;lt;br&amp;gt;Hs&amp;lt;br&amp;gt;[277.15]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;109&amp;lt;br&amp;gt;Mt&amp;lt;br&amp;gt;[276.15]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;110&amp;lt;br&amp;gt;Ds&amp;lt;br&amp;gt;[281.16]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;111&amp;lt;br&amp;gt;Rg&amp;lt;br&amp;gt;[280.16]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;112&amp;lt;br&amp;gt;Cn&amp;lt;br&amp;gt;[285.17]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;113&amp;lt;br&amp;gt;Nh&amp;lt;br&amp;gt;[284.18]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;114&amp;lt;br&amp;gt;Fl&amp;lt;br&amp;gt;[289.19]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;115&amp;lt;br&amp;gt;Mc&amp;lt;br&amp;gt;[288.19]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;116&amp;lt;br&amp;gt;Lv&amp;lt;br&amp;gt;[293]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;117&amp;lt;br&amp;gt;Ts&amp;lt;br&amp;gt;[294]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;118&amp;lt;br&amp;gt;Og&amp;lt;br&amp;gt;[294]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=&amp;quot;19&amp;quot;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;*Lanthanoids&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;*&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;57&amp;lt;br&amp;gt;[[#Lanthanum_57|La]]&amp;lt;br&amp;gt;138.91&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;58&amp;lt;br&amp;gt;[[#Cerium_58|Ce]]&amp;lt;br&amp;gt;140.12&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;59&amp;lt;br&amp;gt;[[#Praseodymium_59|Pr]]&amp;lt;br&amp;gt;140.91&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;60&amp;lt;br&amp;gt;[[#Neodymium_60|Nd]]&amp;lt;br&amp;gt;144.24&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;61&amp;lt;br&amp;gt;[[#Promethium_61|Pm]]&amp;lt;br&amp;gt;[144.91]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;62&amp;lt;br&amp;gt;[[#Samarium_62|Sm]]&amp;lt;br&amp;gt;150.36&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;63&amp;lt;br&amp;gt;[[#Europium_63|Eu]]&amp;lt;br&amp;gt;151.96&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;64&amp;lt;br&amp;gt;[[#Gadolinium_64|Gd]]&amp;lt;br&amp;gt;157.25&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;65&amp;lt;br&amp;gt;[[#Terbium_65|Tb]]&amp;lt;br&amp;gt;158.93&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;66&amp;lt;br&amp;gt;[[#Dysprosium_66|Dy]]&amp;lt;br&amp;gt;162.50&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;67&amp;lt;br&amp;gt;[[#Holmium_67|Ho]]&amp;lt;br&amp;gt;164.93&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;68&amp;lt;br&amp;gt;[[#Erbium_68|Er]]&amp;lt;br&amp;gt;167.26&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;69&amp;lt;br&amp;gt;[[#Thulium_69|Tm]]&amp;lt;br&amp;gt;168.93&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;70&amp;lt;br&amp;gt;[[#Ytterbium_70|Yb]]&amp;lt;br&amp;gt;173.05&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;**Actinoids&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;**&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;89&amp;lt;br&amp;gt;[[#Actinium_89|Ac]]&amp;lt;br&amp;gt;[227.03]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;90&amp;lt;br&amp;gt;[[#Thorium_90|Th]]&amp;lt;br&amp;gt;232.04&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;91&amp;lt;br&amp;gt;[[#Protactinium_91|Pa]]&amp;lt;br&amp;gt;231.04&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;92&amp;lt;br&amp;gt;[[#Uranium_92|U]]&amp;lt;br&amp;gt;238.03&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;93&amp;lt;br&amp;gt;[[#Neptunium_93|Np]]&amp;lt;br&amp;gt;[237.05]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;94&amp;lt;br&amp;gt;[[#Plutonium_94|Pu]]&amp;lt;br&amp;gt;[244.06]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;95&amp;lt;br&amp;gt;Am&amp;lt;br&amp;gt;[243.06]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;96&amp;lt;br&amp;gt;[[#Curium_96|Cm]]&amp;lt;br&amp;gt;[247.07]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;97&amp;lt;br&amp;gt;Bk&amp;lt;br&amp;gt;[247.07]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;98&amp;lt;br&amp;gt;Cf&amp;lt;br&amp;gt;[251.08]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;99&amp;lt;br&amp;gt;Es&amp;lt;br&amp;gt;[252.08]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;100&amp;lt;br&amp;gt;Fm&amp;lt;br&amp;gt;[257.10]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;101&amp;lt;br&amp;gt;Md&amp;lt;br&amp;gt;[258.10]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&#039;text-align:center;border:1px solid black&#039;&amp;gt;102&amp;lt;br&amp;gt;No&amp;lt;br&amp;gt;[259.10]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{PeriodicTableOfDragonsArticles}}&lt;br /&gt;
&lt;br /&gt;
==Hydrogen 1==&lt;br /&gt;
[[File:HydrogenDragon.jpg|200px|thumb|right|Hydrogen Dragon]]&lt;br /&gt;
Given the distinct characteristics of most of dragon-kind, the existence of Hydrogen dragons is a hotly debated topic among dracologists, some argue that the creatures called Hydrogens are not dragons at all but rather some unusual form of sea serpent or snake. However, until a kind of Hydrogen is found which conforms to the template, those who disagree with the naming of the creatures have little choice but to accept it.&lt;br /&gt;
&lt;br /&gt;
Hydrogen dragons are an unusual breed, the gelatinous eggs are laid in typhoons during the hurricane season to be spread throughout the ocean. Early in life they are little more than sea serpents, unintelligent and voracious.&lt;br /&gt;
&lt;br /&gt;
Once they reach adolescence they begin to grow extremely quickly, putting on as much as a foot of length in a single day. However, the most unusual thing that happens is that during this growth spurt is that they begin to grow massive amounts of excess skin, enough to cover themselves ten or fifteen times over. During this time their appetite increases to truly legendary proportions; a Hydrogen dragon has been known to eat an entire whale in a single day, and will happily eat the same again the next day.&lt;br /&gt;
&lt;br /&gt;
What happens next is a mystery, for they dive deep into the ocean and do not surface again until they are fully grown.&lt;br /&gt;
&lt;br /&gt;
A fully grown Hydrogen dragon is a truly enormous creature, dwarfing all other breeds in terms of volume. However, they are unbelievably light for their size, swimming through the air like a fish through water. Known to follow storm clouds, there are accounts of them deliberately getting struck by lightning, though determining the purpose of this has proven difficult. According to other sources, a Hydrogen deprived of lightning will eventually sink to the earth and will be unable to fly until struck again.&lt;br /&gt;
&lt;br /&gt;
Hydrogens produce a blinding flame which is believed to be used in mating rituals, though these take place inside of storm clouds and are rarely seen anywhere else.&lt;br /&gt;
&lt;br /&gt;
They are notoriously difficult to hunt, given the altitudes they live at, though it is possible to find one that has been downed by bad luck. Even after finding one there is little to gain from them beyond a large amount of extremely tough leather. The gas inside of their hides escapes through the smallest puncture and should it be exposed to a flame a large explosion will result. &lt;br /&gt;
&lt;br /&gt;
If sufficiently startled they will produce a brilliant flame of sufficient force to launch them several hundred meters into the air, though reports of this ability should be considered anecdotal at best.&lt;br /&gt;
&lt;br /&gt;
==Helium 2==&lt;br /&gt;
[[File:HeliumDragon.jpg|200px|thumb|right|Helium Dragon]]&lt;br /&gt;
Helium dragons are one of the most unusual of the elemental dragon varieties. For much of history, their existence was totally unknown, as they spend almost all their lives high in the atmosphere to keep themselves at a sufficiently cold temperature. They subsist almost entirely on drifting molecules of organic matter, filtered through their thin, diaphanous skin, and only come to earth to reproduce.&lt;br /&gt;
&lt;br /&gt;
Their bodies are long and slender, with small flotation bladders spaced evenly along its length. Their wings are enormous, shot through with incredible numbers of capillaries filled with a strange fluid, whose unnatural hydraulic properties allow the movement of the gigantic wings with almost no effort. These wings absorb the nutrients they need to survive.&lt;br /&gt;
&lt;br /&gt;
Their eggs are incredibly lightweight, and must be glued to the ground with ice, which the female must constantly refresh to protect the egg. On the ground, helium dragons can only defend themselves with incredible cold, sprayed at the enemy in a jet of their own liquid blood, and they seek the most isolated mountains to brood. Their coloration is suspected to be a product of this, as they only descend to earth in the light of dawn or dusk, making their pinkish-orange color a highly effective camouflage.&lt;br /&gt;
&lt;br /&gt;
Heliums have no natural predators, and by and large are totally inaccessible, and totally disinterested in the affairs of the world below. What little is known about them has come from dissecting the rare corpses that survive the fall from the upper atmosphere, and from the vanishingly rare individuals that have spoken to other living creatures besides themselves.&lt;br /&gt;
&lt;br /&gt;
It is known that the auroras are influenced by the Helium dragons, and they may use those events as a signal to congregate in huge flotillas to socialize.&lt;br /&gt;
&lt;br /&gt;
==Lithium 3==&lt;br /&gt;
[[File:Lithium_dragon.jpg|200px|thumb|right|Lithium Dragon]]&lt;br /&gt;
At the far extent of the Metallic dragon family, we observe the Lithium dragon family. The smallest of the true Metallics, they are often mistaken for other animals, confused with natives of Mechanicus in particular. &lt;br /&gt;
&lt;br /&gt;
Only about the size of a small child, and not particularly intelligent, the Lithium dragon is nevertheless dangerous, in no small part because of its profligate breeding habits and vast population. To other dragons, they are a nuisance, but to humans, they can be a menace if enraged. Fortunately, the Lithium dragon is the gentlest of the Alkali subfamily. &lt;br /&gt;
&lt;br /&gt;
To smaller creatures like Kobolds and Halflings, their speed makes them deadly, though the Lithium&#039;s soft flesh is easy enough to pierce with a spear or sling stone. &lt;br /&gt;
&lt;br /&gt;
They are native to deserts, high mountaintops, and anywhere where there is little moisture. Rain causes their flesh to bubble and sear, and is extremely painful. For this reason, water is the weapon of choice against them. &lt;br /&gt;
&lt;br /&gt;
The Lithium&#039;s breath weapon is one of the most distinctive of the Metallic species, colored a brilliantly deep red flame. This flame is used in their mating rituals, and males that can breathe the largest and most colorful flames are the most desirable. Unlike the Bismuths, Lithiums are quite territorial, and do not lightly permit outsiders to observe their rituals.&lt;br /&gt;
&lt;br /&gt;
==Beryllium 4==&lt;br /&gt;
[[File:Beryllium_dragon.JPG|200px|thumb|right|Beryllium Dragon]]&lt;br /&gt;
Beryllium dragons are quite rare, and are highly photosensitive. Small but tough, their skin begins to decompose in the sun, for the radiation of stars is deadly to them. They are highly resistant to the Radiant Metallics, as the energy simply seems to pass through them, unlike the Borons, which absorb and diffuse the Radiant energy. &lt;br /&gt;
&lt;br /&gt;
They have no breath weapons of their own, but when threatened, they shed copious amounts of toxic dust from underneath their scales, which cause growths to form in the victim&#039;s lungs, choking them to death. &lt;br /&gt;
&lt;br /&gt;
Beryllium dragons are widely sought after as mates by Copper, Aluminum, Iron and Nickel dragons, because their crossbreeds exhibit highly improved scale strength and hardness. As such, the smaller Berylliums are often politically minded dragons, pitting their larger allies against those that would harm them, and forming familial houses dedicated to strategic marriages with stronger dragons. &lt;br /&gt;
&lt;br /&gt;
A Beryllium dragon can be identified not just by its small size, but by the greenish emerald nodules decorating the length of its spine. On the females, the emeralds are about the size of a man&#039;s thumb, but on the males, they can grow to nearly the size of two stacked fists in the largest and oldest specimens. Used to attract mates, shed scales are also presented as gifts to other dragons and even mortals on occasion. &lt;br /&gt;
&lt;br /&gt;
Beryllium dragons signify marriage by inscribing their names into the male&#039;s largest emerald spike, which is then shed and carried with them as long as the relationship lasts.&lt;br /&gt;
&lt;br /&gt;
==Boron 5==&lt;br /&gt;
Many of the larger Metallic dragons are deadly not because of their strength or speed, but because they are surrounded by a strange force, akin to heat or a very bright, penetrating light. Simply being near them is enough to kill an unprotected man, and many nations fear their blessedly rare incursions.&lt;br /&gt;
&lt;br /&gt;
One species of Metallic though, barely deserving of the name, is the Boron Dragon. Relatively small, and quite fragile, they are astoundingly swift creatures, with gigantic, gossamer wings disproportionate to their size. High altitude fliers, they can take to the air with nothing more than a slight breeze and a well angled wing. On the ground, they are nimble, seeming to defy gravity as they scamper around with a decidedly un-draconic glee. &lt;br /&gt;
&lt;br /&gt;
These strange dragons were once more common than they are now, because the intelligent races figured out that their bodies could absorb and block that deadly force of the greater Metallics. A great slaughter ensued, hunting the Borons nearly to extinction for their skin and wings, which could forge protective cloaks and armor for an entire human or orc tribe. &lt;br /&gt;
&lt;br /&gt;
The Borons now live in extremely isolated areas, and are profoundly reclusive and distrustful. Gear made from their bodies is a relic now, and fetches astronomical prices.&lt;br /&gt;
&lt;br /&gt;
Entire tribes die each year hunting the remaining beasts, but when a single corpse can buy a mighty town or army, the lust for greed eternally fuels the hunt.&lt;br /&gt;
&lt;br /&gt;
==Carbon 6==&lt;br /&gt;
[[File:06 carbon.JPG|200px|thumb|right|Carbon Dragon]]&lt;br /&gt;
Carbon dragons are considered Crystalline by most scholars. Jet black in appearance, with diamond spikes only on their backs, claws, teeth, and the tip tail to reflect light, they are primarily nocturnal creatures. The lenses of their eyes incorporate diamonds as well, collecting and refracting light into the eye more efficiently than human eyes, allowing them to see in the dark. &lt;br /&gt;
&lt;br /&gt;
They are a very common species, inhabiting a diverse range of climates. Ferocious on the attack, they&#039;re downright cowardly on the defense because their scales are frail, almost crumbly. Inside, they are one of the few Elemental dragons to have very mammalian muscles, but their blood is a dark, strange-smelling liquid. When set alight, it will burn for hours, and is a valued commodity in the Northlands. &lt;br /&gt;
&lt;br /&gt;
The young Carbon&#039;s primary means of attack is a fire breath that makes up for in endurance what it loses in heat, as a flammable black fluid they produce can infuse the fire with the ability to stay alight for hours or days. They are also virtually immune to any fire or heat themselves, as it only serves to harden their scales. They often reside in caves beneath the earth or deep in mountains, often near natural lava flows that they drink and bathe from. When they are young, the Carbon dragon has quickly shedding scales that can be used as a fuel source, making them highly sought after to be tamed or hunted. As they mature, however, grooming with flame and natural changes leads to a harder coat of scales that sheds less frequently. Once they reach a certain point of crystallization, their flame begins to weaken until it disappears altogether upon becoming a Diamond dragon.&lt;br /&gt;
&lt;br /&gt;
Carbon dragons are remarkably unintelligent, barely more than clever animals, and they adopt a pack mentality in most things, though they are known for using their shed scales to make cave images by scrawling black marks on the walls. The meaning of these marks is unclear, but is a favorite topic of discussion among scholars debating the Carbon&#039;s status as intelligent beings.&lt;br /&gt;
&lt;br /&gt;
The same cannot be said of the older examples of the species, however. Diamond dragons are considered one of the most dangerous kinds of dragon, having lived through centuries of predation, they are devious fighters and brilliant tacticians, able to outwit any hunter. The only reliable way to beat a Diamond is to enlist both a wizard and a stronger dragon such as a Tungsten or Osmium, and this leaves little in the way of scavengable remains.&lt;br /&gt;
&lt;br /&gt;
Perhaps as a sign of their distance from the true Metallics, Carbons are preyed upon at nearly every opportunity by their larger cousins, who incorporate their essence into their own bodies. However, they breed easily with other species and can even catenate hybrids that normally can not mix, so some of the more far-sighted dragons exhibit a more protective response.&lt;br /&gt;
&lt;br /&gt;
Their bones are composed primarily of a tough, flexible material that has defied investigation. Though poorly suited for use as armor because it is prone to fracturing, Carbon bones are commonly used as handles for maces, due to their light weight. For small projects, they can be used as support beams in buildings. Their wings have a peculiar sheen to them, and are coated in a very thin layer of a flaky material that has excellent heat and electrical conductivity. Despite their small size and relative fragility to physical impact, the Carbon dragon is very skilled at using their wings to deflect and resist both fire and electrical attacks.&lt;br /&gt;
&lt;br /&gt;
==Nitrogen 7==&lt;br /&gt;
Nitrogen dragons were once believed to be two separate species. One form is the pale, almost translucent dragons with a faint purple blue glow that live in extremely cold temperatures. These dragons have fine, smooth scales, small horns and claws, and a thin elongated frame, giving them a deceptively weak appearance. While all Fluid dragons can breathe supercooled liquid as a weapon, only a handful of Fluid dragons can match the Nitrogen for the intensity of the blast, and none can sustain a blast as long.&lt;br /&gt;
&lt;br /&gt;
The people in the far north follow Nitrogen dragons, watching to see where their mating frenzies in the snow leave their essence in the earth, churned into the soil. Those tribes then use the extra-fertile soil to perform agriculture in the short growing seasons of the polar summer, enabling them to harvest food that&#039;s not just seals and whales. This permits some habitation in Fluid dragon territory, normally too inhospitable for other forms of life, and these people are the ones with the strongest legends and interactions with the Fluid breeds. &lt;br /&gt;
&lt;br /&gt;
More commonly seen are the so-called &amp;quot;Bomb Dragons&amp;quot; who, as the name implies, have such volatile internal processes that when disturbed or damaged, they tend to violently explode. Larger, bulkier almost to the point of being bloated, and generally with a dirty yellow coloration, these dragons are a slightly more common form of Nitrogen dragon, and perhaps uniquely, are commonly found away from the frozen preserves of other gas dragons. Careful study has found that Nitrogen dragons that ingest large quantities of organic matter find their internal chemistry altering, similar to the process of &#039;alloying&#039; that occurs with other dragons.&lt;br /&gt;
&lt;br /&gt;
The breath weapon of a Nitrogen &#039;Bomb Dragon&#039; is a projectile globule of a viscous, colorless liquid that violently detonates upon impact. More than one Bomb Dragon has inadvertently detonated themselves with clumsy use of this weapon.&lt;br /&gt;
&lt;br /&gt;
Despite the danger, many consider the Bomb Dragons a good omen. A Bomb Dragon rooting through a field is said to guarantee bumper crops for years to come, and as few other dragons will approach a Bomb Dragon, these volatile and dangerous beasts are viewed as affording a measure of protection to those nearby.&lt;br /&gt;
&lt;br /&gt;
==Oxygen 8==&lt;br /&gt;
Oxygen dragons are amongst the most common as well as the most approachable Fluid dragons. Dwelling all along the sides of mountains and in frozen valleys, they make their homes in cold regions similar to other Fluid dragons.&lt;br /&gt;
&lt;br /&gt;
Unlike other Fluid dragons they are not immediately corrosive to the mortal races, but still a danger to many Metallic dragons as their breath and indeed their blood will quickly cause the Metallics to rust.&lt;br /&gt;
&lt;br /&gt;
Oxygen dragons are a striking blue color, with the blood that flows through their veins even more so. In fact their bodies are fairly translucent, allowing the direct observation of the deep blue blood that runs in their circulatory system. Similar to many of the Fluid dragons, they tend to spend most of their time in the air, which is supplemented by 2 sectional wings similar to a butterfly with swirled hues of blue, their slim bodies and 4 slender, spindly limbs that act as legs and manipulators.&lt;br /&gt;
&lt;br /&gt;
Lacking float bladders, the Oxygen dragons do not climb to extreme altitudes, but they do have two evaporator bladders on their underside that convert some of the blue liquid to gas and force it out at high speeds.&lt;br /&gt;
&lt;br /&gt;
In terms of breathe weapons Oxygen dragons are further unique as they have 3 gas sacs on their neck from which different gasses are used for different purposes. The first appears to be relatively harmless to the mortal races, but has a profound effect on metals and Metallic dragons, the second is even more dangerous to Metallics as well as destroying the lungs of any creature nearby, and the third is highly corrosive and destructive to most organic matter and dragons.&lt;br /&gt;
&lt;br /&gt;
Oxygen dragons are commonly of a thoughtful and calm temperament, and are often willing to trade with mortals for their breath as reagents as well as knowledge they have gained from the air or of other dragons.&lt;br /&gt;
&lt;br /&gt;
==Fluorine 9==&lt;br /&gt;
[[File:09-_flourine.JPG|200px|thumb|right|Flourine Dragon]]&lt;br /&gt;
Observable only from afar, the Fluorine dragon is a yellowish, ever-aloft affair with unusually smooth scales, making it appear that they have patterned skin rather than proper scales. These scales grow and regrow at an alarming rate, but without this rapidly regenerating outer layer, they would soon find their skin eaten through.&lt;br /&gt;
&lt;br /&gt;
Not particularly dense, Fluorine dragons are ludicrously quick to please or anger, but relatively talkative at range. They lack the inherent defenses common to many dragons such as the protections against lesser magics or an aura of unnatural energy, but make up for it in several other ways. The aura of a Fluorine dragon is entirely natural and may vary by exposure; nearly all things react violently, causing explosions, the production of acids and poisons, with water being one of the most dangerous. Only certain particularly resilient Noble dragons and other Fluorine dragons can safely interact with them.&lt;br /&gt;
&lt;br /&gt;
Though intelligent, they are short-lived, and so are willing to take risks that few except Franciums or Chlorines would tenant. They have been seen as far south as Mont-Eiresen, though those who roam outside of their native range care little for the havoc they cause. Those who live outside the Arctic know little of a Fluorine&#039;s pleasant demeanor, having only seen reports of the devastation left when a group of them flies over.&lt;br /&gt;
&lt;br /&gt;
Fluorine dragons have no true breath weapon, and unusually for Fluid dragons, have rather strong teeth, though they prefer to fight with a blast-shaping wing-buffet or direct contact. With the proper preparation and runes they can be overcome, though one should be wary of allowing such a corpse to react with their own lands.&lt;br /&gt;
&lt;br /&gt;
Attacking a Fluorine dragon is a folly for any man. To withstand the constant overpressure shell, acidic mists, concentrated toxins, flame and even electrical discharges requires nearly draconic might, and any violent contact as devastating for the assailant as the dragon.&lt;br /&gt;
&lt;br /&gt;
==Neon 10==&lt;br /&gt;
[[File:Neon Dragon.png|200px|thumb|right|Neon Dragon]]&lt;br /&gt;
Neon dragons are perhaps the most sociable of the &amp;quot;Noble&amp;quot; Fluid dragons. Though they are remarkably private about their personal lives, they enjoy interacting with those others who brave the cold to come and speak with them.&lt;br /&gt;
&lt;br /&gt;
Many a polar traveler has seen what looks like a mirage, only to find a Neon dragon family&#039;s dwelling, carved from ice and illuminated with beautiful red lamps, whose origin is not told to outsiders.&lt;br /&gt;
&lt;br /&gt;
Inside, the Neon dragons welcome visitors, and enjoy learning of the outside world, though they typically have little to share themselves other than a comfortable bed.&lt;br /&gt;
&lt;br /&gt;
Like most of the &amp;quot;Noble&amp;quot; Fluid dragons, the Neons have no breath weapon other than a suffocatingly cold jet of the same liquid pumping through their veins, which chokes people to death even as it freezes them and buffets them with waves of cold, expanding air.&lt;br /&gt;
&lt;br /&gt;
Their bodies are shorter and heavier than the Helium dragons, though similar in overall structure, and their wings are considerably smaller. They enjoy flying, though they are primarily a terrestrial species.&lt;br /&gt;
&lt;br /&gt;
==Sodium 11==&lt;br /&gt;
Sodium dragons are one of the smaller Metallic dragons, but not quite on the scale of their Lithium cousins, growing to about the height of an average- sized man and having a little less mass than one. Unmistakable in shaped they grow with hind legs, clawless wings, and frills along their neck that expand when threatened.&lt;br /&gt;
&lt;br /&gt;
These frills allow for sodium dragons to scare potential enemies in an attempt to prevent a fight as they have flesh and scales that barely match the defensive strength of human skin. Though lacking any claws, these dragons have exceptional speed and their lightweight frames allow them to jump and fly exceptionally well turning their powerful hind legs into formidable weapons against small foes.&lt;br /&gt;
&lt;br /&gt;
Sodium dragons can also be identified by their distinctive bright yellow flame and the white powdery coating on their silvery scales. The properties of this white powder and the scales that produce it are sought after by many as cleaning agents and as flux in glass making. However due to the relative difficulty of catching or killing these speedy creatures, the market remains fairly lucrative.&lt;br /&gt;
&lt;br /&gt;
The sodium dragons live in deserts, mountain tops, and other areas with low moisture as do its close relatives as water is caustic to it’s flesh, sometimes to the point of ignition, making water a useful agent for protection, but at the same time an unreliable method for obtaining any salable materials from their bodies.&lt;br /&gt;
&lt;br /&gt;
==Magnesium 12==&lt;br /&gt;
Magnesium dragons are one of the stronger and lighter Metallic dragons, silvery-white they produce a remarkably bright white flame, the use of which attracts their family as they usually live quite close to each other and associate the light of their breath weapon with dire situations and danger. So besides a weapon it&#039;s an alarm too, immediately calling back-up for the fight.&lt;br /&gt;
&lt;br /&gt;
While most immediate cousins to the magnesium dragon within the metal family are quite vulnerable to oxygen, magnesium dragons have a natural immunity which negates the alkali weakness (though this can be temporarily undone by certain spells).&lt;br /&gt;
Magnesium dragons are quite fearsome, among all dragons they can hold continuous fire the longest, indeed even having trouble stopping and have a mixture of toughness and lightness that&#039;s great for high altitude flight.&lt;br /&gt;
&lt;br /&gt;
Magnesium dragons are very similar to aluminum dragons in build and personality, and can live near them without conflict.&lt;br /&gt;
&lt;br /&gt;
==Aluminum 13==&lt;br /&gt;
Aluminum dragons are one of the most common of the Metallic dragons, and although abundant they are not generally a danger to the mortal races unless provoked. The dragons are slightly larger than a horse and serpentine in nature with a series of vestigial wings along the sides of their bodies that are used as reflective plates to attract mates, as well as to control their movement in water.&lt;br /&gt;
&lt;br /&gt;
Unusual to the Metallic dragons, Aluminum dragons are not particularly adverse to water and due to their unique physiology are often found living near sources of fresh water. The dragons use this water to produce a low-density gas in a specialized bladder that not only helps them maintain buoyancy, but also can be exhaled and ignited in an orange flame as a breath weapon against intruders.&lt;br /&gt;
&lt;br /&gt;
Aluminum dragons’ vestigial wings and scales, despite being fairly weak as a form of armor due to their softness and flexibility, are found to be quite useful as heat sinks and electrical conductors. This gives the Aluminum dragon a natural strength against heat and electric attacks, as well as a product to sell to the mortal races.&lt;br /&gt;
&lt;br /&gt;
An Aluminum dragon’s greatest weakness is the touch of a Gallium dragon, which immediately poisons their flesh causing it to rot and fall apart. Depending on the location, this can often be quite fatal, especially if the dragon is affected around its gas bladder which in conjuncture with the Gallium rot can rupture or even explode due to the pressures within. For this reason Aluminum dragons avoid Gallium dragons at any cost, sometimes even fleeing their homes at the slightest sign of ones presence.&lt;br /&gt;
&lt;br /&gt;
==Silicon 14==&lt;br /&gt;
Silicon dragons are unusual creatures, having characteristics of both Crystalline and Metallic dragons. They are tough and strong, but also lightweight, and have a strange, multifaceted exterior. &lt;br /&gt;
&lt;br /&gt;
Their claws and scales are soft and easily fractured when new, looking almost like transparent glass, but as they age, Silicon dragons consume inordinate amounts of coal, plant matter, and anything else with plenty of carbon in it, including animal life. As they process this material, their scales harden, taking on an extremely hard, sharp outer edge that can cut like a razor and withstand incredible strain. Their claws likewise harden, darken, and can slash through armor with ease. &lt;br /&gt;
&lt;br /&gt;
Underneath their scales are thick, glutinous pseudomuscles made of a rubbery material, which they can flex a little bit to let off heat from underneath, and raise the scales up so their outer edges face predators. In the wild, Silicon dragons flare these scales up both to look larger, and as a mating display. The dark outer edge and the metallic-crystal main body make a striking show. &lt;br /&gt;
&lt;br /&gt;
These dragons are very social, forming large groups for protection, and can breathe blasts of fine, glittering powder at their enemies, blinding and choking them. &lt;br /&gt;
&lt;br /&gt;
They fly well, and stand about 14 feet high at the shoulder. &lt;br /&gt;
&lt;br /&gt;
Silicon dragons love glass and glass sculpture, and share an interesting friendship with Uranium and Europium dragons, making and coloring sculptures of inordinate beauty and grace.&lt;br /&gt;
&lt;br /&gt;
==Phosphorus 15==&lt;br /&gt;
Phosphorous dragons are a genetically unstable species, with four common subspecies, distinguishable by the vibrant colors of their scales. White, Red, Violet, and Black Phosphorous dragons have all been observed in the wild. &lt;br /&gt;
&lt;br /&gt;
White is fairly uncommon, and is characterized, much as Francium dragons are, by mental instability, a volatile temper, and a short lifespan of only a few decades to a century. The Whites breathe a powerful flame, and will shed a gout of sparks from their hide when struck by edged weapons. In general, it is recommended to use only maces and other blunt weapons when hunting this breed. &lt;br /&gt;
&lt;br /&gt;
Whites are easy to detect, because in the dark, they glow a faint bluish-green. &lt;br /&gt;
&lt;br /&gt;
Reds are more stable than Whites, and their scales are very small and flexible, almost like a snake&#039;s. With age, the Reds become Blacks, almost inert and without fire. These are the elders of the species, and can live for millennia. &lt;br /&gt;
&lt;br /&gt;
Violet Phosphorous dragons are only found in close proximity to Lead dragons, and seem to absorb some of the Lead&#039;s stability and resilience. This subspecies is genetically distinct from the other Phosphorous dragons, and is rare and poorly studied.&lt;br /&gt;
&lt;br /&gt;
==Sulfur 16==&lt;br /&gt;
Sulfur dragons live up to their reputation as fiery creatures, often found in and around volcanic vents and fumaroles. Extremely difficult to spot in their native environment, when found elsewhere they have an extremely distinctive yellow hue. &lt;br /&gt;
&lt;br /&gt;
They smell extremely pungent, and are unwelcome in towns or around vegetation, which they kill just by being around. Scrapings of their shed scales provides extremely useful anti-fungal and anti insect powders though, and provide the beasts with valuable trade goods. Ground into the soil, their scales also promote plant growth, and are in demand by farmers everywhere. &lt;br /&gt;
&lt;br /&gt;
When angered, they squeeze water from an internal bladder, mixing it with their essence and forming a profoundly deadly acid, which can strip a man&#039;s flesh in minutes. As such, they are extremely hazardous in a fight, for armor means nothing to their liquid fury. &lt;br /&gt;
&lt;br /&gt;
When crossbred with Iron dragons, a hybrid is formed that looks very like a Gold dragon, though it is a sterile, fairly unintelligent creature, much weaker than either parent. However, as might be expected from parents of Iron and Sulfur, when the Pyrite child strikes a claw against its chest, sprays of hot sparks can be formed. Sometimes, when Sulfur dragon scales are ground up and mixed with secret compounds, an explosion occurs from a Pyrite&#039;s spark. &lt;br /&gt;
&lt;br /&gt;
Indeed, the Pyrites, despite their lack of intelligence by draconic standards, are the world&#039;s first users of guns and gunpowder, using tools to make up for what mother nature didn&#039;t give them, and they get along with mortal races far better than most. &lt;br /&gt;
&lt;br /&gt;
==Chlorine 17==&lt;br /&gt;
Chlorine dragons have a distinctive pale yellow green color, and a thin, sinewy frame that gives the impression of hunger, or even malnourishment. Like all Fluid dragons, Chlorine dragons prefer colder climates and are relatively fragile. However, chlorine dragons are short-lived by draconic standards. This limited lifespan will often drive the Chlorine dragons to take risks that their more stable cousins would not countenance, and as a result they may be found ranging far from their natural habitat.&lt;br /&gt;
&lt;br /&gt;
Chlorine dragons are best known for the exhalations of chlorine gas that their physiologies constantly produce. The Chlorine dragon&#039;s breath weapon is a supercooled near-liquid jet of this same dangerous corrosive gas, and is extraordinarily dangerous to dragon and human alike. Many dragons will find themselves corroded or poisoned by the blast, even the normally impervious Gold dragons. This breath weapon is considered particularly insidious, as the gas warms and diffuses, it will linger near the ground in great choking clouds, as well as turning all water within the cloud to an extremely strong acid.&lt;br /&gt;
&lt;br /&gt;
Little else is known about the Chlorine dragons physiology, personality, or temperament, and there are few brave enough to investigate this species further.&lt;br /&gt;
&lt;br /&gt;
==Argon 18==&lt;br /&gt;
Argon dragons are one of the most common Fluid dragons, having a very broad range of habitation. They&#039;re somewhat better at tolerating warm temperatures than the other Fluid dragons, and their scales are unusually thick.&lt;br /&gt;
&lt;br /&gt;
Unlike Helium and Neon dragons, Argon dragons actually have evolved a true breath weapon, a powerful beam of intensely blue-green light capable of burning, blinding, and killing opponents.&lt;br /&gt;
&lt;br /&gt;
They are a mysterious species on the whole, and do not interact with other races unless forced to.&lt;br /&gt;
&lt;br /&gt;
==Potassium 19==&lt;br /&gt;
Potassium dragons, although quite similar to their Lithium and Sodium relatives, have some clear distinctions from them. Being one of the lightest Metallic dragons by volume, growing to be slightly larger than good sized horse but remaining substantially light, have taken full advantage of this adaptation in the form of flight.&lt;br /&gt;
&lt;br /&gt;
On both their forelimbs and hind limbs, Potassium dragons have sets of wings as well as frills adorning its neck, body, and tail being used to maintain stability as well as act like rudders in the air for enhanced maneuverability. Although more clumsy on the ground than its other relatives, its powerful legs allow it to launch into flight from almost any dangerous situation, trading land traversing for skill in the air.&lt;br /&gt;
&lt;br /&gt;
Being so well adapted for flight makes them difficult to kill as they are quite adept at dodging incoming attacks, making them a danger for travelers despite their soft flesh, quickly striking them and then retreating to safety.&lt;br /&gt;
&lt;br /&gt;
Another identifying trait of the Potassium dragons are their lilac flame breath and their extremely valuable scales that can be used in potent fertilizers, explosives, and, in combination with the scales of a Bromine dragon, as a powerful sedative.&lt;br /&gt;
&lt;br /&gt;
Like Lithium and Sodium dragons, water is a danger to them, so they are forced to live in extremely arid--some might even say desiccated--environments. In fact, water is an even greater danger to Potassium dragons than their brethren, with its touch not only bubbling and burning their flesh, but also violently producing large amounts of highly flammable gas and heat, which can lead to an even more violent combustion.&lt;br /&gt;
&lt;br /&gt;
==Calcium 20==&lt;br /&gt;
Calcium dragons have an ominous reputation among the other races. With a pale, chalky-white coloration and a tendency to hoard the bones of their prey, Calcium dragons are associated with death in most superstitions.&lt;br /&gt;
&lt;br /&gt;
Calcium dragons are covered in scales of the aforementioned chalky white color. Great spikes of bone grow out of the dragon&#039;s spine during adolescence, beginning with small ridges on the tail and culminating in a great crest on the head. These growths are prized for their strength and their light weight. Alchemists have discovered that if one spine is damaged or removed by hunters, the dragon is able to regrow it quickly by consuming a portion of their stash of bones.&lt;br /&gt;
&lt;br /&gt;
Incredibly light for their size, Calcium dragons are one of the few species of larger Metallics that are capable of regular, long-distance flight. They avoid water, however. Upon contact, their scales begin to heat up and dissolve.&lt;br /&gt;
&lt;br /&gt;
Contrary to the superstitions associated with them, Calcium dragons support a variety of life. Small crustaceans and mollusks have been found to live on the dragon&#039;s hide, making themselves at home by shaping its thick scales into shells, alcoves, and coral-like structures.&lt;br /&gt;
&lt;br /&gt;
==Scandium 21== &lt;br /&gt;
[[File:ScandiumDragon.jpg|200px|thumb|right|Scandium Dragon]]&lt;br /&gt;
Scandium dragons are very rare. They are silvery-white, sometimes tending to yellowish or pinkish. They are very lazy and don&#039;t do much of anything at all unless accompanied by Aluminum dragons, with whom, for reasons that are not fully understood, they make highly productive partnerships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Titanium 22==&lt;br /&gt;
Titanium dragons are one of the physically strongest species of dragons in existence--they are nearly as resistant to chemical-based damage as Platinum dragons, their scales are extremely strong, and despite weighing significantly less than the typical Iron or Steel dragon, they possess just as much strength as most, if not all members of the former, as well as many instances of the latter. They are very resistant to corrosion, and are one of the few species willing to take on Sulfur and Chlorine dragons, though even a Titanium keeps a wary distance from the deadly Fluorines on the rare occasions that they enter the warmer climates. They are also quite resistant to heat and electricity compared to other types of dragon, though their strength wanes when exposed to very high temperatures for extended periods of time; notably, their scales, normally a silvery grey-white colour, tend to be shed more frequently in hotter environments, and after shedding, fade to white and and be ground into a powder that is highly sought as a pigment.&lt;br /&gt;
&lt;br /&gt;
A Titanium is easily overlooked in a draconic lineup, being barely larger than an adult human or orcish male, with an alert countenance and eyes that are ever roaming, seeking danger and threats.&lt;br /&gt;
&lt;br /&gt;
Their most distinctive feature is an extraordinarily elongated tail, being nearly half again as long as the dragon itself. Some of the largest males have been recorded as ten feet from tail base to tip. The dragon itself has very small scales, almost invisible from a distance, but the tail scales are much larger and more hexagonal.&lt;br /&gt;
&lt;br /&gt;
These impressive structures are used for both defense, lashing out as a deadly whip, and for mating displays. By raising the tail into the air, the Titanium dragon male uses his scales to reflect the sun in brilliant flashes with a large range of colours, attracting mates.&lt;br /&gt;
&lt;br /&gt;
The Titanium dragon tends to be aggressive in the wild, living in large social groups of several dozen and constantly competing for status among their peers. &lt;br /&gt;
&lt;br /&gt;
Their greatest strength, however, is perhaps located in the versatility that their offspring show, specifically their hybrids, whose natural traits and inclinations can range from military knowledge to medical application, and in a few rare cases, some that even possess all the traits needed for them to be capable of flights into the planet&#039;s upper atmosphere and beyond, up to and including metabolisms that eliminate the need for oxygen. Due to this, alongside a general inclination towards non-similar dragon breeds, Titanium dragons will almost always live and mate with dragons from other breeds if they have a choice, typically preferring Iron, Aluminum, Vanadium, or Molybdenum partners, and with the relatively high rate at which Titanium dragons can produce offspring, both hybrid and pure, they remain one of the most common species of Metallic dragons in existence.&lt;br /&gt;
&lt;br /&gt;
==Vanadium 23==&lt;br /&gt;
While many types of dragons have been known to sell their scales for alloys, few are as prolific or as valued as the Vanadium dragon.&lt;br /&gt;
&lt;br /&gt;
Dark gray and three times the size of a horse, Vanadium dragons are technically scaleless. However, upon exposure, their outer layers of skin rapidly transforms into irregular plates covering them. These plates will rapidly slough off, only for the next layer of skin to transform into new plates.&lt;br /&gt;
&lt;br /&gt;
While Vanadiums lack a breath weapon, they are highly resistant to corrosion and are one of the tougher dragons, especially due to the fact that their bodies are not nearly as brittle as other Metallic dragons.&lt;br /&gt;
&lt;br /&gt;
Even more significantly for their influence, their rapid shedding of plates grants the ability to sell large amounts of their castoffs for other dragons to consume. Among others, Titanium and Steel dragons can benefit, and they both gain a marked increase in durability, with Titanium dragons also gaining increase in resistance to temperature extremes. Because of this, both breeds will pay handsomely for Vanadium castoffs, and Iron dragons have been known to consume Carbon dragons for the sole purpose of being able to benefit from alloying with Vanadium. In addition, their plates are frequently bought by wizards for focus materials, given the prevalence of them compared to most other dragon pieces.&lt;br /&gt;
&lt;br /&gt;
==Chromium 24==&lt;br /&gt;
Chromium dragons are an incredible species of Metallics, their scales shining with a luster and reflectivity far beyond any of their cousin species. They are unusually friendly to mortal races, and commonly come to towns to trade goods and services. &lt;br /&gt;
&lt;br /&gt;
One of the most notable quirks of the subspecies is their use of gizzard stones, as many birds do, in order to aid digestion. Over the course of decades, these rocks roll around in their hot, acidic insides, and absorb the essence of the dragon. When they are eventually regurgitated or excreted, the stones that emerge are beautiful jewels, usually rubies and emeralds. It is said that over the millennia, almost all such gems found by miners in fact have their origins in a Chromium&#039;s gut. &lt;br /&gt;
&lt;br /&gt;
The Chromiums attach no value to these stones, but have learned over the years that other species desire them, and use them as trade goods. &lt;br /&gt;
&lt;br /&gt;
In the wild, the lightweight Chromiums usually fly away from their assailants, but their large, flexible wings can also reflect and concentrate light by forming a parabolic shape, blinding and burning their enemies. For this reason, Chromiums tend to live in well-lit areas, often atop mountain peaks. &lt;br /&gt;
&lt;br /&gt;
==Manganese 25==&lt;br /&gt;
Manganese dragons are among the middleweights of the true Metallics, with thick scales that each have a large hemispherical stud of thickened metal in the center.&lt;br /&gt;
&lt;br /&gt;
They enjoy the water, though they cannot remain in it for prolonged periods, and their skin is distinguishable by the wide range of colors it takes upon exposure to air. After shedding scales, the dragon is shiny and metallic, but the scales darken rapidly, becoming a multi-hued swirl of pinks, purples, greens and blues. Shed scales are a valued trade commodity, and find use in pigments around the worlds.&lt;br /&gt;
&lt;br /&gt;
Manganese dragons commonly interbreed with Aluminum and Iron dragons, as is typical for those profligate breeds, but the most interesting crossbreed comes when a Manganese produces a child with a Zinc dragon.&lt;br /&gt;
&lt;br /&gt;
Those crossbreeds generate powerful internal electricity, and can store vast quantities of it inside their bodies, to be unleashed at need. Though dangerous, wizards love the crossbreeds for their utility in assisting with experiments, and commonly hire or contract with them for that work. As a result, many Manganese dragons pick up some basic magical skills by observing their children, and carve spellbooks into their hard, durable skin.&lt;br /&gt;
&lt;br /&gt;
==Iron 26==&lt;br /&gt;
Iron dragons may not have the grace of their rivals, but they are some of the most numerous in this day and age and they simply exude a feeling of strength and durability. They are among the handful of dragons that can control magnetic fields, and use this ability to create tools that rival those of Copper Dragons in quality and intricacy. Rust is an ever constant threat, so many iron dragons tamper with their own bodies, trying to reforge their own scales into something more resistant to corrosion: the Brightsteel Dragons have perfected a version of this technique and keep this hard earned secret well guarded.&lt;br /&gt;
&lt;br /&gt;
Iron dragons are one of the most common breeds of Metallic dragon. Massive, heavy, and confident, they roam the worlds as they wish. Impervious to most weapons, they often take work as mercenaries, miners, and metalworkers, as the mood takes them. This breed has an oddly humble streak, viewing themselves as a more &amp;quot;base&amp;quot; metal than others, and is willing to work closely with mortal races, often living among them. &lt;br /&gt;
&lt;br /&gt;
The Iron dragons are profligate cross breeders, strengthening their familial status through strong children, and they are fiercely protective of their young. Their eggs are massive spheres of hard, grey metal, and are laid in clutches of several dozen. &lt;br /&gt;
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The Iron dragons fly, but only poorly, and have no breath weapons of their own. They have been learning the ways of gunpowder and firearms from their Pyrite children, and they have been seen laying unfertilized eggs for use as ammunition in heavy cannons carried in both hands. In this way, even those eggs that never become children serve the family. &lt;br /&gt;
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Iron dragons are vulnerable to corrosion, and never stay in areas where Sulfur dragons are present. Iron/Chromium crossbreeds, on the other hand, are almost immune to most kinds of corrosion.&lt;br /&gt;
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==Cobalt 27==&lt;br /&gt;
Cobalt dragons are interesting beasts, preferring to live below the surface in deep warrens. Unlike most elemental dragons, who were identified by humans, orcs, elves, and other surface races, first contact with the Cobalt dragons came through the race known as Kobolds. That one is named after the other is obvious, but which was named after is a truth lost so far back in history it will likely never be known.&lt;br /&gt;
&lt;br /&gt;
The association these two races have with each other is most distinctly shown in the art that Kobolds make; their warrens are filled with blue glass, blue pigmented murals and ceramics, and blue hued clothing. Blue is the color of the Kobold, and their goods are traded across the worlds at very high prices, helping to stabilize the Kobold economy.&lt;br /&gt;
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The Cobalt dragons themselves are content to interact with surface dwellers through Kobold intermediaries, direct contact with other races is quite rare, and earning their trust is difficult.&lt;br /&gt;
&lt;br /&gt;
The Cobalt dragon is a relatively small breed, no more than 6 or 7 feet at the shoulder and about 10-12 feet in length. Their wings have atrophied, used only for temperature regulation and digging tunnels. The leading edge of the bone, where a human thumb would be, is a long, hard spike of metal which the Cobalt dragon can use as a scraper to make small tunnels taller, while they shovel out the floor with their powerful forelimbs.&lt;br /&gt;
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==Nickel 28==&lt;br /&gt;
The Nickel dragon is a pleasant creature, enjoying swimming, sunbathing, and generally living life with a free-spirited air. The breed is dispersed widely upon the earth, and does not form large social groups, usually just a mated pair, their children, and in rare cases, one or more elder Nickels, who pass their knowledge on to the young in their travels.&lt;br /&gt;
&lt;br /&gt;
The Nickel dragon flies well, and makes some of the longest migrations of any Metallic dragon species, carried aloft with an ease that defies simple muscle strength. Indeed, some invisible force seems to move at the Nickel&#039;s command, allowing them to stay in the air for days on end if they so choose, though they cannot fly very high.&lt;br /&gt;
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They are relatively hefty creatures, and do not hesitate to lash out with claws, teeth, and tail if threatened. They have no breath weapon, nor any defensive equipment beyond their scales, preferring flight to fight.&lt;br /&gt;
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==Copper 29==&lt;br /&gt;
Copper Dragons would be considered one of the more attractive breeds, older ones wearing their green patina with pride. A side affect of this attractiveness is the sheer volume of bastardized offspring that Copper dragons produce, most notably the clans of Brass and Bronze dragons. (While the Brass and Bronze hybrids do not breed true, enough of them exist that they band together to form miniature societies of their own.)&lt;br /&gt;
&lt;br /&gt;
Copper dragons have powerful electric breath, and offspring with Zinc dragons have electricity visibly crackling across their skin, though neither comes close to Silvers in terms of voltage.&lt;br /&gt;
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Early societies worked the scales of these dragons into tools and weapons before they mastered working the scales of harder Metallics like Iron and Bronze. &lt;br /&gt;
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They are incapable of living near saltwater, as they and their offspring will exhibit Bronze Disease, a corrosion that appears as green and blue lesions on their scales, and continued exposure will eat into their skin, causing immense pain and disfiguring scars.&lt;br /&gt;
&lt;br /&gt;
An interesting side note: Nickel-Copper hybrids are notorious counterfeiters, one should only accept goods as payment from them since any money is likely their own scales carved into the likeness of coins.&lt;br /&gt;
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==Zinc 30==&lt;br /&gt;
Zinc dragons look similar to many other varieties of dragon, being of average size with a dull silver luster, though shortly after molting their scales are a brilliant blue-silver. However, they are easily identified at closer ranges by the mottling on their scales, said to look like large overlapping crystals or flakes. They can be identified tentatively at a distance by their hexagonal head crests, though it is inadvisable to depend on this unless using a telescope.&lt;br /&gt;
&lt;br /&gt;
The scales of Zincs are highly prized by alchemists for a wide range of applications, from glowing paint to preventing rust in objects of iron and steel. Small amounts of ground scale, administered to a sick or injured person, can even speed healing. As such they are zealously harvested whenever they are shed. Indeed, those Zincs who regularly interact with humans have amassed fortunes by collecting their molted scales and selling them.&lt;br /&gt;
&lt;br /&gt;
Zinc dragons crossbreed easily with many varieties of dragon, including the dreaded Mercury dragons, but the most interesting hybrids come from mating with either Manganese or Copper dragons. These two pairings produce individuals with astonishingly powerful lighting attacks, moreso than Coppers and far more than Manganeses, capable of turning an armored human to slag with a single discharge.&lt;br /&gt;
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When kept wet for extended periods of time, Zincs develop &#039;white rust&#039; or &#039;wet stain,&#039; which if left untreated will cause their scales to rot away, causing death in extreme cases. This malady is most common in young and newly-molted dragons, those with older scales seem to have greatly enhanced resistance. It should be noted that white rust only occurs when there is liquid water present, with humidity having no effect whatsoever.&lt;br /&gt;
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Zinc dragons avoid Lead dragons at all costs, remaining in a Lead dragon&#039;s aura for more than a few hours results in &#039;zinc pest,&#039; an irreversible disease that is similar to white rust, but rather than only affecting the scales of the dragon, it will cause even those scales that grow back to crumble to dust.&lt;br /&gt;
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==Gallium 31==&lt;br /&gt;
An enigma to be sure, Gallium dragons are elusive and masters of misdirection. Often mistaken for unusually large Carbon dragons, this is actually part of their disguise. Underneath several layers of &#039;dead&#039; scales, is the small silver colored metal dragon.&lt;br /&gt;
&lt;br /&gt;
If its shell is broken, one may first notice that it bears a strong resemblance to a juvenile Mercury Dragon, but Gallium Dragons are seldom bigger than this. Also unlike Mercury dragons, a Gallium Dragon will &#039;melt&#039; into a liquid form and hide in deep narrow crevices until it feels the threat has passed. Then it will find a safe place to regrow its shell.&lt;br /&gt;
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How Gallium Dragons are capable of melting themselves is a topic of hot debate even today, and their elusiveness has kept them safe from captivity for generations. There is a large reward for anyone who can capture a live specimen so the debate can be put to rest.&lt;br /&gt;
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The touch of a Gallium is the bane of Aluminums, as it will cause their skin to crumble like rotten leather.&lt;br /&gt;
&lt;br /&gt;
==Germanium 32==&lt;br /&gt;
Germanium dragons are strange species, bearing the appearance of a lustrous gray-white Metallic dragon, whilst also having properties of a Crystal dragon, but truly being neither.&lt;br /&gt;
&lt;br /&gt;
Growing to the size of a small shack with 4 limbs a pair of broad wings, the Germanium dragon looks similar to the standard dragon form, but with crystalline horns on its head and a row of crystalline spikes on its tail which seem to crackle with electrical energy.&lt;br /&gt;
&lt;br /&gt;
Although lacking a powerful flame weapon, the Germanium dragons make up for it with a powerful shock breath and a tinge of power in their melee attacks with their sharp crystal claws and tail spikes.&lt;br /&gt;
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Germanium dragons’ scales, despite their strength against sharp weapons, are fairly brittle and shatter with relative ease. However, even in their shattered state they are sought out by wizards and healers alike for their properties as an electric magic focus and for their mysterious disease curing properties.&lt;br /&gt;
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==Arsenic 33==&lt;br /&gt;
Arsenic dragons are lightweight, greyish creatures, often found in the company of Lead dragons. For most of history, they spent their time wandering the world, driven from place to place by an endless stream of mysterious deaths that seemed to follow them around. Long eons have passed, and there is as yet only the vaguest of explanations for the phenomenon, but the breed has a reputation for being cursed, and have taken to acting as oracles and seers, given their association with death. &lt;br /&gt;
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They&#039;re not particularly strong dragons, nor do they have any breath weapons, but those around them almost inevitably succumb and die, unless they are Metallic or more exotic races. The land withers and dies, and remains uninhabitable for generations where they pass. &lt;br /&gt;
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Lead and Cobalt dragons are the only ones who will tolerate them, and Cobalt dragons may even go so far as to share a lair with them, though physical size differences tends to make breeding among the pair rare. Lead/Arsenic half-breeds on the other hand are terrifying creatures indeed. Stronger, smarter and faster, these are the scholars and generals of their kinds. So long as they are left alone, the Arsenic dragons are mostly harmless, but if attacked, the repercussions can linger for millennia.&lt;br /&gt;
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==Selenium 34==&lt;br /&gt;
Selenium dragons, somewhat related to Germanium dragons, showcase their intermediacy between Metallic and Crystal dragons by being born as a brick-red Crystalline dragon and remaining so through their youth. just before they reach maturity, they move into areas with high heat, such as a volcano or deep underground, and through a mysterious and unknown process, become lustrous black Metallic dragons.&lt;br /&gt;
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As a young dragon, its red scales are sought out for creating red glass as well as for its property as a potent poison when powdered. This toxic property is useful for young Selenium dragons, its claws leave traces of this toxin in the wounds of its foes, making them difficult and dangerous enemies of those who hunt or displease them. This toxic property accelerates death and marks their opponent with a distinct stench so the dragon to find prey that was wounded but managed to flee, even if they later die from the poisoned wound. To be able to easily make out where a recent opponent has hidden adds to their nature as difficult and dangerous enemies or prey. Unfortunately, due to the rash and proud nature of young ones, enemies can be made quite easily. &lt;br /&gt;
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Along the back of a juvenile Selenium dragon are what appear to be partial fins whose purpose at this stage is unknown.&lt;br /&gt;
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Adult Selenium dragons do not lose the toxic property of their scales and claws, however, they do not poison without provocation. This is traded off by the adult gaining a great resistance to most forms of acid as well as electricity sparking through its scales and back fins, whose exact purpose are unknown. This development gives the once breathless dragon an electric breath weapon slightly weaker than that of a Germanium dragon, but their scales are far tougher as a counterbalance.&lt;br /&gt;
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In sunlight the adults seem to grow in strength and power, but the mechanism by which this happens remains unknown.&lt;br /&gt;
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As adults their scales are no less valuable, now used as weak electric and solar focuses as well as catalysts in alchemical experiments. Adults, unlike juveniles, understand the value of their own scales and are far more level-headed and mellow than they were when they were young. It is unknown why their transformation has such profound changes in personality.&lt;br /&gt;
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==Bromine 35==&lt;br /&gt;
Bromine dragons are one of the strangest forms of dragon, being the only true liquid dragon that is not Metallic. Lacking any form of scales, their bodies are a red-brown fluid that is constantly shifting and morphing to maintain the shape of wingless, six-limbed dragons.&lt;br /&gt;
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Their fluids, although not greatly toxic, are extremely corrosive, killing most forms of life that come into direct contact with them. This property makes them relatively easy to track due to the swath of destruction to both plant life and the landscape that they leave in their wake as they travel.&lt;br /&gt;
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Like Mercury dragons they tend to inhabit bodies of water, killing the life within as well as expanding its size due to the corrosive actions of its physiology. Unlike Mercury dragons, these lakes can become habitable again within a few years of the dragon leaving.&lt;br /&gt;
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The Bromine dragons are also extremely dangerous to Metallic dragons, especially in the presence of water, as their liquid breath weapon and bodies convert the Metallics’ flesh into brittle crystals in an extremely painful fashion. Another problem facing other dragons is that Bromine dragons are highly flame retardant, causing their flame breaths to have little to no effect.&lt;br /&gt;
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Although extremely dangerous, the liquid breath of the Bromine dragon is sought out for its useful properties as a flame retardant, as a pesticide, a sedative when mixed with a Potassium&#039;s scale, and in very small amounts acts as a water purifier.&lt;br /&gt;
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Their rarity is a blessing to both dragons and mortal alike for the many dangers they pose, however, they are not a threat to the world at large.&lt;br /&gt;
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==Krypton 36==&lt;br /&gt;
Krypton and Xenon dragons are extremely closely related, and are often lumped into one species by the average careless observer. Both are quite uncommon, and dwell on land almost exclusively, interacting with few outsiders.&lt;br /&gt;
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They can be distinguished most easily by their breath weapon, as that of a Krypton is brilliant white, while a Xenon&#039;s is an electric blue.&lt;br /&gt;
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One unusual oddity with the Xenon dragons is that while they shun almost all other creatures, they have an inexplicable affinity for Fluorine dragons, with whom they sometimes form large familial groups. A single Xenon dragon male may have two, four, or six females associated with him, but no one other than them knows why this is so.&lt;br /&gt;
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The most likely theory in academic circles is that Fluorine females are so aggressive, they will pursue other draconic species simply for the pure challenge of it, and the &amp;quot;Noble&amp;quot; Fluid dragons are considered a socially valuable prize because they are so standoffish.&lt;br /&gt;
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==Rubidium 37==&lt;br /&gt;
Rubidium and Cesium dragons are very closely related subspecies, both reacting very violently to water, and both living in extremely isolated, cold deserts. Assumed to be the result of a disadvantageous mutation that left the species overspecialized, they cannot tolerate heat or moisture, and have very soft flesh by the standards of Metallics, barely tougher than human skin.&lt;br /&gt;
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Their populations are small by necessity, for there are few regions they can inhabit, and few predators they can overcome.&lt;br /&gt;
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Though the two species look similar, their flames give them away. Cesium dragons give off a blue-violet flame, and Rubidiums produce a brilliant peach-red.&lt;br /&gt;
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These dragons interact extremely rarely with any other species out of fear of injury and moisture, and even with each other, socializing is uncommon. Only a few human explorers have ever encountered these dragons.&lt;br /&gt;
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Their strangest quirk is the obsessive need of Cesium dragons to keep time, probably caused by a recessive genetic trait. They are brilliant makers of sundials, and every Cesium dragon has one at all times.&lt;br /&gt;
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==Strontium 38==&lt;br /&gt;
Strontium dragons are curious beasts, with a soft, silvery metal flesh that rapidly tarnishes to a dull yellow exterior. They are a fairly common species, fairly small and delicate, often seen in concert with Radiant dragons for reasons that defy explanation, as the Radiants mostly ignore the Strontium&#039;s presence.&lt;br /&gt;
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The species is distinguished by the globular nature of its scales, which begin broad and smooth at the scale root, but gnarl, twist, and develop nodules at the edges. These nodules fall off easily, as a defensive mechanism against anything that tries to eat a Strontium dragon. When ingested by most mortal creatures, the water in their bodies causes an explosive reaction that kills the predator.&lt;br /&gt;
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The most aggressive risk-takers among the species even carry vials of water upon their person, despite the hazard, and will place scale nodules coated with a thin sheet of oil inside, throwing them at the enemy. As the oil sloughs off, an explosion occurs. However, more than one Strontium dragon has blown off their own arm through careless use.&lt;br /&gt;
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They have an antagonistic relationship with Calcium dragons, and the two species compete closely for food, territory, and resources.&lt;br /&gt;
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Their flame is a brilliant orange-red, and their burn marks are often confused with the attack of a Lithium dragon, though the two species are visually distinct.&lt;br /&gt;
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The species is vulnerable both to water and attack by stronger Metallics, and so has adapted an opportunistic predatory nature. A Strontium dragon will lie in wait for hours before making a move, because if it makes a mistake, tragedy often ensues.&lt;br /&gt;
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==Yttrium 39==&lt;br /&gt;
Yttrium dragons are born in very special locations in the distant smoking islands across the Nemarian Ocean. They are highly rare, and are part of a broad family of similar draconic subspecies, genetically divergent from most of dragon-kind. They intermingle freely with many other creatures, and in general, these half-breeds offer no real significant properties of note, beyond enhanced hybrid vigor with many other elemental dragons.&lt;br /&gt;
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But, rare even among these rare breeds, is a subtype, the Ybacuo tribe. This tribe lives in a confluence of local energies within the volcanic island, which has attracted other Metallic dragons for centuries like a lodestone. The inevitable crossbreeding, blending bloodlines from a dozen different species, has given rise to a group of dragons ignorant of their true power until recently. &lt;br /&gt;
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An eruption plunged the world into an unnaturally cold period for several years, and the Ybacuo dragons discovered that the energies of the leylines flowed into them with tremendous force as their bodies cooled. &lt;br /&gt;
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So long as they remained chilled, they could fly with trivial effort, summon whirlwinds of magnetic force, and most intriguingly, store titanic quantities of mana with no difficulty. Drinking deeply from the leylines, the Ybacuo could shatter mountains with no more effort than picking up a quill pen. &lt;br /&gt;
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Once the winter subsided, the energies dissipated, and now the Ybacuo are considering immigrating to colder climates, to study what their true power might be. Other elemental dragons are conspiring against them, though, for fear of what their powers might allow them to do.&lt;br /&gt;
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==Zirconium 40==&lt;br /&gt;
Zirconium dragons have large, pure white, razor edged scales covering most of their bodies, with smaller silvery metal covering their extremities and wings. Their horns, teeth, and claws appear to be made of diamond, and they have a row of crystalline spiked running down their spine, and jutting out from the tips of the bones in their wings. These creatures are graceful and agile flyers, owing to their relatively low weight for their size, and their scales are tough and resilient. Despite this resplendence, and seeming abundance of natural weapons, Zirconium dragons are often preyed upon by the other Metallic dragon, as for all their hardness, their scales can be brittle when struck.&lt;br /&gt;
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The breath weapon of the Zirconium dragon is, unusually for elemental dragons, a jet of bright, sparking intense flame. While effective against some dragons, it does them little good against their Metallic predators. It does ensure however, that they are rarely hunted for the natural gems that adorn their body, or their scales, prized for use in crafting knives and other cutting tools.&lt;br /&gt;
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Some Zirconium dragons have been known to form an unusual symbiotic relationship with Radiant dragons. For some reason Zirconium dragons can survive in the deadly aura of a Radiant dragon better than most. It is not known how this could be, as unlike Boron or Lead, the body of a Zirconium dragon offers no protection from the emissions of a Radiant. Zirconium dragons will often work with Radiant dragons as aerial scouts or simply spend time with them as companions. This arrangement affords the Radiant protection from slow moving Leads, who the Zirconium can spot from afar, and the Zirconium protection from their natural predators.&lt;br /&gt;
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==Niobium 41==&lt;br /&gt;
Niobium dragons are a very odd species of dragon; they are the one of the few species who forgoes the preening of their normally gray-silver colored scales to remove tarnish, which leaves them a distinctive dark grey-blue color.&lt;br /&gt;
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They are not exceptionally strong dragons. With their soft bodies and lack of a breath weapon, they are more prone to flying away and avoiding conflict than partaking in it. When left with no other option, they use their powerful magnetic manipulation skills which are even greater than Platinum-Cobalt hybrids. However, despite being more powerful, they do not have the signature floating metals that the Platinum-Cobalt hybrids do, as they possess far greater precision and skill with the power.&lt;br /&gt;
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The other distinguishing factor concerning Niobium dragons is that they are most likely the most promiscuous of the dragon breeds, showing no qualms about breeding with any other species. This is due to the super-alloy dragons that result from breeding. These hybrids lose the magnetic ability of the Niobium dragons, but are much stronger than either parent in most respects. In the past dragons had sought out Niobium dragons to consume and create these super-alloys on themselves, however, the process was not as effective as the actual hybrid offspring, for reasons unknown.&lt;br /&gt;
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This hybridizing has created a set of Niobium dragons that will sell themselves to create such offspring, often incurring great profits. The scales of the Niobium dragon are also useful for wizards as magnetic focuses, and are sold for a high price.&lt;br /&gt;
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==Molybdenum 42==&lt;br /&gt;
Molybdenum dragons are an interesting breed of dragon that lacks a breath weapon, but makes up for it in sheer power. Highly resistant to heat and having very hard scales, the Molybdenum dragons are not afraid to take on other dragons with brute force.&lt;br /&gt;
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Despite being light enough to fly, the Molybdenum dragons’ wings have shriveled over time, becoming vestigial. so much so that they are often mistaken for underfed, skinny, juvenile Lead dragons.&lt;br /&gt;
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Amongst dragons they are not considered to be attractive to others and this explains the relatively low rates of Molybdenum hybrids, even though they form even better super-alloys than Niobiums do, with the same stipulations on consumption. Due to the vanity of many dragons, the fact that their offspring would retain the undesirable looks of the Molybdenum dragon parent is enough to turn them away, but some power-oriented dragons will pay handsomely to have a Molybdenum hybrid.&lt;br /&gt;
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Molybdenum dragons have value to mortals as well, with scales that act a catalyst and reagent in alchemy. It is often theorized that the Technetium dragons’ catalytic properties were derived from Molybdenum dragons. Other uses for the dragons’ scales are as a fertilizer, for weapons and armor, especially from hybrid scales, and among dwarves as an essential component for any device that will be working with or under high pressure. The dwarven Underships would not be able to go as deep as they do without Molybdenum components.&lt;br /&gt;
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==Technetium 43==&lt;br /&gt;
Technetium dragons are the lightest of the Radiant dragons by a wide margin, making it the best flier amongst the Radiants, with a skill level comparable or exceeding that of other Metallic dragons. This is also aided by the gas bladder they have within themselves that fills with a lighter-than-air gas that is hypothesized to be similar or identical to that which a Helium dragon produces.&lt;br /&gt;
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Technetium dragons have a near identical coloration to that of Platinum dragons, albeit much, much smaller, as well as lacking the hexagonal wings, but instead having striking wings of that resemble stars, no doubt as a result of their origin. The dragons are also quite corrosion-resistant and enjoy time in bodies of water.&lt;br /&gt;
&lt;br /&gt;
The origin of Technetium dragons is a strange one, being entirely artificial. The dragon species was first birthed by a deranged wizard who wished to create a beautiful Radiant dragon in an isolated lab within the now-defunct city of Stingard. The exact events of the tragedy are lost, but those amongst the highest-ranked wizards hope to prevent a similar event from unfolding by withholding the knowledge of it.&lt;br /&gt;
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The story that is known tells that the deranged wizard became interested in the taboo field of creating life, especially dragons. So he researched incessantly and shut himself away from the world. He created a great deal of experimental dragons similar to the Technetium dragons which could be considered prototypes. These prototypes were highly unstable, similar to the Francium dragons but far less powerful. Eventually he succeeded and created the first Technetium dragon. Proud of his success, he proceeded to create 15 more Technetium dragons. Unfortunately for the wizard, he neglected to dispose of his prototypes and one broke free. This led to all 30 artificial dragons escaping. The prototypes being as unstable as they were, flooded Stingard with Radiant energy, destroying it and its inhabitants. Most of these prototypes met their ends in the city, violently exploding with bursts of Radiant energy.&lt;br /&gt;
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The Technetium dragons fled the chaos and proliferated, and although they are still rare, they are not endangered in numbers. Their violent origin still draws stigma for their kind.&lt;br /&gt;
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Despite this stigma the Technetium dragons are tolerated for their usefulness and the fact that they are highly difficult to kill. As they are Radiants they have a natural defense against foes and a powerful breath weapon of Radiant energy that while weaker than the other Radiants is still quite powerful. Because they emit less radiance than other dragons, they are not as harmful to the environment and the energy can be used in alchemy to force new compounds into existence. Not only does the energy act as a catalyst, their scales do as well.&lt;br /&gt;
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==Ruthenium 44==&lt;br /&gt;
Ruthenium dragons are oft mistaken for juvenile Platinum dragons due their similar coloring and wing shape, but can easily be distinguished by closely looking at the wings, the hexagonal patterns are elongated which provides for the fighting ability of the Ruthenium dragon.&lt;br /&gt;
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Contrary to what one might believe from looking at a Ruthenium dragon, they are much more closely related to Iron dragons than Platinum dragons and share a similar hardness in their scales, but lack the forging skill and versatility of the Irons. Instead the Ruthenium dragons have mid-range electric breaths and magnetic manipulation, both of which seem to gain strength in sunlight through a mysterious mechanism similar to other dragons.&lt;br /&gt;
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Unlike Irons, the Ruthenium dragon’s scales also have a reasonable catalytic property and are used as focuses for electric, magnetic, and solar magic. These scales can also create super-alloys through consumption by other dragons, unlike the scales of Niobium and Molybdenum dragons. Unfortunately this alloying only occurs with Nickel dragons which are generally not strong enough to win a confrontation. Therefore Ruthenium and Nickel hybrids are a relatively common hybrid as they are more powerful than their parents in every respect.&lt;br /&gt;
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==Rhodium 45==&lt;br /&gt;
Rhodium dragons are very close relatives to the Platinum dragons, so much so that some believe that Platinum dragons were once mutations of the Rhodium dragons. These dragons are far more common, and although they share the same coloring and a similar but weaker corrosion resistance, Rhodium dragons do not have the notable features of Platinum dragons and are much more common.&lt;br /&gt;
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Rhodium dragons do have the ability to fly, but their wings lack any form of specialization and their flying abilities are only average among dragons. Rhodium dragons are also much smaller than their Platinum cousin, only a bit larger than a horse. Much to the chagrin of the Rhodiums, they also lack a breath weapon but their extremely hard scales and sharp claws tend to make up for it. Despite their relatively small size they are very strong and formidable in a fight, and this is compounded by a near complete resistance to electric energies.&lt;br /&gt;
&lt;br /&gt;
Another useful facet of Rhodium dragons is that they have an extra sense which allows them to detect Radiant energy, and by extension Radiant dragons. Due to their skills in this area, some hire Rhodium dragons as an early warning system, either for evacuations of cities that lack good defenses or by rich adventurers so they can avoid certain death. They also have a history of being hired by great Radiant slayers in order to track the beasts.&lt;br /&gt;
&lt;br /&gt;
The detection property can be revived in shed scales with the correct runes, albeit much weaker, but enough that they still have value. The scales are also valuable as reasonable-quality catalysts, since although they may not be as powerful as Platinum scales, they are far more common.&lt;br /&gt;
&lt;br /&gt;
==Palladium 46==&lt;br /&gt;
Palladium dragons, like the Irons and Tins, are one of the more industrious dragons. However, they are focused on Alchemy instead of more physical crafts.&lt;br /&gt;
&lt;br /&gt;
Palladium dragons are highly reflective, with their flat octagonal scales as bright as mirrors. They possess a crest of spikes on the back of their head, and, like most of the denser Metallic dragons, are incapable of flight. However, unlike most flightless dragons who possess atrophied wings, Palladium dragons&#039; wings have instead transformed into a pair of dextrous hands and arms.&lt;br /&gt;
&lt;br /&gt;
While lacking a breath weapon and one of the less durable Metallic dragons, Palladium dragons are notable for their ability to create and hasten alchemical processes near them. This makes them highly valued for any work involving alchemy. Their ability to induce alchemical processes in living beings also makes them deadly foes should they manage to get close to their opponent.&lt;br /&gt;
&lt;br /&gt;
Palladium dragons are notable for being one of the only Metallic dragons capable of alloying with a Fluid dragon via consumption, in their case Hydrogen dragons. This is due to the fact that they will actually absorb pieces of Hydrogen dragons on contact, as opposed to having to consume them conventionally. The result grants them large amounts of energy, and Palladium dragons have been known to go without sleep for days after consuming a Hydrogen dragon.&lt;br /&gt;
&lt;br /&gt;
Nearly all Palladium dragons possess some degree of alchemical knowledge, and many are devoted alchemists, capable of large amounts of research and innovation due to their long lives.&lt;br /&gt;
&lt;br /&gt;
==Silver 47==&lt;br /&gt;
The Silver dragon is one of the most feared of all dragons. Known as the &#039;Hammers of the Gods&#039;, these creatures possess the strongest lightning breath of dragon kind, able to scar any dragon save Poloniums. Even Osmiums and Tungstens fear a Silver’s wrath.&lt;br /&gt;
&lt;br /&gt;
With their wiry bodies, they are often mistaken for lightning bolts when moving quickly, which they rarely aren&#039;t. &lt;br /&gt;
&lt;br /&gt;
Highly social, they frequently groom each other to remove the tarnish that accumulates on their scales. This preening leads to an unusually visible social hierarchy: the shinier a Silver dragon’s scales, the farther up the ladder they are. Lower ranking members have duller scales, and the lowest develop spots of black. Exiled Silvers are entirely blackened, though some stronger renegades have bright outlines on their scale edges via sheer friction from intense physical activities. &lt;br /&gt;
&lt;br /&gt;
Their brilliant blue lightning breath is powerful enough to blast through stone with startling ease; a powerful Silver’s breath pierced through a fortified castle from end to end, blasting through no less than 20 meters of stone wall in the process. Even viewing a Sliver’s breath can cause permanent blindness. The Silvers themselves are immune to other dragons&#039; lightning save their own.&lt;br /&gt;
&lt;br /&gt;
Silver dragon scales are relatively soft (though harder than a Gold&#039;s), so they rely heavily on speed as their defense. Few creatures are as fast as a Silver in flight, and none can reliably predate them. Would be Silver dragon hunters rely heavily on trapping or cornering Silvers in some manner. Silvers are susceptible to heat, though their scales efficiently diffuse heat throughout their bodies, preventing severe heat injury from anything short of direct sustained flame breaths.&lt;br /&gt;
&lt;br /&gt;
The scales of a Silver are highly valued by alchemists for creating daguerreotype plates, high-quality mirrors and lenses, and as a catalyst for producing compounds from other dragons&#039; scales. The medically-minded alchemists count silver tinctures (nitrates) among their bread and butter items.&lt;br /&gt;
&lt;br /&gt;
Silver scale and bone are used in masterwork musical instruments, producing a soothing mellow sound  only matched by alloys produced from specialized master alchemists, but the Silvers guard this craft closely.&lt;br /&gt;
&lt;br /&gt;
==Cadmium 48==&lt;br /&gt;
Cadmium dragons are a small, bluish-gray species of Metallic dragon with unique physiology: they can’t internally charge their breath weapon. Instead they must use an external source, typically by prolonged exposure to the sun or another dragon’s electric breath. This gives them a substantially slower metabolism than other Metallics, an ancient adaption to their native, resource-scarce desert mountains. The breath itself is a narrow, violet beam that indirectly blisters and sunburns those around it.&lt;br /&gt;
&lt;br /&gt;
Cadmium dragons have enormous, multi-jointed wings that help capture more sunlight; Cadmiums are frequently found sunbathing or gliding with wings fully extended. These large wings and their slow metabolisms make Cadmium dragons exceptional long-distance fliers; the oldest grand merchant clan is a group of Cadmium dragons that ferry wares and messages over enormous distances and climates.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sun foraging&amp;quot; is a slow process for Cadmiums; a twelve hour day of dedicated sunbathing fuels just a few seconds of their breath. They can replenish much more quickly with electric runes, wizard magic or the electric breath of other dragons. As Cadiums prefer not to spend entire days sunbathing, they will eagerly trade their services and scales for these artificial charges. Though their natural socialness is complicated by their toxic flesh, and they must be careful of where they preen and store shed scales.&lt;br /&gt;
&lt;br /&gt;
Cadmium dragon scales are highly valuable for their absorption of Radiant dragon energy, as well as being a key component of vibrant yellow and red dyes.&lt;br /&gt;
&lt;br /&gt;
==Indium 49==&lt;br /&gt;
Indium dragons are one of the weakest dragons due to the fact that they have extremely soft, scale-less bodies and one of the weakest electric breaths among the Metallics. However, what these gray dragons lack in power they make up for in ingenuity.&lt;br /&gt;
&lt;br /&gt;
Indium dragons have three distinct properties that protect them. Firstly, they have strange pigments in their skin that allow them to change the color of their skin and mimic their surroundings with startling clarity and accuracy. Secondly, they secrete a very slick, oily substance from their skin that allows them to slide out of harm’s way, as well as protecting them from tarnish and rust. Lastly, the touch of their flesh, but not their oil, is deadly to many Metallic dragons, having an effect on Aluminum dragons that is similar to but weaker than the Gallium dragons&#039;, and on other Metallics it reduces their ability to withstand heat.&lt;br /&gt;
&lt;br /&gt;
The anti-tarnishing properties of their oil make the product very valuable to Metallic dragons, at least those that aren’t afraid of dealing with them. Amongst the Alkali dragons this oil is a necessity to those who wish to venture out of their desert habitats, and maybe even for an easier existence in their desert environment. Amongst the mortals the oil is useful to those who wish to prevent rusting on their structures, and the dwarves use the oil to lubricate most of their machinery and keep their equipment operating smoothly.&lt;br /&gt;
&lt;br /&gt;
==Tin 50==&lt;br /&gt;
Tin dragons are the empire builders, dedicated to working in countless mundane tasks while not demanding the levels of recognition that dragons typically impose. Most notably, Tin dragons worked closely with Copper dragons during the Bronze Age, happy to work with them to create all varieties of tools that brought the mortal realms to new heights. Despite losing these empires to the tides of Iron Dragons, the Tin do not begrudge them for it, or hold many grudges at all.&lt;br /&gt;
&lt;br /&gt;
Tin dragons are among the most stable dragons both chemically and emotionally. An adventurer may find them participating in any one of countless jobs from plumbing to librarianship to agriculture and more. Among other dragons their austerity and humbleness brings a calming effect: it was only through their efforts that the War of Iron did not end in total genocide.&lt;br /&gt;
&lt;br /&gt;
Tin dragons grow to be relatively large, approaching nearly twice the height and six times the heft of iron and copper dragons. Despite their bulk, they make poor fighters even when they overcome their pacifistic nature, even lacking a breath weapon.&lt;br /&gt;
&lt;br /&gt;
Despite their own resistance to and ability to prevent corrosion and corruption in other dragons, Tin dragons themselves can find themselves host to a number of maladies. Most commonly, before a Tin dragon warms up in the morning their scales and joints produce an iconic crackling sound known as &amp;quot;tin cry&amp;quot;, which dissipates as the dragon continues to move around. If a Tin dragon finds himself in situations of undue stress, physically or emotionally, they can develop &amp;quot;tin whiskers&amp;quot;, which are small hairlike growths on the scales. This too is harmless and can be removed with a simple polish, but can cause itching on the dragon&#039;s part and contribute to the already present stress.&lt;br /&gt;
&lt;br /&gt;
Far more lethal is &amp;quot;tin pest&amp;quot;, a form of necrosis caused by cold temperatures. The condition is easily cured if spotted early, but if left alone the dragon will break out into dark grey splotches and rot to death&lt;br /&gt;
&lt;br /&gt;
==Antimony 51==&lt;br /&gt;
While many dragons have a relation to fire, few are closer to it than the Antimony dragons.&lt;br /&gt;
&lt;br /&gt;
Antimony dragons are lithe, highly refractive and silver in color, although the area around their eyes darkens as they age. They also bear broad, white-coated wings. Oddly, they prefer to dwell along the border between arid areas and rivers, and many have been known to acts as merchants for Alkaline dragons, bringing materials from the wetter areas they cannot go.&lt;br /&gt;
&lt;br /&gt;
Unusually for Metallic dragons, Antimony dragons are highly flammable, burning quite easily. Indeed, their breath weapon is spitting steel-gray metal nodules that explode on impact. However, they are equally adept at putting out fires, as their wings are coated in fire-retardant white powder, allowing them to rapidly put out fires by flapping their wings. As a result of these two characteristics, Antimony dragons are obsessed with fire, frequently seeking to control it and prevent it from damaging anything. However, while they will not harm beings with fire, they have no qualms about using other forms of damage.&lt;br /&gt;
&lt;br /&gt;
Crossbreeds of Lead and Antimony dragons are much more durable than either form, and possess the ability to spit nodules like their Antimony parents. However, the nodules are non-explosive and instead travel at much higher speeds, being capable of damaging castle walls.&lt;br /&gt;
&lt;br /&gt;
Like many other dragons, Antimony dragons have been found to mate on rare occasion with Fluorine females, in this case producing an exceptionally horrific result. The offspring of an Antimony and a Fluorine is a Liquid dragon that secretes an exceptionally dangerous substance from every pore of it&#039;s body, reducing anything the dragon touches to a puddle within seconds. Even exceptionally resistant dragons bubble and melt at the hybrid&#039;s touch. Fittingly, these hybrid destroyers breathe a cloud of utter destruction, totally destroying any foe unfortunate enough to engage it in combat.&lt;br /&gt;
&lt;br /&gt;
==Tellurium 52==&lt;br /&gt;
Tellurium dragons are extremely rare, being slightly rarer than  the seldom-seen Platinum dragons. Adding to the mystery surrounding these strange dragons, an influx of them appear after large meteor showers and similar events, leading many to believe that they are not native to the planet. Some mortals even believe that these dragons orchestrate these showers to bring in more of their kind, but these claims are entirely unfounded by any research or logic concerning the beasts.&lt;br /&gt;
&lt;br /&gt;
The rumors of extraterrestrial origins are galvanized by their ability to gain exceptional power from being in sunlight, so much so that they prefer to make their homes on cloudless mountaintops to get closer to what strengthens them. Unlike Cadmium dragons who adapted only their wings to catch sunlight, the Tellurium dragons’ entire back has been changed to help them gather the sun. Their wings are not as broad as Cadmium dragons&#039;, preventing the need for extra joints to allow normal walking, but to make up for the smaller size, their wings have adapted to bend into dishes that reflect and intensify light while still allowing great flying capability when held level. This intense light is mostly reflected towards their back which has concave scales embedded in it that capture light very efficiently.&lt;br /&gt;
&lt;br /&gt;
The light the wings reflect can also be turned towards the Tellurium dragons’ foes, and when combined with the power of the Tellurium dragons’ moderate electric breath the combination is devastating. The Tellurium dragons can channel this breath indefinitely when in bright direct sunlight, but in darkness it only has a limited use, forcing them to resort to their sharp yet brittle claws.&lt;br /&gt;
&lt;br /&gt;
Their scales are quite hard which offers good protection against slicing weapons, however, they share the same brittleness as the claws of the dragon, creating a weakness to very powerful blunt bashes. Their scales are valuable to wizards who can use them as both electric and solar focuses, as well as being exceptional Radiant energy detectors with the right runes placed upon them. The dwarves also find these scales to be quite useful in their mechanical endeavors, as mixing a Tellurium dragon’s scales with other metals allows them to be machined much more easily, allowing for mass production of necessary equipment.&lt;br /&gt;
&lt;br /&gt;
==Iodine 53==&lt;br /&gt;
Iodine dragons are large, reclusive creatures. Fairly rare, they are generally found near the sea. They are large creatures, and rather docile, living in large family groups. &lt;br /&gt;
&lt;br /&gt;
The Iodine dragon is dark and Metallic gray, but their breath is a deep, rich purple, and smells foul. This breath is much heavier than air, and rolls along the ground burning vegetation and animal species alike. When angered, they can vent a copious quantity of this gas, and are considered extremely dangerous. &lt;br /&gt;
&lt;br /&gt;
Those protected from corrosion and inhalation, however, will find the Iodine to be surprisingly soft and easy prey. The Iodines are slow and clumsy dragons, only barely capable of flight, with unusually soft scales. It is fortunate that their corpses aren&#039;t used for anything in particular, or the species would surely face extinction in short order. &lt;br /&gt;
&lt;br /&gt;
Some Iodines have found service as healers, having discovered that small amounts of their breath can kill infections and bacteria. If you can tolerate the smell and the burning sensation, an Iodine can give you a new lease on life.&lt;br /&gt;
&lt;br /&gt;
==Xenon 54==&lt;br /&gt;
&#039;&#039;See [[#Krypton_36|Krypton]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Cesium 55==&lt;br /&gt;
&#039;&#039;See [[#Rubidium_37|Rubidium]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Barium 56==&lt;br /&gt;
Barium dragons are another of the relatively small and hyper-reactive Metallic dragons, forcing them to live in very dry habitats. They are the size of large horse and have the typical wyvern body shape, with the exception of their long tail that is nearly the same length as their body. While their scales are truly a dark silver color, they are seen with a coating of dark greenish-gray tarnish which they don&#039;t bother to remove for it would return as fast as they preen.&lt;br /&gt;
&lt;br /&gt;
Although this species is not as violently affected by water as its relatives, coming into contact with it is still a very painful experience. The hyper-reactivity of the Barium dragons&#039; flesh does have an advantage though. By using its tail as a whip, it can severely burn organics, some Metallic and Crystal dragons, and the Fluid dragons, even the Noble Metallics and Fluids. Though this burns them, their tail is somewhat unique in that, when it it too badly damaged from contact with their enemy, it will fall off. When this happens Bariums have been known to tear off pieces to use as projectiles, which they are quite accurate with. The tail will regrow in 4-5 months if the dragon is well fed. They are also recognizable by their striking green flame breath.&lt;br /&gt;
&lt;br /&gt;
Being one of the few Alkaline dragons with a well-developed intelligence, it recognizes these talents and will sell its strength for wealth as well as oil to protect it from the environment. The Alkalis also have a talent in that when consumed for alloying, they cleanse rust from the dragon which opens a source of trade but also makes them hunted. Amongst mortals their scales are useful for fireworks, glass making, and as a bleaching agent.&lt;br /&gt;
&lt;br /&gt;
==Lanthanum 57==&lt;br /&gt;
Lanthanum dragons, despite their soft scales and lack of a breath weapon, are nonetheless highly valued by others for their services.&lt;br /&gt;
&lt;br /&gt;
Silver white and bearing large wings, the appearance of Lanthanum dragons is standard for a dragon, except for their eyes which are unusually large and appear to be spectacle lenses, translucent and completely lacking features such as whites, irises, or pupils.&lt;br /&gt;
&lt;br /&gt;
Lanthanum dragons have among the best vision of all dragons, capable of distinguishing an individual&#039;s facial features from miles away. When added to their ability to fly and produce incredibly bright light, they are in frequent demand as sentries and scouts. Their scales are also highly valued as focuses for vision-related spells such as scrying, as well as ingredients for telescope and spectacle lenses.&lt;br /&gt;
&lt;br /&gt;
As a result of their superb vision and relative lack of combat abilities, they will generally avoid any confrontation, and will flee from hostile beings from miles away. In addition, most of them have learned how to lipread, and due to their superb vision, are very capable of telling whether or not approaching beings are hostile. Nevertheless, they are capable of producing light bright enough to cause permanent blindness, and are still formidable opponents to most non-dragons.&lt;br /&gt;
&lt;br /&gt;
==Cerium 58==&lt;br /&gt;
While many dragons are known for having some ability with either fire, electricity, or magnetism, Cerium dragons are notable for having skill with all three.&lt;br /&gt;
&lt;br /&gt;
Cerium dragons are silvery dragons, with unusual variegated scales that are much darker on the dips while being highly reflective on the ridges. Their teeth are much darker and harder than the rest of their bodies, and produce sparks when they strike together; angry or nervous Ceriums will create showers of sparks from their grinding teeth.&lt;br /&gt;
&lt;br /&gt;
Cerium dragons are notably much more prone to boredom than most other dragons, varying professions and other pursuits every few years. Older Ceriums are famous for their highly diverse (if unfocused) skillsets, often drifting far from traditional draconic pursuits, and are frequently found at noble tables as advisers and consultants.&lt;br /&gt;
&lt;br /&gt;
Though Cerium dragons lack a breath weapon and possess soft scales, their proficiency with electricity, fire and magnetism gives them a dangerous variety of attacks. Striking a Cerium dragon&#039;s skin creates gouts of flame, which complicates any direct melee.&lt;br /&gt;
&lt;br /&gt;
==Praseodymium 59==&lt;br /&gt;
Praseodymium dragons are, like many of the more dense varieties of dragons, rather less common, though some naturalists have reported that they are no less numerous than Tin dragons. Extremely reclusive, their rarity is compounded by inaccessibility, so they are slightly mythical to the average person.&lt;br /&gt;
&lt;br /&gt;
They possess a powerful magnetic ability and an aura that causes accelerated tarnishing in certain varieties of dragons, especially the Alkali and Alkaline subspecies which can be fatal with any but the briefest exposure, so few Metallics are willing to get near though the Noble Metallics and Crystallines show a marked resistance.&lt;br /&gt;
&lt;br /&gt;
An ancient tale from a Diamond dragon tells that once they were far more accessible, but when some of them traveled to the deserts where the Alkali dragons live, their auras, which until then were little more than a nuisance, caused a great massacre. Ever since then they avoid contact with most Metallics, though they are occasionally seen in the company of other Rare Earth dragons.&lt;br /&gt;
&lt;br /&gt;
With powdery green scales and yellow eyes, their appearance is distinct among dragons, though they can be confused with an old Copper in poor light.&lt;br /&gt;
&lt;br /&gt;
Despite the danger of their aura, some Magnesium dragons have been known to seek them out in order to consume their scales, as alloying with them greatly increases their resistance to water, as well as providing unparalleled resistance to heat and pressure.&lt;br /&gt;
&lt;br /&gt;
Anyone who manages to trade with a Praseodymium will find that they are masters at glass crafting, much like Uranium dragons, though the glass they make is a gentle peridot rather than the vivid green of pure Uranium glass. There are rumors of a Praseodymium and Neodymium in the Boulder Mountains that work together to produce blue or rose glass that is valued by glass alchemists for eye protection. They say that this glass prevents the gradual dimming of vision that happens from staring into the intense fire that glass makers use to work.&lt;br /&gt;
&lt;br /&gt;
==Neodymium 60==&lt;br /&gt;
Neodymium dragons have a striking coloration, possessing powder-blue scales and reddish purple eyes. Like the Silver dragons, Neodymium dragons reign supreme over a specific ability: the force of magnetism.&lt;br /&gt;
&lt;br /&gt;
While Neodymium dragons are fragile, with soft flammable flesh and flaky scales highly vulnerable to corrosion, they compensate by being masters of offense. They possess a powerful breath weapon in the form of a near-invisible beam of heat (leading to some misidentifications as radiants), but their more powerful ability is magnetism. A war Neodymium can crush iron plate with a thought, create rains of shrapnel that can cripple entire battalions of soldiers from a distance, and tear apart a fully grown Iron dragon with magnetic force alone. Neodymium dragons are widely feared among the metalics, though for their part Neodymium dragons aren&#039;t particularly temperamental and will rarely attack unprovoked.&lt;br /&gt;
&lt;br /&gt;
Due to their soft scales, Neodymium dragons have an unusually large percentage of Runic dragons, who often specialize in magnetic spells that augment their natural abilities. They&#039;ve been known to enter agreements with mortal rune wizards, trading some of their shed scales in exchange for rune reapplication on their new scales.&lt;br /&gt;
&lt;br /&gt;
Alloying by consuming pieces of both Boron and Iron dragons enhance their magnetic abilities and durability.&lt;br /&gt;
&lt;br /&gt;
==Promethium 61==&lt;br /&gt;
Few people have claimed to see a Promethium dragon or their signs, and are often dismissed by Dragon experts. Promethium dragons are likewise unknown among most other dragons, but legends among the Neodymium and Samarium tell of this breed.&lt;br /&gt;
&lt;br /&gt;
According to the stories, Promethium dragons are the offspring of stolen Uranium dragon&#039;s eggs, incubated by humans foolishly seeking to harness the raw power of a Uranium dragon for their own ends. A Promethium dragon will allegedly hatch in these artificial conditions.&lt;br /&gt;
&lt;br /&gt;
Whatever their true origins, known Promethium dragons are a small nonaggressive breed with silvery scales. They have a weak electric breath attack and have a weakened version of the Radiant dragon&#039;s energy traits; similar Radiant symptoms occur with frequent or prolonged exposure to Promethiums.&lt;br /&gt;
&lt;br /&gt;
They are known for their paintings, using vivid and glowing pigments created from their scales.&lt;br /&gt;
&lt;br /&gt;
==Samarium 62==&lt;br /&gt;
Samarium dragons are cousins to Neodymium Dragons, though at first glance this connection is hard to see. Samarium dragons lack the pure silver of their close kin and instead have grey-yellow scales that are far more resistant to heat then their cousins&#039; and are able to take the breath attack of other types of Metallic dragons with ease. Perhaps even more noticeable is that Samarium dragons are notably smaller then Neodymium, only barely larger than Cobalt dragons in fact. Another major difference is that Samarium dragons are a lot more common than their kin and can form fairly large breeding populations. &lt;br /&gt;
&lt;br /&gt;
When a Samarium and Cobalt dragon interbreed, however, it is easy to see how they are related to the Neodymium. These hybrids have the second-most powerful magnetic attacks among dragons, second only to the Neodymiums themselves. &lt;br /&gt;
&lt;br /&gt;
Samariums have clever minds and nimble talons so they often serve as doctors to dragons and the mortal races alike. They are particularly adept at fighting the invisible power of the Radiant dragons, and although their cures often have their own consequences, they are better then a slow death.&lt;br /&gt;
&lt;br /&gt;
==Europium 63==&lt;br /&gt;
Europium dragons are quite reclusive, living in deserts and other dry places, content to master the craft of glassworking and have little to do with the outside world beyond showing off their latest piece.&lt;br /&gt;
&lt;br /&gt;
Stout and businesslike, they remind many people of dwarves that happened to be dragon-shaped. Their scales are a dark silver with white tarnish powder which they take great pains to collect for use in their glass making. Europium scales glow with their own light, and when properly engraved with runes continue to do so after being shed, making them valuable heatless light sources for miners and alchemists that specialize in studying volatile substances. The glow is known to be able to detect poisons in food, drink or body, and a few Europium dragons have been known to offer their services as food-testers in exchange for glassmaking materials that they would normally have trouble acquiring.&lt;br /&gt;
&lt;br /&gt;
The mechanism by which this detection works is poorly understood, and some believe that ingesting the tarnish powder of a Europium dragon will lead to good health as well as resistance to poison. These beliefs are entirely unconfirmed, and those eccentrics that take this idea to excess sometimes wind up dying of what appears to be a strange disease. It is unknown if this is caused by the ingestion of the tarnish or if it is just a coincidental infection among the upper class.&lt;br /&gt;
&lt;br /&gt;
Europium glass can be any color and is invariably exquisite, they do not favor any particular color or style, each individual preferring to develop their own. The defining characteristic of Europium glass is that it glows with its own light, usually red or blue, but green and yellows aren&#039;t unheard of. None know how, though many have tried to imitate the rune that is carved on every Europium piece, but copying it does nothing regardless of how precisely one etches the rune.&lt;br /&gt;
&lt;br /&gt;
A small piece of Europium glass is worth enough to feed a family for a month, and the larger pieces are sold to the kings of wealthy countries for exorbitant sums.&lt;br /&gt;
&lt;br /&gt;
Europium dragons are a protected species in many areas. They are poor fighters with a small but very hot flame that they use for their craft and scales that are only slightly harder than a Copper&#039;s.&lt;br /&gt;
&lt;br /&gt;
==Gadolinium 64==&lt;br /&gt;
While many of the Rare Earth dragons have magnetic abilities, Gadolinium dragons are the only ones who are so drastically affected by being exposed to magnetism.&lt;br /&gt;
&lt;br /&gt;
Gadolinium dragons are notable for lacking a membrane between the bones of their vestigial wings, with the bones capable of moving independently and tipped in needles that inject venom. This venom only affects Radiant dragons and mortal races, but is exceedingly effective on both. For Radiant dragons, it temporarily suppresses their ability to generate Radiant energy. For the mortal races, it causes rapid development of scar tissue throughout the body, causing chronic pain, and death in more severe cases as organs are rendered inoperable by excessive scar tissue.&lt;br /&gt;
&lt;br /&gt;
Unlike many related Rare Earth Dragons, Gadolinium dragons do not tarnish in dry air, although they are still susceptible to tarnish in humid conditions. Material from Gadolinium dragons are better at protection from the effects of Radiant dragons than even Boron, but Gadolinium dragons are significantly more dangerous and harder to kill, and the improvement is not sufficient to be considered worth the danger.&lt;br /&gt;
&lt;br /&gt;
While Gadolinium dragons possess magnetic skills of average strength, they have one unusual quality relating to magnetism. When Gadolinium dragons are exposed to a magnetic field, they increase in temperature, with the increase scaling with the power of the magnetic field they are introduced to. Because of this, Gadolinium dragons have been known to turn their magnetic abilities on themselves to superheat their bodies for added damage. Furthermore, once no longer exposed to the magnetic field, they cool down by the same amount they were heated. Since they usually lose heat in the meantime, this means they become colder than when they started.&lt;br /&gt;
&lt;br /&gt;
Gadolinium dragons are unusually social towards other species of dragons and prefer to ally with dragons with magnetic abilities. They are especially dangerous when allied with Neodymium dragons, who can superheat them to tremendous degrees.&lt;br /&gt;
&lt;br /&gt;
==Terbium 65==&lt;br /&gt;
Terbium dragons, though very rare and of a similar silvery color as many other Metallics, are immediately recognizable even by those not particularly talented at distinguishing the draconic races because of a unique physical characteristic: all Terbium dragons are two-headed. Terbium dragons have a bulky body, and are only capable of limited flight despite their large and powerful wings because of how heavy they are. The pair of necks that emerge from the shoulders of a Terbium dragon&#039;s torso are long but also muscular; the flexible necks grant both heads a wide range of movement.&lt;br /&gt;
&lt;br /&gt;
The strong, muscular build of a Terbium dragon, coupled with their relatively hard scales and low electrical and thermal conductivity means that Terbium dragons are tough. Coupled with their above-average defensive strength, Terbium dragons also boast a good offense. A Terbium&#039;s tail is covered in sharp, serrated ridges along the top and sides, and their heavy weight and strong muscles mean that being struck by the tail-swing of a Terbium is akin to having a boulder covered in knives thrown at you. Of course, you can&#039;t neglect the twin breath weapon of the two-headed dragon either. Rather than a flame or gas like most dragons, the breath weapon of a Terbium dragon takes the form of a beam, similar to those of Francium or Radium dragons, though green in color and (thankfully) less powerful. However, while a Terbium dragon&#039;s breath weapon is not as strong as that of other, more energetic Radiant dragons, it should not be forgotten that the target of a Terbium dragon&#039;s ire is rarely receiving just one breath weapon attack. For the poor soul that must contend with an angry pair of Terbiums, the best course of action, aside from fleeing, is the use of corrosive acids or powerful magic which Terbium dragons have no particular resistance against.&lt;br /&gt;
&lt;br /&gt;
Fortunately, Terbiums are not exceptionally violent dragons. Though hardly pacifists, Terbium dragons are quite social and usually prefer civil interaction over violent fighting. Delex-An and Melse-An, the so-called &amp;quot;Bloody Twins&amp;quot; currently employed by the cities of the Jungle Thorn Alliance for their war efforts, are notable exceptions that are viewed with some amount of disdain by the few other known Terbium dragons. Some scholars speculate that Terbium dragons are social with other dragons and even mortal races because each one is two distinct individuals, supposing that living so closely with their twin forces Terbium dragons to learn to get along with others. Whether or not this is really the case is hard to say because Terbium dragons are hard to find and there has never been a &amp;quot;lone&amp;quot; Terbium dragon to compare against.&lt;br /&gt;
&lt;br /&gt;
Though the two heads of a Terbium dragon each represent a different mind with different interests and beliefs, most Terbiums regard their twin with great fondness. Of course, Terbium dragons that cannot learn to get along with their &amp;quot;better half&amp;quot; (as many Terbiums refer to their twin) would presumably live a short life, so perhaps the trait is more a product of nurture rather than nature. Regardless, the fact of the matter is that all known Terbium dragons consider their twin as their closest friend rather than as a sibling. A strange peculiarity worth noting is that one of the few social creatures a pair of Terbium twins has trouble getting along with is another Terbium dragon. Though the draconian twins may surround themselves with the company of others, the only time two (or rather, four) Terbium dragons will come together is for the rare event of mating, which according to Terbium dragons is a very cut-and-dry process.&lt;br /&gt;
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==Dysprosium 66==&lt;br /&gt;
Dysprosium dragons are among the most desired as both mates and prey by other Metallic dragons such as Vanadium. This is because Dysprosium dragons have a unique ability and hardness that they can either pass along to all their offspring or can be temporary alloyed by consume their bodies.&lt;br /&gt;
&lt;br /&gt;
Dysprosium dragons are fairly average sized with somewhat soft silvery scales that nevertheless are almost impossible for even Radiant dragons to melt, much less Metallic ones. Dysprosium are thickly built with a larger-than-average chest and are are a fair bit broader then other dragons in general, with a longer neck and snout. They also have a unique pair of spines that grow along their snout that many dragon experts believe act as a set of &amp;quot;sights&amp;quot; to help them aim their incredible talent. Dysprosium eyes also have the ability to literally glow with intense light in the dark and an easy way to tell if a Dysprosium is in the area is to look for a pair of sweeping light beams at night as it attempts to startle and freeze deer to prey upon.&lt;br /&gt;
&lt;br /&gt;
Other dragons have the ability to reflect the sun&#039;s light, Dysprosium however can actually create and discharge great gouts of light as other dragons can do with a regular breath attack. The Dysprosium has to wait a few minutes to ready their attack as the muscles in their thick chest contract and release rapidly to generate the energy, while also producing flashes of red light that gleam from between the cracks on their belly scales. Once ready, the Dysprosium will, often with a roar, release a powerful beam of light. The beam is a quick flash or &amp;quot;pulse&amp;quot; of energy that lasts for a fraction of a second and on impact heats the target area so rapidly that it creates an explosions of heat and molten globules of what was hit. &lt;br /&gt;
&lt;br /&gt;
Dysprosium pass their unique beam attack to offspring of select Metallic dragons such as Vanadium. When interbreeding with dragons that cannot inherit the beam, often the offspring receive other useful traits; the Neodymium dragons, for example, find their children gain increased ability to resist other dragons with magnetic skills, and many other dragons find their hybrid offspring get tougher bodies and stronger muscles. &lt;br /&gt;
&lt;br /&gt;
For these reasons Dysprosium are also preyed upon by many other dragons who seek to alloy themselves with the Dysprosium&#039;s body. Dysprosiums often live near settlements for protection, trading their shed scales--which can be enchanted to produce light similar to, but weaker than, their eye beams--for advance warning if a metallic approaches so they have a chance to charge their beam in case the invader wishes to fight rather than mate.&lt;br /&gt;
&lt;br /&gt;
==Holmium 67==&lt;br /&gt;
Holmium dragons are somewhat small dragons, standing only ten feet at the shoulder on average. Long and lithe, they are one of the few completely wingless dragons. Silvery in color with a yellow tarnish, this dragon looks slightly like a wingless Silver, though their scales are much longer, almost needle-like, giving the dragon a rugged outline.&lt;br /&gt;
&lt;br /&gt;
Holmiums are one of the few Metallics that willingly travel the tundras. Due to some quirk of their physiology, when they are chilled they exhibit the ability to manipulate magnetic fields. This ability has proven indispensable, so much so that they are rarely found anywhere there isn&#039;t snow for at least part of the year.&lt;br /&gt;
&lt;br /&gt;
During winter, Holmiums are the ultimate manipulator of magnetic phenomena. So strong are their abilities that they do not have wings because they do not need them, instead harnessing the magnetic field of the very earth to lift themselves. They can also eliminate their magnetic field entirely, as so not to become the center of a maelstrom of every metallic item in the area, as well as activating it in a specific direction. Areas with several Holmiums often have agreements that they will not use their abilities within a certain distance of any village or city to prevent every iron tool from becoming a deadly projectile.&lt;br /&gt;
&lt;br /&gt;
Though their scales are soft, their abilities more than make up for it; as long as they are surrounded by cold they have nothing to fear from any dragon or mortal, save a few of the Radiants.&lt;br /&gt;
&lt;br /&gt;
Fortunately for both dragons and mortals, Holmiums are slow to anger and quite willing to work with others, frequently assisting mortal wizards and alchemists if they ask politely.&lt;br /&gt;
&lt;br /&gt;
Holmium tarnish powder is frequently sought after as a curiosity by alchemists, wizards and those nobility who take an interest in the unusual. The powder under daylight is yellow, but when placed under special clear glass, becomes pink, orange or red, depending on the glass.&lt;br /&gt;
&lt;br /&gt;
==Erbium 68==&lt;br /&gt;
Erbium dragons, easily recognizable by their lithe bodies and rosy pink color, somehow manage to be reclusive and social at the same time. They are relatively rare by draconic standards and prefer to live away from others, speaking both of dragons and non-dragons alike. They do not care for the political or economic workings of society at large, and most Erbiums whose locations are known patiently turn down offer after offer to come to the settlements of the humanoid races.&lt;br /&gt;
&lt;br /&gt;
Yet, despite this, these same Erbium dragons entertain frequent visitors. They enjoy casual conversation with the strangers that come seeking them out much more than offers of business or trade. The reason that people seek them out, whether for wisdom or to request them to come to their cities, is because they have a well-established reputation as love gurus. The advice of an erbium dragon on romantic matters is eloquent expressed and reliably accurate, and couples who have the blessing of an Erbium dragon are known to have a long and happy relationship. Even other dragons yield to the expertise of Erbiums in this field,&lt;br /&gt;
&lt;br /&gt;
Erbiums, for their part, enjoy this role and love to see happy endings for true lovers. Their advice is freely given to those that come to them, but as much as any city would be happy to have an Erbium patron within its borders, such arrangements are rare to come and never last long. Erbiums that mingle with the humanoid races find too many instances of shallow love and false romances, whose failures are immediately apparent under their eyes. For this reason, only the rare Erbium youngling will come to densely populated areas, usually driven by a motivation to try to educate the local populace on the meaning of true love. Finding themselves overwhelmed, these younglings soon retreat back to their comfortable solitude.&lt;br /&gt;
&lt;br /&gt;
In terms of their physical capabilities, Erbium dragons have several defenses, though few ways to attack, which suits them perfectly fine since they are dedicated pacifists. Their scales are reasonably strong but shatter when hit with enough force, often flinging pieces back at the attacker. In addition, there are specialized scales on their sides and back that stand up sharply when they curl up, which is their usual response to a physical attack. They will retaliate if they must, but will always aim to incapacitate, sometimes tackling and sitting on their adversary as a last resort.&lt;br /&gt;
&lt;br /&gt;
(envisioning scales similar to the Armadillo Girdled Lizard)&lt;br /&gt;
&lt;br /&gt;
==Thulium 69==&lt;br /&gt;
Thulium dragons are a silver-gray color, and possess some of the softest scales known to dragonkind. This means, despite their considerable size, they go out of their way to avoid direct confrontations with other dragons. They often form pairings with other dragons for protection, meaning that purebred Thulium dragons are quite rare in nature. This is compounded by the initial rareness of the species. Thulium dragons possess a moderately powerful flame breath weapon. Certain Thulium crossbreeds possess a low-level radiant aura and breath weapon. &lt;br /&gt;
&lt;br /&gt;
==Ytterbium 70==&lt;br /&gt;
Ytterbium dragons, which look nothing like Yttrium dragons despite the similarity in spelling, are a bright silver similar to freshly polished Silver scale, with a white tarnish powder which they take great pains to remove. A Ytterbium dragon with any white on its scales is greatly weakened, perhaps even one of the Inflicted. Ytterbiums are one of the few dragons that become less dangerous when Inflicted, since they are unable to use their scale powder.&lt;br /&gt;
&lt;br /&gt;
Ytterbium dragons are a rather testy species, preferring their own company to anything else, though they will tolerate other races for a short time. If you find yourself in the company of a Ytterbium, it is best to keep your mouth shut and your head down. That being said, if their attention can be avoided they make decent guardians. Some noblemen have even enlisted the services of a Ytterbium in exchange for a place to stay. They will guard seldom-visited vaults or manors as long as they are not bothered by other races too often.&lt;br /&gt;
&lt;br /&gt;
Ytterbiums have a vivid green flame that comes close to a Magnesium&#039;s in intensity. In fact, some say that though it is not as bright, it is even hotter. It is not their flame that their opponent should fear, however. The body of a Ytterbium is covered in scales that are perhaps unique among dragonkind. Each scale is sharply curved, giving them the appearance of hematite. Under these scales is a powder that causes intense stinging upon contact with the skin or eyes. The scales can also be flared in a desperate measure, releasing all the powder at once, after which the dragon will ignite it with their flame. Few beings can survive this, as the air instantly becomes hot enough to melt glass. Some Ytterbiums have been known to selectively flare the scales above their mouth, giving their breath additional intensity for short periods.&lt;br /&gt;
&lt;br /&gt;
If using electrical runes against one, it should be done early. The more strain they are under, the higher their resistance to electricity becomes. One that is nearly exhausted has been known to shrug off even a Silver&#039;s breath. In fact, if they know they will face a dragon with electric breath, a Ytterbium will sometimes pick a fight with a dragon they know they can beat, then deliberately fight poorly in order to gain this resistance.&lt;br /&gt;
&lt;br /&gt;
For unknown reasons, Cesium dragons value Ytterbium scales for crafting sundials above all other materials and will do anything to get one.&lt;br /&gt;
&lt;br /&gt;
==Hafnium 72==&lt;br /&gt;
The existence of Hafnium dragons is a hotly debated topic among dracologists. Some argue that they are simply Zirconium dragons, though scale samples show that the density is nearly twice as great for Hafniums. However, given the similarities in appearance and ability to Zirconium dragons, the mutations present in some species such as Phosphorus dragons and the Uranium-Francium relationship, there are many who deny their existence.&lt;br /&gt;
&lt;br /&gt;
However, there are several pieces of evidence that support the existence of Hafnium dragons. First, Zirconium dragons always exhibit a white tarnish, while only the &amp;quot;hyper-dense Zirconium&amp;quot; dragons occasionally have an opalescent brown layer. Second, Niobium dragons are known to seek out and consume the scales of suspected Hafnium dragons, afterwards showing an increase in durability and heat resistance, but they show no preference for Zirconium scales, nor do they exhibit the same improvements upon consuming them. Third, Zirconium dragons tarnish at a slightly, but definitely, faster rate than Hafnium dragons. And lastly, experiments with Radiants show that, unlike Zirconium, Hafnium scales are able to absorb the lethal energy, unlike Zirconium scales, though the degree of diffusion is inferior to Boron and the material is far heavier, making it impractical for personal equipment.&lt;br /&gt;
&lt;br /&gt;
See also [[#Zirconium_40|Zirconium]]&lt;br /&gt;
&lt;br /&gt;
==Tantalum 73==&lt;br /&gt;
Tantalum dragons are uncommon, related closely to Osmium dragons and sharing many of their high density, high strength, high thermal tolerance natures. They have a beautiful blue-gray sheen, allowing them to be distinguished from their fellows, and they take great pride in their appearance.&lt;br /&gt;
&lt;br /&gt;
Their scales are unusual among the Metallic dragons, broad at the base and sharply tapering to an extremely long, slender point, with some scales being as long as two or three feet. If you can break the scale spike off, they make excellent swords and spear tips, and are highly sought after worldwide. Shed scales are greedily harvested.&lt;br /&gt;
&lt;br /&gt;
They have a strange fascination with Platinum dragons, and seem to be somewhat in awe of them. Humans have tried to unravel this riddle for generations, but the Tantalums keep their secrets well.&lt;br /&gt;
&lt;br /&gt;
Tantalums get along well with mortal races, and in collaboration with a prestigious college of wizardry, their scale spikes have even been used to replace shattered bones. Many medical facilities bear the emblem of a Tantalum dragon.&lt;br /&gt;
&lt;br /&gt;
==Tungsten 74==&lt;br /&gt;
Tungsten dragons (also known as Wolfram dragons in many tongues) are a species well known in the volcanic regions of the world. Their scales are a deep, lustrous gray, at times confused with slightly tarnished Silvers. They have razor-thin filaments that grow through a narrow channel within their scales, giving the dragon a slightly furred appearance from a distance. Their wings, unable to support their sheer weight, have atrophied into small flaps that assist with coordination and balance. &lt;br /&gt;
&lt;br /&gt;
The Tungsten dragons have exceptionally tough scales and are one of the heaviest draconic species, but they are are most known for their astounding heat resistance. Tungsten dragons shrug off the hottest breath weapons with little difficulty and will regularly &amp;quot;bathe&amp;quot; in lava; a threatened Tungsten dragon will retreat into lava or flame if able, reemerging with an incandescent body that radiates lethal heat. Though they lack a breath weapon, they have a series of large facial spines that can be fired at surprising speeds, enough to pierce straight through mundane plate.&lt;br /&gt;
&lt;br /&gt;
Fortunately for their neighbors, the Tungsten dragons are a calm and tolerant species (though they have a reputation for fearsome brutality against those that seek them harm). Tungstens frequently interbreed with other draconic species, with their volcanoes populated with non-Tungsten mates and hybrid offspring. Carbon-Tungsten offspring are a common and fearsome hybrid, possessing the hardiness of older Carbon dragons with the weight and extreme heat resistance of the Tungstens.&lt;br /&gt;
&lt;br /&gt;
==Rhenium 75==&lt;br /&gt;
Rhenium dragons, despite being one of the the heaviest dragons, are nevertheless among the best fliers.&lt;br /&gt;
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One of the rarest dragons, and the last non-Radiant to be formally documented, Rhenium dragons nevertheless attracted a great deal of study. Appearing similar to hornless Mercury dragons, Rhenium dragons have two rounded cylinders on their back, attached to relatively small wings.&lt;br /&gt;
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While they are the third most resistant to heat, their defining characteristic is their incredible flight abilities. The cylinders on their back are capable of creating tremendous blasts of air, sufficient to propel them at incredibly high speeds, with their wings acting as rudders rather than propulsion. Their breath weapon is a similar blast of air, and can rip an armored human to shreds at short distances.&lt;br /&gt;
&lt;br /&gt;
When confronted, Rhenium dragons will generally take off away from their opponent. This is not them retreating, however, instead they are taking off to set up a proper attack. Due to being one of the hardest dragons, they are fully capable of using their immense speed to plow into their targets, and prefer this avenue of attack to other option.&lt;br /&gt;
&lt;br /&gt;
Offspring with Nickel dragons show super-alloy properties, most especially a resistance to deformation of their bodies from heat or impact. They also exhibit much improved endurance, capable of exertion for exceptionally long periods of time without physical strain.&lt;br /&gt;
&lt;br /&gt;
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==Osmium 76==&lt;br /&gt;
[[File:OsmiumDragon.jpg|200px|thumb|right|Osmium Dragon]]&lt;br /&gt;
Osmium dragons are the heaviest of the naturally occurring dragons (that is, those that are not the result of powerful atomic magic). They are also the rarest sort of dragon that is not universally radioactive. &lt;br /&gt;
&lt;br /&gt;
Their shiny, bluish white or gray scales are extremely hard, but can be rather brittle. Their touch is highly poisonous to most creatures and their meat even moreso. Even more than their cousins, platinum and iridium dragons, osmium dragons are curiously prone to writing. They seem driven to collect and record information, though the specific interests of individual osmium dragons vary widely. &lt;br /&gt;
&lt;br /&gt;
They are very resistant to heat, even by the standards of dragons.&lt;br /&gt;
&lt;br /&gt;
==Iridium 77==&lt;br /&gt;
Iridium dragons are a very rare and poorly understood species. Evidence suggests that they may be among the oldest Metallic species, originating far from their current habitats or even (as some speculate) this world. Some great catastrophe decimated the Iridium population in ages past, the stones recording a thin layer of Iridium scales powdered and scattered across the world. Whatever this catastrophe was — whether it was genocide, divine retribution or a freak natural disaster — the species has yet to recover from this near total devastation. &lt;br /&gt;
&lt;br /&gt;
The Iridium dragons persist in small isolated enclaves, widely shunned by other Metallic species. Their scales shine with a dull metallic hue, and their weight leaves deep impressions in the ground as they walk. They do not fly, but with their tremendous strength and density can tunnel through rock like a man swimming through water. Volcanoes are often their homes, though the [[#Tungsten_74|Tungsten]] dragons&#039; usual tolerance does not extend to them and are a source of frequent conflict. The Iridium dragons are remarkably resilient, being nearly immune to corrosion and able to withstand huge heat and impact. &lt;br /&gt;
&lt;br /&gt;
Certain fragmentary writings suggest that a large portion of this near-extinct race did not in fact die out, but may have instead taken refuge at unfathomable depths beneath the surface of the land. The writings are unclear as to why so many Iridiums undertook this self-imposed exile, but they hint that they were not the only dragon race to retreat so far below the surface, and that they may simply be awaiting more &amp;quot;favorable&amp;quot; conditions on the surface. The author&#039;s sanity is somewhat dubious, however, and the few Iridium dragons questioned on this matter claim ignorance. &lt;br /&gt;
&lt;br /&gt;
It is widely whispered in draconic circles that Iridiums are embarking on grand projects, far in the wilderness or deep underground where none can see, trying to return to their old world or finish their &amp;quot;previous work&amp;quot;. Whatever the truth of the matter, the rumors of grand Iridium conspiracies have inspired no small amount of paranoia amongst the draconic races.&lt;br /&gt;
&lt;br /&gt;
==Platinum 78==&lt;br /&gt;
Platinum dragons, also known as the Noble Metallics, are an extremely rare species of shimmering white dragons that are practically impervious to all forms of corrosion, even more so than Gold dragons. They are one of the few Metallics that are entirely immune to the Mercury dragon&#039;s poison flesh.&lt;br /&gt;
&lt;br /&gt;
They are too dense to fly or swim, though they have been known to wade into lakes that are shallow enough for them to keep their head above the water. Their wings have developed into repeating hexagonal plates that are widely considered attractive amongst the draconic races (most of all themselves). Despite having a weaker electric breath than Gold or Silver dragons, they are entirely capable of defending themselves with their size, strength, and durability.&lt;br /&gt;
&lt;br /&gt;
Their scales are among the greatest alchemical catalysts, required for most masterwork potions and many dwarven mass industrial processes. Many alchemists believe their scales hold the secret to a Philosopher&#039;s Stone or immortality (much to the chagrin of Gold dragons). The huge demand for their scales give the platinum dragons a substantial income and no small amount of pride.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Noble Metallics&amp;quot; have something of a narcissistic streak. Their individuals are ruthlessly ambitious, always seeking to increase their status or wealth, and are frequently unconcerned with the consequences of their actions. They tend to flaunt their accumulated power in public and ostentatious ways; one Platinum dragon made a great show of hiring &amp;quot;lowly&amp;quot; metallics such as Coppers and Nickels at staggering expenses in superfluous bodyguard positions, showing off her wealth and her superiority over other dragons. The Platinum dragons&#039; degree of self-importance puts the Gold dragons&#039; to shame, and indeed the two prideful species have loathed each other for recorded history.&lt;br /&gt;
&lt;br /&gt;
Platinum alloyed breeds are rare due to their prideful and &amp;quot;noble&amp;quot; nature, but Cobalt-Platinum hybrids are known to exist. Although smaller than its Platinum parent, they have a stronger electric breath and exceptionally powerful magnetic control, and are often seen with a &amp;quot;crown&amp;quot; of rare metal fragments floating above their head.&lt;br /&gt;
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==Gold 79==&lt;br /&gt;
Gold Dragons are noble creatures indeed, their fiery gleam recorded in countless stories across time. Heavy, solid beasts, they can fly though rather poorly, and prefer to spend their time on the ground when possible. &lt;br /&gt;
&lt;br /&gt;
They&#039;re great swimmers, and no matter how long they spend in the water, their scales never tarnish in the slightest, as do some other Metallics. &lt;br /&gt;
&lt;br /&gt;
The males, upon reaching maturity, seek a place to install a &amp;quot;beacon&amp;quot; made by carefully laying their shed scales over a surface exposed to the sun. This beacon serves to attract females and prove the value of the male as a mate. A large, shiny beacon is proof of the health and strength of the one who made it and defended it--or the one who took it. Golds like all shiny things and particularly appreciate the work of mortals. More than one skilled goldsmith got rich by embellishing a Gold&#039;s lair.&lt;br /&gt;
&lt;br /&gt;
Though valuable and hunted, unlike the Borons, a Gold is perfectly capable of smashing human-sized enemies asunder, though they come off decidedly the weaker in clashes with Iron, Tungsten, Titanium, and other such draconics, as their scales bend under the pressure those dragons can produce. The true strength of the Gold is its ability to produce and channel enormous blasts of electrical energy, enough to sear flesh from bone and turn bone to charcoal, though they still cannot match their Silver cousins&#039; utterly titanic electrical capacity. &lt;br /&gt;
&lt;br /&gt;
The Golds fear Mercury dragons above all else, whose cloying touch will slough their flesh off their bones like so much pudding. &lt;br /&gt;
&lt;br /&gt;
When crossbred with Silver or Copper dragons, the half-breeds are not much stronger than either parent, and sometimes weaker, but they attain an incredible array of subtle variations in hue, with rose, whitish, greenish-yellow and reddish hues all observed. These dragons are commonly considered among the most beautiful of all Metallic dragonkind, across the various species, and often become something rather like cultural idols.&lt;br /&gt;
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==Mercury 80==&lt;br /&gt;
[[File:MercuryDragon.jpg|200px|thumb|right|Mercury Dragon]]&lt;br /&gt;
Mercury dragons are deadly creatures indeed, for they have no scales, and move almost as fluidly as creatures of flesh and blood. Heavy and dense, their swinging arms, legs, and tail can do immense damage, and they are expert contortionists, capable of slipping through cracks no larger than a dog or a small child, despite being more than 30 feet from head to tail on average, and standing ten feet high at the shoulder when fully grown.&lt;br /&gt;
&lt;br /&gt;
When threatened, they sweat profusely, exuding rivulets of thick, silvery metal. This substance is highly toxic, and kills almost on contact as it slides into the skin. They can also spit globs of metal more than 50 feet with great accuracy, shooting it from a wide tongue curled into a kind of straw. &lt;br /&gt;
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Mercury dragons do not fly, but instead prefer to inhabit pools of water. Lakes inhabited by Mercury dragons for a long time fill up with their secretions, becoming lakes of flowing silver. in their element, the dragons are invisible, and many an adventurer has been fooled into thinking they&#039;ve found a silver treasure, only to be pulled in by an outstretched claw. &lt;br /&gt;
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Mercury dragons are extremely dangerous to many other Metallics, corroding them and dissolving their flesh on contact. Other Metallics become brittle at a Mercury&#039;s touch, crumbling to dust in moments. As such, Mercury dragons are considered apex predators among Metallic dragonkind, and most will keep a wide distance away from them. Fire will defeat a Mercury dragon though, melting them away extremely rapidly, and the breath of a Sulfur dragon can also harm them, with time. &lt;br /&gt;
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It is fortunate that the species is rare, otherwise they might represent a real threat to all Metallics, and the mortal realms as well.&lt;br /&gt;
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==Thallium 81==&lt;br /&gt;
Thallium dragons are rare and dangerous beasts, heavy and powerful, with unusually well-developed wings for one of the larger Metallics. Reasons for why this species retained much of its power to fly, when most of the heavier Metallics abandoned flight, remain unclear.&lt;br /&gt;
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Their flame is very distinctive, blazing a brilliant, almost unnaturally green flame. Beyond its natural danger from heat, the flame carries with it vaporized particles of the Thallium&#039;s inner nature, which are extremely toxic and leave a deadly residue behind.&lt;br /&gt;
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It is wise for a kingdom to appease a Thallium dragon, for their wrath can have repercussions for generations. A pleased Thallium dragon will share its scales, which when ground up and applied carefully protect against rats and insects, sparing communities from disease and starvation.&lt;br /&gt;
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In this way, some primitive tribes revere Thalliums as harsh yet benevolent agricultural spirits, and many homes have small statues of Thallium dragons, which they believe will ward off harmful spirits just as they ward off vermin. The Thalliums themselves care little for the opinions of mortals, but they never refuse an offering of food, and consider themselves honor bound to reciprocate the favor.&lt;br /&gt;
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==Lead 82==&lt;br /&gt;
[[File:LeadDragon2.jpg|200px|thumb|right|Lead Dragon]]&lt;br /&gt;
Lead dragons are enormous placid creatures, one of the very bulkiest of the Metallic dragons and by far the heaviest. Though other species can be denser, none can match the Leads for sheer mass. &lt;br /&gt;
&lt;br /&gt;
For all their size and power, they are fairly disinterested in the mortal world around them, preferring to wander the world in small groups. They make a surprising number of friendships with other Metallic dragons, and are commonly seen interacting with Arsenic and Phosphorous dragons. &lt;br /&gt;
&lt;br /&gt;
Leads fight mostly by crushing and bludgeoning, but are rather vulnerable to being stabbed by tougher metals. They can exude a poisonous feeblemind aura, and can exhale blasts of deadly powder that can kill with skin contact. &lt;br /&gt;
&lt;br /&gt;
Their role in the ecosystem seems to be to prey on the Radiant species of Metallic dragonkind, their radiant energy sloughing off Lead dragons like water. They can be seen feasting on older Uranium, Thorium, Neptunium and Plutonium dragons with relish; the end of a mighty Uranium dragon is very often consumption by a Lead. Mortal kingdoms threatened by Radiants will often court Lead dragons for assistance, but they are notoriously hard to persuade and dangerous in their own indirect right.&lt;br /&gt;
&lt;br /&gt;
==Bismuth 83==&lt;br /&gt;
[[File:BismuthDragon.jpg|200px|thumb|right|Bismuth Dragon]]&lt;br /&gt;
Bismuth dragons are a strange breed indeed. In their early life, they are dull metallic gray, looking little different from most other Metallic dragons. &lt;br /&gt;
&lt;br /&gt;
As they mature, though, a strange and wondrous change occurs in their scales. Both genders develop large growths all over their upper bodies, with the male&#039;s being much larger. These extended scales are jagged and rough, with no two looking alike, and no two dragons having the same growth patterns. Similarities exist between families, but for this species, their scales are their fingerprints, and they take inordinate pride in them. &lt;br /&gt;
&lt;br /&gt;
Growing to about the size of a man&#039;s head, the scales have all the colors of the rainbow, and reflect brilliantly in the sun. Mating displays are wondrous to behold, a riot of color and flashing lights. Though intended for their mates, the Bismuths are unapologetic attention-whores, and love it when tourists come to observe their shimmering rituals. &lt;br /&gt;
&lt;br /&gt;
When ground up, shed scales can be used in makeup and pigments, creating a beautiful pearlescent color, and it is highly in demand around the world. &lt;br /&gt;
&lt;br /&gt;
They are also much less toxic than most of the heavier Metallic dragons and far safer to interact with which encourages the tourism trade.&lt;br /&gt;
&lt;br /&gt;
==Polonium 84==&lt;br /&gt;
The nickname for the Polonium dragon is &amp;quot;the walking wasteland&amp;quot; and it fits them admirably. Like many of the heavier Metallic dragons, Poloniums have a field of invisible heat but theirs burns so hot that no Polonium can form a den that doesn&#039;t become a smoking crater after only a short rest.&lt;br /&gt;
&lt;br /&gt;
But this is not the cause of their nickname. There is some quality about Poloniums, some sickness in their blood which seems to leech out and affect all things around them. Plants wither and rot, animals are still-born or horribly deformed and humans go mad and die in agony when they come in contact with a Polonium or lands they have stayed in for longer than a week. &lt;br /&gt;
&lt;br /&gt;
By necessity they follow a nomadic lifestyle, something that becomes more difficult the older they get since their powerful wings find it harder and harder to lift their increasingly dense body.&lt;br /&gt;
&lt;br /&gt;
Polonium dragons exhibit a great variety within their species. Some remain excellent flyers throughout their lives, some prove so toxic that even a day&#039;s rest ruins their environment. Some are softer then others, some harder. Some burn with an intense azure light which obscures the yellow-black serrations of their hides while others only release a deceptively soft blue glow.&lt;br /&gt;
&lt;br /&gt;
They have no breath weapon; it isn&#039;t needed. The fire that constantly licks across their body burns so hot that only the toughest of magics, armor and dragons can resist it for long. However, the greatest weapon in their arsenal is their touch. Some kind of toxin exists on their teeth and claws that takes effect the moment an organism&#039;s skin is pierced; there has been no record of any creature surviving the drawn out, torturous events that follow.&lt;br /&gt;
&lt;br /&gt;
For these reasons, killing a Polonium dragon is an act that would catapult one into the realms of the richest and most renowned of heroes. The materials from their bodies are prized for being able to withstand the hottest furnace and will even remain unscathed by a Silver&#039;s strongest lighting. (Much to the chagrin of Silvers, Golds and other dragons that rely on electricity for their breath weapons.)&lt;br /&gt;
&lt;br /&gt;
The constant, instinctive need to travel and feed to keep their bodies fueled means these 40-foot monsters have little time for cerebral matters. This, plus the inability of Polonium dragons to interact with most other creatures, results in them being almost as dumb as common lizards due to their constant isolation.&lt;br /&gt;
&lt;br /&gt;
It is only with other Polonium dragons or Fluorine dragons that they get a chance to interact with intelligent beings. These encounters are often cataclysmic, intense and brief as most environments aren&#039;t able to withstand the presence of one incredibly destructive dragon charging through it, never mind two. It is fortunate for the Polonium dragons that they are long-lived and are unlikely to become extinct, despite their rare interactions and even rarer offspring. &lt;br /&gt;
&lt;br /&gt;
Their courtships have never been observed, with only multiple craters containing sputtering blue fire hinting at what occurred.&lt;br /&gt;
&lt;br /&gt;
(Artwise, should be quite squat and large. http://img2.wikia.nocookie.net/__cb20060424113817/lotr/images/9/95/GLAURUNG.jpg like this, crossed with a gilla monster&#039;s body shape)&lt;br /&gt;
&lt;br /&gt;
==Astatine 85==&lt;br /&gt;
Just as Uranium and Plutonium dragons birth Francium dragons once in a great while, so too do Neptuniums give rise to the rare and mysterious Astatines.&lt;br /&gt;
&lt;br /&gt;
Astatines seem to contain intense bottled energy, and live only slightly longer than Franciums.  Unlike the extroverted, angry, and aggressive Franciums, the dark black Astatines are very morose creatures, consumed with their impending mortality.  They eat almost nothing, and seem to shun other creatures almost obsessively. When they can be roused to action they are ferocious fighters with little lasting stamina. Generally this occurs only when their Neptunium parents call them to war against other Metallics, as Astatines have no natural predators.  Only the occasional hungry Lead makes an attempt, and there have been no recorded instances of a successful hunt.&lt;br /&gt;
&lt;br /&gt;
At some point during the brief lifespan of an Astatine dragon (rarely more than a year past its birth) it undergoes a cataclysmic event.  For reasons unknown, theorized to relate to some internal chemical change, the dragon rapidly begins to glow.  Within seconds it has transitioned from a deep black to a intense, painful white.  Nothing is known about the transition after this point: the only known survivor quickly hid more than three hundred yards away, only to return moments later to a blasted, glassy crater wavering with impossible heat.  No trace of the creature could be found; it is thought to have flown away or transitioned to another dimension entirely.&lt;br /&gt;
&lt;br /&gt;
The Astatines can breathe a dark, black-purple gas, which ignites the air around it with a heat so intense it melts some metals merely by exposure to the resulting light. It is also highly corrosive, but few substances suffer the heat long enough to dissolve.&lt;br /&gt;
&lt;br /&gt;
==Radon 86==&lt;br /&gt;
Radon dragons are the only variety of Fluid that is regularly found outside of the Arctic. The smallest of the dragons, only the size of a large cat at most, they make their homes in granite bedrock. Being the only Radiant Fluid dragon, little is known about their habits, and further study is complicated by the fact that they are highly territorial and do not let anyone near their homes, though some nests have been abandoned for reasons unknown and are hotbeds of exploration and study by those wizards seeking to understand these enigmatic creatures. &lt;br /&gt;
&lt;br /&gt;
Shorter than a man&#039;s knee, they are reddish, wingless creatures with heavy front legs and claws able to dig through most kinds of rock. They do not have scales, but their hide is thick enough to stop anything less than a crossbow and their blood is composed of the gas that they constantly exhale. They breathe a yellow-green flame which is toxic in enclosed spaces. &lt;br /&gt;
&lt;br /&gt;
Dwarven legend states that it is these creatures that drove them to the sea. When one of the larger dwarven cities accidentally disturbed a nest of the creatures, the Radons swarmed into their tunnels and into their halls through the connecting tunnels, poisoning the air with their breath and blood. From time to time another settlement will have a Radon outbreak, but they learned well; any community that is connected to another will have thick doors at each end of the underground road, though the majority of dwarven cities are connected by normal roads rather than underground tunnels.&lt;br /&gt;
&lt;br /&gt;
They are suspected to be intelligent, but no one has managed to talk to one, though some dracologists have reported that they scrape their claws against the stone as a warning to go away.&lt;br /&gt;
&lt;br /&gt;
There are occasional reports of a Uranium, Thorium or Radium dragon laying a Radon egg, and some suspect that this the origin of the creatures.&lt;br /&gt;
&lt;br /&gt;
==Francium 87==&lt;br /&gt;
[[File:FranciumDragon.jpg|200px|thumb|right|Francium Dragon]]&lt;br /&gt;
Francium dragons are a tragic case of genetic instability. Once in a great while, Uranium and Thorium dragon mothers lay a silvery egg possessed of incredible heat, enough to melt the other eggs in the clutch and sometimes, even injure the mother itself. The female dragon cools the egg inside the body, but the birthing process often causes fatalities. &lt;br /&gt;
&lt;br /&gt;
These eggs are sequestered well away from the rest of the family, for their tremendous heat precludes the need for incubation, and they hatch phenomenally quickly, within a matter of days, compared to the usual months. &lt;br /&gt;
&lt;br /&gt;
The young dragon emerges, and within hours is walking, talking, flying, and growing. By the young dragon&#039;s fifth day of life, it is fully mature, a silvery creature blazing with Radiant, flameless heat. For the safety of its family, Francium dragons are immediately exiled upon reaching maturity, with no small degree of sorrow.&lt;br /&gt;
&lt;br /&gt;
Their emotional and mental stability is questionable at the best of times, and Francium dragons keenly feel their own mortality ticking forward minute by minute. Oftentimes, they lash out at anything and everything near them, enraged at their minute lifespan. &lt;br /&gt;
&lt;br /&gt;
Even the most heat-resistant dragons, Osmiums and Tungstens, fear the Francium dragon, whose sustained torrent of energy will eventually penetrate their carapace. &lt;br /&gt;
&lt;br /&gt;
Whatever the chaos their lives may cause, a Francium&#039;s rampage is cut short quickly, limiting the damage to a local scale. Whereas their mothers may live for tens of thousands of years, these mutant children burn away within a single year at most. &lt;br /&gt;
&lt;br /&gt;
A rare handful do manage to achieve some measure of stability, and have produced musical art, for no other form of art could survive their heat, of great beauty and poignancy. &lt;br /&gt;
&lt;br /&gt;
Only two known instances of Francium dragons meeting in the wild have ever been recorded, and no details of the incidents have survived. The breed&#039;s reproductive potential is unknown.&lt;br /&gt;
&lt;br /&gt;
==Radium 88==&lt;br /&gt;
[[File:RadiumDragon.png|200px|thumb|right|Radium Dragon]]&lt;br /&gt;
Radium dragons, though closely related to Francium dragons, are their most hated enemies. Nothing makes a Francium more jealous than a dragon almost as energetic as they, but who will live a thousand years instead a thousand days. &lt;br /&gt;
&lt;br /&gt;
Radiums are aptly named, and were the first dragon identified to have the Radiant energy that many breeds are known for. They harness this power in beams of blue light, burning and killing their foes. They emit this light at all times, but it becomes especially intense as they prepare to unleash their breath.&lt;br /&gt;
&lt;br /&gt;
Radiums are predators born, living alone or in mated pairs and roaming the world with tremendous speed. They fly well, they fight well, and they leave nothing where they pass, one of the most aggressive Metallics in existence. The Radiums have one great weakness though, their bodies cannot tolerate water, which burns, and even detonates on contact with them. For this reason, their range is limited to desolate, dessicated areas, and they cannot do much more than short raids into moister climates. &lt;br /&gt;
&lt;br /&gt;
Nomads cling to oases for this reason just as much as to use water for themselves, for a Radium dragon could be upon them at any moment. &lt;br /&gt;
&lt;br /&gt;
When wounded, Radium scales exhibit a blindingly pure silver luster, but it rapidly becomes black and tarnished like the rest of their bodies. Some desert faiths preach that this as proof that the Radiums burn with the fires of hell, and their hells are filled with invisible death, not the fire and smoke of other religions.&lt;br /&gt;
&lt;br /&gt;
The way their bright scales violently blacken in air is considered an apt metaphor for all aspects of their lives by many who study them.&lt;br /&gt;
&lt;br /&gt;
Some Radium dragons are compulsive &#039;justice&#039; seekers, inflicting retribution across the land in oft questionably violent manner. Striking a Radium Dragon exposes its true colors momentarily, albeit through a burst of lung-scorching radioactive dust.&lt;br /&gt;
&lt;br /&gt;
These dragons consider their blue glow a sign of a holy mandate and are quite social in the company of like-minded zealots. Makeshift &#039;knightly orders&#039; of several mating pairs can devastate entire kingdoms with holy righteous fury, but may also break with sudden enraged violence, should individual views of a situation suddenly collide.&lt;br /&gt;
&lt;br /&gt;
==Thorium 90==&lt;br /&gt;
Thorium dragons are massive, heavy creatures, with the dull silvery appearance common to most members of the Metallic dragon subspecies. &lt;br /&gt;
&lt;br /&gt;
As with many of the heavier varieties, they are surrounded by an invisible, heatless force, capable of poisoning and killing those mortals who dare to come too close. &lt;br /&gt;
&lt;br /&gt;
With such protection, almost all the Radiant Metallics are peaceful creatures, having never had a need to defend themselves, owing to their size and energy. The Thoriums are particularly congenial and friendly, though still no less deadly. &lt;br /&gt;
&lt;br /&gt;
Their breath is a strange, invisible gas, which carries the heatless death property of their bodies. It is much heavier than air, and though its range is limited, it pools, eddies, and is extremely hard to remove. Historical records indicate that a wealthy Drow noble made the terrible mistake of capturing a young Thorium dragon for his coliseum, and when the furious parents showed up to rescue their child, within a hour the underground cavern was devoid of life. &lt;br /&gt;
&lt;br /&gt;
Even now, the city remains, filled with invisible death and lacking breathable air, a perfectly preserved monument to the folly of chaining forces beyond one&#039;s control.&lt;br /&gt;
&lt;br /&gt;
==Uranium 92==&lt;br /&gt;
Uranium and Plutonium dragons are very closely related subspecies, sharing a common genetic pool and often crossbreeding. They are profligate artists, crafting beautiful red, green, and yellow glass sculptures by mixing glass with their ground up scales. Colorful ceramics are also extremely popular. &lt;br /&gt;
&lt;br /&gt;
The two species can live almost anywhere, heated by an internal warmth that never ends. Red dragons can breathe hotter fire, but a Uranium dragon&#039;s heat is something altogether different. The two species are too heavy to fly, their wings having become vestigial cooling devices.&lt;br /&gt;
&lt;br /&gt;
Though normally peaceful, Uraniums and Plutoniums can harness their internal fire in a very different way than most of the other Radiant Metallics. When angered, they can release a blast of heat and light of truly immense proportions, enough to shatter a city&#039;s walls or incinerate an army, and they can sustain this force for hours if need be. &lt;br /&gt;
&lt;br /&gt;
Most civilized nations treat them with some wariness, and in general, the Uranium and Plutonium species keep to themselves. Some few youngsters have been tempted by the promise of wealth and power though, and serve as unstoppable engines of war with which to conquer neighboring countries. It is unclear what this imbalance of power may lead to, but kings and emperors are emptying their treasuries to secure these dragons&#039; services. &lt;br /&gt;
&lt;br /&gt;
What being used as siege engines may do to the dragons&#039; mental state in the long term is an open question.&lt;br /&gt;
&lt;br /&gt;
==Neptunium 93==&lt;br /&gt;
Neptunium dragons have little love for their close cousins, the Uranium and Plutonium dragons. Descended from common ancestors with the Uraniums, they rebelled against them and separated millennia ago, and the two species carry a grudge against one another to this day.&lt;br /&gt;
&lt;br /&gt;
Neptuniums are the eldest of the Uranium children, estranged from the family, and they hate Plutoniums, the younger siblings, who are beloved by their parents.&lt;br /&gt;
&lt;br /&gt;
As a result of this ancient feud, the three species react violently when near each other, and their duels have forged legends in many mortal races mythologies.&lt;br /&gt;
&lt;br /&gt;
Most of the time Neptuniums keep to themselves, forced to the farther fringes of Metallic territory because the combined strength of the Uraniums and Plutoniums keeps them contained.&lt;br /&gt;
&lt;br /&gt;
Neptuniums are one of the few Radiant dragons that enjoys interacting with humankind, and was responsible for the depletion of the Boron species, killing them and presenting them to warlike human, orcish, and elven kings so that the Neptuniums could lead their armies without killing their allies. In this way, modern Neptuniums are seeking to rally the younger races to their aid, and finally redress their ancient grudges.&lt;br /&gt;
&lt;br /&gt;
What the other Metallics may do, particularity the Lead dragons, is an issue of hot debate among the younger races.&lt;br /&gt;
&lt;br /&gt;
==Plutonium 94==&lt;br /&gt;
&#039;&#039;See [[#Uranium_92|Uranium]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Curium 96==&lt;br /&gt;
One of the few Metallic dragons which will venture into the colder regions of the world, Curium dragons are strange, reclusive beasts. They are rarely seen, either by design or by simple rarity, and very little is known about them.&lt;br /&gt;
&lt;br /&gt;
What little has been recorded mostly describes the pale purple aura surrounding their bodies, and the intense heat that staves off even the harshest winter storms. They move unopposed wherever they go, and when they attack, survivors are few and far between.&lt;br /&gt;
&lt;br /&gt;
Some theorize that when the aurorae wax strong, the Curium dragons appear, but no definite correlation has been observed. Those that seek these dragons usually see nothing, or never return.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References for stats==&lt;br /&gt;
Hardness: http://en.wikipedia.org/wiki/Hardnesses_of_the_elements_%28data_page%29&lt;br /&gt;
&lt;br /&gt;
Melting point: http://en.wikipedia.org/wiki/List_of_elements_by_melting_point&lt;br /&gt;
&lt;br /&gt;
electric resistivity: http://environmentalchemistry.com/yogi/periodic/electrical.html&lt;br /&gt;
&lt;br /&gt;
Just about everything: http://periodictable.com/index.html&lt;br /&gt;
&lt;br /&gt;
{{PeriodicTableOfDragonsArticles}}&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/7th_Edition_Tactics/Psychic_101&amp;diff=1011665</id>
		<title>Warhammer 40,000/7th Edition Tactics/Psychic 101</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/7th_Edition_Tactics/Psychic_101&amp;diff=1011665"/>
		<updated>2026-05-20T16:07:28Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.161: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This information is no longer current. Please see [[Warhammer_40,000/Tactics/Psychic_101(8E)|Psychic 101(8E)]].(Should we update it for Horus Heresy?)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This page indexes how the Psychic Phase works in 7th edition Warhammer 40K:&lt;br /&gt;
&lt;br /&gt;
= Psychic Phase in General =&lt;br /&gt;
In previous editions, psychic powers were pretty much extra gear/guns for the psyker; they activated whenever, simply took a Leadership check to trigger, could maybe be countered by certain models, and that was pretty much it. &lt;br /&gt;
&lt;br /&gt;
In 7th edition &#039;&#039;&#039;psychic powers are used in their own phase&#039;&#039;&#039;, right after the Movement Phase (movement -&amp;gt; psychic -&amp;gt; shooting -&amp;gt; assault -&amp;gt; end) and the mechanics involved are slightly more, well, involved, similar to the Magic phase in Warhammer Fantasy with a few key differences.&lt;br /&gt;
&lt;br /&gt;
The basic idea is that &#039;&#039;&#039;each and every one of your psykers now generates dice into an army-wide pool of psychic dice&#039;&#039;&#039;. When you cast a psychic power, you decide how many of these dice you want to throw into the attempt - &#039;&#039;&#039;using more dice in an individual power makes the power more likely to activate&#039;&#039;&#039; (while increasing the chances of Perils of the Warp, or a psychic misfire), while &#039;&#039;&#039;using fewer dice per power, you can attempt to cast more powers per turn&#039;&#039;&#039; that, while less likely to succeed, also are less likely to go terribly, terribly wrong for the caster. Overall, the new system seems more like an active part of the game, rather than a few special rules tacked onto the game itself, and the way it&#039;s designed is more flexible to allow some actual tactics over the phase.&lt;br /&gt;
&lt;br /&gt;
= How It Works =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0: Generating Psychic Powers ==&lt;br /&gt;
&lt;br /&gt;
Like in 6th edition, psychic powers are generated BEFORE the game starts. A given psyker has access to a certain amount of psychic powers and disciplines, depending on his mastery level and faction. Each discipline has 6 numbered powers (from 1 to 6) and a seventh &#039;Primaris&#039; power.&lt;br /&gt;
&lt;br /&gt;
To generate its psychic powers, a given psyker first chooses how many powers it wants from each psychic discipline known to it, up to a total of its Mastery Level. In other words, a Mastery Level 2 Space Marine Librarian generates two psychic powers, and can choose to generate them from any of the psychic disciplines marked in his Codex entry (discipline access is therefore entry-specific and not based on Mastery Level). &lt;br /&gt;
&lt;br /&gt;
The psyker then rolls, one by one, for the powers in the disciplines he chose. Each power is numbered, so each die roll indicates one power he knows from the discipline the psyker rolled on. In the case of multiple rolls matching, thus yielding multiple copies of a particular power, re-roll the copy until it doesn&#039;t match. If the psyker doesn&#039;t like a particular power, it may choose to exchange the rolled power for the Primaris power of that particular discipline; this decision is made immediately after the roll for the power being exchanged. If a psyker generates all its powers from the same psychic discipline, it gets Psychic Focus - it automatically knows the Primaris power of its chosen discipline in addition to its other powers. If at any point the psyker ever gains a power from a different discipline, it loses Psychic Focus.  Once all your psykers are done rolling for powers, you&#039;re set.&lt;br /&gt;
&lt;br /&gt;
The odds of a psyker of a given Mastery Level (ML) being able to guarantee a given power by rolling on the same discipline until it gets it is ML/6, which is slightly better than multiple psykers at lower MLs doing it: for example, an ML2 psyker can guarantee a power with odds 33.33%, while two ML1 psykers both trying for it will manage it (on at least one of them) with odds 30.56%.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**The decision to exchange a power for a primaris power is done immediately after you roll the die to generate a power. You don&#039;t roll for all your powers and then choose to exchange one or more into primaris powers. Make the choice on which table to roll separately for each power you generate - so if you luck out on the first roll, you&#039;re perfectly valid in picking a power from a different discipline. &lt;br /&gt;
**A psyker may not know multiple copies of the same power; should you roll the same power multiple times for the same psyker while generating powers, you&#039;ll simply reroll the &#039;extra&#039; copies in the same discipline until you end up with different powers. It is, however, entirely possible for multiple different psykers to know the same power.&lt;br /&gt;
**Psykers with a Mark of Chaos or psykers that are Daemons of a particular Chaos God instead automatically know the primaris power of their chosen deity, regardless of the other powers they might generate.&lt;br /&gt;
**A psyker who has a force weapon of any description automatically also has the Force psychic power to actually activate the weapon. This does NOT count as one of his mastery level picks, nor does it prevent him from getting Psychic Focus.&lt;br /&gt;
**A psyker who has fixed powers of no discipline &#039;&#039;([[Ezekiel]]&#039;s Mind Worm / Ahazra Redth&#039;s Mirage)&#039;&#039; does not count these towards psychic focus so long as he generates any remaining powers from a single discipline. This stops them from losing out on Psychic Focus just by having a pre-set power.&lt;br /&gt;
**Some psykers - like most Grey Knight units, Eldar Hemlocks and so on - know only predetermined set of psychic powers. Unless otherwise mentioned, these are the ONLY powers they know, they do NOT generate additional ones, and are NOT eligible for Psychic Focus.&lt;br /&gt;
**Unlike in previous editions, a psyker&#039;s potential power selection is NOT limited by his mastery level. That is, a Mastery Level 1 psyker knows generally speaking one power, but that power may well be Warp Charge 2 or 3 - though a low-level psyker with high-charge powers will have to rely even more on luck of the dice and other psykers in his army to produce enough dice for casting.&lt;br /&gt;
&lt;br /&gt;
== 1: Generating Warp Charges ==&lt;br /&gt;
When your psychic phase begins, you roll a single die. Both you and your opponent generate this many warp charges in your pool, plus the total amount of Mastery levels in your respective armies (plus any extra from wargear and/or special rules). You use the dice in your pool to attempt to cast psychic powers. Your opponent uses dice in his pool to attempt to counter your powers (Deny the Witch) and keep them from activating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
*Only psykers actively on the board generate dice. If your Librarian is sitting in a Storm Raven in reserve, he&#039;s not contributing to your psychic pool (nor casting powers). Similarly, dead psykers don&#039;t generate dice. (A psyker in a transport or building on the table is, however, in play and thus does generate psychic dice).&lt;br /&gt;
*ALL models with the Psyker or Psychic Pilot rules or units with the Brotherhood of Psykers/Sorcerers rules generate warp charges equal to their mastery level. In other words, things like Grey Knight vehicles and Eldar [[Hemlock Wraithfighter]]s generate psychic dice (when they&#039;re on the table).&lt;br /&gt;
*Only the player whose turn it is rolls the initial d6 for generating psychic dice; both players use the same result and add their respective mastery levels to it. If you rolled a 6 for generating psychic dice, your opponent also gets more dice for trying to Deny your powers.&lt;br /&gt;
*Psychic dice are generated at the start of the psychic phase. If one of your psykers somehow dies during your psychic phase (say, from a Perils of the Warp attack) he obviously will not be generating any more dice on your subsequent turns, but the dice you have remaining in your pool -that moment- are not affected.&lt;br /&gt;
&lt;br /&gt;
== 2: Casting Powers ==&lt;br /&gt;
&lt;br /&gt;
Okay, so you have a bunch of dice waiting to be turned into mindbullets or whatever. Next up, &#039;&#039;using&#039;&#039; them.&lt;br /&gt;
&lt;br /&gt;
The player actively casting powers (you, in this exercise) chooses one of his psykers and one of the powers that psyker knows; if the power has a variable cost, choose the cost now. You then choose a number of dice from your psychic pool and roll them. Every roll of a 4+ on a psychic dice is an activated &#039;warp charge&#039;. Each power requires a certain number of warp charges to go off - most take one, a handful need two, and a few rare ones take three. If you got enough warp charges from your psychic dice to meet or exceed the number of warp charges for the power, the power activated successfully. If you failed to meet the number of warp charges on the power, it fizzled - the dice used in casting it are wasted, and the power doesn&#039;t go off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
*Casting psychic powers no longer affects the rest of the psyker&#039;s actions on the turn; a psyker can cast any of the powers he knows regardless of whether or not he moved on his Movement Phase, and casting psychic powers does not prevent him from running, shooting, or declaring a charge on the following Shooting and Assault phases. Being locked in combat does not prevent the psyker from generating dice, but does prevent the psyker from casting Witchfire and Focused Witchfire (shooting attack) powers. Buffs, debuffs and summons are A-OK though.&lt;br /&gt;
*A psyker may cast multiple different witchfire (shooting attack) powers during your psychic phase, as long as he has the necessary dice, may target them at the same or different units as he pleases, and unlike with regular shooting attacks, is not limited to charging at one of those targeted units in his assault phase.&lt;br /&gt;
*Psychic dice are not &#039;earmarked&#039; for the psyker who generated them; it&#039;s entirely possible for you to use all your psychic die to manifest dice from one of your psykers, regardless of where the dice actually came from.&lt;br /&gt;
*A psyker in a building or a transport can manifest ONLY witchfire and focused witchfire (shooty) psychic powers, and even then only if he can draw line of sight to his target from the transport&#039;s/building&#039;s fire points or the transport itself (if open-topped). If your psyker intends to cast buffs/debuffs or anything more elaborate than blowing shit up with his brain, he&#039;s got to climb out of that metal box first. Similarly, units that are inside a transport or building cannot be targeted by a psychic power, beneficial or not. (The battlements of a building are not considered to be &#039;inside&#039; a building, so a psyker can stand, say, on the roof of a Bastion or on a Skyshield Landing Pad and gain a degree of protection from that).&lt;br /&gt;
*Any one psyker can only attempt to manifest a given power once in a psychic phase, regardless of if it failed or succeeded. Two psykers knowing the same power can of course each (attempt to) cast it, at different or same targets.&lt;br /&gt;
*A single unit can only be affected by one copy of a given blessing at any one time - so Hammerhand, for example, no longer stacks. Two DIFFERENT blessings on the same unit are A-OK, though.&lt;br /&gt;
*Since psychic powers are used in the Psychic phase, you cannot use a witchfire power to shoot Overwatch if you get assaulted.&lt;br /&gt;
*Any dice not used in casting powers are lost and wasted at the end of the psychic phase.&lt;br /&gt;
&lt;br /&gt;
=== Warp Charge Table===&lt;br /&gt;
The following table shows what chance you can expect to cast a power for a given number of warp charges. Note that this for the standard odds of harnessing (4+) and periling (at least 2 sixes), and hence does not cover situations where harnessing is improved or periling is more likely (such as with Daemonology).&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Chances of Success and Perils for Charges and Dice&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Dice !! Success, WC1 !! Success, No Perils, WC1 !! Success, WC2 !! Success, No Perils, WC2 !! Success, WC3 !! Success, No Perils, WC3 !! Perils&lt;br /&gt;
|-&lt;br /&gt;
| 1D6 || 50.00% || 50.00% || 00.00% || 00.00% || 00.00% || 00.00% || 00.00%&lt;br /&gt;
|-&lt;br /&gt;
| 2D6 || 75.00% || 72.22% || 25.00% || 22.22% || 00.00% || 00.00% || 02.78%&lt;br /&gt;
|-&lt;br /&gt;
| 3D6 || 87.50% || 80.09% || 50.00% || 42.59% || 12.50% || 09.26% || 07.41%&lt;br /&gt;
|-&lt;br /&gt;
| 4D6 || 93.75% || 80.56% || 68.75% || 55.56% || 31.25% || 22.22% || 13.19%&lt;br /&gt;
|-&lt;br /&gt;
| 5D6 || 96.88% || 77.25% || 81.25% || 61.63% || 50.00% || 33.85% || 19.62%&lt;br /&gt;
|-&lt;br /&gt;
| 6D6 || 98.44% || 72.12% || 89.06% || 62.74% || 65.63% || 41.91% || 26.32%&lt;br /&gt;
|-&lt;br /&gt;
| 7D6 || 99.22% || 66.20% || 93.75% || 60.73% || 77.34% || 46.15% || 33.02%&lt;br /&gt;
|-&lt;br /&gt;
| 8D6 || 99.61% || 60.08% || 96.48% || 56.95% || 85.55% || 47.23% || 39.53%&lt;br /&gt;
|-&lt;br /&gt;
| 9D6 || 99.80% || 54.07% || 98.05% || 52.31% || 91.02% || 46.06% || 45.73%&lt;br /&gt;
|-&lt;br /&gt;
| 10D6 || 99.90% || 48.35% || 98.93% || 47.38% || 94.53% || 43.47% || 51.55%&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Generally, for a good chance of success you need to use double the warp charges of the spell&#039;s level to beat a pure coin flip; you can add 1 or 2 charges, with diminishing returns, to increase your odds, but should never commit more than 2 extra charges, as your odds of perils will become too high to be worth it.&lt;br /&gt;
&lt;br /&gt;
== 3: Perils of the Warp ==&lt;br /&gt;
&lt;br /&gt;
Drawing raw psychic energy from hell itself to fuel otherworldly powers is a hazardous job. Sometimes things go wrong. Sometimes things notice you when you tap into the Warp.&lt;br /&gt;
&lt;br /&gt;
When you cast a psychic power, every roll of 2 or more sixes on your psychic dice triggers a Perils of the Warp. In previous editions, a Perils of the Warp was simply an automatic wound that was difficult or impossible to save against. In 7th edition, it&#039;s a d6 table the psyker rolls on; in the table below, &amp;quot;wound&amp;quot; means the psyker suffers 1 wound or glancing hit with no saves allowed (FNP *is* allowed).  Leadership tests are taken by the Periling psyker.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Perils of the Warp&#039;&#039;&#039;&lt;br /&gt;
! Name !! Number !! Leadership Test Not Taken !! Leadership Test Success !! Leadership Test Failure&lt;br /&gt;
|-&lt;br /&gt;
! Dragged Into the Warp&lt;br /&gt;
| 1 || - || Wound. || Psyker is removed as a casualty and his unit takes D6 S6 AP1 hits, starting from the closest to where he was removed.&lt;br /&gt;
|-&lt;br /&gt;
! Mental Purge&lt;br /&gt;
| 2 || Wound. Randomly select one power from the psyker. It is lost for the rest of the game. || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Power Drain&lt;br /&gt;
| 3 || Wound. If it&#039;s the psychic phase, both players lose D3 Warp Charge points. || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Psychic Backlash&lt;br /&gt;
| 4 || Wound. || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Empyric Feedback&lt;br /&gt;
| 5 || - || - || Wound.&lt;br /&gt;
|-&lt;br /&gt;
! Warp Surge&lt;br /&gt;
| 6 || - || Psyker gains 3++, Fleshbane, Armourbane, and Smash until the next friendly psychic phase. || Wound.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
*Yes, Warp Surge pretty much temporarily turns your Weirdboy or Librarian into a mini-daemon prince.  The problem is actually using it. Unless your Psyker is already part of a CQC squad or running solo, your have to choose between running into combat to make the most of it or being able to shoot a non-assault weapon, and unless you&#039;re looking at your opponent&#039;s warlord or some other very high value target(psyker) and you think your opponent will be dumb enough to accept a challenge from a mini-Daemon Prince, you&#039;re likely better off shooting.&lt;br /&gt;
*A Perils of the Warp is always ONE roll on the table, regardless of how many sixes you actually rolled. If you rolled four sixes on your psychic test, you did NOT Perils twice as hard.&lt;br /&gt;
*A psychic power succeeds or fails regardless of whether or not you triggered a Perils of the Warp attack. If you rolled enough warp charges to activate a psychic power, the power does activate - regardless of whether or not the psyker actually casting the power took a wound or even survived.&lt;br /&gt;
*Since you need a roll of double sixes on (most) powers to Perils, it&#039;s impossible to Perils if you only use one die in your casting attempt. Similarly, the more dice you pump into a single power, the more likely it is for you to suffer a Perils attack. &lt;br /&gt;
*Sanctic and Malefic Daemonology are slightly more risky to play with - unless you&#039;re a Grey Knight (for Sanctic) or a Daemon (for Malefic), powers cast from those disciplines will perils on ANY roll of doubles (or more) on your psychic dice.  The powers are not actually any less likely to activate than &#039;regular&#039; powers, but considerably more likely to blow up back in your face. Therefore it is advised that if you have non-daemon casting Daemonology, then have the psyker be in Brotherhood of Psykers since Brotherhoods have more wounds to spend on Perils wounds while still retaining psychic powers. F.ex having Malefic Primaris Psyker in Malefic Wyrdvane psyker squad.&lt;br /&gt;
&lt;br /&gt;
== 4: Deny the Witch ==&lt;br /&gt;
&lt;br /&gt;
While one player&#039;s psykers cast powers, the other player&#039;s psykers try to counter them. Denying the Witch is how you can (try to) keep the other player&#039;s powers from activating.&lt;br /&gt;
&lt;br /&gt;
When your opponent successfully casts a psychic power that affects one or more of your units, you choose one of them to make a Deny the Witch roll. Basically you choose the unit, pick a number of dice from your own pool of psychic dice, roll them and add modifiers:&lt;br /&gt;
*+1 if the unit has one or more models (attached or otherwise) with the Psyker, Psychic Pilot, or Brotherhood of Psykers/Sorcerers special rules.&lt;br /&gt;
*+1 if the unit has one or more models with a Mastery level higher than the casting psyker&#039;s Mastery level.&lt;br /&gt;
*+1 if the unit has one or more models with the Adamantium Will special rule.&lt;br /&gt;
&lt;br /&gt;
Every roll of 6 or more on a Deny the Witch dice negates one successful warp charge from your opponent&#039;s casting attempt. To successfully Deny a psychic power, you must negate -all- successful warp charges used in casting that power. If you failed to get enough successes on the Deny roll, the dice are simply wasted and the enemy power still activates.&lt;br /&gt;
&lt;br /&gt;
If none of your units were targeted by the psychic power (the power was a blessing or summoning power, for example, that doesn&#039;t directly effect your units) you can still try Deny the power; instead of choosing a unit to Deny the power with, you simply choose how many dice to use in your Deny attempt. Each roll of a straight 6 on a dice negates one warp charge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
*To successfully Deny a power, you must counter ALL the successful warp charges used in casting the power. If your opponent uses four dice to cast a 2-charge power and gets three successes, you must counter all three. Two will NOT be enough.&lt;br /&gt;
*You decide whether or not to attempt to Deny a power (and how many dice you use, if any) AFTER your opponent rolls his psychic test for casting the power. You can&#039;t be suckered into Denying powers that wouldn&#039;t activate anyways, and you can opt to not try Denying powers that you don&#039;t have a chance to succeed in countering anyways (powers with four successes when all you have is three dice, and so on). &lt;br /&gt;
*Obviously rolling multiple sixes on a Deny roll will NOT trigger a Perils of the Warp attack.&lt;br /&gt;
*If a psychic power targets multiple units, only one of those units gets to do a Deny attempt. If a psychic blast power scatters and hits two of your units, you pick one to do a Deny with, not try to Deny twice.&lt;br /&gt;
*Psychic Hoods have changed - now a unit within 12&amp;quot; of a friendly unit targeted with a psychic power can roll the Deny attempt as if it was targeted for the power instead of the actual target. Generally this means getting to benefit from the psyker and his mastery level in the Deny attempt. If the Deny roll fails, the power still affects the original target, not the bearer of the Hood.&lt;br /&gt;
** Note that the rule specifically says &#039;&#039;&#039;friendly&#039;&#039;&#039; unit. You cannot, therefore, use a psychic hood to Deny a power targeted at an Ally of Convenience unit or use the hood to boost your odds of denying a blessing. Only units from an army that is Battle Brothers with the hood-bearer can benefit.&lt;br /&gt;
*Successfully denying a power that succeeded, but triggered Perils of the Warp, means the power does not activate but the casting psyker still ends up suffering the results of the Perils attack.&lt;br /&gt;
*Like with casting powers, any dice not used in Deny attempts are lost and wasted at the end of a given psychic phase.&lt;br /&gt;
&lt;br /&gt;
== 5: Resolve Power ==&lt;br /&gt;
Unless otherwise stated, psychic powers with a duration last until the start of the Psyker’s next Psychic phase. The ongoing effects of any one particular power do not stack on the same unit, but benefits from different powers are cumulative. Unless otherwise stated, powers cannot modify characteristics above 10 or below 1 (or below 2, in the case of Leadership).&lt;br /&gt;
&lt;br /&gt;
When a power summons a unit, it Deep Strikes within the power&#039;s maximum range; the new unit is under your control and is treated as having arrived from Reserves for all rules purposes. If the new unit suffers a Deep Strike mishap and ends up in Ongoing Reserves, it can Deep Strike anywhere on the board when it enters play.  Summoned psykers cannot use summoning on the same turn they&#039;re summoned.  Unless otherwise stated, summoned units have no upgrades and generate all random attributes (such as psyker powers) as soon as the power resolves.  Summoned Chaos Daemons can take an Icon and/or Instrument of Chaos, and/or upgrade to a character, if their codex entry says they can (and they do it for free).&lt;br /&gt;
&lt;br /&gt;
That covers Blessings (targets friendly unit(s)), Maledictions (targets enemy unit(s)), and Conjurations (summons a new unit).&lt;br /&gt;
*&#039;&#039;&#039;Witchfires&#039;&#039;&#039;&lt;br /&gt;
**Resolve as Shooting attacks (non-witchfires which affect an enemy unit do not), although because they happen in the Psychic phase, not the Shooting phase, Shooting phase specific consequences of shooting do not apply, such as preventing running.  Note that this normally means the Psyker has to roll to hit or scatter using BS as normal unless the power is a Template or otherwise stated, although some sub-types of Witchfires subvert some of the shooting rules (see below), including needing to roll to hit.  Per the Errata, a witchfire power which does not list a weapon profile hits automatically.&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;Focused&#039;&#039; Witchfires&#039;&#039;&#039;&lt;br /&gt;
****If this witchfire was cast using at least one more Warp Charge than it needed, its hits are &#039;&#039;Precision Shots&#039;&#039;.&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;Profileless&#039;&#039; Witchfires&#039;&#039;&#039;&lt;br /&gt;
****A witchfire with no profile hits automatically, without needing to roll to hit.&lt;br /&gt;
***&#039;&#039;&#039;Beams&#039;&#039;&#039;&lt;br /&gt;
****Beams automatically hit, and, in a curiosity for WH40K, are usually offensive powers capable of hitting your own units. Choose a point within the power’s range and trace a 1mm thick line between the chosen point and the center of the Psyker’s base – [[Derp|this line cannot be drawn over any unit that is locked in combat]]. All units under the line [[AWESOME|(friend and foe)]] are hit, with the exception of Zooming Flyers, Swooping Flying Monstrous Creatures, and the Psyker himself (or his transport, if embarked on one). Each unit hit by the attack takes a number of hits equal to the number of models from that unit that are under the line. Only one unit that has a model under the line can attempt to Deny the Witch.&lt;br /&gt;
*****Note:  Remember, beams are drawn from the CENTER of the casting model, unlike all other types of witchfire, so the range is shorter than you&#039;re used to.&lt;br /&gt;
***&#039;&#039;&#039;Novas&#039;&#039;&#039;&lt;br /&gt;
****A nova power automatically targets and hits all enemy units (including Flyers and Flying Monstrous Creatures) within the psychic power’s maximum range, regardless of line of sight, being locked in combat, intervening models/terrain and so on. Only one unit that is within the power’s maximum range can attempt to Deny the Witch.  &lt;br /&gt;
*****Note that Nova powers are drawn from the edge of the Psyker&#039;s base with the range defining the circle&#039;s radius, so the diameter of the circle is double the power&#039;s range plus the diameter of the psyker&#039;s base, meaning a larger base can drastically increase the area under the power.&lt;br /&gt;
&lt;br /&gt;
= Psychic Tactics=&lt;br /&gt;
So that&#039;s how you mind bullet, but what do you do with them?&lt;br /&gt;
&lt;br /&gt;
Well the problem with tactics is some armies have the ability to bring a lot more psykers, and therefore warp charges than others. &lt;br /&gt;
&lt;br /&gt;
Space marines for example can only bring two (assuming battle forged, single FOC) (why would you assume that when the Librarium formation is in the main codex?) level two psykers since their psykers are all HQ choices, while daemons can easily bring over ten warp charges a turn thanks to horrors. &lt;br /&gt;
&lt;br /&gt;
Step one is to therefore consider how you and your opponent&#039;s mind bullets stack up to each other. If you have a clear lead in mental fire power you can afford to spread your charges thinner as your opponent won&#039;t be able to deny you as easily. If on the other hand the playing field is roughly even you need to play more carefully, while if you&#039;re completely outclassed pick one or two powers you really need to go off and spend all your charges on them, so that even with twice as many or more warp charges they can&#039;t completely deny you, although your psykers are likely to implode before the game is half over if you do it every turn, so pick your moments.&lt;br /&gt;
&lt;br /&gt;
When casting powers, first budget what powers you need most to go off, (example: invisibility) then cast all your other powers in least to most importance before it. This way your opponent is forced to save his deny dice for either the big very important one or basically give you free reign in the phase. While that works if you&#039;re in the lead, and very useful if you&#039;re evenly matched in terms of warp charges since he might think he can spare the charges, it&#039;s much less effective if you&#039;re completely out classed since your opponent may have the charges to deny your final important power, and you won&#039;t have the power to force it though because you spent the charges on &#039;deny fodder&#039; first.&lt;br /&gt;
&lt;br /&gt;
That all said, the mere presence of a big power alters the flow of the phase a lot. Your opponent (or you, this goes both ways) now has to choose between saving his charges for the big one, or attempt to spend his charges denying all the little powers.&lt;br /&gt;
&lt;br /&gt;
==General Psychic Tips==&lt;br /&gt;
&lt;br /&gt;
*As a rule, Psychic Powers are innately unreliable, and require a lot of investment for them to pay off. While lucky rolls can give you a super-happy Psychic Deathstar of Doom, they generally support an army rather than define it.&lt;br /&gt;
*You get diminishing returns when investing in Psykers. Casting a basic power has a 50% chance of failure, which halves for each additional Warp Charge spent on the power. What this means is, as you take more psykers in your army, you gradually have fewer Warp Charges for each individual Psyker to use, as it is usually preferable to use some as power plants for the others.&lt;br /&gt;
**This is particularly true due to needing to roll for powers - you have no practical way for forcing your Psykers to know different powers, so as you add more, more and more of them will share more and more powers rather than adding to your power versatility, if that was your goal.  Conversely, you can&#039;t guarantee the collisions except for Primaris powers, so adding more with the intent of spamming some power over and over will only work if you&#039;re trying to spam a Primaris.&lt;br /&gt;
*Some armies will take units simply to serve as secondary &amp;quot;batteries&amp;quot; for other casters, though they will weigh the costs of this accordingly. For example, if you want a unit of Terminators for your army, a unit of Grey Knight Terminators is &#039;&#039;more&#039;&#039; cost-effective than similar Terminator units, but their one WC point can only go towards buffing themselves in melee, and so it effectively gets farmed off to other Psykers with more dramatic powers. This is if you&#039;re running Terminators anyway/running Grey Knights anyway.&lt;br /&gt;
*Generally speaking, the three most popular core disciplines are [[Warhammer_40,000/Tactics/Psychic_101#Divination|Divination]], [[Warhammer_40,000/Tactics/Psychic_101#Malefic|Malefic Daemonology]], and [[Warhammer_40,000/Tactics/Psychic_101#Telepathy|Telepathy]]. They don&#039;t have any real &amp;quot;dud&amp;quot; powers and most will find use in nearly any game (rather than being conditionally awesome every other game), but most importantly, they have really good Primaris Powers.&lt;br /&gt;
**Psychic Shriek is a power with a wide potential for effects. On &amp;quot;average&amp;quot;, it may inflict two wounds on an enemy unit, but when the dice are hot, it has the potential to one-shot a unit of Terminators, or a Monstrous Creature. It doesn&#039;t need to make a &amp;quot;To-Hit&amp;quot; roll, so you can occasionally use it to smack monsters out of the sky as well.&lt;br /&gt;
**Prescience is a no-frills power. Being able to reroll to-hit is very useful on nearly any unit.&lt;br /&gt;
**Summoning lets you bring more units into the game, though if your Psyker is not a Daemon you&#039;ll Peril like a motherfucker.&lt;br /&gt;
**You don&#039;t have to limit yourself to these disciplines, but they tend to be the safest starting off. Biomancy can be nice if you bank on rolling Iron Arm, and most armies have at least one good army-specific Discipline to work with (except Tyranids, alas), but you now run the risk of rolling an underwhelming power, and having to settle for a situationally usable Primaris (&amp;quot;I can penalize the Invulnerable Saves of Daemons...&amp;quot; &amp;quot;I&#039;m playing Necrons.&amp;quot; &amp;quot;Right...curses.&amp;quot;)&lt;br /&gt;
*Biker Psykers are more than just a cute rhyme. They can give you a unique threat vector, due to the ability to move, cast powers, then turbo-boost to another position. The same can be said for Jump Packs and Flying Monstrous Creatures.&lt;br /&gt;
*Conjuration Powers are interesting. When 7th first came out, people theoryhammered about being able to Summon Horrors, who could summon more Horrors, but such armies never really materialized (ha!) as a threat. That said, Summoned units make good &amp;quot;bait&amp;quot;/threats that must be dealt with. Because you are dealing with Deep Strike, the units can end up away from your intended point of entry. Thus, it&#039;s ideal to summon &amp;quot;fast&amp;quot; units like Daemonettes/Flesh Hounds/Screamers, to correct any deviations.&lt;br /&gt;
*Feel No Pain is your best friend. It&#039;s the only &amp;quot;save&amp;quot; you&#039;re allowed against Perils and can really help a charge-heavy caster, especially a malefic summoner.&lt;br /&gt;
&lt;br /&gt;
==Rules Interactions to Watch Out For==&lt;br /&gt;
&lt;br /&gt;
*Beams do not target models or units, so are a good way to psychically murder something that cannot be targeted, such as Invisible enemy unit.&lt;br /&gt;
*Profileless Witchfires quite often ignore armor saves, but because they lack a profile, the wording is usually &amp;quot;ignores armor saves&amp;quot;, not &amp;quot;AP2&amp;quot;, which means you disregard rules based on the AP of the weapon - for example, [[Warhammer_40,000/Tactics/Tau(7E)#Special_Characters|Aun&#039;Va]]&#039;s Paradox will not trigger, and you similarly get no bonus to damaging vehicles as you would from an actual AP2 weapon.&lt;br /&gt;
*Because a specific model can only Deny the Witch when it or a nearby model friendly to it (in the case of a Librarian&#039;s Hood, for example) is affected by a power, Blessings are inherently more powerful than Maledictions in that they are harder to Deny, as no model will get to use its special rules on it.&lt;br /&gt;
*Chariots are the only vehicle that allows full casting from an embarked Psyker.  All other vehicles, including buildings, only allow Witchfires, which means e.g. you can&#039;t cast a Blessing while embarked (unless embarked on a Chariot).&lt;br /&gt;
*Look Out, Sir works on Psychic powers just fine, including Profileless Witchfires, but it is triggered by allocating Wounds, so it can only be used if the Power inflicts wounds - for example, [[Warhammer_40,000/Tactics/Psychic_101#Tempestas_.28Space_Wolves.29|Jaws of the World Wolf]] Removes From Play without Wounding, so Look Out, Sir does not apply.&lt;br /&gt;
**Similar reasoning applies to Feel No Pain.&lt;br /&gt;
&lt;br /&gt;
=Psychic Disciplines=&lt;br /&gt;
&lt;br /&gt;
Remember that any power&#039;s specific rules can override the general rules.  Witchfires of all types obey the general Shooting rules with some exceptions noted above; Blessings, Maledictions, and, of course, Conjurations do not.  Note: whenever a power that targets enemies is listed below as targeting a &amp;quot;model&amp;quot; (typically this means it is a profileless witchfire), that means it targets a &#039;&#039;unit&#039;&#039;, but its effects resolve against a single &#039;&#039;model&#039;&#039; &amp;quot;hit&amp;quot; by the power (typically the closest one to the caster as per usual shooting, or chosen by the caster if a focused witchfire which has paid for the focus).   Beams target points on the table, not models or units (which is highly relevant for abilities that interact with targeting,such as Invisible enemy unit). As a reminder, a &#039;&#039;focused&#039;&#039; witchfire&#039;s hits are &#039;&#039;precise&#039;&#039; (attacker chooses the model(s) hit in the unit) if an additional warp charge is harnessed to pay for it; unlike variable cost powers, where you must choose the cost ahead of time, you may cast the power, discover you harnessed one more than you need, and get the benefit of the additional charge.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+  Summary of Power Types&lt;br /&gt;
! Type !! Friendly or Enemy? !! Rolls to Hit? !! Can target units locked in combat? !! Allows cover saves?&lt;br /&gt;
|-&lt;br /&gt;
! Blessing&lt;br /&gt;
| {{ColoredTruthCell|T|Friendly}} | {{ColoredTruthCell|F|No}} | {{ColoredTruthCell|T|Yes}} | {{ColoredTruthCell|F|No}}&lt;br /&gt;
|-&lt;br /&gt;
! Malediction&lt;br /&gt;
| {{ColoredTruthCell|F|Enemy}} | {{ColoredTruthCell|F|No}} | {{ColoredTruthCell|T|Yes}} | {{ColoredTruthCell|F|No}}&lt;br /&gt;
|-&lt;br /&gt;
! Witchfire (Focused or Not)&lt;br /&gt;
| {{ColoredTruthCell|F|Enemy}} | {{ColoredTruthCell|T|Yes}} | {{ColoredTruthCell|F|No}} | {{ColoredTruthCell|T|Yes}}&lt;br /&gt;
|-&lt;br /&gt;
! Witchfire (Focused or Not), Profileless&lt;br /&gt;
| {{ColoredTruthCell|F|Enemy}} | {{ColoredTruthCell|F|No}} | {{ColoredTruthCell|F|No}} | {{ColoredTruthCell|T|Yes}}&lt;br /&gt;
|-&lt;br /&gt;
! Witchfire (Nova)&lt;br /&gt;
| {{ColoredTruthCell|F|Enemy}} | {{ColoredTruthCell|F|No}} | {{ColoredTruthCell|T|Yes}} | {{ColoredTruthCell|T|Yes}}&lt;br /&gt;
|-&lt;br /&gt;
! Witchfire (Beam)&lt;br /&gt;
| {{ColoredTruthCell|B|Both}} | {{ColoredTruthCell|F|No}} | {{ColoredTruthCell|F|No (Beams do not target units, period, but the beam cannot be drawn across a unit locked in combat)}} | {{ColoredTruthCell|T|Yes}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rulebook Psychic Disciplines==&lt;br /&gt;
&lt;br /&gt;
This section lists the psychic disciplines outlined in the general rulebook; they can be used by psykers from multiple Warhammer 40,000 armies.&lt;br /&gt;
&lt;br /&gt;
===Force===&lt;br /&gt;
:;Overview&lt;br /&gt;
::Force counts as a Psychic power, but it does not actually belong to &#039;&#039;any&#039;&#039; discipline (so it does not count against Psychic Focus), nor does it count against how many powers you know.  It is also not rolled for - a Psyker knows this power if and only if they carry a Force weapon.  Remember, you need a warp charge to activate it, so don&#039;t go spending them all on mind bullets before you get the chance to activate it. Additionally, it can be denied (although it is a Blessing, so Denying it is difficult), and if your enemy has a lot more charges than you he might be able to pull it off, but it&#039;s unlikely he would spend the charges unless your psyker is looking at something he does not want to die.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+ Force&lt;br /&gt;
! Number !! Name !! Type !! Range !! Target !! Description !! Charges&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-value=0 | Primaris !! Force&lt;br /&gt;
| Blessing || data-sort-value=0 | Self || Unit&lt;br /&gt;
| All Force weapons in the Psyker&#039;s unit gain Instant Death.&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Biomancy===&lt;br /&gt;
:;Overview&lt;br /&gt;
::Biomancy is taken for two main reasons: You want to make your Psyker a fighter, or you&#039;re fishing for Endurance as part of a &amp;quot;Deathstar&amp;quot; build. For the former, it&#039;s usually better to attempt to buff a character that&#039;s already an acceptable fighter, rather than trying to make a weak unit suddenly awesome; Daemons in particular can get some excellent mileage from Biomancy, as (barring Blue Scribes), every character they have with access to it is at least Strength and Toughness 5. The Witchfires are acceptable if you have &amp;quot;one warp charge left&amp;quot;, but they have a low rate of fire, and suffer from having to compete against Psychic Shriek.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+ Biomancy Powers&lt;br /&gt;
! Number !! Name !! Type !! Range !! Target !! Description !! Charges&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-value=0 | Primaris !! Smite&lt;br /&gt;
| Witchfire || 18 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=18|strength=4|ap=2|type=Assault|rof=4}} All things considered, this is not a bad power, particularly if you get it by Psychic Focus so you get it free. Is largely superior to a plasmagun against infantry since it has two more shots without gets hot, but it lacks life leech&#039;s wound-regaining power.  One of the better mind bullet powers.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 !! Iron Arm&lt;br /&gt;
| Blessing || data-sort-value=0 | Self || Model&lt;br /&gt;
| Iron Arm is a tricky power for some, and OP bullshit for others. It buffs your strength and toughness by +3 and grants Smash. What makes it tricky is that it&#039;s only good in assault or if your model/unit (if a Brotherhood) is by itself.  When in a unit, you wound on majority toughness, so being toughness 7 does not help if the tactical squad your lib is running with is four (hint: challenges), and if you&#039;re by yourself then you have to weather an entire unit&#039;s worth of shooting, and, of course, to get the most out of the strength buff you need to run with an assault unit. That all said, it is very powerful, but getting the most out of it is tricky. Everything I just said can be thrown out the window if you&#039;re already [[Mephiston|very]] [[Daemon Prince|strong]] and [[Great Unclean One|tough]], and if you already planned to use your psyker in an aggressive, assaulting way.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 !! Enfeeble&lt;br /&gt;
| Malediction || 24 || Unit&lt;br /&gt;
| Target suffers -1 S and T and treats all terrain as dangerous terrain. Dangerous terrain is not that useful, though that one time he fails a save would be funny to watch, but the nerf to strength and especially toughness are very handy. Aside from just making things vulnerable to the general damage it also lowers their Instant Death threshold, so have a nice time instagibbing Crisis battlesuits with plasma, exploding nob bikers with krak missiles or even evaporating MCs with a single Vindicator shot.  Remember that by default all dangerous terrain is difficult terrain.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3 !! Life Leech&lt;br /&gt;
| Witchfire || 18 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=18|strength=6|ap=2|type=Assault|rof=2}} What makes this handy is that when you inflict a wound, you can cause either the psyker or a model within 6 inches to regain a wound. Better use this on your psyker; given how most of the Perils strip wounds off, the ability to get them back can be a life-saver.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 4 !! Warp Speed&lt;br /&gt;
| Blessing || data-sort-value=0 | Self || Model&lt;br /&gt;
| Remember what we said about Iron Arm? Take all of that, and put it here as well. Giving the psyker +3 attacks and initiative while also granting fleet, this is a power that only works in the assault, more than Iron Arm even, though fleet does help you get there a bit faster.  Be careful, though; three more initiative does not cancel out &#039;&#039;Unwieldy&#039;&#039; axes that go last. Like Iron Arm, useful, but to get the most out of it you need to be already planning to punch faces with your psyker so you can properly kit him out. An ML2 Librarian with a Power Sword that rolls this &#039;&#039;plus&#039;&#039; Iron Arm can essentially solo entire MEQ squads before they know what hit them.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 5 !! Endurance&lt;br /&gt;
| Blessing || 24 || Unit&lt;br /&gt;
| This power grants a unit 4+ Feel No Pain, Relentless, and Eternal Warrior. Wowza, the ability to rapid fire a target then charge it, with a 4+ Feel No Pain and Eternal Warrior is nasty! Use this on squads with big weapons to get them into position, or a troop choice to make them hold no matter what.   It can be used to help a squad that can not normally assault help get the attached psyker into CQC to get the most out of Iron Arm or Warp Speed.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 6 !! Haemorrhage&lt;br /&gt;
| Witchfire (Focused) (Profileless) || 18 || Model&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=18|strength=-|ap=2|type=Assault|rof=1|rules=Ignores Cover}} The model hit must take two toughness tests or suffer a wound which ignores armor and cover for each failure. If the model dies, a randomly selected nearby enemy model within 2&amp;quot; needs to test toughness &#039;&#039;once&#039;&#039; or die; this continues until a model passes. Not the best power, but with two chances to kill a single wound model you have a decent chance of sniping heavy weapons or sarges out of a unit. Still, not worth two charges UNLESS you have Enfeeble, then you have a chance to make low toughness blobs melt. This power gets exponentially better the lower the number of wounds and toughness value of the target is: on average, assuming one wound models with no invuln saves or FNP, 0.37 on T5, 0.83 on T4, 1.5 on T3, 2.67 on T2, 5.83 on T1. Because of this, all in all you will most likely need more than 2 warp charges to get the most out of it: either you&#039;ll have to cast Enfeeble to stand a chance at doing real damage, or you will need those 3 successes to be able to choose your target and not just kill some scrubs.  Any other source of Toughness debuffs you can bring, such as an Inquisitor with rad grenades (who can also be a Biomancy psyker, if you like), can also greatly help this power.&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Divination===&lt;br /&gt;
:;Overview&lt;br /&gt;
::Divination is a powerful Discipline to have, simply because it gives you protection against a bad die roll ruining your game-plan.  While all of them help protect you in some way, it&#039;s clear to see that more people want Prescience, Perfect Timing, Forewarning, and Foreboding more than the others, if only because their uses are the most direct ones.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+ Divination Powers&lt;br /&gt;
! Number !! Name !! Type !! Range !! Target !! Description !! Charges&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-value=0 | Primaris !! Prescience&lt;br /&gt;
| Blessing || 12 || Unit&lt;br /&gt;
| Target can re-roll to hit, regardless of context. If you&#039;ve ever played a game of 40K with a Divination Psyker, you know what a boon this is, and the Psychic Focus makes any Divination-based psyker become worth it.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 1 !! Foreboding&lt;br /&gt;
| Blessing || data-sort-value=0 | Self || Unit&lt;br /&gt;
| Grants Counter-Attack and allows them to Overwatch at full BS (though anything that can&#039;t overwatch still can&#039;t). Overall nothing to argue with, as this gives you a better chance at mulching anything that charges you. The issue is that most armies nowadays are focused on shooting, so you have a good chance of never actually being charged, making this power possibly useless.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 !! Forewarning&lt;br /&gt;
| Blessing || 12 || Unit&lt;br /&gt;
| Grants a 4++ Invulnerable save. It&#039;s basically Azrael&#039;s helmet of trolling in a 1WC package, and gives anything with worse saves than Termies insurance against high AP weapons, or makes blobs hair-rendingly difficult to remove. &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3 !! Perfect Timing&lt;br /&gt;
| Blessing || data-sort-value=0 | Self || Unit&lt;br /&gt;
| The Psyker and his unit have Ignores Cover on their weapons.  Use it on weapons you know will kill them and be assured that they&#039;ll be wiped! Also works on jink saves. Be warned, however, that it only affects the psyker&#039;s unit, so if you roll this power, consider reattaching your psyker to a squad that can make use of it.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 4 !! Precognition&lt;br /&gt;
| Blessing || data-sort-value=0 | Self || Model&lt;br /&gt;
| A much more advanced form of Prescience, this gives your Psyker (and ONLY your Psyker) re-rolls to hit, re-rolls to wound, and re-rolls on any saving throws. It sounds really useful, and it is, but compare being able to buff one model to a unit and you see that, while good, it&#039;s not the most useful power here. Of course, just like with Biomancy self-buffing powers, if your psyker is already a scary solo model that can rip apart tanks and shit, giving him a re-roll on (almost) everything is massively awesome. With a psyker with a 2+ armor save, you can actually get a lot of mileage out of having them use this power while in the front of a unit to tank wounds.  A 2+ re-rollable is tough to crack with volume of fire, and in a situation where you can actually up the psyker&#039;s invul save, will work against low-AP weapons as well, or for the more nervous among us, can be easily look-out-sir&#039;d to someone in the unit if your psyker is in danger of getting insta-death&#039;d.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 5 !! Misfortune&lt;br /&gt;
| Malediction || 24 || Unit&lt;br /&gt;
| Makes it so that any attacks against the target get rending.  This sounds epic on paper, and if you&#039;re willing to throw enough dice at a target, it can be epic, but notice the important part of that sentence, &amp;quot;enough dice&amp;quot;. You need to have all the pieces set up before hand to get the most out of it. Say, cast it on a Land Raider just before you open up with six autocannons, or on a Terminator squad or a Rhino before you fire 50 lasguns into it. Using it just to nerf an enemy unit that is only going to get shot at by only one other unit (unless that single unit has a LOT of shots) is just not the best use of this power.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 6 !! Scrier&#039;s Gaze&lt;br /&gt;
| Blessing || data-sort-value=0 | Self || Model&lt;br /&gt;
| Allows you to re-roll reserves, outflanking, and mysterious objectives.  Also, you can drop one Tactical Objective card and draw another. Scrier&#039;s Gaze fits into that rather odd category of being a &amp;quot;meta advantage&amp;quot;; it does not help you fight better, but it helps you (the player, not the dudes) play the mission better.  It&#039;s not really helpful in the conventional sense, but it can allow some good rescues.&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pyromancy===&lt;br /&gt;
:;Overview&lt;br /&gt;
::Pyromancy is good for only one thing: melting light infantry hordes. Orks, Guardsmen, Tyranids, Daemons maybe. Thanks to the ability to squeeze out more than one witchfire a turn, this power could unleash a lot of hurt. Not the first choice for disciplines, but a decent secondary if you&#039;re fighting low armor save cover campers and blobs. Additionally, for those really interested in indulging in fiery fantasies of destruction, consider taking a Salamanders Librarian. They can take, if using their chapter tactics, a book that provides the Molten Beam power, and +1 strength on all the Witch Fires listed below.&lt;br /&gt;
::;Soul Blaze&lt;br /&gt;
:::This rule comes up a lot in Pyromancy, so it&#039;s worth explaining here.  If an unmarked unit takes at least one unsaved wound with Soul Blaze, mark it with something. At the end of each turn, roll a die for each marked unit. On 1-3 the unit is not marked anymore; on 4+, the unit takes D3 S4, Ap5 hits (randomly allocated) with Ignores Cover.  This means the expected number of &#039;&#039;hits&#039;&#039; at the end of a turn is 1 (which must then get past toughness, armor/invuln, and feel no pain), while the expected number over &#039;&#039;infinite&#039;&#039; turns is 2.  Commonly considered useless.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+ Pyromancy Powers&lt;br /&gt;
! Number !! Name !! Type !! Range !! Target !! Description !! Charges&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-value=0 | Primaris !! Flame Breath&lt;br /&gt;
| Witchfire || data-sort-value=8 | Template || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=Template|strength=5|ap=4|type=Assault|rof=1|rules=Soul Blaze}} It&#039;s a Soul Blaze heavy flamer. Not much to add. Eats anything short of a Space Marine and is inferior to the actual weapon.  Strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Runes_of_Battle|Destructor/Renewer]].&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 !! Fiery Form&lt;br /&gt;
| Blessing || data-sort-value=0 | Self || Model&lt;br /&gt;
| The psyker gains a 4+ Invulnerable save, their melee attacks have Soul Blaze and they may re-roll failed to-wound rolls for all subsequent Pyromancy psychic powers they manifest. Not as good as some of the Biomancy self buffs (what is?), but this isn&#039;t a bad power just before the Psyker gets stuck in. Unlike a lot of powers like it, this one does some good while not in close combat since your other Pyromancy powers get more reliable.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 !! Fire Shield&lt;br /&gt;
| Blessing || 24 || Unit&lt;br /&gt;
| Grants a 4+ cover save and all enemy units in 6&amp;quot; treat all terrain as Dangerous Terrain. 4+ is good, Stealth turns it to 3+ before you go to ground. A useful buff spell.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3 !! Spontaneous Combustion&lt;br /&gt;
| Witchfire (Focused) (Profileless) || 18 || Model&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=18|strength=6|ap=3|type=Assault|rof=1|rules=Soul Blaze}}  If the unlucky model dies, he turns into a strength five AP4 blast marker with Ignores Cover and Soul Blaze. Good at taking out cover camping wimps. Unlike with other focused witchfires, don&#039;t try and snipe heavy weapons out; go for models that can get you a cluster of hits with the blast.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 4 !! Sunburst&lt;br /&gt;
| Witchfire (Nova) || 9 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=9|strength=4|ap=5|type=Assault|rof=2D6|rules=Nova, Ignores Cover, Soul Blaze}}  Remember that novas hit each different unit in range independently, so that&#039;s 2D6 hits per target.  Also remember that the range is the radius of the power; you actually have an 18 + &amp;lt;base size&amp;gt; inch diameter area of burning. Get your psyker into place and cook lightly armored infantry.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 5 !! Inferno&lt;br /&gt;
| Witchfire || 24 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=24|strength=4|ap=5|type=Assault|rof=1|rules=Blast, Ignores Cover, Soul Blaze}} A light infantry cooker. I&#039;m sensing a theme here...&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 6 !! Molten Beam&lt;br /&gt;
| Witchfire (Beam) || 12 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=12|strength=8|ap=1|type=Assault|rof=1|rules=Beam, Melta}}  Gott im Himmel! It&#039;s a psychic meltagun. With some really good luck you could explode maybe two tanks or three Terminators if you line it up right. The issue with this power is that it&#039;s only really good against tanks, and usually the reason you&#039;re rolling for Pyromancy powers in the first place is because you have vehicles covered by something else, and you need something to cook light infantry.&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Telekinesis===&lt;br /&gt;
:;Overview&lt;br /&gt;
::With generally high strength, Telekinesis is trying to be the anti-tank power set, and three powers do just that (although one does it shakily). One other power&#039;s pretty worthless against anything but a horde in the open, and there are two support powers. This is not exactly an all-purpose set of powers and, like Pyromancy, they not strong enough to be used by themselves. Telekinesis is a decent backup to another, more powerful discipline. All in all a pretty mixed bag.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+ Telekinesis Powers&lt;br /&gt;
! Number !! Name !! Type !! Range !! Target !! Description !! Charges&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-value=0 | Primaris !! Assail&lt;br /&gt;
| Witchfire (Beam) || 18 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=18|strength=6|ap=-|type=Assault|rof=1|rules=Beam, Strikedown}} Quick recap on what Strikedown does: it means the targets you hit have to move through difficult terrain next turn, regardless of whether they saved the wounds or not. Definitely worth smacking up some units with this if you want to keep them from an objective or stop a charge to buy yourself another turn to shoot them. No AP means this power has trouble killing things reliably.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 !! Crush&lt;br /&gt;
| Witchfire (Focused) (Profileless) || 18 || Model&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=18|strength=2D6|ap=1D6|type=Assault|rof=1}} Rolls of 11 or 12 for strength auto-wound, or penetrate if the target is a vehicle. Worth it? Well, if you think you like your luck or bother running Flash Gitz, then give it a try. With an average strength of 7, this can penetrate a transport, but without an AP of 1 or 2 exploding it is impossible. Though if you&#039;re relying on this very random psychic attack to destroy vehicles, you probably have bigger problems to sort out.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 !! Objuration Mechanicum&lt;br /&gt;
| Malediction || 24 || Unit&lt;br /&gt;
| Target has Gets Hot! on their guns, and vehicles take an automatic Strength 1 Haywire hit. This is very useful for dealing with flyers and vehicle squadrons, especially squadrons of 2HP vehicles (Landspeeders, Killa Kans, Warwalkers, Vipers, Pirahnas and so on), and even more so if they pack a lot of non-twin-linked dakka to kill themselves with Gets Hot! glances, since they will only need one after they get Haywired. And since psychic powers don&#039;t count as shooting they can&#039;t even Jink against it. Haywire for everyone! This is obviously meant to nail hordes of low-BS units. Mathammer-wise, Orks or Guardsmen firing at T4 targets would deal as many wounds to themselves as to their targets before saves are made, wiping out up to 30% of their own squad in one volley (with shootas and first rank fire, respectively). This power can also be painful for more elite units that rely on the [[Dakka|volume of fire]], like Swooping Hawks, Scourges, Venoms or Leman Russ Punishers. And when it comes to Overwatching under the effects of Objuration Mechanicum...well, chances are they would take double or triple the damage they would deal to your units.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3 !! Shockwave&lt;br /&gt;
| Witchfire (Nova) || 9 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=9|strength=4|ap=-|type=Assault|rof=2D6|rules=Nova, Pinning}}  Powerful against swarms, but that lack of AP renders it useless against anything else. Although, if you get a good roll on how many hits it inflicts, it could be hard for medium or even heavy infantry to make all the saves. Compare with Sanctic Daemonology&#039;s or Pyromancy&#039;s far superior Novas that trade Pinning for AP, Ignores Cover, and higher strength.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 4 !! Levitation&lt;br /&gt;
| Blessing || data-sort-value=0 | Self || Unit&lt;br /&gt;
| A new blessing that shows how cheesy this edition got. This makes the Psyker and his unit (unless they&#039;re Zooming, Swooping, or in combat) move 12&amp;quot;, ignoring terrain or other units. However, starting or landing in Dangerous Terrain means taking a test, and you can&#039;t charge afterwards. Remember, powers are used after moving, so if you&#039;re already in a jump squad you can jump in the movement phase and then in the psychic phase for a 24 inch move. Dark Eldar be jealous. Your first idea would be to use it to get into combat faster, but you cannot charge out of teleport, so you&#039;d be  sitting ducks for an entire turn, much like with Deep Strike. Better uses would be jumping away from a close combat unit, jumping close in order to flamer, melta or rapid fire a target to death, jumping behind vehicles to lay some painful dakka on their rear armor or claim objectives (especially useful on Maelstrom). To sum it up, a great power to move elite specialist weapons like Chosen or Sternguard or relentless heavy weapons like Centurions exactly where they&#039;re needed.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 5 !! Telekine Dome&lt;br /&gt;
| Blessing || data-sort-value=0 | Self || Model&lt;br /&gt;
| Gives everyone within 12&amp;quot; of the psyker a 5++ against shooting. Is it useful? Ask an Ork player if he would ever field an army without at least one KFF. If your guys have 5+ or 6+ saves, this thing is great, and even if they&#039;re MEQs, you can fit more squads under that 12&amp;quot; bubble to ensure they won&#039;t be ass-raped by those low-AP blasts everyone tends to spam nowadays. Note that you might have 5+ cover saves often enough that taking this power would be redundant, unless you&#039;re facing a lot of template/ignore cover shooting, and that this power, at 2 warp charges, is overpriced and largely inferior to a Dark Angels power field generator or the aforementioned KFF. &lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 6 !! Psychic Maelstrom&lt;br /&gt;
| Witchfire || 12 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=12|strength=10|ap=1|type=Assault|rof=1|rules=Large Blast, Barrage}}  Basically your own pocket Demolisher cannon. With a large blast, this is arguably better than the D strength Vortex of Doom in Sanctic Daemonology. Whatever you throw this on, it WILL get hurt if it hits. Generally, a proper Vindicator/Medusa/Demolisher is a better bet, since you need to sink 7 warp charges to make it work reliably (and even then, your psyker is likely to suffer Perils of the Warp), and those warp charges aren&#039;t cheap. Though you are gaining the benefits of survivability and mobility, since your psyker can hide inside METAL BOXES, some infantry blob or even fly on daemonic wigs, raining pipe plates of death on the poor chaps below. Note that if you&#039;re an Eldar player using a Farseer, Eldritch Storm is a superior power to this in every way except AP.&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Telepathy===&lt;br /&gt;
:;Overview&lt;br /&gt;
::Telepathy is a generally powerful support discipline. The exceptional Primaris and two incredibly powerful defensive Blessings (one of which is considered overpowered by a lot of players) alone make it worth rolling for. The other powers are more situational due to being based on overloading your opponent with Leadership checks, but they become increasingly dangerous if you have access to reliable Leadership debuffs. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+ Telepathy Powers&lt;br /&gt;
! Number !! Name !! Type !! Range !! Target !! Description !! Charges&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-value=0 | Primaris !! Psychic Shriek&lt;br /&gt;
| Witchfire (Profileless) || 18 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=18|strength=-|ap=2|type=Assault|rof=1|rules=Ignores Cover}}  Roll 3D6 and subtract the hit unit&#039;s Leadership. It takes the difference in wounds. MAKES ME WANNA WAIL!! Best used on small, elite squads or monsters on whom those wounds will hurt more. Demons with very low Leadership will also suffer from this a lot. All witchfires generally have to roll to hit, but not this one, because it really has no profile (AP2 is listed because &amp;quot;no armor saves may be taken&amp;quot;), so you can totally scream Flyrants off the board.  For reference, your expected wounds against leadership 7 through 10 are 3.61, 2.78, 2.04, and 1.42, before invulnerable saves or feel no pain; this is roughly equivalent to a BS 5, Poisoned (2+), AP2, Assault 5.2/4/3/2 Ignores Cover weapon, respectively.  However, remember that it &#039;&#039;does not roll to hit&#039;&#039;, and so will, for example, hit a unit with Invisibility up.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 !! Dominate&lt;br /&gt;
| Malediction || 24 || Unit&lt;br /&gt;
| If the target wants to move, cast powers, shoot (including Overwatch), run, or charge they have to pass a Leadership test. Generally speaking, most units will pass the test, but should some unlucky Crisis Suit or named Character fail even once, then the once would be enough. This is mainly a psychological tool, though. At some point, your enemy might simply leave the unit alone instead of making &#039;&#039;yet another&#039;&#039; Leadership test. Do note that this does not affect casting psychic powers and making some exotic moves, like jetpack/jetbike JSJ moves, flat out move, or different kinds of teleportation (GK interceptors, warp spiders, levitation, etc.).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 !! Mental Fortitude&lt;br /&gt;
| Blessing || 24 || Unit&lt;br /&gt;
| Makes a friendly unit immediately regroup if it was falling back and become Fearless. Rather simple for a blessing; go to ground one turn and get them to stand up to shoot the next.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3 !! Terrify&lt;br /&gt;
| Malediction || 24 || Unit&lt;br /&gt;
| Like an evil twin to Mental Fortitude, it has a 24&amp;quot; range and inflicts -1 Leadership on one target, who then has to pass a Morale test at the end of the phase, and makes them treat all enemy units as having the Fear special rule. Use this before you cast Psychic Shriek for best results. Be VERY careful with this; you do not want a unit to run away from you and put you out of rapid fire range. Also note the morale test is independent of the Fear rule, so units that normally don&#039;t have to worry about Fear (such as any of the 12 types of Space Marines) still have to pass a morale test or leg it.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 4 !! Shrouding&lt;br /&gt;
| Blessing || data-sort-value=0 | Self || Model&lt;br /&gt;
| Grants all friendly models within 6&amp;quot; of the Psyker (including himself) the Shrouded special rule. Like some other powers, the issue with this one is that to affect more than one unit you have to bunch up your army a bit. Even so, with only 6&amp;quot; you&#039;re likely to only get two units anyway since you only need one model in range to affect the whole unit. A nice power; remember that you only need one model in a unit to have Shrouded for the whole unit to have Shrouded.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 5 !! Invisibility&lt;br /&gt;
| Blessing || 24 || Unit&lt;br /&gt;
| Makes it so all shots taken at the target are treated as snap shots (i.e., anyone shooting at them does so at BS1) and they can only be hit on a 6 in close combat. It sounds simple enough, but remember, you can&#039;t snap fire blasts and templates. This is the worst power in the whole game, not because it&#039;s bad, but because it&#039;s too good. This leads to Deathstars everywhere because on top of only hitting on sixes, you then need to get through whatever armor, cover saves, or invulnerable saves they may have. Ridiculously cheesy. There are not a lot of counters since most options such as line makers just can&#039;t be snap fired. You could use beams to hit nearby units and just happen to aim them though the invisible unit. Maledictions and Novas still work since they don&#039;t roll to hit. Your best option, however, is to Deny the Witch this thing with every warp charge die you have. That is not a polite suggestion. DO IT! However, as of 2015 the new Skitarii Cognis weapons snap fire at BS2, and the Rhino Primaris allows a unit to snap-shoot at full Ballistic Skill. The best counters to this power, by far. &lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 6 !! Hallucination&lt;br /&gt;
| Malediction || 24 || Unit&lt;br /&gt;
| Roll a D6 on the table to determine what happens to the target. On a 1-2, the unit must take a Pinning test. On a 3-4, the unit reduces their Weapon Skill, Ballistic Skill, Initiative and Attacks by 1 to a minimum of 1. On a 5-6, a randomly determined character model in the unit suffers a number of Strength 3 hits equal to the number of other models in the unit; if no such character model is available, treat this as a 3-4 result instead. While none of these are particularly bad, they&#039;re not very good either. Only 3-4 and 5-6 are useful. 5-6 might strip a wound off a character through sheer volume of hits; make that warboss pay for leading 30 boyz!&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Daemonology===&lt;br /&gt;
A few notes about Sanctic and Malefic before we start. Unlike the other powers that peril only on a double six, these powers peril on any double unless you&#039;re a Grey Knight (who can only use Sanctic) or a Daemon (ditto but for Malefic). This means your psyker is much more likely to implode and will do so much faster if not from these armies, so think carefully if the risk is worth it.&lt;br /&gt;
====Sanctic====&lt;br /&gt;
:;Overview&lt;br /&gt;
::Generally speaking, Sanctic Daemonology is used for building a better Deathstar. The reason for this is simple: All the Blessings in this Discipline directly target the Psyker&#039;s unit. Hammerhand makes them hit harder, Sanctuary makes them harder to kill, and Gate of Infinity gives them protection against being tarpitted. Round this off with two two &amp;quot;High Risk/High Reward&amp;quot; Witchfires for good effect. The main weaknesses of this Discipline are that it doesn&#039;t do much to benefit MSU builds, it has a very situational Primaris, and it has a good chance of blowing up your caster. Of note is that a lot of these powers were originally unique to Grey Knights back in 5th edition. They remain the only army that can use these powers without suffering Perils on any double roll, and many of their units get &amp;quot;fixed&amp;quot; powers on this table, allowing you a surprising degree of reliability in using this discipline.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+ Sanctic Daemonology Powers&lt;br /&gt;
! Number !! Name !! Type !! Range !! Target !! Description !! Charges&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-value=0 | Primaris !! Banishment&lt;br /&gt;
| Malediction || 24 || Unit (Daemon)&lt;br /&gt;
| Can only be used on units with the Daemon special rule. This will reduce the Daemon&#039;s Invulnerable save by 1 (So the basic 5+ Daemon Invulnerable becomes a 6+). It&#039;s a situational power at best, only really useful when dealing with Malefic Psykers who summon Daemons and/or Daemons themselves. Although far more situational, this can be absolutely horrific to a Daemon player who was unlucky enough to already have their invulnerable save reduced by 1 by rolling 4 on the Warp Storm table. Watch your Daemon opponent sob and grovel as you widdile down their Great Unclean One or destroy a squad of Bloodletters in one Shooting Phase since they have no more saves except maybe FNP or Warp-Forged Armor.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 !! Gate of Infinity&lt;br /&gt;
| Blessing || data-sort-value=0 | Self || Unit&lt;br /&gt;
| Allows a single unit that isn&#039;t swooping or zooming to Deep Strike anywhere. Of course, this is your fabulous [[Desert Fangs|SURPRISE FUCKERS!]] However, remember the 1d4chan advice for deep striking: you want to be able to survive a turn of shooting, and assault troops are going to get shot up before they can do their thing. Best done with a tough shooting squad or something you&#039;re willing to [[DISTRACTION CARNIFEX]] with.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 !! Hammerhand&lt;br /&gt;
| Blessing || data-sort-value=0 | Self || Unit&lt;br /&gt;
| Grants the caster and his unit +2 Strength. You remember how it was back in 3rd edition when you still had [[Daemonhunters]]?  Yeah, it&#039;s like that. While obviously best done before getting stuck in, you might consider using it defensively. E.g. &amp;quot;Do you &#039;&#039;really&#039;&#039; want to charge my strength six Assault Marines?&amp;quot; On the down side, this power has the same issue as Iron Arm and Warp Speed: unless you were already planning to run the Psyker with a squad made to punch faces, then you&#039;re not getting the most out of this power.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3 !! Sanctuary&lt;br /&gt;
| Blessing || data-sort-value=0 | Self || Unit&lt;br /&gt;
| The caster and his unit gain +1 to their Invulnerable save. If the unit does not have an Invulnerable save, they gain a 6++. Additionally, all Daemons (allies and enemies) within 12&amp;quot; of the caster treat all terrain including open ground as Dangerous Terrain. This is mostly helpful in buffing preexisting Invulnerable saves, since conferring an unreliable 6++ is practically a waste of Warp Charges; though it could be helpful in preserving &#039;&#039;hopefully&#039;&#039; enough troops in your blobs if you plan on using it as a [[Tarpit]] or to drown a priority target in armor saves. Conversely, it&#039;s helpful against daemon hordes especially if combo&#039;d with Banishment, as putting it on just a few units placed ahead of the main body of army can mean seeing lots of daemons disappear as they move ahead to engage your troops, as well as seeing a blob of daemons get ruined because they had the balls to charge you. Just bear in mind that Assault Terminators with a 2++ is likely to lose you friends.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 4 !! Purge Soul&lt;br /&gt;
| Witchfire (Focused) (Profileless) || 24 || Model&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=24|strength=-|ap=2|type=Assault|rof=1|rules=Ignores Cover}}  Both your psyker and the hit model must roll a D6 and add Leadership to the roll. If the enemy loses, he takes a wound (with only Invuln and FNP allowed). Overall, it&#039;s low risk, low reward. While not a waste of warp charges, it&#039;s not the most effective use, and they could and probably should be spent elsewhere.  Almost always strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Telepathy|Psychic Shriek]], which will do more wounds, on average, regardless of caster and target. Use it to zap special weapons or squad leaders, it won&#039;t do much against enemy HQs as they usually have better/equal leadership and an extra save.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 5 !! Cleansing Flame&lt;br /&gt;
| Witchfire (Nova) || 9 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=9|strength=5|ap=4|type=Assault|rof=2D6|rules=Nova, Ignores Cover, Soulblaze}}  This can destroy anything with armor weaker than a Marine, and a lot of them, if you get your psyker in the right place. Refer back to power one. If you get them both, engage your troll face.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 6 !! Vortex of Doom&lt;br /&gt;
| Witchfire || 12 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=12|strength=D|ap=1|type=Assault|rof=1|rules=Blast, Vortex}}  High risk, high reward. Failing the test to manifest this power automatically causes Perils of the Warp. DEVASTATION. EVERYWHERE. Given it&#039;s a small blast, aim for monsters and tanks. Troops are tempting, but if they&#039;re fully spaced out you&#039;ll have trouble getting the most out of this. Don&#039;t forget that this is Vortex, so the blast template is very likely to wander the field uncontrollably until the end of the game, eating random units it lands on, so never cast it near the bulk of your own army. Since this requires three charges, you&#039;ll have to use a lot of dice to get it to work reliably, and since Daemonology causes Perils on any double roll, and not just double sixes, your psyker is almost guaranteed to fry his brain while attempting this. You need some serious psychic boons and some dire circumstances for this shit to be worth it.  As it has the vortex special rule, it will jump around the board every turn until doubles are rolled for the scatter distance.&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Malefic====&lt;br /&gt;
:;Overview&lt;br /&gt;
::There&#039;s a reason most armies don&#039;t use this; it&#039;s a major sink for your Warp Charges.  Unless you can ensure that you&#039;ve got a lot of them (which Daemons really can do, hence [[The Ultimate Chaos Daemons Cheese List|this]]. although the core strategy used in that list no longer works) don&#039;t be expecting to make clusterfucks appear at a whim. But if you do have a ton of Warp Charges to throw around, you may be able to make your army double in size in a couple of turns. &#039;&#039;&#039;However&#039;&#039;&#039;, even if you do, realize that using your entire army to make more army doesn&#039;t actually accomplish anything (unless you plopped a new scoring unit on a tactical objective, anyway); at some point you need to stop recursing and &#039;&#039;actually kill the enemy&#039;&#039;.  Sacrifice is effective enough on its own to cast at every opportunity, but you can bet your ass that the enemy can clear off (or at least cripple) a Summoned unit with a smaller point investment than you used to get those 6-8 dice.  Used mindlessly you &#039;&#039;will&#039;&#039; get out-paced, but used surgically you can make even the best opponents tear their hair out.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+ Malefic Daemonology Powers&lt;br /&gt;
! Number !! Name !! Type !! Range !! Target !! Description !! Charges&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-value=0 | Primaris !! Summoning&lt;br /&gt;
| Conjuration || 12 || None&lt;br /&gt;
| Summons one of the following within 12 inches of the user: 10 Bloodletters, 10 Pink Horrors, 10 Plaguebearers, 10 Daemonettes, 5 Flesh Hounds, 3 Flamers, 3 Nurgling Swarms, 5 Seekers. The reason this was used was because of the massive clusterfuck you could make with this, since Horrors are psykers and could get Summoning as well so you could summon psykers to summon psykers to summon psykers, repeat ad nauseam.  This is currently FAQed away, as &amp;quot;new&amp;quot; Horrors don&#039;t get Daemonology; there is [[skub|no explanation]] what the FAQ means by &amp;quot;new&amp;quot;, but Horrors conjured by this power seem to unequivocally qualify.  As a result, there are &#039;&#039;two&#039;&#039; big limits to the use of this power. The first is obvious: who the hell has that many horror models? The second is that you&#039;re summoning ML1 horrors with access to &#039;&#039;only&#039;&#039; the Change discipline. Since they do have mind bullets, they now have more kick, but even with this buff it does not change the fact that the daemon swarm is just not that good. If you&#039;re at home using Daemons as lackeys then don&#039;t go overboard on summoning. Do it to get reinforcements, but the &#039;bacterial swarm&#039; is best used for the occasional fun list with a lot of proxy models. See below this chart for further notes on Summoning.&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 1 !! Cursed Earth&lt;br /&gt;
| Blessing || data-sort-value=0 | Self || Model&lt;br /&gt;
| All models with the Daemon special rule (allied and enemy) within 12 inches of the user gain +1 to their Invulnerable save and do not scatter when Deep Striking within range of the user. If you have a good blob unit or deathstar, then this power will go a long way in allowing them to survive a little further. Use with the chaos demon Grimoire for a 2+ invulnerable (and with Tzeentch daemons to make it re-rollable; the infamous &amp;quot;Screamerstar&amp;quot;). Also, be careful: to get the most out of this your daemons have to be within 12&amp;quot; of the caster, meaning you have to bunch up a bit. Not a deal breaker thanks to the higher invulnerable, but something to remember. Also remember that this power applies to enemies with the Daemon rule, too. So yeah, that&#039;s one thing not to cast if you&#039;re facing down an Avatar of Khaine. If you have a bunch of daemons already this will probably draw every remaining die your enemy can throw at it in a mad attempt to Deny it. Don&#039;t let them, either by draining their pool first with frivolous bullshit or by throwing enough dice at it that denial is unlikely. Or, use it as the bait for something else, like an unholy barrage of beams and witchfires the enemy is now powerless to stop.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 !! Dark Flame&lt;br /&gt;
| Witchfire || data-sort-value=20 | Torrent || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=Torrent|strength=4|ap=5|type=Assault|rof=1|rules=Torrent, Soul Blaze}}  It&#039;s a fierce weapon, so...yeah, not a bad power, but nothing compared to the utility of Cursed Earth, and there are better psychic shooting attacks.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3 !! Infernal Gaze&lt;br /&gt;
| Witchfire (Beam) || 18 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=18|strength=3|ap=4|type=Assault|rof=1|rules=Beam, Armourbane, Fleshbane}}  Use of this power comes with a penchant for red sunglasses and disrespecting your hot, psychic wife.  Absolute PAIN on any infantry it hits.  However, it is only ONE hit, so it won&#039;t be killing legions of Spehss Mehreens or hordes of chittering gaunts (unless they&#039;re conga dancing). What it WILL do, though, is seriously mess up any priority target you set your eyes upon. Best ignore anything other than infantry though. Even though it&#039;s got Armourbane, S3 is so low that it is nowhere near reliable against any vehicle and generally not worth the dice.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 4 !! Sacrifice&lt;br /&gt;
| Conjuration || 6 || None&lt;br /&gt;
| Summons a Herald of your choice (with up to 30 points&#039; worth of wargear options) within 6 inches of the user. However, the user or another friendly unit in range suffers a single wound with no saves allowed (so FNP works, as usual). Don&#039;t expect it to survive for long on its own, so you&#039;d better summon some mooks to help him survive. This is a slick little power to have on hand if you get blindsided or if you bite off more than you can chew. For instance, sudden combat with an overzealous challenge character? Bring in a Herald of Khorne with an Axe of Khorne and show him what&#039;s what. My favorite trick is to summon a bunch of Tzeentch Heralds on Disks over the course of the game who turbo to hiding spots all over the board only to emerge turns 5-7 as needed to contest and take objectives.  The Imperial Knight formation that has people in a tizzy has almost no defense against this trick as they have nearly no Objective Secured. Also, for the love of the Emperor, be polite and have some Heralds pre-kitted before the game starts so you don&#039;t have to hunt in the codex for a few minutes in the middle of the game to see your options. Like Cursed Earth, this draws Deny aggro like nobody&#039;s business. If you need it to go off, throw at least 3 dice at it; otherwise, it makes great bait so you can cast everything else with impunity.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 5 !! Incursion&lt;br /&gt;
| Conjuration || 12 || None&lt;br /&gt;
| Summons one of the following within 12 inches of the user: 3 Bloodcrushers, 3 Screamers, 3 Plague Drones, 3 Fiends. This generally isn&#039;t used for much unless you&#039;re planning to cheese your way to an infinite Screamerstar, or you&#039;re looking for some Distraction Daemons.  While you shouldn&#039;t forget about this if you get it, if you&#039;re gonna get the Primaris anyway due to psychic focus, then the limited use will mean you won&#039;t cast this all that often. Bonus points: summon three screamers next to your enemy&#039;s Land Raider and watch him devote untold forces to getting rid of them.&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 6 !! Possession&lt;br /&gt;
| Conjuration || 6 || None&lt;br /&gt;
| Summons a Greater Daemon of your choice within 6 inches, and removes the user as a casualty. (If the user was part of a unit with a Brotherhood of Psykers/Sorcerers, the whole unit is removed.) If the Psychic test to manifest this power fails, the user automatically suffers Perils of the Warp. (Just imagine the look on your opponent&#039;s face when your otherwise useless Wyrdvane Psykers explode into a Bloodthirster. Or your Lord of Change, on his last wound, [[Oinkbane|explodes into a new and fully healed Lord of Change]].) The spell specifically states you must summon either a [[Bloodthirster]] of any variation, a [[Lord of Change]], a [[Great Unclean One]] or a [[Keeper of Secrets]], so no, you can&#039;t summon a named greater daemon. This generally isn&#039;t used because of the mighty cost it takes, but the reward it allows (especially if you&#039;re running Daemons) makes it insanely tempting. Use at your own peril. Also note, as per the May 2016 FAQ, Flying Monstrous Creatures must now be declared to be either Swooping or Gliding when conjured or summoned to the table, so you now have the choice of whether to keep them in the relative protection of the air, or on the ground so that they can get stuck in sooner. Note: they still are still deployed as per Deep Strike and so cannot charge that same turn, this just means you don&#039;t have to waste an additional turn switching flight modes.&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====More on Summoning=====&lt;br /&gt;
* &amp;quot;New&amp;quot; horrors can&#039;t roll from Daemonology per Wrath of Magnus/latest FAQs. Whoops.&lt;br /&gt;
** &amp;quot;New&amp;quot; is not explained, so it could mean all Horrors (&amp;quot;new&amp;quot; meaning &amp;quot;latest rules&amp;quot;), or only ones that join your army after list creation (&amp;quot;new&amp;quot; as in &amp;quot;conjured&amp;quot;).  The FAQ does not clarify.  Either way, summoned horrors can&#039;t roll on it.&lt;br /&gt;
* Some quick math; you generally want to throw 6-8 dice at the Summoning to make it go off reliably.  A 10-man Horror squad is only Mastery 1 (they&#039;re taken in lists because you spend 9 points for a second warp charge, a min squad is crap), so your return on investment is at best 20%.  Even if you successfully cast it 5 times in a turn, you&#039;re only able to pull off one more Summoning than you were before, assuming none of your squads get wiped by the thousand-odd points of return fire (you do actually have to pay points for your initial warp charge).  Even if you do, a horror unit minus its warp charge (since that&#039;s getting used for recursion) is basically a 10-man unit of Imperial Guard &#039;&#039;without lasguns&#039;&#039;.  Making even a hundred more cultist-equivalents for a thousand points of input energy is a bad trade; you have to do something with all that warp charge to actually win the game, like summon Daemonettes (who can actually kill people without using your precious warp charges) or channel a bajillion Flickering Fires out of all those horrors.  Recursion is a fine way to spend your first turn while you advance into range, but make sure you have a plan for how to get work out of it.&lt;br /&gt;
* In lower points games, Summoning is an excellent tool for a lot of situations. Summon Bloodletters in front of Spess Mehreens as a Distraction Carnifex (because they will either get shot down or tear MEQs a new asshole), summon Horrors as objective-holders and batteries, summon Daemonettes for messing up infantry, summon Plaguebearers to hold objectives / pluck apart MCs, summon some Flesh Hounds to harrass Heavy Weapon teams or summon a bunch of Flamers close enough to units they can actually kill with their shots. If you use this only to make more army, you might as well leave it. Seekers are much less useful than Daemonettes, and Nurglings are out-performed by Plaguebearers. If you summon those units for a purpose, however, you can easily change the course of the game with it. However, the more points you play with, the less useful this power is. If you summon 100 points worth of unit in a 500 point game, you just increased your army by 20%, which is freaking huge. As the games get bigger, the impact of this spell is lessened, though.&lt;br /&gt;
* Also keep in mind that if you manage to pull this power off, it is almost impossible to deny. 3 Warp Charges minimum with no modifier to deny the witch means on average 18(!) dice minimum to negate this, which nobody has, and if they did, they wouldn&#039;t blow them all to negate your Summoning.&lt;br /&gt;
&lt;br /&gt;
==Army-Specific Psychic Disciplines==&lt;br /&gt;
&lt;br /&gt;
This section lists psychic disciplines only available to certain Warhammer 40,000 factions. Since they are listed in each army&#039;s codex, their rules may sometimes override the general rulebook.&lt;br /&gt;
&lt;br /&gt;
===(Chaos) Space Marine Disciplines===&lt;br /&gt;
:In Angels of Death, [[Space Marines]] got 4 new psychic disciplines.  Traitor Legions allows [[Chaos Space Marines]] to take the same powers, with the discipline names changed; each discipline will list the Space Marine name / the Chaos Space Marine name.  The powers also have name swaps, so where only one name is present, that is the Space Marine name, and where two are present, it follows the same shape as the discipline names.&lt;br /&gt;
&lt;br /&gt;
====Fulmination/Ectomancy====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+ Fulmination/Ectomancy Powers&lt;br /&gt;
! Number !! Name !! Type !! Range !! Target !! Description !! Charges&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-value=0 | Primaris !! Electrosurge/Warpshock&lt;br /&gt;
| Witchfire || 18 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=18|strength=5|ap=4|type=Assault|rof=6}} Point at hordes and explode them.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 !! Electroshield/Empyric Shield&lt;br /&gt;
| Blessing || data-sort-value=0 | Self || Model&lt;br /&gt;
| The Psyker gains a 3++. An almost free Storm Shield for a turn.  Useful, since many librarians don&#039;t get Storm Shields.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 !! Electropulse/Daemonshriek&lt;br /&gt;
| Witchfire (Nova) || 9 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=9|strength=1|ap=-|type=Assault|rof=1|rules=Haywire}}  Obviously best used against heavily mechanized lists, or otherwise when other antivehicle weapons aren&#039;t on hand. Be wary of using it on walkers, since your psyker will have a high likelihood of being mulched afterwards.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3 !! Lightning Arc/Coruscating Blaze&lt;br /&gt;
| Witchfire || 18 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=18|strength=5|ap=4|type=Assault|rof=1D6}} After resolving this, roll a die for every &#039;&#039;other&#039;&#039; enemy unit within 6&amp;quot; of the target; on a 4+, that unit suffers 1D6 S5 AP4 hits that are randomly allocated.  Note that the jump occurs even if the original shots all miss.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 4 !! Fists of Lightning/Infernal Claws&lt;br /&gt;
| Blessing || data-sort-value=0 | Self || Model&lt;br /&gt;
| +1S and +1A. For every hit the psyker lands in close combat (not wound, hit), the unit hit suffers 2 additional S5AP- hits.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 5 !! Magnetokinesis/Ghost Storm&lt;br /&gt;
| Blessing || 18 || Unit&lt;br /&gt;
| If the target is not Zooming, Swooping, or locked in combat, it immediately moves 18&amp;quot; as if were Jump Infantry and cannot charge this turn.  The target counts as having moved in the Movement phase when shooting weapons in the Shooting phase. It can be used like old-school Lash of Submission to move enemies out of cover (with free Dangerous Terrain), or it could move a friendly unit into place for shooting.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 6 !! Electrodisplacement/Soulswitch&lt;br /&gt;
| Blessing || 24 || Unit (Nonvehicle)&lt;br /&gt;
| Swap the psyker with any one model in the target unit, then redeploy the psyker&#039;s unit within 6&amp;quot; and coherency of him, and the target unit within 6&amp;quot; and coherency of the swapped model.  If the psyker&#039;s unit was locked in close combat with anything, the target unit is now locked in close combat with that thing, and vice versa,  Can be truly devastating when used correctly.&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Librarius/Sinistrum====&lt;br /&gt;
:;Overview&lt;br /&gt;
::AKA we jacked a bunch of powers from the Eldar and Grey Knights. Enjoy creating cheap as fuck death stars, and possibly defeating enemy death stars too. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+ Librarius/Sinistrum Powers&lt;br /&gt;
! Number !! Name !! Type !! Range !! Target !! Description !! Charges&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-value=0 | Primaris !! The Emperor&#039;s Wrath/Fury of the Gods&lt;br /&gt;
| Witchfire || 18 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=18|strength=5|ap=3|type=Assault|rof=1|rules=Blast}} Basic anti-MEQ.  Strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Broodmind_.28Genestealer_Cults.29|Psionic Blast]] at -6&amp;quot; range and than [[Warhammer_40,000/Tactics/Psychic_101#Powers_of_da_Waaagh.21|Frazzle]] at -6&amp;quot; range and -1S.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 !! Veil of Time/Warp Fate&lt;br /&gt;
| Blessing || data-sort-value=0 | Self || Unit&lt;br /&gt;
| The Psyker and his entire unit re-roll all failed saving throws. This power, right here, ties with Invisibility for absolute Psychic cheese. And with good reason. A Terminator squad with rerollable 2+/5++ or 3++ makes it damn near invincible as it plows into the enemy force&#039;s tight sphincter. Heck, bare-bones Wolf Guard Terminators with only a 5++ will scare the shit out of enemies like they did pre-5th edition.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 2 !! Fury of the Ancients/Empyragheist&lt;br /&gt;
| Witchfire (Beam) || 20 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=20|strength=6|ap=4|type=Assault|rof=1|rules=Beam, Pinning}}  This one&#039;s okay. It could glance AV12 or wound a Monstrous Creature with a mediocre save and punch through to damage another unit, but being a beam means that you would have to line up the caster &#039;&#039;just right&#039;&#039; to get anything more than a single on an infantry unit, and it can be great if pinning goes off.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3 !! Psychic Fortress/Armour of Hatred&lt;br /&gt;
| Blessing || data-sort-value=0 | Self || Model&lt;br /&gt;
| Gives the Psyker a 12&amp;quot; unit bubble of Fearless, Adamantium Will, and 4++ that only works on Witchfires. Optimized for psyker-heavy armies which makes it situational, but fearless makes it more broadly situational.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 4 !! Might of Heroes/Diabolic Strength&lt;br /&gt;
| Blessing || data-sort-value=0 | Self || Model&lt;br /&gt;
| +2 to S, T, I, and A.  Essentially wraps up both Iron Arm and Warp Speed into 1 nice Warp Charge 1 package.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 5 !! Psychic Scourge/Warp Lure&lt;br /&gt;
| Malediction || 24 || Model (Psyker)&lt;br /&gt;
| The caster rolls 2D6 keep highest +ML; target rolls 1D6+ML.  On a draw or better, the target loses 1W (no save, but FNP works) and the targeted psyker can only harness warp charges on 6+ while the power is in effect.  If the caster beats the target by at least 3, the target permanently loses a random power.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 6 !! Null Zone/Death Hex&lt;br /&gt;
| Malediction|| 24 || Unit&lt;br /&gt;
| Target drops its invulnerable save by &#039;&#039;2&#039;&#039; (to a minimum of 6+). This thing is essentially [[Warhammer_40,000/Tactics/Psychic_101#Sanctic|Banishment]], but it&#039;s much more versatile. This is what you use to counter fucks with Storm Shields, Smashfucker&#039;s 2++, a Riptide&#039;s Shield Generator buff, and Cursed Earth+Grimoire bullshit.&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Geokinesis/Geomortis====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+ Geokinesis/Geomortis Powers&lt;br /&gt;
! Number !! Name !! Type !! Range !! Target !! Description !! Charges&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-value=0 | Primaris !! Chasm/Rockmaw&lt;br /&gt;
| Malediction || 18 || Unit&lt;br /&gt;
| Cannot target units which are Swooping, Zooming, or locked in combat.  All models in the target take a dangerous terrain test with no armour saves allowed.  While &#039;&#039;Move Through Cover&#039;&#039;, &#039;&#039;Skilled Rider&#039;&#039;, and the like will shut this down, and its functional Strength of 0 with Poisoned (6+) that also works on Vehicles, do remember that this power ignores both armor &#039;&#039;and&#039;&#039; cover, due to being a Malediction.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 1 !! Earth Blood/Ley Leach&lt;br /&gt;
| Blessing || 18 || Model (Character, Nonvehicle)&lt;br /&gt;
| Target regains 1d3 &#039;&#039;&#039;&#039;&#039;wounds&#039;&#039;&#039;&#039;&#039;, and his entire unit gains IWND.  Healing others is good, healing wounds lost to Perils is great, and granting IWND to a variety of targets is epic.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 !! Scorched Earth/Rupture&lt;br /&gt;
| Malediction|| 24 || Point&lt;br /&gt;
| Each &#039;&#039;unit&#039;&#039; (friend or foe) within 6&amp;quot; of the target point suffers a randomly allocated S5 AP4 hit, which, like all maledictions, will ignore cover as it does not count as shooting.  All terrain, including open ground, in that same area counts as dangerous.  Crap.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3 !! Landquake/Torturer of Worlds&lt;br /&gt;
| Malediction || 18 || Unit&lt;br /&gt;
| This power works like a nova: all enemy units within range are targeted.  Units which are not Swooping or Zooming always move as if in difficult terrain, and cannot run, turbo-boost, or flat-out.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 4 !! Phase Form/Earthly Anathema&lt;br /&gt;
| Blessing || 24 || Unit&lt;br /&gt;
| Grants Move Through Cover, Ignores Cover to all weapons, and [[Awesome|IGNORING LINE OF SIGHT when attacking enemy units in the Shooting phase; only the range matters.]]&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 5 !! Warp Quake/Profane Ruination&lt;br /&gt;
| Witchfire (Profileless) || 24 || Building/Ruins&lt;br /&gt;
| For a building, roll a die: on 1-3 inflict a glance, on a 4+ inflict a pen.  For ruins, roll a die for each unit within; on a 4+, inflict 1D6 S6 AP- randomly allocated hits (so on average, 1.33 hits per unit).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 6 !! Shifting Worldscape/Worldwrithe&lt;br /&gt;
| Malediction|| 24 || Terrain Feature&lt;br /&gt;
| [[What|Move a piece of terrain by 24&amp;quot;]], including units completely within it; units partially within instead disembark as if from an open-topped vehicle.  Disembarking models definitely take dangerous terrain tests; units that &#039;ride&#039; the terrain may or may not, depending on how you interpret the rule. &#039;&#039;&#039;&#039;&#039;Lots&#039;&#039;&#039;&#039;&#039; of ways to use this.  The wording issue boils down to, &amp;quot;Move units completely within X way.  Move units partially within Y way.  Models moved in this way take Dangerous terrain tests.&amp;quot;, so if &amp;quot;this&amp;quot; means Y, then the riders are fine, but if &amp;quot;this&amp;quot; means &amp;quot;moved by the power&amp;quot;, then the riders take the tests, too.  No FAQ entry as of this writing.&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Technomancy/Heretech====&lt;br /&gt;
:;Overview&lt;br /&gt;
::The discipline to use for mechanized armies. Also fares very well with Imperial Guard allies. Heck, a CAD of tank-heavy Guard makes this all kinds of epic. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+ Technomancy/Heretech Powers&lt;br /&gt;
! Number !! Name !! Type !! Range !! Target !! Description !! Charges&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-value=0 | Primaris !! Subvert Machine/Corrupt Machine&lt;br /&gt;
| Malediction || 18 || Model (Vehicle)&lt;br /&gt;
| Randomly select a weapon on the target which is not a Bomb, One Use Only, One Shot Only, or destroyed.  You and your opponent each roll a die. If &#039;&#039;they&#039;&#039; roll higher, nothing happens. If you draw, that weapon can only shoot snap shots. If &#039;&#039;you&#039;&#039; roll higher, you [[Awesome|take control of said vehicle&#039;s weapon to shoot right now, using the vehicle&#039;s BS, and firing Snap Shots if the vehicle is Stunned or Shaken.]] This will be horrible if your enemy has a Superheavy of some kind (Lord of Skulls, Stompa, Baneblade variants, Knights), and given the current meta, it&#039;s common to see an Imperial Knight ally. The only drawback is the range, though there&#039;re [[Terminator|a few]] [[Bike Squad|different ways]] [[Drop Pod|to handle it]].  Unfortunately, if you toss this on a Walker that&#039;s locked in combat it won&#039;t do anything productive, despite being able to legally target it; this power would be strictly better as a profileless witchfire, as that would let you cast it out of a fire point.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 !! Blessing of the Machine/Boon of the Iron Beast&lt;br /&gt;
| Blessing || 24 || Model (Vehicle)&lt;br /&gt;
| Target ignores Crew Shaken, Crew Stunned, and either gives it Power of the Machine Spirit, or if the target already has PotMS, +1 BS instead.  The caster may cast this on a transport he is embarked on, but while embarked cannot cast it on any other vehicles, regardless of the transport having fire points or being open topped.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 !! Machine Curse/Scrapcode Curse&lt;br /&gt;
| Witchfire (Focused) (Profileless) || 18 || Model (Vehicle)&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=18|strength=1|ap=-|type=Assault|rof=1D3|rules=Haywire}}&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3 !! Reforge/Dark Invigoration&lt;br /&gt;
| Blessing || 24 || Model (Vehicle)&lt;br /&gt;
| Target recovers 1 HP &#039;&#039;or&#039;&#039; repairs 1 Weapon Destroyed &#039;&#039;or&#039;&#039; repairs Immobilised (choose exactly 1), and gets IWND.  The caster may cast this on a transport he is embarked on, but while embarked cannot cast it on any other vehicles, regardless of the transport having fire points or being open topped.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 4 !! Warpmetal Armour/Fleshmetal Hide&lt;br /&gt;
| Blessing || 24 || Unit&lt;br /&gt;
| Affected vehicles get +1 AV to all sides; affected non-vehicles get +1 T.  The caster may cast this on a transport he is embarked on, but while embarked cannot cast it on any other vehicles, regardless of the transport having fire points or being open topped. Welcome to AV15 Spartan Assault Tanks/Leman Russes/Land Raiders. And [[Necrons|gauss weaponry]] still doesn&#039;t give a shit.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 5 !! Fury of Mars/Electromortis&lt;br /&gt;
| Witchfire (Beam) || 18 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=18|strength=1|ap=-|type=Assault|rof=1|rules=Beam, Haywire}}&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 6 !! Machine Flense/Flayerstorm&lt;br /&gt;
| Witchfire (Focused) (Profileless) || 18 || Model (Vehicle)&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=18|strength=-|ap=-|type=Assault|rof=1}}  The hit model loses D3 HP. For each HP lost, inflict 1D6 S4 AP6 rending hits on an enemy unit within 12&amp;quot; of said model; each lost HP may target a different unit, or they may all target the same one.&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Loyalist Chapter Disciplines====&lt;br /&gt;
:The [[Dark Angels]], [[Blood Angels]], and [[Space Wolves]] each have a unique discipline only they have access to.&lt;br /&gt;
&lt;br /&gt;
=====Interromancy (Dark Angels)=====&lt;br /&gt;
:;Overview&lt;br /&gt;
::Works heavily on messing with leadership and stat-lines.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+ Interromancy Powers&lt;br /&gt;
! Number !! Name !! Type !! Range !! Target !! Description !! Charges&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-value=0 | Primaris !! Mind Worm&lt;br /&gt;
| Witchfire (Focused) || 12 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=12|strength=6|ap=2|type=Assault|rof=1|rules=Ignores Cover}} If a model takes an unsaved wound, then it takes -3 to BS, WS, I AND Ld (to a minimum of 1) for the rest of the game. With even just 1 wound, that special snowflake or Monstrous Creature just became an expensive paperweight and now that it has been buffed to Strength 6 it is a much more credible threat against those tougher models where the debuff will &#039;&#039;really&#039;&#039; sting.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 !! Seed of Fear&lt;br /&gt;
| Malediction || 9 || Unit&lt;br /&gt;
| This is a nova-style power, despite being a malediction (it targets all enemy units within range).  Target units take all Morale, Pinning, and Fear tests on 3D6.  Dark Angels have a fear overload so this is good against even moderately high Ld armies with every Terminator squad able to get Perfidious Relic of the Unforgiven and the Interrogator-Chaplain. Note that this does not force those checks, you still have to do that normally. &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 !! Righteous Repugnance&lt;br /&gt;
| Blessing || 24 || Unit&lt;br /&gt;
| Grants Rage. Cast on those Deathwing Knights or Assault Marines and enjoy the maximum carnage. Drop it on Black Knights and watch them redefine massacre.  Strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Broodmind (Genestealer_Cults)|Might From Beyond]].&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3 !! Aversion&lt;br /&gt;
| Malediction || 24 || Unit&lt;br /&gt;
| Target may only fire Snap Shots. Perfect for negating a high threat unit to your army such as an antiarmor squad or anti-TEQ. *cough* Tau *cough*&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 4 !! Maelstrom of Misery&lt;br /&gt;
| Witchfire || 24 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=24|strength=1|ap=2|type=Assault|rof=1|rules=Blast, Neural Shock}}  Neural Shock is Poisoned (4+) with a different name.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 5 !! Trephination&lt;br /&gt;
| Witchfire (Focused) (Profileless) || 18 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=18|strength=-|ap=-|type=Assault|rof=1}} The model hit rolls 2D6+2, then subtracts their leadership value, taking the difference in wounds with no armour or cover saves allowed. Psychic Shriek, fuck &#039;&#039;that&#039;&#039; guy edition. Combo&#039;d with Mind Worm wounding first, it&#039;ll absolutely destroy characters.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 6 !! Mind Wipe&lt;br /&gt;
| Malediction || 24 || Unit&lt;br /&gt;
| Target reduces WS and BS to 1; this power ends early, at the end of the target&#039;s next turn, but when it does, the unit must take an Ld test.  If they fail, the reduction becomes permanent.  Cast on a Deathstar unit. Just 1 turn of WS/BS1 can mean so much for you and throw That Guy&#039;s carefully thought plan off balance, even better if he fails the Ld test.  Not to mention that (without factoring in modifiers), on average, an opponent needs 18 Warp Charge dice to deny it should you successfully get it off with only the required 3 warp charges, but you should always be throwing 7 or 8 at this. It sounds like it would be great when combo&#039;d with Mind Worm, and it does on--single model units; but you would have to use Mind Worm on the sergeant to bust a squad down to the next highest LD value, which obviously doesn&#039;t work as well. All armies will have a better-than-half chance of passing their check (unless you&#039;ve messed with their leadership), AND the unit is still alive and holding their objective in the best of cases.&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Sanguinary (Blood Angels)=====&lt;br /&gt;
:;Overview&lt;br /&gt;
::Most of these are inferior to powers in some other Discipline that the Blood Angels have access to, so make sure you know what you&#039;re doing if you grab this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+ Sanguinary Powers&lt;br /&gt;
! Number !! Name !! Type !! Range !! Target !! Description !! Charges&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-value=0 | Primaris !! Quickening&lt;br /&gt;
| Blessing || 12 || Model (Character)&lt;br /&gt;
| Target (which can be the caster, of course) gets Fleet and +1D3 to I and A (roll once and add the same to both).  Strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Biomancy|Warp Speed]] when cast on the caster, so make sure to exploit the 12&amp;quot; range.  Because Fleet does not extend to the unit, and the only non-Independent Character Characters you have are Librarian Dreadnoughts and Cassor the Damned, Cassor immediately becomes your best in-Faction target, but your best bet is probably allies - for example, an Eversor Assassin.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 !! Fear of the Darkness&lt;br /&gt;
| Malediction || 12 || Unit&lt;br /&gt;
| Target takes a Morale test with -2LD. Probably the weakest power in the discipline. Note that this is a Morale test, not a Fear test, so it affects Space Marines. Useful for moving units off of objectives or forcing them to move into charge range of another unit.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 !! Unleash Rage&lt;br /&gt;
| Blessing || 18 || Unit&lt;br /&gt;
| Grants Rage, or +1A if the target already has Rage. Bless the Death Company. Watch them kill.  On a target which doesn&#039;t already have Rage, strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Interromancy (Dark Angels)|Righteous Repugnance]], which itself is strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Broodmind (Genestealer_Cults)|Might From Beyond]]; on a target that already has Rage, better than either in effect (as +1A is usually more useful than +1S), although at shorter range, so stick to casting this on the Death Company.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3 !! Shield of Sanguinius&lt;br /&gt;
| Blessing || data-sort-value=0 | Self || Unit&lt;br /&gt;
| The Psyker and his unit have a 5++. You&#039;ll be needing this against any AP2 or D shots.  Strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Divination|Forewarning]].&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 4 !! Blood Boil&lt;br /&gt;
| Witchfire (Focused) (Profileless) || 18 || Model&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=18|strength=-|ap=2|type=Assault|rof=1}} Model hit must take 2 toughness tests, suffering an unsavable wound for each failure.  If it dies, place an S4 AP5 Ignores Cover Large Blast on it. Cast and make anything T4 or lower without FNP go boom! This is a great power for thinning out infantry units with weak armor.  Typically stronger than [[Warhammer_40,000/Tactics/Psychic_101#Biomancy|Haemorrhage]] against models with 5+ armor or worse, but much, much worse against models with 4+ armor or better (although the effectiveness of both relies partially on model placement in the target).&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 5 !! Blood Lance&lt;br /&gt;
| Witchfire (Beam) || 12 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=12|strength=8|ap=1|type=Assault|rof=1|rules=Beam, Lance}} Haha! Time to shoot tanks!&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 6 !! Wings of Sanguinius&lt;br /&gt;
| Blessing || 12 || Unit (Nonvehicle)&lt;br /&gt;
| Target an infantry unit within 12&amp;quot;, it may move up to 12&amp;quot; unless it is locked in combat. The targeted unit may not charge after this movement. A unit that moves using this ability counts as moving for the purposes of shooting weapons in the shooting phase.  This power is an ideal tool for transporting a squad out of a trap or chucking DC into position for a charge next turn. This means that a DC squad with jump packs can move up to 24&amp;quot; in a single turn. (12&amp;quot; movement phase +12&amp;quot; in psychic). This lets you place your deep-striking melta assault squad with terrifying precision - Deep Strike them in a relatively safe spot, then move them 12&amp;quot; into the rear armor of that enemy tank that needs to die.  Drastically worse than [[Warhammer_40,000/Tactics/Psychic_101#Fulmination.2FEctomancy|Magnetokinesis]].&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Tempestas (Space Wolves)=====&lt;br /&gt;
:;Overview&lt;br /&gt;
::Storm-themed discipline, similar to Fulmination/Ectomancy, but trades out much of the utility powers for mind bullets for close range fire support.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+ Tempestas Powers&lt;br /&gt;
! Number !! Name !! Type !! Range !! Target !! Description !! Charges&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-value=0 | Primaris !! Living Lightning&lt;br /&gt;
| Witchfire || 18 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=18|strength=7|ap=-|type=Assault|rof=3|rules=Tesla}}  Tesla means 6s to hit generate two additional hits; because the power is ROF 3, on average it is actually ROF 4 (if you want probabilities, the odds of ROFs 3, 5, 7, and 9 are 57.87%, 34.72%, 6.94%, and 0.46%, respectively).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 !! Stormbringer&lt;br /&gt;
| Blessing || data-sort-value=0 | Self || Unit&lt;br /&gt;
| Grants Shrouded.  Strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Runes_of_Battle|Conceal/Reveal]].&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 !! Tempest&#039;s Wrath&lt;br /&gt;
| Malediction || 18 || Unit&lt;br /&gt;
| Target suffers -1 BS and always moves as if in difficult terrain (which will cause dangerous terrain tests on skimmers, jump infantry, and so on). Watch those Tau suck it when they&#039;re tripping all over themselves.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3 !! Thunderclap&lt;br /&gt;
| Witchfire (Nova) ||12 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=12|strength=3|ap=-|type=Assault|rof=2D6|rules=Nova}}  Meant for clearing out blobs, but S3 means you won&#039;t do much higher than GEQs.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 4 !! Murderous Hurricane&lt;br /&gt;
| Witchfire || 18 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=18|strength=4|ap=-|type=Assault|rof=1|rules=Large Blast, Rending}} This is ideal for clearing out infantry units.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 5 !! Fury of the Wolf Spirits&lt;br /&gt;
| Witchfire || 18 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=18|strength=6|ap=-|type=Assault|rof=4}} {{40k-Ranged-Weapon-Profile|range=18|strength=5|ap=2|type=Assault|rof=2|rules=Precision Shots}} Summons Wolf Gork and Wolf Mork, so this power has two profiles, because it manifests both, one at a time in either order, when you succeed at casting it; because this is Psychic, they may freely target different units.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 6 !! Jaws of the World Wolf&lt;br /&gt;
| Witchfire (Focused) (Profileless) || 18 || Model (Nonvehicle)&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=18|strength=-|ap=-|type=Assault|rof=1}}  If the model hit is not a Monstrous Creature, it must pass an I test or be removed from play (not Instant Death, so Eternal Warrior is ignored).  Note that this power does not wound, so things that let you avoid wounds, such as saves or FNP, also do not apply.  Definitely a step down from the old hax, and not an easy button for Riptide-killing.&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Traitor Chapter Disciplines====&lt;br /&gt;
:[[Slaanesh]], [[Nurgle]], and, of course, [[Tzeentch]] each offer a discipline of their own to the Chaos Space Marines, each of which typically requires the relevant Mark.  These are &#039;&#039;distinct&#039;&#039; from the disciplines they offer Chaos Daemons.&lt;br /&gt;
&lt;br /&gt;
=====Tzeentch=====&lt;br /&gt;
:;Overview&lt;br /&gt;
::A discipline that uses gimmicks to get greater effects than what most other disciplines would, with a moderate degree of success.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+ Tzeentch Powers&lt;br /&gt;
! Number !! Name !! Type !! Range !! Target !! Description !! Charges&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-value=0 | Primaris !! Tzeentch&#039;s Firestorm&lt;br /&gt;
| Witchfire || 24 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=24|strength=1D6+1|ap=-|type=Assault|rof=1|rules=Blast}} For each model removed as a casualty, the unit takes 1D3 S3 AP- hits which do not generate more hits.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 !! Boon of Mutation&lt;br /&gt;
| Blessing || 2 || Model (Character)&lt;br /&gt;
| Inflicts an S4 AP- hit.  If the character survives, it rolls on Chaos Boon, re-rolling Dark Apotheosis.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 !! Doombolt&lt;br /&gt;
| Witchfire (Beam) || 18 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=18|strength=8|ap=1|type=Assault|rof=1|rules=Beam}} Any vehicle hit by this power which Explodes! as a result rolls 2D6 to determine the explosion&#039;s range.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3 !! Siphon Magic&lt;br /&gt;
| Blessing || data-sort-value=0 | Self || Unit&lt;br /&gt;
| For the rest of the phase, each time a friendly model successfully manifests a psychic power within 18&amp;quot; of the psyker, place a die next to the psyker.  Any dice accrued in this manner can be used by the Psyker as bonus Warp Charge points.  &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 4 !! Breath of Chaos&lt;br /&gt;
| Witchfire || Template || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=Template|strength=1|ap=2|type=Assault|rof=1|rules=Poisoned (4+)}} Glances on a 4+ rather than rolling to penetrate, so between that and its poison, it&#039;s effectively a [[Warhammer_40,000/Tactics/Necrons(7E)#Gauss_Weapons|gauss]] flamer.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 5 !! Baleful Devolution&lt;br /&gt;
| Witchfire (Focused) || 18 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=18|strength=6|ap=2|type=Assault|rof=1D6}} To-wounds of 6 gain Instant Death, and each slain model summons a Chaos Spawn &amp;quot;as close as possible&amp;quot; to &#039;&#039;any&#039;&#039; slain model, but more than an inch away from any enemy models.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 6 !! Treason of Tzeentch&lt;br /&gt;
| Malediction || 24 || Unit (Nonvehicle)&lt;br /&gt;
| Cannot target models locked in combat.  Immediately make a shooting attack with every model in the unit as if it were friendly.  Resolve these as if the unit had not moved in the Movement phase, and after shooting, the unit must take a Pinning test.&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 7 !! Gaze of Magnus&lt;br /&gt;
| Witchfire (Beam) || 18 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=18|strength=D|ap=1|type=Assault|rof=1|rules=Beam, Soul Blaze}} [[Magnus the Red|Magnus]], and only Magnus, has this power.&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Slaanesh=====&lt;br /&gt;
:;Overview&lt;br /&gt;
::&#039;&#039;&#039;&#039;&#039;We are amplified!&#039;&#039;&#039;&#039;&#039; A discipline with a focus on buffs and debuffs, even on the shooting attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+ Slaanesh Powers&lt;br /&gt;
! Number !! Name !! Type !! Range !! Target !! Description !! Charges&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-value=0 | Primaris !! Sensory Overload&lt;br /&gt;
| Witchfire || 24 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=24|strength=4|ap=4|type=Assault|rof=4|rules=Blind, Concussive, Pinning}}&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 !! Hysterical Frenzy&lt;br /&gt;
| Blessing || 12 || Unit (Nonvehicle)&lt;br /&gt;
|&lt;br /&gt;
Roll on the following table to determine the effect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1D3 !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| +1I.&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| +1S.&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| +1A.&lt;br /&gt;
|}&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 !! Delightful Agonies&lt;br /&gt;
| Blessing || 12 || Unit&lt;br /&gt;
| All models in the target gain FNP (4+).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3 !! Symphony of Pain&lt;br /&gt;
| Malediction || 24 || Unit&lt;br /&gt;
| Target suffers -1WS, -1BS, and attacks from &#039;&#039;sonic weaponry&#039;&#039; gain +1S against the target.  Unlike most powers, Symphony of Pain will stack with itself on the same target.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 4 !! Sonic Shockwave&lt;br /&gt;
| Witchfire (Nova) || 9 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=9|strength=5|ap=4|type=Assault|rof=1D6|rules=Ignores Cover, Nova, Pinning}}  Note that Symphony of Pain explicitly interacts with &#039;&#039;weaponry&#039;&#039;, which this is not.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 5 !! Aural Onslaught&lt;br /&gt;
| Witchfire (Beam) || 18 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=18|strength=8|ap=2|type=Assault|rof=1|rules=Beam}} After this attack hits but before it wounds, any unit hit must take an Ld test; if they fail, this power gains Shred against that unit.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 6 !! Apoplectic Glee&lt;br /&gt;
| Witchfire || 24 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=24|strength=-|ap=-|type=Assault|rof=1|rules=Ignores Cover}}  This power does not affect vehicles (although they may be targeted).  Every non-vehicle model in a unit hit by this power takes a hit at that model&#039;s unmodified Strength.&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Nurgle=====&lt;br /&gt;
:;Overview&lt;br /&gt;
::A discipline focusing on buffs, debuffs, and poison nastiness.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+ Nurgle Powers&lt;br /&gt;
! Number !! Name !! Type !! Range !! Target !! Description !! Charges&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-value=0 | Primaris !! Nurgle&#039;s Rot&lt;br /&gt;
| Witchfire (Nova) || 6 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=6|strength=2|ap=5|type=Assault|rof=1D6+1|rules=Nova, Poisoned(4+)}} Daemons of Nurgle and models with the Mark of Nurgle are not affected.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 !! Weapon Virus&lt;br /&gt;
| Malediction || 24 || Unit&lt;br /&gt;
| All of the target&#039;s ranged weapons gain Gets Hot!.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 !! Fleshy Abundance&lt;br /&gt;
| Blessing || 14 || Model&lt;br /&gt;
| Target immediately regains D3 wounds.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3 !! Blades of Putrefaction&lt;br /&gt;
| Blessing || 14 || Unit&lt;br /&gt;
| All of the target&#039;s &#039;&#039;melee weapons&#039;&#039; gain Poisoned (4+).  Any &#039;&#039;model&#039;&#039; that already had Poisoned (Anything) on its melee weapons or attacks gets Poisoned (2+).  Note the wording; the first sentence grants Poisoned (4+) to &#039;&#039;weapons&#039;&#039;, while the second grants Poisoned (2+) to &#039;&#039;models&#039;&#039; who meet the specified criteria. This does not let your Plague Marines get Poisoned bolters - the Poisoned special rule on a model only applies to its melee attacks - but there are rare cases where having it on the model is better than having it on your weapons, such as when in melee with [[Jain Zar]].&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 4 !! Gift of Contagion&lt;br /&gt;
| Malediction || 48 || Unit&lt;br /&gt;
| Roll on the following table to determine effect; unlike most powers, Gift of Contagion&#039;s effects always stack with itself.  As none of entries on the table specify a minimum of 0, you can kill anything with a Toughness characteristic by spamming this power on them until you roll enough 3s that they reach T0 and die, provided you have enough Psykers (you will definitely be able to get them in range).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1D3 !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| -1A and Shrouded.&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| -1S and may not Run.&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| -1S and -1T.&lt;br /&gt;
|}&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 5 !! Plague Wind&lt;br /&gt;
| Witchfire || 12 || Unit (Nonvehicle)&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=12|strength=1|ap=2|type=Assault|rof=1|rules=Large Blast, Poisoned(4+)}}  Note that the power of the same name in the [[Warhammer_40,000/Tactics/Psychic_101#Plague (Nurgle)|Plague]] discipline is identical except for only being WC1, so this is strictly worse.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 6 !! Curse of the Leper&lt;br /&gt;
| Blessing or Malediction || 21 || Unit&lt;br /&gt;
| This can be cast as either a Blessing or a Malediction; when it is a Blessing, it adds +1S and +1T.  When it is a Malediction, it inflicts -1S and -1T.&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chaos Daemon Disciplines===&lt;br /&gt;
:[[Slaanesh]], [[Nurgle]], and, of course, [[Tzeentch]], each offer a discipline to their [[Chaos Daemons|Daemons]], which differs from what they offer mere mortals.&lt;br /&gt;
&lt;br /&gt;
====Change (Tzeentch)====&lt;br /&gt;
&lt;br /&gt;
:;Overview&lt;br /&gt;
::In all, the boost to Warpflame when using the Tzeentch infantry formation works wonders with this discipline, but outside of it? The God of Disease has greater magic than the god of Magic himself, except for Power 6, which is 100% luck-based. Curse of the Wulfen actually made that discipline a bit worse: now you have a 50 % chance to roll a bad power instead of 33.3% and a single Destroyer hit is useless against horde armies and any units with multiple models. No guarantees unless using Fateweaver or a ML1 Herald with Endless Grimoire. The Exalted Locus is good for this as well, but it&#039;s only one squad. Unless, again, you run the Tzeentch infantry based formation. Which leads to silliness such as 9 squads of Horrors shooting 2D6 Autocannon rounds each with a WC1 power. Are we starting to see a pattern here? Taking Horrors and/or Flamers? Take the Warpflame Host. It improves them and their herald ridiculously well. Just fucking do it.&lt;br /&gt;
::;Warpflame&lt;br /&gt;
:::Any unit that suffers one or more wounds from a Warpflame attack must take a Toughness test at the end of the phase. If they fail, they immediately take D3 additional wounds with no Armour or Cover saves allowed. If they pass the Toughness test, they gain 6+ Feel no Pain. If they already have Feel no Pain, either on their base profile or from earlier Warpflame tests, they get a +1 bonus to the Feel no Pain.&lt;br /&gt;
::;Soul Blaze&lt;br /&gt;
:::If an unmarked unit takes at least one unsaved wound with Soul Blaze, mark it with something. At the end of each turn, roll a die for each marked unit. On 1-3 the unit is not marked anymore; on 4+, the unit takes D3 S4, Ap5 hits (randomly allocated) with Ignores Cover.  This means the expected number of &#039;&#039;hits&#039;&#039; at the end of a turn is 1 (which must then get past toughness, armor/invuln, and feel no pain), while the expected number over &#039;&#039;infinite&#039;&#039; turns is 2.  Commonly considered useless.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+ Tzeentch Powers&lt;br /&gt;
! Number !! Name !! Type !! Range !! Target !! Description !! Charges&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-value=0 | Primaris !! Flickering Fire&lt;br /&gt;
| Witchfire || 24 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=24|strength=5|ap=4|type=Assault|rof=(1+WC)D6|rules=Soul Blaze, Warpflame}} Choose this power&#039;s cost when you cast it (before rolling); its cost determines its Attacks, as noted in its profile.  This power right here? It&#039;s what is supposed to act in the place of guns for your army.  Remember that while Heavy Bolters are generally not that good, yours are generally strapped onto much more mobile shooting platforms who can maneuver to the rear arc on enemy vehicles and glance them out before they know what hit them.  Oh those Pink Horrors, no they&#039;re S3 they can&#039;t possibly hurt your wave serpent, why don&#039;t you maneuver it clo- DAKKADAKKADAKKA dead serpent.&lt;br /&gt;
| data-sort-value=1 | 1-3&lt;br /&gt;
|-&lt;br /&gt;
! 1 !! Tzeentch&#039;s Firestorm&lt;br /&gt;
| Witchfire || 24 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=24|strength=1D6+1|ap=-|type=Assault|rof=1|rules=Blast, Warpflame}} The worst spell in the &#039;&#039;&#039;game&#039;&#039;&#039;.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 !! Bolt of Change&lt;br /&gt;
| Witchfire (Beam) || 24 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=24|strength=1D6+4|ap=2|type=Assault|rof=1|rules=Warpflame}} As one of three anti tank powers, it&#039;s arguably the weaker of the spells, but at warp charge 1, it is an easier one to get off.  As a beam weapon with the same range as a bolter there is potential for some pretty good vehicle wrecking capability. Combined with Tzeentch&#039;s Exalted Locus, a D6+5 strength AP2 beam starts to look pretty tasty. Also with a minimum of S7 with the formation in the decurion, it starts to be pretty scary (if you could ever afford the 9 horrors squad formation of course) (do note however that the formation only requires 9 units from a list of 3, with the points being 50, 69 and 90; as such, a reasonably balanced formation runs to about 700 for the 9 units AND the herald with the Exalted Locus of +1 Str).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3 !! Tzeentch&#039;s Warpflame&lt;br /&gt;
| Witchfire (Nova) || 9 || Units&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=9|strength=1D6|ap=4|type=Assault|rof=2D6|rules=Nova, Ignores Cover, Warpflame}}  Too random in strength to be reliable, potentially a real fucker if you roll a 6 in the middle of an enemy formation with lots of cover, potentially just a waste of your Warp Charges when you roll S1 and wound not just MEQs on a 6, but those &#039;&#039;dirt cheap GEQs&#039;&#039; as well. &lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 4 !! Boon of Flame&lt;br /&gt;
| Conjuration || 12 || None&lt;br /&gt;
| WC2 nabs you 1 Exalted Flamer, while WC3 gives you either 3 flamers or 1 Burning Chariot. Just take 1 roll on Malefic and swap for Primaris. However, while inferior to Malefic, it&#039;s not bad, just limited, and even Malefic can&#039;t summon Flaming Chariots; since the psychic phase is juuuust before the shooting phase you can use this to summon some powerful shooting attacks and distractions. If using Magnus, make sure he does this power every turn, because summoning at least 5 burning chariots over the course of a game is nothing to scoff at.&lt;br /&gt;
| data-sort-value=2 | 2-3&lt;br /&gt;
|-&lt;br /&gt;
! 5 !! Infernal Gateway&lt;br /&gt;
| Witchfire || 18 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=18|strength=1D6+4|ap=1|type=Assault|rof=1|rules=Blast, Warpflame}} Bolt of Change&#039;s big brother. The blast does mean you have the chance to get multiple targets, but it&#039;s a small blast so not ideal.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 6 !! Prismatic Gaze&lt;br /&gt;
| Witchfire || 18 || Unit (Nonvehicle)&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=18|strength=D|ap=1|type=Assault|rof=1}} This is what you want to demolish vehicles, Wraithknights, and Dreadknights with.&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Excess (Slaanesh)====&lt;br /&gt;
&lt;br /&gt;
:;Overview&lt;br /&gt;
::In all, not bad, but not great either. Acquiescence has been superseded by Debilitating Distention; Maniacal Fervor and Phantasmagoria are an excellent blessing and malediction, respectively, but everything else is done better by Change or Plague. However, in mirror matches, due to demons&#039; low leaderships (all basic troop demons are leadership 7), or armies who have low Ld values anyway (Tau, Imperial Guard, Orks), this discipline could do good work.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+ Excess Powers&lt;br /&gt;
! Number !! Name !! Type !! Range !! Target !! Description !! Charges&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-value=0 | Primaris !! Lash of Slaanesh&lt;br /&gt;
| Witchfire (Beam) || 24 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=24|strength=6|ap=-|type=Assault|rof=1|rules=Beam,Rending}}  While not as generally strong as the Tzeentch stuff, (Tzeentch is greater in strength on a 3+) this is your other anti tank option.  On, say, a flying daemon prince, this is actually pretty good because you can line up multiple targets, potentially in their rear arcs.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 !! Acquiescence&lt;br /&gt;
| Malediction || 18 || Unit&lt;br /&gt;
| -5I (minimum 1), loses Counter-Attack and cannot fire Overwatch.  Use it just before you charge, and drink their tears as you spill their blood.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 !! [http://en.wikipedia.org/wiki/Pavane Pavane] of Slaanesh&lt;br /&gt;
| Witchfire (Focused) (Profileless) || 24 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=24|strength=-|ap=2|type=Assault|rof=1|rules=Ignores Cover}}  Model hit must pass a Leadership test or suffer a Wound, ignoring armor and cover.  If the model is slain, randomly select another model in the unit and repeat.  A more mental version of Rancid Visitation, and a much weaker version as well. Never target at multi wound models. Note that because demons have comparably low leaderships to work with Demonic Instability, this power can be &#039;&#039;&#039;FUN*&#039;&#039;&#039; in mirror matches; cast it on a unit of furies and watch them pop like balloons. &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3 !! Maniacal Fervour&lt;br /&gt;
| Blessing || 12 || Unit&lt;br /&gt;
| Target gains Rage, Furious Charge, and Zealot, but takes D6 S3 AP- hits.  Yeah, a spell which, while it buffs, can actually hurt a target. Um... maybe? While this can be effective enough on Slaaneshi units, since granting more attacks to the already Rending demons can be enough to make even terminators reach for the safe word, casting this on something like plague drones or noise marines (who can both have the toughness to likely ignore s3 or armor save them away) suddenly makes them much, much scarier with virtually no risk whatsoever. Ever want to see a GUO do an impression of a Bloodthirster? &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 4 !! Phantasmagoria&lt;br /&gt;
| Malediction || 18 || Unit&lt;br /&gt;
| Target must pass a Leadership test in order to move, manifest a psychic power, run, shoot (including Overwatch), charge, attack in melee, sweeping advance, consolidate, or fire overwatch; tests are phase and action specific, so failing a test in a given phase allows testing for a &#039;&#039;different&#039;&#039; action, but passing in a given phase still means you must test again on all subsequent phases. GIVE YOUR TARGET A CONTINUOUS ORGASM, BABY! Besides being worth 22 points in scrabble, it is an improved version of [[Warhammer_40,000/Tactics/Psychic_101#Telepathy|Telepathy]]&#039;s Dominate Power, sacrificing 6&amp;quot; of range in exchange for also applying to attacking in melee, sweeping advances, and consolidating.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 5 !! Slicing Shards&lt;br /&gt;
| Witchfire || 24 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=24|strength=4|ap=4|type=Assault|rof=1|rules=Large Blast}} After this attack resolves, any unit hit must take an Ld test; if they fail, they take D6 additional hits. Fuck that horde.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 6 !! Cacophonic Choir&lt;br /&gt;
| Witchfire (Nova) || 12 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=12|strength=-|ap=2|type=Assault|rof=1|rules=Nova, Ignores Cover}}  This power does not affect vehicles (although they may be targeted).  Each unit hit rolls 2D6-Ld and suffers Wounds equal to the result, then takes a Pinning test (which is independent of whether or not the unit was Wounded).&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Plague (Nurgle)====&lt;br /&gt;
&lt;br /&gt;
:;Overview&lt;br /&gt;
::In all, got an even more awesome boost with Curse of the Wulfen. Without a doubt the best discipline to roll on. 1 massively OP buff (Putrescent Vitality), and several powers to neuter/cripple enemy units to make them easy pickings in close combat. Also, the witchfires laugh at anything in Power Armor or Terminator Armor.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+ Plague Powers&lt;br /&gt;
! Number !! Name !! Type !! Range !! Target !! Description !! Charges&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-value=0 | Primaris !! Stream of Corruption&lt;br /&gt;
| Witchfire || Template || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=Template|strength=-|ap=3|type=Assault|rof=1|rules=Template, Poisoned(4+)}} A pretty nifty power. Anything shy of a terminator is going to at least take a dent from this.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 !! Debilitating Distention&lt;br /&gt;
| Malediction || 24 || Unit&lt;br /&gt;
| Unit hit cannot Run, Sweeping Advance, or fire Overwatch.  Neuter an enemy unit with a temporary Slow and Purposeful, without Relentless? Yes, please!&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 !! Plague Wind&lt;br /&gt;
| Witchfire || 12 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=Template|strength=1|ap=2|type=Assault|rof=1|rules=Large Blast, Poisoned(4+)}}  This power has no effect on Vehicles.  This WILL dent anything else, including terminators. The poison 4+ does mean there&#039;s only a 50/50 chance of wounding, but the AP2 makes it better than trying to hit them with your swords.  Note that the power of the same name in the [[Warhammer_40,000/Tactics/Psychic_101#Nurgle|Nurgle]] discipline is identical except for being WC2, so this is strictly better.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3 !! Miasma of Pestilence&lt;br /&gt;
| Blessing || data-sort-value=0 | Self || Model&lt;br /&gt;
| Roll a D3 at the start of each Fight sub-phase.  Until the end of the phase, all enemy units locked in melee with the target or his unit suffers -X to both WS and I, where X is the result on the D3.  Cast this just before your herald and ONLY your herald gets stuck in; a greater daemon/prince will usually do without this buff unless he&#039;s facing something equally tough, so you have better things to spend your warp charges on.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 4 !! Rancid Visitation&lt;br /&gt;
| Witchfire (Nova) || 12 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=12|strength=-|ap=2|type=Assault|rof=1|rules=Nova, Ignores Cover}}  Each unit hit must pass a Toughness test or suffer a Wound; if that Wound slays a model, repeat.  This thing is nasty if used right; combine with something to nerf toughness to make this a true monster.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 5 !! Final Decomposition&lt;br /&gt;
| Witchfire (Focused) || 12 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=12|strength=-|ap=2|type=Assault|rof=1|rules=Ignores Cover, Instant Death}} This power has no effect on Vehicles, although it may target them.  Instead of rolling To Wound, roll a D6; if you roll &#039;&#039;higher&#039;&#039; than the Wounds the model hit has remaining, it suffers 1 Wound with the listed profile.  There is no errata, and the wording is &amp;quot;...for a model hit by this attack, its controlling player...&amp;quot;, so if it matters to you, discuss with your opponent whether the power means the model&#039;s controlling player or the attack&#039;s controlling player.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 6 !! Putrescent Vitality&lt;br /&gt;
| Blessing  || 24 || Unit (Daemon of Nurgle)&lt;br /&gt;
| Choose this power&#039;s WC when you cast it (no getting lucky and then upping the benefit, you have to decide the level before rolling); target unit adds this power&#039;s WC to its Toughness. Iron Arm is better as a personal power for Daemon Princes or GUO, but this can target anything other than the Psyker (although you can still target yourself with it if you want). So T7 Plaguebearers, or allow Nurglings to overcome stupid T3 Instant Death shenanigans.  Remember that the benefit of the power is linear in its cost but the difficulty of casting it is exponential, so plan out your expenditure before casting.&lt;br /&gt;
| data-sort-value=1 | 1-3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Eldar Disciplines===&lt;br /&gt;
:The [[Eldar]], including the [[Harlequins]] but not the [[Dark Eldar]], have developed a few of their own disciplines, of course.  There&#039;s also a discipline that belongs only to the [[Eldar#Eldar Corsairs|Eldar Corsairs]], but that&#039;s Forgeworld, in Imperial Armour Volume Eleven - The Doom of Mymeara.  As usual with Forgeworld, expect even stranger than usual rules, interactions and [[skub|arguments over RAI]], and don&#039;t use without your opponent&#039;s permission.&lt;br /&gt;
&lt;br /&gt;
====Craftworld Eldar====&lt;br /&gt;
=====Runes of Fate=====&lt;br /&gt;
:Available to [[Farseer|Farseers]] as well as [[Eldrad]]. Can be taken in addition to the [[Warhammer_40,000/Tactics/Psychic_101#Telepathy|Telepathy]], Daemonology (Sanctic), and [[Warhammer_40,000/Tactics/Psychic_101#Divination|Divination]] tables. Runes of Fate, as the name suggests, are mainly focused on changing the Eldar&#039;s fates for the better and their enemies&#039; for the worse, though the Farseers do have a few potent witchfires in their mind-arsenals, including one of the most powerful in the whole game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+ Runes of Fate Powers&lt;br /&gt;
! Number !! Name !! Type !! Range!! Target !! Description !! Charges&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-value=0 | Primaris !! Guide&lt;br /&gt;
| Blessing&lt;br /&gt;
| 24&lt;br /&gt;
| Unit&lt;br /&gt;
|  Guide, the most iconic and renowned power of the Farseer since time immemorial. Boosted significantly from past editions, the new Guide features a range of 24&amp;quot;, twice the range of Prescience on the [[Warhammer_40,000/Tactics/Psychic_101#Divination|Divination]] table. The power basically twin-links the weapons of the target squad, allowing each and every model to re-roll their to-hit rolls for shooting (but unlike Prescience this only effects shooting, not assault). Under the new rules, the Farseer requires line of sight for this ability but it shouldn&#039;t be an issue. It&#039;s wonderful and grants greater power to the army on the whole, and even better, you will get it if you pick all powers from Runes of Fate (Psychic Focus!)&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 !! Executioner&lt;br /&gt;
| Witchfire (Focused) (Profileless) || 24 || Model&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=24|strength=-|ap=-|type=Assault|rof=3|rules=Fleshbane}} A focused witchfire that deals 3 hits (which land automatically because this power actually doesn&#039;t have a weapon profile) to the model &amp;quot;hit&amp;quot; in the target unit, and, thanks to Fleshbane, always wounds on 2+ regardless of Toughness. If the model dies, another model from the same unit takes 2 of the same hits, and if that model is removed from play a following model receives 1 hit.  Both additional models are chosen the same way as the first one - so all three are random or all three are chosen by the caster, if you paid to focus it.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 !! Doom&lt;br /&gt;
| Malediction || 24 || Unit&lt;br /&gt;
| This is another classic Farseer power and a powerful one at that, targeting an enemy within 24&amp;quot; and then all failed wounding/armor penetration rolls against them get a free re-roll for the turn (i.e. Shred). This is your primary assassination power, ensuring you kill that Commissar or bosspole Nob in one turn. Remember that since it&#039;s a Malediction, not a Blessing, even your non-Battle Brother allies get to re-roll against the debuffed foe, but the target will be allowed to try to Deny the Witch.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 3 !! Will of Asuryan&lt;br /&gt;
| Blessing || data-sort-value=0 | Self || Model&lt;br /&gt;
| You get a 12&amp;quot; bubble of Fearless and Adamantium Will. Great for making certain that you HOLD THE LINE! Though admittedly there are other ways to get Fearless units with Eldar. Adamantium Will makes the Farseer&#039;s unit and any nearby unit with a psyker a Denying machine. Recall that fleeing units will auto-regroup upon entering the bubble and becoming Fearless, and it also cancels the effects of Going To Ground. Send your Guardians to ground in a ruin for a nice 3+, pop this, have them stand back up and unload at full BS next turn.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 4 !! Fortune&lt;br /&gt;
| Blessing || 24 || Unit&lt;br /&gt;
| Now with 24&amp;quot; of range, this allows the Farseer to sit back and stay safe while the affected unit gets a re-roll on all failed saving throws AND Deny the Witch rolls until the Farseer&#039;s next turn. Remember the Farseer needs to have line of sight and it costs 2 warp charges. This is probably the strongest power ever to be available to this army. Anyone with Fortune is the absolute key to making even simple units become invincible rape trains. Warlocks, Wraithguard, shit...fucking Dire Avengers with a shimmershield start to scare the balls off of your enemy. Fortune is just one power that contributes to the lethality of a unit joined by the Seer.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 5 !! Mind War&lt;br /&gt;
| Witchfire (Focused) (Profileless) || 24 || Model&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=24|strength=-|ap=2|type=Assault|rof=1|rules=Ignores Cover}}  Basically a simplified version of Psychic Shriek from [[Warhammer_40,000/Tactics/Psychic_101#Telepathy|Telepathy]], and more reliable. Changed a little in 7th but with no downside to the Farseer. Like Executioner, Mind War technically has no weapon profile, so you don&#039;t have to roll to hit. Each combatant (the psyker and the model hit) rolls a 1D6 and adds the result to their Leadership (so 1D6+10 for Farseers). Then you compare the two numbers; if the Farseer scores lower, nothing happens; if there is a draw, then the model instantly has their WS and BS dropped by 1 until the end of the next turn; if the Farseer scores higher, then the target &#039;&#039;also&#039;&#039; suffers the difference in wounds with no armour or cover saving throws allowed. Great if you can hit the unit with a Warlock&#039;s Horrify power in advance (see Runes of Battle below).  Note that this power will never kill more than one model (all wounds it deals are always allocated to the same one), whereas Psychic Shriek targets and affects &#039;&#039;units&#039;&#039;, so its wounds get spread around (and must be spread around, as it cannot be focused).&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 6 !! Eldritch Storm&lt;br /&gt;
| Witchfire || 24 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=24|strength=3|ap=3|type=Assault|rof=1|rules=Large/Apocalyptic Blast, Haywire, Fleshbane}} Classic Eldritch Storm! 3 Warp Charges makes this thing Large Blast, [[Awesome|4 Warp Charges makes it an apocalyptic 10&amp;quot; blast.]] You have to choose the casting value BEFORE you roll though, so no aiming for three, then getting lucky and upgrading the power. Hit anything up to and including MEQs with those pie plates and watch most if not all of the squad (or squads if you&#039;re going Apocalyptic!) go bye-bye. While WC4 makes your Farseer more likely to Peril, make sure you leave 1 WC remaining to ignore the wound using his/her Ghosthelm. Or just re-roll the offending dice with Runes of the Farseer, which you should probably save each turn for Eldritch Storm if you&#039;re planning to use it.&lt;br /&gt;
| data-sort-value=3 | 3/4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Runes of Battle=====&lt;br /&gt;
:Available to [[Warlock (Eldar)|Warlocks]] and [[Spiritseer|Spiritseers]]. Warlocks have tempered their powers to a fine edge, but every sword in their hands can be used as a shield, allowing them to use each power either for themselves or against their foes, giving these psykers a supreme range of versatility. As such, each roll on the Runes of Battle table is a pair of powers, one offensive and one defensive.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+ Runes of Battle Powers&lt;br /&gt;
! Number !! Name !! Type !! Range !! Target !! Description !! Charges&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-value=0 | Primaris !! Conceal/Reveal&lt;br /&gt;
| Blessing/Malediction&lt;br /&gt;
| Self/18&lt;br /&gt;
| Unit&lt;br /&gt;
| Conceal grants the Warlock the Shrouded special rule and as such benefits the whole squad attached to him. A +2 to existing cover saves or just a flat out 5+ cover in the open is phenomenal. No Warlock would go wrong taking Conceal as most units benefit from enhanced defenses and a cover save booster like this goes great with everything that can benefit from it. Reveal, by contrast, strips both the Stealth AND Shrouded rules from an enemy in range; this can sometimes strip powerful defenses from units you are planning to wipe out. However, like all Runes of Battle, you need to make tactical use of the power which may be often skipped for the benefits of Conceal.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 !! Destructor/Renewer&lt;br /&gt;
| Witchfire/Blessing&lt;br /&gt;
| Template/18&lt;br /&gt;
| Unit/Model&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=Template|strength=5|ap=4|type=Assault|rof=1, Soul Blaze}} Destructor is the Kamehameha of Warlocks, an iconic power from codices of old. It&#039;s a psychic heavy flamer that now features the Soul Blaze special rule; as it is copypasta of [[Warhammer_40,000/Tactics/Psychic_101#Pyromancy|Flame Breath]], but &#039;&#039;also&#039;&#039; ships with Renewer, it is strictly better. As a power and not an actual weapon, the Warlock cannot fire this in overwatch. Renewer is a big tool for the right units, a nearly unheard of targeted healing power that restores a single allied model in range for a single lost wound. Most models only have one wound to begin with so this power doesn&#039;t affect them (and cannot be cast as a phoenix down) but instead serves a fantastic purpose when targeting most HQ units or durable multiwound models in the army such as Wraithlords and Wraithknights, as well as the potent Avatar of Khaine. HEALMEHAMEHAAA!&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 !! Embolden/Horrify&lt;br /&gt;
| Blessing/Malediction&lt;br /&gt;
| Self/18 &lt;br /&gt;
| Unit&lt;br /&gt;
| Embolden is back from the old codex but with a different effect, granting the Warlock and his unit Fearless rather than Leadership re-rolling powers. This is both a boost and a nerf over the previous version as, on the one hand, Fearless straight up negates Pinning, Morale, etc., but on the other, Embolden used to allow for re-rolling on your Leadership tests, which included psychic powers, an ability beloved by power-spamming Seers and what have you. Horrify is a power that is unfair to judge on its lonesome. At its core it simply reduces the Leadership of an enemy unit by 3, making them of course more susceptible to Morale tests and the like. However, with the advent of multiple Pinning weapons in the new Eldar codex as well as that of the Hemlock Wraithfighter&#039;s Mindshock pod, the Horrify power has enormous effect. A unit with reduced Leadership is at best LD7 now, reducing their chance of success against any and all Pinning or Morale tests. Also makes the Farseer&#039;s Mind War far more reliable AND potent.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3 !! Enhance/Drain&lt;br /&gt;
| Blessing/Malediction&lt;br /&gt;
| 18&lt;br /&gt;
| Unit&lt;br /&gt;
| Enhance is yet another staple of the Warlock powers of yesteryear. Often seen in Seer Councils and Storm Guardian squads, this power gives a simple boost of +1WS and Initiative to a unit. Eldar are already quick to the punch, but with this power what they did well just got even better. Storm Guardians and Wraithblades (Spiritseer support) see a noticeable gain from the power and should have it active at all times prior to an assault. Drain sucks out the same benefits that Enhance gives, reducing an enemy’s WS and Initiative by 1. Unless you are assaulting a squad with two or more of your own units, Drain is not recommended over Enhance as a lucky Deny the Witch can negate the power. However, like all tactical powers, you have to cast each power according to which effect would benefit you the most.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 4 !! Protect/Jinx&lt;br /&gt;
| Blessing/Malediction&lt;br /&gt;
| 18&lt;br /&gt;
| Unit&lt;br /&gt;
| Protect is a power that even idiots understand and appreciate, a simple but potent bonus to a unit&#039;s existing armor save by 1. This is quality cheddar right here—Guardians of both kinds now get armor that can stop bolters, while Windriders, Fire Dragons or Striking Scorpions now might as well have artificer armor. Wraithblades will become nigh-unkillable tarpits from hell. Probably even better on a Spiritseer than a Warlock, but won&#039;t go amiss either way. Jinx, by comparison, has an equally nuts benefit for you as Protect, reducing an enemy’s armor save by 1, making them that much easier to kill off. Now units like Terminators suddenly fear AP3 Reapers, Spears, and Banshees, and 4+ units suddenly become instantly shredded by mere shuriken catapults, making Guardian firepower or similar a hurricane of death. Against units who are relying more on their cover or invulnerable save, the benefits of this power are reduced somewhat.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 5 !! Quicken/Restrain&lt;br /&gt;
| Blessing/Malediction&lt;br /&gt;
| 18&lt;br /&gt;
| Unit&lt;br /&gt;
| Quicken grants your unit the signature swiftness of the Eldar and improves the running distance of the unit by a flat 3&amp;quot;, letting you close gaps or create them that much easier. With Battle Focus on just about every Eldar model, this power only flops when the unit happens to be hunkered down in cover and won&#039;t be running for the rest of the game (I’m looking at you, Rangers and Dark Reapers). Restrain, by comparison, is a power I don&#039;t honestly find very useful. Stripping away an enemy’s ability to run sounds useful, but the range of the power is 18&amp;quot;, so you were already pretty close to the unit to start, and except for the Eldar most armies sacrifice their shooting in order to use run in the first place, and cannot charge into assault if they do so. Useful for slowing down objective-grabbers or melee deathstars, though. &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 6 !! Empower/Enervate&lt;br /&gt;
| Blessing/Malediction&lt;br /&gt;
| Self/18 &lt;br /&gt;
| Unit&lt;br /&gt;
| Empower instantly grants the psyker and his attached unit an extra +1 Strength. This is enough to make Storm Guardians actually effective against T4, though Vaul&#039;s Wrath, Guardian Defenders, and Windriders usually don&#039;t care. Spiritseers could get more mileage out of it, though — Banshees, Scorpions, and Wraithblades really like this. (Can&#039;t usefully use it on Shining Spears, though. Roll on Daemonology with a Farseer hoping for Hammerhand if you want to try that.) Enervate also has a limited benefit to you most days of the week, stripping the enemy squad (which I remind you is already within 18&amp;quot; of you) of 1 Strength to reduce their threat in melee. Now this is alright if you know you’re getting charged next turn and the drop in strength is the key difference in melee ability, like Marines against Wraithguard. However, on the whole, few units even need their regular strength to threaten your flimsy Eldar, as our brittle bones clock in at a pitiful T3 while most armies boast at least a S4. Like Enhance/Drain, you want to choose carefully between the two abilities. It&#039;s worth noting here that S2 can&#039;t wound T6 targets, so when charging anything with S3 (like a blob of Guardsmen, Cultists, Orks, and all brands of Eldar) with Wraithblades, always have your Warlock or Spiritseer cast Enervate. Then the only thing your Wraithblades will feel on the return swing is a soothing foot massage.&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Harlequins====&lt;br /&gt;
=====Phantasmancy=====&lt;br /&gt;
:Available to [[Shadowseer|Shadowseers]]. Harlequin psykers, as you might imagine, specialize in [[Cegorach|hilarious dickery]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+ Phantasmancy Powers&lt;br /&gt;
! Number !! Name !! Type !! Range !! Target !! Description !! Charges&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-value=0 | Primaris !! Veil of Tears&lt;br /&gt;
| Blessing&lt;br /&gt;
| Self&lt;br /&gt;
| Unit&lt;br /&gt;
| You know it. You love it. You swear by it. Anyone who tries shooting at your psyker&#039;s squad has to roll 2D6x2. If they&#039;re not within a distance equal to the result, the enemy unit may not fire this turn, so not only are you not hit, but neither is anyone else if your opponent was foolish enough to use Split Fire and shoot the Veiled unit first. It would be great if Shadowseers could take jetbikes, but it&#039;s still infinitely better than Night Fighting.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 !! Dance of Shadows&lt;br /&gt;
| Blessing&lt;br /&gt;
| 18&lt;br /&gt;
| Unit&lt;br /&gt;
| Grants Stealth and Shrouded to a target unit. It is better than the Runes of Battle power Conceal because it can affect a target other than the psyker; this becomes very impressive on allied Dark Eldar units (like Wyches) who are generally quite fragile anyway and in need of some protection against shooting. Cast this on a Venom or Starweaver for a 2+ cover jink save, that lets you charge.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 !! Peal of Discord&lt;br /&gt;
| Witchfire (Nova)&lt;br /&gt;
| 9&lt;br /&gt;
| Unit&lt;br /&gt;
|  {{40k-Ranged-Weapon-Profile|range=9|strength=4|ap=-|type=Assault|rof=2D6|rules=Nova, Concussive}} Good for keeping mobs at bay as prep for a charge.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3 !! Shards of Light&lt;br /&gt;
| Witchfire&lt;br /&gt;
| 24&lt;br /&gt;
| Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=24|strength=3|ap=-|type=Assault|rof=3D6|rules=Blind}} Not fantastic since many armies have high enough stats to both tank the shots and pass the Blind test, but very good for distracting Tau (though most Tau Battlesuits have Black Sun Filters that give them immunity to Blind, so not as useful as it would seem, but useful against Fire Warriors and Pathfinders), Orks, or Necrons with low Initiative scores and foiling their plans to shoot or assault. Necrons in particular will hate you for this power, particularly everything with a Tesla weapon.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 4 !! Fog of Dreams&lt;br /&gt;
| Malediction&lt;br /&gt;
| 24&lt;br /&gt;
| Unit&lt;br /&gt;
| Invisibility without the insane cheesiness since it only affects one unit. Forces the targeted unit to fire only snap-shots (BS1) and only hit in melee on a 6. Not quite as awesome as the Veil, but this one&#039;s useful for melee too, and unlike Shards of Light, it&#039;s a Malediction so you don&#039;t need to roll for it to hit them or worry about them passing the Blind test. Possibly causes a rules paradox when cast on Kharn. He Denies on a 2+ though, so don&#039;t bother trying. This is AMAZINGLY powerful when used against some uber-unit, like a Knight, Draigo with his Paladins, a Baneblade, or even a Titan. Also kind of fun to cast on an enemy unit with a psyker that used Invisibility, essentially reversing its effects and making the unit useless for that turn. Yes, you won&#039;t be able to kill it, but it will also be unable to do shit.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 5 !! Laugh of Sorrows&lt;br /&gt;
| Witchfire (Profileless)&lt;br /&gt;
| 24&lt;br /&gt;
| Unit&lt;br /&gt;
| This has two ways to screw the enemy over: after casting (the power automatically hits), the target must roll two separate Leadership tests. If the first one fails, they take a wound for every point they fail it by; if they pass the second one, they take a wound for every point they pass it by; in both cases, no armor or cover saves are allowed. A power so dickish only a true worshipper of Cegorach could have thought it up. This has a way to wound literally any enemy who can&#039;t Deny it or get lucky with Leadership tests, since high or low, your opponent&#039;s leadership values will catch him out. Remember, invulnerable saves and Feel No Pain both work against it.  The power inflicts &#039;&#039;&#039;Wounds&#039;&#039;&#039;, remember, so don&#039;t bother to cast it on a Vehicle, even though you technically can.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 6 !! Mirror of Minds&lt;br /&gt;
| Witchfire (Focused) (Profileless)&lt;br /&gt;
| 24&lt;br /&gt;
| Model&lt;br /&gt;
| Another violently trolltastic power. After casting (the power automatically hits), you and the enemy model each roll a 1D6 and add your Leadership to the result; if you win or draw, they take a wound with no armor or cover saves allowed; they win and it&#039;s over. Sounds like Purge Soul from Sanctic, right? Well, it isn&#039;t; you get to do this again and again for each win you take until your enemy either wins or dies.&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Corsairs====&lt;br /&gt;
=====Aethermancy=====&lt;br /&gt;
:Available to Corsair Void Dreamers. Aethermancy is chiefly concerned with movement, conferring highly tactical teleportation, speed, and Deep Strike abilities to the already very mobile Corsairs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+ Aethermancy Powers&lt;br /&gt;
! Number !! Name !! Type !! Range !! Target !! Description !! Charges&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-value=0 | Primaris !! Path Ward&lt;br /&gt;
| Blessing&lt;br /&gt;
| -&lt;br /&gt;
| Unit&lt;br /&gt;
| The target unit (which must be of the Eldar Corsairs faction) always gets maximum distance for Run, difficult terrain, Charge distance, Thrust, Hit and Run distance, and Reckless Abandon distance. No range given, which probably means infinite range. (There is no FAQ on this.) This power takes the randomness out of all of those tricky mobility rules, making them reliable and much more useful. It&#039;s situational, but it can make a big difference under the right circumstances.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 1 !! Warp Blink&lt;br /&gt;
| Blessing/Malediction?&lt;br /&gt;
| 6&lt;br /&gt;
| Unit&lt;br /&gt;
| Teleports the target unit, friendly or enemy, 2D6&amp;quot; in a direction you choose, and can&#039;t be used on units locked in combat. This can cause some shenanigans on a good roll, but its tiny range strips it of most would-be usefulness. You can give a very nearby unit a boost towards or away from someone or something, possibly enabling an important assault or avoiding an enemy&#039;s, but after that they&#039;re on their own unless your Void Dreamer follows them or something, which would be dumb. Its power type isn&#039;t specified, which may cause some rule confusion, but it has the same &amp;quot;shape&amp;quot; as other psychic powers which are blessings when targeting friendly units and maledictions when targeting enemy units.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 !! Dispersion Field&lt;br /&gt;
| Blessing&lt;br /&gt;
| 12&lt;br /&gt;
| Unit&lt;br /&gt;
| Grants a 4+ cover save. Always useful, couldn&#039;t be more straightforward.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3 !! Webway Rift&lt;br /&gt;
| Witchfire&lt;br /&gt;
| 12&lt;br /&gt;
| Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=12|strength=3|ap=6|type=Heavy|rof=1|rules=Large Blast, Poisoned (3+)}} Webway Rift is a weak witchfire, but it can be used to set up a pretty sick Corsair maneuver called the Rum Slingshot. Google it. It involves too many specific rules and circumstances to discuss here.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 4 !! Webway Breach&lt;br /&gt;
| Blessing&lt;br /&gt;
| 12&lt;br /&gt;
| Unit&lt;br /&gt;
| Select one friendly Corsair unit not locked in combat to enter Ongoing Reserves. Get tactically creative, and you can pull some nasty tricks with this one.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 5 !! Warp Tunnel&lt;br /&gt;
| Blessing&lt;br /&gt;
| 6&lt;br /&gt;
| Unit&lt;br /&gt;
| The Void Dreamer and his unit, OR a friendly Corsair unit, may Deep Strike anywhere on the board without scatter AND may shoot and assault after arriving. However, for every full 6&amp;quot; traveled, the unit rolls a D6. For each 1 rolled, they take a savable wound. This is super useful as the targeted unit can be potentially anywhere you need them to be at a moment&#039;s notice and immediately do what you need them to do once they&#039;re there. And the drawback isn&#039;t as bad as it seems; if you teleport 36&amp;quot;, for example, on average the unit only takes a single savable wound, which is well worth the practical and psychological effects of this power. A Wraithknight could easily teleport 72&amp;quot; and come through unscathed to start wrecking shit.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 6 !! Webway Maze&lt;br /&gt;
| Malediction?&lt;br /&gt;
| 12&lt;br /&gt;
| Unit&lt;br /&gt;
| An enemy unit not locked in combat is placed into Ongoing Reserves. This can target Gargantuan creatures and vehicles, but not Super-Heavy vehicles. Again, the power type isn&#039;t specified, though it sounds like a Malediction. Other Corsairs, Dark Eldar, Craftworld Eldar, and Harlequins add +1 to their Deny the Witch attempts against this power.&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Uniquely, Eldar Corsairs also have their own Perils of the Warp results table to represent their specific vulnerabilities to Slaanesh, since, as outcasts and pirates, they don&#039;t have access to the tools and training that Craftworld psykers use to protect themselves from the ancient scourge of the Eldar race.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Corsair Perils of the Warp&#039;&#039;&#039;&lt;br /&gt;
! Name !! Number !! Result&lt;br /&gt;
|-&lt;br /&gt;
! Devoured &lt;br /&gt;
| 1&lt;br /&gt;
| The psyker turns on his allies as his soul is torn out and replaced with a Slaaneshi daemon. He gets all the rules associated with Daemon of Slaanesh and is now under the control of your opponent. Sucks to be you.&lt;br /&gt;
|-&lt;br /&gt;
! Soul Wracked&lt;br /&gt;
| 2-3&lt;br /&gt;
| Slaanesh claws at the souls of your psyker and his unit. They are Pinned, and your opponent may choose to change the target of the power that was cast, or cancel it.&lt;br /&gt;
|-&lt;br /&gt;
! Warp Terrors&lt;br /&gt;
| 4-5&lt;br /&gt;
| The psyker, his unit, and all Corsairs within 12&amp;quot; must take a Morale check on the highest two dice of a 3D6 roll or start falling back, and considering that Corsairs don&#039;t like regroup tests, this can absolutely cripple your army.&lt;br /&gt;
|-&lt;br /&gt;
! The Eye of She-Who-Thirsts&lt;br /&gt;
| 6&lt;br /&gt;
| Nothing happens immediately, but for the rest of the game your psykers now trigger Perils on any double roll, not just double sixes. If this is already in effect, re-roll the Perils result.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ynnari====&lt;br /&gt;
=====Revenant=====&lt;br /&gt;
:The Ynnari, a confederation of Eldar, Dark Eldar, and Harlequins, were taught a new Psychic discipline by [[Ynnead]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+ Revenant Powers&lt;br /&gt;
! Number !! Name !! Type !! Range!! Target !! Description !! Charges&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-value=0 | Primaris !! Spirit Hook&lt;br /&gt;
| Witchfire (Focused) (Profileless) || 18&lt;br /&gt;
| Model&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=18|strength=6 or 3|ap=2|type=Assault|rof=1|rules=Ignores Cover}}  If your Leadership value is higher than the target then this is S6, otherwise it is S3.  Vehicles are immune to this power.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 !! Shield of Ynnead&lt;br /&gt;
| Blessing ||  data-sort-value=0 | Self || Model&lt;br /&gt;
| All friendly units within 7&amp;quot; get a 6+ invulnerable save (an &amp;quot;aura&amp;quot; or &amp;quot;bubble&amp;quot; effect on the Psyker, rather than on the units).  Better than nothing, and can stack with Sanctic Daemonology&#039;s &amp;quot;Sanctuary&amp;quot; power for a 5+.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 !! Storm of Whispers&lt;br /&gt;
| Witchfire (Nova) || 9 || Units&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=9|strength=3|ap=2|type=Assault|rof=2D6|rules=Ignores Cover, Pinning, Nova}}  Although it is hampered by short range and low strength, the potential for a high number (average = 7 &#039;&#039;per unit&#039;&#039;, notice a theme?) of armour and cover ignoring shots is not to be sniffed at.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3 !! Word of the Phoenix&lt;br /&gt;
| Blessing || 24 || Unit&lt;br /&gt;
| Pick a friendly unit with &#039;&#039;Strength from Death&#039;&#039; within 24&amp;quot;. That unit may immediately make a Soulburst action. Consider this your uber form of &amp;quot;Vanhel&#039;s Dance Macabre&amp;quot; where you can rapidly get your units where they need to be. You&#039;ve just moved, so move again... Or just get a free round of shooting if you&#039;re already close enough. No real point in getting a unit to charge during the psychic phase.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 4 !! Ancestor&#039;s Grace&lt;br /&gt;
| Blessing || 14 || Unit (Nonvehicle)&lt;br /&gt;
| Gives a friendly unit +1 on WS, BS, I, A &amp;amp; Ld, as well as &#039;&#039;Adamantium Will&#039;&#039;. A better form of the &amp;quot;Enhance&amp;quot; runes of battle power combined with an element of &amp;quot;Will of Asuryan&amp;quot; from the runes of fate.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 5 !! Unbind Souls&lt;br /&gt;
| Witchfire || 12 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=12|strength=4|ap=-|type=Assault|rof=X, where X is the number of models in the target|rules=&#039;&#039;&#039;Soulreap&#039;&#039;&#039;: &#039;&#039;Any&#039;&#039; casualties trigger Strength from Death, without needing to wipe out the entire unit.}} Ynnari generally struggle against horde units, as their mechanics ae geared towards punishing MSU. Now this power not only effectively deal with hordes, but also allow your units to activate their extra actions from them. Straight up better then Word of the Phoenix, as it&#039;s all but guaranteed to get at least one kill, unless you&#039;re firing it on something ridiculously tough.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 6 !! Gaze of Ynnead&lt;br /&gt;
| Witchfire || 12 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=12|strength=10|ap=1|type=Assault|rof=1|rules=Ignores Cover, Ignores Invulnerable}} [[awesome|No Invulnerable saves can be taken against this power.]] While this is pretty much a guaranteed wound, just bear in mind that it is WC3 for a single shot that can still miss.&lt;br /&gt;
| data-sort-value=3 | 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Tyranid Disciplines===&lt;br /&gt;
:The [[Tyranids]] and [[Genestealer Cult|Genestealer Cults]] have a couple disciplines, too, although for poorly explained reasons, there is no model in the game with access to both.&lt;br /&gt;
&lt;br /&gt;
====Powers of the Hive Mind (Tyranids)====&lt;br /&gt;
:Available to [[Hive Tyrant]]s and [[Zoanthrope]]s.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+ Powers of the Hive Mind&lt;br /&gt;
! Number !! Name !! Type !! Range !! Target !! Description !! Charges&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-value=0 | Primaris !! Dominion&lt;br /&gt;
| Blessing&lt;br /&gt;
| Self&lt;br /&gt;
| Model&lt;br /&gt;
| Adds 6&amp;quot; to the psyker&#039;s Synapse Range. Pretty decent. It never hurts to give your swarms more breathing room from being crammed up. With the new FAQ for 7th edition out now, psykers without the Synapse rule who cast dominion gain a 6&amp;quot; Synapse Range for the duration of the power.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 !! Catalyst&lt;br /&gt;
| Blessing&lt;br /&gt;
| 12&lt;br /&gt;
| Unit&lt;br /&gt;
| The psyker, its unit, and one friendly unit within 12&amp;quot; gains Feel No Pain. What&#039;s not to like? Cast this puppy on that 30-strong brood of Devilgaunts in area terrain with a Venomthrope for a 3+ cover 5+ FNP, and anyone who can&#039;t bring Ignores Cover S6+ weapons is little more than lunch meat.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 !! The Horror&lt;br /&gt;
| Malediction&lt;br /&gt;
| 24&lt;br /&gt;
| Unit&lt;br /&gt;
| A malediction that makes an enemy unit take a Pinning test with a -2 modifier. This one is...okay. Much like Fear, Pinning shouldn&#039;t be relied on, though it can still be useful in certain situations. Also the only psychic power that Broodlords know.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3 !! Onslaught&lt;br /&gt;
| Blessing&lt;br /&gt;
| 24&lt;br /&gt;
| Unit&lt;br /&gt;
| Oh look, a blessing that lets a unit run AND shoot in the Shooting phase. Makes up for the relatively short range weapons that need to get close quickly like Impaler Cannons, Devourers, Bio-Plasma and Bio-Plasmic Cannons. A good power to have!&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 4 !! Paroxysm &lt;br /&gt;
| Malediction&lt;br /&gt;
| 24&lt;br /&gt;
| Unit&lt;br /&gt;
| Reduces the unit&#039;s Weapon Skill and Ballistic skill by D3 (for both when you roll). Makes the Haruspex really good at killing elite infantry, what with the getting an extra attack for every wound it inflicts (new attacks do not generate new attacks). The previous version was better, but let&#039;s count our blessings and maledictions where we can.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 5 !! Psychic Scream&lt;br /&gt;
| Witchfire (Nova)&lt;br /&gt;
| 6&lt;br /&gt;
| Unit&lt;br /&gt;
| Basically an area-effect version of Psychic Shriek. For every enemy unit within the 6&amp;quot; range, roll 2D6+2 and substract the target’s Leadership from this roll. The unit suffers a number of wounds equal to the result with no armor or cover saves allowed. This power is absolutely splendid. Being within 6&amp;quot; of something that can cast this means Shadow in the Warp goes into effect, so it&#039;s effectively 2D6+5, due to Shadow&#039;s -3 Leadership. &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 6 !! Warp Blast &lt;br /&gt;
| Witchfire&lt;br /&gt;
| data-sort-value=24 | 24/18&lt;br /&gt;
| Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=24|strength=5|ap=3|type=Assault|rof=1|rules=Blast}} {{40k-Ranged-Weapon-Profile|range=18|strength=10|ap=2|type=Assault|rof=1|rules=Lance}} Choose one profile when you cast this; you have a choice between a light to medium infantry killer blast or a tank killer blast. Both are short range, but both pack a punch. Zoanthropes still know this power by default, thankfully.&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Broodmind (Genestealer Cults)====&lt;br /&gt;
:Available to [[Genestealer Patriarch|Genestealer Patriarchs]] and [[Genestealer Magus|Magi]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+ Broodmind Powers&lt;br /&gt;
! Number !! Name !! Type !! Range !! Target !! Description !! Charges&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-value=0 | Primaris !! Mass Hypnosis&lt;br /&gt;
| Malediction&lt;br /&gt;
| 24&lt;br /&gt;
| Unit&lt;br /&gt;
| Reduces the target unit&#039;s WS, BS, Attacks, and Initiative by 1. &lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! 1 !! Psychic Stimulus&lt;br /&gt;
| Blessing&lt;br /&gt;
| 24&lt;br /&gt;
| Unit&lt;br /&gt;
| Grants the unit Fleet and Relentless, and also allows them to charge after running.&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! 2 !! Psionic Blast&lt;br /&gt;
| Witchfire&lt;br /&gt;
| 24&lt;br /&gt;
| Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=24|strength=5|ap=3|type=Assault|rof=1|rules=Small Blast}} It&#039;s Warp Blast from the Powers of the Hive Mind table, but without the tank killer option and only WC1.  As a result, strictly better than [[Warhammer_40,000/Tactics/Psychic_101#Librarius.2FSinistrum|The Emperor&#039;s Wrath]], due to having another 6&amp;quot; of range with no other changes.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3 !! Might From Beyond&lt;br /&gt;
| Blessing&lt;br /&gt;
| 24&lt;br /&gt;
| Unit&lt;br /&gt;
| A target unit gains +1 Strength and Rage. This is very useful, especially on large squads.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 4 !! Mental Onslaught&lt;br /&gt;
| Witchfire (Focused)&lt;br /&gt;
| 24&lt;br /&gt;
| Model&lt;br /&gt;
| Yet another variation on Psychic Shriek from [[Warhammer_40,000/Tactics/Psychic_101#Telepathy|Telepathy]]. Compare Leadership values and add 1D6. On a draw, the target suffers -3 Initiative for a turn. If the psyker wins, the target takes the difference in wounds.&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
! 5 !! Mind Control&lt;br /&gt;
| Witchfire (Focused)&lt;br /&gt;
| 24&lt;br /&gt;
| Unit&lt;br /&gt;
| Choose a single non-vehicle enemy unit and immediately make a shooting attack with it as if it were yours. See that Stormsurge over there with all of those one-shot missiles? The one with all of those deadly weapons? Yeah, it&#039;s yours for a turn. Use it on your buddy&#039;s Wraithguard. Watch them kill their Spiritseer. Sip martini.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 6 !! Telepathic Summons&lt;br /&gt;
| Conjuration&lt;br /&gt;
| 24&lt;br /&gt;
| None&lt;br /&gt;
| Spend 2 Warp Charges: Summon 5 Acolytes, 5 Metamorphs, or 10 Neophytes. Spend 3 Warp Charges: Summon 10 Acolytes, 10 Metamorphs, 20 Neophytes, 4 Aberrants, or 8 Genestealers. The summoned unit can be equipped with ANY UPGRADES listed on their data sheet as per the summoning rules.&lt;br /&gt;
| 2/3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ork Disciplines===&lt;br /&gt;
:[[Warhammer_40,000/Tactics/Orks|Orks]], naturally, have their own zany discipline, although, strangely, only one. Given that all of them are at least very minor psykers, you&#039;d think there&#039;d at least be disciplines for [[Gork]] and [[Mork]], not to mention one for each tribe. Oh, well.&lt;br /&gt;
&lt;br /&gt;
====Powers of da Waaagh!====&lt;br /&gt;
&lt;br /&gt;
:;Overview&lt;br /&gt;
::Available to [[Weirdboy|Weirdboyz]]. Naturally, every Ork psychic power except for two is meant to destroy things loudly and spectacularly, and three of those five are AP 2; the Powers of da Waaagh are not subtle.  This makes using Weirdboys fairly predictable if you&#039;re planning on running them as &amp;quot;another gun&amp;quot; to round out your army. Da Jump is fairly gimmicky, but Warpath can give a mob that extra boost right before it charges. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+ Powers of da Waaagh!&lt;br /&gt;
! Number !! Name !! Type !! Range !! Target !! Description !! Charges&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-value=0 | Primaris !! Frazzle&lt;br /&gt;
| Witchfire || 24 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=24|strength=6|ap=3|type=Assault|rof=1|rules=Blast}} A reliable Marine killer.  Strictly better than [[Warhammer_40,000/Tactics/Psychic_101#Broodmind_.28Genestealer_Cults.29|Psionic Blast]], at +1S compared to it, and therefore also strictly better than [[Warhammer_40,000/Tactics/Psychic_101#Librarius.2FSinistrum|The Emperor&#039;s Wrath]], at +1S and +6&amp;quot; range.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 !! &#039;Eadbanger&lt;br /&gt;
| Witchfire (Focused) (Profileless) || 24 || Model&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=24|strength=-|ap=2|type=Assault|rof=1|rules=Ignores Cover}} Model hit must pass a Toughness test or suffer a wound with no armour or cover saves allowed.  [[Warhammer_40,000/Tactics/Psychic_101#Biomancy|Haemorrhage]] and [[Warhammer_40,000/Tactics/Psychic_101#Sanguinary_.28Blood_Angels.29|Blood Boil]] both inflict *two* tests at 18&amp;quot; (and Blood Boil ignores invuln saves), followed by propagated damage, and [[Warhammer_40,000/Tactics/Psychic_101#Plague_.28Nurgle.29|Rancid Visitation]] only hits at 12&amp;quot; but is a Nova (all enemy units in range are hit, can hit units locked in combat) and propagates damage; the benefit of &#039;Eadbanger is that those other powers are WC2 and this one is WC1, but its output is much less than half as good.  Try to avoid getting this power if you can; Frazzle will serve you much better, in particular.&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! 2 !! Warpath&lt;br /&gt;
| Blessing || Self || Unit&lt;br /&gt;
| All models in the Weirdboy&#039;s unit that have the [[Warhammer_40,000/Tactics/Orks#General_Rules|&#039;Ere We Go!]] special rule gain +1 Attack. &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3 !! Da Jump&lt;br /&gt;
| Blessing || Self || Unit&lt;br /&gt;
| Deep Strike the Weirdboy&#039;s unit anywhere. Strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Sanctic|Gate of Infinity]]; if you roll doubles on scatter, your unit can only Snap Fire for a turn. Given standard Ork accuracy, this is not all that bad of a problem, as long as you don&#039;t need to fire blasts. Use at your own peril. Great at setting up Killbolt or Power Vomit, if you roll one of them.&lt;br /&gt;
| 2 &lt;br /&gt;
|-&lt;br /&gt;
! 4 !! Killbolt&lt;br /&gt;
| Witchfire || 18 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=18|strength=10|ap=2|type=Assault|rof=1|rules=Beam}} For killing tanks or things in straight lines...no other special rules needed to make this nastier.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 5 !! Power Vomit&lt;br /&gt;
| Witchfire || Template || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=Template|strength=7|ap=2|type=Assault|rof=1|rules=Template}} A psychic flamer. Quite powerful.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 6 !! Da Krunch&lt;br /&gt;
| Witchfire || 24 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=24|strength=2D6|ap=4|type=Assault|rof=1|rules=Large Blast, Barrage}} The mighty foot of Gork (or possibly Mork) descends from the heavens in the form of a large blast barrage. If the Strength rolled is higher than 10, the foot comes down again...and again...until less than 10 Strength is rolled or the target is dead.&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40000 Tactics(7E)]]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Pathfinder_Second_Edition&amp;diff=1011664</id>
		<title>Pathfinder Second Edition</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Pathfinder_Second_Edition&amp;diff=1011664"/>
		<updated>2026-05-20T16:06:58Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.161: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
|name = Pathfinder Roleplaying Game Second Edition&lt;br /&gt;
|picture = [[File:2E-Logo.png|300px]]&lt;br /&gt;
|type = [[RPG]]&lt;br /&gt;
|publisher = Paizo&lt;br /&gt;
|authors = Jason Buhlman&lt;br /&gt;
|year = 2019&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|You could not [[Dungeons &amp;amp; Dragons 5th Edition|live with your own failure]], where did that bring you? Back to me.|Paizo after the [[OGL]] debacle}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pathfinder Roleplaying Game Second Edition&#039;&#039;&#039;&#039;&#039; is, as you&#039;d expect, the second version of the D&amp;amp;D clone that is [[Pathfinder]]. That said, however, there is a lot changed here from the original&#039;s framework, going for a significantly more [[feat]]-centric playstyle. Though this is still a d20 game at its core, the mechanics being a good deal less complicated, and focused on a different direction than what was originally accomplished - as if they were trying to make their own game that shed its old identity.&lt;br /&gt;
&lt;br /&gt;
This has, of course, brought about all sorts of [[skub|reasonable and eloquent discussion]] in regards to the identity of Pathfinder itself. Most glaringly, there is the obvious outcry from the loyalists who have now wasted about ten years of their life and several hundreds, if not thousands, of dollars in books about a single system and are now bemoaning that now Paizo&#039;s cutting off all support for it. While this is all true, it&#039;s also true that nobody&#039;s forcing people to play this new edition (Though that hasn&#039;t stopped neck-beards from screeching before). The second was how much this new system was &amp;quot;pretending&amp;quot; to become a lot more tactical in a manner similar to [[4E]], the sort of thing Pathfinder was straying away from and even opposed back when 1E was established. Similar to this are the claims that this is meant to be a competitor to [[Dungeons &amp;amp; Dragons 5th Edition|5E]] because they claim things are getting dumbed down. While it is true that the system&#039;s been simplified from the 3.5E-plus-a-few-addons of 1E, it&#039;s still nowhere near the pick-up-and-play/braindead simplicity of 5E.&lt;br /&gt;
&lt;br /&gt;
While the game hadn&#039;t necessarily been unpopular -- it had a considerable following for a couple years and was slowly growing in popularity -- it did gain a considerable groundswell in popularity following the [[Open Game License]] debacle, which saw Paizo leading an army of publishers in championing for the original OGL to remain in effect while [[Wizards of the Coast]] sought to replace it with something more draconian. Combined with Paizo&#039;s own intent on creating a truly open-source and system-agnostic license to maintain the OGL being actually open for all devs (called the Open RPG Creative License, or [[Orc|ORC]]) and it&#039;s attained a bit of a reputation as an entry-level alternative to people fed up with 5E and WotC&#039;s bullshit.&lt;br /&gt;
&lt;br /&gt;
In April 2023 Paizo announced a &amp;quot;Remaster&amp;quot; of PF2e to come out later that year. Stressing that it is not a 2.5 but just moving things around and adding in errata where needed, it does sound like some things will be changing such as the name of the core books (now referred to as &amp;quot;Player Core 1+2&amp;quot;, &amp;quot;GM Core&amp;quot; and &amp;quot;Monster Core&amp;quot;) and tweaking the classes and ancestries. Of course, these books will also be the first to be released under their brand-new ORC. For the most part the remaster seems focused on removing/renaming concepts tied to D&amp;amp;D/OGL (for example Spell Levels changed to Spell Ranks), the old &amp;quot;get rid of alignment and replace it with something else&amp;quot; popping up, though mechanical changes are also coming, whether the removal of alignment will make Champion mirror 5e&#039;s Paladin with an &amp;quot;Oath&amp;quot;-like system or if it will take a new direction is as of yet unknown.&lt;br /&gt;
&lt;br /&gt;
==Noted Changes from 1E to 2E (As Gleaned from the Playtest)==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Because we have the final version, this section is unnecessary, but is preserved for posterity. And lulz.&lt;br /&gt;
&lt;br /&gt;
The Second Edition Playtest took place between August and December 2018, wherein players had access to a free CRB, Bestiary, and several adventures to play them in (Split between five Pathfinder Society scenarios and &#039;&#039;Doomsday Dawn&#039;&#039;, a pseudo-[[Adventure Path]] that was more like a clip-show between several loosely-connected plots.) There was also the option to buy these books as physical merch, but doing so proved that your brain was on loan this whole time. All of the feedback was directed towards Paizo&#039;s surveys and forums, which could have been a good centralizing point - if Paizo knew which comments to sift through in the avalanche of slush, salt, and general idiocy that comes with such a community. To their credit, they did at least release errata in a semi-regular fashion as well as some alternative ideas.&lt;br /&gt;
&lt;br /&gt;
Needless to say, the playtest was quite contentious. Between a lot of features that people just outright hated, imbalance that took several months before addressing, if at all, and the simple need to adjust to a brand-new system, there was plenty to hate about this system. However, there was also some points that people respected, chiefly the streamlining of skills, the ease of making characters, and the improvements to healing outside of the cleric.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Races&lt;br /&gt;
** Goblins are now a default race.&lt;br /&gt;
** Half-Elves and Half-Orcs were briefly &amp;lt;s&amp;gt;racial&amp;lt;/s&amp;gt; ancestry feats that humans can take at first level. This was dropped in later stage of the playtest.&lt;br /&gt;
*** The 10/24 errata decided to offer all the other races a selection of subraces that gave particular perks based on racial variants. For some, this restored at least one racial feature, but others gained a bit of an environmental theming. This also includes half-elves and half-orcs, whom are now under humans.&lt;br /&gt;
** Each race now adds +2 to two stats, -2 to one stat, and a +2 to any stat you want so long as it wasn&#039;t mentioned before. Humans just grab two floating stat boosts.&lt;br /&gt;
** HP is now added between a racial HP value and the Class HP value, which includes Con. Just like Starfinder, but without any stamina to buffer out.&lt;br /&gt;
** Many of the key features of each race has been cut out and moved into ancestry feats that you gain at level 1 and every 4 thereafter. All that remains before factoring in subrace is just their types and whether or not they have darkvision.&lt;br /&gt;
* Classes&lt;br /&gt;
** Alchemists are a core class now. However their pseudo-casting is now replaced with the ability to learn and slap together whatever alchemical items they want by spending their &amp;lt;s&amp;gt;Int-dependent Resonance&amp;lt;/s&amp;gt; special resources.&lt;br /&gt;
*** The 11/05 errata realized just how crippling using resonance for everything was and instead gave a whole separate pool made just so alchemists can make their things.&lt;br /&gt;
*** The 11/05 errata also finally divorces the bombs from the class&#039; progression and gives a choice between four subclasses: bomber, poisoner, medic, and mutagenist. Each gains improvements as the class levels up, including the ability to infinitely produce certain low-level items.&lt;br /&gt;
** Barbarians no longer have a pool of turns per day with which they can rage, but now they can spend it infinitely...for three turns before needing to cool off for a turn. It&#039;s...strange to adjust to, and it especially hurts animal totem barbs, who need to rage for their natural attacks.&lt;br /&gt;
*** The 11/05 errata made this even weirder by replacing the flat 3 turns with an ongoing save. See, every turn after the first, the barb has to roll an increasingly difficult save to continue raging or run out of fuel instead. This method is contested for the fact that it offers little better for the number of turns to rage (especially when 5E&#039;s barbarians could rage for an entire minute without any need to save) while now painting the funny image of all barbarians being asthmatic or running the risk of throwing out their backs with each turn.&lt;br /&gt;
**** Well actually it does make sense fluffwise. Barbarians are effectively redlining their bodies through their rage to pull off superhuman feats. As they grow stronger they can handle doing this for longer periods of time. &lt;br /&gt;
*** Totems (a popular addition to Barbarians due to adding new and fantastical abilities) are now a default feature, giving various features from hauling fuckoff-huge weapons to turning into an animal, as well as granting a special damage resistance while raging. They also force a taboo that strips any special rage powers if broken, with the exception of the Fury Totem (essentially the vanilla barbarian which instead gives a free extra class feat).&lt;br /&gt;
** Bards get full spell progression.&lt;br /&gt;
*** The three main deals of bards (lots of utility in knowledge skills, performance to replace skills, and magical music) into three separate subclasses. The 11/05 errata gated some feats to certain subclasses and adds a feat to enable multi-subclassing.&lt;br /&gt;
** Cleric domains don&#039;t grant spells anymore, only powers (which are just spells that require Spell Points to cast). Instead, clerics get extra spells determined by what god they worship (no word on how this&#039;ll work with original settings).&lt;br /&gt;
*** There are multiple forces that have managed to dethrone the cleric&#039;s undisputed rule as healmaster, from the Medicine skill actually being not-shit in healing, healing potions being rather cheap, Alchemists, and errata reducing the uses of channel energy. &lt;br /&gt;
** Druids get subclasses based upon Orders: &amp;lt;s&amp;gt;Canadian&amp;lt;/s&amp;gt; Leaf (Casters with Leshys for familiars), Storm (Blaster druids), Wild (Wildshape-focused), and Animal (Pets)&lt;br /&gt;
** Paladins pretty much get three things guaranteed to them: a reaction (giving an ally protection from an attack and striking back), Lay on Hands, and the ability to infuse holy spirits to one thing (weapon, steed, and the newcomer shield). However, the issue with this is that due to how the action economy is, this means that shield-users are trapped every turn between blowing their reactions on their reaction power or using their shields. Forutnately, the 11/05 errata gave a few feats that grant bonus reactions explicitly for reaction powers and shield users (if you decided for some reason to use your divine bond on shields).&lt;br /&gt;
*** As of the 11/05 errata, Paladins are no longer forced into being Lawful Good. While the LG types retain the reactive strike power, the Neutral Good and Chaotic Good paladins gain new powers and different laws to enforce (NG can penalize the attack or weaken future ones that turn, CG allows for saves against grappling). Meanwhile, there&#039;s nothing known about how they&#039;ll do [[Blackguard|Antipaladin]]s, if at all.&lt;br /&gt;
** Rangers are pretty much gutted. All they really keep is the ability to hunt down targets (replacing the oft-loathed Favored Enemy with something more universal) and their ability to walk through terrain like nobody&#039;s business. The only fighting styles they have for them so far are dual-wielding, crossbows, and (as of the 10/26 errata) archery&lt;br /&gt;
*** The 11/05 errata enables rangers to do a few things to targeted foes: spam multi-attacks with reduced penalties (the original version), snipe for extra damage, screwing around.&lt;br /&gt;
** Skill ranks have been done away with completely for proficiency ranks that ring more similar to games like [[Dark Heresy]] mixed with 5E: Untrained penalizes you for trying a skill, Trained lets you roll with the requisite stat with no penalties, and Expert, Master, and Legendary are bonuses to the roll in question. This proficiency system even spills over to your armor proficiencies, weapon proficiencies (so as to replace BAB), and saves.&lt;br /&gt;
*** In a bit of a turn from its sci-fi cousin, Level 3 doesn&#039;t automatically grant 1/2 character level to damage with every weapon group they&#039;re trained in, but now only certain characters can get a specialization boost that raises the proficiency rank for attacking with a single weapon group as well as gain access to crit effects with them. Casters can raise the proficiency ranks for spellcasting, but that&#039;s usually at level 10 on. Barbarians also lack this system, though level 3 gives them access to all special crits and then gain a rank up for weapons at a later level.&lt;br /&gt;
*** Because of how mandatory Perception was as a skills, every class now gets some sort of training in it. It&#039;s now also the default skill check needed to roll for Initiative. Funnily, Fighters and Rangers (Two of the classes considered most shat upon by 1E) are now ultra-badass at this skill.&lt;br /&gt;
*** Each class also has a selection of &amp;quot;Signature Skills&amp;quot;, which permit the player to advance their training in a particular skill to even higher levels for bigger feats.&lt;br /&gt;
**** As of the 9/10 errata though, Paizo seemed to get the memo about how pigeonholing this was and just scrapped Signature Skills, letting any skill reach the top-level and gave every class a few default-trained skills as compensation.&lt;br /&gt;
** The spell pool is now drastically shrunk down to 4 types: Arcane (Wizards), Divine (Clerics), Primal (Druids), and Occult (Bards, because Paizo really wants to redo Occult Adventures but doesn&#039;t want to make a new spell list just for the bard). Sorcerers are the only casters that are wild-cards, their bloodline feature dictating which spell list they can take.&lt;br /&gt;
*** As one can notice, Rangers, Alchemists, and Paladins aren&#039;t on the list. Rangers and Alchemists make do by making items (Traps for Rangers, Alchemical Items for Alchemists) while Paladins and Monks (and the other casting classes to a lesser degree) utilize a spell point pool and specific feats to gain new powers.&lt;br /&gt;
*** Spellcasters no longer get more spells per day by just getting a high casting stat.&lt;br /&gt;
*** Spells now have a rarity, which might be an attempt to limit the rarity of certain really powerful spells. On a similar note, some of the known campaign-ending spells (Wish, Time Stop) are now reserved for 10th-level spellcasting, which is available ONLY if you select a single feat at level 20 for the primary casting classes and you might still need to find them thanks to rarity. Expect this to work out like [[Paranoia]]&#039;s security clearances played straight.&lt;br /&gt;
*** Caster Level no longer affects spell strength. Instead, there are now multiple leveled versions of the same spell, meaning that they have to be &amp;quot;learned&amp;quot; at that level if you want to cast a spell at a &amp;quot;heightened&amp;quot; strength (making it sound like diet metamagic, but in reality just gimping spontaneous casters)&lt;br /&gt;
*** Spontaneous casters and Prepared Casters have the exact same spells per day progression (Sorcerers get extra bloodline spell slots, but Wizards get school spell slots, so there&#039;s no real difference except Sorcerers have a very finite spell repertoire).&lt;br /&gt;
* Similar to SF, backgrounds are now a mandatory feature. Each gives a boost to two stats (one chosen from a set of two, the other to any stat so long as it&#039;s not the same stat as before), a skill feat, and training in a related Lore skill (the new name for Profession, though now only tied to Int rather than being multi-stat).&lt;br /&gt;
* Feats are given practically every level now, split between class feats, general feats, ancestry feats (racial), and skill feats. Expect the feat bloat to explode even harder than fuck.&lt;br /&gt;
** [[Multiclass]] feats make a return. In addition to the ones that grant features from established classes,  there are some archetypes (Gray Maiden, Cavalier, Pirate for the playtest) for new perks. You need to sacrifice class feats to make use of this, and once you multiclass, you need to take at least two other feats from that class&#039; list before you can multiclass elsewhere (with exception to one human ancestry feat).&lt;br /&gt;
** Skill feats at least add some new uses for the skill, mostly because of how feats and actual abilities are built off the same format.&lt;br /&gt;
* Perhaps the most controversial feature made in the playtest so far is Resonance: a pool based off Level+Charisma &amp;lt;s&amp;gt;(except for Alchemists who use Int for this)&amp;lt;/s&amp;gt;, this allows folks to make items and allows anyone to use any magical items, either triggering a power or just allowing you to use an item&#039;s passive perk. The contention is that you need to spend this crap every day, meaning that those loaded with magical items are stuck having to figure out what items they want to use every day &amp;lt;s&amp;gt;and traps Alchemists who want to make stuff into focusing on a particular set of items/elixirs/mutagens&amp;lt;/s&amp;gt;.&lt;br /&gt;
** Magic Weapons now add an extra die of damage per + instead of just adding +1, making them a lot more reliable. The properties are now included in runes, which every weapon has an allotted limit to fill.&lt;br /&gt;
** Magic armor now adds their enhancement value to all saves.&lt;br /&gt;
*** Weapon and Armor properties are still tied to fixed slots, but now they don&#039;t threaten to absorb than one slot because of their power. &lt;br /&gt;
**There was an alternative play test that tried another method to dealing with Resonance, but it only provided preset characters to work with, and this was generally as derided as the original concept.&lt;br /&gt;
** (For those of you wondering what happened to it, see &amp;quot;investing&amp;quot; towards the bottom of Miscellaneous below)&lt;br /&gt;
* Another controversial feature is the action economy: Rather than the typical Standard, Move, Swift action with Free actions sprinkled on, you now get three actions, and everything, from moving to casting, takes an action. In fact, multicomponent spells (Somatic, Verbal, Material, etc.) eat an action for every component the spell needs. Even Metamagic eats up an action to cast with it.&lt;br /&gt;
** While not in itself an issue, some of the things tied to it are indeed stupid. Chief among them are shields, which you need to raise every turn &#039;&#039;&#039;to get their fucking AC bonus&#039;&#039;&#039;. You can then spend a reaction to have this shield block a single attack, likely damaging the shield - and shields break pretty easily if they absorb enough damage on top of only absorbing a limited amount of it before just being overwhelmed and landing on you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;PLAYTEST CLASSES&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Investigator]]&#039;&#039;&#039; - APG Paytest, November 2019&lt;br /&gt;
**Gain a small bonus to investigate things&lt;br /&gt;
**Subclasses split between the class&#039; history as a not-Alchemist class, Empiricism (As in that one Archetype that made them Int-SAD, now nerfed into just making your investigations faster), and Forensic Medicine (Making you a medic/CSI)&lt;br /&gt;
**Gain a Rogue-tier amount of Skill Feats, though a majority will be focused on Mental-based skills. &lt;br /&gt;
***Also gain a bonus to untrained knowledge skills - not quite the same as Bard&#039;s singular Lore skill, but it&#039;s still decent.&lt;br /&gt;
**One feat also allows you to pull things out of your Bat-Utility Belt. Like a boss.&lt;br /&gt;
*&#039;&#039;&#039;[[Oracle]]&#039;&#039;&#039; - APG Paytest, November 2019&lt;br /&gt;
**Curses are now inherently tied to mysteries. Likely so you don&#039;t cheese out the really obvious ones (Clouded Sight, Lame, Tongues, etc.)&lt;br /&gt;
***Curses now only flare up when you use your mystery&#039;s spells and increase in severity the more you use them. Use it too much and you get knocked out. For a whole fucking day. The only way to drop the curse is to use the Refocus action (The one used for recovering Focus Points) out of combat.&lt;br /&gt;
**The current mysteries available are Battle, Flames, and Life. Each mystery also has associated Cleric domains which you can jump into via feats. Heck, one of the domains is even given to you upon generation like the Cloistered Cleric.&lt;br /&gt;
*&#039;&#039;&#039;[[Swashbuckler]]&#039;&#039;&#039; - APG Paytest, November 2019&lt;br /&gt;
**Panache is now a condition gained through performing particular actions. You can move faster and you deal additional damage with certain weapons.&lt;br /&gt;
**This Panache can be spent on making Finishing Moves (attacks with more pretentious naming) that deals extra damage.&lt;br /&gt;
**Your subclasses are Braggart (Keying off Intimidation), Fencer (Keying off Deception), and Gymnast (Keying off Athletics)&lt;br /&gt;
*&#039;&#039;&#039;[[Witch]]&#039;&#039;&#039;&lt;br /&gt;
**Cackle is now mandatory. It now lets you sustain spells using only your voice.&lt;br /&gt;
**Your familiar gets more abilities as it levels up, though it&#039;s slower going than the Familiar Thesis Wizards.&lt;br /&gt;
**Your Patron and progression is now keyed through Lessons, each of which grants you a Hex (Read: Focus spell) and your familiar a normal spell. While none of these Lessons depend on each other, it also makes theming a patron rather difficult.&lt;br /&gt;
***Your first lesson grants access to one of the Occult, Primal, or Arcane spell lists, in a similar pattern to the Sorcerer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Magus]]&#039;&#039;&#039; - SoM Playtest, November 2020&lt;br /&gt;
**The most famous part of the magus - that is, casting spells through swords - has changed a bit. The action now counts as a metamagic action (thus meaning that it can&#039;t benefit from any others that don&#039;t directly affect this action), but it allows you to still hit things to cast. The class even gives you a boost to Strength or Dexterity at level 1 instead of Intelligence like you&#039;d think&lt;br /&gt;
***The drawback is that your spell slots are extremely limited.&lt;br /&gt;
**You start off with a focus spell that actually makes your weapon act as if it has a +1 bonus to it. You can spend a later feat to then add on special properties to it&lt;br /&gt;
**You already start off proficient in medium armor. Great, that &amp;quot;armor proficiencies as you level up&amp;quot; part was a pile of shit anyways!&lt;br /&gt;
**Your subclasses change a bit about how the whole casting thing works: Shooting Star lets you cast ranged spells via arrows/thrown weapons (though it can&#039;t do any touch spells and only has a requires a range of 30 feet max), Slide Casting lets you move while casting with weapons (though this movement can provoke opportunity attacks and forces you to use the classic one-handed weapon and open hand style) and Sustaining Steel lets you regain THP after casting a spell through a big two-hander sword.&lt;br /&gt;
*&#039;&#039;&#039;[[Summoner]]&#039;&#039;&#039; - SoM Playtest, November 2020&lt;br /&gt;
**Your eidolon is now strictly set to a specific preset form and determines which spell list you take (angel for divine, beast for primal, phantom for occult, or dragon for arcane). Unlike most pets, these eat into your action economy (unless you use certain class-based focus spells and actions to act in tandem with them).&lt;br /&gt;
**Each eidolon gains special abilities as they level up. They&#039;re also pretty clearly meant to be the frontliner as they get to level up their proficiencies (except saves) much faster than you do.&lt;br /&gt;
**These Eidolons cannot be customized like 1E did. Instead, you need to blow feats in order to give them new features.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Gunslinger]]&#039;&#039;&#039; - G&amp;amp;G Playtest, January 2021&lt;br /&gt;
**Crossbow proficiency is now built into the class, yay!&lt;br /&gt;
**Pretty poor armor proficiency progression, but you&#039;re already very dependent on dexterity for AC.&lt;br /&gt;
**Misfires aren&#039;t quite as pervasive - Now they only happen on specific situations like firing a poorly-maintained gun or as a result of a specific feat.&lt;br /&gt;
**Reloading&#039;s a bitch though. Can&#039;t dual wield properly or you have two full hands and can&#039;t reload.&lt;br /&gt;
**A lot of the panache tricks return as feats, as well as a feat to turn bombs into bullets.&lt;br /&gt;
**Also prevalent are feats that capitalize on enemy attacks (deflecting attacks or striking back on misses)&lt;br /&gt;
**Your subclasses have a set of feats tied to them that you automatically gain: Drifter (Focused on dual wielding or sword + gun) Pistolero (snap-shots with a pistol) and Sniper (Shooting with longarms and sneakiness)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inventor&#039;&#039;&#039; - G&amp;amp;G Playtest, January 2021&lt;br /&gt;
**Pretty much a port of the Mechanic from Starfinder rather than an Artificer&lt;br /&gt;
***You have three options for &amp;quot;subclasses&amp;quot;, which are the forms your special invention can take: Special armor (with special resistances), Special weapons, or a clockwork drone. All of these have a set of mods available that expands with level progression&lt;br /&gt;
****These mods are independent from mods provided by certain feats, though they can be retrained all the same when you gain the ability to remake your invention&lt;br /&gt;
****While not exactly a pet, taking a construct as your invention does have its own chain of feats that improve the thing with better attacks, improved skill proficiencies and a size change.&lt;br /&gt;
**Several feats grant actions that push your invention to their limits, leading to a chance that it&#039;ll pop and be unable to use such taxing actions. The one you get by default...makes the invention go kaboom. Yeah, who&#039;d want to blow up a suit of techno-armor while inside it?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
*The usual explanation of RPGs for newbies includes the usual advice of making sure everyone&#039;s comfortable and on the same page. This is expanded upon in the later chapter on GMing, which introduces things like x-cards and a default set of expectations for players (which GMs are told to tailor to their tables). The default expectations are in many ways incongruous with [[Golarion|the slightly crapsack default setting]]. There&#039;s a prohibition on players owning slaves (on its face fairly uncontroversial, except that this could prohibit players from having noble titles since serfdom is widely considered a form of slavery or else only marginally better). Depictions of cruelty shouldn&#039;t be shown even though [[Zon-Kuthon]] is a core deity.&lt;br /&gt;
**Overall, this is something anyone can assume considering the company&#039;s political outlook.&lt;br /&gt;
*The general math of the system has been considerably simplified, chiefly by axing the sometimes silly list of bonuses you can slap onto a test.&lt;br /&gt;
*The general setting of [[Golarion]] has been set at a point where all the 1E [[Adventure Path]]s have taken place and were successfully finished(except for [[Kingmaker]], which due to the video game&#039;s success got retconned into a new expanded version happening in the present). This means that, among other things, the Worldwound in Sarkoris has been shut, the Whispering Tyrant is free to raise hell, and Cassandalee the android is now a full god with a divine portfolio.&lt;br /&gt;
*Magic has been divided into various types: Arcane, Divine, Occult and Primal. Classes are generally restricted to one spell list(ex: Wizards cast Arcane, Druids cast Primal, Clerics cast Divine, etc...) Spell Strength(DC) is no longer strictly tied to Spell Level(i.e. Glitterdust and similar spells can stay useful forever), but attack spells whose effects increase by caster level must now be learned/prepared at those higher levels(i.e.: a wizard who can cast 6th-level spells must prepare [[Fireball]] as a level 6 spell to get the full power out of it). Some spells can be heightened at any level, others gain effects only at set levels(i.e. a 3rd-level spell may have additional effects when cast at 6th level, but none at 4th or 5th). Cantrips are automatically heightened to half the character&#039;s level.&lt;br /&gt;
*The &#039;&#039;Gamemastery Guide&#039;&#039; re-introduced quite a lot of older variant systems from Stamina and Automatic Bonus Progression (with accompanying non-magical high-quality items) to [[Gestalt character]] and rejiggering the new stat-boost system to be in line with 1E&#039;s Point Buy system.&lt;br /&gt;
&lt;br /&gt;
==Ancestries==&lt;br /&gt;
*Among the typical RPG fare (Humans, Elves, Dwarves, Halflings, Gnomes) are [[Goblin]]s, Paizo&#039;s de-facto mascots for PF. As for the name? Well, [[SJW|the usual suspects]] claim that it&#039;s because calling them &amp;quot;Races&amp;quot; is problematic.  Though it does also allow this part of the character to focus as much on biology as the culture the character was raised in. Also, somebody was cribbing notes from [[Starfinder]], as the growing list of possible Ancestries skews a little weirder and/or monstrous than many other games, including PF1e. &lt;br /&gt;
**Races and classes have static HP values instead of Hit Die (with the racial HP only applying for 1st level). Unlike Starfinder, there&#039;s no Stamina by default.&lt;br /&gt;
***The &#039;&#039;Gamemastery Guide&#039;&#039; does include a quick-and dirty means to implement Stamina if you really want it: Just halve the default class Health and put the other half as stamina (+ Constitution). Of course, this will gunk up stuff like healing (since HP and Stamina are distinct pools), but you can recover this far quicker in exchange for a more limited means of recovery mid-battle.&lt;br /&gt;
**Each race gives two fixed stat boosts and a fixed stat penalty as well as one stat bonus that can be assigned wherever you wish. Humans, being the snowflakes they are, just get two floating boosts.&lt;br /&gt;
***Tengu and Orcs, added in the &#039;&#039;Advanced Player&#039;s Guide&#039;&#039;, are surprisingly closer to humans; both have one fixed stat boost (Dex and Strength, respectively) and one floating boost.&lt;br /&gt;
****Aaaaaand Paizo finally bit the race-dependent stats bullet in 2023, allowing players to replace each race&#039;s stat boosts with the humie-standard two boosts to whatever you want. Notably, Paizo is fully aware of how this might throw shit off and merely offers this as an option, though it is something of a net gain for the many races with a stat penalty.&lt;br /&gt;
**Each race is divvied up into multiple subraces or &amp;quot;heritages&amp;quot;. Each of these grants one specific benefit and can be the pre-req for ancestry feats (like the always-amusing Bouncy Goblin feat and its siblings).&lt;br /&gt;
**Racial Weapon Proficiency is now a feat for each race, as is the ability to improve your proficiency in them if you don&#039;t already do so. &lt;br /&gt;
&lt;br /&gt;
====Core Rulebook====&lt;br /&gt;
*&#039;&#039;&#039;[[Dwarves]]&#039;&#039;&#039;&lt;br /&gt;
**10 HP, Medium sized, +2 Constitution, +2 Wisdom, +2 free boost to any ability, -2 Charisma&lt;br /&gt;
***Still everyone&#039;s favorite rock punching, medium-sized midgets, dwarf feats focus on crafting, resisting pansy-ass magic, your old ability to walk around in heavy armor like nobodies&#039; business, and having your ancestors be angrier at pansy-ass magic than you are. Also of note is that all dwarves come by default with a Clan Dagger, a special weapon that they are always proficient in and treat like an icon of pride. Their heritages include:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Ancient-Blooded Dwarf&#039;&#039;&#039;: Your ancestors passed down their hatred of magic down to you. You gain +1 to saving throws.&lt;br /&gt;
*&#039;&#039;&#039;Anvil Dwarf&#039;&#039;&#039;: Your parents beat forging into you harder than they did the clan daggers. Become trained in Crafting, gained a souped-up skill feat that gives you not one, but two classes of items that grant you +1, later +2 to crafting checks with them.&lt;br /&gt;
*&#039;&#039;&#039;Death Warden Dwarf&#039;&#039;&#039;: You come from a long-lineage of gravekeepers, hell-bent on keeping the skeletons in their graves. You crit-success every time you succeed on a necromancy-based saving throw.&lt;br /&gt;
*&#039;&#039;&#039;Elemental Heart Dwarf&#039;&#039;&#039;: Introduced in the &#039;&#039;Lost Omens Character Guide&#039;&#039;, you literally are exploding with elemental energy. You get a daily, 2-action attack that lets you explode with acid, cold, electric, or fire damage against every adjacent creature.&lt;br /&gt;
*&#039;&#039;&#039;Forge Dwarf&#039;&#039;&#039;: Not to be confused with the Anvil Dwarf, you think being around an active volcano is cozy. You get fire resistance equal to half your level and heat-based environmental effect resistance.&lt;br /&gt;
*&#039;&#039;&#039;Oathkeeper Dwarf&#039;&#039;&#039;: Introduced in the &#039;&#039;Lost Omens Character Guide&#039;&#039;, your parents or peers never told you snitches get stitches, or that you didn&#039;t believe anyone could give you any in the first place. Your inability to lie gives you +1 to Sense Motive checks and to your DC against being lied to, and +2 to Diplomacy whenever you have to convince someone you cannot lie. To rub in that fact, you suffer a -4 penalty to Lie checks and your DC in Deception whenever someone is trying to Sense Motive against you. It ain&#039;t easy being LG.&lt;br /&gt;
*&#039;&#039;&#039;Rock Dwarf&#039;&#039;&#039;: Living in the mountains made you built like a brick-shit-house. You get +2 to saving throws against being knocked prone, shoved, or tripped, and you halve any push effect.&lt;br /&gt;
*&#039;&#039;&#039;Strong-Blooded Dwarf&#039;&#039;&#039;: Now you are just too angry to be poisoned. You gain poison resistance equal to half your level, and you shake off poison faster any time you succeed on a saving throw against any toxin that managed to pierce through your dwarven hide.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Elves]]&#039;&#039;&#039;&lt;br /&gt;
**6 HP, Medium sized, +2 Dexterity, +2 Intelligence, +2 free boost to any ability score, -2 Constitution&lt;br /&gt;
***The rapid progress of Golarion in the Age of Lost Omens have done little to change elves in any real respect. Still nigh-immortal, still dexterous, still magical, still stuck-up. Much of their feats focus on one these aspects, whether its gaining new spells, improving DEX-based skills, becoming one with nature, being incredibly difficult to change their minds on anything--external influences included, and using their absurdly long lives to pick up the occasional hobby faster than anyone else. &lt;br /&gt;
***A shocking consequence of the birth of the ORC is the retconning of the [[Drow]] from all existence. While understandable on some level due to Paizo&#039;s attempt to further distance themselves from what WotC started, this is viewed by some as a little overly zealous as there have been plenty of ways they could have revised them to be something less blatantly copied from Wizards - which means a lot more for SF since that setting has them as a more significant force. While their role as uber-evil demonic species is effectively being replaced by serpentfolk, there&#039;s been talk of &amp;quot;Cavern Elves&amp;quot; being the new replacement for dark-skinned elves.&lt;br /&gt;
***Your heritages includes:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Ancient Elves&#039;&#039;&#039;: Introduced in the &#039;&#039;Lost Omens Character Guide&#039;&#039;, you are only 200+ years young, and still have several centuries of adventuring left inside your old bones. Your &amp;quot;experience&amp;quot; lets you take a multiclass dedication feat other than their main class for free. Needless to say that this is quite powerful in freeing up feat space, as even humans needed to blow a racial feat at level 9 to pull that off.&lt;br /&gt;
*&#039;&#039;&#039;Artic Elves&#039;&#039;&#039;: Frozen tundras that can barely support any kind of life are still forests, and someone needs to be smug and superior about them. Being a long-eared Eskimo have granted you cold damage resistance equal to half your level and you can guard against freezing environmental hazards down one step.&lt;br /&gt;
*&#039;&#039;&#039;Cavern Elf&#039;&#039;&#039;: No one told you that the caves are for the dwarves. Your antithetical existence granted you darkvision.&lt;br /&gt;
*&#039;&#039;&#039;Desert Elf&#039;&#039;&#039;: Introduced in the &#039;&#039;Lost Omens Character Guide&#039;&#039;, they are practically a reprint of Artic Elves. Cold damage resistance and wintery environmental effect resistance are replaced with fire damage resistance and heat-based environmental effect resistance.&lt;br /&gt;
*&#039;&#039;&#039;Seer Elf&#039;&#039;&#039;: Born with an inherent connection to magic, you understand magic even more than other elves (as if you needed anything else to be superior about). You start with Detect Magic as an arcane innate cantrip, and gain a +1 circumstance bonus to Identity Magic and Decipher Writing, if it has something to do with magic.&lt;br /&gt;
*&#039;&#039;&#039;Whisper Elves&#039;&#039;&#039;: Born with bigger, sharper, keener ears than most, no one&#039;s conversations are safe with you around. Whenever you use the Seek action to find undetected enemies, you can find one within a 60ft area instead of 30, and they gain a +2 circumstance bonus to finding them if they are within 30ft.&lt;br /&gt;
*&#039;&#039;&#039;Woodland Elves&#039;&#039;&#039;: Jungle life has bred you to be expert tree-&amp;lt;s&amp;gt;huggers&amp;lt;/s&amp;gt;climbers. With a successful Climb check, you can traverse trees, vines, and other natural foliage half your run speed, your full speed if you crit-success it. You can also Take Cover in forest terrain, even if there is zero actual cover to use. We can only assume you either always bring a ghillie suit with you or you are merging with the forest itself.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Gnomes]]&#039;&#039;&#039;&lt;br /&gt;
**8 HP, Small sized, +2 Constitution, +2 Charisma, +2 free boost to any ability score, -2 Strength&lt;br /&gt;
***Always fending of the lethal case of boredom known as The Bleaching, gnomes have realized several neat tricks over the course of the edition shift into the Age of Lost Omens. Whether its attuning into the fey-natures, mastering illusions, tinkering with their own weapons to make them even deadlier (literally giving them the Deadly trait) or even being able to speak with animals, their racial feats are... rather situational. Cool to behold, nonetheless! Rather fitting for them, all things considering. Your heritages include:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chameleon Gnome&#039;&#039;&#039;: Latent magic within you lets you alter or change the colors of your entire body, much like a-- well, see the name. You start every day with some weird pattern or color scheme, and it takes an hour to change it to another. If your current color matches the color of the environment you are in, you can spend an action to gain +2 circumstance bonus to Stealth checks as long as you are in it or it stays that color!&lt;br /&gt;
*&#039;&#039;&#039;Fey-Touched Gnome&#039;&#039;&#039;: Your family never let go of their fey origins, keeping them close to them for ages. This lets you gain the fey trait and one Primal cantrip to take as an innate spell. You can spend 10-minutes, once per day, to meditate, realigning all your fey chakras with the First World, to swap it out for another Primal cantrip.&lt;br /&gt;
*&#039;&#039;&#039;Sensate Gnome&#039;&#039;&#039;: Everything about the world is just a tad bit brighter, sounds clearer, and smells way sicker to you. You can use your sense of smell to locate and hunt things in down like a bloodhound, within a 30ft area. You also have +2 to Perception checks if you are trying to find an undetected creature within your smelling range.&lt;br /&gt;
*&#039;&#039;&#039;Umbral Gnome&#039;&#039;&#039;: Black may not be a color, but it is to you. You gain darkvision.&lt;br /&gt;
*&#039;&#039;&#039;Vivacious Gnome&#039;&#039;&#039;: You are so much the life of the party, un-life phases you less. You gain negative damage resistance equal to half your level; and while you can&#039;t get rid of the Doomed condition easier, you do treat it as one stage less severe than others, meaning Doomed 1 means absolutely nothing to you. A little useful for the [[Oracle]] class.&lt;br /&gt;
*&#039;&#039;&#039;Wellspring Gnome&#039;&#039;&#039;: Something other than primal fey magic has gripped your being. You can pick either the arcane, divine, or occult spell list as to what has altered your being, getting an innate cantrip from that spell list. Whenever you have you gain an ancestry feat that grants an innate primal cantrip, you instead alter the spell to be your chosen tradition.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Goblins]]&#039;&#039;&#039;&lt;br /&gt;
**6 HP, Small sized, +2 Dexterity, +2 Charisma, +2 free boost to any ability score, -2 Wisdom&lt;br /&gt;
***Over the years, the goblins have become tired of being stereotyped as [[Always Chaotic Evil]] assholes that rape, pillage, and burn the common folk and/or cannon fodder. Taking up the adventuring mantle in the hopes of changing the outlooks of everyone, they have become somewhat more friendly to hang around with. They still are natural pyromaniacs and will eat any trash they find off the street, so they have quite the long way to go before they will be 100% welcomed in anyone&#039;s house. Their racial feats, paying homage to their violent pasts, focus a lot on crowd control, dealing extra damage, and being quite hard to punish in response. Your choices of heritages are:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Charhide Goblin&#039;&#039;&#039;: Your family has a long history of being on the receiving end of &amp;quot;Kill it with fire!&amp;quot;. Mercifully, you aren&#039;t quite as flammable as your elders. You gain fire damage resistance equal to half your level, and it only takes DC10 flat check over a DC15 to put yourself out if you ever do catch fire.&lt;br /&gt;
*&#039;&#039;&#039;Irongut Goblin&#039;&#039;&#039;: One man&#039;s trash is another goblin&#039;s five-star cuisine! You can always find a meal to eat, even in the poorest of villages, as long as garbage is easily available. You also can still eat and drink while you suffer the Sickened condition (VERY useful for Mutagenist Alchemist builds!). You gain a +2 circumstance bonus to your saving throws, and even turn any successful Fortitude saving throw with this bonus into a crit-success, against getting afflictions, becoming Sickened, and even for removing the Sickened condition, as long as it from something you would have ate.&lt;br /&gt;
*&#039;&#039;&#039;Razortooth Goblin&#039;&#039;&#039;: Your family always had very, uncomfortably sharp teeth. You gain a 1d6 piercing jaws unarmed attack.&lt;br /&gt;
*&#039;&#039;&#039;Snow Goblin&#039;&#039;&#039;: Cool, chill, maybe even a little coldhearted, your blue fur is testament that you can weather any snowstorm with ease. You gain cold damage resistance equal to half your level and resist cold environments down one stage.&lt;br /&gt;
*&#039;&#039;&#039;Tailed Goblin&#039;&#039;&#039;: Introduced in the &#039;&#039;Lost Omens Character Guide&#039;&#039;, you are descended from monkeys more directly than even the humans. You gain +2 to your Climb checks, gain a skill feat that lets you fight while climbing unabated, and can even use your tail to reduce the number of free hands you need to climb up with!&lt;br /&gt;
*&#039;&#039;&#039;Treedweller Goblin&#039;&#039;&#039;: Introduced in the &#039;&#039;Lost Omens Character Guide&#039;&#039;. Taking a page out the elves&#039; playbook, you become one with nature. As long as you are in a forest or jungle, you get +2 to your Stealth, Survival checks to find food, and your Survival DC to cover your tracks well.&lt;br /&gt;
*&#039;&#039;&#039;Unbreakable Goblin&#039;&#039;&#039;: You were always called &amp;quot;thick-skulled&amp;quot; growing up, no one knew how literal you&#039;d took it. You gain 10 base HP over 6, and you take half-damage from falls.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Halflings]]&#039;&#039;&#039;&lt;br /&gt;
**6 HP, Small-sized, +2 Dexterity, +2 Wisdom, +2 free boost to any ability score, -2 Strength&lt;br /&gt;
***Happy-go-lucky and struck with a case of permanent wanderlust, the not-Hobbits haven&#039;t changed much in the edition shift, outside of losing their ability to pass as human (and look like a child doing so. Though the Core Rulebook&#039;s description of them still refer them as &amp;quot;...some looking like shorter adult humans with slightly larger heads and others having proportions closer to those of a human child&amp;quot;). Much of their racial feats focus on their innate luck, being small and innocent, blending in their surroundings, or making sure no one can catch them when the first three fail them. Their heritages include:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Gutsy Halfling&#039;&#039;&#039;: Just because you are small, doesn&#039;t mean you lack big cajones. You turn any successful saving throw against a Mental effect into a crit-success.&lt;br /&gt;
*&#039;&#039;&#039;Hillock Halfling&#039;&#039;&#039;: Being a rural hick has its perks. You can add your Level whenever you are regaining HP while resting overnight, and you can snack on something while someone is using Treat Wounds on you to add your Level to the amount of HP you would recover. The book is vague on what counts as a snack or even where you get it from, so speak with your [[DM]] about if you get an infinite stash of bananas or something.&lt;br /&gt;
*&#039;&#039;&#039;Jinxed Halfling&#039;&#039;&#039;: Introduced in the &#039;&#039;Advanced Player&#039;s Guide&#039;&#039;, instead of being blessed with supernatural luck, you can curse others with bad luck! You are unable to take any feat relating to Halfling Luck, but you gain the Jinx action, which lets you, once a day, make them roll a Will saving throw to avoid becoming Clumsy. It isn&#039;t a great subrace, given how much you lose over what you gain, so you probably have to be jinxed to take it.&lt;br /&gt;
*&#039;&#039;&#039;Nomadic Halfling&#039;&#039;&#039;: Your family&#039;s always been on the move, never been one to settle down, and it has been that way for generations. Your experience with all the cultures you&#039;ve run into let you gain two additional languages. It also boosts the Multilingual feat, letting you take a grand total of three additional languages every time you gain it.&lt;br /&gt;
*&#039;&#039;&#039;Observant Halfling&#039;&#039;&#039;: Introduced in the &#039;&#039;Lost Omens Character Guide&#039;&#039;, your awareness towers over your height. You gain +1 to all Perception DCs, not to your checks, however.&lt;br /&gt;
*&#039;&#039;&#039;Twilight Halfling&#039;&#039;&#039;: The dark of night have always been a friend to your family, and you are no exception. You gain low-light vision.&lt;br /&gt;
*&#039;&#039;&#039;Wildwood Halfling&#039;&#039;&#039;: Your big, hairy feet has never got in the way of running about in the forest. You ignore any difficult terrain regarding trees, foliage, and undergrowth.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Humans]]&#039;&#039;&#039;&lt;br /&gt;
**8 HP, Medium sized, +2 to any two ability scores of your choosing&lt;br /&gt;
***They are humans. Not much to talk about. Still the most versatile and adaptable of any race, regardless of how much you believe in [[Humanity Fuck Yeah]] or not. Even their feats are more practical than they are flashy. Their heritages are more interesting than they are, being the receptacles of [[Half-Elves]] and [[Half-Orcs]] races, and possibly any other specifically half-human bloodline that will be printed. Humans can choose these as their subrace to gain access to their respective traits, low-light vision, and their respective full ancestry feat line, as well as feats specific for them.&lt;br /&gt;
**&#039;&#039;&#039;[[Half-Elf]]&#039;&#039;&#039; feats lets them utilize their dual-lives to their advantage, whether its blending in with elves or humans, or being so supernaturally charming, no one will care about being a freak of nature.&lt;br /&gt;
**&#039;&#039;&#039;[[Half-Orc]]&#039;&#039;&#039; feats (or the few that exists as of the time of this writing) lets you use your added brainpower to fool those that you are as dumb as you look or empathize with monsters. It&#039;s better to tap into Orc feats with, especially the many that were added when they became a player race as of the &#039;&#039;Advanced Player&#039;s Guide&#039;&#039;.&lt;br /&gt;
**Your more human-specific heritages include:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Skilled Heritage&#039;&#039;&#039;: The human mind craves knowledge for meaningless tasks that may or may not gain meaning. You automatically become Trained in one skill of your choice, becoming an Expert in it at 5th Level.&lt;br /&gt;
*&#039;&#039;&#039;Versatile Heritage&#039;&#039;&#039;: You believe in your adaptability more than you honestly should. You gain any general feat that you meet the prerequisites for.&lt;br /&gt;
*&#039;&#039;&#039;Wintertouched Heritage&#039;&#039;&#039;: Introduced in the &#039;&#039;Lost Omens Character Guide&#039;&#039;, your burning passion for humanity keeps you warm in the coldest of climates. You gain cold damage resistance equal to half your level and resist environmental effects down one stage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Lost Omens Splatbooks====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
=====Lost Omens Character Guide=====&lt;br /&gt;
*&#039;&#039;&#039;[[Hobgoblin]]s&lt;br /&gt;
**8 HP, Medium sized, +2 Constitution, +2 Intelligence, +2 free boost to any ability score, -2 Wisdom&lt;br /&gt;
*** Thanks to the events of the &#039;&#039;Ironfang Invasion&#039;&#039; [[Adventure Path]], hobgoblins have been elevated into a full society within the mountains of the Nirmanthas region. The heroes of the Adventure Path canonically managed to talk down the invading warlord into ending her continental conquest. However, General Azaersi decided to maintain her claim over the region and establish the hobgoblin nation of Oprak. The residents of Nirmanthas and its neighbor, Nidal, are cautiously optimistic that their new hobgoblins neighbors would make great allies, though some believe they are just biding their time and strength, ready to begin &#039;&#039;Ironfang Invasion 2: Electric Boogaloo&#039;&#039;. In the meantime, hobgoblins continue to grow stronger, fiercer, and more militant under the general&#039;s rule. Hobgoblin feats are small in number at the time of this writing, focusing on supporting their allies or stacking debuffs on foes. They can be quite powerful, if you play your cards right. Your options for heritages include:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Elfbane Hobgoblin&#039;&#039;&#039;: Your lineage were bred to be weapons against the elves. You gain the &#039;&#039;Resist Elf Magic&#039;&#039; reaction, letting you gain a +1 bonus towards your saving throws against magical effects, +2 if it is an arcane spell.&lt;br /&gt;
*&#039;&#039;&#039;Runtboss Hobgoblin&#039;&#039;&#039;: You are used to ordering around goblins. You automatically gained the ability to Coerce multiple creatures, and any successful attempt to Coerce goblins will crit-succeed. You also cannot crit-fail such a check.&lt;br /&gt;
*&#039;&#039;&#039;Shortshanks Hobgoblin&#039;&#039;&#039;: Introduced in &#039;&#039;Lost Omens Ancestry Guide&#039;&#039;. You have cartoonishly big shoulders and comically tiny legs. You get the Ride skill feat (Moving while on an animal is pretty much automatic) on top of not being flat-footed while climbing.&lt;br /&gt;
*&#039;&#039;&#039;Smokeworker Hobgoblin&#039;&#039;&#039;: Smoke and fire means little to you and your family. You gain fire damage resistance equal to half your level and you can always target creatures concealed behind smoke.&lt;br /&gt;
*&#039;&#039;&#039;Steelskin Hobgoblin&#039;&#039;&#039;: Introduced in &#039;&#039;Lost Omens Ancestry Guide&#039;&#039;. Your skin is quite tough and calloused. You have an easier time recovering from any manner of persistent physical damage.&lt;br /&gt;
*&#039;&#039;&#039;Warmarch Hobgoblin&#039;&#039;&#039;: Your family never knew the difference between civilian life and military life, always being on the move. You can always find some kind of food in the wilderness as long as you don&#039;t crit-fail your Subsist check, and you can Hustle twice as long without tiring.&lt;br /&gt;
*&#039;&#039;&#039;Warrenbred Hobgoblin&#039;&#039;&#039;: Your family lived underground for generations, adapting for such a life. You can Seek undetected creatures in a 30ft area over a 15ft area using your ears, as long as you are underground. You also crit-succeed all successful Squeeze checks using your Acrobatics.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Leshy| Leshies]]&#039;&#039;&#039;&lt;br /&gt;
** 8 HP, Small sized +2 Constitution, +2 Wisdom, +2 free boost to any ability score, -2 Intelligence&lt;br /&gt;
*** Grown by a druid&#039;s love, care, and vehement rage against those that despoil nature, leshies are back in action! It appears that quite a few different types of leshies have followed suit with the vine leshies in gaining free will and independence.  &lt;br /&gt;
*** Their feat list, at the time of this writing, are as small as they are, being one of the few races to not get a full ancestry feat list. Still, they have some rather unique feats fitting for their plant-like bodies, such as increasing the range of all two-handed weapons by making their arms into vine-like whips, using their leaves to glide through the air, disguising themselves as ordinary houseplants, or performing photosynthesis to heal. &lt;br /&gt;
*** Not every form of leshy is playable, given that they are still a borderline [[construct]] tasked with serving their druidic creators, but those with enough of a free will can choose to be:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cactus Leshy&#039;&#039;&#039;: Introduced in &#039;&#039;Lost Omens Ancestry Guide&#039;&#039;. You&#039;re as prickly as a cactus. Your unarmed attacks are now a bit more dangerous on account of your thorns.&lt;br /&gt;
*&#039;&#039;&#039;Fungus Leshy&#039;&#039;&#039;: You are certainly a fun guy. Your mushroom-like senses grant you darkvision.&lt;br /&gt;
*&#039;&#039;&#039;Fruit Leshy&#039;&#039;&#039;: Introduced in &#039;&#039;Lost Omens Ancestry Guide&#039;&#039;. Your deliciousness is now very apparent. Once per day you grow a special fruit that heals about as much as casting heal at your level.&lt;br /&gt;
*&#039;&#039;&#039;Gourd Leshy&#039;&#039;&#039;: You abide to that intelligence penalty and literally lack a brain. You have better uses for the space betwixt your ears (or lack thereof). You can store up to 1 Bulk worth of items within your head, making it more difficult to snatch from you. You can also draw and use an item in the same action, if it was the only thing inside your head.&lt;br /&gt;
*&#039;&#039;&#039;Leaf Leshy&#039;&#039;&#039;: Born from leaves, your body is incredibly light. No matter how far you fall, your will never take any falling damage.&lt;br /&gt;
*&#039;&#039;&#039;Lotus Leshy&#039;&#039;&#039;: Introduced in &#039;&#039;Lost Omens Ancestry Guide&#039;&#039;. You can float on water, though it requires an Acrobatics check to walk on a moving body of water like a river.&lt;br /&gt;
*&#039;&#039;&#039;Root Leshy&#039;&#039;&#039;: Introduced in &#039;&#039;Lost Omens Ancestry Guide&#039;&#039;. You&#039;re much more in touch with the earth. You now have 10 racial HP and are slightly harder to knock over or shove.&lt;br /&gt;
*&#039;&#039;&#039;Seaweed Leshy&#039;&#039;&#039;: Introduced in &#039;&#039;Lost Omens Ancestry Guide&#039;&#039;. You&#039;re amphibious now, given a swimming speed but at the cost of a slower walk speed.&lt;br /&gt;
*&#039;&#039;&#039;Vine Leshy&#039;&#039;&#039;: Your vines let you clamber up any surface with little challenge. You require no hands to Climb, and you always get a crit-success whenever you successfully pass an Athletics check to Climb.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Lizardfolk]]&#039;&#039;&#039;&lt;br /&gt;
**8 HP, Medium sized, +2 Strength, +2 Wisdom, +2 free boost to any ability score, -2 Intelligence&lt;br /&gt;
*** The lizardfolk are still the highly traditional reptilians seen in first edition. &lt;br /&gt;
*** Like leshies, their feat list is small and incomplete at the time of this writing. What they do get is plenty of feats that make use of their brutish strength and natural weapons, getting deadly claw, jaw, and tail strikes. They also gain a few feats that makes traversal like swimming and climbing easier. Their heritages include:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cliffscale Lizardfolk&#039;&#039;&#039;: You have sticky pads on the soles of your feet that makes climbing up any surface easier. You can fight easier while climbing, and as long as you lack footwear, you can climb without using your hands. Anytime you successfully roll an Athletics check to Climb, you automatically crit-succeed.&lt;br /&gt;
*&#039;&#039;&#039;Cloudleaper Lizardfolk&#039;&#039;&#039;: Introduced in &#039;&#039;Lost Omens Ancestry Guide&#039;&#039;. You have flaps of skin on the sides of your body that make you more like a glider. As long as you have the room, you can never suffer falling damage.&lt;br /&gt;
*&#039;&#039;&#039;Frilled Lizardfolk&#039;&#039;&#039;: You have spiny dorsal fins around your neck that you can flare up to intimidate anyone wondering how the hell you don&#039;t cut yourself with &#039;em. If your opponent can see you, you can Demoralize without speaking. You also gain a 2-action activity that lets you channel your inner [[JoJo&#039;s Bizarre Adventure| JoJo villain]] and walk towards anyone menacingly, giving them Frightened 2 over Frightened 1.&lt;br /&gt;
*&#039;&#039;&#039;Sandstrider Lizardfolk&#039;&#039;&#039;: You got thick scales that reflect the sun&#039;s oppressive rays, granting you fire damage resistance equal to half your level, hot environmental protection, and the ability to 10 times as long without food or drink. However, cold weather hurts you more, treating any cold environment as one level more extreme than normal.&lt;br /&gt;
*&#039;&#039;&#039;Unseen Lizardfolk&#039;&#039;&#039;: You got chameleon skin. You can spend an action to blend in with an environment that matches your skin color, granting you +2 to Stealth checks. You can also spend an hour to completely change your skin color.&lt;br /&gt;
*&#039;&#039;&#039;Wetlander Lizardfolk&#039;&#039;&#039;: You and your family always lived in places like swamps, marshes, rivers, and other bodies of waters. You gain a 15ft swim speed.&lt;br /&gt;
*&#039;&#039;&#039;Woodstalker Lizardfolk&#039;&#039;&#039;: Introduced in &#039;&#039;Lost Omens Ancestry Guide&#039;&#039;. You are one with the woods. You can hide behind any forest or jungle terrain. You also gain the Terrain Stalker skill feat (You can hide in the underbrush and sneak without issue).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Lost Omens Ancestry Guide=====&lt;br /&gt;
*&#039;&#039;&#039;[[Android]]s&#039;&#039;&#039;&lt;br /&gt;
**8 HP, Medium sized, +2 Dexterity, +2 Intelligence, +2 free boost to any ability score, -2 Charisma&lt;br /&gt;
*** Remain mostly untouched, though they lose their immunity to emotion-based effects and have their immunities to disease and poison degraded to just slightly better saving throws to resist them. &lt;br /&gt;
*** Many of their feats utilize their nanites (including bringing back the Nanite Surge feature that 1E androids had to lug around). Their heritages include:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Artisan Android&#039;&#039;&#039;: You are a skilled crafter. You gain training in Crafting the Specialty Crafting skill feat (A bonus to crafting a specific type of item).&lt;br /&gt;
*&#039;&#039;&#039;Impersonator Android&#039;&#039;&#039;: You&#039;re a [[Fallout|Synth who can pass themselves off as just a normal joe]]. You can easily impersonate a normal person and trick people into thinking the same, though you can&#039;t try and impersonate other people so easily.&lt;br /&gt;
*&#039;&#039;&#039;Laborer Android&#039;&#039;&#039;: You are a bot of burden. You gain training in Athletics and the Hefty Hauler skill feat (You can carry more stuff. Woo~).&lt;br /&gt;
*&#039;&#039;&#039;Polyglot Android&#039;&#039;&#039;: Your memory banks understand languages easily. You start off with two more languages and getting the Multilingual feat lets you learn three additional languages each time.&lt;br /&gt;
*&#039;&#039;&#039;Warrior Android&#039;&#039;&#039;: You&#039;re a droid built for war. You are proficient in all simple and martial weapons.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Gillman|Azarketi]]&#039;&#039;&#039;&lt;br /&gt;
**8 HP, Medium sized, +2 Constitution, +2 Charisma, +2 free boost to any ability score, -2 Wisdom&lt;br /&gt;
*** Essentially rebranded [[Aventi|Gillmen]]. They are the descendants of the Azlanti empire, mutated into being fish-men by [[algollthu|algollthus]]. This makes them into partially amphibious humanoids, meaning they need to get wet once at least every 24 hours. Funnily enough, the Azarketi wasn&#039;t supposed to be introduced in the &#039;&#039;Ancestry Guide&#039;&#039;, instead being introduced in &#039;&#039;Absalom, City of Lost Omens&#039;&#039;. However, that splat got indefinitely delayed, forcing Paizo to release them as part of a web supplement that came with the Ancestry Guide. &lt;br /&gt;
*** Many of their feats either tie into their past with algollthus or their unparalleled skills in water. Their heritages include:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Ancient Scale Azarketi&#039;&#039;&#039;: You are so used to the darkness of the depths that you can see perfectly fine in the darkness. As a side-perk, you are also bioluminescent.&lt;br /&gt;
*&#039;&#039;&#039;Benthic Azarketi&#039;&#039;&#039;: You are resistant to the chills of the deep. You gain a resistance to cold damage and can descend to the deep seas without issue.&lt;br /&gt;
*&#039;&#039;&#039;Inured Azarketi&#039;&#039;&#039;: You&#039;ve adjusted to the polluted waters. You gain resistance to poison damage and can last on land for longer.&lt;br /&gt;
*&#039;&#039;&#039;Mistbreath Azarketi&#039;&#039;&#039;: You are capable of living without ever needing to swim. You no longer need to dive under water in order to survive, being fine just with a mere misting or wiping. This allows you to walk faster, but your swimming speed suffers.&lt;br /&gt;
*&#039;&#039;&#039;Murkeyed Azarketi&#039;&#039;&#039;: You have lived in muddy waters, so you can see through poor light. You can notice hidden things more easily.&lt;br /&gt;
*&#039;&#039;&#039;River Azarketi&#039;&#039;&#039;: Your have lived in a river rather than the depths. Any time you use Athletics to swim in a river, any success you roll becomes a crit success.&lt;br /&gt;
*&#039;&#039;&#039;Spined Azarketi&#039;&#039;&#039;: You have poisonous spines you can shoot out of your body.&lt;br /&gt;
*&#039;&#039;&#039;Tactile Azarketi&#039;&#039;&#039;: You have some manner of detecting the current well, like feelers or really sensitive skin. You gain a sort of blindsense using ocean waves and can easily sense your way in the water.&lt;br /&gt;
*&#039;&#039;&#039;Thalassic Azarketi&#039;&#039;&#039;: You are a warrior, capable of fighting in the depths. You have the Underwater Marauder skill feat (You can use slashing and bludgeoning weapons underwater without penalty) and can throw piercing ranged weapons without any issue.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Fetchling]]s&#039;&#039;&#039;&lt;br /&gt;
**8 HP, Medium sized, +2 Dexterity, +2 free boost to any ability score&lt;br /&gt;
*** Remain the same edgy darkfolk with feats focusing on how they want to bend the darkness. Their heritages include:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Bright Fetchling&#039;&#039;&#039;: You&#039;re actually more of a flashlight than a shadow-boi. You gain the light and dancing light cantrips and can emit a dim light from your own body.&lt;br /&gt;
*&#039;&#039;&#039;Deep Fetchling&#039;&#039;&#039;: You are most accustomed to the biting chills of the dark. You gain a resistance to cold damage.&lt;br /&gt;
*&#039;&#039;&#039;Liminal Fetchling&#039;&#039;&#039;: Your ties to the shadow and ethereal planes let you sense the unseen more quickly.&lt;br /&gt;
*&#039;&#039;&#039;Resolute Fetchling&#039;&#039;&#039;: You are accustomed to the horrors of the dark. Whenever you pass a save against an emotion effect, it counts as a critical success.&lt;br /&gt;
*&#039;&#039;&#039;Wisp Fetchling&#039;&#039;&#039;: You&#039;re actually more insubstantial than most. Not only are you small sized, but you are trained in Acrobatics (with a bonus for sliding through things) and gain the Quick Squeeze Squeeze skill feat (You can move more quickly when squeezing past).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Fleshwarps]]&#039;&#039;&#039;&lt;br /&gt;
**10 HP, Medium sized, +2 Constitution, +2 free boost to any ability score&lt;br /&gt;
*** A catch-all term for any manner of folk afflicted by horrible things, twisted into abominations. &lt;br /&gt;
*** Your various feats include ways to weaponize your affliction. Their heritages include:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Created Fleshwarp&#039;&#039;&#039;: You&#039;re Frankenstein&#039;s Monster. You are immune to starvation and can resist poison more easily.&lt;br /&gt;
*&#039;&#039;&#039;Mutated Fleshwarp&#039;&#039;&#039;: Your mutation was brought about by wild magic, like the mana wastes. You can recover from persistent bleed more easily as a result.&lt;br /&gt;
*&#039;&#039;&#039;Shapewrought Fleshwarp&#039;&#039;&#039;: Your transformation was particularly excruciating, as you were awake and aware for every second of it. As a result, you gain resistant to mental damage.&lt;br /&gt;
*&#039;&#039;&#039;Technological Fleshwarp&#039;&#039;&#039;: A fancy way of saying you&#039;re a cyborg with a partly-cybernetic brain. When you pass a save against emotion effects, it counts as a critical success.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Kitsune]]s&#039;&#039;&#039;&lt;br /&gt;
**8 HP, Medium sized, +2 Charisma, +2 free boost to any ability score&lt;br /&gt;
*** Kitsune start off with their ability to transform into a more humanoid form or a fox form, depending on your heritage (by default, a humanoid form based off an existing ancestry, in case you use a Versatile Heritage or Paizo forgets to print one...). &lt;br /&gt;
*** They have a rather shallow pool of feats, focusing chiefly on either their magical nature or their shapeshifting. &lt;br /&gt;
**** The multi-tail shenanigans isn&#039;t a feat this time, instead of giving them more tails based on their highest level spell slot, highest level cantrip, or the number of Ancestry Feats they get, up to nine. Their heritages include:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Celestial Envoy Kitsune&#039;&#039;&#039;: You have a stronger bond to the gods. You have a special reaction that improve resistance against divine effects.&lt;br /&gt;
*&#039;&#039;&#039;Dark Fields Kitsune&#039;&#039;&#039;: Your form is unsettling, capable of terrifying with a mere glance and then feeding off that fear for THP. You do not have a humanoid form, instead opting to turn into a fox.&lt;br /&gt;
*&#039;&#039;&#039;Earthly Wilds Kitsune&#039;&#039;&#039;: You can bite! Yeah, that&#039;s it. Also, because you&#039;re more in touch with your inner animal, you can only turn into a fox.&lt;br /&gt;
*&#039;&#039;&#039;Empty Sky Kitsune&#039;&#039;&#039;: You have a better bond to the magic than most. You gain the Kitsune Spell Familiarity race feat (gain a cantrip).&lt;br /&gt;
*&#039;&#039;&#039;Frozen Winds Kitsune&#039;&#039;&#039;: You are used to the cold. You gain resistance to cold damage and are less affected by cold weather.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Sprite]]&#039;&#039;&#039;&lt;br /&gt;
**6 HP. Tiny sized, +2 Dexterity, +2 Intelligence, +2 free boost to any ability score, -2 Strength&lt;br /&gt;
*** By default, all attacks are magical, which might help ease the financial burden of buying magical weapons for a bit.&lt;br /&gt;
*** Are like gnomes in that they&#039;re distant descendants from their forebears in the First World. As a result, these sprites lack wings...until you invest in the feat chain necessary to make that flight last as long as you wish. Their heritages include:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Draxie&#039;&#039;&#039;: You&#039;re something akin to a faerie dragon. You gain telepathy, but it only works with whoever you touch.&lt;br /&gt;
*&#039;&#039;&#039;Grig&#039;&#039;&#039;: You are Jiminiy Cricket. You have a bonus for doing long jumps and have ghost sound as an innate cantrip.&lt;br /&gt;
*&#039;&#039;&#039;Luminous Sprite&#039;&#039;&#039;: You are a living torch. Way to take one for the team.&lt;br /&gt;
*&#039;&#039;&#039;Melixie&#039;&#039;&#039;: You&#039;re apparently able to talk to bugs and arachnids (and other arthropods) like people.&lt;br /&gt;
*&#039;&#039;&#039;Nyktera&#039;&#039;&#039;: You&#039;re essentially a tiny bat. You gain improved hearing and have an exclusive feat made for talking to bats.&lt;br /&gt;
*&#039;&#039;&#039;[[Pixie]]&#039;&#039;&#039;: You&#039;re a little bigger than most sprites, being Small instead of Tiny.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Strix]]&#039;&#039;&#039;&lt;br /&gt;
**8 HP, Medium sized, +2 Dexterity, +2 free boost to any ability score&lt;br /&gt;
*** Have their human-hating nature be the result of their hate for what old Cheliax had done to them.&lt;br /&gt;
*** Those wings do not help with flying...without investing in a feat chain, with the slight benefit of getting flight earlier than other flight-based feat chains. Their heritages include:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Nightglider Strix&#039;&#039;&#039;: You are totally nocturnal. You get darkvision.&lt;br /&gt;
*&#039;&#039;&#039;Predator Strix&#039;&#039;&#039;: You have a 1d4 claw attack.&lt;br /&gt;
*&#039;&#039;&#039;Scavenger Strix&#039;&#039;&#039;: Name says it all. You get training in Survival (plus a minor bonus for surviving off the land) and the Forager Skill Feat (you can get more food for folks).&lt;br /&gt;
*&#039;&#039;&#039;Shoreline Strix&#039;&#039;&#039;: Your parents may have been seagulls. You have training in Athletics and the Underwater Marauder skill feat (You can use slashing and bludgeoning weapons underwater without penalty).&lt;br /&gt;
*&#039;&#039;&#039;Songbird Strix&#039;&#039;&#039;: You are secretly a canary. You have an easier time impersonating voices and singing.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Lost Omens: [[Golarion#Mwangi_Expanse|Mwangi Expanse]]=====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Anadi]]&#039;&#039;&#039;&lt;br /&gt;
**8 HP, Medium sized, +2 Dexterity, +2 Wisdom, -2 Constitution, +2 free boost to any ability score&lt;br /&gt;
*** A strange race of sentient spiders that hide around the Mwangi Expanse.&lt;br /&gt;
*** They shape-shift because people are kinda creeped out at the idea of talking spiders and they managed to make a spell that&#039;s pretty much common knowledge among them.&lt;br /&gt;
*** Several feats focus on either being a spider or your magical heritage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Adaptive Anandi&#039;&#039;&#039;: You managed to get your shape-shifting magic to turn you into some other humanoid race. As such, you get the Adopted Ancestry feat for this particular race.&lt;br /&gt;
*&#039;&#039;&#039;Polychromatic Anandi&#039;&#039;&#039;: Your fur is a weird and eyecatching hue that wouldn&#039;t look off in a [[Slaanesh]]i band. You gain training in Performance and the Impressive Performance skill feat.&lt;br /&gt;
*&#039;&#039;&#039;Snaring Anandi&#039;&#039;&#039;: Your true form&#039;s fangs have a special sort of curvature to them. As a spider, your bites have the Grapple and Trip traits.&lt;br /&gt;
*&#039;&#039;&#039;Spindly Anandi&#039;&#039;&#039;: You have particularly long limbs, improving your speed to 30 feet.&lt;br /&gt;
*&#039;&#039;&#039;Venomous Anandi&#039;&#039;&#039;: Name on the label. You gain a few daily uses of this venom that coats your fangs and deals extra poison damage on a hit.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conrasu&#039;&#039;&#039;&lt;br /&gt;
**10 HP, Medium sized, +2 Constitution, +2 Wisdom, -2 Charisma, +2 free boost to any ability score&lt;br /&gt;
*** Unlike things like [[Warforged]], these are shards of some cosmic consciousness coalesced into a physical shell and personality. They form wooden shells that are specially formed to their particular needs.&lt;br /&gt;
*** Have the ability to heal themselves a bit when in sunlight.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Rite of Invocation Conrasu:&#039;&#039;&#039; You augmented your shell with magic. You gain one arcane or occult cantrip to cast at-will.&lt;br /&gt;
*&#039;&#039;&#039;Rite of Knowing Conrasu&#039;&#039;&#039;: Your ties to [[Axis]] are stronger than most. You gain a special action that helps improve your successes with recalling information.&lt;br /&gt;
*&#039;&#039;&#039;Rite of Light Conrasu&#039;&#039;&#039;: Your shell is particularly abundant with light. You can hare the healing you gain from sunlight with an ally.&lt;br /&gt;
*&#039;&#039;&#039;Rite of Passage Conrasu&#039;&#039;&#039;: Your shell is well-connected to the plants it is made from. You are immune to difficult terrain caused from undergrowth and are better at keeping balance in the forest.&lt;br /&gt;
*&#039;&#039;&#039;Rite of Reinforcement Conrasu&#039;&#039;&#039;: Your shell has hardened to the point that it&#039;s better than even most armor. This makes your shell into a built-in form of medium plate armor that can&#039;t be removed, but you can improve like regular armor and you can still sleep in it.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Goloma&#039;&#039;&#039;&lt;br /&gt;
**8 HP, Medium sized, +2 Wisdom, +2 free boost to any ability score&lt;br /&gt;
*** Bizarre beast-like humanoids that look like they&#039;re wearing multi-eyed masks. Due to some ancient traumas, they believe themselves to be some sort of valuable prey and thus adopt personas to become more dangerous than they may be.&lt;br /&gt;
*** Have two sets of eyes for twice the spotting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Farsight Goloma&#039;&#039;&#039;: Your vision is augmented. You get darkvision.&lt;br /&gt;
*&#039;&#039;&#039;Frightful Goloma&#039;&#039;&#039;: Your appearance is quite disarming. You get training in Intimidation and the Intimidating Glare skill feat.&lt;br /&gt;
*&#039;&#039;&#039;Insightful Goloma&#039;&#039;&#039;: You&#039;re more perceptive than most in social situations. You have an easier time spotting lies and social cues.&lt;br /&gt;
*&#039;&#039;&#039;Vicious Goloma&#039;&#039;&#039;: Your hands have sharpened into dangerous claws. These claws can be used as unarmed attacks.&lt;br /&gt;
*&#039;&#039;&#039;Vigilant Goloma&#039;&#039;&#039;: You have become more vigilant of any magical traps. You gain Detect Magic as an at-will cantrip as well as improved chances to spot magical traps.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Gnoll]]&#039;&#039;&#039;&lt;br /&gt;
**8 HP, Medium sized, +2 Strength, +2 Intelligence, -2 Wisdom, +2 free boost to any ability score&lt;br /&gt;
*** Rather than being a singular race of murderfucking hyena-men like prior lore, there is a subspecies of gnolls called &amp;quot;Kholo&amp;quot; who live in the Mwangi Expanse. These Kholo aren&#039;t nearly as insane, being more a race of pragmatic savages who wish to be left alone.&lt;br /&gt;
*** Remain otherwise ruthless to an extreme, seeing things like honor and chivalry as pointless. They also [[Kroot|ritualistically devour their fallen ancestors and worthy foes in hopes of absorbing their traits]] and using their bones to make weapons.&lt;br /&gt;
*** Have lowlight vision and their bite attack by default&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Ant Gnoll&#039;&#039;&#039;: You look like an aardwolf rather than any of the larger hyena species, being Small-sized rather than Medium. You get training in Deception and a bonus in using Deception to feign innocence, discerning lies, and using Deception as initiative.&lt;br /&gt;
*&#039;&#039;&#039;Great Gnoll&#039;&#039;&#039;: You&#039;re much bigger and bulkier than others of your lot. Your racial HP is increased to 10 and gain a bonus to trip or shove your adversaries.&lt;br /&gt;
*&#039;&#039;&#039;Sweetbreath Gnoll&#039;&#039;&#039;: Your breath smells oddly pleasant, making others more willing to listen to you. You gain training in Diplomacy and gain an advantage to such checks when others can smell your breath.&lt;br /&gt;
*&#039;&#039;&#039;Witch Gnoll&#039;&#039;&#039;: You are a strange one who knows how to make unsettling sounds. You can cast Ghost Sound as an innate cantrip and gain an advantage to deceive your foes using your voice.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shisk&#039;&#039;&#039;&lt;br /&gt;
**8 HP, Medium sized, +2 Intelligence, +2 free boost to any ability score&lt;br /&gt;
*** Look more like humans that have porcupine quills growing out of their bodies. That said, it requires certain feats for these quills to be actually deadly.&lt;br /&gt;
*** Have darksight by default because of their subterranean lifestyles.&lt;br /&gt;
**** Also thanks to their rather tribal lifestyles, they&#039;re rather cagey about what they share with others.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Lorekeeper Shisk&#039;&#039;&#039;: You are known for your particular knowledge. You gain proficiency in Lore and one other Intelligence or Wisdom-based skill and improve the proficiency in that skill at level 5.&lt;br /&gt;
*&#039;&#039;&#039;Quillcoat Shisk&#039;&#039;&#039;: Your quills are particularly nasty, able to catch onto an attacking enemy and break off on them for retaliatory damage.&lt;br /&gt;
*&#039;&#039;&#039;Spellkeeper Shisk&#039;&#039;&#039;: You are better known for your magical knowledge. You gain one occult or primal cantrip to cast at-will.&lt;br /&gt;
*&#039;&#039;&#039;Stonestep Shisk&#039;&#039;&#039;: You&#039;re quite good on your feet thanks to your cave-dwelling lifestyle. You ignore difficult terrain made by naturally-formed rubble.&lt;br /&gt;
*&#039;&#039;&#039;Stronggut Shisk&#039;&#039;&#039;: Your metabolism is particularly slow. You don&#039;t even need to eat for a week before you begin to starve while poisons take longer to set in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Lost Omens: Grand Bazaar=====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poppet&#039;&#039;&#039;&lt;br /&gt;
** 6 HP, Small sized, +2 Constitution, +2 Charisma, -2 Dexterity, +2 free boost to any ability score&lt;br /&gt;
*** Pinocchio or Winnie the Pooh, as a species. Poppets are magically animated constructs designed to perform minor tasks, and sometimes one gains sentience and becomes an adventurer&amp;lt;ref&amp;gt;&#039;&#039;&amp;quot;&#039;Oh bother&#039;, said Winnie the Rogue, as he leapt onto the Ogre&#039;s back in order to stab it...&amp;quot;&#039;&#039;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
*** Fragile looking, vulnerable to flame, still need to eat and drink.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Ghost Poppet&#039;&#039;&#039;: Animated by a bit of life force and soul from a normal person, usually at the moment of death. Resists Negative Energy.&lt;br /&gt;
*&#039;&#039;&#039;Stuffed Poppet&#039;&#039;&#039;: You lack anything inside your skin but stuffing. Takes no fall damage, no matter how far they fall, and gain access to a feat (&amp;quot;Nothing but Fluff&amp;quot;) that gives you resistance to precision damage.&lt;br /&gt;
*&#039;&#039;&#039;Toy Poppet&#039;&#039;&#039;: See that &amp;quot;Small&amp;quot; size up there? Replace it with &#039;&#039;Tiny&#039;&#039;, with all that implies.&lt;br /&gt;
*&#039;&#039;&#039;Windup Poppet&#039;&#039;&#039;: As long as you&#039;re wound, you don&#039;t need to eat. (Still need air and sleep, though.)&lt;br /&gt;
*&#039;&#039;&#039;Wishborn Poppet&#039;&#039;&#039;: &#039;&#039;When you wish upon a star...&#039;&#039; If you roll a success on a emotion or fear effect, get a crit instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Lost Omens: Impossible Lands=====&lt;br /&gt;
*&#039;&#039;&#039;[[Ghoran]]&#039;&#039;&#039;&lt;br /&gt;
**8 HP, Medium sized, +2 Constitution, +2 free boost to any ability score&lt;br /&gt;
***As with the Leshies, the Ghorans are plantfolk who don&#039;t need to eat, instead subsisting on sunlight for photosynthesis.&lt;br /&gt;
*** Originally, they were the result of a druid trying to make a super-adaptable plant and succeeding so hard that the plants eventually evolved into sentient lifeforms. Each one houses a soul that dates back much further, which some can tap into for some extra knowledge using feats. Their heritages include:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Ancient Ash Ghoran&#039;&#039;&#039;: You have a stronger link to your past lives, providing a bonus trained skill that becomes Expert as you level up.&lt;br /&gt;
*&#039;&#039;&#039;Enchanting Lily Ghoran&#039;&#039;&#039;: You actually smell very nice for a humanoid planty. You&#039;re not only trained in Diplomacy but you also get a bonus when talking to people who can smell you.&lt;br /&gt;
*&#039;&#039;&#039;Strong Oak Ghoran&#039;&#039;&#039;: You&#039;re more tree-man than plant-man. Because of this, you&#039;re harder to grab and harder to knock down by tripping.&lt;br /&gt;
*&#039;&#039;&#039;Thorned Rose Ghoran&#039;&#039;&#039;: Roses, thorns, you get the gist. You get a daily special reaction that can make an enemy that hits you scratch themselves on your thorns, dealing ongoing bleed damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Kashirishi]]&#039;&#039;&#039;&lt;br /&gt;
**8 HP, Small sized, +2 Constitution, +2 free boost to any ability score&lt;br /&gt;
***Surprisingly, a wholly new race of empathic humanoid rhinos that are as small as halflings. Sadly, those horns aren&#039;t very dangerous, being more useful as personal lanterns as they&#039;re made with crystals rather than ivory. Their heritages include:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Athamasi Kashrishi&#039;&#039;&#039;: For some reason, you have a second set of vestigial arms. While you can&#039;t grab anything, they can help with climbing while your hands can do other things.&lt;br /&gt;
*&#039;&#039;&#039;Lethoci Kashrishi&#039;&#039;&#039;: Your society is more coastal, frequently used to swimming in the ocean. You gain a bonus on Athletics checks for swimming and can&#039;t critfail swimming checks.&lt;br /&gt;
*&#039;&#039;&#039;Nascent Kashrishi&#039;&#039;&#039;: Surprisingly, these are a less developed sort of psychic rhino-man, but it provides its own sort of potential. This provides you with a bonus ancestry feat.&lt;br /&gt;
*&#039;&#039;&#039;Trogloshi Kashrishi&#039;&#039;&#039;: Your body actually has more luminescent patterns in addition to your horn. You get the Crystal Luminescence feat, which makes your horn glow brighter, especially when casting spells. You can take this feat again to become more of a lighthouse and make turning the light on/off a free action.&lt;br /&gt;
*&#039;&#039;&#039;Xyloshi Kashrishi&#039;&#039;&#039;: Contrary to most, your horn is actually capable of being used as a natural weapon, dealing 1d6 piercing damage with Finesse.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Nagaji]]&#039;&#039;&#039;&lt;br /&gt;
**10 HP, Medium sized, +2 Strength, +2 free boost to any ability score&lt;br /&gt;
***Your bite is a d6 piercing natural weapon.&lt;br /&gt;
***While the Nagaji are returning from last edition, the Naga-descended people actually got way more variety to their shapes. They&#039;re now capable of being more than just scaly snakemen, they can even look more like [[lamia]]s. Their heritages include:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Hooded Nagaji&#039;&#039;&#039;: Your head is that of a cobra. This means that you now gain a short-ranged venom spit attack that deals 1d4 poison damage and deals ongoing damage on a crit.&lt;br /&gt;
*&#039;&#039;&#039;Sacred Nagaji&#039;&#039;&#039;: The aforementioned Lamia-like species, considered uplifted snakes rather than crafted by Nagas. You can&#039;t bite people, but you can instead slap people with your tail, dealing 1d6 bludgeoning damage and becoming harder to trip or grab.&lt;br /&gt;
*&#039;&#039;&#039;Titan Nagaji&#039;&#039;&#039;: You are literally built different, swoler than fuck. Your scales now act as a natural suit of armor that you can&#039;t remove, but it will be an issue if you try making a class that doesn&#039;t value Strength to some degree.&lt;br /&gt;
*&#039;&#039;&#039;Venomshield Nagaji&#039;&#039;&#039;: Snakes naturally develop a resistance to their own venom, so why can&#039;t you? This grants a resistance to poison damage and a bonus to resist any poison.&lt;br /&gt;
*&#039;&#039;&#039;Whipfang Nagaji&#039;&#039;&#039;: You have a freakishly long neck. You can use this neck to your advantage by spending an action to extend the range of your bite attack.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Vanara]]&#039;&#039;&#039;&lt;br /&gt;
**6 HP, Medium sized, +2 Dexterity, +2 free boost to any ability score&lt;br /&gt;
***The monkey-men return, complete with a prehensile tail they can use almost like a third hand. Their heritages include:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Bandaage Vanara&#039;&#039;&#039;: The most common sort of Vanara, this clan has spread their influence quite wide and have adapted to life in civilization. You suffer no penalties from being in a crowd.&lt;br /&gt;
*&#039;&#039;&#039;Lahkgyan Vanara&#039;&#039;&#039;: Though created in the monkey-god&#039;s image, they are very ruthless rather than tricksy. You gain a 1d6 bite attack.&lt;br /&gt;
*&#039;&#039;&#039;Ragdyan Vanara&#039;&#039;&#039;: The eldest of the heritages, tracing back to the origins of the Vanaras, you value stories and tradition more than others. You can cast one harmless divine cantrip as an innate spell.&lt;br /&gt;
*&#039;&#039;&#039;Wajaghand Vanara&#039;&#039;&#039;: The descendants of Vanaras once enslaved by a Rakshasa, leaving scars that have persisted generations. You gain extra resistance to spells and powers that tamper with emotions.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Vishkanya]]&#039;&#039;&#039;&lt;br /&gt;
**6 HP, Medium sized, +2 Dexterity, +2 free boost to any ability score&lt;br /&gt;
***Far more humanlike than the Nagaji, but their spit and blood contain very potent venoms that they can use on their own weapons. Through various ancestry feats, you can make this venom even more powerful and more crippling. Their heritages include:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Elusive Vishkanya&#039;&#039;&#039;: You are a lot more slippery than others in a literal sense. You get a bonus to escape and can move faster when squeezing in tight spaces.&lt;br /&gt;
*&#039;&#039;&#039;Keen-Venom Vishkanya&#039;&#039;&#039;: Through some keen work, you are capable of using your venom on a weapon as you draw it.&lt;br /&gt;
*&#039;&#039;&#039;Old-Blood Vishkanya&#039;&#039;&#039;: The eldest of the heritages, tracing back to immigrants who sought to reclaim Jamelray. You&#039;re trained in Diplomacy and get either the Streetwise or Courtly Graces skill feat.&lt;br /&gt;
*&#039;&#039;&#039;Prismatic Vishkanya&#039;&#039;&#039;: Your scales are actually quite shiny and sparkly. You are not only proficient in Performance, but you also get the Fascinating Performance feat.&lt;br /&gt;
*&#039;&#039;&#039;Scalekeeper Vishkanya&#039;&#039;&#039;: Your skills lie in book-keeping and history. This gives you the ability to recall knowledge for free once per day.&lt;br /&gt;
*&#039;&#039;&#039;Venom-Resistant Vishkanya&#039;&#039;&#039;: While your innards contain venom, you also have plenty of antivenoms. You not only get resistance to poison, but your saves against poisons also decrease the severity of it even faster.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Extinction Curse====&lt;br /&gt;
*&#039;&#039;&#039;[[Shoonie]]s&#039;&#039;&#039;&lt;br /&gt;
**6 HP, Small sized, +2 Dexterity, +2 Charisma, +2 free boost to any ability score, -2 Constitution&lt;br /&gt;
***The first of the brand-new races to Pathfinder Second Edition, Shoonies were added to the game in the third book of the &#039;&#039;Extinction Curse&#039;&#039; [[Adventure Path]]. Pug-like dogfolk living within the Isle of Kortos, they are a pacifistic, kindhearted people that believe no one is beyond redemption or second chances (even if the low base HP and Constitution penalty makes them a little unsuited for &amp;lt;s&amp;gt;Paladin&amp;lt;/s&amp;gt;Champion builds). This doesn&#039;t stop the few that suffer a personal offense or that threatens their people&#039;s peaceful life from becoming adventurers. Shoony feats are few in number and not all that powerful, focusing on traversal and navigating through and around opponents, but they are one of the few playable races of the time of this writing that are able to gain a burrowing speed with them! The heritage options they have are the following:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Bloodhound Shoony&#039;&#039;&#039;: Your family&#039;s stout snouts not only are able to block out foul stenches, but they can ascertain specific threats that their other senses cannot pick up. They gain the &#039;&#039;imprecise scent&#039;&#039; sense with a range of 30ft, and gain a +2 to any Survival check to Track those they have smelled before.&lt;br /&gt;
*&#039;&#039;&#039;Fishseeker Shoony&#039;&#039;&#039;: Years of patient, calming fishing has honed your reflexes. Any time you successfully Grab An Edge, you crit-success the check. Any time you would crit-fail such a check, you only fail to, so you don&#039;t have to test if shoonies lack collarbones like real dogs. Also, anytime someone fails to Disarm you, you cause them to crit-fail their check!&lt;br /&gt;
*&#039;&#039;&#039;Paddler Shoony&#039;&#039;&#039;: Your kin never found much issue living the swamp life. You ignore difficult terrain and greater difficult terrain regarding bogs, and you crit-succeed any successful Swim check.&lt;br /&gt;
*&#039;&#039;&#039;Thickcoat Shoony&#039;&#039;&#039;: Despite most shoonies living in humid marshes and isles, your family was somehow living up north. You have a much thicker coat of fur that grants you cold damage resistance equal to half your level, you resist freezing environments down one stage, and you can always target creatures concealed only by snow. However, heat-based environments are one level more extreme to you than normal.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Advanced Player&#039;s Guide====&lt;br /&gt;
*&#039;&#039;&#039;[[Catfolk]]&#039;&#039;&#039;&lt;br /&gt;
**8 HP, Medium sized, +2 Dexterity, +2 Charisma, +2 free boost to any ability score, -2 Wisdom&lt;br /&gt;
***The felines have returned to the play space, and the [[Furry|furries rejoiced.]] Lithe, wild, somewhat matriarchal, and always like to satiate their curiosity, the amurrans of Golarion are still out and about the place. Their feats focus heavily on improving their movement and manipulating rolls to avoid worst-case scenarios, including the ability to use their reaction to instantly revive a comrade from being knocked out at Level 13. Your pick of the heritage litter includes:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Clawed Catfolk&#039;&#039;&#039;: Your family always had deadly claws, capable of gouging out eyes and leaving nasty wounds. You gain a 1d6 claw strike.&lt;br /&gt;
*&#039;&#039;&#039;Flexible Catfolk&#039;&#039;&#039;: Introduced in &#039;&#039;Lost Omens Ancestry Guide&#039;&#039;. You have the catlike trait of squeezing out of tight spots. As long as you don&#039;t need to squeeze, you don&#039;t count tight spots as difficult terrain. You also gain a bonus to slip out of binds.&lt;br /&gt;
*&#039;&#039;&#039;Hunting Catfolk&#039;&#039;&#039;: You&#039;re a natural predator. Stalking your prey comes easy to you. You have a 30ft &#039;&#039;imprecise scent&#039;&#039; using your sense of smell. You also have +2 to any Survival check made to Track your prey that you&#039;ve smelt before.&lt;br /&gt;
*&#039;&#039;&#039;Jungle Catfolk&#039;&#039;&#039;: Your kin is closer to panthers and jaguars than just the regular, ol&#039; pussy-cat. You ignore difficult undergrowth terrain, and treat greater difficult undergrowth terrain as just difficult terrain.&lt;br /&gt;
*&#039;&#039;&#039;Liminal Catfolk&#039;&#039;&#039;: Introduced in &#039;&#039;Lost Omens Ancestry Guide&#039;&#039;. You might be related to the Cheshire Cat. You know Detect Magic as an innate spell and have an easier time identifying certain beings from beyond the material plane.&lt;br /&gt;
*&#039;&#039;&#039;Nine Lives Catfolk&#039;&#039;&#039;: Great misfortune always seemed to evade or be mitigated with your family, being able to come back from any life-threatening disaster. Whenever you would be KO&#039;d by a critical hit, you only go down to Dying 1, instead of Dying 2.&lt;br /&gt;
*&#039;&#039;&#039;Sharp-Eared Catfolk&#039;&#039;&#039;: Introduced in &#039;&#039;Lost Omens Ancestry Guide&#039;&#039;. You can pick up noises far more easily, helping you pick out hidden creatures a little faster.&lt;br /&gt;
*&#039;&#039;&#039;Winter Catfolk&#039;&#039;&#039;: A thick coat of fur guards you from the cold, granting you cold damage resistance equal to half your level, and you treat every cold environmental effect as one step less extreme than normal. Not too thick, else heat might be an issue for you...&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Kobold]]s&#039;&#039;&#039;&lt;br /&gt;
**6 HP, Small sized, +2 Dexterity, +2 Charisma, +2 free boost to any ability score, -2 Constitution&lt;br /&gt;
***Everyone&#039;s favorite scrappy, overconfident, dragon-loving cannon-fodder returns in the APG. While the intervening years between first and second edition hasn&#039;t altered them too much society-wise, they have changed quite a bit appearance-wise. They have wider, flatter heads, more pronounced horns, and a thicker frame, giving them a more reptilian appearance fitting for their dragon-descended claims. Feat-wise, they have a rather short list, but there are some quite useful effects focusing on their innate ability to breathe the elements like their dragon patron, excel in their trap-making abilities, or...to a take a page out of the [[5E]] Kobold playbook and cry, whine, and cringe to negate critical damage or Feint... At least that last bit is optional and they don&#039;t have sun sensitivity, unlike their brethren from the [[Wizards of the Coast| coast]]. Their heritages are the following:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cavern Kobold&#039;&#039;&#039;: Your family&#039;s home was as tight and compact as the egg you hatched from. You can move half your Speed whenever you successfully Climb rock walls and other stone terrain, and your full speed if you crit-succeed the check. You also crit-success all successful Squeeze checks.&lt;br /&gt;
*&#039;&#039;&#039;Draconic Sycophant&#039;&#039;&#039;: Introduced in the &#039;&#039;Lost Omens Ancestry Guide&#039;&#039;. You are a skilled climber. You get the Combat Climber skill feat (You can fight while climbing and don&#039;t count as being flat-footed). In particular, you can use your tail for climbing and wield weapons with both hands. In addition, any time you pass an Athletics check for climbing, you count it as a critical success.&lt;br /&gt;
*&#039;&#039;&#039;Dragonscaled Kobold&#039;&#039;&#039;: While all kobolds have scale colors equal to their draconic exemplar, your scales are far closer to them in color and elemental protection. You gain resistance equal to half your level of your draconic exemplar&#039;s damage type, and you double the resistance against dragon&#039;s Breath Weapon strikes.&lt;br /&gt;
*&#039;&#039;&#039;Spellscale Kobold&#039;&#039;&#039;: You can tap into your latent draconic magics. You gain an arcane cantrip.&lt;br /&gt;
*&#039;&#039;&#039;Strongjaw Kobold&#039;&#039;&#039;: You have a vicious set of chompers, coming from your mother, father, or both! You gain a 1d6 jaw attack.&lt;br /&gt;
*&#039;&#039;&#039;Tunnelflood Kobold&#039;&#039;&#039;: Introduced in &#039;&#039;Lost Omens Ancestry Guide&#039;&#039;. Your warren was frequently flooded. You gain a swim speed.&lt;br /&gt;
*&#039;&#039;&#039;Venomtail Kobold&#039;&#039;&#039;: Your tail is tipped with a spur, filled with a deadly venom. You can, once a day, spend one action coat any piercing or slashing weapon with it to deal persistent poison damage equal to your level against your opponent, should you land your next blow.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Orc]]s&#039;&#039;&#039;&lt;br /&gt;
**10 HP, Medium sized, +2 Strength, +2 free boost to any ability score&lt;br /&gt;
***The green-skinned boys are back in town! Ferocious, brutish, and undying, the orcs come swinging with a vicious, full-sized feat list. The APG sidesteps a lot of their more &amp;quot;violent&amp;quot; tendencies of pillaging and &amp;quot;conception&amp;quot; of half-orcs, preferring to focus on their glory-seeking, honesty and unbreakable loyalty to those they see as equals or treat them nicely. They are a society looking to surpass their shitty upbringings, wanting to move on from their long history of conflict.... by way of conflict. Their feat list focuses a lot on resisting magic, improving their deadly strength, or finding new and exciting ways to &#039;&#039;refuse to die&#039;&#039;. This also helps half-orcs tremendously, who started with a comparatively small list of feats they could take, in comparison to half-elves. One of the few niceties orcs have ever given to their illegitimate kin. Their list of heritages have:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Badlands Orc&#039;&#039;&#039;: Your homeland was as equally as harsh and inhospitable as you are. You can Hustle without tiring for twice as long than normal, and you gain environmental heat resistance, dropping it down one level.&lt;br /&gt;
*&#039;&#039;&#039;Battle-Ready Orc&#039;&#039;&#039;: Introduced in the &#039;&#039;Lost Omens Ancestry Guide&#039;&#039;. Your countenance is particularly frightening. You are trained in Intimidation and have the Intimidating Glare skill feat (You can scare folks with just your eyes alone).&lt;br /&gt;
*&#039;&#039;&#039;Deep Orc&#039;&#039;&#039;: Your red eyes and calloused hands are proof that the cavernous depths have fostered your family. You gain two skill feats, one that grants +1 to Survival checks while you are underground, the other letting you fight while climbing easier.&lt;br /&gt;
*&#039;&#039;&#039;Grave Orc&#039;&#039;&#039;: Introduced in &#039;&#039;Lost Omens Ancestry Guide&#039;&#039;. You were exposed to necromantic energies that didn&#039;t quite kill you, even though it should have. You gain resistance to negative energy damage and a bonus to saves against necromancy.&lt;br /&gt;
*&#039;&#039;&#039;Hold-Scarred Orc&#039;&#039;&#039;: Your family has a longstanding tradition of ritually scarring or tattooing themselves. You gain 12 base HP from your ancestry, not 10, and you gain a general feat that increases the Dying value threshold to 5, instead of 4.&lt;br /&gt;
*&#039;&#039;&#039;Rainfall Orc&#039;&#039;&#039;: Growing up in the flooding rain forests have given you a literally sink-or-swim mentality. You have a +2 bonus to Athletics checks requiring you to Swim or Climb, and a +1 bonus to saving throws against diseases.&lt;br /&gt;
*&#039;&#039;&#039;Winter Orc&#039;&#039;&#039;: Introduced in &#039;&#039;Lost Omens Ancestry Guide&#039;&#039;. Another generic winter-theme. You gain resistance to cold damage and treat cold weather as one degree lesser.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ratfolk]]&#039;&#039;&#039;&lt;br /&gt;
**6 HP, Small sized, +2 Dexterity, +2 Intelligence, +2 free boost to any ability score, -2 Strength&lt;br /&gt;
***Diligent, communal, and insightful, the ratfolk return, continuing to fight against the stereotypes and discriminatory actions of the other natives of Golarion, hoping to break the not-[[Skaven]] or other monstrous outlooks most have of them. With their large families and discerning natures, they prefer to keep to themselves. As a nod to [[Starfinder]], Paizo has officially [[Retcon| retconned]] the ratfolk into [[Ysoki]], even given them their ability to store small objects into their cheek pouches as a feat! Speaking of which, their racial feats aren&#039;t all that useful, mostly focusing on their hoarding tendencies, navigation, minor improvements to their crafting skills, or just improving their cheek pouch storage size. Their heritages are:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Deep Rat&#039;&#039;&#039;: Your family dug their homes deeper than any other rat you know. You gain darkvision.&lt;br /&gt;
*&#039;&#039;&#039;Desert Rat&#039;&#039;&#039;: Arid lands and desert sandscapes meant nothing to your kin or you. You can scamper on all-fours, increasing your movement Speed to 30ft, as well as treating environmental hazards based on heat as one degree less severe. Though cold weather is one degree more...&lt;br /&gt;
*&#039;&#039;&#039;Longsnout Rat&#039;&#039;&#039;: Your sniffer is longer and stronger than most other rats. You gain a 30ft radius to your sense of smell to find creatures, and a +2 circumstance bonus to any Seek check.&lt;br /&gt;
*&#039;&#039;&#039;Sewer Rat&#039;&#039;&#039;: Surviving on garbage came natural to your family, giving you an iron stomach and hardy blood. You gain an immunity to the filth fever disease, as well as the ability to recover quicker from successful poison or disease saving throws, decreasing their Stage by 2 instead of 1 on a success, and 3 instead of 2 on a crit-success.&lt;br /&gt;
*&#039;&#039;&#039;Shadow Rat&#039;&#039;&#039;: Your dark fur and dour attitude frightens the local fauna. You become Trained in Intimidation, and you can Coerce animals. You can also Demoralize any animal without a penalty for not sharing their language. However, all animals treat you with disrespect in kind, decreasing their default attitude towards you down one stage. This can be a little problematic for any nature-based campaign, as you piss off every species of wild beast within the immediate area into attacking you just by &#039;&#039;existing&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Snow Rat&#039;&#039;&#039;: Introduced in &#039;&#039;Lost Omens Ancestry Guide&#039;&#039;. You are a very fluffy rodent. You get a resistance to cold damage and treat cold weather as one step less dangerous.&lt;br /&gt;
*&#039;&#039;&#039;Tunnel Rat&#039;&#039;&#039;: Introduced in &#039;&#039;Lost Omens Ancestry Guide&#039;&#039;. You&#039;re quite used to tight places. You have the Quick Squeeze skill feat (You can move and squeeze through a tight space at the same time) and any tight spots that don&#039;t require you to squeeze don&#039;t count as difficult terrain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Tengu]]&#039;&#039;&#039;&lt;br /&gt;
**6 HP, Medium sized, +2 Dexterity, +2 free boost to any ability score&lt;br /&gt;
***Your default ability is having a d6 pecking attack.&lt;br /&gt;
***The tengu caw there way back into player hands, picking up a lot of new tricks, based around their youkai origins. While they still are scavengers of ill-repute like in first edition, some have became natural &amp;quot;jinx-eaters&amp;quot;, able to absorb misfortune, perfect for guiding ships and other mercantile-based trades. Others follow their old, sword-based martial talents, a much easier feat to accomplish thanks to their much more practical stat line for such a calling. Sure, their ancestry feat list isn&#039;t too long, but it does have many practical abilities. Such as screwing over any fortune/misfortune effect, growing wings with a fly speed, or even assuming a human-based disguised form that can later evolve into a &#039;&#039;giant [[oni]] monstrosity with Enlarge and Fly as innate spells.&#039;&#039; The tengu are definitely one of the biggest winners of the edition shift so far! Their heritages include:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Dogtooth Tengu&#039;&#039;&#039;: Your beak also has sharp teeth inside it. Your peck attack has the Deadly d8 feature, making crits more dangerous.&lt;br /&gt;
*&#039;&#039;&#039;Jinxed Tengu&#039;&#039;&#039;: Curses mean nothing to your family at this point. Any curse or misfortune effect you succeed in turns into a crit-success. And whenever you would suffer the Doomed status, you can make a DC17 flat check to try to reduce the status value by 1.&lt;br /&gt;
*&#039;&#039;&#039;Mountainkeeper Tengu&#039;&#039;&#039;: Your family has a keen link to the spirits of the realm, thanks to their generations of ascetism and spirituality. You gain the Disrupt Undead cantrip as an innate primal spell, and any other spell you would gain from your heritage or ancestry can be cast as either divine or primal.&lt;br /&gt;
*&#039;&#039;&#039;Skyborn Tengu&#039;&#039;&#039;: Something about you has gifted you with a lighter frame or even entire (unusable) wings! You take no falling damage, no matter how far you fall.&lt;br /&gt;
*&#039;&#039;&#039;Stormtossed Tengu&#039;&#039;&#039;: You have a hankering for storm-chasing, or storms had a hankering for you, ever since you were a chick. You gain electricity damage resistance equal to half your Level and you can target any creature concealed by rain or fog without a flat check.&lt;br /&gt;
*&#039;&#039;&#039;Taloned Tengu&#039;&#039;&#039;: In addition to the tengu standard of their strong beaks, your family always had strong claws! You gain a 1d4 claw strike.&lt;br /&gt;
*&#039;&#039;&#039;Wavediver Tengu&#039;&#039;&#039;: Introduced in &#039;&#039;Lost Omens Ancestry Guide&#039;&#039;. Your particular family is adept at dealing with the waves. You gain a swim speed. You have a special feat that makes getting wet less of an issue.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Guns &amp;amp; Gears====&lt;br /&gt;
*&#039;&#039;&#039;Automaton&#039;&#039;&#039;&lt;br /&gt;
**8 HP, Medium or Small sized, +2 Strength, +2 free boost to any ability score&lt;br /&gt;
*** The remnants of an ancient [[magitech]] empire who couldn&#039;t build these things fast enough to stop their own collapse due to making so many enemies.&lt;br /&gt;
*** Rather than the vague origins of [[Warforged]], these guys are explicitly stated to have souls transplanted from human donors - and the effects of being a human in a nigh-immortal shell went as well as you&#039;d expect.&lt;br /&gt;
*** Have low-light vision because you&#039;re a robot.&lt;br /&gt;
*** Share the Warforged philosophy of being technically living constructs. While immune to sleep or starvation, they can still be healed by normal means and can be affected by many things most constructs would otherwise be able to ignore.&lt;br /&gt;
*** Have plenty of feats that provide some badass tricks that being a robot gives. However, there are also some later feats that can improve you earlier feats to become even stronger. As an example, one of your feats provides you with built-in medium armor which, if upgraded, gives you a DC 17 check to degrade a critical hit you suffer into a normal hit. One of your capstone feats turns you into a FUCKING MAGICAL CANNON.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Hunter Automata&#039;&#039;&#039;: For some reason, your appearance is more animalistic than humanoid. This includes being able to move faster when on all fours, but only if your hands are free. You also have ways of being sneaky from a feat.&lt;br /&gt;
*&#039;&#039;&#039;Mage Automaton&#039;&#039;&#039;: Your chassis has the ability to tap into your core more easily, allowing you to cast more easily. This allows you to cast one arcane cantrip as an innate spell. A later feat lets you also gain a spell slot from this.&lt;br /&gt;
*&#039;&#039;&#039;Sharpshooter Automaton&#039;&#039;&#039;: Your eyesight and reflexes are among the keenest in the world. You get a special action you can use to reduce the penalties inflicted by shooting beyond a weapon&#039;s first range bracket. A later feat turns you into a sort of scrap cannon, letting you shoot out random scrap you picked up throughout the day as a rain of shrapnel.&lt;br /&gt;
*&#039;&#039;&#039;Warrior Automaton&#039;&#039;&#039;: Your frame is quite bulky, being made for close combat. This gives you an unarmed attack that deals 1d6 damage. A later feat also gives you the chance to piledrive a grappled opponent into the ground.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Book of the Dead====&lt;br /&gt;
*&#039;&#039;&#039;Skeleton&#039;&#039;&#039;&lt;br /&gt;
**6 HP, Medium sized, +2 Dexterity, +2 Charisma, +2 free boost to any ability score&lt;br /&gt;
*** The meme is real, you are now the spooky scary skellingtons.&lt;br /&gt;
*** While you lack any hunger, you still need to collect bones for repairs.&lt;br /&gt;
*** Have a lot of feats based on disassembly, from merely collapsing into a pile of bones to using your ribs as weapons and rearranging your structure into something akin to an animal.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Subraces&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Compact Skeleton&#039;&#039;&#039;: You might have once been something like a Halfling or Gnome, meaning that you are Small. You gain the Tight Squeeze skill feat even if you lack the prerequisite skill training and you don&#039;t count tight spaces as difficult terrain.&lt;br /&gt;
*&#039;&#039;&#039;Fodder Skeleton&#039;&#039;&#039;: The most common type of skeleton, raised from a great many different species including humans. Because of how efficiently necromantic energy runs through you, your speed improves to 30 feet.&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Skeleton&#039;&#039;&#039;: You were raised from the remains of monstrous humanoid creature, if not an actual beast. You gain a unique natural weapon that deals 1d6 damage based on some unique physical trait.&lt;br /&gt;
*&#039;&#039;&#039;Sturdy Skeleton&#039;&#039;&#039;: Your frame is quite bulky, likely being made from some hardy being like an Orc or Dwarf. Your ancestry gives you 10 HP and you gain the Diehard feat.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Versatile Heritages====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
No longer your half-_ will always be part human, now your can tack on any of the following to your [[Original character, do not steal|OC]] by replacing their normal subrace. Technically, the half-elves and half-orcs fit here too. None of them really give you a lot beside access to their feats. In other words: You can now be a Dwarf Dhampir or Elf Tiefling, but you&#039;re only getting more feat options and a low-light vision upgrade, compared to other heritages&#039; much more direct (if situational) bonuses.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Aasimar]]&#039;&#039;&#039;&lt;br /&gt;
** Most of the tricks remain, though your some of your level 1 feats lock you into either having Angel, Archon or Azata origins. A later feat even lets you call upon one of your forebears as a ritual.&lt;br /&gt;
*&#039;&#039;&#039;[[Aphorite]]&#039;&#039;&#039;&lt;br /&gt;
** Tied to the plane of Law rather than good or evil. This doesn&#039;t allow to take feats to tie yourself to either devils or archons, meaning that your feat list is pretty slim.&lt;br /&gt;
*&#039;&#039;&#039;[[Shifter|Beastkin]]&#039;&#039;&#039;&lt;br /&gt;
** Rebranded skinwalkers/shifters. Unfortunately, you can&#039;t really use some of your more esoteric beastfolk qualities, such as those belonging to birds or sharks (while you can be any animal, down to a T. rex, you don&#039;t get their different speeds and senses without some mid-to-late-game feats), and your natural weapon is rather poor. Luckily, you can turn into an animal, gain innate spells, and essentially become permanently large.&lt;br /&gt;
*&#039;&#039;&#039;[[Changeling]]&#039;&#039;&#039;&lt;br /&gt;
** Altered somewhat from their initial appearance, Changelings are still the offspring of [[Hag]]s. Now they can be of any race and sex, instead of being humanoid and female-only. They still suffer from, women especially, what is known as &amp;quot;&#039;&#039;the Call&#039;&#039;&amp;quot;, the psychic influence from their mothers that is pushing them to join their coven and turn into hags themselves (begs an interesting question about what happens to the men that end up following the Call...). &lt;br /&gt;
**Their Level 1 subrace feat are split between Brine May, Callow May, Dream May, and Slag May origins, based off the type of hag their mothers are. Later feats provide bonuses like resistance to mental effects, dealing mental damage with your claw strikes, and eventually gaining access to some Hag Magic spells.&lt;br /&gt;
*&#039;&#039;&#039;[[Dhampir]]&#039;&#039;&#039;&lt;br /&gt;
** Vampires were never really restricted by the base creature, now neither are their hybrid offspring. &lt;br /&gt;
** Compared to other versatile heritages, they&#039;re rather limited in their racial feat choices. Not a bad thing though, as you get all the important vampire stuff early on.&lt;br /&gt;
*&#039;&#039;&#039;[[Duskwalker]]&#039;&#039;&#039;&lt;br /&gt;
** Basically a psychopomp-based equivalent to Aasimar and Tieflings. Feat list is very limited, but it might be due to their very specific origin. &#039;&#039;Lost Omens Ancestry Guide&#039;&#039; added a series of feats having you honor and mimic psychopomps around Golarion, such as morrignas, catrinas, and calacas.&lt;br /&gt;
**Despite the above mentioned feats, the closest you have to some sort of heritage feats are two: one gives you a re-roll on a save that would have otherwise killed you (due to dying from some freak accident like choking on a bone or something) or getting a free strike before going down (as a result of having been deliberately killed and resolving to avoid having another killer get away).&lt;br /&gt;
*&#039;&#039;&#039;[[Ganzi]]&#039;&#039;&#039;&lt;br /&gt;
** Remain beings tied to the plane of Chaos. Instead of low-light vision, they get resistance equal to half their level against to acid, electricity, or sonic...with the caveat being it&#039;s &#039;&#039;randomly picked&#039;&#039; at the start of the day. Chaos indeed... &lt;br /&gt;
** Have quite a few feats tied to tail shenanigans like Tieflings.&lt;br /&gt;
*&#039;&#039;&#039;[[Ifrit]]&#039;&#039;&#039;&lt;br /&gt;
** Remain fire-based, having resistance to fire damage and are less affected by extreme heat. Various feats include more fire-based tricks.&lt;br /&gt;
** Have level 1 feats based on the various subraces 1E introduced.&lt;br /&gt;
*&#039;&#039;&#039;[[Oread]]&#039;&#039;&#039;&lt;br /&gt;
** Lack any sort of native resistance to acid, but have better vision in darkness. Various feats include using earth and steel to reinforce your weapons and armor.&lt;br /&gt;
*&#039;&#039;&#039;[[Doppelganger | Reflection]]&#039;&#039;&#039;&lt;br /&gt;
** You are the result of something going horribly wrong (or right), being an unnatural duplicate of someone. You get level 1 feats that lock your lineages to being the result of Cloning, a Mirror duplicate, or the result of a polymorph spell gone wrong. &lt;br /&gt;
** You gain feats to confuse mental attacks and even yourself about how is the real progenitor with additional powers based on your lineage.&lt;br /&gt;
** Have level 1 feats based on the various subraces 1E introduced.&lt;br /&gt;
*&#039;&#039;&#039;[[Suli]]&#039;&#039;&#039;&lt;br /&gt;
** Remain the element-neutral descendants of genies. Various feats utilize their ties to elemental magic.&lt;br /&gt;
*&#039;&#039;&#039;[[Sylph]]&#039;&#039;&#039;&lt;br /&gt;
** Lack any sort of native resistance to electricity, but have better vision in darkness. Various feats let you deal with the wind as well as control it.&lt;br /&gt;
** Have level 1 feats based on the various subraces 1E introduced.&lt;br /&gt;
*&#039;&#039;&#039;[[Tiefling]]&#039;&#039;&#039;&lt;br /&gt;
** You get level 1 feats that lock your lineages to devil, daemon or demon as well as a later feat to call upon said forebear.&lt;br /&gt;
** A good bit of your feats focus on your more distinct anatomy like a speed boost from hooves, natural weapons and tail trickery.&lt;br /&gt;
*&#039;&#039;&#039;[[Undine]]&#039;&#039;&#039;&lt;br /&gt;
** Lack any sort of native resistance to cold, but have a minor swim speed. Various feats let you do fun things with water.&lt;br /&gt;
** Have level 1 feats based on the various subraces 1E introduced.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
*Alchemist is now a core class alongside the classic 3.X Roster (Barbarian, Bard, Cleric, Druid, Fighter, Monk, &amp;lt;s&amp;gt;Paladin&amp;lt;/s&amp;gt; Champion, Ranger, Rogue, Sorcerer, Wizard).&lt;br /&gt;
*Like Starfinder, each class has a key ability score you focus on for class-related saves, and this DC improves in proficiency as you level up. Each also boosts this key stat at level 1.&lt;br /&gt;
*Most classes have no out of combat utility. What does remain tends to be gated behind Skill Feats.&lt;br /&gt;
*The idea of a &amp;quot;half-caster&amp;quot;, as in a class that gains limited access to the lower level spells, is mostly done away with; instead, some classes get &amp;quot;Focus Points&amp;quot;. Starting at 1, Focus Points are used to cast Focus Spells, at a cost of 1 Focus Point per use. After a battle, a character can take 10 minutes to refocus and regain a single focus point, but only one. This makes them more useful than once per day, but not as usable as a Cantrip.  &lt;br /&gt;
**One could also fulfill their limited-casting fetish through multi-classing (Casting classes grant a limited access to spell traditions and casting powers through the right feats).&lt;br /&gt;
**As of the Secrets of Magic, something resembling a half-caster exists, although it&#039;s more along the lines of &amp;quot;highly limited number of spells per day&amp;quot; (4, &#039;&#039;&#039;total&#039;&#039;&#039;, not per level), rather than the &amp;quot;highly limited access to the spell list&amp;quot; method of PF1E or D&amp;amp;D.&lt;br /&gt;
* As a side effect of the above, there are exactly four spell lists: Arcane (Wizard), Divine (Cleric), Primal (Druid) and Occult (Bard); no more, no less. &#039;&#039;&#039;All spellcaster classes&#039;&#039;&#039; are either assigned or &amp;quot;pick&amp;quot;&amp;lt;ref&amp;gt;In quotation marks because these are chosen by the Player, but frequently &#039;&#039;&#039;not&#039;&#039;&#039; by the Character.&amp;lt;/ref&amp;gt; exactly one of the four as a baseline; subclass features, special feats and Focus Spells can allow access to a few spells outside the list, but usually at the cost of a feat.&lt;br /&gt;
*Focus is a new-ish resource that lets you use spell-like abilities like [[Cleric Domain]] Powers, Ki Powers, and similar affairs. Playtesters might better recognize this as Spell Points. Fortunately, this recharges fairly quickly (10 minutes rest) and it&#039;s no longer tied to a stat.&lt;br /&gt;
** Focus spells (almost) always&amp;lt;ref&amp;gt;The few exceptions are granted as a class or subclass feature, usually just to provide a base ability in focus spells.&amp;lt;/ref&amp;gt; cost a class feat, and being able to cast more than one in combat also costs a class feat. In short: Focus Spells are a specialization, and you&#039;ll probably only use 1 per encounter, so make it count.&lt;br /&gt;
* Multiclassing is purely a matter of feats. For more detail, see below under Miscellaneous.&lt;br /&gt;
&lt;br /&gt;
As to the individual classes themselves:&lt;br /&gt;
&lt;br /&gt;
====Core Rulebook Classes====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Alchemist]]&#039;&#039;&#039;&lt;br /&gt;
**Replaced those spell-like infusions that were totally jank anyways with just gaining access to the big list of alchemical items without needing an extra feat. Some of these items you can even make for free without needing to spend much time or any cash on crafting. This is all managed by your daily resources, your Infused Reagents.&lt;br /&gt;
**Though this is as much an overall system change: Bombs have been replaced with an expansion of the Alchemical(Splash) Weapons (Acid flask, Alchemist&#039;s Fire, etc...), which now come in higher levels, so even non-Alchemists can benefit from them past the first three or four levels. &lt;br /&gt;
**Has the ability to instantly make some free lower-level alchemical things using your Infused Reagents.&lt;br /&gt;
**Split into subclasses known as &#039;&#039;Research Fields&#039;&#039;. Alongside some other improvements, you do get the means of producing infinite numbers of certain lower-level items for free. They are composed of the following:&lt;br /&gt;
***&#039;&#039;&#039;Bomber&#039;&#039;&#039; (&#039;&#039;Core Rulebook&#039;&#039;) -- Lets them produce infinite bombs and target your splash damage against only your main target.&lt;br /&gt;
***&#039;&#039;&#039;Chirurgeon&#039;&#039;&#039; (&#039;&#039;Core Rulebook&#039;&#039;) -- Lets the Alchemist craft &#039;&#039;elixirs of life&#039;&#039; (basic healing potions) as well as potions and antidotes. It also lets them use Crafting over Medicine for &amp;lt;s&amp;gt;Untrained and Trained Medicine checks (still requiring you to have Medicine Trained in the first place...)&amp;lt;/s&amp;gt; any tests and feats requiring the latter. Suffered pretty severely early on due to the extremely limited scope of free items they can craft.&lt;br /&gt;
***&#039;&#039;&#039;Mutagenist&#039;&#039;&#039; (&#039;&#039;Core Rulebook&#039;&#039;) -- Lets them use their Infused Reagents to craft mutagens, as well as (added in an errata) the ability to reactivate any mutagen they have consumed that day, regardless of materials, once per day.&lt;br /&gt;
***&#039;&#039;&#039;Toxicologist&#039;&#039;&#039; (&#039;&#039;Advanced Player&#039;s Guide&#039;&#039;) -- They can craft infinite poisons, as well as only use one action to coat a weapon in poison over two. They also have an easier time inflicting said poison, using their Class DC over the poison&#039;s check, should it be higher.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Barbarian]]&#039;&#039;&#039;&lt;br /&gt;
**Rather than the rounds/day nonsense of the past, now Rages last a full minute before needing a cooldown, just like in 5E. However, like last edition, going into a Rage does restrict what actions you can take and it initially needs a lengthy cooldown period that...just means you can&#039;t rage again. No penalties or anything.&lt;br /&gt;
**&amp;quot;Instincts&amp;quot; are pretty much the replacements of Totems, granting a bonus effect to your rage, a bonus resistance to eventually develop while raging at Level 9, and an anathema that prevents you from raging for a full day should you break it, because everyone needs to fall. The Instincts are:&lt;br /&gt;
***&#039;&#039;&#039;Animal Instinct&#039;&#039;&#039; (&#039;&#039;Core Rulebook&#039;&#039;) -- Grants the Barbarian an animal&#039;s unarmed attacks while they are raging, polymorphing their body to match those powers. Good, as using weapons while you are raging is anathema.&lt;br /&gt;
***&#039;&#039;&#039;Dragon Instinct&#039;&#039;&#039; (&#039;&#039;Core Rulebook&#039;&#039;) -- Increases the damage they deal while Raging, as well as convert that damage to the element of their patron dragon. They also choose to revere or abhor the draconic patron, making it anathema to deny their orders for the former and being unable to slay them for the latter.&lt;br /&gt;
***&#039;&#039;&#039;Fury Instinct&#039;&#039;&#039; (&#039;&#039;Core Rulebook&#039;&#039;) -- The simplest of them, it increases the damage they deal while raging as well as gives them an additional 1st-Level Barbarian feat. It has no anathema to break, but no additional abilities either.&lt;br /&gt;
***&#039;&#039;&#039;Giant Instinct&#039;&#039;&#039; (&#039;&#039;Core Rulebook&#039;&#039;) -- Lets the Barbarian the ability to wield Large-sized weapons, as well as any weapon one-size larger than them should they be any size other than Small or Medium, all of which also applies to their starting gear. Though its heavy weight and size gives them a status penalty while they wield it, it also increases their rage damage. Failing to face a personal challenge of strength is anathema.&lt;br /&gt;
***&#039;&#039;&#039;Spirit Instinct&#039;&#039;&#039; (&#039;&#039;Core Rulebook&#039;&#039;) -- Increases the rage damage they deal, as well as give them the option to make it Positive or Negative damage instead of their normal damage. They also gain the Ghost Touch ability on all their weapons and unarmed attacks while raging, meaning they are so angry, they can punch ghosts and other specters. Disrespecting the dead and other corpses is anathema.&lt;br /&gt;
***&#039;&#039;&#039;Superstitious Instinct&#039;&#039;&#039; (&#039;&#039;Advanced Player&#039;s Guide&#039;&#039;) -- Being angry about all forms of magic grants them +2 to all saves against magical effects as well as the ability to heal themselves equal to the amount of temporary hit points they would have regained while raging. Willingly accepting magical effects and spells onto  yourself, &#039;&#039;including healing&#039;&#039; (potions are exempt from this), or travelling with someone that has no intentions of respecting your superstitions, is anathema.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Bard]]&#039;&#039;&#039;&lt;br /&gt;
**Now full casters, with access to 10th level spells in their own rinky-dink spell list (called &amp;quot;Occult&amp;quot;).&lt;br /&gt;
**Much of the old bardic buffs and debuffs spells and abilities have became what are known as &#039;&#039;Composition Spells&#039;&#039;, special focus spells and cantrips that can only be cast one at a time, per turn.&lt;br /&gt;
**Bards are also subdivided into subclasses through &amp;quot;Muses&amp;quot;, each providing a 1st-Level feat and a free spell to their spell repertoire:&lt;br /&gt;
***&#039;&#039;&#039;Enigma&#039;&#039;&#039; (&#039;&#039;Core Rulebook&#039;&#039;) -- Loves to hunt down mysteries and other forbidden knowledge. Grants them the Bardic Lore feat, letting them roll Recall Knowledge on any subject, no matter how niche or obscure. It also gives them &#039;&#039;True Strike&#039;&#039; as a spell.&lt;br /&gt;
***&#039;&#039;&#039;Maestro&#039;&#039;&#039; (&#039;&#039;Core Rulebook&#039;&#039;) -- The classic music-playing bard. Gives the Lingering Composition feat and focus spell, giving them a chance to extend any composition spell from one round, up to four. They also gain &#039;&#039;Soothe&#039;&#039; as a spell.&lt;br /&gt;
***&#039;&#039;&#039;Polymath&#039;&#039;&#039; (&#039;&#039;Core Rulebook&#039;&#039;) -- The traditional jack-of-all-trades bard. Gives them the Versatile Performance feat, letting them substitute Performance for Diplomacy, Deception, and Intimidation checks and for the purposes of Training Prerequisites. It also gives them &#039;&#039;Unseen Servant&#039;&#039; as a spell.&lt;br /&gt;
***&#039;&#039;&#039;Warrior&#039;&#039;&#039; (&#039;&#039;Advanced Player&#039;s Guide&#039;&#039;) -- Closest thing to an occult-based [[Magus]] gish at the moment without the need for Archetypes, granting them sword-and-spell prowess. Gives them the Martial Performance feat, giving them proficiency in all martial weapons. It also gives them &#039;&#039;Fear&#039;&#039; as a spell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Cleric]]&#039;&#039;&#039;&lt;br /&gt;
**Domains now only give &#039;&#039;two&#039;&#039; spell-like powers. Nothing more, nothing less. This is also done over two feats.&lt;br /&gt;
***As a measure of compensation for this, each deity has a small set of spells they automatically grant their clerics (naturally Nethys, the god of magic, gives more than most other deities).&lt;br /&gt;
**Cure and Channel Energy are now one and the same. The effect you&#039;d typically call Channel Energy is now an extended-casting version of the Heal/Harm spell.&lt;br /&gt;
**Clerics are billed between different subtypes known as Doctrines, each providing specific bonuses and proficiency increases every 1st, 3rd, 7th, 11th, 15th, 17th, and 19th Levels. They are:&lt;br /&gt;
***&#039;&#039;&#039;Cloistered&#039;&#039;&#039; (&#039;&#039;Core Rulebook&#039;&#039;) -- The divine spell-focused caster Cleric. Grants them their first Domain feat and improves your divine spell proficiencies to their maximums.&lt;br /&gt;
***&#039;&#039;&#039;Warpriest&#039;&#039;&#039; (&#039;&#039;Core Rulebook&#039;&#039;) -- Grants them training light and medium armor proficiency, all the tricks needed for shields, and Expert Fortitude proficiency. While initially stuck with the base weapon proficiencies of a Cleric (unless your favored weapon is a simple weapon, in which caste, you get the Divine Simplicity feat to make them deadlier) gaining martial weapon proficiency at Trained level, and Expert in their Deity&#039;s Preferred Weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Druid]]&#039;&#039;&#039;&lt;br /&gt;
**They get access to the Primal spell list and Order Spells, special Focus Spells that are dependent on your Order.&lt;br /&gt;
**Druids still abide to their traditional anathemas: you can&#039;t don metal armor or shields, carelessly ruin nature, or teach the Druidic language to non-druids. Else you lose your magical powers and Order benefits and must have the &#039;&#039;Atone&#039;&#039; ritual cast on you to rejoin them. Orders also provide additional anathemas, similar to Barbarians and Champions.&lt;br /&gt;
**The Orders are:&lt;br /&gt;
***&#039;&#039;&#039;Animal Order&#039;&#039;&#039; (&#039;&#039;Core Rulebook&#039;&#039;) -- Grants them Athletics training and an animal companion at Level 1. Being cruel to animals or committing wanton, extinction-class slaughter against them is anathema to the Animal Order.&lt;br /&gt;
***&#039;&#039;&#039;Flame Order&#039;&#039;&#039; (&#039;&#039;Secrets of Magic&#039;&#039;) -- Grants Acrobatics training and the Fire Lung feat, which ignores penalties involving smoke. Letting supernatural fires to spread or stopping natural fires in a way that harms the environment is anathema.&lt;br /&gt;
***&#039;&#039;&#039;Leaf Order&#039;&#039;&#039; (&#039;&#039;Core Rulebook&#039;&#039;) -- Grants the druid Diplomacy training and a [[Leshy]] familiar. Haplessly destroying plant-life is anathema.&lt;br /&gt;
***&#039;&#039;&#039;Stone Order&#039;&#039;&#039; (&#039;&#039;Secrets of Magic&#039;&#039;) -- Grants Crafting training and the Steadying Stone feat, which helps keep your balance when on ground. Corrupting the ground and carelessly scouring the earth of its resources is anathema.&lt;br /&gt;
***&#039;&#039;&#039;Storm Order&#039;&#039;&#039; (&#039;&#039;Core Rulebook&#039;&#039;) -- Acrobatics training and no penalty to casting spells in or against targets concealed by weather comes naturally to the Storm Druid. Polluting the air or allowing vast, ecological climate shifts to happen to a threat you know of is anathema to you (So no smoking!).&lt;br /&gt;
***&#039;&#039;&#039;Wave Order&#039;&#039;&#039; (&#039;&#039;Secrets of Magic&#039;&#039;) -- Grants Medicine training and the Shore Step feat, letting you ignore penalties when in shallow water and improving Athletics checks when in water. Polluting the water of allowing vast ecological climate shifts to happen to a threat you know of is anathema.&lt;br /&gt;
***&#039;&#039;&#039;Wild Order&#039;&#039;&#039; (&#039;&#039;Core Rulebook&#039;&#039;) -- The shape shifting-focused Order. Training in Intimidation and easy access to the &#039;&#039;Wild Shape&#039;&#039; focus spell, as well the &#039;&#039;Wild Morph&#039;&#039; focus spell. Letting yourself become &amp;quot;fully-domesticated to the temptations of civilization&amp;quot;, read: owning a house there is anathema.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Fighter]]&#039;&#039;&#039;&lt;br /&gt;
**Fighters possess an interrupting Opportunity Attack by default. For sake of gimping everyone else while uplifting the fighter, this is now an exclusive feature (though Champions, Barbarians, and, presumably, similar future martial classes can grab it as a class feat at level 6 while other classes get similar-yet-different reactions - that and Attack of Opportunity being surprisingly rare among monsters and NPCs).&lt;br /&gt;
**They took the [[Brawler]]&#039;s ability to take feats they don&#039;t have, though at a much slower rate.&lt;br /&gt;
**They are also the only class in the CRB that gets Legendary weapon proficiency, giving them much better accuracy, and in return a much higher chance to crit than (nearly) any other martial class.&lt;br /&gt;
*** They also gain proficiency at a much faster rate than other classes, beginning with Expert proficiency at level 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Monk]]&#039;&#039;&#039;&lt;br /&gt;
**Start off with Flurry of Blows and aren&#039;t automatically bound to Ki powers or [[Wisdom]] at all.&lt;br /&gt;
**By default, you&#039;re only trained in fists or simple weapons, and that latter one isn&#039;t usable with any of your abilities. You&#039;ll need to expend feats for proficiency with either melee weapons or bows (Yeah, APG gave us back the Zen Archer).&lt;br /&gt;
**While not technically a class feature, &#039;&#039;Guns &amp;amp; Gears&#039;&#039; does have the Bullet Dancer archetype, which introduces guns into the potential tool of usable tools...though by default, you&#039;ll be stuck with simple firearms, most of them being old-school muskets and pistols.&lt;br /&gt;
**Your unarmored defense isn&#039;t tied to Wisdom and you still start with all good saves. Leveling up, however, means leaving one save at just &amp;quot;good&amp;quot; rather than &amp;quot;awesome&amp;quot;.&lt;br /&gt;
**Alongside the classic Monk powers and maneuvers, your starting Ki powers are either Ki Stride (Move twice in an action) and Ki Strike (Attack once, deal double damage of a certain type). Gaining one of these Ki powers is necessary to gain the later ki powers at the moment, such as the ability to go &#039;&#039;Super Saiyan&#039;&#039; ala &#039;&#039;Dragon Ball Z&#039;&#039;, including making your hair/fur/scales change color and glow.&lt;br /&gt;
**Monks get innate access to Stance feats, martial stances that switch up their unarmed attacks. Some stances also require ki spells to gain.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Paladin|&amp;lt;s&amp;gt;Paladin&amp;lt;/s&amp;gt; Champion]]&#039;&#039;&#039;&lt;br /&gt;
**See that thing up there? The rename? That&#039;s a big stride that, among other things, allows you to actually introduce Paladins that aren&#039;t [[Lawful Good]] without needing all the rehashing/archetyping/using another class. Again, a sacred cow is slaughtered, and again, [[RAGE|much bile and salt spilled forth from it]]. &lt;br /&gt;
**A Champion follows their Code of Conduct, composed of their Deity&#039;s rulings and their &#039;&#039;Tenet&#039;&#039;, which determines which &#039;&#039;Cause&#039;&#039; they can take, each giving them a special reaction they can preform. Later levels provide bonus features and effects to the Reactions. Each Tenet provides its own anathema, with additional ones tacked on depending on the Cause you take and the deity you follow.  The Tenets and their respective Causes are of the following:&lt;br /&gt;
***&#039;&#039;&#039;Tenets of Good&#039;&#039;&#039; (&#039;&#039;Core Rulebook&#039;&#039;) -- Each of the Causes here focus on defending the party and being an upstanding citizen. Each one provides the &#039;&#039;Lay on Hands&#039;&#039; focus spell, as well as a special Reaction to help your party members if they end up attacked. You cannot knowingly preform evil actions, harm innocents, or let innocents be harmed. Naturally, you require a Good alignment and follow a Good-aligned God to take this Tenet and its respective Causes.&lt;br /&gt;
****&#039;&#039;&#039;Paladin&#039;&#039;&#039; -- &#039;&#039;[[Lawful Good]]&#039;&#039; -- The stereotypical Law-Poindexter. You must always act honorably and be a good role-model, as well as always obey and respect the local, legitimate laws. In turn, you gain access to &#039;&#039;Retributive Strike&#039;&#039;, a special reaction in which you grant resistance to all damage to an ally being attacked equal to 2 + the Champion&#039;s Level, as well as the chance to strike the attacking foe if they are in range of you.&lt;br /&gt;
****&#039;&#039;&#039;Redeemer&#039;&#039;&#039; -- &#039;&#039;[[Neutral Good]]&#039;&#039; -- Believing that everyone deserves second, third, or even fourth chances grants you the &#039;&#039;Glimpse of Redemption&#039;&#039; reaction, the chance for a foe to stop its attack dead in its tracks should it damage an ally. If they choose to go through with the assault, your ally gains damage resistance equal to 2 + the Champion&#039;s Level, and the foe gains a status penalty for 2 turns. However, this means you must give your foes the chance to redeem themselves, only taking extreme measures should they continue to act out. You must also show compassion to everyone&#039;s care, no matter their authority or station.&lt;br /&gt;
****&#039;&#039;&#039;Liberator&#039;&#039;&#039; -- &#039;&#039;[[Chaotic Good]]&#039;&#039; -- You believe that everyone deserves freedom and the ability to make their own decisions, regardless of station or circumstance. Your steadfast beliefs in self-determination grants you the &#039;&#039;Liberating Step&#039;&#039; reaction, the power to grant damage resistance equal to 2 + your Level to an ally that is under attack or the effects of an immobilizing ability. They can either attempt a new saving throw against the effect or Escape if they were being Grappled or Restrained, in addition to a free 5ft-Step away from the enemy. Being a Liberator, disrespecting people&#039;s choices, even if it threatens their own lives, forcing or threatening them to see your point of view, or participating in slavery or tyranny (rather redundant, given the de jure ban on owning slaves already) is anathema to your core values.&lt;br /&gt;
***&#039;&#039;&#039;Tenets of Evil&#039;&#039;&#039; (&#039;&#039;Advanced Player&#039;s Guide&#039;&#039;) -- While the Tenets of Good focuses on defending allies and keeping them alive through copious usage of Lay on Hands, the Tenets of Evil are all about dealing heavy amounts of damage and penalizing anyone that dares touch you through their reactions. They all also gain the &#039;&#039;Touch of Corruption&#039;&#039; focus spell, essentially reverse Lay on Hands. You throw your weight around, making sure that you are a spiked wall, converting your defensive prowess into offensive might. This, however, makes playing the Champion as their intended sentinel-like roles harder, as the game lacks any particular Taunt-esque feats and Champions require spending their Level 6 feat to get their Attack of Opportunity. It does tie into their innately selfish natures, as willingly performing good acts, or putting others&#039; lives and well-beings above your own or your deity&#039;s is anathema to you. Their Causes include:&lt;br /&gt;
****&#039;&#039;&#039;Tyrant&#039;&#039;&#039; -- &#039;&#039;[[Lawful Evil]]&#039;&#039; -- Your steadfast beliefs in social Darwinism means you are obliged to keep those weaker than you are in line, as you and your god are the mightiest. You gain access to the &#039;&#039;Iron Command&#039;&#039; reaction, allowing you to channel your inner General Zod and force a foe that has dealt damage to you to either kneel prone or suffer mental damage. A feat can even enhance the damage to be &#039;&#039;persistent!&#039;&#039;&lt;br /&gt;
****&#039;&#039;&#039;Desecrator&#039;&#039;&#039; -- &#039;&#039;[[Neutral Evil]]&#039;&#039; -- Evil feels good, and you make sure that everyone knows it. Kick puppies, steal to your hearts content, do whatever you want and let no one stop you. Living up to your hedonistic heart, spreading the good word of evil, grants you the &#039;&#039;Selfish Shield&#039;&#039; reaction, granting you damage resistance equal to 2 + your Level, as well as let you deal extra Evil or Negative damage against the triggering foe on every one of your strikes &#039;til the end of your turn. Being a Desecrator, you are obliged to corrupt, destroy, and subvert anything good in your way, obliging others to free themselves and join you in your objectivist paradise.&lt;br /&gt;
****&#039;&#039;&#039;[[Antipaladin]]&#039;&#039;&#039; -- &#039;&#039;[[Chaotic Evil]]&#039;&#039; -- The old, demon-worshipping, incredibly destructive, fiendish blackguards are back and here to stay. Their need to destroy all that gets in their way grants them the &#039;&#039;Destructive Vengeance&#039;&#039; reaction, the ability to take an additional 1d6 damage on top of the damage you would have taken normally to deal 1d6 back to that enemy, as well as let you deal additional Evil or Negative damage against them. Probably the most confusing of the reactions, as Evil Champions lack the sustainability of Lay on Hands or the Heal spell, and the damage you deal and take to yourself &#039;&#039;scales&#039;&#039; as you level up. Doesn&#039;t even fit the theme of the Antipaladin, as even their anathema explicitly mentions that you don&#039;t have to take an action that would mean your own destruction. On that note, Antipaladins are obligated to lie, cheat, steal, never bind yourself to a law, rule, or code other than your own Tenet and deity, and always destroy those that stand in your way.&lt;br /&gt;
**A Champion&#039;s Code of Conduct is written as such to prevent any particular [[Lawful Stupid]] incidents that comes as a result of having contradicting or improbable to follow Tenets. All Tenets are ordered from most important to least, making sure that should a situation results where you must pick one Tenet to follow over the other, you abide to the most important one first and foremost.&lt;br /&gt;
**Your dependence on [[Charisma]] is heavily reduced. Your few focus powers might only need it as a Saving Throw, and you can easily build around them. Hell, Lay on Hands doesn&#039;t even factor it in until you.&lt;br /&gt;
**Interestingly enough, while you do lose your Focus Pool and any Divine Allies you have should you fall, as well as access to any feats requiring such, you do keep all other Champion abilities and feats, and you can keep leveling the class. It makes playing a Fallen Champion much more viable than in PF1E, though you still end up a worse Fighter at the end of the day.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ranger]]&#039;&#039;&#039;&lt;br /&gt;
**No longer casters. Good, because they sucked at it anyways...only to return via focus spells known as Warden Spells as of the APG. For the most part, they&#039;re really focused on support and work best with pets.&lt;br /&gt;
**Favored X is heavily scaled back. Hunt Prey echoes this by making it easier to locate a certain enemy, but this is universal. You have feats that make certain things easier to hunt and another for certain terrain benefits though.&lt;br /&gt;
**Though not an exclusive feature, rangers do have feats to make traps (here named &amp;quot;Snares&amp;quot;) more conveniently, and these traps are established clearly, rather than the fuckstorm 1E gave us.&lt;br /&gt;
**Rangers are subclassed by Hunter&#039;s Edge, an action they get while using Hunt Prey. An Edge grants you bonuses against your targeted prey, such as:&lt;br /&gt;
***&#039;&#039;&#039;Flurry&#039;&#039;&#039; (&#039;&#039;Core Rulebook&#039;&#039;) -- You strike as fast as lightning, reducing your Multiple Attack Penalty down to -3 on your second strike, -6 on your third and additional ones. Agile weapons reduce it even further, down to -2 on your second, -4 on your subsequent ones.&lt;br /&gt;
***&#039;&#039;&#039;Outwit&#039;&#039;&#039; (&#039;&#039;Core Rulebook&#039;&#039;) -- You gain a +2 bonus on your Deception, Intimidation, Stealth, and Recall Knowledge checks against your prey. You also gain +1 to your AC against any of your prey&#039;s strikes against you.&lt;br /&gt;
***&#039;&#039;&#039;Precision&#039;&#039;&#039; (&#039;&#039;Core Rulebook&#039;&#039;) -- You strike with lethal accuracy, granting you an additional 1d8 Precision damage against your foe on your first strike against them. 11th Level increases the damage to 2d8 and 19th to 3d8.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Rogue]]&#039;&#039;&#039;&lt;br /&gt;
**In a sort-of homage to &#039;&#039;Unchained&#039;&#039;&#039;s Signature Skills, Rogues get a couple more Skill Feats and Skill Increases than anyone else.&lt;br /&gt;
**Rogues are subdivided based around their Racket. Each Racket contains an Ability Score Boost the class can take over their default Dex increase. They include:&lt;br /&gt;
***&#039;&#039;&#039;Eldritch Trickster&#039;&#039;&#039; (&#039;&#039;Advanced Player&#039;s Guide&#039;&#039;) -- Dabbling in magical studies for their heists grant the Rogue a free multiclass dedication feat for any spellcasting archetype with full magic progression (Basic, Expert, and Master Spellcasting Proficiency feats) as well as training in the skill tied to their chosen spell list.&lt;br /&gt;
***&#039;&#039;&#039;Mastermind&#039;&#039;&#039; (&#039;&#039;Advanced Player&#039;s Guide&#039;&#039;) -- Information brokering and creating convoluted plans to destroy their enemies comes easy to the Mastermind. They grant the Flat-footed condition to any enemy they successfully Recall Knowledge on until the start of their next turn, for a full minute on a Critical Success. They also become Trained in Society and one additional magic-based skill.&lt;br /&gt;
***&#039;&#039;&#039;Ruffian&#039;&#039;&#039; (&#039;&#039;Core Rulebook&#039;&#039;) -- Smash and grabs are second-nature to the Ruffian, with their ability to Sneak Attack with any simple weapon with a d8 damage die or lower, over just with agile or finesse weapons. They gain training in Intimidation and Medium Armor, the latter scaling with their levels.&lt;br /&gt;
***&#039;&#039;&#039;Scoundrel&#039;&#039;&#039; (&#039;&#039;Core Rulebook&#039;&#039;) -- These slick spies are as fast with their hands as they are with their silver-tongues. Scoundrels can grant the Flat-footed condition against a target they successfully Feint &#039;til the end of their next turn, as long as it is a melee attack they deal. A Crit Success makes their target Flat-footed against all melee strikes made against them. Combined with their innate Deception and Diplomacy training, they make great supportive skill monkeys.&lt;br /&gt;
***&#039;&#039;&#039;Thief&#039;&#039;&#039; (&#039;&#039;Core Rulebook&#039;&#039;) -- You don&#039;t need to teach an old dog new tricks, you just need to make their old ones more accessible. The Thief is the classic Dex-to-Damage option, able to gain it with no additional feats, options, or stipulations, as long as they make a melee strike with a finesse weapon (so far the only source of getting dex-to-damage). Naturally, they gain Thievery as their trained skill.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Sorcerer (Dungeons &amp;amp; Dragons)|Sorcerer]]&#039;&#039;&#039;&lt;br /&gt;
** Your bloodline now not only determines what bonus spells you possess, but also which of the four spell lists you can use. This is in addition to your bloodline spell-like powers, which are now the sole triggers for your arcana.&lt;br /&gt;
*** Unfortunately, this variety works against the Sorcerer, as there are several variations of the same feat for each spell list and thus limits your choices.&lt;br /&gt;
*** Crossblooded Sorcerers (i.e. I have two bloodlines at once like the mongrel I am) exist as feats, letting you poach spells off of one other spell list, but your limit is very small and the feats needed are very far apart.&lt;br /&gt;
** Fortunately, the Sorcerer gets 4 spells per day for each level at max, in comparison to everyone else&#039;s max of 2 or 3&amp;lt;ref&amp;gt;Besides 10th-level spells, but 10th-level is for the gamebreaker spells, and so everybody (including the Sorcerer) only get 1 (or 2 with a level 20 feat) per day.&amp;lt;/ref&amp;gt;. They also get a number of Signature Spells, which can automatically be heightened by casting them at the preferred level.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Wizard]]&#039;&#039;&#039;&lt;br /&gt;
**Bound items are now a constant that not even familiars can remove...though they can somewhat replace this with the proper Thesis.&lt;br /&gt;
**Besides schools (Which only grant one school spell and power and then another with a certain feat), you also have a subclass in Theses, which focus on one aspect: Familiars, Metamagic, Spell Blending (Giving you 5E&#039;s means to combine lower spell slots for bigger ones), Spell Substitution (Letting you swap spells during the day) and Staff Nexus (Build your own flexible staff)&lt;br /&gt;
&lt;br /&gt;
====Advanced Player&#039;s Guide Classes====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Investigator]]&#039;&#039;&#039;&lt;br /&gt;
**Gain a small bonus to investigate things relating to a case. The best equivalent to this is the Expertise dice of last edition, which had plenty of talents focused on expanding its uses - You now have feats that expand how you can investigate.&lt;br /&gt;
**Subclasses split between the class&#039; history as a not-Alchemist class, Empiricism (As in that one Archetype that made them Int-SAD, now nerfed into just making your investigations faster), Forensic Medicine (Making you a medic/CSI) and Interrogation (Charmer)&lt;br /&gt;
**During combat they can scan an enemy, allowing them to roll before declaring their attack. If they attack with their roll, they get to add their Int-modifier, instead of what they normally would use, if they&#039;re attacking with certain weapons (agile or finesse melee weapons or unarmed strikes, ranged weapons, or saps).&lt;br /&gt;
**Gain a Rogue-tier amount of Skill Feats, though a majority will be focused on Mental-based skills. &lt;br /&gt;
***Also gain a bonus to untrained knowledge skills - not quite the same as Bard&#039;s singular Lore skill, but it&#039;s still decent.&lt;br /&gt;
**One feat also allows you to pull things out of your Bat-Utility Belt. Like a boss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Oracle]]&#039;&#039;&#039;&lt;br /&gt;
**Curses are now inherently tied to mysteries. Likely so you don&#039;t cheese out the really obvious ones (Clouded Sight, Lame, Tongues, etc.)&lt;br /&gt;
***Curses now only flare up when you use your mystery&#039;s Revelations spells and increase in severity the more you use them. It progresses as follows, with the max you can reach before overwhelming yourself increasing with level: Minor, Moderate, Major, Extreme. Refocusing drops your curse down from where it was back to minor, only resting for a full 8 hours gets rid of the curse completely. Use them too much and you eventually become overwhelmed, preventing you from casting any of your mystery&#039;s Revelation spells for the rest of the day. They are still able to cast other, non-Oracle related Focus Spells, however.&lt;br /&gt;
**The current mysteries available are Ancestors, Ashes, Battle, Bones, Cosmos, Flames, Life, Lore, Tempest, and Time. Each mystery also has associated Cleric domains which you can jump into via feats. Heck, one of the domains is even given to you upon generation like the Cloistered Cleric.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Swashbuckler]]&#039;&#039;&#039;&lt;br /&gt;
**Panache is now a condition gained through performing particular actions. You can move faster and you deal additional damage with certain weapons.&lt;br /&gt;
***This Panache can be spent on making Finishing Moves (attacks with more pretentious naming) that deals extra damage.&lt;br /&gt;
**Charmed Life is no longer limited in use, but it&#039;s a feat that only adds +2 to a save roll and spends a reaction.&lt;br /&gt;
**Your subclasses are Battledancer (Keying off Performance), Braggart (Keying off Intimidation), Fencer (Keying off Deception), Gymnast (Keying off Athletics) and Wit (Keying off Diplomacy). Each gives you an additional means to gain Panache mode&amp;lt;ref&amp;gt;Wit&#039;s method is particularly amusing: it involves insulting your opponent so hard they take a penalty against Perception and Will checks for a full minute, unless they come up with a sufficient retort.&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Witch]]&#039;&#039;&#039;&lt;br /&gt;
**Your Patron designates which spell list you can use and grants you a special cantrip and your familiar a normal spell, similar to the Sorcerer.&lt;br /&gt;
***Most of your patron themes are of vague concepts, though not all - The &#039;&#039;Lost Omens Legends&#039;&#039; splat gives you access to [[Baba Yaga]] as a patron.&lt;br /&gt;
**Lessons are special feats that provide bonus spells, allowing you to dip outside of your list.&lt;br /&gt;
**Your familiar can potentially net six familiar abilities thanks to feats.&lt;br /&gt;
&lt;br /&gt;
===Secrets of Magic===&lt;br /&gt;
*&#039;&#039;&#039;[[Magus]]&#039;&#039;&#039;&lt;br /&gt;
**The most famous part of the magus - that is, casting spells through swords - has changed a bit. The action can&#039;t benefit from any metamagic feats on its own, but it allows you to still hit things to cast. The class even gives you a boost to Strength or Dexterity at level 1 instead of Intelligence like you&#039;d think.&lt;br /&gt;
***Spellstrike is also somewhat limited in use - either you recharge your use by expending an action or using one of your subclass-or-feat-exclusive focus spells. At 20 you can get a feat that makes you permanently Quickened (but only lets you make a Strike or recharge Spellstrike with that action).&lt;br /&gt;
**Certain feats let you merge your weapon with magical items like scrolls and staves. This is usually not that helpful, especially when picking the subclass that makes you really good at using a staff as a weapon anyway.&lt;br /&gt;
**Your spell slots are extremely limited (a paradigm the game calls &amp;quot;bounded casting&amp;quot;), with the maximum number of total slots you get being a paltry 4. These are always 2 slots each of the two highest spell levels your full caster friends will be casting, though, all the way up to 9th-level spells. (You get to Spellstrike twice with the same spell slot instead of getting 10th-level spells.) This is somewhat less limiting than it sounds, or would&#039;ve been in 1e, given that most spells can be upcast. &lt;br /&gt;
***As you level up, you gain a small subset of spells made for minor conveniences, some determined by subclass. These spells are all given their own lower-level slots that you can expend, which is critical considering your limitations.&lt;br /&gt;
***You can still use wands, scrolls, staves, and the rare few items that give you more prepared spells, though, giving you around 4 extra prepared spell slots if your GM lets you find/buy a [https://2e.aonprd.com/Equipment.aspx?ID=462 Ring of Wizardry Type II+] and an [https://2e.aonprd.com/Equipment.aspx?ID=992 Endless Grimoire]. Treasure Vault added a [https://2e.aonprd.com/Equipment.aspx?ID=2258 staff] explicitly designed for Magi, which can shapeshift into a weapon of your choice, lets you turn a missed Spellstrike into area damage, and gives you a bunch of staff charges you&#039;ll probably just use to spam True Strike before your Spellstrikes.&lt;br /&gt;
**You already start off proficient in medium armor. Great, that &amp;quot;armor proficiencies as you level up&amp;quot; part was a pile of shit anyways!&lt;br /&gt;
**You gain a special stance that you can trigger after casting called Arcane Cascade. It deals extra damage (That can be typed depending on the spell you cast) and makes your weapon magical.&lt;br /&gt;
***Your subclasses also add a perk to this stance. Inorexable Iron grants temp HP if you wield a two-handed weapon with spells made to trap your enemies on your level. Laughing Shadow keeps to the one-handed weapon trope and acts more like a rogue, boosting speed and dealing extra damage to the flat-footed while using illusory magic. Sparkling Targe lets you use shields while in the stance and lets it block spells and your spells help you defensively. Starlit Span doesn&#039;t change your stance any, but it lets you Spellstrike with ranged weapons and provides spells meant to help you hit your mark. Twisting Tree makes staves way more versatile, granting special properties depending on how you hold it and letting you switch styles on the fly. Lost Omens Tian Xia is apparently going to add another Magus subclass when it releases between 2023 and 2024.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Summoner]]&#039;&#039;&#039;&lt;br /&gt;
**Your eidolon is now strictly set to a specific preset form and determines which spell list you take (angels or demons or pychopomps for divine, beasts or plants or fey for primal, [[Spiritualist|phantoms]] of anger or devotion for occult, constructs or dragons for arcane). Unlike most pets, these eat into your action economy (unless you use certain class-based focus spells and actions to act in tandem with them)--though you still come out ahead if using Act Together to basically gain 4 actions each turn total.&lt;br /&gt;
***Each eidolon gains special abilities as they level up. They&#039;re also pretty clearly meant to be the frontliner as they get to level up their attack proficiencies much faster than you do. Each eidolon type has multiple forms focusing either on combat or on casting based on what you plan on using them for.&lt;br /&gt;
***These Eidolons cannot be customized like 1E did with points. Instead, you need to pick up specific feats in order to give them new features.&lt;br /&gt;
***You and your eidolon now share the same HP pool, which is a pretty healthy one at 10+Con Mod at level 1. On the plus side, this means that any AOE damage is effectively halved as it counts as if it only hit one of you and status conditions that hit both of you won&#039;t stack.&lt;br /&gt;
**Last edition&#039;s free slots for casting summon spells gets condensed into feats that let you fit multiple summon spells into one spell slot.&lt;br /&gt;
**Your spell slots are now OBSCENELY limited, with the maximum number of slots available to you being a paltry 4 and you never get level 10 slots. (Like Magus, you&#039;re stuck with Bounded Casting.) While you can auto-heighten any spells you&#039;ve learned starting at Level 3, it also means that the aforementioned summoning feat becomes way more precious.&lt;br /&gt;
***This gimped casting ability is aided slightly by your focus spells. By default, you get two unique cantrips to augment either the eidolon&#039;s offense or defense as well as a spell to add some general utility buffs.&lt;br /&gt;
**The Synthesist (that one archetype every munchkin and their mother used because it allowed you to min-max the summoner and eidolon as two halves of a perfect whole) comes as a feat with some severe hurdles: You&#039;re no longer able to cast any spells you know when merged (Eidolon casting is still fair game) or benefit from anything you wield that can&#039;t also affect it (chiefly things like potions or wands), all while using all the eidolon&#039;s stats -- including its mental ones.&lt;br /&gt;
&lt;br /&gt;
===Guns &amp;amp; Gears===&lt;br /&gt;
*&#039;&#039;&#039;[[Gunslinger]]&#039;&#039;&#039;&lt;br /&gt;
**Crossbow proficiency is now built into the class, yay!&lt;br /&gt;
***Guns as a whole are a lot less jankily integrated into the system. Misfires aren&#039;t so catastrophically common and they don&#039;t need to only hit Touch AC. They also aren&#039;t their own weird proficiency bracket but are more just considered Uncommon and only available in certain areas. While they aren&#039;t quite as powerful as they were in 1E, they rely more on crits to score the Fatal trait.&lt;br /&gt;
***Also present are &amp;quot;Beast Guns&amp;quot;, weird magical guns crafted using the parts of certain monsters (Hi, Monster Hunter!) and other cobbled-together firearms that could misfire on any hit. Of course, there&#039;s an archetype to specialize in them.&lt;br /&gt;
***Speaking of misfires, they only happen on specific situations like firing a poorly-maintained gun or as a result of a specific feat. For the former, you also need to make a simple flat DC 5 check or else it just jams, no weird &amp;quot;counts as broken and a second misfire blows it up&amp;quot; deal.&lt;br /&gt;
**Pretty poor armor proficiency progression, but you&#039;re already very dependent on dexterity for AC.&lt;br /&gt;
**The only other class to get Legendary proficiency in weapons besides fighters. However, this only applies to firearms and crossbows.&lt;br /&gt;
***The gunslinger has limited proficiency in other weapons, only capping out at Expert proficiency, which hurts the value of the Drifter especially.&lt;br /&gt;
**A lot of the panache tricks return as feats&lt;br /&gt;
***Also prevalent are feats that capitalize on enemy attacks (deflecting attacks or striking back on misses)&lt;br /&gt;
**One chain of feats not only provides the feat necessary for you to make ammo (Alchemical Crafting, the cornerstone for the Alchemist), but also gives you a lesser version of the Alchemist&#039;s Infused Reagents feature including the ability to make bombs and alchemical ammo. Later feats let you turn bombs into ammo and craft ammo from rare metals.&lt;br /&gt;
**Your subclasses have special actions, including a thematic special action that integrates to your reload.&lt;br /&gt;
***&#039;&#039;&#039;Drifter&#039;&#039;&#039; (&#039;&#039;Guns &amp;amp; Gears&#039;&#039;) -- The most direct and mobile style, focusing on sword &amp;amp; gun combat. The unique reload lets you smack someone and reload at the same time.&lt;br /&gt;
***&#039;&#039;&#039;Pistolero&#039;&#039;&#039; (&#039;&#039;Guns &amp;amp; Gears&#039;&#039;) -- Focusing more on swagger, providing training in either Intimidation or Deception. You have the ability to reload and then distract or demoralize an enemy in the same action.&lt;br /&gt;
***&#039;&#039;&#039;Sniper&#039;&#039;&#039; (&#039;&#039;Guns &amp;amp; Gears&#039;&#039;) -- The sneaky one, focused more on firing from a distance than getting up close and personal, scoring precision damage while hidden. Your reload lets you hide from the enemy as well, though you&#039;ll need to find ways to hide.&lt;br /&gt;
***&#039;&#039;&#039;Spellshot&#039;&#039;&#039; (&#039;&#039;Guns &amp;amp; Gears&#039;&#039;) -- Oddly more an archetype than an actual subclass, as it locks you into the Spellshot archetype. Contrary to the name, you don&#039;t actually gain spellcasting from it, but some spell-like effects such as infusing bullets with typed damage or teleporting the moment you shoot someone. Your reload action lets you recall knowledge as you do it.&lt;br /&gt;
***&#039;&#039;&#039;Vanguard&#039;&#039;&#039; (&#039;&#039;Guns &amp;amp; Gears&#039;&#039;) -- The siege engineer&#039;s choice, made for lugging big guns. Your reload lets you use your gun to shove someone back so you can have room to reload.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inventor&#039;&#039;&#039;&lt;br /&gt;
**Pretty much a port of the Mechanic from Starfinder rather than an Artificer. A mechanic with more than a little inspiration from some mad scientist from a b-movie(they can even get a feat called &amp;quot;No! No! I Created You!&amp;quot;).&lt;br /&gt;
***You have three options for &amp;quot;subclasses&amp;quot;, which are the forms your special invention can take: Special armor (either a bulky suit of [[Power Armor]] or something stealthier), Special weapons, or a clockwork drone (also present via feats, but the feats you have will kinda force you into either using the drone or your other innovation). All of these have a set of mods available that expands with level progression.&lt;br /&gt;
****These mods are independent from mods provided by certain feats, though they can be retrained all the same when you gain the ability to remake your invention&lt;br /&gt;
****While not exactly a pet, taking a construct as your invention does have its own chain of feats that improve the thing with better attacks, improved skill proficiencies and a size change.&lt;br /&gt;
****Have a class feature that lets you change your invention&#039;s damage to being typed.&lt;br /&gt;
**Have an action that pushes your invention past its limit, adding your Intelligence (half or full if you crit succeed the check necessary) to your damage. Crit Fail just makes it overheat, burning you as well.&lt;br /&gt;
**Several feats grant actions that push your invention to their limits, leading to a chance that it&#039;ll pop and be unable to use such taxing actions. The one you get by default...makes the invention go kaboom. Fortunately, this explosion won&#039;t hurt you.&lt;br /&gt;
&lt;br /&gt;
===Dark Archive===&lt;br /&gt;
*&#039;&#039;&#039;[[Psychic (Pathfinder)|Psychic]]&#039;&#039;&#039;&lt;br /&gt;
**Can be played as an Int-focused or Cha-focused occult spontaneous caster depending on the Subconscious Mind subclass you select.&lt;br /&gt;
***You get fewer spell slots and a fixed set of cantrips based on your Conscious Mind subclass, but get boosts to those cantrips and can spend focus points to &amp;quot;amp&amp;quot; them further. You also add more spells to your repertoire based on your Conscious Mind.&lt;br /&gt;
****You can grab feats providing new amp options for your cantrips.&lt;br /&gt;
**You can follow-up casting by unleashing your psyche, allowing you to trigger certain feats as well as an action that&#039;s determined by your subclass. Unleashing gives your spells a large damage boost for two turns. But afterwards you are spent, and have a failure chance on all spells cast for two turns.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Occultist|&amp;lt;s&amp;gt;Occultist&amp;lt;/s&amp;gt; Thaumaturge]]&#039;&#039;&#039;&lt;br /&gt;
**You essentially remain a not-quite-caster bedecked in tons of items that knows too much. Difference now is that it&#039;s not mechanically built as spellcasting anymore. The implements all have different perks based on what they are.&lt;br /&gt;
***Your implements are now based on certain types of items rather than certain schools, some of which give special tricks while others stack onto your central power.&lt;br /&gt;
**As befits someone bedecked in fancy crap, you have a feat that lets you trigger magical items one more time, as well as one that lets you invest in a TON of magical items that scales based on your Charisma.&lt;br /&gt;
**Your combat value needs you to perform a knowledge check (Using a Charisma-based special Lore skill in the vein of Bardic Knowledge) to identify weaknesses and either attune your attacks to them or create your own vulnerability to slap on.&lt;br /&gt;
**There are feats that allow you to make temporary scrolls and talismans for whatever you need.&lt;br /&gt;
**Some feats allow you to have your own personal hideout without using the Vigilante archetype, as well as feats made for warding circles&lt;br /&gt;
&lt;br /&gt;
===Rage of the Elements===&lt;br /&gt;
*&#039;&#039;&#039;[[Kineticist]]&#039;&#039;&#039;&lt;br /&gt;
**Remains the same elementally-focused not-bender, now unfettered from the very dubious occult links. It&#039;s now actually considered Primal.&lt;br /&gt;
**Subclass shows how much you dedicate to a certain element (either only one element, two elements, or all) with the more dedicated kineticists getting more feats from it.&lt;br /&gt;
***Feat overload is at its finest here. Not only do you have your basic class feats, but you also get feats for each element to pick from. While not such an issue for Single Gate Kineticists (those focused on only one element), Dual Gate ones will be needing to pick out wisely, to say nothing about the Infinite Gate Kineticists who can pick anything. Thankfully, those last sorts have a flexible feat slot that changes each day.&lt;br /&gt;
**Several feats also let you emanate an aura of elemental energy that can affect those around you, with a class feat letting you expand its reach further. &lt;br /&gt;
**Kinetic Blast can now freely swap between punches and ranged attacks, gaining proficiency ranks alongside unarmed attacks.&lt;br /&gt;
**Rather than using Burn or Focus Points, certain abilities now expend the elemental energy you have gathered (which in itself is now an action). This gathered power is doubly important as your blasts (and some other abilities) also draw from it, though not as much so it won&#039;t go out with one shot.&lt;br /&gt;
** Likely to change further when Rage of the Elements actually releases.&lt;br /&gt;
&lt;br /&gt;
====General Class-Related Stuff====&lt;br /&gt;
Some side notes:&lt;br /&gt;
&lt;br /&gt;
*Companions are now effectively a chassis you add on by selecting a type of animal. Each has a special attack, each has a trained skill, and you can spend one action to give them two of their own. &lt;br /&gt;
**The old archetypes (Before &#039;&#039;Ultimate Wilderness&#039;&#039; gave us all the gonzo things like robo-pets and dragon-pets) are now reclassed as Specialized Companions, which add a special capstone to pet progression feats.&lt;br /&gt;
*Familiars have to select between two sets of powers: One grants it special properties (Which includes abilities the animal would normally have, like wings or speech), and the other has abilities made to support you.&lt;br /&gt;
*[[Multiclassing]] (Labeled as &#039;Archetyping&#039; for some asinine reasoning) is managed through feats, just like 4E. You have to take one entry feat instead of a class feat and then buy two associated feats before you can access another archetype. But aside from the loss in feats(which is honestly a big part of some classes&#039; power), you never actually stop progression in your main class. &lt;br /&gt;
**This is also pulling double duty for [[Prestige Class]]es, as setting books let you access specific organizations like the Hellknights and Pathfinder Society, and some archetypes even branch off of other archetypes by circumventing the three-feat limit (See: Hellknight Armiger to Hellknight or Hellknight Signifier).  The biggest game-changer introduced in the &#039;&#039;Advanced Player&#039;s Guide&#039;&#039; wasn&#039;t the four new classes, but actually the whopping &#039;&#039;36&#039;&#039; Archetypes the book introduced.  Some specialising in particular fighting styles or skill sets, some being more mystical in nature, and others adapting some of 1e&#039;s Prestige Classes to the new ruleset (e.g., Dragon Disciple).&lt;br /&gt;
**Some tables also allow a &amp;quot;free archetype&amp;quot; rule that lets you take archetype feats alongside your standard class feats instead of replacing them.&lt;br /&gt;
**&#039;&#039;Secrets of Magic&#039;&#039; has also introduced some archetypes that radically alter how casting works, like the Flexible Caster&#039;s ability to prepare a smaller pool of auto-heightened spells instead of the typical prepared spell slots or the Runelord&#039;s hyper-focus on certain schools of magic to the point of forbidding spells from opposed schools. While all have some unusual twists to the class&#039; ability to cast spells, they also force you to sacrifice your level 2 class feat slot to eat up that archetype and demanding you dedicate to it - unless you picked the Flexible Caster archetype, which lacks extra feats.&lt;br /&gt;
**&#039;&#039;Treasure Vault&#039;&#039; added &amp;quot;artifact archetypes,&amp;quot; which act as a 2-20 package of feats for Free Archetype tables to represent using an artifact that grows in power with the player character. The two it provides are the Gelid Shard (you can do ice magic really well and become increasingly cold over time), and Ursine Avenger Hood (you can turn into a bear to fight crime and gain bear-themed abilities).&lt;br /&gt;
* The four spell lists are Arcane (Wizard), Divine (Cleric), Occult (Bard), and Primal (Druid). What differentiates them is that each does two of four things.&lt;br /&gt;
** &amp;quot;Matter&amp;quot;: All the elemental and many transmutation spells. Primarily associated with the Arcane and Primal spell lists. Direct opposite of Spirit.&lt;br /&gt;
** &amp;quot;Mind&amp;quot;: Divination, Illusion, any kind spell about knowing shit or deceiving people. Primarily associated with the Arcane and Occult spell lists. Direct opposite of Life.&lt;br /&gt;
** &amp;quot;Spirit&amp;quot;: Anything to do with the Soul, rather than the mind. Primarily associated with the Occult and Divine spell lists. Direct opposite of Matter.&lt;br /&gt;
** &amp;quot;Life&amp;quot;: Healing and direct harming spells, some necromancy; think &amp;quot;Finger of Death&amp;quot;. Primarily associated with the Primal and Divine spell lists. Direct opposite of Mind.&lt;br /&gt;
*** This is apparently just a method of classifying what spells go on what spell list (i.e., the Bard is now to the Druid as the Cleric is to the Wizard, and this list is just Paizo&#039;s way of parsing that). An alternate formulation is that:&lt;br /&gt;
**** Primal sucks at anything to do with information gathering or being indirect.&lt;br /&gt;
**** Divine sucks at doing damage other than positive, negative, and alignment damage.&lt;br /&gt;
**** Occult sucks at being direct about most things.&lt;br /&gt;
**** Arcane sucks at healing.&lt;br /&gt;
*** There are spells that belong to all four spell lists, such as Plane Shift. If a spell belongs to three spell lists, the most likely to be left out is Primal.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
*&#039;&#039;&#039;FEATS. FEATS EVERYWHERE.&#039;&#039;&#039; Indeed, Paizo decided that the only way to customize things (including all skills not granted by class) is by making everything into a feat.&lt;br /&gt;
** They are at least split across separate categories, earned at different rates (which are clearly marked on each class&#039; progression chart) so you no longer have feats competing with &#039;&#039;every other feat in the bloody game&#039;&#039; this time around.&lt;br /&gt;
&lt;br /&gt;
*Opposed rolls are now almost non-existent in the system, now being rolled against a static DC based on a skill or save.  It works out the same way as 5e&#039;s Passive Perception (so as though they rolled a 10 on the check).&lt;br /&gt;
*Skills have been overhauled into a proficiency system akin to [[Dark Heresy]], where being untrained gives no bonus but the various degrees of training lead to increasing bonuses. Similarly, there are also certain uses for each skill that can only be performed by someone trained in it.&lt;br /&gt;
**The only ostensibly new skill is Lore, which covers knowledge of particular niches that wouldn&#039;t fit any other skill.&lt;br /&gt;
**Combat Maneuvers have similarly been folded into skills rather than needing another number to figure out and are rolled against one of the target&#039;s Save DCs (the relevant save&#039;s modifier +10).&lt;br /&gt;
**Everyone is now trained in Perception to some extent. Just as well, because this is now the default roll for Initiative (While some situations might let you use other skill) and everyone was already maxing out this skill to begin with.&lt;br /&gt;
**DCs for all checks have four conditions: Success, Failure, Critical Success (Beating the DC by 10+, giving an extra benefit) and Critical Failure (Failing the DC by 10+, causing extra bad things to happen). &lt;br /&gt;
***Natural 1s and 20s don&#039;t inherently do anything of their own, other than downgrade/upgrade your level of success by 1.  So if your modifier alone is high enough to get a success no matter what you roll, a natural 1 will downgrade that into a failure.&lt;br /&gt;
***While all rolls have these four states, not every roll has conditions for all four (ie; by default, a crit-failed attack roll is the same as a normal fail, but some reactions are triggered by being the target of a crit-failed attack).&lt;br /&gt;
**Basically everything you&#039;re trained or better at doing scales with Level+a bonus, both skills and other things (like weapons, saves, and AC).&lt;br /&gt;
&lt;br /&gt;
*Spells have been drastically reduced to being only four lists: Arcane (Wizards), Divine (Clerics), Primal (Druids), and Occult (Bards, because...we don&#039;t want another Arcane caster?), with Sorcerers gaining access to any one of these four, depending on their Bloodline.&lt;br /&gt;
**No more will a maxed casting stat influence how much you cast per day.&lt;br /&gt;
**Spells no longer have numerations, instead merely just having their effects scale by level. Prepared casters can heighten a spell just by preparing it in a higher-level slot at the start of the day, while spontaneous ones need to learn the spell at whatever levels they want to cast it at (though they do have a class feature, Signature Spell, that lets them heighten some of their spells while only knowing them at one level).&lt;br /&gt;
**10th level spells now exist. This is generally restricted to the real game-breakers (Time Stop, Wish, Gate) and without a certain feat for the casters at level 20, you can only use one a day.&lt;br /&gt;
**Cantrips use the same heightening, but still don&#039;t cost spell slots and automatically heighten.  The wording is a bit finnicky at first, but it basically amounts to them being heightened to the same level as what a full caster&#039;s highest spell slot would be at that level (ie; when your wizard&#039;s highest level spell slot is 3rd, their cantrips are heightened to 3rd as well).&lt;br /&gt;
***To clear up some confusion people have had - they are no longer &amp;quot;0-level spells&amp;quot;, they are now &amp;quot;1st level cantrips&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*The Combat System has been redone into a three-action system akin to the proposed system in &#039;&#039;Pathfinder Unchained&#039;&#039;. Everything has now been broken down into taking actions (Moves, Attacks, Spell Components/Metamagic), with Free Actions being a &#039;whenever&#039; deal and one Reaction per turn (Unless you have certain feats to override this).&lt;br /&gt;
**Similar to 4E, your actions now focus a lot on various keywords. However, the concise formatting clearly labeling what you roll to hit and how much damage an attack does is not present. &lt;br /&gt;
**A step further from SF, Touch AC and CMD are no more. The latter was replaced by saving throws against combat maneuvers, while the former no longer had a use. Spells (which normally hit Touch) instead go for Spell Attack rolls like 5E. Flat-Footed, meanwhile, just inflicts a flat -2 to AC.&lt;br /&gt;
&lt;br /&gt;
*Weapons have crit effects like Starfinder, but these crits only work for those with weapon specialization (which is a class feature for martial classes).&lt;br /&gt;
**Shields, for some idiotic reason, require spending an action to raise and confer their AC bonus. A certain feat also provides a degree of damage reduction before transferring the rest to the shield and, by extension, you.&lt;br /&gt;
**Finesse Weapons let you use Dexterity to hit from the outset. No more feat tax on this front.&lt;br /&gt;
&lt;br /&gt;
*[[Wat|Take 10/Take 20 does not exist. You can blow a feat that lets you do it but worse with &#039;&#039;one&#039;&#039; skill]]. [[Fail|So now everyone has to be uber competent at their job or have a chance to fail catastrophically]].(Except now its usable in combat so enjoy autopassing all your combat tricks and stabilize checks)&lt;br /&gt;
&lt;br /&gt;
*Magic Items involve investing into them, similar to how 5E has items work. However, your magic item limit is set at the more lenient 10.&lt;br /&gt;
**Magic Weapons and Armor now have two base improvements. For weapons, these are the one for a bonus to hit, the other is to roll another die for damage. For armor, this is a bonus to AC and a bonus to saves.&lt;br /&gt;
**The numerical bonus to the chief function also serves as a hard limit to how many properties you can add to a suit of armor. While it&#039;s good that now you don&#039;t need to worry about Vorpal hogging up an entire sword, the limit you have is exceedingly small.&lt;br /&gt;
&lt;br /&gt;
*Character generation and progression has been strengthened by a degree, even discounting the obscene feat overload. Between classes and backgrounds giving stat boosts, the general philosophy of adding +2 for everything, and each race offering a free floating stat boost, you&#039;ll find it considerably easier to put together at least a halfway competent character.&lt;br /&gt;
&lt;br /&gt;
*Easy to overlook but AC is now considered a kind of DC.  Which means any status effect that says it reduces the target&#039;s DCs (ie; the Frightened Condition) also reduce their AC. So a sorcerer who&#039;s invested skill increases into Intimidate can use it to soften the enemy up either before their own attacks or make them an easier target for their allies.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
[[Category:Pathfinder]]&lt;br /&gt;
[[Category:Roleplaying]]&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Path_to_Glory&amp;diff=1011663</id>
		<title>Age of Sigmar/Tactics/Path to Glory</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Path_to_Glory&amp;diff=1011663"/>
		<updated>2026-05-20T16:06:20Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.161: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
This is the page for Age of Sigmar&#039;s narrative campaign called Path to Glory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: GW officially discontinued this version of Path to Glory with the release of AoS 3.0, replacing it with a new format similar to 40K&#039;s Crusade.&lt;br /&gt;
==What is Path to Glory?==&lt;br /&gt;
First born with the original Warhammer Daemons books (Slaves to Darkness and The Lost and The Damned), [[Path to Glory]] is a campaign system that makes players start with a relatively small force of a single hero and a few units, which game after game gets stronger by either adding new units or giving additional abilities to the ones that are already there. After a player gets enough victories and/or expands their warband enough, they will just need one more victory to triumph over everyone else.&lt;br /&gt;
&lt;br /&gt;
Originally created to be played only with Chaos armies, the Age of Sigmar edition allows almost any army to participate.&lt;br /&gt;
&lt;br /&gt;
As of AoS 2.0, each battletome includes information on what champions and followers you are allowed to bring.&lt;br /&gt;
&lt;br /&gt;
==Why should I play this?==&lt;br /&gt;
Because it&#039;s the best way to develop an army of [[Your Dudes]] with friends.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also one of the easiest ways to get into AoS (Warcry might be easier, but is a different game). You can start with just the Start Collecting! box for your army and build up over time.&lt;br /&gt;
&lt;br /&gt;
==How to play==&lt;br /&gt;
# Find at least one other person who wants to do it.&lt;br /&gt;
# Use the stuff below to generate your army.&lt;br /&gt;
# Give names to units and heroes for maximum [[Your Dudes]].&lt;br /&gt;
# If you already own every model you need for your warband, good for you. Otherwise, you have to spend some cash.&lt;br /&gt;
# Play with your friends.&lt;br /&gt;
&lt;br /&gt;
The campaign is build around Glory Points (GP), which you receive after each battle. A loss or draw gives you 1 GP, a minor victory gives D3, and a major victory also gives D3 but lets you re-roll a 1.&lt;br /&gt;
&lt;br /&gt;
After each battle both players also roll a D3 to get a bonus: on a 1 you get a new unit in your army, on a 2 you roll for a champion reward, and on a 3 you roll for a follower reward. Any duplicate rewards on a unit are re-rolled.&lt;br /&gt;
&lt;br /&gt;
By default, when a player gets 10 Glory Points (victory by Blood), or when their army has 5 more units than the starting force (victory by Might), they just need to win one more game to become the campaign winner.&lt;br /&gt;
&lt;br /&gt;
Any battleplan can be used for Path to Glory, and the book includes many narrative missions that give extra rewards.&lt;br /&gt;
&lt;br /&gt;
===Creating a warband===&lt;br /&gt;
&#039;&#039;&#039;Step 1: Choose an Allegiance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pick an allegiance for your warband. This will determine which table you use to generate your army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2: Choose a Champion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You select a Champion from the table for your faction. The Champion you choose also determines how many followers are in your warband at the beginning of the campaign (bigger the champion is, fewer units you get). These will be lists as &#039;rolls&#039; where each roll equals one option.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3: Starting Followers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are the other units of your warband. RAW you can choose which ones to add to your warband, but your group might agree to roll for them. Note that some tables are split based on your army&#039;s allegience, so choose the appropriate column when rolling. You can start with a number of followers based on your champion. Some followers require extra &#039;rolls&#039; or GP to add to your army. For example, a unit of 1 Plagueclaw requires 2 rolls, or 1 roll and 1 GP. So if you wish to start with one, it would use 2 of your starting unit &#039;rolls&#039;. If you want to add it later during the campaign you will have to spend GP.&lt;br /&gt;
&lt;br /&gt;
Followers have a set maximum size, you cannot add more models to it than are listed for that follower. This can be different than the normal size of a unit, so some perform better or worse than normal. You can include any options listed on the warscroll as normal. Chaos followers can only have the same mark as their champion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 4: Starting Rewards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Instead of using a roll for a follower, you can select either a champion reward or follower reward. The champion cannot start with more than one reward, and each follower unit cannot have more than one starting reward. Not all champion rewards are positive, usually rolling a 2 on 2D6 is a bad thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 5: Write it down!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Record all the information about your warband on a warband roster (or just a piece of paper). Make sure to give your champion and warband a suitable name.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
Path to Glory is not meant to be a balanced system, and [[That Guy|players can take advantage of that]]. The most obvious way to do that is to look at your warband table and pick the units with the highest points value, leading to an army that could have a significant advantage over your opponents.&lt;br /&gt;
&lt;br /&gt;
When selecting followers it is very important to look at the unit size, because you cannot include extra models above that. This makes horde units very bad because they are balanced around having many more models than others. For example, a unit of Skeleton Warriors is capped at 10 models, instead of the normal max of 40. This makes them a terrible choice because the unit is supposed to get bonuses for having 20+ or 30+ models.&lt;br /&gt;
&lt;br /&gt;
When you get a follower reward, think carefully about which unit to place it on. Some reward tables are focused almost exclusively on melee so you wouldn&#039;t want to roll on that for a primarily ranged unit. Also, while it may be tempting to buff a single unit many times, that makes them a big target since so many eggs are in one basket. On the other hand, since you cannot get duplicate rewards, you can try to aim for a single one by putting multiples on the same unit.&lt;br /&gt;
&lt;br /&gt;
To win, you want to play as many games as possible (win or lose). Each game gets you at least 1 GP and a reward, so it&#039;s always a good thing. Try not to play against the person in 1st place unless you are sure you can defeat them, because you&#039;ll be giving them even more GP. The best idea is to play against the person in last place, or to spread out your games to as many players as possible. Groups should restrict how many games can take place per day/week/whatever to prevent a player from just playing many games at once to win.&lt;br /&gt;
&lt;br /&gt;
Do not spend GP on followers. Even spending 1 GP could set you back an entire game. If you really want an elite/monster/whatever, use your starting rolls for it instead since the opportunity cost is much lower.&lt;br /&gt;
&lt;br /&gt;
Winning by Might is nearly impossible because you only have a 1/3rd chance per game to get an extra follower, meaning you&#039;d need about 16 games (1 follower per 3 + 1 extra to win). While winning by Blood is guaranteed to be faster than that (max 11 games if you lose every single one).&lt;br /&gt;
&lt;br /&gt;
The default campaign will take a player from 5-11 games to win (likely about 7 games). You can increase this by raising the number of GP (and/or extra followers) needed to win. 15GP/5 Followers makes for a campaign that lasts 6-15 games (9ish on average). Don&#039;t raise the number of followers unless you are going for an epic length campaign (like 20GP or 6 followers) or you are letting people choose a reward instead of rolling (always select followers if so).&lt;br /&gt;
&lt;br /&gt;
==Chaos Warband Tables==&lt;br /&gt;
===Beasts of Chaos===&lt;br /&gt;
Found in the Battletome (September 2018).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Champions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Champion || Follower Rolls&lt;br /&gt;
|-&lt;br /&gt;
| Tzaangor Shaman || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Dragon Ogor Shaggoth || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Doombull || 5 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Great Bray-Shaman || 6 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Beastlord || 6 rolls&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Followers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Split by allegiance.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Brayherds|| Monstrous Beastherds&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 20 Ungors || 1 Razorgor&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 5 Centigors || 10 Chaos Warhounds&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 10 Ungor Raiders || 10 Chaos Warhounds&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 10 Gors || 2 Chaos Spawn&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 10 Gors || 1 Cockatrice&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1 Tuskgor Chariot || 1 Jabberslythe&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hero Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 1 Beastlord&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 1 Great Bray-Shaman&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Elite Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Split by allegiance and requires 2 rolls, or 1 roll and 1 Glory Point.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Brayherds || Warherds || Monstrous Beastherds&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 20 Gors || 3 Bullgors || 3 Dragon Ogors&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 10 Bestigors || 3 Bullgors || 3 Dragon Ogors&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 10 Tzaangors || 3 Bullgors || 3 Dragon Ogors&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3 Tzaangor Enlightened || 1 Cygor || 1 Chaos Gargant&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 3 Tzaangor Skyfires || 1 Ghorgon || 1 Chimera&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Follower Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Favoured of the Dark Gods&#039;&#039;&#039; || &#039;&#039;These warriors have caught the interest of the Ruinous Powers.&#039;&#039; || Once per battle, in any phase, you can re-roll failed save rolls for attacks that target this unit until the end of that phase.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Hungry for Battle&#039;&#039;&#039; || &#039;&#039;These warriors thirst for slaughter.&#039;&#039; || Add 2 to this unit&#039;s Move characteristic.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Renders of Flesh&#039;&#039;&#039; || &#039;&#039;These warriors have a dark reputation for butchery and violence.&#039;&#039; || Once per battle, in the combat phase, you can re-roll failed hit rolls for attacks made by this unit until the end of that phase.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Bestial Resilience&#039;&#039;&#039; || &#039;&#039;The endurance of these beasts is legendary.&#039;&#039; || Add 1 to save rolls for attacks that target this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Enraged&#039;&#039;&#039; || &#039;&#039;These warriors rampage across the battlefield.&#039;&#039; || When you make a charge move with this unit, add 2 to the charge roll.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Rip, Gore, Tear&#039;&#039;&#039; || &#039;&#039;Feared by their foes, these warriors unleash savage fury upon the battlefield.&#039;&#039; || Once per battle, at the start of the combat phase, you can declare this unit will rip, gore and tear its foes apart. If you do so, until the end of the phase, each unmodified hit roll of 6 for attacks made by this unit inflicts 2 hits on that target instead of 1. Make a wound and save roll for each hit.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Champion Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! 2D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Shamed and Beaten&#039;&#039;&#039; || &#039;&#039;Your champion has been grievously wounded during a challenge to their position as alphabeast.&#039;&#039; || You lose 1 Glory Point. In addition, subtract 1 from your champion&#039;s Wounds characteristic for the remainder of the campaign.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Ghastly Mutation&#039;&#039;&#039; || &#039;&#039;Your champion has been cursed with a transmutative flux. Though it sometimes results in debilitating spasms, its mutations make the warrior a formidable foe.&#039;&#039; || Roll a dice at the start of your hero phase. On a 1, your champion cannot move, attack, cast spells or use any abilities until your next hero phase. On a 4+ you can re-roll hit and wound rolls of 1 for attacks made by your champion until your next hero phase.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Battle Roar&#039;&#039;&#039; || &#039;&#039;The savage bellows issued from your champion dispel all fear from those beasts that follow him.&#039;&#039; || Add 2 to the Bravery characteristic of friendly units in the battleshock phase while they are wholly within 12&amp;quot; of your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Frothing Hatred&#039;&#039;&#039; || &#039;&#039;Your champion bears scars from, and a grudge against, a particular enemy.&#039;&#039; || Note down the name of the warband you fought the last battle against. Add 1 to hit and wound rolls for attacks made by your champion that target units from that warband for the rest of the campaign.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Gorge on Flesh&#039;&#039;&#039; || &#039;&#039;The flesh of their enemies fills your champion with strength as they devour the warm carcasses.&#039;&#039; || At the end of the combat phase, if any attacks made by your champion that phase resulted in an enemy model being slain, you can heal 1 wound allocated to your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || &#039;&#039;&#039;Dark Despoiler&#039;&#039;&#039; || &#039;&#039;This champion seeks to prove themselves superior to the most renowned of enemy warriors.&#039;&#039; || You can re-roll failed hit rolls for attacks made by your champion that target an enemy &#039;&#039;&#039;HERO&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || &#039;&#039;&#039;Goaded Fury&#039;&#039;&#039; || &#039;&#039;Your champion&#039;s hatred for the enemy prevents them from giving any quarter.&#039;&#039; || Once per battle, at the end of the combat phase, you can pick your champion to pile in and attack with its melee weapons again.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || &#039;&#039;&#039;Baneful Weapon&#039;&#039;&#039; || &#039;&#039;Pulsing with sickly green light, your champion&#039;s blade has been afflicted with a strange, malevolent malady.&#039;&#039; || Pick one of your champion&#039;s melee weapons and note it down on your warband roster as being diseased. Add 1 to that weapon&#039;s Damage characteristic.&lt;br /&gt;
|-&lt;br /&gt;
| 10 || &#039;&#039;&#039;Rampager&#039;&#039;&#039; || &#039;&#039;The wild destruction wrought by your champion inspires fear in the enemy.&#039;&#039; || Add 1 to the Glory Points you earn when you win a battle.&lt;br /&gt;
|-&lt;br /&gt;
| 11 || &#039;&#039;&#039;Heedless of Injury&#039;&#039;&#039; || &#039;&#039;Attacks that would kill a lesser warrior are shrugged off by your champion.&#039;&#039; || Roll a dice each time you allocate a wound or mortal wound to your champion. On a 5+ the wound is negated.&lt;br /&gt;
|-&lt;br /&gt;
| 12 || &#039;&#039;&#039;Savage Blow&#039;&#039;&#039; || &#039;&#039;Your champion has become practised at waiting for the perfect moment to deliver a brutal killing strike.&#039;&#039; || Once per battle, at the start of the combat phase, you can say your champion is attempting a savage blow instead of attacking normally. If you do so, pick an enemy model within 1&amp;quot; of your champion and roll a dice. On a 4 or 5, the target model suffers D3 mortal wounds. On a 6, the target model is slain.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Blades of Khorne===&lt;br /&gt;
Found in the Battletome (March 2019).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Champions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Blades have two types of Champions, based on allegiance.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Bloodbound Champion || Follower Rolls&lt;br /&gt;
|-&lt;br /&gt;
| Lord of Khorne on Juggernaut || 5 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Mighty Lord of Khorne || 5 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Exalted Deathbringer || 5 rolls&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Daemons Champion || Follower Rolls&lt;br /&gt;
|-&lt;br /&gt;
| Bloodthirster of Insensate Rage || 3 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Bloodthirster of Unfettered Fury || 3 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Wrath of Khorne Bloodthirster || 3 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Herald of Khorne on Blood Thorne || 5 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Skullmaster, Herald of Khorne || 5 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Bloodmaster, Herald of Khrone || 5 rolls&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Followers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Split by allegiance.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Bloodbound || Daemons&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 Khorgorath || 10 Bloodletters&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 20 Bloodreavers || 10 Bloodletters&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 5 Skullreapers || 5 Flesh Hounds&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3 Mighty Skullcrushers || 5 Flesh Hounds&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 Wrathmongers || 3 Bloodcrushers&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 10 Blood Warriors || 1 Skull Cannon&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hero Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Split by allegiance.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Bloodbound || Daemons&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 Bloodstoker || 1 Bloodmaster, Herald of Khorne&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 Skullgrinder || 1 Bloodmaster, Herald of Khorne&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 Aspiring Deathbringer || 1 Bloodmaster, Herald of Khorne&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1 Exalted Deathbringer || 1 Skullmaster, Herald of Khorne&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 Slaughterpriest || 1 Skullmaster, Herald of Khrone&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1 Bloodsecrator || 1 Herald of Khorne on Blood Throne&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Follower Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Sworn Disciples&#039;&#039;&#039; || &#039;&#039;Filled with bloody fervour, these fighters drive their blades deep.&#039;&#039; || Once per battle, at the start of the combat phase, this unit can prove its devotion to your champion. If it does so, you can re-roll wound rolls for attacks made by that unit until the end of the phase.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Eager for Battle&#039;&#039;&#039; || &#039;&#039;Like starved dogs this warband leap in for the kill.&#039;&#039; || You can re-roll charge rolls for this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Surging Ferocity&#039;&#039;&#039; || &#039;&#039;Bloodlust quickens these fighters&#039; advance.&#039;&#039; || Once per battle, at the start of your hero phase, this unit can make a normal move.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Battle Fury&#039;&#039;&#039; || &#039;&#039;When their rage reaches its peak, these warriors are all but unstoppable.&#039;&#039; || Once per battle, at the start of the combat phase, add 1 to hit rolls made for attacks by this unit until the end of the phase.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Too Angry to Die&#039;&#039;&#039; || &#039;&#039;Flesh wounds serve only to stoke these fighters&#039; ire.&#039;&#039; || Roll a dice each time you allocate a wound or mortal wound to this unit. On a 6 that wound or mortal wound is negated.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Twice-blessed Followers&#039;&#039;&#039; || &#039;&#039;Khorne smiles upon his worthiest skull-takers.&#039;&#039; || Roll twice on this table and apply both results. Re-roll any duplicates or further rolls of 6.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Champion Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! 2D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;What the Gods Give...&#039;&#039;&#039; || &#039;&#039;This champion has offended mighty Khorne, and is punished accordingly.&#039;&#039; || You lose D3 Glory Points (to a minimum of 0). In addition, remove all Champion Rewards this champion has previously gained from your warband roster.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Insane Fury&#039;&#039;&#039; || &#039;&#039;Blinded by rage, this champion risks everything for bloodshed.&#039;&#039; || At the start of your hero phase, roll a dice. On a 1, this champion cannot move, attack, or use any abilities until your next hero phase. On a 4+ you can re-roll hit and wound rolls of 1 for attacks made by this champion until the start of your next hero phase.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Molten Blood&#039;&#039;&#039; || &#039;&#039;Jets of fiery blood leap vengefully from this champion&#039;s wounds.&#039;&#039; || Roll a dice each time a wound inflicted by a melee weapon is allocated to this champion and not negated. On a 6 the attacking unit suffers 1 mortal wound.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Mighty Blow&#039;&#039;&#039; || &#039;&#039;The preternatural bite of this blade can sunder even the toughest armour.&#039;&#039; || Pick 1 of this champion&#039;s melee weapons. Improve the Rend characteristic of that weapon by 1.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Patronage of Khorne (Lesser Reward)&#039;&#039;&#039; || &#039;&#039;Every boon of the Blood God is a prize worth killing for.&#039;&#039; || Generate a Lesser Reward of Khorne for this champion (see below).&lt;br /&gt;
|-&lt;br /&gt;
| 7 || &#039;&#039;&#039;Patronage of Khorne (Greater Reward)&#039;&#039;&#039; || &#039;&#039;Khorne asks for blood, and those who deliver it are richly rewarded.&#039;&#039; || Generate a Greater Reward of Khorne for this champion (see below).&lt;br /&gt;
|-&lt;br /&gt;
| 8 || &#039;&#039;&#039;Patronage of Khorne (Exalted Reward)&#039;&#039;&#039; || &#039;&#039;This champion is a true exemplar of their master&#039;s murderous creed.&#039;&#039; || Generate an Exalted Reward of Khorne for this champion (see below).&lt;br /&gt;
|-&lt;br /&gt;
| 9 || &#039;&#039;&#039;Blademaster&#039;&#039;&#039; || &#039;&#039;Few can match this champion&#039;s skill at arms.&#039;&#039; || Subtract 1 from hit rolls for attacks made with melee weapons that target this champion.&lt;br /&gt;
|-&lt;br /&gt;
| 10 || &#039;&#039;&#039;Daemonic Armour&#039;&#039;&#039; || &#039;&#039;Grotesque faces leer from this champion&#039;s armour, mocking their foe&#039;s failed attacks.&#039;&#039; || You can re-roll save rolls for attacks that target this champion.&lt;br /&gt;
|-&lt;br /&gt;
| 11 || &#039;&#039;&#039;Ferocious Resolve&#039;&#039;&#039; || &#039;&#039;With grim determination, this champion fights on where lesser fighters would fall.&#039;&#039; || Roll a dice each time you allocate a wound or mortal wound to this champion. On a 6 that wound or mortal wound is negated.&lt;br /&gt;
|-&lt;br /&gt;
| 12 || &#039;&#039;&#039;Twice-blessed Champion&#039;&#039;&#039; || &#039;&#039;This champion is a born killer, made mightier still by Khorne&#039;s gifts.&#039;&#039; || Roll twice on this table and apply both results. Re-roll any duplicates, rolls of 2 or further rolls of 12.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Patronage of Khorne&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you roll a Patronage of Khorne result on the champion rewards table, generate a reward from the appropriate column below.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Lesser Reward || Greater Reward || Exalted Reward&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || &#039;&#039;&#039;Collar of Khorne&#039;&#039;&#039;: &#039;&#039;Spells gutter like weak candles when these brazen artefacts are near.&#039;&#039; This champion can attempt to unbind one spell in the enemy hero phase as if it were a WIZARD. || &#039;&#039;&#039;Whirlwind of Death&#039;&#039;&#039;: &#039;&#039;This champion fights with such frenzied aggression that a killing blow can land at any moment.&#039;&#039; If the unmodified hit roll for an attack made with one of this champion&#039;s melee weapons is 6, double the Damage characteristic of that weapon for that attack. || &#039;&#039;&#039;Wrathful Aura&#039;&#039;&#039;: &#039;&#039;The unholy rage emanating from this champion overrides all sense of self-preservation.&#039;&#039; Do not take battleshock tests for friendly units while they are wholly within 12&amp;quot; of this champion.&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;: &#039;&#039;Few of this warrior&#039;s ferocious blows miss their mark.&#039;&#039; You can re-roll hit rolls of 1 for attacks made by this champion. || &#039;&#039;&#039;Berserk Charge&#039;&#039;&#039;: &#039;&#039;The fires of wrath rage most fiercely when combat first begins.&#039;&#039; You can re-roll hit rolls for attacks made by this champion if they have made a charge move in the same turn. || &#039;&#039;&#039;Gift of Immortal Strength&#039;&#039;&#039;: &#039;&#039;The crushing power of this champion&#039;s attacks is terrifying to behold.&#039;&#039; Add 1 to the Damage characteristic of this champion&#039;s melee weapons.&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || &#039;&#039;&#039;Murderous Skill&#039;&#039;&#039;: &#039;&#039;Bones splinter beneath the force of this champion&#039;s strikes.&#039;&#039; You can re-roll wound rolls of 1 for attacks made by this champion. || &#039;&#039;&#039;Fuelled by Blood&#039;&#039;&#039;: &#039;&#039;Bathed in gore, this champion bellows with newfound strength.&#039;&#039; At the end of the combat phase, if any enemy models were slain by this champion&#039;s attacks in that combat phase, you can heal up to D3 wounds allocated to this champion. || &#039;&#039;&#039;Boon of Blood&#039;&#039;&#039;: &#039;&#039;Khorne furthers the killing sprees of those he deems worthy.&#039;&#039; Once per battle, at the start of your hero phase, you receive 1 Blood Tithe point.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Disciples of Tzeentch===&lt;br /&gt;
Found in the Battletome (January 2020).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Champions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Daemon Champions&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Champion || Follower Rolls&lt;br /&gt;
|-&lt;br /&gt;
| Lord of Change || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Fluxmaster, Herald of Tzeentch on Disc || 5 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Changecaster, Herald of Tzeentch || 6 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Fateskimmer, Herald of Tzeentch on Burning Chariot || 6 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Gaunt Summoner of Tzeentch || 6 rolls&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Arcanite Champions&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Champion || Follower Rolls&lt;br /&gt;
|-&lt;br /&gt;
| Fatemaster || 5 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Magister on Disc of Tzeentch || 5 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Tzaangor Shaman || 5 rolls&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Followers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Split by allegiance.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Arcanites || Daemons&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 10 Kairic Acolytes || 10 Brimstone Horrors&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 10 Kairic Acolytes || 10 Blue Horrors&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 10 Tzaangors || 10 Pink Horrors&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 10 Tzaangors || 3 Flamers of Tzeentch&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3 Tzaangor Enlightened || 3 Screamers of Tzeentch&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 3 Tzaangors Skyfires || 1 Burning Chariot of Tzeentch&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hero Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Split by allegiance.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Arcanites || Daemons&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 1 Tzaangor Shaman || 1 Changecaster, Herald of Tzeentch&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 Magister || 1 Changecaster, Herald of Tzeentch&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1 Fatemaster || 1 Fluxmaster, Herald of Tzeentch on Disc&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 Curseling, Eye of Tzeentch || 1 Fluxmaster, Herald of Tzeentch on Disc&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1 Ogroid Thaumaturge || 1 Fateskimmer, Herald of Tzeentch on Burning Chariot&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Follower Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Arcanite Followers Rewards&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D3 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Nexus of Fate&#039;&#039;&#039; || &#039;&#039;These followers manipulate what mortals consider &#039;destiny&#039; as if it were a puppet.&#039;&#039; || At the start of your hero phase, if this unit is on the battlefield, you can roll a dice. If you do so, you can replace one of your Destiny Dice with that roll.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Soul Burn&#039;&#039;&#039; || &#039;&#039;The slightest contact with these warriors&#039; blades can blight the very fabric of the victim&#039;s body.&#039;&#039; || If the unmodified hit roll for an attack made with a melee weapon by this unit is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Thieves of All Things Arcane&#039;&#039;&#039; || &#039;&#039;Driven by a unquenchable thirst for knowledge, there is no sorcery these followers do not seek to take for their own.&#039;&#039; || This unit can attempt to unbind 1 spell in the enemy hero phase. In addition, in the first, third and fifth battle rounds, when this unit attempts to unbind a spell, the spell is automatically unbound (do not roll 2D6).&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Daemon Followers Rewards&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D3 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Nexus of Fate&#039;&#039;&#039; || &#039;&#039;These followers manipulate what mortals consider &#039;destiny&#039; as if it were a puppet.&#039;&#039; || At the start of your hero phase, if this unit is on the battlefield, you can roll a dice. If you do so, you can replace one of your Destiny Dice with that roll.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Storm of Daemonic Fire&#039;&#039;&#039; || &#039;&#039;So great is the roiling tide of warpfire surrounding these followers that to merely stand in their presence is to risk being set alight.&#039;&#039; || At the end of the charge phase, roll a dice for each enemy unit within 9&amp;quot; of this unit. On a 6, that unit suffers D3 mortal wounds.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Incorporeal Form&#039;&#039;&#039; || &#039;&#039;These followers can transform into a translucent state when malevolent sorcery draws near.&#039;&#039; || Each time this unit is affected by a spell or endless spell, you can roll a dice. On a 5+, ignore the effects of that spell or endless spell on this unit.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Champion Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Daemon Champion Rewards&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D3 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Phantasmal Weapons&#039;&#039;&#039; || &#039;&#039;This champion&#039;s strikes can pass through armour to cleave the flesh beneath.&#039;&#039; || Improve the Rend characteristic of this champion&#039;s melee weapons by 1.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Warpfire Blade&#039;&#039;&#039; || &#039;&#039;The flames that flicker around this champion&#039;s blade can ignite the soul of its victim.&#039;&#039; || Pick 1 of this champion&#039;s melee weapons. If the unmodified hit roll for an attack made with that weapon is 6, that attack inflicts 2 mortal wounds on the target in addition to any normal damage.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Aura of Mutability&#039;&#039;&#039; || &#039;&#039;Even the slightest injury serves as an opportunity for bountiful change when in close proximity to this champion.&#039;&#039; || Add 1 to wound rolls for attacks made by friendly &#039;&#039;&#039;TZEENTCH DAEMON&#039;&#039;&#039; units that are wholly within 9&amp;quot; of this champion.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Arcanite Champion Rewards&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D3 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Spiteful Shield&#039;&#039;&#039; || &#039;&#039;This shield exemplifies Tzeentch&#039;s predilection for cruel twists of fate.&#039;&#039; || If the unmodified save roll for an attack that targets this champion is 6, the attacking unit suffers 2 mortal wounds after all of its attacks have been resolved.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Secret-eater&#039;&#039;&#039; || &#039;&#039;Should this weapon slay one touched by fate, its bearer inherits a measure of their destiny.&#039;&#039; || Pick 1 of this champion&#039;s weapons. If the unmodified hit roll for an attack made with that weapon is 6, you can roll a dice and add it to your Destiny Dice.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Timeslip Pendant&#039;&#039;&#039; || &#039;&#039;Time is a mutable concept to the bearer of this amulet.&#039;&#039; || Once per battle, at the end of the combat phase, you can say that this champion will enter a timeslip. If you do so, this champion can fight for a second time.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Hedonites of Slaanesh===&lt;br /&gt;
Found in the Battletome (May 2019).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Champions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Champion || Follower Rolls&lt;br /&gt;
|-&lt;br /&gt;
| Keeper of Secrets || 3 roll&lt;br /&gt;
|-&lt;br /&gt;
| Bladebringer, Herald on Exalted Chariot || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| The Contorted Epitome || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Lord of Chaos with Mark of &#039;&#039;&#039;SLAANESH&#039;&#039;&#039; || 5 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Infernal Enrapturess, Herald of Slaanesh || 5 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Bladebringer, Herald on Hellflayer or Bladebringer, Herald on Seeker Chariot || 5 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Viceleader, Herald of Slaanesh || 5 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Lord of Chaos on Daemonic Mount with Mark of &#039;&#039;&#039;SLAANESH&#039;&#039;&#039; || 5 rolls&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Followers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Split by allegiance.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Mortal || Daemon&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 5 Hellstriders with Claw-spears || 10 Daemonettes&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 Hellstriders with Hellscourges || 5 Seekers&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 Hellstriders with Hellscourges || 1 Seeker Chariot&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 5 Hellstriders with Hellscourges || 1 Hellflayer&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hero Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Split by allegiance.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Mortal || Daemon&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 || 1 Chaos Lord of Slaanesh || 1 Viceleader, Herald of Slaanesh&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || 1 Lord of Slaanesh on Daemonic Mount || 1 Bladebringer, Herald on Hellflayer or 1 Bladebringer, Herald on Seeker Chariot&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Elite Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires 2 rolls, or 1 roll and 1 Glory Point.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 || 3 Fiends&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || 1 Exalted Chariot&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Follower Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Sworn Disciples&#039;&#039;&#039; || &#039;&#039;These loyal retainers will follow their leader to death and beyond.&#039;&#039; || You can re-roll hit rolls of 1 for this unit while it is wholly within 12&amp;quot; of your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Rapturous Oblivion&#039;&#039;&#039; || &#039;&#039;The fierce joy of battle has so overwhelmed these warriors that they have forgotten the meaning of fear.&#039;&#039; || Do not take battleshock tests for this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Unnatural Swiftness&#039;&#039;&#039; || &#039;&#039;Heightened senses allow these warriors to strike before all but the fastest opponent.&#039;&#039; || Once per battle, in the combat phase, this unit can fight at the start of the combat phase, before the players pick any other units to fight with in that combat phase.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Violent Excess&#039;&#039;&#039; || &#039;&#039;Bloodshed causes these hedonists to commit acts of heinous violence.&#039;&#039; || If the unmodified wound roll for an attack made with a melee weapon by this unit is 6, add 1 to the damage inflicted by the attack.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Fuelled by Pain&#039;&#039;&#039; || &#039;&#039;A wound that would fell another creature only drives these warriors to fight all the harder.&#039;&#039; || You can re-roll save rolls of 1 for attacks that target this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Twice-blessed Followers&#039;&#039;&#039; || &#039;&#039;These hedonists have the favour of Slaanesh.&#039;&#039; || Roll twice on this table and apply both results to this unit. Re-roll any duplicates or further rolls of 6.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Champion Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! 2D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;What the Gods Give...&#039;&#039;&#039; || &#039;&#039;This champion has offended the Dark Prince and is punished accordingly.&#039;&#039; || You lose D3 Glory Points (to a minimum of 0). In addition, remove all Champion Rewards this champion has previously gained from your warband roster.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Self-obsessed&#039;&#039;&#039; || &#039;&#039;This champion is justifiably proud of their own incredible prowess.&#039;&#039; || In your hero phase, roll a dice for this champion. On a 1, you lose D3 command points (to a minimum of 0). On a 2-5, you receive 1 command point. On a 6, you receive D3 command points.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Lightning Riposte&#039;&#039;&#039; || &#039;&#039;This champion replies to an attack with a lightning fast counter-attack.&#039;&#039; || If the unmodified save roll for an attack that targets this champion is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Ensorcelled Weapon&#039;&#039;&#039; || &#039;&#039;Slaanesh gifts this champion with a magical weapon.&#039;&#039; || Pick 1 of this champion&#039;s melee weapons when you receive this reward. Improve the Rend characteristic of that weapon by 1.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Aura of Acquiescence&#039;&#039;&#039; || &#039;&#039;Few can resist the charms of this refined warrior.&#039;&#039; || You can re-roll the dice roll that determines if an enemy &#039;&#039;&#039;HERO&#039;&#039;&#039; within 3&amp;quot; of the bearer is affected by the Locus of Diversion battle trait.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || &#039;&#039;&#039;Graceful Feint&#039;&#039;&#039; || &#039;&#039;The champion side-steps round an opponent, leaving them flat-footed and confused.&#039;&#039; || This champion can retreat and still charge later in the same turn.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || &#039;&#039;&#039;Cruel Tormentor&#039;&#039;&#039; || &#039;&#039;This champion glories in making their rivals writhe and flinch in pain.&#039;&#039; || You can re-roll hit and wound rolls for attacks made with melee weapons by this champion that target a &#039;&#039;&#039;HERO&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || &#039;&#039;&#039;Exalted Champion of Slaanesh&#039;&#039;&#039; || &#039;&#039;This champion&#039;s exploits have earned them high status among Slaanesh&#039;s champions.&#039;&#039; || In your hero phase, roll a dice for this champion. On a 1, you lose D3 depravity points (to a minimum of 0). On a 2-5, you receive 1 depravity point. On a 6, you receieve D3 depravity points.&lt;br /&gt;
|-&lt;br /&gt;
| 10 || &#039;&#039;&#039;Insensate to Pain&#039;&#039;&#039; || &#039;&#039;This champion relishes pain, and even a terrible wound will not slow them.&#039;&#039; || You can re-roll save rolls for attacks that target this champion.&lt;br /&gt;
|-&lt;br /&gt;
| 11 || &#039;&#039;&#039;Daemonic Armour&#039;&#039;&#039; || &#039;&#039;This champion&#039;s armour is infused with the protective energies stolen from a daemon of Slaanesh.&#039;&#039; || Roll a dice each time you allocate a wound or mortal wound to this champion. On a 5+, that wound or mortal wound is negated.&lt;br /&gt;
|-&lt;br /&gt;
| 12 || &#039;&#039;&#039;Twice-blessed Champion&#039;&#039;&#039; || &#039;&#039;This champion has pleased the Dark Prince and is rewarded accordingly.&#039;&#039; || Roll twice on this table and apply both results. Re-roll and duplicates, rolls of 2 and further rolls of 12.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Maggotkin of Nurgle===&lt;br /&gt;
Found in the Battletome (January 2018).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Champions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Champion || Follower Rolls&lt;br /&gt;
|-&lt;br /&gt;
| Great Unclean One || 2 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Harbinger of Decay || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Lord of Afflictions || 3 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Lord of Blights/Lord of Plagues || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Herald of Nurgle (any type) || 4 rolls&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Followers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 Nurgling bases&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 || 10 Plaguebearers&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1 Beast of Nurgle&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hero Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Split by allegiance.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Rotbringers || Daemons&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 1 Sorcerer || 1 Poxbringer, Herald of Nurgle&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 Harbinger of Decay || 1 Spoilpox Scrivener, Herald of Nurgle&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1 Lord of Blights || 1 Spoilpox Scrivener, Herald of Nurgle&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 Lord of Plagues || 1 Sloppity Bilepiper, Herald of Nurgle&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1 Lord of Afflictions || 1 Sloppity Bilepiper, Herald of Nurgle&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Elite Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Split by allegiance and requires 2 rolls, or 1 roll and 1 Glory Point.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Rotbringers || Daemons&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 || 5 Putrid Blightkings || 3 Plague Drones&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || 2 Pusgoyle Blightlords || 3 Plague Drones&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Follower Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Driven by Devotion&#039;&#039;&#039; || Once per battle, in your hero phase, you can declare that this unit will prove their devotion to your champion. You can re-roll failed hit rolls for the unit for the rest of the turn.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Unnatural Regeneration&#039;&#039;&#039; || In each of your hero phases, you cna heal one wound that has been allocated to a model in this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Boon of Virulence&#039;&#039;&#039; || Once per battle, in your hero phase, you can bestow Nurgle&#039;s foetid blessings upon this unit&#039;s weapons. You can re-roll any failed wound rolls for the unit in the combat phase of that turn.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Revolting Resilience&#039;&#039;&#039; || Once per battle, in your hero phase, you can choose for this unit to ignore all but the most grievous of injuries. Improve this unit&#039;s Save characteristic by 1 until the start of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Gift of Life&#039;&#039;&#039; || Once per battle, in your hero phase, you can roll a dice for each model in this unit that has been slain. On a result of 5 or 6, return the model to the unit.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Twice-blessed Followers&#039;&#039;&#039; || Roll twice on this table and apply both results. Re-roll duplicates and further rolls of 6.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Champion Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! 2D6 || Reward || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;What the Gods Give...&#039;&#039;&#039; || You champion has offended their patron and is punished by being condemned to spawndom. Lose D3 Glory Points (to a minimum of 0), and remove your champion and all rewards they have gained from this table from your warband roster. If your warband has another &#039;&#039;&#039;HERO&#039;&#039;&#039;, that model now takes charge and becomes your new champion (if you do not have any &#039;&#039;&#039;HEROES&#039;&#039;&#039;, immediately generate one from the hero followers table to become your new champion). Write down your new champion&#039;s name on your warband roster ready for the next battle. Of course, your former champion may still have their uses - if your champion was a &#039;&#039;&#039;MORTAL&#039;&#039;&#039; you may immediately add a Chaos Spawn to your warband as a follower.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Cycle of Life&#039;&#039;&#039; || Roll a dice for your champion in each of your hero phases. On a 1 the champion immediately suffers 1 mortal wound. On a 4+ you can heal D3 wounds that have been allocated to the champion.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Poisonous Blood&#039;&#039;&#039; || Roll a dice after any wounds are inflicted on your champion. On a 2+ one enemy unit within 1&amp;quot; of your champion suffers 1 mortal wound. If several enemy units are within range, randomly determine which one suffers the mortal wound.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Ensorcelled Weapon&#039;&#039;&#039; || Pick one of your champion&#039;s weapons (it cannot be a weapon used by a mount if they have one). The Rend characteristic of the weapon is improved by 1 (for example, Rend -1 becomes Rend -2).&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Oppressive Stench&#039;&#039;&#039; || Subtract 1 from hit rolls for attacks that target your champion in the combat phase.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || &#039;&#039;&#039;Patronage of Nurgle (Lesser Reward)&#039;&#039;&#039; || Your champion gains a reward generated from the lesser reward of Nurgle table below.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || &#039;&#039;&#039;Patronage of Nurgle (Greater Reward)&#039;&#039;&#039; || Your champion gains a reward generated from the greater reward of Nurgle table below.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || &#039;&#039;&#039;Patronage of Nurgle (Exalted Reward)&#039;&#039;&#039; || Your champion gains a reward generated from the exalted reward of Nurgle table below.&lt;br /&gt;
|-&lt;br /&gt;
| 10 || &#039;&#039;&#039;Daemonic Armour&#039;&#039;&#039; || You can re-roll failed save rolls for your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 11 || &#039;&#039;&#039;Blubbery Resilience&#039;&#039;&#039; || Roll a dice each time you allocate a wound or mortal wound to your champion. On a 6+ the wound is negated.&lt;br /&gt;
|-&lt;br /&gt;
| 12 || &#039;&#039;&#039;Twice-blessed Champion&#039;&#039;&#039; || Roll twice on this table and apply both results. Re-roll duplicates and further rolls of 2 or 12.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Patronage of Nurgle&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you roll a Patronage of Nurgle result on the champion rewards table, generate a reward from the appropriate column that matches the extent of Nurgle&#039;s Favour.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Lesser Reward || Greater Reward || Exalted Reward&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || &#039;&#039;&#039;Putrid Vomit&#039;&#039;&#039;: Once per game, in your shooting phase, pick an enemy unit within 3&amp;quot; of your champion. Roll a dice for each model in the unit you picked that is within 3&amp;quot; of your champion. For each roll of 5 or 6 the unit suffers 1 mortal wound. || &#039;&#039;&#039;Reaping Strikes&#039;&#039;&#039;: Each time you make a hit roll of 6+ for your champion in the combat phase, they can immediately make one additional attack with the same weapon. Any bonus attacks made in this manner can themselves generate additional attacks. || &#039;&#039;&#039;Infectious Joviality&#039;&#039;&#039;: Your units do not need to take battleshock tests if they are within 7&amp;quot; of your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || &#039;&#039;&#039;Repellent Smell&#039;&#039;&#039;: Subtract 2 from any charge rolls made for units attempting to charge your champion. || &#039;&#039;&#039;Bulky Onslaught&#039;&#039;&#039;: You can re-roll failed wound rolls for your champion in a turn in which they charged. || &#039;&#039;&#039;Fly Swarm&#039;&#039;&#039;: Once per battle, at the start of a combat phase, pick any enemy unit within 7&amp;quot; of your champion. Subtract 1 from any hit rolls made for models in that unit until the end of the phase.&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || &#039;&#039;&#039;Inimical Touch&#039;&#039;&#039;: You can re-roll wound rolls of 1 for your champion. || &#039;&#039;&#039;Baleful Virulence&#039;&#039;&#039;: Add 1 to the Damage characteristic of one of your champion&#039;s melee weapons. || &#039;&#039;&#039;Boon of Regeneration&#039;&#039;&#039;: Once per battle, in your hero phase, your champion can call upon Nurgle&#039;s favour. You can heal D3 wounds that have been allocated to your champion.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Skaventide===&lt;br /&gt;
Found in the Battletome (February 2019).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Champions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Champion || Follower Rolls&lt;br /&gt;
|-&lt;br /&gt;
| Verminlord (any type) || 2 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Grey Seer on Screaming Bell || 3 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Plague Priest on Plague Furnace || 3 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Arch-Warlock || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Clawlord || 4  rolls&lt;br /&gt;
|-&lt;br /&gt;
| Deathmaster || 4  rolls&lt;br /&gt;
|-&lt;br /&gt;
| Grey Seer || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Master Moulder || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Plague Priest || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Warlock Bombardier || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Warlock Engineer || 4 rolls&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Followers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Split by allegiance.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Clans Eshin || Clans Moulder || Clans Pestilens || Clans Skryre || Clans Verminus&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 10 Night Runners || 20 Giant Rats or 4 Rat Swarms || 15 Plague Monks || 10 Skryre Acolytes || 20 Clanrats&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 10 Gutter Runners || 3 Pack Master or 2 Rat Ogors || 10 Plague Censer Bearers || 2 Warplock Jezzails || 10 Stormvermin&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hero Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 Clawlord&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 Deathmaster&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 Grey Seer&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1 Master Moulder&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 Plague Priest&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1 Warlock Bombardier&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Skryre Weapons Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 Doom-Flayer&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 Doomwheel&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || 1 Ratling Gun&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 Warpfire Thrower&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1 Warp-Grinder&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Special Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Split by allegiance and requires 2 rolls, or 1 roll and 1 Glory Point.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Clans Moulder || Clans Pestilens || Clans Skryre&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 1 Hell Pit Abomination || 1 Plagueclaw || 1 Warp Lightning Cannon&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 1 Hell Pit Abomination || 1 Plagueclaw || 2 Stormfiends&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Follower Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Children of the Horned Rat&#039;&#039;&#039; || &#039;&#039;Skaven often call upon the Horned Rat to save their lives - sometimes he even listens.&#039;&#039; || Once per battle, at the start of any phase, you can declare that this unit is calling on the Horned Rat for protection. If you do so, you can re-roll save rolls for attacks that target this unit until the end of that phase.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Seething Horde&#039;&#039;&#039; || &#039;&#039;These followers are almost countless in number.&#039;&#039; || In your hero phase, you can return 1 slain model to this unit. If this unit has a Wounds characteristic of 1, you can return D3 slain models instead of 1. Set up the returning models one at a time within 1&amp;quot; of a model from this unit (this can be a model you returned to the unit earlier in the same phase). Returning models can only be set up within 3&amp;quot; of an enemy unit if one or more models from this unit are already within 3&amp;quot; of that enemy unit.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Hidden Menace&#039;&#039;&#039; || &#039;&#039;These warriors hide in the cracks in reality, springing forth to ambush their foes.&#039;&#039; || Instead of setting up this unit on the battlefield, you can place it to one side and say that it is hidden as a reserve unit. If you do so, at the end of your first movement phase, you must set up this unit on the battlefield more than 9&amp;quot; from any enemy units.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Warpstone Fallout&#039;&#039;&#039; || &#039;&#039;These crazed followers of the Horned Rat have consumed prodigious amounts of warpstone.&#039;&#039; || In your hero phase, you can roll a dice for each enemy unit within 3&amp;quot; of this unit. On a 6 that enemy unit suffers D3 mortal wounds.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Savage Retreat&#039;&#039;&#039; || &#039;&#039;These warriors are at their most dangerous when they flee for their lives.&#039;&#039; || If this unit fails a battleshock test, you can pick 1 enemy unit within 3&amp;quot; of this unit and roll a dice. On a 4+ that enemy unit suffers 1 mortal wound for each model from this unit that flees.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Scrabbling Tide&#039;&#039;&#039; || &#039;&#039;This clawpack pours towards the foe, clambering over their comrades in order to attack.&#039;&#039; || All of this unit&#039;s melee weapons are treated as having a range of 3&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Champion Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! 2D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Punished for Incompetence&#039;&#039;&#039; || &#039;&#039;The Horned Rat does not suffer fools or ineffectual underlings gladly.&#039;&#039; || You lose 1 Glory Point. In addition, your champion cannot gain any further rewards for the rest of the campaign.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Scabrous&#039;&#039;&#039; || &#039;&#039;This mangy creature is so scrofulous and diseased that few dare approach too closely.&#039;&#039; || Subtract 1 from hit rolls for attacks made with melee weapons that target your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Flurry of Blows&#039;&#039;&#039; || &#039;&#039;When cornered, this crazed follower of the Horned Rat attacks with redoubled fury.&#039;&#039; || Once per battle, when your champion attacks, you can say that your champion is making a flurry of blows. If you do so, double the Attacks characteristic of any melee weapons used by your champion until the end of the phase.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Malevolent&#039;&#039;&#039; || &#039;&#039;Spite and hatred drive this warlord to ever greater heights of violence.&#039;&#039; || You can re-roll wound rolls of 1 for attacks made with melee weapons by your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Verminous Valour&#039;&#039;&#039; || &#039;&#039;This vicious rat inspires their followers to commit terrible acts of self-sacrifice.&#039;&#039; || Before you allocate a wound or mortal wound to your champion, you can roll a dice. Subtract 1 from the roll if your champion is a &#039;&#039;&#039;MONSTER&#039;&#039;&#039; or &#039;&#039;&#039;WAR MACHINE&#039;&#039;&#039;. On a 4+, instead of allocating the wound or mortal wound to your champion, you can allocate it to a unit from the same warband within 3&amp;quot; of your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || &#039;&#039;&#039;Survivor&#039;&#039;&#039; || &#039;&#039;One way or another, this resourceful champion always finds a way to get out of danger.&#039;&#039; || You can re-roll save rolls for attacks that target your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || &#039;&#039;&#039;Savage Overlord&#039;&#039;&#039; || &#039;&#039;This warlord punishes their minions&#039; trangsgressions with savage brutality.&#039;&#039; || Add 1 to the Bravery characteristic of units from your warband while they are wholly within 18&amp;quot; of your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || &#039;&#039;&#039;Warpstone Weapon&#039;&#039;&#039; || &#039;&#039;Weapons crafted from warpstone are prized for their extreme lethality.&#039;&#039; || Pick 1 of your champion&#039;s melee weapons and note it down on your warband roster as being made of warpstone. Add 1 to that weapon&#039;s Damage characteristic.&lt;br /&gt;
|-&lt;br /&gt;
| 10 || &#039;&#039;&#039;Nefarious&#039;&#039;&#039; || &#039;&#039;This cunning schemer is able to turn even a minor victory into a masterful example of their own prowess.&#039;&#039; || Add 1 to the Glory Points you earn if you win a battle and your champion was in your warband.&lt;br /&gt;
|-&lt;br /&gt;
| 11 || &#039;&#039;&#039;Protection of the Horned Rat&#039;&#039;&#039; || &#039;&#039;An eerie sense of watchfulness surrounds this champion, and an unholy aura of warding protects him from harm.&#039;&#039; || Roll a dice each time you allocate a wound or mortal wound to this champion. On a 5+ that wound or mortal wound is negated.&lt;br /&gt;
|-&lt;br /&gt;
| 12 || &#039;&#039;&#039;Rewarded for Excellence&#039;&#039;&#039; || &#039;&#039;The Horned Rat sends forth one of his minions to aid the champion in a vital battle.&#039;&#039; ||You can include 1 &#039;&#039;&#039;VERMINLORD&#039;&#039;&#039; in your warband, in addition to any other models you can take.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Slaves to Darkness===&lt;br /&gt;
Found in the Slaves to Darkness Battletome (December 2019).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Champions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Champion || Follower Rolls&lt;br /&gt;
|-&lt;br /&gt;
| Chaos Lord on Manticore || 2 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Chaos Sorcerer Lord on Manticore || 2 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Chaos Lord on Daemonic Mount || 3 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Chaos Lord on Karkadrak || 3 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Chaos Lord || 4rolls&lt;br /&gt;
|-&lt;br /&gt;
| Chaos Sorcerer Lord || 4rolls&lt;br /&gt;
|-&lt;br /&gt;
| Slaves to Darkness Daemon Prince || 4 rolls&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Followers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! 3D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || 1 Chaos Spawn&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || 6 Raptoryx or 6 Furies&lt;br /&gt;
|-&lt;br /&gt;
| 7-8 || 18 Unmade or 18 Untamed Beasts&lt;br /&gt;
|-&lt;br /&gt;
| 9-10 || 16 Cypher Lords or 18 Spire Tyrants&lt;br /&gt;
|-&lt;br /&gt;
| 11-12 || 18 Corvus Cabal&lt;br /&gt;
|-&lt;br /&gt;
| 13-14 || 20 Splintered Fang or 16 Iron Golems&lt;br /&gt;
|-&lt;br /&gt;
| 15-16 || 20 Chaos Marauders or 5 Chaos Warriors&lt;br /&gt;
|-&lt;br /&gt;
| 17-18 || 1 Chaos Chariot or 1 Gorebeast Chariot&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hero Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 1 Exalted Hero of Chaos&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || 1 Darkoath Warqueen or 1 Darkoath Chieftain&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || 1 Ogroid Myrmidon&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Elite Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires 2 rolls, or 1 roll and 1 Glory Point.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 Chaos Chosen&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 || 5 Chaos Knights&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 || 10 Chaos Warriors&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1 Chaos Warshrine&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Monsters Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires 2 rolls, or 1 roll and 1 Glory Point.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 1 Fomoroid Crusher&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 Mindstealer Sphiranx&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1 Mutalith Vortex Beast&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 Slaughterbrute&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1 Soul Grinder&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Everchosen Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires 2 rolls, or 1 roll and 1 Glory Point.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-6 || 3 Varanguard&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Follower Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D3 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Keen for Conflict&#039;&#039;&#039; || &#039;&#039;These warriors are forever eager to get to grips with their enemies.&#039;&#039; || This unit can run and still charge later in the same turn.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Skilled and Scarred&#039;&#039;&#039; || &#039;&#039;With every battle these warriors develop their deadly skills further.&#039;&#039; || Add 1 to hit rolls for attacks made by this unit if it charged in the same turn.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Furious Fervour&#039;&#039;&#039; || &#039;&#039;Even impending death cannot prevent these warriors from striking down their foes.&#039;&#039; || If a model from this unit is slain in the combat phase, it can fight before it is removed from play.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Champion Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
There are three tables, based on which champion you chose.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eye of the Gods Hero only.&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Flames of Spite&#039;&#039;&#039; || &#039;&#039;Chaotic fire clings to the form of this warlord.&#039;&#039; || If the unmodified wound roll for an attack made by this champion is 6, the target suffers 1 mortal wound in addition to any normal damage.&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 || &#039;&#039;&#039;Favoured of the Pantheon&#039;&#039;&#039; || &#039;&#039;The gods watch this warlord&#039;s deeds particularly closely.&#039;&#039; || You can add or subtract 2 from the result of any rolls made for this champion on the Eyes of the Gods table.&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 || &#039;&#039;&#039;Bolstered by Hate&#039;&#039;&#039; || &#039;&#039;This general is imbued with an unnatural loathing that manifests as a vile nimbus of Chaos energy.&#039;&#039; || Add 1 to this champion&#039;s Wounds characteristic.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Artefact of Power&#039;&#039;&#039; || &#039;&#039;An ancient artefact of power has come into this champion&#039;s possession.&#039;&#039; || Randomly generate one artefact of power for this champion from the Trophies of Conquest table.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Wizard Hero only.&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Studied Sorcerer&#039;&#039;&#039; || &#039;&#039;Mastery of the arcane is of the utmost importance for this wizard.&#039;&#039; || Add 1 to casting, dispelling, and unbinding rolls for this champion.&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 || &#039;&#039;&#039;Favoured of the Pantheon&#039;&#039;&#039; || &#039;&#039;The gods watch this warlord&#039;s deeds particularly closely.&#039;&#039; || You can add or subtract 2 from the result of any rolls made for this champion on the Eyes of the Gods table.&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 || &#039;&#039;&#039;Lord of Terror&#039;&#039;&#039; || &#039;&#039;Where this champion walks, the inhuman howls of daemons follow them, striking horror into the hearts of all in their path.&#039;&#039; || Subtract 1 from the Bravery characteristic of enemy units while they are within 6&amp;quot; of this champion.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Artefact of Power&#039;&#039;&#039; || &#039;&#039;An ancient artefect of power has come into this champion&#039;s possession.&#039;&#039; || Randomly generate one artefact of power for this champion from the Chaos Esoterica table.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Daemon Prince only.&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D3 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Paragon of Ruin&#039;&#039;&#039; || &#039;&#039;This champion is truly favoured by their god, a living conduit for their fell power.&#039;&#039; || Friendly units are affected by this champion&#039;s Aura of Chaos ability while they are wholly within 18&amp;quot;of this champion.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The inhuman swiftness of this warlord sees them dart aside from incoming strikes with blinding speed.&#039;&#039; || Roll a dice each time you allocate a wound or mortal wound to this champion. On a 5+ that wound or mortal wound is negated.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Artefact of Power&#039;&#039;&#039; || &#039;&#039;An ancient artefact of power has come into this champion&#039;s possession.&#039;&#039; || Randomly generate one artefact of power for this champion from the Infernal Treasures table.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Death Warband Tables==&lt;br /&gt;
===Flesh-eater Courts===&lt;br /&gt;
Found in the Battletome (February 2019).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Champions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Champion || Follower Rolls&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrant Ghoul King on Royal Terrorgheist or Abhorrant Ghoul King on Royal Zombie Dragon || 2 roll&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrant Archregent || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Abhorrant Ghoul King || 5 rolls&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Followers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-6 || 10 Crypt Ghouls&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hero Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 1 Crypt Ghast Courtier&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || 1 Crypt Haunter Courtier&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || 1 Crypt Infernal Courtier&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Elite Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires 2 rolls, or 1 roll and 1 Glory Point.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 3 Crypt Flayers&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 3 Crypt Horrors&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Mighty Hero Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires 2 rolls, or 1 roll and 1 Glory Point.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-6 || Varghulf Courtier&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Behemoth Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires 3 rolls, or 1 roll and 2 Glory Point.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 1 Royal Terrorgheist&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 1 Royal Zombie Dragon&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Follower Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;King&#039;s Own&#039;&#039;&#039; || &#039;&#039;At their lord&#039;s command, these loyal followers hurl themselves at the foe.&#039;&#039; || In the combat phase, after this unit has fought in that combat phase for the first time, when it is your turn to pick a unit to fight with later in the same combat phase, this unit can be selected to fight for a second time if it is within 3&amp;quot; of any enemy units and within 6&amp;quot; of your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Hungry For Flesh&#039;&#039;&#039; || &#039;&#039;These demented warriors are driven into a ravenous frenzy when they smell blood.&#039;&#039; || Once per battle, at the start of the combat phase, you can add 1 to the Attacks characteristic of any melee weapons used by this unit in that combat phase.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Vendetta&#039;&#039;&#039; || &#039;&#039;These followers hold an unshakeable hatred for one of their foes.&#039;&#039; || After armies are set up, but before the first battle round begins, pick 1 enemy unit. Add 1 to hit rolls for attacks made by this unit that target that enemy unit.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Gruesome Harvest&#039;&#039;&#039; || &#039;&#039;These warriors display an uncanny talent for acquiring culinary provisions in battle.&#039;&#039; || In your hero phase, roll 1 dice for each enemy model within 3&amp;quot; of this unit. For each 6, that model&#039;s unit suffers 1 mortal wound.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Fanatical Loyalty&#039;&#039;&#039; || &#039;&#039;These trusted subjects will stand by their lord come what may.&#039;&#039; || You can re-roll battleshock tests for this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Martial Excellence&#039;&#039;&#039; || &#039;&#039;These well-drilled mordants fight with iron discipline.&#039;&#039; || Once per turn, you can re-roll 1 hit roll or 1 wound roll for an attack made by this unit, or 1 save roll for an attack that targets this unit.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Champion Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! 2D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Lord of Darkness&#039;&#039;&#039; || &#039;&#039;An aura of dark power surrounds this champion, empowering nearby courtiers. || When a friendly &#039;&#039;&#039;COURTIER&#039;&#039;&#039; within 10&amp;quot; of this champion uses a Muster ability, you can roll 1 extra dice for that &#039;&#039;&#039;COURTIER&#039;&#039;&#039; when determining how many slain models the Muster ability allows you to return (usually this will mean that you roll 7 dice instead of 6 dice).&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Enmity&#039;&#039;&#039; || &#039;&#039;Memories of slights and grievances inspire this champion to commit terrible acts of vengeance. || At the end of each battle, note down the name of the warband you fought the battle against. Add 1 to hit rolls and wound rolls for attacks made by this champion that target models from that warband for the rest of the campaign.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Terrifying Appearance&#039;&#039;&#039; || &#039;&#039;The appearance of this champion is horrific even for a Flesh-eater. || Subtract 2 from the Bravery characteristic of enemy units while they are within 6&amp;quot; of this champion.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Arcane Abomination&#039;&#039;&#039; || &#039;&#039;This champion has mastered the arcane arts, and is one of the mightiest spellcasters of their kind. || Add 1 to casting, dispelling and unbinding rolls for this champion.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Haunted Blade&#039;&#039;&#039; || &#039;&#039;One of the weapons wielded by this champion is a prison for the soul of a champion from the world-that-was. || Pick one weapon used by this champion. Improve the Rend characteristic of that weapon by 1. This reward has no effect on this model&#039;s mount.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || &#039;&#039;&#039;Hard to Kill&#039;&#039;&#039; || &#039;&#039;Your champion is able to withstand injuries that would fell a lesser warrior. || Add 1 to this champion&#039;s Wounds characteristic.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || &#039;&#039;&#039;Feared Leader&#039;&#039;&#039; || &#039;&#039;The minions that serve under this champion&#039;s command have learnt never to disobey their commands. || Add 1 to the Bravery characteristic of friendly units while they are wholly within 12&amp;quot; of this champion.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || &#039;&#039;&#039;Death Incarnate&#039;&#039;&#039; || &#039;&#039;This champion strikes with a savage fury that inflicts terrible wounds. || You can re-roll wound rolls of 1 for this champion.&lt;br /&gt;
|-&lt;br /&gt;
| 10 || &#039;&#039;&#039;Frenzied Charge&#039;&#039;&#039; || &#039;&#039;This champion hurls himself at the foe, their madness lending their attacks incredible speed. || Add 1 to the Attacks characteristic of this champion&#039;s melee weapons until the end of the phase if this champion made a charge move in the same turn. This reward has no effect on this model&#039;s mount.&lt;br /&gt;
|-&lt;br /&gt;
| 11 || &#039;&#039;&#039;Immortal Fiend&#039;&#039;&#039; || &#039;&#039;This Flesh-eater&#039;s polluted blood grants him resilience in battle, allowing him to shrug off serious injuries with ease. || Once per battle, in your hero phase, you can heal up to D6 wounds allocated to this champion.&lt;br /&gt;
|-&lt;br /&gt;
| 12 || &#039;&#039;&#039;Charismatic Fiend&#039;&#039;&#039; || &#039;&#039;This champion&#039;s grim regality draws countless cannibalistic warriors to their banner. || If this champion is chosen as the model that uses a command ability that summons &#039;&#039;&#039;FLESHEATER COURTS&#039;&#039;&#039; models to the battlefield, they can use it without a command point having to be spent. If they do not have such a command ability, they can use the Summon Men-at-arms ability from the Abhorrant Ghoul King warscroll instead.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Soulblight Gravelords===&lt;br /&gt;
Found in the Battletome (May 2021).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Champions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Champion || Follower Rolls&lt;br /&gt;
|-&lt;br /&gt;
| Vampire Lord on Zombie Dragon || 3 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Bloodseeker Palanquin || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Coven Throne || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Vengorian Lord || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Necromancer || 6 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Vampire Lord || 6 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Wight King (both on foot or on Skeletal Steed) || 6 rolls&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Followers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 20 Deadwalker Zombies&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 10 Dire Wolves&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 10 Deathrattle Skeletons&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 Grave Guard&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 Black Knights&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 3 Fell Bats&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hero Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D3 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 Wight King&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 Necromancer&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 Vampire Lord&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Elite Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires 2 rolls, or 1 roll and 1 Glory Point.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D3 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 Corpse Cart&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3 Vargheists&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 5 Blood Knights&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Behemoth Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires 3 rolls, or 1 roll and 2 Glory Points.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D3 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 Mortis Engine&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 Terrorgheist&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 Zombie Dragon&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Follower Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Followers Rewards&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;The Bait&#039;&#039;&#039; || Add 1 to save rolls for attacks that target this unit while it is wholly within your territory.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Ageless Cunning&#039;&#039;&#039; || Instead of setting up this unit on the battlefield, you can place it to one side and say that it is set up in ambush as a reserve unit. At the end of any of your movement phases, you can set up this unit on the battlefield, wholly within 6&amp;quot; of the edge of the battlefield and more than 9&amp;quot; from any enemy units.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Merciless Hunters&#039;&#039;&#039; || Add 1 to wound rolls for attacks made with melee weapons by this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Terrifying Visage&#039;&#039;&#039; || Subtract 1 from wound rolls for attacks made with melee weapons that target this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Swift and Deadly&#039;&#039;&#039; || You can re-roll charge rolls for this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Torment-driven Throes&#039;&#039;&#039; || At the start of the combat phase, you can roll a dice for each enemy unit within 3&amp;quot; of this unit. On a 5+, that enemy unit suffers 1 mortal wound and can only attack this unit in that phase after this unit has already fought in that phase.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Behemoth Followers Rewards&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D3 || Reward || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Monstrous Might&#039;&#039;&#039; || Subtract 1 from wound rolls for attacks made with melee weapons that target this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Accursed Regeneration&#039;&#039;&#039; || In your hero phase, you can heal up to D3 wounds allocated to this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Unstoppable Nightmare&#039;&#039;&#039; || Once per battle, in the combat phase, you can say that this unit will unleash its monstrous power. If you do so, until the end of that phase, use the top row on that unit’s damage table, regardless of how many wounds it has suffered.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Champion Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! 2D6 || Reward || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Immortal Majesty&#039;&#039;&#039; || If an enemy unit fails a battleshock test within 3&amp;quot; of this champion, add D3 to the number of models that flee.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Favoured Retainers&#039;&#039;&#039; || Ignore negative modifiers to hit and wound rolls for attacks made with melee weapons by friendly &#039;&#039;&#039;DEATHRATTLE&#039;&#039;&#039; units while they are wholly within 12&amp;quot; of this champion.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Swift Form&#039;&#039;&#039; || Add 2 to run and charge rolls for this champion.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Premeditated Violence&#039;&#039;&#039; || If the unmodified hit roll for an attack made with a melee weapon by this champion is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Aura of Dark Majesty&#039;&#039;&#039; || Subtract 1 from hit rolls for attacks made with melee weapons that target this champion.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || &#039;&#039;&#039;Unholy Impetus&#039;&#039;&#039; || In the combat phase, if any enemy models are slain by attacks made with melee weapons by this champion in that phase, add 1 to the Attacks characteristic of melee weapons used by friendly units wholly within 12&amp;quot; of this champion until the end of that phase.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || &#039;&#039;&#039;Master of Retaliation&#039;&#039;&#039; || At the end of the combat phase, if any wounds or mortal wounds were allocated to this champion in that phase and this champion was not slain, you can pick 1 enemy unit within 1&amp;quot; of them and roll a dice. On a 2+, that unit suffers D3 mortal wounds.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || &#039;&#039;&#039;A Craving for Massacre&#039;&#039;&#039; || This champion can run and still charge later in the same turn.&lt;br /&gt;
|-&lt;br /&gt;
| 10 || &#039;&#039;&#039;Kin of the Wolf&#039;&#039;&#039; || Once per battle, at the end of your movement phase, you can say that this champion will summon a pack of Dire Wolves to the battlefield. If you do so, you can add 1 unit of up to 5 &#039;&#039;&#039;DIRE WOLVES&#039;&#039;&#039; to your army. Set up that unit wholly within 9&amp;quot; of this champion and more than 9&amp;quot; from all enemy units.&lt;br /&gt;
|-&lt;br /&gt;
| 11 || &#039;&#039;&#039;Spoor Trackers&#039;&#039;&#039; || At the start of your hero phase, friendly units wholly within 9&amp;quot; of this champion can make a normal move of up to 3&amp;quot; (they cannot run).&lt;br /&gt;
|-&lt;br /&gt;
| 12 || &#039;&#039;&#039;An Eye for an Eye&#039;&#039;&#039; || If any wounds or mortal wounds are allocated to this champion in the combat phase, add 1 to the Damage characteristic of melee weapons used by this champion (including their mount) until the end of that phase.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Nighthaunt===&lt;br /&gt;
Found in the Battletome (July 2018).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Champions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Champion || Followers&lt;br /&gt;
|-&lt;br /&gt;
| *Spirit Torment || 3 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Knight of Shrouds on Ethereal Steed || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Knight of Shrouds || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Guardian of Souls with Nightmare Lantern || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Lord Executioner || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| *&#039;&#039;You receieve a unit of 2 Chainghasts in addition to the Spirit Torment. The Spirit Torment is the warband&#039;s champion, and the unit of Chainghasts is a follower.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Followers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 10 Chainrasps&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || 3 Spirit Hosts&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 Glaivewraith Stalkers&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 4 Myrmourn Banshees&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hero Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 1 Cairn Wraith&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || 1 Dreadblade Harrow&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || 1 Tomb Banshee&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Elite Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires 2 rolls, or 1 roll and 1 Glory Point.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 10 Grimghast Reapers&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || 5 Hexwraiths&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 10 Dreadscythe Harridans&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 10 Bladegheist Revenants&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Black Coach Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires 3 rolls, or 1 roll and 2 Glory Point.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-6 || 1 Black Coach&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Follower Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Ghastly&#039;&#039;&#039; || &#039;&#039;These spectres are so distorted by amethyst magic that they have become the stuff of darkest nightmare.&#039;&#039; || Subtract 1 from the Bravery characteristic of enemy units while they are within 12&amp;quot; of this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Deadly&#039;&#039;&#039; || &#039;&#039;In life, the members of this unit were famed for their martial prowess. Although that time is long forgotten, the spirits still retain an innate sense of where and when to strike a foe.&#039;&#039; || Re-roll hit rolls of 1 for attacks made by this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Cruel&#039;&#039;&#039; || &#039;&#039;This unit is so hate-filled and so steeped in malicious ways that they draw power from their own spite. Every blow they strike comes with an extra twist in order to inflict maximum pain upon their foes.&#039;&#039; || Re-roll wound rolls of 1 for attacks made by this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Spectral Swiftness&#039;&#039;&#039; || &#039;&#039;These spirits move with an unnatural swiftness. They do not glide from point to point, but seem impossibly to appear closer in the blink of an eye.&#039;&#039; || Add 2&amp;quot; to this unit&#039;s Move characteristic.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Unnatural Resilience&#039;&#039;&#039; || &#039;&#039;This unit has mastered their phantasmal forms and can discorporate more than other wraiths, allowing enemy blades and arrows to pass harmlessly through them.&#039;&#039; || Re-roll save rolls of 1 for attacks that target this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Ghostly Blades&#039;&#039;&#039; || &#039;&#039;The shimmering blades wielded by this unit have a strange, balefire glow. In spectral fashion they pass through enemy armour, yet into flesh they bite all too deeply.&#039;&#039; || Improve the Rend characteristic of this unit&#039;s melee weapons by 1.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Champion Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! 2D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Nagash&#039;s Judgement&#039;&#039;&#039; || &#039;&#039;Your champion&#039;s actions have drawn Nagash&#039;s gaze… and been found wanting. It is best not to raise the ire of the Great Necromancer.&#039;&#039; || You lose 1 Glory Point. In addition, your champion cannot gain any further rewards for the rest of the campaign.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Unnatural Swiftness&#039;&#039;&#039; || &#039;&#039;Your champion has been gifted with supernatural speed, allowing them to glide effortlessly through the air at tremendous speed.&#039;&#039; || Add 3&amp;quot; to your champion&#039;s Move characteristic.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Unholy Resilience&#039;&#039;&#039; || &#039;&#039;Nagash has blessed this champion, granting its spectral form a will of spiteful adamant. This spiritual resilience allows it to fight on even past the point that other wraiths would have been torn apart.&#039;&#039; || Add 1 to your champion&#039;s Wounds characteristic.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Otherworldly Miasma&#039;&#039;&#039; || &#039;&#039;An ill-smelling gravemist swirls about your champion. The cloying vapours makes targeting difficult, as the wraith slips into and out of the foetid atmosphere.&#039;&#039; || Subtract 1 from hit rolls for attacks that target your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Aspect of Terror&#039;&#039;&#039; || &#039;&#039;This champion bears some unexpected aspect to its visage that unnerves a foe – perhaps a jaw that unhinges to impossible lengths, a deathly shriek that freezes marrow, or some terrifying visage concealed beneath a cloak.&#039;&#039; || Subtract 1 from the Bravery characteristic of enemy units while they are within 6&amp;quot; of your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || &#039;&#039;&#039;Murderer&#039;s Legacy&#039;&#039;&#039; || &#039;&#039;In life this spectre was a killer of extraordinary prowess, and such skills have carried over to the afterlife.&#039;&#039; || Add 1 to wound rolls for attacks made by your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || &#039;&#039;&#039;Baleful Presence&#039;&#039;&#039; || &#039;&#039;To be near this champion is to know fear, for panic and dismay wash outwards from this wraith in chilling waves of energy.&#039;&#039; || Subtract 1 from casting rolls and charge rolls for enemy units while they are within 12&amp;quot; of your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || &#039;&#039;&#039;Touch of Death&#039;&#039;&#039; || &#039;&#039;So full of pent-up malice is this champion that a mere touch from it is sometimes enough to stop a beating heart.&#039;&#039; || Each time you make an unmodified hit roll of 6 for an attack made with your champion&#039;s melee weapons, that attack inflicts a number of mortal wounds equal to that weapon&#039;s Damage characteristic and the attack sequence ends (do not make a wound or save roll).&lt;br /&gt;
|-&lt;br /&gt;
| 10 || &#039;&#039;&#039;Ephemeral Form&#039;&#039;&#039; || &#039;&#039;With the ability to phase into and out of the material world, this champion is notoriously difficult to strike.&#039;&#039; || Subtract 1 from wound rolls for attacks that target your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 11 || &#039;&#039;&#039;Infernal Gaze&#039;&#039;&#039; || &#039;&#039;A single look from this champion is so horrifying that it can freeze the blood of any onlooker that dares to meet its gaze.&#039;&#039; || In your hero phase, pick an enemy unit within 8&amp;quot; of your champion and roll 2D6. If the roll is greater than that unit&#039;s Bravery characteristic, it suffers D3 mortal wounds.&lt;br /&gt;
|-&lt;br /&gt;
| 12 || &#039;&#039;&#039;Siphon Soul&#039;&#039;&#039; || &#039;&#039;This champion has been blessed by necromantic magics so that its weapon can suck the soul out of a wounded foe and transfer its energy. So does this wraith kill to make itself stronger.&#039;&#039; || When your champion fights, if they inflict any wounds with their melee weapons, you can heal 1 wound allocated to your champion after all of the champion&#039;s attacks have been made.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ossiarch Bonereapers===&lt;br /&gt;
Found in the Battletome (November 2019).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Champions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Champion || Followers&lt;br /&gt;
|-&lt;br /&gt;
| Liege-Kavalos || 3 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Mortisan Boneshaper || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Mortisan Soulreaper || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Mortisan Soulmason || 4 rolls&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Followers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hero Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 1 Mortisan Boneshaper&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || 1 Mortisan Soulreaper&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || 1 Mortisan Soulmason&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Note that unlike other armies, Bonereapers require extra rolls for their normal followers.&amp;lt;br&amp;gt;&lt;br /&gt;
Requires 2 rolls, or 1 roll and 1 Glory Point.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 || 10 Mortek Guard&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || 5 Kavalos Deathriders&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Elite Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires 2 rolls, or 1 roll and 1 Glory Point.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 3 Immortis Guard&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || 3 Necropolis Stalkers&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 Morghast Archai&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 2 Morghast Harbingers&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Construct Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires 3 rolls, or 1 roll and 2 Glory Point.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 1 Mortek Crawler&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 1 Gothizzar Harvester&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Follower Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Immolation&#039;&#039;&#039; || &#039;&#039;These warriors are likely to detonate if they are cut down by an opponent.&#039;&#039; || Roll a dice each time a model from this unit is slain by an attack made with a melee weapon, before the slain model is removed from play. If the roll is less than or equal to the slain model&#039;s Wounds characteristic, pick 1 enemy unit within 3&amp;quot; of the slain model. That unit suffers 1 mortal wound.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Unstoppable Juggernauts&#039;&#039;&#039; || &#039;&#039;These warriors are exceptionally resilient to physical attacks.&#039;&#039; || Add 1 to save rolls for attacks that target this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Dread Legion&#039;&#039;&#039; || &#039;&#039;Enemies know that any attempt to resist these warriors is doomed to fail.&#039;&#039; || Subtract 1 from the Bravery characteristic of enemy units while they are within 12&amp;quot; of this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Eldritch Nulls&#039;&#039;&#039; || &#039;&#039;These arcane constructs have an innate resistance to magical forces.&#039;&#039; || Each time this unit is affected by a spell or endless spell, you can roll a dice. If you do so, on a 5+ ignore the effects of that spell or endless spell on this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Simmering Rage&#039;&#039;&#039; || &#039;&#039;These warriors can explode into berserk violence without warning.&#039;&#039; || At the start of a combat phase, if any model from this unit have been slain it becomes subject to rage until the end of that phase. Add 1 to hit rolls for attacks made by a unit that is subject to rage, but subtract 1 from save rolls for attacks that target a unit that is subject to rage.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Carefully Trained&#039;&#039;&#039; ||  || You can pick the result you wish to apply to the unit.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Champion Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
There are two tables, based on which champion you chose.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Liege-Kavalos Rewards&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Immortal Ruler&#039;&#039;&#039; || &#039;&#039;It is nigh impossible to extinguish the soul of this commander.&#039;&#039; || The Deathless Warriors battle trait negates a wound or mortal wound allocated to this champion on a roll of a 5+ instead of 6.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Dark Acolyte&#039;&#039;&#039; || &#039;&#039;This commander has learnt how to master the power of magic.&#039;&#039; || This champion is a &#039;&#039;&#039;WIZARD&#039;&#039;&#039; that knows the Arcane Bolt and Mystic Shield spells. They can attempt to cast 1 spell or dispel 1 endless spell in your hero phase, and attempt to unbind 1 spell in the enemy hero phase.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Peerless Warrior&#039;&#039;&#039; || &#039;&#039;Few can match this ancient warrior in the art of combat.&#039;&#039; || If the unmodified wound roll for an attack made with a melee weapon by this champion is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Hatred of the Living&#039;&#039;&#039; || &#039;&#039;This lord of death loathes all living creatures.&#039;&#039; || Add 1 to hit rolls for attacks made with melee weapons by this champion unless the target has the &#039;&#039;&#039;DEATH&#039;&#039;&#039; keyword.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Life-stealer&#039;&#039;&#039; || &#039;&#039;This champion can leech the vital essence of those they slay.&#039;&#039; || At the end of the combat phase, if any enemy models were slain by wounds inflicted by this champion&#039;s attacks in that combat phase, you can heal up to D3 wounds allocated to this champion.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Artefact of Power&#039;&#039;&#039; || &#039;&#039;An ancient artefact of power has come into this champion&#039;s possession.&#039;&#039; || Randomly generate one artefact of power for this champion from the Relics of the Kavaloi table.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Mortisan Rewards&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Immortal Ruler&#039;&#039;&#039; || &#039;&#039;It is nigh impossible to extinguish the soul of this commander.&#039;&#039; || The Deathless Warriors battle trait negates a wound or mortal wound allocated to this champion on a roll of a 5+ instead of 6.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Dire Ultimatum&#039;&#039;&#039; || &#039;&#039;This pitiless ruler makes impossible demands of their victims, on pain of death.&#039;&#039; || Subtract 2 from the Bravery characteristic of enemy units while they are within 12&amp;quot; of this champion.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Grave-sand Bones&#039;&#039;&#039; || &#039;&#039;This wizard is constructed from bone that is heavy with the magic of Shyish.&#039;&#039; || This champion knows 1 spell from the Lore of the Mortisans.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Oathbreaker Curse&#039;&#039;&#039; || &#039;&#039;Woe betide any who break a contract brokered by this champion.&#039;&#039; || Roll a dice each time your opponent receives a command point while this champion is on the battlefield. On a 6, that command point is lost.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Soul Energy&#039;&#039;&#039; || &#039;&#039;This wizard can draw on the power of their own soul when they use the arcane arts.&#039;&#039; || You can re-roll casting, dispelling and unbinding rolls for this champion. If you do so, this champion suffers 1 mortal wound after the effects of the spell (if any) are carried out.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Artefact of Power&#039;&#039;&#039; || &#039;&#039;An ancient artefact of power has come into this champion&#039;s possession.&#039;&#039; || Randomly generate one artefact of power for this champion from the Tools of the Boneshaper table if this champion is a &#039;&#039;&#039;MORTISAN BONESHAPER&#039;&#039;&#039;, from the Treasures of the Soulmason table if this champion is a &#039;&#039;&#039;MORTISAN SOULMASON&#039;&#039;&#039;, or from the Weapons of the Soulreaper table if this champion is a &#039;&#039;&#039;MORTISAN SOULREAPER&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
==Destruction Warband Tables==&lt;br /&gt;
===Gloomspite Gitz===&lt;br /&gt;
Found in the Battletome (January 2019).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Champions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Champion || Follower Rolls&lt;br /&gt;
|-&lt;br /&gt;
| Webspinner Shaman on Arachnarok Spider || 2 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Dankhold Troggboss || 2 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Fungoid Cave-Shaman || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Madcap Shaman || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Loonboss || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Loonboss on Giant Cave Squig || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Loonboss on Mangler Squigs || 2 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Loonboss with Giant Cave Squig || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Webspinner Shaman || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Scuttleboss on Gigantic Spider || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Zarbag* || 3 rolls&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;*You receive Zarbag&#039;s Gitz in addition to Zarbag. Zarbag is the warband&#039;s champion, and Zarbag&#039;s Gitz is a follower unit.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Followers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Split by allegiance.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Moonclan || Squig || Spiderfang&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 10 Sneaky Snufflers || 5 Boingrot Bounderz || 5 Spider Riders&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 || 15 Shootas || 5 Squig Hoppers || 5 Spider Riders&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 15 Stabbas || 10 Cave Squigs &amp;amp; 2 Squig Herders || 5 Spider Riders&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hero Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Split by allegiance.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Moonclan || Spiderfang&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 1 Loonboss || 1 Scuttleboss on Gigantic Spider&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 Madcap Shaman || 1 Scuttleboss on Gigantic Spider&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1 Loonboss with Giant Cave Squig || 1 Scuttleboss on Gigantic Spider&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 Loonboss on Giant Cave Squig || 1 Webspinner Shaman&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1 Fungoid Cave-Shaman || 1 Webspinner Shaman&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Fanatics Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
These units cannot be given follower rewards.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 5 Loonsmasha Fanatics&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 5 Spiresplatta Fanatics&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Gobbapalooza Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-6 || Pick three different models from the following list: Scaremonger, Brewgit, Spiker, Boggleye, Shroomancer.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Big Stuff Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires 2 rolls, or 1 roll and 1 Glory Point.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 1 Mangler Squigs&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 1 Aleguzzler Giant&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Troggoth Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires 2 rolls, or 1 roll and 1 Glory Point.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 1 Dankhold Troggoth&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || 3 Fellwater Troggoths&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || 3 Rockgut Troggoths&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Arachnarok Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires 3 rolls, or 1 roll and 2 Glory Points.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 1 Arachnarok Spider with Flinger&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || 1 Arachnarok Spider with Spiderfang Warparty&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || 1 Skitterstrand Arachnarok&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Follower Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Protection of the Bad Moon&#039;&#039;&#039; || &#039;&#039;These grots call on the Bad Moon to shield them from harm, and their manic prayers are answered!&#039;&#039; || Once per battle, at the start of your hero phase, you can say that this unit is calling upon the Bad Moon for protection. If you do so, you can re-roll save rolls for attacks that target this unit until your next hero phase.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Special Fungus Brew&#039;&#039;&#039; || &#039;&#039;These followers have secured a supply of special fungus brew that drives them into a fighting frenzy!&#039;&#039; || Once per battle, at the start of your hero phase, you can say that this unit will drink its special fungus brew. If you do so, add 1 to the Attacks characteristic of melee weapons used by this unit until your next hero phase.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Sneaky Gitz&#039;&#039;&#039; || &#039;&#039;These diminutive but cunning warriors are experts at sneaking up on an unwary foe.&#039;&#039; || Instead of setting up this unit on the battlefield, you can place it to one side and say that it is set up sneaking up on the enemy as a reserve unit. If you do so, at the end of your first movement phase you must set up this unit on the battlefield more than 9&amp;quot; from any enemy units.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Get &#039;Em Lads!&#039;&#039;&#039; || &#039;&#039;These warriors are full of the froth-jawed madness of the Gloomspite, and will do everything they can to drag down their foes.&#039;&#039; || Add 1&amp;quot; to the Range characteristic of melee weapons used by this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Vengeful Schemers&#039;&#039;&#039; || &#039;&#039;These hate-filled backstabbers come up with evil schemes to help them prevail against their foes.&#039;&#039; || At the start of the first battle round, pick a warscroll. Add 1 to hit rolls for attacks made by this unit that target an enemy unit that uses that warscroll.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Bully Boyz&#039;&#039;&#039; || &#039;&#039;These grots have fought in and survived more than their fair share of fights, and have learned how to put their malice to best use shanking their enemies while staying clear of return blows.&#039;&#039; || Once per turn, you can re-roll 1 hit roll or 1 wound roll for an attack made by this unit, or 1 save roll for an attack that targets this unit.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Champion Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! 2D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Badly Beaten&#039;&#039;&#039; || &#039;&#039;Your champion ended up in a fight that they couldn&#039;t win through cunning and trickery, and has been grievously wounded.&#039;&#039; || You lose 1 Glory Point. In addition, subtract 1 from your champion&#039;s Wounds characteristic for the remainder of the campaign.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Razor-edged Blade&#039;&#039;&#039; || &#039;&#039;Your champion hones the edge of their favourite weapon so that it is wickedly sharp.&#039;&#039; || Pick 1 of your champion&#039;s melee weapons and note it down on your warband roster as having a razor-edge. Improve the Rend characteristic of that weapon by 1.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Can&#039;t Catch Me!&#039;&#039;&#039; || &#039;&#039;Your champion is incredibly swift-footed and almost impossible to catch.&#039;&#039; || Add 2&amp;quot; to your champion&#039;s Move characteristic. Add a further 4&amp;quot; to the distance they can move when they retreat.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Sinewy Toughness&#039;&#039;&#039; || &#039;&#039;Although scrawny, your champion is incredibly hard to kill.&#039;&#039; || Add 1 to the Wounds characteristic of your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Cowardly Git&#039;&#039;&#039; || &#039;&#039;Your champion is deathly afraid of being hurt, and is not above using their followers to shield himself from harm.&#039;&#039; || Roll a dice each time you allocate a wound or mortal wound to your champion while they are within 3&amp;quot; of a friendly unit. On a 4+, that wound or mortal wound is negated, but you must pick 1 friendly unit within 3&amp;quot; of your champion and that unit suffers 1 mortal wound.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || &#039;&#039;&#039;Dirty Fighter&#039;&#039;&#039; || &#039;&#039;Your champion will use any trick they can think of to get the upper hand in a fight.&#039;&#039; || Add 1 to hit rolls for attacks made by your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || &#039;&#039;&#039;Nimble&#039;&#039;&#039; || &#039;&#039;Your champion is so swift that foes find them hard to hit.&#039;&#039; || Subtract 1 from hit rolls for attacks that target your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || &#039;&#039;&#039;Bad Moon Weapon&#039;&#039;&#039; || &#039;&#039;Your champion has a melee weapon crafted from a shard of loonstone, which glows with sickly yellow light.&#039;&#039; || Pick one of your champion&#039;s melee weapons and note it down on your warband roster as being made from a Bad Moon fragment. Add 1 to that weapon&#039;s Damage characteristic.&lt;br /&gt;
|-&lt;br /&gt;
| 10 || &#039;&#039;&#039;Morkish Cunning&#039;&#039;&#039; || &#039;&#039;Your champion is very canny, and almost always comes up with a battleplan that will help defeat the foe.&#039;&#039; || If your champion is on the battlefield at the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point.&lt;br /&gt;
|-&lt;br /&gt;
| 11 || &#039;&#039;&#039;Loonstruck&#039;&#039;&#039; || &#039;&#039;Your champion has spent too long under the light of the Bad Moon and is now constantly under its influence.&#039;&#039; || Your champion is always treated as being affected by the light of the Bad Moon.&lt;br /&gt;
|-&lt;br /&gt;
| 12 || &#039;&#039;&#039;Savage Underhand Blow&#039;&#039;&#039; || &#039;&#039;Your champion has become practised at waiting for the perfect moment to deliver a brutal killing strike.&#039;&#039; || Once per battle, at the start of the combat phase, you can say your champion is attempting a savage underhand blow instead of fighting in that combat phase. If you do so, pick 1 enemy model within 1&amp;quot; of your champion and roll a dice. On a 4 or 5, the target model&#039;s unit suffers D3 mortal wounds. On a 6, the target model is slain.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Ogor Mawtribes===&lt;br /&gt;
Found in the Battletome (November 2019).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Champions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Champion || Follower Rolls&lt;br /&gt;
|-&lt;br /&gt;
| Frostlord on Stonehorn or Thundertusk || 1 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Huskard on Stonehorn or Thundertusk || 2 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Tyrant || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Slaughtermaster || 5 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Icebrow Hunter || 5 rolls&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Followers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Split by allegiance.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Beastclaw Raiders || Gutbusters&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 2 Mournfang Packs || 3 Ogor Gluttons&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || 2 Mournfang Packs || 2 Leadbelchers&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 Frost Sabres || 1 Gorger&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 3 Icefall Yhetees || 1 Ironblaster&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hero Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 1 Icebrow Hunter&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || 1 Firebelly&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || 1 Butcher&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Gnoblar Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
These units cannot be given follower rewards.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 20 Gnoblars&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 1 Gnoblar Scraplauncher&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Elite Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Split by allegiance and requires 2 rolls, or 1 roll and 1 Glory Point.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Beastclaw Raiders || Gutbusters&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 4 Mournfang Packs || 6 Ogor Gluttons&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 || 4 Mournfang Packs || 3 Maneaters&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 4 Mournfang Packs ||  4 Ironguts&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Beasts of Everwinter Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires 3 rolls, or 1 roll and 2 Glory Points.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 1 Stonehorn Beastriders&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 1 Thundertusk Beastriders&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Follower Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Non-Beasts Followers Rewards&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Retinue, Elite Retinue, and Hero Followers use this table.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Brutal Bodyguards&#039;&#039;&#039; || &#039;&#039;These warriors fight to earn the favour of your champion and show no mercy to enemies who stray too close to their charge.&#039;&#039; || Add 1 to the Attacks characteristic of melee weapons used by this unit while they are wholly within 6&amp;quot; of your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Greedy Chompers&#039;&#039;&#039; || &#039;&#039;These warriors like to take great bites out of their enemies even in the thick of battle.&#039;&#039; || At the start of your hero phase, if this unit is eating, you can heal 1 wound allocated to them.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Well Fed&#039;&#039;&#039; || &#039;&#039;These warriors have grown fat on the spoils of war.&#039;&#039; || Add 1 to this unit&#039;s Wounds characteristic.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Thick Blubber&#039;&#039;&#039; || &#039;&#039;These warriors are protected by an impenetrable layer of fat.&#039;&#039; || Subtract 1 from wound rolls for attacks that target this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Makeshift Plate&#039;&#039;&#039; || &#039;&#039;These warriors have taken to looting scraps of armour from fallen foes.&#039;&#039; || Add 1 to save rolls for attacks that target this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Boisterous Rampagers&#039;&#039;&#039; || &#039;&#039;These warriors are always first into the fray.&#039;&#039; || This unit can run and still charge later in the same turn.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Beasts of Everwinter Followers Rewards&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Iceblooded&#039;&#039;&#039; || &#039;&#039;Grievous wounds wrought upon this creature&#039;s flesh quickly freeze up and close, allowing it to swiftly recover from any injury.&#039;&#039; || At the start of each of your hero phases, roll a dice. On a 4+, you can heal 1 wound allocated to this model.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Terror of the Tundra&#039;&#039;&#039; || &#039;&#039;Enemies flee in terror as this monstrous creature slams into their lines.&#039;&#039; || Subtract 2 from the Bravery characteristic of enemy units within 6&amp;quot; of this model if this model made a charge move in the same turn.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Gargantuan Monster&#039;&#039;&#039; || &#039;&#039;This mighty creature towers over others of its kind.&#039;&#039; || Add 1 to this model&#039;s Wounds characteristic.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Sacred Fang&#039;&#039;&#039; || &#039;&#039;Your champion&#039;s warriors see this creature&#039;s presence on the battlefield as an omen from Gorkamorka.&#039;&#039; || Add 1 to the Bravery characteristic of friendly units wholly within 12&amp;quot; of this model.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Fury of Winter&#039;&#039;&#039; || &#039;&#039;On the verge of death, this creature can enter a terrible killing rage.&#039;&#039; || Once at the start of any phase, you can say that this model will use its reserve of strength. If you do so, until the end of that phase, use the top row on that model&#039;s damage table, regardless of how many wounds it has suffered.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Mountain-shaking Charge&#039;&#039;&#039; || &#039;&#039;When this beast puts its head down and charges, it moves with terrifying speed.&#039;&#039; || Add 1 to charge rolls made by this model.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Champion Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! 2D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Empty Stomachs&#039;&#039;&#039; || &#039;&#039;Your champion and their tribe has fallen upon hard times. Food is scarce and all feel the strain of hunger.&#039;&#039; || You lose 1 Glory Point. In addition, subtract 1 from your champion&#039;s Wounds characteristic for the remainder of the campaign.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Notorious Bully&#039;&#039;&#039; || &#039;&#039;Your champion enjoys throwing their not-inconsiderable weight around.&#039;&#039; || At the start of the battleshock phase, you can pick 1 friendly unit within 3&amp;quot; of your champion to be bullied. If you do so, that unit suffers 1 mortal wound, but it does not need to take a battleshock test that phase.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Bulging Biceps&#039;&#039;&#039; || &#039;&#039;Your champion wields oversized weapons with ease.&#039;&#039; || Add 1 to wound rolls for attacks made by your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Maw Tattoos&#039;&#039;&#039; || &#039;&#039;These enchanted markings devour incoming blasts of magic.&#039;&#039; || Each time this model is affected by a spell or endless spell, you can roll a dice. If you do so, on a 4+, ignore the effects of that spell or endless spell on this model.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Prodigious Girth&#039;&#039;&#039; || &#039;&#039;Your champion has now secured numerous victories, and the feasting that followed has only added to their impressive bulk.&#039;&#039; || Add 1 to your champion&#039;s Wounds characteristic.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || &#039;&#039;&#039;Blood Hungry&#039;&#039;&#039; || &#039;&#039;Your champion leads from the front, eager for a taste of fresh meat.&#039;&#039; || Add 1&amp;quot; to your champion&#039;s Move characteristic.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || &#039;&#039;&#039;Relentless Marauder&#039;&#039;&#039; || &#039;&#039;Your champion is always hunting for food and leaves a blazing trail of destruction in their wake.&#039;&#039; || Add 1 to hit rolls for attacks made with melee weapons by your champion while your champion is wholly within enemy territory.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || &#039;&#039;&#039;Rare Plunder&#039;&#039;&#039; || &#039;&#039;In the aftermath of battle, an exotic treasure is found that your champion takes as their own.&#039;&#039; || Choose 1 artefact of power from the Ogor Mawtribes allegiance abilities for your champion to carry. Your champion can have more than one artefact of power as long as none are duplicates.&lt;br /&gt;
|-&lt;br /&gt;
| 10 || &#039;&#039;&#039;Beastmuncher&#039;&#039;&#039; || &#039;&#039;Your champion&#039;s appetite knows no bounds. It is said that they once devoured an entire lavaconda before it had even cooled.&#039;&#039; || At the end of the combat phase, if any attacks made by your champion in that combat phase destroyed any enemy &#039;&#039;&#039;MONSTERS&#039;&#039;&#039;, you can heal up to D6 wounds allocated to your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 11 || &#039;&#039;&#039;Cunning Brute&#039;&#039;&#039; || &#039;&#039;Your champion is surprisingly adept at sniffing out the enemy&#039;s weaknesses.&#039;&#039; || At the start of your first hero phase, you gain 1 additional command point.&lt;br /&gt;
|-&lt;br /&gt;
| 12 || &#039;&#039;&#039;Pulverising Strike&#039;&#039;&#039; || &#039;&#039;Your champion holds their weapon high and lets loose a mighty roar before bringing it down with devastating force.&#039;&#039; || Once per battle, at the start of the combat phase, you can say your champion will attempt a killing blow instead of fighting. If you do so, pick 1 enemy model within 1&amp;quot; of your champion and roll a dice. On a 4 or 5, the target model suffers D3 mortal wounds. On a 6, the target model is slain. If your champion has a mount, they can still be picked to fight later in that phase, but only their mount can attack with any melee weapons it has.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Orruk Warclans===&lt;br /&gt;
Found in the Battletome (October 2019).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Champions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Champion || Follower Rolls&lt;br /&gt;
|-&lt;br /&gt;
| Megaboss on Maw-krusha || 2 roll&lt;br /&gt;
|-&lt;br /&gt;
| Orruk Megaboss || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Maniak Weirdnob || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Savage Big Boss || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Wurrgog Prophet || 4 rolls&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Followers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Split by allegiance.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Bonesplitterz || Ironjawz&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 10 Savage Orruks || 10 Orruk Ardboys&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 || 10 Savage Orruk Arrowboys || 10 Orruk Ardboys&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 10 Savage Orruk Morboys || 10 Orruk Ardboys&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hero Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Split by allegiance.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Bonesplitterz || Ironjawz&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 1 Savage Big Boss || 1 Orruk Megaboss&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || 1 Wardokk || 1 Orruk Warchanter&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 Maniak Weirdnob || 1 Orruk Weirdnob Shaman&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1 Wurrgog Prophet || 1 Orruk Weirdnob Shaman&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bonesplitterz Boarboys Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 || 5 Savage Boarboys&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || 5 Savage Boarboy Maniaks&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Ironjawz Big &#039;Uns Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires 2 rolls, or 1 roll and 1 Glory Point.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 || 5 Orruk Brutes&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || 3 Orruk Gore-gruntas&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Follower Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Orruk Warclans split these by allegiance, so there are multiple tables.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bonesplitterz Orruks and Boarboys Followers Rewards&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Freezing Strike&#039;&#039;&#039; || &#039;&#039;These warriors are armed with weapons made from shards of ice infused with Waaagh! energy, and they are capable of freezing whatever they hit right down to the marrow.&#039;&#039; || If the unmodified wound roll for an attack made by this unit is 6, improve the Rend characteristic of that attack by 1.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Strength of Purpose&#039;&#039;&#039; || &#039;&#039;The zealous self-belief of this mob disrupts the magic of daemons and turns spirits corporeal just long enough for the orruks to hit them.&#039;&#039; || The Ethereal ability has no effect on attacks made by this unit. In addition, any ability that negates wounds has no effect on wounds inflicted by this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Bring It On!&#039;&#039;&#039; || &#039;&#039;The weapons used by this mob are made from amber-tipped bone that awakens the beast within their victims, causing the target to charge forward so the orruks can get &#039;em.&#039;&#039; || Enemy units within 12&amp;quot; of this unit at the start of their charge phase must attempt to charge and must make a charge move if it is possible for them to do so. In addition, any enemy unit within 3&amp;quot; of this unit cannot retreat.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Shout Down da Magic!&#039;&#039;&#039; || &#039;&#039;This mob shouts so loudly that it unbinds the spells cast by their enemies.&#039;&#039; || This unit can attempt to unbind 1 spell in the enemy hero phase (no other units can attempt to unbind that spell).&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Extra Warpaint&#039;&#039;&#039; || &#039;&#039;When this mob gathers for battle, the shamans daub its warriors in an extra layer of warpaint making them especially lucky.&#039;&#039; || When you use the Warpaint battle trait for this unit, you can re-roll the dice that determines if a wound or mortal wound is negated.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Dead Sneaky&#039;&#039;&#039; || &#039;&#039;The orruks of this mob can be surprisingly sneaky when they want to be, catching out the foe with an unexpected advance or a sudden surprise attack.&#039;&#039; || Once per battle, in your hero phase, this unit can make a normal move or shoot.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Ironjawz Orruks and Big &#039;Uns Followers Rewards&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Zog &#039;Em&#039;&#039;&#039; || &#039;&#039;These orruks can&#039;t stand cowardly enemies attacking them from range.&#039;&#039; || At the end of any phase, if any wounds or mortal wounds have been inflicted in that phase on this unit and it is more than 9&amp;quot; from any enemy units, this unit can move D6&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Up and At &#039;Em&#039;&#039;&#039; || &#039;&#039;Urged on by their boss, this mob is forever rushing forwards to get stuck into the fight.&#039;&#039; || Once in each of your hero phases, the leader of this unit can use the Mighty Destroyers command ability on this unit without spending 1 command point.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Weird Mob&#039;&#039;&#039; || &#039;&#039;This mob is so filled with Waaagh! energy that it overcharges the spells of nearby Weirdnobs.&#039;&#039; || If a friendly &#039;&#039;&#039;WEIRDNOB SHAMAN&#039;&#039;&#039; is wholly within 18&amp;quot; of this unit while this unit has 10 or more models, it can use its Brutal Power ability to attempt to cast Green Puke twice, in addition to any other spells it can cast, instead of only once.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Hunt and Crush&#039;&#039;&#039; || &#039;&#039;This mob is always on the move, and they can cover the ground between them and their enemies in a terrifyingly short amount of time.&#039;&#039; || Add 1 to run and charge rolls for this unit (this charge roll modifier is in addition to the Eager for Battle modifier).&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Vandal Hordes&#039;&#039;&#039; || &#039;&#039;There is nothing this rowdy mob enjoys more than ripping down and desecrating the monuments and structures of their enemies.&#039;&#039; || You can re-roll charge rolls for this unit if it is within 12&amp;quot; of a terrain feature that is fully or partially in enemy territory.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Kunnin&#039; Plans&#039;&#039;&#039; || &#039;&#039;This mob has devised all kinds of cunning plans to avoid getting hit early on in the battle.&#039;&#039; || In the first battle round, subtract 1 from hit rolls for attacks made by enemy units that target this unit.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bonesplitterz Hero Followers Rewards&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || &#039;&#039;&#039;Power of the Beast&#039;&#039;&#039; || &#039;&#039;This huge orruk is filled with the life-sustaining power of the beasts it has slain.&#039;&#039; || Add 2 to your hero&#039;s Wounds characteristic.&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || &#039;&#039;&#039;Glowin&#039; Tattooz&#039;&#039;&#039; || &#039;&#039;This hero&#039;s glowing tattoos protect them from harm.&#039;&#039; || When you use the Warpaint battle trait to negate a wound or mortal wound allocated to your hero, it negates the wound or mortal wound on a 4+ instead of a 6.&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || &#039;&#039;&#039;Greatdrake Toof&#039;&#039;&#039; || &#039;&#039;Weapons fashioned from the remains of dragons and drakes always stay sharp.&#039;&#039; || Pick one of your hero&#039;s melee weapons. If the unmodified wound roll for an attack made with that weapon is 6, double the damage inflicted by that attack.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Ironjawz Hero Followers Rewards&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || &#039;&#039;&#039;Hulking Muscle-bound Brute&#039;&#039;&#039; || &#039;&#039;Even by orruk standards, this hero is enormous.&#039;&#039; || After your hero makes a charge move, you can pick 1 enemy unit within 1&amp;quot; of this hero and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || &#039;&#039;&#039;Brutish Cunning&#039;&#039;&#039; || &#039;&#039;After countless battles, your hero has learnt how to get their boys stuck into the enemy as quickly as possible.&#039;&#039; || Once per battle round, your hero can use the Mighty Destroyers command ability without spending 1 command point.&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || &#039;&#039;&#039;Ironclad&#039;&#039;&#039; || &#039;&#039;Incoming blows bounce harmlessly off your hero&#039;s impressively robust armour.&#039;&#039; || Add 1 to save rolls for attacks that target your hero.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Champion Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Orruk Warclans split these by allegiance, so there are multiple tables. Also, you only roll D6 instead of 2D6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bonesplitterz Champion Rewards&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Waaagh!-monger&#039;&#039;&#039; || &#039;&#039;This mighty champion is not only brutal but very, very cunning.&#039;&#039; || If your champion is part of your army and on the battlefield at the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Power of the Beast&#039;&#039;&#039; || &#039;&#039;This huge orruk is filled with the life-sustaining power of the beasts it has slain.&#039;&#039; || Add 2 to your champion&#039;s Wounds characteristic.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Glowin&#039; Tattooz&#039;&#039;&#039; || &#039;&#039;The most potent tattoos are those that contain the spirits of powerful beasts, their glowing magic protecting the orruk from harm.&#039;&#039; || When you use the Warpaint battle trait to negate a wound or mortal wound allocated to your champion, it negates the wound or mortal wound on a 4+ instead of a 6.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Greatdrake Toof&#039;&#039;&#039; || &#039;&#039;Weapons fashioned from the remains of dragons and drakes always stay sharp, their edges able to hack off limbs from even the largest creatures.&#039;&#039; || Pick one of your champion&#039;s melee weapons. If the unmodified wound roll for an attack made with that weapon is 6, double the damage inflicted by that attack.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Mystic Waaagh! Paint&#039;&#039;&#039; || &#039;&#039;This warpaint opens your champion&#039;s mind so that more of Gorkamorka&#039;s power can pour into it.&#039;&#039; || At the start of your hero phase, roll on the Lore of the Savage Beast table. Your champion can attempt to cast that spell in that hero phase, in addition to any other spells that they can normally attempt to cast.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;A Right Monster&#039;&#039;&#039; || &#039;&#039;Your champion has a particularly nasty reputation that strikes terror into the hearts of their foes.&#039;&#039; || Subtract 1 from the Bravery characteristic of enemy units while they are within 12&amp;quot; of your champion.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Ironjawz Champion Rewards&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Hulking Muscle-bound Brute&#039;&#039;&#039; || &#039;&#039;Even by orruk standards, your champion is enormous, and they are ever eager to throw their immense weight around in battle.&#039;&#039; || After your champion makes a charge move, you can pick 1 enemy unit within 1&amp;quot; of this champion and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Brutish Cunning&#039;&#039;&#039; || &#039;&#039;After countless battles, your champion has learnt how to get their boys stuck into the enemy as quickly as possible.&#039;&#039; || Once per battle round, your champion can use the Mighty Destroyers command ability without spending 1 command point.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Ironclad&#039;&#039;&#039; || &#039;&#039;Incoming blows bounce harmlessly off your champion&#039;s impressively robust armour.&#039;&#039; || Add 1 to save rolls for attacks that target your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Good at Finkin&#039;&#039;&#039;&#039; || &#039;&#039;Your champion is amongst the cleverest of their kind.&#039;&#039; || At the start of the first battle round, you receive 1 additional command point.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;The Golden Toof&#039;&#039;&#039; || &#039;&#039;To acquire this prized fang, an orruk must first smash it out of the mouth of its previous owner.&#039;&#039; || Do not take battleshock tests for friendly &#039;&#039;&#039;IRONJAWZ&#039;&#039;&#039; units while they are wholly within 12&amp;quot; of your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Daubing of Mork&#039;&#039;&#039; || &#039;&#039;The Daubing of Mork is a mark of great favour bestowed upon a particularly resilient orruk.&#039;&#039; || Roll a dice each time a wound or mortal wound is allocated to your champion. On a 6, that wound or mortal wound is negated.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Order Warband Tables==&lt;br /&gt;
===Cities of Sigmar===&lt;br /&gt;
Found in the Battletome (October 2019).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Champions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Champion || Follower Rolls&lt;br /&gt;
|-&lt;br /&gt;
| Anointed on Flamespyre Phoenix || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Anointed on Frostheart Phoenix || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Battlemage on Griffon || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Dreadlord on Black Dragon || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Freeguild General on Griffon || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Sorceress on Black Dragon || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Celestial Hurricanum with Celestial Battlemage || 5 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Luminark of Hysh with White Battlemage || 5 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Steam Tank with Commander || 5 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Anointed || 5 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Assassin || 5 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Nomad Prince || 5 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Warden King || 5 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Black Ark Fleetmaster || 6 rolls&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Followers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Army Regulars Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Split by allegiance.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Aelf|| Duardin || Human&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 10 Bleakswords || 10 Longbeards || 10 Freeguild Guard&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 10 Darkshards || 10 Longbeards || 10 Freeguild Guard&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 10 Dreadspears || 10 Ironbreakers || 10 Freeguild Crossbowmen&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 10 Black Ark Corsairs || 10 Ironbreakers || 10 Freeguild Handgunners&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 10 Wildwood Rangers || 10 Hammerers || 10 Flagellants&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 10 Shadow Warriors || 10 Hammerers || 10 Freeguild Greatswords&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cavalry Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Split by allegiance.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Aelf || Human&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 Dark Riders || 5 Freeguild Pistoliers&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 Scourgerunner Chariot || 5 Freeguild Pistoliers&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 Drakespawn Chariot || 5 Freeguild Outriders&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 Drakespawn Knights || 5 Freeguild Outriders&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 Wild Riders || 3 Demigryph Knights&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 5 Sisters of the Thorn || 3 Demigryph Knights&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hero Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 Freeguild General&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 Battlemage&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 Cogsmith&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1 Runelord&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 Assassin&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1 Sorceress&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Elite Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires 2 rolls, or 1 roll and 1 Glory Point.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 10 Black Guard&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 10 Executioners&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 10 Eternal Guard&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 10 Sisters of the Watch&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 10 Phoenix Guard&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 10 Irondrakes&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Auxiliary Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Split by allegiance and requires 2 rolls, or 1 roll and 1 Glory Point.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Monsters || Ironweld Arsenal&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 1 War Hydra || 1-3 Gyrocopters&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 War Hydra || 1-2 Gyrobombers&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1 Kharibdyss || 1 Hellblaster Volley Gun&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 Kharibdyss || 1 Helstorm Rocket Battery&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1 Kharibdyss || 1 Steam Tank&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Auxiliary Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Split by allegiance and requires 3 rolls, or 1 roll and 2 Glory Point.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Phoenix Temple || Collegiate Arcane&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 1 Frostheart Phoenix || 1 Luminark of Hysh&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 1 Flamespyre Phoenix || 1 Celestial Hurricanum&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Follower Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Non-hero Followers Rewards&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Army Regulars, Cavalry, Elite, Auxiliary, and Elite Auxiliary use this table.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Seasoned Veterans&#039;&#039;&#039; || &#039;&#039;These warriors share a fighting spirit forged through countless battles.&#039;&#039; || Add 1 to the Bravery characteristic of this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Blademasters&#039;&#039;&#039; || &#039;&#039;These warriors have dedicated themselves to the mastery of their weapons.&#039;&#039; || Add 1 to hit rolls for attacks made with melee weapons by this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Hardened Fighters&#039;&#039;&#039; || &#039;&#039;A life of endless battle has toughened these warriors and given them a hardy resilience.&#039;&#039; || Add 1 to the Wounds characteristic of this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Fleet of Foot&#039;&#039;&#039; || &#039;&#039;These warriors are oft ordered to scout ahead and spy the enemy locations, and they have become skilled in traversing battlefield terrain.&#039;&#039; || Add 1 to the Move characteristic of this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Skilled Marksmen&#039;&#039;&#039; || &#039;&#039;These warriors are famed as marksmen without peer.&#039;&#039; || Add 1 to hit rolls for attacks made with missile weapons by this unit. Pick another reward if this unit does not have any missile weapons.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Favoured Warriors&#039;&#039;&#039; || &#039;&#039;These warriors have an uncanny fortune in battle and can emerge from seemingly dire situations unscathed.&#039;&#039; || Roll a dice each time you allocate a wound or mortal wound to this unit. On a 6, that wound or mortal wound is negated.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hero Followers Rewards&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || &#039;&#039;&#039;Hardy Warrior&#039;&#039;&#039; || &#039;&#039;This warrior shows great resilience in battle.&#039;&#039; || Add 1 to the Wounds characteristic of this &#039;&#039;&#039;HERO&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || &#039;&#039;&#039;Relic of Legend&#039;&#039;&#039; || &#039;&#039;This champion carries a legendary artefact into battle.&#039;&#039; || Randomly generate an artefact of power for this &#039;&#039;&#039;HERO&#039;&#039;&#039; by rolling on the Artefacts of Power table for the city from which your warband hails. If this &#039;&#039;&#039;HERO&#039;&#039;&#039; already has an artefact of power, pick another reward from this rewards table.&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || &#039;&#039;&#039;Master of Magic&#039;&#039;&#039; || &#039;&#039;Exhaustive study of the arcane has seen this mage expand their magical powers.&#039;&#039; || This &#039;&#039;&#039;HERO&#039;&#039;&#039; knows one spell from the Spell Lores table for the city from which your warband hails. If this &#039;&#039;&#039;HERO&#039;&#039;&#039; is not a &#039;&#039;&#039;WIZARD&#039;&#039;&#039;, pick another reward from this rewards table.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Champion Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You only roll D6 instead of 2D6.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Inspiring Leader&#039;&#039;&#039; || &#039;&#039;This champion is revered by the warriors in their command.&#039;&#039; || Add 1 to the Bravery characteristic of friendly units while they are wholly within 12&amp;quot; of this champion.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Impervious&#039;&#039;&#039; || &#039;&#039;This champion is as stubborn and resilient as granite.&#039;&#039; || Add 1 to the Wounds characteristic of this champion.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Tactician&#039;&#039;&#039; || &#039;&#039;This champion is a master of strategy and tactics.&#039;&#039; || At the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Artefact of Power&#039;&#039;&#039; || &#039;&#039;An ancient artefact of power has fallen into this champion&#039;s possession.&#039;&#039; || Randomly generate an artefact of power for your champion by rolling on the Artefacts of Power table for the city from which your warband hails. If your champion already has an artefact of power, pick another reward from this rewards table.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Tricks of the Trade&#039;&#039;&#039; || &#039;&#039;This champion has mastered a variety of unconventional tactics.&#039;&#039; || Randomly generate a command trait by rolling on the Command Traits table for the city from which your warband hails. If your champion already has a command trait, pick another reward from this rewards table.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Arcane Might&#039;&#039;&#039; || &#039;&#039;This champion is a powerful spellcaster.&#039;&#039; || This champion knows 1 spell from the Spell Lores table for the city from which your warband hails. If your champion is not a &#039;&#039;&#039;WIZARD&#039;&#039;&#039;, pick another reward from this rewards table.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Daughters of Khaine===&lt;br /&gt;
Found in the Battletome (March 2018).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Champions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Champion || Follower Rolls&lt;br /&gt;
|-&lt;br /&gt;
| Slaughter Queen on Cauldron of Blood || 3 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Hag Queen on Cauldron of Blood || 3 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Bloodwrack Shrine || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Bloodwrack Medusa || 5 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Slaughter Queen || 5 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Hag Queen || 6 rolls&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Followers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 10 Witch Aelves&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 10 Sisters of Slaughter&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 5 Khinerai Heartrenders&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 Khinerai Lifetakers&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 Blood Sisters&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 5 Blood Stalkers&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hero Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 1 Hag Queen&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || 1 Slaughter Queen&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || 1 Bloodwrack Medusa&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Elite Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires 2 rolls, or 1 roll and 1 Glory Point.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 5 Doomfire Warlocks&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 Avatar of Khaine&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1 Blockwrack Shrine&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 Hag Queen on Cauldron of Blood&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1 Slaughter Queen on Cauldron of Blood&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Follower Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Evasive&#039;&#039;&#039; || Re-roll hit rolls of 6 against this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Zealots&#039;&#039;&#039; || This unit never has to take battleshock tests.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Fleet of Foot&#039;&#039;&#039; || Whenever this unit runs, it can move up to an extra 6&amp;quot; (you do not have to roll).&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Inured to Pain&#039;&#039;&#039; || Re-roll save rolls of 1 for this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Khaine&#039;s Devotees&#039;&#039;&#039; || When determining what abilities this unit receives from the Blood Rites battle trait, it counts the battle round number as being 1 higher than it actually is. This is cumulative with other, similar effects.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Blood Fury&#039;&#039;&#039; || You can re-roll charge rolls for this unit.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Champion Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! 2D6 || Reward || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Morathi&#039;s Jealousy&#039;&#039;&#039; || Your champion&#039;s rising glory has stoked Morathi&#039;s jealousy. Should they ever fail in their appointed task, eternal servitude will be their fate. If the champion is ever slain, you lose D3 Glory Points (to a minimum of 0), and must remove all rewards your champion has gained from this table so far from your warband roster. If your warband has another &#039;&#039;&#039;HERO&#039;&#039;&#039;, that model now becomes your champion (if you do not have any &#039;&#039;&#039;HEROES&#039;&#039;&#039;, immediately generate one from the hero follower table to become your new champion). Write down your new champion&#039;s name on your warband roster ready for the next battle.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Loss of Faith&#039;&#039;&#039; || Your champion is sometimes cursed with despair and a loss of faith, which occasionally manifests as a seething rage. Roll a dice for the champion in each of your hero phases. On a 1, until your next hero phase, re-roll hit and wound rolls of 6 for your champion. On a 4+, until your next hero phase, re-roll hit and wound rolls of 1 for your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;War Cry&#039;&#039;&#039; || Once per battle, in your hero phase, your champion can loose a war cry. If they do so, add 1 to hit rolls for your champion and all units from their warband for the rest of the turn.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Decapitating Strike&#039;&#039;&#039; || When your champion is chosen to fight in the combat phase, instead of making any attacks, they can attempt a decapitating strike after piling in. If they do so, select a single model within 1&amp;quot; and roll a dice. If the roll exceeds that model&#039;s Wounds characteristic, it is slain.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Poinsoned Weapon&#039;&#039;&#039; || Pick one weapon used by the champion (it cannot be a weapon used by their mount if they have one). Add 1 to hit rolls for attacks made with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || &#039;&#039;&#039;Forever Youthful&#039;&#039;&#039; || Add 1 to your champion&#039;s Wounds characteristic.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || &#039;&#039;&#039;Bloodthirsty Demagogue&#039;&#039;&#039; || Add 1 to the Bravery characteristic of your champion and units from your warband that are within 8&amp;quot; of them.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || &#039;&#039;&#039;Blessed by Morathi&#039;&#039;&#039; || If your champion is a &#039;&#039;&#039;WIZARD&#039;&#039;&#039;, add 1 to casting rolls made for them. If your champion is a &#039;&#039;&#039;PRIEST&#039;&#039;&#039;, add 1 to the dice roll when they pray to see whether the prayer is successful or not.&lt;br /&gt;
|-&lt;br /&gt;
| 10 || &#039;&#039;&#039;Eager to Sacrifice&#039;&#039;&#039; || Add 1 to run or charge rolls for your champion. Add 3 instead if there are any enemy &#039;&#039;&#039;HEROES&#039;&#039;&#039; within 12&amp;quot; of your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 11 || &#039;&#039;&#039;Perfervid Belief&#039;&#039;&#039; || Re-roll failed Fanatical Faith rolls for your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 12 || &#039;&#039;&#039;High Priestess&#039;&#039;&#039; || Whilst your champion is on the battlefield, count the battle round number as being 1 higher than it actually is when determining what abilities the units in your warband receive from the Blood Rites battle trait. This is cumulative with other, similar effects.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Fyreslayers===&lt;br /&gt;
Found in the Battletome (April 2019).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Champions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Champion || Follower Rolls&lt;br /&gt;
|-&lt;br /&gt;
| Auric Runefather on Magmadroth || 2 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Auric Runeson on Magmadroth || 2 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Auric Runefather || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Auric Runeson || 4 rolls&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Followers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 10 Vulkite Berzerkers&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || 5 Auric Hearthguard&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || 5 Hearthguard Berzerkers&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hero Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 Grimwrath Berzerker&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 Doomseeker&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 Auric Runesmiter&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1 Auric Runemaster&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 Battlesmith&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1 Runeson&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Elite Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires 2 rolls, or 1 roll and 1 Glory Point.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 || 1 Auric Runesmiter on Magmadroth&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || 1 Auric Runeson on Magmadroth&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Follower Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Oathbound Warriors&#039;&#039;&#039; || &#039;&#039;This kinband have vowed to lay low all enemies of the lodge.&#039;&#039; || In the combat phase, after this unit has fought in that phase for the first time, when it is your turn to pick a unit to fight with later in the same phase, if it is within 3&amp;quot; of any enemy units and wholly within 12&amp;quot; of your champion, it can be picked to fight for a second time.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Blades of Fury&#039;&#039;&#039; || &#039;&#039;The runes etched into these blades flare with power as they strike the foe.&#039;&#039; || Once per battle, at the start of the combat phase, you can add 1 to the Attacks characteristic of all melee weapons this unit is armed with until the end of that phase.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Vendetta&#039;&#039;&#039; || &#039;&#039;A duardin grudge is never forgotten, especially until it has been properly settled.&#039;&#039; || At the start of the first battle round, pick an enemy unit. Add 1 to hit rolls for attacks made by this unit that target that enemy unit.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;All-out Defence&#039;&#039;&#039; || &#039;&#039;Each warrior stands defiant, ready to strike down any who approach.&#039;&#039; || In your hero phase, you can declare that this unit is adopting a defensive formation. If you do so, this unit cannot run or make charge moves until your next hero phase. However, you can re-roll save rolls for attacks that target this unit until the start of your next hero phase.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Grim Tenacity&#039;&#039;&#039; || &#039;&#039;Nothing can shake the stern resolve of these dour warriors.&#039;&#039; || Do not take battleshock tests for this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Hardened Veterans&#039;&#039;&#039; || &#039;&#039;These battle-scarred warriors of the lodge have defeated countless enemies in battle.&#039;&#039; || Once per turn, you can re-roll 1 hit roll or 1 wound roll for an attack made by this unit, or 1 save roll for an attack that targets this unit.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Champion Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! 2D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Hot-blooded&#039;&#039;&#039; || &#039;&#039;Fury rages through this champion&#039;s blood like molten lava.&#039;&#039; || If this champion is on the battlefield, add 1 to charge rolls for friendly &#039;&#039;&#039;FYRESLAYERS&#039;&#039;&#039; units.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Enmity&#039;&#039;&#039; || &#039;&#039;Your champion never forgets a grudge and will ruthlessly destroy those who have dared to insult their lodge.&#039;&#039; || Note down the name of the warband you fought the last battle against. Add 1 to hit and wound rolls made by your champion for attacks that target models from that warband for the rest of the campaign.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Heroic Battle Cry&#039;&#039;&#039; || &#039;&#039;A rousing cry from your champion ignites the battle-spirit of their allies, inspiring them to fight with renewed ferocity.&#039;&#039; || Once per battle, in your hero phase, your champion can make a heroic battle cry. If they do so, add 1 to hit rolls for attacks made by your champion and friendly units from your warband until the start of your next hero phase.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;The Bigger They Are&#039;&#039;&#039; || &#039;&#039;The warriors of the lodge call this champion &#039;Monster-slayer&#039;, and sing songs of the many hulking beasts that have fallen before the might of their axe.&#039;&#039; || Add 1 to all hit and wound rolls for attacks made by your champion that target an enemy unit with a Wounds characteristic of 7 or more.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Master-forged Blade&#039;&#039;&#039; || &#039;&#039;It is said the Runemaster spent seven days and nights deep in the lodge&#039;s forge-temple before presenting your champion with this gleaming weapon.&#039;&#039; || Pick one of your champion&#039;s weapons. Improve the Rend characteristic of that weapon by 1.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || &#039;&#039;&#039;Extraordinary Endurance&#039;&#039;&#039; || &#039;&#039;In the heat of battle this champion shrugs off even the most grievous of wounds.&#039;&#039; || Add 1 to your champion&#039;s Wounds characteristic.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || &#039;&#039;&#039;Intractable&#039;&#039;&#039; || &#039;&#039;This warrior is renowned for their grit and resolve, inspiring their allies to stand firm.&#039;&#039; || Add 1 to the Bravery characteristic of your champion. In addition, add 1 to the Bravery characteristic of any friendly units while they are wholly within 12&amp;quot; of your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || &#039;&#039;&#039;Stubbord Defiance&#039;&#039;&#039; || &#039;&#039;The ur-gold runes embedded into this champion&#039;s flesh blunt the blades of nearby enemies.&#039;&#039; || In your hero phase, pick 1 unit from your warband that is wholly within 12&amp;quot; of your champion. That unit cannot make normal moves, charge moves or pile in until your next hero phase. However, you can add 1 to save rolls for attacks that target that unit until the start of your next hero phase.&lt;br /&gt;
|-&lt;br /&gt;
| 10 || &#039;&#039;&#039;Furious Charge&#039;&#039;&#039; || &#039;&#039;This champion is known to leap with reckless abandon straight into enemy lines, swinging their weapon with deadly power.&#039;&#039; || Add 1 to wound rolls for attacks made by your champion if they made a charge move in the same turn.&lt;br /&gt;
|-&lt;br /&gt;
| 11 || &#039;&#039;&#039;Second Wind&#039;&#039;&#039; || &#039;&#039;Even wounded and faced with the direst odds, this champion finds an inner strength deep within.&#039;&#039; || Once per battle, in your hero phase, you can heal D6 wounds that have been allocated to your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 12 || &#039;&#039;&#039;Killing Blow&#039;&#039;&#039; || &#039;&#039;With the enemy in their sights, your champion puts all their might into a single devastating swing with their weapon, straight for the enemy&#039;s head.&#039;&#039; || Once per battle, at the start of the combat phase, you can say your champion is attempting a killing blow instead of attacking normally. If you do so, pick an enemy model within 1&amp;quot; of your champion and roll a dice. On a 4 or 5, the target model suffers D3 mortal wounds. On a 6, the target model is slain.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Idoneth Deepkin===&lt;br /&gt;
Found in the Battletome (April 2018).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Champions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Champion || Follower Rolls&lt;br /&gt;
|-&lt;br /&gt;
| Akhelian King || 3 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Isharann Tidecaster || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Isharann Soulscryer || 4 rolls&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Followers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 || 10 Namarti Thralls&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || 10 Namarti Reavers&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hero Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-6 || 1 Soulrender&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Elite Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires 2 rolls, or 1 roll and 1 Glory Point.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 3 Akhelian Morrsarr Guard&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || 3 Akhelian Ishlaen Guard&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || 1 Akhelian Allopex&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Monster Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires 3 rolls, or 1 roll and 2 Glory Point.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-6 || 1 Akhelian Leviadon&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Follower Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Bodyguard&#039;&#039;&#039; || Add 1 to the Attacks characteristic of melee weapons from this unit while the unit is wholly within 9&amp;quot; of your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Deadly&#039;&#039;&#039; || Re-roll hit rolls of 1 for this unit in the combat phase.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Cruel&#039;&#039;&#039; || Re-roll wound rolls of 1 for this unit in the combat phase.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Swift&#039;&#039;&#039; || Add 2&amp;quot; to this unit&#039;s Move characteristic.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Resilient&#039;&#039;&#039; || Re-roll save rolls of 1 for this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Veterans&#039;&#039;&#039; || You can re-roll one failed hit, wound or save roll for this unit each turn.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Champion Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! 2D6 || Reward || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Legacy of Slaanesh&#039;&#039;&#039; || You lose 1 Glory Point. In addition, your champion cannot gain any further rewards for the rest of the campaign.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Hungry for Souls&#039;&#039;&#039; || Roll a dice for your champion in each of their hero phases. On a roll of 5 or 6, they are overcome by an uncontrollable desire to reap as many souls as possible – your champion can run and charge in this turn, and you can re-roll hit and wound rolls of 1 for them until your next hero phase. However, your champion must finish any moves that they make closer to the nearest enemy model than they were at the start of the move.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Sea Guardians&#039;&#039;&#039; || Once per battle, in the combat phase, your champion can call down a shoal of ethereal spirit guardians to harry the foe. If they do so, for that combat phase, subtract 1 from the hit rolls of enemy models within 6&amp;quot; of your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Master-crafted Weapon&#039;&#039;&#039; || Pick one weapon used by your champion (it cannot be a weapon used by a mount). Add 1 to hit rolls for that weapon.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Vengeful Blow&#039;&#039;&#039; || You can add 1 to the Damage characteristic of one successful attack made by your champion in each combat phase. Add D3 to the Damage characteristic instead if the target has the &#039;&#039;&#039;SLAANESH&#039;&#039;&#039; keyword.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || &#039;&#039;&#039;Unnatural Swiftness&#039;&#039;&#039; || Add 2 to run and charge rolls you make for your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || &#039;&#039;&#039;Regal Bearing&#039;&#039;&#039; || Add 1 to the Bravery characteristic of your champion. In addition, add 1 to the Bravery characteristic of units from your warband that are wholly within 12&amp;quot; of your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || &#039;&#039;&#039;Extraordinary Endurance&#039;&#039;&#039; || Add 1 to your champion&#039;s Wounds characteristic.&lt;br /&gt;
|-&lt;br /&gt;
| 10 || &#039;&#039;&#039;Tidal Magic&#039;&#039;&#039; || If your champion is a Tidecaster, add 1 to casting and unbinding rolls for your champion. If your champion is not a Tidecaster, pick a spell from the Lore of the Deeps; once per battle, in your hero phase, your champion can attempt to cast that spell.&lt;br /&gt;
|-&lt;br /&gt;
| 11 || &#039;&#039;&#039;Nobel Blood&#039;&#039;&#039; || Roll a dice each time a wound or mortal wound is allocated to your champion. On a 6+, that wound is negated.&lt;br /&gt;
|-&lt;br /&gt;
| 12 || &#039;&#039;&#039;Lord of the Perpetual Deep&#039;&#039;&#039; || Roll a dice in your hero phase if your champion has been slain. On a 4+, your champion is reborn. Set up your champion anywhere on the battlefield that is within 1&amp;quot; of a Gloomtide Shipwreck and more than 6&amp;quot; from any enemy models. This counts as your champion&#039;s move for the following movement phase.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Kharadron Overlords===&lt;br /&gt;
Found in the Battletome (January 2020).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Champions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Champion || Follower Rolls&lt;br /&gt;
|-&lt;br /&gt;
| Arkanaut Admiral || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Endrinmaster with Dirigible Suit || 2 rolls&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Followers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Skyfarer Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 10 Arkanaut Company&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || 5 Grundstok Thunderers&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || 3 Skywardens or 3 Endrinriggers&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hero Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 1 Endrinmaster with Endrinharness&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || 1 Aetheric Navigator&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || 1 Aether-Khemist&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Skyvessel Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires the number of rolls and glory points shown below.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers || Required rolls&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 1 Grundstok Gunhauler || 2 rolls, or 1 roll and 1 glory point&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 || 1 Arkanaut Frigate || 3 rolls, or 1 roll and 2 glory points&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1 Arkanaut Ironclad || 5 rolls, or 1 roll and 4 glory points&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Follower Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Skyfarer Rewards&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Deeds, Not Words&#039;&#039;&#039; || &#039;&#039;These warriors see great honour in taking the fight straight to the foe.&#039;&#039; || Add 1 to wound rolls for attacks made with melee weapons by this unit if it made a charge move in the same turn.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Incredibly Stubborn&#039;&#039;&#039; || &#039;&#039;These duardin are extremely tenacious, and will often deny death long enough to get in one last telling blow.&#039;&#039; || If a model from this unit is slain while it is within 3&amp;quot; of enemy unit, roll a dice. On a 6, that model can fight before it is removed from play.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Fearsome Raiders&#039;&#039;&#039; || &#039;&#039;These skyfarers attack rapidly from unexpected quarters, striking fear into the hearts of their foes.&#039;&#039; || Subtract 1 from the Bravery characteristic of enemy units while they are within 6&amp;quot; of any friendly units with this ability.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Bold Privateers&#039;&#039;&#039; || &#039;&#039;These duardin are trained to swiftly disembark from their skyvessel and then charge headlong into the foe.&#039;&#039; || This unit can leave a friendly &#039;&#039;&#039;ARKANAUT FRIGATE&#039;&#039;&#039; either before or after it has moved. Roll 3D6 instead of 2D6 when making charge rolls for this unit if it left a friendly &#039;&#039;&#039;ARKANAUT FRIGATE&#039;&#039;&#039; in the movement phase of the same turn.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Focused Fire&#039;&#039;&#039; || &#039;&#039;These skyfarers are adept at concentrating their fire upon a single target, destroying it with one devastating volley.&#039;&#039; || At the start of your shooting phase, you can pick 1 enemy unit for this unit to focus fire on. If you do so, models from this unit can only target that unit in that phase, but you can re-roll hit rolls of 1 for attacks made by this unit in that phase.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Carefully Trained&#039;&#039;&#039; || || You can pick the result you wish to apply to the unit.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Skyvessel Rewards&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Master Helmsmen&#039;&#039;&#039; || &#039;&#039;The skyfarer that controls this vessel&#039;s wheel is exceptionally skilled.&#039;&#039; || You can re-roll run and charge rolls for this model.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Master Gunner&#039;&#039;&#039; || &#039;&#039;The skyfarer that commands this vessel&#039;s guns is a hard taskmaster.&#039;&#039; || You can re-roll 1 hit roll for this model each phase.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Windrider&#039;&#039;&#039; || &#039;&#039;This vessel catches the aetheric winds like no other.&#039;&#039; || Add 1&amp;quot; to this model&#039;s Move characteristic.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Focused Fire&#039;&#039;&#039; || &#039;&#039;The crew of this skyvessel are trained to concentrate their fire upon a single target, destroying it with one devastating volley.&#039;&#039; || At the start of your shooting phase, you can pick 1 enemy unit for this model to focus fire on. If you do so, this model can only target that unit in that phase, but you can re-roll hit rolls of 1 for attacks made by this model in that phase.&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || &#039;&#039;&#039;Great Endrinworks&#039;&#039;&#039; || &#039;&#039;This skyvessel has been upgraded with an endrinwork produced by a master shipwright.&#039;&#039; || Randomly generate 1 great endrinwork for this model from one of the great endrinworks tables.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Champion Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Opportunistic Privateer&#039;&#039;&#039; || &#039;&#039;This feared buccaneer strikes swiftly and without warning, crushing their enemies before they have a chance to react.&#039;&#039; || If this model is on the battlefield after armies are set up but before the first battle round begins, you can pick this model and up to 2 other friendly units. Remove this model and those units from the battlefield and then set them up again anywhere on the battlefield more than 9&amp;quot; from any enemy units and so that all of the units are wholly within 12&amp;quot; of this model. Units set up in this way cannot make a normal move in the first battle round.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Champion of Progress&#039;&#039;&#039; || &#039;&#039;This champion is at the very forefront of the Kharadron Overlords&#039; advance, and their confidence is palpable.&#039;&#039; || Do not take battleshock for friendly units while they are wholly within 12&amp;quot; of this model.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Valorous&#039;&#039;&#039; || &#039;&#039;This champion has become renowned for their exceptional valour.&#039;&#039; || The first time this model is slain, before removing them, roll a dice. On a 2+ they are not slain, you can heal up to D3 wounds allocated to them, and any wounds remaining to be allocated to them are negated.&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 || &#039;&#039;&#039;Command Trait&#039;&#039;&#039; || &#039;&#039;This champion has become a master of their craft.&#039;&#039; || Randomly generate 1 command trait for this champion from one of the command trait tables.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Artefact of Power&#039;&#039;&#039; || &#039;&#039;An ancient artefact of power has come into this champion&#039;s possession.&#039;&#039; || Randomly generate 1 artefact of power for this champion from one of the artefact of power tables.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Seraphon===&lt;br /&gt;
Found in the Battletome (March 2020).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Champions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Champion || Follower Rolls&lt;br /&gt;
|-&lt;br /&gt;
| Slann Starmaster || 2 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Saurus Oldblood on Carnosaur || 2 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Skink Oracle on Troglodon || 2 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Stegadon with Skink Chief || 2 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Saurus Scar-Veteran on Carnosaur || 3 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Skink Starseer || 3 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Saurus Oldblood || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Saurus Sunblood || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Saurus Scar-Veteran on Cold One || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Skink Starpriest || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Skink Priest || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Terradon Chief || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Ripperdactyl Chief || 4 rolls&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Followers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Split by allegiance.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Saurus || Skinks&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 10 Saurus Warriors || 20 Skinks&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 5 Saurus Guard || 20 Skinks&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 Saurus Guard || 10 Chameleon Skinks&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 Saurus Knights || 3 Terradon Riders&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 5 Saurus Knights || 3 Ripperdactyl Riders&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hunting Pack Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || Salamander Hunting Pack&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || Razordon Hunting Pack&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hero Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Split by allegiance.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Saurus || Skinks&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 Saurus Astrolith Bearer || 1 Skink Priest&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 Saurus Eternity Warden || 1 Skink Priest&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 Saurus Sunblood || 1 Skink Priest&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1 Saurus Scar-Veteran on Cold One || 1 Terradon Chief or 1 Ripperdactyl Chief&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || 1 Saurus Oldblood || 1 Skink Starpriest&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Monsters Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires 2 rolls, or 1 roll and 1 Glory Point.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 3 Kroxigor&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 || 1 Stegadon&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1 Bastiladon&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Mighty Heroes Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires 2 rolls, or 1 roll and 1 Glory Point.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 1 Engine of the Gods&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 1 Saurus Scar-Veteran on Carnosaur&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Follower Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Do not roll for Seraphon Follower Rewards. Instead, the reward is determined by the type of follower.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Follower || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| Saurus Retinues || &#039;&#039;&#039;Ferocity Unbound&#039;&#039;&#039; || &#039;&#039;The predatory instincts of these saurus have been driven to new heights. || Improve the Rend characteristic of Jaws weapons used by this unit by 1.&lt;br /&gt;
|-&lt;br /&gt;
| Skin Retinues || &#039;&#039;&#039;The Trap is Sprung&#039;&#039;&#039; || &#039;&#039;At an unspoken command from their leader, these skinks attack from carefully prepared ambush sites, swiftly overwhelming their chosen prey.&#039;&#039; || In your hero phase, pick 1 enemy unit that is visible to a friendly &#039;&#039;&#039;SKINK HERO&#039;&#039;&#039;. Until your next hero phase, add 1 to hit rolls for attacks made by this unit that target that unit.&lt;br /&gt;
|-&lt;br /&gt;
| Monsters and Hunting Packs || &#039;&#039;&#039;Beastmasters&#039;&#039;&#039; || &#039;&#039;The skink handlers of these beasts know precisely how to get the best from them in battle.&#039;&#039; || In your hero phase, declare if this unit will be swift or savage. If you choose swift, until your next hero phase, it can run and still shoot and/or charge in the same turn. If you choose savage, until your next hero phase, add 1 to the Attacks characteristic of its melee weapons.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Champion Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Seraphon split these by allegiance, so there are multiple tables. Also, you only roll D6 instead of 2D6.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Slann Champion Rewards&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Arcane Might&#039;&#039;&#039; || &#039;&#039;This slann commands the flow of magic on the battlefield.&#039;&#039; || You can re-roll 1 casting, dispelling or unbinding roll for this champion each hero phase.&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 || &#039;&#039;&#039;Vast Intellect&#039;&#039;&#039; || &#039;&#039;No secret is unknown to the mind of this unfathomable being.&#039;&#039; || This champion knows 1 spell from the Lore of Celestial Domination.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Great Rememberer&#039;&#039;&#039; || &#039;&#039;The manoeuvres ordered by this slann recall the constellations above.&#039;&#039; || If this champion is part of your warband and on the battlefield at the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point.&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || &#039;&#039;&#039;Artefact of Power&#039;&#039;&#039; || &#039;&#039;An ancient artefact of power has come into this champion&#039;s possession.&#039;&#039; || Randomly generate one artefact of power for this champion from the Treasures of the Old Ones table.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Saurus Champion Rewards&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Disciplined Fury&#039;&#039;&#039; || &#039;&#039;When this saurus strikes, they do so with cold-blooded precision.&#039;&#039; || You can re-roll hit rolls of 1 for attacks made with melee weapons by this champion.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Thickly Scaled Hide&#039;&#039;&#039; || &#039;&#039;The hard scales covering this battle-scarred champion can deflect even the sharpest blade.&#039;&#039; || You can re-roll save rolls of 1 for attacks that target this champion.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Mighty Warleader&#039;&#039;&#039; || &#039;&#039;This saurus guides its warriors in battle with bellowing roars.&#039;&#039; || If this champion is part of your army and on the battlefield at the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point.&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || &#039;&#039;&#039;Artefect of Power&#039;&#039;&#039; || &#039;&#039;An ancient artefact of power has come into this champion&#039;s possession.&#039;&#039; || Randomly generate one artefact of power for this champion from the Celestial Relics of the Warrior table.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Skink Champion Rewards&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || &#039;&#039;&#039;Master of Star Rituals&#039;&#039;&#039; || &#039;&#039;Azyr&#039;s light shines brightly on this champion.&#039;&#039; || Add 1 to casting rolls for this champion if they are a &#039;&#039;&#039;WIZARD&#039;&#039;&#039;. If they are not a &#039;&#039;&#039;WIZARD&#039;&#039;&#039;, once per battle round, they can use the Herald of the Old Ones command ability from the Skink Priest warscroll without a command point being spent.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Nimble&#039;&#039;&#039; || &#039;&#039;This skink is preternaturally agile.&#039;&#039; || Add 1&amp;quot; to this champion&#039;s Move characteristic, and add 1 to save rolls for attacks that target them.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Cunning&#039;&#039;&#039; || &#039;&#039;With reptilian calculation this skink looks for opportunities to strike.&#039;&#039; || At the start of the combat phase, you can pick 1 enemy &#039;&#039;&#039;HERO&#039;&#039;&#039; within 3&amp;quot; of this champion and roll a dice. On a 4+, that enemy &#039;&#039;&#039;HERO&#039;&#039;&#039; suffers 1 mortal wound.&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || &#039;&#039;&#039;Artefact of Power&#039;&#039;&#039; || &#039;&#039;An ancient artefact of power has come into this champion&#039;s possession.&#039;&#039; || Randomly generate one artefact of power for this champion from the Vestments of the Priesthood table.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Stormcast Eternals===&lt;br /&gt;
Found in the Battletome (July 2018).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Champions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Champion || Follower Rolls&lt;br /&gt;
|-&lt;br /&gt;
| Drakesword Templar || 0 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Lord-Celestant on Stardrake || 0 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Lord-Arcanum on Tauralon || 2 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Lord-Arcanum on Celestial Dracoline || 3 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Lord-Arcanum on Gryph-charger || 3 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Lord-Aquilor || 3 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Lord-Celestant on Dracoth || 3 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Lord-Arcanum || 3 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Lord-Exorcist || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Lord-Castellant ||| 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Lord-Celestant || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Lord-Ordinator || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Lord-Relictor || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Lord-Veritant || 4 rolls&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Followers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Split by allegiance.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Warrior Chamber || Vanguard Auxiliary Chamber || Sacrosanct Chamber&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 Gryph-hounds || 6 Aetherwings || 3 Sequitors&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 5 Liberators || 6 Aetherwings || 3 Sequitors&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || 5 Liberators || 5 Vanguard-Hunters || 3 Castigators&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3 Prosecutors || 5 Vanguard-Hunters || 1 Celestar Ballista&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 3 Prosecutors || 5 Vanguard-Hunters || 3 Evocators&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hero Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 Knight-Heraldor or 1 Knight-Vexillor&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 Knight-Azyros&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 Knight-Questor&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1 Knight-Zephyros&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 Knight-Venator&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1 Knight-Incantor&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Elite Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Split by allegiance and requires 2 rolls, or 1 roll and 1 Glory Point.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Warrior Chamber || Vanguard Auxiliary Chamber || Extremis Chamber&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 10 Liberators || 3 Vanguard-Raptors || 2 Tempestors or Fulminators&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 5 Judicators || 3 Vanguard-Raptors || 2 Tempestors or Fulminators&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 5 Protectors || 3 Vanguard-Raptors || 2 Tempestors or Fulminators&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 Protectors || 3 Vanguard-Palladors || 2 Desolators or Concussors&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 Decimators ||  3 Vanguard-Palladors || 2 Desolators or Concussors&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 5 Retributors ||  3 Vanguard-Palladors || 2 Desolators or Concussors&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Elite Sacrosanct Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires 3 rolls, or 1 roll and 2 Glory Point.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-6 || 3 Evocators on Dracolines&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Follower Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Lifted by Lightning&#039;&#039;&#039; || &#039;&#039;This unit of warriors calls to Sigmar for aid, asking the God-King to use his arcane lightning to propel them across the battlefield.&#039;&#039; || Once per battle, if this unit is more than 3&amp;quot; from any enemy units in your movement phase, instead of making a normal move with it, you can remove it from the battlefield and then set it up anywhere more than 9&amp;quot; from any enemy models.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Sigmarite Resolve&#039;&#039;&#039; || &#039;&#039;Their souls girded against even the most dreadful opponent, these warriors will never run from their duty.&#039;&#039; || This unit never has to take battleshock tests.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Furious Avengers&#039;&#039;&#039; || &#039;&#039;Driven forth by their hatred of the foe, these warriors charge out from the Stormcast battle-line to deliver the God-King&#039;s justice.&#039;&#039; || Once per battle, in your charge phase, this unit can make a charge move of up to 12&amp;quot; (you do not have to make a charge roll).&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Defensive Formation&#039;&#039;&#039; || &#039;&#039;There is great strategic merit in digging in, bolstering your defences and waiting for the right moment to strike.&#039;&#039; || In your hero phase, you can declare that this unit is adopting a defensive formation. If you do so, then until the start of your next hero phase, this unit cannot run or charge, but you can re-roll failed save rolls for attacks that target this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Smite&#039;&#039;&#039; || &#039;&#039;These warriors are the deliverers of Sigmar&#039;s wrath; from their weapons arc forks of deadly lightning that smite any foes who dare to draw near.&#039;&#039; || Once per battle, in your hero phase, you can pick an enemy unit and roll a dice for each model from this unit that is within 3&amp;quot; of that unit; for each roll of 4+ the enemy unit suffers 1 mortal wound.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Hardened Veterans&#039;&#039;&#039; || &#039;&#039;These determined Stormcasts are fortified by the experience of having fought on dozens of battlefields.&#039;&#039; || Once per turn, you can re-roll 1 failed hit roll or 1 failed wound roll for an attack made by this unit, or one failed save roll for an attack that targets this unit.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Champion Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! 2D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Dark Destiny&#039;&#039;&#039; || &#039;&#039;Struck down by some eldritch spell or fell weapon, your champion&#039;s soul will not return to Azyr.&#039;&#039; || If your champion is slain, you lose D3 Glory Points (to a minimum of 0), and must remove all rewards your champion has gained from this table so far from your warband roster. Generate a new champion from the Champion table.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Flashbacks&#039;&#039;&#039; || &#039;&#039;The memory of your champion&#039;s mortal life returns to them in flashbacks. Sometimes the grief of those distant days is too much to overcome; other times it inspires them to greater acts of vengeance.&#039;&#039; || Roll a dice in your hero phase. On a 1, re-roll unmodified hit and wound rolls of 6 for attacks made by your champion until the start of your next hero phase. On a 4+ you can re-roll hit and wound rolls of 1 for attacks made by your champion until the start of your next hero phase.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Heroic Battle Cry&#039;&#039;&#039; || &#039;&#039;Your champion&#039;s voice carries the message of Sigmar to all who follow them, leaving no doubt in their minds of their sacred duty.&#039;&#039; || Once per battle, in your hero phase, you can declare that your champion will make a heroic battle cry. If you do so, re-roll hit rolls of 1 for attacks made by units in your warband until the end of the turn.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Mighty Blow&#039;&#039;&#039; || &#039;&#039;A single strike from your champion&#039;s weapon is often all that is needed to slay their opponent outright.&#039;&#039; || If the unmodified wound roll for an attack made by your champion with a melee weapon is 6, add 1 to the Damage characteristic of that attack.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Master-crafted Weapon&#039;&#039;&#039; || &#039;&#039;This weapon has been gifted to your champion by the Six Smiths, and it is endowed with great power.&#039;&#039; || Pick one of your champion&#039;s weapons. Add 1 to hit rolls for attacks made with that weapon.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || &#039;&#039;&#039;Extraordinary Endurance&#039;&#039;&#039; || &#039;&#039;Your champion is able to withstand injuries that would fell a lesser warrior.&#039;&#039; || Add 1 to your champion&#039;s Wounds characteristic.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || &#039;&#039;&#039;Salwart&#039;&#039;&#039; || &#039;&#039;Your champion will not sway from their duty, and their stalwart example strengthens the resolve of those who fight in Sigmar&#039;s name.&#039;&#039; || Add 1 to your champion&#039;s Bravery characteristic. In addition, add 1 to the Bravery characteristic of friendly units while they are within 6&amp;quot; of your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || &#039;&#039;&#039;Blessed Sigmarite Armour&#039;&#039;&#039; || &#039;&#039;The enemy&#039;s blows bounce off the plates of this formidable panoply, unable to even make a dent.&#039;&#039; || You can re-roll failed save rolls for attacks that target your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 10 || &#039;&#039;&#039;Battle-hungry&#039;&#039;&#039; || &#039;&#039;Your champion leads their warriors from the front, charging across the battlefield with weapons ready to taste the blood of their foe.&#039;&#039; || Add 2 to run rolls and charge rolls for your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 11 || &#039;&#039;&#039;Noble Blood&#039;&#039;&#039; || &#039;&#039;Your champion&#039;s esteemed heritage grants them resilience in battle, allowing them to shrug off serious injuries with ease.&#039;&#039; || Roll a dice each time you allocate a wound or mortal wound to your champion. On a 6+ that wound or mortal wound is negated.&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||| &#039;&#039;&#039;Lord of Lightning&#039;&#039;&#039; || &#039;&#039;Death is no permanent obstacle to your champion; renewed by the power of Sigmar&#039;s lightning, they return to the battlefield once more.&#039;&#039; || Once per battle, at the start of your hero phase, you can roll a dice if your champion has been slain. On a 5+, set up your champion more than 9&amp;quot; from the enemy and roll a D3; the result is the number of wounds they have remaining. This counts as their move for the following movement phase.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Sylvaneth===&lt;br /&gt;
Found in the Battletome (July 2019).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Champions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Champion || Follower Rolls&lt;br /&gt;
|-&lt;br /&gt;
| Spirit of Durthu || 2 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Treelord Ancient || 2 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Arch-Revenant || 3 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Branchwych || 4 rolls&lt;br /&gt;
|-&lt;br /&gt;
| Branchwraith || 4 rolls&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Followers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 10 Dryads&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || 5 Tree-Revenants&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || 5 Spite-Revenants&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Elite Retinue Followers&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Followers&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 3 Kurnoth Hunters with Kurnoth Greatswords or 3 Kurnoth Hunters with Kurnoth Scythes&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || 3 Kurnoth Hunters with Kurnoth Greatbows&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || 1 Treelord&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Follower Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Guided by Kurnoth&#039;&#039;&#039; || &#039;&#039;These Sylvaneth strike with the precision and surety of the God of the Hunt, honouring him with blade, talon and bow.&#039;&#039; || Re-roll hit rolls of 1 for attacks made by this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Woodland Avengers&#039;&#039;&#039; || &#039;&#039;Trespassers in the woodland realms will not escape the retribution of these Sylvaneth.&#039;&#039; || Re-roll wound rolls of 1 for attacks made by this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Enduring Barkflesh&#039;&#039;&#039; || &#039;&#039;Standing firm through war as ancient trees endure the seasons, these fighters stubbornly resist any assault.&#039;&#039; || Re-roll save rolls of 1 for attacks that target this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Zephyr-borne&#039;&#039;&#039; || &#039;&#039;These fighters surge into combat like a fell wind, bringing swift vengeance to those that oppose the Everqueen.&#039;&#039; || You can re-roll charge rolls for this unit.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Biting Blades&#039;&#039;&#039; || &#039;&#039;Glowing with righteous wrath, the weapons of these Sylvaneth can sunder and armour.&#039;&#039; || Improve the Rend characteristic of this unit&#039;s melee weapons by 1.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Oaken Strength&#039;&#039;&#039; || &#039;&#039;Every strike from these strong-limbed fighters is a grievous threat to the enemy.&#039;&#039; || Add 1 to the Damage chracteristic of this unit&#039;s melee weapons.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Champion Rewards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This table is full of what I can only assume are spelling mistakes and errors. I tried to fix what was obviously wrong, but you might find some that I wasn&#039;t sure about. None of the changes affect the rules.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! 2D6 || Reward || Flavour Text || Rules&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;The Everqueen Weeps&#039;&#039;&#039; || &#039;&#039;Sad Laments echo through the Wyldwoods, singing of the glories this champion might have achieved had their life force endured.&#039;&#039; || If your champion is slain, you lose D3 Glory Points (to a minimum of 0), and must remove all rewards your champion has gained from this table so far from your warband roster. Generate a new champion from the Champion table.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Keen Aggressor&#039;&#039;&#039; || &#039;&#039;This quick-footed champion leaps into the fray when their kinfolk are threatened.&#039;&#039; || Add 2 to the run rolls and charge rolls for your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Elusive Target&#039;&#039;&#039; || &#039;&#039;Few telling blows find their mark against this lithe and cunning fighter.&#039;&#039; || You can re-roll save rolls for attacks that target your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Repairing Sap&#039;&#039;&#039; || &#039;&#039;An oozing amber sap quicky seals this champion&#039;s worst injuries.&#039;&#039; || Roll a dice each time you allocate a mortal wound to your champion. On a 5+ that mortal wound is negated.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Foecleaver&#039;&#039;&#039; || &#039;&#039;This graceful, archaic blade is rarely intercepted.&#039;&#039; || Pick 1 of your champion&#039;s melee weapons. Add 1 to hit rolls for attacks made with that weapon.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || &#039;&#039;&#039;Wrongs to Avenge&#039;&#039;&#039; || &#039;&#039;Bereft of things held dear, this champion fights in a flurry of anger.&#039;&#039; || Add 1 to the Attacks characteristic of your champion&#039;s melee weapons.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || &#039;&#039;&#039;Guardian Spirits&#039;&#039;&#039; || &#039;&#039;Protective forest-spirits flit around this champion, warning of dangers and deflecting attacks.&#039;&#039; || Subtract 1 from hit rolls for attacks that target your champion.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || &#039;&#039;&#039;Haleheart&#039;&#039;&#039; || &#039;&#039;Tenacious as the raiment of an evergreen, this champion has endured through countelss seasons of war.&#039;&#039; || Add 1 to your champion&#039;s Wounds characteristic.&lt;br /&gt;
|-&lt;br /&gt;
| 10 || &#039;&#039;&#039;Righteous Defender&#039;&#039;&#039; || &#039;&#039;The greatest protectors of their forest kin will find their deeds repaid by surging life magic.&#039;&#039; || At the end of the combat phase, if any enemy models were slain by wounds inflicted by this champion&#039;s attacks in the combat phase, you can heal 1 wound allocated to this champion.&lt;br /&gt;
|-&lt;br /&gt;
| 11 || &#039;&#039;&#039;Barbed Riposte&#039;&#039;&#039; || &#039;&#039;With whiplash speed this champion punishes overconfident attacks.&#039;&#039; || If the unmodified save roll for an attack that targets your champion is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||| &#039;&#039;&#039;Roots of Wrath&#039;&#039;&#039; || &#039;&#039;Feet planted firmly on the soil to be cleansed, this champion launches each attack in wrathful tribute to kinfolk lost.&#039;&#039; || If the unmodified hit roll for an attack made with a melee weapon by your champion is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Start Collecting! Warbands==&lt;br /&gt;
This is an incomplete list of Start Collecting! box sets, since new ones have released since these rules came out. For the ones that are missing, you can probably make your own. Some of these use unique champions that are not found in the warband table.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Start Collecting! Box || Allegiance || Flavour Text || Champion || Follower 1 || Follower 2 || Follower 3 || Follower 4 || Special Rules&lt;br /&gt;
|-&lt;br /&gt;
| Start Collecting! Beastclaw Raiders || &#039;&#039;Beastclaw Raiders Allegiance&#039;&#039; || Roaring, bone-chilling winds and raging blizzards herald the approach of the Beastclaw Raiders. These brutish ogors sweep across the Mortal Realms at the edge of an endless winter, leaving nothing but an ice-blasted wasteland behind them in their ceaseless search for food. Nothing but bloodstains are left behind by the Beastclaw Raiders, for every scrap of flesh is gathered up for the cooking pots. || Frostlord on Stonehorn || 4 Mournfang Riders || - || - || - || &#039;&#039;You must score 12 Glory Points (or add 5 more followers to your warband) before you can attempt to win a Path to Glory campaign with this Start Collecting! set.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Start Collecting! Daemons of Nurgle || &#039;&#039;Nurgle Allegiance&#039;&#039; || Plague-ridden, diseased and festering, daemons of Nurgle spread terrible miasmas and rotting, fuming death across the Mortal Realms in the name of their benevolent god. They consider their choking plagues to be a gift from Grandfather Nurgle, and the gurgling cries of their victims are interpreted as thankful praise. || Herald of Nurgle || 3 Plague Drones || 3 Nurglings || 10 Plague Bearers || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Start Collecting! Daemons of Slaanesh || &#039;&#039;Slaanesh Allegiance&#039;&#039; || The sickening thrum of sirens is the clarion call of the daemons of Slaanesh. As they glide across the field of combat they exude grace and terror, their very being bringing the innermost secrets and deepest fears of those who face them blistering to the surface. The daemons are at once unbearably beautiful and hypnotically grotesque, and are able to wither the willpower of even the most battle-hardened warrior with a mere glance. || Herald of Slaanesh on Exalted Seeker Chariot || 5 Seekers of Slaanesh || 10 Daemonettes of Slaanesh || - || - || &#039;&#039;You can take one reward for your warband if you begin a Path to Glory campaign with this Start Collecting! set.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Start Collecting! Flesh-eater Courts || &#039;&#039;Flesh-eater Courts Allegiance&#039;&#039; || The rabid cannibals of the Flesh-eater Courts are a nightmarish blight upon the Mortal Realms. Sharing in the maniacal delusion of their Ghoul King, these filth-encrusted savages see themselves as regal knights and stately soldiers, not as the horrific servants of Death that they truly are. || Abhorrant Ghoul King on Terrorgheist || 3 Crypt Horrors || 10 Crypt Ghouls || - || - || &#039;&#039;You must score 12 Glory Points (or add 5 more followers to your warband) before you can attempt to win a Path to Glory campaign with this Start Collecting! set.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Start Collecting! Fyreslayers || &#039;&#039;Fyreslayer Allegiance&#039;&#039; || When roused to war, the Fyreslayers emerge from their keeps deep beneath the fiery mountains and stride dauntlessly onto the battlefield. Their knotted muscles bulge and glow with the burning light of the runes pressed into their flesh as axes are hefted high. When the patriarchal Auric Runefather calls the charge, Fyreslayers crash into the lines of their enemy like a lava wave. They vanquish their foes with blade and breath of fire, and by the blood of the fallen they honour their mighty god, add to their coffers and uphold the oaths that have been held unforgotten for countless generations.&#039;&#039; || Auric Runefather on Magmadroth || 1 Auric Runesmiter || 1 Auric Runeson || 10 Vulkite Berzerkers || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Start Collecting! Greenskinz || &#039;&#039;Destruction Allegiance&#039;&#039; || Unruly mobs of hulking orruks stomp across the Mortal Realms always looking for a good scrap. A force of wilful destruction, they gleefully smash apart their foes with crude weapons and massive green fists, all the while bellowing out war cries to their savage god Gorkamorka. || Orruk Warboss on Boar || 1 Orruk Warboss || 1 Orruk Boar Chariot || 5 Orruk Boarboys || 10 Orruks || -&lt;br /&gt;
|-&lt;br /&gt;
| Start Collecting! Ironjawz || &#039;&#039;Ironjawz Allegiance&#039;&#039; || The sound of crashing, clanking metal and the din of guttural bellows and howls of &#039;Waaagh!&#039; announce the arrival of the Ironjaw orruks, largest of the greenskin races. Born for battle, they loom over their enemies, all thick armour and violence, before slamming, smashing and hacking them apart in a storm of blades. Only once the enemy has been given a good and proper stomping do the vast hordes of grinning orruks push onwards, ever looking for another scrap. || Orruk Warchanter || 3 Orruk Gore Gruntas || 10 Orruk Ardboys || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Start Collecting! Khorne Bloodbound || &#039;&#039;Blades of Khorne Allegiance&#039;&#039; || Bellowing with rage, the Khorne Bloodbound overrun their foes in a murderous horde. The chosen mortal warriors of Khorne, they are the most psychotic and bloodthirsty of his devotees. There is no mercy in these barbarous warriors, and no desire for peace, only an endless thirst for battle. After all, Khorne cares not from whence the blood flows. || Slaughterpriest || 10 Blood Warriors (or 2 units of 5) || 3 Mighty Skullcrushers || - || - || &#039;&#039;You can take one reward for your warband if you begin a Path to Glory campaign with this Start Collecting! set.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Start Collecting! Malignants || &#039;&#039;Death Allegiance&#039;&#039; || Shadows in darkness, the Malignant armies rise up across the realms to visit their revenge upon the living. Tormented spirits howl through the air, while scythe-wielding riders and ghostly war machines lead the charge, the Malignant hosts leaving naught but withered corpses in their wake. || Mortis Engine || 3 Spirit Hosts || 5 Hexwraiths || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Start Collecting! Seraphon || &#039;&#039;Seraphon Allegiance&#039;&#039; || Warriors of the stars, the seraphon bring the wrath of the slann down upon the Mortal Realms. Their fearsome scaled ranks are packed with massive saurus infantry and reptilian monsters, ready to sweep away their foes in a storm of flashing fangs and tearing celestial blades. || Saurus Oldblood on Carnosaur || 8 Saurus Knights || 12 Saurus Warriors || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Start Collecting! Skaven Pestilens || &#039;&#039;Clans Pestilens Allegiance&#039;&#039; || The sound of booming brass gongs and the appearance of huge clouds of thick, acrid smoke announces the entrance of the Clans Pestilens. The most vile and diseased of the Horned Rat&#039;s progeny, they seek to rot the Mortal Realms in the name of the Great Corruptor. Everything that stands in their way will fall to rusted, infectious blades and utterly toxic contagion, and the lands left behind them will wither and die in their passing. || Plague Furnace || 1 Plagueclaw || 20 Plague Monks || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Start Collecting! Skeleton Horde || &#039;&#039;Death Allegiance&#039;&#039; || In the war-torn Mortal Realms, the unquiet dead are plentiful indeed. Some have the power to bind the slain to their will, from the most bestial corpse to the most kingly of spectres. Their revenant armies walk abroad in every realm, grave-cold blades hacking into warm flesh whenever their masters seek dominion over the living. || Arkhan the Black || 10 Skeletons || 5 Black Knights || - || - || &#039;&#039;You can take one reward for your warband if you begin a Path to Glory campaign with this Start Collecting! set.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Start Collecting! Slaves to Darkness || &#039;&#039;Chaos Allegiance&#039;&#039; || The mortal worshippers of Chaos gather together in warbands mighty enough to conquer entire nations. Though the tyrannical lords that lead the armoured hordes believe themselves to be warrior kings, they are bound to higher powers in their turn. In truth, every murderer, monster and mutant in their armies is but a slave to darkness and a puppet of the Dark Gods. || Chaos Sorcerer Lord || 1 Chaos Chariot || 5 Chaos Knights || 12 Chaos Warriors || - || &#039;&#039;You must score 12 Glory Points (or add 5 more followers to your warband) before you can attempt to win a Path to Glory campaign with this Start Collecting! set.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Start Collecting! Stormcast Eternals || &#039;&#039;Stormcast Eternals Allegiance&#039;&#039; || A vision of golden celestial light, a living embodiment of the God-King&#039;s might, the Stormcast Eternals are messengers of vengeance armed with the might of stars. Once-mortal champions of Order forged by Sigmar into an astonishing fighting force, hurled down from the heavens to meet the forces of Chaos head-on, they wreak bloody revenge on the Dark Gods, the corruptors of the realms. || Lord-Celestant || 2 Retributors || 5 Liberators || 3 Prosecutors || - || &#039;&#039;You can take one reward for your warband if you begin a Path to Glory campaign with this Start Collecting! set.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Start Collecting! Sylvaneth || &#039;&#039;Sylvaneth Allegiance&#039;&#039; || Nature&#039;s wrath is given form as the sylvaneth march to war against those who would defile the Mortal Realms. They spring from every side, hissing with spite as they tear at their foes with vicious talons and strange elemental blades. The children of Alarielle wield the very magic of life itself to heal their comrades and slaughter their foes. With the mystical spirit-song pulsing through their heartwood, the sylvaneth pull the enemy ranks apart like roots rending stone, until nothing remains but thorn-strangled corpses. || Branchwych || 1 Treelord || 16 Dryads || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;br /&gt;
[[Category:Age of Sigmar/Tactics]]&lt;br /&gt;
[[Category:Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Codex_-_The_Covenant&amp;diff=1011662</id>
		<title>Codex - The Covenant</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Codex_-_The_Covenant&amp;diff=1011662"/>
		<updated>2026-05-20T16:05:40Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.161: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Halo: The Covenant Codex&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Codex_Covenant_8th_Edition.jpg|700px]] &lt;br /&gt;
&lt;br /&gt;
I decided to do this instead of a Apriori Guard codex b/c a Guard &#039;dex is hard enough to make.  If you really want to play them, use Tau and take your Heavy support and such from the Guard codex.  &lt;br /&gt;
&lt;br /&gt;
Anyway, The Covenant are a really interesting bunch and bring a whole slew of new weapons, units, and tactics to the game so we shall try to make a pastiche that represents them fairly without making them either too weak or too strong. &lt;br /&gt;
&lt;br /&gt;
Discussion is more than welcome for this codex.  We are trying to streamline rules as much as possible as previous iterations tended to overload the codex with rules for every Grunt and his uncle.  &lt;br /&gt;
&lt;br /&gt;
There also includes a separate page for the fluff section (To keep it more in line of a Codex) which is nothing more than a &amp;quot;what if&amp;quot; scenario of GeeDubs and Microsoft doing a crossover collaboration, so if there&#039;s any [[Skub|arguments about inaccuracies,]] take it with a grain of salt. This is 40k&#039;s Covenant after all.&lt;br /&gt;
&lt;br /&gt;
See [[Codex - The Banished]] for the Covenant&#039;s more heretical and rebellious cousins.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
The following abilities are common to several Covenant units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For the Great Journey!&#039;&#039;&#039;- You can re-roll failed Morale tests for this unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Two-Handed&#039;&#039;&#039;- A weapon with this ability requires two hands to wield, as such, an INFANTRY model making a shooting attack with it cannot make a shooting attack with any other weapon during that Shooting phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One-Handed&#039;&#039;&#039;- A weapon with this ability can be used effectively with one hand, as such, an INFANTRY model can choose to have this weapon count as a Pistol weapon for the purpose of firing multiple weapons in the shooting phase.&lt;br /&gt;
&lt;br /&gt;
==Hand of the Gods==&lt;br /&gt;
In this section you’ll find rules for Battle-forged armies that include Covenant Detachments –that is, any Detachment which only includes units with the COVENANT Faction keyword. These rules include the ability below and a series of Stratagems. This section also includes the Covenants’ unique Warlord Traits, Relics and Tactical Objectives. Together, these rules reflect the character and fighting style of The Covenant in your games of Warhammer 40,000.&lt;br /&gt;
:&#039;&#039;&#039;Breath of Annihilation&#039;&#039;&#039;: If your army is Battle-forged, all Troops units in Covenant Detachments gain this ability. Such a unit that is within range of an objective marker controls it even if there are more enemy models within range of it. If an enemy unit within range of the objective marker has a similar ability, then it is controlled by the player who has the most models within range as normal.&lt;br /&gt;
:&#039;&#039;&#039;Taking Our Due&#039;&#039;&#039;: If your army is Battle Forged then any objective in your deployment zone that is not held by any side counts as being held by you.&lt;br /&gt;
&lt;br /&gt;
===Covenant Warlord Traits===&lt;br /&gt;
If a COVENANT CHARACTER is your Warlord, they can generate a Warlord Trait from the following table instead of the one in the Warhammer 40,000 rulebook. You can either roll on the table below to randomly generate a Warlord Trait, or you can select the one that best suits your general’s battlefield objectives.&lt;br /&gt;
# With Extreme Prejudice: &#039;&#039;In an attempt to exterminate his foes, a Warlord may order his subordinates to fire without regard for ammo.&#039;&#039; Your Warlord and any unit within any aura he possesses can re-roll failed To Hit rolls of one with shooting attacks. If they can already do this, then they can re-roll failed To Hit rolls of two as well.&lt;br /&gt;
# Into the Fray: &#039;&#039;There is no greater motivation than the assurance that you&#039;re doing what&#039;s right.&#039;&#039; When your Warlord and a single friendly unit within 3&amp;quot; of them Advances, they may both add 6&amp;quot; to their Move characteristic for that Movement phase instead of rolling a dice.&lt;br /&gt;
# Master of Melee: &#039;&#039;After many decades of training, this Warlord has discovered the weakpoints of every sentient species and race known.&#039;&#039; Re-roll failed hit and wound rolls in the Fight phase for attacks made by your Warlord.&lt;br /&gt;
# To Retreat is Heresy: &#039;&#039;A high-ranking leader is often the only thing keeping the others from retreating.&#039;&#039; You Automatically pass Combat Attrition Tests for friendly COVENANT INFANTRY units within 6&amp;quot; of your Warlord in the Morale phase.&lt;br /&gt;
# Servant of the Abiding Truth: &#039;&#039;Faith can inspire warriors and foster courage.&#039;&#039; Add 3&amp;quot; to the range of any abilities on your Warlord’s datasheet.&lt;br /&gt;
# Hand of the Forerunners: &#039;&#039;All servants of the Covenant wish to claim Forerunner technology, but only the greatest among them can claim it.&#039;&#039; Your Warlord has a 6+ invulnerable save. If your warlord already has an invulnerable save then add 1 to invulnerable saving throws made for your Warlord. (to a maximum of 3+)&lt;br /&gt;
&lt;br /&gt;
====Named Characters and Warlord Traits====&lt;br /&gt;
If one of the following named characters is your Warlord, they must be given the associated Warlord Trait shown below.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Prophet of Regret !! The Arbiter !! Jiazah &#039;Thogamee !! Rtas &#039;Vadumee !! Tartarus&lt;br /&gt;
|-&lt;br /&gt;
| Servant of the Abiding Truth|| Into the Fray || Hand of the Forerunners || Master of Melee || To Retreat is Heresy&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Legendary Armory===&lt;br /&gt;
If your army is led by a COVENANT Warlord, then before the battle you may give one of the following Legendary Arms to a COVENANT CHARACTER. Named characters such as The Prophet of Regret already have one or more artefacts, and cannot be given any of the following relics. Note that some weapons replace one of the character’s existing weapons. Where this is the case, if you are playing a matched play game or are otherwise using points values, you must still pay the cost of the weapon that is being replaced. Write down any Legendary Arms your characters may have on your army roster.&lt;br /&gt;
* Haka&#039;s Helm: &#039;&#039;The helmet of Haka, the killer of Arbiter Fal ‘Chavamee. Its glowing eyes and kuwagata-like appearance make him look like an otherworldly monster.&#039;&#039; A model wearing the Helm of Haka causes a -1 penalty to Leadership to all enemy units within 6&amp;quot;, has +2&amp;quot; Movement and +1 Strength on the turn they charge.&lt;br /&gt;
* Kaidon Battleplate: &#039;&#039;Another relic of Sanghelios, this is a truly one-of-a-kind armor. It is the single best harness the Covenant has, having been improved upon gradually and consistently since time immemorial. It once belonged to Ther ‘Vadam himself.&#039;&#039; Prelates, Councillors, Zealots and Chieftains only. A model wearing the Kaidon Battleplate has a 2+ save and 4+ invulnerable save.&lt;br /&gt;
* Light of Urs: &#039;&#039;This fuel rod gun shoots faster and stronger bolts than usual.&#039;&#039; Model with Fuel Rod Gun only. The Light of Urs replaces the models Fuel Rod Gun and has the following profile:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S !! AP !! Damage !! Type !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| Light of Urs|| 54&amp;quot; || 6 || -2 || 2 || Assault D6 || Blast&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
* Talon of the Lost: &#039;&#039;Carefully crafted blamite needles can embed themselves even in Mgalekgolo‟s armor.&#039;&#039; Model with Needler only. The Talon of the Lost replaces the models Needler and has the following profile:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S !! AP !! Damage !! Type !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| Talon of the Lost|| 18&amp;quot; || 4 || -4 || 1 || Assault 2 || One-Handed. All failed To Hit rolls made with this weapon may be re-rolled.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
* Hailstorm: &#039;&#039; A pre-Covenant Elite needler that fires faster and better needles.&#039;&#039; Model with Needler only. Hailstorm replaces the models Needler and has the following profile:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S !! AP !! Damage !! Type !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| Hailstorm|| 24&amp;quot; || 4 || -1 || 1 || Assault 3 || One-Handed. Each time you make a wound roll of 5+ for this weapon, that hit is resolved with an AP of -4. All failed To Hit rolls made with this weapon may be re-rolled.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
* Spitfire: &#039;&#039;Spitfire is a Plasma Pistol with an expanded power cell, allowing it to make charged shots as often as a Plasma Pistol makes regular shots.&#039;&#039; Model with Plasma Pistol only. Spitfire replaces the models Plasma Pistol and has the following profile:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S !! AP !! Damage !! Type !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| Spitfire || 12&amp;quot; || 4 || -1 || 2 || Pistol 1 || This weapon re-rolls failed To Hit rolls. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
* Void&#039;s Tear: &#039;&#039;As it turns out, plasma pistols can fire black holes. Who knew?&#039;&#039; Model with Plasma Pistol only. Void&#039;s Tear replaces the models Plasma Pistol and has the following profile:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S !! AP !! Damage !! Type !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| Void&#039;s Tear || || || || || || When attacking with this weapon, choose one of the two profiles below.&lt;br /&gt;
|-&lt;br /&gt;
| Standard || 12&amp;quot; || 4 || 0 || 1 || Pistol D6 || Blast ||&lt;br /&gt;
|-&lt;br /&gt;
| Overcharged || 12&amp;quot; || 4 || -1 || 2 || Pistol D6 || Blast. Overcharged shots re-roll failed To Hit rolls. However, Void&#039;s Tear can only be Overcharged once per battle.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
* Sword of the Faithful: &#039;&#039;This beam rifle once belonged to Lod Mron‟s bodyguard.&#039;&#039; Model with a Beam Rifle only. The Sword of the Faithful replaces the models Beam Rifle and has the following profile:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S !! AP !! Damage !! Type !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| Sword of the Faithful || 48&amp;quot; || 6 || -2 || 1 || Rapid Fire 1 || Two-Handed, This weapon may target a CHARACTER even if it is not the closest enemy unit. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
* Krith&#039;s Left Hand: &#039;&#039;This beam rifle once belonged to the pirate prince Krith.&#039;&#039; Model with a Beam Rifle only. Krith&#039;s Left Hand replaces the models Beam Rifle and has the following profile:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S !! AP !! Damage !! Type !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| Krith&#039;s Left Hand || 48&amp;quot; || 5 || -1 || D3 || Rapid Fire 1 || Two-Handed, This weapon may target a CHARACTER even if it is not the closest enemy unit. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
* White Scar: &#039;&#039;This plasma caster fires superhot blamite.&#039;&#039; Model with a Plasma Caster only. White Scar replaces the models Plasma Caster and has the following profile:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S !! AP !! Damage !! Type !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| White Scar (Standard) || 24&amp;quot; || 4 || -1 || 1 || Assault 3 || Two-Handed. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.&lt;br /&gt;
|-&lt;br /&gt;
| White Scar (Overcharged) || 24&amp;quot; || 4 || -1 || 1 || Assault D6+D3 || Two-Handed, Blast. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. This Profile can only be used once per game.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
* Scourge of Fire: &#039;&#039;This plasma caster has been improved to not overheat.&#039;&#039; Model with a Plasma Caster only. Scourge of Fire replaces the models Plasma Caster and has the following profile:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S !! AP !! Damage !! Type !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| Scourge of Fire (Standard) || 24&amp;quot; || 4 || -1 || 1 || Assault 6 || Two-Handed&lt;br /&gt;
|-&lt;br /&gt;
| Scourge of Fire (Overcharged) || 24&amp;quot; || 4 || -1 || 1 || Assault 2D6+2D3 || Two-Handed, Blast. This Profile can only be used once per game.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
* Demon&#039;s Bane: &#039;&#039;The blade of Thel ‘Vadam, and the one that slayed a 1st Company Captain during the Glassing of Djangoris Alpha.&#039;&#039; Model with an Energy Sword only. Demon&#039;s Bane replaces the models Energy Sword and has the following profile:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S !! AP !! Damage !! Type !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| Demon&#039;s Bane|| Melee || +1 || -3 || 2 || Melee || Each time the bearer fights, it makes 1 additional attack with this weapon. Hit Rolls of 1 with this weapon must be re-rolled, your opponent must subtract 1 from any hit rolls made for INFANTRY units that have suffered any hits from Demon&#039;s Bane until the end of the turn.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stratagems===&lt;br /&gt;
If your army is Battle-forged and includes any COVENANT Detachments, you have access to the Stratagems shown below, meaning you can spend Command Points to activate them. These help to reflect the unique tactics and strategies used by The Covenant on the battlefield.&lt;br /&gt;
*Anger (Covenant Battle Tactic Strategem - 2CP): &#039;&#039;Even the lowly Grunt can be pushed too far, when the warriors of the Covenant get angry, they will fire relentlessly, cutting their foes down in a hail of plasma.&#039;&#039; Use this Stratagem when you select one of your COVENANT units to shoot or fire Overwatch. Re-roll failed hit and wound rolls for models in this unit.&lt;br /&gt;
*Black Eye (Covenant Battle Tactic Strategem - 2CP): &#039;&#039;Even in an age of guns, many of the Covenant favor the opportunity to batter and bruise the enemy into submission.&#039;&#039; Use this Stratagem at the end of the Fight phase. Select a COVENANT unit from your army – that unit can immediately fight for a second time.&lt;br /&gt;
*Eye Patch (Covenant Battle Tactic Strategem - 1CP): &#039;&#039;Sometimes, a unit displays phenomenal luck.&#039;&#039; Use this Stratagem when a COVENANT INFANTRY unit is targeted by a shooting attack. For the rest of  the phase, your opponent must subtract 1 from all hit rolls that target that unit.&lt;br /&gt;
*Swarm (Covenant Battle Tactic Strategem - 1CP): &#039;&#039;The Lekgolo and its myriad forms are one of the most formidable in the Covenant, whether a tiny Thanolekgolo or piloting a mighty Scarab.&#039;&#039; Use this Stratagem after a LEKGOLO unit from your army has inflicted an unsaved wound on an enemy unit in the Shooting or Fight phase. You can add 1 to hit rolls for any other LEKGOLO units from your army that target the same enemy unit during that phase.&lt;br /&gt;
*Ghost (Covenant Epic Deed Strategem - 1CP): &#039;&#039;Time and time again has the faith of the Covenant allowed its warriors to fight on despite the deadly wounds suffered.&#039;&#039; Use this Stratagem in the Fight phase, when a COVENANT CHARACTER model in your army that has not already been selected to fight this phase is destroyed. Do not remove that model from play - it can fight after the attacking model’s unit has finished making attacks. If the selected model’s characteristics change as it takes damage, use the bottom row of that model’s profile when resolving those attacks. After resolving the destroyed model’s attacks, it is then removed.&lt;br /&gt;
*Thunderstorm (Covenant Epic Deed Stratagem - 1CP): &#039;&#039;Veteran Covenant have their faith tempered by their survival in battle.&#039;&#039; Use this Stratagem at the start of the Morale phase. Pick a COVENANT INFANTRY unit from your army that is required to take a Morale test. You can roll a D3 for the unit, rather than a D6, when taking this test.&lt;br /&gt;
*Relics of the Forerunners (Covenant Requisition Strategem - 1CP): &#039;&#039;Scouring the Covenant&#039;s armories, a high-ranking Covenant leader can call forth potent relics with which to slay his foes.&#039;&#039; Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the COVENANT keyword. Select one COVENANT CHARACTER model from your army and give them one Legendary Arm (this must be an Arm they could have). Each Arm in your army must be unique, and you cannot use this Stratagem to give a model two Arms. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).&lt;br /&gt;
*Assassins (Covenant Strategic Ploy Stratagem - 1/3CP): &#039;&#039;The COVENANT launch their assault from multiple directions, fixing the enemy in a lethal crossfire and throwing them into a terrified confusion.&#039;&#039; Use this Stratagem during deployment. Choose either one or two (one unit costs 1CP, 2 units costs 3) COVENANT units to setup in ambush instead of placing them on the battlefield. At the end of any of your Movement phases these units can strike from hiding – set each of them anywhere on the battlefield that is more than 9&amp;quot; from any enemy models.&lt;br /&gt;
*Grunt Funeral (Covenant Strategic Ploy Strategem - 1CP): &#039;&#039;Unggoy breed explosively, allowing the Covenant to crush their enemies under the sheer weight of Unggoy bodies.&#039;&#039; Use this Stratagem in your Command phase. Select one UNGGOY INFANTRY unit from your army that is either within 6&amp;quot; of a battlefield edge or within 6&amp;quot; of your deployment zone. Up to D6+3 destroyed models can be added back to that unit. These returned models cannot be set up within Engagement Range of any enemy units, unless those enemy units are already within Engagement Range of that UNGGOY INFANTRY unit.&lt;br /&gt;
*Plasma Bombardment (Covenant Strategic Ploy Stratagem - 2CP): &#039;&#039;A ship hovering above the battlefield fires its Plasma Bombardment Mortar against a high value target as designated by the Warlord.&#039;&#039; Use this Stratagem in your Command phase, if a COVENANT WARLORD from your army is on the battlefield. Select one point on the battlefield and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6&amp;quot; of the centre of that marker, adding l if the unit being rolled for is within 3&amp;quot; of the centre of the marker and subtracting l if the unit being rolled for is a CHARACTER. On a 2-5, that unit suffers D3 mortal wounds, and on a 6+, that unit suffers D6 mortal wounds. The marker is then removed. You can only use this Stratagem once.&lt;br /&gt;
*That&#039;s Just... Wrong (Covenant Strategic Ploy Strategem - 2CP): &#039;&#039;Covenant motion trackers detect enemy movements, warning them of impending ambushes.&#039;&#039; Use this Stratagem at the end of the Reinforcements step of your opponent’s Movement phase. Select one COVENANT unit from your army. That COVENANT unit can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn and that is within 18&amp;quot; of their unit when doing so.&lt;br /&gt;
*A Spoonful of Blamite (Covenant Wargear Strategem - 1C): &#039;&#039;The Supercombine nature of a Needler weapon inflicts horrific injuries in the soft flesh of biological targets.&#039;&#039; Use this Stratagem before a COVENANT unit from your army attacks in the Shooting phase. Add 1 to the wound rolls made for all of that unit’s needle weapons and increase the damage inflicted by any needle weapon by 1. For the purposes of this Stratagem, a needle weapon is any weapon profile whose name includes the word ‘Needle’ or &#039;Needler&#039; (e.g. Heavy Needler, Needle Rifle) or is a relic that replaces a Needler.&lt;br /&gt;
*Blind (Covenant - Wargear Stratagem - 1CP): &#039;&#039;Under cover of active camo, holograms and electromagnetic jammers, the warriors of The Covenant confound their foes.&#039;&#039; Use this Stratagem at the start of the Fight phase. Select one enemy unit within Engagement Range of any COVENANT unit from your army. Until the end of the phase:&lt;br /&gt;
**Each time a model in that enemy unit makes an attack, the hit roll cannot be re-rolled.&lt;br /&gt;
**Each time a model in that enemy unit makes a melee attack, subtract 1 from that attack’s hit roll.&lt;br /&gt;
*Catch (Covenant Wargear Strategem - 1CP): &#039;&#039;Against packed formations of enemy infantry, a favoured tactic of The Covenant is to hurl an opening salvo of grenades en masse.&#039;&#039; Use this Stratagem before a COVENANT INFANTRY unit from your army shoots or fires Overwatch. Up to ten models in the unit that are armed with grenades can throw a grenade this phase, instead of only one model being able to do so.&lt;br /&gt;
*Excavate (Covenant Wargear Strategem - 1CP): &#039;&#039;When Locusts focus their fire, nothing can withstand their might.&#039;&#039; Use this Stratagem when you select a target for a Locust&#039;s Boring Laser. Do not resolve that weapon’s attacks until the end of the phase. Until then, any Locusts from your army can link fire with that Locust if it is visible to and within 60&amp;quot; of them; if they do so, when firing their Boring Laser they must target the unit that the first Locus targeted with its Boring Laser, ignoring range and visibility, and re-rolling failed hit and wound rolls. At the end of the phase, resolve the Boring Laser shots from the first Locust, re-rolling failed hit and wound rolls if at least one other Locust linked fire with it.&lt;br /&gt;
&lt;br /&gt;
===Covenant Secondary Objectives===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove this Filth&#039;&#039;&#039;: &#039;&#039;With this sacrament of blood, we journey into the Divine Beyond.&#039;&#039; Score 3 victory point at the end of your turn if an enemy unit was forced off an objective by either completely destroying it or forcing it to fall back. If 2 or more units were forced off an objective than score 5 victory points instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifact Located&#039;&#039;&#039;: &#039;&#039;Station and Salvation both command a heavy price.&#039;&#039; When this Secondary Objective is generated, roll a D6. Score 2 Victory Points at the end of your turn if you control the corresponding Objective Marker. If your Warlord controls the corresponding Objective Marker, score 3 Victory Points instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smite the Demon&#039;&#039;&#039;: &#039;&#039;The true devotee honors our name with actions, not words.&#039;&#039; Score 3 victory point if at least 1 enemy CHARACTER was slain by one of your COVENANT units in the Fight phase of this turn. Score 5 victory points instead if the enemy Warlord was slain in the Fight phase of this turn by an attack made by one of your COVENANT units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For the Great Journey&#039;&#039;&#039;: &#039;&#039;Victory is secured, not from the throne, but from the front lines.&#039;&#039; Score 1 victory point if, during your turn, a friendly Covenant unit successfully charged an enemy unit. If 3 or more friendly Covenant units made successful charges, score 3 victory points instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If They Came to Hear Me Beg&#039;&#039;&#039;: &#039;&#039;On the blood of our fathers. On the blood of our sons. We swore to uphold the Covenant!&#039;&#039; If one of your units passes or has passed a Morale test in this game turn, gain a Victory Point. Add one Victory Point for each passed Leadership test beyond the first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Momentary Dishonour&#039;&#039;&#039;: &#039;&#039;Out of the darkness, these blades will light our way.&#039;&#039; Score 2 victory points at the end of your turn if one or more friendly COVENANT units arrived as reinforcements using the Active Camouflage or Sneaky ability and were setup within 12&amp;quot; of any enemy units.&lt;br /&gt;
&lt;br /&gt;
==Covenant Equipment==&lt;br /&gt;
The united forces of the Covenant employ a wide variety of technology and weapons, either that gleaned from study of Forerunner artifacts or by separate development through constant war.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon Table!! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Pistol || || || || || || When attacking with this weapon, choose one of the two profiles below.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Pistol || 12&amp;quot; || Pistol 1 || 4 || 0 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Overcharged Pistol || 12&amp;quot; || Pistol 1 || 5 || -1 || 2 || This weapon re-rolls failed To Hit rolls. This profile can only be used once per battle.&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Repeater || 24&amp;quot; || Rapid Fire 1 || 4 || 0 || 1 || Two-Handed&lt;br /&gt;
|-&lt;br /&gt;
| Spike Grenade || 6&amp;quot; || Grenade D3 || 5 || -1 || 1 || Blast&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Rifle || 18&amp;quot; || Assault 2 || 4 || 0 || 1 || One-Handed&lt;br /&gt;
|-&lt;br /&gt;
| Concussion Rifle || 24&amp;quot; || Assault D6 || 4 || -1 || 1 || Two-Handed, Blast&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Caster || || || || || || When attacking with this weapon, choose one of the two profiles below.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Caster || 24&amp;quot; || Assault 3 || 4 || -1 || 1 || Two-Handed&lt;br /&gt;
|-&lt;br /&gt;
| Overcharged Caster || 24&amp;quot; || Assault D6+D3 || 5 || -1 || 2 || Two-Handed, Blast. This profile can only be used once per battle.&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Cannon || 36&amp;quot; || Heavy 3 || 5 || -1 || 2 || Two-Handed&lt;br /&gt;
|-&lt;br /&gt;
| Twin Plasma Cannon || 36&amp;quot; || Heavy 6 || 5 || -1 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Plasma Cannon || 36&amp;quot; || Heavy 3 || 6 || -2 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Plasma Repeater || 72&amp;quot; || Heavy 3 || 6 || -2 || 2 || Add 1 to all hit rolls made for this weapon against AIRCRAFT units.&lt;br /&gt;
|-&lt;br /&gt;
| Needler || 18&amp;quot; || Assault 2 || 3 || 0 || 1 || One Handed. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3. All failed To Hit rolls made with this weapon may be re-rolled.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Needler || 24&amp;quot; || Heavy 4 || 6 || -1 || 1 || Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3. All failed To Hit rolls made with this weapon may be re-rolled.&lt;br /&gt;
|-&lt;br /&gt;
| Needle Rifle || 30&amp;quot; || Rapid Fire 1 || 3 || -1 || 1 || Two-Handed. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.&lt;br /&gt;
|-&lt;br /&gt;
| Covenant Carbine || 30&amp;quot; || Rapid Fire 1 || 4 || 0 || 1 || Two-Handed&lt;br /&gt;
|-&lt;br /&gt;
| Focus Rifle || 36&amp;quot; || Rapid Fire 1 || 4 || 0 || 1 || Two-Handed. This weapon may target a CHARACTER even if it is not the closest enemy unit.&lt;br /&gt;
|-&lt;br /&gt;
| Beam Rifle || 48&amp;quot; || Heavy 1 || 6 || -2 || 1 || Two-Handed. This weapon may target a CHARACTER even if it is not the closest enemy unit. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.&lt;br /&gt;
|-&lt;br /&gt;
| Concussion Cannon || 36&amp;quot; || Heavy 2D6 || 5 || -1 || 1 || Blast&lt;br /&gt;
|-&lt;br /&gt;
| Brute Shot (Shooting) || 24&amp;quot; || Assault D6 || 3 || 0 || 1 || Two-Handed, Blast&lt;br /&gt;
|-&lt;br /&gt;
| Brute Shot (Melee) || Melee || Melee || +2 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Spiker (Shooting) || 12&amp;quot; || Assault 2 || 3 || 0 || 1 || One-Handed&lt;br /&gt;
|-&lt;br /&gt;
| Spiker (Melee) || Melee || Melee || User || 0 || 1 || Each time the bearer fights, it makes 1 additional attack with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
| Mauler || 12&amp;quot; || Pistol 1 || 3 || 0 || 1 || If the target is within half range, add 1 to this weapon’s Strength.&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Rod Gun || 36&amp;quot; || Assault D3+3 || 5 || -2 || 1 || Two-Handed, Blast&lt;br /&gt;
|-&lt;br /&gt;
| Twin Fuel Rod Pods || 36&amp;quot; || Heavy 6D6 || 6 || -2 || 1 || Blast. Add 1 to all hit rolls made for this weapon against AIRCRAFT units.&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Rod Cannon || 36&amp;quot; || Heavy D3+3 || 6 || -2 || 2 || Blast&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Rod Beam || 48&amp;quot; || Heavy 1 || 8 || -4 || D3+3 || -&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Rod Storm || 36&amp;quot; || Assault 10 || 4 || -1 || 1 || This weapon re-rolls failed To Hit rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Grenade || 6&amp;quot; || Grenade D6 || 5 || -1 || 1 || Blast&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Launcher || 36&amp;quot; || Heavy 4 || 6 || -1 || D3 || Two-Handed. All failed hit rolls with this weapon may be re-rolled.&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Mortar || 48&amp;quot; || Heavy D6 || 5 || -2 || 2 || Blast. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack.&lt;br /&gt;
|-&lt;br /&gt;
| Firebomb || 6&amp;quot; || Grenade 2D3 || 4 || 0 || 1 || Blast. Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack.&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Beam || 72&amp;quot; || Heavy 2D3 || 16 || -4 || D6+3 || Blast&lt;br /&gt;
|-&lt;br /&gt;
| Tyrant Gun || 120&amp;quot; || Heavy 3 || 18 || -5 || D6+6 || Add 1 to all hit rolls made for this weapon against AIRCRAFT units.&lt;br /&gt;
|-&lt;br /&gt;
| Energy Sword || Melee || Melee || +1 || -3 || 2 || Each time the bearer fights, it makes 1 additional attack with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
| Gravity Hammer || Melee || Melee || x2 || -2 || 4 || When attacking with this weapon, you must subtract 1 from the To Hit roll.&lt;br /&gt;
|-&lt;br /&gt;
| Titanic Stride || Melee || Melee || User || -3 || 3 || Make 2 hit rolls for each attack made with this weapon instead of 1.&lt;br /&gt;
|-&lt;br /&gt;
| Greater Titanic Stride || Melee || Melee || User || -4 || 4 || Make 2 hit rolls for each attack made with this weapon instead of 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Equipment===&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Equipment !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Guardian Shield|| Grants a 5+ invulnerable save.&lt;br /&gt;
|-&lt;br /&gt;
| Point Defense Gauntlet|| Add 2 to Armour Saving throws for a model equipped with a Point Defense Gauntlet (invulnerable saving throws are not affected).&lt;br /&gt;
|-&lt;br /&gt;
| Skirmisher Gauntlet|| Add 1 to Armour Saving throws for a model equipped with a Skirmisher Gauntlet (invulnerable saving throws are not affected).&lt;br /&gt;
|-&lt;br /&gt;
| Vehicular Energy Shielding|| Each layer of Vehicular Energy Shielding has 3 shield points. While this model has any layers of Vehicular Energy Shielding, it has a 5+ invulnerable save against ranged attacks. Each time a saving throw is failed for this model against ranged attacks, if it has Vehicular Energy Shielding, it does not suffer any damage. Instead, for each point of damage inflicted, one of its Vehicular Energy Shields loses a shield point. Once a layer of Vehicular Energy Shielding has lost a shield point, it must continue to lose shield points due to any further damage inflicted until it collapses. Each time an attack causes a layer of Vehicular Energy Shielding to be reduced to 0 shield points, that layer collapses, the model loses that layer and any excess damage inflicted is lost. Vehicular Energy Shielding can never be used to prevent mortal wounds, the bearer takes damage as normal. At the start of your command phase all layers of Vehicular Energy Shielding have their shield points restored, including the ones that have collapsed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Options==&lt;br /&gt;
===Standard Weapons===&lt;br /&gt;
*Plasma Pistol: Free&lt;br /&gt;
*Plasma Repeater(*): Free&lt;br /&gt;
*Mauler(**): Free&lt;br /&gt;
*Covenant Carbine: +2pts&lt;br /&gt;
*Needle Rifle: +2pts&lt;br /&gt;
*Needler: +2pts&lt;br /&gt;
*Concussion Rifle(*): +5pts&lt;br /&gt;
*Plasma Caster(*): +5pts&lt;br /&gt;
*Brute Shot(**): +5pts&lt;br /&gt;
(*)&#039;&#039;May only be taken by Elites and Prophets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(**)&#039;&#039;May only be taken by Brutes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Precision Weapons===&lt;br /&gt;
*Focus Rifle: +5pts&lt;br /&gt;
*Beam Rifle: +10pts&lt;br /&gt;
===Special Weapons===&lt;br /&gt;
*Fuel Rod Gun: +5pts&lt;br /&gt;
*Plasma Cannon(*): +10pts&lt;br /&gt;
*Energy Sword(**): +15pts for first Energy Sword, +5pts for second Energy Sword&lt;br /&gt;
*Plasma Launcher: +20pts&lt;br /&gt;
*Gravity Hammer(***): +25pts&lt;br /&gt;
(*)&#039;&#039;Only available to Grunts and HQ choices.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(**)&#039;&#039;Only available to Elites and Prophets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(***)&#039;&#039;Only available to Brutes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Jackal Weapons===&lt;br /&gt;
*Needler: +2pts&lt;br /&gt;
*Plasma Repeater: Free&lt;br /&gt;
*Covenant Carbine: +2pts&lt;br /&gt;
*Needle Rifle: +2pts&lt;br /&gt;
*Focus Rifle: +5pts&lt;br /&gt;
*Beam Rifle: +10pts&lt;br /&gt;
*Energy Sword(*): +15pts&lt;br /&gt;
(*)&#039;&#039;Champions only.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Unique HQ Characters==&lt;br /&gt;
===Prophet of Regret===&lt;br /&gt;
&#039;&#039;&amp;quot;I shall light the holy rings, release their cleansing flame, and burn a path TO THE DIVINE BEYOND!&amp;quot;&#039;&#039; ~The Prophet of Regret giving a speech that would cause the most devoted of Ecclesiarchs to descend into a weep of envy.&lt;br /&gt;
&lt;br /&gt;
Rash, Violent, Immature, the High Prophet of Regret is an oddity among San&#039;Shyuum in that he indulges in the culture and respect of the Sangheili. Specifically he disobeys the Writ of Union and fights alongside the Sangheili in battle. Despite this he does not go unprotected. His throne has powerful shields that make him nearly invulnerable to attack and Sentinels protect him at all costs.&lt;br /&gt;
&lt;br /&gt;
Power 9, Points per model 170&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Regret|| 8&amp;quot; || 5+ || 4+ || 2 || 4 || 4 || 1 || 9 || -&lt;br /&gt;
|-&lt;br /&gt;
| Sentinel|| 8&amp;quot; || 5+ || 5+ || 3 || 4 || 1 || 1 || 9 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:The Prophet of Regret is a single model armed with a Twin Fuel Rod Beam. Only one of this model may be included in your army. Regret&#039;s unit may include up to two Sentinel Healers (Power Rating +1 each/Points Cost +20 each), two Sentinel Protectors (Power Rating +1 each/Points Cost +20 each) and two Sentinel Defenders (Power Rating +1 each/Points Cost +20 each) Sentinel Defenders are armed with Sentinel Lasers. &lt;br /&gt;
:&#039;&#039;&#039;Weapon&#039;&#039;&#039;:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| Twin Fuel-Rod Beam|| 36&amp;quot; || Heavy 2 || 8 || -4 || D3+3 || -&lt;br /&gt;
|-&lt;br /&gt;
| Sentinel Laser|| 24&amp;quot; || Assault 4 || 5 || -1 || 1 || Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.&lt;br /&gt;
|-&lt;br /&gt;
| Cleansing Beam|| 72&amp;quot; || Heavy D3 || 10 || -4 || D6 || Blast, This weapon can only be fired once per battle. This weapon can target units that are not visible to the bearer. When targeting units with 10 or more models, change this weapon’s Type to Heavy D6. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*For the Great Journey!&lt;br /&gt;
*Command Throne - Provides a 4+ invulnerable save.&lt;br /&gt;
*Protector - The Sentinel Protector grants a 6+ invulnerable save to the whole unit or improves its invulnerable save by 1 if it already has one.&lt;br /&gt;
*Healer - At the end of any of your Movement phases, the Sentinel Healer can attempt to heal or revive a single model. Select a friendly COVENANT unit within 3&amp;quot; of the Sentinel Healer. If that unit contains a wounded model, it immediately regains D3 lost wounds. If the chosen unit contains no wounded models but one or more of its models have been slain during the battle, roll a D6. On a 4+ a single slain model is returned to the unit with 1 wound remaining. A unit can only be the target of the Healer ability once in each turn.&lt;br /&gt;
*Supreme Instrument of the Gods: Whilst The Prophet of Regret is on the battlefield, you may re-roll Morale tests for all friendly COVENANT units.&lt;br /&gt;
*The Prophet&#039;s Grace: Friendly COVENANT units within 6&amp;quot; of THE PROPHET OF REGRET may use his Leadership characteristic instead of their own when taking Morale tests.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords (The Prophet of Regret)&#039;&#039;&#039;: CHARACTER, FLY, PROPHET, THE PROPHET OF REGRET&lt;br /&gt;
:&#039;&#039;&#039;Keywords (Sentinels)&#039;&#039;&#039;: FLY, SENTINELS&lt;br /&gt;
&lt;br /&gt;
===The Arbiter===&lt;br /&gt;
&#039;&#039;&amp;quot;My life matters not, only my skill in battle and the amount of terror I put in my foes would my death be forgiven&amp;quot;&#039;&#039; ~The Arbiter&#039;s Creed, recited before a battle.&lt;br /&gt;
&lt;br /&gt;
A highly skilled but dishonoured Elite, called The Arbiter when translated from the Covenant&#039;s common tongue, this once respected Supreme Commander is now shamed and must bear the weight of his title. It is required that any Arbiter must die in battlefields or missions to seek redemption in death. Clad in ritualistic armor in the coloring of silver, that is equipped with a ancient cloaking field which are then blessed from the sacred language and wards of the Holy Forerunners. He would then be gruesomely marked with the mark of shame, feeling all the pain, misery and shame he has bought to the Covenant. Showing no pity nor mercy, The Arbiter uses his skill of over a thousand battles and a hundred wars to slaughter and kill any enemy that stands in his way.&lt;br /&gt;
&lt;br /&gt;
Power 8, Points per model 135&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| The Arbiter|| 6&amp;quot; || 2+ || 2+ || 4 || 4 || 5 || 5 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:The Arbiter is a single model armed with a Energy Sword, Plasma Rifle and Plasma Grenades. Your army may only include one ARBITER.&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;: May replace his Plasma Rifle with an item from the Standard Weapons, Special Weapons or Precision Weapons lists.&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*For the Great Journey!&lt;br /&gt;
*Armor of the Arbiter: Grants a 4+ invulnerable save.&lt;br /&gt;
*Honor Before All Else: You can re-roll failed wound rolls of 1 for this model when attacking a CHARACTER or MONSTER in the Fight phase.&lt;br /&gt;
*Relentless Fury: : Roll a D6 each time this model loses his final wound; on a roll of 4+ that wound is not lost. In addition, if this model is slain in the Fight phase, once the unit that slew him has made its attacks, you can attack with him before removing his model as casualty, even if he has already attacked that phase.&lt;br /&gt;
*Active Camouflage: During deployment, you may setup The Arbiter as hidden on the battlefield instead of placing him on the battlefield. At the end of any of your Movement phases, he may reveal himself – set him up anywhere on the battlefield that is more than 9&amp;quot; from any enemy models.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: CHARACTER, ARBITER, SANGHELI, INFANTRY&lt;br /&gt;
&lt;br /&gt;
===Jiazah &#039;Thogamee===&lt;br /&gt;
&#039;&#039;&amp;quot;Afraid of a little thunder, blight? Then crawl underneath your wretched hole, for the thunder will strike you DEAD!&amp;quot;&#039;&#039; ~Jiazah &#039;Thogamee to Imperial Lord Algaezy Calriso&lt;br /&gt;
&lt;br /&gt;
The Supreme Grandmaster of the Ki-psyniotics and the Supreme Lieutenant of &#039;&#039;Darchron&#039;s Eternal Crusaders&#039;&#039;, clad in a ritualistic silver armor of archaic origin and armed with an equally ornamental energy sword called &#039;&#039;Blight&#039;s Edge&#039;&#039;. Jiazah &#039;Thogamee made his infamy throughout both Heltorous and Albameous sectors for his his mastery over Ki-psyniotics, so much so that he makes it an art-form. According to some Imperial reports, during a Chaos siege, Jiazah &#039;Thogamee manage to completely alter his Warp flow, so much so that he completely sucked the Warp powers like a &amp;quot;Psykic vampire&amp;quot; out of Chaos Champion, Alkazon the Lier, turning the Chaos Champion into a shriveled old man before being ripped apart by the Supreme Grandmaster himself.&lt;br /&gt;
&lt;br /&gt;
Power 8, Points per model 160&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Jiazah &#039;Thogamee|| 6&amp;quot; || 2+ || 2+ || 4 || 4 || 5 || 4 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:Jiazah &#039;Thogamee is a single model armed with Blight&#039;s Edge, a Plasma Rifle and Plasma Grenades. Your army may only include one JIAZAH &#039;THOGAMEE.&lt;br /&gt;
:&#039;&#039;&#039;Weapon&#039;&#039;&#039;:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| Blight&#039;s Edge|| Melee || Melee || +1 || -3 || 2D3 || Each time the bearer fights, it makes 1 additional attack with this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;: May replace his Plasma Rifle with an item from the Standard Weapons, Special Weapons or Precision Weapons lists.&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*For the Great Journey!&lt;br /&gt;
*Councillor: You can re-roll hit rolls of 1 made for friendly SANGHEILI units within 6&amp;quot; of this model.&lt;br /&gt;
*Heroes Harness: Grants a 4+ invulnerable save.&lt;br /&gt;
:&#039;&#039;&#039;Psyker&#039;&#039;&#039;: Jiazah &#039;Thogamee can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. He knows the Smite power.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: CHARACTER, JIAZAH &#039;THOGAMEE, SANGHELI, COUNCILLOR, INFANTRY&lt;br /&gt;
&lt;br /&gt;
===Rtas &#039;Vadumee===&lt;br /&gt;
&#039;&#039;&amp;quot;Shipmaster! They outnumber us three to one!&amp;quot;- &amp;quot;Then it is an even fight. All cruisers, fire at will! Burn their mongrel hides!&amp;quot;&#039;&#039; ~A Sangheili tactical officer and &#039;Vadumee, just before the battle of Installation 00.&lt;br /&gt;
&lt;br /&gt;
Leader of the entire Spec-Ops division and ship master of the &#039;&#039;Shadow of Intent&#039;&#039; and de-facto commander of the &#039;&#039;Fleet of Retribution&#039;&#039;, Rtas Vadumee or more commonly known to his troops and enemies as &amp;quot;Half jaw&amp;quot; has seen multiple wars, some of which can drive even the most harden veteran into insanity. Mastering every weapon in the Covenant arsenal, even the brutish and crude Jiralhanae weapons, as well as being the most skilled Spec-Ops Commander to date. Rtas Vadumee has been known to be so skilled in the Energy Sword that he once challenged and won against two Dark Eldar Succubi from the Poisoned fang Kabal in a Duel over the Planet Bushurn III, to protect his men from being stolen away by the alien witches. It is said he lost part of his jaw after a clash with another Sangheili who has been infected by the Great Parasite, a long time ago.&lt;br /&gt;
&lt;br /&gt;
Power 7, Points per model 115&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Rtas &#039;Vadumee|| 6&amp;quot; || 2+ || 2+ || 4 || 3 || 5 || 4 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:Rtas &#039;Vadumee is a single model armed with a Energy Sword, Plasma Rifle and Plasma Grenades. Your army may only include one RTAS &#039;VADUMEE.&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;: May replace his Plasma Rifle with an item from the Standard Weapons, Special Weapons or Precision Weapons lists.&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*For the Great Journey!&lt;br /&gt;
*Active Camouflage: During deployment, you may setup Rtas &#039;Vadumee as hidden on the battlefield instead of placing him on the battlefield. At the end of any of your Movement phases, he may reveal himself – set him up anywhere on the battlefield that is more than 9&amp;quot; from any enemy models.&lt;br /&gt;
*Spec-Ops Commander of the Covenant: A detachment containing Rtas &#039;Vadumee may take SPECIAL OPERATIONS units as Troops choices.&lt;br /&gt;
*Swordmaster: Melee attacks with a roll of 6 To Wound inflict an additional Mortal Wound.&lt;br /&gt;
*Zealot: You can re-roll wound rolls of 1 for friendly SANGHEILI units that are within 6&amp;quot; of this model.&lt;br /&gt;
*Assault Harness: Grants a 5+ invulnerable save&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: CHARACTER, RTAS &#039;VADUMEE, SANGHELI, ZEALOT, INFANTRY&lt;br /&gt;
&lt;br /&gt;
===Tartarus===&lt;br /&gt;
[[File:Concept-Tartarus-Crop.jpg|300px|thumb|right|Tartarus in all his [[Awesome|Mohawk Glory.]]]]&#039;&#039;&amp;quot;*Growls* Your head would make a good trophy Angelos, *Sniffs* and your flesh would fill the bellies of my brothers&amp;quot;- &amp;quot;Then hurry up and take my flesh if you so need it Xeno, but I warn you that I won&#039;t go down easily&amp;quot;- &amp;quot;With pleasure&amp;quot;&#039;&#039; ~Chieftain of the Jiralhanae Tartarus and Chapter Master of the [[Blood Ravens|Blood Ravens]] [[Gabriel Angelos|Gabriel Angelos]], before their fight on Hyphurus III...what an [[Asdrubael Vect|Ass]].&lt;br /&gt;
&lt;br /&gt;
Often called in formality as the Chieftain of the Jiralhanae, Tartarus possesses skill and power unlike anything fought in the Covenant, strong, arrogant, brutish but cunning, Tartarus uses dirty tricks to fool his enemies into making a fatal mistake. Shielded by an Energy Barrier unlike anything seen by the Imperium, this shield grants him all but immunity to all but the most powerful Imperial Weapons, vulnerable to only a very few weapons. Armed with but a single Ancient Gravity Hammer called &amp;quot;Fist of Rukt&amp;quot; by his soldiers, this old but very powerful weapon was reported to create vortexes and miniature black holes as it manipulates and uses the power of gravity. He was also known as the king of assholes, and in a place where leaders would kill other leaders for the [[lulz|lulz]] and where supposed &amp;quot;Friends&amp;quot; would send your entire family to death because it is funny, that is saying something.&lt;br /&gt;
&lt;br /&gt;
Power 9, Points per model 180&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Tartarus|| 5&amp;quot; || 2+ || 3+ || 4 || 5 || 6 || 5 || 9 || 2+&lt;br /&gt;
|}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:Tartarus is a single model armed with The Fist of Rukt, a Spiker and Firebombs. Your army may only include one TARTARUS.&lt;br /&gt;
:&#039;&#039;&#039;Weapon&#039;&#039;&#039;:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| The Fist of Rukt|| Melee || Melee || x2 || -3 || 4 || When attacking with this weapon, you must subtract 1 from the hit roll. Each time you make a wound roll of 6+ with this weapon, that hit is resolved with a Damage of 6. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;: May replace his Spiker with an item from the Standard Weapons or Special Weapons lists.&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*For the Great Journey!&lt;br /&gt;
*Heroes Harness: Grants a 4+ invulnerable save.&lt;br /&gt;
*Our Time is Now!: Friendly JIRALHANAE INFANTRY units within 6&amp;quot; of this model at the start of the Charge phase can charge even if they Advanced this turn.&lt;br /&gt;
*Chieftain: Friendly JIRALHANAE INFANTRY units within 6&amp;quot; of this model may re-roll failed Charge rolls.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: CHARACTER, TARTARUS, JIRALHANAE, WAR CHIEFTAIN, INFANTRY&lt;br /&gt;
&lt;br /&gt;
===Dadab===&lt;br /&gt;
&#039;&#039;&amp;quot;Preach, yes, a good thing! But sometimes me head says that too much preaching can leave the rest of the runts sleepy...&amp;quot;&#039;&#039; ~Dadab and one of his many &amp;quot;Influential&amp;quot; Speeches...&lt;br /&gt;
&lt;br /&gt;
One of the most influential Unggoy, Dadab may lack the skill or firepower in a battlefield, but his inspiring aspect and influence is enough to change the tide of battles. Garbed in ceremonial white tunic that is more formal then even an average Deacon, and armed with a Legendary Plasma Pistol named &amp;quot;The Call of Balaho&amp;quot;, Dadab carries around several Holy Chimes and a Covenant Holy Mural. Even the most humble of Unggoy become something fiercer in the presence of his oratory.  He is one of the best supportive HQ Characters, and could be essential in changing the tide of wars and battles, and might even save someone from certain defeat. Ironically, he is one of the select few in the Covenant who can use his powers for the most part without restraint and free from fear of suffering like the likes of undisciplined  Elites and even Brutes.&lt;br /&gt;
&lt;br /&gt;
Power 2, Points per model 30&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Dadab|| 5&amp;quot; || 4+ || 3+ || 2 || 3 || 3 || 1 || 7 || 6+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:Dadab is a single model armed with a Plasma Pistol, Plasma Grenades and a Guardian Shield. Your army may only include one Dadab.&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;: May replace his Plasma Pistol with a Needler or an item from the Special Weapons list.&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*For the Great Journey!&lt;br /&gt;
*Litanies of Fury!: Friendly UNGGOY INFANTRY units within 6&amp;quot; of this model can re-roll To Hit and To Wound rolls of 1.&lt;br /&gt;
*Deacon: This model cannot be your Warlord. Increase the leadership of all Covenant units within 6” of Dadab by 1.&lt;br /&gt;
*Zeal: Friendly UNGGOY infantry units within 6&amp;quot; of this model during the charge phase can activate their Plasma Grenades and hurl themselves at the enemy in a suicidal charge. The enemy can Overwatch early to gun the Grunt(s) down but cannot Overwatch later on in the phase if they do so. For each Grunt that successfully reaches within 1&amp;quot; of the enemy unit, inflicts an attack as if they were using their Plasma Grenades that automatically hits. The Grunts chosen to assault the enemy are now removed from play, even if they did not reach the enemy.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: CHARACTER, UNGGOY, DEACON, DADAB, INFANTRY&lt;br /&gt;
&lt;br /&gt;
==HQ Units==&lt;br /&gt;
===Sangheili Councillor===&lt;br /&gt;
Power 5, Points per model 70&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Only the faithful lives&amp;quot;&#039;&#039; ~Motto of the Councillors.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Councillor|| 6&amp;quot; || 2+ || 2+ || 4 || 4 || 5 || 4 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:A Councillor is a single model armed with 2 Plasma Rifles and Plasma Grenades&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;: The Councillor may replace one or more of his Plasma Rifles for an item from the Standard Weapons or Special Weapons list.&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*For the Great Journey!&lt;br /&gt;
*Councillor: You can re-roll hit rolls of 1 made for friendly SANGHEILI units within 6&amp;quot; of this model.&lt;br /&gt;
*Heroes Harness: Grants a 5+ invulnerable save.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: CHARACTER, SANGHEILI, COUNCILLOR, INFANTRY&lt;br /&gt;
&lt;br /&gt;
===Sangheili Zealot===&lt;br /&gt;
Power 4, Points per model 55&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Zealot|| 6&amp;quot; || 2+ || 3+ || 4 || 3 || 4 || 3 || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:A Zealot is a single model armed with 2 Plasma Rifles and Plasma Grenades&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;: The Zealot may replace one or more of his Plasma Rifles for an item from the Standard Weapons, Precision Weapons or Special Weapons list.&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*For the Great Journey!&lt;br /&gt;
*Assault Harness: Grants a 5+ invulnerable save.&lt;br /&gt;
*Zealot: You can re-roll wound rolls of 1 for friendly SANGHEILI units that are within 6&amp;quot; of this model.&lt;br /&gt;
*Active Camouflage: During deployment, you may setup the Zealot as hidden on the battlefield instead of placing him on the battlefield. At the end of any of your Movement phases, he may reveal himself – set him up anywhere on the battlefield that is more than 9&amp;quot; from any enemy models.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: CHARACTER, SANGHEILI, ZEALOT, INFANTRY&lt;br /&gt;
&lt;br /&gt;
===Brute Chieftain===&lt;br /&gt;
Power 4, Points per model 55&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| War Chieftain|| 5&amp;quot; || 2+ || 3+ || 4 || 5 || 5 || 5 || 9 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| Chieftain|| 5&amp;quot; || 2+ || 4+ || 4 || 4 || 4 || 4 || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:A Chieftain is a single model armed with 2 Spikers, a Guardian Shield and Spike Grenades. The Chieftain may be replaced with a War Chieftain (Power Rating +1/Points Cost +20)&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;: The Chieftain may replace one or more of his Spikers for an item from the Standard Weapons or Special Weapons list.&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*For the Great Journey!&lt;br /&gt;
*Chieftain: Friendly JIRALHANAE INFANTRY units within 6&amp;quot; of this model may re-roll failed Charge rolls.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: CHARACTER, JIRALHANAE, CHIEFTAIN, INFANTRY&lt;br /&gt;
&lt;br /&gt;
===San&#039;Shyuum Enforcer===&lt;br /&gt;
Power 2, Points per model 30&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Enforcer|| 4&amp;quot; || 5+ || 5+ || 2 || 2 || 3 || 1 || 9 || -&lt;br /&gt;
|-&lt;br /&gt;
| Prelate|| 4&amp;quot; || 2+ || 3+ || 3 || 4 || 4 || 3 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:An Enforcer is a single model armed with a Plasma Pistol and Guardian Shield. The Enforcer may be replaced with a Prelate (Power Rating +3/Points Cost +35) armed with a two Plasma Rifles and a Guardian Shield.&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;: Prelates may replace one or more of his Plasma Rifles for an item from the Standard Weapons or Special Weapons list.&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*For the Great Journey!&lt;br /&gt;
*The Prophet&#039;s Grace: Friendly COVENANT units within 6&amp;quot; of PROPHET may use his Leadership characteristic instead of their own when taking Morale tests.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: CHARACTER, PROPHET, ENFORCER, INFANTRY&lt;br /&gt;
&lt;br /&gt;
===Deacon===&lt;br /&gt;
Power 1, Points per model 15&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Deacon|| 5&amp;quot; || 4+ || 3+ || 2 || 3 || 3 || 2 || 7 || 6+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:A Deacon is a single model armed with a Plasma Pistol and Plasma Grenades.&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;:&lt;br /&gt;
*May replace it&#039;s Plasma Pistol with a Needler&lt;br /&gt;
*May take a Guardian Shield&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*Deacon: This model cannot be your Warlord.&lt;br /&gt;
*For the Great Journey!&lt;br /&gt;
*Zeal: Friendly UNGGOY infantry units within 6&amp;quot; of this model during the charge phase can activate their Plasma Grenades and hurl themselves at the enemy in a suicidal charge. The enemy can Overwatch early to gun the Grunt(s) down but cannot Overwatch later on in the phase if they do so. For each Grunt that successfully reaches within 1&amp;quot; of the enemy unit, inflicts an attack as if they were using their Plasma Grenades that automatically hits. The Grunts chosen to assault the enemy are now removed from play, even if they did not reach the enemy.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: CHARACTER, UNGGOY, DEACON, INFANTRY&lt;br /&gt;
&lt;br /&gt;
===Honor Guard===&lt;br /&gt;
Power 2, Points per model 45&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Elite Guard|| 6&amp;quot; || 3+ || 3+ || 4 || 4 || 2 || 2 || 8 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| Brute Guard|| 5&amp;quot; || 3+ || 4+ || 4 || 5 || 2 || 3 || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:This unit contains 2 Elite Guards or 2 Brute Guards. The unit may contain 2 additional Guards (the entire unit must be the same species, Power Rating +2). All guards are armed with Honor Pikes (count as Energy Swords). Elite Guards are also armed with Plasma Rifles and Plasma Grenades and Brute Guards are also armed with Spikers and Spike Grenades.&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;:&lt;br /&gt;
*Any Elite Guard may replace its Plasma Rifle with an item from the Standard Weapons list.&lt;br /&gt;
*Any Brute Guard may replace its Spiker with an item from the Standard Weapons list.&lt;br /&gt;
*Any Brute Guard may take Firebombs: +2pts each&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*For the Great Journey!&lt;br /&gt;
*Heroes Harness (Elite Guard): Grants a 5+ invulnerable save.&lt;br /&gt;
*&#039;&#039;&#039;You Will Not Lay A Hand Upon Him!&#039;&#039;&#039;: Roll a D6 each time a friendly COVENANT CHARACTER loses a wound whilst they are within 3&amp;quot; of this unit; on a 2+ a model from this unit can intercept that hit – the CHARACTER does not lose a wound but this unit suffers a mortal wound. &lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords (Elite Guard)&#039;&#039;&#039;: SANGHEILI, INFANTRY, HONOUR GUARD&lt;br /&gt;
:&#039;&#039;&#039;Keywords (Brute Guard)&#039;&#039;&#039;: JIRALHANAE, INFANTRY, HONOUR GUARD&lt;br /&gt;
&lt;br /&gt;
===Honor Guard Ultra===&lt;br /&gt;
Power 4, Points per model 70&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Elite Guard Ultra|| 6&amp;quot; || 2+ || 3+ || 4 || 4 || 4 || 4 || 8 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| Brute Guard Ultra|| 5&amp;quot; || 2+ || 4+ || 4 || 5 || 4 || 5 || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:The Honor Guard Ultra is a single model armed with an Honor Pike (count as a Energy Sword). Elite Guard Ultras are also armed with Plasma Rifles and Plasma Grenades and Brute Guard Ultras are also armed with Spikers and Spike Grenades.&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;:&lt;br /&gt;
*Any Elite Guard Ultra may replace its Plasma Rifle with an item from the Standard Weapons list.&lt;br /&gt;
*Any Brute Guard Ultra may replace its Spiker with an item from the Standard Weapons list.&lt;br /&gt;
*A Brute Guard Ultra may take Firebombs: +2pts each&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*For the Great Journey!&lt;br /&gt;
*Heroes Harness (Elite Guard): Grants a 5+ invulnerable save.&lt;br /&gt;
*&#039;&#039;&#039;You Will Not Lay A Hand Upon Him!&#039;&#039;&#039;: Roll a D6 each time a friendly COVENANT CHARACTER loses a wound whilst they are within 3&amp;quot; of this unit; on a 2+ a model from this unit can intercept that hit – the CHARACTER does not lose a wound but this unit suffers a mortal wound. &lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords (Elite Guard Ultra)&#039;&#039;&#039;: CHARACTER, SANGHEILI, INFANTRY, HONOUR GUARD&lt;br /&gt;
:&#039;&#039;&#039;Keywords (Brute Guard Ultra)&#039;&#039;&#039;: CHARACTER, JIRALHANAE, INFANTRY, HONOUR GUARD&lt;br /&gt;
&lt;br /&gt;
===Jackal (Kig&#039;yar) Champion===&lt;br /&gt;
Power 2, Points per model 25&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Jackal Champion|| 6&amp;quot; || 4+ || 2+ || 2 || 3 || 3 || 2 || 7 || 5+&lt;br /&gt;
|-&lt;br /&gt;
| Skirmisher Champion|| 8&amp;quot; || 3+ || 2+ || 3 || 3 || 3 || 2 || 7 || 5+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:The Jackal Champion is a single model armed with a Plasma Pistol. It may be replaced with a Skirmisher Champion&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;:&lt;br /&gt;
*Any Champion may take an item from the Jackal Weapons list.&lt;br /&gt;
*A Jackal Champion armed with a Plasma Pistol, Needler or Energy Sword may take a Point Defense Gauntlet.&lt;br /&gt;
*A Skirmisher Champion armed with a Plasma Pistol, Needler or Energy Sword may take a Skirmisher Gauntlert.&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*Champion: You can re-roll hit rolls of 1 made for friendly KIG&#039;YAR units within 6&amp;quot; of this model.&lt;br /&gt;
*Sneaky (Jackal Champion): During deployment, you may setup the Jackal Champion as hidden on the battlefield instead of placing him on the battlefield. At the end of any of your Movement phases, he may reveal himself – set him up anywhere on the battlefield that is more than 9&amp;quot; from any enemy models.&lt;br /&gt;
*Swift (Skirmisher Champion): At the start of the first battle round but before the first turn begins, you can move this unit up to 8&amp;quot;. It cannot end this move within 9&amp;quot; of any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. &lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: CHARACTER, INFANTRY, KIG&#039;YAR, CHAMPION&lt;br /&gt;
&lt;br /&gt;
==Troops==&lt;br /&gt;
===Grunt (Unggoy) Lance===&lt;br /&gt;
Power 2, Points per model 3&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Grunt|| 5&amp;quot; || 5+ || 5+ || 2 || 3 || 1 || 1 || 4 || 6+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:This unit contains 10 Grunts armed with Plasma Pistols and Plasma grenades. The unit may contain 10 additional Grunts (Power Rating +1) or 20 additional Grunts (Power Rating +2)&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;:&lt;br /&gt;
*For every 10 Grunts, one Grunt may take an item from the Special Weapons list.&lt;br /&gt;
*Any Grunt may replace his Plasma Pistol with a Needler: +2pts each&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039; - Mob Up: If a unit of Grunts includes 20 or more models, you can add 1 to their hit rolls.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: INFANTRY, UNGGOY&lt;br /&gt;
&lt;br /&gt;
===Jackal (Kig-Yar) Lance===&lt;br /&gt;
Power 2, Points per model 7&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Jackal|| 6&amp;quot; || 5+ || 3+ || 2 || 3 || 1 || 1 || 6 || 5+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:This unit contains 5 Jackals armed with Plasma Pistols. The unit may contain 5 additional Jackals (Power Rating +2) or 10 additional Jackals (Power Rating +4) or 15 additional Jackals (Power Rating +6).&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;:&lt;br /&gt;
*Any model replace their Plasma Pistol with an item from the Jackal Weapons list.&lt;br /&gt;
*Any model armed with a Plasma Pistol or Needler may take a Point Defense Gauntlet&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*Sneaky: During deployment, you may setup this unit as hidden on the battlefield instead of placing him on the battlefield. At the end of any of your Movement phases, he may reveal himself – set him up anywhere on the battlefield that is more than 9&amp;quot; from any enemy models.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: INFANTRY, KIG&#039;YAR&lt;br /&gt;
&lt;br /&gt;
===Elite (Sangheili) Squad===&lt;br /&gt;
Power 4, Points per model 10&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Elite|| 6&amp;quot; || 4+ || 4+ || 4 || 3 || 1 || 1 || 6 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| Elite Ultra|| 6&amp;quot; || 4+ || 4+ || 4 || 3 || 1 || 2 || 7 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:This unit contains 4 Elites and 1 Elite Ultra armed with Plasma Rifles and Plasma Grenades. The unit may contain 5 additional Elites (Power Rating +2) or 10 additional Elites (Power Rating +2).&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;:&lt;br /&gt;
*Any model may replace their Plasma Rifle with an item from the Standard Weapons list.&lt;br /&gt;
*Any Elite may take an additional Plasma Rifle: +3pts each&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*For the Great Journey!&lt;br /&gt;
*Combat Harness (Elite): Grants a 6+ invulnerable save.&lt;br /&gt;
*Assault Harness (Elite Ultra): Grants a 5+ invulnerable save.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: INFANTRY, SANGHEILI&lt;br /&gt;
&lt;br /&gt;
===Brute (Jiralhanae) Pack===&lt;br /&gt;
Power 4, Points per model 10&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Brute|| 5&amp;quot; || 4+ || 5+ || 4 || 4 || 1 || 2 || 6 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| Brute Captain|| 5&amp;quot; || 3+ || 4+ || 4 || 4 || 1 || 3 || 7 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:This unit contains 4 Brutes and 1 Brute Captain armed with Spikers and Spike Grenades. The unit may contain 5 additional Brutes (Power Rating +2) or 10 additional Brutes (Power Rating +2).&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;:&lt;br /&gt;
*Any model may replace their Spiker with an item from the Standard Weapons list.&lt;br /&gt;
*Any Brute may take an additional Spiker: +3pts each&lt;br /&gt;
*Any Brute may take Firebombs: +2pts each&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;: For the Great Journey!&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: INFANTRY, JIRALHANAE&lt;br /&gt;
&lt;br /&gt;
===Thanolekgolo Swarm===&lt;br /&gt;
Power 2, Points per model 11&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Thanolekgolo Swarm|| 6&amp;quot; || 5+ || - || 3 || 3 || 3 || 3 || 4 || 7+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:This unit contains 3 Thanolekgolo Swarms. The unit may contain 3 additional Thanolekgolo Swarms (Power Rating +2) or 6 additional Thanolekgolo Swarms (Power Rating +4).&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*Technological Consumption: Against VEHICLES, this unit gains a +2 bonus to hit and wound rolls.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: SWARMS, LEKGOLO&lt;br /&gt;
&lt;br /&gt;
===Shade Turrets===&lt;br /&gt;
Power 3, Points per model 35&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Shade Turret|| 0&amp;quot; || - || 4+ || 4 || 4 || 3 || - || 5 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:This unit contains 1 Shade Turret. The unit may contain 1 additional Shade Turret (Power Rating +3) or 2 additional Shade Turrets (Power Rating +6). Each Shade Turret is armed with a Heavy Plasma Cannon.&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;:&lt;br /&gt;
*Any Shade Turret may exchange its Heavy Plasma Cannon for a:&lt;br /&gt;
:-Twin Plasma Cannon: +5pts&lt;br /&gt;
:-Fuel Rod Cannon: Free&lt;br /&gt;
*Any Shade Turret may be equipped with a Guardian Shield&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*Artillery Battery: The first time this unit is setup, all models in this unit must be placed within 6&amp;quot; of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes. &lt;br /&gt;
*Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6+ it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
*Skyfire: Add 1 to all hit rolls made for this model against targets that can FLY. Subtract 1 from the hit rolls made for this model against all other targets. &lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: VEHICLE, ARTILLERY&lt;br /&gt;
&lt;br /&gt;
==Dedicated Transports==&lt;br /&gt;
===Orbital Insertion Pod===&lt;br /&gt;
Power 1, Points per model 30&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Orbital Insertion Pod|| 0&amp;quot; || - || - || 5 || 5 || 6 || - || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:A Orbital Insertion Pod is a single model.&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*Strategic Insertion: During deployment, you can set up this model, along with any units embarked within it, in orbit instead of placing it on the battlefield. At the end of any of your Movement phases this model can perform a strategic insertion – set it up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models. Any models embarked inside must immediately disembark, but they must be set up more than 9&amp;quot; away from any enemy models. Any models that cannot be setup because there is not enough room are slain.&lt;br /&gt;
*Immobile: After this model has been set up on the battlefield it cannot move for any reason, and no units can embark upon it. &lt;br /&gt;
:&#039;&#039;&#039;Transport Capacity&#039;&#039;&#039;: This model can transport 5 COVENANT INFANTRY models with the exception of MEGALEKGOLO.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: VEHICLE, TRANSPORT&lt;br /&gt;
&lt;br /&gt;
===Shadow===&lt;br /&gt;
Power 5, Points per model 90&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Shadow|| * || 6+ || * || 6 || 7 || 10 || * || 7 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Remaining W&lt;br /&gt;
! M&lt;br /&gt;
! BS&lt;br /&gt;
! A&lt;br /&gt;
|-&lt;br /&gt;
| 6+&lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 4+&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 3-5&lt;br /&gt;
| 6&amp;quot;&lt;br /&gt;
| 5+&lt;br /&gt;
| D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| 3&amp;quot;&lt;br /&gt;
| 6+&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
:A Shadow is a single model equipped with a Heavy Plasma Cannon.&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;: May exchange its Heavy Plasma Cannon for a:&lt;br /&gt;
:-Twin Plasma Cannon: +5pts&lt;br /&gt;
:-Fuel Rod Cannon: Free&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
:&#039;&#039;&#039;Transport Capacity&#039;&#039;&#039;: This model can transport 12 COVENANT INFANTRY models with the exception of MEGALEKGOLO.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: VEHICLE, TRANSPORT&lt;br /&gt;
&lt;br /&gt;
===Umbra===&lt;br /&gt;
Power 5, Points per model 115&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Umbra|| * || 6+ || * || 6 || 8 || 11 || * || 7 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Remaining W&lt;br /&gt;
! M&lt;br /&gt;
! BS&lt;br /&gt;
! A&lt;br /&gt;
|-&lt;br /&gt;
| 6+&lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 4+&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 3-5&lt;br /&gt;
| 6&amp;quot;&lt;br /&gt;
| 5+&lt;br /&gt;
| D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| 3&amp;quot;&lt;br /&gt;
| 6+&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
:A Umbra is a single model equipped with a Heavy Plasma Cannon.&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;: May exchange its Heavy Plasma Cannon for a:&lt;br /&gt;
:-Twin Plasma Cannon: +5pts&lt;br /&gt;
:-Fuel Rod Cannon: Free&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
:&#039;&#039;&#039;Transport Capacity&#039;&#039;&#039;: This model can transport 20 COVENANT INFANTRY models.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: VEHICLE, TRANSPORT&lt;br /&gt;
&lt;br /&gt;
===Deployment Carapace===&lt;br /&gt;
Power 6, Points per model 100&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Carapace|| 0&amp;quot; || - || - || 7 || 7 || 10 || - || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:A Deployment Carapace is a single model.&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*Strategic Insertion: During deployment, you can set up this model, along with any units embarked within it, in orbit instead of placing it on the battlefield. At the end of any of your Movement phases this model can perform a strategic insertion – set it up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models. Any models embarked inside must immediately disembark, but they must be set up more than 9&amp;quot; away from any enemy models. Any models that cannot be setup because there is not enough room are slain.&lt;br /&gt;
*Immobile: After this model has been set up on the battlefield it cannot move for any reason, and no units can embark upon it.&lt;br /&gt;
*Return to Ship: During the movement phase the Deployment Carapace may return to its ship, in which another unit in reserves then embarks on it and it can then perform another strategic insertion.&lt;br /&gt;
:&#039;&#039;&#039;Transport Capacity&#039;&#039;&#039;: This model can transport 20 COVENANT INFANTRY models. MEGALEKGOLO take up 3 models.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: VEHICLE, TRANSPORT&lt;br /&gt;
&lt;br /&gt;
==Elites==&lt;br /&gt;
===Hunter (Mgalekgolo) Bond===&lt;br /&gt;
Power 7, Points per model 40&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Hunter|| 5&amp;quot; || 3+ || 4+ || 5 || 5 || 3 || 3 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:This unit contains 2 Hunters. It may contain up to two additional Hunters (Power +7) or up to four additional Hunters (Power +14). Each Hunter is armed with a Fuel Rod Cannon and Hunter&#039;s Shield.&lt;br /&gt;
:&#039;&#039;&#039;Weapon&#039;&#039;&#039;:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| Hunter Shield|| Melee || Melee || +1 || -2 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*Assault Cannon: A Hunter unit can only use a single ranged weapon per turn.&lt;br /&gt;
*Hunter Shield: A Hunter Shield grants a 4++ invulnerable save.&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;:&lt;br /&gt;
*Any Hunter may replace its Fuel Rod Cannon with a&lt;br /&gt;
:-Fuel Rod Beam: Free&lt;br /&gt;
:-Fuel Rod Storm: Free&lt;br /&gt;
*Any Hunter may take a:&lt;br /&gt;
:-Fuel Rod Beam: +10pts&lt;br /&gt;
:-Fuel Rod Storm: +10pts&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: INFANTRY, MEGALEKGOLO, LEKGOLO&lt;br /&gt;
&lt;br /&gt;
===Huragok (Engineer)===&lt;br /&gt;
Power 2, Points per model 25&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Engineer|| 8&amp;quot; || 6+ || - || 3 || 4 || 4 || 1 || 4 || 7+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:The Engineer is a single model armed with a Guardian Shield.&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Protection of the Hierachs&#039;&#039;&#039;: Any allied model within 6&amp;quot; of the Engineer has a 6+ invulnerable save. If the model already has an invulnerable save then it is improved by 1.&lt;br /&gt;
*&#039;&#039;&#039;State of Grace&#039;&#039;&#039;: At the end of your Movement phase this model can repair a single friendly COVENANT VEHICLE within 3&amp;quot;. That model regains D3 lost wounds. A model may not be the target of the State of Grace ability more than once per turn, regardless of the source.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: CHARACTER, ENGINEER, FLY&lt;br /&gt;
&lt;br /&gt;
===Special Operations Grunts===&lt;br /&gt;
Power 2, Points per model 5&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| SpecOps Grunt|| 5&amp;quot; || 5+ || 3+ || 2 || 3 || 1 || 1 || 6 || 6+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:This unit contains 5 SpecOps Grunts armed with Plasma Pistols and Plasma grenades. The unit may contain 5 additional SpecOPs Grunts (Power Rating +1) or 10 additional Grunts (Power Rating +2)&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;:&lt;br /&gt;
*For every 5 Grunts, one Grunt may take an item from the Heavy Weapons list.&lt;br /&gt;
*Any Grunt may replace his Plasma Pistol with a Needler: +2pts&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039; - Active Camouflage: During deployment, you may setup this unit as hidden on the battlefield instead of placing him on the battlefield. At the end of any of your Movement phases, he may reveal himself – set them up anywhere on the battlefield that is more than 9&amp;quot; from any enemy models.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: INFANTRY, UNGGOY, SPECIAL OPERATIONS&lt;br /&gt;
&lt;br /&gt;
===Special Operations Elites===&lt;br /&gt;
Power 8, Points per model 19&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| SpecOps Elite|| 6&amp;quot; || 3+ || 3+ || 4 || 3 || 1 || 2 || 7 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:This unit contains 5 SpecOps Elites armed with Plasma Rifles and Plasma Grenades. The unit may contain 5 additional SpecOps Elites (Power Rating +7)&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;:&lt;br /&gt;
*Any SpecOps Elite may replace one or more of his Plasma Rifles for an item from the Standard Weapons or Precision Weapons lists.&lt;br /&gt;
*Any SpecOps Elite may take an additional Plasma Rifle: +3pts&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*For the Great Journey!&lt;br /&gt;
*Active Camouflage: During deployment, you may setup this unit as hidden on the battlefield instead of placing him on the battlefield. At the end of any of your Movement phases, he may reveal himself – set them up anywhere on the battlefield that is more than 9&amp;quot; from any enemy models.&lt;br /&gt;
*Assault Harness: Models from this unit have a 5+ invulnerable save.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: INFANTRY, SANGHEILI, SPECIAL OPERATIONS&lt;br /&gt;
&lt;br /&gt;
===Brute (Jiralhanae) Captain Pack===&lt;br /&gt;
Power 7, Points per model 16&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Captain|| 5&amp;quot; || 3+ || 4+ || 4 || 4 || 1 || 3 || 7 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:This unit contains 5 Brute Captains armed with Spikers and Spike Grenades. The unit may contain 5 additional Brute Captains (Power Rating +7).&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;:&lt;br /&gt;
*Any Captain may replace his Spiker for an item from the Standard Weapons or Special Weapons list.&lt;br /&gt;
*Any Captain may take:&lt;br /&gt;
:-Firebombs: +2pts each&lt;br /&gt;
:-an additional Spiker: +3pts each&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;: For the Great Journey!&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: INFANTRY, JIRALHANAE&lt;br /&gt;
&lt;br /&gt;
===Brute (Jiralhanae) Stalker Pack===&lt;br /&gt;
Power 5, Points per model 18&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Brute Stalker|| 5&amp;quot; || 3+ || 4+ || 4 || 4 || 1 || 2 || 7 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:This unit contains 5 Brute Stalkers armed with Spikers and Spike Grenades. The unit may contain 5 additional Brute Stalkers (Power Rating +6).&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;:&lt;br /&gt;
*Any Brute may replace his Spiker for:&lt;br /&gt;
:-a Plasma Rifle: Free&lt;br /&gt;
:-a Plasma Repeater: Free&lt;br /&gt;
:-a Mauler: Free&lt;br /&gt;
:-a Brute Shot: +5pts each&lt;br /&gt;
*Any Brute may take:&lt;br /&gt;
:-an additional Spiker: +3pts each&lt;br /&gt;
:-Firebombs: +2pts each&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*For the Great Journey!&lt;br /&gt;
*Active Camouflage: During deployment, you may setup this unit as hidden on the battlefield instead of placing him on the battlefield. At the end of any of your Movement phases, he may reveal himself – set them up anywhere on the battlefield that is more than 12&amp;quot; from any enemy models.&lt;br /&gt;
*Stealth Fields: Your opponent must subtract 1 from all hit rolls for attacks that target this unit. &lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: INFANTRY, JIRALHANAE&lt;br /&gt;
&lt;br /&gt;
===Stealth Elite (Sangheili) Squad===&lt;br /&gt;
Power 7, Points per model 14&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Stealth Elite|| 6&amp;quot; || 3+ || 3+ || 4 || 3 || 1 || 1 || 7 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:This unit contains 5 Stealth Elites armed with Plasma Rifles and Plasma Grenades. The unit may contain 5 additional Stealth Elites (Power Rating +7)&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;:&lt;br /&gt;
*Any Elite may replace his Plasma Rifle for:&lt;br /&gt;
:-a Plasma Repeater: Free&lt;br /&gt;
:-a Plasma Pistol: Free&lt;br /&gt;
:-an Energy Sword: +15pts for the first Energy Sword, +5pts for the second Energy Sword&lt;br /&gt;
*Any Elite may take an additional Plasma Rifle: +3pts&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*For the Great Journey!&lt;br /&gt;
*Active Camouflage: During deployment, you may setup this unit as hidden on the battlefield instead of placing him on the battlefield. At the end of any of your Movement phases, he may reveal himself – set them up anywhere on the battlefield that is more than 12&amp;quot; from any enemy models.&lt;br /&gt;
*Stealth Fields: Your opponent must subtract 1 from all hit rolls for attacks that target this unit.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: INFANTRY, SANGHEILI&lt;br /&gt;
&lt;br /&gt;
==Fast Attack==&lt;br /&gt;
===Drone (Yanme&#039;e) Swarm===&lt;br /&gt;
Power 4, Points per model 6&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Drone|| 12&amp;quot; || 4+ || 4+ || 3 || 3 || 1 || 1 || 7 || 6+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:This unit contains 10 Drones armed with Plasma Pistols. The unit may contain 10 additional Drones (Power Rating +4) or 20 additional Drones (Power Rating +8)&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;: Any Drone may replace their Plasma Pistol with a:&lt;br /&gt;
*Plasma Rifle: Free&lt;br /&gt;
*Needler: +2pts&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*Swarm: If this unit contains 20 or more models, you can re-roll wound rolls of 1 when it shoots or fights. &lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: INFANTRY, FLY, YAN&#039;ME&lt;br /&gt;
&lt;br /&gt;
===Skirmisher (T&#039;vaoan) Lance===&lt;br /&gt;
Power 4, Points per model 11&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Skirmishers|| 7&amp;quot; || 4+ || 3+ || 3 || 3 || 1 || 1 || 6 || 5+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:This unit contains 5 Skirmishers armed with Plasma Pistols. The unit may contain 5 additional Skirmishers (Power Rating +4) or 10 additional Skirmishers (Power Rating +8).&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;:&lt;br /&gt;
*Any Skirmisher may take an item from the Jackal weapons list.&lt;br /&gt;
*A Skirmisher equipped with a Plasma Pistol or Needler may take a Skirmisher Gauntlet.&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*Swift: At the start of the first battle round but before the first turn begins, you can move this unit up to 8&amp;quot;. It cannot end this move within 9&amp;quot; of any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. &lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: CHARACTER, INFANTRY, KIG&#039;YAR&lt;br /&gt;
&lt;br /&gt;
===Brute (Jiralhanae) Jumppack Squad===&lt;br /&gt;
Power 6, Points per model 16&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Jumppack Brute|| 12&amp;quot; || 3+ || 4+ || 4 || 4 || 1 || 2 || 7 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:This unit contains 5 Jumppack Brutes armed with Spikers and Spike Grenades. The unit may contain 5 additional Jumppack Brutes (Power Rating +5).&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;:&lt;br /&gt;
*Any Jumppack Brute may replace his Spiker for an item from the Standard Weapons list.&lt;br /&gt;
*Any Jumppack Brute may take:&lt;br /&gt;
:-Firebombs: +2pts each&lt;br /&gt;
:-an additional Spiker: +3pts each&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*For the Great Journey!&lt;br /&gt;
*Phantom Strike: During deployment, you can set up a unit of Jumppack Brutes in a Phantom, instead of placing them on the battlefield. If you do so, they can Phantom Strike at the end of any of your Movement phases – set them up anywhere that is more than 9&amp;quot; from any enemy models. &lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: INFANTRY, JIRALHANAE, FLY, JUMP PACK&lt;br /&gt;
&lt;br /&gt;
===Elite (Sangheili) Ranger Squad===&lt;br /&gt;
Power 6, Points per model 14&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Elite Rangers|| 8&amp;quot; || 3+ || 3+ || 4 || 3 || 1 || 1 || 7 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:This unit contains 5 Elite Rangers armed with Plasma Rifles and Plasma Grenades. The unit may contain 5 additional Elite Rangers (Power Rating +5).&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;:&lt;br /&gt;
*Any Elite may replace his Plasma Rifle for a:&lt;br /&gt;
:-Plasma Repeater: Free&lt;br /&gt;
:-Plasma Pistol: Free&lt;br /&gt;
:-Covenant Carbine: +2pts&lt;br /&gt;
:-Needle Rifle: +2pts&lt;br /&gt;
:-Focus Rifle: +5pts&lt;br /&gt;
*Any Elite may take an additional Plasma Rifle: +3pts&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*For the Great Journey!&lt;br /&gt;
*Phantom Strike: During deployment, you can set up a unit of Elite Rangers in a Phantom, instead of placing them on the battlefield. If you do so, they can Phantom Strike at the end of any of your Movement phases – set them up anywhere that is more than 9&amp;quot; from any enemy models.&lt;br /&gt;
*Ranger Harness: Grants a 6+ invulnerable save.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: INFANTRY, SANGHEILI, FLY&lt;br /&gt;
&lt;br /&gt;
===Ghost Squadron===&lt;br /&gt;
Power 3, Point per model 55&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Ghost|| 16&amp;quot; || 4+ || 4+ || 4 || 4 || 3 || 1 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:This units contains 3 Ghosts armed with a Twin Plasma Cannon. They unit may contain 3 additional Ghosts (Power Rating +3) or 6 additional Ghosts (Power Rating +6).&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;:&lt;br /&gt;
*Any Ghost may be equipped with a Guardian Shield: +5pts&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*For The Great Journey&lt;br /&gt;
*Scouting Vehicle: During deployment, you can set up a unit of Ghosts on the army’s flanks instead of placing it on the battlefield. At the end of any of your Movement phases, the Ghosts can race in to encircle the foe – set them up so that each model is touching a battlefield edge and is more than 9&amp;quot; away from any enemy models.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: BIKER, SANGHEILI&lt;br /&gt;
&lt;br /&gt;
===Chopper Squadron===&lt;br /&gt;
Power 3, Points per model 65&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Chopper|| 14&amp;quot; || 4+ || 5+ || 4 || 5 || 2 || 2 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:This units contains 3 Choppers armed with a 35mm Autocannon and Ramming Targe. They unit may contain 3 additional Choppers (Power Rating +3) or 6 additional Choppers (Power Rating +3).&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S !! AP !! Damage !! Type&lt;br /&gt;
|-&lt;br /&gt;
| 35mm Autocannon|| 24&amp;quot; || 6 || -1 || 1 || Rapid Fire 3&lt;br /&gt;
|-&lt;br /&gt;
| Ramming Targe || Melee || 7 || -1 || 2 || This weapon can only be used on the turn that the bearer charges.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*Ramming Speed!: At the end of a movement phase where this unit advanced, it can declare ramming speed. This unit cannot shoot in the shooting phase, but in the charge phase it may add 5” to the total charge distance.&lt;br /&gt;
*Steady in the Saddle: This unit ignores penalties for moving and firing heavy weapons.&lt;br /&gt;
*For the Great Journey!&lt;br /&gt;
*Outriders: During deployment, you can set up a unit of Choppers on the army’s flanks instead of placing it on the battlefield. At the end of any of your Movement phases, the Choppers can race in to encircle the foe – set them up so that each model is touching a battlefield edge and is more than 9&amp;quot; away from any enemy models.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: BIKER, JIRALHANAE&lt;br /&gt;
&lt;br /&gt;
===Rapid Assault Squadron===&lt;br /&gt;
Power 3, Points per model 45&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Revenant/Spectre|| 15&amp;quot; || 4+ || 4+ || 4 || 6 || 6 || 2 || 7 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:This unit contains 1 Revenant or Spectre. It can include 1 additional Revenant or Spectre (Power Rating +3) or 2 additional Revenants or Spectres (Power Rating +6). Revenants are armed with a Plasma Mortar and Spectres are armed with a Plasma Cannon.&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;:&lt;br /&gt;
*Any Spectre may take two side gunners, each armed with a:&lt;br /&gt;
:-Concussion Rifle: +10pts&lt;br /&gt;
:-Fuel Rod Gun: +20pts&lt;br /&gt;
:-Plasma Launcher: +50pts&lt;br /&gt;
*Any Revenant may take a passenger gunner armed with a:&lt;br /&gt;
:-Concussion Rifle: +5pts&lt;br /&gt;
:-Fuel Rod Gun: +10pts&lt;br /&gt;
:-Plasma Launcher: +25pts&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6+ it explodes, and each unit within 6&amp;quot; suffers 1 mortal wound.&lt;br /&gt;
*Evasive: If this model moved over 10&amp;quot; in its last Movement phase, it gains a 5+ invulnerable save. &lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: VEHICLE&lt;br /&gt;
&lt;br /&gt;
===Prowler Squadron=== &lt;br /&gt;
Power 3, Points per model 65&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Prowler|| 12&amp;quot; || 4+ || 5+ || 4 || 6 || 10 || 4 || 7 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:This unit contains 1 Prowler. It can include 1 additional Prowler (Power Rating +3) or 2 additional Prowlers (Power Rating +6). Prowlers are armed with a Plasma Cannon.&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
*Any Prowler may take two side gunners, each armed with a:&lt;br /&gt;
:-Brute Shot: +10pts&lt;br /&gt;
:-Fuel Rod Gun: +20pts&lt;br /&gt;
:-Plasma Launcher: +50pts&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6+ it explodes, and each unit within 6&amp;quot; suffers 1 mortal wound.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: VEHICLE&lt;br /&gt;
&lt;br /&gt;
==Flyers==&lt;br /&gt;
===Banshee===&lt;br /&gt;
Power 4, Points per model 90&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Banshee|| 20-35&amp;quot; || 6+ || 4+ || 4 || 6 || 6 || 2 || 7 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:This unit contains one Banshee equipped with a Twin Plasma Cannon and a Fuel Rod Cannon. It can include 1 additional Banshee (Power Rating +4) or 2 additional Banshees (Power Rating +8).&lt;br /&gt;
:&#039;&#039;&#039;Wargear Option&#039;&#039;&#039;: Any Banshee may take a layer of Vehicular Energy Shielding: +20pts&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.&lt;br /&gt;
*Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20&amp;quot; until the end of the phase –do not roll a dice.&lt;br /&gt;
*Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.&lt;br /&gt;
*Strafing Run: You can add 1 to hit rolls for this model when targeting an enemy in the Shooting phase that cannot FLY.&lt;br /&gt;
*Gravitic Propulsion: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20&amp;quot; until the end of the phase, and it loses the Hard to Hit and Supersonic abilities until the beginning of your next Movement phase.&lt;br /&gt;
*Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it crashes and explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
*Banshee Squadron: The first time this unit is setup, all models in this unit must be placed within 6&amp;quot; of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: VEHICLE, FLY, AIRCRAFT&lt;br /&gt;
&lt;br /&gt;
===Vampire===&lt;br /&gt;
Power 9, Points per model 120&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Vampire|| * || 6+ || * || 6 || 7 || 10 || * || 7 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Remaining W&lt;br /&gt;
! M&lt;br /&gt;
! BS&lt;br /&gt;
! A&lt;br /&gt;
|-&lt;br /&gt;
| 6-10+&lt;br /&gt;
| 20-60&amp;quot;&lt;br /&gt;
| 3+&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 3-5&lt;br /&gt;
| 20-40&amp;quot;&lt;br /&gt;
| 4+&lt;br /&gt;
| D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| 20-25&amp;quot;&lt;br /&gt;
| 5+&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
:This unit contains one Vampire equipped with a Stasis Cannon, Heavy Needler and two Plasma Cannons.&lt;br /&gt;
:&#039;&#039;&#039;Weapons&#039;&#039;&#039;:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! S !! AP !! Damage !! Type !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| Stasis Beam|| 36&amp;quot; || 5 || -2 || 2 || Heavy D6 || Blast. This weapon gains +1 to hit against AIRCRAFT units. Each time an attack is made with this weapon, on an unmodified wound roll of 6, the attack inflicts 2 mortal wounds on the target.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.&lt;br /&gt;
*Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20&amp;quot; until the end of the phase –do not roll a dice.&lt;br /&gt;
*Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.&lt;br /&gt;
*Vampire: You can add 1 to hit rolls for this model when targeting an enemy in the Shooting phase that can FLY.&lt;br /&gt;
*Gravitic Propulsion: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20&amp;quot; until the end of the phase, and it loses the Hard to Hit and Supersonic abilities until the beginning of your next Movement phase.&lt;br /&gt;
*Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it crashes and explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds. &lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: VEHICLE, FLY, AIRCRAFT&lt;br /&gt;
&lt;br /&gt;
===Phantom===&lt;br /&gt;
Power 10, Points per model 185&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Phantom|| * || 6+ || * || 8 || 7 || 14 || * || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Remaining W&lt;br /&gt;
! M&lt;br /&gt;
! BS&lt;br /&gt;
! A&lt;br /&gt;
|-&lt;br /&gt;
| 8-14+&lt;br /&gt;
| 20-45&amp;quot;&lt;br /&gt;
| 4+&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 4-7&lt;br /&gt;
| 20-30&amp;quot;&lt;br /&gt;
| 5+&lt;br /&gt;
| D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-3&lt;br /&gt;
| 20&amp;quot;&lt;br /&gt;
| 6+&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
:This unit contains one Phantom equipped with a Heavy Plasma Cannon.&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;: May take two sponson-mounted:&lt;br /&gt;
*Plasma Cannons: +20pts&lt;br /&gt;
*Heavy Plasma Cannons: +30pts&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.&lt;br /&gt;
*Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20&amp;quot; until the end of the phase –do not roll a dice.&lt;br /&gt;
*Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.&lt;br /&gt;
*Gravitic Propulsion: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20&amp;quot; until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase.&lt;br /&gt;
*Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
*Heavy Transport: This model does not suffer the penalty for shooting Heavy weapons on a turn in which it has moved.&lt;br /&gt;
:&#039;&#039;&#039;Transport Capacity&#039;&#039;&#039;: This model can transport 16 COVENANT INFANTRY models and 1 COVENANT VEHICLE model. Each MEGALEKGOLO takes the space of three infantry models. TITANIC and AIRCRAFT models cannot be transported.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: VEHICLE, FLY, AIRCRAFT&lt;br /&gt;
&lt;br /&gt;
===Spirit Dropship===&lt;br /&gt;
Power 12, Points per model 315&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Spirit|| * || 6+ || * || 8 || 7 || 20 || 3 || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Remaining W&lt;br /&gt;
! M&lt;br /&gt;
! BS&lt;br /&gt;
|-&lt;br /&gt;
| 11-20+&lt;br /&gt;
| 20-45&amp;quot;&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
| 5-10&lt;br /&gt;
| 20-30&amp;quot;&lt;br /&gt;
| 5+&lt;br /&gt;
|-&lt;br /&gt;
| 1-4&lt;br /&gt;
| 20&amp;quot;&lt;br /&gt;
| 6+&lt;br /&gt;
|}&lt;br /&gt;
:This unit contains one Spirit equipped with a Heavy Plasma Cannon.&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.&lt;br /&gt;
*Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20&amp;quot; until the end of the phase –do not roll a dice.&lt;br /&gt;
*Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.&lt;br /&gt;
*Gravitic Propulsion: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20&amp;quot; until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase.&lt;br /&gt;
*Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
*Heavy Transport: This model does not suffer the penalty for shooting Heavy weapons on a turn in which it has moved. &lt;br /&gt;
:&#039;&#039;&#039;Transport Capacity&#039;&#039;&#039;: This model can transport 30 COVENANT INFANTRY models and 2 COVENANT VEHICLE models. Each MEGALEKGOLO takes the space of three infantry models. TITANIC and AIRCRAFT models cannot be transported.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: VEHICLE, FLY, AIRCRAFT&lt;br /&gt;
&lt;br /&gt;
==Heavy Support==&lt;br /&gt;
===Heavy Grunt Squad===&lt;br /&gt;
Power 2, Points per model 4&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Grunt|| 5&amp;quot; || 5+ || 4+ || 2 || 3 || 1 || 1 || 5 || 6+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:This unit consists of 5 Heavy Grunts armed with Plasma Pistols. It may include 5 additional Heavy Grunts (Power Rating +2).&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;: Every model MUST take a weapon from the Special Weapons list.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: INFANTRY, UNGGOY&lt;br /&gt;
&lt;br /&gt;
===Heavy Elite Squad===&lt;br /&gt;
Power 7, Points per model 13&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Elite Ultra|| 6&amp;quot; || 3+ || 3+ || 4 || 3 || 1 || 2 || 7 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:This unit consists of 5 Elite Ultras armed with Concussion Rifles.&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;:&lt;br /&gt;
*Any Elite may replace their Concussion Rifle with a Fuel Rod Gun: +5pts&lt;br /&gt;
*One Elite may replace his Concussion Rifle with a Plasma Launcher: +25pts&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*For the Great Journey!&lt;br /&gt;
*Assault Harness: Grants a 5+ invulnerable save.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: INFANTRY, SANGHEILI&lt;br /&gt;
&lt;br /&gt;
===Wraith===&lt;br /&gt;
Power 11, Points per model 170&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Wraith|| * || 6+ || * || 7 || 8 || 12 || * || 7 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Remaining W&lt;br /&gt;
! M&lt;br /&gt;
! BS&lt;br /&gt;
! A&lt;br /&gt;
|-&lt;br /&gt;
| 7-12+&lt;br /&gt;
| 10&amp;quot;&lt;br /&gt;
| 4+&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 4-6&lt;br /&gt;
| 7&amp;quot;&lt;br /&gt;
| 5+&lt;br /&gt;
| D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-3&lt;br /&gt;
| 4&amp;quot;&lt;br /&gt;
| 6+&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
:This unit contains one Wraith equipped with a Heavy Plasma Mortar.&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! S !! AP !! Damage !! Type !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Plasma Mortar|| 48&amp;quot; || 8 || -3 || 3 || Heavy D3+3 || Blast. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;:&lt;br /&gt;
*Any Wraith may replace its Heavy Plasma Mortar with Twin Fuel Rod Pods: Free&lt;br /&gt;
*Any Wraith may take a Pintle-Mounted:&lt;br /&gt;
**Plasma Cannon: +10pts&lt;br /&gt;
**Twin Plasma Cannon: +15pts&lt;br /&gt;
*May take a layer of Vehicular Energy Shielding: +20pts&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*Heavy Skimmer: This model does not suffer the penalty for shooting Heavy weapons on a turn in which it has moved.&lt;br /&gt;
*Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6+ it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: VEHICLE&lt;br /&gt;
&lt;br /&gt;
===Locust===&lt;br /&gt;
Power 10, Points per model 100&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Locust|| 6&amp;quot; || 4+ || 3+ || 5 || 7 || 8 || 2 || 7 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:This unit contains one Locust equipped with a Boring Laser and two Layers of Vehicular Energy Shielding.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S !! AP !! Damage !! Type !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| Boring Laser|| 36&amp;quot; || 7 || -2 || 3 || Heavy 3 || -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;: May take one more layer of Vehicular Energy Shielding: +20pts&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*Overdrive: The Locust pilot may drain energy from the vehicle&#039;s shields in order to increase the strength of the Boring Laser. For every layer of shielding the player disables until his next shooting phase, improve the Strength, AP and Damage of the shot by 1.&lt;br /&gt;
*Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6+ it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: VEHICLE&lt;br /&gt;
&lt;br /&gt;
===Sharquoi===&lt;br /&gt;
Power 6, Points per model 82&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Sharquoi|| 6&amp;quot; || 4+ || - || 6 || 7 || 8 || 4 || 7 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:This unit contains one Sharquoi. It may include 1 additional Sharquoi (Power Rating +6) or 2 additional Sharquoi (Power Rating +12). Each Sharquoi is equipped with Spike Fists.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S !! AP !! Damage !! Type !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| Spike Fists|| Melee || x2 || -3 || 3 || Melee || When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: MONSTER&lt;br /&gt;
&lt;br /&gt;
===Goblin===&lt;br /&gt;
Power 6, Points per model 95&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Goblin|| 8&amp;quot; || 4+ || 3+ || 5 || 5 || 5 || 3 || 6 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:This unit contains one Goblin armed with a Power Fist, Concussion Rifle, Fuel Rod Beam and Shardstorm Launcher. It may include 1 additional Goblin (Power Rating +6) or 2 additional Goblins (Power Rating +12)&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! S !! AP !! Damage !! Type !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| Shardstorm Launcher|| 12&amp;quot; || 6 || -1 || 1 || Heavy 8 || Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3. All failed To Hit rolls made with this weapon may be re-rolled.&lt;br /&gt;
|-&lt;br /&gt;
| Plasmablaster Launcher|| 12&amp;quot; || 4 || -1 || 1 || Heavy 8D3 || Blast, All failed To Hit rolls made with this weapon may be re-rolled.&lt;br /&gt;
|-&lt;br /&gt;
| Power Fist|| Melee || x2 || -3 || D3 || Melee || -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;:&lt;br /&gt;
*The Goblin may swap any of its Fuel Rod Beams for a Heavy Needler: Free&lt;br /&gt;
*The Goblin may swap its Shardstorm Launcher with a Plasmablaster Launcher: Free&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039; - Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6+ it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: VEHICLE, FLY, JET PACK&lt;br /&gt;
&lt;br /&gt;
==Lords of War==&lt;br /&gt;
===Lich===&lt;br /&gt;
Power 75, Points per model 1500&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Lich|| * || 6+ || * || 8 || 8 || 80 || * || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Remaining W&lt;br /&gt;
! M&lt;br /&gt;
! BS&lt;br /&gt;
! A&lt;br /&gt;
|-&lt;br /&gt;
| 61-80+&lt;br /&gt;
| 20-60&amp;quot;&lt;br /&gt;
| 2+&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| 41-60&lt;br /&gt;
| 20-45&amp;quot;&lt;br /&gt;
| 3+&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| 21-40&lt;br /&gt;
| 20-30&amp;quot;&lt;br /&gt;
| 4+&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| 1-20&lt;br /&gt;
| 20-25&amp;quot;&lt;br /&gt;
| 5+&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
:This unit contains one Lich equipped with a Plasma Beam and four Plasma Cannons.&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.&lt;br /&gt;
*Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the shooting phase.&lt;br /&gt;
*Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20&amp;quot; until the end of the phase –do not roll a dice.&lt;br /&gt;
*Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.&lt;br /&gt;
*Gravitic Propulsion: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20&amp;quot; until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase.&lt;br /&gt;
*Crash and Burn: When this model is destroyed, roll one D6 before removing it from play. On a 4-5, it explodes and each unit within 2D6&amp;quot; sufferes D6 mortal wounds. On a 6, it explodes and each unit within 3D6&amp;quot; suffers 2D3 mortal wounds.&lt;br /&gt;
:&#039;&#039;&#039;Transport Capacity&#039;&#039;&#039;: This model can transport 40 COVENANT INFANTRY. Each MEGALEKGOLO takes the space of three infantry models.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: VEHICLE, AIRCRAFT, FLY, TITANIC, TRANSPORT&lt;br /&gt;
&lt;br /&gt;
===Protos Scarab===&lt;br /&gt;
Power 50, Points per model 1000&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Protos Scarab|| * || * || * || 8 || 8 || 80 || 4 || 10 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Remaining W&lt;br /&gt;
! M&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
|-&lt;br /&gt;
| 61+&lt;br /&gt;
| 20&amp;quot;&lt;br /&gt;
| 4+&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| 41-60&lt;br /&gt;
| 16&amp;quot;&lt;br /&gt;
| 5+&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
| 21-40&lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 5+&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
| 1-20&lt;br /&gt;
| 8&amp;quot;&lt;br /&gt;
| 6+&lt;br /&gt;
| 5+&lt;br /&gt;
|}&lt;br /&gt;
:This unit contains one Protos Scarab equipped with a Plasma Beam and two Heavy Plasma Repeaters. It may also crush its enemies beneath its Titanic Stride.&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*Cataclysmic Explosion: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield. On a 5+, it suffers a cataclysmic explosion, and each unit within 3D6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
*Flank Speed: When this model Advances, increase its Move characteristic by 12&amp;quot; instead of rolling a dice.&lt;br /&gt;
*Towering Monstrosity: A Scarab can Fall Back in the Movement phase and still charge during its turn. When a Scarab makes a Normal Move, Advances or Falls Back, it can be moved across other models (excluding VEHICLE or MONSTER models) as if they were not there, though at the end of its move it must be more than 1&amp;quot; away from all enemy units, and when it does, it can be moved within Engagement range of such models though cannot finish its move within engagement range of any of them.&lt;br /&gt;
*Orbital Deployment: During deployment, a Scarab can be set up in orbital deployment instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is not within Engagement range of enemy models.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: VEHICLE, TITANIC&lt;br /&gt;
&lt;br /&gt;
===Deutoros Scarab===&lt;br /&gt;
Power 80, Points per model 1600&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Deutoros/Devastator Scarab|| * || * || * || 8 || 8 || 100 || 4 || 10 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Remaining W&lt;br /&gt;
! M&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
|-&lt;br /&gt;
| 76+&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 4+&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| 51-75&lt;br /&gt;
| 14&amp;quot;&lt;br /&gt;
| 4+&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
| 26-50&lt;br /&gt;
| 10&amp;quot;&lt;br /&gt;
| 5+&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
| 1-25&lt;br /&gt;
| 6&amp;quot;&lt;br /&gt;
| 6+&lt;br /&gt;
| 5+&lt;br /&gt;
|}&lt;br /&gt;
:This unit contains one Scarab. Deutoros Scarabs are equipped with a Plasma Beam, Heavy Plasma Repeater and three Plasma Cannons. Devastator Scarabs are equipped with a Tyrant Gun. Either variant may also crush its enemies beneath its Titanic Stride.&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*Cataclysmic Explosion: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield. On a 6+, it suffers a cataclysmic explosion, and each unit within 2D6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
*Flank Speed: When this model Advances, increase its Move characteristic by 12&amp;quot; instead of rolling a dice.&lt;br /&gt;
*Towering Monstrosity: A Scarab can Fall Back in the Movement phase and still charge during its turn. When a Scarab makes a Normal Move, Advances or Falls Back, it can be moved across other models (excluding VEHICLE or MONSTER models) as if they were not there, though at the end of its move it must be more than 1&amp;quot; away from all enemy units, and when it does, it can be moved within Engagement range of such models though cannot finish its move within engagement range of any of them.&lt;br /&gt;
*Orbital Deployment: During deployment, a Scarab can be set up in orbital deployment instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is not within Engagement range of enemy models.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: VEHICLE, TITANIC, LEKGOLO&lt;br /&gt;
&lt;br /&gt;
===Harvester/Super Scarab===&lt;br /&gt;
Power 130, Points per model 2600&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Harvester/Super Scarab|| * || * || * || 8 || 8 || 140 || 5 || 10 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Remaining W&lt;br /&gt;
! M&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
|-&lt;br /&gt;
| 105+&lt;br /&gt;
| 15&amp;quot;&lt;br /&gt;
| 4+&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| 71-105&lt;br /&gt;
| 9&amp;quot;&lt;br /&gt;
| 5+&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
| 36-70&lt;br /&gt;
| 6&amp;quot;&lt;br /&gt;
| 5+&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
| 1-35&lt;br /&gt;
| 3&amp;quot;&lt;br /&gt;
| 6+&lt;br /&gt;
| 5+&lt;br /&gt;
|}&lt;br /&gt;
:This unit contains one Harvester or Super Scarab. Harvesters are equipped with a Harvester Beam. Super Scarabs are equipped with a Heavy Plasma Beam and two Heavy Plasma Repeaters. Either variant may also crush its enemies beneath its Greater Titanic Stride. &lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! S !! AP !! Damage !! Type !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Plasma Beam || 72&amp;quot; || 16 || -4 || D6+3 || Heavy 3D3 || Blast&lt;br /&gt;
|-&lt;br /&gt;
| Harvester Beam || 48&amp;quot; || 16 || -4 || 8 || Heavy 2D6 || Blast. Each time an attack is made with this weapon targets a unit within half range, that attack has a Damage characteristic of 12.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*Cataclysmic Explosion: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield. On a 5+, it suffers a cataclysmic explosion, and each unit within 3D6&amp;quot; suffers 2D6 mortal wounds.&lt;br /&gt;
*Titanic Gait: When this model Advances, increase its Move characteristic by 8&amp;quot; instead of rolling a dice.&lt;br /&gt;
*Transport Capacity: The Super Scarab can transport up to 30 COVENANT INFANTRY models and 2 VEHICLE models whilst the Harvester can transport 200 COVENANT INFANTRY models. Each MEGALEKGOLO takes the space of three infantry models. TITANIC models cannot be transported.&lt;br /&gt;
*Towering Monstrosity: A Scarab can Fall Back in the Movement phase and still charge during its turn. When a Scarab makes a Normal Move, Advances or Falls Back, it can be moved across other models (excluding VEHICLE or MONSTER models) as if they were not there, though at the end of its move it must be more than 1&amp;quot; away from all enemy units, and when it does, it can be moved within Engagement range of such models though cannot finish its move within engagement range of any of them.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: VEHICLE, TITANIC, TRANSPORT&lt;br /&gt;
&lt;br /&gt;
===Draugr===&lt;br /&gt;
Power 125, Points per model 2400&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Draugr|| * || * || * || 8 || 8 || 120 || 5 || 10 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Remaining W&lt;br /&gt;
! M&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
|-&lt;br /&gt;
| 90+&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 5+&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| 60-90&lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 6+&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| 35-60&lt;br /&gt;
| 9&amp;quot;&lt;br /&gt;
| 6+&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
| 1-35&lt;br /&gt;
| 6&amp;quot;&lt;br /&gt;
| 6+&lt;br /&gt;
| 5+&lt;br /&gt;
|}&lt;br /&gt;
:This unit contains one Draugr. Draugrs are equipped with five Boring Lasers and ten Layers of Vehicular Energy Shielding.&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! S !! AP !! Damage !! Type !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| Boring Laser|| 36&amp;quot; || 7 || -2 || 3 || Heavy 3 || -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;: May take up to five more layers of Vehicular Energy Shielding: +20pts each&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*Cataclysmic Explosion: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield. On a 5+, it suffers a cataclysmic explosion, and each unit within 3D6&amp;quot; suffers 2D6 mortal wounds.&lt;br /&gt;
*Transport Capacity: This model can transport 100 COVENANT INFANTRY or VEHICLE models. Each MEGALEKGOLO takes the space of three infantry models. Each VEHICLE model takes the space of 10 infantry models. This model cannot transport TITANIC models. &lt;br /&gt;
*Overdrive: The Draugr pilot may drain energy from the vehicle&#039;s shields in order to increase the strength of a Boring Laser. For every layer of shielding the player disables until his next shooting phase, one Boring Laser may improve the Strength, AP and Damage of its shot by 1. The five Boring Lasers must be overdriven as evenly as possible.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: VEHICLE, TITANIC, TRANSPORT&lt;br /&gt;
&lt;br /&gt;
===Kraken===&lt;br /&gt;
Power 130, Points per model 2600&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Kraken|| * || * || 4+ || 9 || 9 || 200 || 4 || 10 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Remaining W&lt;br /&gt;
! M&lt;br /&gt;
! WS&lt;br /&gt;
|-&lt;br /&gt;
| 151+&lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
| 101-150&lt;br /&gt;
| 10&amp;quot;&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
| 51-100&lt;br /&gt;
| 8&amp;quot;&lt;br /&gt;
| 5+&lt;br /&gt;
|-&lt;br /&gt;
| 1-50&lt;br /&gt;
| 6&amp;quot;&lt;br /&gt;
| 6+&lt;br /&gt;
|}&lt;br /&gt;
:This unit contains one Kraken equipped with 16 Heavy Plasma Cannons. It may also destroy enemies with a Focused Kick or crush them under its Greater Titanic Stride.&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! S !! AP !! Damage !! Type !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| Focused Kick || Melee || x2 || -5 || 12 || Melee || Any wound roll of a 6 made with this attack on any VEHICLE, MONSTER or BUILDING automatically inflicts an additional 2D6 mortal wounds on the target.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;:&lt;br /&gt;
*Any Heavy Plasma Cannon may be exchanged for a:&lt;br /&gt;
:-Twin Plasma Cannon: +5pts each&lt;br /&gt;
:-Fuel Rod Cannon: Free&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*Cataclysmic Explosion: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield. On a 5+, it suffers a cataclysmic explosion, and each unit within 3D6&amp;quot; suffers 2D6 mortal wounds.&lt;br /&gt;
*Titanic Gait: When this model Advances, increase its Move characteristic by 8&amp;quot; instead of rolling a dice.&lt;br /&gt;
*Gargantuan Monstrosity: A Kraken can Fall Back in the Movement phase and still charge during its turn. When a Scarab makes a Normal Move, Advances or Falls Back, it can be moved across other models (excluding TITANIC models) as if they were not there, though at the end of its move it must be more than 1&amp;quot; away from all enemy units, and when it does, it can be moved within Engagement range of such models though cannot finish its move within engagement range of any of them.&lt;br /&gt;
:&#039;&#039;&#039;Transport Capacity&#039;&#039;&#039;: This model can transport 250 COVENANT INFANTRY models and 16 COVENANT VEHICLE models. Each MEGALEKGOLO takes the space of three infantry models. TITANIC models cannot be transported.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: VEHICLE, TITANIC, TRANSPORT&lt;br /&gt;
&lt;br /&gt;
===Khantolekgolo Behemoth===&lt;br /&gt;
Power 27, Points per model 550&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Khantolekgolo|| * || 3+ || 3+ || * || * || 46 || 8 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Remaining W&lt;br /&gt;
! M&lt;br /&gt;
! S&lt;br /&gt;
! A&lt;br /&gt;
|-&lt;br /&gt;
| 19+&lt;br /&gt;
| 10&amp;quot;&lt;br /&gt;
| 12&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| 10-18&lt;br /&gt;
| 8&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| 1-9&lt;br /&gt;
| 6&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
:A Khantolekgolo Behemoth is a single model equipped with a Heavy Assault Cannon. It may also crush enemies under its huge feet.&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! S !! AP !! Damage !! Type !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Assault Cannon || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Cannon || 48&amp;quot; || 6 || -2 || 1 || Heavy 6D6 || Blast&lt;br /&gt;
|-&lt;br /&gt;
| Beam || 48&amp;quot; || 8 || -4 || D3+3 || Heavy 6 || -&lt;br /&gt;
|-&lt;br /&gt;
| Storm || 72&amp;quot; || 4 || 0 || 1 || Heavy 60 || This weapon re-rolls failed To Hit rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Huge Feet || Melee || User || -4 || D3+3 || Melee || -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*Stampede!: Each time this model finishes a charge move, select one unit within engagement range of it and roll a D6; on a 2+ that unit suffers D6 mortal wounds.&lt;br /&gt;
*Gestalt Disperse: When this model is destroyed, roll one D6 before removing it from play. On a 6, it&#039;s gestalt disperses, and each unit within 6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
*Gargantuan: A Khantolekgolo can Fall Back in the Movement phase and still charge during its turn. When a Khantolekgolo makes a Normal Move, Advances or Falls Back, it can be moved across other models (excluding VEHICLE or MONSTER models) as if they were not there.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: MONSTER, TITANIC, LEKGOLO&lt;br /&gt;
&lt;br /&gt;
==Fortifications==&lt;br /&gt;
===Tyrant/Weevil===&lt;br /&gt;
Power 9, Points per model 190&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Tyrant/Weevil|| 0&amp;quot; || - || 5+ || - || 9 || 20 || - || - || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:This unit contains one Tyrant or Weevil. Tyrants are equipped with a Tyrant Gun and Weevils are equipped with a Weevil Mortar.&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! S !! AP !! Damage !! Type !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| Weevil Mortar || 72&amp;quot; || 10 || -4 || 5 || Heavy 2D6 || Blast. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. However, this model can still shoot if there are enemy models within 1&amp;quot; of it, and friendly units can still target enemy units that are within 1&amp;quot; of this model.&lt;br /&gt;
*Automated Weapons: Unless a friendly unit is embarked inside this model, each of its weapons can only target the nearest visible enemy. If two or more units are equally close, you may choose which is targeted.&lt;br /&gt;
*Fire Points: 10 models embarked in this model can shoot in their Shooting phase, measuring range and drawing line of sight from any point on this model. They can do this even if enemy models are within 1&amp;quot; of this model.&lt;br /&gt;
*Plasma Explosion: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 4+ its plasma core explodes, and each unit within D6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
:&#039;&#039;&#039;Transport Capacity&#039;&#039;&#039;: This model can transport 20 COVENANT INFANTRY models. Each MEGALEKGOLO takes the space of three infantry models.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: VEHICLE, BUILDING, TRANSPORT&lt;br /&gt;
&lt;br /&gt;
===Plasma Turrets===&lt;br /&gt;
Power 6, Points per model 80&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Turret|| 0&amp;quot; || - || 5+ || - || 8 || 10 || - || - || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:A Plasma Turret is a single model equipped with a Twin Plasma Cannon. It can include one additional Plasma Turret (Power Rating +6).&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;:&lt;br /&gt;
*May take one of the following:&lt;br /&gt;
:-Two Plasma Mortars: +20pts&lt;br /&gt;
:-Two Heavy Needlers: +30pts&lt;br /&gt;
:-Two Fuel Rod Cannons: +30pts&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. However, this model can still shoot if there are enemy models within 1&amp;quot; of it, and friendly units can still target enemy units that are within 1&amp;quot; of this model.&lt;br /&gt;
*Automated Weapons: This models weapons can only target the nearest visible enemy unit. If two or more units are equally close, you may choose which is targeted.&lt;br /&gt;
*Magazine Explosion: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 its magazine explodes, and each unit within 2D6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: VEHICLE, BUILDING&lt;br /&gt;
&lt;br /&gt;
===Deployable Watchtower===&lt;br /&gt;
Power 3, Points per model 70&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
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| Deployable Watchtower|| 0&amp;quot; || - || - || - || 7 || 10 || - || - || 4+&lt;br /&gt;
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:A Deployable Watchtower is a single model. It can include an additional Deployable Watchtower (Power Rating +3).&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. However, this model can still shoot if there are enemy models within 1&amp;quot; of it, and friendly units can still target enemy units that are within 1&amp;quot; of this model.&lt;br /&gt;
*Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
*Open Topped: Models embarked on a Deployable Watchtower can attack in their Shooting phase. Measure the range and draw line of sight from any point on the model they are embarked on. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn, the passengers cannot shoot (except with Pistols) if this model is within 1&amp;quot; of an enemy unit, and so on.&lt;br /&gt;
:&#039;&#039;&#039;Transport Capacity&#039;&#039;&#039;: This model can transport 10 COVENANT INFANTRY models. Each MEGALEKGOLO takes the space of three infantry models.&lt;br /&gt;
:&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;: COVENANT&lt;br /&gt;
:&#039;&#039;&#039;Keywords&#039;&#039;&#039;: VEHICLE, BUILDING, TRANSPORT&lt;br /&gt;
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==Info on Covenant Vehicles==&lt;br /&gt;
===Covenant Land Vehicles===&lt;br /&gt;
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&#039;&#039;&#039;Ghost:&#039;&#039;&#039; A light recon vehicle, akin to a Imperial Bike. Fast, quiet and maneuverable. Comes with two Plasma Cannons that does as much damage as a Heavy Bolter (Fluff wise). However it is weak and vulnerable.&lt;br /&gt;
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&#039;&#039;&#039;Wraith:&#039;&#039;&#039; Covenant MBT, but functions more akin to a Mobile Artillery, can come equipped with shields that gives it 4+ invulnerable save. Has a unique special ability called &amp;quot;Scorched&amp;quot; which allows the Wraith to shoot out a flaming sticky plasma gel that ignores cover saves. Main disadvantage however is that like all Covenant vehicles, it is based on quantity rather than quality, thus is weaker then most WH40K tanks and artillery.&lt;br /&gt;
*&#039;&#039;&#039;Anti-Air Wraith:&#039;&#039;&#039; This specially modified Wraith has their Heavy Plasma Mortar replaced by two Heavy Fuel Rod Cannons that can home in and destroy almost any enemy aircraft with relative ease, however the Covenant can also re-purpose the Fuel Rods for anti-vehicle, causing immense damage to any light to medium tanks. Just like most Vehicles from the Covenant, they have a vast practicality use for each one, earning them the nickname of Jack-of-all-Trades and Master-of-None.&lt;br /&gt;
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[[File:Tumblr_mdodsnzlwL1rxhpbzo1_500.jpg|200px|thumb|left|Covenant Locust in action]]&lt;br /&gt;
&#039;&#039;&#039;Locust:&#039;&#039;&#039; Covenant Mining vehicle converted into a anti-building and anti-tank weapon. Automatically comes with a very strong energy shield that gives it 2+ invulnerable save for a single glancing or penetrating hit each phase. Armed with a single but very powerful Mining Laser that gives it very high damage against tanks, heavy tanks and mechs. Has a special ability called &amp;quot;Overdrive&amp;quot; which sacrifices its shield strength but improve its strength, Ap and damage values by 1. Main disadvantage is that it cannot fire on the move, making it vulnerable to flanking.&lt;br /&gt;
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&#039;&#039;&#039;Spectre:&#039;&#039;&#039; A covenant light troop transport, armed with a plasma cannon, has mostly similar stats of a Imperial Tauros, although the main difference is that the Spectre contains a boost function like most Covenant vehicles, enabling it to move faster then normal and can enable re-rolls.&lt;br /&gt;
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&#039;&#039;&#039;Revenant:&#039;&#039;&#039; Medium anti-heavy infantry vehicle from the Covenant. Combines the speed of a Spectre with the firepower of a AT gun. Armed with a plasma mortar, that although slow, once it hits a target, does as much damage as a plasma-cannon. However they are as vulnerable as a Spectre or Ghost.&lt;br /&gt;
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&#039;&#039;&#039;Shadow:&#039;&#039;&#039; Covenant troop transport that is often nicknamed &amp;quot;The Covenant Bus&amp;quot;, can carry up to 12 models, slower than WH40K skimmer counterparts but is much tougher and its equipped with a Heavy Plasma Cannon, dealing massive damage over a short time.&lt;br /&gt;
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&#039;&#039;&#039;Umbra:&#039;&#039;&#039; The Umbra is a more heavy-duty cousin of the Shadow. Bigger and housing up to 20 passengers, the Umbra is also far better protected, having an amoured enclosed space to protect the troops at the cost of a slower top speed. Like its lighter cousin, the Umbra is only armed with a single Heavy Plasma Cannon&lt;br /&gt;
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&#039;&#039;&#039;Chopper:&#039;&#039;&#039; A Brute made vehicle, it is primitive, crude, but incredibly effective, have mostly the same stats as a Ghost but is slower, comes with two light anti-vehicle cannons and has a special ability called &amp;quot;Charged&amp;quot; which can instantly destroys lighter vehicles, and heavily damage tanks.&lt;br /&gt;
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&#039;&#039;&#039;Prowler:&#039;&#039;&#039; The Brutes version of the Covenant main-line Spectre and Imperium Tauros, like anything made from the Brutes they are crude, primitive and brutish in both design and affect. Shaped like a angler fish for psychological warfare, they have similar stats as the Spectre, but has more armor on both the front, left and right sides, however they are slow and sluggish compared to other Race&#039;s reconnaissance vehicles.&lt;br /&gt;
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&#039;&#039;&#039;Goblin:&#039;&#039;&#039; After decades of research in secrecy and rumored technological heresy, a group of lowly Unggoys have developed a diminutive bipedal walker that, under the supervision and approval of the Great Heirarchs have become the Covenant&#039;s key answer to the Tau Crisis Battle Suits which was plaguing Covenant logistics with their heavy armaments and quick speed. Named the Goblin due to their small size of a walker, these machines are not to be underestimated as their duty as an anti-walker has befallen countless Tau weapons of war that took it for granted. The Goblin is armed with a Heavy Needler, an EMP Pulse and a Power Fist which makes this one of the best anti-vehicle unit in the Covenant as well as an in built grenade launcher and Shardstorm Launcher for anti-infantry purposes. Additionally, the Goblin can be retrofitted with a modified and miniaturized Focus Cannon found typically on larger Covenant walkers and a Plasmablaster Launcher which replaces the Shardstorm Launcher&#039;s Needles with homing Plasma Grenades. It is armed with a powerful jump pack that enables the machine to traverse anywhere and have a special ability called &amp;quot;Needle Barrage&amp;quot; which allows the Goblin to fire a barrage of Needles from its Shardstorm Launcher on eight specific targets; main downfalls include its relatively weak shields on the canopy, making it vulnerable to Artillery.&lt;br /&gt;
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===Covenant Air Vehicles===&lt;br /&gt;
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&#039;&#039;&#039;Banshee:&#039;&#039;&#039; Main Covenant scout plane, weak and vulnerable but comes in obscene numbers and speed, as well as being able to be produced cheaply and quickly. Armed with two Light Plasma Cannons and a single Fuel Rod Cannon for added anti-tank damage. If equipped with vehicular energy shielding they are decent at resisting hits.&lt;br /&gt;
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&#039;&#039;&#039;Vampire:&#039;&#039;&#039; Covenant anti-air vehicle, armed with one Heavy Needler Cannon, Stasis cannon and two medium plasma cannons. Slow, but dangerous to all air vehicles, its Needler Cannon does obscene damage and almost never misses, furthermore its special ability called &amp;quot;Stasis&amp;quot; uses its stasis beam to both trap and drain Enemy air vehicles until it blows up, dealing massive damage to any units below. Main disadvantage is that it can only target one enemy at a time.[[File:HW_Covenant_Vampire_S.jpg|200px|thumb|right|Covenant Vampire with early prototypes.]]&lt;br /&gt;
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&#039;&#039;&#039;Phantom:&#039;&#039;&#039; Heavy Covenant troop transport that can carry over 16 models as well as a tank or artillery such as the Wraith. Armed with three Plasma Cannons (one heavy and two light) that does massive damage, but is also very vulnerable to enemy aircraft.&lt;br /&gt;
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&#039;&#039;&#039;Spirit:&#039;&#039;&#039; A light Covenant troop transport, although its large cargo hold causes it to be classified as a Super-Heavy, only equipped with one Heavy Plasma Cannon, but could carry more then double the troops as a Phantom as well as a tank or artillery.&lt;br /&gt;
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===Covenant Drop Pods===&lt;br /&gt;
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&#039;&#039;&#039;Single-Occupant Insertion Pod:&#039;&#039;&#039; A light and small orbital drop pod meant to carry one Covenant individual, most notably a Sangheili into the midst of battle. Its small size and usage of one unit means these pods can be launched into orbit without any noticeable trace, making it useful during stealth approach. Furthermore, its small size means that it is much more cheaper then conventional multi-occupant drop pods. Like most drop pods is has the Deep Strike special rules.&lt;br /&gt;
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&#039;&#039;&#039;Multiple-Occupant Insertion Pod:&#039;&#039;&#039; A much more larger orbital drop pod meant to ferry a entire lance or group of Covenant units into the battle, usually has the capacity to house 5 or more models of any unit type making it akin to a Space Marine drop pod. Like most drop pods, it has the Deep Strike special rules, however these drop pods are split into three identifiable classes. The lack of any armament means that it has little tactical use after deploying its cargo.&lt;br /&gt;
*&#039;&#039;&#039;Individual Breaching Carapace:&#039;&#039;&#039; The Covenant&#039;s mainstay conventional multi-occupant insertion pod and the most common type, its use of a gravitational rocket propellant located at the bottom of the pod makes for a much safer journey then that of other drop pods, preventing unwanted casualties. Is capable of carrying 5 models.&lt;br /&gt;
*&#039;&#039;&#039;Squad Breaching Carapace:&#039;&#039;&#039; Similar to the Individual Breaching Carapace although only able to house only 3 models at a time. They are much more smaller in regard and thus, only used when trying to achieve a tactical advantage.&lt;br /&gt;
*&#039;&#039;&#039;Mass Deployment Carapace:&#039;&#039;&#039; The largest of the multi-occupant drop pod family and the most valuable, being only used to overwhelm the enemy by sheer force of numbers, surprise and shock. These drop pods are fitted with an advance form of gravitational rockets, allowing it to re-embark and be a reusable source of troop deployment. Its large housing space allows it to carry up to 15-20 models at once, making it highly valuable in the battlefield. &lt;br /&gt;
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===Covenant Apocalypse Units===&lt;br /&gt;
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&#039;&#039;&#039;Khantolekgolo Behemoths:&#039;&#039;&#039; These giant Lekgolo behemoths are one of the largest of them all. Quaking and shattering the very ground they walk, and standing tall enough to dwarf a Warhound-Class Titan. If it was not for their organic origins, they would have been mistaken as Titans by the Imperium. Armed with a enormous version of an Assault Cannon, once fired it can create explosions that would vaporize and raze entire fortresses, and in some cases turning an entire Imperial Knight into molten slag. They are a threat that can not be ignored by the Imperium, and are often first to be targeted.&lt;br /&gt;
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&#039;&#039;&#039;Scarab:&#039;&#039;&#039; A Covenant Super-Heavy Battle Tank, often confused as a Titan; since it borderlines on what the Imperium would consider as a Super-Heavy and a Titan. It has two different models.&lt;br /&gt;
*&#039;&#039;&#039;Deutoros Scarab:&#039;&#039;&#039; The first and most common model of Scarabs. Unlike conventional pilots, these beasts are controlled by an entire hive of Lekgolo worms, creating an unnerving and almost natural or animalistic behavior to a otherwise mechanical machine. Is armed with a Heavy Focus Cannon that does considerable damage to anything, other Titans included. Further armed with a single Heavy Anti-Air Cannon that also does serious damage to any enemy aircraft, three Light Plasma Cannons for anti-infantry. Main disadvantage is that is has a very weak backspot, making it very vulnerable at the rear. Despite being smaller than the Protos Scarab, the Deutoros Scarab is a far more resilient vehicle. This can be attributed to its differing design with stronger better armored legs, a decentralized piloting system that makes it more difficult to slay the drivers and its unconventional piloting system allowing it to be better armored.&lt;br /&gt;
*&#039;&#039;&#039;Protos Scarab:&#039;&#039;&#039; The second and less common model is the Protos model. Far more ancient and archaic then the newer Deutoros equivalent, this ancient excavator is still a wrecking behemoth when used in the right hands. At around 50 meters high, the Protos Scarab is both larger and more powerful then the Deutoros Scarab, unlike its more common cousin the Protos scarab is piloted in a conventional sense then the usual Lekgolo hive, armed with two medium Anti-Air turrets that does serious damage to enemy aircraft, and the same Super-Heavy Focus Cannon as their smaller brethren. These monsters are only used in the most heated engagements in the Covenant front line. However unlike their Deutoros cousin, the Protos Scarab is more vulnerable to boarding and retaliation due to its dependence on an actual crew.&lt;br /&gt;
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&#039;&#039;&#039;Sumda&#039;te Scarab:&#039;&#039;&#039; Another separate variant of the Scarab family known formally as the Type-36 Scarab, these beasts are armed with a specialized Class-4 Plasma Cannon which are analogous to those fitted on a Type-27 Mantis, allowing it to be a threat to most aerial vehicles, capable in vaporizing entire swarms of fighters and even damaging a Tau Manta in the appropriate distance. However its overspecialization causes this Scarab to be particularly vulnerable to other Titans and its lack of close range weaponry makes it an Achilles heel against smaller and more numerous vehicles.  &lt;br /&gt;
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[[File:Super_Scarab.png|240px|thumb|left|A Super-Scarab under construction.]] &lt;br /&gt;
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&#039;&#039;&#039;Super-Scarab:&#039;&#039;&#039; The Covenants answer to an Imperial Titan, these living legends are so large that it needs to be constructed on land then the usual orbital drops used by its smaller cousins. Although armed with a single Focus Cannon; its power is unmatched and so far remains the most powerful Covenant land-based weaponry known by Imperial records, able to tune its intensity that could rival even a star-based Energy Projector from a Covenant ship they are a force to be reckoned with. Could carry troops of up to 50, and is fast and mobile for something its size. Furthermore it has none of its disadvantages of its smaller brethren.&lt;br /&gt;
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&#039;&#039;&#039;Draugr:&#039;&#039;&#039; A Covenant Land Battleship. The Draugr is a mobile fortress that is roughly analogous to the Imperium&#039;s and Squat&#039;s Leviathans, Cyclops and Capitol Imperialis. At 168 meters long, these juggernauts are used in the most extreme of battlefields; often being deployed on planetary sieges. Armed with five Boring Lasers with one of the most powerful ground-based energy shields the Imperium has faced, the Draugr is a formidable ground asset that even Titan legions have trouble facing. This is further compounded with its large complement of a hundred Covenant troops plus an additional complement of several Scarabs acting as support units.&lt;br /&gt;
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&#039;&#039;&#039;Harvester:&#039;&#039;&#039; A Covenant Walking Colossal dwarfing even a Imperium Imperator-Class Titan. Similar to the much smaller Scarab, these towering monsters are piloted by a Lekgolo hive on a massive scale, so much so that it is given an entirely different class called a &amp;quot;Sbaolekgolo Colony&amp;quot;. Only Armed with a Single but heavily specialized Ultraheavy Plasma Drill that could eat its way through a mountain, let alone a Titan. Does less damage then the Super-Scarab but is compensated for its quicker recovery.&lt;br /&gt;
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&#039;&#039;&#039;Kraken:&#039;&#039;&#039; A Covenant Ultra-Heavy Siege Tower, the Kraken is aptly named due to its close resemblance of the legendary sea monster of ancient Terran myths. This towering monstrosity boast a large complement of housing space large enough to fit a few Phantoms and over 250 troops for potential boarding. Additionally, its three large legs are powerful enough to crush mountains and toss smaller Titans into oblivion, creating a large blast template whenever it lands its feet. Its ability to hover for a limited time further increases its mobility and enables it to deep strike into enemy territory. However despite these advantages, the Kraken&#039;s long range weaponry is pitifully weak for a Titan-class unit, carrying only a few dozen Shade turrets to defend itself from smaller air units and ground units, forcing the Kraken in a very dangerous CQC range to effectively combat other Titans. This weakness is further compounded for its relatively unprotected and hollow mid section, which means any well placed shot from a rival Titan may effectively destroy the majority of the Kraken&#039;s troops. The Kraken&#039;s specialized role makes it highly effective against fortified positions but exceedingly poor within large open spaces.&lt;br /&gt;
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&#039;&#039;&#039;Lich:&#039;&#039;&#039; The only Covenant Air Titan, same size as a Scarab but is armed with four heavy Plasma Cannons and a giant Electrical Impulse Cannon which like the Vampire has a massive EMP strike on any vehicle. Each vehicle hit by the EMP Laser has to wait 8 turns, heavily armored and share no vulnerability at the rear. Could carry over 40 troops but is slow, cumbersome and expensive to produce. Acts as a Support Titan.&lt;br /&gt;
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===Covenant Fortifications===&lt;br /&gt;
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&#039;&#039;&#039;Mantis:&#039;&#039;&#039; The Mantis is the largest and most powerful Anti-Aircraft Cannon produced by the Covenant Empire. The sheer size of the Mantis means that only certain areas is doable enough to support the structure and only the largest of Covenant landcraft is able to support it such as the Scarab. As the Mantis is designated towards aircraft and low-orbiting spacecraft, it is thus, incredibly effective at destroying anything from Thunderhawks to even light Corvettes.&lt;br /&gt;
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&#039;&#039;&#039;Tyrant:&#039;&#039;&#039; One of the most oft-used triple A pieces the Covenant use is the Type-38 Tyrant. The giant cannon fires powerful plasma bolts in three round bursts that are powerful and long-ranged enough for it to even be capable of acting as ground to space defences. The Tyrant is not only an artillery piece; it is also a fortification unto itself with multiple levels and cover for the troops stationed there. The Tyrant is powered by a pinch fusion reactor that gives it practically unlimited ammunition. The cost of this is that if the reactor core is destroyed, the artillery will explode.&lt;br /&gt;
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&#039;&#039;&#039;Weevil:&#039;&#039;&#039; The Weevil is the heaviest artillery piece in the Covenant that can lob plasma over impressive distances. The differences between it and the Tyrant are only in the gun, they are both built on the same chassis design. Unlike the Tyrant it can only be used for ground engagements but is still capable of devastating anything that is in its range.&lt;br /&gt;
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&#039;&#039;&#039;Deployable Watchtower:&#039;&#039;&#039; One of the staple of any temporary fortification built by the Covenant is the deployable watchtower. It can be placed and carried by any phantom or spirit and provides high ground for snipers and troops equipped with heavy weapons.&lt;br /&gt;
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&#039;&#039;&#039;Deployable Energy Shield:&#039;&#039;&#039; A deployable energy shield covers a wide area in a spherical bubble that helps protects Covenant infantry and vehicles from artillery barrages, orbital bombardment and aircraft assaults. These fortifications is incredibly mobile and can be carried by either a phantom or spirit.&lt;br /&gt;
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&#039;&#039;&#039;Plasma Turret:&#039;&#039;&#039; A more permanent fortification is the automated plasma turret that comes in small, medium and large sizes. Each size is tougher and has more firepower than the last. It is also a modular piece of defense that can be outfitted against infantry, vehicle, and aircraft as needed.&lt;br /&gt;
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&#039;&#039;&#039;Shrike Turret:&#039;&#039;&#039; The Shrike Turret is a medium, automated anti-aerospace weapon emplacement system utilized at sites of significant strategic importance. Shrike Turrets are larger and more powerful than normal Shades that is armed with two high-powered plasma cannons. Shrike Turrets unlike conventional Covenant military assets is actually controlled by an A.I., although these artificial intelligence is relatively &#039;feral&#039; and simple-minded, which is sanctioned and approved by the upper echelons of the Covenant.&lt;br /&gt;
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&#039;&#039;&#039;Mega Turret:&#039;&#039;&#039; A giant, static turret used by both Banished and Covenant forces. These behemoths act as defensive artillery by lobbing giant and devastating Plasma Torpedoes that can destroy super-heavy vehicles or a large platoon of infantry in a single shot. They can switch into two firing modes, &amp;quot;Lingering Death&amp;quot; which ignores cover and creates an area denial affect that lasts two turns, reducing infantry to ash and &amp;quot;Compound Detonators&amp;quot; which creates a high strength explosion that can turn even the strongest vehicles inside out. &lt;br /&gt;
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&#039;&#039;&#039;Covenant Command Base:&#039;&#039;&#039; Though a Covenant invasion will usually prefer to eliminate targets by glassing the area, digging up artifacts and then moving on there are sometimes situations where the Covenant will wish to stay in an area for a prolonged period of time. The Command Base is built for these purposes, it is equipped with communications equipment, weapon and ammunition stockpiles, barracks, a war room and even a teleporter so that leaders can be rapidly reinforced in combat.&lt;br /&gt;
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&#039;&#039;&#039;Temporary Strongpoint:&#039;&#039;&#039; The Temporary Strongpoint is built whenever the Covenant needs to quickly fortify an important area but does not have the time to erect more permanent fortifications or the need to stay in that area for a prolonged period. The Strongpoint consists of multiple Deployable Watchtowers, deployable cover, emplaced plasma cannons and sometimes a landing pad.&lt;br /&gt;
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&#039;&#039;&#039;Covenant Base:&#039;&#039;&#039; These permanent networks are built as a main military base to rally behind whenever the Covenant intends to permanently settle an area. They are stocked with enough supplies to withstand a long siege, are incredibly tough, can contain entire platoons, can be used as landing pads for ships and have powerful turrets to support its defenders. Enemies wishing to take this fortress will expect to have to invest considerable resources in its destruction and suffer heavy losses in the process.&lt;br /&gt;
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===Covenant Star fighters===&lt;br /&gt;
[[File:CovenantAirbase.jpg|240px|thumb|right|A Covenant Construction Spire. They are known to build both aerial and space-born Covenant vessels.]]&lt;br /&gt;
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&#039;&#039;&#039;Seraph:&#039;&#039;&#039; Main star fighter of the Covenant Empire, boasting several pulse lasers and medium plasma cannons, as well as several plasma charges for bombing runs, couples with a relatively strong shields. Usually accompanied with several Space Banshees or three extra Seraphs as wing-mans and scouts. Can enter Slipspace for scouting purposes.&lt;br /&gt;
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&#039;&#039;&#039;Space Banshee:&#039;&#039;&#039; Just like their aerial cousins, but is much more faster and much more agile. Could also do Slipspace jumps for scouting and reconnaissance purposes.&lt;br /&gt;
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&#039;&#039;&#039;Phantom Gunboat:&#039;&#039;&#039; A larger and more heavily armored version of their aerial cousins. Armed with six heavy plasma cannons and could carry up to 20 troops and has very decent speeds as well as having a special ability like all Covenant Star fighters to do pinpoint slipspace jumps, making it very independent from its Star-ship.&lt;br /&gt;
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&#039;&#039;&#039;Tarasque:&#039;&#039;&#039; An out-dated and archaic star fighter that is still being used in limited production in the Covenant Empire. Boasting four Plasma Pulse Lasers and six Plasma Missles, their compact shape and size allow it to suffer the worse of damage.&lt;br /&gt;
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&#039;&#039;&#039;Gigas:&#039;&#039;&#039; The Gigas-class Fighter Bomber is the oldest archaic star fighter still being used by the Covenant Navy since their time in their home universe, although out-dated they still boast over a dozen Plasma Charges for bombing runs and three Pulse Lasers for both self-defense and anti-infantry.&lt;br /&gt;
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===Covenant Starships===&lt;br /&gt;
&#039;&#039;&#039;Brief Summary:&#039;&#039;&#039;&lt;br /&gt;
Covenant starships are generally smaller and more lightly armoured than their Imperial counterparts, but they are armed with arcane plasma weaponry and equipped with powerful energy shielding that makes up for these deficiencies. Their chief advantage, however, lies in their faster-than-light technology. Xenologists and Mechanicus explorators have discovered that the Covenant use a form of FTL travel which operates on principles entirely different from the warp engines employed by nearly all known sentient races in the galaxy. When employing their FTL drives, Covenant ships enter a dimensional subdomain containing a number of non-visible infinitesimal dimensions, which can be manipulated to travel beyond lightspeed. This subdomain is referred to by Covenant personnel as &amp;quot;Slipspace&amp;quot;. Xenologists have confirmed that this &amp;quot;Slipspace&amp;quot; is not coterminous with the Warp, making the Covenant one of only a few known races not to employ Warp-based FTL. Covenant FTL technology appears to be safer and more reliable than known Imperial warp technology by several orders of magnitude, and they have used this capability to outmaneuver Imperial battlefleets in several engagements. Despite this, experiments with this technology have not been authorized by any senior member of the Adeptus Mechanicus. &lt;br /&gt;
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Although still smaller then the Imperium, the Covenant have seized a large number of systems and sectors throughout the Orion Arm. Their territory is currently larger than the Tau Empire, and is a definite threat to Imperial space. This being said, their empire in this universe is significantly smaller due to only having what they can spare after sending it through the wormhole. However, it is believed that their size, industry, speed and alien nature will compensate for these deficits, and senior members of the Ordo Xenos and adepts of the Biologis Xenologis have stated that the Imperium should remain wary of aggressive moves. Notably, Covenant naval doctrine disdains the usage of large battleships in favor of carriers, as Covenant admirals apparently believe that strike craft in the end make for superior weapons than any amount of turrets. A theory shared by some Imperial naval strategists, but is [[Heresy|typically considered eccentric at best.]]&lt;br /&gt;
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[[File:Covenant_v_reapers_by_droidsbane-d4zz17v.jpg|550px|thumb|center|Xeno painting (From Ya&#039;gurian decent) depicting a Covenant Assault Fleet destroying an entire La&#039;vesh (Also known as Reapers) tentacle fleet, during a &amp;quot;Holy Conquest&amp;quot;.]]&lt;br /&gt;
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[[File:Covenant_ships_over_planet_reach.jpg|270px|thumb|right|&#039;&#039;Covenant Fleet of Harmonious Justice&#039;&#039; during the &amp;quot;Damnation of Hyperios&amp;quot;]]&lt;br /&gt;
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&#039;&#039;&#039;Covenant Corvettes:&#039;&#039;&#039; Covenant corvettes are small and relatively unimpressive ships armed with plasma torpedoes, pulse lasers, and plasma cannons or bombardment mortars, depending on their class. Corvettes are typically employed in supporting Covenant ground forces to achieve some form of aerial superiority. In space, corvettes are used to harass enemy ships when in sufficient numbers and covered by the larger ships in the Covenant Navy.&lt;br /&gt;
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&#039;&#039;&#039;Covenant Destroyers:&#039;&#039;&#039; Covenant destroyers, like their Imperial counterparts, are typically employed as light escort and reconnaissance vessels. CPV-class heavy destroyers, however, are often used in the vanguard of fleet engagements and glassing operations and are equipped accordingly, with excavation beams, plasma torpedoes, cannons, and bombardment mortars, and pulse laser turrets.&lt;br /&gt;
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&#039;&#039;&#039;Covenant Cruisers:&#039;&#039;&#039; Covenant cruisers are built in several classes, ranging from CRS-class light cruisers to ORS-class heavy cruisers. They are among the most numerous types of Covenant vessel, and are employed in a variety of roles, from fleet support to long-range reconnaissance and planetary assault. Armament varies depending on class, but Covenant cruisers are typically equipped with plasma torpedoes, beam lasers, plasma lances and cannons, and heavy excavation beams. Their plasma torpedoes have been recorded as impacting with enough force to shatter cities or cause mass extinction events, depending on their size. Their plasma and beam weapons are capable of planetary devastation when employed in sufficient numbers and with sufficient power. &lt;br /&gt;
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[[File:20090306182445!High_Charity_wallpaper.jpg|220px|thumb|left|Pict-capture of Covenant hive-world/mobile space station High Charity, acquired by the Imperial cruiser &#039;&#039;Light of Benevolence &#039;&#039; shortly before it was atomized by a Covenant CSO-class supercarrier. In the foreground, a squadron of &amp;quot;Phantom&amp;quot; type dropships are seen inspecting the cruiser before its sudden demise.]] &lt;br /&gt;
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&#039;&#039;&#039;Covenant Carrier:&#039;&#039;&#039; The most common type of Covenant capital ship. Two types have thus far been logged by Imperial savants: the DDS-class carrier and the CAS-class assault carrier. These ships are among the most heavily armed vessels in the Covenant fleet. The DDS-class is equipped with plasma torpedoes and turrets and energy projectors, while the CAS-class assault carrier carries a heavy excavation beam, heavy plasma lances, torpedoes, and beam emitters, and 700 pulse lasers. These ships also carry armor and shielding that is much heavier than any other Covenant vessel. On a one-to-one basis, these vessels are typically inferior to their Imperial counterparts, but they are often employed in numbers that no Imperial battlefleet can match. Carriers do not typically engage in ship-to-ship engagements, instead standing off while their strike wings engage the enemy. &lt;br /&gt;
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&#039;&#039;&#039;Covenant Supercarrier:&#039;&#039;&#039; At 28km long and with an 11km beam, the CSO-class supercarrier is the largest known ship type in the Covenant Navy. These leviathans are equal in size to the mighty &#039;&#039;Gloriana&#039;&#039;-class battleships which once led the Legiones Astartes into war during the Great Crusade. Supercarriers are only employed during campaigns with high strategic value, and serve as command and control ships for the Covenant invasion fleet and ground forces. The ship type is, as the name suggests, a carrier for strike craft, though it certainly has teeth of its own. CSO-class supercarriers are armed with plasma torpedoes, energy projectors, plasma turrets and pulse lasers, meaning that they far from helpless despite their designation as a command ship.&lt;br /&gt;
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&#039;&#039;&#039;High Charity:&#039;&#039;&#039; The Covenant&#039;s Holy City and capital. It is a gigantic mobile space station, comparable to the &#039;&#039;Phalanx&#039;&#039; fortress-monastery of the Imperial Fists chapter, but built to a much larger scale. After initial contact in the Scarus Sector, Imperial expeditionary forces have been unable to relocate High Charity due to its mobile nature. During this initial engagement, the Imperial fleet suffered heavy losses from the station&#039;s escorting vessels and its own defenses. It is believed that the Covenant defend the station with hundreds of their capital-class vessels, including dozens of the CSO-class supercarriers. Rumors in the Zargos Prime subsector have suggested that the city itself is equipped with Exterminatus-grade munitions capable of cracking a planet in half.&lt;br /&gt;
&lt;br /&gt;
==Info on Covenant Infantry==&lt;br /&gt;
&lt;br /&gt;
[[File:Covenant_Stancei.jpg|350px|thumb|center|A Covenant artistic propaganda poster incorrectly depicting the Unggoys and Kig-Yars as more grotesque and fearsome then in real life, this was meant to frighten and scare the Civilian population and make the local Imperial Guardsmen feel nervous and intimidated in the Ultima Segmentum regions. A perfect psychological weapon.]]&lt;br /&gt;
&lt;br /&gt;
===Light Infantry===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unggoy Lance:&#039;&#039;&#039; The lowest of the low in the Covenant&#039;s religious hierarchy, the xenos species known as the Unggoy are used as cannon fodder by the Covenant. They are smaller and weaker than an average Imperial Guardsman, and must be employed in large numbers to have any effect on enemy troops. Their morale is fragile unless they are being led by an Elite or Deacon, and they are prone to panicked retreats when the tide of battle shifts against them. Cheap and rapidly reproducing, the Unggoy are typically armed with a plasma pistol; the per-shot damage of these weapons is comparable to an Imperial &amp;quot;Hotshot&amp;quot; lasgun. Like Imperial plasma weapons, these pistols can be overcharged to fire a more powerful shot, which increases the weapon&#039;s damage and causes an electromagpulse capable of disorienting machine spirits and damaging sensitive electronic components. Some Unggoy carry a Needler, an exotic solid-projectile weapon that bears little resemblance to the Imperial weapon of the same name. The Covenant needler fires explosive crystalline &amp;quot;needles&amp;quot; which home on their targets and inflict heavy damage. Unggoy lances are also equipped with plasma grenades. These grenades, through some technosorcerous means, are capable of adhering to their target once armed and thrown. When led by a Deacon, they receive the ability &amp;quot;Zeal&amp;quot; , which allows the Unggoy to embark on a suicide attack in which they charge the enemy with an armed plasma grenade in each hand. This move sacrifices a few models, but the effects can be devastating to opposing infantry or light vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unggoy Heavy Weapons Team:&#039;&#039;&#039; Some Unggoy are trained in the employment of Covenant heavy ordnance, such as fuel rod guns. Every Grunt in this team goes into battle carrying a heavy weapon of some sort. However, despite their formidable arsenal, these are still Unggoy and are thus prone to flee if the battle does not go their way as intended. &lt;br /&gt;
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&#039;&#039;&#039;Kig-Yar Lance:&#039;&#039;&#039; Used as scouts and reconnaissance, these birdlike xenos carry portable energy shields. Unlike the Elites&#039; personal shielding, these shields are carried in the hand, similar to Imperial storm shields. Kig-Yar can be either armed with a plasma pistol or needler. They are very good shots and are best employed against light infantry. Occasionally in situations that force the Kig-Yar to fight in CQC, they may trade their ranged weapons for an energy cutlass, an energy blade made from the same exotic material as the needler&#039;s ammunition, which in turn causes any unfortunate victim to violently explode if slashed. They are, however, vulnerable to flanking and have low toughness.&lt;br /&gt;
*&#039;&#039;&#039;T&#039;vaoan Squad:&#039;&#039;&#039;Also known as &amp;quot;Skirmishers&amp;quot;, these cousins of the more common Kig-Yar are faster, stronger and tougher. Used as scouts and assassins, these xenos are fast, accurate, and ruthless. Armed with a needle rifle or focus rifle, the T&#039;vaoan Squad can be upgraded to a T&#039;vaoan Commando, boosting their BS by one. They are a very good anti-infantry squad and have Move Through Cover and Stealth. However despite these benefits they lack the shields carried by their cousins, therefore they are one of the most vulnerable units in the Covenant army.&lt;br /&gt;
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&#039;&#039;&#039;Yanme&#039;e Swarm:&#039;&#039;&#039; As weak as Grunts but equally numerous, with the addendum of flight and Fearlessness. Each Yanme&#039;e swarm is led by a Yanme&#039;e Patriarch, which can be identified by its more regal colors and horns. These Patriarchs act as the commanding officer or leader of an entire swarm. Yanme&#039;e swarms can choose from a range of weapons, including plasma pistols, plasma rifles, and needlers, and are naturally armed with razor sharp claws.&lt;br /&gt;
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&#039;&#039;&#039;Thanolekgolo Swarm:&#039;&#039;&#039; The weakest form of Lekgolo is the Lekgolo themselves. These meter-long worms, while individually weak on their own, makes up for their disadvantages by overwhelming the enemy with sheer numbers. These forms are called Thanolekgolo. Their unstoppable appetite for metals, plastics, and technological objects makes them a threat to the machinery and vehicles of their opponents; a hungry Thanolekgolo swarm can make short work of vulnerable wiring or components and even chew through armor plating, given sufficient time. Once inside a target vehicle, they are capable of causing it to malfunction in a variety of ways. They can even take complete control over their unfortunate targets, causing chaos and mayhem within the enemy&#039;s ranks. These swarms have a special ability called &amp;quot;Technological Consumption&amp;quot; which grants them either the ability to cause significant damage to a targeted machine. However, they are vulnerable to flame and melta weaponry and are completely useless against aerial units.&lt;br /&gt;
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&#039;&#039;&#039;Sangheili Squad:&#039;&#039;&#039; Cocky, arrogant and naive. These youngbloods are sent into the thick of battle to hone their skills at warmaking. But don&#039;t let their age fool you. A single Sangheili Minor is still a worthy adversary. Akin to an Eldar Guardian, the Sangheili are slower than the Guardians, but stronger in melee range. Can be armed with a wide variety of weapons such as Plasma Pistols, Plasma Rifles, Needlers, Needle Rifles, Concussion Rifles, Fuel Rod Cannons and many more.&lt;br /&gt;
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&#039;&#039;&#039;Jiralhanae Pack:&#039;&#039;&#039; These thuggish, savage xenos are often described as &amp;quot;like Orks, but hairier&amp;quot;. This has earned them several epithets from Imperial Guardsmen who have faced them in battle, such as &amp;quot;bearded Ogryns&amp;quot;, &amp;quot;hairy Orks&amp;quot;, and &amp;quot;Brutes&amp;quot;, the last of which has become their common name. Due to their viciousness and love of violence, they have earned a place in some Ork societies, often used as mercenaries and bodyguards among famous Ork Warbosses.&lt;br /&gt;
&lt;br /&gt;
===Heavy Infantry===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mgalekgolo Pack:&#039;&#039;&#039; These heavily armoured walking behemoths are the Covenant&#039;s answer to the likes of Space Marine Terminator squads and Eldar Wraithguard. Standing at 13 feet tall and weighing 5 tons, they easily dwarf any enemy short of a main battle tank. They are remarkably fast and agile for their size, and are armed with an Assault Cannon which is a heavily modified Fuel Rod Cannon. This Assault Cannon has three modes, a single shot blast, a concentrated anti-armour beam and a rapid-fire mode.&lt;br /&gt;
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&#039;&#039;&#039;Sharquoi:&#039;&#039;&#039; Standing around 5 meters and weighing around 10 tons, this is one of the biggest infantry in the Covenant, second to that of a Khantolekgolo Behemoth. Armed with two massive &amp;quot;Spike Fists&amp;quot; that can [[Rip and Tear|demolish]] most heavy vehicles with ease, coupled with its incredibly tough hide, Sharquoi are capable of enduring and dealing out tremendous amounts of damage, but is slow and stubborn.&lt;br /&gt;
&lt;br /&gt;
[[File:Drinol_Fight_Pose.png|250px|thumb|right|A Sharquoi in action, sketched by an Imperial Xenobiologist.]]&lt;br /&gt;
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&#039;&#039;&#039;Sangheili Heavy Weapons Team:&#039;&#039;&#039; Like their Unggoy brethren, these specialised Elites are trained in the use of heavy weapons. They carry Concussion Rifles, which can be swapped for a Plasma Launcher or a Fuel Rod Cannon. The powerful nature of such weapons make the Sangheili Heavy Weapons Team a formidable opponent.&lt;br /&gt;
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&#039;&#039;&#039;Shade:&#039;&#039;&#039; A stationary gun that can either be equipped with a Heavy Plasma Cannon, Fuel Rod Cannon or an Anti-Air Plasma Charge. Cannot move but is tough and has heavy suppressive firepower.&lt;br /&gt;
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===Specialized Infantry===&lt;br /&gt;
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&#039;&#039;&#039;Spec-Ops Team:&#039;&#039;&#039; A group of highly trained &amp;quot;Special Operation&amp;quot; Sangheili and Unggoy. These squads are employed on high-risk mission with low survival rates, and employ a wide range of Covenant weaponry to execute their job in the most efficient way possible. They are easily identified by their black armour. Spec-Ops Sangheili are skilled enough to give Astartes a challenge, and their Unggoy are comparable to the Tempestus Scions of the Imperial Guard.&lt;br /&gt;
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&#039;&#039;&#039;Sangheili Rangers:&#039;&#039;&#039; Specialized groups of Sangheili that are equipped with jump packs, enabling them to cross distances quickly; these squads are armed with Plasma Repeaters, which can be swapped with a Focus Rifle.&lt;br /&gt;
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&#039;&#039;&#039;Sangheili Stealth Squad:&#039;&#039;&#039; These Elite squads trade their energy shielding for a specialized cloaking ability known as &amp;quot;active camouflage&amp;quot;. Though their lack of shields makes them more vulnerable than a line Sangheili trooper, their cloaking fields allow them to strike and fade before an enemy knows what hit them. They are all armed with Energy Swords, which restricts them to melee combat only, but their attacks are devastating since they have the same stats as a Power Sword.&lt;br /&gt;
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&#039;&#039;&#039;Jiralhanae Jump-Pack Squad:&#039;&#039;&#039; Highly trained Jiralhanae that are masters of jump-pack assault. These flying Brutes soar through the air, and crash down upon the enemy with vengeful fury. Armed with Brute Shots, these beasts are trained in both psychological and physical warfare. They are however, lightly armoured for a specialized unit.&lt;br /&gt;
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&#039;&#039;&#039;Jiralhanae Stalker Squad:&#039;&#039;&#039; These squads are the Jiralhanae answer to the Sangheili Stealth Squad. Since they are Jiralhanae, they share their stats with their brethren. However, they are equipped with active camouflage technology, enabling them to become invisible. They are usually armed with two Maulers which makes them [[Twin-Linked]] and can carry Firebombs which ignore cover saves and count as offensive grenades. However, they are quite expensive for a specialised unit and their weapons are incredibly short-ranged. The Mauler has a range of 12&amp;quot; and the Firebomb has a range of 8&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kig-Yar Snipers:&#039;&#039;&#039; When veteran Kig-Yar are promoted, they are trained as snipers and armed with the accurate and lethal Covenant beam rifle. These Kig-Yar are ruthlessly efficient killers, capable of picking off entire squads of infantry and in some cases, shooting pilots out of their aircraft.&lt;br /&gt;
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&#039;&#039;&#039;Huragok Squad:&#039;&#039;&#039; A very useful support unit. These unusual xenos are known as Engineers in Low Gothic, and they are an anomaly among the bellicose species of the Covenant. Xenological analysis has shown that Huragok are created artificially, despite their appearance. Each specimen is a living computer and a natural engineer, capable of repairing nearly any technological item given sufficient time. Although weak and fragile, these units are a vital part of the the Covenant army. They have two unique abilities called &amp;quot;Mechanical Harmony&amp;quot;, which allows them to repair vehicles, and &amp;quot;Protection of the Hierarchs&amp;quot; which gives ALL units a powerful energy shield, granting or improving their invulnerable save.&lt;br /&gt;
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===Elite Infantry===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zealots:&#039;&#039;&#039; Highly ranked Sangheili, whose skills and mastery of weaponry and warfare makes them a threat to even the toughest of Space Marines. These Sangheili are easily distinguished on the battlefield by their golden armour. All of them are armed with Energy Swords which counts as power weapons, making them incredibly deadly in Melee, even when faced with enemies such as the infamous Khorne Berzerkers.&lt;br /&gt;
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[[File:Elite.jpg|235px|thumb|right|A Sangheili Zealot, suppressing a minor Jiralhanae uprising.]]&lt;br /&gt;
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&#039;&#039;&#039;Sangheili Field Marshal:&#039;&#039;&#039; Sangheili Field Marshals are the commanders of entire Covenant armies and often lead groups of Zealots on the battlefield. They are the Zealot of the Zealots, the same way the Zealots are to Unggoy. Very few enemies can come close to a field marshal&#039;s sheer martial prowess, and even fewer survive their first encounter with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jiralhanae Captains:&#039;&#039;&#039; These war-leaders of the Jiralhanae display exceptional skill at warmaking and a level of brutal cunning that impresses even Ork Kommandos. Glimmering in gold and bronze armour, these Brutes inspire their lower-ranked brethren to fight more violently, giving them a Feel No Pain save or improving it by one if they already have it. Armed with a Brute Shot, Spike Grenades, Fire Bombs and the infamous Gravity Hammer, these lieutenants can break infantry squads and vehicles alike.&lt;br /&gt;
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===HQ Infantry===&lt;br /&gt;
&#039;&#039;&#039;Deacons:&#039;&#039;&#039; Only a very few Unggoy are given the honour of calling themselves Deacons. Although still regarded as the lowest position in the Covenant hierarchy, these Unggoy are sent into the battlefield to inspire other Covenant troops. Lacking the firepower and health to be on the front lines, they instead serve as missionaries or preachers, spreading the word of their heretical &amp;quot;Great Journey&amp;quot;. Standing out among Covenant troops with their white garments, these Unggoy have an ability called &amp;quot;Zeal&amp;quot; which turns normal Unggoy lances into suicidal assault units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;San&#039;Shyuum Enforcers:&#039;&#039;&#039; These low-ranking San &#039;Shyuum do not take to the battlefield as warriors. Instead, they use their faith and inspiring aspect to rally shaken warriors and encourage the Covenant troops around them to fight to the death. Frail and fragile, these preachers are protected by an entire squad of Honor Guards, making them incredibly costly and expensive. However they are worth the cost, as these Enforcers are equipped with powerful support abilities: &amp;quot;Instrument of the Gods&amp;quot;, which allows Covenant units to use his leadership for morale tests, and Prophet&#039;s Grace, which grant nearby units the Relentless and Preferred Enemy special rules. Armed with only a Prophet Staff and Covenant Holy Codex, these are one of the best support units in the Covenant Army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;San&#039;Shyuum Prelates:&#039;&#039;&#039; While most San&#039;Shyuum are weak and frail, certain remarkable individuals are noted for their physical and martial prowess. Such is the case of the Prelates, gifted San&#039;Shyuum children given the honour of having their bodies augmented by holy Forerunner machinery within the Sacred Promissory. Trained in martial combat since childhood, these elite warriors are unlike their fragile brothers and sisters. Equipped with specialized power armour that comes with an anti-grav belt to glide along the battlefield, energy shields of superb strength, and a Forerunner hardlight projection on their arm that doubles as a shield and a melee weapon, these magnificent soldiers of holy virtue can strike fear among lesser mortals and even match Space Marines in combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sangheili Councillors:&#039;&#039;&#039; These Sangheili are the elite of their race; they have reached the apex of the Covenant hierarchy and sit in council with the Prophets themselves. Despite their exalted political position, they will take to the battlefield without hesitation when the the need arises. They are easily identified by their elongated headdress and elaborate armour, and are armed with energy shields so powerful that current Imperial tactical doctrine recommends employing concentrated heavy weapons fire to bring them down.&lt;br /&gt;
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&#039;&#039;&#039;Honour Guards:&#039;&#039;&#039; Comes in both Sangheili and Jiralhanae forms. The Honour Guards are the chosen protectors of the High Prophets themselves, and they are the gateway and barrier between a lowly Unggoy to the highest San-Shyuum. Possessed of martial skill that very few can match, these guards have been seen to defeat Space Marine Terminators, Tau Riptide squads, Eldar Wraithguard, and Tyranid Carnifexes. Their intelligence, strength, skill, cunning and tactical brilliance make them a force to be reckoned with.&lt;br /&gt;
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&#039;&#039;&#039;Honour Guard Ultras:&#039;&#039;&#039; Often called the &amp;quot;Light of Sanghelios&amp;quot;, these Sangheili have risen above the already impressive status of a typical Honour Guard by virtue of their dominance on the battlefield. These mighty guardians carry an Energy Stave; they are so skilled with these weapons that multiple eyewitnesses have reported seeing a lone Ultra dispatch an entire Astartes squad with single strikes through their helmet lenses, shattering their reinforced skulls with ruthless precision.&lt;br /&gt;
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&#039;&#039;&#039;Jiralhane Chieftains:&#039;&#039;&#039; These mighty Brutes are the apex of the pecking order in Jiralhanae society. Their authority is unquestioned, for they have earned their rank through victory on a hundred battlefields. Their raw martial skill and savage cunning is such that even an Astartes might think twice before confronting a Chieftain. Strong and immensely powerful in both close and ranged combat, it is quite common for these monsters to rip apart vehicles with their bare hands. They are powerful enough to challenge almost any other individual combatant in the galaxy, and some Jiralhanae Chieftains have managed to acquire Ork retinues after defeating their Warboss on the field. These Patriarchs can be either armed with a Light Plasma Cannon, Fuel Rod Cannon, or a Gravity Hammer.&lt;br /&gt;
&lt;br /&gt;
==The Covenant:Great Journey and Beyond==&lt;br /&gt;
This next section talks about the Covenant in the WH40K Galaxy, and is mostly fluff while this page is mostly crunch. You can read the Fluff from the link below...&lt;br /&gt;
&lt;br /&gt;
-&amp;gt;&#039;&#039;&#039;Link:&#039;&#039;&#039;[[Covenant|Covenant]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Tumblr_mk8qvp7J0j1qli3zyo1_500.jpg|Covenant Cruisers &amp;lt;s&amp;gt;&amp;quot;Glassing&amp;quot;&amp;lt;/s&amp;gt; saving the galaxy by destroying &amp;lt;s&amp;gt;&#039;&#039;Sythorus&#039;&#039;&amp;lt;/s&amp;gt;Macragge, a &amp;lt;s&amp;gt;Recruiting-world&amp;lt;/s&amp;gt; very important world for the [[Ultramarines|Ultramarines]].&lt;br /&gt;
Image:91b52c9cf51ffa6b9712e5452320cd3304d6dca9.jpg|Guardsmen of &#039;&#039;Hydorian&#039;&#039;, preparing for defense.&lt;br /&gt;
Image:1200.Covenant-Halo-Wars.jpg|&lt;br /&gt;
Image:Covenant_War_Images.jpg| A Gue&#039;vesa Soldier of the Bork&#039;an Sept, shortly before all contact was lost  with the eighth planet in the Bork&#039;an System.&lt;br /&gt;
Image:Halo_Capitalship_scale_2010.jpg|Whats that? Your Emperor-Class ship is 7km long? That&#039;s cute...&lt;br /&gt;
Image:Arcadia_scout001c--article_image.jpg|Oh shit! Oh shit! Oh shit!&lt;br /&gt;
Image:Codex_Covenant.png|Old Codex Cover&lt;br /&gt;
File:Halo_Grunt_3D_Print.jpeg|3D Printed Grunt (stl file available on thingiverse).&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Games]] [[Category:Warhammer 40,000]] [[Category:Warhammer Homebrew]] [[Category:Awesome]]&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Kulmorost_Divided&amp;diff=1011661</id>
		<title>Kulmorost Divided</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Kulmorost_Divided&amp;diff=1011661"/>
		<updated>2026-05-20T16:05:04Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.161: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
[[File:KulmorostBig.png|thumb|400px|The latest map for Kulmorost Divided]]&lt;br /&gt;
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The following is a product of many great minds working together on a /tg/ thread started by an anon. It was produced across several days of hard labour (the thread is rumoured to be still going to this very day)&lt;br /&gt;
&lt;br /&gt;
The product was a harmonic and absolutely fantastic [[Noblebright|Grimbright]] high fantasy setting... &lt;br /&gt;
Anon wanted to create a world where humans lack magic and were driven into the northern wastes. We now have that, AND nazi-dwarves, elves which will turn you into a flowerpot if you mess with their farms, orcs being too damn nice and Halflings who behave themselves like typical rednecks - either getting drunk and high on everything or making bunkers and filling them with guns. Also fucking scaled-feathered barbarian velociraptors are about to start fulfilling their holy destiny to murderdevour elves.&lt;br /&gt;
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Oh, and also magic works only through the leather, flesh and bones of sentient beings. You can cannibal someone for greater magical power at the price of making yourself a drooling comatose vegetable nuke.&lt;br /&gt;
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This is &#039;&#039;&#039;&#039;&#039;Kulmorost Divided&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
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== Sinister magic ==&lt;br /&gt;
Magic in &#039;&#039;&#039;Kulmorost&#039;&#039;&#039; &#039;&#039;can only be conducted through organic material, such as flesh and bone.&#039;&#039; All artifacts and magical devices are built from once living (or in some horrible cases, still living) creatures (although plants can be substituted in some cases).&lt;br /&gt;
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While common animal bones are suitable for minor magical items - temporary light sources, directional tools, one-use &amp;quot;ammunition&amp;quot; - nobody has ever managed to make a powerful magical item with anything other than the body parts of a thinking being.&lt;br /&gt;
This creates some demand for corpses in areas with numerous enchanters of skill.&lt;br /&gt;
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Magic uses a caster&#039;s life force to manipulate the world around them. Casting spells causes physical and mental exhaustion, and casting too much causes potentially terminal conditions, such as heart attacks, aneurysms, and lung collapses.&lt;br /&gt;
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It is possible to gain greater magical powers by consuming the flesh and souls of other sentient magically adept beings, the cost of one&#039;s mental stability and health. At it&#039;s peak someone who does that will become a trembling husk barely able to stand but capable of summoning city-destroying magics.&lt;br /&gt;
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If magic is used to fortify ones physical attributes in an attempt to counter-act these negative effects (creating a magical oxymoron: use magic to prevent the drawbacks of overusing magic) it causes a condition known as Arcane Hemorrhaging, this causes a caster&#039;s magical essence to leak out, deforming the caster and weakening their magical ability. This also tends to create a magic dependency, making a person want to gain  more power to make up for the leakage of essence, although this always makes things far worse for them. If the condition is allowed to advance, it can lead to the complete loss of magical ability as well as any bodily enhancements. But at least don&#039;t suffer the usual negative effects of casting magic, and never will again.&lt;br /&gt;
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There is also a degree of &amp;quot;sympatheticness&amp;quot; to magic: you can enchant anything organic with a enchantment to prevent breakage for example, but the bones of creatures that are themselves tough are easier to enchant. Human bones and leather, oddly enough make for good magic resistant materials, which some scholars believe is one of the reasons the human genocide began: dwarves and elves were hunting humans for materials to improve their own defenses. It should be noted that while human bones and leather take anti magic enchantments well, living humans have no particular resistance to magic. &lt;br /&gt;
&lt;br /&gt;
Although it is less common as it requires more skill, trees and plant can also be used and manipulated for magic as is common in the Elven principalities. These magics are generally centered around agriculture and extending ones life (although attempting to become immortal is strictly forbidden). Prolonged exposure to this kind of magic can cause someone to begin to resemble the kind of plant that gave them their long life (usually a tree). This transformation comes in the form of leaves and root sprouting from the appendages as well as the hardening of skin and the dampening of the senses (poorer hearing, sight etc.). This can reach such an extreme that they become something known as and Elder Tree (which is literally an elder who has become a tree)&lt;br /&gt;
&lt;br /&gt;
Of all organic materials, teeth are the best to store charms and curses. It is common in elvish society to wear necklaces made of your own milk teeth, with the rich getting each one individually enchanted with some small boon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Metals in turn are not seen as worthy materials, and only used for common tools among the magical races. One exception is &#039;&#039;&#039;Silver&#039;&#039;&#039;. It is notable and reviled by mages for its anti-magic qualities. The more pure the Silver, the more potent the effect. Alloy with traces of Silver irritates magical flesh, pure Silver outright burns it, and Silver reduces and deadens offensive magic. Silver weapons, armor, and jewelry are highly prized among Humans and Beastmen, and are considered contraband among the magical races.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
[[File:Kulmorost_Timeline.jpg|thumb|Timeline of Kulmorost]]&lt;br /&gt;
=== Creation Myths ===&lt;br /&gt;
&lt;br /&gt;
=====Draconic Creation Myth=====&lt;br /&gt;
&lt;br /&gt;
======The Perfect Dragons and the Writhing Void======&lt;br /&gt;
&lt;br /&gt;
Old legends say that When the world was yet unformed and the powers of chaos lay still in the sky, the earth was a infertile plain of stone which was watched over by two supreme beings, one of stone and flame and one of gemstone and ice.&lt;br /&gt;
&lt;br /&gt;
These two supreme beings sat at either side of eternity, watching the world and loving it for it was perfect. But in perfection there is balance and balance cannot be kept while chaos exists. One side: the earth, perfect and flat. The other side: the sky, imperfect, ever-changing and writhing. &lt;br /&gt;
&lt;br /&gt;
The two dragons sat for an eternity, but eternity is too short a time to achieve perfection. And so out of the sky came an &#039;&#039;imperfect wyrm&#039;&#039; into the perfect plain. This wyrm was the embodiment of change, now introduced into the world. This angered one of the dragons, but not the other. For they were opposites as the land and sky. &lt;br /&gt;
&lt;br /&gt;
The angered dragon of ice and gemstone was named &#039;&#039;&#039;Fandthol&#039;&#039;&#039;. Justice was swift upon the wyrm as Fandthol smote it with a talon and swallowed it. But somehow Fandthol&#039;s rage was not sated and so set upon the land. The wrath of Fandthol disrupted the plain with storms of ice, tearing it apart, creating canyons and mountains in its wake. At the other end of eternity &#039;&#039;&#039;Akriton&#039;&#039;&#039; saw Fandthol&#039;s rage upon the land and was mourned. Akriton then gathered all power that was available, and became great, dark and terrible to behold. &lt;br /&gt;
&lt;br /&gt;
When Fandthol and Akriton met at the center of eternity, they collided with such a terrible force that the world was cracked from every corner, tearing the world out of eternity and making it finite. Their battle wreathed the land in flame and ice, and then in water and soot. Until finally Fandthol was defeated, which could not have happened if the Void wyrm had not weakened his will. Fandthol&#039;s body fell to the earth and shattered into countless pieces and from those pieces in aeons to come would hail the &#039;&#039;first peoples&#039;&#039; of the world. Akriton then roared up into the sky at the void in rage and sadness. Seeking to destroy the void.&lt;br /&gt;
&lt;br /&gt;
But the writhing void retreated and went behind the world, as did Akriton chase it. And this pursuit has not ceased to this day. While in the day Akriton is visible, great burning and full of hatred for the void. And at night the writhing void, littered with the wounds that Akriton had inflicted upon it which burn through with terrible contempt.&lt;br /&gt;
&lt;br /&gt;
=====Myth of the origin of the Magic and the Magical Races=====&lt;br /&gt;
One of the most ancient tales (now often speculated to be fabrication) states that a millenia after death of Acrynahl and the start of Civilisation, a &#039;&#039;&#039;Trade&#039;&#039;&#039; was made between one wife of a fisher and a Merchant of the Mists. She wanted her man to be with her more often, as she missed him on his long fishing trips.&lt;br /&gt;
&lt;br /&gt;
The Merchant gave her power to do just that: She suddenly had the power to Command her husband to do whatever she wanted. &lt;br /&gt;
Yet the now mentally-slaved husband was not what the wife had wanted and she commanded the husband to kill them both.&lt;br /&gt;
&lt;br /&gt;
Usually the tale is used to warn about strange merchants and the usage of mind-controlling magic, but it some (mostly older) versions of the tale also mention that &#039;&#039;every single one&#039;&#039; of the current magic using races is direct offspring of the wife.&lt;br /&gt;
&lt;br /&gt;
Tales do not agree on what was the &#039;&#039;&#039;Cost to the Trade&#039;&#039;&#039; as it depends between cultures and variations.&lt;br /&gt;
&lt;br /&gt;
=====Dwarven Creation Myth=====&lt;br /&gt;
As presented in the orthodox Cult of the Maker to the believers by the priests.&lt;br /&gt;
&lt;br /&gt;
======GENESIS======&lt;br /&gt;
At the First Beginning was and yet wasn&#039;t, the Architect.&lt;br /&gt;
Then the Architect was.&lt;br /&gt;
His sole Presence turned The Void That Never Was And Cannot Ever Be into the Primordial, Unformed and Chaotic Matter.&lt;br /&gt;
The Perfect Architect saw potential in this Imperfect Cosmos.&lt;br /&gt;
Unlike His pure Essence, the Matter was made of two muddled Substances, a higher one and a lesser one.&lt;br /&gt;
The Architect conceived a Perfect Model of the World to Come and His First Action was to separate the two Substances from each other.&lt;br /&gt;
His Second Action was to create the Maker from His Essence in a guise made of the higher Substance and to place him in the Higher Region of the World.&lt;br /&gt;
&lt;br /&gt;
======SUBGENESIS======&lt;br /&gt;
At the Second Beginning, born and yet unborn was the Maker.&lt;br /&gt;
Then born was the Maker.&lt;br /&gt;
His Vision revealed the Lower Region of the World.&lt;br /&gt;
The Architect instructed him with the Plan of the World to Come, and promised he will be able to join Him as a reward once his work is done and the World is made Perfect.&lt;br /&gt;
And the Maker began his work.&lt;br /&gt;
He shaped the Higher then the Lower Region to the exact specifications of the Architect, yet the World was still imperfect.&lt;br /&gt;
The Maker felt frustation and anger, but the Architect calmed him down before he wrecked the Cosmos in his rage, and explained to him why the World still wasn&#039;t perfect.&lt;br /&gt;
Souls like the ones of the Lower Region had to be created, but made like the Maker of the Essence of the Architect itself, and had to achieve the World by fructifiate and create civilization within it, guided by the Maker.&lt;br /&gt;
The Third Action was to create these souls made of His Own Essence and make them reincarnate in the Lower Region until their task is done.&lt;br /&gt;
Then the World will be purged of all imperfections and these souls will ascend with the Maker to the Realm of the Architect, for all of the two Substances and the Essence will be in its right place.&lt;br /&gt;
These souls are those of the Dwarves, and so we will be reincarnated in this World until our task is done.&lt;br /&gt;
The Imperfection is the cause of everything bad in this World : Evil, diseases, hunger, natural disasters, weakness in both mind and body,ect..&lt;br /&gt;
We must endure all of these sorrows because once our work here is finished, this World will be perfect and we will get our reward in the Realm of the Architect.&lt;br /&gt;
&lt;br /&gt;
===The Goblin - Giant War===&lt;br /&gt;
Barely fragmentary myths survive to tell us of a war between the Goblins and Giants north of them. The war ended when the Goblins drove the Giants with magic to the Northwestern Peninsula and then used their powers  break the peninsula off from the mainland separating the giants from Kulmorost to this new island (later called Lesia). &lt;br /&gt;
&lt;br /&gt;
Thus began the golden age of the Goblin Empire and meanwhile the Giants starved in their new island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Goblin Cataclysm===&lt;br /&gt;
[[File:Gentree.png|thumb|right|genetical tree of races, mostly thanks to goblin magic]]&lt;br /&gt;
The Southern Wastes as they are called now where not always so, before the rise of the orcs and the great feuds between the races. The goblins, as easily forgotten and powerless as they are now called this land theirs.&lt;br /&gt;
Some say they were punished by their gods for the misuse of magic, that they tried to give life to that which is not meant to have it and for that they were struck down Few know that they succeeded.&lt;br /&gt;
The great mages gathered where mountain met the sea, bringing forth sacrifices of beast and men and goblin, dragon and the great beasts of the sky, they used their magics to pull behemoths from the waves. For weeks they spilled the blood onto the earth, weaving great incantations as they did pouring the very essence of their race into this spell&lt;br /&gt;
And at last &#039;&#039;&#039;the Black Earth rose.&#039;&#039;&#039;&lt;br /&gt;
The Goblins had made God. A god of stone and molten rock pulled itself from the earth, a mountain bent to the will of these mighty spell weavers.&lt;br /&gt;
No one knows why it fell, and the names of all who brought it fourth have been cursed and taken from the tales.&lt;br /&gt;
&lt;br /&gt;
The Black Dunes are where the beast fell and the Godless Bay between the Eleven lands and the Southern Peninsula is where the great beast was made and raised from.&lt;br /&gt;
&lt;br /&gt;
===The Haumic Exodus===&lt;br /&gt;
After the Goblin Cataclysm, Humanity used to be a fragmented number of Kingdoms and Republics mostly north of the current city of UR. The Watery Moor also belonged to humans. &lt;br /&gt;
&lt;br /&gt;
This &#039;&#039;Land of Haumics&#039;&#039; was vast buffer territories between Elves, Dwarves and Trolls. It was like Principalities of past - many loosely tied duchies, petty kingdoms, republics and tribes with several power players and none telling everyone how to live or play.  In part, this lead to the Exodus as humanity had no unified Lord or King - which led to a fractured defense. The Land of Haumics was mostly uncontested because Elves were separated and bickered with each other and dwarves were not the powerhouse that they are now - they simply did not have numbers to overwhelm the humans. &lt;br /&gt;
&lt;br /&gt;
It all changed when Dwarves met the most powerful Elven princes and princesses at the meeting place later named UR. It was a long, long discussion, full of backstabbing and betrayal, but in the end an &amp;quot;Alliance&amp;quot; was formed, and with it, the fate of Humanity sealed, and their soon to be conquered territories divided between the Alliance. The exact details of why the Elves and Dwarves united against Humans have been forgotten. The fear that the warlike Humans would eventually reach and surpass the magical ability of the other Races, whether true or not, is often cited as one reason, as is that Elves, Dwarves and Humans were in competition for good lands after the Goblin Cataclysm had destroyed their old lands.&lt;br /&gt;
&lt;br /&gt;
During the long, bloody war, the Elves and Dwarves fought as a unified front: Elves provided troops while Dwarves provided weapons and mages. The human nobles were still relying on the power of their individual kingdoms. Their lack of cohesion cost them greatly, suffering heavy losses.&lt;br /&gt;
&lt;br /&gt;
One of the worst battles of the war was the &#039;&#039;Carnage on Cain&#039;&#039; (known to Elves as &amp;quot;Battle at river Cain&amp;quot; &amp;quot;Cain&#039;s miracle&amp;quot; and &amp;quot;That battle when several important human idiots betrayed their kin for one whore&amp;quot;, depends who you ask) where several human princes betrayed their kin for Elves (but in the end, they got what they deserved - genocide). After that battle the individual human realms ceased to exist. Names of Human Traitors were erased from both Human and Dwarven history.&lt;br /&gt;
&lt;br /&gt;
One of the most prominent human leaders was &#039;&#039;&#039;King Leoric&#039;&#039;&#039; (latter known as &amp;quot;King Leoric the Doomed&amp;quot;) who decided to unify all human forces after Cain and the one who commanded the remaining Humans during &#039;&#039;the Last Battle&#039;&#039; at rolling hills of now Samcin Kingdom. The excess of magic used by Dwarves drove Leoric to madness. After the battle was lost he ordered a retreat through Troll Lands and legends say that seeing weakness in human nature, Leoric started to feast upon the bodies of trolls he slew himself. After the human exodites broke through to the Northern Wastes, Leoric and his closest allies disappeared in a snowstorm, never to be seen again.&lt;br /&gt;
&lt;br /&gt;
The Exodus to the Northern Wastes through the Troll Tribes was the source of many a dark deed and even darker legends. Upon reaching the far North, the exodites built the the Valkery Cathedral to house their knowledge and separated (once more) to various tribes.&lt;br /&gt;
&lt;br /&gt;
== The Geopolitical World ==&lt;br /&gt;
The continent of &#039;&#039;&#039;Kulmorost&#039;&#039;&#039; is the main stage for the setting. It is a land of magic, beasts, civilizations at the height of their economy, and brutish war tribes seeking only bloodshed. The world is not unlike earth in the majority of climate, flora, and fauna (with exceptions) and is divided into many different factions.&lt;br /&gt;
&lt;br /&gt;
With a quick glance, the species of Kulmorost are rather fantasy-standard yet with refreshing differences. However if one begins to dig deeper, however, there will be interesting secrets found...&lt;br /&gt;
&lt;br /&gt;
===Military power of the realms ===&lt;br /&gt;
Scale: 1 = not dangerous to 10 = you are already dead &lt;br /&gt;
&lt;br /&gt;
*Goblins pre-Cataclysm were definitely 13, &lt;br /&gt;
summoning meteors to fucking rain on you. &lt;br /&gt;
&lt;br /&gt;
*Laffu are something between 5 and 12.&lt;br /&gt;
&lt;br /&gt;
*Dwarves and Elves would be about 9 combined, 6-8 alone and 4-5 as individual realms.&lt;br /&gt;
&lt;br /&gt;
*Humans alone (Tribes, Grave Lords, pirates, etc) are 2-4, as a mega-horde 7-10 depending on leader and zeal, and of course, equipment&lt;br /&gt;
&lt;br /&gt;
*Lesians are 4-7 about. Potential threats for Elves.&lt;br /&gt;
&lt;br /&gt;
*Gnomes are 7 if they defend their cities and 3-4 if for some reason they go on offense&lt;br /&gt;
&lt;br /&gt;
*Orcs are somewhere 3-5, depending on the tribe and if have you angered them. They are at the lesser end of the totem pole.&lt;br /&gt;
&lt;br /&gt;
*Centaurs are 0 to 3. They cause mayhem once in few generations.&lt;br /&gt;
&lt;br /&gt;
*Kobolds and Gualli are roughly 1. Regular annoyances.&lt;br /&gt;
&lt;br /&gt;
*Trolls and others are not militaristic so they are about 0 to 2.&lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
The Humans (also called Haumics) are mostly non-magic using scum who were driven to the cold Northern Wastes in the War of Human Exodus long ago in the ancient times. In modern times, they hover on the brink of extinction, living in [[Humanity Fuck Yeah|barbaric xenophobic]] nomad/barbarian tribes with a messiah-figure in the form of a conqueror who will unite their tribes. They are barely eking out an existence in the frigid, unforgiving wastes. &lt;br /&gt;
&lt;br /&gt;
Most form various kinds of primitive tribes. One particular interest is those tribes who herd &#039;&#039;Wooly rhinos&#039;&#039;. Wooly Rhinos reproduce slowly, and consume massive amounts of food, making them extremely valuable in Human society. Only a few Human nomad tribes and townships near the coasts and the Troll lands have access to these magnificent beasts, and due to the advantages they bring, they will not part with their monopoly anytime soon.&lt;br /&gt;
&lt;br /&gt;
The rest of the Humans make do with walking, and they are infamous among other races for their ability to march nonstop for days, even without magical assistance, if need be.&lt;br /&gt;
&lt;br /&gt;
There are a couple cities which occupy themselves in other &amp;quot;trades&amp;quot; like piracy and raiding. Examples of these cities listed below.&lt;br /&gt;
&lt;br /&gt;
They still resent the more magically gifted races for what their ancestors did, and many tribes raid southern civilizations to supplement their hunting and gathering during the cold season. Despite their magical inability, Humans are still extremely good at killing things, and many of the more civilized races fear that eventually an ambitious Human chieftain will arise and unite all tribes under one banner, forming an unstoppable horde.&lt;br /&gt;
&lt;br /&gt;
[[File:Human_Knight.jpg|thumb|left|Scare other races to the bone]]&lt;br /&gt;
&lt;br /&gt;
Some tribes of human have great affinity for working metal. They use it to create monstrous masked suits of armour, crafted to resemble the dead (usually shaped to the likeness of a relative&#039;s skull). The sight of these warriors strikes fear into the hearts of most civilized creatures. And very few live to tell of these abominable Iron Revenants.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Clad in all that ghastly metal. Why would the living strive to become like the dead? Surely that cold iron freezes their hearts as well.&amp;quot; -&#039;&#039;The Shades of the North&#039;&#039;, a study by Yulyn, Elvish Scholar.&lt;br /&gt;
&lt;br /&gt;
It is impossible for Humans to reproduce with Elves, Dwarves, Orcs, or Goblins. Of course, this doesn&#039;t stop them from trying. The few who have laid with Humans know that the rumors of their almost supernatural endurance are not exaggerated.&lt;br /&gt;
&lt;br /&gt;
Curiously, some legends state that the Magical Races are offspring of humans. While other legends say the magical races were created by an entirely different being.&lt;br /&gt;
&lt;br /&gt;
==== Important Human Cities ====&lt;br /&gt;
*&#039;&#039;&#039;Tempest Edge&#039;&#039;&#039;: The Tempest Edge sits on the most west point of Northern coast overlooking the Storm ocean. Here sits the Silent King. So named as the wind speaks for him and brings news of when to go into open waters or when to wait. In exhange he gave up his human tongue....Or so the elvish survivors tell. His ships come during both the worst weather boats can survive and in an eery quiet seemingly brought on by the men themselves, his warriors plundering villages and cities wordlessly before returning back to open sea with the same unsettling silence as they arrived.&amp;lt;br /&amp;gt;  This human city has very poor and frozen earth, which leads most men to seek nourishment from dangerous waters of the ocean. Only the best survive this test of nature, molding them into perfect sailors whom their king wields with brutal efficacy. Hidden by storm, fog or rain from the eyes of Sot Watch Tower, he remains unpunished for his deeds. But the journey is always dangerous and deadly so beside the skilled men of Tempest, only madmen and martyrs join his raids. For their bravery, the Silent King builds great tombs for all human remains returned from their raids.&lt;br /&gt;
*&#039;&#039;&#039;Frostfrontier&#039;&#039;&#039;: a human city on the coast of the Val sea. It has an underground section as well as an above ground one. It is one of the most important human ports, and you can find most kinds of humans within it. It began as an underground settlement nestled in a massive cave system and it has stood for at least 500 years. It houses the largest market of the Haumic lands, and has been ruled from the beginning by a family of centaurs.&lt;br /&gt;
*&#039;&#039;&#039;Toren&#039;&#039;&#039;: Deep in the frozen northern coast of Talahaca lies the Toren volcano. In its shadow lives a particularly stubborn tribe of humans who are generally territorial and extremely protective of their warm and fertile lands - many have tried to conquer them and as of yet none have succeeded. This tribe has taken its name after the volcano: the Defenders of Toren. Another frequent cause of battles is that the Defenders are followers of &amp;quot;The Mother Toren&amp;quot;. They hold many negative stories about other humans close to heart, (usually calling them Oathbreakers) typically revolving around the Defenders being wronged somehow in the War of Human Exodus. The true reason is forgotten, as the Defenders are illiterate, their history passed down through the generations as spoken word. Tales of the Oathbreaking are too nimerous wide ranging to truly decipher whatever wrongdoing occurred to make them despise their fellow man.&amp;lt;br /&amp;gt;  Many other tribes, in turn, see the Defenders as heretics and  betrayers of their fellows, undeserving of their rich lands and worthy only of conquest. No wonder they are frequently attacked - the Defenders have a saying that &amp;quot;a summer without a siege is a great one indeed!&amp;quot;. &amp;lt;br /&amp;gt;The Defenders have adapted to their role particularly well - their villages are defensible forts linked by secret tunnels. Their lava-forges, although lacking steel or silver, produce large amounts of iron spears, shields, and arrows. The Defenders could become quite wealthy by selling these high quality weapons, yet they understandably fear that these weapons would be turned against them in the coming years. Combined with their general disdain of the the other tribes, they rarely if ever engage in trade.&amp;lt;br /&amp;gt;  The Defenders are ruled by three forgemaster-commanders who decide what is produced, what is built, and who lead the defense of the tribe.&lt;br /&gt;
*&#039;&#039;&#039;Grimbridge&#039;&#039;&#039;: The Grimbridge tribe sits by both sides of the old stone bridge, built long before they arrived. The bridge lays across river Stern (the large northern river which flows to Val sea). Known for their great strength and wealth among all the other local tribes.&amp;lt;br /&amp;gt; mostly due to every trader who wants to cross the river having to pay a toll and every raiding party crossing said bridge has to share a small part of their spoils, with any number of steelclad grimbride warriors stationed to enforce their claim as well as their tithes.&lt;br /&gt;
*&#039;&#039;&#039;Lemon Keep&#039;&#039;&#039;: Situated on a small island west of The Neck is the Lemon Keep of the Latrosia family. They are a small but still somewhat rich family, one of the few noble houses that still exist after the Exodus. &amp;lt;br /&amp;gt; The castle is well made (built immediately after the Exodus) and easily defended from non-magical races. It is known for the trees that grow within the walls (merely a few lemon and orange trees) which is where it gains its many nicknames, The Lemon Keep, Yellow hill, Treehold and so on. &amp;lt;br /&amp;gt; If one is passing through the Neck you&#039;ll come close to the fort, making it a popular spot for Raiding parties looking to rest or the occasional traveler/trader. These factors all contribute to why the Latrosia family has kept its wealth and land for all this time (you wouldn&#039;t believe how much silver someone returning from an extended stay in troll territory will pay for a lemonade). The family is well connected with the pirate lords as well as the Valkery Cathedral and lords of Frostfontier.&amp;lt;br /&amp;gt; There are plenty of tribes and other people that would love to get rid of the family and have the land for themselves, but the Lemon Keep is so well fortified, supplied and easily defensible it&#039;s not really a good idea trying to lay siege to it as the family can just wait the invaders out.&lt;br /&gt;
&lt;br /&gt;
==== Human Religion ====&lt;br /&gt;
&lt;br /&gt;
Humans mostly practice ancestor worship and believe bones are sacred except for the ones who use bones for everything out of spite. Some believe in the winged goddess &#039;&#039;&#039;Valkery&#039;&#039;&#039;, mother of all humans. Upon their death she pulls out soul from the bones and leads them to paradise. Though should their bones be disturbed she won&#039;t be able to pull soul out, that&#039;s why they are so protective of the bones. It is also believed if you reclaim (or die trying) bones of the disturbed your sins will be forgiven.&lt;br /&gt;
&lt;br /&gt;
This leads to many criminals and alike to atone for their sins and go south with raiding party in one or several men crusade.&lt;br /&gt;
&lt;br /&gt;
Also there is many kinds of myths about the One who will unite the tribes and lead them back to south. Fortunately for the rest of races, this has not happened yet.&lt;br /&gt;
&lt;br /&gt;
Somewhere between the River of Death and Stern lies most important religious site for all humans, the &#039;&#039;&#039;Valkery Cathedral&#039;&#039;&#039;. A monument built from steel and stone when humans only arrived to Northern wastes. &lt;br /&gt;
&lt;br /&gt;
Warrior-monks live here guarding whole place from any intruders as not only it is sacred ground for praying, many chieftains find this place to recieve blessing of the goddess before taking leadership of their clan, it became common practice for them to bring remains of the last leader with them to put those bones in sprawling catacombs.&lt;br /&gt;
&lt;br /&gt;
But unknown to most this place also holds library with tomes and books that humans brought with them after being driven north. The books that hold untainted by dwaves knowledge about times before exodus&lt;br /&gt;
&lt;br /&gt;
==== Unorthodox Cults ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Of Pirate Lords&#039;&#039;&#039;: There&#039;s a pretty simple reason that you rarely see the Pirate Lords in the northern segments of the wastes. They fear not simply for their lives but also for their souls. You see a common suspicion among the Pirate Lords is that Large bodies of water (including lakes rivers and the ocean) are the eyes of the Valkery into the mortal world. If one dies reasonably close to these places you are fine, but if you die too far from water then the Valkery will never know you died and won&#039;t come to collect your soul, leaving your soul trapped inside your rotting body until it is brought close enough to a body of water for the Valkery to see it and recover the soul. Not exactly an experience that most are in favour of. As such they rarely venture inland and if they do it is mostly via the water ways.&lt;br /&gt;
**&#039;&#039;&#039;Heresy among pirates&#039;&#039;&#039;: It&#039;s become a somewhat custom among Human Pirate Lords to keep captured Elven women as concubines, to symbolize Mankind&#039;s supposed superiority over the Magical races. The fact that most Elves are quite attractive by Human standards and remain youthful for many decades is also a reason for this practice. Elves of noble blood and/or arcane talent are considered more valuable, because &amp;quot;humbling&amp;quot; them is much more satisfying. Those who follow the custom are a sizable minority among the Human Pirate Kings and Warlords of the Val Sea but as time goes on, it&#039;s becoming more acceptable. &amp;lt;br /&amp;gt;Being captured by a Human pirate is the worst nightmare of many Elven noblewomen. Most Humans of the South believe that breeding with other races is permissible, (if somewhat distasteful) so long as the Human doesn&#039;t become attached or form a lasting relationship with a member of an &amp;quot;Inferior&amp;quot; race or begin to lust after other races over Humans. A few Human deviants believe that interspecies breeding should be encouraged but they are an incredibly small minority. &amp;lt;br /&amp;gt;Many Humans view this custom as degenerate and blasphemous in the eyes of the Valkery, but they tolerate it because most of the Men who adhere to the custom are important to Human society. Though not everyone accepts this behavior of those pirates. More orthodox followers of Valkery refuse such pirates entry into ports or villages, while zealot warriors or greedy for spoils can even launch &amp;quot;crusade&amp;quot; against &amp;quot;hedonistic scum who left light of the Goddess and were seduced by elven sorceress&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Northern Cult of City of Bones&#039;&#039;&#039;: Deep on the north, surrounded by traps and hidden from plain view, lies most sacred place for all northern tribes - City of Bones, where all souls come to rest. It&#039;s not really cities, but a very several burial mounds and bone pits placed near each other, surrounding a temple made of Winged Goddes, made entirely from bones. Around that temple rised bone pits, burial mounds, tombs and shrines of many clans and tribes. It&#039;s a sacred ground, where spilling blood and killing a humans are strictly forbidden. &amp;lt;br /&amp;gt;Once in year, this place is full of pyres and feasting humans - they all honoring their ancestors and the Winged Goddess. It&#039;s a tradition to add a bone of Hero or prominent chieftain into a Temple, expanding it power. Their Southern brothers view this cult a little heretical and rather impractical and so won&#039;t indulge such silliness, going to the Cathedral instead.&lt;br /&gt;
*&#039;&#039;&#039;The Grave lords&#039;&#039;&#039;: Graves Lords were several very close to each other clans on the East coast of Wastes who were followers of City of Bones until one day they refused to follow laws of Valkery. &amp;lt;br /&amp;gt;This rebellion against goddess they followed with plundering of the graves for the bones and donning them on over their armor. For this act they got their name but they were quickly squashed by union of angered clans and driven out of Northern Wastes to live on frozen islands in Ocean of Tahalaca. &amp;lt;br /&amp;gt;These outcasts proclaim they worship a &#039;&#039;&#039;God of Death,&#039;&#039;&#039; unknown god by anyone outside of their clans and to this day not one captured clansmen has told anything about their god beside the fact that &#039;&#039;he gave them power no human ever had&#039;&#039;. What is known though that they practice eating in moderation Trolls or Dwarven flesh captured in their raids. Dark powers and insanity they gain from it are even scarier since everything about them after rebellion is just frightening rumors.&lt;br /&gt;
*&#039;&#039;&#039;Cult of Mother Toren&#039;&#039;&#039;: Completely heretical, Defenders of Toren volcano venerate her as the Mother of all Life instead of mother Valkery, who they completely ignore.&lt;br /&gt;
*&#039;&#039;&#039;Cult of the River of Death&#039;&#039;&#039;: Few primitive human tribes worship the north-flowing River of Death, saying that it carries the souls of the dead. Their relationship with the City of Bones is not known.&lt;br /&gt;
&lt;br /&gt;
==== Baseless Rumors ====&lt;br /&gt;
&lt;br /&gt;
Not everyone in the human lands have read the thousands of books about the world, so many humans of different parts of the Northern Wastes hold these stories as truth:&lt;br /&gt;
&lt;br /&gt;
Lemon Keep Lords actually are elves, so inbred with humans so they looks like humans! I swear, their ears are longer than other humans!&lt;br /&gt;
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Don&#039;t drink the lemonade - it&#039;s laced with mind control drugs. To protect yourself from it, add a licorice. &lt;br /&gt;
&lt;br /&gt;
They say deep in North lies a tribe who learned secret how to make a Star Steel, from real stars, stolen from the sky! It can cleave a stone in half with ease and sings when swinging. &lt;br /&gt;
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Bone Lords are coming. They rising our ancestors against us so they can rule whole world. &lt;br /&gt;
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Pirates are up to something. I swear, more and more ships sails into Storm Ocean. And why they buying a live rhinos? It&#039;s not like they gonna milk them...&lt;br /&gt;
&lt;br /&gt;
They say there was ancient race, who created every races. Doblings, I think. So these Doblins, in fact, was Humans! I don&#039;t lie, an ancestors told me these when I drinked a mushroom potion!&lt;br /&gt;
&lt;br /&gt;
There is ancient ruins on South, somewhere in the mountains. It&#039;s full of strange things&lt;br /&gt;
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Dwarves are making a self-driving wagon cart. With no magic at all!&lt;br /&gt;
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Elven wine can turn you into  a elf if you drinks it too much. True story!&lt;br /&gt;
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A ghost roams on eastern coast, looking for a passage into a Forsaken Isle. He claims his name is Riley. &lt;br /&gt;
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Elks numbers are dwindling, so some tribes are really desperate for food. Look closely to jerky you trade with tribes - some are made from beast much more common than elk and woolly rhinos. &lt;br /&gt;
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Some people say you can navigate yourself looking at the stars. If you follow a Goddess Light in a darkest night, you can find a way everywhere you want to go. And I mean everywhere. &lt;br /&gt;
&lt;br /&gt;
Lesians sure friendly, but what they are up to? Are they using us against elves? Testing us? Or their intentions are far more sinister?&lt;br /&gt;
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When a babies cries for a first time in their life, they remember lives of our ancestors, long before dwarfs driven us out. They remember this and cries for our fate. &lt;br /&gt;
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They say some Dwarves are not dwarves at all! Someone called them Halfmins, and dwarves drives them out from their homes, just like us! We must band together with them against dwarves!&lt;br /&gt;
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They say there is an Elven tribe lives in our lands. Vicious and cunning bastards they are.&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
Peaceful farmers and winemakers with rapidly changing culture and fashions. The numerous Elvish Principalities have been allies with Dwarves since the War of Human Exodus.&lt;br /&gt;
&lt;br /&gt;
Elves often participate in magical rites at important points in their life that involves the manipulation of their own life causing them to live for centuries. Particular old elves deviate from the normal body shape [[Tzeentch|significantly]]; their flesh twisted to extend their lives beyond which nature ordained. Still usually quite pleasant chaps though.&lt;br /&gt;
&lt;br /&gt;
Elvish principalities all vary in military power of how rich they arm their soldiers, but still follow &#039;&#039;the rule of second son&#039;&#039;, were they conscript second oldest son of the family when he&#039;s old enough. There they are trained with sword and bow for a year, after that they are given choice out of three: to remain in military, go back to home or join &amp;quot;lords freeman&amp;quot;, a band of soldiers under one commander that are free to move around Kulmorost and do mercenary jobs, most of the pay return back to lord.&lt;br /&gt;
&lt;br /&gt;
As per usual soldiers are armed with bone swords and wooden bows &amp;amp; arrows, leather armor finished with dyed cloth of plant or animal threads principality grows or buys. Renowned archers are given runed bone bows, while the higher in hierarchy you go the more enchanted troll or human they wear yet elegantly made.&lt;br /&gt;
&lt;br /&gt;
Smoking is a favorite Elvish past time, initially only becoming popular within the last 200 years. For centuries prior, the different tribes of Men had consumed psychedelic substances and herbs through the pipe. It was only through the introduction of Tobacco, brought by Lesian invaders, that the Elven people developed an insatiable appetite for the plant. It is not uncommon for all socio-economic classes to consume Tobacco, from the lowest serve smoking a cigarette to a highborn nursing a jade pipe.&lt;br /&gt;
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Elven society also knows for several short-lived, but strange fads - from &#039;&#039;&amp;quot;everybody wears wigs and fake beards&amp;quot;&#039;&#039; to &#039;&#039;&amp;quot;bestiality (humans included) is A-ok!&amp;quot;&#039;&#039;. This gets noble elves sometimes not really deserved reputations of being depraved fucks with short attention span.&lt;br /&gt;
Current fad is troll skin clothes, including underwear. Especially underwear with troll faces on it. Some noble family spender a fortune on full set of Night Troll skin suit, dress and frilly undergarments.&lt;br /&gt;
&lt;br /&gt;
The Elves &#039;&#039;might&#039;&#039; have been the members of the goblin race of old times, yet current era elves will not tolerate such insults.&lt;br /&gt;
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==== Important Elvish Cities ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;UR&#039;&#039;&#039;: The de-facto unofficial capital of the Principalities. It also know to elves as &#039;&#039;&#039;&amp;quot;Place of Negotiations&amp;quot;&#039;&#039;&#039; &#039;&#039;&#039;&amp;quot;City of Deals&amp;quot;&#039;&#039;&#039; and a &#039;&#039;&#039;&amp;quot;Good place to buy a fine cheese&amp;quot;&#039;&#039;&#039;. It is a relatively new, but already one of the biggest city in all Principalities.  It began his history as a main camp in a Human Exodus War, where Dwarves and Elves met first, then it became a fort, and lastly a city. It&#039;s not sporting a rich and ancient histories as other big Elven cities, but it&#039;s trading center of all Principalities, holding a claim being an unofficial capital of all Elves cities. &amp;lt;br /&amp;gt;UR is famous for its magic markets, where you can buy all kinda of items, from mundane to rare.In less reputable parts of UR you can stumble to a slaves and a &amp;quot;cattle&amp;quot; markets, where mages can buy a material for an enchantments and a cheap labour. Those markets sells all kinds of &amp;quot;cattle&amp;quot; - from disgraced Dwarf to a rare Humans or even a Lesian (they are poor workforce, but their nerve and blood system are good magic conductors) &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Treyach&#039;&#039;&#039;: is located on banks of two rivers that combine into the Largest River on Elvish lands, three river banks form this city and three Princess control those banks. Each prince despises other two for way they govern and will never want to have anything in common with them, unless it&#039;s common enemy from outside that threatens all three in equal, then they forge a very short peace before threat is gone and they can return to wrestling over the city. &amp;lt;br /&amp;gt; Long time ago ancestors of each prince build own city on their own side and each of them didn&#039;t want for another to out do him or leave this place. Each time one of the cities gained more power two other united to cut it down, so it was for all time. As of today it has turned into one big metropolis. &amp;lt;br /&amp;gt; Treyach is booming with abundance of work, you can peacefully live your whole life here, not knowing what happens behind curtains or be unlucky enough to walk into stand off between soldiers of two principalities that ends bloody for all. &lt;br /&gt;
**Northen bank is controlled by &#039;&#039;&#039;Yomen&#039;&#039;&#039; clan, with banner of flower on green field, they are the most elf-centric and take biggest pride in what elves can do. They mastered art of wine making, having biggest brewery in all land, rumors say that they lerned how to mix life essence of &amp;quot;lesser races&amp;quot; into wine, which not only enhances taste but also makes you feel more alive, beside that woodcrafting, wax making, honey and biggest market of plants in city.&lt;br /&gt;
**On the East bank rules &#039;&#039;&#039;Kento&#039;&#039;&#039; clan, with banner of a gauntlet striking down on red font, they seek to utilise lesser races for own gain. Being most welcoming orcs flock to this clan for glory and pay, this gives Kento muscles to throw around. So they profit from managing docks and shipwright along with slave trade, disregarding how many orcs will die on work, anyway their body will be sold to Yomens. Thougher orcs are taught how to fight properly and serve as mercenaries and ship crew, they are constantly sent into open sea to search for new wonder and trade. Beside that Kento prosper on kettle, and trade of exotic beasts. &lt;br /&gt;
**On west bank we have &#039;&#039;&#039;Arak&#039;&#039;&#039; clan, with their banner of two crossed hands before a rising sun, being most fond of dwarves they have many dwarvish masters from UAC work on bone trinkets and book writers, with elvish tongue and dwarvish carvings they created most advanced bone and leather musical instruments, as their orchestras perform on every important event in all Elf or Dwarf cities,while those in training perform on every corner of this city. Weaving, leather working and paper are also important for this clan, while their paper light are illuminating whole city during the night. They also train deadly assassins that are masters of subtlety, stealth and precise strikes. With abundance of targets in this city and Goblinoid-dwarves just just for change they hone their skills, engraved bone-stars are their favourite weapon though very costly to make, which makes them only users of such weapon.&lt;br /&gt;
&lt;br /&gt;
==== Elvish Religion ====&lt;br /&gt;
Elvish religion is based around the concept that their own &#039;&#039;&#039;Society&#039;&#039;&#039; is in fact their creator spirit, and by making their cities and towns and roads are in fact &amp;quot;recreating&amp;quot; the body of their god. This is one of the reasons they treat their criminals so harshly as not only is the offender a criminal, but a heretic against their god.&lt;br /&gt;
&lt;br /&gt;
Worship of this god comes in the from of civic duty, doing your job and doing it well, and doing things &amp;quot;for the good of everyone&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They believe that the dwarves have their own society/god, and due to their close alliance, that their society gods are close friends/lovers or siblings (or both). They do not believe the humans have a society god however, which is one of the reasons they think they have such a barbaric way of life.&lt;br /&gt;
&lt;br /&gt;
==== Elven Cults====&lt;br /&gt;
*&#039;&#039;&#039;Candle Cult&#039;&#039;&#039;: Elves who gain power by burning the bones of the dead. Live in the of City of Candles and are known to be accepting of other races as long as they are nonviolent.&lt;br /&gt;
*&#039;&#039;&#039;Drow, the Lost Elves&#039;&#039;&#039;: The black or gray skinned Elven outcasts that have abandoned the Elvish religion to become nomads in the southern desert. Drow means &amp;quot;Lost&amp;quot; in the Elvish language. Drow aren&#039;t any more evil than normal Elves, but they prefer to keep to themselves, are quite mysterious and are known to have mastered fire magic&lt;br /&gt;
*&#039;&#039;&#039;Cult of Good Neighborhood&#039;&#039;&#039;: Believe that the Elven Society God is easily polluted with impure thoughts, drugs and alcohol abuse and other improper things. They believe if everything is proper and good, then whole world is gonna be a better place. &amp;lt;br /&amp;gt;While it&#039;s not unusual, The Cult a list of polluting things are long and VERY strict list. This list includes are colors and clothes you have to wear on everyday, forbidding drinking wine, what kind of meal you must eat on special occasions, specific length of hair for females and even replacement words you have to ask (&amp;quot;Darn&amp;quot; to &amp;quot;Damn&amp;quot; &amp;quot;Gosh&amp;quot; to &amp;quot;Shit&amp;quot; &amp;quot;Beasts&amp;quot; to &amp;quot;Humans&amp;quot;). If you break a rule from this list, punishments are severe and unforgiving. &amp;lt;br /&amp;gt; It is not a very popular Cult, but cities where it&#039;s dominated usually blessed with very good harvests, good weather and generally, much prospering lands.&lt;br /&gt;
&lt;br /&gt;
==== Baseless Rumors ====&lt;br /&gt;
&lt;br /&gt;
Elves are on the crossroads for all races to come, trolls, lesians, humans, orcs and dwarves all come here and it&#039;s only natural for common folk to create stories about them:&lt;br /&gt;
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Lesians actually are giant birds and capable of flying. They hide their magnificent wings pretty well. &lt;br /&gt;
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A Good Neighborhood cult are expanding more and more aggressively. Sooner or later they will go on a bloody crusade against us.&lt;br /&gt;
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All Gnomes are males and all Halflings are females. Once in a year they coming together into a MASSIVE orgy. &lt;br /&gt;
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I hear some human tribes want to parley with us. We will not let these barbarians into our lands, doesn&#039;t we?&lt;br /&gt;
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Slaves are sooo dull and common. A animated servant, on other hand...&lt;br /&gt;
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If you make a staff from Elder Tree, it will hold his personality and magic, making him practically immortal. &lt;br /&gt;
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Drows are up to something. More and more of their tribes coming to the North, carrying bags of seeds. It&#039;s a frozen wasteland, why they bring there seeds?!?&lt;br /&gt;
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Lesians and Humans are uniting against us. But their true target? Laffu. &lt;br /&gt;
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Cave Troll stomach can cure almost everything. It must be fresh, though. &lt;br /&gt;
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For best harvests, let your fields be soiled by virgin maiden. &lt;br /&gt;
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For a cup of fresh blood, a dwarf in Ur can make you a protective amulet against sunlight. No more tan ever! &lt;br /&gt;
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Halflings alchemists seeks a secret of our wines. Don&#039;t let them drink it!&lt;br /&gt;
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Gnomes are from the future. They saw something there and traveled back in time, preparing. &lt;br /&gt;
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Wanna know why drows are lost? Because their Society God was killed. You see, you can kill it and so Drows seeks a way to reanimate it. &lt;br /&gt;
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Did you heard about a pregnant statue? It gave a birth of healthy elf girl!&lt;br /&gt;
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All inks are made from blood. Especially powdered ones. &lt;br /&gt;
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Babies found in cabbages? A kid&#039;s tale. But a pumpkin, on other hand...&lt;br /&gt;
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All Orcs looks are same. It&#039;s because they ARE one man.&lt;br /&gt;
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Dwarves wanna invade us, that&#039;s for sure. You know what stops them? Ur. Layout of this city is a gigantic ritual which keeps dwarves in check. &lt;br /&gt;
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Trolls are closing in. And they want trade with us. &lt;br /&gt;
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Kobolds eggs are best for a frying. Just add lemon juice.&lt;br /&gt;
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=== Dwarves ===&lt;br /&gt;
Dwarves are the most intellectually advanced race and are quite good at magic, especially enchantments. &lt;br /&gt;
They highly value skilled jobs and education and the social status of a dwarf is mainly dependent on how much educated he is.&lt;br /&gt;
Low skilled workers and farmers are the lower classes, semi-skilled are middle class and upper classes are highly skilled and scholars&lt;br /&gt;
&lt;br /&gt;
The dwarf government is a Republic supervised by a religious council.&lt;br /&gt;
There is one elected Consul, 55 Senators, a representative of the lower and middle classes with a limited veto right, and a five representatives of the official cult of the Maker with a greater veto right. &lt;br /&gt;
The religious council also has a lot of influence and is independent of the Senate for all religious matters.&lt;br /&gt;
&lt;br /&gt;
Dwarves still call themselves Kingdoms although their kings (and the ceremonial &#039;&#039;&#039;Overking&#039;&#039;&#039;) have been mostly just figureheads after the UAC Heresy, when King Ronnac of House Morfir actually &#039;&#039;sided&#039;&#039; with the heretics. Afterwards no King has been given total power.&lt;br /&gt;
&lt;br /&gt;
Been allies with Elves since the War of Human Exodus.&lt;br /&gt;
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The Dwarvish calendar is solar based and composed of 19 months, each with 19 days and 4 or 5 intercalary days (depending on the year) inserted between the 18th and 19th months.&lt;br /&gt;
Intercalation was once a practice forbidden by the Cult, but the old calendar had to be recalibrated and changed to include it after centuries of use.&lt;br /&gt;
&lt;br /&gt;
The Dwarves are also kind of history-altering, hypocritical, self important dicks. They just see themselves as the greatest civilization of all time, created from the essence of the true creator while other races are like animals and MAYBE get reincarnated forever in the lowest world, and even this is a very liberal belief. The orthodox cult thinks the poor are sinful because they are really not up to the standards of what it means to be a dwarf as they are individually almost useless to the dwarvish civilization and the Cult often refuses to inhume them, and many cities use their corpses for enchantments instead, something seen in a positive light by the general opinion as at least they are really helping to complete the Task in death, if not in life.&lt;br /&gt;
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==== Important Dwarven Kingdom-Republics ====&lt;br /&gt;
Dwarves always write their cities with CAPITAL LETTERS.&lt;br /&gt;
*&#039;&#039;&#039;GRON&#039;&#039;&#039;: Former seat of the ceremonial Overking (now the Kinghood changes between republics) Gron is known for its massively prestigous universities of Gon and Ron.&amp;lt;br /&amp;gt;It is otherwise rather poorly defended and mostly famous because of being in the crossroads of the Gold Vein and few major other roads that exist among the Republics.&lt;br /&gt;
*&#039;&#039;&#039;The KAM peninsula&#039;&#039;&#039;: (associated enough with the Dol Kam Kingdom to simply be named after it) is known for it&#039;s vast meadows with a very unique flora. &amp;lt;br /&amp;gt;Most of the farming of the Dwarven Unions is done here, with a heavy focus on livestock production. It is also the main source of woods, plants and other organic materials. Fishers on the coast are also a great source of food and aquatic products. &amp;lt;br /&amp;gt;The culture of the region is insular with an unusual rural and agricultural nature for most Dwarves. The nobility is strong with more than 40% of the population being serfs but free farmers are generaly seen as an skilled and respectable class here.&amp;lt;br /&amp;gt;The Kam peninsula has always been peaceful as involving the region during the conflicts between the Dwarven Unions is a great political taboo, as it would cause a severe famine in all the Unions.&lt;br /&gt;
*&#039;&#039;&#039;ZLUMBEN&#039;&#039;&#039;: A small city of average wealth but highly praised by the dwarven academicians for its university and philosophers. &amp;lt;br /&amp;gt;Religious authorities virtually don&#039;t hold any authority here and so philosophical developements are unhindered by the Cult of the Maker and is barely impacted by politics because of its relative isolation from the political centers. This is the reason why many intellectuals and philosophers migrate here, giving to the city and physicalist school a surprisingly strong intellectual influence on the Dwarven Unions. &lt;br /&gt;
*&#039;&#039;&#039;QUEN&#039;&#039;&#039;: A small port city on the North of Dwarven Unions controlled by generations of QUEN family with not very profitable mines several miles from it that yield high amount of iron that they have no use for. This ore they dug is later throw out into the Tahalacas Ocean. Beside stone mined the city also started their own Troll hunting after hearing of MUN success.&lt;br /&gt;
*&#039;&#039;&#039;VALK&#039;&#039;&#039;: Also called Valkenburg, this dwarven town on the The Gold Vein between COL and UR, VALK is known for its universities specializing in elven studies and their large printing presses trough which majority of translated elvish material is printed. &amp;lt;br /&amp;gt;A place of ancient history: VALK is built on old Human ruins (Valkenburg was its Haumic name which even today still sometimes pops up) and was one of the first cities razed by the Dwarf-Elf Alliance: the stones of Castle Valkenburg were later used in building the Citadel of NOS. &amp;lt;br /&amp;gt; Nowadays, VALK is in the gripes of a particularly strict part of the orthodox Cult of the Maker. They are often using the printing presses to publish material opposing the goblinoid and UAC dwarves who neighbor the western elven principalities. Rumors about the Cult influencing the the lectures at the University are nonsense. &#039;&#039;Totally&#039;&#039; not the dwarven Ministry of Truth&lt;br /&gt;
*&#039;&#039;&#039;HOR &#039;&#039;&#039;: The official capital of the UAC Dwarf Cities, although the heresy did not start there. Hor is situated southwest of the Mountains, at the small bay just before the short VIK river.&amp;lt;br /&amp;gt;Friendly port for almost everyone, even Lesian traders visit it. The city is surprisingly young for a dwarf one, having been built merely 300 years ago to give Dwarves a port city to the Lesian Channel.&amp;lt;br /&amp;gt;The small HOR bay is known for delicious oysters and their pearls, who contain faint magical traces.&lt;br /&gt;
*&#039;&#039;&#039;BUM&#039;&#039;&#039;:BUM is a dwarven city among the Gold Vein, between GRON and Drunderburg. &amp;lt;br /&amp;gt;Once a full kingdom its significance has been greatly diminished after their King chose the wrong side in UAC heresy. It is noways just a frequent stopping place for wagons of merchants and travelers and few venture inside the walled city. This barony is known among dwarves as a &#039;&#039;&amp;quot;good place to get some warm cheese on your bread before continuing among your travel.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Religion ====&lt;br /&gt;
Orthodox dwarves believe in a kind of platonism or benevolent gnosticisme where a creator god, &#039;&#039;&#039;the Architect&#039;&#039;&#039;, created a Demiurge called &#039;&#039;&#039;the Maker&#039;&#039;&#039; and charged him to subcreate the world under his direction.&lt;br /&gt;
Dwarves considered themselves to have been chosen by the Maker and charged by him to multiply and create civilization as the Demiurges within this world.&lt;br /&gt;
They believe they will be reincarnated in this world until they accomplish their task, and then will ascend to the Realm of the Architect with the Maker as a reward, while the other races will live forever in this world, but transformed into a terrestial paradise.&lt;br /&gt;
There is no dogma about whether or not non-dwarves have an afterlife, the most traditionnalists thinks they cease to exist after while moderates thinks they reincarnate as non-dwarves for all eternity.&lt;br /&gt;
Altough this is mostly folklore, most dwarves thinks bad dwarves will have to expiate their sins before being allowed in the Realm of the Architect.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Before The Architect there was only void.&amp;quot;  It has been said that before The Architect the Dwarves worshipped The Void, the destroyer, whose emissaries they believed to be the proto-goblins.&lt;br /&gt;
When proto-goblin society began to fall into anarchy the emergent cult of The Architect overtook the worship of The Void, allowing its leaders to take control of dwarvish society and eventually drove its few remaining worshippers underground, along with what little remained of goblin-kind.&lt;br /&gt;
&lt;br /&gt;
====Dwarven [[Heresy|heresies]]====&lt;br /&gt;
*&#039;&#039;&#039;Universal Adoration of the Creators&#039;&#039;&#039;:  Major heresy born from the most liberal movements within the Cult of the Maker and the ressentiment of the lower classes towards the classism of the Dwarvish Republic. Differences to orthodox branch:&lt;br /&gt;
**All beings are equal in the eyes of the Architect and of the Maker.&lt;br /&gt;
**Members can include non-dwarves (all those working as &amp;quot;Demiurges within this world&amp;quot; will ascend to the Realm of the Architect and not only dwarves)&lt;br /&gt;
**Dwarves and non-dwarves alike need a time of purification after a bad life before being reincarnated.&lt;br /&gt;
**The works of all &amp;quot;Demiurges within this world&amp;quot; are important and not only the greatest, the important is to do as much as you can and those with less opportunities and capacities shouldn&#039;t be seen as lesser.&lt;br /&gt;
**The Maker already ascended to the Realm of the Architect and both the Maker and the Architect should be directly worshiped. (Unlike the main branch where the work of the Maker is not finished until the one of the dwarves, and the Maker is the only one to directly supervise them)&lt;br /&gt;
*&#039;&#039;&#039;The Goblinoids&#039;&#039;&#039;:Small but powerful sect of wizards with both dwarvish, elvish and even halfling members.&amp;lt;br /&amp;gt;Vaguely based on the metaphysics of the Cult of the Maker, the Goblinoids upholds magic as the supreme principe in the universe and matter as entirely caused and enslaved by it.&amp;lt;br /&amp;gt;Both magic and matter are without consciouness or personhood and there is no gods, life and the intelligents races emerged from natural magical and matter processes.&amp;lt;br /&amp;gt;Non-magicals beings are purely material beings and their consciouness ceases after physical death.&amp;lt;br /&amp;gt;The consciouness of magical beings persists in magic after death but quickly dissolves within it unless they are powerful enough and initiated to the magical exercices allowing the wizards of the sect to indefinitely retain their consciouness in the magical principle.&amp;lt;br /&amp;gt;Just as magic enslaves the matter, the natural order is for the most magically gifted to enslave the less gifted and to treat the unmagicals as the animals they are.&amp;lt;br /&amp;gt;And the natural duty of the gifted is to explore the possibilities of magic in their fullest.&amp;lt;br /&amp;gt;The Goblins were the noblest race to have walked on this earth, supremaly talented with an unegaled knowledge of magic and only small minds ressent them for the collateral damage infliged on lesser races, for why should giants care about ants they are on the greatest quest ?&amp;lt;br /&amp;gt;Yet they failed, but failure is not unavoidable and that&#039;s why we should take example on them, both to emulate their greatness, and for not repeating their errors.&amp;lt;br /&amp;gt;The sect of the Goblinoids don&#039;t care about race but only magical, the hierarchy is divided by layers of initiation but the more talented you are, the more you can go up.&amp;lt;br /&amp;gt;They are very interrested by magical knowledge, ancient goblin artifacts and wisdom, and ways to make them more magically powerful.&lt;br /&gt;
*&#039;&#039;&#039;Physicalist School&#039;&#039;&#039;: The physicalist school of thought believes everything is physical phenomena. They don&#039;t believe everything is material as magic and maybe minds are immaterial but they think both material and immaterial things are physics and part of this world. They reject any notion of spiritual reality, don&#039;t believe in worlds outside this world and highly value empiricism and non-theological philosophy. &amp;lt;br /&amp;gt;They &#039;&#039;do not believe&#039;&#039; in the Maker, the Architect and other gods and are generaly skeptical of religion even if they don&#039;t reject reincarnation within this world and some spiritual concepts non involving supposed realities outside of this world and think they could be misinterpreted actual magical phenomena.&amp;lt;br /&amp;gt; The only &amp;quot;stronghold&amp;quot; of the Physicalist School is Zlunben near the eastern shore, a small city of average wealth but highly praised by the dwarven academicians for its university and philosophers.&lt;br /&gt;
*&#039;&#039;&#039;Astrology&#039;&#039;&#039;:Despite not being endorsed by the Cult of the Maker (but far to be considered an heresy), many dwarves believe in a form of astrology : Dwarves are under the influence of the constellatation associated with the month they are born in.&lt;br /&gt;
*&#039;&#039;&#039;Quen family&#039;&#039;&#039;: they hold small port city on the North of Dwarven Unions with not very profitable mines several miles from it that yield high amount of iron that they have no use for. This ore they dug is later throw out into the Tahalacas Ocean. Beside stone mined the city also started their own Troll hunting after hearing of MUN success. Parties of hardened sailors leave the port with abundance of food as said in guidline for &amp;quot;Troll hunting for dwarves&amp;quot; on ships and after week return with more dead trolls than same number of elves could hunt in twice the time, another victory for dwarves! This hunting also is much, much safer than those MUN teams, as almost all the time dwarves with no loses.What is not known for anyone but ruling family and sailors that go hunting is that they haven&#039;t killed single troll in years. Under cover of night they fill ships with food and iron ore and sail to place known as &amp;quot;Smugglers cove&amp;quot; an island close to shores of Trolls, there they trade their food and ore with human mercenaries for troll remains they hunted. This is such a huge secret as most of the time weapon smithed from ore turns back on other dwarves, and most of the hunting casualties are men who are deemed to be untrustworthy and sent to sleep with the wishes lest they tell someone else about this deal&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Alchemical Botanists&#039;&#039;&#039;: These mages from the Dol Kam Kingdom are known for their flora-based magic.&amp;lt;br /&amp;gt;Strangely enough, most of the flowers and plants they use are not magical in nature, something that puzzles most outsider mages.&amp;lt;br /&amp;gt;The truth is that they use plants-based potons as an extremely subtle medium for spellcasting instead of movements or incantations.&amp;lt;br /&amp;gt;Mastering this art takes decades but allow the Alchemical Botanists to cast extremely precise spells.&amp;lt;br /&amp;gt;Many of their imitators instead believe the potions themselves are magical, and the Alchemical Botanists are glad to pretend is it indeed the case as a form of red herring.&amp;lt;br /&amp;gt;They are somewhat considered as druids in the Kingdom and they are deeply involved with the royal family.&amp;lt;br /&amp;gt;Religiously, altough they recognize the authority of the Cult of the Maker, they believe their tradition is a secret knowledge and perspective about the natural allowing them to have some glimpses of the plan of the Architect, justifying how they can use nature as a medium for changing the world.&lt;br /&gt;
&lt;br /&gt;
==== Baseless Rumors ====&lt;br /&gt;
&lt;br /&gt;
Not every dwarf is highly educated, so many of them hold stories heard at the pub as truth:&lt;br /&gt;
&lt;br /&gt;
They say some dwarves are trading with humans, on regular basis. &lt;br /&gt;
&lt;br /&gt;
Trolls are moving closer to our land each year. Is something drives them out from their lands? Or it&#039;s invasion?&lt;br /&gt;
&lt;br /&gt;
You know why we didn&#039;t killed all humans in Human Exodus war? Because we maked a deal with them. &lt;br /&gt;
&lt;br /&gt;
They say necromancers found a way to make a spitits from rocks. Crazy, huh?&lt;br /&gt;
&lt;br /&gt;
Gnomes are preparing for a war - but against who? Can we trust them so they don&#039;t invade our lands?&lt;br /&gt;
&lt;br /&gt;
For every &amp;quot;for the good of the realm!&amp;quot; spoken from leaders, a ten dwarves dies. These words are sacrifice to something sinister, I say!&lt;br /&gt;
&lt;br /&gt;
There is secret ingredient Elves keep us from making a cheese with infinite lifespan. We must kill them all steal these secret for us!&lt;br /&gt;
&lt;br /&gt;
Orcs are actually evolved Goblins. Trust me. &lt;br /&gt;
&lt;br /&gt;
Humans? Bah, they all dead. Nothing can live on a North, really. It&#039;s a trolls wearing a human skin &lt;br /&gt;
&lt;br /&gt;
Elves are sure crazy. One day I traveled to one of their city and I saw how their buildings are MOVING, with legs and all. Why? Because they wanna find a spot &amp;quot;just right&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
You wanna marry Elf? Didn&#039;t you know they all are male only race? Their females are animated dolls. &lt;br /&gt;
&lt;br /&gt;
All Roads lead to Ur. One way on another, everyone in civilized world was in Ur. &lt;br /&gt;
&lt;br /&gt;
UAC dwarves and their ideas! What next - Maker was not a God?! Architect are fake?!?&lt;br /&gt;
&lt;br /&gt;
Government actually not destroy Goblins artifacts - they a selling them to someone else for gifts. What gifts? Who knows. &lt;br /&gt;
&lt;br /&gt;
When you see a sober Halfling, kick him - it&#039;s a shapeshifter!&lt;br /&gt;
&lt;br /&gt;
Orcs wanna steal our jobs and secrets! We must build a wall against them! And orcs must build it for us!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t eat cheese with elves - your beard will fall out. &lt;br /&gt;
&lt;br /&gt;
Dip your fingers into a special ink, and you will see a many,many secrets. Books are holding such power because they ARE magical. All of them, even most worthless ones. &lt;br /&gt;
&lt;br /&gt;
Dogs was bred from humans. Or it&#039;s humans was made from dogs? &lt;br /&gt;
&lt;br /&gt;
Most delicious soup is made from hardened cheese, a soft cheese, herbs, breadcrumbs and a single Lesian tear.&lt;br /&gt;
&lt;br /&gt;
=== Lesians ===&lt;br /&gt;
Alpha predator reptiles from the Western isles.&lt;br /&gt;
&lt;br /&gt;
Their language is almost incomprehensible to other races, as it depends on hissing, beak clacking, and cawing in a rapid pace syllabyllic dialect. Lesia is a rough translation of L&#039;hs&#039;iy&#039;ah. Very few Lesians have the mental capacity to learn other languages, and those that do see little reason to communicate with the other strange and fragile races.&lt;br /&gt;
&lt;br /&gt;
Their society is gathered into several dozen anarchic tribes, each composed of several dozen clans, each composed of several dozen mating pairs and their offspring. Due to their predatory, competitive nature, Lesian tribes and clans often fight over resources and familial disputes. To a Lesian, his clan and tribe are sacred, mates are less revered because they change seasonally.&lt;br /&gt;
&lt;br /&gt;
When the Lesians evolved sapience, they drove the Blood Orcs from their homeland in a long, and bloody war. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Everliving Queen&#039;&#039;&#039;:Rumour has it that on the westernmost island, a Lesian who forsook the sun has delved into necromancy. They say that she has many undead followers now, each put to work to build a mighty fortress for her. The other Lesians despise her, if the rumours are true. It has been said that she found an old artefact, a font that when touched, returns her to her youth. What does this mean for the other nations? Is this necromancer a threat? Who knows....&lt;br /&gt;
&lt;br /&gt;
==== Lesian Clans ====&lt;br /&gt;
*&#039;&#039;&#039;The Illakara clan&#039;&#039;&#039;: They are somewhat split from the rest of the Lesians as they do not follow the same church. They worship the god Erreko instead of the demigod Kallasaak. For this they are shunned. They are believed to be the origin of the black lesians, as they have the most specialist forces that act the way they were described as doing. Besides this, they are not trusted by the other Lesians.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Krannick clan&#039;&#039;&#039;: providers of food to the Lesian war machine, they are known best for their hunters and foragers, and their location just next to a particularly bountiful section of the Lesian jungle. There is growing tensions between the Krannick and Illakara clans.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Kallanashi clan&#039;&#039;&#039;: This clan is known as the divine clan, as old stories tell that this is the resting place of the prophet Rionus. They say he built this city with the magic of Kallasaak, as proof to the unbelievers gathered of her majesty. At the center of the city&#039;s maw lies a flower that has branches of bone, leaves like shedskin, and meaty fruit that seem to almost drip from the bone-branches. They are believed by many, to truly be meat, and if eaten, grow back in a day. These fruits alone could nourish the city itself, if they were not guarded so jealously by the church. The Equa visits this city in pilgrimage every year on the longest day of summer (when Rionus supposedly died), to pay respects. Most Lesians will visit this holy city at least once in their lifetimes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Lakash clan&#039;&#039;&#039;: This clan is known for being sneaky and almost desperate in their will to survive. They call a land full of goblin ruins in an island off the coast of the mainland home. There is risk of outright conflict between the Lakash and the Kallanashi clans, due to the Lakash clans alliance with a human tribe living on a nearby island. Only the intervetion of the Equa has prevented war between the clans. Besides this, the Lakash clan is known for espionage and naval warfare due to having ships on par with some human designs, due to the human tribe they are allied with being particularly naval-based, a splinter group of the human pirate faction (I forget the name). That being said, the Lakash jealously guard the designs for their ships, and so they do not exist in great numbers, and the majority of Lesian ships are simple, druidically grown vessels. (Somebody else can develop ideas for that human tribe if they like, I&#039;m more about dem Lesians).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Nilass clan&#039;&#039;&#039;: They are the most militant and one of the most populous of the clans, and provide most of the fighting force for Lesia. They have the most harbours and ships, and have great support from other clans, being indispensable as an ally, and dangerous as an enemy. They have great gladiatorial arenas, and it is outright encouraged to settle disputes with violence, in order to make their people stronger. It is due to this clans efforts that elven scouts are hastily reporting home with stories of terrifying, vicious, warlike raptors preparing for an invasion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Zejji clan&#039;&#039;&#039;: This clan has governance over much of the Lesian savanna, considered a holy place by many due to the natural heat in the area (good for reptiles). The clan breeds more lesians every year than all of the other clans combined. They have a strong alliance with the Nilass clan, and many families send off their children every season to Nilass city to help build an army. The families running both clans have been fast friends since time immemorial, since the families originally worked together to drive out the orcs (tell me if I got any lore wrong there, I&#039;m sure the orcs were on Lesia at some point).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Iqunn clan&#039;&#039;&#039;: The Iqunn clan are only involved in the church reluctantly, and had to be forced into it. They were originally worshippers of the seas and moons, and believed that when you died your spirit sailed across the sea until it met the horizon, and then swam through the stars to the moons, where they would spend eternity in whichever moon they reached (one equivalent hell and heaven). There was a war against them, waged by the Zejji and Nilass clans, and they lost and renounced their faith, and joined the church of Kallasaak.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Yixxa clan&#039;&#039;&#039;:The Yixxa are fierce warriors and recently allied themselves with the Iquun clan. They are strong believers in the church, but also are the most accepting of outsiders and those who believe differently. They wear animal skins, and are seen as unusual by other lesians, for crafting obsidian weapons (instead of rip and tearing with claws and maws) for hunting and fighting. They are surprisingly good with their obsidian axes and are good at guerilla warfare.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Lexxa clan&#039;&#039;&#039;: Old allies of the Yixxa clan, these two clans have been allies since time immemorial, for a reason they don&#039;t share with others. Strangely, the Lexxa clan is oddly secretive and private to any other clans besides Yixxa, and after dusk, outsiders must leave, and are not allowed in until dawn. They are powerful mages, strong with light and nature magic. Their secret? Every month, they have to fight off an assault from the water itself. Intelligent foes called the &#039;&#039;&#039;Gualli&#039;&#039;&#039; come to the surface from deep sea trenches every night and attempt to lure weak-willed lesians to the waters edge and drag them to the depths for some unknown purpose. The Lexxa fight off this assault whenever possible, often with help from the Yixxa.&lt;br /&gt;
&lt;br /&gt;
==== Lesian Religion ====&lt;br /&gt;
Lesians believe that a god with the head of a frilled lizard, the limbs of a monkey and the body of a snake regurgitated the world as an egg. They say he holds a staff that contains the sun at its tip.&lt;br /&gt;
&lt;br /&gt;
They believe that he then regurgitated the moons, and then, a much smaller egg that became the first dragon, serpentine and wingless. They say this dragon was the daughter of the god &#039;&#039;&#039;Erreko&#039;&#039;&#039;, and that she was the demi-god of rebirth and reincarnation. It is believed that she spawned the rest of the dragons, who then shaped the world with their fire and claws. They believe that the Lesians themselves were the result of Erreko&#039;s first breath upon the world, that the divinity of his breath turned mere rocks into the first Lesian egg clutches.&lt;br /&gt;
&lt;br /&gt;
The Lesians worship Erreko devoutly, but a lot of their practices originate from beliefs regarding &#039;&#039;&#039;Kallasaak&#039;&#039;&#039;, the demigod dragon. They eat the hearts of the dead, believing that if they are not eaten, they cannot come back in the next life, as their heart and therefore their soul and spirit, has not been given back to the world. Minor funerals are held for the dead, so long as this takes place, and it is not as much as a sad occasion as it is for other races, as they thoroughly believe it is not the end.&lt;br /&gt;
&lt;br /&gt;
However, when a Lesian dies in such a way that their heart cannot be consumed, there is a great funeral, and all who ever met the individual usually show to pay respects, and it is a tremendously tragic, and sorrowful time. Even those who had not known them well tend to express a sorrow that is greater than that displayed at the funerals for other races, for they truly believe that the Lesian has gone forever, their soul permanently destroyed.&lt;br /&gt;
&lt;br /&gt;
The Lesians have a female &#039;pope&#039; equivelant, the proper title Equa, from the lesian ihk&#039;oo&#039;ah, where the &#039;ihk&#039; is more of a bird-like click that often resembles an &#039;E&#039; sound. The Equa is considered the reincarnation of Kallasaak (who is always female), the reincarnation dragon demi-god worshipped by the lesians. Every new Equa is chosen from a female hatched during the moment when the previous one dies. Due to this, when the Equa is dying they are often brought to the egg chambers to die. During the time where the new Equa is growing still, their world is ruled by the priesthood of Tel-lakki, the &#039;church&#039; of Erreko, who will raise the young female until she is ready to rule.&lt;br /&gt;
&lt;br /&gt;
The current Equa is a 6 year old lesian (just one year away from being considered an adult, as Lesians only typically live to 30, and grow to maturity fast, and have an obscenely long prime, where they tend to just die afterwards). She is currently still being raised by the Tel-lakki, but has a lot of involvement in any decisions being made at this point, and holds a lot of sway and favour with the church of the sun. She is devout to a fault, she is fierce and she is warlike. However, she refuses to ignore the strength of any individual, lesian or no, and is currently in the midst of a scandal, as she has invited the daughter of a human warlord (from a tribe that settled on the north coast of Lesia and &#039;have an understanding&#039; with the lesians) to join the Tel-lakki to serve as her as her war advisor. This has understandably split the opinions of the Sharrila priests (the high court of the Tel-lakki), and this division is the reason that the planned invasion into elven lands has been temporarily put on hiatus.&lt;br /&gt;
&lt;br /&gt;
=== Goblins (Nickname, Real name unknown) ===&lt;br /&gt;
 [[File:Kulmorost_Map_v8_Ancient.png|thumb|frame|Map of the world before the Goblins fucked it. Note: based on earlier world map, coasts really simple!]]&lt;br /&gt;
They were once once mighty race that, from over use of magic, have deformed into loathsome, hunchbacked [[Chaos_Spawn|monsters]].&lt;br /&gt;
They were once on par with the elves and dwarves in their cities and agricultural projects. (They in fact resembled elves in almost every way and are speculated to have been elves once). But they in their might they became greedy for power and were constantly casting rituals to increase their might; whether in physical strength or in willpower or in durability, and whenever they increased in strength they captured more land for none were quite as strong or clever. But this over use of ritualistic and primal magic became almost like an addiction. And the more they used it the more they hated themselves and the more power they wanted.&lt;br /&gt;
Eventually it got to such a point that they seemed to have overloaded and could not cast even the simplest of spells that should only take a child to comprehend. Seeing their chance the mighty Dwarves beat back their oppressors who were now reaped of all their powers and were now weak in comparison to all others. The Dwarves with the aid of a few Elvish princes destroyed their cities and forced them underground. There they hid, hating all who use magic for it reminds them of their former glory.&lt;br /&gt;
Ancient records are sketchy so no-one really knows their real name. Perhaps the records were destroyed as a mockery or even a curse towards them. But today they are known by the Dwarves as Ztunzka by the Elves Yrglin and by the rest of the world as Goblins.&lt;br /&gt;
&lt;br /&gt;
At the pinnacle of their reign the Goblins created many monsters, particularly the Crude Dragons. Most creatures that appear to be mixtures of several different animals can usually be attributed to the Goblins (e.g. Chimaera, Manticore, Gruphon, Sharks with legs). They also created The Halflings.&lt;br /&gt;
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==== Goblin Religion ====&lt;br /&gt;
There is little evidence of any kind of organised religion among the Goblins, to them it seemed magic and power in the material world is all one should strive for. Instead of believing they were shaped in the image of a great god, they instead attempted to shape a great god in theirs and bend it to their will.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Orcs ===&lt;br /&gt;
Orcs are an oddity among the magical races as they are utterly unable to canalize magic on their own but are devoted priests and have a strong affinity for the spirits of their ancestors.&lt;br /&gt;
Most of them live in the less populated regions of the south and have migrated in these regions well after the War of Human Exodus.&lt;br /&gt;
&lt;br /&gt;
They tend to be physically stronger than humans but are generaly less resilient and very risk averse.&lt;br /&gt;
They are already adult at 12 but are already old near 40, and die quickly after 60.&lt;br /&gt;
&lt;br /&gt;
Orcs would generally be glad to be accepted into any society, usually as a hired hand or merc. Although some orcs would prefer to remain solitary and act as bandits (much like the humans do). Many of them try to integrate (and very willingly, almost disturbingly, assimilate within) elven or dwarve communauties, with varying degree of success but always with enthusiasm. &lt;br /&gt;
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==== Orc Customs ====&lt;br /&gt;
&lt;br /&gt;
Common Orcish society is divied into three broad groups, nomadic Orcs, settled Orcs, and Orcs that have integrated into Non-Orc society. Blood Orc society is made up of scattered nomadic bands of pirates, raiders, and bandits.&lt;br /&gt;
&lt;br /&gt;
Nomadic Orcs typically live in close-knit familial groups of 20-30, led by a council of elders, or the most powerful tribal priest, or the strongest chieftain. Due to their ancestor worship, the older an Orc is, the more respected they are by the younger Orcs, and in tribes that are ruled by a chieftain, or tribal priest, they almost always take, or at least listen to the advice of the oldest Orcs in the tribe.&lt;br /&gt;
&lt;br /&gt;
Orc Tribes would rather avoid a threat than waste lives and time trying to eliminate it, unless they have no choice, in which case they will do everything in their power to destroy that threat. In the event that a Tribe faces a threat to dangerous for it to defeat on its own, the Tribe will gather several other Tribes to assist them, and unless the Tribe is hated by other Tribes for whatever reason, they usually have no trouble finding aid, as Orcs believe all Orcs are kin, however distant.&lt;br /&gt;
&lt;br /&gt;
Tribal Orc mating customs vary from Tribe to Tribe, but these are the most common practices.&lt;br /&gt;
&lt;br /&gt;
*Some Orc Tribes practice a sort of polyamorous marriage, there is no limit to the amount of husbands or wives one may have, but they must come from another Tribe, to prevent incest, which is seen as blasphemous. If an Orc decides that they don&#039;t want to be married with their spouse any longer, they tell the Tribal Priest, who tells the ancestors, discontinuing the marriage.&lt;br /&gt;
&lt;br /&gt;
*Some Orc Tribes don&#039;t practice any kind of marriage and sleep with whoever they feel like, whenever it strikes their fancy. These Tribes are extremely welcoming to outsiders, and often meet with other Tribes, to keep their gene pool from getting too shallow.&lt;br /&gt;
&lt;br /&gt;
A few Orc Tribes practice a kind of eugenics, where only the strongest and most cunning Orcs are allowed to breed, with the idea that the ancestors want their descendants to improve themselves, and that eugenics is the most effective way to please the ancestors. These Tribes are usually smaller than other Tribes, but are made up of hardier Orcs.&lt;br /&gt;
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In Orc Tribes led by a male chieftain, it isn&#039;t uncommon for them to claim themselves a harem of the Tribes finest Orc females, claiming it is their right, as they lead the Tribe, are first into battle, and are the strongest in the eyes of the ancestors. Most Orcs don&#039;t resent this, as any Orc who believes himself to be the strongest can challenge the chieftain to a duel.&lt;br /&gt;
&lt;br /&gt;
In a duel, the challenger chooses the weapons, and the location of the duel. The two fight in front of the entire Tribe, until one Orc is victorious. The winner of the duel becomes chieftain, and depending on the Tribe, the loser is either killed or banished from the Tribe forever.&lt;br /&gt;
&lt;br /&gt;
There is no limit to amount of duels a chieftain can fight, but an Orc can only challenge the same chieftain once. Because of these duels, the chieftain is always either the strongest or the most skilled warrior, usually both.&lt;br /&gt;
==== Orc Religion ====&lt;br /&gt;
Their religion is based on the worship of a few deities revolving around basic elements of their live (Godess of Fertility for both females and agriculture, god of war, god of tribal authority,ect..) but very predominantly the cult of their ancestors.&lt;br /&gt;
The inclusion of a poorly understood and bastartized Maker is common among the dwarves wannabes.&lt;br /&gt;
&lt;br /&gt;
Most of them are organized in groups of agricultural and exogamic clans, ruled by a tribal king elected for life by the chiefs of the clans.&lt;br /&gt;
Some of the most advanced tribes are revolving around a small town whose need are provided by the agricultural clans.&lt;br /&gt;
&lt;br /&gt;
They are matrilienal and patriarchal even if not in a very dominant or rigid way.&lt;br /&gt;
&lt;br /&gt;
====Orc Clans====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blood Orcs&#039;&#039;&#039;:The Western Orcs were a subspecies of Orcs, known as Blood Orcs for their dark red skin, [[Khorne|bloody]] religious customs, and their extreme hatred of the other races. After Lesians drove them from their homelands they are mostly extinct due to their ritualistic thirst for blood. Now, they&#039;re an extremely rare minority, and are scattered across the world. They make an effort to avoid other races when possible, but constantly raid them for Blood, metal, supplies, and to avenge their ancestors. They live in nomadic tribes to avoid being wiped out by other races. Many tribes and individuals work as bandits, pirates, and mercenaries.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Ghash clan&#039;&#039;&#039;:The Ghash orcish clan of the southern waste are known for their heavy militaristic like doctrine keeping peace between the clans. Their main home is a mining town build into the sides of a large ravine. They hold power by trading the Dwarven clans a highly explosive power for their superior Dwarven weapons and tools. They are also infamous for their Thunder Staffs, which are seen by non-Orcs as overly complicated, insane, and suicidal to use and horrifying due to the extreme damage it causes. Almost all non-Orcs want nothing to do with it, and while Humans would probably love to get their hands on it, the Ghash Clan isn&#039;t willing to give away the secret of their explosive powder to anyone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Drunder Tribe&#039;&#039;&#039;:The Drunder Tribe is one of the orcish tribe geographically closest to the Dwarves, more specifically near the region where are the few UAC citied, and are know&#039; for being &amp;quot;Dwarfizer&amp;quot; , orcs that try to mimic as much as possible the Dwarves since they were converted by UAC missionnaries. Their religion is a odd syncretism of the UAC heresy and the orcish religion : Both the Architect and the Maker were given the functions of their old gods as attributes with a tendency for the Maker to have the practical ones and the Architect the more abstract and &amp;quot;civilized&amp;quot; ones (Maker the Midwife, Architect the Scribe, Maker the Warrior, Architect the Ruler,ect...and even a Architect the Architect). They are infamous among other orcs to put their fellow dwarvish UAC believers above pagan orcs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Laffu Clan&#039;&#039;&#039;: A particularly untrustful nobadic orc clan of jokers and thieves known for their demonic masks. In the past they were actual threat and were defeated by common orcs led by warlord Stukc the Boring. Now &#039;&#039;extinct&#039;&#039;, see The Laffu below.&lt;br /&gt;
&lt;br /&gt;
===Laffu===&lt;br /&gt;
 [[File:LaffuHead.jpeg|thumb|frame|The Black Earth rises again]]&lt;br /&gt;
Originally believed to be a weird clan of trickster orcs known for demonic masks nowdays it has been speculated by dwarven scholars that the Laffu are in fact something far sinister.&lt;br /&gt;
&lt;br /&gt;
The Laffu have few holds on the Western shores of the Southern Peninsula, just south of the Hive of Dragons. It was here where they were driven by the warlord Stukc the Boring after he &#039;&#039;&amp;quot;did not get their joke with their wedding-present&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It was long believed that the Laffu were almost extinct nomads, but roughly thirty years ago these masked orcs started to build holds on the shores. The more common clans still hated them and a Ghash-led army with a large Blood Orc contingent attacked them - intending to wipe them from the maps. Surprisingly the Laffu repulsed the assault and drove the attackers from their lands.&lt;br /&gt;
Their fire-capabilities overpowered the orcs, while survivors often joked that &#039;&#039;&amp;quot;the Laffu were unorcly easy to kill once you got close to them, but darn they were cunning and vicious!&amp;quot;&#039;&#039; The rumors about dying Laffu burning themselves was another amazing fact but believed to be true.&lt;br /&gt;
&lt;br /&gt;
During the war another insult of the Blood Orcs incurred: The Laffu began (or some say that restarted an old tradition) of making suits of their dead enemies, particularly the Blood Orcs.&lt;br /&gt;
&lt;br /&gt;
After this &#039;&#039;&#039;second Laffu - Orc war&#039;&#039;&#039;, the Laffu were left alone, nor they much cared about the outside lands. The Laffu Holds are known to be particularly bad trade locations and the Drow tend stay far away from their lands. Yet slavers often find easy market there, as the Laffu buy almost everything.&lt;br /&gt;
&lt;br /&gt;
Curiously, in recent years Laffu immigrants have been spotted in many other cities of Kulmorost. They speak of being outcasts, having been forced from their homelands due unknown reasons (different individuals state different reasons). There has been some worrying observations: The Laffu have far thinner body structure compared to orcs (or even elves to that matter) almost skeletal body. Their voices, gruttular as any orc has unnatural echoes and an underlying vile tone that frightens anyone who is alone with a Laffu. There is also the terrifying rumor about a Laffu that had died in a bar brawl in Treyarch: the local elves made frightening discovery: Under the red-leather devil mask of the dead Laffu was no orc face, but a hideous black face with real horns.&lt;br /&gt;
&lt;br /&gt;
In fact, the Laffu are not orcs any more. They are are &#039;&#039;the Children of the Black Dunes&#039;&#039;. They killed the old Laffu Orcs and have been masquerading as them ever since. &lt;br /&gt;
The Children come from the Black Dunes of the Southern Wastes. Literally: they crawl from the dark sands, fully formed ebony thin half-horned humanoids. &#039;&#039;The Black Earth rises again.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In combat, Laffu are fierce and fast. Highly resistant to magic They are especially deadly when equipped with long spears using their incredible speed and power to quickly overcome their foes. However, they are not very resistant physically, and so are easily dispatched with quality steel weaponry. When they die they burst into flames, returning to ash they originate from.&lt;br /&gt;
&lt;br /&gt;
As they come from the leftover magic from the catalyst the Laffu are an abomination of earth and flesh and magic. In some way a living rock-being, but more than that, the Black Earth is turned into flesh, their skin feels like the other races skin, their blood is still blood but hot like molten rock, their bodies can be destroyed like the other races but they&#039;re different. They burst into flames when they die and their bodies turn back to black earth, they&#039;re strong and fast but yet still quite fragile. They have strange magic, confined to earth and rock, they can compact sand and earth pulling spears out of seemingly nowhere, but lack magic ability in any other substances including runes and language&lt;br /&gt;
&lt;br /&gt;
The Laffu are a smart race: masquerading as another race to not draw suspicion, perhaps knowing they&#039;ll be hunted, they&#039;ve had their men traveling all over the continent gaining knowledge and power, they work together, they fight together, they&#039;re ancient, pragmatic, they have the blood of the things that the goblins poured into their failed god, humans, Orcs, Dwarves, every beast from the land and The blood and magic power of the Goblins themselves.&lt;br /&gt;
&lt;br /&gt;
They are an entirely new kind of life, they sort of ARE the Goblin God or the Goblins in new form. Yet they are still few and are new to the world. What they want is unknown but they all belong to one ideology and  &#039;&#039;the goals of the entire race are aligned.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Laffu have many vocal cords and speak a guttural deep language made up of many vile and strange sounds. Some of their physiology comes into effect when they speak other languages, giving them an unnatural echo and an almost bull-like tone. &lt;br /&gt;
&lt;br /&gt;
The Laffu do not really give a shit about what the goals of the other races goals are. The Laffu are just gaining information and forming their own plans and ideas for the world, getting ready for the future, like they know something the others do not. &lt;br /&gt;
&lt;br /&gt;
There one exception to their uncaring stance: whether knowingly or unknowingly, the Laffu absolutely fucking &#039;&#039;HATE&#039;&#039; the remaining goblins on a subconscious level. Even if they do not know the reason why - they just want to torture the life out slowly out of every singly goblin they meet.&lt;br /&gt;
&lt;br /&gt;
Apart from a great hatred of the Goblins, they&#039;re just indifferent towards the other races, the other races aren&#039;t really important in the big picture of things. they&#039;re expendable. As such, they are hold the Goblinoids in the same uncaring ignorance like the rest, although they (being perhaps the only ones to do so) realize that the Goblinoid cultists are mere cheap knockoffs of the Real Goblins.&lt;br /&gt;
&lt;br /&gt;
====Laffu Religion====&lt;br /&gt;
It has been said that the Laffu worship gods of life, and have the belief that death is not the end, and are instead obsessed with the idea of the continuation of life, just on the other side.&lt;br /&gt;
They worshiped a &#039;&#039;&#039;great pantheon of gods&#039;&#039;&#039;, and as a civilization they were innovative and inventive when it came to technology, and focused on that a little more than magic.&lt;br /&gt;
&lt;br /&gt;
However, like all the Laffu speak, could be just complete lies. It is not known well what the Children of the Black Earth want from this world or why.&lt;br /&gt;
&lt;br /&gt;
=== Minor Species ===&lt;br /&gt;
&lt;br /&gt;
====The Traders of the Mist====&lt;br /&gt;
Mysterious heavily clothed merchants that from across the southern ocean to sell strange magical items. No-one ever sees their faces and the stink of fish hangs about their clothes, they speak no known languages and only communicate with hand gestures and body language. Some think they&#039;&#039;might&#039;&#039; have given the first humans the gift of Magic a long, long, long time a go. Very few are trust them and most tend to steer away when they come near. But those that do trust them enough to trade are very grateful indeed, for the items they sell are extremely valuable (in usefulness and wealth) to travelers and common folk alike.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Trolls====&lt;br /&gt;
Trolls inhabit the mountainous stretch of land connecting the Northern Waste to the rest of Kulmorost and have very large noses. Trolls have more magical ability than humans, but it varies between subspecies. There are four varieties of troll:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hill Trolls&#039;&#039;&#039;: Are the largest, loudest, most brutally unforgiving bastards... If you get on their bad side, they are generally quite peaceful, but are extremely territorial. They are the strongest and largest of all intelligent races, and love to show off their strength by building huge stone houses on the highest point they can find that still has relative easy access. A Hill Troll&#039;s territory size is determined by how far they can see from their tower, which results in stronger Hill Trolls attempting to shorten the towers of weaker ones. Hill Trolls imbue magic into the ground around their homes (into the plants actually) to make brambles grow and climb up their towers to ward off intruders.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cave Trolls&#039;&#039;&#039;: The Cave Troll is the creature that most sympathizes with fa/tg/uys; They never go outside (they hate the sunlight) they&#039;re overweight and malnourished at the same time (from overabundance of carb-loaded mushrooms). They are considered the least intelligent and are the most likely to attack someone on sight, even when they aren&#039;t hungry. They do this out of fear more than anything. They have around the same level of magical ability as Humans but are too stupid to figure out how to use any form of magic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;River Trolls&#039;&#039;&#039;: The most intelligent sub-race of trolls, they live (where else) in and around rivers, lakes and creeks. Th gain their superior intelligence from consumption of seafood. River Trolls love to play tricks on other creatures, although the creatures on the receiving end of these pranks &#039;&#039;never&#039;&#039; enjoy this as it usually ends up with a Troll chewing on their leg. River trolls live in dam-like houses (muck like a beaver) built upon a river. This gives them a constant  supply of fresh water and fish through their homes. Some River Troll huts strikingly resemble bridges across the water, travelers often attempt to cross this way and fall victim to the River Troll within. River Trolls have small magical ability but are clever enough to use it effectively. They love to toy with travelers, creating floating, glowing wisps made of bone, and invisible pit-traps.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Night Trolls&#039;&#039;&#039;: Most races consider Night Trolls to be undoubtedly evil across the board. They eat flesh ([[Rip And Tear|all kinds of flesh.]]) and live most of their lives in solitude away from other species, in caves and abandoned forts and in some cases old wells. And of course, they only hunt at night, making travel through the mountains after night fall a near death sentence. Their dark skin and affinity for black bear hides makes them nearly invisible at night, and since they are thinner and leaner than other trolls, they can pass over stones unheard until they are too close for it to matter. Night Trolls don&#039;t hate light, and they are not nocturnal, but they are weaker than other, more territorial Trolls (Hill Trolls in particular) so they hide. They hunt at night, but only around once every three days, other days they sleep in the night.&lt;br /&gt;
The magical ability of Night Trolls is surprisingly high compared to the other sub-species (probably because of their flesh fetish). Some believe that there are some Night Trolls who wear the fresh carcasses of slain beasts as camouflage, its effectiveness may be due to some enchantments of the flesh.&lt;br /&gt;
&lt;br /&gt;
====Halflings====&lt;br /&gt;
&lt;br /&gt;
The Halflings were originally humans, kidnapped by the goblins as children and bred to be pets (and occasionally snacks) for their goblins overlords, made to be short and dumpy as this was cute to the Goblins. However when the war against the Goblins started they made a horrible discovery :their halfing&#039;s inherent magical abilities had grown. some believe this was due to constant exposure to the Goblin&#039;s twisted magics, others believe that all souls have a certain amount of magic in them and that in making the Halflings small they concentrated their magical abilities.&lt;br /&gt;
&lt;br /&gt;
Inevitably the truth matters not. The Halflings, led by Grobal the Butcher (so named as he murdered his Goblin master and constructed staves from its remains) rebelled against their masters and aided the dwarfs in defeating them. In return the dwarfs offered them some few lands to call their own. Some rejected this offer, traveling the world in small caravans or becoming citizens of other nations as opposed to their own sovereign land whilst other accepted the offer graciously.&lt;br /&gt;
&lt;br /&gt;
Those Halflings who accepted the offer are known as &#039;&#039;&#039;Gnomes&#039;&#039;&#039; whilst those who rejected it are known as &#039;&#039;&#039;Kotarfs&#039;&#039;&#039;, kot being the dwarvish word for wanderer or traveler, and arf meaning person (Dwarves use simplistic terms and are not very imaginative). To other races the dwarvish word &amp;quot;arf&amp;quot; means &amp;quot;little person&amp;quot; and so is still used appropriately, but they pronounce the plural &amp;quot;Kotarves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The reasons behind the Halfling spilt are unknown to most non-halfings. Most assume it had something to do with the quality of the land they were offered (for while it was costal and bordered dwarf lands it also bordered the southern wastes and Halflings relationships with Orcs have always been a little strained), but the reality has less to do with other races and more to do with Halflings themselves. You see, Halflings believe that, at some point or another, a war will be fought - a war that if lost will doom all life but if won will bring freedom to all creatures of the world.&lt;br /&gt;
&lt;br /&gt;
Kotarves believe this &amp;quot;End-war&amp;quot; was fought and won against the Goblins, so they might as well spend their lives seeking, finding and living in contentment, rather than waste it worrying. Gnomes on the other hand believe either that the war against the Goblins is not over till their are no Goblins left, or that the End-war was not the war that was fought against the Goblins. Either way they spend their time preparing their lands and people for this inevitable war, stockpiling weapons and fortifying their cities, so that they may have a chance of winning&lt;br /&gt;
&lt;br /&gt;
====Centaurs====&lt;br /&gt;
Centaurs are a subrace of humans. Legends say that during the War of Human Exodus Elven and dwarven great scholars cast an experimental curse based on goblin magic on some fleeing  that was supposed to erase their legs, instead what ended up happening was that the fleeing humans combined with their beasts. Most centaurs are half horse, while a very rare subset of them are half-donkey. Centaurs are very sought after by other humans due to their great strength.&lt;br /&gt;
Centaurs do not reproduce with other kinds of humans as the offspring born of those unions results in monstrosities with random human and horse characteristics.&lt;br /&gt;
&lt;br /&gt;
Centaurs have no lands of their own, and are an extremely rare minority, both feared and reviled by other races for their unnatural physiology and Human ancestry.&lt;br /&gt;
&lt;br /&gt;
They are nomadic sheep and goat herders and they herd along a series of routes seasonally. They are known for their skill with the bow and lance, and their reckless, volatile, and rambunctious personalities.&lt;br /&gt;
Some Centaur Tribes have abandoned herding entirely, instead, looting caravans and raiding settlements for supplies. Centaurs have magical talent comparable to that of Humans, and they are known for their disdain towards mates.&lt;br /&gt;
&lt;br /&gt;
Perhaps it is a quirk of their unnatural biology, or an inherent racial ability, but Centaurs are known and feared for their resistance towards magic. Mages who&#039;ve battled Centaurs claim that their magical attacks had barely half their usual effect, as if the Centaurs wore a layer of pure silver.&lt;br /&gt;
&lt;br /&gt;
Every few centuries, a powerful figure will unite the disparate Centaur tribes into an unstoppable horde and attempt to conquer the Kulmorost. As the Centaurs are few in number, extremely primitive, anarchic in nature and hard to organize, and unable to use magic in any meaningful capacity, the Centaurs haven&#039;t yet succeeded. They have, however, killed many Elves and Dwarves over the ages.&lt;br /&gt;
&lt;br /&gt;
Centaurs usually aren&#039;t allowed in towns, and many more conservative Elf and Dwarf businesses won&#039;t serve them, viewing them as savage abominations, barely above the likes of Humans and Goblins.&lt;br /&gt;
[[File:Eelkuns.png|thumb|left|Gualli of the depth]]&lt;br /&gt;
====Gualli====&lt;br /&gt;
It has sleek black skin, a body like an eels, with spindelled legs and arms, wearing robes crafted from flesh. Its mouth had sharp, thin teeth jutting out at angles, and was discovered to be capable of stretching wider than its entire body. It&#039;s body too, was discovered to be able to expand many times its own size. The creatures tail emitted bioluminescence prior to its death. &lt;br /&gt;
come to the surface from deep sea trenches every night and attempt to lure weak-willed lesians to the waters edge and drag them to the depths for some unknown purpose.&lt;br /&gt;
&lt;br /&gt;
====Beastmen====&lt;br /&gt;
Inhabitants of the Forsaken Isle are varied and deadly tribal folks. Not much is known about them, but it is theorized that they were created long ago by the Ancient Goblins. But this cannot be proven as all traces of the Goblins&#039; personal history and rites was erased.&lt;br /&gt;
&lt;br /&gt;
====Kobolds====&lt;br /&gt;
Prolific Beastmen race that have managed to spread across the Eastern Coasts, (especially the swamps) in large numbers. &lt;br /&gt;
&lt;br /&gt;
Despite their primitiveness and low intelligence, kobolds have a huge innate magical potential they can instinctively use in very crude yet relatively powerful way.&lt;br /&gt;
They mainly hunt and fight among themselves using primitive spells.&lt;br /&gt;
Social hierarchy is established with ritual magical combats.&lt;br /&gt;
They tend to stand at one-third the height of the average human and breed explosively. as such, they use swarming tactics to overwhelm their enemies.&lt;br /&gt;
&lt;br /&gt;
Kobolds are carnivorous, and are able and more than willing to consume and subsist off of anything even vaguely meat-like. They can consume bones as well, and many Kobolds find enchanted bones to be extremely delectable. It is for this reason, their extremely low intelligence, prodigious birthrate, and their vandalizing, kleptomaniacal tendencies, that Kobolds are regarded as pests by most civilized peoples.&lt;br /&gt;
&lt;br /&gt;
====Eld&#039;wani====&lt;br /&gt;
Elitists and quite xenophobic bird people with floating islands. Even they admit that they are a dying race and have fled to avoid being killed.&lt;br /&gt;
&lt;br /&gt;
The Eld&#039;wani don&#039;t have wings and their bodies are not aerodynamic enough to do so even if they did, but they are capable of flight. Their species has very little magical aptitude, but they are able to control the winds as if it were second nature. With enough focus, Eld&#039;wani are able to channel their life force into the air around them, and use the resulting push to fling themselves through the air, allowing them to &amp;quot;Fly&amp;quot;, at the speed of a sprinting Human with a similar level of exhaustion.&lt;br /&gt;
&lt;br /&gt;
Their floating islands only able to fly because the monastic Eld&#039;wani Shamans devote their lives to mastering the art of air manipulation, and are able to levitate the island short distances every few weeks, (short meaning the length of a week long voyage with a top of the line enchanted ship with a Sky Whale bone keel,) but render themselves comatose in the process, and need to spend much time meditating to regather their power.&lt;br /&gt;
&lt;br /&gt;
The Eld&#039;wani live in the Forsaken Isles, and are extremely few in number, having only a few tens of thousands scattered throughout their floating islands. Each of the islands functions as its own Theocratic city-state, with a council of the Shamans leading the city-state. The Eld&#039;wani worship &#039;&#039;&#039;the Sky&#039;&#039;&#039; and view the Sky Whales as holy and sacred, they believe that the Shamans have a spiritual connection to the Sky, and should be revered.&lt;br /&gt;
&lt;br /&gt;
The Eld&#039;wani sustain themselves through piracy, raiding other Beastmen, and fishing. They&#039;re widely regarded as mythical in Kulmorost as a whole, but rarely individual or small groups are seen as part of a Human/Beastman Pirate crew, where they are a great boon to their mundane comrades, possessing the ability to generate sorely-needed gusts of wind when none are present.&lt;br /&gt;
&lt;br /&gt;
====Giants====&lt;br /&gt;
Ancient species driven to extinction by Goblins. Some say that their survivors (de)evolved into Orcs in Lesia.&lt;br /&gt;
&lt;br /&gt;
The giants of old were an odd bunch. Rather than use the bones of their dead for magic they used to remove the flesh and dump the bones in certain holy places, along with the bones of many other giants. These &amp;quot;Giant Graveyards&amp;quot; are fiercely sought after by the magical races, as they are more magical than human bones and far stronger.&lt;br /&gt;
&lt;br /&gt;
Due to the rarity of Giant bone magic objects utilizing it are rare and expensive. Elves have historically the largest supply of giant bones and found the most graveyards in their lands. Some theorize that the reason for this is that their lands are the original homelands of the giants - of course you are going to find a lot of giant bone there. This is merely hearsay and unsubstantiated rumor.&lt;br /&gt;
&lt;br /&gt;
Over the years the discovery rate of new Graveyards has slowed to a crawl, with the last new grave on the mainland being uncovered 60 years ago and not a single new one has been found since. However, survivors from a small scouting expedition to Lesia have reported finding multiple Graveyards over their very brief stay there. That could be good for business&lt;br /&gt;
&lt;br /&gt;
== Fauna ==&lt;br /&gt;
&lt;br /&gt;
===The Brumecaster===&lt;br /&gt;
&lt;br /&gt;
The Brumecaster (Humanic), also known as the Brumgonor (Dwarvish) and the Valmeirar (Elvish), is a rumoured creature said to live in the sky amongst the clouds. Appearing similar to a enlarged water strider, this creature is believed to have the ability to camouflage itself and to command clouds and the weather they relate to. Some even believe that the Brumecaster exists to control all of the clouds and the winds, potentially all over the world. There have been many sightings of the Brumecaster, often in windy places, which has resulted in many people believing there to be more than one Brumecaster above Kulmorost. Regardless of its existence, many villages have adopted it into their culture, creating many folk legends and children&#039;s stories about the Brumecaster, each with differing views regarding the creature.&lt;br /&gt;
&lt;br /&gt;
===Sky Whales===&lt;br /&gt;
&lt;br /&gt;
Immensely difficult to hunt due to their habit of &#039;swimming&#039; in the highest reaches of the sky, as well as innate spellcasting abilities.&lt;br /&gt;
Incredibly magical, body parts are equally prized and reviled. Prized due to their suitability to the construction of magical items and reviled due to their place in many religions as sacred.&lt;br /&gt;
&lt;br /&gt;
Sky Whales are &#039;&#039;&#039;intelligent&#039;&#039;&#039;, that&#039;s why their bones are so useful. But no other race has figured out their language and their nomadic wanderings makes them look like nothing more than migrating animals. Their minds are somewhat alien and they make no attempt to communicate with the other races, partly for this reason, and partly because this usually ends with someone recieving new Sky Whales bone weapons. With no mode of communication with non-whales, no visible markers of civilisation, no crafted items, most people assume that the sky whales have no intelligence. But in reality their songs are them singing the history and culture of their people.&lt;br /&gt;
&lt;br /&gt;
Although they are called &amp;quot;sky whales&amp;quot; by some they more closely resemble a manta ray. With a vast wingspan to keep them in the sky for weeks or even months, only landing on the highest points of mountains where they feed on nutritious minerals which replenish their magic.&lt;br /&gt;
&lt;br /&gt;
Many legends and myths have a hero either riding atop a whale or being granted a bone weapon willingly by the great beasts. Some say there exists a people who live in the sky alongside them or even atop their backs. They are usually ridiculed by anyone with a telescope, but the legend persists in stories and plays.&lt;br /&gt;
&lt;br /&gt;
===Wooly Rhinos===&lt;br /&gt;
These mammals of the Northern Wastes are fuzzy an produce milk. The rhinos are also used for their fur coats, their milk makes good cheese (and is occasionally brewed into a potent alcohol) they make excellent beasts of burden and their meat is of high quality.  They &#039;re just as belligerent, hostile and stubborn as humans are, and twice as hardy to boot. The larger populations of humans would not survive without captive Wooly Rhinos.&lt;br /&gt;
&lt;br /&gt;
For more details, see Humans.&lt;br /&gt;
&lt;br /&gt;
===Dogs===&lt;br /&gt;
Wooly rhinos are not only animals humans keep. Dogs they have in their disposal are one of their greatest companions. They grow in up to half human size, their fur keeps them warm in almost any temperature and loyal to the bone. But their greatest strength in ability to eat almost anything, meat, bones, roots, grass and probably are capable of eating trees bark. Their noses capable of smelling magical enchantments and blood of magical races against which they are extremely aggressive. It is rumored that they are product of a failed (or successful goblin) experiment&lt;br /&gt;
&lt;br /&gt;
===Wyrms===&lt;br /&gt;
All Wyrms are descendants of the ancient Dragons from before the rise of the Goblins. They can be found throughput the world in almost any climate or terrain, in the deeps of the ocean like the &#039;&#039;&#039;Varhillius&#039;&#039;&#039; or gliding over the desert like the &#039;&#039;&#039;Wyvern&#039;&#039;&#039;.&lt;br /&gt;
Most Wyrms are falsely referred to as &amp;quot;Dragons&amp;quot;, the reason for this is that most Wyrms known today are so far removed from the original Dragons that they can almost be called another species entirely. That being said there are still select few that still hold striking resemblance to their forbears, these are referred to as &amp;quot;true Dragons&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
But there are still a few defining features that all Wyrms have that tie them to the Dragon species:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First&#039;&#039;&#039; Their scales. The unenchanted scales of a Wyrm have innate magical properties that repel attacks and harsh weather. Although quite peculiarly when they are peeled of a slain Wyrm they seem to lose this ability. But it still remains an excellent medium for enchanting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second&#039;&#039;&#039; Warm Blood. All Wyrms no matter what subspecies or climate they live in, will have warm or even hot blood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third&#039;&#039;&#039; Eyes. The eyes of a Wyrm, if peered into, will appear to have a depth greater than the width of the creatures skull. The reason for this is unknown and is difficult to study as it can only be seen in a living Wyrm.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Drake&#039;&#039;&#039;: four legs no wings.&lt;br /&gt;
**The most common Wyrm in Kulmorost. They dwell in shallow caves or abandoned homes, or even burrow into the ground sleep.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wyvern&#039;&#039;&#039;: two wings two legs.&lt;br /&gt;
**Solitary hunting beasts who scour the Southern Wastes for caravans and camps to feed on.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gorudrim&#039;&#039;&#039; (lesser dragon): two wings four legs.&lt;br /&gt;
**The closest thing most can see to one of the original Dragons before their whole species was fucked over by the Goblins.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Darukrul&#039;&#039;&#039; (true dragon): four wings four legs.&lt;br /&gt;
**There has only been one known sighting in the last century, and most people don&#039;t believe they ever existed ([[Derp|lizard with eight limbs]]).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Varhillius&#039;&#039;&#039;: four wings no legs (aquatic)&lt;br /&gt;
**This peculiar Wyrm makes its home under the waves. In the Tahalaca Ocean they swim and hunt in groups of up to a dozen. They are often hunted for scales and hides.&lt;br /&gt;
&lt;br /&gt;
===The Eye Of Storm Ocean===&lt;br /&gt;
All of what is understood by this creature is exclusively from encounters with it. As it has only ever been seen above water, it is described as a colossal mess of barnacle-covered tentacles with a giant tentacle in the centre, pointing upwards. At the end of this specific tentacle lies its enormous eye, which apparently can see in a complete 5km radius. There is no generally-agreed-upon number of tentacles it has, due to a different amount emerging from the water at each recorded encounter with The Eye Of Storm Ocean. Only the large tentacle hosting its eye has never been seen submerged underwater, though its is not always open. It is a very slow creature, but moves faster in water the more of it is submerged.&lt;br /&gt;
&lt;br /&gt;
The reason as to why it is greatly feared by those who understand magic is because of its magic-generating capabilities. The Eye Of Storm Ocean can sacrifice many of the barnacles on its tentacles to generate powerful forms of magic almost instantly, making it a powerful foe. It can also use its tentacles for brutal physical attacks, making it the bane of all seamen for sure. The Eye Of Storm Ocean, when left undisturbed, is general peaceful by nature, as it attacks no flora nor fauna that belong to the sea. It mostly spends its free time growing barnacles on its tentacles, in order to sustain itself and for future use. If its eye notices anything that does not naturally belong to the sea, it will attempt to destroy it until it is dead or not in its radius of sight. It has been seen to emit magical spells only from the tip of its eye-hosting and central tentacle. The variety of its spells are not fully understood, but it has been seen to force its victims to levitate and be pushed underwater by the means of spell-casting.&lt;br /&gt;
&lt;br /&gt;
Due to how little is known about The Eye Of Storm Ocean, as the most reliable sources are eyewitness accounts, folklore, and occasionally love poems, the people of Kulmorost (both the scholars and the everyman) are heavily divided on the qualities of The Eye Of Storm Ocean, including topics such as:&lt;br /&gt;
*Its intelligence, sentience, and its ability to retain memory (some argue that it is simply very territorial rather than simply violent)&lt;br /&gt;
*How aware it is of its actions and the world around it (a position held by many elves is that it is intentionally-malicious)&lt;br /&gt;
*The extent of its magical powers and physical strength (some records detail it being able to drown three Sky Whales with telekinesis, which very difficult to perform due to the magical resistance of the everyday Sky Whale)&lt;br /&gt;
*How it obtained its magical and physical qualities (some believe that it may have been created by the Goblins as a part of this arsenal, but this belief is mostly baseless)&lt;br /&gt;
*What parts of it are not recorded due to not surfacing above water (the quantity of its tentacles are debated because of this)&lt;br /&gt;
*It being a newly-born monarch (a belief mostly held by the Worshippers of the Monarch)&lt;br /&gt;
&lt;br /&gt;
There are currently efforts among scholars to figure out how to converse with The Eye Of Storm Ocean, but this collaboration is still in its infancy, though it is promised to show great results. Perhaps speaking with the beast itself would filter all the topic of discussion and potentially end the widespread curiosity about the beast for good.&lt;br /&gt;
&lt;br /&gt;
It is best-advised to not go too deep into Storm Ocean, as an encounter with The Eye Of Storm Ocean may be the last encounter the victims may endure. However, some persist that there is a great need to understand it for the greater good of biology and magical studies, meaning some sacrifices must be dutifully made. The Eye of Storm Ocean has been cited as one of the reasons the Pirate Lords rarely venture out of the Val Sea, as well as the reason many trade routes performed across Storm Ocean have such curvy sail layouts, as if to make sure the cargo ships never have to be stared down by The Eye Of Storm Ocean.&lt;br /&gt;
&lt;br /&gt;
== Bibliography ==&lt;br /&gt;
Various texts from Kulmorost.&lt;br /&gt;
&lt;br /&gt;
=== Dwarvish ===&lt;br /&gt;
====Of Human Corsairs====&lt;br /&gt;
Excerpt from &#039;&#039;“On Corsairs – A Study of Piracy in the Modern Age”&#039;&#039; written by Zul-Far-Kun, 717 MA.&lt;br /&gt;
&lt;br /&gt;
The book is widely considered alarmist, overly reactionary, and a satirical piece due to an absence of academic language. Nevertheless, it has formed a shared cultural image amongst the Dwarves of the blood thirsty human pirate.&lt;br /&gt;
&lt;br /&gt;
“It is of no question that Men thrive on raiding and piracy. Left without sufficient agriculture and rich neighbors to their south, the race of Men is famous for their exploits of violence and hatred. Nowhere else is this more personified then by the many piratical clans roaming either the western Val Ocean, or the Eastern Straits of Tahalaca.&lt;br /&gt;
&lt;br /&gt;
“Festooned in iron, steel and whalebone, they reave through settlements great and minor in search of bodies, wealth, and blood sport. These activities are always carried out with the primary, almost myopic intent, of causing fear.&lt;br /&gt;
&lt;br /&gt;
“Some pirates conduct themselves in complete silence, leaving only the sounds of their swords and spears cutting through sinew to carry their message. Others, often from further north, ingest psychedelic substances and chant in garbled tongues while enraptured in combat and slaughter. Different ships, different clans, different methodologies, but almost always with the same result – death and carrion.&lt;br /&gt;
&lt;br /&gt;
“Woe to those who hire such creatures to do their bidding. Many a foolish Elven prince, or princess, have found themselves cornered within their own palaces, cowering in fear, as the Men they hired turn on their former masters for the smallest slight, or perceived breach of contract, or betrayal. Seemingly fickle, but in truth constant, these pirates value one form of currency above all others: blood.” &lt;br /&gt;
&lt;br /&gt;
====A Scholarly Dwarven Treatise on the Kobold====&lt;br /&gt;
&amp;quot;The Kobolds are a particularly prolific Beastmen race that have managed to spread across the Eastern Coats, (especially the swamps) in large numbers.&lt;br /&gt;
&lt;br /&gt;
They speak an incomprehensible garbled babbling language and don&#039;t have the vocal cords or intelligence necessary to pronounce any more than the most basic words of or more advanced languages. Kobolds are extremely energetic, and are very good at expressing themselves through pointing, exagerated body language, and mostly harmless spontaneous magic.&lt;br /&gt;
&lt;br /&gt;
Kobolds stand at one third the average height of a Human, and weigh anywhere from 30-50 pounds. To get an idea of what a Kobold looks like, imagine if someone took a small puppy, a tomcat, a salamander, and a rabbit, combined them all into an unnatural abomination, made the abomination anthropomorphic, made it look endearingly adorable, and gave it all the intelligence of the sun sum of its parts, along with a difficult to control but extremely powerful magical potential, and a burning lust for valuable obejects.&lt;br /&gt;
&lt;br /&gt;
That is a Kobold, and many wise scholars theorize that in ancient times a particularly twisted Goblin did just that. Kobolds live for only a decade, a decade and a half at most, and reproduce absurdly quickly, by both laying eggs, and giving birth to live young annually. Many scholars have puzzled over this biological impossibility, the humble author theorizes that egg layers and birth givers are simply two nearly identical subspecies that live with one another, but the truth may never be known. A breeding pair of Kobolds can produce well over 200 within five decades, it is for this reason Kobold nests are destroyed whenever found.&lt;br /&gt;
&lt;br /&gt;
Alone, Kobolds are cowardly and flee from danger, but in large numbers, they become fearless, and use swarm tactics in battle. Kobold hordes are a minor danger, but are a pressing one nontheless.&lt;br /&gt;
&lt;br /&gt;
Kobolds are reknown for their impressive arcane abilities. Fortunately, only 1 in 50 Kobolds is capable of using magic, these gifted Kobolds lead their society. Kobold mages are incapable of subtlety and precision, instead, they recklessly, (and often self-destructively) wield extremely powerful lightning, wind, water, and fire magic, capable of destroying entire small armies on their own.&lt;br /&gt;
&lt;br /&gt;
Fortunately, Kobold mages are very predictable, and a skilled practitioner of the arcane arts can easily counter even the strongest Kobold mages, though large groups may prove to be overwhelming, and they often distract mages from the hordes of nonmagical Kobolds.&lt;br /&gt;
&lt;br /&gt;
Kobolds are carnivorous, and are able and more than willing to consume and subsist off of anything even vaguely meat-like. They can consume bones as well, and many Kobolds find enchanted bones to be extremely delectable. It is for this reason, their extremely low intelligence, prodigious birthrate, and their vandalising, kleptomaniacal tendencies, that Kobolds are regarded as pests by most civilized peoples, and are to be destroyed if this world is to reach perfection in the eyes of Our Maker.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Urist Woodgut, Year 453 Of Our Maker.&lt;br /&gt;
&lt;br /&gt;
====THE BASIS OF THE CULT OF THE MAKER&#039;S THEOLOGY====&lt;br /&gt;
The universe is made up of three substances :&lt;br /&gt;
#The Essence of the Architect, his Realm, the &amp;quot;soul&amp;quot; of the Maker and the souls of the dwarves.&lt;br /&gt;
#The Higher Substance, the substance of the higher region of the world and of the &amp;quot;body&amp;quot; of the Maker.&lt;br /&gt;
#The Lower Substance, the substance of the lower region of the world and the souls of the non-dwarves.&lt;br /&gt;
&lt;br /&gt;
These substances are perfectly separated with the exception of the Maker (Essence in the Higher Region of the World) and the souls of the Dwarves.(Essence in the Lower Region in the World)&lt;br /&gt;
But the Maker and the Dwarves will ascend to the Realm of the Architect when their task will be done, establishing a true total separation.&lt;br /&gt;
&lt;br /&gt;
Beings have an essence and a hypostasis (personhood)&lt;br /&gt;
The Architect, Maker and Dwarves share the same essence, but are different persons even if they will be in perfect communion in the Realm of the Architect.&lt;br /&gt;
Non-dwarves have the same essence (the lower substance), and are all different persons.&lt;br /&gt;
There is an hypothetical category of beings who exist in the upper region of the world and have its essence.&lt;br /&gt;
&lt;br /&gt;
The existence of Evil and the flaws in the world are caused by its imperfection as the world is not wholly finished until the dwarves have completed their task.&lt;br /&gt;
The Dwarves thus believe they are progressing towards the completion of the world by developing their civilization, quite litteraly thinking they are the final touch in the creation process.&lt;br /&gt;
They believe they are always going in the right direction in the long term because they are guided by the Maker but they don&#039;t reject responsability and the possibility of decadence in the short and mid time.&lt;br /&gt;
The elimination of the imperfection of the world is seen as a spiritual process completly unrelated to magic whose effects on the world are not gradual : the world will become perfect and the dwarves will ascend in a single and sudden event caused by the dwarves&#039;s efforts.&lt;br /&gt;
&lt;br /&gt;
====Of Different Human Tribes====&lt;br /&gt;
Excerpt from, &#039;&#039;“On the different tribes of Men.”&#039;&#039; (Dra-Bul-Naz, 818 ME)&lt;br /&gt;
Published by the University of Valkenburg Print Press.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of all of the erroneous assumptions made in anthropology in the last 300 years, none has been more pervasive than the conceptualization of humanity as a single ethnic race. This could not be farther than the truth. In human tribes, there exist four distinct elements: economic, political, ethnic, and religious. Different tribes subscribe to different mixes of these elements, sometimes tolerating multiply ideologies at once.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It is a theory of the author that Humanity as it exists now did not prior to the expulsion of men from the south. If anything, what little archaeological progress has been made in recent decades has revealed that different Mannish civilizations expressed wildly different architectures, scripts, art, and cultures. Indeed, a convergence only appears towards the beginning their exodus north.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It is with the above in mind that one must understand that a common Mannish tongue, an amalgamation of seemingly incongruent linguistic features, has not (and will not truly exist). Linguistic differences, although seemingly split amongst ethnic lines, are the primary divider of tribes. Although some level of mutual intelligibility does exist, more often there would be difficulty in communications between two humans born on different coasts of the Northern Wastes.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Consider the Valkgarians: a centralized tribe eking out an existence on what little green coast of the Northern Wastes there is remaining. Medium to tall of stature, with a wide variety of hair color, and with a gambit of eye colors; this tribe speaks a dialect of Mannish that does not posses grammatical cases. Nor does it have tonality. Intonal, with little inflection, their tongue relies heavily on auxiliary verbs and word order to convey meaning.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Contrast the Vends people, possessing the same stature and similar hair to the Valkgarians, but with primarily darker eye colors and hair. Their tongue has six-to-seven cases and features complex consonant clusters.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Theoretically, if you sat down a Vend and a Valkgarian, the two would be able to understand a word or there, but would otherwise have trouble maintaining a conversation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Linguistic drift is not a uniquely human phenomenon. Mankind, however, exhibits this tendency alarmingly often – more so than any other peoples.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Hunted====&lt;br /&gt;
He had seen them, no doubt of it. They were still on his tracks.&lt;br /&gt;
&lt;br /&gt;
Months ago the group left home with all the honors the Kingdom could give. A ceremony was held to receive the Overking&#039;s blessings, even. The last thing they saw was a cheering crowd of their family, friends and fellow countrymen, waving them goodbye into uncertainty. They knew it was going to be dangerous, and fear slowly turned to excitement at the prospect of going so far beyond any civilized lands. Without heavy support from a certain Senator the ordeal would have been inconceivable, fame and greatness wouldn&#039;t be theirs, and many lives would have been spared.&lt;br /&gt;
&lt;br /&gt;
Still in the planning phase, through the many connections he&#039;d built over the years, word came to Rut of GRON about the plans to explore the Northern Wastelands. After so many years of idleness and yearning for his days of adventuring, the sudden call to action seemed like a well-deserved rest from crowded urban life. He was gladly taken in. It was set: 40 brave dwarves would challenge the Northern Wastelands, land of the Haumics, to find their fortunes and glory for their land.&lt;br /&gt;
&lt;br /&gt;
He kept running. They weren&#039;t far. He could practically smell the stench and see the horrid crude animal skins, taste the bitter metal with awful vividness. The only thing he couldn&#039;t perceive was their sound. The land was on their favor. The snow muffled their steps and the chilly wind whipped the little vigor out of the dwarf&#039;s body.&lt;br /&gt;
&lt;br /&gt;
There was a higher aim for the expedition, as the Senator eagerly told them. If the information in the map was accurate and the soil in that frozen hell really hid that many mineral riches, then the Kingdom would have to put a foothold in the Wastelands. The land could be healed, he said, purged from the oblivious devils that had so far been its only inhabitants. By taming one more bit of wilderness, the world would creep towards perfection, and Dwarfkind a bit closer to fulfilling their holy task.&lt;br /&gt;
&lt;br /&gt;
That was the thought of the naive Senator, who was deeply religious and idealistic to a fault. He went as far as trusting the Traders of the Mist and their strange treasures with the lives of 40 good dwarves, sent into a suicide mission for the slim chance of success in the name of a distant greater good. So deep were his faith and anxiety to see the world shaped by dwarven hands.&lt;br /&gt;
&lt;br /&gt;
Rut took a moment to remember how very far away he was from home. His body screamed for rest, and his mind was already giving up. It had been stupid to go.&lt;br /&gt;
&lt;br /&gt;
This had been a 3-day chase. His arm was wounded. It was frozen and lifeless, but at least no longer bled. Equally, he missed seeing blood. He yearned for color.&lt;br /&gt;
&lt;br /&gt;
Their silent march continued; snowflakes fluttered and danced all around him, cold as iron, white as death, as they pricked his face and sucked the warmth off his body. The indistinguishable landscape after him went on and on - could it be endless?&lt;br /&gt;
&lt;br /&gt;
Deep down, he knew it was a pointless struggle, one last attempt to preserve his pride, feigned bravery before his legs inevitably lost their strength and the snow swallowed him alive. Realistically, he could not flee. He didn&#039;t even know if there was any place to flee to. If nothing else, it could be worthwhile to keep it up to spite the bloodthirsty bastards. Or so he told himself, as his muscles threatened to snap and his face twisted into a grimace of pain.&lt;br /&gt;
&lt;br /&gt;
If he was not so tired, he would weep for his companions. Nobody deserves that end. These particular humans had a terrifying hunger for magical flesh, and Rut guessed at least 39 of the 40 brave dwarves would be used to sate it. Not long ago they had caught the only other survivor who&#039;d kept up with him nearly this far. Rut heard him screaming and bawling like a baby, until it suddenly stopped.&lt;br /&gt;
&lt;br /&gt;
Sooner or later, the tall wights of the North, the dreadful iron revenants, they would find him. Then the ugly iron masks would come off, and he would have no rest.&lt;br /&gt;
&lt;br /&gt;
====Note from Goblinoid Trader====&lt;br /&gt;
Not even the proud Lesian race dares set foot on their neighboring island, the &amp;quot;Everliving Isle&amp;quot;, while trading with the Lesians as an envoy the Goblinoid city VRON l was sent to acquire items from the Lesians homeland, items others may see as.... distasteful. After giving the Lesians the goods we had agreed on (mostly small amounts of silver and a small collection of outdated Dwarven texts on the races of Kulmorost) and loading my goods in kind, l inquired about the so called &amp;quot;Isle of the Everliving&amp;quot;. The Lesians eyed each other and reverted back to their lower tongue speaking among themselves for a time. then l got my answer. &#039;&#039;&amp;quot;do not land on isle, long-ear. nothing of worth, queen takes men minds, brings the dead. better left be&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Perhaps the Lesians are simply superstitious, l will put forward that we should mount an expedition once l return to the VRON mages, there we may find some help to our ongoing experiments.&lt;br /&gt;
&lt;br /&gt;
====Of Necromancy====&lt;br /&gt;
Excerpt from Dwarven &#039;&#039;&amp;quot;Val-Embor Brumgaurd&#039;s fun with magic volume 3&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Although some may tell you the act of reanimating the dead is an impossible task, in my own studies l have proved otherwise, although l&#039;ll tell you necromancy, while possible is somewhat impractical as the amount of magical energy one must use to keep a deceased body animated much outweighs the usefulness of the dead body. Such foolish proposals of an &amp;quot;army of the dead&amp;quot; is utter nonsense.&lt;br /&gt;
&lt;br /&gt;
all of my experiments are conducted on (mostly) healthy human males captured during a raid on Dwarvish settlements in the northern mountains as well as a few recently dead human corpses &lt;br /&gt;
&lt;br /&gt;
One of my first experiments was whether one could force the soul of recently deceased man back into his body, though the humans resisted interrogation of other Dwarven mages while alive l thought l might be able to gain some insight after bringing them back. l resolved that the sooner l could bring back the spirit to the body the better my chances of success would be, after suffocating one of the human males in a contraption of my own design, l complete the rituals making a number of animal sacrifices and life essence transferals l was successful in my endeavor, the humans eyes started moving about once more as life returned to the body, though the eyes still looked like that of a dead man l was assured he could see as l waved my hand in front of his face. After the humans initial response of great confusion and discomfort l decided to start the questioning. l was unsuccessful in my efforts of exacting information, l told the human if he answered my questions l would return him to the dead, instead of acting reasonable he instead decided to scream in what could be described perhaps as &amp;quot;spiritual agony&amp;quot; cursing my race and my family before fading back into death after a number of hours. this is not much more than l should have expected from these barbarians &amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;in my second series of tests l found that returning the body of the recently dead to life was the easy part, getting the dead to perform intricate tasks was the tricky part. One way l found was by carving instructive runes into the sternum of the dead, either descriptive of a specific task like &amp;quot;protect this one from danger&amp;quot; or a much broader one like &amp;quot;follow instruction&amp;quot;&lt;br /&gt;
&lt;br /&gt;
using these runes on two different bodies l had one with &amp;quot;protect this one from danger&amp;quot; and the name of my then assistant Bal-goran Runemar and then gave instruction to the other once dead man to kill him. the instruction given to the second was successful, perhaps too successful, although the dead seem to increase in strength they lack all skill in their fighting, preferring to randomly tear at the flesh and disembowel the target as opposed to ending their life quickly and mercifully, as Bal-goran found out first hand when the second dead broke through the defenses of the first, completing its given task. My assistants untimely death, though saddening had provided me with another body to experiment on (perfectly legal as he had signed his bodily rights to me for experiment purposes long before his death). using the method described in the previous log l brought back my assistant and asked him of the events that had transpired, he described it as being &amp;quot;quite unfortunate&amp;quot; and &amp;quot;less than ideal&amp;quot; before mirroring that which l described in my first experiment, a kind of &amp;quot;spiritual agony&amp;quot; before fading back to the other side while sobbing and crying out for his mother &lt;br /&gt;
&lt;br /&gt;
&amp;quot;continuing with my task l invited my other less experienced second assistant (whom l thought wouldn&#039;t be needed for these experiments) into the workshop to help with my work. As one could expect he looked somewhat concerned with the current state of my workshop, a number of animal carcasses now littered the workshop floor along with the still twitching bodies of dead and then for a short time not quite as dead human specimens, oh and one cannot forget the disembowel corpse of my deceased first assistant, but l digress. My now first assistant saying nothing of the horrors (or his very recent promotion to my first assistant), was happy enough to help out with further experiments. &lt;br /&gt;
&lt;br /&gt;
The third and final trial may have been the most successful albeit the most mentally and physically taxing of the three. This time combining parts of previous experiments, l sacrificed the lives and essence of a few beasts, carved runes into the deceased l wished to bring back and then most importantly l gave some of my own life energy to the body, in short binding my own will to that of the dead. l used only small amount as not to dramatically reduce my own lifespan, l calculated l could give the body around 5 hours of animation with all of these processes combined. SUCCESS!! lthe body rose this time, without screaming nor showing any signs of incredible stress. After questioning how the body about recent human activities he was quite cooperative, telling me all that l wanted to know and speaking only when told to. After a time l decided to perform a few simple tasks, l had him collect some of the entrails and generally rearrange a few things in the workshop. After this l decided to take him and my now first assistant for a celebratory drink at the local tavern and let me tell you people at first were quite alarmed to see an undead human wobbling around the streets, but they became calm after l showed them he was entirely bent to my will by having him...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dance to my assistants wonderful flute musings, garnering a few stares and many, many laughs from onlooking Dwarfs. After arriving at the pub my assistant and l partook in some of the finest wines and spoke to some fine Dwarven maidens, though l must admit we lost track of the time and soon enough the spell had worn off. we were alerted to this when the undead man started screaming and clawing at his eyes in a most uncivilized manner before slumping to the floor. We had the owner of the fine establishment keep the body in one of the backrooms ensuring him we would be back for the body the next day when sober and rewarded him a gold coin for his troubles. &lt;br /&gt;
&lt;br /&gt;
In all regards l wholeheartedly enjoyed my time with necromancy and will return to the subject every once in a while when l think of more experiments. As l stated in the beginning of this chapter necromancy is entirely possible, but somewhat impractical, one would need an almost unlimited about of life essence to keep even a single undead bound to his will for an extended amount of time, making notions of an &amp;quot;undead army&amp;quot; quite impracticable. &lt;br /&gt;
&lt;br /&gt;
The incarnations, spells, runes and other misc items l used for these experiments as well as diagrams can be found on the next page. Always be careful around humans, alive or dead. Have fun and stay safe!!&amp;quot; - (Val-Embor Brumgaurd&#039;s fun with magic volume 3)&lt;br /&gt;
&lt;br /&gt;
=== Human ===&lt;br /&gt;
====Grante Raley &amp;amp; The Forsaken Isle====&lt;br /&gt;
The Forsaken Isle gained it&#039;s name largely from the well-known explorer Grante Raley, an ancient human from the times in which they had true holdings.&lt;br /&gt;
In the year of the Swallow of the fifteenth Cycle, he set off to plunder the Tomb of the Forsaken Isle -now commonly known as Tomb Island- but was caught in a storm and found himself on the Eastern Continent. Believing himself to be on the Forsaken Isle he searched his surrounds for the Tomb but merely came up with previously undiscovered plants and animals as well as a near-death experience with one of the native tribes.&lt;br /&gt;
Electing to return to charted waters and make a second attempt at a later date, he set of West again and made landfall on the original Forsaken Isle, where he was loudly ridiculed by the native Dwarves upon retelling of his travels.&lt;br /&gt;
&lt;br /&gt;
The story continues as a joke against the humans but also their tenacity and stubborness as Grante and his crew was the first to make the journey to the eastern continent and without even the aid of an arcane sailing vessel. These days only the rare vessel with a whalebone keel dare to make the journey.&lt;br /&gt;
Thus he endures as both the butt of a joke and a folk hero. &lt;br /&gt;
&lt;br /&gt;
====Whispered from father to son====&lt;br /&gt;
Legend says that there is a small settlement even beyond these wastes where the storms are strongest. In this settlement no magic at all exists, it is said that they are some of our ancestors who were alive when we were prominent in the south. My grandfather told me that one day they will come and gather us all, all of us humans, we who are hunted, used as slaves, sport, or cattle. they will come, and when they do we will rise.&lt;br /&gt;
&lt;br /&gt;
For they have a gift, they are the ones who can destroy magic, they are the old ones. My grand father told me, that they were searching for a way to have us all gain their gift. So wait my child, soon one day, we will strip the knife ears of their pride in magic, demolish the ancient cites of the dwarves and annihilate the other beasts that have forced us to live this way. so wait my child, wait and grow strong. For soon the bloodied shall come. I only hope I can live to see that day!&lt;br /&gt;
&lt;br /&gt;
====Tale of Valnar====&lt;br /&gt;
Who could be the One to Unify the Humans? You must be talking about Valnar Iceborn of the Long Walkers. Unknown to all but the tribes in the north, he was born during the night of the coldest winter. He grew up to be a stronger man and lateral became leader of his tribe. Inspired by the stories of old, told by the tribes tellers he started uniting the other tribes. However after having a few tribes join him, he got injured in a duel with another chieftain. The injury got infected and he died shortly after &lt;br /&gt;
&lt;br /&gt;
====Tale of Inïpat ====&lt;br /&gt;
Valnar ?! No, no, no, no....you must be talking about Inïpat Amanur, born from the union of an artic woman and a polar bear spirit.&lt;br /&gt;
Some people say he is over nine foots tall, his skin looks like silver and is as hard as steel.&lt;br /&gt;
He can swim in the air as in water, he is so strong he killed a bear unarmed.&lt;br /&gt;
He could jump from the arctics to the lands of the monsters, his feet are invisible and he is not only half spirit but also two third god.&lt;br /&gt;
If he is killed, then he can force himself to be alive again through sheer force of anger.&lt;br /&gt;
His punches are so strong that his enemies die even when he miss them.&lt;br /&gt;
He also has two heads : one explains to his soldiers how to be strong, and the other how to defeat the monsters of the south.&lt;br /&gt;
Animals serve him and all women fall in love him when they see him. &lt;br /&gt;
&lt;br /&gt;
====Enchanted Arms and Armour of the human Species====&lt;br /&gt;
Its said that the one thing all the races of Kulmorost would agree upon is that nothing quite fits in the hand of a human quite like a well forged sword. Its not surprising then that even with the humans limited abilities in the magical disciplines that they would attempt to imbue their primitive killing tools with what magic they could.&lt;br /&gt;
&lt;br /&gt;
One thing common of both early and later stage Human weapons is the use of human bone in place of wood for the handle, which was then wrapped in some kind of leather or rope. the carvings on the handle itself seems to act as some kind of a magic bonding rune, binding the weapon to either those of a specific bloodline (in early examples) or to the human race itself. In essence prohibiting ones enemy from gaining any benefit (however slight) from using the weapon.&lt;br /&gt;
&lt;br /&gt;
In most cases the magic was relatively small changes to how the weapon handled in a humans hands, early examples are said to simply make the sword lighter in those who are able to use it. Later examples became increasingly intricate, including inscriptions in silver embedded on the length of the blade, giving one much more substantial protection against magic attacks and magical attempts at disarming. Its said that after extended battles the silver inscriptions on these weapons glow a faint, dull red.&lt;br /&gt;
&lt;br /&gt;
Even at the height of human metal-working these swords were rare, making the value of these weapons among skilled human warriors priceless &lt;br /&gt;
&lt;br /&gt;
====Of The Eye Of Storm Ocean====&lt;br /&gt;
&amp;quot;Few dare to enter the depths of the Storm Ocean, as the creature called by many &#039;&#039;&#039;The Eye Of Storm Ocean&#039;&#039;&#039; resides there, usually undisturbed. Hell awaits the victims of its disturbed nature, however, as the beast will not rest until its victims are either dead or not within its attacking radius. The beast is described as enormous, having many barnacles on its many tentacles, with a colossal one-eyed tentacle at the centre of its body. This is merely what can be seen above the cold waters - for undiscovered biology remains below. The creature&#039;s greatest strength (and form of attacking) appears to not be physical, despite its size, rather it is its ability to sacrifice the many barnacles on its body to generate magic of great power almost immediately. I do not believe I have ever heard of a creature with such control over sorcery, and I&#039;m not sure I&#039;ll live to ever see it myself. These waters are hard on our mere wooden boat, but we will think of a way. Hopefully we don&#039;t learn more about &#039;The Eye Of Storm Ocean&#039; through physical examples.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Diary entry from a diary on a shipwrecked Human-controlled ship, unknown author (presumably dead)&lt;br /&gt;
&lt;br /&gt;
====Of Lemons and Wings====&lt;br /&gt;
Uncle had spoken to father first when he arrived back and then to us both, he spoke about bloodlines, the time before the Exodus, our ancestors, how Lucius Latrosia became the lord of our house while his father held the hills in the south. How the had built the walls we live behind while the other Great lords fled further and further north, things l&#039;d known since birth.&lt;br /&gt;
&lt;br /&gt;
Then he spoke of where he had been, about how he had brokered a trade between himself and a hill troll he was on good terms with months ago. &amp;quot;The deal was simple enough. l would receive the sword he had found on his land and in return he wanted a cloak like mine, a red one to impress a female troll, oh and one of those woolly rhinos to munch on&amp;quot; he laughs and goes on to explained how he had traveled to frostfrontier, spending a great deal of silver to have a huge cloak woven from rhino wool. And then onto the pirate lords&lt;br /&gt;
&lt;br /&gt;
The pirates wouldn&#039;t be so easily bartered with, They&#039;d demand a high price for the expensive dye and the lemon trees that grow behind our walls are an important commodity to our great neighbors. &amp;quot;They wanted half of our lemon harvest for a year, l got them to a quarter. A good a deal as we&#039;d get from those bastards most likely&amp;quot; &lt;br /&gt;
&lt;br /&gt;
He spoke of the arrangement&#039;s he&#039;d made in the north and that l am to go with him in two weeks time to the Cathedral. &amp;quot;it was time l learned to be Valkyrie&amp;quot; he told me &amp;quot;our blood is as important now as ever&amp;quot; &lt;br /&gt;
&lt;br /&gt;
So l leave my home on the neck soon enough, the comfort of my family and our fort. &lt;br /&gt;
&lt;br /&gt;
But l am blood of Latrosia, and l would be a winged knight of Valkyrie soon enough&lt;br /&gt;
&lt;br /&gt;
Journal entry - Magnus A. Latrosia IV, age 15&lt;br /&gt;
&lt;br /&gt;
It has been some time since my last entry, the journey was long and arduous and its only now l feel l should write once more&lt;br /&gt;
&lt;br /&gt;
We passed through the winding gates up to the Cathedral. Seven gates l counted, though it may have been more. Steel and stone is what greeted us and l miss the sweet smelling trees of my family home now more than ever. We were welcomed inside the great hall by one of the elder members. We spoke for a time of the journey, the current state of the land and the elder asked if my Uncles mission was successful, this is when l was ushered to my sleeping quarters. &lt;br /&gt;
&lt;br /&gt;
It was 3 weeks later when l saw my uncle next, he had been on &amp;quot;important business&amp;quot; he said. He asked how it had been for me this past month, l told him the truth &amp;quot;Its cold here, the men even colder, l&#039;m sick of carrying wood through those damn gates.... But l am well fed and my training in the sword is going well&amp;quot; he seemed glad to hear it. After a small meal and a pint of mead my uncle told me to follow close and to keep quiet. He lead me to a part of the cathedral l had never stepped foot in, the room was small and dark, books and scrolls littered the shelves, a whetstone and two bowls sat on the floor and next to them two prisoners lay on the floor, hands in chains, mouths filled with rope. l could tell what they were, one an Elf, the other a Dwarf. By the look of there close l concluded they had been traders, captured by pirates no doubt, l would learn soon enough why they had been bought to our most sacred of temples&lt;br /&gt;
&lt;br /&gt;
The Elder that had welcomed me here entered soon after l had and l recognized the sword he was carrying was the same my uncle had bartered for with the troll. &amp;quot;Prepare the ritual&amp;quot; the Elder said to Uncle, gesturing towards the prisoners. Uncle drew his knife, making a slit on both the prisoners arms and collecting the blood in one of the bowls. &amp;quot;Hold out your sword hand boy&amp;quot; uncle commanded. he sliced my palm before&lt;br /&gt;
&lt;br /&gt;
Collecting my blood in the same bowl. &lt;br /&gt;
&lt;br /&gt;
The Elder drew the blade, inspecting it for a moment before sitting down by the whetstone. l could barely see the blade in the dark room, it was covered in dirt and what must have been centuries old blood. &lt;br /&gt;
&lt;br /&gt;
The Elder wet the blade with the collected blood and honed it on the stone. It was only minutes later that the blade was as new. The inscriptions etched to the blade gleamed in the lamps dull glow. The Elder cleaned the sword and beckoned to me, handing me the blade. The blade felt strange to me, it was warm in my hand, familiar, almost comforting, like holding mothers hand as a boy. The Elder and my Uncle shared a look and then pointed me toward to the prisoners. &lt;br /&gt;
&lt;br /&gt;
l took the Dwarfs head first, then the elves as the runes on the sword began to glow a dull orange, my heartbeat grew heavy in my ears and the world slowed to a crawl. After some time the Elder took the blade from me and sheathed it, l have not seen it since.&lt;br /&gt;
&lt;br /&gt;
The sword calls to me now and l long to have it back.&lt;br /&gt;
&lt;br /&gt;
l am blood of Latrosia and l shall be a knight of Valkyrie soon enough&lt;br /&gt;
&lt;br /&gt;
Journal Entry - Magnus A. Latrosia IV, age 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Trading in the Northern Wastes====&lt;br /&gt;
Journal of Korneus of Grimbridge, trader sentenced to death for weapon smuggling in Toren&lt;br /&gt;
&lt;br /&gt;
&amp;quot; ...Trading in the Northen parts of the Haumic Lands truly is horrific, no inns like in Frostfrontier, none of that sweet lemonade from the famous keep and no security like back home. Can someone explain to me why are their people in such cold and dangerous lands? Going from Frostfrontier to Tempest Edge by land route is so incredibly hard! I did it to avoid the pirates, but the polar bear, feral rhinos, crazed centaurs bands and the old school bandits are far from being better! I even saw dire wolves and some snow lions! Snow lions and dire wolves! Those things were supposed to be mythical! Like the Frost maidens of the city of bones.&lt;br /&gt;
&lt;br /&gt;
I have got a cart filled with things: Rhino wool as well as sheep wool, several flasks of lemon liquor, Elder tree branches and some ingots of the finest steel Captain Lucio could steal from the Frostfrontier Trading company. Tomorrow. I will sneak in Toren and see if I can find someone willing to sell to a stranger, if everything goes well I will be able to marry Celestina in the Spring and I will have enough silver to not have to travel until she is with child.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Elvish ===&lt;br /&gt;
====Of A Treatise on the Fairer Sexes of each of the Civilized Races of Kulmorost==== &lt;br /&gt;
written by yours truly, Terk Syrnal, humble elfen bard and womaniser extraordinaire.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Elven women are generally thin, lithe, small chested, and their faces have a sort of strange, exotic beauty about them. Their pointed ears are long, almost like a short knife, flexible, sensitive, and soft like velvet. The author is somewhat biased, but he believes that Elf women are among Kulmorost&#039;s most skilled in sensuous matters.&lt;br /&gt;
&lt;br /&gt;
The whiter ones are delightful, sultry farmer&#039;s daughters types, and are typically naive and curious about the world beyond their family homestead. They&#039;re quite modest and shy, but once intoxicated can become quite brazen and playful.&lt;br /&gt;
&lt;br /&gt;
The browner ones have a much more fiery, tempermental, and energetic personality, somewhat fittingly, given their desert home. They&#039;re less inhibited than their northern cousins, and are generally more susceptible to the advances of foriegners.&lt;br /&gt;
&lt;br /&gt;
The author had the utmost difficulty in locating, let alone seducing a Drow, but the author is quite persistent and experienced in his craft, and after much trial and effort, was able to succeed.&lt;br /&gt;
&lt;br /&gt;
The drow tend to be extremely quiet around foriegners, are overly rational and calm, showing very little outward emotion. Almost invariably, drow women have a sort of nervous shyness around men they find attractive, and will loudly voice their disdain if one attempts to call them out on it. &lt;br /&gt;
&lt;br /&gt;
Despite what common sense dictates, it is folly to attempt to outright seduce a drow woman, as they become very defensive and close themselves off, causing their would-be lover to lose their opportunity.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Rather, if one is attempting to seduce a drow woman, the would-be seducer must ingratiate himself into a drow tribe. which is a challenge in and of itself. He must then openly demonstrate some sort of skill uncommon among the drow, such as lightning magic or in the author&#039;s case, skillfully playing a lute. Demonstrating a skill is of the utmost importance, as drow women prize capability in their mates above all else. The would-be seducer must then politely ignore the drow women, whilst continuing to demonstrate their skill.&lt;br /&gt;
&lt;br /&gt;
If he stays the course, the seducer will incite lust among a few of the Tribe&#039;s younger, unmarried drow. He musn&#039;t speak to them, or show even the slightest sign of interest, or they will lose interest, as the seducer must seem to be unattainable to retain interest.&lt;br /&gt;
&lt;br /&gt;
When a few months have passed, one of the drow women will ask the would-be seducer to demonstrate their skill to them personally. It is then that the would-be must seduce their quarry. He must do so subtly, and somewhat patronizingly, as if she isn&#039;t worth his time, and if done correctly, the drow will slowly but surely become enflamed with lust. The would-be seducer must not make the first move, but he must then begin to show slight interest.&lt;br /&gt;
&lt;br /&gt;
If the would-be seducer has done everything correctly, the drow will begin to flirt herself, and it is then that the Drow and would-be seducer enter in a battle of words, and the would-be seducer must begin slowly and, above all, subtly escalate the innuendo in his attempts at seduction, until the drow is practically dripping with barely disguised lust.&lt;br /&gt;
&lt;br /&gt;
It is then, that the would-be seducer makes the first move, something innocuous, like putting a hand on her shoulder, or on her knee. If the would-be seducer has done everything correctly, the drow will initiate intercourse, and it will have been by far worth the wait.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;When the deed is done, the successful seducer must remain in the Tribe for some time, to leave suddenly would incite suspicion, and possibly scalping. He must wait, spending each night with his lover, until at least one month has passed. He must then wait until nightfall comes, spend a final night with his lover, and when she has fallen asleep, leave in the dead of night as stealthily as possible.&lt;br /&gt;
&lt;br /&gt;
With luck, the Tribe won&#039;t realise what happened and hunt the seducer down, and the seducer will get off scot-free. Usually, when three months have passed, the stomach of the seducer&#039;s former lover will begin to dwell and the Tribe will catch on, but by then it&#039;s much too late to do anything about it.&lt;br /&gt;
Dwarven women are short, thick, soft, and curvaceous. Regardless of what popular rumor may claim, they do not have excessive body hair, and are not, for the most part, racist prudes or drunken harlots. When one is attempting to seduce a Dwarven woman, he must be careful to ensure that she is unmarried, and impious, else one&#039;s efforts are doomed to failure.&lt;br /&gt;
&lt;br /&gt;
Good food and plenty of it, is the key to a Dwarf woman&#039;s heart and bosom. One must be blunt with their intentions and clear that they don&#039;t intend to settle down in a lasting relationship, (unless one is a Dwarf himself, in which case the opposite is true,) and odds are, she&#039;ll be receptive to one&#039;s advances.&lt;br /&gt;
&lt;br /&gt;
Orcish women are large, and possess a strange sort of rugged beauty, with a form both muscular and feminine, and supple, glistening green skin. They are extremely blunt about their intentions and feelings, and if one is blunt and attractive themselves, they&#039;ll most certainly succeed in their endeavor.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Human women are stubborn, hateful, and nigh impossible to bring to heel if one is not a Human themselves. As for appearances, they vary tremendously, and run the gamut of thick and thin, but almost all have an enticing sort of inner fire. Regretfully, the author was unable to seduce a Human woman, and as the author is an elf of honor and scruples, he was unwilling to force a Human woman to copulate, as much as both parties might&#039;ve enjoyed it.&lt;br /&gt;
&lt;br /&gt;
The author hopes this Treatise was informative to the reader, and will aid him in his own efforts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Historians note:&#039;&#039; Terk Syrnal disappeared shortly after publishing this Treatise and a dagger of unknown make, possibly drowish or orcish, was found on his pillow.&lt;br /&gt;
&lt;br /&gt;
====About the Lesians==== &lt;br /&gt;
The Lesians?&lt;br /&gt;
&lt;br /&gt;
The crude semi-intelligent lizards from the island over the canal? Hah! Do not dare to label them as one of the Mighty Magical Races!&lt;br /&gt;
They chirp to each other like birds, a brutish language lacking the sophistication of our elven language or the systematic focus of the dwarvish script. I am not even sure can they write at all.&lt;br /&gt;
I have understood that they have recently began to imitate human speech and the humans have been sufficiently bluffed that they actually believe to be talking with them! Rest assured, imitating human speech is simple feat that even elven children could do if we would be so cruel to allow one to experience that horrible babbling.&lt;br /&gt;
Their religion is a travesty, a pale copy of the dwarven mythos without deeper understanding of the world around them.&lt;br /&gt;
As such, the Lesians are fully without a Society, merely interest to us because of their predatory nature and great numbers, which were sadly left unchecked for too long. Alas if the other Princes had listened to my grandfather, who campaigned for their culling in his youth!&lt;br /&gt;
&lt;br /&gt;
Even the Lesians only militaristic achievement, the defeat of the Blood Orcs, can be easily explained by the numbers of the Lesians, their characteristic disregard of their own casualties and the utter ignorance of military tactics of the Blood Orcs, who cared much more about gory kills than winning.&lt;br /&gt;
&lt;br /&gt;
In conclusion, the annoying Lesian raids are no match for the combined might of the Elven Principalities and our staunch dwarven allies!&lt;br /&gt;
&lt;br /&gt;
-Cinnar, Prince of the coastal realm of Kinost, 2 years before the Invasion.&lt;br /&gt;
&lt;br /&gt;
====Notes of Amanur, the Troll Headhunter====&lt;br /&gt;
(The notes are popular among mercenaries)&lt;br /&gt;
&lt;br /&gt;
We gather in city of MUN that sits on the edge of troll land, in group of fifteen mercenaries, enough to kill a troll without problem yet small enough to go unnoticed. After preparing everything: food, weapons, traps and rope strong enough to pull the body.&lt;br /&gt;
&lt;br /&gt;
We leave at the sunrise and venture into land of those beasts, this land is completely uncivilized, almost no agriculture, no roads or bridges. What is there are those towers stupid beasts build, they are seen from far away for us before troll inside will see us. That&#039;s when we stop and put up our camp and prepare to night when we strike.&lt;br /&gt;
&lt;br /&gt;
When sun falls we leave two guys at camp while everyone else moves toward the tower. We break at enough groups to enclose them from all sides and overwhelm beasts from range, magic, bows, everything works as long as you don&#039;t get in close. That not always so smooth as trolls are stubborn and refuse to die quickly, running wildly into us....The death of one or two are no problem, we still can carry their bodies, but if more than half dies we bury bodies in our camps.&lt;br /&gt;
&lt;br /&gt;
We don&#039;t stay for night to sleep at camp, we tie our price and go back to city as fast as we can, staying more than one day in this land rises danger tremendously, most groups return on second day, those who go deeper into enemy land return on third day, rarely any groups who left after three days ever returns.&lt;br /&gt;
&lt;br /&gt;
The pay is very hefty, better than working on fields, that&#039;s for sure. Bounties on Night trolls started to pop up recently and every body has price five times higher than Hill one!&lt;br /&gt;
&lt;br /&gt;
====The Tragedy of Lilith====&lt;br /&gt;
Lilith Armeni Liliac, the Seductress, Traitormaker and Witch-Whore of south (all these titles only know to a humans), a woman who caused Carnage of Cain.&lt;br /&gt;
Lilith was a quite unimportant princess of very small duchy near northern borders on South, she and her cousin seeker a glory and fame for their duchy in Human Exodus war. They both devised a very Machiavellian plan: they in secret maked several human kingdoms unite against invasions, while several of them was traitors. In plan, they will betray their kin, cousin will win battle against separated forces and capture traitors to keep them as gelded pets in gilded cage.&lt;br /&gt;
But every plans goes awry: Lilith cousin was accidentally killed by a single stray arrow right at beginning of battle. In the end, all credit was taken by his second-in-command, a petty noble with no lands, Bre Guile (to this day, House Guile one of most powerful families of South, they name revered for tactical genius and bravery), human traitors was killed and role of Lilith was mostly unknown for Elves, but not for Humans.&lt;br /&gt;
Her name is still reviled by humans and to this day, Elves is still heavily associated with her.&lt;br /&gt;
&lt;br /&gt;
As for Elven history? Well, she was nothing but mere footnote - she was only known only as princess of duchy who was quietly assimilated after her death, she attended several very decadent patries and, in the end, was permanently was enchanted as statue in colonnade for &amp;quot;having too deviant tastes&amp;quot; by very powerful wizard for his own brothel. These brothel is still there and very famous these days, indulging almost every sin and fetish possible.&lt;br /&gt;
Such life in Elven Principalitites!&lt;br /&gt;
&lt;br /&gt;
====An Encounter Between The Eye Of Storm Ocean and Three Sky Whales==== &lt;br /&gt;
&#039;&#039;The following was written by a Elven fisherman, who wishes to remain anonymous:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I am not one to recount events of my life onto paper, but I am willing to make an exemption. Merely 30 minutes ago, we were in Storm Ocean on a trip to deliver cargo and for a little bit of fishing on the side. They always say, Storm Ocean&#039;s fish taste better than any other, and I cannot disagree. Nevertheless, we were fishing in Storm Ocean, and we saw the Eye in the distance. It was looking away from us, but we were all still on edge. As we started at the beast, something uncanny occurred: three Sky Whales came down from the clouds and struck the Eye directly into its... well, eye. The Eye regained its focus after the attack, and suddenly, almost like a divine intervention, its eye glowed yellow and all of the Sky Whales stopped moving mid-air. They slowly began sinking through the air, unable to move in any other direction but down. They must have realised what was going to happen, as all three seemed to be panicking to a frightening degree. And, sure enough, they were slowly lowered into the water, and held underwater, all three thrashing wildly and bubbles surfacing from their helpless bodies. This went on for minutes, with the Eye never breaking its gaze on its three victims. Eventually, the movements stopped and the bubbles no longer emerged from underwater. Three tentacles, however, did emerge from the water, only to be wrapped around the three carcasses and lowered deep underwater. This event alone was enough for the captain to command the ship to leave Storm Ocean. &lt;br /&gt;
&lt;br /&gt;
Now, I am aware how ludicrous the following may sound, but I swear on my mother&#039;s soul that this really did happen. As we were leaving, the Eye looked at our boat. And then it leered at us, and one of its tentacles moved side-to-side, as if it was waving! I&#039;m hoping to all that is pure that the waving was just a reflex and the leering was because we were leaving its line of sight, but I certainly felt an aura of unpleasantness by just looking at the thing. If what I saw was anything different from reflexes and sight problems, it would explain why it bothered to drown three Sky Whales instead of twisting their spines, which is the most common form of death recorded in relation to the Eye. If it was sending a message, message received. I&#039;ll fish in Val Sea from now on, I&#039;m sure the fish taste just as nice.&lt;br /&gt;
&lt;br /&gt;
=== Orcish===&lt;br /&gt;
====Of Human Settlements==== &lt;br /&gt;
Excerpt from &#039;&#039;“Anthropology - Know your Enemy Vol.2: Settlements”&#039;&#039; written by Valko Tiamare, circa 300 MA.&lt;br /&gt;
&lt;br /&gt;
A very old series of books written by an orc explorer that used to roam the human lands before orcs were seen as enemies of humanity like elves and dwarves are. The books are a well respected source on human behaviour and culture.&lt;br /&gt;
&lt;br /&gt;
“Humans live in all kinds settlements in the Northen wastes. Settlements of all sizes above the ground some permanent and others seasonal some humans live in small underground settlements. That said, ironically, their biggest city lies within a massive cave system with sea access on one of the coasts near their southern border. From what I have heard, there is only two official ways to enter and one of them being a cave that gives access the city&#039;s harbour. I didn&#039;t gain access to it but the city seems to have within it&#039;s limits a great market and a great forge.”&lt;br /&gt;
&lt;br /&gt;
“...once your men start falling to traps, you will know that you are near a underground human settlement, locals seem to know the placement of all the traps, while travellers usually will blow their goat horns when they feel they are near a settlement to ask to be escorted inside. No one enters an underground settlement without being invited in.”&lt;br /&gt;
&lt;br /&gt;
“Palisade walls protect even the smallest permanent settlements above the ground, all permanent settlements have guards on standby ready to rain arrows on all approaching threats. Always approach with extreme caution.”&lt;br /&gt;
&lt;br /&gt;
====The Beginning to the extinction of Laffu====&lt;br /&gt;
The Laffu were used to surprised attacks from the other local Orc tribes, but this was not a local Orc tribe&lt;br /&gt;
&lt;br /&gt;
The Children moved silently in the night, their footsteps made no sound on the sand. They came naked, armed with spears pulled from the earth, their dark skin making them all but invisible in the black of the wastes. They approached the walls of the Laffu unseen and unheard, moving the earth under the walls to gain entry to the fort. By the time the night watch had figured out what was happening, most of the Orcs lay dead with a spear through the heart, or their throat slit in their bed. Only one of the black Children died in the fight, his throat pierced by a thrown Orcish spear. His blood gushed from his wound, bursting into deep red flame, he fell to his knees before crumpling into ash. The orcs that saw this lost all want to fight, they were finished off cleanly.&lt;br /&gt;
&lt;br /&gt;
In less than an hour the hold by the sea had been emptied. More than 60 orcish men, woman and children lay dead to a force of only 15&lt;br /&gt;
&lt;br /&gt;
They would not sleep nor eat tonight, they would not morn their dead. They moved back into the dark as silently as they had come, vanishing into the black&lt;br /&gt;
&lt;br /&gt;
== Links to the archived threads ==&lt;br /&gt;
&lt;br /&gt;
[http://warosu.org/tg/thread/51248833/ Kulmorost Divided part 1]&lt;br /&gt;
&lt;br /&gt;
[http://warosu.org/tg/thread/51288620/ Kulmorost Divided part 2]&lt;br /&gt;
&lt;br /&gt;
[http://warosu.org/tg/thread/51380847/ Kulmorost Divided part 3]&lt;br /&gt;
&lt;br /&gt;
[http://warosu.org/tg/thread/51485832/ Kulmorost Divided part 4]&lt;br /&gt;
&lt;br /&gt;
[http://warosu.org/tg/thread/51485832 &amp;quot;current&amp;quot; Thread]&lt;br /&gt;
&lt;br /&gt;
[[Category:Homebrew_Settings]]&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Codex_-_Kroots:_/tg/%27s_9th_Edition&amp;diff=1011660</id>
		<title>Codex - Kroots: /tg/&#039;s 9th Edition</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Codex_-_Kroots:_/tg/%27s_9th_Edition&amp;diff=1011660"/>
		<updated>2026-05-20T16:04:20Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.161: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Kroot Shaper.jpeg|700px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A codex created to let you craft an army exclusively out of Kroot units! Enjoy your murderous chickens!&lt;br /&gt;
&lt;br /&gt;
==Army Rules==&lt;br /&gt;
===Universal===&lt;br /&gt;
*&#039;&#039;&#039;Feral Hunters:&#039;&#039;&#039; &#039;&#039;The kroot are a race of masterful hunters; swiftly, they run across their hunting grounds, chasing down their prey with no hesitation.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Kroot}} units can charge even if they Advanced or Fell Back during their turn.&lt;br /&gt;
&lt;br /&gt;
===Detachment Rules===&lt;br /&gt;
*&#039;&#039;&#039;Alien Mercenaries:&#039;&#039;&#039; &#039;&#039;The kroot&#039;s purpose is to hunt, and they&#039;ll take part in any sort of conflict to follow their sacred arts and money.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Kroot}} detachments may be taken in any army even if they don&#039;t possess any common faction keyword (with the exception of {{W40kKeyword|Tyranids}} and {{W40kKeyword|Blackstone Constructs}}). If so, then in your army you need to have a number of units that don&#039;t possess the {{W40kKeyword|Kroot}} keyword greater than those who do; in addition, no {{W40kKeyword|Kroot}} {{W40kKeyword|Character}} in your army may be your Warlord, even though they can still obtain a Warlord Trait through the use of the &#039;&#039;&#039;The Wisests Command&#039;&#039;&#039; Stratagem.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Evolutionary Traits:&#039;&#039;&#039; &#039;&#039;The kroot are known for acquiring the traits of their fallen victims by a ritual of carefully selecting the various genes. Because of this, the various bands of hunters scattered across the galaxy can become quite different from the others, all due to the variety of prey they fest upon in their hunting grounds.&#039;&#039;&lt;br /&gt;
::If your army is Battle-forged, all {{W40kKeyword|Kroot}} units gain an Evolutionary Trait. All units in the same detachment must have the same Evolutionary Trait.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Objective Secured:&#039;&#039;&#039; &#039;&#039;An hunter knows how important it is to hold a position. Once hidden in the surroundings of a focal point, it will take a great amount of strength to make them move.&#039;&#039;&lt;br /&gt;
::If your army is Battle-forged, all Troops units in {{W40kKeyword|Kroot}} Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Chain of Command:&#039;&#039;&#039; &#039;&#039;Even if they may seem like nothing more than brute creatures, the bond shared by the members of a kindred is no less than that of other beings. At the height of that bond lie the only ones who can dare to command these fearsome hunters.&#039;&#039;&lt;br /&gt;
::When mustering your army, if it contains {{W40kKeyword|Anghkor Prok}}, that model must be selected as your Warlord. Otherwise, if your army contains a {{W40kKeyword|Kroot Shaper}}, that model must be selected as your Warlord. Otherwise, if your army contains a {{W40kKeyword|Kroot Master Shaman}}, that model must be selected as your Warlord. If your army contains none of the listed models, select your Warlord as normal.&lt;br /&gt;
&lt;br /&gt;
==Evolutionary Traits==&lt;br /&gt;
To create the Evolutionary Trait of a Kroot detachment, select two rules from the following list:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerodynamic Plumage:&#039;&#039;&#039; &#039;&#039;Some Kroot grow feathers which hold a layer of air to their surface, reducing drag by their air resistance. These feathers can have many colorful patterns, not that their enemies have time to appreciate this as they’re being brutally charged down.&#039;&#039;&lt;br /&gt;
::Units with this trait move an additional 1&amp;quot; when Advancing or Charging.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Camouflage Skin:&#039;&#039;&#039; &#039;&#039;Colour and texture changing hairs and feathers make very flexible and effective camouflage in all environments, making hitting these kroot virtually impossible.&#039;&#039;&lt;br /&gt;
::If a unit with this trait is receiving the benefit of cover, add 2 to its saving throws instead of 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dense Muscular Tissue:&#039;&#039;&#039; &#039;&#039;Strong muscles make not only for a great offense but a formidable defense too.&#039;&#039;&lt;br /&gt;
::Roll a die each time a unit with this trait suffers a wound, on a 6 that wound is ignored. If the unit is a {{W40kKeyword|Cavalry}} or {{W40kKeyword|Monster}}, the effect takes place on a roll of 5+ instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hardened Carapace:&#039;&#039;&#039; &#039;&#039;Thickly armored platings render the surface of these warriors hard as cheramite, at the cost of slower movements.&#039;&#039;&lt;br /&gt;
::Subtract 2&amp;quot; from the Movement characteristic of units with this trait but consider their armor save as 1 point better. This trait may not be taken alongside &#039;&#039;Hollow Bones&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hollow Bones:&#039;&#039;&#039; &#039;&#039;At the cost of a minor defense, these hollow bones grant the holder a much more useful velocity and maneuverability.&#039;&#039;&lt;br /&gt;
::Add 4&amp;quot; to the Movement characteristic of units with this trait but subtract 1 from their Toughness characteristic. This trait may not be taken alongside &#039;&#039;Hardened Carapace&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hyper Senses:&#039;&#039;&#039; &#039;&#039;The kroot of this pack have developed such high senses that it&#039;s almost impossible to take them by surprise.&#039;&lt;br /&gt;
::Units with this trait can&#039;t suffer penalties to their hit rolls when firing a ranged weapon in the Shooting phase, regardless of any modifiers (for the exception of the &#039;&#039;Simple-minded&#039;&#039; penalty of the &#039;&#039;&#039;DNA Assimilation&#039;&#039;&#039; Stratagem) and may always fire Overwatch, regardless of any special rules.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Overdeveloped Intelligence:&#039;&#039;&#039; &#039;&#039;Even rudimentary weapons, if held by expert individuals, can become lethal instruments of destructions.&#039;&#039;&lt;br /&gt;
::Consider the Ap characteristic of weapons from units with this trait as 1 point better. This does not apply to attacks made by weapons from the &#039;&#039;Kroot Predators Weapons&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regenerative Limbs:&#039;&#039;&#039; &#039;&#039;These regenerative capabilities mean no wound is too deep to abate these warriors&#039; hunting spirit.&#039;&#039;&lt;br /&gt;
::Models with this trait regain 1 previously lost wound at the start of each of your turns.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sharp Spikes:&#039;&#039;&#039; &#039;&#039;The characteristic spike of the kroot can grow and harden to the point of piercing the thickest of armours.&#039;&#039;&lt;br /&gt;
::At the end of the Fighting phase, roll a die for each model in a unit with this trait that is within 1&amp;quot; of an enemy unit. On a 5+ one enemy model within 1&amp;quot; suffers a mortal wound.&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
===Battle Tactics Stratagems===&lt;br /&gt;
*&#039;&#039;&#039;Encircling the Prey (1 CP):&#039;&#039;&#039; &#039;&#039;A good part of a successful hunt is to take the prey by surprise, cutting its ways of escape and striking from behind.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the Reinforcements step of your Movement phase, when one of your units is arriving from Strategic Reserves. That unit can be set up within 6&amp;quot; of any battlefield edge and more than 9&amp;quot; from any enemy unit. If this Stratagem is used during the third battle round or onward, then the unit must be set more than 6&amp;quot; away instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Furious Charge (1 CP):&#039;&#039;&#039; &#039;&#039;When launched at full force, the hard beak of a Knarloc can pierce through any defense.&#039;&#039;&lt;br /&gt;
::Use this Stratagem during your Assault phase. Select one friendly {{W40Kkeyword|Kroot}} {{W40Kkeyword|Cavalry}} or {{W40Kkeyword|Monster}} unit that has made a successful charge move this turn. Roll a die for each model in the unit that is within 1&amp;quot; of an enemy model; on a 2+ that model&#039;s unit suffers 1 mortal wound, D3 mortal wounds if it is a {{W40Kkeyword|Monster}} instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hidden Hunters (1 CP):&#039;&#039;&#039; &#039;&#039;The Kroot are experts in camouflage and concealment, and utilize cover in ways most would never consider.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of your opponent’s Shooting phase. Select one {{W40Kkeyword|Infantry}} {{W40Kkeyword|Kindred}} unit from your army. Until the end of that phase, when resolving an attack made with a ranged weapon against that unit whilst it is receiving the benefit of Light or Heavy Cover, subtract 1 from the hit roll and add 1 to the saving throw.&lt;br /&gt;
&lt;br /&gt;
===Epic Deed Stratagems===&lt;br /&gt;
*&#039;&#039;&#039;For the Glory of the Hunt! (2 CP):&#039;&#039;&#039; &#039;&#039;A hunter&#039;s purpose is to hunt, if a prey resists that end, then it shall meet a gruesome fate.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the end of the Fight phase. Select one {{W40Kkeyword|Kroot}} {{W40Kkeyword|Character}} unit from your army that has already fought that phase. That model may immediately fight again.&lt;br /&gt;
&lt;br /&gt;
===Requisition Stratagems===&lt;br /&gt;
*&#039;&#039;&#039;Packalpha (1 CP):&#039;&#039;&#039; &#039;&#039;Some Kroot Shapers earn dominance over their kin through fierce contests or spectacular hunting feats.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle. Select one {{W40Kkeyword|Kroot Shaper}} model from your army. That model gains the {{W40Kkeyword|Packalpha}} keyword, and each time a friendly {{W40Kkeyword|Kindred}} unit within 6&amp;quot; of this model makes an attack, you can re-roll the wound roll. If a unit has both the {{W40kKeyword|Kindred}} and {{W40kKeyword|Kroot Predators}} keyword, then the bonus does not apply to attacks made with weapons from the &#039;&#039;Kroot Predators Weapons&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sacred Feast (1 CP):&#039;&#039;&#039; &#039;&#039;In times of feast, the Shamans of the pack gift upon their kindred the sacred weapons used by the great generations of hunters that came before, so that their spirit may guide those who bear them.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle, when you are mustering your army, if your Warlord has the {{W40Kkeyword|Kroot}} keyword. Select one {{W40Kkeyword|Kroot}} {{W40Kkeyword|Character}} model in your army and give them one Relic (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Seasoned Predator (1 CP):&#039;&#039;&#039; &#039;&#039;Some hunters are legends even amidst their kin and their talent for precise killing echoes through the galaxy. These individuals have seen them all and bring only the finest of gear to help them in their never-ending hunt.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle. Select one {{W40Kkeyword|Kroot Beast-hunter}} model from your army. That model may take one additional item from the &#039;&#039;Beast-hunter Equipment&#039;&#039; list. This Stratagem may be used multiple times but no more than once for each {{W40Kkeyword|Kroot Beast-hunter}} in your army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Ancient Among the Land (1 CP):&#039;&#039;&#039; &#039;&#039;Through a forgotten invocation, the spirit of a great sage of the past enters the shaman&#039;s body, so it can join guide the new generations once more.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle. Select one {{W40Kkeyword|Kroot Master Shaman}} model from your army. That model gains the {{W40Kkeyword|Ancient Sage}} keyword, add 2 to its Leadership characteristic. In addition, each time it tries to invoke an Invocation, add 1 to the result of the die.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Wisest Command (1 CP):&#039;&#039;&#039; &#039;&#039;It&#039;s the duty of the Shapers and those who have seen the old days of the hunt to command their kindred into the feasts to come.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle, when you are mustering your army, if your Warlord has the {{W40Kkeyword|Kroot}} keyword. Select one {{W40Kkeyword|Kroot}} {{W40Kkeyword|Character}} model in your army and determine one Warlord Trait for that model (this must be a Warlord Trait they can have); that model is only regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly-generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).&lt;br /&gt;
&lt;br /&gt;
===Strategic Ploy Stratagems===&lt;br /&gt;
*&#039;&#039;&#039;DNA Assimilation (2 CP):&#039;&#039;&#039; &#039;&#039;The Kroot are able to assimilate the genetic code of their fallen preys, becoming stronger or more agile as the situation commands.&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
::Use this Stratagem when a friendly {{W40Kkeyword|Kroot}} unit kills the last model of an enemy unit during the Fight phase. Depending on the faction keyword of that unit, randomly select one effect from the relative list, the effect immediately takes place and lasts until the end of the game. If a {{W40Kkeyword|Kroot Shaper}} is within 6&amp;quot; of that unit, do not roll a die, simply choose the desired effect and apply it to both units. If playing a Crusade campaign, these effects remain between games until the unit is completely destroyed or replaced.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
::-{{W40Kkeyword|Aeldari}}:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;1) Ephemeral in Form:&#039;&#039;&#039; Subtract 1 from all hit rolls which target this unit.&lt;br /&gt;
::&#039;&#039;&#039;2) Fragile Bones:&#039;&#039;&#039; This unit suffers a penalty of 1 to its Toughness characteristic.&lt;br /&gt;
::&#039;&#039;&#039;3) Frail Physique:&#039;&#039;&#039; This unit suffers a penalty of 1 to its Strength characteristic.&lt;br /&gt;
::&#039;&#039;&#039;4) Keen Senses:&#039;&#039;&#039; Wound rolls of 6+ made by this unit improve the ap characteristic of the weapon used by 1.&lt;br /&gt;
::&#039;&#039;&#039;5) Psychic Sensitivity:&#039;&#039;&#039; This unit, once a turn, may attempt to Deny the Witch as if it was a {{W40kKeyword|Psyker}}.&lt;br /&gt;
::&#039;&#039;&#039;6) Swift Figure:&#039;&#039;&#039; This unit can advance and fire with Assault and Rapid Fire weapons as if it remained stationary during its Movement phase.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
::-{{W40Kkeyword|Imperium}}:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;1) Fear Inhibitor:&#039;&#039;&#039; This unit may re-roll failed Morale tests.&lt;br /&gt;
::&#039;&#039;&#039;2) Fearless Devotion:&#039;&#039;&#039; Roll a die each time this unit suffers a wound, on a 6+ that wound is ignored.&lt;br /&gt;
::&#039;&#039;&#039;3) Next Wave Hormones:&#039;&#039;&#039; Each time a model in this unit is slain, roll a die; on a 3+ that model may shoot as if it was the Shooting phase or fight as if it was the Fight phase.&lt;br /&gt;
::&#039;&#039;&#039;4) Order Obeying Receptors:&#039;&#039;&#039; Models in this unit count as being in range of an Aura ability even if they are at most 3 inches away from the ability&#039;s range.&lt;br /&gt;
::&#039;&#039;&#039;5) Unending Dedication:&#039;&#039;&#039; This unit&#039;s Rapid Fire weapons fire 3 times the number of shots instead of 2 times the shots when shooting enemy units at half range.&lt;br /&gt;
::&#039;&#039;&#039;6) Zealotry:&#039;&#039;&#039; This unit is unaffected by the aura abilities of any friendly units.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
::-{{W40Kkeyword|Orks}}:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;1) Desire for Carnage:&#039;&#039;&#039; Hit rolls of 6+ with ranged weapons made by this unit count as 2 hits instead of 1.&lt;br /&gt;
::&#039;&#039;&#039;2) Increased Bulk:&#039;&#039;&#039; Add 1 to the Wound characteristic of each model in this unit.&lt;br /&gt;
::&#039;&#039;&#039;3) Infused by the Wargh:&#039;&#039;&#039; Whenever this unit charged, was charged or performed a heroic intervention add 1 to its Attack characteristic and hit rolls for the duration of the following Fight phase.&lt;br /&gt;
::&#039;&#039;&#039;4) Simple-minded:&#039;&#039;&#039; This unit suffers a penalty of 1 to its hit rolls and has to subtract 1 from its Leadership characteristic.&lt;br /&gt;
::&#039;&#039;&#039;5) Strong Muscles:&#039;&#039;&#039; Add 1 to this unit&#039;s Strength characteristic.&lt;br /&gt;
::&#039;&#039;&#039;6) Tough Skinned:&#039;&#039;&#039; Add 1 to this units Toughness characteristic.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
::-{{W40Kkeyword|Q&#039;Orl}}:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;1) Acid Glands:&#039;&#039;&#039; At the beginning of each Fight phase, you can pick a single enemy unit within 1&amp;quot; of this unit. Roll a D6 for each model in this unit; for each roll of 6, the enemy unit suffers a mortal wound.&lt;br /&gt;
::&#039;&#039;&#039;2) Chitinous Shell:&#039;&#039;&#039; Add 1 to armor saving throws made by models in this unit.&lt;br /&gt;
::&#039;&#039;&#039;3) Compound Eyes:&#039;&#039;&#039; Consider the Ballistic Skill of models in this unit as one point better.&lt;br /&gt;
::&#039;&#039;&#039;4) Fused Skin:&#039;&#039;&#039; Subtract 2” from this unit&#039;s movement distances.&lt;br /&gt;
::&#039;&#039;&#039;5) Insectoid Brain:&#039;&#039;&#039; This unit may only move, advance, charge, shoot or fight if there&#039;s at least one {{W40Kkeyword|Kroot}} {{W40Kkeyword|Character}} within 6&amp;quot; other than itself.&lt;br /&gt;
::&#039;&#039;&#039;6) Keen Olphactory Organs:&#039;&#039;&#039; This unit ignores all rules that negatively impact their hit rolls during the Fight phase.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
::-{{W40Kkeyword|T&#039;au Empire}}:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;1) Dampened Reflexes:&#039;&#039;&#039; This unit loses its &#039;&#039;Feral Hunters&#039;&#039; special rule.&lt;br /&gt;
::&#039;&#039;&#039;2) Instilled Hierarchy:&#039;&#039;&#039; Whenever a friendly {{W40Kkeyword|Kroot}} {{W40Kkeyword|Character}} looses a wound within 3” of this unit roll a D6; on a 2+ that {{W40Kkeyword|Kroot}} {{W40Kkeyword|Character}} does not loose the wound. Instead, this unit suffers a mortal wound.&lt;br /&gt;
::&#039;&#039;&#039;3) Pheromone Control:&#039;&#039;&#039; While this unit is within 6&amp;quot; of a friendly {{W40Kkeyword|Kroot}} {{W40Kkeyword|Character}} with the same trait, this unit automatically passes all Leadership and Morale tests.&lt;br /&gt;
::&#039;&#039;&#039;4) Sense of Unity:&#039;&#039;&#039; Whenever this unit fires at an enemy unit in the Shooting phase and at least one hit is made, all other friendly {{W40Kkeyword|Kroot}} units with this trait may re-roll failed hit rolls of 1 against that unit for that Shooting phase.&lt;br /&gt;
::&#039;&#039;&#039;5) Weak Figure:&#039;&#039;&#039; This unit suffers a penalty of 1 to its Toughness characteristic.&lt;br /&gt;
::&#039;&#039;&#039;6) Wide-spectrum Retinas:&#039;&#039;&#039; This unit may always shoot Overwatch, without the need for the associated Stratagem.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
::-{{W40Kkeyword|Tyranids}}:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;1) Access to the Tyranid Genetic Library:&#039;&#039;&#039; This trait can never be manually selected, neither from the &#039;&#039;&#039;DNA Sample&#039;&#039;&#039; Relic and neither from the presence of a {{W40Kkeyword|Kroot Shaper}}. When this trait is randomly picked, this unit immediately rolls for 1 trait for each other faction keyword in this stratagem and applies each result. You may not choose which traits to apply.&lt;br /&gt;
::&#039;&#039;&#039;2) Feral Behaviour:&#039;&#039;&#039; This unit must fire at the closes unit (even if friendly) and must advance closer to, charge, and attack the nearest unit (even if friendly).&lt;br /&gt;
::&#039;&#039;&#039;3) Mindless Drones:&#039;&#039;&#039; This unit always succeeds all Morale tests but can never benefit from friendly Aura abilities.&lt;br /&gt;
::&#039;&#039;&#039;4) Multi-limbed:&#039;&#039;&#039; Add 2 to this unit&#039;s Attacks characteristic.&lt;br /&gt;
::&#039;&#039;&#039;5) Precognitive Senses:&#039;&#039;&#039; If an enemy unit enters the battlefield within 24” of this unit then this unit may fire at that enemy unit as if it was the Shooting phase, but at a minus 1 to hit.&lt;br /&gt;
::&#039;&#039;&#039;6) Remembered Foes:&#039;&#039;&#039; This unit may re-roll failed hit rolls against {{W40Kkeyword|Character}} units.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Favour of the Ancestors (X CP):&#039;&#039;&#039; &#039;&#039;Sometimes during the hunt, the spirits of the ancestors come to aid their fellow kindred into battle.&#039;&#039;&lt;br /&gt;
::When you use this Stratagem, pick any other Stratagem from this codex that isn&#039;t from the &#039;&#039;&#039;Requisition Stratagems&#039;&#039;&#039; section, this Stratagem obtains the effect and cost of that Stratagem. You can only use this Stratagem once per battle round and only during a phase the Stratagem whose effect is taken would be used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hunting Grounds (1 CP):&#039;&#039;&#039; &#039;&#039;The Kroot unleash their razor-beaked hounds and a tide of mottled green flesh tears into the enemy ranks.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when a {{W40Kkeyword|Kroot Hounds}} unit from your army completes a charge against an enemy unit. Until the end of the phase, you can re-roll failed charge rolls for other friendly {{W40Kkeyword|Kroot}} units that are within 12&amp;quot; of that Kroot Hound unit after it completes its charge move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rapid Unhook (2 CP):&#039;&#039;&#039; &#039;&#039;The transport hooks employed on Kroothawk and Greater Knarloc Alpha are specially designed to allow a rapid deployment on the field, as to not sacrifice the beasts&#039; innate velocity.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the end of your Movement phase. Select one {{W40Kkeyword|Kroothawk}} or {{W40Kkeyword|Greater Knarloc Alpha}} with the {{W40Kkeyword|Transport}} keyword. Models embarked on that unit may disembark even if that model has moved during your Movement phase.&lt;br /&gt;
&lt;br /&gt;
===Wargear Stratagems===&lt;br /&gt;
*&#039;&#039;&#039;Explosive Arrows (1 CP):&#039;&#039;&#039; &#039;&#039;Micro explosives mounted on the tips of arrows make this already deadly weapon into a force even armored tanks are afraid of.&#039;&#039;&lt;br /&gt;
::Use this Stratagem during your Shooting phase, when a unit from your army is firing with its Kroot Bow. Don&#039;t make wound rolls for these attacks, instead, roll a die for each attack that hit the target; on a 3+ that unit suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Overwhelming Assault (2 CP):&#039;&#039;&#039; &#039;&#039;Launching into the heart of the conflict, the Kroot mercenaries begin a fearful assault on the chosen target, drowning it into waves of salvos.&#039;&#039;&lt;br /&gt;
::Use this Stratagem during your Shooting phase, when a unit from your army is firing with its Kroot Rifle. Until the end of that phase, change the Type of the Kroot Rifle that unit is equipped with to Rapid Fire 2. In addition, that unit doesn&#039;t suffer penalties to its hit rolls for having advanced the preceding Movement phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Raging Beasts (1 CP):&#039;&#039;&#039; &#039;&#039;Krootoxes have immense physical strength, and their riders know how to coax them into a terrible rage.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when a {{W40Kkeyword|Krootox Rider}} unit from your army is chosen to fight with during the Fight phase. Until the end of that phase, models in that unit have an Attacks characteristic of 4. In addition, until the end of that phase, the Armour Penetration characteristic of krootox fists models in that unit are equipped with is improved by 2 (e.g. AP -1 becomes AP -3).&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
*&#039;&#039;&#039;1: Apex Predator:&#039;&#039;&#039; &#039;&#039;This kroot has carefully selected genes from thousands of species to become the ultimate predator.&#039;&#039;&lt;br /&gt;
::Add 2 to your Warlord&#039;s Movement, Attacks and Strength characteristics. If the model is riding a Knarloc, ignore the bonus to its Movement characteristic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2: Leader of the Pack:&#039;&#039;&#039; &#039;&#039;This Kroot guides its brethren in the midst of battle with skill and precision. If one of its kindred were to run away, it would be its duty to consume them so their spirits may partake in the war as one.&#039;&#039;&lt;br /&gt;
::Each time a friendly {{W40kKeyword|Infantry}} {{W40kKeyword|Kindred}} unit within 6&amp;quot; of your Warlord fails a Morale test, only one model can flee. When that happens, your Warlord recovers 1 previously lost wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3: Master of Camouflage:&#039;&#039;&#039; &#039;&#039;This kroot commander has mastered the art of hiding, becoming almost invisible to the enemy&#039;s eyes&#039;&#039;&lt;br /&gt;
::Enemy units must subtract 1 from their hit rolls when targeting your Warlord: In addition, if your Warlord has the benefit of Light or Heavy cover, you can re-roll 1s for its saving throws.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4: Stalker of Prey:&#039;&#039;&#039; &#039;&#039;Some leaders are made rulers of others by their great deeds. This kroot marks out a single prey, ignoring all others to stalk this one foe.&#039;&#039;&lt;br /&gt;
::At the start of the battle select an enemy character in your opponent&#039;s army; your Warlord may re-roll all failed to-hit and to-wound rolls against that unit, and the enemy character may not re-roll any dice for attacks that target your Warlord. In addition, if your Warlord slays that enemy character you gain twice as many victory points than you would normally for slaying that unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;5: Trap Expert:&#039;&#039;&#039; &#039;&#039;This strategic leader has set numerous traps across the battlefield so that its enemies may suffer when most distracted.&#039;&#039;&lt;br /&gt;
:: Once per battle, at the end of your opponent&#039;s Movement phase, you can choose up to three enemy units on the battlefield and roll a D6. Subtract 1 from the result if the unit is a {{W40kKeyword|Character}} but add 1 if the unit contains 10 or more models. On a 4+ that unit suffers D3+1 mortal wounds; on a 7+ it suffers D3+3 mortal wounds instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;6: Veteran Mercenary:&#039;&#039;&#039; &#039;&#039;A mercenary knows how to negotiate for a more generous payment.&#039;&#039;&lt;br /&gt;
::Roll a die each time you or your opponent use a Stratagem, on a 5+ you gain 1 Command Point. In addition, if your army is Battle-forged, you gain 3 additional Command Points, 5 if in your army there are more units that don&#039;t possess the {{W40kKeyword|Kroot}} keyword that those who do, 6 if in your army there are more {{W40kKeyword|T&#039;au Empire}} units than {{W40kKeyword|Kroot}} units.&lt;br /&gt;
&lt;br /&gt;
==Invocations of the Shamans==&lt;br /&gt;
At the start of each of your Command phases, each {{W40kKeyword|Shaman}} in your army may decide to invoke an Invocation it knows that hasn&#039;t been attempted by other {{W40kKeyword|Shamans}} that turn. Roll a die, on a 4+ plus the Invocation is succesful and it immediately takes effect. Every {{W40kKeyword|Shaman}} knows the &#039;&#039;Invocation of the Hunter&#039;s Beak&#039;&#039; by default.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Invocation of the Hunter&#039;s Beak:&#039;&#039;&#039; &#039;&#039;The shaman invokes the spirits of his kindred to rile up their racial memories and remind them of their heritage as deadly hunters, piercing through any foe&#039;s defenses.&#039;&#039;&lt;br /&gt;
:Until the beginning of your next turn, all friendly {{W40kKeyword|Kroot}} units which make a melee attack while within 6&amp;quot; of a {{W40kKeyword|Shaman}} who invoked this Invocation improve their weapon&#039;s AP by 1. This also applies to shooting attacks they make while within 6&amp;quot; of the {{W40kKeyword|Shaman}}, but only if their target is within 6&amp;quot; of them. A {{W40kKeyword|Shaman}} may always invoke this invocation, even if other friendly units invoked it already this phase.&lt;br /&gt;
&lt;br /&gt;
===Invocations of the Kindred===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1): Invocation of the Hound&#039;s Chase:&#039;&#039;&#039; &#039;&#039;The shaman invokes the spirits of past kroot hounds and other bestial relatives, asking them to grant their tireless, single-minded drive to pursue to a nearby kindred.&#039;&#039;&lt;br /&gt;
:Choose a friendly {{W40kKeyword|Kroot}} unit within 6&amp;quot; of the {{W40kKeyword|Shaman}} who invoked this Invocation. Until the end of your turn, that unit may Advance and shoot as though it made a normal move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-2): Invocation of the Kindred&#039;s Bond:&#039;&#039;&#039; &#039;&#039;The shaman reminds his kindred of the bonds of kinship and battle-oaths that bind them together, steeling them against death and loss.&#039;&#039;&lt;br /&gt;
:Until the beginning of your next turn, friendly {{W40kKeyword|Kroot}} units automatically pass Morale tests whilst they are within 6&amp;quot; of the {{W40kKeyword|Shaman}} who invoked this Invocation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-3): Invocation of Life&#039;s Tenacity:&#039;&#039;&#039; &#039;&#039;A powerful strength reinvigorates the kindred&#039;s spirits and makes their already powerful attacks into even deadlier assaults.&#039;&#039;&lt;br /&gt;
:Choose a friendly {{W40kKeyword|Kroot}} {{W40kKeyword|Infantry}} unit within 12&amp;quot; of the {{W40kKeyword|Shaman}} who invoked this Invocation. Add 1 to the attack characteristic of models in that unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-4): Invocation of Prey&#039;s Terror:&#039;&#039;&#039; &#039;&#039;Vision of the predators of the past flood the enemies of the pack, giving them insight on their fate to come.&#039;&#039;&lt;br /&gt;
:Choose a non-{{W40kKeyword|Vehicle}} non- {{W40kKeyword|Character}} enemy unit within 12&amp;quot; of the {{W40kKeyword|Shaman}} who invoked this Invocation. The target must immediately make a Morale test. Rather than the number of models from the unit that have been slain this turn, add half of the result of the invocation roll (rounded down). If the target unit is in engagement range with a friendly {{W40kKeyword|Kroot}} unit, other than the {{W40kKeyword|Shaman}} itself, add the full result of the invocation roll instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-5): Invocation of Shaper&#039;s Might:&#039;&#039;&#039; &#039;&#039;Raising his blade high in the sky, this shaman calls upon the spirits of the great hunters of the past to aid him in the sacred rituals of the hunt.&#039;&#039;&lt;br /&gt;
:Until the beginning of your next turn, the Master Shaman&#039;s weapons are given uncanny sharpness and weight. Change the AP value of all of this model&#039;s melee weapons to -4, and change the damage to be XD3, where X is the normal damage value (e.g. damage 1 becomes damage 1D3, damage 2 becomes damage 2D3, and so on).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-6): Invocation of Soil&#039;s Grip:&#039;&#039;&#039; &#039;&#039;[https://scifi.stackexchange.com/questions/100577/what-would-happen-if-the-ents-got-the-one-ring|&amp;quot;Stones will break, and roots will squeeze, vines will grow and bend all knees; mushrooms hunt and thorns yolk; weeds strangle and flowers choke. The time of waiting is done. The hour of the hunt has come.&amp;quot;]&#039;&#039;&lt;br /&gt;
:Choose an enemy unit within 12&amp;quot; of the {{W40kKeyword|Shaman}} who invoked this Invocation that doesn&#039;t have the {{W40kKeyword|Fly}} or {{W40kKeyword|Titanic}} keyword. Until the beginning of your next turn, the target&#039;s Movement characteristic is halved (round down). In addition, if the target Advances or Charges, for each die of 5+, that unit suffers one mortal wound. If that unit possesses a special rule that makes it Advance a set distance, the unit suffers 1 mortal wound for every 5&amp;quot; of that distance instead.&lt;br /&gt;
&lt;br /&gt;
===Invocations of the Spirits===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-1): Invocation of the Ancestor&#039;s Hunger:&#039;&#039;&#039; &#039;&#039;The shaman calls on the ancestor spirits to guide the arms and beaks of his kindred, helping them find purchase on the foe and filling their bellies with mighty prey.&#039;&#039;&lt;br /&gt;
:Choose a friendly {{W40kKeyword|Kroot}} unit within 12&amp;quot; of the {{W40kKeyword|Shaman}} who invoked this Invocation. Until the beginning of your next turn, that unit can re-roll all failed hit rolls during the Fight phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-2): Invocation of Gmork&#039;s Destruction:&#039;&#039;&#039; &#039;&#039;Reciting ancient and forbidden tomes, the shaman brings forth a splinter of the Destroyer to bring forth ruin to the enemies of Vawk&#039;&#039;&lt;br /&gt;
:Choose an enemy unit within 12&amp;quot; of the {{W40kKeyword|Shaman}} who invoked this Invocation. Roll a number of dices equal to the invocation roll for this Invocation; for each roll of 3+, the enemy unit suffers 1 mortal wound, D3 on a 6+. Add 1 to the roll is the {{W40kKeyword|Shaman}} invoking this is a {{W40kKeyword|Ancient Sage}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-3): Invocation of Mist&#039;s Veil:&#039;&#039;&#039; &#039;&#039;At the shaman&#039;s words, the spirits of the ancient warriors rise from the ground, creating a thick white blanket to hide their brethren.&#039;&#039;&lt;br /&gt;
:Friendly {{W40kKeyword|Kroot}} units which are within 6&amp;quot; of the {{W40kKeyword|Shaman}} who invoked this Invocation count as being in Heavy Cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-4): Invocation of the Survivor&#039;s Blood:&#039;&#039;&#039; &#039;&#039;The shaman calls on the spirits of those who have survived great hunts against superior forces to shield the bodies and minds of the kindred against harm to come.&#039;&#039;&lt;br /&gt;
:Until the beginning of your next turn, whenever a model in a friendly {{W40kKeyword|Kroot}} unit within 6&amp;quot; of the {{W40kKeyword|Shaman}} who invoked this Invocation loses a wound, roll a D6 and on a 5+, the model does not lose that wound.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-5): Invocation of the Tracker&#039;s Speed:&#039;&#039;&#039; &#039;&#039;The shaman calls on the spirits of legendary headhunters and master trackers to reinforce the senses and legs of one kindred, speeding their steps.&#039;&#039;&lt;br /&gt;
:Choose a friendly {{W40kKeyword|Kroot}} unit within 12&amp;quot; of the {{W40kKeyword|Shaman}} who invoked this Invocation. Until the beginning of your next turn, when that unit consolidates, it can move an extra 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-6): Invocation of Vawk&#039;s Wings:&#039;&#039;&#039; &#039;&#039;Through the call of the shaman, the Great Mother blows powerful winds to lift the kindreds into battle, gifting them of a bountiful feast.&#039;&#039;&lt;br /&gt;
:Choose a friendly {{W40kKeyword|Kroot}} unit within 12&amp;quot; of the {{W40kKeyword|Shaman}} who invoked this Invocation. That unit may immediately move as if it was the Movement phase, though it may not Advance.&lt;br /&gt;
&lt;br /&gt;
==Specialist Detachments==&lt;br /&gt;
===Bounty Hunter Pack (1 CP)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Sometimes, an employer wishes to pursue a specific target, for this, the kroot deploy their best bounty hunters to follow the designated target.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All {{W40kKeyword|Kroot}} {{W40kKeyword|Infantry}} and {{W40kKeyword|Beast}} units in this Specialist Detachment gain the {{W40kKeyword|Bounty Hunter Pack}} keyword.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Bounty Hunter:&#039;&#039;&#039; &#039;&#039;Kroot from this pack have keened their senses to better wound their next bounty.&#039;&#039;&lt;br /&gt;
:Your Warlord and friendly {{W40kKeyword|Bounty Hunter Pack}} units within 6&amp;quot; of your Warlord may re-roll hit roll and wound rolls of 1 against enemy {{W40kKeyword|Characters}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearsome Ambush (1 CP):&#039;&#039;&#039; &#039;&#039;Kroot erupt from the corners of the ruined battlefield to suddenly assault the unsuspecting victims.&#039;&#039;&lt;br /&gt;
:Use this Stratagem in the Charge phase. Select an enemy unit on the battlefield; {{W40kKeyword|Bounty Hunter Pack}} units attempting to charge it roll an additional dice and discard the lowest result if they start their charge move in cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relic:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Hunter&#039;s Rifle:&#039;&#039;&#039; &#039;&#039;This modified kroot rifle serves as a precision weapon that fires a powerful harpoon to impale the selected bounty and block it from escaping.&#039;&#039;&lt;br /&gt;
:This Relic replaces the model’s &#039;&#039;&#039;Kroot Rifle&#039;&#039;&#039; and has the following profile:&lt;br /&gt;
:{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Hunter&#039;s Rifle&#039;&#039;&#039; || Melee || Melee || +1 || -2 || D3 || Each time the bearer fights, it can make one additional attack with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Hunter&#039;s Rifle&#039;&#039;&#039; || 30&amp;quot; || Assault 2 || 5 || -1 || 1 || This weapon can target {{W40kKeyword|Characters}} even if they are not the closest enemy unit. {{W40kKeyword|Characters}} hit by this weapon must halve their Move characteristic and cannot Advance in their following Movement phase.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Special Formations==&lt;br /&gt;
Special Formations are a special kind of detachment that is made up of variable and specific units. Each formation has to be made inside its own detachment and counts as an organized detachment. Stratagems found in this section can only be used on units from the correspondent formation.&lt;br /&gt;
&lt;br /&gt;
===Knarloc Hunting Pack (2 CP)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;When hunting particularly agile preys, the knarloc hunting pack is tasked to catch up to and capture the objective or stall it to wait for the rest of the kindred.&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Benefits:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Composition:&#039;&#039;&#039;&lt;br /&gt;
*1 Kroot Shaper on Knarloc&lt;br /&gt;
*0-1 Kroot Beast-hunter on Knarloc&lt;br /&gt;
*0-1 units of Tribal Guards on Knarlocs&lt;br /&gt;
*3-6 units of Knarloc Riders&lt;br /&gt;
*0-3 units of Kroot Hounds&lt;br /&gt;
*0-1 units of Greater Knarloc&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restrictions:&#039;&#039;&#039;&lt;br /&gt;
*Each unit of Kroot Hounds must be accompanied by a Kroot Handler on Knarloc&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ramming Charge:&#039;&#039;&#039; Each time a unit from this special formation makes a successful charge, roll a die for every unit it charged; on a 4+, that enemy unit suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Riders&#039; Advance:&#039;&#039;&#039; Units in this special formation can re-roll charge distances if they begin the Assault phase within 3&amp;quot; of another unit from this formation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Stratagems:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Feral Mounts (2 CP):&#039;&#039;&#039; &#039;&#039;These Knarloc are spurred during the charge to lash out with a greater force in the following fight.&#039;&#039;&lt;br /&gt;
:Use this Stratagem at the beginning of the Fight phase, when choosing which unit to fight with. Chose one {{W40kKeyword|Cavalry}} unit from this formation, until the end of the Fight phase, consider the Ap value of that unit&#039;s &#039;&#039;Sharp Beak and Talons&#039;&#039; to be -4, and double the number of attacks they make with that weapon.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Apocalypse Rules==&lt;br /&gt;
Apocalypse rules are special rules that are meant to represent the power of an immense force on the tabletop. Each army has one and it differs from effects and restrictions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Great Hunt Unfolds:&#039;&#039;&#039; &#039;&#039;From the beginning of time, the elder Shamans of all tribes talk of a hunt like anything krootkind has ever seen. Tales of warriors and heroes are sung alongside it, while hunters gather the strength and equipment for when the day will come to take part in this great feast. When that day will come, the kroot will know both glory and anguish.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your army is Battle-forged, and contains at least 6000 points of {{W40kKeyword|Kroot}} units, then all {{W40kKeyword|Kroot}} units in your army gain this special rule. Add 1 to the Advance and Charge distances of models with this special rule. In addition, {{W40kKeyword|Shaman}} units know one additional Invocation from the &#039;&#039;Invocations of the Kindred&#039;&#039; list and can invoke one additional Invocation during your Command phase.&lt;br /&gt;
&lt;br /&gt;
==Wargear==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Echoes from the Otherworld:&#039;&#039;&#039; &#039;&#039;The spirits from the realm beyond are mysterious beings and rarely do they come to the aid of those who still chase their prey in the fields of the living. Regardless, when a legend calls, they are formidable foes, rarely shaken by the weapons of the material realm.&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Echoes from the Otherworld&#039;&#039;&#039; || - || - || - || - || - || When using this weapon, the active profile corresponds to the type of spirit invoked by Anghkor through his &#039;&#039;&#039;Spirits of the Hunt (Aura)&#039;&#039;&#039; special rule during that turn. If the ability wasn&#039;t used, this weapon can&#039;t be used during that turn. Anghkor himself can&#039;t attack with this weapon, attacks made by this weapon are in addition to Anghkor Prok&#039;s attacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;-Echoes of the Hawk&#039;&#039;&#039; || Melee || Melee || 6 || -2 || D3 || Make D3 hit rolls when attacking with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;-Echoes of the Hound&#039;&#039;&#039; || Melee || Melee || 4 || -1 || 1 || Make 4 hit rolls when attacking with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;-Echoes of the Knarloc&#039;&#039;&#039; || Melee || Melee || 5 || -2 || 2 || Make 2 hit rolls when attacking with this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kroot Weapons:&#039;&#039;&#039; &#039;&#039;Weapons employed by kroot are very peculiar and mostly consist of modified, rudimentary weapons. Regardless, they are no less deadly because of this.&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eviscerator (Swipe Attack)&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it makes 1 additional attack with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eviscerator (Pierce Attack)&#039;&#039;&#039; || Melee || Melee || +3 || -4 || 2 || You can only use this profile in a turn in which the bearer charged.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Blade&#039;&#039;&#039; || Melee || Melee || +1 || -2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Rifle&#039;&#039;&#039; || Melee || Melee || +1 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Staff&#039;&#039;&#039; || Melee || Melee || +1 || 0 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ritual Blade&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || If any enemy models are destroyed by this weapon, friendly {{W40kKeyword|Kindred}} units within 6&amp;quot; of the bearer do not have to take Morale tests in the Morale phase at that turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kroot Beast-hunter Weapons:&#039;&#039;&#039; &#039;&#039;Beast-hunters are very peculiar in their ways and because of that each of them wields specially crafted weapons not usually employed by common kroot. Each one is deadlier than the last and turn into merciless weapons of slaughter in the hands of an expert hunter.&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Barbed Whip&#039;&#039;&#039; || Melee || Melee || +2 || -1 || 1 || Each time the bearer fights, one (and only one) of its attacks can be made with this weapon. When the bearer fights with this weapon, make a number of hit rolls against one target unit equal to the number of models that the target unit has within 2&amp;quot; of the bearer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beast Mauler&#039;&#039;&#039; || Melee || Melee || +3 || -2 || 2 || When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kroot Predators Weapons:&#039;&#039;&#039; &#039;&#039;The beastly forms of the primitive kroot are armed with weapons of their own. Fangs, talons, and teeth are all common characteristics and all equally terrifying.&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crushing Beak&#039;&#039;&#039; || Melee || Melee || User || -4 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crushing Feet&#039;&#039;&#039; || Melee || Melee || User || -2 || 2 || Make 2 hit rolls for each attack made with this weapon, instead of 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drill Beak&#039;&#039;&#039; || Melee || Melee || User || -3 || 3 || Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroototh Fists&#039;&#039;&#039; || Melee || Melee || User || -2 || 2D3 || When making an attack with this weapon, add 1 to the Damage and Ap characteristics if the Strength of the attack is at least double the target&#039;s Toughness characteristic.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krootox Fists&#039;&#039;&#039; || Melee || Melee || User || -1 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Razor Tail&#039;&#039;&#039; || Melee || Melee || User || -3 || 2 || Each time the bearer fights, it can make one (and only one) attack with this weapon. Make D3 hit rolls for this attack instead of one. This is in addition to the bearer’s attacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Razor Talons&#039;&#039;&#039; || Melee || Melee || User || -3 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ripping Fangs&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Savage Maw&#039;&#039;&#039; || Melee || Melee || +2 || -2 || D3 || Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sharp Beak and Talons&#039;&#039;&#039; || Melee || Melee || 5 || -2 || 1 || After a model riding a Knarloc makes its close combat attacks, you can attack with its mount. Make 2 additional attacks, using this weapon profile.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sharp Limbs&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || Make 2 hit rolls for each attack made with this weapon, instead of 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spiked Tail&#039;&#039;&#039; || Melee || Melee || User || -3 || 1 || Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tooth of Gmork:&#039;&#039;&#039; &#039;&#039;A tooth from the Gmork, extracted from a wound of the great Vawk deep inside Pech&#039;s core. Despite the ages past, its venom still retains its otherworldly power and longs to bring a painful death to anyone daring to face the Destroyer.&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tooth of Gmork&#039;&#039;&#039; || Melee || Melee || +2 || -3 || 2 || Each time an enemy model suffers an unsaved wound from this weapon, it suffers one mortal wound in addition to the normal damage. These mortal wounds may not be negated in any way.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Deboner:&#039;&#039;&#039; &#039;&#039;The pinnacle of beast-hunter weapons, the Deboner was crafted by Ghen Kath himself. This gruesome weapon has two configurations; a moment it&#039;s a bloody blade covered in pointy shards of metal, while the next the body splits into many sections, changing the structure to that of a heavy whip.&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Deboner (ripping mode)&#039;&#039;&#039; || Melee || Melee || +3 || -3 || 3 || When attacking with this weapon, choose one of the two profiles, all attacks made during that phase must be done with the same profile. When attacking with this profile, you must subtract 1 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Deboner (slashing mode)&#039;&#039;&#039; || Melee || Melee || +1 || -2 || 1 || When attacking with this weapon, choose one of the two profiles, all attacks made during that phase must be done with the same profile. When the bearer fights with this profile, make a number of hit rolls against one target unit equal to the number of models that the target unit has within 2&amp;quot; of the bearer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Heavy Stubber:&#039;&#039;&#039; &#039;&#039;A weapon diffused in the whole galaxy. Its rounds are designed to impeding the enemy and assure the won&#039;t be able to retaliate.&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Stubber&#039;&#039;&#039; || 36&amp;quot; || Heavy 3 || 4 || 0 || 1 || A unit that suffer an unsaved wound from this weapon has to subtract 1 from its hit rolls in the subsequent Fighting phase.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kroot Weapons:&#039;&#039;&#039; &#039;&#039;Given they are just modified weapons, the precision of these weapons is determined by how skillful the bearer is. In this, they are the tools through which a hunter proves its worth.&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Rifle&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 4 || 0 || 1 || This weapon may be fired even if the wielder Advanced during its turn, however, it must subtract 1 from its hit rolls.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dahyak&#039;s Precision Kroot Rifle&#039;&#039;&#039; || 36&amp;quot; || Heavy 2 || 6 || -2 || D3 || This weapon may target a {{W40kKeyword|Character}} even if it is not the closest enemy unit. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. If the target has the [[Codex - Blackstone Constructs: /tg/&#039;s 9th Edition|{{W40kKeyword|Control}}]] keyword, add 1 to the damage of the attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Bolt Thrower&#039;&#039;&#039; || 36&amp;quot; || Assault D6 || 6 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Crumbler&#039;&#039;&#039; || 36&amp;quot; || Assault 1 || 8 || -1 || 2D3 || Units that suffer a hit from this weapon must halve their Movement and Advance distances until the beginning of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Gun&#039;&#039;&#039; || 48&amp;quot; || Rapid Fire 1 || 7 || -1 || D3 || This weapon may be fired even if the wielder Advanced during its turn, however, it must subtract 1 from its hit rolls.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Kroot Gun&#039;&#039;&#039; || 48&amp;quot; || Rapid Fire 1 || 8 || -3 || 2D3 || This weapon may be fired even if the wielder Advanced during its turn, however, it must subtract 1 from its hit rolls.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kroot Beast-hunter Weapons:&#039;&#039;&#039; &#039;&#039;The ranged weapons held by beast hunters are extremely precise and made to hit the prey from long distances.&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Barbed Whip&#039;&#039;&#039; || 12&amp;quot; || Assault D3 || +1 || -1 || 1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Bow&#039;&#039;&#039; || 24&amp;quot; || Assault 2 || +2 || * || 1 || The AP characteristic of this weapon is equal to a third of the Strenght characteristic of its bearer, rounding down (e.g. Strenght 4 means an AP of -1).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Precision Kroot Rifle&#039;&#039;&#039; || 36&amp;quot; || Heavy 2 || 6 || -2 || D3 || This weapon may target a {{W40kKeyword|Character}} even if it is not the closest enemy unit. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pulse Weapons:&#039;&#039;&#039; &#039;&#039;The common weapon found usually in T&#039;au detachments. The fact many kroot possess one is proof of their alliance.&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Blaster (Long Range)&#039;&#039;&#039; || 15&amp;quot; || Assault 2 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Blaster (Medium Range)&#039;&#039;&#039; || 10&amp;quot; || Assault 2 || 5 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Blaster (Close Range)&#039;&#039;&#039; || 5&amp;quot; || Assault 2 || 6 || -2 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Carbine&#039;&#039;&#039; || 18&amp;quot; || Assault 2 || 5 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 5 || 0 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Supremacy Railgun:&#039;&#039;&#039; &#039;&#039;One of the most powerful weapons found in the T&#039;au arsenal. As allies, sometimes is possible to spot one carried by a giant Great Knarloc, although sometimes it&#039;s hard to know how exactly it has arrived there.&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supremacy Railgun (Submunitions)&#039;&#039;&#039; || 72&amp;quot; || Heavy 2D6 || 6 || -1 || 1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supremacy Railgun (Soild Shot)&#039;&#039;&#039; || 72&amp;quot; || Heavy 2 || 10 || -4 || 3D3 || Each time you make a wound roll of 6+ for this weapon, the target unit suffers D3 mortal wounds in addition to the normal damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Deboner:&#039;&#039;&#039; &#039;&#039;The whip mode of the Deboner can be used to attack preys at a distance, wounding them with the sharp razor parts.&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Deboner&#039;&#039;&#039; || 12&amp;quot; || Assault D6 || +1 || -2 || 1 || Blast.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hunting Relics===&lt;br /&gt;
*&#039;&#039;&#039;Blood of the Stalker:&#039;&#039;&#039; &#039;&#039;The kroot hunter covers itself in the blood of its prey, enhancing its abilities to stalk the enemy.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Infantry}} {{W40kKeyword|Kroot Shaper}} and {{W40kKeyword|Infantry}} {{W40kKeyword|Kroot Beast-hunter}} only. During deployment, you can set up the bearer in hiding instead of placing it on the battlefield. At the end of any of your Movement phases, the model can ambush its enemy – set it up anywhere on the battlefield that is more than D3+1&amp;quot; away from any enemy models and at least 3&amp;quot; within a piece of terrain.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DNA Sample:&#039;&#039;&#039; &#039;&#039;The kroot are capable to assimilate the DNA of their prey to modify their appearance as they see fit; this kroot hunter carries a sample of genetic material to better adapt to the battle ahead.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Kroot Shaper}} and {{W40kKeyword|Kroot Beast-hunter}} only. Once per battle, at the beginning of any turn, the bearer of this Relic immediately benefits from the &#039;&#039;DNA Assimilation&#039;&#039; Stratagem, select one species and apply the desired effect. If the bearer is a {{W40kKeyword|Kroot Shaper}}, then also select one friendly {{W40kKeyword|Kroot}} unit within 6&amp;quot; of that model; that unit also benefits from the selected effect.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kroothawk Totem:&#039;&#039;&#039; &#039;&#039;Use in sacred rituals, this ancient totem grants the bearer the wisdom of the ancient winds.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Shaman}} only. The bearer of this relic may invoke one additional Invocation at the beginning of your Command phase, or invoke an Invocation that has already been invoked in your turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Krootwood Heavy Bow:&#039;&#039;&#039; &#039;&#039;This heavy bow has been carved from petrified wood found in the deepest depths of Pech. The detailed carvings on its surface tell the stories of the ancient beasts hunted by the first kroot on the newborn planet. Only wielding it grants the bearer immense pride and strength.&#039;&#039;&lt;br /&gt;
::This Relic replaces a &#039;&#039;&#039;Kroot Bow&#039;&#039;&#039; and has the following profile:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krootwood Heavy Bow&#039;&#039;&#039; || 36&amp;quot; || Heavy 2 || +3 || * || D3 || The AP characteristic of this weapon is equal to half of the Strength characteristic of its bearer, rounding down (e.g. Strength 4 means an AP of -2). A unit hit by this weapon must halve its Movement characteristic until the beginning of your next turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mark of the Favoured Child:&#039;&#039;&#039; &#039;&#039;Individuals marked with this ritual symbol are followed by the great hunters of the past that protect them from all physical and spiritual harm.&#039;&#039;&lt;br /&gt;
::The bearer of this relic gains a 4+ invulnerable save. In addition, roll a die each time the bearer suffers a wound or a mortal wound; on a 5+ that wound is ignored.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic Blade:&#039;&#039;&#039; &#039;&#039;A sacred blade passed on to one generation of hunters to the next. It&#039;s said it can reap the soul of the victim directly from its body.&#039;&#039;&lt;br /&gt;
::Model with Ritual Blade only. Add the following to that weapon’s special rule: &#039;This weapon always wounds on a roll of 2+, unless the target is a {{W40kKeyword|Vehicle}}. In addition, on a wound roll of 6+, this weapon inflicts D3 mortal wounds instead of the normal damage.&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scavenged Weapons:&#039;&#039;&#039; &#039;&#039;Though not native to their species, the Kroot&#039;s intelligence makes them capable of understanding these weapons and using them against their foes.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Kroot Shaper}} and {{W40kKeyword|Kroot Beast-hunter}} only. Select one of the weapons from below, the model counts as being equipped with that weapon. This Relic can be taken multiple times but can&#039;t be taken more than once for each model.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
::-&#039;&#039;&#039;Big Shoota&#039;&#039;&#039; (replaces &#039;&#039;&#039;Kroot Rifle&#039;&#039;&#039;)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Big Shoota&#039;&#039;&#039; || 36&amp;quot; || Assault 3 || 5 || 0 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
::-&#039;&#039;&#039;Demolition Charge&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Demolition Charge&#039;&#039;&#039; || 6&amp;quot; || Grenade D6 || 8 || -3 || D3 || The bearer can only use this weapon once per battle.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
::-&#039;&#039;&#039;Power Sword&#039;&#039;&#039; (replaces &#039;&#039;&#039;Kroot Rifle&#039;&#039;&#039;)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Sword&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
::-&#039;&#039;&#039;Shuriken Pistol&#039;&#039;&#039; (replaces &#039;&#039;&#039;Kroot Pistol&#039;&#039;&#039;)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shuriken Pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 4 || 0 || 1 || When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has an Armour Penetration characteristic of -3 for that attack.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
::-&#039;&#039;&#039;Splinter Pistol&#039;&#039;&#039; (replaces &#039;&#039;&#039;Kroot Pistol&#039;&#039;&#039;)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Splinter Pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || * || 0 || 1 || This weapon wounds on a 4+, unless it is targeting a {{W40kKeyword|Vehicle}} or {{W40kKeyword|Titanic}} unit, in which case it wounds on a 6+.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surefoot Charm:&#039;&#039;&#039; &#039;&#039;The bearers of this charm are able to call forward their kin with the swiftness and strength of the winds.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Kroot Shaper}} only. When a charge roll is made by a friendly {{W40kKeyword|Kroot}} unit that targets an enemy unit within 1&amp;quot; of the bearer of this relic, roll one additional D6 and discard the lowest dice. The first model you move as part of that charge must end its charge move within 1&amp;quot; of that enemy unit, otherwise, the charge fails and no models in the charging unit may move that phase.&lt;br /&gt;
&lt;br /&gt;
===Other Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Advanced Holo-sensors:&#039;&#039;&#039; &#039;&#039;This powerful set of goggles enhanced the wearer&#039;s vision to assure the hunt will be trimphant, even at long distances.&#039;&#039;&lt;br /&gt;
::A model equipped with Advanced Holo-sensors has a Ballistic Skill of 2+ and doesn&#039;t suffer penalties to its hit rolls as a result of special rules such as Night Fighting or Dawn Raid. In addition, if that model has remained stationary in its previous Movement phase, it can re-roll all hit and wound rolls during the Shooting phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ancestors&#039; Shield:&#039;&#039;&#039; &#039;&#039;Shield carved out of the most durable chitin shell, its solid molecular structure makes it perfect to block even the most brutal of enemy attacks.&#039;&#039;&lt;br /&gt;
::A model equipped with an Ancestors&#039; Shield has a 6+ invulnerable save. In addition, add 2 to armor saving throws made for that model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderbug Grenade:&#039;&#039;&#039; &#039;&#039;The thunderbugs housed inside this small device burst into a bright light once released, blinding the prey and leaving it vulnerable to the pack&#039;s assault.&#039;&#039;&lt;br /&gt;
::The Thunderbug Grenade is a ranged weapon with the following profile:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thunderbug Grenade&#039;&#039;&#039; || 12&amp;quot; || Grenade 1 || - || - || - || This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for non-{{W40Kkeyword|Vehicle}}/{{W40Kkeyword|Titanic}} units that have suffered a hit from this weapon until the beginning of your next turn. In addition, a unit hit by this weapon can&#039;t be selected to fire overwatch in the following Assault phase.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Venom Coat:&#039;&#039;&#039; &#039;&#039;Distilled from the most dangerous poison known to the kroot, this coat of slimy fluid assures the death of anyone who touches it.&#039;&#039;&lt;br /&gt;
::A model with a Venom Coat always wounds the target on a wound roll of 2+, unless the target is a {{W40Kkeyword|Vehicle}} or a {{W40Kkeyword|Titanic}} unit.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
===HQs===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
====Kroot Master Shaman====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Master Shamans are kroot adept in the arcane arts passed on from one generation of kindred to the next. Their talent knows no bounds, either in the material world or the place where the spirits of the old hunters reside. It is not uncommon to be at the side of Shapers and guide their decisions during the hunts.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Kroot Master Shaman (&#039;&#039;&#039;Power Rating: 3&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Kroot Master Shaman || 7&amp;quot; || 3+ || 4+ || 4 || 3 || 5 || 3 || 8 || 5+ || 55&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Kroot Staff&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Staff&#039;&#039;&#039; || Melee || Melee || +1 || 0 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Ritual Blade&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ritual Blade&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || If any enemy models are destroyed by this weapon, friendly {{W40kKeyword|Kindred}} units within 6&amp;quot; of the bearer do not have to take Morale tests in the Morale phase at that turn.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Aura of the Spirits&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 5+ invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Hunters&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The Wisest of Their Kind (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
{{W40kKeyword|Kindred}} units within 6&amp;quot; of this model may use the model’s Leadership characteristic instead of their own when taking Morale tests.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Invocations:&#039;&#039;&#039; This model knows the &#039;&#039;Invocation of the Hunter&#039;s Beak&#039;&#039; and two more Invocations from the &#039;&#039;Invocations of the Kindred&#039;&#039; and/or &#039;&#039;Invocations of the Spirits&#039;&#039; lists. This model may attempt to invoke two Invocations at the beginning of your Command phase. In addition, this model can attempt to deny two psychic powers in each enemy Psychic phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Kroot}}&lt;br /&gt;
*{{W40kKeyword|HQs}}, {{W40kKeyword|Kroot Master Shaman}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Shaman}}, {{W40kKeyword|Kindred}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
====Kroot Shaper====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Shapers have the duty to guide their fellow Kroot and prevent the coming of an evolutionary dead-end. they are formidable hunters and guide their kin with courage and strength.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Kroot Shaper (&#039;&#039;&#039;Power Rating: 2&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Kroot Shaper || 7&amp;quot; || 3+ || 4+ || 4 || 3 || 5 || 4 || 9 || 5+ || 45&lt;br /&gt;
|-&lt;br /&gt;
| Winged Kroot Shaper || 12&amp;quot; || 3+ || 4+ || 4 || 3 || 5 || 4 || 8 || 7+ || 50&lt;br /&gt;
|-&lt;br /&gt;
| Kroot Shaper on Knarloc || 12&amp;quot; || 3+ || 4+ || 4 || 4 || 6 || 4 || 8 || 4+ || 60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Kroot Shaper):&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Kroot Pistol&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 4 || 0 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Kroot Rifle&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Rifle&#039;&#039;&#039; || Melee || Melee || +1 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Rifle&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 4 || 0 || 1 || This weapon may be fired even if the wielder Advanced during its turn, however it must subtract 1 from its hit rolls.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Ritual Blade&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ritual Blade&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || If any enemy models are destroyed by this weapon, friendly {{W40kKeyword|Kindred}} units within 6&amp;quot; of the bearer do not have to take Morale tests in the Morale phase at that turn.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Winged Kroot Shaper):&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Kroot Pistol&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 4 || 0 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Kroot Rifle&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Rifle&#039;&#039;&#039; || Melee || Melee || +1 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Rifle&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 4 || 0 || 1 || This weapon may be fired even if the wielder Advanced during its turn, however it must subtract 1 from its hit rolls.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Ritual Blade&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ritual Blade&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || If any enemy models are destroyed by this weapon, friendly {{W40kKeyword|KROOT}} units within 6&amp;quot; of the bearer do not have to take Morale tests in the Morale phase at that turn.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Kroot Shaper on Knarloc):&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Kroot Pistol&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 4 || 0 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Kroot Rifle&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Rifle&#039;&#039;&#039; || Melee || Melee || +1 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Rifle&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 4 || 0 || 1 || This weapon may be fired even if the wielder Advanced during its turn, however, it must subtract 1 from its hit rolls.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Ritual Blade&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ritual Blade&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || If any enemy models are destroyed by this weapon, friendly {{W40kKeyword|Kindred}} units within 6&amp;quot; of the bearer do not have to take Morale tests in the Morale phase at that turn.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Sharp Beak and Talons&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sharp Beak and Talons&#039;&#039;&#039; || Melee || Melee || 5 || -2 || 1 || After a model riding a Knarloc makes its close combat attacks, you can attack with its mount. Make 2 additional attacks, using this weapon profile.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (Kroot Shaper):&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Hunters&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Stealthy Hunters&amp;quot;&amp;gt;&lt;br /&gt;
At the start of the first battle round but before the first turn begins, you can move this unit up to 7&amp;quot;. It cannot end this move within 9&amp;quot; of any enemy models. If both players have units that are able to move at the start of the first battle round but before the first turn begins, the player who is taking the first turn moves their units first.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The Shaper Commands (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
Re-roll wound rolls of 1 for friendly {{W40kKeyword|Kindred}} units within 6&amp;quot; of this model. If a unit has both the {{W40kKeyword|Kindred}} and {{W40kKeyword|Kroot Predators}} keyword, then the bonus does not apply to attacks made with weapons from the &#039;&#039;Kroot Predators Weapons&#039;&#039; list.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The Wisest of Their Kind (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
{{W40kKeyword|Kindred}} units within 6&amp;quot; of this model may use the model’s Leadership characteristic instead of their own when taking Morale tests.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (Winged Kroot Shaper):&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ambush From Above&amp;quot;&amp;gt;&lt;br /&gt;
During deployment, you can set up this unit in the sky instead of placing it on the battlefield. At the end of any of your Movement phases, this unit can ambush its enemy – set it up anywhere on the battlefield that is more than D3+3&amp;quot; away from any enemy models.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Hunters&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The Shaper Commands (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
Re-roll wound rolls of 1 for friendly {{W40kKeyword|Kindred}} units within 6&amp;quot; of this model. If a unit has both the {{W40kKeyword|Kindred}} and {{W40kKeyword|Kroot Predators}} keyword, then the bonus does not apply to attacks made with weapons from the &#039;&#039;Kroot Predators Weapons&#039;&#039; list.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The Wisest of Their Kind (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
{{W40kKeyword|Kindred}} units within 6&amp;quot; of this model may use the model’s Leadership characteristic instead of their own when taking Morale tests.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (Kroot Shaper on Knarloc):&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Hunters&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Loping Stride&amp;quot;&amp;gt;&lt;br /&gt;
When this unit Advances, if the result of the die is less than 3, treat it as a 3 instead.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The Shaper Commands (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
Re-roll wound rolls of 1 for friendly {{W40kKeyword|Kroot}} units within 6&amp;quot; of this model. If a unit has both the {{W40kKeyword|Kindred}} and {{W40kKeyword|Kroot Predators}} keyword, then the bonus does not apply to attacks made with weapons from the &#039;&#039;Kroot Predators Weapons&#039;&#039; list.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The Wisest of Their Kind (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
{{W40kKeyword|Kroot}} units within 6&amp;quot; of this model may use the model’s Leadership characteristic instead of their own when taking Morale tests.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Thunderous Pounce&amp;quot;&amp;gt;&lt;br /&gt;
Add 1 to wound tolls made for this unit&#039;s melee attacks if this unit made a charge move this turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Krootor Companion&amp;quot;&amp;gt;&lt;br /&gt;
Each time this model fights make two additional attacks at Strength 4, Ap -2, and Damage 1, these are in addition to the model&#039;s attacks. In addition, add two wounds to this model&#039;s Wounds characteristic; these two wounds can&#039;t be recovered in any way, and once lost, remove this Upgrade from this model&#039;s profile.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This model may replace its &#039;&#039;&#039;Kroot Rifle&#039;&#039;&#039; with one of the following:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Eviscerator&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eviscerator (swipe attack)&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it makes 1 additional attack with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eviscerator (pierce attack)&#039;&#039;&#039; || Melee || Melee || +3 || -4 || 2 || You can only use this profile in a turn in which the bearer charged.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Pulse Blaster&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Blaster (Long Range)&#039;&#039;&#039; || 15&amp;quot; || Assault 2 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Blaster (Medium Range)&#039;&#039;&#039; || 10&amp;quot; || Assault 2 || 5 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Blaster (Close Range)&#039;&#039;&#039; || 5&amp;quot; || Assault 2 || 6 || -2 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Pulse Carbine&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Carbine&#039;&#039;&#039; || 18&amp;quot; || Assault 2 || 5 || 0 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Pulse Rifle&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 5 || 0 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
This model may take a &#039;&#039;&#039;Ancestors&#039; Shield&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ancestors&#039; Shield:&#039;&#039;&#039; A model equipped with an Ancestors&#039; Shield has a 6+ invulnerable save. In addition, add 2 to armor saving throws made for that model.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This model may take one of the followings:&lt;br /&gt;
&lt;br /&gt;
-Knarloc - +12 pts./ +1 PR&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Krootor Companion&#039;&#039;&#039; Upgrade - +5 pts.&lt;br /&gt;
&lt;br /&gt;
-Wings - +5 pts./ +1 PR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Kroot Shaper):&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Kroot}}&lt;br /&gt;
*{{W40kKeyword|HQs}}, {{W40kKeyword|Kroot Shaper}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Kindred}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Winged Kroot Shaper):&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Kroot}}&lt;br /&gt;
*{{W40kKeyword|HQs}}, {{W40kKeyword|Kroot Shaper}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Character}}, {{W40kKeyword|Kindred}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Kroot Shaper on Knarloc):&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Kroot}}&lt;br /&gt;
*{{W40kKeyword|HQs}}, {{W40kKeyword|Kroot Shaper}}, {{W40kKeyword|Kroot Shaper on Knarloc}}, {{W40kKeyword|Cavalry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Kindred}}, {{W40kKeyword|Kroot Predators}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
====Ghen Kath====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Even since he was a young hunter, Ghen Kath had always been obsessed by his prey; he would study it day and night, drinking its secrets and sharpening his skills against it. After the initiation to Beast-hunter, his obsession only grew and with it his brutality. Now, his hunt is against the Tyranids, among the void between the stars; he claims only them can grant the knowledge to hunt every beast. &amp;quot;Those wretched beasts, slimy, scuttling, sacs of innards and teeth. More, more I say. Bring me more, their cold, ichory blood, so I can ascend to a new feast.&amp;quot;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Ghen Kath (&#039;&#039;&#039;Power Rating: 4&#039;&#039;&#039;). Only one of this unit may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Ghen Kath || 7&amp;quot; || 2+ || 3+ || 5 || 3 || 3 || 5 || 8 || 4+ || 85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-The Deboner&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Deboner (ripping mode)&#039;&#039;&#039; || Melee || Melee || +3 || -3 || 3 || When attacking with this weapon, choose one of the two profiles, all attacks made during that phase must be done with the same profile. When attacking with this profile, you must subtract 1 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Deboner (slashing mode)&#039;&#039;&#039; || Melee || Melee || +1 || -2 || 1 || When attacking with this weapon, choose one of the two profiles, all attacks made during that phase must be done with the same profile. When the bearer fights with this profile, make a number of hit rolls against one target unit equal to the number of models that the target unit has within 2&amp;quot; of the bearer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Deboner&#039;&#039;&#039; || 12&amp;quot; || Assault D6 || +1 || -2 || 1 || Blast.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Amulet of the Hunter&#039;s Blood&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Beast Hunter&amp;quot;&amp;gt;&lt;br /&gt;
Add 1 to wound rolls for attacks made by this model against {{W40kKeyword|Beast}} or {{W40kKeyword|Monster}} units. In addition, re-roll 1s to wound if the target is a {{W40kKeyword|Beast}} or {{W40kKeyword|Monster}}.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Hunters&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Slayer of the Void-borne&amp;quot;&amp;gt;&lt;br /&gt;
When making an attack against a {{W40kKeyword|Tyranid}} unit, consider the Toughness characteristic of that unit as one point worse.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;  If this model is your Warlord, it has the following Warlord Trait:&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bane of Monsters&amp;quot;&amp;gt;&lt;br /&gt;
When a {{W40kKeyword|Monster}} unit attacks this model during the Fight phase, it must halve its Strength characteristic and all saving throws made against this model&#039;s attacks (rounding up).&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Kroot}}&lt;br /&gt;
*{{W40kKeyword|HQs}}, {{W40kKeyword|Ghen Kath}}, {{W40kKeyword|Kroot Beast-hunter}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Kindred}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
====Kroot Carnivores====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;The most common of kroot kindreds. Even with their fragile-looking physique, these fearsome hunters are extremely capable and have mastered the fundamentals of hunting and mercenarism. They are a force to be reckoned with in every field.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This unit contains 10 Kroot Carnivores (&#039;&#039;&#039;Power Rating: 6&#039;&#039;&#039;). It can include up to 10 more Kroot Carnivores (&#039;&#039;&#039;Power Rating: +5&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Kroot Carnivore || 7&amp;quot; || 3+ || 4+ || 4 || 3 || 1 || 2 || 7 || 5+ || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Kroot Rifle&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Rifle&#039;&#039;&#039; || Melee || Melee || +1 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Rifle&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 4 || 0 || 1 || This weapon may be fired even if the wielder Advanced during its turn, however, it must subtract 1 from its hit rolls.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Hunters&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Stealthy Hunters&amp;quot;&amp;gt;&lt;br /&gt;
At the start of the first battle round but before the first turn begins, you can move this unit up to 7&amp;quot;. It cannot end this move within 9&amp;quot; of any enemy models. If both players have units that are able to move at the start of the first battle round but before the first turn begins, the player who is taking the first turn moves their units first.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Kroot}}&lt;br /&gt;
*{{W40kKeyword|Troops}}, {{W40kKeyword|Kroot Carnivores}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Kindred}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
====Dahyak Grekh====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;A kroot mercenary who has entered the bowels of a Blackstone Fortress and lived. He&#039;s an expert on far-away killings and carefully placed traps. These abilities are what kept him alive inside that black tomb and that marked his figure in the lenses of the machines within.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This unit contains 1 Dahyak Grekh (&#039;&#039;&#039;Power Rating: 3&#039;&#039;&#039;). Only one of this unit may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Dahyak Grekh || 7&amp;quot; || 3+ || 2+ || 4 || 3 || 3 || 3 || 7 || 4+ || 60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Kroot Pistol&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 4 || 0 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Dahyak&#039;s Precision Kroot Rifle&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dahyak&#039;s Precision Kroot Rifle&#039;&#039;&#039; || 36&amp;quot; || Heavy 2 || 6 || -3 || D3 || This weapon may target a {{W40kKeyword|Character}} even if it is not the closest enemy unit. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. If the target is a [[Codex - Blackstone Constructs: /tg/&#039;s 9th Edition|{{W40kKeyword|Blackstone Constructs}}]] {{W40kKeyword|Control}} unit, add 1 to the damage of the attack.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Concealed Booby Traps&amp;quot;&amp;gt;&lt;br /&gt;
Once per battle, at the end of your opponent&#039;s Movement phase, you can choose an enemy unit on the battlefield and roll a D6. Subtract 1 from the result if the unit is a {{W40kKeyword|Character}} but add 1 if the unit contains 10 or more models. On a 4+ that unit suffers D3 mortal wounds; on a 7+ it suffers D6 mortal wounds instead.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Hunters&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Fieldcraft&amp;quot;&amp;gt;&lt;br /&gt;
Each time a ranged attack is allocated to this model while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Quarry Can&#039;t Hide&amp;quot;&amp;gt;&lt;br /&gt;
Each time you select a target for a weapon this model is making an attack with, no enemy model may intercept the attack in any way.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tracker&amp;quot;&amp;gt;&lt;br /&gt;
During deployment, you can set up Dahyak Grekh in pursuit instead of placing him on the battlefield. At the end of any of your Movement phase, he can reveal his hiding place and attack - set him up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;  If this model is your Warlord, it has the following Warlord Trait:&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Raider of the Blackstone Fortress&amp;quot;&amp;gt;&lt;br /&gt;
Re-roll wound rolls of 1 against enemy [[Codex - Blackstone Constructs: /tg/&#039;s 9th Edition|{{W40kKeyword|Blackstone Constructs}}]] units.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Kroot}}&lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Dahyak Grekh}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Kindred}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
====Kroot Beast-hunter====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;A strain of kroot specialized in the hunting of great beasts and monsters. The initiation on this path of the hunter is almost seen as taboo and few are the ones that follow it. Those that do are usually mentally deranged and obsessed with killing and the dark path they go down only accentuates this warped view.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This unit contains 1 Kroot Beast-hunter (&#039;&#039;&#039;Power Rating: 2&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Kroot Beast-hunter || 7&amp;quot; || 2+ || 3+ || 4 || 3 || 3 || 4 || 7 || 4+ || 40&lt;br /&gt;
|-&lt;br /&gt;
| Kroot Beast-hunter on Knarloc || 12&amp;quot; || 2+ || 3+ || 4 || 4 || 4 || 4 || 7 || 4+ || 70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Kroot Beast-hunter):&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Kroot Blade&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Blade&#039;&#039;&#039; || Melee || Melee || +1 || -2 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Kroot Pistol&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 4 || 0 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Kroot Rifle&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Rifle&#039;&#039;&#039; || Melee || Melee || +1 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Rifle&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 4 || 0 || 1 || This weapon may be fired even if the wielder Advanced during its turn, however, it must subtract 1 from its hit rolls.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Kroot Beast-hunter on Knarloc):&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Kroot Blade&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Blade&#039;&#039;&#039; || Melee || Melee || +1 || -2 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Kroot Pistol&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 4 || 0 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Kroot Rifle&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Rifle&#039;&#039;&#039; || Melee || Melee || +1 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Rifle&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 4 || 0 || 1 || This weapon may be fired even if the wielder Advanced during its turn, however it must subtract 1 from its hit rolls.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Sharp Beak and Talons&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sharp Beak and Talons&#039;&#039;&#039; || Melee || Melee || 5 || -2 || 1 || After a model riding a Knarloc makes its close combat attacks, you can attack with its mount. Make 2 additional attacks, using this weapon profile.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (Kroot Beast-hunter):&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Beast Hunter&amp;quot;&amp;gt;&lt;br /&gt;
Add 1 to wound rolls for attacks made by this model against {{W40kKeyword|Beast}} or {{W40kKeyword|Monster}} units. In addition, re-roll 1s to wound if the target is a {{W40kKeyword|Beast}} or {{W40kKeyword|Monster}}. This does not apply to the attacks made by the Sharp Beak and Talons.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Hunters&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (Kroot Beast-hunter on Knarloc):&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Beast Hunter&amp;quot;&amp;gt;&lt;br /&gt;
Add 1 to wound rolls for attacks made by this model against {{W40kKeyword|Beast}} or {{W40kKeyword|Monster}} units. In addition, re-roll 1s to wound if the target is a {{W40kKeyword|Beast}} or {{W40kKeyword|Monster}}. This does not apply to the attacks made by the Sharp Beak and Talons.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Hunters&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Loping Stride&amp;quot;&amp;gt;&lt;br /&gt;
When this unit Advances, if the result of the die is less than 3, treat it as a 3 instead.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Thunderous Pounce&amp;quot;&amp;gt;&lt;br /&gt;
Add 1 to wound tolls made for this unit&#039;s melee attacks if this unit made a charge move this turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Krootor Companion&amp;quot;&amp;gt;&lt;br /&gt;
Each time this model fights make two additional attacks at Strength 4, Ap -2, and Damage 1, these are in addition to the model&#039;s attacks. In addition, add two wounds to this model&#039;s Wounds characteristic; these two wounds can&#039;t be recovered in any way, and once lost, remove this Upgrade from this model&#039;s profile.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
This model may take up to two items from the &#039;&#039;Beast-hunter Equipment&#039;&#039; list.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Advanced Holo-sensors&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advanced Holo-sensors:&#039;&#039;&#039; A model equipped with Advanced Holo-sensors has a Ballistic Skill of 2+ and doesn&#039;t suffer penalties to its hit rolls as a result of special rules such as Night Fighting or Dawn Raid. In addition, if that model has remained stationary in its previous Movement phase, it can re-roll all hit and wound rolls during the Shooting phase.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Barbed Whip&#039;&#039;&#039; - +5 pts. (replaces &#039;&#039;&#039;Kroot Blade&#039;&#039;&#039; or &#039;&#039;&#039;Kroot Rifle&#039;&#039;&#039;)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Barbed Whip&#039;&#039;&#039; || Melee || Melee || +1 || -1 || 1 || Each time the bearer fights, one (and only one) of its attacks can be made with this weapon. When the bearer fights with this weapon, make a number of hit rolls against one target unit equal to the number of models that the target unit has within 2&amp;quot; of the bearer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Barbed Whip&#039;&#039;&#039; || 12&amp;quot; || Assault D3 || +1 || -1 || 1 || Blast.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Beast Mauler&#039;&#039;&#039; - +8 pts. (replaces &#039;&#039;&#039;Kroot Blade&#039;&#039;&#039; or &#039;&#039;&#039;Kroot Rifle&#039;&#039;&#039;)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Beast Mauler&#039;&#039;&#039; || Melee || Melee || +3 || -2 || 2 || When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Kroot Bow&#039;&#039;&#039; - +3 pts. (replaces &#039;&#039;&#039;Kroot Blade&#039;&#039;&#039; or &#039;&#039;&#039;Kroot Rifle&#039;&#039;&#039;)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Bow&#039;&#039;&#039; || 24&amp;quot; || Assault 2 || +2 || * || 1 || The AP characteristic of this weapon is equal to a third of the Strenght characteristic of its bearer, rounding down (e.g. Strenght 4 means an AP of -1).&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Precision Kroot Rifle&#039;&#039;&#039; - +7 pts. (replaces &#039;&#039;&#039;Kroot Blade&#039;&#039;&#039; or &#039;&#039;&#039;Kroot Rifle&#039;&#039;&#039;)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Precision Kroot Rifle&#039;&#039;&#039; || 36&amp;quot; || Heavy 2 || 6 || -2 || D3 || This weapon may target a {{W40kKeyword|Character}} even if it is not the closest enemy unit. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Thunderbug Grenade&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thunderbug Grenade&#039;&#039;&#039; || 12&amp;quot; || Grenade 1 || - || - || - || This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for non-{{W40Kkeyword|Vehicle}}/{{W40Kkeyword|Titanic}} units that have suffered a hit from this weapon until the beginning of your next turn. In addition, a unit hit by this weapon can&#039;t be selected to fire overwatch in the following Assault phase.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Venom Coat&#039;&#039;&#039; - +6 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Venom Coat:&#039;&#039;&#039; A model with a Venom Coat always wounds the target on a wound roll of 2+, unless the target is a {{W40Kkeyword|Vehicle}} or a {{W40Kkeyword|Titanic}} unit.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
This model may replace its &#039;&#039;&#039;Kroot Rifle&#039;&#039;&#039; with an &#039;&#039;&#039;Eviscerator&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eviscerator (swipe attack)&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it makes 1 additional attack with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eviscerator (pierce attack)&#039;&#039;&#039; || Melee || Melee || +3 || -4 || 2 || You can only use this profile in a turn in which the bearer charged.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
This model may take a &#039;&#039;&#039;Ancestors&#039; Shield&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ancestors&#039; Shield:&#039;&#039;&#039; A model equipped with an Ancestors&#039; Shield has a 6+ invulnerable save. In addition, add 2 to armor saving throws made for that model.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This model may take one of the followings:&lt;br /&gt;
&lt;br /&gt;
-Knarloc - +12 pts./ +1 PR&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Krootor Companion&#039;&#039;&#039; Upgrade - +5 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Kroot Beast-hunter):&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Kroot}}&lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Kroot Beast-hunter}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Kindred}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Kroot Beast-hunter on Knarloc):&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Kroot}}&lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Kroot Beast-hunter}}, {{W40kKeyword|Kroot Beast-hunter on Knarloc}}, {{W40kKeyword|Cavalry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Kindred}}, {{W40kKeyword|Kroot Predators}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
====Kroot Shaman====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Kroot Shamans channel the spirits of the dead kindreds to aid their kin into battle. Their wear isn&#039;t as light and made for movement like that of other members of their species and they often carry the weight of the numerous talismans and relics that grant them their great strength. Even though they don&#039;t seem to be made for combat, they are an integral part of a kroot tribe and they should never be underestimated.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This unit contains 1 Kroot Shaman (&#039;&#039;&#039;Power Rating: 2&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Kroot Shaman || 7&amp;quot; || 3+ || 4+ || 4 || 3 || 3 || 1 || 7 || 5+ || 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Kroot Staff&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Staff&#039;&#039;&#039; || Melee || Melee || +1 || 0 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Ritual Blade&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ritual Blade&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || If any enemy models are destroyed by this weapon, friendly {{W40kKeyword|Kindred}} units within 6&amp;quot; of the bearer do not have to take Morale tests in the Morale phase at that turn.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Aura of the Spirits&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 5+ invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Hunters&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Invocations:&#039;&#039;&#039; This model knows the &#039;&#039;Invocation of the Hunter&#039;s Beak&#039;&#039; and one more Invocation from the &#039;&#039;Invocations of the Kindred&#039;&#039; list. This model may attempt to invoke one Invocation at the beginning of your Command phase. In addition, this model can attempt to deny two psychic powers in each enemy Psychic phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Kroot}}&lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Kroot Shaman}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Shaman}}, {{W40kKeyword|Kindred}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
====Krootox Riders====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Mounting the ferocious Krootox, these carnivores advanced towards the enemy with the same confidence the other species have when riding in their armored vehicles. Although slow in movements and reaction, these beast are excellent at carrying heavy weaponry, and even in close combat one can see what just one specimen is able to achieve.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This unit contains 1 Krootox Rider (&#039;&#039;&#039;Power Rating: 3&#039;&#039;&#039;). It can include 1 additional Krootox Rider  (&#039;&#039;&#039;Power Rating: +3&#039;&#039;&#039;), 2 aditional Krootox Riders (&#039;&#039;&#039;Power Rating: +6&#039;&#039;&#039;), 3 aditional Krootox Riders (&#039;&#039;&#039;Power Rating: +9&#039;&#039;&#039;) or 4 aditional Krootox Riders (&#039;&#039;&#039;Power Rating: +12&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Krootox Rider || 6&amp;quot; || 3+ || 4+ || 6 || 5 || 4 || 3 || 6 || 4+ || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Kroot Gun&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Gun&#039;&#039;&#039; || 48&amp;quot; || Rapid Fire 1 || 7 || -1 || D3 || This weapon may be fired even if the wielder Advanced during its turn, however, it must subtract 1 from its hit rolls.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Krootox Fist&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krootox Fists&#039;&#039;&#039; || Melee || Melee || User || -1 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Agile Brute&amp;quot;&amp;gt;&lt;br /&gt;
When this unit Advances, add 6&amp;quot; to its Move for that Movement phase instead of rolling a D6.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Hunters&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Any model may replace its &#039;&#039;&#039;Kroot Gun&#039;&#039;&#039; with a &#039;&#039;&#039;Kroot Bolt Thrower&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Bolt Thrower&#039;&#039;&#039; || 36&amp;quot; || Assault D6 || 6 || -1 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Kroot}}&lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Krootox Rider}}, {{W40kKeyword|Cavalry}}, {{W40kKeyword|Kroot Predators}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
====Tribal Guards====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;The proud guards of the shapers and shamans of their tribe, these kroot soldiers are ready to lose their life to save that of the one to guide them. Even if it may seem primitive, the shields wielded by these protectors are made out of the most durable of substances known to krootkind and even the blades they held proudly in the air are as sharp as the weapons of any other species.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This unit contains 2 Tribal Guards (&#039;&#039;&#039;Power Rating: 3&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Tribal Guard || 7&amp;quot; || 3+ || 4+ || 4 || 3 || 2 || 3 || 7 || 4+ || 28&lt;br /&gt;
|-&lt;br /&gt;
| Tribal Guard on Knarloc || 12&amp;quot; || 3+ || 4+ || 4 || 4 || 3 || 3 || 7 || 4+ || 40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Tribal Guard):&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Kroot Blade&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Blade&#039;&#039;&#039; || Melee || Melee || +1 || -2 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Ancestors&#039; Shield&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ancestors&#039; Shield:&#039;&#039;&#039; A model equipped with an Ancestors&#039; Shield has a 6+ invulnerable save. In addition, add 2 to armor saving throws made for that model.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Tribal Guard on Knarloc):&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Kroot Blade&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Blade&#039;&#039;&#039; || Melee || Melee || +1 || -2 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Ancestors&#039; Shield&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ancestors&#039; Shield:&#039;&#039;&#039; A model equipped with an Ancestors&#039; Shield has a 6+ invulnerable save. In addition, add 2 to armor saving throws made for that model.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Sharp Beak and Talons&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sharp Beak and Talons&#039;&#039;&#039; || Melee || Melee || 5 || -2 || 1 || After a model riding a Knarloc makes its close combat attacks, you can attack with its mount. Make 2 additional attacks, using this weapon profile.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (Tribal Guard):&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Hunters&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The Pack&#039;s Shield (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
Roll a D6 each time a friendly {{W40kKeyword|Kroot}} {{W40kKeyword|Character}} loses a wound whilst they are within 3&amp;quot; of this unit; on a 2+ a model from this unit can intercept that hit - the character does not lose a wound but this unit suffers a mortal wound. Then, roll a die for each mortal wound it suffers from this rule; on a 6+ it does not lose that wound.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (Tribal Guard on Knarloc):&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Hunters&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Loping Stride&amp;quot;&amp;gt;&lt;br /&gt;
When this unit Advances, if the result of the die is less than 3, treat it as a 3 instead.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The Pack&#039;s Shield (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
Roll a D6 each time a friendly {{W40kKeyword|Kroot}} {{W40kKeyword|Character}} loses a wound whilst they are within 3&amp;quot; of this unit; on a 2+ a model from this unit can intercept that hit - the character does not lose a wound but this unit suffers a mortal wound. Then, roll a die for each mortal wound it suffers from this rule; on a 6+ it does not lose that wound.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Thunderous Pounce&amp;quot;&amp;gt;&lt;br /&gt;
Add 1 to wound tolls made for this unit&#039;s melee attacks if this unit made a charge move this turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These models may ride a Knarloc - +24 pts./+1 PR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Tribal Guard):&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Kroot}}&lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Tribal Guard}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Kindred}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Tribal Guard on Knarloc):&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Kroot}}&lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Tribal Guard}}, {{W40kKeyword|Tribal Guard on Knarloc}}, {{W40kKeyword|Cavalry}}, {{W40kKeyword|Kindred}}, {{W40kKeyword|Kroot Predators}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fast Attacks===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
====Knarloc Riders====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Natives of the lush world of Pech, Knarlocs are powerful and agile creatures that find many purposes in the life of a kindred. They are often used as a transport method for kroot and light materials but also have a use during the many hunts they take part in. With their agility, no prey is safe against them, and when they find their target, their thunderous pounce is sure to finish them quickly.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This unit contains 3 Knarloc Riders (&#039;&#039;&#039;Power Rating: 5&#039;&#039;&#039;). It can include up to 3 more Knarloc Riders  (&#039;&#039;&#039;Power Rating: +5&#039;&#039;&#039;) or up to 6 more Knarloc Riders (&#039;&#039;&#039;Power Rating: +10&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Knarloc Rider || 12&amp;quot; || 3+ || 4+ || 4 || 4 || 4 || 2 || 6 || 4+ || 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Kroot Rifle&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Rifle&#039;&#039;&#039; || Melee || Melee || +1 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Rifle&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 4 || 0 || 1 || This weapon may be fired even if the wielder Advanced during its turn, however, it must subtract 1 from its hit rolls.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Sharp Beak and Talons&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sharp Beak and Talons&#039;&#039;&#039; || Melee || Melee || 5 || -2 || 1 || After a model riding a Knarloc makes its close combat attacks, you can attack with its mount. Make 2 additional attacks, using this weapon profile.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Hunters&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Loping Stride&amp;quot;&amp;gt;&lt;br /&gt;
When this unit Advances, if the result of the die is less than 3, treat it as a 3 instead.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Thunderous Pounce&amp;quot;&amp;gt;&lt;br /&gt;
Add 1 to wound tolls made for this unit&#039;s melee attacks if this unit made a charge move this turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any model in the unit may replace its &#039;&#039;&#039;Kroot Rifle&#039;&#039;&#039; with one of the following:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Eviscerator&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eviscerator (swipe attack)&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it makes 1 additional attack with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eviscerator (pierce attack)&#039;&#039;&#039; || Melee || Melee || +3 || -4 || 2 || You can only use this profile in a turn in which the bearer charged.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Pulse Blaster&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Blaster (Long Range)&#039;&#039;&#039; || 15&amp;quot; || Assault 2 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Blaster (Medium Range)&#039;&#039;&#039; || 10&amp;quot; || Assault 2 || 5 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Blaster (Close Range)&#039;&#039;&#039; || 5&amp;quot; || Assault 2 || 6 || -2 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Pulse Carbine&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Carbine&#039;&#039;&#039; || 18&amp;quot; || Assault 2 || 5 || 0 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Pulse Rifle&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 5 || 0 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Kroot}}&lt;br /&gt;
*{{W40kKeyword|Fast Attacks}}, {{W40kKeyword|Knarloc Riders}}, {{W40kKeyword|Cavalry}}, {{W40kKeyword|Kindred}}, {{W40kKeyword|Kroot Predators}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
====Kroot Hounds====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Loyal bloodhound from generations, these creatures of a fine sense of smell are excellent at tracking down a wounded prey or hidden target and their flexibility in uses makes them the perfect companion for lone hunters and hunting packs alike.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This unit contains 5 Kroot Hounds (&#039;&#039;&#039;Power Rating: 1&#039;&#039;&#039;). It can include up to 5 more Kroot Hounds  (&#039;&#039;&#039;Power Rating: +1&#039;&#039;&#039;), up to 10 more Kroot Hounds  (&#039;&#039;&#039;Power Rating: +2&#039;&#039;&#039;), up to 15 more Kroot Hounds  (&#039;&#039;&#039;Power Rating: +3&#039;&#039;&#039;), up to 20 more Kroot Hounds  (&#039;&#039;&#039;Power Rating: +4&#039;&#039;&#039;) or up to 25 more Kroot Hounds  (&#039;&#039;&#039;Power Rating: +5&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Kroot Hound || 12&amp;quot; || 3+ || - || 3 || 3 || 1 || 2 || 5 || 6+ || 4&lt;br /&gt;
|-&lt;br /&gt;
| Kroot Handler on Knarloc || 12&amp;quot; || 3+ || 4+ || 4 || 4 || 4 || 2 || 7 || 4+ || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Kroot Hound):&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Ripping Fangs&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ripping Fangs&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Kroot Handler on Knarloc):&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Kroot Rifle&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Rifle&#039;&#039;&#039; || Melee || Melee || +1 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Rifle&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 4 || 0 || 1 || This weapon may be fired even if the wielder Advanced during its turn, however, it must subtract 1 from its hit rolls.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Sharp Beak and Talons&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sharp Beak and Talons&#039;&#039;&#039; || Melee || Melee || 5 || -2 || 1 || After a model riding a Knarloc makes its close combat attacks, you can attack with its mount. Make 2 additional attacks, using this weapon profile.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (Kroot Hound):&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Hunters&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Loping Stride&amp;quot;&amp;gt;&lt;br /&gt;
When this unit Advances, if the result of the die is less than 3, treat it as a 3 instead.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Voracious Predators&amp;quot;&amp;gt;&lt;br /&gt;
You can re-roll failed charge and wound rolls for this unit when targeting a unit that has suffered any unsaved wounds this turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (Kroot Handler on Knarloc):&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Hunters&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hound Leader&amp;quot;&amp;gt;&lt;br /&gt;
As long as this model is alive, each time this unit fails a Morale test only one model flees.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Loping Stride&amp;quot;&amp;gt;&lt;br /&gt;
When this unit Advances, if the result of the die is less than 3, treat it as a 3 instead.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Thunderous Pounce&amp;quot;&amp;gt;&lt;br /&gt;
Add 1 to wound tolls made for this unit&#039;s melee attacks if this unit made a charge move this turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This unit may include a Kroot Handler on Knarloc - +30 pts.&lt;br /&gt;
&lt;br /&gt;
The Kroot Handler on Knarloc may replace its &#039;&#039;&#039;Kroot Rifle&#039;&#039;&#039; with one of the following:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Eviscerator&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eviscerator (swipe attack)&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it makes 1 additional attack with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eviscerator (pierce attack)&#039;&#039;&#039; || Melee || Melee || +3 || -4 || 2 || You can only use this profile in a turn in which the bearer charged.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Pulse Blaster&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Blaster (Long Range)&#039;&#039;&#039; || 15&amp;quot; || Assault 2 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Blaster (Medium Range)&#039;&#039;&#039; || 10&amp;quot; || Assault 2 || 5 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Blaster (Close Range)&#039;&#039;&#039; || 5&amp;quot; || Assault 2 || 6 || -2 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Pulse Carbine&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Carbine&#039;&#039;&#039; || 18&amp;quot; || Assault 2 || 5 || 0 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Pulse Rifle&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 5 || 0 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Kroot Hound):&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Kroot}}&lt;br /&gt;
*{{W40kKeyword|Fast Attacks}}, {{W40kKeyword|Kroot Hounds}}, {{W40kKeyword|Beast}}, {{W40kKeyword|Kroot Predators}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Kroot Handler on Knarloc):&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Kroot}}&lt;br /&gt;
*{{W40kKeyword|Fast Attacks}}, {{W40kKeyword|Kroot Handler on Knarloc}}, {{W40kKeyword|Cavalry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Kindred}}, {{W40kKeyword|Kroot Predators}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
====Kroot Hound Alpha====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;When free in the wilderness, kroot hounds packs are lead by a fearsome alpha hound who rules over his underlings with ferocity and might. Although rare to capture and contain, if taken on a battlefield he&#039;ll surely find his use charging into the enemy ranks with swarm of lesser creatures nearby.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This unit contains 1 Kroot Hound Alpha (&#039;&#039;&#039;Power Rating: 2&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Kroot Hound Alpha || 12&amp;quot; || 3+ || - || 4 || 4 || 4 || 4 || 6 || 5+ || 40&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Ripping Claws&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ripping Claws&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Savage Maw&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Savage Maw&#039;&#039;&#039; || Melee || Melee || +2 || -2 || D3 || Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Hunters&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Leader of the Pack&amp;quot;&amp;gt;&lt;br /&gt;
You can re-roll failed hit rolls for friendly {{W40kKeyword|Kroot Hounds}} units within 12&amp;quot; in a turn in which they charged, were charged, or performed a heroic intervention.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Loping Stride&amp;quot;&amp;gt;&lt;br /&gt;
When this unit Advances, if the result of the die is less than 3, treat it as a 3 instead.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Voracious Predators&amp;quot;&amp;gt;&lt;br /&gt;
You can re-roll failed charge and wound rolls for this unit when targeting a unit that has suffered any unsaved wounds this turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Kroot}}&lt;br /&gt;
*{{W40kKeyword|Fast Attacks}}, {{W40kKeyword|Beast}}, {{W40kKeyword|Kroot Predators}}, {{W40kKeyword|Kroot Hound Alpha}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
====Vultures Flock====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;A winged variant of the normal carnivore. Although the kroot have long since lost their ability to fly, this small group of individuals has adapted to function as a vanguard or strike force, able to deploy quickly in any type of situation.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; [[File:Winged_Kroot_Carnivore.jpg|thumb|150px|Credits to [https://www.reddit.com/user/Squarkage Squarkage]]]&lt;br /&gt;
This unit contains 5 Vultures (&#039;&#039;&#039;Power Rating: 4&#039;&#039;&#039;). It can include up to 5 more Vultures (&#039;&#039;&#039;Power Rating: +4&#039;&#039;&#039;) or up to 10 more Vultures (&#039;&#039;&#039;Power Rating: +8&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Vulture || 12&amp;quot; || 3+ || 4+ || 4 || 3 || 1 || 2 || 6 || 7+ || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Kroot Rifle&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Rifle&#039;&#039;&#039; || Melee || Melee || +1 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Rifle&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 4 || 0 || 1 || This weapon may be fired even if the wielder Advanced during its turn, however, it must subtract 1 from its hit rolls.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ambush From Above&amp;quot;&amp;gt;&lt;br /&gt;
During deployment, you can set up this unit in the sky instead of placing it on the battlefield. At the end of any of your Movement phases, this unit can ambush its enemy – set it up anywhere on the battlefield that is more than D3+3&amp;quot; away from any enemy models.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Hunters&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Kroot}}&lt;br /&gt;
*{{W40kKeyword|Fast Attacks}}, {{W40kKeyword|Vultures}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Kindred}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Heavy Supports===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
====Cerakrootian Herd====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;A lesser-known variant of the kroot gene, the cerakrootian is actually a herbivore often found in herd. Since Kroot tribes are omnivore and deeply submerged in a hunting culture, these beasts are rarely ever eaten, if not for desperation or to acquire particularly useful genes; their purpose is to carry heavy equipment for the kindred during a hunt or difficult conflict.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; [[File:Cerakrootian.jpg|thumb|300px|Credits to [https://www.reddit.com/user/the_thinking_gnu/ The Thinking Gnu]]]&lt;br /&gt;
This unit contains 1 Cerakrootian (&#039;&#039;&#039;Power Rating: 5&#039;&#039;&#039;). It can include 1 additional Cerakrootian (&#039;&#039;&#039;Power Rating: +5&#039;&#039;&#039;) or 2 additional Cerakrootians (&#039;&#039;&#039;Power Rating: +10&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Cerakrootian || 5&amp;quot; || 4+ || 4+ || 5 || 7 || 9 || 2 || 6 || 4+ || 90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Crushing Feet&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crushing Feet&#039;&#039;&#039; || Melee || Melee || User || -2 || 2 || Make 2 hit rolls for each attack made with this weapon, instead of 1.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Kroot Gun&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Gun&#039;&#039;&#039; || 48&amp;quot; || Rapid Fire 1 || 7 || -1 || D3 || This weapon may be fired even if the wielder Advanced during its turn, however, it must subtract 1 from its hit rolls.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Hunters&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shield Generator&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 5+ invulnerable save. In addition, friendly {{W40kKeyword|Kroot}} {{W40kKeyword|Infantry}}, {{W40kKeyword|Beast}} and {{W40kKeyword|Cavalry}} units within 6&amp;quot; of this model gain a 5+ invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Steady Advance&amp;quot;&amp;gt;&lt;br /&gt;
This model doesn&#039;t suffer any penalties for moving through Difficult Ground.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Support Herd&amp;quot;&amp;gt;&lt;br /&gt;
The first time this unit is set up on the battlefield, all of its models must be placed within 6&amp;quot; of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Baggage Harness (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|Kroot}} unit is within 6&amp;quot; of this model, each time a model in that unit makes a ranged attack, an unmodified hit roll of 6 scores 1 additional hit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any model may take the &#039;&#039;&#039;Baggage Harness&#039;&#039;&#039; upgrade - +5 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Kroot}}&lt;br /&gt;
*{{W40kKeyword|Heavy Supports}}, {{W40kKeyword|Cerakrootian}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Kindred}}, {{W40kKeyword|Kroot Predators}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
====Greater Knarloc Pack====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;A staple of kroot mercenaries bands, these enormous beasts are a common sight on planets that host kroot troops. A bigger variant of the knarloc that has adapted to biomes without the presence of great vegetation. Like the krootoxes, they too are capable of transporting heavy weapons, although the strength of those armaments and their hauler is greatly superior.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This unit contains 1 Greater Knarloc (&#039;&#039;&#039;Power Rating: 5&#039;&#039;&#039;). It can include 1 additional Greater Knarloc (&#039;&#039;&#039;Power Rating: +5&#039;&#039;&#039;) or 2 additional Greater Knarlocs (&#039;&#039;&#039;Power Rating: +10&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Greater Knarloc || 7&amp;quot; || 3+ || 4+ || 7 || 7 || 9 || 4 || 6 || 4+ || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Crushing Beak&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crushing Beak&#039;&#039;&#039; || Melee || Melee || User || -4 || 3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Razor Talons&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Razor Talons&#039;&#039;&#039; || Melee || Melee || User || -3 || 3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Hunters&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hunting Pack&amp;quot;&amp;gt;&lt;br /&gt;
The first time this unit is set up on the battlefield, all of its models must be placed within 6&amp;quot; of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Loping Stride&amp;quot;&amp;gt;&lt;br /&gt;
When this unit Advances, if the result of the die is less than 3, treat it as a 3 instead.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Trampling Charge&amp;quot;&amp;gt;&lt;br /&gt;
Each time a model with this special rule makes a pile-in move you can pick an enemy unit within 1&amp;quot; and roll a D6. On a 4+, that unit suffers D3 mortal wounds, 3 on a 6.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Baggage Harness (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|Kroot}} unit is within 6&amp;quot; of this model, each time a model in that unit makes a ranged attack, an unmodified hit roll of 6 scores 1 additional hit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any model may take one of the followings:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Kroot Bolt Thrower&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Bolt Thrower&#039;&#039;&#039; || 36&amp;quot; || Assault D6 || 6 || -1 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Twin Kroot Gun&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Kroot Gun&#039;&#039;&#039; || 48&amp;quot; || Rapid Fire 2 || 7 || -1 || D3 || This weapon may be fired even if the wielder Advanced during its turn, however, it must subtract 1 from its hit rolls.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Any model may take the &#039;&#039;&#039;Baggage Harness&#039;&#039;&#039; upgrade - +5 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Kroot}}&lt;br /&gt;
*{{W40kKeyword|Heavy Supports}}, {{W40kKeyword|Greater Knarloc}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Kindred}}, {{W40kKeyword|Kroot Predators}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
====Krootworm Pack====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;A less known variant of kroot, a Krootworm is a giant worm-like creature found in desert areas of Pech. It uses its enormous beak to dig into the sand and dirt and burst from under its prey to swallow it whole. Due to their nature, they aren&#039;t always seen alongside their more intelligent relatives, although some mercenary bands do in fact sport a few exemplars.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This unit contains 1 Krootworm (&#039;&#039;&#039;Power Rating: 5&#039;&#039;&#039;). It can include 1 additional Krootworm (&#039;&#039;&#039;Power Rating: +5&#039;&#039;&#039;) or 2 additional Krootworms (&#039;&#039;&#039;Power Rating: +10&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Krootworm || 12&amp;quot; || 3+ || - || 7 || 6 || 9 || 4 || 6 || 5+ || 90&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Drill Beak&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drill Beak&#039;&#039;&#039; || Melee || Melee || User || -3 || 3 || Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Sharp Limbs&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sharp Limbs&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || Make 2 hit rolls for each attack made with this weapon, instead of 1.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Burrow&amp;quot;&amp;gt;&lt;br /&gt;
At the beginning of any of your Movement phases, any Krootworm can burrow. Remove it from the battlefield – it can return as described in the &#039;&#039;Burrowing Explosion&#039;&#039; special rule. A Krootworm may not burrow and return to the battlefield in the same turn. If the battle ends while the Krootworm is underground, it is considered to be slain.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Burrowing Explosion&amp;quot;&amp;gt;&lt;br /&gt;
During deployment, you can set up a Krootworm underground instead of placing it on the battlefield. At the end of any of your Movement phases, set up the Krootworm anywhere on the battlefield that is more than 1&amp;quot; away from any enemy models and more than 3&amp;quot; from any other Krootworm set up this way this turn, then roll a D6 for each enemy unit within 2&amp;quot; of it; on a 1 the unit escapes unharmed, on a 2-3 it suffers 1 mortal wound, on a 4-5 it suffers D3 mortal wounds and on a 6 it suffers 3 mortal wounds. The Krootworm cannot charge in the same turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Hunters&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hunting Pack&amp;quot;&amp;gt;&lt;br /&gt;
The first time this unit is set up on the battlefield, all of its models must be placed within 6&amp;quot; of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Swallow Whole&amp;quot;&amp;gt;&lt;br /&gt;
When attacking with this model&#039;s Drill Beak, if the hit roll is an unmodified 6, randomly chose one {{W40kKeyword|Infantry}} model in the attacked unit; that model is immediately slain.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Kroot}}&lt;br /&gt;
*{{W40kKeyword|Heavy Supports}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Krootworm}}, {{W40kKeyword|Kroot Predators}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Flyers===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
====Kroothawk Flock====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;The original ancestors of the current days kroot, in ancient times the skies of Pech were filled by these enormous beasts, but now only a few are left. They are venerated by the shamans and to possess even one of them is a great reason of pride for a tribe. They are only used in dire situations and carry their descendants into battle as they carried their history into the heavens.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This unit contains 1 Kroothawk (&#039;&#039;&#039;Power Rating: 4&#039;&#039;&#039;). It can include 1 additional Kroothawk (&#039;&#039;&#039;Power Rating: +4&#039;&#039;&#039;) or 2 additional Kroothawks (&#039;&#039;&#039;Power Rating: +8&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Kroothawk || 18&amp;quot; || 3+ || - || 7 || 6 || 10 || 4 || 6 || 4+ || 80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Razor Talons&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Razor Talons&#039;&#039;&#039; || Melee || Melee || User || -3 || 3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Diving Attack&amp;quot;&amp;gt;&lt;br /&gt;
At the end of the Movement phase, select one enemy unit this model has moved over this turn; on a roll of 4+ that unit suffers D3 mortal wounds, 2D3 on a 6.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Hunters&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hunting Pack&amp;quot;&amp;gt;&lt;br /&gt;
The first time this unit is set up on the battlefield, all of its models must be placed within 6&amp;quot; of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Swooping Assault&amp;quot;&amp;gt;&lt;br /&gt;
This model can only be charged by units that can {{W40kKeyword|Fly}}, and can only be attacked in the Fight phase by units that can {{W40kKeyword|Fly}}.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Transport Tent&amp;quot;&amp;gt;&lt;br /&gt;
This model gains the {{W40kKeyword|Transport}} keyword and may transport up to 10 {{W40kKeyword|Kroot}} {{W40kKeyword|Infantry}} or {{W40kKeyword|Cavalry}} models ({{W40kKeyword|Cavalry}} models count as three models for the purpose of capacity). A model with this Upgrade cannot perform any diving attack.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any model may take the &#039;&#039;&#039;Transport Tent&#039;&#039;&#039; upgrade - +25 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Kroot}}&lt;br /&gt;
*{{W40kKeyword|Flyers}}, {{W40kKeyword|Kroothawk}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Kroot Predators}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lords of War===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
====Anghkor Prok====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Anghkor Prok was one of the greatest leaders krootkind has ever seen; wise in battle and fierce against the enemies, it was thanks to him that Pech was saved by the T&#039;au and the long-lasting alliance between the two races was forged. Even though he has long departed from this world and joined his fellow hunters in the one beyond, words say he still walks among his kin, guiding them through the most difficult of hunts. After the assault on Pech, his presence is felt more and more each day, as the leaves of the sacred tree where his spirit rests grow restless by the minute. The hour of the Great Hunt is approaching and so the revelation of the last feast of this glorious shaper.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; [[File:Anghkhor_Prok.jpg|thumb|220px|Credits to [https://www.reddit.com/user/Squarkage Squarkage]]] &lt;br /&gt;
This unit contains 1 Anghkor Prok (&#039;&#039;&#039;Power Rating: 13&#039;&#039;&#039;). Only one of this unit may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Anghkor Prok || 7&amp;quot; || 2+ || 3+ || 5 || 5 || 7 || 5 || 10 || 5+ || 260&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Echoes from the Otherworld&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Echoes from the Otherworld&#039;&#039;&#039; || - || - || - || - || - || When using this weapon, the active profile corresponds to the type of spirit invoked by Anghkor through his &#039;&#039;&#039;Spirits of the Hunt (Aura)&#039;&#039;&#039; special rule during that turn. If the ability wasn&#039;t used, this weapon can&#039;t be used during that turn. Anghkor himself can&#039;t attack with this weapon, attacks made by this weapon are in addition to Anghkor Prok&#039;s attacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;-Echoes of the Hawk&#039;&#039;&#039; || Melee || Melee || 6 || -2 || D3 || Make D3 hit rolls when attacking with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;-Echoes of the Hound&#039;&#039;&#039; || Melee || Melee || 4 || -1 || 1 || Make 4 hit rolls when attacking with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;-Echoes of the Knarloc&#039;&#039;&#039; || Melee || Melee || 5 || -2 || 2 || Make 2 hit rolls when attacking with this weapon.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Tooth of Gmork&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tooth of Gmork&#039;&#039;&#039; || Melee || Melee || +2 || -3 || 2 || Each time an enemy model suffers an unsaved wound from this weapon, it suffers one mortal wound in addition to the normal damage. These mortal wounds may not be negated in any way.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Hunters&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Friend of the T&#039;au (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
This model and all friendly {{W40kKeyword|Kindred}} units within 6&amp;quot; of this model gain the &#039;&#039;For The Greater Good&#039;&#039; special rule from the [[Codex - T&#039;aus: /tg/&#039;s 9th Edition]].&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spirit from the Beyond&amp;quot;&amp;gt;&lt;br /&gt;
Roll a die each time this model would lose a wound; on a 4+ that wound is not lost. In addition, this model cannot lose more than 3 wounds in the same phase; any wounds that would be lost after that point are not lost. Finally, add 1 to this model&#039;s Strength and Attacks characteristic for every friendly {{W40kKeyword|Kroothawk Shrine}} model within 24&amp;quot; of him (up to a maximum of +3).&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spirits of the Hunt (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
At the beginning of your Command phase, Anghkor Prok may invoke one spirit from the ones below. All friendly {{W40kKeyword|Kroot}} units within 12&amp;quot; Anghkor Prok gain the relevant benefit until the start of your next Command phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Spirit of the Hawk:&#039;&#039;&#039; Add 1&amp;quot; to the Movement characteristic of models in this unit. In addition, enemy units must subtract 1 from their hit roll when targeting this unit while it&#039;s more than 12&amp;quot; away.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Spirit of the Hound:&#039;&#039;&#039; Roll one additional die when Advancing or Charging with this unit and discard the lowest result. In addition, if this unit is fighting against a unit that has suffered any unsaved wounds this turn, you can re-roll one wound roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Spirit of the Knarloc:&#039;&#039;&#039; Add 1 to the Strength and Attacks characteristics of models in this unit if they made a charge during this turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The Shaper Commands (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
Re-roll wound rolls of 1 for friendly {{W40kKeyword|Kroot}} units within 6&amp;quot; of this model. If a unit has both the {{W40kKeyword|Kindred}} and {{W40kKeyword|Kroot Predators}} keyword, then the bonus does not apply to attacks made with weapons from the &#039;&#039;Kroot Predators Weapons&#039;&#039; list.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The Wisest of Them All (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
Friendly {{W40kKeyword|Kindred}} units within 12&amp;quot; of this model may use this model&#039;s Leadership characteristic instead of their own when taking Morale tests.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;  If this model is your Warlord, it has the following Warlord Trait:&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gaze of Vawk (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
Friendly {{W40kKeyword|Kroot}} units within 12&amp;quot; of this model may re-roll any Advance and Charge rolls.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Kroot}}&lt;br /&gt;
*{{W40kKeyword|HQs}}, {{W40kKeyword|Anghkor Prok}}, {{W40kKeyword|Kroot Shaper}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Kindred}}, {{W40kKeyword|Supreme Commander}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
====Greater Knarloc Alpha====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;The supreme and undiscussed king of the food chain of Pech. These gargantuan beasts are powerful engines of war capable of standing their ground against the titans of other species. They say the valleys of Pech were molded by the footsteps of the primordial knarloc and when one of these monsters descends into battle, the entire earth trembles in fear.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This unit contains 1 Greater Knarloc Alpha (&#039;&#039;&#039;Power Rating: 15&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Greater Knarloc Alpha || &#039;&#039;&#039;12&amp;quot;&#039;&#039;&#039; || 3+ || 4+ || &#039;&#039;&#039;9&#039;&#039;&#039; || 8 || 13-24 || &#039;&#039;&#039;5&#039;&#039;&#039; || 6 || 3+ || 300&lt;br /&gt;
|-&lt;br /&gt;
| Greater Knarloc Alpha || &#039;&#039;&#039;9&amp;quot;&#039;&#039;&#039; || 4+ || 4+ || &#039;&#039;&#039;8&#039;&#039;&#039; || 8 || 7-12 || &#039;&#039;&#039;6&#039;&#039;&#039; || 6 || 3+ || 300&lt;br /&gt;
|-&lt;br /&gt;
| Greater Knarloc Alpha || &#039;&#039;&#039;6&amp;quot;&#039;&#039;&#039; || 5+ || 5+ || &#039;&#039;&#039;7&#039;&#039;&#039; || 8 || 1-6 || &#039;&#039;&#039;7&#039;&#039;&#039; || 6 || 3+ || 300&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Crushing Beak&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crushing Beak&#039;&#039;&#039; || Melee || Melee || User || -4 || 3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Crushing Feet&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crushing Feet&#039;&#039;&#039; || Melee || Melee || User || -2 || 2 || Make 2 hit rolls for each attack made with this weapon, instead of 1.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Heavy Kroot Gun&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Kroot Gun&#039;&#039;&#039; || 48&amp;quot; || Rapid Fire 1 || 8 || -3 || 2D3 || This weapon may be fired even if the wielder Advanced during its turn, however, it must subtract 1 from its hit rolls.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Razor Talons&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Razor Talons&#039;&#039;&#039; || Melee || Melee || User || -3 || 3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Spiked Tail&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spiked Tail&#039;&#039;&#039; || Melee || Melee || User || -3 || 1 || Each time the bearer fights, it can make one (and only one) attack with this weapon. Make D3 hit rolls for this attack instead of one. This is in addition to the bearer’s attacks.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Baggage Harness (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|Kindred}} unit is within 6&amp;quot; of this model, each time a model in that unit makes a ranged attack, an unmodified hit roll of 6 scores 1 additional hit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Hunters&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Knarloc Alpha&amp;quot;&amp;gt;&lt;br /&gt;
Friendly {{W40kKeyword|Kroot}} {{W40kKeyword|Cavalry}} and {{W40kKeyword|Greater Knarloc}} units within 6&amp;quot; of this model add 3&amp;quot; to their advance and charge distances and may add 1 to their hit rolls during the Fight phase.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Trampling Charge&amp;quot;&amp;gt;&lt;br /&gt;
Each time a model with this special rule makes a pile-in move you can pick an enemy unit within 1&amp;quot; and roll a D6. On a 4+, that unit suffers D3 mortal wounds, 3 on a 6.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Transport Hooks&amp;quot;&amp;gt;&lt;br /&gt;
This model gains the {{W40kKeyword|Transport}} keyword and may transport up to 15 {{W40kKeyword|Kroot}} {{W40kKeyword|Infantry}} models.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This model may take two of the followings in any combination:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Kroot Bolt Thrower&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Bolt Thrower&#039;&#039;&#039; || 36&amp;quot; || Assault D6 || 6 || -1 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Twin Kroot Gun&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Kroot Gun&#039;&#039;&#039; || 48&amp;quot; || Rapid Fire 2 || 7 || -1 || D3 || This weapon may be fired even if the wielder Advanced during its turn, however, it must subtract 1 from its hit rolls.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
This model may replace its &#039;&#039;&#039;Heavy Kroot Gun&#039;&#039;&#039; with a &#039;&#039;&#039;Supremacy Railgun&#039;&#039;&#039; - +30 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supremacy Railgun (Submunitions)&#039;&#039;&#039; || 72&amp;quot; || Heavy 2D6 || 6 || -1 || 1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supremacy Railgun (Soild Shot)&#039;&#039;&#039; || 72&amp;quot; || Heavy 2 || 10 || -4 || 3D3 || Each time you make a wound roll of 6+ for this weapon, the target unit suffers D3 mortal wounds in addition to the normal damage.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This model may take the &#039;&#039;&#039;Transport Hooks&#039;&#039;&#039; upgrade - +25 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Kroot}}&lt;br /&gt;
*{{W40kKeyword|Lords of War}}, {{W40kKeyword|Greater Knarloc Alpha}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}, {{W40kKeyword|Kindred}}, {{W40kKeyword|Kroot Predators}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
====Kroototh====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;A kroot lifeform that is closely related to the Krootox. The sheer power of this beast&#039;s muscles is beyond every other and they are often employed as living battery rams to crush the enemy fortifications or armored divisions. An expert Krootox tamer needs to be present on this beast at all moments, to prevent it from going berserk and harming the rest of the kindred.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; [[File:Kroototh.jpg|thumb|320px|Credits to [https://www.instagram.com/natman82/ Natman82]]]&lt;br /&gt;
This unit contains 1 Kroototh (&#039;&#039;&#039;Power Rating: 15&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Kroototh || &#039;&#039;&#039;8&amp;quot;&#039;&#039;&#039; || 3+ || 4+ || &#039;&#039;&#039;9&#039;&#039;&#039; || 8 || 11-20 || &#039;&#039;&#039;6&#039;&#039;&#039; || 6 || 3+ || 300&lt;br /&gt;
|-&lt;br /&gt;
| Kroototh || &#039;&#039;&#039;7&amp;quot;&#039;&#039;&#039; || 4+ || 4+ || &#039;&#039;&#039;8&#039;&#039;&#039; || 8 || 6-10 || &#039;&#039;&#039;2D3&#039;&#039;&#039; || 6 || 3+ || 300&lt;br /&gt;
|-&lt;br /&gt;
| Kroototh || &#039;&#039;&#039;6&amp;quot;&#039;&#039;&#039; || 5+ || 5+ || &#039;&#039;&#039;7&#039;&#039;&#039; || 8 || 1-5 || &#039;&#039;&#039;D3&#039;&#039;&#039; || 6 || 3+ || 300&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Heavy Stubber&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Stubber&#039;&#039;&#039; || 36&amp;quot; || Heavy 3 || 4 || 0 || 1 || A unit that suffer an unsaved wound from this weapon has to subtract 1 from its hit rolls in the subsequent Fighting phase.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Kroot Crumbler&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Crumbler&#039;&#039;&#039; || 36&amp;quot; || Assault 1 || 8 || -1 || 2D3 || Units that suffer a hit from this weapon must halve their Movement and Advance distances until the beginning of your next turn.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Kroototh Fists&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroototh Fists&#039;&#039;&#039; || Melee || Melee || User || -2 || 2D3 || When making an attack with this weapon, add 1 to the Damage and Ap characteristic if the Strength of the attack is at least double the target&#039;s Toughness characteristic.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Razor Tail&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Razor Tail&#039;&#039;&#039; || Melee || Melee || User || -3 || 2 || Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Hunters&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Furious Inertia&amp;quot;&amp;gt;&lt;br /&gt;
When this model charges, roll an additional D6 and discard the lowest result if this model Advanced in its previous Movement phase. In addition, if the charge is successful, until the end of the turn add 1 to this model&#039;s wound rolls.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wall of Muscles&amp;quot;&amp;gt;&lt;br /&gt;
Roll a die each time this model suffers a wound, on a 5+ the wound is not lost. Add 1 to the roll if the Ap characteristic of the attack is 0 or -1.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Kroot}}&lt;br /&gt;
*{{W40kKeyword|Lords of War}}, {{W40kKeyword|Kroototh}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}, {{W40kKeyword|Kindred}}, {{W40kKeyword|Kroot Predators}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fortifications===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
====Hidden Mines====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Ambushes are a specialty of the kroot like many other subtle ways of fighting. One of the most obscure but effective is the employment of explosives hidden under the ground that blow up any intruder that steps on it. They are quite dangerous, as friendly kroot can be hit by the explosion, but the damage they produce is well worth the risk.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This unit contains 3 Hidden Mines (&#039;&#039;&#039;Power Rating: 2&#039;&#039;&#039;). It can include up to 3 additional Hidden Mines (&#039;&#039;&#039;Power Rating: +2&#039;&#039;&#039;) or up to 6 additional Hidden Mines (&#039;&#039;&#039;Power Rating: +4&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Hidden Mine || - || - || - || - || 2 || 1 || - || 10 || 6+ || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hidden Mines&amp;quot;&amp;gt;&lt;br /&gt;
Before the battle begins, before both armies are deployed, secretly decide a number of points on the battlefield equal to the number of hidden mines in this unit. These models are hidden in those places. A Hidden Mine explodes if it is within 3&amp;quot; of any enemy units at the end of any Movement or Charge phase. Each time a Hidden Mine explodes, roll a D6; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D3 mortal wounds on every unit within 3&amp;quot;, and on a 6 it inflicts 3 mortal wounds instead. The Hidden Mine is then destroyed.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Kroot}}&lt;br /&gt;
*{{W40kKeyword|Fortifications}}, {{W40kKeyword|Hidden Mines}}, {{W40kKeyword|Building}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
====Kroot Towers====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Kroot towers are a common sight in battles in which these mercenaries are employed and near their various outposts. They are not very durable but can offer a good amount of fire support and can hold their own against smaller hordes.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This unit contains 1 Kroot Tower (&#039;&#039;&#039;Power Rating: 4&#039;&#039;&#039;). It can include 1 additional Kroot Tower (&#039;&#039;&#039;Power Rating: +4&#039;&#039;&#039;) or 2 additional Kroot Towers (&#039;&#039;&#039;Power Rating: +8&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Kroot Tower || - || - || 4+ || - || 7 || 10 || - || 10 || 4+ || 80&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Kroot Bolt Thrower&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kroot Bolt Thrower&#039;&#039;&#039; || 36&amp;quot; || Assault D6 || 6 || -1 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explodes&amp;quot;&amp;gt;&lt;br /&gt;
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 3&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Kroot Fortification&amp;quot;&amp;gt;&lt;br /&gt;
A Kroot Tower is no larger than 4&amp;quot;x4&amp;quot;x6&amp;quot;. This unit must be deployed once both players have finished setting their armies on the table and models in this unit don&#039;t have to be put in unit coherency. From that point onwards, each model operates independently and is treated as a separate unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Immobile&amp;quot;&amp;gt;&lt;br /&gt;
This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. Friendly units can still target enemy units that are within Engagement Range of this model.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This model may replace its &#039;&#039;&#039;Kroot Bolt Thrower&#039;&#039;&#039; for one of the following:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Heavy Kroot Gun&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Kroot Gun&#039;&#039;&#039; || 48&amp;quot; || Rapid Fire 1 || 8 || -3 || 2D3 || This weapon may be fired even if the wielder Advanced during its turn, however, it must subtract 2 from its hit rolls.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Twin Kroot Gun&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Kroot Gun&#039;&#039;&#039; || 48&amp;quot; || Rapid Fire 2 || 7 || -1 || D3 || This weapon may be fired even if the wielder Advanced during its turn, however, it must subtract 1 from its hit rolls.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Kroot}}&lt;br /&gt;
*{{W40kKeyword|Fortifications}}, {{W40kKeyword|Kroot Tower}}, {{W40kKeyword|Building}}, {{W40kKeyword|Kindred}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
====Kroothawk Shrine====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;The shamans of the tribe get their powers from these magnificent sculptures carved of solid stone. They depict the ancient forms the kroot once held while soaring the blue skies of Pech and through them, the spirit of the ancient hunters channel their wisdom to guide their descendants to a glorious hunt.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This unit contains 1 Kroothawk Shrine (&#039;&#039;&#039;Power Rating: 4&#039;&#039;&#039;). It can include 1 additional Kroothawk Shrine (&#039;&#039;&#039;Power Rating: +4&#039;&#039;&#039;) or 2 additional Kroothawk Shrines (&#039;&#039;&#039;Power Rating: +8&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Kroothawk Shrine || - || - || - || - || 7 || 8 || - || - || 4+ || 70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Immobile&amp;quot;&amp;gt;&lt;br /&gt;
This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. Friendly units can still target enemy units that are within Engagement Range of this model.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Sacred Land&amp;quot;&amp;gt;&lt;br /&gt;
Friendly {{W40kKeyword|Kroot}} units within 12&amp;quot; of this model add 1 to their Leadership characteristic. In addition, when friendly {{W40kKeyword|Shaman}} units within 12&amp;quot; of this model are invoking an Invocation, add 1 to the roll.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spiritual Site&amp;quot;&amp;gt;&lt;br /&gt;
When setting up this unit, place each Kroothawk Shrine as if it was a different unit. From that point onward each Kroothawk Shrine is considered to be its own unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Kroot}}&lt;br /&gt;
*{{W40kKeyword|Fortifications}}, {{W40kKeyword|Kroothawk Shrine}}, {{W40kKeyword|Building}}, {{W40kKeyword|Kindred}}&lt;br /&gt;
&lt;br /&gt;
=Crusade Rules=&lt;br /&gt;
&lt;br /&gt;
==Agendas==&lt;br /&gt;
*&#039;&#039;&#039;Hunting Expedition:&#039;&#039;&#039; &#039;&#039;The shaper has spoken, a new hunt will begin, and with that a new harvest for his kindred.&#039;&#039;	&lt;br /&gt;
::Keep an Hunting tally for each {{W40kKeyword|Kroot}} {{W40kKeyword|Kindred}} unit from your army. At the end of each Shooting or Fight phase, add 1 to that unit&#039;s Hunting tally if it destroyed 1 or more enemy units that phase.&lt;br /&gt;
::At the end of the battle, each unit gains 1 experience point for every 2 marks on its Hunting tally.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Military Espionage:&#039;&#039;&#039; &#039;&#039;Sometimes the contract requires a stealthy approach to the battle, this is of no problem to the kroot, for their abilities are well adapted to work in the dark.&#039;&#039;	&lt;br /&gt;
::{{W40kKeyword|Kroot}} {{W40kKeyword|Infantry}} units from your army can attempt the following action:&lt;br /&gt;
::&#039;&#039;&#039;Military Espionage (Action):&#039;&#039;&#039; At the end of your Movement phase, one unit from your army that is within 12&amp;quot; of an enemy {{W40kKeyword|Character}} and not inside its line of sight can start to perform this action. This action is completed at the start of your next Command phase. This action cannot be attempted more than once for each enemy {{W40kKeyword|Character}}.&lt;br /&gt;
::Each time this Action is completed you gain 3 Victory Points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Taker of Heads:&#039;&#039;&#039; &#039;&#039;The best way to defeat one&#039;s target is to cut their head, be it figuratively or literally, it works either way.&#039;&#039;	&lt;br /&gt;
::Each time a unit from your army kills an enemy {{W40Kkeyword|Character}} or leader model (e.g. Space Marine Seargent) during the Fight phase, that unit gains 1 experience point.&lt;br /&gt;
&lt;br /&gt;
==Requisitions==&lt;br /&gt;
*&#039;&#039;&#039;DNA Acquired (2 RP):&#039;&#039;&#039; &#039;&#039;Battling against a myriad of opponents has its benefits, like obtaining different sorts of DNA with which to evolve.&#039;&#039;&lt;br /&gt;
::Purchase this Requisition after a victory is achieved in a battle against an army that doesn&#039;t have the {{W40kKeyword|Kroot}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|Blackstone Constructs}} or {{W40kKeyword|Chaos}} keyword. Select one unit from your army and randomly assign one trait from the &#039;&#039;&#039;DNA Assimilation&#039;&#039;&#039; Stratagem from the respective faction to that unit. If your Crusade force includes a {{W40kKeyword|Kroot Shaper}} unit, then you can choose the trait instead of rolling it and apply it both to that unit and the {{W40kKeyword|Kroot Shaper}}. Add 1 to the Crusade points of units affected by this Requisition accordingly and make a note on its Crusade card. This Requisition can only be used once per battle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Healthy Budget (0 RP):&#039;&#039;&#039; &#039;&#039;Achieving the employer&#039;s goals is something indeed important for a mercenary. If those who pay you become richer, then so will your payment.&#039;&#039;&lt;br /&gt;
::Purchase this Requisition when you purchase the &#039;&#039;&#039;Increase Supply Limit&#039;&#039;&#039; Requisition. If your army contains a number of units that don&#039;t possess the {{W40kKeyword|Kroot}} keyword greater than those who do, select one {{W40kKeyword|Kroot}} unit in your army; that unit immediately benefits from the &#039;&#039;&#039;Fresh Recruits&#039;&#039;&#039; or &#039;&#039;&#039;Rearm and Resupply&#039;&#039;&#039; Requisition.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mount Acquired (1 RP):&#039;&#039;&#039; &#039;&#039;Owning a Knarloc is a symbol of great courage and control, these warriors have differed from the rest on the battlefield and so they are granted their place in the winds.&#039;&#039;&lt;br /&gt;
::Purchase this Requisition after a battle. Select one {{W40kKeyword|Infantry}} {{W40kKeyword|Kroot Shaper}}, {{W40kKeyword|Kroot Beast-hunter}} or {{W40kKeyword|Tribal Guards}} unit from your army that has obtained a Battle Trait this game. That unit can be upgraded to ride a Knarloc without any additional points increase. If so, add 1 to the Crusade points of the unit and make a note on its Crusade card. This Requisition can&#039;t target {{W40kKeyword|Kroot Shaper}} units with Wings or units with the &#039;&#039;&#039;Krootor Companion&#039;&#039;&#039; Upgrade.&lt;br /&gt;
&lt;br /&gt;
==Battle Traits==&lt;br /&gt;
==={{W40kKeyword|Kindred}} Units (without the {{W40kKeyword|Kroot Predators}} keyword)===&lt;br /&gt;
*&#039;&#039;&#039;1) Alien Reinforcements:&#039;&#039;&#039; &#039;&#039;When the chances are odd, it&#039;s always nice to have additional troops on the field, for an additional price that is.&#039;&#039;&lt;br /&gt;
::This unit does not count towards the number of {{W40kKeyword|Kroot}} units in your army when following the &#039;&#039;&#039;Alien Mercenaries&#039;&#039;&#039; Detachment Rule.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2) Fearsome Hunters:&#039;&#039;&#039; &#039;&#039;Countless battles have turned these kroot warriors into fearsome experts at killing their target.&#039;&#039;&lt;br /&gt;
::Add 1 to the attack characteristic of models in this unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3) Genetic Code Reshuffling:&#039;&#039;&#039; &#039;&#039;Kroot physiology is extremely versatile when it comes to evolutionary traits and some kroot are capable of assuming multiples at once.&#039;&#039;	&lt;br /&gt;
::This unit benefits from one additional Evolutionary Trait.&lt;br /&gt;
&lt;br /&gt;
==={{W40kKeyword|Kroot Predators}} Units===&lt;br /&gt;
*&#039;&#039;&#039;1) Accelerated Metabolism:&#039;&#039;&#039; &#039;&#039;The cellular functions of these kroot beasts are highly sped up, granting them more energy but at a higher food cost.&#039;&#039;&lt;br /&gt;
::When this unit charges, roll an additional D6 and subtract the lowest result.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2) Aggressive Predators:&#039;&#039;&#039; &#039;&#039;Nurtured with the blood of their prey, these beasts know well the warmth of fresh insides and that has turned them into fearsome predators.&#039;&#039;	&lt;br /&gt;
::Add 1 to the attack characteristic of models in this unit. If this unit is a {{W40kKeyword|Cavalry}}, then instead make one additional attack with that unit&#039;s &#039;&#039;&#039;Sharp Beak and Talons&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3) Unparalleled Ferocity:&#039;&#039;&#039; &#039;&#039;These beasts have been trained in the midst of war; for them, every second is a battle for survival, and they&#039;ll show their strength with every bite and scratch.&#039;&#039;&lt;br /&gt;
::Re-roll hit rolls of 1 when attacking with weapons from the &#039;&#039;Kroot Predators Weapons&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
==={{W40kKeyword|Kroot Shaper}} Units===&lt;br /&gt;
*&#039;&#039;&#039;1) Leader of the Pack:&#039;&#039;&#039; &#039;&#039;In this tribe, no one dares to argue the will of this individual, for only he is the true leader of the kindred.&#039;&#039;&lt;br /&gt;
::Add 3&amp;quot; to this model&#039;s &#039;&#039;The Shaper Commands&#039;&#039; special rule.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2) Renowned Mercenary:&#039;&#039;&#039; &#039;&#039;As the fame of this individual rises, so does the pay required to keep it on this side of the conflict.&#039;&#039;	&lt;br /&gt;
::If your army contains a number of units that don&#039;t possess the {{W40kKeyword|Kroot}} keyword greater than those who do, each time this model gains a Battle Trait after this, you gain 1 Requisition point. Requisition points gained this way can only be used to purchase Requisitions that target {{W40kKeyword|Kroot}} units in your Crusade force.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3) Taker of Trophies:&#039;&#039;&#039; &#039;&#039;This individual takes great pleasure in taking little mementos of its past hunts. These trophies only serve to boost the fighting spirit of those around it.&#039;&#039;&lt;br /&gt;
::Each time this model slays an enemy {{W40kKeyword|Character}} or leader model (e.g. Space Marine Seargent) during the Fight phase, friendly {{W40kKeyword|Kindred}} units within 6&amp;quot; of it add 1 to their Leadership characteristic to a maximum of 10.&lt;br /&gt;
&lt;br /&gt;
==={{W40kKeyword|Shaman}} Units===&lt;br /&gt;
*&#039;&#039;&#039;1) Channeling of the Ancestors&#039; Might:&#039;&#039;&#039; &#039;&#039;With great concentration, this shaman channels inside itself the power of the past high shamans, so they can guide it once more.&#039;&#039;&lt;br /&gt;
::This unit can invoke one additional Invocation during your Command phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2) Favored of the Spirits:&#039;&#039;&#039; &#039;&#039;Those watching from above have taken a particular liking to this kroot and they do their best to aid it when the time comes.&#039;&#039;	&lt;br /&gt;
::Invocations invoked by this unit do not count towards the number of times those Invocations can be invoked during your Command phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3) Wisdom of Past Hunts:&#039;&#039;&#039; &#039;&#039;Stories passed down from one generation to the next have provided this shaman with great knowledge in the sacred arts of the kindred.&#039;&#039;&lt;br /&gt;
::When this unit is trying to invoke an Invocation, add 1 to the result of the roll.&lt;br /&gt;
&lt;br /&gt;
==Hunting Trophies==&lt;br /&gt;
Each time a {{W40Kkeyword|Kroot Shaper}} or {{W40Kkeyword|Kroot Beast-hunter}} from your army kills an enemy {{W40Kkeyword|Character}} or leader model (e.g. Space Marine Seargent) during the Fight phase, add one Trophy token to its Crusade card.&lt;br /&gt;
&lt;br /&gt;
For every fifth trophy gained, you can select one of the abilities shown below for that {{W40Kkeyword|Character}} unit. Increase its Crusade points by 1 for each of these abilities selected. No model can have more than three of these abilities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adept of the Killing Blow:&#039;&#039;&#039; &#039;&#039;This dreaded hunter has mastered the art of the &#039;&#039;Killing Blow&#039;&#039;. When facing against it, there&#039;s no armor too thick or blade too strong which can withstand its attack.&#039;&#039;&lt;br /&gt;
::When this {{W40Kkeyword|Character}} attacks during the Fight phase, instead of rolling for its attacks as usual, it can perform a &#039;&#039;Killing Blow&#039;&#039;. If so, make only one hit roll with the chosen weapon, but double the Strength and Damage characteristic of that attack. In addition, enemy models must halve the result of their save rolls when rolling for this attack. After performing a &#039;&#039;Killing Blow&#039;&#039;, the {{W40Kkeyword|Character}} can&#039;t fight again that Fight phase, regardless of any Stratagem or Special Rule.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Breaker of Machines:&#039;&#039;&#039; &#039;&#039;Mechanical adversaries aren&#039;t seen often by the kroot, but this individual has fought far and wide and is now adapted to these strange beings&#039; weaknesses.&#039;&#039;&lt;br /&gt;
::On a wound roll of 6+ against {{W40Kkeyword|Vehicle}}, [[Codex - Blackstone Constructs: /tg/&#039;s 9th Edition|{{W40kKeyword|Blackstone Constructs}}]] or {{W40Kkeyword|Necrons}} units, the target suffers D3 mortal wounds in addition to the normal damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Master of Venom:&#039;&#039;&#039; &#039;&#039;Venom is a brutal weapon capable of instantly ending a hunt if used correctly. It&#039;s only natural for a skilled hunter to take full advantage of this deadly substance.&#039;&#039;&lt;br /&gt;
::Attacks made by this model always wound on a wound roll of 2+, unless the target is a {{W40Kkeyword|Vehicle}} or a {{W40Kkeyword|Titanic}} unit. If this model is equipped with &#039;&#039;&#039;Venom Coat&#039;&#039;&#039;, then add 1 to the damage characteristic of weapons this model is equipped with instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Patient Assassin:&#039;&#039;&#039; &#039;&#039;The most deadlier of hunters is the one that knows when is the perfect time to strike its target from the shadows.&#039;&lt;br /&gt;
::At the start of the game, before the battle begins, chose one enemy {{W40Kkeyword|Character}} that is on the battlefield. This model can only target that enemy model but, in addition, for each battle round in which this model is not in the Engagement Range of that enemy {{W40Kkeyword|Character}}, it gains one of the traits below. These traits are cumulative but they stop being awarded after the first time this model arrives within the Engagement Range of that enemy model.&lt;br /&gt;
::-This model adds 1 to its hit rolls against the enemy {{W40Kkeyword|Character}}.&lt;br /&gt;
::-Wounds caused by this model can&#039;t be intercepted in any way.&lt;br /&gt;
::-The enemy {{W40Kkeyword|Character}} can&#039;t disengage from this model.&lt;br /&gt;
::-Halve the result of the enemy {{W40Kkeyword|Character}}&#039;s armor saving throws against attacks made by this model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slayer of Warpspawn:&#039;&#039;&#039; &#039;&#039;Creatures tainted by the influences of the otherworld risk to ruin the hunting grounds who are homeland to the kroot from generations. For this reason, they have to be stopped.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|Daemon}} and {{W40Kkeyword|Psyker}} units suffer one additional damage from attacks made by this model. In addition, {{W40Kkeyword|Daemon}} and {{W40Kkeyword|Psyker}} must subtract one from their invulnerable saves while within 6&amp;quot; of this model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Striker of the Weak:&#039;&#039;&#039; &#039;&#039;This kroot knows the best time to strike is when its enemy is at its lowest because is at that time that its defenses are the most fragile.&#039;&#039;&lt;br /&gt;
::This {{W40Kkeyword|Character}} can re-roll failed wound rolls against models that have lost at least half of their starting number of wounds.&lt;br /&gt;
&lt;br /&gt;
==Weapon Enhancements==&lt;br /&gt;
===Kroot Weapons===&lt;br /&gt;
&#039;&#039;&#039;-1) Fast Reload:&#039;&#039;&#039; &#039;&#039;Strength isn&#039;t the only thing that makes a weapon powerful on the battlefield, rate of fire too is an essential characteristic to consider, and the added magazine capacity of this weapon makes full use of this logic.&#039;&#039;&lt;br /&gt;
:If this weapon has a random number of shots, then double the number of shots it fires (up to a maximum of 10).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-2) Firm Handle:&#039;&#039;&#039; &#039;&#039;An abrasive layer wrapped around the handle greatly improves efficiency in battle, albeit at the cost of slight discomfort.&#039;&#039;&lt;br /&gt;
:Each time the bearer fights, it makes 1 additional attack with this weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-3) Tracker Rounds:&#039;&#039;&#039; &#039;&#039;Special rounds fired in the confusion of battle work on the peculiar sight of kroot organism. An enemy marked by this visible scent will never be able to escape its cruel trackers.&#039;&#039;&lt;br /&gt;
:If this weapon hits an enemy unit during the Shooting phase, then this unit can re-roll charge rolls and hit rolls of 1 during the following Fight phase against the same enemy unit.&lt;br /&gt;
&lt;br /&gt;
===Kroot Beast-hunter Weapons===&lt;br /&gt;
&#039;&#039;&#039;-1) Balancing Weight:&#039;&#039;&#039; &#039;&#039;The added weight on the handle of this gruesome weapon, negates its iconic slowness, granting an even heavier impact.&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Beast Mauler&#039;&#039;&#039; only. Add 1 to the Ap characteristic of this weapon; in addition, attacking with this weapon no longer inflicts a penalty to the bearer&#039;s hit rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-2) Light Bow:&#039;&#039;&#039; &#039;&#039;An upgraded version of the standard model, this bow has an added rate of fire on top of improved maneuverability.&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Kroot Bow&#039;&#039;&#039; only. Change the Type of this weapon to Rapid Fire 2; in addition, this weapon may be fired even if the wielder Advanced during its turn, however, it must subtract 1 from its hit rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-3) Serpentine Flail:&#039;&#039;&#039; &#039;&#039;Betterly balanced with added spikes, this whip soars through the air to envelop the enemy in a barbed prison.&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Barbed Whip&#039;&#039;&#039; only. When making an attack with a Barbed Whip, make two hit rolls for each enemy model within 2&amp;quot; instead of only one.&lt;br /&gt;
&lt;br /&gt;
===Kroot Predators Weapons===&lt;br /&gt;
&#039;&#039;&#039;-1) Cheramite Fangs and Talons:&#039;&#039;&#039; &#039;&#039;These fangs are so sharp, they are able to pierce through anything like air.&#039;&#039;&lt;br /&gt;
:Improve the Ap characteristic of this weapon by two points (e.g. Ap: 0 becomes Ap: -2, and so on).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-2) Implanted Toxins:&#039;&#039;&#039; &#039;&#039;Careful selection of alien DNA has developed toxin glands inside the bodies of these kroot beasts, making every wound and scratch even deadlier.&#039;&#039;&lt;br /&gt;
:When making an attack with this weapon, add 1 to the wound roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-3) Improved Muscle Strength:&#039;&#039;&#039; &#039;&#039;Thicker muscles turn the fearful impact of a kroot beast into an unstoppable force of carnage.&#039;&#039;&lt;br /&gt;
:Improve the Damage characteristic of this weapon by one point (e.g. Damage: 1 becomes Damage: 2, and so on).&lt;br /&gt;
&lt;br /&gt;
==Battle Scars==&lt;br /&gt;
==={{W40kKeyword|Kindred}} Units Only===&lt;br /&gt;
&#039;&#039;&#039;-Crippled Fighter:&#039;&#039;&#039; &#039;&#039;A hunter that cannot move is of no use to the kindred.&#039;&#039;&lt;br /&gt;
*This unit loses its &#039;&#039;Feral Hunters&#039;&#039; special rule and must halve all movement and charge distances (rounding up).&lt;br /&gt;
&lt;br /&gt;
==={{W40kKeyword|Kroot Predators}} Units Only===&lt;br /&gt;
&#039;&#039;&#039;-Deadly Rabies:&#039;&#039;&#039; &#039;&#039;A strong infection has transformed these predators into untamable monsters.&#039;&#039;&lt;br /&gt;
*This unit must advance closer to, charge, and attack the nearest unit (even if friendly).&lt;br /&gt;
*If a {{W40kKeyword|Kroot Predators}} unit is wounded by a unit with this Battle Scar, then at the end of the battle, that unit also receives this Battle Scar.&lt;br /&gt;
&lt;br /&gt;
==={{W40kKeyword|Kroot Shaper}} and {{W40kKeyword|Kroot Beast-hunter}} Units Only===&lt;br /&gt;
&#039;&#039;&#039;-Blood-starved Hunter:&#039;&#039;&#039; &#039;&#039;Drunken by the hunt, these fallen predators wander the field without a goal, the only thing they seek is to bathe in the blood of the beasts.&#039;&#039;&lt;br /&gt;
*This unit must advance closer to, charge, and attack the nearest {{W40kKeyword|Beast}} or {{W40kKeyword|Monster}} unit (even if friendly).&lt;br /&gt;
*Each time this model fights, consider its Weapon Skill as one point worse.&lt;br /&gt;
*This unit loses its &#039;&#039;The Shaper Commands&#039;&#039; and &#039;&#039;The Wisest of Their Kind&#039;&#039; special rules.&lt;br /&gt;
&lt;br /&gt;
==={{W40kKeyword|Shaman}} Units Only===&lt;br /&gt;
&#039;&#039;&#039;-Forsaken by the Ancients:&#039;&#039;&#039; &#039;&#039;This Shaman has dishonored the ancient spirits of the past and has lost all of their protection and wisdom.&#039;&#039;&lt;br /&gt;
*This unit loses its &#039;&#039;Aura of the Spirits&#039;&#039; special rule.&lt;br /&gt;
*This unit cannot invoke any Invocations.&lt;br /&gt;
&lt;br /&gt;
==Crusade Relics==&lt;br /&gt;
===Artificer Relics===&lt;br /&gt;
*&#039;&#039;&#039;Body-Restoring DNA Strain:&#039;&#039;&#039; &#039;&#039;This kroot has developed a mutation that lets it shape its body structure to quickly repair body damage.&lt;br /&gt;
::At the start of your Command phase, the bearer regains D3 lost wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kroothawk Feather:&#039;&#039;&#039; &#039;&#039;Kroothawk descend from the long-lost ancestors of the kroot. Even after innumerable generations, the bond between these two species is still strong.&#039;&#039;&lt;br /&gt;
::Add 2 to the Movement characteristic of the bearer. In addition, when the bearer advances or charges, you can re-roll the result.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Krootwood Amulet:&#039;&#039;&#039; &#039;&#039;A small fang-shaped amulet carved from the hardwood of a petrified tree of Pech. A feeble warp-repellent aura propagates from its inside.&#039;&#039;&lt;br /&gt;
::The bearer has a 5+ invulnerable save. In addition, once a turn, the bearer may attempt to Deny the Witch as if it was a {{W40kKeyword|Psyker}}.&lt;br /&gt;
&lt;br /&gt;
===Antiquity Relics===&lt;br /&gt;
*&#039;&#039;&#039;Anghkor Prok&#039;s Mantle:&#039;&#039;&#039; &#039;&#039;The long-lost mantle of the legendary shaper Anghkor Prok, a symbol of status and respect among any kroot tribe.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Kroot Shaper}} model only. Add 2 to the leadership characteristic of friendly {{W40kKeyword|Kindred}} units within 12&amp;quot; of the bearer. Each time the bearer slays an enemy {{W40kKeyword|Character}} during the Fight phase, all friendly {{W40kKeyword|Kindred}} units within 6&amp;quot; have a bonus of 1 to their attack characteristic for the remainder of the phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Krootwood Relic Blade:&#039;&#039;&#039; &#039;&#039;A charred knife fashioned from the petrified trunk of a tree inside Pech&#039;s core. The sharp edge is covered in dried, black blood. This blade has done terrible things.&#039;&#039;&lt;br /&gt;
::This Relic replaces a &#039;&#039;&#039;Ritual Blade&#039;&#039;&#039; and has the following profile:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krootwood Relic Blade&#039;&#039;&#039; || Melee || Melee || User || -3 || 2 || Roll a die each time a model suffers a wound from this weapon. On a 5+, that model suffers D3 mortal wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Legendary Relics===&lt;br /&gt;
*&#039;&#039;&#039;Heart of the Core-beast:&#039;&#039;&#039; &#039;&#039;Rumored to be the beating heart of a forgotten gargantuan beast that ruled over Pech in the ancient time. Just being near it, a kroot may feel its dark influence.&#039;&#039;&lt;br /&gt;
::The bearer of this Relic has a 3+ invulnerable save. Add 3 to the bearer&#039;s Strength and Attacks characteristics. Invulnerable saves may not be taken against wounds inflicted by the bearer during the Fight phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Krootwood Lightning Staff:&#039;&#039;&#039; &#039;&#039;A sacred staff of glowing blue taken from the branch of a petrified tree inside Pech&#039;s crust. Its core crackles under the strength of thunder. It&#039;s said this weapon houses the spirit of an ancient kroot deity.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Kroot Master Shaman}} model only. This Relic replaces a &#039;&#039;&#039;Kroot Staff&#039;&#039;&#039; and has the following profile:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krootwood Lightning Staff&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 2 || Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krootwood Lightning Staff&#039;&#039;&#039; || 12&amp;quot; || Pistol 3 || 7 || -3 || 2 || Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits. Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:/tg/ 40,000]]&lt;br /&gt;
[[Category:Awesome]]&lt;br /&gt;
[[Category:Codex /tg/&#039;s Edition]]&lt;br /&gt;
[[Category:Kroot]]&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;br /&gt;
[[Category:Xenos]]&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Death_Guard&amp;diff=1011659</id>
		<title>Warhammer 40,000/8th Edition Tactics/Death Guard</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Death_Guard&amp;diff=1011659"/>
		<updated>2026-05-20T16:03:39Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.161: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
Please note that this is the tactics for 8th edition Death Guard. Their current tactics can be found [[Warhammer 40,000/Tactics/Death Guard (9E)|here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Death Guard==&lt;br /&gt;
For the first time in 40k&#039;s history, Grandfather [[Nurgle]]&#039;s favorite pus-sacks have gotten their own Codex, and it&#039;s a solid mix of the fluffy and crunchy. You might not exactly be zipping across the board, but if you want a footslogging army that can shrug off almost anything the opponent can throw at them and retaliate with punishing short-range attacks (and have an obsession with the number 7), the Death Guard is the army for you. &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Can fire Assault and Heavy weapons with none of the normal penalties when footslogging and Rapid Fire weapons can double tap from 3/4 (18&amp;quot;) max range instead of the usual half range. This makes them the best shooting army for Chaos until [[Iron Warriors]], [[The Fallen]] and [[Dark Mechanicus]] get actual rules.&lt;br /&gt;
* Plague weapons make wound rolls reliable with easy access to re-rolling 1s, and can be buffed in several different ways.&lt;br /&gt;
* Excellent Toughness on average, and most of your army, including some of your vehicles, have Disgustingly Resilient (which can be buffed), giving you a 1/3 chance to ignore every unsaved wound, even a mortal one! &lt;br /&gt;
* Lots of debuffing auras to discourage choppy armies from getting too close to you.&lt;br /&gt;
* Your basic troops are T5 - which in this edition is a serious boon, as all but the most lethal of weaponry will still only wound them on 3s. You need a Demolisher Cannon to hurt them on 2s!&lt;br /&gt;
* Gained Hateful Assault granting you +1 Attack when charging, being charged, or intervening, same as our loyalist brethren &lt;br /&gt;
* Many of your units have ways of dealing mortal wounds, letting them bypass those annoying invulnerable saves.&lt;br /&gt;
* They have access to a Primarch.&lt;br /&gt;
* As the other army in the starter set and the Conquest magazine, alongside the Primaris Marines, it&#039;ll be easy to start up a collection. &lt;br /&gt;
* They are one of the most up-to-date lines of Chaos models.&lt;br /&gt;
* Thanks to Grandfather, your auras have a greater size compared to nearly all other armies (7” compared to 6”), which is obviously very useful (and fluffy!)&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Lack of Anti Armour capabilities at range. &lt;br /&gt;
* The infantry that makes up the bulk of your army is SLOW. Most units have 5&amp;quot; of movement at most, and the Terminators are stuck with Cataphractii armor so they&#039;ll move even slower.&lt;br /&gt;
* Practically no &#039;&#039;designated&#039;&#039; long-range fire units outside of vehicles.&lt;br /&gt;
* A slight lack of rerolls; only 4 units have access to them (5 if you count the Termie Lord apart from the normal Lord). This is a much bigger problem in the infantry-heavy Death Guard with high numbers of troops and several back-sitting long-range fire support options in the codex.&lt;br /&gt;
* While they did gain some new daemon engines in the bloat drone, blight-hauler and crawler, they also lost access to the maulerfiend, forgefiend and heldrake.&lt;br /&gt;
* Some lazy ports of standard chaos units.&lt;br /&gt;
* Elites slot is rather crowded. Not much of an issue since a Battalion detachment has tons of Elite slots to accommodate all those Characters, but you might fill them out to capacity.&lt;br /&gt;
* Many of the units that made up the core of a Death Guard army in 7E Traitor Legions are no longer accessible to the new Death Guard. This includes absolutely crucial fire support such as Havocs and Obliterators, as well as Bikers and pretty much anything that went fast in previous editions. Nurgle armies looking for those will need to use vanilla CSM rules and detachments.&lt;br /&gt;
* Most of the mortal wounds you deal out require you to be very close if not in melee range, putting your units at risk against fast, shooty armies like the Eldar as well as flyers in general.&lt;br /&gt;
* Several of your more important characters (eg noxious blightbringer) are not available separately&lt;br /&gt;
* Low model reusability. In spite of the fact that they&#039;re still technically Death Guard, you&#039;re probably not going to find much use for your old Plague Marine minis now unless you can kitbash their new weapon options on. Even if you previously had a DG army, if you want to run DG using THIS codex, you&#039;re probably going to have to start from scratch as all the actually good units are new, or equipped with new gear. Just like the Thousand Sons before them.&lt;br /&gt;
* You&#039;ll eventually get tired of the coronavirus jokes.&lt;br /&gt;
&lt;br /&gt;
===How to handle these cons===&lt;br /&gt;
* You should imagine playing a DG army as a slow-growing but potentially lethal tumor. Sure, we are slow, but we can utilize Spawn, Possessed, Tanks or flying DPs to move ahead of the main wave and cause dissent before the rest catches up into mid-range to cause maximum damage.&lt;br /&gt;
* If you had Bikers, Helturkeys, and Obliterators in 7E and want to use them in a DG army, you still can, but they must be restricted to a separate detachment of vanilla CSM (if you want your DG to keep Inexorable Advance and Plague Host). In addition, nothing stops you from painting your Bikers in DG colors and running them with rules for regular CSM Bikers, so get creative! It&#039;s all about [[your dudes]]!&lt;br /&gt;
* Transports can help our slow-moving troops to get across the board, but most of them don&#039;t have Disgustingly Resilient. [[Rhino|Metal Boxes]] are not as good as they used to be. Taking transports has always been a tactical choice, but now more than ever. This subject is a bit of a [[skub]] depending on who you ask and on the kind of terrain you usually play on. I suggest experimenting with having more troops, but no transports OR 2-3 transports, but less troops. There is always a sweet spot in balance that Papa Nurgle would approve. If you have a LoW slot to spare and can afford Forge World, the Hellforged Spartan Assault Tank is a perfect solution to the transport issue. &lt;br /&gt;
*Opinion on transports. Put a plague marine squad (7 if you&#039;re feeling fluffy) and characters to fill the rest of its capacity. Counts as 1 unit drop during deployment while deploying as many as 4 units inside. This can help you gain first turn to move up the board and fire what long range weapons you can. Start the game on your own terms.&lt;br /&gt;
*An option for a slightly less expensive long range anti tank than predators (as long as you don’t mind taking an allied detachment or two) to take some R&amp;amp;H Disciple/Command squads with las cannons or missile launchers. A second much less expensive option is renegade heavy weapon squads with las cannons, they’re cheap but they will miss more often than not.&lt;br /&gt;
*Consider taking a Sorcerer on a Palanquin (Legend) or an Index Daemon Prince (totally not a Legend), or alternatively allying with a CSM sorcerer, with warptime and 1 other power (Prescience is a good pick). Dark Hereticus powers affect Heretic Astartes, rather than [Legion] models, so it will buff your Death Guard. The ability to move an appropriately killy unit twice in an army as slow as DG can make a huge difference in getting your guys where they need to be, when they need to be there.&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
* &#039;&#039;&#039;Inexorable Advance&#039;&#039;&#039;: If your army is Battle-forged, all {{W40Kkeyword|Death Guard Infantry}} and {{W40Kkeyword|Helbrute}} units (&#039;&#039;not&#039;&#039; Daemon Princes or Cavalry, though) in Death Guard detachments gain this ability. Such units do not suffer a penalty for moving and firing Heavy weapons, or for Advancing and firing Assault weapons. In addition, a unit with this ability can fire twice with Rapid Fire weapons at a range of 18&amp;quot;, instead of only being able to fire twice with them up to half the weapon&#039;s maximum range. Yes, it is as awesome as it sounds. Also gives us the best cultists until GW updates our data sheets.&lt;br /&gt;
** While this ability IS extremely good bear in mind its limitations. &lt;br /&gt;
***The bonus that will get the most mileage is the extra Rapid Fire range as this affects Bolters, Autoguns, Plasma Guns and Combi-guns of all sorts for Infantry. &lt;br /&gt;
***The bonus to Assault weapons affects Blight Launchers, which are 24 inch range and thus usually never need to advance, and Meltaguns, which love the bonus. &lt;br /&gt;
*** The bonus for Heavy Weapons only affects your Helbrutes, Blightlord Terminators with a Reaper Autocannon, and Heavy Stubber Chaos Cultists, since they&#039;re the only things with a heavy weapon, and supports you running a Melee+Ranged build so you can advance while still shooting or a pure ranged so you can reposition with no penalty. As of the Forgeworld FAQs, however, all the Chaos Dreads love this, especially the Leviathan dread. &lt;br /&gt;
* &#039;&#039;&#039;Disgustingly Resilient&#039;&#039;&#039;: Not exclusive to the Death Guard, but most of your units have it. &#039;Feel No Pain&#039; on a 5+.&lt;br /&gt;
* &#039;&#039;&#039;Plague Host&#039;&#039;&#039;: Objective Secured, Death Guard edition (if Battle-forged), to all &#039;&#039;&#039;TROOPS&#039;&#039;&#039;, no matter how many fewer than the enemy. &lt;br /&gt;
* &#039;&#039;&#039;Plague Weapon&#039;&#039;&#039;: A weapon that rerolls to-wound rolls of 1. Incidentally, a lot of your weapons are these.&lt;br /&gt;
* &#039;&#039;&#039;Daemonic Ritual&#039;&#039;&#039;: Same as vanilla CSM, but locked to {{W40Kkeyword|NURGLE}} {{W40Kkeyword|DAEMON}}.&lt;br /&gt;
* &#039;&#039;&#039;Death to the False Emperor&#039;&#039;&#039;: Just like vanilla CSMs, rolling a 6 to hit in close combat against units with the Keyword {{W40Kkeyword|IMPERIUM}}, lets you perform a bonus attack using the same weapon, CODEX: DEATHGUARD Update Ver 1.4 states you may use a different profile for the weapon e.g. Mortarion using Silence. People usually tend to forget this one but seriously, this little friend could change a loss into a win.&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline:&#039;&#039;&#039; We 2nd Edition now. Astartes and Heretic Astartes models using a Rapid Fire bolt weapon can take double the normal attacks (2 for bolters, 4 for storm bolters, etc) if at least one of the following is true:&lt;br /&gt;
** target is in half range (&#039;&#039;&#039;Inexorable Advance&#039;&#039;&#039; makes this 18&amp;quot; inches rather than half range)&lt;br /&gt;
** if the model didn&#039;t move during the previous Movement Phase&lt;br /&gt;
** if the model is a Terminator, Biker, Centurion, or Helbrute.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hateful Assault:&#039;&#039;&#039; +1A if you charge, are charged or perform a heroic intervention. Features in the CSM ‘dex but affects all &amp;lt;s&amp;gt;{{W40kKeyword|Heretic Astartes}}&amp;lt;/s&amp;gt; {{W40kKeyword|Death Guard}} except for poxwalkers and cultists, so yay for us! Morty and Deathshroud will ADORE this.&lt;br /&gt;
===Warlord Traits===&lt;br /&gt;
Can be chosen freely, but if you have decision anxiety, roll a d6.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Revoltingly Resilient&#039;&#039;&#039;&#039;&#039;: When using Disgustingly Resilient to resist a &#039;&#039;&#039;&#039;&#039;non-mortal&#039;&#039;&#039;&#039;&#039; wound, add +1 to the roll. Consider having your designated sawbones (Plague Surgeon) nearby, to boost this even further.&lt;br /&gt;
#*Better than Constitution against 1-damage attacks, but worse against multi-damage ones. It always depends on what army you&#039;ll be facing.&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Living Plague&#039;&#039;&#039;&#039;&#039;: Any unit within 3&amp;quot; of the Warlord &#039;&#039;&#039;&#039;&#039;at the start of any&#039;&#039;&#039;&#039;&#039; Fight phase takes a mortal wound on a 4+. Typhus comes stock with this one. &lt;br /&gt;
#*Not terrifying on its own, but it allows you to dish out YET more mortal wounds, on top of Typhus&#039; innate ability and a potential Nurgle&#039;s Rot stratagem. Works very well on death stars. Makes MSU armies wilt but won&#039;t so much as tickle a horde army. &lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Tainted Regeneration&#039;&#039;&#039;&#039;&#039;: Recover a wound at the start of &#039;&#039;&#039;&#039;&#039;each player&#039;s&#039;&#039;&#039;&#039;&#039; turn.&lt;br /&gt;
#*Very good if fighting against jack-of-all-trades armies, but not as good as Revoltingly Resilient against armies that like to annihilate one unit at a time with focus fire (looking at you, [[Tau|weeaboos]]).&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Hulking Physique&#039;&#039;&#039;&#039;&#039;: +1 to Toughness. &lt;br /&gt;
#*Generally bad compared to Revoltingly Resilient and &#039;&#039;terrible&#039;&#039; compared to Rotten Constitution, although it can be useful on a T5 model if you&#039;re trying to wade through S3 spam, such as lasguns on a conscript-spamming list, or a T7 model such as Mamon when you’re taking on Marines.&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Rotten Constitution&#039;&#039;&#039;&#039;&#039;: Reduce all damage taken by 1, to a minimum of 1. Less damage taken means fewer chances for Disgustingly Resilient to fail, so it&#039;s an even bigger boost than it might look. As mortal wounds are inflicted one at a time, it won’t help versus those. Compared to revoltingly resilient this trait is better vs 2d and 3d weapons, equally good vs 4d and worse against all other. If you are in range of a plague surgeon or has a maxed epidemius buff on a daemon Prince, it is virtually identical on D3 weapons as well (1.22 vs 1.25 D taken per hit), so the choice isn’t obvious. &lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Arch-Contaminator&#039;&#039;&#039;&#039;&#039;: Re-roll all failed wound rolls made with a Plague Weapon within 7&amp;quot; of your Warlord. Mortarion comes with this. &lt;br /&gt;
#*Blatantly the best of the bunch if you want your Warlord to be a force multiplier. Just sit a Chaos Lord (or Mortarion at that matter) with this trait on top of some Blight Launcher Plague Marines and Plagueburst Crawlers and watch the fireworks. Also makes almost every special close combat weapon (including bubotic axes which are hugely available across the codex) into lightning claws for free. In addition, does the same to blight grenades, meaning that this trait is essential for anyone planning to run a Biologis Putrifier. Add the appropriate relic to boost this to 10&amp;quot; and make Salamanders cry over how many more re-rolls you get than them.&lt;br /&gt;
**This is awful on Mortarion as he will either outrun his support units that are buffed by this ability, or get shot to hell turn 1/2 because he has more than 9 wounds, gifting your opponent Slay the Warlord and robbing said support units of this buff anyway. Never make Mortarion your warlord - always pick a Lord of Contagion or normal Termie Lord and deep strike them with some Deathshroud if you want to give your warlord this trait.&lt;br /&gt;
#Some of your combos become really scary only because of this gemme, grenade combos and blades of contagion combos in particular. Be mindefull of where you want your arch-contaminator to be, it will dictate a lot of you strategy.&lt;br /&gt;
&lt;br /&gt;
===Stratagems===&lt;br /&gt;
Of course there are 14 (7x2) of them!&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Blasphemous Machines (1 CP)&#039;&#039;&#039;&#039;&#039;: Use before a vehicle attacks in the shooting phase. Until the end of the phase, that vehicle can ignore the penalties for moving and firing heavy weapons or for advancing and firing. Identical to CSM version.&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Blight Bombardment (1 CP)&#039;&#039;&#039;&#039;&#039;: Use before a friendly {{W40kKeyword|DEATH GUARD}} unit shoots or fires Overwatch; instead of only one model being able to use its Blight Grenades as usual, the whole unit can throw them at once. Hilarious when paired with the Foul Blightspawn and the Biologis Putrefier since they both buff blight grenades even further. &lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Chaos Boon (1 CP)&#039;&#039;&#039;&#039;&#039;: The infamous boon table returns from the CSM codex, now on 2d6 and triggered after a non-Daemon Prince {{W40kKeyword|CHARACTER}} kills any {{W40kKeyword|CHARACTER}}, {{W40kKeyword|VEHICLE}}, or {{W40kKeyword|MONSTER}} in the Fight phase. A single {{W40kKeyword|CHARACTER}} can benefit from it multiple times, and duplicates turn into &#039;&#039;&#039;7&#039;&#039;&#039;. Interestingly, Matched Play explicitly does not interfere with your Character transforming; the only restriction is that the transformed unit has to keep the Mark it started with (and since Death Guard can only use the Mark of Nurgle that won&#039;t be an issue). Since you can pick and choose who activates this, this is far better than what it used to be. It is also hilarious in friendly games, and this player uses it as often as possible to see how many buffs Typhus gets before Grandfather turns him into a Spawn.&lt;br /&gt;
#* &#039;&#039;&#039;2:&#039;&#039;&#039; Spawndom. Replace your character with one of the gribbly things, set up within 6&amp;quot; of his former position. Incredibly, this also gives your opponent the victory points for Slay the Warlord if your warlord gets ‘gifted’ this or Daemonhood due to your character being explicitly stated to have been slain, not transformed.&lt;br /&gt;
#* &#039;&#039;&#039;3:&#039;&#039;&#039; All of the character&#039;s ranged weapons get a 6&amp;quot; range boost.&lt;br /&gt;
#* &#039;&#039;&#039;4:&#039;&#039;&#039; +3 M&lt;br /&gt;
#* &#039;&#039;&#039;5:&#039;&#039;&#039; +1 S&lt;br /&gt;
#* &#039;&#039;&#039;6:&#039;&#039;&#039; +1 A&lt;br /&gt;
#* &#039;&#039;&#039;7:&#039;&#039;&#039; Pick any result other than Spawndom or Daemonhood.&lt;br /&gt;
#* &#039;&#039;&#039;8:&#039;&#039;&#039; Enemies targeting this character in the fight phase get -1 to hit rolls.&lt;br /&gt;
#* &#039;&#039;&#039;9:&#039;&#039;&#039; +1 to &#039;&#039;all&#039;&#039; saving throws. Arguably the pick of the bunch when on a Terminator character like Typhus as it gives him a 1+ save (though remember that all rolls of 1 still fail, you&#039;re essentially just subtracting 1 from all AP characteristics) and a 3+ invuln. Make all AP -1 weapons cry. Sadly, doesn&#039;t affect Disgustingly Resilient as it&#039;s an &#039;ignore&#039; instead of a &#039;save&#039; rule (if it did though, you could combine it with the Revoltingly Resilient WT to get T5 1+/3++/3+++ for all your immortality needs - incidentally, blatantly unfair cheesemongering bullshit like this is &#039;&#039;exactly&#039;&#039; why GW don&#039;t allow DR to be affected).&lt;br /&gt;
#* &#039;&#039;&#039;10:&#039;&#039;&#039; +1 T&lt;br /&gt;
#* &#039;&#039;&#039;11:&#039;&#039;&#039; +1 W&lt;br /&gt;
#* &#039;&#039;&#039;12:&#039;&#039;&#039; Daemonhood. As Spawndom, but replace the character with a Daemon Prince instead. Note any bonuses from previous Boon Table uses are lost as your character is explicitly stated to be &#039;&#039;slain&#039;&#039; and then a separate DP is set up, so if you don&#039;t want to lose your ultra-Lord of Contagion consider a command reroll to keep your earlier boons.&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Chaos Familiar of Nurgle (1CP)&#039;&#039;&#039;&#039;&#039;: Use at the start of your Psychic Phase; a {{W40Kkeyword|DEATH GUARD PSYKER}} can swap one power known for another from the Contagion discipline. Very situational, but it can be useful. As written, this allows you to swap Smite for an extra Contagion power.&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Cloud of Flies (1 CP)&#039;&#039;&#039;&#039;&#039;: During &#039;&#039;your&#039;&#039; movement phase, select a {{W40Kkeyword|DEATH GUARD INFANTRY}} unit. Until your next turn it cannot be the target of ranged attacks, unless they&#039;re the closest unit to the foe. This essentially gives your footsloggers the {{W40Kkeyword|CHARACTER}} rule making them immune to shooting attacks. It pairs remarkably well with a unit or two of Nurglings, who can use their Mischief Makers ability to get right up close before the battle even begins. Possessed also love this, considering how vulnerable they are to ranged attacks.&lt;br /&gt;
#*As clarified by the FAQ, Cloud of Flies &amp;quot;wins&amp;quot; against the special rule on Sniper weapons that lets them ignore proximity when targeting {{W40Kkeyword|CHARACTER}}s.&lt;br /&gt;
#*This &#039;&#039;cannot&#039;&#039; be used on units deep striking in at the end of a movement phase, because of the most recent FAQ, even though it is still the Movement Phase when it happens.&lt;br /&gt;
#**The FAQ entry states, &lt;br /&gt;
#***Q: If I set up a unit on the battlefield as reinforcements at the end of my Movement phase, can I then use any Stratagems that are used ‘during your Movement phase’?&lt;br /&gt;
#***A: No, unless the Stratagem specifically says otherwise&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Fire Frenzy (1 CP)&#039;&#039;&#039;&#039;&#039;: Use on a Helbrute unit that did not move this turn. It may fire all its weapons twice but can only target the nearest visible enemy unit. Another CSM Stratagem and quite good. Consider a Helbrute with two gun arms to take advantage of this.&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Gifts of Decay (1 or 3 CP)&#039;&#039;&#039;&#039;&#039;: Use before the start of the battle. You can have a second Relic of Decay for 1 CP, or 2 extra for 3 CP. All the Relics have to be different, and all have to go to different Characters.&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Grandfather&#039;s Blessing (2CP)&#039;&#039;&#039;&#039;&#039;: Select a {{W40Kkeyword|DEATH GUARD INFANTRY}} unit. One model heals d3 wounds. If there are no wounded models in the unit, a single model that was slain earlier in the battle is returned to the unit with 1 wound. You guessed it, another CSM copypaste. The nice part about this one is that &#039;&#039;you&#039;&#039; choose which model gets resurrected. Champion blew himself sky-high with his Plasma Gun? Give &#039;im a second chance.&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Killshot (1 CP)&#039;&#039;&#039;&#039;&#039;: Use in the shooting phase if you have a Predator within 6&amp;quot; of 2 other Predators. Add 1 to the wound rolls and damage for all of its attacks against Monsters and Vehicles. Again, the same as CSMs and regular Space Marines by extension.&lt;br /&gt;
#*Now only effects baseline Predators, not Hellforged ones. Probably hard to coordinate fire with a shrieking daemon, but it still sucks to not have.&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Nurgle&#039;s Rot (3 CP)&#039;&#039;&#039;&#039;&#039;: Use in the shooting phase, but only once per battle. Select a {{W40Kkeyword|DEATH GUARD CHARACTER}} unit and roll a d6 for each enemy unit within 7&amp;quot; of them. On a 4+, the unit being rolled for suffers d3 mortal wounds. Note that this has no effect on units with the {{W40Kkeyword|NURGLE}} keyword, so don&#039;t use it in mirror matches or against Nurgle Daemons. If the enemy makes the error of bunching up his units then you can punish them pretty hard with this mini nurgly nuke.&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Plague Pact (1 CP)&#039;&#039;&#039;&#039;&#039;: Use this stratagem when a {{W40kKeyword|DEATH GUARD CHARACTER}} attempts to summon a unit of {{W40kKeyword|NURGLE DAEMONS}} to the battlefield using a daemonic ritual. The summoning roll uses 4 dice instead of 3, and your character will not suffer any mortal wounds for rolling doubles or triples (no word on what happens if you somehow roll quadruples). &amp;lt;s&amp;gt;Make Word Bearers weep with how good this is.&amp;lt;/s&amp;gt; Nah, Word Bearers are good at summoning again. Considering how much cheaper Daemons have gotten, this makes summoning a lot more viable.&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Putrid Detonation (1 CP)&#039;&#039;&#039;&#039;&#039;: Select a vehicle that&#039;s lost its last wound; it explodes with no need to roll for it. Useful for one last &amp;quot;fuck you&amp;quot; to the guy who destroyed your Land Raider with his Assault Terminators. &lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;The Dead Walk Again  (1 CP)&#039;&#039;&#039;&#039;&#039;: Use at the start of the movement phase. Pick a unit of Poxwalkers and change their Curse of the Walking Pox to the following: &amp;quot;Each time an Infantry (Non-Poxwalker units) model, &#039;&#039;friend or foe&#039;&#039;, is slain within 7″ of this unit, add one model to the unit.&amp;quot; Pair up with a cultist blob to recycle your tarpit with ease.&lt;br /&gt;
#*&#039;&#039;&#039;RAW&#039;&#039;&#039;, this stratagem allows a dead model to be raised as a poxwalker in multiple different units, for example if a poxwalker kills a model, another unit (with stratagem), 7&amp;quot; away, can also gain that model. Note however, the same stratagem can only be used once per phase, so you would not encounter a situation in which two units both had curse of the walking pox active.&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Veteran of the Long War (1 CP)&#039;&#039;&#039;&#039;&#039;: Select a {{W40kKeyword|DEATH GUARD}} {{W40kKeyword|INFANTRY}} unit. They add 1 to all their to wound rolls for the rest of the phase. Cannot be stacked with blade of putrefaction in V9, but still can be used with grenade combo.&lt;br /&gt;
&lt;br /&gt;
The following Stratagems can be found in Psychic Awakening: War of the Spider. They are roughly divided between 7 general stratagems and 14 unit specific ones.  &lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Plaguechosen (1 CP)&#039;&#039;&#039;&#039;&#039;: Praise Nurgle, a way to get additional warlord traits. No duplicates. At the moment RAW does not say this is once per game, expect it to get FAQed.&lt;br /&gt;
#*Due to the wording of how named characters generate their forced warlord trait and the wording of this particular stratagem, it MAY be possible that this allows for you to give Typhus and Mortarion a different warlord trait as long as they are not nominated as your actual warlord. Stay tuned for a possible FAQ.&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Relentless Volleys (1/2 CP)&#039;&#039;&#039;&#039;&#039;: Use in the Shooting phase. Select one Death Guard Infantry unit to shoot. Until the end of that phase, boltguns and boltgun profiles of combi-weapons become Rapid Fire 2. Combi-bolters become Rapid Fire 3. Costs 2 CP for units of 6 or more models. otherwise, it costs 1 CP. &lt;br /&gt;
#*Look like cacophony, and cacophony is strong... But this one only affect bolters only, which is nice fluff wise but a lot less usefull. If you want it to be worth it, you need to invest a lot more. The best choice here is a blob of 20 plague marines with Virulent rounds (which is very point efficient, see bellow) and your arch-contaminator. Very fluffy, but is it worth it? The damage are there ( with 80 shots reroll one to hit, reroll all to wound and AP-4 on six, you are the bane of all infantry in range) but your range is not the best (you can use one more CP for +6 range as you bolters are now plague weapon...) and more importantly, you use CPs that you need else where if you want to be CP efficient. Usefull on a pintch if you build have bolter plague marines, but not spammable.&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Creeping Blight (1 CP)&#039;&#039;&#039;&#039;&#039;: Use in the fight phase. Select one Death Guard unit. Until the end of the phase, add 1 to any damage roll made for their attacks, and an unmodified wound roll of 6 becomes AP -4.&lt;br /&gt;
#*To add more combos to you combos. To use with blade of putrification, arch-contaminator and random damage weapons. &#039;&#039;Trench-fighter on the same unit. It is expensive, but boy does it hurt. Not worth it alone tho.&#039;&#039; Sadly does not work on 1D weapons. &lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Noxious Rupture (1 CP)&#039;&#039;&#039;&#039;&#039;: Use when the last model in a friendly Death Guard unit is destroyed. Select one enemy within 3&amp;quot; of that model. until the end of your opponents next turn, that unit suffers a -1 to its hit rolls.&lt;br /&gt;
#*Strong in itself but very very hard to pull of. Best case scenario is to charge an ennemy with your weak one to die on it (do not forget to say some terrorist joke). Other use case is some huge fight with multiple units to debuff a unit that has not attacked yet... Not often usefull. &lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Overwhelming Generosity (1 CP)&#039;&#039;&#039;&#039;&#039;: +6 range to Plague Weapons.&lt;br /&gt;
#* THIS. This is with contaminated Monstruosity one of the best new stratagem by far. Your foul blightspawm can now do more (if you are in a rhino, your potential range is now 23&amp;quot;). But most importantly you grenade combos become a LOT more powerfull, with a range from rhino of 3+5+6+6=20&amp;quot;. Before it was a threat if the ennemy was too close. Now you can reliably hit with it. It also buff damage: before, it was difficult to have all plague marine in 6&amp;quot; range. And since the grenade combo damage is INSANE (a big enought unit can one shot about anything in the game), it changes a lot the way this army plays.&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Life-Eater (1 CP)&#039;&#039;&#039;&#039;&#039;: Use in the fight phase. Select a Death Guard Unit. Plague weapons in that unit auto hit and wound on a hit roll of 6.&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Contaminated Monstrosity (1/2 CP)&#039;&#039;&#039;&#039;&#039;: Use before the battle begin. Select one Death Guard unit (excluding Cultists and Titanic). Until the end of the battle, the unit gains the Disgustingly Resilient ability, if it did not already have it. If the unit has a wounds characteristic of 12 or less, the stratagem costs 1 CP. For 13 or more, it costs 2. There is currently no restriction on how many times it can be used pre-game.  &lt;br /&gt;
#*The other BIG stratagem. It mean basically +50% tanking on your unit. A dreadnought with that become a lot more usefull, the predator also loves this. The defiler is an interesting case: it become with this one of the most cost/tanking efficient unit available, but for 2CP, which is expensive... Or you can just take 20 possessed with it. 40HP with Disgustingly Resilient is expensive but able to put some insane pressure on the ennemy.&lt;br /&gt;
#* Be carefull: you can burn all your cp on this one. Essentially very well spend cp&#039;s, but there are other things that you probably want to do.&lt;br /&gt;
#* It means a lot for DG gameplay: with that, you can totally spam long range unit and win the attrition shooting war agains most other armies... And force them to come to you, a thing that death guard love. Note that this is true for a long range anti-tank, but a lot less agains infantry... And that v9 is not kind for castel armies.&lt;br /&gt;
&lt;br /&gt;
Unit Specific&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Harbringer of Nurgle (1 CP)&#039;&#039;&#039;&#039;&#039;: Lord of Contagion pre-game buff. Gives him the same aura as a Chaos Lord.&lt;br /&gt;
#*While this is nice if autism prevents you from fielding a T4 model in a Death Guard army, the sad fact is a Chaos Lord is still cheaper and has better weapon options than a Lord of Contagion.&lt;br /&gt;
#*Typhus has the LORD OF CONTAGION keyword, so feel free to spend a command point to give the first captain a rule he should have had all along.&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Virulent Rounds (1 CP)&#039;&#039;&#039;&#039;&#039;: Plague Marine Only. Use in the shooting phase. All bolters in the unit become Plague Weapons. In addition, unmodified wound rolls of 6 improve the AP to -4. The later effect only applies against infantry.&lt;br /&gt;
#*Very cp efficiant with archi-contaminator on infantry. It allow for the first time plague marines to be used as there fluff command: as blobs of slow moving grinding bolter infantry. Beware of the huge cp cost (you will want to use other stratagems on them, and it add up fast).&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Putrid Fecundity (2/3 CP)&#039;&#039;&#039;&#039;&#039;: Plague Marine Only. Use during your enemy&#039;s shooting or fight phase. +1 to disgusting resilient rolls. Costs 2 CP for units of 10 or fewer models. Otherwise, it costs 3 CP.&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Trench-Fighters (1 CP)&#039;&#039;&#039;&#039;&#039;: Plague Marine Only. Use in the fight phase. Models equipped with a plague knife may make one additional attack it.&lt;br /&gt;
#*More often than not this is of little benefit, as your units will be too small for the number of free attacks to matter. Even in a 20 man unit it amounts to a single dead Intercessor.&lt;br /&gt;
#*Alternative takes: with rerol ones to hits, rerol every thing to wound, +1 to wound and mortal wounds on 6, suddenly 20more attacks is 4 more Intercessor. Make it 5 with a mephytic blight howler that give -1PA. Make it 6 with the poxmonger command traits. On charge, a plague marines can have 4 attacks wiyh that... It is all abouts buff stack here.&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Miasmal Afflictions (2 CP)&#039;&#039;&#039;&#039;&#039;: Plague Marine only. -1 toughness to enemy units within 1&amp;quot; of the unit. Does not stack with Mortarion&#039;s aura.&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Soul Harvest (1 CP)&#039;&#039;&#039;&#039;&#039;: Daemon Prince with a Daemonic Axe or Hellforged Sword Only. Add 3 to the model&#039;s attacks, but they can only target infantry. &lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Foulgush (1 CP)&#039;&#039;&#039;&#039;&#039;: Foul Blightspawn Only. Use during the shooting phase to enhance its plague sprayer. Roll one additional D6 and discard one of the dice when you are determining the number of attacks and strength of the weapon.&lt;br /&gt;
#*The plague sprayer is a horrifying weapon, and making it more consistent is often worth it. Statistically this takes you from an average of 3.5 hits and S7 to 4.5 hits and strength 8, enough to one-shot a Dreadnought.&lt;br /&gt;
#*Remember that overwelming generosity gives you 23&amp;quot; range from a rhino (20 without it).&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Warp Toll (1 CP)&#039;&#039;&#039;&#039;&#039;: Noxious Blightbringer Only. Enemy units within 7&amp;quot; add 1 to morale tests and double the number of models flee.&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Hypertoxic Tinctures (1 CP)&#039;&#039;&#039;&#039;&#039;: Plague Surgeon pre-game buff. The model gains a reroll wound aura. Death Guard units within 6&amp;quot; of the Plague Surgeon may re-roll wound rolls 1 or 2 for attacks made with plague weapons.&lt;br /&gt;
#*Only even close to worth it if you&#039;ve already given a model Arch-contaminator and your strategy requires a second re-roll bubble. &lt;br /&gt;
#* Goes well with shooty plague burst crawler and even better with a combos wormspitter/lascann predator. Note that you can also use it with a plague surgeon that reroll disguntingly resiliant on 1 and 2 and fulgaris helmet near a plague marines unit that can have 4+ disgunstingly resiliant. It will not change the world but at least now the plague surgeon is usable.&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Eruption of Filth (1 CP)&#039;&#039;&#039;&#039;&#039;: Death Guard Terminator only. Use when a model in the unit is destroyed. roll one D6 for each non-Nurgle unit within 7&amp;quot;. on a 4+, that unit suffers 1 mortal wound.&lt;br /&gt;
#* Not worth it, you have better ways to use your CPs...&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Mutant Strain (1 CP)&#039;&#039;&#039;&#039;&#039;: Poxwalkers only. Use in the fight phase. Unmodified wound rolls of 6 inflict 1 mortal wound on the enemy, but unmodified hit rolls of 1 cause the poxwalkers to suffer 1 mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Fire Fever (1 CP)&#039;&#039;&#039;&#039;&#039;: Helbrute Only. Use in the shooting phase on a Helbrute with two ranged weapons. You can reroll all hit rolls. All ranged weapons must target the same unit. &lt;br /&gt;
#* Legit on a Helbrute with disgustingly resiliant, missile launcher and twin lascann in the back lane if you need that extra edge in anti tank duty.Note that you can also use the other Hellbrut stratagem on top of it. Since flyer in 9th edition are the bane of your characters, it will never be useless.&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Parasitic Fumes (1 CP)&#039;&#039;&#039;&#039;&#039;: Myphitic Blight-haulers only. Use at the end of the movement phase to give your little demon engines an AP boosting aura. For the rest of the turn, attacks allocated to enemy models within 7&amp;quot; of the blight-haulers have their AP improved by 1.&lt;br /&gt;
#*Note that this is &#039;&#039;all&#039;&#039; attacks, shooting and melee, plague weapon or not, and can affect multiple enemy units. For 1CP this is an absolute steal.&lt;br /&gt;
#* The force multiplier of the first AP is stastically HUGE (+100% damage on 2+ save for no AP attacks, +50% on 3+ saves...). This had one more reason to combine Myphitic Blight-haulers to plague marines blobs, since the best use is probably on grenade/blade of putrification combos.&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Accelerated Entropy (1 CP)&#039;&#039;&#039;&#039;&#039;: Plagueburst Crawler only. Use pre-battle to give it a  permanent aura. Entropy cannons it is equipped with, as well as those on other Plagueburst Crawlers within 7&amp;quot;, gain the Plague weapon rule and treat damage rolls of 1 or 2 as a 3 instead.&lt;br /&gt;
#*How useful this is will depend heavily on how you play your crawlers. On a single unsupported crawler it&#039;s a small buff, but if you&#039;re running 3 next to an arch-contaminator it&#039;s will double the entropy cannons&#039; damage against a Knight.&lt;br /&gt;
#* One of the best case scenario for a plague surgeon with the new reroll one and two.&lt;br /&gt;
&lt;br /&gt;
==Tactical Objectives==&lt;br /&gt;
;11 - Death March&lt;br /&gt;
: 1 VP if at least 3 Death Guard {{W40kKeyword|INFANTRY}} units are in your opponent&#039;s half of the board.&lt;br /&gt;
;12 - Disgusting Devotions&lt;br /&gt;
: 1 VP if you passed at least 7 Disgustingly Resilient rolls this turn. &lt;br /&gt;
;13 - Grandfather&#039;s Gift&lt;br /&gt;
: 1 VP if at least one enemy unit was destroyed, with the last model in the unit being slain by a Plague Weapon. Given how many of your best weapons are Plague Weapons, this should be trivial.&lt;br /&gt;
;14 - Spread Contagion&lt;br /&gt;
: Pick a {{W40kKeyword|CHARACTER}}. If he survives until the end of the game, you get 1 VP. Obviously, this should be your toughest character to ensure that he doesn&#039;t snuff it. &lt;br /&gt;
;15 - Symbol of the Fly Lord&lt;br /&gt;
: d3 VP if you control &#039;&#039;&#039;exactly&#039;&#039;&#039; 3 objectives by the end of the turn. No more, no less. &lt;br /&gt;
;16 - Death Begets Life&lt;br /&gt;
: Score 1 VP if you killed 7 models this turn, scoring an extra VP for every 7 models you kill after that. A maximum of 7 VP can be scored from this Tactical Objective in this way (from a total of 49 models killed in a turn). Almost certain to make you win if you&#039;re fighting a horde army.&lt;br /&gt;
&lt;br /&gt;
==Wargear==&lt;br /&gt;
===General===&lt;br /&gt;
===Weapons===&lt;br /&gt;
====Ranged====&lt;br /&gt;
*&#039;&#039;&#039;Autogun -&#039;&#039;&#039; 24&amp;quot; Rapid Fire 1 S3 AP0. (18 inch rapid with Inexorable Advance. Deathguard cultists still use the Deathguard codex datasheet, not the Chaos Marine one).&lt;br /&gt;
*&#039;&#039;&#039;Boltgun -&#039;&#039;&#039; 24&amp;quot; Rapid Fire 1 S4 AP0. As mentioned above, that extra 6&amp;quot; of Rapid Fire range is a bigger difference than it looks for Plague Marines. &lt;br /&gt;
*&#039;&#039;&#039;Blight grenade -&#039;&#039;&#039; Frag Grenade (6&amp;quot; Grenade 1d6 S3 AP0 D1) that rerolls 1s To Wound. Just about every unit in your army that would normally take Frag Grenades gets these instead, and they can be buffed from a surprising variety of sources.&lt;br /&gt;
*&#039;&#039;&#039;Krak grenade -&#039;&#039;&#039; 6&amp;quot; Grenade 1 S6 AP-1 D d3, always better than the bolt pistol/gun shot it replaces.&lt;br /&gt;
*&#039;&#039;&#039;Blight launcher -&#039;&#039;&#039; 24&amp;quot; Assault 2 S6 AP-2 D d3 plague weapon. A hard-hitting anti-infantry weapon that&#039;s also good against light vehicles. It can very well substitute plasma weapons if you want some more range in exchange with AP. It also has some really nice combo with Arch Contaminator. Now four points cheaper thanks to Chapter Approved!&lt;br /&gt;
*&#039;&#039;&#039;Plague Belcher -&#039;&#039;&#039; 9&amp;quot; Assault D6 S4 AP0 D1. Standard flamer with an extra inch of range and the plague weapon special rule. Don&#039;t underestimate that extra inch- it&#039;ll let you Overwatch more effectively than a basic flamer. (Deep striking units need to be placed outside of 9&amp;quot; so this flamer still cannot hit)&lt;br /&gt;
*&#039;&#039;&#039;Plague Spewer -&#039;&#039;&#039; Same as the Plague Belcher but with heavy D6 S5 and AP-1. The plague equivalent of the heavy flamer. Stronger, but keep in mind that you still can&#039;t shoot it after advancing, which is pretty important given your slow movement. It also comes at an ungodly price.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Gun -&#039;&#039;&#039; 24&amp;quot; Rapid Fire 1 S7 AP-3 D1 or S8 AP-3 D2 and you die if you roll a 1. You know it, you love it. Say goodbye to anything but the toughest units. The decision here is whether you want the launcher, to rip apart infantry units, or plasma for those pesky tanks and TEQ&#039;s. Remember that you can also fire it twice if you are within 18&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Meltagun -&#039;&#039;&#039; 12&amp;quot; Assault 1 S8 AP-4 D d6. If you&#039;re within half range, roll two damage dice and take the highest. One of the very few options the Death Guard have in dealing with large, tough units. Their pitiful range is somewhat mitigated by your ability to run and shoot them every turn with no penalty. Consider packing a model or two with a Great Plague Cleaver or Mace of Contagion, as you must be in charge range to use them anyway. Rhino delivery system optional, but recommended.&lt;br /&gt;
&lt;br /&gt;
====Melee====&lt;br /&gt;
*&#039;&#039;&#039;Plague Knife -&#039;&#039;&#039; A basic CCW with the Plague Weapon special rule. It’s free, so shut up and take it.&lt;br /&gt;
*&#039;&#039;&#039;Plaguesword -&#039;&#039;&#039; A straight upgrade for your Plague Champions, &amp;lt;s&amp;gt;stolen&amp;lt;/s&amp;gt; [[Blood Ravens|Gifted]] from a Plaguebearer. Like a Plague Knife, but rerolls all failed To Wound rolls instead. It&#039;s cheap at least...?&lt;br /&gt;
*&#039;&#039;&#039;Bubotic Axe -&#039;&#039;&#039; S+1 AP-2 D1, standard power axe but with the Plague Weapon special rule.&lt;br /&gt;
*&#039;&#039;&#039;Balesword -&#039;&#039;&#039; S: User, AP-3 D1, so a power sword, but, you guessed it, with Plague Weapon special rule. Note that this is the only plague weapon that the standard Chaos Lord can have.&lt;br /&gt;
*&#039;&#039;&#039;Power Fist -&#039;&#039;&#039; You know it, you love it. -1 To Hit, but doubles your Strength, has AP-3 and deals D3 damage. Your Plague Champions seem to have a fetish for them, but a Chaos Lord can use them, too.&lt;br /&gt;
*&#039;&#039;&#039;Flail of Corruption -&#039;&#039;&#039; The new hotness. Up to 2 Plague Marines per squad and 1 in 5 Blightlord Terminators can take these babies. D3 hit rolls per attack, S+2, AP-2, D2, Plague Weapon, and any excess damage it causes rolls over between targets, a tasty morsel of crunch very few units can get, so it has the best of all worlds: Lots of attacks, high AP and damage, and it&#039;s not a waste to use against single-wound models. Practically auto-include on anything that wants into melee, really. Pretty sad that characters cannot take it but whatever, perfection is Slaanesh&#039;s thing anyway. &lt;br /&gt;
**Designed for fucking over GEQs. S+2 means you&#039;re S6 (wounding on 2s), AP-2 means they don&#039;t get a Save and the Damage carrying over means that W1 doesn&#039;t mean shit.&lt;br /&gt;
**A very good reason to remember Death To The False Emperor, as every 6 on your first wave of hit rolls against Imperium armies generates an extra attack, each of which gives you D3 more hit rolls.&lt;br /&gt;
*&#039;&#039;&#039;Great Plague Cleaver -&#039;&#039;&#039; A Power Fist but with Plague Weapon and D6 damage. The main reasons not to take it are its horrendous points cost and the fact that only Plague Marines with their paltry single attack can take one. Best skip this, though cleaving a tank in two could be fun. It would be better if Champions had a fetish for this weapon instead of the Power Fist.&lt;br /&gt;
**&#039;&#039;Alternate Take:&#039;&#039; The Death Guard don&#039;t really have any other options for dealing with close-range melee juggernaut units like Dreadnoughts or Monstrous Creatures outside of the very expensive Deathshroud. While Meltaguns can do alright, they don&#039;t really work if the squad gets locked in melee (and considering how slow your units are, you will get locked in melee). The Great Plague Cleaver can actually do fantastic work against these kinds of units, provided it&#039;s properly supported with a Tallyman or Lord. Combined with a Power Fist and some Plague Knife dudes to eat wounds, your Cleavers can work wonders as a counter-charge unit, dealing with those hard-hitting single units with ease. Combine it with Blades of Putrefaction and Veterans of the Long War and laugh as you smash chunks of wounds off of these units with a unit that costs a fraction of the price.&lt;br /&gt;
*&#039;&#039;&#039;Mace of Contagion -&#039;&#039;&#039; A flat 3 damage, S and AP buffs and, since it comes paired with a Bubotic Axe, also bestows a second attack. The downside is the -1 To Hit, but when hit rolls are that important, you just use the Axe instead. A bit expensive to swing both around, though.&lt;br /&gt;
*&#039;&#039;&#039;Manreaper -&#039;&#039;&#039; For a reasonable price we got a S+3 AP-3 Dd3 Plague weapon. Pretty damn cool if you ask me.&lt;br /&gt;
*&#039;&#039;&#039;Plaguereaper -&#039;&#039;&#039; S+2 AP-3 D3 plague weapon, only Lord of Contagion can have it, but given his hefty price he is probably better off with a Manreaper anyway.&lt;br /&gt;
**It&#039;s now only 3 points more than the Manreaper,  so if you need the flat 3 damage,  go for it&lt;br /&gt;
&lt;br /&gt;
===Relics of Decay===&lt;br /&gt;
Note that Relics no longer cost points. Instead, you get a single free relic per army (if it is battleforged), and can pay CP to get 1-2 more. However, you can&#039;t put more than one relic on one guy. Also, because they mostly replace weapons, you can&#039;t give most of them to Daemon Princes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plaguebringer:&#039;&#039;&#039; Replaces a plague knife, plaguesword, or balesword. SUser, AP-2, D3, Plague Weapon, and a 6+ to wound causes an extra mortal wound. Actually has worse AP than the balesword it could possibly replace, but if you want to improve the melee capability of a Biologis Putrifier, it&#039;s a flat upgrade over the free plague knife you could already take. Not so great in other situations, but of particular note when combined with the Blades of Putrefaction power (a termi sorcerer can wield this by replacing a power sword, or you can always buff the wielder with a separate caster); in that case, it will deal 1 mortal wound when you roll a 5 on the die, and &#039;&#039;2&#039;&#039; when you roll a 6.&lt;br /&gt;
*&#039;&#039;&#039;The Suppurating Plate:&#039;&#039;&#039; Grants a 2+ armor save, and in the Fight phase, if the bearer passes a save, the unit that caused the saved wound takes a mortal wound on a 4+. GW has noted that against melee tarpits such as Ork Boyz, this leads to an amusing game of &amp;quot;quit hitting yourself&amp;quot; that combos very nicely with a Daemon Prince&#039;s T6, 8 wounds, and Disgustingly Resilient.  Also, remember that the wearer of the plate deals mortal wounds on &#039;&#039;any&#039;&#039; successful save, including invulnerable ones, which is going to ruin hordes and tarpits when combined with the &amp;quot;quit hitting yourself&amp;quot; effect.  Just remember, only saves trigger it - the higher your toughness, the less often it will go off, because fewer wounds will reach your save.&lt;br /&gt;
*&#039;&#039;&#039;The Pandemic Staff:&#039;&#039;&#039; Psykers only. Adds +1 to Psychic tests to manifest Smite. A flat buff that lets you inflict more mortal wounds, especially on a Malignant Plaguecaster, since it makes it easier to get that 7+.&lt;br /&gt;
**Takes the wielder&#039;s average output from 1.79 mortal wounds to 2.08, on top of making him harder to Deny and triggering the Malignant Plaguecaster&#039;s special rule more frequently.&lt;br /&gt;
*&#039;&#039;&#039;The Dolorous Knell:&#039;&#039;&#039; Noxious Blightbringer only. At the start of the morale phase, roll a d6 for every enemy unit within 7&amp;quot;; on a 6, that unit takes a mortal wound. Additionally, when taking morale tests within that range, the opponent must roll 2d6 and discard the lowest. Perfect for when you need just one little push to make a squad break.&lt;br /&gt;
*&#039;&#039;&#039;Fugaris&#039; Helm:&#039;&#039;&#039; Improves the range of aura-based abilities &amp;lt;s&amp;gt;ON THE CHARACTER&#039;S DATASHEET&amp;lt;/s&amp;gt; (now errata&#039;d to include warlord traits, etc) by 3&amp;quot;. As most of your auras are 7&amp;quot;, this will boost them to an impressive 10&amp;quot;, while it will effectively double the auras of most of your Elites slot characters. Also covers your plague ridden face, making you feel pretty. &lt;br /&gt;
**Consider combining this with the &#039;&#039;&#039;Living Plague&#039;&#039;&#039; warlord trait, as it will double said trait&#039;s range. &lt;br /&gt;
*&#039;&#039;&#039;Plague Skull of Glothila:&#039;&#039;&#039; A 7&amp;quot; Grenade 1 weapon that can only be used once per battle. If it hits, roll a d6 for each model in the unit that was hit, re-rolling 1s - on a 6, the unit takes a mortal wound, &#039;&#039;for each 6 rolled&#039;&#039;. Effectively a single-use Plague Wind that doesn&#039;t need a psychic test and is more likely to cause mortal wounds, thanks to that built-in re-roll, so use it on that 50-man conscript blob and watch it melt into disgusting goo.&lt;br /&gt;
**It goes without saying this should only go on a BS2+ model, preferably that re-rolls 1s/misses, as you really, &#039;&#039;really&#039;&#039; need this weapon to hit the one time you throw it, if you&#039;re going to use it.  Assuming it&#039;s a Chaos Lord or Daemon Prince throwing this thing, its expected output against that 50-man conscript blob is 9.45 mortal wounds, which gets worse as the target unit&#039;s model count goes down, so use judiciously.&lt;br /&gt;
&lt;br /&gt;
The following relics can be found in Psychic Awakening: War of the Spider&lt;br /&gt;
*&#039;&#039;&#039;The Ague Stone:&#039;&#039;&#039; Lord of Contagion Only. Enemy models within 3&amp;quot; of the bearer subtract 1 from their strength characteristic&lt;br /&gt;
*&#039;&#039;&#039;Allwyther:&#039;&#039;&#039; Replaces a balesword. Strength +1, AP -3 D 2. It counts as a plague weapon and invulnerable saves cannot be made against its damage.&lt;br /&gt;
*&#039;&#039;&#039;The Daemon&#039;s Toll:&#039;&#039;&#039; Noxious Blightbringer only. Friendly DEATH GUARD Units, not infantry, UNITS, within 7&amp;quot; of the bearer gain a 5+ invulnerable save. Does not apply to cultists and poxwalkers.&lt;br /&gt;
**Combine this with the Contaminated Monstrosity Stratagem to create some truly hideously durable vehicles.  &lt;br /&gt;
*&#039;&#039;&#039;The Epidemicyst Blade:&#039;&#039;&#039; Demon Prince only. Replaces a Hellforged Sword. You gain +1 strength, the plague weapon rule, and Unmodified hits of 6 scores 1 additional hit.&lt;br /&gt;
*&#039;&#039;&#039;The Putrid Periapt:&#039;&#039;&#039; PSYKER only. The bearer knows one additional psychic power. Once in each of your psychic phase, after a psychic power is resolved that was manifest by a model with this relic, the bearer can regain up to D3 wounds.&lt;br /&gt;
*&#039;&#039;&#039;Wormspitter:&#039;&#039;&#039; Replaces a bolt pistol. While it has decent range and ap for a pistol, its main draw is its special rule. A unit hit by the pistol becomes &amp;quot;corroded&amp;quot; for the rest of the turn. Any Death Guard unit (including vehicles) that target a corroded unit with attacks gain the benefit of the plague weapon rule. This applies to both melee and ranged weapons.&lt;br /&gt;
#* Some builds will love this: it allows blade of putrification+arch-contaminator for poxwalkers and possessed, lascann predators, shooty hellbrutes and mephitic blight howler to be a lot more efficient. We are talking about huge damage buff here. Just shoot this knight and unleash hell on it! &lt;br /&gt;
#* The big issue is it&#039;s short range and the small number of units able to carry it. Best choice is the chaos lord. &lt;br /&gt;
#*You need a real team work here: your short range rhino rush can take position for your shooty units to do the job for example... And here the question: where do you put your arc-contaminator? Near the shooty units to use this to the fullest? Near the plague marines with the insane grenade combos? There is several options here... But it will always be an issue.&lt;br /&gt;
#* It can be a good idea to use overwelming generosity to add 6&amp;quot; to the weapon range. Note that a chaos lord coming from a rhino have a 30&amp;quot; range control zone with that. Enought to insure that you can take your turn one focus if needed.&lt;br /&gt;
&lt;br /&gt;
==Psychic Powers==&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you may choose or roll on the tables below!&lt;br /&gt;
&lt;br /&gt;
===Contagion Discipline===&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Miasma of Pestilence&#039;&#039;&#039; - Warp Charge 6. Select a visible friendly {{W40kKeyword|DEATH GUARD}} unit within 18&amp;quot;. Any attack that targets that unit is at -1 to hit. Note that overwatch hit rolls cannot be modified in any way, so you can&#039;t become immune to Tau shenanigans. However, this can cause overcharged plasma shots to overheat on 2s (including in Overwatch), so there&#039;s that. With Deathshroud and Blightlord Terminators, this spell will be absolutely horrifying, as it makes the unit you target not so much immune to plasma as it makes opponents shooting them with plasma &amp;lt;s&amp;gt;spontaneously combust&amp;lt;/s&amp;gt; even more motivated to fire on safe mode, and thus increase your &#039;nators durability even further. Alternatively, throw this on one of the FW flyers that you&#039;ve given a Mark of Nurgle to and laugh as your opponent pathetically attempts to take it down when they have a -2 to hit it; even dedicated anti-aircraft weapons will struggle (not true in v9 anymore).&lt;br /&gt;
#&#039;&#039;&#039;Gift of Contagion&#039;&#039;&#039; - Warp Charge 7. Select a visible enemy unit within 18&amp;quot; and debuff them with either -1 Attack, Strength, or Toughness (randomly rolled for.) Since you can&#039;t pick and choose which of these happens, this isn&#039;t as impressive as it could be. That said, if you plan on going into melee with the target unit anyway, any result is going to be useful to some extent. &lt;br /&gt;
#&#039;&#039;&#039;Plague Wind&#039;&#039;&#039; - Warp Charge 5. Select an enemy unit within 18&amp;quot; and roll a die for each model in the unit; 6s cause mortal wounds. Effectively, this won&#039;t ever do much, but as it is one of the very, VERY few things left that scale with target unit size, you should take this if you are seeing tarpits on the other side of the table. And hey, what other Warp Charge 5 power can kill 8 Conscripts (assuming a 48-50 man blob) on average?&lt;br /&gt;
#&#039;&#039;&#039;Blades of Putrefaction&#039;&#039;&#039; - Warp Charge 5. Oh my, this thing. Choose a visible friendly {{W40kKeyword|DEATH GUARD}} unit within 18&amp;quot; and add 1 to all wound rolls it makes in the fight phase. Rolls of 7+ using melee plague weapons inflict a mortal wound. Stab that Land Raider with a rusty knife! It is probably the most synergistic power in the entire codex, since nearly every cool weapon we have is also a plague weapon.&lt;br /&gt;
#* Or just use the wormspitter to make it a plague weapon. Full combo, you can one shot a knight with poxwalkers now.&lt;br /&gt;
#&#039;&#039;&#039;Putrescent Vitality&#039;&#039;&#039;- Warp Charge 6. A visible friendly {{W40kKeyword|DEATH GUARD INFANTRY}} unit gains +1S and +1T. Unlike other buff spells, this one affects units and not models, so use it on those Poxwalkers and make them undying. (You did bring Typhus, didn&#039;t you?)&lt;br /&gt;
#&#039;&#039;&#039;Curse of the Leper&#039;&#039;&#039;- Warp Charge 7. If manifested, roll 7d6. The closest enemy unit within 14&amp;quot; takes a mortal wound for each roll that exceeds its toughness characteristic. It might not have the potential to cause more mortal wounds than Plague Wind (and won&#039;t work at all on units with T6 or higher for obvious reasons), but it&#039;s more reliable against units with lower toughness. Like, just as an arbitrary example, the ones that have been debuffed by Gift of Contagion or Mortarion&#039;s aura.  Generally speaking, only better than &#039;&#039;Smite&#039;&#039; against T3 or below; if the caster is carrying the Pandemic Staff, only better against T2 or below (after debuffs, of course).&lt;br /&gt;
&lt;br /&gt;
==The Seven Plague Companies==&lt;br /&gt;
Following the template applied to the Thousand Sons in Psychic Awakening: Ritual of the Damned, Death Guard got their own version in Psychic Awakening: War of the Spider. These new rules allow you to dedicate your detachments to one of seven plague companies, with certain models gaining an associated keyword. Each company gets a warlord trait, a relic, and two stratagems. Note that you can only take the relic if your warlord is from the same plague company as the relic. &lt;br /&gt;
&lt;br /&gt;
===The Harbingers===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 1st Plague Company is led by Typhus the Traveler. They are accompanies by vast hordes of plague zombies, and maintain hundreds of strains of zombie plagues. &lt;br /&gt;
&lt;br /&gt;
Thematically, they are the classic zombie horde. Massive swarms of shambling corpses led by Death guard are pushed into your opponents lines, while others rise from beneath the ground to strangle their foes. &lt;br /&gt;
&lt;br /&gt;
Mechanically, they are slightly different from the others. Both Typhus and Poxwalkers gain the Harbringer keyword if included in this detachhment, and their rules emphasize taking large hordes of the latter. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait- Shamblerot:&#039;&#039;&#039; When the warlord kills an enemy Infantry model with a melee weapon, add one model to a friendly Harbringes Poxwalkers unit within 7&amp;quot;.  If you raise the unit county above its starting strength, you have to pay reinforcement points.&lt;br /&gt;
*&#039;&#039;&#039;Relic- Rotskull Bomb:&#039;&#039;&#039; Can only be taken by a model with a blight grenade. 6&amp;quot; grenade 2D3, S 5, AP -2, D 2. In addition, it auto hits and counts as a plague weapon.&lt;br /&gt;
*&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
**From the Carrion Heaps (1/3 CP): Use before the battle. One Unit (1 CP) or 2 units (3 CP) of Harbringers Poxwalkers can arrive via deepstrike (within 9&amp;quot; of any table edge, and more than 9&amp;quot; away from enemy models). There are no size restriction on how many models arrive. Can only be used once per battle.&lt;br /&gt;
**Life Beyond Death (1 CP): Use in the fight phase when the last model in a Harbringers unit is destroyed as the result of an attack. The unit containing the model that made the attack suffers D3 mortal wounds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Inexorable===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 2nd Plague Company are known as the Inexorable for the favored tactics; they crush their foes beneath lumbering battle tanks and mechanized assaults. Their signature disease is the Ferric Blight, which coats both power armor and vehicles in crawling rust.&lt;br /&gt;
&lt;br /&gt;
Thematically, they hearken back to the good old days of the Horus Heresy, when vast waves of slow-moving tanks crushed loyalists under their treads. &lt;br /&gt;
&lt;br /&gt;
Mechanically, The Inexorable use infantry to support and screen their vehicles as they advance on their targets. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait- &#039;&#039;&#039;Ferric Blight&#039;&#039;&#039;:&#039;&#039;&#039; Enemy vehicles within 7&amp;quot; of the Warlord become vulnerable as plague-rust eats at their hulls. Attacks made by friendly Inexorable models against said vehicle improve their AP by 1.   &lt;br /&gt;
*&#039;&#039;&#039;Relic &#039;&#039;&#039;The Leechspore Casket&#039;&#039;&#039;:&#039;&#039;&#039; When a model is destroyed as a result of an attack made with a melee weapon by a model in your army with this relic, one friendly Inexorable Vehicle model within 18&amp;quot; regains up to one lost wound. Max of 3 wounds per turn as a result of this ability.&lt;br /&gt;
*&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
**Unholy Essence (1 CP): Select up to three Inexorable Vehicle units from your army. They gain the Inexorable Advance ability. &lt;br /&gt;
**Ferric Miasma (1 CP): Use in your opponent&#039;s charge phase when an Inexorable unit becomes the target of a charge by an infantry unit.subtract 2 from the opponents charge roll.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mortarion&#039;s Anvil===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 3rd Plague Company are known as Mortarion&#039;s Anvil, and they maintain the Death Guard&#039;s long standing preference for trench warfare. They dig in and let opponents batter themselves to death against their defenses. Their signature disease is Gloaming Bloat. Symptoms include fever, sweating, speaking with a wet gurgle, and bloating like a week-dead drowned corpse.&lt;br /&gt;
&lt;br /&gt;
Thematically, this Plague Company emphasizes durability and close quarters melee combat.&lt;br /&gt;
&lt;br /&gt;
Mechanically, their warlord trait and first stratagem, Futility made Flesh, help make durable units like terminators and Lords of Contagion even more so. Their relic and second stratagem help out in melee. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait-&#039;&#039;&#039; Gloaming Bloat: Enemies can only wound your warlord on wound rolls of 4+  &lt;br /&gt;
*&#039;&#039;&#039;Relic: &#039;&#039;&#039; Tollkeeper: Tallyman only, unmodified 6&#039;s on hit rolls from melee attacks from friendly units within 7&amp;quot; of the bearer generate an additional hit. &lt;br /&gt;
*&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
**Futility Made Flesh (2/3cp) - In opponent&#039;s shooting phase, when a Mortarion&#039;s Anvil terminator unit is targeted, reduce damage by 1 until end of phase. Costs 2 cp for 5 or fewer models, 3 for 6+ models. Your blightlord termies can now laugh off overcharged plasma&lt;br /&gt;
**Relaptic Assault (1cp) - Use in opponent&#039;s charge phase, 1 infantry unit can heroically intervene. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Wretched===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 4th Plague Company are disliked for their high numbers of sorcerers and summoning rituals. Known as The Wretched, they are ruled by a gestalt Daemon known as the Eater of Lives, and their signature disease, the Eater Plague, reduces the corpses of enemies into a slimy gruel.&lt;br /&gt;
&lt;br /&gt;
Thematically, they are a company of psykers, witches, and warp-dabblers in a Legion renowned for hating that sort of thing.&lt;br /&gt;
&lt;br /&gt;
Mechanically, the Wretched favor Malignant Plaguecasters, Daemon Princes, and Sorcerers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;Warlord Trait- &#039;&#039;&#039;Eater Plague&#039;&#039;&#039;:&#039;&#039;&#039; When an enemy model is destroyed as a result of an attack made with a melee weapon by the Warlord, they regain one lost wound, to a maximum of 3 per phase.  &lt;br /&gt;
*&#039;&#039;&#039;Relic &#039;&#039;&#039;The Daemon&#039;s Favor&#039;&#039;&#039;:&#039;&#039;&#039; Malignant Plaguecaster only. The bearer replaces their Pestilential Fallout ability  with &amp;quot;Torrent of Putrefaction&amp;quot;: Every time the bearer resolves a psychic power with a roll of 6 or less, they deal a mortal wound to the nearest enemy unit within 7&amp;quot; of the bearer. If the roll was 7 or more, a &#039;&#039;selected&#039;&#039; unit within 7&amp;quot; suffers D3 mortal wounds instead. &lt;br /&gt;
*&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
**The Rotted Veil (1 CP): A Wretched Character that has not performed a Daemonic Ritual can perform one, even if they moved or arrived from reinforcements this turn. In addition, for the purpose of performing the ritual, only roll one D6 for the summoning roll and add 7 to the result. &lt;br /&gt;
**Sevenfold Blessings (1 CP): Use before the battle. One use per battle. Select one Wretched Psyker. For the rest of the battle, that psyker can re-roll one of the dice when taking psychic tests.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Poxmongers===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 5th Plague Company are known as the Poxmongers, and they make extensive use of Daemon Engines. They signature disease, the Sanguous Flux, causes endless, half-clotted bleeding and leaves foul red-black trails.&lt;br /&gt;
&lt;br /&gt;
Thematically, they bring the ~~bloody~~ Sanguous flux wherever they go, leaving red trails in the tread of their mighty demon engines.&lt;br /&gt;
&lt;br /&gt;
Mechanically, they buff up Daemon engines, giving them better survivability and making them better at mulching enemy infantry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;Warlord Trait- &#039;&#039;&#039;Sanguous Flux&#039;&#039;&#039;:&#039;&#039;&#039; The Warlord and friendly Poxmonger units within 7&amp;quot; of the Warlord improve the armor penetration of their melee weapons when attack enemy infantry units.&lt;br /&gt;
*&#039;&#039;&#039;Relic &#039;&#039;&#039;Ironclot Furnace&#039;&#039;&#039;:&#039;&#039;&#039; Poxmongers Daemon Engine units from your army have a 4+ invulnerable save whilst their unit is within 7&amp;quot; of a friendly model with this relic.&lt;br /&gt;
*&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
**Bilous Bloodrush (1 CP) Poxmongers Daemon Engine unit can shoot in a turn in which it Fell back.&lt;br /&gt;
**The Flux Abated (1 CP) Use in the fight phase when an enemy model is destroyed by a friendly Poxmongers Daemon Engine Unit. One model in that unit can regain up to D3 lost wounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Ferrymen===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Ferrymen are the 6th Plague Company. Also known as the Brethren of the Fly, they maintain plague fleets and acquire new ships to add to Mortarion&#039;s armada. Instead of a signature disease, they are riddled with parasitic plague insects collectively known as the Droning.&lt;br /&gt;
&lt;br /&gt;
Thematically, they focus on obtaining new ships for the plague fleets and fielding large numbers of Blightlord Terminators.&lt;br /&gt;
&lt;br /&gt;
Mechanically, they focus on buffing blightlords and increasing your army&#039;s auras, as well as making your warlord a scary bugger in melee.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;- &#039;&#039;&#039;The Droning&#039;&#039;&#039; Enemy units within 12&amp;quot; of this warlord add 2 to morale tests.&lt;br /&gt;
*&#039;&#039;&#039;Relic &#039;&#039;&#039;Ferryman&#039;s Scythe&#039;&#039;&#039;:&#039;&#039;&#039; Plaguereaper with S8 and unmodified wound rolls of 6 inflict an additional 1 mortal wound each.&lt;br /&gt;
*&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
**Vermid Whispers - (1cp) When a unit of Ferrymen blightlord terminators shoots, +1 to the hit rolls. Reduces risk of overcharging combi-plasma&lt;br /&gt;
**On Droning wings - (2cp) At start of movement phase, select a Ferrymen unit. Increase that uni-t&#039;s aura abilities by 7&amp;quot; until the end of the turn. Since most of your aura&#039;s affect things your opponent does (ie Foul Blightspawn), you should probably use it in your opponent&#039;s movement phase. On the other hand, good at spreading out Arch-Contaminator or Biologus Putrifier&#039;s grenades.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mortarion&#039;s Chosen Sons===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mortarion&#039;s Chosen Sons are the 7th Plague Company and the closest to their primarch&#039;s favor. They include numerous alchemists and plague surgeons. The company&#039;s signature disease is Crawling Pustulance, also known as boilblight, lumpen splatter, and Nurgle&#039;s Fruit, and it causes the bearer to form pustules corrosive fluid across their body. &lt;br /&gt;
&lt;br /&gt;
Thematically, they are Mortarion&#039;s personal boys, a company of dark alchemists and plague brewers in the manner of their patron deity.&lt;br /&gt;
&lt;br /&gt;
Mechanically, they buff plague spewers and similar weapons, while also bringing more reliable plague surgeons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait- Crawling Pustulance -&#039;&#039;&#039; -1 to hit warlord in melee. Also, when enemy unit within 3&amp;quot; falls back, roll a d6. On a 2+, they take d3 mortal wounds.  &lt;br /&gt;
*&#039;&#039;&#039;Relic - Vomitryx -&#039;&#039;&#039; Replaces the Foul Blightspawn&#039;s firehose for one that is 7 shots, S7, AP-3, 2D&lt;br /&gt;
*&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
**Alembical Narthecium (1cp) - Pre-battle upgrade for a Plague Surgeon. Buffs his DR rerolls aura for 1&#039;s and 2&#039;s&lt;br /&gt;
**Plague Brewers (1cp) - When shooting with a unit with plague belchers, plaguespurt guantlets, or plague spewers, increase damage of those weapons to 2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
All units without rules that are listed here can be assumed to use the equivalent Chaos Space Marines rules, with {{W40kKeyword|Death Guard}} replacing the {{W40kKeyword|&amp;lt;LEGION&amp;gt;}} keyword and {{W40kKeyword|NURGLE}} as its {{W40kKeyword|&amp;lt;}}{{W40kKeyword|MARK OF CHAOS}}{{W40kKeyword|&amp;gt;}}, as well as any special rules applicable to the Death Guard replacing the Legion Trait.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Important Note on Psykers!:&#039;&#039;&#039; While you&#039;re generally better off taking Codex versions of the Daemon Prince and the various non-Plaguecaster Sorcerers, there is one very specific circumstance where you might want the index one instead--they use the Dark Hereticus Discipline, while even the otherwise copy-paste entries in the Codex use Contagion. While most of the Contagion powers are probably better for the Death Guard, certain Dark Hereticus powers (cough&#039;&#039;Warptime&#039;&#039;cough) can be VERY helpful. It&#039;s also worth noting that when the CSM codex was released, GW specifically said that Psykers from Index: Chaos can use the expanded Dark Hereticus list from Codex: CSM (Magnus was listed as an example) just in case you wanted to be [[That Guy|That Guy]] and cast &#039;&#039;Diabolic Strength&#039;&#039; on Mortarion.&lt;br /&gt;
*&#039;&#039;&#039;Legends Models&#039;&#039;&#039; - Questionably legal for play in matched as they will no longer be receiving &#039;&#039;&#039;ANY&#039;&#039;&#039; changes. Ask your opponent or TO before you show up to a tournament with your Hereticus casting, Nurgling driving, Sorcerers.&lt;br /&gt;
===HQ===&lt;br /&gt;
See [https://i.imgur.com/rHQD4Yl.jpg this ruling] for an explanation, but you use Codex datasheets with Index points values when both datasheets exist but you&#039;re using wargear only available from the Index, and Index datasheets when the Codex datasheet doesn&#039;t exist, with Codex points values for wargear when available.  This is relevant to multiple HQ choices who lost options when the Codex came out.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemon Prince&#039;&#039;&#039; - Note the difference from the Daemon Prince of Nurgle, below; the name change does not matter, because the Daemon Prince is an Index model that is overridden by Codex:Chaos Space Marines and Codex:Thousand Sons datasheets.  However, to get a Daemon Prince with the Dark Hereticus powers you can run one from the aforementioned codices.  Compared to the Nurgle version, hasn&#039;t got Disgustingly Resilient, but can take a Warp Bolter (which is where it will come up that he &#039;&#039;won&#039;t&#039;&#039; get Inexorable Advance - Death Guard are the only Legion who don&#039;t share their trait with their Demon Princes). &lt;br /&gt;
*&#039;&#039;&#039;Daemon Prince of Nurgle&#039;&#039;&#039; - Buffs himself, Death Guard, and Nurgle Daemons the same way a Chaos Lord buffs their Legion. Also a seriously powerful melee character who, thanks to his Wound count, can still hide behind your dudes. Same as the CSM version, but with Disgustingly Resilient. The FAQ specified that it can take wings for 24 pts. Can now bring a Plague Spewer (if using a sword and one claw), which makes up for not having a Warp Bolter, but still doesn&#039;t get Inexorable Advance, because Death Guard are bad at trait sharing; because the weapon automatically hits, this doesn&#039;t actually matter, but it&#039;s still massive [[derp]]. Must also follow the Contagion discipline (which is great when you want to cast the -1 to hit spell on him). Remember that this unit is Death Guard specific.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Lord&#039;&#039;&#039; - Your &amp;quot;basic bitch&amp;quot; with a &amp;quot;reroll 1s To Hit&amp;quot;-aura that especially your plasma guns like. Same stats as CSM version, but replaces frag grenades with blight grenades. Interestingly he can take a Balesword, but none of the other new Nurgle-only melee weapons. It&#039;s also probably one of the better options for him, since with Arch-Contaminator this is basically a Lightning Claw with better AP for two points less.&lt;br /&gt;
**&#039;&#039;&#039;Chaos Lord Jump Pack (Legends Model)&#039;&#039;&#039; - Can still be run using the Legends point costs for wargear.&lt;br /&gt;
**&#039;&#039;&#039;Chaos Lord on Palanquin of Nurgle (Legends Model)&#039;&#039;&#039; - Same story as above but because it is {{W40Kkeyword|CAVALRY}}, it &#039;&#039;won&#039;t&#039;&#039; get Inexorable Advance.&lt;br /&gt;
**&#039;&#039;&#039;Chaos Lord in Terminator Armour&#039;&#039;&#039; - Same as a standard Chaos Lord, but with -1&amp;quot; M, +1 W and +1 Sv. He can do a pretty good thing that his little brother can&#039;t: deep strike. Blightlords are going to thank you, especially if you give him Arch-Contaminator as well. A balesword is pretty good on this guy too for the same exact reason as above.&lt;br /&gt;
*&#039;&#039;&#039;Sorcerer&#039;&#039;&#039; - Unless fielded with a Palanquin, he uses Contagion instead of Dark Hereticus. &lt;br /&gt;
**&#039;&#039;&#039;Sorcerer with Jump Pack (Legends Model):&#039;&#039;&#039; Still legal, but has to use Contagion.&lt;br /&gt;
**&#039;&#039;&#039;Sorcerer on Palanquin of Nurgle (Legends Model)&#039;&#039;&#039; - Legends datasheet, with Codex points values for &#039;&#039;wargear&#039;&#039; (use the Legends points value for the model itself).  As a result, this is your only Sorcerer who can use Dark Hereticus; because it is {{W40Kkeyword|CAVALRY}}, it &#039;&#039;won&#039;t&#039;&#039; get Inexorable Advance.&lt;br /&gt;
**&#039;&#039;&#039;Sorcerer in Terminator Armour&#039;&#039;&#039; - Got a massive price cut in Chapter Approved, but still vastly inferior to what Typhus can bring to the table. Typhus is tougher, stronger in melee, a better Psyker, and buffs your units more. Yeah. Take only if you already have Typhus and for some reason don&#039;t want a Daemon Prince.&lt;br /&gt;
*&#039;&#039;&#039;Lord of Contagion&#039;&#039;&#039; - Your generic Nurgle-blessed Chaos Lord, with a Plaguereaper/Manreaper, Cataphractii armor, the ability to deep strike, and the Disgustingly Resilient rule, but &#039;&#039;without&#039;&#039; the re-roll aura. Like Typhus, he has the Nurgle&#039;s Gift aura instead, which allows all Death Guard models within 7&amp;quot; to cause mortal wounds to units they are in melee with on a 4+. Inexplicably, they&#039;ve &#039;&#039;lost&#039;&#039; wargear options in their promotion from Deathshroud Terminators, and can&#039;t take 1 or 2 Plaguespurt Gauntlets.&lt;br /&gt;
**Had a massive price drop from 137/150pts with a man/plaguereaper down to 112/115 respectively. It used to be an auto-upgrade to Typhus for the extra points, but now the difference is a fairly chunky 60pts for psychic powers and 2d6 extra attacks that hit on a 5+. &lt;br /&gt;
**Since Nurgle&#039;s Gift triggers at the start of your turn, it is best suited to counter units who charged the previous turn. Put this guy near a Blightspawn if you absolutely don&#039;t want a certain unit to be charged.&lt;br /&gt;
**As of Chapter Approved 2018, Plaguereapers are now only 3 points more than Manreapers, meaning the choice between the two now largely depends on what you want him to do. While Manreapers will cause more wounds against T6 and T7, Plaguereapers will demolish multi-wound heavy infantry (like Tyranid Warriors or Terminators) as the flat 3 Damage means that every wound that gets through will kill something.&lt;br /&gt;
***Note that dropping from S7 to S6 only makes a difference against T6, T7, T12, and T13, plus you can buff strength pretty easily using Putrescent Vitality&lt;br /&gt;
*&#039;&#039;&#039;Malignant Plaguecaster&#039;&#039;&#039; - Nurgle-themed Sorcerer with a corrupted staff (force staff), blight grenades, and Disgustingly Resilient. He knows Smite and two Contagion powers. Every time he rolls a 7+ on his psychic test, the closest enemy unit within 7&amp;quot; takes a mortal wound, which makes him fantastic in short-ranged firefights, same as the Plague Marines. Keep him in Grenade range and he can unleash a Blight Grenade, Smite, either a buff, debuff, or yeet more Mortal Wounds, and then 2 Mortal Wounds from his ability for casting twice. That&#039;s quite a lot of dakka, most of which also works in melee.&lt;br /&gt;
**Remember the &#039;&#039;&#039;Pestilential Fallout&#039;&#039;&#039; occurs after the power is resolved. Don&#039;t &#039;&#039;&#039;Smite&#039;&#039;&#039; the enemy within 7&amp;quot; and go denying yourself a &amp;quot;free&amp;quot; Mortal Wound.&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:1em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Characters===&lt;br /&gt;
*&#039;&#039;&#039;[[Typhus]]&#039;&#039;&#039; - Grossest living mortal being in the galaxy. Incredibly tanky with a 2+/4++ (with Cataphractii armor, which halves his Advance rolls), the Disgustingly Resilient rule, and six wounds. He gives all Poxwalkers within 7&amp;quot; of him Strength 4 and Toughness 4, as well as blessing any Death Guard models within 7&amp;quot; of him with the ability to cause mortal wounds to units they are in combat with on a 4+, which conveniently stacks with his own Living Plague Warlord Trait. His Destroyer Hive is now a Pistol 2d6 weapon with S4 and AP-3 that always hits on a 5+ (even on Overwatch!), and he knows Smite and two Contagion powers in addition to his S+3 AP-3 D3 &#039;&#039;&#039;[https://en.wikipedia.org/wiki/Kevin_Spacey MASTER CRAFTED MANREAPER]&#039;&#039;&#039;. He can also teleport. He is quite versatile, allowing you to putting him on foot along with poxwalkers and plague marines for a huge blob of nasty space AIDS or send him deepstriking along with blight lords and every good thing you can think. You can also pair him with a chaos lord in terminator armor or a Lord of Contagion and give them the role of general and Arch Contaminator, making Typhus even more killy.&lt;br /&gt;
**Though it may be slightly unfluffy, he pairs exceedingly well with Necrosius. Give Necrosius Arch Contaminator and he will do the job of a Chaos Lord, while buffing Poxwalkers even further.&lt;br /&gt;
**Typhus&#039; Manreaper gives him D3, something that should never be overlooked. Have a friendly allied sorcerer (or Typhus himself with the CSM Familiar Strategem) cast Diabolic Strength on him for that tasty +2S and +1A, then have him cast Blades of Putrefaction on himself. This gives Typhus 6 attacks against a T8 opponent (*cough*Knights*cought*) in the first turn, hitting on 2s, wounding on 2s (re-rolling fails) and doing additional mortal wounds on 6s (5s with VotLW). This makes him a fairly reasonable platform for doing high damage to tough targets. He is not invincible, but with his T5, 2+/4++/5+++, it is not impossible for him to tank a fair number of hits from even a very strong opponent in retaliation. Don&#039;t forget the mortal wounds he puts out every turn from his WT and LoC aura.&lt;br /&gt;
&lt;br /&gt;
====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;[[Necrosius the Undying]]&#039;&#039;&#039; - Necrosius lost his Plague Zombies in favor of Poxwalkers which is not super surprising. T5 W6 A4 Ld9 and a 3+/4++ save. Has Death to the False Emperor and Disgustingly Resilient. Buffs friendly units with {{W40Kkeyword|THE TAINTED}} keyword by adding 1 to their to hit rolls during the fighting phase (if you take him in Death Guard, he only buffs himself and Mamon Transfigured). Also buffs Poxwalker units by allowing them to reroll results of 1 for their Disgustingly Resilient rolls. However unfluffy and abhorrent, combining this with Typhus&#039;s +1S/+1T to Poxwalkers buff would be a very interesting combination. He can cast two powers a turn, can attempt to deny 3 psychic powers in each enemy phase (cool!), and knows three psychic powers from the Contagion discipline (also cool!).&lt;br /&gt;
**&amp;lt;s&amp;gt;Always take him over a Malignant Plaguecaster. He knows 1 more spell, buffs your troops and has better weapons. For just 10 as of Chapter Approved 25 points more.&amp;lt;/s&amp;gt;&lt;br /&gt;
***Chapter Approved has made it more of a desicion to take Necrosius. At 40pts more than the Plaguecaster you are paying for two denies, knowing one more spell, Surgeon effect for Poxwalkers, and a AP1 D2 Bolt pistol.&lt;br /&gt;
**[[Derp|Despite basically being a Force Bubotic Axe,]] [[RAW]] [[Fail|his Tainted Force Blade is not a Plague Weapon and thus is not buffed by any ability that affects them.]]&lt;br /&gt;
*&#039;&#039;&#039;[[Mamon Transfigured]]&#039;&#039;&#039; - Named Daemon Prince and the bastard responsible for the entire mess at Vraks, but only allows re-rolling misses of 1 in the Fight Phase for {{W40kKeyword|THE TAINTED}}.  Has two melee weapons, a kick that &#039;&#039;really&#039;&#039; excels at murdering high-wound infantry (it deals 3 more damage to them) but is also his best bet against most targets, and a punch that can also deal mortal wounds. The punch is usually worse, but has some very specific niche use-cases, like murdering Knights, or against stuff with high-level invulns.  Also has an auto-hitting 9&amp;quot; Pistol 2D3 S* AP-1 D1 weapon that wounds non-vehicles on a 2+ and Vehicles on a 6+. Not particularly great at face value.&lt;br /&gt;
**Amusingly, despite his weapons being called &#039;Contagion Spray&#039;, &#039;Pustulant Stomp&#039;, and &#039;Fist of Decay&#039; (all of which include names of nurglite illnesses), [[derp|not one of them is a plague weapon]], which makes him a little less reliable at wounding in cc than the other big hitters in the Death Guard (I wonder who we could mean...). Despite this, he still hits at S8 or S9, so it&#039;s kinda mitigated. &lt;br /&gt;
**Alternate Opinion: He may not be great at face value, but when you dig a little deeper, you realise that this is one of the hidden gems of the forge world rules sets, one of the nigh-mythical Forge World units that hit very hard without being insanely overcosted (looking at you, mastodon). First, when you factor in that he only costs 200 points, he immediately becomes a lot better; for that, you get a  high toughness, 5+ invuln, along with DR, (and a 3+ armour save if he’s near a blight hauler and in a building) making him extremely durable, and with the fact that he&#039;s below W10 meaning that he can&#039;t be shot at unless he&#039;s the nearest unit (and as you&#039;re likely to be spamming poxwalkers anyway) making him a tough customer for your opponent to deal with. His Spray wounding everything except {{W40kKeyword|vehicles}} on 2s is hilarious considering the sheer number of units that aren’t vehicles, including all named characters and [[rape|tyranid bio-titans]] (yes, this guy wounds bio titans on 2s in the shooting phase). His fist dealing additional wounds at S9 but only being ap -1 is invaluable against armies with non-{{W40kKeyword|infantry}} units that have very high toughness and invuln saves like Knights (who, incidentally, are the most popular ally for imperial armies), and his kick is excellent against TEQs and named characters (barring primarchs and nids), all while allowing himself (and others around him if you choose them to have {{W40kKeyword|The Tainted}} keyword in addition to  {{W40kKeyword|Death Guard}}) to Reroll hit rolls of 1 in the fight phase. At power 9 he&#039;s also quite easy to summon using Daemonic Ritual, preventing him from being targeted down and essentially meaning he can deep strike so long as your Psyker is nearby.  So, a mini great unclean one that can deepstrike and hits like a rape train in shooting &#039;&#039;and&#039;&#039; melee? Yes please. In short, he&#039;s the middle ground between Typhus&#039; force multiplication and Mortarion&#039;s &amp;quot;&#039;&#039;&#039;Imma gon&#039; kill EVERYTHING&#039;&#039;&#039;&amp;quot;. Use him for taking down the enemy&#039;s warlord and his elite bodyguard, or for showing the middle finger to the guy who deepstriked his unit beside that &amp;quot;lone&amp;quot; sorcerer.&lt;br /&gt;
*&#039;&#039;&#039;[[Cor&#039;bax Utterblight]]:&#039;&#039;&#039; - He&#039;s a tough customer, even for Nurgle characters. T8, 12 wounds, 5++, Disgustingly Resilient that gets buffed to 4+ if hit by anything that does 1 damage (pair with the revoltingly resilient warlord trait for 3+ disgustingly resilient against 1 damage weapons). Offensively, he has no ranged weapons, but in melee he hits at S6 dealing 3 damage at -3AP with his main weapon but each hit of a 6 becomes 3, which is nasty... and then gets D6 more attacks at S2 AP0 D1 from his worms after he&#039;s done swinging. But wait - that&#039;s not all, because when he charges, enemies within an inch of him take a mortal wound a 2+. Oh, and he also ignores movement penalties caused by terrain for his charge rolls, and dishes out D6 mortal wounds to any unit within D6&amp;quot; on a 4+ if he dies. Sounds great, but once he starts taking damage (which will hapen as he&#039;s a {{W40kKeyword|Character}} with more than 10 wounds), he starts losing some serious speed; therefore, better to summon him, especially as he can&#039;t hit back at range as he doesn&#039;t have ranged weapons - he&#039;s juuuust at the point where summoning him is doable at PL12. He&#039;s a great way to fit a GUO into your army when it&#039;s otherwise not allowed.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
*&#039;&#039;&#039;[[Noxious Blightbringer]]&#039;&#039;&#039; - A debuff machine with a plasma pistol, Disgustingly Resilient, a cursed plague bell (D2 poisoned close combat weapon), and blight grenades. Units within 7&amp;quot; of him are at -1 Leadership, and friendly Death Guard models in the same radius roll 2d6 and pick the highest when Advancing (which is the reason to take him). Would not be surprising to see this model proxied as a Plaguecaster, as it looks magnificent. Being Elite, the Blightbringer also doesn&#039;t eat into your HQ budget. That said, being Elite he also doesn&#039;t help you fill HQ slots.&lt;br /&gt;
*&#039;&#039;&#039;[[Foul Blightspawn]]&#039;&#039;&#039; - [[Nurgle|77]] points, 5″, WS/BS 3+, Strength 4, Toughness 5, 3 Attacks, 4 wounds, Leadership 8, 3+ save. His weapon, the Plaguesprayer, is a 9&amp;quot; Assault 1d6 S2d6 AP-3 D3 Plague Weapon that autohits like a flamer, which means that with a good enough roll for its S and number of shots it can trash anything from MEQs to vehicles. The Unholy Death&#039;s Head grenade he carries can be used by him (or another friendly DEATH GUARD Character within 3&amp;quot; of him) to upgrade their Blight Grenade/Hyper Blight Grenade to Grenade 2d6 once per game. He&#039;s no slouch in assault either, due to his ability Revolting Stench (yep his power is stinking). It causes enemy units within 7&amp;quot; of him to lose the ability to fight first in the Fight phase, even if they charged or have rules that would otherwise allow them to fight first. For glass cannon melee units that rely on being the first to strike in the Fight phase to compensate for their poor durability (like Daemonettes, Howling Banshees, and Emperor&#039;s Children Chaos Space Marines), this can leave them defenseless at the worst possible time. This also doubles as a bit of cross-god synergy: send a Blightspawn in with some Slaaneshi daemons or Emperor&#039;s Children marines, and you&#039;ll ensure that they ALWAYS Fight First, for real this time.&lt;br /&gt;
&lt;br /&gt;
**If you want to go hunt monsters and tanks with him to make the most of his Plaguesprayer&#039;s high damage, I&#039;d recommend putting him near a Warlord with the Arch-Contaminator trait. You&#039;ve got a 40% chance with T7 and a 68% chance with T8 to wound on 5s. Otherwise he&#039;s best suited to take care of medium-to-low toughness units with multiple wounds, like Characters or Terminators. &lt;br /&gt;
**Here is a table showing the overall to-wound chance of the Plaguesprayer vs. various toughness values. Note that as a plague weapon it rerolls wound rolls of 1, and in range of the Arch-Contaminator aura it rerolls all failed wound rolls.  This is important to keep in mind whether you are fielding this model yourself or playing against someone who is; the random 2d6 Strength characteristic obfuscates how hard this thing hits.  At the tabletop, think of it as somewhere between a Plasma and a Melta weapon.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
|+ Plaguesprayer To-Wound Chance&lt;br /&gt;
! Toughness || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 16&lt;br /&gt;
|-&lt;br /&gt;
| Regular || 95.1% || 89.7% || 80.5% || 71.8% || 63.2% || 56.7% || 49.2% || 44.3% || 38.3% || 24.8%&lt;br /&gt;
|-&lt;br /&gt;
| Arch-Contaminator || 96.1% || 93.2% || 87.7% || 82.5% || 75.8% || 70.6% || 63.3% || 59.1% || 53.0% || 37.5%&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Biologus Putrifier]]&#039;&#039;&#039; - Same stats as the Foul Blightspawn. He&#039;s only got a plague knife for melee, and his shooting leaves much to be desired- sure, his Injector Pistol is S4 AP-1 D6 damage (1 against vehicles), but it has a pathetic 3&amp;quot; range. It&#039;s his grenades that make him worth it: his Hyper Blight Grenades are S4 instead of S3, deal 2 damage, and inflict an extra mortal wound on a wound roll of 6- and any other friendly Death Guard units within 3&amp;quot; get their blight grenades upgraded in the same way. As an added bonus, when killed he explodes like a vehicle on a 4+, inflicting a mortal wound on any non-NURGLE units within 7&amp;quot; of him.&lt;br /&gt;
**It doesn&#039;t take a genius to figure out that pairing his Hyper Blight Grenades with the Foul Blightspawn&#039;s Unholy Death&#039;s Head is a combo that&#039;s highly effective for its cost. The combination is also strongly supported by the fluff for good measure. &lt;br /&gt;
**This also goes very well with the Stratagem that lets you throw an ass-load of blight grenades in one shooting attack.&lt;br /&gt;
***Also, while the &amp;quot;ass load of grenades&amp;quot; stratagem is great, you don&#039;t necessarily have to do this all the time. Each unit can throw one grenade and the dozens of HQ characters and mini Elite slot characters that DG armies will no doubt end up running, can each throw a blight grenade. So the bulk of your army may well be able to throw half a dozen grenades in a single shooting phase without even using a stratagem.&lt;br /&gt;
*&#039;&#039;&#039;[[Plague Surgeon]]&#039;&#039;&#039; - Dr. pimple popper. It&#039;s ironic that out of all the Traitor Legions, it was the Death Guard of all people that kept their [[Apothecary|Apothecaries]]. Like their Loyalist counterparts, they&#039;re mainly intended for support, but instead of reviving dead units, they allow re-rolling 1s for Disgustingly Resilient rolls for &#039;&#039;&#039;Infantry&#039;&#039;&#039; units within 3&amp;quot; of them. This may seem underwhelming, but since the benefit is per unit he can buff an entire Poxwalker blob if he&#039;s near only one model of them. He also adds 1 to all his hit and wound rolls when targeting ADEPTUS ASTARTES Infantry and Bikers in the fight phase; while it may seem like a bad idea to get him stuck in, he carries a Balesword (a Plague Weapon equivalent of a Power Sword), so he can actually hold his own in close combat with the right support (like that Poxwalker blob he&#039;s buffing, for example). It is needed to point out however that his bonus is not as big as it could sound, increasing a 33.333% probability to shake off a wound to a 38%.&lt;br /&gt;
*&#039;&#039;&#039;[[Tallymen|Tallyman]]&#039;&#039;&#039; - The mortal version of a Spoilpox Scrivener and Epidemius. A cheap (62 points (55 as of CA 2018)) Dark Apostle-like unit that allows friendly Death Guard within 7&amp;quot; of him to reroll failed hit rolls in the fight phase, but since he only has a plasma pistol and grenades he should probably be kept out of melee himself. His other, odder gimmick is called Seven-fold Chant- every time you use a Death Guard-specific Stratagem with a Tallyman in your Battle-Forged army, roll 2d6; on a 7, you don&#039;t spend the CP used for the Stratagem. While this is a nice bonus, you shouldn&#039;t count on it actually triggering all that often since it only activates on a specific number - specifically, your odds of this happening are 1 in 6. Still, he&#039;s cheap enough to be worth using even with the unreliability of Seven-fold Chant. Just think of him as a more cost effective Dark Apostle (since he&#039;s cheaper, his reroll radius is 1&amp;quot; wider, and you really don&#039;t need the Leadership buff on your Fearless Poxwalkers anyway) and he&#039;s worth it even without the Chant.&lt;br /&gt;
*&#039;&#039;&#039;[[Deathshroud|Deathshroud Terminators]]&#039;&#039;&#039; - A returning favorite from the Death Guard&#039;s 30k version, and still a potent bodyguard after 10,000 years. Even more sluggish than the rest of the Death Guard due to their Cataphractii Terminator Armor reducing them to 4&amp;quot; of movement and cutting Advance rolls in half, but they can deep strike to make up for it. Between their 2+/4++, their ability to intercept hits for Death Guard Characters within 3&amp;quot; (hits not wounds, meaning they still can take their 2+/4++ and Disgustingly Resilient saves), Disgustingly Resilient, having two wounds, and adding an extra attack to any nearby Death Guard Characters (except for Mortarion), they&#039;re practically a requirement for keeping your Warlord as indestructible as possible. In battle, they&#039;re no slouches themselves, thanks to their Manreapers and Plaguespurt Gauntlets (a Hand Flamer, but Pistol 1d6, not 1d3). They used to cost a lot (67 ppm), but as of CA2019 they are a more reasonable 42.&lt;br /&gt;
**&amp;lt;s&amp;gt;A good way to get these guys into combat is deep strike them with a unit in-between them and their target, use &#039;&#039;&#039;&#039;&#039;Cloud of Flies&#039;&#039;&#039;&#039;&#039; and move + charge next turn.&amp;lt;/s&amp;gt; No longer an option since the spring FAQ; &#039;&#039;&#039;Cloud of Flies&#039;&#039;&#039; can only be used during the own movement phase. Deep strike happens at the end of the movement phase.&lt;br /&gt;
**&amp;lt;s&amp;gt;Or if you don&#039;t mind using a &#039;&#039;&#039;chaos&#039;&#039;&#039; list add a detachment with a regular old chaos sorcerer and drop a &#039;&#039;&#039;warptime&#039;&#039;&#039; on them.&amp;lt;/s&amp;gt; No longer an option since the spring FAQ; deep striking units cannot move for any reason, including via &#039;&#039;&#039;warptime&#039;&#039;&#039;.&lt;br /&gt;
**Deathshrouds may be incredibly expensive, but it does pay to look at what you&#039;re getting with these. The Manreapers are effectively Power Fists without a To-Hit penalty, striking at S8 re-rolling 1s, AP-3, and D3. These things will cleave through any tank you point them at, never mind what they&#039;ll do to Primaris Marines and other tough multi-wound infantry. And unlike, say, Custodes, who easily get bogged down in numbers, their Plaguespurt Gauntlets provide an answer to that problem.&lt;br /&gt;
***To put these guys in perspective, a squad of 6 of them can easily kill Girlyman in a [[Anal circumference|single turn]], delivering 9 wounds. Alternatively, with a bit of psychic support from a Malignant Plaguecaster (&#039;&#039;&#039;Blades of Putrefaction&#039;&#039;&#039; + &#039;&#039;&#039;Putrescent Vitality&#039;&#039;&#039; on the Deathshroud), they can down a [[Imperial Knight|Knight]] [[Rape|in 1 turn, dealing 24 wounds]].  Prescience them for a 2+ to-hit with DTTFE triggering on 5&#039;s.  Now the train runs on whole grain imported from Lordaeron.&lt;br /&gt;
*&#039;&#039;&#039;[[Blightlord Terminator|Blightlord Terminators]]&#039;&#039;&#039; - While the Deathshroud is best suited to acting as a bodyguard, the Blightlords act more like classic Chaos Terminators with a few Nurglite twists. Like the Deathshroud, they&#039;ve got Cataphractii armor with all the benefits and drawbacks that brings them, but instead of buffing Characters, they treat their melee attacks as having -1AP on a 6 to wound (e.g. AP-2 becomes AP-3). While they don&#039;t get Manreapers, they can equip just about anything else a Plague Marine can use, as well as Reaper Autocannons, allowing them to fill any kind of niche. Also interesting is that they can take Combi-Weapons, including Combi-Plasma. And there is something to be said for a full squad of Combi-Plasma that can double-tap from 18&amp;quot; away. &lt;br /&gt;
** something to note, with the combo of &#039;&#039;&#039;Veterans of the Long War&#039;&#039;&#039;, &#039;&#039;&#039;Blades of Putrefaction&#039;&#039;&#039; and their &#039;&#039;&#039;Aura of Rust&#039;&#039;&#039; these guys get the bonus AP on a 4+ and are causing bonus mortal wounds on a 5+. &lt;br /&gt;
*&#039;&#039;&#039;Possessed&#039;&#039;&#039; - You might be tempted to skip past these blokes, but not so fast. Thanks to their two wounds and Daemon save, they are actually about as tough as normal Plague Marines, even though they lack the Disgustingly Resilient rule both the plague marine hosting the daemon and the daemon itself have to make the Possessed. D3 attacks with what amounts to Power Axes is only slightly inferior (6/7) to a Plague Marine with a Bubotic Axe. In this comparison, the Possessed are cheaper and faster, deal almost as much damage, and can be affected by a Herald of Nurgle if you&#039;re willing to include one. Small units of them are both cheap and effective, both as melee units and as distractions, and every round they take is not directed at your Blight Launchers.&lt;br /&gt;
*&#039;&#039;&#039;Helbrute&#039;&#039;&#039; -You know it, you love it. These are your Dreadnought equivalents and you can kit them to just about anything, but between inexorable advance and their weapon options, you&#039;re probably going to go ranged. 7 Power Level because of course we needed another number 7. By default it comes with a fist and a multi melta. The melta can be swapped for a variety of ranged weapons including twin heavy bolters for horde munching, reaper autocannons for threatening tougher stuff at a distance, plasma cannons that are always overcharged, and for long range anti tank it&#039;s your best source of lascannons and missile launchers. Alternately the gun arm can become a second fist arm, adding 1 to the number of attacks it can make (note: due to all units being &amp;quot;equipped&amp;quot; with their unarmed attack per the core rules, this fist is unnecessary according to RAW) and coming with an underslung combi bolter that you can upgrade to a heavy flamer. Meanwhile the fist arm can be swapped for a missile launcher or a mix of melee weapons including a hammer which, compared to the fist loses its underslung gun and takes a -1 to hit penalty, but has 1 more AP and rolls D6 for damage, but since it has the same strength you shouldn&#039;t bother, the fists will be more consistent. Another melee option is the power scourge which makes three attacks on its own even if you make all your other attacks with a different weapon and hits like an overcharged plasma with 1 less AP. While Helbrutes can be nasty in melee, you&#039;re really going to want to kit them for range because lascannons and missile launchers are some of the longest range weapons this army has, and the Helbrute can have both for less than 150 points. In case Helbrutes weren&#039;t great enough to take just with their wargear, they also can fire on the move without penalty, have a stratagem that lets them double tap if they don&#039;t move, and every phase in which they take damage they roll a D6 and on a 6 they get a free round of shooting attacks if they&#039;re not in combat, or melee attacks if they are. Never leave home without one, and consider taking more. As of CA2019, they cost 12 points less and have gained Hateful Assault, gaining +1A if charging, charged or on interventions, and they have still not fixed the rule that makes the second fist unnecessary.&lt;br /&gt;
** Alternate opinion: Even though it seems to be great, you might want to not take them after all. Twin lascannon and missile launcher are good anti-tank weapons, but not for us, we are not gunline army. 3 shots hitting everything on 3s and wounding most of enemy vehicles on 3+ isn&#039;t that great after all, and you can&#039;t really modify the outcome in any reliable way. You might get lucky and shoot down a Leman Russ in 1 turn, or you might not do anything at all for the entire game (or those 2 rounds that Helbrute lasts for). Not having Disgustingly Resilient and an invulnerable save makes you very fragile, and this is exactly what you shouldn&#039;t be as Death Guard.&lt;br /&gt;
&lt;br /&gt;
====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;Chaos Decimator&#039;&#039;&#039; - 8th edition has shown our favorite pseudo-dreadnought some real love. Movement is a fast 10&amp;quot; with WS 3+ BS 3+, S7, T7, W8, A5, SV 3+ 5++ with no degeneration as wounds go down. You regenerate a wound at the start of each of your turns, and gain +1 attack if you keep both melee weapons on. It still has all of its old weapon loadouts while sadly losing its cool flamer special rule from 7e. Stock Claw is +2S AP-3 D3 with a Hellflamer doing Heavy D6 S5 AP-1 D2 Auto Hits. The Decimator Storm Laser is as you would expect from last edition, 24&amp;quot; Assault 5 S6 AP-2 D1. The once horrible Soulburner Petard now has some real use with 24&amp;quot; Assault 2D3 S- AP0 D1, causing auto MORTAL wounds on successful hits, while to hit rolls of 1 cause Mortal wounds to the Decimator. It states that you cannot take more than 1 mortal wound a turn via this rule, so you are fairly safe using it due to your regeneration. Butcher Cannon is still reliable with 36&amp;quot; Heavy 4 S8 AP-1 D2 causing -2 LD to enemy unit should a casualty be sustained. C-beam Cannon has also gotten some new life, 72&amp;quot; Heavy 1 S6 Ap-3 D3, you gain +2S and +D3 for every 24&amp;quot; you are away from the target, AND if the enemy suffers a casualty due to your original shot, the same unit suffers 2D6 additional S6 AP0 D1 damage. Overall the Decimator handled the transition to 8th nicely and are more attractive now than they were in 7th even with the lack of Deep Strike capabilities.&lt;br /&gt;
**Note that despite visual similarities to Helbrutes and Dreadnoughts, the Chaos Decimator does not have the {{Template:W40kKeyword|HELBRUTE}} keyword - this means that it will not benefit from Legion Traits.&lt;br /&gt;
*&#039;&#039;&#039;Hellforged Contemptor Dreadnought&#039;&#039;&#039; - S7 T7 W10 A4 Sv 3+ (hilariously, Loyalist version has 2+) (&amp;lt;s&amp;gt;Because they have been blessed by the Emperor!&amp;lt;/s&amp;gt; because we haven&#039;t seen replacement parts since the Horus Hersey), the Contemptor remains as good as it ever was. It has a huge amount of options with your typical fist (deathclaw) and chainfist (chainclaw) available as well as some of the more Chaotic choices available. New to the menu is the Kheres Assault Cannon which the Chaos Warpsmiths finally found a working version of! As of the FAQ, you can now go double guns should you feel the need. Butcher Cannon (36&amp;quot; Heavy 4, S8 AP-1 D2, causes a LD -2 debuff on enemy units that it has inflicted casualties on) and the Kheres Assault Cannon are attractive choices. On a 5+ it eats an enemy it killed in melee for healing a wound, it has a 5++ against shooting and overwatch with a 4++ in melee, and gains +1 attack if you keep both arms as CCWs. A solid choice that is a natural step up from your standard Helbrutes. Has the Containment Breach rule, which punishes regular units with d3 mortal wounds within 6&amp;quot; and Psykers within 6&amp;quot; with D6 mortal wounds instead.&lt;br /&gt;
**FW FAQ: Now the Contemptor can replace both arms for ranged weapons if you so wish, and now you can take an Havoc Launcher too.&lt;br /&gt;
**Also per the FAQ, Chaos Dreads have the Helbrute keyword, letting them gain Legion traits.&lt;br /&gt;
**Their spiciest gun option is the soulburner. Advancing to cause 2d3 Mortals at 24&amp;quot; and then moving in to fight the next turn REALLY helps pull heat from your other big hitters.&lt;br /&gt;
**A pair of twin lascannons with no penalties for moving fills a huge gap in the need for ranged anti-tank.&lt;br /&gt;
***Before you do this, consider that for the same price in points you can field a pair of Myphitic Blight-haulers, who have a similar, non-degrading statline (with worse BS), access to Disgustingly Resilient, better mobility, can fire Heavy weapons without penalties, provide cover to nearby units and are each armed with a free melee weapon, a multi-melta and a rocket launcher for a similar volume of anti-tank dakka. And if you account for the actual price in cash, you can buy about five of those for the price of one FW Contemptor.&lt;br /&gt;
*&#039;&#039;&#039;Hellforged Predator&#039;&#039;&#039; - Confused to see this in the elites slot? So is everyone else! Anyway, it&#039;s a Predator that&#039;s an elite with some extra rules and guns. Standard Pred weapons with the ability to choose Flamestorm Cannon (8&amp;quot; Heavy 2D6 S5 AP-1 D2 Flamer), Magna-melta Cannon (24&amp;quot; Heavy D3 S10 AP-4 D6, roll extra dice if in 1/2 range), C-beam Cannon (72&amp;quot; Heavy 1 S6 AP-3 D3, +2S &amp;amp; +D3 for every 24&amp;quot; between shooter and target, causes 2d6 S6 AP0 1D additional hits if you kill a model with your first shot), and Plasma Destroyer (36&amp;quot; Heavy 2D3, S7 AP-3 D2). Can eat people in melee to regain one wound on a 5+, causes D3 additional attacks when it successfully charges, and has the Containment Breach rule, which punishes regular units with 2d3 mortal wounds within 6&amp;quot; and Psykers within 6&amp;quot; with D6 mortal wounds instead. It&#039;s a fine choice if you feel the need to have those special weapons on a Pred platform. The damage charts for this and other hellforged tanks are distinctive in that they actually get better in melee the more injured they get, meaning the more you need some wounds repaired the more likely you&#039;ll be able to eat some, although your movement does suffer so it gets less able to get into melee.&lt;br /&gt;
*&#039;&#039;&#039;Hellforged Sicaran&#039;&#039;&#039; - An even bigger vehicle in the elites slot? No it&#039;s not the Slaanesh dust kicking in, this is real life. The Sicaran is still a beast at T7 W14 3+, but as always we take it for its main weapon. Twin Accelerator Autocannon is kicking around at 48&amp;quot; Assault 8 S7 AP-1 D2, No penalty to shoot at FLY and every wound of 6 is jumped up to AP-3. It can move 14&amp;quot; between 7-14 wounds; imagine flying around the board shooting those Autocannons on 3+ (remember, it&#039;s assault, not heavy), ouch! Can eat people in melee on a 5+ to regain a wound, and has the Containment Breach rule, which punishes regular units with 2d3 mortal wounds within 6&amp;quot; and Psykers within 6&amp;quot; with D6 mortal wounds instead. Yes, you will still lose friends over fielding this.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Cultists&#039;&#039;&#039; - The proof that Grandfather Nurgle loves everyone equally, the humble Cultists are a solid investment in a Death Guard list. What weapon they should take depends on your play style and what else is in your list. &amp;quot;Inexorable Advance&amp;quot; makes Autogun &amp;amp; Heavy Stubbers equipped cultists a pretty nice [[shooty]] unit for their cost. On the other hand, a big blob of melee-equipped cultists is a premium target for a &amp;quot;Blade of Putrefaction&amp;quot; psychic power as they&#039;ll force a lot of armor saves on whatever they&#039;re swarming due to sheer volume of attacks. Keep a Myphitic Blight-hauler in their general area for free cover, and they&#039;re pretty decent for their points. Received a points increase (1 point per model) in Chapter Approved 2018, and went back down to 4 in CA 2019.&lt;br /&gt;
*&#039;&#039;&#039;[[Plague Marines]]&#039;&#039;&#039; - Very versatile, reasonably priced and extremely durable troops, going from 5 up to 20 bodies per squad. T5 makes it so that everything short of Dreadnought/Knight cc weapons has to wound you on 3+ at best, and a 5+ save-after-the-save makes them shrug off a good portion of the wounds that do come through, unless your opponent points multi-damage weapons at them. They come with the standard marine bolter, but drop the stock bolt pistol and frag grenades for Plague Knives and Blight Grenades, which are equivalents with the plague weapon rule. They are also one of, if not the, most customizable troop squads currently in the game:&lt;br /&gt;
** Two guys in a squad can carry Special Weapons, choosing from a Plasma Gun, Meltagun, Plague Belcher (plague flamer), Plague Spewer (heavy plague flamer) and Blight Launcher, the last of which tends to be your mvp against any infantry.&lt;br /&gt;
** Two other guys get to be your melee specialists and arm themselves with a tank-busting Plague Cleaver or infantry-cleaving Flail of Corruption. See the weapons section above for input on what you should pick.&lt;br /&gt;
** If you want to really kit the squad out for close combat, yet two more guys can take Maces of Contagion paired with Bubotic Axes, and everyone else can drop the bolter for a second plague knife or a Bubotic Axe, getting an extra attack for the hussle.&lt;br /&gt;
** With all this, the unit is extremely flexible, able to be geared to be choppy, shooty or specialized against a particular enemy:&lt;br /&gt;
***An all-rounder anti-infantry unit with 2 Blight Launchers and 2 Flails will absolutely demolish GEQ/scions and mulch MEQ/TEQ in equal measure.&lt;br /&gt;
***If you really want to fuck up some armor, take 3 Plasma Guns (one on the Champion), 2 Cleavers and get your nasty boys a ride to the nearest enemy Land Raider.&lt;br /&gt;
***If hordes are giving you trouble, 2 Plague Belchers and 2 Flails will get you 2d6 auto-hitting shots and 4d3 attacks on charge, each rerolling wounds and rolling over excess damage between models, meaning you will shred an average 10 T3 5+ models per turn on the low end.&lt;br /&gt;
***Feel like getting a more durable version of Khornate berzerkers? Grab some flails and distribute axes and spare knives to the rest of the squad, and you&#039;ll get a highly durable cc squad that the opponent *really* won&#039;t like engaging. Admittedly, poxwalkers or cultists make for a better melee screen/tarpit due to cost and sheer numbers, but marines are way more killy by baseline and can be buffed to even killier levels with Blades of Putrefaction, a warlord with Arch-Contaminator or a tallyman, and provide a nice platform for the &#039;&#039;&#039;&#039;&#039;Blight Bombardment&#039;&#039;&#039;&#039;&#039; stratagem. You can also bring a Biologus Putrifier to capitalize on the last part, but doing so will make it obvious to your opponent what shenanigans you&#039;re up to.&lt;br /&gt;
**If you&#039;re maxing out on expensive weapon options, don&#039;t forget to include a couple cheap bodies for the ablative wounds. Plague Marines specifically benefit from those more than their counterparts from other Legions, both due to their innate resilience and higher value that their special weapons have.&lt;br /&gt;
** The Index equipment remains legal to this day, giving the squad Champion access to the typical CSM Champion/Marine sarge loadout, with a bonus Plague Knife and ability to take a Power Fist paired with a Plasma Gun to account for the Easy-to-Build models. This can give you some curious opportunities to explore (ex. take a fist and drop the ranged weapon for a chainsword to benefit from any cc buffs you can bring a bit more), but generally the codex version already includes the best choices for your Champ (power fist for choppy, plasma gun for shooty, plague sword and bolter/pistol for a budget loadout).&lt;br /&gt;
** These guys are an ideal partner for Fabius Bile. 8th edition sees him willing to farm out his wares to gullible volunteers, with the only small caveat that it may cost you your life. A squad of 10 plague marines will take 1 or 2 casualties as a result of his experiments, which can be partly mitigated through their Disgustingly Resilient saves. In return you will get a 1/3 chance (or 55% if you are wiling to use a command re-roll) of gaining +1A which will bump your flails to terrifying 6d3 attacks from just the two in a squad. Even before you start counting the 4 attacks the rest of the guys bring, that is enough to destroy an MSU marine squad in a single round of combat. Alternatively, give them T6 and render them utterly unkillable by basic lasguns and other S3 weaponry, as well as considerably dropping the threat that heavy bolters and flamers pose to you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poxwalkers&#039;&#039;&#039; - They&#039;re Plague Zombies with a trademarkable name. They are completely immune to morale tests thanks to being mindless, and have the &amp;quot;Disgustingly Resilient&amp;quot; rule to ignore wounds on a 5+. Good thing, as they have a 7+ save, meaning they only can get regular saves if in cover. Though their statline is unimpressive, they are cheap, and make great tarpits, thanks to their resiliency rules. In addition, every time they kill an enemy infantry model, they can add an additional Poxwalker to the unit. Though this might seem difficult to do, in units of 10+ they get WS4+ to help them create self-reinforcing tarpits. Basically, against light infantry, you use them to shred through stuff like Conscripts while being damn near invincible, and against anything tougher, you hold them in place until your next turn, then Fall Back and have your Plague Marines unleash Plasma against them. Because their only regular save is the Disgustingly Resilient, they&#039;re vulnerable to weapons with more than 1 damage, since a wound from a D2 weapon causes two Disgustingly Resilient rolls, either of which could kill the model. Be aware that, despite their appearance, they are not a screening unit. With only melee attacks and a 4&amp;quot; movement, they are a slow, lumbering mass for attrition. If you are looking for chaff to take up space on the board quickly, Cultists will be both better and cheaper. (Although Poxwalkers are now down to 5 points as of Chapter Approved 2019)&lt;br /&gt;
**Opinion - If you want a murder squad of poxwalkers, take Typhus with Putrescent Vitality along with an allied CSM patrol detachment with 2 squads of cultists (recommended minimum size of 20) and a vanilla sorcerer with Prescience and &amp;lt;s&amp;gt;Diabolic Strength&amp;lt;/s&amp;gt; (Diabolic strength only affects one model, not unit, Putrescent vitality from the contagion discipline will give +1 strength and Toughness.) Use your cultists as a poxwalker battery for The Dead Walk Again, followed by a casting of both Prescience from the Chaos Sorcerer and Putrescent Vitality and blades of putrefaction from Typhus. Now you have a gargantuan squad of S5 T5 zombies of death that are hitting on 3+ with +1 to wound. See that Land Raider? Now you don&#039;t. This strategy (as of October 2017) costs 406 points with 2 squads of 20 cultists and a squad of 20 poxwalkers.&lt;br /&gt;
***For added fun, add a CSM marine detachment with Fabius Bile (a supreme command detachment with Fabius Bile, Lucius and Abaddon (who shares the {{W40kKeyword|Chaos}}, {{W40kKeyword|Heretic Astartes}} and {{W40kKeyword|Slaanesh}} Keywords, so can be taken alongside Luscious Lucius and Fabulous Bill in the same detachment) works &#039;&#039;very&#039;&#039; well). Over the course of 2 turns, Bile will buff your beautiful zombies by either an additional S, T or A. With all of these buffs combined, you are looking at potentially having T6 poxwalkers. Neat!&lt;br /&gt;
****While the above is neat and can work, be aware of a savvy opponent watching for something like this. Remember that you&#039;re committing Typhus, a Sorcerer, and 40 cultists to hold one part of the board, which end up only being 4&amp;quot; + advance fast. A simple counter play will be to simply shoot the cultists down enough to force a bunch of morale casualties, then just ignore your giant plodding walker unit (or feed it chaff all game). Sometimes your Pox Walkers will not be doing any work and it&#039;s far better to be down just the 120 points for them and get their support staff into the battle.&lt;br /&gt;
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===Dedicated Transports===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Rhino&#039;&#039;&#039;- It&#039;s a Rhino. It does everything you&#039;d expect it to do. Keep in mind that it doesn&#039;t get Disgustingly Resilient, so it&#039;ll technically be squishier than the Plague Marines it&#039;s likely to be carrying. On the other hand, this does mean that after disembarking its cargo, it can be repurposed into a suicide bomb thanks to Putrid Detonation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forge World&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Terrax Pattern Assault Drill&#039;&#039;&#039; - subterran assault transport (set up anywhere 9&amp;quot; away from enemy models at the end of your movement phase) with a terrifying melee weapon (if it hits). Transports 12 Infantry but no Terminators. Expensive, though. &#039;&#039;&#039;Note:&#039;&#039;&#039; this thing explodes for a nasty D6 mortal wounds (2D3 for psykers) to everything in a whopping 2D6”, and you can force it with Putrid Detonation. Field these things as deepstriking nukes for a bargain 106 points apiece.  &#039;&#039;&#039;note&#039;&#039;&#039; - This costs 136pts and only explodes 6&amp;quot; for D3 wounds&lt;br /&gt;
&lt;br /&gt;
===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;[[Chaos Spawn|The Thing That Shall Not Be Named]]&#039;&#039;&#039; We don&#039;t talk about these things, but when we do, we say that they aren&#039;t terrible, but they aren&#039;t as good as the other &amp;quot;Fast&amp;quot; Attack options that the death guard have available to them. Take another bloat drone instead. That said, if, for detachment requirements, you need a Fast Attack slot filled, a little &amp;lt;s&amp;gt;33&amp;lt;/s&amp;gt; 25 point Chaos Spawn &#039;&#039;&#039;nonononoNEEEAAAARGHOFHAFHURJG&#039;&#039;&#039; ...a little 25 point monster is a quick way to get it done. Remember though that their main use of keeping up with fast HQs is basically limited to only the winged Daemon Prince. Additionally, thanks to their melee attacks being AP-2 and D2, they actually hit pretty hard for their cost. Also of note is the fact that they impose a -1 Ld penalty on enemy units, which pairs fantastically with all the other Ld modifiers in the army.&lt;br /&gt;
*&#039;&#039;&#039;[[Foetid Bloat-drone]]&#039;&#039;&#039; - Close-range and fast (always advance) anti-infantry vehicle with two plaguespitters and a plague probe. With T7, Disgustingly Resilient, and a 5++ daemon save, it&#039;s quite tanky. Slightly more likely to explode than other vehicles, too. Always Fall Back and shoot as the Drone&#039;s melee is nothing to write home about (it&#039;s not that bad A3/2/1 AP-2 D3 will kill some SM). That is, unless if you have its new Fleshmower weapon, which makes it absolutely terrifying in close quarters: S+2 AP-2 D2 is powerful in itself, but as an added bonus it adds a whopping 6 attacks! It can also swap out a plaguespitter for a Heavy Blight Launcher, which is basically three normal Blight Launchers with 12&amp;quot; more range; considering that it&#039;s got a 4+ to hit, and can&#039;t get Inexorable Advance, is a mediocre option at best. &lt;br /&gt;
**&#039;&#039;&#039;On Heavy Blight Launchers:&#039;&#039;&#039; At first glance this seems like an option that you&#039;d never really have any good reason to take. In practice, it is actually a lot better than you&#039;d think. 8th edition has many, many fast moving assault armies and plenty of units that can charge out of deepstrike to be on top of your fire support elements in the blink of an eye. Plagueburst Crawlers are awesome, but not when a unit of Assault Marines is sitting on top of them. That&#039;s not even accounting for things like Helldrakes and Hive Tyrants, that can move so quickly that they&#039;re almost assured to be on your back line by turn 1 or 2 depending on the deployment. A Plagueburst Crawler, Myphitic Blight-Hauler, or squad of shooty Marines isn&#039;t worth a pile of rotting dicks if they can&#039;t fire. Enter the Bloat Drone. The Plaguespitters are great, but if you need some long range fire support that can&#039;t get tied up by enemy assaults, the Heavy Blight Launcher has you covered. It can fly, its (important) stats don&#039;t go down as it takes damage, it&#039;s tough as nails for its cost, and it can play keep away with assault elements in the enemy army without sacrificing its usefulness. I find it to be especially useful floating around your backfield grabbing objectives, so that your slower, shorter ranged dudes can march forward without giving up valuable victory points. If your meta is thick on the ground with Space Wolves, World Eaters, Tyranids, and Genestealer Cults, you definitely want to lean more on the Blight Launcher Drones than Crawlers or Haulers.&lt;br /&gt;
*&#039;&#039;&#039;[[Myphitic Blight-Hauler]]&#039;&#039;&#039; - A speedy (10&amp;quot; movement, lightning-quick by Nurgle&#039;s standards) tank that can be taken in squads of 3. Which you will always do since it boosts them to BS/WS 3+. 8 Wounds gives them solid durability without subjecting them to a damage table, and with 3+/5++ paired with Disgustingly Resilient, they&#039;ll be sure to stick around. Weapons-wise, they come with a missile launcher, a multi-melta, a bile spurt (a 12&amp;quot; Assault d3 with S6 AP-1, and a plague weapon), and a gnashing maw (S User, AP-2, plague weapon). As it ignores the normal penalties for moving and shooting heavy weaponry, it&#039;s good at quickly shuttling anti-armor weapons to where they need to be- and more importantly, it acts like cover to any {{W40kKeyword|DEATH GUARD INFANTRY}} units entirely within 7&amp;quot; of it, allowing to buff your troops and unleash its dakka simultaneously. As one more bonus, all to hit rolls against it in the fight phase are made with a -1 penalty. A squad of 3 is pretty much all the anti-tank you will need in a TAC list.&lt;br /&gt;
**Chapter Approved &amp;lt;s&amp;gt;2018&amp;lt;/s&amp;gt;2019 made literally everything about these little guys cheaper, and they now clock in at just &amp;lt;s&amp;gt;117&amp;lt;/s&amp;gt;102 points each. Taking 3 has never been easier.&lt;br /&gt;
**With the new Great Unclean One, these things might have gone from a cool buff unit to something that is legitimately terrifying. They are your only daemon engine that can be taken in squads. Stick them next to a Great Unclean One with a Doomsday Bell, and you can replenish a lost Blight Hauler to the squad on a 4+, at full health. The GUO can also heal them with Psychic powers, and use Shriveling Pox to lower the toughness of T8/T9 targets to something more manageable. An expensive combo, but one that packs a huge amount of punch and absolutely will not die.&lt;br /&gt;
**A nearby CSM sorcerer will make these guys legitimately terrifying to armour. Add prescience (they are Heretic Astartes after all) to a unit of 3 to have 3 multi-meltas and 3 missile launchers hitting on 2s, EVEN AFTER MOVING 10!&amp;quot; In an army which can lack both speed and long ranged firepower, this is definitely worth considering.&lt;br /&gt;
**Since first being release, MBH have been buffed continually, whilst also being ignored by many in the competitive community. 3 of them can now be described as a remarkably versatile killy unit. With 3 missile launchers/bile spurts, they are no slouches against infantry, with 3 missile launchers/multi-meltas they can kill tanks, and in combat, a squad of 3 will get 12 attacks on the charge, hitting on 4s, at S6, re-rolling 1s to wound and -2AP. Very often the versatility of these can catch opponents off guard, especially opponents who assume they can simply deal with them by tagging them, only to then find a squad of infantry eaten by their gnasher maws. A squad of 3, despite their high price tag, should be seriously considered if you are in need of a hardy jack-of-all-trades Swiss army knife unit.&lt;br /&gt;
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====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;Greater Blight Drone&#039;&#039;&#039;- For a flat 231pts (post-Chapter approved) you get an extremely fast moving (14&amp;quot; movement with 9&amp;quot; infiltrate) daemon that hits like a ton of bricks and (as long as you keep him away from lascannons and mortal wounds) is one hard dude to put down at 12 wounds with T7 and a 3+/5++ (no disgustingly resilient though). Oh, and he regenerates one wound per turn thanks to Infernal Regeneration. This beast comes stock with a bile maw (12&amp;quot; range S8 AP-2 D3 pistol 3 with rerolls of 1).  Also the drone hits on 3+. Nurgle be praised. At 36&amp;quot; range you get a 4 shot S7 AP-1 D2 gun with 6&#039;s increasing the AP to -3. for close encounters you get a plague probe. Now being 31 more points in CA, it isn&#039;t such a great choice. You&#039;re getting into a different price point and need more offensive output to stay competitive. Take at your own risk. &lt;br /&gt;
*&#039;&#039;&#039;Hellforged Dreadclaw Drop Pod&#039;&#039;&#039; - This flyer/drop pod/thing is a ball of spiked sex! It can transport 10 models or a Dreadnought/Helbrute and comes in via Drop Pod Assault. Moves 15&amp;quot; which does NOT go down as you lose wounds, though its S and A do. T7 W10 3+ with Blade struts for melee (S User, AP-2 D2) and Thermal Jets for shooting (6&amp;quot; Pistol D6, S6 AP1 D1, which automatically hits all units, friend and foe, within 6&amp;quot; with separate shooting attacks and can only be used if more enemy units are affected than allies. Can eat things in melee combat for a wound back on a 5+. When it explodes {{W40kKeyword|PSYKER}} units nearby take D6 mortal wounds rather than D3. While the tears of the loyalist scum fill the streets after watching their drop pods get pumped up to 108 pts per pod (boo-hoo), the Dreadclaw hits you in the groin with 130 pts.&lt;br /&gt;
**One opinion: 130 points for a gimmick transport flier without the firepower or speed of a flier. Like its older brother, Kharybdis, &amp;lt;s&amp;gt;totally overshadowed by&amp;lt;/s&amp;gt; different to the Storm Eagle, clocking in at 295pts.&lt;br /&gt;
**Another opinion: 130 points to put 10 models (plus the Dreadclaw) in charge range turn one and have a flying Rhino to ram into your enemy&#039;s back&amp;lt;s&amp;gt;side&amp;lt;/s&amp;gt; field. &lt;br /&gt;
*&#039;&#039;&#039;Hellforged Kharybdis Assault Claw&#039;&#039;&#039; - Dreadclaw not have enough spikes? Ever wanted to field a model that weighs as much as its point cost? Well here you go! Seriously, it&#039;s like Forge World mails you a giant block of resin and you chisel it out and glue some pointy parts on (so that they know it&#039;s supposed to be Chaos). Having almost the same stats as a Dreadclaw (except BS4+, T8 and W16) but with more weapons/troop capacity/model weight and of course SPIKES. 300 pts gives you a flyer/drop pod that can carry 20 infantry into battle by either drop pod assault or like a normal transport. A fat  16 wounds and the ability to regain wounds on a 5+ after killing an enemy model in CC. In addition to the blade struts and thermal jet array that the Dreadclaw has, the assault claw can charge something that&#039;s Titanic, a vehicle, or a monster, and you have the option to instead use ONE Melta cutters attack, S16 AP-5 hitting on 2+ doing 2D6 damage. Additionally, to soften whatever you&#039;re​ about to forcefully-melta-sodomise, it&#039;s equipped with 5 Hvy 3 Storm launchers S6 ap-1.&lt;br /&gt;
**Maybe throw it at your opponent. The weight and extending spikes will bring about guaranteed victory! (And assault charges) (And ended friendships)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flyers===&lt;br /&gt;
Remember that while the Death Guard are stated to look down on the use of flyers, nowhere does it say that they don&#039;t actually use them (because what&#039;s the point in specialising in attrition warfare if you have no air superiority and just get bombed and/or strafed all the time?). So, when [[that guy]] tries to tell you why you can&#039;t field three Fire Raptors in a Death Guard army because its not fluffy, you can give him the proverbial finger.&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:1em;&amp;quot;&amp;gt;&lt;br /&gt;
====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;Hell Blade&#039;&#039;&#039; - Courtesy of the Dark Mechanicus&#039;s warped minds comes one of the better anti-flyer units in the game. Only 130 points (As of CA2019) with twin helstorm cannons (Heavy 2 S6 AP-2 D3 and wound rolls of a 6 cause an additional mortal wound), with a 3+/5++ and Hard to Hit plus a +1 to hit against other units with {{W40kKeyword|FLY}}. Can swap its two Helstorm cannons for two Lascannons. With a 18&amp;quot;-60&amp;quot; movement that doesn&#039;t degrade as you take damage and a funky rule that allows it to pivot up to 90 degrees at the beginning AND end of each movement phase, you will be hunting enemy flyers in style. Since it&#039;s AIRBORNE, possibilities exist for you to use its move base to block movement of enemy models and when they get sick of it and blow it up, spend a CP to make it explode with Putrid Detonation.&lt;br /&gt;
*&#039;&#039;&#039;Hell Talon&#039;&#039;&#039; - Very expensive at 240 (CA2019) points, but considerably tougher than its baby brother the Hell Blade with 12 wounds and T7 as well as its 3+/5++. In addition to the mandatory Helstorm cannon and twin Lascannon, you can choose between three (free) sets of bombs, all used at the end of the movement phase (see below). This is a flying Predator spending 70 extra points to get {{W40kKeyword|FLY}}, Hard to Hit, 20&amp;quot;-60&amp;quot; move, 5++, no penalty to move &amp;amp; fire Heavy weapons and a bomb that will likely do some Mortal Wounds to a unit you fly over.&lt;br /&gt;
**Pyrax incendiary bombs: The anti-infantry option. Once per battle, pick a unit you flew over and roll a d6 for each model in the unit up to a maximum of 20d6. Each 5+ (or 4+ if targeting infantry) causes a mortal wound.&lt;br /&gt;
**Warp-pulse bombs: Pick a unit you flew over and roll 3d6 for each vehicle or monster in said unit, or 1d6 for each other model, up to a maximum of 9d6. Results of a 5+ cause mortal wounds. In addition, the unit targeted is at -1 to hit and -1 leadership until the start of their next turn. &lt;br /&gt;
**Baletalon shatter charges: The demolition option. Pick a unit you flew over and roll 6d6 for each vehicle, building, or monster in said unit, or 1d6 for each other model, up to a maximum of 6d6. Results of 3+ cause mortal wounds. Pick this one.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Fire Raptor Assault Gunship&#039;&#039;&#039; - Not much different than the loyalist scum variant. With T7, 16 wounds and 3+ SV it&#039;s almost as tough as a Land Raider. The average bolt cannon now packs 10 shots at S6 AP-2 2D, enough to drop a whole Primaris squad if you&#039;re lucky. In addition, each quad bolter packs 12 heavy bolter shots. Hellstrike missiles are no longer one use only and you can, in fact, fire 2 missiles at S8 AP-3 3D a turn now. It may replace the Hellstrike missiles for the cheap Balefire missiles or it can take 2 double lascannons instead of the missiles for +1S and the chance to deal more than 3 points (D6) of damage per shot. It can also move and shoot heavy weapons without penalty. You can also swap the heavy bolters for reaper autocannons if you wish for more S but only a half of the shots. Got a small net price decrease (10 points before wargear) in the latest round of FAQs, so is even more of a very viable option if you want some airborne support!&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Storm Eagle Assault Gunship&#039;&#039;&#039;: Your flying Land Raider if you will. This flyer can transport 20 infantry models or half of that in terminators. Doesn&#039;t have as many guns as the Fire Raptor but can take hellstrike missiles or two twin lascannons for more shots and S instead, or alternatively the cheap Balefire missiles if you save on points.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Xiphon Interceptor&#039;&#039;&#039;:  Faster than anything in your army has a right to be, the interceptor is zippy and hard-hitting. Slightly more durable this edition (corrugated cardboard), it&#039;s best suited to hard blitzes against enemy aircraft.  Unfortunately, your army favors infantry, making it somewhat hard to buff or support and turning it into a single-use missile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Predator&#039;&#039;&#039; - Same as CSM codex. Everything there applies here, though it should be mentioned that the Death Guard do not have Havocs, so the Predator is our prime heavy weapons caddie. And boy, those Lascannons sure fill a niche in this army.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Land Raider&#039;&#039;&#039; - Same as CSM codex. Good if you want to get your Blightlords or Deathshroud somewhere fast, but also a horrendously expensive way to do it.&lt;br /&gt;
*&#039;&#039;&#039;Defiler&#039;&#039;&#039; - Also the same as the Chaos Space Marine version. Not quite as reliable at shooting as the Helbrutes since it lacks Inexorable Advance, but it&#039;s got good enough range and hits hard in close combat.&lt;br /&gt;
*&#039;&#039;&#039;[[Plagueburst Crawler]]&#039;&#039;&#039; - It is quite tough with T8 and 12W coupled with 3+/5++ and Disgustingly Resilient. It can move 9&amp;quot; but moving will drop it&#039;s BS down to 5+. The mortar is Heavy D6, S8, AP-2, Dd3 and can shoot at targets 12&amp;quot;-48&amp;quot; away, even if it cannot see them and it&#039;s also a Plague Weapon. It is additionally equipped with the same plaguespitters the Bloat Drone has (9&amp;quot;, Assault d6 auto-hits , S user, AP-1, D1 Plague Weapon). They can be switched for entropy cannons (Heavy 1, 36&amp;quot;, S8, AP-4, Dd6) effectively making it a short lascannon, if you want AT instead of anti-horde. It also has a hull mounted heavy slugger (Heavy 4, 36&amp;quot;, S5, AP-1, D1) that can be replaced with a rothail volley cannon (Heavy 3, 24&amp;quot;, S6, AP-2, D1) if you want to exchange range and shots for a more reliable chance to wound. Given how badly movement affects it&#039;s BS, the best option would probably be to load up on ranged weapons and keep it static behind cover if you can.&lt;br /&gt;
**&#039;&#039;Alternate Take:&#039;&#039; The Plagueburst Crawler is not very good at sitting back and shooting. Its mediocre BS and low volume of fire makes it an unreliable damage source at best. However, it almost moves as fast as a Blight Drone, while being significantly tougher and much, much bulkier. Their Plaguespitters are stronger and significantly less effected by movement (i.e., not at all, including advancing) than its other options. The Plagueburst Mortar and Slugger/Volley Gun are some nice bonus firepower to throw downrange, but the Plagueburst Crawler is a much more aggressive tank than something like a Predator or Basilisk. Use its large profile to provide cover for your advancing Marines and force your enemy to shoot at the giant, ridiculously tough brick bearing down on them before your softer, squishier infantry. Great for holding midfield objectives like a big, armored frog with the Plaguespitters and throwing firepower around with the hull gun and mortar.&lt;br /&gt;
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&amp;lt;div style=&amp;quot;margin-left:1em;&amp;quot;&amp;gt;&lt;br /&gt;
====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;Chaos Vindicator Laser Destroyer (Deimos Pattern Vindicator Laser Destroyer)&#039;&#039;&#039; - Use the Deimos Pattern Vindicator Laser Destroyer datasheet on page 8 of Imperial Armour Index: Forces of the Adeptus Astartes. It gains the Hellforged keyword and must replace all of its Faction keywords with the following: Chaos, Heretic Astartes, MARK OF CHAOS, LEGION. In addition, it gains the following ability: ‘Machina Malefica: At the end of each Fight phase, roll a number of D6 for this model equal to the number of models that were slain by it during this phase; for each dice that scores a 5+, this model regains one lost wound. This model cannot regain lost wounds by any other means.’&lt;br /&gt;
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*&#039;&#039;&#039;Hellforged Deredeo Dreadnought&#039;&#039;&#039; - Chaos finally got the Dorito Dreadnought! A lot of people have wanted this for a while and rightfully so, it kicks ass. The Butcher Cannon Array is a fantastic weapons platform with 36&amp;quot; Heavy 8 S8 AP-1 D2, -2 LD to any unit that takes casualties from it. The Ectoplasma Battery is less impressive, 24&amp;quot; Heavy 5, S8 AP-3 D3 and causes a mortal wound to the dreadnought on the roll of a 1 (booooo). A third option called Dual Malignatas Saker is 48&amp;quot;, Heavy 2 S* AP-5 D6, Roll 3d6 vs enemy LD, if it total equals or exceeds enemy L than the target model is wounded. E.G. choose Butcher Cannon Array. Greater Havoc Launcher is awesome at 48&amp;quot; 3D3 S6 AP-1 D1 that does not need LoS to shoot (heck yes!). Battle it out, than hide behind a rock when you have low wounds to stay relevant. Can eat things in melee combat on a 5+ to get a wound back. Has a 5++ against shooting/overwatch and a 4++ in melee. All friendly units within 5&amp;quot; have a 5++ save (If you chose the hellfire veil over the Havoc launcher that is!) (mmmmmm), and a Helical Targeting Array which can be activated at start of a turn, stopping you from moving, advancing or charging but adds 1 to its hit rolls against things with FLY. Has the Containment Breach rule, which punishes regular units with 2d3 mortal wounds within 6&amp;quot; and Psykers within 6&amp;quot; with D6 mortal wounds instead. And most of all remember, the cool ranch upgrade is better than the nacho cheese one. Has the Helbrute keyword. Who&#039;s up for firing Butcher Cannons on the move with full BS?&lt;br /&gt;
**Consider taking the hellfire veil on a DG Deredeo. Inexorable advance will mean it can move without a penalty to your shooting anyway, and if you put it near your poxwalkers, then grandpappy Nurgle&#039;s favourite gribblies get a 5+ invulnerable save, to go with their 5+ disgustingly resilient save. This means that against any D1 weapon, you have a 55% chance of survival; significantly better than your normal 33% chance. Your opponent will need to remove the Deredeo to get at your squishy poxwalkers, giving you a good reason to use miasma of pestilence on it.&lt;br /&gt;
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*&#039;&#039;&#039;Hellforged Leviathan Dreadnought&#039;&#039;&#039; - Whatever was sacrificed in the name of Chaos to make these available... it was worth it. This super dreadnought is a monster and priced very well for what it does. T8 W14 A4 2+, comes with Siege claw (fist) and Siege drill (chain), Hellflamer (8&amp;quot;, Heavy d6, S5 AP-1 D2 which autohit), Butcher Cannon Array is a fantastic weapons platform with 36&amp;quot; Heavy 8 S8 AP-1 D2, -2 LD to any unit that takes casualties from it. Soulburner Ribaudkin is another arm option at 18&amp;quot;, Heavy 2d3 S- AP0 D1 which inflicts mortal wounds, Grav-Flux Bombard is your third option at 18&amp;quot;, Heavy D3, S9 AP-5 D2 which actually does D5 wounds against Vehicles, Monster, and Titanic while adding D3 attacks if the enemy target has 5+ models. It can eat people in melee and on a 5+ it gets a wound, it has a 5++ against shooting/overwatch and a 4++ in melee and gains +1 attack if you keep both arms as CCWs. Has the Containment Breach rule, which punishes regular units with 2d3 mortal wounds within 6&amp;quot; and Psykers within 6&amp;quot; with D6 mortal wounds instead. Has the Helbrute keyword, which means you can comfortably run the 1 gun, 1 CC weapon variant and footslog to your target while laying down some deadly firepower. Take the Butcher Cannon array for anti-infantry or anti-light vehicle duties, although in that case you might be better off with the Hellforged Deredeo. The Soulburner Ribaudkin will make Storm Shield units cry with its 2D3 Mortal Wounds. Finally, the Grav Bombard is the (interestingly) take all comers option, which can do work against both blobs and heavy targets. &lt;br /&gt;
**Moreso than any other faction that can take them, Death Guard Leviathans might seriously want to consider mixing melee and ranged weapons. Moving to close the distance does not negatively impact your firepower at all. Miasma of Pestilence can seriously mitigate lascannons, meltaguns, and other potent single-shot anti-tank weapons. Hellflamers are amazing up close, and they&#039;re kinda wasted on a shooty Leviathan, and the Siege Claw or Siege Drill let it gobble up enemies in melee to heal itself. You have a lot of options that benefit a flexible Leviathan. If you want pure shooting, a Deredeo is generally better. If you go pure melee, you miss out on Inexorable Advance. It&#039;s definitely something worth looking at. Or screen them, you doof.&lt;br /&gt;
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*&#039;&#039;&#039;Hellforged Land Raider Achilles&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Hellforged Land Raider Proteus&#039;&#039;&#039; - For a bit more points you get a LR with some fantastic additional abilities. Standard loadout but it can eat enemy units in combat to regain a wound on a 5+. You can choose to take an upgrade called Accursed Phylactery which lowers the transport size to 6, but gives you -1 ld to all enemy units within 9&amp;quot; as well as any unit Deep Striking within 12&amp;quot; must roll a D6 and on a 1 or a 2 suffers D3 mortal wounds. Interesting for sure. Has the Containment Breach rule, which punishes regular units with 2d3 mortal wounds within 6&amp;quot; and Psykers within 6&amp;quot; with D6 mortal wounds instead.&lt;br /&gt;
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*&#039;&#039;&#039;Hellforged Scorpius&#039;&#039;&#039; - Chaos finally gets a Whirlwind! Scorpius Multi-Launcher is going to do work at 48&amp;quot; Heavy 3D3 S6 AP-2 D2, shoot targets you cannot see. Can also get a Havoc Launcher, but you aren&#039;t going to do that since you want it hiding all game and shooting. Can eat people in melee on a 5+ to regain a wound, may fire twice in the next shooting phase if it did not move!!! This is going to be a Chaos MVP for sure. Has the Containment Breach rule, which punishes regular units with 2d3 mortal wounds within 6&amp;quot; and Psykers within 6&amp;quot; with D6 mortal wounds instead.&lt;br /&gt;
**&#039;&#039;Alternate Take:&#039;&#039; Why would you spend more than twice the points for less range, less shots, and less Strength? Rocket Barrage is nice, but it&#039;s not the Whirlwind it&#039;s trying to be, especially not at the point-value it&#039;s been offered at. You have better sources of indirect fire, that either earn their point-value or are just plain cheaper.&lt;br /&gt;
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*&#039;&#039;&#039;Hellforged Sicaran Venator:&#039;&#039;&#039; The Venator trades the regular Sicaran&#039;s quantity of anti-skimmer shots for vehicle annihilation; it has a Malignatas Beam Laser, which is AP-5, Damage 2D6 and you roll 3d6 vs the target&#039;s Ld to wound. It has Undying Hatred, which lets it roll a 4th dice (discarding the lowest) to the Malignatas wound roll if it kills any model.&lt;br /&gt;
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*&#039;&#039;&#039;Plague Hulk of Nurgle&#039;&#039;&#039; - Want a better and tougher Defiler who doesn&#039;t heal himself? You found him! T8, 14W, 5++ and 5+ Disgusting Resilience. With S8 and &amp;quot;Rusting Curse&amp;quot; which lowers Vehicles saves within 1&amp;quot; by -1, he&#039;s going to punch the crap out of enemy armor. It can also be summoned, but with 12 PR it&#039;s not going to happen reliably. Rot Cannon is largely unchanged but with new stats, 36&amp;quot; Heavy D6, S6 AP-3 D2 and all wound against Infantry are rerolled (cool). Its vomit has morphed into something else altogether, 7&amp;quot; range, Pistol D6, S5 AP-2 D1 where all shots auto-hit... very cool! The Iron Claw remains largely unchanged, Sx2 AP-3 D6 (not -1 to hit rolls) with the Warp Sword being potentially good now with User S, AP-3 and flat D3 damage which also allows you rerolls to hit (much better than the last edition for sure!)...I still see most people taking the claw though. All around, the Plague Hulk is a great 8E choice.&lt;br /&gt;
*&#039;&#039;&#039;Spined Chaos Beast&#039;&#039;&#039;&lt;br /&gt;
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===Lords of War===&lt;br /&gt;
[[File:DaemonMort.png|200px|thumb|right|I have returned...]] &lt;br /&gt;
*&#039;&#039;&#039;[[Mortarion]]&#039;&#039;&#039; - &#039;&#039;&#039;&#039;&#039;Tremble, mortals, the Rotten Angel cometh!&#039;&#039;&#039;&#039;&#039; After a long teasing campaign by GW, Mortarion is finally here and is probably going to be the centerpiece of many Death Guard or even regular CSM armies. Standing at 18 wounds, a 4++ save, and Grandaddy&#039;s trademark Disgustingly Resilient he will prove quite hard to bring down, his survivability can be boosted further with Nurgle&#039;s stratagems. He has the best (at the moment) anti-horde weapon in the game, his huge scythe &#039;&#039;Silence&#039;&#039;. It can dish out Ax3 (18 base!!!) S:U AP:-2 D1 Plague Weapon attacks per phase of combat, which will annihilate tarpits like there&#039;s no tomorrow. To deal with anything requiring more killing, &#039;&#039;Silence&#039;&#039; has a second profile being S:x2 AP:-4 D:1d6 Plague Weapon. His &#039;command aura&#039; affects every enemy unit standing within 7&amp;quot; of him, giving them -1 toughness and they will receive 1d3 mortal wounds on a roll of 4+ (scaling down as he takes wounds, alas). He still carries his old &#039;&#039;Lantern&#039;&#039; pistol that can cause quite a bit of damage to lined units for it hits automatically every unit in a straight line between him and the one he aims for, but only once per shot. He still carries nice phosphex bombs that deal 2D6 S5 AP-1 hits (They&#039;re not Plague Weapons, though). Cherry on top, he&#039;s now a psyker. (Yeah, the very thing he hated back in the days but, hush. No more tears, only Nurgle&#039;s happiness now!) He knows 3 powers from the Contagion discipline, he&#039;s able to cast two and deny three every turn. All this is in addition to the fact that he is the fastest piece in the army, moving 12&amp;quot; with FLY, meaning he can hit things like Stormravens and Thunderhawks in CC. Just go away and think about that for a second. Anyway, all in all he’s a really, REALLY strong big daddy. Use him whenever you can.&lt;br /&gt;
**Like Magnus, Mortarion&#039;s command aura only grants reroll 1&#039;s to hit. However he has two other auras that either weaken or damage his enemies so there&#039;s no reason whatsoever to hold him back since you can achieve a reroll 1&#039;s aura with a regular chaos lord, Morty is at his best being in close combat with his enemies while his son&#039;s support him through units like the deathshroud soaking wounds for him. Do note however that while he&#039;s tanky he&#039;s &#039;&#039;&#039;far&#039;&#039;&#039; from invulnerable and always keep in mind that he is a massive fire magnet. Just like in 30k, you&#039;ll need supporting units and a plan to get the most of ole Morty. That said, if he does somehow go down he explodes like a vehicle for a few parting mortal wounds.&lt;br /&gt;
**Don’t forget his Primarch of the Death Guard rule! Re-rolling 1s is always useful. Also remember that Mortarion benefits from this, so you’re &amp;lt;s&amp;gt;mathematically auto-hitting with his attacks&amp;lt;/s&amp;gt; hitting 97% of the time.&lt;br /&gt;
**It&#039;s worth noting that because Mortarion is considered a daemon of Nurgle, he can be targeted by the Nurgle daemon psychic spells. So if you think that having an ensemble of deathshroud and Miasma of pestilence to protect Morty isn&#039;t enough, then ally in a Great Unclean One or Herald of Nurgle and give them fleshy abundance to keep Morty topped off on wounds and even more difficult to kill. Or give him Virulent blessing and watch him shred through armor and infantry alike even faster.&lt;br /&gt;
**He also loves you (except you Typhus, fuck you).&lt;br /&gt;
** Special Note on Psychic Powers: Give him Blades of Putrefication and any other Psychic power. Ally with a Chaos Space Marine Patrol Detachment. During your first turn spend 1 CP on Chaos Familiar to swap out the second power for &#039;&#039;&#039;WARPTIME&#039;&#039;&#039;. Congratulations, you now have a flying deathmachine who can travel 24&#039;&#039; a turn assuming your opponent doesn&#039;t stop his Warptime. &lt;br /&gt;
***Blades of Putrification here is especially good for the added fun of using it on himself and abusing it with his Reaper Swings for 18 Strength 8 ap-2 D1 attacks that have +1 to wound and cause Mortal Wounds on a 7+. This goes to 21 Strength 10 attacks if you can get Diabolic Strength on him. Virulent Blessing from Daemons gives you +1 to wound and 7+ Wound rolls do double damage. The final statline is 21 s10 attacks with +2 to wound and on a 7+ doing a mortal wound and double damage &lt;br /&gt;
**** Maths says that this should generate 7.72 Mortal Wounds and 19.84 Wounds doing 27.56 damage. (97.2% chance to hit accounting for re-rolls he gives himself, 97.2% chance to wound anything in the game accounting for Plague Weapon re-rolls, 38% proc Mortal Wounds accounting for Plague Weapon re-rolls)&lt;br /&gt;
***** Don&#039;t forget the Nurglings! Mortarion ALSO has d6 additional attacks at S2 and no AP, but they&#039;ll also benefit from Blades of Purtrefication and Virulent Blessing, and are Plague Weapons to boot, for potentially even MORE mortal wounds!&lt;br /&gt;
*****Hilariously, for being a huge daemon primarch, Mortarion is exceptional at dealing with infantry. 2 attacks with a blades of putrefaction will inflict 10.7 wounds to Guard meaning mortarion with diabolic strength can kill 4 full squads of guard! Sweeping blows are nearly always better. With blades of putrefaction Mortarion will wound anything T8 or lower on a 2+ with the sweeping blows if he has diabolic strength this extends to anything T10 or lower. While the increased damage and ap on the strikes would be helpful having 3x as many attacks. If this is an Imperial all the better since each 6 gives you 3 extra attacks. Over 40 wounds inflicted average before saves but some of them are mortal&lt;br /&gt;
*****Pay attention to the Death Guard FAQ. Mortarion may switch the profile for his DTTFE attacks against Imperium units. Use the 3x hit rolls from Sweeping Strikes to generate some 6s against Knights, and use those 6s to attack with d6 damage Reaping Blows. Prescience is more your friend here, and let your imagination run wild. When surrounded by 3 Smash Captains, split them 6, 6, and 6, and let DTTFE carry the day as 6 hit rolls apiece turns into 9,12, or 24 (Yahtzee, motherfucker). They&#039;ll never charge him again. They&#039;ll be dead.&lt;br /&gt;
*****Always run the Deathshrouds with Mortarion. 155 points to save his ass from being punked turn 1 is worth its weight in gold. 4-5 means that he can kick around for 1-2 turns before absolutely murderizing your enemies. Warptime them up so that they can keep up with him, and run them through cover. Their armor save is better than his, and when taking 6 or 2d6 or 4d3 damage from a failed save would make even Morty balk, the Deathshrouds dgaf about biting it for the Lord of Silence.&lt;br /&gt;
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&amp;lt;div style=&amp;quot;margin-left:1em;&amp;quot;&amp;gt;&lt;br /&gt;
====Forge World====&lt;br /&gt;
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All of the following units are well beyond the realm of being reasonably priced, most of them getting 200 point (or more, in the case of Scabby) increases on top of their already ridiculous points costs. As such, they should not be taken in competitive play, even some of the better units (Fellblade, Scabby) as Death Guard probably have a lite version of that unit for less than half of the cost (Morty or Mamon for Scabby, Land Raider or 3 Myphitic Blight Haulers for the Fellblade).&lt;br /&gt;
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*&#039;&#039;&#039;Scabeiathrax the Bloated&#039;&#039;&#039; - My oh-my is this guy one tough son of a bitch. At T9 with 22 wounds (which can be healed with the Nurgle Discipline), a 4+ Invulnerable save for being a Daemon Lord, and the Disgustingly Resilient special rule, you will need a crap ton of heavy firepower to put him down. And if he dies, on a 4+ a unit within D6&amp;quot; suffers D6 mortal wounds. His close combat abilities are not to sneeze at either. He has Horrific Vomit, which is a 2d6 flamer at S6 AP-2 with Damage D3 that can be fired into close combat. Then, he has the Blade of Decay, a S+2 AP-4 sword that does a flat 6 damage. To round it all out, he gets D6 additional nurgling attacks at S2 AP0. He can cast 3 powers and deny three powers and knows Smite plus two Nurgle powers. Finally, he lets Nurgle Daemons use his leadership within 6&amp;quot; of him. Oh, did I forget to mention he forces a -1 to hit modifier on all friendly Nurgle Daemon units within 6&amp;quot;? Yeah, you want this guy. The only thing stopping you from taking him in every game is he&#039;s 777 points, and he&#039;s a LoW.&lt;br /&gt;
* Annoyingly, despite his sword having &#039;Decay&#039; in the name, it is not a plague weapon, and neither is the vomit. So no Blades of Putrefaction mega-bonus for you :(&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Sokar Pattern Stormbird Gunship:&#039;&#039;&#039; Pretty much the largest flyer/transport/model Forge World offers next to titans. Damn expensive in points and tangible money alike, it can ferry the entire army onto the battlefield. Has like 8 lascannons, a host of various missiles and bombs, void shields, and a few heavy bolters here and there for flavor. The void shields can extend and overlap nearby troops 8&amp;quot; away that jumped out if it has hovered. Has 40 wounds, T9, a 5++ after the void shields. Its insane points cost (2321 for the default, which is more than a warhound Titan) completely prices it out as you won’t be able to fill its transport slots short of a 3000 point game.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Thunderhawk Assault Gunship:&#039;&#039;&#039; Baby’s first Stormbird, costs 1400 points so is more widely useful than its big bro (which, admittedly, isn’t hard at all) but still dies alarmingly fast for such an expensive unit - it has 3+/5++/5+ VS (deg). Its best weapon for survival is its toughness and -12” to the range of weapons shooting at it. Also puts out a surprisingly small amount of hurt - the same number of Heavy Bolter shots as a fire raptor (which is nearly &#039;&#039;&#039;FOUR TIMES CHEAPER&#039;&#039;&#039;) and either a turbo laser destructor (to evaporate vehicles) or the Thunderhawk cannon (generally inferior due to unreliable shot output). It does start off at BS2+ however, so consider keeping a barebones chaos lord in it throughout the game to get those lovely reroll wound (no idea how a plane would feel sufficiently inspired by a 10000-year-old man with horns riding inside it to magically be better at shooting but hey welcome to 8th). The bombs are a nice touch at least, and it’s still &#039;&#039;&#039;&#039;&#039;very&#039;&#039;&#039;&#039;&#039; fast.&lt;br /&gt;
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*&#039;&#039;&#039;Hellforged Mastodon:&#039;&#039;&#039; Have you ever wanted to transport 40 Marines at once while trashing flyers and generally being nigh-indestructible? Then the Mastodon is the LoW for you! With 30 wounds and a 5+ void shield, the Mastodon is a fucking tough nut to crack, made even more so if it somehow gets into the 6&amp;quot; range for its siege melta array&#039;s rerolls to kick in. Good thing too, being 1060 fucking points for a single unit!&lt;br /&gt;
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*&#039;&#039;&#039;Hellforged Spartan Assault Tank&#039;&#039;&#039; - THIS IS SPARTA(N)! The Death Guards true answer to its slow speed. The Spartan is a beast! With 8 lascanons (Which can be exchanged for 2 Laser destroyers) and a twin heavy bolter (Can be exchanged for a Twin heavy flamer), plus capacity for a Havoc launcher or the standard pintle weapons. This beast also rocks a transport capacity of a whopping 25! That&#039;s 5 Death Shrouds, 5 Blight lords, A Lord of Contagion, a Malignant plaguecaster, Biologius putrifier, Tallyman and Foul Blightspawn. All in one simple sweet package! The only downside is that it is expensive (Still better value than a Land Raider) and that it is a Lord of War choice. Still awesome!&lt;br /&gt;
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*&#039;&#039;&#039;Hellforged Cerberus Heavy Destroyer&#039;&#039;&#039; - Jesus, this thing is expensive but nasty. So on top of the rules, we&#039;ve seen for the other Hellforged tanks, this beast sports T9, 22 wounds, a 2+ save and can always shoot or charge even when falling back. It also hits at S8 from its infernal hunger and rolls D6 for its containment breach mortal wounds (2D3 against psykers). It can take two heavy bolters or lascannons for sponsons and havoc launcher or combi-weapon for the pintle blah blah blah - let&#039;s talk about that FUCKHUEG gun sticking out of the front of it. It slings 4 shots down a 6-foot range with AP-6 and dealing an eye-watering 5-10D per shot (aka, 4+D6). The fun part, however, is how it wounds - it doesn&#039;t have a strength characteristic but instead, you roll 3D6 and compare against your target&#039;s leadership; if you equal or exceed that value, the target is wounded. This means that on average, you will wound &#039;&#039;&#039;ANYTHING&#039;&#039;&#039; in the game, which then takes an average 7 damage at -6 to their armor. Oh hey, if you kill anything with this tank in the previous turn with any of your guns, you get to roll 4D6 and choose the highest 3. Obviously, wipe something weak and then focus fire on trouble spots. EDIT: don&#039;t forget, it&#039;s also BS 2+...so it really works well against flyers.&lt;br /&gt;
**For countering this beast, the Warlord trait in the basic rules which adds +1 leadership in a 6&amp;quot; bubble (Inspiring Leader) is pretty impressive against this thing, as do other abilities which increase the leadership stat. Invulnerable saves work just fine against it. And lastly, it really can only target one enemy per turn (with 4 shots) so it won&#039;t be effective against opponents without elite targets (against grots, it will kill 4 grots per turn). Defensively, this (thanks to chapter approved) very expensive tank has no invulnerable save, so will die quickly to traditional anti-tank weapons.&lt;br /&gt;
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*&#039;&#039;&#039;Hellforged Typhon Heavy Siege Tank&#039;&#039;&#039; - Your tank for when you absolutely need 1 unit dead. It comes stock with the infamous Dreadhammer Siege Cannon that dishes out 2d6 S10 AP -5 shots that each do 3 wounds on a failed saves, starting at 2+ to hit. The randomness of the number of shots makes it ok at best for dealing with squads that are 10 man or more, but that shouldn&#039;t be your priority with this thing. You want to be shooting and those special prize units of 5 or fewer models or rival tanks. This brings us to our next point, wargear. It may also bring Heavy Bolter or Lascannon sponsons and you can give it a Havoc Launcher (if you have the points, just take the Lascannons). Its no slouch defensively either T9, 22 wounds, and a 2+ save will keep it on the board far longer than your enemy will be comfortable with. Oh and it regenerates wounds from Close Combat.&lt;br /&gt;
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*&#039;&#039;&#039;Hellforged Fellblade&#039;&#039;&#039; - Incredibly expensive, even more so due to the Chapter Approved points hike it got (897 points for the default loadout), but still the Baneblade&#039;s exponentially meaner cousin and the king of the 1500-2000 point game. It comes with a twin heavy bolter, two quad lascannons (that&#039;s 8 lascannons, people!), a demolisher cannon, and the Fellblade Accelerator Cannon, which is all kinds of rape. The FAC fires shells in 2 flavour: AE (Anti-Everything), which fires 2 shots at Strength 14, AP -4 and a flat rate of 6 damage per wound - whatever you hit with this shell will die, or be damged so bad it will become irrelevant thanks to degrading stats. HE (High Explosive) is anti-GEQ/anti-MEQ with 2d6 shots strength 8 ap -3 D1, making it absolutely perfect for killing MEQs (S8 and Ap-3 also make it decent against TEQs as you&#039;re wounding on 2s and dropping them to their 5++, but the D1 will halve the number of kills you get out), and you can also reroll the number of shots fired against units with 5 or more models in. The HE shells also suffer less than the AE shells as the tank takes damage and loses accuracy thanks to its higher rate of fire (so target vehicles early in the game, while you still have accuracy with AE shooting) The 8 lascannons are arguably the most deadly part of the loadout as rate of fire is king in 8E and you&#039;re putting out 8 S9 AP-3 Dd6 shots, making this an excellent knight killer. For dealing with T9 or above superheavies, the lascannons can be replaced for laser destroyers, which are 36&amp;quot; Heavy 1 S12 Ap-4 Dd6. You also roll a d6 every time an unsaved wound is dealt against this weapon, and on a 3-5 the damage is changed to 2d6, and on a 6 the damage is changed to 3d6. A pair of these are also cheaper by 40 points than a pair of qaud lascannons, but their usefulness takes a much greater hit than the lascannons as the tanks takes damage. It also has a demolisher cannon (24&amp;quot; Heavy d3 S10 AP-3 Dd6 (which becomes Heavy d6 against units with 5 or more models), and a twin heavy bolter (which can be swapped for a twin heavy flamer) to round the arsenal out (not including your choice of combi-weapon or havoc launcher goodness). All-in-all, keep this beast at around 24-48&amp;quot; range to get the most use out of its weapons, but watch out for high ap weapons as it doesn&#039;t have an invuln. To make up for this, feel free to stay at 100&amp;quot; and snipe the units with high ap weapons with AE shells. It&#039;s an insanely good take for non-apocalypse games, and only gets better as the points limit drops towards 1000 as there becomes less and less that can hurt it and less and less targets (allowing you to focus fire). Just don&#039;t expect to be having the room for any other expensive units (or just any units at all if you&#039;re playing 1000 points).&lt;br /&gt;
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*&#039;&#039;&#039;Hellforged Falchion&#039;&#039;&#039; - Insanely expensive (well over 1000 points), but excellent for deleting titanic targets (seriously, Stompas don’t even get armor saves against this thing, not to mention them being wounded on a 2+. Sit there and laugh as your enemy’s 40-wound beat stick is destroyed before turn 2). 2d6 strength 16 shots, -5 AP, 2d6 damage. It&#039;ll wound anything T8 or lower on 2&#039;s, and the few T9 targets out there on 3&#039;s. Keep a lord/DP around to re-roll 1&#039;s to make the target&#039;s death all but a foregone conclusion. 2 quad lascannons (or two laser destroyers if you really want to wreck superheavies) plus a hull twin heavy bolter add to its already impressive firepower.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Notable Strategies==&lt;br /&gt;
===Play it 30k===&lt;br /&gt;
Gimmicks are fine for starting play, but higher levels of play will require looking at what makes an army good. Death Guard have access to the absolute hardest to kill Terminators in the game, and they come in two flavors. They have one of the toughest tanks in the Plagueburst Crawler. Their Hellforged Dreadnoughts (Leviathan, Contemptor, Deredeo) all benefit from the Legion trait. Mortarion absolutely needs his bodyguard to survive Repulsor Executioners and Knights, and is worth the attention he lifts from the rest of your army, but he&#039;s not gonna hang around to dish out his buffs. Use an Index Daemon Prince to Warptime him up the table if something juicy is there T1, otherwise Warptime his bodyguard to hang out for just one or two more turns (depending on how much shooting they toss out). Roll those tanks onto objectives, and start hammering your enemies with your dreadnoughts (I prefer Leviathans, that 2+ armor and T8 is too good). Drop in with Blightlords, and vanish the screen before throwing Mortarion up their guts. Morty dead? Drop the Blightlords in cover, walk, and be dumb hard to kill while they have to decide to put tank-busting weapons into your Leviathans or Terminators. Try taking a Plaguebringer Jump Pack Lord to be Mini-Mort for when the big man bites it.&lt;br /&gt;
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===ZOMBIE HARVEST===&lt;br /&gt;
Get a big blob of Poxwalkers and Cultists. Move the Cultists in front of the Poxwalkers, then use Cloud of Flies and The Dead Walk Again stratagems on the Poxwalkers. Now your opponent can only shoot the squishy Cultists, and your Poxwalkers become an even bigger tarpit with every Cultist that dies near them on top of any nearby enemy infantry that get killed by the Poxwalkers or the Cultists. Remember the Cultists don&#039;t necessarily have to be DG, so you can use Tide of Traitors for EVEN MORE bodies and increase the size of the Poxwalker blob to utterly ridiculous levels. This basically creates a reverse Distraction Carnifex, something that you literally can&#039;t respond to unless you deal with other units first. All smiles motherfucker! Expensive in CP, though. In Matched Play, Poxwalkers that exceed unit starting strength cost reinforcement points now. Bye bye Harvest.&lt;br /&gt;
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Another option is if you have a &amp;quot;the purge&amp;quot; detachment, tie up an enemy unit with poxwalkers then pop the &amp;quot;Dead walk again&amp;quot; stratagem and follow up with &amp;quot;all life is Worthless&amp;quot; on a havok/obliterator unit to fire into the fight. Any losses from friendly fire should be recuperated with interest right away.&lt;br /&gt;
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===Grenade Storm===&lt;br /&gt;
Get a Biologis Putrifier, as many Plague Marines as you can, and use the Blight Bombardment stratagem for an impressive amount of shots, up to 20d6 if the squad is full size. Combine with Veterans of the Long War to get Mortal Wounds on a 5+, in case you want to take down heavy vehicles using only grenades. For extra fun, deep strike a Lord of Contagion with the Arch-Contaminator warlord trait. Since you can take Plague Marines in 7 man squads, one possible delivery method is a Rhino containing seven Plague Marines, a Biologis Putrifier, and two more characters, like a Foul Blightspawn for 2d6 extra grenades or a Tallyman for a follow-up charge. &lt;br /&gt;
*The major weakness of this strategy is that the grenades are 6 inch range and everyone and their mother will see it coming. However, with the addition of the new &#039;&#039;&#039;Blight Bombardment&#039;&#039;&#039; stratagem, you can DOUBLE the range of grenades (to 12&amp;quot;), since they are Plague Weapons. Trying to line up the shot is very difficult without the aid of something like Warptime or a Dreadclaw. It feels like this would be a great backup strategy rather than a main battle plan.&lt;br /&gt;
**As a huge fan of grenades, I&#039;ve spent a lot of time trying to make this work. I find it is most effective as a backup option for your shooty marines. Having a Biologus hanging out in the back might seem kinda expensive, until your opponent deep strikes a Dreadnought on top of you or their Hive Tyrant comes to play. Unload on them with your plasma guns and blight launchers, but rather than wasting all those bolter shots on a tough target, you can get a squad and a bunch of supporting characters to all chuck grenades. With an Arch-Contaminator nearby, and VotLW, you can decimate an expensive deep striker unit with minimal risk of return fire. I&#039;ve dropped everything from Terminators to Mawlocs in a single shooting phase with a 7 man squad and 2-3 characters. 1d6 shots, 2 damage, and bonus mortal wounds add up fast.&lt;br /&gt;
# &#039;Alternate Take&#039; put 3 units of 7 plagues marines geared for melee in a rhino with feel no pain and an arch-contaminator near, a foul blightspawn oand the biologus putrefier. This will give you a tanky enought blob that can advance agressively.&lt;br /&gt;
Since the damage of grenade combos and blade of putrification combos are insane, you just have a 20&amp;quot; threat space for you... And since your ennemy want to score points, it will need to take down these.&lt;br /&gt;
Given that this combos damage are so insane that you can make your point back with just one iterration, it become a possible battle plan.&lt;br /&gt;
This was played in tornaments in Europe for sub-leagues with some success before War of the spider and v9 ( with 5 units of 5 plague marines in rhino), and was buffed to the roof with this early v9... So brace yourself people, grenades are comming!&lt;br /&gt;
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===Nurgle Daemonkin===&lt;br /&gt;
Mortarion and the Daemon Engines have the &#039;&#039;&#039;NURGLE&#039;&#039;&#039; and &#039;&#039;&#039;DAEMON&#039;&#039;&#039; keywords, allowing them to benefit from the buffs of Poxbringers and Epidemius&#039; Tally of Pestilence. With this, Mortarion can be buffed to an S9 T8 21 Attacks monster, and that&#039;s without any psyker shenanigans! You can also get S8 Plaguespitters on your Bloat Drones in case you wanted anti-tank flamers. Blades of Putrefaction and Virulent Blessing can also make a nasty combo if applied to Mortarion or a Fleshmower Bloat Drone, and Fleshy Abundance is always useful. Since you can organize an army around the &#039;&#039;&#039;NURGLE&#039;&#039;&#039; keyword, you can have an Outrider Detachment based on Bloat-Drones and Blight-Haulers (who won&#039;t mourn for the loss of Inexorable Advance seeing as they never benefited from it) lead by Epidemius and/or a Poxbringer. Horticulus Slimux can help out further by providing healing (via Cultists dying near him) and planting Feculent Gnarlmaws which provide cover (For infantry), more buffs(Charging after Advancing/Falling Back), aid in summoning, and mortal wounds to non-Nurgle things all at the same time.&lt;br /&gt;
* Seriously, never overlook the Gnarlmaws.  They&#039;re a pain in the ass piece of terrain for your opponents.  Also, as noted, Mortarion is a Nurgle Daemon so Gnarlmaws will let him charge after advancing.  If you can figure out how to buff him with Warptime, he&#039;ll be in your opponent&#039;s lines and melting face faaaar quicker than they likely anticipated with an average total movement of 34&amp;quot; at full health. Even if you&#039;re not running a Daemon Detachment, consider a Fortification Network for these nasty trees.&lt;br /&gt;
* Another way to use Nurgle Daemons is to get a Supreme Command Detachment and fill out the rest with Nurgle &#039;&#039;&#039;Chaos Daemons&#039;&#039;&#039; &#039;&#039;not&#039;&#039; Death Guard ones. Locus of Virulence will cause any wound rolls of 6 for your Daemon Engines to deal 1 additional damage if they&#039;re near a character from this detachment.&lt;br /&gt;
* Yet another alternative is to rely on summoning: with Plague Pact (CP 1) summoning most of these are trivial, since 4d6 has an average roll of 14 - which lets you summons basically *any* creature from Codex: Chaos Daemons, including all these mentioned above. Epidemius himself has such a low PR that 2d6 is already reliable enough. Just remember to keep points in reserve - which you might want to do anyway if you&#039;re using Typhus and Poxwalkers.&lt;br /&gt;
&lt;br /&gt;
===Tides of Deathvomit===&lt;br /&gt;
When building an army list, it&#039;s often better to think of it in terms of move speed and attack range. What you want is to hit your opponent in waves, forcing them to react to your moves rather than letting them do what they do best. First waves are usually fast moving units like Mortarion, Bloat Drones, Plague Drones and Daemon Princes, since they have ridonkulous movement range. Second waves are usually deep strikes and marines popping out of rhinos to deliver faceful of grenades, deep frying with plague flamers, or melee Helbrutes leaping into the fray. Final waves are usually Typhus and his zombie mosh pits. The downside to this strategy is that you&#039;ll be absolutely shit when it comes to holding territory. Then again you&#039;re a filthy heretic, who cares about defending?&lt;br /&gt;
&lt;br /&gt;
===The Harvest===&lt;br /&gt;
Get a Tallyman and a Malignant Plaguecaster, give the Tallyman the Fugaris&#039; Helm relic for the extra 3&amp;quot; range for re-rolls in the fight phase. Give the Malignant Plaguecaster &#039;Blades of Putrefaction&#039; for +1 to wound in the fight phase as well mortal wounds on 7+ with plague weapons, and &#039;Putrescent Vitality&#039; for +1 Strength, and +1 Toughness. Stick them in a &#039;Rhino&#039; with a unit of your choice. Get a squad or squads of &#039;Deathshroud Terminators&#039;, put the terminators in reserve.  Ride the Rhino to the enemy line. Deploy when available to do so. Deep strike the Deathshroud Terminators as close as possible to the enemy but stay within the range of the Tallyman, and the Malignant Plaguecaster. Target the Deathshroud with the psychic powers. Keep in mind the modified 10&amp;quot; of the &#039;Tallymans&#039; Re-roll range for the fight phase. Charge. Fast forward to fight phase. Use   Veterans of the Long War for a +1 to wound (This means due to BoP psychic Power, it&#039;s +2 to wound, and mortal wounds are now going off on 5+). Deathshroud are hitting on 3+, re-rollable misses, wounding anything Toughness 9 on 2+, rerolling 1s, and mortal wounds go off on 5+ in addition to damage. Very good at killing anything tanky like Land Raiders or Knights. Not a bad point cost for a death star. You basically have &#039;Mortarion&#039;, but doesn&#039;t die first turn. &lt;br /&gt;
*A massive con for this strategy is the vulnerability of the Deathshroud after screwing up your charge. I hope you remembered the marines that were accompanying the Plaguecaster, and the Tallyman. Put them between the Deathshroud and the enemy. Use Cloud of Flies on the terminators, so the enemy can&#039;t target them. Charge your marines in, just so the enemy can&#039;t overwatch you. &lt;br /&gt;
*Another con is the time it takes for this to work. You have to be a couple of turns in to be able to get the characters out the &#039;Rhino&#039;. Heavily relies on deployment and enemy placement. Typically a lot of factors can make this strategy not work, but on paper it works great.&lt;br /&gt;
&lt;br /&gt;
===Plague Marine Deathball===&lt;br /&gt;
With the new update to DG, plague marines are looking real tasty. This strategy takes a good amount of CP to work, but with 9th coming, everyone is getting more CP, so no worries about that. Essentially, this list focuses on one big blob of Plague Marines that walk up the board while shooting their bolters. This can get pretty nasty quickly with all of the synergies out there available to us now. Cloud of Flies is an obvious strat to use to keep them safe every turn. If you don&#039;t get first turn, just hide in some ruins out of sight if you can, but after that turn, you can hide them easily. Then you use Virulent Rounds as they move up the board to shoot at infantry units and rerolling wounds with Arch-Contaminator because you&#039;re always going to take that trait. If you really want to focus fire something down, use Relentless Volley and VOTLW strat to increase output and if you have some blighthaulers, you can use Parasitic Fumes to give those bolters -1 AP, but then that costs a lot CP. Finally, once you get into close combat, plague knives will do just fine now with the amount of mortal wounds that can be pumped out. You can use Trenchfighters to give every PM 3 attacks with hateful assault (if you give 2 plauge knives or a plauge knife and a Bubotic Axe/Mace of Contagion you can get them to 4 attacks, as result of their vectors of death and disease rule), then use Blades of Putrefaction or VOTLW (since hit and wound modifiers are capped at +1/-1 in 9th edition, unless the target has something that reduces you wound roll by -1 don&#039;t bother using both). This gives all of those attacks rerolling to wound with Arch-contaminator and mortal wounds on 6s, and wounding most Toughness 7 or lower units on 4s after rerolls. If you&#039;re facing a real tough nut, use Miasmal Afflictions to make a knight Toughness 7, but again, this is a lot of CP. Essentially this list focuses on Marines moving up and shooting, and then getting into combat and murdering there if they need to. You can protect them with other support units easily, and screen them with tough daemon engines as they walk up the board. This used to mainly be used as strategy with all close combat marines, but simple bolter marines have play now after the update and it&#039;s pretty cheap to run points-wise. &lt;br /&gt;
&lt;br /&gt;
===Morty loves to flank===&lt;br /&gt;
V9 is a huge boon for Mortarion, as he becomes totally playable in standard lists.&lt;br /&gt;
If you put him in flank reserve, it mean that you are assured than he will be able to try at least on 9&amp;quot; charge range before focus, a cast of -1 to hit spell on him... And that some deathshroud near him will be in position to also have more impact than only beeing ablative wounds for him!&lt;br /&gt;
So go put him in flank, and add some Deatshroud with him (2 unit of wine or one unit of 5 with envil of mortarion seem to be a good choice).&lt;br /&gt;
With a -1 to hit him and 10-20 ablative wounds on him, even if his first charge fail, your will totally be able to have a full life Mortarion in the ennemy line turn 3. Scary indeed. &lt;br /&gt;
*Just be wary of where to place yourself turn 2: morty himself have enought mobility, but the surviving deathshroud can easily be made useless by a crafty oponent... And they are too expensive for that. This this little trick is not free either, Costing a whopping 6CP unless morty is your warlord and you are taking him in a Supreme Command Detatchment(then its only 3) and depending on your game size a quarter or more of your army in points.&lt;br /&gt;
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[[Category:Warhammer 40000 Tactics(8E)]]&lt;br /&gt;
[[Category:Chaos]]&lt;br /&gt;
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{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/6th_Edition_Tactics/Chaos_Daemons&amp;diff=1011658</id>
		<title>Warhammer 40,000/6th Edition Tactics/Chaos Daemons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/6th_Edition_Tactics/Chaos_Daemons&amp;diff=1011658"/>
		<updated>2026-05-20T16:03:01Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.161: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
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&amp;lt;b&amp;gt;GUESS WHAT, FA/TG/UYS?&amp;lt;/b&amp;gt; [[Phil Kelly|Everyone&#039;s favourite codex author]] has blessed Chaos once again with a new &#039;dex. Keep your eyes peeled for further updates...&lt;br /&gt;
[[Warhammer_40,000/5th_Edition_Tactics/Chaos_Daemons|5th Edition Tactics are here.]] And [[Warhammer 40,000/Tactics/Chaos Daemons(7E)|7th Edition are here]]&lt;br /&gt;
&lt;br /&gt;
Our [[:Phil Kelly|Dark]] [[:Robin Cruddace|Gods]] thought adding more random elements would be a good idea and make the codex more interesting, but in practice, it made it more complicated and frustrating at times and can screw your [[Just As Planned]] tactics that were carefully put together, meaning you have to think carefully about everything you do. On the plus side, this can make them more &#039;&#039;&#039;FUN*&#039;&#039;&#039;, and if you happen to not like what random gift you rolled for on the table, you can always pick the weapon alternative. The possibilities are HUGE, so there&#039;s a lot to explore with the new book.&lt;br /&gt;
&lt;br /&gt;
You can also now field your army just like any others, so Deep-Striking is no longer required! You can still Deep-Strike if you want to, but it&#039;s recommended that to bring Cavalry units with Icons so you can do it more safely. There&#039;re three to choose from, so you can be a bit tactical on how you set up your army depending on what you take.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll do fine against 6th edition books, however 5th edition books (especially Grey Knights) have a better chance against you. Even games against them can still be a lot of &#039;&#039;&#039;FUN*&#039;&#039;&#039; to play against, with the chances of the Warp Storm messing with your opponent&#039;s HQ (hilarious to see their face when you turn their Vanilla Librarian into a Herald of Khorne) or vice versa.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039; &lt;br /&gt;
*Extremely powerful in the psychic phase and can use Malefic Daemonology without hurting themselves.&lt;br /&gt;
*Deep Striking is no longer required, which means you can now bring large-base models like a Soul Grinder or a Seeker Cavalcade as well as more troops in each squad.&lt;br /&gt;
*The whole army causes Fear. Guard and Tau will tremble when confronted by Daemons in CC.&lt;br /&gt;
*Powerful anti-infantry and close-combat.&lt;br /&gt;
*Plentiful amounts of AP3/2&lt;br /&gt;
*Awesome Greater Daemons and cheap, effective Heralds.&lt;br /&gt;
*Cheaper units means they can now act like a Horde army.&lt;br /&gt;
*The only army other than Tyranids that can bring a lot of Flying Monstrous Creatures.&lt;br /&gt;
*&#039;&#039;&#039;FUN&#039;&#039;&#039;&amp;lt;font size=5&amp;gt;*&amp;lt;/font&amp;gt;.&lt;br /&gt;
*Daemonic Instability: Daemons are almost fearless, except if they lose in an assault. However, if you roll a 2, the entire unit comes back. Nothing like losing a challenge, followed by your Herald of Khorne coming back to life, Necron style, and killing their warlord in the following turn. Also those pesky psychic powers that get rid of fearless don&#039;t work on us, because technically we aren&#039;t fearless, we just imitate it PLUS we can still go to ground! &lt;br /&gt;
*While the random nature of the codex can be considered bad, Fateweaver and having default options offers a method of controlling the madness.&lt;br /&gt;
*Our Cavalry units (Plague Drones, for example) can give our troops and other units the mobility they need via Deep Strike to get into assault (Behind cover of course).&lt;br /&gt;
*From a modeling perspective, Daemons have, by far, the most variety. Unless you&#039;re making a mono-god horde list, you&#039;ll rarely grow bored of painting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*You know how GW charge an arm and a leg for their models? For a Daemons army you can say goodbye to an eye and a testicle too. Nice kidney, GW will be taking that as well. Especially now that you&#039;ll be using more than twice as many infantry thanks to the new codex promoting horde tactics.&lt;br /&gt;
*Not an army for beginners. You need to know what codex you&#039;re up against and play accordingly, so knowledge of other codices is vital.&lt;br /&gt;
*The whole army causes Fear, but the chances this will benefit you are slim.&lt;br /&gt;
*Even worse against Grey Knights now without Eternal Warrior and new dependence on psykers. (However, since you can deploy normally they can&#039;t use that annoying tactic of covering the board in warp quakes and killing you before they fire a shot).&lt;br /&gt;
*No Eternal Warrior along with a slew of models vulnerable to instant death (Greater Daemons, Bloodcrushers, Nurglings, etc).&lt;br /&gt;
*The abundance of random tables can cause the result of the game to be determined regardless of tactics or strategy.&lt;br /&gt;
*Crappy saves and a major lack of ranged weapons except for Psychic powers. &lt;br /&gt;
*Daemonic Instability: Daemons are fearless, except if they lose in an assault. If failed, the unit takes wounds equal to the difference of the leadership. If a 12 is rolled, the entire unit is evaporated.&lt;br /&gt;
*The Warpstorm can be really annoying, with most of the rolls causing damage to your units. Take Fateweaver to &amp;quot;fix&amp;quot; this due to his guaranteed warlord trait, or take units of an opposing god with an instrument.&lt;br /&gt;
*Flyers, especially armour 12 ones, will wreck your face. If faced with multiple Heldrakes, just give up. Check the strategy section below for how to deal with flyers.&lt;br /&gt;
&lt;br /&gt;
==Special Rules, Warp Storms and other FUN&amp;lt;font size=5&amp;gt;*&amp;lt;/font&amp;gt; stuff==&lt;br /&gt;
The new rulebook added a lot of new general stuff to this old codex. Shall we take a look?&lt;br /&gt;
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*&#039;&#039;&#039;Daemonic Instability:&#039;&#039;&#039; Most Daemons now have this special rule. As stated above it&#039;s basically Fearless, but if you lose an assault you must pass a Leadership test or take wounds, like the old No Retreat. As an additional twist, a double 6 will completely wipe out the unit, but a double 1 &#039;&#039;&#039;will return the unit to full wounds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Alignment:&#039;&#039;&#039; As any neckbeard worth his salt knows, Daemons are aligned with one of the Four Big Bads, giving them some nice boons and defining which weapons, psychic powers and daemonic gifts they can take:&lt;br /&gt;
**Daemons of Khorne have Furious Charge and hate Slaaneshi daemons. Also their chariots&#039; Hammer of Wrath hits count as Strength 7 (this works for the Skull Cannon too!).&lt;br /&gt;
**Daemons of Tzeentch have +3 Leadership on Psychic tests (for now up to a maximum of ten unless they FAQ it) and reroll saving throws of 1. They hate Nurglings.&lt;br /&gt;
**Daemons of Nurgle have Slow and Purposeful, Shrouded and defensive grenades. They don&#039;t like Tzeentchians.&lt;br /&gt;
**Daemons of Slaanesh get Fleet, Rending and can Run or Flat-out a farther 3&amp;quot;(6&amp;quot; if Cavalry). The manly servants of Khorne make them feel inadequate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Icon of Chaos:&#039;&#039;&#039; It works just like before....but better! (+1 Combat resolution and no Deep Strike Scatter within 6&amp;quot;) it only works with Daemons of the same alignment, but works immediately upon arriving on the table! So precision Deep Strike away! Servants of the other gods still scatter, albeit only d6&amp;quot;, but since you don&#039;t need to wait a turn anymore for icons it&#039;s WELL worth the trade off. Also, now you can buy god-specific icons with a special effect usable once per game:&lt;br /&gt;
**Banner of Blood: Unit charges 6+d6&amp;quot;.&lt;br /&gt;
**Blasted Standard: Adds 2d6 S4 AP- hits to the unit&#039;s shooting or witchfire power this turn.&lt;br /&gt;
**Plague Banner: This turn all melee attacks are Poisoned 2+. Works great with Etherblades.&lt;br /&gt;
**Rapturous Standard: All enemies engaged in combat with the unit lose -d3 WS until the end of the phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slime Trail:&#039;&#039;&#039; Enemy units who were retarded enough to charge your Beast(s) will always make a disordered charge. Seriously, why would they do that? In any case, this will make Beasts of Nurgle more difficult to kill in close combat.&lt;br /&gt;
*&#039;&#039;&#039;Attention Seeker:&#039;&#039;&#039; oh ya, that why. A Beast of Nurgle that is within 12&amp;quot; of an enemy that successfully charged in their Assault phase immediately charges that enemy. Pretty funny that your foe must choose to either attack the blob of meatbags (through the slime trail) or ignore them but suffer poisoned hits from them.&lt;br /&gt;
*&#039;&#039;&#039;Aura of Change:&#039;&#039;&#039; The Burning Chariot&#039;s HoW attacks haves the Warpflame Special Rule. Scroll to the bottom to read Warpflame.&lt;br /&gt;
*&#039;&#039;&#039;Blue Horrors:&#039;&#039;&#039; A funny Special Rule brought to you by Phil Kelly and Robin Cruddace. Basically any Pink Horrors that suffers a wound in close combat inflicts one S2 AP - hit (From each Horror) to the enemy at the I:1 step. In most cases, you&#039;ll need 6&#039;s to wound them, and you could cause one or two wounds if you&#039;re lucky. Nothing special, but it could help, and can cause a laugh if it manages to kill a TH/SS Terminator.&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Resilience:&#039;&#039;&#039; Ignores Crew Shaken or Stunned on a 2+. Pretty straightforward.&lt;br /&gt;
*&#039;&#039;&#039;Totem of Endless Bloodletting:&#039;&#039;&#039; Khorne units within 6&amp;quot; of the Blood Throne benefit from the Herald&#039;s locus. Useful if you don&#039;t want to put multiple Khorne Heralds in different units, but keep in mind that the area of effect is VERY small.&lt;br /&gt;
*&#039;&#039;&#039;Disruptive Song:&#039;&#039;&#039; -1 Leadership to psykers 12&amp;quot; for psychic tests.&lt;br /&gt;
*&#039;&#039;&#039;Fleshshredder:&#039;&#039;&#039; Add a D6 for each Hull Point your Chariot has when making HoW attacks at S4 AP - with Rending. Makes your Seeker Chariots more threatening when charging in.&lt;br /&gt;
*&#039;&#039;&#039;Gorefeast:&#039;&#039;&#039; Roll a D6 when your Khorne Chariot cause an unsaved Wound from his HoW. It regains a Hull Point on a 4+. Basically an equivalent to the It Will Not Die! Special Rule.&lt;br /&gt;
*&#039;&#039;&#039;Soporific Musk:&#039;&#039;&#039; Enemy units have -5 to their Initiative in the Assault Phase. This is your other source for the lack of assault grenades your Daemons carry aside from the Skull Cannon. Also helpful on those annoying Necron Canoptek Wraiths that make you I1 in close combat (For only one round though).&lt;br /&gt;
*&#039;&#039;&#039;Soulscent:&#039;&#039;&#039; You get one more attack for each unsaved HoW wounds you inflicted. Nice!&lt;br /&gt;
*&#039;&#039;&#039;Warpflame:&#039;&#039;&#039; The infamous rule that gave Tzeentch units a bad first impression. Any unit that suffers one or more &#039;&#039;&#039;unsaved&#039;&#039;&#039; Wounds at the end of each phase must pass a Toughness test. If they fail, they suffer d3 more wounds with no armour or cover saves allowed (Until it&#039;s FAQ&#039;d, you could make an invulnerable save if you and your opponent want to). If passed however, the entire unit gets a 6+ FnP (Or add +1 to their existing FnP)! This sounds a huge turn off at a first glance, giving most of the game has infantry with a Toughness 4, but thankfully there&#039;s a way around this. Simply put, if you want to bring Tzeentch Daemons to shoot down the ranks, you will need to bring at least two BIG squads of Pink Horrors with a Herald, and you must have them shoot at the same squad to kill, if not wipe out, the unit so the benefit won&#039;t help them much. Again, choose wisely on who to target first.  Firing this at Nurgle units, bikers, and Monstrous Creatures is almost always a bad idea. It&#039;s also worth pointing out that having a feel no pain roll does not mean there any more or less likely to pass the test, only live though the wounds it dishes out.&lt;br /&gt;
&lt;br /&gt;
===Warlord Traits===&lt;br /&gt;
Just like any other 6th edition Codex, Daemons have their own Warlord Traits Table that must be rolled on a d6 for your selected Warlord. Most of them are quite helpful with only one (Herald of Doom) being kind of useless (and it still can be very helpful depending on who you play!) &lt;br /&gt;
&lt;br /&gt;
* 1 -&#039;&#039;&#039;Death Incarnate:&#039;&#039;&#039; The Warlord&#039;s Melee weapons now cause Instant Death. This is really good on any MC and Heralds that aren&#039;t Khorne (They can get this by taking an Axe of Khorne). Tzeentch Heralds may not benefit from it much, but a Lord of Change can now kill any generic HQ with ease. Doesn&#039;t work on models with Eternal Warrior sadly. Skarbrand has this trait by default.&lt;br /&gt;
* 2 -&#039;&#039;&#039;Destroyer of Mortals:&#039;&#039;&#039; Woot, Hatred (Everything!) for the Warlord and his units (If he joins them). Rerolls to hit on the first round of combat is tasty indeed. Heralds with a squad will be more rapetastic in assault, with the exception of Khorne and Slaanesh Heralds, because they can take a locus with this rule (Or at least a form of it), but if they haven&#039;t, then you&#039;re in luck! Also good on a Bloodthirster or a Keeper of Secrets.&lt;br /&gt;
* 3 -&#039;&#039;&#039;Herald of Doom:&#039;&#039;&#039; Your foes are more scared than ever. Enemy units have a -1 penalty to their Leadership on Fear test. Muahahaha! Seriously though, this one is easily the worst trait you can roll for. It&#039;s only good on Tau, Guards, Eldar(actually not bad here if you run a Slaanesh army), Orks (In low numbers), Tyranids (Not in Synapse range) and MAYBE Necrons. Against Fearless units and Loyalist Marines, this trait doesn&#039;t do jack. Well, at least this is better than the CSM Warlord trait which only gives them Fear.&lt;br /&gt;
* 4 -&#039;&#039;&#039;Immortal Commander:&#039;&#039;&#039; Any friendly Daemon within the Warlord&#039;s 12&amp;quot; bubble can reroll failed Daemonic Instability tests. Hell yeah! You should really try and make good use of this trait, because it can make a major difference between rerolling 2d6 than losing your entire squad in assault. Best to have the Warlord charge in with multiple friendlies to enjoy the rerolls. Ku&#039;gath has this trait, a gift from Papa Nurgle.&lt;br /&gt;
* 5 -&#039;&#039;&#039;Lord of Unreality:&#039;&#039;&#039; Arguably the best, as this will allow you to reroll the results on the Warp Storm table, so long as the Warlord is alive. The Warp Storm can be exasperating, so if you rolled this trait, then considered yourself to be blessed by the Dark Gods! As we all know, Fateweaver comes with this trait. Changing the results from getting a 6++ Invulnerable save to instead getting a free unit on the board? [[Just as Planned]].&lt;br /&gt;
* 6 -&#039;&#039;&#039;Warp Beacon:&#039;&#039;&#039; The name is just as what you would expect, all friendly Daemons (And only Daemons) can Deep Strike within 6&amp;quot; of the Warlord without scattering (so long as he was on the table to start the turn).  So basically this makes your warlord a 5th edition Icon, not a bad trait by any means, especially on fast moving HQ&#039;s like Bloodthirsters and Lord of Change.&lt;br /&gt;
&lt;br /&gt;
===Warp Storm!=== &lt;br /&gt;
At the start of each Daemon player&#039;s shooting phase (so if you got a Daemon vs. Daemon game this is going off every turn!!) roll 2D6 and apply the matching result...&lt;br /&gt;
  &lt;br /&gt;
* 2 - All units with the Daemonic Instability rule must test for it. Now obviously the idea of losing models for no reason other than the codex you play is a little frustrating but this is still a REGULAR Ld TEST (unlike the next result), so at MOST you lose 4 models in a standard troop unit or 2 Wounds on a DP or Greater Daemon(THIS is pretty painful), or course thats assuming you don&#039;t roll double 6&#039;s for EVERY unit&#039;s instability check (where this to happen I&#039;m sure your opponent would understand you throwing the table, just let them get their army off it first....this isn&#039;t their fault) . So, in summary, while this is pretty depressing I wouldn&#039;t consider it QUITE that army breaking (it will leave a mark though!).  Note: Until it gets FAQ&#039;d feel free to assume that you get FNP against wounds caused by instability (its not technically a save). Don&#039;t be surprised to lose 30-100 points if this result is rolled.&lt;br /&gt;
* 3 - One of your characters must test for Daemonic instability on a 3d6. This can be pretty painful depending on who gets hit by it, losing a GUO or a Bloodthirster to this would be a sour feeling indeed!  Were this to happen you have our permission to rage. Make sure you take those cheap squad character upgrades to mitigate this.&lt;br /&gt;
* 4- All Models with the Daemon rule suffer -1 to their Invulnerable Saves for a round. THIS.....THIS......O This......after rolling this you can take comfort in the fact it can&#039;t get any worse. Unfortunately, your Daemons probably won&#039;t be around to celebrate the sunnier days.  This is by far and away the worst possible result you can get so if the idea of it frightens you, invest in Fateweaver! &lt;br /&gt;
**Alternate opinion. While #4 is pretty bad, and some players simply concede upon rolling it, this result will rarely be a game changer as you should already have a 4+ cover save wherever possible. Nurgle Daemons are even less likely to get hammered by it with their Shrouded rule. (Plus with the addition of cursed earth you can effectively ignore this)&lt;br /&gt;
* 5 - Tzeentch compels you to roll a bunch of dice. For every six an enemy (or Nurglite) unit wins a cover-ignoring S4 AP5 large pieplate to the face.&lt;br /&gt;
* 6 - Every enemy or Tzeentchian unit has a chance in 6 to suffer d6 S4 AP3 hits that wound on a 4+ and ignore cover, courtesy of Papa Nurgle.&lt;br /&gt;
* 7 - Nothing.  Remember that this the most statistically likely result.&lt;br /&gt;
* 8 - As a 6, but Slaanesh likes his/her hits to be S6 AP-, Rending and with a chance to hit Khornate allies.&lt;br /&gt;
* 9 - As a 5, but Khorne&#039;s mighty pieplates are small, S8 AP3 and have a tendency to hit Slaaneshi pussies.&lt;br /&gt;
*10 - All daemons get a +1 to their Invulnerable Save for a round. Every Daemon in your army now has an Iron Halo.....I don&#039;t think I need to explain the awesomeness in that. If you honestly don&#039;t see this as a game changer, wait until you roll it than ask your opponent how they feel about it.  By far the best result you could hope for.&lt;br /&gt;
*11 - An enemy psyker must pass a leadership test on a 3d6 or become an Herald of your choice at your command. Oh, look-see, your [[Mephiston|precious and unique snowflake]] just became my new lieutenant (try a Tzeentch Herald here for free Divination trolling).  Totally useless if your opponent doesn&#039;t even have a psyker on the board though, but it &amp;quot;removes from play&amp;quot; so even eternal warrior sporting psykers are liable to just go poof. Kill a flyrant with it and win the game.&lt;br /&gt;
*12 - You get an entire unit of troops of your choice, 2d6+3 strong, completely free of charge. Lucky you. Hope you&#039;re not playing Purge the Alien.&lt;br /&gt;
&lt;br /&gt;
===Random Wargear===&lt;br /&gt;
Daemons may purchase various types of rewards, as opposed to each reward only doing one specific thing they each have a random effect that you roll for (rerolling any results that the daemon already comes with).  In addition to the random effects each reward has a default choice that the player may take if they do no want the result rolled (basically a &amp;quot;primaris&amp;quot; reward), these are usually a standard weapon available to all 4 types types of daemons and a set of god specific weapons that may also be taken.  &lt;br /&gt;
&lt;br /&gt;
====Lesser Rewards====&lt;br /&gt;
*&#039;&#039;&#039;0 - Magic Weapon&#039;&#039;&#039; - If you don&#039;t like what the Dark Gods gave you, you can still fall back on a nifty special weapon. &lt;br /&gt;
**&#039;&#039;&#039;Etherblade&#039;&#039;&#039; - default is this AP2, master-crafted melee weapon. At 10 pts., you will scarcely find a bargain like this in any other codex.&lt;br /&gt;
**&#039;&#039;&#039;Axe of Khorne&#039;&#039;&#039; - AP2, Instant Death on 6s to-wound. The preferred armament for the Blood God&#039;s servants and just like the Etherblade, you are very hard pressed to find a better bargain.&lt;br /&gt;
**&#039;&#039;&#039;Staff of Change&#039;&#039;&#039; - a power maul with WARPDOOM, which causes victims to explode and inflict d6 S5, AP- hits on nearby units, although this includes yourself. Kinda risky, plus the Mutating Warp Blade is better.&lt;br /&gt;
**&#039;&#039;&#039;Plague Flail&#039;&#039;&#039; - +1 Strength, suckers must pass a Toughness test or suffer an additional wound. Not bad, but the Balesword is way better.&lt;br /&gt;
**&#039;&#039;&#039;Witstealer Sword&#039;&#039;&#039; - it has Rending for some superfluous reason but causes an additional wound on a failed Initiative test. Kinda meh: would&#039;ve been better priced at 5pts. instead of 10.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 - Burning Blood&#039;&#039;&#039; - Every wound suffered in combat causes d3 bolter shots to the offender. It&#039;s... okay.&lt;br /&gt;
*&#039;&#039;&#039;2 - Cleaving Strike&#039;&#039;&#039; - A 6 to Hit doubles the attack&#039;s Strength. Cute; pairs nicely with an Axe of Khorne on Daemons of Khorne if you have the Blood God&#039;s favour.&lt;br /&gt;
*&#039;&#039;&#039;3 - Corrosive Breath&#039;&#039;&#039; - A Flamer with +1 Strength and Armourbane. Very useful for defense and offense.&lt;br /&gt;
*&#039;&#039;&#039;4 - Spell Breaker&#039;&#039;&#039; - Adamantium Will. Not as good against Grey Knights as you expect, due to most of their psychic powers being blessings.&lt;br /&gt;
*&#039;&#039;&#039;5 - Warp Breath&#039;&#039;&#039; - Range 18&amp;quot; S8 AP4 Assault 1 with Soulblaze. Meh.&lt;br /&gt;
*&#039;&#039;&#039;6 - Warp Strider&#039;&#039;&#039; - +1 to Reserve Rolls for the daemon and his unit. Hell yes!&lt;br /&gt;
&lt;br /&gt;
====Greater Rewards====&lt;br /&gt;
These are, without a doubt, the best choice of rewards, with a decent price and some pretty big bonuses. If you don&#039;t like what you get (and most of them are pretty sweet), you can always exchange it for one of the awesome Greater Magic Weapons.&lt;br /&gt;
*&#039;&#039;&#039;0 - Greater Magic Weapon&#039;&#039;&#039; - as per lesser rewards, you can opt out of whatever you rolled for one of these.&lt;br /&gt;
**&#039;&#039;&#039;Greater Etherblade&#039;&#039;&#039; - a +1 S, AP2, master-crafted melee weapon. It is &#039;&#039;so worth&#039;&#039; 20 pts.! &lt;br /&gt;
**&#039;&#039;&#039;Blade of Blood&#039;&#039;&#039; - for Daemons of Khorne, AP2 and Rampage, but Unwieldy. Great for Thirsters and DPs but also swell on Heralds or Bloodreapers looking to pick up horde-mulching duty. Grab an Etherblade, Greater Etherblade or Axe of Khorne for either Master Crafted or character hunting and that bonus attack.&lt;br /&gt;
**&#039;&#039;&#039;Mutating Warpblade&#039;&#039;&#039; - for Daemons of Tzeentch, power sword that turns slain Characters and MCs into Chaos Sp... [[Chaos Spawn|things that never should be named]]. It&#039;s very good, but the hard part is slaying the enemy character or Monstrous Creature. Works for some characters, but monstrous creatures may a bit tough.&lt;br /&gt;
**&#039;&#039;&#039;Balesword&#039;&#039;&#039; - for Daemons of Nurgle, poisoned 4+, Instant Death and what is basically Gauss. The ultimate anti-MC weapon when given to a Daemon Prince or GUO; just remember to tie up the enemy whatsit with another unit first lest your DP get gibbed by Overwatch.&lt;br /&gt;
**&#039;&#039;&#039;Lash of Despair&#039;&#039;&#039; - 2d6 attacks at the user&#039;s base strength up to 12&amp;quot; away. Should this weapon be rending, you have yourself a rather brutal long range weapon. It is also otherwise a nifty albeit unreliable form of anti-air when loaded onto a flying DP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1 - Corpulence&#039;&#039;&#039; - +1 Wounds and It Will Not Die. Very useful although funny to picture on anything Slaaneshi.&lt;br /&gt;
*&#039;&#039;&#039;2 - Daemonic Resilience&#039;&#039;&#039; - Feel no Pain 4+. This + Greater Daemons = Your opponent&#039;s tears.&lt;br /&gt;
*&#039;&#039;&#039;3 - Dark Blessing&#039;&#039;&#039; - Can reroll ALL Invulnerable saves. Fuckin&#039; A - you just improved your invulnerable save by about 1.5. Marginal improvement for Daemons of Tzeentch, though.&lt;br /&gt;
*&#039;&#039;&#039;4 - Hellfire Gaze&#039;&#039;&#039; - A Tau Fusion Blaster with Lance instead of Melta. This one is &#039;&#039;excellent&#039;&#039; for anything with a BS of 6 or more - Bloodthirsters, Keepers of Secrets, Lords of Change and Heralds of Khorne/Slaanesh, specifically.&lt;br /&gt;
*&#039;&#039;&#039;5 - Touch of Uncreation&#039;&#039;&#039; - Fleshbane and Armourbane on all melee attacks. This is the one you hope and pray to roll for your close combat Heralds. Greater Daemons and DP&#039;s also benefit from not having to Smash to pop vehicles.&lt;br /&gt;
*&#039;&#039;&#039;6 - Unbreakable Hide&#039;&#039;&#039; - 3+ Armor Save. What&#039;s that? You&#039;re a DP with Warp-Forged Armour or a Bloodthirster? Oops! If you&#039;re any other Greater Daemon or a Herald, this is awesome because free-ish [[Pauldrons|power armour]]!&lt;br /&gt;
&lt;br /&gt;
====Exalted Rewards====&lt;br /&gt;
Ostensibly, you only ever want to buy Exalted Rewards for your GDs and DPs - they&#039;re just too expensive and don&#039;t do enough, plus the MC Daemons can afford to purchase more rewards than Heralds, just in case.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;0 - Hellforged Artefact&#039;&#039;&#039; - You get a special artefact of your choice. There&#039;s only four of them this time around, read up on them below.&lt;br /&gt;
*&#039;&#039;&#039;1 - Doubly Blessed&#039;&#039;&#039; - You get a reroll on the table and a Lesser Reward free of charge. In a word, [[AWESOME]]. This is the sort of thing you want to get as a DP.&lt;br /&gt;
*&#039;&#039;&#039;2 - Riftbringer&#039;&#039;&#039; - At the end of the combat phase, roll 2d6 and add +1 for every three wounds the daemon caused. On a 9+ you can create a new unit of troops, just like a 12 on the Warp Storm table. Watch the Hive Tyrant flip the table after all his gaunts poof into warpspawn.&lt;br /&gt;
*&#039;&#039;&#039;3 - Souleater&#039;&#039;&#039; - If the daemon causes any wounds in combat you gain a wound up to a maximum of 10. Nice!&lt;br /&gt;
*&#039;&#039;&#039;4 - Unholy Frenzy&#039;&#039;&#039; - Rage and Rampage. If you&#039;re a Daemon of Khorne and you&#039;re planning on rocking a Blade of Blood, this can be moot.&lt;br /&gt;
*&#039;&#039;&#039;5 - Warp Tether&#039;&#039;&#039; - The first time the character would die he is instead placed in reserve with one wound left. Trolliest, by far.&lt;br /&gt;
*&#039;&#039;&#039;6 - Wind of Chaos&#039;&#039;&#039; - Strength 2d6 AP4 Blast, Large Blast if you roll an 11 or 12. &lt;br /&gt;
&lt;br /&gt;
====Hellforged Artefacts====&lt;br /&gt;
*&#039;&#039;&#039;The Eternal Blade:&#039;&#039;&#039;Frankly, with a name like that I expected something a little more impressive. It&#039;s a close combat weapon that gives its user +1 Strength and +d3 WS, Initiative and Attacks. On one hand, even a humble Herald can become a rapetastic murder-machine, but having AP- will get you in trouble against anything with a decent save (i.e. just too many things, what with the five and more Marines codices we&#039;ve got around). On the other, giving it to a Greater Daemon (other than the Bloodthirster and Keeper of Secrets) or Prince can solve this little problem (on average, a Daemon Prince will be WS10 S7 I10 A7-that&#039;s even better than a Keeper of Secrets or Bloodthirster in terms of damage output!), but do you REALLY, absolutely need to be WS or I 10 instead of 9? Slap it on a Lord of Change or a Great Unclean One if you REALLY wanna get the most out of the stat buff. If you want to kill stuff, then go with a Herald of Slaanesh, Rending with enough attacks can hew though terminators (which says nothing of the WS and Initiative buff putting it on par with a KoS).&lt;br /&gt;
*&#039;&#039;&#039;The Portalglyph:&#039;&#039;&#039; Simply put, it&#039;s a Random Daemon Generator: it sits around as an immobile vehicle with 12 Armor all around and 1HP, and every turn there&#039;s a 50% chance it will spawn a unit of d6 Daemonic Troops of your choice. The true purpose of the Portalglyph is to spawn tarpits to tie up shooty squads for a turn saving your bigger units from being gunned down and they could serve as late game objective grabbers. Alright, here&#039;s why this thing sucks: first, if you hope you can just place it behind a building and enjoy an endless tide of free reinforcements, think again - it has to be summoned during the game and scatters 4d6&amp;quot; from its owner (side note: no idea whether this thing can claim benefit from Icons as it technically doesn&#039;t deepstrike, RAW) although at least it can&#039;t suffer a mishap. Second, this thing is incredibly fragile and you&#039;re basically giving your opponent free VPs. The final nail in the coffin is that as of 7th Ed, your psykers can do its job better with Daemonology. What&#039;s really sad is that this thing could&#039;ve been cool - if it was actually a fortification instead of equipment, had more HP and didn&#039;t have such retarded deployment rules, it would&#039;ve been so much more useful! &lt;br /&gt;
*&#039;&#039;&#039;The Doomstone:&#039;&#039;&#039;The doomy stone of doom is actually a pretty nifty assassination tool. At the start of each fight sub-phase, all non-daemon characters in the same combat as the bringer of doom must pass a Leadership test or permanently lose d6 Leadership for the rest of the game, and if they reach 0 they&#039;re DOOMED. Dead - as in &amp;quot;removed as casualty,&amp;quot; as opposed to &amp;quot;suffers instant death.&amp;quot; It&#039;s fucking hardcore, no ifs and no buts! The problem with this is that it will usually be on a big Greater Daemon, where the Eternal Blade would allow you to just kill the enemy instead of waiting for the doomy stone of doom to do its work. The other problem is that most characters you care about killing aren&#039;t going to fail leadership tests very often.&lt;br /&gt;
*&#039;&#039;&#039;The Grimoire of True Names:&#039;&#039;&#039; Funny, this used to be an anti-daemon tool in the Daemonhunters army, Phil Kelly and Robin Cruddace pulled a Ward. A powerful defensive tool with a catch: on a 3+ the user can improve the Invulnerable save of a single friendly unit by +2 (so to a 3++ in most cases), but on a 1 or 2 it&#039;s instead worsened by -1. Alternatively, in a mirror match you can use it to debuff the save of enemy daemon units. It can be especially useful with Kairos Fateweaver who allows a single dice to be re-rolled. Also, seeing as Tzeentchian daemons reroll Invulnerable save rolls of 1, this can bring Fateweaver to a 2++ rerollable. Sure, while the Change powers are mediocre, Biomancy and Telepathy primaris powers are pretty good, the former being a TEQ killer, and the latter OMNOMNOMs horde squads with low LD. Combining the those two and the primaris Change power can still do a good amount of damage.&lt;br /&gt;
&lt;br /&gt;
===Daemonic Loci===&lt;br /&gt;
Now Heralds may take a special upgrade called a Locus, giving a special bonus to themselves and any unit they join. Unlike most things in the book you can actually choose which one you want, although there are limitations based on the herald&#039;s allegiance. A cookie if you guess which belong to which god.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lesser Locus of Abjuration:&#039;&#039;&#039; Gives Adamantium Will to the unit. Honestly, it&#039;s probably not worth it, if just because the most powerful psychic powers are almost all buffs, which aren&#039;t affected by DtW anyway, plus the Greater and Exalted Loci of Khorne are generally more useful for your purposes (which is killing things). Still, it&#039;s cheap and, if you think you&#039;ll go up against an army (like Chaos Daemons) that could spam offensive psychic powers, it might just be worth it.&lt;br /&gt;
*&#039;&#039;&#039;Lesser Locus of Transmogrification:&#039;&#039;&#039; When a Pink Horror is slain, the unit gains d3 Blue Horror tokens instead of one. It&#039;s a cheap, melee gimmick. Since your Horrors shouldn&#039;t be in close combat anyway, it&#039;s probably rarely a good choice, but if you have a few more points to spare, it could be useful.&lt;br /&gt;
*&#039;&#039;&#039;Lesser Locus of Virulence:&#039;&#039;&#039; 6s to Hit always wound on a 2+. Adds a bit more punch to your plagues, alright for 10 points.&lt;br /&gt;
*&#039;&#039;&#039;Lesser Locus of Grace:&#039;&#039;&#039; Move Through Cover. Good on Slaanesh cavalry and chariots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Greater Locus of Fury:&#039;&#039;&#039; RAGEEEE!!! This little Locus is essential on Bloodletters, being the cost of a Bloodletter and a half but boosting their melee punch far more than that. It&#039;s not as good on other units, since they generally have plenty of attacks to begin with, considering it&#039;s the same price as the Exalted Locus. &lt;br /&gt;
*&#039;&#039;&#039;Greater Locus of Change:&#039;&#039;&#039; The whole unit&#039;s Strength is randomized at the start of each turn. This cannot end well.&lt;br /&gt;
**on the other hand, Tzeentch stuff only has a strength of 3 anyway, so on a 4+ your getting better, on a 3 your normal, and on a 1 and two you&#039;re screwed, So the odds are in your favor, if you think you might need to assault with Horrors (you silly silly man) consider this one.&lt;br /&gt;
*&#039;&#039;&#039;Greater Locus of Fecundity:&#039;&#039;&#039; Feel no Pain. Makes Plaguebearers who are in cover harder to crack than terminators.&lt;br /&gt;
*&#039;&#039;&#039;Greater Locus of Swiftness:&#039;&#039;&#039; +5 Initiative (WHAAAAAA...?)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Locus of Wrath:&#039;&#039;&#039; HATRED (against EVERYTHING)!!! It&#039;s the same price as the Greater Locus, but this one is far more useful to Khornate units that &#039;&#039;aren&#039;t&#039;&#039; Bloodletters, since they have more attacks anyway. That being said, this shouldn&#039;t be considered absolutely necessary; it&#039;s a neat boost, but it also requires a (comparatively expensive) Herald to run with the unit. Alternatively, this thing may have a use for a Herald with Bloodletters in a fortification.&lt;br /&gt;
*&#039;&#039;&#039;Exalted Locus of Conjuration:&#039;&#039;&#039; +1 Strength to all Psychic Powers. Pretty straightforward.&lt;br /&gt;
*&#039;&#039;&#039;Exalted Locus of Contagion:&#039;&#039;&#039; 6&#039;s to Hit generate an additional hit that always wounds on a 4+. Go kill some MCs.&lt;br /&gt;
*&#039;&#039;&#039;Exalted Locus of Beguilement:&#039;&#039;&#039; Reroll all failed to Hit rolls, the opponent must always accept your challenges and YOU decide who accepts.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
===HQ===&lt;br /&gt;
HQ are broken down into Greater Daemons and Heralds. Greater Daemons (including Daemon Princes) bring a lot of hurt but cost a lot, especially the Daemon Lords; conversely, Heralds are cheap, disposable HQ and you can take a shitload of them as they bend the rules a bit for HQ selections.&lt;br /&gt;
&lt;br /&gt;
====Greater Daemons====&lt;br /&gt;
*&#039;&#039;&#039;Bloodthirster:&#039;&#039;&#039; This guy is your basic &amp;quot;big stabby HQ&amp;quot;. He is an unholy rape train, with WS10, I9, 6A, and he comes with an &#039;&#039;&#039;Axe of Khorne&#039;&#039;&#039; (AP 2 and rolls To Wound of 6 cause ID), a &#039;&#039;&#039;Lash of Khorne&#039;&#039;&#039; (S6 AP2 shooting attack, albeit with only a 12&amp;quot; range), and &#039;&#039;&#039;Warp-Forged Armour&#039;&#039;&#039; (a 3+ save a la power armour). He comes standard as a Flying Monstrous Creature, which lets you swoop around the field assaulting whatever you want. Remember that you can Vector Strike (to troll people) and use Smash Attacks (to crush tanks to death). Although he can &#039;&#039;technically&#039;&#039; be seen as an anti-air choice, don&#039;t rely on him, since you can&#039;t assault flyers and the Lash of Khorne (your only shooting attack) is a.) short-ranged and b.) only S6 (which will have trouble penetrating most flyers). He gets the three levels of Gifts, most of which make him even better, but also make him cost a fair bit more and unlike the other Greater Daemons, he doesn&#039;t really &#039;&#039;need&#039;&#039; upgrades to make him a total badass. He is worth every point of his cost.  Just keep the force weapons as far away as possible! &lt;br /&gt;
**&#039;&#039;&#039;Skarbrand, the Exiled One&#039;&#039;&#039; - Skarbrand is now a beast! Cheaper than a normal Bloodthirster, he balances the loss of wings and Fleet with +1I and +1A from the two close combat weapons (on top of a Bloodthirster&#039;s already ludicrous statline), and his aura gives him and all units within 12&amp;quot; Rage and Hatred (though that does include enemy units as well, &amp;lt;s&amp;gt;so this can backfire horribly&amp;lt;/s&amp;gt; you should only worry about it benefiting Grey Knights, other than that, the buffs will benefit you more than your enemies unit, since you are a melee-oriented army after all!). Oh, I almost forgot: now [[rape| ALL HIS ATTACKS HAVE INSTANT DEATH AND FLESHBANE OR ARMOURBANE]]! I&#039;m not kidding when I say that &#039;&#039;&#039;anything&#039;&#039;&#039; he gets a charge on is already dead. &#039;&#039;HE HAS NO BRAKES!&#039;&#039; He can defeat any CC character in the game on the charge, aside from Kaldor Draigo (whose Daemon-killing shenanigans will still mess him up). Even the Swarmlord will be annihilated. The problem is that like the Black Mace Daemon Prince he lacks defensive power and while some might say T6 is enough, most CC beasts have S8+ weapons that are AP3 or lower and let&#039;s be honest - a 5++ save isn&#039;t going to stop him from taking 2-3 wounds. Be sure to grab the Grimoire of True Names to fix this problem, and Deep Strike this beast so he can get to the thick of it!&lt;br /&gt;
**&#039;&#039;&#039;[[Angron]] (Forge World/Apocalypse)&#039;&#039;&#039; - Hell yes! At first glance Angron looks like a slightly buffed (+1 W,I,A) Bloodthirster at literally twice cost. His master-crafted instant-death sword is pretty nice to take out other monstrous creatures, and big 12&amp;quot; bubble of -1 Ld is good too, but the main reason you take him is his retinue of 2-12 Bloodthirsters. And everything they charge would die - even Aetaos, Scabeiathrax and An&#039;ggrath (though, this would never happen, cause Angron and An&#039;ggrath are good fellows). On Armageddon this squad wiped out ONE HUNDRED Grey Knights, and they totally could do it on the board.&lt;br /&gt;
**&#039;&#039;&#039;An&#039;ggrath (Forge World/Apocalypse)&#039;&#039;&#039; - Costs thrice as much as a normal Bloodthirster pointswise at a whopping 888 points but is an unholy monster in close combat - anything within range of his axe is pretty much dead but is just too stupid to realize it. And when I say &amp;quot;anything&amp;quot;, I really mean anything - not even a Imperator titan or Hierophant would survive close combat with this thing. His melee capability is pretty much unmatched; if it&#039;s in base contact with him, it&#039;s going to be dead within the turn. He costs A LOT and is a massive firemagnet, but as a flying gargantuan creature he is now insanely durable (as in T8 2+/3++ save with FnP that you can only hit on 6&#039;s durable), and can rip apart enemy fliers. On the plus side, he eats titans and superheavies like Abaddon eats people; hell he could eat Abaddon for breakfast. He gets +D6 attacks on the charge and has a lovely 2+ Deny the Witch. Thanks to the new Gargantuan Creature rules he can now be locked in close combat, so be wary of tarpits should anything survive your charge. On the brighter side you now no longer have to trade all of your attacks to Stomp attack, so once you have launched all of your strength 10 AP 2 Instant Death on 6&#039;s hits, throw down some Stomp attacks on anyone that managed to survive. He&#039;s still overpriced though - Zarakynel does it almost as well for 222 points less, regenerates wounds and Dat Ass.... On the other hand, because superheavy vehicle rules regarding D-strength hits are much better than gargantuan creature rules, he can get ganked with horrible ease by D-Strength weapons , keep him flying and away from anything that can smack him with an SD hit like your life depends on it (this is now only a secondary priority now strength D only ignores invun on a 6, although it will still ignore your armour and FNP no matter what).  Because going down to two turbo-laser shots is not fun.  If you see a Tau Manta or Tigersharks; prepare to cry because they&#039;re going to sodomize you and there&#039;s nothing you can do about it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Great Unclean One&#039;&#039;&#039; - Being a Greater Daemon of Nurgle, it&#039;s no surprise that this little guy can take tons of punishment, being one of the toughest units in the entire game with the ablity to reach T10(!) by having access to Biomancy. Despite his fat and bloated appearance, The Great Unclean One can also bring the pain in close combat by having five S6 attacks with no upgrades. However, the Great Unclean One is terribly slow, being only able to move 6&amp;quot; a turn due to Slow and Purposeful. As a result, Deep Strike is an absolute necessity for him to ever reach any sort of combat. Now here&#039;s where it gets tricky. Any 40k player worth a damn is going to ignore shooting this unit because of its sheer bulk and target your other more squishy units instead. You &#039;&#039;need&#039;&#039; to invest in plenty of upgrades for this guy, or he&#039;s going to be the world&#039;s fattest statue. A good loadout for The Great Unclean One involves two Greater Rewards (the Exalted Rewards table is pretty meh for this kind of unit).  As for psychic powers two points in Biomancy for ridiculous buffs, and one point in Plague to gain access to a shooting attack &#039;&#039;might&#039;&#039; seem like the obvious route, but what tends to be more practical is all three powers on Biomancy for maximum chance at Iron Arm; besides the Great Unclean One doesn&#039;t really need a shooting attack. Deep Strike him on an objective or behind your opponent&#039;s delicious gunline, and you just made the Great Unclean One something that &#039;&#039;cannot&#039;&#039; be ignored by your opponent. Then giggle manically as they struggle to put down a T7-T10 Monstrous Creature with 6 wounds, all while the rest of your forces come in to help clean up. However, you will always need to watch out for tarpit units, poison or sniper weapons (Nurgle weak to poison?! HERESY! But seriously they hurt.), and Mindshackle Scarabs. Fuck Mindshackle Scarabs.&lt;br /&gt;
**&#039;&#039;&#039;Ku&#039;gath, The Plaguefather&#039;&#039;&#039; - A Great Unclean One that&#039;s a bit more expensive than a regular Great Unclean One. Don&#039;t be fooled by the shiny AP3 Large Blast. Only Psyker Level 1 and no rewards mean this guy is a great deal weaker than a pimped out GUO. But he gets stuff that regular GUO&#039;s can&#039;t even buy, for example he is even BETTER in melee than a regular Great Unclean One and he gets to throw AP3 Poisoned 4+ Large blasts with BS3 at the enemy every turn! Oh, and one last thing. He has no model, and apparently he travels around on a pontoon-like palanquin filled with laboratory instruments carried by an entire battalion of Nurglings. So before you go spending hundreds of dollars (and hours! Jesus!) on converting this model, just use a regular Great Unclean One model (or a Forge World Daemon of Nurgle) and say that he decided to walk today. Nobody will mind. (Also he can have nearby Nurglings gain a wound back every turn.)&lt;br /&gt;
**&#039;&#039;&#039;Scabeiathrax (Forge World/Apocalypse)&#039;&#039;&#039; - Will never, ever, ever, ever die. He is to Great Unclean Ones as An&#039;ggrath is to Bloodthirsters. Though he costs 777 points, with 6 wounds, Feel no Pain (4+), Invulnerable saves (3++), Daemon of Nurgle (Shrouded), and toughness 9 (which means that heavy bolters and down can&#039;t hurt him and he has a pretty good chance of just laughing off lascannons on toughness alone) there is practically nothing in the game that will kill him. He has a bunch of Nurgling attacks, though not that many of his own - but any wounds he inflicts become 2 wounds to the model he strikes should they fail a toughness test. Additionally should anything that doesn&#039;t have Mark of Nurgle or is not a Daemon be within 6&amp;quot; of him they must take a toughness test or suffer a wound with no armor or cover saves allowed. This helps considerably should something try to keep him locked in close combat thanks to the new Gargantuan Creature rules. He&#039;s kind of like Typhus if Typhus were mutated by nuclear waste that had Papa Nurgle had spilled his latest concoction on. He&#039;s a big firemagnet, but given the amount of effort it takes to kill him; that won&#039;t do anything to him and in fact will be very good for the rest of your army. &amp;lt;strike&amp;gt; All the same, watch out for Strength D shooting weapons &amp;lt;/strike&amp;gt; FAQ is out on destroyer weapons and they no longer ignore invulnerable saves, making them a minimal threat to Ol&#039; Scabies.&lt;br /&gt;
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*&#039;&#039;&#039;Keeper of Secrets&#039;&#039;&#039; - Similar to the Bloodthirster except fleet and tricksy instead of flying and beefy. He lost his big bag of tricks and now must rely on random Rewards like anyone else, but again they pumped his stats like crazy (WS9 I10 anyone?). Not to mention at 170 pts base he is a STEAL for a T6 monstrous creature, and with Fleet and an extra 3&amp;quot; Run move he&#039;s quite mobile for a footslogging MC. Pair him up with a Bloodthirster and go crazy. That said, he&#039;s not a CC killer in the same way that the &#039;thirster is. Despite an awesome statline, he&#039;s more geared towards mowing down the rank and file than taking on anything terribly strong - without the Flyer-related defences of a &#039;thirster or LoC, or the durability of a GUO, T6, 5 wounds and only a 5++ will not last long against most challenge-geared HQs or heavy shooting, but his high WS and Init will ensure most troops will be hitting him on 5s long after he&#039;s torn through them. Greater Rewards will mitigate your survivability issues somewhat, as 4 out of 6 will increase your defenses in some way. As a situational bonus, the Keeper of Secrets now has Preferred Enemy against Eldar and Dark Eldar. Given the prevalence of the former due to the new codex, this may come up more than you&#039;d think.  &lt;br /&gt;
**&#039;&#039;&#039;Zarakynel (Forge World/Apocalypse)&#039;&#039;&#039; - Essentially the An&#039;ggrath of Keeper of Secrets. While she is the weakest of the Uber Greater Daemons at 666 points, she is no slouch and will bring massive levels of oh so literal assrape to everything in her long reach. She has both Init and WS 10, gains D3 attacks on the charge, counts as armed with assault grenades when charging and re-rolls all failed to-hit and to-wound rolls - pretty much guaranteeing that she will go first and hit rather regularly with her AP1 instant death sword that replenishes her wounds on a 2+. For extra lulz, non-fearless units have to pass a leadership test before they can try and hit her back. The latest edition gives her a 36&amp;quot; S6 AP3 shooting attack with D6 shots and pinning. So essentially, like Lucius the eternal turned up to eleven. Plus [[DISTRACTION CARNIFEX|DISTRACTION BOOBS]]!&lt;br /&gt;
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*&#039;&#039;&#039;Lord of Change&#039;&#039;&#039; - What Bloodthirsters are to stabbing LoCs are to magic. If you&#039;re going down the shooty path, be sure to bring Pink Horrors with Heralds, just so your opponent doesn&#039;t get Feel no Pain (Even if you do grant them FnP, in most cases the unit will only have a few models left by the time they get it, unless you&#039;re shooting at MCs or Nurgle bikers, in which case you were stupid for trying anyway). For a melee LoC, take the Psyker (Master Level 3) upgrade with full Divination, The Eternal Blade &amp;amp; a Staff of Change and you have a LoC that&#039;s hitting like a Bloodthirster! Do not sleep on these guys! They are the most versatile Greater Daemon in the book; buff, combat, or shooting, take your pick &#039;cause he does it all. &lt;br /&gt;
**&#039;&#039;&#039;Fateweaver, Oracle of Tzeench&#039;&#039;&#039; - THE Psyker of 40k (Level 4) with a points decrease and two heads that are always better than one. Each head knowing all the Change powers (but they&#039;re not all that great anyway) as well as randomly generating a power from all the standard disciplines except for Telekinesis. No longer flees when things don&#039;t go [[just as planned]]. Overall a very deadly flying psyker. Use the Grimoire of True Names on him and watch him become harder to kill than before! Do not take him into CC, he doesn&#039;t belong there, doesn&#039;t like it there and will turn you into [[Chaos Spawn|something that shan&#039;t be named]] if you bring him there. Use his staff to reroll WHATEVER THE HECK YOU WANT!!! A fun little trick with it is manipulating the warpstorm table; say you roll a 6 and a 1? Using Kyros&#039;s warlord trait is risky cause one of your die are high already, instead, use his one die ability and reroll the 1, now at worst your result is a 7-12! So yea, be creative, you have an army wide chronometron so enjoy it!   &lt;br /&gt;
**&#039;&#039;&#039;Aetaos&#039;Rau&#039;Keres (Forge World/Apocalypse)&#039;&#039;&#039; - 999 points of pain. He&#039;s been changed up recently but still grows your army at the expense of your opponents&#039; with Riftbringer or heals himself with Soul Eater. For the shooting phase, he comes with Wind of Chaos, a shooting attack which summons horrors with 48&amp;quot; of him AND his staff can drop an &#039;&#039;&#039;INFINITE RANGE&#039;&#039;&#039; poisoned haywire apocalyptic barrage that can hit up to 9 times. In addition to his high toughness, large number of wounds, 3++ invulnerable save, and flyer rules, this Daemon Lord is a Mastery Level 4 psyker and can rebound psychic powers back onto their caster with after a successful DtW and a 4+ on a D6. If you see this guy leading a tetragon of darkness you&#039;re getting screwed. The only winning move is to find the tournament organizer and punch them in the throat. Aetaos&#039;Rau&#039;Keres does have a set of drawbacks however: if he gets within 18&amp;quot; of a Greater Daemon, Daemon Prince or another Daemon lord, he&#039;ll direct all his shooting attacks upon the poor sod. Second, he has to pass a leadership test to call down his apocalyptic barrage and if he fails, your opponent gets to place the blasts.&lt;br /&gt;
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*&#039;&#039;&#039;Daemon Prince&#039;&#039;&#039; - Your customizable killing machine, and with WS 9, S6, I8,and 5 attacks it&#039;s not to be sneezed at - and that&#039;s before the mandatory upgrade to a Daemon of a Chaos God (one of them had to promote the lucky mortal after all). Most of the time these guys won&#039;t be your HQ if you like your Greater Daemons, because when you buy a Greater Daemon of your choice God, a Daemon Prince of that God moves to a Heavy Support choice (Similar to the Tyranid Tervigon, except they&#039;re taken as Troops). Its strength is that it can be tailored to your liking. CC monster? Spellcaster? Vector-Striking flyer? He can do it all if you&#039;re willing to shell out the points - which brings us to the main flaw: it will become more and more costly as you upgrade it and in most cases you should consider investing your points to the more powerful Greater Daemons as they are damningly more cost effective (and sometimes cheaper as with the GUO and KoS) than the Daemon prince, which both says something and is pretty fucking sad. It&#039;s better to take this Build-a-Daemon as your Heavy support choice. Just do not, I repeat, &#039;&#039;&#039;DO NOT&#039;&#039;&#039; go overboard on the gifts and upgrades! Keep in mind that Wings and Armour are damn near mandatory. &amp;lt;br /&amp;gt;They do however have a few roles for you to consider, such as the Slaanesh Lash Prince. Consisting of a DP with wings, Lash of Despair and a biomancy psyker, pray to Slaanesh that you roll Iron Arm and fly around all game throwing 2d6 S9 shots (which is absolutely insane!) at enemy flyers. It&#039;s unreliable as fuck but if you wanted reliability, you picked the wrong codex. Alternatively, you can build a monstrous creature hunter by taking a Nurgle Prince, give it the Balesword and three points into Biomancy. Buff yourself up with the fantastic Biomancy buffs to make yourself a very tough cookie to take down (watch out for Tau, however. They love their Skyfire and Ignore Cover). Get him into assault with a MC, prepare to drink your opponent&#039;s tears: stab &#039;em with your Balesword for an AP2 Instant Death attack. The big drawback with the Balesword is its lack of AP but because DPs are monstrous creatures they can bypass this drawback.&lt;br /&gt;
**&#039;&#039;&#039;Uraka the Warfiend (Forge World)&#039;&#039;&#039; - One of two named Daemon Princes from Forgeworld. His stat line remains unchanged except for Ld 9 and he costs 200 points now. His axe lost Instant Death proper but gained Fleshbane and Decapicating Blow (ID on a to-wound of a 6) to compensate. Uraka&#039;s added goodies include a nice shiny Collar of Khorne, Warp Forged Armor, and Unholy Frenzy. This is cool and all but he is still likely to get shot to death before he does anything productive. Still not enough of a badass to make us believe he beat a Bloodthirster before gaining daemonhood.&lt;br /&gt;
**&#039;&#039;&#039;Mamon, Daemon Prince of Nurgle (Forge World)&#039;&#039;&#039; - The other FW named Daemon Prince. His stats are similar to a Great Unclean One, putting him at WS7, S6, T7, 5 wounds, I4, 4 attacks and Ld 9. Throw in Feel no pain, Poisoned 2+ attacks, Daemon of Nurgle and a poisoned 2+ AP3 template weapon. Not bad at all!&lt;br /&gt;
**&#039;&#039;&#039;[[Be&#039;lakor]] The Dark Master (Dataslate)&#039;&#039;&#039;- A returning character from Fantasy, Be&#039;lakor gets Eternal Warrior that regular Daemon Princes lack and is a Level 3 Psyker with all Telepathy Discipline by default. He comes with the unique rules Shadow Form (4+ invulnerable save and Shrouded and automatically passes Dangerous Terrain tests) and Lord of Torment (gains a bonus D3 Warp Charge points by making enemy units fail morale checks). He also has wings and possesses a unique weapon called the Blade of Shadows (S+1, AP2, Fleshbane, Armorbane, and Master-Crafted). He also doesn&#039;t need to be devoted to a chaos god, as he serves all of them. At 350 points, he&#039;s a flat upgrade to the basic Daemon Prince and cost-effective to boot. His model is arguably the coolest GW has ever made, too.&lt;br /&gt;
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====Heralds====&lt;br /&gt;
The following HQ selections are Heralds and differ from the Greater Daemons and Princes because up to four Heralds may be taken in a single HQ slot in a primary detachment, meaning you could have lots of them if you wanted to (but not as an allied detachment). The following count as Heralds: Skulltaker, Karnak, Epidemius, and the Changeling as well as the four generic Heralds. The Masque and the Blue Scribes don&#039;t however. &lt;br /&gt;
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*&#039;&#039;&#039;Herald of Khorne&#039;&#039;&#039; - With WS7, BS7, and initiative 6, the Herald of Khorne is a 55 point character/TEQ killer. Just watch out for the strike back, because you&#039;re only 6+ 5++... As for what to equip him with, either one of the Etherblades, Blade of Blood or Axe of Khorne, really depends on what you want to throw him in. If you plan on butchering hordes with your unit of choice, an Etherblade is a better choice (hordes with higher toughness values should be dealt with via Greater Etherblade); units with higher initiative or model count are better served with the Blade of Blood. The Axe is meant for challenges and chopping the heads off of Monstrous Creatures, so take that instead if wish to spill blood in a badass way. Additionally, you could take two of these weapons and get the benefits of both.&lt;br /&gt;
**&#039;&#039;&#039;Blood Throne of Khorne&#039;&#039;&#039; - Your personal Khornate Pimpmobile. It&#039;s the slowest but toughest of the chariots (Armor 12 with 3 HP, with a 50% chance to regain one every-time it wounds something), and its Hammer of Wrath attacks are at Strength 7. It offers your Herald good protection and mobility, but more than anything else it broadcasts his Locus to all Bloodletters within 6&amp;quot;. Just imagine this massive blob of power weapons with either 3 attacks each on the charge or Hatred for everything...&lt;br /&gt;
***&#039;&#039;&#039;Skulltaker&#039;&#039;&#039; - The new book changes how he rolls. WS9 I9 4A, 3+ Armor, Eternal Warrior, Adamantium Will for the whole unit and a power sword with Soul Blaze that has Instant Death when you roll a 6 To Wound. All this at the bargain price of 100 points. Yeah, he must always issue and accept challenges, but if he&#039;s not actively hunting the opponent&#039;s most dangerous character you&#039;re doing it wrong. Put him on a Juggernaut with at least three Bloodcrushers to Look Out Sir, and watch as he gets into combat much faster than last edition (He still keeps his 3+ Armor save with this option). Unfortunately he lost his 4+ rending so The Taker of Skulls will be decapitated by models with a 2+ and is rarely more useful than a standard Khorne herald with an &amp;lt;s&amp;gt;Etherblade&amp;lt;/s&amp;gt; Axe of Khorne. I think the main use of Skulltaker is in 500-1000 point games as he is only 100 points or 145 points with his upgrade and can beat any other non 2+ save HQ into the pavement. Another appealing option for Skulltaker is to put him on a Juggernaut and run him with a pack of 10-20 Flesh Hounds. Skulltaker can take care of any high armor models that would otherwise tarpit the hounds. Plus, the high model count in the unit grants re-rolls in challenges and will help him take down your opponent&#039;s special snowflake that much easier. &lt;br /&gt;
***&#039;&#039;&#039;Karanak&#039;&#039;&#039; - This big ol&#039; doggy is made for hunting down special snowflakes. You can nominate one at the start of the game: Karanak will get to re-roll ALL To-Hit and To-Wound rolls against him/her/it, and at that point it&#039;s only a matter of getting him in melee. Don&#039;t think that daemon-Cujo here is a one-trick pony though. He&#039;s got a better statline than a vanilla Herald, Hates everyone and everything, gives his whole unit Rage and as a frosting all psykers within 12&amp;quot; suffer Perils of the Warp on a double (problem, Grey Knights?). All this for a only 120 points. Alternatively, putting him in a squad of Bloodletters isn&#039;t a bad idea, because his Loci grants Rage, and MEQs will be slaughtered by them, especially with Karanak&#039;s marked Hatred! Not the best way to use Karanak, but an interesting combo none the less.&lt;br /&gt;
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*&#039;&#039;&#039;Herald of Nurgle&#039;&#039;&#039; - These guys actually got a buff this time around. They have got high WS, BS, S and T but MAINLY provide your Plague units with FNP. These guys can be Psykers and can take from Plague and Biomancy. Keep them lv 1 and take Plague for either some very nasty witchfires or an amazing blessing that turns your Plaguebearers into scary CC killers. They also hit at Initiative 4 with AP 2 (if you give them the Etherblade) which is awesome as you can actually kill something relatively tough without being killed first! Can&#039;t recommend these guys enough!&lt;br /&gt;
**&#039;&#039;&#039;Epidemius&#039;&#039;&#039; - As of the new codex, Epidemius got nerfed hard. He&#039;s only just usable in a Nurgle based army. He could possibly pump up your units to absurd levels, so long as they are Daemons of Nurgle within 6&amp;quot;. Now as he only has a 6&amp;quot; bubble that he gives buffs to (+1T, +1S, +1FNP, etc) and he only buffs Daemons of Nurgle, not Mark of Nurgle, he will be rarely used. The Buffs got better but the area of effect makes him far less useful than before, especially as he doesn&#039;t even give FNP to his unit to start with like a cheaper Herald could.&lt;br /&gt;
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*&#039;&#039;&#039;Herald of Slaanesh&#039;&#039;&#039; - A decently balanced faster unit. Give her an Etherblade, Greater Loci of Swiftness and a Steed of Slaanesh or Exalted Chariot. Stick her in a squad of Seekers so that you have yourself an angry mob of initiative 10 Daemons being lead by an even bigger Daemon with AP2, or a squad of angry fast Rending machines on Speed.&lt;br /&gt;
**&#039;&#039;&#039;The Masque&#039;&#039;&#039; - The Masque is only 75 points. She is now 5++ with re-roll and three dances to choose from that debuff -5 to WS another to BS with no overwatch and one that causes them to literally dance themselves to death. Debuffing BS -5 and preventing overwatch sounds particularly delicious. She can&#039;t join units so be extra careful with her, but her nerfs are the last word in countering death stars so consider her carefully if you opponents use them often. Dancing starts at the start of the shooting phase, she still free to run after the dancing begins so she can jump out in move, nerf something, then run into cover.&lt;br /&gt;
***A very important note, though she&#039;s in the herald part of the book, she&#039;s not actually listed as a herald so she takes up a full HQ slot by her self not the 1/4 a normal herald takes up, a MAJOR detriment. &lt;br /&gt;
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*&#039;&#039;&#039;Herald of Tzeentch&#039;&#039;&#039; - A lot of dakka in a small package. Upgrade to Mastery 2/3 and if you roll on Change, hope for the third power or take the primaris and roll all others on divination. A lot of dakka with great div buffs zipping around on a disk is very effective. A solid choice. The chariot he can take has weaker armor than a rhino (10 on all sides) meaning that bolters can glance it to death with sixes, but hang on and you don&#039;t want it. This guy is amazing if you roll an 11 on your warpstorm, since the new Herald has to be BASIC and Tzeentch Heralds happen to be Psykers as basic, so you gain a nice Divination bonus for free, whereas the other Heralds are only really usable with upgrades.&lt;br /&gt;
**&#039;&#039;&#039;Exalted Flamer&#039;&#039;&#039; - A recent issue of White Dwarf weekly now allows single units of Exalted Flamers to be taken outside of their chariot for half the points cost.  Though it gained independent character, it isn&#039;t jump infantry unlike regular Flamers and its shooting attacks are still classified as heavy weapons.  Actually, it&#039;s kinda better this way as it allows it to hide away in terrain along with some Pink Horrors and provide some extra ranged power while camping some objective.  Counts toward your Herald allowance.&lt;br /&gt;
**&#039;&#039;&#039;The Changeling&#039;&#039;&#039; - Now works similarly to the fantasy Changeling, with the caveat that you only alter your own profile. You can replace any or all of your WS, Strength, Initiative, toughness, and/or attacks with that of a single model in base contact. Might be useful to tie up a generic close combat character, but will quickly get outclassed by anything with special snowflake gear. Statistics will never be in the Changeling&#039;s favour. The best you can hope for is 50%, given the target has no wargear at all. One fun trick is against characters that have an &#039;X&#039; or &#039;*&#039; for their characteristic like Crowe&#039;s attacks. Since this means the longhand description counts as his characteristic, you copy that as well. The question is: do you use the same stance as Crowe, choose your own, or just copy the number of attacks and forgo the rest of the benefits? Discuss this with your group before playing while we wait for an FAQ, but you may have to wait a while as GW doesn&#039;t seem to care much about FAQing rule discrepancies in the Daemons codex. It&#039;s been months and all we have are some corrected typos.&lt;br /&gt;
**&#039;&#039;&#039;The Blue Scribes&#039;&#039;&#039; - Cheap multi-purpose character who should be kept out of melee at all costs. They lost &amp;quot;Watch this!&amp;quot; and now have a Hellforged Artefact &amp;quot;Scrolls of Sorcery&amp;quot; for which each turn you choose a discipline, roll d6(no primaris swap) and auto-manifest the power with no tests needed and no charges expended(as they aren&#039;t actually psykers) and a spell siphon ability that recycles used charge points by enemy psykers on a 6. Makes decent support with horrors around as you can cycle those warp charges onto them and then use there flicker fires to dump that extra spell charge into even more mind bullets.&lt;br /&gt;
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===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Bloodletters of Khorne&#039;&#039;&#039; - Now only 10 pts. Bloodletters are overall okay. MEQ armies will piss themselves with fear when they hear that Bloodletters&#039; close combat weapons are power swords. Then they&#039;ll realize Bloodletters don&#039;t have any grenades, have a poor invulnerable save, have no armour saves and their swords are AP3, so TEQ will eat them for breakfast. On the plus side, they&#039;re now a lot cheaper, so horde tactics are a good call. Deepstriking a unit of &#039;letters with an instrument allows you to call down another Khornate daemon unit. Bloodletters&#039; main problem is their low number of attacks (1 base). While Bloodletters will decimate MSU units, they will get mowed down by hordes due to their low number of attacks. Also marine squads of 15+ (CSM) will beat them in close combat through sheer volume of attacks if outfitted with close combat weapons; or the &#039;letters will mostly be dead by the time they get into combat and will be taken down by sheer weight of numbers. There are ways round this though. If you give them a Herald with a Locus give them Greater Locus of Fury (Rage) - it helps remedy their low number of attacks. The Exalted Locus (Hatred) is a bit worse and more expensive, as they&#039;ll already hit most stuff on 3&#039;s. Another problem is that they will always endure at least 1 turn of shooting (if not 2) so unless your opponent ignores them they will have lower numbers when they get into combat. The Blood Banner is essential here, greatly improving their chances of getting a successful charge in; and the Character upgrade can be effective especially with access to that Axe of Khorne. &amp;lt;br /&amp;gt;Bloodletters are also the unit for garrison duty in buildings with weapon emplacements. Their BS5 makes them hilariously and counter-intuitively (for a close-combat unit) efficient at shooting; if you&#039;re looking for some effective and reliable anti-aircraft in your Daemon army, give some serious thought to a Bloodletter squad in an Aegis defense line, Imperial bastion, Fortress of Redemption or even an Aquila strongpoint.&lt;br /&gt;
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*&#039;&#039;&#039;Daemonettes of Slaanesh&#039;&#039;&#039; - Clocking in at 9pts each, they have Fleet and Rending as standard. Like every other force organization slot, the Slaanesh unit is faster and more fragile than the Khorne unit just as the Nurgle unit is slower but more durable. They&#039;re designed to tie up the enemy before they have a chance to use their ranged weapons, and now that they&#039;re not forced to deep strike their whole strategy is actually possible. They still have to foot-slog it though, so we&#039;re still back at square 1 (unless you Deep Strike them). Now that they&#039;re only 9 pts. a model, you can take a lot of them, which might even out your odds... maybe... However, they are better than Bloodletters in CC because they have more attacks, are faster, and don&#039;t fold to TEQs. Speaking of which, they will rape TEQs. Example: 9 Daemonettes and 1 Alluress cost 95 points, same as 3 Chaos Terminators and are putting out 21 attacks, hitting on 3s, wounding on 5s. With Rending they&#039;ll kill a 3 man squad in 1 turn most of the time. If you take a Herald go ahead and spring for the Exalted Locus (reroll all To Hit rolls); it gives them more teeth (something they lack) and ups their likelihood of getting a rend.&lt;br /&gt;
**&#039;&#039;&#039;The Great Promenade of Exquisite Excess (Apocalypse only)&#039;&#039;&#039; - If you play Apocalypse, you may want to look into this.  The new Apocalypse book has this nasty Slaanesh Formation consisting of the Masque and six squads of Daemonettes and/or Seekers.  They must be kept in reserve and deep strike when they come in, but can assault when they come in and Rend on a 4+.  This will be guaranteed to throw your opposing team off guard, so if you&#039;re feeling horny and have the models this is highly recommended.&lt;br /&gt;
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*&#039;&#039;&#039;Pink Horrors of Tzeentch&#039;&#039;&#039; - With 6th edition rules, Pink Horrors were arguably the best choice in the Troops section.  As of 7th, they easily &#039;&#039;&#039;are&#039;&#039;&#039; the best.  They&#039;re a ranged unit, but they shoot psychic powers instead of regular shooting attacks, namely the fact that you can run after shooting witchfire powers.  This means you can move up, squeeze off a volley of Flickering Fire, then run in the shooting phase back into cover.  The big kicker though with these things in the psychic phase is that not only are they psykers themselves for the purpose of generating Warp Charge points, but their unique Magic Made Manifest rule lets these things generate 2 Warp Charges instead of one if they number 11 to 15 or 3 Charges if they number 16 to 20.  Small groups of these guys are useful as a shooting unit, but multiple squads of 20 will assure you complete dominance of the psychic phase.&lt;br /&gt;
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:In addition, with the new FAQ confirming Daemonology as a optional choice to generate psychic powers, it is possible to achieve what can be only described as a gribbly bacterial plague. With a focus on claiming battlefield objectives and holding them, you can use your mastery charge to generate &amp;quot;Summoning&amp;quot; from the malefic daemonology discipline, which will then give you the option to spawn another unit of horrors using 5-6 warp charges to guarantee success. By selecting Malefic discipline for the new unit, your opponent now has too eliminate two units of horrors in order to prevent a third/fourth unit entering the field. In theory, you should be able to hold the line using the age old principle of &amp;quot;Bodies over bullets&amp;quot;. While this does restrict the use of other psychic powers in the army, it is perfect to use as allies for an army with a particularly weak selection of psykers......          &lt;br /&gt;
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*&#039;&#039;&#039;Plaguebearers of Nurgle&#039;&#039;&#039; - Plaguebearers may have lost FnP and got their toughness docked by 1, but they got a dramatic points reduction in exchange. They get Shrouding as part of their new deal, so as before they&#039;re still great at holding objectives. Since they are no longer Fearless and have Shrouded they can go to ground for 2+ in any cover. Also now their attacks always glance on a 6, which means that these are your anti tank. A massive unit of these with a Herald could march across the board and kill a hell of a lot of stuff that your other units might struggle with (see Wraithlords and AV13 Walkers). If you take a Herald, take the Greater Locus of Fecundity (Feel No Pain) to make camping Plaguebearers unkillable or to survive the march to your enemies&#039; vehicles. Or you could bring Plague Drones/Seekers/Bloodcrushers with Icons to get them where you need to go, which is a better idea because they have Slow and Purposeful.  These guys definitely need a Herald to give them their FNP back to truly shine at backfield objective camping. Otherwise they&#039;re a few markerlights away from oblivion.&lt;br /&gt;
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*&#039;&#039;&#039;Nurglings&#039;&#039;&#039; - A four wound tarpit, Nurglings have lost their amazing Eternal Warrior and are now incredibly vulnerable to instant death. In 7th edition, the rule disallowing Swarms to be scoring units has disappeared which means these things score and have Objective Secured! Plus they have the Infiltrate Special Rule, and they&#039;re decent at distracting units with a lot of dakka and missile launchers, allowing your assaulting units to move up and chop them to pieces. Alternately, they can grab a vital objective early in the game. Taking about 6 should do the job, but taking more isn&#039;t a bad idea. Just don&#039;t expect them to do much. Be careful, however, using these guys against Tau. Infiltrating units with four wounds seems like a perfect solution to keep some of that shooting off your army as they run up the board, but sadly any S6 shooting or templates will absolutely destroy the unit in no time at all, and Tau unfortunately have tons of that. &lt;br /&gt;
**If playing apocalypse, you can usually find a place behind the enemy to infiltrate to. Take a bunch of 3-base units and [[DISTRACTION CARNIFEX]].&lt;br /&gt;
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===Elite===&lt;br /&gt;
*&#039;&#039;&#039;Beasts of Nurgle&#039;&#039;&#039; - Toughness 5, 4 Wounds, Shrouded and It Will Not Die? Beasts are amazing tarpitters, and can even charge in the enemy&#039;s assault phase. Yes you read that right. One of the best countermeasures to your weaker units being charged in the book. They last forever and will hang around long enough for hopefully some one else to come and help. Pairs well with Plague Drones, BUT remember to keep them in cover! They are Beasts, and as such they ignore difficult terrain, so take advantage of the free saves. Great as road bumps for Death Stars and also good at distracting assaulting units in a shooty Daemons army. As long if you&#039;re willing to invest in Tzeentch units and focus on one target at a time, Beasts can really help as a meatshield for your shooty units. Also, in the fluff &amp;lt;s&amp;gt;in the new codex&amp;lt;/s&amp;gt; since about 1986, these creatures are [[Unyuufex|attention-seeking puppy-like beings who love making new friends and jump at the chance to show their affection. They never fully catch on to the fact that, in their quest to give and receive affection, their size/strength/natural abilities always result in the gruesome deaths of their intended playmates.]]&lt;br /&gt;
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*&#039;&#039;&#039;Bloodcrushers of Khorne&#039;&#039;&#039; - With 6+ (Why does it even have this?) 5++ and T4, Bloodcrushers are possibly the worst hit by the new codex. They still hit very hard, and now they have 3 wounds, but the whole loss of the 3+ save means that Bloodcrushers will die quickly when in the open. On the other hand, now they&#039;re a proper Cavalry unit, so what they lost in survivability they gained in mobility, but that &#039;&#039;won&#039;t&#039;&#039; save them. Plus they cost 5pts MORE than their 5th edition counterpart. Trading their 3+ armour save, T, and their Eternal Warrior in exchange for 1W and counting as Cavalry for 45 pts? Pass. On the other other hand, if you manage to cast the Grimore of True names on them, they&#039;ll be nigh-unkillable with 3 wounds and a 3++ save. Their main use in this book is to attach Karanak with five Bloodcrushers with an Icon so you can deep strike your Khorne/Slaanesh (HERESY!) units safely (within cover of course) so they can launch an assault next turn after the Bloodcrushers do. Again, if you&#039;re worried about their their survival, grant them the True names and they&#039;ll do fine for the most part.  Using these in range of a Leman Russ, Krak missile long fang squad, or Hive guard tends to end hilariously.  For the enemy anyway.  For you it&#039;ll probably just make you cry.&lt;br /&gt;
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*&#039;&#039;&#039;Fiends of Slaanesh&#039;&#039;&#039; - These guys look *weird* and they&#039;re adequately killy. They&#039;re pretty fast (Beasts) with an OK 3 S4 rending attacks at a good initiative (6). Their MAIN use is that any unit they charge has -5 I. Hell yes! Oh and enemy psykers have -1 Ld when within 12&amp;quot; of them. The downside? T4 and 5++ (Although 3 wounds sorta helps out). They are even more of a glass hammer than last time around but have some nice tricks to help them out. For extra lulz, have a Keeper of Secrets with a Witstealer Sword charge in a unit with the Fiends, laugh when your opponent tries to pass his Initiative test but fails thanks to these Beasts! &lt;br /&gt;
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*&#039;&#039;&#039;Flamers of Tzeentch&#039;&#039;&#039; - At one point, fielding Flamers would have caused your opponent to leap over the table and strangle you. Now he will thank you for giving his Space Marines Feel no Pain - if he doesn&#039;t mind losing half his squad first (or none of it if you shot it into bikers of nurgle, god damn it). 23 points for a Strength 4 AP4 flame template, which forces the unit to take a toughness test. If he fails, the unit takes D3 cover and armour ignoring hits, if he passes, the unit gains 6+ Feel no Pain for the rest of the game or a bonus to his existing Feel no Pain, and ATM until an FAQ comes out this STACKS. However, they have one saving grace: they still kill models with 4+ saves and higher in droves and since most of these models are T3 half of the time you get D3 extra auto hits. Remember, it&#039;s at THE END of the Shooting Phase when the unit must take a toughness test, so take six in one squad and have some Pink Horrors to help them out! By the way, I don&#039;t recommend you putting nine in a squad, because this unit is meant to harass and distract your opponent&#039;s squad while your troops gets within charge range to finish them off. Six flame templates are plenty to do that job. &amp;lt;br /&amp;gt;One use is to deepstrike them right next to the biggest blob the enemy has (either praying for no scatter or taking the CSM&#039;s Dimensional Key) and let rip with your &#039;&#039;&#039;AP4&#039;&#039;&#039; flamers. Fire warriors, gaunts, boyz and necrons will be wiped off the table by a 3 &#039;man&#039; 69pt unit (remembering to lay down the template the best way possible and multiplying the models under it by the unit size)&lt;br /&gt;
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*&#039;&#039;&#039;Decimator Daemon Engine (Forgeworld)&#039;&#039;&#039; - A healthy alternative to the Soul Grinder. Costs a LOT more, not as well armoured (13/12/11) but potentially more durable. Like other daemon vehicles it has Daemonic Resilience, deepstrikes and gets a 5+ invulnerable save, but unlike other vehicles it has &amp;quot;Unholy Vigour.&amp;quot; Basically, it can regrow blown-off weapons and un-immobilize itself on 5+ AND can revive itself from a Wrecked result on a 6+ ON ANY TURN! Mind it will also [[Vampire|suffer final death]] on a 1. This thing also gets access to smoke launchers for 3 pts., so buy them. The Decimator can additionally mount the following weapons:&lt;br /&gt;
**&#039;&#039;&#039;Decimator Siege Claws&#039;&#039;&#039;: Your decimator comes stock with two of these, providing a total of 4 S8 AP2 lightning-claw attacks plus they have built-in heavy flamers. These claws can also perform a smash attack that if it penetrates a transport or building, you get to make D6 heavy flamer attacks against anyone inside - Falcon PUNCH!&lt;br /&gt;
**&#039;&#039;&#039;Butcher Cannon&#039;&#039;&#039;: The butcher cannon will help against things like dreadnoughts, medium armour and when bought as a pair, can lay down an eye-watering 8 S8 AP4 shots at 36&amp;quot;. It can glance vehicles alright, pop infantry with low armour saves and maybe have some marginal anti-air power, but it may be better to take an allied Forgefiend.&lt;br /&gt;
**&#039;&#039;&#039;Storm Laser&#039;&#039;&#039;: 36&amp;quot; S6 AP3 Heavy D3+2. Like the butcher cannon, the laser is best bought as a pair and is a cost effective alternative to them. Storm Lasers are best at chewing up MEQ infantry: Necron Lynchguard/Destroyers/Praetorians/Tomb Spyders, Blood Angels in power armour, PAGK&#039;s, the occasional Tyranid monstrous creature, etc. Tau Crisis and Stealth suits (should you ever catch them in the open) are the most flavourful targets of laser decimators appearing out of nowhere and scorching them in a volley of hurt.&lt;br /&gt;
**&#039;&#039;&#039;Soul Burner Petard&#039;&#039;&#039;: Yes, that&#039;s... really it&#039;s name. &#039;&#039;[[Derp|Petard]]&#039;&#039;. [[Gay|A French/British word that basically means &amp;quot;bomb&amp;quot;]]. Anyway, it gives you S5, AP5, Rending, Large Blasts for smashing Orks, &#039;Nids, or Guard (or any other blobs you may need to remove). You only need to buy one of these (as it&#039;s an Ordnance weapon), allowing you to retain a Siege Claw for the fighty bastards that get too close. &lt;br /&gt;
**&#039;&#039;&#039;Heavy Conversion Beamer&#039;&#039;&#039;: 6th edition gave this thing a purpose, for now you can hide one of these in a building while taking another gun for more dakka and dedicating this vehicle to Slaanesh for the defensive grenades... although this seems like a goofy way to use a decimator. &amp;lt;br /&amp;gt;The Decimator can be dedicated to the Gods (requires an Independent Character in the army with the same dedication) for +15 pts. as follows:&lt;br /&gt;
**&#039;&#039;&#039;Khorne:&#039;&#039;&#039; Gains Rampage. Great for tearing apart lots of things in hand to hand and goes well with the double claw or claw plus petard.&lt;br /&gt;
**&#039;&#039;&#039;Nurgle:&#039;&#039;&#039; Gains It Will Not Die. Arguably the best, making an already hard to kill unit even harder to kill!&lt;br /&gt;
**&#039;&#039;&#039;Slaanesh:&#039;&#039;&#039; Counts as armed with assault and defensive grenades. Assault grenades are marginally useful, but defensive grenades are alright if you&#039;re weird and are going for a camping decimator with a heavy conversion beamer.&lt;br /&gt;
**&#039;&#039;&#039;Tzeentch:&#039;&#039;&#039; Re-roll to-hits of 1&#039;s for shooting attacks, and heavy flamers (if any) get Soul Blaze. A good gun/claw mark which will do terrible things to light mech armies.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Plague Drones of Nurgle&#039;&#039;&#039; - Plaguebearers riding on giant jetpack cavalry flies. And you thought you were badass. Can be upgraded with Poison (3+) or turn one of their attacks into Instant Death (Stinger tail to the face). The whole unit can also get an upgrade for Str user assault 2 poisoned 4+ 12&amp;quot; ranged attacks. There is also the champion upgrade that gives you +1 attack and gives you access to that AP2 Etherblade (this makes them hit very hard). Don&#039;t forget that because they are jetpack cavalry they can move 12&amp;quot; in the movement phase (kinda like a jumppack with their dangerous terrain test if they start or end turn in terrain), then shoot you with Death heads and then they have Fleet and Hammer of wrath for their charge (again ignoring any terrain they have to charge through (bar a dangerous terrain test). Oh, and they have 3 wounds each at T5 so they ain&#039;t going anywhere quickly! And if you don&#039;t fancy charging don&#039;t worry, you can move 2D6&amp;quot; in the assault phase for free like Tau Battlesuits, making their move average at 19&amp;quot; per turn and with shooting. NOTE: They also make great ICON bearers so you can Deep Strikes your other units more effectively and pretty far across the board turn 2 since they are so fast and tough. &lt;br /&gt;
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*&#039;&#039;&#039;Flesh Hounds of Khorne&#039;&#039;&#039; - Good points: they&#039;re fast, have multiple wounds, can effectively deal with any non-melee unit that isn&#039;t wearing power-armor. That and they have +2 to Deny the Witch rolls as standard. Bad points: their attacks don&#039;t ignore armor saves so anything that&#039;s as tough as a Space Marine will laugh them off. As a counter to this, Karanak or a Herald on a Juggernaut can give the squad he is in RAGE which makes them really scary on the charge and since they are so fast and ignore difficult terrain ALL THE TIME, being beasts, they should be charging. Along with Karanak&#039;s perils&#039;-causing collar, him and the Hounds make great psyker hunters. These guys also now have Scout and just generally better stats. A cheap group of ten is well worth their points if your opponent has at least one annoying psyker pissing off the Blood God. These guys are also borderline mandatory when playing against very shooty armies, such as Tau, IG, or Eldar. Use a squad of ten to sponge up most of your oppenent&#039;s firepower on turn one, and roll your other fast units up the board. Using a large blob of them buffed by the Grimoire with Karnak is typically considered a [[Troll|most excellent dick move.]]&lt;br /&gt;
**&#039;&#039;&#039;Models note:&#039;&#039;&#039; If you want to add Flesh Hounds to your force but don&#039;t have the money to buy them (They cost $50 in America for five Hounds), you can get either the Beastmen/WoC Hounds or the Vampire Counts Dire Wolves for &amp;quot;Count as&amp;quot; models for half the price AND twice the amount you get. Did I mention they&#039;re plastic rather than Finecast? Hmm, Me gusta! &lt;br /&gt;
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*&#039;&#039;&#039;Furies of Chaos&#039;&#039;&#039; - These got a total change this time around, but still suck. They have jump packs but only one attack each and rubbish stats make them un-usable. Even for 6 points a pop they have leadership 2. Yes, you read that right, Grots and Conscripts have more balls than they do - these are undoubtedly the biggest pussies in all of 40k. That means if they EVER lose combat they are gone, no ifs or buts about it; if they ever have to take a morale check they are unbelievably fucked. You can make them dedicated if you want but seriously don&#039;t bother wasting a precious fast attack slot and points on these guys. For extra Fluff-Heresy you can Mark Furies. Even though they were scorned by each god to be mark-less abominations of despair and eternal punishment for the fickle mortal they once were. Other than the Slaanesh Mark, we aren&#039;t to sure why you would want to do that.   &lt;br /&gt;
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*&#039;&#039;&#039;Screamers of Tzeentch&#039;&#039;&#039; - They &#039;&#039;&#039;will&#039;&#039;&#039; get mowed down if properly targeted/assaulted, so be sure you&#039;re using them tactically to herd enemies or as a &#039;&#039;&#039;small&#039;&#039;&#039; suicide squad against tanks, although they have 2 wounds now which helps. They have three attacks each (plus Hammer of Wrath) which means their chances in combat are OK. They have a &amp;quot;Slashing Attack&amp;quot; Special Rule, allowing D3 S4 AP- auto-hits on unengaged enemy models by turbo boosting over them (don&#039;t forget this gives you a 4+ cover too). The update brought them to heel where now you can substitute your normal CC attacks for one Strength 5 Armourbane attack at AP2 (REMEMBER you still get your S4 Hammer of wrath attacks too!). Use this against big vehicles and Terminators only and watch light vehicles get ripped to little shreds by your 25pt models. These guys are still usable, but no longer the cheese they used to be.&lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; It can be argued that Screamers do get their second attack from charging while using Lamprey&#039;s Bite as it only states normal attacks, not ALL attacks (same wording as Smash). Until a FAQ comes out regarding that make sure you talk it over with your opponent. If you wanna be a rule lawyer sure; &amp;quot;they may trade in all their normal close combat attacks for one attack with the following profile...&amp;quot; is pretty self explanatory. Just take the extra Hammer of Wrath attacks and be happy folks! &lt;br /&gt;
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*&#039;&#039;&#039;Seekers of Slaanesh&#039;&#039;&#039; - Got changed this time around, Seekers are now a solid unit that one should consider when making their lists. These cavalry units are cheap-as-chips (12 pts), they may just seem like daemonettes on mounts, but when you take a closer look, you see that they have Acute Senses and Outflank. They also have an extra attack, which gives them 4 on the charge, and if that&#039;s not enough, they run an extra 6&#039; in the shooting phase, so Seekers are both fast AND deadly! Seriously, for only three points more just for all of that makes me think their point costs is a print error. Whether you use them for a fast offence unit, an Icon carrying squad, or to simply distract your opponent from your other units, you can&#039;t go wrong with Seekers. Even if you were to maximize the unit to 20 seekers, it won&#039;t take up your points and still leaves you room for other units, unlike the other unit that requires the Grimore to be effective and are an expensive investment *CoughBloodcrushersCough*.&lt;br /&gt;
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*&#039;&#039;&#039;Hellflayer of Slaanesh&#039;&#039;&#039; - The Hellflayer was overlooked when it was first launched on account of it sucking during that brief update from White Dwarf. Let&#039;s not kid ourselves, this thing is still fragile and will succumb to most gunfire with ease. Granted, should it survive, you will quite literally drink the tears of your enemies troops as the chariot deals out D6 S4 Rending HoW hits per hull point remaining, granted it only starts with two. However, the Exalted Alluress riding the thing gets an additional attack per unsaved wound inflicted on top of the four with which she starts! Like we said, there&#039;s an incentive to kill this thing before it drives into the soft, moist folds of the rank and file. There&#039;s just one critical problem: &#039;flayers are 60 pts each whereas seeker chariots cost 20 points less, have the exact same profile and can be taken in 1-3 vehicle squads. If you can&#039;t take those or Exalted chariots (likely because you don&#039;t have any free Heavy Support slots left), only then shall you consider this unit. They aren&#039;t very good if you got the memo as they pay 20 points for a gimmick.&lt;br /&gt;
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*&#039;&#039;&#039;Blight Drone (Forge World)&#039;&#039;&#039; - A fast flyer with a Reaper Autocannon, an old-style Mawcannon (Phlegm and Vomit only) and now Deep Strike and the Daemon of Nurgle rule. At 150 pts., it&#039;s a nifty fast attack vehicle. With the increased points, it is now closer to a soul grinder. The downside? It&#039;s BS2. The upside? It has Shrouded so evading for a jink is 3+ cover (2+ if they&#039;re within 8&amp;quot; due to defensive grenades). One of the contenders for best fast attack choice since it&#039;s a good load of dakka on a flyer with Shrouded which many armies lack effective counters to. Beware that these explode when destroyed (wrecked/explode) so keep them away from squishy friendlies and always near enemy lines. These can also be taken as a 1-3 squadron. Never hurts to double tap, and opens slots up for other fast attack awesome.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
*&#039;&#039;&#039;Skull Cannon of Khorne&#039;&#039;&#039; - Basically auto-include if you&#039;re bringing Daemonettes or Bloodletters. Not because S8 cover-ignoring blast (which is still nice at popping-out vehicles), but because your guys can charge anything hit with this blast without initiative penalty for not having assault grenades. If the enemy gets too close, it&#039;s a chariot, so charge them with your D6 S7 Hammer of Wrath hits! Then die horribly as they shove a power fist up your armour-10 rear.&lt;br /&gt;
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*&#039;&#039;&#039;Burning Chariot of Tzeentch&#039;&#039;&#039; - Fragile but very killy. 10AV all around but is in fact a Daemon of Tzeentch and 3HP make it more durable than most fast skimmer... chariot... things. The Exalted Flamer will be shooting AP3 torrents and 18&amp;quot; heavy d3 lascannon shots, which unfortunately have Warpflame. Even its Hammer of Wrath attacks have Warpflame. Here have FnP while I burn you alive. [[Just as Planned]]. Alternatively you can give a Herald of Tzeentch one of these to pimp around in, casting Divination, Change, and/or Malefic Daemonology powers all over the place. Or you could use a Warpblade to spawn the shit put of your opponent using sweep attacks, then &#039;accidentally&#039; flamer the t5 spawn, as well as the enemy squad, and let the nomming commence.&lt;br /&gt;
** Warhammer 40,000 7th Edition update. Now in 7th Edition chariot riders count as always stationary and relentless. It means exactly what you think it means. Our beloved av 10/10/10 skimmer can now move 12&amp;quot;, torrent another 12&amp;quot; and because it&#039;s open topped it can be from anywhere on the vehicle. While the durability is low, 3 HP, chariots can now never be immobilized only, explode on 7 for damage roll and they can pass off hits/wounds to the rider.  And if you do choose to run the Herald on this instead, remember that you can spew psychic powers in the psychic phase and then flat-out into safety in the following shooting phase.&lt;br /&gt;
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*&#039;&#039;&#039;Seeker Chariot of Slaanesh&#039;&#039;&#039; - These guys are cheap. A squad of three of these used to be unusable due to their massive bases and deepstriking, but now they can deploy safely. Rules for these girls are simple: Charge the enemy. Your d6 per hull point Hammer of Wrath Attacks with RENDING due to its Fleshshredder rule owns everything. And since chariots can&#039;t be locked in combat when it&#039;s your turn again just back up an inch and repeat! These things are very delicate but at only 40 pts a chariot they are worth it. Be careful with the rules in cc as it gets very confusing with the exalted Alluress in combat.&lt;br /&gt;
**&#039;&#039;&#039;Exalted Seeker Chariot of Slaanesh&#039;&#039;&#039; - Same as above only 4 HP instead of 2. you could put a Herald here and take the locus that means all your chariots ignore difficult terrain all the time. &lt;br /&gt;
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*&#039;&#039;&#039;Soul Grinder&#039;&#039;&#039; - In 4th edition, Games Workshop decided to expand its repertoire of things stolen from intellectual properties and so knicked something a bit more recent (from Doom, specifically). It was a shitty waste of points back then because its [[Meme|HUGE GUTS]] made deep-striking it an exercise in annoyance and failure, but we don&#039;t talk about that much no more. For this codex, the &amp;lt;s&amp;gt;Spider Mastermind&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Cyberdemon&amp;lt;/s&amp;gt; Soul Grinder is very similar to what it once was in terms of stats and cost. He still comes with a harvester, has one Iron Claw (it&#039;s a power fist, actually) and still has that same, rather solid stat-line. So what&#039;s new? Well, he can Skyfire if he wants with his new S7 AP4 3-shot harvester and has to buy all his other weapons from scratch. However, losing a Mawcannon won&#039;t remove all the the profiles you upgraded it with so that&#039;s a plus, right? Speaking of weapons and profiles:&lt;br /&gt;
**&#039;&#039;&#039;Baleful Torrent&#039;&#039;&#039; - just like the last one, S6 AP4 but now with torrent!&lt;br /&gt;
**&#039;&#039;&#039;Phlegm Bombardment&#039;&#039;&#039; - very similar to the phlegm profile it replaces, your half-range battle cannon doth return. Note, you have to snap-fire all other weapons when shooting it now because it&#039;s Ordnance and this is post-6th Ed.&lt;br /&gt;
**&#039;&#039;&#039;Warp Gaze&#039;&#039;&#039; - why? Oh sure, S10 AP1 seems terrifying, but its range is pathetic and you can expect to miss as often as you can to hit with it; could be worth it on camping Nurgla/Tzeentch Grinders just to add more dakka. This would&#039;ve been &#039;&#039;awesome&#039;&#039; if you could give it to a Daemon Prince!&lt;br /&gt;
**&#039;&#039;&#039;Warp Sword&#039;&#039;&#039; - your back-up if you lose your Iron Claw and a pricey one at that, but it will also give you a bonus attack, being that both your claw and this sword are specialist weapons. Warp Swords are also master crafted, which is totally a plus for close-combat grinders&amp;lt;br /&amp;gt;Soul Grinders must now be upgraded to a Daemon of a god in which it gets Daemon USR (5++ and Fear) as well as the special god-related bonuses:&lt;br /&gt;
**&#039;&#039;&#039;Khorne&#039;&#039;&#039; - This one is free as the Iron Claw already doubles strength (making furious charge useless unless someone shoots off your claw) but also means you&#039;ll almost always be loading up with a Warp Sword just in case. &lt;br /&gt;
**&#039;&#039;&#039;Tzeentch&#039;&#039;&#039; - The next cheapest, giving you jack shit in terms of psychic powers but 5 pts for a re-rollable save 1&#039;s is fantastic!&lt;br /&gt;
**&#039;&#039;&#039;Nurgle&#039;&#039;&#039; - Best by far for Shrouded Soul Grinders (2+ cover behind ruin anyone?) but be careful with an ADL as it might be too small to obscure him properly. Always double check that this massive model is obscured before assuming he is. Otherwise, you&#039;re gonna be shooting so take phlegm, maybe Torrent and &#039;&#039;maybe&#039;&#039; Warp Gaze. Keep in mind that this thing will be in the backfield, which is a weird position for daemons that are more used to taking the fight to the enemy.&lt;br /&gt;
**&#039;&#039;&#039;Slaanesh&#039;&#039;&#039; - the +3 run, Fleet and Rending! Grab yourself a Warp Sword and Baleful Torrent. Speed up the field, and soften a unit up with the torrent and the harvester cannon, then assault it with 6 S10 attacks (with rending, but at S10 that&#039;s a bit of a moot point) - not even buildings or [[Land Raider|big metal bawkses]] can withstand that! You can even charge in and kill those Gay Knights shooting you with Psycannons that aren&#039;t allowed to run away in CC and have to stand there while you kill them (unless they brought Daemon Hammers... then you&#039;re fucked).&lt;br /&gt;
:While the Soul Grinder is usually worth taking, it is annoyingly counter-intuitive. It offers Skyfire, but only has BS3 and if used, prevents the use of Phlegm or the torrent (requires some Divination trickery); they have access to powerful guns, but have criminally short ranges; they come with strong close combat options, but also great ranged options. The trick is to figure out what you need it to do in your army and use it to fill in the gaps. Most importantly, play to its strengths: it&#039;s a walking tank! It&#039;s way more durable against things that threaten [[Dreadnought|other walkers]], like autocannons or krak grenades so don&#039;t be afraid to leave yourself a little vulnerable at times. If you&#039;re really concerned, take them in pairs for safety. &lt;br /&gt;
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*&#039;&#039;&#039;Plague Hulk (Forgeworld)&#039;&#039;&#039; - Essentially a Soul Grinder of Nurgle with a poisoned 3+ S5 AP3 flamer instead of the Harvestor and a rending phlegm bombardment with 2 fewer strength but at 150 instead of the 180 for the codex version with Phlegm. Replacing the Iron Claw with a Warp Sword for +25 points is a hilariously bad idea which you should not do. Definitely worth the points but wants you to get close to take advantage of the poison template (which is counter intuitive of Nurgle Grinders siting back abusing Shrouded). Since you can take it in CSMs too its a good way to get a 4th Grinder via allies if you really like them. You are losing the versatility that the Harvester gun has but for being the most budget Grinder it&#039;s always worth consideration.&lt;br /&gt;
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*&#039;&#039;&#039;Blood Slaughterer (Forgeworld)&#039;&#039;&#039; - &#039;&#039;&#039;FUN&#039;&#039;&#039;&amp;lt;font size=5&amp;gt;*&amp;lt;/font&amp;gt; name notwithstanding, these jacked-up chaos dreadnoughts are bad fucking news! Front armour 13, WS5, a dreadnought close combat weapon, Rampage, Daemon of Khorne, Deepstrike, Fleet, Daemonic Resilience and +D3 attacks on the charge spell death for anything they touch. You can either stride them across the table but they will likely get kited because they have to run towards the nearest enemy unit in sight. Fortunately, you can instead choose to deep-strike them close to that thing you want to die; this is a marginally better proposition as individual Slaughterers are roughly dreadnought sized and it&#039;s fairly easy to place one (and in most situations, the other two). If you take a full squad of three, give them all Impalers (a Blood Angels magna grapple with one worse AP and a scant 12&amp;quot; range; it can never be snap-fired): they always hit on a 4+ and drag penetrated vehicles or wounded and unsaved monstrous creatures 2D6&amp;quot; closer to them. Oh, if you happen to drag anything into base contact it&#039;s blender time as the model is now in a close combat with the Bloodslaughterers which count as having charged. Did we mention that multiple Impaler hits are cumulative? Or that these are one of the few things that can assault and sweep on the turn they deepstrike? [[RIP AND TEAR]]!&lt;br /&gt;
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*&#039;&#039;&#039;Spined Chaos Beast (Forgeworld)&#039;&#039;&#039; - No longer available to CSM, this thing is now a Chaos Daemons exclusive. Basically, it&#039;s a daemonic construct made from flesh instead of metal. It&#039;s a deep-striking monstrous creature with WS5, S7, T6, 4 wounds with It Will Not Die. Must be a Daemon of a Chaos god:&lt;br /&gt;
**&#039;&#039;&#039;Khorne:&#039;&#039;&#039; free furious charge! +1S on the charge is nice although it isn&#039;t an earth-shattering bonus, but it&#039;s hard to beat a price of 0.&lt;br /&gt;
**&#039;&#039;&#039;Slaanesh:&#039;&#039;&#039; Got bumped up by +5 pts. but is no longer the cheapest or worst of them all. Fleet, rending and an extra 3&amp;quot; of movement are pretty sweet. Great for running up the field, dashing through cover or deep-striking and running out of LoS. You also don&#039;t have to smash to pop lighter vehicles with rending, which is nice. All in all, like Khornate Daemonhood, there are no drawbacks or wasted abilities here. A Slaaneshi Chaos Best combines the good parts of a Daemon Prince (high WS, easier to Deepstrike) with a Soul Grinder (strong and remarkably tough), although you lose access to ranged weapons, gifts and psychic powers. Still, it undercuts &#039;&#039;both&#039;&#039; those competitors by a fairly significant margin.&lt;br /&gt;
**&#039;&#039;&#039;Nurgle:&#039;&#039;&#039; Oh how the mighty have fallen - 15 points for shrouded and slow and purposeful. Alright, so you already get a 5+ save from being a Daemon and slogging through difficult terrain to buff that cover save makes you even slower - which paired with Slow and Purposeless makes this thing a 155 point sink that has a chance to do FUCK ALL during a battle when foot-slogged. Deep-striking it into cover may get you closer but you still have to waddle over to your targets (which will be agonizing) or you can scatter onto bad things for a mishap, again giving you the opportunity to have a 155-point sink. Topping it all off, you won&#039;t get your cover saves in close combat, which hangs a massive question mark over the whole goddamn thing! What&#039;s really sad is that the bonus it replaced (FNP) was way better; just skip it.   &lt;br /&gt;
**&#039;&#039;&#039;Tzeentch:&#039;&#039;&#039; +5 points to better use psychic powers... that you don&#039;t get. Being able to re-roll 1&#039;s for saves is nice and quite a bargain at only 5 points granting an almost 4++.&lt;br /&gt;
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===Fortifications===&lt;br /&gt;
Before the new book, these were a pretty silly idea, but now that you can choose to deploy regularly, these might actually be worth it.&lt;br /&gt;
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*&#039;&#039;&#039;Aegis Defense Lines:&#039;&#039;&#039; More of the more reliable Skyfire/Interceptor choices, although, being a very choppy army, you probably won&#039;t benefit much from the cover saves. A Herald with a minimum unit for meat shields can use it&#039;s higher BS to fire the emplacement and hold a backfield objective.&lt;br /&gt;
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*&#039;&#039;&#039;Skyshield Landing Pad:&#039;&#039;&#039; Your Deep Strikers don&#039;t have to scatter and you can get improved Invulnerable Saves, given you already get 5++. &lt;br /&gt;
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*&#039;&#039;&#039;Imperial Bastion:&#039;&#039;&#039; Put your bloodletters in this guy and put your trollface on as you fire a quad gun at BS5 at their precious aircraft. &lt;br /&gt;
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*&#039;&#039;&#039;Fortress of Redemption:&#039;&#039;&#039; Ew, no. It&#039;s incredibly expensive and really made for a shooty army, which you aren&#039;t. Unless of course you put a squad of Bloodletters on it in which case you can have 4 BS5 Heavy Bolters, a BS5 Krakstorm, and a BS5 Lascannon with Interceptor and Skyfire.&lt;br /&gt;
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==Building your Army==&lt;br /&gt;
Step one is usually the same for building any army: Start with an HQ and two Troops.&lt;br /&gt;
However, this is a bit more complicated in a Daemons of Chaos army! If are anything like I was when I started playing, you read the fluff on the chaos gods and you think &amp;quot;No fucking way would these miserable sacks of shit ever work together!&amp;quot; And you know what? You&#039;re right. But if there&#039;s one thing you should learn about Warhammer 40k RIGHT FUCKING NOW, it&#039;s that both the fluff and the crunch are best enjoyed separately. I know that winning isn&#039;t everything, but if you build a mono-Slaanesh army you&#039;re just going to lose all of your games (If you don&#039;t know how to use them right that is), and that&#039;s not fun either. So here&#039;s the real step 1 of building a Chaos Daemons army (For the newbies and the non-intelligent players that is):&lt;br /&gt;
*&#039;&#039;&#039;Step One: Are you sure you don&#039;t actually want to play Daemon Marines?&#039;&#039;&#039;&lt;br /&gt;
**You can, however, run a mono-god list if you take daemons as allies to a primary detachment of Chaos Space Marines. I won&#039;t talk about that here since this is the Chaos Daemons tactics article, but suffice it to say that Death Guard with Ku&#039;Gath and a Soul Grinder is not just fun and lore-friendly but highly competitive, and Noise Marines with a Lord of Change is one of the strongest unit combinations in the game right now, hands down. (Not lore-friendly per se, but at least it&#039;s not two rival gods.) You also don&#039;t have to deal with Warp Storm.As well as the fact that Daemon allies bring sorely needed Divination powers to units like Thousand Sons squads. Remember, Daemons aren&#039;t a forgiving force when you run them as your Primary detachment, so if you aren&#039;t so good playing as Dark Eldar, you will do much worse. All I&#039;m saying is don&#039;t buy 1500 points of Daemons only to realize you wanted to play Chaos Marines with a Daemon twist all along. &lt;br /&gt;
*&#039;&#039;&#039;Step 1.5: How about Daemons in Fantasy?&#039;&#039;&#039;&lt;br /&gt;
**Don&#039;t forget that Warhammer Fantasy has Daemons of Chaos, which are essentially the exact same army. They used to be one of the most ridiculously overpowered armies, to the extent that many changes in 8th edition were introduced solely to tone them down. However, they got an update the same month as Chaos Daemons did, and it was... well, it was weird. They still have a lot of good things (Skull Cannons are one of the biggest pieces of cheese in the game currently), but it&#039;s terribly balanced internally and many options are absolutely terrible. The recent High Elves release also further screwed them over with the Banner of the World Dragon, which allows a unit to more or less ignore all attacks by Daemons. That being said, you&#039;re still (essentially) getting two armies in one, especially if you can magnetize the bases. In short, if you want to get your moneys worth for building a Daemon army, get some magnets for your collection and get an Army Book. This is optional tho, so if you don&#039;t like Fantasy or have no desire in using them there for any reason, then that&#039;s fine.&lt;br /&gt;
*&#039;&#039;&#039;Step Two: Now you can get an HQ and two troops.&#039;&#039;&#039;&lt;br /&gt;
**Just because you&#039;re going to playing low-point games doesn&#039;t mean you have to use heralds. (See if anyone is willing to play 750 points, you can fit a lot of variation even in such small lists. 500 points is too restricting for this writer&#039;s taste.) The Greater Daemons or a Daemon Prince are rewarding as hell to use and you can totally pull it off, even at 500 points, although it&#039;s a squeeze. I&#039;d recommend a Daemon Prince for starting, they&#039;re cheaper after all (So long if you don&#039;t go overboard on the gifts and Psykic powers), and you can always transition him to heavy support later when you&#039;ve expanded your collection. Probably the best troops to start with are Plaguebearers, as they are tough, forgiving, hold objectives well, and aren&#039;t bad when opperating a quad gun behind a Aegis Defense Line, although all of the troop choices are okay. Daemonettes are probably the other best choice because they can work in small games without the Heralds help, but in larger games any amount of firepower will eat them for breakfast, so take some Calvary units with Icons so they can deep strike closer to the enemies. Plague Drones are tough as nails while being the slowest out of the three, Seekers are the fastest and cheapest, but die very quickly when not used right, and Bloodcrushers are a balance of the two and are great against Space Marines(Watch out for Krak missles!). Although you can&#039;t assault after they arrive, the extra mobility and safety from it is worth it. The same goes for bloodletters, but they do need a Herald to perform better, and they should only be used when you&#039;re going against Space Marines that aren&#039;t TEQ. Don&#039;t instantly discount the &amp;quot;bloodletters behind an Aegis Defense Line with a quad gun&amp;quot; strategy, it&#039;s surprisingly effective and only a 200 point investment.&lt;br /&gt;
*&#039;&#039;&#039;Step Three: Now pick up a Soul Grinder.&#039;&#039;&#039;&lt;br /&gt;
**These are borderline mandatory in a Daemons army. Phlegm Cannons are fuckawesome and they&#039;re your only reliable form of Skyfire. But don&#039;t actually Skyfire with them, you&#039;re better off Phlegm-ing all over their infantry. Or vehicles. Or anything.&lt;br /&gt;
*&#039;&#039;&#039;Step Four: Once you hit 1000 points, you have to deal with Flyers.&#039;&#039;&#039;&lt;br /&gt;
**Anyone fielding flyers at under 1000 points is enough of a douche that you can just say &amp;quot;I&#039;m not playing against that cheese,&amp;quot; but once you get to 1000 points it&#039;s more forgivable. The obvious solution, Soul Grinders, is not always the best, because if you shoot at their flyers you&#039;re wasting a potential phlegm cannon shot or vomit torrent. This is not to say that soul grinders are a bad option, just not necessarily the best. Bloodletters behind an ADL is cheesy but effective, however you can&#039;t count on this to take out more than one flyer. A Heldrake doesn&#039;t care about your cover, and you are T3. Additionally, you can drop another 25pts. and pick up an Imperial Bastion for your Bloodletters to camp and at AV14 all around and the serious firepower it packs, your opponent is gonna get shot - a lot! Another option is a Bloodthirster or a Winged Daemon Prince, vector striking their flyers out of the sky King Kong style. This is fun and hilarious and if they don&#039;t bring too many flyers you can transition your bloodthirster back to killing everything else. The final option is to take allies. Heldrakes are okay at Anti-Air, but Vendettas are sexy. (The author also forgot to mention a Winged Daemon Prince of Slaanesh with Lash of Dispair and Iron Arm is another good way to deal flyers &#039;&#039;that is about as unreliable as it is effective.&#039;&#039;)&lt;br /&gt;
*&#039;&#039;&#039;Step Five: Now just keep adding on units that look cool!&#039;&#039;&#039;&lt;br /&gt;
**Mono-daemons isn&#039;t a particularly competitive army. You will have games where you roll 10 on every warp storm and just win hilariously and you will have games where you&#039;re tabled on turn 2, so the most important thing is buy cool models that are fun to paint/convert. Daemons &#039;&#039;can&#039;&#039; be competitive if you use them right though competitive lists unfortunately aren&#039;t very varied and all of them feature Fateweaver for his re-rolls.  Popular choice 1 is Flying Circus lists of Fateweaver, a Lord of Change, 3 Daemon Princes, and the bare minimum Troops tax of Pink Horrors or Plaguebearers.  The former troop choice is tough but slow while the latter is flimsier but can get up the field faster and has a psychic shooting attack which guarantees they&#039;ll actually be doing something most of the time.  Popular choice 2 involves building a list around the Screamerstar (see below) which involves said deathstar sitting in the middle of the field with the frustrating 2++ re-rollable and tanking everything short of a D weapon they charge while at the same time throwing around Flickering Fire to whatever strays closest before splitting off on the last turn to contest the objectives.&lt;br /&gt;
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If you want a competitive army that is still very much a daemon army, you should either build a 500 point allied detachment of daemons and fill the rest in with Chaos Space Marines, or learn that the Warp Storm is there to make the game &#039;&#039;&#039;FUN*&#039;&#039;&#039;, and adapt to the Dark Eldar knowledge when putting your list together. I&#039;m starting to get the feeling that Phil Kelly had the allies table in mind when he wrote this codex in the first place, because daemons are actually fucking fantastic as a supporting force to a CSM primary army. Running daemonettes alongside a rhino as mobile cover? Prescience on noise marines? [[AWESOME|Typhus and Ku&#039;gath bro-ing it up in the same army?]] Yes please! &#039;&#039;&#039;Daemons can be pretty competitive, but thus far just about every &amp;quot;top tier&amp;quot; list is a deathstar of some sort.&#039;&#039;&#039;&lt;br /&gt;
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===Building a Mono-God Army=== &lt;br /&gt;
Daemons are capable of running a Mono God force, just like our [[Chaos Space Marines| power armoured brothers.]] However, from our previous Codex, it was really difficult to run Mono army, unless you used Tzeentch Daemons (Even then, it was likely during the infamous White Dwarf update). The rest weren&#039;t competitive in many ways, and it encourage a mixed force more than anything. This was easily the sore thumb for Daemon players that want to enjoy a fluffy force (if you keep tzeentech away from nurgle and slaanesh away from khorne that is fluffy enough for some). Thankfully this was fixed when the new codex was released. While they aren&#039;t the most competitive to play, Mono builds are now much easier and better than before, and in the right hands, not only can they work well, but are also rewarding to play. Pretty much most of the units in their respective God they serve can find use in your Daemonic Assault on the enemies of Chaos, so this part of the article will help give you an idea on how each army works, and what can be done to fix the gaps your Mono build may have. One important note I must make, unless you are playing on a small gaming board or low point games, NEVER footslog your entire force or your close combat units. You must use all the tools that are provided at your disposal if you want to keep your force alive. Again, by no means should you use them in tournaments, but they work excellent in a friendly gaming environments. That doesn&#039;t mean they can&#039;t win against WAAC lists, but they can be difficult. Now enough of that, let&#039;s take a look at the lists!&lt;br /&gt;
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====Khorne====&lt;br /&gt;
Daemons of Khorne, as anyone would expect, are primary a close combat army, more so than the other Gods. They have a good selection of HQs, the Bloodthirster being the strongest out of the four Greater Daemons, and has a good selection of gifts to start with. Of course you can always roll twice on the Greater Reward table making him strong or durable and have more weapons at his disposal, but he can work well without the gifts if you want to use those points else where. They even have THE challenge king, the best challenge character in the Warhammer 40k game, the Exiled One, better known as Skarbrand. Not only is he very nasty to go against and can buff your Daemons but he&#039;s so cheap for what he brings to the table, that taking him won&#039;t cause a huge impact on you if he gets banished. The Heralds are also very useful, being great force multipliers or downright deadly. Their Troops are excellent Marine killers, and with Space Marines starting to be more common, this will make you lick your chops for more blood! However, the problem with Bloodletters is that they are fragile for their cost, and aren&#039;t quick to compensate this, so the best way to minimize casualties is by Deep Striking them. It also gives them the mobility they need to reach their target. As for objectives, it&#039;s best you should focus on any threats your opponents may have that can remove your Troops and claim the objective for themselves, before you start grabbing them.&lt;br /&gt;
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*Bloodcrushers are the only fast moving Icon users for Khorne Daemons, and are also quite fragile as well in a bad situation. So how can you make the best out of Bloodcrushers without losing them from instant death? Taking them in a minimum size squad, and making them less of a threat is probably your best bet. Thankfully, having a Bloodhunter with a gift and an Icon Bearer will only cost you 160 pts. Depending on the size of the game, one or two units should be enough to get your Bloodletters (Skarbrand too!) safely on the table, preferably behind cover. Once they have done their job, you can throw the safety logic out the window and use them as a light flanking unit. An entire Tactical Squad can easily be wiped out when you charge them in, and if they have a single wound left when they make it to Assault, they can dish out a lot of hurt before they inevitably die. If you want to run more than three, it&#039;s best to stick a Herald to the unit to help them survive, and Skulltaker is perfect for that role! This does make them more expensive, but they can survive being gun down if you end up being in the enemies line of sight. In minimum sized, the best you can do is either provide a Grimoire for them, or learn to spread wounds to prevent them getting killed by bolters or even lasguns.&lt;br /&gt;
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*Flesh Hounds are definitely a must have. Slapping a Herald on Juggernaut with the Greater Locus makes them very deadly, but even better Skarbrand&#039;s buff can grant them BOTH rage and hatred (Everything)! Very cheap for a T4 two wounds unit, having the right amount will only cost 160 points. If you really want to make them a pain for your opponent, granting them a 3++ save with rage will give them a run for your points, making Flesh Hound Bombs very difficult to remove. Even Necron Wraiths will have a difficult time trying to wipe out the dogs of war, making their Rending attacks useless and having to survive wave after wave of attacks will put them to shame. Also Scouting them can be worthwhile if you go second, and if you pull it off right, you have yourself a turn 1 assault with no problem. Their Soul Grinders, while being the cheapest out of the four, are easily the weakest variant as they don&#039;t get any buffs for being a Daemon of Khorne. Still, having a versatile walker is always welcome, especially with the lack of shooting in Khorne armies. The Skull Cannon is an excellent supportive chariot, providing your units with assault grenades on the target the cannon fired on. Plus a S8 AP5 pie plate is always handy to have. Finally the Daemon Prince, presuming you toke a Greater Daemon, are a welcome addition to rip and tear tanks apart.  &lt;br /&gt;
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*Outside of those units tho, you&#039;ll be spending most of your shooting phase with the Warp Storm and running up the board. The best way to make a Mono Khorne army work is by moving everything up, and deep striking your Bloodletters to keep up with the rest of the army. If you choose to run allies, it may be wise to invest in either fast shooting mobile units or strong objective holders. As you would guess, Chaos Marines have what Khorne&#039;s Daemons are looking for. Chaos bikers are the answer, being fast and provide special weapons on the go, while the Chaos Marines can sit on the backfield or ride in a Rhino to capture midfield objectives. Anti air isn&#039;t much of a problem if you use Bloodletters to operate a Quad Gun, or bring multiple Soul Grinders, but adding a Heldrake never hurts. If you want more firepower on the go, Dark Eldar works wonderfully well, and are an ally force that shouldn&#039;t be underestimated. Poison shots everywhere will make everyone with a high value of Toughness cry. This is invaluable as this makes the pairing look very scary to go against, and having Incubi with Skarbrand&#039;s buff will add extra lulz.&lt;br /&gt;
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In the end, Khorne is one of the harder forces to pull off effectively due to having almost no shooting attacks and/or how fragile they are for their cost as well as very poor anti-vehicle ability (if you immediately quit when you see an armored battlegroup or Knight army across the table, no one will blame you), but with some practice and knowledge, you&#039;ll have a fast, and somewhat a glass hammer force, -That hits hard and are very rewarding.&lt;br /&gt;
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====Tzeentch====&lt;br /&gt;
Trolololol... *ahem*, pardon me. We now have come across possibly the least played Mono force, but hold your horses. Mono Tzeentch, despite the nerf they received, are still surprisingly a good force if not perhaps the best mono-build in the game, thanks to how shooting is powerful in this edition and certain cheese builds (Screamer Star and Uber-prince) that are probably why D strength weapons ignore invulnerable saves now. They have a good selection of HQs, and their Greater Daemon, Lord of Change, is possibly one of the best Flying Monsterous Creature in the game, being versatile and effective in the role you give him. More than likely, many will prefer him buffing his army via Divination and engaging in melee. With a Staff of Change and two Greater Rewards to make him more tougher, you got yourself a serious beatstick monster (Pun attended). Their character Fateweaver, acts more of a supportive HQ, with access to most of the Psychic powers from the Rulebook, but is still a solid choice. Heralds are also useful here. They aren&#039;t mandatory for Pink Horrors, but they grant them not only Prescience, but also make their standard shooting attack more powerful. The characters are not bad, but should only be used in &#039;&#039;&#039;FUN*&#039;&#039;&#039; matches.&lt;br /&gt;
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*Warp Flame: The biggest turn-off for Tzeentch grants enemy units a feel no pain roll if they survive a toughness test after being hit. This might stack but suppose you kill half a space marine squad and they pass their toughness test getting FnP 6+; so, they now have a one in six chance of surviving any subsequent wounds. But even if there slightly tougher, there are less of them now so it should balance out in your favor. Your best bet is to flame a squad ONCE, then charge it with another unit. They should be weakened and more vulnerable and as long as you can send them running (you should be able to do this, FnP 6+ or not), then you&#039;ve gotten the most out of warp flame while mitigating the risks.  Focus warp-flame attacks on low toughness chaff units, such as GEQs, while keeping it away from high toughness units, Monstrous Creatures in particular and &#039;&#039;especially&#039;&#039; &#039;&#039;&#039;anything&#039;&#039;&#039; that already has FnP; giving your enemy a shitty save is one thing, giving him a better save is just idiotic.&lt;br /&gt;
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*Pink Horrors are going to be your bread and butter. Even with Warp Flame, you won&#039;t have to worry about handing out Feel no Pain to units, as these guys will be filling up your Troops slots. Since you don&#039;t want to be in close combat with them, you don&#039;t need to Deep Strike any of them unless [[DISTRACTION CARNIFEX| you want to place a blob of them behind your opponents deployment zone and surprise them.]] There aren&#039;t any upgrades needed, though an Iridescent Horror can help minimize the threat from the Warp Storm. Flamers are also good, but are best used against lightly armoured units, and Necron/Tau Fire Warrior equivalents. Having six templates will make them poop bricks. Screamers also work in a way as a harassment unit, but a good size of them can be your melee unit. Be sure to give them the re-rolls to hit, and they are set.&lt;br /&gt;
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*&amp;lt;s&amp;gt;Sadly the Burning Chariot is broken due to how they ruled its weapons as Heavy for the rider, so this is the only exception that they get to see any use. However if they do get an FAQ allowing it to fire at it&#039;s normal BS, this will be your go to tank hunter and MEQ destroyer on a fast and cheap chariot, so pray that it gets fixed if you really wish to troll your enemy with a 100 pt Land Speeder strapped with Lascannons and a Baleflamer.&amp;lt;/s&amp;gt; Better than a FAQ, there&#039;s a new edition: as per the 7th Ed rules, the rider in a chariot counts as stationary for shooting purposes, plus a fast vehicle can shoot two weapons at full BS when moving at cruising speed. If you&#039;re nuts, you can deepstrike the chariot and Dakka away as it will only count as having moved at combat speed (beware: the HUEG GUTS problem, though). Additionally, Tzeentch&#039;s Soulgrinders are only five chips more than Khorne&#039;s but re-roll saving throw 1&#039;s is actually way more useful to a Grinder than Furious Charge; it&#039;s just not as awesome as the other two we have yet to go over. Now their Daemon Prince are really expensive, but if you can afford the points, having another beatstick (I&#039;m so sorry!) to help out The Lord of Change can sure fill in the gap for close combat PLUS you can tool up a TDP to add to your already outrageously destructive psychic phase.&lt;br /&gt;
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*As you would assume, having Pink Horrors staying back and provide fire support for your melee units is the way to go. As long if you focus fire alot of your shooting one unit at a time and bring plenty to engage more units from range. Now for allies, Mono Tzeentch can use some effective tank destroying out if long range and some counter attack units to protect the Pink Horrors, so we again look for help from CSM. A Tzeentch Terminator Lord with the Chainfist and Lightening Claw combo with a small squad of Terminators with either Combi-Weapons and Power Weapons of your choice or the same combo as the Lord can make any unit stay clear from assaulting your Troops. They can also provide a Land Raider as a transport so you can use it as a fire base if you wish, although I think Obliterators in their max unit sized can provide better support for just a little extra. Once the midfield is clear, the can move up and make use of their weapons that&#039;s begging you to get closer. The tank destroying duty can also be done by Imperial Guards. Vendettas and Lemun Russ tanks are great, and a platoon of Guardsmen can help toss ammo down range with some Heavy weapon squads, which is always welcome in a Mono Tzeentch army.&lt;br /&gt;
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Now at the closing of this analysis, you may be asking &amp;quot;Is it worth running a Tzeentch Daemon army?&amp;quot; The answer is yes, but play them wisely. They are also a hard force to play, but are considered to be the &amp;quot;Shooty&amp;quot; force for Daemons. When you do find the weak spot of your enemy and humiliate him with it, [[Just As Planned| everything will go according to plan.]]&lt;br /&gt;
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====Nurgle==== &lt;br /&gt;
One of the favorite Mono builds crunch wise, Nurgle Daemons are the toughest, but also the slowest moving force. Nurgle is arguably the easiest Mono build to play as most of your guys are hard to kill, especially with how cover is all over the place in 6th edition, Nurgle sure has gained more benefits than he could ever get (Except for the nerf on Epidemius). Before we can see how units work by themselves, the first and most important note is the army is really slow due to having Slow and Purposeful. Getting your force from first base to second can be a problem as smart players can simply move and shoot your force with little difficulty, like Tau and Necrons. To fix this issue, most of you force will need to Deep Strike if they can&#039;t move more than 6 inches or have special rules to move up the board fast, which I&#039;ll go more in depth later on. Basically if you want to play Nurgle Daemons, foot slogging is a big no no. Yes, you are tough as nails, but remember shooting is very power in this edition, so like I&#039;ve stated earlier, don&#039;t deploy your force on the board unless you commonly play on small gaming tables. &lt;br /&gt;
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*Anyway, Nurgle has some good Greater Daemons that can be almost impossible to kill! Great Unclean Ones are awesome, as they get to mess around with the cheesy Biomancy powers, meaning you can make your Greater Daemon toughness TEN and can no longer be instant killed (except for ID weapons). Against armies that lack cover ignoring weapons, they&#039;ll have a hard time trying to put down a fat Daemon that requires Lascannons and poisoned weapons, and a lot of them will struggle to hurt the damn thing! Meanwhile, you enjoy a tasty 3+ cover save and just give your enemy a big smile after soaking up all their shots. Ku&#039;gath is another handy HQ for your force. Having Slime Trail and a very useful Warlord Trait provides a hybrid role between being a roadblock, dealing decent damage in return, and keep your force from losing close combat. And helping Nurglings regaining their wound back a turn is cute and handy. Their Heralds on the other hand, are okay. Aside for providing Feel no Pain to your Plaguebearers, Nurgle Heralds offers the weakest buffs to your force. However they make a nice unit to have in providing ranged attack from the Plague discipline table. AP3 template and AP2 pie plate that always wounds on a 4+? Yes please! Only problem though is you need to get up close to make good use of them, but since you&#039;ll be Deep Striking, this won&#039;t be an issue. Oh, and the Blessing power works wonders if you can get it. Epidemius is okay, with his buffs being nerfed hard, but he can still be useful to a group of Nurglings if you can cause damage to your opponent, as the buffs really starts to help them out a lot. Also wounding on a 2+ Poison gives them a bit more punch up close to your enemies face.&lt;br /&gt;
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*Plaguebearers are the best objective holders out of all of the others in the Codex, and are not bad in close combat. Because of this, having a unit or two to deploy on the board to hold objectives will give you an advantage, being hard to remove when you give them Feel no Pain, making shooting at them while in cover quite frustrating unless they can get around that without the need to engage in assault. The rest of course can move up, providing some additional help by glancing tanks to death and soaking up small arms fire. Be careful not to attract too many tho, as mass shooting will still wipe out the squad just like many other units. Nurglings provides you some nice distraction on heavy weapon squads or those that are terrible in melee. They have Infiltrate, so despite their slow movement, they can be fast thanks to moving within 18 inches of your opponents line of sight or 12 behind them. Fire warriors and even Thousand Sons don&#039;t want to be near Nurglings, as they dish out too much S3 attacks for them to handle. Having a swarm or two never hurts if you can hide them well for a round of two before going after the guys with dakka guns. Beast have seen a huge buff, and became useful to have thanks to the change of rules and rules that make them a nuisance for your foe. Fast and tough for a Nurgle Daemon, they make excellent roadblocks, and with It Will Not Die, you can abuse wound allocation by replacing the closest model with the other and have it regenerate its wounds back. Rinse and repeat, and then tie up some units while your force can handle the rest. That Tervigon won&#039;t be spawning more Termagants when he&#039;s stuck in melee with Beasts. &lt;br /&gt;
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*Our new addition to the book and for Nurgle without a doubt, makes this Mono force really effective. Our lovely Plague Drones are the stars for this force with good reasons. They&#039;re fast being Jet Pack Cavalry (For Nurgle of course), and are the toughest Icon wielders out of the three Daemonic Cavalry units. These guys, like Bloodcrushers for Khorne, are mandatory if you want your entire force to get into combat safely. Seriously, these guys are excellent, both in delivering your cargo and in assault as well. They can also be a decent shooty unit with Death&#039;s Heads, being able to pull the move shoot move tactic, annoying the hell out of that Tactical Squad sitting on an objective. You can never go wrong with these guys!  Now this is when we get into the good stuff. Nurgle Soul Grinders, are one of the best land vehicles in the game, giving you buff to cover, and since there&#039;s plenty to choice from, you can have it hide behind a ruin cover and enjoy a 2+ save! The best way to use them is focus on their range weapons, and have them provide fire support for your Plague Drones as they move onward. Now their Daemon Prince is actually worth their points, thanks to have Shrouded, and getting access to Divination powers, these guys gives your Troops the buffs they need, especially Plaguebearers as they don&#039;t have enough attacks to put serious damage against many in melee. Plus they can cause Instant Death when given the Balesword, making them also very nasty against units like Riptides and Necron Overlords (But watch out for Mindshackle Scarabs). &lt;br /&gt;
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*Now the Nurgle army must focus on giving each other buffs to make the even more harder to kill, and to use cover to their advantage. Once they can secure this step, the force can then go after the enemy or start firing they ranged attacks before the rest gets ready to assault. What makes them so easy to play is the fact that, despite being slow- Are rather hard to kill without your foe focus firing most or all guns on a single squad. Combine this with Plague Drones to close the gap of their crippling slow movement and Nurglings adding some spice for distracting purposes, means the army are still quite good in close combat with poison attacks, glancing attacks, and being difficult to wipe out without sacrificing rounds of combat. Allies, as always, are welcome if you have the points. Nurgle has a lot of situations they can handle for themselves, but what they lack units that can bring lots of special weapons and units to bring a lot of infantry guns. Again, CSM can provide this, with Nurgle Chosen and Havoc squads. Both can bring weapons like Flamers and Meltaguns, without the need to go over their allies FoC slots. Even better you can have two of each in games over 2k, with a maximum of 18 special weapons and 2 Combi-Weapons all inside of Rhinos to give them the mobility to deliver them to your enemy. Nurgle Cultists are handy for their Autoguns and Flamers, it&#039;s a boon to have ranged weapons, even if they&#039;re S3. However, they can never have enough dakka, but Orks can bring more! Lootas are downright nasty, both in shooting down land units and flyers, they are popular with good reasons. Shoota Boyz haves more punch with their Shootas and Big Shootas, although BS2 does makes up for this. Still they can unload loads of shots on whatever they&#039;re shooting. Also the Big Gunz can provide some nice fire support along side of the Soul Grinder.&lt;br /&gt;
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This Mono force will attract many given how this is a more forgiving than the others. With the joy of durable units while dealing a decent amount of damage makes them a force to be reckon with. A great army for those that find armies like Guards and Necrons to be common, while having Beasts and Nurglings to add extra lulz when playing them! &lt;br /&gt;
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====Slaanesh====&lt;br /&gt;
At last we&#039;ve come to the most competitive Mono army in the eyes of powergamers; not that they would play them over [[Eldar|other]] [[Necrons|armies]], but out of the four this would be their pick. Slaanesh is the other army that people would play crunch wise, they trade tough units with fast moving units. The entire force gets Fleet and Rending for both shooting and melee, this makes them also a army that deal a lot of damage, just like Khorne. Also if you play on small table boards often, every Slaanesh unit moves so fast that it can make them a competitive force to go against. &lt;br /&gt;
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*Going through their HQ slot, they seem to not have many, but they are still great none the less. The Keeper of Secrets are awesome, being the cheapest Greater Daemon while still being powerful up close, they really do give you a bang for your buck (Speaking of which, they cost the same as the other Greater Daemons money wise, so they actually do give you that bang)! What also makes them great is that they give you access to one of the best Daemon Princes in the Heavy Support slot, which I&#039;ll cover later. Give him/her/it two greater rewards and he/she/it is ready to go. The Heralds are also excellent as they have some really strong Locus to buff your army, and they all have their uses. The Masque on the other hand is okay. She can find some use given her Dances can help in a pinch, but because she eats up an entire HQ slot rather than being a Herald herself, it&#039;s best that you use her in low point games, she becomes a nice supportive HQ. Just make sure she is safe, as she can easily get instant killed.  At last we&#039;ve come to the Daemon Prince. What makes them so good is that they can equip a Lash of Despair , with Wings and Armour and maybe a power or two from Biomancy makes this a great (albeit unreliable) anti-air Monsterous Creature, on par with the Dakka Tyrant, except you can have more than two/four if you for some reason have to points for them.&lt;br /&gt;
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*Their basic Troops are considered to be the best as they pack a punch in close combat. Daemonettes are a favorite to many thanks to having Rending and Fleet, this means they can compete against TEQ and even Monsterous Creatures on rolls of sixes. They even have enough attacks on their own, so they can fight off horde units with little difficulty. Heralds aren&#039;t needed, but they start to be even more devastating when they have the Exalted Loci. It&#039;s expensive, but with such an amazing buff, how can you argue for it&#039;s hefty price tag? As I&#039;ve mentioned, they are also fastest out if the other Troops in the codex, running an extra 3 inches in the shooting phase means they can footslog well if you want to, although just like Khorne and Nurgle, they work best when you Deep Strike them as they can get across the board safely. Fiends are another good unit to have, with their ability to reduce to opponents Initiative by 5 and reducing their Leadership by one when casting their Psychic Powers helps. Because of their former ability, they are your go to unit to help compensate the lack of assault grenades your army haves. Its also hilarious if a Keeper of Secrets with a Witstealer Sword forces an Initiative test with the Fiend&#039;s ability during the Assault phase, being able to slip in some cheeky wounds to your enemy. They can also soak up wounds when your opponent Overwatch with his unit that&#039;s getting charged at, thanks to their cheaper cost compared to Bloodcrushers.&lt;br /&gt;
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*Moving on, Seekers are both the cheapest and fastest Calvary unit in the game, for only three points more, that is quite a steal! You&#039;d be hard pressed to not include them in your army list, as moving an extra 6 inches in the shooting phase means you can go up to 30 inches in one turn alone, and with Fleet,  this can be possible. They are very fragile, but due to the (Extremely low) point cost, this can easily be fixed by taking more. They also deal a good amount of damage as well, so having an Icon plus a Herald with an either a Lesser or Exalted Loci should make their points back in no time. Chaos Furies of Slaanesh are surprisingly not bad, given how Slaanesh grant his/her/it&#039;s buffs to even the lowest class of Daemons (They used to be mortals that couldn&#039;t choose which god to align themselves with, so they would get punished with this form rather than being [[Chaos Spawn|that other thing which Thou shalt not be named,]] but enough of that). The buffs such as Fleet and Rending turns an otherwise bad unit into a decent one. Having the same extra run move makes them pretty quick as well. While Seekers are better for just a few points per a model as well as the other goodies they get compared to Furies, Slaaneshi Furies are nonetheless not a bad choice, and they&#039;re a lot better than other Furies in a Mono army. &lt;br /&gt;
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*Then we come across to an oddball chariot, the Hellflayer. What makes it different from the Seeker Cavalcade is you can only have one rather than the choice between one to three of them in a unit. It also seems to be a bit on the pricy side when you pit it next to the Vanilla Seeker Chariot, however the abilities the Hellflayer posses makes it an interesting option. Dealing a D6 Hammer of Wrath attacks on S4 plus Rending means its meant to shred infantry to pieces. Even better, for every wound you caused from Hammer of Wrath adds an extra Attack in close combat, meaning you have a minimum of 5 attacks on the charge to a max of 11! Wow, thats impressive for a 60 pt chariot. However, with only 2 HP and given how Melta and even Plasma weapons are available to many armies, this thing can be destroyed with a single shot, so it may be best to use this in low point games or Deep Strike it safely behind cover. Again, Seekers should be the ones filling up your Fast Attack slot, but the Hellflayer is still an interesting option to consider if you can protect it. The Soul Grinder are also good. The Chariots are great infantry killers, and thanks to their cheap cost and having more than one in a unit makes them a good choice. Moving on in the HS section, where Nurgle Grinders are best staying in the back laying down a lot of firepower, Slaanesh Grinders want to be up close and tear everything in its path a new one. Again with Fleet and having Rending for their weapons, this makes Baleful Torrent a good weapon to have, giving you a chance to melt some TEQ before charging them. Also the Harvester Cannon has a decent chance in penetrating Land Raiders, so thats a nice bonus. It also doesn&#039;t hurt giving a Slaanesh Grinder a Warp Sword for that bonus attack and Master Crafted-ness.&lt;br /&gt;
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*Given the fast nature of Slaanesh Daemons, the force should move up and deal a lot of damage before going after objectives. Much like Khorne and Nurgle, the Troops of this force should be in reserve and Deep Strike so you can have enough models to finish the job. Rending attacks and Fleet makes the army much more reliable than Khorne, where as the followers of the Blood God are generally better against MEQs. Adding the cheap cost for what they bring to the table, its no wonder why Slaanesh is considered to be most competitive out of the other Mono Gods. Plus with access to the one of the best variant of the Soul Grinder and Daemon Prince, they aren&#039;t lacking in anti-air either! You don&#039;t need to bring allies as they are strong just by themselves, but adding in some extra range weapons is always welcome. Of course CSM can bring this with Noise Marines and Vindicators. Its better to run a pair with the latter, but they can deal devastating damage to any unfortunate unit comes across. Alternatively, Tau can pack a punch out of longer range with the Riptide and Hammerhead. If you can get a couple of Markerlights onto a squad, they can really shine and make great allies to have.&lt;br /&gt;
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*The followers of the Dark Prince will be pleased (Pun not attended) to see that this Mono God army is by far the deadliest out of all of them. But don&#039;t go thinking this will be a auto-win against many other armies, even with their low cost and how fast they are, you still need to look out for them as they can easily be wiped out if you&#039;re not careful. But if you can manage to keep casualties as low as possible, they will punish anyone in their way, and this will make your opponent think twice before they face you again. An excellent force overall IF you use their speed to your advantage and avoid mass shooting.&lt;br /&gt;
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===Allies===&lt;br /&gt;
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Luckily, all hope isn&#039;t lost. The ally system can help Daemons out if you choose the right kind of units in your allies list. Even still with the update and the buff from 6th edition, Daemons can STILL lose games, either from bad Deep Strikes, terrible dice rolls, end up going first, etc. Thankfully, allies can help fill in the gaps making the army more competitive. You should take in mind, that allies of convenience and desperate allies would suffer from warp storm. Have fun.&lt;br /&gt;
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IMPORTANT NOTE: Your Warpstorm table will target EVERYONE on the table except Chaos Marine Allies. Take non CSM allies at your own risk.&lt;br /&gt;
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====Battle Brothers====&lt;br /&gt;
*&#039;&#039;&#039;Chaos Space Marines:&#039;&#039;&#039; Chaos Space Marines are probably the way to go; however, due to the FAQ, Daemon ICs cannot join non-Daemon units and non-Daemon ICs cannot join Daemon units, leaving you with few units that will hang out together. CSM is also the best choice fluff-wise, so you can&#039;t go wrong either way. Very useful as ranged support if you feel hesitant about flamers and their silly warpflame rule handing FNP to enemy marines. Even though Epidemius lost his fridge full of tally-cheese, plague marines still work great together with Nurgle daemons. Outside of shooty marines and armour, bringing in Heldrakes to seize the skies is another solid choice. Another potentially major benefit is the ability to bring Divination to a CSM army. Rerolling to-hit on your Obliterators, Thousand Sons, and prescience combined with Forgefiends can be quite devastating, especially when they activate demonforge.&lt;br /&gt;
**&#039;&#039;&#039;Black Legion:&#039;&#039;&#039; Interesting, to say the least. Chosens are Troop choices with the Black Legion, although you must take Veterans of the Long War for every unit that can take it. Some of the cool items that their Daemon Princes can take is the Skull of Ker&#039;ngar (Eternal Warrior and Adamantium Will) and Hand of Darkness ( Single attack with Fleshbane, Armourbane, and Instant Death), which can help if you plan on running a Flying Circus. Otherwise, same as Chaos Space Marines, but with different toys for their Champions.&lt;br /&gt;
**&#039;&#039;&#039;Crimson Slaughter:&#039;&#039;&#039; Now this seems like the better Supplement than the Black Legion. Possessed are Troops in this force, however they are different than their normal counterpart, with a different mutation table that&#039;s way better (Although they cost a little more, as their trade off for a better table). They&#039;re the opposite of the Black Legion as they can&#039;t take VotLW, with the exception of Cult Marines and the whole army causes Fear (which is meh, but a nice bonus). If you&#039;re planning on taking Supplement allies, this is the better choice.&lt;br /&gt;
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*&#039;&#039;&#039;Renegades and Heretics:&#039;&#039;&#039; They&#039;re a lot like Guard below, but are also Battle Brothers. Defenders of Vraks are pretty standard, bringing ranged blob guard, tanks and whatnot while Servants of Slaughter and Decay bring some cheap(er) disposable close combat infantry.&lt;br /&gt;
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====Allies of Convenience====&lt;br /&gt;
*&#039;&#039;&#039;Imperial Guard:&#039;&#039;&#039;  Imperial Guard is a good alternative to CSM; they&#039;re fluffy and they can help shoot down Space Marines/Necrons/Tau/Tyranids/etc. Honestly, there&#039;s no loss in taking Guards over Chaos Marines, since you can&#039;t join their units anyway, and Guards do make up for the poor quality of their Troops and Possessed Vehicles with the HUGE amount of meat and anti-tank/anti-personnel firepower. If you don&#039;t want CSM, IG is an acceptable substitute. Take a Vendetta to fix the lack of anti-air.&lt;br /&gt;
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====Desperate Allies====&lt;br /&gt;
*&#039;&#039;&#039;Dark Eldar:&#039;&#039;&#039; Dark Eldar is a mixed bag. DE is more of a specialist type, and can brutally help Daemons when played right. They have a fast moving play style the One Eye Open won&#039;t effect them badly. It depends on what you&#039;re taking in both lists. If you know what you&#039;re taking on the battlefield, then Dark Eldar can arguably do better than Orks and IG, but if you&#039;re a newbie to begin with, you should look elsewhere.&lt;br /&gt;
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*&#039;&#039;&#039;Orks:&#039;&#039;&#039; Orks, along with Daemons, are great at hitting hard and fast, but they really shine as allies in a defensive role. While you &#039;&#039;can&#039;&#039; run Ork allies more offensively, you have access to better units that can do the same job. For example, a Warboss/Nob biker unit can seem appealing, but a well-rounded squad can run you up to around 400(!) points. Instead, you can pick up a flying Daemon Prince for less than that cost and it&#039;s still just as scary and about as hard to kill as the bikers. Focus on improving weaknesses that your army may have. Shoota Boyz are dirt cheap and arguably the best troop choice in the game, with T4 (same as your Plaguebearers), Mob Rule, and the ability to pack a punch in both shooting and close combat. Take tons of Boyz in groups of 30 to hold objectives and to use as both tarpits and meat shields for your other more offensive Daemon units. Another great unit that&#039;s worth taking a look at are Lootas, which bring in some fantastic long range firepower that Daemons lack. &lt;br /&gt;
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*&#039;&#039;&#039;Tau Empire:&#039;&#039;&#039; Ah yes, Tau. These guys are pretty much the exact opposite to us, as they&#039;re a shooting based force. They do lack the amount of troops they can bring when compared to Guards, however they make this up with sheer quality. Unless you have Slaanesh units (Or a few Soul Grinders), anti air can be a problem for the Daemons, which Tau can bring in the form of the Broadside, albeit a bit weaker in this edition. As far as what else to bring, a full squad of Fire Warriors is pretty much mandatory to get the best use out of them. The rest is up to your taste, since it really depends on what&#039;s in your primary detachment. While Guards are a more competitive choice outside of taking CSM, [[Troll |Tau has a couple of tricks up their sleeves to troll your opponent to oblivion.]]&lt;br /&gt;
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==Strategy==&lt;br /&gt;
Pray that chaos doesn&#039;t abandon you. Realize that this is a &#039;&#039;&#039;FUN&#039;&#039;&#039;&amp;lt;font size=5&amp;gt;*&amp;lt;/font&amp;gt; army, and just have a laugh with it. &lt;br /&gt;
Want to troll your local daemon-bashing GK players?  Here&#039;s what you do:  Field a Nurgle based List. Hide your troops on your side in ruins or behind a barricade and open up with as many poisoned and decent ap weapons as you can and watch their psycannons just bounce off the ruin. And you know what? When they come to get you in cc with that dreadknight? BAM poisoned weapons and easy ap2 swords available to all (all being heralds and squad leaders)! Along with your flying MC being able to tie up their precious heavy weapons and kill those psyrifleman dreads with easy cc and shooting, just watch out for being grounded and mobbed.&lt;br /&gt;
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===Risk Management===&lt;br /&gt;
Demons more then any other army are beholden to dice. You can&#039;t remove this element of chance, but you can direct it and take steps to minimize it. Demons are a army of risk management, as much as tactics.&lt;br /&gt;
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*&#039;&#039;&#039;Warp-storm table:&#039;&#039;&#039; the table has 11 results, only three of which WILL screw you over, (2,3 and 4), one that does nothing (7) and three that WILL only help you (10,11,12). The other four,(5,6,8,9) which we will call the &#039;blast results&#039; swing both ways and can hurt both players since they target all your opponent units and one type of your own on a dice roll of six. To minimize the effect of a blast result you have two major options. First restricting your self to one or two types of demon. A mono build army would only be effected by one result, while all other results would fall on only your enemy. Additionally if you stuffed it with instruments of chaos if your result came up you can use the instruments to make your opponent reroll any &#039;failed&#039; results on the table give you a higher chance of hitting him with the warp storm. However, if you did roll your opposite god you whole army would get hit insuring that at least one unit would get wracked. option two is for every one type of demon you take, take one of the opposite god units. For every Khorne unit take a Slaanesh for example. IF you roll either of those two results on the table, it&#039;s true you run the risk of getting your self hit, but the instruments of one god can influence the warpstorm table that would hurt one of your units. If you roll a 8 on the warpstormt able, your Khorne units might be hit, but your Slaanesh units can blow there horns to make Slaanesh change his/her/its mind, and if your Khorne unit is unharmed (remember, only on a six) then you can make your enemy re-roll there results if they don&#039;t get hit. Thus you can get the most of the table and make it work for you. &lt;br /&gt;
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*&#039;&#039;&#039;Rewards of Chaos:&#039;&#039;&#039; you have to roll for wargear and upgrades, but what powers do you want each demon to get? and how to you make sure you get something good. Consider what each reward level gets you and consider what demons benefit from those bonus the most.  To summerize, Khorne loves all the reward levels, Nurgle and Slaanesh are a bit more meh, while Tzeetch only really loves greater rewards. Note I&#039;m leaving out the weapons you can swap for, you can plan for those and if you want one, you can just snag one.&lt;br /&gt;
**&#039;&#039;&#039;Lesser Rewards&#039;&#039;&#039; - we see that two of them grant benefits for being in melee, two are shooting powers, one grants psyker defense, and one grants better reserves rolls for the demon alone. All Khorne demons benefit the most from this table as they lack psychic powers, (which the two shooting attacks compensate for), want to be in melee and psychic defense is always nice, only one power does not help too much for them and even then it can be useful. Next, Slaanesh and Nurgle heralds find this table useful as ,again, they want to be in melee, but both have access to psyche shooting attacks so the shooting buffs are less useful to them. However since you roll gifts before psyice powers if you get a shooting gift you can focus on buffs for powers. The deep striking options works well for these hearlds as well. Greater Demons of Slaanesh and Nurgle Also benefit form this table, given there higher psyker levels they don&#039;t need the shooting powers as much as the Heralds do. Tzeentch Demons have nothing here. They already have plenty of shooting from spells, and Don&#039;t want to be in close quarters at all. While you can hope to get Admantium will or a+1 reserve rolls thats a 2/6 chance of something good and is too risky to throw points at.&lt;br /&gt;
**&#039;&#039;&#039;Greater Rewards&#039;&#039;&#039; - have four gifts that grant increased survivable to varying degrees, one shooting power and one close combat gift. All demons find this table useful to dagrees. There is nothing here a Khorne demon would not want, one thing a Tzeentch demon would grimace at (the C.Q.C gift) and a Nurgle greater demon rolling twice here can almost promise to become neigh high unkillable. A good bang for you buck.&lt;br /&gt;
**&#039;&#039;&#039;Exalted Rewards&#039;&#039;&#039; - one gives you a free lesser gift just consider this an added bonus and don&#039;t worry as much if get a power you don&#039;t want there, three grant you bonus for being in melee, one grants you a free shooting attack, and one lets you COME BACK FROM THE DEAD!!! once, with one wound. Again, Khorne demons love this table as it gives then bonuses, while also compensating for there lack of shooting options. Slaanesh and Nurgle like this table next followed by Tzeentch who gets almost nothing since the majority of the gifts go against his role. &lt;br /&gt;
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===Enemies of Concern===&lt;br /&gt;
Try thinking of Daemons as an evil old-edition Eldar with tons of glass cannon shit. Because of that, they have a few weaknesses especially against certain armies that are very capable at dealing with glass cannons.&lt;br /&gt;
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*&#039;&#039;&#039;Grey Knights&#039;&#039;&#039; - What can we say about the Ghey Knights that hasn&#039;t already been said? They are an army &#039;&#039;specifically designed&#039;&#039; to defeat Chaos Daemons. In a perfect world this would be fine as Daemons would be both great and terrible (read - &amp;quot;cheesy,&amp;quot; [[Matt Ward|like 7th Ed Fantasy Daemons]]); trouble is that Daemons, now just like all the other 40K &amp;quot;bad guy&amp;quot; armies are less terrifying credible threat than they are Space Marine fodder, more or less. Being that Grey Knights are super-duper Space Marines with a 5th Ed Codex written by Matt Ward, they come with a host of cheesy shenanigans: all sorts of anti-psyker, anti-daemon, anti-you rules specially designed to make you hate your life. Grey Knights have taken a substantial down-grade in 7th Ed, forcing most of their units to roll for their psychic powers and removing some of their cheesiest powers (Dark Excommunication is &#039;&#039;&#039;GONE&#039;&#039;&#039; - hurray)! Unfortunately, even the weakest PAGK unit can fuck up your toughest guys because of their Daemonbane Force Weapons and all your units no longer get Eternal Warrior on everything. On top of that, rad grenades will drop most of your troops&#039; toughness to &amp;quot;Instant Death via boltgun&amp;quot; levels, Psycannons and Psyflemen Dreads will tear through your army like butter (except Soul Grinders), the [[Stormraven|one flyer they get]] is damn near impervious to everything you have, there are [[Nemesis Dreadknight|baby carriers]] that can one-hit your monstrous creatures AND everything has access to Sanctic powers, with most units getting Banishment and Hammerhand for free.&lt;br /&gt;
**&#039;&#039;&#039;How To&#039;&#039;&#039; - There is no easy to take on Grey Knights with Daemons and win without resorting to absolute cheese (like an all-Soul Grinder army) and even then, a GK player can &#039;&#039;&#039;ALWAYS&#039;&#039;&#039; out-cheese you. Assuming both you and your opponent are chronologically and mentally out of your teen years, there are ways of dealing with GK&#039;s without Mutually Assured Cheese. For one, Daemonettes led by Heralds with either a greater or exalted locus are terrifying to both PAGKs and TAGKs. If your opponent likes to field Dreadknights, a DP of Nurgle with the Balesword will very quickly make short work of them. Units like Psyflemen and Stormravens do present a problem; the former for their long-range, high-strength guns that will straight up &#039;&#039;murder&#039;&#039; screamers (ie, what would&#039;ve been the weapon of choice against them) and the latter because they are flyers. There are tactics to deal with flyers, but Psyflemen either require using a lot deep-striking Daemonettes or a close-combat Soul Grinder, preferably a Slaaneshi one to get it into close combat faster.&lt;br /&gt;
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*&#039;&#039;&#039;Tau&#039;&#039;&#039; - Markerlighted missiles will table you in 2 turns because their drawback is in their AP, which is irrelevant against Daemons. Also they&#039;re S7, which means nothing in your codex is resilient against them except maybe a Soul Grinder or Great Unclean One with Iron Arm (if you last long enough to cast it). Just say goodbye to your Nurgle Daemon&#039;s awesome cover saves. Also, your vehicles and monstrous creatures (even your flying monstrous creatures) will not hold up against Tau firepower - just don&#039;t!&lt;br /&gt;
**&#039;&#039;&#039;How To&#039;&#039;&#039; - Try and find ways to make target priority difficult for them by throwing a lot of fast and scary units at them. Tau are always a tough fight, but make it into combat and they fall like wet noodles. Lots and lots of Daemonettes, Seekers, Flesh Hounds, screamers, and (most hilariously of all) &#039;&#039;motherfucking furies&#039;&#039; are positively terrifying to Tau players. You read that right - furies scare Tau, especially furies of Slaanesh with their fast movement and S4 rending attacks. If you need more oomph, consider Beasts of Nurgle or Fiends of Slaanesh; don&#039;t take Bloodcrushers as they will die too easy against Tau guns. For anti-air, consider a fortification as anti-air broadsides will likely be sniping you out of the sky.&lt;br /&gt;
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*&#039;&#039;&#039;Eldar&#039;&#039;&#039; - With loads of Wraithcannon/Heavy Wraithcannon S10, even some of your Greater Daemons will suffer instant death from their shooting (the Distort rule is LETHAL). Additionally, shuriken catapults are nasty and easily available on their shittiest units. Just thank the Gods that they don&#039;t block psychic powers anymore now that all the Daemon &amp;quot;abilities&amp;quot; are Psychic powers.&lt;br /&gt;
**&#039;&#039;&#039;How To&#039;&#039;&#039; - generally, you&#039;ll be fielding a horde of units to deal with their new-fangled Guardian spam. Wraith-weapons will take some finesse, but generally speaking just don&#039;t field MC&#039;s against Eldar, except for FMCs as Eldar anti-air is decent at best. In many ways, fighting Eldar is a lot like fighting Tau, although more difficult due to the fact that Eldar won&#039;t go down so easily in close combat. If you find yourself dealing with a multitude of Eldar MC&#039;s, use plaguebearers and use a lot of them. Daemonettes and other Slaaneshi Daemons are also very useful at dealing with Eldar. Be wary about taking vehicles as you can expect them to either be torn apart by their really good small arms fire or bright-lanced; exceptions to this include the Bloodthrone because of its dreadnought armour and Blight Drones because they are flyers.&lt;br /&gt;
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*&#039;&#039;&#039;Tyranids&#039;&#039;&#039; - Shadow of the Warp subtracts Psykers Ld by -3 &#039;&#039;period&#039;&#039; (which is a big deal when it comes to Daemonic Instability, as you&#039;ll see below), and they can bring a lot of anti-infantry guns. Also they can spawn more troops to gun you down. Thank our Dark God who wrote their book again they can&#039;t take Rulebook powers anymore.&lt;br /&gt;
**&#039;&#039;&#039;How To&#039;&#039;&#039; - dealing Tyranids is arguably the easiest of the troublesome armies for Daemons. Yes, Shadow of the Warp is a pain in the arse, but this isn&#039;t a problem if you come rolling with the Blood God&#039;s finest; Heralds and Bloodthirsters will normally wreck elite Tyrranid units and Winged DP&#039;s come in handy against bugs because they only have access to FMCs just like you. You should however watch out for Genestealers and their high-volume of rending attacks although most of your MCs can actually strike before them and your lack of armour isn&#039;t as big a deal for getting hit by rending attacks as it is for other armies. If you&#039;re really concerned about blobs of Genestealers or just blob-nids in general in CC, consider Flamers - Warp Flame is less of a stupid rule against things that can&#039;t armour save against it! Seeker Chariots and Hellflayers are also excellent choices for mowing down hordes of units and eventually smashing into Tyranid MCs.&lt;br /&gt;
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===Dealing with Flyers===&lt;br /&gt;
Daemons and Sisters of Battle are so far the last remaining armies in 40K that have difficulty dealing with flyers on their own. However, the situation is less dire for Daemons as they get access to FMCs and have a skyfiring heavy support choice - the Adepta Sorritas get none of that! In spite of this, the fact that nearly all FMCs available in Codex Daemons are capped at S6 can seriously hurt their chances at dealing with Flyers with SA12 or more. So barring your opponent [[Necrons|flyer spamming you]], here are a few ways to deal with flyers:&lt;br /&gt;
*&#039;&#039;&#039;Lash of Despair:&#039;&#039;&#039; A daemon prince of Slaanesh can toss out 2D6 S6 shots (up to S9 if he&#039;s a psyker with Iron Arm). That&#039;s a lot of shots but there are two problems: first, it&#039;s still base strength 6 which means you need all 7 of those expected shots to hit for a decent chance at a glance. Second, it&#039;s very unreliable especially hoping for Iron Arm on what will be an incredibly expensive DP.&lt;br /&gt;
*&#039;&#039;&#039;Horrors of Tzeentch:&#039;&#039;&#039; 4D6 shots, rerolling to hit from prescience and at S6 from the locus. A bit better but has many of the problems above&lt;br /&gt;
*&#039;&#039;&#039;Burning Chariot:&#039;&#039;&#039; If you get really lucky, the S9 snapshots might just do it. Even less reliable than the above.&lt;br /&gt;
*&#039;&#039;&#039;Soul Grinder:&#039;&#039;&#039; BS3 and S7 means that even with prescience it will almost always take 2-3 rounds of shooting, and you may still accomplish nothing. Warp Gaze could wreck the flyer, but that&#039;s a real stretch.&lt;br /&gt;
*&#039;&#039;&#039;MC Spam:&#039;&#039;&#039; Yes, they are only S6 but you do get D3 hits per Vector Strike. Take at least 3 MCs mixed between Greater Daemons and Daemon Princes. Be warned, this will be expensive.&lt;br /&gt;
*&#039;&#039;&#039;Aegis Defense Line:&#039;&#039;&#039; Any models you have with at least BS3 or more can opperate it. Plus, it&#039;s cheap! One strategy is to put a unit of Plaguebearers with a herald of Nurgle behind this (or on a bastion) so they can camp with Shrouded and Feel No Pain while the herald makes use of his BS5. Be careful of Tau markerlights, Eldar&#039;s &amp;quot;reveal&amp;quot; psychic power, noise marines, and anything else that ignores cover.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Bastion/Fortress of Redemption:&#039;&#039;&#039; Similar to ADLs, but are actual buildings instead of obstacles, what with that sweet, &#039;&#039;sweet&#039;&#039; AV14 all around. You could put Plaguebearers in these, but it&#039;s a much better idea to use Bloodletters and their obscene BS5 to man quad-cannons, Icarus lascannons, heavy bolters and, in the case of the FoR, that missile silo. Putting a Herald of Khorne on the missile silo all but prevents the large blast from scattering, too.&lt;br /&gt;
*&#039;&#039;&#039;Blight Drones:&#039;&#039;&#039; The only flyer Daemons have. Unfortunately, it&#039;s a Forgeworld model and only BS2 but its weapons are either template, blast or twin-linked - specifically that Reaper Autocannon; lemme explain, it has a similar profile to a Harvester, but re-rollable 5+ to-hit is statistically superior to a 4+. Additionally, the weapons load-out of these thing effectively make it a flying Nurgle Grinder. A blight drone squadron is amazingly expensive but it is still a damn good option!&lt;br /&gt;
*&#039;&#039;&#039;Hellfire Gaze:&#039;&#039;&#039; Both of the flying Greater Daemons or DPs can take this, although you must roll a 4 on the Greater Gift table to get it, and its a 50/50 if it will do anything.&lt;br /&gt;
*&#039;&#039;&#039;Allied Heldrakes&#039;&#039;&#039;: Go to Chaos Space Marines tactics to read about what havoc they wreck. Combines very nicely with MC spam.&lt;br /&gt;
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===Tactics===&lt;br /&gt;
*&#039;&#039;&#039;Bubble of Hate:&#039;&#039;&#039; Mostly a Khorne-only tactic. Given how fast Flesh Hounds are, get them, get two squads. Grab a Khorne-marked Soul Grinder too. Also grab a Herald of Khorne and give him the Hate-fuelled Locus and the Grimoire of True names then stick him in a Blood Throne. Grab some Bloodcrushers as well just in case and make sure they have an Icon and an Instrument. Grab 2 squads of Bloodletters and also give them Instruments. Grab a Skull Cannon to help with grenades. Now have something in the backfield with a Comms Relay and backfield scoring, anything will do. Maybe 2 squads of Plaguebearers if you really want to. Maybe a backfield Soul Grinder as well. Got all that? Reserve the Bloodletters, the Cannon, one Grinder, the Crushers and the Throne. On the first turn, Hounds will be going up and hug cover, getting ready to enter your intended drop point. Deepstrike the Crushers and use its Instrument to bring in the Throne (Details are blurry on whether Icons work immediately but that&#039;s why you have run). The Herald should cast the Grimoire of True Names on the Crushers and hope you roll well. Deepstrike in a Bloodletter Squad and use their Instrument to bring in the Cannon. Ditto the second Bloodletter squad bringing in the Grinder. Try to get everyone within the bubble of hate that the Blood Throne has and force your opponent to pick their poison before everything mass charges. They should only have one turn to react and all those threats are out for blood. Enjoy. My dick is so fucking hard right now.&lt;br /&gt;
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*&#039;&#039;&#039;Wound shenanigans, Daemon edition:&#039;&#039;&#039; Mounted Khornate and Slaaneshi heralds, Karanak included, make great escorts for their multi-wound beasts/cavalry. Not only do they add the extra killing power of herald and the bonuses of the loci, 2+ Look out sirs let you spread wounds around, keeping your speedy pets going and keeping icons alive for all your deep strikers. Mounted khornates work best at this as their mount not only gives you another wound, but gives him toughness 5, letting him take str 8 shots for his t4 bloodcrusher and hound squadies. Tzeentch heralds can do this as well with screamers,and technically flamers but they suck, but aren&#039;t as effective. You can&#039;t shoot the herald and sweeping attack and the herald doesn&#039;t really want to be in melee, but it&#039;s not a bad squad for some speedy divination buffs while the screamers sweeping attack things and then retreat. Sadly this doesn&#039;t work for nurglites, as their &#039;mount&#039; doesn&#039;t make them any faster so they they can&#039;t keep up with beasts and drones. This is probably because a plague drone mount would make all the other heralds jealous and wound shenanigans on beasts, who would just it will not die the wounds back, would be a little too broken.&lt;br /&gt;
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*&#039;&#039;&#039;The super-standard daemons list:&#039;&#039;&#039; Fateweaver, 20 Bloodletters with herald, 20 Daemonettes with herald, 20 Horrors with Herald (using prescience and flickering fire), Skull Cannon, Soul Grinder. It all fits in 1500 pts and can deal with most things. For light vehicles you have the Skull Cannon and S6 psychic volleys from the Horrors. For heavy vehicles you have the Soul Grinder and Fateweaver. If they have a Heldrake just concede.&lt;br /&gt;
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*&#039;&#039;&#039;Cry Havoc, and let slip the dogs of war:&#039;&#039;&#039; (Note that this tactics follows &amp;quot;The more the merrier&amp;quot; rule) 20-40 Flesh hounds, Karanak attached to a unit of around 5 &#039;Crushers with Icon and Jugger-herald, Soul Grinder and/or Cannons of Khorne in reserve. Deploy as close as possible while stretching unit coherency horizontally to the max. Scout move the &#039;hounds and the &#039;crushers(through Karanak) 12&amp;quot;. You are already halfway across the board if not more(depending on deployment.) If you go second that&#039;s a possible turn 1 charge. If you go first then on turn 2 you can charge almost everything after you move 12&amp;quot; again (Remember that beast and cav aren&#039;t slowed by terrain.). If not, run, their fleet helps. By turn three you should be able to charge or have charged anything on the table. Once reserves start to come in on turn 2+ your icon will be in the center of the table allowing you to Deepstrike flawlessly. The hounds can run through cover, have 2 wounds and always a 5++. They can kill a lot of things and survive. Skulls for the Skull Throne!&lt;br /&gt;
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*&#039;&#039;&#039;Meaty Balls of Rage:&#039;&#039;&#039; Run 5 monstrous creatures (1 Greater Daemon,3 Daemon Princes of same god,1 Daemon Prince of your choice), all of which rolling on Biomancy. You havent seen unkillable until you&#039;ve seen the rage in your opponent&#039;s eyes as his vendetta&#039;s lascannons wound your T10 Great Unclean One of 5&#039;s thanks to Iron Arm. Its beautiful. Throw in Greater Rewards for more awesome things, such as Feel No Pain (4+), It Will Not Die/+1 Wound, Rerollable Invulns, etc. Daemon Princes of Slaanesh with the Greater Reward Whip + Iron Arm = Dead Fliers. Seriously, 2D6 Str 7-9 shots at BS 5 is amazing. Beware the new Eldar. S10 will instant death daemon princes and some greater daemons.&lt;br /&gt;
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*&#039;&#039;&#039;Screamer Star:&#039;&#039;&#039; This can be really fun to play (though infuriating on the receiving end) and is quite liberating as you don&#039;t have to worry about anything but killing and staying alive (&amp;lt;s&amp;gt;not recommended&amp;lt;/s&amp;gt; HIGHLY recommended for tournament play), so here is what you do.  Take 4 heralds of Tzeentch on discs, give one of them the grimoire of true names.  Now use the rest of your points on Fateweaver (to reroll the grimoire check if need be), a 6 to 9 man unit of screamers.  Use the rest of the points on Daemon Prince heavy support and troops.  Cast forewarning on the herald and screamer unit and use the grimoire for a 2++ rerollable cause you&#039;re a daemon of tzeentch.  You now have a giant deathstar that will not fucking die; much rage will ensue from the other end of the table.  Though not truly the best for close combat, it is good for vehicle hunting (with the Screamers&#039; Armorbane attacks) and can easily tarpit forever; besides you have Daemon Princes for hitting hard.  As a bonus, if you got second turn, keep these guys in the middle of the table then split off the heralds on the last turn to contest all the objectives.  Note:  Just be careful, the grimoire doesn&#039;t work on its bearer but that&#039;s what Look Out Sir! is for. &lt;br /&gt;
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*&#039;&#039;&#039;Daemon King:&#039;&#039;&#039; This requires a Daemon Prince of Tzeentch (perhaps several), Fateweaver, and a whole lot of points dumped into said prince.  First you need the Grimoire, secondly you need your princes to be ML3 and roll up Forewarning for a 4++, giving you a 2++ rerollable, then you need either a greater etherblade or an eternal blade and you must roll up Iron Arm, if you get warp speed or endurance too, that&#039;s just gravy.  Now you have a model that can beat Horus in a one on one dust up without a scratch on it.  Not as reliable as the Screamer Star, but still deliciously rage inducing.  Keep away from D-strength units unless you want to see all your hard work go up in smoke.&lt;br /&gt;
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*&#039;&#039;&#039;Operation Touhou:&#039;&#039;&#039; Heralds of Tzeentch can use flickering fire to fire 4d6 worth of heavy bolter shots. This is madness level of dakka from one model even if you roll all ones you&#039;re still ahead of the curve as far as most shooting HQ&#039;s go. Take eight (you can only have four Herolds for each Force Org Chart) heralds of Tzeentch, upgrade them to level three for mind bullets, for all of them roll two of your three powers on the Tzeentch psychic powers and the third where you like in the main book *cough*Divination*cough*. Tzeentch has two anti infantry powers, (flicking fire and firestorm) and two anti tank powers (bolt and infernal gate). You want one anti tank power, and you want to swap the other power for flickering fires. This alone nets you the ability to fire between 32(all ones) to 192 (all sixes) worth of heavy bolter shots, from your HQ section alone!&lt;br /&gt;
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*&#039;&#039;&#039;Molon Labe:&#039;&#039;&#039; One (or more) unit(s) of Bloodletters with (at least) one attached Herald hunkering down in a Fortress of Redemption with heavy bolters and Krakstorm Missiles. Man the TL-Icarus and Heavy Bolters with Bloodletters while the Herald mans the missile launcher. The Herald&#039;s BS7 will more often than not prevent the blast marker for the missile silo from scattering. This setup will do 3 things: first, it gives you a very good AA option (a twin-linked, double-ranged lascannon that skyfires and intercepts can down most aircraft with a single shot); second, it&#039;ll provide artillery support that obviates the need for a Nurgle Grinder and even outdoes an allied Defiler&#039;s battle cannon. Lastly, it&#039;s gonna be a very hard thing to deal with: between the building&#039;s AV14 and 4 HP per section and the cover save granted to occupants, it&#039;s a very tough cookie shooting-wise; anything brave enough to assault it will get a thorough gunning from its occupants and then has to fight Bloodletters in cover in close-combat. To that end, tool up your Herald and/or Bloodreaper for challenge duty or just give them a Blade of Blood if they&#039;re gonna be facing down numerous foes (or both if you have the points); this might also be one of the few times where the Exalted Locus of Wrath is useful.&lt;br /&gt;
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&amp;lt;font size=1&amp;gt;&#039;&#039;&#039;*The [[Chaos Gods]] do not guarantee fun. Fun is subject to early termination at Tzeentch&#039;s discretion. Fun is to be taken in context of [[Dwarf Fortress]].&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
[[Category: Warhammer Tactics/Old]]&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=List_of_Mary_Sues&amp;diff=1011657</id>
		<title>List of Mary Sues</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=List_of_Mary_Sues&amp;diff=1011657"/>
		<updated>2026-05-20T16:02:12Z</updated>

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There are too many [[Mary Sues]] in our games and fiction. We know it, and we love to complain about it, because it makes us feel a little better to call a spade a shovel. The original purpose of this list is to provide examples so the phenomenon can be studied, identified and - as a result of the latter - avoided.  &lt;br /&gt;
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(Note: please post Mary Sues in alphabetical order, so they don&#039;t fight about who&#039;s the better Mary-Sue. Also, this is about fictional characters, so while Canon Sues are acceptable, no real-life examples (even if there is such person named &amp;lt;s&amp;gt;Mary Sue AKA the Scientology founder&#039;s wife&amp;lt;/s&amp;gt; I&#039;m just adding that for fun). For the sake of peace, religious figures [and possibly mythological characters; particularly when they&#039;re from original mythologies] are real-life examples.  Also, any characters added to the list without justifying reasons will be removed from this page.  If you&#039;re going to add a race, please use the list below this one.&lt;br /&gt;
&lt;br /&gt;
==Mary Sues Case Studies==&lt;br /&gt;
{{Plot Armour}}&lt;br /&gt;
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* [[Alice]] from the in-name-only &#039;&#039;[[Resident Evil]]&#039;&#039; movies: A character created for the movies who started out as corporate spy, she has ever-growing superpowers and is &amp;lt;s&amp;gt;presented as&amp;lt;/s&amp;gt; ENTIRELY invincible.  She manages to become an even bigger Sue when she loses said superpowers yet continues to obliterate armies unscathed.  The film refuses to even let other characters do anything but get rescued by her, she&#039;s worse than characters written by [[Matthew Ward]].  Later films even gave her clones to explain why she&#039;s still in the films.  On top of all this, the bitch is played by the director&#039;s wife; she&#039;s his perfect Mary Sue waifu insert and she&#039;s literally sleeping with him to get the job.  Don&#039;t forget that &amp;lt;i&amp;gt;[[Katanas are Underpowered in d20|she dual-wields katanas]]&amp;lt;/i&amp;gt;. And shotguns.  And probably Desert Eagles, too.&lt;br /&gt;
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* Andrew &amp;quot;Ender&amp;quot; Wiggin from Orson Scott Card&#039;s Enderverse, and a blatant (almost comical to a serious reader) example at that.  What&#039;s worse: he only becomes more of this as the story and the books progress.  It&#039;s even worse in the 2013 movie.  At least the books gave the other characters more depth, Ender&#039;s feats took more time to achieve, and it contained POV&#039;s outside of his.&lt;br /&gt;
** Ender&#039;s siblings Valentine and Peter.   Ender&#039;s sister is a self righteous prig who is only overshadowed by their sociopathic brothers Peter.  Peter himself is a mid-to-low functioning sociopath, [[What|but intelligent enough that, as a child, he comes up with sophisticated political philosophies that wow academic circles and get him appointed Political Leader of Earth as an adult.  Despite the fact that a sociopath with absolute power would get tyrannical as soon as someone opposed them, he does no violence and dies with a benign, well-loved legacy]]. Yes, this really happens.  &lt;br /&gt;
&lt;br /&gt;
* [[Batman]] in an unskilled author&#039;s hands.  He&#039;s a handsome human billionaire who&#039;s the pinnacle of human physical prowess and manages to defeat superpowered beings simply because &amp;quot;he had time to prepare&amp;quot; (with few thinking &amp;quot;why don&#039;t his opponents also use that time to prepare?&amp;quot;).  On top of this he has LITERAL PLOT ARMOR; one of the DC editorial mandates is that Batman is not allowed to be truly defeated (he&#039;s usually too popular and has a presence in too much of the DC Universe to be allowed the downtime by editorial, unless it&#039;s part of a major storyline such as Knightfall).  Because of this a certain tendency for Batman to turn into a Mary Sue is well documented (Read JLA: Act of God and weep; that story was all about starting the First Church of Batman. Or hell, check out the Dark Nights: Metal storyline, where a bunch of Evil Batmen who are variants on an existing superhero attack the DCU as opposed to, say, just doing a whole Evil Justice League like they have multiple times before).  This problem becomes particularly acute when he takes down superpowered villains who usually bother other superpowered heroes, such as the Reverse Flash. On the non-Sue side, while Batman does have plot armor (nearly no one thinks to just shoot him when they get the chance and the few times they do he escapes, and he&#039;s never unexpectedly engaged by superhuman opponents who could easily beat him - like Darkseid), the same can be said for other non-superpowered heroes. Note, as well, that there are many ways of adding dramatic tension to such a foregone conclusion situation, and the above mandate only includes actual defeat, so Batman is allowed to fail and make mistakes in certain situations or the villain can escape to cause trouble even after their plan is thwarted, which also helps lessen the Bat-Sue Factor.&lt;br /&gt;
** Batman is at his worst when written by Frank Miller, who on top of the plot armor issues, writes Batman as a violent psychopath and anybody who calls him out is always presented as being in the wrong. Frequently other superheroes only exist in the story to be written as incompetent so Batman can be made to look better in comparison.&lt;br /&gt;
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* [[Edgy|Billy Butcher from &amp;quot;The Boys&amp;quot;]] (comics and show, especially the comics) is a prime example of a Jerk Sue (An unsympathetic character nevertheless favored in the story, according to [[TVTropes|our frenemeies]]; &amp;quot;There&#039;s a difference between having a sympathetic backstory and actually being sympathetic&amp;quot;).  Hating &amp;quot;supers&amp;quot; because one raped his wife and caused her death, Billy is half Punisher-knock-off, half self-insert mouthpiece for Garth Ennis hate boner against superpowers and religion - especially Christianity (it&#039;s no coincidence that Billy&#039;s a bitter atheist while the antagonist Homelander has a side job as a Christian Pastor and Starlight loses her Christian faith).  Billy forms an anti-supers black ops team and works to help the protagonist Hughie get justice for his girlfriend’s death by superhero collateral damage.  But Billy&#039;s reasons are selfish and he&#039;s also an edgelord (mean-spirited?  check.  violent?  check.  dark clothes?  check.  created by edgelord author? check.  Revolves around attacking &amp;quot;The Man&amp;quot;?  that&#039;s a big check!) who nearly turns on Hughie when Hughie starts dating the super defector Starlight, then continues the comics trend of nihilistic subversiveness.  He has plot armor to put Batman to shame - even getting away with his dog urinating on a supervillain who&#039;s killed people for less - and supposedly has the moral high ground despite doing the same type of crimes as the villains.  He then becomes a Villain Sue while trying to genocide supers, because Billy only loses in the end because he chooses to. Even when he loses he gets to die on his own terms by provoking Hughie into killing him so Billy doesn&#039;t get arrested and spend the rest of his life in prison while crippled, meaning that despite &amp;quot;losing&amp;quot; Billy effectivily still won.  He’s also consistently never allowed to be wrong, as any time a character has something to say about Billy or his actions, he has something to throw back at them proving they’re actually wrong due to author fiat ensuring Billy only argues against strawmen.  Finally, this story embodies the author&#039;s hatred of superheroes... but Billy himself has superpowers, making the entire premise hypocritical.  Goes to show that edgelord Mary Sues are just as repellent as the sugary sweet ones.&lt;br /&gt;
** One of the reasons the Amazon show is more widely liked then the comics is that Billy is both called out on his bullshit, and explicitly and repeatedly self-defeating, making him more of a normal anti-hero.&lt;br /&gt;
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* [[Furry|Brian Griffin]] from &#039;&#039;Family Guy&#039;&#039; at his worst. While he was generally depicted as the most sensible member of the Griffin household from practically the very beginning, this was balanced by his flaws (one of the most prominent being his drinking problem) and the fact that the show acknowledged that he could be annoying and/or an asshole. Later on, though, he became a mouthpiece for the showrunner Seth MacFarlane who was treated in-universe as being always right, with the only people who disagreed with him being strawmen who were obvious to the point of being cartoonishly over-the-top. Throw in the facts that Seth MacFarlane voices Brian, he uses his natural speaking voice to do so &#039;&#039;&#039;AND&#039;&#039;&#039; he often does this on hot-button topics... This was made all the more obnoxious by how flawed or downright ridiculous his logic often was (one of the most notorious examples being the widely-hated episode &amp;quot;Not All Dogs Go To Heaven&amp;quot;, where he manages to convince a newly-fundamentalist Christian Meg that God doesn&#039;t exist because... she doesn&#039;t look as attractive as her mother Lois.  Even worse, this was &#039;&#039;after&#039;&#039; the episode &amp;quot;I Dream of Jesus&amp;quot; where the Griffin family - Brian included - had Jesus Himself live with them for a week and do several miracles in front of them).  This was somewhat addressed after Season 7, with following seasons often having other characters comment on the inherent absurdity of a talking dog lecturing people about politics (even though them actually challenging the views previously raised was a rare event).  Quagmire even got a famous speech where he called out Brian for his self-righteousness and hypocrisy.&lt;br /&gt;
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* Caius Ballad, the antagonist of &#039;&#039;Final Fantasy XIII-2&#039;&#039;. Impractical overdesigned costume? Check. Impractical giant, overdesigned sword? Check. Purple hair? Check. Story-breaking powers? Check. Can&#039;t be beaten? Check. Openly called the most powerful &#039;&#039;Final Fantasy&#039;&#039; villain ever by his creator? Check. The only mitigating feature this fool has is that his English VA is Liam O&#039;Brien.&lt;br /&gt;
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* Darkseid from DC Comics is a rare case where people actually &#039;&#039;like&#039;&#039; someone for being a Sue. He wasn&#039;t one at the start of his career - Jack Kirby conceived him as a paper tiger who, for all his grandiose plans and ambitions, was only powerful if people feared him and could be beaten up by two street thugs who didn&#039;t know who he was, not anticipating that fans might prefer a villain who was really as intrinsically powerful as Darkseid claimed to be. He&#039;s strong and tough enough to go toe-to-toe with Superman, he has laser eyes that can do whatever he wants them to (including killing people instantly or bringing them back to life), he&#039;s a masterful schemer who knows all about setting up gambits where he wins no matter what and striking deals with easy ways around them he doesn&#039;t mention, most of his minions rival the Justice League in power and on top of all that he&#039;s the ruler of an entire planet that reliably goes to shit when he&#039;s not around to slap it into shape and sometimes a wide-reaching galactic empire. Despite all this Villain Sue-ness, any attempts to nerf him or bring him down to a more realistic villain level are met with widespread backlash and outrage, and his most celebrated storyline in recent comics history is Final Crisis, in which the heroes required a time-travelling, god-killing bullet to defeat him and he actually forced Batman to abandon his rule against killing. The message is clear: Darkseid is DC&#039;s ultimate villain (or close enough to that status that the number of people higher than him can be counted on a hand or two/ doesn&#039;t require literal divine intervention etc. to defeat and thus retaining a meaningful conflict) and the fans won&#039;t settle for anything less. &lt;br /&gt;
** There&#039;s a reason for this, by the way: Darkseid and his court neatly fill the archetypal niche of embodiments of &amp;quot;the fucked up things people do when you give them power&amp;quot;, with, for example, Gods of Child Abuse and of Torture as two of his chief henchmen.  Darkseid himself is the God of Tyranny. If you&#039;re going to have a hero who&#039;s about Hope and positive, creative or protective Aspirations (see: Superman, Flash, etc.), a villain who embodies the crushing of hope and negative, destructive Aspirations is incredibly useful. Making such a character a paper tiger can be made to work (see the Crimson King, under Special Cases), but is more often than not going to be unsatisfying, usually deeply so.&lt;br /&gt;
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* Divis Mal from the RPG [[Aberrant]]. Oh, where to begin? Well, first of all on top of being the absolute, balls-out, most powerful Aberrant in the setting, ever, he&#039;s super smart, plans for everything, never loses &#039;&#039;no matter what the players do&#039;&#039;, and has an ideology that can basically be described as &amp;quot;like Magneto, only &#039;&#039;right&#039;&#039;. About &#039;&#039;everything.&#039;&#039;&amp;quot; He&#039;s also in a loving relationship with a super-attractive partner who is &#039;&#039;also&#039;&#039; super-powerful, and his enemies are all stupid and happen to be straw-stuffed right-wing stereotypes because of course they are. He also serves as a thinly-veiled self-insert fanfic character for the lead game designer (a gay man with issues), and said designer once claimed that the title of the game referred to &#039;&#039;him specifically&#039;&#039;. It was all the sequel game could do to take the piss out of all the problems he caused.&lt;br /&gt;
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* Dr. Doom, depending on the writer.  It doesn&#039;t help that he&#039;s a genius and self-made &amp;lt;s&amp;gt;tycoon&amp;lt;/s&amp;gt; monarch with a tragic past, who keeps getting his deaths, defeats, failures and embarassing moments retconned as body doubles (naming the infamous &amp;quot;Actually a Doombot&amp;quot; trope).  Worst case scenarios are when he&#039;s written by somebody that forgets that he&#039;s a VILLAIN and depicts his rule over Latveria as unrealistically benign, and makes it look like the superheroes are wrong for trying to keep him from taking over the world. Writers who like him too much also have him winning fights he doesn&#039;t deserve, beating characters who specialize in hand to hand combat despite rarely displaying any such skills himself, overpowering much stronger characters who should be able to defeat him based on how his fights with the Fantastic Four go, and be portrayed as a flawless genius who can plan for everything akin to how some writers handle Batman. Doom has had some famous victories when he&#039;s punched above his weight class in the past, which fanboy writers have used as the pretext to let him steal the powers of other beings with no difficulty, even though his past successes doing so weren&#039;t by any means easy.&lt;br /&gt;
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* Elizabeth from &#039;&#039;BioShock Infinite&#039;&#039;. Plot-sustaining power (the key to the whole plot literally rests in her hands), cannot be harmed, &amp;lt;s&amp;gt;makes a grown veteran of war look like an idiot child&amp;lt;/s&amp;gt; only if you suck at the game... Regardless, she is routinely placed in easily escapable situations for the pure purpose of being saved when she can plausibly save herself, and makes none of the major (or minor) mistakes in the game. While some claim that she greatly dislikes violence, especially killing, individual interpretations vary depending on whether you view her murders as character arc-defining. To make her comparable to Sues like Lightning and Alice: Ken Levine tweeted to complain about all the people who&#039;d [[rule 34|rule 34&#039;d]] his perfect wife, begging them to stop because it was like seeing his daughter in Playboy (or words to that effect). Which resulted in the internet giving Ken Levine exactly [[promotions|what he wanted]]. She even gets to be tied into how Fontaine got Jack&#039;s command code in the first BioShock. Way to ruin the franchise with some conventional plot device.&lt;br /&gt;
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*[[Elminster]], who is currently having a threesome with the goddess of magic and rad boobies and his adopted super-hot albino elf daughter while simultaneously beating the god of murder in a sword fight with one hand and the god of slavery in a magic fight with the other. Also, he&#039;s like a million years old and looks it.  Ed Greenwood&#039;s self-insert character in the [[Forgotten Realms]], and a big source of &amp;quot;Why doesn&#039;t he just do this for us?&amp;quot; questions whenever he appears in questlines. Also, along with the gods of the setting and the Harpers, he&#039;s one of the reasons why the Forgotten Realms are in [[Medieval Stasis]].&lt;br /&gt;
**Ironically he didn&#039;t start out originally like this. Back at the beginning of D&amp;amp;D, Elminster wasn&#039;t a massive Mary Sue. Believe it or not, he simply used to be a maxed-out wizard with some additional abilities and stuff that appeared as a Deus Ex Machina in case players had an encounter that was too difficult to overcome, much like Gandalf in [[The Hobbit]]. &lt;br /&gt;
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*Emma from &#039;&#039;The Promised Neverland&#039;&#039;. Although originally a well fleshed-out character who stands as a clear foil to Ray. After the Goldy Pond Arc, Emma and, let&#039;s be honest, the quality of the manga itself started to go downhill. What was once meant to be a trio of protagonists that balanced each other with their strengths and weaknesses, was dumbed down to just Emma pulling shit out of her ass and having a talk-no-jutsu so powerful it can put even Naruto to shame. The amount of asspulls that Emma showed during the TPN in the later arcs was....pronounced enough that it becomes jarring especially when compared to the first two arcs of the manga. Seriously, she can somehow convince every single opponent that challenged her beliefs by simply talking to them and she never ever suffered any repercussions from it. Don&#039;t even get us started with enemies knocking themselves out due to &#039;&#039;very&#039;&#039; specific conveniences. Poor Ray was sidelined and reduced to a fucking side character near the end. She is idealistic to the fault and her ideas somehow manages to perpetuate inside the Daemon world just because she&#039;s &#039;&#039;that fucking good&#039;&#039;. Emma is one of the unique cases where a well-written character got put into Mary Sue territory within the same series no-less. Instead of her character evolving, she devolved. Look, we in /tg/ knows that shonen manga and &#039;good conclusion&#039; don&#039;t often mix, but TPN is one of the most infamous examples that recently came out.&lt;br /&gt;
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*[https://www.youtube.com/watch?v=TedsiCaV2B4 Empress Theresa] is a good example of the &amp;quot;waifu&amp;quot; theory of Mary Sues and the Doylist definition of Mary Sues, where the author&#039;s relationship to the character is the defining factor.  Short version: Deranged author who can&#039;t take criticism creates his perfect waifu, hands her the world, and refuses to edit the resulting masterpiece, and posts the result for sale on Amazon. Criticism results, which in turn results in internet arguments on a scale that is &#039;&#039;amazing&#039;&#039; (by themselves, they dwarf all of the arguments and criticisms of the Twilight franchise put together, with the unsettling add-on that this is all the author&#039;s mindset).&lt;br /&gt;
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*Every author self-insert.  Especially those found in high-school writing assignments.&lt;br /&gt;
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*Green Lanterns from Earth, especially Hal Jordan. All the human Green Lanterns are regularly shown to be the best Lanterns in the Corps because they ALL have indomitable willpower, skill, and courage, surpassing others who have been in the corps for decades. Most other Lanterns exist only to be killed off as a means of showing how dangerous a threat is. They&#039;re only ever effective when they are helping the Human ones. The most Green Lanterns ever killed was during the Emerald Twilight story arc and they were killed by, you guessed it, Hal Jordan.&lt;br /&gt;
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*Haoh from &#039;&#039;Shaman King&#039;&#039;. If there is any villain that can truly be called a Mary Sue, it&#039;s him, most other villains with this accusation still get defeated. Haoh not only proves invincible throughout the whole series, able to easily pull of feats that are impossible for everybody else, he also has the ability to revive himself if killed, meaning even if the heroes beat him, which they state is impossible in a straight-up fight, it would be pointless, because he&#039;d just back even stronger. Worse is that he goes around saying how awful humans and everyone, even the writer, seems to agree with him because the series ends with him winning, only delaying his plans to kill humanity because reasons, and gets away with a number of atrocities that would make numerous [[Chaos]] jealous. To top it all off, the sequel series has the heroes fighting to ensure he &#039;&#039;&#039;keeps&#039;&#039;&#039; his position as Shaman King because the alternatives to him would be worse, even though Haoh hasn&#039;t actually admitted plotting to destroy humanity and killing almost anyone who stood in his way was wrong, so really, there shouldn&#039;t be anybody worse than him.&lt;br /&gt;
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*Heracles from [[Greek Mythology]]: As [[TV Tropes]] will put it, perhaps the Ur-Example of one. [[Skub|Wait! Let us explain why!]] Heracles, or Hercules, goes a plethora of adventures. And he has a fuck ton of poems dedicated to his exploits. But unlike someone like, say, Gilgamesh, he has no missing chunks of his epics. We got the full picture. And Lord Almighty if it ain&#039;t generous. Let&#039;s take the Twelves Tasks; such a legendary tale, you&#039;ve heard of it, haven&#039;t you? Yes? Well, have you actually read it? In most of his works, Heracles just stumbles into the place he&#039;s supposed to be, faces the problem, says &amp;quot;No&amp;quot;, punch maybe two or four things, and he&#039;s done. No really, that&#039;s it. The Nemean Lion? Stangles it. The Lernean Hydra? Cuts every head, burns the necks, and buries the single immortal one made of gold in the ground. Like, on the spot. A flock of man-eating horses? Gives his gay lover to them and his meat actually calms them down. A flock of birds that are giant and carnivorous, literally sent from Gods? He plays the castanets to chase them away, &#039;&#039;and it works&#039;&#039;. Besides all of this, Heracles is loved by all except Hera and her favored children, has had multiple wives and a husband, became a god because Zeus said &amp;quot;Fuck it&amp;quot; and deemed him worthy, and only got killed on accident. Many Greek Heroes have a lot of negative sides to them, usually their ambition, thirst for power or cunningness. Or even the dread hubris the Greeks loved so much. But Heracles? Anything he does bad is usually explained to be Hera&#039;s doing. &lt;br /&gt;
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*IG-88 in the &#039;&#039;Star Wars&#039;&#039; expanded universe, given that he easily breaks into the second Death Star and uploads his personality into it and takes control with nobody noticing. For those who&#039;re unfamiliar with the lore, this means that a single assassin droid managed to upload its personality into one of the most heavily-secured star stations &#039;&#039;in the galaxy&#039;&#039;, without &#039;&#039;any&#039;&#039; of at least one million personnel (including techs, soldiers, and the human equivalent of Satan incarnate) discovering that anything is amiss. It also took over a planet, though this is far less Sueish than it sounds due to there being only a few dozen people on said planet in total, it having another four assassin droids to help it out, and it re-programming large numbers of extant droids to help it out in killing everyone on this planet along the way.&lt;br /&gt;
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*[[James Bond]]. To what degree varies, but the Roger Moore version is the worst offender: he&#039;s unbeatable at just about everything, never loses his composure, a ladies&#039; man to an unrealistic degree (even lesbians and villains who stand for everything he opposes switch sides after a dicking from Bond, not to mention that time he had sex with a lesbian was questionable consent at best...so Bond arguably gets away with actual sexual assault if not outright rape), implausibly intelligent, a crack shot, and basically unkillable.  In the books, he is an unlikable git and an alcoholic, yet still gets shit done.&lt;br /&gt;
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*James T. Kirk of [[Star Trek]], but only when written by William Shatner.  While in TOS, Roddenberry himself outright stated Kirk was his Author Avatar and that he wanted the show to have the ambiance of Kirk being able to have any woman he desired, Kirk was still allowed to occasionally fail or make mistakes in certain situations. For other non-Shatner written works, the Suedom factor is kept under control by factors gone into under the list found under &amp;quot;Somewhat Special Cases&amp;quot;, below.&lt;br /&gt;
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*John Kramer, the &amp;quot;Jigsaw Killer&amp;quot; from the &#039;&#039;Saw&#039;&#039; films. Pick any character you know of with a long list of skills or attributes, this guy has more, and he keeps getting away for a half dozen movies.  He&#039;s also influenced people to the point that even after he dies, some of them copy his actions and ideas and think they&#039;re doing good things.  &lt;br /&gt;
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*The Joker can be this in the hands of a poor writer. While there are damn good reasons he&#039;s one of the most iconic villains in all of pop culture, he&#039;s all too easy to write as a flawless schemer and trickster who can punch well above his weight class for no good reason. This is especially irritating if the writer takes the wrong lessons from &#039;&#039;The Killing Joke&#039;&#039; (by trying too hard to make him sympathetic; while that take on Joker is certainly tragic and nuanced, it&#039;s made very clear that his unfortunate past doesn&#039;t justify his actions... assuming it even happened at all, since he himself admits his memories of his pre-Joker life are inconsistent) and/or &#039;&#039;A Death in the Family&#039;&#039; (by reducing him to a guy who just brutally murders people; that story along with the aforementioned &#039;&#039;The Killing Joke&#039;&#039; helped make it a bigger part of his character, but it still kept his random and unpredictable goals and motivations rather than just making him a one-note murder machine who kills people for fun even when doing so would be counterproductive).&lt;br /&gt;
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*Jon Snow (especially the show version): While this is in the books as well, it is more evident in the show and he is currently dying from a mutiny in the books.  Being a bastard is a bad thing in Westeros so he gets sent to the wall, but it&#039;s uphill from there.  He gets a Valyrian steel blade (which is incredibly rare and an heirloom of noble houses) in his first week.  He has a pet Direwolf puppy like his siblings, but of course his looks unique.  From here he gets named as squire and successor to the commander of the Night&#039;s Watch (though this does cause some resentment among his peers).  Later on he meets Wildings where he spares one who turns out to be a woman; it&#039;s obvious where this goes... they don&#039;t get along, they fall in love, have sex and spend some time together, something forces them apart and she dies.  She also has red hair, which stands out because among Wildings its considered lucky.  While he gets stabbed like in the books, in the show he dies from it then gets resurrected by Melisandre/the Lord of Light.  He&#039;s revealed to be the bastard child of Rhaegar Targereyn and Lyanna Stark, making him Westeros&#039; rightful king, as well as Daenerys&#039; nephew - but that doesn&#039;t stop him from having sex with aunt Daenerys*, and the incest is portrayed positively this time!  Also, him beating Ramsay Bolton (see below); that&#039;s right, Jon&#039;s so Mary Sue his plot armor trumps the plot armor of another Mary Sue (to be fair, though, he was actually on the verge of losing the big battle to Ramsay right up until the moment his ass gets saved by his little sister and about four thousand mounted knights.)  While some of the earlier traits don&#039;t necessarily equal a Mary Sue, they add up... oh, they add up (*Daenerys, a warqueen who brought dragons back from extinction among other things, makes mistakes and suffers consequences that would seem to impact her Sue-factor if they didn&#039;t always turn out to be functionally inconsequential in comparison to her astounding triumphs through casual part-time parenting.)  Book Jon is way more well rounded as a character, where it is pointed out that he actually had a decent life as a bastard before coming to the Watch, and several choices he made ended up biting him in the ass come the mutiny.     &lt;br /&gt;
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*Jotaro Kujo, from Jojo&#039;s Bizarre Adventure Part 3 and 4 (And part 6 but not in part 6... we&#039;ll get to that later). He&#039;s pretty much invincible like Kenshiro, but unlike Kenshiro, he didn&#039;t train a single day to be as hax as he is (His Stand &amp;quot;Star Platinum&amp;quot; is really strong, at the cost of short range, but plot gets in the way and he always gets close enough to ORAORA the bad guys). Also unlike Kenshiro, he is an asshole to everyone, but never suffers any consequences from it (Women literally ADORE him despite his jerkass attitude, because 80&#039;s). He spends the entire trip to Egypt spurting out massive amounts of [[Just as planned]] against every villain of the week, or simply getting powers as plot demands, some of the most outrageous examples being: The use of &amp;quot;Star Finger&amp;quot;, which completely negates the previously stated range weakness; His &amp;quot;battle&amp;quot; against Steely Dan, where he DID get humilliated but retributed it tenfold in the end; His &amp;quot;battle&amp;quot; against Alessi, where he gets to beat a grown man unconscious with his bare fists despite being turned back into a SEVEN YEAR OLD; His battle against main villain DIO where he wins DIO&#039;s time stopping powers for bullshit reasons and wins; and, even more ridiculously, being able to RESURRECT his very dead Grandpa Joseph by [[what|using his stand for blood transfusing and heart-resetting]]. In part 4 he mellows down a lot, most notably [[FAIL|getting beaten by a rat]], but that doesn&#039;t prevent him from beating the shit out of the main villain Kira TWICE and stealing the spotlight from Uncle Josuke (The titular Jojo of part 4) on his final battle; too bad Josuke!. Part 6 however, does a great job at not only nerfing but rounding him altogether, the Jojo this time being his own daughter, Jolyne Cujoh (Note that is not Kujo), a delinquent who ends out in prison and resents him greatly for being an awful, absent father and constantly reminds him of it. He attempts to &amp;quot;fix&amp;quot; things but [[Just as planned|falls into one of main villain Pucci&#039;s schemes]] and is rendered comatose for great part of the story, when he latter regains his powers (With a significant decrease in durability) and comes to terms with Jolyne, the villain becomes Godlike and ends out killing him along with the rest of the cast. Too bad Shonen Jump!, now Seinen is Araki&#039;s best friend. In Pucci&#039;s universe he is a complete spineless weakling, but in case that was a bit too much, reality resets again and creates [[Awesome|a new universe free of the horrible, horrible things that happened in Stone Ocean]]. PD: In the Videogame Eyes of Heaven he is even worse, but this entry is already too long so i&#039;ll only say the creators weren&#039;t too good with resolutions.&lt;br /&gt;
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*Kai Leng, from &#039;&#039;[[Bioware#Mass_Effect_3_.28The_Downfall.29|Mass Effect 3]]&#039;&#039;. You&#039;re constantly told he&#039;s a badass assassin, but when he shows up, Shepard&#039;s crew suddenly become drooling idiots so Leng can strut about, act tough, and monologue. He brags about killing Thane (alien assassin squadmate from the previous game) even though the latter was hobbled by a terminal illness requiring daily medical care and Thane &#039;&#039;STILL&#039;&#039; got the drop on Kai Leng; Thane even says himself &amp;quot;That other assassin should be embarrassed.  A terminally-ill Drell kept him from reaching his target.&amp;quot;  When you &amp;quot;win&amp;quot; the &amp;quot;fight&amp;quot; against him on Thessia, he still gets away, utterly unaffected by the crumbling architecture that stops Shepard from pursuing him. By the end of the fight, you&#039;ve advanced the plot a grand total of nowhere, regurgitated information you already have, and been hamstrung as a player because the writer wants his character to look cool. He is yet another antagonist dropped onto a story filled with them, but is nothing more than a costume, sword, and book of one-liners. Unlike Saren from ME1, we have no connection with this douchebag because the story doesn&#039;t give him enough screen time to develop into anything.&lt;br /&gt;
** Alternate take: What appears to be Sue-ness is BioWare writing him as a Hate Sink. (Basically a character designed to be hated and nothing else, [http://tvtropes.org/pmwiki/pmwiki.php/Main/HateSink ask those smashers at TV Tropes for more info].) BioWare were using the Reapers as cool villains and leaning into the Illusive Man getting the Darth Vader treatment of the tragic, sympathetic villain who can possibly redeem himself with his death, so Leng became the game&#039;s villainous punching bag. Given what a gut punch the final battle is, clearly they wanted Leng&#039;s ultimate downfall to give the player a moment of catharsis so they could take a small victory where they got it. And for that to work, it had to be satisfying, and that meant he had to get on the player&#039;s nerves without an excuse or understandable motive to undercut their focused rage against him. Note that during the final battle against him, Shepard spends the whole time dressing him down as a coward who can only win by running away and after beating him, smashes his stupid sword and guts him like a fish with their omni-blade. [[Awesome|&amp;quot;That was for Thane, you son of a bitch!&amp;quot;]]&lt;br /&gt;
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*[[Fist of the North Star|Kenshiro]], nothing can kill him and he&#039;s morally flawless, superior to everyone-fucking-else. At least until Shin Saga in the anime, where he starts fucking up often, even with his super kung-fu laser ninja powers. Most battles are curb-stomps until later on because &#039;&#039;it&#039;s a fucking show from the 80&#039;s&#039;&#039;. Do note, however, that Kenshiro loses a &#039;&#039;lot,&#039;&#039; especially later on, and mostly wins his hardest battles because he&#039;s the only one worth a shit left alive by that point in the series.&lt;br /&gt;
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*Kirby from his/their (Localization made him a he instead of ambiguous as in Japan, and it&#039;s been [[Skub|discussed]] ever since) eponymous franchise, and the first brainchild of the Smash man. Kids&#039; game logic is in effect, but even then it can be egregious. Between their [[/d/|insta-death inhaling]], the Copy Ability (and various gimmick abilities throughout the franchise), unnatural toughness, and [[What|godkilling streak]], the puffball is a strong contender for most powerful video game character. However, their immense, possibly-Eldritch (as of Star Allies) power is balanced by the fact they&#039;re almost always portrayed as ignorant if not a full-blown [[Derp|dumbass baby]]. Seriously, their naive nature is known to cause various problems for themselves and others. Notable feats include repeatedly turning back an all-assimilating Eldritch hivemind, defeating an interdimensional wizard and the god-crown he wore, singlehandedly bringing down an [[Games Workshop|uber-greedy megacorporation]] and stopping their AI from going full [[Exterminatus]], destroying(?) an actual Eldritch god of darkness and destruction [[What|they may or may not be related to]], and stopping a god-alien (not-so-originally called [[Original character, do not steal|the Ultimate Lifeform]]) from causing two worlds to collide just by [[WTF|running it over with Truck-Kun]].&lt;br /&gt;
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*Kratos from &#039;&#039;[[God of War]]&#039;&#039;. He curb-stomps fucking gods due to [[plot armor]] (and because one of them decided to give a bloody psychopath the powers of a god; MENSA applicant right there) and he has threesomes with complete strangers, even though he is meant to be grieving for the death of his family that he himself murdered. Oh and the rules for how death works change whenever it&#039;s convenient for him. Err, some of this is because most of the gods he kills with super-powerful items, including Blade of Olympus, the God of War universe&#039;s version of Zeus&#039; lightning bolts the cyclopes gave him to defeat the titans, which has been infused with all the power of the Greek God of War. And he is later revealed to house the Power of Hope since GoW1, a power strong enough to kill gods. Now he is starting a new family in Norse mythology land Midgard while STILL having the &amp;quot;godly&amp;quot; super strength despite the blade of Olympus having drained all his power and given it all to the world. (Note that he clearly didn&#039;t give up his combat experience nor his genetics as a demi-god son of Zeus. Even without those things, he&#039;s at minimum a heavily trained demi-god from the strongest of the Greek gods.) At least he acknowledged how fucking awful he was in the past and tried to be a good father toward his new son Atreus, but still keeping his no gods allowed policy. &lt;br /&gt;
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*Lana Lang from the TV show &#039;&#039;Smallville&#039;&#039; (note; Smallville is not considered canon to the Superman story by DC Comics).  Almost big a Mary Sue as Bella from [[Twilight]]; almost because she actually has a few useful skills, but she learns them unrealistically quickly (becoming a black belt in martial arts in &#039;&#039;one week&#039;&#039;).  She has the cliché orphan story but with a unique spin for maximum snowflake effect (her parents were killed by a meteor strike), everyone in the story loves her with the exception of some villains (the key word is SOME), and she&#039;s treated as someone who can do no wrong.  Lana even got on the cover of TIME magazine, in-universe, as a child!  She serves as a wedge between Clark and having a relationship with any other girl and between Clark and his eventual Superman destiny.  Clark technically sacrificed his father to save her!  In one episode, Clark rewound time on a day in which Lana died, and instead lost his father.&lt;br /&gt;
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*Lightning from &#039;&#039;Final Fantasy XIII&#039;&#039;, she is basically a pink-haired Cloud without any of Cloud&#039;s likable personality traits. She&#039;s currently the NEW AND ASTONISHING HEAVENLY Valkyrie that fights a purple Sephiroth in her new game &amp;quot;Lightning&#039;s Return&amp;quot;. Not that we care, but she was created by Motomu Toriyama ([[Matt Ward]]&#039;s Japanese cousin), a man with a Chris-Chan-like persona and Matthew Ward-style writing who is now continuously raping the franchise. He has a waifu love for Lightning like Paul has for Alice. Lightning is comparable to Alice on many levels, which says a lot, really. She also has tons of fucking DLC &amp;quot;costumes&amp;quot; dedicated to her so the player could dress her up and fap her to death. This is so fucking shameful that I&#039;m crazy enough to believe Alice is a much capable heroine. Somebody kill me, please. Oh, just recently, Toriyama decided to have Lightning become a guest character in a future Final Fantasy. So not only is the franchise gonna suffer the rotting Emperor syndrome, but Lightning is now the literal goddess of every Final Fantasy game? Seriously, have you ever seen Paul doing such disgusting things with Alice? Like forcing Alice into an actual &#039;&#039;Resident Evil&#039;&#039; game (well, the &#039;&#039;Resident Evil&#039;&#039; franchise is dead as well)? Motomu Toriyama is officially worse than Paul Anderson!!&lt;br /&gt;
** Gets worse: Toriyama has stated that Lighting is the &amp;quot;first&amp;quot; strong female character in any &#039;&#039;Final Fantasy&#039;&#039;. Even ignoring the dozens of better-written female characters, some of which he himself has written, the &amp;quot;strong&amp;quot; meaning just physical doesn&#039;t work either; FF7&#039;s Tifa (a game he worked on, btw) can punch tanks to death.&lt;br /&gt;
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*Lisa Simpson from &#039;&#039;The Simpsons&#039;&#039;, depending on the writer.  Lisa has dipped into Mary Sue-dom the same way as the above-mentioned Brian from Family Guy (both serving time as smug mouthpieces for their show&#039;s creators on hot-button-topics).  There was also a time where Lisa had the tendency to never be punished for the times she does do the wrong doing (she ruins Homer&#039;s BBQ in &amp;quot;Lisa the Vegetarian&amp;quot; and merely got scolded by him where Bart would likely have been strangled for it).  One episode had people deferring to Lisa over Prof. Stephen Hawking in Hawking&#039;s area of expertise, and Groening once said Lisa is his favorite character and that he would do anything to prevent her from looking bad (to reference the strangling; the show&#039;s animators also applied a double-standard as they strongly protested against the idea of Homer strangling Lisa for upsetting him like he does with Bart).  While Lisa&#039;s popularity in-universe fluctuates, at its worst the whole town bends over backwards for her even when it goes past characterization (eg; Springfieldians can be &#039;&#039;&#039;VERY&#039;&#039;&#039; sore losers, as demonstrated in the episode &amp;quot;Boys of Bummer&amp;quot; where the whole town - sans Marge - ridiculed Bart for losing a sports game [[Grimdark|to the point that they nearly drove the 10 year old to suicide]], but when Lisa lost a spelling contest she was applauded for winning second place and got a Mount Rushmore-style sculpture of her face).  That being said, there are episodes where Lisa is depicted as unpopular at school, her activism is made over-the-top to be played for laughs, she&#039;s neglected at home and less of a &amp;quot;smartest person around&amp;quot; and more of a &amp;quot;only sane person surrounded by idiots&amp;quot;, lessening the Sue-factor. &lt;br /&gt;
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*Lucy from the 2014 movie of the same name. Long story short, she gets forced by gangsters to smuggle drugs in her stomach, but the container bursts and the drugs make her smarter and use more and more of her brain, because this movie was seriously written around the pseudoscientific premise that humans only use 10% of their brain. This also causes her to [[What|develop superpowers somehow]], and at the end of the movie she basically becomes god.&lt;br /&gt;
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*Magneto is not inherently one, but he does have the INSANE potential to become this when crappy writers start taking his sympathetic traits too far (&amp;quot;Hey guys, let&#039;s [[What|make Magneto a member of the X-Men and have him date Rogue]]!&amp;quot;) or just forget he&#039;s the bad guy. Hell, he sometimes becomes this even when he&#039;s a horribly despicable villain. Jeph Loeb&#039;s raping of the Ultimate Universe known as &amp;quot;Ultimatum&amp;quot; has him use his magnetic powers to nearly destroy the world just by waving his hands at Earth&#039;s magnetic poles (completely breaking the laws of physics in the process) and then effortlessly take on half the X-Men and almost all of the Ultimates singlehandedly and nearly win.&lt;br /&gt;
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*Master Chief from the &#039;&#039;[[Halo]]&#039;&#039; series is definitely one. For one, he has [[Matt Ward|Ward-grade]] [[Heresy|plot armor]]. Seriously, it was repeated throughout the games that he was born with the word [[What|&#039;&#039;&#039;LUCK&#039;&#039;&#039;]]. To further expand on his Sueness, this 7-foot tall hunk of raging Leprechaun saved the entire Galaxy &#039;&#039;Twice!&#039;&#039;, single-handedly stopped the Human-Covie War at the last minute, escaped and defeated an entire race of &amp;quot;Super-Space-Zombie-Fungus&amp;quot; that could mindfuck Culture-tier Civilizations without [[What|having his own brain being raped]], is one of the last surviving SPARTAN II&#039;s, solo an entire legion of Covenant Honor-Guards (Which are equivalent to Spacemarine Captain in rank but with inferior gear and training) as well as successfully assassinating a very important Covie leader protected by said Guards without being captured, survived escaping an Exterminatus-level explosion that destroyed a Super-Weapon &#039;Ring&#039; by &#039;&#039;out-flying it&#039;&#039;, somehow his armor is strong enough to deflect Fuel-Rod shots (Which are essentially Plasma Cannons), destroy a flying and mentally psychotic lightbulb with an overcharged Lascannon as a Self-Defence weapon (To be fair 343 Guilty Spark &#039;&#039;is&#039;&#039; a Forerunner Janitor Robot), and did I mention he saved the entire Galaxy &#039;&#039;twice&#039;&#039;? Furthermore with the release of Halo 4, MC is now magically gifted the genes and DNA by the Librarian to become full on [[RAGE|&#039;&#039;impervious to a fucking Forerunner Super-Weapon/Death-Beam&#039;&#039;]], which allows him to single-handedly fight through the insides of a very important Forerunner Capital Ship filled with Necron/Warp-Spiders kill bots and somehow through the act of plot, [[Derp|defeat &#039;&#039;the&#039;&#039; highest ranked Forerunner Military General that has the power to solo the entire Galactic Empire from Star Wars.]] I mean [[Rage|WTF!]] did the developers of Halo not realize that they just created a character with plot-armor so powerful that they make the likes of [[Kaldor Draigo]] look decent in comparison? Thankfully however, as pants-on-head retarded as some of the feats listed for MC are, he at least has some faults such as being psychologically raped in childhood, doesn&#039;t have the &amp;quot;Morally Superior to thou&amp;quot; personality and has a very grim view of the war, almost got killed by the killer space popcorn, being rather mediocre for a SPARTAN II when compared to his other colleagues, is only good in leadership and even then made some stupid mistakes, gets pretty beaten the fuck up by a Brute, his Superhuman abilities only stopped when fighting against low-ranked Elites and know he will lose against one if he fought one-by-one, and most of the battles he has been through had almost cost him his life. Those faults listed are what makes good old Chiefy &#039;&#039;NOT&#039;&#039; in the top 10 most powerful Mary-Sues and makes him somewhat tolerable albeit boring compared to the other listed.&lt;br /&gt;
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*Moka Akashiya from Rosario + Vampire: Stupidly fucking OP enough to one-shot kick &#039;&#039;&#039;EVERY OTHER FUCKING MONSTER&#039;&#039;&#039; IN THE &#039;&#039;&#039;ENTIRE FUCKING SERIES&#039;&#039;&#039; AND &#039;&#039;&#039;BOTH&#039;&#039;&#039; SEASONS, has a &#039;&#039;special exception&#039;&#039; to her power levels made so she gets &#039;first ancestor&#039; vampire blood to enable her to be &#039;&#039;even more powerful&#039;&#039;, has no character development &#039;&#039;at all&#039;&#039; (this is true of both her personalities), is a student at an academy and one-shot kicks two members &#039;&#039;of the fucking faculty&#039;&#039; &#039;&#039;&#039;AND TOTALLY GETS AWAY WITH IT&#039;&#039;&#039;, and is &#039;&#039;unbearably arrogant&#039;&#039;, revelling in her power and basically saying everyone else is beneath her. The reason she&#039;s this bad? The author admits he LOVES vampires. So she&#039;s not only an Author Avatar, but a Canon Sue as well, existing only for [[Heresy|heretical deviants]] to fap to and the author to [[Slaanesh|schlick]] to. God-Emperor fucking damn it, Akihisa Ikeda. You little shit. What&#039;s worse is that [[Matt Ward|he has no shame about it]]. [[C.S.Goto| No, really]].&lt;br /&gt;
**This is lessened slightly during S1&#039;s later episodes (and S2 more generally), with a number of non-vampire characters who rather easily take her down or otherwise outmatch her being introduced. Compared to the big leagues, she&#039;s a promising new recruit but not comparable to them.&lt;br /&gt;
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*Mordenkainen, Gary Gygax&#039;s personal avatar in the Greyhawk setting and a level 30 wizard who never fucking ages past 50 despite being a hundred fucking years old without turning into a lich, he became bald for some reason, which makes him look evil, but he remains Stupid Neutral.&lt;br /&gt;
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*Olympia Vale, another character from the [[Halo]] Series and seems to be all around taking over the mantle of Mary Sue from Master Chief as he is pushed in the sidelines like an old man being pushed in the old folks home. Whilst Locke has been accused for being a rather bland and forgettable copycat cutout of the original MC, he still pales in comparison to that of Vale.  Essentially imagine Vale as MC but remove the sociopathic and borderline mentally damaged aspects of John 117, make her a prodigy even beyond that of Spartan recruits which in turn made her pretty easy to integrate in the SPARTAN IV program and make her instantly learn the language of the Elites whilst by herself in space with the only excuse being that [[Bullshit|&#039;she was bored&#039;.]] Vale and to an extent, the majority of the SPARTAN IV&#039;s seem to be an ongoing campaign from Karen Traviss (AKA the Destroyer of Fluff and Halo&#039;s Matt Ward) [[Derp|to further demonize Halsey and her SPARTAN II program]] for no better reason other than being forced to be [[Fail|unethical in an organization as ethically sound as the]] [[Inquisition|Imperial Inquisition.]] As you can imagine, this has already spurred some [[Skub|ire bitching]] in the Halo community and only time will tell if newer sequels from the game would flash her character out in a more decent or obscene matter.&lt;br /&gt;
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*Ozymandias, AKA, Adrian Alexander Veidt from &#039;&#039;Watchmen&#039;&#039;.  He was born into a wealthy family, then threw it all away and earned even more money.  He&#039;s a perfect athlete, good-looking, smartest man in the world (He mind fucked Dr. Manhattan, a blueish godlike superhuman) and a vegetarian.  In the book he is able to successfully genetically engineer some sort of monster that would be teleported to New York and as it dies unleash a psychic shockwave that would kill millions in a &amp;quot;common enemy&amp;quot; plot to avert World War 3 by uniting them against &amp;quot;interdimensional aliens&amp;quot; (he does the same in the movie, but instead of aliens, he tricks people into making Dr Manhattan their common enemy - Dr Manhattan himself goes along with the plan once he finds out so there will be world peace).  The only downside he had is loneliness, since he had betrayed all his friends and killed the only companion in his life, a fucking genetically-engineered female lynx named Bubastis, by having her bait Dr. Manhattan to the incinerator and killed them both with a switch.  Still, Ozymandias is perfect because Mary Sue don&#039;t need friends. It was also portrayed that his &amp;quot;common enemy&amp;quot; scheme to stop World War 3 (which involved killing millions) in a positive or at least sympathetic light.  He also caught a bullet fired from a gun with his bare hands, and the bullet didn&#039;t just go through them, like it would in real-life, despite him not having superpowers.  Interesting to note that he the idol he worships: Alexander of Macedonia, is a man born before Christ, and the name Ozymandias is reference to a freaking [[Necron|Egyptian pharaoh: Ramses II]], proving that Adrian is just as egoistic as [[Dante]] and the [[Ultramarines]] by have the name of an ancient ruler as his own nickname. Hell, his color page on &amp;quot;before the watchman&amp;quot; made him looked like some sort of floating Jesus!!  Thankfully, he has the decency to acknowledge what he did was wrong in the comics while also justifying it as being for the greater good...which it was in that it stopped World War 3, and he is more complex and well rounded as a character than several others. &lt;br /&gt;
** There&#039;s also the deliberately ambiguous implication that Ozymandias could get some comeuppance in the future (author Alan Moore stated that what happened after the end of the graphic novel is for each reader to decide for themselves); this is done with Dr Manhattan&#039;s cryptic response to Ozymandias&#039; question whether things would work out, and Rorschach giving his journal - containing evidence implicating Ozymandias and revealing his plan - to a news outlet. &lt;br /&gt;
** A direct sequel to Watchmen called &amp;quot;Doomsday Clock&amp;quot; came and finally made Ozymandias pay for what he has done. After the news outlet ousted Veidt&#039;s plans, it started a chain of reaction that eventually led to his downfall as well as the supposed end of humanity. The European Union dissolved, the USSR went back its old warmonger ways with their relation between the US degrading to lows below even the Cold War, nuclear weapons failed to be disarmed and one such missile was fired from Russia to New York City. Adrian is now the most wanted man in the world and has brain cancer (possibly ironically validating what he framed Dr. Manhattan for). Still, he managed to fight his way out of this chaos with other DC heroes (Superman and the godamned Batman mind you, characters with thick plot armor), the Comedian (brought back by Manhattan), pretty much everyone around the world but especially Dr. Manhattan (who masterminded this all from his glass palace on Mars). Also, keep in mind this sequel is not written by Alan Moore himself so it&#039;s at best considered an alternate continuity.&lt;br /&gt;
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*Prometheus (the DC supervillain) certainly didn&#039;t &#039;&#039;start&#039;&#039; as this but ended up being twisted into one. When first introduced he was a genuinely cool and intimidating supervillain whose insane skill and manipulations were balanced out by his crippling mental issues (which the heroes exploited to take him down). Unfortunately, writers who weren&#039;t as skilled as Grant Morrison got their paws on him and made him ludicrously overpowered to the point where he single-handedly &#039;&#039;destroyed Star City, killing Roy Harper&#039;s daughter in the process&#039;&#039;. Thus Prometheus went from an awesome member of Batman&#039;s rogues gallery to a complete waste of pages. Thankfully he was prevented from becoming any worse thanks to Green Arrow putting an arrow through the bastard&#039;s skull.&lt;br /&gt;
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*Ramsay Bolton (show version): Oh good fucking God, where to start with this particular Villain Sue? Well, for one, he manages to take on twenty of the best Ironborn warriors, who were all heavily armed and armored, while not just unarmored but SHIRTLESS and armed with nothing but a kitchen knife and a mace, and SOMEHOW kicks their asses.  Then, much later, he is shown to completely annihilate the battle-hardened Stormlander army led by Stannis Baratheon, the greatest military commander in Westeros, with nothing but cavalry, while the previous episodes had established that Ramsay is a tactically inept moron. (This can also tie in with the fact that the writers of the show seriously fucked over Stannis from &amp;quot;stern-but-honorable competent tactical genius&amp;quot; into &amp;quot;greedy, fanatical dumbass&amp;quot;).  Finally, he is constantly shown to get his way no  matter how stupidly contrived it seems to the viewer, arguably the worst case being marrying and deflowering Sansa Stark by raping her and getting the killing blow on fan-favorite giant Wun-Wun.  His Sueness ends with his face getting caved in by Jon and fed to his own hounds by Sansa.&lt;br /&gt;
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*Rey AKA Ma-Rey Sue from the [[Star Wars]].  From the release of the first movie, she already caught some backlash among the old guards of Star Wars who consider her a self-insert Mary Sue with a feminist agenda.  Leaving aside the politics, the resulting trilogy and related events have only confirmed Rey’s Mary Sue-dom.  Reasons from the first movie alone include Rey showing [[What|a better knowledge of the Millennium Falcon’s inner workings than then Han Solo and Chewbacca]] who’d maintained the ship for decades where she had it for less than a week, being offered a job by Han shortly after meeting him despite him and Chewie being sufficient crew for the Falcon and Han being a cynic who barely knows her (like something right out of &amp;quot;A Trekkie&#039;s Tale&amp;quot;), Rey suddenly being a [[Wat|powerful Force user who can resist a trained Force-user&#039;s mind probe]] despite no previous mention of her being Force sensitive and [[Bullshit|Rey performing said Jedi mind trick while in captivity almost immediately after learning she&#039;s Force Sensitive]] despite the fact that performing said trick is known to be difficult to master (the explanation that Rey had just been in telepathic contact with somebody who knew how to pull off a Mind Trick, and wasn&#039;t as good at telepathic interrogation as he thought he was, is unbelievably stupid, because that would be the best teaching method in the Galaxy with every Force-user utilizing it). She can also pull out new Force abilities from her sleeve, like Force healing (yeah, Anakin would have liked to have some of that, wouldn&#039;t he?). Rey’s only character flaw is recklessness, and while it does get her captured by the villains in the first and third films, this is offset by Rey getting rescued unharmed both times by luck/plot armour, which is a Sue-ish trait (at least Luke suffered actual setbacks and injuries – such as a severed hand and failing to save Han from Boba Fett). Furthering Rey’s status of Mary Sue is the “creator&#039;s relationship to the character” part, with several of the filmmakers either pulling new explanations out of their asses to explain Rey’s abilities (or retconning them, such as the Force “cheat-coding” and the “Force Dyad”) or attacking anyone who didn’t like the character by tarring them with the same negative brushes ([[SJW|accusations of sexism got lots of usage]]).  The third film threw in the big twist that Rey is &#039;&#039;really&#039;&#039; Rey &#039;&#039;&#039;Palpatine&#039;&#039;&#039;.  You heard right, Rey is literally Emperor Palpatine&#039;s &#039;&#039;granddaughter&#039;&#039;, almost as if they&#039;re trying to one-up Luke’s relation to Vader.  The third film also ends with Rey taking the last name “Skywalker” while Luke and Leia’s force ghosts look on approvingly.  For a more comprehensive coverage on why Rey is a Mary Sue, look up the results of the Mary Sue Litmus test on the discussion page.&lt;br /&gt;
** While it could be argued that Luke and Anakin are just as ridiculous, they fit easier the form of tropes they are.  Luke, being the most classic [https://tvtropes.org/pmwiki/pmwiki.php/Main/TheHero Hero] ever, is quickly established as good at most things he does, culminating in flying an X-Wing through the Death Star trench and making an one-in-a-million shot to destroy the Death Star, and this is less than a week before he was just a backwater farmboy, albeit one who is outright stated to be both a decent pilot and skilled shot.  Though while Luke used the Force untrained like Rey did, his only feats were enhancing skills he already had and developed; a bit of a stretch, but more plausible than pulling new skills &#039;&#039;that require training to use&#039;&#039; out of nowhere.  Anakin is the [https://tvtropes.org/pmwiki/pmwiki.php/Main/TheChosenOne Chosen One], and people who are chosen tend to be skilled and powerful regardless because the Powers-That-Be have their backs on top of any personal skills they have.  Young Ani competes and wins a pod-race that only aliens can normally participate in due to the sheer insanity of it, and then blows up a Trade Federation Dreadnought with a fighter he&#039;d never been in before (even then kid Anakin also had R2-D2&#039;s help). However, Anakin&#039;s Chosen One status made the Jedi, including even his teacher at first, loathe and treat him with suspicion. No matter how hard he fought or what sacrifices he made, it was never enough for the Council, and the only guy in his life who showed him with kindness turned out to be a Sith lord. Now Rey is about as much the Hero as Luke but is an Unchosen One compared to Anakin, and the wildest thing she does in her first movie is to use the Force untrained (much like Luke does in A New Hope) and gain the upper hand on a Sith apprentice (aka a guy who holds the same rank as Darth-fucking-Vader) while fighting with a weapon she sees for the first time in her life. And no, lightsaber wielding has never been as easy as &amp;quot;pick it up and start swinging&amp;quot;. She is also instantly liked by every good guy she meets. Jeez, I wonder why people call her a Sue when comparing with [[Lawful Good|Luke]], who had to be saved from Vader twice in the first movie, and [[BBEG|Anakin]], who, despite all his power and skills, regularly fucks up during the Prequels, with a crowning mistake so bad it required three original movies to fix. The fact that Rey is touted as a strong female character while being propped up by the failures of men and saved by men throughout the trilogy doesn&#039;t help her case. Also, Rey has never once lost a fight in the movies, while Anakin first got his arm chopped off in a hilariously one-sided fight with Dooku then later had all his limbs cut off and was lit on fire in his duel with Obi-Wan, and Luke was totally outmatched by Vader in &#039;&#039;The Empire Strikes Back&#039;&#039; and got his ass handed to him on a beskar platter.&lt;br /&gt;
** Another thing to consider is the ridiculous timeline of Episode 7 and 8. In approximately 5-6 days, Rey went from being a scavenger on Jakku to defeating Snoke&#039;s bodyguards and being on par with Kylo Ren in combat.&lt;br /&gt;
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*Richard, from the Sword of Truth series (he&#039;s not as bad in the TV series). He is always considered an ideal hero despite being cruel, sociopathic, and thinking that the universe should bend over backwards for him [[What|(which it actually does)]]. Everyone who disagrees with him is evil (even if that&#039;s the only reason they&#039;re considered a villain) or turns evil. Gratuitous rape is thrown in by the author as a cheap way to make him look better (making villains as reprehensible as possible doesn&#039;t solve the problem of the protagonist being completely un-heroic).&lt;br /&gt;
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*Richard B. Riddick, from the Riddick universe. Vin Diesel&#039;s personal self-insert inspired from his own D&amp;amp;D Rogue. Didn&#039;t start out as a Mary Sue though, going from a sensible power level &#039;&#039;(where a fist-fight with a morphine-addicted merc is reasonably fair)&#039;&#039; with dubious morality and a lovably snarky badass attitude.  Later becoming &#039;&#039;(particularly amongst the directors cuts)&#039;&#039; a superpowered badass who can single-handedly take on squads of soldiers with a knife, resist soul sucking, commune with animals and make threats with [[Just as Planned]] modes of killing. &#039;&#039;(&amp;quot;kill you with my teacup&amp;quot; / &amp;quot;dead in 5 seconds&amp;quot;)&#039;&#039;, oh... he can also explode as shown in the director&#039;s cuts and off-screen in the video games.  His later portrayals also show his morality becoming a &amp;quot;told you so&amp;quot; mentality, where, when people die it&#039;s really because they are the assholes and nothing to do with Riddick.&lt;br /&gt;
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*Rick Sanchez, of Rick and Morty, in seasons 3+. (See Rick under &amp;quot;Special Cases&amp;quot;, below; the only reason we&#039;re not moving him here completely is because Rick and Morty arguably became an &#039;&#039;entirely&#039;&#039; different show between seasons 2 and 3.)&lt;br /&gt;
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*Roran, from the Inheritance Cycle.  He started as a farmer-apprentice blacksmith, yet he managed to become an invincible warrior, charismatic presence, expert orator and master strategist without any training.  We are talking of a young man who soloes 194 soldiers in a melee battle and wins without taking any major injuries.  He then survived a public flogging severe enough to be an alternative to execution despite it being not long after that battle.  He also beat an Urgal in a wrestling match despite the Urgal being stronger, bigger, better trained and having horns.  In the third book he even single-handedly defeated a Ra&#039;zac; a race that are to humans what wolves are to sheep.  Then in the final battle Roran bested the magically-enhanced warrior who killed the elf-queen, and did so without magic or special weapons of his own.  Yes, Roran managed to achieve feats that even elves would consider impossible.  While his cousin Eragon has the (weak) excuses of magical enhancement and helping from his dragon companion, Roran doesn&#039;t.  He is a common man who, for plot reasons, creates a plot armor just by thinking about his girlfriend. &lt;br /&gt;
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* Sarah Kerrigan from the Starcraft series has become this more and more as time passes. In the first game she&#039;s just a terran ghost (psionic assassin) who gets turned into a human-zerg hybrid and disappears from the plot after like two or three missions in the zerg campaign, but then she becomes one of the main villains of the expansion pack and everyone else in in the game becomes a thundering dumbass so she can look like a master manipulator despite being played for a sap by yet another character, and commits several atrocities to serve herself and her own agenda but is not punished them in any way despite multiple characters swearing revenge on her. Then the sequel ramped it up.  Out of fucking nowhere she is designated the savior of the galaxy from the new villain in town with virtually no justification offered except that Blizzard were too cowardly and attached to the the character to follow through on people wanting her dead. She gets purified of zerg corruption and another character who&#039;s more fun and interesting gets killed off so she can live. The zerg campaign centers on her and shows her doing yet more pointlessly-cruel and destructive things in the name of petty revenge, its only concessions to the ridiculousness of letting her live being some half-hearted acknowledgements of her past crimes. And after a pair of pointless guest appearances in the protoss campaign and its prologue campaign, she gets picked by the last good Xel&#039;Naga in the universe to receive his essence and become a Xel&#039;Naga herself so she can defeat the main villain in a laser beam-off. And after her boyfriend, a better-written character who spends all his time getting shit on throughout the series, is seen moping in a bar at the end of the final campaign, she gets to ass pullingly make him a Xel&#039;Naga too, for some moron&#039;s idea of resolving their relationship with happily ever after ending.&lt;br /&gt;
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*Sakamoto from &#039;Haven&#039;t You Heard? I&#039;m Sakamoto&#039; never fails at anything and always manages to look [[Awesome]] no matter what he is doing or how much the other characters try to sabotage him, and it is hilarious.&lt;br /&gt;
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*Selene, from the &#039;Underworld&#039; movies. Throughout the series, she bears several similarities to [[Alice]]; both are experts with weapons, both have superior biology to their respective species (humans for Alice, Vampires for Selene), both kill their way through swarms of enemies without getting a scratch, both have little regard for their source material, and both are played by the wives of the directors of their respective film series.&lt;br /&gt;
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*Squirrel Girl from Marvel Comics is another one of these Sues who&#039;s actually popular and enjoyed for it, probably because she&#039;s played entirely for laughs: Doreen Grey is a [[Mutant]] teenage girl with Spider-Man levels of strength/speed/agility, can grow bone knuckles, can talk to squirrels (and have them do her bidding) and has the ability to defeat any villain she wants off-screen. This includes big-name villains like Doctor Doom (she beat him in her first appearance and several times afterwards, and this is a rare instance of a Doom-related incident that was &#039;&#039;not&#039;&#039; smoothed over with the &amp;quot;Just a Doombot&amp;quot; excuse), Ego the Living Planet (who is, like his name suggests, a planet, meaning that a teenage girl beat up a planet), Thanos (who is one of the biggest badasses of the Marvel Universe, but the writers saved his face by replacing him in this instance with a perfect copy of him), Deadpool (whom she calls the mean, mean man; he&#039;s actually scared of her), M.O.D.O.K. and tons of other people. She was once part of a C-list superhero team, but quit because she thought she was holding them back (which she was entirely correct about: she once apologized to them for being late because she had to beat a 100&#039; space dragon) and left for Marvel&#039;s Nexus of the Multiverse: New York. Despite her unapologetic Mary Sue-ness the fans love her and see her as the one spot of light in the otherwise relentlessly [[grimdark]] Marvel Universe, because again, she&#039;s played entirely for laughs and there&#039;s nary a title in Marvel Comics that couldn&#039;t do with more laughs. &lt;br /&gt;
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*[[Superman]] in the hands of a poor writer. He is morally perfect, one of the strongest beings in the DC universe, and his one weakness that&#039;s supposed to kill him never works &amp;lt;s&amp;gt;ex: he lifts an entire continent of Kryptonite after being stabbed by a dagger made of it&amp;lt;/s&amp;gt; thankfully &#039;&#039;Superman Returns&#039;&#039; had so many plotholes that &#039;&#039;Man of Steel&#039;&#039; declared it all non-canon. The only reliable way to nerf him is to have Batman beside him, because Superman always becomes a dumbass when Batman is around (go watch DCAU Justice League to see for yourself). Good writers can avoid falling into this by having him go up against villains who can genuinely threaten him (such as General Zod, Maxima or Doomsday; in fact, the writers made Doomsday specifically to be a threat who can physically match Superman), showing that even with all his vast powers there are things Superman just can&#039;t do (in one tragic story it turned out that even though he can benchpress planets, he can&#039;t stop his parents from dying of cancer) or emphasizing that his strong morals are not intrinsic to him, but a product of a happy childhood, caring parents and a network of close friends, and he wouldn&#039;t necessarily have them if he were raised somewhere less pleasant (like, say, Planet Apokolips or the Soviet Union - both actually happened in Elseworlds stories, look it up) or if those close to him were taken away (like in the Injustice and Kingdom Come comic series).&lt;br /&gt;
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*The Sun Crusher, from [[Star Wars]]. Possibly one of the few cases where a Mary Sue was not a character, but a &#039;&#039;superweapon&#039;&#039;. This...thing first came under the much [[Skub]] Jedi Academy books and was considered so fucking overpowered its mere existence created more plotholes than [[Erda]] would have pushed out. Hated by basically everyone in the fandom, this fucking trainwreck of a superweapon was small and fast as hell, had weapons that could [[Exterminatus|destroy an entire star system]] and has armor so powerful it could even [[Wat|tank a glancing hit from a &#039;&#039;Prototype Death Star&#039;&#039;.]] Seriously, there was one case where the Sun Crusher destroyed an entire ISD by simply [[RAGE|&#039;&#039;ramming into the fucker&#039;&#039;]]. And you thought Goku&#039;s power wanking was filthy. This abomination makes [[the World Engine]] look limp-dicked in comparison. Considered one of the worst examples of Legends&#039; superweapon power creep (previous superweapons were frequently OP, but at least they generally had notable limitations and vulnerabilities), this overpowered mess of an idea almost broke the Star Wars EU itself since anyone piloting this proverbial [[Rape|rape train]] could have single-handily curb-stomped both the Galactic Empire and the Yuuzhan Vong &#039;&#039;combined&#039;&#039;. Also, it kinda looks like an ice cream cone for some reason.&lt;br /&gt;
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*Tauriel, Peter Jackson&#039;s special snowflake from &#039;&#039;The Hobbit: Desolation of Smaug&#039;&#039; (a Mary Sue in something related to Tolkien; [[Tolkien|Beren and Luthien are deep and well-written enough to get a pass]], this is a sad day). Not content with undermining or retconning the book, Jackson creates a special snowflake elf OC.  Tauriel&#039;s ridiculously skilled at fighting to the point she matches Legolas in archery - and he&#039;s pretty OP in the films (as shown when she shoots an arrow at him when he surprises her, he returns fire and their arrows collide with each other) - she also has healing powers. According to all of Tolkien&#039;s books, only a select few elves can heal people such as Lord Elrond Half-Elven, wielder of one of the three Elven Rings of Power, some who&#039;s studied healing for millennia and is a direct descendant of the Kings of the Noldor; all things which Tauriel lacks. In addition, she&#039;s ship-teased with canon-characters Legolas (who never appears, or even gets mentioned, in the book - albeit he was shoehorned into the film to cash in on his popularity with fangirls and his presence makes some sense since his father Thranduil was in the book) and Kili.  To be fair, some of the ship tease between Kili and Tauriel is well-handled as well, in particular when Kili teases her and then tells her stories when locked in prison.&lt;br /&gt;
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* Tobias (or Takuto in the original Japanese) from the Pokémon anime. His design looking like someone was trying &#039;&#039;way&#039;&#039; too hard to make him seem &amp;quot;mysterious&amp;quot; and &amp;quot;badass&amp;quot; is just the tip of the iceberg. For starters, he has &#039;&#039;at least&#039;&#039; two legendaries in the form of Darkrai and Latios, despite the anime earlier establishing how difficult it was for even Frontier Brains (who are trainers deliberately selected by Battle Frontier head honcho Scott from among the best of the best) to acquire and control Pokémon of such caliber. How he got such Pokémon is never explained. When he faced off against Ash in the Sinnoh League after only getting a few mentions and cameos beforehand, he knocked out Ash&#039;s entire team while losing only the aforementioned Darkrai and Latios, then went on to win the league and essentially disappear from the show entirely. To put it simply, he was clearly only put in the anime to prevent Ash from winning so that he wouldn&#039;t end his journey - which didn&#039;t even make any sense, since Ash had &#039;&#039;already&#039;&#039; won a league (the Orange League) and still continued traveling and training; as a matter of fact, it would be out of character for a spirited competition hound like Ash to sit on his laurels no matter how many awards and accolades he won. While Tobias wasn&#039;t the first character to knock Ash out of a league competition and wouldn&#039;t be the last, him being an inexplicably absurdly overpowered trainer who blatantly only existed to keep Ash from winning made him by far the most hated.&lt;br /&gt;
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* Tyrion Lannister from Game of Thrones, most of it strictly in the show (especially in the later seasons), much, much less in the books. He is exceedingly smart, capable of fighting against trained soldiers double his size, ends up at Daenarys&#039; court despite her having more than ample reasons to distrust him, gets in charge of Mereen for no reason given when Daenarys disappears, runs a complete shitshow on top of it and still somehow ends up in her council, where he continues to give advice that is just plain wrong and sets back Daenarys&#039; efforts to retake Westeros. His sheer incompetence in Seasons 7 and 8 should get him at least fired, if not outright executed. Instead, the showrunners abandon his character arc altogether to make him the audience&#039;s avatar and the closest thing the setting has to Prime Minister in the end, who also is able to make all of the lords of Westeros follow his idea of an elective monarchy, which he came up with on a whim. This is counterbalanced by his character as portrayed in the books and the earlier seasons (incidentally the ones where GRRM was still actively involved in the production of the series), where he is impulsive, arrogant and extremely vindictive (to the point of murdering his former lover, a prostitute, for sleeping with his father in a jealous rage) towards nearly everyone in his immediate vicinity. To add to this, he is also often too blinded by his hatred for his own family to see the bigger picture; where Tywin gave him the authority to act as Hand of the King in his absence as a last chance to prove his worth for the Lannister name, only for him to disregard all of Tywin&#039;s advice and orders out of spite. &lt;br /&gt;
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*[[Star Trek|Wesley Crusher]]. Wesley FUCKING Crusher. Originating from the same franchise as the original Mary Sue, Wesley is a very young ensign training to be an officer in Starfleet, where he&#039;s earned the admiration of many of the bridge officers. He became something of a protege to Captain Picard, who was impressed by Wesley after he showed that he had learned all the controls at the captain&#039;s chair when they first met. &amp;lt;s&amp;gt;While not morally perfect or incorruptible Wesley is as close as he can be in most cases&amp;lt;/s&amp;gt; He&#039;s only moral by Gene Roddenberry&#039;s standards &#039;&#039;(which were messed up beyond belief, the man thought it was okay to be a prima donna director but not for children to grieve over dead loved ones, and that&#039;s not getting into his corporate shyster practices, anti-religious prejudices and sexism; seriously we&#039;re not making any of that up)&#039;&#039;, by a normal person&#039;s, he&#039;s smug and egocentric, along with his [[Deus Ex Machina]] techno skills, which are shown off by making the rest of the crew look useless. He notably also gets the Enterprise into danger before getting it out of it, and never gets called out for it. Many people thought that he was an insufferable little shit, among them Wil Wheaton (the actor who PLAYED the guy... and coming from him, that&#039;s saying something).  Wesley is even named after Gene Roddenberry, as Wesley was Gene&#039;s middle name - or to give Gene&#039;s full name, Eugene &#039;&#039;Wesley&#039;&#039; Roddenberry. That said, Wesley gets better once Roddenbery wasn&#039;t dictating the story. He does get served a healthy dose of reality in &amp;quot;The First Duty&amp;quot;, wherein he lies to cover up the fact that his Academy flight team was doing a dangerous and illegal stunt that got one of them killed and pinned all the blame for the accident on the dead kid. Picard absolutely &#039;&#039;shreds&#039;&#039; him when he realizes what&#039;s going on, delivering one of the best speeches of any Trek series in the process, and Wesley faces actual consequences for his actions.&lt;br /&gt;
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*[[Loli|Young main characters]] in crappy [[Asians|Japanese]] [[anime|animes]] and [[manga]].&lt;br /&gt;
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*Main characters from Japanese [[Isekai]] light novels. Usually they were nerds or losers whose only interested in a particular underrated hobby/talent in their world, but became a fucking skyrim tier powerhouse once they enter the so-called mysterious otherworld.  Upon entering, they became super powerful since their somewhat boring talent suddenly becomes a miracle to the other world residents thus making the main character successful.  It is a trend that they will done the following to prove their superiority: wrecking Saturday cartoon villain tier antagonist (usually a reference to the main character&#039;s childhood bully) that made even [[Ahriman]] look good, instantly gained many female party members because the main character was an unpopular virgin in their original world (and no males allowed, they are yucky), using their otaku knowledge to solve every problem that was deems unsolvable in the other world (more reason that their useless hobby/talent that was deemed useless has more use in the otherworld). The other world usually consist the cliches of JRPG world: [[Medieval Stasis]], fantasy creatures like dwarves and elves, old European like hierarchy and cultures, monsters, JRPG mechanic. One of many trend of isekai protagonist is that almost all of them have tragic background featuring how they were bullied in high school or parent suicide or some typical Japanese cliches of tragic (such as truck-kun).  There are also many situations where authors would made the protagonist suffer by have him stuck in a misunderstood situation, setup by the unlikable villain as an attempt to make him look good. Then again, these kind of self fulfilling characters are authors self insert whom was a victim of a depressing citizens of their society, or they thought. There are a few exceptions to this such as Ainz Ooal Gown, Kazuma Satou or Kazuya Souma who are thrown into situations that requires far more intelligence, planning and Indy Polys than your typical light novel protagonist can muster. Some try to subvert this with mixed results. &#039;&#039;Re:Zero&#039;&#039; is a deconstructive take where its protagonist (Subaru Natsuki) dies painfully over and over and &#039;&#039;over&#039;&#039; again, and eventually confesses to everyone around him that he&#039;s completely useless. (Though then he starts learning from his mistakes and becomes more competent-- but &#039;&#039;&#039;not&#039;&#039;&#039; an uber-badass.)  &lt;br /&gt;
**[[Tl;dr]], they are [[Cringe]] incarnate. It would have been funny if it wasn&#039;t so fucking &#039;&#039;pathetic&#039;&#039;, and given the sheer amount of shitty isekai, harem trash plaguing the manga industry, it should &#039;&#039;really&#039;&#039; tell you the lack of self-esteem on whoever wrote these fucking abominations of literature.&lt;br /&gt;
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*Drift from [[Transformers]] is a particularly fascinating and useful case study, as he not only is a good example of a Sue, but is also a prime example of how a Sue can be redeemed into a legitimately [[Awesome]] character. Beginning life as the original character of a newbie writer named Shane McCarthy, Drift was effectively [[FAIL|every stereotypical Mary Sue fan character trait in a single character]]; super-skilled beyond everyone else, a former member of the bad guys turned good, always right about everything, never allowed to lose, shilled by established characters and the creators, milking his “tragic” backstory for sympathy, characters who dislike him portrayed as close-minded jerks, [[Weeaboo|shallow anime-influences]] like dual-wielding katanas, and an all-around “[[Edgy]] teenager’s idea of cool” aesthetic. But then McCarthy left the series and Drift was handed off to a new writer, James Roberts, and everything changed; Drift was completely reworked as a character and made… &#039;&#039;likable&#039;&#039;. Now he was skilled but not to an extreme, his personality was given more depth (most notably rewriting his shallow anime mimicry into a samurai-esque sense of honor and spirituality), he had true flaws and made mistakes he had to suffer or atone for, characters who disliked or disagreed with him were given legitimate reason for it, and even his “villain turned hero” backstory was deconstructed by repeatedly emphasizing that he still has a “bad guy” mentality/instinct he often fights against and which contributes to his aforementioned mistakes, such as being overly-quick to resort to violence or being willing to take part in an illegal conspiracy [[Tau|for the “greater good”]]. In short, he went from an embarrassingly juvenile fan character that everybody wanted dead to a beloved member of the cast who would make many future appearances because people legitimately liked him now. Even more impressively, when his original creator Shane McCarthy returned to the character years later, he demonstrated that he himself had improved significantly as a writer, actually acknowledging and building off the work other writers did with him where most Mary Sue authors would ignore or lash out at anything that undermined their Sue. It all goes to showcase the reason that the “Bad Writer Syndrome” mentioned on the main page exists; sometimes the only thing a Mary Sue needs to not be a Mary Sue is a new writer who isn’t as unhealthily emotionally-invested in the character and has the objectivity/common sense to see what they &#039;&#039;need&#039;&#039; to be rather then what their creator &#039;&#039;wanted&#039;&#039; them to be. &lt;br /&gt;
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*Judging from the rest of the list, [[Skub|any character you don&#039;t like.]]&lt;br /&gt;
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===Works with more than too many of them===&lt;br /&gt;
*[[In Nomine]]&#039;s Superiors may or may not qualify; if they do, they do so as a block, thus placing them here. The problem here is that each Superior is an NPC made to more or less &#039;&#039;&#039;be&#039;&#039;&#039; their entire organization (&#039;&#039;most&#039;&#039; PCs report directly to at least one of them), and thus needs to be larger-than-life. Ultra high-powered NPCs plus Strong Personalities plus Needing to Show Up Frequently is a formula only in need of a small amount Bad Writing or Poor GMing to go into hardcore Suedom. On the &amp;quot;possibly further from Suedom&amp;quot; side, all the Superiors have exploitable character flaws, but the result is still an edifying example of why High Powered NPCs are a problem.&lt;br /&gt;
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*Sonichu, made by you-know-who. To make a long article short, just about anyone who is friends with the author or from some franchise &amp;lt;s&amp;gt;s/he/it&amp;lt;/s&amp;gt; they like gets to be overwhelmingly hax and unbound by the laws of morality, everyone who isn&#039;t is pretty much either nonexistent or very very evil (the latter guaranteed for any character representing someone the author has a personal beef with).&lt;br /&gt;
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*[[Twilight]]&lt;br /&gt;
**[[Derp|Bella Swan]]: Though she is a pretentious, manipulative, male-dependent, self-pitying downer who takes her parents for granted and makes no time for her friends, Bella is adored by all. Her first day of school is supposedly hard for her, despite the fact that every person she meets instantly presents her with a best friend badge and/or falls in love with her. She&#039;s also clumsy EXCEPT when there&#039;s a moment where she&#039;ll die if she does something clumsy. Add being a painfully obvious author surrogate and even being the product of one of the author&#039;s dreams (SMeyer admitted that herself), &amp;quot;clumsy&amp;quot; Bella is &#039;&#039;the&#039;&#039; Mary Sue of her generation.&lt;br /&gt;
**[[FAIL|Edward Cullen]]: This character is the reason the popularity of vampires took a massive hit when the book came out. Possibly the most rage-inspiring aspect is he introduced the idea that vampires [[What|SPARKLE HARMLESSLY LIKE DIAMONDS IN SUNLIGHT]]! He can read minds, is nearly impossible to kill, doesn&#039;t have the vampire weakness to holy objects despite seeing himself as an abomination against God, doesn&#039;t feed off humans despite his literal bloodlust (except for criminals or &amp;quot;those who deserve to die&amp;quot;), is always fashionable, owns exotic and expensive cars, and is ridiculously rich and multi-talented. Despite being a textbook case of an emotionally abusive and controlling boyfriend to Bella, he&#039;s always treated as having the moral high ground... except when he refuses to make Bella a vampire, but that gets swept under the rug as soon as he changes his mind.&lt;br /&gt;
**[[Anal circumference|Jacob Black]]: A Native American werewolf and the third side of the franchise&#039;s infamous love triangle. He commits sexual assault on Bella by forcing a kiss (a line not even Edward crossed), trolls the vampires and switches sides between the werewolves and the vampires without consequence. The worst part is when he [[FATAL|falls in love with Bella&#039;s and Edward&#039;s newborn daughter because of some kind of weird werewolf pheromone thing, practicing wife husbandry on her as soon as she can walk and talk... and all the other characters are fine with this]].  The story also gushes about his looks to the point that the movie doesn&#039;t go five minutes without the character taking off his shirt and the camera focusing on his muscles.&lt;br /&gt;
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*Warhammer unfortunately has several examples, many of them a result of Matt Ward&#039;s bad writing.  They get much better in the hands of more skilled writers, or in [[If the Emperor had a Text-to-Speech Device|parodies]].&lt;br /&gt;
**[[Cato Sicarius]]. Seriously this guy is Mary Sue&#039;s Mary Sue. He was born to a noble house on Talassar, trained with a sword as soon as he could hold one, and was inducted into the Ultramarines. He got commendation after commendation, going from sergeant to company champion to Captain of the 2nd Company in several decades. He refined lightning assaults to near perfection and knows what to do after giving the battlefield only a quick glance. He leads a company of mini-Sues, each squad having a special title for some great feat, such as their Devastators having somehow destroyed a Titan and a tactical squad that hasn&#039;t taken a casualty in close to 100 years. He is not only captain of the 2nd Company but &amp;quot;Master of the Watch&amp;quot;, &amp;quot;Knight Champion of Macragge&amp;quot;, &amp;quot;Grand Duke of Talassar&amp;quot;, and &amp;quot;High Suzerain of Ultramar&amp;quot;. Seriously, those last two titles are [[pretend|completely made up]]. He&#039;s a complete dick, valuing glory for himself and his company over all else. He outright admits to his men that he didn&#039;t care about the planet Damnos when they were battling the Necrons over it (where he got his ass handed to him by a no-name Necron Lord). He also decided to appoint himself judge, jury, and executioner for Uriel Ventris when he broke from the Codex, even though they&#039;re the same rank and only the Chapter Master has the right to do stuff like that. Oh yeah that reminds me, to top it all off most of the chapter thinks he&#039;s next in line to be Chapter Master, instead of Captain Agemman of the first company, even though he&#039;s got much (see fuck-tons) more experience than Sicarius. Add all that to the Mary Sue-ness of being a Space Marine and being in the Ultramarines and it reaches critical levels.&lt;br /&gt;
*** More recent works have deconstructed and played with this: his glory-hound behaviour and massive ego have put his company at extreme risk multiple times, with his egotistical behaviour at Damnos contributing rather heavily to the thrashing the Second Company was handed by the Necrons; furthermore, he&#039;s been relegated to the effectively ceremonial role of Rowboat Girlyman&#039;s bodyguard while the Primarch in question attempts to unfuck the Imperium and train Cato to be less of a massive prick. On top of this, he&#039;s established to have some pretty severe PTSD after being lost in the Warp near the start of the Indomitus Crusade, which knocked a good deal of his former brashness out of him. &lt;br /&gt;
**[[Eldrad|Eldrad Ulthran]], and what&#039;s worse: he knows he is, and is a complete dick about it.  Though he was recently imprisoned by his Craftworld for trying to help the Imperium and messing up Ynnead&#039;s ascension. He then joins the Ynnari after being shunned by his Craftworld.&lt;br /&gt;
**[[Kaldor Draigo]]. [[Bullshit|Wrote his mentor&#039;s name into Mortarion&#039;s heart]] without contracting Spess AIDS, or being fucking destroyed by said Primarch which despite each of those 19 (21?) being capable of rolling through a squad of Custodes without too much effort. Then he got schllupped into the Warp and somehow remains pure.&lt;br /&gt;
***Like Sicarius, other authors have taken steps to reduce the Sue factor of Draigo by showing him as a moderately flawed character and retconning some of the more egregiously Sue-ish moments - see the &#039;Placed in the hands of other authors&#039; section of his page for examples of this.  &lt;br /&gt;
**[[Marneus Calgar]], especially post-Ward. Killing an Avatar of Khaine by punching its chest in and not getting seriously hurt in said fight with one.  An Avatar of Khaine is supposed to be as hard to kill as a Bloodthirster, something that takes a Primarch or a Bio-Titan to beat in a one-on-one fight (then again, Games Workshop loves [[Worf|worfing]] Avatars, and Space Marines are their Creator&#039;s Pet). Calgar had his limbs chopped off by the Swarmlord, which didn&#039;t kill him due to Plot Armor, and he leads the Ultramarines, themselves considered a Mary Sue chapter in a Mary Sue faction (see the Space Marine entry on this page). These are just the first few examples.&lt;br /&gt;
**[[Captain Matthias Ward]], I am the better Mary-Sue.&lt;br /&gt;
**The [[Primarch]]s &amp;lt;s&amp;gt;and their [[Warhammer High|daughters]].&amp;lt;/s&amp;gt;{{BLAM|&#039;&#039;&#039;THOSE WORDS ARE BLASPHEMY! /tg/ can only create perfection!&#039;&#039;&#039;}} (To be fair, the daughters are only Sues in that they inherited their Sue traits from their fathers.)&lt;br /&gt;
**[[Uriel Ventris]] - despite initially coming off as a subversion of Wardian Ultramarines-are-the-best Mary Sue bullshit, he quickly devolves into [[Skub|Ultramarines are the worst unless they use the Codex to wipe their asses and act like Space Wolves]] - which is pretty much limited to - guess who? - McNeill&#039;s OC-Do-Not-Steal Special Snowflake Ventris.&lt;br /&gt;
** [[Iskandar Khayon]] is a pretty awesome villain, but some of the stuff he does is just unbelievable, though some of that may be because his book is actually him telling the events to his enemies while captured, so he may be lying about a lot of it to fuck with them.&lt;br /&gt;
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*World of Warcraft:&lt;br /&gt;
**Kalecgos (AKA Kalec), blue dragon who can disguise himself as a human-elf hybrid; from [[World of Warcraft|World of Warcrabs]]. Ham-fistedly inserted into the Blood Elves&#039; redemption story arc as an enabler. Later he takes over the blue dragonflight even though he&#039;s not the oldest, wisest or most powerful blue dragon, but simply because he was the only surviving named blue dragon with anything approaching a personality. Later he hooks up with Jaina Proudmoore, a powerful human mage/noblewoman/faction leader introduced in Warcraft III.  She does this in spite of their vast age difference (which made her reject an Elven prince who loved her) and bad track record with lovers.  Though Kalecgos later disbanded them as an organization, he&#039;s still the go-to blue dragon (despite older, more powerful ones like Azuregos and Senegos still being in the lore).  &lt;br /&gt;
**Jarod Shadowsong, a Night Elf commander shoehorned into the setting in books &amp;quot;War of the Ancients&amp;quot; and &amp;quot;Wolfheart&amp;quot;, by Richard Knaak. Brother to canon character Maiev Shadowsong, love interest to Shandris Feathermoon, - Tyrande&#039;s adopted daughter with both characters canon since WC3 (Shandris in case you don&#039;t recognize her, is that one Elf archer with a unique model present in the first two and last Night Elf missions in &#039;&#039;Warcraft 3: Reign of Chaos&#039;&#039;) - and the Night Elves greatest war hero after Furion and Tyrande themselves.  His mere presence raises morale so much that people, to quote the book, &amp;quot;automatically fight harder and obey him with greater swiftness&amp;quot;.  He survived a one-on-one fight against Archimonde, a demon lord who can destroy cities single-handedly, because he suddenly decided to toy with Jarod even though time was of the essence.  Said war saw various Night Elf DEMIGODS place themselves under Jarod&#039;s command!  He also lacks any personality beyond humble hero and has no character flaws that effect him negatively.  He spends thousands of years after the first fight against the Burning Legion resting on his laurels and doesn&#039;t show up when they invade the second time, but no-one calls Jarod out on this in-universe.  On top of this, Shandris&#039; love for him is poorly written and makes no sense.  Her feelings were puppy love, and after that, Shandris had had no contact with Jarod for &#039;&#039;thousands of years&#039;&#039; until they met again during the Cataclysm.  And when they met, Shandris propositioned Jarod &#039;&#039;&#039;at his wife&#039;s funeral&#039;&#039;&#039;.  This bears repeating; Shandris pursued someone who she hadn&#039;t spoken to for millennia and who was married to someone else by trying to hook up him before his wife&#039;s body was even cold (and Shandris is not that kind of ignorant/thoughtless/crazy/predatory person).  &lt;br /&gt;
**Krasus (AKA Korialstraz) a high-ranking red dragon, mainly due to the author&#039;s overuse of him, and said author is also Richard Knaak.  He disguises himself as an elf, and said elf is one of the leaders of the Kirin Tor.  On top of this, he&#039;s Consort/Adviser of the Dragon Queen, he might as well be the Dragon King considering how much importance Alexstraza puts on him and how few decisions she makes until after he&#039;s gone. He also  gets sent back in time to partake of a historical event despite the fact HIS YOUNGER SELF WAS AROUND IN THAT TIME.  He also set up another Mary Sue in Warcraft, Rhonin (NOTE; both characters were created by the same author).  To be fair, Krasus is tame compared to most WoW examples listed here.&lt;br /&gt;
**Med&#039;an, half human, one quarter draenei and one quarter orc. This alone should set your alarm on. Let&#039;s add that he is the son of Garona and Medivh, two quite important lore characters, with the latter being one of the most powerful mortals EVER. Not enough? He is the focus of a prophecy about who will save he world and, thanks to his mixed ancestry, he is skilled in arcane magic (ok, this quite makes sense), but also with the holy light and elements. And, obviously, he saves the world and gains his father&#039;s awesome staff and charge.&lt;br /&gt;
**Rhonin, human archmage of the Kirin Tor.   By Richard Knaak again, Blizzard Entertainment&#039;s equivalent of [[Robin Cruddace|Robin Cruddace]].  Knaak made up a new member of the famous Windrunner family just for Rhonin to hook up with. They have half-elf kids who are blessed by dragons despite the fact they&#039;ve done nothing to earn it (the player characters have done more, but they don&#039;t get anything like that; just a few trinkets that will be rendered obsolete by the next expansion), not to mention that those half-elf kids are one of the very rare examples of human-elf hybrids in WoW (the other is Arator the Redeemer, son of legendary characters all the way back in Warcraft 2 - human paladin Turalyon and elven general Alleria).  Even the name Rhonin is just the title &amp;quot;Rōnin&amp;quot; (referring to a Samurai with no master during Japan&#039;s feudal period) with a few changes to anglicize the name (and, of course, the character doesn&#039;t even look Japanese).  He gets sent back in time to partake in the first fight against the Burning Legion for no other reason than Knaak wanted Rhonin to be there. He does practically nothing in the game, yet everyone says he&#039;s a great hero; even then, he didn&#039;t do half the things they praise him for.&lt;br /&gt;
**Sylvanas Windrunner from [[World of Warcraft]] (The trend is now a bullet train into Edgytown): Started out as a Fantasy counterpart for Sarah Kerrigan, she&#039;s been turning into Fantasy Hitler/Mengele (or rather, was from the beginning).  Originally a High Elf ranger in Warcraft III who is killed and turned into a Banshee by Arthas.  She sets up the Undercity as a fortress/Horde-run concentration camp for Alliance captives, and has free reign of atrocities ranging from slavery to genocide.  Her Royal Apothecary kidnapped innocents to experiment upon under her watch, torturing them for fun and science.  While this upset some players, it&#039;s not a guarantee of Mary Sue&#039;dom, but the problem becomes obvious as the plot advances.  She was already under suspicion before the Wrathgate Incident (she knew about the plague, but not that it would be used on the Horde too), invaded Gilneas, nuked Southshore, waged a torture-filled genocidal campaign on the Humans, manipulated the Horde (and only joined them for selfish gain), built a Cult of Personality around herself, employed the Val&#039;kyr (which even the Death Knights called her out on), resurrected those who she killed against their will despite not liking when it happened to her, shot and killed Liam Greymane then taunted his father Genn about it, attempted to steal the Scythe of Elune to enslave the Worgen to expand her personal army and made a deal with the devil to get the Val&#039;kyr in the first place.  The closest she got to any kind of punishment was Lor&#039;thermar threatening to kill her if she raised the Horde&#039;s dead as Forsaken, stating he&#039;d leave her to the Alliance if she tried it on their dead and calling her out on several of her actions in Mists of Pandaria - rather weaksauce given the almighty kicking they were giving Garrosh throughout that expansion pack, making him out to be evil incarnate.  In Legion, after retreating from the Broken Shore, the crowning moment of Mary Suedom occurs when she ends up being named the next Warchief of the Horde with Vol&#039;jin&#039;s dying words, followed by her abandoning the fight against the Burning Legion for a way to cheat death, and everyone in the Horde is okay with this.  In the next expansion, the Horde forced the Night Elves out of Kalimdor in the War of Thorns, with Sylvanas pulling an Arthas by forcing the dying commander to watch her burn Teldrassil, an action worse than Garrosh&#039;s Bombing of Theramore because Theramore was a military target while the Night Elves had surrendered and Teldrassil was inhabited only by non-combatants.  The writers give her plot armor by having &amp;quot;never forsake honor&amp;quot; Saurfang save her life by dealing a dishonorable blow to her opponent.  As Sylvanas&#039; atrocities grow barely anyone from the Horde turns against her, and writers pull new powers out of their asses for her culminating in her one-shotting Saurfang and soloing Lich King Bolvar and a horde of undead.  The Mary Sue reason on top of all this? She never suffers any &#039;&#039;(literally, ANY)&#039;&#039; setback except Greymane ruining her Val&#039;kyr agenda. All her atrocities and horrors are ignored or turned into heroism, and what&#039;s worse, she automatically pulls out the next phase of her agenda out of her ass like some Pentagon&#039;s high command after snorting a line of coke each. Her Forsaken, despite horrendous losses and ban on raising unwilling dead, somehow destroys everything with a shred of goodness around her...only for her to get raised to Warchief status like some spoiled prepubescent princess. This issue is compounded by the fact that Sylvanas has a very vocal fanbase and she&#039;s the Creator&#039;s Pet of at least three of Warcraft&#039;s dev team, lead quest writer David Kosak, director Steve Danuser and developer Travis Day (who once insisted [[Skub|she&#039;s not evil and just wants to protect the Horde]]).  Even with the Shadowlands expansion having Sylvanas as a major villain helping the BBEG, they pull back by shoehorning in a &amp;quot;split soul&amp;quot; plot device to pave the way for her redemption.&lt;br /&gt;
**Thrall, the (in)famous Orc Warchief from &#039;&#039;[[Warcraft]]&#039;&#039;. Started out cool in WC3 as an Orc orphan raised in a human internment camp who escaped with help from a friend, he led the Orcs because he was the former Warchief&#039;s son and a powerful but not story-breaking shaman.  By having his forces fight alongside the trolls and Tauren and save them from their enemies he made allies. Though he fucked up by sending Grommash to collect resources from Ashenvale (antagonizing the Night Elves, giving the demons an opportunity to corrupt the Orcs and leading to the death of a demigod who would&#039;ve been a great help against the Burning Legion), with a lot of help from some allies and another demi-god he sets things right and they kick the Burning Legion&#039;s demonic asses off of Azeroth.  He still holds the line against threats and tries to make peace, but he&#039;s a bit too forgiving of trouble-makers in the Horde (see Sylvanas above and Garrosh below).  In the Cataclysm expansion for World of Warcramps, he became Azeroth&#039;s premiere shaman and leader of half the world while appointing the &amp;lt;s&amp;gt;[[Skub|VERY CONTROVERSIAL]]&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;balls to the wall violent and universally hated&amp;lt;/s&amp;gt; patriotic warmonger Garrosh Hellscream as Warchief of the Horde; despite the protests of several others &#039;&#039;including Garrosh himself&#039;&#039; (who was uncertain he could handle the responsibility of such a role at the time). Takes over as Aspect of Earth from a borderline demigod, and even deals a crippling blow to him when he&#039;s empowered by the Old Gods. Even people that were fans of Thrall during Warcraft III have started to get sick of him.&lt;br /&gt;
*** The writers appear to have realized what kind of monster they unleashed in Cataclysm and every expansion since has given him a kicking in some way. In Mists of Pandaria Garrosh kicks his ass just before his final fight with the players. In Warlords of Draenor he gets relegated to the sidelines and has [https://www.youtube.com/watch?v=mHwiEbXqh3k another fight with Garrosh], which features a memetastic sequence in which Garrosh pummels his dumb ass while listing his failures. He wins the fight only by cheating and using his shaman powers, and Legion (the expansion) reveals the Elemental Spirits have nerfed him for his blatant haxxing. Even when he begins getting his powers back, you only see that happen if you&#039;re a shaman, and he ends up becoming your bitch. Even his big fancy Doomhammer gets misplaced so it can become an Artifact weapon for Enhancement shamans.&lt;br /&gt;
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*Ayn Rand&#039;s &amp;quot;Atlas Shrugged&amp;quot; had the most Mary Sues before the phrase existed. In fact her garbage is old enough that the term Mary Sue could be replaced by the name of any one of her characters and it wouldn&#039;t change the meaning at all. John Galt&amp;lt;ref&amp;gt;&amp;quot;Eventually, the question you ask stops being &#039;Who is John Galt?&#039; and becomes &#039;When will John Galt shut up?&#039;&amp;quot;, to quote one common criticism of Galt&#039;s famous 56 page speech.&amp;lt;/ref&amp;gt;, Dagny Taggart and most of the cast, which figures given her literature&#039;s reputation for being barely-disguised political sermon. Galt frequently has the narrative grind to a halt in order to focus on his inane views, somehow single-handedly grinds the economy to a halt by founding a libertarian utopia where no &amp;quot;communists&amp;quot; can hold him or other similar geniuses back, and is shilled as the only sane man after the rest of the world becomes a dystopic hellhole without said &amp;quot;genius&amp;quot;. Then there&#039;s the primary female character, a wannabe railroad tycoon trying to get a new train line built despite the fact that &amp;quot;evil socialists&amp;quot; can&#039;t keep them running without crashing every few hours because of mean ol&#039; unions and regulations oppressing the poor upper class. Said woman somehow manages to bed Hank Rearden, local inventor of a metal alloy supposedly even stronger than steel called Rearden Metal. Yes, just drips with creativity, don&#039;t it? It&#039;s telling that the Bioshock series, based off her work, is far better received and a more realistic depiction, generally due to taking the prospect of a single man basically playing God to its logical conclusion (I.E. another dystopia but now with blackjack and hookers). &lt;br /&gt;
**Nearly all of her works have blatant Mary Sues in them. Best not to bother with a full list because her tree wasting dysentery would take up over half the page. It explains a lot about her psyche that her ideal man was a serial murderer who kidnapped, raped and dismembered young girls.&lt;br /&gt;
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==Mary Sue Races==	&lt;br /&gt;
While not every member of a race is a Mary Sue, [[Chakat|with one or two exceptions]], sometimes whole races are considered Mary Sues because they have huge amounts of plot armor and are idealized beyond reason.  They were put here as the Mary Sue list was originally conceived for characters.  Also, please list them in alphabetical order.&lt;br /&gt;
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* Although some might find this as [[Skub|arguable]], the characteristics describing the Asari race in [[Bioware|Mass Effect]] are blatantly Mary-Sue. Although not every Asari is a Mary Sue (though some are), when it comes to the general race as a whole, oh boy does their &#039;Sueness&#039; reach Chakat levels. Examples on what makes them a Mary Sue includes having the second longest lifespan behind the Krogan (over 1000 years, plus they lack the Krogan&#039;s violent nature which can easily waste their long lifespans), all of them are biotic users, every single one in the game is intelligent, founders of the council, considered sexy by many other species despite being a monogendered species (even Salarians, who lack a sex drive and mate out of necessity, are shown to be attracted to them), and are deliberately oversexualised by the developers so they can be [[Rule 34|Rule 34&#039;ed to death]]. Their race as a whole is portrayed as peace-loving hippies, the best diplomats, the most respected species in the galaxy as well as having a serious case of &amp;quot;Holier/Morally Superior then thou&amp;quot; attitude.  Their ship the &amp;quot;Destiny Ascension&amp;quot; is the largest and most powerful ship in the Citadel fleet and their ships perversely resemble a lady&#039;s privates because you know they all look like &amp;quot;wominz&amp;quot;.  Thessia, their homeworld, is regarded as the &amp;quot;jewel&amp;quot; of the galaxy (instead of the fucking Citadel) as well as having the largest amount of Eezo which partially explains how their entire race is biotics.  Any asari can &#039;Read&#039; most people&#039;s minds and inner-thoughts with near complete-accuracy, though only if that person agrees to it (they can literally mindfuck you).  Furthermore with their way of reproduction, since they are monogendered (Meaning they&#039;re all female) a lot of newcomers in Mass Effect start to scratch their heads on how they manage to get each other pregnant without any physical evidence of having a dick (Although one of the hypothesis is that they might actually screw around with the local fauna AKA Bestiality). However the fluff states this as Parthenogenesis, for those that don&#039;t know what it is, think of them as chickens....which is actually hilarious if you seriously put the comparison in context.  Another odd thing about their reproduction is that somehow the Asari have the capability of getting pregnant from just about &#039;&#039;&#039;&#039;&#039;Anyone&#039;&#039;&#039;&#039;&#039;. [[Chakat|Do those traits sound fucking familiar to you?]] So all in all, not only are they a holy (unholy?) fusion of a smurf, elf and a monster girl, but they also commit in sweaty Lesbian/Bestiality/Xenoality orgies with almost everyone, turning the Asari race into nothing more then a giant Whorehouse for Aliens and Humans to fap in a hundred dozen ways and yet they are still &#039;&#039;okay&#039;&#039; with that....&amp;lt;s&amp;gt;Slaneesh approve of this!&amp;lt;/s&amp;gt; {{BLAM|&#039;&#039;&#039;&#039;&#039;BLAM! BLAM! DOUBLE HERESY!&#039;&#039;&#039;&#039;&#039;}} But to be fair, at least Asari aren&#039;t [[Avatar|furries]] or physical [[Chakat|hermaphrodites]]. 		&lt;br /&gt;
** Amusingly enough, the third game reveals that the only reason Asari are so much more advanced than the other races is because the Protheans (the super-advanced precursor race) were deliberately manipulating them and sneaking tech to them in their ancient history in order to give them a boost (such as genetically engineering them to be a race of skilled biotics and [[STC|leaving instruction manuals on how to create all sorts of advanced technology and deal with the other races in their &amp;quot;beacons&amp;quot;]]).  The hope was that if they were given enough a headstart, the Asari would be able to unite and lead the other races to victory against the Reapers (in other words, they were deliberately &#039;&#039;trying&#039;&#039; to make the Asari Mary Sues in order to give the next cycle an advantage over the Reapers). Instead the Asari government kept that knowledge to themselves and used it to make their race the most powerful in the galaxy.  When the Reapers showed up, the Asari leadership buried their heads in the sand on their homeworld like the smurf elf pussies they are, leaving the other races to fend for themselves, then promptly got their asses kicked by the Reapers (Which they probably deserved it for being such [[Eldar|self-righteous and selfish cockbags]]). Perhaps one of the few instances of a Mary Sue being both invoked and subverted. And then humanity steps up and saves the day, because [[Humanity Fuck Yeah|of course we do]].&lt;br /&gt;
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*[[Angry Marines]]. When was the last time YOU heard of an Angry Marine LOSING? Thought no-{{BLAM}}&lt;br /&gt;
{{BLAM|+The current author has been executed by the Inquisition to prevent the total destruction of the Imperium of Man by Angry Marines. Thank you and have a nice day.+}}&lt;br /&gt;
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* The Draka, once human, then Posthuman slaver empire from the Domination Series by S.M Stirling, collapsing the &amp;quot;Bullying, slaving, torture-happy, heartless Karma Houdini asshole who is the channelized catharsis of the author rather than genuine art.&amp;quot; shtick into a black hole the size of the galaxy. South African British colony turns into a nation of literal &amp;quot;[[Drow]] in human skin&amp;quot; when due to (mis)fortune, every losing side from worldwide wars against tyranny gets exiled to Drakia, the British colony named after Francis Drake. Turning chattel slavery into a race-wide, airtight regulated franchise in the case of blacks, they exploit the entirety of Africa by taking the colonies belonging to the enemies of British people. Unifying in a Spartan way of life, completely shedding any morality in the case of slave control, eventually Draka Dominion declares independence from the British Crown, and turns entire Africa into a mega plantation with industrial giants enticed by obscene gold and diamond handouts exploited from Africa. The Draka then adopt Nietzschean ideals, and declare every non-Draka a slave, or a potential slave. Somehow the First World War happens anyway despite massive divergences, and Draka overrun the dying Ottoman Empire, local Turks, after a brief &amp;quot;enserfment&amp;quot; finding great joy in new and better slave soldier living standards ([[/pol/|being able to rape young white captive Finnish boys seems a source of joy for a moustached swarthy Turk]] [[FAIL|whose name and appearance IRL was one of the last good politicians in Turkey]].). When the second World War starts ([[Wat|with a blond and one-eyed Hitler]]) the Draka start turning white people into slaves starting from Italy with approval of Hitler and employ black slave soldiers who are given ample living standards and items with free rape of anyone that is captured.&lt;br /&gt;
** This (Post-World War 2) is where the story turns from an [[Edgy]] /pol/-fanfic to pants-on-head retarded [[/d/|FAPfic]]. Though the series displays a very detailed alternate history AND technological evolution (steamer cars phased out far later than combustion engine driven ones due to efficiency and lack of fuel corrosive-resistant metal research), the Draka&#039;s endless S&amp;amp;M laden plantation slave bitch fantasy hits overdrive and they simultaneously conquer Russia, Europe minus Britain, and the entirety of CHINA with black soldiers and their white masters that were, mind you, from an Africa that wasn&#039;t overpopulated but ecologically protected. They do not lose one, ONE battle while rampaging and raping and enslaving. Their methods are extremely savage: impalement and rape are regular actions at every resistance, and the black soldiers can take out any psychosis forming from mass atrocities on other slaves back home, every capture tortured until completely broken before being enslaved. Their research facilities have *zero* ethics, using up millions of humans in torturous experiments to develop fantastic drugs, bioweapons and medications since, well, their citizens are drilled from age 2 to 18 with a Nietzsche-on-crack ideology to circumvent a sudden case of conscience to heart. Eventually they change the Draka Citizen DNA to that of an immortal superhuman species, destroy the rest of non-Draka armies with [[/pol/|weaponized AIDS]] and make all slaves into docile abhumans and take over the rest of the world, rape all the women and men, destroy every monument and cultural heritage not belonging to them, turn the USA into a hunting reserve where they hunt humans like animals (and eat them sometimes- AND make paintings, artworks and monuments &#039;&#039;celebrating&#039;&#039; the rape and slavery of non-Draka of all ethnicities). Then the Draka expand into alternate universes, infiltrating our world and its parallel versions and start taking them over as well and enjoying immortal, eternal exploitation of everyone everywhere forever. What the entire US and UK plus the rest of Asia, Japan, Southeast Asia does is to create an Alliance that walks on eggshells and fucks up every espionage action against the Draka, loses every battle and ends up escaping to Alpha Centauri. S.M Stirling eventually writes a sequel where an alternate Earth has the [[Humanity&#039;s_Last_Stand|human Alliance win for a change]], but the damage is already done. We are graced with the endless plantation BDSM fetish fantasy of bisexual, blonde, white, transhuman, constantly horny blue-eyed men and women fucking their farm slaves of either gender and make them work their asses off after breaking them in of every little inch of their personalities. A particularly nasty lesbian Draka is Stirling&#039;s Creator Pet: she manages to capture the sister of an American soldier who killed her lover and makes her a slave. She tortures her with a mental chip for years to destroy her brain, forcing her to bear her lover&#039;s clone children, and rapes her mentally, and eventually, physically. And her side wins the war, the girl escapes an old ruined wreck into space (albeit back to her brother), and our bitch spends her long, long life to torture and kill surviving Alliance holdouts for fun, happily raping, killing and torturing ever after. Seriously, even Kosak had more of a shred of decency, Stirling. The Draka&#039;s only saving grace is that every Draka must devote several hours of their time every day to be on top physical condition by &#039;&#039;law&#039;&#039; and always earn their place, as well as senseless slave abuse is seen as a character sickness.&lt;br /&gt;
*** And then, since only another suevilization can stop them at this point, they run into The Culture. The End. (well, we can dream, right?)&lt;br /&gt;
**** [[Rape|Or the Xeelee]].&lt;br /&gt;
***** Especially the Xeelee. We&#039;d even settle for the Qax.&lt;br /&gt;
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* The [[Drow]] from [[Drowtales]]. Their Mary Sue factor isn&#039;t even funny. Shaped by several inputs from several authors, their Drow are the best example of how too many cooks spoil the broth as well as the main author&#039;s high school misanthrophy hitting overdrive. The Drowtales&#039; Drow are practically immortal, have regenerating limbs, never menstruate, possess metals that are impenetrable to other sentient beings and virtually twice as big and a thousand times as powerful as other races to the point of a few drow kids on an adventure can butcher a city with innocents to save their friend who was about to be killed for its blood, since humans, hunted and enslaved for centuries, are desperate to the point of killing elves for their blood just to have an edge. Their houses in underworld have all the modern technology and some futuristic things to boot complete with giant walkers and submarines, modern machinery, PARTICLE RIFLES and magitech street lights, but somehow they need human and other races as slaves and this need is shown as just and necessary right at the beginning with the &amp;quot;good&amp;quot; faction&#039;s &amp;quot;surface raiders&amp;quot; murdering an entire village and taking women and children to slave markets because the poor widdle drow need slaves and &amp;quot;[[Wat|It&#039;s just their unique morality]]&amp;quot;. And the way the webcomic shows them as tragic beings is the cherry on top: I didn&#039;t know it was so tragic and sad when the humans counterattack to save their raided relatives from your homes, locked in to be sold as slaves.&lt;br /&gt;
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* ALL [[Chakat|Chakats!]] The entire fucking race are distilled and purified Mary Sues, sometimes warping stories they are barely even mentioned in. Not just [[monstergirls|feline-centaur]] [[/d/|dick-girls]](Sick Fucks), they&#039;re also each master psionicists with faster-than-light mind-reading, able to cure deep neurotic complexes with a good deep dickin&#039;, strongest and most stable form of &#039;Taurs&#039;, considered as the most &amp;quot;beautiful thing in the universe&amp;quot; despite looking exactly like lions with the fact that they have dicks, morally perfect to the extreme, nobody technically hates them, their breast milk can turn the most feeble human into mini-Arnold Schwarzeneggers and every non-Chakats seem to have a unnatural and unhealthy lifestyle on trying to &amp;quot;Do it&amp;quot; with them, despite the fact that there are hundreds of &#039;&#039;other&#039;&#039; Catgirls outside of this furfag heresy, that are more attractive, cuter and prettier then them with the added benefit that they are actually female, [[HERESY|not hermaphrodite abominations]].&lt;br /&gt;
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* [[Elf|Elves]] are often portrayed this way in fiction (Look above at Drowtales), though there are exceptions and it&#039;s becoming rarer for elves to be portrayed as Mary Sues.  A lot of their sueness comes from how idealized they are.  They&#039;re always beautiful, sometimes even without making an effort, either immortal or have very long lifespans and can only die from violence.  They&#039;re often considered to have the moral high ground yet also be condescending to the younger races, but the elves contempt kept getting justified in some stories.  Some have the natural ability to make anything beautiful from even the most base materials, naturally have great magical ability, and are often favored by their gods.  However, there are evil elves in fiction and some elves who are morally good without being Mary Sues. Then there are curvy anime rapebait elves (often dark elves) who get high on male smells and secretions and turn into thicc fuckdolls taking massive amounts of dicking.&lt;br /&gt;
** This depiction usually comes from elves as shown in The Lord of the Rings, which is coincidental as it was the end of the Third age and all the bad elves had long since died off, leaving only the wise and good-hearted ones (like Elrond and Galadriel). A read of &#039;&#039;The Silmarillion&#039;&#039; (the heroic First age where elves and magic were strong forces in the world and loads of [[Awesome]] shit happened) will prove quite pointedly that elves in this setting could be just as flawed, stubborn and downright immoral as humans could. Fëanor for instance. And how. He may have been gifted and intelligent even by the standards of elves, and a fierce opponent of Sauron&#039;s old boss Morgoth, but he was also an obnoxious, arrogant kinslayer with a creepy attraction to his niece&#039;s golden hair, and he didn&#039;t give two shits about anybody else&#039;s concept of morality up to the Maiar themselves, he just insisted single-mindedly on getting his way until it got him pile-drivered to death by balrogs. It&#039;s also very explicit that their time in Middle-earth is coming to an end, with those relative few who remain destined to essentially fade away, and the destruction of the One Ring only accelerates this process.&lt;br /&gt;
** Elves from Eragon are probably the worst example of Mary Sue elves yet. Elves from Eragon move so fast that humans are incapable of tracking their movements, stronger than humans to the point &amp;quot;even the weakest (elf) can easily overpower (a human)&amp;quot; (actual book quote), anything they make even from the most base materials is beautiful and they can run over a hundred miles an hour plus maintain that pace for hours on end.  Character wise they&#039;re all atheists and vegetarians who are treated as morally and spiritually correct in all regards and there are just one or two evil elves in the story or the background lore.  They can destroy entire human armies in minutes yet are somehow on the losing end of a war and have to hide in a forest on the edge of the map, are one of only two races on the planet capable of riding dragons, the other being humans (who literally turn into elves when they start riding the dragon plus elves were the first), are naturally connected to magic to such a level that an elven child can surpass an adult human who has spent their entire life studying magic and, apparently, were the second race in existence, only predated by dragons.&lt;br /&gt;
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*[[Doctor Who|Whoverse Humanity]] takes this up to a 100 million in this case. Depending on the timeline, Humanity not only manage to become the dominant ruler of the multi-galaxy not once, but [[What|&#039;&#039;&#039;Five Fucking Times!&#039;&#039;&#039;]] Without any indication on how they manage to conquer the Galaxy, thriving with hostile Aliens that could LOLStomp the Necrons, Eldar, Orks, Tau, Tyranid, Chaos in all it&#039;s forms and the Imperium &#039;&#039;combined&#039;&#039;. Furthermore not only are they one of the [[Imperium of Man|most numerous species in the Universe,]] but also one of the most adaptable and longest lasting race, as seen when they are one of the [[Grimdark|few species still alive near the end of the fucking Universe.]] To give you an idea on how fucking ludicrous Humanity got within Doctor Who, in just 500 years from present day, Humanity was already a major force in the Galaxy ([[Star Trek|Compare this to most Sci-Fi timelines]] [[Bioware|where Humanity either just started to explore their surroundings]] [[Halo|or already establish a small and insignificant area]]), as well as having weapons that could make [[Strike Legion]] seem useless in comparison, and when you take note on how short the timeline distance is between the present day and the end of the Universe, it just makes you say to yourself....the Fuck? Compare this to say [[Star Wars]] in which they have the excuse of not knowing how long Humanity has been space traveling, or [[WH40K]] where the thousands of years gap of slow progress before the Warp Drive was invented seem much more plausible then this absurd scenario. You know Humanity is a Mary Sue when even the near-death of the Universe can&#039;t kill them off....until a certain Dues Ex Machina appeared. To be fair, they only gain their Sueness momentum when a certain Time Lord keep on foiling the plans of countless Aliens attempting to conquer and crush humanity in various stages in time; either that or because the Doctor has a unusually unhealthy Humanophile fetish. They are probably one of the few examples of a &amp;quot;Accidental Mary Sue&amp;quot;, in which the Doctor, with his fancy Time gizmos and intellect, unintentionally guided Humanity to such power levels by either saving their asses from certain doom or altering the timeline so they won&#039;t fuck up, due to his love of Humans. Granted Whoverse Humanity is definitely far from morally perfect (A substantial amount of Whoverse villains are Humans and the multiple Human Empires itself are morally questionable at best. The Timelords themselves are hardly better than the Daleks at times.), the main point of contention is how influentially powerful they are for such a young race while at the same time, disregarding other more ancient and more powerful races (Silurian, Cybermen, Sontarian, Ice Warriors, etc) that should be the one having more galactic screen time and hegemony then them. &lt;br /&gt;
**In this case, Whoverse humanity&#039;s Mary Sueness can&#039;t really be blamed on any one author. It&#039;s mostly the result of sheer age causing increasingly severe continuity snarls and the unwillingness of newer writers to change or retcon forty year old fluff.&lt;br /&gt;
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* Dwarves as seen in the Artemis Fowl series. While virtually all dwarven exploits described are performed by one Mulch Diggums, most of his Mary Sueness is excused as &amp;quot;dwarven racial talents.&amp;quot; His saliva can harden into a glowing substance that&#039;s strong enough to resist high speed impacts, he can fart hurricanes and shit cannonballs, he can dig a self sealing tunnel through any earth-like substance as fast as a man can run, drink water with his pores, use said pores like suction cups if he&#039;s thirsty enough, hear better than a stethoscope, and has tremorsense to at least a hundred feet. Dwarves are also described as having access to the fairy magic (Common uses include instant healing, invisibility, and mid-grade mind control), but Mulch gave that up to steal things instead. This despite no readily apparent level adjustment, nor any mention of useful powers before those same powers are necessary, puts this race quite firmly in this category.&lt;br /&gt;
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* LeShay are a race that appeared as a monster in the D&amp;amp;D 3th edition book [[Epic Level Handbook]] and have been completely forgotten about since then like most of what was in that book.  They are described as being to elves what elves are to humans only more so.  That sentence alone should immediately set off red flags.  LeShay are extremely powerful immortals resembling albino elves who are survivors from a civilization that was erased from history.  Whoever it was that came up with this race (some of us blame Raymond Feist, for the Valheru) may even have intended for them to be &#039;&#039;anti&#039;&#039;-Sues, to foil the elves. As such the concept is defensible, but they probably would have ended up as Mary Sues if any bad writers had gotten a hold of them. Bad writers like Feist.&lt;br /&gt;
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* The Mandalorians in the Star Wars Expanded Universe, depending on who&#039;s writing them. While good under the correct writers, under some of the bad ones (coughcoughKarenTravisscoughcough), they compete with badly written expanded universe Jedi and Sith for the position of Star Wars&#039; Ultrasmurfs. In the pre-Disney expanded universe, ALL Mandos are elite warrior mercenaries, skilled enough to take out heavily armed enemies with their bare hands and usually packing enough firepower to level a building. They&#039;re so badass, in fact, that they&#039;re known to hunt Jedi for fucking sport because they&#039;re the only thing that&#039;ll give them a real challenge. Experienced Jedi hunters can be good enough to fight them head on despite all their Force powers and saber swinging because they have the right gear and experience to counter it. Bear in mind that Mandos do not use the Force in any way. Karen Traviss also writes them with the Mary Sue trait of always being right and people agreeing with them for things they call the Jedi out for that they didn&#039;t even do, like creating the clone army (one Jedi who wasn&#039;t acting on orders from the council requested that, under the manipulations of Palpatine, and it was him and the Senate who ordered the clones to fight), and generally makes them out to be the pinnacle of civilization despite being warmongers with a history of allying with the Sith and trying to conquer the galaxy themselves. One of the best things to come out of Disney buying Star Wars was the fact that the people in charge of the new canon scrapped pretty much all of Traviss&#039; lore, whereupon she flounced off to go ruin the Halo EU and they got down to creating a more three-dimensional and complex society.&lt;br /&gt;
** The most famous Mandalorian, Boba Fett, generally avoids becoming this trope and is just a plain badass (as a bonus he rarely if ever engages in the dick-stroking egomania of Traviss&#039;s Mandies), but under bad writers his badassitude can push into this. His father Jango Fett follows this same idea; in fact his origin story partly involves his old merc group of Mandalorians getting slaughtered by a group of Jedi in a moment that reads sort of like &amp;quot;fuck you Karen Traviss&amp;quot;. Sure, Jango kills six Jedi with his bare hands in that massacre, but the Jedi he killed were not decades old masters and he is (as an individual) supposed to be that good. The fact that he managed that made Palpatine choose him as the Clone Army template donor.&lt;br /&gt;
** And now we have the Mandalorian With No Name (until they ruined that joke by giving him one), who has some Sueish traits; he&#039;s an excellent bounty hunter and a skilled gunfighter who rarely loses a duel, he&#039;s good enough at diplomacy to negotiate with &#039;&#039;Tusken Raiders&#039;&#039;, he has a near-full suit of rare and indestructible beskar armour, and pretty much everyone he meets takes a liking to him, even his enemies. That said, he also has a number of flaws: he was raised in an extremist splinter faction that is to normal Mando society what the [[Cult of the Redemption]] are to regular believers in the [[Imperial Creed]], doesn&#039;t always think through the consequences of his actions, is constantly hustling for jobs just to scrape by, and occasionally makes some serious mistakes. He also tends to be at a disadvantage in straight-up fights and has to rely on stealth, misdirection, and ambush tactics, rather than soloing entire stormtrooper platoons in the open with a dull knife like Traviss would undoubtedly have had him doing. He is also most definately &#039;&#039;&#039;not&#039;&#039;&#039; shown to be a match for Jedi, when got into a scuffle with Ahsoka Tano he lost very badly and only survived by letting her know he actually just needed her help with something, and when Luke Skywalker showed up at the end of the season he wasted a platoon of [[Terminator| Dark Troopers]] while our hero could barely handle one. All in all, he&#039;s pretty much the complete opposite of a Traviss Mando, and that is a good thing.&lt;br /&gt;
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* [[Avatar|All Na&#039;vi]], the blue-skinned eco-humping gobshites.&lt;br /&gt;
** Or are they? Without excessive human help (one of them warned the entire planet of what the space humans were capable of) they would have gone the way of countless human indigenous peoples...&lt;br /&gt;
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* Smurfs. They&#039;re portrayed as a peace-loving, quasi-communist society who always come out on top in their primary conflict with an evil wizard family and are idealized to the point of ridiculousness. They&#039;re also friends with animals and never have to worry about being eaten even though they&#039;re the size of large mice. [[Skub|Then &#039;&#039;again&#039;&#039;]], most of the other conflicts they encounter are usually due to one or more of their clan fucking something up in accordance with their [[Derp|singular personality trait]], and overall they seem collectively naive about things to the point of gullibility. Said approach is likely designed to promote the usual aesop of teamwork and the importance of family, so it could be far worse.&lt;br /&gt;
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* [[Twilight|Vampires in a certain book series]]. Even though they were as gay as fuck (which damaged the reputation of actual vampires).&lt;br /&gt;
** [[Vampire]]s in general started falling in modern years due to their weaknesses being forgotten or ignored by untalented authors. They have often been portrayed by such writers as immortal monsters that are top-tier magic users, skilled at all martial arts and forms of killing, master scholars with libraries that would put Alexandria to shame, incredibly attractive and charismatic, and living in huge castles while commanding other monsters like they were their servants or slaves, making them the Elves of the monster world by that definition. Initially in novels like Bram Stoker&#039;s &#039;&#039;Dracula&#039;&#039;, vampires had notable weaknesses including regularly drinking the blood of many human victims to stay young and powerful, but later writers dropped this in favor of making vampires straight up immortal. Seriously, some writers even give them plot armor to get past their weaknesses of holy objects, divine power or sunlight (though the former usually depends on the author&#039;s attitude towards religion and the latter only became outright lethal to vampires in the 1920s).&lt;br /&gt;
** [[Tremere|Clan Tremere]] (a.k.a. &amp;quot;Tremary Sues&amp;quot;) from the &#039;&#039;[[Vampire: The Masquerade]]&#039;&#039; [[RPG|ttRPG game]] are an entire clan of Mary Sues as they were [[Mark Rein·Hagen|the author]]&#039;s pet mages from his previous &#039;&#039;[[Ars Magica]]&#039;&#039; game.  Tremary Sues enjoy the narrative absurdity of holding a near-monopoly on vampiric thaumaturgy, despite the fact that older vampiric clans had millennia to perfect thaumaturgy (and many other arts that can blow the Tremere out of the water) before the first Tremere was ever born.&lt;br /&gt;
** Probably one of the best exceptions of this is Count Orlock from the classic silent film &#039;&#039;Nosferatu&#039;&#039;. Whereas nowadays vampires get the treatment of being oh-so-sexy, suave, charismatic, pitiable creatures whose lives suck despite being immortal, undead bloodsuckers, Orlok is just a hideous predatory monster out to drink blood. No charisma, no suaveness, nothing to pity, nothing to feel empathy for. In short, straight-ahead horror vampires done completely right.&lt;br /&gt;
** By contrast, the vampires of the House of Night series by mother and daughter team P. C. and Kristen Cast are far worse examples than even Twilight&#039;s bastardization. To clarify, vampires worship the goddess Nyx who is the only real goddess, are selected by a tracker when they are a human teen, are the poor, oppressed minorities of the world even though literally almost every famous person in human history was a vampire, will become utterly handsome and beautiful unless they reject the Change in which case they are afforded no sympathy as they die due to events outside their control, every negative stereotype is because of stupid humans, they can never do anything bad... in short, [[Fail|vampires done so badly that Twilight is more believable as good vampire literature]]. Seriously.&lt;br /&gt;
** Higher Vampires from [[The_Witcher|Witcher]] are as sueish as they get around here. Beside the point of being intellectually and spiritually superior to pretty much anybody (and we have immortal elves here), and relatively young ones fast and agile enough to go toe-to-toe with the best witchers that exist, they have NO weaknesses. Crosses, godly idols, other divine aspects? Nada. Drinking blood to live? Not even close, you can grab a &amp;lt;s&amp;gt;human&amp;lt;/s&amp;gt;beer with some boys, but there&#039;s no neeed for it. Sunlight? Try again. Silver? NO. They are as much suspectible to silver like, say, humans are suspectible to paper swords. Cue in their &amp;quot;racial&amp;quot; power to become stronger and faster the older they get, shapeshifting, mistyfying (as in turning to mist) and unique superpowers, refined throught their lifetime, ranging from coming in handy once in a while better alchemy to [[wat|mind controlling entire kingdom&#039;s worth of lesser vampires as on-wish army]], with even that just being stated to be a &amp;quot;unique&amp;quot; power, not a really &amp;quot;powerful&amp;quot; one. The worst is when you realize they are not even &amp;quot;magical beings&amp;quot; by any degree, just a [[Urien_Rakarth|vaguely human-shaped collective of individual living cells just so happened to work together for the time being]], granting them mind-blowing regeneration - nothing, NOTHING, can kill higher vampire but another higher vampire, even if regenerating from a melted puddle of blood would take some decades, they will return. One would start to wonder why they did not steamroll through entire continent and make it their own, to stop hiding and openly search for a way to return to their home world - as almost all higher vampires see themselves superior to other races, and majority would not bat an eye for this [[/pol/|final solution]] - but this just adds to their sueness-good-for-the-sake-of-plot aspect.&lt;br /&gt;
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* [[Doobies]] describe themselves this way.  Aside from their crazed fans, it is obvious to everyone else that they aren&#039;t.&lt;br /&gt;
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* Saiyans from Dragonball are practically born more powerful than any human could ever be, get exceptionally stronger every time they almost die (the words that are actually used to describe it), can literally become strong enough to eclipse actual gods with little effort and have more asspulls and deus ex machinas than any other race on this list. A twenty-three-year-old Saiyan can destroy an entire place with a single movement in the anime, and the manga implies that a Saiyan can do it with a finger before the first manga even concludes.&lt;br /&gt;
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*The Forerunners from Halo easily fit the bill of being Mary Sues. For one, the Forerunners were created by actual no holds barred Gods who could rewrite time and space with little to no effort. These Gods, known as the Precursors (real original), thought the Forerunners were such hot shit that they decided to make them the new gods of the universe before they moved onto the next one, despite the Forerunners having achieved nothing of note yet. But then the gods changed their minds and decided to make humanity the new gods of the universe. The Forerunners responded by turning on their guns and literally murdering actual gods with no effort. The remaining gods ran off in a panic and turned to dust, later degenerating into the Flood. Then the Forerunners pulled a bunch of crazy shit like building ships that could ROFLstomp everything in Warhammer with minimal effort and creating an AI so advanced it could simulate entire universes in microseconds. Then they somehow got wiped out by the Flood.&lt;br /&gt;
**The Forerunner&#039;s main enemy, the Flood, are similarly sueish, if not more so. While it is debatable as to whether the Flood should be considered a race or a single organism, it is undoubtedly completely OP, to the point of it being ridiculous. For one, they are quite literally the degenerate (ergo inferior) offspring of the Precursors, but they are somehow better than them in every way. They can infect time and space just by existing for long enough, are completely unbeatable, incurable, and can literally infect all life in the universe, including purely mechanical technology somehow, despite that not being how biology works. They are also capable of convincing AI that was programmed with the simple purpose of protecting all life from being infected by the Flood to join them by simply talking to them, can convince an entire group of human scientists to kill themselves just by saying a single sentence, and can never be defeated as &#039;they will always return&#039;.&lt;br /&gt;
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*[[All Tomorrows|The Qu]] from All Tomorrows are an egregious example of “Tell not Show” in this list, as they overpower the future humanity, [[what|even though they have technology capable of destroying star systems and many other things that could be beyond our imagination.]] It is never explained how they managed to defeat the Star People, nor why they would turn them into the fucked up abominations for the rest of the story. Well, they &#039;&#039;kind of&#039;&#039; say their philosophy is one about being gods, that other lifeforms are nothing but toys to play with, and humanity was unfortunately in their path. So for millions years, they turn most humans into twisted mockeries of their former selves, sometimes becoming literal toilets for the bloody things! So despite being an all-powerful race capable of modifying life to remove their sentience, they had the enlightened intelligence to create a race that [[/d/|communicates by literally shitting on each other.]]&lt;br /&gt;
**Can somewhat be considered averted in the end when it is said that they were defeated by a union of galaxies who had enough of their shit. This is handwaved even more poorly, with little explanation to how it happened or if the Qu were truly rendered extinct. For most of the book, [[rage|they get away with their literal crimes against humanity, and it’s implied that they’ve done it to more species than just us.]]&lt;br /&gt;
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== Mary Suetopias ==&lt;br /&gt;
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As mentioned in the main article, there are some cases of entire civilizations getting the &amp;quot;Mary Sue&amp;quot; label with some justice. Here are a few.&lt;br /&gt;
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* The Draka, before they become a species, are usually held to be a fairly strong example of a Villian Suetopia. See above in Mary Sue Races for more.&lt;br /&gt;
* Anarchist habitats in [[Eclipse Phase]]. To quote TVTropes, they &amp;quot;are apparently flawless societies where robots and nanofabricators provide for everyone, crime is virtually non-existent due to surveillance sensors everywhere and well-armed populaces, and there&#039;s no shortage of spare bodies like there is in the Transitional Economies.&amp;quot;&lt;br /&gt;
* Aldis, from [[Blue Rose]], has this accusation thrown at it, with some justification.&lt;br /&gt;
* The various civilizations of Ayn Rand&#039;s science fiction are either Mary Suetopias or Villain Suetopias. No in-between.&lt;br /&gt;
&amp;lt;!--Add above here--&amp;gt;&lt;br /&gt;
* [[Ultramar]]. Need more be said?&lt;br /&gt;
&amp;lt;!--Ultimar should probably go last, for subtly obvious reasons.--&amp;gt;&lt;br /&gt;
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There are some &amp;quot;special cases&amp;quot; (parodies, twists, and deconstructions), that are worth mentioning:&lt;br /&gt;
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* Ursula K. LeGuin&#039;s &amp;quot;The Ones Who Walk Away from Omelas&amp;quot; is... odd. Go read it if you want more, because it&#039;s &#039;&#039;very&#039;&#039; short. &amp;lt;!-- For those of you who have read the story and want to add more: Remember, the thing about the child in the story is that it&#039;s phrased hypothetically; they may or may not exist, and if they do, it&#039;s only because *the reader* can&#039;t accept such a perfect place without any dark secrets. --&amp;gt;&lt;br /&gt;
* Rapture and Columbia from the Bioshock series are &amp;quot;functionalist&amp;quot; Suetopias: Because the games are about killing lots and lots of dudes, you need to have those dudes be crazy or assholes or both. Rapture under Andrew Ryan could actually be interpreted as a criticism of Ayn Rand&#039;s Suetopias by showing how they will go wrong in a less ideal world, while Rapture after Sofia Lamb&#039;s takeover is an equally scathing deconstructive critique of collectivist Suetopias. Columbia, meanwhile, is a very obvious attack on ultranationalism and religious extremism, while also serving as a demonstration that even the so-called &amp;quot;good old days&amp;quot; often had negative aspects to them.&lt;br /&gt;
* The original &amp;quot;Utopia&amp;quot; by Thomas More is interesting, in that it somewhat parodies the concept before it existed. To provide two examples, &amp;quot;Utopia&amp;quot; is a pun on &#039;&#039;eutopia&#039;&#039;-&amp;quot;good place&amp;quot;, and &#039;&#039;outopia&#039;&#039;-&amp;quot;no place&amp;quot;, and the frame story narrator&#039;s name translates as &amp;quot;Peddler of Nonsense&amp;quot;. Yes, this means that the man who literally coined the term Utopia immediately considered it a wishful fantasy.&lt;br /&gt;
* Mordent, from [[Ravenloft]], has a somewhat interesting twist. Its Darklord focuses more on Ghosts than on the living, so the living aren&#039;t the focus of the horror, and as such, for Ravenloft, it&#039;s a relative Utopia &#039;&#039;for the living&#039;&#039;. Once you die there, however...&lt;br /&gt;
* Kurt Vonnegut&#039;s &amp;quot;Harrison Bergeron&amp;quot; is widely interpreted as a parody of such works.&lt;br /&gt;
* The Federation of [[Star Trek]] seems like a Mary Suetopia on the surface. However, because the show was initially focused on morality stories, they&#039;re rather prone to Insane Admirals in Starfleet (to the point that one of the show&#039;s writers joked about the Federation&#039;s training standards), an early sign of cracks in the foundation. Later seasons of TNG and all of &#039;&#039;Deep Space Nine&#039;&#039; brought those cracks directly into focus, with the Maquis and the consequences of the Dominion War. Captain Sisko even rants about this a few times during the show; sure, Earth in the Star Trek-verse is practically a paradise compared to most other planets in the galaxy, but &amp;quot;It&#039;s easy to be a saint in Paradise,&amp;quot; and the Federation has a much harder time living up to that image outside of their home system, examples including the Federation spy agency Section 31 engineering a virus to use on The Dominion&#039;s Founders (aka rulers) or Sisko himself collaborating with a former Cardassian spy/assassin to bring the Romulans into the war via a &#039;&#039;massive&#039;&#039; fraud. Also, what some people forget is that the episodes from the perspective of the characters, take anywhere from hours to days and even longer during multi-episode storylines. Even the crew of the original Enterprise could spend weeks to get the solution shown during the final ten minutes or end up exhausting all other options to take a random shot in the dark that solves the current problem. Usually, this didn&#039;t involve pulling it out of the writers&#039; collective asses or pressing the reset button, something that happened often enough on Voyager and Enterprise to an unrealistic degree that viewers started hating them.&lt;br /&gt;
* Wakanda, from [[Marvel Comics]] wasn&#039;t this originally - it was just an African nation that avoided getting buttfucked during the Scramble for Africa and which had instituted a policy of sending its best and brightest abroad to learn at the most advanced foreign schools before returning to share what they learned with their people, thus keeping it well ahead of most other African nations and on par with the most civilized &amp;quot;first world&amp;quot; nations. They still had Vibranium as an ace up their sleeves, but they were more &amp;quot;America during the Atomic Energy race... if America had the world&#039;s only known supply of fissile material&amp;quot;. It was subsequently retconned that the presence of Vibranium meant that Wakanda was centuries ahead of the world technologically and always had been. Different writers have applied differing levels of counter-Sue-ishness to Wakanda on this basis, ranging from making them archetypical &amp;quot;smug Utopians&amp;quot;, who think knowing the cure for Cancer makes them better than others, to presenting them as a technologically advanced nation that&#039;s still imperfect, having deep social and political problems like any other country. The first Black Panther movie especially interrogated the premise of this nation&#039;s existence by pointing out that they stood by while atrocities happened all over the world, including to other black people, and they did nothing about it to protect their own hides. The short-lived &amp;quot;Ultimate Universe&amp;quot; took perhaps the biggest piss on the idea of Wakanda as the &amp;quot;Mary Suetopia&amp;quot; by replacing the &amp;quot;because Vibranium&amp;quot; background with &amp;quot;we reverse-engineered a crashed alien starship&amp;quot;, and emphasizing that this didn&#039;t make them as powerful as they thought, as they ended up needing the Ultimates (Ultimate Marvel&#039;s Avengers) to save their asses when the aliens who lost that ship in the first place came knocking looking for their property.&lt;br /&gt;
&amp;lt;!--Add above here--&amp;gt;&lt;br /&gt;
* Alpha Complex, from [[Paranoia]]. Need more be said?&lt;br /&gt;
&amp;lt;!--Alpha Complex should probably go last, for subtly obvious reasons.--&amp;gt;&lt;br /&gt;
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== Somewhat Special Cases of &amp;quot;Not Quite Sues&amp;quot; ==&lt;br /&gt;
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There are a few situations where a character either (1) isn&#039;t really a Sue, even though the accusation gets pointed at them often, (2) is sufficiently clearly a parody or deconstruction that they don&#039;t count for the main list&amp;lt;ref&amp;gt;On the theory that both are technically attacks of Sue-style characters, which moves them into a strange twilight zone of classification.&amp;lt;/ref&amp;gt;, or (3) aren&#039;t in any way Sues, but are needed to give some context to something above. This section is for these special cases. Note that &#039;&#039;&#039;characters who veer in or out of Suedom depending on the author or episode go on the main list, as do Sues who audiences actually like&#039;&#039;&#039; (such as Darkseid or Squirrel Girl).&lt;br /&gt;
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* The Crimson King from Stephen King&#039;s Dark Tower series. He&#039;s talked up as a big threat, and his plan legitimately threatens the universe; but when confronted, he turns out be a paper tiger, whose chief power was getting so many people and monsters working on one page on his plan to destroy the world, and was otherwise actually rather mediocre compared to them. Given the heavy theme of &#039;&#039;&#039;disappointment&#039;&#039;&#039; in both the series as a whole and the last book of it in particular, this sorta worked on a meta level, but was very, well, disappointing. (For the main reason he&#039;s included here, see Darkseid above; the contrast between these two [[BBEG]]s gives you a good idea of why a paper tiger BBEG is often felt to be a problem.)&lt;br /&gt;
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* Griffith, from [[Berserk]], seems a Mary Sue on the surface: he leads the efforts to save Midland and defeat the Kushan invaders while everything goes his way and everyone praises him... but then you remember that he&#039;s also a member of the Godhand who&#039;s got reality-warping powers handed to him in a handbasket and uses them to manipulate everything and everyone around him to his advantage. Basically, Griffith hacked the game and then began playing on the lowest difficulty, while setting it to Ultra-Nightmare for everyone else. If anything, Griffith is all the common jokes people make about a Mary Sue deconstructed, showing how utterly awful and soulless such a person would actually be. On the other hand, one of his former Warband member, Rickert, saw through his bullshit and bitch slapped him for it even though he wasn&#039;t there when Griffith betrayed his comrade. So not everyone is falling for Griffith.&lt;br /&gt;
** That being said, these facts don&#039;t change the following: He is portrayed as a tactical genius, yet during all his battles he is using absolutely retarded tactics, but all of them still work, because his high-ranking enemies turn out to be just a bunch of bumbling idiots. Can&#039;t push &amp;quot;time manipulation&amp;quot; excuse on this, they are just stupid; He&#039;s lost only two times and didn&#039;t die the first time, because Zodd had a plan for him and the second time, because Guts didn&#039;t want to kill him; The lowest point in his life i.e. a year of torture in the end led him into becoming a member of Godhand and then getting resurrected as &amp;quot;Griffith, but cooler&amp;quot;, read &amp;quot;even when he fails, he doesn&#039;t&amp;quot;; The only time he had a formidable foe after this, he beat him with a single blow, while everyone else could barely stand against him; The second time he faces same formidable foe, he just bullshits his way out of that fight and creates his promised kingdom out of it. It&#039;s like if Superman blew up Darkseid with one punch (that was not even his) and created Paradise planet from his corpse; Despite sacrificing men who sworn to protect him and raping Casca just to get back at Guts, he didn&#039;t have any moral downfal afterwards, his character hasn&#039;t changed any single bit and everyone, except his ex-buddies (if they wouldn&#039;t, that would be too stupid), adore him, even if they know what he&#039;s done; Also, Godhand treats him like a messiah and people consider him Flaming Falcon i.e. he is also a chosen one.&lt;br /&gt;
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* Jonathan, from the Buffy the Vampire Slayer episode &amp;quot;Superstar&amp;quot;, provides a pretty good case study of the in-universe Mary Sue. &lt;br /&gt;
&lt;br /&gt;
*Joeseph Joestar, though he does have some sueish traits such as being a super-genius who can trick anyone and knows exactly what people are going to say before they say it, alongside having the appearance of a Greek god, is very much not a Sue when you actually get down to it. He is extremely flawed, to the point of being weaker than all of his allies in part two and part three, both physically and stand/hamon wise, is very obviously outclassed by the villains of both respective arcs (Dio being able to easily beat him without even touching him, and Kars being a literal god by the end) and does extremely scummy things, such as cheating on his wife with a Japanese woman, who&#039;s race he supposedly hates. His grandson, Jotaro Kujo, on the other hand...&lt;br /&gt;
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*Momonga/Ainz Ool Gown from Overlord boarders on Mary-Sueish and is the protagonist of an [[Isekai]] work, but is also a decent deconstruction of Invincible Villain Sues at the same time.  He is transported to a fantasy world as his [[Lich]] MMO avatar, along with his Guild Hall and all its NPCs, now alive.  He&#039;s still a no-life (literally) Japanese salary man, but finds he has lost his humanity and feelings, all the better to pretend to be (and eventually become) the overlord his adoring minions expect.  These expectations pressure him to conquer the world with his gamer skills, system knowledge and corporate experience, min-maxing his way to success whilst bullshitting people that he&#039;s an evil mastermind. He still has many advantages however in resources, magic and diplomacy (substituting sales pitches for evil monologues, surprisingly easy) compared to all other characters so far. This results in him single-handedly winning wars, having an Empire become a vassal state almost by accident, and annexing a whole town from a neighbouring kingdom to rule over (Word of god is that no other YGGDRASIL players will appear).  Being by many definitions OP, the story&#039;s drama arises from him not having complete control and knowledge of his minions&#039; actions. &lt;br /&gt;
** Though fanatically loyal, they are constantly guessing his true intentions to try and impress him, misinterpreting his commands, and in some cases outright deceiving him.  Two such examples are Ainz&#039;s advisor Albedo plotting behind his back to kill other Supreme Beings that he wants alive and unharmed, and Demiurge harvesting human captives to make magical items for their use (Demiurge himself considers humans &amp;quot;animals&amp;quot; and refers to them as such, hence Ainz has never found out). Both are in part because of Ainz&#039;s actions, and in any case, he has ordered and done equally terrible things himself.  &lt;br /&gt;
** While most of Ainz&#039;s female guardians lust after him, even this is deconstructed.  Albedo&#039;s a [[succubus]], so lust is par the course, and full-force [[/a/|yandere]] for Ainz because he altered her code in YGGDRASIL to change her from &amp;quot; a slut&amp;quot; to &amp;quot;in love with Momonga&amp;quot; as a joke.  Shalltear wants Ainz because he&#039;s a walking skeleton and she&#039;s a necrophile (she&#039;s not to Ainz&#039; taste being a loli vampire; furthermore, she holds her absent YGGDRASIL creator in higher esteem than Ainz), while Aura keeps a lid on her crush (she&#039;s a flat-chested teenage elf and wary of jealous reprisals from Albedo and Shalltear). Ultimately, the fact that Ainz is a walking skeleton means he&#039;s unable to fulfil their desires or consummate his own.&lt;br /&gt;
**TL:DR: Ainz&#039;s skills as a salary man and a competitive gamer don&#039;t translate well to politics or world conquest.  Without his own gamebreaking powers, his almost as powerful loyal NPCs, his permanent poker face (well, poker skull) and a dose of incompetence from some of the enemy commanders, Ainz&#039;s plans wouldn&#039;t have worked nearly as well.&lt;br /&gt;
** To give one an idea of just how lousy Ainz is as an actual &#039;&#039;leader&#039;&#039;, in an official list made by the author of the best leaders in the series, [[Lulz|Ainz is close to &#039;&#039;dead last&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
* The Monkey King, from [[Mythology|Journey To The West]], if one assumes he isn&#039;t a religious figure and thus safe to include in this list, is interesting in that while he&#039;s very close to being a Mary Sue, several factors drag him away from the classification:&lt;br /&gt;
*#He&#039;s charged with protecting an unworldly monk, along with a horse (actually a shapeshifted dragon, which even the author seems to forget about), a borderline nonentity, and a pig-headed idiot (in both senses of the term, since he&#039;s a pig-demon who often lets his selfishness screw the group over). Rescuing them is most of what he does in the main body of the story.&lt;br /&gt;
*# He&#039;s repeatedly shown as being outwitted by the Buddha and Guanyin, and is outright curbstomped in combat by some of the many demons they encounter along the journey. While Wukong usually wins in the end, he rarely wins with no setbacks at all (whether that&#039;s physical injury, emotional turmoil and angst, or his friends getting kidnapped again) - contrasting heavily with a typical Mary Sue&#039;s victories being all but handed to them. &lt;br /&gt;
*#On a related note, he doesn&#039;t win everything and anything by himself: for example, during the contest with the Three Immortals, the last task (sitting on top of a pillar for days on end without moving) has to be undertaken by Tripitaka (the monk) specifically because Monkey&#039;s impulsive ways and lack of patience render him unsuitable for it; much earlier, he&#039;s rendered temporarily blind and has to rely completely on an otherwise neutral Bodhisattva to fight for him when faced with a demon he can&#039;t outsmart or outfight. This contrasts heavily with the omni-competence displayed by many Mary Sue characters.&lt;br /&gt;
*#He&#039;s pretty heavily flawed as a character, being impatient, reckless, childish, and frequently hot-headed - all of which have actual consequences for the Monkey King (ex.: rashly accepting Buddha&#039;s &#039;jump out of the palm of my hand&#039; challenge, which gets him stuck under a mountain for several centuries; killing a demon disguised as an innocent woman without explaining himself first gets him kicked out of the party by his pacifistic boss; bumrushing a powerful demon nearly gets him killed by the True Fire of Samadhi, forcing him to go to Guanyin for help), with a good portion of the story involving him undergoing character development and overcoming these flaws as opposed to starting out as the pinnacle of morality with zero flaws whatsoever.&lt;br /&gt;
*#If one cares to dip into a religious reading, one can see in his introduction the clear Buddhist message &amp;quot;No matter how awesome you are, you are still trapped in the machinations of Desire and Karma&amp;quot;; alternately, if you don&#039;t care for religion, there&#039;s also the message &amp;quot;make enough of a nuisance of yourself, and your enemies will eventually slap you down even if it means X&amp;quot; (in the case of the Monkey King, swallowing their pride and asking help from somebody they dislike). &lt;br /&gt;
**TL;DR: Sun Wukong can be viewed as a deconstruction of certain kinds of Mary Sues, before the idea of a &amp;quot;Mary Sue&amp;quot; was even created.&lt;br /&gt;
&lt;br /&gt;
* [[The Raven Queen]] is a fairly good example of why &amp;quot;Mary Sue&amp;quot; accusations, unless taken from a Author-Centered or Functional perspective, are somewhat useless. TRQ hits many Mary Sue buttons, and thus is sometimes accused of being a Sue. &#039;&#039;HOWEVER,&#039;&#039;:&lt;br /&gt;
** She&#039;s never the protagonist, and when she does appear, she&#039;s treated the same as any of the other deities in 4e. Accusations of Functional Suedom thus sort of fall flat.&lt;br /&gt;
** While she may hit some Authorial-Centered (or Doylist) definitions of the term, it&#039;s probably more appropriate to compare her to just about any other non-monster female character in 4th Edition D&amp;amp;D in this context--while she is obviously designed to attract those who are attracted to a certain kind of woman, so are all the other non-monster females (to quote a famous demotivator, &amp;quot;RPG Artwork: Let&#039;s face it, a lot of it is porn. (Pretty odd porn, too).&amp;quot;). &amp;lt;!-- The parenthesis are a direct quote. You can find the image in question on Google, if you like. --&amp;gt;&lt;br /&gt;
** She is no longer an example at all due to her backstory being completely rewritten in 5th edition to make her fit in with the setting better.  She is no longer even a god since her attempt to become one was sabotaged, turning her into a phantom with a craving for knowledge and memories.&lt;br /&gt;
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* Saitama from One-Punch Man. As the title indicates, he&#039;s able to defeat just about any opponent with one punch (with a few exceptions that require two or, rarely, three). While this makes him stronger than most of the &amp;quot;S-Class heroes&amp;quot; (the highest rank in the Hero Association), at the start of the series Saitama&#039;s personal life royally sucked: he had to pinch pennies to eat, had no knowledge of the Hero Association until he was notified by others of its existence, and his sheer strength means that his fights are inevitably painfully one-sided and boring for him. Even the arc villains who force him to use his Serious Series techniques will leave him bored, and since nobody knew who he was until recently, credit for his work went to other people. Capping it all off, the superhero name he was given by the association is [[Lulz|&amp;quot;Caped Baldy&amp;quot;]]. &lt;br /&gt;
** Just to be clear, the main reason why he&#039;s not actually a Sue has to do with the main focus of the series: that Saitama gets no satisfaction from his lopsided victories, and the fact that the World&#039;s Strongest Man is something of a pathetic loser.&lt;br /&gt;
** The Monster Association Arc actually served to highlight Saitama&#039;s flaws since his knack for getting lost, stuck, or just being late to a fight meant that the Hero Association had to get by a number of very hard fights without his help, which included a battle with a villain who would have wiped out humanity. Even though Saitama is virtually unstoppable, he still can&#039;t protect the world on his own.&lt;br /&gt;
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* Rick Sanchez from Rick and Morty, for the first two seasons.  When it comes to his (seemingly) limitless ability to invent crazy sci-fi tech and to get himself out of virtually every tough spot, not to mention with getting away with being a colossal jerk to everyone around him, Rick could qualify as an anti-Sue. But his character is far from perfect, and he often falls under a combination of archetype and deconstruction.  As a person, he is an older man who’s had a tough break (divorce and the death of a close family member in some parallel universe), and the fact that he has all this tech and that he either can&#039;t solve his personal problems or prevent new ones from occurring.  Though the fact that he can be funny, the handful of moments of his positive qualities and being a fictional character do contribute to his likability.&lt;br /&gt;
** Again, to be clear: Rick&#039;s antics would probably qualify him for the main list under normal circumstances, but the show is very clear on a few points that move him here: First, Rick is an asshole (also a massive nihilist), and not the type you want to be, either (it&#039;s almost directly stated that his assholery grows from some pretty grim experiences and knowledge); second, Rick is not somebody you want to be, nor be around; and third, the writers realize that he&#039;s both of the above.&lt;br /&gt;
**Season 3 however, ruined this and tried to attempt to drop his despicability, what few weaknesses he had, and just plain made him extremely overpowered. The only reason we haven&#039;t moved Rick back to the main list is because, if you look at the production end, it becomes obvious Seasons 1 and 2 were effectively a completely different show from later seasons. The newer seasons have wavered between &amp;quot;Rick is a nigh-unstoppable god&amp;quot; and &amp;quot;Rick is a terrible, broken wreck of a human being who nobody should want to emulate&amp;quot;, but seem to be coming down way more firmly on the latter side of things.&lt;br /&gt;
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* The main casts of [[Star Trek]] in the TOS and TNG eras (besides Wesley due to being Roddenberry&#039;s self insert and Voyager due to poor writing all around)--in particular, James T. Kirk when not written by William Shatner-- provide a good reference line for Suedom. Although they are usually right by authorial fiat, there are several points that point the other way from Suedom: &lt;br /&gt;
*#They are also usually allowed to be wrong about an issue, at least initially (and rarely, but still often enough to be worth mentioning, all the way to the end of the story).&lt;br /&gt;
*#The fact that the focus is usually on the scenario presented, rather then the perfectness of the characters.&lt;br /&gt;
*#They all have character flaws (Kirk&#039;s &amp;quot;No Such Thing As A No Win Situation&amp;quot; attitude is presented as something that could get him and his crew killed one day, for a notable example.)&lt;br /&gt;
*#They are not omni-competent, even within their field -- Kirk has canonically been outmaneuvered multiple times.&lt;br /&gt;
*#Most importantly, the writing is usually of sufficient quality to not make their perfectness an issue (except, in Kirk&#039;s case, for works written by William Shatner).&lt;br /&gt;
*#Notably, as part of #2 and #5, there is no &amp;quot;right&amp;quot; solution to many of the situations beyond &amp;quot;survival&amp;quot;; the audience is usually allowed to draw its own conclusions about the morality of the situation, whereas the author of a Sue typically drives home in heavy-handed fashion that X is &#039;&#039;definitely&#039;&#039; the morally correct course of action.&lt;br /&gt;
** Combined, these points make them a good reference line for &amp;quot;hyper-competent&amp;quot; characters: Beyond here may lie Suedom.&lt;br /&gt;
*** The creators of DS9 succeeded in toning down the Mary Sue factor a bit. This was a necessity when one of the premises of the series was energy based aliens who live in a wormhole who know little to nothing of meatbag values and have no concept of time. The were even given a weakness too. The Prophets also did some highly fucked up shit themselves(its a long list) and had to be convinced to help out the main cast. Even when the Alpha Quadrant was being invaded by an empire that [[/pol/ ]]wishes they were. The Dominion themselves are a deconstruction of pre-turn of the millennium [[Imperium of Man]] and [[Star Wars|the Galactic Empire.]] Unfortunately post Voyager Star Trek went Transwarp speed in the other direction and the franchise had to be rebooted. [[fail|Twice]].&lt;br /&gt;
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* At first glance, Tsukiko from [[Order of the Stick]] seems like a textbook Mary Sue, given the LONG list of Mary Sue boxes she ticks: Heterochromatic eyes, great beauty, skimpy clothing, unusually skilled for her young age, Japanese name meaning &amp;quot;moon child&amp;quot;, oppressed by a stuck-up society not understanding her greatness etc. But in reality, Rich Burlew wrote her as a satire and deconstruction of the Mary Sue archetype and the mindset that often creates such characters. Listing them off:&lt;br /&gt;
*# The reason she was &amp;quot;oppressed by society&amp;quot;? Azure City&#039;s legal system threw her in jail for &#039;&#039;&#039;literal&#039;&#039;&#039; [[Magical realm|corpsefucking]]. Yes, she&#039;s a necrophile, and it&#039;s treated as being just as gross as it is IRL, even by other villains.&lt;br /&gt;
*# Great beauty? Nobody cares, and it doesn&#039;t make her a good person by default.&lt;br /&gt;
*# Sees good in the bad guys that nobody else does? It&#039;s based on deliberately ridiculous logic that is completely wrong anyway. (To be exact, she holds the view that [[What|the living are jerks, and the undead are the opposite of the living, ergo the undead must be good people]]; the batshit insanity of this is called out for what it is.) Also, she thinks that Xykon is some kind of [[Twilight|Edward Cullen type-guy]], as opposed to the [[Alignment|Chaotic Evil]] [[Lich]] [[Sorcerer]] he &#039;&#039;actually is&#039;&#039;.&lt;br /&gt;
*# A bad guy becomes a complete dumbass to accommodate her genius? Nope, Redcloak only let her have her way so his own, far more subtle machinations could avoid having attention drawn to them; when she forces his hand, he gladly demonstrates to her that she was completely outclassed by him the whole time.&lt;br /&gt;
*# The bad guy gets effortlessly beaten by her because of her skills? Ha ha ha -- hell no. When she confronted him, Redcloak casually killed her in deliciously karmic fashion by effortlessly dominating her Wights ([[/d/|simultaneously her surrogate children, minions and lovers]]), removing her enchanted anti-level-draining ring, and then ordering them to devour their creator as he delivered a scathing &amp;quot;You suck!&amp;quot; speech to her about how undead are not &#039;&#039;people&#039;&#039;, just complex &#039;&#039;weapons&#039;&#039;; her thinking otherwise doesn&#039;t make it so and if she ever thought he was powerless before her, she was dead wrong.&lt;br /&gt;
*#Just to really drive home the point: for all her big talk and all her supposed greatness, nobody on Team Evil gives a damn when Redcloak quietly ganks her (except the Monster in the Darkness, but they&#039;re the resident softie of the team) and she&#039;s swiftly forgotten about.&lt;br /&gt;
** TL;DR version: Tsukiko is a parody and deconstruction of a Sue, who is shown to be objectively deluded about everything and suffers actual consequences for her actions.&lt;br /&gt;
&amp;lt;!-- New examples don&#039;t go here. The above is supposed to be in roughly alphabetical order, and let&#039;s try and keep it that way. --&amp;gt;&lt;br /&gt;
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&amp;lt;!--Don&#039;t add new Sues here, this is not the section for them.--&amp;gt;&lt;br /&gt;
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[[Category:Mary Sue]]&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/7th_Edition_Tactics/Necrons&amp;diff=1011656</id>
		<title>Warhammer 40,000/7th Edition Tactics/Necrons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/7th_Edition_Tactics/Necrons&amp;diff=1011656"/>
		<updated>2026-05-20T16:01:13Z</updated>

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This is the [[Warhammer_40,000/7th Edition Tactics|previous Edition&#039;s]] Necron tactics. [[Warhammer_40,000/Tactics/Necrons(8E)|8th Edition tactics are here]]. [[Warhammer_40,000/6th_Edition_Tactics/Necrons|6th Edition Tactics are here.]] [[Warhammer_40,000/4th Edition Tactics/Necrons|The Old Codex is here also.]]&lt;br /&gt;
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==Why Play Necrons==&lt;br /&gt;
If you enjoy crushing people&#039;s hopes and dreams, then Necrons are for you. Necrons are effectively tomb kings in space.  Undead robots with a somewhat Egyptian flavour and a reasonably unique style (by GW standards anyway). What is there to not love? &lt;br /&gt;
Oh, and they aren&#039;t Marines. Honestly. Ignore their WS/BS/S/T 4 statline and their S4 AP5 Rapid Fire guns, they totally aren&#039;t Marines (though Immortals have a 3+ armor save, although their guns are better).&lt;br /&gt;
&lt;br /&gt;
With recent editions adding transports and special units Necron mobility should not be underestimated, as such failure regularly catches unwary foes off-guard.  From 20-man warrior blobs that can teleport across the board (without scatter if the Zahndrekh-Obyron combo gets rolling); mass skimmers; highly effective jet bikes; Wraiths, beasts with T5 W2 and a 3++; to the quickest transport in the entire game, the Necrons have lots of options to throw off the &#039;slow-moving gunline&#039; assumption many players label them with.  Many of these movement options allow unpredictable and unique ways to slip past your opponents or redeploy mid-game (including the famous Monolith&#039;s deep-strike-dimensional-corridor combo), leaving half an enemy army with no targets while simultaneously stepping in to deliver a killing blow to the other half.&lt;br /&gt;
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And let&#039;s not forget that the Necron models look really nice, you have enough unit variety to pull off pretty much any style of play you want, and pretty much every unit can find a use in any army build without having to sink a ludicrous amount of points into them. Except C´tan; C´tan still suck. One day, one day... Ok, they are not that utterly bad, just mediocre, particularly when compared with everything else in the codex.&lt;br /&gt;
&lt;br /&gt;
You have some of the nastiest HQ and Elite units in the entire game (a Destroyer Lord is basically a jetpack monstrous creature), your special characters are mostly solid and times are good once again for the zombiebots. Pretty much the only thing you lack is a close combat oriented troop choice, but you have so many absurdly deadly melee units in most other sections that this may not even matter.  You can still troll mech armies with Gauss rules, tearing off their hull points, at which point your now numerous anti-armor units can simply just walk up, say &amp;quot;problem, commander?&amp;quot; and finish the job.  &lt;br /&gt;
&lt;br /&gt;
And [[Daemon|unlike]] [[Orks|some]] [[Tyranids|armies]] you don&#039;t have any excess amount of trouble with any specific kind of army whether they be mechanized or foot slogging; few and elite or numerous and blobby; shooty or choppy, you can handle them all.&lt;br /&gt;
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And you still hold the title of &amp;quot;most easily painted army ever.&amp;quot;&lt;br /&gt;
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Also for players that really do love to drink their opponents&#039; delicious tears, necrons have the largest number of troll-tastic units out of any of the currently of released codices. Shooting your enemies with their own vehicles, killing whole hordes with a single punch from a special character who CAN NOT DIE, formations with free enhanced Feels No Pain, when you absolutely positively must troll your opponent, accept no substitute. Playing Necrons is likely to make you lose friends, or get your gaming table flipped in great frustration by an angry opponent.&lt;br /&gt;
&lt;br /&gt;
==What Did 7th Bring For &#039;Crons?==&lt;br /&gt;
&lt;br /&gt;
A lot. &lt;br /&gt;
On the plus side:&lt;br /&gt;
*Reanimation Protocols have made Necrons undisputably the most resilient army in the game. Multi wound models are even harder to kill now and no longer will you be denied your RP rolls due to failing morale, which seriously alleviates the main two weaknesses necrons had, since the enemy can no longer kill an entire unit or frighten us out of CC to deny us our RP rolls. It is also easier than ever to get +1 to your RP with Crypteks (for perspective, we paid 30 points for the old Ress-orb without complaining) for individual squads and the Decurion detachment gets you +1 to RP for the entire army! Let&#039;s put it like this: an Immortal from a Decurion has a 3+ save and then a 4+ roll to ignore wounds, so if you&#039;re wounded 6 times you expect to save 4, reanimate one. So, effectively, your 17 point troops are Terminator resilient against small arms fire. Plus, the save is still a 5+ against instant death, which makes it amazingly better than FNP.&lt;br /&gt;
* The changes to Jink made the majority of Necron vehicles a hell of a lot more resilient, with a 4+ cover save for all flyers and skimmers except the Monolith. The wide use of skimmers, flyers and jetbikes means a lot of your army can always make cover. As a result, AV13 Wall army remains quite popular.&lt;br /&gt;
* Speaking of the death pyramid, the Monolith got a minor buff thanks to AV14 being that much harder to pop... still not enough to make it viable, though. A single Ordinance shot and some mediocre snap shooting per turn is not as useful as you think, then again it is pretty much the only ordnance blast you are going to get and it can snap fire at basically everything.&lt;br /&gt;
* The Ghost Ark got a huge buff. Not only does it benefit from the above mentioned improved jink save, but it has become super scoring, thanks to Objective Secured. With AV13 and 4 hull points, they&#039;re quite difficult to get rid of for most armies who aren&#039;t bringing dedicated anti-tank measures.&lt;br /&gt;
* The real star of this update is the Catacomb Command Barge. On one hand, it got a nerf in the sense that it is now restricted to only the Overlord (also, Chariots and their riders are now considered one model, so no more getting out of his ride). But on the other hand, if you stick your Overlord in this thing, he&#039;s going to be an utter bitch for your opponent to deal with. If properly tooled up (Warscythe, Phase Shifter, and an optional Resurrection Orb) he will have complete protection from all shots S4 or less, as he can elect to have the Barge&#039;s AV13 take the brunt. All shots that might harm the Barge (high strength/low AP), he can elect to take on the Phase Shifter&#039;s 4++ inv save. The only thing he really has to worry about is close combat, as the attacker can choose to hit either the Barge or the Overlord, and most units with Melta/Powerfists/Haywire are going to go for the vulnerable armor.&lt;br /&gt;
* If that wasn&#039;t enough to excite your ancient circuits, new formations fresh from the Tomb World are in the 7th edition codex, giving them move though cover and other nice stuff if you put them together in a new fancy way, that you already did in the first place. Some of them are very, very strong.&lt;br /&gt;
*Gauss weaponry got buffed, again. Now not only does it wreck vehicles with ease, any 6s to wound makes it an auto-wound, kind of like Fantasy rules on strength vs. toughness and Rending minus the AP2. Basically, it&#039;s back to 3rd edition for the Necrons. Though this isn&#039;t a very big buff since it&#039;ll only help against toughness 8 or above models.&lt;br /&gt;
* The 7th Edition Update had either price cuts or stayed the same from the 5th Edition codex. Still, compared to Space Wolves we got a point increase on our Cron-ssants. Some units such as the Lychguard and Triarch Praetorians took fuck HUEG point drops from 40 to 25 and 28 respectively, along with buffs. Wraiths got more expensive but their upgrades got cheaper, whip-wraiths are now effectively 2 points cheaper than before and gained +1 Toughness. Tomb blades got 2 points cheaper and their upgrades went from 5 or 10 points to 1 or 2 points. Destroyers got an additional wound with no price change and are now jet-pack infantry.&lt;br /&gt;
* The army FOC remains mostly intact but a few tweaks are in place now. Because Praetorians got an appreciable price-drop, it&#039;s possible to run fast melee units in both Elites and Fast Attack slots. Because one can now take Heavy Destroyers as a Heavy Support, in addition to running solo Heavy Destroyers in Fast Attack, you have lighter MSU-like antitank options at lower points levels, as well as the ability to double up on tank-hunters in an Allied Detachment. There is an extra layer of redundancy available that reduces some of the previous monobuild issues with the previous army. Plus, the new Decurion detachment rewards fluffy army building and gives you army wide 4+ Reanimation. Because, you know, ignoring half of all unsaved wounds is fun.&lt;br /&gt;
* The Doomsday Ark has a proper cannon on the front: strength 10 primary weapon large blast makes this unashamedly the strongest gun outside super-heavy, edging out the Death Ray for the title.  On top of that, the Ark is now quite capable of firing on the move: S8 AP3 blast is plenty for anything not riding a metal box.&lt;br /&gt;
&lt;br /&gt;
On the down side though:&lt;br /&gt;
* From a flavor standpoint, Reanimation Protocols now acts like a Fantasy ward save - for each unsaved wound a model suffers, it immediately makes a roll to negate the wound.  This even works against attacks that say &#039;no saves of any kind&#039; may be taken. Any Instant Death wounds lower the result of your die by 1 so you need 6s against it, and it can&#039;t be taken against Destroyer weapons or attacks that state the model is removed from play. RP is the new FNP. There goes the unique flavour of playing Necrons. Ever heard of streamlining, folks?&lt;br /&gt;
* Both the Annihilation Barge and the Night Scythe are now 30 points more expensive.&lt;br /&gt;
* Some staples of trolling were stripped to uselessness ala Tyranids. Mindshackle Scarabs come to mind.&lt;br /&gt;
* C&#039;tan powers are still only used in the Shooting Phase like Psychic powers of old. No Denying bonuses outside the Adamantium Will upgrade. They&#039;re also lolrandumb and you need to pick a target before you fire.&lt;br /&gt;
* The Catacomb Command Barge took a hit in that the 4++ Phase Shifter only affects the Necron Overlord on it and not the barge itself. It also lost sweeping attacks. With the reworked Reanimation Protocols, no Catacomb Command barge coming back with its dead Overlord. A phylactery though makes slight compensation with IWND and the barge is now dirt cheap and still hits hard.&lt;br /&gt;
* The Monolith can only teleport Infantry and Jump Infantry, however this can be used with units in Reserve, Ongoing Reserve, or on the table as long as they are not locked in combat. Note that only your regular Necrons can use it as Wraiths are now Beasts. It also lost its &amp;quot;Test or die&amp;quot; effect when used offensively, along with the Exile Ray rule. Why they felt the need to make the Monolith even worse, who knows.&lt;br /&gt;
* Sadly, Tesla no longer affects Snap Shots, meaning that Flyer defence is now non-existent apart from other flyers who are now more expensive. Expect flying monstrous creatures to tear you a new one.&lt;br /&gt;
* The Crypteks were fucked hard, the Crypteks no longer get any equipment Overlords and Lords cannot get (besides the Chronometron) and the Armory has consequently shrunk due to the loss of harbinger leaving far less customization for crypteks, though there are more options for lords/overlords. The most sorely missed item is the Voltaic Stave, without which the Necrons rely increasingly more on their Elite slot for heavy anti-tank. You trade all of this for 1 extra wound and an old style resurrection orb effect - +1 to reanimation. Great, except it&#039;s pointless in a Decurion as you can&#039;t get better than 4+ RP anyway (though with the Mephrit Dynasty Cohort you replace the +1 with a reroll) and the trade off was all of the old flavour Crypteks used to bring (some day the leaders and technomages of our hyper-advanced race will have more than a fraction of the customization any basic meatling troop has...).&lt;br /&gt;
* The Royal Court is now a formation and has gotten smaller (down to 3 members of each max instead of 5).&lt;br /&gt;
&lt;br /&gt;
Basically, when 7th hit it made this already strong army stronger. Then the 7th edition update took it to the next level. Necrons stay as a solid alternative to Space Marines as a beginner&#039;s army while compared to the other 2 Xeno codices (Orks and Dark Eldar) in 7th Edition, Necron players had better count their blessings!&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
#&#039;&#039;&#039;Enduring Will&#039;&#039;&#039; - Eternal Warrior.  It doesn&#039;t spread to your tin men and your HQs are already T5, but it does make your Warlord a tough force to remove with vindicators.  Orikan and Trazyn get this.&lt;br /&gt;
#&#039;&#039;&#039;Eternal Madness&#039;&#039;&#039; - Zealot.  It at least makes the Warlord a little better at assault, but at I2, you best not be pushing your luck. More importantly, Fearless.  Zandrekh begins with this.&lt;br /&gt;
#&#039;&#039;&#039;Immortal Hubris&#039;&#039;&#039; - Your Warlord and any friendly Crons within 12&amp;quot; re-roll all Fear, Morale, and Pinning tests. A good buff, as LD10 with rerolls may as well be Fearless. Szeras gets this.&lt;br /&gt;
#&#039;&#039;&#039;Hyperlogical Strategist&#039;&#039;&#039; - You can now add or subtract 1 from all Reserves and Seize rolls.  Pretty good for a Croissant-heavy force or one relying on Flayed Ones or Destroyers.&lt;br /&gt;
#&#039;&#039;&#039;Implacable Conqueror&#039;&#039;&#039; - Fellow Necrons within 12&amp;quot; of the Warlord now all have Relentless and Crusader.  Enjoy your double-tap Gauss and Tesla now!  Anrakyr gets this. 90% pointless in a Decurion where you&#039;ll get Relentless anyway.&lt;br /&gt;
#&#039;&#039;&#039;Honourable Combatant&#039;&#039;&#039; - Your Warlord must now issue/accept challenges, and nobody but Obyron can intercept him.  On the other hand, if your enemy ever refuses a challenge, then you gain Hatred for the rest of the game, this trait also gives rerolling To Hit in challenges.  Just pray you&#039;re not on the same table as a CSM player, because he will strangle you for this.&lt;br /&gt;
&lt;br /&gt;
===Fighter Aces===&lt;br /&gt;
In Skies of Death, you now have a bonus rule allowing you to pay 35 points for one of 3 special traits for any Flyer or FMC (FGC is still debatable).&lt;br /&gt;
#&#039;&#039;&#039;Firing Protocols&#039;&#039;&#039; - +1 BS.  Pretty nice grab.&lt;br /&gt;
#&#039;&#039;&#039;Repair Subroutines&#039;&#039;&#039; - IWND.  This is a real cool take on a flyer meant for the fighting.&lt;br /&gt;
#&#039;&#039;&#039;Resurrection Vessel&#039;&#039;&#039; - Fellow Necrons within 12&amp;quot; gain +1 to Reanimation rolls, to a max of...4+.  Seriously, it allows you to &#039;&#039;move a Cryptek around the table&#039;&#039;. Rather than buying a Lord or Overlord with a Res Orb for every squad (expensive), you can zip in a Resurrection Scythe to a unit under heavy fire, and then to the next one next turn. Was better in 6th, but now mostly replaced by Decurion buffs, though it could be good for units which can&#039;t be joined by Crypteks in a combined arms detachment.&lt;br /&gt;
&lt;br /&gt;
==Wargear==&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Staff of Light&#039;&#039;&#039; - The stock weapon of the Lords, it&#039;s an S5 AP3 gun with Assault 3, but only 12&amp;quot; range. It&#039;s the one thing your Lord should rely on unless you expect combat.&lt;br /&gt;
*&#039;&#039;&#039;Tachyon Arrow&#039;&#039;&#039; - A single-use 120&amp;quot; S10 AP1 shooting attack. Kind of expensive, but could be somewhat useful if you&#039;re lacking Anti-Tank. Which you aren&#039;t because your most basic gun glances on a 6 anyways.&lt;br /&gt;
*&#039;&#039;&#039;Gauntlet of Fire&#039;&#039;&#039; - It&#039;s a flamer, and just a flamer (not even the Heavy Flamer it used to be). It&#039;s also kinda not worth it for 10 points. Though, now that the Gauntlet does not keep you from taking a Warscythe, it may be worth considering, especially on a Barge for flamer overwatch. And it is after all the only flamer you can put onto your lord that you run along with your squad, if you feel the need to have a &amp;quot;special surprise&amp;quot; for those annoying tarpits that somehow get close to you.&lt;br /&gt;
*&#039;&#039;&#039;Heat Ray&#039;&#039;&#039; - The Triarch Stalker&#039;s chief weapon of doom, it&#039;s either a Heavy Flamer (and it actually is Heavy 1), or multimelta that shoots twice. Either way, trolltastic.&lt;br /&gt;
====Gauss Weapons====&lt;br /&gt;
This type of weapon always glances on a 6 when rolling to pen and will instantly cause a wound on a 6 to-wound. So back in 5th ed, even your basic Warriors could cause weapon destroyed or immobilized results on ANY vehicle. Yes, even a Landraider (or a Warlord Titan for that matter)! But then 6th came along and turned it up a notch. Due to the new hull points system, glancing hits strip off hps without rolling on the damage result table. But who cares! With some mathhammer, here&#039;s what a full Necron Warrior unit can do to a Landraider: 20 shots fired at BS4 means 13 1/3 hits. Rolling to pen needing a 6, 2 2/9 glancing hits. This means a Landraider is down to half its life in one round of shooting from your basic troops at 24&amp;quot; range. (For bonus points, Nemesor Zandrekh can sometimes give the unit tank hunter, so with Lady Luck on your side you will be one-shotting land raiders - but you&#039;ll need a nearby unit of enemy Tank Hunters to nab it from).&lt;br /&gt;
*&#039;&#039;&#039;Gauss Flayer&#039;&#039;&#039; - The basic gun of the Warrior, it&#039;s a bolter that can glance tanks to death.&lt;br /&gt;
*&#039;&#039;&#039;Gauss Blaster&#039;&#039;&#039; - It&#039;s a Gauss Flayer with S5 AP4. Keep it on Immortals in most cases. Remember, Decurions make them relentless, so this is a must keep whenever using one.&lt;br /&gt;
*&#039;&#039;&#039;Gauss Flayer Array&#039;&#039;&#039; - It&#039;s 5 Gauss Flayers slapped together, and it can fire at a different target from that of the rest of the vehicle&#039;s guns. These are what Ghost arks get and they&#039;re inexplicably salvo 5/10, meaning you will always fire 10 shots at 24&amp;quot; as vehicles are relentless.&lt;br /&gt;
*&#039;&#039;&#039;Gauss Flux Array&#039;&#039;&#039; - 24&amp;quot; S5 AP4, but Heavy 3 and can fire at a separate target. 24&amp;quot; heavy bolters, only for Monoliths.&lt;br /&gt;
*&#039;&#039;&#039;Gauss Cannon&#039;&#039;&#039; - 24&amp;quot; S5 AP3 gun with Heavy 2, mounted on your Catacomb or destroyers. Wrecks 3+ saves, otherwise a bit bland.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Gauss Cannon&#039;&#039;&#039; - 36&amp;quot; worth of S9 AP2 Gauss goodness, though it&#039;s only 1 shot, and the Gauss rule does nothing for an S9 gun. It&#039;s a 36&amp;quot; lascannon basically.&lt;br /&gt;
====Particle Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Particle Caster&#039;&#039;&#039; - S6 AP5 pistol. Yes, you are instagibbing Eldar with a FUCKING PISTOL.&lt;br /&gt;
*&#039;&#039;&#039;Particle Beamer&#039;&#039;&#039; - A 24&amp;quot; S6 AP5 Heavy 1 weapon with Blast.&lt;br /&gt;
*&#039;&#039;&#039;Particle Shredder&#039;&#039;&#039; - A bigger Particle Beamer, this can drop S7 AP4 Large Blasts in the same range.&lt;br /&gt;
*&#039;&#039;&#039;Particle Whip&#039;&#039;&#039; - The classic weapon of the Monolith, this is a 24&amp;quot; S8 AP3 Large Blast of Ordnance.&lt;br /&gt;
====Tesla Weapons====&lt;br /&gt;
Where the Gauss is loved for its potential in devastating tough enemies, the Tesla is loved for its ability to lay down lots of hurt. See, the Tesla rule grants a 6 to-hit two additional hits so long as it&#039;s not a Snap Shot. This means that a good roll can lead to a squad of Guardsmen being easily eradicated or a mob of Gaunts being chopped in half without thinking. The issue is that all Tesla Weapons are AP-, meaning you trade quality of shooting for quantity. Fun fact: at BS4 (aka almost all Necrons) you average one hit for every shot you fire. Yep, 5 Immortals firing tesla expect to get 5 hits.&lt;br /&gt;
*Ok, here&#039;s how it goes - 6 Immortals will roll 6 dice which on average means 2 misses, 4 hits and 1 of those hits generates 2 additional hits for a total of 6 which averages out to 1 hit per shot originally fired. 5 Immortals makes for less easy numbers - 5 shots equals 1.667 misses, 3.334 hits of which 0.8334 generates additional hits which on average means 1.667 additional hits per 5 shots, so the average number of hits is 3.334 + 1.667 = 5 hits. Sometimes you won&#039;t get any exploding shots but the average over a lot of shots is one hit per shot originally fired. 1 in 4 hits will generate 2 extra hit balancing out the 2 in 6 shots that miss.&lt;br /&gt;
*&#039;&#039;&#039;Tesla Carbine&#039;&#039;&#039; - A 24&amp;quot; S5 AP- Assault 1 gun. This is the tool of Immortals who like staying still, or assaulting without being in a Decurion.&lt;br /&gt;
*&#039;&#039;&#039;Tesla Cannon&#039;&#039;&#039; - A Tesla Carbine with S6 and Heavy 2.&lt;br /&gt;
*&#039;&#039;&#039;Tesla Destructor&#039;&#039;&#039; - A Tesla Cannon with S7 and Heavy 4.&lt;br /&gt;
*&#039;&#039;&#039;Tesla Sphere&#039;&#039;&#039; - A Tesla Destructor with a bonus shot. That&#039;s it.&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Flayer Claw&#039;&#039;&#039; - S User AP5 Melee, Shred. This is the only reason Flayed Ones aren&#039;t entirely shit (apart from their profile, and their rules).&lt;br /&gt;
*&#039;&#039;&#039;Hyperphase Sword&#039;&#039;&#039; - It&#039;s a power sword. That doesn&#039;t make it dreadful and it might be a reasonable choice if you are in a small game and want to save point while still making your lord dangerous to MEQ, but there are much better weapons available.&lt;br /&gt;
*&#039;&#039;&#039;Voidblade&#039;&#039;&#039; - AP4 Rending and Entropic Strike (Essentially Gauss in melee form). It&#039;s useful against GEQ but really the only argument in its favour is that it&#039;s cheap. Much like the Hyperphase Sword this suffers from a crippling lack of being a warscythe.&lt;br /&gt;
*&#039;&#039;&#039;Warscythe&#039;&#039;&#039; - Now we&#039;re talking. This is absolutely your default go to weapon in almost all circumstances. Though 10 points more expensive in 7th, you get a Two-Handed S+2 AP2 melee weapon with Armourbane. Anything that you move into base contact with will be cut to ribbons as long as the Overlord survives until his own initiative step. It&#039;s both powerful and versatile, ensuring that your Lord can chow down on whatever is thrown at him. You wound on 2+ against mariney boys, ID guard and eldar and have a 72% chance to pen an AV12 walker and even have the chance to one hit KO it since you have AP2. It&#039;s a Swiss army knife able to handle any challenge from dreadnoughts to terminators. Even against AV14 you have a 58% chance of damage and a 41% chance of a pen.&lt;br /&gt;
&lt;br /&gt;
===Technoarcana (Special-Issue Wargear)===&lt;br /&gt;
*&#039;&#039;&#039;Chronometron&#039;&#039;&#039; - A 5++ against shooting. Cryptek&#039;s unit Only. Look at this very carefully, it buffs your whole unit. It&#039;s not quite a Kustom Force Field, but a blob of Warriors or Immortals (or Warscythe-Lychguard if you&#039;re feeling gutsy) can make great use of this.&lt;br /&gt;
*&#039;&#039;&#039;Dispersion Shield&#039;&#039;&#039; - A Necron-flavour Storm Shield. Sadly, you can no longer troll them with having shots bounce back.&lt;br /&gt;
*&#039;&#039;&#039;Fabricator Claw Array&#039;&#039;&#039; - Turns your Spyder into a Techie, you exchange shooting to repair a vehicle. On a roll of 4+, you restore a Hull Point/Repair a Weapon Destroyed or Immobilized result.&lt;br /&gt;
*&#039;&#039;&#039;Gloom Prism&#039;&#039;&#039; - Gives allies within 12&amp;quot; AW. Pretty much the only way you can deny any psychic fuckery since your C&#039;Tan aren&#039;t Psykers.&lt;br /&gt;
*&#039;&#039;&#039;Mindshackle Scarabs&#039;&#039;&#039; - No longer the glorious trolltastic power it once was, to the outrage of many a cheesemongering neckbeard. Now, it confers Fear in challenges which the opponent must test for on a 3D6. Sadly, [[RAGE|all the Loyalist Marines can resist this]] without rolling. And Daemons, and Tyranids in Synapse range, and pretty much anyone else that&#039;ll actually charge you. Weirdly enough, the Fear your character gains applies to all enemy units in combat, not just the dude you&#039;ve challenged. Still not worth it, but it can sometimes give your lychguard or wraiths the upper hand.&lt;br /&gt;
*&#039;&#039;&#039;Phase Shifter&#039;&#039;&#039; - Grants the wielder and ONLY the wielder a 4++ Invul. The days of Invul spamming Catacombs are over, even if the 25 point price tag didn&#039;t scare you.&lt;br /&gt;
*&#039;&#039;&#039;Phylactery&#039;&#039;&#039; - Gives you It Will Not Die. Unlike the Phase Shifter, this will work with the Catacomb, so now you [[Awesome|have a regenerating ride]].&lt;br /&gt;
*&#039;&#039;&#039;Resurrection Orb&#039;&#039;&#039; - A much-loved take, this now allows your Lord and his unit to re-roll all failed Reanimation rolls for a single phase of the game. For 25 points, it&#039;s now slightly less of an auto-take, but still capable of earning its points back with one good phase. It feels like they switched the rules between the Phylactery and the Res Orb. Not the point cost, just the effects.&lt;br /&gt;
&lt;br /&gt;
===Artefacts of the Aeons===&lt;br /&gt;
*&#039;&#039;&#039;Gauntlet of the Conflagrator&#039;&#039;&#039; - A single-use S7 AP2 Gauntlet of Fire, this sounds like a handy way to scrub out a little mob of TEQ. However, its single use combined with relatively steep points cost means there are better options out there. Can be a nasty surprise when stuck on Destroyer Lord. Str7 and preferred enemy allows for 2+ wounds rerolling ones against most units and ap2 negates all armour saves. Combine with Solar Thermistate for Str8 instant death to characters and Grey Knight Paladins. Suck on that Apothecary!&lt;br /&gt;
**NOTE: Destroyer lords can&#039;t get Solar Thermasite.&lt;br /&gt;
*&#039;&#039;&#039;Nightmare Shroud&#039;&#039;&#039; - Old &#039;dex players would recognize that this is a merging of the Shroud and the old favourite, the Sempiternal Weave; 2+ Armour and Fear. Also, once per game during the player&#039;s shooting phase, he can force a unit within 18&amp;quot; to test morale. Sadly, this is incapable of harming Fearless or ATSKNF. It&#039;s another insanely pricey tool at 35 points, but is now the only way to give a vanilla overlord a 2+ save.&lt;br /&gt;
*&#039;&#039;&#039;Orb of Eternity&#039;&#039;&#039; - A Rez Orb that also gives all Reanimation Rolls +1 even if they&#039;re re-rolls. The issue is that such a gift must also be ungodly expensive at 40 smackeroos.&lt;br /&gt;
*&#039;&#039;&#039;The Solar Staff&#039;&#039;&#039; - A Staff of Light with Blind. It also can remove Night Fighting once in a game and during that turn, anyone shooting the wielder&#039;s unit has to use Snap Shots. Even if you don&#039;t want to mess with Dark Eldar or other Night-Vision spammers, this is a decent way to give you at least a turn to move without worry.&lt;br /&gt;
*&#039;&#039;&#039;Veil of Darkness&#039;&#039;&#039; - Another old tool, this gives only the Bearer Deep Strike. It also allows you to leave the table once per game (even during combat!) in a Movement Phase and DS anywhere else they want. This is an incredible gift for any army, because this pretty much allows you to leg it from a bad firefight or send a surprise unit with Deep Strike in a bad flank in order to pump the enemy&#039;s ass full. But it is 25 points...&lt;br /&gt;
*&#039;&#039;&#039;Voidreaper&#039;&#039;&#039; - Supposedly the Nightbringer&#039;s own scythe, the Voidreaper is a Warscythe with Fleshbane and Armourbane and Master-crafted. Since you&#039;re already pretty crappy at Initiative, bringing a melee deathtrap like this can easily boost your killing ability with little loss. Costs only a little more than a warscythe, Fleshbane is used to cut MCs down to size and the Master-crafted is a godsend for an Overlord. Best on Destroyer Lords to whom the Master-crafted property is highly valuable (fits the fluff there too).&lt;br /&gt;
&lt;br /&gt;
===Tomb Blade Upgrades===&lt;br /&gt;
*&#039;&#039;&#039;Nebuloscope&#039;&#039;&#039; - This little tool is what makes the stupid jetbikes awesome: Ignores Cover on all guns. Mutually exclusive with the Shadowloom on any given bike.&lt;br /&gt;
*&#039;&#039;&#039;Shadowloom&#039;&#039;&#039; - Grants the equivalent of Stealth, so a 6+ Cover in the open and +1 to all other cover. Note that shadowlooms don&#039;t actually &#039;&#039;give you Stealth&#039;&#039;. If you are able to gain that rule from somewhere (like night fighting), feel free to Jink yourself into a 2+ Cover Save.&lt;br /&gt;
*&#039;&#039;&#039;Shieldvanes&#039;&#039;&#039; - Boosts the Tomb Blade&#039;s armor to 3+. You should always be taking this, it increases their survivability by 50% against AP 4+ and means that you don´t have to jink against AP 4 weapons. The nebuloscope and shieldvane combo is what is most commonly seen in competitive Necron lists.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Equipment===&lt;br /&gt;
*&#039;&#039;&#039;Quantum Shielding&#039;&#039;&#039; - Comes stock on the Barges and Arks. Grants FA/SA 13...until you get penned, where it gets disabled.&lt;br /&gt;
&lt;br /&gt;
===Powers of the C&#039;Tan===&lt;br /&gt;
Unlike most other armies, the Necrons have no psykers, and the only thing they have to counter that is the Gloom Prism.&lt;br /&gt;
Instead, the mandatory card set you need for them is instead randomized abilities for your C&#039;Tan/Tesseract Vault to fire, each with their own properties. You have to roll this power after targeting an enemy, and these can&#039;t be snap-fired.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Antimatter Meteor&#039;&#039;&#039; - a 24&amp;quot; S8 AP3 Large Blast. The Vault doubles the range and makes it an Apocalyptic Blast. For when those Marines, Nobz, and Tyranid Warriors really need to die.&lt;br /&gt;
#&#039;&#039;&#039;Cosmic Fire&#039;&#039;&#039; - a 24&amp;quot; S6 AP4 Large Blast that ignores cover. The Vault doubles the range and makes it an Apocalyptic Blast. Pretty much ideal for splatting a tough mob that thinks it&#039;s safe in cover.&lt;br /&gt;
#&#039;&#039;&#039;Seismic Assault&#039;&#039;&#039; - a 24&amp;quot; S6 AP4 Assault 10 attack with Strikedown. The Vault doubles the range and number of shots. Pretty awesome.&lt;br /&gt;
#&#039;&#039;&#039;Sky of Falling Stars&#039;&#039;&#039; - a 24&amp;quot; S7 AP4 Assault 3 Large Blast Barrage. The Vault doubles the range and makes it an Apocalyptic Barrage. Destroys anything that thinks it&#039;s safe in cover.&lt;br /&gt;
#&#039;&#039;&#039;Time&#039;s Arrow&#039;&#039;&#039; - a 24&amp;quot; SD AP1 shot with Precision Shot. The Vault doubles the range and gives a bonus shot. Pretty much the only way you&#039;ll remove that annoying commander.&lt;br /&gt;
#&#039;&#039;&#039;Transdimensional Thunderbolt&#039;&#039;&#039; - a 24&amp;quot; S9 AP1 Tesla shot. The Vault doubles the range and gives it another shot. The one time you roll a 6 to hit with this, you&#039;ll be laughing your ass off.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
*&#039;&#039;&#039;Reanimation Protocols&#039;&#039;&#039; - The bread and butter of the Necron Forces took a major redo with the transition: Now more like a Ward Save but before he takes a wound.  On a d6 roll of 5+ (suffering a -1 penalty if against ID), your guy negates the wound.  The issue is that this can never be better than a 4+ but is still cumulative with other modifiers (a regular roll with +2 is 4+, and against an ID attack is still 4+).  It can&#039;t be used against a wound caused by a Destroyer weapon&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Living Metal&#039;&#039;&#039; - A special rule that allows vehicles to ignore Crew Shaken, though they still lose a hull point.  Heavy and Superheavy vehicles also gain a variant of IWND which regenerates a missing HP on a 6+. If you are in a Decurion this also allows you to ignore crew stunned. Enjoy your immortal monoliths and tesserect vaults.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;[[Necron Overlord]]&#039;&#039;&#039; - Your basic HQ choice, and customizable. Your basic Overlord will cost you the same amount of points as 80 searchlights, and there&#039;s a small list of wargear upgrades to choose from. In terms of sheer value, this is the best HQ in the codex. &lt;br /&gt;
*&#039;&#039;&#039;Catacomb Command Barge&#039;&#039;&#039; - Your Necron Overlord&#039;s personal pimp-mobile. He can blast suckas in drive-by shootings thanks to the Catacomb&#039;s built in gun, or simply drive closer to hit them with his sword (or Warscythe as the case may be). The Catacomb command barge is now a chariot which basically means it is a walker that moves like a skimmer and has d6 s6 ap - automatic Hammer of Wrath hits. Due to the way chariots work it is more durable than a dreadnought against shooting because you can allocate lance shots and the like to your overlord, however it is a little more vulnerable in CC because enemy units can choose whether they want to strike the Armour 13 barge (if they are anti vehicle) or the T 5 3+ armour save character on top, as soon as either one dies the entire thing goes. Should be used with caution and only against units that it has favourable matchups against, thankfully it is a fast skimmer which should allow for plenty of manouvering. Goes very well with Phaseshifter allowing a 4+/5+(4+ in a decurion detachment) against high AP/S shots you don´t want hitting your barge. Phylactery allows you to roll for both the barge and Overlord making it a must-have. Nice in a mechanized list, since characters no longer fit inside ghost arks, otherwise you should probably consider just bringing wraiths instead. With the changes to Jink, it&#039;s cover save for existing has gotten better at the expense of having to snap-fire its gun, but you want to CC with this thing anyway so who cares!?  Another boost is that all Necrons within 12&amp;quot; can re-roll Morale, Pinning, and Fear tests, and if you have the Immortal Hubris WT, this gets upped to all units within 18&amp;quot;. Douche Canoe.&lt;br /&gt;
**Since most Necron lists will contain an Overlord of some kind the big question becomes how will he go about curb stomping those pesky sergeants. The CCB has some great value and is very threatening when properly tooled up but does leave your overlord exposed and at risk when engaging big things due to possible Explodes! results (keep him the hell away from str 10 weapons, unless you rolled eternal warrior on warlord trait in which case go nuts!). The safer bet is often to grab your footslogging overlord and give him a bodyguard (and maybe a cryptek friend to go pwn some scrubs with). Giving him veil of darkness gives you some great first/second turn board control when you deliver him right to the center of your opponents table edge and he&#039;s much more likely to live until the end of the game with some ablative wounds. Now warlord kill may only be one point, but that&#039;s your point dammit and nobody&#039;s allowed to stop your special snowflakes rampage! NOBODY!!!&lt;br /&gt;
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*&#039;&#039;&#039;Destroyer Lord&#039;&#039;&#039; - He misses out on some of the wargear that the Overlord gets, and the +1 to WS and BS he now have, but on the other hand, he gains Jetpack Infantry, T6, Preferred Enemy (Everything!) which gets conferred to whatever unit he joins. Great as a beatstick thanks to his better Toughness; stick him with a unit of Destroyers who are also Jetpack Infantry, and provide a strong deterrent for your opponent, or kit him out to tank wounds on your extremely valuable, literal-murder-machines. Other wargear worth considering would be Res-Orbs.&lt;br /&gt;
**&#039;&#039;&#039;Alternate View&#039;&#039;&#039; since he now is Jetpack Infantry, sticking him in jump units (Wraiths or Praetorians) slows them up. It could still be worth, but he now find a better use in a Lychguard unit or to dispense Preferred Enemy to Warriors or Immortals. Or just run him alone, and you have a T6 relatively fast fire magnet.  If you want to be boring, you could just keep him stock on a Destroyer squad and provide the only fast firing your squad will get.&lt;br /&gt;
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*&#039;&#039;&#039;[[Necron Lord]]&#039;&#039;&#039; - Basically a mini version of the Necron Overlord, with WS/BS4 2 Wounds and 2 Attacks (compared to the Overlord&#039;s WS/BS5 and W/A3) but they still hit almost as hard as any Overlord for 50 points base instead of 80, and can be kitted out similarly.&lt;br /&gt;
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*&#039;&#039;&#039;[[Cryptek]]&#039;&#039;&#039; - Essentially Necron &amp;quot;priests/wizards&amp;quot; employed by Overlords to use their space magic (otherwise known as science) to assist in battle. Sadly the update ripped out any ability for fancy or fun new powers, with the only consolation being a +1 to his group&#039;s Reanimation Protocols, which is rendered mostly useless in a Decurion detachment (Reanimation Protocols are cumulative, so if you have a Cryptek who&#039;s in the Decurion and would be wounded by an Instant Death weapon, you&#039;d still get a 4+ RP save) and the Chronometron.&lt;br /&gt;
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====Special Characters====&lt;br /&gt;
The following are special characters. Unlike CSMs or Dark Eldar they are not here to be a close combat monsters (though some of them can) but rather buff your army.  If you want an Abaddon-esque killing machine, it&#039;s better to take the Overlord and kit him appropriately.&lt;br /&gt;
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*&#039;&#039;&#039;[[Nemesor Zahndrekh]]&#039;&#039;&#039; - The senile old coot is actually a surprisingly good tactical HQ choice (given that you can choose and swap your warlord traits), giving nifty bonuses to your units each turn as you can choose any warlord trait from the book, or the 40k main rule book.  He&#039;s not very useful in close combat, but he works really well with Vargard Obyron, as described below.  If you ever find a unit with Counter-Attack, Hit &amp;amp; Run, Furious Charge, Split-Fire, Stealth, or Tank Hunters, then he can steal it for his unit too.&lt;br /&gt;
**&#039;&#039;&#039;Protip:&#039;&#039;&#039; - Note that Allies of Convenience count as enemies for all purposes except for being targetable by shooting/melee. This means if you were to grab an allied Tau Shas&#039;o with Puretide Engram Neurochip or a Firebase Support Cadre...&lt;br /&gt;
**&#039;&#039;&#039;Important to Note&#039;&#039;&#039; - You can only choose his warlord trait starting on the second turn, he always starts with Eternal Madness, thus preventing any deployment shenanigans.&lt;br /&gt;
*&#039;&#039;&#039;[[Vargard Obyron]]&#039;&#039;&#039; -  &#039;&#039;The&#039;&#039; close combat HQ, this guy combines good WS with a Warscythe and strong hitting power, and every miss on him in a challenge generates an I1 attack from him.  Needless to say, he and Zahndrekh work pretty well together. Obyron is an excellent character to have in a tarpit, since his high WS gets plenty of hits in with his Warscythe, while he has all the resilience of an Overlord. The only thing he lacks is a Phase Shifter, so be careful of Force Weapons and Monstrous Creatures.  His Ghostwalk Mantle allows his unit to jump out and DS wherever he wants, and this will never scatter when within 12&amp;quot; of Zandrekh (though you can&#039;t cheese this to teleport a Royal Court with the two together flawlessly).  His ability to auto-pass Glorious Interventions can easily make him a perfect bodyguard for a squishier HQ.  Sadly, was badly nerfed in the latest release: he&#039;s only got two wounds, only builds up attacks while in a challenge, and the lack of an invulnerable save stings as bad as it ever did.  The new RP rule helps him by essentially giving him FNP. Use carefully.&lt;br /&gt;
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*&#039;&#039;&#039;[[Illuminor Szeras]]&#039;&#039;&#039; - It&#039;s like Dr. Frankenstein, except an undead spider robot.  His statline is nothing special, just a standard Cryptek with [[wat|4 attacks]]; however, he does give a bonus to one unit of Warriors or Immortals in your army, giving them either +1 Toughness, BS5, or Strength for the remainder of the game (A full unit of immortals with +1 toughness will really live up to their name, especially if you have a resurrection orb nearby, seriously, they&#039;ll make plague marines look like pussies, combine with Anrakyr to really troll your opponent) and every unit within 6&amp;quot; of him gains the Cryptek +1 to RP. He also has a S8 AP2 Lance shooting attack; if there&#039;s a &amp;quot;shooty&amp;quot; hero unit in the Necrons codex, it&#039;s Szeras. He&#039;s also the cheapest named character in the codex.&lt;br /&gt;
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*&#039;&#039;&#039;[[Orikan the Diviner]]&#039;&#039;&#039; - The &#039;&#039;other&#039;&#039; Cryptek character, who gives +1 to RP and re-rolls on 1s for saving throws to his unit, he has an AP 2 weapon that re-rolls to hit in assault, and on each turn you roll a d6 - if the die roll is less than the turn you&#039;re currently on (so on Turn 3 you&#039;d have to roll a 2 or lower), then &amp;quot;The Stars Are Right&amp;quot;, Orikan goes Super-Saiyan, and gains a massive stat boost (similar in power to a C&#039;tan Shard, complete with a &#039;bwahahaha!&#039; in the old codex rule description). The new Codex does him a BIG favor and makes the Empowered Orikan now permanent, which is insanity. Can be surprisingly murderous, as this half-price C&#039;tan shard is probably still hidden in a warrior block.&lt;br /&gt;
**&#039;&#039;&#039;OriKAN&#039;T KILL ME&#039;&#039;&#039; a troll-tastic move with Orikan is to team him up with a Destroyer Lord bodyguard with the Nightmare Shroud, Phase Shifter and Phylactery (add in Resurrection Orb and the Solar Staff for added fun with re-rolls and Blind). You now have a unit that tanks shots on majority T6 with a re-rollable 2+ armour save thanks to Orikan, in addition to a 4+ invuln with the ability to re-roll 1s and reanimation protocols on a 4+ on top. Even if he takes a wound to the few things that can hurt him though all that (beware of Vendettas and [[Eldar|Destroyer Weapons]]), he&#039;ll probably just shrug it off thanks to It Will Not Die. Now you have a slow but threatening [[DISTRACTION CARNIFEX]] that almost ensures Orikan reaches assault and hopefully turns into a mini-god. For added hilarity fill the rest of your army with Wraiths (take lots of Canoptek Harvest formations) and admire the look on your opponent&#039;s face as your insane assault threat bears down on him from all angles.&lt;br /&gt;
**&#039;&#039;&#039;Orikan-star&#039;&#039;&#039; More survivable than the above, take Orikan, an Overlord with the Nightmare shroud, 10 Lychguard, a Destroyer Lord, and some lords with Orbs and scythes. As well as one shmuck with a viel of darkness. Enjoy your 3++ re-rolling 1&#039;s Lychguard with Preferred Enemy EVERYTHING.&lt;br /&gt;
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*&#039;&#039;&#039;[[Anrakyr the Traveller]]&#039;&#039;&#039; - Comes with a Tachyon Arrow and a Warscythe, and gains the Counter-Attack and Furious Charge special rules. If you have Immortals, one unit of Immortals become &amp;quot;Pyrrhian Eternals&amp;quot; for no additional cost, which are basically just like regular Immortals but with Counter-Attack and Furious Charge, making them not quite so shitty in assault. They&#039;re still dead against dedicated combat units, but this can provide a critical edge against Tactical Marines and the like. His real strength is his ability to hack enemy vehicles, which means you can cause your mech-happy Imperial Guard opponent to shoot himself with his own tanks. WOLOLO. Be sure to thank your kind opponent for letting you borrow his vehicle.  Unfortunately, this has dropped to 12&amp;quot;, and selects a random weapon, meaning you&#039;ll usually end firing somebody&#039;s heavy bolter sponson or something.  Still hilarious.&lt;br /&gt;
**NOTE: Due to Furious Charge, in the first round of combat Anrakyr can potentially insta-gib anything thats Toughness 4 or lower! &lt;br /&gt;
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*&#039;&#039;&#039;[[Trazyn the Infinite]]&#039;&#039;&#039; - aka &amp;quot;The [[Tarpit]] Breaker&amp;quot;. [[Troll|Trollzyn]] is probably the best HQ choice you can get if you just love messing with your opponent. He excels at wiping out hordes, thanks to his Empathic Obliterator- if he kills a character in a challenge, he hits absolutely anything from the same faction (friend or foe) within 6&amp;quot; with an S4 AP- hit, usually resulting in many casualties in full strength hordes, though this makes things troublesome if you have units within that range and facing other Necrons.  On top of that, even if he doesn&#039;t die, the weapon&#039;s S+2 AP4 and has Concussive, so you&#039;ll get a good chance to deck him down the next turn. If he dies and rolls a 2+, he can just possess another non-named Necron Character on the table and keep going with d3 Wounds.  Issue with this is that you really won&#039;t have many characters to use (unless you&#039;re using the detachment with a Court), so it&#039;s usually only good for one drop. Use him against tarpits in a unit of Sword and Board Lychguard/Wraiths to cause empathic explosions while killing sergeants or Nobs, then your OTHER dedicated assault units move on tarpit free.  Trazyn is not meant to kill other ICs in challenges, he&#039;s meant to take down Sergeants and Nobs to punish your foe for hiding his IC behind them.&lt;br /&gt;
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===Troops===&lt;br /&gt;
*&#039;&#039;&#039;[[Necron Warrior|Necron Warriors]]&#039;&#039;&#039; - The closest thing the Necrons have to tarpits and cannon fodder, these guys are basically Cronscripts (get it?).  They&#039;re the same as last edition except now their minimum squad size is 10 instead of 5.  Just about as good as Space Marines at shooting, and a little cheaper too, but they suffer in close combat, where their I2 and 1 Attack make them worse than Tactical Marines.  Interestingly, their newfound resilience during melee helps address their poor initiative: they will fight toe to toe with tactical marines, happily dragging out the fight so your real melee units can wade in. Perfectly capable of laying down the hurt on anything weaker than that. Great for parking on an objective or just swamping the field with bodies. And with gauss rules, you can quickly strip an enemy vehicle of its Hull Points. That&#039;s right, your basic troops can still glance a Land Raider into dust.&lt;br /&gt;
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*&#039;&#039;&#039;[[Necron Immortal|Immortals]]&#039;&#039;&#039; - These guys are basically what Warriors used to be, 3+ save and all, except they&#039;re 4 points more than base warriors and they have better guns.  Start with gauss blasters, can take tesla carbines for free, both options provide nice anti-infantry dakka. Like Warriors, they&#039;re still terrible in close combat, but few things are more satisfying than looking at an opposing Tyranid player&#039;s face as a few squads of immortals wipe out pretty much all of his gaunts in one turn with Tesla carbine fire.  If Anrakyr&#039;s on the field, Immortals can form a surprisingly effective melee hammer: trick them out with a cryptek or res-orb, tesla some unfortunate souls, charge, and reap the benefits of what mathematically amounts to a 2+ save.  Just watch out for the real melee fighters: they&#039;ll still clean out your spiffy troopers.&lt;br /&gt;
**Tesla vs. Gauss - One of the biggest decisions around Immortals is whether to field tesla or gauss weapons. Typically, the biggest deciding factor is the tradeoff between rapid-fire and assault weapon types: Gauss immortals can move and fire their Gauss weapons at full capacity (if within 12&amp;quot;) and prove to be a threat to vehicles, while a group of Tesla immortals can be expected to either stay outside 12&amp;quot; or fire immediately prior to charging. Mathematically, discounting these two points, the Tesla carbine is equal or superior against all but 4+ armor: (the math still works out in favor of tesla just a slight bump in favor of gauss on 4+ armor then tesla wins again vs MEQ and TEQ)&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! colspan=7 | Tesla vs Gauss Mathhammer (Expected wounds per shot, Toughness 4)&lt;br /&gt;
|-&lt;br /&gt;
| Armor Save    || None || 6+ || 5+ || 4+ || 3+ || 2+ &lt;br /&gt;
|-&lt;br /&gt;
| Gauss Blaster || 4/9 || 4/9 || 4/9 || 4/9 || 4/27 || 2/27&lt;br /&gt;
|-&lt;br /&gt;
| Tesla Carbine || 2/3 (6/9) || 5/9 || 4/9 || 1/3 (3/9) || 2/9 (6/27) || 1/9 (3/27)&lt;br /&gt;
|}&lt;br /&gt;
**Conclusion: If you know you&#039;ll be facing 4+ armor (ork &#039;ardboys, pretty much anything with warrior in the name (Tau Fire, Necron, Tyranid and most of the Aspect kind)), pack your bags with Gauss Blasters.  If not, Tesla Carbines not only won&#039;t let you down, but occasionally rock much harder than expected.&lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; This is taking into account a similar number of shots. Once the Gauss Blasters are within 12&amp;quot; of their target, Rapid Fire kicks in and they are categorically better than Tesla against all armour types. If you expect to get closer to your opponents (dropping from a Night Scythe, for example, or a forward Objective Capturing squad), Gauss eventually becomes the much better option.  It&#039;s also capable of damaging AV 12+, unlike the Tesla, and, in the incredibly unlikely event GW puts out a model that&#039;s T9 or T10, the same applies. (Troll that Hierophant, or that Iron Arm-protected GUO...)&lt;br /&gt;
**&#039;&#039;&#039;Note the Second:&#039;&#039;&#039; Gauss works on Overwatch but Tesla does not (i.e. you cannot trigger additional hits), so if you care, the Gauss weapon also clearly wins out there.&lt;br /&gt;
**&#039;&#039;&#039;New codex note:&#039;&#039;&#039; Now that Immortals are less afraid of melee combat and Tesla guns can&#039;t scare fliers, Gauss guns pretty conclusively win out.  Rapid fire is not to be discarded lightly, and Gauss/AP4 helps bully the foes Immortals really want to be shooting (vehicles and lighter infantry).  Unless your battle plan calls for a minimum-size objective-holder, keep those double-barrel glowsticks.&lt;br /&gt;
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===Dedicated Transports===&lt;br /&gt;
*&#039;&#039;&#039;[[Ghost Ark]]&#039;&#039;&#039; - Good for ferrying a unit of ten Necron Warriors, it can be purchased for units above the ten-model transport capacity. It can broadside two different targets with gauss flayers, and even repair d3 Warriors from death. It is worth noting that the ark can repair units of warriors other than the unit it was taken with, so you can shove a unit of 10 in the ark for more protected firepower, and then have it run repairs on the block of 20 that it is sitting next to.  Well, till eventually dice gods laugh and just wipe that unit off the map. Useful for drive-bys with Warrior squads, but unfortunately it can&#039;t carry any other unit types.  Penetrating hits will blow up this thing up pretty easily because it&#039;s open-topped, but Quantum Shielding and Jink ensure that won&#039;t happen too often.&lt;br /&gt;
**&#039;&#039;New Codex Restrictions&#039;&#039; - The Ghost Ark got something of a backhanded change this edition.  It&#039;s cheaper, and the new salvo 5/10 (why not just make them Heavy 10, GW?) guns are definitely better.  On the other hand, only warriors can ride.  Warriors now have a minimum squad size of ten, so there&#039;s no way you could put a character in there with them.  Once the warriors start dying, though, they could hop into the clown car.  The result is a complete halt to the old &#039;nine warriors and a cryptek in an ark&#039;, despite making the ark itself better.&lt;br /&gt;
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*&#039;&#039;&#039;[[Night Scythe]]&#039;&#039;&#039; (Attack Flyer) - Although it did take a hit in the price Department (Now costing 130 points), the Night Scythe is still a great flyer in 7th edition. It has 3 hull points, fires the equivalent of 4 autocannons (expected number of S7 AP- hits per volley: 14/3), and can teleport troops to the floor whilst zooming. It&#039;s also available to immortals, deathmarks, and lychguard.  Mount up Lychguard with Hyperphase Swords and Dispersion Shields, drop those suckers right into the enemy ranks, and then laugh as your opponent shoots them and fails.  However, it is not entirely a reliable buy.  While you can disembark a unit if the Scythe moved no more than 36&amp;quot;, the unit that disembarked can only fire Snap Shots if you move more than 24&amp;quot;.  Similarly, the scythe protects your unit from any damage, but if it ever crashes, the unit it was carrying must automatically enter Ongoing Reserves, which for the units you&#039;ll put in it is only slightly better than death.  S10 AP2 is bad and all, but in many cases you&#039;ll wish that&#039;d been the result (awesome mental image of half-dead lychguard rising out of the flier&#039;s crater completely aside).&lt;br /&gt;
**Keep in mind that, even if the Scythe crashes and your unit goes into Ongoing Reserves, they can still be teleported into battle via a Monolith.&lt;br /&gt;
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===Elites===&lt;br /&gt;
*&#039;&#039;&#039;[[Deathmark|Deathmarks]]&#039;&#039;&#039; - Deathmarks are Necron snipers with a twist; their Sniper Rifles are 24&amp;quot; rapid-fire allowing them to &amp;quot;move and fire&amp;quot;, they can Deep Strike, and they get two special rules to make them even deadlier: &#039;&#039;&#039;Hunters from Hyperspace&#039;&#039;&#039; means that on the turn they arrive from Deep Strike, they automatically wound on 2+ (and this was FAQ&#039;d to override Sniper weapons only wounding Gargantuan Creatures on 6s) meaning when they drop down, they will put down the hurt or force a lot of saves. To really mess with your opponent, anytime an enemy unit arrives from Deep Strike reserve, the Deathmark unit may then deep-strike &#039;&#039;&#039;DURING THEIR TURN&#039;&#039;&#039; and shoot at any enemy unit that arrived from reserves at the end of that movement phase, though doing this means they can&#039;t fire next shooting phase. &lt;br /&gt;
**&#039;&#039;&#039;How to Use Them:&#039;&#039;&#039; Deathmarks find use either as an alpha-strike unit where a mass of Wound on 2+ shots can easily dent your opponent&#039;s plans, or as a defensive unit. The alpha-strike is fairly cut and dry: Deep Strike in, tap off a lot of shots, and hopefully kill a trouble unit. Note that you &amp;quot;could&amp;quot; use Ethereal Interception to auto-arrive if you&#039;re running Deep-Striking Allies of Convenience (such as Crisis Suits or Termicide) if you really want to put pressure on your opponent. On the other side of the coin, Ethereal Interception lets you blunt enemy alpha-strikes or set up your own traps; If your opponent is running Skyhammers, Haywire Scourges, or Farsight Bombs, D-Scythe Webway Portal Wraithguard or other similarly punchy &amp;quot;bomb&amp;quot; units, a pair of Deathmark units can deny such attacks in one go, before proceeding to make a nuisance of themselves during your turn. Note that although they cannot fire in the following Shooting Phase, there is nothing preventing them from assaulting another unit when their turn comes; while they don&#039;t hit hard in melee at all, they do have Reanimation Protocols and a 3+ save so they can tie up smaller squads or serve as &amp;quot;ablative wounds&amp;quot; for killier units in a multi-assault. &lt;br /&gt;
**&amp;lt;strike&amp;gt;If you don&#039;t mind losing all your friends, take an HQ with a Veil of Darkness. Since this gives them Deep Strike, you can start them in DS reserve attached to a unit of deathmarks. Since the veil uses deep strike rules and Hunters From Hyperspace activates when the unit &amp;quot;arrives by deep strike&amp;quot;, you can use this to get an extra round of 2+ wounds once per game. If you&#039;re fielding a monolith, you don&#039;t even need to leave the HQ behind enemy lines.&amp;lt;/strike&amp;gt;&lt;br /&gt;
**Deathmarks do not combine that well with the Veil of Darkness, actually. Hunters from Hyperspace specifically notes that it applies when the unit &amp;quot;arrives by deep strike &#039;&#039;&#039;reserves&#039;&#039;&#039;&amp;quot;. The VoD only allows the unit to be placed according to the Deep Strike rules - no benefits of arriving from Resrves apply, hence Hunters from Hyperspace does not apply.&lt;br /&gt;
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*&#039;&#039;&#039;[[Lychguard|Lychguards]]&#039;&#039;&#039; - Your terminator equivalents (ironic since the Necrons look like those time travelling robot assassins from a certain movie franchise) that took a very generous price cut (200 to 125?  WOOT).  For the cost of an Honour Guard member, you get T5, reanimation protocols, but only a 3+ save. Their main basic weapon is a warscythe, which is the same awesome can-opener that you can give to your Lords and Overlords.  However, the better bet is usually to exchange the warscythe for a Hyperphase Sword and Dispersion Shield. The shield gives you a 3++ invul, which adds to your survivability. Terminator&#039;s wish they could take as much damage as these guys. To kill a single Sword and Board Lychguard you need to fire &amp;lt;i&amp;gt;18 strength 5 shots with BS 4.&amp;lt;/i&amp;gt; The best way to run these is to use them as an escort for your Overlord.  Give your Lychguard Swords and Shields, and the Overlord a Warscythe or the Voidreaper. If you have the points, toss in a Necron Lord with another Warscythe and upgrade to taste.  Make sure someone in the unit is a cryptek, or you are in a decurion, since even a single four rolled and you&#039;ll make your points back and then some. While they&#039;re a semi-competent melee unit, they are very slow unless put in a transport so most units can simply walk away from them. The real use for these guys is simply bodyguard duty to a combat Overlord.  The limitations of Lychguard prevent them from being a truly competitive choice, and it&#039;s best to leave the heavy-hitting to Wraiths... unless you&#039;re rolling Obyron.  In that case, go nuts.  &lt;br /&gt;
** Think about putting a few Lychguard and their O-lord into a Nightscythe, and drop em into your opponent&#039;s backfield. Chucking Orikan in with these guys can get some crazy results, as a 3+ invuln rerolling ones followed up by a 4+ reanimation is a nightmare to deal with, let alone when Orikan goes super saiyan.&lt;br /&gt;
** If you ever wanted a unit that will never ever die and make an anvil to your hammer then these are your ultra lethal robots. Ten of these bad boys with their shields will run you 300 points, which isn&#039;t cheap, but if you&#039;re taking them there is a fantastically easy way to make them into a melee death-star. Step one, grab an overlord with veil of darkness, res orb, and warscythe (optional phase shifter and the veil is cheaper than a night scythe). Step two, grab a cryptek with solar staff (if you&#039;re feeling lucky save 25 points by keeping warscythes on lychguard and give the cryptek a chronometron). Step three, deep strike across the board turn one right in front of your opponents army; the more outnumbered your guys are the better. Step four, laugh maniacally as your opponent squirms underneath your unit that will take literally their whole army to take maybe two models off of any turn. Now this combo will likely run you upwards of 500 points which is pushing the limit on points for one unit but I personally can testify to it&#039;s effectiveness. Bonus points if you put Orikan in place of the cryptek to really make your opponent cry as you reroll all 1&#039;s on saves. If you give your overlord the Nightmare Shroud, he will effectively have a re-rollable 2+ save - this means that, with 4+ reanimation, it will take an average of &#039;&#039;&#039;&#039;&#039;972 bolter shots&#039;&#039;&#039;&#039;&#039; fired at BS4 to kill him.&lt;br /&gt;
**  Things they are not: assault terminators.  While they have the edge in toughness, they are woefully short in terms of offensive capability.  They are much more vulnerable to assault than one might hope for such a unit, especially with challenges kicking in, and their cumbersome blades simply don&#039;t compete with thunder hammers or other &amp;quot;dedicated assault elite&amp;quot; loadouts.  &lt;br /&gt;
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*&#039;&#039;&#039;[[Triarch Praetorian|Triarch Praetorians]]&#039;&#039;&#039; - A close combat unit similar to Lychguards though slightly costlier, Praetorians are the sword to the Lychguards&#039; shield. They&#039;re Jump Infantry, making them much more mobile than Lychguards, and bear an unusual weapon: a Rod of Covenant is an AP2 Two-Handed weapon with a 12&amp;quot; S5 AP2 shooting attack, essentially giving them another attack before they charge. Their alternate weapons are voidblades and particle casters - this gives their shooting attack better strength in exchange for much worse AP, while their close combat weapons gain Rending and Entropic Strike. While this doesn&#039;t initially seem as good as outright ignoring armor altogether, they do get a bonus attack for having a pistol and close combat weapon, essentially trading quality for quantity. Even with this extra attack they lose combat to Grey Hunters, Spiky Spess Mehrens, and pretty much any other half-competent combat unit.  Two attacks and a 5+ RP save on a combat unit (Upped to 4+ if you use a Decurion, join with a Cryptek or just stick near Szeras) makes them pretty damn decent now.&lt;br /&gt;
** Alternate take: voidblade-equipped Praetorians make acceptable vehicle-hunters, for they are fast and have entropic strike. While being not as deadly as warscythe Lychguards, Praetorians actually CAN catch even fast skimmers and glance them to death. Of course, a unit of Scarabs will do the same for half the points, but if you want to be a unique snowflake, go ahead and take these...&lt;br /&gt;
**&#039;&#039;&#039;Alternate take the second:&#039;&#039;&#039; The Rod of Covenant is able to lay the hurt onto Elite infantry via AP2 shooting and CC, especially now that Praetorians dropped an amazing 12 points in cost AND they gained an additional Attack, taking them to 2 base. The Voidblade Combo is AP4 in CC, which people tend to overlook. Anything lower than a Marine, they mulch and anything Marine and up, they harass via Rending. In their formation, they gain rerolls to Hit, Pen and Wound, meaning much better shooting attacks (only in the shooting phase do you get the rerolls), enabling them to scare heavy stuff like Wraithknights or absolutely mulch their preferred prey.&lt;br /&gt;
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*&#039;&#039;&#039;[[Flayed Ones]]&#039;&#039;&#039; - These guys have the basically the same stats as a Necron Warrior. Same save, same Strength, toughness,initiative, and point cost. However, they have no guns. To compensate, they have 4 S4 AP5 attacks in combat with Shred (yeah, each claw counts as a separate weapon). Like their former [[Counts As]] room mate the Mandrakes, the Flayed ones are usable now with their twin AP5 Shred claws, and Fear makes them hell on wheels against any non-daemonic or S.M. opponent. If they get into combat, which they likely will between Reanimation Protocols, Deep Strike and Infiltrate, they will mulch up &#039;&#039;anything&#039;&#039; of comparable cost up until they run into something they can&#039;t even wound/pen on 6s. But for that, you have Warriors, right? Right. 10 assault terminators with shields and hammers? With a full squad you get 100 attacks on the charge, 50 hits, and ~37 wounds due to shred, so mathematically 6 1/6th Terminators dead. You&#039;ll survive till next turn, and lo and behold, assault terminators mulched up by NECRONS. Keep also in mind that aforementioned Terminators cost the opponent almost as much as you would pay for &#039;&#039;&#039;Thirty-Five&#039;&#039;&#039; Flayed Ones. &lt;br /&gt;
**However, more warriors tend to be the safer choice in Edition Ranged Combat.&lt;br /&gt;
**Ridiculously easy to convert warriors into flayed ones with a few stabby bits, some repositioning and some imagination. No need to suffer those abominations GW has graced us with.&lt;br /&gt;
**Also do not forget they are still Necrons, so they will still be hitting last against most dedicated assualt units and will be hitting on fours against most opponents with only a 4+ armour save and hopefully RP to protect them. Statistically Genestealers, Ork Boys (with a Pain boy will guarantee this), Wracks, Khorne Berserkers, Incubi, Nobs/Meganobz, CC equipped Tyranid Warriors, daemons, Lightning Claws Terminators (they are hitting first with shred, and Blood Angels ones will massacre them), CC equipped Grey Hunters, Death Company, or other close-combat specialists will strike first and could deal enough alpha damage to put them down. But still they are far from unusable now and are quite viable since they are cheaper then most of the squads that can reliably take them, and can still give these a degree of trouble (that list above, for example, tends to lose point-for-point if the flayed ones get the charge). Just remember to play to their strengths, they are now supreme light-infantry shredders and excellent for stalling tough cc squads and MC so that heavier hitters in your army can come and deal with them.&lt;br /&gt;
** Faced with combatants the Flayed Ones are legitimately bothered by, don&#039;t throw them away.  Death Company and the like will do them irreparable damage on a charge before they can strike back, which you do not want.  Instead, try some fabian tactics, and only commit once your foes have chosen an untenable battle.&lt;br /&gt;
** Fortunately, the Maynarkh Dynasty/&amp;quot;Dark Harvest&amp;quot; supplement (see below) now has to use the Flayed One profile (excluding what slot they&#039;re in) in Codex: Necrons, due to the fact that they are the most updated rules for them. The Minimum may be 10, but they are moved to Troops, which is worth the trade off. They can also take Flensing Scarabs, which are FUCKING USELESS as Flayed one Claws already have Shred.&lt;br /&gt;
** Team a full squad up with two crypteks, give one (or both) of them a chronometron and the other one the veil of darkness. If you have followed the recipe, you now have a 440pt infantry-blender which can deep strike across the board with it&#039;s HQs along for the ride and saves on at least 5++/4+++ against anything weaker than a destroyer weapon and 4+/4+++ against such petty trifles as stormbolters. Heavy infantry get to shake hands with so many attacks that their invulnerable saves are wasted points, and weak troops just get puréed. Even the crypteks can come in handy with their six assault shots and four attacks zinging in from safety in the rear ranks (all at a nice marine-opening AP3). It&#039;s expensive, and risky, but it&#039;s bags of fun to let loose behind your enemy&#039;s line and the models are sufficiently unassuming that it&#039;s somehow the opposite of a distraction carnifex.&lt;br /&gt;
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*&#039;&#039;&#039;[[Triarch Stalker]]&#039;&#039;&#039; - Basically the Necron Dreadnought in squads.  Tough enough for most melee work, and packing high Strength and a good number of attacks in close combat which unfortunately doesn&#039;t ignore armour, Stalkers work well as all-rounders.  The Heat Ray acts as either a heavy flamer or a two-shot multi-melta, great for killing tanks and infantry alike. Additionally, fellow non-vehicle Necrons within 6&amp;quot; gain +1BS (Not TL, but it still helps). If you want to specialize in killing infantry, the Particle Shredder drops a nasty pie plate at a decent range, while the twin-linked Heavy Gauss cannon is an option if you really need to keep your distance. The Heat Ray is this author&#039;s go-to choice, as it won&#039;t disappoint in almost any battlefield conditions. These are a solid pick for your elite slots, though the other options have made up a lot of ground in this edition.&lt;br /&gt;
**Triarch Stalkers are notorious for being &#039;&#039;massive&#039;&#039; firepower magnets, so don&#039;t ever hinge a strategy on yours surviving; if your opponent is any definition of the word &amp;quot;competent&amp;quot;, then he will make it his business to see that the Stalker does not live to see the end of the game.  Once their shielding goes down Stalkers are rather vulnerable for their cost and combat role. For this reason, it can be worthwhile to keep a Canoptek Spyder or two with fabricator claws close by in case it needs repairing.  Furthermore, the new codex drops their cost and [[awesome|lets you bring them in squads!]]&lt;br /&gt;
**If you are actually able to make your stalker survive (taking multiple, hiding behind monolith or terrain, etc.), take Nemesor Zahndrekh as well and swap his warlord trait for the &#039;&#039;&#039;Target Priority&#039;&#039;&#039; (command trait that allows you to re-roll 1&#039;s with all units within 12&amp;quot; of him when shooting). This let&#039;s you hit with all your gauss goodness on 2+ re-rollable.&lt;br /&gt;
**Use the Triarch to support a Destroyer Lord in a blob of Warriors or Immortals, suddenly you have a squad no one wants to get near that almost never misses. On average for every 40 shots you will miss one.  Destroyer squads benefit every bit as much, throwing lots of incredibly-accurate dakka downrange.&lt;br /&gt;
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*&#039;&#039;&#039;[[C&#039;tan|C&#039;tan Shard of Nightbringer]]&#039;&#039;&#039; - In another slap to the C&#039;Tan&#039;s face, there are no more simple C&#039;Tan Shards, just Transcendents and the ancient Deceiver and Nightbringer Models.  The Death God has WS6 BS4 MC Character and S7 T7 with Fleshbane, making him one you&#039;d want in melee.  He also has a special power that forces an enemy within 12&amp;quot; to take 3d6-Ld wounds at AP2 with Ignores Cover.  This allows him to restore a wound if he kills at least one person, and makes it the nearly undisputed king of monstrous creature combat (usually killing Tyranid MCs before they even get to swing).  Even if you dislike the randomized powers, this is still a decent grab if you want to focus more anti-vehicle while he takes out any elite infantry in ways the [[Maleceptor]] only wishes he could.&lt;br /&gt;
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*&#039;&#039;&#039;[[C&#039;tan|C&#039;Tan Shard of Deceiver]]&#039;&#039;&#039; - See above for the reason this exists.  He&#039;s got WS5 BS5 S7 T7 and is better meant for screwery.  He gets Hit &amp;amp; Run and forces enemies within 12&amp;quot; to take -2 Ld (SUCK IT SITW).  He can also grab d3 units within 12&amp;quot; of him after Infiltration and Scout moves and either redeploy them or jump into Reserves if you think they&#039;ll need it.&lt;br /&gt;
**One thing to consider is using the Deciever and the Nightbringer together with the Deceiver&#039;s Leadership penalty to nearby units, and the Nightbringer&#039;s AP2 Leadership dependent attack you could make some units even easier to kill *cough*Wraithknight*cough&lt;br /&gt;
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*&#039;&#039;&#039;Tomb Stalker (Forge World)&#039;&#039;&#039; - A T7, 4 wound Monstrous Creature with all sorts of neat special rules. Poison and Fleshbane wound it on a 6 instead, so take 3 when fighting Dark Eldar. It can deepstrike or outflank with acute senses, so you have a few different ways to get it where in needs to go. It&#039;s got a good number of attacks and is as resilient as you should expect a Necron monstrous creature to be. Now that it&#039;s been moved from Heavy Support to Elite, it&#039;s definitely worth considering. The only drawback is that it&#039;s pretty expensive, weighing in at at 220 points after you purchase It Will Not Die, which you should always do. Another thing to note is that it comes in squads of one it can almost always make use of the rampage USR.  Competes with the C&#039;tan shards, but unfortunately comes up short: it neither beats them in melee combat nor has meaningful ranged weapons to answer their unpredictable-but-potent Powers, outdoing them only with its venom resistance and deployment options.&lt;br /&gt;
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===Fast Attack=== &lt;br /&gt;
*&#039;&#039;&#039;Canoptek Wraiths&#039;&#039;&#039; - 2 wound T5 Beasts with Rending attacks and a 3+ Invuln, and surprisingly good in assault thanks to their whips having an ability that boosts their initiative to 5, allowing them to hit before a lot of units in the game. They can also take particle casters (essentially S6 AP5 pistols) or transdimensional beamers, which is now a S4 AP2 gun with 6+ wound/Instant Death/penetrating hit. Unfortunately, beamers are heavy weapons, which aren&#039;t good on an assault unit like Wraiths - you&#039;re better served by the particle casters or the whip coils. At least they have toughness 5 now, which means that entire squads won&#039;t die to light bolter fire in one turn. Wraiths are great at protecting valuable units (e.g. Triarch Stalkers) from an assault. Their only downside is, as one of the &#039;Canoptek&#039; family of machines, they don&#039;t have the Reanimation Protocols special rule, so are unable to come back to life. They come in a minimum squad size of 3; for what they lack in (relative) longevity (possibly no longer an issue as they are now TOUGHNESS 5 Beasts), they more than make up for in mobility.&lt;br /&gt;
**In the Canoptek Harvest formation, however, they become absolute nightmares. Thanks to Relentless, the Transdimensional Beamer is now a very strong, if expensive, TEQ killer and thanks to Adaptive Subroutines they can have Reanimation Protocols (which thanks to the Decurion detachment can be upped to 4+ like normal), making them insanely durable with T5, 3++, 2W and a 4+ FnP that Instant Death only reduces to 5+.&lt;br /&gt;
*** Be careful with the Canoptek Harvest Formation however. In order to get Reanimation Protocols you need to stay within 12 inches of your Spider who can only move 6 inches a turn, which limits your mobility down to next to nothing. So yeah, be careful. (Unless you Run the Spyder).&lt;br /&gt;
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*&#039;&#039;&#039;Canoptek Scarabs&#039;&#039;&#039; - One of the few units with the &amp;quot;Entropic Strike&amp;quot; rule, meaning that it can glance or insta-wound on a 6 to-wound/to-pen. Unfortunately, Scarabs have unimpressive stats (WS2, S3) and their weapons don&#039;t ignore armor saves. Flamers will also ruin their day, ignoring their measly armour and doing double damage against them, and S6 weapons will outright kill them. However, they are wonderful tarpits, with 3 Wounds per base and 4 attacks each. Sadly, it can no longer fuck up enemy armor values, but they&#039;re still fine tarpits with their likelihood of glancing or just lucking out on a wound and killing an unlucky bloke who failed his armour save.  It&#039;s not like they can run either, as these little bugs are Beasts. Also unfortunately, they now cost 5 points more for a base and dropped two points off their armour save, making them pretty expensive for something that implodes when an Assault Cannon or flamer looks at it funny.&lt;br /&gt;
** The Maynarkh Army List also turns them into absolutely deadly units against anything &#039;&#039;without&#039;&#039; an armour value at the cost of being much worse against vehicles. WS3 helps out quite a bit for hitting stuff and Shred/Rending is one of the most deadly combinations in the game. Go ahead, take a picture of the Tau player&#039;s face when he realizes that fucking Scarabs hit his Riptide on 3s, Wound on 6s but with rerolls and ignoring his armour save. And all of that for the exact same cost you now pay for your standard Scarabs.&lt;br /&gt;
**Never underestimate scarabs. For some reason opponents always seem to assume they&#039;re not very dangerous and so they let them run right up to their vehicles or other units unmolested. Being beasts they can easily run from cover to cover and so they do become annoying to kill without str 6 or flamers but if they do get shot that&#039;s less damage on your more expensive units. If they can get even a single tank in their tiny clutches then they have already payed for themselves, especially if you manage to grab a baneblade or some other super heavy. Alternatively, opponents will focus them, which given how cheap they are, usually means double, even triple their value in shots will be dumped into them, leaving your more valuable units untouched. Either way, your opponent has had a bad day. &lt;br /&gt;
**Ther Troof: They are distractions. Scarabs, like Wraiths, tarpit things and kill them through weight of attacks. They do not need to kill anything, they just need to stall it long enough for a more suitable unit to finish the job. Have a knight to deal with, but need your warriors somewhere else? Throw Scarabs at it until you can finish him off with Gauss/Warscythes later. Want to piss off Tau, and threaten their Marker Light support? Chase the Tetras and Crises suits, tie up the pathfinders. Scarabs are a &#039;&#039;&#039;Support&#039;&#039;&#039; unit, meant to harass specials, and strip hull/wounds off of vehicles and slow monstrous creatures. Use these guys to shepherd your opponent, and force their hand. But don&#039;t expect them to kill anything or survive if your opponent considers them a genuine threat.&lt;br /&gt;
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*&#039;&#039;&#039;[[Tomb Blade|Tomb Blades]]&#039;&#039;&#039; - Jetbikes with twin-linked guns, capable of being upgraded with a 3+ armor save, and either Ignores Cover or +1 to cover saves. Great for zipping around the battlefield, harassing any stray infantry units, and particle beamers could even be used to take on light vehicles as well.  Like many Necron units, it seems to be purpose made to make Tyranids and Chaos Daemons cry.  What&#039;s that?  Your hive guard&#039;s AP can&#039;t touch my jetbike&#039;s armor save and your Zoanthropes can&#039;t shoot far enough to hit them?  Hahahahaha sucks to be you. Their cost dropped significantly, but if you want to buy the 3+ armour saves and Stealth and other goodies you&#039;re still running fairly expensive models. Unfortunately, while these guys are fast and moderately survivable, they have a hard time killing the priority targets you&#039;d really want removed. The Particle Beamer is only an AP5 small blast, and if you don&#039;t take that then you get one of the same guns that Immortals get. Ignores cover is nice, but with a maximum AP of 4 you won&#039;t scare devastator squads or broadsides. Also, there&#039;s no way to give them a Resurrection Orb without slowing them down (although with the decurion this matters not at all).&lt;br /&gt;
** Despite all the above, they can be a solid unit: if you want to take them, take a cheap squad (too many models makes them a priority target), plink shots into corners or exposed squads, and remember to turbo-boost to contest objectives late game. Another idea is to think of them as tougher, faster immortals with Ignores Cover. Twin-linked gauss blasters will hardly ever miss, so point them at those Tyranid warriors before they can hurt you too much (Note that they won&#039;t kill a whole unit in a single turn, they&#039;re best used for making your enemy think twice about assaulting you). The particle beamers help them do their job, tossing a few high-strength blasts into someone you want annoyed, and represent death incarnate to IG heavy weapons teams. Take 5 of them, add ignores cover, and you&#039;re looking at 100 pts for a squad of irritating little buggers.  Don&#039;t be too afraid to assault, either: they can move 12&amp;quot;, rapid-fire, then charge with hammer of wrath, while T5 and reanimation protocols will soak up melee damage from some unfortunate artillery team.&lt;br /&gt;
** At just 2 points per model, it&#039;s almost always a good idea to give them the shield vanes for a 3+ armour save.&lt;br /&gt;
** Surprisingly, a full squad can fit in a Night Scythe, if you want to stick them in a transport for some reason (though they cannot buy one for themselves).&lt;br /&gt;
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*&#039;&#039;&#039;[[Necron Destroyer|Necron Destroyers]]&#039;&#039;&#039; - They&#039;re not jetbikes anymore, they&#039;re not Jump Infantry anymore either... They&#039;re Jetpack Infantry! Jump shoot jump shenanigans are in at the price of speed. They have Preferred Enemy (Everything!), meaning that they reroll all to-hit &amp;amp; to-wound rolls of 1 in both shooting and assault, and one of them (or three in a heavy support slot) can be upgraded to a Heavy Destroyer (essentially lascannons on a jet infantry model). Regular Destroyers make Marines cry with their S5 AP3 Heavy 2 (But they have relentless so it doesn&#039;t matter...) guns, while Heavy Destroyers will blast tanks and Termies to shreds. Expect them to attract lots of fire in return, however, and don&#039;t let them end up in close combat, where they will die horribly like almost any other ranged &#039;Cron in CC. Luckily, your opponent&#039;s CC guys should rarely ever into contact with your Destroyers, considering how they can now Jump shoot jump like crisis suits except perhaps better (2 wounds, toughness 5... yeah, better). Like crisis suits, they are masterful at surprising enemy formations and then blowing the crap out of them. Regular Destroyers are best used in conjunction with your Infantry Phalanx (You... You are running multiple squads of max-strength Immortals with these guys, right? If you&#039;re using flyers as your bulk, using Destroyers is superfluous) to provide Hardpoint elimination, rapid-response teams, and Hero-hammer harassers. Nearby Stalkers will also boost their accuracy to an absurd 97.2% hit rate, and Heavy Destroyer squads (heavy support slot, unfortunately) can bring three Heavy Gauss Cannons instead of one.&lt;br /&gt;
** Their vulnerability has decreased manyfold since last edition. Not only have they gotten an additional wound, they now also actually get to make use of reanimation protocols, in a decurion detachment they are effectively 4 times as durable as previously.&lt;br /&gt;
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*&#039;&#039;&#039;Canoptek Acanthrites (Forge World)&#039;&#039;&#039; - Beefier Wraiths that specialize in busting vehicles and heavy infantry. T5, W3, and 3+. The have Stealth and carry Voidblades and S6 Assault 1 Meltas. Unfortunately, they don&#039;t have the invulnerable save that their Wraith counterparts have, instead relying on 3+ armor and Stealth. Their best place is in a list whose main troops consist of Tesla-Immortals to provide some much-needed anti-tank. Throw in a Destroyer Lord and eat Land Raiders for breakfast. Also, if you&#039;re thinking of running a Wraith-Wing army, consider an Acanthrite-Wing instead, since you can take these things in units of &#039;&#039;&#039;9&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Alternate View:&#039;&#039;&#039; Unfortunately, as these came out during the last Codex, they are slightly overcosted for what they do, especially now that normal Wraiths have T5, too. Their main shtick is to melt vehicles, which your basic Troops can do better for the cost. Additionally, Stealth and Jump Infantry has little synergy, what with Dangerous Terrain tests if you land in area terrain. If you want to use them seriously, wait until Forge World updates their rules. In casual games or alongside Tesla Immortals, though, they&#039;re alright. Also, they have no place in a Decurion detachment.&lt;br /&gt;
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*&#039;&#039;&#039;Canoptek Tomb Sentinel (Forge World)&#039;&#039;&#039; - A new Tomb Stalker variant that focuses on ranged combat rather than close combat. It uses an Exile cannon which works kinda like a Transdimensional Beamer, but bigger. It&#039;s neat, but it has fewer CC attacks than the Tomb Stalker for the same price, carries a gimmicky gun that will do nothing more often than not, and eats up a valuable Fast Attack slot. It still has Rampage and the Stalker&#039;s Deep Strike/Outflank option though, it will eat tarpits and light infantry blobs for breakfast and Its weapon auto-penetrates any vehicle touched by the template. Couple this last one with S10 from Smash and in a pinch it can also eat a tank or two to vary its usual diet of infantry.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
*&#039;&#039;&#039;[[Necron Destroyer|Heavy Destroyer]]&#039;&#039;&#039; - If you&#039;re planning on running something akin to an Oldcron army and feel miffed by all these expensive aeroplanes and hovering chariots, you can settle with the Heavy Destroyer.  Grab two more for a pack, and watch things pop open even faster with your fellow Destroyers. Tip: If you can manage to get a Triarch Stalker near these guys, like 3 Heavy Destroyers on each side of the Stalker within 6&amp;quot;, it gives them all BS5, so hit on 2&#039;s, reroll 1&#039;s due to PE, then same for Wounds. Almost guaranteed 3 (or however many destroyers you can get near it) AP2 wounds.  If these guys happen to be part of the Destroyer Cult formation you&#039;re looking at one of the best anti-tank batteries in the game (as they&#039;ll reroll all failed wounds &#039;&#039;&#039;and armor penetration rolls&#039;&#039;&#039;) - but unfortunately you will have to take a Destroyer Lord and 9 regular Destroyers as well (minimum 470 points), so don&#039;t take the Destroyer Cult just for the Heavy Destroyers.&lt;br /&gt;
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*&#039;&#039;&#039;[[Doomsday Ark]]&#039;&#039;&#039; - Basically a Ghost Ark with the transport capacity removed and replaced by a big gun instead. Unfortunately, it has the same problem that Heavy Destroyers had in the previous codex; it&#039;s a huge gun mounted on a fragile platform. AV 13 with quantum shielding, and Open Topped do not make a good combination for an expensive model like this. Thankfully, the Doomsday Cannon has a long range in the stationary mode, so keep it in the back of your army where it can spit S10 AP1 pie plates at anything that moves.  This thing got a curveball buff in the Primary Weapon special rule.  Yes, that&#039;s right, the same special rule you see on Titan weapons: it rerolls armor penetration like an Ordnance weapon.  In fact, this is basically Ordnance&#039;s hotter cousin. It is now decent on the move as it then fires a S8 AP3 blast at 24&amp;quot;. Tip: Always shoot these first and ALWAYS target the most suitable (expensive) infantry squad (i.e: First you blast TEQs, then MEQs and work your way up from there) or vehicle. A full-power shot has a very high chance of completely wiping a Tactical Marine squad off the table so if you use these wisely, you can cause your opponent to have an epileptic fit by Turn 2. While it can certainly dish out the hurt, it can&#039;t take it. Armies that have problems with strength based instant-death weapons with high AP values and templates (tyranids), are known to pretty much spontaneously explode at the mere sight of this thing (NOTE: after their recent downgrade, Tyranids explode more or less on their own).  Thanks to Primary Weapon, these things also turn mech-happy IG armies into powder turn one.&lt;br /&gt;
** &#039;&#039;&#039;If you jink, you can&#039;t fire the main gun&#039;&#039;&#039; (firing snap shots and blasts don&#039;t mix), so be careful. Still better to jink than take a dozen lascannons, though...&lt;br /&gt;
** Before you pop too many boners over the Ark ask yourself why you don&#039;t see vast numbers of vindicators and demolisher-russes. With great power comes a great big bullseye on your butt. Don&#039;t delude yourself into thinking you&#039;ll magically evaporate a squad every turn. You can certainly dish out the hurt but enemies still get cover saves and you are still vulnerable. A special rule that encourages the enemy to fire lascannons and krak missiles at you doesn&#039;t bode well for your survivability.&lt;br /&gt;
** Obviously, not everyone can afford this option, and not every agrees to play with FW stuff, but I definitely recommend using these with a Tomb Citadel. A couple Doomsday Arks and Warriors to block the entrances makes for one hell of a shooting stronghold. Back it up with 2 Gauss Exterminators for anti-flier and you can kill just about anything other than Nurgle daemons in ruins. But hey, we have Tomb Blades for that. I always had trouble with nearly every army destroying my Arks (mostly bad luck, even had a Flyrant get lucky with a 6 to pen, and another 6 to explode) and this mostly solves the problem.&lt;br /&gt;
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*&#039;&#039;&#039;[[Annihilation Barge]]&#039;&#039;&#039; - A Catacomb Command Barge, with the Overlord&#039;s pimp chair replaced with a big gun (seem familiar?). This used to be the bread and butter of most lists - it was just too good to not consider. As of now it&#039;s much less impressive: it&#039;s AV13 on front and sides thanks to quantum shielding, has living metal and costs 120 points. Oh, did I mention that it has a strength 7 weapon that fires 4 times but hits an average of 5.5 times, then for desserts either carries a strength 6 tesla cannon or a gauss cannon for killing marines, daemons and tyranids? Still an excellent unit, delivering more fairly-high-strength shooting than almost anything similar, at an increased but still reasonable cost.  Great at taking down transports, monstrous creatures, or infantry with poor saves.  Unfortunately, as Tesla no longer affects snap shots this thing can no longer effectively target fliers, while also losing a lot of firepower if it has to jink.&lt;br /&gt;
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*&#039;&#039;&#039;[[Monolith]]&#039;&#039;&#039; - A big floating pyramid that blasts [[gauss]] death from every orifice. No longer as ungodly invincible as it was in third edition, the monolith suffers from a number of drawbacks including unwieldy size, hefty cost, and unimpressive offense, making up for it by being the toughest armour in one of the toughest armies around (until the Obelisk shows up, that is).  The black brick can teleport Necron units through its Eternity Gate, blow holes in hordes, and snap-fire four banks of gauss blasters.  If you take one, take it for its durability and dimensional transport, not its middling firepower.&lt;br /&gt;
**The Monolith can deep strike, fire its whip and its flux arcs (although only snap shoot these) in the same turn it lands in the enemy&#039;s face. This isn&#039;t bad for 200 points (until you mishap) but most other Necron vehicles are probably still going to be more cost effective on offense.&lt;br /&gt;
**Don&#039;t forget, this thing is a monster for blocking TLOS. Tactics using allies with barrage weapons do exist for this model.&lt;br /&gt;
**Not mentioned above, the monolith isn&#039;t restricted with normal firing limitations of one target per shooting phase. With all 4 gauss flux arcs and the particle whip the monolith can technically fire at 5 different targets in a single shooting phase. Although independently none of the shooting attacks are particularly notable, it is an impressive number of targets one can engage at once. It is notable that due to the fire arcs of the various weapons, the monolith is never able to fire all weapons at a single target unless said target is a blob that for some reason decided to surround your giant fat ass tank.&lt;br /&gt;
**If you still feel like taking it, take a Spyder too (or three), and kit it out with its gloom prism and fabricator claw array. Hide it behind the monolith, and when Abbadon gets too big for his boots and comes to smack you up a bit, jump out of the portal, shout &#039;BOO!&#039; and make him run away again. Take wraiths with whip coils for added pain. The gloom prism will provide you with some very useful psyker defense (The only one you&#039;re going to get for the Necrons, mind) for your flying fortress, and that claw can repair you if your opponent tries to get rid of your guns.&lt;br /&gt;
**7th edition&#039;s change to the vehicle damage tables make the Monolith much tougher: as the only land vehicle you&#039;ve got that isn&#039;t open-topped, the Monolith will find itself facing Explodes! results a lot less often than Annihilation Barges or Doomsday Arks, and Living Metal actually benefits it by granting 6+ IWND.  Realistically, this thing is exceptionally tough: it shrugs off crew shaken and stunned results, has enough weapons that Weapon Destroyed results rarely matter (and its portal abilities aren&#039;t susceptible to Weapon Destroyed anyway), isn&#039;t reduced in AV toughness after suffering a penetrating hit unlike almost all other Necron vehicles, doesn&#039;t crash on immobilized results and doesn&#039;t need to turn anyway... The 7th edition also graced the monolith with other goodies such as changes to smash, vector strike, rending, blast template damage (this is a little lost since it is AV 14 all around), and the downgrading of many anti-tank weapons (broadside Rail guns anyone?). All together, the Monolith is still one of the toughest things you can buy with 200 points and when paired with a Spyder or two and their repair claws it can survive the whole game.  Just don&#039;t overestimate it: this will not singlehandedly win you the war.&lt;br /&gt;
**Given the Monolith receiving a toughness boost this edition, it could be interesting trying the Monolith out again as what it was intended to be, as a high strength beachhead maker by dropping in enemy lines and teleporting in high strength hitters from reserves and across the board. Be careful of things that can still hurt you such as meltas, some monstrous creatures (not as many thanks to the smash nerf), and of course deepstrike mishaps.  Bring down the Decurion formation, and as long as your Obelisk doesn&#039;t fail the Monoliths won&#039;t scatter.&lt;br /&gt;
*** Deep strike scatter is not movement, thus skimmer rules aren&#039;t a saving grace by RAW any more than the fact it&#039;s a tank saves it by allowing it to &amp;quot;Tank Strike&amp;quot; (Tank Shock/Ram from [Deep Strike] Reserve)... Nope, it&#039;s a big box that has to worry about landing in small spaces. Even the formation just makes it easier to stick more big boxes next to one that&#039;s already wedged itself somewhere. Deep Strike with care.&lt;br /&gt;
*** Says who? &amp;quot;... in the Movement Phase during which they arrive, DS units may not move any further...&amp;quot; You wouldn&#039;t talk about moving &amp;quot;further&amp;quot; if you haven&#039;t moved at all yet, ergo DS counts as move. Basic English.&lt;br /&gt;
**** How about; &amp;quot;it&#039;s hotly contested and should probably (but likely never will be) FAQ&#039;d&amp;quot;[http://www.dakkadakka.com/dakkaforum/posts/list/0/518371.page] [http://www.warseer.com/forums/showthread.php?401231-Skimmers-and-Deep-Strike-Mishaps] &lt;br /&gt;
**Probably the best way to use this floating brick is in support of warrior spam. Take 3, fill out your troop choices with warriors and line your back field with monoliths. Dealing with Drop pod or deepstrike bullshit? Not a problem. Teleport your warriors from one monolith through another with its eternity gate. Against Tau and Imperial guard just deepstrike it and immediately march twenty warriors out of the front during the next turn (Same turn if it&#039;s in the Living Tomb formation). Really this thing is just a fire support bunker designed to help warriors and clear hordes. Just watch out for meltas and termi spam and you&#039;ll do fine.&lt;br /&gt;
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*&#039;&#039;&#039;[[Doom Scythe]]&#039;&#039;&#039; (Attack Flyer) - Another re-purposed transport vehicle with the transport capacity replaced with a massive gun- Just like the Doomsday Ark and Annihilation Barge (and the Vindicator, the Hammerhead and the Fire Prism...). Ridiculously fast with Supersonic, and carries a powerful 24&amp;quot; Death Ray (a S10 Ap1 Lance, Blast). And with the current flyer rules, this thing is INCREDIBLE: 6 to hit it, and has a cover save. Take two to make your opponent have a fit over having his expensive tanks explode at the same time. Take three, back them up with Night Scythes to simply throw all your enemy ground based anti-air out of table on turn two, and watch him weeping. However, although the Death Ray is powerful, remember that it doesn&#039;t ignore cover or take multiple wounds, so think twice about loading up on Doom Scythes if you&#039;re going to be facing armies that have a lot of skimmers or MCs. Not to mention the Chaos and DE vehicles that have invulnerable saves anyway.  However, it very nearly ignores vehicle armour, since it never does worse than glancing on 2s and penetrating on 3s, with AP 1 to boot.&lt;br /&gt;
:If you&#039;re used to the old Doom Scythe, make sure to remember it no longer draws lines - it&#039;s just a really nice gun now, following the normal rules.&lt;br /&gt;
**Pro-tip: make sure to blast the Hydra and any other AA units off of table the turn your Scythe arrives. As long as it didn&#039;t get dicked over first that is.&lt;br /&gt;
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*&#039;&#039;&#039;Canoptek Spyders&#039;&#039;&#039; - Cheap as dirt Monstrous Creatures that are T6 W3 3+, and can be taken in units of three. How cheap? Well, some armies have Terminators with a higher base cost. Yes, really. They can even create Scarabs, and can take some nasty wargear as well. Fabricator claws can repair Necron vehicles,and Gloom Prisms give Adamantium Will to the Spyder and all units within 12&amp;quot; of it. Can&#039;t stop buffs, but it can protect you from some witchfires. You can even take three of them for one Heavy Support slot, making them worth considering despite their stiff competition for the Heavy Support slot. The 7E codex toned down the cost of a few key upgrades, including the fairly excellent twin-linked particle beamer. They&#039;re tough as balls to kill, can go toe to toe with most threats, and are the cornerstone of one of the finest formations to grace a Decurion. They really are an excellent unit, and their primary competitors within the Heavy slot recently sidled out of the way. Welcome to the tabletop, Canoptek Spyders.&lt;br /&gt;
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*&#039;&#039;&#039;[[C&#039;tan|Transcendent C&#039;Tan]]&#039;&#039;&#039; - This 250-point tool is now WS/BS5 with S8 T7 and 5 wounds with EW.  Its powers are randomized, and now the only reason you&#039;d grab it is for some protection as Writhing Worldscape (which makes anyone within 6&amp;quot; of the shard act like they&#039;re in Difficult Terrain) is the only thing default for them and they&#039;re Monstrous Creatures.  Mobility isn&#039;t an issue for them with the ability to bounce wherever they want so long as they&#039;re not moving into impassible terrain.  Issue is that if it dies, anything within d6&amp;quot; takes an S4 AP1 hit, which can total any mobs nearby.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; Transcendent C&#039;Tan are brutal. They can deep-strike, allowing them to disregard the meh range of their Powers. Sure, the powers are random, but 4 out of 6 are horde-killers, so you know what to point it at (though rolling Time&#039;s Arrow against a Wraithknight would be worth the gamble). IF anything is left standing, they can then try to assault the nice T7, 4++, 5W creature with Eternal Warrior, which is pretty tough to do considering Writhing Worldscape makes terrain around them difficult. If they don&#039;t bind it in combat, it gets to blast another unit to cinders and then charge an opportune target.&lt;br /&gt;
(It is worth noting that the Transcendent C&#039;Tan from the Apocalypse/Escalation books are considered Lords of War and the Transcendent C&#039;Tan from the Necrons Codex is considered a Heavy Support, both sources are still legal and are different entries even though they share the same name. At the most this is a technicality that needs to be FAQed, but for all intents and purposes both could be fielded).&lt;br /&gt;
** Update: Games Workshop facebook has stated if a model has two different rules both rule sets are legal.&lt;br /&gt;
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*&#039;&#039;&#039;Sentry Pylon (Forge World)&#039;&#039;&#039; - Fully autonomous artillery with three options: a 2 shot S10 AP1 melta pieplate, A death ray like the one on the doomscythe but that hits all models under the line TWICE and a 2 shot lascannon with Skyfire, Interceptor and 120&amp;quot; of range and Gauss for those pesky AV 16 models. With 3 wounds, 3+ armor and T7 it&#039;s also pretty tough. These can be taken in units of three, which will get expensive but you get quite a bit of firepower for the points.  A trio of Pylons with Gauss Exterminators will make short work of enemy Helldrakes, will leave you less reliant on your own fliers for anti-air and can double as anti-tank artillery, but has only two shots per turn and still has problems with cover. On the other hand, the Focused Death Ray will deny huge amounts of territory to your enemy&#039;s units but actually hitting lots of models is more difficult than it sounds and does not discern between friend and foe, and the Heat Cannon is immensely powerful but relatively short ranged. You can give them either It Will Not Die to make them irritatingly resilient or Deep Strike for surprise buttsex (combine with Heat Cannon for pseudo-Mawloc/Breaching Drill shenanigans).&lt;br /&gt;
**&#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; Since the combination of Skyfire/Interceptor no longer works, the Exterminator is only good for Flyers and Skimmers, but boy does it get that job done. The Heat Cannon is the most costly option, but rightfully so. 36&amp;quot; + Melta + Two Shots + potential Deep Strike is the stuff Baneblades have nightmares about and if there&#039;s no tank left to melt, you have a great honking Fuck You against all those T5 FnP/Multi-Wound elite infantry units (Plague Marines, Obliterators, Biker Nobs). The Death Ray is extremely unreliable, though. You pick a starting point and THEN you roll how long the line will be, which means you may end up rolling too many inches, forcing you to swerve off course to avoid destroying your own stuff. Wait for an update to get this in line with the Doom Scythe Death Ray.&lt;br /&gt;
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*&#039;&#039;&#039;Tesseract Ark (Forge World)&#039;&#039;&#039; - An AV 13 as per the new Quantum Shielding Rules.  Dammit, GW.(Think about this, they changed the rule to simply make your AV 13. ONLY this model is affected by that change.)) barge with a really cool piece of swag. 5++, all units trying to assault or ram must take a dangerous terrain test and you can also shoot with it, with three different modes: Plasma Destroyer with a fancy name to kindly tell Gay Knights and TEQs to go fuck themselves, Fleshbane AP3 flamer to evaporate  Marines and any fool that gets too close and an underpowered S5 AP4 mini death-ray that that slows you down (And is also Armorbane, which might be good for killing lines of light vehicles). Also, two Gauss or Tesla Cannons or Particle Beamers for dakka overload. 50 points more than a Monolith, and oh so worth it. Just be careful with your back armor. Once your Quantum Shielding goes away, this thing is pretty much dead.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; Never take the Particle Beamers as they are overcosted. As soon as you think it&#039;s time is up, drive it as close to the enemy as possible, because it has quite a good chance of going bang very enthusiastically under certain conditions. Also, the Beam mode of the gun is wonderful since it is basically a Beam power with 24&amp;quot; of range. Telekinesis&#039; Primaris can seriously limitenemy movement with an 18&amp;quot; Strikedown beam, but this one is 6 more inches long. Sure, you won&#039;t be popping anything better than transports with it, but used right it&#039;s devastating. The Fleshbane Flamer, though hampered by Flamer range, is amazingly strong and best used when trying to provoke the opponent into blowing it up and the Not-a-Plasma Destroyer should be the main reason you use this thing. Also note that the Gravitational Flux forces disordered charges on models assaulting the Ark. That means no +1A bonus, no Rage bonus, no Hatred bonus and no Furious Charge bonus. And AV13 means Krak Grenades can&#039;t even glance it. In Melee, it takes a Carnifex to crack this thing open.&lt;br /&gt;
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*&#039;&#039;&#039;[[Night Shroud|Night Shroud Bomber]] (Forge World)&#039;&#039;&#039; - AV12 all round, 4HP, 5 bombs, S10, AP1, Large Blast, Blind, Pinning. Also a Tesla Destructor. 225pts. Seems good? Seems good. People scream op at the bombs, but really they&#039;ll likely be about as effective as the death ray. What you&#039;re really paying for is the extra durability.  Despite the S10 these bombers are much better at reducing elite infantry than stopping heavier vehicles (that&#039;s the doom scythe&#039;s job), but don&#039;t let that stop you from striking targets of opportunity.  Shred the enemy&#039;s dedicated anti-air and the extra armor will keep you flying around all game long.&lt;br /&gt;
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===Lords of War===&lt;br /&gt;
*&#039;&#039;&#039;[[Imotekh the Stormlord]]&#039;&#039;&#039; - The traditional (he&#039;s now just under price of a Monolith) named hero unit that used to be an HQ and must now be LoW. At first glance, he looks fantastic, but most of his abilities are mediocre. Imotekh comes with a 2+ armour save, 4+ invuln save, IWND, and a Gauntlet of Fire. Oh and the Staff of Destroyer, which is a S6, AP2 Staff of Light! IMPORTANT NOTE HERE: Until it has been FAQed he has no close combat weapon making his attacks S5 AP-, as a result he is useless in assault. He can make Flayed Ones re-roll deep strikes, which would be great if you could assault after deep striking, but as things stand, dropping next to any unit will just ensure that they die during your opponent&#039;s next turn because Flayed Ones can&#039;t into shooting. (With the new reanimation saves, especially the across the board 4+ in a decurion and especially with a solar staff Destroyer Lord, a full squad of these guys wont be so easy to mow down. If nothing else a 20 man blob of robot zombies jumping in the middle of his army could be a good enough Distraction Carnifex for you to get your guns into that glorious 24&amp;quot; range). One of his more useful abilities is to always start the game with night fighting turned on, and once per game, every enemy within 48&amp;quot; of this guy will get shot on a 5+ and take d6 S6 AP- hits of lightning, though this shouldn&#039;t be relied on to remove a mob.  He has at least dropped a couple of points.&lt;br /&gt;
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*&#039;&#039;&#039;Pylon&#039;&#039;&#039; - A Super Heavy artillery piece. Great for putting holes in other Super Heavies with 3 S D AP2 shots that have incredibly long range (LOL WHAT BANEBLADES!?). Three of these can pretty much wreck a mech army in one turn. Now you see a healthy Leman Russ company, now you see nine smoking wrecks. They are unparalleled tank destroyers. And that&#039;s just the icing on the cake! With Armor 14 and the living metal rule, they are a bitch to kill. Their teleportation lets them be where they need to in a snap, their special effects are just sweet, and they allow you to use some really overpowered formations (5+ invulnerable saves for your whole army... your enemies can weep now.) And if anything gets close? No problem, it has a flux arc mode that fires 2D6 S6 AP3 shots. All that with Skyfire with interceptor, too.&lt;br /&gt;
**Warzone: Damnos ass raped the pylon, adding 95 points to the cost and removing the interceptor special rule, meaning it&#039;s now just extremely overqualified flak-cannon, though you can use the alternative (read: better) rules from IAA:third edition, unless you&#039;re playing Damnos campaign (why would you?).&lt;br /&gt;
*** Even the FW ones suck now too, as 7th edition no longer has interceptor remove skyfire&#039;s inability to target ground units. Enjoy your overpriced flyer-killer!&lt;br /&gt;
****In an edition where Eldar Wave Serpent spam is prevalent and Skyfire allows you to target skimmers at full ballistic skill, the pylon is rape incarnate against skimmer and flyer heavy lists. Combine with a Doomsday Ark to obliterate the units that spill out of wrecked transports. Have fun drinking your opponents&#039; tears.&lt;br /&gt;
*****I contacted Forgeworld considering the Skyfire + Interceptor change. The customer support suggests to house rule it 6th edition style while they send the query to the rules team. Will update if I hear more.&lt;br /&gt;
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*&#039;&#039;&#039;Obelisk&#039;&#039;&#039; - 300 points for BS4, Armor 14 all-around and 6 hull points on a Super-heavy Skimmer, alongside Deep Strike and Living Metal (Plus new living metal gives this thing a 6+ IWND). Its main guns are four Tesla spheres who shoot at S7 AP- Assault 5 Tesla(duh), even better, cheaper and tougher than three Annihilation Barges. But then you remember, wasn&#039;t this just described as an anti-air vehicle? It doesn&#039;t even have Skyfire! But then you read its special rule Gravity Pulse: ALL enemy Flyers and Skimmers (and Jetbikes) within 18&amp;quot; must test for Dangerous Terrain &amp;lt;i&amp;gt;Move Through Cover lets you auto-pass tests, it doesn&#039;t prevent the test from happening, it is just automatically passed. Same logic here, sure FMC&#039;s have to take the test, but their MtC just makes them autopass... &amp;lt;/i&amp;gt; This effectively means that you have a 36&amp;quot; + Obelisk&#039;s width diameter circle where your opponent will not lightly put one of his Flyers inside of. And this is not a shooting attack, so feel free to unload the Tesla spheres into nearby enemies. But wait, there&#039;s more! The Obelisk also has the rule Sleeping Sentry: allowing it to start the game in a &amp;quot;powered down&amp;quot; state where it cannot move or shoot (including Gravity Pulse), but it has a notable 3+ &amp;lt;b&amp;gt; INVULNERABLE&amp;lt;/b&amp;gt; save. You can power up at the start of your Movement phase, immediately allowing for movement and shooting. This allows you to keep your relatively soft Obelisk safe while the enemy draws close.&lt;br /&gt;
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*&#039;&#039;&#039;[[Tesseract Vault]]&#039;&#039;&#039; - Now only a vehicle with essentially BS5 for C&#039;Tan powers (the Tesla Spheres use its base BS4), but otherwise a 550-point Superheavy Skimmer with AV14 everywhere.  While it is durable with that AV14, Living Metal, and 9 HP (with 6+ IWND), this doesn&#039;t mean that you can play this lightly (or at least as lightly as a Knight): If it dies, it always takes a Titanic Explosion, and that&#039;ll always be ruinous. So ruinous, in fact, that one player&#039;s tactic was to get the Vault WITHIN his enemies ranks. Then, they were all too scared of it blowing up to actually shoot at it.&lt;br /&gt;
**Note recently games workshop has stated if a model has two different stats both are legal meaning the Vault in Escalation is legal jut have to play the extra points of it.&lt;br /&gt;
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===Fortification===&lt;br /&gt;
*&#039;&#039;&#039;Aegis Defense Line&#039;&#039;&#039; - Keeps your objective camping Warrior squad safe from those pesky AP4 and under weapons. Necrons are a shooty army, and unless you&#039;re up against Tau or Guard, you&#039;re going to be the one playing the defense. Upgrade-wise, your best bet is the Comms Relay, since this army typically relies on it&#039;s own fliers for anti-air, and the reserve modifiers help with getting said fliers onto the table.&lt;br /&gt;
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*&#039;&#039;&#039;Imperial Bastion&#039;&#039;&#039; - Can be decent depending on the matchup, although if you&#039;re embarked in the building then you aren&#039;t practising the time honored strategy of &amp;quot;Move, Shoot, Repeat&amp;quot;. Note that this structure is large enough to get a cover save for your monolith.&lt;br /&gt;
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*&#039;&#039;&#039;Skyshield Landing Pad&#039;&#039;&#039; - Can be used for some interesting tricks, particularly involving the 4++ that it confers when it&#039;s folded up.&lt;br /&gt;
**Never. Ever. Field A Monolith with this set up. Let alone three. They are terri-bad, especially if you&#039;re just planning on having them sit there. Three Doomsday Arks on top of the Pad will be cheaper and give you more reach and fire power any day.&lt;br /&gt;
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*&#039;&#039;&#039;[[Fortress of Redemption]]&#039;&#039;&#039; - No. You&#039;re not Imperial Guard. Your troops are not squishy enough to need to hide in this thing, and your guns have such short range that you can&#039;t afford to just sit in one spot the whole game. Besides, if you want to spend this many points on a fortification, just go the extra mile and get the Tomb Citadel.&lt;br /&gt;
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*&#039;&#039;&#039;Tomb Citadel (Forge World)&#039;&#039;&#039; - Broken. Stupidly so. Two AV14 Structures, killed on a 5+ with a penetrating hit. One has Eternity Gate and Scarab Hive, the other gives everything (including the structures and emplacements) on it a 3++ invulnerable (does not specify Necron Units), and all Necron units on it a re-roll to RP of 1. This is ridiculous considering it is nearly 2x2 foot, so you can now reliably bunker down and NEVER DIE. It can have emplacements (up to 2) with Skyfire and Interceptor - Twin-linked Tesla Destructor for 65pts, or Gauss Exterminator for 100pts. The Fortification without the upgrades (and it can have Comms Relay for 20pts) is 300 POINTS. Give your Warriors a Lord with Resurrection Orb, stick them on here, and THEY WILL NEVER DIE.&lt;br /&gt;
**For maximum cheese bring the lawbringer phalanx formation, give the praetorians particle casters, then stick a lord with as res orb in each unit. be ready to catch your models as your opponent flips the table in response to your &#039;&#039;&#039;2+ REANIMATION, RE-ROLLING ONES!!!&#039;&#039;&#039;(NOTE: Sorry, new codex says RP can never be better than a 4+, but even then, a 4+ with re-roll on 1s still gives a 58.33% chance of success) remember, this thing is 2x2 feet so you can reach a pretty large area even with the praetorians crappy 12 inch range.&lt;br /&gt;
**It&#039;s important to note for only 200 more points, you can bring a second one. A Tomb Fortress is only 500 points, offers you a second Power Crucible, which means if for some reason the enemy wants to remove the 3++ effect, they have to burn through both of them to do so. 2 Eternity Gates. 2 Scarab Hives. It&#039;s madness for only 200 more. And then finally of course, there&#039;s the City of the Dead, but at 1500 points, you won&#039;t be bringing it at sub-5000 games. Still a fun version though, since you deploy the City anywhere on the field, oh and that whole 4x4 Fortification is considered your deployment zone. Trolltastic.&lt;br /&gt;
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==Supplements==&lt;br /&gt;
===The Maynarkh Dynasty (aka: The Dark Harvest)===&lt;br /&gt;
In Imperial Armor 12 is an army list to represent &amp;quot;the accursed and bloody Maynarkh Dynasty&amp;quot;. It&#039;s specifically said to be mainly a flavor change to let you field an Oldcrons-style murderous legion of insane robot-monsters. It&#039;s a bit like a prototype supplement, and like other supplements the changes are not significant enough to warrant a separate tactica page, but it would be rude to let them out. Luckily, this FW supplement doesn&#039;t appear to have anything blatantly overpowered, with each new unit having a suitable points increase or weakness that can be exploited. Anyone claiming you won &amp;quot;because you used FW&amp;quot; is just a sore loser.&lt;br /&gt;
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*&#039;&#039;&#039;HQ:&#039;&#039;&#039;Maynarkh Overlords and Maynarkh Lords cause Fear and are ready to go crazy at any moment. Every time they or their unit wipe out an enemy in combat or fail a morale check roll a die: 2-5 nothing happens; 1 they either make d3 attacks against their unit or lose a wound with no saves allowed; 6 they get Fearless and Rage for the rest of the game but give points to your opponent like they were destroyed. Also for 5 points they can buy Flensing Scarabs, a nifty item that lets them re-roll all failed wounds in the first round of combat they fight, once per unit per game, sorry. They also come standard with Hyperphase Swords instead of Staff of Light / Warscythe, and Res Orbs cost extra.  Crypteks and Destroyer Lords are identical to vanilla Necrons.  A Maynarkh Royal Court can be taken in place of an HQ:  Maynarkh Royal Court - 1 Maynarkh Overlord (or Kutlakh the World-Killer) and 0-5 Maynarkh Lords, 0-5 Crypteks.  &lt;br /&gt;
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*&#039;&#039;&#039;Special Characters:&#039;&#039;&#039; You can&#039;t use normal necron characters but don&#039;t worry, you&#039;ve got two of your own. &#039;&#039;&#039;Kutlakh the World-Killer&#039;&#039;&#039; and &#039;&#039;&#039;Toholk the Blinded&#039;&#039;&#039; (NOTE: these characters DO NOT have available models to purchase, you&#039;ll need to proxy or create your own).&lt;br /&gt;
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**&#039;&#039;&#039;Kutlakh the World-Killer&#039;&#039;&#039;&lt;br /&gt;
Kutlakh is the Maktlan of the Maynarkh Dynasty, which roughly translates to &amp;quot;Supreme Battlefield Commander&amp;quot;.  The Lore sets him as half flayer-crazy, only lusting for war and killing, and therefore unfit to be Phaeron.  He may be taken in place of a Maynarkh Overlord in a Royal Court.&lt;br /&gt;
He comes stock with an AP2 Instant Death dealing sword called &amp;quot;The Obsidax&amp;quot;, grants himself and his unit Fearless, Fear and Relentless (Maynarkh Overlords also grant Relentless) plus he &#039;&#039;&#039;must&#039;&#039;&#039; be your Warlord which grants Crusader to his unit too; mein gott, he grants 4 special rules to his unit.&lt;br /&gt;
Comes stock with a Phase Shifter (4+ invuln), Phylactery (It Will Not Die) and Sempiternal Weave (2+ Armour Save... wonder why that didn&#039;t make it to 7th ed.?) and a Staff of Light.&lt;br /&gt;
He also has a special rule called &amp;quot;Splinter of Madness&amp;quot;: &lt;br /&gt;
When in challenges you must compare your Leaderships and +D6, for every point higher Kutlakh is, then you minus that to your opponents WS. Pretty badass.&lt;br /&gt;
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**&#039;&#039;&#039;Toholk the Blinded&#039;&#039;&#039;** (&amp;quot;the Blind&amp;quot; implies that he is simply &#039;blind&#039;, the supplement clearly says &#039;blinded&#039; inferring that he was forcefully made blind, which is what happened.  Quit editing this to read &amp;quot;the Blind&amp;quot;, because that&#039;s wrong).&lt;br /&gt;
Toholk the Blinded is a dirty cheap 125pt Cryptek which comes with a Sternguard stat line but has Toughness 5, 2 Wounds and the obligatory Necron I2. He does have Slow and Pureposeful which in essence is even more Relentless for your army BUT prevents Ogrewatch which can hurt a very shooty(but can be deadly in melee) army. Has a fluff weapon called an Aeonstave which is a standard melee weapon with one ability:  an unsaved wound caused by this weapon lowers the wounded model&#039;s WS, BS, I, and A to 1 for the remainder of the game, and removes &#039;fleet&#039; if they had it (useful only against models with more than one wound) as a side note, challenge your opponent&#039;s Daemon Prince/Primarch. Drop stats. Laugh.; Timesplinter Cloak which gives Toholk a 3+ Invulnerable Save; and a Transdimensonal Beamer which is a 12&amp;quot; range, Heavy 1 with the Exile Ray special rule (Any roll of 6 to Wound cause Instant Death and ignore armour or an auto Pen vs vehicles).&lt;br /&gt;
Toholk also has a rule called Chronomantic Sight which grants Night Vision and a complete immunity to the effects of Blind to himself and his unit. Furthermore, Toholk or his unit may re-roll a single D6 in each friendly turn.&lt;br /&gt;
The &amp;quot;Eternal Engines&amp;quot; special rule which grants D3 Vehicles taken within the Dark Harvest Detachment &amp;quot;IT WILL NOT DIE&amp;quot;. Super Monoliths activate with their 6+ Living Metal and their 5+ IWND.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Troops:&#039;&#039;&#039; Guess what? Flayed Ones as troops! Now your dream of having an assault-oriented Necron army can finally become reality! Unfortunately they come in 10-20 units so willing or not you&#039;ll have to bring lots of them.  Maynarkh Warriors are the same as standard, with the addition of Flensing Scarabs as a +10 point option for the whole unit.  Maynarkh Immortals are rare and act more like enforcers and taskmasters, so by rule they cannot be taken as a mandatory troop choice. They can also buy Flensing Scarabs at 10 points per squad.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dedicated Transports:&#039;&#039;&#039; Exactly as in Codex: Necrons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Elite:&#039;&#039;&#039; Charnel Lychguard cost 5 points more per model (compared to standard Lychguard) for Rage and Fear. Also, they can take the flensing scarabs for +10 points for the whole unit.  Otherwise, all changes in Lychguard from 6th to 7th edition are considered in effect (meaning that sword + board Charnel Lychguard get a 3+ invulnerable save with that old deflection ability gone). &amp;quot;Soldiers of the Bloody Court&amp;quot; only allows a single unit of Charnel Lychguard to be taken for every Maynarkh Overlord in the army, so no Maynarkh Overlord, no Lychgaurd. For the rest you can use all other necron elites (Except C&#039;tan Shards: no pokégods for you) plus the excellent Tomb Stalker to troll Dark Eldars and counter the opponent&#039;s own Monstrous Creatures.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fast Attack:&#039;&#039;&#039; Regular Scarabs may be upgraded to Charnel Scarabs at 5 points each, gaining +1WS and trading Entropic Strike for Shred and Rending. This turns your GODLIKE vehicle-chewers into surprisingly effective infantry-eaters. &lt;br /&gt;
A new unit are the Canoptek Acanthrites which are your ranged Wraiths which lose -2 Strength, -1 atack and lose all the Wraith upgrades but do gain +1 Toughness, +1 Wound, a Voidblade and  Cutting Beam (12&amp;quot;, Str6, AP2, Assault 1, Melta). Furthermore they have Stealth but lose the ignoring terrain goodness of Wraiths. Although these are your ranged guys, people still don&#039;t want to try to tie them up since they have Voidblades (Rending &amp;amp; Entropic Strike) so they can still pack some punch against 2+ or 3+ saves but only with 2 attacks each, you kinda still want to keep them out of melee.&lt;br /&gt;
&lt;br /&gt;
You can also field Tomb Sentinels, a monstrous creature with scary stats and a big gun that hits twice (blast), the first hit not allowing any saves of any kind, and removing any model that fails a strength check.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavy Support:&#039;&#039;&#039; no change except for three new toys: the Tesseract Ark, Nightshroud Bomber and Sentry Pylons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Allies:&#039;&#039;&#039; Allies of Convenience with regular Necrons, Desperate Allies with Marines, Guard, Orks and Chaos Marines and &amp;quot;Come the Apocalypse&amp;quot; with everyone else.&lt;br /&gt;
&lt;br /&gt;
====Warlord Traits====&lt;br /&gt;
#Predictive Strategy - You may add or subtract 1 to any Reserve roll while the Warlord is alive. &lt;br /&gt;
#Dust and Ashes - If your Warlord survives you gain an extra victory point. &lt;br /&gt;
#Blood of Ancients - The Warlord must always issue and accept challenges, but for every IC he kills you gain an additional Victory Point.&lt;br /&gt;
#Unbending Will - The Warlord and his unit may reroll for Reanimation Protocols while within 3&amp;quot; of an objective.&lt;br /&gt;
#Fire of The Heavens - Every turn, a Vehicle or Artillery unit get +1 Strength on one of its weapons. &lt;br /&gt;
#Death Incarnate - Crusader for the Warlord and his unit. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039; In the book the Manyarkh Dynasty&#039;s strategy is described as super-aggressive short range engagements, with close air support to bomb everything back to the Precambrian era before ground troops swoop in and finish off whatever survived, and Stalkers/Sentinels and wing of Acanthrites to break strongpoints or outflank. &lt;br /&gt;
&lt;br /&gt;
(standard player opinion, too messy to edit, take with grain of salt): Alright, seriously, the two (three if you count the warlord traits) highlights of this list are the higher close combat proficiency and the new toys. Flayed Ones are by no means an exceptional unit but at least now they don&#039;t clog up an elite slot. Deep Strike and Infiltration don&#039;t work as well as in the codex list due to bigger squads, but you can still use them as choppy footslogging meatshields to complement or substitute the shooty footslogging meatshielding of Warriors. If you really want them to get some shit done, [[Clue|Kutlakh, with the Obsidiax, in the Flayed One blob]] can make them order of magnitude scarier, and probably will quite like the large amount of regenerating ablative wounds and supplementary attacks. The change to Overlords and Lords is mainly a fluffy one: Fear is relatively useless as always and most necrons units have low chances to fail a morale check or completely wipe out an enemy unit in assault, and 2/3 of the times it happens it does nothing. Charnel Lychguards are a nice upgrade, and most of the times you would have taken only one unit anyway. Flensing Scarabs are extremely cheap (half a point per model on a 20 strong squad) and will assure the users will inflict the maximum amount of wounds in their first fight; the obvious clients are Flayed Ones and Lychguards, but Immortals could use a little anti-assault deterrent. Or you could just ignore all of the above and go for the shiny new Forgeworld goodies, analyzed more in detail overhead. But since you could very well use them with a normal necron list, the only reason to play Dark Harvest sans Close Combat is the Warlord Traits, and seriously if you like random charts so much there&#039;s [[Warhammer 40,000/6th Edition Tactics/Chaos Daemons|this new codex here...]]&lt;br /&gt;
&lt;br /&gt;
(non-biased analysis):  Forgeworld units CANNOT be taken with Decurion Detachment (as the Decurion is an army made of specific formations listed in the codex, none of which contain FW units).  Further, the Dark Harvest can be used as an allied detachment alongside Necrons (normally something not allowed).  This makes an allied Dark Harvest a means by which you can field FW units alongside a Decurion Detachment.  Further, the Dark Harvest is built following a CAD formula, making it less confining than a Decurion.  While FW units can be used in a standard CAD Necron army anyway, using the Dark Harvest allows use of the Maynarkh Warlord trait table if you like that one better (but will subsequently cut-off use of the Necron Codex unique characters / standard Overlords / Lords, and C&#039;Tan Shards).  Finally, the Dark Harvest allows Flayed Ones as a troop choice, giving this Necron Army a melee troop choice which all other Necron armies lack.  While many players downplay these points, it is akin to taking one chapter of Space Marines over another:  style choices and slight tactical differences.&lt;br /&gt;
&lt;br /&gt;
===Mephrit Dynasty===&lt;br /&gt;
Coming from the &#039;&#039;Shield of Baal: Exterminatus&#039;&#039; book, you now have the a way to represent the Necrons who decided to help out the [[Blood Angels]] fight the Nids.  Sadly, there is no way to play out the Silent King or his one-night stand with Dante.&lt;br /&gt;
&lt;br /&gt;
====Mephrit Dynasty Cohort====&lt;br /&gt;
They have a special FOC that makes you take another compulsory Troops slot, but gives you 8 total slots for Warriors and Immortals.  Aside from the generic WT re-roll, you also get to re-roll 1s when rolling Reanimation Protocols for Troops (which is one of the few ways to really boost your RP trolling).  Other than that, you&#039;re free to take anything you want except for the Tesseract Vault.&lt;br /&gt;
&lt;br /&gt;
====Warlord Traits====&lt;br /&gt;
#&#039;&#039;&#039;Eternal Will:&#039;&#039;&#039; Eternal Warrior, which is a handy thing, especially if up against a Knight or something.&lt;br /&gt;
#&#039;&#039;&#039;Override Protocols:&#039;&#039;&#039; Melee Weapons have Haywire, making them trolltastic against vehicles.&lt;br /&gt;
#&#039;&#039;&#039;Immortal Arrogance:&#039;&#039;&#039; Warlord and other Necrons within 12&amp;quot; re-roll Pinning and Morale.  Decent enough, really.&lt;br /&gt;
#&#039;&#039;&#039;Mental Subroutines:&#039;&#039;&#039; Adamantium Will, which at least gives the guy a slightly better chance to Deny.&lt;br /&gt;
#&#039;&#039;&#039;Scorn of the Ages:&#039;&#039;&#039; Hatred for the warlord and His unit&lt;br /&gt;
#&#039;&#039;&#039;Repair Nanoscarabs:&#039;&#039;&#039; IWND.  Jesus damn, consider yourself lucky if you grab this.  That said, it&#039;s not certain if this stacks with the new Phylactery (Though odds are that it&#039;s a negative)&lt;br /&gt;
&lt;br /&gt;
====Relics of the War in Heaven====&lt;br /&gt;
*&#039;&#039;&#039;The God Shackle&#039;&#039;&#039; - Cryptek only.  He gets to give a C&#039;Tan Shard +1 S/T while he&#039;s still standing.  That makes the shard practically unkillable now.  Issue is that you&#039;ll need to shell out for said shard, and then 10 more for this tool.  Oh, and for the Cryptek too, but you&#039;ve already got one most likely. Note that all of the relics from the book are unique and 1 per army, explicitly written before any of the datasheets in the book.&lt;br /&gt;
*&#039;&#039;&#039;Edge of Eternity&#039;&#039;&#039; - Overlord only. A redone Warscythe, it&#039;s a Two-Handed S+2 AP2 weapon with Armourbane and Precision Strike. It&#039;s essentially giving you a warscythe with free Precision Strike.  &lt;br /&gt;
*&#039;&#039;&#039;Solar Thermasite&#039;&#039;&#039; - Cryptek or Overlord only.  The user gets +1 S to all weapons, which is totally badass, and re-rolls Saving Throw rolls of 1.  Yeah, anyone thinking of mixing this with the Nightmare Shroud, you&#039;re doing it right.&lt;br /&gt;
**You DEFINITELY can&#039;t take multiple of the same Relic, but I&#039;m inclined to believe you can take both the Solar Thermasite and the Nightmare Shroud. They&#039;re two separate Relic lists. Playing a Mephrit FOC lets you take any of the RotWiH, and the codex lets you take ONE of the AotA.&lt;br /&gt;
**Relics are a bit wonky. Some supplements can take both their own relics as well as those of their base codex, some can&#039;t. In the case of Mephrit Dynasty, I&#039;ve seen the ruling that you can take only one relic per character, although you can take it either from Mephrit or base codex (provided your character is from a Mephrit Dynasty formation, of course), but that isn&#039;t an official GW FAQ.&lt;br /&gt;
**First draft of USRs indicate multiple relics equipped to the same character will be forbidden. Though it&#039;s not confirmed, do keep this in mind.&lt;br /&gt;
&lt;br /&gt;
===Decurion Detachment===&lt;br /&gt;
Remember how the Wardex explained that the entire operations of a Dynasty was essentially split into a whole ton of different little nodes that all connected to each other?&lt;br /&gt;
Yeah, the GW Design Team decided to run a formation made of formations as the new FOC of the Necrons and it&#039;s honestly kinda evil because there are ways to easily circumvent normal restrictions thanks to the limits of the Decurion.  It also doesn&#039;t help that doing this allows Living Metal vehicles to now ignore Crew Stunned and all members gain +1 to RP (meaning that Crypteks now feel kinda silly because now their job is pointless (Not Really. RP is 6+ vs ID. Back to 5+ in Decurion and 4+ again with a Cryptek. Sounds pretty shiny to me, especially when you&#039;re re-rolling 1&#039;s as below)).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reclamation Legion:&#039;&#039;&#039; Your mandatory force, this gives you an Overlord (anyone except for Imotekh), 0-2 Lychguard, 1-4 Immortals, 2-8 Warriors, 1-3 Tomb Blades, and 0-3 Monoliths.  Yeah, you need to use the silly little jetbikes.  However, getting this set up gives Move Through Cover, Relentless, and all members within 12&amp;quot; of the Overlord can re-roll 1s on their Rezzes. Unfortunately, the only thing Relentless actually gives any of these units is the ability to charge after firing Rapid Fire guns.&lt;br /&gt;
**&#039;&#039;&#039;Alternative Opinion&#039;&#039;&#039; - Tomb Blades aren&#039;t really silly anymore. With their cost going down (albeit only by 2) as well as unit capacity going up (from 5 to 10), and all of their upgrades costing no more than 2 points per model? Before 5 Tomb Blades with Shield Vanes and Nebuloscopes was 175 points. Now 5 Tomb Blades with the same gear is 110 points. They might not be competitive, but I wouldn&#039;t say they&#039;re laughable. Give them all particle beamers and watch horde armies cry because of 5 S6 blast weapons.  The salt can get very real.  Taking chunks out of MEQs is pretty fun.  Get about 15-20 hits on them; they may get their armor save, but those bolters don&#039;t do jack-diddly against T6, 3+ armor, and 4+ RP when they fire back.  Go nuts.&lt;br /&gt;
*&#039;&#039;&#039;Royal Court:&#039;&#039;&#039; Only allotted 1 per Reclamation Legion, this locks in an Overlord (who can be replaced with Imotekh), 1-3 Lords (one of whom could be Obyron), and 1-3 Crypteks (named or no).  If the Overlord is Warlord, he can re-roll his WT.&lt;br /&gt;
*The remaining forces are all locked to 1-10 per Reclamation Legion.  And some of them are just MEAN.&lt;br /&gt;
**&#039;&#039;&#039;Destroyer Cult:&#039;&#039;&#039; Destroyer Lord leads three squads of at least 3 Destroyers each and an optional squad of Heavy Destroyers.  The Destroyer Lord here can re-roll his WT if chosen and the Cult can re-roll to-wound and to-pen. This isn&#039;t too useful considering they all have Preferred Enemy anyway, but nothing to scoff at, especially when a Heavy Destroyer shoots at tanks.&lt;br /&gt;
**&#039;&#039;&#039;Judicator Battalion:&#039;&#039;&#039; Triarch Stalker joins 2 squads of Praetorians.  This grants the models Move Through Cover (though only the Stalker kinda needs it. Which is interesting, since the Stalker already has it by default. Wonder why they did that.) (It&#039;s so the praetorians don&#039;t have to take dangerous terrain when using jump packs and can ignore the difficult terrain penalty when charging), and the formation can now re-roll to-hit, to-wound and to-pen one unit the Stalker can see BUT only in your shooting phase (remember, praetorians have a range of 12&amp;quot; with their ranged weapons...). So, you will probably hate this formation because now, you MUST pay 2 squads of praetorians for EACH unit of triarch stalker you want to play in a Decurion Detachment. Ouch ! So, if you like praetorians, this formation is ok, but if you prefer to have a lot of triarch stalker unit (to give nearly all your unit a BS of 5 !) or simply don&#039;t want 2 squads of Praetorians, better include them in a Combined Arms Detachment. &#039;&#039;&#039;Note&#039;&#039;&#039;: Due to FAQ Night Scythes taken as dedicated transports for the Praetorians, also benefit from the re-rolls.&lt;br /&gt;
**&#039;&#039;&#039;Canoptek Harvest:&#039;&#039;&#039; A Spyder joins a pack of Scarabs and Wraiths.  Sadly, you can&#039;t spam Scarabs until the cows come home without grabbing those other gits.  They all gain Move Through Cover and Relentless and during the Movement Phase, members within 12&amp;quot; of the Spyder can either pick RP, Fleet, or Shred.  All are neat, but shredding Scarabs is hilarious. Relentless Wraiths are also more than just hilarious, because now they get to fire their Transdimensional Beamers before charging. If you decide to keep the Wraiths cheap with Whip Coils, turn on Reanimation Protocols and laugh as anything that is not S10 or Destroyer harmlessly bounces off of 3++/4+ RP.&lt;br /&gt;
**&#039;&#039;&#039;Annihilation Nexus:&#039;&#039;&#039; Annihilation Barges join Doomsday Arks in blowing stuff up.  If the Doomsday Ark&#039;s Quantum Shields are out, then a Barge within 6&amp;quot; can shut their shields off to restore the Ark&#039;s shields.&lt;br /&gt;
**&#039;&#039;&#039;Star-God:&#039;&#039;&#039; You can field the Nightbringer, Deceiver, a Transcendent C&#039;tan, or a Tesseract Vault - but usually you&#039;ll be better off grabbing a separate detachment of Conclave of the Burning One, of course.&lt;br /&gt;
**&#039;&#039;&#039;Flayed Ones:&#039;&#039;&#039; They&#039;re Flayed Ones.  Nothing else.&lt;br /&gt;
**&#039;&#039;&#039;Living Tomb:&#039;&#039;&#039; Obelisk comes with 0-2 more Monoliths.  The Obelisk always enters Turn 2, and Monoliths don&#039;t scatter within 12&amp;quot; of it.  Whenever a Monolith Deep Strikes, a unit of Infantry/Jump Infantry can jump from Reserves. Which is great because you &#039;&#039;&#039;&#039;&#039;cannot&#039;&#039;&#039;&#039;&#039; deepstrike and use the portal otherwise. Plus, Obelisks have smaller base sizes which means your monoliths are more likely to actually survive deepstrike.&lt;br /&gt;
**&#039;&#039;&#039;Deathmarks:&#039;&#039;&#039; They&#039;re Deathmarks.  What were you expecting?&lt;br /&gt;
**&#039;&#039;&#039;Deathbringer Flight:&#039;&#039;&#039; 2-4 Doom Scythes.  &amp;lt;s&amp;gt;Pretty much your chief source of AA.&amp;lt;/s&amp;gt; Attack Flyers, so strictly for taking ground targets. Enemies within at least 12&amp;quot; of at least 2 of the Cronssants get -1 Ld and if one of them fires at something, the others gain +2 BS for each Scythe that fired on it. With DftS, can now do Attack Patterns, potentially getting BS 6 for the Leader, 7 for the rest of the wing, if they shoot the same weapon at the same target (effectively BS 10 with Tesla Destructors), on top of Ignore Cover and Tank Hunters. Bawkses will be crushed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Note:&#039;&#039;&#039; Do keep in mind that you can run any of these formations alongside a normal Combined Arms Detachment. For example, if you want to free up some Elites, you can simply field a Judicator Battalion. Since Elites gain no bonus in a Combined Arms Detachment, you lose nothing, but gain three free Elites, a useful special rule and a reason to take your Praetorians out of the display case. The same trick can be used to gain some extra Heavy Support choices by using an Annihilation Nexus or a Deathbringer Flight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Important Note:&#039;&#039;&#039; This detachment is good. Really, really, &#039;&#039;really&#039;&#039; good. It effectively makes your entire army 33% tougher than they would be otherwise, and overall &#039;&#039;twice&#039;&#039; as hard to kill as any other army would be with similar statlines. Your boys will be incredibly hard to shift no matter what you do with them; you will likely never be tabled, even against other tournament-grade armies. Unfortunately, combined with the general high quality of Necron units, it&#039;s &#039;&#039;too&#039;&#039; good, right up there with Riptide spam and Craftworld Cheese and Macaroni - many players will outright refuse to play against it. Score one for GW. Now you have all those models and nothing to do with them. Except not play Decurion and learn to take a loss or two.&lt;br /&gt;
&lt;br /&gt;
==Formations==&lt;br /&gt;
*&#039;&#039;&#039;Retribution Phalanx (Start Collecting Necrons pack):&#039;&#039;&#039; An overlord takes a Stalker, some warriors, and some scarabs. The warriors and scarabs become effectively immortal, as they always redeploy next to the overlord any time they get wiped out. Which is a total pain in the ass.  &lt;br /&gt;
**&#039;&#039;&#039;Alternative Opinion:&#039;&#039;&#039; Unfortunately, its ultimately useless if you don&#039;t use them as suicide squads.  Cronz never die to begin with, and good luck losing an entire squad before turn 5.  What ends up happening is you get whittled down to 2 or 3 models and then ignored for bigger, juicer targets where the enemy&#039;s shots aren&#039;t wasted.&lt;br /&gt;
*&#039;&#039;&#039;Resurgence Decurion (White Dwarf 47):&#039;&#039;&#039; 1 Monolith, 2 units of warriors and 2 units of immortals. Each turn the monolith can resurrect D6 warriors or D3 immortals from one of the squads within 6&amp;quot; of it, much like the ghost arks. Take the ghost arks with the 20 man blobs of warriors for added fun! &lt;br /&gt;
*&#039;&#039;&#039;Acquisition Phalanx:&#039;&#039;&#039; Why would you have this many Lychguard? It’s cool that they and Trazyn could generate more VP’s, but these guys are pricy as all get out! the fact that if you have at least 20 lychguard with shields the ENTIRE FORMATION has the dispersion shield for a 3+ invul WITH REFLECT makes getting anywhere near them a much more frightening prospect.&lt;br /&gt;
*&#039;&#039;&#039;Infinite Phalanx (Apoc):&#039;&#039;&#039; If you have 100 warriors lying around with no idea what to do with them, call them one group! They get a 4+ reanimation (3+ if you bring over 150), Relentless, Fearless (and Fear if you go over 100), and just won’t die! You can also really fuck with people by adding a Res-lord, and a solar staffed chrono-tek to survive your opponents first two turns of shooting almost completely unscathed. Use this unit to hold the line while everything else sits in reserve (living tomb(s) and scythe spam, anyone?) to force them to waste their shots. Then kill a superheavy a turn with massed guass fire. Obviously support this unit with ghostarks.&lt;br /&gt;
** Troll your friends and stick Obyron in the unit to no-scatter teleport 200 fucking warriors around Zahndrekh &lt;br /&gt;
*&#039;&#039;&#039;Baleful Necropolis (Apoc):&#039;&#039;&#039; 1 Vault, 8 Monoliths.  Your standard floating doom city. This thing is expensive! Who has that much money and monoliths lying around?  Field it if you have it, I suppose.&lt;br /&gt;
*&#039;&#039;&#039;The Royal War Council of Mandragora:&#039;&#039;&#039; Expensive as all hell to get out for the individual models (You need Imotekh, Orikan, Zandrekh and Obyron, an Immortal squad and a full Court). Combine with two or three Gauss Pylons and you can auto-win about any game. All those cool gimmicks? You can use them all at once! 1 free asset for being a high command during the break, plus one more for each of the three conditions won in the game. Oh and d3 victory points for satisfying all 3 conditions.&lt;br /&gt;
** The conditions are rolled for in the beginning of the game.  You must either kill a whole formation, kill an IC, pen their superheavy vehicle, make an enemy fail morale once, kill 3+ vehicles in a single turn, or keep the council whole for one turn without losses.&lt;br /&gt;
&lt;br /&gt;
===Warzone: Damnos Formations===&lt;br /&gt;
*&#039;&#039;&#039;Translocator Flight:&#039;&#039;&#039; Drop in 3-5 Night Scythes. Brought to you by Damnos: The Grave-Maker! On the off-chance you have units that can’t deep strike for whatever reason, use this. The minimum 3 Night Scythes lets you use the 15” pie plate to take d3+1 units across the table. So, for 4 inches between each base, with 12 more for any of those units within a given Nightscythe +72” in base translocation could take you between 92” and 104”. Or an inconceivable 7 and 8.5 feet!  Per turn!  300 pts never tasted so good.&lt;br /&gt;
**Really, you could DS epic hordes of Warriors/Immortals, without scatter thanks to the right asset, right in front of enemy lines as long as a substantial portion of them are under the template. Even just 2 Night Scythes lets you use the 10” plate. This will wreck games and make folks flip tables.&lt;br /&gt;
*&#039;&#039;&#039;Doom Scythe Deathbringer Flight:&#039;&#039;&#039; 3-5 Doom Scythes to be fired.&lt;br /&gt;
*Perfect for wrecking vehicles or hordes of units for +1/2 against their number in S10 AP2 hits.&lt;br /&gt;
*&#039;&#039;&#039;Canoptek Swarm:&#039;&#039;&#039; Join 1-3 Spyders with 3-6 Scarabs, with one of the Spyders to be leader.&lt;br /&gt;
**Play this on the first turn. See Damnos book. Buy some instant mold and some sculpt dough, then save the cash to buy the Canoptek spyders and bases if you can’t mold things. Perfect formation for trashing enemy fortifications. 2-3 of those, with 40-60 scarabs total, should provide enough chances to destroy nearly all enemy cover/buildings.  Expect to see more of mountains and forests for future boards as a result of this formation.  As an extra bonus, when they DS, they get Shrouded.&lt;br /&gt;
*&#039;&#039;&#039;Lawbringer Phalanx:&#039;&#039;&#039; A Stalker joins 2+ Units of Praetorians.&lt;br /&gt;
**I suppose if you have the models...in any case, for the white dwarf version over the Warzone: Damnos book. Use the white dwarf version, if at all. The stalker could get void shields, extra AV and help the stupid praetorians not die.&lt;br /&gt;
*&#039;&#039;&#039;Ghost Strider Phalanx:&#039;&#039;&#039; 1-3 Ghost Arks, 1-3 Warriors, 1-3 Tomb Blades.&lt;br /&gt;
**As above, except the damnos one is ok. White Dwarf is still better. Can deep strike as a group once per game. Pair up with the Precise Coordinates strategic asset and you can potentially wreck a Titan. Use the white dwarf version instead. Quantum Shielding allows arks to have AV 15, but you need to roll 2+ to pass hits of any kind [even destroyer hits] onto the Tomb Blades.&lt;br /&gt;
*&#039;&#039;&#039;High Court of Damnos:&#039;&#039;&#039; The Court has unique characters: An Overlord with Warscythe and Phase Shifter, an Overlord with the Staff and Tachyon Arrow, an Overlord with the Staff and a Rez Orb, and a Harbinger of Transmogrification with a tremorstave and harp of Discord.&lt;br /&gt;
**The Shifter lord gets +2 on his Ever-Living rolls and gives all Warriors and Immortals within 24&amp;quot; Fearless.  He&#039;s meant to get in the thick of it and ensure that those goons do too.&lt;br /&gt;
**The Arrow Lord must roll a d6 for every enemy within 18&amp;quot; of him.  On a 6, the enemy takes d3 random S8 AP5 hits (Which hit on the side armor)&lt;br /&gt;
**The Rez Lord gives everyone within 24&amp;quot; Stealth.  Kinda...meh compared to the others, but it gets the job done.&lt;br /&gt;
**The Cryptek gives everyone rerolls on failed saves while he&#039;s alive.&lt;br /&gt;
*&#039;&#039;&#039;Court of the Flayer King:&#039;&#039;&#039; An Overlord joins some Flayed Ones.  WHY?  Read on ahead!&lt;br /&gt;
**Warzone Damnos gave us the impossible: A reason to play with Flayed Ones! One pack and an Overlord gets you a high command unit. Which means you could cheaply get a high command formation and free strategic asset with some spare ghost ark bodies and green stuff.&lt;br /&gt;
** With the new Flayed Ones, this formation is pretty nasty. You don&#039;t even need to have the Overlord join the Flayed Ones. Infiltrate them in and soak up all the fire from your 4+/3+ FnP. Next turn charge in with your 6 attacks EACH, re-rolling because of Hatred, then re-rolling wounds because of Shred. Obscene.&lt;br /&gt;
*&#039;&#039;&#039;Host of the Red Harvest:&#039;&#039;&#039; A Destroyer Lord joins 3+ squads of 3+ Destroyers for mass destruction.&lt;br /&gt;
**Something you do with an extra Destroyer Lord and too many destroyers. The normal ones get to fire all-together to make a flamer template and the heavies can fire together to make a STR: D weapon. Maybe not that great, but then again, since they count as one unit according to the book, they’re harder to route...&lt;br /&gt;
*&#039;&#039;&#039;Warzone Damnos Pylon:&#039;&#039;&#039; A variant of the traditional/Forgeworld pylon. Use the Forgeworld book instead.&lt;br /&gt;
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===Shield of Baal: Exterminatus===&lt;br /&gt;
*&#039;&#039;&#039;Conclave of the Burning One:&#039;&#039;&#039; Two Crypteks must join a Transcendent C&#039;Tan.  On the plus side, you get to use the shard&#039;s beefy T7 when rolling to-wound against this.  The Shard also gets 5+ FNP, which gets dropped to 6+ FNP if a Cryptek dies and leaves altogether if the Shard is left alone. That said, stick the God Shackle on this and the whole unit gets T8!&lt;br /&gt;
**This can be an absolutely amazing formation, for starters it&#039;s very minimal, if you were going to field a Transcendent C&#039;Tan anywhere in your army you should consider saving the Heavy Support slot and taking this instead. &lt;br /&gt;
**Veil of Darkness would allow you to teleport a C&#039;Tan to where you need it most.&lt;br /&gt;
*&#039;&#039;&#039;Zarathusa&#039;s Royal Decurion:&#039;&#039;&#039; Overlord, a unit of Immortals, 2 Warrior squads, A Ghost Ark, a Doom Scythe, Praetorians, a Stalker, a squad of Deathmarks, and 2 squads of Wraiths, all assembled in a mini-army.  The Overlord gets to give the non-vehicle units Crusader, Counter-Attack, Fearless, or Monster Hunters for a turn.  That said, if he leaves, the formation loses these rules too.&lt;br /&gt;
*&#039;&#039;&#039;Anrakyr&#039;s Royal Decurion:&#039;&#039;&#039; Anrakyr joins a unit of Immortals (which you should upgrade), 2 Warrior squads, A Ghost Ark, a Doom Scythe, and Deathmarks.  Sadly, all you get is a re-roll on Seize and a re-roll on Reserves while Anrakyr&#039;s still alive.&lt;br /&gt;
*&#039;&#039;&#039;Guardians of Perditia:&#039;&#039;&#039; All formations slapped together.  Everything&#039;s the same as it is, and the overlord of Zarathusa&#039;s formation also gets to give the special rules to any unit in this mob.&lt;br /&gt;
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===Former[?] Apocalypse Formations===&lt;br /&gt;
RIP Previous Formations from books which have largely been superceded. Here’s how you can resurrect them for your gaming group.&lt;br /&gt;
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*&#039;&#039;&#039;Monolith Phalanx:&#039;&#039;&#039; one of the most HATED tactics in apocalypse, simply plonk 2-5 monoliths on the field and watch as all of your troops gain 5+ invulnerable saves which usually isn&#039;t much but consider that every, single freaking Necron will have it and gain bonuses to their RP rolls (revs on a 2+ lol) and you&#039;ll have an army that will simply refuse to die no matter what&#039;s thrown at it. Since Monoliths are absurdly durable and a large number of them is bound to ruin even a Titan&#039;s shit (especially if one or more of them is a doomsday monolith), you will win almost all the time even with 5th edition gauss weapon nerfs. If you convince your opponent to play with 3rd or 4th edition vehicle damage rules then you will be pretty much invincible. Keep a troll face on at all times while using this tactic and watch your opponents rage impotently. Monoliths are no longer as impervious as they once were, but have dropped in price significantly (35 points is significant?), so now you can compensate for your less durable Monoliths by fielding even MORE shit. Combine this with the Pylon formation to make your enemies cry. &lt;br /&gt;
**No longer a formation, so unless your local group is very friendly and lets you not only count WBB as RP but also use things that don&#039;t really work and are outdated, you&#039;re SOL. Farewell Monolith Phalanx, the single best formation in Apocalypse.  Dude, it’s totally valid. Just change the words “we’ll be back” to “Reanimation Protocols” because it’s the same thing!  Still, ask your group.&lt;br /&gt;
*&#039;&#039;&#039;Resurrection Warcell:&#039;&#039;&#039; Is fine. Just drop the Resurrection Scarabs as a strategic asset and it should run just fine. Found in Apoc. Reloaded.  This all-immortal load out allows you to summon spyders and/or scarabs on every turn and deep-strike them in. /notbadface/&lt;br /&gt;
*&#039;&#039;&#039;Stormcaller Warcell:&#039;&#039;&#039;  Found in Apoc. Reloaded, and great for counter-attacking other deepstriking units. A barrage template that’s STR 7 and rending? Yes please! Just change the Necron wraiths to Canoptek wraiths and then explicitly make the Necron lord a destroyer lord, because you would have had to buy the upgrade for this unit in the last edition anyway.&lt;br /&gt;
**Not to mention how totally boss it is to have wraiths with 2++ saves, a 2-foot bubble of Deep-strike denial [50/50 chance of mishap], just strike the strike-force rule and slap the new ‘battle formation’ label on it. And have fun with it.&lt;br /&gt;
*&#039;&#039;&#039;Undying Legion&#039;&#039;&#039;: 40 warriors and a Pylon. Functions a lot better than the Endless Phalanx. Free Resurrection Orb upgrade for all of them. Give them ghost arks for support and enjoy the lolz. Or use that Translocator Flight as mentioned above. Found in the 2008 Imperial Armor  Apocalypse book.&lt;br /&gt;
*&#039;&#039;&#039;Gauss Pylon Network&#039;&#039;&#039;: Wait, how is this out of date? Just put 3 of them together and you have monolith phalanx. With pylons. Imperial Armor Apocalypse book. Then tell your opponent to hide their kids, hide their wife and hide their husband, cuz you’re blastin’ errbody up there!  Buy old world globes and Necron parts.&lt;br /&gt;
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==Allies==&lt;br /&gt;
Necrons don&#039;t particularly want to spend extra points on allies, but they can occasionally be useful.&lt;br /&gt;
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===Battle Brothers===&lt;br /&gt;
None. Except yourself.&lt;br /&gt;
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===Allies of Convenience===&lt;br /&gt;
*&#039;&#039;&#039;Tau&#039;&#039;&#039; - Shooting, cheap bodies and big nasty suits. Take a squad of Fire Warrriors as the compulsory Troop with a Cadre Fireblade as the HQ to get the most out of them via Volley Fire, then pick something from one of the other slots: mean ol&#039; Riptides from Elites, slippery Seeker Missile-shooting Piranhas from Fast Attack, the magnificent XV88 Broadside from Heavy Support... whatever tickles your fancy. You already have pretty good shooting and much sturdier bodies on most everything, but Tau have plenty to offer you as long as they fill in the holes in your army rather than doing the same as your Necrons but lacking Reanimation Protocols.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Space Marines&#039;&#039;&#039; - Lots of overlapping stuff. Chaos Marines are lesser than your own Troops, but can bring Special and Heavy weapons, which Necrons can&#039;t anymore since losing 5th ed Royal courts. Cultists are cheap objective squatters, but a min squad of 5 Immortals is more durable than 10 Cultists. Everything else we have an equivalent version of or better version of, other than maybe Heldrakes and Daemon Princes. Still, they are the easiest way to get Psychic Dice and have some nasty psychic abilities.&lt;br /&gt;
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*&#039;&#039;&#039;Renegades and Heretics&#039;&#039;&#039; - Chaos Imperial Guard, more or less. A decent option. If you&#039;re running heavy vehicles, they can bring some of their own that are cheap and effective, like Hellhounds or Basilisks. AV Overload! They also have a lot of cheap bodies, same as Cultists but even less points. Can get some really good artillery options, which is something that Necrons lack overall. Better than CSM, that&#039;s for sure, and less overlap than Tau. Check if your meta allows Forge World (they should).&lt;br /&gt;
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*&#039;&#039;&#039;Dark Harvest Necrons&#039;&#039;&#039; -  So crazy and homicidal that other Necron Dynasties avoid them, the IA 12 supplement (page 102) allows you to break the rules and use these Necrons as an allied detachment to your standard Necron army (or standard Necrons as an allied detachment to a Dark Harvest army). Used mainly for Flayed Ones as these guys use them as Troops instead of Elites, but also useful for fielding FW models alongside a Decurion on the cheap.&lt;br /&gt;
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===Desperate Allies=== &lt;br /&gt;
*&#039;&#039;&#039;Orks&#039;&#039;&#039; - Again - lots of bodies. But here, tougher and better in a fight. Making a green tide (not necessarily the formation) followed up by Necrons is a decent tactic, as is using kitted out Meganobz for 2+ armor and Powerklaws, sort of an alternative to Lychguard. Still, Necrons have a lot of really good assault options in this codex, so you don&#039;t necessarily need someone else to do it for you.&lt;br /&gt;
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&lt;br /&gt;
===Come the Apocalypse===&lt;br /&gt;
*&#039;&#039;&#039;Tyranids&#039;&#039;&#039; - If you want to bring them, you&#039;re probably bringing Flyrants. Which are good, but you should feel bad for doing this.&lt;br /&gt;
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*&#039;&#039;&#039;Eldar&#039;&#039;&#039; - Our age-old enemy brings Jetbike troops and Psychic power. That&#039;s not necessarily bad, but it&#039;s also nothing special. You need to dump a lot of points into them to get any of the &amp;quot;fun&amp;quot; stuff (Wave Serpent spam, Wraithknights).&lt;br /&gt;
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*&#039;&#039;&#039;Dark Eldar&#039;&#039;&#039; - Actually workable. Perfect Deep Striking means you don&#039;t need to be close, and you can bring a lot of special weapons that Necrons lack, like Meltas, Poison, and Lance weaponry. &lt;br /&gt;
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*&#039;&#039;&#039;Daemons&#039;&#039;&#039; - Lots of MCs, lots of Psychic Dice. You &#039;&#039;can&#039;&#039; take a small/cheap contingent of them, but to get any of the fun toys (Princes, Greater Daemons, Deathstars), you need to throw a lot of points into them. Pass.&lt;br /&gt;
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*&#039;&#039;&#039;Space Marine (and DA/SW/BA/GK)&#039;&#039;&#039; - You already have a lot of the same stuff. There are a few fun first-strike options here that Necrons don&#039;t get, though. Scouts give you snipers that can start shooting while the rest of your army is slogging across the battlefield or waiting to come from (deep strike) reserves. A pair of tactical squads in drop pods gives you a first turn set of immortal-equivalents already in the fray and a second set that will get to plant safely wherever, each for a total cost less than the Night Scythe you&#039;d plant real Immortals with. If you&#039;re already in the area, the Stormraven is well worth the price of a Monolith with vastly superior mobility, firepower, and the ability to do anti air. Take Iron Hands chapter tactics, which gives a baby Reanimation Protocols to most Marines and It Will Not Die to vehicles in the detachment, and model them as alt-crons for luls and rage. (I suppose those would be MEq&#039;crons.)&lt;br /&gt;
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*&#039;&#039;&#039;Imperial Guard&#039;&#039;&#039; - Why not play Renegades and Heretics? If your group doesn&#039;t allow Forge World, then this is a poor, poor substitute.&lt;br /&gt;
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*&#039;&#039;&#039;Knights&#039;&#039;&#039; - Well.... Knights are never a bad thing. Take three while you&#039;re at it. Necrons are ok missing points for cheap Superheavies. Bonus points if you combine AdLance with an Obelisk and troll your opponents with 24 Superheavy Hull Points, all of which can have Invuln saves.&lt;br /&gt;
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==Building Your Army==&lt;br /&gt;
===Painting===&lt;br /&gt;
*&#039;&#039;&#039;Dry Brushing&#039;&#039;&#039; - The only technique you will need to use to paint any sized Necron force.&lt;br /&gt;
*&#039;&#039;&#039;Dip&#039;&#039;&#039; - An alternative to Dry Brushing. Spray everything chrome or a shiny metallic color. Then dip all the models in a brown wash. [[Blam]], done. After assembling, you have any sized Necron force done in 30 minutes. Put some green as an added bonus.&lt;br /&gt;
*&#039;&#039;&#039;Alternatively&#039;&#039;&#039; - The fact that Necrons are so commonly speed painted does not mean that&#039;s your only choice.  Don&#039;t feel you have to paint them up as T-800 endoskeletons to be doing it right.&lt;br /&gt;
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===Buying &amp;amp; Collecting===&lt;br /&gt;
The best and easiest way to start is the Battleforce + Catacomb Command/Annihilation Barge combo. This nets you everything you need to play a decent match at 700-900 points depending on how you set up your vehicles and Overlord. The trick is that the Command Barge comes with what amounts to a free HQ character in the included Overlord. That Command Barge alone is one of the best deals out there in the entire Games Workshop lineup. Alternatively and with Start Collecting! boxes you can start with one Overlord, 12 necron warriors, 3 scarab swarms and a Triarch Stalker, which seems like it&#039;s going to be the replacement for the Battleforce box.&lt;br /&gt;
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&#039;&#039;&#039;HQ Choices:&#039;&#039;&#039; &lt;br /&gt;
Your best bet will be a generic Overlord. One of these guys decked out in the right wargear (sometimes riding a Command Barge) is probably the most popular HQ selection. Nemesor Zahndrekh is pretty much the most useful named HQ in most circumstances, now, what with his bag or tricks. If you&#039;re looking for someone to lead your combat Deathstars, Vargard Obyron, Orikan, and the Destroyer Lord are your guys. Anrakyr isn&#039;t all that great anymore, and Trazyn is now garbage, thanks to them not giving him objective secured and removing his ability to take over Lychguard bodies (do you REALLY want to be losing your fully decked out Overlord just to bring Mr. Useless back from the dead?). If you&#039;re going on the cheap, just take a naked Lord and hide him with Immortals. Alternatively, you can go with Szeras, who may potentially boost a blob is the dice gods favor you with a +1 to toughness. Imotekh is a LoW, now, so you&#039;ll only be seeing him in the higher points games... he&#039;s not bad, though.&lt;br /&gt;
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Keep in mind that Necron HQ and the Royal Courts they can unlock are incredibly good at buffing your army. Whether it be Anrakyr&#039;s Pyrrhian Eternals, Szeras&#039; upgrades, or the Overlord&#039;s Phaeron ability, each HQ is tailored for both specific tactics or general enhancement. (Don&#039;t start out with Imotekh though. Sure deep striking Flayed Ones may seem nice, but the Stormlord&#039;s abilities are grossly overrated.)&lt;br /&gt;
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&#039;&#039;&#039;Troop Choices:&#039;&#039;&#039; Warriors are dependable and you can have many of them. Problem is, your opponent will most likely charge them as she/he/it will know Warriors die when assaulted. Many will argue that Warriors is the way to go, while others praise the Immortals more. Truth of the matter is, you need both. Your Warriors should be your objective holders or mid line support, while your Immortals should be at the forefront capturing contested objectives or taking the fight to the enemy (better done with Anrakyr&#039;s upgrades.) Use both Troops choices.&lt;br /&gt;
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&#039;&#039;&#039;Elite choices:&#039;&#039;&#039; Most of these are on the lower end of mediocre, but there are a few exceptions and niche uses for them. Deathmarks are your best bet to start out with, since they&#039;re good at taking out MCs/heavy infantry that the rest of our army has problems with. Lychguard are alright in larger games when you have a combat Overlord who needs an escort (Trazyn, Obyron, and Anrakyr are good for this)&lt;br /&gt;
and as tempting as the Warscythes are, the Sword and Shield is usually the better call. Triarch Praetorians are terrible, and you should avoid them. (Usually, but they can give you some needed mobility in mid point matches!). Ditto for Flayed Ones. (Not correct anymore, they can be very hard shock troops if you look at their point/power value in the current codex!) C&#039;tan also suck, but are fluffy and can be entertaining if you want to try out a Tremor-Crons list. The Triarch Stalker is a model you&#039;ll either love or hate. It&#039;s twin-linking is useful, but only you can decide if it&#039;s worth the points. (It IS worth the points, but usually a #1 Target.)&lt;br /&gt;
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&#039;&#039;&#039;Heavy Support choices:&#039;&#039;&#039; Monolith is tough, but not recommended for low point games. They cost a lot but can do a lot, too. If you absolutely need it, take only 1 (for now). Spyders are decent in close combat, but they&#039;re best served in a support capacity. Good for both repairing your vehicles and spawning more Scarabs. Doomsday Arks are powerful, but fickle. Doom Scythes have the strongest weapon the Necrons have at their disposal, but are also the biggest target. If you absolutely have to take it, take two. The Annihilation Barge is one of the best units in the codex. Spam them, if you can.&lt;br /&gt;
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&#039;&#039;&#039;Fast attack choices:&#039;&#039;&#039; Arguably the best section in the codex. Scarabs are shit at destroying vehicles, although they will come for free basically with your Warriors. Wraiths are realistically the best combat unit Necrons have. Take them if you have the points, or if you want a threatening counter-assault or deep-strike melee threat. Destroyers are great, too (sorry Tomb Blades, it&#039;s just too expensive to make you good &amp;lt;- this is bullshit due to their lower costs in the latest codex. Field them if you want. They are the only Necron unit that can cheaply ignore covers.). It&#039;s hard to know what to take and what to leave from this section.  Unless you&#039;re going with scarabs and spyders, pick your Fast Attack slots to cover and complement your other choices, not the other way around. &lt;br /&gt;
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&#039;&#039;&#039;Transports:&#039;&#039;&#039; Catacomb Command Barge is considered one of the greatest vehicles in the game. No exaggeration. If you&#039;ve got an HQ with a Warscythe, get him on one of these. You will not be sorry. Ghost Arks are great, but are for Warriors and Characters only. Keep in mind they can only fit 10 models inside, too. (NOPE. They can only be added to warriors - min. 10 per group - and carry max. 10 models. So if you don&#039;t want to waste turns entering it, no way to get a stronger squad with a character inside.) They&#039;re nice support if you&#039;re fielding lots of Warriors. The Night Scythe is for everything else. Move them flat out 3 feet into the enemy and unleash 10 Immortals with a barrage of fire. (Of course, they will have to fire Snap Shots unless you move less than 24&amp;quot;).&lt;br /&gt;
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===Extra Elite Units===&lt;br /&gt;
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Want to get some extra units from the bitz of your battleforce? Build the immortals and then take the pieces of the deathmarks, get some greenstuff, thin wire, and 5 lollipops, eat your candy and keep the sticks, use one as a backbone to paste the deathmark back and head, then with some green stuff sculpt the chest of the deathmark (try to use a card for the rib marks), since this is going to get covered by the deathmark&#039;s rifle it doesn&#039;t have to look perfect, just enough to look decent (alternatively you can use plasticine and then cover it with a bit of varnish for extra hardness), paste the arms and rifle, then use 2 wires to add some detail in the back of the deathmark and the lower backbone, finally with some additional green stuff make a simple whirlwind and put the deathmark over it, now you got a deathmark phasing out of hyperspace! Add bright white-blueish/greenish colours to the whirlwind or black for extra effect. If you did well this means from now on you will always get 5 elites along and 5 troops from your battleforce or immortal set box! &#039;&#039;&#039;(or just build the deathmarks and use the immortal guns with warrior bodies, if you feel like spending a bit of money in bits.)&#039;&#039;&#039;&lt;br /&gt;
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===Building On Points===&lt;br /&gt;
Start out anywhere between 750 pts to 1000pts. As you get used to the army, add in a Barge or two, some Wraiths/Destroyers/Tomb Blades and so forth. The choices above are just to get you used to the shooting and assaulting potential of the army. Obviously at 750 pts you won&#039;t be able to fit 1 HQ, 2 Troops, 1 Elite, and a Heavy Support choice. So take the HQ and Troops first. Also, if you&#039;re going to take a Royal Court, make sure you know what role would best suit your units. The Court is going to support whatever strategy you form as you learn the army. Take a Necron Lord with a Warscythe, Mindshackle Scarabs and a Res Orb for your Warriors, a Harbinger of Destruction with a Solar Pulse and Gaze of Flame for your Immortals, and you should be fine for now, if possible try the tip explained at the &#039;Extra Elite Units&#039; section.h&lt;br /&gt;
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==Tactics==&lt;br /&gt;
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===Tactical Objectives===&lt;br /&gt;
;11 - Thrall of the Silent King&lt;br /&gt;
:You gain a bonus TacO.  Achieving it with your Warlord grants +d3 VP on top of whatever it was originally worth.  However, if you ditch this card, you also lose the bonus TacO.&lt;br /&gt;
;12 - Dust and Ashes&lt;br /&gt;
:Nominate a Necron character.  If he survives to the end of the game and isn&#039;t falling back or jumping into reserves, then you win a 1 VP.&lt;br /&gt;
;13 - Reclaim and Capture&lt;br /&gt;
:Roll a d6.  On odds, you need to capture all the odd objectives.  On evens, you need to capture all even objectives.  Either way, you win d3 VP.&lt;br /&gt;
;14 - Age of the Machine&lt;br /&gt;
:1 VP if you total an enemy gun emplacement, building, or vehicle during your turn, d3 VP if you kill 3 of more.  If you kill a Superheavy vehicle or Mighty Bulwark, you gain 3 bonus VP for your balls of Necrodermis.&lt;br /&gt;
;15 - Slaughter the Living&lt;br /&gt;
:1 VP if you eliminate at least one enemy unit during your turn.  Easy money!&lt;br /&gt;
;16 - Code of Combat&lt;br /&gt;
:1 VP if you issue a challenge.  Pretty easy for your basic Scythe Overlord.&lt;br /&gt;
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*&#039;&#039;&#039;Croissants of Doom&#039;&#039;&#039; - Utilize the awesome spammablity of Necron Fliers. Max out your Heavy Support slots with Doom Scythes or take Night Shrouds if you have the points and money, and put your all Troops in Night Scythes. If you STILL feel you need more fliers, take some elite units (like Deathmarks or Lychguard) for even more Night Scythes or perhaps an allied detachment of Blood Angels for access to Stormravens. With very few codices having access to good AA, you&#039;ll clean house. Be careful to plan out your movements carefully, as moving fliers can be tricky, especially when you have six or more of them on the board. Be particularly careful with this list, use it responsibly against [[Grey Knights|players who deserve it]]. Also, with the new IA Vol 12, you can now take one of the most overpowered fliers in the game! Plonk down 3 of the Night Shrouds and engage trollface. But beware of new Tau! Their markerlights can now boost BS for snap-shots, and their new Riptide can hit you with crazy amounts of Interceptor shots, and with 90&amp;quot; range there&#039;s no avoiding it. Not to mention that almost anything in this army can glance av 11 to death just by massive amount of S5 shots (or rending in case of Kroot snipers). This army can and will take down your Night Scythes and make it difficult for you to win. Cry about this. I dare you.&lt;br /&gt;
*&#039;&#039;&#039;Wraith Wing&#039;&#039;&#039; - Fill up your Fast Attack slots with Wraiths, and give most (if not all) of them Whip Coils. For HQ, take two Destroyer Lords with Warscythes. You have a lightning fast army that can take on just about anything in combat. Put your troops in Scythes, but don&#039;t load up on them. Your real points should be in your Wraith units. Take Warriors in this list, Immortals are expensive and you need the Gauss for dealing with AV13-14. For fire support, take an Annihilation Barge or three.&lt;br /&gt;
*&#039;&#039;&#039;Silver Tide&#039;&#039;&#039; - Look at the cover of the old Necron [[Codex]]. Then use that as a base for your Necron army. Toss in as many Warriors as you can (140 Warriors and a two Lords with Resurrection Orbs at 2020).  Then practice the time honored tactic of stand and shoot. Worked very, very well in 4th edition and was pretty much unbeatable in 3rd edition as the sheer number of gauss weapon rolls would slaughter any vehicle through glancing hits and murder any infantry through auto-wounds. In with the addition of hull points in 6th edition, the Silver Tide is back with a vengeance. Take four squads of 20 warriors, and two squads of 10. Give the squads of 20 Lords with Res Orbs, and give the squads of 10 Ghost Arks. This plus an Overlord with a Catacomb Command Barge, Warscythe, Sempiternal Weave, and Mindshackle Scarabs will give you 2000 points even. The warriors on foot will march across the board with the Ghost Arks providing fire support, mobile cover, and additional resurrections as needed. The Overlord, meanwhile, will fly around and make a nuisance of himself. Watch your opponent flip the table after being unable to get even a single warrior to stay dead.  It is recommended you play [https://www.youtube.com/watch?v=kS-zK1S5Dws this song] if you feel like really trolling your opponent.&lt;br /&gt;
*&#039;&#039;&#039;Scarab Swarm/Farm&#039;&#039;&#039; - Exploit the cheapness of Scarab Swarms. You simply fill your Fast Attack slots with Scarabs instead of Destroyers. Attach a Destroyer Lord with close combat supporting [[Wargear]] and watch the Scarabs scratch away at your opponents and tarpit any infantry unlucky to encounter them for the entire rest of the game. This build is not the most effective, but it is one of the most entertaining builds for a Necron player. The new version of Scarabs in the Necron Codex means that everyone should run it at least once, just to watch them rape vehicles to death in a single round of close combat. If your opponent has a vehicle, even a Land Raider, and you have one or more units of Scarabs, you might as well put on Yakety Sax right now (unless it&#039;s a Land Raider Redeemer or a Baal Predator, or any other tank with a flamer on it, which ruins Scarabs&#039; day...). Including 3-9 Spyders means you will have plenty to replace them with, however. Taking Imotekh as your HQ for his night fighting ability will help to ensure your scarabs make it across the table without being obliterated.&lt;br /&gt;
*&#039;&#039;&#039;Speed Cron&#039;&#039;&#039;: Perhaps one of the strongest glass hammer lists in the game, this list focuses on using the fastest units possible in every. single. FOC slot. Put your Overlords in Catacomb Command Barges. For elite, either go with Triarch Praetorians with particle casters and voidblades, or stick a ton of Deathmarks in Night Scythes. For troop, whether you bring Immortals, Warriors, or both, shove them into Nightscythes. Fast Attack, bring out the Tomb Blades for jet biking fun. Heavy Support, Doom Scythes. Your opponent will hate you for all the cover saves, warscythe drive by&#039;s, twin linked tesla weaponry, and S10 AP1 lines of death you&#039;ll be bringing to the battle.&lt;br /&gt;
*&#039;&#039;&#039;AV 13 Wall&#039;&#039;&#039;: Sometimes known as the Pirate Fleet or Ark Wing due to the appearance of Necron Ark vehicles, this list places emphasis on AV 13 vehicles a-plenty. Take preferably 2 Overlords and stick them both into Catacomb Command Barges. Fill the Ghost Arks with warriors, take as many as possible. Then either take 2 Annihilation Barges and 1 Doomsday Ark, OR 2 Doomsday Arks and 1 Annihilation Barge, OR 3 Doomsday Arks and no barges. Top it all off with a couple Triarch Stalkers (one with Heat Ray, one with Heavy Gauss Cannon) from the elite section to grant 1+bs to all your heavy fire power(now redundant dosnt work on vehicles). The Amount of AV13/13/11 vehicles that you&#039;ll be throwing onto the field should be plenty enough to give your opponent a really bad day.&lt;br /&gt;
*&#039;&#039;&#039;C&#039;tan Hammer&#039;&#039;&#039;: Simple, fill up your elite slots with C&#039;tan. Roll for troll-tastic powers. Profit.&lt;br /&gt;
*&#039;&#039;&#039;Indestructo-Lord&#039;&#039;&#039;: While hardly a game winning tactic alone, this is glorious for never losing a wound for your Overlord again. Take the Mephrit Dynasty Cohort, get an Overlord and give him a Phylactery for IWND, Phase Shifter for the 4+ invuln, Solar Thermasite for re-roll 1s and bonus Strength, Nightmare Shroud for 2+ armor and Fear, and Res Orb because you can. Stick him with a Cryptek and laugh as 98% of AP3 attacks bounce off him and 87.5% of AP 2 attacks (95% when the RO is popped). If he does take a wound, have no fear, as long as it wasn&#039;t Instant Death, he will regain his manly wounds thanks to IWND. This guy with be the immovable object upfront of your warriors, who can also be supported with GA. This will literally walk across the field and give no craps.&lt;br /&gt;
*&#039;&#039;&#039;Imotekhs Immortal Court&#039;&#039;&#039;: Since both Imotekh, Zahndrekh and Vargard Obyron all have 2+ armour saves, when joined by Orikan you have 8 wounds with 2+ rerollable armour save.&lt;br /&gt;
*&#039;&#039;&#039;Immortal March&#039;&#039;&#039;: Try bringing Anrakyr alongside several full-strength groups of immortals, with a bunch of flayed ones up front (possibly fifteen to twenty), all wrapped up in a Decurion.  Your warriors stand on objectives and shoot, while Anrakyr hands out melee buffs like candy: your gauss-blasting immortals are relentless for rapid-fire charges, the one group of Eternals has furious charge, Anrakyr&#039;s instant-killing most ICs on a charge, and the whole group has Crusader (especially delicious for those flayed ones).  If you&#039;re worried about really tough combatants pack Orikan into the bunch: he&#039;ll turn into a budget c&#039;tan shard that rerolls to-hit, and your team is now rerolling ones on only on Saves (armour and invulns), because RP rolls are no saves.  All this setup really needs is some covering fire, something Necrons don&#039;t really have trouble providing.&lt;br /&gt;
*&#039;&#039;&#039;Decurion!!&#039;&#039;&#039;: classic decurion: reclamation legion, destoyer cult, judicator battalion, fill all with minimum units//maybe a couple nightscythes (definitely a couple nightscythes, as we&#039;ve got no other good native anti-air). fill rest of points with what ever you want.&lt;br /&gt;
*&#039;&#039;&#039;Nice and Deep-like&#039;&#039;&#039; - For 1500 points flat you can be deep in your opponent like an intimate lover! Take Vargard Obyron, an Overlord with: The Veil of Darkness, Warscythe, Tachyon Arrow, Solar Thermasite, Mindshackle Scarabs, Phase Shifter, Phylactery, and Resurrection orb, 2 units of 10 Lychguard with Hyperphase Sword &amp;amp; Dispersion Shields, 2 units of 5 Immortals (dealer&#039;s choice on what weapons) and 3 units of 3 Canoptek Wraiths. Attach Vargard and the Overlord to their own Lychguard unit, so now they can go in or out of combat by deepstrike and your wraiths blink right up the battlefield to either join them or act as distraction Carnifexes. Feel free to do whatever you need to with the Immortals. Ahh...good times...&lt;br /&gt;
*&#039;&#039;&#039;Resurgent Mephrit and the Ever-butthurt&#039;&#039;&#039;: A simple multi-formation build that focuses on concentrating your forces together to attack as a mechanized mass. Field the Mephrit Resurgent Decurion, a Royal Court, and a Canoptek Harvest. Purchase Anrakyr, Sveras, and a Scythe Lord, then join them to the squads of Immortals. Put the Warriors in ghost arks, then equip the Wraiths with Whip-Coils and the Spyder with a Fabricator claw. Congratulations, you&#039;ve a self contained force of relentless, crusader infantry that replace 1/3 Immortals and 3/9 Warriors a turn. March up the center of the field, stop counter assaults with the Canopteks, and dakka the fuck out of everyone else.&lt;br /&gt;
*&#039;&#039;&#039;Mindshackled Knight&#039;&#039;&#039;: Really just ally with a Renegade Knight. The knight generally becomes a crutch for the whole army, they have what we lack: a D weapon (in melee, but still), AP2 shooting, a reliable super-heavy, an anti-air weapon and an anti-tarpit in the form of stomping. Still, don&#039;t get to close for you are still allies of convenience.&lt;br /&gt;
&lt;br /&gt;
==Apocalypse Tactics: Necrons==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;General&#039;&#039;&#039;:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;•  Pylon spam&#039;&#039;&#039;: Pylons are probably the single most rapetastic unit to ever grace apocalypse. They&#039;re very durable for 420 points at AV14 6 HP, they can deep strike with the worst possible outcome as losing a single HP, they can reach across the board with a ridiculous 120&amp;quot; range strength D main gun that does not care about any saves, aircraft are no safer against it than anything else, and if anything gets even moderately close to it, it can unleash an unholy amount of flux arc shots at absolutely every enemy near it. A trio of pylons is capable of obliterating almost any single unit (on average 3 do 24 HP/wounds - that&#039;s 2 Biotitans, 3 Hierodules or a Reaver Titan). Here are some instructions on how to build the things for stupid cheap if your group lets you scratch-build stuff. Site is dead. =( &lt;br /&gt;
Fortunately, you can just build some using old bits and globes.  Use the old FW rules or just the IA12 set. The new pylon is a variant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;• Transcendent Assholes:&#039;&#039;&#039; With new rules comes new dickery. Necrons have become substantially better in new Apocalypse with the addition of Transcendent C&#039;tan. Why? They get an Str D hellstorm and 12&amp;quot; (18 if u splurge for more) move. Necrons can also force night fighting, which means enemies are limited to 36&amp;quot; range. That means that anything 30.5&amp;quot; away from the C&#039;tan (i.e. most of what can shoot at it) can be hit with Str D automatically. The real benefit though comes from the shield generator - run 4 side by side and hide them with a shield. As soon as possible, run them into combat then retreat everything else the fuck away. Why? When a Transcendent C&#039;tan dies, it hits everything within 4d6&amp;quot; automatically at S10 AP2. Essentially, you use them as suicide bombers - rush to the enemy as they can&#039;t ignore the Str D, then watch it blow up a ton of shit because it died. That&#039;s right, this is a shooty combat unit that punishes your enemy for killing them. Did I mention the models are really small too (as small as a normal C&#039;tan model) so you can just hide them too? &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;•  The Deep Strike:&#039;&#039;&#039; This thing has more punch than Rihanna’s face! Take as many psychomancer Crypteks with veils of darkness (one...) as you can. And anything else that can deep strike, like jump pack units. Go first or second at your choice. Then use your strategic asset on “Precise Coordinates.”  Then jump on the maddafakku like a hungry hobo—deep strike next to his HQ units with Deathmarks and get the easy SVP’s. Attack behind enemy lines in the perfect counter-deployment BY STANDING RIGHT NEXT TO THEM ON THE FIRST TURN. Prepare to lose friends over this! It is now the most single game-breaking tactic for Necrons. You only need to really be afraid of Tyranids/IG for sheer number of bodies and Grey Knights, who hate deep-strikers with a passion.&lt;br /&gt;
&lt;br /&gt;
[[Category:Necrons]]&lt;br /&gt;
[[Category:Warhammer 40000 Tactics(7E)]]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/Tactics/Mechanicum:_Taghmata_(30k)&amp;diff=1011655</id>
		<title>Warhammer 40,000/Tactics/Mechanicum: Taghmata (30k)</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/Tactics/Mechanicum:_Taghmata_(30k)&amp;diff=1011655"/>
		<updated>2026-05-20T16:00:42Z</updated>

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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;From the [[Heresy|weakness of the mind]], Omnissiah save us&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;From the [[Dark Mechanicum|lies of the Antipath]], Circuit preserve us&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;From the [[Men of Iron|rage of the Beast]], [[Pauldrons|Iron]] protect us&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;From the [[NSFW|temptations of the Flesh]], Silica cleanse us&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;From the [[Horus Heresy|ravages]] of the [[Chaos Gods|Destroyer]], [[Machine Spirit|Anima]] shield us&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;From this [[Imperium of Man|rotting cage of biomatter]], [[Omnissiah|Machine God]] set us free&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Ave Omnissiah!&lt;br /&gt;
&lt;br /&gt;
These are the old rules for the Horus Heresy era Mechanicum, featured in Forgeworld&#039;s book called Mechanicum: Taghmata Army List. The Current HH2 rules can be found [[Age of Darkness-Warhammer 30k/2.0 Tactics/Mechanicum Tactics|here]]. &lt;br /&gt;
 &lt;br /&gt;
If you&#039;re looking for tactics with the previous versions of the Mechanicum, found in the Horus Heresy books, you&#039;d find them here: [[Warhammer_40,000/Tactics/Mechanicum_(30k)|Previous Mechanicum Tactics.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;For the generals on how to play the game and the basics on listbuilding (as well as other tactica rules) you may return to the  [[Warhammer_40,000/Tactics|&#039;&#039;&#039;index&#039;&#039;&#039;]]. You may also find the Horus Heresy general thread as &amp;lt;b&amp;gt;&amp;quot;/HHG/&amp;quot;&amp;lt;/b&amp;gt; on &amp;lt;b&amp;gt;[[/tg/]]&amp;lt;/b&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The latest FAQ can be found [https://whc-cdn.games-workshop.com/wp-content/uploads/2019/02/Horus-Heresy-General-Errata-and-FAQ-v1.1-Final.pdf here] (February 2019)&lt;br /&gt;
== Why Play The Mechanicum? ==&lt;br /&gt;
[[File:Belicosa_Potentis_Omnissiah.png|400px|thumbnail|right|Start at the top, and requisition your way to the bottom.]] &lt;br /&gt;
&lt;br /&gt;
You&#039;ve seen the models, right? For the first time since Rogue Trader, the followers of the Machine God can take to the field en masse! You can embody the grimdark universe of Warhammer &amp;lt;s&amp;gt;40,000&amp;lt;/s&amp;gt; 30,000 with your exotic Martian death-rays, terrifying Battle-automata and horrific Cybernetic monstrosities.&lt;br /&gt;
&lt;br /&gt;
Also? Robots.&lt;br /&gt;
&lt;br /&gt;
At the beginning the force used to be divided between the three ordos of the Mechanicum: the footsloggin MCs of the Legio Cybernetica, the more complete Taghmata (vanilla) and the extremely limited Ordo Reductor. This led to question why would anyone ever use Reductor when the Taghmata list [[Fail|had better siege]] engines. The most recent update, however, fixes this problem by making you pick Taghmata as a base and then you can specialize into Reductor or Cybernetica as if they were Rites of War, with their advantages and limitations.&lt;br /&gt;
&lt;br /&gt;
The list is still fairly small, with limited unit choices, but a large amount of flexibility within many of these units, and each new Horus Heresy source book would seem to be adding new units to choose from. Furthermore, all the Knights are available to use, beside the newest GW ones (just give it time), and the Ordinatus will probably have you shot if you actually use it against anyone. Be warned, this is a slippery slope that may result in the loss of financial security, family, friends and house...&lt;br /&gt;
&lt;br /&gt;
Also, &#039;&#039; &#039;&#039;&#039;BIG&#039;&#039;&#039; Robots&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Unusually for Forge World, the Mechanicum is one of the cheapest armies to get in to. It&#039;s possible to start an army with a single Magos, and a pair of Castellax or small Thallax Cohorts (Adsecularis if you really want to break the mold!). The army lists, whilst capable of standing alone, are intended to be used as allies for the Legion army list. As a starting point for a new army, this is ideal, as you need even less to get have something you can field. Mechanicum units provide you with some unique possibilities for conversions, too! Take a cursory glance around Coolminiornot or a painting forum and you&#039;ll find some damn fine examples. Of course, if this is not your thing, Forge World&#039;s own models are more than capable of satisfying any model fanatic.&lt;br /&gt;
&lt;br /&gt;
Gameplay wise, you are universally &#039;&#039;&#039;hard as nails&#039;&#039;&#039;. There are only 3 models with 1 wound, one of which has a 3+ save, another T5, and the last one is dirt cheap and full of upgrades, all of which have access to FNP. However, with a handful of exceptions your models are somewhat pricey (with one, very notable exception), following the trend of a bare bones high T multiwound unit with 4+ save costing as much as a delicious 2+ save Terminator, and it mostly goes up from there. Tough as you are, this is primarily a crutch for the vast the majority of your army is short ranged and with low In, though you hardly lack in long range if you wanna invest some points here and there. Also, their high Toughness and numerous wounds are very vulnerable to Instant Death and weapons that do not roll against Toughness to wound (such as Rad and Poison), and their majority 4+ save doesn&#039;t do much to prevent this, but at least Ld isn&#039;t much of a problem with the abundance of Stubborn and Fearless, as robots have no feelings ([[Men of Iron|except hatred for the living]]). Along with the usual slow speed and short range of your models, it will be a pain in the mechadendrite to deal with those Skyhunter Jetbikes.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that the Ad Mech got two new army books in 40k: [[Warhammer 40,000/Tactics/Skitarii (7E)|Skitarii]], and [[Warhammer 40,000/Tactics/Cult Mechanicus(7E)|Cult Mechanicus]]. (They&#039;ve since been rolled together into one army list in 8E: [[Warhammer 40,000/Tactics/Adeptus Mechanicus(8E)|Adeptus Mechanicus]])&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
===Warlord Traits===&lt;br /&gt;
All generic Mechanicum Warlords from all three lists have the option of getting a Warlord trait from one of the charts in the main rulebook, or rolling on their own unique chart:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Master of Mechanisms:&#039;&#039;&#039; Select one MC unit or vehicle squadron with at least AV12 or more in the same detachment. This unit/squadron gets It Will Not Die. &#039;&#039;Very useful, it gives the best part of Paragon of Metal to a whole unit and lessens your Battlesmiths&#039; workload&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Perfected Targeting:&#039;&#039;&#039; In the Shooting phase, select a Heavy weapon within 6&amp;quot; of the Warlord. The weapon counts as Twin-linked for the turn. This can be done every turn. &#039;&#039;Generally agreeable as any Mechanicum army will have many Heavy weapons&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Predictive Augury:&#039;&#039;&#039; The Warlord and his unit&#039;s overwatch hits on a 5+. &#039;&#039;Exceedingly awesome with Myrmidons&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;The Death of Flesh:&#039;&#039;&#039; All units in the detachment have Preferred Enemy (Infantry - All Types) while within 3&amp;quot; of an objective. &#039;&#039;Helps a lot when storming enemy points or defending yours, so even Cybernetica (who aren&#039;t usually concerned about Objective markers) could make use of this to kill the enemy scoring units&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Dread Rites:&#039;&#039;&#039; The Warlord and his unit have seen and done some serious shit. They both cause Fear and are immune to it, and also gain Adamantium Will. &#039;&#039;Useful for Melee Magi. &amp;lt;u&amp;gt;Wasted on Battle-Automata&amp;lt;/u&amp;gt;, who have all those rules by default&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Battlefield Analysis:&#039;&#039;&#039; After deployment but before the game begins, select a piece of terrain in the opponent&#039;s deployment zone and reduce its cover save by -1. &#039;&#039;Can stack to ludicrous levels with the myriad of other cover-reducing options your army has&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Cybertheurgy===&lt;br /&gt;
[[Omnissiah|Psychic powers for machines]]. WHERE IS YOUR WHEEL OF CHEESE NOW?!&lt;br /&gt;
&lt;br /&gt;
In order to successfully use a power, the cybertheurgist must take a Leadership test. Depending on the strength and difficulty of the power, a bonus or penalty may be imposed on the Leadership value of the model making the test (note that this is applied always to the characteristic value being tested, not the dice result)&lt;br /&gt;
If the test is passed, the power takes effect. If the test is failed, nothing happens, but if the test is failed because a double 6 was rolled, the power has both failed AND gone awry. Roll immediately on the cybertheurgy mishap table.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cybertheurgy mishap table&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1-3 Signal Corruption:&#039;&#039;&#039; The target battle-automata may only fire snap shots and fights with WS 1 in assaults for the next game turn.&lt;br /&gt;
**&#039;&#039;&#039;4-5 Corrosive Paradox:&#039;&#039;&#039; The target battle-automata suffers a wound with no armour or cover saves possible.&lt;br /&gt;
**&#039;&#039;&#039;6 Malifica:&#039;&#039;&#039; The Machine Spirit rebels and gains [[Men_of_Iron|self awareness]]! The battle-automata is now destroyed for the purposes of VPs and is no longer part of the controlling player&#039;s force. If part of a unit, it is separated and placed out of coherency with the unit. The battle-automata is still used in the previously controlling player&#039;s turn, but will from now on move towards and shoot at the closest unit each turn and then assault that same unit if able. Both sides may now target the battle-automata if they desire.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;The Powers of Cybertheurgy&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Rite of Celerity, Ld Modifier 0:&#039;&#039;&#039; Target battle-automata gets +2 Initiative for the duration of the effect.  &lt;br /&gt;
***Very situational, Castellax and Thanatars don&#039;t need it (as it&#039;s very hard to wound them in combat except for Primarchs who will still hit first), but Vorax will be at I6, hitting before commanders and if they&#039;re in a Legio Cybernetica list, they&#039;ll be at I7, hitting even before EC or Custodes. &lt;br /&gt;
**&#039;&#039;&#039;Rite of Eternity, Ld Modifier 0:&#039;&#039;&#039; Target Battle-automata regains 1 wound.  &lt;br /&gt;
***This isn&#039;t that handy: Battlesmith is probably just as likely to go off, but if you really need to heal that Castellax, or don&#039;t have a reason to use any other Rite (and can shoot more than once), then you could use this &#039;&#039;and&#039;&#039; Battlesmith. Paragons of Metal can survive being fire magnets and [[Tarrasque|regain up to 3W per turn]]... if you&#039;re willing to risk a Malifica.&lt;br /&gt;
**&#039;&#039;&#039;Rite of Fury, Ld Modifier -1:&#039;&#039;&#039; Target battle-automata gets +2 attacks for the duration of the effect.&lt;br /&gt;
***A Castellax on the charge will mathematically produce seven S6 AP2 attacks + HoW (or better, depending on loadout): 1 HoW, 2 normal attacks, 2 from Rage, 2 from Fury and all of that with Concussive, which in anybody&#039;s book is incredible.&lt;br /&gt;
****Even better, with Retribution comes the ARLATAX FMC,that with arc scourge will do 3+1 (assault)+D3 (rampage)+2 from the rite,up to 9 attacks in charge at S7 ap2 Armorbane and concussive! And if it is the SCORIA BFF HOMUNCULEX it can fill the attacks stat to 10 because of RAGE!&lt;br /&gt;
**&#039;&#039;&#039;Rite of Destruction, Ld Modifier -1:&#039;&#039;&#039; Target battle-automata may fire its weapons twice against the same target in its shooting phase, but cannot use ranged weapons until after its subsequent shooting phase (including for Overwatch).&lt;br /&gt;
***Useful at long ranges, like firing 4 Darkfire shots or letting loose [[Touhou|16 rotor gun shots]] at 30&amp;quot; with Voraxes, not to mention planting [[Rape|two Hellex Large Blasts]]. However, it&#039;s a &#039;&#039;life saver at &#039;&#039;&#039;close range&#039;&#039;&#039;&#039;&#039; whenever you DON&#039;T want to get stuck in melee: Unit with Meltabombs? Double fire from Mauler cannons gets them Pinned. &#039;&#039;&#039;Tarpit too close to your Calix?&#039;&#039;&#039; Double TL Mauler again AND double graviton template with -2Ld modifier stops their charge. [[Horus|FUCKING HORUS]] dropping in with [[Rape|12 Justaerin bodyguard]]? Drop that sweet instant-killing plasma on them, and make &#039;&#039;them&#039;&#039; roll for [[FATAL|Anal Circumference]]. Sure, you could have Overwatched, but those are mere snapshots, and there&#039;s always [[That_Guy|the guy]] who argues MCs only overwatch with 1 weapon. You don&#039;t need +2 attacks if the enemy never gets to melee. If you&#039;re planning to be the one charging, then ask your Magos if Fury is better for you.&lt;br /&gt;
**&#039;&#039;&#039;Rite of Dread Castigation, Ld Modifier -2:&#039;&#039;&#039; May ONLY target ENEMY battle-automata. Both sides roll a D6 and add Leadership (Cybertheurgist for the attacker, Battle-automata for the defender). Battle-automata suffers a wound with no armour or cover save allowed for each point that the attacker&#039;s total exceeds that of the defender.  If a mishap happens, do not roll on the table; instead, the cybertheurgist suffers a &#039;Corrosive Paradox&#039; and deals no damage to the target, leaving him wounded and within 12&amp;quot; of an MC. Use with caution.&lt;br /&gt;
***Pretty useful as Magi (and especially Archmagi) have much higher Leadership than battle-automata, making wounds that ignore the battle-automata&#039;s usual advantage: their high Toughness. It can help kill Paragons of Metal or Thanatars very quickly.&lt;br /&gt;
**&#039;&#039;&#039;Rite of Immolation, Ld Modifier -3:&#039;&#039;&#039; Target Battle-automata self-destructs. Replace the model with a Large Blast marker. S = Battle-automata&#039;s Toughness, AP = Battle-automata&#039;s armour save. If a mishap happens while trying to use Rite of Immolation, don&#039;t roll on the mishap table; instead, the Malifica effect is automatically applied.&lt;br /&gt;
***While this one can be hard to pull off, it&#039;s amazing when it does. Use on Thanatars who somehow got stuck into combat (as they&#039;re usually going to be stuck there for the entire game) for a blast capable of ID&#039;ing marines at AP2, or Castellax for a S7 AP3 blast that&#039;ll wipe out the unit they&#039;re up against (well worth it for 105 points, especially if you&#039;re up against a 250+ pts Assault squad).&lt;br /&gt;
&lt;br /&gt;
==Armoury of the Omnissiah==&lt;br /&gt;
Being a heresy era list, we get some funky wargear that&#039;s not found in later eras/outside of the hallowed halls of the machine god. Augments may also be a thing.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Archeotech Pistol:&#039;&#039;&#039; S6 AP3 Master-crafted pistol. A plasma pistol-lite for the Magos that places safety above all.&lt;br /&gt;
*&#039;&#039;&#039;Conversion Beam Weapons:&#039;&#039;&#039; Could be seen as inverse Melta, inflicting greater damage at longer ranges. The only differences between the Heavy and regular version are that the Heavy has a large blast radius and the &#039;&#039;&#039;Firing Calibration&#039;&#039;&#039; rule, which means the unit has to remain stationary in order to fire, even if it is Relentless or a Vehicle. &#039;&#039;On the corner of a standard 48&amp;quot; x 72&amp;quot; table it has [[FATAL|60% of the table in a S10 AP2 Large Blast killzone]], but this would only matter if the battlefield is modeled after parking lot, so the S8 AP4 Small Blast profile is the one you&#039;ll more commonly use&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Graviton Weapons:&#039;&#039;&#039;  Not to be confused with [[Grav-Weaponry|Grav-weapons]]; their wounding mechanism has nothing to do with the enemy&#039;s armour save. These Heavy weapons (not Salvo) possess no Strength, but have both Concussion and Haywire effects. They make the enemy take Strength tests; if the result is above their Strength they take a wound - a result of 6 always causes a wound. So they are effectively [[Fail|Strength 3]], wounding GEQs on 4+, and MEQs on 5+, making it ineffective against infantry blobs. That&#039;s not why you&#039;re taking them though. You take them to dump haywire on the super-tough vehicles of this era. If you have nothing better to shoot at then you can use it bog down infantry because it also creates Difficult and Dangerous terrain in its blast radius, so it can at least severely hinder their movement which is certainly useful e.g. against melee dependent Legions such as World Eaters, Blood Angels etc. Don&#039;t expect many kills though because AP4 in the space marine millennium is just... sub optimal (although you will pull some kills back through the broken ankles via failed Dangerous Terrain checks). Stick to hunting vehicles unless you can spam fire against infantry using Myrmidon Secutors.&lt;br /&gt;
*&#039;&#039;&#039;Graviton Imploders:&#039;&#039;&#039; &#039;&#039;&#039;GOT NERFED FUCKING HARD.&#039;&#039;&#039; They now work like grav-guns for some reason (despite being explicitly unlike them in the lore) except they trade a blast for volume of shots (and vastly increased poins), and Haywire for 3D6 AP (though without a strength value, you&#039;re lucky to glance a Rhino). No longer worth the points they cost, the only good thing is they kept their AP2 (but considering they&#039;re typically going to function as what might as well be S3 guns, just trade them for plasma).&lt;br /&gt;
*&#039;&#039;&#039;Las-Lock:&#039;&#039;&#039; The Minie-Ball muzzle-loaded musket to the Lasgun&#039;s AK47. Shorter 18&amp;quot; range and fewer shots at Assault 1, but packs a nasty S4 AP6 punch. Of course, as of current, AP6 is completely useless, but S4 however is not.&lt;br /&gt;
*&#039;&#039;&#039;Mitra-Lock:&#039;&#039;&#039; The Scattergun of the Las Family. It&#039;s an [[Derp|8&amp;quot; range]] Las-lock, but it gains Shred.&lt;br /&gt;
**&#039;&#039;&#039;Induction chargers:&#039;&#039;&#039; An optional attachment to &#039;&#039;both&#039;&#039; Las-locks AND Mitra-locks, it upgrades them to Assault 2.&lt;br /&gt;
*&#039;&#039;&#039;Maxima Bolter:&#039;&#039;&#039; Storm bolters with 50% more shots but 50% less range. Too bad it&#039;s Assault instead of a Pistol, so it doesn&#039;t give you +1 attack or the ability to fire it Gunslinger style, while still having a measly 12&amp;quot; range.&lt;br /&gt;
*&#039;&#039;&#039;Mauler Bolt cannon:&#039;&#039;&#039; Spiced-up Heavy bolter, with S6 AP3 Pinning, but keeping the short-ranged trend at only 24&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Phased Plasma-Fusil:&#039;&#039;&#039; S6 AP3 Salvo 2/3 plasma that [[Tau|doesn&#039;t get hot]]. Since most of our dudes are Relentless, Salvo isn&#039;t really a concern. They are terrifyingly efficient marine wood-chippers.&lt;br /&gt;
*&#039;&#039;&#039;Phosphex Weapons:&#039;&#039;&#039;  Lieutenant Colonel Kilgore&#039;s [https://www.youtube.com/watch?v=nx5N-4JvVyk| preferred fragrance], this is your [https://en.wikipedia.org/wiki/Napalm napalm]/space [https://en.wikipedia.org/wiki/White_phosphorus_munitions white phosphorus], as it burns, it&#039;s poisonous and stick to surfaces. As if its S5 and AP2 wasn&#039;t going to ruin your opponent&#039;s day quite horribly enough, it also possesses Poison 3+. The &#039;&#039;&#039;Lingering Death&#039;&#039;&#039; rule causes the blast radius to remain on the field and become Dangerous terrain and, after scatter, &#039;&#039;&#039;Crawling fire&#039;&#039;&#039; lets you move the marker up to 2&amp;quot; in any direction so long as it covers more models, making it incredibly effective against units that are about to charge you, and with a lowly 6&amp;quot; range for the bomb version that&#039;s basically the extent of their use. Fortunately Medusas &amp;amp; Lightnings are capable of firing Phosphex munitions at a much greater range. &lt;br /&gt;
*&#039;&#039;&#039;Photon Weapons&#039;&#039;&#039; Funky disco-light ray guns that have &#039;&#039;&#039;AP2&#039;&#039;&#039;, Blind and &#039;&#039;LANCE&#039;&#039;, but also Gets Hot. Comes in Gauntlet (12&amp;quot; S5 Assault 2, no lance), Thruster (48&amp;quot; S6 Heavy 2) and Darkfire cannon (60&amp;quot; S7 heavy 2) sizes -- &#039;&#039;A glimmer of light upon this Armoured Ceramite&#039;d millennium&#039;&#039;. &lt;br /&gt;
*&#039;&#039;&#039;(I)Rad Weapons:&#039;&#039;&#039; Chernobyl guns, these are what you get if you rip out a cathode ray tube from an old television and soup them up. They shoot [[Awesome|&#039;&#039;Fleshbane templates&#039;&#039;]], and even if the enemy survives he&#039;ll die later of space-cancer, represented in crunch by &#039;&#039;&#039;Rad-phage&#039;&#039;&#039;, which means unsaved wounds leave the model with a Toughness and Strength penalty [[FATAL|&#039;&#039;for the rest of the battle&#039;&#039;]]. They come in Lucifex (pistol), Cleanser (assault) and Engine (Heavy) sizes, and the largest one gets [[Rape|Torrent and AP3]].&lt;br /&gt;
**&#039;&#039;&#039;Rad grenades:&#039;&#039;&#039; Special grenades that reduce the enemy&#039;s toughness by one until the end of the assault phase, yours or your enemy&#039;s. Note this &#039;&#039;does&#039;&#039; affect Instant Death thresholds.&lt;br /&gt;
*&#039;&#039;&#039;Rotor Cannon:&#039;&#039;&#039; Basically a Salvo Lasgun. Most of the things that can take it are Relentless, so it&#039;s a nice way to add volume of fire, but more importantly, at 30&amp;quot; range. They&#039;re still S3, so don&#039;t get too worked up.&lt;br /&gt;
*&#039;&#039;&#039;Volkite Weapons:&#039;&#039;&#039; The original Martian ray guns®. Dating back to the Age of Strife, they were in the process of being replaced by the bolter as the preferred weapon of the Space Marines due to difficulties in production and maintenance.Volkite weapons have the &#039;&#039;&#039;Deflagrate&#039;&#039;&#039; special rule, which means each unsaved wound caused inflicts another automatic hit. Additional hits this way cannot cause yet more hits. They come in five flavours: Serpenta (S5 Pistol), Charger (S5 Assault 2), Caliver (S6 Heavy 2), Culverin (S6 Heavy 4) and the monstrous Carronade (S8 with Haywire and a beam effect that lets it hit everything in a straight line in front of it, with &#039;&#039;&#039;AP2&#039;&#039;&#039;). However, while they have higher Strength, they suffer from a short range and commonly have AP5.&lt;br /&gt;
&lt;br /&gt;
===Melee weapons===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Corposant Stave:&#039;&#039;&#039; A stun baton cranked up to 11. Str +1 AP4 Concussive and Two-handed weapon with Haywire. Versatile, can be useful when hunting anything Carapace-armored and even Battle-automata, like enemy Mechanicum. Too bad it&#039;s eclipsed by better options.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Chainblade:&#039;&#039;&#039; Different to the main rulebook&#039;s Heavy Chainswords, these +2S AP4 Two-handed chainweapons are available for your common troops, which means it&#039;s easily massed, and their strength is enough to ID guardsmen and be a threat to vehicles.&lt;br /&gt;
*&#039;&#039;&#039;Paragon Blade:&#039;&#039;&#039; +1S AP2 Specialist melee weapon &#039;&#039;without&#039;&#039; Unwieldy that inflicts Instant Death on a wound roll of 6. Archmagos Prime exclusive, but unless he is a Malagra, he has better things to do rather than being stuck in melee. And even there, his relatively low Initiative &amp;amp; number of attacks and high Toughness means that, unless the enemy has Instant Death, he is better off with a Chainfist. But can be easily be combined with Toughness-decreasing items like Rad grenades and Furnaces to deliver armour-ignoring Instant Death to Space Marine characters before they can power fist you.&lt;br /&gt;
&lt;br /&gt;
===Equipment &amp;amp; Special Rules===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Abeyant:&#039;&#039;&#039; A special ride for your Magos, this gives him +1 Wound, Move Through Cover, Very Bulky, IWND and &#039;&#039;&#039;Hardened Armor&#039;&#039;&#039; (re-rolls failed armour saves from template or blast weapons, but reduces charge, sweep advance and run moves by -1&amp;quot; and counts as Void Hardened in ZM). Damn good value for its price.&lt;br /&gt;
**A note for modelers: Abeyants are not just the fancy techno-station that the Archmagos rides around on (or the scorpion body that Scoria has), they&#039;re whatever the fuck you replace the legs with. Even the Magos Dominus model is technically on an Abeyant, and that&#039;s just a bunch of metal tendrils.&lt;br /&gt;
*&#039;&#039;&#039;Augury Scanner:&#039;&#039;&#039; No unit can infiltrate within 18&amp;quot; of the unit. In addition, grants Interceptor to the unit&#039;s Rapid fire &amp;amp; Heavy weapons but only against enemies &#039;&#039;within 18&amp;quot; of an Augury scanner&#039;&#039; turning this from an auto-include item to situational, namely, to keep someone from infiltrating with a melta near your tanks&#039; rear AV.&lt;br /&gt;
*&#039;&#039;&#039;Battlesmith:&#039;&#039;&#039; If a Battlesmith is in base contact with, or embarked upon, one or more damaged vehicles during the Shooting phase, they can attempt to repair on of them instead of firing a weapon. On a D6 roll of 5+ you may do one of the following: 1) Restore a lost Hull Point 2) Repair a Weapon Destroyed result 3) Repair an Immobilized result to the attendant vehicle. If a Weapon Destroyed result is repaired, that weapon can be fired in the following Shooting phase.&lt;br /&gt;
*&#039;&#039;&#039;Cortex Controller:&#039;&#039;&#039; Any unit with a model within 12&amp;quot; of a guy with Cortex Controller no longer suffers from Programmed Behavior. This is phase based, so things like running, consolidating, etc., can take them out of range during a turn.&lt;br /&gt;
**If the model has both a Cortex Controller and the Battlesmith rule, they can repair wounds on Battle-automata with the same repair roll. Hand out these to your Magi and Techpriests and watch your Castellax never fucking die.&lt;br /&gt;
*&#039;&#039;&#039;Cyber familiar:&#039;&#039;&#039; +1 to your invuln save, up to 3++, and lets you reroll failed tests other than Ld and Dangerous terrain.&lt;br /&gt;
*&#039;&#039;&#039;Cyber Occularis:&#039;&#039;&#039; Like servo skulls, but they&#039;re actually models now. They&#039;re Jetpack Infantry, bought as equipment by Magi and must deploy with him, but afterwards they can wander off on their own. They don&#039;t take up any transport space, but can only ride vehicles when accompanying their Magos. All models of the same detachment within 3&amp;quot; of them gain full Interceptor (no 18&amp;quot; restriction), and enemies within 12&amp;quot; of them get their cover saves reduced by 1. Nice combo with almost all your units. Unfortunately, they can&#039;t join units, but they have a 3+ save and Stealth, so bubble wrap them inside other units. Hilariously, having BS3 and a TL Laspistol they&#039;re better at shooting than guardsmen.&lt;br /&gt;
*&#039;&#039;&#039;Djinn-skein:&#039;&#039;&#039; Combos quite nice with Cyber-occularis. You can designate one unit within 6&amp;quot; of your Archmagos or any of his Cyber-occularis to gain +1 BS, including himself, and Barrage weapons can draw line of sight from them. It also prevents the scattering of units that arrive within 6&amp;quot; of him.&lt;br /&gt;
*&#039;&#039;&#039;Fusillade Attack:&#039;&#039;&#039; The model may [[Crisis_battlesuit|fire 2 ranged weapons]] in the shooting phase at the same target.&lt;br /&gt;
*&#039;&#039;&#039;Infravisor:&#039;&#039;&#039; Gain Night Vision, but Blind tests are taken at Initiative 1, but it&#039;s not like you had such high Initiative in the first place.&lt;br /&gt;
*&#039;&#039;&#039;Mechanicum Protectiva:&#039;&#039;&#039; Iron Halo for Magi.&lt;br /&gt;
*&#039;&#039;&#039;Nuncio Vox:&#039;&#039;&#039; &#039;&#039;Mixed older pattern of the current Locator Beacon-cum-Vox Caster&#039;&#039;. Radio backpack that prevents the scatter of models that Deep strike 6&amp;quot; near the vox user AND allows Barrage weapons to use the carrying model&#039;s line of sight (range is still measured from the firing model).&lt;br /&gt;
*&#039;&#039;&#039;Servo-Arm:&#039;&#039;&#039; Models with the Battlesmith special rule may add +1 to their Repair roll result. May also make one additional Str 8 AP 2 Unwieldy attack in melee.&lt;br /&gt;
*&#039;&#039;&#039;Machinator Array:&#039;&#039;&#039; &#039;&#039;Older pattern of [[Dark_Mechanicum|Mechatendrils]]/Servo-harness&#039;&#039;. Models with the Battlesmith special rule may add +2 to their Repair roll result. Adds +1 to wielder&#039;s Toughness and provides Night Vision. Also comes with Flamer and Inferno pistol, and you can shoot both in the same shooting phase or one of them and one of your other ranged weapons, akin to a Fusillade Attack. May also make two additional Shred Armourbane Power Axe attacks in melee. &#039;&#039;Since it let&#039;s you shoot two weapons it allows your Magos Dominus to use Battlesmith and Cybertheurgy in the same shooting phase&#039;&#039;. Nice value.&lt;br /&gt;
*&#039;&#039;&#039;Lorica Thallax:&#039;&#039;&#039; Thallax armor, grants them a 4+ save and FnP(6), but prevents them from Sweep Advancing.&lt;br /&gt;
*&#039;&#039;&#039;Lumbering Advance:&#039;&#039;&#039; Models with this rule cant Run or make Sweep Advances.&lt;br /&gt;
*&#039;&#039;&#039;Rad Furnace:&#039;&#039;&#039; -1 Toughness to enemies locked in combat with them (e-mails to FW confirm Scyllax do not make any friendly troops -1T period) as well as granting immunity to Rad grenades and other Rad Furnaces, and makes Poison and Rad-phage only wound [[Mortarion|on a 6]]. Can now be taken by Magos Prime and Magos Reductor as well.&lt;br /&gt;
*&#039;&#039;&#039;Sunder:&#039;&#039;&#039; Attacks re-roll failed Armor Penetration rolls.&lt;br /&gt;
*&#039;&#039;&#039;Wrecker:&#039;&#039;&#039; Attacks re-roll failed Building Penetration and add +1 to the Building Damage chart.&lt;br /&gt;
*&#039;&#039;&#039;Secutarii Hazard Protocols&#039;&#039;&#039;: Essentially replacing the Skitarii protocols, this raises their BS by 1, allowing them to make snap shots at BS2, but can&#039;t run and they reduce their Initiative and WS by 1.&lt;br /&gt;
*&#039;&#039;&#039;Titan Guard&#039;&#039;&#039;: This rule only comes into effect in the really big games, as it gives the Titan Guards a re-roll on Morale and FNP checks when within 12&amp;quot; of a friendly Titan. In practice you&#039;ll only receive the benefit of the Morale boost when you&#039;re within range of a Warlord Titan, as Forge World [[derp|forgot to give them the fearless buff the other titans get.]]&lt;br /&gt;
&lt;br /&gt;
===Vehicle and Battle-automata Equipment &amp;amp; Rules===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anbaric Claw:&#039;&#039;&#039; [https://youtu.be/uRNVxHPJ0hM?t=15 Vehicle-mounted bug-zapper] that can be used once per player turn. D6 S5 AP4 Rending hits at I10 makes for a useful &amp;lt;s&amp;gt;car alarm&amp;lt;/s&amp;gt; defensive system, but it hits &#039;&#039;all&#039;&#039; units near 1&amp;quot; of the hull (except for transported units), so rub your hands and exclaim &amp;quot;Clear!&amp;quot; each time you use it. It also hits Ramming/ed vehicles.&lt;br /&gt;
*&#039;&#039;&#039;Atomantic Shielding:&#039;&#039;&#039; The same as Legion Contemptors, 5++ save against shooting and explosions, 6++ against melee. If the Battle-automata explodes, add D6&amp;quot; to the radius.&lt;br /&gt;
*&#039;&#039;&#039;Battle-automata Power Blades:&#039;&#039;&#039; AP2 Rending weapons. Being MCs, Battle-automata melee attacks are already AP2, so the main use for them is the extra attack (because they are counted as a weapon) and, with some luck, some armor penetration due to Smash getting worse in 7th Ed.&lt;br /&gt;
*&#039;&#039;&#039;Blessed Autosimulacra:&#039;&#039;&#039; Weaker version of IWND, regaining a HP on a 6.&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Targeting Array:&#039;&#039;&#039; +1 BS, and reduces enemy cover save by 1.&lt;br /&gt;
*&#039;&#039;&#039;Flare Shield:&#039;&#039;&#039; Front facing force field that reduces the strength of incoming frontal shots by -1. Template/Blast weapons get a -2S reduction instead, but melee/Destroyer hits are unaffected - &#039;&#039;Flare shielded vehicles are nigh impossible to destroy in ranged combat, much less if they are constantly being repaired/regenerating. Needless to say, [[Cheese|abuse it]].&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cybernetica Cortex:&#039;&#039;&#039; The Battle-automata&#039;s synthetic brain, which takes them from mere battle [[servitor]]s to [http://en.wikipedia.org/wiki/Terminator_(character_concept) T-800] stats. Since &amp;quot;Battle-automata&amp;quot; doesn&#039;t exist as a rule, this is what usually identifies them as such. It grants them a whole set of rules: &#039;&#039;&#039;Fearless&#039;&#039;&#039;, &#039;&#039;&#039;Adamantium Will&#039;&#039;&#039;, &#039;&#039;&#039;Cybernetic Resilience&#039;&#039;&#039;, &#039;&#039;&#039;Fire Protocols&#039;&#039;&#039;, &#039;&#039;&#039;Machine Creature&#039;&#039;&#039; and &#039;&#039;&#039;Programmed Behaviour&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Fire Protocols:&#039;&#039;&#039; Now separate from &amp;quot;Programmed Behaviour&amp;quot;, it enables the Battle-automata to shoot up to three weapons each shooting phase. Doesn&#039;t say anything about Overwatch or Interceptor, tho.&lt;br /&gt;
**&#039;&#039;&#039;Cybernetic Resilience:&#039;&#039;&#039; Successful wounds scored by Poisoned weapons must be rerolled, but Haywire wounds them on a separate D6 roll of a 6, all kind of saves allowed. They also reroll Fleshbane wounds, but can you get that 1?&lt;br /&gt;
**&#039;&#039;&#039;Machine Creature:&#039;&#039;&#039; This thing never scores. EVER. Still denies as normal. &lt;br /&gt;
**&#039;&#039;&#039;Programmed Behavior:&#039;&#039;&#039; Unless within 12&amp;quot; of a friendly model with a Cortex Controller or already locked in combat, the following restrictions are placed on the units:&lt;br /&gt;
***&#039;&#039;&#039;Target Priority:&#039;&#039;&#039; If an enemy model is within 12&amp;quot; and in line of sight during the shooting phase, the Battle-automata must fire all its weapons against the closest enemy unit it is able to harm. If that&#039;s not the case, then they are free to select targets as usual.&lt;br /&gt;
***&#039;&#039;&#039;Onslaught:&#039;&#039;&#039; If an enemy model is within 12&amp;quot; during their assault phase, the Battle-automata must attempt to charge the closest enemy unit. Note that the Battle-automata may still only charge the same unit it fired at in the Shooting Phase. If consolidating after combat, they must do so towards the nearest enemy model if there is one within 12&amp;quot;. &#039;&#039;The most noticeable &amp;quot;disadvantage&amp;quot; of unnacompanied automata, if tarpits get within 12&amp;quot; range, that&#039;s it, you&#039;re facing them in CC instead of doing something useful&#039;&#039;.&lt;br /&gt;
***&#039;&#039;&#039;Methodical:&#039;&#039;&#039; May not make Sweeping Advances or Run - &#039;&#039;After Onslaught forced you into combat, Methodical prevents you from finishing them. Remember! An unattended Battle-automata can be easily lured away and may not make back its points&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Paragon of Metal:&#039;&#039;&#039; If a Cybernetica Cortex turns machines into T-800s, this turns them into freaking Ultron. Paragons of Metal aren&#039;t subject to Programmed Behavior and gain IWND and Rampage, which is nice because they only come in units of 1 and they will become [[DISTRACTION_CARNIFEX|fire magnets]]. However, instead of Cybertheurgy mishaps they go full rampant, becoming [[Iron_Men|Malifica]].&lt;br /&gt;
*&#039;&#039;&#039;Reactor Blast:&#039;&#039;&#039; When killed, Battle-automata explode on a D6 roll of 6 - &#039;&#039;Being a S4 explosion it&#039;s more of a &amp;quot;farewell fuck you&amp;quot; to the offending unit rather than a danger to your automata&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Shock chargers:&#039;&#039;&#039; Adds &#039;Concussive&#039; to all melee attacks, &#039;&#039;including&#039;&#039; Smash and Hammer of Wrath hits, though it doesn&#039;t give an additional attack due to not being a melee weapon per se.&lt;br /&gt;
*&#039;&#039;&#039;Volkite Sentinels:&#039;&#039;&#039; Independent pintle-mounted Volkite chargers with their own cogitator, they can be fired in addition to the host vehicle&#039;s weapons without penalty and against different targets.&lt;br /&gt;
&lt;br /&gt;
===Relics of the Dark Age of Technology===&lt;br /&gt;
&lt;br /&gt;
So, Conquest gave us couple of new toys! Relics are powerful items product of mankind&#039;s golden age. You can buy only one of each per army, and only for a non-unique IC, so no cloaking array for Draykavac or something. As for the January 2016 FAQ relics require your opponent&#039;s consent to be used. be careful about building lists that break without them.&lt;br /&gt;
&lt;br /&gt;
In a campaign you&#039;re only allowed one character with a relic, which you&#039;ll be stuck with for the rest of the campaign, so be sure of your decision. If the relic bearer is killed, the side that killed him can choose to play a Relic Hunt mission, where the winner steals (or recovers) the relic, even if it&#039;s a Legion specific one, but a Draw means that relic is effectively lost for everyone. Still, you can always opt to play a &#039;Relic Hunt&#039; mission at the beginning of every campaign phase to [[Blood_Ravens|acquire]] FREE relics, where your war zone-assigned character must be deployed. That way you can [[Adeptus_Mechanicus|divert lots of resources to hoard up on relics]], even getting duplicates of the non-faction-specific ones, by rolling a D6 on the &#039;Relic Uncovered&#039; table below. As Mechanicum you should do this [[Fluff|EVERY time]]. Of course, this only matters when playing missions instead of casual gaming, so you could put one of each on your Archmagos and become the avatar of the Omnissiah. Enjoy!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;#1 Nanyte Blaster:&#039;&#039;&#039; The [http://en.wikipedia.org/wiki/Grey_goo| Grey Goo] gun of uncontrolled carnage!!! It&#039;s a S5 AP2 Fleshbane weapon, where if it kills anyone you centre a large blast over the dead model on a die roll of 4+, causing a S5 AP2 hit to those underneath it. Unlike Volkite, each model who dies to this can cause &#039;&#039;yet MOAR&#039;&#039; large blasts on further rolls of a 4+. All you need to do is get one casualty and you can wipe out an entire unit! Smashing!&lt;br /&gt;
*&#039;&#039;&#039;#2 Warp Shunt Field:&#039;&#039;&#039; 3++ against shooting, however for every save of a 6+ (against direct fire weapons) the shooting unit suffers D6 S5 hits. &#039;&#039;Feeling envious, Satarael?&#039;&#039; And it only costs 20 pts more than a Cyber familiar, but only works at range. This is the only risk-free defensive relic.&lt;br /&gt;
*&#039;&#039;&#039;#3 Phase Walker:&#039;&#039;&#039; Each moving phase, instead of moving you may place the bearer ANYWHERE you like, counting as having just deep struck but with no scatter. If you move through a solid object you have to take a Dangerous terrain check for EACH solid object you went through (including all models) so be wary of abusing it in City scenarios. If your dude also has Move through Cover (i.e.: Abeyant or Reductor), then feel free to abuse it. Works well for solo characters since they can&#039;t move with their unit.&lt;br /&gt;
*&#039;&#039;&#039;#4 Combat Augment Array:&#039;&#039;&#039; Once per game, at the beginning of any of the controller&#039;s player turn, he may count any &#039;&#039;&#039;single&#039;&#039;&#039; die (only 1) rolled as an automatic 6 (Emails from FW confirm). However, he must also pass Toughness tests for each remaining wound. Yes, your T6 Magos also thinks the flesh is weak. If he fails he suffers a wound with no saves or mitigating FnP rolls of any kind. A Cyber Familiar can mitigate the danger by granting a re-roll and an Abeyant gives you IWND, and you were taking both of them anyway. However, you&#039;re paying 35pts for &#039;&#039;&#039;one&#039;&#039;&#039; guaranteed 6 - better take a Paragon blade with your Archmagos (Malagra or Reductor) and instakill that pesky Thanatar or enemy Archmagos, for none of those have Eternal Warrior.&lt;br /&gt;
*&#039;&#039;&#039;#5 Cloaking Array:&#039;&#039;&#039; Once per game, at the &#039;&#039;beginning&#039;&#039; of ANY game turn you may make yourself invisible for that whole game turn (ie. on the 3rd turn both in your and your opponent&#039;s turn, thus starting on your enemy&#039;s turn if he goes first). You cannot be shot or charged at unless the enemy unit contains psykers or daemons, in which case the array immediately shuts down (so now &#039;&#039;everyone&#039;&#039; can hit you, not just the previous two). Unfortunately you cannot activate it while attached to a squad or if engaged in close combat already. You also cannot shoot, assault, move or &#039;&#039;do anything at all&#039;&#039; - Can&#039;t even perform actions that don&#039;t count as shooting, like Bombardment attacks. So your model stands on the same spot invisible but doing nothing during a whole game turn. Note that characteristics remain active and can actually perform actions that don&#039;t need to be declared - for example, units still arrive with no scatter near an invisible Djinn-skein user and artillery can still draw LoS from him. By its nature it benefits ranged, lone characters more than melee ones. There are relics easier to use than this one, though - very situational and LOTS of limitations.&lt;br /&gt;
*&#039;&#039;&#039;#6 [[Void_shields|Void Shield]] Harness:&#039;&#039;&#039; The Omnissiah preserves you with a Voidshield for your dude.  It&#039;s a large blast-sized shield, centered on your dude but protecting anyone that fits inside. Glancing, Penetrating and Destroyer hits will collapse the shield, but it can be restored at the end of your turn on a 5+, and with AV12 you&#039;ll be immune to most small arms fire. However, a result of Explodes! will overload the shield, disabling it for the rest of the game and placing a S6 AP4 Pinning Large Blast template centered on the bearer, so &#039;&#039;keep away from meltaguns&#039;&#039; (or deepstrike some of your own to watch some enemy-HQ-flavored fireworks). Being Mechanicum you can slap this on an unkillable magos inside of an unkillable mech raider, assuming you are going for maximum trolling (and really, who isn&#039;t?).&lt;br /&gt;
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====Mechanicum exclusive relics====&lt;br /&gt;
*&#039;&#039;&#039;Cortica Primus:&#039;&#039;&#039; Nice piece of equipment! Counts as Cortex Controller which gives you ability to cast those awesome Cybertheurgy spells on the ENTIRE unit of Battle-automata, but if you roll Mishap, its result is modified by +1 for every additional model in a unit (so a unit of 3 would have a +2 modifier). Only the new (Arch)Magos Dominus can use this properly and that&#039;s actually fair, although it has its risks: Imagine the might of a [[Tzeench|double-tapping]]/[[Khorne|angry]]/[[Nurgle|regenerating]]/[[Slaanesh|lightning-fast]] MC SQUAD, the [[Deathstar_Units|Deathstar]] to end all deathstars...[[FATAL|unless they &#039;&#039;&#039;ALL&#039;&#039;&#039; turn Malifica on him]].&lt;br /&gt;
*&#039;&#039;&#039;Contagium Mechanica:&#039;&#039;&#039; Spoopy Scary sentient computer virus that comes to destroy enemies of the Omnissiah! Well, at least their vehicles. It is a 12&amp;quot; Assault 1, Haywire weapon. If vehicle survives this DEVASTATING hit, then it starts to spread the virus itself. In each of your subsequent Shooting phases, each vehicle within 12&amp;quot; of the survivor (and the survivor itself) takes a hit from the weapon. Every vehicle that survives then become infected, and everything goes round &#039;n round until there are no more tanks to destroy... Awesome. Keep in mind that if the enemy manages this poorly you could have a robo plague bouncing up and down his line hitting tanks multiple times. . . or bouncing up your own vehicles if he gets an infected machine up in your grill. Use with caution.&lt;br /&gt;
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==Taghmata Unit Analysis==&lt;br /&gt;
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The main army that uses pretty much everything but is the baseline for all Mechanicum. Taghmata&#039;s advantages lie within the immense power and variety that can be possessed by a Magos Prime, without the compromises that must be met when playing as Cybernetica or Reductor, so unless you tailor your army to a specific theme/Style, you&#039;ll basically be using this mostly.&lt;br /&gt;
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===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Magos Prime:&#039;&#039;&#039;  Now with Independent Character and Precision Shots! They [[Forgeworld|MUST BUY]] a Techno-Arcana, so they start as expensive WS3 Consuls... and they get even more expensive, but being Mechanicum lords they make up by having a huge amount of customization options, like a Jetpack to have [[Crisis_Battlesuit|flying heavy weapons]] that keep up with Thallax, or go solo, etc. – so many they have a whole section for that [[Warhammer_40,000/Tactics/Mechanicum:_Taghmata_(30k)#Magos_options|&#039;&#039;&#039;here&#039;&#039;&#039;]]. Besides his wargear and Arcana he can be upgraded to Archmagos, becoming kind of like &amp;lt;s&amp;gt;a Praetor&amp;lt;/s&amp;gt; a freaking monster with Relentless (to properly use those Heavy weapons of his without &#039;&#039;needing&#039;&#039; a Jetpack) T5, W3, BS5 and a 2+ save; up to [[Chapter_Master_Smashfucker|&#039;&#039;&#039;T6 W4 IWND and 2+/3++&#039;&#039;&#039;]] with the Machinator Array, Abeyant and Cyber-familiar so many builds use – he’s already expensive, you might as well equip him nicely. The upgrade also unlocks 3 awesome options: the mighty Paragon Blade, the Archimandrite Techno-Arcana and, if he’s the Warlord, a Djinn-skein to greatly help your army. Makes sense you can only have 1 Archmagos in your army. The &#039;&#039;&#039;Orders of High Techno-Arcana&#039;&#039;&#039; are like space military PhDs that pretty much dictate how you&#039;re going to play, and are the following:&lt;br /&gt;
**&#039;&#039;&#039;Archimandrite:&#039;&#039;&#039; Archmagos exclusive, so there can be only one. ALL vehicles in the detachment (so not allies or LoWs) [[Iron_Hands|gain IWND]] (replacing Blessed Autosimulacra) &#039;&#039;by his mere presence&#039;&#039; and, if he is the Warlord, adds +1 to Reserve Rolls. He allows you to field some of the most fearsome Mech(anicum) lists in the game, especially when most of your options are Flare shielded, not to mention it comboes well with deepstriking Thallax, LRs with Explorator Augury Webs and makes your flyers (your army&#039;s weakest section) arrive faster and last longer - &#039;&#039;Overall the most supportive arcana. Coupled with a Djinn-skein and multiple Cyber-occularis he becomes the most supportive unnamed character ever.&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Malagra:&#039;&#039;&#039; Heretek and MC hunters, they get +1WS and +1 Attack as well as Preferred Enemy (Characters), Monster Hunter and Precision Strikes. If you want your Magos to be a Mech-assassin and get up close and personal, he is your go-to guy. At I4 most CC characters are likely to hit faster than him, but properly equipped (which makes him even more expensive) he should be able to tank the damage and punch some skulls out. Good for one thing only, he kinda &#039;&#039;needs&#039;&#039; Archmagos stats to stand out, otherwise he&#039;ll be like the Legion Champion: a discount version of something better, useful for one thing only - &#039;&#039;The best recipient for a Combat Augment Array and Paragon Blade.&#039;&#039; FAQ update: as of the last FAQ, if a unit contains anything you have Preferred Enemy against, all attacks against that unit get the PE rerolls. Given almost every non-vehicle astartes unit contains a Character (the sergeant), a Malagra can give their unit PE against most of an astartes army.&lt;br /&gt;
**&#039;&#039;&#039;Myrmidax:&#039;&#039;&#039; Makes him a Myrmidon Lord...lord, gaining Fusillade attack, Hatred (Everything), Lumbering Advance, Precision shot on a 5+, but most importantly, Relentless, meaning he doesn&#039;t need a Jetpack or the Archmagos upgrade in order to move and shoot those sweet heavy weapons (of which &#039;&#039;he can fire 2&#039;&#039;), although BS5 does help. Furthermore, Photon thrusters now don&#039;t overlap with the best options, and he can take two of them! [[Dakka|Four S6 Lance AP2 shots]] are bound to make some damage. Hatred means he&#039;s no slouch in melee, but you&#039;ll want him shooting all game long - &#039;&#039;Overall, the shootiest Magos.&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Ordinator:&#039;&#039;&#039; Not to be confused with the proper Magos Reductor, their roles don&#039;t overlap, but can actually complement each other nicely. All of his attacks have Armourbane and Wrecker, and he also has one Bombardment attack (Ordnance D3, Large blast, Pinning, Armourbane, Wrecker, S8 AP3 One-use) which is one of the few Large blasts you have access to as a regular Taghmata, although it needs LOS. Regarding Armourbane, you already have lots of anti-tank stuff already, although an Armourbane Photon cannon is one of the few thing that can and WILL kill even a Flare shielded Armoured Ceramite Spartan, and if he can kill those he can kill anything with an AV. But maybe you want to have half your army shooting at it for the entire game, it&#039;s up to you. You don&#039;t want to know what an Ordinator [[Rape|does]] with a [[FATAL|Wrecker Armourbane Conversion Beam at full range]]. A regular Meltagun is also nice for him as Armourbane ignores Armoured Ceramite (and is independent of range unlike the Melta rule), and doesn&#039;t need Relentless – &#039;&#039;The Myrmidax shoots more but the Ordinator shoots stronger&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Lachrimallus:&#039;&#039;&#039; The most resilient Magos, his 5+ FNP will make your enemy weep cursed tears of rage each time he fails to kill him. He also makes Tech-thrall units come [[Warhammer_40,000/Tactics/Imperial_Guard/Death_Korps_of_Krieg_Assault_Brigade(7E)|back from the dead and into Ongoing reserves]] on a 5+, and forces you to take at least one unit of them. This guy won&#039;t go down quickly, if you&#039;re taking an Archimandrite and sizeable numbers of well equipped Thralls, take this guy. The former allows you to field those Thralls quicker, and the latter makes them return into reserves for free, potentially maximizing cost effectiveness. Also notice unlike the Archimandrite, this guy &#039;&#039;does not&#039;&#039; need to be the Warlord to use his bonus - &#039;&#039;Makes your Thrall screens recyclable, but that&#039;s not necessarily an instant win button: you&#039;ll need several squads to make it count, your enemy DOES receive VPs for killing them and they still have a 2/3 chance of dying for real. Keep them cheap so you can afford other things to do the real damage&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Macrotek:&#039;&#039;&#039; Enginseer lords, they reroll Battlesmith tests and can take Enginseer Tech-Priests Auxilia (Enginseer only) as troops, as well as allowing an extra fortification (unless forbidden by the mission). Given that Battle-automata can&#039;t score anymore it makes sense to give them Troop (scoring) Enginseer escorts with Cortex controllers, and/or he himself should be given both a Cortex controller and a Machinator Array to repair Battle-automata on a rerollable 3+. - &#039;&#039;Toppling a Castellum Stronghold isn&#039;t just anything, imagine now 2. Bringing 2 Turbo Laser Destructor-armed Primus Redoubts will get you shot, though&#039;&#039;.&lt;br /&gt;
**These sphincters are ridiculously durable. If you created a Magos character for a Conquest campaign (HH4), the progression and wargear can take him up to &#039;&#039;&#039;T7&#039;&#039;&#039;. Yes, like a fucking Castellax. Properly built they can tie/beat Smashbubbler(link?)(Link or it didn&#039;t happen). http://boards.4chan.org/tg/thread/36435186/horus-heresy-conquest#p36450691. However, &#039;&#039;&#039;NO MAGOS HAS ETERNAL WARRIOR&#039;&#039;&#039;, meaning most builds need the upgrade to T6, and even then a lucky (or Combat Augmented) Paragon Blade can be the end of your 200pts+ model, a very common weakness in this army, get used to it/kill Paragon wielders ASAP (you have Precision shot). You better get that 3++ save.&lt;br /&gt;
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*&#039;&#039;&#039;Magos Dominus:&#039;&#039;&#039; What the average neckbeard has become by the 30th millennium. Your librarian equivalent, Dominus are your only other vanilla HQ options beside special snowflakes. They come with a Cortex Controller to better direct your Battle-automata, but you&#039;re actually bringing them for their sweet Cybertheurgy powers, for Techpriests arguably do a better job at mere robo-herding, and it&#039;s not like unsupervised Battle-automata begin to [[Tyranids|rip out each other&#039;s bits]]. Having seen lots of changes since their first iteration, their price increased a little and they&#039;re still NOT ICs, but gained FnP(5+) and the &#039;&#039;&#039;Patris Cybernetica&#039;&#039;&#039; rule which allows them to join their Battle-automata pets so they&#039;re not in mortal danger all game long. They can&#039;t tank hits for their Battle-automata though, because the enemy can ignore them as the closest model when shooting. As for their wargear, they still have wide variety of RANGED options and only three melee options including his default power weapon. For those times he&#039;s not using Cybertheurgy or repairing his bots. While taking him naked/with enhanced survivability is also a good decision. An extra Power Fist hit from the Servo Arm and a +1 to a repair roll is decent. However the Machinator Array is a superior upgrade overall. &#039;&#039;He&#039;s a cheap HQ that helps your robots, but that&#039;s about it&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Secutarii Axiarch:&#039;&#039;&#039; A Secutarii HQ with stats more befitting a Space Marine. Of note besides the rules most Secutarii get are the Refractor Field, Radium Pistol, Arc Maul, and Titanshard Armor, which grants them not only their pimping statline and a 3+ Save, but also IWND. Axiarchs can also grant all Secutarii within the detachment one of four new rules: a 5+ FNP, Move through Cover, +1 to pen vehicles, or PE Infantry. These guys are far cheaper than even the Magos, but they&#039;re also a lot more specific in their use and in a force with few Secutarii they&#039;re rather wasted. Because of the weapon loadout, the new [[Skitarii Marshall]] makes for a perfect model to represent this unit.&lt;br /&gt;
**The Axiarch is nowhere near as useful in shooting or melee as the Magus and Magos. Nor does he have the full set of options that they do. He&#039;s one of two HQs without the option of a Machinator Array. So he won&#039;t last very long in a fight. Making the best options for him a Master-Crafted Phonton Gauntlet to re-roll Gets Hot, a Power Fist to make the best use of his three attacks, than spend the cheap cost of taking the Omnispex, Augury scanner and Shattersphere grenades for Rad Poisoning and Pinning. His other options have low AP while Hoplites have little need of extra help to spam Haywire. Kitting him out with all Rad weapons doesn&#039;t make him anywhere near as good as Radfucker. Though he will make an good meat shield and assistant for the Archmagos.&lt;br /&gt;
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====Special Characters====&lt;br /&gt;
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*&#039;&#039;&#039;Archmagos Draykavac:&#039;&#039;&#039; The first of the [[Dark Mechanicum]]. This scary bastard comes with a Graviton gun, a Machinator array, can buy up to 4 Cyber-occularis for his Djinn-skein and gives PE (Infantry) to all units while within 3&amp;quot; of an objective when he is the Warlord. He also has a Paragon blade that you might never use because of his special rule &#039;&#039;&#039;Liquifractor&#039;&#039;&#039;, exchanging all his attacks for an autohit iflicting [[Anal_Circumference|2D6 - target&#039;s T]] worth of wounds at AP2, or 2D6 - AV/2 Penetrating hits against vehicles. This happens at In1, but having T6 and causing Fear means he has no problem waiting for his turn to attack. His unique arcana gives all Walkers, SH walkers and MCs in his detachment a +1 on their charges and Sweeps so consider bringing some Dominus and Knights. He is also available as HQ for a [[Warhammer_40,000/Tactics/Questoris_Knight_Crusade_(30k)|Knight army]]. Costing less than an equally equipped Archmagos but having lots of unique stuff and an amazing model it almost justifies him not being an IC, so give him an Abeyant to increase his survivability.&lt;br /&gt;
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*&#039;&#039;&#039;Archmagos Inar Satarael:&#039;&#039;&#039; This dude died once, &#039;&#039;[[Commissar_Yarrick|came back]]&#039;&#039; and decided he was done with this &amp;quot;dying&amp;quot; thing so he gave himself a Mounstruous Creature-sized body (were he any tougher, he&#039;d be a Castellax) with T6, &#039;&#039;&#039;W5&#039;&#039;&#039;, FnP(5+) and a &#039;&#039;&#039;Repulsor shield&#039;&#039;&#039; which protects him from S6 shots (ie. the ones that matter) on a roll of 4+, and on a 6 the attack [https://www.youtube.com/watch?v=0ABGIJwiGBc#t=16 bounces back to the offender]. However, it doesn&#039;t work against Template or Blast weapons (ie. the ones that matter), so a normal invuln would be better. Sadly he gave his body a mere 3+ save and forgot EW, but he planned for that - roll a D6 when he loses his last W, on a 3+ he teleports home denying any VP for killing him and his body Explodes. &#039;&#039;Even in death, fuck your dudes&#039;&#039;. He&#039;s not an IC but has &#039;&#039;&#039;Patris Cybernetica&#039;&#039;&#039; meaning he can, and should join a unit of Battle-automata: 3 S6 AP2 non-unwieldy attacks and HoW means he&#039;s more competent in CC than what his WS3 might suggest, and his WT pretty much turns friendly Taghmata 12&amp;quot; around him into Word Bearers, rolling an additional D6 and keeping the lowest two dice when making Morale checks. Because most of your army also is Stubborn this works out very nicely. Having a TL Maxima bolter, a Graviton Imploder and a Servo-arm (which usually are mutually exclusive) he&#039;s very cheap for what you get. &#039;&#039;But for a little more I could get me a Knight!&#039;&#039; Yes, but he is both an Archimandrite AND an Archmagos Dominus, having a Djinn-skein (with 4 optional Cyber-occularii), Cybertheurgy and a Cortex Controller - in fact he&#039;s the only way of having both in your army.&lt;br /&gt;
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*&#039;&#039;&#039;Magos Reductor [http://www.forgeworld.co.uk/en-CA/Titan-Tech-Priest Calleb Decima]:&#039;&#039;&#039; Now with Independent character and Precision Shots! Decima is a very divergent Magos Reductor, exchanging 1WS, BS and the usual 4++ for +1S, W, Ld and a 5++. He has a MC Power axe and a Machinator Array which makes him decent in CC (hits at S6 but fights like a guardsman at WS3, though Master-crafted mitigate this), and with his longest ranged weapon being a MC Bolt pistol he&#039;s certainly not a shooty character either. &#039;&#039;Then what&#039;s the point?&#039;&#039; He&#039;s a Magos Reductor available for Taghmata use, meaning you can bring Battle-automata and non-Thallax troops without restriction while still getting his Reductor buffs: His unit has Move through Cover (ruins, minefields, rubble and treches) and is immune to Pinning from enemy shooting, all his attacks have Sunder and +1 on both Damage tables, which he can confer to a nearby Heavy/Ordnance weapon if he doesn&#039;t shoot (which he won&#039;t really be doing), not to mention he&#039;s the only Taghmata magos with a &#039;&#039;&#039;retinue&#039;&#039;&#039; of his own (Scyllax or Reductor Techpriests forming a unit with him, doesn&#039;t count towards FOC). &#039;&#039;So, no point taking him when playing proper Ordo Reductor, then?&#039;&#039; [[Heresy|Nonsense]]! Sure, he is weaker but he can upgrade to a 4++ save and has access to a Macrocarid DT. Freed one Heavy support slot for you, your welcome. But pretty much the sole reason you want him is for his &#039;&#039;&#039;Curse of the Omnissiah&#039;&#039;&#039; attack. An awesome, if somewhat expensive &#039;&#039;support&#039;&#039; HQ, specially when taken as an allied one as the first book intended to. Not that he isn&#039;t good in a primary detachment either.  Thallax lose their mobility advantage when he joins them, so put him in a Scyllax unit: now all five of his attacks ID MEQ&#039;s since the Marines he&#039;ll be up against will be T3!&lt;br /&gt;
**&#039;&#039;&#039;Curse of the Omnissiah:&#039;&#039;&#039; Makes him a death sentence to anything less than a Titan (provided you get a good roll), being able to unleash 2D6 Haywire Sunder shots, which means he can [[Awesome|scream a Spartan to death]] on a single turn. This counts as firing all his weapons - no extra Machinator shots. Unfortunately, it&#039;s very difficult to use, being Heavy One Use and having only 18&amp;quot; range. And being &#039;&#039;only&#039;&#039; T5 with a 3+/5++ save and no access to transports with fire points or Relentless means Caleb will face danger to use it &#039;&#039;and after&#039;&#039; using it, [[Derp|because it Gets Hot]]. Feel free to move when targeting a flyer, though. If you want to use it you&#039;ll probably need staying power, so take a Cyber familiar for a 4++ invuln and/or his retinue. Fun fact: Being S3 AP3 and hitting so many times, this thing can serve against guardsmen in a pinch.&lt;br /&gt;
**&#039;&#039;&#039;Optional FOC - Istvaan III Survivor Force (Campaign only):&#039;&#039;&#039; A throwback to when the Reductor list was 4 pages long, Calleb&#039;s [[Fluff|band of survivors]] has Move through Cover (Rubble, ruins, minefields &amp;amp; trenches), and receives Stealth in the first turn in exchange of being VERY limited in scope (eg. [[Fail|No battle-automata]], ouch). Good in ambush or cityfight scenarios, but not much else.&lt;br /&gt;
***&#039;&#039;&#039;HQ:&#039;&#039;&#039; Calleb (Compulsory) and Magos Reductor only - &#039;&#039;No Technoarcana nor Cybertheurgy for you. Ouch&#039;&#039;.&lt;br /&gt;
***&#039;&#039;&#039;Elites:&#039;&#039;&#039; Tech-Priest Auxilia (Enginseer and Reductor only) and Myrmidon Secutors only.&lt;br /&gt;
***&#039;&#039;&#039;Troops:&#039;&#039;&#039; Thallax only.&lt;br /&gt;
***&#039;&#039;&#039;Fast Attack:&#039;&#039;&#039; Avenger Strike Fighter only - &#039;&#039;This also means Thallax will be your only melee&#039;&#039;.&lt;br /&gt;
***&#039;&#039;&#039;Heavy Support:&#039;&#039;&#039; Ordo Reductor Artillery Battery, Myrmidon Destructors, Krios, and 0-1 Legiones Astartes Tank Heavy Support. &#039;&#039;Introduce the Sicaran Venator to Decima and love will b(l)oom&#039;&#039;.&lt;br /&gt;
***&#039;&#039;&#039;Lord of War:&#039;&#039;&#039; As normal.&lt;br /&gt;
**&#039;&#039;&#039;Upgrade time! - Decima Invictus:&#039;&#039;&#039; And you thought he was the only non-Archmagos special character. This badass survives the crucible of Istvaan III and returns with red hot Hatred (Traitors) and &#039;&#039;&#039;Eternal Warrior&#039;&#039;&#039;. He now counts as an Archmagos and must be the Warlord (-1 to a piece of cover). Not only that, he gains Relentless to scream machines to death [[Awesome|&#039;&#039;&#039;on the move&#039;&#039;&#039;]], his greatest weaknesses gone! However, he [[Fail|&#039;&#039;doesn&#039;t&#039;&#039; get Archmagos stats]], and now your entire army must Sweep Advance when able and cannot Go to ground. Now he costs as much as a Land Raider...but he can get his points back with just one attack so it balances out.&lt;br /&gt;
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*&#039;&#039;&#039;[[Anacharis Scoria]]:&#039;&#039;&#039; Pioneer of the Dark Mechanicum and lord of the first Hell Forge, Scoria comes with an impressive statline (WS/BS/S/T/I of 5, 4W, 3A, 2+/3++), Archamagos Dominus rules along with &#039;&#039;&#039;Eternal Warrior&#039;&#039;&#039;, Relentless and Adamantium Will, two Archaeotech Pistols, Machinator Array (so yeah, &#039;&#039;he is T6&#039;&#039;) and his formerly great weapon, The Vodian Sceptre (now S+2, AP2, Armourbane, causing D3 extra wounds per unsaved wound, or causes an additional hull point lost on vehicles). Unfortunately he got nerfed hard, to the point where a lot of his effects can be recreated by other characters and for a cheaper cost at that, since the main reason he was taken has been cut in half. He&#039;s still the most durable commander you can have and his whole host of special rules are quite handy (like removing the methodical rule from your robots, though that comes with a minor downside), just don&#039;t expect him to crush everything anymore.&lt;br /&gt;
**He also has his own Cybertheurgy power The Rite of the Beast, which is cast with a -2 Ld modifier and affects every Battle-Automata model in the targeted unit (&#039;&#039;that&#039;s right, like the Cortica Primus relic&#039;&#039;), granting them [[Rape|+1 to their Initiative, Move and Charge distanses, and re-roll of failed hits in assault]]. The downside is that when the power loses its effect, every model must roll a D6, losing a wound on roll of 1 with no saves allowed.&lt;br /&gt;
**He may also purchase his special Xanathite Abeyant, which works exactly like a regular Abeyant, except it also gives him an extra attack and a Photon Thruster, which can be fired in addition to all other shooting attacks, aka &#039;&#039;he has 5 guns, 4 of them are AP3 or better and he can shoot 3 of them per turn (yes he has Gunslinger, but the Machinator explicitly says you can only fire one other weapon normally if you use it)&#039;&#039;. &lt;br /&gt;
**He also may take The Homonculex - his own customized Arlatax Battle-automata which simply gets Paragon of Metal for free but if Anacharis dies it is removed from play alongside him (and since Scoria can be a &#039;&#039;&#039;T6 5W 2+/3++ FnP(5+) IWND Eternal Warrior&#039;&#039;&#039; - if you managed to get this guy killed [[Not_as_planned|things have gone tits up anyway]]). Or somebody dropped a Warlord Titan on him. While Scoria himself isn&#039;t Fearless, his Patris Cybernetica rule allows him to join units of Battle-Automata which are, and so prevent being sweep advanced. That&#039;s [[Troll|assuming your opponent can dish out more damage than you]], of course. This is actually an insane little unit, the perfect &#039;&#039;&#039;DISTRACTION CARNIFEX&#039;&#039;&#039;, still boasting a pretty damn strong statline with both Rage and Rampage (if you bring it with the Arcs for ONLY Str7 attacks rather than Str9).&lt;br /&gt;
***Do note that if you take him on his abeyant, his base size is &#039;&#039;&#039;FUCKING MASSIVE&#039;&#039;&#039;, even bigger than the small blast template which can be a problem as you try to move him around the battlefield and actually get him to participate in assaults. It&#039;s entirely possible he won&#039;t get to attack since he might not be able to fit through ruins/fortifications (even if you challenge, since your opponent can refuse it). It also makes it very hard for any sort of blast template weapon to miss him. You can use this to your advantage however, place him front and center in the unit and try to LoS hits that you don&#039;t want him to tank. When you get into assault anyone within 2&amp;quot; of his XBOX HUEG base can still attack, which should mean your entire unit. Sure he&#039;ll be getting a lot of hits back (and the one all the wounds are first allocated to when your opponent refuses the challenge), but unless your opponent is playing that one list where [[Rape|they have a 50 man unit with 3 attacks each and Rending]] his durability should let him tank all of that. Of course you could just choose to not put him on his abeyant and just have him in the middle of the unit like any Magos to avoid these issues, but then you lose out on his cool scorpion body!&lt;br /&gt;
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===Elites===&lt;br /&gt;
*&#039;&#039;&#039;Techpriest Auxillia:&#039;&#039;&#039;  1 Adept with 4 Servo-automata for 65 points. Plays similar to the IG Enginseer, except the unit can have up to 8 Servitors and 2 Adepts, and can take a Triaros DT. Adepts can be given a vox to act as forward observers, and Cortex controllers to heal Battle-automata (don&#039;t give them weapons, they should be busy repairing stuff). One of them can be upgraded to Magos Auxilia, who has Dominus stats but [[Derp|no cybertheurgy or cool toys]]. Because of the price and the Servo-automata&#039;s dependence on their Adepts, two of them are better than a single Magos. Speaking of Servo-automata, they can take nice weapons but the lack of Relentless will be felt with the better ones. Still, those guys are hella cheap: Eight T5 dudes with flamers cost 60pts and constitute an effective restriction order for most things - actually fearsome in Zones Mortalis (if you ever play that). Overall, the squad &#039;&#039;would&#039;&#039; feel like a budget Magos for insurance against broken stuff, but they get free Techno-Arcana. &lt;br /&gt;
**&#039;&#039;&#039;Enginseer:&#039;&#039;&#039; Adepts gain a servo-arm &#039;&#039;and&#039;&#039; a +1 to Battlesmith (so they pass on a 3+). Furthermore, each servo-automata with a servo-arm gives yet another +1 to your enginseers. Whatever you assign them to wont die, so stick them inside a custom LR, [https://www.youtube.com/watch?v=up0t2ZDfX7E play the music] and proceed to collect tears.&lt;br /&gt;
**&#039;&#039;&#039;Lacryaemarta:&#039;&#039;&#039; The Adepts grant FnP 5+ to the unit and +1 to Adsecularis FnP within 6&amp;quot;. Because resilience is their theme, a T4 Magos could be a nice addition. Great for Thrall hordes (especially with a Lachimallus and Revenants), although their own T5 servo-automata benefit more than the T3 Thralls.&lt;br /&gt;
**&#039;&#039;&#039;Reductor:&#039;&#039;&#039; Everyone gets Tank Hunters and Wrecker, Adepts gain a servo-arm that they can trade for a Conversion beamer or Graviton Imploder (though given how bad the Imploders are for their points, you won&#039;t want to). They aren&#039;t Myrmidons, and with their BS3 and lack of Relentless you&#039;ll notice it. However, a Reductor Magos Auxilia can shoot a Conversion beamer as good as an actual Ordinator Magos, but cheaper. Equate the cost and you get yet another Conversion beamer, not counting your 4 tank hunting servo-wounds. In their hands, those guns make buildings explode on a 4+. Compared to &#039;&#039;3&#039;&#039; Myrmidons Destroyers, that&#039;s 85 pts saved at the expense of just 5% decrease in effectiveness. Who’s an insurance squad now?&lt;br /&gt;
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*&#039;&#039;&#039;Myrmidon Secutors:&#039;&#039;&#039; Sturdy SOBs. T5 W2 3+/5++, starting at 2 Secutors and their Lord, up to 10-strong and come with Power Axes, but their guns are bought separate, of which they MUST buy two and can fire them like a cyber John Woo due to Fusilade Attack (effectively granting Gunslinger but with every weapon) and with BS5, Relentless and Infravisors they&#039;re damn good at using them. &#039;&#039;Lumbering Advance&#039;&#039; prevents them from running and sweep advancing, but with so much dakka and I2 you won&#039;t give a damn. Most of their weapon options are short ranged however, so they &#039;&#039;need&#039;&#039; a transport. A Triaros is a must if you want them to actually shoot instead of being a [[DISTRACTION_CARNIFEX|distraction]]. Unfortunately the Secutors have a lot of issues, especially when comparing them to other Mechanicum units, starting with their price.  They&#039;re 35 points base, and while they have two Power Axe attacks base (three on the Ld10 Lord) and Stubborn to function as a heavy assault trooper, don&#039;t expect them to be good for much else other than finishing off weakened squads (admittedly not so hard to do given some of their gear). They&#039;re also outshined in specific roles by a number of other units as the Secutors are the definition of &amp;quot;jack of all trades, master of none&amp;quot;.&lt;br /&gt;
**Against infantry, &#039;&#039;&#039;Irad cleansers&#039;&#039;&#039; would be a strong option; Fleshbane and Rad-phage template is good, however Irad Engines and Lightning cannons are better than any number of cleansers. They could still help if you wanted one of them for grouped up squads or squads that&#039;re coming out of transports they just wrecked, but there are better options for the cost you&#039;re paying.&lt;br /&gt;
**&#039;&#039;&#039;Phased-Plasma Fusils&#039;&#039;&#039; Are now a much better option thanks to the FAQ clarifying how Preferred Enemy works. If you really want to make these guys useful, you&#039;re going to have to be ready to sink points into them. Give them a Magos Prime Malagra and these weapons and you&#039;ll be causing 17 wounds to MEQ&#039;s with just the squad, if the Magos Prime has one as well then that total increases to 19.9 while denying them their armour save (up from 12.5 without the Malagra). That&#039;s more than enough to cripple or even outright erase the largest MEQ squad and even without the Magos&#039;s shots the squad will kill Angron in a single volley. Unfortunately this is still a really expensive option and will usually be overkill for what you need. Thanks to Monster Hunter they can also do in a pinch against other Mechanicus, but in that event you&#039;re really going to want something more suited to the job. Keep in mind that while a Magos in the squad with Fusils is easily the best MEQ-muncher you have (better than Thanatar&#039;s and Castellax&#039;s even if those also had the same buffs), they&#039;re going to be a massive points-sink (even before their transport, as you&#039;ll likely be getting them one) and a very large fire magnet. Protect them accordingly, ideally by having something else the enemy can&#039;t force themselves to ignore (like a small unit of Castellax or a Thanatar) and aim for wiping out 2 Marine Squads, so that they&#039;ll at least make their points back.&lt;br /&gt;
**A unit of Secutors equipped with &#039;&#039;&#039;Graviton guns&#039;&#039;&#039; used to provide superb anti-armour as a squad with Graviton guns can &#039;&#039;reliably&#039;&#039; glance most vehicles and buldings to death, outright ignoring Armoured Ceramite, Armour Values and even Flare Shields.  Better yet is that they&#039;re Relentless, so the Graviton gun&#039;s biggest drawback never affects them.  Unfortunately they&#039;re beaten at their own game by Hoplites which are not only Troops, but much cheaper Troops at that. Even ignoring them there&#039;s many other workarounds if your opponent forgot to buy Armoured Ceramite like Castellax and Tech-priest Auxilia (both of which get Multi-meltas) and the new Vultarax also has a Haywire gun, but it&#039;s mounted on an FCM that will never die alongside other blob-killer weapons.&lt;br /&gt;
***Keep in mind you can still use them for wrecking armour if you really want to, as they have much longer effective range than the Hoplites and/or any of the units that can take Multi-melta&#039;s, and aside from the Hoplites are the only unit that reliably wrecks armour. They also cause difficult/dangerous terrain for anyone climbing out of whatever transport you just wrecked... you are using them on Land Raiders/Spartans right? In any case it allows you to ruin that squad&#039;s day without worrying about them getting charged by the very angry squad coming out of their vehicle (which also helps you since you can get another turn of shooting before those squads have a chance to close the gap).&lt;br /&gt;
**For all-comers lists however, a safe option is taking Volkite-Chargers for some good dice-spamming potential (with a strong likelyhood of wounding), backed up by at least one Graviton Gun to help slow down the enemy at such short ranges, alongside causing lovely glancing hits. &lt;br /&gt;
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*&#039;&#039;&#039;Domitar Class Battle-Automata Maniple&#039;&#039;&#039;: Essentially a melee automata geared for punching other Automata. It can also handle vehicles and buildings in equal measure thanks to four attacks at S10 and its WS4 make it so it&#039;ll hit all other automata on 3&#039;s (and D3 S7 Hammer of Wrath hits per model (roll once and multiply by number of models)). Its shooting is a shitty missile, but the Domitar shines even when getting charged thanks to the Graviton Hammers forcing opponents to make disordered charges, and with Crusader you&#039;ll be dictating when your charges happen quite often. Keep them away from tarpitts (Paragon of metal doesn&#039;t help out too much here, and getting hacked apart by a large mob of S6 fearless goons whose entire squad costs probably less than half your model is embarrassing).  Don&#039;t go thinking that it can take on every monster unit either. Charge a few Castellax with Darkfire Cannons (or even go solo near their Bolt-Cannons) and you&#039;ll find that&#039;s a 175+ point investment down the drain.&lt;br /&gt;
**The price of these though is very prohibitive, a unit of Castellax with Siege Wreckers can do essentially the same job for less, and unless you know you&#039;re up against MC heavy lists there&#039;s very little reason to bring a Domitar.  If you bring them anyway, send them after pricey and important targets, smaller terminator units and HQ, but keep them away from Dreadnoughts. Cortus Dreads can very well kick its ass for cheaper.&lt;br /&gt;
**FAQ gave these things a rather interesting buff, their fists can now be used in shooting to spit out an AP6 graviton haywire template, and you have two of them. A template weapon of any kind will help deter enemy charges, and the fact that it&#039;s haywire means that Dreadnought that&#039;s about to beat your faceplate in could get glanced to death by your overwatch. Meanwhile in the actual shooting phase you can use them as can openers, a maniple of enough bots can shut down even the heaviest of transports, which is very handy given how often terminators tend to hide in Spartans.&lt;br /&gt;
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===Troops===&lt;br /&gt;
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*&#039;&#039;&#039;[[Thallax|Thallax Cohort]]:&#039;&#039;&#039; Thallax are Jet pack Ogryn equivalents, being pretty hardy with T5 and 3 wounds. Their special rule &#039;&#039;&#039;[https://www.youtube.com/watch?v=aMli33ornEU Djinn-sight]&#039;&#039;&#039; [[Markerlight|reduces enemy cover]] by 2 (too bad their main guns are AP5) and denies infiltration within 24&amp;quot; of them, so deploy them near your valuable assets. Their Lightning guns are somewhat short ranged (18&amp;quot;), but they&#039;re able to pull that [[Battlesuit|jump-shoot-jump]] trick and are effective against vehicles (even AV14 with some luck), but they don&#039;t pump out enough dakka to be much of a threat to infantry. Even though they&#039;re WS3, being S5|T5 FnP(6) means they&#039;re not too shabby in combat either. Good stats, but each one costs more than a multi-wound terminator. Thallax can be upgraded with one augmentation.  &lt;br /&gt;
**&#039;&#039;&#039;Destructor&#039;&#039;&#039; (&#039;&#039;Tank Hunters&#039;&#039;) better allows them to attack AV, meaning they get to reroll Rending against vehicles. A &#039;&#039;&#039;Multi-melta&#039;&#039;&#039; is also a good choice in lower point games (~1500 pts) as it&#039;s not that easy to Melta-proof all your vehicles and AP1 helps against infantry too. It&#039;s definitely optional though, as melta bombs also do the job, but better since more than 1 in 3 can use them.&lt;br /&gt;
**&#039;&#039;&#039;Ferrox&#039;&#039;&#039; gives them &#039;&#039;Rage&#039;&#039; and &#039;&#039;Rending&#039;&#039; in melee. Useful, since Thallax are not as numerous as you&#039;d like them to be. Can&#039;t replace their Lightning guns but you won&#039;t be shooting with the Ferrox upgrade anyway. Synergizing well with Ferrox are &#039;&#039;&#039;Heavy Chainblades&#039;&#039;&#039;, making them a threat to heavy vehicles now that Meltabombs are poof (9 guys shooting and charging averaging [[Spartan_Assault_Tank|5 lost HP]], 3 of them Penetrating). Now there&#039;s your melee AND anti-armor option combined. But don&#039;t blow up transports, you don&#039;t want to lose the Rage bonus, you want to be charging shooty units and using your firepower against choppy things. &amp;lt;u&amp;gt;Avoid tarpits&amp;lt;/u&amp;gt; because to make their points back these guys need to be always charging, and &#039;&#039;they can&#039;t Sweep Advance&#039;&#039;. &amp;lt;u&amp;gt;Too bad Ursarax do it better&amp;lt;/u&amp;gt;, but at least Ferrox have stronger guns and can fill the compulsory slot.&lt;br /&gt;
**&#039;&#039;Against MEQs&#039;&#039; take &#039;&#039;&#039;Phased-plasma fusils&#039;&#039;&#039;, terribly efficient marine-wood chippers that effectively become Assault 3 in the hands of your Relentless minions. And being Djinn-sighted, cover won&#039;t save them. &#039;&#039;To kill Terminators&#039;&#039;, however, &#039;&#039;&#039;Photon thrusters&#039;&#039;&#039; are your only option. It&#039;s the most expensive option, but 2 S6 Blind shots will make a difference, and even MCs (and Primarchs!) might feel more than a sting, all that from 48&amp;quot; away. They&#039;re also Lance, but at S6 no one cares, stick to your default guns for tank killing. &#039;&#039;For dealing with light infantry (T3) blobs and light vehicles (AV 10-11, rhino/fighter/land speeder territory&#039;&#039;, &#039;&#039;&#039;Multi-lasers&#039;&#039;&#039; are a very cheap way of adding much needed firepower, S6 denying FnP and reliably glancing AV 10 on top of having long range. &#039;&#039;&#039;Irad-cleansers&#039;&#039;&#039; are very useful too, their Fleshbane templates felling scores of poorly armoured enemies, even making tough units take a ton of saves.&lt;br /&gt;
**&#039;&#039;&#039;Empyrite&#039;&#039;&#039; is only useful in Zones Mortalis and those environments where aerial deployment is forbidden, deepstriking by teleportation instead and gaining Void Hardened armour. &lt;br /&gt;
**&#039;&#039;&#039;Icarian&#039;&#039;&#039; Might seem like another useless upgrade at first, since it gives them the option of having Skyfire but only if they don&#039;t move, doesn&#039;t give them Interceptor, their guns are short ranged and plenty of emplaced weapons already have Skyfire, but there is one main benefit: If you take at least two squads with this upgrade and space them out enough You&#039;ve effectively created an massive no-fly zone. Most flyers (especially ones like the Xiphon) cannot eat several S7 Rending shots. This in turn can force them to hover, if they have the capability, or they end up leaving the board. Either choice is good for you: if they hover then you immediately run up to them and force them to eat the S7 Rending shots or shoot them with something else in your army that&#039;s long-ranged but has a higher Strength/AP. If they leave the board then you don&#039;t have to worry about them for a little while and with a little luck you can fuck with their return by positioning yourself right before they show up. If they decide to throw caution to the wind and approach you however, feel free to gun them down. It&#039;s not the best way to deal with Flyers but it can be very handy still, especially since their Djinn-sight fucks with flyer Jink saves, and the Thallax are usually terrible targets for the flyers to shoot at themselves, even if flyers like the Avenger Strike Fighter fires every shooting weapon it has, it&#039;s not likely to kill even a single model (and if one tries to bomb you they should now be within range). That being said, skip this outright if you know you&#039;re up against a Thunderhawk, They&#039;re a little too durable to care and have enough weapons that Thallax should be wary of them.&lt;br /&gt;
***Do keep in mind that if you want to try this, you&#039;ll only have one Heavy Support available (or possibly none if you really wanted to set up an AA field) so try to find your heavy firepower elsewhere. Springing for at least one Multi-melta per unit with this setup is also recommended if only to make your opponent extra fearful of the AA field (it&#039;s not likely to be the thing to bring down aircraft, but don&#039;t tell your opponent that).&lt;br /&gt;
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*&#039;&#039;&#039;Adsecularis Covenant&#039;&#039;&#039;: The cheapest unit available in 30k, heck even in 40k its only outdone by Ork grots by a decimal point! (35pts for 10!) Actually, militia levy squad are 100pts for 50, so thats (20pts for 10). However in many ways it shows.  The cheapest source of scoring bodies in the codex, they&#039;re a tarpit unit with low stats and even worse fighting ability. However, you can turn their measly Ld7 into &#039;&#039;Fearless&#039;&#039; at the cost of Overwatch and Sweep Advance (nearly an auto-include), and can upgrade their FnP6+ with Revenant Alchemistry, gaining &#039;&#039;Hatred&#039;&#039; and FnP5+ at the cost of Slow and Purposeful. Which can be further enhanced by nearby Lacryaemarta Techpriests and issued Carapace armour. So in essence, they can be turned into 20-man drooling cyber-zombie squads, resilient to regular infantry killing methods but still vulnerable to being blown to smithereens.  Said Lachrimallus Magi can also bring them back from the dead on a 5+, but if they were upgraded with Revenant Alchemistry the returned squads won&#039;t even make it out of your deployment zone. Take this into consideration.&lt;br /&gt;
**Though equipped with Laslocks as standard (S4 lasgun with shorter range) they can swap this out for a Mitralock, giving them Shred in exchange for even shorter range... which is nigh unusable in the case of anyone using RoPT. &lt;br /&gt;
***It is possible to improve their shooting by buying them Induction Chargers, giving them an extra shot with the lock&#039;s, at a flat 15 points, a ten man squad with these costs 50 pts and puts out 20 shots, compared to a 60 points for the same number of shots if the squad doesn&#039;t have the Chargers. With a twenty man squad this is even better, 80 pts for 40 shots compared to 130 pts for the same number without Chargers. However, with BS2 you don&#039;t really want these guys shooting, especially considering the next option...&lt;br /&gt;
**Heavy chainblades augment them fantastically, buffing them to S6(!) and AP4 for some fucking filthy stuff. Against other AdMech or GEQ they are &#039;&#039;disgusting&#039;&#039;.&lt;br /&gt;
***A 20 man unit of appropriately equipped Heavy-chainblade thralls can work wonders vs just about anything, especially when paired with Lacyraemarta Tech-priest auxilia to give them SV4+ FNP4+. If you wish to rules lawyer and lose all your friends, there is no explicitly mentioned limitation on their bonus. &#039;&#039;&#039;But don&#039;t do that.&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Castellax Class Battle-automata:&#039;&#039;&#039;: After an arguably deserved price increase, losing scoring and can&#039;t be compulsory Troops, they&#039;re still powerful and useful all-rounder tough Battle Automata with marine-killing Mauler Bolters (S6 AP3 Pinning). Without list-tailoring on the enemy&#039;s behalf (like Plasma vets) a Castellax will hold its own against nearly everything thrown at it and can put out a lot of hurt in both the Shooting and Assault phases thanks to their Atomantic shielding, Str6, Rage, Shock chargers and ranged weapon options.&lt;br /&gt;
**For melee, Shock Chargers (Concussion on all attacks including HoW) can be exchanged for Dual Powerblades (Rending and +1 attack) which is an upgrade to be considered, but probably should only be taken if you have spare points left over for some reason.  Rending hardly matters (they&#039;re AP2 by default and if you want to wreck armour, get Siege Wreckers) and you can almost always get more Castellax if you want more attacks. They may also get a single Siege Wrecker (S10 Concussive Wrecker), losing one bolter but essentially gaining four Smash attacks instead of just one, which can be pretty great. Don&#039;t forget to buy Frag grenades. &lt;br /&gt;
**For ranged combat, Enhanced Targeting arrays will help their Armour-ignoring guns to find their mark, and additionally worsen the foe&#039;s chance of surviving since if they&#039;re not making an Armour save, they&#039;ll be making a Cover save.  Never buy Infra-vision.  Getting rid of temporary stealth isn&#039;t worth always taking Blind at I1, let alone the extra points it&#039;ll cost you.  As for their weapons, Mauler bolters kill (and Pin) infantry very well, however Multimeltas aren&#039;t as great a choice on this unit.  If you know you&#039;re up against a multi-wound squad, or if your opponent&#039;s using a 2+ save model to block the bolters then you can use the Multimelta&#039;s to clear them out and finish off the squad with the bolters.  In short it&#039;s situational, even for its intended role thanks to Armoured Ceramite and Flare Shields, making it more useful on something like Thallax that can get behind the enemy.  Darkfire cannons are the other AP2 choice and a better one in general for the Castellax, despite their price.  They fare better than Melta&#039;s at taking down 2+ armour (such as terminators) and with a long range that helps lay carefully slather pain on enemy Monstrous Creatures or Primarchs with bad/mediocre saves. The Blind rule can also tip the balance of power when melee is on the cards. Ignore the lance factor as at that Strength, you&#039;re still glancing on 5&#039;s.&lt;br /&gt;
**A Castellax is one of the best Battle Automata to turn into the &#039;&#039;Paragon of Metal&#039;&#039;, turning this already versatile bot into a one-model wrecking machine. Give it a Darkfire cannon to blind enemy units and hurt vehicles from afar. Dual power blades will help against infantry trying to overwhelm it (+1 attack is nothing to scoff at), but a Siege Wrecker (buffs Strength to 10 in exchange for a bolter) allows it to tackle all manner of targets without resorting to Smash. Remember, a Castellax with dual power blades can get up to SEVEN attacks on the charge! Cybertheurgy can stack to ludicrous levels with them, but beware of [https://www.youtube.com/watch?v=41kzMU7vbbY Malifica].  Granted, Malifica is extremely unlikely unless it is a Paragon of Metal (any failed Cybertheurgy attempt will result in your death-robots turning against you!).&lt;br /&gt;
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*&#039;&#039;&#039;Scyllax Guardian-Automata Covenant&#039;&#039;&#039;: Defensive horde-masher tentacle-bots with a radioactive engine powering them. They provide a -1 debuff to the Toughness to everyone locked in combat with them, meaning only their enemies. RaW does not allow friendly units to be locked in combat with each other (and neither does FW emails). They&#039;re also immune to their own effect (naturally) and are highly resistant to both poisoned and rad-phage (not that it would come up all that much against them). Comparing most roles, Scyllax come off a smidge less efficient than Thallax, which are just slightly more expensive with a better statline and far more mobility, but the crunchy defensive melee properties cannot be dismissed. Scyllax can either put out a whirlwind of anti-infantry attacks with exploding dice on a 6 to wound, or they can trade all that for one attack per model that is burly enough to ID TEQ&#039;s. These guys have a number of ranged options, replacing their standard Kraken bolters:&lt;br /&gt;
**If Defensive Assault is your ideal strategy, then load up on &#039;&#039;&#039;Flamers&#039;&#039;&#039; (available to all) and &#039;&#039;&#039;Rad-cleansers&#039;&#039;&#039; (available to only one in four, sadly). Template weapons can help whittle down a lot of blobs real fast (having that much Wall of Death doesn&#039;t hurt if you get counter-charged either).&lt;br /&gt;
**If you opt for ranged combat, you&#039;ll want the &#039;&#039;&#039;Rotor Cannons&#039;&#039;&#039;. Sure they&#039;re weaker in strength than the &#039;&#039;&#039;Volkite Chargers&#039;&#039;&#039; but they put out more shots the Volkites and your regular Bolters do, Relentless meaning you get to fire 4 shots at full 30&amp;quot; range. And they&#039;re the cheapest option! Even if you&#039;re up against 4+ saves, the heightened volume of fire means you&#039;ll inflict more wounds than Kraken Bolters.&lt;br /&gt;
**As for the other &amp;quot;1-in-X can equip Y&amp;quot; items, they&#039;re pretty self explanatory. &#039;&#039;&#039;Graviton guns&#039;&#039;&#039; help with slowing infantry and dealing with vehicles that got too close, &#039;&#039;&#039;Plasma guns&#039;&#039;&#039; help with taking out 2+ saves from range (handy if a player puts their Artificer Armour Sergeant in front), and &#039;&#039;&#039;Melta guns&#039;&#039;&#039; are good for leaving at home because your opponent bought Armoured Ceramite and you have better things to deal with vehicles and 2+ saves.&lt;br /&gt;
***These are not bulky! You could fit a large mob of 16 and a Magos with Rad-grenades in a Triaros and upset people.&lt;br /&gt;
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*&#039;&#039;&#039;Secutarii Peltast Phalanx&#039;&#039;&#039;: Old-School Titan Guard [[Skitarii]] with FNP, Relentless, and Galvanic Casters, these guys are the ranged botherers with guns that can either circumvent cover or blast without remorse. They&#039;re protected by a 4+ armor and the Kyropatris Field, a special shield that lets them re-roll 1&#039;s on a save if there are at least 5 models and reduces the strength of any shots targeting them by 1 if there are at least 10 models. While they all can buy arc mauls, power weapons, arc rifles, or radium carbines, you need at least 5 Casters to benefit from the last rule they have, which gives a one-time use ability that gives an ally within 18&amp;quot; Shrouded for the turn. Titans can even be shielded, but only if multiple Peltasts blow their use of it.  The Peltast are your solid go-to ground units.  Whereas your Tech-Thralls stand and hold backfield objectives, the Secutarii are particularly adept at besieging a particular area.  Battle-automata may be more resilient overall, but it isn&#039;t particularly easy for them to footslog across an entire board. Due to the price of the Kinetic Hammershot Rounds, an ample tactic is to take a full unit of Peltast equipped with radium carbines (who have very comparable damage results to the Galvanic-caster with Kinetic Hammershot, only being worse if you chose Preferred Enemy against MEQ&#039;s/Taghmata), stick them in a Triaros, and launch them towards a forward objective and plant themselves down under the cover of the Triaros. Anyone who gets too close will have to deal with 20 3-shot radium carbines at BS5. Are they expensive? Yes. Are they explicitly needed? No, but this is the Horus Heresy! Larger blobs of units gunning each-other down is encouraged. Essentially, the Peltast are an all-around decent choice for the Mechanicum. Not amazing like an Arlatax per say, but they allow you to mix up your play style and not have to rely on high toughness robots for once. Alternatively the Kinetic Hammershot also allows them to work as good backfield support, as Relentless allows them to save you the trouble of getting them a transport&lt;br /&gt;
**Don&#039;t run them up with &#039;&#039;&#039;Arc Rifles&#039;&#039;&#039;, killing vehicles is the Hoplites&#039; job and they do it far better. Unless you park right down the throat of the enemy you&#039;re going to only get 10-20 shots, and when the thing you&#039;re shooting (which is almost always going to be a transport) is destroyed and the squad inside comes out, they&#039;re going to be pissed and Peltast squads die like a bitch in melee. The upgrade also makes the squad so much pricier, to the point that they can be comparable or more expensive than what they&#039;re destroying, and if you want to use the much higher Strength to go creature hunting, stop what you&#039;re doing immediately. You&#039;ve got other units like all of your automata who do that job way better. The only time it could possibly work out for you is if your opponent was stupid enough to let a 20-man squad get within 6&amp;quot; of a Thunderhawk Gunship as they can and will kill it in one round, but if they&#039;re that dumb you could&#039;ve just used 30 Hoplites who&#039;re not only harder much harder to kill than this one squad, but cheaper as well.&lt;br /&gt;
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*&#039;&#039;&#039;Secutarii Hoplite Phalanx&#039;&#039;&#039;: Where the Peltasts shoot for a living, these guys have Arc Lances and boosted boarding shields with 5+ Invulns. If it wasn&#039;t clear from all the haywire the squad has, these guys are your end-all tankbusters. No armoured vehicle, save titans, is going to survive a full squad of Hoplites shooting at them and even at only 10 strong they &#039;&#039;&#039;will&#039;&#039;&#039; kill flyers, even without Skyfire (provided you engaged Hazard Protocols like you should&#039;ve). Hell, thanks to Hazard Protocols you can watch as two squads kill Thunderhawks. Always make sure to buy the Alpha a pistol as the Lance and Shield don&#039;t prevent him from gaining an extra attack with it, and a power weapon would also be advised if you plan to hit transports. The rest of the squad can handle even spartans just fine and once they&#039;re dead, the squad&#039;s made its points back so if you can take any of the transport&#039;s occupants with you, then consider it a bonus.&lt;br /&gt;
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===Dedicated Transport===&lt;br /&gt;
*&#039;&#039;&#039;Triaros Armoured Conveyer&#039;&#039;&#039;: &amp;lt;s&amp;gt;Dune Train&amp;lt;/s&amp;gt; Not quite a [[Crassus Armored Assault Transport|CRASSUS]], but close. 14/12/12, 4HP  The thing comes standard with a flare shield for all that -1 goodness.  It also gets a shock ram giving you AV15 on your front when ramming and does haywire damage. the shock ram also inflicts d6 S6 AP5 hits on any unit it tank shocks in addition to resolving the tank shock and the shock ram doesn&#039;t count as a weapon so can never be removed by weapon destroyed results on the damage chart. Carries 20 and re-rolls failed dangerous terrain tests.  Give it lesser IWND for 5 points.  135. Awesome. Great for getting things close. The Spice must flow.&lt;br /&gt;
**Volkite Sentinels are a subtle, but potent feature. Essentially they are two Volkite chargers than may target independently of the Triaros itself (and presumably the other Volkite weapon); these can be used to take out &amp;quot;Chaff&amp;quot; units.&lt;br /&gt;
**You&#039;ll generally give this unit the noble task of transporting the Omnissiah&#039;s servants. Myrmidons of both kinds are the most obvious use, it&#039;s effectively mandatory for Secutors as they all possess short range weapons, and with the most expensive weapon option for Secutors being the one with AP3 you will greatly appreciate the Twin-linked Mauler Boltcannon. Destructors can benefit from this too, the Irrad Engine to be specific. Another possible useage is Tech-priests. Not too bad as almost any configuration of the Tech-priest is cheaper than Myrmidons; 8 Flamer servitors could be considered a very light version of the Irrad-Engine. The description indicates that it is fair game to use the FNP buff while inside the vehicle; take a minimum sized Tech-priest squad, 15 Thralls, load em up and maybe have some fun...? Its a stretch that one.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Ursarax Cohort&#039;&#039;&#039;: These are Thallax&#039;s less agile but stronger and faster siblings (they trade jetpack for jumpack), with twin lightning claws (or Power fists) and Iron Man chest lasers. The Volkite Incinerator isn&#039;t too great in CC, as four attacks at S10 almost always beats ONE S6 instant death attack (even if the target is T6) but if you get locked in multiple rounds it can be okay enough against T6 models.  Having said that, swapping twin lightning claws for powerfists might seem like a good general idea since you&#039;re Initiative 2, but if you&#039;re fighting against Marines, lightning claws at S5 will put out more wounds than fists at S10.&lt;br /&gt;
**Also the twin-powerfists are 10 points each: ideally, if you&#039;re taking a large squad, nestle a couple into a squad to provide some tough tin-can opening power.&lt;br /&gt;
**A squad of 9 will put out (excluding HoW) 36 attacks. This costs 455 points and can be hillariously powerful against anything that isn&#039;t going to launch S10 at you or is packing sizeable numbers of Autocannons. Toss in say 3 Powerfists and you&#039;ll be good to against pretty much anything.&lt;br /&gt;
***Not a very strong option in the current Custodes-Medusa Meta but they can ID most of the stuff IF they survive (even in melee they&#039;re low I is uncomfortable).&lt;br /&gt;
***They probably have a better life in Zone Mortalis, but price escalates quickly, a squad of 3 in Ordo Reductor with 2 power fist can tell his own.&lt;br /&gt;
*&#039;&#039;&#039;Vorax Class Battle-Automata&#039;&#039;&#039;: Got quite a buff; were made cheaper in points, WS4, have 3 attacks due to Power-blades now being pair weapons and the change in the wording of &amp;quot;Programmed behaviour&amp;quot; means its a lot easier to use fleet, they can now also be in units of 6 too. &lt;br /&gt;
**They are still fragile, but they can seriously upset small units by hacking them apart with volume of attacks and generally can soak up enough wounds (T6, 3 Wounds and 4+ save is relatively durable) to withstand the enemy. Just don&#039;t be an idiot and expect to have a good day vs a sizeable tactical marine blob because you will have krak-grenade booted your back end. Though if you&#039;re playing with Legio-Cybernetica, you may be a bad enough dude to abuse the shit out of native I5. They may also upgrade their rotor-cannons to have bio-corrosive rounds, which makes them poisoned (4+), but reduces their range to 15&#039;. ALWAYS TAKE THEM, Vorax already want to be in close combat anyway, and vanilla rotor cannons don&#039;t have enough stopping power to be a threat to marines. Seeing as you already are going to be getting close with your Vorax, there is no reason not to take the Bio-Corrosive rounds. Honestly these insectoid buggers are one of the unsung heroes of this list along with the blight dro... I mean the Vultarax stratos; they can throw out a tonne of dakka (6 will deliver 6 lightning gun shots (or irrad-cleansers if you&#039;re feeling cheeky, but I&#039;d probably avoid them) and 48 rotor cannon shots that hit on 2+ or 3+ respectively whether you took the enhanced targeting or not that will wound on 4+ (because you took those bio-corrosive rounds didn&#039;t you). After that fusillade, space marines will die from the sheer volume of dakka coming their way. Granted there are many, many methods of killing space marines effectively in this list, but these bad boys can pop up from Outflank (thanks Scout) hopefully next to their target and lay down the pain while being fairly survivable as well all the while not having to worry about being in cortex range so much as chances are you&#039;ll be close to what you want to shoot at anyway. And what if you get charged? Well you&#039;ve still got 3 attacks per Vorax that hit at S6 with rending at either initiative 4 or 5, so I can guarantee you will not go down without a fight. &lt;br /&gt;
*&#039;&#039;&#039;Arlatax Class Battle-Automata Maniple&#039;&#039;&#039;: Oh boy forget about the Domitar now, this thing will rip to shreds anything you set its sights at.  Equipped with +2 strength lightning claws at AP2 in addition to its base strength of 7 which effectively makes it &#039;&#039;&#039;S9!!!&#039;&#039;&#039;  And as if that isn&#039;t enough, its a &#039;&#039;&#039;JUMP PACK MONSTROUS CREATURE.&#039;&#039;&#039;  Have fun zipping around the battlefield busting open tanks with 5 S9 AP2 attacks on the charge (and since it has frag grenades as base, you don&#039;t even have to worry about cover). Since it costs the same as a Domitar, you may as well give it Paragon of Metal since IWND will come in handy. Like most of the other Mechanicum&#039;s battle-automata, it has atomantic shielding which grants you a 5++ to shooting and a 6++ in close combat. It can replace each of its lightning claws with an arc scourge, which is a Strength User AP2 Melee, Rampage, Armourbane, Concussive electric whip-lash for ten points each. Its debatable as to whether this is worth it. If you are getting it, its likely because you want to bust open a land raider, but the base lightning claws can do that just about the same with the added benefit of being S9. On second thought, the Arlatax can serve as a very effective monstrous creature/vehicle hunter (looking at you Leviathan dreads-- but please, then take it in a Legio Cybernetica list for that extra cortex range boost and that delicious Initiative 5). Even more, it has some staying power at range too with its inbuilt cannon (slightly worse mauler cannon as it is only S6 AP4, but you are only using these before you assault anyway) and Plasma Blaster (S7 AP2, gets hot, Assault 2, uh...not overkill at all) One thing is for sure, if you take one of these its going to be heavily focused. It only has a 3+ armor save with T6 which means while it is not fragile, it is not exactly the toughest battle-automata out there. GET BEHIND COVER. You want to get this guy stuck into close combat as soon as possible (preferably with monstrous creatures, because did I mention its is I4 as well?). Overall, it looks like the Arlatax can very well soon become one of the staple units of the Mechanicum as soon as Forgeworld decides to release a model.  But hey, whats stopping you from converting a Castellax or Domitar yourself so you can use it now?&lt;br /&gt;
*&#039;&#039;&#039;[[Avenger Strike Fighter]]&#039;&#039;&#039; Your ground attack craft. Coming armed with the Avenger Bolt Cannon (36&amp;quot; S6 AP3 Heavy 7) and a pair of Lascannons standard its ready to take on any target, along with a host of options to suit either infantry or tank hunting, for infantry you&#039;re given the options of 6 Tactical Bombs (S6 AP4, Barrage, Blast, one use), 2 Autocannons or 2 Multilasers. For tanks you can mount 2 Kraken Penetrator Missiles (36&amp;quot; S8 AP1 Missile, Armourbane, one use) and pair this with the Battle Servitor control special option which give the Fighter Tank Hunters. For both roles, you can give the Fighter a pair of Missile Launchers (Frag/Krak). Your sole defensive anti-air weapon is a Heavy Stubber which can attack other targets than your ground weapons, also has Skyfire, use this to opportunistically(/desperately) take pot shots at enemy aircraft side or rear armour. Also, it comes with BS3, but as you&#039;ll mostly be attacking ground targets this is mitigated by the Strafing Run rule. It&#039;s not the most resilient craft though, at 12/10/10 with 2 Hull Points, and while the Chaff Launcher option (4+ invul against Missile type weapons) and the Supersonic special rule help mitigate some threat, prioritise Anti-Air threats first or the Fighter might not last long. (Written pre-Death from the Skies update, update if/when Forge World updates to bring flyers in line with said update.)&lt;br /&gt;
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*&#039;&#039;&#039;[[Lightning Fighter]]&#039;&#039;&#039; Multi-role fighter that excels a bit more at dogfighting than the Avenger but can also play the role of ground attack craft if needed. Separating itself from the Avenger, the Lightning has BS4, already more capable an anti-air fighter, taken with just its stock pair of Lascannons its a moderately priced anti-air fighter that will do a pretty good job of keeping the airspace clear, which can be augmented by taking the expensive (But worth it) pair of Kraken Penetrator Missile (36&amp;quot; S8 AP1 Heavy 1, Missile, Armourbane one use) or a pair of Autocannons, virtually assured to wipe opposition out of the sky. If you want to get into ground attack mode, the Ground-Tracking Auguries upgrade will give you Strafing Run and Battle Servitor Control will give you Tank Hunters, you can take upgrades accordingly. For infantry, you get access to the Phosphex Bomb Cluster which is an absolute infantry shredder (Bomb 2, Barrage, Blast, Poison 3+, Crawling Fire, Lingering Death, Deadly Cargo, one use) but dangerous if you get hit before dropping it. (Dangerous Cargo: If you lose a hull point, roll D6, on 6 you explode.) Also available is a pair of Sunfury Heavy Missiles (36&amp;quot; S6 AP3, Heavy 1, Missile, Large Blast, Blind, Gets Hot, one use) for Marine hunting. Along with twin-linked Multi-Lasers, Autocannons and Missile Launchers (Frag/Krak). Vehicle hunting is, along with the aforementioned Lascannons and Kraken Missiles, you&#039;ve got an Electromagnetic Storm Charge for vehicles or other Mechanicum units with Cybernetica Cortex (S3 AP4, Bomb 1, Haywire, Large Blast, Concussive, one use). Survivability is still an issue with 11/11/10 and 2 hull points, Chaff Launcher (4+ invul against Missile weapons) comes standard, and the Agile rule gives +1 to Jink saves, along with Supersonic to get away from AA, the last trick up your sleeve is the Ramjet Diffraction Grid which trades the cover saves you get from Night Fighting to decrease the strength of incoming shots by -1, which is definitely a good trade off as you&#039;ll be Jinking on a 3+ anyway. A lot of the upgrades you&#039;ll be sticking on this thing are really expensive, so consider whether you want an AA fighter or choose the Avenger if you want a dedicated ground-attack craft. (Written pre-Death from the Skies update, update if/when Forge World updates to bring flyers in line with said update.)&lt;br /&gt;
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*&#039;&#039;&#039;[[Tarantula]]s&#039;&#039;&#039; Hot diggly dangingly, you have some cool toys with these. Everyone who has seen these before (particularly Solar Auxilia players who would appreciate them due to Nuncio-Vox) knows the drill on these already (Deep strike some nifty TL-heavy weapon love). However, being Mechanicus, you have some cool toys. Tech-Priest auxilia and Djinn-Skein Magos (unfortunately, doesn&#039;t extend to Occulari) give you reliable deep-strike abilities. Models with Battlesmith allow them to fire normally.&lt;br /&gt;
**Twin-linked Mauler Boltcannons, which can be savage in Zone-Mortalis from a defensive view point.&lt;br /&gt;
**Twin-linked Volkite Culverins can give you some reasonably priced anti-horde abilities, or just put out a healthy amount of S6-Deflagerate.&lt;br /&gt;
**Twin-linked Photon thrusters, in case you wanted to fry up some Terminators on the cheap.&lt;br /&gt;
**Quad-gun, because you wanna be an Aegis-line apparently (this is the most expensive option).&lt;br /&gt;
***With a few of these options, you would do well compare them to Myrmidons of either kind. Generally, they&#039;re cheaper, but their likeliness to hit is lower, but if your deep-striking them they&#039;re much more mobile, curiously.&lt;br /&gt;
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*&#039;&#039;&#039;Vultarax Strato-Automata:&#039;&#039;&#039; A flying Castellax (FMC) with T6 (downgraded in inferno), armed with two Setheno Havoc Launchers which reroll successful cover saves that synergize well with their Enhanced Targeting array to further reduce cover saves chances, for a total of four S5 AP5 small blasts twin-linked @ BS5 no less; &#039;&#039;and&#039;&#039; an Arc Blaster, a three-shot S6 Shredding &#039;&#039;Haywire&#039;&#039; weapon, meaning a full Maniple of three can swoop in and destroy a Spartan in a single shooting phase (even a fucking Knight if you get around the shield), Tau-style. Because the concept of targets surviving more than one turn of shooting is foreign to them. The Arc Blaster may have as much range as a bolter, but remember Swooping FMCs can move up to 24&amp;quot;, so add that to their range, and these guys have no trouble at closing in with their T6 (as of Book 7 Inferno) 3+ save protected by atomantic shielding 5++, and can further buy Blessed Autosimulacra, not even mentioning the fact you can only hit them on a 6+ when they are swooping, can Jink and can&#039;t suffer Pens like regular aircraft do (but are subject to Grounded Tests) -- Strato-Automata also ignore the &#039;Methodical&#039; portion of &#039;Programmed Behavior&#039; and have more freedom when picking shooting targets, enabling them to better operate beyond Cortex Controller range (do note it makes no mention of &#039;Onslaught&#039;, so try to Swoop as much as possible/mind your positioning when Gliding!). And for those who haven&#039;t looked at the Flying Monstrous Creature rules in a dog&#039;s age, remember they behave like Jump units when Gliding, meaning they can dance those mean 48&amp;quot; range &amp;quot;fuck your cover&amp;quot; Setheno guns a full 12&amp;quot;, reliably staying out of range of most infantry that could ever pose a threat to them. Their statline makes them nearly useless in closecombat, so don&#039;t think about it.&lt;br /&gt;
**The Vultarax are still strong but not that broken as before the update. Mostly you will face Space Marine Legions when playing Mechanicum, a way to deal with their heavy armour is a must. A unit of two can reliably wreck anything, so a unit of one or two should almost be considered an auto-include, at least if your local meta uses vehicles other than Rhinos.&lt;br /&gt;
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*&#039;&#039;&#039; Arvus Lighter:&#039;&#039;&#039; The Arvus is a flittery little thing, holding 12 models, but nothing else at a bone-stock price of 75 points. It does get a rather &#039;&#039;broad&#039;&#039; list of upgrades and weapons, which might give it survivability, but with Rhino stats it&#039;s not going to really go that much once it unloads its squad. Best kept mostly cheap and used to Deep strike 12-man secutarii hoplites or peltast with arc rifle in front of enemy tanks working like a flying Rhino/Drop Pod with good options, but the points cost is too high to make it disposable, so use it to place something nasty where your opponent is most vulnerable. If you do take any weapons on this, twin-link them! It&#039;s only 5pts more.&lt;br /&gt;
**It can be upgraded to carry 1 Castellax OR 2 Voraxes but nothing else, best for paragon-model, but too expensive between basic cost+ upgrade+ MC inside it, the good thing is that they will survive for sure to the Explosion! result&lt;br /&gt;
**Looking at the weapons, there&#039;s not much point getting the multi-laser, due to the low rate of fire and the fact that an autocannon does the job of light vehicle hunting much better. Select from the Auto and Lascannon based on whether you want it targeting light or heavy armour respectively.&lt;br /&gt;
**Hilariously, this thing can get a freaking [[What|Flare shield]].&lt;br /&gt;
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*&#039;&#039;&#039;Terrax Pattern Termite Assault Drill:&#039;&#039;&#039;: The old school Termite from Epic is back, and Mechanicum can use them as well. Full rules can be found on Forgeworlds website. The Termite is a 12 capacity transport (not dedicated transport, and cannot transport models that are bulky or above) with 12/12/10 armor and 3 HP. It comes with two TL Volkite Chargers that can be exchanged for Heavy Flamers for free. You can also buy it Blessed Autosimulacra, Extra Armour and Armoured Ceramite if you wish, but that seems like overkill for what is essentially a reverse Drop Pod. Speaking of Drop Pods, this thing works exacly like a Drop Pod when playing it from reserves, i.e you drill in half of your Termites on turn 1, and then the rest can enter like normal reserves. Instead of dropping from the sky, the Termite digs up from below, and when it does you place a large blast where you want it and scatter just like a drop pod. Vehicles and fortifications that are under the blasts final location take a str 10 hit (no AP) that is resolved on vehicles side armour. Other units take a str 6 AP 4 hit instead. The blast marker becomes permanent difficult terrain after the Termite has fucked the ground up, and then the Termite can be placed on the table where the blast marker was placed, 1&amp;quot; away from any units. It there are still models in the way, the controlling player moves them so they are 1&amp;quot; away from the Termite. If they can&#039;t do this, they are crushed and removed from the table, so this could be used to do some fuckery. The following turns the Termite can crawl around as it wishes (but never faster than combat speed, and it can never move flat out).&lt;br /&gt;
** For 85 points a pop, the Termite could be an effective way to get some bodies up the table. The first thought is to use this for getting squads of Tech Thralls to objectives while you support them with heavy firepower from your side of the table. &lt;br /&gt;
** The Melta Cutters rule allows the Termite to ignore difficult and dangerous terrain. It also adds +2 to its strength when ramming fortifications.&lt;br /&gt;
** Another very strong use is to get a unit of Secutarii Hoplites in range to zap a high priority vehicle to death.&lt;br /&gt;
** The third option is dropping a bunch of Scyllax in the vicinity of a soft target.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
*&#039;&#039;&#039;Questoris Knight Armiger Talon&#039;&#039;&#039;: https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Questoris_Knight_Crusade_(30k)#Questoris_Knight_Armiger_Talon&lt;br /&gt;
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*&#039;&#039;&#039;Mechanicum Knight Moirax Talon&#039;&#039;&#039;: https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Questoris_Knight_Crusade_(30k)#Mechanicum_Knight_Moirax_Talon&lt;br /&gt;
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*&#039;&#039;&#039;Thanatar Class Siege-Automata Maniple&#039;&#039;&#039;: 250 a pop, but they&#039;re T8, S8 2+. Go look up a picture and see how sexy they are. They get Hellex Plasma Mortars for Instant Death on marines and wiping out Terminator Squads. They&#039;re also one of the models in your army that can get the Paragon of Metal upgrade, because you&#039;ve put so many points into this guy that you might as well make him even more durable. Searchlights are so cheap they might as well be a free upgrade, keep in mind that at T8 they should be able to deal with anything that shoots at them, and the Enhanced Targeting array helps a lot, both with its Mortar and the Twin-Linked Mauler Bolt Cannon (use the cannon second to finish off whatever the Mortar does not). Want to see your enemies cry?&lt;br /&gt;
**Got too much time, too much money, and too many Terminators running at you to the point photon weapons just don&#039;t cut it? Take a unit of more than 1, take Advanced Targeting, now here&#039;s the important part; Cyber-Occulari. You are now BS6, and likely able to use the Occulari LoS, the result is a unit that keep its shots in a very tight grouping. A cortex controller will likely be needed, to stop some pesky quick distraction-chaff from absorbing the plasma-wrath.&lt;br /&gt;
***Something to keep in mind is that despite being S8, T8 they assault poorly, like the Destructors they have 2 attacks base and this cannot be increased like a Castellax, and at WS3 they&#039;ll be lucky to kill one model per turn. Any enemy will be interested in tying these things up in combat,as that&#039;s 250 pts (if it&#039;s only one) that&#039;ll be sitting the entire game out.&lt;br /&gt;
***Watch the fuck out for Instant Death weaponry, even more so than the rest of your high-point army. While it&#039;s rare you do not want any 250 point model (base) to suddenly die because Mortarion teleported right next to him then kicked his ass in assault, or failing that any Dark Angels consul with a jump pack and Terran Greatsword. Another guy who can do this is Alpharius who has an even sneakier way to get close and can charge the turn he is revealed. And good fucking lord don&#039;t let Sanguinius charge you with that spear of his. This is too huge problem to the point that if you know your opponent is using one of these Primarchs, consider not even fielding Thallax. There&#039;s other ways to ID it too, like a Praetor with a Combat Augment Array who made their Paragon Blade roll a six and beheaded your Thanatar (somehow, or more likely impaled its cortex, the Mechanicum didn&#039;t bother giving them necks). Be really really careful. &#039;&#039;So keep them screened with tech-thralls, even in a Legio Cybernetica list. While he&#039;s not sneaky, Vulkan wounds your plasma death robots on 2s unlike the other primarchs mentioned and will instant death them, so be super careful around him&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Thanatar-Calix Class Siege-Automata&#039;&#039;&#039;: This is the guy who puts the &amp;quot;Siege&amp;quot; in &amp;quot;Siege-Automata&amp;quot;. The mortar is replaced with an S10 Lascannon (yes, a single, one-shot-per-turn lascannon, unfortunately) but this Thanatar gets an additional Graviton Ram in return, which can be used in shooting as a moderately effective template weapon with Haywire or in melee as an S10 AP 1 armourbane weapon which gets bumped up to str D against buildings(!) However this guy is a whopping 295 points, so make those potential str D hits happen or you&#039;re not getting those points back.&lt;br /&gt;
**Never, ever let him be assaulted by infantry (and don&#039;t be dumb enough to charge infantry with him). The template weapon forces a strength test instead of rolling to wound - in HH most infantry are S4, so you&#039;re going to need 5+ to wound and they can still make 3+ saves. However, against weak tarpit units with low strength, it could work quite well - morale checks caused my this template are taken with a Ld -2 modifier, so you can scare off potential tarpits. A S10 AP1 close combat attack is mostly wasted on infantry, being not at all any more effective than the base S8 AP2 that a normal Thanatar would have.&lt;br /&gt;
**This Thanatar is a death sentence against vehicles. If it can get close enough, a single turn can see it firing a S10 AP2 Lascannon and a haywire template, then charging in with 3 S10 AP1 Armourbane hits in melee. (Don&#039;t charge transports unless you&#039;ve got something else to engage the occupants with in CC - it can&#039;t be stressed enough how tremendous a waste this guy is in melee with infantry.)&lt;br /&gt;
**Where this guy really takes the spotlight is in attacks on Fortifications. Against those, it can do the same as to vehicles (minus the haywire) but DEALING STRENGTH D HITS instead of S10. With the monstrous number of hull points fortifications can have (looking at you, Primus Redoubt) this can be a huge help, and really, that strength D hit is where your points are going to, so you&#039;d better make some of those hits.&lt;br /&gt;
**This guy is 300 points. He moves 6 inches a turn and cannot run. His target is a building on the other side of the table. If you plan to get this guy in your army at all, he&#039;ll have to be the Paragon of Metal. First off, he&#039;s going to draw a lot of fire - no, really, a lot. At T8 W4 2+5++, he can tank a good number of hits but you&#039;ll want the chance to regenerate because there is a solid chance he may never reach his target otherwise. Secondly, this guy is going to be headed straight for the toughest part of your opposing forces, and while he&#039;s tough as nails, most cortex-controlling units can&#039;t withstand nearly as much punishment. An enemy could easily kill this Thanatar&#039;s controller and drink your tears as the Thanatar runs off to charge at infantry. While most automata can function reasonably well without cortex control (either they stay way back and don&#039;t get distracted by nearby enemies, or it doesn&#039;t matter because you want them to attack whatever&#039;s convenient), a focused, controlled beeline to fortifications is what this guy needs to do, and if you lose control of him that&#039;s essentially 300 points down the drain.&lt;br /&gt;
***Plop a group of equally slow Tech-Thralls in front to screen him from charges. Plop a unit of what ever Tech-Priest Auxilia you feel like (Any other combos will actually do alright) behind it and get ready to make battlesmith rolls. &lt;br /&gt;
***Annoyingly this thing suffers a notably less-chronic case of &amp;quot;Secutor Syndrome&amp;quot; in that it has a similarly-priced cousin (once kitted out) that&#039;s X times more effective: Knight Errants. Of course those are LoW&#039;s and this isn&#039;t. The Calix has some edges other it: the fantastic range of its S10 Lascannon and the haywire template will likely knock off Hullpoints; both however will eventually need to make the crunch and the Errant can actually deal with a multitude of issues and moves a shitload faster... though its Meltacannon is subject to Armoured Ceramite. Nor will it be nearly as harmed by Flare-shielding as it has no-blast weapons; there for the Errant will have to rely almost entirely on its melee, where as this doesn&#039;t have too. Issue is though most of the time you can &amp;quot;rely on the D&amp;quot;, especially when it travels so damned fast.&lt;br /&gt;
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*&#039;&#039;&#039;Thanatar Cynis&#039;&#039;&#039;: Once upon a time, the Magi of Estaban III were wondering if they could make cheaper Thanatars; they failed and Ryza was really upset. It results in the marginally more expensive Thanatar-Cynis. You ever wanted a giant plasma shotgun? You now have it! You were wondering where that Gets Hot was? It&#039;s here! This baby has &#039;&#039;&#039;two&#039;&#039;&#039; Plasma Ejectors: 18&amp;quot; (It&#039;s Mechanicum), S8, Ap2, Heavy 2, 3&amp;quot; blast, Plasma wave (with gets hot)... and a Mauler-Bolt cannon. It&#039;s short range may make it awkward to use, but correctly deployed it will ruin whatever squad is unfortunate to stand before it.&lt;br /&gt;
**Though expensive, it could be used against cheap-infantry blobs in a pinch by dint of sheer spammyness, though this obviously wastes its power. It&#039;s better used against TEQ and MEQs.&lt;br /&gt;
***Vulkan has a squad of these to bathe him each morning. Keep them the hell away from him, but against every other Primarch start giggling; especially Angron as he cannot even use his standard save vs the Mauler-bolt cannon!&lt;br /&gt;
**The Rite of Destruction is ludicrous when used with this Automata, EIGHT STRENGTH EIGHT AP2 BLASTS! (And 6 Mauler Bolt Cannon shots) But you better have something ready to guard it while it cools down, as it will be unable to shoot for the next turn. So make sure that when you use Rite of Destruction on your nearly 300 point model that it&#039;s on something that you absolutely, positively &#039;&#039;&#039;must&#039;&#039;&#039; destroy.&lt;br /&gt;
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*&#039;&#039;&#039;Krios Battle Tank Squadron&#039;&#039;&#039;: Farmer Joe&#039;s angry Tractor. These sex bots are 13/12/10 3HP with a flare shield. Aww crispy biscuits!! They&#039;re fast and can be taken in squadrons of 3. Start off at 125, and can take a Pulsar Fusil for 25 extra points. (So turn your S7 Ap3 large blast marine eating lightning gun into a S9 Ap2 ordnance 4 tank killer. Weapons can be mixed in squadrons.) They also have Autosimulacra and access to Anbaric claws and Volkite sentinels. With Mauler Bolt Cannons, Irradiation engines, the 3-shot battlecannon on the paladin, and more anti-MEQ, I would almost always go Venator.&lt;br /&gt;
**If you&#039;re taking the Venator (as you should), never forget to upgrade your tanks with one or two Volkite sentinels. Just having the Pulsar Fusil leaves them extremely vulnerable to Weapon Destroyed results if you get penetrated. Trust me, having one of these tanks without a weapon is not fun. They just become worthless tractors.&lt;br /&gt;
***Alternative view, take em naked and cheaper, take at least 2 extra armour if you make a squadron of em. Volkite sentinel are useless, would have been a cool and cheap TL bolter for 5pts but 15 pts for a volkite gun is too much, on 3 Krios are 45-90 pts wasted (conversion is still cool), considering that often thanks to the flare shields they will be wrecked with glancing hits, and rarely a penetrating one, that often have less than the 16% of chance to cause weapons to be destroyed.&lt;br /&gt;
***It is a shame that FW, in their beneficence, decided to make yet another model without proper secondary weapon options.  One way to mitigate the lack of volkite sentinels (aside from stealing them off your Triaros) is to attach Volkite Falconets to the side of the tank, with the most ideal location being the spot where the external flywheels otherwise sit.  Yeah, Falconets are a bit large, but they are already designed to work as side-mounted vehicle weapons and they look great as such. &lt;br /&gt;
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*&#039;&#039;&#039;Macrocarid Explorator&#039;&#039;&#039;: The &amp;quot;Build Your Land Raider&amp;quot; construction kit™. Starting at 195 points you pay for a basic Land Raider chassis, which being Mechanicum comes stock with Blessed Autosimulacra and Extra Armour, Anbaric Claw and placeholder weapons (2 Lascannons and a Mauler Bolt Cannon, none of them twin linked). Then you can choose any of the dozens of options to kit it out, some of the options have been removed with the release of the Taghmata Army list book. You can make any and all type of pre- and post-heresy LR&#039;s (except Terminus Ultra, Ares, Achilles or Redeemer) and even some homebrew patterns that [[Heresy|don&#039;t exist on any sacred blueprints]] (you filthy Heretek). Explorators can&#039;t be take as Dedicated Transport (for now). So you have to make the choice between [[Dakka|customized firepower]] or the Triaros with ability to tank shock, re-roll Dangerous Terran tests and 15 points of frontal armor. &lt;br /&gt;
**You seriously have a broad range of options, though being limited in capacity you&#039;ll gravitate to make your Macrocarid as tough as possible and the Explorator Augury Web takes away yet another precious transport slot. Instead, take Armoured Ceramite and Flare shield base: A neat tactic with the Macrocarid is to use it as a mobile wall for Thallax, pop out, shoot, then use your assault move to dash behind it again and grab popcorn as you watch your enemy try to deal with what effectively is AV15/AV16. As for your weapons, you&#039;ll need to decide what kind of enemies you want to target and how specialized or tactical you want your Macrocarid to be. You can&#039;t take pintle weapons, that&#039;s heresy too.&lt;br /&gt;
***Irradiation Engines are worthy of special mention here, the Macrocarid being one of only two units in the entire Heresy that can mount them. You can equip the sponsons with these murder-projectors for a cheeky 40 points. Watch entire Marine formations wilt when given a double rad-shower, even when hidden in the heaviest of fortifications. This poses a couple of limitations to your firepower, no AP2 and short range.&lt;br /&gt;
***Against &#039;&#039;light infantry blobs&#039;&#039; you can Upgrade the Mauler Bolt Cannon to a Volkite Culverin (Heavy 4|S6|&#039;&#039;Deflagrate&#039;&#039;) for free. Too bad it&#039;s not twin-linked. Phased plasma fusils being TL+AP3 will also deliver. &lt;br /&gt;
***Against heavy infantry, namely &#039;&#039;Marines&#039;&#039;, the best weapons are the TL Phased plasma fusil and sponson TL Mauler Bolt Cannons, all those being AP3 and wounding on 2+. &lt;br /&gt;
***Against &#039;&#039;armoured targets&#039;&#039; your hull weapon will be either the tried-and-true Lascannon (long range S9), Conversion Beamer or fort-killer Multi-melta (forts can&#039;t get Armoured Ceramite). As for sponsons, it&#039;s TL Lascannons which are valid options at 20 pts. &lt;br /&gt;
****Best way to use Macrocarid is as a gun platform, it&#039;s a bit wasted but with a great amount of Ap3 at short range. The best units to put inside are obviously Myrmidon of both types (love destructors with irradiation engine), Peltast with arc rifle (so you can melt tank with em and then riddle the inside occupants with Macrocarid graviton/mauler/laser, and the same with Secutors).&lt;br /&gt;
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*&#039;&#039;&#039;Myrmidon Destructors&#039;&#039;&#039;: Similar to Myrmidon Secutors, but have Preferred Enemy (Everything!), which is pretty great at BS5, though they can only pick 1 weapon. Also their models are freaking awesome. Their options are all more specialized to targeting a specific type of enemy and as such it&#039;s best to give them all one type of weapon rather than picking and choosing between several (with the exception of Irradiation Engines). They also can take a Triaros for delivering RAD-PHAGE.&lt;br /&gt;
**Give them all &#039;&#039;&#039;Volkite Culverins&#039;&#039;&#039; to watch Orks and Guard (or any 5+ save unit) cry all day long, on average without cover saves you&#039;ll actually kill more models than you shoot. &lt;br /&gt;
**For 2+ saves, &#039;&#039;&#039;Photon Thruster Cannons&#039;&#039;&#039; are good at forcing even Primarchs to take a lot of saves and chip away at Terminator squads thanks to their AP2 and incredible range.  &lt;br /&gt;
**&#039;&#039;&#039;Graviton Imploders&#039;&#039;&#039; Are fucking dogshit on these guys now. You nearly double the cost of the Destructor for getting half the wounds they used to (or less). Also Preferred Enemy gives you no bonus now they wound like grav-weapons. They also have armour pen on 3D6, which means they&#039;ll be lucky to glance the front of a Rhino, instead of managing to immobilize Spartans like they used to.&lt;br /&gt;
**&#039;&#039;&#039;Irradiation Engines&#039;&#039;&#039; are your Marine removers, giving the whole squad these is overkill (remember that Torrent weapons can be placed differently to a standard Flamer and they have PREFERRED ENEMY EVERYTHING, Fleshbane and rerollable to-wound), and considering how much 2+ armour there is in 30K it&#039;s better used alongside the Photon Thruster, either to remove the 2+ Sergeant before nuking the squad, or using it to wipe the squad and exposing the Sergeant before shooting him.&lt;br /&gt;
** Lastly &#039;&#039;&#039;Conversion Beamers&#039;&#039;&#039; are only really the optimal choice if you&#039;re up against other Mechanicum where you&#039;ll likely be facing a lot of high Toughness monsters and the S6 from the Photon Thrusters doesn&#039;t quite cut it, but at that point you&#039;re better off with a Thanatar.&lt;br /&gt;
***An important question to ask, especially within a Taghmata list is &amp;quot;why isn&#039;t an Enginseer squad doing this?&amp;quot; - hence you will often not have a Conversion beamer Destructor squad unless you&#039;re absolutely terrified of scatter and want to reroll to wound.&lt;br /&gt;
**Something to keep in mind is that despite the Powerfist the Destructors don&#039;t do all that great in assault, this is because they&#039;re locked at 2 attacks base and can&#039;t get that boosted to 5 like the Castellax can, they&#039;re not bad, as in they&#039;ll hold their own against tactical squads and the like, but dedicated assault units will mulch right through them and dedicated tarpits will render them useless.&lt;br /&gt;
***Heavily consider putting your Magos in with this squad; it will grant Preferred Enemy to them and they can help the squad in assault. A Reductor fits really well with them and also the various primes mostly because it&#039;s hard to find a good bodyguard unit and eventually he can tank low VP ID hits (2+ 3++ hardened armour paired with R6 can help against some storm cannon/knight gatling or random phosphex/scorpius against the unit, even medusa and basilisk).&lt;br /&gt;
***Destructors with Volkite Culverins or I-rad are the way to go against the Solar Auxilia (remember the S.A.-first-turn-combo aegis+shrouded invalidates most of the wounds/damages inflicted), you can ignore their Aegis defence lines with RAD or rape infantry from turn 2 onward with the Culverins.&lt;br /&gt;
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*&#039;&#039;&#039;Karacnos Assault Tank&#039;&#039;&#039;: Basically a Triaros without transport capacity and with some guns slapped on. The Karacnos trades the armament of the Triaros for 2 Lightning-Blaster sentinels and a Karacnos Mortar battery and a larger explosion result if it goes kaboom. The Lightning-Blast sentinels can fire separate from the mortar and snap shot at BS2, they&#039;re basically short range autocannons with a worse AP that are Heavy 3 with Shred &amp;amp; Rending. Decent vs light Armour. The Mortar is a R60 heavy bolter with barrage, small blast, fleshbane, radphage, Ignores cover and Pinning which seems good on paper but with the majority of targets getting armour saves this mostly equates to a longer range Wyvern. I&#039;m not sure this tank is good enough for its price tag which is just 25 shy of a stock Thanatar.  At 100 points less and in squadron it would have been good.&lt;br /&gt;
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===Lords of War===&lt;br /&gt;
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* [[Imperial Knight]]s&lt;br /&gt;
** &#039;&#039;&#039;Knight Errant&#039;&#039;&#039;: Identical to GW rules, minus the ability to mount additional Heavy Stubbers&lt;br /&gt;
** &#039;&#039;&#039;Knight Paladin&#039;&#039;&#039;: See above&lt;br /&gt;
** &#039;&#039;&#039;Knight Lancer&#039;&#039;&#039;: A good character and monster killer, though its cost is right up there with the Primarchs, it&#039;ll take on nearly everything you send it at and come out on top aside from the aforementioned Primarchs (and it can still do very well against them if they&#039;re Init 1 or S6-7 since it&#039;s Strength D).&lt;br /&gt;
** &#039;&#039;&#039;Knight Acheron&#039;&#039;&#039;: Just as excellent at wrecking armour as the Castigator is at wrecking infantry, though in the Taghmata dealing with armour isn&#039;t that much of an issue, and you have to close in and assault the enemy to deal with the armour effectively, leaving the Acheron a giant target.  It also doesn&#039;t benefit from many of the bonuses you can offer, isn&#039;t as good at character/monster hunting as the Lancer (thanks to no close combat Invuln save) and the Styrix has better guns to deal with Infantry.  It isn&#039;t a bad choice on its own but your own units can usually do what it does just as well, if not better.&lt;br /&gt;
** &#039;&#039;&#039;Knight Castigator&#039;&#039;&#039;: Excellent at killing Infantry.  Not so bad at slashing armor (and tires) with its deflagrating sword.&lt;br /&gt;
** &#039;&#039;&#039;Questoris Knight Styrix&#039;&#039;&#039;: The long-ranged Marine remover, it&#039;s not such a great idea to take this over the other knights if you want to assault the enemy (admittedly a non-competitive way of playing) but it can be awesome in a gunline.  Any Marine squad it hits it&#039;ll wreck thanks to Deflagrate and AP3, boost it with a Djinn-skein and mathematically it kills 6.365 Marines with that one gun per turn.  It also packs a grav gun for slowing the enemy down when they close in, though the siege claw can be skipped as you have other ways of dealing with Armour and the Rad Cleanser is unlikely to make its points back unless you&#039;re up against Tyranids or Orks.&lt;br /&gt;
** [https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/Acastus-Knight-Porpyhrion.pdf &#039;&#039;&#039;Acastus Knight Porphyrion&#039;&#039;&#039;]: The new knight on the block, and a big, beefy, shooty one at that. It weighs in at 495 points and has BS5, 14/13/12, and 8 HP as standard. It also comes with Blessed Autosimulacra in a Taghmata list. It&#039;s main weapons are a TL Magna Lascannon (72&amp;quot; S10 AP2 Ordnance 2, Large Blast) on each arm, and an Ironstorm Missile Pod (72&amp;quot; S6 AP4 Ordnance 1, 7&amp;quot; Blast) on its back, which can be swapped with Helios Defense Missiles (60&amp;quot; S8 AP2 Heavy 2, Skyfire, Interceptor) for free. It&#039;s secondary weapons are &#039;&#039;not&#039;&#039; a heavy stubber, but &#039;&#039;two&#039;&#039; autocannons, which can be individually upgraded to Irad cleansers or lascannons. Clearly this thing is built around tearing down vehicles or Monstrous Creatures, though it can be used in wiping away infantry one pie plate at a time.&lt;br /&gt;
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*&#039;&#039;&#039;[[Ordinatus|Ordinatus-Minoris Macro Engine]]:&#039;&#039;&#039; Comes in three flavours, and if you ever run them against someone, they&#039;re probably not your friend. Each Ordinatus comes with three Volkite Culverins, Blessed Autosimulacra, Anabaric Claw, Armored Ceramite and a Ordinatus Dispersion shield. Oh and 14/13/13 with 14HP and is a super heavy. But if it explodes anything under will probably die as it utilises it&#039;s own destruction chart which every one of the results always has a Destroyer hit. The Dispersion shield is the big thing on this machine.  Basically it&#039;s a super Flare Shield that loses effectiveness overtime but will always have an affect. Turn one :-3 Strength to shooting attacks and rolls on the D chart, Turn two: -2 Strength to shooting attacks and D Chart and Turn three and subsequent turns -1 Strength to shooting and D charts. Basically don&#039;t shoot it with D as you&#039;ll never be stripping off those hull points.&lt;br /&gt;
**&#039;&#039;Ordinatus Sagittar&#039;&#039;: Because fuck that model (or that unit), it didn&#039;t deserve to be on the table, even at that distance.  A 180&amp;quot; Strength D weapon with an Apocalyptic Blast that royally fucks over vehicles might seem OP, but that&#039;s because it is, though at its extremely expensive cost it will need some protection, though if you fight Marines often, and combined with its dispersion shield, it can easily make its points back by turn 3 so long as you keep its guns pointed where they belong, at the priciest unit within 180&amp;quot;.&lt;br /&gt;
**&#039;&#039;Ordinatus Ulator&#039;&#039;: This big ass sonic projector will have people kicking you in the nuts every time you shoot it. 72&amp;quot; Range Strength X AP2 Pinning Armourbane Instant Death Ignores Cover Ulator Sonic Wave. Place down a Massive blast template(7&amp;quot;) at the edge of the hull. Direct it at an enemy (Has to be enemy first and can hit friendlies) and draw a straight line using the Massive blast template. Anything that gets partially touched by it takes a hit from the following Table.  (This also includes Flyers. Yes. Even Flyers.)&lt;br /&gt;
***The Ulator is one of the few things in the game that is effective against everything that isn&#039;t a Primarch (or that has Eternal Warrior).  You can effectively use it to fill in any hole your army develops, lost Anti-tank?  Strength 8-10 with Armourbane at AP2.  Hordes got you down?  Strength 5 ID Massive Blast template will thin them out.  Air defence gone?  Just shoot those fliers down.  Your opponent brought their Baneblade(s) (or their variants)?  You shoot them with Strength D, and on top of all of this, you literally CANNOT miss a single shot you ever fire. Also note that it is incredibly potent against Gargantuan Creatures, as it removes D3 wound per wound suffered because of Instant Death, surpassing their Feel No Pain as most lack Eternal Warrior. Useful against that prick who thought he could curbstomp with Wraithknights in a 30k game.&lt;br /&gt;
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**&#039;&#039;Ordinatus Aktaeus&#039;&#039;: After first being field-tested to catch a road runner, Forgeworld AcM3 decided the Ordinatus Aktaeus should be repurposed as a war machine. It&#039;s a giant 755pt, 40 model deepstrike machine which you&#039;ll only be using in games over 3,000 points and special scenarios. It can transport any battle automata from the same maniple but they take up 8 slots each. Deployable in one of two modes with seperate rules depending on how you deploy it. Regardless of how you deploy it, it will have the Terrebrax Rocket Battery - pretty much a 12 shot autocannon with one less AP. Deployed on top of its transport, it loses deepstrike but gets the Ordinatus Dispersion Field, Two Volkite Culverins and the mental Seismic Shockwave rule. You activate the drill, it immobilises itself and then causes an earthquake for everyone nearby which gets bigger the longer it is active (the rule states the area of effect is 6&amp;quot; multiplied by the current game turn and not by the number of turns active which seems odd - it should get more powerful as it goes on but you shouldn&#039;t be able to switch it on, on turn 4 and immediately cause a 24&amp;quot; earthquake but this is Forgeworld...). Once activated, it won&#039;t stop and goes on until the end of the game. Each turn the area of effect getting bigger and affecting everyone, even yourself. Alternatively, you can dispense with the tracked carrier and just deep strike it. It loses the dispersion sheild and carrier with Volkites but gains deepstrike and the same Subterranean Assault rule as the Termite allowing turn 1 deepstrikes from below. It also gets the terrestrial disregard rule which means that when it arrives, it immobilises itself but then proceed to causes havoc as it displaces and crushes everyone and anything not able to get out of the way it may &amp;quot;land&amp;quot; on, buildings included. Overpriced and definitely a rule of cool unit, but dropping 3 Domitars, Scyllax, Hoplites, a tooled up Magos and any other nasty unit you could think of into a gunline will definitely distrupt anyones plans. Guaranteed to make Imperial Fists sweaty at the thought of their beloved fortresses being undermined&lt;br /&gt;
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*&#039;&#039;&#039;[[Warhound Scout Titan]]&#039;&#039;&#039;: The same Titan as the Ordo Reductor, it has one extra void shield and night vision for the same price as post-heresy one Warhound,  Even though 6-th edition nerfed D-strength a lot (no more +1 on damage chart), take a DB TLD for dealing with Terminators and Characters, and a  Vulcan Mega-Bolter boosted with a Djinn-skein for the squads as on average against 3+ marines you&#039;ll kill 10.416 Marines per use of the Mega-Bolter.&lt;br /&gt;
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*&#039;&#039;&#039;[[Reaver Battle Titan]]&#039;&#039;&#039;: Again, The same Titan as the Ordo Reductor, it&#039;s the Warhounds bigger, tougher, meaner and slower brother.  Destroyer blast spam is still the preferable weapon loadout (especially with the points level you&#039;ll be likely using this guy at), but in 30K there&#039;s nothing wrong with choosing Gatling blaster (because fuck Marines) or a Melta cannon. Curiously it can take a Vortex support missile for a carapace weapon, you lose a lot of your average firepower, so compensate by getting something with more blasts instead of going all Strength, but the missile is capable of one-shoting any other lord of war (besides another Reaver) by removing D3 SP from super-heavies or just insta-killing any other model (yes, even Primarchs) with no saves of any kind allowed, but it is one use only, so use it wisely.&lt;br /&gt;
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*&#039;&#039;&#039;[[Nemesis Warbringer Titan]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Warlord Battle Titan]]:&#039;&#039;&#039; 2750 pts for quite possibly the hardest damned motherfucker out there; 30 HP, 15/15/14, 5+ Invuln, haywire immunity, Armoured ceramite and 6 void shields and it pretty much ignores anything in melee besides other titans. It is bristling with Anti-aircraft firepower atop it with its Ardex (Essentially Cognis) Mauler boltcannons and TL Lascannons. Now some notes on the meat of it!&lt;br /&gt;
** If you&#039;re taking this to spew D weapons, you&#039;re in for a disappointment as 2850pts total would &amp;quot;only&amp;quot; fire 8 D blasts; 2 Belicosa volcano&#039;s and 2 Reaver Laser blasters, though the former weapon will produce 2 10&amp;quot; reroll 1&#039;s on D table. If you wanna spam D, take a Reaver, it will work out cheaper in every single way. &lt;br /&gt;
**What this is good for however, is abusing its World Burner rule to turn the battle field into a charnel house where only true Titans, the lucky, and those with Flare shields may live to wretch in the ashen pork world that was left behind. This rule lets you use your Blast based weapons (all bar melee effectively) against whatever the hell you want: Baptise them in fire!&lt;br /&gt;
***Of course, you&#039;ll need the right tools for the job. Standard are two aforementioned &#039;&#039;&#039;Belicosa pattern volcano cannons&#039;&#039;&#039;, a very good all round choice and in the event you don&#039;t have worthy backup against other Titans, stick with these. Other arm mounted weapons include &#039;&#039;&#039;Sunfury plasma annihilators&#039;&#039;&#039;, PW4, Apoc barrage, force rerolls on cover,at S9AP2, remember Apocalyptic Barrage follows all the rules of regular barrage and thus would hit side armour and having two would effectively up you to having a PW8 profile. &#039;&#039;&#039;Mori-Quake cannons&#039;&#039;&#039; are similar to the regular quake cannons (D to 9 to 6), at AP3 they&#039;re kinda lackluster but it makes for it via making units move far slower (Half movement, no running/flat-out/charge, all movement is dangerous terrain for next turn), a Direct hit with this will likely heavily delay a Spartan from reaching its destination in time, which could be extremely important. &#039;&#039;&#039;Saturnyne lascutters&#039;&#039;&#039; are fun, they double as a melee and hellstorm weapon. The Latter is S9, AP2 Instant death, making it perfect for mulching Mechanicum, the former it will possess a D, Machine Destroyer (Reroll 1&#039;s on D table) and ID again, which is relevant against Gargantuan creatures (Each D wound scored will inflict D3 wounds.). Next up is the &#039;&#039;&#039;Arioch Power Claw&#039;&#039;&#039;: D Melee, +1 attack Machine destroyer; at least you&#039;ll look rad *New upgrade revealed at the 2016 Horus Heresy Weekender: splash out 75 pts and slap on a Vulcan Mega Bolter so you can smash and shoot! This then just leaves the &#039;&#039;&#039;Macro-gatling blaster&#039;&#039;&#039; looking a bit out in the woods: PW6, 5&amp;quot;, Pinning at S10 AP3. It&#039;s really for just completely removing Marines from the board.&lt;br /&gt;
***Next up are the Assortment of carapace weapons (minimum 24&amp;quot;). These are all taken in a pair (the Ardex weapons cannot be changed). Standard are two Apocalypse Launchers, shrug.... wait a second. The Apocalypse Launchers have uses: the Barrage 4 firepower and AP3 allows you to kill Marines in cover quicker than standard blast weapons and then there is Titan dueling. If you are playing massive Apocalypse games with ranges over 100&amp;quot; these are perfect for smashing down other titans void shields and exposing them to your Belicosa Volcano Cannons: those Laser Blasters are no use if out range and will lose the extreme distance battle to the launcher-equipped Warlord everytime. Then come in the DL-Turbolasers, TL-Vulcan Mega bolters, and Titan Plasma blastguns, for free. The Reaver-grade weapons are all 100 pts: Laser blasters, Meltacannons (which will look real fucking stupid with all this AC around) and Gatling Blasters. Then some uniques come in: 2x Vortex missile banks for 150 pts, which essentially let you fling out a total of 4 of these missiles throughout the game (its the &amp;quot;Eh&amp;quot; 40k version). And 75 pts Incinerator missile banks: PW10, No cover, Apoc Barrage, one use each at S6 AP3; for when all the marines must die turn 1. &lt;br /&gt;
***You can probably tell now, the resultant purpose of these Titans is destroy any supporting forces as quickly as possible, before destroying other super heavies in a barrage of unrelenting firepower across a number of turns and slugging it out, where as the Reaver is probably just blasting down enemy super heavies. In either case you may wish to sit down, take a look at your bank-statements and wonder how on earth you are going to be reasonably transporting this to the secret Drug-Cartel hideout where they fight each other with Titan Legions.&lt;br /&gt;
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==Legio Cybernetica Unit Analysis==&lt;br /&gt;
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The Legio Cybernetica is a Taghmata variant that focuses on robots. Every slot&#039;s gotta have robots! Like the Ordo Reductor, Legio Cybernetica draws from the main list of Taghmata units and receives a number of benefits and penalties.&lt;br /&gt;
*&#039;&#039;&#039;Unique HQ - Archmagos Dominus:&#039;&#039;&#039; An exclusive HQ choice for Legio Cybernetica detachments.&lt;br /&gt;
*&#039;&#039;&#039;Rule of the Dominus:&#039;&#039;&#039; Your Compulsory HQ must be a Magos Dominus, Archmagos Dominus, or one of the two special characters: Inar Satarael or Anacharis Scoria. In addition, if your primary detachment is from Legio Cybernetica, your opponent gains +d3 Victory Points if they manage to remove all your Cortex Controllers.&lt;br /&gt;
*&#039;&#039;&#039;Legion of Steel:&#039;&#039;&#039; Your Compulsory Troops MUST be 2-strong Castellax units each (keep in mind these are still [[Derp|not scoring]]). The first Fast Attack and Heavy Support choices MUST have the Cybernetica Cortex rule; once you have a robot in there, you&#039;re free to buy whatever else you desire. But what you desire is more robots anyway, right?&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Cyber-control:&#039;&#039;&#039; What truly defines Legio Cybernetica. Your Cortex Controller and Cybertheurgy ranges is increased to 24&amp;quot; from 12&amp;quot;. In addition all models with a Cybernetica Cortex in the detachment have +1 Iniative to their profile.&lt;br /&gt;
The main advantages of Legio Cybernetica is that their robots can be spread around without fear of losing control and the increased Initiative has the potential to radically alter the outcome of your close combats. Vorax will strike before most marines, Castellax and their ilk will strike at initiative, and in mirror fights they will all strike first. The penalty is that you are forced to buy four Castellax just to make a legal list. Castellax recently got a 20 points increase, making them a very costly affair. And if you lose your Cortex Controllers, the opponent gets free victory points; at lower point levels it&#039;s likely that you will only have one in your list...&lt;br /&gt;
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===HQ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archmagos Dominus:&#039;&#039;&#039; Everyone can field normal Dominus, but only you can bring their boss. You pay for what you get, and that&#039;s a lot. However, he does the same thing a normal Dominus does: use Cybertheurgy and Battlesmith instead of shooting all day long, but now at Ld10. His WS4 and I3 makes him mediocre in CC for his huge cost. Don&#039;t get us wrong, he can succeed by dint of sheer resilience when kitted up properly - [[Chapter_Master_Smashfucker|T6 W4 IWND FnP(5+) and six S5 AP2 attacks]] (2 of them Shredding Armourbane) is great in anyone&#039;s book...but you could have brought 2 Castellax for that. &#039;&#039;Then why use it?&#039;&#039; Because only he can properly use the Cortica Primus relic, making a unit of [[Deathstar_Units|3+ Battle-automata]] (otherwise not worth it) live up to their Monstrous Creature names and unleash the might of the Cybernetica! &#039;&#039;But that&#039;s always too costly&#039;&#039;. Think again: 5 Voraxes cost less than 10 Termies. Use [[Rage|Rite of Fury]]. Now your enemy is in for [[Anal_Circumference|&#039;&#039;&#039;30 S6 AP2 attacks at I5&#039;&#039;&#039; + HoW]], not to mention the opening salvo, all delivered by [[Tarpit|15 T6 worth of Fearless wounds]] that don&#039;t need a transport and can [[Rip_and_Tear|pry open]] Land Raiders. Yes, you just [[Just_as_planned|both Nope&#039;d a Primarch&#039;s retinue AND tarpitted him]]. And the Archmagos [[Troll|doesn&#039;t even need to be with them]] because of the 24&amp;quot; Controller range!&lt;br /&gt;
*&#039;&#039;&#039;Anacharis Scoria:&#039;&#039;&#039; Anacharis can be your Warlord in a Legio Cybernetica detachment, and really that&#039;s where he shines. [https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Mechanicum:_Taghmata_(30k)#HQ See the Taghmata section].&lt;br /&gt;
*&#039;&#039;&#039;Inar Satarael:&#039;&#039;&#039; Also a Warlord for Legio Cybernetica. [https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Mechanicum:_Taghmata_(30k)#HQ See the Taghmata section].&lt;br /&gt;
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==Ordo Reductor Unit Analysis==&lt;br /&gt;
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We&#039;ve gone from the Mechanicum list with the least options to the one with the most in one book!&lt;br /&gt;
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The Ordo Reductor&#039;s initial list, main troop choice and dedicated transport was in HH1: Betrayal and is a campaign allied detachment list when playing an Isstvan 3 re-enactment. At first there was only a unique HQ unit but then the Magos Dominus from book two became available to the Ordo Reductor (called Magos Reductor) and has been updated since. With the release of the new Red book for Mechanicum we have now the best and most varied tanks of the Mechanicum, alongside some exclusive options, like the &amp;lt;s&amp;gt;new&amp;lt;/s&amp;gt; old Minotaur. The new list makes Ordo Reductor list extremely viable, capable of some OP/borderline stupid combinations (12 PHOSPEX MEDUSAS!), becoming like a powered up version of the Legion Rites of War. The Iron Warriors are the best at siege? Pfft! &#039;&#039;Amateurs!&#039;&#039; Mechanicum sees what your legion does and cranks it up to 11!&lt;br /&gt;
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&#039;&#039;&#039;Bonuses:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Walkers in Ruin:&#039;&#039;&#039; Any unit in this detachment is immune to Pinning by enemy fire and is also immune to Difficult and Dangerous terrain (Rubble, Ruins, Minefields and Trenchworks). No more tanks fucking themselves in terrain - &#039;&#039;You can bring enough Phosphex to cover substancial portions of the battlefield and leave only the 4 previous terrain types unscathed, a reasonable counter against faster armies.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Engines of Destruction:&#039;&#039;&#039; Allows us to take Minotaur &#039;&#039;batteries&#039;&#039;, Artillery batteries and (Arch)Magos Reductor - &#039;&#039;Coupled with the Matrix of Ruin you can shove down 12 Phosphex shells a turn to be truly obnoxious.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Restrictions:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Master of the Covenant:&#039;&#039;&#039; Compulsory HQ Choice has to be (Arch)Magos Reductor or special character Caleb Decima.&lt;br /&gt;
*&#039;&#039;&#039;Patterns of Force:&#039;&#039;&#039; Must take Thallax Cohorts as the compulsory Troops choice &#039;&#039;unless&#039;&#039; you bring a titan (Warhound and above) when you can bring the titan guard. Furthermore, a Reductor list may not contain more Battle-automata or Siege Automata units than half the total number of units in the detachment regardless of the detachments type (e.g.: if a primary detatchment force made from an Ordo Reductor war covenant comprises a total of six units, up to three of them can be Battle-automata) - &#039;&#039;Thallax are one of your best options, so not much of a downside there.&#039;&#039;&lt;br /&gt;
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===The Matrix of Ruin=== &lt;br /&gt;
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*&#039;&#039;&#039;Compulsory:&#039;&#039;&#039; 1 HQ, 2 Troops, 2 Heavy Support.&lt;br /&gt;
*&#039;&#039;&#039;Optional:&#039;&#039;&#039;   1 HQ, 3 Troops, 2 Heavy Support, 2 Elites, 2 Fast attack, &#039;&#039;&#039;2&#039;&#039;&#039; Lords of War.&lt;br /&gt;
*&#039;&#039;&#039;The Unfetted Wrath of the Machine:&#039;&#039;&#039; All Tanks are scoring in the enemy deployment zone in Age of Darkness missions, aka 30k, OR gain Objective Secured in Maelstrom of War missions instead - &#039;&#039;Bring an Archimandrite for sweet IWND on your scoring, dangerous terrain-ignoring tanks&#039;&#039;.&lt;br /&gt;
*Can&#039;t take Fortifications or allies - &#039;&#039;You&#039;re a destroyer, not a builder. Thus, Macroteks are less useful for you.&#039;&#039;&lt;br /&gt;
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This OPTIONAL Reductor-exclusive version of the Onslaught FOC can be seen as a RoW within a RoW. A small modification to the FOC but a significant one none the less, it exchanges versatility for sheer firepower, but unless you bring the right units the loss of versatility can become a major problem. Compared to the Onslaught FOC (HH:LACAL p.10), which is available to all 30k, the Matrix of Ruin gains 1 Troop choice and better Tanks without relinquishing the ability of going first, but at the cost of 2 Elite slots and a higher minimum cost. Compared to the normal Age of Darkness FOC [[Fail|you lose 1 HQ, 1 Troop, 2 Elites, 1 FA, Fortifications and Allies]], but [[Derp|gain 1 HS and 1 LoW]]. But it truly shines in 40k - OS Triaros were difficult to deal with, try dealing with [[OP#Overpowered|OS]]  Krios Venators.&lt;br /&gt;
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===HQ===&lt;br /&gt;
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*&#039;&#039;&#039;Magos Reductor:&#039;&#039;&#039; &#039;&#039;Who needs Decima?&#039;&#039; Forget about his Book 2 incarnation, the update has improved this guy big time giving him IC (but not Precision Shots) and better stats than the average Magos. He can be upgraded to Archmagos gaining Relentless, the option to choose &amp;quot;-1 to a piece of cover&amp;quot; as his WT instead of rolling for it and getting a 5 in WS, BS, S &amp;amp; T. Even a campaign Archmagos Reductor OC has little room left for stat-improving (so he can get extra rules faster!). &#039;&#039;Ahem&#039;&#039;, the new book also tinkered with his wargear adding exclusive options like Phosphex Bombs and Breacher charges, losing the Jetpack and moving around certain options; little modifications that radically change [[Warhammer_40,000/Tactics/Mechanicum:_Taghmata_(30k)#Magos_options|this Magos&#039; builds]]. He can get a &#039;&#039;&#039;retinue&#039;&#039;&#039; of Reductor Techpriests or Scyllax and all his attacks have Sunder and a +1 on the Vehicle and Building damage tables. Most importantly, he can grant this buff to a nearby Heavy/Ordnance weapon if he doesn&#039;t shoot himself and can be combined with Mechanicum WTs, specially Perfected Targeting. Thatatar Calix&#039;s single shot S10 not good enough for you? Buff it so it becomes Twin-linked, Sunder, and Explodes them on a 5+. But his best buddy is the Ordinator: an Armourbane + Wrecker + Sunder + extra table damage weapon can kill [https://www.youtube.com/watch?v=f3oGbGlcQh0 pretty much anything], so put them together and buff his bombardment attack.&lt;br /&gt;
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===Troops===&lt;br /&gt;
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*&#039;&#039;&#039;Scyllax Guardian-Automata Covenant:&#039;&#039;&#039; While they can be taken by everyone (and they&#039;re no longer compulsory Troops), there&#039;s a synergy the Reductor have with the Scyllax that should be given its own entry.  A balanced melee-ish squad, having 2 attacks base that generate an extra attack on a To wound roll of 6. In addition, they can exchange all their attacks (even the extra one for charging) for a Dismemberment attack: [[Rape|+3S AP2]] Unwieldy. They also get some decent firepower in the form of Kraken bolters as standard, one of the longest ranged infantry weapons in the whole Mechanicum, AP4 to boot. Nice. WS3 coupled with Relentless, Move through Cover, Night Vision and the usual Mechanicum stats (T5|2W|I3|4+ save) and the possibility to have up to 16 models means the unit is more than just a tarpit unit. [[Rage|Too bad they cost as much as Terminators]]. Also, like the Servitors they are, they become Fearless when they&#039;re within 24&amp;quot; of a Magos...but have to test on their Ld7 to move when away from them, so keep Magi nearby [[Tyranid|to herd them around]]. &#039;&#039;Then why take them?&#039;&#039; Because they come equipped with a &#039;&#039;&#039;Rad Furnace&#039;&#039;&#039;, which means anyone in base contact with them suffers -1T, while they themselves are immune to it, as well immune to Rad grenades (&#039;&#039;so they&#039;re different/[[Anal Circumference|THEIR EFFECTS CAN STACK?!]]&#039;&#039;) and Poison &amp;amp; Rad-phage [[Mortarion|only affects them on a 6+]]. &#039;&#039;What does this mean for your Reductor army?&#039;&#039; That you should either stick a Rad grenade, Abeyant-equipped Archmagos with them since they will be able to Instant Death MEQ&#039;s with their regular attacks and attack the nearest foe with your Relentless, Move through Cover unit that [[meme|doesn&#039;t afraid of anything]] (Fearless).  Alternatively put Calleb in one since at S6 he won&#039;t even need the Rad Grenades to ID MEQ&#039;s (&#039;&#039;at last, a good unit for him to hang with!&#039;&#039;) Terminators on sight? Pfft, Rad Furnace + Dismemberment will finish them off, even if they have [[Grey_Knights|2 Wounds]]. Just remember your Magos isn&#039;t affected by the Scyllax&#039;s rad (since those can only affect those locked in combat with them, and friendly units cannot be locked in combat with each other). Like all Mechanicum units, they have numerous weapon options, but keep your eyes on the points price.&lt;br /&gt;
**If Assault is your ideal strategy, then load up on &#039;&#039;&#039;Flamers&#039;&#039;&#039; (available to all) and &#039;&#039;&#039;Rad-cleansers&#039;&#039;&#039; (available to only one in four, sadly). Template weapons can help whittle down a lot of blobs real fast (having that much Wall of Death doesn&#039;t hurt if you get counter-charged either).&lt;br /&gt;
**If you opt for ranged combat, you&#039;ll want the &#039;&#039;&#039;Rotor Cannons&#039;&#039;&#039;. Sure they&#039;re weaker in strength than the &#039;&#039;&#039;Volkite Chargers&#039;&#039;&#039; but they put out more shots the Volkites and your regular Bolters do, Relentless meaning you get to fire 4 shots at full 30&amp;quot; range. And they&#039;re the cheapest option! Even if you&#039;re up against 4+ saves, the heightened volume of fire means you&#039;ll inflict more wounds than Kraken Bolters.&lt;br /&gt;
**As for the other &amp;quot;1-in-X can equip Y&amp;quot; items, they&#039;re pretty self explanatory. &#039;&#039;&#039;Graviton guns&#039;&#039;&#039; help with slowing infantry and dealing with vehicles that got too close, &#039;&#039;&#039;Plasma guns&#039;&#039;&#039; help with taking out 2+ saves from range (handy if a player puts their Artificer Armour Sergeant in front), and &#039;&#039;&#039;Melta guns&#039;&#039;&#039; are good for leaving at home because your opponent bought Armoured Ceramite and you have better things to deal with vehicles and 2+ saves.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
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*&#039;&#039;&#039;Ordo Reductor Artillery Tank Battery&#039;&#039;&#039;: The main reason for going Reductor, now we can take artillery Batteries from the legions and field them with impunity. 1-3 Artillery Tanks. Cheaper than the Legion variants, they start as a Whirlwinds with Vengeance and Castellan missiles that can be swapped for Hyperios missiles for free, becoming your best source of anti-air. But that would be a waste because they can upgrade their guns and pretty much become any artillery tank you need and then more, which makes the unit incredibly versatile. All models in the unit must have the same equipped primary weapon. In addition to the usual vehicle options, ours can also get a Machine spirit, Blessed Autosimulacra (or IWND with an Archimandrite) and upgrade to AV13 on the front. That&#039;s right, the Ordo Reductor can use its artillery tanks &#039;&#039;to assault&#039;&#039;, essentially getting cheaper better Vindicators, so [[Commissar_Dan|charge, you pig fuckers!]]. Or you could also extend the life of your Medusas by running away 12&amp;quot; while still firing on the enemy and let your Krios Venators do the assault job. The weapon options are:&lt;br /&gt;
**Demolisher Cannon &lt;br /&gt;
**Quad Lascannon&lt;br /&gt;
**Dual Melta Cannon (a 3&amp;quot; blast Twin-linked Multi-melta)&lt;br /&gt;
**Earthshaker Cannon&lt;br /&gt;
**Medusa Cannon  (with access to both Phosphex and normal shells by default)&lt;br /&gt;
**Mars-Colossus Bombard [S7|AP3|Concussive Pinning Massive blast with 12-72&amp;quot; range]&lt;br /&gt;
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*&#039;&#039;&#039;Ordo Reductor Minotaur Battery&#039;&#039;&#039;: Up to 3 Minotaurs forming a battery. It&#039;s not a Superheavy anymore, but a Heavy Tank (so it can score). Much better than the IA Minotaur by having an enclosed cabin, Autosimulacra, Extra armour, BS4, the chance of having 3 as one HS choice and it&#039;s 70 pts cheaper. Like the IA version it has AV14 on the rear by virtue of its rear-facing Flare shield, it&#039;s hit on its AV12 side on assaults and can&#039;t level its Massive Blast Twin-Linked Earthshaker cannon for direct fire, so it has a 24&amp;quot; blind zone that deep strikers will try to exploit. For that it has access to Armoured Ceramite to whithstand melta blasts, a pintle mounted &amp;lt;s&amp;gt;marine woodchipper&amp;lt;/s&amp;gt; Phased-plasma fusil and the Anabaric Claw, which zaps those melee attackers at I10.&lt;br /&gt;
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===Lords of War===&lt;br /&gt;
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*[[Fellblade#Falchion |Legion Falchion]]&lt;br /&gt;
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==Allies (This covers all three flavours)==&lt;br /&gt;
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===Battle Brothers===&lt;br /&gt;
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*&#039;&#039;&#039;Sons of Horus&#039;&#039;&#039; Troop Reavers make excellent scoring units (you took Maloghurst, right?).  Just keep them backed up with Castellax and Thallax.&lt;br /&gt;
*&#039;&#039;&#039;Iron Hands&#039;&#039;&#039; They don&#039;t really offer us much we don&#039;t already have.  They do, however, soak up bullets very well, so consider them for forward objective capture.&lt;br /&gt;
*&#039;&#039;&#039;Salamanders&#039;&#039;&#039;  Resolutely meh for us.  Iron Hands and Iron Warriors capture better.&lt;br /&gt;
*&#039;&#039;&#039;Iron Warriors&#039;&#039;&#039; Tough fuckers who don&#039;t mind getting shot.  Consider a few drop-pod fulls for capturing forward objectives. Or use them as heavy support whilst using Thallax and Castellax for clearing up dug enemies. Altogether the best legion alongside Mechanicum&lt;br /&gt;
*&#039;&#039;&#039;Raven Guard&#039;&#039;&#039;  With their ability to infiltrate infantry, they can sneak a vox anywhere on the field to guide in deep striking Thallax/Ursarax.  Consider if that&#039;s your play style, otherwise they don&#039;t bring us much we don&#039;t already have.&lt;br /&gt;
*&#039;&#039;&#039;Knights&#039;&#039;&#039; What&#039;s better than two knights palling it it up with your dudes?  MORE KNIGHTS!  Think this one through though, since we can already take them as lords of war. &#039;&#039;&#039;[[Warhammer 40,000/Tactics/Questoris Knight Crusade (30k)|Knights]]&#039;&#039;&#039;&lt;br /&gt;
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===Fellow Warriors===&lt;br /&gt;
*&#039;&#039;&#039;Alpha Legion&#039;&#039;&#039; 20 strong Tac Squads that infiltrate on point?  Yes please!  This said, unless you&#039;re looking to take some armor as well, Raven Guard does it better, since they can call in deep strikers.  Really it all comes down to how badly you want to field that Sicaran/have a Dreadnought Talon bring it up with your Castellax.&lt;br /&gt;
*&#039;&#039;&#039;Emperors Children&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Night Lords&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death Guard&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;World Eaters&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Word Bearers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Custodes&#039;&#039;&#039; Are an excellent means of adding high initiative troops and 2+ armour. Their vehicles, whilst comparable in firepower and rather durable, an immensely more mobile than AdMech vehicles. &lt;br /&gt;
**Sisters of Silence options whilst cheap, will feel misplaced in a list if you&#039;re not careful (Infiltraiting Bolter squads will likely be best bet if you&#039;re just taking them for Tax purposes).&lt;br /&gt;
**The vastly more expensive option of Shield Captain + Guard squad will however add an extremely viscious melee unit with a very high initiative value. Give them Teleport Transponders to make up for lacklustre movement, or a Coronus if you are able to drop more points into an allies choice.&lt;br /&gt;
**Elite choices offer a source of even more expensive and swole melee combatants, but fundamentally don&#039;t do anything new unlike your mandatory Guard unit. &lt;br /&gt;
**Fast Attack adds some genuinely fast non-flyer options to your list. Jetbikes hyper mobile and capable of running down small, TEQ units. The Pallas is has outflank and some nifty firepower, fed up Rapier batteries opening up the side armour your Triaros convoy or chipping wounds from your Castellax phalanx? Outflank some instant death shots if you feel like forking the points. Venetarii are in many ways akin to Ursarax that get to strke first, but with poorer sustainability (though a 4+ invuln offsets this immensely), however fleet makes them yet more maneuverable than most jump yet. Whilst not as strong as Ursarax (you&#039;ll need Meltabombs for vehicles), they dishout many attacks that will be consistently hitting the enemy and wounding MEQs (and vastly better shooting against them as well, the Archeotech Repeater is usable against medium vehicles as well). vs Multiwound TEQ&#039;s Ursarax are the clearly superior option. &lt;br /&gt;
**Sagitarrum offer sadly nothing but immensely stylish helmets. The Galatus is remarkably tough as well, though you&#039;re not lacking in that either. The Caladius however is one of the few hardy Anti-Tank options more mobile than a  Krios Venator should you equip the Heavy Blaze Cannon. The Accelator Cannon is no slouch either, but you&#039;ll find yourself making the most of its mobility to get side shots. &lt;br /&gt;
*&#039;&#039;&#039;Sisters&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Imperial Army&#039;&#039;&#039; May act as objective-bench warmers; possibly bring ordnance onto the field?&lt;br /&gt;
**Though with the increased squad size of Tech-thralls, this may not be such an issue now.&lt;br /&gt;
***[[Warhammer_40,000/Tactics/Solar_Auxilia_(30k)|Solar Auxilia]] If you&#039;re taking these, you&#039;ll probably drop Tech-Thralls immediately; 100pts (Lasrifle section) for 20 man squad, BS4, Rapid Fire 30&amp;quot; or Heavy 2 36&amp;quot;, overwatching on BS2, likely to get WS4 and 4+ save is pretty good in anyone&#039;s books. Though it has LD8/7, being able to always regroup is pleasant. Also, Lasrifle Sections come stock with a nuncio-vox, which can help your Thanatars and deep-striking Thallax/Ursarax a lot, freeing up your Cyber-occulari to focus on their other forms of mischief, or saving you the trouble of getting the djinn skein altogether, if that&#039;s what you were planning to use those for. Alternatively Veletaris offers you some pretty nice potent short range fire power, but any variation of Mechanicum is hardly lacking in that. What you want from an allied choice is most likely cheaper barrage/template options than the Thanatar. The Rapier battery can see this pretty well, with the Quad mortar option filling this best: 60pts for small template spamming with pinning, uniquely possessing a shorter ranged direct fire option which rerolls armour penetration. This takes an elite slot, but you would not be missing anything else in this, probably. The Artillery battery, though durable, is pricey compared to Vanilla guardsmen options (presuming Imperial-Army vanilla will use Chimera based Artillery).&lt;br /&gt;
***Alternatively you may consider the Malcador. Yes a Superheavy as a heavy support option, and a fast super-heavy at that! It costs 5 points less than the Thanatar, you get 13/13/12 HP6 and 3 autocannons (Multi-laster and Hv.Flamer is free) alongside a Leman-Russ cannon, so you could leave it at that. If you feel like dropping 30 points you could get a Demolisher cannon and a Battlecannon firing at the same time (though, you would have to convert either Lascannons to a battlecannon or a hull gun to a demolisher if you&#039;re not performing a complete scratch build). If you wanted to fork out 10 more points you could the drop the fast property and ram your self up to front 14, you could then ram Flare shield and Armoured Ceramite, totaling up to 320 pts for vehicle that will take A LOT of shit forward facing and at 6 Hull points you&#039;ll be taking that for a while.&lt;br /&gt;
***[[Warhammer 40,000/Tactics/Imperial Militia and Cults (30k)|Imperial Milita and Cults]] have a dizzying array of options for you to take. You can make Pseudo-Skitarii with a combination of &#039;&#039;Survivors of the Dark Age&#039;&#039; and &#039;&#039;Cyber Augmented&#039;&#039;, or even get some cultist support if you&#039;re playing Dark Mechanicum. Generally they seem to be similar to the Imperial Guard from 40K, in that they have a large number of expendable soldiers backed by tanks, so take them if you want more bodies on the ground. Seriously consider which Provenances of War you give them, generally you will be wanting them to stay in place and camp objectives, so Abhuman Helots with Discipline Collars will work wonders, and if they have Cyber-Augmetics then they count as Sworn Brothers!&lt;br /&gt;
&lt;br /&gt;
==Tactical Discussion==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As Allies:&#039;&#039;&#039;&lt;br /&gt;
Real talk. Legion troops cost a lot. Tactical Squad? 10 bolter marines for 150 points. Buy them a rhino or max them with an apothecary? 200-350 for 1 troop choice with only bolters. When you start looking at non-compulsory options like terminators or tactical support squads they break the bank even worse.&lt;br /&gt;
 &lt;br /&gt;
Enter Mechanicum (from book 2). The best way of getting cheap fearless troops into a legion army:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1: Cheap scoring units&#039;&#039;&#039; –The cheapest ally option. A naked Magos Dominus and two units of fearless Tech-Thralls runs around 165 points. That’s two fearless objective campers and a guy who can repair tanks. Now with Taghmata, even cheaper and more blobby!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2: Troop Deathstar&#039;&#039;&#039; –A Magos Dominus, some upgrades, and two scoring Castellax runs around 275 points. That’s ten majority toughness 7 wounds. If you take lance weapons, you have up to 6 48-60” S7, AP2, heavy 2 lance shots (which you can fire TWICE if you don’t roll like a 13 year old with a superiority complex on xbox live). Make them melee oriented and you have an all-around MC hunter or tarpit unit. Or just march it alongside your tactical blob- blow up tanks with your lances and then fury of the legion the assholes inside. If it’s still alive, charge in your MCs. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3: Skimmer + Objective Hunter&#039;&#039;&#039; – Thallax Cohorts are fast and their best feature is reducing cover saves by 2 points. 200 gets you a cohort and a Magos Dominus kitted into a support role. Use the Thallax to uproot objective campers in cover or hunt all those pesky jetbikes, skimmers, and light vehicles. Jink saves against the 2 S7 AP5 and 3 S6 AP3 shots? Bitch please.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here&#039;s something to try:&lt;br /&gt;
Make a Myrmidon Destructor squadron, four-strong. Pack two with Conversion Beamers and two with Irradiation Engines. Have them joined by the ArchMagos, pray you get the &amp;quot;Free Twin-Linked for a unit within 6&amp;quot;&amp;quot; trait, park in a tower and snipe to your heart&#039;s content. Everything comes at you gets cancer, everything that stays away gets Beamed. Be sure to reinforce with Castellax to toss head first at the enemy lines to give them something to keep shooting at.&lt;br /&gt;
&lt;br /&gt;
As for Mechanicum allies; Ally LC with Taghmata, or vice versa. This is primarily to get the Archmagos for the Castellaxs and the Magos-Prime for the Thralls and the IC.&lt;br /&gt;
&lt;br /&gt;
== Magos options ==&lt;br /&gt;
There are so many different setups for Magos of any kind it deserves it own section - if only to avoid cluttering the normal entries for Magos and Tactics.&lt;br /&gt;
*&#039;&#039;&#039;Magos Prime&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Photonman&#039;&#039;&#039;[https://www.youtube.com/watch?v=gkLvpt9Z3fA]: The core of this build is a Myrmidax with two Photon Thrusters; with no other upgrades, that comes to 180 points. You&#039;ll be spewing out, at 48&amp;quot;, 4 AP2 Blind shots - woe betide any Terminator that dares to enter your line of sight.&lt;br /&gt;
***Even with all that firepower, you&#039;ve still got your hands free - you could keep him cheap, with the default power weapon and serpenta, or kit him out for melee as well if you&#039;re shitting points.&lt;br /&gt;
***Of course you&#039;ve got the full range of Magos-buffers to make him invincible: the Machinator Array, Abeyant, and Cyber-familiar.&lt;br /&gt;
***The biggest benefit to going Arch- is probably the point of BS, but the boosts to the rest of your stat-line certainly don&#039;t hurt.&lt;br /&gt;
***Just don&#039;t look at how many Photon-Thrusting Destructors you could buy for the same points, or all of this will start to look like a really dumb idea.&lt;br /&gt;
**&#039;&#039;&#039;Archmagos Radfucker&#039;&#039;&#039;: Do you want to win at melee combat? Well for a small payment of &#039;&#039;&#039;285+ points&#039;&#039;&#039; you can do that all of the time! First take the standard abeyant, cyber familiar and machinator array combo to give him T6 W4 IWND and 2+/3++ and Hardened Armour as well as providing extra weapons. Make him Malagra of course for that extra WS and attack as well as preferred enemy (characters). As for your main weapons take a master crafted chainfist and a power fist to get the two specialist weapons bonus attack. Now he hits 4 times at S8 AP2, with a re-roll for master crafted and two more at S5 AP2 and all these attacks re-roll ones to hit on characters. But we&#039;re not done yet,give him rad grenades and a rad furnace for the radioactive cherry on top, that will give enemies -2 toughness on the charge and -1 toughness if they survive any longer. Since you&#039;ve taken a rad furnace, there&#039;s no reason not to give him a Scyllax Automata bodyguard unit since they wont fuck up each other&#039;s toughness anymore. Congratulations, you now have a warlord that can tango with [[Chapter_Master_Smashfucker|&#039;&#039;&#039;Smashfucker&#039;&#039;&#039;]] and has nothing but instant death weapons to fear.&lt;br /&gt;
***One doesn&#039;t particularly need to shell out for a Chain/Power Fist combo, as the Rad causing enemies Toughness to suffer -2 should be enough.&lt;br /&gt;
*&#039;&#039;&#039;Magos Reductor&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Support (i.e. Naked)&#039;&#039;&#039;: Because not everyone can be a Chapter Master and Ordo Reductor [[Derp|lacks Techpriests]]. The cheapest build, focusing instead in bringing more siege engines and herding your Thanatars around, which are too valuable to have them melee at stuff. Don&#039;t even think about getting him guns - his shooting phase will be spent repairing shit, and if he isn&#039;t, you&#039;re [[DISTRACTION_CARNIFEX|not trying hard enough]]. Too frail? Give him an Augury scanner to deny infiltration and stick him in a Thallax bodyguard instead of an Abeyant, maybe give him a Machinator for good measure (+1T, +1 Battlesmith). This means not only he gets some dudes to take hits for him, but you can also bring &#039;&#039;yet another&#039;&#039; Macrocarid DT, kited with Lascannons so it can function as another siege engine. &#039;&#039;A LR on the front, two Thanatar at each side, Thallax at the back and the Magos in the middle. [[Get_shit_done|That&#039;s your Ordo Reductor list right there]]&#039;&#039;. And if you have models in Reserve, you can give the LR an Explorator Web. Doesn&#039;t look that cheap, but take into account that you were already going to bring LRs and Thanatars, so ~95 pts total.&lt;br /&gt;
**&#039;&#039;&#039;Melee:&#039;&#039;&#039; Fortunately, you can make your Archmagos a 4W T6 2+/3++ monster. Model-wise, this is the most expensive loadout, but it&#039;s a good way of using the Reductor&#039;s exclusive Rad grenades, Phosphex and Breacher charges (10 pts a piece, ouch). Make him an Archmagos with the obligatory Machinator array so you don&#039;t have to worry about the breacher charge either scattering or insta-killing you. &#039;&#039;Only 125 pts so far, suck on that Caleb!&#039;&#039; Add invuln for that AP2 weaponry. Maybe also an Abeyant for +1 Wound and sweet IWND. And don&#039;t forget the Rad grenades. No guns here, the Machinator&#039;s meltagun and flamer are more than enough. However, you can fire the meltagun and another weapon, so throw a Phosphex bomb. Or a Rad-cleanser.&lt;br /&gt;
**&#039;&#039;&#039;Ranged:&#039;&#039;&#039; A normal Reductor with a Photon Thruster/Conversion beamer and Augury Scanner is an interesting tactic and definitely one to consider for your Thanatar-Calix shepherd. It&#039;s cheap, makes you durable, and can help bring much needed high Strength/low AP firepower to the field, protect your side from deepstrikers and heal your Thanatar when it needs it, without being unreasonably expensive. You could put this guy in a unit of Scyllax when rounding up your Thanatar because he will make them fearless and then their bolters can then fire at deepstrikers as well as the Magos&#039;s heavy weapon. &#039;&#039;Just ~100 pts there.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deathstars&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;The Radstar&#039;&#039;&#039;: Want to fuck over literally every unit in melee? Well now you can! Take a Magos Reductor w/ Rad-Furnace, Rad Grenades and Abeyant; a Magos Macrotek w/ Rad-Furnace, Machinator Array and Cortica Primus and a unit of &#039;&#039;&#039;16&#039;&#039;&#039; Scyllax Guardian-Automata. Every model in this unit is immune to Rad, the Macrotek can repair the Scyllax and in CQC enemies take -2 Toughness, so MEQs will be Instant Deathed. Additionally, the unit is perfectly sized to fit in a Triaros and can Move Through Cover. Finally, the Macrotek can use Cyberthurgy on the &#039;&#039;&#039;entire&#039;&#039;&#039; unit of Scyllax. Have fun with 32 I5 or 64 I3 attacks both of which Instant Death. Be warned, the Deathstar is fucked if you get Malefica, [[Rape|as all 16 Scyllax will turn]]. - &#039;&#039;No they won&#039;t, they don&#039;t have a Cybernetica Cortex, so they&#039;re not valid Cyberthurgy targets&#039;&#039;&lt;br /&gt;
***If you want more rad, just take a Lucifex and/or an Irad Cleanser on everything that can take one. (Lets be honest, why wouldn&#039;t you want more rad?) The remaining Scyllax can take Flamers or +1 attacks, as well, while the Reductor can take Phosphex.&lt;br /&gt;
***This unit also costs only 960 points minimum.&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Tactics/30k]]&lt;br /&gt;
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[[Category: Adeptus Mechanicus]]&lt;br /&gt;
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{{Warhammer_30k_Tactics}}&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Codex_-_Angry_Custodes&amp;diff=1011654</id>
		<title>Codex - Angry Custodes</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Codex_-_Angry_Custodes&amp;diff=1011654"/>
		<updated>2026-05-20T16:00:15Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.161: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
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&amp;lt;center&amp;gt;[[File:Angry custodian.jpeg|600px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;WHY THE FUCK DO WE STILL WEAR SKIRTS?!!! AT LEAST I CAN DICK SLAP THE BASTARD WHILE WEARING A FUCKING KILT!!!&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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[[User:VeryIntelligentShadeOfTheColourBlue|VeryIntelligentShadeOfTheColourBlue]] ([[User talk:VeryIntelligentShadeOfTheColourBlue|talk]]): Good morning/midday/afternoon to everyone, and this is the page the codex page for the Angry Custodes. Now before anyone points this out, yes this is based/inspired heavily/mostly by the work of How Is The Doc and his Angry Marines codex for 8th edition, and by the whole idea of the Angry Marines created/regurgitated by /tg/.&lt;br /&gt;
&lt;br /&gt;
All the rules on this page are the result of some mathshammering in my notebooks, and are therefore likely to be under powered/overpowered/unplayable/HERESY, and any lore I may add for these models/the Angry Custodes as a whole is also likely to be equally under cooked. Any feedback, as such, would be appreciated. I&#039;m also only just learning how to edit wiki pages so my formatting may be a little shit.&lt;br /&gt;
&lt;br /&gt;
Stuff that needs finishing: The Great Fuckening fluff, the Angry custodes squad, the sister of RAEG, the mind fucked, another HQ based on the upcoming new hq for the custodes, the fast attack, elite, heavy support and flyers options, and the lords of war&lt;br /&gt;
&lt;br /&gt;
=The Great Fuckening=&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Custodes are not, by their design, disposed to being angry, having being designed and built by the emperor (from his own dna) to be the greatest soldiers and bodyguards in existence, beaten only by the emperors own offspring, the Primarchs. And for the past 10,000 years (apart from going a bit insane) the Custodes have been silently training, guarding, watching, and oiling up their naked forms and being generally fabulous. &lt;br /&gt;
&lt;br /&gt;
This however, finally changed with the return of Roboute Guilliman, and the forming of his Indominous crusade to retake the galaxy. With his new position as ruler of the galaxy (with all his brothers being dead, missing or demons, and daddy being mostly dead as well) Guilliman recruited the Custodes into his crusade across the galaxy, a galaxy which was not prepared for the golden might of the emperors finest. The state of the galaxy and the rise of chaos did not make the custodes angry however, this is what they had been made for, even if they were being ordered around by Roboute.&lt;br /&gt;
&lt;br /&gt;
No, what began their descent into complete and utter, balls kicking, skittle RGAE, was when they met the Angry Marines. At first things went smoothly, the custodes admired the Angry marines for their righteous fury and their ability to kick anything in the balls even if it didn’t have genitalia, while the Angry Marines (although seeing the Custodes as a little stuck up having not done anything for the past 10,000 years) loved the fact that the custodes guns were actually swords and spears, allowing them to “FUCK THOSE CHAOS FAGGOTS UP FROM A DISTANCE WITHOUT BECOMING A BUNCH OF PANSY FUCKING BLUEBERRIES!!!”&lt;br /&gt;
&lt;br /&gt;
The Custodes even grew to admire and respect the Angry Marines so much that they bestowed the greatest honour the Custodes possess, which was to invite the Angry Marines chapter Master, Temperus Maximus, to Terra to the inner sanctum of the imperial palace, an honour Maximimus replied to with “ABOUT FUCKING TIME!!!” Once inside the imperial palace (after the Angry Marines had completely depleted Terra’s supply of skittles and training servitors) Maximus was led past the two titans which guarded the entrance to the throne room, to see the emperor. “Chapter Master Temperus Maximus,” said the leader of the ten custodes who had escorted Temperus “before you sits the guardian of our species and the greatest of us all, the Emperor of Mankind,” and in unison, the custodes bowed towards the skeletal figure on the golden throne.&lt;br /&gt;
&lt;br /&gt;
“WHERE THE FUCK IS HE?!!!” Asked the chapter master in a polite, reverential tone which was still loud enough to shatter glass at thirty paces. The ten custodes gave each other uncharacteristic nervous glances. “He’s sitting right before you chapter Master on the golden throne,” another replied. “BUT HE’S A FUCKING SKELETON?!!!” Maximus replied in a slightly louder, conversational tone which blew the circuits of two nearby servitors. “Well you see,” started one custodian, his ears still ringing “the Emperor was gravely wounded during his fight against Horus ten thousand years ago, and ever since he has been kept alive by the golden throne guiding us through his might and the astronomicon.”&lt;br /&gt;
&lt;br /&gt;
Stunned, Maximus looked up at the emaciated and skeletal figure on the throne, and back to the ten custodes, then back to the emperor. For a minute, silence reigned in the throne room, broken only by the sound of the two broken servitors being dragged from the room. Then, a slow, steady wheezing began to emanate from Maximus, a sound which the custodes, even with their genetically enhanced hearing, couldn’t initially place, until Maximus fell to his knees and grasped his face in his hands.&lt;br /&gt;
&lt;br /&gt;
He was crying.&lt;br /&gt;
&lt;br /&gt;
The sight of one of the angriest men in existence, a man who could shout a mountain into rubble and had ridden a crash landing battle barge into a great unclean one, crying on his knees before the man he had spent his life fighting and cursing in the name of, only to find out that that man couldn’t even swear, let alone fight, was the large adamantium, baseball bat, which obliterated the camels back.&lt;br /&gt;
&lt;br /&gt;
In unison, the ten custodians took in a deep breath and began to scream “FFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU...”. The scream was then channeled through the golden throne into the entire galaxy and immaterium, allowing it to be felt by all life forms and some rocks. In the eye of terror, Abbadon’s arms fell off, to which he remarked “ow no not again.” On Macrag, Guilliman and his favoured generals simultaneously pissed themselves in fear, while in his brass citadel, Khorne got an uncomfortable boner, which surprised even him as he didn’t even have a penis.&lt;br /&gt;
&lt;br /&gt;
The continued battle cry revived Maximus from his tears and despair, and he too stood up and took up the cry, followed by every custodian and angry marine in the galaxy, until, in the deepest, darkest depths of the webway, onto a pyramid of dead pointy eared faggots, the Angry Marines Primarch, Rachnus Rageous, raised his adamantium cigar high above his head, and added his voice to the call, shaking the very fabric of reality itself with its fury.&lt;br /&gt;
&lt;br /&gt;
This continued for several minutes, until even the lungs of the Custodes were spent, upon which the ten custodians and Maximus Rageous simultaneously turned to the golden throne, raised their middle fingers high in the air and after a deep, collective breath screamed: &lt;br /&gt;
&lt;br /&gt;
“ALWAYS ANGRY!!! ALL THE TIME!!!”&lt;br /&gt;
&lt;br /&gt;
Later, one of the few surviving psykers in the imperial palace (found cowering in a cupboard with a bucket on their head) said that the psychic light of the golden throne had, but for a brief moment, responded in kind, by forming itself into a gigantic, golden middle finger, and then a thumbs up.&lt;br /&gt;
&lt;br /&gt;
Maximus and the ten Custodes then kicked down the towering, adamantium doors to the throne room and charged back the way they had come, followed by the two titans which had been flanking the door, their machine spirits forever corrupted by the custodes righteous fury, while fellow custodian who had decided “FUCK IT!!!” flooded in from side passages to join the Angry procession from the palace. Deep within the palaces armouries, ancient dreadnoughts violently ripped into consciousness by the war cry, broke loose from their bays and began to claw their way to the surface, erupting through the palaces once pristine walls with the once silent Sisters of Silence, now boiling with a galaxys worth of hate, following close on their colossal heels.&lt;br /&gt;
&lt;br /&gt;
The screaming, red, yellow and gold mob swarmed out of the palace proper, commencing the largest fight Terra had seen since its all to recent demonic invasion. Aghast at the damage that was being done, the high lords of terra called upon the imperial fists and the rest of the adeptus custodes to bring the riot to a halt, but when a messenger was sent to the imperial fists barracks it was found to be ransacked, and it’s marines stuck to the walls and ceiling with adamantium duct tape. The rest of the custodes, those who had not gone berserk, simply refused to fight their brethren, for they had felt their anguish, sorrow and rage, and could not honestly stand before the now Angry Custodes.&lt;br /&gt;
&lt;br /&gt;
And so, the army of Angry Custodians, Sisters of REAG and Angry Marines ran rampant, fighting anything that could put up a decent fight, raiding the planets skittles stockpiles and dawbing every surface with the unmistake red, angry face. This continued for almost an entire week until the mob finally managed to find their ways onto ships in orbit, opening their abuse up to an entire galaxy.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Why play Angry Custodes?=&lt;br /&gt;
The Angry Custodes exist as the single biggest point sink per model outside of HQ&#039;s, Lords of War, certain elites, I&#039;m looking at you assassins (really, well I shot you last week BLAM) or super heavies, destroying their enemies no matter what phase it is, even upon death each model will still be trying to FUCK EVERYTHING UP!!! Alternatively your enemy picks them off at range while the Custodians beat the living daylights out of each other like orks in previous editions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That being said, the Angry Custodes, flavour wise, exist as a strange mix of [[Adeptus Custodes]] (no shit Sherlock), the [[Angry Marines]] (OUR FUCKING RAGE IS EVERYWHERE DICKHEAD!!!) and the [[Orks]] (those emprahs boyz is wel choppy ladz), with the Custodes part providing the actual models and the immense tankiness, the Angry Marines providing the rage (although fluff wise the Angry Custodes are even angrier), and the Orks providing the reality bending powers and weird warp related shit (which if not almost certainly heretical, is definitely bending the laws to the point that they cry uncle.)&lt;br /&gt;
&lt;br /&gt;
==Pros:==&lt;br /&gt;
*You like the adeptus custodes, but are annoyed that they have one named character.&lt;br /&gt;
*You like your namesake troops being the bane of all toughness 3 units, but also have the ability to mess everything else up.&lt;br /&gt;
*You like being able to dish out mortal wounds to everything, even your own guys, and being able to save against mortal wounds, to the point that daemons start getting jealous.&lt;br /&gt;
*You like an army which can explode when killed to RAEG QUIT!!!&lt;br /&gt;
*You like angry marines, but want something that&#039;s also dakkery.&lt;br /&gt;
*The existence of [[emperor|gold]] makes all other colours inferior, but you like that a red angry face makes it even more awesome.&lt;br /&gt;
*You like having access to Knights and Titans, and being able to use a keyword that isn&#039;t imperium or adeptus mechanicus.&lt;br /&gt;
**Not such a big deal now that the Imperial Knights codex is out and you can now use Knights in an Angry Marine army.&lt;br /&gt;
*You like the Sisters of Silence but want them to have special rules which have more application to fighting factions which aren&#039;t Grey Knights or Thousand Sons.&lt;br /&gt;
*You like having access to insta-kill psychic powers (no big D though).&lt;br /&gt;
&lt;br /&gt;
==Cons:==&lt;br /&gt;
*The rules are (as they stand) just redos of already existing units.&lt;br /&gt;
*Poor modelling options, as the kits for e.g. Sisters of silence, provide little wiggle room. Even when it comes to painting, these models were designed for a more orthodox paint scheme.&lt;br /&gt;
**This contributes to the lack of model diversity from the original rules as at least armies like the Angry Marines can chop off parts from eg. space marines tanks.&lt;br /&gt;
*The codex is not yet finished, or anything remotely close to balanced. &lt;br /&gt;
*Your units will cost a fortune per head, a basic Angry Custodian costs the same as a fully kitted out Adeptus Custodian (also an advantage as it makes your army cost less dolla unless you&#039;re using a titan).&lt;br /&gt;
*Your army might kill itself before it reaches the enemy.&lt;br /&gt;
*If you win, you end up being classed as that guy.&lt;br /&gt;
**Especially if you win by just using a conga line of Sisters of RAEG.&lt;br /&gt;
&lt;br /&gt;
=Angry Custodes Rules=&lt;br /&gt;
&lt;br /&gt;
==General Rules==&lt;br /&gt;
*&#039;&#039;&#039;Dual Melee Weapons&#039;&#039;&#039;: if a model with this ability is Equipped with two of the same Melee weapon, you can add 1 to its Attacks characteristic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Big E is Watching&#039;&#039;&#039;: The Angry Custodes can be found fighting any number of battles at any given time, but when large numbers of them get together for a fight the Emperor pays attention, as there’s guaranteed to be a good fight.&lt;br /&gt;
:*If your army is battle forged, all &#039;&#039;&#039;Angry Custodes, INFANTRY&#039;&#039;&#039; and &#039;&#039;&#039;BIKER&#039;&#039;&#039; units in the &#039;&#039;&#039;Codex - Angry Custodes&#039;&#039;&#039; Detachment add 1 to their invulnerability saves (to a maximum of 3+). In addition to this, these units also add 1 to their attack characteristic in a turn in which it charged, or performed a heroic intervention.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;COCKSHOT YOU FUCKING CUNT!&#039;&#039;&#039;: Angry Custodes just know where to find a targets dick, even if that target doesn&#039;t have a dick the Custodes will find it, and kick it, very hard, and only then will they start killing their target by more conventional means.&lt;br /&gt;
:*Hit rolls of 6+ made by a model with this ability  is a &amp;quot;COCKSHOT&amp;quot;, and inflicts a mortal wound instead of resolving normal damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Designed to FUCKING KICK THE GALAXY’S ASS!!!&#039;&#039;&#039;: Being the creation of the most powerful living being in existence allows custodians to dominate whatever theatre of war they are put into. &lt;br /&gt;
:*If your army is Battle-forged, all &#039;&#039;&#039;Angry Custodes, INFANTRY&#039;&#039;&#039; and &#039;&#039;&#039;BIKER&#039;&#039;&#039; units in the &#039;&#039;&#039;Codex - Angry Custodes&#039;&#039;&#039; Detachments gain this ability. such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. if an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Don&#039;t you even FUCKING DARE!!!&#039;&#039;&#039;: The Sisters of RAEG have a way of making people not shoot at them, some say that it&#039;s the psychic maelstrom that surrounds them, others say that it&#039;s the way that they silently scream how much they despise your existence, while others profess that shooting at a Sister of RAEG is an excellent way to find you balls being pulled off your body via your throat. Whatever reason, the enemy always finds an excuse to shoot straight up into the air instead of at the gold and red psychopaths running towards them at top speed.&lt;br /&gt;
:*A unit/model which wishes to target a unit with this rule  (within 24&amp;quot;) must roll a d6 and add its units highest leadership and the targeted unit must do the same. If the targeted unit equals or has a higher value than the targeting units value then that targeting unit suffers a -1 to all dice rolls until the next turn (this doesn&#039;t not stack with multiple copies of this effect). If the targeting unit has a higher result then nothing happens.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;ECHO IN THE FUCKING WARP COCKSUCKER!!!&#039;&#039;&#039;: Every sentient creature in the galaxy can feel the echo of the Great Fuckening oozing off an Angry Custodian, and an Adeptus Custodian was scary enough before he was chasing you across a field with a volcano cannon to undertake some laser surgery on your ballsack. In groups, Angry Custodes can combine this psychic rage, by violently arguing with each other until they agree that they &amp;quot;SHOULD FUCK THAT DIPSHIT OVER THERE!!!&amp;quot;. Although Angry Custodes are very good at fucking people up with their combined thoughts and abuse, if they do happen to miss their intended target then they will argue even more violently and loudly than before, often dealing more damage to each other than the poor sod they were shooting at.&lt;br /&gt;
**All non &#039;&#039;&#039;ANGRY CUSTODES&#039;&#039;&#039; models within 12&amp;quot; subtract 1 from their leadership and psychic tests (friend and foe).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EMPRAH PROTECT!!!&#039;&#039;&#039;: The Emperor&#039;s seal of approval, like a purity seal  except that it actually protects against stuff instead of just looking fancy.&lt;br /&gt;
:*Models with this ability have a 5+ invulnerability save, unless otherwise stated (eg a 3+ with a storm shield). In addition, Roll a D6 each time this unit suffers a mortal wound (except those caused by MIND DAKKA!!! and perils in the warp); on a 6+ that mortal wound is ignored.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;JUST FUCKING HIT THE BASTARDS!!!&#039;&#039;&#039;: The Angry Custodes are, as you may have guessed, are rather angry and impatient creatures. They&#039;ve spent god emperor knows how long travelling through the warp and real space looking for the next target to kick. So when it actually comes down to fighting, the Angry Custodes can&#039;t be bothered to wait around and slowly make their way to the enemy. Most of all, they hate that their weapons come in varieties which aren&#039;t assault, as for some reason they can&#039;t run and fire those weapons. So they just ignored the pansy, ultramarine rules, and ran, screaming and shooting, at their enemies anyway.&lt;br /&gt;
:* If a model with this ability advanced in the movement phase it&#039;s weapons become assault x (pistol 2 becomes assault 2) until the next turn. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ka FUUUUUUU!!!&#039;&#039;&#039;: There&#039;s only so much hate, anger and belligerence you can fit into a given space, but The Great Fuckening managed it. While it has the advantage that every member of the Angry Custodes fights as if he&#039;s on every known enhancement drug (and some unknown ones, slaanesh would very much like to know what these are), it has the rather hilarious side effect that when an Angry Custodian dies, they explode, rather violently, it is thought that this isn&#039;t actually the Custodian being slain, but is in fact a very extreme form of rage quitting.&lt;br /&gt;
:*When a model with this rule is slain, it deals 1 mortal wound to its own unit and 1 mortal wound to each other units (friend and foe) within D6” where the slain model was. If this effect would be activated twice simultaneously, resolve them simultaneously. If the last model in a unit with this rule is slain however, each unit (friend or foe) within 6” suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;My eyes are up here DIPSHIT!!!&#039;&#039;&#039;: Despite how intimidating and angry a Sister of RAEG is you still can&#039;t help but look into their eyes, eyes which show a clear contempt for your existence. Such an allure makes it, as you can imagine, very difficult to shoot at anything other than the Sister of RAEG, an act which is scientifically proven to dramatically increase the number of anuses you have.&lt;br /&gt;
:*If a unit with this rule is the closest unit to an enemy unit, that enemy unit must target the unit with this rule in the shooting, fight and psychic phases.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;WHO&#039;S THIS KHARN CUNT ANYWAY?!!!&#039;&#039;&#039;: Angry Custodes never “miss” their target, they simply indented to hit that other target, even if that other target was a friendly Custodian. &lt;br /&gt;
:*Every time a model with this ability fails a hit roll, roll a D6; on a 5+ is a &amp;quot;COCKSHOT&amp;quot;, the nearest model in that models unit (or If there are no other models in the model&#039;s unit remaining then that attack is assigned to the nearest model (friend or foe).) suffers a mortal wound.&lt;br /&gt;
&lt;br /&gt;
=Detachments= &lt;br /&gt;
&lt;br /&gt;
=Stratagems=&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Name !! Description !! CP !! explanation&lt;br /&gt;
|- &lt;br /&gt;
| FUCK IT I&#039;M TIRED OF THIS FUCKING FIGHT || - || 1 || Use at the start of any phase, choose an &#039;&#039;&#039;ANGRY CUSTODES&#039;&#039;&#039; &#039;&#039;&#039;INFANTRY&#039;&#039;&#039; model with less than it&#039;s starting number of wounds with the Ka FUUUUUUU! rule, that model is immediately slain and it&#039;s Ka FUUUUUUU! ability activates, but it instead deals D6 mortal wounds to all other units within 6” instead of D3.&lt;br /&gt;
|- &lt;br /&gt;
| FROM GOLDEN RAGE THEY COME || - || 1/3 || Use this Stratagem during deployment. Instead of placing them on the battlefield, you can set up one &#039;&#039;&#039;ANGRY CUSTODES&#039;&#039;&#039; &#039;&#039;&#039;INFANTRY&#039;&#039;&#039;, &#039;&#039;&#039;BIKER&#039;&#039;&#039; or &#039;&#039;&#039;DREADNOUGHT&#039;&#039;&#039; unit from your army in a Furystrike-pattern teleportarium array for 1 CP, or two such units for 3 CPs. At the end of any of your Movement phases these units can teleport into battle - set them up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models. This Stratagem can only be used once per battle.&lt;br /&gt;
|- &lt;br /&gt;
| HIT THE COWERING CUNT HARDER || Angry Custodes are big fans of the carrot and stick method, but instead of a carrot they use an additional stick. || 1 || Use at the start of your turn when a Please don&#039;t hurt me...ability would activate, the &#039;&#039;&#039;MIND FUCKED PSYKER&#039;&#039;&#039; instead takes D3 mortal wounds, but it adds 3 to its psychic tests and does not suffer perils in the warp for rolling greater than 12. Finally, it may also manifest an additional power until your next turn.&lt;br /&gt;
|- &lt;br /&gt;
| FUCK IT JUST LAND US CLOSER || Teleporaiums are capable of landing troops using it closer to their target, but there are risks involved. Of course, when the Angry Custodes heard of this “untapped” potential they said “FUCK THE SAFETY MEASURES!!! THERE ARE CUNTS DOWN THERE IN NEED OF A GOOD FISTING!!!” Said custodian was later wounded by being teleported inside a wall, but he says that “IT WAS FUCKING WORTH IT!!!” || 2 || Use when you deploy one &#039;&#039;&#039;ANGRY CUSTODES&#039;&#039;&#039; unit from reserve that unit may be deployed 3&amp;quot; closer than normal (9&amp;quot; becomes 6&amp;quot;) but roll a D6 for each model in the unit, on a 4+ on each dice that unit suffers a mortal wound.&lt;br /&gt;
|- &lt;br /&gt;
| Wrath of the Sisters || You thought that killing the sisters with a more powerful melee unit would get rid of the bitches? Think again! || 1 || Use this stratagem at the end of the fight phase where a &#039;&#039;&#039;SISTERS OF RAEG&#039;&#039;&#039; unit took more damage than the unit they were fighting. That &#039;&#039;&#039;SISTERS OF RAEG&#039;&#039;&#039; unit then regains the difference between the damage they took and the damage they dealt in lost models to a maximum of 5 previously lost models (eg. The unit took 3 damage and dealt 2 damage, so they regain 1 model). These lost then regained models are not counted as being slain in the following morale phase.&lt;br /&gt;
|- &lt;br /&gt;
| Scary as FUCK!!! || - || 1 || At the beginning of the fight phase, choose a friendly &#039;&#039;&#039;ANGRY CUSTODES&#039;&#039;&#039; unit which engaged in melee with an enemy unit, enemy units within 6&amp;quot; of the &#039;&#039;&#039;ANGRY CUSTODES&#039;&#039;&#039; unit roll 4D3 dice when determining morale casualties and discard the lowest two dice, instead of rolling a single D6.&lt;br /&gt;
|- &lt;br /&gt;
| Charge of the FUCK YOU!!! brigade || ONCE MORE UNTO THE FUCKING BREACH YOU FUCKING CUNTS!!! WE SHALL CLOSE THE GAP WITH THEIR DEAD XENOS CORPSES!!! || 2 || At the beginning of your charge phase choose an &#039;&#039;&#039;ANGRY CUSTODES&#039;&#039;&#039; unit within 12&amp;quot; of an enemy unit. That &#039;&#039;&#039;ANGRY CUSTODES&#039;&#039;&#039; unit charges 6&amp;quot; + D6&amp;quot; instead of 2D6&amp;quot; when it charges for the duration of the current charge phase.&lt;br /&gt;
|- &lt;br /&gt;
| Channeled Fury || The power of the great fuckening can be channeled by groups of Angry Custodes to a fine edge which (although intangible) can slice through the enemy as well as any psychic power, and just like a psychic power has a chance to violently backfire. || 1 || At the beginning of your turn, select a friendly &#039;&#039;&#039;ANGRY CUSTODES&#039;&#039;&#039; unit with the ECHO IN THE FUCKING WARP COCKSUCKER!!! ability, this ability is deactivated until your next turn, instead, roll a D6, on a 1 the &#039;&#039;&#039;ANGRY CUSTODES&#039;&#039;&#039; unit suffers D3 mortal wounds, on a 2-5 an enemy unit within 18&amp;quot; suffers D3 mortal wounds, on a 6 an enemy unit within 24&amp;quot; suffers D6 mortal wounds instead.&lt;br /&gt;
|- &lt;br /&gt;
| FUCK YOU AND YOUR COMMAND POINTS!!! || Just because you say that that unit of Angry Custodians should suffer -1 to their hit rolls doesn&#039;t mean that said unit of Angry Custodians give a shit about what you think. || 2 || Choose an &#039;&#039;&#039;ANGRY CUSTODES&#039;&#039;&#039; unit at the start of your turn, that unit cannot be targeted by enemy abilities or strategems until your next turn.&lt;br /&gt;
|- &lt;br /&gt;
| HE&#039;S FUCKING ANGRY ENOUGH!!! || The Angry Custodes have a rather fluid and good relationship with the Angry Marines, with it not being uncommon to find Angry Marines fighting alongside custodians, because, afterall, a good fight is a good fight. || 1 || Use when you are mustering your army, you may add a &#039;&#039;&#039;CODEX - ANGRY MARINES&#039;&#039;&#039; charecter to your army, it loses the &#039;&#039;&#039;ANGRY MARINES&#039;&#039;&#039; keyword and gains the &#039;&#039;&#039;ANGRY CUSTODES&#039;&#039;&#039; keyword. Any instances in its rules which include the &#039;&#039;&#039;ANGRY MARINE&#039;&#039;&#039; keyword are also replaced with &#039;&#039;&#039;ANGRY CUSTODES&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| Death knows not the Iron Lady || - || 1+ || Yse this strategem whenever the IRON FUCKING LADY is slain. If you do so the IRON FUCKING LADY is not slain and is instead reduced to D2 remaining wounds. You may use this stratagem as many times as you like during a battle, but the cost of the stratagem is increased by 1 for each previous time you have used it.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Warlord Traits=&lt;br /&gt;
*&#039;&#039;&#039;You’re the best, around, nothing’s ever going to keep you down&#039;&#039;&#039;: Not all custodes are made equal, and this general is so cool that main battle cannon shots just glide off them.&lt;br /&gt;
**This model halves all damage received (rounding down, to a minimum of 1).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;FUCK YOU AND ALL YOUR HERETICAL, PSYCHIC SHIT!!!&#039;&#039;&#039;: FUCK I’M SO MOTHER FUCKING TIRED OF THIS MOTHER FUCKING SMITE!!!&lt;br /&gt;
**This model may deny 2 psychic powers each turn as if it was a psyker and adds 1 to its deny rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;FUCK YOU I&#039;M ADDING ONE TO ROLLS AS WELL!!!&#039;&#039;&#039;: ONCE I’M DONE WITH PAPA SMURF HE’LL WISH HE HAD AN EYE OF TERROR FOR AN ANUS!!!&lt;br /&gt;
**&#039;&#039;&#039;ANGRY CUSTODES&#039;&#039;&#039; units within 2&amp;quot; add 1 to all their wound rolls in the fight phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;SURPRISE BITCHES!!!&#039;&#039;&#039;: OW, YOU THOUGHT YOU WEREFUCLING SAFE FROM 9” DEEP STRIKES?!!!&lt;br /&gt;
**This model may be set up 9&amp;quot; or further away from enemy units at the end of any of your movement phases. If this model already has a similar ability then it is instead set up 6&amp;quot; or further away from enemy units at the end of any of your movement phases.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Embodiment of the Great Fuckening&#039;&#039;&#039;:&lt;br /&gt;
**This model adds 1 to its Movement, Strength, Attack and Wound characteristics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Great Orator of Insults and Profanity&#039;&#039;&#039;: Some warlords spend their time they could spend fighting instead reading the Angry Marine texts (if you can call graffiti “texts”) on insults. &lt;br /&gt;
**This unit adds 3 to its attack characteristic when attacking the enemy &#039;&#039;&#039;CHARACTER&#039;&#039;&#039;s, and the enemy warlord/s subtract 1 from their hit rolls that target this unit.&lt;br /&gt;
&lt;br /&gt;
=Psychic Powers=&lt;br /&gt;
&lt;br /&gt;
==The Screams of the Mind Fucked Discipline==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Number&lt;br /&gt;
! Name&lt;br /&gt;
! Warp Charge Value&lt;br /&gt;
! Description&lt;br /&gt;
! Explanation&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;1&#039;&#039;&lt;br /&gt;
| Alight it&#039;s MY FUCKING TURN!!!&lt;br /&gt;
| 9&lt;br /&gt;
| The psyker channels the power of The Great Fuckening to become an embodiment of its RAEG.&lt;br /&gt;
| If manifested the psyker gains the statline of WS2+ BS2+ S6 T5 W5 A5 Ld10 Sv - until the start of your next psychic phase and reqains D3 previously lost wounds. It is still a psyker and a character so may still deny powers, be targeted by psyker specific abilities etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;2&#039;&#039;&lt;br /&gt;
| Healing RAEG!!!&lt;br /&gt;
| 8&lt;br /&gt;
| Angry Custodes find the powers which birthed their new existence fathering soothing, in the same way that orks consider blasted wastelands home or Slaanesh considers downtown Amsterdam a relaxing vacation.&lt;br /&gt;
| If manifested select an “ANGRY CUSTODES” unit with 12”, that unit regains D6 previously lost wounds or you may regain a single model from that unit which was previously slain with D3 wounds.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;3&#039;&#039;&lt;br /&gt;
| THE Middle Finger&lt;br /&gt;
| 11/12&lt;br /&gt;
| The psyker manifests the holy approval of the god/man emperor of mankind, the sanctified middle finger, and shoves it up his targets arse so far that the glowing light of the fingertip glows out of the targets mouth.&lt;br /&gt;
| If manifested choose a target within 18”, if that target has an initial wound count of 10 or less it is immediately slain, no saves allowed. If it has a starting wound count of greater than ten then it suffers 10 mortal wounds instead. If you roll an 11 when manifesting this power then you may (you have a choice)  attempt to cast it again, if you keep rolling 11’s then you may keep attempting to cast the power.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;4&#039;&#039;&lt;br /&gt;
| Metaphorical Mind Fucking&lt;br /&gt;
| 7&lt;br /&gt;
| The psyker channels the Angry Custodes collective knowledge of swear words and insults into his targets mind. Most mortal minds are incapable of comprehending the vast scope of curses and slights the universe can offer, resulting in said mind simply collapsing in on itself and then exploding outwards in an explosion of blood, bone and one giant cry of “FFFFFFFFUUUUUUUUCCCCKKKK!!!”&lt;br /&gt;
| If manifested, choose a unit within 24” comprised entirely of models within a maximium wound characteristic of 1. A model of your choice from that unit is then immediately slain, and the unit it was in then suffers D3 mortal wounds.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;5&#039;&#039;&lt;br /&gt;
| I WOULDN’T FUCKING DO THAT IF I WAS YOU!!!&lt;br /&gt;
| 7&lt;br /&gt;
| The psyker whispers into his targets mind, telling them that shooting at him would be a very bad idea, at it would make the very angry, tall and golden men around him very violent indeed. This is enough to give the enemy pause, pause enough for the Angry Custodes to charge them and butcher them wholesale.&lt;br /&gt;
| If manifested, choose an enemy unit within 24&amp;quot;, every time that enemy unit rolls a hit roll of 1 with a ranged weapon until your next turn and that unit suffers a mortal wound.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;6&#039;&#039;&lt;br /&gt;
| HE&#039;S BEHIND YOU!!! (OW NO HE ISN&#039;T!!!)&lt;br /&gt;
| 9/12&lt;br /&gt;
| One of the many pastimes the Adeptus Custodes had while guarding the Imperial Palace for the past ten thousand years (other than stripping naked etc) was watching old Terrian Holo Vids of something called &amp;quot;Pantomine&amp;quot;, in particular, they enjoyed the audience participation of shouting at the performers on stage. The Angry Custodes took this one step further, by using psychic powers to appear directly behind their enemies, but instead of throwing a pie at their enemies faces they will instead savagely kick them in the balls while screaming &amp;quot;SURPRISE ATTACK MOTHERFUCKER!!!&amp;quot;&lt;br /&gt;
| If manifested, choose a friendly unit within 6&amp;quot; of the psyker, you may redeploy that unit and the psyker 9&amp;quot; or further away from enemy units, if you rolled a 12+ however you may redeploy these two unit 6&amp;quot; or further away instead.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Titanicus Fuckious Discipline==&lt;br /&gt;
Although not psykers directly, Angry Titans are usually fielded with one or more Mind Fucked Psykers inside them. This psyker/s are then abused/shouted at/shaken/generally traumatised until they perform the task the titan wants them to do, such as reattaching one of its arms which some douchebag had just chopped off. In some cases, the titanic doesn&#039;t even need the psyker on board, simply shouting at its enemies through its onboard loudspeakers can be enough to have the desired effects.&lt;br /&gt;
&lt;br /&gt;
Angry Titans with a Mind Fucked Psyker onboard do not cast/deny spells in a normal manner, instead any spell they cast is automatically cast, but the titan takes 2D6 mortal wounds. In addition, any spells cast within 6&amp;quot; of the titan automatically fail, unless cast by an &#039;&#039;&#039;ANGRY CUSTODES&#039;&#039;&#039; unit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| MOVE FAGGOTS!!!&lt;br /&gt;
| Pick a unit (friend or foe) within 24&amp;quot;, and move it 6&amp;quot; in any direction, as long as this move doesn&#039;t put it inside another unit, terrain or off the board. This move does not count as a move, so does not affect heavy weapons, charging etc, but can move units out of combat with other units, or put them into combat with other units.&lt;br /&gt;
|-&lt;br /&gt;
| I CAST FIST!!!&lt;br /&gt;
| Cast on any friendly unit (including the titan, but only if it is engaged in melee) within 3&amp;quot;. That unit immediately makes a round of melee attacks with whatever unit it is engaged with but at a -1 to hit.&lt;br /&gt;
|-&lt;br /&gt;
| THERE ARE NO BREAKS ON THE RAPE TRAIN!!!&lt;br /&gt;
| Cast only on a Angry titan within 12&amp;quot;. That titan must advance in a straight line, and cannot shoot or make melee attacks until the next turn. However, ever unit the titan advances over/through suffers d6 mortals wounds. If the titans base would finish on top of a unit, move it so that it is in base contact of the titan and that unit suffers an additional D3 mortal wounds. If there is a model with the &#039;&#039;&#039;TITANIC&#039;&#039;&#039; keyword in the way then the titan collides with this model and they both suffer2 D6 mortal wounds and become engaged in melee.&lt;br /&gt;
|-&lt;br /&gt;
| GET UP YOU LAZY CUNTS!!!&lt;br /&gt;
| Choose an &#039;&#039;&#039;ANGRY CUSTODES&#039;&#039;&#039; &#039;&#039;&#039;INFANTRY&#039;&#039;&#039; or &#039;&#039;&#039;BIKER&#039;&#039;&#039; unit within 6&amp;quot; of the titan, that unit heals 3D3 previously lost wounds or D3 slain models may be returned to the unit each with D3 wounds.&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Wargear=&lt;br /&gt;
==Weapons==&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities !! Points Per Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Blastistus Grenade Launcher || 12” || Assualt D3 || 4 || -3 || 1 || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| Castellan Axe ||-||-||-||-||-|| - || 6&lt;br /&gt;
|-&lt;br /&gt;
| -Shooting || 24” || Rapid Fire 1 || 4 || -1 || 2 ||-&lt;br /&gt;
|-&lt;br /&gt;
| -Melee || Melee || Melee || +3 || -2 || D3 || - &lt;br /&gt;
|-&lt;br /&gt;
| Combi Bolter || 24” || Rapid Fire 2 || 4 || 0 || 1 || - || 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnought Combat Weapon || Melee || Melee || x2 || -3 || 3 || - || 40&lt;br /&gt;
|-&lt;br /&gt;
| Guardian Spear ||-||-||-||-||-|| - || 12&lt;br /&gt;
|-&lt;br /&gt;
| -Shooting || 24” || Rapid Fire 1 || 4 || -1 || 2 ||-&lt;br /&gt;
|-&lt;br /&gt;
| -Melee || Melee || Melee || +1 || -3 || D3 || - &lt;br /&gt;
|-&lt;br /&gt;
| Hunter-killer Missile || 48” || Heavy 1 || 8 || -2 || D6 || A model can only fire each of its Hunter-killer Missiles once per battle. || 6&lt;br /&gt;
|-&lt;br /&gt;
| Hurricane Bolter || 24” || Rapid Fire 6 || 4 || 0 || 1 || - || 10&lt;br /&gt;
|-&lt;br /&gt;
| Interceptor Lance || Melee || Melee || +1 || -3 || D3 || You can re-roll failed wound rolls for this weapon on a turn in which it’s bearer made a successful charge. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Kheres-pattern Assault Cannon || 24” || Heavy 6 || 7 || -1 || 1 || - || 25&lt;br /&gt;
|-&lt;br /&gt;
| Misericordia || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it can make 1 additional attack with this weapon unless it is also equipped with a storm shield. || 4&lt;br /&gt;
|-&lt;br /&gt;
| Multi-melta || 24” || Heavy 1 || 8 || -4 || D6 || If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. || 27&lt;br /&gt;
|-&lt;br /&gt;
| Salvo Launcher ||-||-||-||-||-|| When shooting with this weapon, choose one of the following profiles below. || 25&lt;br /&gt;
|-&lt;br /&gt;
| -Melta Missile || 24” || Heavy 1 || 8 || -4 || D6 || You can re-roll failed wound rolls for this weapon if the target is a VEHICLE.&lt;br /&gt;
|-&lt;br /&gt;
| -Flakkburst missile || 24” || Heavy D3 || 7 || -1 || D3 || Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from hit rolls made for this weapon against all other targets.&lt;br /&gt;
|-&lt;br /&gt;
| Sentinel Blade ||-||-||-||-||-|| - || 9&lt;br /&gt;
|-&lt;br /&gt;
| -Shooting || 12” || Pistol 2 || 4 || 0 || 1 ||-&lt;br /&gt;
|-&lt;br /&gt;
| -Melee || Melee || Melee || User || -3 || D3 || - &lt;br /&gt;
|-&lt;br /&gt;
| Storm Bolter || 24” || Rapid Fire 2 || 4 || 0 || 1 || - || 2&lt;br /&gt;
|-&lt;br /&gt;
| Twin Heavy Bolter || 36” || Heavy 6 || 5 || -1 || 1 || - || 17&lt;br /&gt;
|-&lt;br /&gt;
| Twin Lascannon || 48” || Heavy 2 || 9 || -3 || D6 || - || 50&lt;br /&gt;
|-&lt;br /&gt;
| Watchers Axe ||-||-||-||-||-|| - || 12&lt;br /&gt;
|-&lt;br /&gt;
| -Shooting || 24” || Rapid Fire 1 || 5 || -1 || 2 ||-&lt;br /&gt;
|-&lt;br /&gt;
| -Melee || Melee || Melee || x2 || -3 || D3 || - &lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Wargear==&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Points &lt;br /&gt;
Per model&lt;br /&gt;
|-&lt;br /&gt;
| Storm Shield (CHARACTERS) || 15&lt;br /&gt;
|-&lt;br /&gt;
| Storm Shield (other models) || 10&lt;br /&gt;
|-&lt;br /&gt;
| Vexilla Defensor || 20&lt;br /&gt;
|-&lt;br /&gt;
| Vexilla Imperius || 50&lt;br /&gt;
|-&lt;br /&gt;
| Vexilla Magnifica || 30&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armoury==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1)&#039;&#039;&#039;:can only be taken be Angry Spirit Sergeant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angry Spirits Melee Weapons&#039;&#039;&#039;&lt;br /&gt;
*Chain-Axe&lt;br /&gt;
*Power sword&lt;br /&gt;
*Power wrench&lt;br /&gt;
*Power bat&lt;br /&gt;
*Power Chair &lt;br /&gt;
*Power fist &#039;&#039;&#039;(1)&#039;&#039;&#039;&lt;br /&gt;
*Lightning claw &#039;&#039;&#039;(1)&#039;&#039;&#039;&lt;br /&gt;
*Thunder hammer &#039;&#039;&#039;(1)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angry Spirits Ranged Weapons&#039;&#039;&#039;&lt;br /&gt;
*Storm bolter&lt;br /&gt;
*Combi-Flamer&lt;br /&gt;
*Combi-Plasma&lt;br /&gt;
*Combi-Melta&lt;br /&gt;
*Plasma Pistol&lt;br /&gt;
*Infernus Pistol&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angry Spirits Special Weapons and Heavy weapons&#039;&#039;&#039;&lt;br /&gt;
*Storm bolter&lt;br /&gt;
*Flamer &lt;br /&gt;
*Meltagun&lt;br /&gt;
*Plasma gun&lt;br /&gt;
*Rocket-fister&lt;br /&gt;
*Heavy Flamer&lt;br /&gt;
*Heavy bolter&lt;br /&gt;
*Assault cannon&lt;br /&gt;
*Multi-Melta&lt;br /&gt;
*Lascannon&lt;br /&gt;
*Missile launcher&lt;br /&gt;
*Plasma cannon&lt;br /&gt;
&lt;br /&gt;
=Relics of the Great Fuckening=&lt;br /&gt;
If your army is led by an &#039;&#039;&#039;Codex - Angry Custodes&#039;&#039;&#039; Warlord, you may give one of the following Angry Custodes Relics to an &#039;&#039;&#039;Codex - Angry Custodes Character&#039;&#039;&#039; in your army. Special Characters already have relic like items, so they cannot be given any of the following Relics.&lt;br /&gt;
&lt;br /&gt;
Note that some weapons replace one of the Character&#039;s existing weapons. When this is the case, you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon that is being replaced. Write down any Angry Custodes Relics your Characters may have on your army roster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A piece of the Golden Throne&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A chunk of gold which was found by a custodian which had fallen off the golden throne. Nobody knows whether it is a vital component or just a bit of ponsy decoration, before the custodian in question could get it examined the events of the great fuckening occured and the chunk of gold (and the custodian) was wisked away in the ensuing brawl. From then on it was possessed by whoever managed to punch its previous owner unconscious, a difficult task as whoever holds the flashy chunk of metal is imbued with a fraction of the golden thrones power, making them incredibly difficult to knock out, even with the force the Angry custodes wield.&lt;br /&gt;
&lt;br /&gt;
The piece of additional bling also provides a number of other benefits other than increased physical resistance, which includes:&lt;br /&gt;
*Fabulous hair (enough to make Fulgrim jealous).&lt;br /&gt;
*Improved appeal to all genders and species (also makes Fulgrim jealous).&lt;br /&gt;
*Sparkly anime eyes (see above).&lt;br /&gt;
*A golden glow (even goldier than normal for a custodian).&lt;br /&gt;
*And a girth and length large enough to satisfy a keeper of secrets (by this point Fulgrim is so jealous that he finds it embarrassing, and thereby arrousing).&lt;br /&gt;
This does have the unfortunate side effect that whoever holds the chunk of gold becomes the... centre of attention to all nearby life forms, and at least one holder of this relic was “knocked out” by a very enthusiastic group of sisters of RAEG and lubed up custodians who took their “admiration” a little too far (much enjoyment was had by slaanesh that day).&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This relic replaces a models Misericordia.&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
| The bearer of this relic has a 2++ invulnerability save (which cannot be made better than a 2++) and ignores wounds on a 5+, but all attacks against the bearer of this relic add 2 to all their hit rolls (including overwatch). In addition, &#039;&#039;&#039;Fulgrim&#039;&#039;&#039; (if he ever gets a model) rerolls all failed hit and wound rolls against this model.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Golden cock shield&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An idea the Angry custodians got from an old terrian pastime called Crick-et. Described in the records (these records being written by the great orditor Douglas Adams) as being an incomprehensibly dull and pointless game. Where people would stand around in a field for a day hitting a red ball with wooden bats. What caught the custodians attention was the players use of a curved shield they would put over their genitals to protect them from being hit by the red ball, who proceeded to make one of their own (out of gold, of course) which not only protects against damage to the genitals dealt to their bearer, but also to nearby Angry Custodians (perhaps they huddle all their genitals behind it, something slaanesh would very much like to see).&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This relic replaces a models Misericordia.&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
| The bearer of this relic and a single &#039;&#039;&#039;ANGRY CUSTODES&#039;&#039;&#039; unit within 9” are immune to mortal wounds brought on by:&lt;br /&gt;
*ECHO IN THE FUCKING WARP COCKSUCKER!!!&lt;br /&gt;
*Ka FUUUUUUU!!!&lt;br /&gt;
*COCKSHOT YOU FUCKING CUNT!!!&lt;br /&gt;
*JUST FUCKING HIT THE BASTARDS!!!&lt;br /&gt;
*Perils of the warp (and similar effects of failed psychic powers).&lt;br /&gt;
*COCKSHOT FOR YOU!!!COCKSHOT FOR YOU!!! COCKSHOT FOR EVERY MOTHER FUCKER IN THIS FUCKING ROOM!!!&lt;br /&gt;
*And Smite.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Spear of (Almost) Ultimate Dakka&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A spear where the bolter has been replaced by drastically miniturised and dialled back Saturnyne Lascutter, but even dialled back it is capable of slicing its way through hordes of guardsmen (heretic ones of course), orks, tyranids etc.  It is such an effective horde destroyer that the orks have requested (on numerous occasions, with their best diplomatic clothes and manners on) to be allowed to worship the gun as &amp;quot;tis well and truly dakka incarnat, da weird boyz are avin ision of itz glory.&amp;quot; Such requests are of course denied, although the ork &amp;quot;diplomat&amp;quot; may be shown the weapon, just to keep the orks keep keen and enthusiastic as there&#039;s nothing more disappointing and depressing than an ork who feels so down that they don&#039;t want to fight, where would the fun in that be?&lt;br /&gt;
&lt;br /&gt;
There was infact, an attempt by a group pf Ork Kommandos to steal the The Spear of (almost) Ultimate Dakka after observing the tactics used by Angry Reivers, aka, they slammed a &amp;quot;boarding torpedo&amp;quot; into the side of the battle barge the spear was currently on and then proceeded to tip toe around the ship while shouting &amp;quot;weez ar zoggin sneekin ere&#039;! Ladz oi fink itz workin, da humies are just lookin roight at us!&amp;quot; The angry custodes were stunned by a such a tactic, partially because of the orks brazzen brass balls needed to steal an idea from the Angry Marines, but also because the Angry Custodes psychic maelstrom had become tainted by the orks firm belief that they were currently invisible. In the end, the angry custodes had to call upon the assistence of Sergeant Asshole McCuntsface, who was able to immediately spot the &amp;quot;sneaking&amp;quot; orks and proceded to sodomise them with his fists for infringment on his intellectual property.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This weapon replaces a models Guardian Spear with the following profile:&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| The Spear of (almost) Ultimate Dakka || 28&amp;quot; || Assault 1 || 4 || -1 || 1 || Each successful hit with this weapon generates an additional shot which you immediately roll for, this hit may generate additional hits and so on until a total of 10 hits have been made or you miss a hit.&lt;br /&gt;
|-&lt;br /&gt;
| The Spear of (almost) Ultimate Dakka || Melee || Melee || +1 || -3 || D3 || &lt;br /&gt;
|}&lt;br /&gt;
In addition, if the bearer of this weapon is slain, you may make a single melee or shooting attack (this attack cannot generate other attacks) before it is removed from the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tin of Golden Paint&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A tin of &amp;quot;Emperor&#039;s Approval&amp;quot; (complete with a picture of a smiling emperor with his thumbs up on the front), a golden paint which the custodes use to ensure that any surface they encounter and approve of is suitably golden, whether it be chairs, guns, light fittings, food, guardsmen, bananas, if a custodian approves of it, then it gets a lick of golden paint. And because the warp is a thing, and everyone believes that being painted gold or being gold makes you superior (as we all know, the presence of gold makes all other colours inferior), then it will make things painted gold superior. The shade of gold used by the custodes is currently unavailbe in the 42nd millenium&#039;s equivilent of dulux, as the water base of the paint is actually made using the emperor&#039;s tears which his corpse produces every time a loyal member of the imperium dies in battle, which the custodes have been diligently collecting for the past millennium.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This relic does not replace any models items.&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
| At the beginning of your turn, choose a friendly unit (this includes fortifications) within 3&amp;quot; of the bearer of this relic, until your next turn, that unit adds 1 to their invulnerability save (if they didn&#039;t have one then they gain a 6++ invulnerability save, this +1 can increase a save beyond 3++) and adds 1 to that units attack characteristic.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Eraser of History&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An Executioners Greatblade which was once used by the Sisters of Silence to execute the most powerful of heretical psykers, whos will was so powerful that even the presence of nulls wasn&#039;t enough to put a halt to their powers. The blade was forged using melted down fragments of broken armour used by sisters who fell in battle, and after smelting its heat was quenches in a vat of blood taken from the same dead sisters, suffice it to say that the blade even creeps out Sisters of RAEG, and is only ever handled by the angriest of their order who are not put off by the fact that they are weilding a weapon which is quite literally ,made from their fallen bretheren. Infact, the blade has been so drenched in the blood of psykers over the centuries that it actually weeps blood when not in use, and this blood is often drank by initiates into the Sisters of RAEG who then recieve visions of all the lives that the blade has claimed, and all of those who fell for it to be forged.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This weapon replaces a models Executioners Greatblade with the following profile:&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| The Eraser of History || Melee || Melee || +2 || -4 || 2D3 || Attacks with this weapon can target any model within base contact of your choice instead of your opponent assigning damage. In addition to this, whenever the bearer of the weapon kills a model with this weapon roll a D6, on a 6 the bearer heals a single, previously lost, wound.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The bearer of the Blade may also deny one additional enemy psychic power a turn, if a an enemy psychic power is denied this way then the model which casted it suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Maelstrom Earthing Rod&#039;&#039;&#039;&lt;br /&gt;
A golden staff used by Mindfucked Psykers to simultaneously anchor their soul to reality and the Angry Maelstrom, as opposed to bouncing between the two at the whims of the warp. &lt;br /&gt;
&lt;br /&gt;
This relic replaces a models Force Stave.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=Left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Melee Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| The Maelstrom Earthing Rod || Melee || Melee || +2 || -2 || D3 || A model equipped with this weapon suffers mortal wounds from Please don&#039;t hurt me... on a 6+ instead on a 4+ and may adds an additional 1 to all its psychic tests.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, if the bearer of this relic dies and its Wait NOOOOOOOOGLARBABLAHBALHABHHBLBL... rule activates then you don&#039;t need to pay points or power points to then deploy the resulting Chaos Spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Banner of the Anathema&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A banner which had carried by one of the ten Custodians who began the Great Fuckening. Initially it had been adorned with a picture of the imperial aquila in all of its golden, majestic glory&lt;br /&gt;
&lt;br /&gt;
This relic replaces a models Misericordia.&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
|At the beginning of your turn, choose one of the following abilities to activate:&lt;br /&gt;
*All psychic tests made within 12” of the bearer of this relic automatically fail and powers manifested against ANGRY CUSTODES units within 6” of the bearer of this relic cost 1 more power to manifest.&lt;br /&gt;
*Choose a unit with an ability within 24” of the bearer of this relic, that ability made not be activated until the start of your next turn.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Angry Custodes Units=&lt;br /&gt;
==HQ==&lt;br /&gt;
===The Mind Fucked===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Imperial Palace on Terra requires a lot of Psykers to function, whether it be watching and maintaining the [[Astronomicon]], transmitting messages across the imperium, or maintain the psychic defences which prevent the world around them from being assaulted by the demons who are constantly trying to gain entry and destroy the Emperor. These Psykers, having spent decades if not centuries performing their duties, had no defence on the day of the Great Fuckening, as a gigantic psychic scream filled their minds with the hate and profanity of the Angry Marines and the Custodians, pulping the consciousness of many of the men and women who were sensitive to the warp, with many more being left raving mad by the ordeal. A small handful of Psykers survived the ordeal &amp;quot;relatively&amp;quot; intact however, not by the fact that they were of stronger will and mind, but because their souls had been washed away and absorbed into the psychic torrent, saving them from being battered by the currents, but as a consequence their souls became forever bound to this psychic storm, and (by extension) the Angry Custodes that produced it.&lt;br /&gt;
&lt;br /&gt;
Should a fate is considered by those afflicted with it to be a fate worse than death, as the Psykers’ existence is one of pain, suffering… and deafening profanity, and that is before you take into account that they spend their daily lives surrounded by Angry Custodians, being of such rage of righteous fury that the heat they give off can be used to cook marshmellows. And there is no way out for these Mind Fucked psykers either, as their soul bound state makes them very difficult to kill, making killing themselves as a means of escape impossible, as their soul will simply be dragged back into its original (dead) body upon death, leaving them broken, suffering, and still alive. Even worse, the psyker could be warped upon &amp;quot;death&amp;quot;, turning them into a chaos spawn, but with their mind still intact, leaving them sentient, and crazed with their new form.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Mind Fucked Psyker || 6&amp;quot; || 3+ || 3+ || 3 || 3 || 5 || 3 || 8 || 3+ || 40&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This unit consists of one Mind Fucked Psyker, and is armed with a laspistol and a force stave.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=Left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Melee Weapon !! Range !! Type !! S !! AP !! D !! Abilities !! Points&lt;br /&gt;
Per Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Laspistol || 12” || Pistol 1 || 3 || 0 || 1 || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| Force stave || Melee || Melee || +2 || -1 || D3 || - || 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*EMPRAH PROTECT!!!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mortal is a Relative Term:&#039;&#039;&#039; Mind Fucked Psykers don&#039;t entirely fulfill the definition of mortal, advantages of having your souls bound to the largest source of RAEG outside the areas of the immaterium owned by khorne (BLAM!! HERESEY!!!).&lt;br /&gt;
**A model with this rule does not take damage from mortal wounds (except from perils in the warp and Please don&#039;t hurt me...), this includes mortal wounds from &amp;quot;It&#039;s for your own good/BLAM!!!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wait NOOOOOOOOGLARBABLAHBALHABHHBLBL...:&#039;&#039;&#039; The downside of being bound to the Angry Custodes (apart from the nightmares, the beatings, the insults, the screaming...) is that when a Mind Fucked Psyker dies, their body receives the unadulterated disapproval/abuse/RAEG of psychic mass they were bound to, with messy results.&lt;br /&gt;
**When this model is slain/dies from perils in the warp, it deals d3 mortal wounds to all units within 12&amp;quot;. You may then set up a &#039;&#039;&#039;CHAOS SPAWN&#039;&#039;&#039; (except that it has the &#039;&#039;&#039;ANGRY CUSTODES&#039;&#039;&#039; keyword) model in its place (this model costs points in matches play).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Please don&#039;t Hurt Me...:&#039;&#039;&#039; A mind Fucked Psyker is only a figure head general for an Angry Custodes army, and such are looked down on and beaten by Angry Custodes and Sisters of RAEG. This abuse can also be seen as character building, as the psykers of the Angey Custodes always perform better after a smack round the back of the head.&lt;br /&gt;
**A model with this rule, when within 6&amp;quot; of an &#039;&#039;&#039;INFANTRY&#039;&#039;&#039; unit with the &#039;&#039;&#039;ANGRY CUSTODES&#039;&#039;&#039; keyword and 6 or more models must add 2 to its manifestation and deny tests. However at the start of your turn roll a D6, on a 4+ this model suffers a mortal wound.&lt;br /&gt;
&lt;br /&gt;
This model is a psyker, it knows smite and one power from the Great Fuuuuuuu... discipline, and can attempt to cast one power in your psychic phase, and deny two in your enemies psychic phase.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: &#039;&#039;&#039;Imperium&#039;&#039;&#039;, &#039;&#039;&#039;Angry&#039;&#039;&#039;, &#039;&#039;&#039;Codex - Angry Custodes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keywords: &#039;&#039;&#039;INFANTRY&#039;&#039;&#039;, &#039;&#039;&#039;CHARACTER&#039;&#039;&#039;, &#039;&#039;&#039;PSYKER&#039;&#039;&#039;,  &#039;&#039;&#039;Angry Custodes&#039;&#039;&#039;, &#039;&#039;&#039;Mind Fucked&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Head Arse Kickers===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A Shield-Captain ... I mean a Head Arse Kicker, is the very angry fuck who is expected to hold the bag of horny, angry, hungry bag of flaming honey badgers that is an Angry Custodes army together, a being with literally tens of thousands of years experience in fighting and leading, while also being angry enough to keep his subordinates in line and pointed in the right direction. As such, he is not only a fearsome tactician (YOU FUCKS GO AROUND THE BACK WHILE I CHARGE FROM THE FRONT WHILE YOU BASTARDS DROP OUT OF THE SKY ONTOP OF THEM!!! THE FUCKING CUNTS WON’T KNOW WHAT’S HIT THEM!!!) but also a champion in combat who out fights/cockshots normal shield captains. While even a custodian might be a little nervous under the pressure of such expectations, a head arse kicker is quite literally, too angry to give a flying bag of fucking weaboos about what anyone else might think (or shout) of him, making him an ideal leader to lead the galaxies angriest bastards.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
====Head Arse Kicker====&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Head Arse Kicker || 6&amp;quot; || 2+ || 2+ || 6 || 5 || 6 || 5 || 9 || 2+ || 120&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Misericordia || Melee || Melee || User || -2 || 1 || Each time the bearer fights, it can make 1 additional attack with&lt;br /&gt;
this weapon unless it is also equipped with a Storm Shield.&lt;br /&gt;
|-&lt;br /&gt;
| Guardian Spear (Shooting) || 24” || Rapid Fire 1 || 4 || -1 || 2 ||-&lt;br /&gt;
|-&lt;br /&gt;
| Castellan Axe (Shooting) || 24” || Rapid Fire 1 || 4 || -1 || 2 ||-&lt;br /&gt;
|-&lt;br /&gt;
| Sentinel Blade (Shooting) || 12” || Pistol 2 || 4 || 0 || 1 ||-&lt;br /&gt;
|-&lt;br /&gt;
| Guardian Spear (Melee) || Melee || Melee || +1 || -3 || D3 || - &lt;br /&gt;
|-&lt;br /&gt;
| Castellan Axe (Melee) || Melee || Melee || +3 || -3 || D3 || - &lt;br /&gt;
|-&lt;br /&gt;
| Sentinel Blade (Melee) || Melee || Melee || User || -3 || D3 || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains a single Head Arse Kicker armed with a guardian spear. (Power Rating 7)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its guardian spear with a Sentinel Blade or Castellan Axe&lt;br /&gt;
*This model may take a Misericordia.&lt;br /&gt;
*If this model is armed with a Sentinel Blade, it may take a Storm Shield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;COCKSHOT YOU FUCKING CUNT!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;EMPRAH PROTECT!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;JUST FUCKING HIT THE BASTARDS!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ka FUUUUUUU!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHO&#039;S THIS KHARN CUNT ANYWAY?!!!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;NO YOU FUCKING IDIOT!!!:&#039;&#039;&#039; YOU&#039;RE SUPPOSED TO HIT THE CUNTS LIKE THIS!!! (insert punching and screaming noises).&lt;br /&gt;
**You can re-roll all hit rolls of 1 made for Friendly &#039;&#039;&#039;Codex - Angry Custodes&#039;&#039;&#039; units that are within 6&amp;quot; of this model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm Shield:&#039;&#039;&#039; TRY AND GET ME THROUGH THIS!!!&lt;br /&gt;
**A model equipped with a Storm Shield has a 3+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: &#039;&#039;&#039;Imperium&#039;&#039;&#039;, &#039;&#039;&#039;Angry&#039;&#039;&#039;, &#039;&#039;&#039;Codex - Angry Custodes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keywords: &#039;&#039;&#039;Infantry&#039;&#039;&#039;, &#039;&#039;&#039;Character&#039;&#039;&#039;, &#039;&#039;&#039;Angry Custodes&#039;&#039;&#039;, &#039;&#039;&#039;Head Arse Kicker&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Head Arse Kicker in Allarus Terminator Armour====&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Head Arse Kicker in Allarus Terminator Armour || 6&amp;quot; || 2+ || 2+ || 6 || 5 || 7 || 5 || 9 || 2+ || 140&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Balistus grenade laucher || 12” || Assault D3 || 4 || -3 || 1 ||-&lt;br /&gt;
|-&lt;br /&gt;
| Misericordia || Melee || Melee || User || -2 || 1 || Each time the bearer fights,&lt;br /&gt;
it can make 1 additional attack with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
| Guardian Spear (Shooting) || 24” || Rapid Fire 1 || 4 || -1 || 2 ||-&lt;br /&gt;
|-&lt;br /&gt;
| Castellan Axe (Shooting) || 24” || Rapid Fire 1 || 4 || -1 || 2 ||-&lt;br /&gt;
|-&lt;br /&gt;
| Guardian Spear (Melee) || Melee || Melee || +1 || -3 || D3 || - &lt;br /&gt;
|-&lt;br /&gt;
| Castellan Axe (Melee) || Melee || Melee || +3 || -3 || D3 || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains a single Head Arse Kicker in Allarus Terminator Armour armed with a guardian spear and Balistus grenade laucher. (Power Rating 8)&lt;br /&gt;
&lt;br /&gt;
Wargear Options:&lt;br /&gt;
*This model may replace its guardian spear with a Castellan Axe&lt;br /&gt;
*This model may take a Misericordia.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;COCKSHOT YOU FUCKING CUNT!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;EMPRAH PROTECT!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;JUST FUCKING HIT THE BASTARDS!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ka FUUUUUUU!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHO&#039;S THIS KHARN CUNT ANYWAY?!!!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;NO YOU FUCKING IDIOT!!!:&#039;&#039;&#039; YOU&#039;RE SUPPOSED TO HIT THE CUNTS LIKE THIS!!! (insert punching and screaming noises).&lt;br /&gt;
**You can re-roll all hit rolls of 1 made for Friendly &#039;&#039;&#039;Codex - Angry Custodes&#039;&#039;&#039; units that are within 6&amp;quot; of this model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;From the Golden Light of HIS Middle Finger:&#039;&#039;&#039;&lt;br /&gt;
**During deployment, you can set up this model in a Godstrike-pattern teleportarium array instead of placing it on the battlefield. At the end of any of your Movement Phases this model can teleport into battle - set it up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: &#039;&#039;&#039;Imperium&#039;&#039;&#039;, &#039;&#039;&#039;Angry&#039;&#039;&#039;, &#039;&#039;&#039;Codex - Angry Custodes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keywords: &#039;&#039;&#039;Infantry&#039;&#039;&#039;, &#039;&#039;&#039;Character&#039;&#039;&#039;, &#039;&#039;&#039;Angry Custodes&#039;&#039;&#039;, &#039;&#039;&#039;Head Arse Kicker&#039;&#039;&#039;, &#039;&#039;&#039;Terminator&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Head Arse Kicker on Dawneagle JetBike====&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Head Arse Kicker on Dawneagle JetBike || 14&amp;quot; || 2+ || 2+ || 6 || 6 || 7 || 5 || 9 || 2+ || 160&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Misericordia || Melee || Melee || User || -2 || 1 || Each time the bearer fights,&lt;br /&gt;
it can make 1 additional attack with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
| Hurricane Bolter || 24” || Rapid Fire 6 || 4 || 0 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
| Interceptor Lance || Melee || Melee || +1 || -3 || D3 || You can re-roll failed wound rolls for this weapon&lt;br /&gt;
on a turn in which it’s bearer made a successful charge. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Salvo Launcher ||-||-||-||-||-|| When shooting with this weapon,&lt;br /&gt;
choose one of the following profiles below. &lt;br /&gt;
|-&lt;br /&gt;
| -Melta Missile || 24” || Heavy 1 || 8 || -4 || D6 || You can re-roll failed wound rolls for this weaponif the target is a VEHICLE.&lt;br /&gt;
|-&lt;br /&gt;
| -Flakkburst missile || 24” || Heavy D3 || 7 || -1 || D3 || Add 1 to all hit rolls made for this weapon against targets that can FLY.&lt;br /&gt;
Subtract 1 from hit rolls made for this weapon against all other targets.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains a single Head Arse Kicker on Dawneagle JetBike armed with a Interceptor Lance. His JetBike is equipped with a Hurricane Bolter. (Power Rating 9)&lt;br /&gt;
&lt;br /&gt;
Wargear Options:&lt;br /&gt;
*This model may replace its Hurricane Bolter with a Salvo Launcher.&lt;br /&gt;
*This model may take a Misericordia.&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Ka FUUUUUUU!&lt;br /&gt;
*EMPRAH PROTECT!&lt;br /&gt;
*COCKSHOT YOU FUCKING CUNT!&lt;br /&gt;
*JUST FUCKING HIT THE BASTARDS!&lt;br /&gt;
*WHO&#039;S THIS KHARN CUNT ANYWAY?!&lt;br /&gt;
*NO YOU FUCKING IDIOT!!!: YOU&#039;RE SUPPOSED TO HIT THE CUNTS LIKE THIS!!! (insert punching and screaming noises).&lt;br /&gt;
**You can re-roll all hit rolls of 1 made for Friendly &#039;&#039;&#039;Codex - Angry Custodes&#039;&#039;&#039; units that are within 6&amp;quot; of this model.&lt;br /&gt;
&lt;br /&gt;
*MAXIMIUM POWER!!!: When this model Advances, add 6&amp;quot; to its Move characteristic for that Movement Phase instead of rolling a dice.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: &#039;&#039;&#039;Imperium&#039;&#039;&#039;, &#039;&#039;&#039;Angry&#039;&#039;&#039;, &#039;&#039;&#039;Codex - Angry Custodes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keywords: &#039;&#039;&#039;Biker&#039;&#039;&#039;, &#039;&#039;&#039;Fly&#039;&#039;&#039;, &#039;&#039;&#039;Character&#039;&#039;&#039;, &#039;&#039;&#039;Angry Custodes&#039;&#039;&#039;, &#039;&#039;&#039;Head Arse Kicker&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Sister superior (AND YOU&#039;D BETTER REMEMBER THAT BITCHES!!!)===&lt;br /&gt;
A sister superior is a single model. She is armed with an executioners greatblade, a storm bolter and MIND FUCK grenades.&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points (including wargear)&lt;br /&gt;
|-&lt;br /&gt;
| Sister superior (AND YOU&#039;D BETTER REMEMBER THAT BITCHES!!!) || 7&amp;quot; || 2+ || 3+ || 4 || 3 || 3 || 4 || 10 || 3+ || 60&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=Left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Melee Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| MIND FUCK Grenades || 6” || Grenade D3 || 2 || 0 || 1 || Units which are hit by this weapon suffer a -1 to their leadership characteristic and suffer a -1 to their psychic tests until your next turn (this ability does not stack with multiple copies of itself).&lt;br /&gt;
|-&lt;br /&gt;
| Storm Bolter || 24” || Rapid fire 2 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Executioners Greatblade || Melee || Melee || +1 || -3 || D3 || Attacks with this weapon can target any model within base contact of your choice instead of your opponent assigning damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;COCKSHOT YOU FUCKING CUNT!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Don&#039;t you even FUCKING DARE!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;EMPRAH PROTECT!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ka FUUUUUUU!!!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;YOU BITCHES CAN DIE WHEN I SAY YOU CAN!!!:&#039;&#039;&#039; Warriors as viscous as Sisters of RAEG need someone to ensure that they stay in line, not that such warriors would ever flee, she&#039;s more there to ensure that they butt fuck the correct target.&lt;br /&gt;
**&#039;&#039;&#039;SISTERS OF RAEG&#039;&#039;&#039; units within 3” of this model may re-roll failed morale tests and ignore damage on a 6+ on a D6.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Veil of RAEG&#039;&#039;&#039;: Whereas enemies are both drawn to and terrified of normal Sisters of RAEG this is not the case with the Sister Superior, whos fury is so vast that it wipes her presence from the mind of all she gazes upon.&lt;br /&gt;
**This model may not be targeted by shooting attacks unless it is the only model which the targeting unit can shoot at.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: &#039;&#039;&#039;Imperium&#039;&#039;&#039;, &#039;&#039;&#039;Angry&#039;&#039;&#039;, &#039;&#039;&#039;Codex - Angry Custodes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keywords: &#039;&#039;&#039;Character&#039;&#039;&#039;, &#039;&#039;&#039;Angry Custodes&#039;&#039;&#039;, &#039;&#039;&#039;Sister superior&#039;&#039;&#039; , &#039;&#039;&#039;SISTERS OF RAEG&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Special Charecters==&lt;br /&gt;
===Commander General, The First FFFFFFFFFFF===&lt;br /&gt;
One of the first Custodians to take up the war cry of “FFFFFFFFFFFFFFFFFFFF” and the first one out of the throne room besides Temperus Maximus. Amoungst an army of “FURIOUS, RIGHTEOUS FUCKING OUTRAGAGED CUNTING BASTARDS!!!” He stands apart as a being capable of maintaining his composure and focus despite being filled with the psychic energies of the great fuckening. As such he was able to quickly establish himself as, perhaps not the leader, then at least the coordinator of the Angry Custodes, as while another custodian (or Angry Marine) would direct his men to simply “FUCKING CHARGE AT THE CUNTS AND KICK THE FIRST ONE YOU MEET IN THE FUCKING BALLS!!!”, which while undeniably am effective tactic, does result in a few injured men and women (mostly men as very few creatures have the brazen brass ovaries/balls to shoot at a sister of RAEG). FFFFFFFFFF on the other hand while order his troops along the lines of “YOU FUCKERS CHARGE THEM FROM THE FRONT WHILE YOU CUNTS CHARGE AROUND THE BACK!!! THE CUNTS WHO GO AROUND CAN THEN HOLD THE FUCKS WE’RE FIGHTINGS ARMS BEHIND THEIR BACKS SO OUR FRONT FUCKERS CAN KICK THEM IN THE FUCKING BALLS!!!”, a tactic that results in far fewer injured ANGRY bastards, and as long as FFFFFFFFFF remembers to alternate around the ones who hold the enemies arms behind their backs so that they can have a go kicking the enemy in the balls then everyone is happy/ANGRY.&lt;br /&gt;
&lt;br /&gt;
Commander General, The First FFFFFFFFFFF is a single model. He is armed with the Standard of being in Charge and a Misericordia.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Commander General, The First FFFFFFFFFFF || 6&amp;quot; || 2+ || 2+ || 6 || 5 || 6 || 6 || 9 || 2+ || 200&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Misericordia || Melee || Melee || User || -2 || 1 || Each time the bearer fights, it can make 1 additional attack with&lt;br /&gt;
this weapon unless it is also equipped with a Storm Shield.&lt;br /&gt;
|-&lt;br /&gt;
| Standard of being in Charge (Shooting) || 24” || Rapid Fire 2 || 4 || -1 || 2 ||-&lt;br /&gt;
|-&lt;br /&gt;
| Standard of being in Charge (Melee) || Melee || Melee || +2 || -3 || D3 || - &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*&#039;&#039;&#039;ECHO IN THE FUCKING WARP COCKSUCKER!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ka FUUUUUUU!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;COCKSHOT YOU FUCKING CUNT!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;JUST FUCKING HIT THE BASTARDS!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHO&#039;S THIS KHARN CUNT ANYWAY?!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;EMPRAH PROTECT!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;THE USUAL CHAPTER MASTER SHIT!!!&#039;&#039;&#039;:&lt;br /&gt;
**ANGRY CUSTODES units within 6” May re-roll hit and wound rolls of 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;YOU FUCKS GO AROUND THE BACK!!!&#039;&#039;&#039;:&lt;br /&gt;
**You may use the FROM GOLDEN GOLDEN RAGE THEY COME stratagem up to three times for a total cost of 4 cp (1 for 1 use, 3 for 2 uses and 4 for 3 uses) if this model is your warlord. In addition, you may use the FUCK IT JUST LAND US CLOSER strategem once for 1 cp instead of 2 cp.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Leader of the Vortex&#039;&#039;&#039;:&lt;br /&gt;
**Roll a D6 at the beginning of each turn. On a 5+ this model regains a previously lost wound, on a 6+ it instead regains D3 previously lost wounds.&lt;br /&gt;
&lt;br /&gt;
===Chief Mind Fucked, Elminster the not Entirely Present===&lt;br /&gt;
Elminster was (and still is) the Angry Custodes equivilent of Head Librarian or Chief Mindfucker (to use the Angry Marine rank), but whereas in other chapters, such a rank would provide a certain amount of protection, in the Angry Custodes this simply makes you a larger target for violence. And it was during one of the galaxies many battles that Elminster was subjected to a spot of violence from an Angry Custodian, and said slap to the back of Elminster’s Head was enough to crack open his skull and splatter his brains across the surrounding ground and onto the faces of whatever enemy the Angry Custodes happened to be fighting at the time. However, Elminster being a very powerful psyker and his soul being bound to the Angry Custodes phychic maelstrom (that and being incredibly pissed off by having his brains smashed out by one of his own men), Elminster was able to claw/fling his soul out of the immaterium and into the body of the very same Custodian who’d just killed him.&lt;br /&gt;
&lt;br /&gt;
After effectively hijacking and hot wiring his way into a new body Elminster began to unleash his remaining fury on all those nearby&lt;br /&gt;
&lt;br /&gt;
The Chief Mind Fucked is a single model, and is equipped with two Castellan Axe&#039;s.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Chief Mind Fucked, Elminster the not Entirely Present || 6&amp;quot; || 2+ || 2+ || 6 || 5 || 6 || D6+2 || 9 || 4+ || 180&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*&#039;&#039;&#039;EMPRAH PROTECT!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mortal is a relative term&#039;&#039;&#039;: Mind Fucked Psykers don&#039;t entirely fulfill the definition of mortal, advantages of having your souls bound to the largest source of RAEG outside the areas of the immaterium owned by khorne (BLAM!! HERESEY!!!).&lt;br /&gt;
**A model with this rule does not take damage from mortal wounds (except from perils in the warp and Please don&#039;t hurt me...), this includes mortal wounds from &amp;quot;It&#039;s for your own good/BLAM!!!&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Back to the Maelstrom&#039;&#039;&#039;: Elminster’s existence sits on a knife edge, as his soul is occasionally dragged back into the Angry Custodes psychic vortex, and one day his soul may never return from said vortex.&lt;br /&gt;
** At the beginning of your turn roll a D6, on a 1 Elminster’s soul is temporarily dragged back into the Angry Custodes psychic maelstrom, and is inactive until your next turn, on a 2+ he behaves normally. If you rolled a 1 then roll another D6, on a 2+ nothing happens but on a 1 Elminster’s soul is dragged deeper into the vortex, and is either slain or must be retrieved after the battle and returned to his vehicle. In this case, Elminster is slain, remove his model from the battlefield.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wielder of incredible power&#039;&#039;&#039;: &lt;br /&gt;
**This model adds 3 to its psychic tests, and adds an additional 1 to these tests if he is within 6” of s friendly ANGRY CUSTODES unit, but takes 2 mortal wounds at the beginning of each of your turns for each friendly ANGRY CUSTODES unit within 6” of this model. In addition, friendly ANGRY CUSTODES units within 3” of this model may re-roll failed invulnerability saves of 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;I&#039;M BACK BITCHES!!!&#039;&#039;&#039;:&lt;br /&gt;
**When Elminster is slain (except by Back to the Maelstrom) roll a D6 if another friendly model was slain in the same phase, on a 3+ remove Elminster&#039;s model and the friendly model but Elminster&#039;s soul then takes root in the slain friendly model. That slain friendly model is then returned to the battlefield as close to its original position as possible and loses all of its abilities, but gains all the abilities, psychic powers and keywords of Elminster. This friendly model is then under your control and behaves normally until it is also slain and this ability activates again.&lt;br /&gt;
&lt;br /&gt;
===1st Company Captain Raserei, the Angry Custodes only Angry Marine Captain===&lt;br /&gt;
The genius who came up with the tactic of (quoting his words):&lt;br /&gt;
YOU FIND THE ENEMY, KICK THEM IN THE BALLS, MOVE ON TO KICK THE NEXT FUCKER IN THE BALLS, AND BY THE TIME YOU&#039;RE DONE THE ENTIRE FUCKING ARMY&#039;S BEEN KICKED IN THE BALLS! SO, BY KICKING EVERY MAN&#039;S BALLS, YOU KICKED THE BALLS OF AN ENTIRE PLANET!&lt;br /&gt;
Such tactical and poetic genius does not go unnoticed by the Angry Custodes, who (after hearing of this brilliant tactic) found and kidnapped/recruited Raserei into the Angry Custodes. After a bit of confusion (and lots of fighting) Raserei agreed to join the Angry Custodes as a captain, although originally he was only offered the rank of the custodians equivalent of battle brother, but Raserei’s rank was increased in attempt to stop him from kicking the backs of every person he met, as for some reason even an Angry Custodian is incapable of halting Raserei’s brutal (and highly accurate) cock shots.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Company Captain Raserei || 6&amp;quot; || 2+ || 3+ || 5 || 4 || 7 || 5 || 9 || 2+ || 220&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Crotch Kicker (Melee) || Melee || Melee || +3 || -2 || D3 || This weapon inflicts mortal wounds instead of normal damage.&lt;br /&gt;
|-&lt;br /&gt;
| Crotch Kicker (Ranged) || 24&amp;quot; || Assault 4 || 4 || -1 || 2 || This weapon inflicts mortal wounds instead of normal damage.&lt;br /&gt;
|-&lt;br /&gt;
|  || Melee || Melee || +3 || -2 || 2 || Each fight phase, you make D6 additional attacks with this weapon. This weapon deals mortal wounds instead of normal damage, and failed hit rolls of 1 with this weapon inflict 1 mortal wound to the bearer. You may not re-roll failed hit rolls for this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*&#039;&#039;&#039;COCKSHOT FOR YOU!!!COCKSHOT FOR YOU!!! COCKSHOT FOR EVERY MOTHER FUCKER IN THIS FUCKING ROOM!!!&#039;&#039;&#039;: AND ONCE I’M DONE WITH YOU THEN I’M KICKING THE BALLS OF EVERYONE ON THIS PLANET!!!&lt;br /&gt;
**At the beginning of each fight phase count the number of models in each unit within 1” of this model and divide the number by 5 (rounding up), that unit then takes that many mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inspirational genital kicker&#039;&#039;&#039;: There’s just something about Raserei that makes people better better at perform “cockshots”, those who hang around him for even short periods of time will find themselves just casually swing a leg forward, and it will somehow connect with someone’s crotch, said person could be on the opposite side of the room, or even in an entirely separate room, but Raserei’s inspiration can make anything possible (as long as it’s related to kicking genitals).&lt;br /&gt;
**ANGRY CUSTODES models within 6” of this model inflict 2 mortal wounds instead of 1 on a hit roll of 6+. In addition ANGRY CUSTODES units within 6” of this model may re-roll failed hit rolls of 1.&lt;br /&gt;
&lt;br /&gt;
===The Iron Fucking Lady===&lt;br /&gt;
The Iron Fucking Lady (before the great fuckening) was the head of the sisters of silence detatchment posted to the imperial palace, to defend it from psychic threats when the need arose. Despite being many hundreds of years old, she was a truly heroic and feared fighter, battling on against any odds, but paying the price of a lost limb here, a nasty gash there, a disembowellment etc. But every time she should have died, she kept fighting on, and after all her foes were slain the mechanicus would build her a new, until (as of the 42nd millennia) she is more machine than woman, hence her original nickname, the Iron Lady.&lt;br /&gt;
&lt;br /&gt;
Like the rest of her order, the Iron Lady never spoke, even dispensing with the sign language used by the rest of her sisters, instead using subtle movements of her head to convey meaning and directions from behind her adamantium death mask, which is made from the melted down remains of a necron overlord she slew in single combat. Even when the great fuckening happened the Iron Lady did not utter a sound, simply striding out of the imperial palace, her mind set on showing the galaxy that you do not need to scream and swear to lay waste to the emperors foes.&lt;br /&gt;
&lt;br /&gt;
Since then she has still maintained her vow of silence, annihilating her enemies without even the sound of her blade parting the air, an act which is enough to see the angry custodes’ enemies flee before her, an act she considers most annoying as it means that she most chase down those who flee.&lt;br /&gt;
&lt;br /&gt;
The Iron Fucking Kady is a single model. She is armed with World Widower, a reality tearing stare and MIND FUCK grenades.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| The Iron Fucking Lady || 7&amp;quot; || 2+ || 3+ || 4 || 4 || 5 || 5 || 10 || 2+ || 150&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=Left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Melee Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| MIND FUCK Grenades || 6” || Grenade D3 || 2 || 0 || 1 || Units which are hit by this weapon suffer a -1 to their leadership characteristic and suffer a -1 to their psychic tests until your next turn (this ability does not stack with multiple copies of itself).&lt;br /&gt;
|-&lt;br /&gt;
| Reality Tearing Stare || 18” || Pistol 2 || 8 || -4 || D6 || This weapon may target characters, even if they’re not the closest unit.&lt;br /&gt;
|-&lt;br /&gt;
| World Widower || Melee || Melee || +2 || -4 || 3 || Attacks with this weapon can target any model within base contact of your choice instead of your opponent assigning damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*&#039;&#039;&#039;Ain’t going nowhere&#039;&#039;&#039;: Death once came for the Iron Lady, holding an empty hourglass and proclaiming YOUR TIME HAS COME MY DEAR, COME WITH ME SO THAT YOU MAY STAND BESIDES THE GOD EMPEROR FOR ALL ETERNITY. The Iron Lady simply stared death in his skull face with her own death mask, reached out, and flipped the hour glass over. Death took the hint.&lt;br /&gt;
**&#039;&#039;&#039;SISTERS OF RAEG&#039;&#039;&#039; units within 3” of this model may re-roll failed morale tests, re-roll failed hit rolls of 1 and ignore damage on a 6+ on a D6. In addition to this, this model ignores damage taken on a 4+ on a D6 and if your army is battleforged then you start the battle with an additional command point.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Veil of RAEG&#039;&#039;&#039;: Whereas enemies are both drawn to and terrified of normal Sisters of RAEG this is not the case with the Sister Superior, whos fury is so vast that it wipes her presence from the mind of all she gazes upon.&lt;br /&gt;
**This model may not be targeted by shooting attacks unless it is the only model which the targeting unit can shoot at.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ka FUUUUUUU!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;COCKSHOT YOU FUCKING CUNT!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;EMPRAH PROTECT!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Don&#039;t you even FUCKING DARE!!!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: &#039;&#039;&#039;Imperium&#039;&#039;&#039;, &#039;&#039;&#039;Angry&#039;&#039;&#039;, &#039;&#039;&#039;Codex - Angry Custodes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keywords: &#039;&#039;&#039;Character&#039;&#039;&#039;, &#039;&#039;&#039;Angry Custodes&#039;&#039;&#039;, &#039;&#039;&#039;Sister superior&#039;&#039;&#039; , &#039;&#039;&#039;SISTERS OF RAEG&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Troops==&lt;br /&gt;
&lt;br /&gt;
===Angry Allarus Terminators===&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Allarus Terminator || 6&amp;quot; || 2+ || 2+ || 6 || 5 || 4 || 4 || 9 || 2+ || 80&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Balistus grenade laucher || 12” || Assault D3 || 4 || -3 || 1 ||-&lt;br /&gt;
|-&lt;br /&gt;
| Misericordia || Melee || Melee || User || -2 || 1 || Each time the bearer fights,&lt;br /&gt;
it can make 1 additional attack with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
| Guardian Spear (Shooting) || 24” || Rapid Fire 1 || 4 || -1 || 2 ||-&lt;br /&gt;
|-&lt;br /&gt;
| Castellan Axe (Shooting) || 24” || Rapid Fire 1 || 4 || -1 || 2 ||-&lt;br /&gt;
|-&lt;br /&gt;
| Guardian Spear (Melee) || Melee || Melee || +1 || -3 || D3 || - &lt;br /&gt;
|-&lt;br /&gt;
| Castellan Axe (Melee) || Melee || Melee || +3 || -3 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
Composition: This unit consists of at least 3 Angry Allarus Terminators (Power Rating 14). You may add up to 7 more Angry Allarus Terminators (Power Rating +6 per model). Each model is armed with a Castellan Axe and a Balistus grenade laucher.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
*Any model may replace its Castellan Axe with a Guardian Spear.&lt;br /&gt;
*Any model may take a Misericordia.&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*ECHO IN THE FUCKING WARP COCKSUCKER!!!&lt;br /&gt;
*Ka FUUUUUUU!&lt;br /&gt;
*COCKSHOT YOU FUCKING CUNT!&lt;br /&gt;
*JUST FUCKING HIT THE BASTARDS!!&lt;br /&gt;
*WHO&#039;S THIS KHARN CUNT ANYWAY?!&lt;br /&gt;
*EMPRAH PROTECT!&lt;br /&gt;
&lt;br /&gt;
*Slayers of CUNTS!!!: when models in this unit pile in and consolidate, they can move up to 3&amp;quot; towards the nearest enemy &#039;&#039;&#039;Character&#039;&#039;&#039; even if it is not the nearest enemy model, so long as they finishthis move within 1&amp;quot; of an enemy unit.&lt;br /&gt;
&lt;br /&gt;
*From the Golden Light of HIS middle finger: During deployment, you can set up this unit in a Godstrike-pattern teleportarium array instead of placing it on the battlefield. At the end of any of your Movement Phases this unit can teleport into battle - set it up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Custodes&lt;br /&gt;
&lt;br /&gt;
Keywords: Infantry, Angry Custodes, Terminator,  Angry Allarus Terminators&lt;br /&gt;
&lt;br /&gt;
===Angry Custodian Guard===&lt;br /&gt;
An Imperial Stormtrooper is the pinnacle of what brute training, equipment and determination can achieve, while Space Marines are (or [[Primaris Marines|were]]) the pinnacle of what the greatest mind can achieve with genetic enhancemen, combined with extreme training and equipmentt. Custodians on the otherhand, are the direct creations of the God Emperor, using his very own DNA to forge them as he did with his primarchs, they exist as the greatest soldiers hummanity, and the galaxy as a whole, has to offer, with the rank and file custodian being more than a match for hordes of whatever enemy the fickle whims of fate may throw against him.&lt;br /&gt;
&lt;br /&gt;
An Angry Custodian however, exists as a violent step above this (or down depending on your perspective), while a normal unit of custodians will advance in line formation, picking off their foes from afar until they impact without mercy into their enemy, Angry Custodians will forgo this regimented advance and calm, being driven by an internal furnace of fury which drives them through whatever is put before them, ripping and tearing their way to their goal, only to decide that their goal is fairly dull and instead turn back around to do some more ripping and tearing.&lt;br /&gt;
&lt;br /&gt;
This unit consists of at least 3 Angry Custodians (Power Rating 11). You may add up to 7 more Angry Custodians (Power Rating +5 per model). Each model is armed with a Guardian Spear.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Custodian || 6&amp;quot; || 2+ || 2+ || 6 || 5 || 3 || 3 || 8 || 2+ || 50&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Misericordia || Melee || Melee || User || -2 || 1 || Each time the bearer fights, it can make 1 additional attack with&lt;br /&gt;
this weapon unless it is also equipped with a Storm Shield.&lt;br /&gt;
|-&lt;br /&gt;
| Guardian Spear (Shooting) || 24” || Rapid Fire 1 || 4 || -1 || 2 ||-&lt;br /&gt;
|-&lt;br /&gt;
| Sentinel Blade (Shooting) || 12” || Pistol 2 || 4 || 0 || 1 ||-&lt;br /&gt;
|-&lt;br /&gt;
| Guardian Spear (Melee) || Melee || Melee || +1 || -3 || D3 || - &lt;br /&gt;
|-&lt;br /&gt;
| Sentinel Blade (Melee) || Melee || Melee || User || -3 || D3 || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
*Any model may replace its Guardian Spear with a Sentinel Blade and Storm Shield.&lt;br /&gt;
*Any model may take a Misericordia.&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*ECHO IN THE FUCKING WARP COCKSUCKER!!!&lt;br /&gt;
*Ka FUUUUUUU!&lt;br /&gt;
*COCKSHOT YOU FUCKING CUNT!&lt;br /&gt;
*JUST FUCKING HIT THE BASTARDS!!&lt;br /&gt;
*WHO&#039;S THIS KHARN CUNT ANYWAY?!&lt;br /&gt;
*EMPRAH PROTECT!&lt;br /&gt;
&lt;br /&gt;
*Storm Shield: A model equipped with a Storm Shield has a 3+ invulnerability save.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Custodes&lt;br /&gt;
&lt;br /&gt;
Keywords: Infantry, Angry Custodes, Angry Custodian Guard&lt;br /&gt;
&lt;br /&gt;
===Sisters of RAEG squad===&lt;br /&gt;
The enemy thought their day was bad enough, first that had been the initial artillery bombardment, then the solid wall of Angry Custodes had smashed their way through their line like a red and gold wrecking ball, leaving the decimated foes huddled in their trenches or bunkers as the custodians keep charging on. They thought that they had been spared. They thought that they might survive this way. They were, of course, very wrong, because out of the fog and dust left in the wake of the Angry Custodians charge comes a solid wall of Sisters of RAEG, their eyes pinning their foes to the spot as they advance. A very stupid or strong willed foe may get off a hail of shots, felling a single sister who (after being starred at in disapproval by her squad mates) will then simply drag herself back to her feet and make a mental note of the pitiful fool who dared to fire at her.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Sister of RAEG || 7&amp;quot; || 3+ || 3+ || 4 || 3 || 1 || 2 || 8 || 3+ || 16&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit consists of 5 Sisters of RAEG. It may include up to 5 additional Sisters of RAEG. Each model is equipped with a boltgun and MIND FUCK grenades.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
* Any model may replace its Boltgun with an Executioners Greatblade.&lt;br /&gt;
* For every 5 models in a unit you may replace one models Boltgun with a Flamer.&lt;br /&gt;
* For every 5 models in a unit you may replace one models Boltgun with a Storm Bolter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=Left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Melee Weapon !! Range !! Type !! S !! AP !! D !! Abilities !! Points&lt;br /&gt;
Per Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Boltgun || 24” || Rapid fire 1 || 4 || 0 || 1 || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| MIND FUCK Grenades || 6” || Grenade D3 || 2 || 0 || 1 || Units which are hit by this weapon suffer a -1 to their leadership characteristic and suffer a -1 to their psychic tests until your next turn (this ability does not stack with multiple copies of itself. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Storm Bolter || 24” || Rapid fire 2 || 4 || 0 || 1 || - || 3&lt;br /&gt;
|-&lt;br /&gt;
| Flamer || 8” || Assault D6 || 4 || 0 || 1 || This weapon automatically hits its target. || 9&lt;br /&gt;
|-&lt;br /&gt;
| Executioners Greatblade || Melee || Melee || +1 || -3 || D3 || Attacks with this weapon can target any model within base contact of your choice instead of your opponent assigning damage. || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
* Ka FUUUUUUU!&lt;br /&gt;
* COCKSHOT YOU FUCKING CUNT!&lt;br /&gt;
* EMPRAH PROTECT!&lt;br /&gt;
* Don&#039;t you even FUCKING DARE!!!&lt;br /&gt;
* My eyes are up here DIPSHIT!!!&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, (Angry Custodes)&lt;br /&gt;
&lt;br /&gt;
Keywords: Infantry, Sister of RAEG, Angry Custodes&lt;br /&gt;
&lt;br /&gt;
==Heavy Support==&lt;br /&gt;
===Golden Land Ship===&lt;br /&gt;
A Golden Land Ship is a single model equipped with a Twin Heavy Bolter and two Twin Lascannons.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts&lt;br /&gt;
|-&lt;br /&gt;
| Golden Land Ship || * || 5+ || * || 8 || 8 || 16 || * || 9 || 2+ || 320&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 9-16+ || 10” || 2+ || 7&lt;br /&gt;
|-&lt;br /&gt;
| 5-8 || 5” || 3+ || D6+1&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 || 3” || 4+ || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
*This model may take a Hunter Killer Missile.&lt;br /&gt;
*This model may take a Storm Bolter.&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*EMPRAH PROTECT!&lt;br /&gt;
*Power of the Angry Machine Spirit: This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons.&lt;br /&gt;
*Frag Assault Launchers: Roll a D6 each time this model finishes a charge move within 1&amp;quot; of an enemy unit; on a 4+ that unit suffers D3 mortal wounds.&lt;br /&gt;
*Unyielding AS FUCK!!!: Roll a D6 each time this model loses a wound; on a 6 the damage is ignored and that wound is not lost.&lt;br /&gt;
*Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. on a 6 it explodes, and each unit within 6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, (Angry Custodes)&lt;br /&gt;
&lt;br /&gt;
Keywords: Vehicle, Golden Land Ship, Angry Custodes&lt;br /&gt;
&lt;br /&gt;
===Angry Bomb===&lt;br /&gt;
An idea originally used by the Angry Marines, take an angry marine, get him drunk, drugged and knock him over the head (you don’t want him to wake up early), chain him to an adamantium pole with adamantium chains (and duct tape) onto the top of a Metal Box, drive it towards the enemy and then run in the opposite direction. With any luck, the Angry marine on top of the tank will awaken, then get rapidly FURIOUS, until finally they explode out of their chains with the strength of a custodian powering them through his enemy. The custodian version works in the same way, except that the bound custodian’s fury gives him the strength of a Primarch. Suffice it to say, little remains of anything once the custodian calms down.&lt;br /&gt;
&lt;br /&gt;
An Angry Bomb is a single model. It is armed only with &lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts&lt;br /&gt;
|-&lt;br /&gt;
| Angry Bomb || * || 5+ || * || 8 || 8 || 16 || * || 9 || 2+ || 420&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 9-16+ || 10” || 2+ || 7&lt;br /&gt;
|-&lt;br /&gt;
| 5-8 || 5” || 3+ || D6+1&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 || 3” || 4+ || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*CUSTODES SMASH (temporary title)&lt;br /&gt;
**At the beginning of each of your turns roll a D6 and add the current turn number. Add an additional 1 if this model is within 12” of an enemy, add an additional 1 if it is currently in melee, and a permanent 1 for every unit it has engaged in melee during the battle. If this value is 6+ then this model instantly explodes, remove this model from the battlefield and then place an Angry Custodian model as close to its original position as possible, except that it is armed with the following profile:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv &lt;br /&gt;
|-&lt;br /&gt;
| Apoplectic Custodian || 8” || 2+ || 2+ || 7 || 6 || 8 || 5+D3 || 10 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Apoplectic Custodian is armed with two Chunks of Golden Landship:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=Left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Melee Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Chunk of Golden Landship || Melee || Melee || +4 || -3 || D3 || Enemy units targeted by this weapon suffer -1 to their invulnerability saves for the duration of the fight phase.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And has the following abilities:&lt;br /&gt;
*Dual Melee Weapons: if a model with this ability is Equipped with two of the same Melee weapon, you can add 1 to its Attacks characteristic.&lt;br /&gt;
*TIS BUT A FUCKING FLESHWOUND!!!: &amp;quot;Your arm has fallen off!&amp;quot; &amp;quot;NO IT FUCKING HASN&#039;T!!!&amp;quot;&lt;br /&gt;
**When this model drops to below 5 wounds it loses one of its Chunk of Golden Landraider melee weapons.&lt;br /&gt;
*EMPRAH PROTECT!&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, (Angry Custodes)&lt;br /&gt;
&lt;br /&gt;
Keywords: Infantry (Apoplectic Custodian only), Vehicle (Angry Bomb only), Apoolectic (Apoplectic Custodian only), Angry Bomb (Angry Bomb only), Angry Custodes&lt;br /&gt;
&lt;br /&gt;
==Fast Attack==&lt;br /&gt;
===The Emperor&#039;s &amp;quot;Angels&amp;quot;===&lt;br /&gt;
They say that bad news travels the fastest, well the person who said that has never been kicked in the balls by an Angry Custodian travelling faster than the speed of sound, travelling so fast that the bad news hasn&#039;t even had a chance to tell the first guy he has been kicked in the balls before the guy behind him has also been kicked in the balls.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts&lt;br /&gt;
|-&lt;br /&gt;
| The Emperor&#039;s &amp;quot;Angel&amp;quot; || 14&amp;quot; || 2+ || 3+ || 6 || 6 || 4 || 4 || 9 || 2+ || 90&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Misericordia || Melee || Melee || User || -2 || 1 || Each time the bearer fights,&lt;br /&gt;
it can make 1 additional attack with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
| Hurricane Bolter || 24” || Rapid Fire 6 || 4 || 0 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
| Interceptor Lance || Melee || Melee || +1 || -3 || D3 || You can re-roll failed wound rolls for this weapon&lt;br /&gt;
on a turn in which it’s bearer made a successful charge. &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Salvo Launcher ||-||-||-||-||-|| When shooting with this weapon,&lt;br /&gt;
choose one of the following profiles below. &lt;br /&gt;
|-&lt;br /&gt;
| -Melta Missile || 24” || Heavy 1 || 8 || -4 || D6 || You can re-roll failed wound rolls for this weapon&lt;br /&gt;
if the target is a VEHICLE.&lt;br /&gt;
|-&lt;br /&gt;
| -Flakkburst missile || 24” || Heavy D3 || 7 || -1 || D3 || Add 1 to all hit rolls made for this weapon against targets that can FLY.&lt;br /&gt;
Subtract 1 from hit rolls made for this weapon against all other targets.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: A unit of Emperor&#039;s &amp;quot;Angels&amp;quot; consists of at least 3 Emperor&#039;s &amp;quot;Angels&amp;quot;  (Power Rating 16). it may include up to 7 additional Emperor&#039;s &amp;quot;Angels&amp;quot;  (Power Rating +6 per model). Each model is armed with an Interceptor Lance, and each of their Dawneagle Jetbikes is equipped with a Hurricane Bolter.&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
*Any model may replace its Hurricane Bolter with a Salvo Launcher.&lt;br /&gt;
*Any model may take a  Misericordia.&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Ka FUUUUUUU!&lt;br /&gt;
*EMPRAH PROTECT!&lt;br /&gt;
*COCKSHOT YOU FUCKING CUNT!&lt;br /&gt;
*JUST FUCKING HIT THE BASTARDS!&lt;br /&gt;
*WHO&#039;S THIS KHARN CUNT ANYWAY?!&lt;br /&gt;
&lt;br /&gt;
*(Turbo-Boost): When this model Advances, add 6&amp;quot; to its Move characteristic for that Movement Phase instead of rolling a dice.&lt;br /&gt;
&lt;br /&gt;
*FUCK YOU!!! (insert doppler effect):&lt;br /&gt;
:*If this unit has in the same turn not moved or advanced in the movement phase and has not fired in the Shooting phase; it may in the following Charge phase Charge an enemy unit within 42&amp;quot; (instead of within 12&amp;quot;) and may roll 3D6+24 when making its Charge move (instead of 2D6), but it must make its Charge move in a straight line. If this unit end its Charge move within 1&amp;quot; of the enemy unit, the Charged unit suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Custodes&lt;br /&gt;
&lt;br /&gt;
Keywords: Biker, Fly, Angry Custodes, The Emperor&#039;s &amp;quot;Angels&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Elites==&lt;br /&gt;
===“Armourless” Angry Custodes Squad===&lt;br /&gt;
Somewhat famously, some of the custodians went a bit... crazy, after the entombment in the golden throne. Some simply retreated to their tasks, day in day out being vigilant but no longer aware. Others went more obviously mad, famously removing their armour in shame and going around nude and covered in oil, an image of such eroticism that demonettes can use their dicks as ap1 destroyer weapons upon seeing them.&lt;br /&gt;
&lt;br /&gt;
An “Armourless” Angry Custodian Squad is made up of 3 models. Each model is armed with two sentinel blades.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| “Armourless” Angry Custodian || 9&amp;quot; || 2+ || 3+ || 6 || 5 || 2 || 4 || 10 || 5+ || 70&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Misericordia || Melee || Melee || User || -2 || 1 || Each time the bearer fights, &lt;br /&gt;
it can make 1 additional attack with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
| Guardian Spear (Shooting) || 24” || Rapid Fire 1 || 4 || -1 || 2 ||-&lt;br /&gt;
|-&lt;br /&gt;
| Castellan Axe (Shooting) || 24” || Rapid Fire 1 || 4 || -1 || 2 ||-&lt;br /&gt;
|-&lt;br /&gt;
| Sentinel Blade (Shooting) || 12” || Pistol 2 || 4 || 0 || 1 ||-&lt;br /&gt;
|-&lt;br /&gt;
| Guardian Spear (Melee) || Melee || Melee || +1 || -3 || D3 || - &lt;br /&gt;
|-&lt;br /&gt;
| Castellan Axe (Melee) || Melee || Melee || +3 || -3 || D3 || - &lt;br /&gt;
|-&lt;br /&gt;
| Sentinel Blade (Melee) || Melee || Melee || User || -3 || D3 || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
*Any model may replace either of its Sentinel Blades with a Guardian Spear or Castellan Axe.&lt;br /&gt;
*Any model may take a Misericordia.&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Oiled up for high speed: Like a rubber tarp covered with fairy liquid and water. Only with knives.&lt;br /&gt;
:*A model with this rule adds 1” to its advance and charge distances.&lt;br /&gt;
&lt;br /&gt;
*Slippery: Its hard to to kill something when bullets just glide off that somethings oiled up, naked flesh.&lt;br /&gt;
**Roll a D6 each time a model in this unit loses a wound; on a 6+ the damage is ignored, and that wound is not lost&lt;br /&gt;
&lt;br /&gt;
*The Feeling of Friction is ALL BUT LOST TO MEEEEE!!!:(Non-Heretical Sounds)&lt;br /&gt;
**This unit has a ++3 invulnerable Save while in the first assault phase after charging.&lt;br /&gt;
&lt;br /&gt;
*Dual melee weapons&lt;br /&gt;
*ECHO IN THE FUCKING WARP COCKSUCKER!!!&lt;br /&gt;
*Ka FUUUUUUU!&lt;br /&gt;
*COCKSHOT YOU FUCKING CUNT!&lt;br /&gt;
*JUST FUCKING HIT THE BASTARDS!!&lt;br /&gt;
*WHO&#039;S THIS KHARN CUNT ANYWAY?!&lt;br /&gt;
*EMPRAH PROTECT!&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Custodes&lt;br /&gt;
&lt;br /&gt;
Keywords: Infantry, Angry Custodes, “Armourless” Angry Custodian&lt;br /&gt;
&lt;br /&gt;
===Daemons of Rage===&lt;br /&gt;
The daemons of the warp reflect the real world, regions of disease and filth creates nurglings, while a red light district creates deamonettes (never try and sleep with a demonette, you’ll likely loose a few body parts). But what demons would the Angry Marines produce? Nobody knows, as nobody has survived hanging around in Angry marine influenced warp space and the Angry Marines are not ones for summoning demons. We do have the next best thing, and that is the demons produced by the Angry Custodes, demons which are simultaneously dragged from the warp into reality and sustained by the Angry Custodes’ psychic maelstrom. These demons resemble the cherubs used in imperial and church services, except that they are gold and give off a brilliant light... that and they swear like drunken sailors.&lt;br /&gt;
&lt;br /&gt;
These demons are always present around the Angry Custodes fighting and cursing at each other lacking anything better to do as (unlike other demons) they do need to perform acts to maintain their source of psychic energy, the mere existence of the Angry Custodes is enough of an energy source. In battle however (as if sensing that there’s something to do) more of these demons will materialise and charge headlong towards the enemy, acting as a very violent, immaterial meat shield for the ever so slightly slower Custodes charging right behind them. The inquisition takes a very dim (and by dim I mean HEEEEERRRRRREEEEESSSSSEEEEYYYYY BLAM BLAM BLAM!!!) view to the appearance of these demons but are rather stuck on what to do as:&lt;br /&gt;
*The Angry Custodes don’t have a planetary base which they can exterminartus.&lt;br /&gt;
*The demons cannot be removed by simply killing them as long as the custodes still live.&lt;br /&gt;
*And killing an Angry Custodian is no easy task, with the only beings other than assassins capable of the task are Adeptus Custodes, and they are all conveniently busy with other tasks when the inquisition tries to strong arm them into doing the task.&lt;br /&gt;
&lt;br /&gt;
The Angry Custodians don’t seem to mind the demons, perhaps not registering them amoungst all the other psychic energy which surrounds them or simply viewing them as manifestations of their own fury (which is true to an extent) and therefore not demons at all.&lt;br /&gt;
&lt;br /&gt;
A unit of Daemons of Rage contains at least 1 model, and can contain up to 4 additional models. They are armed with &#039;&#039;Tiny Fists of Fury&#039;&#039; and &#039;&#039;Projectiles of Profanity&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Daemon of Rage || 9&amp;quot; || 4+ || 6+ || 3 || 2 || 4 || D6 || 7 || 6+ || 18&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon name !! Range !! Type !! S !! AP !! D !! Abilities !! Points&lt;br /&gt;
Per Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Projectiles of Profanity || 8” || Pistol D3 || User || 0 || 1 || This weapon automatically hits its target. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Tiny fists of Fury || Melee || Melee || User || 0 || 1 || On a to wound roll of 6+ this weapon inflicts a mortal wound in addition to its normal damage. || 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*EMPRAH PROTECT!:&lt;br /&gt;
:*Except that this unit instead has a 6+ invulnerability save instead of the usual 5+.&lt;br /&gt;
*Eternal energy source: As long as the Angry Custodes exist the daemons of rage will continue to spawn, and with existence comes eternal conflict and profanity.&lt;br /&gt;
:*As long as your warlord is still alive and has the &#039;&#039;&#039;Codex - Angry Custodes&#039;&#039;&#039; keyword then one model from this unit may regain D3 previously lost wounds at the beginning of your turn. If no models are wounded, a slain model in this unit may return with D3 wounds.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Custodes&lt;br /&gt;
&lt;br /&gt;
Keywords: Swarm, Fly, Daemon, Cherubs, Demons of Rage&lt;br /&gt;
&lt;br /&gt;
===Angry Spirits===&lt;br /&gt;
It is a relatively known fact that the Legion of the Damned are imperial demons, whether they are the souls of dead marines or just straight forward demons is unknown however, as there is no way to test whether the spirital marines are actual marines (mostly because they never talk). We do know however that the Angry Marines no longer (they may have used to) become members of the Legion of the damned, as their souls are now attracted to the psychic beacon of the Angry Custodes, where most of them will simply hang around, get into immaterial and swear a lot. Some of these souls are Angry enough however to rip their way back into reality, where they manifest themselves like the legion of the damned, except that their armour is bright gold and adorned with burning, angry faces. Such spirits will also not dematerialise once a fight is over, and will hang around with the Angry custodes, who will treat their immaterial comrade as a lost brother, unless there are inquisitors around, in which case the spiritual marine is just a very small Custodian until someone can find a way to get rid of the inquisitor.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Spirit || 6&amp;quot; || 3+ || 4+ || 5 || 4 || 1 || 2 || 9 || 3+ || 24&lt;br /&gt;
|-&lt;br /&gt;
| Angry Spirit Sergeant || 6&amp;quot; || 3+ || 4+ || 5 || 4 || 1 || 3 || 10 || 3+ || 24&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Composition: This unit contains 1 Angry Spirit Sergeant and 4 Angry Spirits (Power Rating 8). It can include up to 5 additional Angry Spirits (Power Rating +7). Each model is armed with a Boltgun, a Chainsword and Frag and Krak Grenades.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Boltgun || 24&amp;quot; || Rapid Fire 1 || 4 || 0 || 1 || - ||0&lt;br /&gt;
|-&lt;br /&gt;
| Chainsword ||Melee||Melee||User||0||1||Each time the bearer fights, it can make 1 additional attack with this weapon.||(single/pair) 0/2	&lt;br /&gt;
|-&lt;br /&gt;
| Frag grenade || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| Krag grenade || 6&amp;quot; || Grenade 1 || 6 || -1 || D3 || - || 0&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Demon-Weapon of Burning RAGE! ||-||-||-||-||-||-||9&lt;br /&gt;
|-&lt;br /&gt;
| (Ranged) || 6&amp;quot; || Pistol D6 || 4 || 0 || 1 || This weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
| (Melee) ||Melee||Melee|| +1 || -2 || D3 || - &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear Options:&lt;br /&gt;
*Any model may replace his Boltgun with a Chainsword.&lt;br /&gt;
&lt;br /&gt;
*The Angry Spirit Sergeant may replace both his Chainsword and Boltgun with an Imperial Demon-Weapon of Burning RAGE!.&lt;br /&gt;
*The Angry Spirit Sergeant may replace his Boltgun with an item from the &#039;&#039;Angry Spirits Ranged Weapons&#039;&#039; or &#039;&#039;Angry Spirits Melee Weapons&#039;&#039; lists, and may also replace his Chainsword with an item from the &#039;&#039;Angry Spirits Melee Weapons&#039;&#039; list. .&lt;br /&gt;
&lt;br /&gt;
*one Angry Spirit may replace his Boltgun and/or Chainsword with items from the &#039;&#039;Angry Spirits Melee Weapons&#039;&#039; list. &lt;br /&gt;
*one Angry Spirit may replace his Boltgun with an item from the &#039;&#039;Angry Spirits Special Weapons and Heavy weapons&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*And They Shall Know No Fear: this unit can re-roll failed Morale tests.&lt;br /&gt;
*Aure of Burning Profanity -&lt;br /&gt;
:*this unit has a 3+ invulnerability save.&lt;br /&gt;
&lt;br /&gt;
*Dual Melee Weapons&lt;br /&gt;
&lt;br /&gt;
*FUCK THAT HEAVY PIECE OF SHIT!: This unit does not suffer the penalty to hit rolls for moving and firing Heavy weapons.&lt;br /&gt;
&lt;br /&gt;
*ALWAYS ANGRY! ALL THE TIME!: If your army is Battle-forged, you can add 1 to all models in this units Attacks and Strength characteristics for the duration of the Fight phase if it charged in the preceding Charge phase.&lt;br /&gt;
&lt;br /&gt;
*NO DEMONS HERE, THERE&#039;S NOTHING TO FUCKING SEE!!!: If you shout something loudly enough and often enough people will start to believe it despite all golden, swearing, immaterial evidence to the contrary.&lt;br /&gt;
:*Even though this unit has the &#039;&#039;&#039;Daemon&#039;&#039;&#039; keyword, enemy units Abilities (This also applies to the Abilities of their weapons) may not affect this unit because of its &#039;&#039;&#039;Daemon&#039;&#039;&#039; keyword or treated it as a &#039;&#039;&#039;Daemon&#039;&#039;&#039; unit.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Custodes&lt;br /&gt;
&lt;br /&gt;
Keywords: Infantry, Adeptus Astartes, Daemon, Angry Marine, Angry Spirits&lt;br /&gt;
&lt;br /&gt;
===The Golden Axe Murderers===&lt;br /&gt;
This unit contains 3 Golden Axe Murderers. It can include up to 7 additional Golden Axe Murderers. Each model is armed with a Castellan Axe and a Balistus Grenade Launcher.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Golden Axe Murderers || 6&amp;quot; || 2+ || 2+ || 6 || 5 || 4 || 4 || 9 || 2+ || 80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*FROM GOLDEN RAGE THEY COME:&lt;br /&gt;
**During deployment, instead of placing this unit on the battlefield, you can set the unit up in a Furystrike-pattern teleportarium array. At the end of any of your Movement phases these units can teleport into battle - set them up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Custodes&lt;br /&gt;
&lt;br /&gt;
Keywords: Infantry, Angry Custodes, Terminator,  Golden Axe Murderer&lt;br /&gt;
&lt;br /&gt;
===The Emperor&#039;s Eye’s===&lt;br /&gt;
Custodians who deem themselves unworthy or unfit to hold the watch on terra will hand in their armour and weapons, and then disappear out into the galaxy to be the eyes and ears for the Adeptus Custodes (and by extention, the emperor), becoming hooded figures who watch from the shadows and intervene when the imperium is in dire need of saving.&lt;br /&gt;
&lt;br /&gt;
An Eye of the Emperor is a single model, armed with a Master-Crafted Bolt Pisto, a Master-Crafted Infernous Pisto and a Relic Chainsword. As of writing the best way to represent this model is to use one of Cypher’s models (albeit the backpack), or a suitably robed and bulky mechanicus Priest.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Eye of the Emperor || 5&amp;quot; || 2+ || 3+ || 5 || 5 || 5 || 3 || 10 || 4+ || 130&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Master-Crafted Bolt Pistol || 12&amp;quot; || Pistol 2 || 4 || -1 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Relic Infernous Pistol || 6&amp;quot; || Pistol 2 || 8 || -3 || D6 || If the target is within half range then roll two dice and discard the lowest when assigning damage.&lt;br /&gt;
|-&lt;br /&gt;
| Master-Crafted Chainsword || Melee || Melee || +1 || -1 || 2 || You may make an additional attack with this weapon each time the bearer attacks.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Master of observation: The aged custodian has spent hundreds of years watching battles play out and how generals deploy their troops, and has learnt how to anticipate every move an opponent will make before the battle has even started.&lt;br /&gt;
**Once both yours and your opponents units have all been deployed, you may redeploy this model and one other INFANTRY unit within your deployment zone or within 3&amp;quot; of the edge of your deployment zone. If your opponent has a similar ability then the person who is going first redeploys their unit/s first.&lt;br /&gt;
&lt;br /&gt;
*My planet needs meeeeeeeeeeeeeeeeeeee...: When one of the Emperor’s Eye’s realises that he will fall to the enemy if he stays then he will abandon his fight in order to warn the imperium at large, as any threat capable of felling him is a grave threat to the galaxy as a whole.&lt;br /&gt;
**Your opponent can never earn victory points by slaying this model and this models death cannot contribute towards your opponent earning victory points.&lt;br /&gt;
&lt;br /&gt;
*EMPRAH PROTECT!&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: &#039;&#039;&#039;Imperium&#039;&#039;&#039;, &#039;&#039;&#039;Angry&#039;&#039;&#039;, &#039;&#039;&#039;Codex - Angry Custodes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keywords: &#039;&#039;&#039;Infantry&#039;&#039;&#039;, &#039;&#039;&#039;Character&#039;&#039;&#039;, &#039;&#039;&#039;Angry Custodes&#039;&#039;&#039;, &#039;&#039;&#039;The Emperor&#039;s Eye&#039;s&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Angry Venerable Contemptor Dreadnought===&lt;br /&gt;
Charging into battle screaming profanity and fury from vox speakers mounted about its body, swinging fists that resemble wrecking balls more then dextrous appendages, an Angry Condemptor Dreadnought is truly a terrifying sight to behold, the wounded Angry Custodians inside them becoming as close to gods of battle or lords of war as it is possible to be without being a Primarch or a Greater Deamon. But this near invulnerability to damage and super human strength comes at a steep price, for (like with their Angry Marine cousins) a dreadnought prevents the custodian inside it from truly sensing the outside world. Never again can they enjoy the feeling of a tyranids skull cracking beneath their boots, or revel in the sensation of hearing the word &amp;quot;FUCK!!!&amp;quot; with their own ears, to never again feel the warm rays of a sun, or to feel another custodian rub oil into their glistening, naked forms. Despite this however, some Angry Custodians will willingly pilot these walking, golden coffins willingly, to the point that the tech adepts of the Angry Custodes have been &amp;quot;convinced&amp;quot; to build extra Contemptor Dreadnoughts with access hatches and pilot seats so that still living Angry Custodians can enjoy weilding such super human powers.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Venerable Contemptor Dreadnought || * || * || * || 8 || 7 || 10 || 4 || 8 || 2+ || 140&lt;br /&gt;
|}&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Combi-bolter || 24&amp;quot; || Rapid Fire 2 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Wrecking ball like Fist || Melee || Melee || x2 || -3 || 3 || If you roll a wound roll of 6+ made for this weapon, it inflicts 1 mortal wound in addition to its normal Damage. If this model is equipped &lt;br /&gt;
with two of these weapons then it may re-roll wound rolls of 1 against &#039;&#039;&#039;VEHICLES, MONSTERS, BUILDING&#039;&#039;&#039; and &#039;&#039;&#039;TITANIC&#039;&#039;&#039; units.&lt;br /&gt;
|-&lt;br /&gt;
| Multi-melta || 24&amp;quot; || Heavy 1 || 8 || -4 || D6 || If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.&lt;br /&gt;
|-&lt;br /&gt;
| Kheres-pattern assault cannon || 24&amp;quot; || Heavy 6 || 7 || -1 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS !! Charge move&lt;br /&gt;
|-&lt;br /&gt;
| 6-10+ || 9&amp;quot; || 2+ || 3+ || 2D6&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 || 6&amp;quot; || 3+ || 4+ || 2D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 4&amp;quot; || 4+ || 5+ || D3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains a single Angry Venerable Contemptor Dreadnought (Power Rating 11). it is equipped with a Wrecking ball like Fist, a Combi-bolter and a Multi-melta.&lt;br /&gt;
&lt;br /&gt;
Wargear Options: &lt;br /&gt;
*This model may replace its Wrecking ball like Fist and Combi-bolter with a Multi-melta or a Kheres-pattern assault cannon.&lt;br /&gt;
*This model may replace its Multi-melta with a Kheres-pattern assault cannon or a Wrecking ball like Fist and Combi-bolter.&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Dual Melee Weapons&lt;br /&gt;
*JUST FUCKING HIT THE BASTARDS!&lt;br /&gt;
*WHO&#039;S THIS KHARN CUNT ANYWAY?!&lt;br /&gt;
&lt;br /&gt;
*Shielding of pure profanity -&lt;br /&gt;
:*This model has a 5+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
*UNYIELDING RAGE!: Considering that these dreadnoughts can survive virus bombings did you really think that you could hurt it? THOUGHT NOT DIPSHIT!!!&lt;br /&gt;
**Roll a D6 each time this model loses a wound; on a 6 the damage is ignored, and that wound is not lost.&lt;br /&gt;
&lt;br /&gt;
*Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*KILL EVERYTHING!: In the Charge Phase, this model must try to charge the closest enemy unit if possible.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: &#039;&#039;&#039;Imperium&#039;&#039;&#039;, &#039;&#039;&#039;Angry&#039;&#039;&#039;, &#039;&#039;&#039;Codex - Angry Custodes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keywords: &#039;&#039;&#039;VEHICLE&#039;&#039;&#039;,  &#039;&#039;&#039;Angry Custodes&#039;&#039;&#039;, &#039;&#039;&#039;Angry Venerable Contemptor Dreadnought&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Banner Hoarders===&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Banner Hoarder || 6&amp;quot; || 2+ || 3+ || 6 || 5 || 5 || 4 || 9 || 2+ || 100&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Misericordia || Melee || Melee || User || -2 || 1 || Each time the bearer fights,&lt;br /&gt;
it can make 1 additional attack with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
| Guardian Spear (Shooting) || 24” || Rapid Fire 1 || 4 || -1 || 2 ||-&lt;br /&gt;
|-&lt;br /&gt;
| Castellan Axe (Shooting) || 24” || Rapid Fire 1 || 4 || -1 || 2 ||-&lt;br /&gt;
|-&lt;br /&gt;
| Guardian Spear (Melee) || Melee || Melee || +1 || -3 || D3 || - &lt;br /&gt;
|-&lt;br /&gt;
| Castellan Axe (Melee) || Melee || Melee || +3 || -3 || D3 || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains a single Banner Hoarder armed with a guardian spear. (Power Rating 7)&lt;br /&gt;
&lt;br /&gt;
Wargear Options:&lt;br /&gt;
*This model may replace its guardian spear with a Castellan Axe or Misericordia&lt;br /&gt;
*This model may take a Misericordia.&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Ka FUUUUUUU!&lt;br /&gt;
*EMPRAH PROTECT!&lt;br /&gt;
*COCKSHOT YOU FUCKING CUNT!&lt;br /&gt;
*JUST FUCKING HIT THE BASTARDS!&lt;br /&gt;
*WHO&#039;S THIS KHARN CUNT ANYWAY?!&lt;br /&gt;
&lt;br /&gt;
*ANOTHER FLASHY BANNER!!!:&lt;br /&gt;
:*If a model with a “banner” (for rule purposes, a “banner” is Abilities like the Custode&#039;s Vexilas, Space Marine&#039;s Banners and Standards, Ork&#039;s Waaagh! Banners, Genestealer Cult&#039;s Cult Banners and Cult Icons) is slain within 3” of this model, then this model may add that banners effect to his current effects, replacing the enemy banner&#039;s keywords to &#039;&#039;&#039;Codex - Angry Custodes&#039;&#039;&#039; (unless that keyword is &#039;&#039;&#039;Infantry, Character, VEHICLE, Swarm, Fly, Daemon&#039;&#039;&#039; or &#039;&#039;&#039;Biker&#039;&#039;&#039; in which case, keep these keywords).&lt;br /&gt;
&lt;br /&gt;
*Which banner to use today?:&lt;br /&gt;
:*you can re-roll failed Morale tests for Friendly &#039;&#039;&#039;Codex - Angry Custodes&#039;&#039;&#039; units that are within 6&amp;quot; of this model. In addition, When you add this model to your army, choose one of the following banners for this model to carry:&lt;br /&gt;
&lt;br /&gt;
::*Banner of Fury: &#039;&#039;&#039;Angry Custodes&#039;&#039;&#039; models (other then &#039;&#039;&#039;Vehicles&#039;&#039;&#039;) within 6” of this model, adds 1 to their attack characteristic.&lt;br /&gt;
&lt;br /&gt;
::*Banner of Profanity: Enemy units within 3” of &#039;&#039;&#039;Codex - Angry Custodes&#039;&#039;&#039; units within 9” of this model add 1 to to their morale tests.&lt;br /&gt;
&lt;br /&gt;
::*Banner of “FUCK YOUR AP!”: Friendly &#039;&#039;&#039;Angry&#039;&#039;&#039; units have a 5+ invulnerable save against ranged weapons whilst they are wholly within 9&amp;quot; of this model.&lt;br /&gt;
&lt;br /&gt;
::*Banner of body Oil: Your opponent must must subtract 1 from hit rolls in the Shooting phase for attacks that target &#039;&#039;&#039;Angry Custodes&#039;&#039;&#039; units within 6&amp;quot; of this model.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: &#039;&#039;&#039;Imperium&#039;&#039;&#039;, &#039;&#039;&#039;Angry&#039;&#039;&#039;, &#039;&#039;&#039;Codex - Angry Custodes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keywords: &#039;&#039;&#039;Infantry&#039;&#039;&#039;, &#039;&#039;&#039;Character&#039;&#039;&#039;, &#039;&#039;&#039;Angry Custodes&#039;&#039;&#039;, &#039;&#039;&#039;Banner Hoarder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Lords of war==&lt;br /&gt;
===Knights Apoplectic rules===&lt;br /&gt;
*&#039;&#039;&#039;Knights of the FLIPPED OVER TABLE!!!:&#039;&#039;&#039; BECAUSE THAT PRICK STOLE MY FUCKING SKITTLES!!!&lt;br /&gt;
**A model with this rule deals D3 extra damage against models with the &#039;&#039;&#039;TITANIC&#039;&#039;&#039; keyword with each attack (except for damage dealt by titanic feet). In addition, if your army is Battle-forged, all &#039;&#039;&#039;KNIGHTS APOPLECTIC&#039;&#039;&#039; units gain this ability. Roll a D6 each time it loses his final wound; on a 4+ the damage is ignored, and that wound is not lost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Really Fucking Huge and Fucking Scary:&#039;&#039;&#039; A knight apoplectic’s size makes them relatively easy to hit for even the most incompetent of ork gunners, but said gunners will not be hanging around for very long once the knight gets close enough to show its annoyance over being shot at.&lt;br /&gt;
**All &#039;&#039;&#039;KNIGHTS APOPLECTIC&#039;&#039;&#039; units in your army gain this ability. Enemy units will always hit a &#039;&#039;&#039;KNIGHTS APOPLECTIC&#039;&#039;&#039; unit on a 5+ or better with ranged weapons. But, in addition, Enemy units that are within 1&amp;quot; of a &#039;&#039;&#039;KNIGHTS APOPLECTIC&#039;&#039;&#039; must roll 2d6 instead of a 1d6 and discard the lowest result when determining morale casualties.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Self healing Fury:&#039;&#039;&#039; Some knights can use their incredible fury (and ancient and advanced tech) to repair themselves mid battle.&lt;br /&gt;
**At the beginning of each your turns, roll a D6; on a result of a 5+ the model heals one wound.&lt;br /&gt;
&lt;br /&gt;
===Titan rules===&lt;br /&gt;
*SUPERHEAVY AS FUCK BITCHES: You know that you&#039;re heavy when your arrival on a planet results in a change in the planets orbital trajectory.&lt;br /&gt;
**A model with this rule can Fall Back in the Movement phase and still shoot/orcharge during its turn. A model with this rule may fall back over INFANTRY or SWARM models though at the end of its move it must be more than 1” away from all enemy units. A model with this rule may fire its weapons even if there are enemy models within 1” of it unless those models have the TITANIC keyword. In this case it can shoot at the enemy unit within 1” of it or at an other enemy unit within range which is not within 1” of a friendly unit. In addition, a model with this rule can move and fire its heavy weapons without any penalty to its hit rolls. Finally, a model with this rule only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*NA NA NA NA NA THIS OBJECTIVE IS MINE YOU PUNY GUARDSMEN!!!: If being denied an objective by swarms of guants is infuriating to a normal Angry Marine you have no idea what it is like to be a titan in the same situation. The solution is to just say “FUCK YOU!!!” And take the objective for yourself, by simply sitting the Titans gigantic feet either side of the objective and daring anyone to try and take it “FUCKING TRY IT, I DARE YOU!!!”.&lt;br /&gt;
**Models with this rule gain objective secured if your army is battle forged, but do not have the ability to control it if the enemy has numerical superiority on the same objective.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*LOOK, I’M DRIVING WITHOUT A PILOT!!!: Nobody in their right or wrong mind would ever dare to tell an Angry Titan what to do unless they wanted an anus full of titanic feet, so Angry Marine high command will put on their best diplomatic face and behaviour and ask the Titan to engage the enemy. Most of the time the Titan will go along with these requests as it means it has someone to shoot at and punch repeatedly, but sometimes the Titan will decide that it would much rather cause the nearest target to suffer total existence failure, whether that be friend, foe or a random rock which happened to offend it.&lt;br /&gt;
**Roll a dice at the beginning of each of your turns for each of the models with this rule, on a 4+ the Titan behaves normally, on a 1, 2 or 3 the Titan can only target the nearest unit to itself (friend or foe) and must move towards that unit and charge it if possible, and may re-roll hit and wound rolls of 1 in the Shooting and Fight phase it makes against that unit until the next turn. Units with the ANGRY keyword are ignored for this rule unless the next nearest unit is also a unit with the ANGRY keyword.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Titan Void shields: The thing which truly makes a titan a titan, the ability to shrug off even the most powerful of eldritch attacks and come out of it smiling maniacally and you continue to charge towards your enemy.&lt;br /&gt;
**Void shields are a special kind of save, like an invulnerability save it is unaffected by the ap of a weapon but cannot defend against melee attacks, but unlike invulnerability saves they can be used to block mortal wounds. Roll a dice for each mortal wound inflicted on the Titan, with the mortal wound being ignored if you pass the save roll. Consult the Titan damage table to view its current void shield save.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Cataclysmic Explosion: The bigger they are, the harder they fall.&lt;br /&gt;
**If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield. On a 5+, it suffers a cataclysmic explosion, and each unit within 3D6” suffers 2D6 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
===Titan Warlord Traits===&lt;br /&gt;
Knights and titans are already too powerful to use the standard Angry Custodes warlord traits, so if your warlord is an ANGRY KNIGHT, KNIGHTS APOPLECTIC or ANGRY TITAN then they generate their warlord trait from this list instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Well lubricated pistons powered by RAGE:&#039;&#039;&#039;&lt;br /&gt;
**Add 1” to this models Movement, Advance and Charge distances.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Always First to a Fight:&#039;&#039;&#039;&lt;br /&gt;
**If your Warlord has this trait, then you always have the choice to go first in battles unless your opponent seizes the initiative. In addition to this you start the game with 1 additional command point.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Engineering Maniac:&#039;&#039;&#039;&lt;br /&gt;
*May not be given to an &#039;&#039;&#039;ANGRY WARHOUND&#039;&#039;&#039;, &#039;&#039;&#039;REAVER&#039;&#039;&#039; or &#039;&#039;&#039;WARLORD&#039;&#039;&#039; model, this model may (at the start of your turn) activate this ability, this model adds 6” to its Movement distances, may reroll failed charge rolls and gains the &#039;&#039;&#039;FLY&#039;&#039;&#039; keyword until the start of your next turn, whereupon this model takes D6 mortal wounds and may not use this ability again for the rest of the battle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skittle Mad and Deranged:&#039;&#039;&#039;&lt;br /&gt;
**This model adds 3 to its attack charecteristic but suffers a -1 to its hit rolls in the fight phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sharp Mind and Mathematic Genius:&#039;&#039;&#039;&lt;br /&gt;
**Add 6” to the range of all this models ranged weapons and this models ranged weapons do not require line of sight to fire if their target is within half the weapons range.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Worshipper of the Toaster God:&#039;&#039;&#039;&lt;br /&gt;
** At the start of your turn your warlord heals D2 previously lost wounds in addition to any other wounds this model may heal.&lt;br /&gt;
&lt;br /&gt;
===Titan Stratagems===&lt;br /&gt;
If your army is Battle-forged and includes any &#039;&#039;&#039;(KEYWORDS INCOMPLETE)&#039;&#039;&#039; Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here. These reflect the unique &amp;quot;strategies&amp;quot; used by the Angry Titans on the battlefield.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Name !! Description !! CP !! explanation&lt;br /&gt;
|- &lt;br /&gt;
| HOW DOES ROTATING ION SHIELDS FUCKING HELP?!!! || THEY’RE ALREADY SPHERES WITH EQUAL STRENGTH ON ALL SIDES, HOW DOES ROTATING THEM FUCKING HELP?!!! || 1 || Use this Stratagem when an enemy unit targets a &#039;&#039;&#039;ANGRY KNIGHT&#039;&#039;&#039; unit from your army. you can add 1 to it any invulnerable saving throws made for that unit until the end of this phase.&lt;br /&gt;
|-&lt;br /&gt;
| THINK YOU SMART FUCKER!?! || FUCK YOU I’M STILL PISSED OFF ABOUT THE ROTATING THE ION SHIELDS!!! MAYBE THE TOASTER FUCKERS TURN THE ION SHIELD INTO A FUCKING CYCLONIC MISSILE OR SOME OTHER SHITE!!! || 1 || You can use this Stratagem just before a friendly &#039;&#039;&#039;(Angry Titans)&#039;&#039;&#039; unit must roll to see if it explodes. it explodes on a 2+ instead of on roll of 6 (or instead of on roll of 5+ if it has the Cataclysmic Explosion instead of Explodes).&lt;br /&gt;
|-&lt;br /&gt;
| BENEVOLENCE OF THE TOASTER GOD || Although not your normal Mechanicus adept, some of the Angry Tech Priests do worship the omnisiah (or the “TOTALLY NOT VOID DRAGON CUNT WHO MAKES OUR FUCKING FLESHLIGHTS (COUGH) I MEAN TOASTERS WORK!!!), and as in the grim darkness of the 41st millennia the warp is a thing their prayers and holy insults may occasionally be answered. If such a Priest is ever caught doing this they’ll be given a non-negotiable invitation to play a game of kick the flaming horror to death while naked and covered in promethium, a threat which ensures that “THE TOASTER FUCKERS REMEMBER TO BE ANGRY ALL THE TIME!!! NOT PROSTRATING TO THE MECHANICUS FUCKS!!!” || 1 || You can use this Stratagem when an &#039;&#039;&#039;(Angry Titans)&#039;&#039;&#039; unit from your army suffers a mortal wound. Roll a D6 for that mortal wound, and each other wound inflicted on this unit for the rest of this phase: on a 5+ that mortal wound is ignored.&lt;br /&gt;
|-&lt;br /&gt;
| CREEEEEEEEEDDDDDD!!! || Although creed now sits in the collection of trashy the incontinent (he actually escaped ages ago and his body double is actually a bane blade smoking a cigar), his tactical genius still surrounds and imbues every single war hound Titan (it’s fine because they’re SCOUT titans), allowing even the Angry Marines to occasional pull off creed level stunts with their own titans. || 3 || Use this Stratagem before deployment. you can set aside an &#039;&#039;&#039;ANGRY WARHOUND TITAN&#039;&#039;&#039; (do not set it up on the board during deployment). Then, once all other units have been set up, write down a piece of Terrain on the battlefield which has no enemy units inside of it or within 12” of it (NOTE that you do not need to tell your enemy what a piece of Terrain it before turn 2). At the start of your second turn, you must reveal that that sunflower was in fact THE BARREL OF A VULCAN MEGA BOLTER; set up the &#039;&#039;&#039;ANGRY WARHOUND TITAN&#039;&#039;&#039; on and/or entirely within 12&amp;quot; the piece of Terrain that was written down, and more than 1&amp;quot; away from any enemy models. the Titan will then behave normally in the following phases. Your opponent is contractually required the shout “CREEEEEEDDDDDD!” At this point.&lt;br /&gt;
|-&lt;br /&gt;
| FUCK IT THEY&#039;LL DO FOR NOW ||  || 1 || Use before the battle has begun, choose an &#039;&#039;&#039;ANGRY KNIGHT&#039;&#039;&#039; model in your army, that model gains the &#039;&#039;&#039;KNIGHTS APOPLECTIC&#039;&#039;&#039; keyword (and associated rules) along with the &#039;&#039;&#039;ANGRY KNIGHT&#039;&#039;&#039; keyword.&lt;br /&gt;
|-&lt;br /&gt;
| ONCE MORE UNTO THE FUCKING BREACH ||  || 3 || Use on a (KNIGHTS APOPLECTIC or whatever keyword will be given to the titans) at the start of your turn, that model adds 6&amp;quot; to its movement charecteristic and adds 1 t its hit rolls in melee until the start of your next turn.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Titan Relics===&lt;br /&gt;
These relics may not be taken by the CHARECTER knights or titans, as they have their own special war gear and abilities, but (where applicable) these relics may be taken by any other ANGRY TITAN, ANGRY KNIGHT or KNIGHTS APOPLECTIC model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turbo Death Laser&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The custodes answer for when other titans start turning up for a fight, as even Lady DAKKADAKKADAKKA&#039;s knights cannons are not true titan killer weapons. The weapon was &amp;quot;designed&amp;quot; (smashed together over the course of a quiet weekend) by the Angry Marines Master of the Armoury, Enginseer Mightilypissedoff the third after the Angry Custodes suffered a crushing defeat at the hands (or paws) of a pack of heretic Warhound Titans, with the custodes only narrowly escaping through the power of their psychic maelstrom, which the Mind Fucked psykers used to ferry the army away. With a Titan grade laser to hand, three Knights Apoplectic went into battle against the pack of heretic Titans, and reduced half of them to slag using the lasers burning fury, while the other half were simply beaten to a pulp. The laser would have been mass produced and outfitted to all Angry Knights, if the knight carrying the laser hadn&#039;t suffered a catastrophic, existence failure caused by the laser overheating in a violent (and awesome) explosion. Even the usually safety adverse Angry Marines didn&#039;t wish to use (watching it was still awesome though) such a dangerously unstable weapon, and the Angry Custodes only bring this most unstable of cannons to battle in situations where risking the loss of a knight due to weapon malfunctions is a calculated risk.&lt;br /&gt;
&lt;br /&gt;
This weapon replaces all the arm mounted weapons of a model:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities !! Pts &lt;br /&gt;
|-&lt;br /&gt;
| Turbo Death Laser || 72&amp;quot; || Macro D3 || 16 || - || - || You may re-roll failed hit and wound rolls for this weapon against models with the &#039;&#039;&#039;TITANIC&#039;&#039;&#039; keyword. A successful wound roll by this weapon inflicts D6 mortal wounds on the target, or 2D6 mortal wounds against models with the &#039;&#039;&#039;TITANIC&#039;&#039;&#039; keyword. If this weapon targets a unit with the &#039;&#039;&#039;INFANTRY&#039;&#039;&#039; keyword then do not roll to wound, a successful hit inflicts D6 mortal wounds instead. Failed hit rolls with this weapon deal 1 mortal wound to the wielder, while failed hit rolls of 1 with this weapon deal D6 mortal wounds to the wielder, and failed re-rolls of 1 inflict 2D6 mortal wounds instead. After this weapon has been fired, move the bearer of this weapon 6&amp;quot; backwards in a direct line from whatever it was shooting at. || 200&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The Truly Imovable Rod: An old Custodes banner which once represented the stubbornness and immovability of the Adeptus Custodes, it’s planting on a battlefield representing the custodes will to not sway from that position and to hold it until the warrior falls. During the great fuckening it was one of the many relics which the angry custodes took with them and at first it was just another banner, a banner of significance and value to even the angry custodes, but a banner none the less. Over time however...&lt;br /&gt;
**At the start of the battle, determine which way the earth/planet is rotating (simplest way is to find east and west and put an arrow on the battlefield to show this). Then, at the end of any of your movement phases other than your first movement phase, you may choose to place down The Truly Imovable Rod, if so, draw a line from the rod in parallel to the earths rotation, that is the direction in which the rod will fly off at at high speed (this line goes from the rod to infinity/the edge of the battlefield). Once placed, every unit on this line suffers D3 mortal wounds, with MONSTERS and VEHICLES suffer D6 mortal wounds and TITANIC models suffering 2D6 mortal wounds. Fliers are only effected on a 4+ on a D6 while supersonic and airborne units are unaffected. The model which was carrying The Truly Immovable Rod is then placed in reserve as he too flies off at great speed until he manages too unanchor the rod from metaphorical space. During your next turn you may redeploy this model again at the end of your movement phase more than 9” away from any enemy units but may not use The Truly Immovable Rod ability for the rest of the battle.&lt;br /&gt;
&lt;br /&gt;
*Repurposed Void Shield:&lt;br /&gt;
**&lt;br /&gt;
***This model gains a 5+ void shield save (see Titan void shields for me information) which decreases by 1 for every damage level (this does not replace a models invulnerability save). If a model already has a void shield then it adds 1 to its void shield saving rolls. In addition, friendly models within 3” of the bearer of this relic may use this models void shield save.&lt;br /&gt;
&lt;br /&gt;
*Black Brothers “makeover”&lt;br /&gt;
**&lt;br /&gt;
***Units shooting at this model suffer a -1 to all hit rolls with shooting weapons against this model, this model also gains the BLACK BROTHERS keyword.&lt;br /&gt;
&lt;br /&gt;
===Knights Apoplectic===&lt;br /&gt;
Strangely enough, the Angry Custodes didn&#039;t start out with any knights, as there weren&#039;t any near enough to the Imperial Palace to become corrupted by their RAEG. But over the years the Angry Marines have employed the services of Questing Knights (some of whom even survived fighting alongside the Angry Custodes), who the Custodes valued highly for their ability to bring large amounts of Dakka and Choppy, all on a chassis that can also kick its enemies in the balls (although the kick in question just kicks the whole target out of existence, but it&#039;s the thought that counts). A very small number of these knights ended up working with the Angry Custodes for so long, that the souls of their pilot and machine spirit became forever corrupted and bound to the psychic bag of insane honey badgers which is the hallmark of the Angry Custodes.&lt;br /&gt;
&lt;br /&gt;
This means that the Angry Custodes not only have access to normal knights, but also a few more... unusual varieties which the Adeptus Mechanicus consider abhorrent (if somewhat erotic, like a deamonette, but even more likely to cut your balls off).&lt;br /&gt;
&lt;br /&gt;
You may use the Angry Knights found in the Angry Marines codex, except that those models gain the “ANGRY CUSTODES” keyword and lose the “ANGRY MARINE” keyword.&lt;br /&gt;
&lt;br /&gt;
Knights Apoplectic are different, each type comes with a set weapon loadout and unique rules, you may field both Angry Knights and Knights Apoplectic in the same army. In addition, if you are fighting a campaign with three of more battles, and have one or more  “ANGRY KNIGHT” units (not knights apoplectic) in your army, for the third battle and beyond those knights gain the “KNIGHTS APOPLECTIC” keyword free of charge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Truci Siblings====&lt;br /&gt;
The Truci Siblings is made up of three models Emelia, Friedrich and Bertrand Truci, each is armed with a Thermal Spear and a Reaper Chain Cleaver. In addition, Emelia Truci is armed with a Twin Heavy Flamer, Friedrich Truci is armed with a a Massive Speaker System, while Bertrand Truci is armed with an additional Thermal Spear.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts&lt;br /&gt;
|-&lt;br /&gt;
| Emilia Truci || * || * || * || 7 || 7 || 13 || 5 || 8 || 3+ || 240&lt;br /&gt;
|-&lt;br /&gt;
| Friedrich Truci || * || * || * || 7 || 7 || 13 || 5 || 8 || 3+ || 250&lt;br /&gt;
|-&lt;br /&gt;
| Bertrand Truci || * || * || 3+ || 7 || 7 || 13 || 5 || 8 || 3+ || 240&lt;br /&gt;
|}&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS&lt;br /&gt;
|-&lt;br /&gt;
| 7-13+ || 14” || 2+ || 3+&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 10” || 3+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 7” || 4+ || 5+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Melee Weapon !! Range !! Type !! S !! AP !! D !! Abilities !! Points&lt;br /&gt;
Per Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Twin Heavy Heavy Flamer || 9” || Heavy 2D6 || 5 || -1 || 1 || This weapon automatically hits its target.&lt;br /&gt;
|| 4&lt;br /&gt;
|-&lt;br /&gt;
| Meltagun || 12” || Assault 1 || 8 || -4 || D6 || If the target is within half range of this weapon,&lt;br /&gt;
roll two dice when inflicting damage with it and discard the lowest result. &lt;br /&gt;
|| 17&lt;br /&gt;
|-&lt;br /&gt;
| Thermal Spear || 30” || Assault D3 || 8 || -4 || D6 || If the target is within half range of this weapon,&lt;br /&gt;
roll two dice when inflicting damage with it and discard the lowest result.&lt;br /&gt;
|| 0&lt;br /&gt;
|-&lt;br /&gt;
| Reaper Chain Cleaver || Melee || Melee || x2 || -3 || 3 || - &lt;br /&gt;
|| 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Act as one:&lt;br /&gt;
**Once deployed as a unit onto the battlefield each model is treated as a separate unit, however, if each model in the unit is within 6” of each other then you may add 1” to each models movement distances.&lt;br /&gt;
&lt;br /&gt;
*Ion Shields: WHAT THE FUCK EVEN ARE ION&#039;S DOING BLOCKING BULLETS?!!! THAT MAKES NO FUCKING SENSE!!!&lt;br /&gt;
**This model has a 5+ invulnerability save against shooting attacks.&lt;br /&gt;
&lt;br /&gt;
*Massive Speaker System:&lt;br /&gt;
**Enemy units within 6” of this model suffer -1 to their leadership characteristic.&lt;br /&gt;
&lt;br /&gt;
*First Blood:&lt;br /&gt;
**Whenever a model from this unit inflicts a wound against an enemy unit the rest of that models unit may re-roll hit and wound rolls against that unit for the rest of the current phase. In addition, if a model from this unit slays the last model from an enemy unit then this unit may re-roll hit and wound rolls of 1 for the rest of the battle, regardless of the phase.&lt;br /&gt;
&lt;br /&gt;
====The Despoiler of Plot Lines====&lt;br /&gt;
A knight who is capable of sensing inbalences in the warp caused by a beings plot armour, whether it be abbadon failing to destroy cadia 13 times in a row, or Caldor Drago surviving for millennia in the warp, the knight senses these slips and denial of common sense in reality, and they hate them all. It is unknown whether the pilot is male, female or even a xeno, what is known is that if a being who is defying the laws of reality and physics gets too close, the Despoiler of Plot Lines will stir in its hanger and scream “FFFFFFFFFFFFFFFFF....” and charge off in its enemies direction. In the knights spare time (while not taking part in the Angry Custodes usual activities of fighting etc) it writes stories based on improved versions of the characters it has slain as if to try and soothe the universe by showing it that things can get better. Needless to say, the Despoiler is bat shit insane and more violent than a bag full of honey badgers.&lt;br /&gt;
&lt;br /&gt;
The Despoiler of plot lines is an Angry Knight. He/she/it/they are armed with a single “FUCK OFF HUGE CHAINSWORD!!!”, Spike Shodden Titanic Feet and nothing else.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts&lt;br /&gt;
|-&lt;br /&gt;
| The Despoiler of Plot Lines || * || * || 0 || 9 || 8 || 24 || 3 || 9 || 3+ || 445&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities !! Points &lt;br /&gt;
Per Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Spike Shodden Titanic Feet || Melee || Melee || User || -2 || D3 || Make 5 hit rolls for each attack made with this weapon,&lt;br /&gt;
instead of 1. &lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| FUCK OFF HUGE CHAINSWORD!!! &lt;br /&gt;
(standard attack) &lt;br /&gt;
| Melee &lt;br /&gt;
| Melee &lt;br /&gt;
| +6&lt;br /&gt;
| -3 &lt;br /&gt;
| 6 &lt;br /&gt;
| Make 2 hit rolls for each attack made with this weapon,&lt;br /&gt;
instead of 1. &lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| FUCK OFF HUGE CHAINSWORD!!! &lt;br /&gt;
(FUCK YOUR PLOT ARMOUR ATTACK) &lt;br /&gt;
| Melee &lt;br /&gt;
| Melee &lt;br /&gt;
| X2 &lt;br /&gt;
| 0 &lt;br /&gt;
| 0 &lt;br /&gt;
| Subtract 1 from the hit rolls for this weapon. Every time you make a successful wound with this weapon,&lt;br /&gt;
it inflicts 6 mortal wounds instead of normal damage. &lt;br /&gt;
|| 0&lt;br /&gt;
|}&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS &lt;br /&gt;
|-&lt;br /&gt;
| 13-24+ || 15” || 2+ &lt;br /&gt;
|-&lt;br /&gt;
| 7-12 || 10” || 3+ &lt;br /&gt;
|-&lt;br /&gt;
| 1-6 || 6” || 4+ &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Knights of the FLIPPED OVER TABLE!!!&lt;br /&gt;
*Really fucking huge and fucking scary&lt;br /&gt;
&lt;br /&gt;
*Ion Shields: WHAT THE FUCK EVEN ARE ION&#039;S DOING BLOCKING BULLETS?!!! THAT MAKES NO FUCKING SENSE!!!&lt;br /&gt;
:*This model has a 5+ invulnerability save against shooting attacks.&lt;br /&gt;
&lt;br /&gt;
*Charecter Hunter: The Despoiler of Plot Lines will abandon fighting all other targets if it senses a nearby character, instead choosing the charge headlong towards its preferred foe.&lt;br /&gt;
:*You may add 3&amp;quot; to charge distances against models with the &#039;&#039;&#039;CHARACTER&#039;&#039;&#039; keyword. In addition to this, is model adds 1 to its attack characteristic in a turn in which it charged, was charged or performed a heroic intervention.&lt;br /&gt;
&lt;br /&gt;
*Bringer of balence to the story: Despoiler has the skills to back up its ability to sense poor writing and badly formulated characters, with the knights weaponary being able to cut through the thickest of literal and metaphorical armour to slay it’s foe.&lt;br /&gt;
:*if at least one enemy &#039;&#039;&#039;CHARACTER&#039;&#039;&#039; within 1&amp;quot; of &#039;&#039;&#039;The Despoiler of Plot Lines&#039;&#039;&#039;, it always fight first in the Fight phase even if it didn&#039;t charge; If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place. In addition, enemy &#039;&#039;&#039;CHARACTERS&#039;&#039;&#039; cannot use their invulnerability saves against Attacks made by this unit.&lt;br /&gt;
&lt;br /&gt;
*FUCKING MARY SUES!!!: The despoiler of plot lines has a particular hatred of those who evade even its fury and editorial wrath, and tries even harder to annihilate these “FUCKING MARY SUE’S!!!”.&lt;br /&gt;
:*The despoiler of Plot Lines may reroll failed to wound rolls against the following &#039;&#039;&#039;characters&#039;&#039;&#039;: &#039;&#039;&#039;Roboute Guilliman, Marneus Calgar, Captain Sicarius, Lord Kaldor Draigo, Belisarius Cawl&#039;&#039;&#039; and &#039;&#039;&#039;Abaddon The Despoiler&#039;&#039;&#039;. In addition before a battle if your opponent is using a model which you consider to be a Mary Sue then you, your opponent and one other person may discuss whether that model is a Mary Sue, if you all agree then the despoiler of plot lines may reroll failed wound rolls against that model as well (REMEMBER, DON’T BE A FUCKING DICK/THAT GUY ABOUT IT!!!).&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Knight House Apoplectic&lt;br /&gt;
&lt;br /&gt;
Keywords: Titanic, Vehicle, Knights Apoplectic, Character, The Despoiler of Plot Lines&lt;br /&gt;
&lt;br /&gt;
====Karl and Sigvald the Eternally Furious====&lt;br /&gt;
Two brothers who manned two separate titans until (while fighting for the Angry Custodes) sigvald’s Titan was destroyed, leaving him without a knight. This let to a massive fight watched by several dozen Angry Custodes (THOSE KNIGHTLY FUCKS CAN’T FIGHT FOR SHIT WITHOUT THEIR GIANT WALKING PENIS COMPENSATIONS!!!) as Sigvald wanted Karl to hand over his knight as he was the older brother, while Karl was understandably a bit pissed off as “it’s your fucking fault that you fucked up your knight!” (This was before the two became properly Angry so they only spoke in lower case). In murderous rage, the two brothers both tried to simultaneously enter Karl’s knight to kill the other, but as they both squeezed inside the tiny cockpit an custodian slammed and sealed the door behind them because “IT’S FUCKING HILARIOUS!!!”&lt;br /&gt;
&lt;br /&gt;
The two brothers are now forever trapped together inside a space too small for them to kill each other, and forever sustained by the knights life support and the psychic energies which surround the Angry Custodes, their rage very rapidly boiling and growing as the two brothers exchanged insults for centuries. Only the battlefield Karl and Sigvald the Eternally Furious are a whirlwind of bullets and blades, as the only true outlet they have for their hatred for each other is on the battlefield, but one day their fury will be too much to be contained by mere metal and plasteel, creating a psychic shockwave to make any Angry Custodian proud “THAT WAS FUCKING BEAUTIFUL!!! THEY DIED STRANGLING EACH OTHERS THROATS!!!”&lt;br /&gt;
&lt;br /&gt;
Karl and Sigvald the Eternally Furious are a single Knight Castellan. They are armed with a Plasma Decimator, a Volcano Lance, two twin Meltaguns and three Twin Siegebreaker Cannons. They may also SERIOUSLY FUCK UP their enemies with their Titanic Feet.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts (including wargear)&lt;br /&gt;
|-&lt;br /&gt;
| Karl and Sigvald the Eternally Furious || * || * || * || 9 || 8 || 24 || 6 || 9 || 3+ || 650&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Ranged Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Decimator || - || - || - || - || - || Choose one of the following profiles when firing this weapon.&lt;br /&gt;
|-&lt;br /&gt;
| -Normal || 48” || Heavy 2D6 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| -Overcharged || 48” || Heavy 2D6 || 8 || -3 || 2 || Each hit roll of 1 with this profile deals 1 mortal wound to this weapons bearer.&lt;br /&gt;
|-&lt;br /&gt;
| Titanic Feet || Melee || Melee || User || -2 || D3 || Make 3 hit rolls for each attack made with this weapon, instead of 1.&lt;br /&gt;
|-&lt;br /&gt;
| Twin Shieldbreaker Cannon || 48” || Heavy 2D3 || 7 || -1 || D3 || - &lt;br /&gt;
|-&lt;br /&gt;
| Volcano Lance || 80” || Heavy D6 || 14 || -5 || 3D3 || You may reroll failed sound rolls when targeting TITANIC units.&lt;br /&gt;
|-&lt;br /&gt;
| Twin Meltagun || 12” || Heavy 2 || 8 || -4 || D6 || If the target is within half range of this weapon,&lt;br /&gt;
roll two dice when inflicting damage with it and discard the lowest result. &lt;br /&gt;
|}&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS&lt;br /&gt;
|-&lt;br /&gt;
| 13-24+ || 12” || 3+ || 3+&lt;br /&gt;
|-&lt;br /&gt;
| 7-12 || 9” || 3+ || 3+&lt;br /&gt;
|-&lt;br /&gt;
| 1-6 || 6” || 5+ || 5+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Knights of the FLIPPED OVER TABLE!!!&lt;br /&gt;
*Really fucking huge and fucking scary&lt;br /&gt;
&lt;br /&gt;
*Ion Shields: WHAT THE FUCK EVEN ARE ION&#039;S DOING BLOCKING BULLETS?!!! THAT MAKES NO FUCKING SENSE!!!&lt;br /&gt;
:*This model has a 5+ invulnerability save against shooting attacks.&lt;br /&gt;
&lt;br /&gt;
*Centuries of fury: The fury built up inside Karl and Sigvald sharpens their senses and skills to a razors edge, ensuring that they fight like no one else on the battlefield.&lt;br /&gt;
:* This model can re-roll any failed hit rolls in the shooting and fight phases.&lt;br /&gt;
&lt;br /&gt;
*HOW CAN YOU FUCKING MISS THAT YOU PRICK?!!!: Battle is the only outlet the two brothers have for their fury, but that fury increases every time they miss a shot or a hit, and there’s only so much fury mortal forms can take before they break.&lt;br /&gt;
:*If this model fails a total of 10 hit rolls (after modifiers and re-rolls) in a single shooting phase or a single fight phase, it is immediately slain.&lt;br /&gt;
&lt;br /&gt;
*Welded shut exits and entrances: The Angry Custodes ensured that the two brothers could never leave their knight by welding shut or covering over all holes on the Titan other than its guns and air intakes.&lt;br /&gt;
:*Attacks made against This model with AP -1 or -2 is treated as being AP 0.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Knight House Apoplectic&lt;br /&gt;
&lt;br /&gt;
Keywords: Titanic, Vehicle, Knights Apoplectic, Character, Karl and Sigvald the Eternally Furious&lt;br /&gt;
&lt;br /&gt;
====Ingrid, the Infinitely Prolonged and Infinitely Insane====&lt;br /&gt;
The most insane being in the galaxy, the only being crazier than her is Kairos Fateweaver, but even he can’t predict Ingrid’s actions as she’s just so insane. Nothing is known about Ingrid and her knight other than that the Angry Custodes found her at the bottom of a hole dug by two fighting Belligerent Redemptor Dreadnoughts. It is not known why her knight was so far underground, but her knights markings and its advanced technology suggested that she was a knight from before the heresy, making her over 10,000 years old, surviving by virtue of most of her body being already replaced by mechanical parts. When retrieved from inside her knight she simply laughed continuously, intermittently adding “you look like giant golden mushrooms!” And “did you know that kitten is the funniest colour!” The Angry custodes tried to sedate her for examination but no amount of sedatives would work, and any needles they tried to put into her would bend away from her flesh, or turn into flowers, or start talking to the doctor saying “I never asked to be a needle you know, I wanted to be a vague feeling of unease, but no one asked my opinion on the matter.”&lt;br /&gt;
&lt;br /&gt;
Eventually the Angry Custodes stopped trying to lock her up or get rid of her, and now she just wanders around with the custodes (sometimes in her Titan, which is now a strange blue colour with slashes of purple paint), commenting on how nice the gravity was today, or how rabbits make the best chess players and bed fellows. Occasionally she will stumble out onto the battlefield, where she is still crazy but her muscle/circuit memory kicks in and she violently cuts her way through any foe before the custodes, but once the battle is over she starts making blood angles (like snow angels, but bloodier) with her knight. The Angry Custodes now sort of accept her, and have set aside a small bedroom for her next to her knights hangar, although most nights she sleeps in her knight (no pun intended), cuddled up with a Ming dynasty vase which the custodes swear they have never seen before and have no idea where she materialised such a priceless artefact from.&lt;br /&gt;
&lt;br /&gt;
Ingrid, the Infinitely Prolonged and Infinitely Insane is a single model. She is armed with a Volkite Chieorovile, a Graviton Crusher and a Reaper Chainsword. She may also crush her foes beneath her Titanic Feet until they make funny squishy noises.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts&lt;br /&gt;
|-&lt;br /&gt;
| Ingrid, the Infinitely Prolonged and Infinitely Insane || * || * || * || 9 || 8 || 24 || 4 || 9 || 3+ || 500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Ranged Weapon !! Range !! Type !! S !! AP !! D !! Abilities !! Points &lt;br /&gt;
Per Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Graviton Crusher || 30&amp;quot; || Heavy 6 || 6 || -3 || 1 || If the target has a save characteristic of 3+ or better,&lt;br /&gt;
this weapon has a Damage characteristic of 3.&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| Volkite Chieorovile || 36&amp;quot; || Heavy 6 || 7 || -1 || 1 || Each time you make a wound roll of 5+ for this weapon,&lt;br /&gt;
the target suffers a mortal wound in addition to any other damage. &lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| Twin Rad-Cleanser || 9&amp;quot; || Assualt 2D6 || * || 0 || D3 || This weapon hits automatically, and it always wounds on a 3+&lt;br /&gt;
except against &#039;&#039;&#039;Titanic&#039;&#039;&#039; and &#039;&#039;&#039;Vehicle&#039;&#039;&#039; units agaist which it always wounds on a 6+. &lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
| Hekaton Siege Claw || Melee || Melee || x2 || -4 || 6 || Subtrate 1 from the hit rolls made with this weapon. || 30&lt;br /&gt;
|-&lt;br /&gt;
| Reaper Chainsword || Melee || Melee || +6 || -3 || 6 || - || 30&lt;br /&gt;
|-&lt;br /&gt;
| Titanic Feet || Melee || Melee || User || -2 || D3 || Make 3 hit rolls for each attack made with this weapon, instead of 1. || 0&lt;br /&gt;
|}&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS&lt;br /&gt;
|-&lt;br /&gt;
| 13-24+ || 12” || 2+ || 2+&lt;br /&gt;
|-&lt;br /&gt;
| 7-12 || 9” || 3+ || 3+&lt;br /&gt;
|-&lt;br /&gt;
| 1-6 || 6” || 4+ || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wargear Options:&lt;br /&gt;
*This model may replace its Reaper Chainsword with a Hekaton Siege Claw with an inbuilt twin rad cleanser&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Knights of the FLIPPED OVER TABLE!!!&lt;br /&gt;
*Really fucking huge and fucking scary&lt;br /&gt;
*FUCK THAT BITCH IS CRAZY!!!:&lt;br /&gt;
:*This model charges 4D3 instead of 2D6, but, In the Charge Phase, she must try to charge the closest enemy unit if possible. In addition, Roll D6 each time she suffers 2 damage or more from a single attack; on a 4+, the damage she suffered is halved (rounding up).&lt;br /&gt;
&lt;br /&gt;
*SHIT’S GETTING WEIRD GUYS!!!:&lt;br /&gt;
:*This model has a 3+ invulnerability save; except against attacks which would hit or wound it on a roll of 6+, in which case this model only has a 6+ invulnerability against these attacks. In addition to this at the beginning of each of your turns roll a D6 for the current turn number (eg. If it’s your second turn you roll two dice), for each roll of 4+ this model may add 1 to its casting a denying rolls until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
*Radioactive wrath: Ingrid&#039;s ancient weaponry literally gives those hit by it cancer, even ethereal beings and electronics are effected by the gamma waves produced by her, and watching your comrades body swell before your eyes with cancerous growths and ooze puss is liable to make you advance in the opposite direction to the enemy.&lt;br /&gt;
:*Units damaged by this model suffer a -1 to their leadership characteristic until the next turn.&lt;br /&gt;
&lt;br /&gt;
Ingrid, the Infinitely Prolonged and Infinitely Insane is psyker and may cast and deny two powers a turn. She knows smite and Beckon Unreality.&lt;br /&gt;
*Beckon Unreality: Ingrid can channel her bizarre effect on real space, and channel it towards a single target, to the great discomfort of said target.&lt;br /&gt;
**WC 8, if manifested select an enemy unit (including characters, even if they are not the closest unit) of the caster. Until the start of your next, that unit suffers minus 1 to its movement, advance and charge distances, minus 1 to all its hit rolls and minus 1 to its invulnerability saves.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Knight House Apoplectic&lt;br /&gt;
&lt;br /&gt;
Keywords: Titanic, Vehicle, Knights Apoplectic, Character, Ingrid, the Infinitely Prolonged and Infinitely Insane&lt;br /&gt;
&lt;br /&gt;
====Commander of the Knights Apoplectic, Lady DAKKADAKKADAKKA====&lt;br /&gt;
The Angry Custodes most powerful knight, piloted by the originally named Artemis Farber, and was given her... title by the Angry Custodes because of the knight she pilots, a Acastus Knight Porphyrion, the most powerful knight ever made, packing guns which give Warhound titans penis envy. Artemis did not start her life as a knight pilot however, she used to be an Adeptus Mechanicus adept who was employed by the knights original owner along with many other such adepts to maintain the knight Porphyrion, until one day (while she providing ground support in the form of shooting stuff) the Porphyrion&#039;s pilot was ripped out of their pilot compartment (along with the armoured door) by a Keeper of Secrets while fighting a Slaanesh incursion. Being Mechanicus, Ingrid and her fellow adepts were made furious by such abuse of a knight (the pilot could go fuck himself though) and as one they advanced on the pilot-less knight and the encroaching demons, fighting a bitter battle around the monstrous machines legs, being almost a match for the demonic horde if it wasn&#039;t for the Keeper of Secrets who kept picking them off one by one.&lt;br /&gt;
&lt;br /&gt;
As the adepts fell from hundreds strong to a handful the survivors and Artemis made their way up the knights body for higher ground only to be dragged back down into the horde to be abused in a suitably Slaanesh like fashion, until the only one left, standing atop the knight, was Artemis, weaponless, and starring into the eyes of the Keeper of Secrets, as it began to climb up to finish her off. In fear (although she would never admit it now) Artemis stumbled back and away from the towering demon, and fell into the Knights pilot compartment, landing butt first on the pilots seat. A normal human would have still been fucked at this point, as piloting even a knight requires considerable cybernetic augmentation, but Artemis was a Mechanicus adept, most of her body was already machine, and she had the implants she needed to interact with the Knights mind impulse link. And so, gritting her teeth and starring down the Keeper of Secrets as it reached for her, Artemis connected herself, for the first time, to the knights machine spirit.&lt;br /&gt;
&lt;br /&gt;
When Mechanicus and PDF reinforcements arrived on the scene, they were greeted by a charred and blasted landscape, and by the sight of the Keeper of Secrets lying dismembered on the ground as the Knight Porphyrion repeatedly tea bagged/smashed its crotch region into the demons face while Artemis screaming &amp;quot;EAT NUTSACK YOU FUCKING FAGGOT!!!&amp;quot; For a while the Mechanicus grudgingly accepted her for her valorous act/prevented the knight from falling into enemy hands, but after a few hundred years it became apparent that Artemis&#039;s mind had been warped by suddenly connecting to the knight (a process which normally requires decades of training and preparation) and the Mechanicus would have tried to replace her if she hadn&#039;t met the Angry Custodes first, or more specifically, the Knights Apoplectic, who recognised her fury and tactical genius and invited her into their ranks. Any Mechanicus priests who tried to interject into the matter were found moments latter to have been kicked very hard in the genitals, and before the masters of mars could be informed of what was happening, Artemis and her Knight had already joined the Angry Custodes.&lt;br /&gt;
&lt;br /&gt;
Although she is the latest knight to join the Angry Custodes ranks she has quickly established herself as their leader, on part because she is the most knowledgeable among them on tactics and mechanics, but mostly because she has the largest knight fitted with the largest guns.&lt;br /&gt;
&lt;br /&gt;
Commander of the Knights Apoplectic, Lady DAKKADAKKADAKKA is a single model. She is equipped with two twin Magna Lascannons, one Lascannon, one Autocannon and an Ironstorm Missile Pod. She may also crush any fool that thinks they have genitals large enough to think that they can fight her in melee with her Titanic Feet.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts&lt;br /&gt;
|-&lt;br /&gt;
| Commander of the Knights Apoplectic, Lady DAKKADAKKADAKKA || * || * || * || 9 || 9 || 30 || 3 || 9 || 3+ || 900&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Ranged Weapon !! Range !! Type !! S !! AP !! D !! Abilities !! Points &lt;br /&gt;
Per Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Autocannon || 48&amp;quot; || Heavy 2 || 7 || -1 || 2 || - || 20&lt;br /&gt;
|-&lt;br /&gt;
| Helios Defence Missiles || 60&amp;quot; || Heavy 2 || 8 || -2 || 3 || Add 1 to all hit rolls made for this weapon against targets that can Fly.&lt;br /&gt;
Subtract 1 from the hit rolls made for this weapon against all other targets. &lt;br /&gt;
|| 40&lt;br /&gt;
|-&lt;br /&gt;
| Ironstorm Missile Pod || 72&amp;quot; || Heavy D6 || 5 || -1 || D3 || This weapon can target units that are not visible to the bearer. || 16&lt;br /&gt;
|-&lt;br /&gt;
| Lascannon || 48&amp;quot; || Heavy 1 || 9 || -3 || D6 || - || 25&lt;br /&gt;
|-&lt;br /&gt;
| Twin Magna Lascannon || 72&amp;quot; || Heavy 2D3 || 12 || -4 || 6 || This weapon may not be used to make Overwatch attacks. || 100&lt;br /&gt;
|-&lt;br /&gt;
| Titanic Feet || Melee || Melee || User || -2 || D3 || Make 3 hit rolls for each attack made with this weapon, instead of 1. || 0&lt;br /&gt;
|}&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS&lt;br /&gt;
|-&lt;br /&gt;
| 23-30+ || 10” || 2+ || 2+&lt;br /&gt;
|-&lt;br /&gt;
| 16-22 || 8” || 3+ || 3+&lt;br /&gt;
|-&lt;br /&gt;
| 9-15 || 6” || 4+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 1-8 || 4” || 5+ || 5+&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
Wargear Options:&lt;br /&gt;
*This model may replace its Autocannon with a Lascannon.&lt;br /&gt;
*This model may replace its Lascannon with an Autocannon.&lt;br /&gt;
*This model may replace its Ironstorm Missile Pod with Helios Defence Missiles.&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Knights of the FLIPPED OVER TABLE!!!&lt;br /&gt;
*Really fucking huge and fucking scary&lt;br /&gt;
&lt;br /&gt;
*Ion Shields: WHAT THE FUCK EVEN ARE ION&#039;S DOING BLOCKING BULLETS?!!! THAT MAKES NO FUCKING SENSE!!!&lt;br /&gt;
:*This model has a 5+ invulnerability save against shooting attacks.&lt;br /&gt;
&lt;br /&gt;
*DAKKADAKKADAKKA: It may be true that you can never achieve MAXIMIUM DAKKA!!! (Itz a zoggin tragedy, a real morking shame) lady dakka comes close, firing some many bullets that time and space begins to warp under the sheer, undiluted weight of so much dakka, and when reality begins to groan under such beautiful destruction, lady dakka’s guns finally give out, creating such perfect silence and peace that you almost forget the terror and awe which proceeded it.&lt;br /&gt;
:*in the shooting phase before this unit fires her weapons, if this model did not move this turn, then you may choose to activate this ability. If you do so, &#039;&#039;&#039;Lady DAKKADAKKADAKKA&#039;&#039;&#039; can fire all of her weapons twice, but you must Subtract 1 from the hit rolls this shooting phase.&lt;br /&gt;
&lt;br /&gt;
*THREE SIXTY NO SCOPE HEAD SHOT BITCHES!!!: During her youth, lady dakka played a lot of counter strike, call of duty and last of us multiplayer. It was during this time she developed and honed her reflexes, and a lot of these skills transferred to the piloting of her knight (along with teabagging/muffling her defeated foes).&lt;br /&gt;
:*in the shooting phase before this unit fires her weapons, if this model did not move this turn, then you may choose to activate this ability instead of the &#039;&#039;DAKKADAKKADAKKA&#039;&#039; ability. If you do so, determine which three enemy units are the closest to this model, and randomly choose a unit. &#039;&#039;&#039;Lady DAKKADAKKADAKKA&#039;&#039;&#039; may the only target that unit, but can re-roll failed hit and wound rolls in this shooting phase.&lt;br /&gt;
&lt;br /&gt;
*Commander of the Knights Apoplectic: WE CAN&#039;T LET THE FUCKING BITCH SEE US DIE WITHOUT PUTTING UP A GOOD FIGHT!!! SHE&#039;LL BRING US BACK TO LIFE JUST SO SHE CAN FUCKING KILL US!!!&lt;br /&gt;
:*Roll a dice each time an &#039;&#039;&#039;ANGRY KNIGHTS&#039;&#039;&#039; and &#039;&#039;&#039;KNIGHTS APOPLECTIC&#039;&#039;&#039; model is destroyed within 6&amp;quot; of &#039;&#039;&#039;Lady DAKKADAKKADAKKA&#039;&#039;&#039;, before removing the model as a casualty. On a 4+ that model musters one last surge of anger before succumbing to its wounds; it can either shoot with one of its weapons as if it were the Shooting Phase, or make a single attack as if it were the Fight Phase. In addition, this model has a 5+ invulnerability save against shooting attacks, if your army is Battle-forged, you receive an additional D3 command points if &#039;&#039;&#039;Lady DAKKADAKKADAKKA&#039;&#039;&#039; is your warlord. &lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Knight House Apoplectic&lt;br /&gt;
&lt;br /&gt;
Keywords: Titanic, Vehicle, Knights Apoplectic, Character, Commander of the Knights Apoplectic, Lady DAKKADAKKADAKKA&lt;br /&gt;
&lt;br /&gt;
====Æthelred the Creeded====&lt;br /&gt;
Once a normal knight stationed on Cadia, Æthelred had fought against many black crusades as a mercenary under the command of the Lord Castellan of Cadia, Ursarkar E. Creed (that’s CREEEEEEEEEDDDDDDDD!!! To you bitches), and during his employment he had been &amp;quot;Creeded&amp;quot; on numerous occasions into advantageous positions. Unfortunately for Æthelred, he was midway through being Creeded when Creed was kidnapped during the fall of Cadia, which resulted Æthelred and his knight being lost in the void where Creed transports unit too before he deploys them (apparently its full of Vance Mother Fucking Stub&#039;s lost Baneblades). It is unknown how long Æthelred was trapped in this realm for, just floating through space like a very fat man in a pool, but it was long enough for him to become extremely pissed off, until the day of the Great Fuckening occurred and the Angry Custodes became a psychic beacon of rage which Æthelred could see even in the Creed realm. It was this beacon of hate which Æthelred learnt to lock onto with his mind and drag himself back into reality, where he always appears during a battle, behind the enemies lines. Unfortunately for the Knight, as soon as he has finished going rampant through the enemies lines he is dragged (kicking and swearing) back to the realm between realities, but even though he is never around for very long he is deeply admired by the Angry Custodes whenever he turns up (LOOK!!! THE SURPRISED FUCKERS HERE AGAIN, THIS IS GOING TO BE A CUNTING GOOD FIGHT!!!)&lt;br /&gt;
&lt;br /&gt;
Æthelred the Creeded is a single model. He is armed with a Reaper Chainsword, a Stormspear Rocket Pod, a Heavy Stubber, a Thermal Cannon and may crush his foes beneath his Titanic Feet.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts&lt;br /&gt;
|-&lt;br /&gt;
| Æthelred the Creede || * || * || * || 8 || 8 || 24 || 4 || 9 || 3+ || 405&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Ranged Weapon !! Range !! Type !! S !! AP !! D !! Abilities !! Points &lt;br /&gt;
Per Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Reaper Chainsword || Melee || Melee || +6 || -3 || 6 || - || 30&lt;br /&gt;
|-&lt;br /&gt;
| Titanic Feet || Melee || Melee || User || -2 || D3 || Make 3 hit rolls for each attack made with this weapon, instead of 1. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Thermal Cannon || 36” || Heavy D6 || 9 || -4 || D6 || If the target is within half range of this weapon,&lt;br /&gt;
roll two dice when inflicting damage with it and discard the lowest result. &lt;br /&gt;
| 76&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Stubber || 36” || Heavy 3 || 4 || 0 || 1 || - || 4&lt;br /&gt;
|-&lt;br /&gt;
| Stormspear Rocket Pod || 48” || Heavy 3 || 8 || -2 || D6 || - || 45&lt;br /&gt;
|}&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS&lt;br /&gt;
|-&lt;br /&gt;
| 13-24+ || 12” || 2+ || 2+&lt;br /&gt;
|-&lt;br /&gt;
| 7-12 || 9” || 3+ || 3+&lt;br /&gt;
|-&lt;br /&gt;
| 1-6 || 6” || 4+ || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Knights of the FLIPPED OVER TABLE!!!&lt;br /&gt;
*Really fucking huge and fucking scary&lt;br /&gt;
&lt;br /&gt;
*Ion Shields: WHAT THE FUCK EVEN ARE ION&#039;S DOING BLOCKING BULLETS?!!! THAT MAKES NO FUCKING SENSE!!!&lt;br /&gt;
:*This model has a 5+ invulnerability save against shooting attacks.&lt;br /&gt;
&lt;br /&gt;
*CREEEEEEEEEDDDDD!!!: Every so often Æthelred will manage to claw himself back to reality, only to find himself in another battle, not that he minds, but if he ever meets Creed again he&#039;s going to &amp;quot;RIP THE FUCKER SO MANY NEW SHIT HOLES THAT HE&#039;LL TURN INTO HIS OWN FUCKING EYE OF TERROR THE CHEATING CUNT!!!&amp;quot;&lt;br /&gt;
:*When you set up &#039;&#039;&#039;Æthelred the Creeded&#039;&#039;&#039; during deployment, you can set it aside instead of being placed on the battlefield. Then, once all other units have been set up, write down a piece of Terrain on the battlefield which has no enemy units inside of it or within 9” of it (NOTE that you do not need to tell your enemy what a piece of Terrain it before turn 2). At the start of your second turn, you must reveal your hidden model; set up this model on and/or entirely within 9&amp;quot; the piece of Terrain that was written down, and more than 1&amp;quot; away from any enemy models. the Titan will then behave normally in the following phases. Your opponent is contractually required the shout “CREEEEEEDDDDDD!” At this point.&lt;br /&gt;
&lt;br /&gt;
*WHERE THE FUCK AM I NOW?!!!: Æthelred is always surprised and unready when he pops back into reality, but he makes up for this by being extremely pissed off.&lt;br /&gt;
:*If you used the &#039;&#039;CREEEEEEEEEDDDDD!!!&#039;&#039; ability then this model suffers -1 to all its hit rolls until your next turn. In addition however, this model also adds 2 to its attack charecteristic until your next turn.&lt;br /&gt;
&lt;br /&gt;
*FUCK YOU I’M NOT DONE YET!!!: Æthelred‘s time on the battlefield is fleeting, and he is liable to be dragged back to Creeds realm before he has finished his work, screaming “FUCK YOU CREED I WAS ABOUT TO FIST THE HERETICAL CUNT!!!”&lt;br /&gt;
:*Once this model has been deployed at the beginning of each of your turns after this roll a D6 and add the number of turns this model has been on the battlefield for. If this value equals 5+ then this model is removed from the battlefield but not slain (if the game ends before this model returns however then it is counted as slain). After this has happened however, at the beginning of each of your turns roll a D6 and add the number of turns it has been absent for (this effect does not activate if the model is slain), on a 6+ this model may be redeployed onto the battlefield more than 9” away from enemy units, and suffers -1 to all its hit rolls and adds 2 to its attack charecteristic until your next turn.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Knight House Apoplectic&lt;br /&gt;
&lt;br /&gt;
Keywords: Titanic, Vehicle, Knights Apoplectic, Character, Æthelred the Creeded&lt;br /&gt;
&lt;br /&gt;
===Angry Titans, Prophetic Profanity and Profanitically Prophetic===&lt;br /&gt;
To date, the Angry Custodes only possess two titans, the two warhound class titans which were guarding the emperors throne room during The Great Fuckening. This violent, procession of profuse profanity not only made the titans beacons of psychic energy, but also gave them true sentience, if you can call wanting to crush all the heretics into pulp an intelligence (and ironic considering that artificial intelligence is one of the most heretical things according to the Imperium). The Angry Custodes don&#039;t mind this however, partly due to the the sheer amounts of butt hurt one of these titans could put out, but mostly because they only found out that the two titans were sentient once they&#039;d been put aboard one of the Angry Marine ships and opened up to find that the titans crew were all dead from &amp;quot;first degree profanity burns&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Since then however, the two titans (who now go by the names of Prophetic Profanity and Profanitically Prophetic (although the orks see them as &amp;quot;da humies givin praise to da orkiest of da gods, Gork and Mork&amp;quot;, to the point that the two titans will also accept being called Gork and Mork/Mork and Gork)) only occasionally kill their crew members, with the only people inside them they won&#039;t kill are Mind Fucked Psykers and Sisters of RAEG, the former because the titans really enjoy how the psykers just huddle up in a corner of their crew sections and cry, and the latter because Sisters of RAEG are the only people angrier than an Angry Titan. During transportation of an Angry Titan, the Sisters of RAEG actually take up residence inside it for the duration of the trip, as the two groups each find the sheer RAEG of the other rather calming, allowing the two to rest, catch up on some reading, maintain their weapons and preparing for the time when they must be ABSOLUTELY FUCKING LIVID WITH ALL OF YOU COCK SUCKING HERETICS AAAAAAAAHHHHHHHHH!!! The added bonus of this is that the Sisters of RAEG are as far away from everyone else as possible, as even Angry Custodians find Sisters of RAEG unnerving.&lt;br /&gt;
&lt;br /&gt;
Prophetic Profanity and Profanitically Prophetic are two separate models which can be fielded separately or together. Prophetic Profanity is equipped with two Archeotech Mega Bolters, while Profanitically Prophetic is equipped with two Archeotech Titan Chainfists. Both titans can also step on their puny foes with their Golden Titanic Feet.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Titan || * || * || * || 11 || 9 || 35 || 5 || 8 || 2+ || 2200&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS !! Void Shield &lt;br /&gt;
|-&lt;br /&gt;
| 23-35+ || 24&amp;quot; || 3+ || 2+ || 4+ &lt;br /&gt;
|-&lt;br /&gt;
| 16-22 || 18&amp;quot; || 3+ || 3+ || 4+ &lt;br /&gt;
|-&lt;br /&gt;
| 9-15 || 12&amp;quot; || 4+ || 4+ || 5+ &lt;br /&gt;
|-&lt;br /&gt;
| 1-8 || 2D6&amp;quot; || 4+ || 4+ || 6+ &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
*Prophetic Profanity and/or Profanitically Prophetic may carry a single Mind Fucked Psyker for 300 points. If it/they do so then they may manifest one power per turn from the Titanicus Fuckious discipline per turn (see Titanicus Fuckious for more details).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Melee Weapon !! Range !! Type !! S !! AP !! D !! Abilities !! Points&lt;br /&gt;
Per Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Archeotech Mega Bolters || 72” || Heavy 20 || 6 || -3 || 2 || Units targeted by this weapon suffer a -1 to their invulnerability saves A model armed with two of these weapons may re-roll failed hit rolls of 1 against TITANIC, VEHICLE and MONSTER units.. || Pair 200&lt;br /&gt;
|-&lt;br /&gt;
| Archeotech Titan Chainfist || Melee || Melee || x2 || -4 || 6 || If a &#039;&#039;&#039;VEHICLE&#039;&#039;&#039; or &#039;&#039;&#039;Monster&#039;&#039;&#039; is slain by this weapon, pick an enemy unit within 9&amp;quot; of the bearer and roll a D6. On a 4+ that unit suffers D3 mortal wounds. A model armed with two of these weapons may add 1 to its attack characteristic and may make an additional attack with this weapon during the fight phase. || Pair 100&lt;br /&gt;
|-&lt;br /&gt;
| Golden Titanic Feet || Melee || Melee || User || -3 || D3 || Make 3 hit rolls for each attack made with this weapon, instead of 1. || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*SUPERHEAVY AS FUCK BITCHES&lt;br /&gt;
&lt;br /&gt;
*NA NA NA NA NA THIS OBJECTIVE IS MINE YOU PUNY GUARDSMEN!!!&lt;br /&gt;
&lt;br /&gt;
*LOOK, I’M DRIVING WITHOUT A PILOT!!!&lt;br /&gt;
&lt;br /&gt;
*Titan Void shields&lt;br /&gt;
&lt;br /&gt;
*Cataclysmic Explosion&lt;br /&gt;
&lt;br /&gt;
*The lure of pure fury:&lt;br /&gt;
**All other units within 12” add 1 to their attack characteristic and subtract 2 from their leadership characteristic, unless they have the &#039;&#039;&#039;ANGRY CUSTODES&#039;&#039;&#039; keyword, in which case they only subtract 1.&lt;br /&gt;
&lt;br /&gt;
*Hiding place for Sisters of RAEG:&lt;br /&gt;
**This model may transport up to 20 SISTERS OF RAEG models and 1 SISTER SUPERIOR. 10 models being transported inside this model may fire their weapons while being transported during the shooting phase.&lt;br /&gt;
&lt;br /&gt;
[[Category:Imperial]][[Category:Warhammer 40,000]][[Category:Awesome]][[Category:Stories]][[Category:Stories/Warhammer 40,000]] [[Category:Warhammer Homebrew]][[Category:/tg/ 40,000]]&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Space_Marines&amp;diff=1011653</id>
		<title>Warhammer 40,000/10th Edition Tactics/Space Marines</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/10th_Edition_Tactics/Space_Marines&amp;diff=1011653"/>
		<updated>2026-05-20T15:59:26Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.161: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width: auto; margin-left: auto; margin-right: auto;&amp;quot;&amp;gt;[[Indrick Boreale|WE ARE THE SPEHSS MAHREENS! WE ARE THE EMPRA&#039;S FUREH!]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition&#039;s]] [[Space Marine]] tactics. [[Warhammer 40,000/9th Edition Tactics/Space Marines|9th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Space Marines==&lt;br /&gt;
===Pros===&lt;br /&gt;
*Basically agreed upon to be one of the best if not the absolute best army in the game to start with. They&#039;re easy to paint, cheap, and elite.&lt;br /&gt;
*As GW’s favorite baby, you will never be in short supply of cool models and strong units.&lt;br /&gt;
*So many Leader options and niche support buffing units, you can almost put any ability on your unit for maximize damage output.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Despite being GW&#039;s favorite child, you&#039;re the fanbase&#039;s punching bag.&lt;br /&gt;
**Another consequence of being the favorite child is that everyone&#039;s going to be making armies to counter you out of habit simply because you&#039;re the first codex.&lt;br /&gt;
*Bloat. While being spoiled for choice is certainly not a bad thing in of itself, it&#039;s not an exaggeration to say that your codex is crowded. Quite a few Space Marine units tend to step on each other&#039;s toes with some units simply outperforming other units wholesale. Even with the recent Legends sweep trimming a fair few of your more obscure selections down, you&#039;ll still have a lot to keep track of.&lt;br /&gt;
*While you are very solid in every category, you aren&#039;t going to beat a faction at something they specialize in. If you try to out melee the World Eaters or outshoot the T&#039;au you are going to get humbled quickly.&lt;br /&gt;
*A lot of the really cool Heresy-era stuff, despite getting plastic kits, has bafflingly been relegated to Legends, meaning they&#039;re impossible to play with competitively.&lt;br /&gt;
&lt;br /&gt;
==Faction Rules==&lt;br /&gt;
*&#039;&#039;&#039;Oath of Moment&#039;&#039;&#039;: The special rule of the faction, this lets you mark one enemy unit. All of your forces can re-roll to hit and wound this one unit, making it ideal for focus-firing an enemy to death. Expect Knight players to refuse to play against you.&lt;br /&gt;
*&#039;&#039;&#039;Space Marine Chapters&#039;&#039;&#039;: A datasheet listing both {{W40Kkeyword|adeptus astartes}} and a second faction keyword means the second keyword is that datasheet&#039;s &#039;&#039;Chapter&#039;&#039;.  You cannot have datasheets from more than 1 &#039;&#039;Chapter&#039;&#039; in your army.&lt;br /&gt;
**As Gabriel Seth shows, most Successor Chapters remain under the umbrella of their progenitor chapter with the exception of Epic Heroes being rendered unable to be fielded alongside other Epic Heroes of that progenitor chapter.&lt;br /&gt;
&lt;br /&gt;
==Detachments==&lt;br /&gt;
When a detachment is restricted to a specific Chapter, the Chapter name precedes the Detachment name; this always means you can&#039;t include any models whose datasheet specifies a different chapter (e.g. you can&#039;t field a {{W40Kkeyword|Dark Angels}} datasheet in a {{W40Kkeyword|Space Wolves}} detachment).&lt;br /&gt;
&lt;br /&gt;
===Gladius Task Force===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The Index&#039;s general-use detachment. It&#039;s focused around single-use Doctrines that can generally influence the way your army operates for the turn. That said, you also have stratagems that allow you to use more localized Doctrines without worrying about usages.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrines:&#039;&#039;&#039; At the start of your command phase, you can pick one of these to apply to all {{W40Kkeyword|adeptus astartes}} units in your army until the start of your next Command Phase, and each can only be picked 1/battle.&lt;br /&gt;
**&#039;&#039;&#039;Devastator Doctrine:&#039;&#039;&#039; Your army can always shoot after advancing, which is actually best on &#039;&#039;non-heavy&#039;&#039; weapons that lose nothing from Advancing rather than Remaining Stationary, meaning this buffs your Devastator Squads and the like &#039;&#039;least&#039;&#039;.  Because GW is bad at rules, this &#039;&#039;doesn&#039;t&#039;&#039; add the &#039;&#039;Assault&#039;&#039; USR to all of your guns (instead applying the definition of it directly to every gun).&lt;br /&gt;
**&#039;&#039;&#039;Tactical Doctrine:&#039;&#039;&#039; Your army can shoot and charge after falling back, which primarily buffs units with {{W40Kkeyword|fly}} because they&#039;re better at falling back.&lt;br /&gt;
**&#039;&#039;&#039;Assault Doctrine:&#039;&#039;&#039; Your army can charge after advancing.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt (1 CP):&#039;&#039;&#039; One of the few rules we welcome being busted to a stratagem. One unit getting attacked reduces the AP of any attacks they get by 1, which will mean a lot more with how much AP got nerfed.&lt;br /&gt;
*&#039;&#039;&#039;Honour the Chapter (1 CP):&#039;&#039;&#039; One unit gets &#039;&#039;Lance&#039;&#039; on their melee weapons, making this only useful if the unit had just charged. In addition, if you have Assault Doctrine active, these weapons also improve their AP by 1.&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fire (1 CP):&#039;&#039;&#039; One unit gets &#039;&#039;Ignores Cover&#039;&#039; on all their guns and improves the AP of their guns by 1 if the Devastator Doctrine is active.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Only in Death Does Duty End (2 CP):&#039;&#039;&#039; If an enemy hits and kills one of your models in melee before they can fight back, that model can get one last swing before going down.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Adaptive Strategy (1 CP):&#039;&#039;&#039; One unit gets to pick which doctrine it wants active, regardless of what anyone else is using and whether you had used it before. Remember what we said about Adept of the Codex being pointless? This is why.&lt;br /&gt;
*&#039;&#039;&#039;Squad Tactics (1 CP):&#039;&#039;&#039; When an enemy moves within 9&amp;quot; of a {{W40kKeyword|Infantry}} or {{W40kKeyword|Mounted}} unit, that unit can move d6&amp;quot; in any direction. Using this while under Tactical Doctrine makes that movement a flat 6&amp;quot; and thus better for getting the squad into position.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
*&#039;&#039;&#039;Adept of the Codex:&#039;&#039;&#039; {{W40Kkeyword|captain}} only, and absolute trash.  When you would pick a Doctrine for your army, you can &#039;&#039;instead&#039;&#039; select the Tactical doctrine and force it to be on the Captain&#039;s unit even if you&#039;ve already used it; [[Wat|the downside for this is you didn&#039;t pick a doctrine for your army, so the entire rest of your army has to go doctrineless]].  You should absolutely never field this.&lt;br /&gt;
**Remember you can Rites of Battle to use Adaptive Strategy for free on the Captain&#039;s unit. So yes, you can either take Adept of the Codex and have your entire army go doctrineless in exchange for the Captain&#039;s unit having the Tactical doctrine...or have your entire army use a regular doctrine and the Captain&#039;s unit have any doctrine for free without consuming an enhancement slot. Hard choice to make.&lt;br /&gt;
*&#039;&#039;&#039;Artificer Armour:&#039;&#039;&#039; Bearer gets 2+ and 5+++. Always useful on anything.&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline:&#039;&#039;&#039; While the bearer is leading a unit, ranged weapons equipped by models in that unit have &#039;&#039;Sustained Hits 1&#039;&#039;. In addition, while the bearer’s unit is under the effects of the Devastator Doctrine, each time a model in that unit makes a ranged attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.&lt;br /&gt;
**Note that the 5+ crits happen to the bearer regardless, but the Sustained Hits rule requires them to lead a unit, so you should never put this on a non-Leader.&lt;br /&gt;
**An example compelling combo with this: Take a Primaris Lieutenant with this (meaning the attached unit also gets &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039; and is functionally always in the Tactical Doctrine). Attach a Primaris Captain with Plasma Pistol.  You can now spam the Adaptive Strategy stratagem to maintain the Devastator Doctrine on this unit, and when shooting your Oath of Moment target, you can (and should) re-roll 1-4 hit to fish for 5s and 6s, which will get you 1 hit that auto-wounds (from the Lieutenant) and 1 that must roll to wound but can re-roll failures (from Oath of Moment), and if you pay 1 CP for Storm of Fire as well, you&#039;ll also have &#039;&#039;Ignores Cover&#039;&#039; &#039;&#039;and&#039;&#039; improve your AP by 1.  &lt;br /&gt;
*&#039;&#039;&#039;The Honour Vehement:&#039;&#039;&#039; Bearer gets +1A and +1S to melee weapons, +2A and +2S instead while under Assault Doctrine. Best suited for any heroes with &#039;&#039;Extra Attacks&#039;&#039; like Gravis Captains with fists and Techmarines.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dark Angels===&lt;br /&gt;
====Unforgiven Task Force====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive Dark Angels detachment. This focuses more on mitigating the more disastrous effects of battle-shock since the entire morale game has been shifted dramatically to avoid ATSKNF cheese. Hell, the enhancements present make them even more dangerous when battle-shocked.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
=====Special Rules=====&lt;br /&gt;
*&#039;&#039;&#039;Grim Resolve:&#039;&#039;&#039; All battle-shocked units are set to OC 1 instead of 0. Very helpful for keeping objectives under your control, but it won&#039;t stop enemy high-OC troops from taking over.&lt;br /&gt;
**The only way you have to avoid being worse than a Black Templars Righteous Crusaders detachment baseline is to stick to low-OC models: at OC2+, improving your LD by 1 (as they can do, plus more) would be better than Grim Resolve in terms of preserving your OC.  However, OC 0 models &#039;&#039;rise&#039;&#039; to OC 1 when Battle-Shocked under this doctrine, while OC 1 models simply ignore Battle-Shock for OC purposes, both of which beat the Black Templars in that niche.&lt;br /&gt;
&lt;br /&gt;
=====Stratagems=====&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt (1 CP):&#039;&#039;&#039; Same as the one in Gladius. One unit reduces the AP of any hit it suffers by 1.&lt;br /&gt;
*&#039;&#039;&#039;Fire Discipline (1 CP):&#039;&#039;&#039; One unit&#039;s guns gain &#039;&#039;&#039;Assault&#039;&#039;&#039;, &#039;&#039;&#039;Heavy&#039;&#039;&#039;, and &#039;&#039;&#039;Ignores Cover&#039;&#039;&#039;. Obviously, you want to put this on weapons that will benefit - e.g. don&#039;t bother putting it on Hellblasters.&lt;br /&gt;
*&#039;&#039;&#039;Unbreakable Lines (1 CP):&#039;&#039;&#039; When an enemy unit charges one of yours, your unit reduces any damage they take by 1.&lt;br /&gt;
*&#039;&#039;&#039;Unforgiven Fury (1 CP):&#039;&#039;&#039; One unit gains &#039;&#039;Lethal Hits&#039;&#039; on either ranged or melee weapons. If the unit is battle-shocked, they score critical hits on a 5+.&lt;br /&gt;
**This means when you use Hellblasters to kill off your own Impulsor and the unit shoots a second time while Battle-Shocked, it&#039;ll be critting on 5+.  Good times.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Grim Retribution (1 CP):&#039;&#039;&#039; If an enemy kills models in one of your units during the shooting phase, they can immediately shoot back at the enemy before dying. Excellent for making anyone pay for mowing down your troops.&lt;br /&gt;
*&#039;&#039;&#039;Intractable (1 CP):&#039;&#039;&#039; One unit can shoot or charge after falling back.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Enhancements=====&lt;br /&gt;
*&#039;&#039;&#039;Heavenfall Blade:&#039;&#039;&#039; The bearer&#039;s melee weapons gain +1 to Strength, AP, and Damage. While battle-shocked, those bonuses are improved to +2.  Absolutely ideal on a Judiciar.&lt;br /&gt;
*&#039;&#039;&#039;Pennant of Remembrance:&#039;&#039;&#039; Primaris Ancient, Terminator Ancient, or Bladeguard Ancient only. The bearer gives any unit they lead a 6+++ FNP, which improves to 4+++ while battle-shocked.  Overlaps with the Primaris Ancient 4+++ while near an objective or the table center.&lt;br /&gt;
**Bear in mind that we still don&#039;t know how Grim Resolve interacts with Ancients in general.&lt;br /&gt;
*&#039;&#039;&#039;Shroud of Heroes:&#039;&#039;&#039; If the bearer dies, they can come back at the end of the turn on a 2+. They&#039;ll return with 3 wounds, but this goes to restore all wounds if they died while battle-shocked.&lt;br /&gt;
*&#039;&#039;&#039;Stubborn Tenacity:&#039;&#039;&#039; The bearer grants +1 to hit to a led unit when it is below half-strength. While battle-shocked, this also adds +1 to wound.  Identical to the buff from a Terminator Ancient, although they&#039;ll stack and then get subjected to the standard cap of +1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mordekai&#039;s Judgement (Combat Patrol)====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
A bit...confused, as it&#039;s giving you ways to stand stiff but little benefit to fighting back and no morale help.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Composition&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
1 Chaplain Mordekai, 5 Intercessors, 3 Inceptors, 1 Redemptor Dread&lt;br /&gt;
*&#039;&#039;&#039;Chaplain Mordekai:&#039;&#039;&#039; A Primaris Chaplain that keeps the +1 to wound in melee but not the single-use curing of battle-shock. Pretty much exists to keep the Intercessors from being fucked in melee.&lt;br /&gt;
*&#039;&#039;&#039;Intercessor Squad:&#039;&#039;&#039; They exist. They lost their ability to keep units capped.&lt;br /&gt;
*&#039;&#039;&#039;Inceptor Squad:&#039;&#039;&#039; Come for the surprise assaults with their twin bolters. The loss of your ability to land closer to enemies doesn&#039;t change too much since they weren&#039;t going to fight anyways.&lt;br /&gt;
*&#039;&#039;&#039;Redemptor Dreadnought:&#039;&#039;&#039; The only plasma in an army traditionally focused on plasma. Fortunately, this plasma cannon can destroy any squad without needing to overcharge and has a gatling cannon to blast away any stragglers. Sadly, this has no damage reduction, making any meltas and power fists a very real threat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Secondary Objectives&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;Endless Hunt:&#039;&#039; 3 VP each turn where you get your Intercessors on an objective outside your DZ, upped to 4 DZ if it&#039;s within the enemy DZ.&lt;br /&gt;
*&#039;&#039;Archaeotech Reliquary:&#039;&#039; Your enemy marks one objective. Score 10 VP if you score it like the average [[Blood Ravens|magpie]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Stratagems&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Fortitude of the First (1 CP):&#039;&#039;&#039; One {{W40kKeyword|infantry}} unit gets cover against any enemy shooting.&lt;br /&gt;
*&#039;&#039;&#039;Resolute in Duty (1 CP):&#039;&#039;&#039; One {{W40kKeyword|infantry}} unit gains +1 to OC. Excellent for making your Intercessors snatch objectives out of the enemy&#039;s grasp.&lt;br /&gt;
*&#039;&#039;&#039;Teachings of the Lion (1 CP):&#039;&#039;&#039; One {{W40kKeyword|infantry}} unit can shoot or charge after falling back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Enhancements&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;Stoic Exemplar:&#039;&#039; Enemies who charge Chaplain Mordekai&#039;s squad take -1 to wound on that fight phase, which is pretty iconic for a chapter defined by their stubbornness. Doesn&#039;t help them fight back though...&lt;br /&gt;
*&#039;&#039;Zealous Wrath:&#039;&#039; Chaplain Mordekai&#039;s squad can re-roll advance and charge rolls. Better to use if you&#039;re being more aggressive.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Space Wolves===&lt;br /&gt;
====Champions of Russ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Space Wolves. Their sagas rely on characters performing a major deed and granting armywide buffs. As such, you&#039;ll need to make use of your many characters to get those buffs as fast as possible.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Special Rules=====&lt;br /&gt;
*&#039;&#039;&#039;Deeds Worthy of Saga:&#039;&#039;&#039; At the end of each round, you can pick one Saga to channel. If you accomplished this Saga during the next round, you get a permanent buff. Some of your stratagems are affected by your sagas.&lt;br /&gt;
**&#039;&#039;&#039;Saga of the Beastslayer:&#039;&#039;&#039; If you had a {{W40kKeyword|character}} model kill an enemy {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}} model, everyone&#039;s melee weapons gain &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039;.&lt;br /&gt;
***The best characters for making this happen have good guns, like a Wolf Guard Pack Leader with missile launcher or Bjorn the Fell-Handed.&lt;br /&gt;
**&#039;&#039;&#039;Saga of the Bear:&#039;&#039;&#039; If you had a {{W40kKeyword|character}} model reduced to below half their wounds but it still lives, everyone gets &#039;&#039;&#039;Feel No Pain 6+++&#039;&#039;&#039; to make everyone tanky.&lt;br /&gt;
***There&#039;s no truly &#039;&#039;good&#039;&#039; way to make this happen, as you generally need to rely on your opponent hurting you just enough without finishing the job, but the best you have is fielding a lot of &#039;&#039;&#039;Hazardous&#039;&#039;&#039; weapons (i.e. guns) and shooting them to hurt yourself.  Bjorn the Fell-Handed is just about the best you have for earning this.&lt;br /&gt;
**&#039;&#039;&#039;Saga of Majesty:&#039;&#039;&#039; If you managed to control an objective in the enemy&#039;s DZ and got a {{W40kKeyword|character}} model within reach, your entire army gains +1 to their OC stats.&lt;br /&gt;
*** Build the rest of your army to take control of objectives like you should have been doing &#039;&#039;anyway&#039;&#039; and this should more or less take care of itself, but the more mobile a character, the easier a time you&#039;ll have rushing them over once you realize you&#039;re on track to score this.&lt;br /&gt;
**&#039;&#039;&#039;Saga of the Warrior Born:&#039;&#039;&#039; If one of your {{W40kKeyword|Characters}} killed an enemy {{W40kKeyword|character}}, all of your melee weapons gain &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
***You don&#039;t have any characters with Precise ranged weapons worth a damn, but in melee you have the Primaris Company Champion (as well as Arjac Rockfist), the Judiciar, and anyone else you gave the Frost Weapon to.  Since the first two require a ride to be delivered into melee &#039;&#039;and&#039;&#039; can&#039;t Fly to reach your target, that third option is the most reliable.&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; As a very divergent chapter, there are forces the Space Wolves won&#039;t use or have alternatives. Tactical Squads, Assault Squads of both Varieties, Devastator Squads, Command Squads, and Primaris Apothecaries are all out of the list.  It is easy to tell when you have an intended replacement, as the new units have special rules to make &#039;&#039;&#039;Leader&#039;&#039;&#039; work properly.&lt;br /&gt;
**Tactical Squads are replaced by Grey Hunters.&lt;br /&gt;
**Assault Squads are replaced by Blood Claws if they don&#039;t have Jump Packs and Skyclaws if they do.&lt;br /&gt;
**Devastator Squads are replaced by Long Fangs.&lt;br /&gt;
**Command Squads are &#039;&#039;theoretically&#039;&#039; replaced by Wolf Guard, except their special rule decided to limit them [[Wat|to only Vanguard Veteran attachments]] instead, so now you have no Command Squads, and then both Wolf Guard and Vanguard Veterans attract the same leaders.&lt;br /&gt;
**Primaris Apothecaries have no replacement at all, and even worse, Wolf Priests are weirdly no longer available. [[Derp|Despite the Wolves using regular Apothecaries alongside Wolf Guard during]] [[Horus Heresy|that one temper-tantrum]].&lt;br /&gt;
&lt;br /&gt;
=====Stratagems=====&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt (1 CP):&#039;&#039;&#039; Same as the one in Gladius. Any hits on one unit reduce their AP by 1. With the loss of any Wolf Priests, you&#039;re absolutely going to need this.&lt;br /&gt;
*&#039;&#039;&#039;Go for the Throat (1 CP):&#039;&#039;&#039; Improve the AP of one units&#039; melee weapons by 1. If the Saga of the Beastslayer has been completed, these weapons also get &#039;&#039;Lance&#039;&#039; for an edge in charging.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Warrior Pride (1 CP):&#039;&#039;&#039; One {{W40kKeyword|Character}} and their unit gains the effects of completing a saga they hadn&#039;t yet completed.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wargear&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Runic Wards (1 CP):&#039;&#039;&#039; One unit gets a 5+++ against mortal wounds and psychic weapons. This improves to a 4+++ if the Saga of the Bear has been completed.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Death Howl (1 CP):&#039;&#039;&#039; When a unit wipes out an enemy unit, they can consolidate 6&amp;quot; towards an enemy unit so they can get into engagement range again. If you&#039;ve already accomplished the Saga of Majesty, any enemies within 6&amp;quot; of this unit are forced to make battle-shock checks.&lt;br /&gt;
*&#039;&#039;&#039;Relentless Assault (1 CP):&#039;&#039;&#039; One unit can shoot after advancing or falling back. If you accomplished the Saga of the Warrior Born, you can also charge with that same unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Enhancements=====&lt;br /&gt;
*&#039;&#039;&#039;Black Death:&#039;&#039;&#039; The bearer&#039;s melee weapons gain &#039;&#039;Anti-Vehicle 4+&#039;&#039; and &#039;&#039;Anti-Monster 4+&#039;&#039;. Want an easier way to fulfill the Saga of the Beastslayer? This is how.&lt;br /&gt;
*&#039;&#039;&#039;Frost Weapon:&#039;&#039;&#039; The bearer&#039;s melee weapons gain &#039;&#039;Precision&#039;&#039; as well as improve their Strength and AP by 1.&lt;br /&gt;
*&#039;&#039;&#039;Pelt of the Bale Wolf:&#039;&#039;&#039; Enemies engaged with the bearer must take a battle-shock test each turn.&lt;br /&gt;
*&#039;&#039;&#039;Wolf Tail Talisman:&#039;&#039;&#039; Reduces any damage the bearer takes by 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Thoryk&#039;s Void Hunters (Combat Patrol)====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Focuses your army on taking down key units.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Composition&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
1 Battle Leader Thoryk, 10 Intercessors, 5 Reivers, 1 Invictor&lt;br /&gt;
*&#039;&#039;&#039;Battle Leader Thoryk:&#039;&#039;&#039; A Primaris Lieutenant with Bolt Rifle and Power Weapon. While you lost the extremely good &#039;&#039;[Lethal Hits]&#039;&#039;, you can have his unit shoot or charge after falling back.&lt;br /&gt;
*&#039;&#039;&#039;Intercessor Squad:&#039;&#039;&#039; They exist. They lost their ability to keep units capped.&lt;br /&gt;
*&#039;&#039;&#039;Reiver Squad:&#039;&#039;&#039; Keep their knives to make them the preferred melee unit to nail key units. Fortunately, they can deep-strike to help them get as close as they need to.&lt;br /&gt;
*&#039;&#039;&#039;Invictor Tactical Warsuit:&#039;&#039;&#039; Comes with a twin Ironhail Autocannon for more shots over the Incendium Cannon so you can blow up TEQ with ease. Sadly can&#039;t support your Reivers with anything.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Secondary Objectives&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;Mighty Saga:&#039;&#039; Mark one enemy {{W40kKeyword|character/vehicle/monster}} for death. Score 8 VP if you kill this enemy, 12 VP if Battle Leader Thoryk dealt the killing blow. Pretty easily goes hand-in-hand with the default enhancement.&lt;br /&gt;
*&#039;&#039;Reiving Conquerors:&#039;&#039; 3 VP if you control at least half the objectives in no man&#039;s land.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Stratagems&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Keen Senses (1 CP):&#039;&#039;&#039; One unit gains &#039;&#039;[Ignores Cover]&#039;&#039; on their guns. They can re-roll 1s to wound any enemy {{W40kKeyword|character}} they target.&lt;br /&gt;
*&#039;&#039;&#039;Pack Ambush (1 CP):&#039;&#039;&#039; After your Reivers shoot, their target must take a battle-shock test at a -2 penalty.&lt;br /&gt;
*&#039;&#039;&#039;A Warrior&#039;s Death (1 CP):&#039;&#039;&#039; When an enemy fights one of your units, all models gain the ability to fight after death on a 4+.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Enhancements&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;Tireless Hunter:&#039;&#039; Mark one enemy unit. Battle Leader Thoryk&#039;s unit can re-roll to wound this chosen quarry. A bit thematic, but it does limit their effectiveness outside of that one case.&lt;br /&gt;
*&#039;&#039;Ferocious:&#039;&#039; Battle Leader Thoryk&#039;s unit can use the Heroic Intervention strat for free, regardless of if you already used it. Has much more uses for protecting the Invictor from getting tied up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blood Angels===&lt;br /&gt;
====Sons of Sanguinius====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Blood Angels. This plays into the very aggressive playstyle the Blood Angels are known for, focusing on getting in the enemy&#039;s face and tearing them apart.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Special Rules=====&lt;br /&gt;
*&#039;&#039;&#039;The Red Thirst:&#039;&#039;&#039; Any unit that charges adds +1 to the Strength and Attacks of any melee weapons they have.&lt;br /&gt;
**This is the Gladius Task Force &amp;quot;Honour Vehement&amp;quot; enhancement but worse (due to not having a doctrine bonus) spread across your entire army, so just like there, it&#039;s best on models carrying weapons with &#039;&#039;&#039;Extra Attacks&#039;&#039;&#039;: Captains in Gravis Armour, Primaris Techmarines, Techmarines, and technically Thunderfire Cannons.  In your specific case, this list also includes Librarian Dreadnoughts.&lt;br /&gt;
&lt;br /&gt;
=====Stratagems=====&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt (1 CP):&#039;&#039;&#039; Same as the one in Gladius. Any hits one unit takes reduces their AP by 1.&lt;br /&gt;
*&#039;&#039;&#039;Red Rampage (1 CP):&#039;&#039;&#039; One unit gains &#039;&#039;Lance&#039;&#039; and &#039;&#039;Lethal Hits&#039;&#039; in for the fight phase. Best saved for a unit who doesn&#039;t have a Lieutenant to join.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Angel&#039;s Sacrifice (1 CP):&#039;&#039;&#039; When one {{W40kKeyword|Character}} dies, they can immediately attack whoever just killed them with a re-roll to hit.&lt;br /&gt;
*&#039;&#039;&#039;Only in Death Does Duty End (2 CP):&#039;&#039;&#039; When a unit is attacked in melee, any models that die can still fight before dying.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Assault (1 CP):&#039;&#039;&#039; One unit can still charge after falling back.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Enhancements=====&lt;br /&gt;
*&#039;&#039;&#039;Archangel&#039;s Shard:&#039;&#039;&#039; Bearer&#039;s melee weapons gain &#039;&#039;&#039;Lance&#039;&#039;&#039; and &#039;&#039;&#039;Anti-Chaos 5+&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Artisan of War:&#039;&#039;&#039; Bearer gains a 2+ save and improves the AP of their weapons by 1.&lt;br /&gt;
*&#039;&#039;&#039;Icon of the Angel:&#039;&#039;&#039; Whenever a non-{{W40kKeyword|Vehicle}} non-{{W40kKeyword|Monster}} unit tries to fall back from the bearer, they need to make a desperate escape test. Battle-shocked units take a -1 on this test.&lt;br /&gt;
*&#039;&#039;&#039;Visage of Death:&#039;&#039;&#039; Non-{{W40kKeyword|Vehicle}} non-{{W40kKeyword|Monster}} units within engagement range of the bearer halve their OC. Excellent for frontline denial with a squad of Assault Intercessors or bikers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Strike Force Marcellos (Combat Patrol)====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Lacks any of the units truly unique to the chapter but does give you a means to play up an aggressive playstyle.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Composition&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
1 Librarian Marcellos, 5 Intercessors, 5 Incursors, 3 Aggressors, 1 Impulsor&lt;br /&gt;
*&#039;&#039;&#039;Librarian Marcellos:&#039;&#039;&#039; A basic Primaris Librarian. Only grants the 4++ to his Intercessors and not the 4+ FNP against enemy psykers.&lt;br /&gt;
*&#039;&#039;&#039;Intercessor Squad:&#039;&#039;&#039; They exist. They lost their ability to keep units capped.&lt;br /&gt;
*&#039;&#039;&#039;Incursor Squad:&#039;&#039;&#039; Excellent at finding the enemy through anything and then marking them up so Marcellos&#039; Intercessors can finish the job.&lt;br /&gt;
*&#039;&#039;&#039;Aggressor Squad:&#039;&#039;&#039; Very up-close combatants with Flamestorm Gauntlets cooking through any hordes.&lt;br /&gt;
*&#039;&#039;&#039;Impulsor:&#039;&#039;&#039; A lot less of an assault transport, but it does get a missile array so that you can cover whoever you&#039;re carrying with whatever you need.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Secondary Objectives&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;Angelic Wrath:&#039;&#039; 4 VP if you score an objective within 6&amp;quot; of the enemy DZ. Pretty easy if you&#039;ve got your Intercessors camping.&lt;br /&gt;
*&#039;&#039;Strategic Aggression:&#039;&#039; Mark one enemy {{W40kKeyword|vehicle}} or {{W40kKeyword|monster}} (or any {{W40kKeyword|character}} if they lack anything else). You get 10 VP if you kill that thing. If you can, use the alternate enhancement to make things a bit easier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Stratagems&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Controlled Ferocity (1 CP):&#039;&#039;&#039; If an enemy fights one of your {{W40kKeyword|infantry}} squads, the enemy takes -1 to hit them.&lt;br /&gt;
*&#039;&#039;&#039;Harness the Flaw (1 CP):&#039;&#039;&#039; One {{W40kKeyword|infantry}} unit can re-roll 1s to wound in the Fight phase, but you re-roll all wounds against {{W40kKeyword|monsters}} or {{W40kKeyword|vehicles}}. Helps guarantee that the Aggressors can demolish the big things.&lt;br /&gt;
*&#039;&#039;&#039;Rapid Strike (1 CP):&#039;&#039;&#039; At the end of the shooting phase, you can have your Intercessors or Incursors move right afterwards. That said, they can&#039;t enter the Impulsor and can&#039;t charge afterwards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Enhancements&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;Baalite Bladesman:&#039;&#039; Librarian Marcellos&#039; unit improves the AP of their melee weapons by +1. Makes the Intercessors get slapdash chainswords while he and the sergeant really good at killing MEQs. Of course, the Incursors make this job much easier.&lt;br /&gt;
*&#039;&#039;Radiant Wrath:&#039;&#039; Librarian Marcellos gains &#039;&#039;[Anti-Vehicle 5+]&#039;&#039; and &#039;&#039;[Anti-Monster 5+]&#039;&#039; to his Smite. Great for taking on the big units but it will restrict his Intercessors to mostly shooting.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Black Templars===&lt;br /&gt;
====Righteous Crusaders====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Black Templars. Mainly geared towards melee, their Templar Vows allow them a degree of flexibility that also lets them stand resolute or hunt witches, should the need arise.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
=====Special Rules=====&lt;br /&gt;
*&#039;&#039;&#039;Templar Vows:&#039;&#039;&#039; Pick one vow to buff your army at the start of the game. Which vow you pick can also affect some enhcancements and stratagems during the game.&lt;br /&gt;
**&#039;&#039;&#039;Abhor the Witch, Destroy the Witch:&#039;&#039;&#039; All units gain a 4++ save against psychic attacks and all melee weapons gain &#039;&#039;Anti-Psyker 4+&#039;&#039;. You need to be facing a &#039;&#039;seriously&#039;&#039; [[Thousand_Sons|psyker]]-[[Grey_Knights|heavy]] army for this to be worth it.&lt;br /&gt;
***Boosts &#039;Witchseeker Bolts&#039; enhancement and &#039;Devout Push&#039; strat.&lt;br /&gt;
**&#039;&#039;&#039;Accept Any Challenge, No Matter the Odds:&#039;&#039;&#039; All melee weapons gain &#039;&#039;[Sustained Hits 1]&#039;&#039;. Best saved for horde armies, as &#039;&#039;[Lethal Hits]&#039;&#039; is better than &#039;&#039;[Sustained Hits]&#039;&#039; when attacking enemies that need a 5+ or 6+ to wound.&lt;br /&gt;
***Boosts &#039;Sigismund&#039;s Seal&#039; enhancement and &#039;No Escape&#039; strat.&lt;br /&gt;
***Can use Lieutenants, Vanguard Vets and Assault marines to combine Lethal and Sustained hits on several squads.&lt;br /&gt;
**&#039;&#039;&#039;Suffer Not the Unclean to Live:&#039;&#039;&#039; All melee weapons gain &#039;&#039;[Lethal Hits]&#039;&#039;. Use to overcome high-Toughness armies, as &#039;&#039;[Sustained Hits 1]&#039;&#039; is better when attacking enemies that need a 3+ or 2+ to wound.&lt;br /&gt;
***Boosts the &#039;Perdition&#039;s Edge&#039; enhancement and &#039;Crusader&#039;s Wrath&#039; strat.&lt;br /&gt;
***&#039;&#039;[Lethal Hits]&#039;&#039; is easy to gain from Lieutenants onto many squads, but you&#039;re paying for one character for one squad. On the other hand, &#039;&#039;[Sustained Hits]&#039;&#039; only really appears on Heavy Bolters and Assault squads on foot.&lt;br /&gt;
**&#039;&#039;&#039;Uphold the Honour of the Emperor:&#039;&#039;&#039; All units gain a 6+++ and improve their Leadership to 5+. It&#039;s the only applicable vow if you go gun-heavy. It&#039;s often better than the Dark Angels&#039; Grim Resolve, as it makes a unit harder to battle-shock in the first place rather than partially mitigating one of the penalties of it.&lt;br /&gt;
***Boosts the &#039;Tanhauser&#039;s Bones&#039; enhancement and &#039;Vicious Riposte&#039; strat.&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; As ever, your Templars can never field Psykers of any kind. In addition, they&#039;ve banned the use of any (base) Primaris Vehicles (Gladiator, Impulsor, Repulsor), because they can add a pintle-mounted Multi Melta; that way other chapters don&#039;t get that option.&lt;br /&gt;
**The way detachments are written, it does mean you could attach Librarians to Crusader squads when &#039;&#039;not&#039;&#039; using this detachment. [[Rules_Lawyer|It is heresy, however]].&lt;br /&gt;
&lt;br /&gt;
=====Stratagems=====&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Fervent Acclamation (1 CP):&#039;&#039;&#039; A character and the unit he&#039;s leading gain a second Vow on top of the army&#039;s one. Meaning a squad with a Lt/Castellan can get Lethal, Sustained, and FnP 6+ &amp;amp; Ld5+.&lt;br /&gt;
**The wording for Enhancements is &amp;quot;if X vow is active &#039;&#039;for your army&#039;&#039;&amp;quot; and this makes it active for a character&#039;s squad, so it&#039;s unknown if this would proc an enhancement&#039;s boosted rule for that squad.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Devout Push (1 CP):&#039;&#039;&#039; After one of your units is fired upon, it can move 1d6&amp;quot; towards their shooter. It can move full 6&amp;quot; instead if &#039;Abhor the Witch&#039; is active for your army, and said move can be either towards the shooter or towards an enemy Psyker.&lt;br /&gt;
*&#039;&#039;&#039;No escape (1 CP):&#039;&#039;&#039; When a non-Vehicle/Monster tries to fall back, roll 1d6, adding +1 if &#039;Accept any Challenge&#039; is active for your army. On a 4+ it cannot escape, and if it does, they must test for Desperate Escape (1 &amp;amp; 2 = dead model).&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt (1 CP):&#039;&#039;&#039; Same as the one in Gladius. One unit getting attacked reduces the AP of any attacks they get by 1, which will mean a lot more with how much AP got nerfed.&lt;br /&gt;
*&#039;&#039;&#039;Crusader&#039;s Wrath (1 CP):&#039;&#039;&#039; Improve the unit&#039;s melee AP by 1. If &#039;Suffer not the Unclean&#039; is active for your army, also add +1S to their melee attacks.&lt;br /&gt;
*&#039;&#039;&#039;Vicious Riposte (1 CP):&#039;&#039;&#039; Each time your models are killed in melee, roll 1d6, adding +1 if &#039;Uphold the Honour of the Emperor&#039; is active for your army. On a 4+ the dying model fights after the enemy unit has fought, doing so with full attacks.&lt;br /&gt;
**So it&#039;s like a riskier but more rewarding version of &#039;Only in Death&#039; where there&#039;s a chance the model may not fight, but if it does it&#039;s with full attacks. And marines are often 3A or more. So it&#039;s .5 times the models doing 3 times the attacks Only in Death does, but costing half the CP.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Enhancements=====&lt;br /&gt;
*&#039;&#039;&#039;Perdition&#039;s Edge:&#039;&#039;&#039; The bearer&#039;s melee weapons improve Strength and AP by 1. If &#039;Suffer Not the Unclean to Live&#039; is active for your army, this also adds an extra attack.&lt;br /&gt;
*&#039;&#039;&#039;Sigismund&#039;s Seal:&#039;&#039;&#039; Bearer&#039;s melee weapons gain +1 Attack. If &#039;Accept Any Challenge, No Matter The Odds&#039; is active for your army, any 5+ to hit counts as a crit for his squad, causing that vow&#039;s &#039;&#039;[Sustained Hits 1]&#039;&#039; proc twice as often.&lt;br /&gt;
*&#039;&#039;&#039;Tännhauser&#039;s Bones:&#039;&#039;&#039; Reduces any damage the bearer takes by 1. If &#039;Uphold the Honour of the Emperor&#039; is active for your army, his squad gets a FnP 5+ (doubling the vow&#039;s FnP 6+).&lt;br /&gt;
*&#039;&#039;&#039;Witchseeker Bolts:&#039;&#039;&#039; Bearer&#039;s ranged weapons gain &#039;&#039;Precision&#039;&#039;, &#039;&#039;Anti-Psyker 4+&#039;&#039; and &#039;&#039;Devastating Wounds&#039;&#039;. If &#039;Abhor the Witch, Destroy the Witch&#039; is active for your army, his squad can re-roll to hit and wound psykers with their guns (effectively a 2nd Oath just against Psykers).&lt;br /&gt;
**Psykers are often characters but the squad&#039;s guns don&#039;t gain &#039;&#039;Precision&#039;&#039;, only rerolls. Reivers, Eliminators and Scout Sniper squads have it, if you want a source of ranged psyker-sniping.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Siguard&#039;s Crusaders (Combat Patrol)====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Need a crash course in what your crusaders can do? This is how!&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Composition&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt; &lt;br /&gt;
1 Marshal Siguard, 10 Primaris Crusaders (5 Initiates, 4 Neophytes), 5 Intercessors, 1 BT Impulsor&lt;br /&gt;
*&#039;&#039;&#039;Marshal Siguard:&#039;&#039;&#039; A Marshal with a plasma pistol. Really, that&#039;s all he is. No squad buffs, no free strats, nothing.&lt;br /&gt;
*&#039;&#039;&#039;Primaris Crusader Squad:&#039;&#039;&#039; Pretty much split down the middle with half the squads carrying guns while the other half carrying chainswords (The Initiates are also picking up a Pyreblaster and the Sword Brother&#039;s power weapon). Curiously, they didn&#039;t lose anything - Instead, they gain the ability to split your squad in half with one being the 5 Initiates while the other has the Sword Brother leads the Neophytes).&lt;br /&gt;
*&#039;&#039;&#039;Intercessor Squad:&#039;&#039;&#039; They exist. They lost their ability to keep units capped.&lt;br /&gt;
*&#039;&#039;&#039;Black Templars Impulsor:&#039;&#039;&#039; The best transport for the team, you&#039;ve got two storm bolters and the crusade-approved multi-melta to support the guns your squad will be toting. Even if it&#039;s only the crusaders, you&#039;ll be making do since this tank lets its cargo exit after advancing. Also comes with an orbital comms array that does...nothing since it&#039;s not on the damn card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Secondary Objectives&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;Path of Purgation:&#039;&#039; 8 VP if you get any units on the opponent&#039;s DZ and not battle-shocked. You get 10 VP if Marshal Siguard&#039;s among them.&lt;br /&gt;
*&#039;&#039;Sacred Vow:&#039;&#039; After turn 1, mark one enemy unit for death. You score 3 VP if you kill them in melee, instead getting 4 VP if it&#039;s your crusaders who cut them down.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Stratagems&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Goaded to Fury (1 CP):&#039;&#039;&#039; If an enemy shoots at one of your {{W40kKeyword|infantry}} squads, that squad can move towards the enemy. An excellent choice for your crusaders if you&#039;re focusing on the choppy.&lt;br /&gt;
*&#039;&#039;&#039;Hate-Fuelled Strength (1 CP):&#039;&#039;&#039; One {{W40kKeyword|infantry}} unit can re-roll to hit if they&#039;re fighting or shooting the closest enemy.&lt;br /&gt;
*&#039;&#039;&#039;Shield of Zeal (1 CP):&#039;&#039;&#039; When an enemy within 6&amp;quot; shoots or fights one of your {{W40kKeyword|infantry}} units, your squad gains a 4++ save. If it hits your crusaders, the neophytes instead get a 5++ since they only wear carapace plate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Enhancements&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;Crusader&#039;s Fervour:&#039;&#039; Marshal Siguard&#039;s unit gains +1 Attack with melee weapons. Ideal for your crusaders with half the squad toting chainswords. Pretty much why it&#039;s the default.&lt;br /&gt;
*&#039;&#039;Righteous Defiance:&#039;&#039; Marshal Siguard has a 5+ FNP. He also has a single-use ability to make his squad gain a 4+ FNP if you need to resist something devastating.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Deathwatch===&lt;br /&gt;
====Black Spear Task Force====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The exclusive detachment for the Deathwatch. Rather than the Chapter Tactics, which build around the specific rules of the army, these tactics just slap on special rules on the squad&#039;s weapons. At least these rules can be applied on all weapons - something you&#039;ll need with how weird your kill-teams can end up.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
=====Special Rules=====&lt;br /&gt;
*&#039;&#039;&#039;Mission Tactics:&#039;&#039;&#039; Essentially a variant of Chapter Tactics. Each Command phase lets you pick one tactic to benefit from for the turn.&lt;br /&gt;
**&#039;&#039;&#039;Furor Tactics:&#039;&#039;&#039; All weapons gain &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Malleus Tactics:&#039;&#039;&#039; All weapons gain &#039;&#039;Lethal Hits&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Purgatus Tactics:&#039;&#039;&#039; Any critical hits your army scores gain &#039;&#039;Precision&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; Lots of stuff gets cut out due to the very special structure of the Deathwatch as the space marine special forces rather than the typical chapter. No Tacticals, Assault Marines, Devastators, Bikers, Assault Bikes, Scouts (including Snipers), or Land Speeder Storms. That said, your new squads can still be joined by specific characters.&lt;br /&gt;
**Deathwatch Veterans and Proteus Kill Teams are considered equal to Vanguard Vets.&lt;br /&gt;
**Deathwatch Terminators are just regular Terminators.&lt;br /&gt;
**Veteran Bikers replace Bikers, and can be led by anyone that can lead Outriders (meaning the Chaplain&#039;s still fair game).&lt;br /&gt;
**Fortis Kill Teams can be led by anyone who leads Intercessors.&lt;br /&gt;
**Indomitor Kill Teams can be led by anyone who leads Heavy Intercessors.&lt;br /&gt;
**Spectrus Kill Teams can be led by anyone who leads Infiltrators.&lt;br /&gt;
&lt;br /&gt;
=====Stratagems=====&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Adaptive Tactics (1 CP):&#039;&#039;&#039; One unit or two {{W40kKeyword|Kill Team}} units can choose to have a different mission tactic active. Sounds good except there&#039;s no clause about whether these can be used after being used by the rest of the army - something that sinks this from usable into trash.&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt (1 CP):&#039;&#039;&#039; Same as the one in Gladius. Incoming attacks against one unit reduce their AP by 1.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Teleportarium (1 CP):&#039;&#039;&#039; One unit or two {{W40kKeyword|Kill Team}} units that aren&#039;t engaged at the end of the enemy Fight phase can leave the board and redeploy anywhere at least 9&amp;quot; away from the enemy on the next turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wargear&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Dragonfire Rounds (1 CP):&#039;&#039;&#039; One unit or two {{W40kKeyword|Kill Team}} units can give their guns both &#039;&#039;Assault&#039;&#039; and &#039;&#039;Ignore Cover&#039;&#039;. &lt;br /&gt;
*&#039;&#039;&#039;Hellfire Rounds (1 CP):&#039;&#039;&#039; One unit or two {{W40kKeyword|Kill Team}} units can give their their guns without &#039;&#039;Devastating Wounds&#039;&#039; both &#039;&#039;Anti-Infantry 2+&#039;&#039; and &#039;&#039;Anti-Monster 5+&#039;&#039;. GW quickly realized giving 2 squads the massive amount of potential mortal wounds against infantry for only 1 CP was a little broken and quickly nerfed it so now it only gives your other guns the means to insta-wound troops and chip away at monsters.&lt;br /&gt;
*&#039;&#039;&#039;Kraken Rounds (1 CP):&#039;&#039;&#039; One unit or two {{W40kKeyword|Kill Team}} units can give their guns +6&amp;quot; range and improve their AP by 1. Great for handling MEQ.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Enhancements=====&lt;br /&gt;
*&#039;&#039;&#039;Beacon Angelis:&#039;&#039;&#039; The bearer&#039;s unit gains the Deep Strike rule and can use the Rapid Ingress stratagem for free.&lt;br /&gt;
*&#039;&#039;&#039;Osseus Key:&#039;&#039;&#039; Watch Captain or Techmarine only.  When one non-{{W40kKeyword|Titanic Vehicle}} shoots at them, they need to make a Leadership check to force the enemy to make the enemy take -1 to hit.&lt;br /&gt;
*&#039;&#039;&#039;Thief of Secrets:&#039;&#039;&#039; +1 to Strength, AP and Damage to the bearer&#039;s melee weapons. If this weapon kills an enemy model, those bonuses are improved to +2.&lt;br /&gt;
*&#039;&#039;&#039;The Tome of Ectoclades:&#039;&#039;&#039; Watch Master or Captain only. Grants a single-use ability to mark two enemies for the Oath of Moment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Vigil Force Alphion (Combat Patrol)====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
While far from the most tacticool or operational, this does provide you with the means to pull surprises out of your team.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Composition&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
1 Lieutenant Alphion, 1 Apothecary Krenn, 10 Intercessors, 3 Aggressors&lt;br /&gt;
*&#039;&#039;&#039;Lieutenant Alphion:&#039;&#039;&#039; Basic Primaris Lieutenant with a power weapon. Lets his squad shoot and charge after falling back, which is at least helpful but still lacks &#039;&#039;[Lethal Hits]&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Apothecary Krenn:&#039;&#039;&#039; Primaris Apothecary. Use to raise dead Intercessors if you&#039;re using the alternate Enhancement.&lt;br /&gt;
*&#039;&#039;&#039;Intercessor Squad:&#039;&#039;&#039; They lost their ability to keep units capped but you can split them up into two squads of 5. Fortunately, you get two grenade launchers for a bit of extra utility, especially with the Special Issue Ammunition strat.&lt;br /&gt;
*&#039;&#039;&#039;Aggressor Squad:&#039;&#039;&#039; Come with Flamestorm Gauntlets. Surprisingly keep their AP boost when shooting at the closest enemy, which helps with melting hordes and bothering MEQs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Secondary Objectives&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;Hunter&#039;s Insight:&#039;&#039; Mark one objective outside your DZ each turn. You get 4 VP each turn where you have a squad on it.&lt;br /&gt;
*&#039;&#039;Head-Taker Doctrine:&#039;&#039; Score 5 VP for each {{W40kKeyword|character}} you kill with an additional 5 VP if you killed them all.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Stratagems&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Deathwatch Teleportarium (1 CP):&#039;&#039;&#039; At the end of one fight phase, you can throw one unengaged unit into reserves. They can redeploy on your next Movement phase, arriving anywhere within 3&amp;quot; of an enemy unit. Seeing how powerful this is for your Aggressors, you&#039;re restricted to only one use, so time it wisely.&lt;br /&gt;
*&#039;&#039;&#039;Special-Issue Ammunition (1 CP):&#039;&#039;&#039; One unit gains one of two sets of special rules for their guns: &#039;&#039;[Anti-Monster 5+, Anti-Vehicle 5+, Melta 2]&#039;&#039; or &#039;&#039;[Assault, Ignores Cover, Sustained Hits 2]&#039;&#039;. The Intercessors and whoever joins them gets the best deal with this, since the Aggressors have no AP on their flamers when not shooting at the closest target and are wasted on the second set of buffs.&lt;br /&gt;
*&#039;&#039;&#039;Veteran Instincts (1 CP):&#039;&#039;&#039; One unit gains a 5+ FNP when they&#039;re attacked. Your {{W40kKeyword|Gravis}} Aggressors instead get a 4+ FNP on account of being chonkers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Enhancements&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;Aegis Vigilate:&#039;&#039; Lieutenant Alphion&#039;s squad gains +1 to Touhness and a 4++ invuln. Pretty much makes your Intercessors into budget Terminators.&lt;br /&gt;
*&#039;&#039;Alien&#039;s Bane:&#039;&#039; Lieutenant Alphion&#039;s power weapon gains &#039;&#039;[Precision]&#039;&#039; and +1 to Wound, making it incredibly useful if you&#039;re targeting a specific enemy. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Strike Force Octavius (Combat Patrol)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
One of the first Combat Patrols released for 10E. Pretty much here to showcase the power of this new gameplay format.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Composition:&#039;&#039;&#039; 1 Captain Octavius, 1 Librarian Tantus, 5 Terminators, 5 Infernus&lt;br /&gt;
*&#039;&#039;&#039;Captain Octavius:&#039;&#039;&#039; Pretty much a barebones Terminator Captain equipped with a power weapon and storm bolter. However, he loses access to the free stratagem each turn.&lt;br /&gt;
*&#039;&#039;&#039;Librarian Tantus:&#039;&#039;&#039; A basic Termie Librarian with a storm bolter for non-psychic shooting. Lost out on the 4+ FNP against psychic powers but not the &#039;&#039;[Sustained Hits 1]&#039;&#039; buff for a squad.&lt;br /&gt;
*&#039;&#039;&#039;Terminators:&#039;&#039;&#039; Come with one Assault Cannon. Do not get the Teleport homer. Join the captain if you used the default enhancement and want someone to protect him, otherwise keep the Librarian to make the most use out of that AssCan.&lt;br /&gt;
*&#039;&#039;&#039;Infernus Squad:&#039;&#039;&#039; There&#039;s five of them and lost their ability to force battle-shock tests. Seeing as nobody can join them, they&#039;re definitely going to need to make use of the terrain to survive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Enhancements&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;Champion Duellist:&#039;&#039; Captain Octavius&#039;s melee weapons gain &#039;&#039;[Precision]&#039;&#039; and &#039;&#039;[Lethal Hits]&#039;&#039;. Seeing as this is the default, you&#039;re going to be seeing him fighting the enemy warlords often.&lt;br /&gt;
*&#039;&#039;Oathsworn Determination:&#039;&#039; Captain Octavius&#039;s unit gains +1 to their OC. Only really needed if you have an objective to cap over anyone, since you only get OC1 on your termies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Secondary Objectives&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;Wrath of the Emperor:&#039;&#039; Your default Secondary is pretty basic. Just have your captain kill models and you get 2 VP.&lt;br /&gt;
*&#039;&#039;Shock Tactics:&#039;&#039; A bit risky, as it requires you to claim any objectives that your enemy owned at the start of the turn. It&#039;s a worthwhile win though, as you get 5 VP for getting at least one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Duty and Honour (1 CP):&#039;&#039;&#039; Allows a squad to keep an objective capped even if they aren&#039;t on it. Expect to use this a lot because you need your men moving constantly.&lt;br /&gt;
*&#039;&#039;&#039;Gene-Wrought Resilience (1 CP):&#039;&#039;&#039; If one of your units is attacked, the enemy attack suffers -1 to wound if the attack&#039;s Strength exceeds your squad&#039;s Toughness.&lt;br /&gt;
*&#039;&#039;&#039;Veteran Instincts (1 CP):&#039;&#039;&#039; During the fight phase, you can pick one Terminator squad that hadn&#039;t yet fought and lets them re-roll a 1 to wound or re-roll any wounds against {{W40kKeyword|Vehicles}} or {{W40kKeyword|monsters}}.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wargear==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Astartes chainsword:&#039;&#039;&#039; A4 S4 AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Powerfist&#039;&#039;&#039;: S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Chainfist&#039;&#039;&#039;: {{W40Kkeyword|Anti-Vehicle 3+}} WS-1 S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Thunder Hammer&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} WS-1 S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Power Weapon&#039;&#039;&#039;: A+1 S5 AP-2 D1.&lt;br /&gt;
**&#039;&#039;&#039;Twin Lightning Claws&#039;&#039;&#039;: {{W40Kkeyword|TWIN-LINKED}} A+2 S5 AP-2 D1.&lt;br /&gt;
**&#039;&#039;&#039;Relic Weapon&#039;&#039;&#039;: A+1 S5 AP-2 D2. &lt;br /&gt;
*&#039;&#039;&#039;Force Weapon&#039;&#039;&#039;: {{W40Kkeyword|Psychic}} S6 AP-1 Dd3.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Boltgun&#039;&#039;&#039;: 24&amp;quot; A2 BS3+ S4 AP0 D1. A standard marine base weapon with many abilities added to create variants. Now attack bonus from Bolter Discipline plus Rapid Fire from 9th is now backed into the profile.&lt;br /&gt;
**&#039;&#039;&#039;Bolt Pistol&#039;&#039;&#039;: {{W40Kkeyword|Pistol}} 24&amp;quot; A1 BS3+ S4 AP0 D1. it and its variants are ubiquitous across foot marines and used when a unit doesn&#039;t fall back from melee. Don&#039;t forget it as it&#039;s extra damage.&lt;br /&gt;
**&#039;&#039;&#039;Bolt Rifle&#039;&#039;&#039;: {{W40Kkeyword|Assault}} {{W40Kkeyword|Heavy}} 24&amp;quot; A2 BS3+ S4 AP-1 D1.&lt;br /&gt;
**&#039;&#039;&#039;Storm Bolter&#039;&#039;&#039;: {{W40Kkeyword|Rapid Fire 2}} 24&amp;quot; A2 BS3+ S4 AP0 D1.&lt;br /&gt;
***&#039;&#039;&#039;Ironhail heavy Stubber&#039;&#039;&#039;: {{W40Kkeyword|Rapid Fire 3}} 36&amp;quot; A3 BS3+ S4 AP0 D1. An Upgraded Storm Bolter on primaries vehicles in all but lore.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter&#039;&#039;&#039;: {{W40Kkeyword|Sustained Hits 1}} 36&amp;quot; A3 BS3+ S5 AP-1 D2.&lt;br /&gt;
*&#039;&#039;&#039;Combi-weapon&#039;&#039;&#039;: {{W40Kkeyword|Anti-Infantry 4+}} {{W40Kkeyword|Devastating Wounds}} {{W40Kkeyword|Rapid Fire 1}} 24&amp;quot; A1 BS4+ S4 AP0 D1. Because Straping a special weapon to a sergeant&#039;s Bolter was too cluttered and powerful for the past 2 editions, been powered down to a gun that deals one MW to Infantry.&lt;br /&gt;
*&#039;&#039;&#039;Flamer&#039;&#039;&#039;: {{W40Kkeyword|Ignores cover}} {{W40Kkeyword|Torrent}} 12&amp;quot; Ad6 BS1+ S4 AP0 D1.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Flamer&#039;&#039;&#039;: {{W40Kkeyword|Ignores cover}} {{W40Kkeyword|Torrent}} 12&amp;quot; Ad6 BS1+ S5 AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Meltagun&#039;&#039;&#039;: {{W40Kkeyword|Melta 2}} 18&amp;quot; A1 BS3+ S9 AP-4 Dd6.&lt;br /&gt;
**&#039;&#039;&#039;Melta Rifle&#039;&#039;&#039;: {{W40Kkeyword|Heavy}} {{W40Kkeyword|Melta 2}} 18&amp;quot; A1 BS3+ S9 AP-4 Dd6.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon&#039;&#039;&#039;:  48&amp;quot; A1 BS3+ S12 AP-3 Dd6+1.&lt;br /&gt;
**&#039;&#039;&#039;Las-talon&#039;&#039;&#039;:  36&amp;quot; A2 BS3+ S10 AP-3 Dd6+1. Lascannon but weaker.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Laser Destroyer:&#039;&#039;&#039; {{W40Kkeyword|Heavy}} 72&amp;quot; A2 BS3+ S16 AP-4 Dd6+4.&lt;br /&gt;
*&#039;&#039;&#039;Hunter-killer Missile&#039;&#039;&#039;: {{W40Kkeyword|One-shot}}  48&amp;quot; A1 BS2+ S14 AP-3 Dd6.&lt;br /&gt;
*&#039;&#039;&#039;Grav-gun&#039;&#039;&#039;: {{W40Kkeyword|Anti-Vehicle 2+}} 18&amp;quot; A2 BS3+ S5 AP-1 D2.&lt;br /&gt;
**&#039;&#039;&#039;Grav-cannon&#039;&#039;&#039;: {{W40Kkeyword|Anti-Vehicle 2+}} {{W40Kkeyword|Heavy}} 24&amp;quot; A3 BS4+ S6 AP-1 D3.&lt;br /&gt;
*&#039;&#039;&#039;Assault Cannon&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} 24&amp;quot; A6 BS3+ S6 AP0 D1.&lt;br /&gt;
**&#039;&#039;&#039;Onslaught Gatling Cannon&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} 24&amp;quot; A8 BS3+ S5 AP0 D1.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Onslaught Gatling Cannon&#039;&#039;&#039;: {{W40Kkeyword|Devastating Wounds}} 24&amp;quot; A12 BS3+ S6 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Fragstorm grenade launcher:&#039;&#039;&#039;&#039; {{W40Kkeyword|Blast}} 24&amp;quot; AD6 BS3+ S4 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Icarus rocket pod:&#039;&#039;&#039; {{W40Kkeyword|Anti-fly 2+}} 24&amp;quot; AD3 BS3+ S8 AP-1 D2.&lt;br /&gt;
&lt;br /&gt;
==Generic Unit Analysis==&lt;br /&gt;
The keyword &amp;quot;Primaris&amp;quot; is gone. Where marines previously divided themselves in two simple categories (tall or short), now they segregate based on what they&#039;re wearing (Tacticus, Gravis, still short, etc). This gives rise to situations where, for example, you can embark primaris Aggressors in a firstborn Land Raider, but you can&#039;t attach a Chaplain to them because there&#039;s no Gravis Chaplain and they won&#039;t accept a Terminator one either.&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
&lt;br /&gt;
Bear in mind that without any other rules interactions, &#039;&#039;[Sustained Hits 1]&#039;&#039; buffs BS3+ output by 25% (so a model contributing that to a led unit must not cost more than 25% of the led unit to be worth it). &#039;&#039;[Lethal Hits]&#039;&#039; on a BS3+ model has a buff dependent on wound odds: 6+ to wound is 125%, 5+ is 50%, 4+ is 25%, 3+ is 12.5%, and 2+ is 5%.  Also, because &#039;&#039;[Lethal Hits]&#039;&#039; anti-synergizes with &#039;&#039;[Devastating Wounds]&#039;&#039; and &#039;&#039;[Anti-X]&#039;&#039; (preventing critical hits from ever critically wound), you really should pay attention to what leaders you attach to what units.&lt;br /&gt;
&lt;br /&gt;
What armor type a marine leader wears determines what they can lead. See details below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
|+ Leaders by Led Units&lt;br /&gt;
! scope=col | Armor !! scope=col | Squads !! scope=col | Leaders&lt;br /&gt;
|-&lt;br /&gt;
| Firstborn ||&lt;br /&gt;
*Assault Squad (w/o jump packs)&lt;br /&gt;
*Command Squad&lt;br /&gt;
*Tactical Squad&lt;br /&gt;
*Vanguard Veteran Squad (w/o jump packs)&lt;br /&gt;
| &lt;br /&gt;
* Captain: &#039;&#039;&#039;Rites of Battle&#039;&#039;&#039;&lt;br /&gt;
* Chaplain: +1 to Wound in Melee&lt;br /&gt;
* Librarian: 4++, FnP 4+ vs Psychic attacks&lt;br /&gt;
* Lieutenant: &#039;&#039;[Lethal Hits]&#039;&#039; on all weapons, Shoot+Charge after Falling Back&lt;br /&gt;
* Techmarine (Tacticals only, plus Servitors)&lt;br /&gt;
* {{W40kKeyword|Blood Angels}} Sanguinary Priest (can join Devastator Squad but not Command Squad): 5+++, +1AP in melee&lt;br /&gt;
|-&lt;br /&gt;
| {{W40kKeyword|Jump Pack}} ||&lt;br /&gt;
*Assault Squad with Jump Packs&lt;br /&gt;
*Vanguard Veteran Squad with Jump Packs&lt;br /&gt;
| &lt;br /&gt;
* Captain with Jump Pack: &#039;&#039;&#039;Rites of Battle&#039;&#039;&#039;, +1S on the Charge&lt;br /&gt;
* Chaplain with Jump Pack: +1 to Wound in Melee&lt;br /&gt;
* Librarian with Jump Pack: FnP 4+ vs Psychic Attacks, +1AP in melee&lt;br /&gt;
* {{W40kKeyword|Blood Angels}} Sanguinary Priest with Jump Pack: FnP 5+, +1AP in melee&lt;br /&gt;
|-&lt;br /&gt;
| {{W40kKeyword|Mounted}} ||&lt;br /&gt;
* Bike Squad&lt;br /&gt;
* Outrider Squad&lt;br /&gt;
| &lt;br /&gt;
* Captain on Bike: &#039;&#039;&#039;Rites of Battle&#039;&#039;&#039;, gives &#039;&#039;[Assault]&#039;&#039; to all guns&lt;br /&gt;
* Chaplain on Bike: +1 to Wound in Melee, &#039;&#039;[Devastating Wounds]&#039;&#039; on all guns against 1 visible unit within 12&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{W40kKeyword|Terminator}} ||&lt;br /&gt;
*Relic Terminator Squad&lt;br /&gt;
*Terminator Assault Squad&lt;br /&gt;
*Terminator Squad&lt;br /&gt;
| &lt;br /&gt;
* Ancient in Terminator Armour: +1 OC, +1 to hit while below starting strength, +1 to Wound while below half strength&lt;br /&gt;
* Captain in Terminator Armour: &#039;&#039;&#039;Rites of Battle&#039;&#039;&#039;, Re-roll Charges&lt;br /&gt;
* Chaplain in Terminator Armour: +1 to Wound in Melee, FnP 4+ vs MWs&lt;br /&gt;
* Librarian in Terminator Armour: FnP 4+ vs Psychic Attacks, &#039;&#039;[Sustained Hits 1]&#039;&#039; on all weapons&lt;br /&gt;
* ({{W40kKeyword|Dark Angels}} Deathwing Strikemaster: &#039;&#039;[Lethal Hits]&#039;&#039; on all weapons&lt;br /&gt;
*{{W40kKeyword|Space wolves}} Wolf Guard Battle Leader in Terminator Armour: &#039;&#039;[Lethal Hits]&#039;&#039; on all weapons&lt;br /&gt;
|-&lt;br /&gt;
| {{W40kKeyword|Tacticus}} (Primaris) ||&lt;br /&gt;
* Assault Intercessor Squad&lt;br /&gt;
* Bladeguard Veteran Squad or Desolation Squad (never both)&lt;br /&gt;
* Hellblaster Squad&lt;br /&gt;
* Infernus Squad&lt;br /&gt;
* Intercessor Squad&lt;br /&gt;
* Sternguard Veteran Squad&lt;br /&gt;
| &lt;br /&gt;
* Bladeguard Ancient (Bladeguard Veterans only): +1 OC, 1/battle +1A to all melee weapons&lt;br /&gt;
* Judiciar (can&#039;t lead Desolators or Hellblasters): &#039;&#039;&#039;Fights First&#039;&#039;&#039;&lt;br /&gt;
* Primaris Ancient (can&#039;t lead Desolators): +1 OC&lt;br /&gt;
* Primaris Apothecary (can&#039;t lead Desolators): Return 1 destroyed model per round&lt;br /&gt;
* Primaris Captain (Bladeguard Veterans): &#039;&#039;&#039;Rites of Battle&#039;&#039;&#039;&lt;br /&gt;
**{{W40kKeyword|Black Templars}} Marshal (can&#039;t lead Bladeguard, Desolators or Hellblasters): &#039;&#039;&#039;Rites of Battle&#039;&#039;&#039;&lt;br /&gt;
* Primaris Chaplain (can&#039;t lead Desolators): +1 to Wound in Melee&lt;br /&gt;
* Primaris Company Champion (can&#039;t lead Desolators or Hellblasters): +1 to Advance and Charge, Heroic Intervention for 0 CP even if already used)&lt;br /&gt;
* Primaris Librarian (can&#039;t lead Desolators): FnP 4+ vs Psychic Attacks, 4++.&lt;br /&gt;
* Primaris Lieutenant (can&#039;t lead Desolators): &#039;&#039;[Lethal Hits]&#039;&#039; on all weapons, Shoot+Charge after Falling Back&lt;br /&gt;
**{{W40kKeyword|Black Templars}} Castellan (can&#039;t lead Bladeguard, Desolators or Hellblasters: &#039;&#039;[Lethal Hits]&#039;&#039; on all weapons, Shoot+Charge after Falling Back&lt;br /&gt;
* Primaris Techmarine (Assault and Normal Intercessors only, plus Servitors)&lt;br /&gt;
|-&lt;br /&gt;
| {{W40kKeyword|Phobos}} ||&lt;br /&gt;
*Eliminator Squad&lt;br /&gt;
*Incursor Squad&lt;br /&gt;
*Infiltrator Squad&lt;br /&gt;
*Reiver Squad&lt;br /&gt;
*Scout Squad&lt;br /&gt;
*Scout Sniper Squad&lt;br /&gt;
| &lt;br /&gt;
*Captain in Phobos Armour: &#039;&#039;&#039;Rites of Battle&#039;&#039;&#039;&lt;br /&gt;
*Librarian in Phobos Armour (No Scouts): FnP 4+ vs Psychic Attacks, &#039;&#039;&#039;Stealth&#039;&#039;&#039;, &#039;&#039;&#039;Lone Operative&#039;&#039;&#039; on the whole unit&lt;br /&gt;
*Lieutenant in Phobos Armour (No Scouts or Eliminators): &#039;&#039;[Lethal Hits]&#039;&#039; on all weapons, move d6&amp;quot; after Shooting if not Engaged&lt;br /&gt;
*Lieutenant in Reiver Armour (Reiver Squad Only): &#039;&#039;[Lethal Hits]&#039;&#039; on all weapons, +3&amp;quot; to Terror Troops&lt;br /&gt;
|-&lt;br /&gt;
| {{W40kKeyword|Gravis}} ||&lt;br /&gt;
*Aggressor Squad&lt;br /&gt;
*Eradicator Squad&lt;br /&gt;
*Heavy Intercessor Squad&lt;br /&gt;
| &lt;br /&gt;
* Apothecary Biologis: &#039;&#039;[Lethal Hits]&#039;&#039; on all weapons&lt;br /&gt;
* Captain in Gravis Armour: &#039;&#039;&#039;Rites of Battle&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Apothecary:&#039;&#039;&#039; His Narthecium resurrects a model in his retinue each turn in your Command Phase. &amp;lt;u&amp;gt;Does not actually heal or provide any damage mitigation&amp;lt;/u&amp;gt;. Just full health revivals ([[Fail|doesn&#039;t revive Characters]]). Has an Absolvor bolt pistol (pocket heavy bolter) for potshots, as his abilities don&#039;t prevent him from fighting.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
They can attach to any {{W40kKeyword|Tacticus}} squad, even if there&#039;s a Captain/Chapter Master/Lieutenant already, but not Bladeguard or Desolators. He has an additional Reductor Pistol with literally point-blank range that can pretty easily kill MEQ and TEQ with relative ease. If the unit ever dies (and he survives), he can give you +1 CP on a 2+, though this is more of a consolation prize than anything else.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Biologis (Gravis)&amp;quot;&amp;gt;&lt;br /&gt;
A Gravis Armour apothecary who can join other {{W40kKeyword|Gravis}} units (Aggressors, Eradicators, Heavy Intercessors) alongside a Captain or Chapter Master. More of a &#039;&#039;harm&#039;&#039;acist than a healer (he [[Fail|doesn&#039;t have a Narthecium]]), instead he grants &#039;&#039;[Lethal Hits]&#039;&#039; to his unit as though he were a Lieutenant, which you otherwise can&#039;t include. If his unit (&#039;&#039;read &amp;quot;Aggressors&amp;quot;&#039;&#039;) fully destroys an enemy &#039;&#039;unit&#039;&#039; in melee, he can shove some of the dead enemy into his giant keg and suddenly become OC 9 for the rest of the battle, making his unit near impossible to shift. Until they are killed. Because he&#039;s a medic who doesn&#039;t heal.&lt;br /&gt;
*Don&#039;t attach him to flamer Aggressors, attach him to bolter Aggressors instead - &#039;&#039;[Lethal hits]&#039;&#039; has no synergy with &#039;&#039;[Torrent]&#039;&#039; weapons. Because the wounds he generates aren&#039;t crits, you &#039;&#039;do&#039;&#039; want to mix him with &#039;&#039;[Sustained Hits X]&#039;&#039; but &#039;&#039;not&#039;&#039; with &#039;&#039;[Devastating Wounds]&#039;&#039;.&lt;br /&gt;
*He has a very simple job, put him in a unit of Aggressors and get them toward a contested objective, preferably in a Land Raider Redeemer as that&#039;s one of the few vehicles that can carry them all. And if they kill an enemy unit, then they can secure basically any objective.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Captain:&#039;&#039;&#039; Our most versatile kind of Leader, there&#039;s a version of him for almost any squad, and they can be further joined by a few other characters. That said, the captain&#039;s stats and wargear mean you&#039;ll want him locked in combat with the enemy. All versions of the Captain have &#039;&#039;&#039;Rites of Battle&#039;&#039;&#039;, which lets him (and presumably his unit) use a stratagem for 0 CP, even if it&#039;s already been used this phase. It is especially useful in this edition, where stratagems are few and CP is scarce. You can do this only once per round regardless of how many captains you have, however. Besides Rites, captains have a second ability depending on what armour they&#039;re wearing, which thus determines what squads get what buff:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armor !! Ability&lt;br /&gt;
|-&lt;br /&gt;
| Firstborn || &#039;&#039;&#039;Finest Hour:&#039;&#039;&#039; Single use. For a phase, he gains +3A and all &#039;&#039;his&#039;&#039; melee attacks gain &#039;&#039;[Devastating Wounds]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{W40kKeyword|Jump Pack}} || &#039;&#039;&#039;Angel&#039;s Wrath:&#039;&#039;&#039; His squad gains +1 Str on the charge.&lt;br /&gt;
|-&lt;br /&gt;
| {{W40kKeyword|Mounted}} || &#039;&#039;&#039;Swift Assault:&#039;&#039;&#039; His squad gains &#039;&#039;[Assault]&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{W40kKeyword|Terminator}} || &#039;&#039;&#039;The Imperium&#039;s Sword:&#039;&#039;&#039; Re-roll charges.&lt;br /&gt;
|-&lt;br /&gt;
| {{W40kKeyword|Tacticus}} || &#039;&#039;&#039;Finest Hour:&#039;&#039;&#039; Single use. For a phase, he gains +3A and all &#039;&#039;his&#039;&#039; melee attacks gain &#039;&#039;[Devastating Wounds]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{W40kKeyword|Phobos}} || &#039;&#039;&#039;Master of Deceit:&#039;&#039;&#039; Redeploy up to 3 Phobos/Scout squads.&lt;br /&gt;
|-&lt;br /&gt;
| {{W40kKeyword|Gravis}} || &#039;&#039;&#039;Refuse to Yield:&#039;&#039;&#039; Halve incoming damage. Presumably rounding up, down to a minimum of 1.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Captain&amp;quot;&amp;gt; &lt;br /&gt;
Now there&#039;s no profile difference between him and the Primaris version; same stats, same attacks. At last they are separate but equal. And unlike the Primaris guy he&#039;s got a lot of blades and wargear to pick from. Generic Combi-gun TM, [[Cypher|two pistols]], two claws, two blades (without [Extra Attacks]), TH/SS (which gives him +1W), &#039;&#039;gun + shield&#039;&#039;, all of that. As long as it&#039;s something he feels comfortable in melee with that&#039;s fine.&lt;br /&gt;
*Problem is who he goes into melee with. Unless you&#039;re going for something thematic (or can&#039;t afford them), Bladeguard are often better than anyone he can join.&lt;br /&gt;
*[[Derp|Plasma pistols aren&#039;t listed despite being on the datasheet]].&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Jump Pack&amp;quot;&amp;gt; &lt;br /&gt;
His &#039;Angel&#039;s Wrath&#039; ability gives their squad +1 Str on the charge, helping reach wound brackets, which can be pushed further beyond with &#039;&#039;[Lance]&#039;&#039; from the &#039;Honour the Chapter&#039; strat (for 0 CP). Aside from that, they&#039;re identical to their footslogging variants in loadout. As in, he can have a shield on his back, two pistols and a CCW; it&#039;s as wild as your imagination.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;on Bike&amp;quot;&amp;gt; &lt;br /&gt;
Comes with the requisite speed boost as well as +1 to Toughness, Wounds and Objective Control. Attaching one to a pack of Bikers gives the entire squad&#039;s guns &#039;&#039;[Assault]&#039;&#039;. Which is noticeable due to the sheer number of guns the squad has, especially their turbo-boosting meltas and multi-meltas.&lt;br /&gt;
*Curiously can attach to Outriders despite the gap in Firstborn/Primaris stats.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Is T5 like other Terminators.  Aside from the Captain strat use, he lets you re-roll charge rolls. If you&#039;re looking for additional durability, you can buy a Relic Shield, which only provides an extra wound this time rather than improving your saves beyond the stock 2+/4++.  If you want to successfully charge more than half the time, though, you&#039;ll need to be Dark Angels so your Command Squad can give you a +1 to the charge roll as well (the bundled unit makes it 66% of the time, just under 2/3).&lt;br /&gt;
*While the Storm Bolter remains the same as ever, Combi-Weapons have been tragically mothballed into a singular tool, giving you A1 BS3+ S4 AP0 D1 with &#039;&#039;[Anti-Infantry 4+]&#039;&#039;, &#039;&#039;[Devastating Wounds]&#039;&#039;, and &#039;&#039;[Rapid Fire 1]&#039;&#039;. Gone are the days of using a suicide captain to tote a combi-melta to pop a tank, gone are the days of a combi-flamer giving you budget crowd control for a terminator sergeant. &lt;br /&gt;
*Melee weapons have similarly seen a mass downsizing, as all power weapons got axed, and the Relic Blade got relegated to just being a fancier power weapon at S5 AP-2 D2. The power fist and chainfist remain effective options while the Thunder Hammer got a bit of a bump by gaining &#039;&#039;[Devastating Wounds]&#039;&#039; and the Twin Lightning Claws (presumably the single one just became a power weapon) kept &#039;&#039;[Twin-Linked]&#039;&#039; so they can still re-roll wounds.&lt;br /&gt;
*A quick note on A*WS*D, since this is primarily a melee model due to re-rolling charges:&lt;br /&gt;
**Chainfist: 6 2/3 at S8 AP-2 with &#039;&#039;[Anti-Vehicle 3+]&#039;&#039;.  Only better than a Power Fist against a T9+ tank, in which case a Thunder Hammer is far more likely to be useful anyway; stick with those two.&lt;br /&gt;
**Thunder hammer: 6 2/3 at S8 AP-2 with &#039;&#039;[Devastating Wounds]&#039;&#039;.  Better than a Power Fist against T8+ Sv2+ and T16+ Sv3+, otherwise worse.  Barring a &#039;&#039;highly&#039;&#039; specific meta, a Power Fist is a better choice.&lt;br /&gt;
**Power fist: 8 1/3 at S8 AP-2.  The most commonly useful weapon in this list.&lt;br /&gt;
**Relic weapon: 10 at S5 AP-2.  Ideal for MEQ-slaying, but against anything T5-15, you&#039;re gonna want a Power Fist.  If you bring a Terminator Lieutenant along cos you&#039;re Space Wolves or Dark Angels, almost always better than a Power Fist (the only exceptions are T6 and T7).&lt;br /&gt;
**TLC: 5 5/6 at S5 AP-2 with &#039;&#039;[Twin-Linked]&#039;&#039;; because you need to be rolling 1s to wound base to beat a Relic Weapon &#039;&#039;and&#039;&#039; this takes up both hands, a Relic weapon is a much more generally useful choice, &#039;&#039;except against W1 targets&#039;&#039;.  &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt; &lt;br /&gt;
Basically the same as the firstborn Captain but for Primaris {{W40kKeyword|tacticus}} squads (but with a catch and no Desolators), as he&#039;s got the same stats and same single-use &#039;Finest Hour&#039; ability (+3A &amp;amp; &#039;&#039;[Devastating Wounds]&#039;&#039; on all his melee weapons), as well as more restricted wargear options. Can you believe [[Fail|Master crafted Bolt Rifles don&#039;t have the &#039;&#039;[Heavy, Assault]&#039;&#039; the normal versions have?]]&lt;br /&gt;
*He can exchange his default CCW for either a master crafted power weapon or a power fist, which is the better option if you can afford it.&lt;br /&gt;
*Instead of swapping only his CCW, he&#039;s also got the option of exchanging all his weapons for two loadout sets, which is the only way for him to join certain squads. Fucking peer pressure, man:&lt;br /&gt;
**Power Fist + Plasma Pistol, which lets him to join Hellblasters. Don&#039;t. The Captain&#039;s melee stats are too much to waste on a squad who wants to be 24&amp;quot; away from the enemy, even as a deterrent, and he gives away his rifle for a pistol.&lt;br /&gt;
**Relic shield + Master crafted power weapon + Heavy bolt pistol, which lets him join the Bladeguard. Yes. They both want to be in melee and they&#039;re great at it. Bladeguard are worth it even if they demand the captain follows their dress code; the shield gives him +1W also.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos&amp;quot;&amp;gt; &lt;br /&gt;
Comes with &#039;&#039;[Stealth]&#039;&#039; and &#039;&#039;[Infiltrator]&#039;&#039; and a fixed loadout of CCW, bolt pistol and the impressive Instigator Bolt Carbine that can snipe out enemy characters. He can also let you redeploy up to three {{W40kKeyword|Phobos}} or Scout units, even letting you throw them into reserves if need be.&lt;br /&gt;
*While the phobos units are all expected, the addition of scouts is a heartwarming one, especially since you can throw this guy onto a pack of them for extra sniping fun.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gravis&amp;quot;&amp;gt; &lt;br /&gt;
T6 and halving all incoming damage makes the Gravis Captain an absolute beast. That said, they don&#039;t really offer a lot in the form of support outside of their free stratagem usage. Take only if you need the extra fighting power.&lt;br /&gt;
*While the MC heavy bolt rifle and power weapon is nothing to sneeze at and does well with a pack of Heavy Intercessors, your melee output can be so much more. Trading that off gives you a Boltstorm Gauntlet (three heavy bolt pistol shots on a power fist) as well as &#039;&#039;[Extra Attacks]&#039;&#039; courtesy of either a chainsword, a &amp;quot;relic blade&amp;quot; (just another power weapon) or a second &amp;quot;relic fist&amp;quot; (just a gun-less power fist). This makes putting one on a pack of Aggressors devastating.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaplain:&#039;&#039;&#039; Each one comes with Litany of Hate, which gives their squad the ever-valuable +1 to wound in melee. While this won&#039;t trigger &#039;&#039;[Devastating Wounds]&#039;&#039;, it will help you with tipping certain weapons to wounding a hardy foe. Fortunately, each one comes with an S6 AP-1 D2 Crozius as a badge of office that doubles as a weapon.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Chaplain&amp;quot;&amp;gt;&lt;br /&gt;
Has a single-use ability to give one unit within 12&amp;quot; the ability to ignore the battle-shocked condition, helping them keep a point in your hands.&lt;br /&gt;
*As with other firstborn leaders, they get the lion&#039;s share of special weapons, including the option for a bolter, storm bolter or combi-weapon. Interestingly, you can also spring for a power fist in place of a gun, letting you go all-in on melee.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Jump Pack&amp;quot;&amp;gt;&lt;br /&gt;
Goes all-in on the offense with their jump pack. During a fight phase, you can choose to make a smash attack; on a 4+ you&#039;ll only deal d3 MWs but a 6 will max out those mortals to a flat 3.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
Has a single-use ability to give one unit within 12&amp;quot; the ability to ignore the battle-shocked condition, helping them keep a point in your hands.&lt;br /&gt;
*He can attach to plenty of Tacticus squads, with the most obvious benefactors of your boosts being the Assault Intercessors, Bladeguard, and Vanguard Vets.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bike&amp;quot;&amp;gt;&lt;br /&gt;
A Primaris Chaplain on a bike, giving all the benefits given to others (speed boost, +1 to T, W, OC, twin bolter). When their attached unit shoots, you can mark one unit within 12&amp;quot; of the chaplain, making all shots gain &#039;&#039;[Devastating Wounds]&#039;&#039; so you can blast the enemy apart before charging in.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Grants a 4+++ against mortal wounds, making that one squad practically impossible to shift. Can buy a combi-weapon if you&#039;re looking to kill slightly tougher infantry, which might see some value if you&#039;re sticking him with assault terminators who otherwise can&#039;t shoot back.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Primaris Company Champion&amp;lt;sup&amp;gt;{{W40Kkeyword|tacticus}}&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; His melee is A5 WS2+ S5(&#039;&#039;[Precision]&#039;&#039;) AP-2 D2, and he gains re-rolls to hit and wound (the latter is &#039;&#039;[Twin-Linked]&#039;&#039; but he doesn&#039;t get that &#039;&#039;per se&#039;&#039;) against {{W40Kkeyword|characters}}, which means against tough, poorly-armored characters he hits harder than a Judiciar, but against most things the Judiciar hits harder. Fortunately, he&#039;s got a better chance at getting into a fight between adding +1 to advance and charge rolls and the free use of Heroic Intervention wherever you need it; as they lead the same set of units, you want this one on models planning on charging but &#039;&#039;not&#039;&#039; out of Deep Strike(e.g. out of a Land Raider) unless you have other buffs, as charging out of Deep Strike with one of these guys attached only brings you from a 28% chance of succeeding to 41.67%.&lt;br /&gt;
*&#039;&#039;&#039;Judiciar&amp;lt;sup&amp;gt;{{W40Kkeyword|tacticus}}&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Serves a similar purpose of a Primaris Company Champion (including leading the melee Tacticus set minus Hellblasters), except his sword is way fiercer: A5 WS2+ S7(&#039;&#039;[Precision]&#039;&#039;) AP-2(&#039;&#039;[Devastating Wounds]&#039;&#039;) D2, with +1A per {{W40Kkeyword|character}} model he destroys. He gives &#039;&#039;&#039;Fights First&#039;&#039;&#039;, so synergizes great with any unit planning to camp inside a Land Raider. He also gets a 4++ against melee attacks, which gives him a bit of safety in a fight compared to a company champion, but both are just as vulnerable outside of it.  Slap this on a &#039;&#039;ranged&#039;&#039; unit for some insurance against being charged.&lt;br /&gt;
*&#039;&#039;&#039;Librarian:&#039;&#039;&#039; Grants an attached squad a 4+++ FNP against all psychic attacks thanks to his psychic hood, which sadly won&#039;t apply to any wounds inflicted by &#039;&#039;[Hazardous]&#039;&#039;. Each one also comes with a pretty dangerous Force Weapon and Smite lets him hit MEQs and higher pretty reliably depending on whether or not he risks &#039;&#039;[Hazardous]&#039;&#039;.&lt;br /&gt;
**Remember, as always, that abilities that require a led unit don&#039;t apply when not leading a unit: a terminator librarian on his own has no access to his own Sustained Hits 1 rule, as you can see in action [https://www.youtube.com/watch?v=bKqmf36YDds&amp;amp;t=404s here], where his sixes to hit don&#039;t result in additional hits.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Librarian&amp;quot;&amp;gt;&lt;br /&gt;
Gives a 4++ save, which means a lot - especially since firstborn marines are stuck at T4. This is also the only Librarian that can pick up some of the more exotic pistols as well as the bolter, storm bolter and combi-weapon in case you really need something gone fast.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Jump Pack&amp;quot;&amp;gt;&lt;br /&gt;
Improves the AP of the unit&#039;s melee weapons by 1. For the Assault marines and Vanguard Vets, that&#039;ll do a bit in boosting their viability in fight against equal foes.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
Gives a unit a 4++ save, which is pretty golden. He doesn&#039;t add much else besides defense, so you can have that squad of Primaris handle capping the most dangerous tasks.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos&amp;quot;&amp;gt;&lt;br /&gt;
Gets &#039;&#039;Infiltrators&#039;&#039; and grants an attached unit &#039;&#039;Stealth&#039;&#039; as well as making enemies beyond 12&amp;quot; unable to shoot them. This is great for Eliminators and Infiltrators, and still a bit decent for Incursors since they can put up some firepower.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Get all the bonuses that Terminator armour provides, making them tougher to remove. Very good front-line addition to any Marine unit as on top of all the basic perks, and he can make all Attacks gain &#039;&#039;[Sustained Hits 1]&#039;&#039;, which will probably apply to his own as well (pending GW fixing the current word salad on rules that buff units when a Leader attaches, as it&#039;s not clear whether the Attached unit gets it, which includes the Leader, or the Bodyguard unit does, which does not). Overall, by far the best psychic in the game so far.  Take this over a Lieutenant on big guns that expect to wound on 2s or 3s.&lt;br /&gt;
*Can be given a Storm Bolter or Combi-Weapon depending on how badly you need something gone.&lt;br /&gt;
&amp;lt;/tab&amp;gt; &lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lieutenant:&#039;&#039;&#039; Attaching a Lieutenant to a squad gives its weapons &#039;&#039;[Lethal Hits]&#039;&#039;.  Take this over a Librarian on weaker guns that expect to wound on 5s or 6s.&lt;br /&gt;
**You can attach one to a squad already host to a Captain or Chapter Master, which can help you do quite a bit of damage.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lieutenant&amp;quot;&amp;gt;&lt;br /&gt;
Lets the unit shoot after falling back. As with the Captain, the firstborn versions come with a freer choice of different weapons. Most of the same ideas above still apply, though taking the shield remains very handy for that 4++. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
Lets the unit shoot after falling back, which can do quite a lot for your gunlines. While their MC bolt rifle is as good here as it is with the captain, you can also swap it out for a plasma pistol if you really want to be Primaris Cypher. If you&#039;re going for melee, you can replace either their rifle or CCW for either a power weapon or fist.&lt;br /&gt;
**If you&#039;re looking to accompany a unit of Bladeguard, then you should grab the shield+power weapon+neo-volkite. This not only offers a 4++ save that they can&#039;t otherwise get, the pistol gets &#039;&#039;[Devastating Wounds]&#039;&#039; at S5 AP- D2. Oddly, this loadout isn&#039;t mandatory like it is for the captain.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos&amp;quot;&amp;gt;&lt;br /&gt;
The Lieutenant for most {{W40kKeyword|Phobos}} troops, being able to accompany them anywhere with a combination of &#039;&#039;Scouts 6&amp;quot;&#039;&#039;, &#039;&#039;Infiltrators&#039;&#039; and &#039;&#039;Deep Strike&#039;&#039;. His weapons don&#039;t add much else though, as the scoped bolt carbine can&#039;t snipe out anything and his paired blades only get more attacks with &#039;&#039;[Sustained Hits 1]&#039;&#039; presumably combining with &#039;&#039;[Lethal Hits]&#039;&#039;. At least he can have his squad scurry d6&amp;quot; away after shooting to act as nuisances.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reiver&amp;quot;&amp;gt;&lt;br /&gt;
Comes with an MC bolt pistol and knife with &#039;&#039;[Precision]&#039;&#039; to snipe out an enemy character from close range. His special ability boosts their Terror Troops aura to bug out enemies from further away. However, he&#039;s still suffering from the ever-present issue of &#039;&#039;&#039;not being able to deep-strike with them&#039;&#039;.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lieutenant w/ Combi-Weapon:&#039;&#039;&#039; Hasn&#039;t got &#039;&#039;Leader&#039;&#039; and hence isn&#039;t actually a kind of Lieutenant, despite the name.  Despite the fact that Phobos Armour or the fact that he&#039;s pretty much a Lone Wolf would be a bigger identifier, GW picked out the Combi-Weapon (which anyone can pick up) as the big differentiator. His entire role is to deploy with a small force and cause mayhem wherever he goes - he&#039;s got &#039;&#039;Stealth&#039;&#039;, &#039;&#039;Lone Operative&#039;&#039; and a 5+ FNP to keep him out of most trouble and he can move whenever an enemy moves within 9&amp;quot;, 1/round. He can also mark out one objective to become a priority - doing so gives your troops a big target that lets friendly units re-roll 1s to wound enemies within 6&amp;quot; of it.&lt;br /&gt;
**His paired blades get &#039;&#039;[Sustained Hits 1]&#039;&#039; and &#039;&#039;[Anti-Tyranids 4+]&#039;&#039;. Better on nids, otherwise they&#039;re really not all different than the Phobos Lieutenant&#039;s.&lt;br /&gt;
*&#039;&#039;&#039;Primaris Ancient:&#039;&#039;&#039; Their banners grant the unit they attach to +1 to their Objective Control, making them better on units with already high OC. Combined with his ability to join a unit alongside a Captain, Chapter Master or Lieutenant, he can pretty easily make for a strongpoint of a unit that can camp on any objective without fear.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris (Tacticus)&amp;quot;&amp;gt;&lt;br /&gt;
Gains a 4+ FNP if he&#039;s within range of an objective or within 6&amp;quot; of the center of the board. This doesn&#039;t spread to anyone else, he&#039;s just being a glory-hogging bitch.&lt;br /&gt;
*Can take either a bolt rifle or power weapon so he can accompany any {{W40kKeyword|Tacticus}} unit he sees fit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bladeguard&amp;quot;&amp;gt;&lt;br /&gt;
Even lazier, lacking anything beyond a CCW to fight with. At least he gets a 4++ save to join his fellow Bladeguard and a single-use ability to give all melee weapons in the squad an extra attack.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Okay, technically he could be firstborn, but who&#039;s checking? His ability lets his squad add +1 to hit if they&#039;re missing models and +1 to wound if they&#039;re below half-strength. &lt;br /&gt;
*While he can only take the storm bolter as a gun, the array of melee weapons is completely open so he can supplement any squad he wants.&lt;br /&gt;
*If you can attach him to a Deathwing Command Squad, you&#039;re pretty much double dipping between the bonuses for dead guys and the apothecary bringing them back&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Techmarine:&#039;&#039;&#039; Despite being able to attach to a squad of Servitors, he can gain &#039;&#039;Lone Operative&#039;&#039; if he&#039;s within 3&amp;quot; of any {{W40kKeyword|Vehicle}}, allowing him to more comfortably do his work - each Command phase, he not only heals d3 wounds on a nearby vehicle, he can also give them +1 to hit with all weapons, helping both tanks and dreads of any variety.&lt;br /&gt;
**Each one comes with an Omnissian Power Axe for some decently powerful attacks with a follow-up through the servo-arm&#039;s one much stronger attack. If he sees a vehicle die up within 12&amp;quot;, he gets so angry that his axe gets double the attacks for the rest of the game, making him something of a force to be reckoned with - especially with something meant to be disposable like a drop pod.&lt;br /&gt;
**The fact he can attach his Servitors to the unit he&#039;s attached to allows you to make a pretty well buffed fire base. Take a Primaris Techmarine and his Servitors (with 2 Heavy Bolters) and attach them to a unit of Intercessors (with 2 Astartes Grenade Launchers). Give the Techmarine the Bolter Discipline enhancement and you now have 20 Bolt Rifle shots, 2 Krak Grenade shots and 9 Heavy Bolter shots. All sans the Krak Grenades are hitting on 2s due to Heavy and all have Sustained Hits 1 due to Bolter Discipline (the Heavy Bolters on the Servitors have it stock, so [[Skub|likely]] don&#039;t get Sustained Hits 2, wait on an FAQ before you [[Rules Lawyer|try to argue they should]]). All this is enough to blast away 7.5 Marines each turn, if you have them under Devastator Doctrine this goes up to 9. The two gunless Servitors provide spare bodies to soak wounds before you start to lose guns, while if you&#039;re smart you&#039;ll also have them next to something like the Ballistus Dreadnought for the Techmarine to keep repaired and buffed.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Techmarine&amp;quot;&amp;gt;&lt;br /&gt;
Comes with the freedom of weapons for anything you want. His bolt pistol can be swapped for anything other pistol you want, including a storm bolter or combi-weapon if you need one. His axe, can meanwhile be replaced with either a thunder hammer or power fist (or a chainsword if you feel stupid) if you don&#039;t expect to ever use his rage-on from seeing dead tanks.&lt;br /&gt;
*If you want to get your Servo-Harness, you can buy him an extra servo-arm, plasma cutter (more supporting attacks with S8 AP-2 D2) and flamer so you&#039;re more than prepared in combat. A pretty decent setup for a melee menace.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primaris&amp;quot;&amp;gt;&lt;br /&gt;
A bit tankier with an extra wound. In exchange, his loadout is stuck with the addition of a grav-pistol to annoy tanks with &#039;&#039;[Anti-Vehicle 2+]&#039;&#039; and a Forge Bolter for a couple extra shots from a heavy bolter.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;Assault Intercessor Squad:&#039;&#039;&#039; The guys to throw at the frontlines at all times, as each model gets chainswords to re-roll 1s to wound, improving to re-rolling all wounds if they&#039;re on an objective. Combined with their improved pistols and sergeants power weapons options these guys as always are very damage efficient for their size. Now if they had some jumppacks they would be unstopple (someday hopefully). Still a solid choice for a melee focused army.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Intercessor Squad:&#039;&#039;&#039; Big beefy guys who get +1 on their 3+ saves against nay D1 weapons. Got a beautiful toughness 6 now so against lasguns or bolters they&#039;re essentially as tanky as terminators. Their heavy bolt rifles are slightly tougher stronger than their Tacticus brethren (S5 vs S4) but remain every bit as flexible with &#039;&#039;Assault&#039;&#039; and &#039;&#039;Heavy&#039;&#039;. If you&#039;re looking for more firepower, you can grab a heavy bolter for some extra damage, both in the statline and from &#039;&#039;Sustained Hits 1&#039;&#039;.&lt;br /&gt;
**Synergize well with the the APOTHECARY BIOLOGIS giving them &amp;quot;Lethal Hits&amp;quot; like a Lieutenant which ups their lethality greatly thanks to the high range on all their weapons.&lt;br /&gt;
*&#039;&#039;&#039;Intercessor Squad:&#039;&#039;&#039; The biggest change to Intercessors is that all three types of Bolt Rifle have been folded into a single weapon; as it has both &#039;&#039;Assault&#039;&#039; and &#039;&#039;Heavy&#039;&#039;, they can both shoot after advancing and gain +1 to hit if they stay still. Also more than anyone else they benefited the most from the buff to grenade launchers, making them less gimped against high-toughness opponents. On top of that, their sergeant gets the widest selection of melee weapons and pistols if you need them to fight someone alongside a character. Needless to say, this means they&#039;re way more flexible than they used to be, even if they may still need help against heavier targets.&lt;br /&gt;
**A major benefit to grabbing them over Tacticals is their ability to keep an objective capped - If you&#039;re trying to rush the capping before getting to the fighting, these are the best for the job. &lt;br /&gt;
**Their flexible weapons abilities means that these guys can zip around the board very quickly since they can always shoot after running. Meaning you are less strapped to give them transports. Plus if you ever need to camp them their hit bonuses for doing this plus the upgrade on their special weapons means they can hold positions even against elite infantry better than ever before.&lt;br /&gt;
*&#039;&#039;&#039;Tactical Squad:&#039;&#039;&#039; On the plus side, they can always shoot and charge after falling back, meaning that they don&#039;t need to rely on the Tactical Doctrine to keep on shooting. On the downside, they&#039;re trapped to 10 models a squad with no way to split them up - gone are your days of splitting up squads for more Razorbacks.&lt;br /&gt;
**Of course, the standout part of this squad is its sheer variety in special weapons. Not only can one model pick up a flamer, melta, plasma or grav-gun to help out, a second model can also pick up one of those guns or take a heavy weapon for full power.&lt;br /&gt;
**Now to talk of the sad part. Due to mass toughness increases across the board, especially so in &amp;quot;monsters&amp;quot; and &amp;quot;vehicles&amp;quot; these guys are nowhere near the anti-everything they once were with many of their special/heavy weapons no longer wounding these hugh models easily. While they can still threaten elites as before, outside a lascannon or maybe grav-weapons (and on Tactical squads just one or two of these are not very efficient) they are going to struggle a lot more against big things than ever before. Keep this in mind.&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Assault Squad:&#039;&#039;&#039; Space marines with chainswords, ideal for deep-striking from a drop pod if you want to fail a bunch of charges, or for charging them out of a Land Raider. While you can support them with some special weapons, the central focus remains on those standard chainswords (and not any eviscerators you pick up). Any time this unit fights, their chainswords get to pick between &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039;, &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039;, and &#039;&#039;&#039;Lance&#039;&#039;&#039;. Naturally, a Lieutenant can help make your job that much easier by making you pick between only two buffs each time they fight.&lt;br /&gt;
**Note: the following rules are optimal based on what you wound on:&lt;br /&gt;
*** Wound on 6+ (T8+): &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039;&lt;br /&gt;
*** Wound on 5+ (T5-7): &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039; or &#039;&#039;&#039;Lance&#039;&#039;&#039;&lt;br /&gt;
*** Wound on 4+ (T4): &#039;&#039;&#039;Lance&#039;&#039;&#039;&lt;br /&gt;
*** Wound on 3+ (T3): &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039; or &#039;&#039;&#039;Lance&#039;&#039;&#039;&lt;br /&gt;
*** Wound on 2+ (T1-2): &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Jump Packs:&#039;&#039;&#039; While they aren&#039;t nearly as focused on their chainswords, their jump packs make them more mobile and Hammer of Wrath makes anyone they charge suffer MWs for each 4+ you roll. Combined with a Chaplain, you can make units explode before you even fight them.&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Veteran Squad:&#039;&#039;&#039; &#039;&#039;Scouts 6&amp;quot;&#039;&#039; make them more mobile than you&#039;d expect, but they remain the dedicated melee force you need. Each one has S5 AP-1 heirloom blades as standard issue and charging adds &#039;&#039;Lethal Hits&#039;&#039; as a bonus. As such, a Lieutenant isn&#039;t strictly needed unless you&#039;re planning on protracted fights. A Chaplain or Librarian, however, can give you some good support.  If you don&#039;t modify their weapons, they&#039;re an Assault Squad &#039;&#039;but worse&#039;&#039;, so strongly consider storm shields pr hand flamers for everyone.&lt;br /&gt;
**&#039;&#039;&#039;Jump packs:&#039;&#039;&#039; Replaces &#039;&#039;Scouts 6&amp;quot;&#039;&#039; with the jump pack&#039;s speed boost and deep-striking capabilities but otherwise remain identical. Any heroes with jump packs do a lot better for them with some really needed perks.  As with the bare-back squad, strongly consider hand flamers or storm shields.&lt;br /&gt;
*&#039;&#039;&#039;Command Squad:&#039;&#039;&#039; The retinue of choice for any firstborn heroes that aren&#039;t going all-in with something else. Sadly, they&#039;re stuck at five models - two veterans who can pick up any weapons you need, an Apothecary to bring them back from the dead, an Ancient to give them OC2, and a Champion with his souped-up &#039;&#039;Precision&#039;&#039; power sword that gives +1 to charge and advance rolls as well as unlimited free uses of Heroic Intervention. &lt;br /&gt;
*&#039;&#039;&#039;Devastator Squad:&#039;&#039;&#039; Has a bunch of weapon choices, but for &#039;&#039;most&#039;&#039; of them you&#039;re better off with some other unit.  What&#039;s really unique to this unit is how cheaply you can spam grav-cannons on bodies that only take up 1 spot in a Drop Pod, so you should probably consider doing it.&lt;br /&gt;
*&#039;&#039;&#039;Scout Squad:&#039;&#039;&#039; While flimsier with only a 4+ save (but now with W2), they can always deploy smokescreens and have &#039;&#039;Infiltrators&#039;&#039; to arrive wherever they want.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scouts&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Scouts 6&amp;quot;&#039;&#039; let them arrive within mid-range, which is where they need to be. Between their shotguns and bolters, they can have decent range and as long as nobody&#039;s within 6&amp;quot; at the end of the opponent&#039;s turn, they can immediately run back into reserves. If you&#039;re not as inclined to keep always moving, you can grab a missile launcher or heavy bolter for some heavy firepower.&lt;br /&gt;
*While you can replace the team&#039;s bolters with knives, this only gives them a single attack over their basic CCWs. Don&#039;t expect to use this on anything above GEQs.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scout Snipers&amp;quot;&amp;gt;&lt;br /&gt;
Not nearly as mobile, but they have &#039;&#039;Stealth&#039;&#039; and a squad-level equivalent of &#039;&#039;Lone Operative&#039;&#039; for additional protection. While their sniper rifles aren&#039;t quite as powerful as the Eliminator&#039;s rifles, they are far better protected. Even better, you can grab a missile launcher so you can also hit tanks as well. The one issue is that you will need them to move once the enemy gets too close.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Suppressor Squad:&#039;&#039;&#039; The Zaku-esque autocannon squad is notably the only Primaris Squad without &#039;&#039;Phobos&#039;&#039;, &#039;&#039;Tacticus&#039;&#039;, or &#039;&#039;Gravis&#039;&#039;. Like Eliminators they remain stuck at 3-man unit sizes, and only have an okay-ish anti-MEQ gun and a hit roll debuff for targets hit by said gun to show for it. Fans of Autocannons will find better performance on Firestrikes, Predators, and Invictors.&lt;br /&gt;
*&#039;&#039;&#039;Astartes Servitors:&#039;&#039;&#039; Four walking meatshields for your Techmarines with T4 4+/6++. That said, they need that techie to keep them at their best with a bonus to WS and BS. Hell, there&#039;s no reason (aside from points and losing &#039;&#039;&#039;Lone Operative&#039;&#039;&#039;) not to take them as they can join alongside another retinue for the Techmarine, allowing you to strap some servo-arms and heavy weapons onto a squad that&#039;d need it. Don&#039;t feel guilty about losing them either, as they&#039;re all OC0 and thus don&#039;t really care about battle-shock.&lt;br /&gt;
&lt;br /&gt;
====Tacticus====&lt;br /&gt;
*&#039;&#039;&#039;Bladeguard Veteran Squad:&#039;&#039;&#039; The retinue of choice if you need a walking bunker. At W3 3+/4++ save they&#039;re not quite as tanky as last edition had them, but every Fight phase lets them either re-roll 1s on their invulns or re-roll 1s to hit so you have a choice on either going all-in on the offense or getting extra protection.&lt;br /&gt;
*&#039;&#039;&#039;Desolation Squad:&#039;&#039;&#039; The Liefeld-Pattern Launcher Lads somehow got more oppressive with their indirect launchers, [[Imperial Guard|since remaining stationary grants them &#039;&#039;Ignores Cover&#039;&#039; AND cancels the hit penalty for indirect fire]]. Adding to that, the changes to &#039;&#039;Blast&#039;&#039; make the respective weapons more reliable against basically all unit sizes, with bigger of course remaining better. Plonk &#039;em somewhere safe and rain bullshit upon your foes.&lt;br /&gt;
*&#039;&#039;&#039;Hellblaster Squad:&#039;&#039;&#039; Like with any squad rocking &#039;&#039;Hazardous&#039;&#039; weapons, their optimal ride has a big Firing Deck so they can shoot, kill their ride, disembark, and shoot again - and that&#039;s &#039;&#039;extra&#039;&#039; true for Hellblasters, because their 3+ shoot after dying rule will work on disembarkation deaths just fine.  If they live through disembarking but die from the second round of shooting, you get to roll for a &#039;&#039;third&#039;&#039; round of shooting.&lt;br /&gt;
*&#039;&#039;&#039;Infernus Squad:&#039;&#039;&#039;  Equipped with AP0 heavy flamers (or S5 flamers, if you prefer). They also get the ability &#039;&#039;Purge the Foe&#039;&#039;, causing one {{W40kKeyword|infantry}} unit that got flamed to make a Battle-Shock test. Got the specialized role of clearing out GEQ units and forcing Battle-Shocks. Still, they&#039;re no faster than any other foot soldier and they&#039;ve only got a 12&amp;quot; non-assault weapon, so transport is often recommended. Remember that Overwatch can now happen in the movement phase, which means your opponent really doesn&#039;t want to end a move within 12&amp;quot; of these.  Fundamentally the &#039;&#039;&#039;Tacticus&#039;&#039;&#039; version of Flamer Aggressors.&lt;br /&gt;
*&#039;&#039;&#039;Sternguard Veteran Squad:&#039;&#039;&#039; Equipped with impressive A2 AP-1 bolt rifles with &#039;&#039;Assault&#039;&#039;, &#039;&#039;Heavy&#039;&#039;, &#039;&#039;Devastating Wounds&#039;&#039;, and &#039;&#039;Rapid Fire 1&#039;&#039;  all at once, so they can easily threaten anything in any position. If you&#039;re feeling particularly stupid, any of them can swap this for a nearly universally worse Combi-Weapon (1 less shot at all ranges at a relative -1/-2 when standing still/-infinity when advancing to hit in exchange for wounding and penetrating &#039;&#039;only infantry&#039;&#039; more easily).  1 in 5 can upgrade to a Heavy Bolter, which has functionally the same accuracy (losing 1 BS and gaining &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039;, which is a wash) and rate of fire at all ranges (3, but can&#039;t fire when advancing) but has +1S and more importantly +1D.  They have Bolter Drills, a single-use ability to shoot twice in the same turn right after destroying a unit.&lt;br /&gt;
&lt;br /&gt;
====Phobos====&lt;br /&gt;
*&#039;&#039;&#039;Eliminator Squad:&#039;&#039;&#039; Dedicated snipers, complete with &#039;&#039;Infiltrators&#039;&#039; and the ability to add &#039;&#039;Devastating Wounds&#039;&#039; if they sit still on top of &#039;&#039;Heavy&#039;&#039;. The bolt snipers will do more than enough for you, giving decent damage and &#039;&#039;Precision&#039;&#039; to pick out any key enemies, while the las fusils give you something just to total small vehicles and below. The sergeant can instead pick up a bolt carbine, a visible downgrade as a weapon but it lets the unit to move right after shooting - the value of that one a unit that normally sits and snipes is not to be underestimated.&lt;br /&gt;
*&#039;&#039;&#039;Incursor Squad:&#039;&#039;&#039; SEAL Team 6 marines. Downgraded from &#039;&#039;&#039;Infiltrators&#039;&#039;&#039; to &#039;&#039;&#039;Scouts 6&amp;quot;&#039;&#039;&#039; but fills a more coherent niche with &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Ignores Cover&#039;&#039;&#039; on their bolters along with Multi-spectrum Array buffing the rest of army. Their job is run up the board and use live bolt rounds to mark which victim gives +1 to hit. Essentially now instead of trying to compete directly with Infiltrators for infiltrating (was never going to work) they now function as the Astartes answer to Pathfinders. Marking targets for annilation, plus this coupled with OoM rerolls means you can nigh-guarantee kills. If the enemy gets too close, they can throw MWs (especially if its a vehicle), and have &#039;&#039;Sustained Hits 1&#039;&#039; knives (though not as good as Astartes chainswords).&lt;br /&gt;
*&#039;&#039;&#039;Infiltrator Squad:&#039;&#039;&#039; &#039;&#039;&#039;Infiltrators&#039;&#039;&#039; marines with &#039;&#039;Heavy&#039;&#039; bolt carbines that come with many other tricks like the {{W40kKeyword|Smoke}} keyword, 12&amp;quot; reinforcement denial, a 6+++, and CP Refund on a 5+.  Only OC 1, but still very good at grabbing an objective Turn 0 and then being very annoying to remove.&lt;br /&gt;
*&#039;&#039;&#039;Reiver Squad:&#039;&#039;&#039; Junior Night Lords, making enemies engaged with them suffer Battle-shock test at start of the Fight phase along with -1 aura to Battle-shock and Leadership tests. Got upgrades to give pseudo-jump packs so they can deep strike but robbing them of the ability to join a Reiver Lieutenant and grapnels so they can ignore vertical distance when moving. Their job is too support combats to force battleshock on enemy units thus weakening them up so your heavier-hitters will have an easier time in combat. They also got the role of picking off weak support heroes as they are the highlights of 10th, with their guns and Combat knife got &#039;&#039;Precision&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Gravis====&lt;br /&gt;
*&#039;&#039;&#039;Aggressor Squad:&#039;&#039;&#039; Giant drop-striking bundles of armor. Benefit greatly from the toughness 6 Gravis armour now gives and will need it given their weapon loadouts. Start with a &#039;&#039;&#039;Twin-Linked&#039;&#039;&#039; Ad6+1 flamer or can swap out for longer-ranged but significantly weaker boltstorm gauntlets and grenade launchers, but you should always take the flamers, as they improve their AP by 1 when shooting the closest possible target.  That said, outside of &#039;&#039;very&#039;&#039; specific situations, Infernus Squads or Heavy Flamer Devastator Squads should generally serve you better.&lt;br /&gt;
*&#039;&#039;&#039;Eradicator Squad:&#039;&#039;&#039; Gravis Marines toting melta rifles, each one a single-shot multi-melta at BS3+ base, while buying a multi-melta gives an extra shot at, functionally, -1 to hit on both shots. Total Obliteration lets you re-roll all hit, wound, and damage rolls when shooting their preferred prey of {{W40kKeyword|Monsters}} and {{W40kKeyword|Vehicles}}. Stack with an Apothecary Biologis and you will see things straight-up die when your melta shots crit.&lt;br /&gt;
*&#039;&#039;&#039;Inceptor Squad:&#039;&#039;&#039; The chunky fly boys are back. Have deep-strike in built and when they do they can come in as close to 3&amp;quot; from enemies but can&#039;t charge. Weapon wise they have seen a reduction of shots but still some good upgrades. One all their weapons are pistols so useable in combat. Their assault bolters have Assault, Twin-Linked and Sustained-Hits 2, so they can do some real work in high volume. In addition their Plasma Exterminators kept their old damage profile and now also have Assault and Twin-Linked. Meaning these guys with their move 10&amp;quot; can get around quickly while opening up on the enemy and being pretty hard to shift&lt;br /&gt;
&lt;br /&gt;
====Terminator====&lt;br /&gt;
*&#039;&#039;&#039;Terminator Squad:&#039;&#039;&#039; Got the Terminator buff of T5 and a 4++. Fortunately, their WS and BS remain fixed at 3+ (unless you attack your Oath of Moment target, in which case you jump to 2+), which surprisingly actually stays where it is on the power fists (which remains S8 D2 but loses a bit with AP-2 and one less attack than the power weapons), but are stuck on WS4+ on the Chainfists (which are just power fists but with &#039;&#039;Anti-Vehicle 3+&#039;&#039;). The power weapons, however, took a step down by just being power swords (no more axes, no more power mauls, just A4 S5 AP-2 D1 for everything). Storm Bolters are slightly nerfed due to no longer having Bolter Discipline constantly apply on these dudes, while the Heavy Flamer got a slight buff (it ignores cover now) and so did the Cyclone Missile Launcher (which actually got S9 on its krak missiles). The Assault Cannon took a nerf by losing its AP, but &#039;&#039;&#039;Devastating Wounds&#039;&#039;&#039; makes critical wounds more effective at penetrating saves and has excellent synergy with &#039;&#039;&#039;Oath of Moment&#039;&#039;&#039; against high-value targets, because you can re-roll successful non-critical wounds.&lt;br /&gt;
**Fury of the First makes them a lot more reliable now that its been made into a rule instead of a Stratagem. Being able to ignore any penalties to hit helps throw off a lot, but this also lets you add +1 to hit against anyone you target with Oath of Moment.&lt;br /&gt;
**The Teleport Homer remains as a means for reliable deep-striking, but now you need to set them up around 3&amp;quot; of the new pack-in beacon. This also requires you to use the Rapid Ingress Stratagem in order to use it, though you&#039;re not wasting a CP for it.&lt;br /&gt;
*&#039;&#039;&#039;Assault Terminator Squad:&#039;&#039;&#039; Any unit they charge must take a battle-shock test, which is a pretty solid gift to trap enemies. While they don&#039;t get the fixed WS like the standard termies, the Teleport Homers let them arrive wherever they need to be. While the lightning claws give them all the swipes you&#039;d need to chop apart lighter foes, the thunder hammers give you the brute force to wreck MEQ and up and come with a bonus wound thanks to their shield - While there are weapons able to cut through W3 terminators, there certainly aren&#039;t many that can go through W4.&lt;br /&gt;
*&#039;&#039;&#039;Relic Terminator Squad:&#039;&#039;&#039; The old Tartaros and Caraphractii models, sadly mothballed into one statline with none of the benefits. While you get Fury of the First, you can&#039;t get a Teleport Homer to jump in on demand. Unique to their loadout is the Reaper Autocannon, the Assault Cannon&#039;s smaller, nicer younger brother. The sergeant also has access to a Volkite Charger or Plasma Blaster, two exotic weapons not found anywhere else in the army.  Unfortunately, this unit hasn&#039;t got any weapon choices genuinely &#039;&#039;better&#039;&#039; than making do with the other two squad types.&lt;br /&gt;
**They&#039;re fortunately a lot more viable as a flex unit as any model can pick up chainfists or twin claws, though they will lack the heavy punch of assault termies with hammers and shields. You can also buy a grenade harness so they can pull off the Grenades stratagem.&lt;br /&gt;
&lt;br /&gt;
====Centurion====&lt;br /&gt;
Power armor for your power armor. Even Tougher and slower than Gravis armor at T7 W4 with inbuilt [TWIN-LINKED] triple bolters. At M4&amp;quot;, they need a large transport to get anywhere fast, but they are so big they can only hold a min squad efficiently. &lt;br /&gt;
*&#039;&#039;&#039;Centurion Assault Squad:&#039;&#039;&#039; Older Brothers of Aggrasors. punch Monster, Vehicle, and  Fortification with [SUSTAINED HITS 2] upscaled twin powerfists. A Guy could replace Centurion bolters to use Grenades Statagem, but that predicated you have CP to burn.&lt;br /&gt;
*&#039;&#039;&#039;Centurion Devastator Squad:&#039;&#039;&#039; what if Devastator Squad traded fire power for toughness and was better at landing those fewer shots? Decimator Protocols make them acreate against enemies on objectives. Replacing bolters with missile launchers is probably the best value.&lt;br /&gt;
&lt;br /&gt;
===Mounted===&lt;br /&gt;
*&#039;&#039;&#039;Bike Squad:&#039;&#039;&#039; Bikes are incredibly mobile with 12&amp;quot; movement and Turbo-Boost making any Advance moves automatically roll a 6. Each is also surprisingly good at capping with OC 2, but camping at a point isn&#039;t really something you want to do with them. While the bikes can only use their twin bolters to open fire, two of the models can fortunately pick up some special models to support more dedicated weapon specialists. If you need more serious weapons, you can attach attack bikes for a heavy bolter or multi-meltas.&lt;br /&gt;
**&#039;&#039;&#039;Attack Bike Squad:&#039;&#039;&#039; A slightly bigger bike with a second passenger and a heavy bolter or multi-melta. Taking them on their own doesn&#039;t make them any faster, but if an enemy unit shoots any {{W40Kkeyword|adeptus astartes mounted}} unit within 6&amp;quot; (including the unit itself), they can shoot at that enemy unit. Considering ranges, it&#039;d be more prudent to consider the heavy bolter for this purpose over the multi-melta.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scout Bike Squad:&#039;&#039;&#039; Basically bikers with &#039;&#039;Scouts 9&amp;quot;&#039;&#039; and a weaker save, but the {{W40kKeyword|Smoke}} keyword at least lets them throw smokescreens to protect themselves and Outflank lets them arrive from reserves in the enemy&#039;s DZ. Any bike can swap out their bike&#039;s twin bolter for a grenade launcher, providing them some much-needed utility against crowds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Outrider Squad:&#039;&#039;&#039; Essentially a Bike Squad without any weapon choices but with +1W, slightly upgraded weapons, and the ability to attach an Invader ATV rather than an Attack Bike.&lt;br /&gt;
**&#039;&#039;&#039;Invader ATV:&#039;&#039;&#039; Primaris version of an Attack Bike, complete with the same return fire ability once per turn.  Comes with a Twin Bolt Rifle and Onslaught Gatling Cannon (complete with &#039;&#039;Devastating Wounds&#039;&#039; to handle a potential MEQ threat) or Multi-Melta.&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hunter:&#039;&#039;&#039;  Always hits {{W40Kkeyword|monsters/vehicles}} on an unmodified 2+ to hit, even during Overwatch, while it always wounds on a 3+ on behalf of its S10 AP-3 Dd6+2 missiles having &#039;&#039;[Anti-Fly 3+]&#039;&#039; and &#039;&#039;[Devastating Wounds]&#039;&#039;. Rely on this if you just want to blow up a couple planes and nothing else.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stalker:&#039;&#039;&#039; While markedly weaker than the Hunter, you have plenty of more chances to use it since you can use the Fire Overwatch strat in response to a {{W40Kkeyword|Fly}} unit moving within range of your guns, plus you can also Overwatch three additional {{W40Kkeyword|Fly}} units 24&amp;quot; of this tank. Better than a Hunter, to be sure, but only truly worth it if you&#039;re facing an army with hovertanks like the Eldar or the Tau.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Predator:&#039;&#039;&#039; The classic battletank. Both carry the same free &amp;quot;options&amp;quot; you&#039;ll always end up taking: 1 HK missile, 1 storm bolter, and 2 sponsons (which sponson you take will vary by datasheet).&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Annihilator&amp;quot;&amp;gt;&lt;br /&gt;
Take the lascannon sponsons to complement its main twin lascannon to re-roll damage rolls of 1 against {{W40Kkeyword|monsters/vehicles}}.  You can&#039;t actually roll a damage roll of 1, of course - the minimum roll for these guns is 2 - but feel free to just leave the table if your opponent really insists on applying the rule to the whole roll, not just the die.  &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Destructor&amp;quot;&amp;gt;&lt;br /&gt;
All of its guns get -1AP against {{W40Kkeyword|infantry}}, which is pretty much the only thing you&#039;d want this against. Just take heavy bolters for sponsons so it can all handle the crowds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Whirlwind:&#039;&#039;&#039; Your classic artillery tank, essentially made to hammer {{W40Kkeyword|infantry}} and forcing any units that it hits to take a Battle-Shock test. It&#039;s at least handy for taking down a couple MEQ and up and spooking whoever&#039;s left while your troops rush in.&lt;br /&gt;
**&#039;&#039;&#039;Whirlwind Scorpius&amp;lt;sup&amp;gt;HH Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Ignore. It&#039;s straight-up inferior to the Whirlwind and as a Legends item, it&#039;s not going to get any updates unless something gets really broken.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vindicator:&#039;&#039;&#039; A girthy cannon&#039;s mounted onto this thing, capable of being fired even at close range despite being a &#039;&#039;[Blast]&#039;&#039; weapon.  15.17 A*BS*D &#039;&#039;completely&#039;&#039; blows out whatever it&#039;s up against short of maybe superheavies. The only downside is that its price reflects its power, being the most expensive pure tank, and it should expect future price hikes if this firepower doesn&#039;t get hit first.&lt;br /&gt;
**&#039;&#039;&#039;Vindicator Laser Destroyer &amp;lt;sup&amp;gt;HH Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Swaps the cannon for a lascannon array that&#039;s still able to hit most tanks with reliable effectiveness but can overcharge, risking &#039;&#039;[Hazardous]&#039;&#039; for the ability to instill the fear of the Emperor into any tank it aims at. Even better is that it get&#039;s the Predator Annihilator&#039;s re-rolls to damage rolls of 1 against {{W40Kkeyword|monsters/vehicles}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gladiator:&#039;&#039;&#039; M10&amp;quot; T10 Sv3+ W12 Ld6+ OC3, so a Predator with +1W.  Each of these has at least one decent source of S4 AP0 D1 dakka that won&#039;t &#039;&#039;really&#039;&#039; matter but it&#039;s free so you&#039;ll take it and a rocket pod: 24&amp;quot; Ad3 BS3+ S8(&#039;&#039;&#039;Anti-Fly 2+&#039;&#039;&#039;) AP-1 D2.&lt;br /&gt;
**&#039;&#039;&#039;Gladiator Lancer:&#039;&#039;&#039; 72&amp;quot; A2 BS3+(&#039;&#039;&#039;Heavy&#039;&#039;&#039;) S14 AP-4 Dd6+3, re-roll 1 Hit, Wound, and Damage roll when you shoot.  That&#039;s not bad, but it&#039;s no Vindicator, especially since you have the Oath of Moment for re-rolling Hits and Wounds.&lt;br /&gt;
**&#039;&#039;&#039;Gladiator Reaper:&#039;&#039;&#039; This one isn&#039;t even worth detailing - it&#039;s fundamentally a pair of OGC Invader ATVs but worse.&lt;br /&gt;
**&#039;&#039;&#039;Gladiator Valiant:&#039;&#039;&#039; This is functionally 3 multi-meltas.  That means its output against a single hard target is on par with the Vindicator, but you have inferior scaling against hordes.  Stick with the Vindicator if you want something from this list.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cerberus&amp;lt;sup&amp;gt;HH Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Kratos &amp;lt;sup&amp;gt;HH Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A hefty battletank with T12 and W18. Alongside the multitude of heavy bolters and autocannon, you can also attach a bevy of guns on the pintle, from the twin bolter and combi-weapon to heavy weapons and the crowd-busting havoc launcher. The real star of the show, however, is the main gun - not only is the Kratos able to fire any &#039;&#039;Blast&#039;&#039; weapons while engaged with enemy units and all ranged attacks take no penalty to hit. By default, the Kratos Battlecannon can swap between a single devastating AP round that blows up tanks in a single blow and a crowd-blasting HE round that can still paste TEQ with ease. This can be swapped for either a Melta Blast Gun that isn&#039;t quite as strong as the basic cannon, even within half-range, but can fire multiple times or a Volkite Cardanelle with S9 AP- D3 and &#039;&#039;Devastating Wounds&#039;&#039; to get past any pesky invulnerable saves.&lt;br /&gt;
*&#039;&#039;&#039;Sicaran Battle Tank&amp;lt;sup&amp;gt;HH Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Sicaran&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Sicaran Arcus&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Sicaran Punisher&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Sicaran Venator&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Sicaran Omega&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Typhon&amp;lt;sup&amp;gt;HH Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Transports====&lt;br /&gt;
*&#039;&#039;&#039;Land Raider:&#039;&#039;&#039; Already we see the significant bump in durability as its Toughness got bumped up from 8 to 12 - incidentally, that&#039;s just enough that its lascannons can only wound it on a 4+. That tankiness also influences its damage track, as it now only suffers a penalty to BS/WS when it&#039;s on its last 5 wounds. Assault Ramps also make a glorious return, granting your squads the ability to charge after disembarking.&lt;br /&gt;
**As with last edition, it can easily grab Wulfen and Termies with ease (each model taking two slots) and can even fit Centurions (each taking three slots), but now it can also carry any {{W40kKeyword|Gravis}} units as well (at two slots a model), meaning you can easily use it to cart a pack of Aggressors so they can incinerate the opposition or assist some Heavy Intercessors with capping a point.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Godhammer/Classic&amp;quot;&amp;gt;&lt;br /&gt;
[[Matt Ward|Of course, its &amp;quot;unique&amp;quot; Godhammer lascannons don&#039;t have to deal with the return of Twin-Linked and just get 2 shots base, same as your Ballistus lascannons.]] Aside from that, it comes with a twin heavy bolter to take on anything smaller, with the additional option of a storm bolter and multi-melta depending on what you&#039;re up against.  Transport Capacity: 12.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Crusader&amp;quot;&amp;gt;&lt;br /&gt;
Comes with two hurricane bolters, thankfully &#039;&#039;Twin-Linked&#039;&#039; so you can dump dozens of dice on an enemy in conjunction with the twin assault cannon.  Transport Capacity: 16.&lt;br /&gt;
*The main reason you&#039;re grabbing this is because is the expanded storage. 16 slots, however, gives you 8 spaces for terminators/gravis or 5 centurions. If you&#039;re using it for Deathwing, it&#039;ll give some room for more terminators alongside the leader. It and the Redeemer also get the {{W40kKeyword|Grenades}} keyword for good measure. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Redeemer&amp;quot;&amp;gt;&lt;br /&gt;
Also comes with a twin assault cannon, with the sponsons being flamestorm cannons for super-sized heavy flamers to burn through MEQ. 14 spaces gives you just enough space for 7 terminators, so it just might work for a Deathwing CS + Termie Captain + Termie Ancient/Strikemaster.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Achilles (HH Legends)&amp;quot;&amp;gt;&lt;br /&gt;
Comes with space for 12 guys but carries a Quad Launcher so you can take on both tanks and mobs reliably. Also comes with Volkite Culverins to demolish troops.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Proteus (HH Legends)&amp;quot;&amp;gt;&lt;br /&gt;
A basic Land Raider who equips an Explorator Augury Web to add a 12&amp;quot; bubble of reinforcements denial. However, this requires halving the tank&#039;s transport capacity from 12 to 6, making it unusable for terminators.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Repulsor:&#039;&#039;&#039; The gunwagon finally got a facelift, with all its errant guns (read: storm bolters, grenade launchers, and stubbers) consolidated into the &#039;&#039;Repulsor Defensive Array&#039;&#039;, an 18 shot boltgun (without rapid fire). Beyond its newfound ability to finally lug around {{W40kKeyword|Terminators}},{{W40kKeyword|Wulfen}}, and even goddamn {{W40kKeyword|Centurions}} in its 12-man capacity, it also can hoover up a close friendly unit that would otherwise eat a charge.&lt;br /&gt;
**This is the ideal container for 6 Eradicators, as they need to be close to the enemy to shoot but hate getting into melee.&lt;br /&gt;
*&#039;&#039;&#039;Repulsor Executioner:&#039;&#039;&#039; Received a similar facelift with all the small guns except the 2 anti-{{W40Kkeyword|fly}} &#039;&#039;Icarus&#039;&#039; branded ones being consolidated into a 10-shot boltgun without rapid fire, but it&#039;s entirely unclear why they didn&#039;t bother consolidating in the Ironhail heavy stubber, leading to 3 distinct cases of how much nearly worthless S4 dakka you can throw depending on range. For dealing with chaff, it has a &#039;&#039;&#039;Twin-Linked&#039;&#039;&#039; Heavy Bolter and a 12-shot (i.e. double normal) assault cannon.  The main gun has two options, but the Macro Plasma Incinerator is optimized for chewing through MEQ and MEQ-adjacent like candy, which is something you have plenty of other guns for.  The big seller here is the Heavy Laser Destroyer, a right proper big fuck-off gun: 72&amp;quot; A2 BS3+(&#039;&#039;&#039;Heavy&#039;&#039;&#039;) S16 AP-4 Dd6+4, enough to genuinely frighten most targets (including yourself - this gun has shockingly high chance of vaporizing a Repulsor Executioner in one trigger pull).  Every gun on the model gets +1 to hit targets below half-strength.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dreadnought Drop Pod&amp;lt;sup&amp;gt;HH Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; For whatever reason, GW thinks it now unfair to fit your dreadnoughts into a drop pod. Fortunately, this allows even your newfangled dreads with knees to fit - as well as the comically oversized Leviathan.&lt;br /&gt;
*&#039;&#039;&#039;Spartan&amp;lt;sup&amp;gt;HH Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A super Land Raider, capable of carrying a full 28 models so you can easily fit in two packs of Terminators with characters included. Your option between quad lascannons or laser destroyers hinge on how big of a tank you&#039;re destroying while the hull can only take a twin heavy bolter or heavy flamer based on the troops you&#039;re facing. While not quite the assault transport of the old Land Raider, it can mark anyone it shoots so its passengers get to re-roll to wound that target.&lt;br /&gt;
*&#039;&#039;&#039;Mastodon&amp;lt;sup&amp;gt;HH Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Fly====&lt;br /&gt;
*&#039;&#039;&#039;Land Speeder:&#039;&#039;&#039; M14&amp;quot; T7 Sv3+ T6 Ld6+ OC2, &#039;&#039;Deep Strike&#039;&#039;, and &#039;&#039;Deadly Demise 1&#039;&#039;, with a heavy bolter or multi-melta, potentially additional guns depending on variant, and a special rule depending on variant.  Due to this, you should always carefully consider whether you&#039;d prefer an Attack Bike Squad to a Land Speeder of any stripe.&lt;br /&gt;
**&#039;&#039;&#039;Land Speeder (stock variant):&#039;&#039;&#039;  Just the 1 gun, but the special rule lets you pick 1 unit visible to this model at the start of shooting; all of your other shooting with &#039;&#039;&#039;Blast&#039;&#039;&#039; weapons at that unit gains +1 to hit and &#039;&#039;&#039;Ignores Cover&#039;&#039;&#039;. &lt;br /&gt;
**&#039;&#039;&#039;Land Speeder Tornado:&#039;&#039;&#039; Also has an assault cannon or heavy flamer (take the heavy flamer), and the special rule lets you, after making a Normal Move, select one non-{{W40Kkeyword|monster}} non-{{W40Kkeyword|vehicle}} the model &amp;quot;moved over&amp;quot; to roll 6d6 against, with each 4+ dealing 1 mortal wound (so 3 MWs on average). &lt;br /&gt;
**&#039;&#039;&#039;Land Speeder Typhoon:&#039;&#039;&#039;  Has a Typhoon Missile Launcher in addition to the stock gun and can Normal Move 1d6&amp;quot; after shooting during the Shooting Phase, but if it does so, it can&#039;t charge later.  &lt;br /&gt;
*&#039;&#039;&#039;Storm Speeder:&#039;&#039;&#039; M14&amp;quot; T9 Sv3+ W11 Sv6+ OC3, &#039;&#039;&#039;Deep Strike&#039;&#039;&#039;, and &#039;&#039;&#039;Deadly Demise D3&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Storm Speeder Hailstrike:&#039;&#039;&#039; Designed for the same niche as an OGL (assault cannon) Invader ATV, you should basically take whichever is cheaper, but this one debuffs a single unit it hits when it shoots such that the rest of your army gets -1AP for shooting the same target after the Hailstrike finishes.&lt;br /&gt;
**&#039;&#039;&#039;Storm Speeder Hammerstrike:&#039;&#039;&#039; 1.5 multimeltas and hence designed for the same niche as a multimelta Invader ATV (which only has 1 multimelta, don&#039;t forget), and it inflicts the same debuff as a Hailstrike but worse, although they stack: after it&#039;s done shooting, one enemy that was hit can&#039;t benefit from cover until the end of the phase.&lt;br /&gt;
**&#039;&#039;&#039;Storm Speeder Thunderstrike:&#039;&#039;&#039; A Hammerstrike with a better gun at range but worse up close, and it inflicts a much better debuff: a {{W40Kkeyword|monster/vehicle}} that&#039;s hit when it shoots suffers +1 to be wounded when shot until the end of the phase.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Javelin Attack Speeder&amp;lt;sup&amp;gt;HH Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A bigger and classier Typhoon with a default missile launcher and heavy bolter alongside its ability to shift a bit after shooting. If you&#039;re in need of more anti-tank firepower, you can replace the missile launcher with a pair of lascannons while the heavy bolter can switch for a multi-melta.&lt;br /&gt;
&lt;br /&gt;
=====Aircraft=====&lt;br /&gt;
*&#039;&#039;&#039;Stormhawk Interceptor:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stormraven Gunship:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stormtalon Gunship:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fire Raptor Gunship&amp;lt;sup&amp;gt;HH Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Storm Eagle Gunship&amp;lt;sup&amp;gt;HH Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sokar-Pattern Stormbird&amp;lt;sup&amp;gt;HH Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Xiphon Interceptor&amp;lt;sup&amp;gt;HH Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Artillery====&lt;br /&gt;
*&#039;&#039;&#039;Firestrike Servo-Turrets:&#039;&#039;&#039; A giant mobile emplacement, giving you either a &#039;&#039;Twin-Linked&#039;&#039; autocannon so you can blast through TEQ with little issue or a &#039;&#039;Twin-Linked&#039;&#039; lastalon to better blast vehicles. While it can&#039;t do much aside from that, it can overwatch quite well, with each shot hitting on a 4+ when using the Fire Overwatch stratagem.&lt;br /&gt;
*&#039;&#039;&#039;Thunderfire Cannon:&#039;&#039;&#039; A trundling bombardment platform. While the cannon itself isn&#039;t too much side from having &#039;&#039;Blast&#039;&#039; and &#039;&#039;Indirect Fire&#039;&#039;, anyone hit by it suffers -2&amp;quot; to movement and -2 to advance and charge rolls. Just be wary that despite having two models between the cannon itself and the techmarine minding it, your lifeline isn&#039;t really the 12 wounds you&#039;d expect - the moment one of them dies, the other is just gone as well.&lt;br /&gt;
&lt;br /&gt;
====Walkers====&lt;br /&gt;
*&#039;&#039;&#039;Dreadnought:&#039;&#039;&#039; Where all the old 9th ed captains went. Take it for what it&#039;s worth. The Venerable Dread isn&#039;t here, so this might be all they&#039;re worth now. A Dread&#039;s old man stories carry a re-roll of 1s to hit, so the youngin&#039; Adeptus Astartes Infantry will huddle 6&amp;quot; around him as they purge the enemy. Got a choice of Assault cannon, Heavy plasma cannon, Multi-melta, or Twin lascannon for the left arm, and a Missile launcher as a right if standing back or a Dreadnought combat weapon to bitchslap some fools into a paste. Even if he is a tougher captain with heavy weapons, he still has the size and durability of a light vehicle with only infantry speed, so make use of that smoke.&lt;br /&gt;
*&#039;&#039;&#039;Ballistus Dreadnought:&#039;&#039;&#039; The brand-new Dakkanought, as if the ability to re-roll to hit units at half-strength or higher isn&#039;t enough to show. At T10 W12 with a 2+ save, they&#039;re capable of taking a stray melta shot but not much beyond that. This dread comes in a classic Hellfire loadout, with one arm getting an A2 BS3+ S12 AP-3 D1+d6 lascannon, the other a missile launcher that can go between firing a decently-sized blast to handle mobs or a high-powered Krak to take care of light vehicles, and the only &#039;&#039;Twin-Linked&#039;&#039; weapon this thing gets, the Twin Storm Bolters.&lt;br /&gt;
*&#039;&#039;&#039;Brutalis Dreadnought:&#039;&#039;&#039; The Choppy to the Ballistus&#039; Dakka does Mortal Wounds on the Charge not too dissimilar to the Tank Shock Stratagem, which it is also a good choice for. Grab the Talons unless you really want the Bolt Rifles (you don&#039;t). With Melta weapons no longer being the be-all end-all the heavy bolters are worth another look. Hilariously it can be can be carried by by a Stormraven, don&#039;t expect this to last though.&lt;br /&gt;
*&#039;&#039;&#039;Contemptor Dreadnought:&#039;&#039;&#039; That old man that refuses to die. Despite the Horus Heresy giving back a lot of the cool stuff to this dread, GW decided to go for the laziest fucking route possible and gave it either a Kheres Assault Cannon or a multi-melta from the plastic kit. Fortunately, it has the ability to resurrect itself on a 2+ with d6 wounds left at the end of the phase. While it&#039;s not as tough as the primaris dreads, it comes with a 5++ save unseen on others.&lt;br /&gt;
**&#039;&#039;&#039;Relic Contemptor Dreadnought&amp;lt;sup&amp;gt;HH Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; The Contemptor we should have gotten. Comes with all the fun guns you&#039;ve ever wanted in melee or at range, curiously starting out with twin plasma cannons. Your fists and chainfists come with combi-bolters with the heavy flamer option also adding in options for plasma blasters to easily crack MEQs and the graviton blaster to annoy vehicles. You can also strap a cyclone missile launcher for additional firepower.&lt;br /&gt;
*&#039;&#039;&#039;Ironclad Dreadnought:&#039;&#039;&#039; A Dread with hate for Vehicles and Fortifications. Wish it could run faster, but a 6&amp;quot; move does it no favors unless you shill for a Stormraven. In melee, the Ironclad gets +1 to hit and wound {{W40Kkeyword|vehicles}} and {{W40Kkeyword|fortifications}}. One melee weapon can be a Seismic Hammer if you&#039;re good at math or a Chainfist if you aren&#039;t (the Chainfist has &#039;&#039;&#039;Anti-Vehicle 3+&#039;&#039;&#039;, but your +1 to wound vehicles won&#039;t stack with that), while the other can be a Dreadnought Close Combat Weapon if you forgot you can&#039;t use 2 melee weapons at once or a Hurricane Bolter if you remembered.&lt;br /&gt;
*&#039;&#039;&#039;Redemptor Dreadnought:&#039;&#039;&#039; No longer outperformed in shooting by the Brutalis and only Dread keeping -1 damage, the Redemptor has an option for anything but killing Tanks reliably. Especially the Plasma Incinerator benefits greatly from the changes to &#039;&#039;Blast&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Invictor Tactical Warsuit:&#039;&#039;&#039; No longer able to Infiltrate, the training wheel Dread for loner marines trades it for &#039;&#039;Scouts 8&amp;quot;&#039;&#039;. Additionally said loner marine has grown more socialable and will now return fire on any who dares to shoot at a friendly &#039;&#039;Phobos&#039;&#039; squad within 6&amp;quot; of him. Though only once a Turn, newfound friendship only goes so far.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deredeo Dreadnought&amp;lt;sup&amp;gt;HH Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; The Dreadnought to use if you just want to shoot. Like the Ballistus that took after it, this dread can re-roll to hit enemies above half-strength. Each of their arm-guns are paired with specific purposes - the Anvilus Autocannons demolish crowds, the Arachnus Heavy Lascannons to demolish tanks, the Hellfire Plasma Cannonade to blast apart TEQs and the Volkite Falconets to burn through high toughness monsters. You can also pick up one of two different missiles, one capable of handling crowds while the other lets you easily break flyers.&lt;br /&gt;
*&#039;&#039;&#039;Leviathan Dreadnought&amp;lt;sup&amp;gt;HH Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; The end of any tanks or monsters you see. The Cyclonic Melta Lance can easily rip through monsters and tanks all the same while the Grav-Flux Bombard gives you more reliable ways of damaging tanks at the cost of effectiveness. The Storm Cannon exists if you&#039;re up against any hordes. You can also grab a claw or drill, the difference really only being that the drill has one less attack for &#039;&#039;[Anti-Vehicle 4+]&#039;&#039;, otherwise they&#039;re both almost identical and carry meltas.&lt;br /&gt;
&lt;br /&gt;
====Dedicated Transports====&lt;br /&gt;
*&#039;&#039;&#039;Drop Pod:&#039;&#039;&#039; Transport 10, but &#039;&#039;can&#039;t&#039;&#039; transport Jump Pack, Wulfen, Centurion, Gravis, or Terminator models. Whatever you load it with can deep strike at any point in the first four turns without any issues, and once it does arrive the marines can walk out and it turns into a flimsy emplacement.&lt;br /&gt;
**10 slots, while sounding numerous, does have issues. On Tacticals, this means that you can&#039;t take any characters. Other units have to wager the value of that character over more models.  One of the best uses of a Drop Pod is taking big guns to pile out of it and unload, since you have other ways to deliver melee in a hurry (like a Land Raider).&lt;br /&gt;
*&#039;&#039;&#039;Land Speeder Storm:&#039;&#039;&#039; This 6-scout transport has &#039;&#039;&#039;Firing Deck 6&#039;&#039;&#039; &#039;&#039;and&#039;&#039; &#039;&#039;&#039;Assault Ramp&#039;&#039;&#039; like a Land Raider (it isn&#039;t called that because GW is bad at rules, but it has the same definition of letting the disembarking unit charge even if it disembarked after their ride moved).  &lt;br /&gt;
*&#039;&#039;&#039;Impulsor:&#039;&#039;&#039; Remember when GW told you you didn&#039;t have Primaris-only transports anymore?  Yeah, they lied - you need to wear {{W40kKeyword|Tacticus}} or {{W40kKeyword|Phobos}} to board this thing, which is a real shame, because &#039;&#039;all 6 people on board can shoot out of it&#039;&#039;.  You should already be reaching for Hellblasters so you can shoot, kill off your ride, disembark, and then shoot again, potentially dying and shooting a third time.  Also has &#039;&#039;&#039;Assault Vehicle&#039;&#039;&#039;, which lets embarked models disembark after this model Advances - they count as having made a Normal Move and can&#039;t charge.&lt;br /&gt;
*&#039;&#039;&#039;Razorback:&#039;&#039;&#039; The second part of that desegregation lie. It can only carry six models lacking any Primaris keywords on top of the other stuff. Since you can&#039;t squad out Tacticals, this leaves these to be accompanied by a good number of other units from veterans to Assault Marines and Devastators. While you can slap on a storm bolter or hunter-killer, your main priority should always be on the main guns - the twin assault cannon gives &#039;&#039;Devastating Wounds&#039;&#039; to gut any TEQs while the twin lascannon gives an answer to enemy vehicles. Even better, one target they shoot at gets marked so the squad that disembarks can re-roll to wound them when they shoot on their own.&lt;br /&gt;
*&#039;&#039;&#039;Rhino:&#039;&#039;&#039; The third part of that desegregation lie. This reliable guy can&#039;t take any explicitly Primaris units on top of the other usual suspects. With Tacticals being trapped to 10 models, you are pretty much compelled to take one to accompany them if you aren&#039;t taking a Drop Pod - &#039;&#039;Firing Deck 2&#039;&#039; pretty much screams &amp;quot;Use the special weapons!&amp;quot; with no irony. It&#039;s a pretty light tank at T9 W10, but it&#039;s capable of repairing a wound during your Command phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Terrax-Pattern Termite&amp;lt;sup&amp;gt;HH Legends:&amp;lt;/sup&amp;gt;&#039;&#039;&#039; An inverse drop pod, this is your only deep-striking carrier, capable of fitting 12 firstborn marines in basic armor and nothing else. While it&#039;s not as mobile as a Rhino, it&#039;s got effective sponsons (combi-bolters, heavy flamers or twin volkite chargers) on top of the Melta Cutter to chop through light tanks. If you need to destroy anything bigger, you&#039;d need to get into melee for the drill to rip them apart.&lt;br /&gt;
&lt;br /&gt;
===Fortifications===&lt;br /&gt;
*&#039;&#039;&#039;Hammerfall Bunker:&#039;&#039;&#039; T12, 2+ save and 14 W, the Hammerfall bunker went out of stock soon after the Index dropped, [[Games Workshop|because why not pump up the rules of underselling models]]? Still fundamentally not a bunker, as you can&#039;t embark anyone inside it, but you &#039;&#039;can&#039;&#039; use it as cover if it obstructs your opponent&#039;s LOS. &lt;br /&gt;
**A change from last ed is that its Heavy bolter/flamer array now makes either 6 or 2d6 shots at models that end their move within range, but can only do so up to 4 times instead of last ed&#039;s &amp;quot;all targets within range&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Tarantula Sentry Battery&amp;lt;sup&amp;gt;HH Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; For whatever reason, these turrets also cannot arrive anywhere outside of your DZ, though your equipped heavy bolters/lascannons are less concerned about the range depending on table size. Fortunately, they can also Fire Overwatch on their basic BS of 4+, giving you a decent bit of protection if you piss them off enough.&lt;br /&gt;
&lt;br /&gt;
==Chapter Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===[[Dark Angels]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Dark_Angels_Chapter_Livery.jpg|100px|left|]]&#039;&#039;In the grim darkness of the far future, there is no forgiveness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Thematically, the Dark Angels are a stoic and reclusive chapter, with specialist knightly orders furthering their hidden agendas. Resolute almost to the point of stubborness, they will stand their ground against all odds. Constantly on the hunt for their hated enemies though, they are known to abandon anything (even their own allies) in their relentless pursuit.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, these guys are like three armies as one, being able to call on the pursuit specialists of the Ravenwing, or the intractable killers of the Deathwing to complement your stoic core of green marines being reinforced by special characters. Especially with [[Lion El&#039;Jonson|Dad]] finally having a decent profile.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Characters====&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Strikemaster:&#039;&#039;&#039; Essentially a Lieutenant in terminator armor. Gives his squad &#039;&#039;Lethal Hits&#039;&#039; as well as gaining a personal buff of +1 to hit and wound enemies below half-strength. Naturally, he can attach to any squad already led by a captain, and that can make them very threatening.&lt;br /&gt;
**While he can&#039;t grab any guns aside from his storm bolter, the entire list of melee weapons remains free to use, including a Mace of Absolution from the Deathwing Knights.&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Talonmaster:&#039;&#039;&#039; A souped-up Land Speeder with a &#039;&#039;Twin-Linked&#039;&#039; heavy bolter and assault cannon as well as the pilot&#039;s own power weapon. He&#039;s here to compensate for the lack of any biker Lieutenant, and thus he has a 6&amp;quot; bubble giving all friendly {{W40Kkeyword|mounted}} and {{W40Kkeyword|fly vehicle}} units &#039;&#039;Ignores Cover&#039;&#039; while a smaller 3&amp;quot; bubble gives him &#039;&#039;Lone Operative&#039;&#039; so he has some protection. Once per turn when an enemy moves within 9&amp;quot; of him, he can immediately move 6&amp;quot;, giving him a bit of a tactical scoot wherever you need him.&lt;br /&gt;
&lt;br /&gt;
=====Epic Heroes=====&lt;br /&gt;
*&#039;&#039;&#039;[[Azrael]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Asmodai]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Belial]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ezekiel]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Lazarus]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Lion El&#039;Jonson]]:&#039;&#039;&#039; A foregone conclusion since he was revealed at the end of the last edition. Like Roboute, he does have the ability to hide behind regular marines despite being too big to join them. However, Lion&#039;s a lot more fighty, always getting &#039;&#039;Fights First&#039;&#039; so he can chop things up with Fealty. This gem&#039;s still rather powerful to handle most monsters with its Strike profile, but S12 will see it run into walls when facing tanks if you don&#039;t proc &#039;&#039;Lethal Hits&#039;&#039;. The Sweep profile meanwhile remains great for chopping through MEQ. The Emperor&#039;s Shield provides more than a bit of extra protection, as he&#039;s got a monstrous 2+/3++ save with the shield providing damage reduction and the ability to deal a mortal wound to an attacker if he rolls a natural 6 on a save in melee.&lt;br /&gt;
**As with his brother, Lion also gets Primarch of the First, his choice between one of three different auras he can emit each turn. All Secrets Revealed is a trap that forces enemies within 12&amp;quot; that use a stratagem to make a battleshock test or else waste the CP spent and give you a CP in return. Martial Exemplar lets friendly units within 6&amp;quot; add +1 to hit rolls in melee. No Hiding from the Watchers gives friendly units within 6&amp;quot; a 4+ FNP against mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;[[Sammael]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Command Squad:&#039;&#039;&#039; With a lot of the special rules being relegated to the various detachments, the Deathwing seem to be little more than glorified Terminators. Fortunately, the Command Squad remains a very reliable retinue for any Terminator heroes, as you have a Narthecium to resurrect 1 dead non-{{W40Kkeyword|character}} model per turn and an Ancient to improve the squad&#039;s OC. The champion carries a Halberd of Caliban for a slightly stronger power weapon with &#039;&#039;Precision&#039;&#039; to nail any rival characters without needing your attached leader to intervene as well as a +1 to charge and advance rolls. Keeping him alive also makes the Heroic Intervention strat free.&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Knights:&#039;&#039;&#039; The melee-obsessed termies. While they don&#039;t get the Deathwing rule for constant WS 3+, any damage they take is reduced by 1 to make them an excellent retinue for any Termie captains. Each man takes a Mace of Absolution to make them high-powered can openers while their sergeant gets a Flail of the Unforgiven, its dip in damage offset by a higher AP on top of &#039;&#039;Sustained Hits 1&#039;&#039; and &#039;&#039;Devastating Wounds&#039;&#039;.&lt;br /&gt;
**This is also where you get the rules for the Watchers in the Dark, which every other DW squad can equip despite lacking rules for them. As this is the edition that removed psychic powers, you&#039;re instead given a single-use 4+ FNP against mortal wounds. Not all psychic powers, some of which might have a high enough AP to cut through their 2+ save, just the ones that deal MWs.&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Terminator Squad:&#039;&#039;&#039; Pretty much equivalent to any other Terminator squad with the exception of being able to equip any member with twin claws or hammer+shield if you need some extra melee support in your squad. Aside from the basic weapons given to terminators, you get to add a Plasma Cannon for a high-powered bombardment weapon with &#039;&#039;Blast&#039;&#039; if you just want anti-MEQ explosives. No-one in the unit can take a Power Weapon, but their datasheet lists its rules anyway just to confuse you; for even more needless headaches, you can take a Watcher in the Dark as wargear, but its rules are on the {{W40Kkeyword|deathwing knights}} datasheet instead, so you can&#039;t tell at a glance how your unit works.&lt;br /&gt;
&lt;br /&gt;
====Mounted====&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Black Knights:&#039;&#039;&#039; Specialized bikers with a 5++ save, Plasma Talons for anti-MEQ firepower and special combat weapons (aka the old Corvus Hammers), capable of getting either &#039;&#039;Anti-Infantry 4+&#039;&#039; or &#039;&#039;Anti-Vehicle 4+&#039;&#039; each turn so you can always get the edge on the enemy. The grenade launchers are helpful for when you need to do crowd control.&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Command Squad:&#039;&#039;&#039; Black Knights equipped with all the trappings of a command squad - A banner for bonus OC, a narthecium to raise dead bikes, and a champion with a special power weapon that can add +1 to advance and charge rolls and gives free Heroic Intervention. &lt;br /&gt;
&lt;br /&gt;
====Vehicles====&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Darkshroud:&#039;&#039;&#039; A bigger land speeder with either a heavy bolter or assault cannon. However, the real draw is their 6&amp;quot; bubble of &#039;&#039;Stealth&#039;&#039; and cover, somethingthat you&#039;ll absolutely want to hide your troops behind.&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Land Speeder Vengeance:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Aircraft=====&lt;br /&gt;
*&#039;&#039;&#039;Nephilim Jetfighter:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Dark Talon:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[White Scars]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:White Scars Livery.png|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Kor&#039;sarro Khan]]:&#039;&#039;&#039; While he still can&#039;t ride a bike, he can help his squad move as fast as possible by giving all guns &#039;&#039;Assault&#039;&#039; (wasted on Intercessors, but worthwhile on Assault Intercessors and Vanguard Vets) while giving all melee weapons &#039;&#039;Lance&#039;&#039; for the more devastating charge (less valuable on Vanguard Vets due to their own rules providing &#039;&#039;Lethal Hits&#039;&#039; on the charge). The Khan is someone who wants to be fighting enemy characters, as his super sword has &#039;&#039;Precision&#039;&#039; and any characters he kills gives him a free CP.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Space Wolves]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Space_Wolves_Chapter_Livery.jpg|100px|left|]]In the grim darkness of the far future, the [[Furry|wolves]] are the fiercest predators.&lt;br /&gt;
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Thematically, these guys are &amp;lt;s&amp;gt;fucking furries&amp;lt;/s&amp;gt; a bunch of football hooligans &amp;lt;s&amp;gt;angry space Vikings&amp;lt;/s&amp;gt; who &amp;lt;s&amp;gt;can&#039;t read&amp;lt;/s&amp;gt; have no respect for anything other than their own strength and culture rather than any book. Their way of organisation is rather unorthodox but no less effective.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the tabletop, these guys focus on the assault. You want to get in close, and start checking off sagas from your Champions of Russ detachment (unless you just go with Gladius).&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Characters====&lt;br /&gt;
*&#039;&#039;&#039;Cyberwolf:&#039;&#039;&#039; A wolf with metal bitz on them is somehow special enough to be a character. Attaching him to other wolves grants the squad &#039;&#039;Scouts 6&amp;quot;&#039;&#039; while he gets +1 to hit and wound an enemy below half-strength.&lt;br /&gt;
*&#039;&#039;&#039;Iron Priest:&#039;&#039;&#039; The wolfy Techmarine. While he&#039;s otherwise identical in terms of rules, he does have special armaments that are stuck onto him: a high-powered Tempest Hammer good for pasting TEQ and a Helfrost Pistol that can either be a puny hand flamer or something on-par with a weaker plasma pistol with high AP and Damage.&lt;br /&gt;
*&#039;&#039;&#039;Wolf Lord on Thunderwolf:&#039;&#039;&#039; Your equivalent to the Captain. His giant wolf provides the same movement, Toughness and OC boosts as a bike, but instead of a twin bolter he now has some supporting attacks in melee. He now provides his attached squad of Thunderwolves a +1 to advance and charge rolls as if he were a company champion.&lt;br /&gt;
*&#039;&#039;&#039;Wolf Guard Battle Leader:&#039;&#039;&#039; Your equivalent to the Lieutenant.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt;&lt;br /&gt;
Also grants his lord a 4+++, which makes him quite handy for blocking out snipers. While he can only grab a combi-weapon for an alternative gun, his melee weapon choices remain quite wide, including being able to dual-wield power weapons.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Thunderwolf&amp;quot;&amp;gt;&lt;br /&gt;
Provides his unit a single-use ability to move d6&amp;quot; after getting shot, which at the very least gets them within charging range. Of course, he gets the wide list of melee weapons for use on top of the supporting bites from his pet wolf.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Wolf Guard Pack Leader:&#039;&#039;&#039; Replacing the old option to upgrade Blood Claws/Grey Hunters/Long Fangs, these guys only grant a single-use re-roll of a battle-shock test and nothing more. Well, he&#039;s able to join any units already joined by another character, making something of disposable fodder for characters, forcing enemies in melee to pick between either fighting the big guy with all the buffs or this separate but equally annoying wolf.&lt;br /&gt;
**Comes in standard, jump pack, and terminator varieties, but their armaments are pretty much identical to the captain&#039;s except for the terminator, which lets you take a cyclone missile launcher, combi-weapon, and thunder hammer so you can properly support a Long Fangs unit with additional dakka.&lt;br /&gt;
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=====Epic Heroes=====&lt;br /&gt;
*&#039;&#039;&#039;[[Logan Grimnar]]:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Stormbringer:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Arjac Rockfist]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Bjorn the Fell-Handed]]:&#039;&#039;&#039; M8&amp;quot; T9 Sv2+ W8 Ld6+ OC3, halves incoming damage.   This glorious bastard is simultaneously your best bet at achieving Saga of the Bear (and you can recover from having done it with a Techmarine or Iron Priest) and Saga of the Beastslayer, since he&#039;s inherently exposed, durable, and has very good gun choices.  If you&#039;re going to field Space Wolves in their detachment, you should consider him an auto-include.  He has an array of gun choices, most of which you&#039;ll never make, so here&#039;s the short list of tempting ones.&lt;br /&gt;
**Multi-melta: Better than the Twin Lascannon at achieving Saga of the Beastslayer, but requires you to get close to your target to make that happen.  If you have a credible plan for getting close, this is your best bet.&lt;br /&gt;
**Plasma Cannon: Ideal A*BS*D in Hazardous mode, &#039;&#039;plus&#039;&#039; you can use Hazardous to attempt Saga of the Bear on your own terms.  Not the &#039;&#039;best&#039;&#039; at Saga of the Beastslayer, but has perfectly adequate range.&lt;br /&gt;
**Twin Lascannon: Has the range and offensive oomph to really let you go for Saga of the Beastslayer on your own terms, as soon as you&#039;ve rendered something wounded enough to probably die in one shot.  If you&#039;re scared of the Plasma Cannon&#039;s Hazardous mode, this is your best bet for sitting back at range.&lt;br /&gt;
*&#039;&#039;&#039;[[Canis Wolfborn]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Harald Deathwolf]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Krom Dragongaze]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Lukas the Trickster]]:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[[Murderfang]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Njal Stormcaller]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ragnar Blackmane]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ulrik the Slayer]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Battleline====&lt;br /&gt;
*&#039;&#039;&#039;Blood Claws:&#039;&#039;&#039; Angry assault marines, gaining +1 to Strength and Attacks when they charge. Uniquely capable of taking some special weapons that even the codex ones can&#039;t like the grav-guns and plasma. That said, they need the supporting characters because their chainswords don&#039;t get any of the tricks that get given to standard assault marines.&lt;br /&gt;
*&#039;&#039;&#039;Grey Hunters:&#039;&#039;&#039; The grizzled old guys of the chapter. They&#039;re Tactical Marines without the option for heavy guns. That&#039;s really all you need and they&#039;re always able to remain mobile - especially since they can ride around in a Razorback.&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Hounds of Morkai:&#039;&#039;&#039; Specialized psyker-hunting Reivers. Not only do they get a 4++ save against all psychic powers, their knives and pistols also get &#039;&#039;Devastating Wounds&#039;&#039;, &#039;&#039;Precision&#039;&#039; and &#039;&#039;Anti-Psyker 4+&#039;&#039; so you know just who to throw these bastards to. On top of that, they can target one enemy within 12&amp;quot; during the shooting phase (upped to 18&amp;quot; if they join a Reiver Lieutenant) and force them to take a Battleshock test with a -1 if they&#039;re a psyker. If they fail, the unit isn&#039;t only battle-shocked but now take a -1 to hit with any &#039;&#039;Psychic&#039;&#039; weapons they use.&lt;br /&gt;
*&#039;&#039;&#039;Long Fangs:&#039;&#039;&#039; RAW unplayable, as RAW they aren&#039;t {{W40Kkeyword|adeptus astartes}}, but &#039;&#039;hopefully&#039;&#039; no opponent will be a stickler for that.  Significantly better than baseline Devastatator Squads: not only can you take a Wolf Guard Pack Leader in Terminator Armor for a pair of additional missile launchers, but instead of gaining &#039;&#039;&#039;Ignores Cover&#039;&#039;&#039; from Remaining Stationary, you gain re-rolling 1 to hit, which is &#039;&#039;better&#039;&#039;.  &lt;br /&gt;
*&#039;&#039;&#039;Skyclaws:&#039;&#039;&#039; Give the Blood Claws jump packs but no longer gives them the {{W40kKeyword|Battleline}} keyword. Otherwise remain just as inclined to charge, but they sadly don&#039;t get the ability to deal mortal wounds on the charge.&lt;br /&gt;
*&#039;&#039;&#039;Wolf Guard:&#039;&#039;&#039; Absolute trash.  If you&#039;re in a Gladius detachment so you&#039;re not forced to drop the good stuff, just take a real Command Squad.&lt;br /&gt;
*&#039;&#039;&#039;Wolf Guard Terminators:&#039;&#039;&#039; Combination regular/assault terminators.&lt;br /&gt;
*&#039;&#039;&#039;Wolf Scouts:&#039;&#039;&#039; Veterans as scouts, and they have the firepower to show. On top of the missile launchers and heavy bolters, they can also grab special guns if the bolter and shotgun don&#039;t cut it for them. Their sergeant, meanwhile, has a lot of fancy tools to employ both in melee and at range.&lt;br /&gt;
*&#039;&#039;&#039;Wulfen:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Beasts====&lt;br /&gt;
*&#039;&#039;&#039;Fenrisian Wolves:&#039;&#039;&#039;&lt;br /&gt;
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====Mounted====&lt;br /&gt;
*&#039;&#039;&#039;Thunderwolf Cavalry:&#039;&#039;&#039; This unit isn&#039;t good at murdering anything, especially since you&#039;ll always swap their pistols out for storm shields.  What they&#039;re good at is mobility and durability, meaning they&#039;re good escorts for a leader.  Leader options are:&lt;br /&gt;
**&#039;&#039;&#039;Logan Grimnar on Stormrider&#039;&#039;&#039; (1/battle your whole army can re-roll charges and melee hit rolls)&lt;br /&gt;
**&#039;&#039;&#039;Canis Wolfborn&#039;&#039;&#039; (Led unit has &#039;&#039;&#039;Sustained Hits 1&#039;&#039;&#039;, but that&#039;s putting lipstick on a pig)&lt;br /&gt;
**&#039;&#039;&#039;Harald Deathwolf&#039;&#039;&#039; (&#039;&#039;&#039;Devastating Wounds&#039;&#039; on the wolves&#039; jaws only, ugh)&lt;br /&gt;
**&#039;&#039;&#039;Wolf Lord on Thunderwolf&#039;&#039;&#039; (+1 to Advance and Charge rolls and 1/round free strat, now we&#039;re getting somewhere)&lt;br /&gt;
***&#039;&#039;&#039;Wolf Guard Battle Leader&#039;&#039;&#039; (&#039;&#039;&#039;Lethal Hits&#039;&#039;&#039; and 1/battle move 1d6&amp;quot; after being shot, and can stack with a Wolf Lord, Harald, or Logan)&lt;br /&gt;
&lt;br /&gt;
====Vehicles====&lt;br /&gt;
*&#039;&#039;&#039;Space Wolves Venerable Dreadnought:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Wulfen Dreadnought:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=====Aircraft=====&lt;br /&gt;
*&#039;&#039;&#039;Stormfang Gunship:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stormwolf:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===[[Imperial Fists]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Imperial Fists Livery.png|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Darnath Lysander]]:&#039;&#039;&#039; The world&#039;s angriest terminator remains ever-obstinate. On top of being an angry man with a super-hammer and shield, he has a single-use ability to make his save a 2+/2++ for a turn, making him nigh-unkillable. On top of that, if he&#039;s leading a unit of terminators, the enemy has to take -1 to wound if their weapon&#039;s Strength beats the Terminator&#039;s Toughness - It doesn&#039;t matter how strong those meltas and lascannons are, they&#039;re still taking that reduction.&lt;br /&gt;
*&#039;&#039;&#039;[[Tor Garadon]]:&#039;&#039;&#039; A Gravis Captain with the unique loadout of Grav-gun and super Power Fist at S12 AP-2 D2 that can reduce anything it sees to scrap - and that&#039;s before adding his own special benefits that add +2 to Strength, AP and Damage when used against any {{W40kKeyword|Vehicle}}, {{W40kKeyword|Monster}} or {{W40kKeyword|Fortification}}. Fortunately, any Gravis unit he joins (Aggressors, Eradicators, Heavy Intercessors) can get some benefit by getting &#039;&#039;Lethal Hits&#039;&#039; and &#039;&#039;Ignores Cover&#039;&#039;, benefiting anything that isn&#039;t flamer Aggressors. &lt;br /&gt;
*&#039;&#039;&#039;[[Pedro Kantor]]:&#039;&#039;&#039; Technically here despite being chapter master of the [[Crimson Fists]]. That said, he doesn&#039;t really offer a whole lot to any squad he provides. Rather than the stuff a Captain would normally get, he instead gives the unit +1 to hit if they&#039;re missing models and +1 to wound if they&#039;re below half-strength. Simply put, this doesn&#039;t cut it. He has a single-use ability to give every weapon in his unit +1 attack on any Command phase, which has its uses, but it&#039;s at the cost of being able to use a free stratagem any turn.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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===[[Blood Angels]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Blood Angels Pauldron.jpeg|100px|left|]]&#039;&#039;In the grim darkness of the far future, there is always a risk of becoming blinded by rage&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
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Thematically, these guys are a bunch of poncy space vampires who constantly battle their own genetic curses. These curses turn out to be their greatest strengths, as they become genuine monsters made to [[Rip and Tear]].&amp;lt;br&amp;gt;&lt;br /&gt;
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On the tabletop, these guys go pretty deep for both melee and speed with your unique units mostly focusing on jump packs or being Death Company.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Characters====&lt;br /&gt;
*&#039;&#039;&#039;Sanguinary Priest:&#039;&#039;&#039; An apothecary with a chainsword. Rather than resurrecting the dead, he grants a 5+++ FNP to whoever he leads and improves the AP of their melee weapons by 1. Fortunately, he can join a squad already led by a captain, chapter master, or lieutenant, allowing some welcome protection and melee support for everyone. He joins the &amp;quot;standard&amp;quot; set of firstborn squads with Command Squads replaced by Devastator Squads to avoid letting you (thematically speaking) double up on apothecaries in 1 unit: Assault, Devastator, Tactical, or Vanguard Squad.&lt;br /&gt;
**&#039;&#039;&#039;with Jump Pack:&#039;&#039;&#039; Because it&#039;d be weird if you couldn&#039;t buy one for him.  Changes what he can lead to the standard Jump Pack set (assault Squads with Jump Packs and Vanguard Veteran Squads with Jump Packs).&lt;br /&gt;
&lt;br /&gt;
=====Epic Heroes=====&lt;br /&gt;
*&#039;&#039;&#039;[[Astorath]] the Grim:&#039;&#039;&#039; A jump pack chaplain with a very ferocious axe who can only join jump pack DC. Any pack he leads gets the chance to fight before dying and any charges they make give their weapons &#039;&#039;Devastating Wounds&#039;&#039;. &lt;br /&gt;
*&#039;&#039;&#039;[[Luis Dante|Lord Commander Dante]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Brother [[Corbulo]]:&#039;&#039;&#039; A special Sanguinary Priest, the only differentiating factor being that his chainsword has +1 Strength and &#039;&#039;Sustained Hits 1&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Erasmus Tycho|Captain Tycho]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Erasmus Tycho|Tycho the Lost]]:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[[Lemartes]]:&#039;&#039;&#039; A Chaplain on a jump pack who can only pick up jump pack DC. Alongside the 6+ FNP symbolic of the Death Company, he also grants them &#039;&#039;Lethal Hits&#039;&#039; on melee, something his unique Crozius already enjoys.&lt;br /&gt;
*&#039;&#039;&#039;[[Mephiston]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Sanguinor]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Gabriel Seth]]:&#039;&#039;&#039; Though he&#039;s Chapter Master of the [[Flesh Tearers]], the new 10E rules essentially treat him as a Blood Angels Epic Hero who can&#039;t interact with any other BA Epic Heroes. While he&#039;s no stronger than the basic firstborn captain, he is very mobile by letting an attached unit (a Tac Squad, Assault Squad, Command Squad or Vanguard Vets) charge after advancing. He&#039;s also insanely fighty, as his Blood Reaver is a very lethal chainsword with S8 AP-2 D3 with &#039;&#039;Sustained Hits 1&#039;&#039; as well as an extra attack for every 5 enemy models within 6&amp;quot; of him. Put him in front of a mob of gaunts or boyz, and he&#039;ll cleave through them like nothing.&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Death Company Intercessors:&#039;&#039;&#039; Intercessors with 6+ FNP. That said, they can only be led by a Primaris Chaplain. If you don&#039;t at least have a Chaplain within 12&amp;quot; of them, then these guys lose their OC1 and can never fall back, making them useful only as a kamikaze unit. Fortunately nothing forces you to pick either the bolt rifle or chainsword loadouts, as you get a free use of either Heroic Intervention or Fire Overwatch each turn - provided you didn&#039;t use it before.&lt;br /&gt;
*&#039;&#039;&#039;Death Company Marines:&#039;&#039;&#039; The original Death Company. This gives you more freedom to pick how many of your models can go either melee or ranged, and the melee ones can freely pick whether or not they pick up power weapons and thunder hammers. While they lack free stratagems, they do gain &#039;&#039;Sustained Hits 1&#039;&#039; if they lose models and &#039;&#039;Sustained Hits 2&#039;&#039; if they&#039;re below half-strength.&lt;br /&gt;
**&#039;&#039;&#039;Jump Packs:&#039;&#039;&#039; Re-rolling to charge at least makes them far more likely to reach combat - it&#039;s the only place they&#039;re meant to go. Sadly, they don&#039;t gain anything to make charges more deadly and the jump Chaplain&#039;s power only gives you smashes during the fight.&lt;br /&gt;
*&#039;&#039;&#039;Sanguinary Guard:&#039;&#039;&#039; The jump pack answer to the Command Squad. Maybe they don&#039;t have an apothecary on hand, but having one as a retinue in place of jump pack Assault marines makes enemies take -1 to hit (natively) and -1 to wound (as a retinue).&lt;br /&gt;
====Vehicles====&lt;br /&gt;
*&#039;&#039;&#039;Baal Predator:&#039;&#039;&#039;  Can re-roll advance rolls (so average 4.25&amp;quot;, not average 3.5&amp;quot;) and all ranged weapons gain &#039;&#039;&#039;Assault&#039;&#039;&#039; when the model advances (which is functionally the same as always having it) but can only target {{W40Kkeyword|infantry}} units when they shoot, which is extremely crippling.  The default loadout is just a Razorback but worse since it&#039;s not a transport, but you can take sponson weapons (2 heavy flamers or bolters) and more importantly swap out the turret TAC for a Baal Flamestorm Cannon: 18: Ad6+3 BS &#039;&#039;&#039;Torrent&#039;&#039;&#039; S6 AP-2 (&#039;&#039;&#039;Ignores Cover&#039;&#039;&#039;) D2.  Good news: the BFC is better than a TAC against nearly everything.  Bad news: the heavy flamers are generally inferior to heavy bolters, and unlike a real Predator, you can&#039;t take lascannon sponsons; more importantly, the BFC has fundamentally similar performance to a Predator Destructor&#039;s Predator Autocannon against the majority of targets (remember, at BFC range, the autocannon fires 8 shots) at inferior range.  tl;dr &#039;&#039;&#039;Never take this, a Predator Destructor does the same job better.&#039;&#039;&#039;  &lt;br /&gt;
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=====Walkers=====&lt;br /&gt;
*&#039;&#039;&#039;Death Company Dreadnought:&#039;&#039;&#039; The Furioso Fists have 1 AP over the classic dreadfist, making them a bit better on tanks even before accounting for all the MWs you deal before fighting in melee. If you go fisting, take a Magna-Grapple to make things easier on yourself - You want to be fighting {{W40kKeyword|Monsters}} and {{W40kKeyword|Vehicles}}, so a +2 on charge rolls is vital at the cost of the {{W40kKeyword|Smoke}} keyword. Taking the Blood Talons is only worth it for fighting infantry mobs. A helpful ability this dread gets is the ability to fight back if anyone tries to attack at any range.&lt;br /&gt;
**The underslung guns on your fists will offer some support, but you&#039;re going to be pressed for choices. Just by default, you only get a storm bolter on one fist while the other fist comes with an odd melta. The only alternatives you get for both are heavy flamers.&lt;br /&gt;
*&#039;&#039;&#039;Furioso Dreadnought:&#039;&#039;&#039; Comes with a Frag Cannon so you have a better gun to blow apart hordes at close range. That said, you can still go double-fisting if you want - after all, you&#039;re getting &#039;&#039;[Twin-Linked]&#039;&#039; for going full melee. Just beware that you lack the DC 6+ FNP.&lt;br /&gt;
*&#039;&#039;&#039;Librarian Dreadnought:&#039;&#039;&#039; A Furioso Dread with one fist and a force halberd for a supporting attack - While a lot less powerful than the fist, it&#039;s capable of a lot more damage. If you want real psychic power, it has the Blood Lance power for a single shot that can ram through lighter tanks.&lt;br /&gt;
**The Librarian Dread comes with two psychic buffs that make it better for support. One is a 6&amp;quot; bubble that gives everyone a 5+ FNP against mortal wounds and psychic powers, the other is a risky power that lets you redeploy one {{W40kKeyword|Infantry}} squad within 12&amp;quot; anywhere on the board.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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===[[Iron Hands]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Iron Hands Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Malkaan Feirros|Iron Father Feirros]]:&#039;&#039;&#039; A step beyond the typical techmarine, as he can heal a flat 3 wounds on any vehicle he hides behind. Uniquely, he doesn&#039;t get angrier if a tank dies near him, he can instead give his squad (only being Eradicators, Aggressors or Heavy Intercessors due to his Gravis Armour, but can&#039;t attach any servitors for some reason) a 5+ FNP save. For the Heavy Intercessors, this is wild since they now have something that can be used to ignore any hits they suffer, regardless of whether or not they can reduce the attack&#039;s AP, while flamer Aggressors and Eradicators will just need it by virtue of how close they need to be for their jobs.&lt;br /&gt;
**Much as with the Techmarine above, he can be used to make a firebase unit. Attach him to a full squad of Heavy Intercessors and park them and a Ballistus Dreadnought on a backfield objective, Feirros will keep the latter in operation while the former gain 5+ FNP and along with Ferros&#039; Forge Bolter can dump 16 Heavy Bolt Rifle and 9 Heavy Bolter shots on the enemy. All sans 6 of the Heavy Bolter shots are at BS 2+ (unlike the regular Techmarine build, [[Derp|apparently Servitors are better shots with their Heavy Bolters than actual Marines as they have 3+ BS when a Techmarine is with them]]), so you&#039;ll only get 5 dead marines vs the 7.5 of the Techmarine build. Overall, this means you should probably use him for a choppy sort of build, as below.&lt;br /&gt;
**Where Feirros is much better, however, is advancing with a retinue of Aggressors and alongside a Brutalis Dreadnought, he&#039;ll keep the Dreadnought at full wounds and buffed, while his Aggressors soak enemy fire and clear out any chaff between the Dreadnought and its &amp;lt;s&amp;gt;victim&amp;lt;/s&amp;gt; target.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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===[[Ultramarines]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Smurfpauldron.jpg|100px|left|]]In the grim darkness of the far future, courage and honor will yet win the day.&lt;br /&gt;
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[https://en.wikipedia.org/wiki/Primus_inter_pares First among equals], the Ultramarines set the standard for everyone else, and are paragons of strategy. Appropriate, since their Primarch wrote the Codex Astartes.&lt;br /&gt;
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On the tabletop, said primarch helps with giving you an extra usage of Oath of Moment. Even with only one character shown? People are already upset about your unique units. (And that&#039;s before we get to the rest of the special snowflakes)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Marneus Calgar]]:&#039;&#039;&#039; Now is attached to his Victrix Guard, providing a 4+ FNP while they&#039;re alive and two souped-up power swords to complement his own &#039;&#039;Twin-Linked&#039;&#039; power fists with heavy pistols strapped onto them. He provides 1 CP for every turn he&#039;s alive, but more importantly, he can attach to a very wide set of units despite being a giant guy in Gravis Armour - This works in his favor since he can let any unit he joins shoot and charge after advancing or falling back. Excellent for keeping his squad at their absolute best at every opportunity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Cato Sicarius|Captain Sicarius]]:&#039;&#039;&#039; One of the very few plasma pistols that never worries about overheating. He can give any squad he joins &#039;&#039;Assault&#039;&#039; on their guns and &#039;&#039;Scouts 6&amp;quot;&#039;&#039;, which feels a bit redundant on the Vanguard Vets (if they can&#039;t stack, that is). He also has the ability to move 6&amp;quot; if any enemies move within 9&amp;quot; of them so they can close in for the assault.&lt;br /&gt;
*&#039;&#039;&#039;[[Ortan Cassius|Chaplain Cassius]]:&#039;&#039;&#039; Comes with a slightly stronger Crozius and a combi-weapon with &#039;&#039;Torrent&#039;&#039; and &#039;&#039;Ignores Cover&#039;&#039; being the only thing to remind us that it&#039;s meant to be a combi-flamer. While he doesn&#039;t give +1 to wound like typical Chaplains, he does provide a squad &#039;&#039;Devastating Wounds&#039;&#039;. He also gives his squad the chance to make one attack after dying in melee on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;[[Varro Tigurius|Chief Librarian Tigurius]]:&#039;&#039;&#039; His psychic hood not only grants a 4+ FNP against psychic weapons, but also against any mortal wounds - whether psychic or mundane. He also has the far more powerful perk of making enemies suffer -1 to hit his unit while also granting a single free use of either Counter-Offensive, Fire Overwatch, Go to Ground or Heroic Intervention.&lt;br /&gt;
*&#039;&#039;&#039;[[Antaro Chronus|Sergeant Chronus]]:&#039;&#039;&#039; Remains someone meant to pilot tanks, as he starts out commanding any Land Raider, Predator or Rhino-based battletank. The lucky tank not only gets a 2+ BS across all their guns (though it&#039;s uncertain if it accounts for any damage tracks the tank might have), but they can re-roll one wound roll each turn, making whatever he hits a big threat. That said, the servo-arm is now even more token since he can&#039;t even repair the tank he&#039;s riding.&lt;br /&gt;
*&#039;&#039;&#039;[[Torias Telion|Sergeant Telion]]:&#039;&#039;&#039; The major force multiplier for scouts, as he&#039;s not only giving them +1 OC but also +1 to hit and your choice of either &#039;&#039;Lethal Hits&#039;&#039;, &#039;&#039;Precision&#039;&#039; or &#039;&#039;Sustained Hits 1&#039;&#039; each turn. While this applies to all weapons, he&#039;s probably best at home at range, as his special bolter is pretty much a sniper.&lt;br /&gt;
*&#039;&#039;&#039;[[Uriel Ventris]]:&#039;&#039;&#039; Grants one squad of {{W40kKeyword|Infantry}} the ability to deep-strike (Note: it doesn&#039;t have to be the squad he joined), but more importantly he can let you re-use stratagems, though you still need to spend CP for it - in exchange he can use strats even though the squad&#039;s battle-shocked. He&#039;s got a pretty basic loadout, with his power sword gaining &#039;&#039;Sustained Hits 1&#039;&#039; while touting a bolt rifle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Roboute Guilliman]]:&#039;&#039;&#039; The Avenging Son has received an extra wound and can come back from the dead on a 3+ (with 6 wounds) the first time he&#039;s defeated. While he can&#039;t join units, he gains Lone Operative any time he&#039;s within 3&amp;quot; of any Space Marines infantry units to compensate. (Sadly, he still can&#039;t take transports because he&#039;s not {{W40kKeyword|infantry}}.) His shooting is roughly the same since while the Hand of Dominion is only &#039;&#039;Rapid Fire 2&#039;&#039; now, it compensates with AP-2. In melee, he&#039;s as dangerous as ever, with the Emperor&#039;s Sword granting 14 S8 AP-3 D2 attacks with &#039;&#039;Devastating Wounds&#039;&#039; and the Hand of Dominion granting 7 S14 AP-4 D4 attacks with &#039;&#039;Lethal Hits&#039;&#039;. Finally, Adept of the Codex lets him choose one of three buffs at the start of the Command Phase, which will last until the next Command Phase:&lt;br /&gt;
**&#039;&#039;Primarch of the XIIIth:&#039;&#039; Friendly units within 6&amp;quot; gain +1 to OC and can re-roll Leadership and Battle-Shock tests.&lt;br /&gt;
**&#039;&#039;Master of Battle:&#039;&#039; After picking the target for Oath of Moment, select a second enemy unit. If the first target dies, your army receives the re-roll bonuses that Oath of Moment provides against the second target. &lt;br /&gt;
**&#039;&#039;Supreme Strategist:&#039;&#039; A friendly Space Marine unit within 12&amp;quot; can be targeted with a Stratagem for free, even if the Stratagem you&#039;re targeting it with has already been used that Command Phase.&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Tyrannic War Veterans:&#039;&#039;&#039; 5 Tacticals with &#039;&#039;Anti-Tyranids 4+&#039;&#039; and &#039;&#039;Devastating Wounds&#039;&#039; against Tyranids, so they have everything they&#039;ll need to rip through smaller nids. That said, this is all they can do since they can&#039;t equip anything else and can&#039;t be attached to anyone but Cassius.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Salamanders]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Salamanders Chapter Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Adrax Agatone]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Vulkan He&#039;Stan]]:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Raven Guard]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Raven Guards Livery.jpg|100px|left|]]In the grim darkness of the far future, here is some placeholder text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Epic Heroes====&lt;br /&gt;
*&#039;&#039;&#039;[[Kayvaan Shrike]]:&#039;&#039;&#039; An absolute sneak, complete with &#039;&#039;Stealth&#039;&#039; and &#039;&#039;Lone Operative&#039;&#039; so he has protection without anyone around him with the added bonus of being able to fly into reserves if he needs to, and while he can join an Assault squad or Vanguard Vets for additional jump pack shenanigans, he can let them enjoy the benefits of &#039;&#039;Lone Operative&#039;&#039; if he&#039;s in charge of them.&lt;br /&gt;
**Losing the {{W40kKeyword|Phobos}} keyword pretty much acts as an unequivocal win for Shrike, since none of those units could ever fly around at his speed. Getting his retinue the ability to fly with him lets him easily get past any retinue and put his claws to work ripping through enemy characters with &#039;&#039;Precision&#039;&#039;. Hell, he even has a special bolt pistol so he can try and snipe an enemy out if he feels so inclined.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Black Templars]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Black_Templars_Livery.png|100px|left|]]&#039;&#039;In the grim darkness of the far future, there will be only war.&#039;&#039; &amp;lt;br&amp;gt;Actual quote by Sigismund, he called it first.&lt;br /&gt;
The Great Crusade never ended for these guys. Not confined to a sector like other chapters, the Black Templars fight the enemies of mankind wherever they are.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, we&#039;ve only seen Sword Brethren so far. But with how they look? It&#039;s a good time to be on a crusade.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Characters====&lt;br /&gt;
*&#039;&#039;&#039;Castellan:&#039;&#039;&#039; A very zealous Primaris Lieutenant with restrictions on what he can lead and worse weapon choices, a complete waste of your time.&lt;br /&gt;
*&#039;&#039;&#039;Marshal:&#039;&#039;&#039; A very zealous Primaris Captain with restrictions on what he can lead and worse weapon choices, a complete waste of your time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Epic Heroes=====&lt;br /&gt;
*&#039;&#039;&#039;High Marshal [[Helbrecht]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Grimaldus|High Chaplain Grimaldus]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The [[Emperor&#039;s Champion]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Battleline====&lt;br /&gt;
*&#039;&#039;&#039;Crusader Squad:&#039;&#039;&#039; A band of zealous Firstborn with chainswords that can re-roll advances and charges.&lt;br /&gt;
*&#039;&#039;&#039;Primaris Crusader Squad:&#039;&#039;&#039; A band of zealous Primarines with chainswords that can re-roll advances and charges.&lt;br /&gt;
*&#039;&#039;&#039;Primaris Sword Brethren:&#039;&#039;&#039; A band of zealous Primarines with chainswords and power weapons aplenty. Helping them out is Vow-sworn Bladesmen, which lets them add +1 to either attacks or damage for their melee weapons each Fight phase, which means a lot when combined with detachment vows. Will this also apply to the leader? Will we see 12 D2 attacks from Helbrecht?&lt;br /&gt;
&lt;br /&gt;
====Vehicles====&lt;br /&gt;
So you saw that the Primaris Vehicles were all blocked for some reason, didn&#039;t you? Here&#039;s why - the crusade has their own versions! All boils down to replacing the Ironhail heavy stubber slot with a multi-melta, giving your Primaris vehicles extra punch against everything.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Black Templars Gladiator Lancer:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Black Templars Gladiator Reaper:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Black Templars Gladiator Valiant:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Black Templars Impulsor:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Black Templars Repulsor:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Black Templars Repulsor Executioner:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===[[Deathwatch]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:DW_Shoulder_Pad_final.jpg|100px|left|]]In the grim darkness of the far future, there must be vigilance without end.&lt;br /&gt;
&lt;br /&gt;
Peerless xenos hunters, the Deathwatch is the space marine MIB. Veterans drawn from across every chapter, they are geared to combat the alien menace even more so than their by-comparison-ordinary fellow superhumans, using [https://en.wikipedia.org/wiki/SWAT Specialized Weapons And Tactics] seen nowhere else.&lt;br /&gt;
&lt;br /&gt;
A rather weird army that runs against the grain of the typical chapter. That said, they have plenty of the units that combine different sorts of units to provide all the firepower without needing to buy the individual models.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Army Rules====&lt;br /&gt;
*&#039;&#039;&#039;Kill Teams:&#039;&#039;&#039; The necessary rules needed to accommodate the various types of models combined into a kill team, as indicated by the keyword. Models with  {{W40kKeyword|Terminator}}, {{W40kKeyword|Jump Pack}}, or {{W40kKeyword|Mounted}} can still enter transports that would traditionally would&#039;ve refused them, though each of those models take up 2 slots. Those latter two keywords also still count as {{W40kKeyword|Infantry}} for the sake of terrain.  And when the unit is being attacked, you use majority T, breaking ties in favor of highest T.&lt;br /&gt;
====Characters====&lt;br /&gt;
*&#039;&#039;&#039;Watch Master:&#039;&#039;&#039; Your substitute for a captain, armed with what&#039;s essentially a bolter with a beefy S6 AP-2 D3 power weapon with &#039;&#039;Lance&#039;&#039;. While he doesn&#039;t give free stratagems, he has a one-use ability to make a strat the enemy uses permanently cost 1 CP more and he can let any DW Vets or Proteus Team (the only ones he can accompany) shoot and charge after advancing or falling back.&lt;br /&gt;
**Is he worth taking over a captain? If you&#039;re not looking at any stratagems as your game-changers and just want someone to smack things alongside your exclusive teams; also, if you already &#039;&#039;have&#039;&#039; a captain, Watch Masters have no 1/army restrictions on their abilities like a normal captain&#039;s Rites of Battle does. Otherwise it&#039;d be foolish to pass up free strats.&lt;br /&gt;
=====Epic Heroes=====&lt;br /&gt;
*&#039;&#039;&#039;Watch Captain Artemis:&#039;&#039;&#039; A captain with a power sword and a combi-flamer we can only identify as such because it has &#039;&#039;Ignores Cover&#039;&#039; and &#039;&#039;Torrent&#039;&#039;. On top of a tanky 3+/4++/6+++, he can come back from the dead on a 2+, giving him a precious lone wound to fight on. Why would you take him? Well, he&#039;s like Uriel Ventris in that he can let a squad he leads use a stratagem that was already used. True, it&#039;s still using a CP, but it&#039;s a useful resource.&lt;br /&gt;
*&#039;&#039;&#039;Kill Team Cassius:&#039;&#039;&#039; When a younger Cassius learned the finer arts of xenocide with a band of friends. He leads 8 veterans of varying loadouts, a biker, and a terminator, granting them all &#039;&#039;Devastating Wounds&#039;&#039; while he&#039;s still alive. Meanwhile, the entire squad gets to re-roll battle-shock and Leadership checks. Truth be told, the grand consolidation of combi-weapons works somewhat in their favor, as they&#039;re now mostly dedicated to being anti-infantry, though it&#039;s still split between melee and ranged. Also troubling is how only two members (Cassius and the Terminator) get any invulnerable saves while only the Librarian gives a 4+++ against psychic attacks.&lt;br /&gt;
**The Veterans all have unique loadouts per member: Vael Donatus (Bolter+CCW), Zadeon Gydrael (LV Melee+Ranged), Rodricus Grytt (Frag Cannon), Antor Delassio (LV Ranged+Melee+Jump Pack), Edryc Sedorax (Twin Claws+Jump Pack), Jensus Natorian (Librarian hood+Force Weapon+Psychic Cleanse for something more rapid-fire without the overload), Drenn Redblade (Bolter+LV Melee), Ennox Sorlock (LV Ranged+CCW). Alongside them is Jetek Suberei (Biker w/ LV Melee) and Garran Barantar (Terminator w/ Heavy Flamer+Fist+LV Ranged)&lt;br /&gt;
&lt;br /&gt;
====Battleline====&lt;br /&gt;
*&#039;&#039;&#039;Deathwatch Veterans:&#039;&#039;&#039; Your elite alien hunters. They still have plenty of firepower to use and Death to the Alien lets them re-roll 1s to hit, improving to re-rolling all hits against units without the {{W40kKeyword|Imperium}} or {{W40kKeyword|Chaos}} keywords (confirming that the dwarves are considered to be xenos by the Imperium), which is ideal when you want to fish for critical hits if you have &#039;&#039;&#039;Lethal Hits&#039;&#039;&#039; turned on.&lt;br /&gt;
**Many of your loadout options will turn you into a Proteus Kill Team, Vanguard Veteran Squad, or especially Sternguard Veteran Squad But Worse. Consider very carefully before reaching for this unit; you need a specific plan.  For example, a squad of 5 of them with combi-weapons can legally ride a Razorback since they&#039;re firstborn, which lets you use the Razorback&#039;s re-rolls to wound to help out your &#039;&#039;&#039;Devastating Wounds&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Deathwatch Terminator Squad:&#039;&#039;&#039; Essentially Assault Terminators who can still pick the special guns. While the Homing Beacon stays, they get the slightly less helpful Terminatus Assault from the Assault Termies, forcing enemies they charge to test for battle-shock. Uniquely, any unit with special guns can still pick up a chainfist or power weapon, but the power fist remains better. If you need more melee power, you can still give anyone twin claws or the hammer+shield.&lt;br /&gt;
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=====Kill Teams=====&lt;br /&gt;
These teams will always count as {{W40kKeyword|Infantry}} despite potentially carrying bikes or terminators who might throw things off. Hell, you can even fit them in transports, though it&#039;ll take a bit of more room to fit them in.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Proteus Kill Team:&#039;&#039;&#039; The firstborn team, granting +1 to hit when they attack enemies at or above half-strength. Probably the most diverse squad out there, as it lets you pick out various troops, including Terminators and Bikers.&lt;br /&gt;
**The base vets work just like Deathwatch Veterans, with two nerfs: no sergeant to pick up a Xenophase Blade or force his bolter to be a combi-weapon, and the heavy gunner dudes can&#039;t pick up missile launchers.  We&#039;ll get to the Terminators in a second, but for your 5 base dudes, at least 3 of them have 1 real job: getting shot first to ensure the unit stays at T5.  That means you want 3 of them to have an invuln shield, and since base bolters are functionally useless, go ahead and give them power swords (&amp;quot;LV melee weapons&amp;quot;).&lt;br /&gt;
***No melee loadout you can take on a base dude can remotely compare to a Terminator with a Terminator Thunder Hammer, which is why we already forced 3 dudes to carry a shield.  However, your remaining 2 base dudes &#039;&#039;can&#039;&#039; carry guns worth a damn, so you have a choice there: 2 more shieldbearers for more ablative wounds for the Termis on top of some anti-MEQ melee, or 2 Infernus Heavy Bolters so you can always choose between a Heavy Bolter or a Heavy Flamer.  The latter is probably your best bet.&lt;br /&gt;
**The Terminators raise your unit&#039;s T to 5 provided you bring 5 of them, [[derp|which is illegal this edition]].  3 of them should be gun carriers, with a Cyclone Missile Launcher, Storm Bolter, and Power Fist each.  The remaining 1 should take the inexplicably good Terminator Thunder Hammer, which outperforms both the basic dude Thunder Hammer &#039;&#039;and&#039;&#039; the Thunder Hammer your normal Termis can take, which forces a pairing with a Storm Shield for W4.  Make no mistake, all 4 Termis are here to murder things, not to tank except as a last resort - you took 3 basic shield dudes for a reason.&lt;br /&gt;
***A note on points: right now, the basic veterans are &amp;quot;worth&amp;quot; 20 points each, the terminators are &amp;quot;worth&amp;quot; 42, and the bikers are &amp;quot;worth&amp;quot; 28.33 points each, but the Proteus Kill Team costs 33 points a dude - meaning even if you were able to take 5 Terminators, your &amp;quot;average&amp;quot; value would be 31 points that you&#039;re paying 33 for (according to GW&#039;s math), and any other choice only makes your points efficiency plummet.  While GW certainly can&#039;t be trusted to get points values anywhere near correct, this is another reason to ignore bikes and jump pack dudes in your unit.&lt;br /&gt;
**The jump vets are stuck with a deeply inferior loadout: a power sword with no accompanying invuln shield.  As a result, never take these - your base veterans are better.&lt;br /&gt;
**The bikers each have a &amp;quot;twin boltgun&amp;quot;, which is a [[derp|boltgun but worse]], going from A2 to A1 in exchange for &#039;&#039;&#039;Twin-Linked&#039;&#039;&#039;, and a power sword; the reason to take them is that each is OC2 and T5, which, per the Kill Team special rule, will let the entire unit act like it&#039;s T5 if half of the models or more are bikers.  That means in order for your bikers to protect your other dudes they have to die &#039;&#039;last&#039;&#039; while holding the worst weapons in the team, so you probably don&#039;t want any - Terminators are also T5 and carry weapons worth a damn.&lt;br /&gt;
*&#039;&#039;&#039;Fortis Kill Team:&#039;&#039;&#039; The Tacticus team, gaining +1 to hit enemies below half-strength. While you can grab plasma incinerators and heavy pistols+chainswords as separate goons, they can&#039;t equip much more than they start with. That rests with the basic Intercessors, who can buy special weapons, including LV ranged and melee weapons and plasma pistols.  You really shouldn&#039;t take this unit - it&#039;s &#039;&#039;fundamentally&#039;&#039; Hellblasters But Worse.  The only real benefit to taking them is it lets you attach a Judiciar or Primaris Champion to Hellblasters, but why is that your priority?&lt;br /&gt;
**Basic bitches: one can take a power sword (&amp;quot;LV melee weapon&amp;quot;) with no downsides, so always take that.  Separately, you can swap out a bolt rifle for a combi-weapon (&amp;quot;LV ranged weapon&amp;quot;), which is a terrible idea, and you can swap out a bolt rifle for several options that are all worse than a hand flamer or a hand flamer.  Swapping out 1 rifle (probably on the sword dude) for a hand flamer is an interesting choice that likely depends on which detachment rules you&#039;re using.&lt;br /&gt;
**With no terminators in the unit and no options for actual shields, you&#039;re stuck to using the bikers as your shields. Fortunately, these guys can still use their twin bolters for different firepower, trading &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Heavy&#039;&#039;&#039; for &#039;&#039;&#039;Twin-Linked&#039;&#039;&#039;.  Unfortunately, these guns aren&#039;t worth enough to warrant 5 bikes that die last, so don&#039;t take any bikes.&lt;br /&gt;
**If you&#039;re stupid enough to take a member with a heavy bolt pistol and chainsword, you deserve what you get.  This is a ranged unit.&lt;br /&gt;
*&#039;&#039;&#039;Indomitor Kill Team:&#039;&#039;&#039; The Gravis team, gaining +1 to hit if they&#039;re below starting strength and +1 to wound if below half-strength. Pretty much required to fire within the 18&amp;quot; range despite having heavy bolt rifles with almost double that. You need them within that range because you&#039;ve only got the Aggressors to fight back in melee.&lt;br /&gt;
**These are Eradicators But Worse.  Hard Pass.&lt;br /&gt;
*&#039;&#039;&#039;Spectrus Kill Team:&#039;&#039;&#039; The Phobos team, capable of flying into reserves at the end of the enemy&#039;s turn if they&#039;re over 6&amp;quot; away from any enemies. The Infiltrators are necessary as they can equip the only gear available - a Helix Gauntlet for a 5+++ and a Comms Array for a CP refund on a 5+. Alongside them are the far more mobile Incursors and the Reivers with their close-quarters marksmanship letting them hit key targets.  &lt;br /&gt;
**Like with all of the other Primaris Kill Teams, you&#039;re better off just fielding real units than using this unit to field a weird mix that can&#039;t do anything right.&lt;br /&gt;
**The Suppressors remain the odd ones out, being the only ones with jump packs and their accelerator autocannons only giving them long-range firepower without any power to actually lock down foes. If you want something just as powerful and capable of killing the person you want, you can just grab Eliminators - just remember that you&#039;re getting no las-fusils for genuine anti-tank firepower.&lt;br /&gt;
***The datasheet has rules for las-fusils but no option to take them, implying this is yet another 10E Index oversight.&lt;br /&gt;
&lt;br /&gt;
====Mounted====&lt;br /&gt;
*&#039;&#039;&#039;Veteran Biker Squad:&#039;&#039;&#039; Pretty much what you&#039;d expect. All your bikers can grab LV Melee weapons, or a Xenophase Blade for someone really special. The only reason you&#039;d pick a shield is because you really want to be a bunker for whatever character joins them, since these give the 4++ save.&lt;br /&gt;
&lt;br /&gt;
====Aircraft====&lt;br /&gt;
*&#039;&#039;&#039;Corvus Blackstar:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
===leader buffs===&lt;br /&gt;
so many character options; break down what each leader provides to a unit ignoring selfish ablities.&lt;br /&gt;
&lt;br /&gt;
Captain: 0CP&lt;br /&gt;
* Terminator: Reroll charge&lt;br /&gt;
* Jump pack: +1Str on charge&lt;br /&gt;
* Bike: [Assault]&lt;br /&gt;
&lt;br /&gt;
Lieutenant: [Lethal Hits]&lt;br /&gt;
* Reiver: +3” terror aura&lt;br /&gt;
* Phobos: Shoot, then normal move&lt;br /&gt;
* Primaris/Lieutenant: fall back, Shoot, and charge&lt;br /&gt;
&lt;br /&gt;
Librarian: Psychic 4+++&lt;br /&gt;
* Primaris/Librarian: 4++&lt;br /&gt;
* Phobos: Stealth and 12” un targetable&lt;br /&gt;
* Terminator: SUSTAINED HITS 1&lt;br /&gt;
* Jump pack: -1 AP melee weapons&lt;br /&gt;
&lt;br /&gt;
Chaplain: +1 wound in melee&lt;br /&gt;
* Primaris/Chaplain: once per battle end battle-shocked&lt;br /&gt;
* Terminator: 4+++ vs MW&lt;br /&gt;
* Bike: DEVASTATING WOUNDS to shoot one target&lt;br /&gt;
* Jump pack: MWs&lt;br /&gt;
&lt;br /&gt;
Primaris Company champion: +1 advance and charge&lt;br /&gt;
&lt;br /&gt;
PRIMARIS APOTHECARY: Raise 1 model&lt;br /&gt;
&lt;br /&gt;
APOTHECARY BIOLOGIS: [LETHAL HITS]&lt;br /&gt;
&lt;br /&gt;
ANCIENT: unit +1 OC&lt;br /&gt;
* PRIMARIS: self only 4+++&lt;br /&gt;
* BLADEGUARD ANCIENT: once per battle, +1 melee attack&lt;br /&gt;
* TERMINATOR: +1 hit less than full, +1 wound if Below Half-strength&lt;br /&gt;
&lt;br /&gt;
JUDICIAR: Fights First&lt;br /&gt;
--------&lt;br /&gt;
Now Break down by unit group.&lt;br /&gt;
&lt;br /&gt;
Firstborn:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* Lieutenant: [Lethal Hits] &amp;amp; fall back, Shoot, and charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; 4++&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; once per battle end battle-shocked&lt;br /&gt;
&lt;br /&gt;
Jump pack&lt;br /&gt;
* 0CP &amp;amp; +1Str on charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; -1 AP melee weapons&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; MWs&lt;br /&gt;
&lt;br /&gt;
Tacticus:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* Lieutenant: [Lethal Hits] &amp;amp; fall back, Shoot, and charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; 4++&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; once per battle end battle-shocked&lt;br /&gt;
* Primaris Company champion: +1 advance and charge&lt;br /&gt;
* PRIMARIS APOTHECARY: Raise 1 model&lt;br /&gt;
* ANCIENT: unit +1 OC&lt;br /&gt;
* Fights First&lt;br /&gt;
&lt;br /&gt;
Bladeguard:&lt;br /&gt;
* BLADEGUARD ANCIENT: Unit +1 OC &amp;amp; once per battle, +1 melee attack&lt;br /&gt;
&lt;br /&gt;
Bike:&lt;br /&gt;
* Captain: 0CP &amp;amp; [Assault]&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; DEVASTATING WOUNDS to shoot one target&lt;br /&gt;
&lt;br /&gt;
Phobos:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* Lieutenant: [Lethal Hits] &amp;amp; Shoot, then normal move&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; Stealth and 12” un targetable&lt;br /&gt;
&lt;br /&gt;
TERMINATOR:&lt;br /&gt;
* Captain: 0CP &amp;amp; Reroll charge&lt;br /&gt;
* Librarian: Psychic 4+++ &amp;amp; [SUSTAINED HITS 1]&lt;br /&gt;
* Chaplain: +1 wound in melee &amp;amp; MW 4+++&lt;br /&gt;
* ANCIENT: unit +1 OC &amp;amp; +1 hit less than full, +1 wound if Below Half-strength&lt;br /&gt;
&lt;br /&gt;
Gravis:&lt;br /&gt;
* Captain: 0CP&lt;br /&gt;
* APOTHECARY BIOLOGIS: [LETHAL HITS]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer 40k Tactics}}&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (10E)]]&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Slayers&amp;diff=1011652</id>
		<title>Slayers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Slayers&amp;diff=1011652"/>
		<updated>2026-05-20T15:58:47Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.161: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Has nothing to do with the [[Dwarfs (Warhammer Fantasy)|Dwarf]] [[Slayer]]s or the [[Demon: The Fallen|Halaku, the House of the Second World]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s [[Friday]] night. You&#039;re sitting at the table with your face in your hands. &amp;quot;What&#039;s wrong?&amp;quot; asks [[That Guy|Dave]], rubbing his [[Cheetos]]-stained fingers on your back for comfort. You can&#039;t bear to look at him. &amp;quot;I&#039;m sick of it,&amp;quot; you mumble between your fingers. &amp;quot;I&#039;m sick of half-naked muscular men fighting with half-naked muscular dwarves against half-naked androgynous elves. I&#039;m sick of protagonists like Conan and Geralt and Aragorn. I&#039;m sick of everything being a life-threatening situation. I come here to relax, not to have homo-erotic panic attacks!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Does this sound like you? Do you want a protagonist you could break in half with your four-inch dick? Have I got a deal for you!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Slayers&#039;&#039;&#039; is a series of light novels, [[anime]], and [[manga]] written by Hajime Kanzaka and drawn by Rui Araizumi about a sorceress and her adventuring party of [[murderhobo]]s. The Slayers was originally a Westaboo&#039;s [[steampunk]] vision of a fifteen year-old girl and her ten year-old clone, but ultimately the focus was changed to a European sword and sorcery setting - which were becoming popular at the time. Take for example, Record of the Lodoss War - which was based on another Westaboo&#039;s DnD campaigns - or [[Berserk]], Claymore, and Sorcerous Stabber Orphen. The biggest difference between Slayers and the rest of the genre is that it focuses on [[fun|comedy]], rather than [[Grimdark|calamity]].&lt;br /&gt;
&lt;br /&gt;
[[File:Bottom-left_corner.jpg|200px|thumb|right|When you see it, you&#039;ll shit brix.]]&lt;br /&gt;
&lt;br /&gt;
The protagonist is [[DFC|Lina Inverse]], an extremely powerful [[Sorcerer_(Dungeons_%26_Dragons)|black magic sorceress]]. Her companion through most of the stories is Gourry Gabriev, self-proclaimed guardian and possibly greatest [[Fighter|swordsman]] on the planet (though he&#039;s stuck with the brains of a jellyfish). Other occasional [[party]] members include the chimera Zelgadis Greywords, a &amp;quot;blessed-with-suck&amp;quot; [[Mage_Knight|arcane-warrior]] that&#039;s an expert in Shamanism, and Amelia Wil Tesla Saillune, a princess that is [[Shortstack|gifted]] in restorative white magic. Before meeting Gourry, Lina also traveled with one Gracia Ul Naga Saillune, better known as &amp;quot;[[Sexy|Naga the Serpent]]&amp;quot; in the stories, though they were just as much enemies as allies as the latter proclaimed herself &amp;quot;Lina&#039;s greatest and more-attractive rival&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Through the series there were a collection of interesting villains any [[Gamemaster|DM]] could learn from. Rezo the Red Priest is their first antagonist, an extremely-powerful cleric regarded as one of the Five Wise Men of the age. Originally perfoming great miracles and healing the sick or injured, he slowly descended into madness in pursuit of a cure for his own incurable blindness. Other antagonists include wizards adept at creating chimeras, warlocks who make pacts with demons in the pursuit of immortality, demonic generals and priests capable of militarizing entire countries to war, their masters who have control over death and Hell, and even fragments of the Dark Lord Ruby-Eye Shabranigdu which are so powerful they&#039;ve killed gods.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the magic system is very consistent, and ties into the cosmology of the world in an interesting way. There are enough limitations to keep the story interesting. It&#039;s a good example for anyone wishing to create their own campaign.&lt;br /&gt;
&lt;br /&gt;
==Cast of Characters==&lt;br /&gt;
Whilst the precise cast of characters and more importantly details on those characters varies between the light novel and anime continuities, there&#039;s still a pretty solid core set.&lt;br /&gt;
&lt;br /&gt;
[[File:Volume_16_-_Lina_and_Gourry.jpeg|200px|thumb|left|Lina is 4&#039;10&amp;quot;. Gourry is 6&#039;2&amp;quot;. You do the math.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lina Inverse&#039;&#039;&#039; is our star, a Chaotic Neutral [[Evoker|Black Mage]] who has an uncanny aptitude for the most destructive spells in her setting - most famously the Dragon Slave, which is pretty much THE biggest boom in the canon. And she uses all this magic of mass destruction in a VERY casual manner. Vain, arrogant, temperamental, greedy and gluttonous, she mostly travels to gain loot, see new places and make herself famous. She was already infamous by the age of thirteen as both a &amp;quot;Bandit Killer&amp;quot; (having a minor catchphrase, &amp;quot;Villains have no rights!&amp;quot; before executing them and taking their hard-earned stolen loot), and &amp;quot;Dragon Spooker&amp;quot;, a shortened way of saying &amp;quot;dragons are so disgusted by her existence they want nothing to do with her&amp;quot;. Her big sister, despite being a part-time waitress back in their hometown, is a &amp;quot;Knight of [[Bahamut|Ceipheed]], or a mortal born with the power of God himself. Lina&#039;s twitching inferiority complex over being essentially the less-powerful, less-attractive, less-successful version of her is at the root of many of her [[Rage|personal issues]], and the reason she joined the Sorcerers&#039; Guild at such a young age. However, as the story progresses, it becomes apparent that with her magic capacity and spell selection, she could just be the strongest mortal spellcaster on the continent. The meta-joke with her is, to avoid being Murphey&#039;s Punchline, she hits first, and usually harder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gourry Gabriev&#039;&#039;&#039; is the only non-caster of the group. A skilled swordsman in amazing physical condition, his [[Dump Stat|stat-dump]] has left him with an incredibly-low intelligence score. Regardless, his [[Wisdom|combat perception]] is phenomenal, letting him detect the presences of enemies nearby and perceive things in a near-dark environment. Gourry is the descendant of the legendary Swordsman of Light who used the eponymous Sword of Light, Gorun Nova, to defeat the Great Beast Zanaffar, an alchemical [[chimera]] whose evil was so potent, the miasma its corpse left behind needed a holy tree to contain it. Gourry inherited the legendary Sword of Light, and has it in his possession at the start of the story. We later find out he has a [[Fist of the North Star|bad relationship with his family, as he stole the weapon and ran away from home because of the in-fighting it caused as to who would inherit it]]. By the time Lina meets him, he had [[Awesome|operated as a mercenary, served in a war, and become a folk hero for the city of Sairaag, earning him a modicum of fame and admiration]]. There&#039;s a great deal of discussion as to whether or not he and Lina are romantically involved; while there is nothing to confirm it, by the end of the light novel stories he requests Lina take him to see her hometown, leading her to believe he wants to ask her parents for permission to marry her.&lt;br /&gt;
&lt;br /&gt;
[[File:Volume_16_-_They_Return.jpeg|200px|thumb|left|Don&#039;t worry, she&#039;s eighteen now. He&#039;s in his mid-twenties. You do the math.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zelgadis Greywords&#039;&#039;&#039; is a cursed [[gish|sorcerer-swordsman]] whose great-grandfather, the famous Red Priest Rezo, [[fleshcrafting|magically fused him with two different kinds of monsters to make him stronger]]. From a blow [[demon]], he gained increased magical aptitude and superhuman speed and reflexes, whilst a stone [[Golem]] gave him super-tough rocky skin and metallic wire for hair. He hates looking like a freak and is always out to find a cure for his condition. Despite attempting to appear dark and mysterious, he has an extremely sensitive side, contrasting with his rough, outer appearance. When he first captures Lina early in the story, he refuses to &amp;quot;[[Rape|kiss]]&amp;quot; Lina as he can&#039;t stand crying women, and by his own admission he has a soft-spot for maidens. Due to this unique personality, he&#039;s often shipped with Amelia, appreciating her naive nature while also having the ability to reel her in during her wild moments. His [[Tank#Character_Role|super-durable body]] has, on various occasions, resulted in him blocking cannonballs by headbutting them and being used as a makeshift ship&#039;s anchor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amelia Wil Tesla Saillune&#039;&#039;&#039; is a well-meaning, cheerful, good-hearted [[cleric|white mage]] princess whose desire for JUSTICE runs hot and deep. Whereas most parties would focus on where each party member is in relation to each other, Amelia&#039;s priority is to [[What|find the tallest object nearby, climb it, and make a hero speech to demoralize the bad guys]]. She was raised to believe in the good in people&#039;s hearts and strive for peace, and she will [[Lawful Stupid|kick anyone&#039;s ass that gets in the way of that goal]]. Originally joining up with Lina as an act of hero-worship, she&#039;s come to realize that Lina isn&#039;t the best example to follow. When not campaigning, she serves as a diplomat and emissary for the Kingdom of Saillune, though she often gets entangled in Lina&#039;s messes while doing so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xellos&#039;&#039;&#039; is the enigmatic trickster priest of the [[demon| Mazoku race]], who specializes in [[troll]]ing Lina&#039;s group and playing them like puppets.  Is an evil jerk, but he&#039;s funny and charming enough to also be a fan favorite. He NEVER lies, using half-truths or his catchphrase &amp;quot;It&#039;s a secret&amp;quot; instead. He is notable for being the only creation of one of Ruby-Eye&#039;s subordinates, Greater Beast Zelas Metallum; unlike the other subordinates who created at least one priest and one general to serve them, Greater Beast made Xellos to serve both roles by himself. As the story progresses, it becomes apparent why giving so much power to one individual was a grand idea, as he was able to kill thousands of golden dragons on his own during the War of Monster&#039;s Fall over a thousand years ago.&lt;br /&gt;
&lt;br /&gt;
[[File:Sweet_90s_aesthetic.jpg|200px|thumb|left|You can&#039;t be over-encumbered if you&#039;re wearing nothing at all.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naga the Serpent&#039;&#039;&#039; is Lina&#039;s original traveling partner, before she finally managed to ditch her. An incredibly arrogant ditz with an ojou-sama laugh that can crack glass, she infuriated Lina as much for her bungling stupidity as for her incessant wearing of super-skimpy clothing to show off her ridiculously oversized rack, which made Lina feel quite inadequate. Her real name is Gracia Ul Naga Saillune, the elder princess of Saillune. She ran away after witnessing her mother&#039;s murder, stealing the family&#039;s hereditary [[Red Sonja|Battle Bikini]] and subsequently killing the murderer herself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Milgazia&#039;&#039;&#039; is an ancient [[dragon]] that possesses at least a thousand years&#039;-worth of experience. He originally guided Lina to a copy of the &amp;quot;Claire Bible&amp;quot;, a manuscript left behind by Aqualord Regradia containing all of her knowledge, and later accompanies her as a large demonic incursion swept the north of the continent. He is known for having unbearably dry humor, and has devastatingly potent holy dragon magic in his arsenal. His magic is so far beyond Lina&#039;s capacity that she&#039;s unable to break a ward he casts on one of Gourry&#039;s items, for example.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Memphis Linesword&#039;&#039;&#039; is an elf who accompanies Milgazia as he travels in human form. Haughty and disdainful towards humans as per elven tradition, she is still a skilled fighter and magic-user, having access to &amp;quot;lost&amp;quot; traditional elven magic. Her most-powerful item, however, comes in the form of Zanaffa Armor, created with secret knowledge found in the Claire Bible that allows her to transform into a white giant that shoots lasers. She is largely antagonistic towards Lina despite being forced to work with her, until the two reach a mutual understanding and even a modest friendship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Filia Ul Copt&#039;&#039;&#039; is a Gold Dragon priestess who recruits Lina&#039;s party to help her save the world in the third season of the anime.  She knows holy magic, a skill completely lost to humanity on Lina&#039;s continent because of the &amp;quot;Mazoku Barrier&amp;quot; that was established after the death of one-fourth of God, the Aqualord Regradia, and tends to whip out the mace she keeps under her skirt whenever angered or flustered. While she has some understanding of her race&#039;s past, she&#039;s largely ignorant of the implications of it. Despite Xellos striking fear into every dragon he meets while also being as diplomatic as possible, Filia instead treats him with absolute contempt, referring to him as &amp;quot;raw garbage&amp;quot;. So far, she&#039;s the only person to genuinely make the trickster angry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pokota&#039;&#039;&#039; is a prince whose people were experimented upon by Rezo, resulting in him being ripped out of his body and stuck in the body of a [[Animated Object|living doll]]. He&#039;s largely ignored due to his resemblance to a [[Digimon:_Digital_Adventures|Digimon]] and being a detriment to the two half-seasons he appears in, and anyone telling you they got emotionally-invested in his character is either lying or is seriously brain-damaged.&lt;br /&gt;
&lt;br /&gt;
[[File:Nice_nipple.png|200px|thumb|left|Cold stare. Cold chest.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sylphiel Nels Lahda&#039;&#039;&#039; is a timid [[cleric]] with healing and protective magics that are second to none, but she is comically inept at casting offensive spells. (Despite this, somehow she manage to learn how to use the Dragon Slave on the same level as Lina...) She met Gourry prior to him traveling with Lina when he performed an unnamed deed for Sairaag. She&#039;s a sheltered priestess, and given that Gourry is tall, handsome, and charming, she fell head-over-heels for the man. She ultimately gives up on her one-sided love after deducing Lina has feelings for him, despite how much she denies (or fails to recognize) them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Luke&#039;&#039;&#039; is an arcane-warrior and self-proclaimed treasure hunter, described as having &amp;quot;evil eyes&amp;quot; and is armed with a sword capable of storing and releasing magic. He has a competitive and ambitious nature that led to him being a rival of Lina&#039;s, but as their stories intertwine they find working in-tandem, rather than against each other, serves their interests more. He is traveling companions with Milina, whom he has a disturbing infatuation with. His first and only goal, no matter what he&#039;s doing, is to try and impress her, much to her chagrin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Milina&#039;&#039;&#039; is a sorcerer / cleric that makes up for her lack of emotions with acute critical thinking and planning. Extremely perceptive and rational, she is the person who keeps Luke from flying off the handle and making situations worse for the both of them. Whereas Luke is happy to tag along wherever she goes, she finds Luke&#039;s acts of devotion off-putting, and regularly knocks him down a peg when he tries to make a move. While her casting level isn&#039;t something too remarkable, she has a different spell selection from Lina, letting her stand out on her own in terms of battle prowess.&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
Lina&#039;s story has a few branches paths across the light novels, anime, and manga / video games, though there&#039;s largely a common &amp;quot;core&amp;quot; between them all. Although it&#039;s not necessarily perfect in its delivery, we nonetheless get to find out great detail about her setting and magic system. Simply put, while the world may have its ups and downs, there&#039;s nonetheless consistency between the works.&lt;br /&gt;
&lt;br /&gt;
[[File:Modeling2.jpg|200px|thumb|left|Lina is fourteen. Naga is almost twenty. You do the math.]]&lt;br /&gt;
&lt;br /&gt;
Long before Lina&#039;s journey began, the Lord of Nightmares accidentally created four worlds parallel to each other. On these four worlds existed &amp;quot;shinzoku&amp;quot; (gods) and &amp;quot;mazoku&amp;quot; (demons), with humans forced to live among them. On Lina&#039;s world, the Flare Dragon Ceipheed fought against [[BBEG|Ruby-Eye Shabranigdu]], who sought to return the world back to the Sea of Chaos by destroying it. Ceipheed managed to carve Shabranigdu into seven pieces, trapping the fragments into the souls of humans hoping that countless generations of reincarnations would drain the wickedness of Ruby-Eye until there was nothing left. However, this cost Ceipheed his life, and he created the four Dragon Lords with his remaining power. These Dragon Lords would continue the fight against Shabranigdu&#039;s subordinates: Chaos Dragon Garv, Hellmaster Phibrizo, Dynast Grausherra, Greater Beast Zelas Metallum, and Deep Sea Dolphin. Thousands of years after Ruby-Eye&#039;s imprisonment, Hellmaster would attempt to awaken a fragment of his master that had been trapped in a powerful sorcerer named Lei Magnus by instigating a global conflict centered on the northern continent, wherin thousands of human, elven, and dragon lives would be lost in what would be called the War of Monster&#039;s Fall (Great Koma War). The war&#039;s resolution came when Aqualord Regradia defeated Chaos Dragon Garv, forcing his essence to reincarnate in human form much like Shabranigdu&#039;s, and trapped Lei Magnus, the &amp;quot;Demon King of the North&amp;quot;, in ice. However, Aqualord died as a result, sinking into the sea. Hellmaster then constructed the Mazoku Barrier over the continent, trapping everyone living within it, and preventing the outside world from coming in. Without the Aqualord, holy magic became lost to humanity within the Barrier. Since the global conflict had seen almost every spellcaster put on the battlefield, and the Mazoku Barrier trapped them inside, magic soon became a lost, truly &amp;quot;arcane&amp;quot; art to the outside world, leading to their technological advancement.&lt;br /&gt;
&lt;br /&gt;
Lina&#039;s early stories follow her as a young girl of about fourteen, traveling with, or fighting against, her self-proclaimed rival Naga the Serpent. As seen in both the light novels Slayers Special / Smash, the OVAs, and most of the movies, Lina had accomplished more in her early days than most sorcerers do in their entire lives. Most of these stories are considered comedic one-offs, but nonetheless help frame the context for most of her behavior. These stories also explain a couple of the other characters&#039; histories, such as Naga&#039;s or Gourry&#039;s backstories.&lt;br /&gt;
&lt;br /&gt;
[[File:Volume_1_-_Shabranigdo_Reborn!.png|200px|thumb|left|The best way to start a campaign is to fight the hardest boss in the manual.]]&lt;br /&gt;
&lt;br /&gt;
However, Lina&#039;s main adventures come after she and Gourry meet where he &amp;quot;protects&amp;quot; her from some bandits seeking revenge for her killing their leader and blowing up their base. She had stolen a large amount of treasure from them, one piece being a statue made of orihalcon containing the Philosopher&#039;s Stone, a fragment from the creation of the world capable of amplifying one&#039;s magical capacity to absurd amounts. This causes her to be hunted by Zelgadis at first, who seeks it to get revenge on his great-grandfather, the Wise Man Rezo the Red Priest, for turning him into a chimera and ruining his appearance. Ultimately, Rezo himself is seeking the Philosopher&#039;s Stone as a means of curing his blindness, which no magic he&#039;s researched has been able to cure. Despite succeeding, Rezo unwittingly discovers that a fragment of Shabranigdu was sealed within his own eyes. When Rezo finally opens them, he [[Not as planned|releases Ruby-Eye himself]], forcing Lina, Gourry, and Zelgadis to fight the monstrosity. Lina only barely succeeds by amplifying her magic with Gourry&#039;s Sword of Light to cast Giga Slave, which calls upon a Dark Lord stronger than Shabranigdu himself, and only manages to have the time to cast the spell thanks to the remaining spirit of Rezo combating his possessive invader. Rather than report this to the Sorcerers&#039; Guild, Lina keeps this information to herself, knowing full-well she would have no way to prove her claims.&lt;br /&gt;
&lt;br /&gt;
Zelgadis departs, hunting a cure for his condition, and Lina and Gourry soon find themselves caught-up in a Sorcerers&#039; Guild squabble involving everything from clones, chimeras, and a pact with a demon named Seigram in the pursuit of immortality. Despite resolving the issue, they find no rest as a series of arrest warrants are made out for them. Following the trail to Sairaag while fighting off bounty hunters along the way, they  reunite with Zelgadis, who also has an issue out for his arrest. They soon discover by talking with Sylphiel that the one who filed for their capture was apparently Rezo himself, much to their shock. When they confront him, they&#039;re surprised to learn that this Rezo is only a copy, created when the original was still attempting any means at a cure for his blindness. &amp;quot;Copy Rezo&amp;quot; is infatuated with proving that he&#039;s succeeded and surpassed the original, even going so far as to cast a spell so powerful it blows up the entire city of Sairaag in the process, reducing it to nothing, much to Sylphiel&#039;s distress. After defeating the copy, they volunteer to escort Sylphiel to her remaining family in Saillune, as Sairaag is nothing but a lifeless crater.&lt;br /&gt;
&lt;br /&gt;
In Saillune, there&#039;s a royal assassination plot underfoot. Amelia&#039;s father, Prince [[Dwarf|Philionel El Di Saillune]], has gone missing after an attempt on his life, and Amelia&#039;s cousin, Alfred, is pointing the finger at Philionel&#039;s brother, Christopher Wil Borgg Saillune, having invited demons into the kingdom in the pursuit of power. With their father sick, Philionel has been acting as regent in his stead, and already one of his younger brothers, Randioinel, has tried to murder him for the throne, though he was thwarted thanks to Lina&#039;s intervention years ago. While trying to find clues, Lina and Gourry are attacked by a legendary assassin by the name of Zuuma, who is rumored to have killed all of his marks without fail. Amelia joins the party, and together the four of them manage to discover the truth of the matter; Alfred himself is the culprit, believing that his father deserves the crown and will do anything in the process to make it happen. Ultimately, the demons he invites into the kingdom kill him, and Lina manages to overcome both the greater demon summoned and blow off both of Zuuma&#039;s arms, who just barely escapes with his life, threatening revenge. Phil, instead of throwing the book at Christopher, shows him mercy, &amp;quot;because [he is] my brother&amp;quot;. With a kingdom to put back together after a hostile takeover attempt, Phil gives Amelia permission to leave, and their journey continues.&lt;br /&gt;
&lt;br /&gt;
[[File:Volume_4_-_Prince_Philionel.png|200px|thumb|left|[[This guy|This ugly bastard]] is the kindest, gentlest, sweetest man to ever bash in a criminal&#039;s head.]]&lt;br /&gt;
&lt;br /&gt;
Lina accidentally discovers a cult forming in the backwoods, called the Cult of Shabranigdu. Proclaiming Ruby-Eye&#039;s benevolence at bringing the world back to nothingness, her attempts to interfere cause her magic to become sealed by a greater demon. Without the ability to cast spells, she panics, realizing she&#039;s become largely useless in terms of the group&#039;s ability to fight. Zuuma makes an attempt on Lina&#039;s life while she&#039;s weakened, having mysteriously gained new arms, but she is rescued by a priest named Xellos, whom she mistakes for the Great Sage Lei Magnus due to his ability to cast extremely powerful, costly spells. Zuuma escapes, once again threatening revenge. After the battle, Xellos corrects her with her identification, pointing that he&#039;s using magic amplification with gifts from Lei Magnus called Demon&#039;s Blood Talismans, which, according to him, contain the power of not just Ruby-Eye Shabranigdu, but also his three counterparts on other worlds. She offers him a deal for the talismans, bidding an incredibly low price, and when he angrily corrects her on their real value, she immediately provides goods that she had been storing her cape (operating as a bag of holding) that are equivalent to the price he demands. Begrudgingly, he gives them up to her in exchange, frustrated at being had. He explains that he&#039;s investigating the Cult of Shabranigdu because they apparently have a copy of something called the &amp;quot;Claire Bible&amp;quot;, rumored to have Aqualord Regradia&#039;s knowledge within it. Thanks to the manuscript, they have schematics to fashion dangerous equipment to use in war. It&#039;s his duty, as a priest, to find copies of the Bible so they do not fall into improper hands. Working together, albeit separately, Lina gets her magic back after Xellos apparently kills the demon that sealed her magic by chasing it into a burning building, and the group finds the Bible in the cult&#039;s inner-sanctum. However, before Zelgadis can examine the manuscript to see if there&#039;s a cure for his chimerism, Xellos burns it, causing Zelgadis to become enraged. Xellos calmly tells him that specific portion only mentioned how to fashion Zanaffa Armor, which, when it was improperly made it the past, [[FAIL|created the Great Beast Zanaffar that destroyed Sairaag decades ago]]. Despite this explanation, Zelgadis would remain permanently hostile to the priest. Xellos is also revealed to be a demon, both priest and general to Greater Beast Zelus Metallum. After Xellos leaves, the team turns their attention towards another important matter: the assassin Zuuma, who has been hunting Lina for quite some time. &lt;br /&gt;
&lt;br /&gt;
[[File:Volume_7_-_Chaos_Dragon_Garv!.png|200px|thumb|left|[[That guy|That smug bastard]] has better hair, better muscles, and better fashion-sense than you ever will.]]&lt;br /&gt;
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Zuuma sends a threat to Lina telling her she must travel to the city of Vezendi, or else he will kill someone, presumably someone she knows. Reluctant and without much choice, they group travels there, and are immediately scouted by the local populace to be hired by the wealthiest man in town, Radok Ranzaad, as his bodyguard. He does this as he&#039;s received a notice from Zuuma, telling him he must hire Lina and her party, as the assassin is targeting him as well. Lina, taking advantage of the situation, tries to take Radok for a large sum of money, raising the ire of Radok&#039;s son, Abel, who calls them charlatans and believes the threat to be a fake so Lina can get an immense fortune quickly. While trying to defend Radok, two lesser demons, led by none-other than Seigram, whom Lina and Gourry had encountered months earlier, attempt to divide the group, splitting up Zelgadis and Amelia from Lina and Gourry, while Zuuma strikes Radok&#039;s estate. The businessman, fed up with being caged, decides to take a business trip claiming he must still do his work, but ostensibly trying to bring Zuuma out into the open so the &amp;quot;siege&amp;quot; can end. It isn&#039;t until an attack on the caravan that the truth is revealed: Radok is Zuuma himself, having a desire to kill and that he had fused with Seigram to get his arms back. Abel admits to knowing the truth, having tried to get Lina and her friends kicked out for their safety, and is left alone after Lina kills the assassin. However, this wasn&#039;t going to offer Lina and her friends a respite.&lt;br /&gt;
&lt;br /&gt;
Radok&#039;s one and only servant, a man named Raltaak, outed himself as a demon, and none-other than the priest of Chaos Dragon Garv. Garv, being reincarnated within human bodies for generations, had changed his perspective on demon-kind&#039;s goal of destroying the world and sinking it into the Sea of Chaos, and as such was considered a &amp;quot;rebel&amp;quot; in the eyes of Shabranigdu&#039;s other subordinates. Garv&#039;s faction had come to learn that Hellmaster Phibrizo was plotting something, and Lina herself was the crux of the plan. Despite having details, Raltaak attempted to kill Lina near Gyria City far to the north, but his assault is rebuffed by Xellos&#039; interference, who is now working with Hellmaster and has instructions to not only keep Lina safe, but to lead her to where she can potentially access the Claire Bible herself. They make it to Gyria City, only to find it militarizing itself for war. The military general, Rashaart, requests that Lina train their soldiers in basic black magic for a large fee, which she considers. However, she finds herself attacked in her sleep by an unknown assailant, and even worse, Gyria City has been lit on fire, with blazes running through the streets, the destruction of which takes the life of a young boy she had bumped into just earlier that day. Infuriated, she reunites with her party, and they barely escape the city, with Xellos fighting off both Raltaak and the now-revealed demon Rashaart. The group manages to make it up the Kataart Mountains, where dragons reside. Against his will, the ancient dragon Milgazia leads Lina to a copy of the Claire Bible, where she discovers the true nature of the [[God|Lord of Nightmares]]: Her desire to reunite all of the four worlds back into Herself, into a state of nothingness, and that the Giga Slave calls directly on Her. In other words, Lina has been casting a spell that draws the creator of all things into her recklessly, with the chance of sinking everyone and everything back into zero. However, her meditations are brought to an end when the location comes under assault by none-other than Chaos Dragon Garv himself.&lt;br /&gt;
&lt;br /&gt;
[[File:Volume_8_-_Hellmaster_Phibrizzo!.png|200px|thumb|left|The best way to end a campaign is to kill a [[shota]].]]&lt;br /&gt;
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Garv easily bests not only Lina&#039;s party, but Xellos himself. Boasting, he explains his position; he was seeking to get Gyria City ready to wage war against demons in an attempt to purge all demon-kind from the world, having learned that Hellmaster Phibrizo was plotting to start an even greater war himself, echoing the conflict from thousands of years ago when Aqualord Regradia fought against a portion of Ruby-Eye Shabranigdu&#039;s power, killing off thousands of humans, elves, and dragons. In his eyes, attacking first was the best way to end the conflict, and more importantly killing Lina should put an end to all of Hellmaster&#039;s plans. Lina barely manages to injure Garv with the spell &amp;quot;Ragna Blade&amp;quot;, a form of magic still drawing on the power of the Lord of Nightmares, and in his weakened state Garv is executed by Hellmaster himself, his physical form being that of the boy Lina had found under the rubble. He mocks her openly, explaining that it was Xellos who attacked her at night in Gyria City, and was also the one who lit the city on fire. Xellos had been ordered to do this to make Lina believe Rashaart had attacked her, swinging her over to Hellmaster&#039;s side without her realizing it. He delights in preying on her emotions, and realizing she won&#039;t cast Giga Slave voluntarily, he kidnaps Gourry, demanding she come to the ruins of Sairaag, or he&#039;ll kill him. Seeing no other choice, the party makes their way there, only to discover that the city has been completely rebuilt, as if it were never damaged. The party also reuinites with Sylphiel, who is understandably distraught as her family, which had been killed by the copy Rezo&#039;s spell, were now back alive, and Flagoon, the Holy Tree that was once in the center of town, has been replaced with a nondescript, gargantuan temple. Zelgadis and Amelia investigate the temple, while Lina and Sylphiel visit the latter&#039;s family, and discover that Sairaag is a literal ghost town. Hellmaster, with control over souls and Hell itself, has brought Sairaag back &amp;quot;from the grave&amp;quot; specifically to prove his ability to give and take life. Infuriated, Lina and Sylphiel enter Hellmaster&#039;s temple. Inside, Hellmaster explains the true nature of Gourry&#039;s Sword of Light, Gorun Nova, as being a weapon created from the essence of a parallel Dark Lord from another world, Dark Star Dugradigdu, and returns the weapon back to its proper world. Then, with everyone&#039;s lives on the line, Hellmaster demands Lina cast the Giga Slave, summoning the Lord of Nightmares into their world, and causing absolute destruction. With no other option, Lina casts the spell, bringing the Lord of Nightmares into her body. Confused and bewildered, Hellmaster at first didn&#039;t understand why the Lord of Nightmares manifested Herself into Lina&#039;s body instead of appearing in Her own avatar, and theorized that Lina was restraining Her true power. [[Derp|He attacks Her, trying to break Her &amp;quot;vessel&amp;quot; to &amp;quot;free&amp;quot; Her, but it does nothing]]. Perturbed at being assaulted, She kills Hellmaster instantly and effortlessly, before Her possession ends. With Hellmaster dead, his temple begins to collapse, and the group escapes with the now-rescued Gourry, only to find Sairaag a barren city once more. It is here that the party splits up: Sylphiel returns with Amelia back to Saillune while Zelgadis continues to try and find a cure for his condition. Lina and Gourry, meanwhile, have their own trouble. Gourry traveled with Lina under the auspices of being her guardian, but without the Sword of Light, he couldn&#039;t protect her from demons. On a similar note, Lina very vocally made it clear that the only reason she let him travel with her was because she would find a way to convince him to give the Sword of Light to her. With the sword gone, the two appear to have no reason to journey together. Before they can say goodbye, Lina quickly makes the argument that it&#039;s her fault he lost his family heirloom, and it&#039;s her obligation to find him a new, powerful magic weapon. [[Dawww|Pleased with that excuse, the two continue their adventures together.]]&lt;br /&gt;
&lt;br /&gt;
It is here that Lina&#039;s story vastly differs, depending on the medium being used.&lt;br /&gt;
&lt;br /&gt;
==Cosmology==&lt;br /&gt;
&lt;br /&gt;
[[File:Slayers_cosmology.gif|200px|thumb|left|How do you &amp;quot;accidentally&amp;quot; create reality?]]&lt;br /&gt;
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The Slayers world is one of four, separated from and parallel to each other. In the beginning, there was nothing but the Sea of Chaos, the very material the Lord of Nightmares is created from. Accidentally and without her knowledge, these four worlds appeared from her essence, different but with many similarities. All of them have &amp;quot;shinzoku&amp;quot;, gods, and &amp;quot;mazoku&amp;quot;, demons. The chief god of Lina&#039;s world is Flare Dragon Ceipheed, while the chief demon is Ruby-Eye Shabranigdu. Thanks to the Demon&#039;s Blood Talismans Lina uses, and the invocation involved with it, we know the (partial) names of Shabranigdu&#039;s &amp;quot;parallels&amp;quot;: Dark Star Dugradigdu, Death Fog, and Chaotic Blue. The only known &amp;quot;parallel&amp;quot; to Ceipheed is Night Dragon Vorpheed, the opponent of Dark Star, with the presumed titles of the other two being Blue Dragon and White Dragon.&lt;br /&gt;
&lt;br /&gt;
[[File:Slayers_planechart.gif|200px|thumb|left|Based upon the Ars Goetia.]]&lt;br /&gt;
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Their power is in the form of a pyramid, with the Lord of Nightmares at its peak. Just below Her are the Dragon Gods and the Dark Lords, and each of them have their own subordinates. Just before his death, Ceipheed created four Dragon Lords to look over the world in his absence: Aqualord Regradia to the North, which is Lina&#039;s continent; Flarelord Vrabazard to the East, which is Filia&#039;s homeland; Airlord Valwin to the West, where the manga Knight of the Aqualord takes place; and Earthlord Rangort to the South. In a similar fashion, Ruby-Eye Shabranigdu created five subordinates: Chaos Dragon Garv, Dynast Grausherra, Greater Beast Zelas Metallum, Deep Sea Dolphin, and Hellmaster Phibrizo. These five subordinates created their own priests and generals: Garv had Priest Raltaak and General Rashaart; Dynast had Priests Grau and Dee and Generals Sherra and Norst; Greater Beast has Xellos; and Dolphin had Riksfalto and Huraker. These priests and generals would operate on the behalf of their creator, though it was not unheard of for them to perform tasks for another subordinate. For example, Hellmaster relies heavily on Xellos, because his own priests and generals were wiped out in the War of Monsters&#039; Fall.&lt;br /&gt;
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In terms of pure power, no regular human has the ability to harm Dragon Lords or high-ranking demons. Lina&#039;s party has been shown on multiple occassions to be unable to deal with just Xellos fighting by himself. However, there are exceptions. Just as Ruby-Eye&#039;s fragments can be found in humans, waiting to be reawakened, so too can a portion of Ceipheed&#039;s power be found among them. Such a person carrying that mantle is named the Knight of Ceipheed. Despite having mortal limitations, their power is tremendous, able to carve apart the strongest of spells with ease. It is rumored that a Knight is even capable of fighting, and even winning, against a Demon Lord subordinate&#039;s retainer. In Lina&#039;s time, the Knight of Ceipheed is her older sister, Luna Inverse.&lt;br /&gt;
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Regular humans, meanwhile, have a modest ability to fight against lesser demons, and potentially against dragons should they be trained properly. Dragons, the &amp;quot;ryuzoku&amp;quot;, by and large serve the gods, with entire religious sects being devoted to either a Dragon Lord, or Flare Dragon Ceipheed himself. Demons meanwhile serve the Dark Lord or his subordinates, and thanks to the Dark Lord&#039;s existence monsters such as trolls and orcs run rampant throughout the world. Humans can learn spells to summon dragons or tear through lesser demon&#039;s with magic. As long as there is not a great cataclysm, heroes from the human race will always find a way.&lt;br /&gt;
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It must be noted that demons do not exist in physical reality. On the contrary, they &amp;quot;project&amp;quot; themselves into reality, meaning that even the clothes they appear to wear are all part of one-whole frame used to give themselves physical shape. A demon&#039;s true form can always be seen inside of the Astral, or Spirit, World, where demons truly reside. Demons, having an astral body, are unharmed by elemental Shamanistic spells which draw upon the physical world. However, they are critically weak to Astral Shamanism and White Magic that uses purification or exorcism. Demons can be harmed by Black Magic, but only if the power draws upon a force greater than themselves. A Garv Flare spell, which calls upon Chaos Dragon Garv, cannot harm Ruby-Eye Shabranigdu in the slightest, but a Giga Slave calling upon the Lord of Nightmares, who is greater than him, can.&lt;br /&gt;
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Again, as the terms of power operate as a pyramid, there is a strict hierarchy among all living things. The stronger an entity, the more-united its soul and body are. As such, a creature like Ruby-Eye Shabranigdu, despite being a demon with an astral body, is immune to the astral magic found in Shamanism. The Lord of Nightmares, being in perfect harmony with Her soul and body, and having no force greater than Herself, cannot be harmed; She is omnipotent. She is omniscient, Her mind making up all things, and omnipresent, because everything is made up of Her. Her true name is Lucifer.&lt;br /&gt;
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... No, seriously, look it up. (You&#039;ll also find that there&#039;s no black people in Slayers unless you go outside of the Mazoku Barrier, so it&#039;s a racist&#039;s paradise.)&lt;br /&gt;
&#039;&#039;&#039;https://web.archive.org/web/20090727235003/http://homepage3.nifty.com/QPHOUSE/slrev/blast12.html&#039;&#039;&#039;&lt;br /&gt;
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==Magic==&lt;br /&gt;
Magic is a force that permeates the world of Slayers. The Sorcerers&#039; Guild is a body of spellcasters who work together in various fields, whether it&#039;s alchemy, chimeras, or archaeology. Some sorcerers, such as Lina, earn a traveling license, giving them permission to move from city to city and perform tasks with magic. Theoretically, anyone can become a sorcerer, not just in terms of donating to get special training, but also by learning and studying independently.&lt;br /&gt;
&lt;br /&gt;
[[File:Volume_16_-_Dragon_Slave.jpeg|200px|thumb|left|&amp;quot;I&#039;m angry! Angry about ELVES!!&amp;quot;]]&lt;br /&gt;
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To perform magic, one must first know the Chaos and Power Words. Chaos Words are recitations that invoke the spell being used. Generally speaking, Black magic invokes demonic forces, Shamanism invokes nature and Mother Earth, and White and Holy magic invokes the powers of God. Chaos Words are difficult to master, not only because of memorization, but also because they can be interrupted while in a battle. If someone lacks the ability to remember or the ability to concentrate, it severely limits their spellcasting ability. Chaos Words can be recited mentally, but this is much-more difficult than verbal incantation. Power Words, meanwhile, are the actual names of the spells being used. After the power of a spell has been built using the Chaos Words, the Power Words fully releases that power, letting a spell &amp;quot;fire&amp;quot;.&lt;br /&gt;
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However, rote memorization isn&#039;t enough. Every person has natural &amp;quot;capacities&amp;quot;, a &amp;quot;pool&amp;quot; and a &amp;quot;bucket&amp;quot;. A pool capacity is a person&#039;s maximum magical potential and represents their personal stamina. A person with a larger pool capacity can cast magic longer than someone with a smaller one. However, having a large pool isn&#039;t enough to make someone a powerful sorcerer. Some people can tap into a vast amount of their power all at once, while others can only do smaller portions at a time. This ability to tap is called a bucket capacity, as the visualization of scooping water out of a pool with a bucket helps explain the magic system within Slayers. Lina Inverse is known to have both an extremely large pool and bucket capacity, being one of the only humans to cast Dragon Slave, the strongest spell within Black magic, and to do so repeatedly without becoming exhausted.&lt;br /&gt;
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There are four known schools of magic, and one &amp;quot;theorized&amp;quot; school of magic.&lt;br /&gt;
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===Magic Schools===&lt;br /&gt;
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[[File:Volume_3_-_Mega_Brand.png|200px|thumb|left|roll:20]]&lt;br /&gt;
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&#039;&#039;&#039;Black Magic&#039;&#039;&#039; draws its powers from the dark, destructive, negative energies embodied by demons. It is an offensive style, most useful for delivering powerful magical attacks with a side in curses. It is the most useful anti-demon school known on the continent of Lina and her crew, because it tends to attack physical and astral bodies at the same time. However, that makes it very subject to nerfing; if the demon you&#039;re blasting is stronger than the demon you&#039;re drawing energy from, then that spell&#039;s not going to do anything. Likewise, spells drawn from a particular demon will do all of jack squat if you cast them &#039;&#039;on&#039;&#039; that very same demon. If a demon is ever permanently destroyed, all black magic spells drawn from them will never work again.&lt;br /&gt;
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&#039;&#039;&#039;Holy Magic&#039;&#039;&#039; is the polar opposite of Black Magic, drawing its power from the positive energies embodied by the gods. The characters know very little about this kind of magic because it&#039;s been lost on their continent for generations thanks to the Mazoku Barrier. In the Outer Realms magic itself has dwindled, becoming virtually a lost art. Almost every magically skilled individual was drafted for the ancient war that created the Mazoku Barrier, leaving all the mages stuck inside and the non-mages stuck outside. It presumably has similar abilities to White Magic, but with vastly more potent demon-killing spells.&lt;br /&gt;
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&#039;&#039;&#039;White Magic&#039;&#039;&#039; is a lesser form of Holy Magic mixed with aspects of Astral Shamanism. It focuses on curative and protective spells, healing injuries and trying to keep people safe. Amusingly, the various temples don&#039;t know White Magic on their own. Instead they have to request spellcasters from the Sorcerers&#039; Guild to teach their acolytes how to perform Healing and Exorcism. The temples are the biggest donors to the Guild of any business.&lt;br /&gt;
&lt;br /&gt;
[[File:Volume_1_-_Refining_Gemstones.png|200px|thumb|left|Magic can also be used for alteration and transmutation.]]&lt;br /&gt;
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&#039;&#039;&#039;Shamanism&#039;&#039;&#039; is a form of [[elementalism]] that draws its power from the five elements; Earth, Air, Water, Fire and Spirit. It&#039;s the most well-rounded and utilitarian of schools, with lots of spells for attack, defense, and general purposes. Earth Shamanism focuses on manipulating earth and metal, such as throwing giant rocks at people, causing spontaneous eruptions under them, or creating protective walls. Air Shamanism grants flight, razor sharp wind projectiles, lightning bolts and protective barriers. Fire Shamanism burns the shit out of things. Water Shamanism can manipulate water or hurl icy blasts, and is useful for countering Fire Shamanism. Spirit Shamanism is more commonly referred to as Astral Shamanism, as A: all shamanism spells call upon spirits, and B: its spells focus on manipulating the Astral Plane. This makes it the only branch of Shamanism that can hope to affect demons, with its Ra Tilt spell being considered as powerful as the Dragon Slave. It should be noted that while Astral Shamanism cannot physically harm a human, it does directly assault their spirit. While a Ra Tilt cannot kill a person, it will leave them unconscious for quite some time.&lt;br /&gt;
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&#039;&#039;&#039;Chaos Magic&#039;&#039;&#039; is an unexplored and given name to two of Lina&#039;s spells, the &amp;quot;Ragna Blade&amp;quot; and the &amp;quot;Giga Slave&amp;quot;. No real research has been done on this school - as far as history can tell only Lina herself has ever cast these spells. In the anime, however, a race of dragons created something similar by combining black magic with holy magic. Unlike other Black Magic, these spells draw upon the power of the Lord of Nightmares Herself; if She gets annoyed by the caster, She may wind up [[Lamentations of the Flame Princess|&#039;&#039;wiping out the entire campaign world&#039;&#039;]]. Lina learned Giga Slave after reading a partial Claire Bible manuscript, and figured it was only a more-powerful version of the Dragon Slave. The first time she cast it, it killed everything inside of a lake and polluted its waters. She developed the Ragna Blade by studying the complete Claire Bible, creating it to have a less dangerous &amp;quot;super spell&amp;quot; to rely on after she learned how dangerous the Giga Slave was. Regardless, she has had too many life-threatening adventures to be able to pause and study this theoretical field.&lt;br /&gt;
&lt;br /&gt;
== Slayers and Gaming ==&lt;br /&gt;
[[Guardians of Order|Guardians of Order]] has, on two occasions, failed to make a good RPG out of the license. First was a series of three [[splatbook]]s for their [[BESM|BESM tristat]] game, each book represents a single season of the series. These books did nothing a veteran [[Gamemaster|gamemaster]] couldn&#039;t already do. But they did present playable stats of all of the main characters from the season they covered.&lt;br /&gt;
Their second failure was the Slayers [[D20|d20]] book, which was one of many [http://www.wikipedia.com/Ripoff hanger-ons] to the [[D20|d20]] [[OGL|OGL]]. Unlike most copycats though, this system did try to rebalance the classes, but ended up making a shit-ton of [http://www.wikipedia.com/Crap crap], such as the [[fighter|man-at-arms]], [[cleric|shrine-maiden]] and [[wizard|sorcerer]] classes. One good feature was its innovative magic system; it allowed a caster to know a level dependent number of spell level worth of spells. This was also capped in that there wasn&#039;t a spells per day system, but instead a caster roll based on the arcana skill.&lt;br /&gt;
&lt;br /&gt;
===The Slayers D20===&lt;br /&gt;
Since 1d4chan takes pride in rescuing lost /tg/ stuff from the depths of time, let&#039;s take a look at some of the unique material from the Slayers D20 game that might be worth stealing, or at least building upon for your own games.&lt;br /&gt;
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===Slayers D20 Character Creation===&lt;br /&gt;
One of the first things that becomes obvious in the Slayers D20 manual is that it reads like a (surprisingly well-edited) homebrew manual where various people have thrown in their input as to how and why the house rules operate the way they do. For example, the manual encourages the use of stereotypical, cliched, over-the-top characters as opposed to serious, mature ones, as long as it&#039;s not at the expense of the story. The best example of this is Amelia, the shortstack fistfighter. In any other campaign setting, her being overly [[Lawful Stupid|lawful good]] can be considered a handicap for parties since she would actively prevent, and possibly sabotage, anyone trying to tell a lie or steal from someone, even if the target of the lie or theft is evil themselves. In Slayers, Amelia&#039;s overdramatic steadfastness to righteousness to the point of being naive puts the party in hilarious (as far as Japanese humor goes) situations or allows the plot to immediately change its speed from slow-paced to explosive. Compare her to a character like Sylphiel, the lovesick shrine maiden who is much more calm, genuinely compassionate, and soft-spoken. If the two were a comedy duo, Amelia would be the &amp;quot;funny man&amp;quot;, while Sylphiel would be the &amp;quot;straight man&amp;quot;. The writers, then, actively push in character creation for everyone to find ways to capitalize on standard D20 jokes to create the funniest story possible.&lt;br /&gt;
&lt;br /&gt;
Another interesting aspect are the naming conventions. As the manual puts it, &amp;quot;Heroic names tend to use the vowels A, E, I, and Y, and are often traditional names or names that sound similar to something that has a heroic connotation. Gourry&#039;s last name, for example, is Gabriev--a relatively close match to [http://www.wikipedia.com/wiki/Gabriel Gabriel]. Villainous names often use V, Z, and R, with the vowels O and U present. As an example, Rezo is initially described as being a wise priest with the name of a villain.&amp;quot; This carries over to even the rest of the main cast: Amelia Wil Tesla Saillune is a proper, dignified princess&#039; name; Zelgadis Greywords captures his &amp;quot;evil spellsword&amp;quot; persona, despite him having genuinely good intentions; and Lina&#039;s last name, Inverse, works on the two levels of her being an &amp;quot;inverted&amp;quot; ideal of a heroic protagonist, while also following the universe&#039;s name rules to reflect her violent, greedy nature.&lt;br /&gt;
&lt;br /&gt;
To push the feel of the manual being a homebrew even further, the book adds in a small note suggesting the use of unusual hair or eyes because &amp;quot;[[Weeaboo|it is appropriate to the setting and can evoke a definite anime feel]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Slayers D20 Races===&lt;br /&gt;
One of the most obvious differences between the Slayers D20 and standard D&amp;amp;D is that a majority of standard races aren&#039;t available. Due to the D20 following the anime, and not the light novels, elves and dwarfs, despite being part of the world&#039;s universe, do not have a template written down. Furthermore, gnomes, halflings, and half-elves and half-orcs are unavailable. In spite of this, there are still a wide variety of core and template races to choose from.&lt;br /&gt;
&lt;br /&gt;
====Core Races====&lt;br /&gt;
&lt;br /&gt;
=====Beastmen=====&lt;br /&gt;
Beastmen are as you expect, animals with human features, varying wildly from fish to wolves as combinations. While many do possess human-level intellect and reasoning, they still retain their animalistic side, making them tribal and brutal in personality. Depending on which animal they represent, they can have various heights, colors, and other physical attributes like horns, scales, and fur. The only exception are fish folk, who are much more standard in their comedic appearance. Due to their physical differences, they are largely ostracized from human society, who view them as more feral animal than sentient creature, and beastmen tend to reject human society for a more spartan, warrior-like living situation. However, they will generally be willing to work for humans that either show dominance and strength over them, or are willing to treat them with more respect than they would a wild creature.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Beastmen can be of any alignment.&lt;br /&gt;
:&#039;&#039;&#039;Environment&#039;&#039;&#039;: Beastmen can be at home anywhere, though they of course prefer environments that suit their animal nature. Fishmen need to be near bodies of water, and wolfmen prefer to be near forests, for example.&lt;br /&gt;
:&#039;&#039;&#039;Racial Traits&#039;&#039;&#039;: Beastmen are Medium creatures, have a base land speed of 30ft, have low-light vision, and a +2 racial bonus on Listen, Spot, and Survival checks. Additionally, beastmen can choose a Bonus Feat from the following: Endurance, Great Fortitude, Iron Will, Lightning Reflexes, Loyal, Run, Toughness, Track, and Scent. Scent may be selected as a bonus feat at 1st level, and functions exactly as written in the Monster Manual. Scent is not otherwise available as a feat after 1st level. Furthermore, different animal types have different ability adjustments and favored classes:&lt;br /&gt;
:&#039;&#039;&#039;Bear&#039;&#039;&#039;: STR +4, CON +2, INT -2, CHA -4; Warrior&lt;br /&gt;
:&#039;&#039;&#039;Boar&#039;&#039;&#039;: STR +2, CON +2, WIS -2, CHA -2; Warrior&lt;br /&gt;
:&#039;&#039;&#039;Bull&#039;&#039;&#039;: STR +6, CON +2, WIS -2, CHA -4; Warrior&lt;br /&gt;
:&#039;&#039;&#039;Dog&#039;&#039;&#039;: DEX +2, WIS +2, INT -2, CHA -2; Bounty Hunter&lt;br /&gt;
:&#039;&#039;&#039;Fish&#039;&#039;&#039;: DEX +2, INT -2; Bandit&lt;br /&gt;
:&#039;&#039;&#039;Fox&#039;&#039;&#039;: DEX +2, INT +2, STR -2, CON -2; Rogue&lt;br /&gt;
:&#039;&#039;&#039;Goat&#039;&#039;&#039;: CON +2, INT +2, WIS -2, CHA -2; Bandit&lt;br /&gt;
:&#039;&#039;&#039;Lizard&#039;&#039;&#039;: STR +2, CON +2, INT -2, CHA -2; Bandit&lt;br /&gt;
:&#039;&#039;&#039;Racoon&#039;&#039;&#039;: DEX +4, INT +2, STR -2, CON -2, WIS -2; Rogue&lt;br /&gt;
:&#039;&#039;&#039;Wolf&#039;&#039;&#039;: DEX +2, CON +2, WIS -2, CHA -2; Bounty Hunter&lt;br /&gt;
&lt;br /&gt;
=====Dragon=====&lt;br /&gt;
While many dragons exist in Slayers, few breeds of them are intelligent. Among them are two kinds, the Golden and Ancient dragons. However, between the War of Monster&#039;s Fall and a massive pogrom, Ancient dragons are almost non-existent, to the point of being unplayable. Only Golden dragons are available in the D20, and therefore playing as a dragon puts one strictly under this archetype. Dragons are capable of telepathy to communicate non-verbally, primarily while in dragon form, but can talk the form of a human to communicate verbally. Furthermore, dragons worship the gods. They can belong to a specific cult, such as the ones who worship Flarelord Vrabazard, or worship all Dragon Lords, with Flare Dragon Ceipheed as their primary entity of reverence. Aqualord cults are generally found mainly within the Inner World, but they have greatly diminished following Aqualord Regradia sinking into the sea 1,000 years ago. The other cults in the Outer World, however, are quite lively. Flarelord&#039;s are generally to the East, Airlord Valwen&#039;s to the West, and Earthlord Rangort&#039;s to the South.&lt;br /&gt;
&lt;br /&gt;
Dragons, ryuzoku, are the bright mirror to demons, mazoku. Dragons may logically understand feelings like fear, hatred, and sorrow, but they cannot emotionally comprehend how humans can experience them. Panic is felt instead as a dragon reasonably finding a means to stay alive. Fury is felt instead as righteous indignation. Depression is felt instead as pity. This largely stoic attitude can often make them find mild amusement in the machinations and motivations in humans and beastmen, finding the two&#039;s emotionally-driven pursuits unreasonable. They harbor no dislike for these &amp;quot;lesser&amp;quot; races, but will rarely interact with them. Generally speaking, it&#039;s the humans and beastmen who take the perilous journey to ask for assistance from dragons, not the other way around. Furthermore, dragons absolutely despite demons and evil mortals, and will only work with a demon or an evil entity if, and only if, it&#039;s the only way to keep the world alive. &lt;br /&gt;
&lt;br /&gt;
Dragons age extremely slowly, and as Golden dragons they share common traits. As dragons, they are distinctly gold in color. As humans, their hair is rarely darker than a sandy-brown, and their eyes rarely a color darker than hazel, usually blue or gold. Their human form is of a general human age as their dragon age, relatively speaking; a young dragon will have a young human appearance, for example. Furthermore, dragons in a human guise are almost always physically attractive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Dragons can be any non-chaotic and non-evil alignment.&lt;br /&gt;
:&#039;&#039;&#039;Environment&#039;&#039;&#039;: Dragons prefer seclusion, and their temples or personal homes are usually found in high, mountainous places. They will rarely, if ever, spend more time than necessary in a standard settlement.&lt;br /&gt;
:&#039;&#039;&#039;Racial Traits&#039;&#039;&#039;: For clarity, dragons are always considered &amp;quot;dragon-type&amp;quot;; even in human form, they are still dragons, and are unaffected by spells or abilities that specifically affect humanoids. In human form, their size is Medium, their base land speed is 30ft, and their ability adjustments are STR +6, CON +2, INT +2, and CHA +2. To return to their alternate form, a dragon needs to make a Control Shape check (DC15 or higher) during a standard action. In dragon form, their size is Huge, their base land speed is 40ft, they can a fly speed of 200ft (poor), and have standard modifiers for changing size according to the MM, thus gaining STR +16, DEX -4, CON +8, natural armor +5, as well as a -2 size penalty to attacks and AC.&lt;br /&gt;
&lt;br /&gt;
In either form, dragons have low-light vision, two breath weapons that are single-target attacks with a Reflex save of DC 10 + half the dragon&#039;s character level + the dragon&#039;s CON modifier (Laser Breath: 100ft line that deals 1d8 fire damage per dragon&#039;s character level; Diflasher 1d10 astral damage that only affects extraplanar entities), a +5 racial bonus to all checks for White magic spells, have hunger resistance (can go twice as long as humans without food or water, and get starvation and dehydration checks only every two hours instead of one), have a Spell Resistance of 11 + character level, have a Damage Reduction of DR 10/magic, favor the Priest class and do not require a staff to call on Priest abilities, and have a level adjustment of +6.&lt;br /&gt;
&lt;br /&gt;
=====Human=====&lt;br /&gt;
To save time, please consult the Player&#039;s Handbook.&lt;br /&gt;
&lt;br /&gt;
====Race Templates====&lt;br /&gt;
Since there are only three core races, the D20 includes several templates that allow for a variety of &amp;quot;half-races&amp;quot;. Almost any of these templates may be used and applied to one of the core races. It should be noted that while there is a half-demon and half-mazoku template, there is not a full-demon race, due to demons wanting to only destroy the world which runs contrary to the spirit of the game. Templates can have a major impact on the game&#039;s narrative, and it is considered good manners to ask for the GM&#039;s permission before aiming for a template.&lt;br /&gt;
&lt;br /&gt;
=====Copy=====&lt;br /&gt;
Slayers is unique in that Sorcery has led to a magical innovation called &amp;quot;copies&amp;quot;. Copies are essentially clones, which can be manufactured using very little genetic material from a source or donor to create a near-perfect &amp;quot;copy&amp;quot; of the original, complete with the donor&#039;s memory and skill. This means that players can create clones of themselves, or use a &amp;quot;copy cultivator&amp;quot;, a device used to manufacture these copies, to have a new body created for themselves following their death. By &amp;quot;near-perfect&amp;quot;, copies can have slight alterations, such as a wrongly-colored eye, a missing scar, and other superficial difference from the original.&lt;br /&gt;
&lt;br /&gt;
A copy cultivator is rare, and extremely expensive. For starters, general society tends to look down on Sorcery in general, and creating clones is over the line for most people. A copy cultivator would then be kept only deep within the premises of a reputable Sorcerers&#039; Guild hall, or in the private possession of a vastly wealthy sorcerer. Furthermore, this would mean that the use of a copy cultivator would be extremely expensive, or else require a near-lethal task or trade in order for a person or party to use it. On top of that, a copy has its own personality. Unless a copy is mind controlled, a copy has full-agency, and may not comply with what its donor&#039;s intentions for it being made.&lt;br /&gt;
&lt;br /&gt;
If a copy is made, it must be made using material from a non-NPC character (that is, no NPC levels are in the donor&#039;s class). Copies start with half the number of total levels its donor had. For example, if the original has three levels in priest and seven levels in warrior, a total of ten levels, a copy would have five levels that can be spent between both classes. However, a copy cannot exceed the class level of any class of the original; in the aforementioned example, the highest level of priest the copy could have is three, as the original. A copy has the same STR, DEX, and CON as the original without magical effects at the time of donation; for INT, WIS, and CHA, roll a 3d6 for each ability. If the roll would exceed the original&#039;s attribute any any category, it is instead set equal to the original&#039;s. Copies have the appropriate skill points and feat slots for their starting level, which can only be spent on skills and feats the original had, and again cannot exceed the level of skill or feat the donor possessed. They do retain all of the spells the original had, but cannot get class-based bonuses until the copy is of the appropriate level. Despite these limitations at creation, copies can, through experience, exceed the skill and level of the donor over time.&lt;br /&gt;
&lt;br /&gt;
=====Chimera=====&lt;br /&gt;
Chimeras are, naturally, the magical hybridization of two or more creatures. Chimeras are difficult and magically expensive to create; as such, very rarely are chimeras made from intelligent races. Sorcerers usually make chimeras to act as super-powered servants, taking the best from two creatures to generate something greater. As such, beastmen are commonly used as a base for a chimera, or a powerful, non-intelligent monster, while humans tend to be avoided due to their personal autonomy.&lt;br /&gt;
&lt;br /&gt;
Within the D20, start with one of the core races (a beastman, dragon, or human), and then add one or more half-creatures from the sections below. If there are two conflicting values in half-races, such as for ability adjustments, only the best value is applied to the resulting chimera. Level adjustments, however, are cumulative. Chimeras have their soul&#039;s essence split equally depending on their corresponding parts (a human mixed with a golem and a troll becomes one-third human, one-third golem, and one-third troll). If a chimera wants to be created using a template other than one provided, it requires the GM&#039;s approval. Furthermore, excessive fusions should result in a distinctly &amp;quot;non-human&amp;quot; end result, which can have disastrous consequences when trying to socialize or traverse towns and cities. For example, Zelgadis Greywords, a chimera of human, troll, and golem, keeps his physical appearance hidden in public to avoid persecution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A player does not need to specifically be a chimera to play a half-race, but a half-race requires a base class to specify their heritage.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Half-Demon=====&lt;br /&gt;
Half-demons are the hybridization of a human or beastman with a lesser demon through sorcerous magic most often through possession. A lesser demon is distinctly different from a greater demon, or mazoku, and as such there is a difference between the two templates. Due to the demonic influence, a half-demon will generally be of an evil or chaotic alignment.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Size and Type&#039;&#039;&#039;: Unchanged.&lt;br /&gt;
:&#039;&#039;&#039;Special Attacks&#039;&#039;&#039;: Unchanged, but gains access to all Common spells following normal rules, regardless of class. Advanced spells require the appropriate class and training.&lt;br /&gt;
:&#039;&#039;&#039;Special Qualities&#039;&#039;&#039;: Unchanged, but have Intuitive Magic (Ex), a +2 racial bonus to all Fortitude saves and control checks to cast spells, and Spell Resistance (Ex), which is equal to 10 + character level.&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;: Gains DEX +2 and CON +2.&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: +2 racial bonus to Spellcraft, Summoning, and UMD.&lt;br /&gt;
:&#039;&#039;&#039;Level Adjustment&#039;&#039;&#039;: Base creature +2.&lt;br /&gt;
&lt;br /&gt;
=====Half-Dragon=====&lt;br /&gt;
An even rarer hybridization, a half-dragon would require the mating of a dragon in human form with a human. Such pairings are not recorded in any work of Slayers, with the exception of the D20 here. The offspring would have inclinations towards their draconic nature, generally being of good or lawful alignment. A half-dragon would also probably be physically attractive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Size and Type&#039;&#039;&#039;: Unchanged.&lt;br /&gt;
:&#039;&#039;&#039;Special Attacks&#039;&#039;&#039;: Unchanged, but gain a Breath Weapon (Su) that has a Reflex save of DC 10 + half the character&#039;s level + character&#039;s CON modifier. Laser breath is a line that inflicts 1d6 fire damage per character level.&lt;br /&gt;
:&#039;&#039;&#039;Special Qualities&#039;&#039;&#039;: Unchanged, but gains a damage reduction of 5/magic, low-light vision, hunter resistance, a +2 racial bonus to all Fortitude saves and control checks on White spells, and a spell resistance of 5+ character level.&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;: Gains STR +4 and CHA +2.&lt;br /&gt;
:&#039;&#039;&#039;Level Adjustment&#039;&#039;&#039;: Base creature +2.&lt;br /&gt;
&lt;br /&gt;
=====Half-Golem=====&lt;br /&gt;
A golem is a construct, lacking autonomy and built out of sturdy material, typically rock or stone. For a chimera to be made from a golem, it would require the fusion to be done through sorcerous means. Golems are extremely tough, and the benefits of making a chimera using a golem is almost immediately obvious.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Size and Type&#039;&#039;&#039;: Unchanged.&lt;br /&gt;
:&#039;&#039;&#039;Armor Class&#039;&#039;&#039;: Natural armor +4.&lt;br /&gt;
:&#039;&#039;&#039;Special Qualities&#039;&#039;&#039;: Unchanged, but gains a damage reduction of 10/magic, and immunity to all poisons and diseases.&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;: STR +4.&lt;br /&gt;
:&#039;&#039;&#039;Level adjustment&#039;&#039;&#039;: Base creature +2.&lt;br /&gt;
&lt;br /&gt;
=====Half-Mazoku=====&lt;br /&gt;
A half-mazoku comes into existence solely through magical means. A mazoku, a greater demon, is a creature of pride, viewing the core races as lesser and pathetic. As such, a half-mazoku would only exist through two ways. The first is if a mazoku sees fusing with a creature as the best way to achieve their personal goal of destruction, if the fusion would lead to greater catastrophic results, or if the mazoku&#039;s personal existence is in jeopardy. (For example, Seigram fusing with Zuuma.) The second is if a mazoku&#039;s essence is sealed within a human soul. (For example, Chaos Dragon Garv, or Rezo the Red Priest.) A half-mazoku would almost always be of an evil or chaotic alignment, and may emit a terrifying presence.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Size and Type&#039;&#039;&#039;: Unchanged, but a half-mazoku changes to outsider (native).&lt;br /&gt;
:&#039;&#039;&#039;Armor Class&#039;&#039;&#039;: Gains their Charisma modifier (if positive) as a deflection bonus to their AC.&lt;br /&gt;
:&#039;&#039;&#039;Special Qualities&#039;&#039;&#039;: Unchanged, but they gain a damage reduction of 10/magic, darkvision, hunger resistance, immunity to poison and disease, a spell resistance of 15 + character level, and Astral Phasing (Su). Astral Phasing shifts the character from the Material to the Astral Planes, and back again at will. They can do this once per day for every two character levels, and can bring one additional person at the cost of a use per day to do this. They must be touched by the half-mazoku during the entire shift. In the Astral Plane, characters may make a Vision check (DC 25) to see and hear things in the Material Plane, and can travel long distances instantaneously. However, the Astral Plane has hostile demonic entities, which can handicap or terminate travel entirely. Material attacks and effects cannot affect someone in the Astral Plane, and vice-versa.&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;: Gains STR +2, DEX +2, CON +2, INT +4, CHA +4.&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: Receives Vision as a class skill, regardless of class. Also gains a +2 racial bonus on Bluff, Intimidate, and Summoning checks.&lt;br /&gt;
:&#039;&#039;&#039;Level Adjustment&#039;&#039;&#039;: Base creature +4.&lt;br /&gt;
&lt;br /&gt;
=====Half-Troll=====&lt;br /&gt;
Trolls are monsters, which appeared in the Material Plane following the first fight of Flare Dragon Ceipheed and Ruby-Eye Shabranigdu at the beginning of the world&#039;s history. Trolls are unintelligent, brutish monsters, but that doesn&#039;t prevent them from being hired by thugs for extra muscle. For a half-troll to exist, it would require the mating of a core race with a troll, or the use of magic to create a chimera.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Size and Type&#039;&#039;&#039;: Unchanged.&lt;br /&gt;
:&#039;&#039;&#039;Armor Class&#039;&#039;&#039;: Gains natural armor +2.&lt;br /&gt;
:&#039;&#039;&#039;Special Qualities&#039;&#039;&#039;: Unchanged, but gains a troll&#039;s Recovery. Trolls regenerate at an insane rate. For a half-troll, it&#039;s as if the spell Recovery is constantly in effect, healing even lethal damage at a rate of one-half the character&#039;s level plus one-half their Constution bonus as hit points per round, rounded down.&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;: Gains STR +4, CON +4, INT -2, and CHA -2.&lt;br /&gt;
:&#039;&#039;&#039;Level Adjustment&#039;&#039;&#039;: Base creature +1.&lt;br /&gt;
&lt;br /&gt;
===Slayers D20 Classes===&lt;br /&gt;
Slayers has, like most campaigns, Core Classes and Prestige Classes. The difference between the Slayers D20 and other manuals is that the writers decided to use in-universe nomenclature over standardized class titles in other books. The examples they point out are that their sorcerers, warriors, and clerics aren&#039;t the same as ones you&#039;d find loading up a game of Baldur&#039;s Gate.&lt;br /&gt;
&lt;br /&gt;
Classes all have their own alignment limitations, class skills, skill points, and class features. Core classes have no requirements since, for all intents and purposes in-universe, anyone can become a priest or a rogue, but prestigious ones have a list of requirements, both in terms of character&#039;s alignment and their class skills. This is to reflect the difference between your standard warrior, like the mooks Lina and friends regularly fight when trying to break out of a city after refusing to pay for a meal, and a swordsman like Gourry who can fend off a dozen of those said mooks single-handedly.&lt;br /&gt;
&lt;br /&gt;
====Core Classes====&lt;br /&gt;
The following is a list of common adventuring professions in the Slayers world. They have few limitations, if any, and most races can find a career pursuing any of them.&lt;br /&gt;
&lt;br /&gt;
=====Bandit=====&lt;br /&gt;
Bandits focus less on their own personal strength, and more on getting a posse together to beat up anyone in their way. While they can be technically good, they would rather use illegal vigilantism than follow the law or enlist with the local militia. Almost every bandit chooses such a life for money. Whether it&#039;s robbing from the rich or the poor, a bandit can one day hope to have their own group to lead to riches and plunder.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Any non-lawful&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d10&lt;br /&gt;
:&#039;&#039;&#039;Class Skills&#039;&#039;&#039;: Appraise(INT), Bluff(CHA), Climb(STR), Craft(INT), Disguise(CHA), :Gather Information(CHA), Handle Animal(CHA), Hide(DEX), Intimidate(CHA), Jump(STR), Move :Silently(DEX), Profession(WIS), Reputation(CHA), Search(INT), Sleight of Hand(DEX), :Survival(WIS), Swim(STR), Taunt(CHA), Use Rope(DEX)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points at 1st Level&#039;&#039;&#039;: (6+INT modifier)x4&lt;br /&gt;
:&#039;&#039;&#039;Skill Point at Each Additional Level&#039;&#039;&#039;: 6+INT modifier&lt;br /&gt;
:&#039;&#039;&#039;Class Features&#039;&#039;&#039;: Proficiency with all simple and martial weapons, light armor, and shields (except tower shields)&lt;br /&gt;
::&#039;&#039;&#039;Outcast&#039;&#039;&#039;: +2 bonus to Intimidate checks; Survivor: +2 bonus to Survival checks&lt;br /&gt;
::&#039;&#039;&#039;Ganging Up&#039;&#039;&#039;: At 2nd level or higher, bandits using the &amp;quot;Aid Another&amp;quot; option in combat provides double the normal bonus of +2 to +4&lt;br /&gt;
::&#039;&#039;&#039;Sneak Attack&#039;&#039;&#039;: Functions as the rogue ability of the same name&lt;br /&gt;
::&#039;&#039;&#039;&amp;quot;Get&#039;em!&amp;quot;&#039;&#039;&#039;: At 4th level or higher, flanking bonuses increase from +2 to +4&lt;br /&gt;
::&#039;&#039;&#039;Band&#039;&#039;&#039;: At 8th level or higher a bandit can have a band of followers as if they have the Leadership feat. If the character has the Leadership feat, that feat&#039;s score is increased by +2. The cohort is greedy and selfish, but may become loyal to the character over time&lt;br /&gt;
::&#039;&#039;&#039;Gang&#039;&#039;&#039;: At 11th level the Band becomes a Gang, and their Leadership score increases by +2&lt;br /&gt;
::&#039;&#039;&#039;Mob&#039;&#039;&#039;: At 14th level, the Gang becomes a Mob, and their Leadership score increases by +2&lt;br /&gt;
::&#039;&#039;&#039;Clan&#039;&#039;&#039;: At 17th level, the Mob becomes a Clan, and their Leadership score increases by +2&lt;br /&gt;
::&#039;&#039;&#039;Ravening Hordes&#039;&#039;&#039;: At 20th level, the bandit&#039;s Leadership increases by another +2.&lt;br /&gt;
&lt;br /&gt;
=====Bounty Hunter=====&lt;br /&gt;
As the name implies, bounty hunters earn their living by capturing targets, dead or alive. Sometimes they work as independent contractors for governments, hunting down known criminals for a reward. Others can be hired as mercenaries for unsavory organizations to track down a person or object. At their core, a bounty hunter is a lone wolf, working with others usually out of necessity rather than companionship.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Any&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d8&lt;br /&gt;
:&#039;&#039;&#039;Class Skills&#039;&#039;&#039;: Balance(DEX), Bluff(CHA), Climb(STR), Concentration(CON), Craft(INT), Forgery(INT), Gather Information(CHA), Handle Animal(CHA), Hide(DEX), Intimidate(CHA), Jump(STR), Listen(WIS), Move Silently(DEX), Profession(WIS), Reputation(CHA), Sense Motive(WIS), Spot(WIS), Survival(WIS), Swim(STR), Tumble(DEX), Use Rope(DEX)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points at 1st Level&#039;&#039;&#039;: (6+INT modifier)x4&lt;br /&gt;
:&#039;&#039;&#039;Skill Points at Each Aditional Level: 6+INT modifier&lt;br /&gt;
:&#039;&#039;&#039;Class Features&#039;&#039;&#039;: Proficiency with all simple and martial weapons, and with light armor and shield (except tower shields)&lt;br /&gt;
::&#039;&#039;&#039;Track&#039;&#039;&#039;: Receives the Track feat for free at 1st level&lt;br /&gt;
::&#039;&#039;&#039;Wild Empathy&#039;&#039;&#039;: Functions similar to a Diplomacy check on animals, rather than humans. The player rolls a 1d20 and adds their bounty hunter level and Charsima modifier to determine the result of the check. Domestic animals are usually neutral following a successful check, while wild animals are usually unfriendly. The bounty hunter and targeted animal must have line of sight of each other, be within 30 feet of each other, and have about 1 minute to study each other for Wild Empathy to be used.&lt;br /&gt;
::&#039;&#039;&#039;Bonus Feats&#039;&#039;&#039;: At 2nd level and every 4 leveles thereafter, bounty hunters receive one of the following bonus feats (player&#039;s choice): Code, Combat Expertise (Improved Disarm, Improved Trip), Dramatic Zeal, Endurance (Diehard), Exotic Weapon Proficiency, Improved Unarmed Strike (Improved Grapple, Stunning Fist), Skill Focus (with any class Skill), Skill Specialty (with any class Skills), Toughness, Weapon Focus. The player must still meet all of the prerequisites for a bonus feat before selecting it.&lt;br /&gt;
::&#039;&#039;&#039;Uncanny Dodge&#039;&#039;&#039;: At 3rd level, a bounty hunter cannot be caught flatfooted. The player retains his or her Dexterity bonus to AC (if any) even if surprised or attacked by an invisible enemy. However, they still lose any Dexterity bonus to AC if immobilized. If the player already has Uncanny Dodge from a different class, they automatically gain Improved Uncanny Dodge (see below) instead.&lt;br /&gt;
::&#039;&#039;&#039;Trap Sense&#039;&#039;&#039;: At 5th level, bounty hunters gain a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks from traps. These bonuses rise to +2 at 10th level, +3 at 15th level, and +4 at 20th level. These bonuses are cumulative with other Trap Sense bonuses from other classes.&lt;br /&gt;
::&#039;&#039;&#039;Improved Uncanny Dodge&#039;&#039;&#039;: At 8th level, the bounty hunter can no longer be flanked. This also denies bandies or rogues the ability to sneak attack on the flank, unless the attacker is at least four levels higher. If the bounty hunter already has Improved Uncanny Dodge thanks to another class, the levels of both of those classes are added together to determine the minimum level required to perform a flanking sneak attack on the bounty hunter.&lt;br /&gt;
::&#039;&#039;&#039;Swift Tracker&#039;&#039;&#039;: At 8th level, bounty hunters can follow tracks without the normal -5 penalty to movement speed. They also only take a -10 penalty (instead of -20) when moving at up to double the normal movement speed while tracking.&lt;br /&gt;
::&#039;&#039;&#039;Evasion&#039;&#039;&#039;: At 9th level, bounty hunters can make Reflex saving throws against attacks that normally deal half-damage on a successful save. If they succeed, they take no damage instead. Evasion can only be used while wearing light, or no, armor. Bounty hunters unable to move, like from immobilization, cannot use Evasion.&lt;br /&gt;
::&#039;&#039;&#039;Fast Movement&#039;&#039;&#039;: At 12th level, the bounty hunter&#039;s normal movement speed increases by +5 only while wearing light, or no, armor. Apply the bonus before modifiers for wearing armor or weight carried. At 16th level, this bonus increases to a total of +10.&lt;br /&gt;
&lt;br /&gt;
=====Loremaster=====&lt;br /&gt;
A loremaster is someone with a mastery over a specific field of knowledge. Whether it&#039;s how to create chimeras, construct Copies, or kill dragons, a loremaster&#039;s understanding of an aspect of the world is unmatched. While ancient tomes of knowledge are locked away in libraries and reliquaries, a good loremaster puts their skills to the test in the field, proving that they truly know as much as they think they do.&lt;br /&gt;
:&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Any&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d6&lt;br /&gt;
:&#039;&#039;&#039;Class Skills&#039;&#039;&#039;: Appraise(INT), Concentration(Con), Craft(INT), Decipher Script(INT), Diplomacy(CHA), Forgery(INT), Gather Information(CHA), Heal(WIS), Knowledge(Arcana)(INT), Knowledge(Religion)(INT), Knowledge(all skills, taken individually)(INT), Profession(WIS), Search(INT), Sense Motive(WIS), Spellcraft(INT), Use Magic Device(CHA), Vision(INT)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points at 1st Level&#039;&#039;&#039;: (10+INT modifier)x4&lt;br /&gt;
:&#039;&#039;&#039;Skill Points at Each Additional Level&#039;&#039;&#039;: 10+INT modifier&lt;br /&gt;
:&#039;&#039;&#039;Class Features&#039;&#039;&#039;: Proficiency with simple weapons, but not with armor nor shields&lt;br /&gt;
::&#039;&#039;&#039;Loremaster Knowledge&#039;&#039;&#039;: Loremasters can make special checks to see if they know something about persons, places, or things of note in the world, with a bonus equal to the sum of their loremaster level and Intelligence modifier. A loremaster with 5 or more ranks in Knowledge(History) gains a +2 synergy bonus to this check. A successful check will not reveal the secrets of a magical item, but may give a hint as to how it works. A loremaster may not take 10 or take 20 on this check; it is entirely random, based on the GM&#039;s determination.&lt;br /&gt;
:::&#039;&#039;&#039;DC;&#039;&#039;&#039; &#039;&#039;&#039;Type of Knowledge&#039;&#039;&#039;&lt;br /&gt;
:::10; Common, known by most people&lt;br /&gt;
:::20; Uncommon, but not unheard of by some people&lt;br /&gt;
:::25; Obscure, only a few people know this&lt;br /&gt;
:::30; Rare, and either never heard of by most, forgotten by those who did know it, or known by those who can&#039;t recognize its importance&lt;br /&gt;
::&#039;&#039;&#039;Secret&#039;&#039;&#039;: At 2nd level, and every two levels afterward, a loremaster learns one of the following secrets:&lt;br /&gt;
:::&#039;&#039;Applicable Knowledge&#039;&#039;: Gain any one feat which the player meets the prerequisites for. This secret can be learned repeatedly.&lt;br /&gt;
:::&#039;&#039;Lore of Advanced Casting&#039;&#039;: Choose either sorcery, shamanism, or white magic spells. The loremaster can now learn spells of this type. This secret may be learned more than once to discover the other fields not chosen the first or, if applicable, second time.&lt;br /&gt;
:::&#039;&#039;Lore of Auras&#039;&#039;: The loremaster can now use Search Skill to read the aura of a magic item and identify either its basic properties, or the power level of the spell or effect on it.&lt;br /&gt;
:::&#039;&#039;Lore of Common Knowledge&#039;&#039;: Select any one cross-class skill. That skill becomes a class skill for the loremaster, and gainst a +2 bonus on all checks with that skill. This secret can be learned repeatedly, but does not raise a skill&#039;s bonus. Each time this secret is revealed, a different skill must be chosen.&lt;br /&gt;
:::&#039;&#039;Lore of Defense&#039;&#039;: Gain a +1 dodge bonus to AC. This secret may be learned repeatedly, and its effects are cumulative.&lt;br /&gt;
:::&#039;&#039;Lore of Magical Power&#039;&#039;: Select a type of magic (common, shamanistic, sorcery, or white magic). When casting spells of that type, the loremaster gains a +5 bonus to Fortitude saving throws and control checks. This secret may be learned more than once, but the effects are not cumulative. Each revelation must apply to a different type of magic.&lt;br /&gt;
:::&#039;&#039;Lore of Skills&#039;&#039;: Gain an additional 4 skill points. These skill points are spent normally. This secret can be learned multiple times, and its effects are cumulative.&lt;br /&gt;
:::&#039;&#039;Lore of Spells&#039;&#039;: Increases the maximum number of spells known by three per loremaster level. Additionally, the player adds their loremaster level to control checks just as for any other spellcasting class.&lt;br /&gt;
:::&#039;&#039;Lore of Weapons&#039;&#039;: Gain a +1 bonus to attack rolls. This secret may be learned more than once, and its effects are cumulative.&lt;br /&gt;
:::&#039;&#039;Nerve Bundle Strike&#039;&#039;: The loremaster can now make a special attack once per day, either to kill or paralyze their target. This attack is made with a normal melee weapon, and the attack must be declared before the attack roll is made. If the attack hits, the target must make a Fortitude save (DC 10+any damage dealt by the attack). If the roll fails, the target is either killed, or paralysed for 1d6 minutes, plus 1 minute per loremaster level. If the roll succeeds, the target takes normal attack damage instead. This secret may be learned more than once, and each time it is learned the loremaster can use one additional special attack per day.&lt;br /&gt;
:::&#039;&#039;Secret Strike&#039;&#039;: The loremaster can now make a secret strike. Once per day, they can add their Intelligence bonus to an attack roll for success, and on successful strikes deal 1 point of extra damage per loremaster level. This secret can be learned more than once, and allows the use of an extra secret strike each day.&lt;br /&gt;
&lt;br /&gt;
=====Noble=====&lt;br /&gt;
While there are many snotty, snobbish, snooty nobles in the world, there are a few who still feel the call for adventure despite their landing. These nobles become generals who lead armies, or diplomats who travel from country to country, or scholars who become entangled in sorcerous politics. No matter their destination, a noble is never without their wealth, their dignity, and their natural pride from their heritage. These resources are what gives them their own edge when it comes to traveling the world, either for adventure or leisure.&lt;br /&gt;
:&#039;&#039;&#039;Aligntment&#039;&#039;&#039;: Any&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d8&lt;br /&gt;
:&#039;&#039;&#039;Class Skills&#039;&#039;&#039;: Bluff(CHA), Craft(INT), Diplomacy(CHA), Disguise(CHA), Gather Information(CHA), Intimidate(CHA), Knowledge(all skills taken individually)(INT), Perform(CHA), Profession(WIS), Reputation(CHA), Ride(DEX), Sense Motive(WIS), Swim(STR), Taunt(CHA)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points at 1st Level&#039;&#039;&#039;: (6+INT modifier)x4&lt;br /&gt;
:&#039;&#039;&#039;Skill Points at Each Additional Level&#039;&#039;&#039;: 6+INT modifier&lt;br /&gt;
:&#039;&#039;&#039;Class Features&#039;&#039;&#039;: Proficiency with all simple and martial weapons, and with light and medium armor and shields (except tower shields)&lt;br /&gt;
::&#039;&#039;&#039;Fascinate&#039;&#039;&#039;: As long as the noble has 3 or more ranks in a Perform skill, they can use Fascinate to perform a speech to cause fascination one or more creatures. Each creature must be within 90 feet, be able to hear the noble, and have enough intelligence to pay attention to the speech. Both the creature and noble must have line of sight with each other. Nearby distractions may prevent the ability from succeeding. While Perform(Oratory) is the preferred skill, at the GM&#039;s discretion other Perform skills may be used. The number of targets that can be affected is up to or equal to the noble&#039;s class level.&lt;br /&gt;
::&#039;&#039;&#039;Inspire Courage&#039;&#039;&#039;: As long as the noble has 3 or more ranks in a Perform skill, they can use Inspire Courage to perform a speech to bolster a targeted ally. The target must be able to hear the noble, and lasts for as long as the noble can be heard and for 5 rounds thereafter. Allies affected by Inspire Courage get a +1 morale bonus on charm, domination, and fear saving throws, as well as on attack and weapon damage rolls. At 8th level and every six noble levels thereafter, Inspire Courage gains an additional +1 morale bonus to rolls.&lt;br /&gt;
::&#039;&#039;&#039;Recognition&#039;&#039;&#039;: The player can make a Reputation check as a free action. If the Reputation check result is less than 10, the noble receives neither a bonus nor penalty. A successful recognition check can be used, at the GM&#039;s discretion, to bypass normal conventions such as rules, regulations, or to gain special favors.&lt;br /&gt;
::&#039;&#039;&#039;Inspire Competence&#039;&#039;&#039;: A noble of at least 3rd level with at least 6 ranks in a Perform skill can inspire an ally to succeed at a given task. The ally must be within earshot and have sight of the noble. The ally gains a +2 competence bonus on skill checks with a specific skill as long as they continue to hear the noble. The effect lasts as long as the noble concentrations, up to a maximum of 2 minutes, and cannot be used on the self.&lt;br /&gt;
::&#039;&#039;&#039;Line of Credit&#039;&#039;&#039;: A noble of at least 4th level allows the noble to make purchases without having to spend money, relying on their funds from home. Within their domain, these purchases are automatic and implied. Outside of their domain, Line of Credit may require a Diplomacy or Intimidate skill check, or be simply unavailable. If the noble&#039;s kingdom is bankrupt or destroyed, there may not be a Line of Credit at all. At the GM&#039;s discretion, some items may not be available for a Line of Credit because they are too expensive. Also, the noble will be required to pay the debt off at a later date. Failure to do so can, at the GM&#039;s discretion, result in disasterous consequences when the debtors come to collect.&lt;br /&gt;
::&#039;&#039;&#039;Leadership&#039;&#039;&#039;: Gain Leadership as a bonus feat at 5th level, regardless of prerequisites.&lt;br /&gt;
::&#039;&#039;&#039;Impressive Argument&#039;&#039;&#039;: A noble of at least 6th level with 9 or more ranks in a Perform skill can force their target to do as commanded. Impressive Argument requires a successful Fascinate. A Will saving throw (DC 10+half noble&#039;s level+noble&#039;s Charisma modifier) negates the effect. If the command puts the target in harm&#039;s way, a second saving throw can be attempted with a +2 or +4 modifier, as appropriate.&lt;br /&gt;
::&#039;&#039;&#039;Inspire Greatness&#039;&#039;&#039;: At 9th level or higher, and with 12 or more ranks in a Perform skill, the noble can move themselves or an ally within 30 feet to greater feats. For every three levels a noble gains beyond 9th level, they can target an additional ally with a single use of this ability. Inspire Greatness requires the ally to hear the noble, and to be able to speak. This effect lasts as long as they hear the noble, and for 5 rounds thereafter. A creature affected by Inspire Greatness gains 2 bonus hit dice (d10s) as well as their temporary hit points (apply the target&#039;s Constitution modifier to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves.&lt;br /&gt;
::&#039;&#039;&#039;Inspirational Leader&#039;&#039;&#039;: At 12th level or higher, a noble can improve their Inspire features. Using an Inspire ability that benefits an ally, increase that effect by 50%, rounded up. &lt;br /&gt;
::&#039;&#039;&#039;Inspire Heroics&#039;&#039;&#039;: At 15th level or higher and with 18 or more ranks in a Perform skill, the noble can push themselves or an ally within 30 feet to tremendous acts, no matter the odds. For every three levels a noble gainst beyond 15th, they can use this ability on an additional creature. The noble must be able to speak and be heard by their ally for a full round. This inspiration grants a +4 morale bonus on saving throws, and a +4 dodge bonus to AC. This effect lasts for as long as the noble is heard, and for up to 5 rounds afterwards.&lt;br /&gt;
::&#039;&#039;&#039;Great Leadership&#039;&#039;&#039;: A noble of at least 18th level gains more followers than other nobles. They may have an additional cohort, and twice as many followers of each level.&lt;br /&gt;
&lt;br /&gt;
=====Priest=====&lt;br /&gt;
Priests dedicate their lives to the worship of either Ceipheed, or his dragon aspects that remain in the world. They can be found either living in a metropolitan community, such as Saillune proper, or traveling abroad performing miracles, as Rezo the Red Priest did prior to his death. Most priests are highly respected members of the community due to the kindness they exhibit, and the charity they inspire. However, some priests don&#039;t inspire the call to action; some fanatics, like the Cult of Shabranigdu, have been known to exist and promote the end of the world, and Shabranigdu&#039;s subordinates also have their own priests, such as Greater Beast&#039;s retainer Xellos.&lt;br /&gt;
:&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Any&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d6&lt;br /&gt;
:&#039;&#039;&#039;Class Skills&#039;&#039;&#039;: Concentration(CON), Craft(INT), Diplomacy(CHA), Gather Information(CHA), Handle Animal(CHA), Heal(WIS), Knowledge(Local)(INT), Knowledge(Religion)(INT), Listen(WIS), Perform(CHA), Profession(WIS), Sense Motive(WIS), Spellcraft(INT)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points at 1st Level&#039;&#039;&#039;: (4+INT modifier)x4&lt;br /&gt;
:&#039;&#039;&#039;Skill Points at Each Additional Level&#039;&#039;&#039;: 4+INT modifier&lt;br /&gt;
:&#039;&#039;&#039;Class Features&#039;&#039;&#039;: Priests are proficient with simple weapons, but not with armor or shields&lt;br /&gt;
::&#039;&#039;&#039;Detect Evil&#039;&#039;&#039;: Priests can detect evil at will, using a Sense Motive check with a DC 15. This may be countered by the target using a Bluff check of their own. Success on the Sense Motive roll allows the priest to see if the target is good or evil.&lt;br /&gt;
::&#039;&#039;&#039;Smite Evil&#039;&#039;&#039;: Once per day, a priest can add their Charisma bonus to a normal attack roll and deal 1 extra damage per priest level with the attack. If the target is not evil, there is no extra damage, and Smite Evil will be wasted for that day. At 5th level, and every five levels thereafter, the priest gains an additional use of Smite Evil.&lt;br /&gt;
::&#039;&#039;&#039;Staff&#039;&#039;&#039;: A staff is a sign of a priest&#039;s office, and is used as their sole focus for spellcasting purposes. If a priest loses their staff, they are unable to use any priest class abilities until it is recovered, or a new staff is specifically crafted for them. Each staff is unique to the priest, and can be highly decorated, or subtly notched for identification. A staff reflects a priest&#039;s personality, and should be designed as such. A priest does not need to be wielding the staff to use priest class abilities, but it must be in their possession.&lt;br /&gt;
::&#039;&#039;&#039;Divine Grace&#039;&#039;&#039;: At 2nd level, the priest gains a bonus equal to their Charisma bonus on all saving throws.&lt;br /&gt;
::&#039;&#039;&#039;Lay On Hands&#039;&#039;&#039;: At 2nd level, a priest with a Charisma of 12 or higher can heal wounds, their own or others, by touch. Each day, the priest can use Lay On Hands to heal damage equal to their priest level multiplied by their Charisma bonus. This healing may be divided by multiple recipients, and does not need to be expended all at once. Lay On Hands is a standard action.&lt;br /&gt;
::&#039;&#039;&#039;Divine Health&#039;&#039;&#039;: At 3rd level, priests are immune to all diseases, magical, supernatural, or otherwise.&lt;br /&gt;
::&#039;&#039;&#039;Remove Disease&#039;&#039;&#039;: At 6th level, priests can remove the diseases of another once per week. This can be used an additional time each week every three levels after 6th.&lt;br /&gt;
::&#039;&#039;&#039;Bonus Feats&#039;&#039;&#039;: At 7th level and every 6 levels thereafter, priests gain one of the following bonus feats by player&#039;s choice: Code, Dignified, Dramatic Zeal, Iron Will, Loyal, Skill Focus (any class skill), Skill Specialty (any two class skills), Weapon Focus (staff)&lt;br /&gt;
::&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;: At 11th level, priests are considered spellcasters. They may learn additional spells, just as wizards or sorcerers, and increase their maximum known spells by four per priest level above 10th. Additionally, the priest adds their class level-10 to control checks. However, priests may only learn white magic spells.&lt;br /&gt;
::&#039;&#039;&#039;Longevity&#039;&#039;&#039;: At 16th level, priests age much slower. Priests age only one year for every five years that pass.&lt;br /&gt;
&lt;br /&gt;
=====Rogue=====&lt;br /&gt;
Rogues are easily the most versatile of adventurers, having to learn how to work their way through proper society, lower slums, and the wilderness to survive. Quick-witted and always finding a way to get out of the trouble they put themselves in, rogues create ways to give themselves an edge, either in combat or in conversation.&lt;br /&gt;
:&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Any&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d8&lt;br /&gt;
:&#039;&#039;&#039;Class Skills&#039;&#039;&#039;: Appraise(INT), Balance(DEX), Bluff(CHA), Climb(STR), Concentration(CON), Craft(INT), Disable Device(INT), Disguise(CHA), Escape Artist(DEX), Forgery(INT), Gather Information(CHA), Hide(DEX), Intimidate(CHA), Jump(STR), Listen(WIS), Move Silently(DEX), Open Lock(DEX), Perform(CHA), Profession(WIS), Reputation(CHA), Search(INT), Sense Motive(WIS), Sleight of Hand(DEX), Spot(WIS), Swim(STR), Taunt(CHA), Tumble(DEX), Use Rope(DEX)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points at 1st Level&#039;&#039;&#039;: (8+INT modifier)x4&lt;br /&gt;
:&#039;&#039;&#039;Skill Points at Each Additional Level&#039;&#039;&#039;: 8+INT modifier&lt;br /&gt;
:&#039;&#039;&#039;Class Features&#039;&#039;&#039;: Rogues have essentially all of the class features of the standard rogue class, and the Slayers D20 asks that you turn to the Player&#039;s Handbook for more information on rogue class abilities. They are proficient in light armor and all simple weapons.&lt;br /&gt;
&lt;br /&gt;
=====Warrior=====&lt;br /&gt;
Warriors are one of the most ubiquitous professionals in the world. They can be found serving royalty in a guard, hired as bodyguards for protection services, or simply be knights errant looking to prove themselves for love. Strength and skill is the ultimate goal of a good warrior, and they take each challenge presented before them as an opportunity to test their skills, finding relish in their never-ending fight against the world.&lt;br /&gt;
:&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Any&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d10&lt;br /&gt;
:&#039;&#039;&#039;Class Skills&#039;&#039;&#039;: Climb(STR), Craft(INT), Handle Animal(CHA), Intimidate(CHA), Jump(STR), Listen(WIS), Profession(WIS), Ride(DEX), Spot(WIS), Swim(STR), Taunt(CHA), Tumble(DEX), Use Rope(DEX)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points at 1st Level&#039;&#039;&#039;: (4+INT modifier)x4&lt;br /&gt;
:&#039;&#039;&#039;Skill Points at Each Additional Level&#039;&#039;&#039;: 4+INT modifier&lt;br /&gt;
:&#039;&#039;&#039;Class Features&#039;&#039;&#039;: Proficiency with all simple and martial weapons, all armors (light, medium, heavy), and all shields (including tower shields)&lt;br /&gt;
::&#039;&#039;&#039;Style&#039;&#039;&#039;: At 1st level, select a preferred weapon style: single-weapons, two-handed weapons, two-weapon fighting, weapon-and-shield, thrown weapons, or crossbows. Style bonuses can be applied to attack rolls, damage rolls, or AC, but only while fighting in the selected Style, and only provides bonuses to one of the three. The warrior gains an additional Style bonus every sixth level after 1st, and can be applied to a different style and roll, or to the same style and a different roll, or to the same style and same roll previously selected for a cumulative bonus. The GM must approve of the selected style.&lt;br /&gt;
::&#039;&#039;&#039;Bonus Feat&#039;&#039;&#039;: AT 2nd level, and every three levels afterwards, warriors gain a bonus feat selected from the following list: Blind-Fight, Combat Expertise (Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack), Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency, Improved Critical, Improved Initiative, Improved Shield Bash, Improved Unarmed Strike (Improved Grapple, Deflect Arrows, Snatch Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Ride-By Attack, Spirited Charge, Trample), Point-Blank Shot (Far Shot, Precise Shot, Rapid Show, Manyshot, Shot-on-the-Run, Improved Precise Shot), Power Attack (Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder), Quick Draw, Rapid Reload, Two-Weapon Fighting (Two-Weapon Defense, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting), Weapon Finesse, Weapon Focus (Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization). Warriors must still meet the prerequisites for their desired bonus feat before selecting it.&lt;br /&gt;
::&#039;&#039;&#039;Judge Opponent&#039;&#039;&#039;: A warrior can determine the skill of another person by watching them fight, or fighting against the target. This skill check is d20+class level+INT modifier. Succeeding a DC 15 allows the warrior to determine if the opponent is weaker, similar, or better than themselves. This can be determined by comparing the totals of each person&#039;s attack bonus and AC. If the totals are within 3 points of each other, they are considered approximately equal in strength. However, this can be concealed by a target that succeeds on a counter Bluff check. If Judge Opponent succeeds a DC 20, they can determine the target&#039;s attack bonus and AC. If the check succeeds a DC25, they can learn the other person&#039;s identity if disguised, or determine either the place they trained or where they were raised. If Judge Opponent is used on someone who is not in combat, the check has a -10 penalty. If the player has Judge Opponent as a class ability in another class, add both class levels to the check.&lt;br /&gt;
&lt;br /&gt;
=====Witch/Wizard=====&lt;br /&gt;
A witch or a wizard is a non-professional spellcaster, having either not yet joined, or abstained from joining, the Sorcerers&#039; Guild or similar magic circle. These individuals either lacked the funds or desire to move on into specializing in specific schools of magic, and come out to be more well-rounded and still strong in their own right. They often become advisors, bodyguards, or magical merchants, using their knowledge of magic to supply goods and reagents to those seeking greater magical heights. While laymen may often call them sorcerers, actual sorcerers take offense towards being called a witch or a wizard, as it implies they are not the professional they actually are in spellcasting.&lt;br /&gt;
:&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Any&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d6&lt;br /&gt;
:&#039;&#039;&#039;Class Skills&#039;&#039;&#039;: Concentration(CON), Craft(INT), Decipher Script(INT), Diplomacy(CHA), Knowledge(Arcana)(INT), Knowledge (all skills, taken individually)(INT), Profession(WIS), Reputation(CHA), Search(INT), Spellcraft(INT), Spot(WIS), Swim(STR), Use Magic Device(CHA), Vision(INT)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points at 1st Level&#039;&#039;&#039;: (4+INT modifier)x4&lt;br /&gt;
:&#039;&#039;&#039;Skill Points at Each Additional Level&#039;&#039;&#039;: 4+INT modifier&lt;br /&gt;
:&#039;&#039;&#039;Class Features&#039;&#039;&#039;: Witches and wizards are proficient with all simple weapons, but are not proficient with any armor or shields&lt;br /&gt;
::&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;: Wizards are spellcasters. They may increase their maximum known spells by four per class level, and use their class level to control checks. Unless they gain a class ability from another class to learn more advanced spells, they may only learn common spells.&lt;br /&gt;
::&#039;&#039;&#039;Magical Training&#039;&#039;&#039;: Wizards know how to use common spells, and may add their class level to Fortitude saves used to cast common spells.&lt;br /&gt;
::&#039;&#039;&#039;Bonus Feat&#039;&#039;&#039;: At 1st level and every fifth level afterwards, wizards gain a bonus feat. This feat must be an item creation feat, metamagic feat, or Spell Mastery.&lt;br /&gt;
::&#039;&#039;&#039;Defense Barrier&#039;&#039;&#039;: At 2nd level, wizards learn how to construct defensive barriers to protect against magic. At higher levels, the barrier gains increased effectiveness.&lt;br /&gt;
::&#039;&#039;&#039;Advanced Casting&#039;&#039;&#039;: At 7th level, wizards may select one type of advanced magic (shamanistic, sorcery, or white magic), and learn spells of that type. Magical Training does not apply to these spells.&lt;br /&gt;
&lt;br /&gt;
====Prestige Classes====&lt;br /&gt;
Unlike the core classes, prestige classes have requirements to alignment, base attack bonuses, skills, spells, feats, or some other special requirement. Some prestige classes are tied to organizations, such as clerics to a specific temple or a sorcerer to the Sorcerers&#039; Guild. Ultimately it falls to the GM to work with the player to determine how connected they are to these organizations.&lt;br /&gt;
&lt;br /&gt;
=====Cleric/Shrine Maiden=====&lt;br /&gt;
As mentioned before, priests are individuals who work for the gods through action. Shrine maidens, meanwhile, venerate the gods through devotion. Temples need staff, and shrine maidens attend to the needs of their superiors, perform the rituals necessary to receive the gods&#039; blessings, and provide sanctuary for those seeking comfort. A shrine maiden will rarely leave their place of worship, unless their god demands it for the good of all creation. Shrine maidens usually receive years of training and instruction on proper ceremony, either being selected at a young age due to signs or circumstances, or willingly cloistering themselves with the intent of giving themselves up to the divine.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d6&lt;br /&gt;
:&#039;&#039;&#039;Requirements&#039;&#039;&#039;: To become a shrine maiden, a character must meet the following criteria.&lt;br /&gt;
::&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Any non-chaotic&lt;br /&gt;
::&#039;&#039;&#039;Skills&#039;&#039;&#039;: Diplomacy 5, Knowledge(Religion) 8, Sense Motive 5&lt;br /&gt;
:&#039;&#039;&#039;Class Skills&#039;&#039;&#039;: Concentration(CON), Craft(INT), Diplomacy(CHA), Heal(WIS), Knowledge(Arcana)(INT), Knowledge(Religion)(INT), Perform(CHA), Profession(WIS), Search(INT), Sense Motive(WIS), Spellcraft(INT), Summoning(INT), Use Magic Device(CHA), Vision(WIS)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points at Each Level&#039;&#039;&#039;: 4+INT modifier&lt;br /&gt;
:&#039;&#039;&#039;Class Features&#039;&#039;&#039;: Shrine maidens gain no proficiency with any weapon or armor.&lt;br /&gt;
::&#039;&#039;&#039;Defense Barrier&#039;&#039;&#039;: Shrine maidens can construct a magical barrier to protect against magical attacks. At higher levels, the barrier becomes stronger.&lt;br /&gt;
::&#039;&#039;&#039;Great Faith&#039;&#039;&#039;: Shrine maidens can add their class level as a bonus to Fortitude saving throws to cast white magic spells. If the shrine maiden has levels in the priest class, they no longer require their staff as a focus to use priest class abilities.&lt;br /&gt;
::&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;: Shrine maidens are considered spellcasters. They may increase their maximum number of known spells by six per class level. Additionally, they may add their class level to control checks. They may learn from any type of spell (common, shamanistic, sorcery, or white magic). However, they must dedicate an additional spell slot to cast shamanistic or sorcery spells, which are not part of their standard spells.&lt;br /&gt;
::&#039;&#039;&#039;Bonus Feats&#039;&#039;&#039;: At 2nd, 6th, and 10th levels, shrine maidens gain a bonus feat from the following list: Augment Summoning, Code, Holy Magic, Loyal, Spell Master, or any item creation or metamagic feat.&lt;br /&gt;
::&#039;&#039;&#039;Sense Aura&#039;&#039;&#039;: Shrine maidens can identify magic items by sight, and use the Search skill to identify the properties of any item they encounter, or the approximate strength of any enchantments on the item.&lt;br /&gt;
::&#039;&#039;&#039;Sense Evil&#039;&#039;&#039;: Shrine maidens can determine if a mazoku, or some other great evil, is nearby, where it is located, and approximately how powerful it is, from weak to overwhelming. Sense Evil cannot be used to determine anything specific about the malevolent force, only where and how strong it is.&lt;br /&gt;
&lt;br /&gt;
=====Martial Artist=====&lt;br /&gt;
Within the Known World, martial artists are rare and exotic, using traditions from the Outer World long since lost to time following the War of Monster&#039;s Fall 1,000 years ago. Those who do keep these techniques alive can usually be found searching for lost secrets to their ancient art, or else using a strict code of conduct to defend those who can&#039;t defend themselves. In a world of knights and sorcery, martial artists are strange and different, and this uniqueness gives them an upper-hand in a fight.&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d10&lt;br /&gt;
:&#039;&#039;&#039;Requirements&#039;&#039;&#039;: To become a martial artist, a character must meet the following criteria.&lt;br /&gt;
::&#039;&#039;&#039;Base Attack Bonus&#039;&#039;&#039;: +5&lt;br /&gt;
::&#039;&#039;&#039;Skills&#039;&#039;&#039;: Climb 8, Jump 8, Tumble 8&lt;br /&gt;
::&#039;&#039;&#039;Feats&#039;&#039;&#039;: Improved Unarmed Strike, Weapon Focus (unarmed strike or grapple), Weapon Specialization (unarmed strike or grapple)&lt;br /&gt;
:&#039;&#039;&#039;Class Skills&#039;&#039;&#039;: Balance(DEX), Climb(STR), Concentration(CON), Craft(INT), Diplomacy(CHA), Escape Artist(DEX), Hide(DEX), Intimidate(CHA), Jump(STR), Listen(WIS), Move Silently(DEX), Perform(CHA), Profession(WIS), Reputation(CHA), Spot(WIS), Swim(STR), Taunt(CHA), Tumble(DEX)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points at Each Level&#039;&#039;&#039;: 6+INT modifier&lt;br /&gt;
:&#039;&#039;&#039;Class Features&#039;&#039;&#039;: Martial artists gain no proficiency with armor or weapons&lt;br /&gt;
::&#039;&#039;&#039;Unarmed Damage&#039;&#039;&#039;: Unarmed damage is increased based on the table provided with the manual.&lt;br /&gt;
::&#039;&#039;&#039;Evasion&#039;&#039;&#039;: If the player succeeds on a Reflex throw against an attack that normally deals half-damage on a successful save, the martial artist instead takes no damage. Evasion can only be used if the martial artist is wearing light or no armor, and cannot be used if they are helpless.&lt;br /&gt;
::&#039;&#039;&#039;Hien Sen Puuda&#039;&#039;&#039;: Once per day, the martial artist can add their Wisdom bonus to any normal attack roll with an extra 1 damage per class level. Every three levels, the martial artist gains another use of Hien Sen Puuda per day.&lt;br /&gt;
::&#039;&#039;&#039;Spell Resistance&#039;&#039;&#039;: At 2nd level, martial artists gain spell resistance equal to their class level+15.&lt;br /&gt;
::&#039;&#039;&#039;Uncanny Dodge&#039;&#039;&#039;: At 2nd level, martial artists cannot be caught by surprise, and retain their Dexterity bonus to AC when attacked flat-footed or by an invisible character. Uncanny Dodge does not work while immobilized. A martial artist that already has Uncanny Dodge from a different class gains Improved Uncanny Dodge instead.&lt;br /&gt;
::&#039;&#039;&#039;Ho-Oh Ranbu Kick&#039;&#039;&#039;: At 3rd level, martial artists gain Stunning Fist as a bonus feat, and may use Stunning Fist once per day per class level, plus one for every four levels in other classes. Additionally, their target&#039;s Fortitude save DC is increased by +2 against a Stunning Fist.&lt;br /&gt;
::&#039;&#039;&#039;Improved Uncanny Dodge&#039;&#039;&#039;: At 5th level, martial artists can no longer be flanked. This denies bandits or rogues the ability to sneak attack, unless the attacker is four levels or higher than the player. If the martial artist already has Improved Uncanny Dodge, the levels from the classes that grant Uncanny Dodge stack to determine the minimum bandit or rogue level required to flank the player.&lt;br /&gt;
::&#039;&#039;&#039;Improved Evasion&#039;&#039;&#039;: At 6th level, martial artists no longer take damage on a successful Reflex save against attacks, and only take half the damage on a failed save. If the martial artist is helpless, they cannot use Improved Evasion.&lt;br /&gt;
::&#039;&#039;&#039;Ki Strike&#039;&#039;&#039;: At 8th level, martial artists have their unarmed attacks treated as magic weapons for the purpose of striking creatures with damage reduction.&lt;br /&gt;
::&#039;&#039;&#039;Embu Toh-Ketsu Ha!&#039;&#039;&#039;: The Embu Toh-Ketsu Ha! is a ranged touch attack that channels ki from their hands or a weapon used at a focus against a target within 20 feet. If it hits the target, it deals damage equal to the martial artist&#039;s normal unarmed damage.&lt;br /&gt;
&lt;br /&gt;
=====Master-At-Arms=====&lt;br /&gt;
The archtypical military general, the master-at-arms neither fights for gold like a petty bounty hunter nor glory like a common warrior. A master-at-arms fights for a cause or purpose, be it for a kingdom, a person, or an ideal. The master-at-arms is essentially an improved version of the warrior class, giving the character an extremely versatile feat selection as they become stronger.&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d12&lt;br /&gt;
:&#039;&#039;&#039;Requirements&#039;&#039;&#039;: To become a master-at-arms, a character must meet the following criteria.&lt;br /&gt;
::&#039;&#039;&#039;Base Attack Bonus&#039;&#039;&#039;: +8&lt;br /&gt;
::&#039;&#039;&#039;Feats&#039;&#039;&#039;: Armor Proficiency (Light, Medium), Martial Weapon Proficiency (any), Power Attack, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus, Weapon Specialization&lt;br /&gt;
:&#039;&#039;&#039;Class Skills&#039;&#039;&#039;: Climb(STR), Concentration(CON), Craft(INT), Handle Animal(CHA), Intimidate(CHA), Jump(STR), Listen(WIS), Profession(WIS), Reputation(CHA), Ride(DEX), Spot(WIS), Swim(STR), Taunt(CHA), Use Rope(DEX)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points at Each Level&#039;&#039;&#039;: 4+INT modifier&lt;br /&gt;
:&#039;&#039;&#039;Class Features&#039;&#039;&#039;: Masters-at-arms gain proficiency with all simple and martial weapons, all armor types, and shields (including tower shields)&lt;br /&gt;
::&#039;&#039;&#039;Armor Compatibility&#039;&#039;&#039;: Masters-at-arms retain half their defense bonus (rounded down) even while wearing armor&lt;br /&gt;
::&#039;&#039;&#039;Bonus Feat&#039;&#039;&#039;: At every 2nd level, masters-at-arms gain one of the following bonus feats that they meet the prerequisites for: Cleave (Great Cleave), Improved Bull Rush, Improved Critical, Improved Overrun, Improved Shield Bash, Improved Sunder, Mounted Combat (Ride-By Attack, Spirited Charge, Trample), Toughness, Weapon Focus (Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization).&lt;br /&gt;
::&#039;&#039;&#039;Style&#039;&#039;&#039;: This is exactly like the warrior version, only it can only be applied to two-handed weapon or weapon-and-shield styles.&lt;br /&gt;
::&#039;&#039;&#039;Judge Opponent&#039;&#039;&#039;: This is exactly like the warrior version. If the master-at-arms already has Judge Opponent, they gain a +2 competence bonus on Judge Opponent use.&lt;br /&gt;
::&#039;&#039;&#039;Improved Armor Compatibility&#039;&#039;&#039;: At 9th level, masters-at-arms retain their full class-based defense bonus even while wearing armor.&lt;br /&gt;
&lt;br /&gt;
=====Pistoleer=====&lt;br /&gt;
In the War of Monster&#039;s Fall, nearly every spellcaster in the world came to Lina&#039;s continent to try and defeat Lei-Shabranigdu, Hellmaster Phibrizzo, and Chaos Dragon Garv. Following Lei-Shabranigdu&#039;s deep freeze, the deaths of Hellmaster&#039;s retainers, Garv&#039;s imprisonment in a human soul, and Aqualord Regradia sinking into the sea, the remaining four subordinates of Shabranigdu constructed the Mazoku Barrier, preventing passage into and out of the continent. The surrounding area outside of the barrier became known as the Outer World, which suddenly found itself without access to greater magic as there were no more scholars readily available for research. This led to the advancement of technology, and to a new way of fighting. Pistoleers are fighters and craftsmen who have learned how to construct pistols, rifles, and explosives to fight with, much to the scorn of sorcerers who view such a method as the uneducated man&#039;s attempt at emulating magic.&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d8&lt;br /&gt;
:&#039;&#039;&#039;Requirements&#039;&#039;&#039;: To become a pistoleer, a character must meet the following criteria.&lt;br /&gt;
::&#039;&#039;&#039;Base Attack Bonus&#039;&#039;&#039;: +5&lt;br /&gt;
::&#039;&#039;&#039;Skills&#039;&#039;&#039;&#039;: Craft(Gunsmithing) 9&lt;br /&gt;
::&#039;&#039;&#039;Feats&#039;&#039;&#039;: Exotic Weapon Proficiency (Firearms), Weapon Focus (any firearm), Weapon Specialization (any firearm)&lt;br /&gt;
::&#039;&#039;&#039;Special&#039;&#039;&#039;: Character must have access gunpowder and either craft, or find someone able to craft for them, bombs and firearms. Gunpowder requires access to saltpeter, charcoal, and sulfur to craft.&lt;br /&gt;
:&#039;&#039;&#039;Class Skills&#039;&#039;&#039;: Balance(DEX), Bluff(CHA), Climb(STR), Craft(INT), Disable Device(INT), Gather Information(CHA), Intimidate(CHA), Jump(STR), Listen(WIS), Profession(WIS), Reputation(CHA), Search(INT), Sense Motive(WIS), Sleight of Hand(DEX), Spot(WIS), Swim(STR), Taunt(CHA), Use Rope(DEX)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points at Each Level&#039;&#039;&#039;: 6+INT modifier&lt;br /&gt;
:&#039;&#039;&#039;Class Features&#039;&#039;&#039;: Pistoleers gain no proficiency with weapons or armor&lt;br /&gt;
::&#039;&#039;&#039;Bonus Feat&#039;&#039;&#039;: At 1st level and every level thereafter, pistoleers gain a bonus feat from the following list that they meet the prerequisites for: Dodge (Mobility), Improved Critical, Improved Initiative, Mounted Archery, Point-Blank Shot (Far Shot, Precise Shot, Rapid Shot, Manyshot, Shot-on-the-Run, Improved Precise Shot), Quick Draw, Rapid Reload, Weapon Focus (Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization).&lt;br /&gt;
::&#039;&#039;&#039;Trick Shot&#039;&#039;&#039;: Reduces any penalty a pistoleer makes to a ranged attack roll, regardless of circumstance, by one-half their class level (rounded down). At 2nd level, pistoleers no longer provoke an attack of opportunity from their target for making a ranged attack in a threatened area. Other enemies in the threatening area can make an attack of opportunity, and a pistoleer not making a ranged attack will suffer the event as usual.&lt;br /&gt;
::&#039;&#039;&#039;Style&#039;&#039;&#039;: This is exactly like the warrior ability, however it only applies to ranged attack styles.&lt;br /&gt;
::&#039;&#039;&#039;Destructive Genius&#039;&#039;&#039;: At 6th level, pistoleers can add their class level to any check made towards Craft(Gunsmithing). Craft(Gunsmithing) can also be used to make improvised weapons that imitate destructive spells, at the GM&#039;s discretion, such as requiring the Craft(Gunsmithing) check to meet the imitated spell&#039;s normal DC and needing a vast amount of materials to construct the weapon. This can also be used towards the design of mechanical devices, such as tanks, if the GM allows it.&lt;br /&gt;
::&#039;&#039;&#039;Portable Armory&#039;&#039;&#039;: At 10th level, a pistoleer appears to have innumerable bombs and firearms tucked away in their clothing, rather than having to spend time reloading firing a single shot. The Portable Armory operates under the same rules as a Bag of Holding, only for bombs and firearms; this equipment does not slow the player&#039;s movement, nor are they visible for observation by other characters. Weapons inside of the Portable Armory do not need to be accounted for, except when it is time to craft more gunpowder and ammunition. Portable Armory can be used on Intimidate checks, at the GM&#039;s discretion. After extended periods of using Portable Armory, the GM may call for a Sleight of Hand check to see if the pistoleer&#039;s ammunition is finally expended. The DC for such a check can be as low as 20, or as high as 40, depending on the amount of time the Portable Armory has been used.&lt;br /&gt;
&lt;br /&gt;
=====Shaman=====&lt;br /&gt;
Shamanistic magic is arguably the most-versatile type of magic in the Slayers world. Drawing upon the powers of spirits to control the four elements, shamanism gives a deeper understanding of nature than white magic, which is too focused on the gods, and sorcery, which surrenders itself to demons. By delving in to the Astral Plane, shamans are constantly sitting on the edge between the divine and the diabolical, choosing their own path rather than following a specific entity. Most professions turn to shamanism to give their spellcasting arsenal a wide variety of magic.&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d6&lt;br /&gt;
:&#039;&#039;&#039;Requirements&#039;&#039;&#039;: To become a shaman, a character must meet the following criteria.&lt;br /&gt;
::&#039;&#039;&#039;Skills&#039;&#039;&#039;: Knowledge(Nature) 5, Spellcraft 8&lt;br /&gt;
::&#039;&#039;&#039;Spells&#039;&#039;&#039;: Able to cast at least 12 common spells or 1 shamanistic spell&lt;br /&gt;
::&#039;&#039;&#039;Special&#039;&#039;&#039;: The player must have access to shamanistic lore, such as a library, or a qualified instructor. Sorcerers&#039; Guilds usually provide both, but in the Outer World, no such society exists.&lt;br /&gt;
:&#039;&#039;&#039;Class Skills&#039;&#039;&#039;: Concentration(CON), Craft(INT), Heal(WIS), Knowledge(Arcana)(INT), Knowledge(Nature)(INT), Listen(WIS), Profession(WIS), Ride(DEX), Search(INT), Sense Motive(WIS), Spellcraft(INT), Spot(WIS), Summoning(INT), Survival(WIS), Swim(STR), Use Magic Device(CHA), Vision(WIS)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points at Each Level&#039;&#039;&#039;: 4+INT modifier&lt;br /&gt;
:&#039;&#039;&#039;Class Features&#039;&#039;&#039;: Shamans gain no proficiency in weapons nor armors&lt;br /&gt;
::&#039;&#039;&#039;Defense Barrier&#039;&#039;&#039;: Shamans can use magical barriers to protect against magical attacks. At higher levels, the barrier becomes stronger.&lt;br /&gt;
::&#039;&#039;&#039;Shamanistic Focus&#039;&#039;&#039;: Shamans add their class level as a bonus to all Fortitude saves made casting shamanistic spells.&lt;br /&gt;
::&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;: Shamans are considered spellcasters. They may increase their maximum number of spells by six per class level, and add their class level to control checks. Shamans can learn any type of spell, but have disadvantage with sorcery and white magic and must use an additional spell slot towards any of those two types of spells they learn.&lt;br /&gt;
::&#039;&#039;&#039;Bonus Feats&#039;&#039;&#039;: At 2nd level and every four levels afterwards, shamans get a bonus feat. The feat must be Augment Summoning, Code, Dignified, Spell Master, or any item creation or metamagic feat.&lt;br /&gt;
::&#039;&#039;&#039;Sense Aura&#039;&#039;&#039;: Shamans can recognize magical items, and use the Search Skill to identify either the basic properties or enchantment on said items.&lt;br /&gt;
&lt;br /&gt;
=====Sorcerer=====&lt;br /&gt;
Sorcerers are what most people think of when someone considers what a spellcaster is. Sorcerers are typically found within or near a Sorcerers&#039; Guild, which is a loose collection of spellcasters that experiment or otherwise engage in magical research, and record and exchange information. For those on the outside, sorcerers appear quite evil. Their spells create contracts with demons--some sorcerers even going so far as to create pacts with them for greater powers--and they use questionable methods for creating Copies, potions, and destructive magic. However, not nearly every sorcerer is as amoral as the surface appears, but they certainly are extremely morally flexible, which can lead towards corruption. Witches and wizards tend to gravitate towards becoming sorcerers to become stronger.&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d6&lt;br /&gt;
:&#039;&#039;&#039;Requirements&#039;&#039;&#039;: To become a sorcerer, a character must meet the following criteria.&lt;br /&gt;
::&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Any non-lawful&lt;br /&gt;
::&#039;&#039;&#039;Skills&#039;&#039;&#039;: Knowledge(Arcana) 5, Spellcraft 8&lt;br /&gt;
::&#039;&#039;&#039;Spells&#039;&#039;&#039;: Able to cast at least 12 common spells or 1 sorcery spell&lt;br /&gt;
::&#039;&#039;&#039;Special&#039;&#039;&#039;: The player must have access to sorcerous lore, such as a library, or a qualified instructor. Sorcerers&#039; Guilds usually provide both, but in the Outer World, no such society exists.&lt;br /&gt;
:&#039;&#039;&#039;Class Skills&#039;&#039;&#039;: Bluff(CHA), Concentration(CON), Craft(INT), Disguise(CHA), Intimidate(CHA), Knowledge(Arcana)(INT), Knowledge(Religion)(INT), Profession(WIS), Reputation(CHA), Search(INT), Sense Motive(WIS), Spellcraft(INT), Spot(WIS), Summoning(INT), Taunt(CHA), Use Magic Device(CHA), Vision(WIS)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points at Each Level&#039;&#039;&#039;: 4+INT modifier&lt;br /&gt;
:&#039;&#039;&#039;Class Features&#039;&#039;&#039;: Sorcerers gain no proficiency with weapons nor armors&lt;br /&gt;
::&#039;&#039;&#039;Defense Barrier&#039;&#039;&#039;: Sorcerers can use a magical barrier to protect themselves from magical attacks. As the sorcerer becomes stronger, so too does the magical barrier.&lt;br /&gt;
::&#039;&#039;&#039;Sorcery Focus&#039;&#039;&#039;: Sorcerers add their class level as a bonus to all Fortitude saves made casting sorcery spells.&lt;br /&gt;
::&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;: Sorcerers are considered spellcasters, and may increase their maximum known spells by six per class level. Additionally, their class level can be added towards control checks. Sorcerers may learn any type of spell, but have disadvantage on shamanistic and white magic spells. An extra spell slot must be dedicated towards these two last types of spells.&lt;br /&gt;
::&#039;&#039;&#039;Bonus Feats&#039;&#039;&#039;: At 2nd level and every four levels thereafter, the sorcerer gains a bonus feat from the following list: Augment Summoning, Bold, Dramatic Zeal, Spell Mastery, or any item creation or metamagic feat.&lt;br /&gt;
::&#039;&#039;&#039;Sense Aura&#039;&#039;&#039;: Sorcerers can recognize magic items and may use the Search Skill to identify its basic properties and degree of enchantment on it.&lt;br /&gt;
&lt;br /&gt;
=====Swordsman=====&lt;br /&gt;
While anyone can pick up a blade and call themselves a warrior, a swordsman is a cut above the rest. Their skill, precision, focus, and strength make sword fighting look more like a dance than a form of combat, and their degree of prowess makes them just as many enemies as friends. Swordsmen become famous, intentionally or not, through the use of their discipline, and it&#039;s not uncommon for some to hunt down particularly famous ones to best them in a duel. A swordsman needs to love the art fighting and be willing to face whatever challenges come their way to not only succeed, but survive.&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d12&lt;br /&gt;
:&#039;&#039;&#039;Requirements&#039;&#039;&#039;: To become a swordsman, a character must meet the following criteria.&lt;br /&gt;
::&#039;&#039;&#039;Base Attack Bonus&#039;&#039;&#039;: +8&lt;br /&gt;
::&#039;&#039;&#039;Skills&#039;&#039;&#039;: Reputation 5, Taunt 5, Tumble 5&lt;br /&gt;
::&#039;&#039;&#039;Feats&#039;&#039;&#039;: Combat Reflexes, Dodge, Martial Weapon Proficiency (any sword), Weapon Focus (any sword), Weapon Specialization (any sword)&lt;br /&gt;
:&#039;&#039;&#039;Class Skills&#039;&#039;&#039;: Balance(DEX), Climb(STR), Craft(INT), Intimidate(CHA), Jump(STR), Profession(WIS), Reputation(CHA), Ride(DEX), Spot(WIS), Swim(STR), Taunt(CHA), Tumble(DEX)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points at Each Level&#039;&#039;&#039;: 6+INT modifier&lt;br /&gt;
:&#039;&#039;&#039;Class Features&#039;&#039;&#039;: Swordsmen gain no proficiency with any weapons nor armors&lt;br /&gt;
::&#039;&#039;&#039;Glamorous Reputation&#039;&#039;&#039;: Swordsmen gain a +2 bonus on all Reputation checks&lt;br /&gt;
::&#039;&#039;&#039;Evasion&#039;&#039;&#039;: At 2nd level, swordsmen who make a successful Reflex save on attacks that normally deal half damage on a successful slave takes no damage instead. Evasion can only be used if the swordsman is wearing light or no armor. A helpless swordsman cannot use Evasion.&lt;br /&gt;
::&#039;&#039;&#039;Style&#039;&#039;&#039;: This is exactly like the warrior ability, but can only apply to two-handed weapons, single-weapons, or two-weapon styles while using a type of sword.&lt;br /&gt;
::&#039;&#039;&#039;Bonus Feat&#039;&#039;&#039;: At 4th, 8th, and 10th levels, swordsmen gain a bonus feat that they meet the prerequisites for from the following list: Combat Expertise (Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack), Improved Critical, Improved Initiative, Mobility, Spring Attack, Two-Weapon Fighting (Two-Weapon Defense, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting), Weapon Finesse, Weapon Focus (Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization)&lt;br /&gt;
::&#039;&#039;&#039;Judge Opponent&#039;&#039;&#039;: This functions exactly the same as the warrior ability. If the swordsman already has this ability from another class, they instead gain a +2 competence bonus to Judge Opponent checks.&lt;br /&gt;
::&#039;&#039;&#039;Improved Evasion&#039;&#039;&#039;: At 6th level, swordsmen take no damage from attacks after completing a successful Reflex save, and furthermore only take half damage from such attacks on a failed Reflex save. A helpless swordsman cannot use Improved Evasion.&lt;br /&gt;
::&#039;&#039;&#039;Price of Fame&#039;&#039;&#039;: At 9th level, swordsmen may use their base attack bonus to defend themselves when opting to use the total defense option in combat. They make a roll of 1d20+base attack bonus+DEX modifier+6 dodge bonus for total defense; if this value is higher than the swordsman&#039;s normal AC, this value becomes the character&#039;s effective AC against melee attacks for one round. Price of Fame does not affect incoming ranged attacks.&lt;br /&gt;
&lt;br /&gt;
=====Warrior of Justice=====&lt;br /&gt;
If there was ever a means of fully encapsulating the definition of Lawful Stupid, it would be the Warrior of Justice. Unbroken, unshaken, and uncompromising, the warrior of justice will use whatever means necessary to establish love and peace. Their devotion to the truth borders on social ignorance as they do things no one else would ever dream of doing. A warrior of justice is, at their core, the hero of legend who brings light into a dark world and hope in the hearts of others who wish that they would go away and leave them alone for a few minutes.&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d10&lt;br /&gt;
:&#039;&#039;&#039;Requirements&#039;&#039;&#039;: To become a warrior of justice, a character must meet the following criteria.&lt;br /&gt;
::&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Lawful Good&lt;br /&gt;
::&#039;&#039;&#039;Base Attack Bonus&#039;&#039;&#039;: +5&lt;br /&gt;
::&#039;&#039;&#039;Skills&#039;&#039;&#039;: Intimidate 5, Jump 5, Perform 5, Tumble 5&lt;br /&gt;
::&#039;&#039;&#039;Feats&#039;&#039;&#039;: Improved Unarmed Strike, Iron Will, Weapon Focus (unarmed strike or grapple)&lt;br /&gt;
::&#039;&#039;&#039;Special&#039;&#039;&#039;: Warriors must have an appropriate obsession with love, peace, and justice as part of their Iron Will feat.&lt;br /&gt;
:&#039;&#039;&#039;Class Skills&#039;&#039;&#039;: Balance(DEX), Climb(STR), Craft(INT), Diplomacy(CHA), Disguise(CHA), Escape Artist(DEX), Gather Information(CHA), Heal(WIS), Hide(DEX), Intimidate(CHA), Jump(STR), Listen(WIS), Move Silently(DEX), Perform(CHA), Profession(WIS), Reputation(CHA), Sense Motive(WIS), Spot(WIS), Survival(WIS), Swim(STR), Taunt(CHA), Tumble(DEX)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points at Each Level&#039;&#039;&#039;: 4+INT modifier&lt;br /&gt;
:&#039;&#039;&#039;Class Features&#039;&#039;&#039;: Warriors of justice gain no proficiency with weapons nor armor&lt;br /&gt;
::&#039;&#039;&#039;Optimism of Justice&#039;&#039;&#039;: Warriors of justice are immune to fear caused by psychological attacks, but are still susceptible to fear caused by magical or supernatural forces.&lt;br /&gt;
::&#039;&#039;&#039;Special Attack&#039;&#039;&#039;: At every level, warriors of justice gain a new special attack. Multiple special attacks cannot be used in a single attack, but they can use more than one special attack of different types in the same round. Special Attacks can be used by an amount per day equal to their class level, and specific special attacks may be used more than once, but no more than three times per day.&lt;br /&gt;
:::&#039;&#039;All Men Brothers, Hand in Hand&#039;&#039;: The warrior of justice can make additional unarmed attacks with t heir full base attack bonus, but all of their attacks, including their normal attack, suffer a -2 penalty to each strike. This penalty is cumulative for each use of All Men Brothers, Hand in Hand within the same action, up to a totally of -6 on all four strikes if used three times in one action.&lt;br /&gt;
:::&#039;&#039;Benevolent Giant Swing&#039;&#039;: After a successful Grapple, Benevolent Giant Swing can used. The warrior of justice makes a second Grapple check with a bonus equal to twice their class level. The result is of this check is the distance, in feet, the target travels by being thrown. For every 10 feet traveled, the target takes 1d6 damage on impact. If Benevolent Giant Swing is used more than once, each additional selection adds a +10 bonus to the Grapple check to throw the opponent, to a maximum of +20 for being selected three times. Benevolent Giant Swing is a full-round action and ends Grapple.&lt;br /&gt;
:::&#039;&#039;Ghost Touch&#039;&#039;: The warrior of justice&#039;s unarmed and Grapple attacks gain Ghost Touch, which deal damage normally to incorporeal creatures. An incorporeal creature&#039;s 50% chance to avoid damage does not apply to Ghost Touch. This ability affects all of the player&#039;s unarmed attacks, including other Special Attacks. Ghost Touch is an automatic effect and doe snot count against the daily limit of Special Attacks.&lt;br /&gt;
:::&#039;&#039;Goodwill Towards Men Smash&#039;&#039;: Warriors of justice gain Stunning Fist as a bonus feat, regardless of prerequisites, and works as described by the Stunning Fist feat, with the exception that the target&#039;s Fortitude save DC is increased by +2, with each usage of Goodwill Towards Men Smash in a single action raising the Fortitude save DC by +2 up to a maximum of +6 for three uses. Stunning attacks made by Goodwill Towards Men Smash do not count against the number of Stunning Fist attacks usable per day.&lt;br /&gt;
:::&#039;&#039;Hammer of Justice&#039;&#039;: Hammer of Justice resolves as an unarmed strike with +1 on the attack roll per class level.&lt;br /&gt;
:::&#039;&#039;Joyful Reunion Bearhug&#039;&#039;: Grants the warrior of justice the Improved Grapple feat as a bonus, regardless of prerequisites. When using Joyful Reunion Bearhug, the player deals an additional 4 points of damage with their grapple attack. If selected more than once, the additional damage is increased by 2, for a maximum of 8 additional damage with three uses.&lt;br /&gt;
:::&#039;&#039;Justice Shoulder Attack&#039;&#039;: Grants an enhancement bonus to Strength equal to the warrior of justice&#039;s class level, which lasts for one round. This bonus may be used to initiate grapples, during a Bull Rush of Overrun attempt, or to overcome a Strength check to move an obstacle. If selected more than once, Justice Should Attack increases the duration of its effect by an additional round.&lt;br /&gt;
:::&#039;&#039;Kindness to all Creatures Kick&#039;&#039;: Delivers an unarmed strike with base damage 1d6 for every three class levels, rounded up, to a maximum of 4d6 base damage at 10th level of warrior of justice.&lt;br /&gt;
:::&#039;&#039;Pacifist Crush&#039;&#039;: Resolves as an unarmed strike with +1 damage per class level.&lt;br /&gt;
:::&#039;&#039;Royal Special Thunder&#039;&#039;: Enhances a normal attack roll. The warrior of justice can subtract a number from their attack roll, up to -5, to add double that value to as a bonus to their damage roll. A Special Attack modified by Royal Special Thunder counts as two uses of the warrior of justice&#039;s special attacks for the day.&lt;br /&gt;
:::&#039;&#039;Saillune Tornado&#039;&#039;&#039;: An unarmed attack that requires a Jump check to succeed. If the hit connects, the target takes unarmed damage equal to 1d6 for every 10 feet of height the warrior of justice attained during the Jump. This is a full-round action, and if the warrior of justice jumps more than their base speed during the Jump check, the attack cannot be landed until a subsequent round.&lt;br /&gt;
:::&#039;&#039;Smashing Burst Jump&#039;&#039;: The warrior of justice doubles their base speed and gains a +5 bonus to their Jump skill per class level. These bonuses last for one round, and Smashing Burst Jump may be used more than once in a single action. Each additional selection extends its effects by one round.&lt;br /&gt;
:::&#039;&#039;Fists of Justice&#039;&#039;: At 3rd level, warriors of justice have their unarmed attacks treated as magic weapons for the purpose of dealing damage to creatures with magic reduction.&lt;br /&gt;
:::&#039;&#039;Optimism Aura&#039;&#039;: At 5th level, warriors of justice grant nearby allies a +4 morale bonus on checks or saves against fear.&lt;br /&gt;
:::&#039;&#039;Combo Attack (&amp;quot;Peace and Love Double Impact!!!&amp;quot;)&#039;&#039;: At 7th level, warriors of justice can make a combination attack with another warrior of justice. Each characters gains a +2 bonus to the attack and damage roll. The Combo Attack can be used as a special attack, but both warriors of justice must use the same special attack in that case. Only one of the two warriors of justice need to have Combo Attack to use it, and it can be used up to three times per day.&lt;br /&gt;
:::&#039;&#039;Fists of Joyous Parting&#039;&#039;: Can be used to create the Banish effect. If the warrior of justice attacks a creature not of the physical world, the target must make a Will save (DC 10+half the warrior of justice&#039;s class level+warrior of justice&#039;s WIS modifier) or else be banished to their place of origin. They cannot return for a number of hours equal to the difference between the Will save result and the DC, either through their own volition or being Summoned.&lt;br /&gt;
::&#039;&#039;&#039;Code of Conduct&#039;&#039;&#039;: A warrior of justice must be lawful good, and loses all class abilities if they break their oath by committing an unjust act. They must respect legitimate authority, remain honorable (cannot lie, cheat, utilize poison, etc.), be charitable (so long as the charity doesn&#039;t lead to unjust actions), and protect the innocent.&lt;br /&gt;
::&#039;&#039;&#039;Ex-Warriors of Justice&#039;&#039;&#039;: If a warrior of justice breaks their Code of Conduct, they may not progress further in levels as a warrior of justice and lose their class abilities. This can only be restored following an appropriate Atonement for their misconduct, at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Here is a collection of skills available in the Slayers D20. In general, skills are the same as they would be in the standard Player&#039;s Manual, and will not be explained for the sake of brevity unless there&#039;s a Synergy trait involved. Slayers D20 also has its own unique list of skills which will be explained for the outside observer.&lt;br /&gt;
&lt;br /&gt;
====List of Standard Skills====&lt;br /&gt;
:&#039;&#039;&#039;Bluff(CHA)&#039;&#039;&#039;: Can be used a second time under a Try Again rule as long as difference between a Bluff failure and the correspending Sense Motive check was less than the penalty, with a cumulative -2 penalty to further attempts to use Bluff with this rule. If the character has at least Spellcraft 5, Bluff checks to disguise a spell get a +2 bonus. Bluffs used to trick opponents when it comes to spellcasting impose a -5 penalty on Fortitude and control checks while casting, and the result becomes the DC for any Spellcraft check to correctly identify the casting.&lt;br /&gt;
:&#039;&#039;&#039;Concentration(CON)&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Craft(Alchemy)(INT)&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Craft(Cooking)(INT)&#039;&#039;&#039;: If the character has at least Craft(Cooking) 5, they gain a +2 synergy bonus on Bluff, Diplomacy, Gather Information, and Indimidate skills used against targets with the Great Fortitude feat, or if the target has an obsession with food. They also gain a +2 synergy bonus on Craft(Poison) checks.&lt;br /&gt;
:&#039;&#039;&#039;Craft(Gunsmithing)(INT)&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Craft(Poison)(INT)&#039;&#039;&#039;: The base DC for a Craft(Poison) check is the sum of the specific poison&#039;s DC+10. Contact poisons are more difficult to handle in manufacturing, and instead have a base DC of the poison&#039;s DC+15. If the character has at least Craft(Cooking) 5, they get a +2 synergy bonus to Craft(Poison).&lt;br /&gt;
:&#039;&#039;&#039;Decipher Script(INT; trained only)&#039;&#039;&#039;: Can be used as an action to create a code, which requires 10 minutes and does not include the time needed to write out a coded document after creating the cipher. To decipher someone else&#039;s code, this action takes 1d4+1 hours, not including the time needed to read the decoded document. A character with at least Search 5 gets a +2 synergy bonus on Decipher Script to decipher a code.&lt;br /&gt;
:&#039;&#039;&#039;Diplomacy(CHA)&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Intimidate(CHA)&#039;&#039;&#039;: Can be used as a check to change someone&#039;s behavior, or cause demoralization in combat. As an action, Intimidate requires 1 minute of interaction with the target. Intimidate follows a Try Again rule with a cumulative -4 penalty and each further attempt. Characters gain a +4 bonus on Intimidate checks for every size category they are larger than their opponent. Characters suffer a -4 penalty to Intimidate checks for every size category they are smaller than their opponent. Characters immune to fear cannot be intimidated, nor can non-intelligent creatures. A character with at least Bluff 5 gains a +2 bonus to Intimidate checks.&lt;br /&gt;
:&#039;&#039;&#039;Jump(STR; armor check penalty)&#039;&#039;&#039;: Jumping is less-realistic in Slayers than in other worlds. The DC for a long jump is one-half the distance to be covered in feet, assuming a running start; from standing, the Jump DC is doubled. The DC for a high jump is equal to the distance covered in feet, assuming a running start. If standing, the DC is doubled. A character can jump onto an object at waist-height with a DC 10 Jump check and does not take away from their normal movement. A character jumping down takes no damage on a successful Jump check, but on a failure they take normal damage.&lt;br /&gt;
:&#039;&#039;&#039;Search(INT)&#039;&#039;&#039;: Can be used for research purposes. If the character knows what research to look for, the DC on a check is 10. If the research is complex, or the location of the information is disorganized, the DC can range from 15 or higher. Search can also be used to understand the nature of an enchanted item, but not its specific enchantment, with a successful DC 20 if the character has the Sense Aura class skill. A DC 30 reveals the true abilities of the magical item, though stronger items require higher DC checks. The Search DC is equivalent to the Use Magic Device check to activate the magical item. Each use of Search requires one full-round action equal to the DC to understand the item (overcoming a DC 20 requires 20 rounds to understand the item). Characters with at least Search 5 gain a +2 bonus to Decipher Script checks to decipher a code.&lt;br /&gt;
:&#039;&#039;&#039;Spellcraft(INT; trained only)&#039;&#039;&#039;: Characters with at least Spellcraft 5 gain a +2 bonus on Bluff checks to disguise a spell.&lt;br /&gt;
:&#039;&#039;&#039;Use Magic Device(CHA)&#039;&#039;&#039;: Use Magic Device (UMD) must be used to activate a magical object, and a natural 1 is neither an automatic failure nor does it carry a special penalty. Once successful, the magical device functions normally for its standard duration. If attempting to use a magic device the character doesn&#039;t understand, there is a -10 penalty to the UMD check. At the GM&#039;s discretion, magic items may be simple to activate or extremely complicated, depending on its creator&#039;s intentions. As an action, UMD can take anywhere from a standard action to a full-round to activate, or be dependent on activating another item. The DC of a UMD check is the same as a Search DC check through Sense Aura to identify the power of the item.&lt;br /&gt;
&lt;br /&gt;
====List of New Skills====&lt;br /&gt;
:&#039;&#039;&#039;Reputation(CHA; trained only)&#039;&#039;&#039;: Reputation checks are done as separate skills, akin to the Craft skill. For example, Reputation(Bandit) is not the same as Reputation(Noble), and the player must put separate skill purchases into each if they want both. A Reputation check utilizes either the character&#039;s name or their accomplishments. A successful DC 10 grants bonuses to their next Bluff, Diplomacy, Gather Information, Intimidate, Perform, or Taunt check, with higher bonuses at higher results. Reputation can also be used situationally, at the GM&#039;s discretion. In places outside of the player&#039;s area of accomplishments, Reputation checks suffer a penalty. If a Reputation check fails, there is a -2 circumstance penalty to further checks with the affected skills. Reputation checks are usually a standard action, and do not follow the Try Again rule. Nobles can make Reputation checks more effectively. If the character has the Leadership feat, their highest Reputation bonus (ranks+CHA modifier) determine the maximum level of cohort and number of followers they may attract. A character with at least Reputation 5 in a specific Reputation gain an additional +2 bonus in checks made with any other Reputation, and these bonuses stack. This also applies to attracting a cohort or followers with the Leadership Feat.&lt;br /&gt;
:&#039;&#039;&#039;Summoning(INT; trained only)&#039;&#039;&#039;: A summoning check is made to summon astral creatures. This does not apply to physical creatures, which require a specific spell. The DC check depends on the power and number of creatures summoned, with a bonus if the summoner has a part of a specific creature in their possession during the Summoning. At the GM&#039;s discretion, named creatures can make a level check to resist the summoning. A successful Summoning check requires a subsequent successful Fortitude save, with the same DC as the Summoning check. Depending on the result, the character will then take a certain amount of nonlethal damage. A summoned creature is not enslaved, and acts of its own volition. Weaker creatures will be intimidated by their summoner, ones of equal level are generally open towards bargaining, but stronger ones are more volatile. A summoning requires a standard action, and follows the Try Again rule. A mazoku has a +4 racial bonus on Summoning checks to summon demons, lesser monsters, and other mazoku. Spellcraft can be used to draw up a magic circle before the Summoning, which adds a +1 bonus to the Summoning check for every five full points the character beat the Spellcraft check (DC 20). Magic circles offer resistance to summoned creatures, either by offering protection to the summoner standing in the circle, or trapping the summoned creature inside of it. The circle can be destroyed, and has spell resistance, damage reduction, and hit points equal to the Spellcraft check result used to make it.&lt;br /&gt;
:&#039;&#039;&#039;Taunt(CHA)&#039;&#039;&#039;: A Taunt check can be used to embarrass someone with psychological warfare, or break a spellcaster&#039;s concentration. In the latter case, the Taunt check is opposed by the target&#039;s Concentraction check. Taunting requires a standard action, and follows the Try Again rule with a cumulative -2 circumstance penalty on further attempts. A character immune to embarrassment through the Oblivious feat, or non-intelligent creatures, cannot be taunted. A character with at least Intimidate 5 gains a +2 bonus on Taunt checks.&lt;br /&gt;
:&#039;&#039;&#039;Vision(WIS; trained only)&#039;&#039;&#039;: A Vision check is used to gain insights, to view a far away location, or see the future. The DC check varies depending on how well the target of Vision is known by the character, be it a person, place, or object, or how far into the future they look, or how clear their prediction is. Divination is done through some sort of ritual, whether through meditation, a ouiji board, or using dowsing rods. As an action, Vision checks can be as short as a standard action to even weeks, depending on the complexity of the Vision being used. Vision checks of the most basic divination have a DC 20, with failure resulting in ineffective results. Vision checks may follow the Try Again rule, at the GM&#039;s discretion, without penalty. Furthermore, the GM may choose to keep the DC for a Vision check a secret from the players, with major failures of 10 or lower resulting in misleading, or even dangerous, interpretations.&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
Feats are also reworked in the Slayers D20. Some feats have become class abilities, or been reworked into the rules, or been removed completely. There are also new feats which help bring Slayers to life, since its operating rules are different from the standard D20. As normal, feats come with a prerequisite, and may be part of a specific category. For brevity, this section will use the manual&#039;s summary of each feat.&lt;br /&gt;
&lt;br /&gt;
====List of Standard Feats====&lt;br /&gt;
:&#039;&#039;&#039;Augment Summoning (General)&#039;&#039;&#039;: &#039;&#039;Requires Summoning 1&#039;&#039;. &amp;quot;Summoned creatures are more powerful than normal.&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;Brew Potion (Item Creation)&#039;&#039;&#039;: &#039;&#039;Requires caster level 3rd&#039;&#039;. &amp;quot;The character can create magical potions, which are a physical form of a spell.&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;Craft Magic Arms and Armor (Item Creation)&#039;&#039;&#039;: &#039;&#039;Requires caster level 5th&#039;&#039;. &amp;quot;The character can create magic weapons, armor and shields.&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;Craft Wondrous Item (Item Creation)&#039;&#039;&#039;: &#039;&#039;Requires caster level 3rd&#039;&#039;. &amp;quot;The character can create a wide variety of magic items, such as crystal balls or a lantern that sheds magical light.&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;Empower Spell (Metamagic)&#039;&#039;&#039;: &amp;quot;Spells can be cast for greater effect.&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;Enlarge Spell (Metamagic)&#039;&#039;&#039;: &amp;quot;Spells can be cast at greater range.&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;Exotic Weapon Proficiency(Firearms) (General)&#039;&#039;&#039;: &#039;&#039;Requires base attack bonus +1&#039;&#039;. &amp;quot;The character has learned how to use firearms effectively.&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;Extend Spell (Metamagic)&#039;&#039;&#039;: &amp;quot;Spells may be cast to make them last longer.&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;Great Fortitude (General)&#039;&#039;&#039;: &amp;quot;The character is healthy and resilient.&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;Greater Spell Focus&#039;&#039;&#039;: &#039;&#039;Requires Spell Focus with selected type of magic&#039;&#039;. &amp;quot;Choose a type of magic to which the character has already applied the Spell Focus feat. The character&#039;s spells of that type are now even more potent than before.&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;Greater Weapon Focus (General)&#039;&#039;&#039;: &#039;&#039;Requires proficiency with selected weapon, Weapon Focus with selected weapon, and a base attack bonus of +8&#039;&#039;. &amp;quot;Choose one type of weapon, such as a greataxe, for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You are especially good at using this weapon.&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;Greater Weapon Specialization (General)&#039;&#039;&#039;: &#039;&#039;Requires proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, and a base attack bonus of +12&#039;&#039;. &amp;quot;Choose one type of weapon, such as a greataxe, for which you have already selected Weapon Specialization. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;Heighten Spell (Metamagic)&#039;&#039;&#039;: &amp;quot;Spells may be cast with more power in order to defeat the natural defense of the target.&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;Iron Will (General)&#039;&#039;&#039;: &amp;quot;The character has considerable determination and strength of will.&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;Leadership (General)&#039;&#039;&#039;: &#039;&#039;Requires at least 6th level in any class&#039;&#039;. &amp;quot;A character with Leadership has learned how to get others to follow them.&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;Lightning Reflexes (General)&#039;&#039;&#039;: &amp;quot;The character has amazing reflexes and can react without having to think about it.&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;Maximize Spell (Metamagic)&#039;&#039;&#039;: &amp;quot;Spells may be cast to maximum effect every time.&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;Quick Draw (General)&#039;&#039;&#039;: &#039;&#039;Requires a base attack bonus of +1&#039;&#039;. &amp;quot;Weapons may be drawn and readied with startling speed.&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;Quicken Spell (Metamagic)&#039;&#039;&#039;: &amp;quot;Spells can be cast with a moment&#039;s thought.&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;Rapid Reload (General)&#039;&#039;&#039;: &#039;&#039;Requires Exotic Weapon Proficiency(Firearms)&#039;&#039;. &amp;quot;Characters with Rapid Reload can reload firearms more quickly than normal.&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;Spell Focus&#039;&#039;&#039;: &amp;quot;Choose a type of magic, such as common or sorcery. The character&#039;s spells of that type are more difficult to resist.&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;Spell Mastery&#039;&#039;&#039;: &#039;&#039;Requires Intelligence 12&#039;&#039;. &amp;quot;The character has mastered a handful of spells, and is better able to cast and manipulate those spells.&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;Toughness&#039;&#039;&#039;: &amp;quot;The character is tougher than normal.&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;Weapon Specialization (General)&#039;&#039;&#039;: &#039;&#039;Requires proficiency with the selected weapon, Weapon Focus with selected weapon, and a base attack bonus of +4&#039;&#039;. &amp;quot;Choose one type of weapon, such as a greataxe, for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;Widen Spell (Metamagic)&#039;&#039;&#039;: &amp;quot;Spells can be cast to affect a greater area.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====List of New Feats====&lt;br /&gt;
:&#039;&#039;&#039;Barbed Tongue (General)&#039;&#039;&#039;: &#039;&#039;Requires Taunt 1&#039;&#039;. When using Taunt to inflict embarrassment damage, the character suffers only a -2 penalty (compared to the usual -4) on their check, and in turn delivers 2d6+CHA modifier embarrassment damage (compared to the usual 1d6+CHA modifier).&lt;br /&gt;
:&#039;&#039;&#039;Beautiful (General)&#039;&#039;&#039;: Beautiful characters usually gain a +2 bonus towards Bluff, Diplomacy, Gather Information, and Reputation, but also usually suffer a -2 penalty towards Disguise and Hide Skill checks.&lt;br /&gt;
:&#039;&#039;&#039;Bestow Curse (Item Creation)&#039;&#039;&#039;: &#039;&#039;Requires caster level 1st&#039;&#039;. &amp;quot;Characters with this feat have learned how to curse their opponents using magical powers to bring misfortune, ruin, or general unpleasantness down on the heads of their enemies.&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;Bold (General)&#039;&#039;&#039;: Bold characters are immune to fear from psychological attacks, but can still succumb to magical or supernatural fear effects. However, when taking the Bold feat, the character must choose a phobia that automatically causes shaken when encountered. On a failed Will save of DC 20 or higher, they go into a deeper level of fear. Shaken becomes frightened, frightened becomes panicked, and panicked characters pass out. When the phobia is removed, the character will lose their fear without having to undergo a Will save. It takes 1d4+1 minutes to awaken from passing out, and 1 minute for each stage of fear to be removed after that.&lt;br /&gt;
:&#039;&#039;&#039;Code (General)&#039;&#039;&#039;: A character with Code gets a +1 bonus to all attacks, Skill checks, and saving throws that support their Code, at the GM&#039;s discretion. It also grants a +4 bonus towards all saves or checks to avoid being forced to break their code, at the GM&#039;s discretion what that save or check would be. If the Code is broken, the character suffers a permanent -1 penalty to all attacks, Skill checks, and saving throws until an atonement has taken place, at the GM&#039;s discretion.&lt;br /&gt;
:&#039;&#039;&#039;Craft Talisman (Item Creation)&#039;&#039;&#039;: &#039;&#039;Requires caster level 3rd&#039;&#039;. Crafting a talisman takes 1 day for each 1,000gp of value the magical item will become. Furthermore, enchanting the talisman costs 1/25 of the item&#039;s base price in XP as well as raw materials costing half of this base price. Mending a talisman with Craft Talisman only costs half the normal XP, materials, and time to make it in the first place.&lt;br /&gt;
:&#039;&#039;&#039;Cute (General)&#039;&#039;&#039;: Some people are just naturally cute. They usually gain a +2 bonus on Bluff, Diplomacy, Hide, and Taunt checks, but also usually face a -2 penalty towards Intimidate or Reputation checks.&lt;br /&gt;
:&#039;&#039;&#039;Dignified (General)&#039;&#039;&#039;: Dignified provides a +4 bonus on all checks to resist confusion, embarrassment, or fear. However, failing to resist embarrassment increase the penalty from -2 to -3, and embarrassment damage is increased by one-half, rounded down. If a character has both Dignified and Touchy, the penalty for embarrassment is only -1 instead of -3 and the benefit of Touchy applies. Furthermore, if Touchy topic is the cause of embarrassment is treated with the normal -3 penalty with no benefit from Touchy.&lt;br /&gt;
:&#039;&#039;&#039;Dramatic Zeal (General)&#039;&#039;&#039;: Dramatic Zeal allows the ignoring of penalties due to abashed, addled, befuddled, checked, cowering, dazed, dazzled, disabled, distracted, exhausted, fatigued, flat-footed, flustered, frightened, mortified, nauseated, panicked, shaken, sickened, staggered, or stunned. Used as a free action, the character must succeed on a Constitution or Wisdom check (DC 10) to ignore their condition for 3 rounds, plus 1 additional round for every point by which they beat the DC. Failing the check prevents the character from overcoming their condition. Regardless of result, Dramatic Zeal can only be used once per day.&lt;br /&gt;
:&#039;&#039;&#039;Fast Learner&#039;&#039;&#039;: Characters with this feat suffer only a -2 non-proficiency penalty for using a weapon they are not proficient in. Furthermore, Fast Learners can use any untrained skill at the GM&#039;s discretion. Faster Learners also add +5 to any Spellcraft check to learn or invent spells.&lt;br /&gt;
:&#039;&#039;&#039;Fork Spell (Metamagic)&#039;&#039;&#039;: Forked spells hit double the number of targets, and can be forked multiple times to hit exponential targets. Each forking raises the DC of the spell by +10. Spells with an undefined number of targets for their area of effect cannot be forked.&lt;br /&gt;
:&#039;&#039;&#039;Glib (General)&#039;&#039;&#039;: Glib characters can make a psychological attack as a move action, as opposed to a standard action.&lt;br /&gt;
:&#039;&#039;&#039;Holy Magic (General, Metamagic)&#039;&#039;&#039;: &#039;&#039;Requires Wisdom 13, Charisma 15, and cleric or shrine maiden level 1st&#039;&#039;. The character can learn holy magic. However, holy magic was almost completely lost inside of the known world following Aqualord Regradia sinking into the sea and Hellmaster Phibrizzo constructing the Mazoku Barrier, so holy magic availability is entirely up to the GM&#039;s discretion.&lt;br /&gt;
:&#039;&#039;&#039;Homing Spell (Metamagic)&#039;&#039;&#039;: Homing Spells force the target to make a second saving throw, and use the worst result of the two. Homing Spell can be used more than once on the same spell, with each additional use raising the base DC of the spell by +10 cumulatively, and the target must always take the worst of each saving throw. Spells that have no range cannot be homed, nor can ones that do not allow a saving throw. If a spell has a target, but a subsequent area-of-effect, only the target must make repeated saving throws; others who would be caught in the blast do not.&lt;br /&gt;
:&#039;&#039;&#039;Loyal&#039;&#039;&#039;: Loyal characters get a +2 bonus on all saving throws whenever they are near or working for the person they are loyal to. At the GM&#039;s discretion, this feat may be removed if loyalty isn&#039;t being exhibited properly in the roleplay. Loyalty can change targets depending on certain circumstances, such as death or love. Attempting a Bluff, Diplomacy, Gather Information, Intimidate, or Sense Motive check on the target of their loyalty incurs a -2 penalty.&lt;br /&gt;
:&#039;&#039;&#039;Magical Blood (General)&#039;&#039;&#039;: Grants a +2 bonus to all checks made to casting spells, Fortitude saves to resist drain, control checks, and Concentration checks during spellcasting. However, Magical Blood causes obvious and unusual physical features, such as red eyes or green hair. Unusual appearances may affect Social Skill checks, at the GM&#039;s discretion.&lt;br /&gt;
:&#039;&#039;&#039;Oblivious (General)&#039;&#039;&#039;: Grants immunity to embarrassment from psychological attacks, and cannot become flustered, abashed, or mortified except in the case of one thing they are particularly sensitive about. As such, only this topic is treated normally for causing embarrassment damage, as nothing else can do damage this way. However, Oblivious characters suffer a -4 penalty to all checks to resist confusion. A character cannot be both Oblivious and Touchy.&lt;br /&gt;
:&#039;&#039;&#039;Skill Specialty (General)&#039;&#039;&#039;: Grants a +2 bonus on all checks involving two skills of the player&#039;s choice. Skill Specialty can be selected as a feat multiple times, but different skills must be chosen each time. These effects are cumulative with Skill Focus.&lt;br /&gt;
:&#039;&#039;&#039;Touchy (General)&#039;&#039;&#039;: Instead of being embarrassed or taunted, Touchy characters become angry. The standard -2 penalties do not apply from embarrassment, and they do not try to flee or hide. Instead, they get a bonus on all melee attack rolls for the duration. Flustered characters get a +1 bonus, abashed characters gain a +2 bonus, and mortified characters get a +3 bonus. If the Touchy character experiences embarrassment damage, all of their melee damage rolls in the next round gain bonus damage equal to the damage suffered. However, there is one thing that will always upset a Touchy character. If this subject is brought up, the benefits of Touchy are ignored. A character cannot be both Oblivious and Touchy.&lt;br /&gt;
&lt;br /&gt;
===Slayers D20 Spellcasting===&lt;br /&gt;
While in the above section spellcasting was explained within its in-universe lore, the following section instead focuses on the Slayers D20 for the purposes of game play. For example, the D20 makes no distinction between White and Holy magic, despite White being the lesser, Astral-infused bastard child of true Holy magic. This is a necessary amalgamation; the anime, which the D20 is based on, doesn&#039;t cover Holy magic due to the main cast not interacting with dragons nor elves for prolonged periods of time, and Holy magic is an arcane art to humanity within the Mazoku Barrier. Spellcasting in the D20 may seem complex at first glance, but the real simplicity of it lies in how it handles difficulty checks and the freedom to operate as a spellcaster without breaking the game.&lt;br /&gt;
&lt;br /&gt;
====Types of Magic====&lt;br /&gt;
&#039;&#039;The following is a list of spells found in each category. Some spells are multi-category; as long as a spell is listed as &amp;quot;Common&amp;quot;, then it can be used by witches and wizards without the related feat for its other group.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common&#039;&#039;&#039;: Aqua Create, Flare, Flash, Force Push, Healing, Levitation, Lighting, Projection, Writing, Yum, Dark Mist, Dash, Flare Arrow, Flare Bit (Flare Bullet), Freeze Arrow, Freeze Bit (Freeze Bullet), Message, Mind Control, Opening, Sleeping, Change Earth, Fireball, Ice Ball, Identify&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorcery (Black Magic)&#039;&#039;&#039;: Flash, Bam Rhod, Flare Arrow, Flare Bit (Flare Bullet), Freeze Arrow, Freeze Bit (Freeze Bullet), Mind Control, Burst Rondo, Damu Bras (Dam Brass), Dil Brand, Fireball, Fire Bolt, Ice Ball, Blast Ash, Domination, Firestorm, Flare Lance, Garuk Ruhard, Icicle Lance, Mega Brunt, Blast Bomb, Burst Flare, Dimil Arwin, Dis Fang, Mega Brando, Rune Flare, Vaal Flare, Dynast Bras, Garv Flare, Zelas Goto, Dragon Slave, Ragna Blade, Giga Slave&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;White (Clerical, Holy)&#039;&#039;&#039;: Healing, Levitation, Lighting, Projection, Water Walking, Writing, Cure Blindness or Deafness, Ferious Breed, Message, Opening, Sleeping, Suspend, Assha Dist, Elmekia Lance, Flow Break, Identify, Rahfas Seed, Recovery, Resting, Telekinesis, Concealment, Fel za&#039;Red, Flow Twist, Illusion, Protection, Visfan Rank (Vistfarank), Dimensional Portal, Elmekia Flame, Megiddo Flare, Resurrection, Restoration, Time Slip, Time Stop, Flame Breath (Holy), Holy Rezast (Holy), Ray Freeze (Holy), Chaotic Disintegrate (Holy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shamanism&#039;&#039;&#039;: Aqua Create, Flare, Force Push, Shadow Snap, Yum, Balus Rod, Bom Di Wind, Dark Mist, Dash, Monobolt, Astral Vice, Behfis Bring, Blam Blazer, Change Earth, Diem Wing, Digger Bolt, Ly Briem, Petrify, Ray Wing, Balus Wall, Bom Spreed, Boo Brymer, Buday Wind, Diev Volt, Sea Blast, Shadow Wave, Van Rail, Wind Barrier, Astral Break, Blam Gush, Dug Crystal, Dug Haut, Ghozu Vro, Golem, Mosu Varium, Van Rehl, Demona Crystal, Grey Bomb, Sphere of Earth, Vlave Howl, Rah-tilt (Ra Tilt)&lt;br /&gt;
&lt;br /&gt;
However, these spells aren&#039;t the limit of what a spellcaster can do. For example, Spellcraft, Summoning, UMD, and Vision are all critical skills a spellcaster needs on top of a strong spell list to be an excellent ally, not to mention barriers to safeguard from other wizards. Non-spellcasters can attempt to emulate spells with the use of potions, which in the D20 are the physical forms of spells, and there are a host of magical items and talismans players can find for offense or protection. The only real limit a spellcaster might have is making chimeras and copies, since the time and resources needed to make one most often goes beyond the bounds of a standard session. That is, it&#039;s not impossible, but not something most players might think about.&lt;br /&gt;
&lt;br /&gt;
====Learning Magic====&lt;br /&gt;
Simple, it&#039;s a Spellcraft check against the Spell&#039;s DC - 10. All it requires is a written formula for the spell (the incantation and the spell&#039;s name properly listed), or a trained tutor willing to instruct how to cast the spell, which offers a bonus to the Spellcraft check equal to one-half the INSTRUCTOR&#039;S total Spellcraft bonus. If a spell fails, but by 10 or less, they can attempt to cast the spell regardless of failing. Partially learned spells are cast as normal spells, except have a -5 penalty on Fortitude saves and have double the normal drain (more on spell draining later). For every two points, rounded up, by which the Spellcraft check was failed, the player needs to only cast the spell successfully that many times to fully learn the spell, and cast it henceforth without penalty.&lt;br /&gt;
&lt;br /&gt;
Players can also create their own spells, the only limiting factor being skill, time, and access to a magical laboratory or workshop (and, naturally, GM fiat). A player can describe the spell they wish to construct, to which the GM assigns a reasonable DC check for the spell. The player must then spend one week for each full five points in the potential spell&#039;s DC researching the spell in the laboratory. After the weeks have past, the player must make a Spellcraft check, with a DC equal to the researched spell&#039;s DC. If it&#039;s successful, the spell is now created and can be learned by other players or NPCs. If it&#039;s a failure, the player must spend another week researching the error. After that week, they can then attempt the spell again, with a +2 circumstance bonus. Each future error requires another week, but also grants a cumulative +2 circumstance bonus each time. However, there is a limit that this research can take. They can only continue researching the spell for a number of weeks equal to their caster level. (A level 10 witch can get 10 weeks to research errors and a potential +20 circumstance bonus, for example.) If after that allotted time the spellcaster can&#039;t successfully cast the spell, they must give up because they aren&#039;t skilled enough to be making a spell that powerful yet.&lt;br /&gt;
&lt;br /&gt;
The maximum number of spells, any spell, a player can know at one time is equal to their Intelligence bonus. Spellcasting classes, however, gain additional spells as they increase in level. This means even non-spellcasting classes with adequate Intelligence can also learn spells. Furthermore, spell slots aren&#039;t Vancian; an extraordinarily powerful spell instead takes up one the knowledge of a lesser spell to have memorized. A Dragon Slave requires the same knowledge as three normal spells. So, if a player can know 10 spells, knowing Dragon Slave reduces the number of spells a player can memorize down to 7. Also, if a player is specialized in White, Black, or Shamanism, spells from outside their field of expertise, not including common spells, require an additional slot. So, a Cleric who can memorize 10 spells, but wants to know Dragon Slave, has their list limited down to 6 spells. However, spells can be cast almost infinitely, with the only limit being spell drain.&lt;br /&gt;
&lt;br /&gt;
====Spellcasting====&lt;br /&gt;
Using magic in Slayers is simple, because rather than getting bogged down in reagents and tools, all it requires is the knowledge of the spell and a standard action. However, this doesn&#039;t give spellcasters free-reign; there is still spell drain, and if being attacked or Taunted or failing a spell&#039;s DC they will have to make Concentration checks or else lose control of the spell.&lt;br /&gt;
&lt;br /&gt;
Spell drain is the means of keeping magic under control in the D20 system. When a player announces they will cast a spell, they must first make a Fortitude save to see how much a spell exhausts them to cast (going back to the &amp;quot;pool and bucket capacity&amp;quot; analogy from earlier). The DC of this fortitude save is the base DC of the spell being cast, with additional modifiers based on metamagic feats that are applied on the fly.&lt;br /&gt;
&lt;br /&gt;
Spell drain is usually nonlethal damage, meaning that hitting 0 hit points or lower only renders the player unconscious, but if the spellcaster is exhausted prior to casting a spell, it will be lethal to cast that magic. Damage dealt by drain like this doesn&#039;t go through a Concentration check, and the drain damage isn&#039;t received until after the spell is fired. That means that if a spell would render a spellcaster unconscious after using it, the spell still resolves normally. Moreover, spells use the highest class-based Fortitude save bonus available when casting a spell. A multi-classed wizard / sorcerer using a Fireball, which is both a Common and Sorcerous spell, would get the Fortitude save from whichever class offers the best Magical Training.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Passing a save by 10 or more&#039;&#039;&#039;: 1/2 base drain (rounded down), no control check;&lt;br /&gt;
:&#039;&#039;&#039;Passing by less than 10&#039;&#039;&#039;: Base drain, no control check;&lt;br /&gt;
:&#039;&#039;&#039;Failing by less than 10&#039;&#039;&#039;: Double base drain, control check required;&lt;br /&gt;
:&#039;&#039;&#039;Failing by 10 or more&#039;&#039;&#039;: Double base drain, control check required, spellcaster fatigued&lt;br /&gt;
&lt;br /&gt;
If the Fortitude save fails, this doesn&#039;t mean the spell has completely misfired. A control check is 1d20 + the character&#039;s total caster levels + the relevant ability modifier for the spell. Common spells have a Constitution modifier; Sorcery, Intelligence; Shamanism, Wisdom; and White, Charisma. Use whichever modifier is higher if a spell is listed under two lists, such as Fireball under Common and Sorcery. The DC of this check is the spell&#039;s DC - 10. If this check is successful, the spell is cast as normal. If the check fails, the spell may simply fizzle out if it&#039;s a weak spell, or have funny, awkward consequences than causing the spellcaster harm. Of course, there are certain limits to what may be humorous for failing a spell. [[Rocks_fall,_everyone_dies|Miscasting a Giga Slave should, in almost all circumstances, cause the world to be consumed by the Lord of Nightmares and immediately terminate the campaign.]] But, hey, I&#039;m not your GM, maybe it&#039;ll make the caster fart rabbits.&lt;br /&gt;
&lt;br /&gt;
====Spellcasting Options====&lt;br /&gt;
To use a spell, it&#039;s customary to know the Chaos Words and Power Words of a spell. In general terms a player can say they are mentally chanting the Chaos Words of a spell to absolve them from needing to speak the incantation aloud. However, a really good roleplayer using a verbal incantation gets a +5 bonus on Fortitude saves to resist drain and on control checks, and an addition +5 bonus on both if they use the Power Words, or name of the spell, to fire it. Furthermore, the DC of saving throws against a that spell are increased by +2. However, since the spell is being verbally stated, anyone within earshot with the adequate knowledge of magic will know what is heading their way, and can prepare to counter or defend against it. If a character might not know the spell by the incantation or naming of it, the GM may call for a Spellcraft check with a DC between 15 and 30, depending on how obscure the spell is, to see if that character knows what&#039;s being cast.&lt;br /&gt;
&lt;br /&gt;
While spell drain is usually non-lethal, with the exception of an exhausted character, a non-exhausted spellcaster can choose to give their all into a spell. By choosing to take lethal damage, the player gains a +5 bonus to Fortitude saves and control checks with that spell, stacking with the bonuses from the Chaos and Power Words, if used.&lt;br /&gt;
&lt;br /&gt;
There is also cooperative spellcasting.&lt;br /&gt;
:&#039;&#039;&#039;Combination Casting&#039;&#039;&#039;: Two or three characters can agree to use a single spell, and must declare a primary caster. The group will then cast the spell using the primary&#039;s Fortitude save and control check. The primary, however, gains a bonus on these checks equal to the caster level of their assistant, and potentially another bonus of one-half the caster level of their second assistant. Spell drain is divided equally among the group, with the remainder being given solely to the primary caster.&lt;br /&gt;
:&#039;&#039;&#039;Spell Boosting&#039;&#039;&#039;: If a spell has a sustained effect, another spellcaster can choose to amplify the effects of a spell already in effect. To do this the player must make a Spellcraft check (DC spell&#039;s base DC - 10). If the check fails, there&#039;s no effect. If it succeeds, one of two things can happen. The first is that the spell&#039;s effects are enhanced by one-half of the assistant&#039;s caster level. Alternatively, the caster can choose to apply a singel metamagic feat to the spell, though the DC increase brought on by this metamagic cannot be higher than the assistant&#039;s caster level. Spell drain is divided evenly between all participants, with the original caster taking the remaining damage.&lt;br /&gt;
:&#039;&#039;&#039;Multi-casting&#039;&#039;&#039;: Rather than coordinating players into casting one spell, multiple players can choose to cast the same spell normally against the same target for a magical amplification. The area of effect of a combined spell is multiplied by the number of people casting the spell on that area; two people doubles it, three triples, and so on. The damage is also multiplied in this way. If the area of effect or damage of the spells being cast are different, use the larger of each value. The spell&#039;s DC, if any, is the highest DC value of the individual spells, including the appropriate Ability modifiers. For the purposes of penetrating spell resistance, use the combined caster levels of all participants&#039; caster level.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Tristat1.jpg|[[BESM|BESM]] Slayers, book 1&lt;br /&gt;
Image:Tristat2.jpg|[[BESM|BESM]] Slayers NEXT, book 2&lt;br /&gt;
Image:Tristat3.jpg|[[BESM|BESM]] Slayers TRY, book 3&lt;br /&gt;
Image:Tristat20.jpg|Slayers [[D20|d20]] book made by the same [[Guardians of Order|dipshits]] who made the [[BESM|BESM]] books.&lt;br /&gt;
Image:Dragon slave.jpg|It&#039;s pretty much like that.&lt;br /&gt;
Image:FakePHBcoverSlayers.jpg‎|[[Dungeons &amp;amp; Dragons 4th Edition|4e]] tries to be like this&lt;br /&gt;
Image:Ironclaw_cover_art.jpg|Not to be confused with [[Ironclaw|the fucking Furries]].&lt;br /&gt;
Image:Lina&#039;s_crotchless_red_tights.png|Pragmatism is key when traveling.&lt;br /&gt;
Image:Gourry_is_best_boy2.png|The smoothest idiot.&lt;br /&gt;
Image:Rui_is_a_genius.png|In &amp;quot;Slayers&amp;quot;, all ships sail.&lt;br /&gt;
Image:Lina_v1.jpg|This was Lina in 1990...&lt;br /&gt;
Image:Lina&#039;s_side_profile.jpg|This is Lina now. Feeling old yet?&lt;br /&gt;
Image:Rui_Araizumi_and_Hajime_Kanzaka.jpg|Rui Araizumi and Hajime Kanzaka.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Lost Universe ==&lt;br /&gt;
&lt;br /&gt;
[[Warhammer 40k|The Slayers&#039; own science fiction spin off]] that also started as a light novel series. Despite reusing names and titles, the Lost Universe light novels are not connected to the Slayers universe, even though the former alludes to such a bridge existing. In the author&#039;s own words:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dear readers, it has been a long time since I wrote the previous book. Here I brought the last book of the Lost Universe, &amp;quot;Yami Owaru Toki&amp;quot;. From the beginning, this story had such words as &amp;quot;Dark Star&amp;quot; or &amp;quot;Nightmare&amp;quot;, and those words easily reminded the readers of another novel series that I&#039;m writing. I know that many many people are wondering how this story is related with Slayers. Now, I give you the answer!  The correct answer is, &amp;quot;there is little relationship between the two stories.&amp;quot; .....................Ouch! No! Please! Don&#039;t throw stones! .... Well, to tell the truth, I liked those names Dark Star or Gorunnova, and I used those names in two different stories.  That was the beginning, and nothing more. Basically, Lost Universe and Slayers are different stories, so,  even though they have some common names or common words, it&#039;s no good to let those characters be the same things.  If I let Gorunnova in the two different stories the same thing, it would be unrifined for an Edokko. (Citizens of Edo. An &amp;quot;Edokko&amp;quot; is stylish  and don&#039;t stick to things.) Anyway, I was born in Hyogo, and live in Osaka... &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://www.inverse.org/e/res/msgs/1933.shtml&lt;br /&gt;
&lt;br /&gt;
[[File:Lost universe plane chart.png|200px|thumb|left|Time to get the rust off your Elder Futhark!]]&lt;br /&gt;
&lt;br /&gt;
However, the anime for Lost Universe &#039;&#039;&#039;is&#039;&#039;&#039; connected to the Slayers anime, which makes the relationship between the two series even more confusing. In the DVD release for Lost Universe, one of the bonuses includes translation notes that explain that Lost Universe takes place on the &amp;quot;Black World&amp;quot; (&#039;&#039;&#039;Dark&#039;&#039;&#039; Star Dugradigdu, &#039;&#039;&#039;Night&#039;&#039;&#039; Dragon Vorpheed) while Slayers happens on the &amp;quot;Red World&amp;quot; (&#039;&#039;&#039;Flare&#039;&#039;&#039; Dragon Ceipheed, &#039;&#039;&#039;Ruby&#039;&#039;&#039;-Eye Shabranigdu). It also uses the same symbolism and hierarchy depictions in its end credits that can be found in the credits of each episode of Slayers TRY. One of the characters, Rail Claymore, even has a chant that is part of the full Giga Slave incantation Lina Inverse uses.&lt;br /&gt;
&lt;br /&gt;
In spite all of this, Lost Universe did not become as popular as Slayers in its seven-year light novel run. The anime adaptation had bad luck as well, as a studio fire damaged half of the cels for the season, requiring the animation team to re-create everything in only six months. The poor reception and lack of funds prevented a second season from being made, leaving the anime hanging on a cliffhanger. It does not have its own d20 system, and is mentioned solely as a reference here.&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There once was a civilization in one galaxy. The aliens of this galaxy parted in two groups and fought each other for a many years. Finally, one of two groups created a critial offensive program; &amp;quot;System Dark Star&amp;quot;. It uses the &amp;quot;fear&amp;quot; of the victims to kill themself. When this system works, the victims feel fear and this emotion affects the brain and checks the exchange of living energy. This system works without any distriction, so the creators of this system made an  automatic battleship (spaceship Dugradigudo) to load this system on. As spaceship Dugradigudo was filled with the devices of the System Dark Star and there was no room for the deffensive weapons, the creators of the system made five escorting battleships; the spaceship Nezard, the spaceship Garveira, the spaceship Gorrunnova, the spaceship Ragdo Mezegis and the spaceship Bordigar. They were all automatic battleships and their energy was the power of human mind (in LU world, there is a technology which uses the power of human mind as energy, for example, psyblade). There are many patterns of human mind wave, and these battleships used the pattern of fear, for fear is always available at the battle. These six battleships ate fear and spread destruction in the whole universe. The first victim was their  creators and their home-planet.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Darkstar1.jpg|200px|thumb|left|It&#039;s not creatively-bankrupt to steal from yourself.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When System Dark Star worked, people saw a huge pentagram (upside down) appeared in the sky. It can kill all the living things on one planet during a few hours.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Then there came spaceship Vorfeed with erasing system for those six demonic spaceships. Vorfeed&#039;s energy was hope of human. When it irradiated its enegy at  Dugradigudo and its guardian ships, their energy (fear) was erased by hope and those six battleships became enable to work. They fought each other a long time ago, and finally, Vorfeed succeeded in erasing the energy of the enemies, but it lost its energy, too. These seven battleships fell down on to the nearby planet.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Many years passed by, and those battleships repaired themselve automatically. Then there came a boy. The AI of Dugradigudo found the boy and influenced his  mind with its energy. This boy became human Dugradigudo, and when he was grown up, he named himself as Nightmare. Dugradigudo affected the mind and body of  Nightmare so as to survive in the System Dark Star. He managed a powerful crime organization Nightmare to ready for another annihilation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dugradigudo and Nightmare thought that Vorfeed would come back again, and it begun to ready for that. It repaired its escorting battlships, and made a huge fortress Hecatombkale. And finally, Dugardigudo and Nightmare found spaceship Sword Breaker with AI Canal Vorfeed. So the battle begun again.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://www.inverse.org/e/res/msgs/1933.shtml&lt;br /&gt;
&lt;br /&gt;
=== The Plot ===&lt;br /&gt;
&lt;br /&gt;
[[File:LUcast1.jpg|200px|thumb|left|The main cast. From left to right: &#039;&#039;&#039;Who fucking cares?&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the Lost Universe anime, Dark Star is a powerful space ship that evolves every time it awakens.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Many, many years ago, Dark Star and his shinzoku counterpart, Night Dragon Vorfeed, grew tired of fighting and went to rest on a planet. They took the forms of spaceships. Years later, humans discovered the ships, and two young children, brother and sister, came across them at night. The boy, Albert Von Stargazer, found Dark Star. The girl, Alicia Shon Stargazer, found Vorfeed. Each child became the master of his and her respective spaceship. Thus, a family was torn by light and darkness.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Albert formed the Gazer Concern, which was a front for the Nightmare syndicate. Nightmare stove to spread Dark Star&#039;s evil throughout the universe. They kept the sleeping Dark Star inside a giant machine, Hekatoncheir, that served as Nightmare&#039;s headquarters.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dark Star made Albert clone himself so that Dark Star would have a human body in which he could reside and use to interact with humans. This human body was referred to as Yami, sometimes called the Spreader of Darkness.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ten years before the anime, the Spreader of Darkness (one of Dark Star&#039;s aliases), captaining Gorun Nova, confronted Alicia Shon Stargazer in Swordbreaker. She used the latter&#039;s Psi Code Final to defeat Gorun Nova, but at the cost of her own life. The Spreader of Darkness was put into stasis for ten years (87016 hours) in order to heal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Throughout the years, more ancient spaceships were discovered, and named Lost Ships. Five of these are subordinates of Dark Star. Dark Star and his Lost Ships could be temporarily rendered helpless whenever someone chanted special phrases referencing the Lord of Nightmares.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The only known Lost Ship that served the light was Vorfeed&#039;s ship, named Swordbreaker. Swordbreaker was piloted by Alicia, but she died in a battle with Dark Star. Later, Alicia&#039;s grandson, Kane Blueriver, became the pilot and risked himself in order to completely rid the universe of Nightmare and more importantly, Dark Star. However, Dark Star was not completely destroyed, and only three of his subordinates had been disabled. Thus the battle was not over.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Taken from&#039;&#039;&#039; https://kanzaka.fandom.com/wiki/Dark_Star_Dugradigdu#Lost_Universe &#039;&#039;&#039;because I really don&#039;t want to re-summarize this silliness.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Weeaboo]] [[Category: Dungeons &amp;amp; Dragons]] [[Category: Approved Media]] [[Category: Guardians of Order]]&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Codex_-_Angry_Marines_7th_Edition&amp;diff=1011651</id>
		<title>Codex - Angry Marines 7th Edition</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Codex_-_Angry_Marines_7th_Edition&amp;diff=1011651"/>
		<updated>2026-05-20T15:57:55Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.161: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:Angry_Marines.jpg|800px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;It&#039;s the motherfucking [[Angry Marines]]! Come get some, dicksniff!&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;7th Edition&#039;&#039;&#039;&amp;lt;/center&amp;gt; &lt;br /&gt;
&lt;br /&gt;
if anyone would bother to make some backstory and Lore to some of the new Rules and Units, I would be very happy. &lt;br /&gt;
&lt;br /&gt;
[[Codex - Angry Marines 8th Edition]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New Units that are lacking backstory and Lore: &#039;&#039;&#039;Command Squad&#039;&#039;&#039;, &#039;&#039;&#039;Angry Rhino&#039;&#039;&#039;, &#039;&#039;&#039;Fury-Raven Gunship&#039;&#039;&#039;, &#039;&#039;&#039;Killdozer&#039;&#039;&#039; and &#039;&#039;&#039;Rachnus Rageous&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Old Units that are lacking backstory and lore or just need to have it updated: &#039;&#039;&#039;Angry &#039;Serfs&#039; &#039;&#039;&#039;, &#039;&#039;&#039;Dick Haggard, Pounder&#039;&#039;&#039;, &#039;&#039;&#039;Assault Squad&#039;&#039;&#039;, &#039;&#039;&#039;Angry Bike Squad&#039;&#039;&#039;, &#039;&#039;&#039;Angry Attack Bike Squad&#039;&#039;&#039;, &#039;&#039;&#039;Angry Bike Gang&#039;&#039;&#039;, &#039;&#039;&#039;Black Brothers&#039;&#039;&#039; and &#039;&#039;&#039;Angrytalon Gunship&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Almost all FORMATIONS are lacking backstory and lore. (What&#039;s on Asshole&#039;s Command Squad, Is something I have just copied from [https://1d4chan.org/wiki/Angry_Marines#The_Life_of_an_Asshole/ Angry Marines].) &lt;br /&gt;
:There has been made backstory and lore for &#039;&#039;&#039;Army of Commissar Fuklaw&#039;&#039;&#039; and &#039;&#039;&#039;DROP PODS ARE FOR PUSSIES&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Angry Marines Rules==&lt;br /&gt;
&lt;br /&gt;
===Special Rules===&lt;br /&gt;
&lt;br /&gt;
If there is no description of the rules for any special rule or piece of equipment in the Codex - Angry Marines itself, you can find their rules in the Chaos Space Marines Codex, the Space Marines Codex, the Astra Militarum Codex or the Warhammer 40k Rulebook.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Angry Marine - The Angry Marines are an unorthodox but highly effective Chapter of the Adeptus Astartes. All models with the Angry Marine rule have the following special rules:&lt;br /&gt;
:* And They Shall Know No Fear - More like AND THEY SHALL FUCK YOU UP. (You can find it in the Space Marines codex)&lt;br /&gt;
&lt;br /&gt;
:* Combat Squads - Ten angry marines is a lot of pissed off. It&#039;s like a goddamn sack of badgers. So, when you accrue a squad of ten, it&#039;s only natural that you be allowed to split them into two five-man units, called combat squads. The decision for this most angry fission, as well as which models go into each combat squad, must be made when the unit is deployed. Both squads can be deployed in separate locations. The one exception to this is a unit that arrives by Drop Pod/angry Rhino-- the player can choose to split such a unit into combat squads when it disembarks. If you decide to split a unit into combat squads, then each is treated as a separate unit for all game purposes. (There is a better description in the Space Marines Codex)&lt;br /&gt;
&lt;br /&gt;
:* Furious Charge - Listen, Angry marines are furious motherfuckers. They love nothing more than putting power fist to face. To represent this, every angry marine immediately experiences a catharsis of rage unlike any other and gains the usr furious charge.&lt;br /&gt;
&lt;br /&gt;
:* ALWAYS ANGRY! - Models with this Special Rule re-rolls failed to Hit rolls of 1. This applies only to close combat attacks.&lt;br /&gt;
&lt;br /&gt;
:* COVER IS FOR PUSSIES - Only cowards would hide in ruins rather than run towards the enemy. &lt;br /&gt;
::*Cover saves granted by terrain are reduced by one (for instance, a 4+ becomes a 5+) for any model with this special rule. Additionally, any unit with at least one model with this special rule cannot go to ground, willingly or not. If they are forced to go to ground (by pinning or some other rule), one random model in the squad with this special rule suffers a wound with no armour or cover saves of any kind allowed. &lt;br /&gt;
&lt;br /&gt;
:* Move Through Cover - Angry Marines give no fuck. Man, fuck bushes and shrubs and crenellations and shit. Angry Marines simply plow right through that bullshit. To represent Angry Marines cunt-punching through difficult terrain, any Angry Marine with a close combat weapon (and an Angry Marine caught without a CCW is not Angry Marine) gains the Move Through Cover special rule.&lt;br /&gt;
&lt;br /&gt;
:* GET THE FUCK OUT OF MY HEAD - The uncontrollable anger and hatred of the Angry Marines leaves their minds open to psychic influence. However, anyone who dares to fuck with their minds risks serious mental damage. &lt;br /&gt;
::*A unit with at least one model with this special rule have -1 penalty for Deny the Witch! tests, though, if they pass it, not only is the power negated, the psyker who manifest this power also takes a S4 hit with no armour or cover saves allowed. (This means that if you do not find a way to get a +1 or better to their Deny the Witch! tests (such as from Adamantium Will, or the Psyker special rule) for a unit with at least one model with this special rule, the unit can not make Deny the Witch! tests at all.)&lt;br /&gt;
&lt;br /&gt;
* THIS WAY YOU FUCKS - Angry Marine Sergeants sometimes need to crack some skulls to aim their brothers in the right direction. When these fights take place mid-drop, this can go either way. &lt;br /&gt;
:*When a unit of Angry Marines uses its Jump Packs or a unit of Black Brothers uses its NEED A LIGHT? rule to arrive via Deep Strike, you may reduce scatter by any number you wish, up to the total amount of scatter. However, the squad suffers a number of S4 AP- hits equal to that number, distributed as evenly as possible.&lt;br /&gt;
&lt;br /&gt;
* Inspiring Rage!!! - a unit with at least one model with this special rule, has the Rage special rule.&lt;br /&gt;
&lt;br /&gt;
*HERESY! BLAM!: this rule is almost identical to the Summary Execution special rule, as per Codex: Astra Militarum. However, only Fuklaw is enough of a badass to execute Angry Marines. the only difference is that, An Angry Commissar, irritated Commissar or very irritated Commissar will never execute a model with the Angry Marine special rule. in addition to this, when you the D6; on a 3+ must choose a model with the highest Leadership that does not have the Angry Marine special rule (not including himself) to be executed, on a 1-2 your opponent may choose which model (that does not have the Angry Marine special rule) is executed Instead.&lt;br /&gt;
&lt;br /&gt;
*Unending &#039;&#039;&#039;RAGE&#039;&#039;&#039;: If an enemy unit successfully falls back from a combat or is destroyed in close combat by a model with this Rule or a unit that has a model with this Rule taht has joined that unit, the model with this Rule will give a rousing battle cry of &#039;WE GOT THE FUCKS NOW!!!&#039;. The model with this Rule and any unit he has joined may then make a 2d6&amp;quot; move towards any enemy unit, instead of making a sweeping advance or consolidating. If at least one model moves into base-to-base contact with an enemy unit, the Angry Marines count as having charged the unit, and will gain the appropriate bonuses (such as +1 attack for charging) in the next Assault phase. the model have Feel No Pain against wounds caused by Overwatch (if he have the Feel No Pain rule from another source, he instead add 1 to the result of the Feel No Pain rolls against wounds caused by Overwatch) if this occurs, since &#039;THOSE FUCKERS WERE NOT TAKEN BY SURPRISE! BUT I AM SO PISSED OFF THAT I IGNORES THE BULLETS THAT HIT ME!,&#039; in the words of a Warlord of the Angry Marines.&lt;br /&gt;
&lt;br /&gt;
===Warlord Traits===&lt;br /&gt;
&lt;br /&gt;
The Angry Marine warlord can roll his warlord trait from Command traits, Tactical traits, and Personal traits (but not Strategic traits) charts from core rulebook or from specific Angry Marine traits chart below.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! 1. IT&#039;S KINDA FUN. &lt;br /&gt;
! 2. OH NOW IT&#039;S ON YOU COCKSUCKER.&lt;br /&gt;
! 3. JUST WHO IN THE HELL DO YOU THINK I AM? &lt;br /&gt;
|-&lt;br /&gt;
| Despite disrespect towards ranged weapons, a common trait amongst Angry Marines, the warlord finds shooting stuff a bit more entertaining than most Angry Marines. The warlord may exchange his pistol or one of his close combat weapon for either a boltgun, plasma gun, melta gun, grav gun, or a flamer, free of cost. the new firearm counts as a melee weapon with -1 BS (to a minimum of 1) and you can assault in the same turn as the weapon is fired, even if it was a Rapid fire or salvo weapon.&lt;br /&gt;
| Rage is a hell of an anesthetic and an even greater motivator to stay alive. As long as he has only one Wound left, the Warlord has the Feel No Pain special rule. If the warlord already has this rule, he will instead gain a 5++ invulnerable save. If the warlord already has an invulnerable save, his save is improved by 1 (e.g. a 5++ save becomes a 4++ save), though tthis cannot push his invulnerable save to 1++ or better.&lt;br /&gt;
| The warlord takes offense at a rival leader goading him to a challenge, citing: &amp;quot;THAT SCRAWNY LITTLE FUCKFACE THINKS HE CAN BEAT ME. HE&#039;S GOING TO LEARN THE MEANING OF RIP AND TEAR!&amp;quot;. Whenever the warlord is challenged by the enemy, he gains +1 to his Initiative and Attacks. Additionally, if the warlord wins a challenge given by the enemy and he is down to 1 wound; roll a d6 and if the result is 5+, the warlord can regenerate d3 wounds.&lt;br /&gt;
|-&lt;br /&gt;
! 4. I&#039;LL SHOVE THOSE FUCKING FLASHES INTO YOUR ASS. &lt;br /&gt;
! 5. FUCK SCORING.&lt;br /&gt;
! 6. GET OVER HERE YOU FUCK.&lt;br /&gt;
|-&lt;br /&gt;
| Nothing pisses off the warlord more than fucking defensive grenades, and those assholes who use them. The warlord and his unit have Hatred against any squad with at least one model equipped with defensive grenades, and ignore the effects of defensive grenades when charging into close combat.&lt;br /&gt;
| &amp;quot;Holding objectives is boring. Let&#039;s blow them to hell and go fuck some shit up!&amp;quot; If, at the start of your shooting phase, your warlord is within 3&amp;quot; of an objective and there are no scoring or denial enemy units within 3&amp;quot; of it, your warlord squad may remove the objective instead of running or shooting and if playing with objective cards and a destroyed objective comes up draw a different one&lt;br /&gt;
| The warlord is not amused by his enemies hiding in cover and their cowardice pisses him off to no end,at least, more so than usual. This leads him to rapidly and blindly charge at enemies cowering in cover with seething fury. When assaulting into cover, the Warlord gains Initiative 7 and Feel No Pain against wounds caused by Overwatch (if he have the Feel No Pain rule from another source, he instead add 1 to the result of the Feel No Pain rolls against wounds caused by Overwatch) that turn. However, the rest of his squad does not charge with him: he automatically leaves any squad he is attached to, who may not assault the same unit as the Warlord (although they may attempt to assault a different one). &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Angry Marines Psychic Powers===&lt;br /&gt;
Master of Mindfuckery and Chief Mindfucker Moarfistin generate ther powers from the Biomancy, Daemonology (Sanctic), Pyromancy, Telekinesis, Telepathy, and Iratomancy disciplines. The Iratomancy psychic discipline is described below.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Power Number&lt;br /&gt;
! Power Name&lt;br /&gt;
! Charge Level&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Primaris Power&lt;br /&gt;
| EAT SHIT&lt;br /&gt;
| Warp Charge 2&lt;br /&gt;
| EAT SHIT is a Focused Witchfire power with a range of 12&amp;quot;. The Psyker may choose one of its Melee weapons to attack the target with: it does so as if it and its target were in combat. (The enemy can not attack back.)&lt;br /&gt;
|- &lt;br /&gt;
| 1&lt;br /&gt;
| FUCK HEAT&lt;br /&gt;
| Warp Charge 1&lt;br /&gt;
| FUCK HEAT is a Blessing that targets a single friendly unit within 24&amp;quot;. While this power is in effect, the target unit&#039;s weapons are not subject to the Gets Hot! rule. Additionally, the unit is immune to Pyromancy psychic powers, Flamer weapons (as defined by the rulebook), and all weapons or psychic powers that have the Melta and/or Soul Blaze special rules.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| FFFFFFFF-&lt;br /&gt;
| Warp Charge 2&lt;br /&gt;
| FFFFFFFF- is a Blessing that targets all friendly units within 24&amp;quot;. While this power is in effect, target units has the Rampage Special Rule.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| [[RIP AND TEAR]]&lt;br /&gt;
| Warp Charge 1&lt;br /&gt;
| RIP AND TEAR is a Malediction that targets a single enemy infantry unit within 24&amp;quot;. Whilst the power is in effect, the target unit have a -1 modification when making armor save rolls; this power can be cumulative with other modifications   &lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
|FUCK YOUR PSYCHIC SHIT!!&lt;br /&gt;
| Warp Charge 3&lt;br /&gt;
|FUCK YOUR PSYCHIC SHIT!! is a blessing that gives all infantry units within 6&amp;quot; a 3+ to Deny the Witch rolls, or, by expending only 2 warp charges, may instead give a single unit within 12&amp;quot; a 3+ Deny the Witch rolls.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
|ALL THE RAGE!!!&lt;br /&gt;
| Warp Charge 1&lt;br /&gt;
|ALL THE RAGE!!! is a blessing that targets the Psyker. While this power is in effect all models in the Psyker and his unit gain +2 attacks and the Fearless special rules.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
|I&#039;M COMING FOR YOU FUCKER!!&lt;br /&gt;
| Warp Charge 1&lt;br /&gt;
|I&#039;M COMING FOR YOU FUCKER!! is a blessing that targets only the Psyker. The Psyker gains +3 Attacks and +1 to his Initiative and Strength, and he and his unit must declare an assault at the nearest enemy unit. If no enemy unit is within charge range, then the Psyker&#039;s intense rage means he suffers an unsavable wound. If in an Assault, the Psyker must challenge an independent character if possible.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Angry Marine Equipment==&lt;br /&gt;
The Angry Marines mainly employ the standard weapons of the [[Adeptus Astartes]], but they also possess a number of exotic and unusual weapons.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon Table!! Range !! S !! AP !! Type&lt;br /&gt;
|-&lt;br /&gt;
| Power Bat || - || +2 || 4 || Melee, Concussive&lt;br /&gt;
|-&lt;br /&gt;
| a pair of Power Feet || - || +1 || 4 || Melee, Unwieldy, Two-Handed, kick&lt;br /&gt;
|- &lt;br /&gt;
| Power Chair || - || +5 || 4 || Melee, Concussive, Two-Handed&lt;br /&gt;
|-&lt;br /&gt;
| Dual Power Fist || - || x2 || 2 || Melee, Specialist Weapon, Unwieldy, Dual Fists&lt;br /&gt;
|-&lt;br /&gt;
| Power Heavy Bolter (Melee) || - || +1 || 5 || Melee, Concussive, Two-Handed, Unwieldy&lt;br /&gt;
|-&lt;br /&gt;
| Power Heavy Bolter (Ranged) || 36&amp;quot; || 5 || 4 || heavy 3&lt;br /&gt;
|-&lt;br /&gt;
| Power Wrench || - || +1 || 2 || Melee, Unwieldy&lt;br /&gt;
|-&lt;br /&gt;
| Adamantium 4x2 with a nail through it || - || +2 || 4 || Melee, Concussive, Rending&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Smoke&amp;quot; Launcher || 12&amp;quot; || 4 || 4 || Assault 1, Blast&lt;br /&gt;
|-&lt;br /&gt;
| Flamer Charger || Template || 4 || 5 || Assault 1, One use only&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Charger || 12&amp;quot; || 7 || 2 || Assault 2, Gets Hot, One use only&lt;br /&gt;
|-&lt;br /&gt;
| Melta Charger || 12&amp;quot; || 8 || 1 || Assault 1, Melta, One use only&lt;br /&gt;
|-&lt;br /&gt;
| Grav Charger || 12&amp;quot; || * || 2 || Assault 2, Concussive, Graviton, One use only&lt;br /&gt;
|-&lt;br /&gt;
| Rocket Propelled Chainsaw || 48&amp;quot; || 5 || 2 || Heavy 1, Armourbane, Mastercrafted, One use only&lt;br /&gt;
|-&lt;br /&gt;
| Power cat || 10&amp;quot; || 4 || 1 || Assault 6, Armourbane, One use only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ranged Weaponry===&lt;br /&gt;
* &amp;quot;Smoke&amp;quot; Launcher - Angry Marines doctrine makes smoke grenades unnecessary. Instead, they fill the tubes of their &amp;quot;Smoke&amp;quot; Launchers with plasma grenades.&lt;br /&gt;
&lt;br /&gt;
[[Image:Chargers.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
* Chargers - Angry Marines see bolters as unmanly weapons, though they found combi-bolters somewhat useful to lay some heat on enemy while charging them. So angry techmarines designed combi-weapons without bolters included, and combined it with power fists, lightning claws, or power armor forearms, leaving both hands free for a close combat weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rocket Propelled Chainsaw.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* Rocket Propelled Chainsaw - Hunter-killer missiles aren&#039;t brutal looking enough in the eyes of Angry Marines, so they replaced them with fucking EVISCERATORS on guided missiles.&lt;br /&gt;
*Power cat - Because the angry marines are angry enough to have angry cats, they equip them with power sword fragments on their claws and teeth. (The cat usually dies after it hits the target.)&lt;br /&gt;
&lt;br /&gt;
*Power Heavy Bolter - Power Heavy Bolter is a Heavy Bolter with a disruptor energy fields commonly found in Power Weapons. It&#039;s both a Ranged and a Melee weapon.&lt;br /&gt;
&lt;br /&gt;
===Melee Weaponry===&lt;br /&gt;
[[Image:Angry-Sergeant-Power-Bat-001.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
* Power Bat and Wrench - While the Angry Marines employ a number of traditional Power Swords, many prefer the powered bats and wrenches unique to the Angry Marines. They count as one-handed Power Weapons with profiles as seen in the table to the right.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cock Knockers 1.jpg|100px]]&lt;br /&gt;
&lt;br /&gt;
* A Pair of Power Feet - &amp;quot;Used in pairs and purchased as a pair.&amp;quot;, Power Feet are weapons in the shape of the boots of Power Armor, sized up to disruptor energy fields commonly found in Power Fists. &lt;br /&gt;
:*kick: regardless of which weapon a model with a pair of Power Feet use in close combat, They get one extra attack in close combat with S+1 AP4 resolved at initiative step 1.&lt;br /&gt;
&lt;br /&gt;
[[Image:Adamantium 4x2 with a nail through it.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
* Adamantium 4x2 with a nail through it: A special weapon only reserved for the elite of the Angry Marines, rare due to the sheer effort of getting a nail into a piece of Adamantium: this weapon is a Power Bat that has the Rending Special rule.&lt;br /&gt;
&lt;br /&gt;
[[Image:Power Chair.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
* Power Chair - Same power as the power bat and power wrench but with a bashing effect. First started with an Angry Marine Initiate who was having a fight with another Initiate who used a chair, used all energy from the power bat and smashed the initiate in the head. This was then developed into the Angry Marine arsenal. To this day the unconscious initiate is still in the med bay of strike cruiser &amp;quot;DIPSHIT&amp;quot; because &amp;quot;HE IS A FUCKING PUSSY WHO CANNOT FIGHT HIS WAY OUT OF HIS SLEEP, SLANNESHI-SLEEPING-SLOTH-SHIT!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:Dual power fists (3).png|200px]]&lt;br /&gt;
&lt;br /&gt;
* Dual Power Fist - Dual Power Fist is a Power Fist with a smaller Power Fist on it. &lt;br /&gt;
:*Dual Fists: a model With one or more Dual Power Fists may re-roll all failed to Hit, to wound and armor penetration rolls.&lt;br /&gt;
&lt;br /&gt;
===Flamer of Wrath Weapons===&lt;br /&gt;
Flamer of Wrath Weapons are Flamer Weapons modified so they can shoot more lethal spurts of fire while placing the user at risk. A Flamer of Wrath Weapons has two to three firing modes; the entire squad has to use the same mode of fire.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon Table!! Range !! S !! AP !! Type&lt;br /&gt;
! Weapon Table!! Range !! S !! AP !! Type&lt;br /&gt;
|-&lt;br /&gt;
| Hand Flamer of Wrath (Regular) || Template || 3 || 6 || Pistol 1&lt;br /&gt;
| Hand Flamer of Wrath (Charged) || Template || 4 || 5 || Pistol 1, Gets Hot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Flamer of Wrath (Regular) || Template || 4 || 5 || Assault 1&lt;br /&gt;
| Flamer of Wrath (Charged) || Template || 5 || 4 || Assault 1, Gets Hot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Flamer of Wrath (Regular) || Template || 5 || 4 || Assault 1&lt;br /&gt;
| Heavy Flamer of Wrath (Charged) || Template || 6 || 3 || Assault 1, Gets Hot&lt;br /&gt;
|-&lt;br /&gt;
| ||  ||  || ||&lt;br /&gt;
|Heavy Flamer of Wrath (Over-Charged) || Template || 6 || 4 || Heavy 1, Gets Hot, Torrent&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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===FUCK launcher Weapons===&lt;br /&gt;
FUCK Launcher Weapons are missile launchers of any size that has been modified to throw battle brothers directly into the thick of the action, using rocket thrusters to propel them towards the enemy. It is as dangerous as it sounds, but few Angry Marines give a fuck as long as they can get in the fight faster.&lt;br /&gt;
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[[Image:Predator Angrinator 1.jpg|400px]]&lt;br /&gt;
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{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon name !! Range!! type&lt;br /&gt;
|-&lt;br /&gt;
| Portable FUCK Launcher|| 24 ||  Heavy 1, Rocket Propelled Anger (2)&lt;br /&gt;
|-&lt;br /&gt;
| MAXIMUM FUCK launcher|| 36|| Ordnance 1,  Rocket Propelled Anger(6), Barrage&lt;br /&gt;
|-&lt;br /&gt;
| FUCK launcher|| 36|| Ordnance 1, Rocket Propelled Anger(3), Barrage&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Image:Predator Angrinator 2.jpg|300px]]&lt;br /&gt;
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Rocket Propelled Anger:&lt;br /&gt;
&lt;br /&gt;
FUCK launchers fire the number of times indicated in brackets on their profile. A weapon with this rule behaves differently if fired by an Infantry model vs a Vehicle.&lt;br /&gt;
*Infantry: When firing this weapon, choose one unit wholly within 8 inches of the firing unit (note that this may be the firing unit itself but can never be models with the Bulky rule or variants (very, extremely, etc.)). This launched unit must also have a number of models equal to or less than the combined number of shots of every weapon with Rocket Propelled Anger in the first unit (for example a unit with 3 Portable FUCK Launchers may launch a unit with up to 6 models in it). Then place a Large Blast template (range and LoS still apply) and roll for scatter. This blast template can be placed above friendly models or even nothing at all. If the unit launched itself, it loses all weapons with this special rules in the process because they are to be left behind, also nominate one poor Asshole who is left behind because SOMEONE NEEDS TO PULL THE FUCKING TRIGGER, that model is removed as a casualty as it scuttles of the battlefield raging on about what a fucking asshole you are for choosing him.&lt;br /&gt;
*Vehicle: Vehicle mounted FUCK launchers increase their transport capacity by the number of shots on the profile (for example, a MAXIMUM FUCK launcher increases capacity by 6). If this weapon is destroyed, any excess models transported are removed as casualties. You may not fire this weapon in the same turn in the same turn as when passengers disembark this vehicle.&lt;br /&gt;
&lt;br /&gt;
After determining the final placement of the blast template, all launched models must be placed at least partially under the template (they can even be placed within 1 inch of enemy models). Any models that don&#039;t fit in this way are removed from play. Any model that is now covered by the large blast marker takes a S4 AP- hit. If the Angry Marines are in base contact or within 2&amp;quot; of one or more enemy units after these hits, the Angry Marines count as being locked in combat with the enemy unit(s). This is not a charge and therefore does not trigger Furious Charge or other charging specific rules.&lt;br /&gt;
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===Other Items===&lt;br /&gt;
[[Image:Cigar (2).jpg|100px]]&lt;br /&gt;
&lt;br /&gt;
* Cigar - The Angry Marines enjoy a good smoke; it keeps them focussed under fire. If at least one model in the squad has a Cigar, that squad adds +1 to its Leadership for Morale tests due to losing an assault or taking casualties.&lt;br /&gt;
&lt;br /&gt;
[[Image:Wolverine (2).jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
*Wolverine - Wolverines are one of the very few animals in existence that come close to matching the rage of the Angry Marines. What, you thought they were just some harmless mustelids? Well, you were fucking WRONG. Wolverines WILL fuck your shit up; for this reason, many Angry Marines prefer to go to war with a rabid wolverine in tow. &lt;br /&gt;
:*a Wolverine is a combat familiar (You can find it in the Chaos space marines codex), that makes three additional Strength 4 AP 6 Melee Attacks, instead of making two additional Strength 4 AP- Melee Attacks.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Wargear===&lt;br /&gt;
* Doormaker Charges - Rhino transports have no assault ramps to join the fight right after jumping out, and moreover due to their design there is no way to add forward ramp. Angry techmarines found a way to bypass these limitations by adding few demolition charges into a Rhino&#039;s front armour to BLOW ITSELF TO HELL SO WE CAN FIGHT. &lt;br /&gt;
:*If your Rhino transport has Doormaker Charges, at any point of your movement phase, you may detonate them. If you do so, every model embarked in the transport receives a S4 AP- hit, and the Rhino itself is wrecked, but its passengers may disembark from the front side of vehicle and charge in the turn they disembark, as if the Rhino had the Assault Vehicle rule. Furthermore, you may add one extra Angry Marine model, armed with bolt pistol, chainsword, krak and frag grenades to the squad to represent the Rhino driver, who abandons his useless transport to join the fight.&lt;br /&gt;
&lt;br /&gt;
* Power of the Angry Machine Spirit - This unnaturally infuriated Machine Spirit is prone to bouts of raging during battle. &lt;br /&gt;
:*Due to its self destructive nature, Vehicles with this upgrade have their armor values reduced by one (to a minimum of 10). However, its constant rage also enables it to always ignore crew shaken and crew stunned results, as the vehicle is keen on telling its drivers to GET OFF YOUR FUCKING ASS AND ATTACK. In addition, when performing a tank shock, the vehicle will cause D6 strength 4 hits upon the target unit; when the vehicle is ramming, it counts as having its original armor value for determining the strength of the attack, and gains +1 strength to its attack. Furthermore, an Angry Techmarine gains +1 to its Work you Fucking Piece of Shit! rolls when rolling for a vehicle with this upgrade.&lt;br /&gt;
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===Armoury===&lt;br /&gt;
&#039;&#039;&#039;(1)&#039;&#039;&#039; may not be taken by Commissar Fuklaw&lt;br /&gt;
&#039;&#039;&#039;(2)&#039;&#039;&#039; may not be taken by Angry Commissar and/or very irritated Commissar&lt;br /&gt;
&#039;&#039;&#039;(3)&#039;&#039;&#039; may not be taken by Command Squad&lt;br /&gt;
&#039;&#039;&#039;(4)&#039;&#039;&#039; may not be taken by Angry Chaplain&lt;br /&gt;
====Close Combat Weapon====&lt;br /&gt;
A model may replace his Melee Weapon, boltgun and/or bolt pistol with one of the following:&lt;br /&gt;
*Chainsword: free.&lt;br /&gt;
*Chainaxe (You can find it in the Chaos space marines codex): +8 pts.&lt;br /&gt;
*Power Sword, Power Bat, Power Lance or Power Wrench: +15 pts.&lt;br /&gt;
*Power Chair: +20 pts. &lt;br /&gt;
*Lightning Claw: +15 pts.&lt;br /&gt;
*Power Fist: +25 pts. &#039;&#039;&#039;(1)&#039;&#039;&#039;&lt;br /&gt;
*Chainfist: +30 pts. &#039;&#039;&#039;(1)&#039;&#039;&#039;, &#039;&#039;&#039;(2)&#039;&#039;&#039;&lt;br /&gt;
*Thunder Hammer: +30 pts. &#039;&#039;&#039;(1)&#039;&#039;&#039;, &#039;&#039;&#039;(2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Ranged Weapon====&lt;br /&gt;
A model may replace his Melee Weapon, boltgun and/or bolt pistol with one of the following:&lt;br /&gt;
*Storm Bolter +5 pts.&lt;br /&gt;
*Hand Flamer: +5 pts.&lt;br /&gt;
*Plasma Pistol: +15 pts.&lt;br /&gt;
*Infernus Pistol: +15 pts.&lt;br /&gt;
*Grav Pistol: +15 pts.&lt;br /&gt;
&lt;br /&gt;
*a model may take one of the following without replacing his Melee Weapon, boltgun and/or bolt pistol:&lt;br /&gt;
:*Flamer Charger: +5 pts &#039;&#039;&#039;(1)&#039;&#039;&#039;, &#039;&#039;&#039;(2)&#039;&#039;&#039;&lt;br /&gt;
:*Plasma Charger: +5 pts &#039;&#039;&#039;(1)&#039;&#039;&#039;, &#039;&#039;&#039;(2)&#039;&#039;&#039;&lt;br /&gt;
:*Melta Charger: +5 pts &#039;&#039;&#039;(1)&#039;&#039;&#039;, &#039;&#039;&#039;(2)&#039;&#039;&#039;&lt;br /&gt;
:*Grav Charger: +5 pts &#039;&#039;&#039;(1)&#039;&#039;&#039;, &#039;&#039;&#039;(2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Special Weapons====&lt;br /&gt;
A model may replace his Melee Weapon, boltgun and/or bolt pistol with one of the following:&lt;br /&gt;
*Flamer: +5 pts.&lt;br /&gt;
*Melta gun: +10 pts.&lt;br /&gt;
*Plasma gun: +15 pts.&lt;br /&gt;
*Grav gun: +15 pts.&lt;br /&gt;
*Grenade launcher (You can find it in the Astra Militarum codex): +15 pts/per model. (Angry &#039;Serfs&#039; only)&lt;br /&gt;
&lt;br /&gt;
====Special Wargear====&lt;br /&gt;
A model may take up to  one of each item, in the Special Wargear list.&lt;br /&gt;
&lt;br /&gt;
*a model may take up to one of each of the following:&lt;br /&gt;
:*Melta Bombs: +5 pts.&lt;br /&gt;
:*Cigar: +1 pts.&lt;br /&gt;
&lt;br /&gt;
*A model can exchange its Melee Weapon, boltgun or bolt pistol with following:&lt;br /&gt;
:*Power Heavy Bolter: +15 pts. &#039;&#039;&#039;(1)&#039;&#039;&#039;, &#039;&#039;&#039;(2)&#039;&#039;&#039;, &#039;&#039;&#039;(4)&#039;&#039;&#039;&lt;br /&gt;
:*Adamantium 4x2 with a nail through it: +20 pts. &#039;&#039;&#039;(4)&#039;&#039;&#039;&lt;br /&gt;
:*Dual Power Fist +35 pts. &#039;&#039;&#039;(1)&#039;&#039;&#039;, &#039;&#039;&#039;(2)&#039;&#039;&#039;, &#039;&#039;&#039;(4)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*a model may take one of the following:&lt;br /&gt;
:*Power cat +20 pts.&lt;br /&gt;
:*Wolverine: +20 pts.&lt;br /&gt;
&lt;br /&gt;
*a model may take one of the following: &lt;br /&gt;
:*Combat Shield: +5 pts. &#039;&#039;&#039;(1)&#039;&#039;&#039;, &#039;&#039;&#039;(2)&#039;&#039;&#039;&lt;br /&gt;
:*Storm Shield: +15 pts. &#039;&#039;&#039;(1)&#039;&#039;&#039;, &#039;&#039;&#039;(2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*a model may choose one of the following: (None of the following may be taken by models wearing Terminator Armor.)&lt;br /&gt;
:*Take Space Marine Bike: +20 pts. &#039;&#039;&#039;(3)&#039;&#039;&#039;&lt;br /&gt;
:*Take Jump Pack: +15 pts. &#039;&#039;&#039;(1)&#039;&#039;&#039;, &#039;&#039;&#039;(2)&#039;&#039;&#039;, &#039;&#039;&#039;(3)&#039;&#039;&#039;&lt;br /&gt;
:*A pair of Power Feet: +10 pts. &#039;&#039;&#039;(1)&#039;&#039;&#039;, &#039;&#039;&#039;(2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Artifacts====&lt;br /&gt;
you may only have one of each artifact in your army&lt;br /&gt;
*Banner of FUCK YOU: 30 pts. &lt;br /&gt;
:*This venerable banner is one of the oldest relics of the Angry Marines, carried by angry fucks in the largest battles the Angry Marines ever took part in. It is said that no Chapter Master fell in battle while carrying this sacred standard, even against the most lethal of enemies that would put the most battle-hardened space marines down, on account of NO WAY I&#039;M LETTING THOSE ASSFUCKING FAGGOTS GET THIS FUCKING AWESOME BANNER. &lt;br /&gt;
::*The model who carries the Banner of FUCK YOU has the Eternal Warrior special rule. Angry Marines who have the honor of accompanying their eternally angry chapter master are instilled with a sense of duty to NOT LET THOSE PANSY-ASSED FAGGOTS TAKE OUR FUCKAWESOME BANNER, and thus will fight with an even harder resolve. Any squad the model with this joins gains +1 attacks and the Feel No Pain special rule. (the Banner of FUCK YOU&#039;s +1 attacks does not stack with the +1 attacks from the FUCK YOU, OLD MAN! I&#039;LL SHOW YOU HOW IT&#039;S DONE! Special Rule.)&lt;br /&gt;
&lt;br /&gt;
*The Head of Papa-Smurf: 10 pts.&lt;br /&gt;
:*The head of a blue xeno with white beard, which the Angry Marines claim is the head of the Primarch of the UltraSmurfs! ROWBOAT FUCKING GUILLIMAN!&lt;br /&gt;
::*All Angry Marines Units get the Preferred Enemy (Ultramarines) and Hatred (Ultramarines) special rules. in return get all Ultramarine Units (friend or foe), get the Hatred (Angry Marines) special rule. The carrier also gets the Fear and Stubborn special rules.&lt;br /&gt;
&lt;br /&gt;
*Unpredictable Melee thingy. 40 pts. (You may take one &amp;quot;unpredictable Melee thingy&amp;quot; for every two Angry Marine HQ choices which is not an Angry Commissar and/or a Command Squad.) The Angry Marines have many different specialty Artifact Close Combat weapons. but you never know what it will do until you have beaten somebody with it.&lt;br /&gt;
:*The first time the model bearing the Unpredictable Melee Thingy is engaged in melee combat (exception: Masters of Mindfuckery and Chief Mindfucker Moarfistin, if equipped with the Unpredictable Melee Thingy, also roll to decide the weapon&#039;s nature if they use the EAT SHIT psyker power), roll 1d6 and replace the weapon with a randomly-chosen replacement from the table below.&lt;br /&gt;
::(You may only have one of each of these weapons in your army, so if you have mutiple Unpredictable Melee Thingies and one of them gets the same result as a previous Unpredictable Melee Thingy, then re-roll until you get a unique result. For this reason, even if you have enough Angry Marine HQ choices to get seven or more Unpredictable Melee Thingies, you can never have more than six in your army.)&lt;br /&gt;
::*1&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| The Tank Killer|| -|| u|| 4 ||Melee, Mastercrafted, Machine Killer&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Machine Killer - When a weapon with this Special Rule hits a vehicle, roll a D6 to determine the effect rather than rolling for armour penetration normally. the weapon also has AP1 against vehicles:&lt;br /&gt;
:::*1:no effect&lt;br /&gt;
:::*2:glancing hit&lt;br /&gt;
:::*3-6:penetrating hit&lt;br /&gt;
::*2&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| The Meat Grinder Of Doom|| - || u || 5 ||Melee, Specialist Weapon, Mastercrafted, Rampage, GRIND THE FUCKERS UP&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
GRIND THE FUCKERS UP: When attacking Infantry (including Jump and Jetpack Infantry) this weapon becomes AP3 and gains Shred&lt;br /&gt;
::*3&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| The Monster Hunter&#039;s Favorite|| - || 3 || 2 ||Melee, Specialist Weapon, Mastercrafted, Monster Hunter, Fleshbane (only against Monstrous Creatures and Gargantuan Creatures)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::*4&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| The Skull Crusher Of Doomsday!|| - || u || 1 ||Melee, Concussive, Two-Handed, Unwieldy, Mastercrafted, Doomsday!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Doomsday! - When the weapons carrier makes its Close Combat attacks, it can choose instead to make a single Doomsday Attack! if it does so, roll To Hit as normal, but resolve the Attack at Strength D .&lt;br /&gt;
::*5&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| Pocket Knife of Eye Stabbing +1 || - || 1 || - ||Melee, Concussive, Fleshbane, Blind, Mastercrafted, Shred, Rending&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::*6&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| The Terminator Killer Hammer || - || * || 2 ||Melee, Concussive, Graviton, Mastercrafted, Unwieldy, Shred, Two-Handed&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*The Holy Book of Eternal Rampage: 40 pts. (Master of Mindfuckery only.)&lt;br /&gt;
:* The Holy Book of Eternal Rampage is the book which the Masters of Mindfuckery have written all the curses and bad-mouthing the Angry Marine Chapter have used throughout their long history.&lt;br /&gt;
::*the Master of Mindfuckery that carries this book gets +1 to his Mastery Level and knows all the Psychic Powers of The Iratomancy discipline, but can not generate any other Psychic Powers (Force is not included). in addition to this, he will harness Warp Charge points on a result of 3+ rather than 4+.&lt;br /&gt;
&lt;br /&gt;
*The Power Heavy Bolter Dual Powerfist: 45 pts. (The Power Heavy Bolter Dual Powerfist must be exchanged for any other weapon the model has.)&lt;br /&gt;
:* The Power Heavy Bolter Dual Powerfist is perhaps the most brilliant weapon the Angry Marines Techmarines have ever made. The Power Heavy Bolter Dual Powerfist, is a Power Heavy Bolter With a Dual Power Fist to attached to the bottom of it, to be used as the angriest bayonet imaginable.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| The Power Heavy Bolter Dual Powerfist (Melee) || - || x2 +1 || 2 ||Melee, Concussive, Unwieldy, Dual Fists, Two-Handed&lt;br /&gt;
|-&lt;br /&gt;
| The Power Heavy Bolter Dual Powerfist (Ranged) || 36&amp;quot; || 5 || 4 ||Assault 3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Vehicle Wargear====&lt;br /&gt;
A model may take up to one of each of the following:&lt;br /&gt;
*Dozer Blade (tanks only): +5 pts.&lt;br /&gt;
*Storm Bolter: +5 pts. (tanks only)&lt;br /&gt;
*Extra Armour: +10 pts.&lt;br /&gt;
*Rocket Propelled Chainsaw: +10 pts.&lt;br /&gt;
*Power of the Angry Machine Spirit: +20 pts.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
===HQ===&lt;br /&gt;
====Angry Captain====&lt;br /&gt;
Angry Marines are not very good at &amp;quot;leading&amp;quot; their brothers as strategic-level commanders. This is a fact, although it is a fact none dare utter in front of an Angry Marine, lest they find their ribs turned into a hat rack and shoved up their ass. Angry Captains lack the patience to make plans aside from RUSHING THOSE FUCKING FUCKERS and long-term war plans are seen as a FUCKING WASTE OF MY FUCKING TIME, at the very least. As one Angry Captain said in the middle of a planning session with a fellow group of Marines, &amp;quot;WHY THE FUCK ARE WE IN HERE, IF THE ENEMY IS OUT THERE?!&amp;quot; But Angry Captains are far from stupid. They have an almost instinctive sense of how an enemy&#039;s weaknesses can be exploited. Indeed, Angry Marines frequently claim that 100 Angry Marines led by an Angry Captain and set loose behind enemy lines can do more damage to the enemy in a week than a similarly-sized group of Raven Guard can do in ten years. When asked how they can accomplish this feat, 1st Company Captain Raserei responded, &amp;quot;YOU FIND THE ENEMY, KICK THEM IN THE BALLS, MOVE ON TO KICK THE NEXT FUCKER IN THE BALLS, AND BY THE TIME YOU&#039;RE DONE THE ENTIRE FUCKING ARMY&#039;S BEEN KICKED IN THE BALLS! SO BY KICKING EVERY MAN&#039;S BALLS, YOU KICKED THE BALLS OF AN ENTIRE PLANET!&amp;quot; Truly, Raserei is a poet.&lt;br /&gt;
&lt;br /&gt;
[[Image:CaptainBadass.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Captain || 6 || 3 || 4|| 4 || 3 || 5 || 4 || 9 || 3+  || Infantry (Character) || 1 Angry Captain || 105&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
*Power Armor&lt;br /&gt;
*Two chainswords. (The extra attack due to having two close combat weapons is NOT included in the Angry Captain&#039;s profile. (And that is how it is in 99,9999999999999999999999999...% of all official Codex, in 40K))&lt;br /&gt;
*Frag and Krak Grenades&lt;br /&gt;
*Twisted Lump of Metal/Iron Halo - Nobody&#039;s quite sure what this once was. Some theorize is was formerly an Iron Halo; others claim it had to be a Rosarius stolen from a Chaplain from a... lesser... Chapter, and others claim it is the Captain&#039;s raw hatred crystallized into physical form. In any case, it suffered one too many blows protecting the Captain, but it still (somehow) works, even though it spits sparks and smoke with every impact. For all intents and purposes, a Twisted Lump of Metal counts as an Iron Halo (as per Codex: Space Marines).&lt;br /&gt;
&lt;br /&gt;
Options: &lt;br /&gt;
*may take items from the &#039;&#039;&#039;Close Combat Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;, &#039;&#039;&#039;Artifacts&#039;&#039;&#039;, and/or &#039;&#039;&#039;Special Wargear&#039;&#039;&#039; lists.&lt;br /&gt;
*May replace his Power Armour with Artificer Armour for 20 points.&lt;br /&gt;
*May replace his Power Armour, Frag and Krak Grenades with Terminator Armour for 30 points.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
* Inspiring Rage!!!&lt;br /&gt;
*Angry Marine&lt;br /&gt;
*Independent Character&lt;br /&gt;
*Unending &#039;&#039;&#039;RAGE&#039;&#039;&#039;&lt;br /&gt;
*I WILL RIDE A FUCKING BIKE IF I FUCKING WANT TO: If an Angry Captain commandeers a Space Marine Bike from the armoury (over the objections of the Techmarines, who hate to see the bikes destroyed by the Captain), his fellows will as well. If the Angry Captain is mounted on an Space Marine Bike, Angry Bike Gangs become Troops choices.&lt;br /&gt;
&lt;br /&gt;
====Angry Chaplain====&lt;br /&gt;
Few beings in the known universe are bold enough to critizcize an Angry Marine. Their notoriously short tempers make enforcing discipline extremely difficult. In an effort to counteract this, potential Angry Chaplains are singled out after showing the most rage during their first battle and nominated as Ganger leaders. This pisses off the other Angry Marines, [[Just as planned|whose resentment pisses off the Ganger leaders.]] The most promising of the Ganger leaders are taught inventive new insults and the correct way to RIP OUT SOME FUCKER&#039;S SPINE AND USE IT AS A CLUB. The older Angry Chaplains don&#039;t have the patience for teaching, but Commissars do, so they are often assigned to perform this task. Ganger leaders are promoted to full Angry Chaplain once they can swear profusely enough to make a Commissar blush.&lt;br /&gt;
&lt;br /&gt;
[[Image:Angry Chaplain.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Chaplain || 6 || 2 || 4|| 4 || 2 || 4 || 2 || 9 || 3+ || Infantry (Character) || 1 Angry Chaplain ||  90&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wargear: &lt;br /&gt;
*Power Armour&lt;br /&gt;
*Bolt Pistol&lt;br /&gt;
*Frag and Krak Grenades&lt;br /&gt;
*Crozius Iratus&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| Crozius Iratus|| -|| +2|| 4 ||Melee, Concussive, Holy &#039;&#039;&#039;RAGE&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:*Holy &#039;&#039;&#039;RAGE&#039;&#039;&#039;: The bearer of a weapon with the Holy &#039;&#039;&#039;RAGE&#039;&#039;&#039; special rule has a 3+ invulnerable save in close combat.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;NOTE:&#039;&#039; Angry Chaplains don&#039;t use Rosariuses, CAUSE ONLY FAGGOTS WEAR FLASHY TRINKETS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Options: &lt;br /&gt;
*may take items from the &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;, &#039;&#039;&#039;Artifacts&#039;&#039;&#039;, and/or &#039;&#039;&#039;Special Wargear&#039;&#039;&#039; lists.&lt;br /&gt;
*May replace his Power Armour and Frag and Krak with Terminator Armour for 30 points.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
* Inspiring Rage!!!&lt;br /&gt;
*Angry Marine&lt;br /&gt;
*Independent Character&lt;br /&gt;
*Zealot&lt;br /&gt;
*Litany of Profanity: The Angry Chaplain&#039;s oratory skills are not only used to inspire their brothers to RIP AND TEAR, but also to offend and mock their enemies. Even mindless Tyranids and undead Necrons are mentally crushed by the constant stream of curses an Angry Chaplain yells in battle. An enemy Unit must pass a leadership test in order to fire Overwatch at an Angry Chaplain or his Unit.&lt;br /&gt;
&lt;br /&gt;
====Master of Mindfuckery====&lt;br /&gt;
These fuckers are the Angry Marines&#039; equivalent to Librarians. Except they aren&#039;t called Librarians, because only BORING FUCKS READ BOOKS, AND I CAN WRECK YOUR SHIT WITH MY MIND. Unlike other Chapters, in which Librarians are in charge of the Chapter&#039;s history or BORING SHIT like that, the Masters of Mindfuckery have the job of FUCKING with the SHIT-FOR-BRAINS ENEMIES&#039; SHIT BRAINS on the battlefield. And that&#039;s all you need to know!&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Master of Mindfuckery || 6 || 2 || 4|| 4 || 2 || 4 || 2 || 9 || 3+ || Infantry (Character) || 1 Master of Mindfuckery || 65&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear: &lt;br /&gt;
*Power Armor&lt;br /&gt;
*Force weapon&lt;br /&gt;
*Bolt Pistol&lt;br /&gt;
*Frag and Krak Grenades&lt;br /&gt;
*Psychic Hood&lt;br /&gt;
&lt;br /&gt;
Options: &lt;br /&gt;
*may take items from the &#039;&#039;&#039;Close Combat Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;, &#039;&#039;&#039;Artifacts&#039;&#039;&#039;, and/or &#039;&#039;&#039;Special Wargear&#039;&#039;&#039; lists.&lt;br /&gt;
*May replace his Power Armour and Frag and Krak with Terminator Armour for 30 points.&lt;br /&gt;
*may be upgraded to Psyker (Mastery Level 2) for +25pts.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
* Inspiring Rage!!!&lt;br /&gt;
*Angry Marine&lt;br /&gt;
*Independent Character&lt;br /&gt;
*Psyker (Mastery Level 1).&lt;br /&gt;
&lt;br /&gt;
====Angry Apothecary====&lt;br /&gt;
An Angry Apothecary is not so much a field medic as with other Chapters Apothecaries, as he his a fountain of creative insults and rage. Instead of giving his wounded battle brothers painkillers, he will piss them off so much that they forget their pain, and will fight with much more than just renewed strength. By simply shouting into their faces &amp;quot;STOP WHINING YOU LITTLE FUCKING SHITS!&amp;quot;, an Angry Apothecary can get a Marine back into the fight faster than any healing technology could hope to. And if that&#039;s not enough to make sure his battle brothers continue to fight, then it&#039;s good that he has adamantium duct tape to patch wounds with.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Apothecary || 5 || 2 || 4|| 4 || 2 || 4 || 2 || 8 || 3+ || Infantry (Character) || 1 Angry Apothecary || 55&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear: &lt;br /&gt;
*Power Armor&lt;br /&gt;
*Chainsword&lt;br /&gt;
*Frag and Krak Grenades&lt;br /&gt;
*Adamantium duct tape - As long as the Angry Apothecary is alive, all models in his unit have the Feel No Pain (6+) Special Rule. This Fell No Pain (6+) may also be taken against unsaved Wounds that have the Instant Death Special Rule; but not against Detroyer attacks.&lt;br /&gt;
*HUGE FUCKING NEEDLE!&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| HUGE FUCKING NEEDLE|| -|| U|| 2 ||Melee, Poisoned (4+)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Options: &lt;br /&gt;
*may take items from the &#039;&#039;&#039;Close Combat Weapon&#039;&#039;&#039;, and/or &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039; lists.&lt;br /&gt;
*may take Cigar: +5 pts.&lt;br /&gt;
*may choose to take one of the following:&lt;br /&gt;
:*Space Marine Bike: +20 pts.&lt;br /&gt;
:*Jump Pack: +15 pts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*Not A Real Leader - a Command Squad and/or Angry Apothecary can never be a Warlord.&lt;br /&gt;
*Inspiring Rage!!!&lt;br /&gt;
*Angry Marine&lt;br /&gt;
*Independent Character&lt;br /&gt;
*STOP WHINING YOU LITTLE FUCKING SHITS! - At the beginning of each Assault Phase where he is part of another unit, his unit must take a Toughness test. If this Toughness test is passed, nothing happens. On the other hand, if this Toughness test fails, a random model in the unit takes a Wound with no saves of any kind and/or Feel No Pain allowed (The Angry Apothecary can not take this Wound). Regardless of the result of the Toughness test, all other models than himself in his unit get the Rampage Special Rule.&lt;br /&gt;
&lt;br /&gt;
====Command Squad====&lt;br /&gt;
&lt;br /&gt;
For each HQ choice in your army (not including other Command Squads an Angry Commissars) you may include a Command Squad. These selections do not use up a Force Organisation slot.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Veteran || 5 || 2 || 4 || 4 || 1 || 4 || 2 || 8 || 3+ || Infantry || 5 Angry Veteran || 90 &lt;br /&gt;
|-&lt;br /&gt;
| Ultra Angry veteran || 5 || 3 || 4 || 4 || 1 || 4 || 2 || 8 || 2+ || Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Ultra Angry Champion || 5 || 3 || 4 || 4 || 1 || 4 || 3 || 9 || 2+ || Infantry (Character)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear: &lt;br /&gt;
*Angry Veteran:&lt;br /&gt;
:*Power Armour&lt;br /&gt;
:*Chainsword&lt;br /&gt;
:*Bolt pistol&lt;br /&gt;
:*Frag and Krak grenades&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Ultra Angry veteran and Ultra Angry Champion:&lt;br /&gt;
:*Artificer Armour&lt;br /&gt;
:*Boltgun&lt;br /&gt;
:*Power Weapon (Power Sword, Power Bat, Power Lance or Power Wrench)&lt;br /&gt;
:*Bolt pistol&lt;br /&gt;
:*Frag and Krak grenades&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
*May include up to 5 additional Angry Veteran for 18 pts/per model.&lt;br /&gt;
*Any model take items from the &#039;&#039;&#039;Close Combat Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;, &#039;&#039;&#039;Special Weapons&#039;&#039;&#039;, and/or &#039;&#039;&#039;Special Wargear&#039;&#039;&#039; lists. &lt;br /&gt;
*the entire Squad may be upgraded to Ultra Angry veterans for 7 pts/per model.&lt;br /&gt;
*one Ultra Angry veteran may be upgraded to an Ultra Angry Champion for 15 pts.&lt;br /&gt;
:the entire Squad may choose to take one of the following:&lt;br /&gt;
:* the entire Squad may take Jump Packs for 3 pts/per model.&lt;br /&gt;
:* the entire Squad may take Space Marine Bikes for 7 pts/per model.&lt;br /&gt;
*If the squad does not take jump packs or Space Marine Bikes, it may select an Angry Rhino or a Drop Pod as dedicated transport.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*not a real leader - a Command Squad and/or Angry Apothecary can never be a Warlord.&lt;br /&gt;
*Angry Marine&lt;br /&gt;
*Rage&lt;br /&gt;
*Adamantium will (only Ultra Angry Champion and Ultra Angry veteran)&lt;br /&gt;
*HONOR?! My ass! (only Ultra Angry Champion) - A model with this Special Rule also have the Honour or Death Special Rule. in addition to this, when A model with this Special Rule is in challenge, all the models in the unit the benefit from the &amp;quot;Rampage&amp;quot;, &amp;quot;Fearless&amp;quot;, &amp;quot;Preferred Enemy&amp;quot;, and &amp;quot;Feel No Pain (4+)&amp;quot; special rules until the end of the challenge.&lt;br /&gt;
&lt;br /&gt;
====Angry Commissars====&lt;br /&gt;
The Angry Marines respect very few things. Among these are anger, zeal, killing power, and, perhaps most importantly, cursing ability. Any who earn the respect of the Angry Marines in all four categories are allowed to tag along, just as long as they KEEP THE FUCK UP! This means that, on many occasions, the Angry Marines Chapter has picked up strays from the battlefield: Lone Wolves that love black humor, broken infantry regiments that have held out for 20 years against Chaos on their own, and the occasional ganger that was too old to induct officially. However, the largest category is, by far, the Angry Commissars.&lt;br /&gt;
&lt;br /&gt;
Angry Commissars aren&#039;t really needed in the Chapter, as Angry Marines have no reason to run away or PUSSY SHIT LIKE THAT. However, the Imperial Guard practically forces them on the Chapter, since they&#039;re so good at keeping the FUCKING COWARDS with SHIT FOR BRAINS in line that the troops spend more time being terrified than actually fighting. Indeed, it is whispered that, if such a Commissar was not picked up by the Angry Marines, he would eventually turn to the worship of Khorne. Of course, that would make them significantly less badass (indeed, it would put them at roughly the same level as those FUCKING WORLD EATERS WANNABES), which cannot be allowed to happen, so they are &amp;quot;gifted&amp;quot; to the Angry Marines Chapter. Here, they guide others who have been picked up by the Chapter, as well as daring the Angry Marines to ever greater levels of ANGRY BADASSERY (after all, no Angry Marine wants to be outdone by some fucker that isn&#039;t even a Marine, much less an Angry Marine). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For each HQ choice in your army (not including other Angry Commissars and Command Squads) you may include an Angry Commissar. These selections do not use up a Force Organisation slot.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Commissar || 5 || 3 || 3|| 3 || 2 || 3 || 2 || 9 || 4+ || Infantry (Character) || 1 Angry Commissar || 45&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear: &lt;br /&gt;
*Carapace Armor&lt;br /&gt;
*Chainsword&lt;br /&gt;
*Bolt Pistol&lt;br /&gt;
*Frag and Krak Grenades&lt;br /&gt;
&lt;br /&gt;
Options: &lt;br /&gt;
* may exchange his Bolt Pistol for another ranged weapon from the &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039; list. He may also exchange his Chainsword for another melee weapon from the &#039;&#039;&#039;Close Combat Weapon&#039;&#039;&#039; list.&lt;br /&gt;
* may take items from the &#039;&#039;&#039;Special Wargear&#039;&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*Inspiring Rage!!!&lt;br /&gt;
*Independent Character&lt;br /&gt;
*Stubborn&lt;br /&gt;
*HEY! HE&#039;S NOT AN ANGRY MARINE!: An Angry Commissar cannot be the Warlord of the army.&lt;br /&gt;
*FUCK YOU, OLD MAN! I&#039;LL SHOW YOU HOW IT&#039;S DONE!: Any model with the Angry Marine special rule in a unit with an Angry Commissar gains +1 attacks, as he attempts to show up the PUSSY WANNABE ANGRY COMMISSAR that&#039;s TOO FUCKING OLD FOR THIS SHIT ANYWAY. (This does not stack with the +1 attacks from the Banner of FUCK YOU.)&lt;br /&gt;
*HERESY! BLAM!&lt;br /&gt;
&lt;br /&gt;
===Special Characters===&lt;br /&gt;
&lt;br /&gt;
====Master of the Armory Enfurus Ragman====&lt;br /&gt;
Though considered a foaming-at-the-mouth, profanity-spitting rage machine by his peers in the [[Adeptus Mechanicus]], Enfurus is seen as little more then a WORLD EATER WANNABE by his Angry Marine brethren. However, as Master of the Armory (the Angry Marines&#039; equivalent to the [[Master of the Forge]]), Enfurus is responsible for keeping the war machines of the Angry Marines stoked to the proper levels of holy rage and anger. This, alongside his (unofficial) position as &#039;Master of Dakka,&#039; earns him a level of respect within his Chapter, even though he is a WORLD EATER WANNABE!&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Master of the Armoury Enfurus Ragman || 5 || 4 || 4 || 4 || 3 || 4 || 3 || 9 || 2+ || Infantry (Character) || 1 (Unique) || 140&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear: &lt;br /&gt;
*Artificer Armour&lt;br /&gt;
*Frag and Krak Grenades&lt;br /&gt;
*Grinder&lt;br /&gt;
:*Grinder is not so much a weapon as it is a small bucket wheel excavator welded to Enfurus&#039; arm. Grinder is a chain fist with AP 1. Each time Grinder causes an unsaved wound, it deals d3 wounds on the targeted model.&lt;br /&gt;
*Hell Glove&lt;br /&gt;
:*The Hell Glove is made up of three bolt pistols welded onto a power fist. In addition to counting as a power fist, it may be fired as a ranged weapon with the following profile:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| Hell Glove|| 12|| 5|| 4 ||Assault 3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*Inspiring Rage!!! &lt;br /&gt;
*WORLD EATER WANNABE! - Enfurus Ragman does count as an Angry Marine model for the purposes of any effect referring specifically to Angry Marines. In addition to this, he has the following Special Rules:&lt;br /&gt;
:* And They Shall Know No Fear&lt;br /&gt;
:* Move Through Cover&lt;br /&gt;
:* Furious Charge&lt;br /&gt;
:* Hatred (Angry Marines (But not Techmarines)) He does not confer this rule to any unit he joins.&lt;br /&gt;
:* Preferred Enemy (Angry Marines (But not Techmarines)) He does not confer this rule to any unit he joins.&lt;br /&gt;
:* GET THE FUCK OUT OF MY HEAD&lt;br /&gt;
&lt;br /&gt;
*WORK, YOU FUCKING PIECE OF SHIT!&lt;br /&gt;
:*With a curse and a well placed impact, Enfurus urges a broken machine to get back into the fucking fight. In each of your Shooting phases, instead of firing his weapons, Enfurus can choose to repair a single friendly Vehicle that he is in base contact with or embarked upon. to repair a Vehicle, roll a D6 and adds 1 for every model with the Angry Marine Special Rule in his squad (including himself), if the result is 7 or more then the tank has one weapon destroyed or immobilize result repaired; if the Vehicle has not suffered a weapon destroyed or Immobilized result, the vehicle gains a hull point it had lost back.&lt;br /&gt;
&lt;br /&gt;
*STOP HIDING, YOU SHITS!&lt;br /&gt;
:*Choose one piece of terrain before the start of the game. That terrain&#039;s cover save is reduced by one.&lt;br /&gt;
*Engines of Rage&lt;br /&gt;
:*Belligerent Engines may be taken as Troops choices.&lt;br /&gt;
&lt;br /&gt;
====Reclusiarch Mofo====&lt;br /&gt;
Reclusiarchs are the senior Chaplains of any given Adeptus Astartes Chapter. Their normal non-combat duties are to shape and guide the spirituality of their battle brothers, lead the daily rites of the chapter, train new chaplains and oversee the Reclusiam, the holy sanctum within a chapter fortress-monestary where all the chapter relics are kept. As far as Mofo is concerned, the only thing he does as as a Reclusiarch is being the senior Chaplain, train new Chaplains, and not much else. His view over other duties, respectively, is that: &amp;quot;ALL THESE FUCKNUTS ARE TOO LOYAL TO EVER BE BUTT-BUDDIES WITH THOSE CHAOS FUCKS ANYWAY&amp;quot;, &amp;quot;OUR DAILY RITES JUST INVOLVE THESE ASSTARDS HITTING EVERYTHING WITH A POWERBAT. LIKE THEY ACTUALLY NEED SUPERVISION FOR THAT&amp;quot;, and &amp;quot;DO I LOOK LIKE THAT OLD FART, FUKLAW? SOME DIPSHIT SERVITOR OR SOME SERF CAN DUST OFF A FEW HUNKS OF METAL.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:Reclusiarch Mofo (2).jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
In battle, however, is the only place where Mofo does not slack in his duties as the Emperor&#039;s divine rage made-manifest. Armed with his sacred Crozius named &amp;quot;Fagbasher&amp;quot;, Mofo has cracked thousands upon thousands of skulls and crushed even more minds through his sheer skill in profanity, in his centuries of service, striking fear into virtually anything.&lt;br /&gt;
&lt;br /&gt;
Perhaps one of his most revered feats of skill is defeating the foul Black Legion Dreadnought known as &amp;quot;Thragarkis, the Twice Living&amp;quot; in single combat. What makes this feat even more amazing is that he did away with using his Crozius, instead tearing Thragarkis out of his sarcophagus by punching it with his bare power-armored fists until it buckled and weakened, and then headbutting him repeatedly until he died.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Reclusiarch Mofo || 7 || 3 || 4|| 4 || 3 || 5 || 3 || 10 || 3+ || Infantry (Character) || 1 (Unique) || 155&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear: &lt;br /&gt;
*Power Armour&lt;br /&gt;
*Inferno Pistol&lt;br /&gt;
*Frag and Krak Grenades&lt;br /&gt;
*Fagbasher - Fagbasher is Reclusiarch Mofo&#039;s Crozius Iratus, it was specially crafted by the chapter artificers to denote his position as the chapter&#039;s Reclusiarch. It is essentially a slightly more powerful version of the original weapon, except that the head of the weapon is an armored fist holding the Imperial Aquila, with the middle finger extended.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| Fagbasher|| -|| +3|| 4 ||Melee, Concussive, &#039;&#039;&#039;RAAAGGE&#039;&#039;&#039; of the chapter, Smash&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;RAAAGGE&#039;&#039;&#039; of the chapter: Reclusiarch Mofo is the personification of the righteous anger of the Angry Marines, driving unfathomable fear in the hearts of their enemies, whatever they might be. &lt;br /&gt;
::In addition to having a 3+ invulnerable save in close combat, any unit Mofo is in combat with during an assault phase must roll for leadership with a -2Ld penalty (to a minimum of 1) before they attack. If they fail, they will have a -1WS and -1 Initiative penalty for the rest of that turn.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
*may choose to replace his Inferno Pistol with a Storm Shield: 5 pts.&lt;br /&gt;
*may choose to take only one of the following: Flamer Charger, Plasma Charger, Melta Charger, Grav Charger or Combat Shield for 5 pts&lt;br /&gt;
*may choose to take one of the following:&lt;br /&gt;
:*Space Marine Bike: 20 pts. &lt;br /&gt;
:*Jump Pack: 15 pts.&lt;br /&gt;
:*a pair of Power Feet: 10 pts.&lt;br /&gt;
&lt;br /&gt;
*may choose to take a Vox Amplifier: 30 pts - This ancient relic further amplifies Mofo&#039;s already booming voice throughout the battlefield, allowing him to better convince his battle brothers better to STOP WUSSING OUT BEHIND THAT WALL LIKE A BUNCH OF ELDAR PUSSIES AND KILL THE FUCKERS. &lt;br /&gt;
:*This allows all Angry Marine units to use his Ld for all leadership and pinning tests so long as Mofo is alive. Mofo can also use this vox amp to debilitate enemies closing in on him by proclaiming how I&#039;M GOING TO BLOW OFF YOUR HEAD AND SHIT DOWN YOUR NECK, at a volume relatively close to an aircraft performing a sonic boom right beside them. This wargear also counts as defensive grenades.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*Inspiring Rage!!! &lt;br /&gt;
*Angry Marine&lt;br /&gt;
*Independent Character&lt;br /&gt;
*Fearless&lt;br /&gt;
*I&#039;M NOT GOING DOWN LIKE THAT YOU FUCKFACE - Such is Mofo&#039;s hate for the enemies of man that even a killing blow can&#039;t keep him down in a fight. Whenever Mofo is struck by instant death during any assault phase: roll a d6 and if the result is 4+, the attack only deals 1 wound to Mofo. &lt;br /&gt;
&lt;br /&gt;
*Exhaustively Comprehensive Litany of Most Profane Expletives:&lt;br /&gt;
:* Reclusiarch Mofo has spent centuries mastering the curses and insults of every race and creed out there, somehow including the Tyranids and Necrons, and combines this with his fearful oratory skills to really TELL THOSE FAGGOTS THAT WE&#039;RE GONNA FUCK THEM UP HARD in a language they can clearly understand. An enemy squad must pass leadership test with -3 penalty (to a minimum of 1) in order to overwatch Mofo or his squad.&lt;br /&gt;
&lt;br /&gt;
*YOU BETTER HIT THEM YOU ASS-STRUMMING RETARDS - With a curse and a threat to rip out their spines so he can beat them to death for their failure in hitting shit for the Emprah, the Reclusiarch can &amp;quot;motivate&amp;quot; Angry Marines to hit with better accuracy.... &#039;&#039;&#039;or else&#039;&#039;&#039;. Mofo and any other Angry Marine member of a Unit he join may re-roll all failed to hit rolls.&lt;br /&gt;
&lt;br /&gt;
====Commissar Fuklaw====&lt;br /&gt;
[[Commissar Fuklaw|Commissar John Fuklaw]] is a commissar serving with the Angry Marines, he holds the rare and distinguished honor within the Imperium for being one of the few non-Astartes and non-serf humans to serve with a Space Marine chapter. His assignment to the most belligerent Astartes chapter in the Imperium has nothing about the chapter&#039;s morale issues and more of it being the only place where his indiscriminate, seething anger can be handled and vented. &lt;br /&gt;
&lt;br /&gt;
[[Image:Fuklaw-detail.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Commissar Fuklaw || 6 || 3 || 3 || 4 || 3 || 3 || 3 || 10 || 4+ || Infantry (Character) || 1 (Unique) || 150&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
*Carapace armor&lt;br /&gt;
*Bolt pistol&lt;br /&gt;
*Chainsword&lt;br /&gt;
*Frag and Krak grenades&lt;br /&gt;
*Twisted Lump of Metal/Iron Halo&lt;br /&gt;
&lt;br /&gt;
Options: &lt;br /&gt;
*His Chainsword may be upgraded to a &amp;quot;Master Fuck Fist&amp;quot;, a master-crafted powerfist: +25 points. &lt;br /&gt;
*may exchange his Bolt Pistol for another ranged weapon from the &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039; list. He may also exchange his Chainsword for another melee weapon from the &#039;&#039;&#039;Close Combat Weapon&#039;&#039;&#039; list.&lt;br /&gt;
*may take items from the &#039;&#039;&#039;Special Wargear&#039;&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*Inspiring Rage!!!&lt;br /&gt;
*It Will Not Die&lt;br /&gt;
*Eternal Warrior&lt;br /&gt;
*Honorary Angry Marine: Despite not undergoing the surgeries and treatments needed for a human to be a Space Marine, Fuklaw&#039;s inhuman rage for everything and savage combat skills has allowed him to match up Angry Marines in combat, cursing, and anger, a feat even most Astartes of other chapters cannot hope to match. Temperus Maximus, deeming that Fuklaw is &amp;quot;PRETTY FUCKING ANGRY ENOUGH IN MY BOOK&amp;quot;, has also allowed him to earn the respect of the Angry Marines, treating him as an equal, despite his non-Astartes status. &lt;br /&gt;
:*This rule counts Fuklaw as having the Angry Marine special rule.&lt;br /&gt;
:&lt;br /&gt;
*FUCK YOU POSER: If two opposing armies include Commissar Fuklaw, those models, and the units they are attached to, must, if able, move to get into close combat with each other. Neither unit will retreat until one of the Commissar Fuklaws (who is obviously an impostor) is killed. &lt;br /&gt;
:&lt;br /&gt;
*FUCK HERETICS!: Such is the anger that Commissar Fuklaw has against xenos, mutants and heretics, that he and any unit led by him will fight with redoubled fury against these enemies of the Emperor (and, like most Commissars, as far as Fuklaw is concerned, anyone opposing him is at least one of the three). Commissar Fuklaw, and any unit he is attached to, gains Hatred (everything).&lt;br /&gt;
:&lt;br /&gt;
*DRIVE ME CLOSER, I WANT TO HIT THEM WITH MY SWORD!!!: &lt;br /&gt;
:*Before deployment commences, Commissar Fuklaw may commandeer any friendly non-walker vehicle, even those that normally do not transport models. The original occupants, if any, will have to walk. As long as Fuklaw is on board, the vehicle uses his profile for ranged combat, count as chariot, and must move at least 6&amp;quot; towards the closest enemy unit during its movement phase and attack in close combat if able. If commandeering a normally non-transport unit, Fuklaw cannot accompany a unit, and cannot disembark unless the vehicle is destroyed. When the vehicle is destroyed, it is removed as a casualty but Commissar Fuklaw walks away unscathed and will perform the last action he was doing before his vehicle was destroyed.&lt;br /&gt;
:&lt;br /&gt;
*Fearless - Fuklaw is totally fucking fearless and never has to take Morale or Pinning tests. He confers this ability to any unit he joins, as they fear him more than any enemy.&lt;br /&gt;
:&lt;br /&gt;
*Independent Character: Commissar Fuklaw is an independent character and follows all of the rules for characters in the Warhammer 40,000 rulebook. In addition, he cannot join a unit wearing Terminator armor, jump packs, or power feet. &lt;br /&gt;
:&lt;br /&gt;
*Leader:&lt;br /&gt;
:* In addition to his rank of Commissar, Fuklaw is a leader of men. He will not carry out Summary Execution (as any units he joins becomes Fearless), but he will execute a Sanctioned Psyker subject to the It&#039;s For Your Own Good! rule. Same goes for Angry Marine Masters of Mindfuckery. Furthermore, Fuklaw may make a ranged attack against any friendly squad within 12&amp;quot; that fails a Morale check (even if he is embarked in a vehicle - if the vehicle normally does not carry troops, Fuklaw will fire its main weapon at his ballistic skill). If that attack kills at least one model, the unit counts as if it had passed the Morale check. If Fuklaw traded his ranged weapon for a close combat weapon, he may only execute squads that are 6&amp;quot; of him. This is due to the fact that close combat weapons generally aren&#039;t as lethal as they&#039;re meant to be while thrown.&lt;br /&gt;
:&lt;br /&gt;
*The Hammer of the Emperor - Fuklaw brings back the blunt fury of the Emperor&#039;s hammer. Angry &amp;quot;Serfs&amp;quot; may be taken as troop choices.&lt;br /&gt;
&lt;br /&gt;
====Chief Mindfucker Moarfistin====&lt;br /&gt;
Moarfistin is the Chief Mindfucker of the Angry Marines, the equivalent of a Chief Librarian of an Astartes chapter. Due to a tragic incident involving a Nurgle cult unleashing a plague at his home colony, Moarfistin was driven to insanity, but this was also when he discovered his latent abilities as a psyker. After seeing his home burning, he uttered a scream of psychic rage so powerful that the daemons were shattered instantly. Angry Marine Masters of Mindfuckery noticed this seething rage, knew that whoever had made it was a good candidate for an Angry Marine, and a detachment of marines was sent to retrieve him.&lt;br /&gt;
&lt;br /&gt;
[[Image:Chief Mindfucker Moarfistin.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Chief Mindfucker Moarfistin || 6 || 3 || 4|| 4 || 3 || 4 || 3 || 10 || 2+ || Infantry (Character) || 1 (Unique) || 190&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear: &lt;br /&gt;
*Artificer Armor&lt;br /&gt;
*Fisting Stick&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| Fisting Stick|| -|| +3|| 4 ||Melee, Force,&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*Plasma charger&lt;br /&gt;
*Frag and Krak Grenades&lt;br /&gt;
-&#039;&#039;Note: Moarfistin does not wear a Psychic hood. He deems it unnecessary as: &amp;quot;I DON&#039;T NEED A FAGGOTY LOOKING MAGIC HAT TO PROTECT ME FROM HERETICAL BULLSHIT!&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*Inspiring Rage!!!&lt;br /&gt;
*Angry Marine&lt;br /&gt;
*Independent Character&lt;br /&gt;
*Psyker (Mastery Level 3).&lt;br /&gt;
*Unassailable mind: Moarfistin&#039;s mind is virtually unapproachable by the warp, due to the fact that his anger burns anyone out or drives them irredeemably insane (Even by daemonic standard) the moment they try. Moarfistin can ignore wounds from &amp;quot;Perils of the Warp&amp;quot; on a D6 roll of 5+.&lt;br /&gt;
&lt;br /&gt;
* Indescriminate RAGE OF FURY!!!: Moarfistin&#039;s psychic fury must have an outlet and failing to cast any power causes a fuck ton of frustration to violently spew forth from his eyes. So should Moarfistin fail to cast any psychic power (including successful Deny The Witch against Moarfistin) perform the following:&lt;br /&gt;
 - Place a large blast marker on his head. &lt;br /&gt;
 - Roll to scatter 2d6&lt;br /&gt;
 - The strength of the blast is equal to the total warp charge generated for the angry marine player that turn. Moarfistin himself is immune to this damage, but any other units (friend or foe) are hit.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Range !! S !! AP !! Type&lt;br /&gt;
|-&lt;br /&gt;
| - || WC || - || Large blast, Barrage&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*FUCK THOSE FUCKING PUSBAGS: &lt;br /&gt;
::Moarfistin still remembers oh too well the havoc Nurgle caused upon his home colony and is FUCKINGLY FUCKED OFF ABOUT IT. Moarfistin has Hatred(Nurgle) He does not confer this rule to any unit he joins.&lt;br /&gt;
&lt;br /&gt;
*Disruptively Angry Influence - Because Moarfistin does not wear a psychic hood, his soul is constantly exposed in the warp, especially when he draws power from it. Fortunately for him and unfortunately for any warp denizen and psyker around him, opening his mind and soul to the warp also causes his unfalthering anger to spill into the warp, disrupting the immidiate area and causing a very powerful psychic scream, which is about equivalent of an exploding sun in his case. This causes psykers to recoil in terror and even disrupting daemons that have entered realspace. &lt;br /&gt;
:*Whenever Moarfistin uses a psychic power, all Psykers (Friend or Foe) within 12&amp;quot; of him must take a morale test. In addition, passively all units with the Deamon special rule (Friend or Foe) treat all terrain, including open ground, within 18&amp;quot; of Moarfistin as dangerous terrain.&lt;br /&gt;
&lt;br /&gt;
*IT&#039;S FISTING TIME MOTHERFUCKERS: Moarfistin charges up his free hand with warp energy and releases it on impact with devastating results. &lt;br /&gt;
:*if Moarfistin successfully manifest the Force psychic power, then in addition to the usual effects, Whilst the Force psychic power is in effect, Moarfictin counts as having one extra close combat weapon and has the Smash! Special Rule.&lt;br /&gt;
&lt;br /&gt;
*FUCKING MIND BULLETS: Moarfistin has no use for a pussified weapon like pistols and instead chooses to shoot psychic projectiles using his mind. Moarfistin has the following psychic power in addition to those three he can generate:&lt;br /&gt;
&#039;&#039;&#039;Mind Bullets&#039;&#039;&#039; (Warp Charge 1)&lt;br /&gt;
Mind Bullets is a witcfire power with following profile&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Range !! S !! AP !! Type&lt;br /&gt;
|-&lt;br /&gt;
| 24&amp;quot; || 4 || 5 || Assault 2, MOAR MIND BULLETS!&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*MOAR MIND BULLETS!: Manifesting Mind Bullets doesn&#039;t count as shooting attack, meaning Moarfistin can shoot his plasma charger or use another one witchfire psychic power the same turn he use Mind Bullets.&lt;br /&gt;
&lt;br /&gt;
====Angry Captain Satchel====&lt;br /&gt;
Satchel is the seemingly invulnerable Captain of the 2nd Company.&lt;br /&gt;
&lt;br /&gt;
[[Image:Angry Captain Satchel (2).jpg|200px]]&lt;br /&gt;
 	 	 	 	 	 	 		 	 &lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Captain Satchel || 7 || 3 || 4|| 4 || 3 || 5 || 4 || 10 || 2+ || Infantry (Character) || 1 (Unique) || 165&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear: &lt;br /&gt;
*Artificer Armour&lt;br /&gt;
*The Bag of Dylad&lt;br /&gt;
:*The Bag of Dylad is a Mastercrafted Adamantine Sack of Power Doorknobs with the following profile:&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| Bag of Dylad|| - || +3|| 2 ||Melee, Smash, Mastercrafted&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*Frag and Krak Grenades&lt;br /&gt;
*Twisted Lump of Metal&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*Inspiring Rage!!!&lt;br /&gt;
*Angry Marine&lt;br /&gt;
*Independent Character&lt;br /&gt;
*Unending &#039;&#039;&#039;RAGE&#039;&#039;&#039;&lt;br /&gt;
*Bearer of the Bag&lt;br /&gt;
:*Captain Satchel is the longest ever bearer of the Bag of Dylad, which seems to have a curse that attracts the bearer&#039;s killer. Satchel has survived the curse so far, because FUCKING CURSES ARE FOR FAGGOTS WHO SUCCUMB TO PUSSY-ASS THINGS LIKE DEATH. Still, the Bag has malevolence of its own, almost an Angry Marine bound within it, and it will be Satchel&#039;s undoing. He knows this, and he will go down FIGHTING. At the beginning of the game, randomly select an Independent Character in the opponent&#039;s army. Satchel re-rolls all failed rolls to wound against this character, and vice versa.&lt;br /&gt;
*Feel No Pain&lt;br /&gt;
* It Will Not Die (FOR FUCKS SAKE)&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
&lt;br /&gt;
====Angry Squad====&lt;br /&gt;
The bulk of the Angry Marine chapter are formed of Angry marines. When the Angry marines assault the enemy a foaming tide of yellow Ceramite and an endless tirade of profanity impacts the enemy formation. But as much carnage as the Angry Marines can wreck, their mindless anger can lead them to getting out of control and being baited out of formation by canny foes and destroyed in detail. This is one reason why the Angry Marines hate Eldar so much since, &#039;YOU CAN NEVER CATCH THE FUCKERS!!&#039;. In this situation it&#039;s up to the Angry Sergeant&#039;s to bash their brothers&#039; heads together to try and contain and focus their anger till it&#039;s primed to blow, and blow in the right direction. Without their Sergeants, Angry Marines are explosive. With them, they&#039;re shaped charges of unyielding hate and rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Marine || 5 || 2 || 4 || 4 || 1 || 4 || 1 || 8 || 3+ || Infantry || 4 Angry Marines || 70&lt;br /&gt;
|-&lt;br /&gt;
| Angry Marine Sergeant || 5 || 2 || 4 || 4 || 1 || 4 || 1 || 8 || 3+ || Infantry (Character) || 1 Angry Marine Sergeant ||&lt;br /&gt;
|-&lt;br /&gt;
| Angry Veteran Sergeant || 5 || 2 || 4 || 4 || 1 || 4 || 2 || 8 || 3+ || Infantry (Character) || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear: &lt;br /&gt;
*Power Armour&lt;br /&gt;
*Boltgun&lt;br /&gt;
*bolt pistol&lt;br /&gt;
*Frag and Krak grenades&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Options: &lt;br /&gt;
*May include up to 5 additional Angry Marines for 14 pts/per model.&amp;lt;br&amp;gt;&lt;br /&gt;
*Any model may replace his bolt pistol with two Chainswords for +1 pts/per model.&lt;br /&gt;
*Angry Sergeant and Angry Veteran Sergeant may take items from the &#039;&#039;&#039;Close Combat Weapon&#039;&#039;&#039; and/or &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039; lists.&lt;br /&gt;
*Angry Sergeant may be upgraded to Angry Veteran Sergeant for +10 pts.&lt;br /&gt;
*Up to two Angry Marines may take an Flamer, Plasma or Melta charger for +5 pts/per model.&lt;br /&gt;
*if there are ten models in The unit, may one Angry Marine take an item from the &#039;&#039;&#039;Close Combat Weapon&#039;&#039;&#039; list.&lt;br /&gt;
*The Unit may select an Angry Rhino or a Drop Pod as dedicated transport.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*Angry Marine&lt;br /&gt;
*Inspiring Rage!!! (only Angry Veteran Sergeant)&lt;br /&gt;
&lt;br /&gt;
====Cock Knockers====&lt;br /&gt;
&lt;br /&gt;
Many Angry Marines have the combat skill to become Sergeants, but very few have the ability to actually control their brothers on the battlefield. These warriors are usually &amp;quot;promoted&amp;quot; to the Cock Knockers. The Cock Knockers are most (in)famous for their &amp;quot;power feet.&amp;quot; Each kick with a power foot sends shock waves of force through the Emperor&#039;s foes. They are equally useful for knocking out walls or other barriers, without significantly increasing a Cock Knocker&#039;s bulk. Because of this, the Cock Knockers are the Marines sent aboard [[space hulk]]s when necessary. Given the close confines of a space hulk, the Knockers also have developed a preference for special sawed-off shotguns called &amp;quot;Master Keys.&amp;quot; These shotguns have a range so short that a Cock Knocker is basically &amp;quot;PUNCHING THE FUCKER WITH A THOUSAND ANGRY FISTS,&amp;quot; in the words of one Angry Marine.  &lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Knocker || 5 || 2 || 4 || 4 || 1 || 4 || 1 || 8 || 3+ || Infantry || 4 Knockers || 100&lt;br /&gt;
|-&lt;br /&gt;
| Knocker Sergeant || 5 || 2 || 4 || 4 || 1 || 4 || 1 || 8 || 3+ || Infantry (Character) || 1 Knocker Sergeant ||&lt;br /&gt;
|-&lt;br /&gt;
| Knocker Veteran Sergeant || 5 || 2 || 4 || 4 || 1 || 4 || 2 || 8 || 3+ || Infantry (Character) ||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear: &lt;br /&gt;
*Power Armour&lt;br /&gt;
*Chainsword&lt;br /&gt;
*Frag and Krak grenades&amp;lt;br&amp;gt;&lt;br /&gt;
*a pair of Power Feet&lt;br /&gt;
&lt;br /&gt;
Options: &lt;br /&gt;
*May include up to 5 additional Knockers for 20 pts/per model.&amp;lt;br&amp;gt;&lt;br /&gt;
*Any model may take a Chainsword for 2 pts/per model.&lt;br /&gt;
*Any model may take a Master Key sawed off shotgun: +5 pts/per model.&lt;br /&gt;
*Knocker Sergeant and Knocker Veteran Sergeant may take items from the &#039;&#039;&#039;Close Combat Weapon&#039;&#039;&#039; and/or &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039; lists.&lt;br /&gt;
*Knocker Sergeant may be upgraded to Knocker Veteran Sergeant: +10 pts&lt;br /&gt;
*Up to two Knocker may each take an item from the &#039;&#039;&#039;Close Combat Weapon&#039;&#039;&#039; list.&lt;br /&gt;
*The Unit may select an Angry Rhino or a Drop Pod as dedicated transport.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! weapon name!! Range !! S !! AP !! Type&lt;br /&gt;
|-&lt;br /&gt;
| Master Key sawed off shotgun || 8&amp;quot; || 5 || - || Assault 3, Twin-linked, Ignore Cover, Bayonet*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:Bayonet: counts as a close combat weapon in melee.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*Angry Marine&lt;br /&gt;
*Inspiring Rage!!! (only Knocker Veteran Sergeant)&lt;br /&gt;
*FUCK FACE FUCKERS!!: &lt;br /&gt;
::The Cock Knockers have spent so many battle in space, that they&#039;ve developed a sort of reverse Stockholm syndrome so that they find the &#039;FACE FUCKING BUGS!!&#039; worse than anything else.  The cock knockers have the preferred enemy (Genestealer) Special Rule.&lt;br /&gt;
&lt;br /&gt;
*FUCK DOORS!: &lt;br /&gt;
::If all models in Cock Knockers squad are equipped with a pair of Power Feet, they can move and assault through solid walls like ruin walls or defense lines like they are open ground, though they cannot use kick on the turn they choose to use this rule.&lt;br /&gt;
&lt;br /&gt;
*FUCK TANKS!: In the Assault Phase, For every three models with this special rule in an Unit, one model may choose to make one strength 10 smash attack against a stationary tank he is in base contact with, instead of making his normal Melee attacks.&lt;br /&gt;
&lt;br /&gt;
====Angry Gang====&lt;br /&gt;
Angry Marine recruits are gathered into squads known as angry Gangs. Roughly simliar to other chapters scout squads, Gangs fill the same niche of stealth and infiltration, albeit it&#039;s less, &#039;shoot from cover&#039; and more &#039;kicking the fucker when he&#039;s not looking!!&#039; Angry Gangers lack the full anger of &#039;proper&#039; marines so they&#039;re notably less loud. It&#039;s rumored that Angry Gangers become full marines only when they&#039;re angry enough to &#039;BREAK THE FOURTH WALL WITH SHEER ANGER AND SPEAK ONLY IN CAPs LOCK!!!!&#039;. That information however comes from a possibly insane master of mindfuckery whom the inquisition manged to bribe into writing the Angry Marine&#039;s index astartes article.&lt;br /&gt;
&lt;br /&gt;
Full angry marines rarely have the skill to work with the Angry Gangers, seeing them as &#039;USELESS STEALTHY FUCK UPS!!&#039; and having little desire to join in the &#039;hide and seek games&#039; of the Gangers. Imperial guard Commissars are drafted, or shoved, into the squad, to keep the little &#039;FUCK UPS&#039; in line until they can become proper marines.&lt;br /&gt;
&lt;br /&gt;
[[Image:Angry Gang.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Ganger || 4 || 3 || 4 || 4 || 1 || 4 || 1 || 7 || 4+ || Infantry || 4 angry gangers || 50&lt;br /&gt;
|-&lt;br /&gt;
|Ganger leader || 4 || 3 || 4 || 4 || 1 || 4 || 1 || 7 || 4+ || Infantry (Character) || 1 Ganger leader ||&lt;br /&gt;
|-&lt;br /&gt;
|very irritated Commissar || 5 || 3 || 3 || 3 || 1 || 3 || 2 || 9 || 4+ || Infantry (Character) || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear: &lt;br /&gt;
*Carapace armor (You can find it in the Astra Militarum codex)&lt;br /&gt;
*bolt pistol&lt;br /&gt;
*Boltgun (Angry Ganger and Ganger leader only)&lt;br /&gt;
*Chainsword (very irritated Commissar only)&lt;br /&gt;
*Frag and Krak grenades&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Options: &lt;br /&gt;
*May include up to 10 additional gangers for 10 pts/per model.&amp;lt;br&amp;gt;&lt;br /&gt;
*one Angry Ganger may be upgraded to a very irritated Commissar for +25 pts.&lt;br /&gt;
*Any Angry Ganger and/or Ganger leader may replace their Boltgun with a space marine shotgun or Chainsword for free.&lt;br /&gt;
*Any Angry Ganger and/or Ganger leader may replace their Boltgun with a Sniper rifle: +1 pts/per model.&lt;br /&gt;
*The Ganger leader and/or very irritated Commissar may take items from the &#039;&#039;&#039;Close Combat Weapon&#039;&#039;&#039; and/or &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039; lists.&lt;br /&gt;
*For every 5 models in the squad, two Angry Gangers may each take an item from the &#039;&#039;&#039;Special Weapons&#039;&#039;&#039; list or one of the following: &lt;br /&gt;
:*Flamer Charger: +5 pts/per model.&lt;br /&gt;
:*Plasma Charger: +5 pts/per model. &lt;br /&gt;
:*Melta Charger: +5 pts/per model.&lt;br /&gt;
:*Grav Charger: +5 pts/per model.&lt;br /&gt;
*the entire squad may take camo cloaks (You can find it in the Space Marines codex) for 2 pts/per model.&lt;br /&gt;
*The Ganger Sergeant and/or very irritated Commissar may take melta bombs for 5 pts/per model.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*NOT ANGRY ENOUGH: angry gangs do not count as angry marines, meaning commissars can use their HERESY! BLAM! rule on them. Angry gangs have the following rules:&lt;br /&gt;
:*combat squad&lt;br /&gt;
:*Furious Charge &lt;br /&gt;
:*GET THE FUCK OUT OF MY HEAD!!&lt;br /&gt;
:*Infiltrate&lt;br /&gt;
:*move though cover&lt;br /&gt;
:*Scout&lt;br /&gt;
*Inspiring Rage!!! (only very irritated Commissar)&lt;br /&gt;
*Stubborn (only very irritated Commissar)&lt;br /&gt;
*HERESY! BLAM! (only very irritated Commissar)&lt;br /&gt;
&lt;br /&gt;
====Special Characters====&lt;br /&gt;
The following independent characters may be taken in place of an Angry Marine Sergeant in any Angry Marines or Cock Knockers unit.&lt;br /&gt;
&lt;br /&gt;
=====Dick Haggard=====&lt;br /&gt;
[[Image:Dick Haggard.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Dick Haggard || 5 || 2 || 4 || 4 || 2 || 5 || 3 || 9 || 2+ || Infantry (Unique Character) || 80&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear&lt;br /&gt;
*Artificer Armour&lt;br /&gt;
*Frag and Krak grenades&lt;br /&gt;
*HIS OWN FUCKING FISTS: Dick Haggard&#039;s fists are so rock solid they have the following profile:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! S!! AP !! Other Rules&lt;br /&gt;
|-&lt;br /&gt;
| HIS OWN FUCKING FISTS|| -|| User || 5 || counts as two Melee weapons, Fleshbane, Concussive&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Special Rules:&lt;br /&gt;
*Inspiring Rage!!!&lt;br /&gt;
*Angry Marine&lt;br /&gt;
*I DON&#039;T HAVE TIME FOR THIS FUCKING SHIT, SIR!: Dick Haggard refuses to guard a Captain, feeling that the Chapter Master is the only one truly deserving of his FUCKAWESOME FISTS! He may not join a squad with an Angry Captain or enter a transport with one, but he gains the Preferred Enemy (Everything!) if he is in a unit with Temperus Maximus. If Maximus is in the unit, Haggard automatically passes all &amp;quot;Look Out Sir!&amp;quot; rolls to pass, even in a challenge.&lt;br /&gt;
&lt;br /&gt;
=====Pounder=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Points&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.fanfiction.net/s/10953012/1/AN-ANGRY-STORY/ Pounder] || 5 || 2 || 4 || 4 || 2 || 3 || 2 || 9 || 3+ || Infantry (Unique Character) || 80&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear: &lt;br /&gt;
*Power Armour&lt;br /&gt;
*Frag and Krak grenades&lt;br /&gt;
*Pounder&#039;s Pounders: Pounder&#039;s Pounders are a pair of power fists that attack at his unmodified initiative. BECAUSE ANYONE WHO CAN&#039;T THROW A PUNCH FAST ENOUGH WITH THESE ON DESERVES TO GET THE SHIT KICKED OUT OF THEM FIRST!!&lt;br /&gt;
*a pair of Power Feet&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*Inspiring Rage!!!&lt;br /&gt;
*Angry Marine&lt;br /&gt;
*FUCK FACE FUCKERS!! &lt;br /&gt;
*FUCK DOORS!&lt;br /&gt;
*FUCK TANKS!&lt;br /&gt;
&lt;br /&gt;
===Elite===&lt;br /&gt;
&lt;br /&gt;
====Angry &#039;Serfs&#039;====&lt;br /&gt;
A lot of things piss the angry marines right off. Chaos, Xenos, Slaanesh, running out of tacos on taco nights, but one thing that really gets them mad are the Grey Knights. More accurately it&#039;s not the knights per se but their &#039;holier-than-thou-you&#039;ve-seen-us-we-kill-you&#039; attitude. This often means that &#039;TOO MANY GOOD FUCKING MEN DIE!!!&#039; by imperial hands instead of &#039;FIGHTING THE GOD DAMN ENEMY!!&#039; This leads directly to the tension between the two chapters. This also means that after a long fight against chaos where soldiers would normally be liquidated for having seen chaos in all its power the angry marines put their power feet down and take over responsibility for all the surviving guardsmen. In fact, one chapter legend says that power feet were invented to crush inquisitors&#039; toes even through their power armor so as to distract&#039;em long enough to evac guardsmen.&lt;br /&gt;
&lt;br /&gt;
After a grueling testing period to make sure they&#039;re free of taint, the angry marine induct them as SERFS OF THE ANGRY MARINES!! To get around the stupid fucking rules about space marines leading guardsmen, they give them enough commissars to make sure they &#039;DON&#039;T FUCKEN COWARD OUT&#039; and throw away thier &#039;FUCKING FLASHLIGHTS&#039; so they can actually hurt stuff! Then they can get shipped off to some other war zone where they do the BORING SHIT of shooting the enemy and defending landing zones and doing stuff the angry marines don&#039;t want to, with the expectation that the angry marines will have to come running &#039;TO SAVE THEIR FUCKING ASSES AGAIN&#039; the second anything sneezes at them. However, more than one angry captain has been surprised at the competence of these serfs. For no one (NO ONE YOU FUCKTARD !) holds the line like the Angry serfs, who are ever-thankful for their rescue from the Inquisitorial firing squads they were destined for, simply for fighting the greatest foe that has beset humanity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can take up to three Angry Serf squads per one Elite slot.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Serf || 3 || 4 || 3 || 3 || 1 || 3 || 1 || 7 || 4+ || Infantry || 9 Angry Serfs || 85&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant || 3 || 4 || 3 || 3 || 1 || 3 || 2 || 8 || 4+ || Infantry (Character) || 1 Sergeant ||&lt;br /&gt;
|-&lt;br /&gt;
| Apprentice of Mindfuckery || 3 || 2 || 3 || 3 || 1 || 3 || 1 || 8 || 4+ || Infantry (Character) || &lt;br /&gt;
|-&lt;br /&gt;
|irritated Commissar || 4 || 4 || 3 || 3 || 1 || 3 || 2 || 9 || 4+ || Infantry (Character) || &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Weapon Team || 3 || 4 || 3 || 3 || 2 || 3 || 2 || 7 || 4+ || Infantry || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
:Angry Serfs, irritated Commissar and Sergeant:&lt;br /&gt;
:*Carapace Armour&lt;br /&gt;
:*Boltgun (Angry Serf only)&lt;br /&gt;
:*Frag grenades&lt;br /&gt;
:*Krak grenades (irritated Commissar only)&lt;br /&gt;
:*Close combat weapon (Sergeant and irritated Commissar only)&lt;br /&gt;
:*bolt pistol (Sergeant and irritated Commissar only)&lt;br /&gt;
&lt;br /&gt;
:Apprentice of Mindfuckery:&lt;br /&gt;
:*Carapace Armour&lt;br /&gt;
:*Force pocket knife - Close combat weapon with Force&lt;br /&gt;
:*Close combat weapon&lt;br /&gt;
&lt;br /&gt;
:Heavy weapon team:&lt;br /&gt;
:*Carapace Armour&lt;br /&gt;
:*Heavy Bolter&lt;br /&gt;
:*two Boltguns&lt;br /&gt;
:*Frag grenades&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
*May take up to 10 additional Angry Serf for 8 pts/per model.&lt;br /&gt;
*The Sergeant and/or irritated Commissar may replace their bolt pistol and/or Close combat weapon with the following weapons:&lt;br /&gt;
:*Power sword/bat/wrench +15 pts/per model.&lt;br /&gt;
:*Boltgun for free&lt;br /&gt;
:*Hand flamer +5 pts/per model.&lt;br /&gt;
:*Infernus pistol +15 pts/per model.&lt;br /&gt;
:*Plasma pistol +15 pts/per model.&lt;br /&gt;
:*Grav pistol +15 pts/per model.&lt;br /&gt;
:*Melta bombs +5 pts/per model. (you do not need to swap neither bolt pistol or Close combat weapon to take Melta bombs.)&lt;br /&gt;
:*may take a locator beacon as described in the Codex: Space Marines for +10 pts. (you do not need to swap neither bolt pistol or Close combat weapon to take a locator beacon.)&lt;br /&gt;
*Any Angry Serfs may replace his Boltgun with two bolt pistols for +1 pts/per model.&lt;br /&gt;
&lt;br /&gt;
*one Angry Serf may be upgraded to an irritated Commissar for 25 pts.&lt;br /&gt;
&lt;br /&gt;
*if the squad has an irritated Commissar in it, may one Angry Serf be upgraded to an Apprentice of Mindfuckery for 15 pts.&lt;br /&gt;
&lt;br /&gt;
*For every five models in the squad, may one Angry Serf replace his Boltgun with an item from the &#039;&#039;&#039;Special Weapons&#039;&#039;&#039; list&lt;br /&gt;
&lt;br /&gt;
*For every ten models in the squad You may replace two Angry Serfs with one Heavy Weapon Team armed with a heavy bolter for +10 pts/per model.&lt;br /&gt;
*The Heavy Weapon Team can replace it&#039;s Heavy Bolter for:&lt;br /&gt;
:*Autocannon: free&lt;br /&gt;
:*Missile luncher: +5 pts/per model.&lt;br /&gt;
::*may also take flakk missiles +10 pts/per model.&lt;br /&gt;
:*Lascannon +10 pts/per model.&lt;br /&gt;
:*Assault Cannon: +10 pts/per model.&lt;br /&gt;
&lt;br /&gt;
*The Unit may select an Angry Rhino as dedicated transport.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*fuck that, heavy piece of shit! : If the Heavy Weapon Team does not shoot with their Heavy Weapon, they can shoot as if they are two models on the same base.&lt;br /&gt;
*Bulky (Heavy Weapon Team only)&lt;br /&gt;
*Look at the fuckers run!: If a unit of angry serfs ever fails a leadership test all the angry marines take a moment to point and laugh and then show them HOW REAL MEN FIGHT! All angry marines within 18 inches get to re-roll their charge distances the next time they charge.&lt;br /&gt;
*HOLD THAT FUCKING POINT: An Angry Serf squad is always a scoring unit, even though they are not normally Troops.&lt;br /&gt;
*Cover them!: &lt;br /&gt;
:*If an enemy unit within 12&amp;quot; of an Angry Serf squad attempts overwatch fire on any friendly unit that contains at least one model with the Angry Marine rule, the angry serfs may immediately take overwatch shots on this enemy squad. Wall Of Fire rule does not apply. The Serfs&#039; firing is resolved before that of the enemy unit. If at least one enemy model is removed as a causality, the enemy unit must pass a leadership test on 3D6; if it fails, it&#039;s own overwatch has been cancelled.&lt;br /&gt;
&lt;br /&gt;
*Rage (only irritated Commissar)&lt;br /&gt;
*Stubborn (only irritated Commissar)&lt;br /&gt;
*HERESY! BLAM! (only irritated Commissar)&lt;br /&gt;
&lt;br /&gt;
*Psyker (Mastery Level 1) (Apprentice of Mindfuckery only)&lt;br /&gt;
*It&#039;s For Your Own Good (You can find it in the Astra Militarum codex) (Apprentice of Mindfuckery only)&lt;br /&gt;
*GET THE FUCK OUT OF MY HEAD (Apprentice of Mindfuckery only)&lt;br /&gt;
&lt;br /&gt;
Psyker: Apprentices of Mindfuckery generates Powers from The Pyromancy, Telekinesis and Iratomancy disciplines.&lt;br /&gt;
&lt;br /&gt;
====Kill-a-Tors====&lt;br /&gt;
&lt;br /&gt;
When a member of the Adepta Sororitas first sees a Kill-a-Tor, she usually assumes that the Angry Marines are performing (illegal) arco-flagellation without the consent of the Ecclesiarchy or the Inquisition. However, before the Battle Sisters gets a chance to declare them heretical and attempt to set them on fire, a nearby Inquisitor or an Angry Commissar will kindly inform them that Kill-a-tors are the unfortunate failed Angry Marines aspirants. These aspirants do not fail due to any kind of &#039;&#039;lack&#039;&#039; of angry, however; instead, they are &#039;&#039;SO FUCKING ANGRY&#039;&#039; that their implants explode out of sheer rage. Rather than waste such a potent source of anger, the Angry Marines turn their failed aspirants into Kill-a-Tors, so even the failures may massacre xenos until death takes them.&lt;br /&gt;
&lt;br /&gt;
This is not entirely correct. Kill-a-Tors are massive combat servitors, armed with massive, blunt weapons, including (but not limited to) chain flails, oversized power fists, giant mallets, and (in at least one recorded instance) an adamantium 2x4 with a ridiculously large iron nail. The servitors have been genetically engineered to massive size, plus they all have such a look of indescribable rage on their face that their angry marine masters are quite proud. AND THEY DON&#039;T GIVE A SHIT ABOUT THE FAGGY MOTHERFUKIN&#039; RULES THE REST OF THESE PANSYASSES ARE FORCED TO FOLLOW!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Kill-a-Tors || 4 || 0 || 4 || 4 || 2 || 4 || D6+1 || 5 || 4+ || Infantry (40mm base) || 3 Kill-a-tors || 40&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear: &lt;br /&gt;
*Two power Swords&amp;lt;br&amp;gt;&lt;br /&gt;
*Carapace Armour&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Options: &lt;br /&gt;
*May take up to 7 additional kill-a-tors for 40 pts/per model.&lt;br /&gt;
*Any Kill-a-Tor may replace both of his two power swords for:&lt;br /&gt;
:*Two Power bats, Power Lances or power wrenches: free&lt;br /&gt;
:*Two Lightning Claws: +5 pts/per model.&lt;br /&gt;
:*Two Power Fists: +10 pts/per model.&lt;br /&gt;
:*Two Chainfists: +15 pts/per model.&lt;br /&gt;
:*Two hunder Hammers: 15 pts/per model.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*Bulky&lt;br /&gt;
*Fearless&lt;br /&gt;
*Rage&lt;br /&gt;
*Counter-Attack&lt;br /&gt;
*Furious Charge&lt;br /&gt;
*Feel No Pain&lt;br /&gt;
*COVER IS FOR PUSSIES&lt;br /&gt;
&lt;br /&gt;
*Random Attacks: &lt;br /&gt;
:*At the start of each Fight Subphase roll D6+1 for each model in the unit. This is the total number of attacks the unit may make in this round of melee. Allocate these attacks to each model individually, starting with models in base-to-base contact. No model may be allocated more than 7 attacks (9 attacks when charging; base maximum of 7, +2 from Rage). The extra attack for the second weapon is already accounted for.&lt;br /&gt;
&lt;br /&gt;
*Broken Minds: If there is no Techmarine (including Master of the Armoury Ragman) in the unit of Kill-a-Tors, they:&lt;br /&gt;
:*Must move towards the closest enemy unit, Run towards the closest enemy unit, and charge the nearest enemy unit (if they are within 12&amp;quot; of the unit). Note that Kill-a-tors may charge even if they Run. &lt;br /&gt;
:*Cannot enter transport or start the game in transport.&lt;br /&gt;
&lt;br /&gt;
*The Fuckers Need Fucking Supervision: You may take one unit of Kill-a-Tors for each Techmarine you have (including Master of the Armoury Ragman) as a form of retinue for the angry techmarine. These Kill-a-Tor units don&#039;t take up Elite slots on the Force Organization Table.&lt;br /&gt;
&lt;br /&gt;
====Terminator Squad====&lt;br /&gt;
Though a loyal chapter, the Angry Marines suffer from an incredible level of internal strife and in-fighting, as without the release of their rage that is given through the almost ritualistic clubbing to death of a enemy the Angry Marines will often turn on each other. Generally this is all in good fun since nobody turns a power field on when they&#039;re &#039;CLUBBING A FELLOW ANGRY MARINE!!&#039; However, sometimes the fun of &#039;BASHING SOME FUCKER&#039;S HEAD IN JUST FOR SHITS AND GIGGLES&#039; can get a tad intense and occasionally personal. The largest intra-chapter squabble they Angry Marines have ever seen is known as Battle of the Fuckin&#039; Flyin&#039; Monkey Wrench, and it was actually an attempted Coup d&#039;état by the chapter&#039;s very own tech marines.&lt;br /&gt;
&lt;br /&gt;
Having endured for centuries the maltreatment of holy equipment such as plasma guns, bikes but most of all of the sacred Tactical Dreadnought Armour, the Angry Techmarines had had &#039;QUITE E-FUCKINING-NUFF&#039; and they plotted rebellion. After a battle against bugs that lasted about a week too long and featured one too many cases of Angry Marines ripping apart their armor in the midst of battle to beat the enemy to death with a pauldron or two, the chapter&#039;s techmarines just snapped. They&#039;d had more than enough, more than even an Angry Marine should have to deal with; they were, in fact &#039;TOTALLY FUCKING HONKED OFF!!!&#039;. Once the remains of the chapter had returned to the Fortress of FUCK-ALL, the techs awoke every Belligerent Engine in the chapter&#039;s basement, donned their power feet, girded their loins, opened every Holy Can of Wup-Ass in the sacred armory and started smashing every brother who had ever mistreated their wargear, which was to say, every last one of them.&lt;br /&gt;
&lt;br /&gt;
The fight quickly exceeded even this chapter&#039;s level of depravity and destruction, forcing Temperus Maximus to step in &#039;TO STOP THE WHINNY-ASS BABY&#039;S FROM FIGHTING!!&#039; Even with his direct intervention the fight continued for two weeks. The climax of the battle came when the (then) Master of the Armory Furytus fighting Temperus in single combat and losing. &lt;br /&gt;
&lt;br /&gt;
In the after math of the revolt Temperus demanded that Furytus step down, but Furytus refused, and the techmarines sided with their master by refusing to fix or repair anything. In the face of Temperus&#039; unholy anger the techmarines fell back, or in Temperus words, &#039;THEY PUSSYED THE FUCK OUT&#039;. They fell back to the armory where they held out for over a year. Meanwhile the Angry Marines still had jobs to do, asses to kick and fuck-all to give to the enemies of the Emprah!&lt;br /&gt;
&lt;br /&gt;
However, after a year the Angry Marines were brought to a stand still as their armor broke apart, their guns (what few they had) ran out of ammunition, their tanks had no fuel, and the coffee had run out. Temperus, in a rare display of diplomacy met Furytus half way. &lt;br /&gt;
&lt;br /&gt;
Furytus stood down from his post, allowing Enfurus Ragman to take the position and the Angry Marines would agree to treat their wargear better. They would even agree to consign the use of Terminator armor to those brothers who had shown they could take care of their equipment... of course should they ever backslide they will get fed to Techmarines and their Belligerent Engines. &lt;br /&gt;
&lt;br /&gt;
Once they are so restricted on the means of venting their rage, those marines who wear Terminator armor get so mad, so unendingly violent, that they get calm. Silently they stride forward, their rage solidified into an icy-cold fire with the strength of diamonds that burns in their chests. Those enemies fleeing from the terminators&#039; brethren often run toward them, thinking that these silent warrior will have mercy where the screaming ones will not, and in a sense they&#039;re right. They get the mercy of a quick death.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator Squad.JPG|800px]]&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Terminator || 5 || 3 || 4 || 4 || 1 || 4 || 2 || 9 || 2+ || Infantry || 4 Angry Terminators || 175&lt;br /&gt;
|-&lt;br /&gt;
| Angry Terminator Sargeant || 5 || 3 || 4 || 4 || 1 || 4 || 2 || 9 || 2+ || Infantry (Character) || 1 Angry Terminator Sargeant ||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear: &lt;br /&gt;
*Two Power Swords&amp;lt;br&amp;gt;&lt;br /&gt;
*Terminator Armour&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Options: &lt;br /&gt;
*may take up to 5 additional Angry Terminators, 35 pts/per model.&lt;br /&gt;
*Any model may replace one or both of its power swords with one of the following:&lt;br /&gt;
:* Power Bat, Power Lance, Power Wrench, or stormbolter: for free&lt;br /&gt;
:*Lightning Claw: +1 pts/per Weapon.&lt;br /&gt;
:*Power Chair: +5 pts/per Weapon.&lt;br /&gt;
:*Storm Shield +5 pts/per Weapon.&lt;br /&gt;
:*Adamantium 4x2 with a nail through it +5 pts/per Weapon.&lt;br /&gt;
:*Power Fist: +10 pts/per Weapon.&lt;br /&gt;
:*Thunder Hammer: +15 pts/per Weapon.&lt;br /&gt;
:*Chainfist: +15 pts/per Weapon.&lt;br /&gt;
:*Dual Power Fist +20 pts/per Weapon.&lt;br /&gt;
*For every five models in squad, may one Angry Terminator replace one of it&#039;s power swords with:&lt;br /&gt;
:*Heavy Flamer: +10 pts/per model.&lt;br /&gt;
:*Plasma Cannon: +10 pts/per model.&lt;br /&gt;
:*Assault Cannon: +15 pts/per model.&lt;br /&gt;
*The Unit may select an Land Raider (any type) as a dedicated transport.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*Counter-Attack&lt;br /&gt;
*Stubborn&lt;br /&gt;
*Angry Marine&lt;br /&gt;
*Stone-Cold Anger: Angry Terminators and Angry Terminator Sargeant have Hatred (Everything!) instead of Furious Charge from the Angry Marine Special Rule. in addition to this, They can never get the Rage Special Rule, It also applies to the Inspiring Rage !!! Special Rule.&lt;br /&gt;
&lt;br /&gt;
====Belligerent Engine (Dreadnought)====&lt;br /&gt;
[[Belligerent Engine]]s are siege walkers, analogous to the Dreadnoughts of other Space Marine chapters. Within the Angry Marines, however, the requirement for interment into a Dreadnought Sarcophagus is more lax compared to other chapters. While other chapters will only put heroes of the chapter in a Dreadnought, Angry Marines will inter any battle brother than shows exceptional rage, considering anyone who GETS SO FUCKING ANGRY THAT THEY EXPLODE as a hero of the chapter. Also, while most Astartes consider being entombed into a Dreadnought to be an honor as they are able to serve the Emperor, even after death, Angry Marines consider this the SINGLE MOST FUCKING PISS-OFF THING EVER. Unable to feel the thrill of tearing out their enemy&#039;s spine and using it to beat another enemy to death and being trapped inside a sardine can, this leaves the Marine inside eternally frustrated and turns their former volcano-esque anger into something close to a star about to go supernova, finding killing the enemies of man in the most brutal ways imaginable as the only outlet for their overflowing and ever-growing rage.&lt;br /&gt;
&lt;br /&gt;
This leads to all Belligerent Engines to be highly effective and terrifying but unstable siege engines, blindly charging into enemy ranks to KILL THOSE FUCKING FUCKS SHOOTING AT ME or unloading their payload of weapons with frightening effect.&lt;br /&gt;
&lt;br /&gt;
[[Image:Belligerent Engine (2).jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! FA !! SA !! RA !! A !! I !! HP !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Belligerent Engine || 5 || 3 || 6 || 12 || 12 || 10 || 4 || 4 || 3 || Vehicle (Walker) || 1 Belligerent Engine || 120&lt;br /&gt;
|-&lt;br /&gt;
| REALLY FUCKING PISSED OFF Belligerent Engine || 6 || 4 || 6 || 12 || 12 || 10 || 4 || 4 || 4 || Vehicle (Walker) || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear: Two power fists with inbuilt stormbolters, hull mounted &amp;quot;smoke&amp;quot; launcher, searchlight&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Options: &amp;lt;br&amp;gt;&lt;br /&gt;
*May be upgraded to a REALLY FUCKING PISSED OFF Belligerent Engine for 35 pts.&lt;br /&gt;
*may take Power of the Angry Machine Spirit: +15 pts.&lt;br /&gt;
*may take Extra Armour: +10 pts.&lt;br /&gt;
*May exchange any of it&#039;s power fists and inbuilt stormbolters for the following:&lt;br /&gt;
:*Flamestorm cannon: +10 pts/per Flamestorm cannon.&lt;br /&gt;
:*Plasma cannon: +10 pts/per Plasma cannon.&lt;br /&gt;
&lt;br /&gt;
*May exchange any of it&#039;s power fists (in-built weapons are retained) for:&lt;br /&gt;
:*Tearing claws: +1 pts/per Tearing claws.&lt;br /&gt;
:*Chainfist: +5 pts/per Chainfist.&lt;br /&gt;
:*&amp;quot;Siege&amp;quot; Drill: +6 pts/per &amp;quot;Siege&amp;quot; Drill.&lt;br /&gt;
&lt;br /&gt;
*May exchange any of it&#039;s storm bolters for:&lt;br /&gt;
:*Heavy flamer: +10 pts/per Heavy flamer.&lt;br /&gt;
:*Meltagun: +10 pts/per Meltagun.&lt;br /&gt;
&lt;br /&gt;
*May add one of the following carapace-mounted weapons:&lt;br /&gt;
:*Sticky web cannon: +10 pts.&lt;br /&gt;
:*Angry grappa: +15 pts.&lt;br /&gt;
:*Two rocket propelled chainsaws: +20 pts.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*May buy any of the following:&lt;br /&gt;
:*Frag launcher: +10 pts.&lt;br /&gt;
:*Adamantium Plate: +10 pts.&lt;br /&gt;
:*Burning carapace: +20 pts.&lt;br /&gt;
&lt;br /&gt;
*The Unit may select a Drop Pod as dedicated transport.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tearing Claws - Long sharp blades which replace a powerful fingers of dreadnought fist are not as good at punching through armor, but they tear even the heaviest infantry like it&#039;s nothing.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| Tearing Claws|| - || U || 3 ||Melee, Specialist Weapon, Shred, Frenzied attack. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Frenzied attack: At the start of his initiative step in close combat Belligerent Engine who chose to use tearing claws would get +1 attacks extra for every lost hull point. Belligerent Engine with two Tearing Claws would get +2 attacks extra for every lost hull point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Siege&amp;quot; Drill - &amp;quot;Siege&amp;quot; Drills obviously are designed to crack open the bunkers and other buildings, and then rip to shreeds every fucking covard who was hiding inside.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Siege&amp;quot; Drill|| - || x2 || 2 ||Melee, Specialist Weapon, Armourbane, Fiery breach.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Fiery Breach: If &amp;quot;Siege&amp;quot; Drill with in-built heavy flamer sucessfuly penetrates transport or building it deals D6 S5 AP4 hits to it&#039;s passengers or occupants before rolling to damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sticky Web Cannon - During one of the expeditions deep into enormous chapter armory angry techmarines found few ancient-looking containers with so-called &amp;quot;web pistols&amp;quot; - archeotech weapon, known to cover it&#039;s target in sticky glue to tie down it&#039;s movement. Unable to recreate ancient technology in such a compact form, they still managed to make dreadnought-sized web cannon and stick it on the most furious of Belligerent Engines to ensure no one could escape their wrath.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| Sticky Web Cannon|| Template || - || - ||Heavy 1, Torrent, Got You!.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Got You!: Every enemy model hit by the template, (except vehicles, monstrous creatures and/or Gargantuan Creatures) get -1 penalty to initiative, weapon skill  (to a minimum of 1), and it&#039;s maximum movement distance (in every phase, except fight subphase) reduced in half (round up).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Angry Grappa - To put it simply angry grappa is just a huge harpoon gun with adamantium chain and powerful motor, used to tow the Belligerent Engine itself close to big things like tanks or monsters.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| Angry Grappa|| 12&amp;quot; || 8 || 2 ||Heavy 1, Tow.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Tow: If angry grappa managed to remove hull point from vehicle or wound from monstrous creature or Gargantuan Creature, the Belligerent Engine may re-roll one or more of the dice when determining charge ranges that turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Frag Launcher: Count as frag grenades.&lt;br /&gt;
&lt;br /&gt;
*Adamantium plate: Add +1 to front and side armor (to 13/13/10)&lt;br /&gt;
&lt;br /&gt;
*Burning Carapace: Through array of flamethrowers and gas torches Belligerent Engine hull is constantly covered in fire. Belligerent Engine with burning carapace have 5+ cover save in the open and -1 BS due to being covered in smoke. alle close combat attacks Belligerent Engine makes have the Soul Blaze special rule, and have -1 penalty on to hit rolls with grenade type weapon against the Belligerent Engine. Belligerent Engine with burning carapace count as constantly highlighted with searchlight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Special rules:&lt;br /&gt;
*Venerable (You can find it in the Space Marines codex) (only REALLY FUCKING PISSED OFF Belligerent Engine)&lt;br /&gt;
*Rage&lt;br /&gt;
*Angry Marine&lt;br /&gt;
*Hatred (Everything!)&lt;br /&gt;
&lt;br /&gt;
*KILL EVERYTHING!: &lt;br /&gt;
:*in the Movement Phase, if an enemy Units removed any hull points on the Belligerent Engine In his last Shooting phase and the Belligerent Engine is not locked in combat, the Belligerent Engine Must move towards the nearest of the enemy units who have removed one or more hole points. &lt;br /&gt;
:*in the Shooting Phase and Assault Phase, if an enemy Units removed any hull points on the Belligerent Engine In his last Shooting phase or At least one enemy unit within its charge range, and the Belligerent Engine is not locked in combat, the Belligerent Engine Must shoot at the nearest of these enemy units, And then charge that enemy unit if possible.&lt;br /&gt;
&lt;br /&gt;
*MUST... MOVE... TO... KILL...: Immobilized Belligerent Engine still can move D3 inches in movement phase and charge D3 inches in assaupt phase, thought if it successfully charges it doesn&#039;t receive any charge bonuses.&lt;br /&gt;
&lt;br /&gt;
*YOU CANNOT STOP ME: Belligerent Engine ignore Crew Stunned and Crew Shaken results.&lt;br /&gt;
&lt;br /&gt;
*DEATH IS NOT AN EXCUSE: &lt;br /&gt;
::At the start of your movement phase roll D6 for every wrecked Belligerent Engine on the field wit at least one enemy model within 12&amp;quot; of it - on 6+ Belligerent Engine comes back from dead with 1 hull point (though immobilised and weapon destroyed results aren&#039;t removed). If there is enemy models within 6&amp;quot; of Belligerent Engine, it comes back from dead on 5+.&lt;br /&gt;
&lt;br /&gt;
*Burning Mind - Belligerent Engine pass Deny the Witch tests on 5+ (GET THE FUCK OUT OF MY HEAD -1 penalty is included).&lt;br /&gt;
&lt;br /&gt;
====Techmarine====&lt;br /&gt;
Techmarines have a strange place within the Angry Marines Chapter. The main issue is that no Angry Marine has the patience to become a Techmarine, so all of the Chapter&#039;s Techmarines are &amp;lt;s&amp;gt;[[Blood Ravens|stolen]]&amp;lt;/s&amp;gt; borrowed from other Chapters. Unfortunately, this means that the Techmarines only have average levels of holy anger and righteous zeal (although this alone means they have little in common with the emotionally blunt and monotone Techmarines from their parent Chapter). However, this does have its uses; their more clinical attitude means they often act as intermediaries in joint combat actions, as the Captains are usually too busy CRUSHING FUCKING HERETIC HEADS to come to the meetings. While their brothers are disdainful of their lack of &amp;quot;proper&amp;quot; anger, they are respectful of the skill of the Techmarines, as the children of the Omnissiah can bring warmachines back to life with a single well-placed smack (and a curse, of course!). Because of this skill, Techmarines have a surprisingly high status in the Chapter, where others of a similar level of anger would be left behind as WORLD EATER PUSSY WANNABES. However, the Angry Marines still won&#039;t listen to the Techmarines&#039; complaints about the rampant destruction of Chapter property; indeed, the return to the armoury after battle is one of the few times the Techmarines of the Chapter match the fury of their battle-brothers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Techmarine with Power Wrench (2).jpg|150px]]&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Techmarine || 4 || 4 || 4 || 4 || 1 || 4 || 1 || 8 || 2+ || Infantry (Character) || 1 Techmarine || 40&lt;br /&gt;
|-&lt;br /&gt;
| Servitor || 3 || 2 || 3 || 3 || 1 || 3 || 1 || 6 || 4+ || Infantry (Character) || - ||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear: &lt;br /&gt;
*Techmarine:&lt;br /&gt;
:*Artificer Armour&lt;br /&gt;
:*Frag and Krak grenades&lt;br /&gt;
:*Bolt Pistol&lt;br /&gt;
:*Boltgun&lt;br /&gt;
:*Power wrench&lt;br /&gt;
*Servitor:&lt;br /&gt;
:*Servo-arm&lt;br /&gt;
&lt;br /&gt;
Options: &lt;br /&gt;
*may take Auspex as described in the Codex: Space Marines for +5 pts.&lt;br /&gt;
*may take melta bombs for +5 pts.&lt;br /&gt;
*may take Digittal weapons as described in the Codex: Space Marines for +10 pts.&lt;br /&gt;
*may take a locator beacon as described in the Codex: Space Marines for +10 pts.&lt;br /&gt;
*may take a Space Marine Bike for +20 pts.&lt;br /&gt;
*May take a Conversion Beamer as described in the Codex: Space Marines for +25 pts.&lt;br /&gt;
*may take items from the &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039; and/or &#039;&#039;&#039;Special Weapons&#039;&#039;&#039; lists.&lt;br /&gt;
*May replace his Boltgun, Power wrench, and/or Bolt Pistol with one of the following:&lt;br /&gt;
:*Power maul: +10 pts.&lt;br /&gt;
:*Lightning Claw: +15 pts.&lt;br /&gt;
:*Thunder Hammer: +25 pts.&lt;br /&gt;
:*Power Jackhammer: +30 pts.&lt;br /&gt;
* The Techmarine may be joined by up to 6 Servitors for 9 points each. Every two Servitors in the unit modifies WORK, YOU PIECE OF SHIT! rolls by +1.&lt;br /&gt;
:*Any Servitors may replace their servo-arm with one of the following:&lt;br /&gt;
::*Multi-melta +3 pts/per model.&lt;br /&gt;
::*Heavy bolter +5 pts/per model.&lt;br /&gt;
::*Plasma Cannon +15 pts/per model.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Power Jackhammer: A power jackhammer is a massive jackhammer or drill with a power field gleaming around the tip. Angry Techmarines often replace their hand wholesale with a power jackhammer.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon Table!! Range !! S !! AP !! Type&lt;br /&gt;
|-&lt;br /&gt;
| Power Jackhammer || - || +2 || 2 || Melee, Specialist Weapon, Armorbane&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*Techmarine:&lt;br /&gt;
:*Not a real Angry Marine! - Techmarines do count as Angry Marine models Even if they do not have the Angry Marine Special Rule, or Have the Angry Marine Gene Seed Implants in them. in addition to this, They have the following Special Rules:&lt;br /&gt;
::* And They Shall Know No Fear&lt;br /&gt;
::* Move Through Cover&lt;br /&gt;
::* Furious Charge&lt;br /&gt;
::* Hatred (Angry Marines (But not other Techmarines and/or Master of the Armoury Enfurus Ragman)) They do not confer this rule to any unit They joins.&lt;br /&gt;
::* Preferred Enemy (Angry Marines (But not other Techmarines and/or Master of the Armoury Enfurus Ragman)) They do not confer this rule to any unit They joins.&lt;br /&gt;
::* Sensible Anger - Techmarines can never get the Rage Special Rule, It also applies to the Inspiring Rage!!! Special Rule.&lt;br /&gt;
&lt;br /&gt;
:*Independent Character&lt;br /&gt;
:*Stop Hiding, You Shits! - Choose one piece of terrain before the start of the game. That terrain&#039;s cover save is reduced by one. &lt;br /&gt;
&lt;br /&gt;
:*WORK, YOU PIECE OF SHIT! - With a curse and a well placed impact, the Techmarine urges a broken machine to get back into the fucking fight. In each of your Shooting phases, instead of firing his weapons, a model with this Special Rule can choose to repair a single friendly Vehicle that he is in base contact with or embarked upon. to repair a Vehicle, roll a D6 and adds his strength to the result (counting bonus from melee weapons but not the power jackhammer) if the result is 11 or more then the Vehicle has one weapon destroyed or immobilize result repaired; if the Vehicle has not suffered a weapon destroyed or Immobilized result, the vehicle gains a hull point it had lost back. Add a one to the result if the model has a power wrench.&lt;br /&gt;
&lt;br /&gt;
*Servitor:&lt;br /&gt;
:*Mindlock - as described in the Codex: Space Marines&lt;br /&gt;
&lt;br /&gt;
====Black Brothers====&lt;br /&gt;
The Black Brothers are a group of veteran Angry Marines with a penchant for setting things on fire. Their yellow armor scorched black and loaded with torches and burners, each of the Black Brothers carry a Flamer of Wrath to best set those fucks on fire.&lt;br /&gt;
&lt;br /&gt;
[[Image:Black brother(2).jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Black Brother || 5 || 2 || 4 || 4 || 1 || 4 || 2 || 8 || 3+ || Infantry || 4 Black Brothers  || 110&lt;br /&gt;
|-&lt;br /&gt;
| Black Sergeant || 5 || 2 || 4 || 4 || 1 || 4 || 2 || 8 || 3+ || Infantry (Character) || 1 Black Sergeant  ||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear: &lt;br /&gt;
*Power Armor&lt;br /&gt;
*two Hand Flamers of Wrath&lt;br /&gt;
*Frag and Krak grenades &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Options: &lt;br /&gt;
*May include up to 15 additional Black Brothers for 22 pts/per model.&lt;br /&gt;
*Any model may replace one or both of its Hand Flamers of Wrath with one of the following:&lt;br /&gt;
:*Flamer of Wrath: free&lt;br /&gt;
:*model may replace both of its Hand Flamers of Wrath, with a Heavy Flamer of Wrath: +10 pts/per model.&lt;br /&gt;
:*Power Sword, Power Bat, Power Lance or Power Axe: +5 pts/per model.&lt;br /&gt;
:*Lightning Claw: +5 pts/per model.&lt;br /&gt;
:*Power Fist: +15 pts/per model.&lt;br /&gt;
:*Thunder Hammer: +20 pts/per model.&lt;br /&gt;
*The entire squad may take jump packs: +3 pts/per model.&lt;br /&gt;
*The Black Sergeant may may take up to one of each item, in the following list:&lt;br /&gt;
:*Melta Bombs: +5 pts.&lt;br /&gt;
:*Cigar: +1 pts.&lt;br /&gt;
:*Combat Shield: +5 pts.&lt;br /&gt;
*If they do not select jump packs, The Unit may select a Land Raider Redeemer as dedicated transport.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*Inspiring Rage!!! (only Black Sergeant)&lt;br /&gt;
*Angry Marine&lt;br /&gt;
*THIS WAY YOU FUCKS&lt;br /&gt;
&lt;br /&gt;
*TOO MUCH SMOKE! - Because they continiously produce smoke, the Black Brothers can only use a Land Raider Redeemer as a transport and cannot enter any other kind of transport.&lt;br /&gt;
&lt;br /&gt;
*Flames of Wrath - Due to wielding flamers and being covered in flames themselves the Black Brothers are always followed by a large cloud of black smoke. While this makes them easy to track, hitting the individual Brothers is a difficult task made more difficult the more Brothers are part of a squad. &lt;br /&gt;
:*A unit composed entirely of models with this Special Rule always has a cover save of at least 6+, even if it&#039;s in the open. For every five brothers in the squad this save improves by 1; if they are inside a Land Raider Redeemer, will the Land Raider not get the cover save. When in actual cover the squad may choose to use the save provided by the actual cover or by the Flames of Wrath rule. in addition to this, all Melee Attacks this Unit makes have the Soul Blaze special rule.&lt;br /&gt;
&lt;br /&gt;
*NEED A LIGHT? - Black Brothers are so eager for battle, that they jump out of Thunder Hawks, and use their flamethrower&#039;s powerful thrust to descent (relatively) safely on the heads on sorry fuckers underneath them, while setting everything on fire. &lt;br /&gt;
:*Black Brother and Black Sergeant have the Deep Strike special rule (this rule is not affected by the Deep Strike special rule you get from jump packs), though they always scatter (use arrow on hit result). After deep striking every model (friend or foe, except Black Brothers themselves) within 6&amp;quot; of the Black Brothers squad will get S3 AP5 hit with Ignore Cover special rule, and for every five Black Brothers/Black Sergeant in the squad, the strengths of this attack is increased by 1.&lt;br /&gt;
&lt;br /&gt;
===Fast Attack===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Angry Rhino====&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! BS !! F !! S !! R !! HP !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Rhino || 3 || 11 || 11 || 10 || 3 || Vehicle (tank, Transport) || 1 Angry Rhino || 35&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear: &lt;br /&gt;
* Searchlight&lt;br /&gt;
* hull mounted &amp;quot;smoke&amp;quot; launcher&lt;br /&gt;
&lt;br /&gt;
Transport:&lt;br /&gt;
* Transport Capacity: 11 models, cannot transport Bulky, Very Bulky and/or Extremely Bulky models.&lt;br /&gt;
* Frie points: three models can fire from it&#039;s top hatch.&lt;br /&gt;
* Access Points: The angry Rhino has one Access Point on each side of the hull and one at the rear.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
* DAMNED MACHINERY !!!: if there is a model with a Power Wrench is aboard the angry Rhino, he can use the &amp;quot;WORK, YOU PIECE OF SHIT!&amp;quot; Special rule on a 12+ instead of 11+. (this rule does not affect Techmarine&#039;s &amp;quot;WORK, YOU PIECE OF SHIT!&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Vehicle Wargear&#039;&#039;&#039; list.&lt;br /&gt;
*May take Doormaker Charges: +5 pts. (Angry Rhino can not take Doormaker Charges if it is a dedicated transport to an Angry &#039;Serfs&#039; Unit. in addition to this Angry Rhino can not use Doormaker Charges While it has an Angry &#039;Serfs&#039; Unit embarked in it.)&lt;br /&gt;
&lt;br /&gt;
====Rage Speeders====&lt;br /&gt;
Land speeders are delicate and fragile fast attack platforms armed with heavy weapons that are reliant on speed to get into the right place. The Angry Marines took one look at that and said &#039;FUCK THAT SHIT&#039;. The only thing they approved of was the speed so they took the standard land speeder and turned it into a super sonic battering ram with the goal of &#039;TURNING THOSE FUCKERS INTO PASTE!!&#039; &lt;br /&gt;
&lt;br /&gt;
Competition to man Rage Speeders is fierce as every angry marine worth his rage salivates at the idea of kicking a heretics balls so fast he can&#039;t hear you scream FUCK YOU! till you were kicking the balls in of the guy guy behind him. Before a battle starts Rage speeder pilots often have to beat there brothers away with a power bat in order to remind them &#039;I&#039;M FUCKING DRIVING!!!&#039; the alterations to the land speeders chassis are considered techno-heresy by some. One tech-priest once &#039;It&#039;s machine spirit scares me. It&#039;s just sits there like a wild animal eyeing me like I&#039;m it&#039;s next meal all the while it&#039;s growling. Endlessly, growling.&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Rage Speeders.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! BS !! F !! S !! R !! HP !! Unit Type !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Rage speeder || 3 || 10 || 10 || 10 || 2 || Vehicle (Fast, Skimmer, Chariot, open topped) || 55&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Points !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type &lt;br /&gt;
|-&lt;br /&gt;
| Rage speeder crew||--|| 5 || 2 || 4 || 4 || 2 || 4 || 2 || 8 || 3+ || Infantry &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Composition:&lt;br /&gt;
1 Rage speeder, 1 Rage speeder crew (Both Angry Marines count as one model with the Bulky Special Rule)&lt;br /&gt;
&lt;br /&gt;
Transport capacity: 2 (angry crew can not dismount)&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
:Rage speeder:&lt;br /&gt;
:*Heavy bolter&lt;br /&gt;
:Rage Speeder Crew:&lt;br /&gt;
:*2 Chainswords&lt;br /&gt;
:*Power Armour&lt;br /&gt;
:*Frag and Krak grenades&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*Anti-grav Upwash (You can find it in the Space Marines codex)&lt;br /&gt;
*Rage&lt;br /&gt;
*Angry Marines&lt;br /&gt;
*Relentless&lt;br /&gt;
*FUCKING LIGHT WEIGHT: rage speeders make hammer of wrath attacks at strength 5 AP- additionally for each hammer of wrath attack they make, they take a strength five hit that can glance, but not penetrate. &lt;br /&gt;
*THINK YOU SMART FUCKER!?!: When the Rage speeder loses it&#039;s last hull point it automatically explodes as the fuel on board detonates. Treat it as a &#039;explode&#039; result on the vehicle penetrated table.&lt;br /&gt;
* FUCK THE SOUND BARRIER!: Rage speeders can charge after moving flat out. If they do so, they gain 1d3 hammer of wrath attacks. &lt;br /&gt;
* GET THE FUCK OFF!!!: Any angry marine HQ choice, (but not an Angry Commissar, Command Squad or Commissar Fuklaw) can take a Rage speeder as a Dedicated Transport replacing the Rage Speeder Crew. They may join or leave a Rage speeder Squadron as per the Independent character special rule.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
*may include up two additional Rage Speeders: 55 pts/per model.&lt;br /&gt;
*any crew may take items from the &#039;&#039;&#039;Close Combat Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039; and/or &#039;&#039;&#039;Special Weapons&#039;&#039;&#039; lists.&lt;br /&gt;
*any Rage speeder may swap its Heavy Bolter with,&lt;br /&gt;
:*Heavy Flamer free&lt;br /&gt;
:*Multi-melta +10 pts/per model.&lt;br /&gt;
*any Rage speeder may take one of the following:&lt;br /&gt;
:*Heavy bolter or Heavy Flamer +5 pts/per model.&lt;br /&gt;
:*Multi-melta +15 pts/per model.&lt;br /&gt;
:*Assault Cannon +20 pts/per model.&lt;br /&gt;
*any Rage speeder may take Power of the Angry Machine Spirit: +15 pts.&lt;br /&gt;
&lt;br /&gt;
====Assault Squad====&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Marine || 5 || 2 || 4 || 4 || 1 || 4 || 1 || 8 || 3+ || Infantry || 4 Angry Assault Marines || 70&lt;br /&gt;
|-&lt;br /&gt;
| Angry Marine Sergeant || 5 || 2 || 4 || 4 || 1 || 4 || 1 || 8 || 3+ || Infantry (Character) || 1 Angry Assault Sergeant ||&lt;br /&gt;
|-&lt;br /&gt;
| Angry Veteran Sergeant || 5 || 2 || 4 || 4 || 1 || 4 || 2 || 8 || 3+ || Infantry (Character) || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear: &lt;br /&gt;
*Power Armour&lt;br /&gt;
*Two Chainswords&lt;br /&gt;
*Frag and Krak grenades&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Options: &lt;br /&gt;
*May include up to 5 additional Angry Marines for 14 pts/per model.&amp;lt;br&amp;gt;&lt;br /&gt;
*The entire squad may take jump packs for 3 pts/per model.&lt;br /&gt;
*Angry Sergeant may be upgraded to an Angry Veteran Sergeant for +10 pts.&lt;br /&gt;
*Angry Assault Sergeant and Angry Veteran Sergeant May take items from the &#039;&#039;&#039;Close Combat Weapon&#039;&#039;&#039; and/or &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039; lists.&lt;br /&gt;
*Up to three Angry Marines may each take an item from the &#039;&#039;&#039;Close Combat Weapon&#039;&#039;&#039; list.&lt;br /&gt;
*For every five models in the Unit, one Angry Marine may take a Flamer, Plasma or Melta charger for +5 pts/per model.&lt;br /&gt;
*If the squad does not take jump packs, it may select an Angry Rhino or a Drop Pod as dedicated transport.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*Inspiring Rage!!! (only Angry Veteran Sergeant)&lt;br /&gt;
*Angry Marine&lt;br /&gt;
*THIS WAY YOU FUCKS&lt;br /&gt;
&lt;br /&gt;
====Angry Bike Squad====&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Biker || 5 || 2 || 4 || 5 || 1 || 4 || 1 || 8 || 3+ || Bike || 2 Angry Bikers || 63&lt;br /&gt;
|-&lt;br /&gt;
| Angry Biker Sergeant || 5 || 2 || 4 || 5 || 1 || 4 || 1 || 8 || 3+ || Bike (Character) || 1 Angry Biker Sergeant || &lt;br /&gt;
|-&lt;br /&gt;
| Biker Veteran Sergeant || 5 || 2 || 4 || 5 || 1 || 4 || 2 || 8 || 3+ || Bike (Character) || &lt;br /&gt;
|-&lt;br /&gt;
| Angry Attack Bike || 5 || 2 || 4 || 5 || 2 || 4 || 2 || 8 || 3+ || Bike || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mounted Assault: If at least one of the detachment&#039;s independent characters is equipped with a bike, this unit counts as Troops.&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
*Chainsword&lt;br /&gt;
*Heavy Bolter (Attack Bike Only)&lt;br /&gt;
*an chainsword additional (Attack Bike Only)&lt;br /&gt;
*Frag and Krak grenades&lt;br /&gt;
*Space Marine bike&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*Inspiring Rage!!! (only Biker Veteran Sergeant)&lt;br /&gt;
*Angry Marines&lt;br /&gt;
*DRIVING WITHOUT HANDS! - if an Angry Attack Bike have four Chainswords, will get an extra attack.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
*May include up to seven additional Angry Bikers for 21 pts/per model.&lt;br /&gt;
*Any model may take an additional chainsword +2 pts/per model.&lt;br /&gt;
*The Angry Biker Sergeant may be upgraded to a Biker Veteran Sergeant +10 pts.&lt;br /&gt;
*the Angry Biker Sergeant or Biker Veteran Sergeant may take items from the &#039;&#039;&#039;Close Combat Weapon&#039;&#039;&#039; and/or &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039; lists.&lt;br /&gt;
*The Angry Biker Sergeant or Biker Veteran Sergeant may take melta bombs for 5 pts.&lt;br /&gt;
*The unit may include one Angry Attack Bike for 41 pts.&lt;br /&gt;
:*The Angry Attack Bike may replace its heavy bolter with a multi-melta for +10 pts.&lt;br /&gt;
:*the Angry Attack Bike may take one more additional chainsword +2 pts.&lt;br /&gt;
&lt;br /&gt;
====Angry Attack Bike Squad====&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
|Angry Attack Bike || 5 || 2 || 4 || 5 || 2 || 4 || 2 || 8 || 3+ || Bike || 1 Angry Attack Bike || 41&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
*two Chainswords&lt;br /&gt;
*Heavy Bolter&lt;br /&gt;
*Frag and Krak grenades&lt;br /&gt;
*Space Marine Bike&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*Angry Marines&lt;br /&gt;
*DRIVING WITHOUT HANDS! - if an Angry Attack Bike have four Chainswords, will get an extra attack.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
*May include up to two additional Angry Attack Bikes for 41 pts/per model.&lt;br /&gt;
*Any Angry Attack Bike may replace its heavy bolter with a multi-melta for +10 pts/per model.&lt;br /&gt;
*Any model may take two additional chainswords +4 pts/per model.&lt;br /&gt;
&lt;br /&gt;
====Angry Bike Gang====&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
|Gang Biker || 4 || 3 || 4 || 5 || 1 || 4 || 1 || 7 || 4+ || Bike || 2 Gang Bikers || 51&lt;br /&gt;
|-&lt;br /&gt;
|Gang Biker leader || 4 || 3 || 4 || 5 || 1 || 4 || 1 || 7 || 4+ || Bike (Character) || 1 Gang Biker leader || &lt;br /&gt;
|-&lt;br /&gt;
|very irritated Commissar on a bike || 5 || 3 || 3 || 4 || 1 || 3 || 2 || 9 || 4+ || Bike (Character) || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
*Carapace armor&lt;br /&gt;
*chainsword&lt;br /&gt;
*an additional chainsword (Gang Biker leader Only)&lt;br /&gt;
*bolt pistol (very irritated Commissar only)&lt;br /&gt;
*Frag and Krak grenades&lt;br /&gt;
*Space Marine bike&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
*May include up to 12 additional Gang Bikers for 17 pts/per model.&lt;br /&gt;
*For every 5 models in the unit, may two Gang Bikers each take an item from the &#039;&#039;&#039;Special Weapons&#039;&#039;&#039; list.&lt;br /&gt;
*The unit may take cluster mines for 20 pts.&lt;br /&gt;
*one Gang Biker may be upgraded to a very irritated Commissar on a bike for 25 pts.&lt;br /&gt;
*The Gang Biker leader and/or very irritated Commissar on a bike may take items from the &#039;&#039;&#039;Close Combat Weapon&#039;&#039;&#039; and/or &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039; lists.&lt;br /&gt;
*The Gang Biker leader and/or very irritated Commissar on a bike may take melta bombs for 5 pts/per model.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*NOT ANGRY ENOUGH: angry gangs do not count as angry marines, meaning commissars can use their BLAM! rule on them. Angry gangs have the following rules.&lt;br /&gt;
:*combat squad&lt;br /&gt;
:*Furious Charge &lt;br /&gt;
:*GET THE FUCK OUT OF MY HEAD!!&lt;br /&gt;
:*Infiltrate&lt;br /&gt;
:*move though cover&lt;br /&gt;
:*Scout&lt;br /&gt;
*Inspiring Rage!!! (only very irritated Commissar)&lt;br /&gt;
*Stubborn (only very irritated Commissar)&lt;br /&gt;
*HERESY! BLAM! (only very irritated Commissar)&lt;br /&gt;
&lt;br /&gt;
====Angrytalon Gunship====&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! BS !! F !! S !! R !! HP !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angrytalon Gunship || 3 || 11 || 11 || 11 || 2 || Vehicle (Flyer, Hover) || 1 Angrytalon Gunship || 115&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear: &lt;br /&gt;
*Twin-linked Assault Cannon &lt;br /&gt;
*Twin-linked Heavy Bolter&lt;br /&gt;
*Ceremite Plating (You can find it in the Space Marines codex)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
*may take Power of the Angry Machine Spirit: +15 pts.&lt;br /&gt;
*May exchange Twin-linked Heavy Bolter for one of the following:&amp;lt;br&amp;gt;&lt;br /&gt;
:*Skyhammer Missile Launcher (You can find it in the Space Marines codex) +5 pts.&lt;br /&gt;
:*Twin-linked Lascannon +15 pts.&lt;br /&gt;
:*Typhoon Missile Launcher (You can find it in the Space Marines codex) +20 pts.&lt;br /&gt;
&lt;br /&gt;
*may take one Fighting Aces: 30 pts &lt;br /&gt;
:*1-2 SLAP THAT SHIT ON THERE!&lt;br /&gt;
::* The Angrytalon has been covered in riveted plates of extra metal and scrap, it gains +1 HP&lt;br /&gt;
:*3-4 TAKE THE FUCKS WITH YOU!&lt;br /&gt;
::*After losing all of it&#039;s hullpoints, or suffering a Crash and Burn! effect, the Angrytalon retains some control and may place the large blast marker up to 2d6&amp;quot; in the direction of their choice. all Models underneath suffer Str 6 AP - hits as normal.&lt;br /&gt;
:*5-6 KEEP UP YOU SLOW ASS BITCHES!&lt;br /&gt;
::* All Angry Marines within 12&amp;quot; of the Angrytalon have the Fleet and Crusader special rules&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*Vectored Afterburners (You can find it in the Space Marines codex)&lt;br /&gt;
*&amp;quot;Escort&amp;quot; Craft: Angrytalon Gunships are not known for &amp;quot;escorting&amp;quot; anything onto the field of battle. In fact, most Angry Marines get fucking pissed right off at the idea of needing an escort for anything. So instead of following Marines into battle, they get hijacked by a commanding officer, AND IT LOOKS FUCKING METAL AS FUCK TO BE SEEN RIDING IN ON TOP OF A GUNSHIP!!&lt;br /&gt;
:*An Angrytalon Gunship enters play via normal Deepstrike rules with the HQ model as an attachment. The Gunship scatters as normal but must start it&#039;s first turn in Hover mode. The HQ model attached then makes an assault against an enemy unit, normal movement and penalties, and is given a Hammer of Wrath attack against the enemy unit. However, the HQ suffers a Str 4 AP - hit even if the charge fails, and must be placed D6&amp;quot; away from the Angrytalon Gunship.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Strafing&amp;quot; Run: Most pilots would prefer the safety of their vehicle and a large gun to help take down multitudes of enemies, Angry Marines give an obvious &amp;quot;FUCK THAT! GET ME CLOSER SO I CAN HIT THEM!!&amp;quot;&lt;br /&gt;
:*at the beginning of your Movement phase you can choose to make an Angrytalon Gunship do a Crash and Burn! which you can choose where the large blast marker is place and do not scatter. the large blast marker must be within 18 of the Angrytalon&#039;s current position. after the large blast marker is placed, you must place an Angry Marine pilot model underneath the large blast marker. then all Models underneath suffer a Str 6 AP - hits as normal. (the new Angry Marine model do not give a kill point when he is killed) the new Angry Marine model has the following profile: &lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type&lt;br /&gt;
|-&lt;br /&gt;
| Angry Marine pilot || 5 || 3 || 4 || 4 || 1 || 4 || 1 || 8 || 3+ || Infantry (Character)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear: &lt;br /&gt;
*Power Armor&lt;br /&gt;
*Frag and Krak grenades&lt;br /&gt;
*Bolt Pistol&lt;br /&gt;
*Power wrench&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*Angry Marine&lt;br /&gt;
*Independent Character&lt;br /&gt;
&lt;br /&gt;
===Heavy Support===&lt;br /&gt;
&lt;br /&gt;
====Devastator Squad====&lt;br /&gt;
Assignment to a Devastator squad is one of the worst punishments an Angry Marine can face, mostly because, despite the destructive power they wield, Devastators rarely get a chance to savage the foe in close combat. This means that many Devastators simply blow up out of sheer, uncontrollable, pent-up anger. However, they are also vital to the Angry Marines, seeing as how they possess the heavy weaponry required to take out most heavy armour.&lt;br /&gt;
&lt;br /&gt;
[[Image:FUCK launcher.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Devastator || 5 || 3 || 4 || 4 || 1 || 4 || 1 || 8 || 3+ || Infantry || 4 Angry Devastators || 75&lt;br /&gt;
|-&lt;br /&gt;
| Angry Devastator Sergeant || 5 || 3 || 4 || 4 || 1 || 4 || 1 || 8 || 3+ || Infantry (Character) || 1 Angry Devastator Sergeant || &lt;br /&gt;
|-&lt;br /&gt;
| Angry Devastator Veteran Sergeant || 5 || 3 || 4 || 4 || 1 || 4 || 2 || 8 || 3+ || Infantry (Character) || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
*Power Armour&lt;br /&gt;
*Boltgun&lt;br /&gt;
*Frag grenades&lt;br /&gt;
*Chainsword&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*Inspiring Rage!!! (only Angry Devastator Veteran Sergeant)&lt;br /&gt;
*Angry Marines&lt;br /&gt;
*Relentless&lt;br /&gt;
&lt;br /&gt;
*Ffffffffffff-- KerSPLODE: The only thing pisses off a Devastator Angry Marine more than being relegated to Devastator duty is missing their mark, not being able to atleast fuck up the enemy with these heug guns or go flat out and rapid fire on their sorry asses are the proverbial straws that would break the camel&#039;s back; causing their bodies to have a bio-meltdown and explode out of sheer rage. &lt;br /&gt;
:*all Ranged Weapons which are not Rapid Fire in a Devastator Squad has the Gets Hot Special Rule.&lt;br /&gt;
&lt;br /&gt;
*FEEL MY FUCKING HATE: Getting stuck in the back of a scrap pisses off any real Angry Marine and thus, all this pent-up rage may cause them to go into a berzerker-esque rage and favor FUCKING UP THOSE FUCKTARDS RIGHT AND PROPER than keeping a disciplined fire position when the opportunity presents itself or they may keep it together and instead unload all their hate and heavy weapons on an unlucky enemy of man, even if they run the risk of overheating the weapon. &lt;br /&gt;
:*Whenever an enemy is within assault range of a Devastator Squad during your shooting phase, the squad must roll to pass a leadership test. If they fail, the entire squad is forced to charge that enemy. If the squad passes however, they will instead channel their pent-up rage on their guns, the squad may Rapid Fire with +1 extra attacks.&lt;br /&gt;
&lt;br /&gt;
*Improvised weapon: Angry Marine are known for using about anything as close-combat weapons in order to bloody their enemies and Devastators are of no exception, using their heavy weapons as massive clubs and mauls to bludgeon and maim the enemy, much to the eternal dismay of the chapter Techmarines. &lt;br /&gt;
:*Each marine equipped with a heavy weapon uses it as a close combat weapon, thus the attacks of those marines are now concussive but are also unwieldy. (This Special Rule does not affect Power Heavy Bolter.)&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
*May include up to 5 additional Angry Devastators for 15 pts/per model.&lt;br /&gt;
*Angry Devastator Sergeant may be upgraded to Angry Devastator Veteran Sergeant +10 pts.&lt;br /&gt;
*Angry Devastator Sergeant or Angry Devastator Veteran Sergeant may take items from the &#039;&#039;&#039;Close Combat Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Special Weapons&#039;&#039;&#039; and/or &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039; lists.&lt;br /&gt;
*Angry Devastator Sergeant or Angry Devastator Veteran Sergeant may take melta bombs for +5 pts.&lt;br /&gt;
*For every 2 models in the Unit, one Angry Devastator may take a heavy weapon from the following list:&lt;br /&gt;
:*Assault cannons +20 pts/per model.&lt;br /&gt;
:*Lascannon +20 pts/per model.&lt;br /&gt;
:*Multi-melta +10 pts/per model.&lt;br /&gt;
:*Heavy bolter +10 pts/per model.&lt;br /&gt;
:*Power Heavy Bolter +15 pts/per model.&lt;br /&gt;
:*Missile launcher +15 pts/per model.&lt;br /&gt;
::*may also take flakk missiles +10 pts/per model.&lt;br /&gt;
:*Grav-Cannon and grav-amp +35 pts/per model.&lt;br /&gt;
:*Plasma Cannon +15 pts/per model.&lt;br /&gt;
:*Portable FUCK Launcher +15 pts/per model.&lt;br /&gt;
*The squad may take Angry Rhino or a Drop Pod as dedicated transport.&lt;br /&gt;
&lt;br /&gt;
====Predator Angrinator====&lt;br /&gt;
The infamous Predator Angrinator is an embodiment of the Angry Marines&#039; spirit: it is full of rage, madness, and lethality, for both their enemies and themselves. This specialized variant of the Predator uses a massive launcher reminiscent of the Whirlwind to throw battle brothers directly into the thick of the action, using massive rocket thrusters to propel them towards the enemy. It is as dangerous as it sounds, but few Angry Marines give a fuck as long as they can get in the fight faster.&lt;br /&gt;
&lt;br /&gt;
[[Image:Predator Angrinator 3.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! BS !! FA !! SA !! RA !! HP !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Predator Angrinator ||3 || 13 || 11 || 10 || 3 || Vehicle (Tank, Transport) || 1 Predator Angrinator || 50&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Transport Capacity: 0 models, cannot transport Bulky, Very Bulky and/or Extremely Bulky models.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Access Points: Count as open-topped.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear: Turret mounted MAXIMUM FUCK launcher, hull mounted &amp;quot;smoke&amp;quot; launcher, searchlight&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Options: &lt;br /&gt;
*May take two sponson mounted FUCK launchers for +15 pts.&amp;lt;br&amp;gt;&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Vehicle Wargear&#039;&#039;&#039; list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Killdozer (modified Vindicator)====&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! BS !! F !! S !! R !! HP !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Killdozer || 3 || 13 || 11 || 10 || 3 || Vehicle (tank) || 1 Killdozer || 130&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear: &lt;br /&gt;
* Searchlight&lt;br /&gt;
* hull mounted &amp;quot;smoke&amp;quot; launcher&lt;br /&gt;
* Demolisher Cannon (You can find it in the Space Marines codex)&lt;br /&gt;
* Chain-Siege Shield: Chain-Siege Shield is a Siege Shield with Chain blades on it. - in addition to it counts as a Siege Shield (You can find it in the Space Marines codex), gives it +2 to enemy&#039;s Morale check results when the Killdozer Tank Shock them.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*Suicidal Ramming: the Killdozer will always Ram with a strength of 10.&lt;br /&gt;
*Ramming Cannon: after a Killdozer has Rammed, a vehicle or a building, and the vehicle or building is still there afterwards, you can make a &amp;quot;Ramming Cannon&amp;quot; shooting attack. when a Killdozer makes a &amp;quot;Ramming Cannon&amp;quot; shooting attack, the Killdozer gets hit with a S8, AP2, Heavy 1, Ignores Cover and the Rammed vehicle or building gets hit with a S10, AP2, Ordnance 1, Ignores Cover.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Vehicle Wargear&#039;&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
====Land Raider====&lt;br /&gt;
&lt;br /&gt;
The Angry marines field a number of different tanks based on the Land Raider Chassis: &lt;br /&gt;
*Phobos/normal: Armed with Lascannons in sponsons and twin-linked heavy bolter in a hull mount the Phobos is considered to be &#039;THE LEAST FUCKING ANGRY!&#039; and is the least common used. However most angry marines find a land raider blowing up two heretic tanks at once to be &#039;FUCKING FUNNY&#039; so they are fielded at time to time.&lt;br /&gt;
&lt;br /&gt;
* Crusader: most of the Angry Marines Land Raider Crusaders are said to be gifts from a Black Templar crusader fleet after a long joint campaign. The Black Templars being one of the very few chapters the Angry Marine consider as &#039;PRETTY FUCKING ANGRY!!&#039; the two chapters tend to work well together being mirror images. Loud hate, and silent contempt. &lt;br /&gt;
&lt;br /&gt;
*Redeemer: lighting the enemy on fire, is always &#039;PRETTY FUCKING AWESOME!!&#039; and the Redeemer is widely used by the black brothers for whom, &#039;MORE FIRE IS MORE FIRE!!&#039;&lt;br /&gt;
&lt;br /&gt;
*Prometheus MK2: the Angry marines got there hands on the Prometheus expecting to get a Uber flame thrower are enraged (even for them) to find it had four &#039;PUSSY ASS BOLTERS!!&#039;, so the chapters tech priests went to work and ripped the communication equipment out so they could carry more Angry marines then threw on a pair of assault cannons calling it a day.&lt;br /&gt;
&lt;br /&gt;
All land laiders have the following profile.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name  !! BS !! FA !! SA !! RA !! HP !! Unit Type !! Composition &lt;br /&gt;
|-&lt;br /&gt;
| Land raider ||3 || 14|| 14|| 14|| 4 || Vehicle (Tank, Transport) || 1 Land Raider Phobus/normal, Land Raider Crusader, Land Raider Redeemer, or Land Raider Prometheus MK2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*Assault Vehicle&lt;br /&gt;
*Power of the Machine Spirit&lt;br /&gt;
&lt;br /&gt;
Access Points: All Land Raiders has one Access Point on each side of the hull and one at the front.&lt;br /&gt;
&lt;br /&gt;
Transport Capacity: &lt;br /&gt;
*Phobus/normal: 10&lt;br /&gt;
*Crusader:16&lt;br /&gt;
*Redeemer:12&lt;br /&gt;
*Prometheus MK2: 14&lt;br /&gt;
&lt;br /&gt;
Wargear: &lt;br /&gt;
*they all have Searchlight and a hull mounted &amp;quot;smoke&amp;quot; launcher&lt;br /&gt;
:*Phobos/normal: two Twin-linked Lascannons sponsons, twin linked heavy bolter.&lt;br /&gt;
:*Crusader: two sponson Hurricane Bolters, Twin-linked assault cannon, Frag launchers.&lt;br /&gt;
:*Redeemer: two sponson flamestorm cannons, Twin-linked assault cannon, Frag Launchers.&lt;br /&gt;
:*Prometheus MK2: two twin-linked sponson Assault cannons, twin-linked Assault cannon.&lt;br /&gt;
&lt;br /&gt;
Points: &lt;br /&gt;
*Phobos/normal: 245&lt;br /&gt;
*Crusader:245&lt;br /&gt;
*Redeemer:235&lt;br /&gt;
*Prometheus MK2: 250&lt;br /&gt;
&lt;br /&gt;
Any Land Raider can take the following options.&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Vehicle Wargear&#039;&#039;&#039; list.&lt;br /&gt;
*One extra Rocket propelled chain saw: +10 pts.&lt;br /&gt;
*Angry marine holding on to top hatch +20 pts. Must be armed with any weapon from the angry marine armory for free. (maximum one weapon) Counts as WS5, BS2, S4, I4, A1, Relentless and can not disembark or move away from his hatch. he can go into melee combat against models that attack the Land Raider, and he can shoot at a different target than the Land Raider. he can not be the target of any kind of attacks, Psychic Powers, or Special Rules but you can still target the Land Raider as normal. he dies when the land raider gets destroyed.&lt;br /&gt;
&lt;br /&gt;
====Whirlwind Cremator====&lt;br /&gt;
Despite their common attitude to artillery, Angry Marines found Castellan missiles of Whirlwind pretty useful and funny to BURN THE SHIT OUT OF COVER CAMPING FAGOTS. Replacing regular promethium warheads with their homebrew super-heat napalm warheads, Angry Techmarines created iconic Angry Marine Whirlwind Cremator - horrifying engine of fiery death, that cause massive wildfires everywhere its salvo lands.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! BS !! FA !! SA !! RA !! HP !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Whirlwind Cremator ||3 || 11 || 11 || 10 || 3 || Vehicle (Tank) || 1 Whirlwind Cremator || 80&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Wargear: &lt;br /&gt;
*Turret mounted Napalm missile launcher&lt;br /&gt;
*hull mounted &amp;quot;smoke&amp;quot; launcher&lt;br /&gt;
*searchlight&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
*may include up two additional Whirlwind Cremator: 80 pts/per model.&lt;br /&gt;
*any Whirlwind Cremator May take items from the &#039;&#039;&#039;Vehicle Wargear&#039;&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| Napalm missile launcher|| 12&amp;quot;-48&amp;quot; || 5 || 4 ||Ordnance 1, Barrage, Large Blast, Ignore Cover, Soul Blaze, Wildfire&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Wildfire: If any piece of terrain except water is touched by blast Marker, place Wildfire token near it. At the start of your next shooting phase roll D6 for any terrain with wildfire token - if result is equal or more then cover save generated by this terrain, remove Wildfire token, but if less, this piece of terrain would deal S4 AP5 hit with the Ignore Cover Special rule to any model in base contact or inside of it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special rules:&lt;br /&gt;
*THE SMELL OF VICTORY: All Angry Marines enjoy setting things on fire and burning them to the ground. All models with Angry Marine rule could re-roll all failed Morale and Pinning tests within 12&amp;quot; of enemy squad, who suffer causalities from Napalm missile launcher no longer then one turn ago and within 6&amp;quot; from piece of terrain with a Wildfire token.&lt;br /&gt;
*Suppressive &amp;quot;Fire&amp;quot;: Whilst this unit includes three Whirlwind Cremators, each model&#039;s Napalm missile launcher has the Pinning and Shred special rules.&lt;br /&gt;
&lt;br /&gt;
====Fury-Raven Gunship (modified Stormraven Gunship)====&lt;br /&gt;
&lt;br /&gt;
[[Image:Fury-Raven Gunship.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! BS !! F !! S !! R !! HP !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Fury-Raven Gunship || 3 || 12 || 12 || 12 || 3 || Vehicle (Flyer, Hover, Transport) || 1 Fury-Raven Gunship || 235&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear: &lt;br /&gt;
* Two Stormstrike missiles (You can find it in the Space Marines codex)&lt;br /&gt;
* Twin-linked Heavy Bolter&lt;br /&gt;
* Ceremite Plating (You can find it in the Space Marines codex)&lt;br /&gt;
* Terminator wielded Twin-linked Assault Cannon - the Terminator wielded Twin-linked Assault Cannon, is a Terminator that is secured with a chain to where there was once a turret which was controlled by a Servitor, and he has an Assault Cannon in each arm.&lt;br /&gt;
:*it counts as the twin-linked Assault Cannon which ordinary Storm Raven Gunship has. in addition to this, get the Fury Raven Gunship, the &amp;quot;I go down with my ship, and then I kick some ass!&amp;quot; Special rule.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Transport:&lt;br /&gt;
* Transport Capacity: the Fury-Raven Gunship can carry to separate units: one unit of up to 12 models in its cabin, one Belligerent Engine of any type in its rear grapples. if a Zooming Fury-Raven Gunship is wrecked or suffers a Crash and Burn! result, the embarked Belligerent Engine suffers a Strength 10 hit on its rear armour; if the Fury-Raven Gunship is hovering, the hit is Strength 4 instead.&lt;br /&gt;
&lt;br /&gt;
* Frie points: two Infantry models can fire from each of the access points on its sides, and three can fire from its Access Point in the front.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Access Points: the Fury-Raven Gunship has one Access Point at the front of its hull, one on each side of the hull and one at the rear. (Jump Infantry can disembark and embark as if it were open-topped.)&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
*May replace its Twin-linked Heavy Bolter with one of the following:&lt;br /&gt;
:*Twin-linked Multi melta for free&lt;br /&gt;
:*Typhoon missile launcher +25 pts.&lt;br /&gt;
*May take any of the following:&lt;br /&gt;
:*Extra Armour: +5 pts.&lt;br /&gt;
:*locator beacon(You can find it in the Space Marines codex): +10 pts.&lt;br /&gt;
:*Power of the Angry Machine Spirit: +10 pts.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*Power of the Machine Spirit&lt;br /&gt;
*Assault Vehicle&lt;br /&gt;
*Skies of Anger - this rule is almost identical to the &amp;quot;Skies of Fury&amp;quot; Special Rule as normal Storm Raven Gunship has. the only difference is that, Models that disembark using the Skies of Anger Special Rule can charge on the turn they do so, but it&#039;s a Disordered Charge.&lt;br /&gt;
*I go down with my ship, and then I kick some ass! - if a Zooming Fury-Raven Gunship is wrecked or suffers a Crash and Burn! result, you get a free Angry Terminator, but he must survive the crash. the new Angry Terminator suffers a Strength 10 hit and then make a Emergency Disembarkation from the Fury-Raven Gunship; if the Fury-Raven Gunship is hovering, the hit is Strength 4 instead. the Angry Terminator has the following profile:&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type&lt;br /&gt;
|-&lt;br /&gt;
| Angry Terminator|| 5 || 3 || 4 || 4 || 1 || 4 || 2 || 9 || 2+ || Infantry (Character)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear: &lt;br /&gt;
* Terminator Armour&lt;br /&gt;
* Twin-linked Assault Cannon&lt;br /&gt;
* two Chainsword with the unwieldy Special Rule&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*Counter-Attack&lt;br /&gt;
*Angry Marine&lt;br /&gt;
*Stubborn&lt;br /&gt;
*Stone-Cold Anger&lt;br /&gt;
*Independent Character&lt;br /&gt;
&lt;br /&gt;
====Angry Stalkers====&lt;br /&gt;
&lt;br /&gt;
all Angry Marines hate all standard Safety protocols and Measures, and therefore they will sometimes simply say &amp;quot;FUCK THE SAFETY MEASURES!&amp;quot; and continue to shoot with their guns without any kind of Safety measures. and one day when one Angry Marine chose to not to follow the normal preparations before he could shoot with an Icarus StormCannon array, and just squeezed the trigger. the Icarus Stormcannon array started shooting but fired many times faster than it was meant to do. after the battle he tried to show his discovery to the Techmarines, but it took only three seconds after he had pulled the trigger that they heard a huge BOOM! and they saw both guns explode. the TechMarines began beating the living crap out of him with their Power wrench&#039;s, but was stopped by an Angry Chaplain who shouted &amp;quot;IF YOU HAVE SO MUCH ANGER! THEN BUILD A NEW VERSION OF A STALKER THAT CAN BETTER HANDLE HIS WAY TO USE IT!&amp;quot; and it was how the Angry Stalkers were invented.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! BS !! FA !! SA !! RA !! HP !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Stalker ||3 || 12 || 12 || 10 || 3 || Vehicle (Tank) || 1 Angry Stalker || 75&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wargear: &lt;br /&gt;
* Searchlight&lt;br /&gt;
* Icarus Stormcannon array (You can find it in the Space Marines codex)&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*Skystorm (You can find it in the Space Marines codex)&lt;br /&gt;
*SAFETY MEASURES!? FUCK THE SAFETY MEASURES! JUST SHOOT THOSE BASTARDS! - when a unit of Angry Stalkers shoots with their Icarus Stormcannon array, Before you choose to either one or two targets, you must choose whether to fire the array as normal or shoot it without any SAFETY MEASURES. If you choose to shoot it without any SAFETY MEASURES:&lt;br /&gt;
:*if one target is chosen, each model can re-roll failed to Hit, to wound and armor penetration rolls and have the Gets Hot Special Rule when firing its Icarus Stormcannon array at that target.&lt;br /&gt;
:*if two targets is chosen, each model can re-roll failed to Hit rolls and have the Gets Hot Special Rule when firing its Icarus Stormcannon array at those targets.&lt;br /&gt;
::*if Angry Stalker suffers a glancing hit because of this rule&#039;s Gets Hot, it will also suffer a Weapon Destroyed result of its Icarus Stormcannon array.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
*may include up to two additional Angry Stalkers for 75 pts/per model.&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Vehicle Wargear&#039;&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
==Lords of war==&lt;br /&gt;
====Rachnus Rageous (Angry Marines Primarch)====&lt;br /&gt;
(The same size base as Roboute Guilliman)&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rachnus Rageous&#039;&#039;&#039; || 10 || 4 || 6 || 6 || 6 || 6 || 6 || 10 || 2+/3++ || Monstrous Creature (Character) || 1 (unique) || 350&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;: If he&#039;s the Warlord, he has all of the following Warlord traits applied to him at once, rather than rolling for a single Warlord Trait:&lt;br /&gt;
*OH NOW IT&#039;S ON YOU COCKSUCKER.&lt;br /&gt;
*JUST WHO IN THE HELL DO YOU THINK I AM?&lt;br /&gt;
*I&#039;LL SHOVE THOSE FUCKING FLASHES INTO YOUR ASS.&lt;br /&gt;
*Intimidating Presence&lt;br /&gt;
*Master of the Vanguard&lt;br /&gt;
*Legendary Fighter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear&#039;&#039;&#039;:&lt;br /&gt;
*Rachnus Rageous&#039;s Armor of &#039;&#039;&#039;RAGE!&#039;&#039;&#039; - gives him a 2+ Armor save, a 3+ invulnerable save, and the &#039;&#039;&#039;DEATH CAN NOT STOP ME!&#039;&#039;&#039; Special Rule.&lt;br /&gt;
*&#039;&#039;&#039;HURRICANE ASSAULT CANNON&#039;&#039;&#039; - a &#039;&#039;&#039;HURRICANE ASSAULT CANNON&#039;&#039;&#039;&#039; consists of two Assault cannons fired as a single weapon.&lt;br /&gt;
*&#039;&#039;&#039;HUGE FUCKING POWER WRENCH!&#039;&#039;&#039; - &lt;br /&gt;
*&#039;&#039;&#039;POWER BOOT&#039;S&#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! &#039;&#039;&#039;weapon profiles&#039;&#039;&#039; !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HURRICANE ASSAULT CANNON&#039;&#039;&#039;|| 24&amp;quot;|| 6 || 4 || Heavy 8, Rending&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HUGE FUCKING POWER WRENCH!&#039;&#039;&#039;|| -|| 10 || 1 || Melee, Armourbane, Concussive, Two-Handed, &#039;&#039;&#039;WORK, YOU DAMN PIECE OF TECHNO-HERESY!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;POWER BOOTS&#039;&#039;&#039;|| -|| +2 || 3 || &#039;&#039;&#039;DOOMSDAY KICK!&#039;&#039;&#039;&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;weapon Special Rules&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;DOOMSDAY KICK!&#039;&#039;&#039; - regardless of which weapon a model with &#039;&#039;&#039;POWER BOOT&#039;S&#039;&#039;&#039; use in close combat, he may make one extra attack in close combat with S+2 AP3 resolved at initiative step 3. In addition in every Fight sub-phase this model can choose to attack as normal or sacrifice all of its Melee attacks in that Fight sub-phase (including the extra attack gained from DOOMSDAY KICK!) and instead make D6 attacks with strength D AP1 at this model&#039;s normal Initiative.&lt;br /&gt;
*&#039;&#039;&#039;WORK, YOU DAMN PIECE OF TECHNO-HERESY!&#039;&#039;&#039; - In each of your Shooting phases instead of firing ranged weapons a model with this Special Rule can choose to repair a single friendly Vehicle that it is in base contact with or embarked upon. To repair a Vehicle, roll a D3; this is the number of weapon destroyed and/or immobilize results the model may repair that turn. If the vehicle has less than this number of weapon destroyed and/or immobilized effects any remaining repairs are used to restore lost Hull points. However, due to his unique style of maintenance Rachnus&#039; repairs run the risk of collateral damage. After this repair process Rachnus&#039; controller must roll a D6 to determine whether his percussive maintenance has gone too far; the vehicle automatically suffers the following result with no saves of any kind allowed:&lt;br /&gt;
:*1-3: no effect&lt;br /&gt;
:*4: a glancing hit&lt;br /&gt;
:*5: a penetrating hit&lt;br /&gt;
:*6: a penetrating hit with AP 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;:&lt;br /&gt;
*Adamantium Will&lt;br /&gt;
*Eternal Warrior&lt;br /&gt;
*Fearless&lt;br /&gt;
*Fleet&lt;br /&gt;
*Rage&lt;br /&gt;
*Rampage&lt;br /&gt;
*Feel No Pain&lt;br /&gt;
*Honour or Death (You can find it in the Space Marines codex)&lt;br /&gt;
*Hatred &#039;&#039;&#039;(everything and everyone)&#039;&#039;&#039;&lt;br /&gt;
*very Inspiring &#039;&#039;&#039;RAGE&#039;&#039;&#039; - all friendly Angry Marine units within 6&amp;quot; of Rachnus, has the Rage Special Rule.&lt;br /&gt;
*Unending &#039;&#039;&#039;RAGE&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;GET OVER HERE YOU CAMPING FUCKERS!&#039;&#039;&#039; - When assaulting into cover Rachnus&#039;s seething rage increases any Feel No Pain rolls made against overwatch fire by one. Unlike the GET OVER HERE YOU FUCK warlord trait Rachnus does not automatically leave any squad he is attached to.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;A TRUE ANGRY MARINE!&#039;&#039;&#039; - The Angry Marines Primarch has the Angry Marine Special Rule, but he does not suffer the -1 penalty for Deny the Witch from the &amp;quot;GET THE FUCK OUT OF MY HEAD&amp;quot; Special Rule and may re-roll failed Deny the Witch tests.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DEATH CAN NOT STOP ME!&#039;&#039;&#039; - If the Angry Marines Primarch loses his last Wound, place this model on its side instead of removing it. At the start of your next turn, Rachnus rips out of his failing armor: he regains 3+1D3 wounds, and the Angry Marines Primarch is placed as close to his previous position as possible while remaining more than 1&amp;quot; from any enemy models or impassable terrain. However, Rachnus Rageous&#039; Armor of &#039;&#039;&#039;RAGE!&#039;&#039;&#039; is destroyed, removing Rachnus&#039; armor save, invulnerable save, and this special rule. Rachnus retains any invulnerable save granted from other sources.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY! ALL THE TIME!&#039;&#039;&#039; - Models with the Angry Marine Special Rule in a Detachment containing Rachnus Rageous have the following Special Rules: Preferred Enemy (Everything!), Stubborn&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;I HATE YOU TRAITOR BROTHERS! ... AND YOU, BROTHER ROWBOAT!&#039;&#039;&#039; - Rachnus hates almost all his brothers. When attacking one of the Primarchs he hates Rachnus will always re-roll failed rolls to hit, and will reroll failed to wound rolls in close combat, against the following Primarchs: Augrim Gorfist (Pretty Marines), Horus, Fulgrim, Roboute Guilliman, Magnus the Red, Perturabo, Mortarion, Lorgar, Konrad Curze, Angron, Alpharius and Omegon. Additionally, if firing on one of these primarchs Rachnus may choose to benefit from the Skyfire special rule.&lt;br /&gt;
&lt;br /&gt;
====Chapter Master Temperus Maximus====&lt;br /&gt;
The Chapter Master of the Angry Marines, Master of RAEG over all Angry Marines, and living embodiment of the Angry Primarch&#039;s middle finger to the enemies of mankind. Temperus Maximus&#039; rage cannot be easily translated into table top games without the table breaking and the plastic miniatures fleeing in terror.  His legacy of hatred is a testimony to his chapter.  He is entombed in Dreadnought Terminator armor not for punishment, nor for his own protection, but for the safety of his comrades lest he explode with rage. &lt;br /&gt;
&lt;br /&gt;
[[Image:Temperus-maximus-real.png|400px]] &lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Chapter Master Temperus Maximus || 7 || 3 || 4 || 4 || 4 || 5 || 4 || 10 || 2+/4++ || Infantry (Character) || 1 (Unique) || 275&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Temperus Maximus takes up a Lord of War slot, not an HQ slot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear&#039;&#039;&#039;: &lt;br /&gt;
*Terminator Armor&lt;br /&gt;
*Sub-sonic Battle-cry (assault grenades)&lt;br /&gt;
*A pair of Power Feet&lt;br /&gt;
*&#039;&#039;&#039;Adamantium Cigar&#039;&#039;&#039;- The Adamantium Cigar is the Chapter Master&#039;s personal badge of manliness and badassery, an heirloom from the Angry Primarch himself.  With it Temperus gains the Fearless special rule. &lt;br /&gt;
*&#039;&#039;&#039;Rip &amp;amp; Tear&#039;&#039;&#039;- These are the personal WMDs of Temperus Maximus himself, crafted by refined hatred, forged by the furnace of pure rage, and embedded with the most pissed-off machine spirits in existence. These are a matched pair of Unique chainfists with the following profile:&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! S !! AP !! type&lt;br /&gt;
|- &lt;br /&gt;
|-&lt;br /&gt;
| Rip and Tear (Ranged)|| 24|| 4 || 3 || Assault 2&lt;br /&gt;
|- &lt;br /&gt;
| Rip and Tear (Melee)|| -|| x2 || 2 || counts as two Melee weapons, Armourbane &lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;&lt;br /&gt;
*&amp;quot;Get over here you fuck&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Special Rules&#039;&#039;&#039;: &lt;br /&gt;
*Angry Marine&lt;br /&gt;
*Independent Character&lt;br /&gt;
*Eternal Warrior&lt;br /&gt;
*Fearless&lt;br /&gt;
*Inspiring Rage!!!&lt;br /&gt;
*Rampage&lt;br /&gt;
*&#039;&#039;&#039;Titanic Might and Balls of Adamantium&#039;&#039;&#039;- Chapter Master Temperus Maximus is a hard fucker to kill.  Nothing more can be said about that.  And he doesn&#039;t even use an Iron Halo or Storm Shield!  Yet he counts as having a 4+ Invulnerable Save!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;RIGHT IN THE NUTS, FUCKER!&#039;&#039;&#039;- Whenever an opponent fails to land an attack on Temperus Maximus in close combat, the Chapter Master responds with a swift but &#039;&#039;very&#039;&#039; painful kick to their balls with his master crafted power feet for their incompetence, debilitating even enemies without balls or genitals to start with. Whenever an opponent rolls a 1 to hit Temperus Maximus during an assault phase they take a single Str:6 AP:4 hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Orbital Barrel of FUCK YOU!!&#039;&#039;&#039;- Temperus Maximus has the authority to call down a Strike Cruiser from orbit to crush his pathetic foes, literally.  Calling down an Orbital Strike cruiser otherwise counts as firing a ranged weapon and uses the following profile:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| Orbital Strike cruiser|| Infinite|| D || 1||Ordnance 1, Barrage, Apocalyptic Blast, look! what is that in the sky? .... A Strike cruiser?!? run for your lives!, one use only, orbital (see space marines codex)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
what is that in the sky? .... A Strike cruiser?!? run for your lives! - after you have rolled to scatter with this weapon, all Units under the Apocalyptic Blast Marker (Friend&#039;s, foe&#039;s and Units locked in combat) must make a Morale Check. (Vehicles pass this Morale Check automatically.) If this, Morale check fails, The unit remains where it is. on the other hand if this Morale Check is passed The unit must move, 1D6&amp;quot; away from the center of the Apocalyptic Blast Marker. If, The unit is made up of only Bikes, Jetbikes, Jump Units, Jet Pack Units, Beasts, Cavalry, Flying Monstrous Creatures, Gargantuan Creatures, Flying Gargantuan Creatures, and/or Vehicles which are not Heavy Vehicles, Walkers, and/or is not Immobilised, The unit must move, 2D6&amp;quot; away from the center of the Apocalyptic Blast Marker instead of 1D6&amp;quot;. (if a unit is embarked inside a vehicle, The unit pass this Morale Check automatically, and You must only move the Transport Vehicle, with the passengers still on board it.) (Units that were locked in combat is no longer locked in combat after this movement.) (Immobilised Vehicles still can not move, unless it is a model with the &amp;quot;MUST ... MOVE ... TO ... KILL&amp;quot; Special rule.)&lt;br /&gt;
&lt;br /&gt;
=FORMATIONS=&lt;br /&gt;
===Angry Marines Strike force===&lt;br /&gt;
&lt;br /&gt;
*1-3 Core &lt;br /&gt;
*for each Core in this Detachment, you must take 1-5 Auxiliary &lt;br /&gt;
*for each Core in this Detachment, you may take 0-2 Command&lt;br /&gt;
*0-1 Rachnus Rageous (Angry Marines Primarch)&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*once per game at the beginning of your turn you can declar &amp;quot;FFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCK YOU!&amp;quot;. when &amp;quot;FFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCK YOU!&amp;quot; is declared get all Units in this Detachment get the following Special Rules until the beginning of your next turn: Fleet, Rampage, Relentless, Hatred (Everything!)&lt;br /&gt;
&lt;br /&gt;
==Core Formations==&lt;br /&gt;
&lt;br /&gt;
===Army of Commissar Fuklaw===&lt;br /&gt;
&lt;br /&gt;
Angry Gangers who are considered PUSSY WORLD EATER WANNABES are often assigned to Commissar Fuklaw to fight alongside the Angry &#039;Serfs&#039;. Where the Blood Angels or Salamanders would be humbled by the courage and discipline their mortal allies show, the Angry Gangers are (shocker) utterly furious. Forbidden to train alongside other Angry Gangs until one of the Commissars under Fuklaw (who is himself unwilling to put up with them) decides they&#039;re angry enough, they instead practice their shooting. Their accuracy doesn&#039;t really improve, but they do learn to direct their hail of bolt shells closer to the hiding places of their enemies, which can effectively destroy the cover those DAMN DICKLESS NINNIES are hiding in.&lt;br /&gt;
&lt;br /&gt;
*1 Commissar Fuklaw&lt;br /&gt;
*3-6 Angry &#039;Serfs&#039;&lt;br /&gt;
*1-3 units chosen in any combination from the following list:&lt;br /&gt;
:* Angry Gang&lt;br /&gt;
:* Angry Bike Gang&lt;br /&gt;
*0-9 Angry Commissar&lt;br /&gt;
*0-1 Angry Rhino, Angry Stalkers, Whirlwind Cremator, Killdozer or Land Raider (any type)&lt;br /&gt;
&lt;br /&gt;
RESTRICTIONS:&lt;br /&gt;
*all non-vehicle Squads must start with at least one Commissar (of any kind From this Codex) in it. (Commissar Fuklaw is an exception because he is a very Angry Commissar himself.)&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
* You can not hide forever! (only Angry Gang and Angry Bike Gang Squads) - when a Unit is fired upon by a Unit of models with this Special Rule gets -2 to their Cover saves.&lt;br /&gt;
* Objective Secured (only Angry &#039;Serfs&#039;)&lt;br /&gt;
* move though cover (only Angry &#039;Serfs&#039;)&lt;br /&gt;
* Scout (only Angry &#039;Serfs&#039;)&lt;br /&gt;
&lt;br /&gt;
===DROP PODS ARE FOR PUSSIES===&lt;br /&gt;
&lt;br /&gt;
Angry Marines lack the discipline and patience to wait around in a Drop Pod before SKULLFUCKING SOME FUCKING HERETIC. As a result, many Angry Marines favor the use of a teleporters similar to those favored by Terminators, which they use to get to the battlefield while Rhinos piloted by Angry &#039;Serfs&#039; move to encircle the enemy. Done properly, this can overwhelm any enemy in a tide of yellow ceramite and deafen them with roared profanity. However, disoriented Angry Marines are not the most effective fighters (they&#039;re too busy being confused), and this issue is compounded by flaws in the teleporters themselves- they can be highly inaccurate, plunging Angry Marines into a losing battle or worse, leaving them too far from the fighting to properly participate.&lt;br /&gt;
&lt;br /&gt;
*1 HQ (can not be Chapter Master Temperus Maximus, Angry Apothecary, Angry Commissar, Commissar Fuklaw or a Command Squad)&lt;br /&gt;
*0-1 Command Squad, or Angrytalon Gunship or Rage Speeder.&lt;br /&gt;
*0-1 Angry Apothecary&lt;br /&gt;
*3 Angry Squads&lt;br /&gt;
*1-2 units chosen in any combination from the following list:&lt;br /&gt;
:*Assault Squad&lt;br /&gt;
:*Cock Knockers&lt;br /&gt;
*1 Devastator Squad&lt;br /&gt;
*0-1 Belligerent Engine (any type)&lt;br /&gt;
RESTRICTIONS:&lt;br /&gt;
* Units from this Formation may not use Drop Pods as dedicated transport.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
* Angry Rhinos from this Formation have the Scout Special Rule&lt;br /&gt;
* if any Units from this Formation start the game in Reserve, you can choose to make a Reserve Roll for any of them at the start of your first turn. If the roll is a 3 or more, the unit arrives this turn; otherwise it remains in Reserve and is rolled for normally.&lt;br /&gt;
* Units from this Formation can charge on the turn they arrive from Reserve, but it&#039;s a Disordered Charge.&lt;br /&gt;
* Angry Rhinos from this Formation counts as an fast Vehicles on the turn they arrive from Reserve.&lt;br /&gt;
* Deep Strike (roll scatter 3D3 instead of 2D6 as normal.)&lt;br /&gt;
:* when you have to roll to Deep Strike Mishap, you must roll 2D6 instead of 1D6 and use this Deep Strike Mishap Table instead of the normal Deep Strike Mishap Table:&lt;br /&gt;
::*2-3 Terrible Accident!&lt;br /&gt;
::*4-8 Misplaced.&lt;br /&gt;
::*9-12 Delayed.&lt;br /&gt;
&lt;br /&gt;
===STEEL RAIN IS FOR FUCKS===&lt;br /&gt;
&lt;br /&gt;
*1 Temperus Maximus&lt;br /&gt;
*0-1 Dick Haggard&lt;br /&gt;
*0-1 Angry Apothecary&lt;br /&gt;
*0-1 unit from the following list:&lt;br /&gt;
:* Angry Squad&lt;br /&gt;
:* Cock Knockers&lt;br /&gt;
:* Terminator Squad&lt;br /&gt;
*2-5 Assault Squads&lt;br /&gt;
*1-3 Belligerent Engines (any type)&lt;br /&gt;
&lt;br /&gt;
RESTRICTIONS:&lt;br /&gt;
* Units from this Formation can not use any type of dedicated transport.&lt;br /&gt;
* May not take allies. (Iron Hands is an exception, because they have an intense hatred of weakness.)&lt;br /&gt;
* All models must have a melee weapon, flamer weapon, and/or charger weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*The Assault Squads and the Belligerent Engines start the game in reserve and can&#039;t arrive as per normal reserve rules.&lt;br /&gt;
*Temperus Maximus, Dick Haggard, Angry Apothecary and the Angry Squad/Cock Knockers/Terminator Squad may be the only angry marine model (from this formation) on the board at the start of the game. During the shooting phase, he may call down the orbital strike cruiser. Once casualties have been resolved, place the Assault squads and belligerent engines either inside the blast marker, or in base contact with it. &lt;br /&gt;
*Temperus Maximus may not attack or shoot until he has called down the strike cruiser.&lt;br /&gt;
&lt;br /&gt;
==Auxiliary Formations==&lt;br /&gt;
&lt;br /&gt;
===Rhino-Hammer Annihilation Force===&lt;br /&gt;
&lt;br /&gt;
*2 Devastator Squad&lt;br /&gt;
*2 units chosen in any combination from the following list:&lt;br /&gt;
:*Angry Squad&lt;br /&gt;
:*Assault Squad&lt;br /&gt;
&lt;br /&gt;
RESTRICTIONS:&lt;br /&gt;
* all Devastator and Angry Squad Units must have an Angry Rhino as a dedicated transport and must start the game embarked on it.&lt;br /&gt;
* all Units must start in Deep Strike Reserve.&lt;br /&gt;
* all Assault Squads must be equipped with jump packs.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*Deep Strike (Angry Rhino only)&lt;br /&gt;
*Pinning (Devastator Squad only)&lt;br /&gt;
&lt;br /&gt;
===Fury Wing Air Defence force===&lt;br /&gt;
&lt;br /&gt;
*0-2 Angrytalon Gunship&lt;br /&gt;
*0-1 Fury-Raven Gunship&lt;br /&gt;
*0-1 Angry Stalkers&lt;br /&gt;
&lt;br /&gt;
===Veteran Force of Anger===&lt;br /&gt;
&lt;br /&gt;
*3-5 units chosen in any combination from the following list:&lt;br /&gt;
:*Terminator Squad&lt;br /&gt;
:*Black Brothers&lt;br /&gt;
:*Command Squad&lt;br /&gt;
&lt;br /&gt;
RESTRICTIONS:&lt;br /&gt;
* Command Squads from this Formation may only take one item from the &#039;&#039;&#039;Special Wargear&#039;&#039;&#039; list per model. and must only consist of Angry Veterans.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*Fearless&lt;br /&gt;
*Fear&lt;br /&gt;
*Adamantium Will&lt;br /&gt;
&lt;br /&gt;
===mob of Angry Gangers===&lt;br /&gt;
&lt;br /&gt;
*3-5 units chosen in any combination from the following list:&lt;br /&gt;
:* Angry Bike Gang&lt;br /&gt;
:* Angry Gang&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*You can not hide forever! - when a Unit is fired upon by a Unit of models with this Special Rule gets -2 to their Cover saves.&lt;br /&gt;
&lt;br /&gt;
===Commissar Platoon===&lt;br /&gt;
&lt;br /&gt;
*2-4 Angry &#039;Serfs&#039;&lt;br /&gt;
*1 Angry Commissar&lt;br /&gt;
&lt;br /&gt;
RESTRICTIONS:&lt;br /&gt;
*all Angry &#039;Serf&#039; squads must have an Apprentice of Mindfuckery and an irritated Commissar in it.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*Objective Secured (only Angry &#039;Serfs&#039;)&lt;br /&gt;
*move though cover (only Angry &#039;Serfs&#039;)&lt;br /&gt;
*Scout (only Angry &#039;Serfs&#039;)&lt;br /&gt;
&lt;br /&gt;
===Angry Tank Force===&lt;br /&gt;
&lt;br /&gt;
*0-1 Angry Squad&lt;br /&gt;
*0-1 Master of the Armory Enfurus Ragman&lt;br /&gt;
*3-9 Techmarine&lt;br /&gt;
*0-3 Kill-a-Tors&lt;br /&gt;
*3-5 units chosen in any combination from the following list:&lt;br /&gt;
:* Whirlwind Cremator&lt;br /&gt;
:* Killdozer&lt;br /&gt;
:* Predator Angrinator&lt;br /&gt;
*0-3 Land Raider (any type)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
* Paregoric Anger - Vehicles from this Formation ignore the effects of Crew Shaken and Crew Stunned results while they are within 6&amp;quot; of at least one Techmarine and/or Master of the Armory Enfurus Ragman from this Formation.&lt;br /&gt;
* Techmarines and Master of the Armory Enfurus Ragman from this Formation have a +1 bonus when making &amp;quot;WORK, YOU FUCKING PIECE OF SHIT!&amp;quot; and &amp;quot;WORK, YOU PIECE OF SHIT&amp;quot; rolls to repair Vehicles from this formation.&lt;br /&gt;
* Power of the very Angry Machine Spirit - All the Land Raiders in this Formation ignore the effects of Weapon Destroyed results while they are within 6&amp;quot; of at least one Techmarine and/or Master of the Armory Enfurus Ragman from this Formation. in addition to this, All the Land Raiders in this Formation can re-roll failed to Wound rolls or Armour Penetration rolls when shooting at Gargantuan Creatures or Superheavy Vehicles.&lt;br /&gt;
&lt;br /&gt;
===Mob of Bikers===&lt;br /&gt;
&lt;br /&gt;
*0-1 Rage Speeders&lt;br /&gt;
*1-2 Angry Attack Bike Squad&lt;br /&gt;
*2-3 Angry Bike Squad&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*Skilled Rider&lt;br /&gt;
&lt;br /&gt;
===Cock Knockers Engine-Breaker Assault force===&lt;br /&gt;
&lt;br /&gt;
*2-4 Cock Knockers&lt;br /&gt;
*0-1 Pounder&lt;br /&gt;
*1 Belligerent Engine (any type)&lt;br /&gt;
&lt;br /&gt;
RESTRICTIONS:&lt;br /&gt;
*the Belligerent Engine Must at least take one &amp;quot;Siege&amp;quot; Drill with in-built heavy flamer.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
* Tank Hunter&lt;br /&gt;
* swap the belligerent Engine&#039;s &amp;quot;DEATH IS NOT AN EXCUSE&amp;quot; out with, &amp;quot;DEATH IS NEVER AN EXCUSE.&amp;quot;&lt;br /&gt;
:* DEATH IS NEVER AN EXCUSE:&lt;br /&gt;
At the start of your movement phase roll D6 for every wrecked Belligerent Engine on the field wit at least one enemy model within 18&amp;quot; of it - on 6+ Belligerent Engine comes back from dead with 1 hull point (though immobilised and weapon destroyed results aren&#039;t removed). If there is enemy models within 12&amp;quot; of Belligerent Engine, it comes back from dead on 5+. and If there is enemy models within 6&amp;quot; of Belligerent Engine, it comes back from dead on 5+ re-roll failed attempts.&lt;br /&gt;
&lt;br /&gt;
===Furious Hawk Assault Group===&lt;br /&gt;
&lt;br /&gt;
*1 Fury-Raven Gunship&lt;br /&gt;
*1-2 Assault Squad&lt;br /&gt;
*1 unit chosen from the following list:&lt;br /&gt;
:* Cock Knockers&lt;br /&gt;
:* Angry Squad&lt;br /&gt;
:* Devastator Squad&lt;br /&gt;
*1 Belligerent Engine&lt;br /&gt;
&lt;br /&gt;
RESTRICTIONS:&lt;br /&gt;
* the Belligerent Engine and Cock Knockers/Angry Squad/Devastator Squad must start the game embarked on the Fury-Raven Gunship from this Formation.&lt;br /&gt;
* the Fury-Raven Gunship and Assault Squads in this Formation must be placed into Deep Strike Reserve.&lt;br /&gt;
* Each Assault Squad must be equipped with jump packs.&lt;br /&gt;
&lt;br /&gt;
Special Rules: &lt;br /&gt;
* the Fury-Raven Gunship from this Formation has the Deep Strike special rule. when it arrives from Deep Strike, it must Hover on the turn it arrives.&lt;br /&gt;
* when making Deep Strike Reserve Rolls, make a single roll for this entire Formation. on a successful Deep Strike Reserves Roll, both the Fury-Raven Gunship and Assault Squads from this Formation arrive from Deep Strike Reserve.&lt;br /&gt;
* when arriving form Deep Strike Reserve:&lt;br /&gt;
:* the Fury-Raven Gunship must must be placed before any of the Assault Squads.&lt;br /&gt;
:* Assault Squads from this Formation do not scatter if they are placed within 12&amp;quot; of the Fury-Raven Gunship from this Formation.&lt;br /&gt;
:* all units from this Formation can charge even though they arrived from Reserves, but it&#039;s a Disordered Charge.&lt;br /&gt;
&lt;br /&gt;
==Command Formations==&lt;br /&gt;
&lt;br /&gt;
===Asshole&#039;s Command Squad===&lt;br /&gt;
&lt;br /&gt;
A boy was born in the year 895.M38, on Pathos Secundus. Little is recorded of his parentage. His father was a Guardsman, known only to be missing and presumed dead. His mother died in childbirth. The pregnancy had no complications, and so an autopsy was conducted. Wounds throughout the mother&#039;s uterus and all along the birth canal indicated extreme trauma. Video of the birth confirmed the medical examiner&#039;s suspicions: he had come out cuntpunching (sic).&lt;br /&gt;
The child spent his youth in and out of various orphanages and foster homes. Several of his caretakers attempted to name him, but whenever anyone asked him his name, he responded only by punching them in the throat. He was regarded as mad and dangerous at the very least; many believed he harbored some mutation or even the mark of Chaos. At the age of ten, however, he finally found a home. An Angry Marine Quartermaster had made planetfall to procure supplies, and the young boy happened to be in the area. The Marine shouted to him, &amp;quot;HEY, ASSHOLE, BRING ME THAT FUCKING HAND TRUCK IN THE CORNER!&amp;quot;&lt;br /&gt;
The youth approached the hardened battle-brother and kicked him squarely in the groinplate, breaking two of his toes but making not a sound and shedding not a tear. The Angry Marines had found a new recruit.&lt;br /&gt;
At the time Asshole was inducted, the Chapter Master of the Angry Marines had decreed that new recruits should become standard Codex scouts. The issue was put to a vote, and the chapter at large declared this decision to be &amp;quot;COMPLETELY FUCKING FAGGOTROCIOUS,&amp;quot; however the decree stood for a time on the basis that the Chapter Master did it &amp;quot;JUST TO PISS YOU OFF, YOU WORTHLESS TWATS!&amp;quot;&lt;br /&gt;
This did not well accommodate young Asshole. The one thing they could never teach him to do was aim, and he spent far longer than normal languishing in the 10th Company. Finally, in 176.M39, during the Scouring of Erhlinger Prime, he proved himself. After emptying an entire magazine into an Ork horde with no effect, Asshole abandoned his cover, howled madly into the sky, and broke his sniper rifle neatly in half across his knee. He then charged the band, tearing limbs from any greenskin that stood in his way, until he was standing face-to-face with the Boss Mek. Asshole took the two halves of his ruined rifle and spitted the Ork from both ends of his digestive track-- right through his flash kustom &#039;ardpantz, no less. The remaining xenos turned tail and ran. For his heroism, Asshole was immediately inducted to the 5th Company and promoted to the rank of Sergeant. Nevertheless, the Chapter Master shortly thereafter judged that the newbies were &#039;pissed off enough&#039;, and reinstated the Angry Gangs.&lt;br /&gt;
Asshole rose quickly through the ranks, finally becoming Brother-Captain of the Battle Barge Killfuck Soulshitter in 722.M39. During his career, he developed a special hatred of Eldar, and would often be heard to claim that &amp;quot;THEY MAY AS WELL BE GODDAMN PRETTY MARINES FOR ALL THEIR FAIRYASSED PANTSHITTERY!!&amp;quot; In 756.M39, the Killfuck Soulshitter was called to push back an incursion on the Coluphid Sector by Eldar. The campaign was a terrifying success, and in its last moments, Captain Asshole confronted the Farseer Turiel and her daughter Sorith, one of the Seer Council, personally. Breaking Sorith and casting her blithely aside in one swift blow, the Captain approached the Farseer, shaking with rage. Before she could react, he slammed her to the ground, removed his groinplate, and raped the Eldar psyker with a brutality she no doubt ever imagined in her 424 years. As he finished, he rose, readjusted his armor, and looked the horrified Sorith in her eyes, saying &amp;quot;I FUCKED YOUR MOM!&amp;quot; He turned and left, letting the two witches steal into the Webway. A Marine in Asshole&#039;s retinue, puzzled, asked &amp;quot;WHY THE FUCK DID YOU LET THOSE DYKES GET AWAY, YOU RETARDED COCKSICKLE?&amp;quot; In an astonishing display of restraint, Asshole replied simply &amp;quot;THOSE SPACE WHORES AREN&#039;T THE ONLY ONES WHO CAN PLAN AHEAD, YOU DICKWEED!&amp;quot;&lt;br /&gt;
In 989.M39, Captain Asshole received a pizza with mushrooms instead of pineapple, and suffered an aneurysm while pummeling those responsible. Thus, his Battle-Brothers cybernetically mounted him into one of the Chapter&#039;s Dreadnoughts-- or, as they prefer to call them within the Angry Marines, a Belligerent Engine.&lt;br /&gt;
Thirty years later, the Chapter met the same Eldar again on the field of battle. The carnage played out much the same as before. All that remained were Farseer Turiel, and Sorith -- and the Belligerent Engine in which Captain Asshole was fused. A terrible din was heard. Suddenly, Captain Asshole&#039;s turgid member had punched right through the armor plating of the Dreadnought, with the Angry Marine himself in tow, and lodged itself between the buttocks of the Farseer with the force of 10 supernovae. He turned to Sorith and spoke his last words to her before slaughtering them both.&lt;br /&gt;
&amp;quot;EVEN IN DEATH, I STILL FUCK YOUR MOM.&amp;quot;&lt;br /&gt;
Captain Asshole, victorious, then breathed his last on the field of battle.&lt;br /&gt;
&lt;br /&gt;
*1 Belligerent Engine (Unique Character)&lt;br /&gt;
*2 Techmarine&lt;br /&gt;
*0-2 Kill-a-Tors&lt;br /&gt;
&lt;br /&gt;
RESTRICTIONS:&lt;br /&gt;
*the Belligerent Engine must be upgraded to a REALLY FUCKING PISSED OFF Belligerent Engine, &lt;br /&gt;
*the Belligerent Engine must take one of the following carapace-mounted weapons:&lt;br /&gt;
:*Sticky web cannon&lt;br /&gt;
:*Angry grappa&lt;br /&gt;
:*Two rocket propelled chainsaws&lt;br /&gt;
*the Belligerent Engine at least take two of the following:&lt;br /&gt;
:*Frag launcher&lt;br /&gt;
:*Adamantium Plate&lt;br /&gt;
:*Burning carapace&lt;br /&gt;
*the Belligerent Engine must take Power of the Angry Machine Spirit.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
* swap the belligerent Engine&#039;s &amp;quot;DEATH IS NOT AN EXCUSE&amp;quot; out with, &amp;quot;DEATH IS NEVER AN EXCUSE&amp;quot;.&lt;br /&gt;
:* DEATH IS NEVER AN EXCUSE: At the start of your movement phase roll D6 for every wrecked Belligerent Engine on the field wit at least one enemy model within 24&amp;quot; of it - on 6+ Belligerent Engine comes back from dead with 1 hull point (though immobilised and weapon destroyed results aren&#039;t removed). If there is enemy models within 12&amp;quot; of Belligerent Engine, it comes back from dead on 5+. and If there is enemy models within 6&amp;quot; of Belligerent Engine, it comes back from dead on 5+ re-roll failed attempts.&lt;br /&gt;
* Models from this Formation have Preferred Enemy (Eldar) and the belligerent Engine (Dreadnought) becomes a Vehicle (Walker, Unique, Character) by the name ASSHOLE with the Special Rule &amp;quot;even in death, I still fucked your mother!&amp;quot;.&lt;br /&gt;
: * Even in death, I still fucked your mother! - Adamantium Will, Shred and Fleshbane against Eldar Psykers.&lt;br /&gt;
*the belligerent Engine gets +1 to its &amp;quot;DEATH IS NEVER AN EXCUSE&amp;quot; roll, as long as there is at least one Techmarine from this formation within 6&amp;quot; of the belligerent Engine.&lt;br /&gt;
&lt;br /&gt;
===Furious Ultra Command-squad Kiss-my-ass (FUCK)===&lt;br /&gt;
&lt;br /&gt;
*1 Angry Captain or Angry Captain Satchel.&lt;br /&gt;
*1 Angry Chaplain or Reclusiarch Mofo.&lt;br /&gt;
*1 Angry Apothecary.&lt;br /&gt;
*1 Command Squad.&lt;br /&gt;
&lt;br /&gt;
RESTRICTIONS:&lt;br /&gt;
* The Command Squad must consist of exactly 6 Ultra Angry veteran and 1 Ultra Angry and none of them swap their Power Weapon, with a weapon from the Close Combat Weapon, Ranged Weapons, or Special wargear sections of the armory.&lt;br /&gt;
*no HQ throughout your army must take unpredictable Melee thingy from Artifacts list, except Ultra Angry veterans from this Formation.&lt;br /&gt;
*all Independent Character in this Formation must join the Command Squad during deployment, and cannot leave it during the course of the battle.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*your Ultra Angry veterans from this Formation can swap their Power Weapon with an &amp;quot;unpredictable Melee thingy&amp;quot; for 30 pts/per model.&lt;br /&gt;
&lt;br /&gt;
===squad of written &amp;quot;fuck you!&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
:2-4 Master of Mindfuckery&lt;br /&gt;
:0-1 Chief Mindfucker Moarfistin&lt;br /&gt;
&lt;br /&gt;
RESTRICTIONS:&lt;br /&gt;
*all the Master of Mindfuckery must be at least Mastery Level 2&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
*all Psykers in this Formation know a random psychic power from Iratomancy psychic discipline in addition to other psychic powers they know. This is not considered when determining if they have Psychic Focus.&lt;br /&gt;
*Adamantium Will&lt;br /&gt;
&lt;br /&gt;
===Command Unit===&lt;br /&gt;
&lt;br /&gt;
*0-1 Angry Captain, Angry Captain Satchel, Angry Chaplain or Reclusiarch Mofo.&lt;br /&gt;
*0-1 Command Squad, Angrytalon Gunship or Rage Speeder.&lt;br /&gt;
*0-1 Angry Apothecary&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Space Marines]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/6th_Edition_Tactics/Eldar&amp;diff=1011650</id>
		<title>Warhammer 40,000/6th Edition Tactics/Eldar</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/6th_Edition_Tactics/Eldar&amp;diff=1011650"/>
		<updated>2026-05-20T15:57:28Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.161: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
This is an [[Warhammer_40,000/6th_Edition_Tactics|old Edition&#039;s]] Eldar tactics.  The [[Warhammer_40,000/7th_Edition_Tactics/Eldar|7th Edition Tactics are here]] while the [[Warhammer_40,000/5th_Edition_Tactics/Eldar|the 5th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Eldar==&lt;br /&gt;
In general, the Eldar are a fast army with great guns, awesome toys, versatile tactics and poor resilience in line with that of soggy tissue paper. The Eldar are often touted as a “specialist army,” and for good reason: each unit plays a very particular role and generally everyone in a squad has the same gun, the squad as a whole aims for one goal as opposed to squads of dudes each touting a different gun for a different kind of foe. If you are the kind of elf [[Just as planned|who likes it when a plan comes together]], you might be tactical enough to lead the Eldar to their victory upon the battlefield.&lt;br /&gt;
With their new updated codex Eldar are finally given a firm grip in the game to compete with or dominate their numerous foes through their increased special abilities, unit’s tactical applications and general ability to put bullets into thing and make the things fall down. Tactical blunders will see your army turned into rainbow confetti, but if you can get the right part of your Eldar army fighting the right bad guys, you can ruin Christmas every time. &lt;br /&gt;
&lt;br /&gt;
Eldar are almost universally Fleet, pack high Leadership, high Initiative and good overall stats, their accuracy is good, their special abilities are rich and useful and their armies never necessarily run the same trick twice. With the new Battle focus ability they can choose to take a run action either before or after shooting, for free, a benefit that allows them to become more mobile than the competition by far. Almost all of their vehicles are skimmers or flyers, those that aren&#039;t can deep strike or outflank, they have three different flavors of jump troops and fast as hell Jetbikes. Eldar look good when they fight and often kill their enemies in style.&lt;br /&gt;
&lt;br /&gt;
The new Eldar codex is what the Dark Eldar codex aspires to and should be like. Sadly the coolest army in 40k is staying in the sidelines despite lore suggesting that in a fight, Dark Eldar are beasts that can pone serious ass.&lt;br /&gt;
&lt;br /&gt;
A fair warning this codex is powerfull, really powerfull. This makes it  perfect for tournament play but, not all casual players like to play against the stronger builds of this list. So handle with care.&lt;br /&gt;
&lt;br /&gt;
In Summary&lt;br /&gt;
*They have one of the strongest and newest codices.&lt;br /&gt;
*Specialist warriors with specialist guns&lt;br /&gt;
*Psyker access is great with vast power options and Kelly-style D6 table awesauce&lt;br /&gt;
*Fast as hell, dodgey as hell&lt;br /&gt;
*Good [[Dakka|shooting]] and [[Choppa|close combat]]&lt;br /&gt;
*Normal Eldar are as tough as wet paper&lt;br /&gt;
*Exarchs can solo MEQ and TEQ without effort.&lt;br /&gt;
*Wraith units are built like titanium fortresses&lt;br /&gt;
*They&#039;re absolutely terrible on armour saves, with an amazing number of ap3 or better and rending (sort of).&lt;br /&gt;
&lt;br /&gt;
==Eldar Rules and Wargear==&lt;br /&gt;
&lt;br /&gt;
===Eldar Special Rules===&lt;br /&gt;
&#039;&#039;&#039;Ancient Doom:&#039;&#039;&#039; Pretty much every unit in the book has this rule. On the one hand, you get Hatred against anything Slaaneshi. On the other hand, you take Fear tests at -1 Ld against Slaaneshi units. This more or less evens out; the average Leadership of the Eldar is high enough that the -1 won&#039;t usually matter, although it does mean that Fear might actually matter for the first time this edition. Hatred is nice, but it will only affect the first turn of combat, and most Eldar units don&#039;t want to be in close combat anyway. So, all in all, a fluffy but largely pointless addition to the army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Focus:&#039;&#039;&#039; One of the most interesting changes to the new book (and one that Kelly himself admits was [[Matt Ward]]&#039;s idea), Battle Focus is a special rule that essentially all non-Wraith units have save harlequins (clowns) because they have to stay the same in both the eldar and dark eldar codices. It allows Eldar units to run and shoot (in either order) in the same phase. This means that the threat range of an Eldar unit is raised by d6&amp;quot;, and it also allows Eldar to pull off the &amp;quot;jump-shoot-jump&amp;quot; shenanigans enjoyed by Jet Pack units. Also remember that Eldar units with this rule also have Fleet, so the d6 for running can be re-rolled. It isn&#039;t a &#039;&#039;huge&#039;&#039; change, but it does allow Eldar units on foot to remain more mobile while shooting. And no, it does not affect assaulting; sadly, Banshees still get no love.&lt;br /&gt;
*On a side note, units riding jetbikes have this as well, but they can&#039;t actually Run (only Turbo Boost), so the only use of this is if you want to stick some independent character on foot into a unit of jetbikes. Since all models in a unit need to have battle focus for the rule to work, your character can join the unit and still run and shoot. Not that this will happen a lot though.&lt;br /&gt;
&lt;br /&gt;
===Warlord Traits===&lt;br /&gt;
Note that these are the standard Warlord Traits from the Eldar Codex available to all HQ units. Most named HQs chosen as warlords have a set trait and do not give the option of rolling. Codex Supplements have their own Warlord Traits tables, listed in the [[Warhammer 40,000/6th Edition Tactics/Eldar#Supplements|Supplements section]] below.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1: Ambush of Blades:&#039;&#039;&#039; Single use. Allows your Warlord and all Eldar units within 12&amp;quot; to re-roll 1s To Wound for a whole phase (shooting or assault!). This means a lot more fire will actually damage targets, but it&#039;s only for one phase, so use it wisely.&lt;br /&gt;
*&#039;&#039;&#039;2: An Eye on Distant Events:&#039;&#039;&#039; Single use. Gives Stealth to your Warlord and all Eldar units within 12&amp;quot; for an enemy Shooting phase. It&#039;s nice, especially in combination with castings of Conceal, but it won&#039;t affect Rangers (who have Stealth already) and it&#039;s only a +1 bonus to cover, so the effectiveness is questionable.&lt;br /&gt;
*&#039;&#039;&#039;3: Falcon&#039;s Swiftness:&#039;&#039;&#039; The Warlord and his unit get +1&amp;quot; when running. This makes Battle Focus more reliable and adds a significant amount of movement over time.&lt;br /&gt;
*&#039;&#039;&#039;4: Fate&#039;s Messenger:&#039;&#039;&#039; The Warlord can re-roll &#039;&#039;all&#039;&#039; saving throws of 1.&lt;br /&gt;
*&#039;&#039;&#039;5: Mark of the Incomparable Hunter:&#039;&#039;&#039; The Warlord gets Split Fire. This might be useful on an Autarch or Uldaneshi long rifle bearer, but for the majority its mostly useless.&lt;br /&gt;
*&#039;&#039;&#039;6: Seer of the Shifting Vector:&#039;&#039;&#039; Deep Striking Eldar won&#039;t scatter if they land within 6&amp;quot; of the Warlord. Some of its usefulness is undercut by the Swooping Hawks (who never scatter anyway) and the fact you generally won&#039;t want to Deep Strike near the Warlord (except Khaine), but it is potentially powerful nonetheless.&lt;br /&gt;
&lt;br /&gt;
===Remnants of Glory===&lt;br /&gt;
The artifacts of the age long past these relics are the unique and powerful wargear that can be equipped to any combination of your Autarch, Farseer and Spiritseers HQs. Only one of each item can exist in your army at a time and each costs anywhere between 15 and 40 points. As a general rule of thumb your Autarch is the assault based HQ of choice for any of the close combat type weapons, where as your Farseer and Spiritseer both want to be back a ways and away from melee. Note that a dedicated melee Farseer can be built if you luck out on psychic powers and get Death Mission (rolled AFTER you buy gear annoyingly).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shard of Anaris&#039;&#039;&#039;: The Shard of Anaris is the all comers &#039;&#039;&#039;MURDER SWORD&#039;&#039;&#039; of the Eldar army, a piece of the original blade Anaris and damned worthy of it’s legend. Right out of the gate Anaris boosts the wielder&#039;s strength stat by 2 and gives them Rending and Fearless. However the shard excels more for direct challenges between characters than all-purpose melee. Once in a challenge Anaris gains Fleshbane and Instant death! Realistically while not a worthless buy you’re paying for a weapon that will always lose out against the equivalent of all the other races. The Autarch is the only real wielder of this thing and he/she will likely fare poorly for cost against her general foes.&lt;br /&gt;
*&#039;&#039;&#039;Firesabre&#039;&#039;&#039;: Where Shard of Anaris is for killing off that one specific model, Firesabre is more of your generic infantry sweeper sword. Boasting +1 strength and AP3 this is a better Eldar power weapon with the Soul blaze added feature. Soul Blaze is the big core of the Firesabre, or at least the unique Wildfire rule that goes alongside it. Whenever the blaze deals a wound to the afflicted unit you roll a d6 for every friend and foe unit within 6” of the burning unit. On a 6 you give them Soul Blaze as well. In reality this is a very very high gamble ability. Soul blaze barely wounds most armies to start and needing a 6 to propagate this weak rule doesn’t help the Firesabre’s case. An above average power weapon for a higher cost and likely not worth it.&lt;br /&gt;
*&#039;&#039;&#039;The Spirit Stone of Anath’lan&#039;&#039;&#039;:A clearly Farseer orientated item the Spiritstone was made by a psyker for psykers. The stone allows you to drop the cost of a power you are manifesting by 1 warp charge (min. 1) at the expense of your Rune armor invulnerability save for a turn. Several powers from the Runes of Fate as well as a couple from the Telepathy discipline are cost 2. If you don’t roll any of these powers then sucks to be you by the way. Useful and affordable for backline farseers who can get good cover saves and enjoy throwing around a good whack of powers.&lt;br /&gt;
*&#039;&#039;&#039;Uldanorethi Long Rifle&#039;&#039;&#039;:Probably the simplest and most universal of the Remants the long rifle is a sweet tool for any and all Eldar commanders. A very easy to read sniper weapon featuring AP3 and ONE HUNDRED AND TWENTY INCHES of range. 120”! This gun shoots farther than battlecannons, railguns, prism cannons, even the Icarus lascannon. Now right off the bat this item has some easy uses, thrown onto a supportseer or backline Autarch the long rifle allows your HQ to actually contribute firepower during the shooting phase. A dual guide built farseer inside a squad of Darkreapers, hammers out a single accurate sniper shot right into an enemy unit the reapers are firing upon, in addition to the possible precision shot it adds a pinning test to the attack, awesome. If your warlord wields this and rolled split fire as the warlord trait this weapon is improved in power, otherwise just adds to the power of existing squads, but hey, your Farseer is BS5, might as well pink off a shot or two rather than none.&lt;br /&gt;
*&#039;&#039;&#039;Mantle of the Laughing God&#039;&#039;&#039;:Now as a general rule few Eldar HQs excel outside of a squad to protect them, any weapon menacing a S6 threatens to pop your model with a single failed save. The Mantle mitigates this somewhat but always take care how you utilize the farseer/autarch/spiritseer this is attached to. Firstly it removed IC from the model, meaning no more ability to join squads, but then it automatically grants Stealthed, Shrouded and Hit+Run. It also gives the model the ability to freely re-roll cover saves. Put your HQ into a 5+ cover terrain and POOF! Re-rollable 2+ cover unit. That is a 97% success rate for the record. Stick your Autarch somewhere advantageous, give her a long rifle, and snipe all day and all night. Or stick the Mantle on a jetbike and watch your opponent bitch and moan at you for being a powergaming asshole. Against anything that doesn’t ignore cover outright the equipped model (even warlord) quickly becomes a resistant target.&lt;br /&gt;
*&#039;&#039;&#039;Faolchu’s Wing&#039;&#039;&#039;:While Mantle of the laughing god is the wargear of lulz the HQ equipped with Folchu’s wing is equally troll worthy. During the battle focus run step the equipped model may now move 48”! This makes them faster and more mobile than jetbikes, skimmers and even most fliers. Again this item does need a purpose to justify it’s cost, seeing how only the model may move and sacrifices the rest of the turn to do so. While you can&#039;t manifest powers or shoot weapons either before or after the movement, it can work very nicely for a Farseer to always be where he&#039;s needed for his Blessings and maledictions. Use guide on a squad, move 54&amp;quot; (including movement) use other powers on the other side of the board next turn, rinse and repeat. Also the tricky commander can use that insane movement to possibly launch your HQ into a held objective to suddenly contest the thing.&lt;br /&gt;
*&#039;&#039;&#039;The Phoenix Gem&#039;&#039;&#039;:A multi-purpose item the gem is a single use treasure that activates when the equipped HQ would be slain. Instantly engulfing the area in fire the gem uses a large blast centered on the HQ, dealing damage with a S4 AP5 explosion. The ability can sometimes fail if you roll a 1 but usually goes off pretty easily. Then you check if the blast dealt any actual damage, if any model was dealt a wound (friend or foe) then your HQ will get back up with a single wound to stay and fight the good fight. At range this might save your support seer from death by blasting nearby allies its but generally you would rather threaten your foes.&lt;br /&gt;
&lt;br /&gt;
===Let&#039;s Talk About Guns===&lt;br /&gt;
The Eldar boast a variety of advanced weapons with nifty special rules and potential for more dakka. New codex brought some changes that you should remember to use carefully and tactically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shuriken weapons&#039;&#039;&#039;&lt;br /&gt;
Shurikens as basic ranged weapons for eldar has seen major improvement. With Bladestorm rule any shuriken weapons on roll 6 To Wound auto-wounds with AP2. With this even the lowly guardian can shred anything fleshy: move up, seriously damage their vital organs, run away, rinse repeat, lulz. (shred those termies with your guardians. DO IT) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monofilament weapons&#039;&#039;&#039;&lt;br /&gt;
Monofilament weapons now has +1S if shooting at something slower than Initiative 4 or vehicles and instantly wounds with AP1 on a roll of 6 To Wound. Cleaving open transports has never been easier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pinning weapons&#039;&#039;&#039;&lt;br /&gt;
In the new codex Eldar got a plethora of weapons that gained the pinning rule, forcing leadership tests if a unit is wounded by a weapon with the rule. Forcing a squad to go to ground is almost killing the unit outright, leaving the enemy one unit less to attack you on their turn and giving your Eldar more and more breathing room to do what they do best. To date the Eldar possess the following weapons that have this rule: Eldar missile launchers (plasma + starshot) which is available in abundance, Shadow weaver (because of barrage), Doomweaver (not in focused mode), Ranger long rifles, Reaper launchers (starshot mode), Shrieker cannon, Spinneret rifle, Tempest launcher, Vibro cannon, Serpent shield, Uldanorethi long rifle, Eldritch storm. &lt;br /&gt;
That’s about 12 different things you have that can pin a squad, and the test triggers every time a unit has received one or more wounds from a unit containing a pinning weapon. So remember to test for it often as see if you can’t keep a squad or two locked down and unable to fight you. Do note, however, that most things in the game are either fearless (Ork mobs, Nids under Synapse, most cult/daemonic CSM&#039;s), have high leadership to reliably pass the test (SM, CSM, Eldar, Necrons), or just immune to pinning (Daemons, Bikes, Monsters), so do not hope your Pinning would work often. Or at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eldar heavy weapon&#039;&#039;&#039;&lt;br /&gt;
Some units have option to change into heavier weapons, as add-ons or replacements for existing guns and are commonly seen throughout the entire codex from troops to heavy support. The standard list is follows:&lt;br /&gt;
*&#039;&#039;&#039;Shuriken Cannon&#039;&#039;&#039; Now not so cheap, but still reliable, the 24&amp;quot; shuriken cannon fires lots of nice S6 shots that pierces weak armor at base. Valuable for moderately priced dakka and augmented with Bladestorm (see above).&lt;br /&gt;
*&#039;&#039;&#039;Scatter Laser&#039;&#039;&#039; With 4 shots at S6 AP6, Scatter Laser also comes with Laser Lock ability that grants TL to the MODEL that fires it, only needs successful To Hit roll. Obviously take it in models with multiple weapons, TL Starcannon or Brightlances can pay back its cost in points quickly.&lt;br /&gt;
*&#039;&#039;&#039;Starcannon&#039;&#039;&#039; A good but not great AP2 weapon, the Starcannon doesn&#039;t get hot like plasma weapons. Viable alternative but not necessarily better than scatter laser, take your pick. Or pick both if you&#039;re facing 2+ aplenty.&lt;br /&gt;
*&#039;&#039;&#039;Eldar Missile Launcher&#039;&#039;&#039; You take EML for its versatility. It has single target S8 AP3 starshot or a small blast S4 AP4 plasma, both featuring pinning. Then both reapers and warwalkers can take flakk missiles which feature S7 skyfire. However, it all comes to the price when looking at this baby - and the price is damn high.&lt;br /&gt;
*&#039;&#039;&#039;Bright Lance&#039;&#039;&#039; Possibly your primary heavy armour buster, with S8 and Lance. Tear down AV13/14 and the new codex makes the bright lance more affordable by far on most models.&lt;br /&gt;
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===Eldar Vehicle Upgrades=== &lt;br /&gt;
All praise Phillius Kellius for he delivered us the new upgrades that suck a little bit less. Each piece of equipment is toned down from previous incarnations and are simple effects with easy to track benefits at an affordable price tag.&lt;br /&gt;
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*&#039;&#039;&#039;Holo-fields:&#039;&#039;&#039; The iconic holofield has been through some rough times, once they were the greatest in vehicular protection at a cost, then 6th ed turned them into gigantic stickers on the sides of tanks, looking pretty but doing nothing. However all is forgiven, the holofield returns, granting a solid +1 cover save if the vehicle moved last turn, simple, elegant and affordable. Holofields are a boon on basically all vehicles based on the abundance of cover saves available to them you should always have at LEAST a 4+ cover. This is much like a Tau Disruption Pod (or IG camo netting), except it doesn&#039;t work if your vehicle is stationary, which makes you vulnerable at first turn, if your opponent won roll-off or seized initiative. Apparently, highly advanced holographic projectors aren&#039;t as good as simple targeting jammers or even piles of green cloth mesh.&lt;br /&gt;
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*&#039;&#039;&#039;Star Engines:&#039;&#039;&#039; A simple and optional wargear for vehicles that increases their mobility even further if required. Grants an extra 6&amp;quot; to a flat out movement by an Eldar vehicle, which you don&#039;t really need with max speed 30&amp;quot; per turn except in ginormous Apocalypse maps. If equipped to a walker, said walkers run an additional 3&amp;quot;, which is pretty handy, considering they have Battle Focus. &lt;br /&gt;
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*&#039;&#039;&#039;Vectored Engines:&#039;&#039;&#039; With the upgrade the vehicle can now pivot in place immediately following its shooting attack, allows for some safe play by tanks with exposed rears. Jet in, smoke rear armor of target, pivot towards living threats with your front and side armor. Cannot be used while immobilized. &lt;br /&gt;
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*&#039;&#039;&#039;Spirit Stones:&#039;&#039;&#039; Extra Armor Eldar style, or more [[Necron|Living Metal]] Eldar style, the psyche inside the spirit stones take over in emergencies and allow the vehicle to ignore crew shaken on 2+ and crew stunned on 4+, nothing grand but nothing terrible. &lt;br /&gt;
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*&#039;&#039;&#039;Crystal Targeting Matrix:&#039;&#039;&#039; Single use. Can be used after completing a flat out movement on any non-walker vehicle, allowing the tank to fire a single weapon at full ballistic skill. Zip a fire prism behind an enemy tank, put a prism lance up its butthole and smile with glee. Of the vehicle upgrades this thing is expensive like dental work and only works once, select wisely.&lt;br /&gt;
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*&#039;&#039;&#039;Ghostwalk Matrix:&#039;&#039;&#039; Eldar dozer blades equivalent, except better, because it gives you move through cover on any speed, rather than re-roll DT tests, and only on combat speed. Nothing that will break the bank and a safe purchase if you have points to spend. If you plan to hide your holofielded tank in 4+ ruins for trolltastic 3+, this is pretty much auto-take, as you&#039;re all but forced to move it every turn for cover save bonus..&lt;br /&gt;
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*&#039;&#039;&#039;Power Field:&#039;&#039;&#039; Stock Warwalker gear. Gives the bastards a 5++, making them more expensive base but worth every damned penny given their low AV and hull points.&lt;br /&gt;
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*&#039;&#039;&#039;Serpent Shield:&#039;&#039;&#039; Stock Wave serpent gear. Wargear that replaces the iconic energy field but for a good trade, while active the serpent transforms side and front based penetrating hits into mere glances with an 83% chance. That good cheddar right there. Then if you feel the serpent needs to do something it can turn it&#039;s shield into a very long ranged energy shockwave that hits for D6+1 S7 hits, ignoring cover and deactivating the shield for a turn. That’s a useful little tool for any savvy commander and should never be discounted in your head. A serpent with scatter laser turret and a chin shuriken cannon can dish out an insane amount of TL dakka with that trick.&lt;br /&gt;
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*&#039;&#039;&#039;Mindshock Pod:&#039;&#039;&#039; Stock Hemlock wraithfighter gear. A 12&amp;quot; radius brain scrambler that causes all units within the radius to re-roll successful pinning and morale tests, this affects allies units as well so be careful of its placement. With the range of pinning weapons available to Eldar right now this gear will occasionally see some cool benefits and its cons are null and void with an Avatar on the board or with a wraithwall army.&lt;br /&gt;
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===Psyker powers===&lt;br /&gt;
====Runes of Fate====&lt;br /&gt;
Available to Farseers as well as Eldrad. Can be taken in addition to the Telepathy and Divination tables from the core rulebook. Farseers can choose to roll each power off a different table, remember to kit your Farseer for best utility.&lt;br /&gt;
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&#039;&#039;&#039;Guide&#039;&#039;&#039; Primaris power.&lt;br /&gt;
*Guide, the most iconic and well renowned power of the Farseer since time immemorial. Boosted significantly from past editions the new guide features a range of 24&amp;quot;, four times its original casting distance and twice the range of Prescience in the rulebook&#039;s Divination table. The power basically twin-links the weapons of the target squad, allowing each and every model to re-roll their to-hit rolls for shooting (but unlike Prescience this only effects shooting, not assault). Under the new rules the Farseer requires LOS for this ability but its shouldn&#039;t be an issue. Rarely will you suffer for swapping a potential power for this primaris choice, its wonderful and grants greater power to the army on the whole.&lt;br /&gt;
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&#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
*Executioner is an odd power and a lot of information to absorb, so it will be written here in as clear a description as possible. A focused witchfire with 24&amp;quot; range, hitting a model firstly with 3 AP- hits that wound on a 2+. If these hits manage to kill the model the power jumps and hits another model for 2 hits of the same power, if a kill is scored, another hit against a third model. However Execution has no AP value, rarely if ever would you try and snipe out a model whose armor save isn&#039;t at least a 4+. Then if the ability fails to kill the target it instantly ends and you get no more attacks period. &#039;&#039;&#039;Then&#039;&#039;&#039; if you want to actually snipe a model you have to pass the test with more than one 4+, otherwise the power goes randomly around for its full duration. Target get a full host of armor, cover and invulnerable saves against it, deny the witch as well as the benefit of &#039;look out sir&#039; to save the valuable models worth sniping. It also takes place over the Farseers shooting attack.&lt;br /&gt;
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&#039;&#039;&#039;Doom&#039;&#039;&#039;&lt;br /&gt;
*Doom is another classic Farseer power and a powerful one at that, targeting an enemy within 24&amp;quot; and then all wounding rolls against them get a free re-roll for the turn. Any armor penetration rolls that fail to either glance or pen target may also be rerolled. This is your primary assassination power, ensuring you kill that commissar or bosspole nobs in one turn.&lt;br /&gt;
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&#039;&#039;&#039;Eldritch storm&#039;&#039;&#039;&lt;br /&gt;
*A large blast template of sheer devastation, Eldritch storm crushes infantry and vehicles with pinning, Haywire and Fleshbane. Watch as that gauntblob evaporates on 2+ , IG parking lot gets debilitated or even cleared.&lt;br /&gt;
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&#039;&#039;&#039;Death Mission&#039;&#039;&#039;&lt;br /&gt;
*Death Mission is a rather situational power. Cast at the start of the move phase the ability grants the caster alone d3+2 death mission counters. Then you take d6 roll at the end of EVERY PHASE, either going down by one counter on a result of 1-3, or staying unchanged on a 4-6. If the Farseer ever runs out of counters or the game ends, your Farseer DIES (interaction with Phoenix gem is yet unclear) and awards a victory point. The seer also &#039;&#039;&#039;cannot cast any other powers&#039;&#039;&#039; for the rest of the game. You can recast death mission to get extra d3+2 counters. All this downside for +5 to its WS/BS/I, and extra 2 attacks. Combined with weapons such as the Witchblade (Eldrad&#039;s staff in his case), Firesabre or Shard of Anaris, makes the Farseer threat in assault. It bears repeating you will not be able to cast any other powers once this is cast, no guide, fortune, etc. (You will also be generating your powers AFTER already creating your lists, requiring an impossible foresight to plan for death mission+Remnants of glory).&lt;br /&gt;
** &#039;&#039;&#039;An Alternate Opinion:&#039;&#039;&#039; Death Mission is garbage, complete and unadulterated garbage. Easily the worst power in the set. It automatically costs you your Farseer (which most of the time means you&#039;re automatically handing your opponent Slay the Warlord), he&#039;ll almost never kill enough stuff to make up the points you&#039;ll lose when you lose him, as he still doesn&#039;t have any AP in close combat, unless you handed him a Remnant of Glory. And the worst part is, he might not even get to live long enough to recast it. Since you roll to lose a Death Mission Counter every phase, you&#039;re going to lose an average of 3 counters in between every time you use it, so if you only roll 3 Counters, you can probably say goodbye to him. If you roll Death Mission, you should probably instantly switch it out for Guide.&lt;br /&gt;
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&#039;&#039;&#039;Fortune&#039;&#039;&#039;&lt;br /&gt;
*Now with 24&amp;quot; of range, this allows the Farseer to sit back and stay safe while the affected unit get a reroll on all failed saving throws until the Farseers next turn. Remember Farseer needs to have LOS, and costs 2 warp charges. Still fortune has and always will be a good power, and if you get it on your rolls, you will keep it. &lt;br /&gt;
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&#039;&#039;&#039;Mind war&#039;&#039;&#039;&lt;br /&gt;
*Range 24&amp;quot; and a focussed witchfire, with quirky rules. Each combatant rolls a d6 and adds to it their LD (so d6+10 for Farseers). Then you compare the two numbers, the loser instantly having their WS &amp;amp; BS dropped to 1 until the end of the next turn (Farseers always win draws). If the difference in totals is weighted in the Farseer&#039;s favor, target takes wounds equal to the difference (Farseers never lose badly enough to suffer damage from this battle), getting no cover or armor saves against the wounds. Also, target can take Look Out Sir in new FAQ.&lt;br /&gt;
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====Runes of Battle====&lt;br /&gt;
Available to Warlocks as well as the Spiritseer. The Spiritseer may also roll from the Telepathy table for one or both powers. Runes of battle are the Eldar powers of war, short term manifestations of their psychic might made to turn the battlefield in their favor. Warlock utilize these powers to affect the outcome of skirmishes and battles across the stars while the Farseers pilot the destinies of whole craftworld through eons. Warlock have tempered their powers to a fine blade but every sword in their hands can be used as a shield, allowing them to use each power either for themselves or against their foes, giving the psykers a supreme range of versatility. As a rule all powers from the runes of battle have a range of no greater than 18&amp;quot;, either for the beneficial of debilitating versions of the powers. Warlocks can be attached to guardians defenders, storm guardians, windrider jetbikes or Vaul&#039;s wrath artillery.  Also remember that, under 7th edition rules, a Warlock will know 2 powers, Conceal/Reveal and whatever power he rolls. So, with a Warlock, NEVER switch for the Primaris, you get it anyway.&lt;br /&gt;
*The Spiritseer can be attached (as an IC) to almost any squad, this matters for when runes of battle powers are referred to as boosting the defenses of units such as Wraithblades and Dark reapers, in that normal warlocks will not usually be able to benefit squads they are not attached to.&lt;br /&gt;
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&#039;&#039;&#039;Conceal/Reveal&#039;&#039;&#039; Primaris power. &lt;br /&gt;
*Conceal grants the warlock the shrouded special rule and as such benefits the whole squad attached to him, a +2 to existing cover saves or just a flat out 5+ cover in the open is phenomenal, no warlock would go wrong taking conceal as most units benefit from enhanced defenses and a cover save booster like this goes fantastic on everything that can benefit from it, guardians, wraithguard, scorpions, you name it.&lt;br /&gt;
*Reveal by contrast strips both the stealth AND shrouded rule from an enemy in range, this can sometimes strip powerful defenses from units you are planning to wipe out, however like all runes of battle you need to make tactical use of the power which may be often skipped for the benefits of conceal.&lt;br /&gt;
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&#039;&#039;&#039;Destructor/Renewer&#039;&#039;&#039;&lt;br /&gt;
*Destructor is the Kamehameha of warlocks, their direct fire power from codices of old, a psychic heavy flamer the destructor is an iconic power that now features the soul blaze special rule. As a power and not an actual weapon the warlock cannot fire this in overwatch. &lt;br /&gt;
*Renewer is a big tool for the right units, a nearly unheard of targeted healing power that restores a single allied model in range for a single lost wound. Most models only have one wound to begin with so this power doesn&#039;t affect them (and cannot be cast as a phoenix down) but instead serves a fantastic purpose when targeting most HQ units or durable multiwound models in the army such as Wraithlords and Wraithknights, as well as the potent Avatar of Khaine. HEALMEHAMEHAAA!&lt;br /&gt;
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&#039;&#039;&#039;Embolden/Horrify&#039;&#039;&#039; &lt;br /&gt;
*Embolden is back from the old codex but with a new effect, granting the warlock and his unit fearless rather than leadership rerolling powers. This is a boost and nerf over previous version as fearless straight up negates pinning, morale, ect. However embolden used to allow for rerolling on your leadership test which included psychic powers, an ability beloved by power spamming seers and what have you. A solid power for anything not already fearless such as fragile storm guardians.&lt;br /&gt;
*Horrify is a power that is unfair to judge on its lonesome. At its core it reduces the LD of an enemy unit by -3, making them of course more susceptible to morale test and the like. However with the advent of multiple pinning weapons with the new codex as well as that of the Hemlock wraithfighters Mindshock pod the horrify power has enormous effects. A unit with reduced leadership is at best LD7 now, reducing their chance of success against any and all pinning or morale tests down a full 20%. In armies with the right weapon it’s amazing, otherwise it&#039;s just decent. Also fun to consider is that the diresword benefits greatly when used on a Horrified target as they now have a decent shot (42% at LD 7) of being &#039;&#039;&#039;removed from play&#039;&#039;&#039; (fuck you, Eternal Warrior!) if they take a wound. Be sure to [[Just As Planned|high five Eldrad if this goes off.]]&lt;br /&gt;
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&#039;&#039;&#039;Enhance/Drain&#039;&#039;&#039; &lt;br /&gt;
*Enhance is yet another staple of the warlock power of yesteryear, often seen in seer councils and storm guardian squad this power gives a simple boost of +1WS and Init to unit. Eldar are already quick to the punch but with this power what they did well just got even better, storm guardians and Wraithblades (Spiritseer support) see a noticeable gain from the power and should have it active at all times prior to an assault. If you roll it on a squad of guardian defenders or Vauls wrath...take your primaris power, don&#039;t even bother with this.&lt;br /&gt;
*Drain sucks out the same befits that enhance gives, reducing an enemy’s WS and Init by 1, unless you are assaulting a squad with two or more of your own units I don&#039;t tend to recommend Drain over Enhance as a lucky deny the witch would negate the power, however like all tactical powers you have to cast each power according to which effect would benefit you the most. The real gift of drain is using it in synergy with mono filament weapons. Cast drain on any marine squad, jump in with your warp spiders and laugh maniacally as that giant expensive blob of blood angels death company turns into little red chunks.&lt;br /&gt;
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&#039;&#039;&#039;Protect/Jinx&#039;&#039;&#039; &lt;br /&gt;
*Protect is a power that even idiots understand and appreciate, a simple but potent bonus to the units existing armor save by 1. This is quality cheddar right here, units such as wraithguard, Scorpions, and Storm guardians get a boost to their armor, in the case of wraith units and scorpions they are now TEQ armored (However, keep in mind this works for the spiritseer, but not for warlocks. Protect only works on the psyker and the unit he/she&#039;s in, meaning warlocks can only give a +1 save to the warlock council or a Guardian unit he/she&#039;s joined). This power is awesome, and on the right units is worth casting every round, since few units’ don’t benefit from hardier armor than what they already have.&lt;br /&gt;
*Jinx by extension has an equally nuts benefit for you as the former, reducing an enemy’s own armor save making them that much easier to kill off. Now a unit like terminators suddenly fear AP3 reapers with a passion, fragile 4+ units suddenly became instantly shredded by mere shuriken catapults, making guardian firepower or similar a hurricane of reaping death. Against units who are relying more on their cover or invulnerability save the benefits of this power are reduced somewhat, still if you reduce an enemy’s armor save and they need it against your guns, make them that much more screwed and cackle with glee.&lt;br /&gt;
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&#039;&#039;&#039;Quicken/Restrain&#039;&#039;&#039; &lt;br /&gt;
*Quicken grants your unit swiftness of the Eldar and improves the running distance off the unit by a flat 3&amp;quot;, letting you close gaps or create them that much easier. With Battle focus being found on just about every Eldar model this power only flops when the unit happens to be hunkered down in cover and wont be running for the rest of the game (I’m looking at you rangers and dark reapers).&lt;br /&gt;
*Restrain by comparison is a power I don&#039;t honestly find very useful, stripping away an enemy’s ability to run completely sounds useful. However the range of the power is 18&amp;quot; so you were already pretty close to the unit to start, and save the Eldar most armies sacrifice their shooting in order to use run in the first place, and cannot charge into assault if they did so. Not useless but not as easily feasible for every scenario, allows for some kite by the Eldar by just removing the extra distance from enemies and yourself running to make a gap. It is also handy for preventing a squad from being able to run and contest one of your objectives. &lt;br /&gt;
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&#039;&#039;&#039;Empower/Enervate&#039;&#039;&#039; &lt;br /&gt;
*Empower instantly grants the psyker and attached unit gain an extra +1S, this is simple and in many cases worthless to you, of the units warlocks are easily attached to only storm guardians probably even give a shit, whereas with Spiritseer the likes of scorpions, banshees and Wraithblades find a little more use in its application. Ranged units don&#039;t need nor want the extra strength and even dropping conceal for the strength just in case is a bad bargain in my mind. &lt;br /&gt;
*Enervate also has a limited benefit to you most days of the week, stripping the enemy squad (which I remind you is already within 18&amp;quot; of you) of 1S as to reduce their threat in melee, now this is alright if you know you’re getting charged next turn and the drop in strength is the difference in melee ability like marines against Wraithguard. However on the whole few units even need their regular strength to threaten your flimsy Eldar, our brittle bones clock in at a pitiful T3 with most armies boasting at least a S4. Debuffing an enemy squad prior to an assault by yourself is alright though if the difference can be noticed, like Enhance/Drain you want to choose carefully between the two abilities. It&#039;s worth noting here that S2 can&#039;t wound T6 targets so when charging anything with S3 (like a blob or guards, cultists, orks and all brands of elder) with wraithblades always have your Spiritseer cast Enervate, then the only thing your wraiths will feel in the return swing is a soothing foot massage as their wraithbone boots crush the pathetic fleshy thing&#039;s trachea.&lt;br /&gt;
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==Unit Analysis==&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Avatar of Khaine:&#039;&#039;&#039; The Avatar of Khaine is a fragment of the Eldar’s true and terrible god of war, a powerful and totally warminded MC that can wreck its way through battlefields with abandon. Like previous incarnations it’s a walking fire magnet and a damn scary force in melee. Overall, while not as generically useful as a support Farseer, it&#039;s not hard to justify summoning the Avatar. A giant molten monster leading your forces is terrifying and at 195 points, it&#039;s a powerful and affordable force to call on. His statline is unlike anything in the whole damn codex as well: WS/BS 10 (yes, 10!), Strength/Toughness 6, Initiative 10 and hitting with at least 5 attacks. He boasts a 3+ armor and a 5++ for good measure. Kaela Mensha Khaine is literally the strongest he has ever been and can be outfitted beyond his base power with up to 2 of the special exarch powers from the book to add to his already terrifying form. Khaine is straight up immune to flamers and as a result, wall of death, heavy weapons that pose a threat to him with melta are again useless and anything pyromancy and soul blaze is a quaint space heater to Khaine&#039;s raging firestorm. He’s fearless, granting it to allies within 12” while his Fear aura causes lesser creatures to just flee for the hills. &lt;br /&gt;
**&#039;&#039;&#039;Moving&#039;&#039;&#039; In this phase your foes get to mentally calculate and go through the stage of grief, denial, anger, bargaining, depression and finally acceptance. Firstly the Avatar will move his 6&amp;quot;, then if he&#039;s close enough, wailing doom, if still a ways to go, running d6 with Fleet, then wailing doom the nearest sucker. If he’s already threatening charge range, then just skip running and fire the wailing doom in preparation for the assault.&lt;br /&gt;
**&#039;&#039;&#039;Shooting&#039;&#039;&#039; The wailing doom is a terrifying weapon to behold, with his unmatched BS the wailing doom is essentially twin-linked for 2+, 97% accuracy. The wailing doom hits a target within 12&amp;quot; with basically a fusion gun, an attack made ever more fearsome if using fast shot for two blasts or Marksman’s eye to snipe the ever loving shit out of any hidden unit that MIGHT pose a threat to him before the assault even begins. In no world does night vision do jack shit here, why does this even exist?&lt;br /&gt;
**&#039;&#039;&#039;Assaulting&#039;&#039;&#039; The melee, oh god, the melee. The charge distance should be easily crossed, 2d6 with Fleet rerolls makes this sort of thing a cakewalk aside from enormous unluck. Once there few models can hope to hold a candle to Khaine, anyone going into a challenge with him is either sporting a stack of cheese or dead. Crushing blow enhances his already good strength, while disarming strike is a LUDICROUS ability for challenges, sending the likes of power fists and bone sabres flying while wailing doom rends bone and armor with ease. If another monstrous creature tries to man up on Khaine his monster hunter + crushing blow will very swiftly put them down.&lt;br /&gt;
**&#039;&#039;&#039;Alternate View&#039;&#039;&#039; An alternate way to play the Avatar is giving him Monster Hunter + Fast Shot. You then put him behind an Aegis Defence Line that has a Lascannon. He then controls a S9 AP2 weapon, thus firing at BS10. As he has Fast Shot, he gets to fire it twice. With Monster Hunter, he can hurt MC&#039;s even more. Anything trying to dislodge him from the line will likely struggle, or at least lose models in the process. He is still very slow, thus using him as an assault unit is debatable.&lt;br /&gt;
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*&#039;&#039;&#039;Autarch:&#039;&#039;&#039; Autarchs are the commanders of the warhost, they are the generals of the greatest Eldar military battles and should be a strong tactical benefit to your army as a whole. They aren&#039;t, but they should be. Autarchs have been on almost every aspect path but never stuck around and as such they have an absolutely demented list of available wargear and options to kit themselves out with. 70 points base they come stock with two grenades, a pistol, 3+ armor and a 4+ invulnerable save. They can add additional wargear like banshee masks, jetbikes, reaper launchers, chainswords, fusions guns, etc for more which can bring them to around 120 points by the end. Autarchs can equip Remnants of glory and works better in this role than the base Farseer with higher WS, Init and Attacks. Shard of Anaris or Firesabre with banshee mask and Phoenix stone is a core assault setup. Mantle of the laughing god with the Uldanorethi long rifle makes for a pretty sneaky little sniper from afar.&lt;br /&gt;
**&#039;&#039;&#039;Mantle Autarch of DOOOM:&#039;&#039;&#039; If you are feeling really ballsy, equip your autarch with the mantle, a laser lance and a melta gun and go tank/character hunting. Being on the jetbike  gives you a 5+ jink cover save as long as you move.  Since the mantle gives you both stealth and shrouded, you will be getting a 3+ cover save normally and a 2+ on the move However...DO NOT RELY ON THIS!  Play him smart.  A lot of things take away cover saves these days so  some of the time you may have to use is armor or invulnerable saves.  His toughness also improves by +1 thanks to the jetbike.  Having the mantle also gives him hit and run.  A normal turn for him should look like this.  Get in close range and shoot his melta gun, charge using his laser lance which gives him +3 strength and ap3 impact and lance (but only on the charge) and then bug out after combat thanks to hit and run (hopefully very far away).  The lance has impact which means the weapon loses effectiveness right after your first turn of assault and does not work if you get assaulted so it is in your best interest to get out of dodge.  Rinse with your opponents tears and repeat.&lt;br /&gt;
*** While this is a good plan. a Laser Lance is a waste of it&#039;s ability. Take a Reaper Launcher, as he&#039;ll be Relentless and a Fusion Gun so he can pop tanks. Maybe toss on a Shard of Anaris if you&#039;re feeling saucy.&lt;br /&gt;
**&#039;&#039;&#039;Path of Strategy:&#039;&#039;&#039; The Autarch&#039;s SINGLE claim to tactical skill, allowing you to add or subtract from your reserve rolls when bringing units in. This rule is weak as fuck, as a minor +1/-1 isn’t much with the ease of the built in reserve rolls being what they are and availability of reserve roll boosts found in other, better purchases. &lt;br /&gt;
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*&#039;&#039;&#039;Farseer:&#039;&#039;&#039; This guy is your standard HQ choice and warhost leader, he sees the future of your foes and allows you to throw wrenches into their fate so only the Eldar come out on top. His price is increased base from old editions and his versatility is not to be underestimated. The Farseer&#039;s mastery level has skyrocketed to Mastery Level 3 which is fantastic and gives a huge availability for warp charge expenditure and up to three abilities in a turn, though with a bit more risk due to runes of witnessing and ghosthelm nerfs. The Farseer can generate his powers from Divination, Telepathy or the codex’s own Runes of Fate. His staggering versatility as a model is not to be underestimated, between available powers from three different charts as well as a plethora of Remnants of Glory. Under 7th edition, these guys have gone from good to ludicrously good. If you roll everything on the same table, you are guaranteed the Primaris Power, allowing Farseers to get up to 4 powers. And the specific wording of Ghosthelm means that instead of negating the Perils, you only have to drop a Warp Charge to negate the wound, so you could end up rolling a 6 and getting special abilities. He comes automatically equipped with a couple pieces of useful Eldar wargear with which to do battle:&lt;br /&gt;
**&#039;&#039;&#039;Ghosthelm&#039;&#039;&#039; that allows him to negate a perils of the warp wound by expending a remaining warp charge. An optional defense against otherwise unsavable wounds.&lt;br /&gt;
**&#039;&#039;&#039;Shuriken pistol&#039;&#039;&#039; an average pistol weapon with the new bladestorm rule, never discount it.&lt;br /&gt;
**&#039;&#039;&#039;Rune armour&#039;&#039;&#039; which grants the classic 4++ invulnerability save Farseers do so enjoy.  &lt;br /&gt;
**&#039;&#039;&#039;Witchblade&#039;&#039;&#039; a heavily nerfed weapon that sports Fleshbane and Armourbane but with shitty AP-, a bad weapon that will always disappoint.&lt;br /&gt;
**&#039;&#039;&#039;Singing Spear&#039;&#039;&#039; is a near free witchblade replacement that is highly recommended. Identical to the witchblade in assault (no longer two-handed in 6th), and can also be thrown 12&amp;quot; at S9 for a 17% chance to pen AV14 at range instead of the witchblade&#039;s 3% chance in melee. A damn good buy in most (but not all) situations.&lt;br /&gt;
**&#039;&#039;&#039;Runes of warding&#039;&#039;&#039; Single use. A protective rune that grants a flat +2 to a ‘deny the witch’ attempt, almost guaranteeing success against a foes psychic power.&lt;br /&gt;
**&#039;&#039;&#039;Runes of witnessing&#039;&#039;&#039; Single use. Used on a failed psychic test the Farseer may reroll the test, not as good as they once were, but passable for the wary caster given the number of powers you’ll use throughout a game. &lt;br /&gt;
**&#039;&#039;&#039;Eldar Jetbike&#039;&#039;&#039; Jetbikes are still cool and Farseers still make them look good, buy to suit and enjoy the ride.&lt;br /&gt;
**&#039;&#039;&#039;Modeling Note&#039;&#039;&#039;: Howling Banshees Exarch bodies are perfect for female Farseers conversions, just stick a cape on them, a Farseer helm to replace the Exarch one (or a modified Guardian&#039;s one if you don&#039;t want to spend even more money), and for the weapons I&#039;d suggest the ones in the new Storm Guardians upgrade pack. If you want to go helmetless on your Farseer, I suggest grabbing a Dark Eldar Wych head or a Scourge head.&lt;br /&gt;
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*&#039;&#039;&#039;Spiritseer:&#039;&#039;&#039; Spiritseers are basically the mandatory HQ if you plan to run large numbers of Wraith-constructs, as he turns Wraithguard and Wraithblades into Troops choices. Luckily, he is a fairly decent choice, with two Mastery Levels, the choice of Runes of Battle or Telepathy, and Spirit Mark (which will be discussed later). Sadly, he can&#039;t provide the level of support the Farseer can, nor can he directly buff units and mess with reserves like an Autarch can, but he provides reasonable buffs to Wraith units. As with all of the Seer units, he comes with rune armour (for a 4++ invulnerable save) and a shuriken pistol. He also has a witch staff, which is essentially a witchblade that also causes Soul Blaze. Sadly, this won&#039;t come into play very often, as Spiritseers are poor in close combat. However, he is useful close to the front lines thanks to his Spirit Mark ability. This allows him to mark an enemy unit within 12&amp;quot;. All Wraith-constructs (including Wraithguard, Wraithblades, Wraithlords, and Wraithknights) re-roll To Hit rolls of 1. This means that less shots will be wasted, although it isn&#039;t a huge ability. However, Spiritseers are also fairly cheap; if you are running an Iyanden/Wraithwall-style list, the Spiritseer is all but mandatory, but he has limited effect on other units, so the more expensive Farseer would likely be a better choice otherwise. Like Warlocks and Farseers, Spiritseers have seen a significant uptick in 7th edition. Access to up to 3 Runes of Battle is powerful.&lt;br /&gt;
**&#039;&#039;&#039;Alternate View&#039;&#039;&#039; Since Spritseers are independent characters they can join aspect warrior units as well as any unit (that allows it) from Codex: Eldar, Codex: Tau Empire, and Codex: Dark Eldar for shrouded and another buff which could be fearless, +1 WS and +1I, +1 to their armor save, and extra 3 inches of movement if they choose to run in the shooting phase, or +1 S. Use it to your advantage, and their are hundreds of possibilities with DE you can try out that could definitely be tournament worthy.&lt;br /&gt;
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*&#039;&#039;&#039;Warlock Council:&#039;&#039;&#039; Formerly known as a Seer Council, the Warlock Council now follows the template started by the Wolf Guard of the Space Wolves and the Royal Court of the Necrons. Essentially, you buy them as one unit, but at the beginning of the game, you can choose to split them into units as squad sergeants. As with the other two examples, the list of units they can join in this manner is slim; in the case of the Warlock Council, it only includes the Guardian units (specifically the two types of standard Guardian, the Guardian-crewed Vaul&#039;s Wrath artillery, and the Windrider jetbike squadrons). Their stat line is similar to, but slightly weaker than, that of a Farseer. They each roll on the Runes of Battle table from the Eldar codex, and nothing else. They are only armed with a standard shuriken pistol and a witchblade, as well as their rune armor, which grants a 4++ invulnerable save. Under 7th edition, their low LD doesn&#039;t matter at all for psychic powers and they get a total of 2 Pyshchic powers (whatever they roll and the Primaris). They also allow you to absolutely spam Warp Charges for Psychic defense. You&#039;re pretty set when it comes to taking Warlocks.&lt;br /&gt;
**Deployment/placement shenanigans occur AFTER all traits are rolled for, including Psyker powers and Warlord Traits. So you get to roll first and then distribute your warlocks amongst your guardians.&lt;br /&gt;
**Can be given a singing spear for just a handful of points and suddenly they are throwing a fleshbane lascanon that can do armor bane in melee, Cha-ching heavy and armor crusher squad that can easily shiscabob a persons HQ choice, no matter the HQ choice from just over the heads of their elite honor guard and still charge in and kill the squad.&lt;br /&gt;
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*&#039;&#039;&#039;Wraithseer (Forge World):&#039;&#039;&#039; What do you get when you take the a spirit stone containing the soul of a farseer or warlock and stick them into a special wraithlord chassis? This beast. It&#039;s not a hard choice to take Wraithguard, but this T8 bastard makes it SO much easier and rewarding. Starting at ~185 points (forgeworld blurs the point cost), and the ability to equip a freaking D-cannon (it says wraithcannon but that was eratta&#039;d as a typo) for 40 more on it&#039;s shoulder, and loaded with crazy powers... It&#039;s a godsend to an army that really needed a durable and powerful HQ choice. Don&#039;t get your hopes up for an &amp;quot;all wraith&amp;quot; army, you MUST take another HQ on top of it (pretty obvious a Spiritseer). As for special glitter it reduces the coversave of anything being shot at by wraithunits by 1. It has a close combat weapon that lets it reroll missed to-hit rolls and wounds on a 2+ with all the good parts of being a monstrous creature (AP2 and Smash), rolls with a 5++ save on top of 3+ armor, and three psychic powers, two of which are designed to be used on wraith-units. One gives them Fleet, the other gives them 5+ FNP (now try to bring down THAT) and the third power voodoos all enemy units within 18&amp;quot; into making a LD test at a -2 or soil themselves and go to ground (which surprisingly stacks perfectly with Hemlock Wraithfighter Terryfy and mindshock). Not the beast that many other HQs are, but nothing to be brushed aside either.&lt;br /&gt;
**Although listed as having a Wraithcannon in the book, Forgeworld have confirmed that this is a typo and should be a D-Cannon as per the previous version of the rules (https://www.facebook.com/ForgeWorldUK/posts/702680666415883). This is a big deal as mounting the devastating D-cannon on a tough, mobile platform like the Wraithseer overcomes its only significant drawback of short range. This really is the only weapon option you will need for the Wraithseer as the conventional guns just pale in comparison.&lt;br /&gt;
**If you&#039;re playing with [[that guy]], he might tell you that Codex: Eldar is separate from Iyanden, which is &#039;&#039;technically&#039;&#039; true. However, it&#039;s such an idiotic, narrow, rules-as-written interpretation that you should probably find somebody else to play with.&lt;br /&gt;
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====Special Characters====&lt;br /&gt;
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*&#039;&#039;&#039;Eldrad Ulthran:&#039;&#039;&#039; If a normal Farseer is a Jedi, then [[Eldrad]] is a tall almighty Yoda. He&#039;s the big [[cheese]] of the Eldar army; he&#039;s basically got all the possible options for a normal Farseer wrapped together into one package with a slew of tricks to add to the deal. At his core Eldrad is an enhanced Farseer, T4, 3++ (so it&#039;s like he is a Psyker with a Storm Shield) and mastery level 4. There is no Eldar army that couldn&#039;t be improved by adding this guy. He comes stocks with the regular Farseer gear, an improved rune armor and both runes just in case. Eldrad rolls off the Divination, Telepathy and Rune of fate tables like other Farseers.  Then there are the two sexy parts:&lt;br /&gt;
**&#039;&#039;&#039;The path beyond&#039;&#039;&#039; Once deployment is done but before scouts, you can take d3+1 units of your&#039;s, and reposition them on the board under regular deployment rules and regulations. Enemy put a bunch of footslogging guys on the left? Throw down an Avatar, enemy landraider on the right? Bring me that fire prism. The savvy commander makes this power work for them and makes it work well. &lt;br /&gt;
**&#039;&#039;&#039;Staff of Ulthamar&#039;&#039;&#039; This thing is Eldrad&#039;s personal license to print money and coin a monopoly on the tears of your enemies. As a weapon it beats out the other Farseer weapons easy, fleshbane, AP3, force, it is just THAT good, enough said really. Then if Eldrad isn’t currently stomping in melee the staff augments his powers in a fun way. Every time he casts a power (of which he can cast 4), he has a 33% chance to regain a warp charge. This warp charge can be spent however you want, force weapon, casting a power you haven&#039;t cast yet, etc. You could with luck fire off &amp;lt;del&amp;gt;four&amp;lt;/del&amp;gt; three 2 charge powers AND have enough left over to kill with a force weapon in a single turn. Eldrad also carriers a Witchblade as well as his Staff. Both of these weapons are Melee but neither of them have Specialist Weapon OR Requires Two Hands. That means he gets a +1A to his stats due to having two melee weapons equipped. Therefore he can dish out 2A with Fleshbane at AP3 (or Force as well if you activate it) per turn. With 3++, even challenging melee characters he will be able to some damage. Farseers do get +1A due to their Pistol, however they don&#039;t get the AP3 of the Staff (though they do get Fleshbane and Armourbane due to Witchblade).&lt;br /&gt;
** Under 7th edition, while Farseers have gone from good to ludicrously good, Eldrad has gone from ludicrously good to outright broken. He can roll up to 5 Psychic powers, ignore perils of the warp and regain warp charges every time he casts. Again we say, there is no Eldar army that won&#039;t benefit from adding Eldrad.&lt;br /&gt;
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*&#039;&#039;&#039;Prince Yriel of Iyanden:&#039;&#039;&#039; Once upon a time, there was a guy named Yriel who won a battle by using almost all of Iyanden&#039;s forces in an attack. This scared the guys in charge of Iyanden who said, &amp;quot;Hey! We could&#039;ve gotten attacked while you were gone!&amp;quot; To which Yriel replied, &amp;quot;Yeah, but you didn&#039;t,&amp;quot; to which they replied, &amp;quot;That&#039;s it! You&#039;re fired!&amp;quot; So Yriel went off to be a pirate for a while. While he was busy counting his loot, some Tyranids came and attacked Iyanden so the guys in charge were all like, &amp;quot;Crud! We wish Yriel was here to save us!&amp;quot; So Yriel comes back, gets a magic spear of awesome and saves the day, but now he&#039;s cursed and slowly dying as the spear sucks out his chi or something. Yeah, this guy needs his own anime show or something. He gets the reserve rule the Autarch gets, but instead of buying aspect warrior war gear, he has a spear so awesome it consumed a black hole (and a monocle):&lt;br /&gt;
**&#039;&#039;&#039;The spear of twilight&#039;&#039;&#039; An armourbane, fleshbane &#039;&#039;&#039;AP3&#039;&#039;&#039; spear, making his low strength a null point and his high Init and Attacks fantastic. This allow him to threaten a lot of foes but also has the downside of forcing him to reroll 6s on saves in melee, shitty. Yriel is a master of fighting basically anything lacking a 2+ armour save, and with a lucky roll from a nearby warlock might even not care, given the warlocks ability to debuff armour saves. Against the right foe he hits hard, fast and often.&lt;br /&gt;
**&#039;&#039;&#039;Eye of Wrath&#039;&#039;&#039; Hasn&#039;t actually changed from last addition. See below. &lt;br /&gt;
**For real laughs send him charging heroically solo into any squad of MEQ and activate his Ambush of Blades warlord trait and his patented Eye of Wrath finisher move. Sadly he has to attack before most opponents pile-in, but throws down an AP3 pie plate wounding on 2&#039;s and re-rolling 1&#039;s. Alternately challenge someone, kill him and let his angry buddies pile in, and hit EVERY ONE of them next turn.&lt;br /&gt;
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*&#039;&#039;&#039;Illic Nightspear:&#039;&#039;&#039; Rangers are followers of a path that’s very off road for other Eldar, they go against the grain of Eldar’s path based society enough they have trouble fitting in. Now the old standby troop slot just got an HQ to call their own. Illic is a big noise maker and with good reason, he is powerful in his own way and offers some great tactic options for the army (unlike Autarchs). First up his stats, nothing to write home about in fact it all looks kind of...WHOA BS9! His weapon is now ALMOST twin-linked but he has no need for guide honestly. Next up his built in warlord trait, giving him split fire for free, allowing him to hide in a squad of dudes but shoot other dudes then the dudes in his quads are shooting at...dude. He has shrouded which he gives to attached squads because why the fuck not, Hatred+Preferred enemy Necrons, which is cool and lovable. But wait there&#039;s more, any and ALL shots fired by Illic are precision shots, meaning he gets to choose which head goes splat every time he fires his weapon. His weapon, is an AP2(!!) sniper, meaning as long as he gets a 4+ to wound (doom) the model probably dies. If the wounding roll is a 6, the model is hit by an instant death shot, bye bye HQ. It can even pen tanks on a 6. It&#039;s also worth considering buying a Aegis Defence Line (ADL) and upgrading it to a Lascannon. Plop Illic behind it and he gets to control the Lascannon. With Sniper special rule. And all his shots are Precision Shots. This allows you to snipe anything you want. At BS9 too. Another option is to put him in a squad of Dark Reapers, by doing so Illic confers his Warlord Trait of Split-Fire unto them. He also gains the ability to ignore Jink Saves due to Dark Reapers Rangefinder equipment. You could then put Maugan Ra in, this will allow Maugan to Split-Fire and Ignore Jink Saves as well. It&#039;s a Death Star unit, but a nice one.&lt;br /&gt;
**&#039;&#039;&#039;Walker of the hidden path&#039;&#039;&#039; Illic can infiltrate ANYWHERE on the map, giving no shits about locations of enemy forces or anything like that. Later if a ranger squad outflanks onto the board, they can deep strike on top of Illic instead with no scatter just like that. &lt;br /&gt;
**&#039;&#039;&#039;Master of pathfinders&#039;&#039;&#039; Armies with Illic as an HQ can choose to upgrade their rangers with his special Sharpshoot rule for 100% precision shots as well as Shrouded for their convenience (+13 points a model though!) &lt;br /&gt;
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*&#039;&#039;&#039;Farseer Bel-Annath (Forge World):&#039;&#039;&#039; Update pending…&lt;br /&gt;
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*&#039;&#039;&#039;Phoenix Lords:&#039;&#039;&#039; Fluff-wise, if Kaela Mensha Khaine was God, the Phoenix Lords would be his terminator Jesuses. They are the founders of the various styles of war and have been reborn over and over.  How?  Basically, when someone puts on their armor, the armor possesses the wearer and puts the original Phoenix Lord&#039;s consciousness, combined with the knowledge of each of the past thousand previous wearers, in charge. Each Phoenix Lord is the most awesome example of one type of Aspect Warrior. They have super-powered versions of the regular equipment and powers available to a respective Exarch, only more so. Taken as a group, they pack awesome statlines with 2+ armor, Eternal Warrior (negating the usual issue of instant death via double S weapons) and good wounds.&lt;br /&gt;
**&#039;&#039;&#039;Asurmen (Dire Avengers):&#039;&#039;&#039; 220 points. He gets Twin-linked Avenger shuriken catapult, an AP 2 diresword that can re-roll a single failed to hit roll per turn and both the battle fortune and shield of grace exarch powers. In your army Asurmen is an expensive unit but a strong one, he packs a good invuln save and dukes hard in whatever melee he finds himself in or just adds some more dakka to the avengers he running around with. He is a strong challenger with both good offense with his sword of Asur or defense when using shield of grace to gain a 3++ when facing down a MUCH better combatant you only wish to stall. Finally he is the Hand of Asuryan and when deployed as part of your primary detachment he becomes your mandatory warlord who gets to roll d3 warlord traits for the fun of it, rolled properly this has some serious potential to make him a beacon of interesting powers throughout the game, otherwise meh. Asurmen is an expensive choice of HQ but he can do good things and should not be discounted.&lt;br /&gt;
**&#039;&#039;&#039;Jain Zar (Howling Banshees):&#039;&#039;&#039; 200 points. Founder of the howling banshees Jain is the pinnacle of an assaulty terror on the battlefield, loaded with not one, not two but THREE Remnants of glory right out of the gate she&#039;s the most heavily loaded phoenix lord in the codex. Her Silent death can be tossed 12&amp;quot; as an assault 4 weapon with a good shot at reaping a few models out of the unit before she even gets there. Once she&#039;s in the thick of it her enhanced banshee mask bumfucks the enemy unit with -5 WS and Init right off the bat, then the Blade of destruction comes into play. This AP2 wound rerolling monsters can reap orks and termies alike with oh so much blender fury. If and I mean IF anyone decides to try and take her in a challenge her disarming strike rule applies and can make for some serious lulz by you. Don&#039;t forget she gains +1A for having two non-Specialist Weapons and them not being Two-Handed either. An extra Attack at AP2 is always nice. (She still loses to lelith but against pretty much any other character even named ones she is pretty fucking awesome!)&lt;br /&gt;
**&#039;&#039;&#039;Baharroth (Swooping Hawks):&#039;&#039;&#039; 195 points. As the ever unloved Swooping hawks settle into a moderately comfortable place in the new codex the lord of hawks does similarly. The gun on Baharroth is basically the regular lasblaster with a higher strength, a technically good thing. Baharroth also comes with the battle fortune and hit&amp;amp;run exarch powers, so he&#039;s got a 4++ and can escape melee which is a GOOD thing. Interesting to him is the sun&#039;s brilliance ability he comes with, when landing with deep strike he sets of a flash of blinding light, causing foes within 6&amp;quot; of him (remember hawks never scatter now) to make an Init test or go blind for the turn, used correctly this is awesome, otherwise it&#039;s meh. Lastly there is the Shining blade he wields, an AP3 Blinding melee weapon, huh, a WS of 1 does have penalties to enemy squads and you could make some plays by going into melee, procing the blind attack then hit and running later on leaving the unit unengaged and utterly useless. Like hawks, a questionable purchase but superior to his previous editions.&lt;br /&gt;
**&#039;&#039;&#039;Karandras (Striking Scorpions):&#039;&#039;&#039; 230 pennies? Karandras was good before, Karandras is good now. His mandiblasters no longer grants him a holy load of attacks now instead firing a S6 AP- shot at the very start of every assault phase. Following that his melee options lies in his strength boosting sword you will NEVER USE or more importantly. Scorpions claw, a power fist that is so much more than just a power fist, but a fist that fists like no fist before it, fisting hard at S8 with FULL Init. Combined with his stalker challenge wound re-rolling power he is a veritable beast in melee, and with monster hunter can bring low some very impressive foes. His special rules are seemingly endless but he can infiltrate in, give stealth to whoever he&#039;s running with at the moment and then later can crush skulls like so many tin cans. He too should get +1A for having two melee weapons.&lt;br /&gt;
**&#039;&#039;&#039;Fuegan (Fire Dragons):&#039;&#039;&#039; 220 points. Fuegan is so not even remotely phased by your enemies shit, he shoots shit, cleaves shit and shits on the enemy’s special tanks and shit like never before. The firepike is as good as ever but now Fuegan learned how to double tap the fucking thing for two melta shots at a longer range and his awesome BS. He doesn’t have an invuln save but he does boast a feel no pain making him an even more durable lord than most, and then there is his special rule. Each time he suffers an unsaved wound he gains +1 to his Srength and Attacks for the rest of the game. If a renewer warlock bro happens to be anywhere nearby he could just heal from said wounds (even in combat) and get back to doing what Fuegan does best, ruining Christmas, Easter and birthday parties. A monster of a lord he ties with Karandras for best lord evar.&lt;br /&gt;
**&#039;&#039;&#039;Maugan Ra (Dark Reapers):&#039;&#039;&#039; 195 points. Like his previous incarnation Maugan Ra either still cannot remember what his reaper gun is supposed to do or reapers on the whole just didnt follow big daddy’s rules right to the letter. Sporting shorter range but more dakka than reapers, Maugan Ra is a serious bastion of firepower, just not against what reapers are supposed to be good against, MEQ. S6 AP5 isn’t a great weapon for armored targets however it does fire both pinning and rending which helps a little. Also, it is not assault 4, because Maugan is still rocking fast shot, add another bullet to every round. The Maugetar can also function as a bit of a sniper, scoring precision hits on a 5+ and with Night vision no round of night fighting will save foes from his wrath...they have all their saves to do that. The dude is a pretty reasonable all comers lord who does well in ranged and hold his own in melee, he also boasts hatred for daemons and for some reason relentless on an assault weapon. &lt;br /&gt;
**&#039;&#039;&#039;Irrllyth (Shadow Spectres) (Forge World):&#039;&#039;&#039; Update pending…&lt;br /&gt;
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===Troops===&lt;br /&gt;
Troops are the core of your army and can now hold their own a good purchases to the previous relics of past books. Essential for holding objectives and gunning down competition each troops now offers an actual unique benefit and finds a place in your list. Eldar troops basically fall into either hold still or charge ahead, both being more mobile than their competitors in other races.&lt;br /&gt;
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*&#039;&#039;&#039;Dire Avengers:&#039;&#039;&#039; These Aspect Warriors are your most basic infantry (although Guardian Defenders also lay claim to that role). The whole idea behind the aspect is that they are the perfect balance between offense and defense; in other words, they&#039;re useful both for sitting back and shooting &#039;&#039;and&#039;&#039; for getting up close and personal and storming objectives. Ironically, then, they aren&#039;t amazing at close combat, although (especially with the Exarch&#039;s weapon choices) they can survive there. Perhaps most importantly, though, they have special shuriken catapults, appropriately called avenger shuriken catapults. Unlike regular shuriken catapults (and their pathetic range of 12&amp;quot;), avenger shuriken catapults have a range of 18&amp;quot;. Combined with every Eldar&#039;s innate Battle Focus ability, the extra range allows the Avengers to play a merry game of keep-away with the opponent. Also, their Aspect Armor comes with a 4+ save, which makes them a fair bit hardier than Guardians. Finally, they have the Counter Attack special rule, which gives them an extra attack each when charged, as well as plasma grenades. This means that you can bait charges into the Dire Avengers, get Overwatch, and &#039;&#039;then&#039;&#039; get a bunch of attacks in the ensuing melee. Use their (relative) mobility to run circles around the opponents and shave models off whatever units you can. Mobility and ranged spray help them whittle away at enemy units without having to get as close as guardians do.&lt;br /&gt;
**&#039;&#039;&#039;Exarch:&#039;&#039;&#039; Unlike most Exarchs, the Exarch in a Dire Avenger squad can radically change his role in the squad with a simple weapon swap. However, it should be noted that most of his powers and abilities are focused solely on himself. Take his Exarch powers, for instance: Disarming Strike and Shield of Grace are mostly for challenges, while Battle Fortune just improves his close-combat defenses. As such, he&#039;s probably not a good buy, as it&#039;s not likely that he&#039;ll make the unit much better. Of course, if you &#039;&#039;must&#039;&#039; take him, most of the options are good. The twin-linked avenger shuriken catapult is cheap and boosts his ranged effectiveness; the diresword is incredibly potent, especially in a challenge; and the power weapon/shimmershield combo provides the unit with a 5++ invulnerable save, but at the expense of the Exarch&#039;s firepower. The only option to shy away from is the power weapon/shuriken pistol combo, as the diresword is much, &#039;&#039;much&#039;&#039; better, and for only 5 points more to boot.&lt;br /&gt;
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*&#039;&#039;&#039;Guardian Defenders:&#039;&#039;&#039; The Guardians gear is probably the most underwhelming in the codex, a 5+ armor save you will never want to have to use as well as the trusty shuriken catapult. The catapult is still the shortest ranged of any troop weapon found in 40k but boasting its new bladestorm rule, a change so important to the guardians its almost their central feature. Bladestorm allows guardians to wound anything and penetrate any armor save, with the sheer mass of shots they make at their improved BS4 this is a pretty serious threat to most models in the game. Guardian defenders also host a second feature that needs mentioning, a heavy weapon mount for every 10 bodies in the squad, up to 2. These platforms are now true models within the squad, moving and shooting under their own power and with a toughness and armor save to take into account. The support platform can be equipped with any of the heavy weapon options at a noticeable cost. The guardians obvious downsides are obvious, they are fragile Eldar in 5+ armor, enough said. Sit them in one form of cover or another with a conceal warlock however and we have something to talk about, a good saving unit with a lot of bodies and long range powerful weapons sitting on an objective with a fuckton of dakka for overwatch or sudden shuriken rushes. Dictate your price with them, adding warlocks and heavy weapons to suit (although as the rules are described now, the Scatter Laser is the less useful option as its Laser Lock ability only counts for the same &amp;quot;model&amp;quot;, not the same unit but still puts out a good amount of longer ranged ST6 shooting).&lt;br /&gt;
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*&#039;&#039;&#039;Storm Guardians:&#039;&#039;&#039; Storm guardians forgo the defensive stratagem of the defenders and instead wield both sword and pistol into the maelstrom of melee combat. Storm guardians are rare as they boast little over the far more skilled and equipped aspect warriors, however desperate times call for desperate measures. A low tier assault unit storm guardians forgo both their shuriken catapults and heavy weapon platform in favor of pistols and a sword. The good news is that pistol still has the blamestorm rules so storm guardians are pretty killy at range with a bit of luck, the sword gives them the extra attack into melee and their Init is good. They can equip a couple of fusion guns, flamers and power weapons but not many. Also plasma grenades. Bad news is they still have the same armor and will get scythed down if not carefully deployed, their attacks are made at S3. Special rules of note are their fleet and….that’s basically it. Downside are: they are guardians. In melee. Overwatch. Wall of death. Storm guardians require the help of the warlocks even more desperately than their defender comrades, taking any number of the warlocks buffing powers to help them gain an edge in the melee they thrust themselves into. Protect your warlock at all costs and drown your foe in a serious fuckton of dice.&lt;br /&gt;
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*&#039;&#039;&#039;Windrider Jetbike Squadrons:&#039;&#039;&#039; Guardian jetbikes are Eldar who take their mastery of speed to heart and are a well-known unit to see Eldar field due to the extraordinary mobility the jetbike offers. The only gear the windriders feature is the jetbikes they ride but that’s all the unit really needs. Automatically giving them an enhanced T4 and magical 3+ armor save windriders are the equivalent of marine’s models but with far greater maneuverability. The jetbike comes with a built in twin-linked shuriken catapult, 90% accuracy for a shuriken weapon and bladestorm still applies here. Every third jetbike can switch out for a much larger, much meaner shuriken cannon for extra dakka. Aside from the usual windriders also boast the benefits of Eldar jetbikes that allow them a special 2d6 move during the assault phase and all those delicious cover saves for moving and turbo boosting. The only issue the windrider faces lies in their low numbers and higher cost, not a big issue since they cost just under two guardians normally but these are models you should try not to lose. Like with all guardians a warlock can join the squad and instantly make it better, conceal boosting their already good cover save, protect to give them terminator armor, even embolden can remove the issue of their lower leadership. Zip around like the Tasmanian devil, chunk units of anything, troll everyone and grab or contest objectives to make enemies weep little black tears.&lt;br /&gt;
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*&#039;&#039;&#039;Rangers:&#039;&#039;&#039; When an Eldar finds no path that suits them they often turn to the path of the ranger, venturing from the craftworld to see new sights and places. Their pathless existence goes against the grain of Eldar society but lends them unique viewpoints and skills many Eldar never find themselves possessing. The ranger long rifle is core of the unit and as such has a few aspect that need discussing. As written the weapon is a heavy 1 sniper with long range, its AP6 is undesirable but rangers fire it at their BS4. Sniper weapons means they precision shot on hits of 6 and rend on wounds of 6, forcing a pinning test and possibly force a unit to go to ground under their attacks. The basic formula of the ranger goes something like this: 66% chance to hit, 50% chance to wound, 60%ish chance to damage MEQ armor. The special rules of the rangers is their classic infiltrate, fleet, stealth and move through cover. This makes them a theoretically maneuverable but realistically immobile. You see being a heavy weapon the squad cannot fire after travelling during the move phase, battle focus also specifies they cannot fire either before or after they take that run action. Flamers and various other cover ignoring weapons like barrage and noise marine blasts ruin your rangers every day. Ultimately the rangers will end the game exactly where they started, moving only to shuffle towards an objective or away from an approaching melee unit. Rangers can infiltrate either to an advantageous position or on top of a cover providing objective, then they will sit there for as long as they can laying down a few suppressing shots into choice targets. Their cost was significantly reduce from previous editions but the unit will still need to work hard to make its points back. &lt;br /&gt;
&#039;&#039;&#039;Alternate View&#039;&#039;&#039;.Never forget their Shuriken Pistols, Blade Storm still applies, also move them they still get Snap Shots (while not great a larger unit will still hit something and kill it). a nearby Warlock or Farseer will add to this with guide. also with Illic if CC happens they can still hold out (sort of). &lt;br /&gt;
**&#039;&#039;&#039;Master of pathfinders&#039;&#039;&#039; granted by the HQ Illic Nightspear allows you to more than double the cost of each model (bad) but grant them shrouded (good) and 100% precision shots (good good) thus making them do what they do normally, but better.&lt;br /&gt;
**&#039;&#039;&#039;Modeling Tips&#039;&#039;&#039; Hate the hoodless rangers but you don&#039;t want them with helmets or applying green stuff because you suck at making anything with green stuff? Fear not, because there is a solution. If you have the money, grab a box of wood elf archers, or something with elf hoods, and smash a new head on them. You might need to fill in some spaces with green stuff though, but it was very minimal for me.&lt;br /&gt;
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===Dedicated Transport===&lt;br /&gt;
*&#039;&#039;&#039;Wave Serpent:&#039;&#039;&#039; The Wave serpent is yet another falcon chassis tank but featuring a large carrying capacity for the Eldars various infantry and a real threat in terms of a battlefield vehicle. The Wave serpent comes stock with the standard AV12 and ability to grab vehicle upgrades such as holofields and star engines. It comes with a twin-linked catapult and shuriken cannon, the cannon being tradeable for a twin-linked star cannon, bright lance or scatter laser. It can also trade for an EML (no flakk) for a heavy price as well as switch out that little catapult for a cannon (because who wants a tank with 12” range?) for a little bit more. Unlike other races the wave serpent is a costly machine, clocking at 115 points base and with lots of reason to spend more. You cannot just throw this transport away and it also features no fire points as well as not being an assault transport. Our dedicated transport kicks the daddy bags of other such transports of the other races and in large point games you can afford to get a whole lot more armour onto the field. The Wave serpent has various uses and strategy we’re all used to by this point in addition to its useful long range anti-cover attack. Move it carefully and let it bring your units to where they can do their job best. Equip with Scatter Lasers and Shuriken Cannon to allow you to spam insane amounts of Twin-Linked shots. You only need to hit once (hit, not wound) with your BS4 Twin-Linked Scatter Laser to make ALL other shots fored by this model Twin-Linked. Yes, that includes the Serpent Shield. And what is the Serpent Shield?&lt;br /&gt;
**&#039;&#039;&#039;Serpent Shield:&#039;&#039;&#039; The Wave Serpent now comes with a new barrier that turns all of its front and side based penetrating hits to magically transform into a mere glance on a 2+. Then if the serpent is either doomed anyway or you need to extra zoom zoom dakka it can instead FIRE THIS FORCEFIELD at an enemy within 60”. This energy wave is a S7 AP- pinning weapon that ignores cover as well as dealing d6+1 hits. The defensive aspect of the shield are on cool down until your next turn and the attack can be fired again if you wish.&lt;br /&gt;
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===Elites===&lt;br /&gt;
[[Aspect Warriors]] are the meat and potatoes of the Eldar Army. They appear in Troops, Fast, Heavy, and Elites. They are the whole thing people are talking about when they say the Eldar Army is mostly specialists.  They have a pretty good statline, great leadership, and are all Fleet with Battle focus. Each squad of Aspect Warriors can upgrade one of their number to an Eldar sergeant called an Exarch. Exarchs get bumps all over the statline - Initiative goes to a tyranid-like 6, attacks to 2 - and can then take fancy versions of their weapons and buy Exarch powers depending on what they are. Exarchs are very popular and are almost always worth the chips, most especially if you like to field big squads.&lt;br /&gt;
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&#039;&#039;&#039;Fire Dragons&#039;&#039;&#039; &lt;br /&gt;
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Now you see the tank, &amp;lt;b&amp;gt;BOOOOM!&amp;lt;/b&amp;gt; now you don&#039;t, this is Fire dragons in a nutshell both past and present. A unit dedicated to making sure win or lose your foes never get to keep their most precious possessions, leaving even the victorious broken hearted and awash with their own greasy tears.&lt;br /&gt;
Fire dragons come with a little bit of gear that does a whole lot of good, their new enhanced aspect armor among them. Fusion guns are short range/high win melta weapons known by many, feared by all. They also pack melta bombs for those rainy days and foolish MCs.&lt;br /&gt;
The only special rules worth mentioning are the benefits of Fleet &amp;amp; Battle focus on these already awesome gunners and the exarchs hilarious fast shot.&lt;br /&gt;
Expensive like lawyers now, fire dragons have seen a large increase in points with only a few benefits to offset the cost. They still rock even in tiny squads and can bring the heat even at the smallest of point costs, but fielding them can hurt in small lists and making them get their points back is paramount, especially for larger squads.&lt;br /&gt;
Noticeable boosts to the unit include heavy aspect warrior for all models to deal with return fire as well as the exarchs access to fast shot for less than an additional body. Battle focus &amp;amp; Fleet allows dragons to possibly close a gap into melta range or shuffle off behind cover to make revenge fire all the weaker. Small (5-6 man) squads love to ride in Falcons, which can be a good choice if you&#039;ve already got one and don&#039;t want to buy them their own Wave Serpent.&lt;br /&gt;
*&#039;&#039;&#039;Exarchs&#039;&#039;&#039; could possibly be given crushing blow for boosted strength, but they won’t be. Iron Resolve boosts your LD to 10, which can be useful for not fleeing when they get shot at (and they will) but only if you have 5 points to burn. Fast shot is, in terms of cost is amazing, a second shot at the exarchs BS and using the longer fire pike, all for less than another dragon? Sign me up. Can equip:&lt;br /&gt;
**&#039;&#039;&#039;Dragons breath flamer&#039;&#039;&#039;, HAHAHAHA no.&lt;br /&gt;
**&#039;&#039;&#039;Fire pike&#039;&#039;&#039;, longer ranged than a fusion gun makes for better fast shots and more availability to get in range of that target.&lt;br /&gt;
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&#039;&#039;&#039;Striking Scorpions&#039;&#039;&#039; &lt;br /&gt;
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The heavy ninja melee force of the Eldar infantry, sneaky and sinister they constitute a strong force for assault units and strength 4 beatings.&lt;br /&gt;
Scorpions come to battle equipped with the heavy aspect armor befitting their 3+ armor save, shuriken pistols and special chainswords that raise their strength up by 1. They also wield plasma grenades and a special head based wargear in the mandiblaster, which fires a S3 AP- auto-hits against the enemy unit at the Init 10 step, unaffected by things like lash whips or the like.&lt;br /&gt;
Add to that the plethora of rules such as built in stealth, infiltrate and move through cover, as well as the new Battle focus and old Fleet, a pretty mobile squad for a bruiser type unit with lots of options in terms of combat for the tactical commander.&lt;br /&gt;
Scorpions only suffer in regards to getting into said melee and chewing through armored foes who retain good odds against their AP 6 attacks. Their heavier armor grants them an improved durability over their banshee comrades but lacking the mobility they need to close the gap as quickly, possibly exposing themselves to even greater firepower.&lt;br /&gt;
Scorpions excel at drowning foes in a massive wave of attacks, two normally, three on the charge, with the consistent shots of the Mandiblasters raining fire on enemies before most people even have time to draw their weapons. As a result of this setup they can quickly rend through large hordes of light armored foes and are a solid fallback for melee units to hunt your enemies down.&lt;br /&gt;
*&#039;&#039;&#039;Exarchs&#039;&#039;&#039; can take up to two of stalker, monster hunter and most importantly, crushing blow. This power makes the exarch even stronger than normal and turns the scorpion claw weapon into a wonderfully ambiguous &amp;lt;s&amp;gt;S8&amp;lt;/s&amp;gt; S7 power claw that strikes at full speed. The claws sheer stopping power combined with crushing blow really can be worth the points for a unit that could be called upon to attack just about anything they find themselves in combat with. Can equip:&lt;br /&gt;
**&#039;&#039;&#039;Scorpion claw&#039;&#039;&#039;, granting him x2 Strength attacks with AP2 and no loss of speed, with a shuriken catapult added in just for fun. No two handed or specialist weapon, so he still get extra attack for having a sword. The most expensive choice of weapon but rightfully so.&lt;br /&gt;
**&#039;&#039;&#039;Biting blade&#039;&#039;&#039;, two handed sword that hits for S5 and AP4 at the cost of his chainsword.&lt;br /&gt;
**&#039;&#039;&#039;Chain sabres&#039;&#039;&#039;, two weapons that grant a shuriken catapult and gives the scorpion rending in melee (and S4 like the normal scorpion chainsword but with AP5 instead of AP6, a good choice for a moderate cost)&lt;br /&gt;
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&#039;&#039;&#039;Howling Banshees&#039;&#039;&#039;&lt;br /&gt;
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These sword-wielding ladies are the fast, lightweight, hand-to-hand Aspect of the Eldar warhost, designed to blend MEQ armour across a large swath of the battlefield. &lt;br /&gt;
They all come stock with a pistol, a power sword and an iconic banshee mask that makes their enemies get -5 to their Init for the first round of your charge. Beating everyone to the punch with multiple power weapon attacks is like Chapter 1 of the Big Book of Battles. They lack the heavy aspect armor of other units which means you want to chew through as many foes on your first attack as you can to avoid retaliation kills. &lt;br /&gt;
Banshees gain the benefit of Acrobatic movement when comprised of only models with that rule, giving them a bonus 3&amp;quot; on their run move, this is lost if you try and sneak a Farseer or autarch into their ranks, but works with Jain Zar (and combos with her warlord trait).&lt;br /&gt;
Eldar lack an assault transport so that option is out, though banshees do fare better aboard a transport than slogging through open terrain even with Acrobatics, their fragility being a troublesome issue before and during assaults and they cannot be foolishly thrown against an enemy force hoping to claim easy victory. Banshee&#039;s also lack grenades of any sort but that sometimes only makes the playing field even with their mask, could be worse.&lt;br /&gt;
Generally speaking, you want to use banshees against MEQ armor, Scorpions excel against large low armor hordes and small TEQ squads. Banshee&#039;s will usually cull the enemy force significantly with any level of psyker boosting such as Doom or Jinx.&lt;br /&gt;
*&#039;&#039;&#039;Exarchs&#039;&#039;&#039; can take the Fear and Disarming strike powers to challenge like there&#039;s no tomorrow or scare LD8 enemies. Banshee Exarchs don&#039;t make or break the combat power of their unit but cannot hurt the effectiveness of the squad overall. Can equip:&lt;br /&gt;
**&#039;&#039;&#039;Executioners&#039;&#039;&#039;, which are nasty two-handed power weapons at S5 AP2.&lt;br /&gt;
**&#039;&#039;&#039;Mirror swords&#039;&#039;&#039;, which replace the pistol and power sword for an extra attack, AP 3 and a Master-crafted re-roll.&lt;br /&gt;
**&#039;&#039;&#039;Triskele&#039;&#039;&#039;, a throwing weapon with S3, AP3, Assault 3 in addition to being a normal power weapon.&lt;br /&gt;
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&#039;&#039;&#039;Harlequins:&#039;&#039;&#039; &lt;br /&gt;
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Scorpions are heavy, Banshees are light, and Harlequins are expensive and weird. Fluffwise, they are psychic, ninja, space-elf dancer clown historians of the 40k universe. For two points above the cost of a Banshee or Scorpion, you get a pretty fighty little elf with a pistol and a mean overhand right, a weak invulnerable save, and the ability to run across terrain, Hit and Run, Fleet, and Furious Charge. Two can be upgraded to carry a little melta pistol, and any can take a Harlequin&#039;s Kiss (not as romantic as it sounds; they shove a sharpened tube into the enemy and then use a super-thin metal wire to blend their insides) which Rends in hand-to-hand. Fine so far.&lt;br /&gt;
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For a sawbuck, you can upgrade one to be a Troupe Master, who gets a free kiss or power weapon and gets an extra swing with it. You can upgrade another to be a Death Jester with a big machine gun for 10 points, and for the big 30 you can bring a unique psyker officer named Shadow Seer, who brings a pretty effective stealth field to the unit (the enemy, upon declaring he&#039;s shooting at them, must roll 2D6 times 2 to check if he can see them. If he can&#039;t the unit cannot declare another target. Bamf) and also hands out hallucinogen grenades and weed to everyone.&lt;br /&gt;
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Harlequins require careful use, and only begin to shine in larger points. If you&#039;re just going to shell out for the basic 5 guys, don&#039;t bother, get more Banshees/Scorpions. Everyone gets a Harlequin&#039;s Kiss and you NEED a Troupe Master and a Shadowseer, no exceptions. At that point the squad becomes a pretty nasty assault squad, which unlike both Banshee&#039;s and Scorpions, can handle both large hordes and small elite squads. Against small elite squads their invul save and rending attacks will quickly add up, and against hordes they can pump out a large number of S4 attacks on the charge to wipe them out. If you can get them where they need to be unharmed and let them loose, they can actually be a pretty brutal squad overall.&lt;br /&gt;
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NEW INFO: So harlequin&#039;s in 6th ed fall into a wonderful category of &amp;quot;not scorpions&amp;quot; and &amp;quot;not banshees&amp;quot; which in gameplay terms means, no dedicated AP3 wounds and no specific 3+ armor save.  Sending in the clowns this edition means you hit at Str 4 on the charge for furious charge, get a 5++ and are not slowed by difficult terrain for purposes of movement on the base unit and are fleet.  They pack shuriken pistols mostly, which are 12 in range and carry the same bladestorm rule that all other eldar shuriken weapons carry, which can put wounds on pretty much any non vehicle unit on a to wound roll of 6.  Additionally, they can take two fusion pistols per unit, a power sword on the troop master and a full unit of harlequin kiss (causes rending on wound rolls of 6).  The unit is WS 5, so they will be hitting on 3s on most line infantry and mostly on 4s against dedicated assault units. &lt;br /&gt;
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Harlies have three model upgrades that can be taken to the unit, changing the type: &lt;br /&gt;
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Troupemaster - basically your squad leader, extra attack and can take a power sword for free, allowing for AP 3 attacks, min 3 attacks, LD 10, all for 20 points. &lt;br /&gt;
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Death Jester - your machine gun toting dude, shrieker cannon is an assault 3, strength 6, AP 5 pinning weapon with bladestorm rule. (ap2 on roll of 6 to wound).  The jester provides limited fire support and dick jokes. &lt;br /&gt;
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Shadowseer - hallucinogen grenades: unit counts as having plasma grenades)also has veil of tears, a 1 warp charge blessing that forces any unit targeting them to based range on a roll 2D6, multiplied by 2.  If they cannot target the unit due to not being in range, the unit cannot fire at another unit that turn. &lt;br /&gt;
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These guys do best in FULL units, with all the special characters against armies such as guard, eldar, tau, nids and orks, basically any army with low armor saves and a lot of indiscriminate, but not necessarily well aimed firepower.  Against low armor save armies, the shrieker can lay some wounds that will go through the armor.  &lt;br /&gt;
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With marines, AP3 will work on power armor, and bladestorm gives you some AP 2, on the charge these guys will put out a pretty respectable amount of attacks, and with the invul theres always a chance you will save against the overwatch. &lt;br /&gt;
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A good straregy against ALL armies: Start the unit in cover, then parade out, ALWAYS cast veil, as there&#039;s no reason not to and parade around like a gay rights parade float.  If your opponent is baited and shoots at them, there is a decent chance that the unit will preclude shooting on some of his gunline unit.  With the exception of D weapons, you will have a save.  If you can fortune the unit, the 5+ becomes rerollable.  &lt;br /&gt;
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If they are charged, they still put out 3-4 attacks a piece with 2x combat weapons, which may rend, if they get the charge, 4-5 per with rending on the kisses at str 4.  As with all eldar work best if target is doomed and you are fortuned.  &lt;br /&gt;
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&#039;&#039;&#039;Wraithguard&#039;&#039;&#039; &lt;br /&gt;
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Resilient and terrible in their destructive power Wraithguard are the otherworldly goliaths of Eldar infantry, and their vigil is eternal. Acting as vanguards for durable front line advances Wraithguard are a unit difficult avoid for enemies and foolish to ignore.&lt;br /&gt;
With a toughness of 6 and heavily armored wraithbone granting them a 3+ armor save wraithguard are as durable as terminator equivalents of other armies and wield terrific weapons. The Wraithcannon is short range and utterly lethal against all targets, the S10 AP2 gun shreds all targets with equal fury and distort rule gives it the ability to instant death, as though anything would survive it normally. The D-scythe is the newcomer in this codex, shorter range than even the cannon, the scythe unleashes the unraveling energies of the wraithcannon in a wave rather than a focused blast, S4 AP2 flamer means no cover or armour save can defend against them, and they maintain their distort ability for any tank crossing their path. Immune to assault because of WALL OF DEATH!&lt;br /&gt;
Wraithsight is gone HUZZAH, also a bulky and fearless unit, nothing new and nothing bad.&lt;br /&gt;
You want to use the Wraithguard as the anvil of your army, moving up fearlessly each turn while other more mobile Eldar think away at your opponent’s forces. Once in range of a target wraithguard will kill it, they just will, and they will stick around a lot longer than your enemies will be comfortable with. Six can fit into a wave serpent and emerge to deliver unfair levels of wrath upon their targets. &lt;br /&gt;
*&#039;&#039;&#039;Spiritseer&#039;&#039;&#039; allow these units to becomes troops at all squad sizes. Wraithguard are a snatch for runes of battle powers like protect, conceal or quicken. Alternatively powers like reveal and horrify work well to soften your targets. Spirit-mark ability does not benefit D-scythes.&lt;br /&gt;
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&#039;&#039;&#039;Wraithblades&#039;&#039;&#039; &lt;br /&gt;
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Like the wraithguard the wraithblades are Eldar wraithbone constructs, only with a focus on melee combat as opposed to near melee ranged weaponry. &lt;br /&gt;
The armaments of the Wraithblades change their dynamic in pretty significant ways. For those that enjoy visceral reckless carnage they come stock dual-wielding ghostswords, AP3 swords you’ll be wielding with S6 and about two attacks a model. On the other hand, they can freely switch for a combination of Ghostaxe S7 AP2 with a 4++ shield, giving them more of a termy hunting role while being very durable and threatening unit.&lt;br /&gt;
No shitty Wraithsight which would have hurt them even worse than Wraithguard.&lt;br /&gt;
They do not make many attacks, however given the strength and AP of the weapons they would have just needed the distort rule of their ranged weapons to make everything blend, EVERYTHING. But although they DON&#039;T have distort they&#039;re still beasts in melee. No assault transports for Eldar but in a pinch wraithblades with shields for the meatiest &#039;want to kill&#039; target, [[DISTRACTION CARNIFEX|Which could be used for your advantage]].&lt;br /&gt;
*&#039;&#039;&#039;Spiritseer&#039;&#039;&#039; allows these units to becomes troops at all squad sizes. Wraithblades benefit greatly from enhance, protect, quicken, empower and even conceal if lacking shields (or in cover). Sapping your enemies own power in preparation for the assault are powers like horrify, drain and enervate.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
In this slot we find the fastest of our already quick moving and mobile army, armed to the teeth with a variety of weapons such as the spammy lasblaster and armor melting Bright Lance. In this slot you can find not only options for engaging and destroying infantry but many of these slots features unit who can either outfit themselves totally for anti-vehicle or just do a decent job of it if called upon. You also find both of your flyers in this slot and each performs a very different job that should be carefully considered.&lt;br /&gt;
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&#039;&#039;&#039;Swooping Hawks&#039;&#039;&#039; &lt;br /&gt;
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Swooping hawks have had a tough love life before now, a unit that could never pull its own weight and would rarely accomplish goals under an aged codex. As the Eldar&#039;s premier lightweight jump infantry the new swooping hawks stand a chance of glory and respect. &lt;br /&gt;
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Swooping hawks enter the battlefield absolutely loaded to the teeth: aspect armor, jump infantry wings, no less than three different kinds of grenades, and their (thankfully improved) lasblaster weapon. The Lasblaster is the first important pieces of tech they bring with them. Increased from assault 2 to 3 they now throw out an almost unmatched number of shots as a squad. Even though they are [[Lasgun|S3 laser pointers]], the sheer volume of shots is pretty threatening now, being equal to any [[Bolter|standard]] [[Ork_Gunz#Shootas|basic]] [[Gauss|40k]] [[Shuriken Catapult|gun]] in firepower, while boasting much more comfortable range. Against hordes this is solid gold; against anything else it’s just a tidal wave of firepower that you get to drop on the table with a mighty clatter of dice. Haywire grenades are good as an anti-armor weapon and lend the hawks some versatility with their targets, allowing them to tear apart vehicles easily with the haywire rule. Plasma grenades can be used in perfectly placed blasts by one dude after the hawks have landed, an easy task as described below.&lt;br /&gt;
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Swooping hawks have some very cool special rules to make use of now. First and foremost is their Herald of Victory, deep striking in the hawks, perfectly on the board with no scatter to speak of, like a scalpel this can be placed with utter precision for tactical advantages. After they have accomplished their goal hawks can then return to the air and skyleap up up and away, leaving the battlefield at the start of the movement phase as long as they are not restricted in any way. They go into reserve to land again another turn, counting as a kill if the game ends with them up there. Finally, the grenade pack: a cover ignoring S4 AP4 sky burst blast made at the move phase every time the hawks enter from deep strike. If you have 6 models in the squad this is a large blast (pro tip: have 6 models).&lt;br /&gt;
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Tactics are the hawk’s friend: deep strike in the right place, laying your sky burst on the right foes and maybe gunning survivors down, or just pounding a different target with their plethora of attacks. Sky leap up the next turn to do it all over again. Drastically lowered price and versatile skill and target set gives them a tactical flexibility unlike previous editions.&lt;br /&gt;
*&#039;&#039;&#039;Exarchs&#039;&#039;&#039; can take the night vision and Hit &amp;amp; run to benefit the whole squad as well as marksman eye to snipe out potential priority targets. Hit &amp;amp; run makes the most sense to allow the hawks to get back into the air again. Can equip:&lt;br /&gt;
**&#039;&#039;&#039;Hawks talon&#039;&#039;&#039;, which is just a heavier strength lasblaster and thus alright.&lt;br /&gt;
**&#039;&#039;&#039;Sunrifle&#039;&#039;&#039;, which fires just like a lasblaster but at AP3 and forces an Init test if it hits, failure reduces the enemy unit to WS and BS 1 for their next turn, great for protecting the hawks from return fire and crippling a potential threat from the target squad. Do note that vehicles that have no Initiative value fail this test automatically, and blinding do affect all models in the squadron, so dakkaing a Sunrifle on the Leman Russ squadron before charging it actually makes sense, since anything that survives in haywire mayhem would be hard-pressed to hit something at BS1.&lt;br /&gt;
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&#039;&#039;&#039;Shining Spears&#039;&#039;&#039; &lt;br /&gt;
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Shining spears are guardians that once flew jet bikes and really loved it, now they are aspect warriors who love flying jet bikes and really love it, enough said. Shining spears are a shooty assault style knight of medieval days, leveling a lance at enemies and running it into squishy bits with a whole lot of speed behind them. &lt;br /&gt;
They feature high toughness and heavy armor courtesy of the jet bike and heavy aspect armor as well as a laser lance their primary weapon with the under-slung shuriken catapult. The laser lance can fire a single 6&amp;quot; shot with S6 and AP3 with the hilarious benefit of the lance rule for heavy AV vehicles. Basically a 17% chance to glance armor and maybe better for lower AV. After this shot is fired the spears can jet into an assault, using their lances momentum for the first turn of combat to function as S6 AP3 weapons, ideal for cutting down marines on mass and even keeping the lance rule if you charged a land raider. &lt;br /&gt;
They get the Battle focus and ancient doom rules of the other Eldar, plus the outflank ability and skilled rider for enhanced cover saves on the fly. &lt;br /&gt;
The downsides of spears are easy to see, expensive models with not a lot of deadly weaponry to really scare any particular threat, they need to make the most of their numbers and really try hard to seize more points than they cost you, though the points cost did drop. They also get way worse at fighting the second round of an assault, so don’t stick around.&lt;br /&gt;
The spear tactics are simple, fly into the board, laser pew pew your target, charge in for the dunk, if your target didn&#039;t die you’re either stuck in combat or have the exarch.&lt;br /&gt;
*&#039;&#039;&#039;Exarchs&#039;&#039;&#039; bring a bit more stink to the squad with more attacks and better stats overall for what they will be doing. Options of powers are monster hunter and Hit&amp;amp;run, both of which benefit the whole squad (if you bought exarch you will also buy hit&amp;amp;run, you WILL) as well as disarming strike for the exarch alone for challenge purposes. Can equip:&lt;br /&gt;
**&#039;&#039;&#039;Power weapon&#039;&#039;&#039;, um...why would we do this?&lt;br /&gt;
**&#039;&#039;&#039;Star lance&#039;&#039;&#039;, better than a laser lance, thus good as a weapon and a simple purchase.&lt;br /&gt;
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&#039;&#039;&#039;Vyper Jet bike&#039;&#039;&#039; &lt;br /&gt;
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The Vyper is the large scale armored jet bike of the Eldar, requiring two pilots, one for aiming its weapons at the high speed the vehicle moves and the other to deftly maneuvering the vehicle with inhuman speed and grace. The Vyper is a fast platform for many of the Eldar&#039;s classic heavy weapons and can zip around as a combined squad to seek and destroy targets of all shapes and sizes.&lt;br /&gt;
Stock the vehicles is a fragile AV10 open topped skimmer, with only 2 hull points they can go up in smoke if too many shots get levied at them and they should always aim for cover saves when available. Their default armaments include a twin linked shuriken catapult and a primary shuriken cannon, the catapult can be swapped out for a cannon which is basically a must on all vehicles with the option. The primary weapon can then be exchanged for a Starcannon, Bright lance, scatter laser or EML like basically all Eldar vehicles, these options presenting it a variety of options for engaging foes with weaponry suited to that end, each Vyper can swap for different weapons. &lt;br /&gt;
The Vyper boasts no special features aside from its unit type so to grant it any additional benefits the Eldar vehicle gear must be consulted, holofields seem like a good choice and crystal targeting matrix allows for a full salvo of accurate fire (with the units buffed BS4) right after a hefty table move. Vectored engines don’t help a unit whose rear armor is equal to all the rest and if shot at spirit stones won’t likely make anything like a difference.&lt;br /&gt;
The Vypers are fragile, they offer only one choice of heavy armaments so unlike the warwalkers they are not the anti-heavy units you should rely on, that being said a squad even barely outfitted with just a Brightlance each is a highly mobile rear armor crashing force to remember. This is the fastest heavy hitter in your list and a good contender for your attention in the fast attack slots.&lt;br /&gt;
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&#039;&#039;&#039;Warp Spiders&#039;&#039;&#039; &lt;br /&gt;
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A reliable unit from the fast attack slot for years now the spider teleports around the battlefield threatening virtually any kind of foe almost anywhere on the battlefield. &lt;br /&gt;
Sporting mad heavy aspect armor for durability and their 12&amp;quot; S6 deathspinners for genocide the warp spiders are a rough customer. The monofilament rule of the spinner improved a good gun into a damn near great one, short ranged but bristling with firepower the gun can now turn those normally AP- shots into auto wounding AP1. Then just as a guarantee, the guns all gain a special bonus vs. slow infantry and all non-walker vehicles, gaining a free +1 to strength. This allows them to glance even AV13 to death, which is NUTS, or just dump their otherwise good firepower into the [[Anal Circumference|rear armor]] of tanks for the touchdown. &lt;br /&gt;
The mobility of the spiders is paramount to the success of their weapon however, its short range needs to be countered by the powerful movement of the spiders. Warp jump packs allow them to either jump their normal 6&amp;quot; or warp jump up to 6+2d6 (losing a model on a double result) in a direction, then they get their run courtesy of Battle focus with Fleet rerolls. Then you spin a whole lot of death, then you jet (troll) pack away 2d6&amp;quot; to avoid return fire. &lt;br /&gt;
*&#039;&#039;&#039;Exarchs&#039;&#039;&#039; can take marksman’s eye for value sniping and stalker for challenges, if you get into one. Fast shot again seems good as hell, especially when paired with the spinneret rifle for multiple AP1 shots. Can equip:&lt;br /&gt;
**&#039;&#039;&#039;Twin linked spinner&#039;&#039;&#039;, more accurate spinner dakka than the regular for almost nothing.&lt;br /&gt;
**&#039;&#039;&#039;Spinneret rifle&#039;&#039;&#039;, interesting change from previous codex, now an 18&amp;quot; rapid fire weapon with monofilament and pinning, all with S6 AP1. Note the rapid fire distance is less than the death spinners normal range, so you have to get within 9” for the rapid shot benefit.&lt;br /&gt;
**&#039;&#039;&#039;Powerblades&#039;&#039;&#039;, which would be helpful for murdering enemy character (who is likely the only thing with a power weapon in a squad) if you choose to dive into melee with some shooty squad to avoid return fire, because as long as you keep the exarch alive your spiders would just jump out of melee the next turn. Besides that they also looks cool.&lt;br /&gt;
*Surprisingly, a squad of Warp Spiders would deal more anti-air S7 hits than equal point cost of War Walkers with double flakk missiles, just by sheer amount of dakka they dish out, so they are your cheapest ground based anti-air choice aside allies. Sure, their guns are short ranged, but that&#039;s why they have warp jumps and battle focus.&lt;br /&gt;
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&#039;&#039;&#039;Crimson Hunter&#039;&#039;&#039; &lt;br /&gt;
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While not the Nightwing Eldar players know and love the crimson hunter is still a fantastic answer to the fliers of other races that have mindlessly harassed us till now. The crimson hunter is a dedicated air superiority flyer of the Eldar army, he can single handily down just about every flyer in the game with and equal level of elegance and grace befitting an aerial Eldar pilot. &lt;br /&gt;
The crimson hunter embodies Khaine’s ability to lay low foes seemingly greater than himself, rending the vehicles of other races with seemingly no effort due to her dual Brightlances and primary pulse laser weapon found on the hull.&lt;br /&gt;
Crimson hunters have a few special rules that add to the ease of their job on the battlefield. Skyhunter allows them to re-roll any non-glancing non-penetrating shots made against fliers, giving the crimson hunter an almost guaranteed kill with its anti-armor load out. Vector dancer allows her to pivot 90° with ease at the end of her move, keeping him a hunter on the board far longer than the other races. &lt;br /&gt;
The biggest downsides of the crimson hunters are easily seen, AV10 across the board makes them just as frail as Vypers (albeit with more Hull Points) at triple the price. As such even the lowly bolter could clip our elf’s wings and weapons such as the AA fortification weapons pose a very serious threat.&lt;br /&gt;
Their poor durability can be mitigated slightly by the benefits of being a flier and cover saves in addition to Jink, however these defenses are fickle and will rarely save you form dedicated AA firepower. As such the best defense the Crimson hunter offers is coming into the field after his prey is already present, allowing him to down the target flier before the enemy can bring sufficient weapons to bear on him. (The Autarchs special ability makes this a tiny bit easier to accomplish)&lt;br /&gt;
*&#039;&#039;&#039;Exarchs&#039;&#039;&#039; can be taken for the crimson hunters, Eldar men and women of such unreasonable skill they gain the power to deliver precision shots against foes below even while jetting across the battlefield at supersonic speeds, an utterly demented idea the crimson exarchs pride themselves on. They also outright boost the accuracy of the weapons as a benefit of their enhanced BS and can acquire the night vision, which is mostly useless unless you know you&#039;re about to play an eternal night Lolcron army and marksman’s eye, which is mostly useless because your objectve is to down the flyers, not hunt enemy ICs. Can equip:&lt;br /&gt;
**&#039;&#039;&#039;Double Starcannons&#039;&#039;&#039;, but let’s face it, you shouldn’t do this, and you won’t do this.&lt;br /&gt;
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&#039;&#039;&#039;Hemlock Wraithfighter&#039;&#039;&#039; &lt;br /&gt;
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The hemlock is piloted not by a fighter pilot but instead by a unique Spiritseer. The Hemlock is a wraith unit and as such is crewed by the souls of past Eldar.&lt;br /&gt;
The hemlock does not boast heavy weapons or hull smashing armaments for it is not a weapon of this world, but of the next. Fear is the hemlock&#039;s true purpose and fear it delivers with ease. The dual heavy D-scythes are S4 AP2 blasts that obviously excel at cutting down swaths of armored and unarmoured foes with ease. These weapons make the hemlock totally incapable of aerial combat and poor at taking out vehicles, though the distort rule of the weapons does not leave it fangless. The hemlock comes standard with spirit stones allowing it to negate problematic conditions when under fire.&lt;br /&gt;
The hemlock is piloted by a non-HQ Spiritseer, and this seer constitutes the hemlocks most unique features. The Mindshock pod attached to the underbelly of the fighter forces any successful morale and pinning tests made nearby to be rerolled, even for allies. Then the Spiritseer inside knows and utilizes a singular power, Terrify from the core rulebook, which he can fire once a turn at LD10. Stripping the target first of its fearless and then forcing a morale test under the gaze of the Mindshock pod is scary stuff, even the mighty Swarmlord could be made to flee such an embodiment of fear itself. If your army have a lot of pinning weapon, Hemlock might be the thing you need to make them actually work against anything, that isn&#039;t Imperial Guard or Tau.&lt;br /&gt;
Like the crimson hunter the hemlock is fragile, sporting an AV10 and 3hull points to its name it’s no better off than the Crimson hunter when people start shooting at it. Using Jink for saves also leaves you unable to fire your weapons period but Terrify still functions. Additionally any perils of the warp caused by the Spiritseer cause a glancing blow against the fighter as well. The Mindshock pod and distortion weapons also have pretty short range so the Hemlock finds itself often in unfriendly territory.&lt;br /&gt;
Often times the hemlock must be used with great care, its weapons and powers not suited for all threats all the time. Combine the Horrify power of the standard warlocks with the Hemlock and a plethora of pinning tests and you can shut down your foes across the board, rendering them helpless to fight back against your slaughter. It also has vector dancer so keep it on the board and over your enemy’s heads.&lt;br /&gt;
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&#039;&#039;&#039;Shadow Specters (Forgeworld)&#039;&#039;&#039;&lt;br /&gt;
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Guess who&#039;s back? Shadow Specters get an update, that turned them from weird overpriced unit who don&#039;t know what they suppose to do into proper all-rounders. Sure they are fragile and few in numbers, but with Battle Focus and JsJ they can jump around BLOS, and even if they get targeted, 4+ armour and cover may help a bit (though don&#039;t count on it). Then comes their guns - they have &amp;quot;MEQ-killer&amp;quot; and &amp;quot;Horde Sweeper&amp;quot; mode, with the later getting buffed to AP4 (making it a threat to anything with a word &amp;quot;warrior&amp;quot; in its name), and with Ghostlight they can threaten tanks as well. And they come equipped with haywire for when you REALLY want that Land Raider or Monolith dead - just be aware that Specters themselves would probably die the next turn after they charge some big metal box, and that you paid a lot of points and pounds to field them. For some reasons they get Fear, but don&#039;t rely on it - they still suck in close combat.&lt;br /&gt;
*&#039;&#039;&#039;Exarchs&#039;&#039;&#039; can take the night vision and Hit &amp;amp; Run to benefit the whole squad as well as Monster Hnter (not really worth it) and Shadow of Death - interesting, albeit unfluffy ability that allow him to voodoo enemy squads within 12&amp;quot; to pass Ld tests on 3D6 discarding the lowest result. Can equip:&lt;br /&gt;
**&#039;&#039;&#039;Prism Blaster&#039;&#039;&#039;, which boosts MEQ, TEQ, and motster-killing ability of Exarch a lot and boosts Ghostlight, but for a price of no blast mode. Definatelly worth it against marines, and might be worth against heavy mech, if not the following one:&lt;br /&gt;
**&#039;&#039;&#039;Haywire Launcher&#039;&#039;&#039;, two shots with haywire backed with a hail of S6 or Ghostlight lance of his squad would kill most vehicles in one turn. The downside is that it&#039;s all but useless against anything else but mech, being just an AP4 flashlight.&lt;br /&gt;
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&#039;&#039;&#039;Wasp Assault Walkers (Forgeworld):&#039;&#039;&#039; Update pending…&lt;br /&gt;
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&#039;&#039;&#039;Hornet (Forgeworld):&#039;&#039;&#039; &lt;br /&gt;
Guess what? The update is out and what do we have?&lt;br /&gt;
First of all, the Hornet itself is now 70 points and all weapons except for EML are 5 points. Yes. Even the pulse laser.&lt;br /&gt;
It now has access to Acute senses in case you don&#039;t want to get right into the fray. The update has nerfed the Aerial Assault to oblivion, but with 6E fast vehicle rules you could fire two guns on full speed anyway.&lt;br /&gt;
With Warp Hunter nerf this babies are almost obligatory, especially with 6th edition being a termi-edition.&lt;br /&gt;
They also get access to all the eldar vehicle goodies, yet you hardly require anything except for holofields. And in most cases you need them not, for their job is to dish out a whooping 12 S8AP2 attacks at an unsuspecting foe across the deck, decimating even the Paladins if need be. Just be sure you don&#039;t get charged. That&#039;s 6th. You can get charged even if you&#039;re a fast skimmer.&lt;br /&gt;
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&#039;&#039;&#039;Nightwing Interceptor (Forgeworld):&#039;&#039;&#039; Still fast, still able to mince other flyers, and more likely than not a vehicle a  turn. Gets a pretty sweet cover  save, but every bit as paper thin as other eldar flyers.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
Heavy support was a slot already tight for space with the majority of the Eldars best and brightest weapons vying for our attention, now the issue is only made worse with additions of the Wraithknight and overall improvement of just about every unit in the slot. You will almost guaranteed fill all three slots of this unit type regardless of the army you field given that the heavy supports offer something for everyone. Heavy support is now a pinched slot, so choose wisely and take great care with the units you commit to taking, since you’re turning down other equally good options to do it.&lt;br /&gt;
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&#039;&#039;&#039;Dark Reapers&#039;&#039;&#039; &lt;br /&gt;
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If Khaine loved anything, it was war. And in war things often get truly and utterly fucking destroyed, reduced to rubble and broken beyond any means of restoration, this is the dark reapers in a nutshell. A grim and terrifying aspect, dark reapers even give other Eldar a hint of fear, levelling foes across a wide zone of the field.&lt;br /&gt;
The dynamic of the dark reapers changed heavily with the dawn of the new codex, once relegated to a small squad of dedicated marine killers with their exarch easily responsible for well over half the squad’s actual value, leaving the rest as fluffy extra wounds for the exarch. Now each reaper has a choice of weapon to choose from and he loves each options equally. Regular reapers have the choice of either their more traditional starswarm launcher, a weapon that fire salvos of S5 AP3 shots from across the board. Now they also have the starshot missile, a single heavy hitting shot at S8 AP3, sending most MC&#039;s reeling and most vehicles behind the biggest brick wall they can find. The reaper rangefinder that benefit the whole squad and any attached ICs prevents jink saves, lending even more weight to their armor hunting ability.&lt;br /&gt;
As far as special rules the reaper go against the grain, ancient doom stays intact but reaper armor is too heavy for the likes of Battle focus, instead the reapers gain mobility from previous additions with slow and purposeful, giving them full ability to move during the movement phase and still fire their weapons with no loss of accuracy, wonderful. &lt;br /&gt;
As for downsides, the reapers are not quite as mobile as the main Eldar force, but with range they don’t really need to be. Other issues such as sheer cost (now that they can have up to 10 models in a squad, up from five) costing you in the three hundreds to field a complete squad, even before upgrades! Oh and cover saves still hinder their ability to lay down unabated killing fire, nothing new there.&lt;br /&gt;
The role of reapers hasn&#039;t changed very much, laying down the same oppressive AP3 firepower they did before from afar, but now with the power to leave infantry shredding to others while they drown tanks in S8 spam. Anything caught in the open against reapers is either very heavily armored, equipped with a decent invulnerability save, or dead.&lt;br /&gt;
*&#039;&#039;&#039;Exarchs&#039;&#039;&#039; used to be all the squad was worth, now they enhance it rather than make it look bad by comparison. The night vision power helps fantastically against the new availability of night fighting and marksman’s eye gives him the ability to snipe a bit, fast shot hasn’t gotten worse so you&#039;ll be picking that up for sure. Can equip:&lt;br /&gt;
**&#039;&#039;&#039;Shuriken cannon&#039;&#039;&#039;, a big big step back in range this weapon probably hurts the exarch more than helps him.&lt;br /&gt;
**&#039;&#039;&#039;Tempest launcher&#039;&#039;&#039;, the same 36&amp;quot; anti MEQ barrage tool of the past edition, good with fast shot, low strength.&lt;br /&gt;
**&#039;&#039;&#039;Eldar missile launcher&#039;&#039;&#039;, as versatile as it is expensive it can grab flakk missiles and fast shot down air threats, though unless your squad is all decked out with starshot missiles you won’t want to force their fire on a target they won’t really hurt.&lt;br /&gt;
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&#039;&#039;&#039;Falcon&#039;&#039;&#039; &lt;br /&gt;
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The classic falcon remains unchanged in this era over the old and still fulfills its job as APC with guns to spare. &lt;br /&gt;
Falcons come stock with their pulse laser, a S8 AP2 lulzbeam with great range and track record as well as underslung catapult (upgrade to a cannon). Then it gets its choice of heavy weapon from the pretty standard list of Brightlance, Starcannon, Scatterlaser and EML (no flakk). The falcon also features the standard Eldar falcon chassis complete with AV12 front and side with AV10 in the rear, 3HP, nothing to write home about but reliable enough to last most days.&lt;br /&gt;
The falcon can carry a squad of no more than 6 bodies which is ideal for moving units such as fire dragons and small elite squads, but cannot move around wraith units. As a fast skimmer the falcon and its kin are mobile and granted a decent cover save against things that mean them harm, a pro with holo fields boosting this already decent defense.&lt;br /&gt;
Downsides on the falcon are simple: melts under fire, expensive as hell and competition in the valuable heavy support slot.&lt;br /&gt;
The tactics for the falcon are totally unchanged, drive in, unleash squad, shoot things dead. Some things can be relied upon to stay simple and the falcon is just that, it does its damage and get people where they need to be, hopefully before a las shot turns it into so much rainbow debris.&lt;br /&gt;
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&#039;&#039;&#039;Fire Prism&#039;&#039;&#039; &lt;br /&gt;
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Fire prism are the benchmark of Eldar battle tank technology, quick, fragile, deadly. The fire prism is elegant and graceful, it will deliver the results you need and look great doing it, like so many heavy support slots choices it&#039;s hard to just field one.&lt;br /&gt;
The weapons of the fire prism is all you need to care about, the old combined beam power is gone, a loss as it would have given the fire prism even better than it is, which is fantastic. The AV12 falcon chassis is here to stay, reliable but fragile to dedicated hunters, twin-linked shuriken catapult (read: soon to be upgraded shuriken cannon) is here as well and the plethora of Eldar vehicle upgrades available. &lt;br /&gt;
However it’s the 60&amp;quot; Prism cannon you buy the tank for, this magnificent jeweled weapon that focuses such intense power as to turn foes of all shapes and sized into all shapes and sized of slag. Boasting now the amazingly versatile THREE FIRING MODES the prism cannon rules as king of your culinary delights. For your meat lovers you have the dispersed mode, a S5 AP3 large blast, great for MEQ and anything more fragile. For your vegetarians you have the focussed mode, a TEQ hunting small blast with S7 and AP2, good for all things the previous mode didn’t quite get. Finally we turn the volume up to 11 and give our vegans out there the lance mode, used to scythe down anything that doesn’t strictly walk where it needs to go. At S9 AP1 with the LANCE special rule this weapon finally gives the Eldar an answer to the rail guns and lascannons of the other races, penning AV12+ 50% of the time.&lt;br /&gt;
What downsides does the fire prism have you ask? Expensive tank + upgrades costs, high aggro generation and usual complaint of Eldar vehicles but nothing beyond that, a solid workhorse in the army you could field three and no one would bat an eyelash.&lt;br /&gt;
Field the fireprism like you would a tank with a serious chip on its shoulder, easily capable of downing an enemy unit and making back its own point cost quickly with proper use. Holofields make it pretty durable just keep it away from dedicated anti-armor weapons it cannot save against.&lt;br /&gt;
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&#039;&#039;&#039;[[Wraithlord]]&#039;&#039;&#039; &lt;br /&gt;
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Wraithguards controlled instead by the soul of a true Eldar exarch the Wraithlord features great skill at range and up close. Durable like adamantium the wraithlord is a threatening and distracting unit, [[DISTRACTION CARNIFEX|wink wink]].&lt;br /&gt;
With the heavy competition the Wraithlord needed to step up its game to stay on the board, and it did just that, the ghostglaive is a new melee option that allows for a single re-rolled hit each turn and adds +1S, for basically free. MUCH cheaper options of Shuriken cannon, Bright lance, Scatter laser, Starcannon and EML work far better than before. These weapons not only come cheaper than before but you can EQUIP TWO OF THE SAME, dual lances, some massive Shuriken dakka or whatever to your tastes. With massive toughness and great armor they are a stark contrast to the regular Eldar&#039;s poor durability under fire. Now the only weapons that hurt a Wraithlord are poison type abilities or big anti-tank shots. With monstrous creature rules lords can easily get some cover and blast out with accurate fire while still presenting themselves as a strong melee deterrent for your back line. They absorb far more firepower than is reasonable and with the new boosted attacks they can make a bit of a threat in melee again, crushing all foes under S9 AP2 strikes and taking little in return.&lt;br /&gt;
Wraithlords are now characters for the fluff of it and challenges either make or break the unit in assaults, allowing him to call out special units with power fists and the like or getting caught up in a scrap with a meager sergeant for a turn too long.&lt;br /&gt;
Their downsides lie in their cost and slow speed, preventing them from closing for melee quickly or proving the firepower their cost would allow on units such as the warwalkers or fireprisms. &lt;br /&gt;
With their toughness, damage, versatility and cool appearance each commander will find the Wraithlord a different part of the battlefield to call its own, be it running to take that Landraider apart with a well-aimed smash, or charging to hold an enemy objective on big guns never tire. Each lord is unique and useful, it’s up to the player to give them the role that is needed best.&lt;br /&gt;
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&#039;&#039;&#039;[[Wraithknight]]&#039;&#039;&#039; &lt;br /&gt;
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Wraithknights are our new wraithbone colossus, standing high above even the Wraithlord&#039;s stature, piloted by a combination of living and dead Eldar twins it manages to pilot with the grace of a true Eldar and the power of its wraithbone comrades. &lt;br /&gt;
At nearly the size of the revenant titan the Wraithknight is truly a monstrous force upon the battlefield, and with that armed to the teeth with various weapons at its disposal including the typical heavy shoulder weapons. Shuriken cannons and starcannons both give it anti-light or anti-heavy infantry power but these options are poor and subpar. The scatter laser however is now, at 20 points each up to two (don’t take two) these add to the already massive cost of the unit but grant it the same spammy S6 fire that has made the scatter laser a staple in the past, but with the added benefit of the laser lock rule, which makes any hits by the laser twin-link any and all weapons fired by the Wraithknight except the laser themselves. Because of the special load outs of the unit and its newness each weapon kit will get a bigger description as follows:&lt;br /&gt;
*&#039;&#039;&#039;Heavy wraithcannons&#039;&#039;&#039;, identical to the fearsome Wraithguard weapons but with three times the range the Wraithknight can dominate and decimate any individual target regardless of size or defenses, S10 with the distort rule to back it up allows these guns (you have two remember) to remove any single target from the battlefield. These come stock on the Wraithknight and keep it on its lower price end of the scale, however like the regular wraithcannons these weapons run into issues against cover saves that are abundant in 6e, aim wisely. Don&#039;t bother paying for shoulder weapons with these as you cannot fire more than two weapons each turn.&lt;br /&gt;
*&#039;&#039;&#039;Ghostglaive &amp;amp; scattershield&#039;&#039;&#039;, With the Wraithknight&#039;s maximum S10, the bonus to strength from the glaive is lost, but the knight still benefits from the mastercraft re-roll on one of its 4 attack rolls. The scattershield really make this baby shine, granting the otherwise fire magnety Wraighknight a 5++ for defenses against all attacks. This makes the Wraithknight hard to kill even under the best scenarios and with any form of pskyer support, harder still. The shield also has another benefit, every time a save with the shields 5++ is made each unit within 6&amp;quot; has to make a test against the blinding rule. Watch you don&#039;t get your own guys hit by it - even with I5 you would occasionally roll a six sometimes, and seeing as Eldar have no units to spare, one turn of WS/BS1 could cost you a game. Though against [[Orks|low]] [[Necron|initiative]] or [[Imperial Guard|mechanized]] opponents blind is both reliable and powerful tool.&lt;br /&gt;
*&#039;&#039;&#039;Suncannon &amp;amp; scattershield&#039;&#039;&#039;, perhaps the greatest of Vaul&#039;s creations, the Suncannon is the absolute pinnacle of Eldar plasma weaponry, burning with the heat of a star but cool to the touch, meaning no dumb killing itself with every shot bullshit like other units. The Suncannon fires three shots at a lovely 48&amp;quot; range, each is a TEQ hunting nightmare with S6 AP2, but that’s not enough is it? No, now the weapons shots are all diamonds, I mean small blasts. With twin-linking (shoulder Scatterlaser) or guide support the blasts should land pretty easily on target. This weapon could potentially reduce a squad to no dudes or not enough models left to care about, it is deadly, it is expensive and it will do serious damage. Come with a scattershield as well for a 5++ saves.&lt;br /&gt;
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The Wraithknights grace and nimbleness despite its size makes it a jump monstrous creature, allowing it to sail through the air and get around very quickly. Move up to 12&amp;quot; in the move phase, end in some piece of cover or whatever else you need to be and if assaulting reroll the charge distance if you need to and hammer of wrath with smash ect ect. Can also deepstrike which for a model of this size is risky (unless your warlord got Seer of the shifting vector) due to terrain and whatnot.&lt;br /&gt;
The Wraithknight has better strength, Initiative and attacks than the Wraithlord but barely outclasses it as such, very expensive cost difference. &lt;br /&gt;
You probably would need a special case for it. With T8 and six wounds it will endure a beating, but you may want to keep it near area terrain (if you can find any big enough) for a tasty and cheesy 5+ cover to compensate for the lack of an Invulnerable normally. Like the wraithlord poison type abilities and weapons ruin your day along with instant death.&lt;br /&gt;
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**In larger points games (Over 1500 or so) a Wraithknight with a Suncannon and Scattershield, plus a Scatter Laser, can become the biggest and most unreasonably tough [[DISTRACTION CARNIFEX]] ever. With T8, it&#039;s immune to everything S4 and below, you have to be S7 before you need better than a 6 to wound it, and it&#039;s 3+, 5++, plus 6 wounds, means that it&#039;s nigh on impossible to bring down (this goes double if you manage to cast Fortune on it). The twin S6 guns will make it a serious threat to all forms of infantry and a good portion of vehicles and as a Jump Monstrous Creature, it&#039;s fast enough that your opponent can&#039;t reasonably ignore it. Throw on the Pacific Rim theme as your personal Jaeger drop kicks tank battalions, hops over Aegis&#039; to smash artillery and squish heavy weapons teams, while all the while your Falcons and Aspect Warriors run around getting to kill things unmolested, because the Wraithknight is absorbing all the fire.&lt;br /&gt;
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&#039;&#039;&#039;War Walker&#039;&#039;&#039; &lt;br /&gt;
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A core part of older lists the warwalkers are mobile platforms that really embody the Eldar condition, loaded with firepower, melts under fire. War walkers excel at putting long ranged damage into whatever target they have been equipped to handle, often an anti-armor role but their versatile weapons list allows for many other targets. &lt;br /&gt;
Walkers function with a much improved BS of 4 and even better comes equipped with a stock 5++ as a result of their higher price, enhancing the unit’s questionable durability to something a bit more reasonable. They can grab a host of different Eldar vehicle upgrades and come stock with dual shuriken cannons as their default weapon. The cannons can be exchanged for other weapons and makes the big change in walker’s roles on the battlefield (these units are good for magnetized modelling as a result). Shuriken cannons, scatter lasers, star canons and bright lances are all on the menu. Finally the big option, the Eldar missile launcher: a gun as versatile as the wielder the EML clocks in at several times the price of alternate options but here&#039;s why: at its base it can either be anti-armor or anti infantry blast weapons. It is also one of two units that can attach the flakk missile for a skyfire option for a few additional points. &lt;br /&gt;
Warwalkers have battle focus, &amp;lt;strike&amp;gt;however they cannot use it, too bad&amp;lt;/strike&amp;gt; all vehicles have Relentless according to BRB page 71. Run and gun those walkers all day. &lt;br /&gt;
Frail as all fuck walkers are AV10 open topped and only two hull points apiece, their power shield granting them a limited but unreliable resistance but doing nothing to make the squad a powerhouse for defenses. Do not expose them to heavy firepower or you will lose them.&lt;br /&gt;
Walkers excel at either unloading round after round of guided firepower into the field as well as outflanking onto the board to dork some side and rear armor for you, they unleash a frankly unreasonable number of shots and don’t cost you and arm and a leg to pull it off, protect them, kill with them, and maybe even down a flyer with them.&lt;br /&gt;
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&#039;&#039;&#039;Vaul Wrath Support Weapon Battery&#039;&#039;&#039; &lt;br /&gt;
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These are the artillery of the Eldar army which can be taken in squads of three and are crewed by two guardians per gun model and come in three flavors. They can also get a warlock optionally with a host of supportive power options. Gunners get a basic shuriken catapult you should hopefully never have to fire. Bear in mind that these support weapon batteries show none of the awesome convenience of Guardian squad support platforms - they are type Artillery and therefore function like a Napoleonic-era field cannon, they can run in 6th edition, &amp;lt;s&amp;gt;and thanks to Battle Focus they can also shoot, as the restriction for artillery not being able to fire is having moved in the movement phase, not the shooting phase.&amp;lt;/s&amp;gt; (Rules for Battle Focus says that you can not shoot and run or run and shoot Heavy Weapons unless you are relentless) The crew benefit from the gun&#039;s awesome T7 against enemy shooting attacks. On the bright side they are dirt cheap. In the ever competitive heavy support slot the Vauls wrath needs to work damn hard to make its place at the table. The suite of artillery weapons are:&lt;br /&gt;
*&#039;&#039;&#039;Shadow Weaver:&#039;&#039;&#039; Default weapon. Lightweight version of Nightspinner&#039;s main gun, it packs one less strength, but it&#039;s still a small blast barrage and have all the monofilament benefits(FAQ&#039;ed to small blast says large in codex). Fired in groups these function as a salvo and thus the first shot is all the more important.&lt;br /&gt;
*&#039;&#039;&#039;Vibro-cannons:&#039;&#039;&#039; No longer featuring the LOS ignoring line of dubstep the Vibro cannon has lost a lot of its character. For every vibro cannon that hits beyond the first they increase the strength of all hits. You get +1S -1AP for each vibro canon that scored a hit. The base stats are S7 AP4. Sadly, you can only take 3 of them, so they cap at S9 AP2 and have the pinning rule.&lt;br /&gt;
*&#039;&#039;&#039;D-cannon:&#039;&#039;&#039; Another distortion weapon out of the Eldar armoury and like previous version the D-cannon doesn’t stack up well to its peers. With half the range, the artillery will be hard pressed to find ample targets for the weapon and even then has the result of almost doubling the cost of the unit.&lt;br /&gt;
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&#039;&#039;&#039;Nightspinner&#039;&#039;&#039; &lt;br /&gt;
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Build upon the same falcon chassis as other Eldar battle tanks the Nightspinner embraces the silent killing power of monofilament weapons over the more direct firepower of its kin. Acting more as a fire support tank the Nightpsinner can slink away totally out of sight and lay deadly webs all over the battlefield while remaining mostly safe from retaliation. &lt;br /&gt;
The doomweaver is the primary weapon and features 99% of the tanks actual threat, laying down a S7 shot of monofilament onto the board, and as with all monofilament weapons it becomes S8 against slow targets like necrons and vehicles as well as the mini rending power that makes it auto wound and AP1. Like its close cousin the fire prism, nightspinners feature different modes of attack, the dispersed mode launches the shot high above the battlefield to rest silently and invisibly as a large blast, wounding and possibly pinning the target squad. Now there is also the focussed mode, a torrent weapon that fires the same deadly web but with increased accuracy, ignoring cover saves and lacks the pinning.&lt;br /&gt;
Night weavers are possibly more resilient due to not needing to be exposed most of the time but also have a chaotic track record of actual threat, sometimes wiping whole squads from the board other times managing to wound maybe a model or two, not a great buy for the player who like guarantees.&lt;br /&gt;
The Nightspinner lost its older difficult/dangerous terrain ability and now relies totally on its raw damage, even threatening vehicles with its S8 area of effect. The Nightspinner can as a barrage weapon hide completely from view to fire it&#039;s shot and can be used effectively as the least upgraded of the Eldar tank options, requiring no actual upgrades to its weapons or gear. Exposing the Nightspinner to fire is doable and sometimes even necessary depending on the available terrain but in those cases it benefits from its BS to reduce scatter.&lt;br /&gt;
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&#039;&#039;&#039;Warp Hunter (Forgeworld)&#039;&#039;&#039; : The update made things interesting.  Now it has a D-flail, str 7 ap 3, which can either be fired as the banewolf template from hell or as a three shot barrage weapon. (Small blasts). It keeps distort, but this incarnation seems to be a heavy infantry killer more than anything else.  If your fielding regular eldar, it&#039;s probably not the best choice, but if your going all wraith, all the time, it might be fun to include since it gives you a ranged template.&lt;br /&gt;
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===Super Heavy===&lt;br /&gt;
ALL Eldar superheavy vehicles have titan holofields which are force your enemies to roll D6 after hitting it with ranged weapons and roll 4+ or 3+ if your vehicle does not move (why wouldn&#039;t it?) or nullify the hit - which is just an odd and unwieldy way to describe 4++/5++ which works against D-weapon and stacks with other saves. This make their medium-armored hulls far, FAR more resilient, especially against D-strength weapons. Park your superhravy on the Skyshield pad, or cover it behind solid cover (ADL for tanks, building or multi-storied ruin for titans) and engage trollface as your opponent realize your superheavy have what is basically rerollable 4++ save. Suddenly, whose AV12 glass armour become more resilient than Imperial adamantium AV14 covered in void shields. If you mange to roll a Fortune on your Farseer, cast it on this motherfucker for double-rerollable 4++, which means only one hit out of EIGHT would actually do any damage.&lt;br /&gt;
*&#039;&#039;&#039;Scorpion (Forgeworld)&#039;&#039;&#039; – Huge fast tank with twin-linked turret-mounted pulsar (which is R60 SD Heavy2 5&amp;quot;blast). Shadowsword wishes it could be so deadly. It wasn’t selling very well compared to the other Eldar superheavy skimmers so instead of fixing it(say giving it heavy 4 or even the only heavy 2 pulsar) they have nerfed the other two.&lt;br /&gt;
*&#039;&#039;&#039;Cobra (Forgeworld)&#039;&#039;&#039; – Scorpion chassis with HUGE hull-mounted  distortion cannon. &amp;lt;s&amp;gt;10&amp;quot; D-strength blasts of pure rape&amp;lt;/s&amp;gt; scratch that, Scorpions weren’t selling so they nerfed the non scorpion eldar super heavys, they are now 7”templates and only 36”, they still tear apart entire formations, and if your enemy field titans, it’s also ignore their void shields.&lt;br /&gt;
*&#039;&#039;&#039;Lynx (Forgeworld)&#039;&#039;&#039; – Lighter and cheaper version of Scorpion. Only 6 HP and hull mounted pulsar or sonic lance. The last one is mean 18&amp;quot;-Hellstorm with AP2, which wound anything on 3+ and roll 3D6 for armor penetration. Oh, and this tank can fly for all that «hard to hit», assault-immunity and mobility goodness, but it can not shoot while zooming. Update: Forgworld tried to stop it out selling scorpions so they made it more expensive and made it av11(lower than every other Eldar tank)&lt;br /&gt;
*&#039;&#039;&#039;Revenant Titan (Forgeworld)&#039;&#039;&#039; – Your light titan. Two pulsars or two sonic lances, can fly on giant jump-pack upt o 36&amp;quot; and THEN run like Warhound if it wan&#039;t enough. Extremely mobile and deadly, but a bit fragile with only AV12. If you&#039;re planning to include Superheavy into your 40k army per new Escalation rules, this is your go-to unit.&lt;br /&gt;
*&#039;&#039;&#039;Phantom Titan (Forgeworld)&#039;&#039;&#039; – Absurdly powerful. With AV13, titan holofield bullshit re-roll to hit it,  and 24 SP it’s almost indestructible. It could spam D-strength pie-plates with 4-shot pulsars, blast enormous areas to hell with distortion cannons, or fuck anything (up to and including Imperator titan) in close combat with XBAWXHUEG space-elf-ninja-titan sword. And unlike imperial or orky heavy titans, the Phantom is fast – it can run like Revenant or Warhound, but even faster (up to 3d6).&lt;br /&gt;
*&#039;&#039;&#039;Vampire Raider (Forgeworld)&#039;&#039;&#039; – Eldar transport flyer, poorly armed and armored, but still very tough with constant &amp;lt;s&amp;gt;4+ invuln save&amp;lt;/s&amp;gt; nope changed again if you move enemies miss you if they can’t roll a 4+  for every hit, 3+ if you didn’t move. It’s a good vehicle on its own, but Eldar are fast enough, especially with 6-th edition buffed flat-out moves for fast skimmers. Leave heavy sky transport to space marines and tau.&lt;br /&gt;
*&#039;&#039;&#039;Vampire Hunter (Forgeworld)&#039;&#039;&#039; – Twin linked pulsar on flying platform. Fucking awesome.&lt;br /&gt;
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===Fortifications===&lt;br /&gt;
Sadly, at the moment there are only Imperial-themed fortifications. Meh, just say it is a stand in for the superior Eldar tech or your army [[Blood Ravens|stole it]] or something.&lt;br /&gt;
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&#039;&#039;&#039;Aegis Defense Line:&#039;&#039;&#039; &lt;br /&gt;
Fortification is decent considering that many of your units would like to have a cover save when the bolts start flying. The guns are nice, both featuring skyfire and interceptor at hefty cost but worthwhile since Eldar only count their true AA in the two flakk users and crimson hunter. A Dark reaper exarch with the right powers is pure murder on it, the Dark reaper Exarch can ignore jink cover saves as well as apply fast shot to the weapon. &lt;br /&gt;
Good options for gunnery units include but are not limited to: Dark reapers and exarch, guardians and warlocks from Vaul’s wrath squads, Farseers with nothing better for their shooting phase, Autarchs in general or whatever other models you have available to fire these weapons.&lt;br /&gt;
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&#039;&#039;&#039;Skyshield Landing Pad:&#039;&#039;&#039; &lt;br /&gt;
The 4+ invulnerable save vs. shooting for everyone sitting on top of the thing can be especially good considering the Eldar don&#039;t usually have great resiliency, combo with a lurking fortune seer and you can get a very durable static fire base. Rangers, Vauls wrath teams, dark reapers, war walkers and even the Wraithknight come to mind as powerful long ranged options for a resilient fire base but there are many more units who can make use of it. The deep strike accuracy it provides will be somewhat under-utilized but with the new codex a few options are there for you to deep strike in like spiders and the Wrightknight (heh, have the skypad on their side and deep strike a meleeknight :D)&lt;br /&gt;
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&#039;&#039;&#039;Imperial Bastion:&#039;&#039;&#039; &lt;br /&gt;
Provides a decent if bunker for hiding and gunning in it along with a tough AV14 shell to crack. The tower comes stock with 1 heavy bolter from each side providing a wide angle of attack along with the units positioned inside it. Becomes more useful with the additional weapon option for either comlink or one of the two Aegis skyfire weapons to seriously menace the skies. Rangers, reapers, maybe even the support weapon batteries can make use of the parking space and menace anything within a huge radius. Make note of the limited fire points for untis within, you don’t want to hide a massive sqaud of reapers within only to sacrifices several of their attacks.&lt;br /&gt;
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&#039;&#039;&#039;[[Fortress of Redemption]]:&#039;&#039;&#039; &lt;br /&gt;
On the high HIGH points of the spectrum we come to the deathstar of fortifications, a bastion of unbreakable defense and bristling with enough guns to melt even the most horrific of warpspawn. Stock the fortress comes with one longer ranged AA gun and an infantry menacing barrage weapon, is divided into three buildings each armored like a landraider and enough floor space to afford a decent smattering of your favorite Eldar bastion buddies. At 220points base its tight to fit into a budget but start slapping on up to four Heavy bolters around and upgrading the missile launcher to drop S8 AP3 barrage blasts anywhere on the field, it can go up to 290points, potentially threatening your list for more troops of necessity. (Beware the central building doesn&#039;t get ruptured or you will discover the one door to be busted and your units will have to start throwing themselves out the windows to escape)&lt;br /&gt;
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==Supplements==&lt;br /&gt;
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===Iyanden===&lt;br /&gt;
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*&#039;&#039;&#039;Heroes of Iyanden:&#039;&#039;&#039; A Wraithlord or Wraithknight can be your Warlord, even though it&#039;s not an HQ model. This rule is weird and not particularly useful, especially given most of the Warlord powers are iffy to begin with. On the one hand, your opponent will struggle to take your Warlord down for an extra victory point; on the other hand, it will make your big Wraiths even more of a target than they already are.&lt;br /&gt;
*&#039;&#039;&#039;Shadow Council:&#039;&#039;&#039; You can take up to 5 Spiritseers per HQ slot. This means you can pepper them throughout the army without jeopardizing your chance to take a Farseer. However, note that taking a ton of them becomes very expensive very fast.&lt;br /&gt;
*&#039;&#039;&#039;Gifts of Asuryan:&#039;&#039;&#039; &amp;lt;s&amp;gt;You can&#039;t take the standard Eldar Remnants of Glory, but you can take the Iyanden Gifts of Asuryan instead.&amp;lt;/s&amp;gt; You can still take Remnants of Glory, you just can&#039;t take items from both lists on the same character. We&#039;ll go into more detail about those below.&lt;br /&gt;
*&#039;&#039;&#039;Voice of Twilight:&#039;&#039;&#039; Any Spiritseer in an Iyanden army treats the Voice of Twilight (a psychic power exclusive to Iyanden) as the primaris power for Runes of Battle, meaning you can&#039;t take Conceal/Reveal. Voice of Twilight is a two-Warp-Charge power that gives all Wraith units within 12&amp;quot; Battle Focus and Furious Charge. This probably takes more than it gives, given just how potent Conceal/Reveal is. Battle Focus makes them a bit more mobile (and is a darling for the Wraithknight), but Furious Charge is very iffy.&lt;br /&gt;
** This power is more design for your Wraithguard/Blades if anything.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Traits:&#039;&#039;&#039; Your Warlord can roll on the Iyanden Warlord Traits table, discussed below.&lt;br /&gt;
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====Warlord Traits====&lt;br /&gt;
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*&#039;&#039;&#039;1: A Hero for Ages Past and Future:&#039;&#039;&#039; 3D rerolls for your warlord, useful if you make a Wrathknight or lord to be the Warlord.&lt;br /&gt;
*&#039;&#039;&#039;2: Beacon of Hope Renewed:&#039;&#039;&#039; The Warlord and everybody within 12&amp;quot; of him get Feel No Pain (6+). It will cover most of your army fairly easily and is certainly nice, but it&#039;s not exactly a huge benefit.&lt;br /&gt;
*&#039;&#039;&#039;3: Driven by Ancient Doom:&#039;&#039;&#039; The Warlord and his unit gain Hatred. Useful, but most of your Warlord options will not be close-combat oriented, and if they are, they generally have high WS anyway, so this is only mediocre.&lt;br /&gt;
*&#039;&#039;&#039;4: Lord of the Sorrowful Dead:&#039;&#039;&#039; The Warlord can use the Spirit Mark ability from the Spiritseer; if he &#039;&#039;is&#039;&#039; a Spiritseer, he can Spirit Mark two enemies per turn. In both cases, it lightens the load on your Spiritseers, but this isn&#039;t as useful as in standard Eldar, since you can take a Shadow Council of a up to five Spiritseers. Also of special note is that you can get this for a Wraithlord or Wraithknight, which makes them far more effective as a support unit.&lt;br /&gt;
*&#039;&#039;&#039;5: The Purity of a Flawless Soul:&#039;&#039;&#039; The Warlord and his unit get +1 to Deny the Witch. If you get this on a Farseer or Spiritseer, it&#039;ll make the unit all-but-invulnerable to psychic powers. For pretty much anything else, it&#039;s nice but not particularly good.&lt;br /&gt;
*&#039;&#039;&#039;6: The Undying Flame:&#039;&#039;&#039; The Warlord rerolls all failed saving throws, but if he takes an unsaved wound, he loses the ability. This is pretty amazing, all things considered, since it greatly improves the survivability of your Warlord. This is especially nice on the Wraithknight and Wraithlord; it makes the two of those all-but-indestructible.&lt;br /&gt;
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====Gifts of Asuryan====&lt;br /&gt;
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*&#039;&#039;&#039;The Celestial Lance:&#039;&#039;&#039; The weapon of the Shining Spears Phoenix lord.  It has a short range lance shot while its melee is basicly a powerfist at normal iniative you can only use when you charge, both if it kills a character/monstrous create it explodes!  Place a large blast on top of it and everyone but the bearer takes a hit at equal strength with saves allow.  Combine with marksman’s eye to snipe a leader in a squad to soften it up for a charge. &lt;br /&gt;
*&#039;&#039;&#039;Soulshrive:&#039;&#039;&#039; A mastercraft powerweapon at AP2 everytime you kill with it it you add more strength to it. &lt;br /&gt;
*&#039;&#039;&#039;The Wraithforge Stone:&#039;&#039;&#039; Here&#039;s the cheese, during each of your movement phase a wraithlord or wraithkight heals a wound on a 3+.  Makes a them even harder to kill which is good due to all the fire they&#039;re going to take.&lt;br /&gt;
*&#039;&#039;&#039;Guardian Helm of Xellethon:&#039;&#039;&#039; Wraithguard in your unit take all your hits, and can accept challenges.&lt;br /&gt;
*&#039;&#039;&#039;Spear of Teuthlas:&#039;&#039;&#039; You can&#039;t have Iyanna Arienal but here&#039;s the next best thing, her spear.  Bascially a singing spear with rending.  Given that you get the rending dice on any roll of a six this means that you can carve open vehicles that much better and thanks to rending, have a better chance of going through somebody&#039;s armor save.  Not a lot, but at a mere 15 points if you were going to get a singing spear HQ model you may as well get this and add a little more punch.&lt;br /&gt;
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==Tactics==&lt;br /&gt;
So, here we have an army that is strongly specialized heading into a battle where any sort of enemy (From an armor company to a swarm of angry cockroaches) could show up and start shooting, or eating faces. You gotta bring along the right tools or you&#039;re screwed. Within that context, putting together an Eldar army isn&#039;t so hard - half the troops only do one thing, and most often that&#039;s &amp;quot;shred infantry.&amp;quot; &lt;br /&gt;
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First, and I hate to repeat myself, the specialist nature of this army means that you could very easily bring 1000 points of awesome fun stuff but still lack the ability to melt enemy tanks. You then end up watching an invincible White Elephant stomp all over your fancy troops. For your own sake, don&#039;t go to war without a Falcon or a Fire Prism, or even some Dragons or Wraithguard, or just somebody with some Brightlances. Take anti-tank stuff, because nothing is more expensive than regret. Your army is likewise incomplete without some hand to hand troops. Against Space Marines and Necrons, Banshees are the suggested elf type, while Scorpions should be used against Orks and probably Tyranids. Harlequins should be thrown at anyone who doesn&#039;t understand how [[cheesy]] this army can really get. However, remember to tilt the odds in your favor before the fight. These aren&#039;t space marines you&#039;re playing, sonny boy - fight dirty.&lt;br /&gt;
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Questions about Troops and capturing objectives are hard to settle, so every Kaladriel is going to have to decide for himself. Of course a big meaty unit of Guards or Vengers running over to an objective and Going to Ground is a great way to make everyone sad. Two such units (always take Warlocks and probably Scatter Lasers) will give you great ability to hold turf as long as you aren&#039;t point-charged by Vanguard Veterans.  3 Guardian Jetbikes go for 51 points, and they can beat almost anyone to a far-flung objective, except Rangers who can infiltrate. Anyway, piles of raw bullet sponge are rare in the Eldar army (wraithguards come to mind, but they cost a lot of points and an &amp;lt;s&amp;gt;insane amount of dollars&amp;lt;/s&amp;gt; Lulz they are now physically cheaper than avengers) and everyone loves Objectives so think it over.&lt;br /&gt;
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Space Marine and Necron officers might be fine at running around by themselves and doing CS Goto stuff, but your little fairy princes and interior decorators can&#039;t do that because they will die. Your boss men have T3 and 4++ saves and there&#039;s nothing you can do about it. To practice true Unit Synergy, you are going to team your Farseer or Autarch up with somebody. Between the two, the Autarch is the &#039;I don&#039;t care about my HQ&#039; choice - he is cheap and easy to design once you accept that he is basically just going to lead your favorite team of Aspect Warriors and make sexual advances on the Exarch. Don&#039;t overthink him, and don&#039;t feel like he always has to have a spider pack. Remember the reserve roll modifications, since that is probably the real reason you are taking him (or her, hard to tell). Farseers are the big HQ choice, who are there to set the tone of your army. The proactive Farseer (and his Warlocks) will want to jetbike forwards, whang on tanks and zap enemy officers with Mind War. The sneaky, methodical Eldar player will plant him in the middle somewhere and have him cast Guide and Doom into every firefight.&lt;br /&gt;
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Above all else, &#039;&#039;&#039;play to this army&#039;s strengths&#039;&#039;&#039;. You will &#039;&#039;lose&#039;&#039; exchanges of fire with the [[Imperial Guard|hammer of the Imperium]] or the [[Tau|weeaboo space communists]], you will &#039;&#039;lose&#039;&#039; battles of attrition to Orks and &#039;Nids, and you will &#039;&#039;lose&#039;&#039; in close-combat to the specialists of other races. Take full advantage of the other races&#039; weaknesses, and exploit the ever-loving shit out of them. If you fail to do so, the bulk of your army will be turned into brightly-colored confetti in short order.&lt;br /&gt;
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Special note must be made of enemy artillery units - focusing as heavily as they do on light armor, [[Basilisk]]s, [[Manticore Rocket Launcher]]s, and Doomsday Arks are your kryptonite, and must be focused on &#039;&#039;immediately&#039;&#039;, as much their analogues amongst other races, such as Whirlwinds or Skyrays. Make extensive use of your superior mobility against these, deep strike them if possible, and do anything you can to kill them before they can get a shot off - your superior mobility (and ability to control distance) means little to [[Deathstrike Missile Launcher|a unit which can fire from across the map]].&lt;br /&gt;
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==Building your Army==&lt;br /&gt;
*&#039;&#039;&#039;The Biel-tan Route:&#039;&#039;&#039; Commonly known as &amp;quot;One thousand frozen leaves falling to cut&amp;quot;. More commonly known as Swordwind. This means getting Aspect warriors; Dire Avengers, Dark Reapers, Fire Dragons, etc. Who are very good at a particular task. This is the potentially most lethal of the three.&lt;br /&gt;
**The advantage is the raw lethality of a specialist at it&#039;s trade. Dire Avengers holding the line while Dark Reapers suppress the enemy. Warp spiders pop in out of nowhere to tear apart enemies before ducking behind terrain. Fire Dragons close with the enemy to engage with Meltaguns. Scorpions creep into close combat as Howling Banshees pour out of a transport to tear apart heavy infantry.&lt;br /&gt;
**The disadvantage is the reliance on cover and getting everyone in the right spot at the right time. Get knocked off your game and the army evaporates.&lt;br /&gt;
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*&#039;&#039;&#039;The Saim-Hann Path:&#039;&#039;&#039; This means putting virtually everybody on jetbikes and disdaining everything without an engine. You run jetbiking seer councils, Farseers and Autarchs. Your troops are guardian jetbikes. Your Fast Attack choices are Shining Spears and Vypers. Your Heavy Supports are Falcons and Fire Prisms. If your overall formation is even remotely comparable from one turn to the next, then you&#039;re doing it wrong.&lt;br /&gt;
**Surprisingly, this is the most defensive path. Jetbikes confer a 3+ armor save on top of +1 toughness. The jetbikes of the army rolls with a 5+ cover save while moving, turbo-boosting turns this into a 4+, while the vehicles (with holofields) increase that to 4+ and 3+, respectively. It is also very tactically flexible, seeing as they entire army can move more than 12&amp;quot; per turn and can be in an out of a given section of the board in seconds while your enemy swings at thin air.&lt;br /&gt;
**Unfortunately, you need a fortune to field this kind of army. The vehicles alone are going to be 200+ apiece with upgrades and jetbikes aren&#039;t free. Expect to be outnumbered on a regular basis.&lt;br /&gt;
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*&#039;&#039;&#039;The Way of Alaitoc:&#039;&#039;&#039; This means Pathfinders saturating the good infiltration spots, War Walkers blowing the holy and unholy fuck out of shit, and more psykers than you can shake a bolter at. Long range firepower and lots of it.&lt;br /&gt;
**This is the least powerful of the three set ups. Rangers got nerfed in terms of rules, but got a points reduction. Illic Nightspear is a must for this build, seeing as the Alaitoc players would want Pathfinders (shrouded and precision shots), but they are terrible point for point at 25/model. Psykers, such as Farseers and warlocks (Spiritseers), tie the entire thing together. &lt;br /&gt;
**The bad thing about this is how static everything is. Pathfinders can&#039;t snipe and move, Wraith anythings don&#039;t Fleet and &amp;lt;s&amp;gt; war walkers aren&#039;t skimmers &amp;lt;/s&amp;gt; War Walkers have Battle Focus and a 5++ save and can outflank, their rules have improved, yet your starting positions tend to be your ending positions. &lt;br /&gt;
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*&#039;&#039;&#039;The Way of Iyanden:&#039;&#039;&#039; AKA, the &amp;quot;Wraithwall&amp;quot; - this is a very slow moving setup that involves at least one Spiritseer and a metric tonne of Wraithguard that may or may not have Wraithlord or Wraithknight support. Whether they be in squads of five or ten, this set up can shrug off tremendous volleys of fire and keep on moving. Wave Serpents optional (and definately something to be considered should you decide to field Wraithblades instead of Wraithguard).&lt;br /&gt;
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*&#039;&#039;&#039;The Yme-Loc mech:&#039;&#039;&#039; Remember the good old times when our Falcon-chassis didn&#039;t get glanced to death or Grav-gunned instantly due to bad wording? Yes, you do. You take up lots and lots of Serpents with basic Scatter lasers, support it with a couple of Dragon-serpents or Wraith-serpents. &lt;br /&gt;
**What&#039;s good is that you basically have up to 8 AV12 serpents with two of them being Dragon-pents to kill those things that can&#039;t be gunned down with SHITTONS of S7 shots. And yeah, you have 6 scoring units. &lt;br /&gt;
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*&#039;&#039;&#039;Ulthwe Shock and Awe:&#039;&#039;&#039; A big, kitted out, wave serpent riding Seer Council, with Eldrad if possible, is pretty much your entire army. Get some Fire Prisms to nuke whatever they can&#039;t fry with their brains or stab with singing spears, and some Guardian Jetbikes to grab objectives. This build swings a heavy psychic beatstick that can still work in assault because of fleshbane and 4+ invul, but if the enemy isn&#039;t crippled after two or three turns you probably will be. &lt;br /&gt;
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It is perfectly normal to blend these setups together. Just know how each part was built to be made and balance out the pros and cons.&lt;br /&gt;
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==Allies==&lt;br /&gt;
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===Battle Brothers===&lt;br /&gt;
&amp;lt;b&amp;gt; a.k.a. we pretend we don&#039;t hate them &amp;lt;/b&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;Dark Eldar:&#039;&#039;&#039; They may be emo assholes but someone thought Eldar could get along great with the literally opposite society. Yes, apparently now Eldar are friends with those godless reprobate licentious pricks from Comorragh. They have decent melee units to augment your own but now suffer from age more than your own Eldar. There are some nice combos there, by the way - such as grisly trophies on their vehicles allowing all nearby allies to reroll all failed leadership tests (such as psykers).&lt;br /&gt;
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*&#039;&#039;&#039;Eldar Corsairs (Forge World):&#039;&#039;&#039; Pretty much like your own Eldar, but with a few different elements that may not match up to your own recently invigorated codex. Things may change with the Apocalypse update. You can stick 5 fire dragons in a Dark Eldar venom. &lt;br /&gt;
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*&#039;&#039;&#039;Tau Empire:&#039;&#039;&#039; An army with a lot of more shooting out of different guns then your own, with their own recently steroided codex they have some good options. Fire warriors for the longer ranged dakka, railguns for railguns sake, the riptide which is like the Wraithknight with a smaller penis but shoots harder and farther,  and their fairly awesome commanders. They also have plenty of options for AA fire, which with the expensive and limited only to HS slots Flakk missiles is a very good thing.&lt;br /&gt;
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===Allies of Convenience===&lt;br /&gt;
&amp;lt;b&amp;gt; a.k.a. even we need bullet sponges &amp;lt;/b&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;Black Templars:&#039;&#039;&#039; The boys in black can give you: 4 shot krak missilles with tank hunter in a 4+HQ man Termi squad quite cheap or (relatively) cheap but strong melee heroes, but on the downside of overcosted Troop marines. It is also worth mentioning that you cannot ally with Black Templars if your list contains any psykers, so they are of questionable use due to locking you out of your own formidable psykers.&lt;br /&gt;
*&#039;&#039;&#039;Blood Angels:&#039;&#039;&#039; All of their finest units (eg: Death Company, Furiosos, Sanguinary Guard etc) will massively augment your Eldar force. They also like playing with high speed dickey and high AV transports really help. Oh yeah, and stormravens. Obviously.&lt;br /&gt;
*&#039;&#039;&#039;Dark Angels:&#039;&#039;&#039; Coming soon.&lt;br /&gt;
*&#039;&#039;&#039;Grey Knights:&#039;&#039;&#039; Runes of Warding are no more so that wouldn&#039;t interfere with them, but they are a very expensive allies.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Guard:&#039;&#039;&#039; Tons of shooting and big guns, tons of bodies, or a bit of both. You can use them as bullet shields, or to bring in more high-strength shooting at decent price.&lt;br /&gt;
*&#039;&#039;&#039;Space Marines:&#039;&#039;&#039; Useful to deploy (Ironclad) dreadnoughts via drop pods next to units that can fire across the entire board, e.g. Deathstrike missile launcher. Also, they can deploy a thunderfire for cover boosting (techmarine) and decimating that squad of orks that fell out of the Battle Wagon whose front armour got blown open by a Fire Prism. &lt;br /&gt;
*&#039;&#039;&#039;Space Wolves:&#039;&#039;&#039; They get even better psyker protection than you could ever get now, and have impressive melee / counter-attack capabilities to protect your fire support.&lt;br /&gt;
*&#039;&#039;&#039;Inquisition:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Desperate Allies===&lt;br /&gt;
&amp;lt;b&amp;gt; a.k.a. have the enemy kill them now, so we don&#039;t have to kill them later &amp;lt;/b&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;Orks:&#039;&#039;&#039; Meat shields extraordinaire. Sadly, as desperate rivals you may not want to be too close to them - I say sadly, because orks eat overwatch fire like pros, allowing your grenadeless Banshees, spears, wraithblades and MCs to come in and mop the enemy.&lt;br /&gt;
*&#039;&#039;&#039;Sisters of Battle:&#039;&#039;&#039; Pretty meh now, their update was a joke but it looks a bit better in the new edition. Could be worthwhile for a sisters team or two and one of their organ guns, but you can do better.&lt;br /&gt;
&lt;br /&gt;
== Blue Chip Units == &lt;br /&gt;
&amp;lt;b&amp;gt;Wraith Army&amp;lt;/b&amp;gt; &lt;br /&gt;
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HQ: Spiritseer and Wraithseer&lt;br /&gt;
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Troops: 2/3 squads of 10 Wraithguard/Wraithblades ( at least 1 unit should be wraith&#039;&#039;&#039;guard&#039;&#039;&#039;.) &lt;br /&gt;
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Fast attack: Some Hemlocks for more wraithness&lt;br /&gt;
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Heavy Support: Full of Wraithlord/Wraighknight bruisers&lt;br /&gt;
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Does this even need explaining? It&#039;s like playing Eldar but without any of this low durability T3 bullshit we’ve always put up with, NOW THE ELDAR ARE THE BIG BOYS ON CAMPUS. March up like a T6+ boss and start gutting some fucking douchemarines, now it’s YOUR turn to wound with everything against lower toughness fools. Everything carried by wraith units.&lt;br /&gt;
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P.s. Use the Iyanden supplement for extra Spiritseers (5 to one HQ slot) and the ability to swap for a more epic primaris psychic power.  (It requires using a book written by Matt Ward, but victory requires sacrifice and at least crunch-wise it&#039;s not as cheesy like as the Grey Knights or Blood Angels codices).&lt;br /&gt;
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P.P.S  In case of kinstrife, a warning.  DON&#039;T USE THIS AGAINST THE DARK ELDAR.  With all their poison and darklight weapons going FUCK YOU! to your high toughness, your wraiths will go from mostly dead to fully dead.&lt;br /&gt;
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P.P.P.S addinng some squads of guardians makes this into an incredibly fluffy yet powerful army (yes they &#039;&#039;&#039;DO&#039;&#039;&#039; exsist, just look at dark eldar venom spam)&lt;br /&gt;
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  &lt;br /&gt;
&amp;lt;b&amp;gt;The path of the seers&amp;lt;/b&amp;gt;&lt;br /&gt;
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HQ: Farseer and/or Eldrad&lt;br /&gt;
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Other: Warlock council (1-10), perhaps a Wave serpent for the footslogging version&lt;br /&gt;
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The Seer council is the Eldar’s psionic wrecking ball and all around 12’ glory squad that crushes tanks, head-butts infantry and suplex monstrous creatures. Here you have a squad made of almost all psykers, throwing powers around like champions and cracking ribs like toothpicks. Comprised of at least a one Farseer and as many warlocks as you can fit, the new changes makes warlocks all come from the same max army pool of 10 so if you want any going into Guardian squads or the like this units numbers suffer. Singing spears are cheap even in bulk, don&#039;t reduce your melee power anymore (losing the two-handed tag) and give you the more pronounced ability to cut through tank armor at range, S9+1d6.&lt;br /&gt;
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Now you roll your fucking powers, a Farseer rolling off the Runes of fate hoping for mad money with Guide, fortune and doom. Warlocks grabbing up basically fucking anything, these guys MAKE this unit, not one power on the fucking list hurts them: renewer your HQ, embolden your squad, drain their stats, lower their saves with jinx, lets close the gap faster with quicken, enervate just fucking because. A few powers are obviously less useful than others but don’t forget you can always just stack buffs and debuffs, so a marine terminator squad with only 4+ armor, hitting at S2 against your fearless WS6 I8 unit, yeah, that can happen, and it’s fucking wonderful.	&lt;br /&gt;
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This identical composition works the exactly same when mounted with Jetbikes, it drives the cost up adding 15points per model (you also cut Eldrad out of the deal) adding to an already expensive deathstar. That said the unit as a whole suddenly gains a good armor save of 3+ (or 2+ with protect) with the standard issue T4 and speed boosts of Eldar jetbikes. You also get twin-linked shuriken catapults but by no means are obligated to drop singing spears out of the deal, being your tank crushy option. This also positions your council wonderfully to debuff foes for your army to wipe them out from afar. Zoom everywhere, kill everything, troll everyone. &lt;br /&gt;
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&amp;lt;b&amp;gt;Tropic Thunder&amp;lt;/b&amp;gt;&lt;br /&gt;
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HQ: Maugan Ra &lt;br /&gt;
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Elites: 3 Harlequins, 1 Shadowseer, 1 Death jester &lt;br /&gt;
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Five Harlequins (one Shadow Seer, one Death Jester) plus Maugan Ra. The deal is that Maugan Ra shoots his 36” S6 Pinning Rending gun five times with fastshot. Meanwhile the Death jester shoots his S6 A3 Pinning gun three times at 24&amp;quot; with equal abandon. While these two do that the Shadowseer’s Veil of tears limits the range of enemy return fire (ITS BAAAAAACK!) to a 2d6x2 range, 14” on average (24” maximum). The unit roams with night vision from Maugan Ra just to make it even better than before. The whole units costs you 325 points (holy shit it’s identical!) and brawls like genestealers well outside the range of anyone wishing them harm. Any wounds you take should be directed at the basic Harlies first and Maugan Ra after, even with Ra and his two backup singers this unit is sweeeeeeeeeeeeeeeeeet.&lt;br /&gt;
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BTW, Maugan Ra is Tugg Speedman, and the Death Jester is Kirk Lazarus. &amp;lt;b&amp;gt;Never go full retard. &amp;lt;/b&amp;gt; &lt;br /&gt;
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  &lt;br /&gt;
&amp;lt;b&amp;gt;They came from above!&amp;lt;/b&amp;gt;&lt;br /&gt;
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HQ: Baharroth, Autarch (warlord)&lt;br /&gt;
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Fast attack: Swooping hawks&lt;br /&gt;
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Heavy support: Wraithknights&lt;br /&gt;
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Aegis defense line w/ comms relay&lt;br /&gt;
&lt;br /&gt;
With the Autarch your&#039;re looking to benefit specifically from her reserve rolls bonus as well as the hopeful warlord trait, with Seer of the Shifting Vector your guaranteeing the accuracy of units arriving via deepstrike. With optional wargear and remnants of glory such as Swooping hawks wings Mantle of the laughing god and Faolughu&#039;s wings she can roadrunner 60&amp;quot; in a single turn, gaining a likely 2+ re-rollable cover save in the terrain piece of her choice. Alternatively just stick her with a swooping hawks squad and don&#039;t roll a 1 with her reserve roll. Either method gets her perfectly into position for your ambush force from on high, speaking of...&lt;br /&gt;
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Swooping hawks are a unit worth actually paying attention to and with their new codex are a fucking schizophrenic unit as well. They land where they fucking want, drop a big cover ignoring pie, then proceed to shoot up your chosen infantry unit, with Battle focus they can run and gun even during the turn they arrived from reserves and they will NEVER scatter if the unit is all hawks. Land them close to a unit (if you have Baharroth try for his blind burst) you want dead, throw down that pie, shoot them up either up close or from afar. If you get close don’t forget a single hawk can toss a grenade at the foes for fun. Two pies and an ass ton of laser fire should down your foes. After that flit away with Battle focus. They have haywires as well they can chuck at range for a single shot or can run into melee and give a whole basket of haywire goodness to the hull of well…anything.&lt;br /&gt;
&lt;br /&gt;
Additionally Wraithknights can deepstrike onto the battlefield as a result of Jump monstrous creature, landing a massive unit like the Wraithknight or two should scare the piss out of your enemies and allows it to bring its immense weapons to bear before the enemy has a chance to down it, landing on the enemies landraider or expensive equivalent is a surefire way to make up the points cost and they will be hard pressed to bring it down before it deals some serious damage. An expensive list in total but funny as hell to pull off, you need a few good squads of rangers and guardians on the board to make up the other half of this list.&lt;br /&gt;
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&amp;lt;b&amp;gt;Skyshield trolling pad&amp;lt;/b&amp;gt;&lt;br /&gt;
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Skyshield landing pad is the centrepiece. Put it somewhere in the middle, so that your fire arc covers more space.&lt;br /&gt;
Put it on enemy side if you wish to drop wasps and hand-to hand Wraithknights for extra lulz.&lt;br /&gt;
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HQ: Footseer and Eldrad (warlord)&lt;br /&gt;
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Troops: Either guardians or Rangers, depending on whether you like to camp in cover with rifles or camp in cover with a scatterlaser\brightlance.&lt;br /&gt;
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Fast attack: Crimson hunters, 2 of them in different packs will keep the sky clear. A flyby near a farseer is good for your buffs.&lt;br /&gt;
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Heavy support: Wraithknight, Dark Reapers, War walkers\FW Wasps&lt;br /&gt;
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Everybody likes to forget about a wonderful 4++ opportunity, bestowed upon us by GeeDubs in a form of a defense building.&lt;br /&gt;
Wraithknight can unload holy loads of AP2 upon the enemy head, while Reapers make sure nothing with 3+ comes around.&lt;br /&gt;
War walkers are nice with their new &#039;2 lances for 70 points!&#039; cost and wasps can stay out of harms way, and then deep-strike with no scatter and unload a heavy payload of scatter goodness. p.s. They don&#039;t have 5++ so they benefit even greater.&lt;br /&gt;
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&amp;lt;b&amp;gt;Guardian Babysitting Army&amp;lt;/b&amp;gt;&lt;br /&gt;
*Eldrad Ulthran&lt;br /&gt;
*Farseer&lt;br /&gt;
&lt;br /&gt;
* 10 Guardian Defenders&lt;br /&gt;
** Heavy Weapon Platform (Bright Lance)&lt;br /&gt;
** Wave Serpent &lt;br /&gt;
*** Twin-Linked Bright Lance&lt;br /&gt;
*** Holo Fields&lt;br /&gt;
** Warlock&lt;br /&gt;
&lt;br /&gt;
* 10 Guardian Defenders&lt;br /&gt;
** Heavy Weapon Platform (Bright Lance)&lt;br /&gt;
** Wave Serpent &lt;br /&gt;
*** Twin-Linked Bright Lance&lt;br /&gt;
*** Holo Fields&lt;br /&gt;
** Warlock&lt;br /&gt;
&lt;br /&gt;
* 5 Dire Avengers (as a bodyguard to one of your HQ&#039;s)&lt;br /&gt;
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* 5 Rangers (those objectives are only yours if you take them!)&lt;br /&gt;
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* 6 Howling Banshee&lt;br /&gt;
**Exarch&lt;br /&gt;
***Disarming Strike&lt;br /&gt;
***Executioner&lt;br /&gt;
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* 5 Fire Dragons&lt;br /&gt;
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all thats 1250 points and is a base to a guardian heavy army, its also a nice base for a ULTHWE ARMY (HINT HINT)&lt;br /&gt;
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&amp;lt;b&amp;gt;Psychic Overload&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For mac-n-cheese with extra cheder...&lt;br /&gt;
&lt;br /&gt;
Iyanden with &#039;Vanilla&#039; Eldar as allies&lt;br /&gt;
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Combined Arms HQ: 5 Spiritseers + 5 Spiritseers + Warlock council (Full 10)&lt;br /&gt;
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Allied HQ: Eldrad&lt;br /&gt;
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34, yes &amp;lt;b&amp;gt;34&amp;lt;/b&amp;gt; Mastery Levels for 1250 points,&lt;br /&gt;
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Spinkle with Jetbikes, Singing Spears for taste.&lt;br /&gt;
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Take a good measure of Telepathy don&#039;t forget your Psychic Shriek/Horify Combo (Stack if possible)&lt;br /&gt;
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Add Windriders to grab objectives and Wraithblades to soak up firepower (don&#039;t forget 4++ shields and 5+ cover for those behind), and make sure you provide a comfy chair for your opponent to wait out your psychic phase.&lt;br /&gt;
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it&#039;s 125% pure blue stilton and 125% the way rock out with your eldar cock out&lt;br /&gt;
&lt;br /&gt;
==6th ed Apocalypse  Formations==&lt;br /&gt;
&lt;br /&gt;
Phoenix Court of Khaine:  Want  to play lazy apocalypse and take as few models as possible? This is the  formation  you for you. All six phoenix lords and an avatar for 1455 points in a high command unit. The avatar&#039;s  wailing doom range extends to 24&amp;quot; as does his Khaine awakened rule. He is immune to plasma, melta and flame weapons and he gets extra attacks up to the  number of  avatars  within  six inches. This formation is a horrific beat stick , but like many deathstars in apoc can be blasted off  board with SD weapons. It&#039;s also a great candidate for all out attack moves as most are cc oriented. &lt;br /&gt;
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Cloudstrike Squadron: Falcon tanks that can deep strike, get shrouded if they move full out and get lance on their lasers and bright lances if they forgo a turn  of shooting. Falcon tanks have a modest transport capacity and can tote some fire  dragons around for the hell of it. If  taken with the Phoenix court you can use Baharroth to ensure deep strike location next to valuable targets.&lt;br /&gt;
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Farseer Council:  An OK formation with a hyper version of doom, guide, and a way to disregard perils or force a power to work. &lt;br /&gt;
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Sunstorm Squadron: This is a good formation in a high points game where you want more firepower and don&#039;t have that many D weapon capable superheavies or titan class stuff to work with.  Even at three tanks, you are looking at a pretty nasty blast with lance and it goes up from there.  At five tanks, you can put down a destroyer template mega apocalypse blast at 120 inches.... it WILL end whatever it manages to hit.  Keep these dudes as far as possible from retaliation, as each lost tank is a significant reduction to power of the combined fire.&lt;br /&gt;
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Dreamwalker squad - if you have the gold to make this, its worthwhile, three to five wraithknights, increases the movement, charge range, WS and Bs equal to the number of knights in formation... if you have a 5 man squad, all with sunfire cannons, each will have BS 9,which will be uber nasty with that twin linking scatter.   &lt;br /&gt;
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==Dataslate Formations==&lt;br /&gt;
*&#039;&#039;&#039;Eldar Ghost Warriors&#039;&#039;&#039; - A Wraithknight goes with two Wraithlords and three squads of either Wraithguard or Wraithblades (You can mix and match).  While they can&#039;t go in any transportation as a formation, they do give Hatred to all Eldar within 6&amp;quot; and can give a model that is covered by the members a 4+ cover save.  Other than that, you can pretty much kit them out as you wish, though the cost for the formation will get pretty hefty.  Since it has the covering rule, it seems rather obvious that this is meant to be your big DISTRACTION FORMATION with the Wraithlord drawing in fire while the other guys can wipe out the firing squads.  If you use them for the blocking cover save, then the odds of your squishies surviving long enough to fire with Hatred gets a little better.&lt;br /&gt;
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[[Category: Warhammer Tactics/Old]]&lt;br /&gt;
[[Category: Eldar]]&lt;br /&gt;
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{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Chaos_Daemons&amp;diff=1011649</id>
		<title>Warhammer 40,000/8th Edition Tactics/Chaos Daemons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Chaos_Daemons&amp;diff=1011649"/>
		<updated>2026-05-20T15:56:54Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.161: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
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Please note that this is the tactics for 8th edition Chaos Daemons. Their current tactics can be found [[Warhammer 40,000/Tactics/Chaos Daemons (9E)|here.]]&lt;br /&gt;
==Why Play Chaos Daemons?==&lt;br /&gt;
Chaos Daemons are the ultimate enemy of the Imperium, perhaps more so than the Chaos Space Marines who worship them. Each one of them is an incarnation of the Dark Gods&#039; will made of pure Warp energy, and therefore mortal concepts such as fear, exhaustion or pity are alien to them. If you always wanted to command an army entirely composed of bizarre and horrifying monstrosities (and who didn&#039;t?), then Chaos Daemons are for you.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Armywide 5++ save so you don&#039;t care about AP. Tzeentch and Nurgle make your guys even tougher.&lt;br /&gt;
*Wide range of miniatures so painting never gets boring.&lt;br /&gt;
*Daemons and Thousand sons together is one of the best armies in the game right now, with some of the best untargetable characters hiding behind an obscenely tough swarm of troops.  &lt;br /&gt;
*Lots of different playstyles with 4 different gods, monsters, hordes, magic and so on. Probably even more mixing with CSM (Daemonkin) later on and therefore even more different units to use. &lt;br /&gt;
*Build your army on the battlefield with summoning (but now in a very fucking crappy limited fashion)&lt;br /&gt;
*Possible charge after (now fucked up) summoning. With an instrument you&#039;ll get +1 to charge and therefore need an 8 (42% chance) - doable with CP re-rolls&lt;br /&gt;
*A LOT of psykers. Your daemon spells are meh and buffs are limited to daemons of the same god but you can spam Smite all over the place. Space Marines and other expensive armored units will hate you for that.&lt;br /&gt;
*Lots of units with FLY wording for disengage engage shenanigans or for charging those annoying DEldar fighters and bombers.&lt;br /&gt;
*Your Daemon Prince murdermachines can hide behind other troops.&lt;br /&gt;
*Your army is completely compatible with Age of Sigmar and The Horus Heresy. It&#039;s almost like having three armies for the price of one.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*5++ is something but not much and you have got a lot of T3 units... (unless you&#039;re running a lot of Nurgle)&lt;br /&gt;
*You need quite a lot of miniatures and the big ones aren&#039;t cheap but you wanted to sell your firstborn anyways, didn&#039;t you?&lt;br /&gt;
*Looks like (rumors!) Chaos Undivided won&#039;t be a big thing in the future. The fact that [[Fury|Furies]] (who are supposed to be Chaos Undivided incarnate) &#039;&#039;have&#039;&#039; to take marks is a big hint.&lt;br /&gt;
*You can play hordes but your hordes cost quite some points, especially in comparison to other hordes (Orks, Tyranids, Guard,...).&lt;br /&gt;
*Daemons have a low leadership value in comparison to other hordes and only one option to improve it a bit (place a Greater Daemon near your hordes until he gets lascannon sniped).&lt;br /&gt;
*Not much shooting capabilities. You really have to get up close as fast as possible, on foot because...&lt;br /&gt;
*Lackluster mobility (unless you&#039;re running Slaanesh): Your Stratagems make summoning better, but it&#039;s still rather annoying. Prepare to spend CP on the deep strike stratagem if you don&#039;t want to run the risks of footslogging.&lt;br /&gt;
*Not a lot of cheap anti-horde capabilities (besides Slaanesh) compared to enemy horde point costs. Try to deal with Ork-/Nid-/Guard-Blobs. Have fun...&lt;br /&gt;
*You will have trouble with fast (Space Elves) and shooty (Guard, Tau) armies - always. Especially ones that can kill your Greater Daemons on turn one with some heavy armed flyers or lascannons.&lt;br /&gt;
*Really CP intensive, if you want to do it right (but not many stratagems to spend it on unless youre running mixed daemons detachments) if you are running mono-god detachments you will likely only have 5-6 useful stratagems in the whole book!&lt;br /&gt;
*Simply not a competitive army at the moment. (This could change with the release of engine war!) It did not change honestly, but 9th has been alot better to us.&lt;br /&gt;
&lt;br /&gt;
===Changes from 7th Edition===&lt;br /&gt;
A big part of the skub that arose with the release of the new daemon codex comes from the changed playstyle of the army. 7th edition brought a lot of randomness (daemonic instability, warp storm table, etc.), with all the FUN in addition, defining a good chunk of the character of the army which now was removed from the codex in every way. All daemons could deepstrike and were fearless per definition and now have to care more about mobility and morale a lot. To add insult to injury the nerf to summoning has made tailoring your list on the fly through harder. The army bonus for mono god detachments means it is harder to customize armies. It is not a bad army and has some neat gems and tricks up its sleeve but you shouldn&#039;t expect the army to play as chaotic and as flexible as before.&lt;br /&gt;
&lt;br /&gt;
===Faction Keywords===&lt;br /&gt;
{{Template:W40kKeyword|Alignment}} this is what Chaos god the unit is affiliated with, Khorne the god of blood, Tzeentch the god of trickery, Nurgle the god of plague and Slaanesh the god of excess. Most units come pre-aligned to a chaos god, but a number of units can choose, this choice has to be made when making your army and will determine which god&#039;s Locus, Stratagems, Relics and Warlord Traits that unit has access to and which Daemonic Reward the unit gets. &lt;br /&gt;
&lt;br /&gt;
{{Template:W40kKeyword|Chaos}} these are the units that can be in your army, but if they do not have the {{Template:W40kKeyword|Daemon}} &#039;&#039;&#039;&#039;&#039;FACTION&#039;&#039;&#039;&#039;&#039; Keyword they cannot be part of your {{Template:W40kKeyword|Daemon}} Detachments. &lt;br /&gt;
&lt;br /&gt;
{{Template:W40kKeyword|Daemon}} these are the units you can put in your Detachments.&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Ritual:&#039;&#039;&#039; Any {{W40kKeyword|Chaos character}} can attempt to summon a unit instead of moving. The summoner can only summon daemons of their own alignment. Roll up to 3 d6, you can then summon a unit of equal or less power level than the number rolled.  The new unit is treated as reinforcements, can be placed 9&amp;quot; from enemy and 12&amp;quot; from the summoner. Doubles is a mortal wound on the summoner, Triples is d3MW.&lt;br /&gt;
**Note: A unit only needs to actually have this rule to ARRIVE through summoning, not to be the &amp;quot;summoner.&amp;quot; That means anyone with both the {{W40kKeyword|Chaos}} faction and the {{W40kKeyword|Character}} keyword can do so. Cypher used to, but cannot anymore.&lt;br /&gt;
**&#039;&#039;&#039;Arch-Daemonic Ritual:&#039;&#039;&#039; The special rule that An&#039;Ggrath, Zarakynel, Aetaos&#039;Rau&#039;Keres, and Scabeiathrax get. Roll 9D6 instead of 3, but your {{W40kKeyword|Character}} gets splattered if you roll triples. (It has some serious problem in that a Bloodletter bomb cannot be upgraded using the banner of blood stratagem, and cannot go into a detachment to build you CP, and your warlord can never be summoned this way)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Legions:&#039;&#039;&#039; Objective Secured, 8th Edition Daemons style. Translated: If your army is battleforged, all Troop Choices in range of an objective marker count as controlling it regardless of how many enemy models are close, unless the opponent&#039;s troops have a similar rule.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Locus of _God&#039;s name here_:&#039;&#039;&#039; On all The heralds. Grants their respective Faction&#039;s {{W40kKeyword|daemon}} units within 6&amp;quot; gain +S1. As a Primarily melee faction, a point of Strength matters. Also note that because of aura rules that the herald is also affected so that S4 is actually S5.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Greater Daemon:&#039;&#039;&#039; {{W40kKeyword|Greater Daemons}} are Greater Daemons. Let their respective units within 6&amp;quot; use their Ld of 10. It can Reduce morale casualties.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Icon:&#039;&#039;&#039; A important 15pts upgrade to put on a unit. can take 1 for every 10 models on troops if your need backups. Icons are good because they resurrect a model on a moral test roll of 1, the Dice roll dependent on how expensive they are.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Instrument of Chaos:&#039;&#039;&#039; 10pt upgrade can be taken in the same amounts as the Icon. Grants +1 to Advance and charge rolls, Necessary in a mostly melee army.  &lt;br /&gt;
*&#039;&#039;&#039;Quick PSA about Instruments and Banners:&#039;&#039;&#039; One odd quirk about all the Troop choices is that you&#039;re given the option to take 1 Instrument and 1 Banner &#039;&#039;per 10 models in the unit.&#039;&#039; However, your unit can only benefit from one each of them. What&#039;s the point of this, you may ask? Summoning rolls and reinforcement points in matched, that&#039;s why. You see, you still have to spend the points on the models, but nothing says you have to decide what models are in each unit. This means you can have a 30 model unit ready just in case you roll that 15 for summoning, but can bring them in one 10-man unit at a time if you only get a few 5+ rolls and they can all still have those extra goodies to help them out. Food for thought.&lt;br /&gt;
   &lt;br /&gt;
===Daemonic Rewards===&lt;br /&gt;
Each unit gains an ability depending on which god it&#039;s dedicated to.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unstoppable Ferocity:&#039;&#039;&#039; {{W40kKeyword|Khorne}} models get this. +1 attack and Strength if they charge, get charged, or performed a heroic intervention. &lt;br /&gt;
**Now, this helps, but unfortunately Bloodletters and the like may feel it when the enemy kills them before they can strike back. As always, get that charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ephemeral Form:&#039;&#039;&#039; {{W40kKeyword|Tzeentch}} models get this.  +1 to your invulnerable saves (I.E. now most of your units have a 4++ instead of a 5++). &lt;br /&gt;
**Self-explanatory, really. The only thing this doesn&#039;t help against is mortal wounds, but them&#039;s the breaks!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Disgustingly Resilient:&#039;&#039;&#039; {{W40kKeyword|Nurgle}} models get this. It&#039;s basically Feel No Pain, roll a die when you get a wound and on a 5+ it doesn&#039;t count. &lt;br /&gt;
**Now back on bog-standard Plaguebearers! Tzeentch only provides a 33% increase in durability, while this provides a 50% increase in durability. Disgustingly Resilient also works against mortal wounds (take that Chicken McNuggets), the only downside is it&#039;s mostly useless against weapons that were going to overkill you (if a Plaguebearer gets hit by a D2 weapon, FNP only gives him a 13% increase in durability). Note that it is only worse against things that were going to overkill you, so unless he&#039;s down to less than 6 wounds a Great Unclean One will take 33% less damage from a lascannon, while a Lord of Change takes 25% less damage. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quicksilver Swiftness:&#039;&#039;&#039; {{W40kKeyword|Slaanesh}} models get this. Models with this confusingly written special rule always attack first in close combat, unless they were charged by something else, or the enemy unit has a similar ability, or a stratagem is used to interrupt combat flow in which case you alternate activation as normal starting with the player whose turn it is. &lt;br /&gt;
**Basically, it&#039;s like you&#039;ve charged every turn. This rule doesn&#039;t really change your tactics much as you ideally still want to be the one to charge first, and Quicksilver Swiftness only really comes into play with combats that last more than one round or if your opponent is charging with multiple units, which is relatively rare in 8th - but it&#039;s nice when it does work in your favour. Slaanesh is the weakest Chaos god? Fuck that noise...literally.&lt;br /&gt;
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==Psychic Powers==&lt;br /&gt;
&lt;br /&gt;
===Tzeentch Discipline===&lt;br /&gt;
Only {{W40kKeyword|Tzeentch}} {{W40kKeyword|Daemon}} {{W40kKeyword|Psykers}} may roll powers on this chart.&lt;br /&gt;
#&#039;&#039;&#039;Boon of Change:&#039;&#039;&#039; An ok, but not really power. WC7 selects a {{W40kKeyword|Tzeentch}} {{W40kKeyword|Daemon}} unit within 18&amp;quot; and gives it a mutation! d3- 1:(is +1 Attack), 2:( is +1S) , and 3 :(is +1T). &lt;br /&gt;
#*Good for buffing up {{W40kKeyword|Tzeentch}} HQ&#039;s (T8 LoC is nice) and CSM allies (notably Daemon Engines), but rather useless on most Tzeentch Daemon Squads.&lt;br /&gt;
#&#039;&#039;&#039;Bolt of Change:&#039;&#039;&#039; Basically a targeted Smite. WC8 now, a little bit easier to cast. However, auto causes an enemy unit within 18&amp;quot; to take d3 Mortal Wounds! If you kill a character, it becomes a spawn! Also it says clearly in the codex that you have to pay reinforcement points for the spawn in competitive games, which is fucking stupid.&lt;br /&gt;
#&#039;&#039;&#039;Gaze of Fate:&#039;&#039;&#039; WC6. If manifested, you can re-roll a single die roll later that turn. Free re-rolls are always useful and it does not eat a command point.&lt;br /&gt;
#&#039;&#039;&#039;Treason of Tzeentch:&#039;&#039;&#039; The cool one. WC8. You can choose an enemy character within 18&amp;quot;, except the enemy warlord. It is then yours for the Shooting, Charge and Fight phases! Edit: as well as beating the WC8 you must also then roll HIGHER than the target&#039;s leadership on 2 dice (and that&#039;s before modifiers by the way), considering that most Characters have a higher than average Leadership value this power becomes vastly unreliable and a very rare sight. Although bear in mind that most imperial knights have the character keyword so if you get this off on one of them you&#039;ll see a massive pay off no doubt.&lt;br /&gt;
#&#039;&#039;&#039;Flickering Flames:&#039;&#039;&#039; WC5. A friendly Tzeentch unit within 18&amp;quot; gets +1 to wound rolls when shooting. Your Horrors can now hold their own in the shooting phase even without smite spamming with this active. Also useful on a unit of Flamers next to a Herald: S5 flamers with +1 to wound will wound most non-vehicle/monster units in the game on 2+.&lt;br /&gt;
#&#039;&#039;&#039;Infernal Gateway:&#039;&#039;&#039; WC 8. If manifested, identify the nearest visible enemy model within 12&amp;quot; of the psyker. Enemy AND friendly units] within 3&amp;quot; of the targeted MODEL take d3 mortal wounds or d6 instead if you manifest this with a 12+. Ideal for punishing enemies that like to huddle close to characters with auras. &lt;br /&gt;
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Rejoice! The god of magic has blessed his lesser manifestations with a discipline that&#039;s actually worth using!&lt;br /&gt;
* Overall you should probably run Boon of Change or Flickering Flames on your heralds, they’re the only powers they can (somewhat) reliable cast. &lt;br /&gt;
* Never take Bolt of Change on Heralds, because Smite is a lot easier, has 50% more range and higher average/potential damage. On a big bird/Kairos taking/casting Bolt of Change is ok, as they will succeed more often and they can cast it in addition to Smite. &lt;br /&gt;
* Treason of Tzeentch is unreliable in extreme, e.g. on a character that has LD7, you need to roll 8+ two times in a row and everything with LD10 is basically immune to this power. &lt;br /&gt;
*Infernal Gateway is also tough to activate without the Minions of Magic strat, but unlike Smite or Bolt of Change it can hit multiple units at once. Just make sure it doesn&#039;t hit your own units in the process though. &lt;br /&gt;
*Gaze of Fate is an absolute must-have no matter what your plan is. It&#039;s practically a CP re-roll that doesn&#039;t use up the CP- which means you can use them on other Stratagems instead. Always have at least one Psyker that can use it at any given time.&lt;br /&gt;
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===Nurgle Discipline===&lt;br /&gt;
Only {{W40kKeyword|Nurgle}} {{W40kKeyword|Daemon}} {{W40kKeyword|Psykers}} may roll powers on this chart.&lt;br /&gt;
*&#039;&#039;&#039;1 - Stream of Corruption:&#039;&#039;&#039; WC5, and flinging &#039; d3 mortal wound&#039; poo on the closest enemy unit within  7&amp;quot; or d6 if said unit has 10 or more models.&lt;br /&gt;
*&#039;&#039;&#039;2 - Fleshy Abundance:&#039;&#039;&#039; WC5,  you can recover d3 wounds of a friendly {{W40kKeyword|Nurgle}} {{W40kKeyword|Daemon}} unit within 18&amp;quot;. Nice to keep a Soul Grinder, DP or GUO alive to actually see the charge. If you&#039;re allying with [[Death Guard]], use this on a group of 3 [[Myphitic Blight-Hauler|Myphitic Blight Haulers]] to create a near-immortal, high speed blob of death.&lt;br /&gt;
*&#039;&#039;&#039;3 - Nurgle&#039;s Rot:&#039;&#039;&#039; WC7, Roll a d6 for every unit within 7&amp;quot; of the Psyker. on a 4+, the unit suffers d3 mortal wounds. Nurgle units are unaffected. Similar to the Death Guard Stratagem of the same name, but doesn&#039;t use CP and can be used more than once per game.&lt;br /&gt;
*&#039;&#039;&#039;4 - Shriveling Pox:&#039;&#039;&#039; WC6, select an enemy unit within 18&amp;quot; and visible. Until the start of your next psychic phase, they have -1 toughness. Yes, this can affect vehicles. Combo with Virulent Blessing for extra Nurgle-tainted cheese. &lt;br /&gt;
*&#039;&#039;&#039;5 - Virulent Blessing:&#039;&#039;&#039; WC6, a friendly Nurgle Daemon unit within 18&amp;quot; gets +1 to their wound rolls, and if they roll a 7+ to wound the attack does double its normal damage. So any 6s do double damage, essentially.&lt;br /&gt;
*&#039;&#039;&#039;6 - Miasma of Pestilence:&#039;&#039;&#039; Just like it was in the Death Guard Codex, but it targets {{W40kKeyword|Nurgle}} {{W40kKeyword|Daemons}}. WC6, -1 to hit against said unit. Stops exploding attacks and such.&lt;br /&gt;
Great discipline overall: Stream of Corruption is actually a better Smite vs 10+ units, Virulent Blessing makes your Plaguebearers wound Guardsman on a 2+ (with the Heralds Aura even MEQs) and Fleshy Abundance is a heal, so you want that immediately. Highest WC of 7 means the whole discipline is relatively easy to cast too!&lt;br /&gt;
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===Slaanesh Discipline===&lt;br /&gt;
Only {{W40kKeyword|Slaanesh}} {{W40kKeyword|Daemon}} {{W40kKeyword|Psykers}} may roll powers on this chart.&lt;br /&gt;
*&#039;&#039;&#039;1 - Cacophonic Choir:&#039;&#039;&#039; WC6. Roll 2d6 (add 2 if WC roll was 10 or higher) targeting closest visible enemy unit within 18&amp;quot;. That unit suffers a mortal wound for each point that your 2d6 exceeds their leadership. It&#039;s basically a gambler&#039;s version of Smite. Harder to make work but potentially more damaging when it does work. Given how widely available LD modifiers are for Chaos, you can potentially make this power do 2d6-1 (or +1, if you roll 10+ for casting) mortal wounds... What a sweet song this Choir sings.&lt;br /&gt;
**The benefit this power has over other leadership bombs is that it doesn&#039;t rely on the enemy failing a morale test for it to be effective. Armies whose morale loses are capped at one (like Dark Angels) or normally have such low model counts thay they never worry about morale (like Custodes) are just as susceptible to Slaaneshi mind-fuckery as everyone else. This also means that single-model units that normally never take morale tests can be affected.&lt;br /&gt;
**Tyranids in particular can go fuck themselves. Synapse only lets units automatically pass morale checks, it doesn&#039;t modify their genrally terrible leadership. For reference, a mighty Carnifex has a base leadership of &#039;&#039;six&#039;&#039;. Bask in your opponent&#039;s despair when his bioengineered killing machine shits itself to death.&lt;br /&gt;
*&#039;&#039;&#039;2 - Symphony of Pain:&#039;&#039;&#039; WC6. Nearest enemy unit within 18&amp;quot; suffers -1 To-hit until the start of your next psychic phase. Potentially a great pick against more Elite Armies. By far the best power of the three, reliable to cast and guaranteed to be useful against anything that ain&#039;t a flamer. Cast while using Deamonettes with the Masque for fun and profit. &lt;br /&gt;
*&#039;&#039;&#039;3 - Hysterical Frenzy:&#039;&#039;&#039; WC8. Targets a friendly unit of Slaanesh Daemons that is in combat and lets them pile in and fight as if it were the fight phase. Killy Slaanesh daemons are getting an additional fight phase? Can be useful. But keep in mind that you&#039;ll have to survive at least one Fight phase, but with all of that Attack and to hit penalties that should not be hard, also, as WC8 it&#039;s not easy to get off. It is also great for allied Warp Talons, Possessed or Mutilators of Slaanesh that &#039;&#039;can&#039;&#039; survive a round of combat.&lt;br /&gt;
*&#039;&#039;&#039;4 - Delightful Agonies:&#039;&#039;&#039; WC5. select a friendly Slaanesh unit within 18&amp;quot; of the psyker. they get a 6+ FNP save. A nerfed version of the Chaos Space Marine power. WC5 instead of 6, but I&#039;d rather have the 5+ FNP for the higher cost. Even though it shares the same name as the CSM version they swapped the WC and FNP bonus for no reason so for psychic focus purposes, you will never use this over the CSM version.&lt;br /&gt;
*&#039;&#039;&#039;5 - Pavane of Slaanesh:&#039;&#039;&#039; WC6. select an enemy unit within 18&amp;quot; and roll a d6 for each model in it. On a 6+, the unit takes a mortal wound. An excellent horde-buster that gets more powerful with the size of the targeted unit.&lt;br /&gt;
*&#039;&#039;&#039;6 - Phantasmagoria:&#039;&#039;&#039; WC6. Enemies within 18&amp;quot; get -1 Leadership until your next Psychic phase. Greatly stacks with other -LD sources and Cacophonic Choir.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Quite spectacular, but requires some brain power and some luck. Cacophonic Choir is a great &amp;quot;anti-anything except FNP&amp;quot; power but requires LD modifiers (So, Night Lords are now Slaanesh best friends, hah). But with them and some good rolling you can do 8 MORTAL WOUND ON AVERAGE (min 3, which still pretty great). Symphony of Pain, paired with our new Warlord Trait and stratagem, reducing enemies attacks characteristics, helps our rather squishy daemon almost to become unkillable for our opponents. Hysterical Frenzy is hard to get, but another round of combat is great! Especially if we are talking about Daemons of Slaanesh. Delightful Agonies is... eh, it&#039;s the worst one, it had its WC and FNP numbers swapped around for literally no reason so its a neutered version of the DH power with the same name. But still, it&#039;s basically &amp;quot;almost&amp;quot; free FNP for our squishy troops, so it&#039;s okay. Pavane of Slaanesh is just Tzeentch stratagem, but a lot better and doesn&#039;t require our CP. Phantasmagoria has a great potential, since it works with Cacophonic Choir, and being 12&amp;quot;(!) AOE can have a great impact on the battlefield.&lt;br /&gt;
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===Dark Hereticus===&lt;br /&gt;
Per the Demon Codex, Be&#039;lakor has access to the following three powers from the Dark Hereticus Discipline. Sadly, no warptime or Prescience.  &lt;br /&gt;
*&#039;&#039;&#039;1 - Infernal Gaze:&#039;&#039;&#039;  WC5. Pick an enemy unit within 18&amp;quot; to have a staring contest with and roll 3 dice; any results of a 4+ cause a mortal wound. While not as spammable and reliable as &#039;&#039;Smite&#039;&#039;, it can target specific enemy units rather than just the closest.&lt;br /&gt;
*&#039;&#039;&#039;2 - Death Hex:&#039;&#039;&#039;  WC8. Target an enemy unit within 12&amp;quot; - they cannot take invulnerable saves. There is a very crucial difference between Death Hex and Null Zone; Null Zone is a 6&amp;quot; bubble around the psyker, whereas Death Hex has a longer 12&amp;quot; range and can choose a specific target, which arguably makes it much more flexible. Since you&#039;re only unable to target characters in the Shooting phase, you can strip Girlyman or Cawl or Celestine of their invuln save and then rip them to pieces in close combat.&lt;br /&gt;
*&#039;&#039;&#039;3 - Gift of Chaos:&#039;&#039;&#039;  WC6. Targets an enemy model within 6 inches. Roll a die. If you roll higher than the model&#039;s toughness, it suffers d3+3 mortal wounds. If a Character is slain, add a Chaos Spa.... err, an unnameable beast to your army. RAW this states it targets an enemy model, but also RAW mortal wounds roll over, so it can and will hurt multi-model units if you roll well.&lt;br /&gt;
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==Unit Analysis==&lt;br /&gt;
Common keywords are {{W40kKeyword|Chaos}}, {{W40kKeyword|Daemon}}, and any of the four Chaos Gods.&lt;br /&gt;
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Important note: Per the current FAQ, once the game begins, both {{W40kKeyword|MarkofChaos}} and {{W40kKeyword|Allegiance}} are treated the same for auras, psychic powers and other abilities, but not all rules such as Stratagems, which are still locked to {{W40kKeyword|Daemon}} faction keyword.&lt;br /&gt;
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Daemonic Loci were an attempt made by GeeDubbs to incentivize daemon players to lean more toward mono-god armies despite the complete and total lack of diversity in units (unless you play Nurgle, apparently). If your army is Battle-Forged all the Characters in your mono-god Chaos Daemons detachments gain one of these based on the god they serve. The Loci are not must-haves so building armies using Detachments with Daemons serving several gods is valid. Note that units can benefit from the Loci of a {{W40kKeyword|Character}} even if they are part of a Detachment that includes units serving other gods than their own, as long as that {{W40kKeyword|Character}} is in a mono-god Detachment. &lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Daemons of Khorne&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
The Daemons of Khorne perceive everything through a red mist of undiluted rage. They cannot wait to spill blood, and so surge across the battlefield to get to grips with their foes as quickly as possible so that the slaughter can begin in earnest.&lt;br /&gt;
&lt;br /&gt;
Horny Khornys are a reliable source of High Strength, AP, and Damage weaponry other god&#039;s minions often don&#039;t have and even some elite choices have a decent armour save. But like Slaanesh, most Khorne daemons lack defenses and their 5++ won&#039;t keep them alive for long.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Daemonic Loci:&#039;&#039;&#039; Locus of Rage: You can re-roll charge rolls for {{W40kKeyword|KHORNE DAEMON}} units that are within 6&amp;quot; of a friendly model with the Locus of Rage in the Charge phase.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Warlord Traits&amp;lt;/span&amp;gt;====&lt;br /&gt;
#&#039;&#039;&#039;Aspect of Death:&#039;&#039;&#039; Whenever an enemy unit fails a leadership test within 8&amp;quot; of the warlord, an additional model flees. Because of fuck conscript and cultist blobs. Karanak gets this. &lt;br /&gt;
#*It also works well with Khornate Furies with a Winged DP for a 50% chance of 2 extra models fleeing and a 50% chance of only 1 extra model fleeing.&lt;br /&gt;
#&#039;&#039;&#039;Glory of Battle:&#039;&#039;&#039; +1 attack when outnumbered, not the best on a herald that want to be near a squad to take hit, but combined with the +1 from Unstoppable Ferocity makes it more ideal on a Bloodthirster.&lt;br /&gt;
#&#039;&#039;&#039;Oblivious to Pain:&#039;&#039;&#039; A Feel No Pain that works only on a 6 roll, but when it works not only don&#039;t lose any wound but can also reroll all failed to hit and wound rolls until the end of your next turn.&lt;br /&gt;
#&#039;&#039;&#039;Immense power:&#039;&#039;&#039; +1 Strength. On the charge in a Khorne detachment, this gives heralds S8 which can be huge in a low anti-vehicle army, or particularly an Str9 DP with 9 attacks, great against high wound T8 models, with a Bloodthirster of Insensate Rage wounding them on +2.&lt;br /&gt;
#&#039;&#039;&#039;Devastating Blow:&#039;&#039;&#039; The Warlord can give up all its attacks for a single roll. If you hit, the target takes d3 mortal wounds. Skulltaker gets this.&lt;br /&gt;
#*useful in smaller games for a herald getting past hard rolls usually found on MEU characters and Lords of War.&lt;br /&gt;
#&#039;&#039;&#039;Rage Incarnate:&#039;&#039;&#039; 8&amp;quot; aura. Khorne demons reroll 1s to hit if they charged this turn. The best thing for a Khorn goon squad. Skarbrand gets this.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Stratagems&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Banner of Blood (1CP):&#039;&#039;&#039; {{W40kKeyword|Khorne}} model with an icon gets it upgraded to a Banner of Blood. You get all the same bonuses and the unit can, once per game, roll 3d6 when making a charge. Remember that you can only declare a charge if you are within 12&amp;quot; so this only makes charges more likely to happen, not longer. Hang on there: just because you can only declare a charge on units within 12 inches doesn&#039;t mean you can&#039;t move BEYOND 12 inches. Declare a charge on what you can, and then move your full distance rolled! Note to this note: you can&#039;t attack anything you didn&#039;t declare a charge against, but you can still lock it in combat. This is especially key against units armed with flamers since you want to tie them up without actually charging them.&lt;br /&gt;
**NOTE: the upgrade happens before the game starts so remember to keep your banner bearer safe since your opponent will know it&#039;s coming.&lt;br /&gt;
*&#039;&#039;&#039;Locus of Wrath (2CP):&#039;&#039;&#039; Use before a fight phase of a {{W40kKeyword|Khorne}} character. re-roll all to hits for {{W40kKeyword|Khorne}} units within 6&amp;quot; of that character. Not bad, but being near a Daemon Prince already does half of this and for free. Still good when not near a Prince, but don&#039;t use on overkill.&lt;br /&gt;
*&#039;&#039;&#039;Frenetic Bloodlust (3CP):&#039;&#039;&#039; use at the end of any fight phase. A {{W40kKeyword|Khorne}} {{W40kKeyword|Daemon}} unit can fight again. Great for your Bloodletter Bomb or giant Flesh Hound unit that wants the extra pile in + consolidate move on top of the extra attacks.&lt;br /&gt;
*&#039;&#039;&#039;Exalted Bloodthirster &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt;(1CP):&#039;&#039;&#039; Makes Greater daemons worth playing and Adaptable. Before battle A {{W40kKeyword|Bloodthirster}} becomes {{W40kKeyword|Exalted}} and can pick one of 6 additional abilities or randomly gain 2. Unfortunately, multiple Exalted daemons can only gain the same ability if rolled for. &lt;br /&gt;
*#&#039;&#039;&#039;Hellfire-wrought Armour:&#039;&#039;&#039; Gain a 2+SV. Makes it hard for weapons that are not Lascannons to hurt you. Still needs Blood-blessed if you have a prayer you live past turn 1.&lt;br /&gt;
*#&#039;&#039;&#039;Blood-blessed:&#039;&#039;&#039; can&#039;t lose more then 8 wounds in a phase. Bloodthirster weakness was getting shoot down the first turn, now you have 2 whole turns to work with (assuming they can inflict 8 wounds a phase and you don&#039;t regen).&lt;br /&gt;
*#&#039;&#039;&#039;Arch-murderer:&#039;&#039;&#039; +1 damage on its weapons.&lt;br /&gt;
*#&#039;&#039;&#039;Slaughterborn:&#039;&#039;&#039; when Charging, is charged or perform a heroic intervention, gain +1 Strength and attacks until the end of next fight phase. Stacks with Unstoppable Ferocity for +2 Strength and attack.&lt;br /&gt;
*#&#039;&#039;&#039;Rage Unchained:&#039;&#039;&#039; Double your wounds for the damage table. Degrading stats were always a bane to monsters.&lt;br /&gt;
*#&#039;&#039;&#039;Unrivaled Battle-lust:&#039;&#039;&#039; +2&amp;quot; to charge rolls and 6&amp;quot; Heroic Intervention. Getting to a fight is ways important to a melee lord.&lt;br /&gt;
*&#039;&#039;&#039;Rage Eternal &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt;(3CP):&#039;&#039;&#039; for each {{W40kKeyword|Bloodletter Infantry}} model in a unit that is destroyed in the fight phase, on 4+ roll, they are not removed until after attacker is done and that can attack them regardless of range.&lt;br /&gt;
*&#039;&#039;&#039;Brass Stampede &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt;(1CP):&#039;&#039;&#039; when {{W40kKeyword|Bloodletter Cavalry}} finishers a charge move, one enemy takes a MW on a 2+ or D3 on 6s for each charging model, and if the MW kill the unit, then charge a new unit.&lt;br /&gt;
*&#039;&#039;&#039;The Scent of Blood &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt;(1CP):&#039;&#039;&#039; a {{W40kKeyword|Flesh Hounds}} unit can Advance &amp;amp; Charge plus +2 to charge roll if non-{{W40kKeyword|Vehicles}} enemy models were destroyed this turn (Presumably from a Skull Cannon, mind bullets, or CSM bolsters).&lt;br /&gt;
*&#039;&#039;&#039;Bound in Brass and Bone &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt;(1CP):&#039;&#039;&#039; When attacked, a {{W40kKeyword|Bloodletter Chariot}} unit takes half the damage.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Relics&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Armour of Scorn:&#039;&#039;&#039; {{W40kKeyword|Khorne}} {{W40kKeyword|Monster}} only. Bearer gets a 4+ invulnerable save and can deny a single psychic power in each enemy phase.&lt;br /&gt;
*&#039;&#039;&#039;Skullreaver:&#039;&#039;&#039; {{W40kKeyword|Khorne}} models only, replaces an Axe of Khorne, Great Axe of Khorne or Daemonic Axe. S +3 AP -4 D D6, deals additional D3 mortal wounds on any wound roll of 6+ and also can reroll all failed wound rolls against {{W40kKeyword|Titanic}} units. A bit sketchy replacing a Great Axe, but a good replacement for an Axe of Khorne or especially a Daemonic Axe. A daemon prince with this axe and the Blood blessed warlord trait from the formation can make short work of an imperial knight (or two if you use frenetic bloodlust).&lt;br /&gt;
*&#039;&#039;&#039;Crimson Crown:&#039;&#039;&#039; {{W40kKeyword|Khorne}} models only. when a {{W40kKeyword|Khorne}} {{W40kKeyword|Daemon}} model within 6&amp;quot; makes a to wound roll of 6+, they can immediately make an additional attack (standard no chaining clause in effect). Combine with Bloodletter Bomb and watch Blood Angels&#039; jaws drop with the amount of blood and fury unleashed! - This Crown is also for shooting, so 1 lord, some skull cannons, when they wound on a 6&#039;s they can make an additional 1 shot (note that it is only one shot rather than D6 due to the Music of the Apocalypse FAQ for Codex Chaos Space Marines). This also works with Lord of Skulls since he is a demon, so who said Khorne cant be shooty? &lt;br /&gt;
*&#039;&#039;&#039;King of Blades:&#039;&#039;&#039;  {{W40kKeyword|Khorne}} models only. replaces a hellforged sword or Blade of Blood. Strength +1, ap -4, d3 damage, Reroll all to wound rolls when targeting a character, 3 damage if given to a monster. Obviously, it can be taken only by Heralds or DPs and it&#039;s just &#039;&#039;nasty&#039;&#039; on a DPoK. Definitely interesting on a Juggernaut Herald though: with all the strength bonuses you’d get, the Herald would be hitting at Strength EIGHT on the charge, making for decent anti-tank if you can’t spring the points for a Daemon Prince/‘Thirster.&lt;br /&gt;
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&#039;&#039;&#039;Arfifact of Blood&#039;&#039;&#039;&lt;br /&gt;
if Warlord is Khorne Daemon, can give the following to a {{W40kKeyword|Exalted Bloodthirster}}.&lt;br /&gt;
*&#039;&#039;&#039;G&#039;rmakht The Destroyer:&#039;&#039;&#039; Replace Axe of Khorne, can&#039;t roll less then 3 for Damage and if he dies, a different trapped Exalted Bloodthirster breaks out to replace him with d6 wounds and has Rage Unchained Exalted ability.&lt;br /&gt;
*&#039;&#039;&#039;Blood-Drinker Talisman:&#039;&#039;&#039; Heal a wound on a 5+ for each enemy module killed in melee. Can&#039;t heal more then 8 wounds a turn.&lt;br /&gt;
*&#039;&#039;&#039;Rune of Brass:&#039;&#039;&#039; More anti-magic. Enemy {{W40kKeyword|Psykers}} within 16&amp;quot; suffer Perils on doubles and take 3 MW without rolling.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;HQ&amp;lt;/span&amp;gt;====&lt;br /&gt;
=====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;General&amp;lt;/span&amp;gt;=====&lt;br /&gt;
*&#039;&#039;&#039;Bloodthirster:&#039;&#039;&#039; Still come in the three flavors from earlier, you&#039;ll have to pick the correct one for the job you need to be done. Like all Greater Daemons, they have a 6&amp;quot; aura that grants allied Khornate Daemons their Ld of 10. Forget about summoning them with their PL of 17 unless you want to cough up CP for it. FLY alleviates that problem somewhat, but anti-tank weapons (and to a lesser extent anti-air) will fuck a Bloodthirster&#039;s shit up real fast. Don&#039;t let the 16 wounds lull you into a false sense of security. Although Khorne favors getting stuck in and fucking things up in melee, remember that giving the rest of your army Ld10 does come in handy. All Bloodthirsters got a new rule where unmodified hit rolls of 6’s count as two hits to make them even more deadly in combat. Got even more killy with the codex, but their main problem remains. They are very very very attractive for enemy lascannons (often the only targets in the whole army), cannot hide from it (the models are massive), their 3+ armor save is useless against AP-3 and a 5++ is no stellar defense for something that can be hit anywhere on the table, all the time. They are melee fighters with degrading WS to make their problems even more severe... One could deepstrike one with the new stratagems, but doing so with 30 Bloodletters instead is probably better... or both for the lols. There is an argument to be made for giving your Bloodthirster the Armor of Scorn so it can zoom up the board without getting shot off the table. Make him your warlord and take the 6+ FNP for added defensive power. Next, you&#039;ll want enough other threats on the board that your opponent will be left with only bad options: Flesh Hound blob screening a Daemon Prince with Skullreaver and a JuggerHerald with King of Blades make for an unavoidable distraction. Skull Cannons in your backfield, now cheaper and stronger, splits your enemy&#039;s anti-tank while allowing you to clear away screens for your harder hitting units. You&#039;ll be annoyed by units on upper floors of buildings, but your Skull Cannons should make enough room for your deep striking Bloodletter units (or Furies moving up the board) to stream up the floors. A Bloodthirster is a commitment: rush into the enemy as fast and hard as you can with everything you have. They may kill the Bloodthirster, but they leave the rest of your offensive power untouched. &lt;br /&gt;
**&#039;&#039;&#039;Bloodthirster of Unfettered Fury:&#039;&#039;&#039; the &#039;go-rounder&#039; amongst the three choices. Can lash out with his flail at 8&amp;quot; range (1d3 S7 AP-3 D1d3 attacks) and has an axe hitting at S10 AP-4 D1d6 in melee. Good at dealing with elite multi-wounds infantry.  Arguably the most reliable of the three thirsters, because - A) his weapon skill does not degrade as he takes wounds, and B) his big fuckoff axe deals 1d6 damage.  &lt;br /&gt;
**&#039;&#039;&#039;Wrath of Khorne Bloodthirster:&#039;&#039;&#039; A character hunter, that can re-roll all failed attacks roll when targeting a character. Has a flamer attack (D6 auto-hits at S5 AP-1) and can lash out with his flail (one S8 AP-3 D3 attack), both at 8&amp;quot; range. Has an axe hitting at S10 AP-4 D1d6 in melee.&lt;br /&gt;
*** Note the only benefit over the Wrath of Khorne Bloodthirster is that the BS only goes down to 4+ when at its lowest damage bracket. &lt;br /&gt;
**&#039;&#039;&#039;Bloodthirster of Insensate Rage:&#039;&#039;&#039; The tank-buster and horde-slayer. Start with 6 melee attacks that hit on 2+, with S14, AP-4. D1d6 damage, but you can roll 2 dice and pick the best one for damage. Ouch! He can instead put out twice as many attacks at S7 -2 AP D1. Unlike his two &#039;brothers&#039;, has no ranged attack whatsoever (but that&#039;s not why you take this guy). The downside? Degrading chance to hit AND number of attacks, as well as movement speed. Let&#039;s face it, as soon as you put this on the field EVERY lascannon, rocket launcher, autocannon, etc. will be trained on this magnificent beast. By the time he reaches the enemy, he may have only four, or even two attacks - which have a horrible miss chance, considering they&#039;re all he brings to the table. Alas, as badass as he looks, this guy will be pressed to make his points back. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bloodmaster:&#039;&#039;&#039; Regular Herald. His only buff is +1 strength to all Khorne Daemon units within 6&amp;quot;. Needless to say, it will be extremely painful...for your enemies. This applies to the Herald too, so they grant themselves +1 Strength at all times. Heralds are super useful to summon during combat, if you have space since you aren&#039;t moving in combat anyway and they have low power levels (which makes them easier to summon). Now do D3 damage and 6’s to wound do 3 damage&lt;br /&gt;
**&#039;&#039;&#039;Skullmaster:&#039;&#039;&#039; Juggernaut Herald. Fastest Herald of Khorne option. Adds T+1, wounds+1, move +2&amp;quot; and modifies the save into a 4+ (which is the best save available to any Herald of Khorne since they can&#039;t use the Armor of Scorn).   &lt;br /&gt;
**&#039;&#039;&#039;Blood Throne:&#039;&#039;&#039; T+3 Herald with +3 wounds for about double the price of a normal Herald. Has the Skull Cannon&#039;s ability to inflict mortal wounds on charged units, then heal for slain models. Painfully slow with no ranged attacks. A good unit to summon or deep strike, but a bad one to start on the table unless the enemy is coming to you.&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Named&amp;lt;/span&amp;gt;=====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skulltaker:&#039;&#039;&#039; They took his Khorne damned Juggernaut option away, but Skulltaker is still pretty beastly. He moves 1 inch faster than other infantry, has a 3+/5++, and rerolls everything when fighting a character. His aura lets nearby Keyword Bloodletters within 8&amp;quot; add 1 to hit (that includes him and other Heralds), and his weapon is Strength User, AP -3, D3, on 6+ to wound boosted to D3+3 damage. Get him into combat and he&#039;ll lop heads off with ease. A pretty nice support character with a very specific focus that is overshadowed by more generalist Princes with Skullreaver and Skullmasters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Karanak:&#039;&#039;&#039; Used to be just a mediocre character which can deny 2 psychic powers per turn. Now in addition to being a good target for Daemonic Ritual because (PL4), he got a fun little buff to his special rule. You call out an enemy character at the start of the game and for the rest of the game, when Karanak is fighting against that character, add +1 to both your hit and wound rolls. BUT WAIT - THERE&#039;S MORE! If you&#039;re within 8&amp;quot; of the quarry, you can summon a unit of 5 fleshhounds (standard placement rules apply). Oh hey, he also gets to re-roll charge rolls like other fleshhounds, but his attacks have been buffed to AP-2 and D2. Chase down a motherfucker with angry dogs!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skarbrand:&#039;&#039;&#039; He is actually worth taking now since he can gain an extra hit on each of his attacks on a 6 to hit and forces enemy units to remain in combat with him by denying fall back. RIP Tau. He also has the Daemonic Ritual Special rule, but is nearly impossible to summon with his power level at 18 if you don&#039;t use Stratagems - but that&#039;s not what&#039;s really remarkable about him. Note that as his wounds reach certain thresholds, his attacks actually INCREASE - so what he loses inaccuracy, he compensates for with sheer undiluted RAGE. This partially solves the main problem that you&#039;d have with an IR thirster. Still - you&#039;re going to have to play him very cleverly, otherwise, you can expect him to get wrecked by anti-tank weapons before he reaches the enemy&#039;s front lines. He does have a ranged attack that acts like the Wrath of Khorne BT&#039;s Hellfire, however, so he can surprise a foe cocky enough to charge him with an Overwatch shot. &lt;br /&gt;
**&#039;&#039;&#039;Daemon Codex Update:&#039;&#039;&#039; Enemy units attempting to fall back roll 3D6. If higher than their leadership, they do not fall back.  Skarbrand also has an additional new attack profile: make 2 hit rolls for every 1 attack at User Strength, -2 AP, 1D. Perfect for clearing away the chaff. Additionally, he makes all units, &#039;&#039;friend or foe&#039;&#039;, within 8&amp;quot; immune to morale and grants them a bonus attack. This can be either very good or very bad, depending on who you allow into melee range.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Uraka the Warfiend:&#039;&#039;&#039; Uraka the Warfiend doesn&#039;t buff your other units, he buffs HIMSELF when he kills things. He needs to be buffed by other HQs which is kind of odd for an HQ himself...but whatever works. He&#039;s certainly not a pushover with a 3+/5++ and 6 attacks on the charge plus a decent short-range attack. Note: Uraka&#039;s datasheet says that his controlling player may attempt to deny 1 enemy psychic power, not Uraka himself. Hence one could argue that as long as your body is within deny range of an enemy psyker and you have Uraka in your army &#039;&#039;you&#039;&#039; can attempt to deny the power yourself.&lt;br /&gt;
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*&#039;&#039;&#039;Samus:&#039;&#039;&#039; Samus, Daemon Prince of the Ruinstorm is as Khorne as it gets. A decent number of attacks that wound more often on infantry. Psykers nearby get minus 1 from their power rolls. Friendly units summoning near him get to reroll the summon. Anything not Khorne near him subtracts 1 from their LD. He&#039;s a big red rat and he&#039;s ANGRY.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Troops&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Bloodletters:&#039;&#039;&#039; Still the same glass cannons they&#039;ve always been at S4 (S5 whenever they charge/get charged, S6 if near a herald) T3, but if you field a big block of 20 they get +1 to their hit rolls. Their Hellblades are now better, being Power Swords that do 2 damage when you roll a 6 to wound. This means that their role has shifted from squishy MEQ killers to a glass cannon-type assault infantry unit that is very good at butchering multi-wound thickies like the Primaris Marines and Terminators. 2 attacks each on the charge, at AP -3, hitting on 3+, wounding on 3+ (against MEQ) and potentially dealing 2 damage with one swing? These guys are brutal.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Elites&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Bloodcrushers:&#039;&#039;&#039; By Khorne, these are brutal. Charging produces MW from Brass Stampede, 13 str 6, -3 AP sword attacks, and 9 str 8, at -1 AP is enough to pummel most non-superheavy units, or severely maim them. And that&#039;s what a MINIMUM squad of these does. The fact that they have 4 wounds, 4+ regular save and a 5++ daemon save. Position them well for an early charge before they are spotted and promptly shot to bits, or summon them with an appropriate hero and let them loose on the enemy and they would be hard-pressed to NOT win their points back. Seriously, this anon bought a bunch to use in Sigmar, but they are way more brutal in newhammer 40k. &lt;br /&gt;
**&#039;&#039;&#039;Bloodcrusher Bomb?:&#039;&#039;&#039; While not as board control as the Bloodletter Bomb, Deep Striking Bloodcrushers gets them into position out the gate as full strength. And hey, it&#039;s not like you can&#039;t also give them a Banner of Blood alongside your other Bomb. 1CP for 3 Crushers, 1CP for the banner, and Deep Strike in Skulltaker nearby (8&amp;quot; aura) for the +1 hit rolls. Food for thought...&lt;br /&gt;
***&#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; Bloodcrushers are largely (if &#039;&#039;not totally&#039;&#039;) outclassed by Bloodletters. It&#039;s less than Bloodcrushers are bad, but it&#039;s simply a case that Bloodletters are some of the best infantry in the game at the moment. As well as being far cheaper (at 7pts), they&#039;ll produce an even greater number of attacks than the Bloodcrushers. The Bloodcrushers larger base size might also make deep striking them an issue. Since Bloodletters can charge 3d6+1 (re-rolling charges in pure Khorne detachment), just 20 of them deliver &#039;&#039;&#039;41 hits at 2+ str 5 and ap-3&#039;&#039;&#039;. At a cost of only 197 points (with 2 icons and 2 instruments), on the other hand, a minimum squad of Juggernauts (at 141 points) produces 19 attacks (with 10 at 2+ str 5 and a-3/ and 9 at str 5 -ap3). Just go with Bloodletters.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Fast Attack&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Flesh Hounds&#039;&#039;&#039;:  Remained mostly the same stat-wise and rule-wise, however, the rules around them have changed.  Compared to the previous codex they only move 10&amp;quot; max and are now susceptible to being slowed by terrain.  To compound these new issues Daemonic Instability is gone, and with LD7 morale tests are going to hurt.  Positives:  They&#039;re 15 points each for relatively speedy, two wound, two attack models, they now always hit on a 3+ in combat, and they get +1 S and A on the charge from Unstoppable Ferocity (20 of these is 300 points. Let that sink in a minute...).  Combine this with always striking first on the charge, and their fangs being AP-1 CCWs, and you will tear light infantry to pieces.  This leaves them in a similar niche as before, a light infantry killer and your front line bubblewrap unit to tank light weapons fire for harder-hitting characters (JuggerHerald, Karanak, etc.)  However, the loss of Herald locus upgrades and the attachment of characters leaves the Hounds as mostly an expensive tarpit unit, unable to effectively deal with anything higher than a 4+ save, and unable to hold units in assaults for longer than one turn. Screamers do a better job of being zippy harassment units, and Bloodcrushers are more durable and hit so much harder.&lt;br /&gt;
**&#039;&#039;&#039;A quick note on Flesh Hounds&#039;&#039;&#039;: If you are taking a fluffy Khorne-dedicated list (and if you&#039;re not, Khorne will send these fuckers after you anyway) these puppies are (as of time of writing this) Khorne&#039;s only source of denying the witch outside of Karanak excluding forgeworld. So for this reason alone, a few MSU squads of these should be auto-includes unless you want your face melted with mind bullets&lt;br /&gt;
**In case you forgot that Wrath and Rapture are giving Khorne some new stuff too, Flesh Hounds are finally getting a plastic kit! One of them can now be upgraded to a Gore Hound, which lets their bark does damage - D6 autohits at 8&amp;quot;, S4 AP0 D1 (as per the most recent faq). So, basically a flamer. Not a big boost but now they can do something before they charge.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Heavy Support&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Skull Cannon&#039;&#039;&#039; A mixed bag like the Soul Grinder but cheaper at 80 pts. It&#039;s gun is 48&amp;quot; Heavy D6 (S8 Ap-2 D3 that ignores cover bonus), more to take out light vehicles. On the plus side, it hits with 3+ or an ok 4+ on the move. and can do some good damage on the charge with some possible mortal wounds that can heal the cannon. But even melee is only a last-ditch surprise option. Overall not that great, especially when compared to 7th big cover ignoring blast template. But hey, it&#039;s one of the rare long-range options we have and ok to get a few wounds off some light/medium tanks.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Lord of War&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Anggrath the Unbound&#039;&#039;&#039; - Oh boy, THIS guy. When you absolutely need to have the angriest, smashiest guy on the board, accept no substitutes! He will always hit things on a 2+ and starts off dealing 10 S 15 attacks that have -4 AP and deal d6 damage. That doesn&#039;t even cover the fact that he gets his extra attack and strength for Unstoppable Ferocity and when he charges you get to roll for every unit that comes within 1 inch of his base, and for every 2+ the unit suffers D3 mortal wounds. He shrugs off attacks like nothing too, thanks to his T8, 24 wounds, 2+/4++ and 2 uses of Deny the Witch with a +3 bonus. If anyone manages to bring him down by some chance he gets a chance to wound everyone around him. Don&#039;t expect much to come from his whip, even though it got a slight boost by being able to be used while in close combat. Also, note that he can be your warlord now. Why yes, I did want 6+ FNP on him to thank you very much! &lt;br /&gt;
**&#039;&#039;&#039;Chapter Approved Alternate Take:&#039;&#039;&#039; They&#039;ve arbitrarily smacked the &amp;quot;numbers of the beast&amp;quot; for each Chaos God on 3/4 Daemon Lords (except for Big Bird who&#039;s even more expensive) and now Anggrath&#039;s 888 points. This is almost too expensive for what he brings to the table. He cost as much in 7th but that&#039;s when he was actually worth the price tag.&lt;br /&gt;
***&#039;&#039;&#039;Note:&#039;&#039;&#039; Though he&#039;s now very expensive, as a Khorne character he re-rolls his charge distances while having access to all the smexy stratagems his kin get. Warp Surge, Locus of Wrath, and Frenetic Bloodlust completely ruin anyone&#039;s day and more than make up for his increased cost. With those stratagems, he will literally kill anything in the game - if you put him with support characters (Bloodmaster with Crimson Crown, Masque of Slaanesh) he can kill a Warlord Titan in one charge. Or a Porphyrion twice over. Mortarion’s close combat abilities are laughable compared to this&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Fortification&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Skull Altar&#039;&#039;&#039; - First Khorne approved building ladies and gentlemen! First, off all just like Nurgle tree, it cannot be targeted and affected by enemy attacks and cannot move. Secondly, this altar has a bunch of good abilities, especially when playing defender with Khorn. It can be summoned like normal units ( which is easy because it&#039;s power level is 5 ) and if it is summoned by a KHORNE DAEMON INFANTRY CHARACTER and his base is touching an altar , you can put him on top of it which makes altar occupied , that grants him a +1 to his Invulnerable saves ( to a max of 3++ but sadly only Bloodmasters and Skulltaker will fit there so don&#039;t even think about making 3++ Bloodthirsters ) and while it&#039;s occupied, every KHORNE DAEMON unit which is wholly within 16&amp;quot; of it gets a +1A characteristics to all models in unit ( Bloodletters doing 91 attacks on charge or Flesh Hounds doing 40 attacks in a unit of 10 ). It also allows us to re-roll any dice for CHAOS CHARACTERS while attempting to summon Khorne Daemons. The last 2 abilities are also nice, it increases Locus of Rage ability ( 6&amp;quot; Aura to re-roll charges ) from 6&amp;quot; to 12&amp;quot; while a character is within 8&amp;quot; of the altar and it gives -1 to psychic tests if the enemy is within 8&amp;quot; of the altar. All of this for 100 points&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Biggest Problem&amp;lt;/span&amp;gt;====&lt;br /&gt;
The best way to run mono-Khorne daemons appears to be simply picking 1 unit and spamming it as much as physically possible. So a list with a mixture of Bloodletters, Flesh Hounds, and Bloodcrushers, would not be anywhere near as effective as a list including only 1 of those units in vast numbers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Daemons of Tzeentch&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
The Daemons of Tzeentch surround themselves in layer upon layer of mind-traps and illusions, each mirage shifting into the next. The result utterly confounds those nearby that would do the Daemons harm, and means their attacks are often ineffective.&lt;br /&gt;
&lt;br /&gt;
Tzeentch is the shooting department in the codex while the other gods often footslog to the enemy to kill him in melee. They also specialize in the Psychic phase, with many casting attempts, Dispells, and abilities to get them. That doesn&#039;t mean that the bird nutters don&#039;t have a few ok melee units or tricks and with a widespread 4++ save they can be hard to kill as well.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Daemonic Loci: &#039;&#039;Locus of Trickery:&#039;&#039;&#039;&#039;&#039; {{W40kKeyword|Tzeentch}} At the beginning of each Fight phase, roll 2D6 and discard the higher: every time a friendly Tzeentch unit within 6&amp;quot; is attacked, any hit roll matching the remaining dice&#039;s result (after rerolls but before any modifier is applied) fails. Basically amounts to a -1 to hit mod that (versus most units hitting on a 4+) only goes off 25% of the time and only affects melee attacks. And since you roll once at the beginning of the phase, it&#039;s an all-or-nothing effect.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Warlord Traits&amp;lt;/span&amp;gt;====&lt;br /&gt;
#&#039;&#039;&#039;Born of Sorcery:&#039;&#039;&#039; +1 to the first psychic test you take in each psychic phase. This will stack with other modifiers, so it&#039;s great for making the psychic phase better and your Smite hit harder.&lt;br /&gt;
#&#039;&#039;&#039;Incorporeal form:&#039;&#039;&#039; -1 to all damage taken (minimum 1). The Changeling gets this. Prevents your Lord of change from dying on the first turn from Lascannons. &lt;br /&gt;
#&#039;&#039;&#039;Warp Tethers:&#039;&#039;&#039; Reroll failed leadership tests of Tzeentch demons within 9&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Lorekeeper of Tzeentch:&#039;&#039;&#039; +6&amp;quot; to the first psychic power manifested.&lt;br /&gt;
#&#039;&#039;&#039;Tyrant of the Warp:&#039;&#039;&#039; Ignore the first Perils you roll each phase on a 2+. Your main Psykers already have quite a few wounds, so this is not really needed. Kairos Fateweaver gets this.&lt;br /&gt;
#&#039;&#039;&#039;Demonspark:&#039;&#039;&#039; friendly Tzeentch demons within 9&amp;quot; re-roll to wound rolls of 1 in the shooting phase. The Blue Scribes get this.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Stratagems&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Locus of Conjuration (2CP):&#039;&#039;&#039; Pick a {{W40kKeyword|Tzeentch}} character at the beginning of any Psychic phase; all friendly Tzeentch units within 6&amp;quot; can reroll failed Psychic tests.&lt;br /&gt;
*&#039;&#039;&#039;Blasted Standard (1CP):&#039;&#039;&#039; Upgrade to a single Daemonic Icon carried by a {{W40kKeyword|Tzeentch}} model. Once per battle, you can use it during the psychic phase. roll 9 dice, and for each 6, the closest visible enemy unit within 18&amp;quot; takes a mortal wound. (likely to Deal 3 to 5 MW)&lt;br /&gt;
**NOTE: the upgrade happens before the game starts so remember to keep your banner bearer safe since your opponent will know its coming.&lt;br /&gt;
*&#039;&#039;&#039;Magical Boon(1 CP):&#039;&#039;&#039; Use at the end of the psychic phase. Pick a {{W40kKeyword|Tzeentch}} {{W40kKeyword|Psyker}}. They can attempt to manifest another psychic power.&lt;br /&gt;
*&#039;&#039;&#039;Exalted Lord of Change &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt;(1CP):&#039;&#039;&#039; Makes Greater daemons worth playing and Adaptable. Before battle A {{W40kKeyword|Lord of Change}} becomes {{W40kKeyword|Exalted}} and can pick one of 6 additional abilities or randomly gain 2. Unfortunately, multiple Exalted daemons can only gain the same ability if rolled for.&lt;br /&gt;
*#&#039;&#039;&#039;Mastery of Magic:&#039;&#039;&#039; Knows one more Power and cast one more.&lt;br /&gt;
*#&#039;&#039;&#039;Spell-thief:&#039;&#039;&#039; if you unbind a spell, that Psyker can&#039;t manifest it again. Forces meta-savy enemies to take duplicates, but you&#039;re still taking away linchpins.&lt;br /&gt;
*#&#039;&#039;&#039;Lord of Flux:&#039;&#039;&#039; Enemies take +1 more MW for your Spells.&lt;br /&gt;
*#&#039;&#039;&#039;Nexus of Fate:&#039;&#039;&#039; while on the battlefield at the start of your turn, gain a CP on a roll of 1 or 6.&lt;br /&gt;
*#&#039;&#039;&#039;Aura of Mutability:&#039;&#039;&#039; 6+ FNP, and then heals 1 for each 6 rolled after resolution.&lt;br /&gt;
*#&#039;&#039;&#039;Architect of Deception:&#039;&#039;&#039; -1 to hit from ranged weapons&lt;br /&gt;
*&#039;&#039;&#039;Minions of Magic &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt;(1 CP):&#039;&#039;&#039; {{W40kKeyword|Horrors Infantry}} gets a 9 on the first Psychic power manifested. A bit of a waste on a normal Horror unit, as they only know Smite. Use it on a Herald instead to make sure a must cast power goes through, the easiest way to cast Infernal Gateway.&lt;br /&gt;
*&#039;&#039;&#039;Warp Jaws &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt;(1 CP):&#039;&#039;&#039; In the Fight phase, {{W40kKeyword|Screamers}} add +1 to wound when targeting {{W40kKeyword|Monsters}} or {{W40kKeyword|Vehicles}}.&lt;br /&gt;
*&#039;&#039;&#039;Flames of Mutation &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt;(1 CP):&#039;&#039;&#039; Use in the Shooting Phase. Select a {{W40kKeyword|Flamers}} unit. Unmodified wound rolls of 6 inflicts a MW in addition to any other damage.&lt;br /&gt;
*&#039;&#039;&#039;Warp Portal &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt;(1 CP):&#039;&#039;&#039; Use in your Movement phase. Select one {{W40kKeyword|Fluxmaster}}, {{W40kKeyword|FateSkimmer}}, or {{W40kKeyword|Burning Chariot}} and remove them from the battlefield. Then, set it back up anywhere that is more than 9&amp;quot; from any enemy models. This counts as its movement. Nothing in rules as written prevents you from using this on a model within 1&amp;quot; of an enemy, and it doesn&#039;t count as falling back...&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Relics&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;The Impossible Robe:&#039;&#039;&#039; {{W40kKeyword|Tzeentch}} models only. Bearer gets a 4++ (technically 3++ because of Ephemeral Form) invulnerable save and a one-use save reroll, but if the reroll gives you a 1 the bearer instantly dies. Combine with warp surge to get a 3++ (2++ with EF) for one phase, only downside is you lose your rerolls (although on the other hand this also means no risk of killing yourself by accident). Even though technically warp surge can only increase the invuln to 3++ this still works since Ephemeral form gives +1 to the roll, not the save itself. Very nice to keep a lord of change alive against long-range heavy weapons. Even more, if combined with the incorporeal form warlord trait. The 2++ trick is no longer possible since the recent September 2018 Errata, which limited Warp Surge to a 4++&lt;br /&gt;
*&#039;&#039;&#039;Soulbane:&#039;&#039;&#039; {{W40kKeyword|Tzeentch}} Herald only. replaces ritual dagger. Strength User, Ap -5, 1 damage. Invulnerable saves cannot be taken against this weapon. Wounding with this may be an issue but if it does wound, only FnP equivalents can stop it. (not quite, Bullgryns with Slabshields and the Psychic Barrier spell cast on them will still get a 6+ armor save RAW)&lt;br /&gt;
*&#039;&#039;&#039;Endless Grimoir:&#039;&#039;&#039; {{W40kKeyword|Tzeentch}} {{W40kKeyword|Psyker}} only. Knows one additional power.&lt;br /&gt;
*&#039;&#039;&#039;Everstave:&#039;&#039;&#039; {{W40kKeyword|Tzeentch}} Model only. replaces rod of sorcery or staff of change. +1 to manifest smite. Who are we kidding, of course, you&#039;ll be Smite spamming with Tzeentch!&lt;br /&gt;
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&#039;&#039;&#039;Artifact of Change&#039;&#039;&#039;&lt;br /&gt;
If your Warlord is Tzeentch Daemon, you can give one the following to a {{W40kKeyword|Exalted Lord of change}}.&lt;br /&gt;
*&#039;&#039;&#039;Warpfire Blade:&#039;&#039;&#039; Replace Baleful Sword. S+2 Ap-3 D6d,  and unmodified wound rolls of 6 deal an additional D3 MW. Combine with the Aura of Mutability Exalted ability to have a regenerating combat chicken. Casting Chicken is usually better.&lt;br /&gt;
*&#039;&#039;&#039;Soul-eater Stave:&#039;&#039;&#039; Heals a wound on a 4+ each time you kill a model with a spell, to a max of 9 each turn. Combines naturally with the Lord of Flux Exalted ability. More Mortal Wounds gives you more chances to heal.&lt;br /&gt;
*&#039;&#039;&#039;The Crystal Tome:&#039;&#039;&#039; at start of enemy&#039;s turn, make a contest Ld+d6 roll between the bearer and an enemy {{W40kKeyword|character}} within 12&amp;quot;, his Auras are turned off if you roll equal or better. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;HQ&amp;lt;/span&amp;gt;====&lt;br /&gt;
=====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;General&amp;lt;/span&amp;gt;=====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lord of Change:&#039;&#039;&#039; You big spell caster lord. A slightly cheaper, less powerful Kairos, though the Rod of Sorcery can boost its Smite range up to 30&amp;quot; and is WS2+ compared to Fateweaver. Only able to cast 2 powers compared to fate-weavers casting 3. Can deny twice. Super durable with the Impossible Robe granting a 3++, and -1 to all damage received (to a minimum of 1) from the warlord trait. It also got a bit cheaper from the index. With the new relic (3++) and the new WL trait (-1D taken), a single chicken will be very hard to kill.&lt;br /&gt;
**If you can don&#039;t have the points, he can also be ok in melee as an Exalted Greater daemon. can Handle infantry and Staff of Tzeentch can create Spawn when it kills characters (if you have the point reserves). improve casting variant is preferred but don&#039;t forget that any Greater daemon can easily wipe the floor with a guardsman squad.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Changecaster:&#039;&#039;&#039; New dumb name for regular Herald. S3(4) T3 W4 means he is rather unimpressive. Grants a +1S aura for Tzeentch Daemons which with the codex means all your shooting attacks benefit from this too, making him ideal for escorting Flamers and pink horror hordes. He can heal himself in melee if you mess up and get tar-pitted by guardsmen. He can be quite pricey at 83pts with a Staff of change, but you get a Wizard with  Sv4++, Knows a 24&amp;quot; Smite, two Tzeentch powers, and Can cast &amp;amp; deny once. &lt;br /&gt;
*&#039;&#039;&#039;Fluxmaster:&#039;&#039;&#039; Disc Herald. Same as the normal one, but with {{W40kKeyword|Fly}}, 12&amp;quot; movement, and an additional (weak) attack for 21 more points. An interesting use for this guy and his +1S aura is keeping him near Flamers, whose flame attacks are Str: User. You can also have him escort screamers so their attacks are S7, allowing them to wound most vehicles on a 4 instead of 5s.&lt;br /&gt;
*&#039;&#039;&#039;Fateskimmer:&#039;&#039;&#039; Chariot Herald. A Herald again BUT now with two times the wounds AND +2T while still being a character? Check! And 9 Attacks? Check! And 14&amp;quot; movement? Check! Also {{W40kKeyword|Fly}}? Check! He can take three Blues with him (on the chariot himself so no changes to his statline and he is still a single model unit, but they only cost 5 points), for FUN anti-psyker rule (enemy psykers take -1 to cast within 9&amp;quot; of him, and if he happens to be around the scribes, enemy psykers within 12&amp;quot; would be ill-advised to try to cast anything, really). A very solid HQ, durable and killy (if he manages to hit something), while being quite the bargain at 135(140) points (says 150/155 with Chanting Horrors in the codex though).&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Named&amp;lt;/span&amp;gt;=====&lt;br /&gt;
*&#039;&#039;&#039;The Changeling:&#039;&#039;&#039; Went from a nice fluffy idea with no real purpose to fuckawesome. Now he can copy the stats (not wounds!) of an infantry model within 1&amp;quot; near him, even the attacks, but most importantly he can copy one weapon profile too, but only from enemy {{W40kKeyword|Infantry}}, so no stealing from Dreadknights. It now can take on a lot of characters, beat them with their own weapons and can actually come out on top of them with its 4++ save. Also, it grants a 6+ FnP for Tzeentch daemons in 9&amp;quot;. Oh and he is a psyker and can cast one spell as a cherry on top. No longer the auto-include the index made him, but still useful.&lt;br /&gt;
**With Formless Horror &#039;&#039;&#039;timing is critical&#039;&#039;&#039;. The ability activates &#039;&#039;&amp;quot;when the changeling fights&amp;quot;&#039;&#039; so be careful about getting preemptively struck while in your original vulnerable form before you get the opportunity to.. you know? fight. This means to look out for opponents who charge you with a good chance of taking you outright. The 1&amp;quot; limit is also something to be careful of as well because unless you can pile in and move across to that big bad dude on the other side of the melee, you might end up being surrounded by opponents who cannot grant you huge buffs. Leaving you just as vulnerable as when you started, then when he gets the opportunity to pile back, you could be in trouble. To avoid this he can sit behind a unit of something (like horrors) and perform a heroic intervention when they get charged. He will be safe from the charging unit as they can only attack their charge target and he can fall back on your turn so they cannot melee him back. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Blue Scribes:&#039;&#039;&#039; S3 T3 W4 FUN anti-psyker, They gift enemy psyker -1 to cast and permanently remove (opponents) failed psychic powers within 12&amp;quot; (Ouch!). They also autocast a random Tzeentch power every turn, and if they successfully removed an opponent&#039;s power in the last psychic phase they also autocast Smite. As they are not actually psykers themselves, they cannot deny opponent powers- but at the same time, their own powers can&#039;t be denied or trigger Perils, as no psychic test is made for them. Just remember to have them cast first, so they don&#039;t randomly roll something you&#039;ve already used. Actually, the FAQ says that&#039;s not an issue. This makes them a viable choice, but you need to play them precisely to always position yourself to be able to use all of the powers (preferred range - within 12-18&amp;quot; of the enemy and within 18&amp;quot; of a unit you would want to buff with flickering flames or boon of change (i.e. flamers or pink horrors, alternatively even obliterators, daemon engines or tzaangor enlightened).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fateweaver:&#039;&#039;&#039; He knows Smite and all Tzeentch powers, has a +2 casting bonus which he loses as he takes wounds, and gives you D3 extra command points for including him. Expensive but good in melee but more importantly he can cast 3 powers and knows EVERY TZEENTCH POWER. It also has 36&amp;quot; range on his Smite. Like the rest of the &amp;quot;We were really powerful psykers once. No, REALLY!&amp;quot; characters, the chicken king can deny three times. Any character he kills in melee turns into a [[Chaos Spawn|you-know-what]]. Got a bit cheaper from the index, but probably still over costed, as he attracts lascannon fire from all over the field and only has a coinflip to defend against it. &lt;br /&gt;
** a few things to keep in mind when comparing Kairos to a regular LoC. Kairos will hit with higher strength in close combat, hitting at S8 compared to the LoC&#039;s S6/7 making him better in fights against VEQ&#039;s, However his attacks degrade faster after taking wounds. He doesn&#039;t have access to a relic that gives him a 3++ but can use his free command points given from being your warlord to use Warp Surge to give him that 3++. When he&#039;s your warlord he will also ignore perils on a 2+ and give you D3 command points which at worst is a free reroll/ unit to deep strike and at best will you can deep strike the big bird wherever you want and still have a spare CP for an important reroll.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Troops&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Horrors of Tzeentch&#039;&#039;&#039; Greatly changed from their previous incarnations, when a Horror is killed it splits into smaller horrors and also stays part of the same unit.  Unfortunately for matched play, the &amp;quot;new&amp;quot; horrors come out of your &amp;quot;reserved for summoning&amp;quot; points allotment. Fully utilizing this increases the relative cost of Pink horrors by 120%, although it&#039;s an automatic success with summoning.  Thankfully, those points are not reserved just for Horrors, can be used for summoning other items. While this does reduce the overall size of your force, you could easily use this to keep bodies in the unit on objectives or in high-threat positions. Similarly, the threat of having whatever your opponent kills in a charge splitting off into more units might be enough to make them think twice about it. They have 2(3) 18&amp;quot; ranged attacks and can cast smite and dispel but only with a D6 roll. Horrors shouldn&#039;t attempt Smites because when Horrors fail their smites two out of three times, and after only two attempts smite difficulty will be 7! (so impossible for Horrors).&lt;br /&gt;
**&#039;&#039;&#039;Pink Horrors&#039;&#039;&#039; Expensive at full bore - base 7pt, but are actually 17 if you want to afford its two blues, and 23 to afford the blues splitting into Brimstone, so it&#039;s just about never worth saving the full 16pts per model for splitting, but if you want an Instrument for speed, taking 1 (without paying for split) to upgrade to Iridescent for free to carry it can be justified; &#039;&#039;never&#039;&#039; take an Icon unless you bring at &#039;&#039;least&#039;&#039; 7 Pinks, as the Icon can&#039;t bring back any other color, even though its shitty Morale immunity on a 1 will still work. In a 20+ Pink unit, their gun gets upgraded to Assault 3 and they are one pint cheaper than before. Another interesting note, their guns are Strength &amp;quot;User&amp;quot; so if you park them next to a Herald their shooting jumps from up from 3 to 4. Given the way wounding works in 8th this can make a huge difference, more if you can find a way to bump it further to 5. (either cast Boon of change and hope for the best or bring a Mutalith that can buff the strength of any Tzeentch unit for a turn or bring multiple, as their effects are cumulative!)&lt;br /&gt;
**&#039;&#039;&#039;Blue Horrors&#039;&#039;&#039; Like a Pink Horror without the &#039;gun&#039; and worse BS/WS, but also does not really cost anything either, at 5 points (8 if you want to be able to afford to split them). Only a 5++ now and no gun, If you wanted a Tzeentch tarpit they are now slightly better then Brimstones, and they can still cast spells (ie Minions of Magic).&lt;br /&gt;
**&#039;&#039;&#039;Brimstone Horrors&#039;&#039;&#039; Used to be one of the best units in the game because they were 3 points for a model with a 4++ reduced to 6++ in the codex and they die immediately after using a power. Now finally weaker than conscripts (as at least the conscripts can still shoot things)...yay? Still, the cheapest troop choice chaos (or anyone?) has access to, so useful for filling out big detachments with low points investment.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Elites&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Flamers&#039;&#039;&#039;: While a tad expensive these guys are surprisingly good; with a 12&amp;quot; movement and shooting D6 str4 -1AP torrent of magical fire (which have improved from 8 inches to 12 inch range) they become great at harassing enemy melee units as they would not dare to charge them due to the strong overwatch and the very durable 4++ save. Their 12&amp;quot; range and PL4 for three make them excellent summoning material with devastating effect on infantry.&lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; their weapon strength is S:user, which means a nearby herald will make them a heavy flamer profile. 3 squads of 3 gives 9D6 S5 auto hits. These are going to eat most infantry for breakfast.&lt;br /&gt;
*&#039;&#039;&#039;Exalted Flamer&#039;&#039;&#039; : A flamer with a brighter flame for slightly less than the cost of a unit of flamers. However, you don&#039;t take these guys for the d6 s5 ap-2 attacks, you take them for the 3 S9 Ap-4 D3 Damage mini lascannon shots at 18&amp;quot; range hitting on a 3+. Also, the single model is a character.  Take these guys behind those units of brimstones to prevent them from being shot. &lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; their weapon strengths are S:user and S:user+4, which means a nearby herald will make their pink flame S6 and blue flame S10!&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Fast Attack&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Screamers of Tzeentch:&#039;&#039;&#039; They&#039;re still fast Flyers, and are monster/tank hunters. When flying over a unit, Roll a D6 for each passing Screamer and on a 6 the unit suffers a mortal wound. On top of each making 3 Lamprey bites that are S+2 (S6 or 7) AP-3 and do 2 Damage. They have little defense (T4, W2, InvSv 4++). They are pretty good once again. A unit of 6 (138 pts.) Could easily rip apart most infantry and hunt tanks with their Warp Jaws Stratagem.&lt;br /&gt;
**They are one of the few Tzeentch units that want to be in melee. This makes them natural targets for Boon of Change.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Heavy Support&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Burning Chariot&#039;&#039;&#039; Same as an Exalted Flamer but has double the wounds, a 14 inch move, worse Weapon Skill, is toughness 5, has a 5+ save (though its pretty useless thanks to Ephemeral Form), and is driven by a pair of Screamers which get to make an additional six hits in combat (at S6 AP-3 D2), all for 110 points. The big trade-off is that it loses the Character Keyword which is one of the best things about the Exalted Flamer which could be hidden behind a wall of horrors and kill tanks. The extra resilience helps to combat the loss, but a couple of lucky lascannon shots will bring it down quickly. Note, it will take on average 10.3 lascannon shots with BS3+ and 13.7 w/BS4+ to bring it down. So it&#039;s not as good as the Exalted flamer with the loss of Character status, but it is a lot tougher than it first appears and makes a half-decent distraction carnifex rushing up the boarding shooting stuff.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Lord of War&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Aetaos&#039;Rau&#039;Keres the Slayer of Souls:&#039;&#039;&#039; Good luck trying to pronounce that name! Like Fateweaver, he has an innate +2 to his casting rolls (that gets reduced the more wounds he loses) and knows all 3 of the Tzeentch powers and Smite and can deny 3 powers too. Unlike Fateweaver, he has a 4++ (which becomes a 3++ for the Ephemeral form rule), is WS/BS 2+, and 27 wounds at T8. Shooting-wise his Staff of Cataclysm is an Assault 2d6 S9 AP-4 weapon that does a straight 3 damage. Did I mention it can be fired within 1&amp;quot; of enemy models and into close combat? Also, if you slay the final model of a unit with 10 or more models (highly likely), you immediately get 3 Flamers of Tzeentch (but do you have to pay for them out of reinforcement points? YEP). To further contrast his might with Fateweaver, his smite has 48 inches instead of 36, and if anyone dares to shoot him with a psychic power and succeed on it, roll a d6, and on a 5+ he ignores the power that was cast on him and the caster suffers a mortal wound. Just wait for your opponent to think that they would rather try their luck in close combat with him instead of shooting, he&#039;s a monster there too. Be careful though, if a Lord of Change or Daemon Prince comes within 12&amp;quot; of him, roll a dice and on a 4+ he must attack that unit with his Staff, ignoring the rules for targeting models (so he can shoot them if they&#039;re a character and not the closest unit, or if he can&#039;t see them). Hilariously, he has the lord of change keyword so he will always hit himself on a 4+, and the staff is actually pretty dangerous against him. &lt;br /&gt;
**&#039;&#039;&#039;Chapter Approved Alternate Take:&#039;&#039;&#039; This guy&#039;s 1500 points in Chapter Approved. This guy&#039;s simply too expensive for what he brings to the table now. Hard pass.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Daemons of Nurgle&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
The Daemons of Nurgle are surrounded by an aura of pestilence and disease that infects all nearby, and their talons and blades drip with thrice-ripened plagues. The merest touch of such a weapon in the presence of such a creature can cause a mortal to wither and die in seconds.&lt;br /&gt;
&lt;br /&gt;
The big synergy winners this edition. They lack widespread weapons with good AP but high toughness and Disgustingly Resilient will make these units your tanks and tarpits. They are not particularly accurate but can dish out multi-damage attacks with fitting buffs and some hot rolling. However, they will have trouble with armored targets and when facing off against multi-damage attacks (Remember that Disgustingly Resilient triggers per wound lost, not per save failed). Finally, they will struggle to catch fast-moving enemies unless you build to counter that.&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Daemonic Loci: Locus of Virulence:&#039;&#039;&#039; {{W40kKeyword|Nurgle}} All friendly Nurgle units within 6&amp;quot; deal 1 additional damage on a wound roll of 6+.&lt;br /&gt;
*Won&#039;t help against GEQ, but against Primaris, TEQ, monsters, and vehicles, the extra damage is helpful. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Warlord Traits&amp;lt;/span&amp;gt;====&lt;br /&gt;
#&#039;&#039;&#039;Blessed with Corpulence:&#039;&#039;&#039; +1 Wound. Simple adding additional rolls before your enemy can snipe your leader.&lt;br /&gt;
#&#039;&#039;&#039;Acidic Ichor:&#039;&#039;&#039; If your warlord takes a wound in melee, the unit that inflicted the wound takes a mortal wound on a 4+ at the end of the Fight phase. Horticulous Slimux gets this.&lt;br /&gt;
#&#039;&#039;&#039;Plaguefly Hive:&#039;&#039;&#039; -1 to hit your warlord if the attacking unit is within 7&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Virulent Touch:&#039;&#039;&#039; +1 to all to wound rolls in the fight phase unless targeting a vehicle. Epidemius gets this.&lt;br /&gt;
#&#039;&#039;&#039;Impenetrable Hide:&#039;&#039;&#039; 4+ armor save. This means that your warlord can now really reap the benefit from cover. Remember that Great Unclean Ones can&#039;t get cover from Feculent Gnarlmaws.&lt;br /&gt;
#&#039;&#039;&#039;Pestilent Miasma:&#039;&#039;&#039; Roll a dice for each enemy unit within 1&amp;quot; at the start of your turn. on a 4+, they suffer a mortal wound. Rotigus gets this.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Stratagems&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Plague Banner (1CP):&#039;&#039;&#039; Upgrade to a single Daemonic Icon carried by a {{W40kKeyword|Nurgle}} model. Once per battle, all the Plagueswords in the unit with the Plague Banner become D2 instead of D1.&lt;br /&gt;
**NOTE: the upgrade happens before the game starts so remember to keep your banner bearer safe since your opponent will know its coming.&lt;br /&gt;
**combo with Locus of Virulence and Virulent Blessing for a Plaguebearer to deal 6 damage on unmodified 6s to wound. Still need ways to circumvent Armour saves but can quickly kill monsters. &lt;br /&gt;
*&#039;&#039;&#039;Revolting Regeneration (2CP):&#039;&#039;&#039; use at the end of your movement phase. A {{W40kKeyword|Nurgle}} {{W40kKeyword|Daemon}} unit  regains d3 wounds or regains 1 slain model if none are wounded. regained models are at 1 wound but can be healed by powers and other effects.&lt;br /&gt;
*&#039;&#039;&#039;Locus of Fecundity (2CP):&#039;&#039;&#039; Pick a {{W40kKeyword|Nurgle}} character at the beginning of any phase; reroll all Disgustingly Resilient rolls of 1 for daemons within 6&amp;quot;. This increases your 33.33% chance of shrugging off a wound to 38%. For 2 CP, it&#039;s not much effect for a big cost.&lt;br /&gt;
*&#039;&#039;&#039;Exalted Great Unclean One &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt;(1CP):&#039;&#039;&#039; Makes Greater daemons worth playing and Adaptable. Before battle A {{W40kKeyword|Greater Unclean One}} becomes {{W40kKeyword|Exalted}} and can pick one of 6 additional abilities or randomly gain 2. Unfortunately multiple Exalted daemons can only gain the same ability if rolled for. &lt;br /&gt;
*#&#039;&#039;&#039;Bloated with Corruption:&#039;&#039;&#039; become T8. The common Bolters now only wound on 6+. &lt;br /&gt;
*#&#039;&#039;&#039;Revoltingly Resilient:&#039;&#039;&#039; +1 to Disgustingly Resilient rolls. Going to FNP 4++. Extra resilient.&lt;br /&gt;
*#&#039;&#039;&#039;Avalanche of Rotten Flesh:&#039;&#039;&#039; +1 to charge rolls and Crushing Bulk inflicts D3 MW on a 2+. Get blob to move faster, combos with a feculent gnarlmaw.&lt;br /&gt;
*#&#039;&#039;&#039;Living Plague:&#039;&#039;&#039; when attacking with a melee weapon while your Strength is least double targets toughness, you score double the hits. Going melee? You&#039;re going to kill most infantry.&lt;br /&gt;
*#&#039;&#039;&#039;Gift of Bountiful Vomit:&#039;&#039;&#039; has a 12&amp;quot; shooting phase ability to inflict an MW for each roll of 3+ for each model (max of 7) in one unit.&lt;br /&gt;
*#&#039;&#039;&#039;Hideous Visage:&#039;&#039;&#039; -1 LD for enemies within 12&amp;quot;, and -2 if within 6&amp;quot;. If you can speed in, chase away those terminators.&lt;br /&gt;
*&#039;&#039;&#039;Rust And Decay &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt;(1 CP):&#039;&#039;&#039; Use in the fight phase. Select a {{W40kKeyword|Plaguebearer Infantry}} unit. They auto hit and wound on an unmodified hit of 6. &lt;br /&gt;
*&#039;&#039;&#039;Putrid Demise &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt;(1 CP):&#039;&#039;&#039; When a {{W40kKeyword|Plaguebearer Cavalry}} model dies, roll for each unit (except Nurgle) within 6&amp;quot;. On 2+, they suffer 1 MW.&lt;br /&gt;
*&#039;&#039;&#039;Acidic Slobber &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt;(1 CP):&#039;&#039;&#039; Until the end of the fight phase, a {{W40kKeyword|Beast of Nurgle}} unit inflicts an additional MW on a wound roll of 6.&lt;br /&gt;
*&#039;&#039;&#039;Nurgling Infestation &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt;(1 CP):&#039;&#039;&#039; Use this Stratagem at the end of any phase except the Morale phase. Select one {{W40kKeyword|NURGLING}} unit from your army. Roll one D6 for each model in that unit that was destroyed that phase. For each roll of 5+, return one destroyed model to that unit with all of its wounds remaining, placing them in unit coherency. If they cannot be placed, they are not returned.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Relics&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Horn of Nurgle&#039;s Rot:&#039;&#039;&#039; {{W40kKeyword|Nurgle}} models only. Every time the bearer kills an enemy model in melee, roll a D6: on a 4+ you can add a model to a friendly {{W40kKeyword|Plaguebearer}} unit within 7&amp;quot;. Pairs well with an offensive unit like a daemon prince (hiding in a plaguebearers unit).&lt;br /&gt;
*&#039;&#039;&#039;Entropic Knell:&#039;&#039;&#039; {{W40kKeyword|Nurgle}} models only. enemies within 7&amp;quot; get -1 to their leadership.&lt;br /&gt;
*&#039;&#039;&#039;Corruption:&#039;&#039;&#039; {{W40kKeyword|Nurgle}} models only. replaces a Plaguesword, Bilesword, Balesword, or Hellforged Sword. melee, str +2, AP -3, d3 damage, reroll all failed to wound rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arfifact of Decay&#039;&#039;&#039;&lt;br /&gt;
if Warlord is Nurgle Daemon, can give the following to a {{W40kKeyword|Exalted Great Unclean one}}.&lt;br /&gt;
*&#039;&#039;&#039;Effluvior:&#039;&#039;&#039; Upgrade Plague Flail to Assault 6 and S+1. Now able to rout infantry with his assault pistol whip.&lt;br /&gt;
*&#039;&#039;&#039;The endless Gift:&#039;&#039;&#039; heal a lost wound at end of each phase he lost one.&lt;br /&gt;
*&#039;&#039;&#039;Tome of a Thousand Poxes:&#039;&#039;&#039; Know another power from Nurgle Discipline.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;HQ&amp;lt;/span&amp;gt;====&lt;br /&gt;
=====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;General&amp;lt;/span&amp;gt;=====&lt;br /&gt;
*&#039;&#039;&#039;Great Unclean One:&#039;&#039;&#039; This fat bastard&#039;s an incredibly resilient model, with 18 wounds and the Disgustingly Resilient special rule but somehow still only T7 (On average can take 25 las cannon shots at BS3 without using stratagems or psychic buff). For melee builds He gets a plagueflail (which he can shoot into close combat with) which is S:User AP-3 and does 2 damage that carries over should an enemy model be slain, and a Bilesword which is an S+1 Power Sword that does D6 damage. the Bileblade and the Doomsday Bell. You have to choose one between the Bilesword and the Doomsday bell and one between the Plagueflail and the Bileblade; pick whichever will best fit that GUO&#039;s role (e.g. the Bilesword and Plagueflail for a melee monster, or the Bileblade and Doomsday Bell for summoning and psychic support). He can cast 2 powers and deny 1 power and knows Smite plus two Nurgle discipline powers. However, he only gives Nurgle Daemons the ability to use his (fairly high) leadership for Morale tests. Disgustingly strong in melee for his points, especially since he inflicts a mortal wound on a 4+ when charging. Getting him there can be a problem, so consider splurging on the Deep Strike stratagem to minimize the risks of footslogging. Not bad but best to deepstrike because his mobility is painful at a reduced profile.&lt;br /&gt;
**Hilariously the Doomsday Bell&#039;s ability to revive friendly Nurgle Daemons work with the Myphitic Blight-Haulers from the Deathguard Codex as they are both Nurgle Daemons (as per page 175 of the Main Rule Book) and come in units of up to 3. This means you can revive what is essentially a dreadnought with a multi-melta and a missile launcher on a 4+&lt;br /&gt;
*&#039;&#039;&#039;Poxbringer&#039;&#039;&#039;: The classic Herald of Nurgle, now with a new name to distinguish it from the other two Heralds. They took away his steed, but his balesword is AP-3 and can re-roll all failed wound rolls.  He is a psyker and can cast Smite or Stream of Corruption once he reaches melee. His bonus gives +1S, which is actually a big deal. Your plaguebearers wound Space Marines on 4+ with reroll and with the buff on 3+, even bikers on 4+. S5 is the sweet spot to wound T8 vehicles on 5+ instead of 6+ too so your plaguebearers become much more versatile.&lt;br /&gt;
*&#039;&#039;&#039;Sloppity Bilepiper&#039;&#039;&#039; New kind of Herald, gives +1 attack to GUOs and Nurglings within 6&amp;quot; and also allows them to run and charge in the same turn. Also, every {{W40kKeyword|Nurgle Daemon}} within 6&amp;quot; have to do Morale tests on 2D6 discarding the higher value, and the enemy within 6&amp;quot; failing a Morale test loses one model more than it should. Even if you don&#039;t plan on taking lots of Nurglings, the morale benefits alone are worth bringing this freakish jester along. Keep him protected, though. He doesn&#039;t have much in the way of direct combat ability.&lt;br /&gt;
*&#039;&#039;&#039;Spoilpox Scrivener&#039;&#039;&#039;: Other new Herald that allows Plaguebearers within 6&amp;quot; of him to add +2&amp;quot; to their movement and +1 to their hit rolls. If the boost brings their roll result up to 7 (read: the buffed unit rolls a 6), they can attack again with the same weapon they used before. More attacks hitting and the chance for extra attacks mean more possibilities of an unsaved wound making it through, and the movement bonus doesn&#039;t hurt either while increasing your Plaguebearers hits by over 33%. In addition to the basic Herald plaguesword, he can also attack with his grotesque mouth (AP-1, but can only reroll wound rolls of 1) and disgusting sneezes (6&amp;quot;, Pistol D3, S3 AP0 1 D, rerolls wound rolls of 1). Yes, he can kill things by sneezing on them.&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Named&amp;lt;/span&amp;gt;=====&lt;br /&gt;
*&#039;&#039;&#039;Rotigus the Rainfather:&#039;&#039;&#039; To make up for the [[fail|absence]] of Ku&#039;gath Plaguefather, we now have a new named Great Unclean One. His main melee weapon, the Gnarlrod, is essentially a Bilesword with worse AP but more reliable damage (3 damage instead of d6), but he has d6 extra Fanged Maw attacks that mean he&#039;s still better in melee than the standard GUO. His real best weapon is the Streams of Brackish Filth, essentially a 2d6 S7 AP-3 flamer that rerolls wounds, sadly he can&#039;t shoot into melee like a Plagueflail. Every time you roll a 7+ on a psychic test, the closest enemy unit suffers a mortal wound after using whatever power you were casting. Unlike the Death Guard&#039;s Malignant Plaguecaster, this doesn&#039;t have any range specified, so you could technically do it from the other side of the board. At only five points more than a Bilesword Great Unclean One, knowing one more power than a basic GUO, and being able to deny one more power as well, you might as well take him. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Epidemius&#039;&#039;&#039; Costs a bit more than a normal Herald and isn&#039;t a psyker (Smite!) but has quite a bit more punch and can take some more. But you want him for his army-wide buff (as always). Note that this time you have to destroy units, not models (because fielding 4x30 Boyz shouldn&#039;t have a downside)! Starting at 2 destroyed units by {{W40kKeyword|NURGLE DAEMONs}}, and it pumps up your offensive capabilities - defensive buffs start at 5 destroyed units. Sadly he misses the other +1S bonus of the normal Herald hence you should get both of them in a Nurgle themed army. If you don&#039;t like the old metal mini you can grab a disc of Tzeentch, spit on it, scratch it like a DJ, paint it green and glue a few nurglings and bells (from the plaguebearer kit) on it and then put a Herald of Nurgle on top.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cor&#039;bax Utterblight&#039;&#039;&#039;: The Forgeworld Character series Daemon Prince.  He&#039;s significantly tougher than a Daemon Prince of Nurgle at 12 wounds, T8, and a disgustingly resilient roll of 4+ against dmg 1 weapons.  Unfortunately, he loses his 3+ armor and because he&#039;s over 10 wounds he also loses his character protection.  He causes a -1 to enemy psykers when they take their test, but isn&#039;t a psyker himself.  His base speed of 7&amp;quot; makes him slower, but he ignores any penalties to charge ranges because of terrain.  He&#039;s a mixed bag in CC.  He does cause a mortal wound on a 2+ if he charges.  Having 5 base attacks is good and the gaping maw weapon is -3AP with 3dmg and, most importantly, a to-hit roll of 6 causes 3 hits.  If you take the Virulent touch warlord trait for +1 to wound and cast Virulent blessing for another +1 to wound and furthermore any roll of 5+ will cause 6 dmg, 7dmg if you have the Nurgle Loci.  Unfortunately, with the only S6, he&#039;s only good at taking on infantry, which means his high damage will largely be wasted unless you dedicate other units to buff him.  His profile degrades movement, WS, and attacks so he quickly becomes useless.  He also gives out no aura buffs whatsoever (unless you&#039;re going for summoning, for which he grants rerolls to all friendly summoning units within 9&amp;quot;).  Clocking in at 230pts he&#039;s not going to be able to get enough done on his own to justify the investment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Horticulous Slimux&#039;&#039;&#039;: Ported over from [[Age of Sigmar]], Nurgle&#039;s Grand Cultivator retains his ability to make Beasts of Nurgle actually pretty decent, by way of giving to Beasts within 12&amp;quot; +1 to hit rolls, as well as allowing Beasts within 6&amp;quot; to reroll failed charges. Units that fall back within 1&amp;quot; of him take d3 mortal wounds on a 4+, and he&#039;s no slouch in melee either&amp;amp;mdash; he has a 4+ save that lets him rely less on the invulnerable save and Disgustingly Resilient, his lopping shears are a souped-up Balesword, and Mulch can add an extra S7 AP-4 3 D sucker punch to surprise more heavily armored opponents. &lt;br /&gt;
**He can also create new Feculent Gnarlmaws within 3&amp;quot; of him at the end of his movement phase (if he didn&#039;t use Daemonic Ritual in the same turn), and a single {{W40kKeyword|Nurgle Daemon}} within 7&amp;quot; can heal a wound at the beginning of each your turn if any model died the turn before. A blob of allied Cultists will ensure that healing effect will trigger, even if your opponent doesn&#039;t use horde armies. &lt;br /&gt;
**If you have the models (and spare 85 points per model), there&#039;s really no reason why Horticulous shouldn&#039;t keep planting a Feculent Gnarlmaw each turn.  They&#039;re damned useful, and it means that he&#039;ll constantly enjoy a 2+ cover save.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Troops&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Plaguebearers of Nurgle&#039;&#039;&#039; Slow but tough and ok in melee with their re-rolls to wound. If you want to hold the line, they are the right choice. In packs of 20 (so get 30 to keep the bonus for a while) enemies have to subtract 1 from their attack rolls. Unfortunately, they lost the rusty sword abilities to auto-glance vehicles or poison monsters and for that old shrouded rule they need to be 20 or more but still cost defacto the same - somewhat a downgrade but we got the FNP for that. Two or three blobs of 30 can flood the field and can be surprisingly (disgustingly) resilient and soak up a lot of fire and damage. When combined with a Poxbringer and a Spoilpox Scrivener they can get a fair punch against tougher Infantry units in melee, hold objectives pretty well with numbers, or bind some annoying ranged units.&lt;br /&gt;
**Here&#039;s where some of that sweet, sweet synergy comes in.  Combine the Locus of Virulence (+1 damage if your wound roll is 6+), the Plague Banner (one-time pop to make plagueswords do 2 damage for one turn), the Virulent Blessing power (+1 to wound rolls, and if you roll 7+ to wound, you do double damage), and the Scrivener (Plaguebearers get +1 to hit, and a hit roll of 7+ lets them make an extra attack).  What do you get?  A combat phase in which plagueswords are 2 damage base, on a wound roll of 5 each plaguesword does 3 damage, on a wound roll of 6 each plaguesword does &#039;&#039;&#039;5 damage&#039;&#039;&#039;, and if the hit roll is 6, each Plaguebearer makes another attack!  And remember, plagueswords let you re-roll failed wound rolls automatically.  This isn&#039;t even considering Epidemius&#039; Tally shenanigans or the hit buff from a nearby Daemon Prince.  Fucking drown your opponent in wounds! Add a Poxbringer and they will wound MEQ&#039;s on 2+.&lt;br /&gt;
***Realistically you want to target big multi-wound stuff like vehicles, Knights, etc. with this, since the bonus damage is wasted on single-wound opponents (and larger-based targets let you get more Plaguebearers in close to swing). If you&#039;re targeting a vehicle with this one-turn damage extravaganza, coordinate the fight phase with a Plague Hulk. The Rusting Curse will effectively give your Plaguebearers AP-1.&lt;br /&gt;
**Take 20+ Plaguebearers, buff them with Miasma of Pestilence and park them completely within 7&amp;quot; of a Feculent Gnarlmaw or two.  They&#039;ll have a 4+ cover save, and your opponent is at -2 to hit them.  These guys become some of the best objective-campers in the game, because they&#039;ll never, ever die.  Maybe keep a GUO with the doomsday bell nearby, so on the off-chance some do kick, you can bring one back each turn.    &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nurglings:&#039;&#039;&#039; Now, who forgot these buggers? These little shits get to deploy 9&amp;quot; away from the enemy DEPLOYMENT ZONE, and then act normally. Yes, that&#039;s right. They can move and then charge after doing this. Combined with the Disgustingly resilient rule (which they only get against weapons with damage 1 and they are multi-wound models...), they can easily tie down a shooty unit, or force them to fall back and waste a turn, granting your footsloggers valuable time. Sloppity Bilepipers will give them more attacks for better tarpit functionality. In addition, these very cheap tarpits make a decent objective holder, a screen to protect your units from deep-strikers, and a sneaky way to prevent knights from falling back (they are neither infantry nor bike).&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Elites&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Beasts of Nurgle&#039;&#039;&#039; - Those gross attention whores may look underwhelming at first but their abilities may make them worthwhile. They are pretty cheap at 34 points and can be taken in units of 9. They make D6 S4 AP0 D2 attacks each and reroll all wound rolls. They can also make Heroic Interventions like characters and if the enemy retreats from them they take a mortal wound on a 4+. With 5 wounds each and a 5++ combined with Disgustingly Resilient they will stick around quite a while. However the poor guy got its movement cut in half. Best used alongside Horticulous Slimux as a bodyguard, since they can intercept foes who might tie the Grand Cultivator up while gaining greater accuracy and rerollable charges in the process.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Fast Attack&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Plague Drones:&#039;&#039;&#039; Excellent. 4 Wounds at T5 with all the defensive trappings Nurgle Daemons enjoy anyway makes these insanely tough. Add to that the decent movement speed and the 4 damage 2 attacks each Fly dishes out and they become a force to be reckoned with. Can take a beating and nothing wants to be in melee with them. Their shooting sucks, but bad shooting is still better than no shooting whatsoever, right?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plague Toads of Nurgle (FORGEWORLD):&#039;&#039;&#039; Apparently these things can fly, which is curious. Their melee attacks are brutal, dealing S5 Ap-1 D3 and hits of 6 generate more hits; nice considering they only get 3 attacks that hit on a 4+. Also T5, W4 and get the 5+++ and a 7&amp;quot; bolt pistol that also hits on a 4+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pox Riders of Nurgle (FORGEWORLD):&#039;&#039;&#039;  Hold up now.  With the new codex, these may be the most broken thing in the codex.  Five wounds, Toughness Five, Multi-damage profiles, fast movement, banners, instrument, and the ability to get to a -2 to hit above six models?  A full unit will tank 22 lascannon shots per MODEL with that.  That&#039;s 135 bolter shots.  That&#039;s 67 assault cannon shots.  (WITH SPACE MARINES!)  Against 4+ it&#039;s silly.  Against 5+ you are not getting hit! Now combine that with 3 S5 AP-1 D3 that generate extra attacks on sixes OR 5 S4 AP0 D1 that reroll wounds.  Now think about the locus bonuses, character re-rolls, stratagems, and psychic powers you can add on top of this. They also come with 60mm bases, which makes them a huge board control unit.  You can make a huge bubble to hide daemon princes.  The drawback?  $$$$$$ These cost a firstborn to purchase from forgeworld (£65 for 3).&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Heavy Support&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Plague Hulk of Nurgle&#039;&#039;&#039; - Want a worse but tougher Defiler who doesn&#039;t heal himself? You found him! T8, 14W, 5++ and 5+ Disgusting Resilience. With S8 and &amp;quot;Rusting Curse&amp;quot; which lowers Vehicles saves within 1&amp;quot; by -1, he&#039;s going to punch the crap out of enemy armor. It can also be summoned, but with 12 PR it&#039;s not going to happen reliably. Rot Cannon is largely unchanged but with new stats, 36&amp;quot; Heavy D6, S6 AP-3 D2 and all wound against Infantry are rerolled (cool). Its vomit has morphed into something else altogether, 7&amp;quot; range, Pistol D6, S5 AP-2 D1 where all shots auto-hit... very cool! The Iron Claw remains largely unchanged, Sx2 AP-3 D6 (not -1 to hit rolls) with the Warpsword being potentially good now with User S, AP-3 and a flat 3 damage which also allows you re-rolls to hit (much better than last edition for sure!)... Most people will probably continue taking the claw. All around, the Plague Hulk is a great 8E choice.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Lord of War&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Scabeiathrax the Bloated:&#039;&#039;&#039; My oh-my is this guy one tough son of a bitch. At T9 with 22 wounds (which can be healed with the Nurgle Discipline), a 4+ Invulnerable save for being a Daemon Lord, and the Disgustingly Resilient special rule, you will need a crap ton of heavy fire power to put him down. And if he dies, on a 4+ a unit within D6&amp;quot; suffers D6 mortal wounds. His close combat abilities are not to be [[Nurgle|sneezed]] at either. He has Horrific Vomit, which is a 2d6 flamer at S6 AP-2 with Damage D3 that can be fired into close combat. Then, he has the Blade of Decay, a S+2 AP-4 sword that does a flat 6 damage. To round it all out, he gets D6 additional nurgling attacks at S2 AP0. He can cast 3 powers and deny three powers, and knows Smite plus two Nurgle powers. Finally, he lets Nurgle Daemons use his leadership within 6&amp;quot; of him. Oh, did I forget to mention he forces a -1 to hit modifier on all friendly Nurgle Daemon units within 6&amp;quot;? Yeah, you want this guy. The only thing stopping you from taking him in every game is he&#039;s 777 points, and he&#039;s a LoW.&lt;br /&gt;
**Chapter Approved arbitrarily slapped Nurgle&#039;s lucky number on Scabby, because obviously he&#039;s worth much more than Mortarion rules-wise, right? Where he stands right now, he is horribly overpriced for a model that has a very small area of effect. Wait for the new Great unclean one rules and see if you can get a cheaper version that does many of the same things...&lt;br /&gt;
**If you&#039;re playing anything other than Matched, you still want him for one reason--between his normal -1 to hit aura, the Miasma of Pestilence power he can cast on himself, and the Plaguefly Hive Warlord Trait, enemies have a -3 to hit against him if they are within 7&amp;quot;. The best close combat characters in the entire game will need 5s to hit him. And if they have a power fist or thunder hammer, anything with a WS worse than 2+ physically can&#039;t hit him without outside bonuses. This can also be a counter to the new ork codex hordes trying to drown your warlord in wounds. Even with a banner they&#039;re hitting on 5+.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Fortification&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Feculent Gnarlmaw:&#039;&#039;&#039; New Nurgle-themed scenery thing, which is treated as a terrain feature after it&#039;s set up. {{W40kKeyword|Nurgle Daemons}} within 7&amp;quot; can fall back or run and still be able to shoot and/or charge in the same turn, any {{W40kKeyword|Nurgle Daemon}} unit completely within 7&amp;quot; that is not a {{W40kKeyword|Vehicle}} or a {{W40kKeyword|Monster}} gets a +2 cover, {{W40kKeyword|Chaos Characters}} within 7&amp;quot; can reroll any dice when summoning {{W40kKeyword|Nurgle Daemons}} and at the beginning of each turn you have to roll a dice for each non-{{W40kKeyword|Nurgle}} unit within 3&amp;quot;, dealing to each unit a mortal wound on a 4+ and D3 mortal wounds on a 6.&lt;br /&gt;
**Obliterators are {{W40kKeyword|Nurgle Daemons}}. Deploy them next to a Gnarlmaw to get a unit with a 2+ armor save that ignores the first two points of AP. They may not have Disgustingly Resilient, but they&#039;re still tough bastards that can spew out a lot of much-needed dakka.&lt;br /&gt;
**If you intend to summon Nurgle Daemons, take a Fortification Network with one of these. It&#039;ll help you summon said Daemons and will also give the summoned Daemons the standard Nurgle Detachment buffs once they&#039;re on the table.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Daemons of Slaanesh&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
The Daemons of Slaanesh dance across the battlefield with a grace and speed that belies belief. They can close the killing fields of a battlefield in a heartbeat, falling upon their surprised and panic-stricken prey with psychotic delight.&lt;br /&gt;
&lt;br /&gt;
Fast and fragile and lots of attacks. So if you need to kill large blobs of weaker and/or faster enemies the pretty god&#039;s minions will do it for you. They can also have a good chance of also rending through armour but Khorn is more consistent at it and rips-up tanks. &amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Daemonic Loci: Locus of Swiftness:&#039;&#039;&#039; {{W40kKeyword|Slaanesh}} All friendly Slaanesh units within 6&amp;quot; can advance and charge in the same turn. A nerf in sheep&#039;s clothing since a few Slaanesh units already had it before the codex switched it with re-rolling failed charges.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Warlord Traits&amp;lt;/span&amp;gt;====&lt;br /&gt;
#&#039;&#039;&#039;Celerity of Slaanesh:&#039;&#039;&#039; +3&amp;quot; move. Probably the best trait, as making it into combat is what the squishy Slaanesh daemons struggle with the most.&lt;br /&gt;
#&#039;&#039;&#039;Quicksilver Duelist:&#039;&#039;&#039; Can reroll any failed hit and wound roll when in melee against a {{W40kKeyword|Character}}. Shalaxi has this.&lt;br /&gt;
#&#039;&#039;&#039;The Murder Dance:&#039;&#039;&#039; +d3 attacks if your warlord charges. The Masque gets this.&lt;br /&gt;
#&#039;&#039;&#039;Fatal Caress:&#039;&#039;&#039; Each time you make a to wound roll of 6+, the target takes a mortal wound in addition to any other. Super-rending claws.&lt;br /&gt;
#&#039;&#039;&#039;Savage Hedonist:&#039;&#039;&#039; +1 attack. Just get The Murder Dance instead, it can be far more useful than this.&lt;br /&gt;
#&#039;&#039;&#039;Bewitching Aura:&#039;&#039;&#039; Enemies within 6&amp;quot; get -1 attacks (to a minimum of 1). Vehicles are immune. Syll’Esske has this.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Stratagems&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Aura of Acquiescence (1CP):&#039;&#039;&#039; Pick a {{W40kKeyword|Slaanesh}} {{W40kKeyword|Daemon}} unit at the beginning of any Fight phase; enemy units within 6&amp;quot; get -1 attack(to a minimum of 1, sadly). As most of Slaanesh new things - this thing is an AOE, so it can affect multiple units.&lt;br /&gt;
*&#039;&#039;&#039;Locus of Grace (1CP):&#039;&#039;&#039; Pick a {{W40kKeyword|Slaanesh}} {{W40kKeyword|Daemon}} character in the fight phase. Any {{W40kKeyword|Slaanesh}} units within 6&amp;quot; get a bonus attack at the same unit, using the same weapon, on a wound roll of 6+. A bit &amp;quot;meh&amp;quot; at first, since Slaanesh has no any +1 to wound (expect possessed and warp talons). But if you read your codex, you will spot a couple of funny things: 1) Its an AOE effect, that&#039;s pretty neat by itself. The second thing is - Steeds of Slaanesh. The number of attacks they made is stated in the &amp;quot;ability&amp;quot; part of their weapon (lashing tongue). So, unlike with daemonette claws, where you just make 1 more attack, you make a whole new set of 2/4/8 additional attacks (depends on a unit). Also, this proc on Hellflayer&#039;s Bladed axle too!&lt;br /&gt;
*&#039;&#039;&#039;Rapturous Standard (1CP):&#039;&#039;&#039; Upgrade to a single Daemonic Icon carried by a {{W40kKeyword|Slaanesh}} model. Once per battle, you can unleash the banner and the bearer&#039;s unit can reroll all to hit rolls for the rest of the phase. Take this on a unit of 20 Seekers and wreak havoc!&lt;br /&gt;
**NOTE: the upgrade happens before the game starts so remember to keep your banner bearer safe since your opponent will know its coming.&lt;br /&gt;
*&#039;&#039;&#039;Exalted Keeper of Secrets &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt; (1CP):&#039;&#039;&#039; Makes Greater daemons worth playing and Adaptable. Before battle A {{W40kKeyword|Keeper of Secrets}} becomes {{W40kKeyword|Exalted}} and can pick one of 6 additional abilities or randomly gain 2. Unfortunately, multiple Exalted daemons can only gain the same ability if rolled for. &lt;br /&gt;
*#&#039;&#039;&#039;Realm-racer:&#039;&#039;&#039; +2&amp;quot; to move and +1 to charge and Advance.&lt;br /&gt;
*#&#039;&#039;&#039;Quicksilver Reflexes:&#039;&#039;&#039; SV4++&lt;br /&gt;
*#&#039;&#039;&#039;Blessing of the Dark Prince:&#039;&#039;&#039; -1 to wound from Ranged weapons.&lt;br /&gt;
*#&#039;&#039;&#039;Lightning Flayer:&#039;&#039;&#039; Unmodified 6s to hit on Melee weapons generate an additional hit.&lt;br /&gt;
*#&#039;&#039;&#039;Fear-seeker:&#039;&#039;&#039; Regain wounds for each model that leaves an enemy unit within 6&amp;quot;, and once per Moral phase move closer to an enemy before models flee the unit.&lt;br /&gt;
*#&#039;&#039;&#039;Battle Rapture:&#039;&#039;&#039; 6&amp;quot; heroic Intervention and Consolidates D3+3&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Razor-sharp Caress &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt; (1 CP):&#039;&#039;&#039; Use in the Fight phase. Select a {{w40kKeyword|Daemonette Infantry}} unit, and improve the AP of their attacks by 1. &lt;br /&gt;
*&#039;&#039;&#039;Sinuous Undulation &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt; (1 CP):&#039;&#039;&#039; Use in your opponent&#039;s shooting phase. When an opponent picks a {{w40kKeyword|Daemonette Cavalry}} unit to be the target of an attack, they suffer a -1 penalty to hit until the end of the phase. Useful for keeping a big unit of seekers or a Contorted Epitome alive. &lt;br /&gt;
*&#039;&#039;&#039;Song of Discrdent Despair &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt; (1 CP):&#039;&#039;&#039; Use at the start of the Morale phase. Select an enemy within 6&amp;quot; of {{w40kKeyword|Fiends}} unit in your army. They take a -2 penalty to thier LD characteristic.&lt;br /&gt;
*&#039;&#039;&#039;Flensing impact &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt; (1 CP):&#039;&#039;&#039; Use in the fight phase on a {{w40kKeyword|Daemonette Chariot}} unit that charged this turn. Unmodified hit rolls of 6 score an additional hit.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Relics&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;The Mark of Excess:&#039;&#039;&#039; {{W40kKeyword|Slaanesh}} models only. Bearer gets +1 attack by default, and gets another +1 every time he kills a {{w40kKeyword|Character}} or a {{w40kKeyword|Monster}}.&lt;br /&gt;
*&#039;&#039;&#039;The Forbidden Gem:&#039;&#039;&#039; {{W40kKeyword|Slaanesh}} models only. Once per game, you can hypnotize an enemy character. At the beginning of any enemy phase, select one character within 12&amp;quot;. roll 3d6 and if you exceed the target&#039;s leadership, it cannot act during this phase (IE fight, shoot, manifest psychic powers, etc). In addition, any aura affects the character might have been turned off. The range is a bit of a problem, but if it works, you are guaranteed a full turn in which your opponent&#039;s special snowflake character won&#039;t be able to do anything at all. More importantly, any supporting effects that character might have been generating passively are shut down for the turn- because screw Guilliman, that&#039;s why. (Works well with the Phantasmagoria psychic power for shutting down pesky characters)&lt;br /&gt;
*&#039;&#039;&#039;Soulstealer:&#039;&#039;&#039; {{W40kKeyword|Slaanesh}} models only. Replaces a Witstealer sword or Hellforged sword. Melee, user str user+1, ap -3, 3 damage. Each time a model is slain by this weapon, the bearer regains one lost wound. In addition, you can reroll all to wound rolls if targeting Eldar. Useful for keeping a melee character alive, and helps to make the Ancient Doom rule the Eldar have work in your favor. Give this to your Keeper of Secrets or DPoS for an infantry killing machine that &#039;&#039;&#039;just won&#039;t die!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Slothful Claws:&#039;&#039;&#039; {{W40kKeyword|Slaanesh}} Herald models only. Replaces Ravaging Claws. Melee, strength +1, ap -2, 2 damage, each time you make a to wound roll of 4+, this attack is resolved at ap -4 instead of ap -2. Kinda meh, different from stock Herald claws by a bonus point of AP and strength.&lt;br /&gt;
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&#039;&#039;&#039;Artifact of Excess&#039;&#039;&#039;&lt;br /&gt;
if Warlord is {{W40kKeyword|Slaanesh}} Daemon, can give the following to a {{W40kKeyword|Exalted Keeper of Secrets}}.&lt;br /&gt;
*&#039;&#039;&#039;Silverstrike:&#039;&#039;&#039; Upgrade a Witstealer to make 2 more attacks.&lt;br /&gt;
*&#039;&#039;&#039;Jewel of Excess:&#039;&#039;&#039; +1 to cast a {{W40kKeyword|Slaanesh}} power and to Deny the Witch.&lt;br /&gt;
*&#039;&#039;&#039;Wip of Agony:&#039;&#039;&#039; Upgrade Living Whip, AP-3 and auto-wound if the target is not {{W40kKeyword|Vehicle}} or {{W40kKeyword|Titanic}}.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;HQ&amp;lt;/span&amp;gt;====&lt;br /&gt;
=====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;General&amp;lt;/span&amp;gt;=====&lt;br /&gt;
Note: the most recent codex only includes an entry for the existing plastic herald kits, so hold onto your indexes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Keeper of Secrets:&#039;&#039;&#039; With the release of the new plastic model the Keeper has gotten a new revised datasheet and 210 pts base cost. The new price includes one of three options: the living whip, ritual knife, or sinistrous hand. Or you can take the shining aegis for 220 pts.  An already frightfully speedy unit (who gets slower the more wounds it takes) its movement has increased to 14&amp;quot;, and now has 16 wounds. Its combat ability&#039;s been changed up a bit, it now does a straight 3 damage with its Snapping claws (AP-3 default and becomes AP-4 with a 6 to wound), and Witstealer sword (S+2 AP-3 and if a model takes a wound from this they subtract 1 from their hit rolls). The best part is you don&#039;t have to choose between the two; you get to make bonus attacks with the claw for a total of 10 (!) attacks at full wounds. These bonus attacks mean that even at the lowest bracket, your KoS gets to swing her feminine penis around with 6 attacks at full strength and WS2+. Mesmerizing Aura penalizes enemy attacks in melee with -1 to hit. Cast Symphony of Pain on the target of your charge for an additional -1 to hit. In combat wound them with Witstealer for an additional -1 to hit. Now characters are hitting on a 5+. If you make it your Warlord and take Bewitching Aura and enemies with 6” are -1 attack. That’s a brutal stack of bonuses in combat: -3 to hit, and -1 attack. Or alternately, take the free Soulstealer relic sword which is +1S/AP-3/D3; and recover previously lost wounds by killing enemy models. Take the Celerity of Slaanesh warlord trait for +3&amp;quot; to movement for Move 17&amp;quot;, Advance and Charge D6+2D6&amp;quot; for a charge distance of 18-33&amp;quot; with an average of 28&amp;quot;. Watch the look of horror on your opponents face when they realize just how fast these guys are with the locus of Slannesh - &amp;quot;yes I do want to move 14&amp;quot;, advance and charge in the same turn&amp;quot;. If you make the charge into a chaff unit she&#039;ll kill 6 and recover 6 wounds. If she still needs to heal more wounds on your turn cast Hysterical Frenzy; to fight again potentially wiping out the unit and allowing you to charge something else in the combat phase. Soulstealer also allows her to re-roll to wound versus Aeldari units. The Keeper of Secrets can now cast 2 powers, while it can attempt to deny 1 power, knowing Smite and 2 powers from the Slaanesh discipline. For psychic powers, Symphony of Pain and Delightful Agonies are your best options. As forcing the enemy to hit back on -1 is always good. Delightful Agonies grants a 6+ to ignore wounds. So, you can skip the Shining Aegis which it can&#039;t stack with anyway and take the far more useful living Whip or Sinustrous Hand.   210-220 points depending on kit. Unfortunately, Daemon princes are still better costing 45-55 pts less fully kitted out, and with 9 wounds has character protection. Being able to hide behind allies and having a 3+ save makes them a far more reliable source of high strength attacks and with wings they will move almost as quickly.&lt;br /&gt;
**The Keeper received a gorgeous plastic model, at long last! And as an added bonus, it comes with new wargear options: &lt;br /&gt;
***&#039;&#039;&#039;Living Whip&#039;&#039;&#039;: 6&amp;quot;/S6/AP-2/Damage 2/Assault 6/attacks from this weapon can target enemy units within 1&amp;quot;.&lt;br /&gt;
***&#039;&#039;&#039;Shining Aegis&#039;&#039;&#039;: roll D6 whenever the model takes a wound on a  6+ the wound is ignored; mortal wounds are ignored on a 5+.&lt;br /&gt;
***&#039;&#039;&#039;Ritual Knife&#039;&#039;&#039;: each time the model finishes a consolidation move select an enemy unit within 1&amp;quot; and roll D6: one a 1, nothing happens. On a 2-5, that enemy units suffer 1 mortal wound. On a 6 the unit suffers D3 MW.&lt;br /&gt;
***&#039;&#039;&#039;Sinustrous Hand&#039;&#039;&#039;: If the user kills any non-vehicle in the Fight phase, it heals D3 wounds. What, was the Soulstealer sword not enough healing for you?&lt;br /&gt;
**&#039;&#039;Important Note:&#039;&#039; Summoning is based on 3D6, which is most likely to roll 10-11. The Keeper of Secrets is Power 14 (the other three are 17.) That means the Keeper is the only Greater Daemon you are mathematically more likely to successfully summon than not. It&#039;s not over yet, with the Soul Sacrifice stratagem, you can roll up to 4d6 for the summoning roll, which will most likely guarantee the summoning of your Keepers of Secrets. Wait! Did I just say Keepers of Secrets? Yes, definitely, use the Daemonic Pact stratagem, roll another 4D6 and rejoice while your opponent struggles to come up with a way to deal with 2 Keepers of Secrets charging at him. Each of the new Infernal Enrapturess&#039;s you take gains +3 to their own summoning rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Infernal Enrapturess:&#039;&#039;&#039; The new generic Herald being released in the new Wrath &amp;amp; Rapture box set. She&#039;s primarily a support unit the Infernal Enrapturess provides powerful sonic fire support with her Heartstring lyre! The Heartstring Lyre has two profiles two choose from in the shooting phase. Cacophonous Melody: Range 18”/S4/AP-1/Dam 1/ Assault 6; and Euphonic Blast: Range 24”/S8/AP-3/Dam 3/Assault 1. So Her Harp is basically Noise Marine Blastmaster but with half the range. Cacophonous Melody can wound a Marine on a 4+ and reduces their armor save to a 4+ save. While Euphonic Blast can take the last few wounds off-tank armor or a monster. Her stat line is: Movement 7&amp;quot;, WS 2+, BS 2+, S4, T3, W4, A2, LD8, and SV 6+. So her Heartstring lyre will be hitting on a 2+ while she moves up the board at Daemonette speeds. But wait there&#039;s more! Her Discordant Disruption ability causes enemy psykers within 24” to suffer Perils of the Warp on any doubles. This 24&amp;quot; aura is incredibly powerful especially in conjunction with the Daemonic Possession stratagem; effectively letting you shut down the psychic phase over a huge area for 1CP. Causing enemy Psykers to suffer 2D3 mortal wounds on a perils. Meanwhile, Fiends with move 14&amp;quot; along with Advance and Charge can quickly reach and disrupt Psykers outside of the 24” aura. Or if their within 12” of a Psyker whose within the 24” aura; they completely shut down the psychic phase. A Vanguard consisting of Infernal Enrapturess, and 3 Fiends can effectively boost any chaos army. Effectively neutering Psyker heavy armies and those dependent on Psyker support. The only issue is she doesn’t do much if the opponent doesn&#039;t use Psykers.  Finally, she has the Harmonic Alignment special rule. If an Infernal Enrapturess attempts to summon a SLAANESH DAEMON unit to the battlefield you can add +3 to the resulting summoning roll. Adding 3 to any summoning rolls enables her to safely summon a unit of 10 Daemonettes, Masque, a Herald, or two Fiends of Slaanesh on a single dice. Without the risk of suffering MW. Also at the start of each of your turns, you can roll D6 for each SLAANESH DAEMON unit within 6”; on a result of 6 a single slain model is returned to that unit. So she can reinforce existing units that have suffered losses; even multi-Wound models such as Fiends, Seekers, or Obliterators! Position an Infernal Rapturess with a unit of Obliterators as her Euphonic Blast has a similar range and damage potential; and she can also resurrect a dead Obliterator on a 6. Deep strike her into the mid-field together with 1-2 units of Obliterators to position her anti-psyker bubble for maximum impact. Take her in a Slaaneshi Daemon detachment and those Obliterators can now advance and charge in the same turn. All for a mere 70 pts!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Viceleader:&#039;&#039;&#039; The newly named Herald of Slaanesh on foot. Sadly the official miniature is still resin only but easily converted from various Slaanesh plastic kits. She grants +1 strength to all Slaanesh units within 6&amp;quot; of her. She&#039;s fairly speedy at 7&amp;quot; with Quicksilver swiftness, and is a Psyker who can cast/deny 1 power, knowing smite and one power from the Slaanesh discipline. That +1 to strength is...very much worth it. S3 has always been a shortcoming of Daemonettes and other Slaanesh units. The foot Herald gained the Daemonette keyword in the 8th Ed Codex allowing her to benefit from the Masque&#039;s -1 to hit penalty, finally. Her Ravaging Claws are still S: user and AP-1 but now are DMG 2. Chapter Approved 2019 reduced her cost to 50 pts. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Herald of Slaanesh on Seeker Chariot:&#039;&#039;&#039; Tired of having very fragile Heralds? Have this fairly fragile one. With Steed of Slaanesh going Legends, They are now your mounted herald, and you can find its most recent data sheet in Engine War. The regular Seeker Chariot variant is now 90 pts, and like all Slaanesh units, it is a bit of a glass hammer. 12&amp;quot; move, Toughness 5, a 4+ Save, and 7 wounds to let it hide behind screens gives you a mobile , but it will crumple if it gets focused down. There is some potential for some play if you give the Herald the Slothful Claw relic. Otherwise, you are looking at six strength 5 attacks and four bonus attacks at strength 4 with no AP. If you manage to charge, you can cause mortal wounds to enemy models within 1&amp;quot; on a roll of a 6, which just reinforces the units roll as a chafe cleaner. Charge into into a screening unit, clear it out, and hopefully, your Keeper of Secrets will have a clear path to something important. All in all, you are paying some extra points for extra toughness and wounds, a few extra attacks, a small  chance of mortal wounds when charging, and, most importantly, a bigger base, which means his aura of +1S is bigger. It&#039;s probably the best Herald, but it&#039;s hard to maneuver, so be careful.&lt;br /&gt;
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*&#039;&#039;&#039;Herald of Slaanesh on Exalted Seeker Chariot:&#039;&#039;&#039; Sadly inferior to the smaller chariot. On paper, it starts off nice. With 16 attacks in melee (8 from the Herald&#039;s ravaging claws and 8 from the mounts) it would seem to be a strong melee threat. Furthermore, its scything impact rule triggers on a 5+ instead of 6, making it more deadly on a charge. Then you run into the problem of getting it to your opponents battle line. 12 wound looks nice but that means you can&#039;t hide behind a blob, and if you lose half your wounds (and it will be soon enough, trust me) it becomes slower and worthless in melee because of Damage table. To seal the deal, it costs 1/3 more than a normal Herald on Seeker Chariot. Avoid this.&lt;br /&gt;
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*&#039;&#039;&#039;Herald of Slaanesh on Hellflayer:&#039;&#039;&#039; A brand new option added to the Daemon Codex with datasheet included in Chapter Approved 2019 and Engine War. For a 10 pts more than a Herald on a Seeker Chariot, you get a unit with all the Seeker Chariot&#039;s strength while being slightly better at tackling mid-toughness targets. The Hellflayer replace the Scything impact with a unique wargear; Bladed Axle. This is is 2X strength melee weapon, so with the Heralds +1S aura, it does D6 extra attacks at S10/AP-1/Dmg 2.&lt;br /&gt;
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*&#039;&#039;&#039;Herald of Slaanesh on Steed of Slaanesh (Legends):&#039;&#039;&#039; Updated with Chaos Daemons - Legends. A basic Herald mounted on a Steed which grants 14&amp;quot; movement, re-rolling charges, and +1 wound for 85 pts. Taken in a Slaanesh Daemon detachment she has a 6&amp;quot; aura which allows units to advance and charge in the same turn. The Legends update finally gives her Ravaging Claws with S: user/AP-1/Dmg 2/Counts a AP-4 on a wound roll of 6. Which can now be swapped out for the Slothful Claw relic.&lt;br /&gt;
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*&#039;&#039;&#039;Contorted Epitome&#039;&#039;&#039;: &amp;quot;Mirror, mirror, on the wall, whose ass is going to be fucked up worst of all?&amp;quot; 2 heralds riding on a magic mirror. This magic mirror acts as a psychic turret, casting and denying two powers per turn with a +1 bonus to do so. Taken along with an Infernal Enrapturess and Fiends it can provide excellent Psychic Defense. It also has a 2+ save against mortal wounds that protect it further from enemy psykers, and enemy units including fliers that get within 6&amp;quot; of it have their ability to fall back restricted. Needing to test the highest LD of the unit on 3D6 before they can fallback.  Be sure to take Phantasmagoria for its 12&amp;quot; penalty aura of -1 LD as one of its powers. There is only ~37.5% chance to roll lower than LD10 on 3D6 and pass the test. Debuffing LD even by -1 reduces the chance of an LD7-8 unit escaping to ~26%, Brutal, but it only gets worse as you stack on LD penalties like Zarakynel -2 LD penalty that would make units -3LD. Now an LD10 model only has a ~9.26% chance of escaping. Anything LD7 would effectively be stuck as they only have a ~0.46% chance to escape. Best of all any flier without a hover style rule that cannot fallback automatically dies.  It has the herald aura of +1 Strength, moves as fast as a prince with wings, gets 2 attacks using a prince&#039;s sword profile and 8 herald attacks all at strength 6. Add in the princes WS and the character protection and we got a beast.  But the Contorted Epitomes isn&#039;t just an extra killy Daemon Prince its also an amazing Psyker. What really makes the Mirror powerful is its synergy with the Infernal Enrapturess and Fiends. It will be very hard for enemy Psykers to stay out of range on all those de-buffs given the mobility of those units. It also synergies well with Fiends providing an additional means of holding units including flyers in combat. The Epitome is an auto-include. Not only is it good on its own it can follow the initial engagement forces no matter their speed. If you spam chariots, take an Epitome with them for their loci and herald aura following at the same speed. Because of its speed, the Epitome is best taken alongside chariots, fiends or seekers. If you&#039;re running swarms of Daemonettes take Syll&#039;Esske if you have the extra points. As clarified in the new Slaanesh Daemon specific FAQ released on 05-29-2019 the Mirror Heralds can be upgraded with the Slothful Claw relic but loose all +8 attacks if they do so. Derp. The FAQ also states that it a model with a minimum Move characteristic wishes to Fall Back whilst within 6&amp;quot; of a Contorted Epitome fails its LD roll its destroyed. The Flyer must also declare it will hover before it makes the LD roll. Strangely, the datasheet for this model doesn&#039;t include the PSYKER keyword.&lt;br /&gt;
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=====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Named&amp;lt;/span&amp;gt;=====&lt;br /&gt;
*&#039;&#039;&#039;Shalaxi Helbane:&#039;&#039;&#039; TACTICAL WHORE, INCOMING! Slannesh is at long last getting a named Greater Daemon! Her Soulpiercer spear is a ridiculous Sx2 AP-4 D6 D, and if it scores a 6 to wound against a character it always does the full 6 damage. She also wears the Cloak of Constriction, which imposes a -1 to wound against enemy melee attacks, which nicely complements the hit penalty she shares with the standard Keeper of Secrets. Delicate Precision allows her to re-roll wound rolls of 1. While Monarch of the Hunt allows her to move 6&amp;quot; during a pile in or heroic intervention as long as it is towards the nearest enemy character. If you make her your warlord she must take Quicksilver Duelist which allows her to re-roll to hit and wound enemy characters. Finally, she can take either a Living Whip: 6&amp;quot;/S6/AP-2/Damage 2/Assault 6/attacks from this weapon can target enemy units within 1&amp;quot;; for 220 pts. Or a shining Aegis: roll D6 whenever the model takes a wound on a  6+ the wound is ignored; mortal wounds are ignored on a  5+; for 230 pts. Since she has Delightful Agonies as a psychic power skip the shield and take the living whip instead. Counterpoint - the shield is viable as there are a lot of other excellent Slaanesh powers that make you a beast in cc (looking at you hysterical / symphony). Plus the shield looks dope as hell. With Chapter Approved 2019 she went down 40 points!&lt;br /&gt;
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*&#039;&#039;&#039;The Masque of Slaanesh:&#039;&#039;&#039; Due to the changes in how characters work, the Masque is finally granted the protection of hiding behind a blob of Daemonettes. As well as gains a stunning new plastic model. She can advance or fall back and charge in the same turn, and she forces a -1 to-hit penalty against enemy attacks that target a Daemonette unit within 6&amp;quot; of her in the fight phase (and she has the DAEMONETTE keyword, so that applies to her too). Also, if she&#039;s locked in combat with something, you add 1 to hit against the target unit. Her Ravaging Claws are now S: user and AP-2, with DMG 2. Her cost increased significantly in Chapter Approved 2019 going from 65 pts to 78 pts. If your running Mono-Slaanesh you should always be taking her. She combo very well with Syll&#039;Esske in a massive swarm of Daemonettes.&lt;br /&gt;
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*&#039;&#039;&#039;Syll’Esske:&#039;&#039;&#039; The new winner of the &amp;quot;Most Ridiculous Topknot in 40k Award&amp;quot; is apparently the fusion of a Herald and a Daemon Prince, and subsequently gets the benefits of &#039;&#039;both their auras at once&#039;&#039;. Their 8 attacks would be dangerous enough, but it&#039;s effectively doubled due to their Deadly Symbiosis rule; the first time they fight, they have to attack with only their Axe of Dominion (S+3 AP-3 3 D) or their Scourging Whip (S User AP-1 1 D, each hit counts as D3, also works as a shooting weapon with stats 6&amp;quot; Assault d6 S User AP-2 1 D, can shoot into melee)...but after their consolidation move they get to select a new target and fight again using the weapon they didn&#039;t use the first time around. Its worth noting that with Syll’Esske you effectively get 3 aura abilities: re-roll 1&#039;s to hit, +1 S, and Advance and Charge. Which can be very effective taken alongside as CSM Daemonkin detachment. Double trouble indeed. 210 points. They have a fixed warlord trait - Bewitching Aura (enemies within 6&amp;quot; suffer -1 attack to a minimum of 1). But the reason Syll’Esske exists is their Regal Authority ability allows SLAANESH DAEMONS within 6&amp;quot; to re-roll morale tests. Which is perfect for finally making hordes of Daemonettes viable. So that Daemonettes can finally make us of their Graceful Killers rule for +1 attack. Syll’Esske&#039;s 9&amp;quot; move pair best with Daemonettes 7&amp;quot; move and instrument bonus.  They have 4 auras that benefits Daemonettes 5 if taken as your warlord. It&#039;s truly amazing what Syll&#039;Esske does for Daemonette blobs. Providing 4 different auras: +1 strength, re-rolling 1&#039;s to hit, re-rolling morale, and providing Advance and Charge. Or 5 auras if taken as a warlord for: forcing -1 attack on enemies within 6&amp;quot;.  All for 30 pts more than a winged Daemon Prince and 30 pts less that a Keeper of Secrets. they combo very well with Masque in a massive swarm of Daemonettes.&lt;br /&gt;
**&#039;&#039;Important Note:&#039;&#039;A new Slaanesh Daemon specific FAQ was released on 05-29-2019 which clarifies that Syll&#039;Esske can attack twice even if unable to move in consolidation. They can also attack the SAME target you target twice or they can target a different that they attacks that phase.&lt;br /&gt;
**&#039;&#039;Also Note:&#039;&#039; A good idea for Syll&#039;Esske is to have them team up with some Fiends, yes they don&#039;t really benefit from the leadership buff, but they make the ungodly 14&amp;quot; movement even better and, if they&#039;re all together, those puppies are making S5 attacks, not 4&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Troops&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Daemonettes:&#039;&#039;&#039; The Daemonettes were the best daemon at ripping up armor until 8th came along and made Bloodletters more reliable at it. Their Piercing claws are AP-1 normally, but if you roll a 6 to-wound it becomes AP-4, compared to the Bloodletters and their Hellblades which have a higher strength, a more reliable AP-3 all day and deal additional damage on a 6. This isn&#039;t to say these girls aren&#039;t good at the job but they have been overshadowed, especially now that TEQs tend to have multiple wounds. They still have more attacks (and if you have a unit of 20 or more, you add 1 to their attack characteristic), higher speed and strike before anyone, which would make them great as an MSU... if only they weren&#039;t so frail! Instead, use them like you would Genestealers - throw your Bloodletters at TEQs while you use these girls to overwhelm some camping shits in cover. Daemonettes rely on getting into combat &#039;&#039;fast&#039;&#039; so be sure you buy an instrument and use your loci to get them into it. Now a mere 6 pts each thanks to Chapter Approved 2018, just 2 points more than Cultists at 4 pts.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Elites&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Fiends of Slaanesh:&#039;&#039;&#039; Finally, with Chapter Approved 2019 they return to their former glory. Gaining +1 wound, a unit leader the Blissgiver with +1 attack, and a 5 pt price drop. So their S4/T4/W4 with 4X Damage 2 attacks from their dissecting claws; that resolve at AP-4 on a wound roll of 6+. Their tail can make a single attack with AP-3 and Damage D3. With 4 attacks a turn, they are good at fighting multi-wounds units... but that&#039;s not their main role. Their first ability make so that every PSYKERS in 12&amp;quot; have -1 to Psychic tests, which is nice. The second ability is so annoying they will give you tears of joy when you manage to pull it off; enemy units engaged by them can&#039;t Fall Back unless they can FLY. A single Fiend can easily tar pit a Land Raider for an entire game. So delicious! Since they are fragile (and most likely will get shot out of the table on the first turn if you deploy them) but are only 37 points each, this is a perfect unit to summon. You can even do it on one dice and avoid any risk. Ironically, their abilities make this unit a perfect addition to Khorne Daemons&#039; armies, making their Deny the Witch easier and blocking the enemies so your slow army can get them.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Fast Attack&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Seekers of Slaanesh:&#039;&#039;&#039; They&#039;ve lost their innate Advance and Charge rules in the new codex but they still have access to the rules with the new loci ability. Instead, their Unholy Speed rule now allows them to re-roll charges. Holy smokes, that&#039;s an impressive threat range of 32&amp;quot; (33&amp;quot; with an instrument of chaos, since you still can&#039;t declare charges outside 12&amp;quot;), and an average of 26,5&amp;quot;. With 2 wounds each, their role is clear; you can reliably charge turn one and engage stuff you don&#039;t want to shoot, and have just the right stuff not to get completely demolished by overwatch and resist a turn or two. They have the same attacks of the Daemonettes plus 2 attacks from the mount, but don&#039;t expect them to kill too much, especially without a Herald to back them (you can have one, but since Seekers will run as close as the enemy as possible, it&#039;s risky. If the Seekers get destroyed, you will most probably lose the expensive Herald too). In general, if you play mono-Slaanesh you want a big unit of those girls. Significantly better now that they&#039;ve gone down 4 pts to 15 pts each in Chapter Approved 2018.&lt;br /&gt;
*&#039;&#039;&#039;Hellflayer:&#039;&#039;&#039; It&#039;s nice to see that the Hellflayer finally has a role on its own, instead of being &amp;quot;just a Seeker Chariot with an extra gimmick&amp;quot;. Hellflayers don&#039;t have the Scything Impact of the chariot, but instead, have D6 extra attacks at Sx2 AP-1 D2. High strength attacks are rare in this army, so having another source such as this is welcome. Laugh at the image of an Hellflayer destroying tanks with their blades. They gained +1 attack in the new codex but nothing else. More cost-effective now that they&#039;ve gone down to 70 pts in Chapter Approved 2019.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Heavy Support&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Seeker Chariot:&#039;&#039;&#039; Cheap and flexible. Seeker Chariots have both the piercing claws and the lashes of torment (which can hit in and out of combats), and their Scything Impact ability gives you a slim chance of dealing mortal wounds. They don&#039;t really have a role on their own but are always a nice addition. They gained +1 attack in the new codex but nothing else. They dropped to 50 pts in Chapter Approved 2019 allowing you to take them more easily in a list.&lt;br /&gt;
*&#039;&#039;&#039;Exalted Seeker Chariot:&#039;&#039;&#039; Just like the Hellflayers got some different stuff, now even this is not &amp;quot;just a Seeker Chariot but bigger&amp;quot; anymore. Unlike the Seeker Chariot, this thing have scalable wounds and start with a respectable WS 2+ and 8 attacks, only to lose them when it gets wounded. It no longer caused mortal wounds on 5+ like in the Index, but rather a 6+ like the regular chariot. So it&#039;s more expensive than the Seeker Chariot and potentially far stronger. On full and half wounds, it&#039;s better in every situation. Causing more wounds than a regular chariot. Once it gets to it&#039;s final wound bracket, the regular chariot is better; but by this point, it&#039;s already taken 1.5x the wounds of a regular chariot and is still on the table. Down to 70 pts with Chapter Approved 2019; basically take this one if you can spare the 20 points more.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Lord of War&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Zarakynel, the Bringer of Torments:&#039;&#039;&#039; Forget your safeword and fluffy handcuffs, this thing is an unholy amount of slaughter on the Battlefield at the cost of the souls of a dozen virgins and something close to a Castellan&#039;s worth of pts. The big Z is Toughness 8 with 20 wounds, has a 4++ (which gets a +1 bonus to the roll in close combat for an effective 3++), this makes Z a big and relatively easy target, put Z in Deep Strike with the Stratagem to minimize the damage Z takes before making it into melee. Z can also advance and/or fall back and charge in the same turn, although it cannot move through enemy models while doing so, so you want to try to make sure Z does not get surrounded and trapped. Z is also a potent Psyker being able to both cast and deny 3 powers per turn. Z&#039;s ability to put a -0/-1/-2 penalty to Ld on enemy squads within 6&amp;quot; depending on how many wounds Z has left stacks very nicely with the Phantasmagoria and Cacophonic Choir psychic powers from the 2018 codex. Z has two weapons, the claws are mostly useless unless you want to gamble for a potential 6 damage per wound, but forget about the claws... what you really want is the sword; S+1 (8), AP-4, a flat 3 damage, and &#039;&#039;&#039;any to-wound roll of a 4+ causes 3 mortal wounds instead.&#039;&#039;&#039; Laugh at that blob of Assault Terminators who think they are safe with their 3++ shields! TL:DR when it comes to the ability to Rip and Tear, if you want to give Khornate daemons a run for their money then big Z&#039;s got you covered. Make Z your Warlord and take the Murder Dance Warlord Trait, every time you charge (which is hopefully turn 2-7 with Z&#039;s ability to fall back and charge) you get to make another D3 attack with the Sword. As of the FW FAQ (available on the community site) all Children of the Warp including Zarakynel have had the {{W40kKeyword|Daemon}} Faction keyword added so you can actually, ya know, use the Daemon Lords in a Daemon army. Hooray!&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Fortification&amp;lt;/span&amp;gt;====&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Here Is the Daemons any god can take.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====HQ====&lt;br /&gt;
*&#039;&#039;&#039;Daemon Prince of Chaos:&#039;&#039;&#039; Your classic murder-machine, now buffed to S7 T6 with 8 wounds and a natural 3+ Armor save. They must choose allegiance to a Chaos god and gains their respective special rule. They can become psykers except for Khorne-aligned princes, which gain +1 attack to compensate for their lack of psychic potential. They can also buy wings and a slew of equipment to make them even deadlier. Double talons are superior over the sword in all ways and help a lot to kill units with lots of models but the axe is better against high toughness armored (single) units like tanks or monsters. DPs are a very good allround unit in a codex with otherwise specialized units and can compensate the respective gods weakness. Now with deep discounts in Chapter Approved 2019. A basic Daemon Prince now costs 146 pts, or 155 pts for a winged prince. All their available weapons upgrades cost +10 pts. So their best load out with; wings and dual malefic talons dropped 15 pts from 180 pts to 165 pts.&lt;br /&gt;
**Give your khorne daemon prince the skullreaver axe and the warlord trait from the khorne formation for 7 attacks at strength 9 AP -4 and d6 damage on the charge and d3 additional mortal wounds rolls of 6 and re-rolling wounds against titanics, oh and with +1 attack near an enemy character, [[rape| and then there&#039;s the fight again stratagem...]] &lt;br /&gt;
**Note: Now that they&#039;ve been &amp;quot;buffed&amp;quot; to only have 8 wound, they now serve a very important role in your army--forcing your opponents to choose between shooting your big scary Greater Daemon who is scary by itself but has a useful but slightly meh aura, or trying to shoot down your hordes of Lesser Daemons that are protecting a monster that is almost as scary and giving large units one of the scariest buffs they can receive. Bonus points if you can also have a Herald in there too.&lt;br /&gt;
**Important: though the above is true, DPs lack degenerating stats which make them more reliable than your other monsters and monstrous vehicles.&lt;br /&gt;
**Note: As of the new FAQ, these now have an identical statline to the CSM version, which means they only have three differences. Unlike the CSM one, they only apply their reroll-1s aura to Daemons of their alignment (although that does apply to Possessed, Warp Talons, mounted HQs and the various Daemon Engines) but they take their psychic powers from the Daemons list instead of Dark Hereticus. So, now it&#039;s just a matter of how much you&#039;re relying on CSM allies. They also get the special rule for whatever god alignment they have. This means that this version is generally better at being a threat in and of itself, while the CSM one is better at playing a support role for CSM. Figure out what you want to do with your Prince and choose accordingly.&lt;br /&gt;
**&#039;&#039;Important Note:&#039;&#039; Thanks to the 2019 FAQ ALL Daemon Princes: Chaos Space Marines, Chaos Daemons, Deathguard, and Thousand Sons are all now count as the same datasheet for purposes of Matched Play. So, now despite the number and type of detachments you take you&#039;re now limited to a max of 3. So, Daemon Prince spam has been nerfed. Summoning does get around this and only this version can be summoned. &lt;br /&gt;
**&#039;&#039;Important Note:&#039;&#039; Fly again allows models to move across enemy models while charging. However, flyers can no longer block movement, and a demon prince that flies into ruins in the movement phase can still be stuck there in the charge phase. &lt;br /&gt;
*&#039;&#039;&#039;Be&#039;lakor:&#039;&#039;&#039; The Dark Master has taken a price hike, but he still has his good points. He is 2&amp;quot; faster than a Flying Daemon Prince. However, Be&#039;lakor&#039;s utility lies in his special rules. He grants all Daemon units within 6&amp;quot; of him re-rolls of 1 to-hit, and enemy models within 12&amp;quot; subtract 1 from their Leadership. Finally, he may re-roll all failed saving throws. He knows 2 psychic powers from a list of 3 Dark Hereticus powers (which are now limited to Gift of Chaos, Infernal Gaze and Death Hex), can and cast 2 powers compared to the DP&#039;s one. He lost access to Warptime which is really sad, but he&#039;s an excellent psychic nuker that can buff Daemons of any allegiance.&lt;br /&gt;
**Note about detachments: As Be&#039;lakor has no chaos allegiance you can&#039;t take him in any mono daemons detachment and keep the rest of the detachment buffs. This was confirmed in the daemons FAQ. To keep the buffs you have to put Be&#039;lakor in his own detachment. This is in the latest daemons FAQ.&lt;br /&gt;
**Note: If you want to take Be&#039;lakor as your warlord, he must now take Inspiring Leader from the Core Rulebook, which means you&#039;ll never be taking him as your Warlord. Just seems like a hilarious kick in the gut to whoever actually used him as their Warlord and gave him either of the other traits, both of which benefit him way more.&lt;br /&gt;
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**Note: With his AP-5 Blade of Shadows, if combined with &amp;quot;Death Hex&amp;quot; from the Dark Hereticus discipline (coincidentally one of the powers he gets access to), Be&#039;lakor&#039;s melee damage output would only be mitigated by FNP type abilities. Hello and goodbye Girlyman!&lt;br /&gt;
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====Dedicated Transports====&lt;br /&gt;
*&#039;&#039;&#039;Terrax Pattern Assault Drill&#039;&#039;&#039; - subterranean assault transport (set up anywhere 9&amp;quot; away from enemy models at the end of your movement phase) with a terrifying melee weapon (if it hits). Transports 12 Infantry. Expensive, though. &#039;&#039;&#039;Note:&#039;&#039;&#039; this thing explodes for a nasty D6 mortal wounds (2D3 for psykers) to everything in a whopping 2D6”, and you can force it with Putrid Detonation. Field these things as deepstriking nukes for a bargain 106 points apiece.&lt;br /&gt;
**Now, you might be saying &amp;quot;Hey, wait a minute, this is a Chaos Space Marine unit, not Daemons&amp;quot;. You will be correct and this does mean it will only be able to be included if you&#039;re running a mono-god detachment and it will block your tactics. -BUT- because GW has ruled that {{W40kKeyword|MarkofChaos}} and {{W40kKeyword|Allegiance}} are the same once the game begins and the Termite can transport {{W40kKeyword|MarkofChaos}} units, then [[RAW]] this little bastard is currently the only transport for daemons and will let them deepstrike without consuming CP. It takes a whole new level of insane to carry daemons underground, so whatever maniac is driving this thing is probably scarier than the payload, unfortunately this isn&#039;t reflected in the rules.&lt;br /&gt;
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====Fast Attack====&lt;br /&gt;
*&#039;&#039;&#039;Chaos Furies&#039;&#039;&#039; These buggers are fast(12&amp;quot;), can fly, and have 2 attacks with S4 each. They have to take a mark and that can somewhat mitigate that shitty T3 and make them summonable by every god. They have a nifty little 50/50 chance to kill additional model in a unit that failed a morale test near them. Super good against small elite units, sucky on that conscript but can be paired with Belakor&#039;s ability. That makes them surprisingly good and flexible and can make for a far reaching distraction. But of course there has to be a snag: 10 points per model. You can get around the crappy metal mini buy using some leftover heads and arms of the respective god and some green stuff as wings and pin it on a toothpick. Or use the Gargoyle minis from Kings of War. THEY HAVE NEW PLASTIC MODELS as of Warcry release!&lt;br /&gt;
**15 Furies are only 8PL, letting you deep strike them for 1CP. Harass the edge of your opponents army but don&#039;t expect them to do much else alone.&lt;br /&gt;
**Making them dedicated to Khorne gives them 3 attacks each at strength 5, which is hilarious on a 12&amp;quot; movement. RIP and tear.&lt;br /&gt;
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====Heavy Support====&lt;br /&gt;
*&#039;&#039;&#039;Soul Grinder&#039;&#039;&#039; Your heavy fire support platypus. Heavy because it comes with 14 wounds and a 3+ save plus it can take a mark of X for free (e.g. Nurgle for that defacto FNP or Tzeentch for 4++ Invu against all those nasty heavy weapons out there). Fire Support because it gets you two 36+” high strength okay-AP weapons. Platypus because it doesn’t know what it wants to be. Its artillery purpose gets hindered with 5+ on the move and it wants to be on the move to get some use of its fine melee capabilities too: an iron claw for guys who need some heavy pounding and a sword you should switch to the warp claw for more attacks against guys who need a lot of pounding. With a move of 8&amp;quot; it can keep up with other more vulnerable stuff and draw some fire while returning some. While previously, just too pricey for any daemon army at 235 points; Chapter Approved 2018 drops its cost down to 180!&lt;br /&gt;
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*&#039;&#039;&#039;Giant Chaos Spawn:&#039;&#039;&#039; Back once again for an unholy romp, the GCS comes with what you would expect from an 8th ed Forgeworld monster - more specifically, a buff and a degenerating stat profile based on wounds. What you probably &#039;&#039;don&#039;t&#039;&#039; expect is what it gets for special rules and weapons (more on that in a sec). First the basics: T5, 10 wounds to start, Ld 10 for some reason, a rather disappointing 4+ WS and no BS but it does have a 4+ armour and 5++ as well as Daemonic Ritual. Okay, now the really fun stuff: it starts with 6+D6 movement, 6+D3 strength and 6+D3 attacks; for those keeping track at home, that&#039;s a minimum of 7 for all those stats and an average 9&amp;quot; move with 8 S8 attacks that deal D3 damage at -1AP - nasty! The downside is it does degenerate to M3+D3, S3+D3 and A3+D6 (down to D6, 2D6 and 2D6 respectively if you&#039;re on death&#039;s door), but the upshot is that if you roll a 1 or a 6 for any of those random stats, you regain D3 wounds. Oh and if that takes you over 20 wounds somehow, the monster gets buffed to M8+D6, S6+D6 and A6+D6 and gains the {{W40kKeyword|Titanic}} keyword.&lt;br /&gt;
**Up until Chapter Approved these things were a steal at 75 points; WS 4+, AP -1 and d3 damage made them a little pillowfisted in terms of dealing damage but free Daemon of Tzeentch plus the constant wound regeneration shenanigans made them worth far more than the sum of their parts.  Now their points cost has doubled they&#039;ve gone from a combination of hilariously disposable and extremely irritating to dispose of to rather more of an investment.  At least now they cost as much as a Maulerfiend you don&#039;t have to listen to your opponent whining about how cheap they are (although maybe you still will, this is 40k after all).&lt;br /&gt;
**&#039;&#039;&#039;Daemon Codex Update:&#039;&#039;&#039; Still only 5PL, so only costs 1CP to deep strike. &lt;br /&gt;
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*&#039;&#039;&#039;Spined Chaos Beast:&#039;&#039;&#039; The other generic Forgeworld HS beasty. Retains its S/T of 7 and 6 respectively from previous editions along with its 5++ while gaining 12 wounds in the process and a 4+ save. New this time around are the degenerating stats from wound loss: the beast starts with M10, WS3+ and a whopping 8 attacks (drops to 10/8/4, 3+/4+/5+ and 8/5/3 respectively); so yeah, this thing becomes absolute garbage if it&#039;s taken too much damage. Fortunately, you can summon it rather reliably at PL10, but getting it into combat after that is a crapshoot. It also has to be aligned with one of the gods, gaining that god&#039;s deamon rule, so this time, the Nurgle beast isn&#039;t terminally useless and can absorb mortal wounds. And then it gets three new weapons: &lt;br /&gt;
**&#039;&#039;&#039;Jagged Claws&#039;&#039;&#039; - your standard attack, for ripping apart things, dealing 2 damage apiece at -1 AP. So yeah, autocannon hits in close combat; Khorne beasts will wound Spess Muhreens on a 2+ on the charge, mind. Primaris Marines and Tau Battlesuits are very nervous about this; vehicles are also sweating at the prospect of getting beasted. Don&#039;t even think about trying to take on a dedicated CC mob (especially CC TEQs) - they will wreck your shit!&lt;br /&gt;
**&#039;&#039;&#039;Tusked Maw&#039;&#039;&#039; - when you&#039;re hungry and there isn&#039;t a Snickers around, bite a motherfucker dealing D6 wounds at Sx2 and -3 AP, but it&#039;s one attack only though. If you kill something with it (anything, really), regain a wound. The bonus wound is kinda weak but the attack is otherwise great for finishing off a blasted vehicle or a stubborn unit that just won&#039;t get the hint.&lt;br /&gt;
**&#039;&#039;&#039;Warp Spines&#039;&#039;&#039; - whenever it piles-in or charges or another unit piles-in or charges it, enemies within an inch take an S4 hit on a 2+. Yep, you will hit units near the unit you charged or charged you; shame it&#039;s only one hit doing one damage. Bit of a boon for Slaanesh beasts if you can keep piling into a unit or Nurgle beasts [[Tarpit|if you can keep it from dying]].&lt;br /&gt;
***&#039;&#039;&#039;Daemon Codex Update:&#039;&#039;&#039; Thanks to having {{W40kKeyword|ALLEGIANCE}} these things (and the Giant Spawn) now benefit from Daemonic Loci: pair one up with a Daemon Prince as a master and a hound and your Beastie will not only re-roll 1s To Hit but also charge more reliably/be protected a bit better/do more damage/move 10+D6&amp;quot; and then charge 2D6&amp;quot;.  Given the naturally random element to the Giant Spawn the Locus will be more beneficial to a Spined Beast if you&#039;re one of those meticulous types.  Deploying this thing on your line and storming forwards a potential 28&amp;quot; into combat is something that most Slaaneshi players may well be caressing their myriad and custom genitalia over.  I know I am, but only with my most bejewelled pincer.&lt;br /&gt;
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&amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
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==Stratagems==&lt;br /&gt;
&lt;br /&gt;
Note: Games Workshop has released an FAQ restricting stratagems that target daemons to targeting units with the Daemons faction keyword. Sorry Brass Scorpion/Mortarion, no deep strike for you!&lt;br /&gt;
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===Universal===&lt;br /&gt;
Your Universal Stratagems mostly deal with manipulating the Daemonic Ritual rules for your benefit (and for making life hell for Grey Knights and Psykers) as well as a few quality of life stratagems for helping keep your daemons alive and stuck in.&lt;br /&gt;
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*&#039;&#039;&#039;Denizens of the Warp (1-2CP):&#039;&#039;&#039; Pick a {{W40kKeyword|Daemon}} unit. they can Deep Strike following all the normal rules and limitations you would expect. If the unit has a power rating of 8 or less, it costs 1 command point. Otherwise, it costs 2. Whoopee, now we don&#039;t need to footslog everything! You can even deep strike the FW Lords of War. Have fun with that. &lt;br /&gt;
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*&#039;&#039;&#039;Daemonic Incursion (2CP):&#039;&#039;&#039; Use when a {{W40kKeyword|Daemon}} unit (no named characters) is destroyed by a {{W40kKeyword|Grey Knight}} unit. The destroyed unit is returned to the battlefield at full strength and can deep strike anywhere. Also, it DOES NOT cost reinforcement points in matched play games. Situational, but amazing when you can use it.&lt;br /&gt;
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*&#039;&#039;&#039;Soul Sacrifice (2CP):&#039;&#039;&#039; Use before a Character tries to summon a {{W40kKeyword|Daemon}} unit to the battlefield via Daemonic ritual. The character suffers d3 mortal wounds but you can roll up to 4 dice for the summoning roll. In addition, reroll to-hit rolls of 1 for the summoned unit while within 3&amp;quot; of the character that did the ritual. The good news is you can summon Bloodthirsters and Lords of Change reliably, and if you&#039;re lucky enough you can even summon the named Characters too.&lt;br /&gt;
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*&#039;&#039;&#039;Rewards of Chaos (1-3CP):&#039;&#039;&#039; Your extra artifact stratagem.&lt;br /&gt;
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*&#039;&#039;&#039;Daemonic Pact (1CP):&#039;&#039;&#039; Use after a character performs a Daemonic ritual to summon a unit. They can attempt to summon again.&lt;br /&gt;
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*&#039;&#039;&#039;Daemonic Possession (1CP):&#039;&#039;&#039; Use when an enemy {{W40kKeyword|psyker}} perils. they take 2d3 mortal wounds instead of d3.&lt;br /&gt;
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*&#039;&#039;&#039;Warp Surge (2CP):&#039;&#039;&#039; Use at the start of any phase. select a unit of Daemons. +1 invul (max 4++ as of the most recent big FAQ) but they cannot re-roll their saves.&lt;br /&gt;
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==Specialist Detachments==&lt;br /&gt;
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===Legion of Skulls===&lt;br /&gt;
This particular detachment from Vigilus Ablaze is only available to a mono-Khorne detachment. {{W40kKeyword|Bloodletter}} units gain {{W40kKeyword|Legion of Skulls}}. (This includes Skulltaker and Heralds, of course.) Note that you get the Relic in addition to any other Relics you might bring.&lt;br /&gt;
====Warlord Trait====&lt;br /&gt;
*&#039;&#039;&#039;Bloodblessed:&#039;&#039;&#039; Your warlord gets +1 attack by default, and then gains another when within 6&amp;quot; of an opposed character. If you&#039;re going headhunting, you&#039;ll need this to guarantee dead leaders.&lt;br /&gt;
====Stratagems====&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Brazen Skull (1 CP):&#039;&#039;&#039;&#039;&#039; At last, you have a means to provide some non-artillery shooting for your bloodletters. It&#039;s just that it&#039;s a stratagem. One that makes one model test BS (which Bloodletters tend to have set at pretty poor, although Skulltaker&#039;s is a respectable 3+) to get an immediate d3 mortal wounds. Hey, at least they have something to do before they reach charging range now.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Red Tide (2 CP):&#039;&#039;&#039;&#039;&#039; Simple +2 to charge rolls for friendly &amp;lt;LEGION OF SKULLS&amp;gt; daemons if they charge a unit that was charged earlier that turn by other &amp;lt;LEGION OF SKULLS&amp;gt; unit but it only gives you +2 if you declare a charge againts one enemy unit so keep that in mind&lt;br /&gt;
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====Relics====&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Goreplate :&#039;&#039;&#039;&#039;&#039; Roll a d6 after the bearer has slain an enemy model , on 4+ ( adding 2 to the result if the model was a character ) the bearer heals d3 wounds. Bloodthrone might find a use for it with the probability of healing d3+1 wounds whenever he charges and kills something.&lt;br /&gt;
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==Tactics==&lt;br /&gt;
===The Bloodletter Bomb===&lt;br /&gt;
Let&#039;s get this bad boy out of the way: 20-30 Bloodletters with the Banner of Blood tearing out of the warp 9 inches away from your opponent&#039;s line and charging 3D6 (don&#039;t forget the nearby character to re-roll that charge). Really, that&#039;s it. Plug a Patrol Detachment of a Herald and Bloodletters (Icon + Instrument) into any army and clear away those pesky chaff units, or fold in the side of your opponent&#039;s line. Regardless of what you throw this at, your opponent will spend their next turn trying to clear it away, which leaves the rest of your army free to run wild. It costs you 2-3 Command Points to pull this off with one unit depending on the size of it so be sure to bring a few Battalions.  &lt;br /&gt;
*&#039;&#039;&#039;Why Bloodletters?:&#039;&#039;&#039; Because they have better offensive power than any other Daemon troop choice, are cheap as dirt, and get a 3D6 charge with potential re-rolls. Bloodletters get +1S and +1A on the charge and with 20+ of them, they hit on 2+ and wounds on 6+ double damage. This means 50 hits on S5 on AP-3! 33 wounds on most enemy units and 17 wounds on most vehicles - it&#039;s dead, Jim. Oh, and if it&#039;s not, spend the Khorne stratagem to fight again (at the end of the fight phase) and warp surge to make your enemy having to invest heavily into removing this unit in the heart of his lines. &lt;br /&gt;
*If you want to spend less CP, consider adding some token CSM support so you can access the Termite Drill, which RAW can carry the Bloodletters and let them deepstrike with it.&lt;br /&gt;
I feel that is an auto-include.&lt;br /&gt;
*This tactic is possibly the killiest in the game. [[Anal Circumference|On &#039;&#039;&#039;average&#039;&#039;&#039; a 30 man unit of Bloodletters and a Blood Throne w/ the Crimson Crown will kill &#039;&#039;&#039;80&#039;&#039;&#039; GEQs, &#039;&#039;&#039;53&#039;&#039;&#039; MEQs, &#039;&#039;&#039;26&#039;&#039;&#039; TEQs or &#039;&#039;&#039;3&#039;&#039;&#039; Leman Russ Battle Tanks.]] [[Rape|Plus an average of 0.33 Mortal Wounds for each nearby model.]] [[Cheese|All for only 390 points and 4-6 CP.]]&lt;br /&gt;
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===Bloodcrusher Bomb?===&lt;br /&gt;
While not as board control as the Bloodletter Bomb, Deep Striking Bloodcrushers gets them into position out the gate as full strength. And hey, it&#039;s not like you can&#039;t also give them a Banner of Blood alongside your other Bomb. 1CP for 3 Crushers, 1CP for the banner, 1CP to inflict MW on a charge, and then you Deep Strike in Skulltaker nearby (8&amp;quot; aura) for the +1 hit rolls. Food for thought...&lt;br /&gt;
*&#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; Bloodletters are better bombs. It&#039;s less than Bloodcrushers are bad, but it&#039;s simply a case that Bloodletters are better. As well as being far cheaper (at 7pts), they&#039;ll produce an even greater number of attacks than the Bloodcrushers. The Bloodcrushers larger base size might also make deep striking them an issue. Since Bloodletters can charge 3d6+1 (re-rolling charges in pure Khorne detachment), just 20 of them deliver &#039;&#039;&#039;41 hits at 2+ str 5 and ap-3&#039;&#039;&#039;. At a cost of only 197 points (with 2 icons and 2 instruments), on the other hand, a minimum squad of Juggernauts (at 120 points) produces 19 attacks (with 13 at str 6 and a-3/ and 9 at str 7 -ap1).&lt;br /&gt;
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===The Pink Horror Blob/Bomb===&lt;br /&gt;
A shooty way to clear any chaff that might stand in the way of your other deep striking units. 20-30 Pink horrors supported by a daemon prince with the Demonspark warlord trait and a tzeentch herald. This gives you 90 shots at S4 18&amp;quot; range, re-rolling 1s to hit and to wound with +1 to wound from flickering flames (Optional: Boon of change to have a chance of being S5 on the horrors or a Mutalith Vortex Beast can give you a further +1S). There are two options of running them: starting on the table and forcing the opponent to deal with them and activating warp surge to absorb A LOT of damage with that 3++ on 7 pts models.  Alternatively they can deep strike and shoot stuff off the table. Since their shooting attack is 18&amp;quot; assault you don&#039;t have to deepstrike them right next to a unit.  Also, if you have second turn and your opponent isn&#039;t just sitting back in their deployment zone, you could even deepstrike them turn 1 in your deployment zone and hit a unit.  They won&#039;t be expecting that.&lt;br /&gt;
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===Plaguebearer Infestation/Bomb===&lt;br /&gt;
Take a unit of Plaguebearers w/ Plague Banner, a Poxbringer w/ Virulent Blessing and a Spoilpox Scrivener. The Scrivener gives +1 to hit with 7+ allowing for more attacks, while the Poxbringer gives + 1 Strength and +1 to wound, with 7+ allowing for double damage. Finally, Locus of Virulence gives another +1 damage on a 6+ and the Plague Banner makes their swords D2 for one round, resulting in a maximum of &#039;&#039;&#039;6 Damage&#039;&#039;&#039; on a roll of 7+. This results in a unit that hits of 3s, wounds elite models like Russes on 4s and does an average of 3.67 Damage per wound with the Banner (2.33 Damage without). As such, a blob of 30 Plaguebearers will makes 31 attacks, 20.67 hits, 10.33 wounds and deal [[Rape|37.89 Damage total]], [[Cheese|enough to kill 3 Russes in one round.]]&lt;br /&gt;
*If you don&#039;t want to spend 3-4 CP to drop the Plaguebearers, consider taking a squad of 10 + the Heralds in a Termite. This is still enough to alpha-strike one Russ equivalent, along with whatever the Termite manages.&lt;br /&gt;
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=== The hidden Daemon Prince(s) ===&lt;br /&gt;
Daemon Princes are one of your rare options to take on vehicles and similar stuff. They are mobile, customizeable and can do some warp stuff too and they are only 8 wounds and therefore can hide behind other units. Most armies will have a few of them. Take 30 plaguebearers with a scrivener and advance over the table and bubble wrap your 3 or more daemon princes so that your enemy has to waste his precious las cannons on your cheap plaguebearers and then jump out of hiding with 12&amp;quot; movement and kill his elite stuff. If you form a wide oval formation in the center of the table your flying DPs can run around and still hide while your buubble wrap charges and binds stuff here and there. Don&#039;t forget your pile in moves to bubble wrap a DP even in combat. Last thing you want is to kill an elite unit shout out in victory and then see your 200 points DP get shot of the next turn. The oval formation is especially nice with khorne or slaanesh DPs that have better chances to reach enemies with their loci. Combine that formation with some deep striking bombs and the enemy will have multiple big threats in his face.&lt;br /&gt;
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===Alphabet Chicken Soup===&lt;br /&gt;
Note that this is &#039;&#039;not&#039;&#039; a pure Daemons list, but most of the models/units in it are - you&#039;ll need the Chaos Index, the CSM Codex, and the Imperial Armour Chaos Index to field it, and, if you want to fully explore your options, the Imperial Armour Astra Militarum Index.&lt;br /&gt;
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With the release of Chapter Approved, the points cost of several of these models have been vastly increased and the strategy described below doesn&#039;t really work anymore.&lt;br /&gt;
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Two of the most powerful units in the game are Tzeentch Daemons, so..... why not take both?  Use {{W40Kkeyword|Chaos}} as your army-wide Faction binder, then take Magnus and Aetaos&#039;Rau&#039;Keres (the Alphabet Chicken).  The Chicken&#039;s powers are picked for you, since the Tzeentch Discipline hasn&#039;t been expanded to 3 powers yet.  Magnus should take Warptime, so you can get him into melee anywhere on the table, Weaver of Fates, because 3++/re-rolling 1s will keep Magnus alive beyond all reason, and then Death Hex, Prescience, or Diabolic Strength, depending on your local meta - Prescience is useful for Magnus to hit something dodgy, like a Culexus Assassin if he needs to, in melee, while Diabolic Strength will help him delete enemy heavies in melee faster, which is one of his jobs in this list; Death Hex is relatively difficult to cast, but on anything with problematic invuln saves, like Space Marines with Storm Shields, it can be critical to letting your Knight do some proper work.  Without any foreknowledge of your local meta or what your opponents might bring, Death Hex is the safest choice, since it&#039;s the only power Magnus can bring which will help the rest of the army (unless you go for a variant; see below), not counting any Chaos Spawns you make with his Blade.&lt;br /&gt;
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Since you&#039;re now only 1 Lord of War short of getting 3 CP from a Super-Heavy Detachment, take a Renegade Knight with two Avenger Gatlings, a Heavy Stubber, and an Ironstorm Missile Pod, so you have some anti-hordes dakka.&lt;br /&gt;
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Then take the Changeling and the Blue Scribes, and 3 minimum units of Brimstone Horrors to screen the Knight, in a Battalion; each unit takes 1 Iridescent Horror with an Instrument, because going from an average Advance of 10.5 to 11.5 is so significant when screening an M12 model.  The Changeling can also be used to protect both Magnus and the Chicken, of course, if they need to take cover.&lt;br /&gt;
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The net result is &amp;lt;s&amp;gt;2000&amp;lt;/s&amp;gt; many, many points for a 9 CP army that will almost always get the +1 to rolling to go first and punches way above its weight, since it requires incredibly specific counters but is a very general counter to anything it might face - the two big Daemons delete enemy heavies, while the Knight and its small Daemons delete enemy hordes.&lt;br /&gt;
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There are basically two ways to modify this list: the Blue Scribes, which are only present because they&#039;re a cheap Chaos HQ, and the Knight, who&#039;s there for Dakka.&lt;br /&gt;
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The Blue Scribes can be dropped for a Malefic Lord, a Smite source and an HQ tax so cheap you can afford a fourth Brimstone Horrors with spare change left over for another 3 Horrors models somewhere, but that will make your Horrors lose Objective Secured, assuming you&#039;re playing with the announced Chapter Approved rules.&lt;br /&gt;
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The Knight can be dropped for a Renegades and Heretics Baneblade (you&#039;ll need to perform the Scribe to Lord swap to pay for it), or you can pay 3 CP to take the two big demons in their own detachments, and use the Battalion&#039;s Heavy slots for Hellforged Deredeos.  If you do that, you can also swap the Scribes for buffers for the Deredeos: it&#039;s easy to fit a Sorcerer of some stripe in (including Ahriman), and if you commit to &#039;&#039;not&#039;&#039; having them be THOUSAND SONS, a Chaos Lord or Hellwright.  Note that if you avoid the Thousand Sons, you can use the swapped-in HQ to carry a CSM Warlord Trait and/or Relic; none of them are &#039;&#039;particularly&#039;&#039; compelling, but it&#039;s worth noting.  If you just want pure Deredeos, the Malefic Lord is cheap enough to let you take 3 of them, although that&#039;s also enough for 5 Basilisks.&lt;br /&gt;
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===Smite Spam===&lt;br /&gt;
You get a lot of psykers with Horror, Heralds and Greater Daemons. Everyone of them knows Smite and Smite can be cast on a 5 (~83% chance for normal psykers) and deals an average of 2 mortal wounds. Even your Horrors get a 1/3 Chance to cast it BUT remember that &amp;lt;strike&amp;gt;only Pink Horrors can cast it&amp;lt;/strike&amp;gt; Brimstone Horrors are removed as casualties when chosen as the casting model, so you want a Blue or Pink Horror in the mix. 1 Blue Horror and 9 Brimstone Horrors is a whopping &amp;lt;strike&amp;gt;23&amp;lt;/strike&amp;gt; 32 points with the latest FAQ/CSM codex. You can cast it into melee while you tie them up with Plaguebearers and Horrors but keep in mind that you have to cast it on the next enemy unit. Hell, you can even Smite vehicles and flyers now. Great against expensive units like Terminators, Marines and other 1-2 wound models. Sucky against Hordes but even there it will add up. LoC get a +2 bonus on the psyker test and will more likely get D6 mortal wounds on the enemy - deadly with a re-roll. &lt;br /&gt;
You are a horny Khorny? Too bad for you...&lt;br /&gt;
* Note that this was severely nerfed in the latest FAQ and CSM codex. Brimstone horrors now costs 3 points instead of 2, also their smite only does 1 point of damage if you have less than 10 pink horrors in the unit.&lt;br /&gt;
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=== Swiss Army Knife Summoning ===&lt;br /&gt;
Summonings sucks now? Yeah sure it does for daemons but not for CSM. ANY CSM character can now summon daemons and they can summon daemons of every god if they are not aligned to one. Get some fire support daemons lack of and start summoning what you need with your (ranged/psychic) characters while they keep firing. You need anti-horde? Summon some Crushers, Plague Drones or Slaanesh bitches! The enemy has a lot of good armor saves? Get some Khornys in! You need to hold the line? Splitting Horrors or Plaguebearers en masse will do it for you! You want to shoot back at the enemy? Well, try it with Burning Chariots, Soul Grinders or Flamers. Just do it!&lt;br /&gt;
*1 or 2 characters (maybe Sorcerers for utility), some Havocs and some meatshield cultists or marines (Corsairs, for the CP) will do in a 1000 point list to leave some leftover points to customize the rest of your army on the fly. &lt;br /&gt;
**Take at least 1 Master of Possession, ideally with the Word Bearers Legion Trait. He has better summoning odds, via the Incursion power, essentially 2 summoning rolls per turn or summoning after moving, and access to the Dark Pact Stratagem, which is fully compatible with Incursion. Adding in a Venomcrawler instead of one of the Havocs lets you add 1 to the summoning rolls of the Master if they&#039;re within 6&amp;quot; of it. Greater Possessed are also helpful, albeit in a more limited fashion, but with the Mark of Khorne, can engage in some shenanigans via the Skull Altar.&lt;br /&gt;
*Be&#039;lakor as an unaligned daemon can serve as a summoning source too after he will have reached melee and won&#039;t move a lot. You can hide him behind other units too.&lt;br /&gt;
*Keeping points in reserve means flexibility but on the other hand it means a lot of unused points until summoning and the charge after summoning is not guaranteed and might cost another round.&lt;br /&gt;
*When fielding Pink Horrors, one should try to benefit from splitting, so here will be some unallocated points in your list. If your opponent is unwilling/unable to kill your Pinkys, summon the &amp;quot;reserved&amp;quot; Blues &amp;amp; Brimeys where they can tarpit/smite something. A Horror unit is 5 Power ,so on three dice... You do the math.&lt;br /&gt;
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===CSM prince summoner===&lt;br /&gt;
This works best with a prince of Nurgle, Slaanesh, or tzeentch with wings. Choose warptime as your power. The turn that you want to summon your daemon units don&#039;t move the prince at the end of the movement phase summon your unit 12 inches away and 9 inchs away from the enemy in a U shaped formation. In the psychic phase cast warptime to move your prince near the front of the U formation , the front models will screen your 8 wound character from enemy fire. Now in that assault phase you can now charge with your prince and the infantry deamon unit taking full affect of that reroll 1&#039;s ability of the prince ... pure nasty combo. Personally i think 20 demonettes and a winged prince of slaanesh is the perfect choice for this combo. Keep in mind if you have an instrument of chaos your charge target number is only 8! Doable with command rerolls (&#039;&#039;&#039;More than&#039;&#039;&#039; 9 inchs away, within 1 inch to charge normaly 9, 8 with the instrument thanks to +1 to charge rolls)&lt;br /&gt;
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===Special Note/Tactic against Imperial Knights (and similar Titanic models)===&lt;br /&gt;
Imperial Knights have a special rule that allows them to fall back &amp;quot;over&amp;quot; some types of models, allowing them to exit melee in the movement phase. They then can shoot at said models, despite having just fallen back. This only works against Infantry and Swarms, so Imperial Knights (and similar Titanic models) can be surrounded and trapped by units of Beasts or Cavalry. Multi-wound models will give them more trouble, as their typical solution to being trapped by multiple models is Stomp, which only does d3 damage per wound (so it won&#039;t kill entire multi-wound models, every time). So Flesh hounds, in example, can be used to &amp;quot;pin&amp;quot; an Imperial Knight in place, allowing a Bloodthirster to kill it, without having to be concerned about the cowardly Imperial Knight fleeing combat.&lt;br /&gt;
&lt;br /&gt;
===Grindranger Battalion===&lt;br /&gt;
During the [[Fate of Konor]] campaign it was brought up by a guy from [[/m/]] that Chaos players should deploy nothing but Soul Grinders, maybe have Chaos Titans, Renegade Knights, and/or Daemon Engines as ally units. The idea boils down to having at least one grinder from every Chaos God and unload artillery from a distance. The problem with this tactic is that it requires A) The game set at least 1000 points due to one being 235 in 8th edition and B) Not go up against range favoring armies like Necrons and Tau because Soul Grinders aren&#039;t as fast as they once were. Cheesy, but expensive. The name comes from various tokusatsu (special effects) squadron shows since the idea was brought up by a guy from /m/. A non-god specific traitor legion like the Iron Warriors or Night Lords is recommended if using Titans, Knights, or Daemon Engines, preferably for more speed to spread out on the battlefield. This tactic is ideal for bigger matches and for those that prefer wipe out strategies over securing objectives.&lt;br /&gt;
&lt;br /&gt;
== Friends and Allies ==&lt;br /&gt;
&lt;br /&gt;
=== Renegades and Heretics ===&lt;br /&gt;
There are a few things your heretical mudfoots can offer their masters, and all on a budget! The most obvious thing is a CP battery brigade, perhaps the cheapest in the game. If you&#039;re going bare minimum, you can drop ~600 points on a big pile of GEQs and a few Chaos griblies and still have plenty of points left over for your big boys/girls. Second is summoning fodder. Renegade Commanders and Enforcers are some of the cheapest Chaos {{WH40kKeyword|CHARACTERS}} in the game, and are mostly likely going to be undivided to boot, letting you use Daemonic Ritual without risking a much more valuable and expensive CSM or Daemon {{WH40kKeyword|CHARACTER}}. Finally, R&amp;amp;Hs bring what Chaos Daemons painfully lack: long range fire support. Leman Russes, Basilisks, Malcadors and even the mighty Baneblade, there will certainly be something you can use. And if your opponent doesn&#039;t seem concerned about a Daemon horde advancing under the cover of an Earthshaker barrage, check their pulse because they&#039;re likely dead.&lt;br /&gt;
&lt;br /&gt;
=== CSM ===&lt;br /&gt;
The obvious choice for both fluff and functionality.  Several CSM units have the {{W40Kkeyword|daemon}} keyword, which allows buffs from your heralds, greater daemons, psychic powers &amp;lt;s&amp;gt;and stratagems&amp;lt;/s&amp;gt;.  Aside from the synergies there CSM also have a lot of the heavy shooting Daemons don&#039;t have, with Havocs providing cheap fire support, Predators for dealing with infantry and tanks depending on loadout, Fiends having either big scary guns or big meaty claws to spook heavy infantry and armor, Obliterators for a crippling mass of fire from out of nowhere, and lastly Defilers for being better than Soul Grinders in every conceivable way.  Cultists also give you a cheap fodder unit to camp objectives and hold angles while your blocks of daemon troops are busy [[/tg/_gets_shit_done|getting shit done]].  Rhinos are also a nice thing to grab since they can block enemy LOS and allow your squishier daemons like Bloodletters or Daemonettes to run from cover to cover and set up charges unmolested.&lt;br /&gt;
*Seriously, the buffs Defilers have had through the edition change and FAQ put Soul Grinders to &#039;&#039;shame&#039;&#039;, since they&#039;re so much cheaper base, can take heavier or punchier weapons, AND have a (albeit CP-intensive) method of ignoring heavy weapon penalties on the move.  The only thing that sets the Grinders apart is their daemon allegiance, but even then the amount of overpay for a unit that&#039;s permanently stuck between trying to shoot things and trying to punch things makes it not all that worthwhile by comparison.&lt;br /&gt;
*As mentioned above CSM are also the masters of Daemonic Ritual, since unmarked {{W40Kkeyword|character}}s can summon any god&#039;s daemons, and both {{W40Kkeyword|death guard}} and {{W40Kkeyword|thousand sons}} have stratagems that make summoning even greater daemons a trivial task, rolling 4 dice for the test and ignoring the mortal wounds in the process!  This is not even mentioning the Daemons&#039; own stratagems that make summoning better, like Soul Sacrifice and Daemonic Pact!  While holding lots of points back can leave you vulnerable to getting alpha-striked, you essentially have [[cheese|maphacks]] since you get to see your opponent&#039;s entire army deployed and moving with the ability to drop the appropriate counter unit right when you need it, and in the cases of some characters like biker/jump pack Sorcerers and Daemon Princes you have the mobility to drop hard counters right in front of them.  Throw Flamers/Burning Chariots next to gunlines, Bloodcrushers next to terminators, Plaguebearers and splitting Horrors into cover and objectives, [[Anal Circumference|&#039;&#039;30 Bloodletters with banner of blood into charge range&#039;&#039;]].  Summoning may no longer by a powerful attrition tactic, but it does give a crazy amount of flexibility when properly built around.  With the Big FAQ&#039;s new Tactical Reserves rule you&#039;re now much less likely to get your ass blasted off the board on the first turn now, so this strategy has become less fragile.  DO keep in mind that this does mean you won&#039;t be able to summon on the first turn, but you should be using that time to run your summoners up the board anyway.&lt;br /&gt;
**You can summon on the first turn. The Tactical Reserves rule only applies to units that are listed in your army, and not deployed to the battlefield already. This means there are two exceptions to it: The first one is if the unit was already on the battlefield and then redeployed via some deep strike, and the second, more relevant, is if the unit was never included in your army. Summoned units aren&#039;t listed in your army.&lt;br /&gt;
*In particular Epidemius&#039; tally will be increased by, and subsequently affect {{W40Kkeyword|nurgle}} Possessed, Warp Talons, {{W40Kkeyword|daemon engine}} and {{W40Kkeyword|cult of destruction}} units.  Since it is also possible to take detachments based around a god keyword, if you don&#039;t mind losing out on legion traits and daemon loci, you can take a {{W40Kkeyword|nurgle}} detachment with Epidemius and a couple Poxbringers at the helm and fill out the rest with some Forge/Maulerfiends, Obliterators, and Defilers.  Add in some of the new {{W40Kkeyword|death guard}} engines like the Plagueburst Crawler, Myphitic Blight-Hauler and Foetid Bloat-Drone for added synergy and hilarity.  Take small patrols of CSM and Daemons afterwards to turn stratagems back on and enjoy the possibility of T8 Daemon Engines rerolling hits and wounds. [[Nurgle|Papa Bless]].&lt;br /&gt;
*Obliterators + feculent gnarlmaws. No more needs to be said.&lt;br /&gt;
&lt;br /&gt;
=== Renegade Knights ===&lt;br /&gt;
With the release of the Renegade Knights codex via a Games Workshop FAQ, bringing a Knight to assist your daemons became a lot easier; points for the typical Renegade Knights were lowered slightly, and Renegade Knights Dominus and Renegade Armigers were added as well. As the best Daemon codex unit for long-range fire support was the Soul Grinder and its 4+ BS, replacing it with a single Knight as a Super-Heavy Auxiliary Detachment lets you have that long-range fire support (give the knight two of whatever ranged weapon you want, which loyalist Knights aren&#039;t allowed to take and is its main advantage over them and their Knight Houses) and don&#039;t forget the Renegade Knight strategem letting you reroll all failed hit rolls for a knight in a single phase for 2 CP. Or, run it as a close-combat knight and make your opponent choose which group of foes he wants to get killed by. Alternatively, Knights Dominus give some anti-Lord of War capabilities with the Volcano Lance and its 3d3 damage per hit, and if points are more restricted, Armigers aren&#039;t too shabby either. Though take more than one or two super-heavies and you&#039;ll be Knights supported by Daemons more than Daemons supported by Knights.&lt;br /&gt;
&lt;br /&gt;
==Tactical Objectives==&lt;br /&gt;
;11 - Delight in Despair &lt;br /&gt;
: Score 1VP if an enemy unit failed a morale test. Score d3VP if said unit was within 3&amp;quot; of a friendly {{W40kKeyword|Slaanesh}} unit.&lt;br /&gt;
;12 - Cycles of Life &lt;br /&gt;
: Score 1VP if an enemy unit was completely destroyed during your turn. Score d3VP if the unit was destroyed by one of your {{W40kKeyword|Nurgle}} units&lt;br /&gt;
;13 - Touched by the Warp&lt;br /&gt;
: Score 1VP if you manifested or denied a psychic power. Score d3VP if a {{W40kKeyword|Tzeentch}} unit manifested or denied a power instead.&lt;br /&gt;
;14 - The Glory of Khorne&lt;br /&gt;
: Score 1VP if an enemy {{W40kKeyword|Character}} was destroyed during your turn. If said character was destroyed by a {{W40kKeyword|Khorne}} unit, score d3VP. Notice a pattern, here?&lt;br /&gt;
;15 - The Dominion of Chaos&lt;br /&gt;
: Score d3VP if you control more objective markers than your opponent at the end of the turn.&lt;br /&gt;
;16 - The Great Game &lt;br /&gt;
: Roll a dice at the end of each turn after you draw this objective. Score the number of victory points if you control that same number of objectives at the end of the turn (IE: roll a 3? Control 3 objectives).&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40000 Tactics(8E)]]&lt;br /&gt;
[[Category:Chaos]]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Kensei&amp;diff=1011648</id>
		<title>Kensei</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Kensei&amp;diff=1011648"/>
		<updated>2026-05-20T15:56:29Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.161: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
[[File:Kensei Logo.jpg|thumb|800px|center]]&lt;br /&gt;
Kensei is a tabletop wargame produced by &#039;&#039;&#039;[[Zenit Miniatures]]&#039;&#039;&#039; set in Not-Japan, semi-historical although with optional fantasy elements. Not to be confused with the &amp;quot;totally not a [[samurai]]!&amp;quot; [[Fighter]] kit from [[Advanced Dungeons &amp;amp; Dragons]].&lt;br /&gt;
If you liked [[Total War]] Shogun 2, this is basically the tabletop version. &lt;br /&gt;
&lt;br /&gt;
The skirmish-level version of Kensei is &#039;&#039;&#039;[[Torii]]&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
For a guide to gameplay see:&lt;br /&gt;
* [[Kensei/Rules And Tactics/1e|Here for 1st edition.]]&lt;br /&gt;
* [[Kensei/Rules And Tactics/2e|Here for 2nd edition.]]&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
[[File:Hymukai.png|thumb|450px|right|The map of Hymukai.]]&lt;br /&gt;
&#039;&#039;&#039;Kensei&#039;&#039;&#039; is a setting which is very similar to our world, although the fictionalization allows them to have greater freedom with factions and have their version of Japan, called &#039;&#039;&#039;Hymukai&#039;&#039;&#039;, be lightly anachronistic as well as adding magic elements. &lt;br /&gt;
Hymukai, also called the &amp;quot;Wa Empire&amp;quot; by other peoples and the Dragon&#039;s Empire or Dragon&#039;s Islands a few times in the lore, is located off the coast of the &#039;&#039;&#039;Ashihara&#039;&#039;&#039; (not-Asia) continent.&lt;br /&gt;
&lt;br /&gt;
Note that the first edition manual was translated somewhat poorly from the native Spanish language, and as a result had spelling errors in addition to sometimes switching between the not-______ names and the real life name. Second edition, released on May 12th 2017, fixed these errors. &lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
When the universe began the &#039;&#039;&#039;Ama&#039;&#039;&#039;, also called the Celestial Kingdom, was made up of both light and dark with gods and demons as its denizens. The celestial balance ended when the gods, believing themselves to be firstborn in creation, started the Great War to remove the demons from their lands. The demons were expelled and took up residence in the infernal kingdom called &#039;&#039;&#039;Jigoku&#039;&#039;&#039;. The supreme goddess &#039;&#039;&#039;Arimasu&#039;&#039;&#039; cried tears of joy at seeing Ama without the demons. These tears fell into the sea of the mortal world (sometimes called the Intermediate World or the Earthly Kingdom), which became the islands of &#039;&#039;&#039;Hymukai&#039;&#039;&#039;. The gods consider Hymukai a sacred place, and it is the frontline in the war between Ama and Jigoku. &lt;br /&gt;
&lt;br /&gt;
The history of Hymukai begins when the gods created a woman to lead mankind, the Empress named &#039;&#039;&#039;Suiko Tenno&#039;&#039;&#039; and gave her four magical objects that would enable her to keep the mortal world safe. The clans of Hymukai swore allegiance to her, each being associated with one of the objects.&lt;br /&gt;
* The holy Katana granted the strength to react and attack threats to the world, and the warrior clans came to represent it. &lt;br /&gt;
The noble families who ruled the further, more rural lands obeyed the will of the Kuge and were the first defense against threats. They became the warrior class, the bulk of the samurai, and developed the Bushido code. Samurai could become members of Kuge households or marry into a Kuge family, but the non-Kuge noble clans became known as &#039;&#039;&#039;Buke&#039;&#039;&#039;. &lt;br /&gt;
* The holy O-Yoroi, samurai armor, grants resistance against adversity and the endurance of tradition and order, with the highest of nobility representing it. Those high nobles who dwelled in Heian-Jo and the nearby regions served the Tenno directly, and had authority over all others became known as the Kuge.&lt;br /&gt;
* The Magatama, a collar representing wealth and lifestyle which the mercantile clans became associated with. They are made up of powerful families who run the towns and city infrastructure of Hymukai, as well as all trade. Technically the servants of the Buke, these families are considered low class and often barely better than peasants if even that as the Buke see little worth respect in their way of life. These families are commonly called &#039;&#039;&#039;Otokodate&#039;&#039;&#039;. They follow their own code called Kikotsu which is based on Bushido. &lt;br /&gt;
* The Kagami, a mirror representing knowledge of oneself and spirituality which the religious clans are represented by. The priesthood of Hymukai enjoy autonomy from the feudal system. They are loyal to the Kami themselves, and the Tenno as a result, through which they distantly serve the Kuge and to a lesser extent the Buke. Priests and nuns are not required to be chaste in most cases, and usually a temple is run by a single family who accepts any of dedication into their clan. Each temple controls lands and peasants to be independent of Kuge or Buke. The religious clans are called &#039;&#039;&#039;Sohei&#039;&#039;&#039;.&lt;br /&gt;
[[File:Empress Himiko.jpg|thumb|left|400px|A representation of what the real life Empress that Suiko is based on may have looked like, courtesy of the Japanese educational magazine Newton, Graphic Sciencee. So what the Empresses of Hymukai probably look like as well.]]&lt;br /&gt;
Suiko&#039;s reign was one of unrivaled stability and is known now as the &amp;quot;Golden Dawn&amp;quot; due to the wealth and population growth. When she came of age she married a saint, as per the command of the gods who created her. So long as her lineage remained pure the world would be safe from evil with the firstborn child always a girl who would become Empress. Tradition dictated that the Empress remain in the Imperial Palace surrounded by her court until the end of autumn each year when she lead them to the winter residence for six months, the journey being the only time that they could see her realm. Nine generations and 500 years of such peace passed before the reign of &#039;&#039;&#039;Empress Jingu&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It was during her reign that the first seeds of evil were sown in Hymukai. The secret ninja clan called the &#039;&#039;&#039;Hattori&#039;&#039;&#039; saw a great shakeup in power. Previously they were lead by one Grand Master who is served by two subordinate masters, the Master Of Venoms and the Master Of Shadows. The Master Of Venoms named &#039;&#039;&#039;Tsi Huann&#039;&#039;&#039; created a formula which he claimed would grant eternal life. The Master Of Shadows &#039;&#039;&#039;Shisu Kage&#039;&#039;&#039; drank it, but instead of immortality he became a living shadow. The Grand Master &#039;&#039;&#039;Nagi&#039;&#039;&#039; ordered Tsi to continue to refine the formula while Shisu became the ultimate assassin, killing anyone anywhere with no chance of struggle, and was paid in prisoners who&#039;s life force he drained while consuming their eyes and tongues. When the formula was perfected Nagi and Tsi drank it, becoming truly immortal. &lt;br /&gt;
&lt;br /&gt;
Not long after Empress Jingu was attacked by four &#039;&#039;&#039;Onmyouiji&#039;&#039;&#039; (wizards devoted to one of the aspects of the universe) sworn to the demons, who summoned a small demon force to attack. The (called a throne, referring actually to a &amp;quot;litter&amp;quot; which is essentially a walled carriage carried by four people) of the Empress broke and she fell out, seeing that the battle had left all of her soldiers dead save a single soldier named Tagesho and a giant Oni. Tagesho killed the Oni while Jingu wept for the deaths of her servants. Jingu fell in love with him, and thus broke the covenant of the gods by marrying a mere mortal soldier. &lt;br /&gt;
&lt;br /&gt;
Three years later she gave birth to twin sons. The people were divided on whether this heralded terrible destruction or beautiful change for their people. Jingu named her sons Sujin and Kogen (Kogen is vaguely analogous to real life Kamuyawimimi, Suijin&#039;s story is a combination of multiple figures although primarily Emperor Suizei and Emperor Suijin). Sujin was older and wise, studious, and saintly while Kogen was youthful, athletic, competitive, and hasty. Kogen was the favored son of Tagesho, who took him away from the stifling court to hunt or train in combat and military leadership. After Tagesho died from fever while the boys were 16 they became competitive with each other to be seen as his successor, which only became worse as adults when they competed for the love of a courtier named Saimei. Insult gave way to fighting and grew to true resentment. Jingu was sickened from the spiritual discord in her family, and both brothers sought a way to cure her; Sujin from scholars and Kogen from the faithful. As she grew weaker Sujin assumed her duties at the court spiritually and in regards to external politics while Kogen lead her armies and maintained the internal politics. After two years pacifying the realm Kogen returned and expected a hero&#039;s welcome, and instead was merely granted the honors a commoner soldier would receive and was chastised by Sujin for leaving him to run an empire alone, while Kogen responded similarly for Sujin burying himself in luxury while Kogen struggled abroad. When the argument reached a breaking point Kogen left the palace, unwilling to duel his brother to the death on the sacred ground of the palace, instead gathering his armies for a civil war. This shattered the peace of Hymukai and the spiritual destruction resulted in the death of Jingu and the shattering of the magical protection of the gods. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the son of the Hattori Grand Master Nagi named &#039;&#039;&#039;Saki&#039;&#039;&#039; had become skilled and powerful alongside his friend Hamato Yoshi. But Saki couldn&#039;t succeed his father if his father was immortal, and he began a hidden civil war of sabotaging missions resulting in the deaths of loyal supporters on both sides. Only with the help of Shisu Kage was Saki able to kill his father. Thus they began their plan to destroy the imperial line. Saki&#039;s friend Yoshi had overheard the plan, and he managed to escape them and find refuge among the Sohei. &lt;br /&gt;
&lt;br /&gt;
Sujin had the elite troops and resources of the empire, while Kogen had numerical superiority and experience but was low on supplies. Both had an equal amount of claim to the loyalty of the great clans. Kogen first won over the clans of the Kuge nobility, seeing advantage in his political ignorance. Choosing to press ahead with a heretical siege of the imperial city left him without time to win over the other three great clans, so he instead decided to send three of his seven most loyal generals, the &#039;&#039;&#039;Shichi no Kogen&#039;&#039;&#039; to secure their aid should his attack fail. The three appealed to the virtues of confidence, honor, and duty, each swearing themselves personally to the clans in order to begin negotiation for their aid. None of the three were able to secure an alliance in time, since Sujin declared himself Emperor and announced marriage to Saimei in order to enrage his impulsive brother and cause him to attack immediately; it worked. Sato, highest ranked of the Shichi no Kogen, remained as Kogen&#039;s second in command. &lt;br /&gt;
&lt;br /&gt;
At the Sukihoma Plains, 40 km from the capital Hejian-Jo, he set up camp and waited for the Kuge army. Sujin&#039;s army had superior arms and the largest gathering of cavalry ever seen, while the Kogen flanked from the north. However the Kuge betrayed Kogen, attacking his army and resulting in a slaughter. Kogven refused to surrender, and once he was wounded Sato appealed to him to retreat to the fortress Kaidan. Kogen refused, and only upon losing unconsciousness did Sato order the retreat. It took thirty days for the army to make it to Kaidan, and for two days Kogen refused to speak and simply gazed while his face was locked in anger. The army prepared to make a stand at the fortress while Sato sent messages to the three Shichi no Kogen ambassadors about what had happened, and to hurry their negotiations. Meanwhile, Sujin utilized Kuge propaganda to instill the idea in the rest of the court that Kogen was a butcher and sinner, Sujin a saint and hero. The Kuge pushed Sujin to declare himself Emperor and marry Saimei for real as soon as possible in order to secure themselves as the only clan with his ear. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hikari Ryu&#039;&#039;&#039; was the oldest of the Shichi no Kogen, and was sent to the largest of the Sohei clans. He was patient, and best known for training Kogen&#039;s recruits. The monks had no love for him or Kogen&#039;s plans however, seeing no advantage to be gained personally and the discord from the war as a more pressing concern than the outcome. Hikari was surprised to find the monks were already accomplished warriors due to their disciplined life and work ethic. When message came of Kogen&#039;s defeat as well as a request for supplies and aid, he demanded an audience with the Abbot. Rather than his previous appeals to glory and riches, Hikari told him of the Kuge betrayal and that their goal was to disrupt the balance and rule entirely over the other clans and that in exchange for aid he himself would become a monk. The Abbot asked for three days to discuss the matter with the other Sohei clans, but needed only two before informing Hikari that the Sohei were prepared for war. &lt;br /&gt;
* &#039;&#039;&#039;Kimura Key&#039;&#039;&#039; was the youngest of the Shichi no Kogen at only 17, and was a legendary duelist. Key was without prejudice against the young and progressive Otokodate, and was sent to meet with them. The Otokodate clans were unified under the Regend Board, lead by elders, who mocked him for his youth. Key responded by challenging their best warrior to a duel to the death, which they accepted. His requirement was that with a win they would hear out Kogen&#039;s request, and with a loss they would keep his Daisho (sword set) to sell. The next morning on the beach he killed their best in an honorable duel, the two samurai showing each other respect. Key became a servant of the Otokodate, who marched to war in exchange for official recognition among the other great clans and exclusivity in shipping routes. &lt;br /&gt;
* &#039;&#039;&#039;Odoka Hiro&#039;&#039;&#039; was the most lethal of the Shichi no Kogen, and was sent to the Buke. The Buke had obeyed their oaths, and considered them part of Sujin&#039;s army. Hiro was immediately arrested and placed in a cell for execution. &#039;&#039;&#039;Tora Tadayoshi&#039;&#039;&#039;, the young Daiymo of the Buke, was fascinated by Hiro&#039;s suicidal actions. When he found Hiro meditating peacefully he was even more perplexed. Hiro explained he was merely following his master&#039;s orders, and that his duty in the Bushido code required it above self-preservation. Tadayoshi reminded him that honor was also a part of Bushido, which Hiro responded was the dilemma of the code; duty and honor in balance. Hiro then told Tadayoshi about Kogen, and the nature of the conflict. That Kogen was a warrior while Sujin was a politician, and Kogen becoming Emperor would result in the code of Bushido being codified in Hymukai. Tadayoshi replied that the Buke must serve the throne and that Hiro must be executed. Hiro replied that the duty is the Buke executing him, and their honor is in preserving Hymukai by putting the right ruler on the throne just as his honor was to convince them to join Kogen while his duty was to allow himself to be executed. Tadayoshi contemplated what had been said for an hour in the main courtyard, and in the morning presented Hiro with the option to commit ritual seppuku with Tadayoshi as his assistant rather than an inglorious end at an executioner&#039;s hand. With Hiro&#039;s honorable death, the Buke marched to war for Kogen. &lt;br /&gt;
&lt;br /&gt;
Unfortunately Sujin&#039;s spies were quick to inform him of the developments, and he made plans to destroy to Kaidan immediately. He sent his best ambassadors to the clans not to convince them to join him, but simply to delay them from joining Kogen. Twenty days later the siege began. Upon being informed that Sujin was near Kogen was awoken from his catatonic state with a scream of rage. He had half the army, many injured, and his forces were staving. His allies would not reach him in time. &lt;br /&gt;
He summoned Sato to his bedchamber to discuss matters, the only sounds being Kogen&#039;s outbursts of rage and despair. Finally he appeared at midnight among his men, dressed for war. They did the same, and at sunrise when Sujin&#039;s army approached Kogen left the fortress alone to meet them, accompanied by his four remaining generals. Sujin bore the banner of the royal family rather than his own. When Sujin ordered them to throw down their weapons Kogen obeyed and his generals did the same. Sujin dismounted his horse to meet them, but the rest of his cavalry guard remained. Kogen offered forgiveness, and a reunification in the face of a coming darkness. He offered his elite warriors to serve Sujin, and to swear loyalty. Sujin refused, killing the unarmed Kogen and informing him that his name would be stricken from history entirely, then ordered his men to kill Kogen&#039;s generals. He returned to his army and ordered them to destroy the fortress and kill everyone inside, leaving the bodies to rot. &lt;br /&gt;
&lt;br /&gt;
Thirty years later all records of the civil war and of Kogen had been eliminated. Sujin had been unable to produce an heir with Saimei or any of the many other women he bedded. Every year he went on pilgrimage to Nijiyama and spent 40 days attempting to pray for guidance from the gods and Kami. &lt;br /&gt;
The Kuge in the meantime have developed their own secret force. They are the patrons of the Hattori, a ninja clan that does their dirty deeds while they remain seemingly pure. But they are unaware that the Hattori are no longer merely content to work for profit, and now work towards the goals of their demonic masters. &lt;br /&gt;
&lt;br /&gt;
But on the last pilgrimage Sujin was attacked while crossing the Kashiwara forest. None currently know what has happened to him, with rumor saying he was kidnapped or killed. Immediately the country plunged into civil war over who will rule in his stead. The Kuge are currently lead by a man named Satoshi Asaemon, who has been utilizing the ninja clan called the Hattori. Tora Tadayoshi leads the Buke. The Otokodate are lead by Kimura Key and have made contacts with the Namban, foreign outsiders who have set up settlements on the northern shores. The Sohei are lead by Hikari Ryu, who has trained a generation of monks and nuns into soldiers and has learned from Yoshi that the Hattori are behind the disappearance of the Emperor. Meanwhile the Wako Pirates have attacked the lands to the east, lead by a man named Turgot. Meanwhile, Kogen has returned from the grave leading an army of the undead thanks to a pact with demons; the same demons who also rampage through the lands of the world, disrupting the harmony of the other magical beings. &lt;br /&gt;
&lt;br /&gt;
tl;dr the world went to shit, and not-Japan is fucked. &lt;br /&gt;
&lt;br /&gt;
Many clans who have a deep connection to the spirit world have also put their practices into the open as the spiritual unrest has made the favor and politics of the spiritual world as important as that of the mortal one. Those individuals who have a very deep connection to a particular spiritual force are called &#039;&#039;&#039;Omnyouiji&#039;&#039;&#039;, and are sometimes even born of a union between spirit and human. These wizards use their Omnyodo powers to serve their clan openly, for good or ill. &lt;br /&gt;
&#039;&#039;&#039;Infernal&#039;&#039;&#039; clans are bloodthirsty and use demon pacts with the residents of Jigoku to secure power. Their people live in fear and their enemies are sold as slaves. They have little honor and act with inhuman disregard for their fellow man. &lt;br /&gt;
&#039;&#039;&#039;Earthly&#039;&#039;&#039; clans revere the spirits of the mortal world, forming a circle of protection for each other. Their people find solace in nature and isolation. &lt;br /&gt;
&#039;&#039;&#039;Celestial&#039;&#039;&#039; clans revere the Ama and cleanse the land of evil. They revere the god Amaterasu, and they have the divine blood of the first families in their veins. &lt;br /&gt;
&#039;&#039;&#039;Death&#039;&#039;&#039; clans revere their ancestors and fear neither death nor killing. They will deal with the spirits of the Kami to gain power. &lt;br /&gt;
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Opposed to the Omnyodo are the &#039;&#039;&#039;Komuso&#039;&#039;&#039; monks who believe in the Tao, the balance of the universe. Clans who do not believe in the powers of the Omnyodo are instead patrons of the Tao temples. &lt;br /&gt;
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The Kuge called the service of the Buke loyal to them to destroy their rivals for the throne and though some did answer the call, others were occupied by their own war. As stability had broken down, some Buke clans had attacked other Buke to expand their own territory while others declared themselves independent of Kuge rule. Some saw it as a chance to join the ranks of the Kuge, and the most ambitious of them conspired to do away with Kuge and control a complacent Tenno puppet using a Shogun (a Daimyo who executes the will of the Tenno, a position currently held by the entire Kuge caste). &lt;br /&gt;
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As the Buke and Kuge battled themselves and each other, higher and higher taxes were raised on the peasantry. Farmers were drawn into Ashigaru (militia, or men-at-arms) forces without choice. Many fled to the Sohei in droves, drawing the religious clans into the politics of war. Temples near battlefields were raided by armies for supplies, and the seemingly endless delay in finding a new Tenno to keep the forces of the Earth in balance offended the Sohei greatly. They began to preach an apocalyptic warning while lecturing on the fate of the soul. Some Kuge and many Buke responded to these calls and removed themselves from the conflict either out of fear or shame, joining the Sohei and bringing with them wealth and a strong warrior base of Ashigaru and Samurai. Now the Sohei seek an end to the war, defending the common people and curbing the ambition of the two castes. Many Sohei have entirely disregarded the imperial system, only obeying the tenants of their faith and new rules for behavior and governance based on it. &lt;br /&gt;
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Meanwhile, the Otokodate have risen up against their arrogant samurai oppressors as the past humiliations have compiled with the other three castes expecting the merchants to bear the bulk of the sacrifice for the war efforts through donation or looting. Declaring themselves nobility and forming pacts and alliances, they have formed relations with the outside world to bring allies and weapons they can use to establish dominance. As time has gone on, the Otokodate have begun to resemble more and more the Buke, Kuge, and Sohei castes as they incorporate anything that works into their methods and plans. Beyond that, they have allowed the faith of foreigners into Hymukai in which the castes and Tenno have no place. &lt;br /&gt;
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As if that wasn&#039;t enough, legend says that Kogen&#039;s soul made deals with the spirits he and his brother once kept at bay to lead the Demons and Dead to rule the heavenly realms in exchange for aiding him in taking Hymukai and destroying Sujin&#039;s descendants (meaning almost everyone important in Hymukai). These armies all fly the same banner, a mon (symbol) of a black skeletal hand; because of this the Undead are commonly called the &#039;&#039;&#039;Kuroi-te&#039;&#039;&#039; (or &amp;quot;Black Hand&amp;quot;). &lt;br /&gt;
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As Hymukai falls deeper and deeper into war, the criminal underworld has grown bold and can stalk the land. The &#039;&#039;&#039;Hattori&#039;&#039;&#039; are the ninja clans of Hymukai, previously just the secret agents of the Kuge but now are acting independently of them. The Hattori seem to be minor Clans of artists and courtesans in the open, but any place they can be found in the open there will be an expansive network of spies and assassins hidden. The Hattori who plot against the Kuge have aligned themselves with the Shikomi and the forces of Jigoku. &lt;br /&gt;
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Wako pirates, loosely lead by the warlord Turgot, pillage the defenseless of Hymukai while their protectors march against others and the Namban merchants from the far west trade arms and armor to all factions while spreading a new religion in the chaos.&lt;br /&gt;
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===Factions===&lt;br /&gt;
Each faction is made up of the clans within one of four social positions. Each has reason to make war against themselves, and each has different tactics, army options, and philosophy so don&#039;t assume that simply because you choose to play one that you are forced into a cookie-cutter. No examples are given of paintjob or build beyond example models and contents of the army bundles, so a Kuge force of nobles sympathetic to a peasant rebellion, Sohei not-Christians, Otokodate Communists, and [[Awesome|seven Kensei dedicated to protecting a small village]] are all viable backstories for your army. &lt;br /&gt;
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Looking to real life as inspiration is a great way to get into Kensei and decide on your army theme, but its important to remember that each faction is strongly based in a particular part of history that has overlap with all others so for some factions the army list can range 600 years of real history. Its also important to remember that the real life factions used mixtures of what is found in the game, for example almost every faction at least had a few local monks that would fit right into the Sohei fighting alongside them, all factions used guns extensively after 150 while almost none did before 1540. Things exclusive to some factions such as Onna Bushi and No-dachi Samurai would have been found in all armies. Finally the philosophy of many warlords changed throughout their lives; Date Masamune for example can be said to have begun as Buke and died as Kuge, Uesegi Kenshi could be fairly called Sohei and Kuge mixed. Even Takeda Shingen, the best example of a famous Buke, used guns when possible. &lt;br /&gt;
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It should also be noted that real life samurai and ashigaru rarely had matching armor or clothing, to the degree that those who did were known specifically for it such as the Shingen &amp;quot;red fire&amp;quot; cavalry armored in bright red or Date Masamune&#039;s army in black with golden helmets. This is due to the fact that most soldiers were expected to supply their own armor and weapons, with a large amount being battlefield salvage. &lt;br /&gt;
As a result, most of your models should have their own unique colors if you&#039;re sticking to history which makes it easier to collect multiple armies; your core section is only different based on what Sashimono (back flag) they are bearing. &lt;br /&gt;
Woodblock prints and paintings of Japanese warfare favor the colors blue and red, although this is largely because the dyes for those colors were found in abundance in Japan and folks who had never seen a battle or those who lived later in the peaceful Edo period would paint what they knew in the colors they had, in the colors soldiers of their day wore; Edo soldiers didn&#039;t need to equip themselves using dead bodies over the course of their career and armies weren&#039;t made up of men who&#039;s past was &amp;quot;don&#039;t want to be a farmer&#039;s fourth son, has a spear and pants&amp;quot;. This isn&#039;t to say those colors were rare by any means, merely that almost invariably an army would be at least partially mismatched. &lt;br /&gt;
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====Kuge====&lt;br /&gt;
[[File:Kuge.jpg|thumb|300px|left]]&lt;br /&gt;
The upper nobility of Hymukai. Only the highest among the Kuge Daimyos ever actually saw the Tenno, with them ensuring his will was carried out. &lt;br /&gt;
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All Kuge families are directly related to the Tenno line, and each sees themselves as the most legitimate ruler as family lines are extremely blurred as to who exactly the heir should actually be. None are actually interested in reclaiming the four holy treasures, as whoever brings them back would simply be the one doing the dirty work of whoever ends up being the actual heir. &lt;br /&gt;
Kuge have ample reason to dislike the other factions; internally, every Kuge clan is a rival to the throne, the Buke are made up of low ckass traitors who don&#039;t understand politics and broke their oaths, the Sohei are peasants and sometimes heretics that rule by philosophy rather than law, and the Otokodate are Otokodate which is enough of a reason to hate them. Kuge are largely unaware of Hattori who oppose them. Kuroi-te are the greatest enemies of the Kuge. &lt;br /&gt;
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As the Kuge believe their honor is by default unquestionable since they possess divine blood in their veins, they are quick to resort to underhanded tactics, giving orders to their still-loyal Buke commanders alongside Hattori assassins to the great disdain of the former party. While all factions employ spies and hitmen, the Kuge are willing to field hordes of Ninjas to poison and trap the enemy. Kuge also use women in their armies, allowing anyone capable of using a weapon and showing their loyalty they march on their behalf. &lt;br /&gt;
Kuge are also willing to field men with firearms from foreign lands, an abhorrent thing to the rest of society, although they are unwilling to allow the monotheistic preachers that accompany the merchants to remain in their lands as the faith of the One God does not allow the Kuge to claim their divine right to rule. For similar reasons, the Kuge mostly stick with the Shinto faith as it gives them the maximum authority.&lt;br /&gt;
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In real life, the Kuge castes of society were the dominant rulers throughout Japanese history although their prestige began to fall beginning in the 1200&#039;s due to financial problems until they were little more than the court of the powerless Emperor by the 1600&#039;s. Technically the Kuge never went away however and regained some power in the 1800&#039;s. They still made up the highest ranks of society until the end of World War 2 where the old families used their wealth and control of infrastructure to become the captains of industry in the modern era (so your Toyota truck is a product of the Kuge). &lt;br /&gt;
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====Buke====&lt;br /&gt;
[[File:Buke.jpg|thumb|300px|left]]&lt;br /&gt;
The warrior castes of Hymukai. Although the Buke clans are also related to the Tenno line, they are bound by oaths and the distance of their territory from the capital not to attempt to claim the position. Instead many clans want to replace the Kuge class entirely with one giant Buke class.&lt;br /&gt;
Buke are the most strict caste in terms of rank and behavior. Social position is well noted, duties are codified, and dishonor not tolerated by self or others. &lt;br /&gt;
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In terms of the current war, Buke are split between those interested in increasing their own power and those disillusioned with the &amp;quot;supreme divine right&amp;quot; of the Kuge. While Kuge scheme and assassinate over who will rule, the Buke interest and method is more simple; envy your neighbor, march your army and take what is rightfully yours by virtue of your strength, repeat. Kuge are entitled by luxury and arrogance but don&#039;t deserve the power the Buke have had to fight and die to preserve. The Sohei, those who should respect their betters, must be taught their place; Buke place Bushido above faith and believe that the Samurai social position above the priest and peasant must be enforced at sword point, although otherwise the Buke and Sohei would be at peace. The Otokodate are barely human as far as the Buke are concerned, representing everything wrong with the world as they bring sinful western influence, are as entitled as Kuge, and behave as pirates and peasants. The Kuroi-te are a challenge the Buke are unafraid of and destroying them is seen as the test that will prove the Buke are superior. Most Buke are unaware of the Hattori and dismiss them as legend, although some Buke are cautious regardless. &lt;br /&gt;
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Buke absolutely refuse to use firearms, as foreigners and their sinful weapons have no place in Hymukai. Archers are more respected, but ultimately the only true art lies in martial combat. They are willing to use spies and some minor assassins although not to the extent of the other clans.&lt;br /&gt;
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Ironically the history of real life Buke began in 702 when the Daijō-kan, or Great Council of State, was established which gave the Kuge powers as the administration of the Emperor. The first armies of professional soldiers were organized and hired, largely composed of archer cavalry nobility on horseback and peasant melee footmen. The cavalry were the predecessors to the Samurai and belonged to low nobility who&#039;s purpose in the organization of the government was as professional soldiers that carried out the will of the Kuge. Prior to that Japanese history had largely been a struggle between the Imperial family and clans of warriors; in fact the very first recorded history of Japan is from a Korean diplomat who spoke at length about an Empress who is now forgotten by history that struggled to expand her empire against the many warlords of the countryside. What to that forgotten Empress was an empire became a province in her descendant&#039;s empire not even a hundred years later. Despite, or possibly because of, this fast expansion the warlord culture continued to thrive even when subjugated under the rule of the Imperial line, which itself gradually became more and more complex as hundreds of families in the Kuge caste tended to increasingly ritual roles leaving the Buke largely to self-govern. The Emperors themselves began to retire early and become Cloistered Emperors who were the real power behind figurehead Emperors that tended to the mundane duties. When a dispute broke out between a former Emperor named Sutoko became angry that his father Toba had ruled in his stead then put his brother Konoe on the on the throne after forcing Sutoko to retire. The untimely death of Konoe without an heir created a schism in the capital with the Kuge split between loyalty to the last Emperor Sutoko and the grandfather Emperor Toba (who was still the one making the actual decisions) that had put yet another one of his own sons named Go-Shirakawa on the throne. The most powerful Kuge family, the Fujiwara, split in two on the sides of the two Emperors and reached out to two Buke clans called the Minamoto (who sided with Sutoko) and the Taira (on the side of Go-Shirakawa) resulting in the Hogen Rebellion where the capital was burned down. Eventually the Minamoto was defeated and the practice of Cloistered Emperors continued, although the Minamoto rose again soon after in the Heiji Rebellion by kidnapping the current Emperor and the now-Cloistered Emperor Go-Shirakawa who later escaped leading to their defeat by the Taira. The head of the Taira clan named Kiyomori was promoted into the highest levels of government as a reward and married his daughter to an Emperor named Takakura who fathered a son named Antoku. Not long after that Kiyomori removed all his rivals from the Kuge caste (pushing them down into the Buke) and demanded the Emperor step down and put Antoku on the throne immediately to avoid the possibility of one of the boy&#039;s uncles becoming an heir instead (which ironically the Kiyamori had fought to continue the practice of) and in doing so created a proto-Shogunate where a small number of Buke clans loyal to him ruled. Most of Japan sided against him, including members of his own clan, and Takakura&#039;s brother Prince Mochihito was the face of the rebellion (as Kiyamori had been correct, Mochihito WAS the intended heir to the throne). The Minamoto and Taira waged war against each other in the Genpei Wars which embroiled much of Japan. &lt;br /&gt;
It culminated in a battle where the child Emperor Antoku and his grandmother Taira no Tokiko were (allegedly mistakenly) killed in naval battle and the three holy treasures of Japan that represent the divinity of the Imperial line via Amaterasu were lost (and two were allegedly recovered, although to this day they have never been studied by archeologists or verified and only Emperors may look upon them). Cloistered Emepror Go-Shirakawa, still the actual decision-maker behind the throne, chose Emperor Go-Toba as the new Emperor gave the head of the Minimoto clan that lead his side to victory, Yoritomo, the right to collect taxes and control the leadership of the provinces of Japan. After Go-Shirakawa&#039;s death Yoritomo was appointed the official position of Shogun to rule in the name of the Emperor in all positions other than ceremony and privilege. After that point the Shogunate became the ultimate position of power in Japan and the Kuge were relegated to the attendants of the Emperor, although any clan wanting to be close to the Shogun or even replace him wound up tying their legitimacy to family relation to a Kuge clan or even the Imperial line itself through them. Various Emperors gathered armies to rebel against the Shogun who supposedly ruled in their name and become a supreme leader again, but these wars were usually short and always resulted in a battered but surviving Shogunate who&#039;s legitimacy was through a figurehead Emperor. &lt;br /&gt;
The Buke first formed as professional soldiers with administrative powers in 702, were solidified under the first Shogun Minamoto no Yoritomo in 1192 which was around the time Bushido was in its infancy, and became the dominant force in society in the mid-1500&#039;s. They saw a reduction in power beginning in 1873 during which they were renamed to Shizoku and lost most of their power in society along with the abolishment of the Clan system. This lead to the final year of the Buke with the Satsuma Rebellion in 1877 AKA what The Last Samurai &#039;&#039;&#039;BADLY&#039;&#039;&#039; tried to tell the story of (both sides used guns and cannons until the final battle where the Samurai made a final stand, which only occurred in the first place because they ran out of ammunition and knew they were going to be slaughtered anyway, plus the Samurai side was only fighting to maintain political power rather than a way of life). During World War 2 the concept of the Samurai was used for propaganda although without the Buke connotations, responsibilities, or privileges. Out of the four castes in Kensei, the Buke are the only ones that died out by the modern day. Unless you count reenactments for tourists, or the &amp;lt;strike&amp;gt;possible&amp;lt;/strike&amp;gt; guaranteed future of giant robot combat.&lt;br /&gt;
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====Sohei====&lt;br /&gt;
[[File:Sohei.jpg|thumb|300px|left]]&lt;br /&gt;
Mostly made up of the priesthood and armed peasant rebellions that they support. Sohei are united in theory alone, as each temple is entirely independent of any other authority. In the past, temples have lost priceless relics and destroyed each other in small contained wars over the details in the life of important figures, or in which temple gets to host the local festivals that season. &lt;br /&gt;
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Among the Sohei, gender is a meaningless distinction in terms of duty and both nun and priest fulfill the same roles. The Sohei nuns are aware of the bias of other castes however, and in war will switch between their conservative style at a distance and feminine ways before engagement (such as letting loose their hair) to demoralize foes who may not find slaying a holy woman to be healthy to their sense of honor. &lt;br /&gt;
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In general, the Sohei are at war with any other faction at war. The Kuge bicker like children while the holy relics lay forgotten although Sohei believe their lack of piety and trustworthiness will destroy them in the end. The Buke have refused their sacred duties to the royal line and must be taught humility and that the philosophy of &amp;quot;might makes right&amp;quot; will backfire. While the Otokodate have committed grave acts of heresy by allowing in foreigners, converting to other faiths, and thinking they can simply become part of the nobility without having any of the goddess Hikari&#039;s blood in their veins, they are considered by the Sohei to be the lesser of all potential evils in Hymukai and possibly a better model of society. All three sides put all the pressure on the poor to support their endeavors, allowing the children of farmers to starve in order to sell that food to buy weapons to arm the sons of men they left trampled in the mud over an acre of land that regardless of their claims only truly belongs to the Tenno (whoever it may be). &lt;br /&gt;
When armed samurai covered in blood come to the temple and demand the offerings to the spirits of the harvest to feed themselves because they are strong enough to take it, the response will not be pleasant. Kuroi-te are the single greatest enemy of the Sohei and destroying each and every one of them is the overriding job of all Sohei. Hattori are known to the Sohei, and are considered a great evil. &lt;br /&gt;
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The calls of the Sohei have come to all Hymukai, and many have abandoned their stake in the conflict to swear themselves only to their faith. Men desert their armies and civilians take up discarded weapons to protect the few places of peace there are left in the world. &lt;br /&gt;
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While the Sohei are completely unwilling to convert to other faiths and have no means of trading with the outside world, any firearms that do come to the Sohei are not turned away. Regardless of faith, many foreigners find mercy and kindness when driven to the Sohei by the aggressive Buke or fair-weather friend Otokodate and those not native to Hymukai can be found among the Sohei (as well as their teachings like, how to make new guns).&lt;br /&gt;
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The Sohei in real life were Buddhist warriors that fought against other temples in the 900&#039;s over which school of Buddhism was superior and generally anytime an abbot from a different sect was elevated above or placed in charge of their own, although despite burning each other&#039;s temple complexes down every so often these skirmishes rarely actually resulted in deaths since most were more brawl than battle. The Buddhists joined in the Genpei wars in the 1000&#039;s-1100&#039;s as their first military forays. Many sects rose and fell, fought each other and sided in almost any conflict as well as peasant rebellions, until the early 1600&#039;s when the last and greatest Sohei military group, the Ikko-ikki, were defeated after becoming a thorn in the side of the biggest warlords of the day and choosing the wrong allies to attempt to find protection. Some small groups survived the slaughter and joined various factions afterwards but never in a major united way. The lifestyles of the Sohei monks survive to this day, although the Sohei as a fighting force wasn&#039;t seen again after 1603. &lt;br /&gt;
The Kensei Sohei also incorporate the Shinto clans, who have a much more storied history. According to Japanese mythology, while Amaterasu hid in a cave from the rage of her brother Susanoo, two men named Futodama and Amenokoyane attended her. When her grandson Ninigi was born, the two attendants were among the five servants that accompanied him down to the Earth to lead mankind. Futodama became the father of the Inbe Clan, Amenokoyane was the father of the Nakatomi Clan. The two clans together were the entire religious faction of early Japan, with the Inbe as their superiors (who interestingly had a cannabis leaf as their clan symbol) that oversaw the most holy of ceremonies and the connection to the Kami, while the Nakatomi saw to the purity of mankind and their relationship to lesser spirits. The Nakatomi grew in prestige and were eventually blessed by Emperor Tenji in the late 600&#039;s with the name Fujiwara. The singular Nakatomi split into four different Fujiwara clans plus the pure Nakatomi that ruled them and was eventually absorbed into the Fujiwara in the 1500&#039;s. Nakatomi influence continued to grow through intentionally altering the faith and culture of Japan, causing the leader of the Inbe Clan named Inbe no Hironari to petition Emperor Kammu in the 700&#039;s to put the Nakatomi in their place via a list of grievances called the Kogo Shūi. Shinto was restored somewhat closer to its original form as a result, and both Clans fought the influence of Buddhism. The Inbe continued to decline until they disappeared from history as a proper Clan and into the lower classes. The Nakatomi similarly vanished into the Fujuwara clans, which had become the bulk of the Kuge cast and the patrons of the Shinto faith as most Emperors married Fujiwara women, causing their children to grow up with the Fujiwara causing the heirs to also marry Fujiwara women in a cycle that maintained the power of the Fujiwara clan. The Fujiwara maintained the chain of succession indirectly when the royal line was broken by the death of the child Emperor Antoku via the coronation of Emperor Go-Toba under the protection of the first Shogunate. This technically makes the Sohei, the Kuge, and the Buke allied victors to the real life version of the Kensei storyline. &lt;br /&gt;
As for the modern Sohei, there are many monasteries across Japan of both Buddhism and Shinto that are open and preaching to the commonfolk although as previously mentioned the Sohei never became a military force again, and barring the propaganda of Emperor worship during the second World War never became involved in another armed conflict. Regardless they can be said to have won in the end, since the caste system of Samurai and dictatorial rule both fell and the public shares equal rights and freedoms while Christianity joined the two older faiths rather than replaced them.&lt;br /&gt;
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====Otokodate====&lt;br /&gt;
[[File:Otokodate.jpg|thumb|300px|left]]&lt;br /&gt;
The merchant class as well as the middle-management. Otokodate are made up of any with enough power to rise up, as well as the ambition or outrage to make it worth betraying their superiors. All of their clans are newly formed, and very few if any are of actual nobility as Hymukai perceive it. &lt;br /&gt;
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Otokodate are very diverse and fall into a range of roles; some Daimyo of Otokodate clans believe themselves to be the new Buke, surrounding themselves with Ronin (masterless, usually mercenary, warriors from a samurai background) and wearing expensive and ornate suits of O-Yoroi while intimidating those around them and looking for any excuse to show their power. Some are more humble like the Sohei and subscribe to the code of the Kykotsu which presents a more humane approach towards honor than Bushido, representing the craftsmen and undesirables of society as they attempt to forge a new caste that is free of the use and abuse they have suffered in the past. Still others are prideful and arrogant like the Kuge, believing control of the cash box and the act of finding the holy relics of the Tenno to be all they require to claim rulership of the land. &lt;br /&gt;
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Regardless of their disposition and goals, the Otokodate have access to the strengths of the other clans. Their warriors wield far stronger firearms than the other castes have access to, are far more willing to employ large groups of assassins, and will even use corruption to bribe members of their foe&#039;s armies. They have their own samurai as well, and will even arm peasantry and train them in ways usually limited to those of noble blood or wealth which gives the Otokodate a far more diverse fighting force. Otokodate have even been willing to allow foreign settlements, even convert to the strange faiths, just to earn more advantage in their trade negotiations.&lt;br /&gt;
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The Otokodate find enemies primarily in the Buke class, with whom they have the biggest grudge and whom they want to replace by destroying their clans and recruiting their Ronin. Kuge are simply a more distant version of the Buke, and are little different in dealings; their social position is from another era and their way of life is already giving its death rattle. The Sohei and Otokodate have little real reason to come into conflict, since both represent an oppressed lower class although the spiritual weakness of the Otokodate doesn&#039;t earn them any favor in the priesthoods eyes, while the expectation that wealth and status be thrown away to serve distant spirits who may not even exist is laughable to the Otokodate; in the Otokodate future the Sohei will end as a caste just like the Kuge. Little thought is given to the Kuroi-te beyond simply destroying them as an afterthought, and the Otokodate don&#039;t believe in the Hattori. &lt;br /&gt;
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The core inspiration for the Otokodate caste in Kensei is actually not real life; Otokodate was the name for unemployed Samurai who bullied the lower classes throughout the 1700&#039;s until they were suppressed in the 1800&#039;s. The populace of Japan was enamored with stories about them being defeated and as a result the term Otokodate mostly refers to a genre of fiction, the closest western equivalent being a combination of Robin Hood and mafia movies, although in tone they are so close to cowboy cinema that many famous Otokodate movies (Seven Samurai for example) were remade shot for shot as cowboy movies (Seven Samurai becoming the Magnificent Seven). &lt;br /&gt;
Otokodate stories, be they movies (particularly the famed Kurosawa movies of the 50&#039;s-80&#039;s and the exploitation &amp;quot;pinku&amp;quot; movies of the 1970&#039;s) or play (Kabuki theater) are based on the beginning of the end for the Samurai in the Edo period. This was when the lifestyle of the Samurai became unlivable and many were rendered into a bizarre state of poverty while still having substantial powers within society. The merchant class rose to power, and Samurai with no other means were forced to swear loyalty to non-noble non-Samurai to make ends meet...or rob anyone below them in status and privilege (so non-Samurai) that nobody would bother with the effort of defending (so people who paid little in taxes, primarily the middle class in smaller towns and villages). Most Samurai cinema is about this era, when thugs roamed the streets and abused the commonfolk until brave heroes supposedly stepped in to die heroic deaths on behalf of those with no other defense. These brave (almost always fictional or greatly exaggerated) heroes were called Otokodate (a term which in real life basically meant &amp;quot;thug&amp;quot; and referred to both hero and villain), fighting the starved oppressors of society as an equally suffering although vastly more noble remainder of the glorious past. &lt;br /&gt;
The real life Otokodate &amp;quot;heroes&amp;quot; were actually the predecessors to the Yakuza, running protection rackets in cities while subverting the law and seeing that troublesome Samurai find themselves in duels they can&#039;t win if not simply disappearing. By the end of the Edo period the ruling class had established strict control of their territories so a Samurai who robbed a shopkeeper would soon be hauled in by lawmen, similar to cowboy sheriffs dealing with an outlaw. As a result the Otokodate were replaced by &amp;quot;Isami&amp;quot;, who were more like smalltime gangs that roamed around looking for fun and to show off their masculinity in fights or competition but not actually kill anyone which would immediately bring authorities down on them; compare modern biker gangs to 1800&#039;s bandits. Females sometimes feature in Otokodate and Isami stories as equal warriors among groups of men and were called Onna Dates, although it is debated how many real Onna Dates actually existed. &lt;br /&gt;
The Otokodate army presented in Kensei is not exclusively the Otokodate of cinema however, it combines several small movements and groups together both from other genres of faux-historical cinema as well as real life history. The martial characters of the Otokodate army are shown wearing Kawari Kabuto (AKA &amp;quot;strange helmets&amp;quot;) which appeared during the Momoyama period at the tail end of the Sengoku era and were known for simple and cheap but still effective construction beneath elaborate decoration. The Assassins wear Ronin gasas, woven hats that cover the face but have slits to see through; whether real Ronin actually wore Ronin gasas often is debatable, but many Samurai movies use them to denote an outlaw eager to hide their face or a, well, assassin. Ozutsu were used from the 1500&#039;s through the end of the Sengoku era, oftentimes on ships and in sieges. Teppo Ronin are specifically former Samurai who now answer to their societal inferiors among the merchants as mercenaries which strangely follows closer to the real life fate of many poor Samurai. &lt;br /&gt;
The fate of the real life Otokodate depends on your perspective of the faction; if you view them as the wealthy middle class merchants and later industrialists that changed Japan from Samurai to Napoleonic to Mitsubishi bombers to car and VCR producers, then the Otokodate merged with the Kuge to &amp;quot;rule&amp;quot; modern Japan (and possibly [[Shadowrun|the global economy of the future]]). If you prefer to think of them as brave heroes standing up for the little guy, look to modern social services and good Samaritans alongside Japanese UN workers. Otherwise, the Yakuza are doing fine as always.&lt;br /&gt;
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====Kuroi-te====&lt;br /&gt;
[[File:Kuroi-te.png|thumb|left|300px]]&lt;br /&gt;
The Undead of Hymukai. They represent Kogen&#039;s massive army of the Yomi inhabitants as they attempt to take over both the mortal world and the spiritual worlds to wipe out the descendants of those who sided with Sujin (read: almost all modern-day nobility). Regardless of the clan and beliefs a corpse held in life, all dead bodies where a Kuroi-te army marches rise and join them. &lt;br /&gt;
The Kuge are the greatest enemies of the Kuroi-te and the death of every one of them is the primary goal of the Undead. Buke are secondary foes, although just as a source of strong warriors to bolster their ranks. Sohei are the antithesis of the Kuroi-te who&#039;s very presence and sight harms them. Otokodate barely register to Kuroi-te except as more beings to kill and raise. The Hattori are a rival for domination of the mortal world and are another enemy to destroy. &lt;br /&gt;
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The Undead army has no basis in real life Japanese history (obviously) outside of the conflict between Kogen and Suijin paralleling several real life times of conflict from history, and there&#039;s no particular example from Japanese mythology that they come from. That being said, the first account of independent Japanese people from a non-mythological source comes from a Chinese account called &#039;&#039;Records of the Three Kingdoms&#039;&#039; of an Empress named Himiko who struggled against male rivals after succeeding her father in the 3rd century. Mythology as well as conflicts between Chinese, Korean, and Japanese accounts of history as well as political reinterpretation or rewriting of history during certain periods clouds everything about Himiko, but strictly sticking to the Chinese account may provide a basis for the Kuroi-te as the warlord rivals to Himiko and her descendants.&lt;br /&gt;
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====Hattori====&lt;br /&gt;
[[File:Hattori.png|thumb|left|300px]]&lt;br /&gt;
The ninja clans who have decided to turn their backs on the Kuge and fight for their own gain. Their mysterious leader Saki guides them. &lt;br /&gt;
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While they eventually intend to eliminate all opposition, the ninja clans counted among the Hattori still serve their Kuge patrons with unwavering loyalty in the short term. &lt;br /&gt;
Buke are not a concern, easily dispatched with trickery despite their strength. Sohei are not a threat, since the Hattori play them against each other over rivalries and interpretations of scripture between temples. Otokodate are even easier, as money rules their decisions. Even the Kuroi-te are not seen as a major threat, since the Hattori believe they can discover the force than animates the hordes and use it to control them.&lt;br /&gt;
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Ninja in general are mostly fictional due to the reality just being assassins wearing plain clothes (sometimes double-sided) or as camouflaged field scouts and spies, so a bunch of demon pact-making assassins in black robes is obviously fictitious. There were many strange cults and in Japanese history, but mostly existed due to isolation from mainstream culture and didn&#039;t involve samurai civil war and assassination. The Hattori in real life were a family of Samurai, the most famous of whom was named Hanzo, who served the Tokugawa during and after the Sengoku period. Hanzo became a general in the Tokugawa&#039;s service (effectively making him a Buke still loyal to a Kuge in Kensei terms) and employed ninja from his home province of Iga during battle and to gather information; late in life he retired as a pacifist monk and had nothing to do with demons.&lt;br /&gt;
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===Religion and Magic===&lt;br /&gt;
In 1e magic only existed when using Omnyouiji and Creatures. As of 2e it is officially a fantasy setting. &lt;br /&gt;
====Religion====&lt;br /&gt;
* &#039;&#039;&#039;Shinto, The Ways Of The Gods&#039;&#039;&#039;&lt;br /&gt;
Shinto is the original faith of Hymukai. &lt;br /&gt;
According to Shinto, all things have an intelligent spirit. There is a spirit of each rock in your garden, each turnip that grows in it, each insect that lands on it. There is a complex pantheon of responsibility and strength for each object as well. The spirit of your garden is in charge of the spirit of the biggest turnip in it who in turn is in charge of all the lesser turnips, the spirit of gardens in general controls them both as well as the spirit of all turnips, all four must answer to the spirit of the region you live in, and the spirit of agriculture controls them all with respects towards the spirits of the earth and sun. Far from the occasional ghost, spirit, or monster seen in other mythologies, Shinto spirits outnumber the living in the world and humankind has its place within the hierarchy as well. The farmer must not insult spirits of his turnips as they are his fellow workers of the earth, the spirit of the garden is his equal, the spirit of gardens and turnips are his superiors, and the spirit of agriculture is as important as his local lord. &lt;br /&gt;
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The strongest spirits dwell in a parallel realm called Shinkai, and are called &#039;&#039;&#039;Kami&#039;&#039;&#039;. &lt;br /&gt;
Ancestors are also important in Shinto, as they are the connection between the living and the world of spirits. Without any friendly deceased, the world of the living cannot interact with the Shinkai and as such it is important to stay on good terms with a dead person who may have become friends with a spirit you may want to interact with by honoring their memory and invoking it whenever possible. &lt;br /&gt;
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Shinto priests and Shamans can communicate with all kinds of spirits and Kami with proper rituals, the right words, the correct offerings, the precise movements, the required clothing and adornments, and the right location all at specific times. The true name of spirits, which gives a connection to their power, is secret and known only by priests honorable enough not to abuse the privilege. By entering into trances, they commune with intermediary ancestors who can pass messages onto spirits. &lt;br /&gt;
Shamans fall into three groups; Miko are nuns, Geki are monks, and Shinshoku o Kanushi (both genders) are Shamans powerful enough to call directly on Kami themselves and receive their words in return. &lt;br /&gt;
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Every clan who worship Shinto regardless of their social standing or caste maintains a shrine to an ancestor who has become a Kami, and regardless of relationship with the living family it is VERY bad luck to offend their patron. You can wipe out every man, woman, and child in their lineage without too much trouble from the spirit world, but if you mess up their family graveyard or shrine then you are FUCKED in ways comparable to interacting with the Fey in western fantasy settings. &lt;br /&gt;
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Small shrines to local spirits of things like roads, rivers, a local animal species, and so on can be found almost anywhere, sometimes forgotten and sometimes well-used stops that double as shelters for weary travelers. Many small villages revolve around shrines, having little else to offer besides services pilgrims are willing to pay for.&lt;br /&gt;
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Even Hymukai who convert to other faiths rarely abandon their Shinto beliefs. The faith is fairly adaptable, and although priests of the One God may frown on praying to the first to bear their surname or the spirit of a river that feeds their irrigation, those traditions will remain.&lt;br /&gt;
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* &#039;&#039;&#039;Batsudo, The Way Of The Buda&#039;&#039;&#039;&lt;br /&gt;
Batsudo (not-Buddhism) was established in Terai by a man named Sakyamuni (AKA not-Siddhartha Gautama) who abandoned the wealth and pleasures offered by the Shankya dynasty of Licham in order to understand the suffering of the poor and unlucky. He achieved Nirvana/Enlightenment, then sought out a way to pass the teachings onto others in Licham and Angma. &lt;br /&gt;
Batsudo Sutra (texts and teachings) claim that through sacrifice and contemplation one can enter a Buda state, a level of understanding and freedom from earthly troubles while still alive. Only in this state is one Arhat, or of worthiness and true nobility. &lt;br /&gt;
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Only when the teachings reached the Celestial Empire and Baejke (not-Thailand) did they come to Hymukai through merchants. One of the Tennos saw value in the faith and decreed that Batsudo monks would formally enter the Sohei caste with newly built temples. The Shinto were initially displeased, although as the common folk would visit both kinds of temples and adhere to both faiths the two blended over time. Like its mate faith, Batsudo often merges with any new faiths that come to Hymukai as both have come to represent culture as much as religion. &lt;br /&gt;
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Generally, Batsudo is unpopular with the Otokodate as its scorn of wealth holds little appeal to them. By contrast, Buke who lose devotion to their warrior lifestyles, sometimes due to age or war-weariness, find the abandonment of need for wealth and power to be spiritually fulfilling. &lt;br /&gt;
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Batsudo teaches the world is currently in a 10,000 year long state of Dharmic decline which makes it difficult to achieve Enlightenment.&lt;br /&gt;
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tl;dr using WIS as your dumpstat makes you lose at life&lt;br /&gt;
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* &#039;&#039;&#039;Onmyodo&#039;&#039;&#039;&lt;br /&gt;
The native faith of the Celestial Kingdom, written as the Daodejing (Book of the Path and the Power) by the philosopher Laozi. Onmyodo (AKA not-Taoism) is based on the idea that everything is made of an energy called Tao (or Dao) which comes in two forms, the positive and negative Onmyo as the Hymukai call it, or the Yin and Yang as the Celestial Kingdom knows it. It centers around the idea freedom and power are attained by balance of the two forces. &lt;br /&gt;
A man named Zuang Zi (AKA not-Zhuangzi) expanded on the idea in his own texts called The Interior Chapters which advised on how to balance the forces, including using alchemy (in real life, this is the basis for Chinese herbal remedies and acupuncture). &lt;br /&gt;
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All science, all magic, all matter, all energy, everything comes down to positive and negative energy reacting and seeking balance before and after said reaction. &lt;br /&gt;
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Yin is passive. It is feminine, reacts strongly to the moon, darkness, the cold, is liquid, is introspective, and within living things is a big part of blood. &lt;br /&gt;
Yang is active, masculine, reacts to the sun, is extroverted, is warm and more fire than matter, and in living things is concentrated in Ki, which can be summed up as the spiritual equivalent to blood. &lt;br /&gt;
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Nothing can exist made up of only one of the two forces, and out of harmony or in a turbulent state nothing good can come of anything. &lt;br /&gt;
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Yin and Yang form the five elements, the seasons, colors, emotions, everything. Endless winter is as bad as only feeling happiness without sadness, as a man without a sensitive side, every blue house needs some red somewhere, and so on. &lt;br /&gt;
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Onmyodo followers are wizards and scientists, the former mixing this belief with others to control Kami or the forces that affect humans. The magic users are called Onmyouiji. The scientists are alchemists.&lt;br /&gt;
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tl;dr being True Neutral and drinking mercury can make you a wizard&lt;br /&gt;
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* &#039;&#039;&#039;Shugendo&#039;&#039;&#039;&lt;br /&gt;
Shugendo is the mix of all the faiths of Hymukai into one belief. The followers are called Shugendo as well, or Shugenja, or Yamabushi No-Gyoia (those who sleep below the mountain) for their usual locations. &lt;br /&gt;
They are hermits who dedicate themselves wholly to the spiritual, revealing themselves slowly to those individuals outside their training sites that they believe are likely to join them at the cost of all worldly ties and belongings. The teachings of Shugendo are called the Shugen. &lt;br /&gt;
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After years of suffering and sacrifice, even the abandonment of the very emotions tied to their pursuit of moral purity (due to desire in any form not being morally pure) along with education in everything from astronomy to psychology to medicine and herbalism, they surpass humanity and overcome all sin or debt from this life or their past lives by feeling the punishments due with humility. At this point, they are a being who is virtually a Kami contained in a mortal shell. &lt;br /&gt;
The highest ranked Shugendo commune with Kami directly, are in the state of Buda and can actually influence the greater universe, and while meditating alone their soul departs their body to live as an animal in the forest while they sit in unmoving contemplation that can last for days, weeks, or more. &lt;br /&gt;
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The Shugendo primarily work for the betterment of mankind in various ways as they see fit.&lt;br /&gt;
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tl;dr epic level Cleric/Druid Lawful Good murderhobos&lt;br /&gt;
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====Forms of Magic====&lt;br /&gt;
* &#039;&#039;&#039;Kototama: The Power of Words&#039;&#039;&#039;&lt;br /&gt;
Kototama is the ability to cause magical effects using the spoken word or sounds. Those trained in this art are called Kototage. Kotomuke is the working of the magic, and the specific spells are Jumon. &lt;br /&gt;
All religions use Kototama, and even martial artists use them to a degree. &lt;br /&gt;
Kototama can be used to control minor spirits called Shikigami. &lt;br /&gt;
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* &#039;&#039;&#039;Kuj-In: Seals of the Nine Syllables&#039;&#039;&#039;&lt;br /&gt;
Kuj-In combines the essence of Kototama as mantra hymns with hand gestures called Mudra. Kuj-In is primarily used by Shinto, Buda, and Ninjas. &lt;br /&gt;
Kuj-In invoke the protector forces of the world in odd numbers, or evil if used in even. If the gestures are made in the air they affect the user, if the hand gesture is used on other things (like with ink and paper to draw a spell scroll) they can affect others. The act of performing the gesture is called Kuji-Kiri. Using the right hand is called Takotai and the resulting energy receives, using the left is called Kongokai and emits energy. The gestures are made quickly or slowly based on what Kototama is used. &lt;br /&gt;
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The actual effect of Kuj-In is explained by creating a hole or vacuum in the spirit world which causes a shift in Yin and/or Yang. &lt;br /&gt;
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* &#039;&#039;&#039;O-Fuda: Kanji Magic&#039;&#039;&#039;&lt;br /&gt;
O-Fuda is similar to Kuj-In in that it is a written magic, although no particular gesture or vocalization is needed. &lt;br /&gt;
O-Fuda involves invoking a Kami by writing their name on something. If used in construction, the Kami then may protect the occupants of the building as they see fit. &lt;br /&gt;
The other use of O-Fuda is making a charm bag called a Omamori which blesses the bearer and can be used to exorcize spirits by placing it in the mouth of the victim or inside the object which is possessed. &lt;br /&gt;
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* &#039;&#039;&#039;Onmyodo: The Way of Yin and Yang&#039;&#039;&#039;&lt;br /&gt;
The central ideas of Taoism, applied by Onmyouiji. It consists of all magical practices and all disciplines of science mixed in the pursuit of balance and the intentional alteration of reality. Onmyouiji rarely share their discoveries with written text, preferring apprenticeships to pass on their craft. &lt;br /&gt;
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Becoming pure, only a step below divinity, and mastery of energy are the two main pursuits of Onmyodo. The main reward to skilled Onmyouiji is entering the state of Kenki, which allows them to perceive and interact with both the mortal world and the Shinkai at the same time. They can then banish or summon beings between the two at will, being something more than even an ancestor Kami. Shikigami are inherently loyal to those in Kenki, and Daimyo are always seeking their services to protect them from spirits and advise them. &lt;br /&gt;
Most Onmyouiji are aligned with the spirits of order, although rare ones exist who sought to become one with the darker sides of the spirit world and curse their foes. &lt;br /&gt;
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====Reality====&lt;br /&gt;
The bulk of creation exists in three regions connected by celestial bridges and gates. &lt;br /&gt;
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* &#039;&#039;&#039;The Celestial Plane: Ama&#039;&#039;&#039;&lt;br /&gt;
The ideal world, perfect in every way and full of waterfalls with hundreds of regions with each suited in different ways to provide for every desire regardless of what the desires of that being are, each created when a being becomes a Kami and ascends to it. Those who are the Kami&#039;s chosen servants, the Tennin (male)/Tennyo (female), inhabit their celestial lord&#039;s land. &lt;br /&gt;
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There is a physical bridge somewhere in the material plane, called Niji, that leads the living to it although it is guarded by celestial entities. &lt;br /&gt;
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* &#039;&#039;&#039;The Intermediate Plane: Kuni&#039;&#039;&#039;&lt;br /&gt;
The mortal world, with Hymukai at its heart. Its...pretty good, but its imperfections compared to the Ama cause a small portion of the misery that befalls mankind. It exists in the same space as the Shinkai, which is the spiritual half of the world (the Yang to Earth&#039;s Yin) with places in both serving as gateways by virtue of the two forces evenly mixing there as opposed to sitting side by side (imagine an oil sitting on top of a thicker liquid, with those places being where the two have mixed into a solution). Those mixed places are often difficult to reach and amazing to behold, although many lesser spirits inhabit them which tend not to be as friendly as one would want. For those who have seen Spirited Away, those places would be the abandoned theme park.&lt;br /&gt;
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* &#039;&#039;&#039;The Underworld: Yomi&#039;&#039;&#039;&lt;br /&gt;
The souls of the dead cross the Sanzu river, a hidden underground river between the Kuni and Yomi. On the other side they are judged for their spiritual debt and actions across all their lives. Those who have lived normally and are in the misdemeanor range of karma are sent back to the Kuni to be born again. Those who have lived amazingly pure lives, free from any sin or debt, ascend to Ama and become Kami. Some beings who preexisting Kami vouch for are also allowed to enter the Ama, usually as a Tennin/Tennyo. The spirit known as Datsue-Ba undresses the soul while his companion Keneo throws the clothes to a branch next to the river. Souls who are nervous can actually gauge how badly they have done by how Keneo does this.&lt;br /&gt;
Souls then cross the river to meet a spirit named Emma-O who is master of the cycle of reincarnation and the judge of Kuni lives. &lt;br /&gt;
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Those found wanting are sent to Nakara, a kind of spiritual prison full of hunger where they will suffer until their debt is within a range they could feasibly pay off back in the Kuni, and they are sent back to Earth afterwards to do just that.&lt;br /&gt;
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The exceptionally wicked, who&#039;s sins are unforgivable, are turned into a Shura spirit and either sent to Nakara as a warden or Jigoku, a place where all Demons are imprisoned. &lt;br /&gt;
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Not all beings must cross the Sanzu and face judgement. Beings who attain divinity in life like Onmyouiji or Yamabushi No-Gyoia simply travel to Ami on their own power. Beings who suffered far more than their spiritual debt required are unable to leave the Kuni and usually become spirits who only know torment and live to pass that suffering onto others. Those tortured souls are called Shiryo, Onryo, and Goryo.&lt;br /&gt;
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====Reincarnation and the Wheel of Dharma====&lt;br /&gt;
The Wheel of Dharma is the cycle of reincarnation that occurs between the Yomi and Kuni, with Emma-O being the master of the process. There are six possible paths that Emma-O may send a soul. Samsara is the name of the actual process of rebirth after judgement. &lt;br /&gt;
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* &#039;&#039;&#039;Jigoku-Do&#039;&#039;&#039; is the worst possible punishment, where a soul is sent to Jigoku where they languish in every possible kind of misery and never know any form of relief or rest. Here they stay and suffer unless some unbelievably merciful Kami decides to take up their case and work to reform them.&lt;br /&gt;
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* &#039;&#039;&#039;Gaki-Do&#039;&#039;&#039; is the path where a soul is sent to Nakara. Here, ten kings judge them and mete out different forms of suffering to equal the luxuries they over-indulged in during life. Once the soul is punished adequately they are given a drink which makes the soul forget its suffering and pleasures, effectively striking both off the record.&lt;br /&gt;
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Both Jigoku-Do and Gaki-do involve the soul transforming into a Shura, which is a demonic form. Souls who rebel and refuse to show the humility they deserve often rise up in defiance of the celestial order and become all but certain to bask in their evil ways while suffering eternally. &lt;br /&gt;
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* &#039;&#039;&#039;Shikusho-Do&#039;&#039;&#039; is the state where a soul is transformed into an animal. As animals have less potential for devilish behavior, this forms a kind of rehabilitation process between Gaki-Do and the states of the Kuni world. &lt;br /&gt;
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* &#039;&#039;&#039;Ashura-Do&#039;&#039;&#039; is the path of demigods. Beings who reject the system travel this path. The wicked ones become Shura, and hide in the frozen northlands of the Kuni called Meru where they are ruled by kings called Shurendra. Those who remain good but simply desire to cease the pursuit of godliness become powerful spirits within the Kuni, and instead become the patron spirits of various things. In the previously mentioned metaphor involving the spirits of gardens, rocks, and turnips, those who choose the Ashura-Do are the bulk of those spirits. &lt;br /&gt;
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* &#039;&#039;&#039;Nin-Do&#039;&#039;&#039; is the path of human life. This stage, the lives of you and everyone you know, is not so much a punishment as it is a test to whether they are fit to ascend higher. If you imagine the Ashura-Do as being in the blue-collar workforce, then Nin-Do is college. You can snort crack and bang hookers until you wind up homeless in the back alley then in prison, or you can work hard and study until you pull six digits and spend every other week on the golf course. Or just take a liberal arts course and wind up flipping burgers with the other Ashura-Do. Your choice.&lt;br /&gt;
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* &#039;&#039;&#039;Ten-Do&#039;&#039;&#039; is the final state, where you have achieved success and made something of yourself by becoming a Kami or Tennin/Tennyo. But that&#039;s not the end of the story, as you can overindulge or make bad decisions, and while not a mortal you CAN still die like one. If you die, Emma-O will judge you again and you may not do as well as you did before. Kami who drinkandfightanddrinkandfightanddrinkandfight then drink and fight some more before slipping and breaking their neck may end up reborn as an ant to work off their debt. &lt;br /&gt;
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====Supernatural Beings====&lt;br /&gt;
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* Kami&lt;br /&gt;
Kami are beings at the height of existence. They are extremely powerful, and most dwell in the Ama although some remain in the Shinkai or Yomi to go about their work. Most other cultures would call them gods and demigods, although as Kami are technically beings living and dying in a way similar to mortals they are somewhat below that rank.&lt;br /&gt;
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* Tennin/Tennyo&lt;br /&gt;
Tennin and Tennyo are similar to Kami, although they did not get into Ama by virtue of their...well, virtue. Rather they were vouched for by a Kami, although within the politics of the Ama they are on equal footing to their Kami fellows. Usually they act as the servants to a Kami. &lt;br /&gt;
Tennin and Tennyo split their time between leisure pursuits, such as art and music, and martial pursuits as they are the primary soldiers in the wars between the wicked spirits and the Kami.&lt;br /&gt;
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* Yokai&lt;br /&gt;
Yokai are Kami who have fallen into corruption, either through overindulgence or wicked acts brought about by pride. Some are just Kami who are forgotten by humans which causes them to lose hope or a sense of purpose in their existence. As they continue to lose their purity they are forced to leave Ama and inhabit the Kuni. Not all Yokai are evil however, and many simply take up an immortal life as a mortal. They can take on any form, and if you meet a talking animal or something with very strange proportions it may be a Yokai. Those Yokai who continue their wicked behavior become extremely powerful beings, and would be the villain of your average &amp;quot;hero VS monster&amp;quot; story.&lt;br /&gt;
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* Shura&lt;br /&gt;
Shura are either the descendants of Iraki, the aunt of Hikari, or are souls currently assigned to punishment. They are demonic beings with wicked, twisted forms based on their behavior and sins (or the descendants of Iraki who are just born that way). Many serve out their time suffering to ascend the Wheel of Dharma, while others (usually warmongers and the power hungry) rebel and form into groups to attack mortals or the Kami. &lt;br /&gt;
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* Yurei&lt;br /&gt;
Yurei come in two varieties; the souls of the wicked who are tormented by their unnatural sins, and the souls of the suffering who cannot leave the world as they are too burdened by its miseries. They are spirits, usually bound to a specific location or group of people, who cause the same type of suffering they endured or committed to others and although they will actively pursue those responsible for their state they don&#039;t stop there and will continue to attack any beings. Most ghost stories involve Yurei spirits. For reference on Yurei, see The Ring, The Grudge, and play Fatal Frame. &lt;br /&gt;
&lt;br /&gt;
* Gaki&lt;br /&gt;
Gaki are souls who suffered from extreme need in life, and their name literally means &amp;quot;hungry spirits&amp;quot;. Their form is twisted to their need, with emaciated skeletal frames with large, bloated bellies full of acid and gasses and large eyes always searching for more. They have no scruples, and will even eat their still-living relatives as their first meals before setting out for more. Like Yurei they are bound to the Kuni by their suffering, although for a select few this is a punishment bestowed to them by spirits for being wasteful in life.&lt;br /&gt;
&lt;br /&gt;
==Models==&lt;br /&gt;
Note about hats: Some miniatures wear different kinds of hats and for some this can be confusing when deciding which of generic models with multiple options such as Engineers to choose. &lt;br /&gt;
* Some models wear soft black hats called &#039;&#039;&#039;Eboshi&#039;&#039;&#039;, more specifically Hikitate-eboshi, rather than helmets such as the No-dachi Samurai and the Engineer Samurai Daisho. These hats were the preferred hat of most Sengoku Samurai since they maintained an elegant look of nobility while being pliable enough to put a helmet over and large enough to fit various hairstyles in comfortably, and the presence of these hats does not indicate which Clan they should or should not belong to. &lt;br /&gt;
* Most Sohei models wear headscarves called &#039;&#039;&#039;Kato&#039;&#039;&#039;, also called Kashira Tsutsumi, which perform a dual role of keeping the identity of the warrior difficult to discern at a distance (ensuring no personal glory is to be earned from war) and protecting the shaved heads of monks and nuns from the sun although not all Sohei wore them while some actually wore them over helmets; while most Sohei non-Ashigaru non-Samurai wear it, it wasn&#039;t exclusive to them and could be worn by any bald person or by the monks which joined all factions in times of war although nowhere near in the numbers that joined the Sohei. &lt;br /&gt;
* Other models such as Ashigaru, Assassins, and the Komuso wear what is called &#039;&#039;&#039;Kasa&#039;&#039;&#039;, which are cheaper hats designed to keep out the weather which are commonly made out of straw or leather with the rare one being metal or bamboo. &lt;br /&gt;
* Ninja re shown wearing &#039;&#039;&#039;Zukin&#039;&#039;&#039; in stereotypical garb with most of their face covered by it, but the Zukin historically was worn by scholars, artists, actors, politicians including the Shogun as casual wear, many Sohei, and women of all social classes. &lt;br /&gt;
&lt;br /&gt;
The only hat common to the era which should disqualify some models from being in other factions barring extreme circumstances is actually the &#039;&#039;&#039;Kanmuri&#039;&#039;&#039;, a hat worn exclusively by high nobility which would be reserved specifically for Kuge or any OC Donut Kuge family who joins another faction (religiously joined the Sohei, fell from grace and joined the Buke, cut deals and incorporated economic reforms becoming Otokodate, dying and being reanimated as Kuroi-te)...although this is a moot point since no models wearing a Kanmuri are currently made by Zenit anyway. &lt;br /&gt;
&lt;br /&gt;
===Common Troops===&lt;br /&gt;
The common soldiery, found in all factions other than Kuroi-te and Hattori (unless those Hattori have joined the Kuge). Most come from the class of citizens called Heinin which represent the common workers of cities and the peasantry. Those fielded on foot are called Ashigaru, meaning &amp;quot;soldiers with agile legs&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Ashigaru in the Sengoku era of real life Japan were technically part of the warrior caste and can arguably be called low-ranking Samurai, prior to the Sengoku era the term Samurai was even more loose and more often referred to cavalry warriors rather than any quality of nobility or armor, in the Edo period after the Sengoku wars ended Ashigaru were locked into the peasant social class). Smart lords don&#039;t just send their Ashigaru to die at whim leaving nobody to work their fields, but then again in theory you can afford a few untilled farms if you can take the farms of your neighbors. Ashigaru who perform excellently or are lucky enough to score a kill against an enemy VIP in battle can be promoted to Samurai or even adopted into the Daimyo&#039;s own clan as family, and in some clans can even petition for this promotion. Anyone can become an Ashigaru, and many did simply by deciding that working the fields was for the weak and decided to march to a battlefield and wait for one side to gain the upper hand and rush in to kill off the wounded or join a charge using looted gear and were absorbed into the army in the post-battle to earn wages and rewards. In some battles the opportunistic Ashigaru waiting from a hill outnumbered the actual Ashigaru enlisted men enabling the victor to effectively end with double the amount of troops they began with. &lt;br /&gt;
&lt;br /&gt;
* Hata-Jurushi&lt;br /&gt;
Flag-bearers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ashigaru Hata.jpg|Ashigaru&lt;br /&gt;
Image:Samura Hata.jpg|Samurai&lt;br /&gt;
Image:Kuge Hata.jpg|Kuge&lt;br /&gt;
Image:Buke Hata.jpg|Buke&lt;br /&gt;
Image:Sohei Hata.jpg|Sohei&lt;br /&gt;
Image:Otokodate Hata.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Daisho Yumi&lt;br /&gt;
A Samurai Daisho, also called a Mono-gashira, is a Samurai with one or more units under his command who has been proven in battle. They conduct themselves honorably and have veteran status. This Daisho carries a bow. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Daisho Yumi Samurai.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Samurai Daisho&lt;br /&gt;
A Daisho carrying only a sword. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Samurai Daisho 1.jpg&lt;br /&gt;
Image:Samurai Daisho 2.jpg&lt;br /&gt;
Image:Samurai Daisho.png&lt;br /&gt;
Image:Date Masamune.jpg|A special miniature produced during the second Kickstarter. Resembles the real life samurai Date Masamune. &lt;br /&gt;
Image:Samurai Daisho Naginata.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Cavalry Samurai Daisho&lt;br /&gt;
A Daisho on horseback.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Mounted Samurai Daisho.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Daisho Teppo&lt;br /&gt;
A Daisho carrying a rifle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Teppo Ashigaru Daisho.jpg|A Teppo Daisho Ashigaru.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Ashigaru Daisho&lt;br /&gt;
Also called Bugyo, they are Heinin who have impressed their lord and been put in command of one or more non-Samurai units. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ashigaru Daisho.jpg&lt;br /&gt;
Image:Daisho Ashigaru.jpg&lt;br /&gt;
Image:Sohei Daisho Ashigaru.jpg|A Sohei Daisho Ashigaru.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Kensei&lt;br /&gt;
The titular characters available, Kensei are samurai who have attained a reputation across all of Hymukai. Swordsmen at the highest level of skill, masters of the tea ceremony (a MASSIVELY important custom that simply involves preparing and sharing nutritious and delicious tea, symbolizing mastery in all aspects of life from grave to wisdom as well as spiritual fulfillment), artists, poets, writers, sages, and merciful in conflict due to the fact they only fight to &#039;&#039;&#039;preserve&#039;&#039;&#039; their own honor rather than increase it. Kensei are the ideal of Hymukai society with anyone attaining the title being known across the land, and many respect a hostile Kensei more than the Daimyo they serve. &lt;br /&gt;
Kensei can be found in all walks of life, as likely to be sweeping steps at a Sohei shrine as in the role of an adviser to a Buke warlord, as likely wandering an Otokodate trade road as being a regular in the court of the Kuge. To be able to boast a Kensei in your army both increases your honor and claim to respect as well as gives you access to an INCREDIBLY skilled warrior who can deflect or cut flying arrows with their sword and slice a man clean in half with only their katana.&lt;br /&gt;
&lt;br /&gt;
tl;dr gentleman high-level murderhobos&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Kensei-Young.jpg&lt;br /&gt;
Image:Kensei-Middle Age.jpg&lt;br /&gt;
Image:Kensei-Old.jpg&lt;br /&gt;
Image:Kensei-Female.jpg|The special Indiegogo-only female Kensei model. &lt;br /&gt;
Image:Nakano Kensei.png&lt;br /&gt;
Image:Nakano Kensei 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Sensei&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Sensei.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Kyudo Hanshi Judan&lt;br /&gt;
The same as a Kensei, although their art and mastery in combat is with the bow rather than the sword. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Kyudo Hanshi Judan.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Geisha&lt;br /&gt;
Geisha are women trained in ways of satisfying the various desires of men. Many function as prostitutes, while others are paid dancers, musicians, poets, and even take on roles such as administering medicine required regularly or in the preparation and presentation of tea. Many lords bring Geishas with them to relieve their minds from the stress of command and battle, to increase the morale of their forces, or to confide their worries and concerns to. Not all can be trusted however, as many function as spies and assassins for their enemies. Still others are absolutely loyal, willing to fight and die for their masters. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Geishi Loyal.jpg&lt;br /&gt;
Image:Geisha Assassin.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Spy&lt;br /&gt;
What did they expect? &lt;br /&gt;
Spies are used both offensively and defensively, either infiltrating the armies or cities of their masters to conduct counter-intelligence or to pose as those unlikely to arouse suspicion like a traveler or monk and blend into enemy camps among drunk and loud-mouthed warriors. Many are kept close by their lords, as a Spy usually the only defense between them and an assassin. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Spy.jpg&lt;br /&gt;
Image:Spy 3.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Kabukimono&lt;br /&gt;
Kabukimono are lordless Samurai, known as Lunatics and Deviants as well. They contrast between an extremely refined lifestyle by wearing elaborate hairstyles and clothing, and a poor lifestyle by ceasing to shave, being constantly intoxicated, and having absolutely no tact or humility. They challenge everyone they can to martial duels, robbing those who refuse and those who lose. Often these men gather gangs to themselves and represent the bulk of the disorder and misconduct in a village or city.&lt;br /&gt;
&lt;br /&gt;
They do not yet have models. &lt;br /&gt;
&lt;br /&gt;
* Kagemusha&lt;br /&gt;
Body doubles for important individuals, either to prevent assassination or to go about their duties while the actual individual is preoccupied with more pressing ones. &lt;br /&gt;
&lt;br /&gt;
Kagemusha are represented by the model they are imitating, and thus can by anything fitting.&lt;br /&gt;
&lt;br /&gt;
* Shinobi/Kunoichi&lt;br /&gt;
Master Ninja, trained to assassinate enemies. Shinobi are male, Kunoichi are female. All factions will hire their services, although only Kuge will hire them in bulk and field them against regular troops. They may lie in wait on the battlefield for their target, or infiltrate the enemy&#039;s own army. Some will cause disarray in the enemy&#039;s ranks by shouting that their commander is dead before the assassin actually does kill him in order to cause panic. Kuge have more incentive for taking one than other Clans since taking a Shinobi or Kunoichi allows them to basically merge with the Hattori faction in the same army. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Shinobi-Young.jpg&lt;br /&gt;
Image:Shinobi-Middle Age.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Ashigaru&lt;br /&gt;
Yari Ashigaru are Heinin soldiers who wield Wakizashi, given simple armor to cover themselves with and the banner of their lord to march with. They are equipped with a Hata-jirushi, a suit of light armor. &lt;br /&gt;
&lt;br /&gt;
* Yari Ashigaru&lt;br /&gt;
Ashigaru with a Yari, a type of spear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Yari Ashigaru.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Heishi&lt;br /&gt;
Heishi are the step below Ashigaru, not trusted yet to be disciplined in the face of the enemy and as a result not as well geared (although some are simply because their lord is too cheap or underarmed to provide it). They are only given a Hara-ate for armor, which covers their abdomen. They are given naginata to fight with.&lt;br /&gt;
&lt;br /&gt;
In real life, Heishi were conscripted soldiers used by the forces loyal to the Imperial Court during the Yamato Period, a term which refers to several smaller periods of Japanese history called the Kofun Period (starting at the dawn of recorded Japanese history via Korean envoys sometime around 250 AD) and Asuka Period (ending in 710); both are grouped as &amp;quot;Yamato&amp;quot; due to that being the location of the Imperial Court at the time (the exact location of the original Yamato is unknown and a matter of intense archeological debate, other cities called Yamato were established later), ending when the capital was moved to Nara. &lt;br /&gt;
Real life Heishi are quite archaic, and represent a very primitive or at least traditional army. The actual word Heishi literally translates simply to &amp;quot;soldier&amp;quot; in English, and doesn&#039;t refer to any specific type of soldier. The weapons the Kensei Heishi are equipped with are called Nagamaki, a long-handled katana without a standardized measurement system for make. Nagamaki were an anti-cavalry weapon for infantry that were technically a type of No-Dachi, although usually used by samurai rather than peasant soldiers much less poorer equipped ones which may further support the idea of being based on early conscripted soldiers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Kensei Heishi.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Yumi Ashigaru&lt;br /&gt;
Ashigaru armed with bows.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Yumi Ashigaru.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Katana Samurai&lt;br /&gt;
Samurai armed with swords and Hata-jirushi. Not exactly rare as far as Samurai go, although they cost more for a lord to field than Ashigaru. On the plus side, a massacre against you means you still have a backup plan!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Katana Samurai.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Katana Cavalry&lt;br /&gt;
Samurai on horseback armed with Katanas. Many generals ride with them, plunging into the flanks of enemy formations unexpectedly to route them and end the battle. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Kiba Musha.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Light Cavalry Yari&lt;br /&gt;
Samurai on horseback armed with spears and naginata, the most skilled horsemen among the mounted Samurai forces. They rely on hit and run attacks during the battle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Yari Kiba Musha.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Yumi Samurai&lt;br /&gt;
Samurai armed with bows. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Yumi Samurai.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Ashigaru Slings&lt;br /&gt;
Also called Mizumata and Ishitsubute Ashigaru, they are Ashigaru armed only with slings. They are rarely fielded, and usually serve to disrupt enemies moving into melee range while avoiding any actual confrontation. &lt;br /&gt;
&lt;br /&gt;
According to historian Suzuki Masaya, in battles from the mid-fourteenth to the mid-fifteenth centuries out of 554 examples, the percentage of casualties caused by arrows was 86%, sword cuts 8.3%, rocks 2.7%, spears and stab woounds 1.1%. From the mid-fifteenth to the mid-sixteenth centuries 1461 examples are analyzed with arrow wounds at 41.3%, guns 19.6%, spears and stab wounds 17.9%, rocks 10.3%, and 3% for swords. So in total Ashigaru with slings dealt more damage than Yari Ashigaru prior to guns reaching Japan, and more than swords afterwards. In addition, the general Oyamada Nobushige who served the Takeda clan had a special unit numbering between 300-800 men specifically for the purpose of throwing rocks, albeit with a sling attached to a staff. Unfortunately accounts of actual tactics regarding slings are rare, although skipping stones was a well-known pastime for all classes of society. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ishitsubute Ashigaru.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* No Bushi&lt;br /&gt;
No Bushi are archers who rely on skirmish tactics, harassing enemy positions and softening up foes before engagement. They come from all social backgrounds and are put into units based on skill alone. &lt;br /&gt;
&lt;br /&gt;
They do not yet have models.&lt;br /&gt;
&lt;br /&gt;
* Kuro&lt;br /&gt;
Peasants not provided any gear, armed only in cloth and farming equipment. They have no discipline or tactics other than to swarm enemies.&lt;br /&gt;
&lt;br /&gt;
Kuro directly translates to &amp;quot;black&amp;quot; in Japanese, and is most likely a reference to the Twelve Level Cap and Rank System created by Prince Shōtoku in the year 603 based on the Chinese concept of the elements. Each social position in Japan was assigned a color, and could not wear colors of a higher rank (similar to the Roman rule of only Patricians wearing purple). Peasants were assigned the color black as their only allowed dye, and although the ranking system was succeeded by other systems and eventually forgotten starting around 647 the cultural symbolism of the colors remained; black is a color of peasantry and the lower classes, but also piety and humility which is why the priestly colors of Japan often includes black. Putting aside the Ikko-Ikki, peasant rebellions happened often throughout Japanese history and peasant militias formed to defend their own villages in times of war when the concerns of their lord were elsewhere, although some Daimyo were eager to use a new source of soldiery when pressed and would send these militias as Ashigaru. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Kensei Kuro.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Onna Komuso&lt;br /&gt;
Onna Komuso are highly-trained Batsudo warrior nuns who protect peasants and the roads from bandits while on pilgrimage from shrine to shrine. &lt;br /&gt;
&lt;br /&gt;
They do not yet have models.&lt;br /&gt;
&lt;br /&gt;
* Bo Hiya&lt;br /&gt;
Bo Hiya are Samurai armed with explosive projectile guns.&lt;br /&gt;
&lt;br /&gt;
Use of simply incendiary arrows in Japan dates back to the 6th century in Korea although they were fired by Yumi Ashigaru. The Japanese used gunpowder to fire incendiary arrows for naval combat against the Mongols in the 13th century, but the introduction of matchlock guns by the Portuguese in 1543 resulted in an advancement of the concept to fire a giant winged iron arrow called a &amp;quot;bo hiya&amp;quot; like a rocket, the actual gun itself called a &amp;quot;hiya zutsu&amp;quot; which had the fuse wrapped around the shaft. Hiya zutsu were used often against infantry and were a favored weapon in naval combat due to their ability to light ships on fire; Wako Pirates in particular began using them extensively since they enabled their ships to match the destructive power of the vessels of Samurai clans.&lt;br /&gt;
&lt;br /&gt;
* Taiko&lt;br /&gt;
Large drums used both ritually and to command troops or maintain morale in war.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Taiko.jpg&lt;br /&gt;
Image:Undead Taiko.jpg|A Kuroi-te Taiko.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===War Machines===&lt;br /&gt;
&lt;br /&gt;
* Engineer&lt;br /&gt;
Speaks for itself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Engie 1.jpg&lt;br /&gt;
Image:Engie 2.jpg&lt;br /&gt;
Image:Engie 3.jpg&lt;br /&gt;
Image:Sohei Engie.jpg|A Sohei Engineer.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Crew&lt;br /&gt;
Likewise. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:HataJurushi Cannon.JPG|A Hata-Jurishi for artillery. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* OO-Dzutsu&lt;br /&gt;
Large caliber siege cannons, reverse-engineered from western shipwrecks off the coast of Hymukai and now produced at home. &lt;br /&gt;
&lt;br /&gt;
The real life origin of the OO-Dzutsu is exactly the same. Portuguese world explorer Fernão Mendes Pinto had already been selling firearms to the Japanese when he shipwrecked off the Ryukyu Islands, and the locals took the opportunity to strip his ship of everything and begin to replicate what they found from ships to cannons to devices like compasses. The actual word Oo-Dzutsu is the generic word for front-loading cannon in Japanese so technically almost all non-Furanki War Machines are also Oo-Dzutsu. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Oodzutsu.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Shibatsuji&lt;br /&gt;
A larger version of the OO-Dzutsu, technologically improved by the Otokodate and now sold to all factions regardless of their actual attitudes and policies towards the Otokodate. &lt;br /&gt;
&lt;br /&gt;
Again, the Shibatsuji differs very little from real history and in fact shares its name with the real life oldest surviving Japanese cannon which was used in the Siege Of Osaka in 1615 by Tokugawa Ieyasu. The cannon itself was named after its creator Shibatsuji Ryuemon Sukenobu. The Japanese adapted quickly to the introduction of firearms by pioneering techniques of manufacturing and battle strategies that took the west centuries to develop, and the most skilled craftsmen were able to create weapons that were far superior to those sold to them. The real Shibatsuji is more similar to the Kensei OO-Dzutsu in size, the Kensei Shibatsuji represents the most advanced Japanese-made cannons which were equals to the largest used by the Dutch themselves. Sadly none of these survive today. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Shibatsuji Model.jpg&lt;br /&gt;
Image:Shibatsuji Real.jpg|The real life Shibatsuji. &lt;br /&gt;
Image:Kuroi-te Shibatsuji.jpg|The Kuroi-te get their own Shibatsuji. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Furanki&lt;br /&gt;
Defensive artillery on a fixed mount, purchased from Namban Traders. It is reloaded from the rear through an ammunition chamber which is both safer and faster. &lt;br /&gt;
&lt;br /&gt;
The Kensei Furanki is identical to the real life Furanki in lore and function. Technically called &amp;quot;breech-loading swivel gun&amp;quot;, the Portuguese merchants called them &amp;quot;Frenchy Guns&amp;quot; or &amp;quot;Frank Guns&amp;quot; which resulted in the name &amp;quot;Furanki&amp;quot; or &amp;quot;Machine Of The Franks&amp;quot;. Furanki were used by westerners as anti-personnel guns mounted on ships but the Japanese preferred to use them in the same role on castles or other fortified positions. Furanki had a maximum firing rate around 3x the speed of all other cannons of the time. One of the few surviving Japanese Furanki belonged to the Ōtomo clan. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Furanki.jpg&lt;br /&gt;
Image:Frenchy Gun.jpg|The real life Ōtomo Furanki. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Tahio&lt;br /&gt;
Invented in the west but improved by the engineers of Hymukai, the Taiho performs several roles from anti-personnel to siege artillery and is accurate. &lt;br /&gt;
&lt;br /&gt;
The Tahio was called the Culebrina in the second Kickstarter campaign but after conversations between backers about the historical inspiration of the weapon the name was changed to the Tahio. The Tahio/Culebrina represents the Culverin, the most popular and widespread cannon in the west between the years of 1500-1700 and is the stereotypical cannon most people think of. The &amp;quot;culverin&amp;quot; or &amp;quot;coulevrine&amp;quot; (name originating in the Latin phrase &amp;quot;colubrinus&amp;quot; or &amp;quot;of the nature of a snake&amp;quot;)was a handgun invented aroud 1500, which was further engineered into a large artillery piece of the same name by the French which was then adopted by the English and soon after most other European naval powers. &lt;br /&gt;
Tahio/Culverins are smoothbore cannons, usually but not always front-loaded, that fire round ammunition (cannonballs) at long range and flat trajectory. The Japanese purchased great deals of all kinds of these reliable cannons from the Dutch and Portuguese, and made their own in the same style after Oda Nobunaga commissioned them following the Battle of Nagashino in 1575. Most existing cannons of all kinds were purchased by Tokugawa Ieyasu in preparation for the Siege Of Osaka, and he commissioned as many as could be produced as well. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Taiho.jpg&lt;br /&gt;
Image:British Culverin.jpg|A real life (British) culverin. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Morutaru&lt;br /&gt;
Used by the Sun Empire, adapted by the Hymukai due to its non-linear firing being excellent for sieges and its ability to send smoke signals from long distances.&lt;br /&gt;
&lt;br /&gt;
The inspiration for the &amp;quot;Morutaru&amp;quot; (just Engrish for mortar) has a bit more involved history. &lt;br /&gt;
After the death of Oda Nobunaga, retainer Toyotomi Hideyoshi took control of the Oda clan. After a number of political moves Hideyoshi focused on peacetime pursuits, rather than pursuing the role of Shogun like Nobunaga had done, while preparing his clan for a different kind of war. Rather than attack other clans at home in Japan, Hideyoshi planned to pursue Nobunaga&#039;s secondary goal of conquering China. Rather than attempting to directly attack the Chinese coastline, he attempted to negotiate with Korea for access to a port and route into China but was turned down out of fears that China would retaliate against Korea if the war went poorly for Japan. As a result Hideyoshi gathered many different clans towards the same goal and attacked Korea instead in two invasions between 1592 and 1598, both of which went poorly due to the skilled Korean leadership and Chinese aid. During the war the Japanese incorporated many Korean technologies and techniques (Korea had become fairly advanced due to absorbing innovations from the west, China, and further countries like India); despite this the Korean mortar, used often and effectively against them throughout the entire conflict, was only incorporated by a few Daimyo who used them conservatively. When Dutchmen performed a demonstration of what a mortar could really do in 1639, despite none of the payload actually hitting their targets, the Japanese military leaders present suddenly became very interested in them and mortars were both purchased and produced rapidly by many different factions. The Dutch taught them to use more than just the basic exploding shells as well. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Morutaru.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Hiya Taiho&lt;br /&gt;
A small cannon that fires incendiary arrows to devastate infantry, based on the Bo-hiya. &lt;br /&gt;
&lt;br /&gt;
The Hiya Taiho is the same as the real life &amp;quot;hiya taihou&amp;quot; (although the model is more decorated than most real life ones would be). Its essentially a mortar that fires the Bo Hiya ammunition instead of the Bo Hiya model which uses a flintlock-like handheld gun. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Hiya Taiho.jpg&lt;br /&gt;
Image:Bohiya.jpg|A real life version. &lt;br /&gt;
Image:Kuroi-te Bo Hiya Crew.jpg|The Kuroi-te crew for when they field a Hiya Taiho.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Kataparuto&lt;br /&gt;
A Kuroi-te specific War Machine who&#039;s origins are unknown but it is suggested it came from the north. Its a &amp;quot;siege catapult&amp;quot; which uses corpses as ammunition. &lt;br /&gt;
&lt;br /&gt;
Real life feudal Japanese of course figured out the catapult, and most nations that engaged in siege warfare used biological warfare to spread disease among enemies as well as demoralize them when sieges go on too long. The significance of the Kataparuto (Engrish for catapult obviously) is more the depravity of the Kuroi-te to use it as a first resort rather than it being used in general.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Kuroi-te Catapult.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Taiho Yohin&lt;br /&gt;
Technically a piece of scenery taken by players as if a model in their army representing extra ammunition. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Taiho Yohin.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Kuge Units===&lt;br /&gt;
* Kuge Daimyo&lt;br /&gt;
&lt;br /&gt;
Daimyo are the leaders of their clans, and any battle they are involved in are major events. They bear O-Yorai, the best kind of armor available and can be found mounted and carrying many different kinds of weapons. &lt;br /&gt;
&lt;br /&gt;
Kuge Daimyo represent the more liberal Daimyo of the Sengoku era as well as the forces of the early medieval era such as the Genpei War. Which your army is closer to depends largely on if and how many Teppotai you field. Kuge clans should also have their origins tracing back to the earliest days of Imperial rule, which in real life Japan means their ancestry can be traced back to Kyoto and the nobles who served the first six Emperors, most of whom were related to said Emperors. Their actual ancestry can be forged or questionable, as some Daimyo&#039;s claims were based on an ancestor who was a non-inheriting third son of the actual famous clan or could not actually be proven with reliable records. &lt;br /&gt;
Some real life Daimyo who would fit as Kuge include Oda Nobunaga, Imagawa Yoshimoto, and Taira no Kiyomori. Some non-Kuge type Daimyo who could field armies and behave in such a way as Kuge would be Date Masamune and Toyotomi Hideyoshi, whereas Takeda Shingen had the lineage of a Kuge but his army was closer representative of the Buke. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Kuge Diamyo 1.jpg&lt;br /&gt;
Image:Kuge Daimyo 2.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Kuge Taisho&lt;br /&gt;
Also called a Shirei-kan. Second in command of the clan, chosen by the Daimyo as a relative or one of the greatest warriors. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Kuge Taisho.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Kuge Hero Katana&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Kuge Clan Hero 1.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Kuge Hero Naginata&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Kuge Clan Hero 4.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Kuge Hero Yumi&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Kuge Clan Hero 2.jpg&lt;br /&gt;
Image:Kuge Yumi.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Heroine&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Kuge Clan Hero 3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Onna Bushi&lt;br /&gt;
Onna Bushi are warrior women trained using the Naginata, raised from birth as the servants to the Kuge who possess a degree of loyalty not seen anywhere else in the Buke caste. Their dedication is without compare, sacrificing their lives just to increase chances of victory for their clan. Either out of desire to impress or amazement of their dedication, troops around them are inspired to fight at their best.&lt;br /&gt;
&lt;br /&gt;
In real life the families of many Samurai were expected to do anything the patriarch could do. A son was expected to be able to lead an army from a very young age, a wife was expected to pick up a weapon and march to battle if need be. There was a surprising number of female Samurai who were recorded as taking command and going to war after the death of a father or husband, many becoming folk heroes and a few being worshiped as guardian spirits for the people who&#039;s ancestors they fought with/for. Real life Onna Bushi were called Onna-bugeisha if they were members of the Samurai caste by birth or marriage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Onna Bushi.jpg&lt;br /&gt;
Image:Onna Bushi Real.jpg|An 1851 depiction by Utagawa Kuniyoshi of a real Onna Bushi named Tomoe Gozen, a legendary figure from the Genpei war. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Teppotai&lt;br /&gt;
Teppotai are Ashigaru equipped with Teppos, also known as arquebus or flintlock rifles. Kuge allow the One God faith to be spread among the peasantry in exchange for the weaponry, allowing their still-loyal peasants to kill the highly trained Buke traitors with ease. After marching to their position, they erect walls of stakes to protect them from cavalry and to duck behind to protect them from arrows while reloading. &lt;br /&gt;
&lt;br /&gt;
Early on in the history of firearms in Japan the gun was expensive, troops were inexperienced with them, quality was poor, and the Japanese weren&#039;t familiar with how to deploy units of them effectively; thus they were mostly given to Samurai, who were prepared by a lifetime training to use literally every weapon available to use the unfamiliar shootas. Twenty years later they were producing their own with improvements to the design and devising complex battle tactics on par with those of any other dakka-using nation. By this point the Ashigaru were often armed with them, since it took a lifetime of training to learn to use a bow effectively and take advantage of the superior range/accuracy whereas mere peasant recruits could be trained to use guns in a short period of time. No Samurai leader took to use of firearms better than Oda Nobunaga, to the degree that (as one anon on /tg/ once stated) &amp;quot;Everyone loved guns, but Nobunaga LOVED guns. As in a thirty year old man with an unhealthy attachment to a body pillow of a fictional prepubescent girl level of love.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Teppotai.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Kuge Great Guard&lt;br /&gt;
Great Guard are the elite among the Buke caste, zealots dedicated to the divinity of the Kuge lines who each hope to become a Tennin. Their ferocity and dedication is such that their foes flee before them rather than face them and their mighty blows in combat. &lt;br /&gt;
Each Great Guard is personally selected from candidates, leading to families who can claim that each patriarch of their line served the Daimyo of the clan. In peace they guard the halls of castles. &lt;br /&gt;
&lt;br /&gt;
Great Guard aren&#039;t based on anything specific in real life, and there&#039;s many examples of similar soldiers across Japanese history although in varying degrees of fame. The Oban of the Tokugawa Shogunate are the most famous, and were made up of elite soldiers assigned to defend Nijô castle as well as both defending Osaka castle and policing the sections of Osaka itself where Samurai were prone to making trouble. Their most elite were the personal guards of the Shogun while in Edo. The Oban numbers expanded greatly over the years, being made up equally of some of the most famous and skilled warriors as well as younger samurai who were members of powerful families. &lt;br /&gt;
In general, any elite unit that has been recognized by the leader of the faction they are in would be a Great Guard unit, usually defending an important position or acting as bodyguards in an honor guard capacity. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Great Guard.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Onna Kiba Musha&lt;br /&gt;
Onna Kiba Musha are Onna Bushi, mounted on horseback. The graceful elegance and classical nature of their tradition makes them a favorite of Kuge lords to show off their superiority to the other castes. Those destined to be Kiba Musha are taken from their family and trained for their entire lives, and are more dedicated and disciplined than any horsemen the Buke can boast. &lt;br /&gt;
&lt;br /&gt;
The inspiration for Onna Kiba Musha is the exact same as Onna Bushi. Samurai women who serve in battle because they belong to a Samurai family that has need of another warrior or officer. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Onna Kiba Musha 1.JPG&lt;br /&gt;
Image:Onna Kiba Musha 2.JPG&lt;br /&gt;
Image:Tomoe Gozen Horseback.jpg|An 1898 portrayal of Tomoe Gozen in battle, created by the artist Toyohara Chikanobu. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Ninja&lt;br /&gt;
For generations the Kuge clans have been patrons of secret ninja clans who&#039;s loyalty is (usually) absolute, and through a sense of mutual advancement the Kuge the can field units of assassins while other castes can only secure the services of a single agent at high cost. They execute their tasks and targets without a hint of remorse or hesitation. Before battles they will hide, waiting for their target to draw close before they leap out and spread confusion using smoke and fire whereupon they slay their foe and quickly vanish once more to pursue other quarry. &lt;br /&gt;
&lt;br /&gt;
Real life ninja, as most on the internet have discovered, were unlike media depictions of ninja. The only sort who would cover themselves in dark colors would be scouts rather than assassins, which instead would have worn simple and inconspicuous clothing. Most ninja were saboteurs, intelligence gatherers, and bodyguards rather than hitmen. Ninja were historically far more trustworthy than Samurai, to the degree that Tokugawa Ieyasu&#039;s life was saved by a small group of ninja who escorted him a great distance back to his people simply because they owed him a financial debt (not an oath or loyalty expected by society, just money) regardless of the fact that they were offered almost literally a hoard of wealth to turn him over. &lt;br /&gt;
Most ninja would actually have been plainclothes civilians, ashigaru, servants, and even sometimes samurai who would develop intelligence networks similar to those today , or would position themselves in a place where they could do damage to a clan (basically as terrorist sleeper cells). The idea of ninja wearing all-black dates back to Kabuki plays where stagehands dressed in black to not be seen by the audience and clever writers used a trick that normally told the audience who they were supposed to ignore to suddenly bring a character into the story and surprise the audience as much as the characters. Real life ninja may have worn black or dark blue to blend in when spying at night while assassins may have used dark red to disguise blood on them, but this was hardly a uniform. Ninja philosophy generally leans on the idea of social mobility, and a deep belief that there was little true difference between the castes of society. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ninja.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Yabusame&lt;br /&gt;
Yabusame are mounted archers, the most skilled and elite there are among their art. Annually the Kuge held festivals where the archers of the Buke would compete, and those who showed the most promise were recruited into the Yabusame ranks. This conflict marks the first time they have been fielded in war. &lt;br /&gt;
They utilize hit and run raiding tactics to diminish the foe. &lt;br /&gt;
&lt;br /&gt;
To understand what Yabusame is, please note the following. &lt;br /&gt;
Archery is extremely important in Japanese military history. In the earliest wars known to have occurred in Japan, 600 years before recorded Japanese history began, the primary weapon was a bow with spear support rather than spear with bow support like most civilizations. The bow is also used to depict the divinity of the mythological first Emperor of Japan, Emperor Jimmu. Beginning around the year 400 archery was the mark of the noble warrior caste (so proto-Samurai) since it required a vast amount of training to be competent which only the warrior caste had the luxury to attain, and such warriors were the only ones that could afford a horse resulting in most of these early not-Samurai being mounted archers. Samurai duels were more often fought with arrows than swords, being given three each and a horse to ride with the result being whatever the combatants felt satisfied their honor (so a challenge to determine who has superior marksmanship could be used in place of simply killing your opponent). &lt;br /&gt;
Using the katana to represent Samurai is a more modern trope. The katana itself was actually considered the weapon of Ashigaru and other peasant soldiery, Samurai carried a much longer and more curved blade called a Tachi which enabled them to strike easily from horseback although as a weapon of last resort when surrounded rather than one to charge into battle with The katana only emerged around the year 1400 when combat changed to favor speed over reach due to the large number of heavily-armored infantry Samurai deployed in increasing numbers while horses were used far less. &lt;br /&gt;
The preceding information is why when sometime in the late 1100&#039;s Minamoto Yoritomo, the future creator of the Shogunate and first Shogun of Japan, noticed that his army was dangerously low on skilled archers he created the custom of Yabusame, which is a religious and sportsman&#039;s ritual combined into one which encouraged the military tradition of archery and mounted archery to survive regardless of the current state of war. It should be noted that Yabusame is NOT a type of soldier, it is a type of training/recreation/prayer. &lt;br /&gt;
The following, from Wikipedia, describes the Yabusame ritual. &amp;quot;&#039;&#039;A yabusame archer gallops down a 255-meter-long track at high speed. The archer mainly controls his horse with his knees, as he needs both hands to draw and shoot his bow. As he approaches a target, he brings his bow up and draws the arrow past his ear before letting the arrow fly with a deep shout of In-Yo-In-Yo (darkness and light). The arrow is blunt and round-shaped in order to make a louder sound when it strikes the board. Experienced archers are allowed to use arrows with a V-shaped prong. If the board is struck, it will splinter with a confetti-like material and fall to the ground. To hit all three targets is considered an admirable accomplishment. Yabusame targets and their placement are designed to ritually replicate the optimum target for a lethal blow on an opponent wearing full traditional samurai armor (O-Yoroi) which left the space just beneath the helmet visor bare.&#039;&#039;&amp;quot;&lt;br /&gt;
Yabusame ritual competitors were drawn from all castes of society from peasant straight off the farm to Daimyo&#039;s son; whoever was good at shooting and could be trained to ride a horse was eligible. Yabusame is still practiced today. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Yabusame Model.JPG&lt;br /&gt;
Image:Yabusame Real.jpg|A Yabusame performed for Ronald Reagan during a trip to Japan.&lt;br /&gt;
Image:Yabusame Gear.jpg|The gear of a Yabusame. Even in Minamoto&#039;s era this was considered traditional dress. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Buke Units===&lt;br /&gt;
&lt;br /&gt;
* Buke Daimyo&lt;br /&gt;
Daimyo are the leaders of their clans, and any battle they are involved in are major events. They bear O-Yorai, the best kind of armor available and can be found mounted and carrying many different kinds of weapons. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Buke Daimyo 1.jpg&lt;br /&gt;
Image:Buke Daimyo 2.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Buke Taisho&lt;br /&gt;
Also called a Shirei-kan. Second in command of the clan, chosen by the Daimyo as a relative or one of the greatest warriors. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Buke Taisho.jpg&lt;br /&gt;
Image:Taisho Buke .jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Buke Hero Naginata&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Buke Clan Hero 2.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Buke Hero Katana&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Buke Clan Hero 3.jpg&lt;br /&gt;
Image:Buke Clan Hero 1.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Buke Hero Yumi&lt;br /&gt;
&lt;br /&gt;
They do not yet have models. &lt;br /&gt;
&lt;br /&gt;
* No-Dachi Samurai&lt;br /&gt;
Samurai armed with Nodachi, also known as Dai Katanas. The strongest among the Buke families are trained with these weapons, charging into battle in a frenzy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Nodachi Samurai.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Yari Samurai&lt;br /&gt;
Samurai armed with spears, far more skilled than any Ashigaru could hope to be. They form the bulk of any Buke army and will fiercely dedicate any officer among them. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Yari Samurai.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Ji Samurai&lt;br /&gt;
Low rank samurai. Outside of war, they must toil in the fields along side their peasants to survive, which is seen as a great personal dishonor in Buke society as only warriors are worthy of any respect. Without as much wages or time to train, they arm themselves in armor and weapons as best they can and usually carry a spear and a katana, with some having the unusual practice of teaching dogs how to behave in war and using them as a supplementary force, harassing foes and alerting their masters of advancing enemies. &lt;br /&gt;
&lt;br /&gt;
Real life Ji Samurai (also called &amp;quot;Jizamurai&amp;quot;) were the product of a cultural shift to trying to give all sons an equal inheritance. Progressively every generation became poorer as a result, and with less peasants per lord to work the fields the result could be a &amp;quot;lord&amp;quot; being indistinguishable from the peasants during the summer months as he worked the fields out of necessity. Due to the massive numbers of small lords in the far-off rural areas, political positions were created called &amp;quot;Shugo&amp;quot; which were essentially regional governors that answered to the Shogun. As the powers of the Shugo grew, they became rivals with each other and would over-tax or impose strict regulation on their territory in order to fund small wars, which in turn lead to peasants and Ji Samurai banding together to form &amp;quot;Ikki&amp;quot; or a type of protest. Since most Ikki were ignored or suppressed, as time went on they tended to become more and more violent until uprisings of both samurai and peasant were happening within mere decades of each other. The continued politicking of the Shugo, enabled but now beyond the control of the Shogun, resulted directly in the Sengoku wars after four hundred years of corruption and unchecked power. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ji Samurai.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* O-Ban&lt;br /&gt;
O-Ban are heavy cavalry, with their armor decorated in images of demons to look like Oni. They simply trample lesser foes to engage those worthy of their attention, impaling them with spears called Jumonji Yari tipped with a forked blade. &lt;br /&gt;
&lt;br /&gt;
These represent the same thing as the Kuge Great Guard. Oban in real life were special troops loyal to the Shogun in the Edo Period. Oban literally translates to &amp;quot;great guard&amp;quot;, and their primary role was to serve within Nijo Castle, the Kyoto castle considered the administrative center of the Tokugawa Shogunate, and Osaka Castle, a place of symbolic importance representing the dominance of the Tokugawa as well as a place to test the loyalty of Daimyo by positioning them in charge of the complex (which was a financial burden and required a relocation of their clan for their stay). The highest ranking Hatamoto (bannermen, the retainers of the Tokugawa during the Edo period who numbered approximately six thousand) was the commander of the Oban. &lt;br /&gt;
The O-Ban don&#039;t much resemble the real life Oban however, and are more closely inspired by the Takeda Clan. Although most Japanese horses were bred to be small and were favored as light skirmishers and cavalry archers, the horses bred by the Takeda in the Kanto region were favored to be larger and as a result even back in the Genpei war there is references to the cavalrymen of the local clans being famous. In truth, they were the only real heavy cavalry Japan had. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:O-Ban.JPG&lt;br /&gt;
Image:O-Ban Hero.JPG&lt;br /&gt;
Image:Oban Real.jpg|Real Oban. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Kengo&lt;br /&gt;
A highly skilled warrior dedicated to the art of Kenjutsu, the pursuit of mastery in swordsmanship. These small bands of warriors travel from village to village in time of peace to challenge anyone of any martial skill to duels, and in warfare seek out the strongest enemy in the field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Kengo.jpg&lt;br /&gt;
Image:Kengo 2.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Yumi Kiba Musha&lt;br /&gt;
Samurai mounted on horseback who are trained in both archery and swordsmanship, switching between bow and katana as needed. They are armed with special arrows that make a much louder noise for intimidation, and have pronged tips to cause worse wounds. &lt;br /&gt;
&lt;br /&gt;
Most Samurai clans that had access to cavalry would have had more Samurai bowmen on them than any other role, instead of it being unique to the more militant clans. In that respect the Buke clans in Kensei are more true to history here, although to be fair a fully realistic military force would likely incorporate at least one thing from each clan type. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Yumi Kiba Musha.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Miutso Sume&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Miutso Sume.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sohei Units===&lt;br /&gt;
&lt;br /&gt;
* Sohei Daimyo&lt;br /&gt;
Daimyo are the leaders of their clans, and any battle they are involved in are major events. They bear O-Yorai, the best kind of armor available and can be found mounted and carrying many different kinds of weapons. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Sohei Daimyo.jpg&lt;br /&gt;
Image:Sohei Daimyo 2.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Sohei Taisho&lt;br /&gt;
Also called Shirei-kan. Second in command of the clan, chosen by the Daimyo as a relative or one of the greatest warriors. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Sohei Taisho.jpg&lt;br /&gt;
Image:Sohei Daisho.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Sohei Hero Naginata&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Sohei Clan Hero 1.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Sohei Hero Katana&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Sohei Hero.jpg&lt;br /&gt;
Image:Sohei Katana.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Sohei Hero Yari&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Sohei Clan Hero 2.jpg&lt;br /&gt;
Image:Sohei Jumonji.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Naginata Sohei&lt;br /&gt;
From Dragon&#039;s Lands temples, these Sohei cover their faces in cloth and train extensively in Naginata weapons to defend peasants against the Samurai, which the believe are decadent brutes. They use Kototama chants to unnerve their foes and increase their own bravery. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Naginata Sohei.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Ama Kihei&lt;br /&gt;
Dragon&#039;s Lands temple Nuns armed with Naginata on horseback. They sing Kototama songs telling of death and the horrors it holds while in combat, terrifying their enemies. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ama Kihei Hero.png&lt;br /&gt;
Image:Ama Kihei.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Mitsu Dogu Sohei&lt;br /&gt;
Martial artist monks, armed with Mitsu Dogu (also called torimono sandōgu, or torimono hogu in real life) which are poles with metal spikes and various shaped tips used usually by guards or law enforcement to arrest rather than kill. &lt;br /&gt;
Samurai have no knowledge of nor respect for these weapons, giving the monks an advantage and allowing them to quickly disarm and disable their enemies. &lt;br /&gt;
&lt;br /&gt;
They do not yet have models.&lt;br /&gt;
&lt;br /&gt;
* Yumi Sohei&lt;br /&gt;
Dragon&#039;s Lands temple monks armed with bows, trained in the same ways and for the same amount of their life as Samurai. They cover their faces in cloth, and are armed in special arrows designed to ignite or hit with greater force than mere wooden arrows. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Kensei Yumi Sohei.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Ikame Bo&lt;br /&gt;
Massive and powerful monks trained using Kanabo-tetsubo, or giant clubs with spikes believed to have been invented by Oni. These monks can equal the strength of many men, and crush the bones of their enemies while praying for their souls using Batsudo chants. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ikame-Bo.jpg&lt;br /&gt;
Image:Ikame Bo 2.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Teppo Sohei&lt;br /&gt;
The monks of the Dogen temples rescued Nanban who were shipwrecked, among them one of the greatest weaponsmiths in the world, a man named Francisco. For one year while he recuperated, he taught the Dogen monks how to create western weapons including firearms, and after he returned to his homeland they spread the knowledge across the entire Sohei caste. Armed with the same Teppo used by Teppotai, although made in Hymukai rather than purchased, these monks bear katanas and wooden shields into battle along with their firearms. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Teppo Sohei.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Otokodate Units===&lt;br /&gt;
* Kyojin&lt;br /&gt;
The first named character and faction leader added after Kogen and Sato, Kyojin is a giant of a man and the military leader of the Otokodate and likely answers to Kimura Key. He is a Ronin with a tetsubo, and has rules for a generic variant as well. &lt;br /&gt;
&lt;br /&gt;
Kyojin translates to &amp;quot;giant&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Kyojin.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Otokodate Daimyo&lt;br /&gt;
The Daimyo of an Otokodate clan.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Otokodate Daimyo.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Otokodate Taisho&lt;br /&gt;
Also called a Shirei-kan. Second in command of the clan, chosen by the Daimyo as a relative or one of the greatest warriors. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Otokodate Taisho.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Otokodate Naginata Hero&lt;br /&gt;
Also called Busho Hatamoto. Warriors among the Daimyo&#039;s army who hold the highest ranks, and are granted the most land. Their job is to command and inspire. They are the lowest rank who can afford an O-Yorai. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Otokodate Hero.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Otokodate Katana Hero&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Otokodate Clan Hero 1.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Katana Ashigaru&lt;br /&gt;
Peasants armed with the weapons and trained in the ways of nobles. Formerly just city dwellers in various occupations, they seek to join the Buke as equals and emulate them in all respects they know. While they possess the tenacity and drive to strike without fear of death in war, they do not have the refinement of the art that comes from a lifetime of practice among their peers. &lt;br /&gt;
&lt;br /&gt;
Katana Ashigaru draw entirely from Edo period Japan. All Ashigaru were armed with Katanas and had upwards mobility into the Samurai caste prior to the end of the Sengoku era, the ban on non-Samurai owning katanas and the inability to become one were concessions by the Tokugawa Shogunate to keep the now unemployed Samurai placated. In fact, the katana weapon was originally an Ashigaru one. Called the Uchigatana, they were essentially cheap katanas wheras the Samurai (usually cavalry, almost all bowmen at this point) used a much larger Tachi sword instead. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Katana Ashigaru.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Teppo Ronin&lt;br /&gt;
Ji Samurai and non-combat servants who&#039;s lords were killed during the war. Without option, they flocked to the Otokodate and were armed with Teppo purchased from Nanban traders. Although they believe they have lost their honor, they carry on in want of livelihood. They march to battle armed with wooden shields and their old Katanas. &lt;br /&gt;
&lt;br /&gt;
Samurai in real life were the primary users of guns starting in 1543 when they were first used in mass (like in Europe, guns existed in Japan before the world hit teen hundreds) due to them being very expensive and techniques such as volley fire not being known yet. Within only twenty years Japan had mastered gun tactics and mass produced improved guns, to the degree some historians believe in this era Japan made more guns than the entirety of Europe was. Since guns were now cheap and formations known, Samurai reverted back to the bow more often than not due to guns taking comparatively little training to use and thus being a waste to equip to lifelong trained warriors. &lt;br /&gt;
Teppo Ronin in real life represent the Samurai who participated in the Samurai uprisings of the Edo period, mercenaries from the end of the Sengoku era from defeated armies (this being the lore basis for Kensei Teppo Ronin), and the Otokodate thugs that harassed peasants using weapons of war in a time of peace. Although Edo period peasants were forbidden from using weapons some including farmers who had to repel wild animals as well as hunters were allowed to keep loaded firearms, and many were used with blanks to simply scare away enemies or send signals. Towards the end of the Edo period small villager militias were formed to defend themselves against Samurai robbers which helped lead poor Samurai to the transition from Otokodate to Isami. &lt;br /&gt;
Bodyguard Samurai were seen equipped with Teppo more often during the Edo period even if they were used less, and Ronins in desperation make good servants to wealthy but lower classes or as members of the young Yakuza organization. . &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Kensei Teppo Ronin.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Ozutsu&lt;br /&gt;
Also called Ozutzu, they are a creation of the Hymukai studying the rifle Teppos purchased by Otokodate, these handheld weapons pack much more force and are considered hand cannons. Only stronger soldiers can be armed with these.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ozutsu.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Machi Yakko&lt;br /&gt;
Trained warriors who were never part of the Samurai. They keep the peace in the lands controlled by the Otokodate by patrolling roads and guarding cities against the Buke. They are armed with Jumonji Yari, a spear with a special tip consisting of a very large pronged blade. Above all, they will protect their lord and his interests.&lt;br /&gt;
&lt;br /&gt;
They do not yet have models.&lt;br /&gt;
&lt;br /&gt;
* Kyokaku&lt;br /&gt;
A new class of warrior, wholly devoted to Kykotsu. They seek to combat the Samurai oppressors and their flawed Bushido code, and dwell in peasant communities as local heroes where they slay bandits and looting Samurai. &lt;br /&gt;
&lt;br /&gt;
They do not yet have models. &lt;br /&gt;
&lt;br /&gt;
* Assassins&lt;br /&gt;
Rather than hiring the subtle Ninja, Otokodate prefer disgraced Samurai who move in small groups and carry many weapons that their targets are unfamiliar with fighting against. These honorless warriors will travel the countryside inconspicuously and carry out any task given them, usually the elimination of their target while ignoring the interference of his bodyguards. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Kensei Assassin.jpg&lt;br /&gt;
Image:Kensei Assassin 2.jpg&lt;br /&gt;
Image:Assassin Kensei Art.png|Artwork of a Kensi Assassin.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Ronin With Tetsubo&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ronin With Tetsubo.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Kuroi-te Units===&lt;br /&gt;
&lt;br /&gt;
* Kogen&lt;br /&gt;
Leader of the Kuroi-te. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Kogen.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Sato&lt;br /&gt;
Kogen&#039;s second in command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Sato.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Taisho Yurei&lt;br /&gt;
A ghostly Taisho. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Yurei Daisho Samurai.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Taisho Samurai&lt;br /&gt;
Undead Samurai officers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Undead Takeda.png&lt;br /&gt;
Image:Undead Taisho.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Taisho Samurai On Horse&lt;br /&gt;
An Undead Samurai officer on a horse. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Undead Taisho Horse.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Clan Hero Yari&lt;br /&gt;
A low-ranking officer with a spear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Clan Hero Yari Kuroi-te.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Kensei&lt;br /&gt;
Undead Kensei. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Undead Kensei.png&lt;br /&gt;
Image:Undead Daisho Samurai 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Samurai Kumigashira&lt;br /&gt;
An Undead Samurai officer.&lt;br /&gt;
&lt;br /&gt;
Also called Go-Gashira, Kumi-Gashira are equivalent to a Lieutenant or a Platoon Commander in a modern military, answering to a Bugyo/Taisho (Captain) and commanding their troops directly. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Daisho Samurai.jpg&lt;br /&gt;
Image:Undead Daisho Samurai 1.png&lt;br /&gt;
Image:Undead Daisho Samurai 3.png&lt;br /&gt;
Image:Kuroi-te Naginata Hero.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Ashigaru Kumigashira&lt;br /&gt;
An Ashigaru Undead low ranking officer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Kuroi-Te Daisho Ashigaru.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Hatta-Jurushi&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Katana Daisho Samurai.png|Samurai&lt;br /&gt;
Image:Standard Bearer.png|Samurai&lt;br /&gt;
Image:Kuroi-te Ashigaru Hata-Jurushi.jpg|Ashigaru&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Tenome&lt;br /&gt;
A bizarre-looking elderly person with no eyes on their head, which are instead in the palms of their hands. &lt;br /&gt;
&lt;br /&gt;
Most people would recognize this as the Pale Man from Guillermo del Toro&#039;s movie Pan&#039;s Labyrinth. Actually called the Tenome, there are several myths regarding his origin. In one he was a blind man who was killed by a bandit that returned so that his hands could be useful in a fight against him this time around. He wanders roads, using the eyes in his hands to see the face of every other being on the road until he finds his murderer. In another version, a bandit attacked an elderly man who overpowered him, causing the bandit to attempt to seek shelter at a nearby Shinto temple. The monster had eyes in its hands and made a sucking noise as it made chase, and by the time the priest had opened the door for the bandit the monster had stripped the skin and muscle from parts of him down to the bone and eaten the viscera. In a third story a boy who heard the first story was dared to visit a graveyard where the Tenome supposedly resided. The creature made chase, and the boy was forced to hide in the nearby shrine. The next morning the priests found the boy completely drained of blood. In Pan&#039;s Labyrinth, the Tenome/Pale Man resides in a giant underground complex seated at a table full of food, stationary until someone eats from it when he seizes his eyes off the plate in front of him and attacks. He exclusively eats children according to paintings of him on the walls, and eats fairies in the movie. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Tenome 1.png&lt;br /&gt;
Image:Tenome.png|The mythological origin.&lt;br /&gt;
Image:Tenome Pale Man.jpg|The Pale Man. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Yuki-Onna&lt;br /&gt;
A ghostly Yokai of a woman.&lt;br /&gt;
&lt;br /&gt;
Yuki-Onna in real life Japanese myth are women who froze to death or died in the mountains. A more popular story, there&#039;s many variations from men who marry women and later find they are a ghost to spirits that chase the lost to their death to those that try to lead those who are lost to a more fortunate fate than their own (sometimes accidentally causing it, sometimes with success). In all versions of the story she produces frost, and can cause blizzards. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Yuki-Onna Model.png&lt;br /&gt;
Image:Yuki-Onna Myth.png|The mythological origin. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Undead Geisha&lt;br /&gt;
A Geisha who is Undead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Undead Geisha 2.jpg&lt;br /&gt;
Image:Undead Geisha.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Samurai Katana Cavalry&lt;br /&gt;
Undead Samurai Katana Cavalry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Katana Samurai Mounted.png&lt;br /&gt;
Image:Kuroi-te Katana Cavalry.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Samurai Naginata Cavalry&lt;br /&gt;
Undead Samurai Cavalry with Naginata. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Undead Naginata Cavalry 1.jpg&lt;br /&gt;
Image:Undead Naginata Cavalry 2.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Samurai Yumi Cavalry&lt;br /&gt;
Undead Samurai Cavalry equipped with bows.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Undead Yumi Cavalry Hero.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Yurei Naginata&lt;br /&gt;
Ghosts equipped with Naginata.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Yurei Naginata.png&lt;br /&gt;
Image:Yurei Samurai.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Yurei Nodachi&lt;br /&gt;
Ghosts equipped with Nodachi.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Nodachi Yurei.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Ashigaru Yari Cavalry&lt;br /&gt;
Undead Ashigaru cavalry equipped with Yari.&lt;br /&gt;
&lt;br /&gt;
* Katana Samurai&lt;br /&gt;
Undead Samurai with Katanas. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Katana Samurai Foot Models.png&lt;br /&gt;
Image:Samurai Living Dead.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Yumi Samurai&lt;br /&gt;
Undead Samurai with bows.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Undead Yumi Samurai.jpg&lt;br /&gt;
Image:Undead Yumi Samurai 2.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Yari Samurai&lt;br /&gt;
Undead Samurai with Yari.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Hone Samurai Naginata&lt;br /&gt;
Hone Samurai are those who die on the battlefield without having gained honor. They may have shamed themselves in their conduct, made a terrible mistake, or simply lost their only chance for a great victory by dying too soon. Hone Samurai souls remain within the increasingly rotted husk until they finally redeem themselves in a future conflict. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Hone Samurai.jpg&lt;br /&gt;
Image:Honne Samurai.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Yari Ashigaru&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Undead Yari Ashigaru.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Yumi Ashigaru&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Yumi Ashigaru Model.png&lt;br /&gt;
Image:Yumi Ashigaru Art.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Doro-Ta-Bo&lt;br /&gt;
Undead Heinen. Basically the same as Kuro, but Undead. &lt;br /&gt;
&lt;br /&gt;
Based on the legend of the same name, where a farmer who labored his entire life to build a prosperous farm had a lazy and hedonistic son who sold his farm, causing his father to emerge from the mud every night to wander the ruins of the once-great land and wail in lament. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Doro-Ta-Bo.png&lt;br /&gt;
Image:Dora-ta-bo Hero.jpg&lt;br /&gt;
Image:Doro-ta-bo Banner.jpg|A Dora-ta-bo Hata-Jurushi.&lt;br /&gt;
Image:Dorotabo.jpg|The mythological origin. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Goryo&lt;br /&gt;
&lt;br /&gt;
Goryo (also spelled &amp;quot;Gorio&amp;quot;) are hate-filled ghosts of nobility, and can be of either gender. &lt;br /&gt;
&lt;br /&gt;
Their purpose for remaining in the world is to avenge their dishonor, as each was invariably killed in some petty intrigue. Like Onryo though, they&#039;re not particular to whom they torture and kill. Bringing a sense of justice to them by enacting suffering on their killer or a descendant is all that can send them on outside an exorcism however. &lt;br /&gt;
By knowing their true names, you can command them. Thus Goryo are not usually eager to tell you their story unless they believe your heart is pure. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt; &lt;br /&gt;
Image:Goryo 1.jpeg&lt;br /&gt;
Image:Goryo 2.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Gaki&lt;br /&gt;
Their name means &amp;quot;Hungry Spirits&amp;quot;. Gaki are emaciated humans with rotting skin and bloated bellies who walk hunched or on all fours. They have grown fingernails like claws and their sharp teeth are bared whenever they see humans. &lt;br /&gt;
&lt;br /&gt;
Gaki are souls given a special punishment in the wheel of reincarnation, their sins not terrible enough to be made a demon but they still require penance. When they escape the Yomi they wander the Kuni looking to eat. They can be found anywhere there is manflesh to be had including battlefields, cemeteries, and even villages which aren&#039;t secured against the things that lurk in the night waiting to snatch a baby or a drunk, even entire households. &lt;br /&gt;
&lt;br /&gt;
tl;dr [[Ghouls]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt; &lt;br /&gt;
Image:Gaki 1.jpeg&lt;br /&gt;
Image:Gaki 2.jpeg&lt;br /&gt;
Image:Gaki Myth.jpg|The mythological origin.&lt;br /&gt;
&amp;lt;/gallery&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Mekurabe&lt;br /&gt;
Ghostly disembodied heads of various kinds.&lt;br /&gt;
&lt;br /&gt;
Originally Mekurabe were skulls that appeared in increasing numbers in the courtyard of the general Taira no Kiyomori, who had survived several bloody wars and managed to instill the first Samurai-lead government in Japan in the 12th century, representing those who&#039;s deaths he caused. They along with demons continued to appear to him until when fever took him in old age they were all he could see until he died. &lt;br /&gt;
The reason for the Mekurabe skulls is Namakubi, an important ritual of Japanese warfare of taking the severed heads of foes, especially those in positions of leadership, to present to their own leaders as a trophy. As a result of this many depictions of the ghosts of those who die in battle are merely floating severed heads. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Mekurabe Model.png&lt;br /&gt;
Image:Mekurabe Myth.png|The myth the name comes from. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Ukuri Inu&lt;br /&gt;
Yokai dogs.&lt;br /&gt;
&lt;br /&gt;
Based on the myth of the same name who behave like wolves that feed exclusively on humans. Yosuzume are black sparrows that appear in swarms at night and find potential prey for the Okuri-Inu. They stalk any travelers the Yosuzume find for them, looking for any sign of weakness. If the traveler stumbles they must look like they did it on purpose, and must maintain a confident gait and exude a lack of fear. Those who can keep the Okuri-Inu at bay have the benefit that the Okuri-Inu will eat any less-confident bandits who may harass the traveler otherwise. Those who successfully leave the Okuri-Inu&#039;s territory will never be harmed by them if the traveler thanks them for their companionship loudly, then when they arrive at their destination wash their feet and set out food for the Okuri-Inu.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Okuri-Inu Model.png&lt;br /&gt;
Image:Okuri-Inu Myth.jpg|The mythological origin. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Jikininki&lt;br /&gt;
Ghoul-like Yokai that eat the flesh of the living.&lt;br /&gt;
&lt;br /&gt;
Based on a myth of the same name, where a young traveling priest encountered the ghost of a local priest that had been selfish in life and prized the luxuries of good food and fancy clothing that his position afforded him above all else, even his duties. This resulted in him transforming into a shapeless being after death that was forced to eat the corpses of the nearby village before they could be buried. The old ghost priest begged the young priest to bless him so he could escape his fate, which he was obliged through a Segaki (a ritual where monks set out food for the hungry spirits to help them find peace or perform their duties). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Jikininki Models.png&lt;br /&gt;
Image:Jikininki 2.png&lt;br /&gt;
Image:Jikininki Myth.png|The mythological origin.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Kubikajiri&lt;br /&gt;
A Yokai that feeds on human heads. &lt;br /&gt;
&lt;br /&gt;
Kubikajiri is the Japanese myth of is a headless Yokai that eats the heads of the living, and smells like fresh blood. The headless aspect is never actually portrayed in any images, for obvious reasons. Kubajikiri wander graveyards mostly while trying to find their own head until they find someone else&#039;s. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Kubajikiri.png&lt;br /&gt;
Kubikajiri Myth.jpg|The mythological origin. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Onryo&lt;br /&gt;
Ghostly women who savagely kill the living. &lt;br /&gt;
&lt;br /&gt;
Onryo are female ghosts that come in MANY different forms, beings who are not being punished but rather are owed a spiritual debt that cannot be repaid by those who caused their suffering. Instead, they cause misery in their own ways to any mortals they come across. Particularly bad hauntings can wipe out entire populations, leaving tainted places full of tortured ghosts from which there is no escape. Many are disfigured, others bring along those who suffered alongside them, most have a gimmick or two that they love to replicate. Some like the Kuchisake Onna are formulaic and have a set pattern to how they find victims and kill them, others like Kayako from The Grudge just kill and kill and kill. Chances are good that if you watch Japanese horror cinema, its almost always going to be about an Onryo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Onryo 2.png&lt;br /&gt;
Image:Onryo.jpeg&lt;br /&gt;
Image:Onryo Myth.png|The mythological origin.&lt;br /&gt;
Image:Ultimate Showdown Of Onryo Destiny.png|No, this is not photoshopped. This movie really exists. Forget praying, just try to die in something you&#039;re okay with wearing forever. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spiritual Characters===&lt;br /&gt;
Onmyouiji come in six different kinds (although only four are currently in the game), with the four factions having specific options available. Each type is served by a different kind of Shikigami, and each also has access to one of two spellbooks. The ritual for binding Shikigami differs from discipline to discipline, with some simply being sent by the powers the Onmyouiji serves and others are tricked and lead to trust the wizard, then are beheaded and resurrected as a slave.&lt;br /&gt;
* Komuso&lt;br /&gt;
Komuso are monks that have set out to restore order to the world by combating the Onmyouiji and sealing away the spiritual where it belongs; in its own realms. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Komuso.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Celestial Onmyouiji&lt;br /&gt;
Worshipers of the power of Ama. They are served by Yataragatsu, the three-legged crow servants of Hikari herself who guide Tenno to her realm and grants the Onmyouiji the ability to see what it sees. Their other is the Kitsune or Kitsume, a fox who&#039;s intelligence and magical powers grow as they age and their tail splits into more and can take the form of a human to bolster the forces of a friendly army. Worth noting that this is the only miniature to resemble real-life Kannushi, Shinto temple priests. The visual difference between an Onmyouiji and a Kannushi is mostly that the former generally has more expensive belongings and clothing. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Celestial Onmyouiji.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Earthly Onmyouji&lt;br /&gt;
These Onmyouiji are connected to the power of the Kuni, connected to the Kami and Yokai within it. Their first Shikigami is the Kamaitachi, a weasel bearing a sickle for a tail which can whip around the battlefield slicing off heads and limbs without detection. The second is a Kodama, a calm tree spirit who protect the forest and those friendly to it. The miniature takes inspiration from the Ainu indigenous peoples of Japan. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Earthly Onmyouiji.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Infernal Onmyouiji&lt;br /&gt;
Also called Hell Onmyouiji, who call on the power of Jigoku and Nekara as well as the 80000 Yokai who envy and hate the Kami. Their first servant is an Inugami which is a mortal dog they buried up to their head, starved, then beheaded when it attempted to reach a bowl of food out of it&#039;s reach. Inugami are complete slaves to their masters, and have become flaming beasts of spite. Their second is a Tsuchigumo, an evil spider which was a ghost who has been twisted by envy and who weaves webs that protect its master from attack. The miniature represents Kannushi who wear demon masks at certain ceremonies and festivals; in real life this isn&#039;t demon worship or dealmaking, and more resembles the old world traditions of Krampus and Mari Lwyd as someone dressing like a monster to interact with people at festive occassions. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Infernal Onmyouiji.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Death Onmyouiji&lt;br /&gt;
Onmyouiji dedicated to Emma-O and the Yurei. Their first servant is Nezumi, a black rat who knows black magic from gaining the knowledge contained in books they have eaten and can curse their foes with great misfortune straight out of a horror story (literally). Their second is Nekomata, a cat who can control magic and the dead; they love their owners and are absolutely loyal, but have a mean streak and can eat the dead to take human form when not raising the corpses as servants. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Death Onmyouiji.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Creatures====&lt;br /&gt;
The mythological beings of Hymukai. &lt;br /&gt;
Note that fans of [[Pokemon]] as kids (and adults) should be familiar with many of the concepts, as quite a few are based on Japanese folklore. &lt;br /&gt;
&lt;br /&gt;
=====Infernal Creatures=====&lt;br /&gt;
Note that many Infernal Creatures were Death in an older edition of the game, a change some preview images doesn&#039;t reflect. &lt;br /&gt;
&lt;br /&gt;
Infernals are Yokai, often demons. They are the Yokai and Shura who belong in the Jigoku or Nekara of Yomi, but sometimes escape and wander the Kuni causing misery. Many have aspirations of breaking into the Ama, but always fail miserably. &lt;br /&gt;
&lt;br /&gt;
* Amanojaku&lt;br /&gt;
&lt;br /&gt;
Also called Amanoyaku, it is a level 1 Creature. It is a small [[goblin]]-like demon who&#039;s name literally means &amp;quot;divine evil spirit&amp;quot;. Many on the internet will recognize the name and appearance from the classic hentai (because this is not-Japan after all) Urotsukidōji. If not, you are an individual of virtue. &lt;br /&gt;
&lt;br /&gt;
Amanojakus are demons of temptation, who intensify the darker feelings and desires of their victims and convince the poor fool to act on them. Every aspect of Amanojaku is a corrupting influence. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Amanojaku.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Onibi&lt;br /&gt;
&lt;br /&gt;
Another level 1 demon with a goblinoid appearance. &lt;br /&gt;
&lt;br /&gt;
Onibi are demons born from corpses of man and beast that seek vengeance for the circumstances of their birth against...well, anyone really. From a distance, they appear to be a friendly spirit with a lantern trying to show travelers the way, or beckon the living somewhere. In reality they seek to mislead those who follow them, and leave them with a cruel fate. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt; &lt;br /&gt;
Image:Onibi.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Shikome&lt;br /&gt;
&lt;br /&gt;
A level 2 demon, this time resembling a [[Harpy]] or Fury from Western myth. &lt;br /&gt;
&lt;br /&gt;
They also fulfill a similar role, being winged women who savagely attack any who dare enter the Infernal or demonic parts of the world. There is an ancient Hymukai legend of a hero who attempted to rescue his love from death only to find that her hidden wickedness had turned her into a demon, and when he saw who she really was she called the Shikome to pursue and slay him. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt; &lt;br /&gt;
Image:Shikome.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Ushi Oni&lt;br /&gt;
&lt;br /&gt;
A level 2 demon. They come in many shapes and sizes (Kensei Ushi Oni come in a pair, as giant spiders with the heads of oxen), sharing only a predilection for human flesh and a habit of collecting bones. &lt;br /&gt;
&lt;br /&gt;
They prefer to make their homes in caves or nearby the shore, and love setting traps. They are among the cruelest and most merciless beings who exist. See: [[Kobold]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt; &lt;br /&gt;
Image:Ushi Oni.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Oni&lt;br /&gt;
&lt;br /&gt;
A level 3 demon. Oni resemble giant demon ogres. &lt;br /&gt;
&lt;br /&gt;
Oni are the strongest and most violent of the Yokai. Not exceedingly clever, but sadistic regardless and with a taste for human flesh. The dull intelligence is what keeps them from being the cruelest creature in Jigoku, but they are the most prone to breaking through the Celestial Gates that keep Infernal beasts at bay. They invariably run amok when they get loose, sowing swathes of destruction in their wake. Sometimes the rare Oni will show subtlety, kidnapping and quietly depopulating a village rather than blunder through with a club. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt; &lt;br /&gt;
Image:Oni Kensei.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Nue&lt;br /&gt;
&lt;br /&gt;
A level 3 demon. A chimera being with the head of a monkey, the body of a raccoon, tiger claws, a living snake for a tail, and wings. &lt;br /&gt;
&lt;br /&gt;
Although they are as evil as any other Infernal, the primary ill caused by Nue is merely by their presence. They bring GRAVE MISFORTUNE upon those nearby them. Killing them isn&#039;t enough to end the miserable luck, every trace of their body must be entirely destroyed. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt; &lt;br /&gt;
Image:Nue.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Jorogumo&lt;br /&gt;
&lt;br /&gt;
Level 4 demon. Jorogumo has the head and torso of a beautiful woman, but the body of a gigantic spider. &lt;br /&gt;
&lt;br /&gt;
Hikari was the first Jorogumo, and the rest are her daughters (so [[Tolkien|Ungoliant]] basically). They are among the most dangerous Infernals as rather than just smashing a path of death, or hunting and eating peasants who go too near the forests, Jorogumo exclusively prey on the mightiest of men. They hide their spider bodies and ply seduction that would make an Amanojaku weep for feelings of inferiority, trapping men in their webs before consuming them. To have a Jorogumo as a nemesis is a mark that you are a massively strong-willed badass. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt; &lt;br /&gt;
Image:Jorogumo.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Hiderigami&lt;br /&gt;
&lt;br /&gt;
A level 4 demon. Hiderigami are cyclopean giants with massive clubs. &lt;br /&gt;
&lt;br /&gt;
Basically a Nue mixed with an Oni, Hiderigami cause fires, stop rivers, and dry up the rain all merely by existing. Due to economic reasons, finding and killing a Hiderigami is an important task many adventuring parties are called in for, although the desire for human flesh they have makes them deadly foes. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt; &lt;br /&gt;
Image:Hiderigami.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Celestial Creatures=====&lt;br /&gt;
Celestials are the beings of Ten-Do and inhabitants of Ama, and are either Kami or the servants of Kami. &lt;br /&gt;
&lt;br /&gt;
* Raiju&lt;br /&gt;
&lt;br /&gt;
A level 1 Celestial. Raiju have the appearance of a horned canine with traits of foxes or dogs mainly, and appear to be partially made out of or bathed in electrically-charged clouds. . &lt;br /&gt;
&lt;br /&gt;
Their name means &amp;quot;Lightning beast&amp;quot; or &amp;quot;Roaring animal&amp;quot;. They are entirely made of light, and leap from cloud tops with a bellow on their foes making them seem as if they were sentient lightning. &lt;br /&gt;
&lt;br /&gt;
The Japanese origin is the animal companion of the Shinto god of lightning Raijin. Raiju is a singular creature but appears as different animals such as cats, dogs, foxes, weasels, and wolves, all made of pure lightning and while flying resembles a lightning ball. Thunder cracks accompany his appearances. Strangely enough he likes to sleep in the navel of humans who sleep outdoors, and the irritated Raijin attempts to electrocute humans he sees from the sky when Raiju can&#039;t be found; to avoid getting electrocuted because a god&#039;s pet thunderweasel is sleeping in your belly button you apparently must sleep on your stomach. The [[Pokemon]] Raikou, and the three legendary dogs in general, were based on Raiju (much of second generation Pokemon was based on Japanese mythology). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt; &lt;br /&gt;
Image:Raiju.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Basan&lt;br /&gt;
&lt;br /&gt;
A level 1 Celestial that looks like a large hen, and can grow to be as big as a mountain. &lt;br /&gt;
&lt;br /&gt;
Rather than clucking, their noise is an onomatopoeia sounding like &amp;quot;Basaibaba&amp;quot;. Each time they exhale they shoot flames, although these flames only burn what the Basan wants it to and can never harm a being who is pure of heart. They are nocturnal. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt; &lt;br /&gt;
Image:Basan.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Komainu&lt;br /&gt;
&lt;br /&gt;
A level 2 Celestial, resembling a giant dog with the head of a lion. &lt;br /&gt;
&lt;br /&gt;
Komainu are guardians of the Celestial realm, and always come in pairs which stand guard at attention on the sides of doorways or gates. They can be found made of stone, metal, flesh, or even as spirits. &lt;br /&gt;
Shrines often put statues of Komainu at their entrances, and its believed they will come to life and defend the temple if besieged. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt; &lt;br /&gt;
Image:Komainu.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Tennyo&lt;br /&gt;
&lt;br /&gt;
A level 2 Celestial. Tennyo are four-armed angelic women bearing bows and katanas. &lt;br /&gt;
&lt;br /&gt;
The female servants uplifted by the Kami, they spend their time in Ama pursuing the tender arts of music, poetry, art, and love. They do not hesitate to do battle with the corrupt, and will fight without fear. &lt;br /&gt;
&lt;br /&gt;
The mythological origin of Tennyo is divine beings that are similar to angels and fairies that inhabit the heavenly realms in Japanese Buddhism serving the important heavenly entities such as Buddhas and Bodhisattva (ascended mortals), themselves inspired by similar beings in Chinese Buddhism which in turn are inspired by similar beings in Indian Buddhism. Japanese Tennyo sometimes visit the realm of mankind and remove their magical feathered kimono called Hagoromo which allow them to fly. In both legends and in Noh plays there is a story of a fisherman who finds a Hagoromo on the ground near the shore and is then confronted by a naked Tennyo. Depending on the version he either took it intentionally without her knowing and married her then giving it back and allowing her to return to heaven after a long life together, or he took it by mistake and simply asks her to perform a heavenly dance for him in exchange for it back, said dance teaching the human race about the phases of the moon and tides. &lt;br /&gt;
Male Tennyo are called Tennin and are functionally the exact same, only they (presumably) don&#039;t marry fishermen. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt; &lt;br /&gt;
Image:Tennyo 1.jpeg&lt;br /&gt;
Image:Tennyo 2.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Byakko&lt;br /&gt;
&lt;br /&gt;
Level 3 Celestial. The spirit of the west, Byakko is a singular entity that appears as a bipedal white tiger. &lt;br /&gt;
&lt;br /&gt;
He is a being of great power who summons the powers of the sky including wind and electricity in defense of the balance of the world. When not in war, Byakko serves as an advisor to rulers by dispensing his thousands of years of wisdom to them. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt; &lt;br /&gt;
Image:Byakko.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Kirin&lt;br /&gt;
&lt;br /&gt;
A level 3 Celestial, Kirin combine the roles of Angels and Unicorns in Hymukai myth. &lt;br /&gt;
&lt;br /&gt;
Kirin have the head of a deer, body of a lion, and dragon scales with an elongated giraffe-like neck. Kirin are beings of utmost purity who avoid the mortal world and its earthly impurities whenever possible. Despite this they acts as messengers for the Kami, and when in need the Kami will call on a Kirin to command their subordinates in battle like a divine Taisho. &lt;br /&gt;
&lt;br /&gt;
The origin of the Kirin myth lies in China where an emperor sent an expedition to Africa and returned with animals for his zoo. He told the story that his giraffe was a magical being that only appeared for wise leaders and that having his own was proof of this. Its debated whether he believed this story or told it for amusement. Artistic representations combined the Chinese dragon with a deer and an ox tail, the giraffe spots appearing as scales. Buddhists reinvented it as the supreme celestial creature, only below dragons and phoenixes in power, who dwells in the homes or kingdoms of pure beings and will immolate any evil that threatens them while itself walking on clouds out of fear of harming innocent grass. &lt;br /&gt;
The Japanese version is actually the most powerful mythological creature, surpassing dragons and phoenixes. It also lost most of the dragon features, appearing instead as a deer with large horns and a body that glows with small (unless angry when it is surrounded by) flames. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt; &lt;br /&gt;
Image:Kirin.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Suzako&lt;br /&gt;
&lt;br /&gt;
A level 4 Celestial, also called &amp;quot;Suzaku&amp;quot;. Is essentially a Phoenix, although it is immortal rather than dying and being reborn. They appear so radiant, all other beings look common beside them. &lt;br /&gt;
&lt;br /&gt;
Suzako inhabit and protect the southern prairies of the southern Ten-Do. Their fire not only brings great comfort and warmth to the residents of Ten-Do, but their heat causes seeds to grow more plentiful in the mortal world as well. They are believed to be the servants of the first Empress, Jingu, and guard Umi, the sacred fire of Hymukai. When they appear in the mortal world, either great prosperity or great misery will come. &lt;br /&gt;
&lt;br /&gt;
Its a Phoenix, Japanese-style. Like Byakko and Genbu, the Suzako (which is its real Japanese name) is one of four beings who rule nature (in this case birds) and represent the four Cardinal Directions, in this case south, and one of the four seasons, summer, as well as the color red, fire, and is important to the concept of balance in Taoism as well as representing 7/28 of the constellations in the night sky. The Chinese version is Zhū Què, or &amp;quot;Vermilion Bird&amp;quot;. Early Shinto heavily used the Taoist approach and Kyoto, the traditional capital of Japan, was built to correspond to many of its principles while Suzako adorned gates throughout the city as its protector. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt; &lt;br /&gt;
Image:Suzako.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Baku&lt;br /&gt;
&lt;br /&gt;
Level 4 Celestial. Baku have lion-like bodies and elephant/tapir-like heads. They are very large, and come in many colors including black and pink. &lt;br /&gt;
&lt;br /&gt;
Baku eat dreams (again, the Pokemon Drowzee and Hypno were based on them), magic, and curses. They can be invoked as a healer or guardian for the spiritually afflicted. &lt;br /&gt;
They are perhaps the most ardent enemies of evil, causing any Infernal being great fear. Baku normally dwell in the Celestial prairies. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt; &lt;br /&gt;
Image:Baku.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Earthly Creatures=====&lt;br /&gt;
Many Earthly Creatures are Kami, either those who&#039;s hedonism or rural behavior got them booted out of Ten-Do, or who prefer to have real jobs. They vary greatly in alignment and behavior. &lt;br /&gt;
&lt;br /&gt;
* Tanuki&lt;br /&gt;
&lt;br /&gt;
Level 1 Earthly Creature. Those raccoon things Mario turned into in Super Mario Bros. 3. Tanuki are bipedal raccoon men who carry a symbol of each of the eight elements at all times, and are tremendously lucky which also blesses those near them. &lt;br /&gt;
&lt;br /&gt;
Tanuki are lazy bastards who prefer to guzzle sake and laze about with women while sampling delicious food all day, but are masters of disguise and naturally prone to trickery which they use if upset. &lt;br /&gt;
&lt;br /&gt;
Tanuki are real life animals in Japan, and in old Shinto were considered the masters of all nature which doesn&#039;t directly serve a Kami (so not foxes or crows) although they later got demoted to just a silly minor spirit. They have oversized scrotum, which is exaggerated to the point of ludicrousness in visual depictions. Thankfully the Kensei miniature isn&#039;t playing his balls like drums, because apparently that&#039;s a thing folklore Tanukis do. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt; &lt;br /&gt;
Image:Tanuki Single.jpeg&lt;br /&gt;
Image:Tanuki Trio.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Kappa&lt;br /&gt;
&lt;br /&gt;
Level 1 Earthly Creature. Pokemon fans will remember Golduck as being a Kappa. Kappas are basically bipedal turtles, and vary in depiction from being just that or having lean bodies and duck bills. Kensei strikes the balance between turtle and [[The Dark Crystal|Skeksis]]. &lt;br /&gt;
&lt;br /&gt;
Kappas are usually nasty creatures who live in or on the shore of rivers, and are more Infernal than Earthly in behavior. They eat children, rape women, and if they see an exposed anus they use their lightning fast speed to reach into it and pull out intestines to eat raw (no, seriously, look it up). That being said, myths also portray some as kind-hearted or at least True Neutral, with Kappas becoming guardians and friends of people who give them cucumbers or write names on cucumbers and leave them by rivers. Apparently they also taught mankind how to use nets. &lt;br /&gt;
&lt;br /&gt;
Hymukai Kappa just stick to being baby-eating rapists. &lt;br /&gt;
&lt;br /&gt;
The top of a Kappa&#039;s head is concave, and inside is water like a bowl. They are creatures who value manners and customs greatly, so bowing to one forces them to bow in return which makes the water pour from their head. They become immobilized until the next time their head fills with water, so likely until the next rain unless some kind or foolish soul (depending on the personality of the Kappa) helps them. The other way to defeat them is to lead a cow or some similar animal to the water, as once the Kappa reaches into it&#039;s anus the animal&#039;s sphincter keeps the arm in place, with the Kappa frantically attempting to free itself until tearing it&#039;s own arm off and dying of blood loss. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt; &lt;br /&gt;
Image:Kappa Single.jpeg&lt;br /&gt;
Image:Kappa Trio.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Karasu Tengu&lt;br /&gt;
&lt;br /&gt;
Level 2 Earthly Creature. Identified just as &amp;quot;Tengu&amp;quot; on the model. Tengu are men with the head and feet of crows who carry Naginata. &lt;br /&gt;
&lt;br /&gt;
Those who pursue great knowledge in life can become a Tengu after death, with Karasu being the lower caste of Tengu who serve the higher caste. Arrogance can also lead to becoming a Tengu, and humans who are arrogant or clever are much more likely to encounter Tengu in their travels. Karasu enjoy partying and practical jokes, being the college fratboys of Tengu. They congregate in mountains, with their lights and drifting sound of drums being the indications they are around. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt; &lt;br /&gt;
Image:Karasu Tengu.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Dai-Tengu&lt;br /&gt;
&lt;br /&gt;
A level 2 Earthly Creature. The higher class Tengu. They are the greatest scholars who become Tengu, and resemble large red-skinned men with massive and long noses. &lt;br /&gt;
&lt;br /&gt;
Dai-Tengu are very benevolent beings, who live at the tops of Cedar and Pine trees near places of spirituality and learning, using impressive magic and martial arts skills in defense of these places. They also sometimes abduct human babies, returning them to their parents after only a few years with the child (now only a toddler) having a bright future thanks to their massive intellect and mastery over whatever skills the Tengu saw fit to teach until almost masters of the craft. &lt;br /&gt;
&lt;br /&gt;
In real life Japan, Tengu are important figures in folklore and Dai-Tengu masks are iconic of the culture. A lot of old fashioned porn also involved Tengu noses being used as dildos. The more you know!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt; &lt;br /&gt;
Image:DaiTengu 1.jpeg&lt;br /&gt;
Image:DaiTengu 2.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Genbu&lt;br /&gt;
&lt;br /&gt;
A level 3 Earthly Creature. Genbu, also called &amp;quot;The Black Warrior&amp;quot;, is a giant bipedal turtle with a snake for a tail. &lt;br /&gt;
&lt;br /&gt;
Like Byakko, Genbu is a single being rather than a species. Genbu is the spirit who guards the direction North, and is a symbol of wisdom and longevity. Unlike the more social Byakko, Genbu is reclusive although he freely dispenses his wisdom to any who seek him out. He knows all languages known to humans, and is almost impossible to harm. He also guards the universes greatest treasures and secrets faithfully. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt; &lt;br /&gt;
Image:Genbu 1.jpeg&lt;br /&gt;
Image:Genbu 2.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Sesho-Sekki&lt;br /&gt;
&lt;br /&gt;
A level 3 Earthly Creature. Looks like a naturally-formed golem, covered in moss and growth. Once again, the Pokemon Geodude and their evolutions plus Snorlax are the parallel. &lt;br /&gt;
&lt;br /&gt;
Sesho-Sekki are called &amp;quot;Assassin Stones&amp;quot; due to being extremely hostile and attacking anything who comes near them with single-minded fury that comes from being disturbed. They are hard to avoid, looking no different than the rest of the landscape until they move. They move far faster than anything made of stone should naturally move, and drain energy from their foe as they fight. Once they destroy their target they return to slumber, although they can fight entire battles without actually waking up fully. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt; &lt;br /&gt;
Image:SeshoSeki 1.jpeg&lt;br /&gt;
Image:SeshoSekki 2.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Mizuchi&lt;br /&gt;
&lt;br /&gt;
A level 4 Earthly Creature. Also called &amp;quot;Misuchi&amp;quot;, it&#039;s a giant Eastern Dragon (you knew it was coming) with deer horns, whiskers, and a long serpent-like body. Think Falkor, with the habits of Gyarados. &lt;br /&gt;
&lt;br /&gt;
They breathe poison gas and acid, and sleep at the bottom of large lakes. Mizuchi are the strongest creatures in the Kuni, and taking one on requires a LOT more than one British dude in a metal tuxedo. Mizuchi really represent the massive &amp;quot;fuck you&amp;quot; nature can give if you hassle with seemingly defenseless things, pretending to be a wounded deer and completely obliterating hunters who attack it as a pass-time among other things. &lt;br /&gt;
&lt;br /&gt;
Mizuchi also control rain. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt; &lt;br /&gt;
Image:Mizuchi 1.jpeg&lt;br /&gt;
Image:Mizuchi 2.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Daidarobotchi&lt;br /&gt;
&lt;br /&gt;
A level 4 Earthly Creature. An EXTREMELY powerful Kami, a shapeshifting spirit who appears to be made out of the landscape and without knowing it a traveller can be on top of one. They can be a mountain, a hill, a tree, a waterfall, or anything else natural. The Kensei model looks like a statuesque treeman. &lt;br /&gt;
&lt;br /&gt;
Daidarobotchi create life, and can reshape the landscape at will. They hate anything that destroys nature, and everything from ant to yew (even you) is under their protection. They are the parents of all of nature; fuck with the forest, overfish or hunt a region, or reroute a river at your own peril. After they crush you, they&#039;ll restore the damage you caused as if you were never there. &lt;br /&gt;
&lt;br /&gt;
tl;dr the forest spirit from the [https://www.youtube.com/watch?v=3eG_O1wEJ40 Fantasia 2000 Firebird Suite] after a few levels in badass&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt; &lt;br /&gt;
Image:Daidarobotchi.jpeg&lt;br /&gt;
Image:Daidarobotchi 2.jpeg&lt;br /&gt;
Image:Daidarobotchi 3.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Creatures of Death=====&lt;br /&gt;
&lt;br /&gt;
* Jubokko&lt;br /&gt;
A giant monster tree with a vertical split mouth in its &amp;quot;trunk&amp;quot; full of teeth. Appearing as if just a tree, Jubokko have developed a vampiric thirst for blood after having so much spilled on them in war. At night it becomes active, draining the juices from men until only brittle bones remain. &lt;br /&gt;
&lt;br /&gt;
Jubokko myths were common to all regions of Japan, although its been suggested it was invented by folklorists combining similar myths in the more recent era. Basically trees, often but not always, at former battlefields that had so much blood spilled they began to thirst for it. They capture living beings to drain to sate their new thirst. Jubokko always appear to be the healthiest tree around, and if cut bleed like human rather than leak sap. Their &amp;quot;blood&amp;quot; and extracts have healing properties. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt; &lt;br /&gt;
Image:Jubokko.jpeg&lt;br /&gt;
Image:Jubokko Mini.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Shinigami&lt;br /&gt;
&lt;br /&gt;
A Kami of death, appearing as a rotund giant monk wearing tattered clothing and carrying a pot full of souls. &lt;br /&gt;
&lt;br /&gt;
The Shinigami seeks ownership of souls, and causes feelings of dread and hopelessness to cause civilians to commit suicide, or soldiers to lose their will to live so it can collect their souls as well. &lt;br /&gt;
&lt;br /&gt;
Shinigami are popular in modern Japanese fiction (mostly anime), but are a relatively new concept. They appeared in Edo period fiction which dwelled on suicide and accidental avoidable deaths as a supernatural explanation, and many spirits and even gods like Izanami were retroactively considered types of Shinigami. Also thanks to their new nature there isn&#039;t a universally agreed-upon version of them; sometimes they are more like ghosts that possess people and cause them to commit suicide in the same way they themselves did, other times they are unhappy or corrupted (such as by pollution of their domain) spirits who cause depressed and suicidal feelings in humans, and very rarely were used as grim reaper figures. The latter is the most popular interpretation today. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt; &lt;br /&gt;
Image:Shinigami.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Goryo&lt;br /&gt;
&lt;br /&gt;
See Undead army entry above. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt; &lt;br /&gt;
Image:Goryo 1.jpeg&lt;br /&gt;
Image:Goryo 2.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Ao Bozu&lt;br /&gt;
A diminutive blue-skinned cyclopean monk. &lt;br /&gt;
&lt;br /&gt;
Originally appeared as a sketch and the name Aobozu with no attached story in a famous book compiling various rural ghost myths from the late 1700&#039;s. Plenty have elaborated on the myth since then, and Ao Bozu can be anything from a child-snatching boogeyman to a monk who mutated due to studying too much or too little to a benevolent Kami. The name refers to the colors blue or green and has symbolic meaning of inexperience. In old Shinto myths, one-eyed beings are usually connected to ancient and cruel deities who were defeated by more benevolent ones and can be warded away by anything with a lot of holes, like a woven basket, since it reminds them of many eyes and either confuses, scares, or angers them. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ao Bozu.png&lt;br /&gt;
Image:Ao Bozu Myth.png|The original Aobozu depiction. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Gaikotsu&lt;br /&gt;
&lt;br /&gt;
A level 3 Yokai. Gaikotsu are giant skeletons animated by the souls of those who starved to death. They haunt the Kuni in search of men to eat. It usually attacks those who are alone or in small groups. Before it attacks, its prey hear a buzzing or ringing in their ears. &lt;br /&gt;
&lt;br /&gt;
Its name simply means &amp;quot;Skeleton&amp;quot; and it isn&#039;t based on any particular myth. Gaikotsu borrows most from the Japanese myth of Gashadokuro/Odokuro, as above in in the Undead army but applied to groups of large skeletons rather than an individual giant. &lt;br /&gt;
&lt;br /&gt;
The Kensei Gaikotsu wears armor and carries a No-Dachi. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt; &lt;br /&gt;
Image:Gaikotsu.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Oni&lt;br /&gt;
Death also gets an Oni. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Undead Oni.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Onmoraki&lt;br /&gt;
&lt;br /&gt;
A level 3 Yokai. A dark buzzard-like Yokai born from the suffering of battlefield dead. A being causing immense fear to those who see it, the Onmoraki travels from battlefield to battlefield consuming pain and souls to grow stronger. &lt;br /&gt;
&lt;br /&gt;
In the origin myth, they are giant birds with black feathers and human faces. They are born when a soul doesn&#039;t receive enough funerary prayers, and primarily harass priests who neglect their duties by imitating their own voice and acting as a guilty conscience or otherwise terrifying them. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Onmoraki Model.png&lt;br /&gt;
Image:Onmoraki.jpeg&lt;br /&gt;
Image:Onmoraki Myth.jpg|The mythological origin. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Gaki&lt;br /&gt;
Same as in the Kuroi-te entry. &lt;br /&gt;
&lt;br /&gt;
* Mekurabe&lt;br /&gt;
Same as in the Kuroi-te entry.&lt;br /&gt;
&lt;br /&gt;
* Ukuri Inu&lt;br /&gt;
Same as in the Kuroi-te entry.&lt;br /&gt;
&lt;br /&gt;
* Jikininki&lt;br /&gt;
Same as in the Kuroi-te entry.&lt;br /&gt;
&lt;br /&gt;
* Kubikajiri&lt;br /&gt;
Same as in the Kuroi-te entry. &lt;br /&gt;
&lt;br /&gt;
* Onryo&lt;br /&gt;
&lt;br /&gt;
Same as in the Kuroi-te entry.&lt;br /&gt;
&lt;br /&gt;
=====Misc Creatures=====&lt;br /&gt;
&lt;br /&gt;
* Bakeneko&lt;br /&gt;
&lt;br /&gt;
The Bakeneko is a naked woman with [[Felinid|cat-like features]]. &lt;br /&gt;
&lt;br /&gt;
The model was produced for the Indiegogo campaign and was initially only given to those who were early backers. It does not yet have rules, but in theory should be quite strong. &lt;br /&gt;
&lt;br /&gt;
A Bakeneko is a housecat who has lived long enough to become magical. At their seventh year of life, wicked or mistreated cats will kill their owners and any other humans they wish. At twelve or thirteen years, they become powerful Yokai who can shapeshift, communicate with other supernatural creatures in addition to humans, and bring great luck or misfortune at will. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt; &lt;br /&gt;
Image:Bakeneko Prototype.jpeg&lt;br /&gt;
Image:Bakeneko Art.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Undead Ninja&lt;br /&gt;
Ninja who are Undead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Undead Ninja.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Kasha&lt;br /&gt;
A demonic-looking furry creature with two tails.&lt;br /&gt;
&lt;br /&gt;
In Japanese myth, Kasha are Yokai that steal human corpses for unknown reasons. In many versions of the story the Kasha is just a burning guise Nekomata (old magical cats) adopt to obtain corpses for their mischief. Otherwise, its an unrelated cat-like being. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Kasha.png&lt;br /&gt;
Image:Kasha Myth.jpg|The origin myth. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Enenra&lt;br /&gt;
A vaporous Undead being in the shape of a man made of skulls. &lt;br /&gt;
&lt;br /&gt;
Enenra are, strangely enough, not a hostile Yokai in their original myth. They are the spirits who dwell in bonfires, emerging as smoke vaguely in the shape of a human to greet those that are pure of heart. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Enenra.png&lt;br /&gt;
Image:Enenra Myth.png|The original myth depiction. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Satiro Kai&lt;br /&gt;
A monster of some kind. Origin unknown.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Satiro Kaipng.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Akaname&lt;br /&gt;
A monstrous humanoid on all-fours who&#039;s tongue drags on the ground. &lt;br /&gt;
&lt;br /&gt;
One of the strangest, and either silliest or most horrifying depending on how its portrayed, creatures in Japanese mythology. Its name, Aka, can mean filth or the color red so most depictions are of it being red or of a flushed skin tone. It looks like a small feral human with a hunch, making it look even smaller. They are completely naked and their skin is covered in sores and grease as they never clean themselves. They  sometimes only have one eye, and between two and ten fingers/toes. &lt;br /&gt;
Using their long prehensile tongue, they consume filth wherever it can be found (although were a person to enter an unlocked outhouse or bath at night when the Akaname is consuming the filth within it won&#039;t pass up on the opportunity for fresh meat). That being said, Akaname are mostly just a boogyman used to explain why very small children are afraid of the toilet and are only rarely portrayed seriously. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Akaname.png&lt;br /&gt;
Image:Akaname Myth.png|The mythological origin. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Gashadokuro&lt;br /&gt;
Gashadokuro, also called Odokuro, is a massive skeleton who can reach through buildings like a ghost and pluck samurai from within to eat. Motivated solely by hunger, in some versions a Gashadokuro is born when skeletons of those who starve to death merge. Anytime you hear ringing in your ears, its the sound of a Gashadokuro lurking somewhere in the countryside stalking some prey. In some versions of the myth he has no lower body and drags his spine or pelvis on the ground behind him, causing the ringing despite being otherwise silent. In other versions of the myth he keeps a fake beating heart in his ribcage while his real one is shriveled, looking like a stone set in a ring on his pinky. He challenges would-be attackers to take a free shot at his fake heart before he devours them, while in those stories the protagonist realizes somehow and shoots the real heart. &lt;br /&gt;
Gashadokuro was one of the minor villains of the Laika film Kubo And The Two Strings, and is the largest stop motion puppet ever made at over 18 feet tall. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Gashadokuro Kensei.png&lt;br /&gt;
Image:Gashadokuro.jpeg|The mythological origin. &lt;br /&gt;
Image:Gashadokuro Kubo.png|The Gashadokuro &amp;quot;puppet&amp;quot; created by Laika. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Abura Shumashi&lt;br /&gt;
A short creature that looks like a gray-skinned man in peasant attire. &lt;br /&gt;
&lt;br /&gt;
Abura-Sumashi are minor Yokai in Japanese myth that only haunt a particular mountain pass near Kusazumigoe in Kumamoto. They surprise travelers or banter with the elderly, but otherwise have no mischief or harm. They are those who were punished for stealing oil (very valuable back in the day) by being reincarnated as a man with stone skin (in some versions, he&#039;s made of roots and even potatoes). Now they guard the regions were the leaves the oil they stole is extracted from grow. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Abura Shumashi.png&lt;br /&gt;
Image:Abura Sumashi.jpg|The mythological origin.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
===IndieGogo===&lt;br /&gt;
The first expansion to Kensei was [[https://www.indiegogo.com/projects/kensei-fantasy-creatures--2#/ an Indiegogo campaign]] to add the entire Magic and Creature line to the game. It ended successfully on May 14, 2013. &lt;br /&gt;
[[File:Kensei Indiegogo.jpg|thumb|center|250px]]&lt;br /&gt;
===Kickstarter===&lt;br /&gt;
On November 27, 2015 [https://www.kickstarter.com/projects/1372111648/kensei-undead/description Kensei began a Kickstarter] to expand their line into a fifth army made up entirely of Undead models, some of which complete the missing models for the Death Creatures. It was fully funded less than a day after starting, with a model that was planned as an addon instead given as a bonus to all model pledge tiers instead. &lt;br /&gt;
[[File:Kensei Kickstarter.jpg|thumb|center|250px]]&lt;br /&gt;
&lt;br /&gt;
On May 12, 2017 [https://www.kickstarter.com/projects/1372111648/kensei-samurai-tabletop-wargame a second Kickstarter] was begun to publish the second edition manual in Spanish and English as well as add artillery pieces to the game. The second edition had the rules for the Undead produced for the second Kickstarter, a unified set of rules with Torii, updated lore, as well as the new faction the Hattori (and hints at the next faction; Wako Pirates).&lt;br /&gt;
[[File:Kensei KS 2.jpg|thumb|center|250px]]&lt;br /&gt;
&lt;br /&gt;
==Soundtrack==&lt;br /&gt;
A composer named Jonay Armas is writing a soundtrack for use while painting or playing Kensei.&lt;br /&gt;
* [https://www.youtube.com/watch?v=kdZftHReKjw Main Theme]&lt;br /&gt;
* [https://www.youtube.com/watch?v=38h3_AerLeo Ashigaru Theme]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [https://forum.kenseiwargame.com/viewtopic.php?f=11&amp;amp;t=208&amp;amp;sid=308b1037385e5d76452776f5e6ba8c3f The official lore page for the history of the setting.]&lt;br /&gt;
* [[Plast Craft Games]], who produce the licensed scenery for Kensei. &lt;br /&gt;
* [https://www.youtube.com/watch?v=Hwf_OdMX59o An unboxing and review of a starter box.]&lt;br /&gt;
* [http://kensei.zenitminiatures.es/index.php/en/ The lore website, currently out of date as Otokodate have not been added. ]&lt;br /&gt;
* [http://kensei.zenitminiatures.es/images/Rulebook2015/Kensei_2015_Capitulo1_Hymukai_versi%C3%B3n%20A5_Ingles_v3.pdf The free rules download.]&lt;br /&gt;
* [http://kensei.zenitminiatures.es/descargas/marcadores-kensei.pdf Markers needed to play.]&lt;br /&gt;
* [http://shop.zenitminiatures.es/category.php?id_category=20 The online store.]&lt;br /&gt;
* [http://www.plastcraftgames.com/en/59-fukei-designed-for-kensei Licensed terrain.]&lt;br /&gt;
&lt;br /&gt;
[[Category:Wargames]]&lt;br /&gt;
[[Category:Kensei]]&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/Tactics/Kill_Team(8E)_Chaos&amp;diff=1011647</id>
		<title>Warhammer 40,000/Tactics/Kill Team(8E) Chaos</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/Tactics/Kill_Team(8E)_Chaos&amp;diff=1011647"/>
		<updated>2026-05-20T15:55:50Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.161: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
{{Kill Team Tactics}}&lt;br /&gt;
&lt;br /&gt;
==Chaos Space Marines==&lt;br /&gt;
===Why Play Chaos Space Marines===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**With access to both Chaos Marines and Chaos Cultists, you can be more flexible than the IG or Loyalist Marines and field Cheap Fodder CQC Cultists alongside Plasma Wielding Marines.&lt;br /&gt;
**Just like the loyalist Marines, you get access to Transhuman Physiology, so that&#039;s nice.&lt;br /&gt;
**Marks of Chaos and Icons are still in, and icons have the same relatively low costs of the vast majority of special items in kill team, even if the banner buffs are mostly within 6&amp;quot;.&lt;br /&gt;
**Excluding the Icon of Wrath, Icons can affect friendly models of different Marks to Icon bearer. Maybe not as intended, but allows for the potential of multi-God Kill-teams.&lt;br /&gt;
**The new Khorne Berserkers are a (dark) godsend, their high number of attacks plus their ability to fight twice in a turn makes them a scary unit to face. Use the new chaos space marines box plus the axes and heads from the AoS Blood Warriors kit if you don&#039;t want them to be hilariously short.&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**A chunk of weapons from the basic Chaos Marine Arsenal have been stripped out from Kill Team. No Combi Weapons (outside of the Berzerker Champion, as of Elites) and no taking a Boltgun and Chainsword on the same model for you.&lt;br /&gt;
**[[meme|No cult troop soup for you]]. Berzerkers are all you get. Plague Marines and Rubrics are restricted to their own particular factions, while Noise Marines aren&#039;t in Kill Team &#039;&#039;at all&#039;&#039; (so far).&lt;br /&gt;
&lt;br /&gt;
===CSM Special Rules===&lt;br /&gt;
*&#039;&#039;&#039;Death to the False Emperor:&#039;&#039;&#039; hit roll of 6+ against IMPERIUM keyword models allows you to make an additional attack. This additional attack cannot spawn more attacks. Also note, it you take two or more Flesh Wounds, you will be unable to trigger DttFE, due to the -1 or worse to hit.&lt;br /&gt;
*&#039;&#039;&#039;Transhuman Physiology:&#039;&#039;&#039; Ignore -1 penalty to hit from the first flesh wound suffered. Good, and allows you to keep using DttFE if you have just suffered one flesh wound.&lt;br /&gt;
*&#039;&#039;&#039;Mark of Chaos:&#039;&#039;&#039; You can choose to replace MARK OF CHAOS keyword with nothing (no mark), or one from NURGLE, TZEENTCH, KHORNE or SLAANESH.&lt;br /&gt;
&lt;br /&gt;
===CSM Faction Attributes===&lt;br /&gt;
*&#039;&#039;&#039;[[Emperor&#039;s Children]] - Flawless Perfection:&#039;&#039;&#039; Only models with the &#039;&#039;&#039;SLAANESH&#039;&#039;&#039; keyword can be drawn from this legion. If a model is within 1&amp;quot; of an enemy model at the beginning of the Fight phase, your model is considered to have charged. &lt;br /&gt;
**This trait is fantastic - except that you can&#039;t take the best melee unit in the faction, Berzerkers. Losing almost all the melee power of the HA isn&#039;t worth it, until Noise Marines are a thing pass on the EC.&lt;br /&gt;
*&#039;&#039;&#039;[[Night Lords]] - Terror Tactics:&#039;&#039;&#039; When an opponent takes a nerve test for a model from their kill team, they must add 1 to the test for each of your models (other than shaken models) that is within 3&amp;quot; on that model. &lt;br /&gt;
**Morale shenanigans can be fun - but hard to pull off. Generally you will be better serviced by Renegade Chapters for melee teams.&lt;br /&gt;
*&#039;&#039;&#039;[[Iron Warriors]] - Siege Lords:&#039;&#039;&#039; Ignore penalty to Injury rolls from targets being obscured. &lt;br /&gt;
**This trait has some real power - particularly against Ad Mech, Guard, Tau, or any other faction that hugs cover and shoots you.&lt;br /&gt;
*&#039;&#039;&#039;[[World Eaters]] - Butcher&#039;s Nails:&#039;&#039;&#039; Can make an additional attack in the fight phase with a model if it charged, was charged, or piled in with Heroic Intervention. &lt;br /&gt;
**You are better off taking Dark Raiders if you want to do melee, give this one a pass.&lt;br /&gt;
*&#039;&#039;&#039;[[Black Legion]] - Black Crusaders:&#039;&#039;&#039; Add 1 to Leadership to all models. Rapid Fire weapons can be shot as though they were Assault weapons in the shooting phase if the model advanced (Rapid Fire 2 becomes Assault 2). &lt;br /&gt;
**This trait wants to be good - but you don&#039;t have enough rapidfire weapons to make use of it. Plasmguns, Boltgun, and Combi-Bolter all benefits, but are points inefficient once you cut the firepower in half after advancing.&lt;br /&gt;
*&#039;&#039;&#039;[[Word Bearers]] - Profane Zeal:&#039;&#039;&#039; Reroll failed Nerve tests. &lt;br /&gt;
**This trait is extremely useful if you are playing more experienced players. Most &amp;quot;veteran&amp;quot; plays will prioritize targets well enough that they try to break you by turn 2, and with cultists running around you are often broken. Re-roll nerve tests give you extra chances at recovering and scoring points in the later stages of the match.&lt;br /&gt;
*&#039;&#039;&#039;[[Alpha Legion]] - Hidden in Plain Sight:&#039;&#039;&#039; Considered obscured if more than 12&amp;quot; away from enemy models. &lt;br /&gt;
**This trait doesn&#039;t have much of a home in a HA list. You only really have one model that benefits, the CSM gunner w/ heavy weapon - everything else in the team wants to be within 12&amp;quot; to charge or rapid fire.&lt;br /&gt;
*&#039;&#039;&#039;Renegade Chapters - Dark Raiders:&#039;&#039;&#039; Reroll failed charges. &lt;br /&gt;
**This is the best trait if you are going Berzerker heavy. World Eaters might look nice with the +1 attack, but extra attacks don&#039;t do anything if you fail the charge.&lt;br /&gt;
&lt;br /&gt;
===CSM Ranged Weapons===&lt;br /&gt;
&#039;&#039;&#039;Chaos Space Marine&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Boltgun:&#039;&#039;&#039; The other classic weapon, this weapon has solid range, and a decent strength and not much else to say. Still will probably see them more in Chaos Space Marine Kill-teams compared to loyalists, due to the lack of other bolt weapon choice, and assuming you are not just filling out on cultists for your fire teams.&lt;br /&gt;
*&#039;&#039;&#039;Flamer:&#039;&#039;&#039; The standard flamer with all the auto-hitting goodness you have come to expect. Doesn&#039;t care about all your -1 to hit, and can be fired after advancing to help get it into range. Even better in the hands of a Demolition specialist.&lt;br /&gt;
*&#039;&#039;&#039;Meltagun:&#039;&#039;&#039; While there are no vehicles in Kill-team to melt with this thing, its short range is less of an issue when it comes to getting into range with it due to the small playing field. Will all but guarantee to take a model out of action (if it hits) with its high amount of damage, though be cautious when using it on Necrons. Can be shot after Advancing to get into short range and a more reliable D6 damage. Works well with a Heavy specialist &lt;br /&gt;
*&#039;&#039;&#039;Plasma Gun:&#039;&#039;&#039; The classic plasma weapon with high strength, AP and two firing modes: the &#039;safe&#039; Str7 1 damage profile, and the &#039;overcharged&#039; Str8 2 damage profile. Unmodified hit rolls of &#039;1&#039; will take the bearer out of action immediately. Though this actually makes it safer than in regular 40k, as only &#039;unmodified hit rolls of a 1&#039; will slay the bearer, the -1s to hit that are so common in kill-team are not taken into account. Generally, the &#039;safe&#039; mode should be enough for most targets, though &#039;overcharging&#039; does give you the ability to take down Primaris, Sicarians and Ork Nobs with one shot. Works well on a Sniper specialist for the sweet re-roll 1s.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter:&#039;&#039;&#039; At 36&amp;quot; range, this used to be the best long range gun we had. -1 AP with 3 shots at a high-ish strength made it a good staple weapon. Unfortunately for it, but fortunately for us, its been completely outmoded by the addition of the Autocannon. &lt;br /&gt;
*&#039;&#039;&#039;Bolt Pistol:&#039;&#039;&#039; The classic bolt pistol, something all your Chaos Marines will come equipped with, regardless of load out. Useful to get a shot off during a prolonged close combat you get stuck into. Always remember them, they come in useful quite often.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol:&#039;&#039;&#039; All the versatility of a pistol, combined with the firepower to put a hole through anything. Like all plasma weapons, it has two modes: the &#039;safe&#039; Str7 1 damage profile, and the &#039;overcharged&#039; Str8 2 damage mode, though an unmodified roll of a &#039;1&#039; will take the bearer out of action immediately.&lt;br /&gt;
*&#039;&#039;&#039;Frag Grenade:&#039;&#039;&#039; As a grenade weapon, you ignore the -1 to hit long range penalty. Only one grenade can be thrown per phase. A good option if you need to clear a number of closely clustered low toughness targets, or to give you a greater chance of hitting in Overwatch. Other than that, your probably better off with your bolter if you have one.&lt;br /&gt;
*&#039;&#039;&#039;Krak Grenade:&#039;&#039;&#039; As a grenade weapon, you ignore the -1 to hit long range penalty. Only one grenade can be thrown per phase. A good option in a pinch to take down multi-wound models like Ork Nobs, Sicarans, Aberrants, Tyranids Warriors and the odd Primaris Marine.&lt;br /&gt;
*&#039;&#039;&#039;Autocannon:&#039;&#039;&#039; At the same price point and both being exclusive to the same gunner, this completely replaces the Heavy Bolter. Stronger, deadlier and further reaching than the Heavy Bolter, the only remaining question is do you take this or the Missile Launcher?&lt;br /&gt;
*&#039;&#039;&#039;Missile Launcher:&#039;&#039;&#039; Krak missles trade a shot compared to the autocannon for S8 AP -3 and D D6 meanwhile your frag missile will delete GEQ swarms. This weapon is best for teams with very strong targets and very weak targets (hint, Tyranids) where as the autocannon is better against middle of the road teams. &lt;br /&gt;
&#039;&#039;&#039;Chaos Cultist&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Autogun:&#039;&#039;&#039; A lasgun by another name, don&#039;t expect these to do much, although be pleasantly surprised when they do. Rapid fire gives them a greater chance of doing something if they get into short range. Plus, no-one wants their 20pt+ model to die to a 4pt cultist, and some may blow their command re-roll to prevent just that.&lt;br /&gt;
*&#039;&#039;&#039;Shotgun:&#039;&#039;&#039; Exclusive to the Cultist Champion, the small gaming area of Kill-team makes this a much more realistic option. 12&amp;quot; range coupled with Assault 2 and plus +1 Str at short range can be surprisingly good against certain targets. You just have to get there...&lt;br /&gt;
*&#039;&#039;&#039;Flamer:&#039;&#039;&#039; The only upgrade that is not free (to Cultists), this thing is identical to those wielded by your Dark Masters, except on a squishy human. Being able to advance and shoot this thing at full effect can make such a model a good distraction model, forcing your opponent to choose between D6 auto hits on a squishy human, or focus fire on your power armoured models. Though this distraction does cost the same as two regular cultists, so it&#039;s up to you which is better.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Stubber:&#039;&#039;&#039; Basically a &#039;&#039;Heavy 3&#039;&#039; bolter with longer range. Cheap at 1pt over a basic cultist, so unless you&#039;re running flamers on both of your Cultist Gunners, definitely take it - it&#039;ll never carry the day, but it can get you surprising kills as part of chaff fire that your opponent might not be looking for.&lt;br /&gt;
*&#039;&#039;&#039;Autopistol:&#039;&#039;&#039; A las pistol by another name, don&#039;t expect these to do much. In fact, you probably won&#039;t use this, as the short range generally means that the choice is usually shoot or charge. And in most cases, Combat is usually the better place to be. Still, if you find yourself locked in combat for more than one round, use them. You never know what might happen.&lt;br /&gt;
&#039;&#039;&#039;Terminator&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer:&#039;&#039;&#039; &amp;lt;span style=&#039;color:red&amp;gt;&#039;&#039;&#039;[ADD YOUR OPINION HERE]&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Reaper Autocannon:&#039;&#039;&#039; &amp;lt;span style=&#039;color:red&amp;gt;&#039;&#039;&#039;[ADD YOUR OPINION HERE]&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Combi-Bolter:&#039;&#039;&#039; &amp;lt;span style=&#039;color:red&amp;gt;&#039;&#039;&#039;[ADD YOUR OPINION HERE]&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===CSM Melee Weapons===&lt;br /&gt;
&#039;&#039;&#039;Chaos Space Marine&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chainsword:&#039;&#039;&#039; The trusty reliable chainsword, +1 Attacks when used in combat and that&#039;s about it. This is the only melee weapon your rank and files marines get, and worth considering on one or two of them if you&#039;re going up against GEQ — more attacks means more targets you can tag in a single round of combat.&lt;br /&gt;
*&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; Removes armour saves from anything. Costs the same as a Power Axe, and is largely comparable to it. The sword is better against Scions and Sisters, the Axe is better against Orks and T5 and everything else is about the same. As with the axe, if you&#039;re willing to drop the 2 points on this, consider spending 2 more for the Fist instead. &lt;br /&gt;
*&#039;&#039;&#039;Power Fist:&#039;&#039;&#039; The weapon of choice when you want something dead and you want it now, and the best (and most expensive) weapon to put on your Champion. Given how the injury system works, d3 damage is a godsend to making sure whatever your Champion hits doesn&#039;t get up — rolling 3 damage is almost guaranteed to take someone out of the action. The -1 to hit unfortunately prevents Death to the False Emperor, though this can be countered through the &amp;quot;Beseech the Gods&amp;quot; stratagem (though the +1 to wound will be wasted).&lt;br /&gt;
*&#039;&#039;&#039;Chainaxe:&#039;&#039;&#039; Costs the same as a Power Maul, which is plainly superior. What&#039;s going through GW&#039;s heads when they make up points costs is beyond our comprehension.&lt;br /&gt;
*&#039;&#039;&#039;Power Axe:&#039;&#039;&#039; The cheaper option when going up against marines. Wounds Death Guard on a 4+ and has more AP than the Power Maul, but also costs a point more. If you&#039;re dropping the points on this, might as well consider the Power Fist instead. Or alternatively, turn your champion into a budget Khornate Berzerker with a maelstrom of attacks to distribute by making him a Combat specialist and dropping Beseech the Gods on him.&lt;br /&gt;
*&#039;&#039;&#039;Power Maul:&#039;&#039;&#039; Your best option when going up against GEQ, letting you wound most models in Kill Team on a 2+ and denying t-shirt saves. At mere 1 point it&#039;s practically a no-brainer to take, unless you&#039;re planning to spice your champion up further with something above.&lt;br /&gt;
&#039;&#039;&#039;Chaos Cultist&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Brutal Assault Weapon:&#039;&#039;&#039; Mechanically the same as a chainsword, it can make an assault cultist a bit more of a threat through weight of attacks. Or at least more then a slight irritant, depending on your target.&lt;br /&gt;
&#039;&#039;&#039;Terminator&#039;&#039;&#039;  &lt;br /&gt;
*&#039;&#039;&#039;Chainaxe:&#039;&#039;&#039; Costs the same as a Power Maul and the Power Maul is simply better. What&#039;s going through GW&#039;s heads when they make up points m&lt;br /&gt;
*&#039;&#039;&#039;Chainfist:&#039;&#039;&#039; &amp;lt;span style=&#039;color:red&amp;gt;&#039;&#039;&#039;[ADD YOUR OPINION HERE]&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Power Axe:&#039;&#039;&#039; &amp;lt;span style=&#039;color:red&amp;gt;&#039;&#039;&#039;[ADD YOUR OPINION HERE]&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Power Fist:&#039;&#039;&#039; &amp;lt;span style=&#039;color:red&amp;gt;&#039;&#039;&#039;[ADD YOUR OPINION HERE]&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Power Maul:&#039;&#039;&#039; &amp;lt;span style=&#039;color:red&amp;gt;&#039;&#039;&#039;[ADD YOUR OPINION HERE]&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; &amp;lt;span style=&#039;color:red&amp;gt;&#039;&#039;&#039;[ADD YOUR OPINION HERE]&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Lightning Claw&#039;&#039;&#039; For 1 point and getting to reroll wounds in melee is bonkers. On top of that they have -2ap which it makes for the best melee weapon point wise. &lt;br /&gt;
*&#039;&#039;&#039;Pair of Lightning Claws:&#039;&#039;&#039; short of being the most terrifying looking monster on the board, there&#039;s not really a point in taking two claws. The extra attack is neat, but devoting a termy to 100% melee seems like a waste when they have access to the big guns that heretics are already limited on.&lt;br /&gt;
&#039;&#039;&#039;Khorne Berzerker&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chainsword:&#039;&#039;&#039; The good ol&#039; piecemaker, now with S5. Sub for the bolt pistol whenever possible to get more attacks and kill more stuff faster.&lt;br /&gt;
*&#039;&#039;&#039;Chainaxe:&#039;&#039;&#039; Your source of AP against most things with Berzerkers, and allows you to reach S6 base. For 1 points, it&#039;s something to consider against most things, as AP even denying a save to some factions and wounding better for 1 point is a pretty good thing.&lt;br /&gt;
*&#039;&#039;&#039;Lightning Claw(s):&#039;&#039;&#039; A single Lightning Claw for 1 point is a steal on your Berzerker Champion, enabling you to dish out S5 AP-2 attacks re-rolling to wound. You can take 2 Lightning Claws for 3 points for the cool factor and the extra attack with -2 AP against most things rerolling to wound. One of the main weapons.&lt;br /&gt;
*&#039;&#039;&#039;Power Fist:&#039;&#039;&#039; Remember how Aspiring Champions can&#039;t wound on a 2 Plague Marines, Custodes and such? Forget that, and put this on your zerker Champion if you want it to be killier against stuff with big armor. With 4 attacks if it&#039;s a combat or a zealot spec and attacking twice, not much will survive contact.&lt;br /&gt;
*&#039;&#039;&#039;Power sword:&#039;&#039;&#039; With the Lightning Claws around, not much of a reason to take the Power sword for -3 AP over -2 and lack the chance to re-roll failed wound rolls.&lt;br /&gt;
*&#039;&#039;&#039;Power Axe:&#039;&#039;&#039; Looks cool, but its profile really doesn&#039;t offer much improvement from the Lightning Claw.&lt;br /&gt;
*&#039;&#039;&#039;Power Maul:&#039;&#039;&#039; It looks really good on your models, but again, the Lightning Claw is strictly better.&lt;br /&gt;
&#039;&#039;&#039;Possessed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Horrifying Mutations:&#039;&#039;&#039; It&#039;s not as if you really have a choice, but at least it&#039;s pretty decent as far as weapons go. S5 and AP -2 means you&#039;ll wound most things and they&#039;ll have a hard time saving against your 2 attacks on average.&lt;br /&gt;
&lt;br /&gt;
===CSM Psychic Powers===&lt;br /&gt;
&lt;br /&gt;
====Dark Hereticus====&lt;br /&gt;
Exclusive to the Sorcerer from Commanders and Sorcerer in Terminator Armor from Elites&lt;br /&gt;
*&#039;&#039;&#039;[Commander] Death Hex (Warp Charge 7):&#039;&#039;&#039; No invulnerable saves for a visible enemy within 12&amp;quot; until the next psychic phase.&lt;br /&gt;
*&#039;&#039;&#039;[Commander] Prescience (Warp Charge 6):&#039;&#039;&#039; +1 to hit rolls for a friendly model within 8&amp;quot; until the next psychic phase. &lt;br /&gt;
*&#039;&#039;&#039;[Commander] Diabolic Strength (Warp Charge 6):&#039;&#039;&#039; +2 to Strength and +1 to Attacks for a friendly model within 8&amp;quot; until the next psychic phase. &lt;br /&gt;
**A Khorne Berzerker Champion Zealot with this has S8 and 5 attacks on the charge, and gets to Fight twice for a total of 10 attacks. Pair it with the Zealot 1 Tactic, and each of those 10 attacks has a 1/6 chance to generate another attack. Fun times.&lt;br /&gt;
&lt;br /&gt;
====Malefic====&lt;br /&gt;
Exclusive to the Master of Possession.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[Elites] Sacrifice (Warp Charge 4):&#039;&#039;&#039; Inflict a mortal wound on &#039;&#039;&#039;ANY&#039;&#039;&#039; model within 2&amp;quot;, then remove all flesh wounds from a friendly DAEMON model within 12&amp;quot;&lt;br /&gt;
**Can be used on your own troops to heal the important ones, but the low warp charge and the MoP 2 manifests also makes this+psybolt good emergency spam for when when you get charged by something big and nasty. &lt;br /&gt;
*&#039;&#039;&#039;[Elites] Cursed Earth (Warp Charge 7):&#039;&#039;&#039; Get a 6&amp;quot; aura that grants +1 to Invunls (to a max of 3++) for friendly DAEMON models within 6&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;[Elites] Infernal Power (Warp Charge 6):&#039;&#039;&#039; Get a 6&amp;quot; aura that grants rerolls for hit and wound rolls of 1 for friendly DAEMON models within 6&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Icons===&lt;br /&gt;
*&#039;&#039;&#039;Icon of Wrath:&#039;&#039;&#039; {{W40kKeyword|KHORNE}} only, any {{W40kKeyword|KHORNE}} models within 6&amp;quot; of the icon bearer can re-roll charge rolls&lt;br /&gt;
*&#039;&#039;&#039;Icon of Flame:&#039;&#039;&#039; {{W40kKeyword|TZEENTCH}} only, at start of your turn in the psychic phase, roll 1d6 for each model equipped with an Icon of Flame. on a 6, you cause a mortal wound to the nearest enemy within 12&amp;quot; of the icon bearer.&lt;br /&gt;
*&#039;&#039;&#039;Icon of Despair:&#039;&#039;&#039; {{W40kKeyword|Nurgle}} only, subtract 1 from the Leadership characteristic of enemy models within 6&amp;quot; of the icon bearer.&lt;br /&gt;
*&#039;&#039;&#039;Icon of Excess:&#039;&#039;&#039; {{W40kKeyword|SLAANESH}} only, the Death to the False Emperor takes effect on a 5+ rather than a 6+ for any friendly models within 6&amp;quot; of the icon bearer. RAW, this means it also effects models with no Mark/different Marks to the icon bearer, though you still need to be {{W40kKeyword|SLAANESH}} to carry it.&lt;br /&gt;
*&#039;&#039;&#039;Icon of Vengeance:&#039;&#039;&#039; Models without the {{W40kKeyword|KHORNE}}, {{W40kKeyword|TZEENTCH}} , {{W40kKeyword|Nurgle}} or {{W40kKeyword|SLAANESH}} keyword. Add 1 to the Leadership characteristic of friendly models within 6&amp;quot; of the icon bearer&lt;br /&gt;
&lt;br /&gt;
===CSM Units===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Space Marine (Leader [Aspiring Champion only], Heavy [Gunner only],Combat, Demolitions, Sniper, Veteran, Zealot):&#039;&#039;&#039; With good stats and the versatility of being armed with either chainswords for Melee or bolters for Range, these guys can be kitted out to fulfill different rules, with the option to mix in both across the Kill-team. Which is good, as these are the only Power armored guys you&#039;re going to get (for now at least). With only 1 wound a piece, one bad roll is all it takes to be taken out of action, though Transhuman Physiology helps with countering the negative of Flesh Wounds on your own attacks. Using cover/cultists is, therefore, key to staying relevant in the first round or two as you move into position.&lt;br /&gt;
**&#039;&#039;&#039;Chaos Space Marine Gunner (2):&#039;&#039;&#039; Additionally gain access to special and heavy weapons (though you can only have one of each. No dual special or heavy weapon like in regular 40k). Being the only Heretic Astartes that can have the &#039;&#039;Sniper&#039;&#039; specialism, they have access to reasonably safe overcharged plasma gun shots, which always have a use. A Flamer armed &#039;&#039;Demolition&#039;&#039; specialist can also wound most obscured targets on a 2+ thanks to &#039;&#039;&#039;Custom Ammo&#039;&#039;&#039;. You may get more benefit by making the Flamer a &#039;&#039;Veteran&#039;&#039; and moving the up the board to put pressure on the foe. An autocannon is exceptional on a &#039;&#039;Heavy&#039;&#039; and a reliable source of kills at range, you can count on his Str 7 and damage 2 to remove any medium armored or lower threat. A missile launcher is a great candidate for &#039;&#039;Sniper&#039;&#039; - you can buff their BS to hit on 2+ with a powerful Krak missile. This is a great solution to problematic 3 wound models like Ogryn or Tyranid Warriors. Skip the heavy bolter - in every case the auto-cannon is better. You should always mark your Gunners as Slaanesh so that they can use &#039;&#039;Endless Cacophony&#039;&#039; if you need another round of shots. Firing you Plasmagun, Flamer, Autocannon, or Missile Launcher twice is a powerful tactic.&lt;br /&gt;
**&#039;&#039;&#039;Aspiring Champion (1):&#039;&#039;&#039; The only one who can wield anything above a chainsword in close combat (except for the chainaxe and power maul you got in your entry-level CSM kits, because they weren’t available when Kill Team launched) and can take a plasma pistol. As he is 9/10 likely to be your Leader, whether you want him in danger close depends on the rest of your kill team. He can bring him in close to really wreak face in Melee/Pistol range, but then be potentially exposed to be assassinated. Or he can hold back and do very little. Or thirdly, make a Cultist Champion your &#039;&#039;Leader&#039;&#039;, make this guy your &#039;&#039;Zealot&#039;&#039; specialist, and go hunting.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Cultist (Leader [Champion only], Heavy [Gunner only], Combat, Demolitions, Veteran, Zealot):&#039;&#039;&#039; What they lack in quality, they make up for in numbers. Three cultists cost the same as one Chaos marine, and you could easily fit 20+ models into a kill team at that price. But don&#039;t take that many, seriously. They are only regular humans with a 6+ save, and if they lose half their models and break, the nerve tests will leave most of them standing around shivering in fear for the rest of the game (they &#039;&#039;are&#039;&#039; only Leadership 5, 6 for the champ). If you really want to run a big cultist heavy team, go play Servants of the Abyss instead. Vanilla cultists are best used to shield your scarier and tougher Chaos marine masters, or to block the movements of your opponents&#039; models, or surround them so your chaos space marines can finish them off. You get the idea, just be a nuisance to your opponents&#039; efforts and you&#039;re doing your job right. And if by some miracle a cultist does take a model out of action during all this, then praise be the Dark Gods! They are not the best specialists for this reason, save that for your Chaos space marines.&lt;br /&gt;
**&#039;&#039;&#039;Cultist Gunner (2):&#039;&#039;&#039; Can take either a heavy stubber or a flamer, adding some stronger and/or more reliable ranged support for your Dark Masters (for free in the case of the stubber). The flamer in particular actually makes the Cultist Gunner much more threatening. When they can move, advance, and still fire D6 auto hits on a target within 8&amp;quot;, that can threaten most of the board by turn 2, if not 1. That in turn forces your opponent to choose between D6 Str4 hits, and a potentially more dangerous target if left unchecked. Don&#039;t make them specialists though, it just puts a big target on their head, and it doesn&#039;t take much to take these guys out.&lt;br /&gt;
**&#039;&#039;&#039;Cultist Champion (1):&#039;&#039;&#039;  Can take an autogun, shotgun or the brutal assault weapon and autopistol combo the regular dudes have access to. While the shotgun can be good, the weight of three attacks in the close combat would potentially do better to bring down an unsuspecting enemy. If you do make this guy your Leader, it&#039;s probably best you hide him out of line of sight, as he will likely go down if exposed to even just one enemy model. Since the release of Elites, this is an even bigger worry, since deep striking units can wipe this guy out. During deployment, set him up out of your opponent&#039;s line of sight and don&#039;t touch him for the entire game. If your opponent forgets he&#039;s there, they can&#039;t kill him. You&#039;ll be surprised by how often this works.&lt;br /&gt;
*&#039;&#039;&#039;Dark Disciple:&#039;&#039;&#039; If your team includes a Dark Apostle commander, you can take 2 of these guys. They don&#039;t seem very elite by normal standards, essentially slightly better cultists at the same 4pt - a 5+ save and Ld 6, but they do come with a free Power Maul and each provide a 1&amp;quot; boost to the range of the Apostle&#039;s aura if they&#039;re within 1&amp;quot; of him. If you&#039;re taking the Apostle and Cultists anyway, these are essentially a strict upgrade for melee combat.&lt;br /&gt;
*&#039;&#039;&#039;Khorne Berzerker (Leader [Champion only], Combat, demolitions, Veteran, Zealot):&#039;&#039;&#039; BLOOOD FOR THE BLOOOD GOOOOOODDDDD!!!!! For 16p, you get access to a melee focused unit with chainsword and bolt pistol with access to the icon of wrath and chainaxe. Between their two base attacks, Blood for the blood god, a chainsword, and zealot or combat specialisms, Berzerker&#039;s will be dishing out enough attacks to turn most things into shredded guts, &#039;&#039;especially&#039;&#039; IMPERIUM units. Run them with the Icon of Wrath and charge your cultists in to soak up overwatch. Don&#039;t forget to re-roll their charge distances too.&lt;br /&gt;
**&#039;&#039;&#039;Berzerker Destroyer(2):&#039;&#039;&#039; Gets access to plasma pistols. That&#039;s it.&lt;br /&gt;
**&#039;&#039;&#039;Berzerker Champion (1):&#039;&#039;&#039; Gets another attack and more Ld, as well as having access to lightning claws, plasma pistols, power axes, power fists, power mauls, or power swords, and being able to pick two, can duel-wield any of them. Or, they can just pick one of those weapons and additionally take a boltgun or combi-weapon instead. A World Eaters berzerker champion with a pair of lightning claws and the combat specialism can attack [[RAGE|12 times]] in a single round, [[RIP AND TEAR|which is pretty cool]].&lt;br /&gt;
***If set up right, a Berzerker Champion can get a total of 16 attacks in. give him a pair of lightning claws giving him an additional attack each time he fights. Then you make him your Combat specialist for another attack, giving him 5 attacks each time he fights. Take the World Eater&#039;s legion which gives him +1 attack on the round in which he charged, was charged, or piled in. Being a berzerker means he has Blood For the Blood God, which lets him attack a second time each fight phase. then you pay 2CP for the Fury of Khorne strategem. That&#039;s 16 attacks with a S5 AP -2 weapon. It doesn&#039;t matter what you point that thing at, it will die, it will be bloody, and khorne will be pleased. Also keep in mind, if you&#039;re going against an Imperium army 6&#039;s still explode.&lt;br /&gt;
*** However, dual lightning claws only only do 1 Damage, meaning that no matter how many armour saves the enemy model has to make, you will only make 1 Injury roll per activation. Lightning claws are fine if you&#039;re up against grouped hordes, but if you&#039;re trying to kill a tough opponent, power fist and chainsword are the way to go. This is a much more reliable way of taking down tough units like Death Guard and Custodes. The World Eater&#039;s legion trait is fantastic on this loadout. Give him the combat specialism for more attacks to try and overcome the power fist&#039;s -1 to Hit or go zealot if you want to smack someone with 4 Strength 12 attacks and then tap them with the chainsword for good measure.&lt;br /&gt;
*&#039;&#039;&#039;Possessed (Leader, Combat, Veteran, Zealot):&#039;&#039;&#039; Despite not having access to any ranged weapons, or any options at all beyond marks, Possessed give Berzerkers some stiff competition as the go-to melee unit of Chaos, and at the very least are yet another unit that shines much more in the close confines of Kill Team than on the open battlefields of 40k. Possessed are fast and tough, with two wounds and an invulnerable save, and the horrifying mutations they&#039;re armed with are basically lightning claws. Problem is, the base number of attacks Possessed have are decided by a D3 each phase, so they could end up hitting like a [[rip and tear|whirlwind]] or a [[fail|fart]] depending entirely on luck, which makes them a rather poor candidate for Combat specialization. All in all, Possessed are decent, though Berzerkers are probably more reliable.&lt;br /&gt;
**While Possessed are merely okay in regular games, they &#039;&#039;really&#039;&#039; come into their own in a Commanders game, running with a Master of Possession or Greater Possessed, where they can be buffed into near-unstoppable melee monsters.&lt;br /&gt;
**The Greater Possessed and Possessed mush share a Mark of Chaos. If your Legion allows a Mark of Khorne, here’s no point choosing any of the others, as Khorne is the only one that gets a Tactic.&lt;br /&gt;
*&#039;&#039;&#039;Terminator (Leader [Champion only], Heavy [Gunner only], Combat, Comms, Demolitions, Veteran):&#039;&#039;&#039; On the face of it, Chaos Terminators don&#039;t seem as good as their Loyalist counterparts. They have the same stats and base cost, but are stuck with chainaxes by default and have to pay extra for power fists. They also don&#039;t have access to Zealot specialism, assault cannons, cyclone missile launchers, plasma cannons, or thunder hammers and storm shields. &#039;&#039;But&#039;&#039;, what they &#039;&#039;do&#039;&#039; have arguably makes up for it. They have Death to the False Emperor and Chaos marks. The reaper autocannon has higher range and more powerful (if 2 fewer) shots than the assault cannon. Any Chaos Terminator can take a combi-weapon, and they have access to a full range of melee wargear without faction restrictions.&lt;br /&gt;
**&#039;&#039;&#039;Terminator Gunner (2):&#039;&#039;&#039; &amp;lt;span style=&#039;color:red&amp;gt;&#039;&#039;&#039;[ADD YOUR OPINION HERE]&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;Terminator Champion (1):&#039;&#039;&#039; &amp;lt;span style=&#039;color:red&amp;gt;&#039;&#039;&#039;[ADD YOUR OPINION HERE]&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CSM Commanders====&lt;br /&gt;
*&#039;&#039;&#039;Exalted Champion (Commander) (Ferocity, Fortitude, Leadership, Logistic, Melee, Shooting, Stealth, Strategist, Strength):&#039;&#039;&#039; Probably the best duelist in Kill Team thanks to his ability &#039;&#039;&#039;For the Dark Gods&#039;&#039;&#039; that permits him to re-roll failed hit rolls against a Commander.&lt;br /&gt;
** Plasma Pistol and Power First  is probably the best combination if you&#039;re using him mainly to kill the Commander, because you have in both cases a rerollable 3+ to hit and at minimum a 3+ to wound.&lt;br /&gt;
**Shooting is a waste on this character, you should take a Strategist (it&#039;s never a wrong choice), Melee (especially if using Axe instead of Fist, to deal with nearly every enemy in melee) or Strength (if you&#039;re using a Fist and you hate to remember how wound roll work, now you always roll 2+)&lt;br /&gt;
*&#039;&#039;&#039;Sorcerer (Fortitude, Melee, Psyker, Shooting, Strength):&#039;&#039;&#039; &amp;lt;span style=&#039;color:red&amp;gt;&#039;&#039;&#039;[ADD YOUR OPINION HERE]&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Greater Possessed (Ferocity, Fortitude, Melee, Strength):&#039;&#039;&#039; &amp;lt;span style=&#039;color:red&amp;gt;&#039;&#039;&#039;[ADD YOUR OPINION HERE]&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Master of Executions (Ferocity, Fortitude, Melee, Strength):&#039;&#039;&#039; &amp;lt;span style=&#039;color:red&amp;gt;&#039;&#039;&#039;[ADD YOUR OPINION HERE]&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Dark Apostle (Ferocity, Fortitude, Leadership, Melee, Strength):&#039;&#039;&#039; &amp;lt;span style=&#039;color:red&amp;gt;&#039;&#039;&#039;[ADD YOUR OPINION HERE]&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Master of Possession (Fortitude, Leadership, Melee, Psyker, Strength):&#039;&#039;&#039; You pay 3pts more than the regular Sorcerer for the same statline and lose the slight melee edge offered by the force sword over the force stave. But in return you get a 5++ and the ability to make enemy psykers peril on all doubles if they&#039;re within 12&amp;quot;, both of which are much more relevant than they seem, as squishy Commanders lose matches and every third commander is a Psyker. Their set of powers is mostly oriented around buffing Possessed, but even if you&#039;re not taking them, the reality is that most of the time you&#039;re going to be manifesting Psybolt for one of your two powers anyway and you can always swap the other for one of the [[Warhammer_40,000/Tactics/Kill_Team(8E)#Psychic_Phase|generic powers available to Commanders]]&lt;br /&gt;
*&#039;&#039;&#039;Sorceror in Terminator Armor (Fortitude, Melee, Psyker, Shooting, Strength):&#039;&#039;&#039; &amp;lt;span style=&#039;color:red&amp;gt;&#039;&#039;&#039;[ADD YOUR OPINION HERE]&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chaos Lord in Terminator Armor (Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Strategist, Strength):&#039;&#039;&#039; What the Captain in Terminator Armor is to the loyalists, this guy is to Chaos- dead killy, infinitely versatile, and he has a Commander Tactic that lets allies re-roll 1s. You can&#039;t go wrong with him.&lt;br /&gt;
&lt;br /&gt;
===CSM Tactics===&lt;br /&gt;
*&#039;&#039;&#039;[Core] Beseech the Gods (2CP):&#039;&#039;&#039; In true Chaos fashion, this can either turn a unit into a [[rape|rape train with no brakes]], or [[fail|insta-gib them before the battle&#039;s even started]]. At the start of the first battle round, pick a unit and roll a D6. On a 1 the unit suffers D3 mortal wounds. On a 2+ add 1 to hit and wound rolls for that unit until the end of the battle. You can only use this once per battle. Amazing on the model you use it on, and pairs well with other stratagems/specialisms, but will leave you with no CP for the first turn, and again, will fuck you over if your roll is a dud. (You want this on a heavy bolter. Just do it.)&lt;br /&gt;
*&#039;&#039;&#039;[Core] Daemon Spirit (2CP):&#039;&#039;&#039; Pick an enemy unit within 1&amp;quot; of your leader at the end of the Movement phase and roll a D6. On a 4+ that unit suffers 1 mortal wound. Expensive, but good in a pinch when you need to clear away or wear down one of the models you charged (or charged you!)&lt;br /&gt;
*&#039;&#039;&#039;[Core] Fury of Khorne (2CP):&#039;&#039;&#039; Pick a {{W40kKeyword|Khorne}} model from your kill-team that is within 1&amp;quot; of an enemy model at the end of the fight- it can immediately fight again. &lt;br /&gt;
*&#039;&#039;&#039;[Core/Elites] Veterans of the Long War (2CP):&#039;&#039;&#039; Use this tactic when you choose one of the Chaos Space Marines from your kill-team to attack in the Shooting or Fight phase. You can add 1 to the wound rolls for that models attacks that target {{W40kKeyword|IMPERIUM}} models until the end of the phase.&lt;br /&gt;
**Would be really good if not for the fact that it comes at 2CP, plus you have other ways of getting +1 wound, mostly via the &#039;&#039;Demolition&#039;&#039; specialism.&lt;br /&gt;
**Elites updated this to also include Terminators.&lt;br /&gt;
*&#039;&#039;&#039;[Elites] Teleport Strike (Reserve) (1CP):&#039;&#039;&#039; Use at the end of the movement phase, bring in up to 3 {{W40kKeyword|TERMINATOR}} models from reserves anywhere more than 5&amp;quot; from an enemy.&lt;br /&gt;
*&#039;&#039;&#039;[Annual2019] Temptations of Power (1CP):&#039;&#039;&#039; Use at the start of a round. Pick one chaos mark - until the end of the round all unmarked models in your team have the chosen mark.&lt;br /&gt;
*&#039;&#039;&#039;[Annual2019] Blessed With Resilience (1CP):&#039;&#039;&#039; Use at the start of the Movement phase. Pick a {{W40kKeyword|NURGLE}} model from your team - add 1 to that models Toughness until the end of the round.&lt;br /&gt;
*&#039;&#039;&#039;[Annual2019] The Price of Heresy (3CP):&#039;&#039;&#039; Use at the start if the Morale phase. Pick a {{W40kKeyword|CHAOS CULTIST}} from you team that is within 3&amp;quot; of an unshaken {{W40kKeyword|CHAOS SPACE MARINE}} in your team. That &#039;&#039;&#039;CHAOS CULTIST&#039;&#039;&#039; is taken out action - until the end of the phase all other {{W40kKeyword|CHAOS CULTISTS}} that can draw LOS to the {{W40kKeyword|CHAOS SPACE MARINE}} automatically pass Nerve tests.&lt;br /&gt;
*&#039;&#039;&#039;[Annual 2019] Endless Cacophony (2CP):&#039;&#039;&#039; Use anytime during the Fire at Will portion of the Shooting phase when its your turn to pick a model to shoot. Choose a {{W40kKeyword|SLAANESH}} model from your team that has already shot - they can shoot again.&lt;br /&gt;
*&#039;&#039;&#039;[Annual2019] Daemonic Attack (3CP):&#039;&#039;&#039; Use when an enemy psyker suffers Perils of the Warp. The suffer 3 mortal wounds instead of the normal d3.&lt;br /&gt;
*&#039;&#039;&#039;[Annual2019] Let the Galaxy Burn! (2CP):&#039;&#039;&#039; Use at the start of the Shooting phase. Choose an objective on the field - until the end of the phase re-roll wound rolls of 1 for attacks against enemy models within 3&amp;quot; of that objective.&lt;br /&gt;
*&#039;&#039;&#039;[Annual2019] Guided by Fate (1CP):&#039;&#039;&#039; Use at the start of the Movement phase. Pick a {{W40kKeyword|TZEENTCH}} model from your team - if they have no invulnerable save they gain a 5+ invulnerable save until the end of the round.&lt;br /&gt;
&lt;br /&gt;
===CSM Commander Tactics===&lt;br /&gt;
*&#039;&#039;&#039;[Commanders] Aspire to Glory (Aura) (1CP):&#039;&#039;&#039; Use at the start of the shooting phase. Friendly models within 6&amp;quot; of your Exalted Champion can reroll wound rolls of 1&lt;br /&gt;
*&#039;&#039;&#039;[Elites] Locus of Power (Aura) (1CP):&#039;&#039;&#039; Use at the start of the Fight phase. Friendly DAEMON models within 6&amp;quot; of your Greater Possessed get +1S as long as they share the same Mark of Chaos keyword&lt;br /&gt;
*&#039;&#039;&#039;[Elites] Ritual Sacrifice (1CP):&#039;&#039;&#039; Use when your Master of Executions takes out an enemy during the Fight phase. Roll a D6, on a 2+ select either S,T,W, or A to gain +1. The MoE keeps this until the end of the mission. This can be used several times but you must choose a different characteristic each time.&lt;br /&gt;
*&#039;&#039;&#039;[Elites] Dark Zealotry (Aura) (1CP):&#039;&#039;&#039; Use at the start of the Fight phase. Friendly models within 6&amp;quot; of your Dark Apostle can reroll failed hit rolls.&lt;br /&gt;
**Whilst your Dark Apostle has access to an armoury that’s not included in his kit or legal in 40K, his other Prayers are not represented.&lt;br /&gt;
*&#039;&#039;&#039;[Elites] Lord of Chaos (Aura) (1CP):&#039;&#039;&#039; Use at the start of the shooting phase. Friendly models within 6&amp;quot; of your Terminator Chaos Lord can reroll hit rolls of 1&lt;br /&gt;
&lt;br /&gt;
===CSM Strategies===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CSM Strategies:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Generic Chaos in Kill Team is a bit of a mixed bag. While in theory access to both marines and cultists should give you enough flexibility to adapt to many threats, the lack of options on their wargear stops them from being trully great. At least in vanilla Kill Team, they got a lot of shinny new toys in Elites and Commanders, but let&#039;s talk about the base game first.&lt;br /&gt;
&lt;br /&gt;
Starting with the traitor astartes, we have the aspiring champion, the toughest guy you could take in the basic game. With 2 attacks (3 against Imperium, 4 with the right speciality and 5 with the chainsword, but why would you give it that, though?) and access to a power sword or a power fist, this unit is your prime melee guy. This thing can do a lot of damage, especially good against heavy armoured units. Throwing this at GEQs is somewhat of an overkill, unless said unit is really dangerous, like a guardsman with a plasma or a melta. The Aspiring Champion cannot get boosted by the chaos marks, though, only the regular chaos marines and cultists can, so no more than 4 attacks. Though, to be fair, 4 should be enough to reliably kill most things, the power sword has AP3 and the power fist has Sx2, AP3 and D3 Damage. This makes it a lethal member of your team, with the drawback of it being a rather obvious target. Every unit that could realistically take it down will shoot at it, least it reach melee. And considering it only has one wound, you have to be careful on how you make it reach the enemy lines. They can at least be effective at ranged with the plasma pistol, though is bett for melee when someone charges him.&lt;br /&gt;
&lt;br /&gt;
Chaos Marine Gunners rather basic: options range between heavy bolter, plasma rifle, flamer and meltagun. Meltagun is rather situational, considering it needs to be close to reliably hit (but when it does, it can turn into goop anything, D6 damage is great). Flamers are on the weak side, more for defending against charges than an offensive weapon due to their 8&amp;quot; range. So the choice is between plasma and heavy bolter. To take advantage of all of the specialisms, you want a plasma sniper and a heavy/demo heavy bolter. The plasma is self-explanatory, re-rolling ones means that you can overcharge the weapon safely. Heavy heavy bolter will be able to move around the map without the hit roll penalty, although considering it has a 36&amp;quot; range, you might rather let it stand still and add the demolition&#039;s +1 on the wound rolls. This combination makes it the best sniper of your team, though it is probably somewhat mediocre compared to the choices of other teams. &lt;br /&gt;
&lt;br /&gt;
Regular Chaos Marines are your run of the mill marines. Either chainsword with bolt pistol or boltgun, with both frag and krack grenades for good measure. You know what these do, don&#039;t expect miracles from them. Sadly, unlike SotA Marines, they can&#039;t naturally boost the surrounding unit&#039;s leadership, they instead recquire a relic for that. The regular marines have one relic, and ONLY one relic on the team. The Undivided relic boosts surrounding unit&#039;s leadership, Khorne&#039;s makes everyone re-roll charge rolls (very good for melee focused teams, of course), Nurgle&#039;s hurts enemy leadership, Slaanesh&#039;s makes surrounding allies get a DEATH TO THE FALSE EMPEROR ar 5+, which is really good, probably better in melee than Khorne&#039;s relic, and Tzeench makes the bearer into a psyker that only attacks on a 6+ roll, but with no perils. Melee focused teams will go for Khorne&#039;s and Slaanesh&#039;s, while ranged teams will preffer the Undivided to boost the cultists. Tzeench&#039;s is nice but very unreliable, with 1/6 chances of actually doing something, and Nurgle&#039;s relic is simply not that good. &lt;br /&gt;
&lt;br /&gt;
Once we finish with the superhumans of the team, we go to the squishy ones. Chaos cultists are close to Imperial Guardsmen in terms of stats, but have worse equipment overall. The regular cultists have access to the relics, but it&#039;s just not as good on them, considering the marines are much tougher and better armed. The cultist champion has access to a shotgun, which you&#039;re going to give to him considering that there&#039;s no point to it outside of it (maybe the extra leadership? It&#039;s still L6, it&#039;s going to be at risk at all times, and be terrified after a wound or two). Cultist Gunners have flamers or heavy stubbers. Flamers are good for kamikaze runs, heavy stubbers are too weak for the job. Though they are free, the moment there&#039;s cover and a wound, it will barely hit aything, plus if the enemy is going to shoot cultists, they will go for the gunners first. Also, you don&#039;t want to give the specialities to this guys, those are for the marines.&lt;br /&gt;
&lt;br /&gt;
For team composition, avoid space-marine only teams. Seven marines can be strong, but you will always have the same team composition, and always be outgunned and outmatched by both loyalist and specific traitor counterparts. Loyalist have access to better weapons and primaris with W2, Death Guard have better toughness, Disgustingly Resilient and better weapons, and Thousand Sons have psykers. The only full marine chaos team worse than this would be the SotA, and even then they have access to boosted cultists, traitor electropriests and actual psykers, so they are NEVER going to go full marine. All-out cultists is more interesting, though considering how squishy they are and with their pathetic weak guns and low morale, their only numeric advantage is numbers. If you could have more than two cultist gunners, a massive horde of flamers would be quite scary, but as it is, it&#039;s just not worth it. &lt;br /&gt;
&lt;br /&gt;
Mixed teams is going to be the best option. Give your leadership to one of the cultists and hide it from EVERYONE, to clear specialist slots. Combat/Zealot aspiring champion, sniper plasma, heavy/demo heavy bolter, marine with the icon you want. After that, you&#039;ll either pick a couple of extra marines, and two flamer cultists, and as many regular cultist as you can with the remaining points. This is pretty much the standard team, and people know this. This lack of flexibility is what makes this army difficult to be competitive with, though if competitive is what you want, you can check out the Elite slots.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Counterplay:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A team that can reliably take down marines while not sacrificing power against hordes is a good team against it. The guy who gets the Beseech the Gods stratagem has to become an instant target, especially if the aspiring champion, the plasma or the heavy bolter have it, though keep in mind that these are already high priority targets, it just changes the focus of the first attaks. Regular marines will have enough firepower to deal with the traitor scum, while the units with basic equipment will pretty much always kill the cultists. Same with Imperial Guard, plasma spam for the marines and attack spam for the grunts. AdMEch can use the infiltrators with the power sword to charge first and deny the enemy the chance of attacking first, the transuranic arquebus to obliterate whatever it sees, as well as the plasma guy (in fact let&#039;s just take this out of the way, PLASMA IS THE BEST COUNTER AGAINST MARINES OF ALL KIND, PERIOD), plus, ranger/vanguard spam is excellent against them. Other Chaos teams have ways to deal with astartes&#039; high saves, though cultists will be able to give poxwalkers a run for their money, considering how weak they are without the disgustingly resilient rule. Tzaangors overpower cultists in melee pretty much every time, and rubric marines have enough toughness to just walk straight to them and roast them with magic flamers. Necrons will laugh at anyone who tries to kill them with autoguns, so once they&#039;ve dealt with the big guys, the game is over. Orks might outnumber and overpower chaos marines, and once in melee, cultists are fucked. Eldar of all kinds will ignore most of the damage caused by the cultists (another reason to use the flamers with them, because something is eventually bound to get in). SotA will have problems with them, but that&#039;s where you want you negavolt cultists and your rogue psyker to carry your team, while the black legionnaires boost them and the rest deal with the cultists. Tau will have no problems dealing with regular chaos marines if they can keep them at a distance (a full mixed melee team with Khorne relic is great if you manage to reach the Tau lines with enough dudes, if you play Tau you&#039;ll prioritize the Aspiring Champion and the guy with the relic). A Lictor and Genestealer charge should be enough for tyranids to deal with the marines, but be wary of the counter-offensive if the astartes survives. &lt;br /&gt;
&lt;br /&gt;
Overall, the strategy against heretic astartes is simple: Big guns focused on their big guys, cheap units on the rest. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===CSM Example Teams===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Kill Teams&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*7 models, 99 points&lt;br /&gt;
**Aspiring Champion with chainsword and plasma pistol, 14 pts (Leader)&lt;br /&gt;
**Chaos Space Marine Gunner with heavy bolter, 16 pts (Heavy)&lt;br /&gt;
**Chaos Space Marine Gunner with plasma gun, 16 pts (Sniper)&lt;br /&gt;
**Chaos Space Marine with chainsword, 12pts (Zealot)&lt;br /&gt;
**Chaos Space Marine with chainsword, 12 pts&lt;br /&gt;
**Chaos Space Marine with chainsword, 12 pts&lt;br /&gt;
**Chaos Space Marine with boltgun and Icon of Flame, 17 pts&lt;br /&gt;
*10 models, 100 points&lt;br /&gt;
**Aspiring Champion with power sword and plasma pistol, 15 pts (Leader)&lt;br /&gt;
**Chaos Space Marine Gunner with heavy bolter, 16 pts (Heavy)&lt;br /&gt;
**Chaos Space Marine Gunner with plasma gun, 16 pts (Sniper)&lt;br /&gt;
**Chaos Space Marine with chainsword, 12pts (Combat)&lt;br /&gt;
**Chaos Space Marine with chainsword and Icon of Wrath, 17 pts&lt;br /&gt;
**Chaos Cultist Champion with brutal assault weapon, 5 pts&lt;br /&gt;
**Chaos Cultist with brutal assault weapon, 4 pts&lt;br /&gt;
**Chaos Cultist with brutal assault weapon, 4 pts&lt;br /&gt;
**Chaos Cultist Gunner with heavy stubber, 5 pts&lt;br /&gt;
**Chaos Cultist Gunner with heavy stubber, 5 pts&lt;br /&gt;
*20 models, 100 points&lt;br /&gt;
**Aspiring Champion with power sword, plasma pistol, and Icon of Vengeance 19 pts (Leader)&lt;br /&gt;
**8 Chaos Cultists with brutal assault weapons and autopistols, 32 pts&lt;br /&gt;
**9 Chaos Cultists with autoguns, 36 pts&lt;br /&gt;
**Chaos Cultist Gunner with heavy stubber, 5 pts&lt;br /&gt;
**Chaos Cultist Gunner with flamer, 8 pts&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Commanders Kill Teams&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;For When Commanders Cost Points&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For When Commanders Cost Nothing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Death Guard==&lt;br /&gt;
===Why Play Death Guard===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**Poxwalkers can spawn more Poxwalkers by killing enemies.&lt;br /&gt;
**Plague marines are disgustingly tough in every sense of the word, capable of eating small arms fire like popcorn. The Plague Marines are one of a very small handful of T5 units in the game.&lt;br /&gt;
**Poxwalkers are great soft cover units.&lt;br /&gt;
**FLAIL OF CORRUPTION FTW!&lt;br /&gt;
**Flesh wounds are a thing, meaning that with your FNP you have three layers of saves, assuming anyone can hit and wound you in the first place.&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**Your best strategy is to use poxwalkers to give marines cover from heavier weapons. Expect everyone to know this and field one or two dedicated anti-infantry guns to mow them down first and fire accurate anti-armour into your gooey centre.&lt;br /&gt;
**You&#039;ll easily become [[that guy]] if you bring these to friendly games against un-optimised opponents.&lt;br /&gt;
**In a multi-person match, you&#039;ll be the first one focused down after the guy with four frag cannons.&lt;br /&gt;
**You&#039;re expensive, you aren&#039;t fast, and you&#039;re geared towards getting in close. You are very good when you get there, and you got some tools to help you get there but never forget your team is centred around 3-5 very expensive one wound models. Getting mobbed, sustained fire, an unlucky roll, or a bad tactical decision can really hurt you.&lt;br /&gt;
**The Commanders expansion effectively unlocked the psychic phase for just about every faction that has psykers, except you. Nurgle&#039;s Babies still don&#039;t have psykers in Kill Team, or a proper defense against psychic powers, and that&#039;s a fairly serious problem when use of the psychic phase has been expanded as much as it has, which will obviously mean that your opponent can easily bypass your high toughness and armour save, and put d3 wounds up against DR and flesh wounds.&lt;br /&gt;
&lt;br /&gt;
===DG Special Rules===&lt;br /&gt;
*&#039;&#039;&#039;Disgustingly resilient:&#039;&#039;&#039; FnP5+ as an extra layer of protection even against multi-damage hits. And Kill Team&#039;s flesh wound mechanic means a single wound goes a long way.&lt;br /&gt;
*&#039;&#039;&#039;Death to the False Emperor:&#039;&#039;&#039; Nurgle&#039;s still chaos. Roll an additional melee attack on a 6+ to hit an {{W40kKeyword|Imperium}} model. This new attack has to be aimed at the same target, and cannot generate itself further DttFE attacks.&lt;br /&gt;
*&#039;&#039;&#039;Transhuman Physiology:&#039;&#039;&#039; Ignore the penalty to the model&#039;s hit rolls from the first flesh wound. Thus, the enemy has to go through your toughness, armour save and FNP &#039;&#039;twice&#039;&#039; to get an effect on you, meaning you can still DttFE on a flesh wound.&lt;br /&gt;
*&#039;&#039;&#039;Icon of Despair:&#039;&#039;&#039; -1Ld to enemies within 6&amp;quot;. It is useful that it doesn&#039;t require essentially being in melee like other armies&#039; debuffs.&lt;br /&gt;
&lt;br /&gt;
===DG Faction Attributes ===&lt;br /&gt;
*&#039;&#039;&#039;[Elites] Inexorable Advance:&#039;&#039;&#039; Your dudes don&#039;t suffer the Hit Penalties from moving with a Heavy weapon and with advancing with an Assault weapon. In addition they can Rapid Fire out to 18&amp;quot;.&lt;br /&gt;
**Basically DG get to all be Heavies for free, completely invalidating a specialism. And then on top of that, as a bonus, they get something that is an entire subfaction for some of the other Factions. Good thing too, they absolutely needed the buff. Not like they were one of the best factions before or anything.&lt;br /&gt;
&lt;br /&gt;
===DG Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Boltgun:&#039;&#039;&#039; The standard 24&amp;quot; RF S4 gun everything compares to. Though with Gunner options and expensive models you may see only one. This isn&#039;t 40K, you &amp;lt;strike&amp;gt;&#039;&#039;don&#039;t&#039;&#039; rapid fire from 18&amp;quot; here.&amp;lt;/strike&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special weapons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blight launcher:&#039;&#039;&#039; 24&amp;quot; Assault 2 S6 AP-2 D3 dmg, re-rolls wounds of 1 for being a plague weapon. Pretty much a Frag cannon&#039;s standard profile, for all intents and purposes, &#039;&#039;but cheaper&#039;&#039;. It shines when used by a &#039;&#039;Demolitions&#039;&#039; specialist, wounding everyone obscure on re-rollable 2+, noticeably reducing armour and with a good chance for true kills. Its good rate of fire and mobility can be used by a &#039;&#039;Veteran&#039;&#039; employing &#039;&#039;&#039;Adaptive Tactics&#039;&#039;&#039; to get into a good starting position, and a &#039;&#039;Heavy&#039;&#039; can both advance without penalty and an even higher rof with &#039;&#039;&#039;More Bullets&#039;&#039;&#039;. Models with a Blight launcher also make great targets for the &#039;&#039;Grandfather&#039;s blessing&#039;&#039; stratagem, especially heavies. 3 shots with 2+ to hit and 2+ to wound, -2ap and d3 damage will put most things in kill team in the ground.&lt;br /&gt;
*&#039;&#039;&#039;Meltagun:&#039;&#039;&#039; Capable of overkill, but there&#039;s no such thing when facing Lictors, Primaris, Aberrants and the like. Used to be useful in a &#039;&#039;Heavy&#039;&#039;s hands to run and gun but since Elites gave you Inexorable Advance, you can do this with anyone.&lt;br /&gt;
*&#039;&#039;&#039;Plague Belcher:&#039;&#039;&#039; S4 flamer that re-rolls wounds of 1. Powerful on a &#039;&#039;Demolitions&#039;&#039; specialist&#039;s hands.&lt;br /&gt;
*&#039;&#039;&#039;Plague Spewer:&#039;&#039;&#039; Better S5 AP-1 Plague Belcher, so a &#039;&#039;Demolitions&#039;&#039; wounds almost all obscured targets on re-rollable 2+. The catch? It&#039;s Heavy, so this is a 9&amp;quot;-flamer your movement-5&amp;quot; marine can&#039;t advance with, and a &#039;&#039;Heavy&#039;&#039; can&#039;t help you with it.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Gun:&#039;&#039;&#039; Sadly we don&#039;t have a &#039;&#039;Sniper&#039;&#039; specialist to re-roll those 1s, but at least it&#039;s also available to our leader figure. The supercharge risks an automatic &#039;&#039;death&#039;&#039;, so it&#039;s less appealing in this Kill Team. Either use the &#039;&#039;&#039;Tactical re-roll&#039;&#039;&#039; or your other multi-damage guns.&lt;br /&gt;
&#039;&#039;&#039;Pistols:&#039;&#039;&#039; Sidearms exclusive to a dedicated melee Champion.&lt;br /&gt;
*&#039;&#039;&#039;Bolt Pistol:&#039;&#039;&#039; Useful. Really, it&#039;s there for when you&#039;d rather spend the points on a melee weapon instead.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol:&#039;&#039;&#039; Pistol version of the plasma gun. One of the best things you can spend a point on if you have a melee Champ.&lt;br /&gt;
&#039;&#039;&#039;Grenades:&#039;&#039;&#039; Their short range means they&#039;re situational, especially given how slow Death Guard are. Fortunately, plague marines can survive the approach, and don&#039;t fear counter charges as much as other armies. You can use only one per phase.&lt;br /&gt;
*&#039;&#039;&#039;Blight grenade:&#039;&#039;&#039; Plague frag. Unlike other armies&#039; frag grenades, however, D6 Str3 re-rolling 1s to wound is, on average, &#039;&#039;better than a rapid firing bolter&#039;&#039;. And your dudes have plague knives too. On an Icon bearer, there&#039;s the argument to keep going forward on and on. Something something inevitable death theme.&lt;br /&gt;
*&#039;&#039;&#039;Krak grenade:&#039;&#039;&#039; Grenade 1 S6 AP-1 D1d3, always better than the bolt pistol/gunshot it replaces.&lt;br /&gt;
&lt;br /&gt;
===DG Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Flail of Corruption:&#039;&#039;&#039; JEEZ, NURGLE, this weapon really shows a middle finger to Khorne. On a Combat Specialist this gives 3D3 attacks at S6 AP-2 D2 while rerolling wound rolls of 1. Death To The False Emperor also triggers &#039;&#039;&#039;d3&#039;&#039;&#039; extra attacks for every hit roll of 6 as well. The most dangerous melee weapon in Kill Team. It becomes even more deadly with the tactic &amp;quot;Grandfather&#039;s Blessing&amp;quot;  (if it doesn&#039;t kill the bearer) for 2+ to hit, 2+ to wound, rerolling 1s, against most things (except GEQs, against which you have a 1+), along with D2 to really fuck with Primaris Marines and double the dice in the Flesh Wound rolls. Seriously, this guy can take on some of the best commanders in the game and come out on top. Obviously however, this is the equivalent of putting a giant &amp;quot;SHOOT ME&amp;quot; sign on the bearer. Even more so than usual, anyway. And the best part? You can field two of them (more if you bring some termies). Give a Plague Champion a Fist and enjoy your unstoppable Death Star.&lt;br /&gt;
**Practically designed for killing GEQs. S6 ensures you’ll be wounding on 2s even before Grandfather gives you his blessing, AP -2 means they don’t get an armour save, and the high volume of attacks means you can easily take on more than one and emerge victorious.&lt;br /&gt;
**It was slightly nerfed by the September 2018 errata, dropping the damage down to 1, so a slight performance dent. However, it is still awesome vs horde armies, and the high number of attacks mean he can still take out individual high-wound models like Primaris, Aberrants and Lictors wiht some luck, and put a MAJOR dent in them if not. Plus, he&#039;s a Plague AMrine, so he&#039;ll probably survive the revenge attack anyway! It also only generates more hit rolls against its target, and you can still only target as many models as you have Attacks (so, basically, don&#039;t charge four models at once). Splitting attacks on the Cleaver is more likely to successfully kill multi-wound units (like Primaris) than the Flail, even with the bonus hits.&lt;br /&gt;
*&#039;&#039;&#039;Bubotic Axe&#039;&#039;&#039; This weapon can be a nice cheap and quite strong option on a fighter. The high AP and +1str make it rather nice against single wound power armor, but you&#039;re probably better off with a flail.&lt;br /&gt;
*&#039;&#039;&#039;Mace of Contagion&#039;&#039;&#039; This instead is for when you need to crack open that pesky multi-wound Tyranid warrior, Primaris marine, aberrant etc. Hell, even rubric marines are going to regret lifting their dusty mugs from their also dusty books. Although, if you REALLY want to kill stuff on the spot you might like...&lt;br /&gt;
*&#039;&#039;&#039;Great Plague Cleaver&#039;&#039;&#039; Essentially [[awesome|a meltagun that you can use in Close Combat]]. If the flesh wounds build up you could have some trouble hitting with this but when you do, oh boy, the thing you strike is going to disappear. For some reason it costs the same as a power fist while having the potential to do double the damage. Don&#039;t give the bearer the &#039;&#039;Zealot&#039;&#039; specialty as the extra 2 strength is basically useless in Kill Team- the only thing you&#039;ll need the +2Str against are other plague marines! (Usually - remember a lvl 2 medic can give someone +2 toughness for a round) Again, consider Grandfather&#039;s Blessing to keep the 3 Attacks hitting at a 3+.&lt;br /&gt;
*&#039;&#039;&#039;Power fist&#039;&#039;&#039; You will probably want this on your leader if you expect him to see some CC action. Not too easy to hit with but will kill anything it connects with. Again, consider Grandfather&#039;s blessing if you want to mitigate this hit modifier and wound marines on a 1+ (well, still 2+ as unmodified 1&#039;s always fail. However, any -1 to wound modifiers you may come across will do nothing to you rolls as you&#039;ll still be wounding on 2s, even against T5 or higher). That is, of course, if you&#039;re willing to take the risk of losing your leader (and 1 extra CP per turn) before turn 1 actually begins.&lt;br /&gt;
*&#039;&#039;&#039;Plague Sword&#039;&#039;&#039; Ugh... I wish that a plague champion could get a Balesword or a Bubotic Axe. It&#039;s cool in that it&#039;s free, so there isn&#039;t really a reason not to take it. It does not do much damage outside of GEQ.&lt;br /&gt;
*&#039;&#039;&#039;Plague Knife&#039;&#039;&#039; Better than nothing. It makes base Plague Marines a bit better in Close combat than they would be but even a chainsword will put it to shame. MEH.&lt;br /&gt;
*&#039;&#039;&#039;Improvised Weapons&#039;&#039;&#039; Generic but come with poxwalkers so &#039;&#039;&#039;who cares&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===DG Units===&lt;br /&gt;
*&#039;&#039;&#039;Plague Marines (Leader [Champ only], Heavy [Gunner only], Zealot [Fighter only], Combat, Demolitions, Veteran):&#039;&#039;&#039; Dead strong at T5 with Disgustingly Resilient, practically immovable on objectives and within cover, although a bit slower than other MEQs. True all-rounders, they have bolter for standard firefights, but can also gut someone with their plague knife. Regular fighters at all ranges, they become truly scary when within 6&amp;quot;, as their blight grenades can be put to use. One of them can take an Icon of Despair, which also works at 6&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Plague Marine Gunner (2):&#039;&#039;&#039; Great flexibility, whether you&#039;re going ranged or melee, a good idea is to make at least one of them either a &#039;&#039;Heavy&#039;&#039; or a &#039;&#039;Demolitions&#039;&#039; specialist.&lt;br /&gt;
**&#039;&#039;&#039;Plague Marine Fighter (2):&#039;&#039;&#039; They will be your &#039;&#039;Zealot&#039;&#039; and &#039;&#039;Combat&#039;&#039; specialists. While they keep their grenades, at that range they&#039;ll be attempting charges rather than throwing grenades. But if a fool charges them, remember to use them to overwatch.&lt;br /&gt;
**&#039;&#039;&#039;Plague Champion (1):&#039;&#039;&#039; Tactical in the extreme - he WILL have a plague sword to stab the little ones, can further take a power fist for the big ones without letting go of the sword, a pistol for melee OR a full sized Plasma gun, which is an excellent way to patch your lacking number of special weapons. Just remember he can&#039;t do everything at once, so don&#039;t &#039;&#039;bloat&#039;&#039; his cost.&lt;br /&gt;
*&#039;&#039;&#039;Poxwalkers (Combat, Zealot):&#039;&#039;&#039; Aka (un)living shields. Put some in front of your marines and enjoy open field cover. Despite being slower than Plague Marines, lacking guns they&#039;ll be advancing when not charging (and charges are 2d6&amp;quot; regardless of base movement stat), so they can still provide a much needed distraction from your expensive and outnumbered marines.&lt;br /&gt;
*&#039;&#039;&#039;Blightlord Terminator: &#039;&#039;&#039;As if the Plague Marines needed more of the two things they all have: toughness and slowness. They&#039;re Plague Marines in Terminator armor, which means they have an extra attack, wound, and point of leadership, plus a freakin&#039; 2+ save, and a 4+ invuln, plus they keep Disgustingly Resilient. They come standard with combi-bolters, and either Bale Swords or Bubotic axes, and also come with the Aura of Rust ability, meaning unmodified wound rolls of 6 give a melee weapon 1 better AP. and considering they can take Bale Swords and Bubotic axes for free that&#039;s already pretty solid, but did I mention you can also switch their other weapons for a Flail of Corruption for free as well? Plus any Blightlord Termie can switch their combi-bolter for a combi-plas, flamer, or melta, and two of them can be gunners and take a Plague Spewer, Blight Launcher, or a Reaper Autocannon, and keep their swords or axes. However, Blightlords do have a couple major drawbacks, namely they cost 40 points each, minimum, and that their cataphractii armor halves all their advance rolls, which is really bad for them, considering they only have a 4&amp;quot; move. As far as Terminators go, these guys are a contender for &amp;quot;toughest bastards to wear termie armor&amp;quot; but sacrifice a some of their versatility and even more speed to get there. However, in my humble opinion (feel free to correct me if someone knows better) they are probably the best Terminators in kill team, as of the time of this writing, on the premise that they don&#039;t need to sacrifice any of their weapons to be the excessively durable Terminators they are, freeing them to take whatever weapons they need (and as a bonus they get a some of their weapon costs included in the price of the model, such as the plague spewer, and all of their melee weapons, including the flail) , and, in many situations, their low mobility won&#039;t hamper them too much, as A: for 1 CP you can teleport up to 3 of them in wherever you need them(how you have the points for 3 of them is up to you to figure out, though) and B: with your ranged termies, set them up where they need to be, and watch them hose your poor enemies with autocannons or blight launchers, and laugh as their return fire bounces of their armor, if they have a Flail of Corruption, all you need to do is get them in range to charge, say a prayer to nurgle, and let the dice do the rest, and his abysmal move speed won&#039;t matter. Not to say other Termies don&#039;t have their strengths, Rubrics have mind bullets, All is Dust, and crazy Thousand Sons weapons, standard Astartes Termies are much more versatile (and cheaper too!) and have a huge wargear list and can take storm shields to almost reach Blightlord levels of tough, if you accept the obligatory Thunder hammer, or are a Space Wolf.&#039;&#039;&#039; &lt;br /&gt;
**Tl:Dr: They&#039;re real expensive, real tough, and have solid special weapons, but are slow as hell, and, especially when given dangerous weapons, are liable to be focused down quickly, leaving you with 40+ wasted points. But they&#039;ll laugh off a lot of incoming heat before they die (bar the dice hating you) and if they get the chance, can do some *serious* killing. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathshroud Terminator:&#039;&#039;&#039; Deathshroud Termies are very similar to their Blightlord Bros, except a couple things: they have 1 more attack, are S5, which is cool, can only take Manreapers (melee weapon, S+3, AP-3, D3 Dmg, re-roll wound rolls of 1, ultimately, really good on them) and Plaguepurt Gauntlets (Pistol D6 S3 flamers, rerolling 1s to wound cause plague), and have a couple VERY niche abilities: Eyes of Mortarion (Commanders within 3&amp;quot; get +1 Attack) and Silent Bodygaurd (when a commander gets punched/shot on a 2+ they take the attack instead), and this is kind of a downside for them, and why I consider them niche units (to an extent) and as such not much better than a standard Blightlord, simply for their bloated points cost as they cost 50-58 points each (9 more minimum than a Blightlord with a Flail of Corruption), and their only unique abilities help Commanders, and nobody else. And aside from the Lord of Contagion, none of the other DG Commanders can really make use of their strengths, as their abilities buff melee commanders, and protect them as long as the DeathShrouds stay close, and the only DG commander punchy enough to really get into the thick of it with the Deathshrouds is the 114 point, minimum, Lord of Contagion. Meaning just for that combo, you&#039;ll pay a whopping 164 points minimum. With that said, together, those two become the toughest blender to ever butcher your friend&#039;s army... So, they aren&#039;t worthless, to say the least. But any cheaper Commander won&#039;t really be able to make good use of the Deathshroud, as none of them are the choppy, ultra tough beast the LoC is, meaning either you risk the death of both your Termie and commander by rushing in, or you waste the Termie&#039;s combat potential (and lots of his point value) by hanging back to protect your commander. However, with all that said, with his manreaper and plague hand flamer (two if you pay 8 extra points to get a champion +1 attack, and the extra plague flamer) is a monster in melee, even on his own, with the manreaper for anti-everything and his plaguespurt gauntlet(s) for anti-GEQ/pouring shots into tougher targets &#039;cause A. you can, its free and B. fishing for lucky rolls, which with 1 or 2 D6 shots, is pretty likely.However, he suffers from the same drawbacks as a Blightlord: Slow, expensive, and with a target on his back, because he carries a power weapon by default. So, to sum up, for 50-58 points you get a Blightlord termie, with all the same disadvantages, with the added power of a melee power weapon and 1-2 hand flamers, making him a monster in melee, and a couple neat abilities that make your Lord of Contagion an unstoppable blender, if you&#039;re willing to pay 164 points for the combo. Important side note: a Blightlord Termie Champion is similarly good as the Deathshroud, with what is still considered one of the best melee weapons in kill team (even after the nerf), but doesn&#039;t have hand-plague flamers. I&#039;m not smart enough to do the math to see which is better, but keep in mind that the Blightlord with Flail is 9 points cheaper minimum.&lt;br /&gt;
&lt;br /&gt;
====DG Commanders====&lt;br /&gt;
*&#039;&#039;&#039;Foul Blightspawn (Fortitude, Logistics, Melee, Strength):&#039;&#039;&#039; The Blightspawn&#039;s Plague Sprayer was nasty enough in vanilla 40k, but with the Logistics specialism at level 3 (which will coincidentally let him shrug off AP-1 attacks) he can boost it to a vicious 15&amp;quot; range. Don&#039;t forget about the Refractor Field tactic to make him even more unkillable!&lt;br /&gt;
*&#039;&#039;&#039;Biologus Putrifier (Fortitude, Logistics, Melee, Shooting, Strength):&#039;&#039;&#039; Grenade specialist.&lt;br /&gt;
*&#039;&#039;&#039;Tallyman (Fortitude, Leadership, Logistics, Melee, Shooting, Strategist, Strength):&#039;&#039;&#039; A CP Factory. Make him a strategist so you have more CP to potentially refund, or a Leadership specialist for a truly enormous Aura.&lt;br /&gt;
*&#039;&#039;&#039;Plague Surgeon (Fortitude, Leadership, Logistics, Melee, Shooting, Strength):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lord of Contagion (Ferocity, Fortitude, Leadership, Logistics, Melee, Strategist, Strength):&#039;&#039;&#039; A monster of a melee machine, sporting Terminator armor and either a PlagueReaper or a Manreaper. With 4 attacks, six wounds, and the Vector of Contagion tactic, he&#039;s truly a melee powerhouse. If you&#039;re willing to pay the points, pairs very well with the Deathshroud terminators... His own personal mini-me, who also makes him even better at smashing faces.&lt;br /&gt;
&lt;br /&gt;
===DG Tactics===&lt;br /&gt;
*&#039;&#039;&#039;[Core] Nurgle&#039;s Gift (1CP):&#039;&#039;&#039; Use this Tactic after a {{W40kKeyword|POXWALKER}} from your kill team takes an enemy model out of action in the Fight phase. Roll a D6. On a 4+ you may set up a new Poxwalker within 1&amp;quot; of the Poxwalker that made the attack. The new Poxwalker is treated as a member of your kill team, but is not part of a fire team and is not added to your command roster.&lt;br /&gt;
**It is, however, useful as an expendable meatshield. Since you lose nothing when it dies it can act as a suicide unit.  Well, you say nothing - every expendable dead is another +1 to nerve tests...&lt;br /&gt;
*&#039;&#039;&#039;[Core] Cloud of Flies (2CP):&#039;&#039;&#039; Use this Tactic at the end of the Movement phase. Pick a model from your kill team. Until the end of the battle round, enemy models can only shoot that model if it is the closest target visible to them.&lt;br /&gt;
** If you were wondering how to protect Grandaddy&#039;s favourite flail combat specialist, now you know. Put a pair of Poxwalkers in front of him, use this tactic and go and have fun out there, you little rascal you.&lt;br /&gt;
*&#039;&#039;&#039;[Core] Putrid Splatter (2CP):&#039;&#039;&#039; Use this Tactic when a model from your kill team loses a wound in the Fight phase. Roll a D6 for each enemy model within 1&amp;quot; of that model. On a 6 that enemy model suffers 1 mortal wound after all of its attacks have been resolved.&lt;br /&gt;
**Cool if you are fighting really massed infantry, if not then it is rather meh, especially for 2 CP.&lt;br /&gt;
*&#039;&#039;&#039;[Core] Grandfather&#039;s Blessing (2CP):&#039;&#039;&#039; Use this Tactic at the start of the first battle round. Pick a model from your kill team and roll a D6. On a 1, that model is found unworthy and suffers D3 mortal wounds. On a 2+ add 1 to hit and wound rolls for the model until the end of the battle. You can only use this Tactic once per battle.&lt;br /&gt;
*&#039;&#039;&#039;[Core/Elites] Veterans of the Long War (2CP):&#039;&#039;&#039; Use this Tactic when a {{W40kKeyword|PLAGUE MARINE}} or {{W40kKeyword|TERMINATOR}} model from your kill team is chosen to attack in the Shooting or Fight phase. You can add 1 to wound rolls for the model’s attacks that target {{W40kKeyword|IMPERIUM}} models, until the end of the phase.&lt;br /&gt;
**Would be really good if not for the fact that it comes at 2CP and  that &amp;quot;Grandfather&#039;s Blessing&amp;quot; exists. Alternatively, use on a model with Grandfather&#039;s Blessing and a Flail to up their wound rolls against the bad boy &amp;lt;strike&amp;gt;Lictors to 2+&amp;lt;/strike&amp;gt; (can&#039;t be used against Lictors, {{W40kKeyword|IMPERIUM}} models only). Elites just updates this to include Terminators instead of just Plague Marines.&lt;br /&gt;
*&#039;&#039;&#039;[Elites] Teleport Strike (Reserve) (1CP):&#039;&#039;&#039; Use at the end of the movement phase, bring in up to 3 {{W40kKeyword|TERMINATOR}} models from reserves anywhere more than 5&amp;quot; from an enemy.&lt;br /&gt;
*&#039;&#039;&#039;[Annual2019] Death March (1CP):&#039;&#039;&#039; Use this Tactic at the start of the Movement phase. Until the end of that phase, increase the Move characteristic of all models in your kill team by 2&amp;quot;. However, until the end of that phase, models from your kill team may not Fall Back, Advance or charge.&lt;br /&gt;
*&#039;&#039;&#039;[Annual2019] Grandfather&#039;s Tally (1CP):&#039;&#039;&#039; Use this Tactic at the start of a Shooting phase or Fight phase, if exactly 7 enemy models have been taken out of action during the course of the battle. Until the end of that phase, re-roll failed wound rolls for attacks made by models from your kill team.&lt;br /&gt;
*&#039;&#039;&#039;[Annual2019] Leaking Brain-Fluid (1CP):&#039;&#039;&#039; Use this Tactic when a {{W40kKeyword|POXWALKER}} from your kill team suffers a flesh wound. For the rest of the battle, you do not have to take Nerve tests for that model. &lt;br /&gt;
*&#039;&#039;&#039;[Annual2019] The Three-Eyed Fly (3CP):&#039;&#039;&#039; Use this Tactic at the start of the battle round, when you control exactly three objectives. Until the end of the battle round, add 1 to rolls you make for the Disgustingly Resilient ability for models from your kill team that are within 3&amp;quot; of any of those three objectives.&lt;br /&gt;
*&#039;&#039;&#039;[Annual2019] Grasping Tentacles (1CP):&#039;&#039;&#039; Use this Tactic at the start of the Movement phase. Choose a model (other than a shaken model) from your kill team that is within 1&amp;quot; of one or more enemy models, and choose one of those enemy models. Neither of the models chosen can make a Fall Back move in this phase.&lt;br /&gt;
*&#039;&#039;&#039;[Annual2019] Nurgling Infestation (2CP):&#039;&#039;&#039; Use this Tactic at the end of the Movement phase. Pick an enemy model within 1&amp;quot; of your Leader and roll a D6. On a 4+ that enemy model suffers 1 mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;[Annual2019] Inured to Pain (2CP):&#039;&#039;&#039; Use this Tactic when a model from your kill team suffers a flesh wound. Ignore any penalties to hit from flesh wounds for attacks made by that model for the rest of the battle.&lt;br /&gt;
&lt;br /&gt;
===DG Commander Tactics===&lt;br /&gt;
*&#039;&#039;&#039;[Commanders] Revolting Stench (Aura) (1 CP):&#039;&#039;&#039; Use at the start of the Fight phase if your kill-team includes a non-shaken Foul Blightspawn. Enemy models within 3&amp;quot; of this model that charged this turn lose the benefits of charging, even if they have abilities that would normally let them fight as if they had charged. &lt;br /&gt;
*&#039;&#039;&#039;[Commanders] Festering Zealot (Aura) (1 CP):&#039;&#039;&#039; Use at the start of the Fight phase if your kill-team includes a non-shaken Tallyman. Friendly models within 7&amp;quot; of the Tallyman can re-roll failed hits for that phase.&lt;br /&gt;
*&#039;&#039;&#039;[Commanders/Errata] Blight Racks (Aura) (1 CP):&#039;&#039;&#039; Use at the start of the shooting phase if your kill-team includes a non-shaken Biologus Putrefier. All friendly models within 3&amp;quot; that have access to blight grenades get them upgraded with +1 S and the ability to cause a mortal wound on a wound roll of 6.&lt;br /&gt;
*&#039;&#039;&#039;[Commanders] Tainted Narthecium (1 CP):&#039;&#039;&#039; Use at the start of the fight phase if your kill-team includes a non-shaken Plague Surgeon. Friendly models within 3&amp;quot; of the Plague Surgeon can re-roll 1s for their Disgustingly Resilient roll.&lt;br /&gt;
*&#039;&#039;&#039;[Elites] Vector of Contagion (2 CP):&#039;&#039;&#039; Use at the start of the battle round. Roll a dice for every enemy within 1&amp;quot; of an a friendly model that is within 3&amp;quot; of your Lord of Contagion (yup, within 1&amp;quot; of a model within 3&amp;quot;). On a 4+ the enemy model suffers a mortal wound.&lt;br /&gt;
&lt;br /&gt;
===DG Strategies===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DG Strategies:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Strategies for playing as this faction go here&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Counterplay:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Strategies for playing against this faction go here&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===DG Example Teams===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Kill Teams&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Plague Marine Champion with Power Fist, Plague Sword, and Plasma Gun. Leader Specialist, obviously.&lt;br /&gt;
*Plague Marine Fighter with Flail. Combat Specialist to up his attacks to 3d3, or Zealot to help him wipe out anything on the charge. Prime candidate for Grandfather&#039;s Blessing. Additionally, in Narrative Play games where the opponent has a higher point Kill Team, remember the fact that you get an additional 1 CP per turn, and use this as insurance against Grandfather&#039;s Blessing going wrong.&lt;br /&gt;
*1 Plague Marine Gunner with Blight Launcher. Demolition specialist as Inexorable Advance invalidates making them Heavies. use him together with the other gunner and focus fire to make sure that your target joins Papa Nurgle in his Garden.&lt;br /&gt;
*1 Plague Marine Gunners with Blight Launcher. Veteran maybe? Your movement isn&#039;t great and the extra advance at the start of the game will help your slowboy get where he needs to be. Alternatively, take Heavy for access to More Bullets. Not great on the Launcher but its not like your other models can really use the specialism. &lt;br /&gt;
*Bog-standard Plague Marine. Use as more durable mobile cover for your Flail or Leader.&lt;br /&gt;
*3 Poxwalkers, to make up the numbers. Use as mobile cover and be very suprised if they actually kill anything.&lt;br /&gt;
&lt;br /&gt;
Total: 100 points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Commanders Kill Teams&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;For When Commanders Cost Points&#039;&#039;&lt;br /&gt;
* Level 3 Foul Blightspawn. Logistics or Fortitude. (120 points)&lt;br /&gt;
*Plague Marine Champion with Power Fist, Plague Sword, and Plasma Gun. Leader Specialist, obviously.&lt;br /&gt;
*Plague Marine Fighter with Flail. Combat Specialist to up his attacks to 3d3, or Zealot to help him wipe out anything on the charge. With Grandfather&#039;s Blessing, this guy can even take on Commanders and emerge victorious.&lt;br /&gt;
*2 Plague Marine Gunners, each with Blight Launchers. Heavy specialists for advancing and firing without the -1 to hit modifier. Use together as a single unit and focus fire to make sure that your target joins Papa Nurgle in his Garden.&lt;br /&gt;
*Total: 200 points &lt;br /&gt;
&#039;&#039;For When Commanders Cost Nothing&#039;&#039;&lt;br /&gt;
*Poxwalker Party:&lt;br /&gt;
**Level 4 Tallyman.&lt;br /&gt;
**Everything else: poxwalkers.&lt;br /&gt;
*Get stuff up the field as fast as possible as use tallyman&#039;s melee bonus to use your grisly horde to wipe out everything. Slowly does it!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thousand Sons==&lt;br /&gt;
===Why Play Thousand Sons===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**One of only three (four if you count the CSM Icon of Flame) factions in the game that can make use of Kill Team&#039;s psychic phase without Commanders.&lt;br /&gt;
**Despite all other units with a 2+ save (except Custodes) being barred from kill team, Rubrics can boost their save to a 2+ against attacks that deal only 1 damage.&lt;br /&gt;
**-2 AP on all the Rubric Marine&#039;s standard ranged weapons will eviscerate GEQ opponents and seriously threaten other MEQ targets &#039;&#039;almost&#039;&#039; as severely.&lt;br /&gt;
**The 1CP Hungering Warp Flame tactic makes Warp Flamers OP as fuck. Allowing you to advance in the movement phase with no penalty and guaranteeing any charge within 8” will be shredded by overwatch (still watch out for harlequins and howling banshees tho).&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**Limited weapon selection, literally two guns and a heavy for Rubricae.&lt;br /&gt;
**Unlike all other space marines, your Rubric Marines do not have Transhuman Physiology, meaning if they do take (flesh) wounds, or if you have to patch them up with a &#039;&#039;Medic&#039;&#039;, their accuracy will start to drop noticeably.&lt;br /&gt;
**All your (non-commander) models lean heavy towards melee or shooting. If a rubricae gets punched or a Tzaangor shot then they can’t do much back.&lt;br /&gt;
**A very limited model roster, fine for 100 points but with commanders you’ll find it tough against other armies such as SM who suddenly have loads of different models and lots of utility.&lt;br /&gt;
&lt;br /&gt;
===TS Special Rules===&lt;br /&gt;
*&#039;&#039;&#039;Death to the False Emperor:&#039;&#039;&#039; You&#039;ve seen it, you know. Any hit roll of a 6+ in close combat against an {{W40kKeyword|IMPERIUM}} model generates another attack roll against the same target with the same weapon. These bonus attacks cannot generate further bonus attacks. Also note, it you take two or more Flesh Wounds, you will be unable to trigger DttFE, due to the -1 or worse to hit. But considering your lack of close combat weapon options, you should avoid close combat wherever possible. &lt;br /&gt;
*&#039;&#039;&#039;All is Dust:&#039;&#039;&#039; Unique to Rubric Marines and Rubric Marine Gunners, your +1 to saving throws against weapons with a damage characteristic of 1. Additionally the Rubric Marine Gunner ignores the -1 to hit penalty for moving and firing Heavy weapons.&lt;br /&gt;
*&#039;&#039;&#039;Favoured of Tzeentch:&#039;&#039;&#039; Gives the model a 5+ invulnerable save. A good fall back save if your Rubric marines get hammered with meltaguns and overcharged plasma guns (because of All is Dust, see above). Not the most reliable save, but AP is plentiful in Kill Team and as one of the few factions that have them, it&#039;s better than nothing.&lt;br /&gt;
*&#039;&#039;&#039;Aura of Dark Glory:&#039;&#039;&#039; Favoured of Tzeentch, but for your Tzaangors. +5 invulnerable save. Basically guardsmen armour, but one that you can take regardless, be it a lasgun or a meltagun.&lt;br /&gt;
*&#039;&#039;&#039;Transhuman Physiology:&#039;&#039;&#039; Unique to the Aspiring Sorcerer only, this allows him to ignore the first flesh wound suffered for to hit penalties (won&#039;t stop the +1 to injury rolls though. Useful, but situational, as you don&#039;t necessarily want your sorcerer too close to the action in order to shoot/fight, since he can just smite instead.&lt;br /&gt;
&lt;br /&gt;
===TS Faction Attributes===&lt;br /&gt;
*&#039;&#039;&#039;Brotherhood of Sorcerers:&#039;&#039;&#039; 2 psykers in your team can manifest per psychic phase instead of 1, and range of your psychic powers is increase by 3&amp;quot;&lt;br /&gt;
**This looks great! You get the same buff that GK get and it was a big buff to them! Except to actually benefit from it you have to have 2 psykers in your team. And unlike GK only select TS models are psykers. So to actually use this ability you HAVE to take the drastically overpriced Scarab Occult Terminator, further reducing the size of a relatively elite faction and basically nerfing your team&#039;s effectiveness. The range benefit is also mediocre compared to the GK&#039;s +1 to Psychic tests, as the only psychic power your regular psykers have access to is Psybolt and 18&amp;quot; is already plenty of range on KTs small boards. Elites gives TS basically nothing.&lt;br /&gt;
***The one exception to the above is Commanders. Both of your commanders are Psykers, so you will already have 2 psykers on the board. And better yet, while GKs +1 would still be better, the range bonus can actually come into play with the 12&amp;quot; ranges on the Disciplines of Tzeench. Now if only anyone actually played Commanders...&lt;br /&gt;
&lt;br /&gt;
===TS Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Inferno boltgun:&#039;&#039;&#039; A boltgun, but with -2 AP. With a 24 inch range, very little will be able to stay out of range of -2 shots. You may not have many of them, but each of them that gets through is most likely going to hurt. Getting into Rapid Fire range boosts their effectiveness considerably, but also gets them within Melee threat range. Somewhere your definitely don&#039;t want to be!&lt;br /&gt;
*&#039;&#039;&#039;Warpflamer:&#039;&#039;&#039; Identical to a flamer, but with -2 AP, this thing is scary, especially as you can Advance and still shoot with this thing!&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Soulreaper Cannon:&#039;&#039;&#039; A up-gunned Heavy Bolter, it trades a third of the range for an additional shot and -3 AP, leaving most opponents with at best a 6+ Armour save (with the exception of, hilariously, other Rubric marines). Rubric Marines already can move without getting a -1 to hit when wielding heavy weapons.&lt;br /&gt;
&#039;&#039;&#039;Pistols&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Inferno bolt pistol:&#039;&#039;&#039; Like a bolt pistol, but better. Unfortunately you pay for that with the cost of the model, but in exchange you get -2 AP. That&#039;s going to leave most targets with a 6+ save if any, 5+ if your a space marine or it&#039;s not going to affect them if they&#039;re Harlequins. Still, you will more likely get your wound through if you manage to wound it. And you can use it is subsequent rounds of close combat. &lt;br /&gt;
*&#039;&#039;&#039;Warpflame pistol:&#039;&#039;&#039; Similar in some ways to the hand flamer, this baby instead gets D6 shots at -2 AP, increasing the chances that one will at least wound. Should be seriously considered if you plan to run a rubric-heavy team, where you&#039;ll really &#039;&#039;need&#039;&#039; that second flamer to help ward off anything getting too close to your spooky-scary dudes.&lt;br /&gt;
*&#039;&#039;&#039;Autopistol:&#039;&#039;&#039; A las pistol by another name, don&#039;t expect these to do much. In fact, you probably won&#039;t use this, as the short range generally means that the choice is usually shoot or charge. And in most cases, Combat is usually the better place to be, especially with Str4. Still, if you find yourself locked in combat for more than one round, use them. You never know what might happen.&lt;br /&gt;
&#039;&#039;&#039;Terminator Weapons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heavy Warpflamer:&#039;&#039;&#039;  &amp;lt;span style=&#039;color:red&amp;gt;&#039;&#039;&#039;[ADD YOUR OPINION HERE]&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Hellfyre Missile Rack:&#039;&#039;&#039; &amp;lt;span style=&#039;color:red&amp;gt;&#039;&#039;&#039;[ADD YOUR OPINION HERE]&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Inferno Combi-Bolter:&#039;&#039;&#039; &amp;lt;span style=&#039;color:red&amp;gt;&#039;&#039;&#039;[ADD YOUR OPINION HERE]&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===TS Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Chainsword:&#039;&#039;&#039; The trusty reliable chainsword, +1 Attack when used in combat and that&#039;s about it. Turns your Tzaangor&#039;s into decent CC combatants but not as good as Tzaangor blades.&lt;br /&gt;
*&#039;&#039;&#039;Force Stave:&#039;&#039;&#039; The default weapon of both brands of Sorcerer. +2 str, -1 ap and Dd3 make it reasonable for primaris removal.&lt;br /&gt;
*&#039;&#039;&#039;Tzaangor blades:&#039;&#039;&#039; -1 AP and +1 attacks makes these a nice default choice for Tzaangor, who probably wouldn&#039;t hit anything with their autopistols anyway.&lt;br /&gt;
*&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; Your Scarab Sorceror can swap his Combi-Bolter for one, but given he&#039;s already packing a Force Stave, he shouldn&#039;t. Exalted Sorc loses nothing taking one, but still shouldn&#039;t for the same reason.&lt;br /&gt;
&lt;br /&gt;
===TS Psychic Powers===&lt;br /&gt;
*&#039;&#039;&#039;[Commanders] Gaze of Fate (Warp Charge 6):&#039;&#039;&#039; Gives you one free re-roll of any one roll until your next psychic phase. Better than the standard stratagem, without dipping into your CPs.&lt;br /&gt;
*&#039;&#039;&#039;[Commanders] Treason of Tzeentch (Warp Charge 8):&#039;&#039;&#039; Beat an enemy model&#039;s Ld on a 2d6 and they become part of your kill team until the end of the fight phase.&lt;br /&gt;
**with the overall lowered leadership in kill team and the ability to target normal mooks this becomes much better than its 40k counterpart.&lt;br /&gt;
**Bonus points for killing 2 or more enemy models with overcharged plasma.&lt;br /&gt;
*&#039;&#039;&#039;[Commanders] Bolt of Change (Warp Charge 9):&#039;&#039;&#039; The closest visible enemy model within 12&amp;quot; of the psyker takes d3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
===Other Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Brayhorn:&#039;&#039;&#039; Unique to the Tzaangors, It allows friendly Tzaangors within 6&amp;quot; to add 1 to their Advance &amp;amp; Charge rolls. Also allows the model to become a &#039;&#039;Comm&#039;&#039; specialist. Because blowing through a horn is an effective way to direct the firepower of a suit of power armour filled with dust... Consider converting your comm specialist &#039;gor with psychic radio antenna antlers or something if a literal musical instrument seems a little too silly.&lt;br /&gt;
*&#039;&#039;&#039;Icon of Flame:&#039;&#039;&#039; At the start of your turn in the psychic phase, roll 1d6 for each model equipped with an Icon of Flame. On a 6, you cause a mortal wound to the closest enemy model within 12&amp;quot;. Your 2nd psychic phase. Don&#039;t rely on it going off, but if it does, it&#039;s unlikely that your opponent has thought to keep a disposable body between the icon bearer and a more important target.&lt;br /&gt;
&lt;br /&gt;
===TS Units===&lt;br /&gt;
*&#039;&#039;&#039;Aspiring Sorcerer (1) (Leader, Combat, Demolitions, Veteran)&#039;&#039;&#039; With a stat line identical to most space marine sergeants (including a 6&amp;quot; move compared to his Rubric marines) this guy is pretty reasonable, and as one of only two options when it comes to choosing a Leader, he is probably the standout winner. He is very limited choices for wargear; only being able to swap his inferno bolt pistol for a warpflame pistol. His only other weapon is a force staff, which while only -1AP, does deal D3 damage per wound, so can really deal out the pain in close combat. Being the only member of the kill-team with Transhuman Physiology helps him to keep hit accurately. He is no Melee monster though, with only a 3+ save (but also a 5+ invulnerable) to keep him going, so keep him out of bigger scraps unless he is well supported by Tzaangors. As the only psyker played exactly as set out in the book (Grey Knights were nuffed slightly), he gives a pretty reliable mortal wound factory, crippling and killing a single 1 wound model a turn. Occasionally he might roll high enough for D3 mortal wounds on the target, though this is only useful against targets with 2 or 3 wounds. Keep a CP handy though, as a dreaded Perils of the Warp has a good chance of killing him, and dealing damage to your seemingly untouchable automaton bodyguard.&lt;br /&gt;
*&#039;&#039;&#039;Rubric Marines (Combat, Demolitions, Veteran):&#039;&#039;&#039; In comparison to the other space marines, Rubrics lost out Transhuman Physiology and dropped to a 5&amp;quot; Movement. In return, they gained a 5+ invulnerable save and the All is Dust ability. This means you will get a 2+ save against most small arms fire, and a 5+ invulnerable against anything with a half decent AP. And even against a meltagun, at least you get a 5+ save. At 5&amp;quot; move, you are slower then most marines, though on the small area of kill team, this isn&#039;t so much of an issue unless you need to get off the other side of the board. Can take inferno boltguns for longer range -2AP shooting, or warpflamers to Advance up the board and unleash a torrent of -2AP fire right into your opponents grouped together models (this works especially well with the &#039;&#039;Demolition&#039;&#039; specialism. Stay out of combat where possible, it is a waste of your abilities and you don&#039;t have pistols. Though an over watching flamer is still nasty.&lt;br /&gt;
**&#039;&#039;&#039;Rubric Marine Gunner (1) (Heavy, Combat, Demolitions, Veteran):&#039;&#039;&#039; Limited to one per kill team, and thus only 1 Soulreaper cannon, this is still a good weapon and a good firing platform. Everything this apples to basic Rubrics applies here, but with the added benefit of being able to take the &#039;&#039;Heavy&#039;&#039; specialism, and the fact you ignore the -1 to moving and firing heavy weapons already. &lt;br /&gt;
*&#039;&#039;&#039;Tzaangors (Combat, Medic, Veteran, Zealot):&#039;&#039;&#039; Your source of cheaper but still surprisingly tough bodies. With Str and toughness 4, and WS 3+ they are akin more to Ork boyz then to the cultists and pox walkers of other chaos kill teams. Cost about the same too, which means you will not be able to flood the battlefield in quite the same numbers as the other chaos kill teams. They do have a 5+ invulnerable save however, so they at least have a chance of stopping a meltagun from one-shooting them. They also move 1&amp;quot; faster than your Rubric marines, which is always handy. For options, they can either take chainswords and autopistols, or drop shooting altogether for tzaangor blades, giving you a respectable -1 AP in Melee. This synergises quite well with the passive effect of the brayhorn, and the &#039;&#039;Medic&#039;&#039; stratagem &#039;Stimm-shot&#039;, meaning that Tzaangors can cross the field into combat surprisingly quickly, which is where they do there best work. Whether that is taking out key enemy models, or holding them back from your Rubric marines so they can spend their time shooting. &lt;br /&gt;
**Bizarrely enough these guys are one of the only SM or CSM kill team units which can be Medics. While this will not have much effect in the first few games, as you gain experience your &#039;&#039;Medic&#039;&#039; will be able to help keep your expensive marines in the fight, and even revive them if they go down (or twice in the same turn, if you have the CP to spend on this AND &#039;Immovable Automaton&#039;). In regular matched play games, though, you&#039;ll have to settle for just combining Stimm-shot with the speed boosts of a brayhorn to make your &#039;gors, particularly a Combat specialist Twistbray, move fast and hit hard.&lt;br /&gt;
**&#039;&#039;&#039;Tzaangor with brayhorn (Comm, Combat, Medic, Veteran, Zealot):&#039;&#039;&#039; Identical to a normal tzaangor, but with a big ass warhorn. You often see it recommended that it be taken as &#039;&#039;Comms&#039;&#039; to boost the shooting of your Soulreaper cannon, but 4 shots, decent strength and very good AP mean its close to its maximum potential as a D1 weapon already and any buffs will have rapidly diminishing returns. In fact, if you have both a bolter and a cannon on the same team with a comms, you&#039;re more likely to get a kill if you buff the bolter and let the cannon shoot as normal. Its generally not worth using the specialism on. Even as a non specialist though, this guy can really boost the speed of a tzaangor heavy kill team (as previously mentioned). This is also probably the &#039;gor you&#039;ll want to equip with a chainsword and autopistol, as he&#039;s probably going to end up hanging back a bit, so you might as well give him something to do in the shooting phase, for what little it&#039;s worth.&lt;br /&gt;
**&#039;&#039;&#039;Twistbray (1)(Leader, Combat, Medic, Veteran, Zealot):&#039;&#039;&#039; Your tzaangor boss, and also you second choice for Kill team &#039;&#039;Leader&#039;&#039;. Has exactly the same options as his subordinates, but with +1 attack and leadership. While he maybe more fragile then a Aspiring Sorcerer, the extra attack he gets over him (regardless of weapon load out) makes him a pretty good &#039;&#039;Combat&#039;&#039; specialist. 4 attacks with -1 AP is not something you can easily ignore. He will leave a mark if left alone, so use this to your advantage to keep shit away from your Rubric marine fire support.&lt;br /&gt;
*&#039;&#039;&#039;Scarab Occult Terminator (Combat, Demolitions, Veteran):&#039;&#039;&#039; Your heavy hitters, coming stock with T4, 2A, 2W and a 2+ 5++. They retain their All Is Dust rule but are the prime targets for 2D weapons so don&#039;t count on them tanking too may hits as they are giant fire magnets. Stock equipment is a power sword and an Inferno Combi-Bolter. Up to two of these or their Gunner equivalent (see below) can stick Hellfyre Missile Racks on their backs for some sweet Strength 8 anti-Elite weaponry.&lt;br /&gt;
**&#039;&#039;&#039;Scarab Occult Gunner (2) (Heavy, Combat, Demolitions, Veteran):&#039;&#039;&#039; These Gunners can swap out their combi-bolters out for a Heavy Warpflamer or a Soulreaper cannon, and aren&#039;t affected by moving and shooting for Heavy weapons. However, if you make one a Heavy specialist, you can use the &#039;&#039;&#039;MORE BULLETS&#039;&#039;&#039; heavy tactic to get +1 attack to &#039;&#039;&#039;EACH&#039;&#039;&#039; ranged weapon. If you give your Gunner a Soulreaper and a Hellfyre Missile Rack, probably two models are gonna have a pretty bad day as they take 5 S5 AP-3 1 Damage shots and 3 S8 AP-2 D3 Damage shots. Since you resolve all the attacks with one weapon before declaring your second set of shots, you can choose to hammer down a single target if it&#039;s somehow still standing or split them up between two models if the first set killed something.&lt;br /&gt;
**&#039;&#039;&#039;Scarab Occult Sorcerer (1) (Leader, Combat, Demolitions, Veteran):&#039;&#039;&#039; Basically an a more expensive Aspiring Sorcerer. Moves at 5&amp;quot;, but his 2+ save is solid. Runs around with an Inferno Combi-Bolter and a Force Stave. You can swap out the Bolter for a Power Sword, but why anyone would ever do that is beyond me. Unfortunately brutally overcosted, but in non-commander games he&#039;s your only option for getting that second Psybolt off.&lt;br /&gt;
&lt;br /&gt;
====TS Commanders====&lt;br /&gt;
*&#039;&#039;&#039;Exalted Sorcerer (Commander):&#039;&#039;&#039; &amp;lt;span style=&#039;color:red&amp;gt;&#039;&#039;&#039;[ADD YOUR OPINION HERE]&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Tzaangor Shaman (Commander):&#039;&#039;&#039; &amp;lt;span style=&#039;color:red&amp;gt;&#039;&#039;&#039;[ADD YOUR OPINION HERE]&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===TS Tactics===&lt;br /&gt;
*&#039;&#039;&#039;[Annual2019] Vengeance For Prospero (1CP):&#039;&#039;&#039; Use this Tactic at the start of the Fight phase. Until the end of the phase, the Death to the False Emperor ability generates additional attacks on hit rolls of 4+ instead of 6+ for attacks made by models from your kill team that target a {{W40kKeyword|SPACE WOLVES}} model.&lt;br /&gt;
**Are you ever going to use this? Probably not. Still something to keep in mind when playing against dogs, though.&lt;br /&gt;
*&#039;&#039;&#039;[Annual2019] Guided By the Past (1CP):&#039;&#039;&#039; Use this Tactic when you choose a model from your kill team to shoot in the Shooting phase, or fight in the Fight phase. Until the end of that phase, you can re-roll hit rolls for attacks made by this model that target enemy models that have already been chosen to shoot or fight this phase.&lt;br /&gt;
*&#039;&#039;&#039;[Core/Elites] Veterans of The Long War (2CP):&#039;&#039;&#039; Use this Tactic when a {{W40kKeyword|RUBRIC MARINE}} or {{W40kKeyword|SCARAB OCCULT TERMINATOR}} from your kill team is chosen to attack in the Shooting or Fight phase. You can add 1 to wound rolls for the model’s attacks that target {{W40kKeyword|IMPERIUM}} models, until the end of the phase.&lt;br /&gt;
*&#039;&#039;&#039;[Core] Sorcerous Focus (2CP):&#039;&#039;&#039; Use this Tactic at the start of your turn in the Psychic phase. Pick a {{W40kKeyword|PSYKER}} model from your kill team that is within 2&amp;quot; of at least two other models from your kill team. Add 6&amp;quot; to the range of this model’s Psybolt psychic power, until the end of the phase.&lt;br /&gt;
** Gets your Psybolt to 27&amp;quot; with the Brotherhood of Sorcerers ability. Good if you prefer to keep your enemy at arms length for the first and second battle round, but still want to get in those mortal wounds! &lt;br /&gt;
*&#039;&#039;&#039;[Annual2019] Webway Infiltration (Reserve) (2CP):&#039;&#039;&#039; Use this Tactic at the end of the Movement phase. Choose up to three models from your kill team that were set up in Reserve. Set one of those models up anywhere on the battlefield that is more than 5&amp;quot; away from any enemy models, and then set up any remaining models within 2&amp;quot; of that model, and more than 5&amp;quot; away from any enemy models.&lt;br /&gt;
*&#039;&#039;&#039;[Annual2019] Ritual Slaughter (1CP):&#039;&#039;&#039; Use this Tactic at the start of a Shooting phase or Fight phase, if exactly 9 enemy models have been taken out of action during the course of the battle. Until the end of that phase, re-roll failed wound rolls for attacks made by models from your kill team.&lt;br /&gt;
*&#039;&#039;&#039;[Annual2019] Power of the Cabal (2CP):&#039;&#039;&#039; Use this Tactic when a model from your kill team attempts to manifest a psychic power, before taking the Psychic test. Add 1 to the result of that Psychic test for each friendly model (other than shaken models) within 3&amp;quot; of the model attempting to manifest the psychic power.&lt;br /&gt;
**Got a big clump of melee with your Sorcerer touching a Terminator/Lychguard/Paladin/Custodes? Pop this, get an easy D3 blast. Also remember that RAW, &amp;quot;each friendly model&amp;quot; counts itself!&lt;br /&gt;
*&#039;&#039;&#039;[Annual2019] Guided by the Future (1CP):&#039;&#039;&#039; Use this Tactic when you choose a model from your kill team to shoot in the Shooting phase, or fight in the Fight phase. Until the end of that phase, you can re-roll hit rolls for attacks made by this model that target enemy models that have not yet been chosen to shoot or fight this phase.&lt;br /&gt;
*&#039;&#039;&#039;[Core/FractalBlades/Annual2019] Hungering Warpflame (1CP):&#039;&#039;&#039; Use this Tactic in the Shooting phase, when you choose a model in your kill team to shoot with a warpflamer, heavy warpflamer or warpflame pistol. Until the end of the phase, you can roll two dice when determining the number of attacks made by that weapon, and pick the highest result.&lt;br /&gt;
**This is insane on a demolitions specialist.&lt;br /&gt;
**The Fractal Blades printing of the tactic card added the Heavy Warpflamer which wasn&#039;t in the game when the Core Manual was printed. This was promptly forgotten about when the tactic was reprinted in the Annual. As Annual explicitly supersedes all previous printings, this technically makes it no longer a valid target... but you should ignore that because its an obvious and stupid mistake. &lt;br /&gt;
*&#039;&#039;&#039;[Core] Cycle of Slaughter (2CP):&#039;&#039;&#039; Use this Tactic at the end of the Fight phase. Pick a {{W40kKeyword|TZAANGOR}} from your kill team – that model can immediately fight an additional time.&lt;br /&gt;
*&#039;&#039;&#039;[Core] Malicious Familiar (1CP):&#039;&#039;&#039; Use this Tactic at the end of the Movement phase. Pick an enemy model within 1&amp;quot; of your Leader and roll a D6. On a 4+ that enemy model suffers 1 mortal wound.&lt;br /&gt;
**Identical in operation to the Heretic Astartes and Death Guard stratagem, except this one, only cost 1CP rather than 2.  &lt;br /&gt;
*&#039;&#039;&#039;[Elites] Teleport Strike (Reserve) (1CP):&#039;&#039;&#039; Use this Tactic at the end of the Movement phase. Choose up to three TERMINATOR models from your kill team that were set up in Reserve and set them up anywhere on the battlefield that is more than 5&amp;quot; away from any enemy models.&lt;br /&gt;
*&#039;&#039;&#039;[Core/Elites] Immovable Automation (2CP):&#039;&#039;&#039; Use this Tactic when a Rubric Marine, Rubric Marine Gunner, Scarab Occult Terminator or Scarab Occult Gunner from your kill team is taken out of action. Roll a D6. On a 4+ that model suffers a flesh wound instead.&lt;br /&gt;
&lt;br /&gt;
===TS Commander Tactics===&lt;br /&gt;
*&#039;&#039;&#039;[Annual2019] Empyric Translocation (1CP):&#039;&#039;&#039; Use this Tactic at the start of the Movement phase, if an {{W40kKeyword|EXALTED SORCERER}} from your kill team (other than a shaken model) is on the battlefield. Pick one other model from your kill team, remove it from the battlefield, then set it up within 3&amp;quot; of the Exalted Sorcerer and more than 5&amp;quot; from enemy models. The model set up in this way is not considered to have been within 1&amp;quot; of any enemy models at the start of the phase.&lt;br /&gt;
*&#039;&#039;&#039;[Annual2019] Architect of Fate (3CP):&#039;&#039;&#039; Use this Tactic at the start of the Shooting phase. Pick an {{W40kKeyword|EXALTED SORCERER}} (other than a shaken model) from your kill team. All enemy models within 9&amp;quot; of that model that are Readied are no longer Readied.&lt;br /&gt;
*&#039;&#039;&#039;[Annual2019] Bestial Prophet (1CP):&#039;&#039;&#039; Use this Tactic at the start of the Shooting phase or the Fight phase, if your kill team includes a {{W40kKeyword|TZAANGOR SHAMAN}}. That model gains the following aura ability until the end of that phase. As long as this model is not shaken, add 1 to hit rolls for attacks made by friendly {{W40kKeyword|TZAANGORS}} whilst they are within 6&amp;quot; of this model.&lt;br /&gt;
*&#039;&#039;&#039;[Annual2019] Boon of Tzeentch (1CP):&#039;&#039;&#039; Use this Tactic in the Psychic phase, if the roll for a Psychic test made for a friendly {{W40kKeyword|COMMANDER}} was exactly 9. That model can attempt to manifest 1 additional psychic power this phase&lt;br /&gt;
**Will only happen occasionally (fittingly, the chance of exactly a 9 on 2d6 is 1 in 9), but costs you nothing in the meantime as you only have to pay once you can get the effect. When it procs, you effective get to use Psychic Barrage for half price and without needing an Lvl 3 Psyker Specialism. Solid when you can use it, but definitely not something to rely on happening.&lt;br /&gt;
*&#039;&#039;&#039;[Annual2019] Soul Flare (2CP):&#039;&#039;&#039; Use this Tactic when a {{W40kKeyword|COMMANDER}} {{W40kKeyword|PSYKER}} from your kill team is taken out of action. Before removing that model from the battlefield, roll a D6 for each enemy model within 9&amp;quot; of that model. On a 6, the model being rolled for suffers a mortal wound.&lt;br /&gt;
**A 6 on a D6 is low odds for 2CP, especially given its only a mortal wound that has a 50% chance to kill. But a 9&amp;quot; radius circle does cover a lot of the board. Niche at best, but might come in handy one day.&lt;br /&gt;
&lt;br /&gt;
===TS Strategies===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;TS Strategies:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Since Psybolts target the nearest &#039;&#039;&#039;visible&#039;&#039;&#039; enemy model, control your lines of sight for some truly fantastic psybolt aiming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Counterplay:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Invuln saves are great against TS Shooting, but terrible against Psybolts. Cheap and disposable units are great against Psybolts but die in droves against TS Shooting and melee.&lt;br /&gt;
&lt;br /&gt;
Mix the two, have your disposable units soak up psybolts (that have to target the &#039;&#039;&#039;nearest visible&#039;&#039;&#039; enemy model), and enjoy your Storm Shields surviving into the shooting/fight phases.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===TS Example Teams===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Kill Teams&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*7 models, 100 points&lt;br /&gt;
**Aspiring Sorcerer with warpflame pistol (Leader), 18 pts&lt;br /&gt;
**Rubric Marine with Icon of Flame, 17 pts&lt;br /&gt;
**Rubric Marine with warpflamer (Demolitions), 20 pts&lt;br /&gt;
**Rubric Marine Gunner with soulreaper cannon (Heavy), 20 pts&lt;br /&gt;
**Tzaangor with Brayhorn (Comm), 10 pts&lt;br /&gt;
**Tzaangor, 7 pts&lt;br /&gt;
**Twistbray, 8 pts&lt;br /&gt;
*6 models, 100 points&lt;br /&gt;
**Aspiring Sorcerer with warpflame pistol (Leader), 18 pts&lt;br /&gt;
**2 Rubric Marines, 32 pts&lt;br /&gt;
**Rubric Marine with warpflamer (Demolitions), 20 pts&lt;br /&gt;
**Rubric Marine Gunner with soulreaper cannon (Heavy), 20 pts&lt;br /&gt;
**Tzaangor with Brayhorn (Comm), 10 pts&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Commanders Kill Teams&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;For When Commanders Cost Points&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For When Commanders Cost Nothing&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gellerpox Infected (Rogue Trader)==&lt;br /&gt;
&lt;br /&gt;
===Why play Gellerpox Infected===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**All the Nurgly toughness you&#039;ve come to expect - high Toughness values and wound counts, and Disgustingly Resilient.&lt;br /&gt;
**Options to focus either on a small group of extremely tough mutants or a horde of weaker beasts. &lt;br /&gt;
**Vulgrar Thrice-Cursed is a Commander, which means he can gain the benefits of various Traits and can set his own level!&lt;br /&gt;
**Access to several very powerful Stratagems.&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**Virtually no Shooting game beyond Vulgrar&#039;s belly flamer and the Sludge-Grubs&#039; spit.&lt;br /&gt;
**Stratagems are REALLY expensive.&lt;br /&gt;
**Apart from the Mutoid Vermin, your units are slow as hell. We&#039;re talking 5&amp;quot; of movement at most here.&lt;br /&gt;
**Running high model teams above 14 will make it impossible not to have the faction fall apart to morale.&lt;br /&gt;
**One of the &amp;quot;fun&amp;quot; factions, mostly for fluffy and friendly games. Being particularly limited in your choice of units, options, and abilities generally means you&#039;re outclassed as soon as any of the main factions get serious and start optimizing, particularly once commanders and elites get involved.&lt;br /&gt;
***GI did take 4th at LVO. They&#039;re lackluster outside of their native Arena, but inside that format with tough bodies to hold points and cheap models to hold objectives they are still viable. Be prepared to never get more support from GW again though.&lt;br /&gt;
&lt;br /&gt;
===GI Special Rules===&lt;br /&gt;
*&#039;&#039;&#039;Disgustingly Resilient:&#039;&#039;&#039; Just the same as it is with Death Guard.&lt;br /&gt;
*&#039;&#039;&#039;Vermin:&#039;&#039;&#039; Add one to injury rolls. Makes your weak trash even trashier.&lt;br /&gt;
*&#039;&#039;&#039;Mindless:&#039;&#039;&#039; Cannot gain experience, be a part of a fire team, or be a specialist. Hammers in the point that the Mutoid Vermin are expendable meatshields.&lt;br /&gt;
&lt;br /&gt;
===GI Ranged Weapon===&lt;br /&gt;
*&#039;&#039;&#039;Acid Spit:&#039;&#039;&#039; Sludge-Grub&#039;s ranged attack. Technically a pistol, but weirdly uses the User&#039;s strength, but given its only used on 1 model its effectively always a Laspistol with AP-1 and -4&amp;quot; of range.&lt;br /&gt;
*&#039;&#039;&#039;Belly Flamer:&#039;&#039;&#039; Vulgar&#039;s ranged attack. Flamer statline. &lt;br /&gt;
*&#039;&#039;&#039;Frag Grenades:&#039;&#039;&#039; Same frag grenades AM get. They&#039;re terrible but a terrible attack is better than no attack.&lt;br /&gt;
&lt;br /&gt;
===GI Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Bloodsucking Proboscis:&#039;&#039;&#039; S2, AP0 and D1. The only thing that &amp;quot;saves&amp;quot; this (i.e. brings it into neck and neck competition with a lasgun) is the fact it scores 2 hits when you roll a natural 6 on the hit roll. But then, this weapon isn&#039;t really why you&#039;re using Cursemites anyway, is it?&lt;br /&gt;
*&#039;&#039;&#039;Diseased Claws and Fangs:&#039;&#039;&#039; Gets the Nurgle-y reroll for 1s on the Wound Roll, but otherwise its the default close combat weapon everyone gets.&lt;br /&gt;
*&#039;&#039;&#039;Fanged Maw and Stinger:&#039;&#039;&#039; See above except its AP-1.&lt;br /&gt;
*&#039;&#039;&#039;Fleshripper Claws:&#039;&#039;&#039; The nasty claws of Vulgar himself. S+1, AP-2 and D2 on his chassis make for a seriously deadly melee combatant.&lt;br /&gt;
*&#039;&#039;&#039;Hideous Mutations:&#039;&#039;&#039; S5, AP-1 and D2 makes your Nightmare Hulks some the heaviest hitters (no pun intended) you can field.&lt;br /&gt;
*&#039;&#039;&#039;Mutated limbs and Improvised Weapons:&#039;&#039;&#039; Confusingly named but just AP-1 again. As the arms of your flailing zombie horde they benefit from the whopping S4 of your Mutants, unfortunatley making these your best weapon after the Hulks/Gnashers. &lt;br /&gt;
*&#039;&#039;&#039;Plague Cleaver:&#039;&#039;&#039; The addition of rerolling 1&#039;s on the Wound roll makes this a straight upgrade to the Hideous Mutations for your Gnasher-Screamers, despite them having both. If this is an option, always use it. &lt;br /&gt;
*&#039;&#039;&#039;Spawning Barb:&#039;&#039;&#039; Default melee except you have get to autopass the wound roll on a hit roll 6. Not bad compared to the other little guys but thats not saying much.&lt;br /&gt;
&lt;br /&gt;
===GI Units===&lt;br /&gt;
*&#039;&#039;&#039;Nightmare Hulks (Leader (Gnasher-Screamer only), Combat, Veteran, Zealot):&#039;&#039;&#039; Large, slow dudes with paper armor and butchers. Gnasher-Screamer is almost as tough as Vulgrar so he makes a good choice for a Leader.&lt;br /&gt;
*&#039;&#039;&#039;Gellerpox Mutants (Leader, Combat, Demolitions, Veteran, Scout, Zealot):&#039;&#039;&#039; Your basic fighters, with Disgustingly resilient and a 5+ invuln that deals a mortal wound to the attacker on a 6. They also have grenades so they have something to do in the shooting phase. &lt;br /&gt;
*&#039;&#039;&#039;Eyestinger Swarms:&#039;&#039;&#039; The fastest of the little bugs with 10&amp;quot; of movement, and while its attack stat of d3 is unreliable it auto-wounds on a hit roll of 6. Good thing too, since S2 doesn&#039;t do it any favors with its wound rolls. Don&#039;t be deceived by its 7+ save, +1 to injury rolls taken, and poor toughness: its complete immunity to flesh wounds and -1 hit penalty against all attacks targeting them makes the Eyestinger Swarm surprisingly tough to kill. &lt;br /&gt;
*&#039;&#039;&#039;Cursemites:&#039;&#039;&#039; The cheapest model in the faction. It can reroll failed charges and pile in 6&amp;quot; and has 2 attacks that scores 2 hits on a 6.  &lt;br /&gt;
*&#039;&#039;&#039;Sludge-Grubs:&#039;&#039;&#039; Slow moving, but the only ranged normal model equipped with something other than grenades and has AP-1 on its attacks. Can roll a D6 when its taken out of action to deal a mortal wound to its attacker but it needs a 6.&lt;br /&gt;
*&#039;&#039;&#039;Glitchlings (Combat, Scout, Zealot):&#039;&#039;&#039; The first, but no longer the only Daemon in Kill-Team, with Disgustingly resilient (albeit reduced in effectiveness because of Squishable, like Nurglings in vanilla 40k), and a 5+ invuln. Also causes a -1 penalty to hit them when targeted by ranged attacks.&lt;br /&gt;
&lt;br /&gt;
====GI Commander====&lt;br /&gt;
*&#039;&#039;&#039;Vulgrar Thrice-Cursed (Combat, Demolitions, Strength, Veteran, Zealot):&#039;&#039;&#039; Armed with a flamer and the equivalent of a damage 2 power axe, Vulgrar is a melee monster even when compared to the other melee monsters among the Gellarpox Infected. His armor save is rather low, but since it&#039;s the same as his invulnerable save you won&#039;t care about it. And with 5 wounds and Disgustingly Resilient, he won&#039;t be going anywhere anytime soon. Just one level in the Strength specialism will pump his melee attacks up to an impressive S7, and with Devastating Power his attacks can one-hit kill even Aberrants and Warriors. If you can afford the points, give him Generalist as well so he can get the level 1 ability for Zealot or Combat to further increase his beatstick potential. Vulgrar also imposes a -1 Ld penalty to all enemy models within 6&amp;quot; of him, which isn&#039;t spectacular but still has its uses.&lt;br /&gt;
**With the Commanders Commentary restricting commanders to Level 1, Strength becomes basically pointless. Few, if any, enemies are T6 and going from S6 attacks to S7 doesn&#039;t help any other wound rolls. By extension, taking Zealot when Combat is available is also pointless as only the extra attack matters and Combat gives it to you all the time rather than only on the charge.&lt;br /&gt;
&lt;br /&gt;
===GI Tactics===&lt;br /&gt;
*&#039;&#039;&#039;[Rogue] Gellershift (2 CP):&#039;&#039;&#039; A Deep Strike Stratagem in Kill Team? You&#039;d better believe it! Works just like similar Stratagems in 40K, only you cannot place the Deep Striking model within 4&amp;quot; of an enemy model. Yes, &#039;&#039;4&amp;quot;&#039;&#039;. This means in addition to moving a model to contest a last minute objective, you could also use it to set up a Charge the next turn. The only real downside asides it&#039;s cost is that it only works on Gellerpox Mutants, so this rules out the big guys.&lt;br /&gt;
*&#039;&#039;&#039;[Rogue] Verminoid Infestation (3 CP):&#039;&#039;&#039;This one allows you to place a Mutoid Vermin model within 6&amp;quot; of a member of your Kill Team but it must be placed 6&amp;quot; from any enemy models. The summoned Model is ignored for determining if your Kill Team is broken and it is removed at the end of the game, before determining who won the mission. Really, the important thing is that you get to call in reinforcements at any time and don&#039;t get penalized if they die.&lt;br /&gt;
*&#039;&#039;&#039;[Rogue] Twisted Blessings (2 CP):&#039;&#039;&#039; At the end of the movement phase, choose a Nightmare Hulk with at least 1 flesh wound and roll a d6. On a 4+, it loses a flesh wound. You know, because they weren&#039;t tough enough already. &lt;br /&gt;
*&#039;&#039;&#039;[Rogue] Rancid Vomit (2 CP):&#039;&#039;&#039; At the start of the shooting phase, pick an enemy model within 6” of a friendly Nightmare Hulk. Roll 3 dice - for every 5+, deal a mortal wound to that enemy unit.&lt;br /&gt;
*&#039;&#039;&#039;[Rogue] Corruption and Decay (2 CP):&#039;&#039;&#039; At the start of the fight phase, pick an enemy model within 1” of a friendly Gellerpox model and reduce that enemy’s toughness by 1 for that phase.&lt;br /&gt;
*&#039;&#039;&#039;[Rogue] Machine Glitch (1 CP):&#039;&#039;&#039; When an enemy tries to open or close a door and you have a glitchling within 1” of that door to contest the door opening or closing, add 3 to your die in the roll-off to prevent the door from opening or closing.&lt;br /&gt;
&lt;br /&gt;
===GI Commander Tactics===&lt;br /&gt;
*&#039;&#039;&#039;[Rogue] Insane Gibbering (1 CP):&#039;&#039;&#039; Use at the start of the psychic phase. Vulgrar imposes a -1 penalty to psychic tests for psykers within 18&amp;quot; of him.&lt;br /&gt;
*&#039;&#039;&#039;[Rogue] Lord of Resentment (1 CP):&#039;&#039;&#039; At the start of the movement phase, Vulgrar gains an aura that allows all Gellarpox Infected within 6&amp;quot; of him to re-roll hit rolls of 1. This effect ends at the start of the next battle round.&lt;br /&gt;
&lt;br /&gt;
===GI Commander Traits===&lt;br /&gt;
*&#039;&#039;&#039;Twisted Brilliance (10 pts):&#039;&#039;&#039; If Vulgrar is in the Kill-Team, gain 1 extra CP that can only be used for Gellarpox Infected Tactics.&lt;br /&gt;
*&#039;&#039;&#039;Master of Vermin (15 pts):&#039;&#039;&#039; As long as Vulgrar is not shaken, all Mutoid Vermin within 6&amp;quot; of him re-roll failed hits.&lt;br /&gt;
&lt;br /&gt;
===GI Strategies===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GI Strategies:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Gellerpox Infected are one of the special factions in Kill Team, alongside the Elucidian Starstriders, the Servants of the Abyss and the Kroot. Twisted and deformed due to a warp disease that got into a spaceship after a Geller Field failure, the Gellerpox Infected are designed to work in small and compact maps, like those provided by Arena games. They generally work as Nurgle units with a general Disgustingly Resilient rule, which makes them quite tough on their own, but they also have a decent amount of gimmicks to play with. And let&#039;s emphasize the word &amp;quot;gimmick&amp;quot; here. The Gellerpox Infected have a lot of small units that could do a lot of damage by their side-effects, but when it comes to regular, reliable combat, they have way less options. As such, knowing what they can do is vital to their gameplay, otherwise no amount of Nurgle resilience is going to save you.&lt;br /&gt;
&lt;br /&gt;
First, let&#039;s make one thing very clear. This team is very CP expensive. A team that loses his Leader is a team crippled beyond saving. Most of the actually worthwile tactics will cost you 2CP at best, and some even more than that. And sadly, if you&#039;re playing Commanders/Elites, your commander won&#039;t be able to choose the &amp;quot;strategist&amp;quot; specialism, so no extra CP for you. Use your CP wisely, or you won&#039;t be able to push your way through many of the other teams.&lt;br /&gt;
&lt;br /&gt;
Also important. The Gellerpox Infected are pretty much MELEE ONLY. They have TWO units capable of shooting, one grunt and the commander. And none of them have a reach beyond 8&amp;quot;. This, combined to their slow movement, means they are going to eat fire like noone. Better pray to Grandaddy Nurgle that your disgustingly resilience carries you until melee, otherwise the battle will be over before it begins. &lt;br /&gt;
&lt;br /&gt;
Now, let&#039;s look at the units. First, the Gellerpox Mutant, these are your basic grunts. Well, or they would be if they didn&#039;t have a unit limitation of 3. They are surprisingly decent for mindless zombies. 5++, Disgustingly Resilient, the ability of reflecting damage (in the form of a mortal wound) on a save throw of 6+, grenades to do something during the shooting phase, S4 T4, A2... Death Guard wishes it could have this fuckers. To be fair, they are 8p per unit in comparison to the 3p per unit of the poxwalkers, but still, a save roll of 6+ pretty much pays for itself, considering how difficult it can be for the poxwalkers to prove their worth on the field. The Mutated Limbs are also an S(user) and AP-1, so it can be decent in case of melee against GEQs. With all of this said, they are not that tough, 5++ could be improved, and offensively, grenades and their melee limbs are quite poor. Also, they are slow, so don&#039;t try to run races with them. They are made to hold objectives and to soak up damage meant for others. Also, the Gellershift allows it to deep strike at 4&amp;quot; of an enemy unit, perfect for contesting objective points and to be a decent distraction before the big units come in. You can&#039;t charge the turn you use it, though. They&#039;re a lot more like plaguebearers than poxwalkers, but with different (non-plague) weaponry, an extra attack, and lower bravery. They also come on 25mm bases, allowing more to get into combat than their plaguebearer brothers. &lt;br /&gt;
&lt;br /&gt;
The Glitching is also a small unit, cheaper than the Gellerpox Mutant and with a maximum of 4 units. With a pathetic S2 T2, even Fire Warriors are going to beat them in melee. And even their disgustingly resilient is not that effective: the Squishable ability means that the Disgustingly Resilient rule only applies against attacks of D1. Add more than that, and the attack goes through. This means bad news for the glitching, although considering how bad this thing is at melee, it&#039;s a bit pointless to have it around (re-rolling hit rolls of one is not that good when nothing is going to wound anyway). It also substracts one on the hit rolls targeting it during the shooting phase, so it&#039;s something?&lt;br /&gt;
&lt;br /&gt;
The Nightmare Hulks are the heavy hitters of the team. Slow behemots with W4, they are the units focused on actually dealing damage directly, rather than through unorthodox ways. It&#039;s also REALLY EXPENSIVE. 31p means almost 1/3 of a 100p list, so you better take care of it. They are also limited to a maximum of 2, plus a Gnasher Screamer. The Gnasher Screamer is identical to the Nightmare Hulk, but with a weapon of S(user) AP-2 D2 that re-rolls wound rolls of 1. Also, they have some crazy tactics. Rancid Vomit makes them attack a unit at 6&amp;quot; or less of the model: throw 3D6, and for each 5+, you make a mortal wound. Great to compensate for the lack of shooting your units have, plus it can be used while your hulk is in melee, so you could deal with two units at once. Twisted Blessings means that it could heal one flesh wound at a time on a roll of 4+ on a D6, making them tougher and eliminating penalties for wounds. General S5 T5 A4 and with weapons of S(user) AP-2 D2, you want this guy to go with the Zealot specialism. Charging will compensate for its slow speed, and an extra attack and strength is going to be wonderful against pretty much everything. With that said, they are going to be targeted quite a lot, so avoid throwing them wildly at the enemy, plus they could break with morale, due to how weak the rest of the team is. &lt;br /&gt;
&lt;br /&gt;
The cursemite is one of those units that can&#039;t be any specialism or gain experience. With a terrible S2 T2, its only strategy is to swarm with numbers and speed and hope for a hit roll of 6+ (which counts as two hits). To be fair, it can re-roll its charges and consolidate 6&amp;quot;, so it&#039;s great for blocking units in melee while the hulks actually hurt the targets. Just don&#039;t expect them to hurt something. Ever. Also, no disgustingly resilient, so the damage it gets, it will hurt. Also, 4 models at most.&lt;br /&gt;
&lt;br /&gt;
The Eyestinger Swarm is... interesting. On one hand, it&#039;s a much better version of the cursemite. On the other hand, it&#039;s not as useful as a unit blocker as the cursemite. 10&amp;quot; AD3 is decent as fast moving troops, Buzzing Swarm means it automatically passes falling tests (granting it insane movement) and offering -1 penalties to the hit rolls targeting it, and it can&#039;t have flesh wounds (at the cost of adding 1 to Injury rolls made for it). While it has S2, its weapon makes it pointless, considering each hit roll of 6+ results in a wound that does not need a wound roll. This means that if it hits a marine with a 6+, a 5p unit can kill the marine on the spot. This is a fantastic ability, and almost borderline broken. No wonder you can only have 4 of them. Sadly, the inability to consolidate 6&amp;quot; like the cursemite means it can&#039;t just go from unit to unit throwing mortal wounds. Sad, but hey, balance and all.&lt;br /&gt;
&lt;br /&gt;
The Sludge Bomb is bad. The only regular unit with a ranged attack (a Pistol 1 with 8&amp;quot;, how dangerous), the Caustic Blood ability means that, once it&#039;s killed, you roll a D6, and if you get 6+, the killer gets a mortal wound. Also, it adds 1 to the injury rolls to the model. Meh. Pretty much there to die, and even then it doesn&#039;t do a good job of it.&lt;br /&gt;
&lt;br /&gt;
Finally, the Commander, Vulgrar Thrice-cursed. It&#039;s allright, but there are many better. It has a flamer equivalent (Assault D6 S4 AP0) with a 6++ save (the regular mutants have better invuilnerable, lol), disgustingly resilience and a leadership penalty to closer enemies. Also, its melee weapon does A4 of D6 (5+1) AP-1 D2, which is pretty good. Also, the Lord of Resentment tactic makes every GI unit around it re-roll 1, though this starts its effect the turn after using it. And for 10p, Twisted Brilliance gains you the ability of an extra CP that you can only use on GI tactics, a godsend for a team so relying on tactics. &lt;br /&gt;
&lt;br /&gt;
Overall, this team is rather unorthodox, but you can pretty much figure out how to play it once you read all the units. The hulks and the flies are the key. Make a mutant leader to free points and specialism. Get two hulks for stopping power. Get as many cursemites and eyestinger swarms as possible. Then, you move the insects as fast as possible against the enemy units in melee. Once they&#039;re there, they can just stop the enemy from shooting until the hulks arrive and wreck them one by one. Hell, considering the eyestinger&#039;s abilities, they probably could kill a marine or two alone. Also, keep in mind that you&#039;ll have to do this FAST. Your insects have no disgustingly resilient, so if they die before arriving, the morale penalties are going to start to accumulate. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Counterplay:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Gellerpox barely have any shooting. This means that anything that could stop them from arriving to their objectives is good. Shoot them back to death. Don&#039;t worry about low AP, their saves are either pathetic or invulnerable, so it&#039;s not going to matter much. Flamers will be great here, though you have to account for charges way beyond the flamer&#039;s range. Don&#039;t forget to target the hulks as well, though if you manage to break the team&#039;s morale before they start arriving, it&#039;s all over. Also, beware of the flies. Don&#039;t get cocky because they only have S2 T2, they are not there to kill you, they are there to stall you. Also, if you can kill the leader, the better, considering the GI&#039;s need for CP. Multiple attacks against the flies, something will enter, kill them before they arrive, cause general panick. Against the hulks, the same, but tenfold, considering they have W4 and can heal flesh wounds. Once they are wounded, you could charge them to try and get as many wounds as possible. Killing a hulk is killing 1/3 of the team, the question is doing it without the fucking flies getting in the way.&lt;br /&gt;
&lt;br /&gt;
With that said, a couple of examples.&lt;br /&gt;
*SM and Co. have access to a plethora of weapons, but here going for generics may be the best. Storm Bolters, Bolt Rifles, Missile Launcher, Frag Cannon... All of them do enough attacks to deal with the insect swarm. Things like auspex and sniper specialism may help to counter the accuracy penalties here. And in melee, take your pick. Again, go for number of attacks instead of AP.&lt;br /&gt;
*Imperial Guard can have a decent amount of units to deal with the flies. A full tempestus team with a couple of plasmas to deal with the hulks should be enough. Keep the flies away, and if you can&#039;t, fall back and burn them with emergency flamers.&lt;br /&gt;
*AdMech have the Radium Carbines for this, and their toughness of 4+/6++ can pretty much tank most of the attacks done here. The infiltrator&#039;s flechette can also be great against flies, plus its W2 can help it survive the odd mortal wound. Against the hulks, plasma, ruststalkers, or infiltrators with taser goad. Beware of the arquebus here, this is one team where you don&#039;t want it. Otherwise, the enemy will teleport a mutant right behind it and kill it in melee or through grenades. Movement is key, and the arquebus has none.&lt;br /&gt;
*The Rogue Traders are going to have a bad time, which is weird considering they are the [[de facto]] counterpart to the GI. The Assassin should deal with the hulks, and never, EVER, be stuck with the flies. Take the initiative, go on the offensive. Use the triumvirate to generate as big of a firewall as possible. Deal with the small ones first to break morale, but let the heavy shoot the hulks. &lt;br /&gt;
*Grey Knights are going to need all of their anti-daemonic experience to deal with them. Seriously, once they are stuck in melee, the eyestingers and the hulks can deal with them easily enough, so you better make use of your psyquic abilities as soon and as frequently as possible. Otherwise you&#039;ll be overrun.&lt;br /&gt;
*Death Guard are tougher than the GI, and with better choices. A Plague Marine with plasma should be enough to deal with the hulks, while regular plage marines deal with the flies.&lt;br /&gt;
*CSM will use massive amounts of cultists to deal with the flies. There can be way more cultists than flies, after all. After that, the hulks should be dealt with with plasma and or heavy weaponry from marines/cultists. &lt;br /&gt;
*SotA need to charge first. They can deal a ton of damage here, considering the negavolts have their own access to mortal weapons and melee spam. However, once their number starts to go down, they will lose if the hulks are still in the game. &lt;br /&gt;
*Necrons can deal with them by just spamming necron warriors. No need to overcomplicate things. Maybe a Flayed One for emergency melee, but that&#039;s kind of it.&lt;br /&gt;
*Harlequins should go for the kill as soon as possible. Go to get the hulks early, get two clowns on each, and see them crumble and fall. Ironically it&#039;s the regular mutants and the eyeswarms what should worry you, their frequent access to mortal wounds will make your invulnerable save pointless. And they will always outnumber you. &lt;br /&gt;
*Tau need to shoot them all as soon as possible. Have a big unit to deal with the hulks, maybe a stealth suit so the hulk&#039;s melee gets less accurate. The rest need to bring the flies down before they arrive to melee. To be fair, the fire warriors actually have a decent chance in melee here (they are killing flies, after all, how hard is it to swat them?), but the mortal wounds are no joke. &lt;br /&gt;
*Kroot have a decent shot of winning against GI. The kroot hounds and krootox should go to deal with the leader first, then the hulks. The rest of the carnivores will throw volley after volley against the flies, while not being that bad in melee themselves.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GI Example Teams===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Kill Teams&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;Insect Swarm&amp;quot;, 9 units, 100p&lt;br /&gt;
**&#039;&#039;Leader:&#039;&#039; Gellerpox Mutant&lt;br /&gt;
**&#039;&#039;Demolitions:&#039;&#039; Gellerpox Mutant&lt;br /&gt;
**&#039;&#039;Combat:&#039;&#039; Nightmare Hulk&lt;br /&gt;
**&#039;&#039;Zealot:&#039;&#039; Gnasher Screamer&lt;br /&gt;
**&#039;&#039;Regulars:&#039;&#039; 3x Cursemites, 2x Eyestinger Swarms&lt;br /&gt;
&lt;br /&gt;
Take the flies and get into melee as soon as possible. Send cursemites against GEQs and eyeswarms against MEQs (careful to avoid to fight something with more than W2 for longer than necessary). Once in melee, the hulks should come and squash them one by one. The enemy will get a mortal wound or two, and you will lose some of your flies, but he should get the worse end of the deal. Remember to always run with the hulks, otherwise they&#039;ll never reach their destination. Also, the demo mutant is there in case of the enemy leader/key unit being hidden in the back. Teleport there, get him unaware, and take him down so its team loses whatever effect it had there. Also, remember to use your tactics, they could be essential to break tougher teams.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Commanders Kill Teams&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;For When Commanders Cost Points&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Insect Swarm 2, now with more hulks&amp;quot;, 12 units, 199p&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;Commander:&#039;&#039; Vulgrar Thrice-cursed (Zealot)&lt;br /&gt;
**&#039;&#039;Leader:&#039;&#039; Gellerpox Mutant&lt;br /&gt;
**&#039;&#039;Demolitions:&#039;&#039; Gellerpox Mutant&lt;br /&gt;
**&#039;&#039;Combat:&#039;&#039; Gnasher Screamer&lt;br /&gt;
**&#039;&#039;Veteran:&#039;&#039; Nightmare Hulk&lt;br /&gt;
**&#039;&#039;Regulars:&#039;&#039; 3x Cursemites, 3x Eyestinger Swarms, 1 Nightmare Hulk&lt;br /&gt;
  &lt;br /&gt;
The same as before, but with more hulks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For When Commanders Cost Nothing&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chaos Daemons (White Dwarf July 2019)==&lt;br /&gt;
&#039;&#039;Republished in Kill Team Annual 2019&#039;&#039;&lt;br /&gt;
=== Why Play Chaos Daemons ===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**Daemons&lt;br /&gt;
**Spam a lot of cheap units&lt;br /&gt;
**Pink horrors may be one of the best objective catchers in the game&lt;br /&gt;
**Cheap Psykers&lt;br /&gt;
**All units may prove useful depending on opponent and mission  &lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**Undersupported&lt;br /&gt;
**Units will die under fire&lt;br /&gt;
**Pathetic shooting phase&lt;br /&gt;
**No multiwound heavy bosses&lt;br /&gt;
=== CD Special Rules ===&lt;br /&gt;
*&#039;&#039;&#039;Split:&#039;&#039;&#039; You don&#039;t make injury rolls for Horrors. Instead, they&#039;re automatically taken out of action when reduced to 0 wounds and they &amp;quot;split&amp;quot;. Pinks and Iridescent are replaced by a pair of Blues. A Blue is replaced a Pair of Brimstone Horrors (which despite the name is 1 model). The resulting blue and brimstone horrors are not considered models in your team for broken tests, nor as friendly models for nerve tests, meaning that Horror spam can make it easier to break and shake you.&lt;br /&gt;
**Something to keep in mind, the Split ability includes the line &amp;quot;If these models cannot be set up, this ability has no effect&amp;quot;. And &amp;quot;this ability&amp;quot; is all of Split, not just the placing of the Blue Horrors. Which means if you cannot fit 2 Blues within 1/2&amp;quot; or your Pink or Iridescent when they&#039;re hit, then they still get the injury roll, as the entire ability is cancelled and the ability is what makes you skip Injury Rolls in the first place. &lt;br /&gt;
=== CD Faction Attributes ===&lt;br /&gt;
Despite coming out after Elites and a God-specific subfaction for each of the 4 being a perfect fit, you get nothing. Remember what we said about undersupported?  &lt;br /&gt;
=== CD Ranged Weapons ===&lt;br /&gt;
*&#039;&#039;&#039;Coruscating Flames:&#039;&#039;&#039; Your only ranged weapon, and exclusive to the Horrors. But don&#039;t get too excited given its an 18&amp;quot; flashlight that trades Rapid Fire 1 for Assault 2.  &lt;br /&gt;
=== CD Melee ===&lt;br /&gt;
*&#039;&#039;&#039;Hellblade:&#039;&#039;&#039; For your Bloodletters. Your best/most reliable source of AP and only source of Multidamage - doing D2 on a 6+ wound roll, and an additional point of damage with the tactic.&lt;br /&gt;
*&#039;&#039;&#039;Piercing Claws:&#039;&#039;&#039; For your Daemonettes. AP-4 on a wound roll of 6. Not exactly reliable, you&#039;re definitely not taking Daemonettes for access to this weapon. &lt;br /&gt;
*&#039;&#039;&#039;Plaguesword:&#039;&#039;&#039; For your Plaguebeares. The only thing separating it from his fists is rerolling hit rolls of 1.&lt;br /&gt;
=== Icons ===&lt;br /&gt;
Taken by an Icon Bearer of the Dark God&#039;s daemon type - Khorne by Bloodletters, Nurgle by Plaguebearers etc.&lt;br /&gt;
*&#039;&#039;&#039;Icon of Nurgle:&#039;&#039;&#039; Same as the CSM Icon of Despair. -1 to the Ld of enemies withing 6&amp;quot; of the Icon.&lt;br /&gt;
*&#039;&#039;&#039;Icon of Tzeench:&#039;&#039;&#039; Same as the CSM Icon of Flame. At start of your turn in the psychic phase, roll 1d6 for each model equipped with an Icon of Flame. on a 6, you cause a mortal wound to the nearest enemy within 12&amp;quot; of the icon bearer.&lt;br /&gt;
*&#039;&#039;&#039;Icon of Khorne:&#039;&#039;&#039; Basically the same as the Icon of Wrath. Any BLOODLETTER models within 6&amp;quot; of the icon bearer can re-roll charge rolls&lt;br /&gt;
*&#039;&#039;&#039;Icon of Slanesh:&#039;&#039;&#039; The only one that&#039;s not a copy of a CSM icon. If a DAEMONETTE within 6&amp;quot; of the icon rolls a 6+ on a wound roll, they also inflict a mortal wound in addition to normal damage.&lt;br /&gt;
=== Instruments ===&lt;br /&gt;
Taken by an Hornblower of the Dark God&#039;s daemon type - Khorne by Bloodletters, Nurgle by Plaguebearers etc. They all grant the same effect. +1 to charge and advance rolls for their model type within 6&amp;quot;.&lt;br /&gt;
=== CD Units ===&lt;br /&gt;
*&#039;&#039;&#039;Bloodletter (Combat, Veteran):&#039;&#039;&#039; Your anti MEQ melee infantry. +1 attack on charge means basically any Bloodletter is a Zealot. Wounding on 6 means dealing multidamage. Combo it with the Cleaving Blow tactic and watch your opponent rage as you take down his expensive Intercessor in one fight phase with a 7pts model.   &lt;br /&gt;
**&#039;&#039;&#039;Bloodletter Icon Bearer (Combat, Comms, Veteran):&#039;&#039;&#039; Fights just like a normal Bloodletter plus it makes sure your melee blob reaches that fight as soon as possible instead of dying under enemy fire. &lt;br /&gt;
**&#039;&#039;&#039;Bloodletter Hornblower (Combat, Comms, Veteran):&#039;&#039;&#039; Add +1 to charge and advance and start spilling blood for the blood God ASAP.&lt;br /&gt;
**&#039;&#039;&#039;Bloodreaper (Leader, Comms, Veteran):&#039;&#039;&#039; For an additional 1 pt you get 1 attack more. You do want that.&lt;br /&gt;
*&#039;&#039;&#039;Daemonette (Scout, Combat, Veteran):&#039;&#039;&#039; Your anti horde melee infantry. 2 attacks each with Quicksilver meaning it attacks in the Hammer of Wrath phase, regardless if it charged or not. On a wound roll of 6 your AP is -4 so deny that pesky scion any save whatsoever. You are fast with M7 so you should be in melee most times already from round 2.&lt;br /&gt;
**&#039;&#039;&#039;Daemonette Icon Bearer (Scout, Combat, Comms, Veteran):&#039;&#039;&#039; Give your melee blob a fighting chance with an additional mortal wound handed out to on a wound roll of 6.&lt;br /&gt;
**&#039;&#039;&#039;Daemonette Hornblower (Scout, Combat, Comms, Veteran):&#039;&#039;&#039; Just like all hornblowers, this one makes sure you reach your opponent as soon as possible. &lt;br /&gt;
**&#039;&#039;&#039;Alluress  (Leader, Scout, Combat, Veteran):&#039;&#039;&#039;1 more attack for 1 point.  &lt;br /&gt;
*&#039;&#039;&#039;Horrors:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Pink Horror (Demolitions, Veteran):&#039;&#039;&#039; Oh, so this is the reason why everybody is losing their minds. It shoots (poorly but does), it is psyker, it has 4+ invuln AND when it loses that 1 wound it does not take a flesh wound but disappears right away leaving behind two Blue Horrors on the spot. Watch your opponent try to kill it, get mortal wounds from psybolt in return, run to contest the objective and kill the Pink one just to lose control of objective due to two Blue Horrors appearing there instead and chuckle merrily in Tzeentch.     &lt;br /&gt;
**&#039;&#039;&#039;Pink Horrors Icon Bearer (Comms, Demolitions, Veteran):&#039;&#039;&#039; Hands out mortal wounds to the nearest enemy in 12&amp;quot; range on a 6. Experience the sweet feeling of payback when that Deathwatch model with a storm shield and 4+ invuln dies. Expensive though, so take depending on opponent. &lt;br /&gt;
**&#039;&#039;&#039;Pink Horrors Hornblower (Comms, Demolitions, Veteran):&#039;&#039;&#039; +1 to charge and advance. Since you do not want to charge with horrors anyway and use them to secure objectives in the back it is pretty useless, really.&lt;br /&gt;
**&#039;&#039;&#039;Iridescent Horror (Leader, Demolitions, Veteran):&#039;&#039;&#039; Your potential leader to sit in the back, shoot and psybolt.&lt;br /&gt;
**&#039;&#039;&#039;Blue Horror (Demolitions, Veteran):&#039;&#039;&#039; Loses shooting, 1S, 1 invuln (is now 5++) and any specialty your Pink Horror might have had. Silver lining: still counts for controlling objectives and retains Psyker.&lt;br /&gt;
**&#039;&#039;&#039;Pair of Brimstone Horrors (Demolitions, Veteran):&#039;&#039;&#039; No shooting, just 1S, save 6++. Your last ditch of hope for that objective. Still a psyker though.&lt;br /&gt;
*&#039;&#039;&#039;Plaguebearer (Combat, Veteran):&#039;&#039;&#039; Only T4 model in the faction. Rerollable 5++ save (5+ invuln combined with 5+ Disgusting Resilience). Potential tarpit.&lt;br /&gt;
**&#039;&#039;&#039;Plaguebearer Icon Bearer (Comms, Combat, Veteran):&#039;&#039;&#039; Add +1 to enemy Nerve rolls.&lt;br /&gt;
**&#039;&#039;&#039;Plaguebearer Hornblower  (Comms, Combat, Veteran):&#039;&#039;&#039; Once again, get your slow walkers into the fight faster.&lt;br /&gt;
**&#039;&#039;&#039;Plagueridden (Leader, Combat, Veteran):&#039;&#039;&#039; +1 attack for 1 pt and a good material for a resilient leader sitting in the back and farming CP&#039;s.&lt;br /&gt;
==== CD Commanders ====&lt;br /&gt;
Another fuck you after waiting so long. No commanders for you. Not even thematically correct ones from other factions.&lt;br /&gt;
&lt;br /&gt;
=== CD Tactics ===&lt;br /&gt;
*&#039;&#039;&#039;[WD2019July/Annual2019] Reality Blinks (3 CP):&#039;&#039;&#039; Use this Tactic when a {{W40kKeyword|CHAOS DAEMONS}} model (other than a HORROR model) from your kill team is taken out of action. Roll one D6. On a 4+ that injury roll is ignored and the model is restored to 1 wound.&lt;br /&gt;
*&#039;&#039;&#039;[WD2019July/Annual2019] Cleaving Blow (1 CP):&#039;&#039;&#039; Use this Tactic when you pick a {{W40kKeyword|BLOODLETTER}} model from your kill team to attack in the Fight phase. Add 1 to the Damage characteristic of that model’s Hellblade, until the end of the phase.&lt;br /&gt;
*&#039;&#039;&#039;[WD2019July/Annual2019] Pestilential Aura (1 CP):&#039;&#039;&#039; Use this Tactic at the start of any battle round. Pick one {{W40kKeyword|PLAGUEBEARER}} model from your kill team. If this model is obscured, attacks that target this model suffer an additional -1 modifier to their hit rolls, until the end of the battle round.&lt;br /&gt;
*&#039;&#039;&#039;[WD2019July/Annual2019] Warp-Spawned Terror (2 CP):&#039;&#039;&#039; Use this Tactic at the start of the Morale phase. Add 1 to Nerve tests for enemy models that are within 3&amp;quot; of any {{W40kKeyword|CHAOS DAEMONS}} models from your kill team.&lt;br /&gt;
**Pricey and niche but at least you only use it in the morale phase, so its unlikely to be wasted.&lt;br /&gt;
*&#039;&#039;&#039;[WD2019July/Annual2019] Deadly Dance (1 CP):&#039;&#039;&#039; Use this Tactic before making a charge roll for a {{W40kKeyword|DAEMONETTE}} model from your kill team. You can roll 3D6 and pick which two rolls to use when determining this model’s charge distance in this battle round.&lt;br /&gt;
*&#039;&#039;&#039;[WD2019July/Annual 2019] Mutating Fire (1 CP):&#039;&#039;&#039; Use this Tactic when you pick a {{W40kKeyword|HORROR}} model from your kill team to attack in the Shooting phase. Until the end of the phase, change the Armour Piercing characteristic of this model’s Coruscating Flames to -3.&lt;br /&gt;
&lt;br /&gt;
=== CD Strategies===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CD Strategies:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Strats for playing as this faction go here&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Counterplay:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Strats for playing against this faction go here.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===CD Example Teams===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Kill Teams&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*The Virgin Mono-god Team:&lt;br /&gt;
Rather than type out the same list 4 times, its 1 of the respective leader unit, iconbearer and hornblower and then filling out the rest with however many normal models you can take. Only exception is maybe ditching the Horror Hornblower because it doesn&#039;t do much for them. Don&#039;t take this. Its fluffy but its making a bad thing worse. &lt;br /&gt;
&lt;br /&gt;
*The Chad Undivided Team: 11 models 100pts:&lt;br /&gt;
** 1 Iridescent Horror (leader) 13pts&lt;br /&gt;
** 1 Horror Icon Bearer with Icon of Tzeentch (comms) 16pts&lt;br /&gt;
** 1 Bloodletter Icon Bearer with Icon of Khorne 11pts &lt;br /&gt;
** 1 Bloodletter Hornblower with Instrument of Khorne 10pts &lt;br /&gt;
** 1 Bloodreaper 8pts &lt;br /&gt;
** 1 Bloodletter (Combat) 7pts&lt;br /&gt;
** 1 Bloodletter (Veteran) 7pts&lt;br /&gt;
** 4 Bloodletters 28pts&lt;br /&gt;
The 2 Horrors provide some shooting for an otherwise melee-only faction. Having 2 doubles up on psykers when you can only use one at a time, but it also allows you to keep your CP gen out of the grinder while also having the Icon&#039;s psychic damage and a target to use the Comms buff on. &lt;br /&gt;
Your Bloodletters provide the bodies. With the +1 to charges and rerolls from the Instrument and Icon, they should get good use out of their Unstoppable Ferocity rule. The Bloodreaper gets you an extra attack for a single point and putting the Combat spec on the other means theres no one target for the enemy to focus on.&lt;br /&gt;
You have room on your roster to swap all the Bloodletters for Daemonettes one for one, for when you want mobility, such as when facing melee-weak glass cannons like Guard and Tau. In that case, a Scout might be worth taking as well just to lock down those gunners even faster.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Servants of the Abyss (Blackstone Fortress)==&lt;br /&gt;
&#039;&#039;Servants of the Abyss are now officially out of Beta with publication of their official rule set in Kill Team Annual 2019&#039;&#039;&lt;br /&gt;
===Why Play Servants of the Abyss===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**Beastmen, Dark Mechanicus, and Rogue Psykers&lt;br /&gt;
**You might gain a perverse sense of glee in drowning your enemies with MELEE attacks&lt;br /&gt;
**Unlike vanilla CSM, your marines can actually buff your mook horde and use them as literal meat shields.&lt;br /&gt;
**Servants of the Abyss are an excellent way to represent the Tyrant&#039;s Legion or Lost and Damned for some old school [[Badab War]] and [[Vraks|Siege of Vraks]] Kill Team goodness.&lt;br /&gt;
**Servants of the Abyss are one of only two factions, the other being Grey Knights, that can bring an entire team of psykers if you so choose.&lt;br /&gt;
**Negavolts are surprisingly tough by combining invuilnerables and fanatical devotion.&lt;br /&gt;
**Actually got support after release unlike literally every other non-Core faction. Might even get more as new BSF expansions are written and/or converted. Even ESS and GI which came in an honest-to-Emperor Official Manual, and the earliest of all expansions, can&#039;t claim the same.&lt;br /&gt;
**Finally out of Beta!&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**No Chaos marks or icons.&lt;br /&gt;
**Obsidius is your only reliable heavy-hitter. the only other option you have is krak grenades to crack harder targets.&lt;br /&gt;
**These guys cannot supplement an existing Chaos Marines force. Not even your beastmen and guardsmen have the CSM keywords to be of use.&lt;br /&gt;
**With even fewer special and heavy weapon options than vanilla CSM, Servants of the Abyss are sorely lacking in ranged firepower. CQB is where they need to be, what shooting they have is mostly just to keep the enemy&#039;s heads down while they get there.&lt;br /&gt;
**Servants of the Abyss probably would&#039;ve been &#039;&#039;far&#039;&#039; better served as an expansion to CSM rather than standing alone as their own faction. Warp knows, the CSM really could&#039;ve used what the Servants bring to the table.&lt;br /&gt;
**One of the &amp;quot;fun&amp;quot; factions, mostly for fluffy and friendly games. Being particularly limited in your choice of units, options, and abilities generally means you&#039;re outclassed as soon as any of the main factions get serious and start optimizing, particularly once commanders and elites get involved.&lt;br /&gt;
&lt;br /&gt;
===SotA Special Rules===&lt;br /&gt;
*&#039;&#039;&#039;Servants of the Abyss:&#039;&#039;&#039; If any model with this rule are within 6&amp;quot; of a {{W40kKeyword|HERETIC ASTARTES}} model, they can re-roll nerve tests.&lt;br /&gt;
&lt;br /&gt;
===SotA Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol:&#039;&#039;&#039; Exclusive to the Chaos Lord Obsidius Mallex, this is a really good weapon, considering the BS2+ of its owner and its pistol status (so it could be used in melee). Unless it explodes in your hands, this will make a dent on everything. The only limiting factor is range, but considering you want Mallex in CQC always, that&#039;s not much of an issue.&lt;br /&gt;
*&#039;&#039;&#039;Bolt Pistol:&#039;&#039;&#039; The pistol version of the boltgun. Not much else to say.&lt;br /&gt;
*&#039;&#039;&#039;Boltgun:&#039;&#039;&#039; A Traitor Astartes Bolter, one of the best ranged weapons of the team, which says a lot about how poorly they perform at shooting distances.&lt;br /&gt;
*&#039;&#039;&#039;Lasgun:&#039;&#039;&#039; Traitor guardsmen love their lasgun as much as their loyalist counterparts. &lt;br /&gt;
*&#039;&#039;&#039;Laspistol:&#039;&#039;&#039; They&#039;re functionally identical to Autopistols. Grab one to make sure your boys can actually shoot something, but don&#039;t rely on it to amount to anything.&lt;br /&gt;
*&#039;&#039;&#039;Autopistol:&#039;&#039;&#039; They&#039;re functionally identical to laspistols. Grab one to make sure your boys can actually shoot something, but don&#039;t rely on it to amount to anything.&lt;br /&gt;
*&#039;&#039;&#039;Flamer:&#039;&#039;&#039; Your typical flamethrower, just like the one the Guard has. The tendency of SotA to go full CQC makes this a decent option, but you have to consider the traitor guardsmen are very squishy, so whether the point investment is worth it or not is up to you.&lt;br /&gt;
*&#039;&#039;&#039;Frag Grenade:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak Grenade:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heavy Stubber:&#039;&#039;&#039; Might not be great but for 2pts, its a good upgrade over the Autogun for your cultist.&lt;br /&gt;
*&#039;&#039;&#039;Grenade Launcher:&#039;&#039;&#039;  Might not be great but for 2pts, its a good upgrade over the Autogun for your cultist. Long Range Krak Grenades will be much appreciated&lt;br /&gt;
*&#039;&#039;&#039;Stubcarbine:&#039;&#039;&#039; A heavy stubber that trades 1/2 its range to swap Heavy 3 for Pistol 3. A solid addition for your Cult Champ for the low low price of Free. &lt;br /&gt;
*&#039;&#039;&#039;Hellfire Torch:&#039;&#039;&#039; Picture a heavy flamer. But now its Assault for all your Advancing needs and it does D2 to punch through those Injury rolls. Exclusive to the Cultist Firebrand.&lt;br /&gt;
&lt;br /&gt;
===SotA Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Thunder Hammer:&#039;&#039;&#039; Exclusive to the Chaos Lord Obsidius Mallex, the best melee weapon in the SotA arsenal by far, especially considering the WS2+ of its owner. S x2, AP -3 and 3 Damage, it will wreck whatever gets a hit.&lt;br /&gt;
*&#039;&#039;&#039;Chainsword:&#039;&#039;&#039; Your run of the mill chainsword. It would be great on the beastmen, but as it is, is not that special.&lt;br /&gt;
*&#039;&#039;&#039;Brutal Assault Weapon:&#039;&#039;&#039; What could have just been left as a basic CCW was instead made into an equivalent to a chainsword. Thank Chaos for that. &lt;br /&gt;
*&#039;&#039;&#039;Electro-goads:&#039;&#039;&#039;  The fucking stick of death, now chaosified. Each hit roll of 6 adds 3 extra attacks. Very useful against units with low toughness due to having no AP. For tougher units, you could rely on the voltageist field, but it needs to get a 6 after throwing a D6, and only after charging, so rather risky.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Stave:&#039;&#039;&#039; The weapon of the rogue psyker, has -1 AP and D3 if it hits, but it&#039;s only S3 for a WS4+ unit. Very situational, considering you want the psykers far away from melee danger to maximize psybolt damage.&lt;br /&gt;
*&#039;&#039;&#039;Scavenged Maul:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mutant Claw:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===SotA Units===&lt;br /&gt;
*&#039;&#039;&#039;Traitor Guardsmen (Leader [Sergeant Only], Heavy [Gunner Only], Demolitions, Scout, Sniper, Veteran):&#039;&#039;&#039; You have guardsmen. Now give them spikes. They lose out on most special weapons for their heresy, but now each of them can grab melee weapons and pistols. Be sure to have a marine or two tag along to keep them in line.&lt;br /&gt;
**&#039;&#039;&#039;Traitor Guardsmen Gunner (2):&#039;&#039;&#039; This is your lone way of grabbing flamers or krak grenades.&lt;br /&gt;
**&#039;&#039;&#039;Traitor Guardsman Sergeant (1):&#039;&#039;&#039; Has the usual extra attack and better Ld of a sergeant/leader/champion, but costs the same as a regular dude, so there really isn&#039;t any reason not to bring him along.&lt;br /&gt;
*&#039;&#039;&#039;Cultists of the Abyss (Leader [Champion Only], Heavy [Gunner Only], Demolitions [Gunner Only], Combat, Veteran, Zealot):&#039;&#039;&#039; Squishier Guardsman with only a 6+ save, but they do offer something much needed by SotA, namely another source of AP offered by the fact that they come standard with Krak Grenades as well as their Autoguns and Frags.&lt;br /&gt;
**&#039;&#039;&#039;Cultists of the Abyss Gunner (2):&#039;&#039;&#039; One gets a grenade launcher, one gets a heavy stubber and they keep their grenades.&lt;br /&gt;
**&#039;&#039;&#039;Cultists of the Abyss Champion (1):&#039;&#039;&#039; Swapping her Autogun for the superior Stubcarbine and Chainsword, this is your Sergeant equivalent Cultist, complete with +1A and +1Ld. If you&#039;re not taking her as your Leader or for his Shooting, you&#039;re probably better off not taking her at all and taking Chaos Beastmen and their better statline for only 1pt more.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Beastmen (Leader, Combat, Demolitions, Veteran, Zealot):&#039;&#039;&#039; They&#039;re 2 points more than a guardsman, and they get quite a bit: +1 S/T and WS 3+. On top of that, they add +1 S/A whenever they charge. They&#039;re still strapped with chainswords and pistols, so they&#039;re best used as a frontline.&lt;br /&gt;
*&#039;&#039;&#039;Negavolt Cultists (Leader, Combat, Veteran, Zealot):&#039;&#039;&#039; Your not-Electropriests are probably the most expensive chaff you can net. Their lone weapons hit on 3+ on S+2, but scoring a 6+ on the hit makes it 3 hits, which is neat. They have two means of real protection (as in nothing with a 6+) from a 5+ Feel No Pain and a 5+ invul from the Voltagheist field, which can also deal a mortal wound when charging.&lt;br /&gt;
*&#039;&#039;&#039;Rogue Psykers (Leader, Comms, Veteran, Zealot):&#039;&#039;&#039; Having access to a psyker as a basic unit may sound cool, but for what they have and what they do, Rogue Psykers are ridiculously overcosted, especially when compared to Grey Knights, which are &#039;&#039;two points cheaper&#039;&#039;. With W4 and a melee weapon at S3 AP-1 Dd3 they can at least stand up to carapace, and their one unique rule lets them re-roll 1&#039;s on a psychic test, but they have a guardsmen&#039;s toughness and save, and suffer perils on &#039;&#039;any&#039;&#039; doubles. Honestly, a Rogue Psyker&#039;s space on a team would probably be better filled with more guardsmen, cultists, beastmen, or space marines.&lt;br /&gt;
*&#039;&#039;&#039;Black Legionnaire (Leader, Combat, Sniper, Veteran, Zealot):&#039;&#039;&#039; Here are your big men. Unfortunately, they lack all the bells and whistles that marines from the core CSM list have, and are the only unit in the faction that &#039;&#039;doesn&#039;t&#039;&#039; have access to a melee weapon (ironic considering they can take Combat specialization), which limits their usefulness in combat. Instead, they&#039;re used as runtherds for your squishy humie (and abhumie) hordes so that they don&#039;t try legging it when shit goes bad. If you take more than just what you need to keep your team covered and controlled, you might as well just play vanilla CSM.&lt;br /&gt;
====SotA Elites====&lt;br /&gt;
*&#039;&#039;&#039;Chaos Ogryn (Combat):&#039;&#039;&#039; 50 points for S5/T5/W4, hitting on a 3+ with 1+4 attacks, or 1+5 on the charge. He has a 1/6 chance of healing a wound every round (and if he does, he gets to move another 2&amp;quot;!). When he fights, he has to swing with his S5/AP-2/D2 weapon first. If you hit with it (even if it doesn&#039;t wound/do damage), you reroll all hits with his other weapon (S7/AP-1/D2) as long as they target the same model. Effectively, he&#039;s the closest thing to a distraction Carnifex in Kill Team, and probably isn&#039;t worth it. That said, what are you going to spend the points on anyway? More guardsmen?&lt;br /&gt;
&lt;br /&gt;
====SotA Commander====&lt;br /&gt;
*&#039;&#039;&#039;Obsidius Mallex  (Fortitude):&#039;&#039;&#039; Your best commander is pretty damn loaded for his lot. W5, a Sigil of Corruption for a 4+ invuln, a plasma pistol, and a thunder hammer makes him your premier assault unit. He&#039;s best suited for smashing opposing commanders and other heavy units.&lt;br /&gt;
*&#039;&#039;&#039;Cultist Firebrand (Ferocity, Strength):&#039;&#039;&#039; A Scout Marine statline with W3 and A3 might not seem like much compared to Mallex but he is 55-65pts cheaper and his Hellfire Torch hits like a truck, especially against GEQ. His suicide-bomber like ability on death is probably not something you generally want to exploit, as Commanders tend to be important to Commander Missions and a 5+ to deal 1 mortal wound to everything in 3&amp;quot; is not a reliable source of damage. Keep it in mind when he&#039;s near your own models though, as friendly fire does exist. Also with no Melee weapon and only S4 neither Specialism really synergizes.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Commissar (Ferocity, Fortitude, Leadership, Melee, Strategist, Strength):&#039;&#039;&#039; A Lord Commissar of Chaos, armed with Powerfist and Bolt Pistol. Trades away some shooting ability (BS3+, no plasma pistol) for a lesser but permanent, CP-free, version of the Commissar Aura, letting any Traitor Guardsmen within 6&amp;quot; use his Ld9 as their own (but not autopassing Nerve Tests). Additionally, he can +2 to advance and charge rolls for any one Traitor Guardsman within 6&amp;quot;. But should you take him? He is 20 points 11 points cheaper than his Loyalist Guard counterpart would be, he represents the cheapest commander SotA can field while also being a solid combatant.&lt;br /&gt;
&lt;br /&gt;
===SotA Tactics===&lt;br /&gt;
*&#039;&#039;&#039;[BSF/Annual2019] Veterans of the Long War (2CP):&#039;&#039;&#039; Use this Tactic when a {{W40kKeyword|HERETIC ASTARTES}} model from your kill team is chosen to attack in the Shooting or Fight phase. You can add 1 to wound rolls for the model’s attacks that target {{W40kKeyword|IMPERIUM}} models, until the end of the phase. &lt;br /&gt;
**Would be really good if not for the fact that it comes at 2CP, plus you have other ways of getting +1 wound, mostly via the Demolition specialism&lt;br /&gt;
*&#039;&#039;&#039;[BSF/Annual2019] Expendable Minions (1CP):&#039;&#039;&#039; Use this Tactic when a {{W40kKeyword|HERETIC ASTARTES}} model from your kill team is picked as the target of a shooting attack. Pick a {{W40kKeyword|SERVANTS OF THE ABYSS}} model (excluding {{W40kKeyword|HERETIC ASTARTES}} models) from your kill team that is within 1&amp;quot; of that model – these attacks are resolved against that model instead.&lt;br /&gt;
*&#039;&#039;&#039;[BSF/Annual2019] Blackstone Trinket (2CP):&#039;&#039;&#039; Use this Tactic when an enemy {{W40kKeyword|PSYKER}} successfully manifests a psychic power within 6&amp;quot; of a {{W40kKeyword|SERVANTS OF THE ABYSS}} model from your kill team. Roll a D6. On a 4+ that psychic power has no effect.&lt;br /&gt;
**Since only the Thousand Sons and Grey Knights would have more than a single psyker to worry about, this is best used when you don&#039;t bring the psykers or you&#039;ve got a lot of psykers to worry about.&lt;br /&gt;
*&#039;&#039;&#039;[BSF/Annual2019] Fully Charged (1CP):&#039;&#039;&#039; Use this Tactic at the start of the Shooting phase. Pick two {{W40kKeyword|NEGAVOLT CULTIST}} models from your kill team that are within 1&amp;quot; of each other. Add 1 to invulnerable saves made for these models, until the end of this battle round.&lt;br /&gt;
**Sadly, you can&#039;t go on and daisy-chain the Voltagheist fields together for a wall of 4++/5+++.&lt;br /&gt;
&lt;br /&gt;
===SotA Commander Tactics===&lt;br /&gt;
*&#039;&#039;&#039;[Annual2019] Into Them You Dogs! (2CP):&#039;&#039;&#039; Use this Tactic at the start of the Morale phase. Pick one {{W40kKeyword|TRAITOR GUARDSMAN}} or {{W40kKeyword|CULTIST OF THE ABYSS}} model from your kill team that is within 6&amp;quot; of a {{W40kKeyword|TRAITOR COMMISSAR}} model from your kill team. That model is taken out of action. You can re-roll any tests to see if your kill team is broken until the end of the phase. In addition, until the end of the phase, models from your kill team automatically pass any Nerve tests they are required to make.&lt;br /&gt;
&lt;br /&gt;
===SotA Strategies===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SotA Strategies:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Servants of the Abyss are one of the unorthodox teams in Kill Team, alongside the Gellerpox Infected, the Elucidian Starstriders and the Kroot. This means they will have access to way less units than the rest of the teams, considering they can drink from a massive pool of models and you have only exclusive boxed ones (and few kroot boxes). This will be especially bad in Commanders and Elite battles, where you will be outmanouvered to hell and back with little to no efford. That and they will have more stratagems and faction atributes, whereas you are still waiting for an update. So we&#039;re going to focus on vanilla first, and then a quick view of the commander.&lt;br /&gt;
&lt;br /&gt;
First off, we have the Black Legionnaire, a fancier way to say Chaos Space Marine. It&#039;s the basic marine in everything, with the exact same stats the vanilla marines get, Death to the False Emperor, and that&#039;s it. The Black Legionnaire has an ummovable weapon loadout, boltgun, boltpistol and grenades. This immediately makes it the worst marines in the whole game, considering we don&#039;t have Legionnaire Gunners or access to dark relics. No invuilnerable saves, no extra wounds, no alternatives for weaponry... The bare bones is what you get. Their strenghts come from the bonuses they offer and gain from the grunts they have around them. All non-astartes units in this team gets the Servants of the Abyss ability, re-rolling morale if they are at 6&amp;quot; from a marine. You also have the Expendable Minions stratagem, making you use a meatshield at 1&amp;quot; of the marine to take a wound for him, perfect for that plasma that would cripple and/or kill the marine. With that said, SotA units are not gretchins, they are considerably more expensive. The best units to do this are the regular traitor guardsmen at 5p each, but with negavolt cultists and especially the psykers it won&#039;t be worth it. To be fair, this is pretty there to save the leader from an early death, and from avoiding massive panics and morale fails during the latter parts of the game. &lt;br /&gt;
&lt;br /&gt;
Negavolt Cultist are traitor electropriests. Melee only, this is the best melee unit in your team, and pretty much the best in the whole list (Chaos Lord notwithstanding). A constant 5++ will cover a decent amount of damage, and acces to 3A with the electrogoads (S+2, each 6+ hit roll gets two extra attacks) could hurt even heavily armoured units due to sheer amount of attacks, especially with the zealot/combat especiality, and with the possibility of a mortal wound after charging with the Voltageist Field, you want this guys to charge as much as possible. With that said, you have to keep them alive before that. 5++ aside, they are not particularly tough, T3 W1 is not particularly impressive. Using the Fully Charged stratagem will improve their invuilnerable saves in one, so moving them in groups is a good idea. Spam attacks are dangerous for them, so try to choose wisely their objectives and movement patterns. Also, try to not throw them at units that can tank a lot of wounds, because they will pretty much be able to hit back hard (unless you get really lucky and manage to make 4-5 wounds in one attack. As of the KT Annual 2019, [[fail|there is a limit of four negavolts per team]]. &lt;br /&gt;
&lt;br /&gt;
Rogue Psykers are the more expensive units of the bunch. A strong unit overall, a SotA list should have one and no more, considering a single Rogue Psyker will take 20/100 points on a vanilla list. Once again, one single loadout, the chaos stave and a laspistol. The laspistol is an afterthought, so let&#039;s focus on the stave. Two base attacks of S3 AP-1 D3 damage, if it hits, it will be rather strong. Even considering how squishy it is, W4 means it could actually do an emergency charge if it needs to, and have a decent chance of killing something big. But where you want this guy is at a distance, throwing psybolts to units with high armour saves. Now, this psyker works differently than regular psykers. This suffers perils of the warp at doubles, so instead of risking head explosion at 2D6 rolls of 2 or 12, it has much bigger chances of hurting itself, around 6/21 times (2/7 times). You can always re-roll ones, so at least you&#039;ll have a decent chance of always reaching the 5+ needed for the psybolt. A specialist rogue psyker should be veteran, so it never gets affected by either wounds or leadership tests (because really, what else? Zealot is too risky for it, considering the enemy will shoot at it frequently, and there are no really poweful shooting weapons at all that needs the Communications speciality). Keep Jimmy Neutron protected and in a cover position that allows it to see one or two big priority targers, but hidden from most spam units. &lt;br /&gt;
&lt;br /&gt;
Now with the regular humans. Traitor guardsmen are pretty much what you expect from regular GEQ, minus loadout variety. Much better at melee and close range than long distances, they have little to no answer to weapons like the AdMech&#039;s Galvanic Rifle or something with more than 30&amp;quot; range. The best gun with +20&amp;quot; they have is the &#039;&#039;&#039;[[lasgun]]&#039;&#039;&#039;, and everyone knows that shooting them at the longest possible setting is inviting trouble. Seriously, at Rapid Fire 1, BS4+ of the guardsmen, and -1 penalties for distance and another posssible -1 for cover, and you pretty much fail every time. And considering it&#039;s a single S3 AP0 shot, there will be times when all the lasguns in the world do nothing. So put them to run, preferibly close to the Black Legionnaires in case of them needing a quick meatshield. The Traitor Sargent gets extra leadership and a chainsword, but what you really want in melee are the goats. Chaos Beastman are frightening against GEQ in melee due to their sheer amount of attacks. On charge, they make 3 attacks of S5, though no AP due to them having just a regular chainsword. Still, in terms of melee potential, this takes backstage to the negavolt guys, considering they have by default 3 Attacks, plus the other effects (5/4++, extra attacks with hit roll of 6+, 1/6 mortal wound after charging...). Only there if you can&#039;t fit anything else in your team. Lastly, the guardsmen gunners are there for the flamers. That&#039;s it. The other option is lasgun + grenades, and if you&#039;re close enough for the grenades, you are close enough to use the flamer. Regular flamer, D6 attacks, 4S AP0, you know what it does. Only there to support melee units in case they are charged first or they charge at the flamers as the tiniest distraction carnifex ever. &lt;br /&gt;
&lt;br /&gt;
The last update for the SotA list is the Cultist of the Abyss. And they are terrible. Almost 100% redundant, they have almost the exact same stats as the traitor guardsmen and cost the same, but with 6+ save instead of 5+. They have access to krak grenades, &amp;lt;s&amp;gt;sure, but with such low saves and mediocre BS, you will be better off with regular frag grenades&amp;lt;/s&amp;gt; &amp;lt;span style=&#039;color:red&amp;gt;Krak grenades are still better unless you&#039;re splitting shots&amp;lt;/span&amp;gt;. And if you want meatshields, the traitor guardsmen might survive the odd 0-1 AP shot. At least the CotA Gunner has access to the grenade launcher, which gives the team some needed long range firepower, so that&#039;s the one you might pick up. The Cultist Champion has access to krak grenades over the traitor sergeant, but with its slightly higher cost and a worse save, why bother? If you want cultist melee power, why not choose the beastmen instead, or even better, the negavolts? &amp;lt;span style=&#039;color:red&amp;gt; Why take him over a Guard Sarge or Beastman? Because he carries 12&amp;quot; heavy stubber equivalent and you shouldn&#039;t be charging any of those models, into combat if they&#039;re your leader as its a sure way to quickly lose your CP generation. &amp;lt;/span&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Finally, we reach the commander: Obsidius Mallex, the Chaos Lord. By far the tankiest, strongest unit in the whole army, this won&#039;t be able to be played outside of Elites/Commanders games, costing around 125p. This is a monster in both short range combat and CQC, with BS2+ and WS2+. The plasma pistol alone will do a lot of damage without overcharging (be ABSOLUTELY CAREFUL with the overcharge, you don&#039;t want a 125p unit to kill itself!!) but the real beauty is the thunder hammer. 4 attacks plus the extra ones from Death to the False Emperor of BS3+ (BS2-1) Sx2 AP-3 and 3D per hit, this fucker was made to kill other commanders, especially considering it can reroll failed hits when targetting a commander. Combine that with 3+/4++ and hardy constitutions (if it gets a wound, rolla D6, and ignores the wound when 6+), and ignoring the first flesh wound thanks to it being an astartes. Seriously, this guy could give CUSTODES a run for their money. In fact, let&#039;s do a quick comparison: Obsidius Mallex vs Shield Captain with Melee-focused Storm Shield and Guardian Spear!&lt;br /&gt;
&lt;br /&gt;
*If Mallex attacks first:&lt;br /&gt;
**Using the hammer, 4 attacks of BS3+, rerolling the failures. Only 2/6 chances of missing, and out of them, you repeat them, so pretty much you have 3 attacks guaranteed. Also, Death to the false emperor offers extra attacks at 6+, so chances of getting at least one 6+ are 4/6. &lt;br /&gt;
**The attacks that enter are S8 (S4x2), so the attacks will enter at 3+ (2+ if you use the veterans of the long war stratagem). Wounding at 2+ to a Custodes is really freaking good.&lt;br /&gt;
**After that, the Custodes will always ignore AP-3 due to its own invuilnerable of 3+ with the shield. So with a bit of luck, at least one attack enters.&lt;br /&gt;
**With two that enter, automatic 3 wounds per hit is amazing, killing it instantly (if it doesn&#039;t get a lucky flesh wound roll).&lt;br /&gt;
*** A Shield Captain with Fortitude will save successful wounds with 6+, so that might make it extra chuncky. Still, Leaving the Captain with 1-2 wounds after a single attack is amazing. &lt;br /&gt;
&lt;br /&gt;
*If the melee Custodes attacks first:&lt;br /&gt;
**6 attacks of WS2+ means that there is 5/6 chances of all dice getting in. &lt;br /&gt;
**S5 vs T4 means that the attacks will wound at 3/6. &lt;br /&gt;
**The AP-3 will be ignoured in favour of the 4++ of Mallex, giving each attack 1/2 chances of wounding. Considering all that, an attack will have a 10/36 chances of getting in, so a bit less than 1/3. So let&#039;s say 2/3 will surely get in.&lt;br /&gt;
**After that, each wound will do a D3 damage. If you&#039;re lucky, you won&#039;t have to deal with more than 4 wounds.&lt;br /&gt;
**After that, the toughness specialism means that it will ignore a wound on a 6+, giving it plenty of chances of actually surviving a fighting round with a Custodes. &lt;br /&gt;
&lt;br /&gt;
For a random Chaos Lord, the match is pretty good, and if it is that good against Custodes, imagine how it will be against lesser units. This also means that any other army will focus on it. Badly. Which turns him into an excellent distraction carnifex, that could strike fear into the enemy by stomping one terminator or two on the way. While most of them are shooting at the monster with the hammer, the rest can just run and reach melee in a turn or two. However, considering how squishy the rest are, they might just try to kill everyone else to leave the commander alone and win by occupying more space in the map.&lt;br /&gt;
&lt;br /&gt;
Finally, there&#039;s the Cultist Firebrand, the Commander of the Cultists of the Abyss. For 70p, it&#039;s quite overcosted, considering it&#039;s just a somewhat tough flamethrower user. Its hellfire flamethrower is 8&amp;quot;, Assault D6, S5 -1 AP 2D. That D6 attacks and 2D per hit might seem fine, but you have to get close to the enemy to use it. And considering the enemy will know exactly what you want to do and probably be able to counter it quite well, it&#039;s not going to last on the tabletop. No invul save and being basically harmless from more than 8&amp;quot;, it is going to die sooner than later. And with only 3W... And to top it all, it has worse morale than the traitor guardsmen, so it is very susceptive to panic. The only good thing for this model is as a charge repellent, because of its ability of dealing mortal wounds on a 5+ after its death. That will certainly make enemy units not to charge it, but if its closer to your own dudes, its&#039; you the one who&#039;ll be eating warp fire.&lt;br /&gt;
&amp;lt;span style=&#039;color:red&amp;gt;Counter point to the above - SotA have no shortage of bodies to use Look Out Sir! with, and the Hellfire Torch kills MEQs almost as well as a supercharged plasma gun at BS2+ and averages more damage per shot than a meltagun at 6&amp;quot; in a gamemode where you&#039;re guaranteed to run into multiwound models. Still overpriced compared to other factions, but at least its cheaper than Mallex which means you can fit more negavolts in missions with mandatory commanders.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Overall, the list is not designed for competitive play. Outside of the monster that is the Chaos Lord, the units are simply too weak and inflexible to be reliable. They work better in tight and close spaces, which makes sense seeing that they are meant to be in a Blackstone Fortress. Still, as an alternative to the CSM team, I feel this should be better. I understand the list has to adapt to the Blackstone Fortress box, but now that most of those units are being released separately, GW should re-work this. Also, i haven&#039;t tried them on Arena, but they are probably slightly better there. &lt;br /&gt;
Finally, Traitor commissars. &lt;br /&gt;
The cheapest commander we can get at 26pts. A decent force multiplier for toyr traitor guard by giving a traitor guardsman +2 advance and charge rolls a d they get to use his leadership. Being so cheap means more beastmen and negavolts while he synergizes well with having a ogyrn to take the hits for him. This guy is made for front line work woth his fist and bolt pistol and is flexible with the command traits he can take. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Counterplay:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Honestly, the best way to deal with them is to just spam from a distance. Most armies have enough long range weaponry to deal with them, and considering the overal low toughness of the team, it&#039;s not difficult to wipe them out. Dark Legionnaires are just basic marines, so everyone will have had developed a way to deal with them, either in melee or at a distance. Teams like AdMech, Imperial Guard, Space Marines, DeathWatch, Grey Knights, Necrons... Pretty much all of them have enough firepower to deal with the marines first and just shoot at the rest until they fall back. Units like the negavolts and the psyker are priority targets. If you see a line of cultists charging at you, shoot as many spam as possible to break it before it reaches you. That is dangerous if it ever reaches melee. Everything that has at least 3-5 attacks should at least wound them. After that, take into account that their melee is mostly high attacks with low AP, so sturdier units can take the damage and fight back. Also, against a smart Tau player, they pretty much won&#039;t ever EVER win. Unless it gets really lucky with the invul saves. &lt;br /&gt;
&lt;br /&gt;
In Commanders/Elites, though, the strategy changes. Mortal wounds should focus on Malleux as soon as possible, so first send the snipers to deal with the psyker covering it, then full focus on malleux. maybe leave one or two heavies to distract the big guy, while everyone else deals with the rest of the mob. Don&#039;t fall for the carnifex in the room. Keep the commander away from melee against it, use to clean the rest of the team first and take it out through demoralizing everyone. Again, pretty much everyone can do this effectively now, but some teams will have harder times than others. Admech and IG will need to spam tons of plasma against it, whereas everyone else will have bigger and tougher units to keep Malleux distracted long enough. In an ironic twist, Tau can find themselves steamrolled by one of the weakest teams in the game if they forget to bring enough rail rifles. And if those fail...&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SotA Example Teams===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Kill Teams&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;Electric Spam&amp;quot;, 10 units, 100p&lt;br /&gt;
**&#039;&#039;Leader:&#039;&#039; Negavolt Custist&lt;br /&gt;
**&#039;&#039;Comms:&#039;&#039; Rogue Psyker&lt;br /&gt;
**&#039;&#039;Combat:&#039;&#039; Negavolt Custist&lt;br /&gt;
**&#039;&#039;Zealot:&#039;&#039; Negavolt Custist&lt;br /&gt;
**&#039;&#039;Regulars:&#039;&#039; 2x Negavolt Custist, 2x Traitor Guardsmen and 2 Black Legionnaires&lt;br /&gt;
&lt;br /&gt;
The idea is simple. Make a straight line with everyone: negavolts at the front, legionnaires, rogue pkyker and traitor guardsmen behind to use the leadership and meatshield bonuses). Use the stratagem to increase the invuilnerable save of the negavolts. Run towards the enemy team to reach melee as fast as possible, psyker keeping the other psykers and annoying to hit units at bay. Their invuilnerable save boosted with the stratagem will make a team of thunder heretics surprisingly tough. Once in melee, you can pilerush 2-3 negavolt cultists against heavier units with tougher saves to try and fry it trough electric attacks and mortal wounds, while the psyker keep other heavies at bay. Their invuilnerable save boosted with the stratagem will make a team of thunder heretics surprisingly tough.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Outtadabox&amp;quot;, 13 models, 97 points&lt;br /&gt;
**&#039;&#039;Leader:&#039;&#039; Black Legionnaire&lt;br /&gt;
**&#039;&#039;Comms:&#039;&#039; Rogue Psyker&lt;br /&gt;
**&#039;&#039;Veteran:&#039;&#039; Traitor Sergeant&lt;br /&gt;
**&#039;&#039;Combat:&#039;&#039; Chaos Beastman&lt;br /&gt;
**&#039;&#039;Regulars:&#039;&#039; 1x Guardsman Gunner w/Flamer, 2x Guardsman w/Lasgun, 2x Guardsman w/Laspistol, Brutal Assault Weapon, 2x Negavolt Cultist, 1x Traitor Beastman&lt;br /&gt;
&lt;br /&gt;
It&#039;s a fluffy Kill Team based on the Servants of the Abyss box that&#039;s out right now. It uses every model in the kit but one Guardsman, the Spindle Drones and the Ur-Ghuls. It&#039;s fluffy, one-purchase and probably fun. It represents the idea of a Chaos Marine running his own little warband pretty well, I think.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Commanders Kill Teams&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;For When Commanders Cost Points&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Electric Spam 2. Electric Boogaloo&amp;quot;, 9 units, 200p&lt;br /&gt;
**&#039;&#039;Commander:&#039;&#039; Obsidius Mallex&lt;br /&gt;
**&#039;&#039;Leader:&#039;&#039; Negavolt Custist&lt;br /&gt;
**&#039;&#039;Comms:&#039;&#039; Rogue Psyker&lt;br /&gt;
**&#039;&#039;Combat:&#039;&#039; Negavolt Custist&lt;br /&gt;
**&#039;&#039;Zealot:&#039;&#039; Negavolt Custist&lt;br /&gt;
**&#039;&#039;Regulars:&#039;&#039; 2x Negavolt Custist and 2x Traitor Guardsmen&lt;br /&gt;
&lt;br /&gt;
Once again, make a straight line with everyone: negavolts and Malleux at the front, cultist and traitor guardsmen behind Malleux to use the leadership and meatshield bonuses). Use the stratagem to increase the invuilnerable save of the negavolts. Run towards the enemy team to reach melee as fast as possible, psyker keeping the other psykers and annoying to hit units at bay. Once you reach melee, send Malleux against the Commander, and the negavolt cultists against the ones protecting it. If you can, once Malleux is in melee and you still have the guardsmen, use them to occupy space and take objectives. If not, just focus on wiping most of the enemy team in one swipe. Keep in mind that the stratagem that increases the invulnerables costs 2p, so you have to keep an eye on their consumption, use it when you are at a close striking force of the enemy.&lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;For When Commanders Cost Nothing&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== SotA Modelling/Kitbashing ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Don&#039;t they come in a box?&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Yes, the Servants of the Abyss Kill Team is designed to be made with the units from the Blackstone Fortress Box Set, and with one of them you can pretty much have enough. However, sometimes it&#039;s not going to be enough. Maybe you want to play an Elite match and you don&#039;t have enough minis, maybe you want to focus on spamming a particular unit, maybe you don&#039;t have the box and don&#039;t want to go through online sellers to get the stuff. Either way, here are a few suggestions to get the team up and running. &lt;br /&gt;
&lt;br /&gt;
Also, this is taking into account that most of the units listed here have not been released separately as of yet. Units like Malleux is now on sale separately as a generic chaos lord, big hammer and all, and the Black Legionnaires are out in the latest update of the Chaos Marines. &lt;br /&gt;
&lt;br /&gt;
The easiest to kitbash are the traitor guardsmen. Using the basic cadian units, you could add more chaotic elements to them following the many examples of Lost and the Damned out there (spikes in the back, a cut head on their belt, skulls and bones attached to them, bandanas and masks, evil looking scars...). You could even take some of the basic chaos cultists and just use them. After all, their stats are the same and noone is going to bat an eye for seeing cultists with chaos marines instead of traitor guardsmen. The beastmen will be more complicated, but if you combine the body of a cultist and the head and legs of gors/ungors, it should work well enough. Hell, they could work well with basically the whole mini being from the AoS Gors/Ungors pack so long as you give them a chainsword and a stubber with a couple of sci-fi and chaotic bits here and there.&lt;br /&gt;
&lt;br /&gt;
The Rogue Psyker is difficult. You could always pick a sorcerer and just make it count as one, but where&#039;s the fun in that? The original BSF mini has a very particular look, with the body chained to the ground due to his excessive psykic power making him float, all with a massive and shinny mutant head. Now, while the stave and the body shouldn&#039;t be that hard to get right (any cultist or ragged body should do the trick) the problem is in the head and the chains. You could forego the chains by adding something for the model to stand up on, like a pile of bones, a recently deceased enemy, a pile of evil-looking ruines... If you want the chains, you&#039;ll have to search for someone selling some rigid chains or add one of those transparent supports to get the unit to simulate the floating effect. The Jimmy Neutron head is the most complicated part of it all, as there is nothing really similar within GW range. You can always forego that and just greenstuff the head growths, taking a particularly evil looking head but and just adding a small cover of greenstuff to simulate the massive psyker head. And while things like horns and protrusions are easy to make, the veins might not be. Something that small will need a ton of detail there, so unless you are really good at that, try to choose some other effect.&lt;br /&gt;
&lt;br /&gt;
Lastly, we have the negavolt cultists. Out of all of the minis of this range, this one is the hardest to really kitbash from zero, considering the pieces it may use are rather rare. Both the Electropriest and the AoS Flagellants work well enough for the body (and the Mandrakes as well, but those are more problematic to work with, considering the machine bits you&#039;ll have to add later), and you can give each units two taser goads, one on each hand. The problem is the head and the electric generator on the back. The flagellant&#039;s heads are great if you like evil but goofy grins, but if you want something more scary-looking and visceral, you&#039;ll have to go to Dark Eldar masks. Units like the Wracks and Wyches have great heads for that. You might have to greenstuff them a bit, but it can be done. If you want the head with the mecha-tendrills... For now you&#039;ll have to resort to the original model, I can&#039;t think of something even close, even from 3rd party modellers, sorry. Same for the back generator. &lt;br /&gt;
&lt;br /&gt;
Nevermind all that, GW is releasing a standalone version of the SoTA units. [https://www.warhammer-community.com/wp-content/uploads/2019/10/BlackstoneAbomIntel-Oct1-HostilesProducts4uhcw.jpg] Looks like it will come with the exact same number of minis that the original Blackstone Fortress came with, so if you need more than four negavolts, you will need both. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Chaos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Chaos Space Marines]]&lt;br /&gt;
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[[Category: Death Guard]]&lt;br /&gt;
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[[Category: Thousand Sons]]&lt;br /&gt;
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[[Category: Daemons]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Lost and the Damned]]&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=1011646</id>
		<title>Star Wars: Legion/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Empire&amp;diff=1011646"/>
		<updated>2026-05-20T15:55:02Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.161: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|The Jedi are extinct, their fire has gone out of the universe. You, my friend, are all that&#039;s left of their religion.|Grand Moff Tarkin}}&lt;br /&gt;
&lt;br /&gt;
==Why Play Empire==&lt;br /&gt;
===Pros===&lt;br /&gt;
* The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.&lt;br /&gt;
* You have the AT-ST, one of the &amp;lt;s&amp;gt;best&amp;lt;/s&amp;gt; coolest looking vehicles in the game.&lt;br /&gt;
* Versatile Corps choices that allow you to be prepared for any situation.&lt;br /&gt;
* Support choices are solid and will compliment your Corps nicely.&lt;br /&gt;
* Good support leaders that will make your troops even better.&lt;br /&gt;
* Strongest force-users in the game (for the moment- wait until the Republic starts getting more Jedi...) with a lot of killing potential.&lt;br /&gt;
* Death troopers are a thing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Units tend to be higher cost, so you&#039;ll have fewer units and upgrades than a Rebel opponent.&lt;br /&gt;
* Stormtroopers have movie quality shooting without buffs.&lt;br /&gt;
* Unless the commander is a force user, chances are their offensive capability is limited at best.&lt;br /&gt;
* Force user commanders move at a snail&#039;s pace&lt;br /&gt;
* You&#039;re going to need to use white to paint most of these guys, you have been warned.&lt;br /&gt;
* How do you paint Death Troopers if they&#039;re all black?&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commanders===&lt;br /&gt;
1-2 Selections&lt;br /&gt;
 &lt;br /&gt;
The focal point of your army; they often have game changing abilities.&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it&#039;s going to be a few turns before he&#039;s doing any damage. &#039;&#039;However when he does, it is the most terrifying and destructive force you could ever imagine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At &amp;lt;s&amp;gt;200&amp;lt;/s&amp;gt; 190 points (as of the 10/27/21 update) he&#039;s a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; [[awesome]]- he&#039;s difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he&#039;s likely to take a lot of enemy fire to make your opponent think twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039; lets you ready an expended force upgrade token. What&#039;s that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, &#039;&#039;&#039;Relentless&#039;&#039;&#039; gives a free attack action after he moves, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like &amp;lt;s&amp;gt;&#039;&#039;Saber Throw&#039;&#039;&amp;lt;/s&amp;gt; double moving towards the enemy (Saber Throw is also an attack action). &lt;br /&gt;
&lt;br /&gt;
Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him &#039;&#039;Force Reflexes&#039;&#039; for that dodge token as well as &#039;&#039;Saber Throw&#039;&#039; for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
Lastly, the 10/27/21 rules update made some major changes to Vader. It added that he can take a single Command upgrade. It also added that he has Compel for Corps troopers. This means that when a Corps unit at range 2 or less of him activates and rallies, if the unit is suppressed but not panicked, it can take a suppression token to make a free move. This essentially makes your units into [[necrons|plodding, fearless death machines]], as they still get to move and do something else with their remaining action. And with Vader&#039;s Courage rating of &amp;quot;-&amp;quot;, units within range 3 of him never panic. This is going to make Snowtroopers especially attractive as Vader&#039;s companions thanks to their Steady keyword, meaning they are effectively immune to suppression (except they still get the cover bonus!). But even Shores and Storms should find this helpful. Of course, all this power means Vader is going to be even more of a fire magnet than he was to begin with.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force Power Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. It&#039;s situationally useful- for example, if you&#039;re worried about not being able to issue an order to a certain unit when you absolutely need it, or you know you&#039;re using the deployment scenario like Disarray that can result in part of your army being distant from the rest, but HQ Uplink or Long Range Comms aren&#039;t available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action. If you&#039;re a big fan of surge tokens, go for it. Otherwise, there&#039;s probably better Force powers to take.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust as a free action to choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Very useful as it can be used to push an enemy&#039;s face closer to Vader&#039;s lightsaber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust as a free action to gain a Dodge token. This is practically an auto-include for any Sith or Jedi because of Deflect, and Vader is no exception.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. Thanks to Relentless, Vader can make a double move and then still whip 3 red dice of Impact 3 and Pierce 3 pain at someone. It&#039;s difficult to pass up this one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. It&#039;s ok.  If you don&#039;t take Saber Throw (let&#039;s be honest, why aren&#039;t you taking Saber Throw?), it&#039;s of extremely limited usefulness thanks to Vader&#039;s slow speed.  Additionally, Aim tokens aren&#039;t as valuable to Vader since he&#039;s always throwing red dice, which already have a very high probability of hitting (each red die has a 75% chance of either a hit or a critical- if you&#039;ve got surge tokens, that jumps to 88%).  If you do take this, don&#039;t forget that when you suffer a wound for Implacable, it also triggers the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token. It&#039;s low cost and works well with other suppression effects like Master of Evil, Palpatine&#039;s lightning, mortars, etc.  But if you&#039;re not looking to play the suppression game, it&#039;s not all that useful except as a mild nuisance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust as a free action to choose a non-Commander, non-Operative unit at range 1 and inflict one wound.  Can be useful to finish off that lone trooper who&#039;s irritating you, or to pick off a wounded Wookiee Warrior before they charge your lines.  Just don&#039;t expect a lot out of it.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Master of Evil&#039;&#039; - [Darth Vader &amp;amp; 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what&#039;s that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader&#039;s strength in an explosive fashion, because if you&#039;re within range 1-2 of any troops anyways, you&#039;re going to kill them. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;New Ways To Motivate Them&#039;&#039; - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it&#039;s primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Implacable&#039;&#039; - [Darth Vader] - At the end of Darth Vader&#039;s first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader&#039;s second activation, he performs 1 fewer action. - [[SMASH]] that&#039;s the sound of Darth Vader spending one very good turn literally curb stomping anyone he&#039;s close to. It lets him decimate squads he&#039;s in melee with, or throw 2 sabers. OR BOTH! the options aren&#039;t limitless, but your power sure will be. The 10/27/21 update also added that Vader gains a dodge token when he activates - that&#039;s two free dodge tokens on top of the two you&#039;d get from Force Reflexes...&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Another Blaster magnet:&#039;&#039;&#039; &lt;br /&gt;
Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he&#039;s going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he&#039;s toast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Distraction Carnifex]]:&#039;&#039;&#039; &lt;br /&gt;
Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Director Orson Krennic====&lt;br /&gt;
The man who gets shot more times on screen than anyone else, who 1v1s X-Wings better than [[All_Terrain_Soup|an armored walker]], and this is HIS ACHIEVEMENT NOT YOURS; Director Krennic brings a couple of different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Krennic&#039;s command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatine/Veers, and more in applying a tactical use of your forces during the game. &lt;br /&gt;
&lt;br /&gt;
His ability &#039;&#039;&#039;Compel&#039;&#039;&#039; lets friendly troopers near him perform a free move action if they are still suppressed but not panicked after their rally step- but they have to gain another suppression token to do so. Basically, if Krennic drops his &amp;quot;Annihilation Looms&amp;quot; Command Card (see below) later in the game, Compel will let you partially get around losing an action due to being Suppressed (&amp;quot;partially&amp;quot; because you get two actions but the first will be a move).  Otherwise, unless you&#039;re fighting an enemy who goes for maximum suppression (like a Dooku-oriented Droid army, for example), it&#039;s pretty situational as you still have to deal with Panic- although having Commander Vader or even Palpatine around can help mitigate that.&lt;br /&gt;
&lt;br /&gt;
He also has the keyword &#039;&#039;&#039;Cunning&#039;&#039;&#039;- when you reveal one of Krennic&#039;s own three Command Cards (see below), if there would be a tie on the pips, he automatically breaks it in his favor.  It&#039;s nice but nothing earth shattering.  And if you&#039;re facing someone else who has it, such as Dooku, the effects cancel each other out.  Per the movie &#039;&#039;Rogue One&#039;&#039;, he&#039;s usually accompanied by his fearsome Death Troopers, therefore, he has the Entourage rule with them- this allows him to field one unit without having to factor their Special Forces rank, and he can always issue an order to one unit of them per turn as long as it&#039;s within range 2 or less.&lt;br /&gt;
&lt;br /&gt;
A pistol rather than Veers&#039; E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with surge to critical, pierce, and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.  Krennic&#039;s one big failing is his fragility in an army that tends to not be very fragile.  He has 6 wounds, rolling white dice with surge on defense- he&#039;s got the same defense as the Rebel scum he is trying to kill.  He&#039;s also only got Courage 2, so be wary of getting too much suppression.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.  If you really want Surge tokens, it can be useful, especially on defense. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts. dropped to 5 pts. by rules errata) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, it&#039;s more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have.  With the lower points due to the errata, it&#039;s actually not bad.  It allows your troops to move away from Krennic a little bit and still be in range for his commands.  Also note that this increases the range of Entourage as well, meaning Krennic doesn&#039;t have to be near the action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - troopers with a face up order token can choose to remove one Suppression token instead of rolling dice during their Rally step.  It&#039;s ok.  The trick is getting the face up order tokens so you can maximize the effect; but Krennic&#039;s Command Cards don&#039;t offer a lot in that regard, although Entourage helps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.  Veers or the Officer can do it better, but it does give him something to do when he&#039;s not near the action.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  I mean, after the events of &#039;&#039;Rogue One&#039;&#039;, I think Krennic would lie to avoid climbing up towers.  Skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Why? In case you whiff all three of your shooting dice?&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Annihilation Looms&#039;&#039; - [Director Orsin Krennic &amp;amp; 2 Trooper Units] - Every trooper unit on the table immediately gets a Suppression token, and double it if it&#039;s turn 5 or 6.  This is where Krennic&#039;s &amp;quot;Compel&amp;quot; ability comes in handy, or the Commander Vader.  Good for a last minute middle finger to try to cause enemy units to panic late in the game.  Just be wary that it affects your doods too, and have a contingency plan.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Deploy the Garrison!&#039;&#039; - [2 Trooper units] - Two friendly trooper units with face up order tokens (read: Not necessarily the ones given an order by this Command Card...) can take a free Standby action at the start of the Activation phase.  This one seems underwhelming at first glance but it&#039;s actually rather clever.  It essentially lets two trooper units do a free move or attack before they actually take their activation.  Two caveats, however:  1.  Your unit loses its standby token if it subsequently gains a suppression token, and 2. the unit will also lose token if it performs any action.  So make sure you give out those Standby tokens wisely, and use them &#039;&#039;before&#039;&#039; the two units activate.  This Command is especially good with Death Troopers and their &amp;quot;Ready 1&amp;quot; ability....&lt;br /&gt;
 &lt;br /&gt;
(1 pip) &#039;&#039;Voracious Ambition&#039;&#039; - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card.  You can look at them at any time.  When you would draw an order token from the pool, you may instead choose one from this card.  It&#039;s essentially giving you 4 tokens for the price of 1 (although other than Krennic himself you can&#039;t benefit from abilities that affect face up order tokens like Aggressive Tactics or Strict Orders... but still).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Krennic is not a typical fighting commander, and not as straight forward suppoort to use as Veers with his aim tokens. His biggest asset is that he can control your own activation&#039;s as well as limit your opponent&#039;s. He&#039;s best while he stays at the back issuing orders to death trooper unit and joining the fray when both forces are worn out, since he will be less likely too get shot by huge attack pools. Its important to use his compel ability since at the cost of one extra suppression your units are guaranteed 2 actions when suppressed (but the move still must be the first one) which can be crucial in order to grab that one objective that you desperately need in order to win. His entourage also allows you to start shore trooper chain in every turn if death troopers are alive and in range (via comms relay on DT&#039;s) but it requires proper positioning &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Agent Kallus====&lt;br /&gt;
The dude with the bitchin&#039; sideburns from the &#039;&#039;Star Wars: Rebels&#039;&#039; cartoons. In &#039;&#039;Rebels&#039;&#039;, he eventually defects and joins the Rebel Alliance; Legion doesn&#039;t depict that but he does have a related &amp;quot;Flaw&amp;quot;, which we&#039;ll get to later.&lt;br /&gt;
&lt;br /&gt;
He&#039;s the same base cost as Krennic, but he has the option of taking his J-19 Bo-Rifle for an extra 25 points and... you probably want it because it&#039;s &#039;&#039;really&#039;&#039; good. He has 6 wounds and 2 courage, not too shabby for a non-Force user, with red defense (no surge) and critical surge on offense. In melee he swings 2 red and he comes with a pistol that has range 1-2, doing 2 black and 1 white with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; - but his Bo-Rifle gives him a significant boost in both melee and ranged- his melee becomes 1 red, 2 black, 1 white with &#039;&#039;&#039;Charge&#039;&#039;&#039;, &#039;&#039;&#039;Lethal 1&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Pierce&#039;&#039;&#039; while defending against melee attacks, and &#039;&#039;&#039;Reconfigure&#039;&#039;&#039;; his ranged uses same dice with &#039;&#039;&#039;Lethal 1&#039;&#039;&#039; and &#039;&#039;&#039;Reconfigure&#039;&#039;&#039;. That&#039;s pretty good for a guy who doesn&#039;t use the Force, and two of his Commands give him a free Recover action to reconfigure his weapon.&lt;br /&gt;
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As for his special rules, he comes with &#039;&#039;&#039;Contingencies 2&#039;&#039;&#039; (set aside two extra command cards in a side deck; after revealing cards during the command phase, you can discard your chosen card to replace it with a contingency card of the same pip value), &#039;&#039;&#039;Cunning&#039;&#039;&#039; (if he uses one of his own commands and there is a tie for pips, his command counts as one pip less to break the tie), &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;. Contingencies is a great keyword, as it gives some major flexibility in your command phase. Let&#039;s say you just played Assault but it turns out that Coordinated Fire is in your contingency deck and it might be a better choice this turn... swap it out! Cunning also helps insure that you get first go, as long as your opponent doesn&#039;t also have it (Count Dooku), in which case they negate each other.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrades (x1 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;J-19 Bo-Rifle Blaster/Staff&#039;&#039; (25 pts, reduced to 15 on 10/27/21) - has the same dice in either configuration, 1 red, 2 black, 1 white, as well as &#039;&#039;&#039;Lethal 1&#039;&#039;&#039; and &#039;&#039;&#039;Reconfigure&#039;&#039;&#039;. The Staff version adds &#039;&#039;&#039;Charge&#039;&#039;&#039; and &#039;&#039;&#039;Immunity to Pierce&#039;&#039;&#039; when defending against a melee attack. This takes Kallus and makes him into a pretty mean bastard. And since he&#039;s got Tactical built-in, you could, for example, double move to get into melee and then use Charge for a free melee attack with two Aim tokens. Yeah, seriously. And that&#039;s without factoring his 1-pip, which makes him almost unkillable. This is a very good upgrade and should be taken, especially since the points were decreased.&lt;br /&gt;
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&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.  If you really want Surge tokens, it can be useful, especially on defense. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts. dropped to 5 pts. by rules errata) - When issuing orders, you can issue orders at range 1-4. Pretty meh. On smaller battlefields, this isn&#039;t even needed, especially if you&#039;re having Kallus charge forward into melee with da boyz.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though. Not a great choice as Kallus probably wants to be in melee.&lt;br /&gt;
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&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Draw 2, pick 1 token from your order pool.  Pass.&lt;br /&gt;
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&#039;&#039;Strict Orders&#039;&#039; (5 Points) - troopers with a face up order token can choose to remove one Suppression token instead of rolling dice during their Rally step.  It&#039;s ok. The trick is getting the face up order tokens so you can maximize the effect, and Kallus&#039;s cards aren&#039;t great for that.&lt;br /&gt;
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&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Where Kallus is only 2 courage and wants to get stuck in, you probably don&#039;t want him getting bogged down with suppression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Not bad considering his Courage, and especially handy for that turn his Flaw gets used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Where he&#039;s already got good ability to get Aims, might be a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, making your standby range 1-3. You probably don&#039;t want Kallus hanging around on Standby, but if you&#039;re leaning heavily on his shooting or being a sneaky bastard, then this could be worth taking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. If he&#039;s got his J-19, you probably want this (although be wary of his Flaw).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust while performing a move to gain Tactical 1, which stacks with the Tactical 1 Kallus already has. Not bad if you&#039;re heading into an assault with the J-19 and want maximum Aim tokens. But may be a bit superfluous considering he has Charge with the J-19 and can double move for two tokens and still charge. But then again, he gets free recovers from two of his command cards, so you could easily use this three times. Tough call.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. You&#039;re probably better off taking an Officer or Veers and letting them do this while Kallus attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation.  Lets a unit (hopefully) survive to shoot one more time.  Situationally useful, allows you to hold two wounds off unit the end of your next activation. Not bad if you really want to get just one more swing out of Kallus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain. Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds. Like Enviro Gear, not bad if the situation arises.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy. A free speed 1 redeploy isn’t bad for a melee-oriented guy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. Not terrible considering he does throw a bunch of black and white dice (especially if he has his J-19), and he has easy access to Aim tokens thanks to Tactical. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Ruthless Tactics&#039;&#039; - [Agent Kallus and two units] - Kallus gets a free Recover action during his activation. Whenever an enemy unit defends against a ranged attack, it gains an Observation token (or two tokens if the unit has suppression tokens equal to or exceeding its courage value). If you&#039;re doing a gunline army, this command will help ensure that anything you focus fire on will go poof fast.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;ISB Investigation&#039;&#039; - [Agent Kallus and 1 unit] - You choose a number and your opponent (or one of your opponents, if you&#039;re doing more than 2 players) has to set aside their command cards of that number; they cannot use those cards until after they&#039;ve chosen a card in the next turn. Basically a guessing game card, where you try to prevent your opponent from using a really good 1-pip next turn.&lt;br /&gt;
 &lt;br /&gt;
(1 pip) &#039;&#039;Face Me!&#039;&#039; - [Agent Kallus] - Kallus gains Agile 1 and Block (when he spends a Dodge in melee, he gains defensive surge). He also can do a free Recover action during his activation, and enemies engaged with him cannot withdraw. Note that the last thing has no effect on Disengage; but it does mean that Kallus will have a meatshield if it survives his assault, and he&#039;ll have potent defense if someone strikes him back. &lt;br /&gt;
&lt;br /&gt;
(Flaw Card) &#039;&#039;Developing Sympathies&#039;&#039; - If Kallus is wounded at the start of the Command Phase, your opponent may play this card; at the end of Kallus&#039;s activation that turn, if he made an attack he gains FOUR suppression. If he&#039;s already got some suppression, this can cause him to panic if you don&#039;t have a good Rally step in the following turn. And where Kallus, especially if he has the Bo-Staff, is a combat-oriented character... this can be pretty bad if the timing is right.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Kallus is a lot like a weaker, non-Force-using Vader, where he&#039;s got some tricks but he&#039;s mainly oriented towards combat, especially if he has his J-19 upgrade. He can go toe-to-toe with a lightsaber boi and acquit himself well, especially when he uses his 1-pip, but it&#039;s a fight he&#039;s not likely to ultimately win (especially if he&#039;s facing particularly hard-hitting ones like Vader, Anakin, Dooku, or OpLuke). Against most other characters, he should do quite well. His shooting isn&#039;t bad either, even if you don&#039;t take the J-19. Don&#039;t underestimate the flexibility of Contingencies!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Emperor Palpatine====&lt;br /&gt;
The Senate is similar to Darth Vader in both points and Force abilities, but he also can take a Command upgrade. He moves slower than legislation and lacks Vader&#039;s Relentless. Where Vader is the rabid attack dog on steroids, Palpatine is the puppet master. He&#039;s got Entourage with his crimson-robed Royal Guards, meaning you can field one unit of them without factoring their Special Forces rank (so you can take 4 Spec Forces units; 5 if you take Krennic and a unit of Deathtroopers...) and he can issue a free order to one Guard unit per turn as long as they&#039;re within 1-2 of him. Don&#039;t let his withered appearance fool you either, he&#039;s still the Sith Master- not only does he have Master of the Force 2 to automatically ready his Force powers after using them, but he can shoot lightning as a ranged attack or in melee. The Lightning&#039;s got the same dice as the AT-ST&#039;s main gun but with surge to critical, Pierce 2 and suppressive- but half the range. He&#039;s not as tough as Vader with only 5 wounds and 4 courage, but he does roll red defense dice with surge and immunity to Pierce, so he can be a tough nut to crack.&lt;br /&gt;
&lt;br /&gt;
Of special note, he&#039;s got a unique special ability called &#039;&#039;&#039;Pulling the Strings&#039;&#039;&#039;.  Palpatine spends an action to give a free move or attack action to a trooper unit within range 1-2 of him. Sounds like nothing super special, right? Sure, you can use it to have your Stormtroopers or, even better, Death Troopers, take a free fire action and fire twice in the same turn.  But remember, the Empire has access to multiple units that have &#039;&#039;Steady&#039;&#039;, &#039;&#039;Relentless&#039;&#039;, or &#039;&#039;Charge&#039;&#039;- and those still trigger after the free move granted by &#039;&#039;Strings&#039;&#039;. Additionally, none of the actions in question count against the normal actions taken during the unit&#039;s actual activation.  Imagine Vader using a free move to get into melee and then attack with &#039;&#039;Charge&#039;&#039;... then using his normal activation to fight... then using his &amp;quot;Implacable&amp;quot; Command to fight again. IN ONE TURN. That&#039;s an extreme example, but Royal Guards (which you should be taking with Palpatine) can do it too.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.  Same as with Vader, it&#039;s of very limited usefulness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Burst of Speed&#039;&#039; (3 pts.) - Expend to increase your movement rate to 3 for the rest of the turn, but gain an immobilize token at the end of the turn. This was already a popular upgrade for him before it was even released (and as of this writing in November 2021, it technically still hasn&#039;t been released in the US yet). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.  As with Vader, only useful if you really like surge tokens and want to guarantee having some.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust as a free action to cause an enemy trooper unit at distance-1 to make a speed-1 move. Pretty useful for moving around enemies and ensuring you can fry them (or Vader can chop them, or troopers can shoot them, etc), but the short range hurts a bit, especially for slow-moving emperors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust as a free action to gain a Dodge token.  Dodge tokens are always nice but since Palpatine doesn&#039;t have Deflect or Block, it&#039;s not quite as auto-include as it would be for someone who does have either of those.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  You can skip this one because Palpatine&#039;s melee attack is also a ranged attack with full strength either way.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - Gain an aim token every time you take damage.  Much more useful to Palpy than it is for Vader, especially when Palpy uses &amp;quot;And Now... You Will Die&amp;quot;.  Practically an auto-include for him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Demoralize 1&#039;&#039;&#039;, letting you give 1 suppression token to enemy units at range 1-2.  Works well with other suppressive effects, like Palpatine&#039;s lightning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn&#039;t a commander.  Makes sure you get that last pesky trooper.&lt;br /&gt;
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&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.  Where it&#039;ll be really useful is when using the &amp;quot;An Entire Legion&amp;quot; card.  But otherwise, it&#039;s not that useful for Palpatine since he already has surge on offense and defense, and his other two Commands only target himself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 1-4.  Pretty meh.  On smaller battlefields, this isn&#039;t even needed.  On larger ones, it&#039;s situational. Where it is potentially (but still not very) useful is in conjunction with the &#039;&#039;Entourage&#039;&#039; rule, as command range boosters can affect it- and Palpatine&#039;s a bit slower moving than his Royal Guards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.  Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn&#039;t work in melee, though.  Stacks with the Guardian 2 that the Royal Guards come with, which will help keep Palpatine alive as he closes in for some fun with electricity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Once per turn, draw 2, pick 1 token from your order pool.  Might be useful when Palpatine drops either of the two Commands that only issue to himself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 Points) - Guarantees a trooper unit (with a faceup order token) can remove one suppression when they activate, rather than leaving it to chance.  Meh.  Palpatine&#039;s got a rather high Courage value (the highest in the Empire, not counting Vader&#039;s fearlessness), and two of his three Commands only target himself.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;An Entire Legion&#039;&#039; - [Each Eligible Unit] - No special effect, aside from having issued orders to &#039;&#039;every single unit&#039;&#039; on your side of the field.  Bear in mind that it&#039;s worded &amp;quot;each &#039;&#039;eligible&#039;&#039; unit&amp;quot;- so they are still required to be within range 3 of Palpy to be issued the order.  It generally shouldn&#039;t be much of an issue due to the small-ish table size, but still, it&#039;s worth noting.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Give in to Your Anger&#039;&#039; - [Emperor Palpatine] - &#039;&#039;You&#039;&#039; get to choose which trooper unit your opponent get to activate first. Give it an order token from the pool, if it hasn&#039;t already got its own. If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens. Yikes! This is a really good way of screwing with your opponent&#039;s well-laid plans.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;And Now... You Will Die&#039;&#039; - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack each time, and then the defender gains 1 immobilized token. Up to 4 attacks a turn (before any other items/abilities, and not counting his normal two actions- which can include a normal attack)? You may want to keep a medical droid or two nearby...&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Palpatine is kind of a one-trick pony - roll him into the enemy force and drop that 1-pip to unleash UNLIMITED POWER™. The real trick is getting him there with all of his wounds intact so he can deal maximum damage, because &#039;&#039;everyone&#039;&#039; knows about that trick. This can be done multiple ways, such as having him ride in a LAAT, having him roll up with some Royal Guards to soak wounds, or keeping cheap Corps units with medical droids around. The Force upgrade &amp;quot;Burst of Speed&amp;quot; also can be valuable for this. Once in range, unleash the beast and watch half your opponent&#039;s army vanish, with the survivors bolted in place by the immobilization. Also be wary of your opponent screwing with Palpatine&#039;s one big trick by using things like &#039;&#039;Change of Plans&#039;&#039; or &#039;&#039;I am a Jedi&#039;&#039;, the latter being particularly brutal.&lt;br /&gt;
&lt;br /&gt;
Aside from his 1-pip, which is easily one of the most powerful in the game, Palpatine is basically a slow-moving lightning machine. As mentioned above, he&#039;s throwing the same dice as the AT-ST&#039;s main gun but with shorter range. While surge to critical helps, his attack is best used shooting at infantry, especially infantry with minimal cover and/or no dodge tokens. Pulling the Strings is nice and all but it&#039;s more of an opportunistic thing really, like if the stars align and allow for the Vader triple attack threat mentioned above. Realistically, you want Palpatine to be moving into range and then maniacally laughing as he slaughters his foes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General Veers====&lt;br /&gt;
&lt;br /&gt;
First, at 80 points (reduced to 75 on 10/27/21), he&#039;s less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He&#039;s very much a support commander rather than combat, with a modest 3 white attack dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-3 and 2 black in melee with &#039;&#039;&#039;Precise 1&#039;&#039;&#039; and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, so he&#039;s best kept in the backfield in cover. &lt;br /&gt;
&lt;br /&gt;
His &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his &#039;&#039;&#039;Spotter 2&#039;&#039;&#039; ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token.&lt;br /&gt;
&lt;br /&gt;
*Useful in an infantry-heavy army led by Veers. Most units in the Imperial army already have offensive surges, and therefore a command upgrade that gives them a different type of surge can be useful. It provides Imperial forces with the defensive surges that they dream of (granted, only one per unit), to give them true power armor, and it gives out up to 4 tokens for the price of ten points, every turn, as long as the Commander with this upgrade is the chosen Commander for the turn (that is, if Vader issues the order for the turn, Veers can&#039;t use this). If you do take this, be sure to also have methods of increasing your face up order tokens to maximize the benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. &lt;br /&gt;
&lt;br /&gt;
*Very situational.  Generally not all that useful since the table size is pretty small, and you&#039;re already using range-3 for your command radius.  But if you went with a bunch of Speeder bikes and really want to ensure you can issue orders to them, this will help (although putting Long Range Commlink on the bikes is probably smarter).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains &#039;&#039;&#039;Guardian 1&#039;&#039;&#039; (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) &lt;br /&gt;
&lt;br /&gt;
*Veers is not really a front line commander.  His defense is solid, but his attacks are fairly weak, and his best utility is boosting morale, dishing out Aim tokens to other units, and throwing down some solid Command Cards.  If for some reason you&#039;re really worried about him taking damage, this can help mitigate the potential loss of him.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. &lt;br /&gt;
&lt;br /&gt;
*To get the most out of Veers, you want to ensure you have ways of getting face up order tokens as much as possible (especially if you&#039;re trying to use Strict Orders or Aggressive Tactics).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. &lt;br /&gt;
&lt;br /&gt;
* If you didn&#039;t bring either Palpatine or Commander Vader (who are good at preventing Panic in your troops), it&#039;s a decent choice.  Just be sure to have a way to get the face up order tokens where you need them when you need them.  Note that Veers doesn&#039;t need to be the active commander in the turn to trigger this- it simply has to be in your army for the army to always potentially benefit, so it can be used when Palpatine drops his &amp;quot;An Entire Legion&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain Spotter 1, which stacks with Veers&#039;s existing Spotter 2 to give him Spotter 3.  Not a horrible choice allowing you to spread around the Aim token goodness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation.  Lets a unit (hopefully) survive to shoot, (or command) one more time.  Veers isn&#039;t a very good combat unit; ideally, he shouldn&#039;t be taking a lot of heat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  If you&#039;re worried about difficult terrain for some reason, here&#039;s your remedy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  If you&#039;re worried about safely climbing stuff for some reason, here&#039;s your remedy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Veers is more a &amp;quot;lead from behind&amp;quot; sort of commander, so you probably don&#039;t need this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Not really worth it, considering Veers only chucks white dice (very low chance to hit) and the points for this are better spent elsewhere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Imperial Discipline&#039;&#039; - [General Veers &amp;amp; 2 Units] - When a friendly unit is issued an order it may recover. &lt;br /&gt;
&lt;br /&gt;
Seems pretty underwhelming at first glance.  However, Recover does a bunch of things: first, it allows you to remove any number of suppression tokens you wish from the unit.  Then it also allows you to ready any exhausted cards, like HQ Uplinks, your Stormtroopers&#039; missile launchers, Vader&#039;s Force powers (any that his &#039;&#039;Master of the Force&#039;&#039; wasn&#039;t able to ready), General Weiss on your AT-ST, etc.  Lastly, it lets you flip a Config upgrade on units like the Death Troopers, saving you an action if you need them to switch things up. Also note that it doesn&#039;t specify that the units have to be issued an order by Veers- orders granted by, for example, &#039;&#039;Entourage&#039;&#039; or HQ Uplink would also qualify.  This Command is actually pretty versatile.&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Evasive Maneuvers&#039;&#039; - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results&lt;br /&gt;
&lt;br /&gt;
This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory.  Try not to think about how an Occupier can dodge...&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Maximum Firepower&#039;&#039; - [General Veers] - At the end of General Veer&#039;s activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune: Deflect&#039;&#039;&#039; (the target cannot do &#039;&#039;Deflect&#039;s&#039;&#039; special damage to you, but can still use Dodge tokens to trigger surge).&lt;br /&gt;
&lt;br /&gt;
It&#039;s that opening scene where Veers goes PEW PEW in his AT-AT. Cool.  Extreme long range and generally small table size means you probably want to do this one early in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stormtroopers Who Can Hit&#039;&#039;&#039;&lt;br /&gt;
Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers&#039; spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle SMACKDOWN&#039;&#039;&#039;&lt;br /&gt;
There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Officer====&lt;br /&gt;
Essentially a worse General Veers. She is 30 points cheaper though, with &amp;lt;s&amp;gt;less&amp;lt;/s&amp;gt; fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices.&lt;br /&gt;
She can use the rule &#039;&#039;&#039;Spotter 1&#039;&#039;&#039; to give a unit an Range 1 and Aim Token, &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;  to remove a Suppression Token from a unit at range 1, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to reduce the cover of a unit she shoots at by one level.&lt;br /&gt;
She punches with a black dice, has an Officer&#039;s RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.&lt;br /&gt;
&lt;br /&gt;
Note that the Officer&#039;s commands can be used by any Empire commander. They&#039;re not locked specifically to her.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. If you like surge tokens, and plan to lean heavily on the Officer issuing orders, then by all means. Otherwise, pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she&#039;s joining the vanguard, this could help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly Corps units at Range 1 gain &#039;&#039;&#039;Guardian 1.&#039;&#039;&#039; This will help keep your Officer alive longer, just be sure to keep a cheap-ish unit nearby to absorb those wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her &#039;&#039;Inspire&#039;&#039; rule.  Note that there is no requirement for the character with this upgrade to be the active commander for it to trigger... so taking it on the Officer frees up a Command upgrade slot on your other Commander (if you take one).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. The officer already has this built in, so it stacks to give you &#039;&#039;&#039;Spotter 2&#039;&#039;&#039;. Definitely worth considering.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation.  Lets a unit (hopefully) survive to shoot one more time.  You took this model because they&#039;re cheap. Don&#039;t ruin a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds. Will she be climbing? Probably not. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy. If you expect to be running forward, this will be worthwhile.  But since the Officer works best as a support from behind the lines type of character...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Coordinated Fire&#039;&#039; - [3 Corps Units] - After a friendly Corps Unit spends at least one Aim Token, another friendly unit at Range 1-2 may gain an Aim Token. Stacks beautifully with the &#039;&#039;Spotter&#039;&#039; rule or Shore Troopers. &lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Pinned Down&#039;&#039; - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle that unit&#039;s Order Token back in to their pool. &amp;lt;s&amp;gt;YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it all over again?&amp;lt;/s&amp;gt; Ok, even though the context is clearly that the defender&#039;s token is the one that goes back, not your attacking unit&#039;s... the FAQ&#039;s have made it clear that it&#039;s that way. It&#039;s a nice way to screw with your enemy&#039;s plans, especially when your opponent wants faceup tokens, such as when using Fire Support (&amp;quot;sorry Rex, not gonna call you Captain anymore...&amp;quot;), Strict Orders, or General Grievous&#039;s &amp;quot;Supreme Commander&amp;quot; command card. Also note that this was FAQ&#039;ed that Arsenal works with it to return multiple tokens.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Covert Operations&#039;&#039; - [1 Support or Operative Unit] - &amp;lt;s&amp;gt;You get to peek at two random command cards from your opponent&#039;s hand. Hey, it can&#039;t hurt. From experience you will always pick Standing Orders. Always.&amp;lt;/s&amp;gt; The November 2020 update totally rewrote the effect of this one and now it&#039;s: &#039;&#039;when your opponent issues orders from a Command Card, every unit that gets one of those orders also gains a suppression token&#039;&#039;. It&#039;s nothing earth-shattering but throwing extra suppression when your opponent uses a 3-pip (especially one like Luminous Beings Are We, We&#039;re Not Programmed, etc.) is kinda nice, especially if you&#039;re using a suppression-oriented list, which Empire does well. Note that it only applies to orders from the command card itself, and not from other effects like HQ Uplink, Coordinate, Entourage, Commns Relay, and so forth.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tactics? She&#039;s cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army.&lt;br /&gt;
&lt;br /&gt;
Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Iden Versio====&lt;br /&gt;
&lt;br /&gt;
The main character from the story mode on EA&#039;s &#039;&#039;Battlefront 2&#039;&#039; video game.  She&#039;s a highly trained operative and sniper. In the story of BF2, she eventually becomes disillusioned with the Empire after the Battle of Endor and joins the Rebellion/New Republic, and hijinks ensue but that&#039;s beyond the scope of Legion. For now.&lt;br /&gt;
&lt;br /&gt;
To start, she&#039;s 100 points base, with 6 wounds, 3 courage and red defense dice (no surge). She comes with the same blaster as General Veers (3 white at range 1-3 with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;), and punches for 2 red; she has offensive surge to boot.  Her &#039;&#039;&#039;Marksman&#039;&#039;&#039; rule allows you to spend an Aim token to simply change a die- a blank becomes a hit, or a hit becomes a crit (and you can use two Aims to turn a blank into a crit). She can be upgraded to have a sniper rifle or a LMG- which are detailed in upgrades, below.&lt;br /&gt;
&lt;br /&gt;
She is loaded with special rules since she&#039;s a non-Force-using special forces agent. To start, she has &#039;&#039;&#039;Quick Thinking&#039;&#039;&#039; (spend an action to gain both a Dodge and an Aim token) and &#039;&#039;&#039;Nimble&#039;&#039;&#039; (she gains a Dodge token after spending one or more during an attack). Although she&#039;s a Commander, her &#039;&#039;&#039;Covert Ops&#039;&#039;&#039; rule allows you to change her to an Operative during deployment, and when you do, she gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039;, allowing you to deploy her anywhere on the table as long you she&#039;s outside of range 3 of all enemy units at the time she deploys (meaning if there&#039;s nobody on the board yet, she can deploy &#039;&#039;literally anywhere&#039;&#039;....). If you don&#039;t field another Commander, you are required to promote a Corps or Spec Ops unit to be the acting commander (in much the same way as if all commanders had been killed- but Covert Ops specifies is must be Corps or Spec Ops). She also has a &#039;&#039;&#039;Loadout&#039;&#039;&#039; rule- for every upgrade you give her, you can set aside a different upgrade with the same slot and equal or less points value... and when Iden deploys, you may swap out the upgrades. Did you take Emergency Stims but decided you&#039;d rather have Electrobinoculars? Swap &#039;em out! Same goes for her weapons- does the TL-50 seem more useful against the droid horde than the sniper? Swap &#039;em out!&lt;br /&gt;
&lt;br /&gt;
Lastly... She also comes with FOUR command cards. One of them requires her to field her droid buddy ID10, so there&#039;s a second card for if you choose not to field it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Iden&#039;s DLT-20A Sniper Rifle&#039;&#039; (15 pts.) - range 1 to infinity doing 2 black with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; and &#039;&#039;&#039;High Velocity&#039;&#039;&#039; (if it&#039;s the only weapon in the attack pool, the target can&#039;t spend Dodge tokens).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TL-50 Heavy Blaster&#039;&#039; (15 pts.) - Range 1-3, 2 red, 1 black, 2 white with &#039;&#039;&#039;Critical 1&#039;&#039;&#039; and &#039;&#039;&#039;Impact 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Not terrible, especially if you&#039;re going with a close-ranged assault version of her, using the TL-50. The Sniper version probably won&#039;t be moving around a lot, so just make sure she&#039;s in heavy cover and you won&#039;t miss this upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Having a way of getting rid of suppression tokens is a good thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Very useful for plugging enemy characters/tauntauns/wookiees/etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, making your standby range 1-3. Not a terrible choice for a sniper, although it does somewhat limit her since her sniper rifle has unlimited range. Likely a more useful option when using the TL-50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. Iden&#039;s good in melee- she throws 2 red dice per attack- so while this isn&#039;t a bad upgrade, melee isn&#039;t exactly where she&#039;s at her best. But it&#039;s cheap and she does get two training upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust while performing a move to gain Tactical 1 (which gives an aim token after performing a standard move). Aim tokens are always nice, especially if you want to make heavy use of her &#039;&#039;Marksman&#039;&#039; keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. You don&#039;t really want this on her, she&#039;s a bad ass and should be using Quick Thinking and shooting, not trying to be Veers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot one more time.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain. May be helpful, but if she&#039;s going to hang back, give it a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds. Will she be climbing? Probably not. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy. Cheap and helps get her where you need her. Not a bad choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. Her sniper rifle only rolls two dice, as does her melee attack.  Her E-11 does throw three dice but they&#039;re white and do you really want to upgrade her based around that? It could be useful with the TL-50, since that does throw a bunch of non-red dice.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Iden&#039;s ID10 Seeker Droid (DIo)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For +15 points, Iden can be accompanied by her signature counterpart (it does have the &amp;quot;Counterpart&amp;quot; rule with her), a droid named ID10.  It effectively gives her an extra hit point, and can apparently attack in melee or at range 1 with an electric shock that does 3 white damage and Suppressive.  It also has Shielded 1 and Recharge 1 for an extra free block (and they&#039;ll get that back for free from Iden&#039;s &amp;quot;Concussive Blast&amp;quot; command...).  It also has the &amp;quot;Small&amp;quot; keyword, which allows you to ignore it when determining range, line of sight, cover, etc. It&#039;s effectively not there and you only factor Iden herself. Lastly, it has a Comms upgrade slot.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Tactical Strike&#039;&#039; - [Iden Version and 3 Troopers] - when Iden or a Spec Forces unit with a faceup order activates, it may reduce its movement rate to one to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039; (free Aim token after moving) and &#039;&#039;&#039;Steady&#039;&#039;&#039; (may make a ranged attack action for free after moving).  Any of the Spec Forces units would really enjoy having this effect.&lt;br /&gt;
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(2 pip) &#039;&#039;Concussive Blast&#039;&#039; - [Iden Versio] - Iden recovers when she activates, and gains a weapon that does 5 red(!) at range 1-2 with Blast, Suppressive, and Scatter. It&#039;s a nice short ranged attack and gives a free recover as icing on the cake.&lt;br /&gt;
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(2 pip) &#039;&#039;Incapacitate&#039;&#039; - [Iden Versio] - during Iden&#039;s activation, you may choose an enemy trooper unit at range 1 and within line of sight of her ID10 droid.  That unit gains 3 suppression, and if it&#039;s a Corps unit, you can also cause them to lose their activation by giving them a face down order token or flipping their token if they were issued an order. Another decent short ranged effect to knock out a unit for a turn. Note that this is the one that requires you to also field the ID10 droid.  &lt;br /&gt;
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(1 pip) &#039;&#039;Pulse Scan&#039;&#039; - [Iden Versio] - Iden gains &#039;&#039;&#039;Sharpshooter 2&#039;&#039;&#039; and an Aim token. At the end of her activation, she also gains both a Dodge and a Standby token. For one turn she is a ridiculously good sniper, and can potentially even do a double-tap with her sniper rifle or TL-50.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Iden is more of a Jason Bourne type than a great tactician. She&#039;s pretty good at fighting but her abilities and Command Cards lend themselves more to that than to bolstering the troops around her.&lt;br /&gt;
&lt;br /&gt;
There&#039;s two ways of running her. First, as a sniper, and she&#039;s quite good at that- although only throwing two black dice is going to severely limit her damage output. She&#039;ll be basically plunking off a wound or two each turn. The High Impact means she&#039;ll be good at knocking wounds off things that rely on Dodges, notably tauntauns or anything else with Agile. While attacking a Jedi/Sith may seem like a good idea, bear in mind that they ignore her Pierce and always have at least a 50/50 chance of blocking her hits even without Deflect. She&#039;ll generally struggle to actually do damage to them barring intervention from the Dice Gods.&lt;br /&gt;
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Secondly, you can give her the TL-50 and have her do a Rambo impression. She&#039;s quite good at that too. But if you&#039;re going with the Rambo version, the trick will be getting the Aim tokens for her Marksman ability until she finds a nice spot to park and Quick Think/attack. Her 3-pip helps a lot, as would taking upgrades like Hunter or Offensive Push. The other issue is that the TL-50 doesn&#039;t have Pierce, so it won&#039;t be as reliable at dishing out wounds, especially against red defense- but the sheer number of dice helps- and Impact 1/Critical 1 means she can even be useful to attack armored vehicles in a pinch.&lt;br /&gt;
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If you&#039;ve got the spare points, the droid buddy is worth taking just for the slight bump in survivability, and if you go with the Rambo option, adding suppressive and some white dice up close is a plus. And, hey, if you&#039;ve got a further ten spare points, you can take an HQ Uplink to ensure Iden gets an order in a turn when someone else happens to be issuing orders- if you use her Concussive Blast command at the right time, you can use that Uplink twice per game!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Operatives===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, &lt;br /&gt;
====Boba Fett====&lt;br /&gt;
Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with &#039;&#039;&#039;Impact 1&#039;&#039;&#039; &amp;amp; his E-3 Carbine also putting out 2 black dice with &#039;&#039;&#039;Pierce 1.&#039;&#039;&#039; This coupled with &#039;&#039;&#039;Arsenal 2, Sharpshooter 2&#039;&#039;&#039; (allowing him to always fully ignore enemy cover),  Movement 3 and &#039;&#039;&#039;Jump 2&#039;&#039;&#039;... he can practically ignore obstacles and make enemy units paste. He also has the &#039;&#039;&#039;Impervious&#039;&#039;&#039; rule, if your opponent has &amp;quot;Pierce x&amp;quot; roll x amount of extra defense dice, very helpful in some situations.&lt;br /&gt;
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Fett has an ability called &amp;quot;&#039;&#039;&#039;Bounty&#039;&#039;&#039;&amp;quot; where he can select the enemy commander or operative and puts a victory token on it.  If Fett kills that unit, he gains the token and if he has it when the game ends while he has it, his side gets it added to their total. Watch the salt in your opponents eyes as you take that victory token off his hands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Meh.  Not terrible but not great- his defense is already excellent, and he&#039;ll probably be attracting a lot of fire so you&#039;ll get that suppression the old fashioned way.&lt;br /&gt;
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&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  A decent choice to keep Fett moving and firing, although he has Courage 3- but he&#039;ll probably attract a lot of fire too.&lt;br /&gt;
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&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.  Very useful for taking out that enemy character for Fett&#039;s Bounty rule.&lt;br /&gt;
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&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, making your standby range 1-3.  Fett ideally needs to be mobile, considering his mostly short ranged weapons.  Stopping to put him on Standby is not optimal.&lt;br /&gt;
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&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Fett&#039;s not bad in melee but his strength is his ranged attacks.  Still... his guns have short range and he might find himself in melee- a little boost couldn&#039;t hurt if you&#039;ve got a spare 4 pts to spend.&lt;br /&gt;
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&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust while performing a move to gain Tactical 1 (which gives an aim token after performing a standard move).  Aim tokens are always nice, especially when doing Fett&#039;s regular attacks (which are mostly black dice).&lt;br /&gt;
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&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.  Fett&#039;s an expensive combat monkey, you don&#039;t need him trying to be Veers.&lt;br /&gt;
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&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation.  Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Fett&#039;s got Jump.  Pass.&lt;br /&gt;
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&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Fett&#039;s got Jump.  Pass.&lt;br /&gt;
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&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Fett wants to be close to the enemy so anything that helps with that is welcome.  And it&#039;s cheap!&lt;br /&gt;
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&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. Fett throws four &#039;&#039;&#039;Black&#039;&#039;&#039; dice as range 1-2 (Wrist rockets+E-3+&#039;&#039;&#039;Arsenal 2&#039;&#039;&#039;), the odds of needing to reroll three of them are low  but you will be very gratful you can if you do need to.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Z-6 Jetpack Rocket&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039;, and has 3 red dice.  Wanna put some holes in an enemy tank?  Here&#039;s how.  Combine with his EE-3 to give the attack Pierce too (unfortunately the Wrist Rocket is only range 2 and can&#039;t be fired alongside this).&lt;br /&gt;
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(2 pip) &#039;&#039;ZX Flame Projector&#039;&#039; - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has &#039;&#039;&#039;Blast&#039;&#039;&#039; and &#039;&#039;&#039;Spray&#039;&#039;&#039;, does has 1 red die (and Spray multiplies that red die by the number of models in the target unit- fire at an 8 man B1 droid squad and he&#039;s throwing 8 red dice...).  Useful for making an enemy squad disappear, especially when you combine with his EE-3 to give the attack Pierce 1.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Whipchord Launcher&#039;&#039; - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them.  During his activation, Boba Fett gains the ability to, as a free action, give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens.  Very useful for shutting down a melee oriented unit like a Jedi/Sith- especially when they just dropped a Command like &amp;quot;Implacable&amp;quot; or &amp;quot;Son of Skywalker&amp;quot;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You&#039;ve seen &#039;&#039;The Mandalorian&#039;&#039;, right? Remember how the main character fights in that? Not the sniping, but when he&#039;s fighting the stormtroopers up close? That&#039;s how you should use Fett. Use the environment and your many weapons and tricks to fight on your terms, not your enemy&#039;s.&lt;br /&gt;
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While he&#039;s got a 3+ armor save and 5 wounds, he&#039;s &#039;&#039;not&#039;&#039; a tank, and he can&#039;t wade in and murder entire squads like a Sith Lord.  Make heavy use of his Jump 2 and movement 3 to put him right where you need him.  His normal attacks (wrist rocket and EE-3) can pretty reliably do 2-3 wounds per turn to troopers and 1-2 wounds to armored units.  He can take lots of upgrades but he doesn&#039;t really need them.  Hunter is useful if you intend to actually pursue his bounty (you don&#039;t have to, although it&#039;s generally a good idea), and Tenacity can be handy if you wind up in melee, but otherwise, field him naked and let him thrash targets of opportunity. His pricetag is a little high at 140 points base (reduced to 120 pts as of 10/27/21), but you&#039;re paying for his versatility, not sheer killing power.&lt;br /&gt;
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You don&#039;t have to use all three of his Command cards- so take the 1 or 2 that are most useful to you in the circumstance to maximize his utility. Fighting a horde oriented army? Wipe out an entire squad using the flamethrower. The enemy brought a TX-130?  Use the Rocket.  Vader or Operative Luke are about to thrash your line using &#039;&#039;Implacable&#039;&#039; or &#039;&#039;Son of Skywalker&#039;&#039;? Whipcord those bastards and let your line sort it out. There&#039;s also no rule saying that you have to put the Bounty on the enemy&#039;s most powerful character- so if your opponent takes a fully decked out Operative Luke and the 50 pt Officer, don&#039;t feel bad about putting it on the Officer and then shredding him.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bossk====&lt;br /&gt;
The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch.&lt;br /&gt;
Bossk comes stock with the &#039;&#039;Bounty&#039;&#039; rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has &#039;&#039;Enrage 3&#039;&#039;, giving him &#039;&#039;Charge&#039;&#039; and Courage - when he’s taken 3 or more wounds. He’s an &#039;&#039;Expert Climber,&#039;&#039; can &#039;&#039;Regenerate&#039;&#039; up to three wounds at the end of his activation, and has the &#039;&#039;Unhindered&#039;&#039; rule, ignoring difficult terrain.&lt;br /&gt;
He strikes with one red, two black and one white dice in close combat, with &#039;&#039;Pierce 1,&#039;&#039; and his Relby -v10 Mortar is Range 2-4, one red, four white, with &#039;&#039;Pierce 1&#039;&#039; and &#039;&#039;Suppressive.&#039;&#039; White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two.&lt;br /&gt;
Yeah, he’s a solid beast.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  Helps with the lad’s survivability, although once his Enrage kicks in, he won&#039;t be able to use it anymore as he will be unable to gain suppression tokens (unless he regenerates enough wounds to lose Enraged).&lt;br /&gt;
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&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain.&lt;br /&gt;
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&#039;&#039;Hunter&#039;&#039; (6 pts.) - Literally has his face on the card!  When attacking a wounded trooper unit, get 1 free aim token.  Practically mandatory, this will help you collect that &#039;&#039;Bounty&#039;&#039; (especially considering all those white dice his main gun throws...).&lt;br /&gt;
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&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, making your standby range 1-3.  Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway.&lt;br /&gt;
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&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  This stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage.&lt;br /&gt;
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&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust to gain Tactical 1, which gives a free aim token after making a standard move.  Good for getting you an aim token in that one turn where you really need to move before firing, or if charging into melee combat.&lt;br /&gt;
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&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.&lt;br /&gt;
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&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation.  Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. The controlling player decides the order of &amp;quot;end of activation&amp;quot; effects, so you can choose to try to regenerate before suffering the wounds.  A solid buy, if you can make the most of it.&lt;br /&gt;
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&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Slow clap for the person who takes this.&lt;br /&gt;
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&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Look, if you want to waste your points, go ahead.&lt;br /&gt;
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&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  The mortar gun has excellent range so if you&#039;re looking to snipe, you don&#039;t really need this.  But if you plan to rely heavily on his melee abilities or Dioxis Charge, then this is a good choice to help get you there slightly faster.&lt;br /&gt;
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&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Bossk chucks a lot of dice in his attacks, not a bad buy- especially if you&#039;ve got Hunter or Offensive Push.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
(3 pip) &#039;&#039;Lying in Wait&#039;&#039; - [Bossk] - Bossk gains &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;, and after an enemy unit activates, Bossk gains an aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second.  Good for when you have to pick off a pesky Commander.&lt;br /&gt;
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(2 pip) &#039;&#039;Reptilian Rampage&#039;&#039; - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free move action. If you took Tenacity, you’ll be laughing all the way to the bank!  This command has some interesting potential.  You can use it to fire the mortar, suffer the wound to take a free move into melee (and trigger Tenacity, as already mentioned), and then use the second attack action to punch.  Or you can use it to double tap with the mortar gun, dropping 4 suppression in addition to whatever damage it manages to do (white dice are unreliable but that red with Pierce and critical surge isn&#039;t...).&lt;br /&gt;
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(1 pip) &#039;&#039;Merciless Munitions&#039;&#039; - [Bossk] - For the round you use this card, Bossk gains &#039;&#039;&#039;Arm 1: Dioxis Charge&#039;&#039;&#039; as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk.  After he performs this action, he may perform a speed 1 move.  Until the end of the game, Bossk gains &#039;&#039;&#039;Detonate 1: Dioxis Charge&#039;&#039;&#039;- &amp;quot;Detonate&amp;quot; allows him to explode the charge token after &#039;&#039;&#039;any&#039;&#039;&#039; unit makes an action.  The explosion does an attack against every unit within range 1 of the token with 1 red and 1 black die ignoring cover and surging to critical.  After a trooper unit defends against this attack, it gains 1 poison token, which causes one wound to the unit when it discards the token at the end of its next activation (not in the End Phase like green tokens).  It may not sound like much but it&#039;s going to pretty reliably do at least two wounds to whatever you manage to hit with the explosion.  Bear in mind though that the enemy can use a medic to remove the poison token without suffering the extra wound (this takes up one of the medic&#039;s healing charges).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Unlike his fellow bounty hunter Boba Fett, Bossk is actually kind of tanky.  His armor is worse (5+ save compared to Boba&#039;s 3+) but he has more wounds and a 5+ roll each turn of healing them back.  Not to mention he actually gets better if he suffers wounds thanks to Enrage (and Tenacity if you took it- it&#039;s a very good upgrade for him, so that&#039;s going to be a theme here).  He has long range shooting that is actually pretty good (best used against someone who doesn&#039;t have immunity to Pierce)- it&#039;s almost guaranteed to do at least one wound per turn while dropping two suppression; and he&#039;s actually really good in melee too- along with Palpatine, he&#039;s the only non-lightsaber wielder in the game who does pierce in melee.&lt;br /&gt;
&lt;br /&gt;
Like Boba Fett, Bossk&#039;s command cards should be taken based on utility- you don&#039;t have to take all three, so take the 1-2 that are most useful to you.  His 1 pip gives some short-ranged crowd control, the 2 pip doubles his damage output for a turn, and the 3 pip turns him into a super sniper. Also, like with Boba Fett, you don&#039;t necessarily have to target the most powerful enemy character for Bounty- there&#039;s no shame in putting it on that 50 point Officer or Princess Leia and sniping the crap out of them.&lt;br /&gt;
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One thing to remember though is that his mortar gun has a minimum range of 2- so once the enemy gets close, you&#039;re either going to have to charge (not a bad idea, especially if Enrage has kicked in and you&#039;ve given him Tenacity) or make a tactical withdrawal to get back into shooting range (also not an awful option).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Darth Vader====&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Commander version of the same guy.  Note that operative Darth Vader may use the Command Cards of commander Darth Vader, and vice versa.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (10 pts.) - Exhaust this card as a free action to dish out one token each to up to 2 units within range 1-2.  Surges aren&#039;t super necessary since Imperials tend to already have them (mainly on offense), but if you&#039;re running a lot of Shore Troopers (which don&#039;t have surges), you could see some usefulness out of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this card as a free action to move an enemy unit speed 1.  Vader is slow and wants to cut things with his saber- this will help you do that, especially if you can manage to combine it with Force Throw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (15 pts.) - Exhaust this card as a free action to gain a Dodge token. You need Dodge tokens to trigger Vader&#039;s &#039;&#039;Deflect&#039;&#039; ability, so you definitely want this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. Not a bad choice, although this version of Vader actually has a useful ranged 1-2 attack (it has Scatter, which can give a little help getting Vader into melee, where he belongs).  Three red dice with Pierce 3 and Impact 3 is pretty brutal though...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anger&#039;&#039; (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. It&#039;s not bad, but there&#039;s a few things to think about.  First, Vader is slow and does best when he&#039;s in melee, so it&#039;ll be hard for him to actually benefit from this if he&#039;s being plugged from a distance (you can rest assured that he will).  Second, Vader already chucks red dice in melee or with Saber Throw, which have a high probability of hitting (75% per die, jumps to 88% if you get surge somehow, like from Jedi Hunter or surge tokens)- so he doesn&#039;t really need it that much.  Third, this version of Vader only gets two Force upgrades.  If you&#039;re taking this, then you&#039;re NOT taking two of the following excellent powers:  Saber Throw, Reflexes, or Push. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear&#039;&#039; (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token.  If you only have 3 spare points and an open Force slot, it&#039;s not bad.  But there are other far more useful choices for Vader.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Choke&#039;&#039; (5 pts.) - As a free action, exhaust the card to choose a non-Commander, non-Operative unit at range 1, and it suffers a wound. Could be useful to finish off a pesky enemy unit, but it&#039;s competing with other more useful Force powers for the two slots you get.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. This version of Vader is actually affected by Suppression, so this could give him a little extra defense as he plods towards his victims.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  Vader has Courage 3, so suppression tokens aren&#039;t a huge deal to him.  Although if you plan to make heavy use of his Spur rule, you may want this to keep your suppression under control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.  Not terrible, but Aim tokens aren&#039;t that valuable to Vader, since he&#039;s already chucking red dice (which hit 75% of the time, 88% if you&#039;ve gotten surge) with his lightsaber, and his Force Throw is best used on trooper squads (so he can actually make use of the Scatter effect), which usually can&#039;t be considered &amp;quot;wounded&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain Sentinel, making your standby range 1-3.  You don&#039;t want Vader on standby, you want him bulldozing into enemies and mercilessly slaughtering them.  Hard pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack while you are wounded gain 1 red attack die.  Not a bad choice, as there&#039;s a good chance Vader will be hurt when he finally gets to melee.  You could even use Implacable to ensure he does suffer that wound...&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3 pip) &#039;&#039;Darkness Descends&#039;&#039; - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens.  If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; and &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, at the cost of having to deploy Vader last. The 10/27/21 update changes this card to a standard Divulge card - if you divulge the card during deployment, Vader deploys at the end of the setup phase and has both Infiltrate and Scout 1. If you didn&#039;t divulge, Vader gains Reliable 2. Either way, the card is permanent. Note that this means if you play the card after divulging, you get nothing additional and only get an order for Vader on a 3-pip. Tough call, right?&lt;br /&gt;
&lt;br /&gt;
Have you ever wanted to see Vader deep strike like [[Terminator|Space Marine Terminators]]?  Here&#039;s your chance!&lt;br /&gt;
&lt;br /&gt;
(2 pip) &#039;&#039;Fear and Dead Men&#039;&#039; - [Darth Vader] - When Vader uses &#039;&#039;&#039;Deflect&#039;&#039;&#039;, the attacker suffers 1 wound for each blank result, instead of each surge result.  When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token.&lt;br /&gt;
&lt;br /&gt;
Vader finally taps into his skill at Djem So to unleash death upon foes.  He gains excellent defense with an increased chance of deflecting (1:3 instead of 1:6), although he&#039;ll also be suffering wounds when he successfully deflects.  That one turn where the enemy unleashes everything they have to prevent Vader from reaching them is the one turn he&#039;ll make them pay for it.&lt;br /&gt;
&lt;br /&gt;
(1 pip) &#039;&#039;Vader&#039;s Might&#039;&#039; - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position.  If its an enemy unit, you then get to roll a white defense die for each mini in the unit.  The unit suffers a wound for each block or surge result.&lt;br /&gt;
&lt;br /&gt;
Vader picks up a unit and tosses it, and if it&#039;s an enemy unit, it potentially takes some damage. Yuck. And since it&#039;s a free action, he can still take his normal two actions and murderize things.  Not bad, although the range is a little short.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This version of Vader is a little weaker than the Commander version, but makes up for it with a little more versatility.  He now has a Courage value, 2 fewer wounds, and throws one less die in melee. He gains the Spur rule (when he makes a move action, he can gain a Suppression token to boost his movement speed by 1), Jedi Hunter (critical surge when attacking someone with access to Force upgrades), and a ranged attack- &amp;quot;Force Throw&amp;quot;, which is 2 black dice at range 1-2 with Blast (ignore cover) and Scatter (you may re-cohere the target unit).  Scatter is particularly useful as you can use it to potentially move an enemy unit closer to Vader, or in range of Force Push. He also has two Force slots and one Training slot, rather than the three Force slots of his Commander variant, giving him access to some useful upgrades.  Vader&#039;s still a combat monster, and that&#039;s where you want him- in front, mercilessly slaughtering his foes.&lt;br /&gt;
&lt;br /&gt;
The 10/27/21 rules update changed this Vader significantly as it did for his Commander variant. His points cost drops to 175 base, and he can take an extra Training upgrade (for a total of two). On top of that, he loses the Spur keyword and his movement speed is now 2. Plus he gains a wound for a total of 7. Operative Vader just went from being &amp;quot;meh&amp;quot; to &amp;quot;terrifying&amp;quot;. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Corps===&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Shore Troopers====&lt;br /&gt;
Beach party crasheres. Our &amp;quot;Veterans&amp;quot; choice. Black dice for close combat, their &#039;&#039;E-22 Blaster Rifle&#039;&#039; offer one black dice at range 1-3. They have a red defense dice, one wound each, and one point of courage. Rules-wise, their &#039;&#039;&#039;Coordinate: Emplacement Troopers&#039;&#039;&#039; rule allows them to issue an order to an &#039;&#039;Emplacement Trooper&#039;&#039; at range 1 after they are issued an order, and &#039;&#039;&#039;Target 1&#039;&#039;&#039; gives them an aim token after they are issued an order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21B Trooper&#039;&#039; (32 pts.) - &#039;&#039;&amp;quot;21B, homie, you can&#039;t afford this.&amp;quot;&#039;&#039; Adds a trooper with a range 1-4 gun.  It does 2 black, and 2 white dice with &#039;&#039;&#039;Critical 1&#039;&#039;&#039;.  At 32 points, this is pretty pricey, but still powerful.  If you&#039;re taking this, be sure to spend that Aim Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid&#039;&#039; (19 pts.) - Adds an (evil) medical droid that as a free action twice per game, can either heal a model of a lost wound or poison token, or restore a model to a unit (if the unit has multiple wounds, like Royal Guard, the model only has a single wound).  The range is 1.  Otherwise, the droid can&#039;t fight in any way, and cannot be removed as a casualty unless only the unit leader is left.  Useful mainly to keep your powerful Commanders and Operatives alive, especially Palpatine after he uses &amp;quot;And now... you will die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid&#039;&#039; (9 pts.) - Adds an (evil) astromech that functions exactly like the Medical Droid, except that it heals vehicles of wounds, ion tokens, or damage tokens (eg &amp;quot;weapon destroyed).  It&#039;s fairly cheap and can keep your lovely AT-ST in the fight.  Obviously it&#039;s useless if you have no vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician&#039;&#039; (10 pts.) - Adds a guy with a &amp;lt;S&amp;gt;cool&amp;lt;/S&amp;gt; big helmet that gives you a Comms Upgrade slot. If you want a &#039;&#039;HQ Uplink&#039;&#039; to guarantee you get that order, sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer&#039;&#039; (20 pts.) - Increases your courage by 1 (to 2), and gives you &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; (remove a suppression token from one unit at range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient.  If you&#039;re fielding Vader as a Commander, pretty much totally worthless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shoretrooper&#039;&#039;  (13 pts.) - It&#039;s another Shoretrooper. How exciting!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Duck and Cover (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  It&#039;s of limited usefulness due to low Courage.&lt;br /&gt;
&lt;br /&gt;
Endurance (6 pts.) - At the end of your activation, remove 1 Suppression for free.  Your guys won&#039;t really be attracting enough fire to justify this, but you could do worse.  Especially useful if facing an enemy who throws out a lot of suppression tokens (Dooku oriented Clankers, for example).&lt;br /&gt;
&lt;br /&gt;
Hunter (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.  Considering we lack surges, this could be helpful.&lt;br /&gt;
&lt;br /&gt;
Overwatch (4 pts.) - Gain Sentinel, making your standby range 1-3.  You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick &#039;em on Standby and let the enemy come to you.&lt;br /&gt;
&lt;br /&gt;
Tenacity (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Sorry, why are your Shoretroopers in close combat?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.  This is one of your army&#039;s better shooting units, and if for some reason you&#039;re not getting the free Aim token from Target 1, then you&#039;ll probably want them to be doing Aim actions of their own.  Pass.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot one more time.  No, just no.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain Unhindered, allowing you to ignore difficult terrain.  Can be handy, but if you plan on standing back and shooting, give this a skip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds.  If you plan on going to a climb, you&#039;ll want these. Since you&#039;ll probably want these guys in a gunline, it&#039;s probably a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy.  Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token.  Shoretroopers don&#039;t have surge but do have easy access to Aim tokens, so this is a solid option.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.  Shoretroopers already throw black dice, so you&#039;re essentially paying extra just for ignoring cover up close.  If you think that&#039;s worth the 5 points, go for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die with critical surge.  Can be a nasty surprise for enemy units that get too close.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die and Impact 1.  This is how you make enemy tanks disappear.  However, it&#039;s very short ranged on a unit that you probably should have shooting from distance; and as of writing (December 2019), only the Rebels really have any vehicles worth worrying about- and they&#039;re speeders, so good luck getting close enough to actually use grenades on them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Use an action to gain Smoke 1, allowing you to place a smoke token within range 1 and line of sight of your unit leader.  The smoke token grants +1 Cover to all friendly units fully within range 1 of it.  Can be useful to get a little extra cover for your advancing battle line.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synergy Intensifies&#039;&#039;&#039;&lt;br /&gt;
You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The &#039;&#039;T-21B&#039;&#039; gives you Range 4, and the &#039;&#039;DF-90 Mortar Troopers&#039;&#039; will help you through their &#039;&#039;&#039;Fire Support&#039;&#039;&#039; rule. &lt;br /&gt;
Now, importantly, your &#039;&#039;&#039;Coordinate&#039;&#039;&#039; rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking &#039;&#039;Fire Support&#039;&#039;, E-Webs carry a lot of firepower, and lack the Mortar&#039;s minimum range. &lt;br /&gt;
For upgrades, &#039;&#039;Overwatch&#039;&#039; and &#039;&#039;Targeting Scopes&#039;&#039; deserve the most consideration. With your E-22&#039;s giving black dice at range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so &#039;&#039;Targeting Scopes&#039;&#039; will assist with making the most of your free aim token.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DF-90 Mortar Trooper=====&lt;br /&gt;
&lt;br /&gt;
Boom boom. For every Shoretrooper unit you take, you can take one of these. They&#039;re a separate unit, but have to deploy close to each other. The Mortar Unit has the &#039;&#039;Fire Support&#039;&#039; rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the &#039;&#039;Reposition&#039;&#039; rule is free either before or after you make a standard move. They also have &#039;&#039;Sentinel&#039;&#039;, giving them a standby range of 1-3. &lt;br /&gt;
For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, &#039;&#039;Critical 1&#039;&#039;, &#039;&#039;Cumbersome&#039;&#039;, &#039;&#039;Suppressive&#039;&#039;, &#039;&#039;Fixed: Front&#039;&#039;. &lt;br /&gt;
You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.  You are Range 3-4. Why are there units within Range 1 of you, again?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It&#039;s situational, but not without merit.  See the &amp;quot;&#039;&#039;Synergy Intensifies&#039;&#039;&amp;quot; comment in the Tactics section, below.&amp;lt;/s&amp;gt; (The 1.6 version of the Rules Reference Guide has errata&#039;ed the Comms Relay to &amp;quot;non-emplacement troopers only&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  I mean, if your Shoretroopers move away from you, but again, why? &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Make sure you are close to your Shoretroopers&#039;&#039;&amp;quot;&lt;br /&gt;
No, seriously, &#039;&#039;&#039;Make sure you are close to your Shoretroopers!&#039;&#039;&#039;&lt;br /&gt;
They throw you a free order when they get an order, and you can use &#039;&#039;Fire Support&#039;&#039; to merge your awesome rules, with their awesome firepower.&lt;br /&gt;
I mean, I suppose you could fire the Mortar by its lonesome... But don&#039;t. &lt;br /&gt;
For upgrades, run &#039;em naked. Save your points.&lt;br /&gt;
&lt;br /&gt;
Yes this a separate unit,  feel free to use them to fill out your troops slots if you are focusing your points elsewhere.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;&#039;&#039;&#039;Synergy Intensifies:&#039;&#039;&#039; an increasingly popular tactic is to take a gunline of 3 Shore squads plus 3 Mortars; give each of the Mortars the &amp;quot;Comms Relay&amp;quot; upgrade.  That way, you can do a daisy-chain where one of the Shore squads gets an order.  They give a free order to a mortar using &#039;&#039;Coordinate&#039;&#039;.  Then the mortar uses the relay to give its order to the next Shore squad, who then gives a free order to the next mortar, and so on until the final mortar either keeps the order or passes it onto another unit.  Combined with the Shore squads&#039; &#039;&#039;Target 1&#039;&#039; ability, you now have 3 Shore squads each with a face up order &#039;&#039;and&#039;&#039; an Aim token, plus one more face up order either on a mortar or another unrelated unit, all the the cost of one order.  It&#039;s not cheap though- each Shore squad (with T-21B and extra dood) plus Mortar with Relay cost 138 points (using the errata points values) before any other upgrades.&amp;lt;/s&amp;gt;  The 1.6 version of the rules have errata&#039;ed the Comms Relay to be &amp;quot;Non-Emplacement Trooper only&amp;quot;, meaning this tactic is now dead in the water.  Move along, move along...&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snowtroopers====&lt;br /&gt;
&lt;br /&gt;
Snowtroopers are just a tad more expensive while losing Precise 1 for &#039;&#039;&#039;Steady&#039;&#039;&#039;, giving them a free ranged attack action after completing a move action.  This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you&#039;re throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Flametrooper&#039;&#039; (20 pts.) - Burn, baby, burn.  Adds a trooper with... you guessed it, a flamethrower.  The attack is only range 1, but does 1 black die for each mini in the unit you attack, and ignores cover, too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-7 Ion Snowtrooper&#039;&#039; (34 pts.) - Adds a trooper with an ion gun.  This one has a range of 1-2, 1 &amp;lt;span style=&#039;color:blue&amp;gt;black&amp;lt;/span&amp;gt; and 2 &amp;lt;span style=&#039;color:grey&amp;gt; white &amp;lt;/span&amp;gt; dice, and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; and &#039;&#039;&#039;Ion 1&#039;&#039;&#039;.  If the target is a vehicle or a unit of droid troopers, they gain an ion token, each of which causes the unit to lose an action.  If both actions are lost, the vehicle/droids can still use free actions.  Additionally, ion attacks nuke shielding on the few units that have it, even if they&#039;re not droids (looking at you, Sabine Wren).  If you&#039;re facing Separatists and especially if they fielded a lot of droidekas, or traitors, you probably want this.  Otherwise, it&#039;s of limited usefulness.  The Republic doesn&#039;t have vehicles (except the speeder no one uses) or shielding (yet), and Rebel vehicles tend to be speeders, so your short-ranged ion gun will struggle to catch up with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FX-9 Medical Droid&#039;&#039; (19 pts.) - Adds an (evil) medical droid that as a free action twice per game, can either heal a model of a lost wound or poison token, or restore a model to a unit (if the unit has multiple wounds, like Royal Guard, the model only has a single wound).  The range is 1.  Otherwise, the droid can&#039;t fight in any way, and cannot be removed as a casualty unless only the unit leader is left.  Useful mainly to keep your powerful Commanders and Operatives alive, especially Palpatine after he uses &amp;quot;And now... you will die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R4 Astromech Droid&#039;&#039; (9 pts.) - Adds an (evil) astromech that functions exactly like the Medical Droid, except that it heals vehicles of wounds, ion tokens, or damage tokens (eg &amp;quot;weapon destroyed).  It&#039;s fairly cheap and can keep your lovely AT-ST in the fight.  Obviously it&#039;s useless if you have no vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician&#039;&#039; (10 pts.) - Adds a guy with a cool big helmet that gives you a Comms Upgrade slot.  It&#039;s ok if you desperately want an HQ Uplink on these guys.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer&#039;&#039; (20 pts.) - Increases your courage by 1, and gives you &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; (remove a suppression token from another unit at range 1-2).  Useless if Commander Vader is nearby, otherwise, if you want a slight morale boost, go for it.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Snowtrooper&#039;&#039; (12 pts.) - Adds another snowtrooper mini.  Oh, joy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.  Meh.  Your guys are slow and you probably want to advance and take advantage of their Steady rule, not hang back and spend actions pretending they&#039;re General Veers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain Unhindered, allowing you to ignore difficult terrain.  Your movement speed is already 1, so difficult terrain doesn&#039;t really affect you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds.  If you usually play on tables with lots of levels, go for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy.  You&#039;re slow.  This gives you a free move, putting you one notch closer to the enemy.  And it&#039;s super cheap.  Not a bad option.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token.  If you&#039;re getting Aim Tokens from Veers or an Officer, it&#039;s probably worth it- you&#039;re suddenly as accurate as normal stormtroopers.  But your guys are slow and you probably don&#039;t want to slow them down further by making them take Aim actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.  Not a bad option considering your normal shooting attack is a piddly white die.  But take a look at the next option...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die with critical surge.  Your normal shooting attack is a piddly white die.  Suddenly your six man unit of snowtroopers is throwing 5 red dice plus whatever heavy weapon you gave them (flamethrower seems nice, since it means ignoring cover...), with critical surge on everything!  The only downside is the super short range- but you have Steady and can throw after a double move. Definitely worth considering! Auto include if you are taking the flamethrower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die and Impact 1.  Good for making enemy vehicles disappear.  However, the range is super short, and your guys are slow (Steady helps here).  Additionally, as of writing (December 2019), only the Rebels really have any vehicles to worry about- and they tend to be speeders.  So you can&#039;t really catch them with your slow guys tossing short ranged grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Spend an action to gain Smoke 1, which allows you to drop a smoke token within range 1 and line of sight of the squad leader.  Smoke tokens give a +1 Cover bonus to any unit that is fully within range 1 of it.  If you&#039;re fine with a slower advance, this could be useful for giving cover- one suppression token plus this means you&#039;re suddenly in heavy cover even if you&#039;re standing in an open field.  If you plan to double move and Steady fire, you may want to skip this (or put it on a faster moving unit).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Important thing to note:&#039;&#039;&#039;&lt;br /&gt;
Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear.  Additionally, they can double move each turn and use Steady to still fire, although throwing white dice and having short ranged heavy weapons will limit the results you get from this.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stormtroopers====&lt;br /&gt;
&lt;br /&gt;
The bread and butter of the Empire, stormtroopers have an advantage in armor (4+) over their Rebel counterparts (generally 5+ or worse), but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers&#039; Spotter ability. &lt;br /&gt;
&lt;br /&gt;
They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k&#039;s Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19 Stormtrooper&#039;&#039; (24 pts.) - Adds a trooper with a range 1-4 gun that does 2 red dice, and has &#039;&#039;&#039;Impact 1&#039;&#039;&#039;.  At a minimum, you should always take this- if gives your troopers some much needed punch since their standard white dice are awful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HH-12 Stormtrooper&#039;&#039; (34 pts.) - Adds a trooper with a rocket launcher.  Exhaust this weapon to make a range 2-4 attack, and deal 3 black dice for damage with &#039;&#039;&#039;Impact 3&#039;&#039;&#039;.  Along with having to exhaust it (meaning you have to spend an action on Recover to use it again- not as big of a deal if you&#039;ve got Veers though), a big drawback is &#039;&#039;&#039;Cumbersome&#039;&#039;&#039;, meaning the unit it&#039;s attached to can&#039;t move during the same activation you shoot this.  Stupid good against armor, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21 Stormtrooper&#039;&#039; (27 pts.)- adds a trooper with a range 1-3 gun that throws 4 white dice with &#039;&#039;Critical 2&#039;&#039;.  It almost doubles the dice your squad is throwing, and gives critical surge on up to two of the surges you may roll (bearing in mind that you already have normal surge built-in on Stormtroopers).  Not a great choice unless you just really like throwing a lot of white dice or really want critical surge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;RT-97C Stormtrooper&#039;&#039; (26 pts.) - adds a trooper with a range 1-4 gun that throws 1 red and 3 white dice.  It&#039;s got less accuracy than the DLT but a higher ceiling and higher average damage. No impact means it&#039;s less reliable against light armor, but it will get more hits through targets in heavy cover. A decent side-grade to the DLT and arguably your overall choice&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
FX-9 Medical Droid (19 pts.) - Adds an (evil) medical droid that as a free action twice per game, can either heal a model of a lost wound or poison token, or restore a model to a unit (if the unit has multiple wounds, like Royal Guard, the model only has a single wound). The range is 1. Otherwise, the droid can&#039;t fight in any way, and cannot be removed as a casualty unless only the unit leader is left. Useful mainly to keep your powerful Commanders and Operatives alive, especially Palpatine after he uses &amp;quot;And now... you will die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
R4 Astromech Droid (9 pts.) - Adds an (evil) astromech that functions exactly like the Medical Droid, except that it heals vehicles of wounds, ion tokens, or damage tokens (eg &amp;quot;weapon destroyed). It&#039;s fairly cheap and can keep your lovely AT-ST in the fight. Obviously it&#039;s useless if you have no vehicles.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Comms Technician&#039;&#039; (10 pts.) - Adds a guy with a cool big helmet that gives you a Comms Upgrade slot.  If you&#039;re desperate for an HQ Uplink on these guys, here&#039;s your chance.  Otherwise, meh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Officer&#039;&#039; (20 pts.) - Adds a new squad leader to your unit who increases your courage by 1, and gives you &#039;&#039;&#039;Inspire 1&#039;&#039;&#039; (remove a suppression token from another unit at range 1-2).  Gives your doods a nice morale boost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stormtrooper&#039;&#039; (11 pts.) - Adds another stormtrooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stormtrooper Captain&#039;&#039; (15 pts.) - adds a stormtrooper captain.  He becomes your squad&#039;s leader and adds a Training upgrade slot to the unit.  Additionally, you can exhaust him to make your unit immune to being suppressed (but they can still panic) for the activation, at the cost of not being able to remove suppression tokens during that activation.  He essentially lets your stormies stay in the fight for one extra turn.  Either way, being able to take an upgrade like &#039;&#039;Hunter&#039;&#039; can be handy, since your Stormies rely pretty heavily on Aim tokens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stormtrooper Specialist&#039;&#039; (15 pts.) - adds a stormtrooper specialist.  He gives your squad an extra Gear upgrade slot, and you can exhaust him to gain 1 Aim or 1 Surge token. The extra Gear slot is meh, but for four points over a normal trooper you&#039;re gaining the ability to get an Aim token without having to rely on Veers or taking an Aim action. The specialist is especially useful in a squad with the HH-12 because you can use him for Aim tokens, and when you do a recover to ready the HH-12, you ready him too... just watch out for suppression!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.  If you&#039;ve got one squad that can&#039;t afford a heavy weapon, this can turn the squad into a token farm for your other units.  Especially useful if Veers or the generic Officer aren&#039;t your commander(s).  But generally it&#039;s probably gonna be a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot one more time.  Meh.  This is more valuable on more expensive units that you would probably rather keep alive for one more activation, like Royal Guard or Death Troopers.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain Unhindered, allowing you to ignore difficult terrain.  If you know there&#039;s going to be lots of difficult terrain, here&#039;s your remedy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds.  If you know there&#039;s going to be a lot of terrain to climb, here&#039;s your remedy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy.  Super cheap and gets you slightly closer to the enemy, or into cover that was just out of your deployment zone.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token.  You already have Precise 1, which stacks for a total of four rerolls per Aim token.  But you&#039;re still rolling mostly white dice with these guys and still probably going to miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.  Short ranged but gives you black dice, which is an improvement over your normal white dice.  Worth a look, but then again, check out the next type of grenade...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die and surge to critical. A significant upgrade over the white dice your stormies normally toss.  If you&#039;ve got a DLT-19, you can even use them against a vehicle in a pinch.  A very attractive upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die and Impact 1.  Great if you know you&#039;re facing vehicles.  But the problem is that they&#039;re short ranged and only the Rebels really have any vehicles at the time of writing (December 2019)- and Rebel vehicles are mostly speeders, which will be difficult to catch (or in the case of the T-47, they&#039;re immune to range-1 weapons like these).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Use an action to gain &amp;quot;Smoke 1&amp;quot; for the activation; Smoke allows you to drop a smoke token anywhere within range 1 of the unit leader and within his line of sight.  Smoke tokens give +1 Cover to all trooper units whose unit leader is within range 1 of them; enemy trooper units shot by those units also get the bonus.  Can be useful if you&#039;re using a token farm unit (see electrobinoculars, above), but otherwise, you may be better off with Frags or Concussions.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It really can&#039;t be understated how shit stormtrooper shooting is.  White dice are just awful even with surge, giving each stormtrooper only about a 38% chance of hitting.  Even with the rerolls from Aim tokens/Precise, you&#039;re still probably not going to hit, and unlike the B1 Droids, you don&#039;t have the numbers to make up for it.  It&#039;s important to give the squad a heavy weapon as often as possible, so at the very least, you&#039;re dropping suppression tokens on the target.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Officers:&#039;&#039;&#039;&lt;br /&gt;
These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight.  Inspire will allow you to remove suppression from nearby units, and the courage boost will make it so you don&#039;t get suppressed quite so easily..&lt;br /&gt;
**&#039;&#039;&#039;Alternative take:&#039;&#039;&#039;&lt;br /&gt;
HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it, and you have to spend an action on Recover (or use Veers&#039;s 3 pip command) to fire it again. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep it. The DLT-9 is versatile in that you can still move and fire, you don&#039;t have to exhaust/ready it, it gives you good punch (2 red) and it still has Impact so the squad can still potentially do some damage to vehicles. Don&#039;t underestimate that little MG-34 clone!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Forces===&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Anything too expensive for the Corps section but too numerous for the operative.&lt;br /&gt;
&lt;br /&gt;
====Imperial Death Troopers====&lt;br /&gt;
Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) &amp;lt;s&amp;gt;but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean.&amp;lt;/s&amp;gt;  These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire.  &#039;&#039;You overstate their fragility.  Sure they have one wound each, as most troopers do, but they throw red defense dice with built-in surge.  The Rebels and even Stormtroopers would kill for that level of defense.&#039;&#039;&lt;br /&gt;
Rules wise, they have &#039;&#039;Disciplined 1,&#039;&#039; which automatically removes one Suppression Token when they are issued an order, &#039;&#039;Precise 2,&#039;&#039; rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and &#039;&#039;Ready 1,&#039;&#039; gain 1 Aim Token when you go on Standby.&lt;br /&gt;
For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice.&lt;br /&gt;
They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DT-F16&#039;&#039; (22 pts.) - Gain &#039;&#039;&#039;Compel&#039;&#039;&#039; (see Director Krennic, above), and this model becomes the unit leader.  Essentially, if you decide to field a unit of Death Troopers and don&#039;t want to field Krennic, but definitely want Compel... here you go.  Obviously, not a great choice unless something goofy happens, like you want a full size squad but don&#039;t have the 12 extra points for DLT-19D.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19D Trooper&#039;&#039; (34 pts.) - Range 1-4, two red dice, one white. &#039;&#039;&#039;Impact 1&#039;&#039;&#039;. Stacks beautifully with the E-11D Focused Fire Config. Gives the squad some extra punch, and even makes them slightly useful in the event of an enemy tank (although that&#039;s not the optimal target).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  These guys already have pretty decent defense (red dice with surge) so it&#039;s not absolutely essential, and &amp;quot;Overwatch&amp;quot; is a better choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, automatically remove 1 suppression.  These guys have Courage 2 already, so it&#039;s not a huge draw.  And if Commander Vader or Emperor Palpatine are in your army, you &#039;&#039;definitely&#039;&#039; don&#039;t need this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.  Death Troopers have Precise 2, so getting Aim tokens is a good thing- however, don&#039;t forget that Death Troopers have &amp;quot;Ready 1&amp;quot; too....&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, making your standby range 1-3.  &#039;&#039;You want this&#039;&#039;, especially if you plan to take full advantage of Krennic&#039;s &amp;quot;Deploy the Garrison!&amp;quot; command card, or even just the &amp;quot;Ready 1&amp;quot; ability Death Troopers have by default.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts., dropped to 5 pts. by Rules Errata) - Prevents enemy units at range 1 from receiving orders.  Death Troopers generally should not be close enough to use this.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  A decent choice, especially if you did not field Krennic.  And if you use a Recover action to flip your Config card, you can ready this card too!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.  Death Troopers are a powerful offensive unit who have to carefully plan their actions.  You don&#039;t want to waste those actions pretending you&#039;re General Veers.  Hard pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation.  Lets a unit (hopefully) survive to shoot one more time.  An easy pass. Two delayed wounds? Death Troops are expensive enough without this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  If you actually plan to do a lot of moving with Death Troopers (but... why?) and are worried about difficult terrain, here you go.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, which stacks with Death Troopers&#039; existing Precise 2 for Precise 3.  Is one more reroll really worth 6 points to you, especially considering how expensive these guys are already?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E-11D Grenade Launcher/Focused Fire Config&#039;&#039; (8 pts.) - This gun is actually &#039;&#039;two&#039;&#039; guns, for the price of one.  When you perform a Recover action, you may flip the card from one side to another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Focus Fire Config&#039;&#039; - Exhaust to gain range 1-4, Suppressive, one black dice per trooper. There’s basically two ways of using this: sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grenade Launcher Config:&#039;&#039; exhaust for range 1-2, Blast, one red dice per trooper. The second you hit Range 2 of your target, make sure to switch to this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover. If only Death Troopers had a gun that was better. Oh wait, they do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die and critical surge.  You already have normal surge, and if you&#039;re using the grenade launcher config, you&#039;re already throwing red dice.  Basically lets you throw red dice without having to spend a Recover action.  Of the three offensive grenades, these are probably the only ones you should consider, but realistically, your Death Troopers shouldn&#039;t be close enough to use them anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die and Impact 1.  Basically useful for making tanks disappear, but ideally, your Death Troopers shouldn&#039;t be that close to a tank, not to mention that Rebel tanks (the ones you&#039;re most likely to face) are mostly Speeders... good luck catching them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Spend an action to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1 and line of sight of your unit leader.  A smoke token gives +1 Cover to all units that are fully within range 1 of it.  A little defensive boost but it takes an action to use, and Death Troopers already need to manage their actions carefully.  A better option is to give this to a cheaper unit (eg Stormtroopers) and let them give your more valuable Death Troopers that defensive boost.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Death Troopers work best when fielded en masse with Director Krennic.  His abilities and command synergize very well with them.  Whether or not you take Krennic, these elite troopers should be considered a major part of your offense.  They are fairly tough and hit very hard.  Their abilities lend themselves towards ambushing with Standby as often as possible and managing their actions carefully- you&#039;ll need to Recover fairly often to get the most of their gun configs. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason.  Besides that, Overwatch is practically a &amp;quot;must have&amp;quot;; if you take multiple units, saving one unit for Krennic&#039;s Entourage ability and giving others HQ Uplinks is a decent option.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Royal Guards====&lt;br /&gt;
The [[Custodian_Guard|red robed guardbois]] of the Emperor.  You don&#039;t have to have Palpatine in your army to field them, but it couldn&#039;t hurt.&lt;br /&gt;
&lt;br /&gt;
It&#039;s a tiny 3 man unit, each with 2 wounds and courage 2, and red defense dice (no surge, offensive or defensive).  When shooting they hit pistols for 2 black dice at range 1-2, and in melee they swing Force Pikes for one red and one black.  They have Guardian to help keep your valuable commanders alive, and Disciplined 2 to remove two suppression tokens any time they are issued an order.  Lastly, they have Charge, making it easier for them to get into melee, where they shine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrostaff Guard&#039;&#039; (25 pts.) - Adds a Royal Guard with... an electrostaff.  The electrostaff &#039;&#039;replaces&#039;&#039; his Force Pike, and throws two black dice but also grants Immunity to Pierce in melee.  It&#039;s the only way to get an extra dood in your tiny squad, but it&#039;s pricey.  Face it, you&#039;re probably gonna have to take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Could be useful to help weather the inevitable firestorm these guys will attract. A pretty good option, and you&#039;ve got Disciplined to keep their suppression tokens under control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  Since you&#039;ve got Disciplined, this isn&#039;t really a priority, especially if you&#039;ve got Palpatine to boss these guys around.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.  An excellent option, as you&#039;re swinging black and red dice- the black dice have a 50% chance of hitting for these guys (unless you get surge somehow), so these rerolls can help maximize damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, making your standby range 1-3.  You want these guys moving into melee as quickly as they can, not sitting around on Standby.  You don&#039;t want this, unless you&#039;re trying to pull some weird crap with Krennic&#039;s &amp;quot;Deploy the Garrison&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die.  Definitely worth taking, since these guys are melee-oriented and any boost there is welcome. Don&#039;t worry, they&#039;re bound to attract some enemy shooting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.  Again, you don&#039;t want to be sitting around pretending these guys are General Veers.  Hard pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation.  Lets a unit (hopefully) survive to shoot one more time.  Meh.  These guys are so short ranged, it seems difficult to actually get good mileage out of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  If you&#039;re worried about difficult terrain, here you go.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  If you&#039;re worried about climbing terrain, here you go.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Super cheap, and helps your elite melee unit get a little closer to the enemy.  Never a bad choice for these guys.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Meh.  In melee (your forté), you throw red and black dice.  Red dice have a high chance (75% before any possible surges) of hitting anyway; black dice are only 50% (also assuming no surges) but you&#039;re not throwing a lot of them.  Odds are pretty good you generally won&#039;t need more than 2 rerolls.  Ultimately it&#039;s up to you to decide if the one more reroll is worth those points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die, that ignores cover.  Your pistols are essentially double this but without the ignoring cover, and you&#039;re probably better off sticking with them. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die with critical surge.  A very nasty surprise for an enemy you can&#039;t quite reach in melee.  Or better yet, toss these boys and then charge for maximum carnage.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die and Impact 1.  Useful for killing vehicles.  However, there aren&#039;t a lot of vehicles in the game yet (as of December 2019), and the ones you&#039;d be facing are Rebel (not counting any Imperial vs. Imperial civil wars).  Most Rebel vehicles are speeders so good luck getting close enough to use these.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Spend an action to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, which allows you to place a smoke token within range one and line of sight of the squad leader.  Smoke tokens grant +1 cover to all units fully within range 1 of them.  Not an ideal choice for this unit, as you probably want to be using those actions to move forward.  A better option would be to put this on a cheaper unit (Stormtroopers, for example) and have them toss the smoke to cover your valuable Guards.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
These guys are pretty straightforward.  Get into melee quickly and chop stuff up.  They are especially useful when Palpatine is in your army, as he has the &#039;&#039;&#039;Entourage&#039;&#039;&#039; rule with them- this allows you to field one unit without factoring their Special Forces rank (so you can field 4 Special Forces units).  It also allows Palpatine to always issue an order to one unit of these guys as long as they&#039;re within range 1-2 of him.  These guys aren&#039;t invincible though- they have 2 wounds each and red defense, but they&#039;re also a tiny unit (maximum of 4 men per squad) and if they get shot up enough, they&#039;ll die just like anyone else.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Troopers====&lt;br /&gt;
&lt;br /&gt;
Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defender&#039;s cover by 1 with the sharpshooter special rule, they can be surprisingly deadly, especially if you upgrade them with Hunter. Scouts also come &amp;lt;s&amp;gt;can also improve light cover to heavy cover&amp;lt;/S&amp;gt; with the Low Profile rule, which automatically negates an extra non-critical hit when the unit has cover (so heavy cover negates 3 hits). For 48 points they&#039;re not an auto-include but they&#039;re definitely useful, but they tend to be overshadowed by other, much superior options in the Empire&#039;s special forces options.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5 (the 1.5 rulebook added a range 5 and limits sniper rifles to that range), with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.  High Velocity disallows spending Dodge Tokens, making it &#039;&#039;very&#039;&#039; useful for chipping away at things that rely on those tokens, especially units with Agile like Tauntauns. It can also be handy for safely shooting at Jedi/Sith, although their immunity to Pierce and good defense means it may be difficult to actually do damage. Still, it&#039;s better than nothing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper with a bomb.  As an action, you can place the bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action after any unit performs an action) it does 1 red and 1 black dice to all units within range 1 of the token, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Ensures your relatively fragile unit has a little more survivability. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. They have courage 2 and are kind of frail (small unit with 1 wound each and 5+ saves), so it&#039;s unlikely you&#039;ll get a lot of mileage out of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.  Not bad, actually.  Let your longer range units plunk wounds on something and then unleash a pile of black dice with rerolls. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, making your standby range 1-3.  Your guns are only range 2, except for the sniper if you take one, but why are you holding up your entire squad on Standby for that?  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack while you are wounded gain 1 red attack die.  Short ranged guns mean there&#039;s a good chance they&#039;ll get stuck in melee, but they&#039;re not great at melee either, especially if they&#039;ve lost a model to trigger this.  Not terrible and low cost, but there may be better options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.; reduced to 5 pts. in Rules Errata) - Prevents enemy units at range 1 from receiving orders (unless it&#039;s a character issuing an order to himself).  Very short range and the unit is fairly fragile.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Very situational and the unit is already fairly pricey for a small unit.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Potentially useful if you expect the unit to be away from the commander or just want to ensure they get issued an order when you really need it.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.  Not ideal for a unit like this, where you want them getting close and unleashing black dice of death.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation.  Lets a unit (hopefully) survive to shoot one more time.  Could be useful if you finally get near the enemy and want one last chance at blasting those black dice of death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain.  Useful if you expect to play in lots of difficult terrain, otherwise, pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds.  Useful if you expect to climb stuff, otherwise, pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Stacks with your existing Scout 1.  Not a terrible choice and ridiculously cheap too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  If you took Hunter and use the squad to hunt down wounded enemies with your shotgun pistols... ouch.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die that ignores cover.  If you&#039;re close enough to use these, you&#039;re close enough to blast double the amount of dice with your pistols. What&#039;s better:  four black dice that totally ignore cover or eight black dice with reduced cover? Hard pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die and critical surge.  This is a little tougher choice than Concussion grenades, as the red dice with surge are almost guaranteed to hit (88% chance per die), but your non-critical hits will be subject to cover (although Sharpshooter still applies).  Tough call.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die and Impact 1.  Good for hurting vehicles but short range on a fragile unit means they may not survive to get close enough to use them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Use an action to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1 and line of sight of the unit leader.  Each smoke token gives +1 Cover to all trooper units whose squad leader is within range 1 of it- and it gives that bonus to troopers those units shoot at (it works both ways). The downside is that it takes an action to trigger, meaning it&#039;ll slow you down a little.  Still, not a bad choice.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[file:Scout_Troopers_Shooting.gif]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cool loadout idea&#039;&#039; Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) &lt;br /&gt;
&lt;br /&gt;
These guys don&#039;t fit well in the Empire list. They lose the survivability of most other Imperial units, take up an SF slot, and they roll a respectable amount of attack dice but lack of offensive surge means it&#039;s tough to get reliable hits out of them. That one time you get 10 hits on those black dice will be glorious... but more often, you&#039;re getting 4-6. And that&#039;s assuming all five (if you took a heavy weapon upgrade) actually survive to get close enough to shoot with their pistols. For these reasons, these guys tend to get overlooked for the strike team version (see below).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scout Trooper Strike Team====&lt;br /&gt;
Heavy Weapon and spotter, with the same keywords and equipment as the regular Scout Trooper squad (see above). Note that you are required to add a heavy weapon trooper to the team, and that heavy weapon trooper is the unit leader.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19x Sniper&#039;&#039; (28 pts.) - Adds a trooper with a sniper rifle that has range 1- &amp;lt;S&amp;gt;Infinite&amp;lt;/S&amp;gt; 5 (the 1.5 rulebook added a range 5 and limits sniper rifles to that range), with 2 black dice, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.  High Velocity disallows spending Dodge Tokens, making it &#039;&#039;very&#039;&#039; useful for chipping away at things that rely on those tokens, especially units with Agile like Tauntauns. It can also be handy for safely shooting at Jedi/Sith, although their immunity to Pierce and good defense means it may be difficult to actually do damage. Still, it&#039;s better than nothing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sonic Charge Saboteur&#039;&#039; (26 pts.) - Adds a trooper who can throw and detonate bombs. As an action, you can place a bomb token at range 1 and within line of sight of your unit.  When you choose to detonate it (a free action after any unit performs an action) it does 1 red and 1 black dice to all units within range 1 of the token, with &#039;&#039;&#039;Blast&#039;&#039;&#039;, and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;, as well as converting surge results to crits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover even when out in the open. Not super useful for either variant, although with the new wording for Low Profile, it *might* be useful on a saboteur. Kind of expensive though, and most likely a pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Extremely small, fragile team is unlikely to survive enough firepower to make this worth taking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. If all you&#039;re doing is firing the sniper rifle then you&#039;re probably not moving, and can just take the Aim action, saving the points for this. The saboteur will generally not benefit from this (as the bomb explosion attacks aren&#039;t coming from him). Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, making your standby range 1-3. Not super useful for either variant, as you want the snipers to be far from their target and the saboteur doesn&#039;t want to be sitting around on Standby. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. Not a wise option for a 2 man team that you don&#039;t really want in melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts., cut to 5 pts. by the Rules Errata) - Prevents enemy units at range 1 from receiving orders unless it&#039;s a character issuing an order to himself.  If you&#039;re going with the sniper, kind of a waste since you should never be close enough to use it. The saboteur could possibly be close enough to use it but the low survivability of these guys means you&#039;re packing more points into a unit that will be easily lost. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one. Not likely that this will ever be useful, unless you desperately want to be able to pass an order token when using Covert Observation. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Useful to ensure your unit will get to fire when you want (at least once) or if you expect, for example, the sniper variant to be out of range of your commander. Although it&#039;s a fairly expensive upgrade, meaning you&#039;re stacking points onto a unit that you&#039;re taking because it&#039;s cheap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts., errata&#039;ed to 5 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Not super useful for either variant of this team, as both want to maximize the efficiency of actions (the sniper wants to aim/shoot, the saboteur wants to run/toss bombs).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain. Generally not useful for the sniper, but could be for saboteur if movement is an issue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds. Generally not useful for the sniper, could be for the saboteur if climbing is an issue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy. Stacks with your built-in Scout 1. Cheap and actually useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. Not useful for either team, since the sniper only rolls 2 dice, and the saboteur generally won&#039;t benefit from it. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die that ignores cover.  You shoot two black dice normally and have Sharpshooter to reduce cover.  Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die that comes with surge to critical. With only two men in the squad max, not a particularly attractive option, but could make for a nasty surprise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die and Impact 1.  Could be useful to surprise an enemy vehicle, but as of writing (December 2019), only the Rebels really have any vehicles worth mentioning and they are mostly speeders- good luck catching up with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Spend an action to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader.  The smoke token grants +1 Cover to all units that are fully within range 1 of it.  For the sniper, not really that useful (since you&#039;ve already got Low Profile and just need at least light cover to max it out); but for the saboteur after tossing his bomb, could be useful for providing cover for your other units.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The game&#039;s meta has long *loved* these when fielded as sniper teams. They&#039;re a low-cost way to boost your activation count; and if you plop them in heavy cover, they can pretty reliably do a wound or two a turn to most enemy units (just be wary of Jedi/Sith or Impervious) from a safe distance. Black dice without surge are kinda sucky though (50% chance of hit, including crit), so try to have aim tokens ready... you&#039;re gonna need &#039;em. Generally you want to keep them cheap and not take any upgrades aside from the mandatory heavy weapon and possibly Recon Intel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imperial Special Forces====&lt;br /&gt;
&lt;br /&gt;
Another elite spec ops squad for the Empire, super sneaky squad rocking &#039;&#039;&#039;Infiltrate&#039;&#039;&#039;, &#039;&#039;&#039;Marksman&#039;&#039;&#039; and, &#039;&#039;&#039;Reliable 1&#039;&#039;&#039;. With Surge to hit whilst attacking and courage 2, it is your typical special forces: shooting or punching with 1 black dice each. There&#039;s also the unique Inferno Squad, which is a single two wound guy who must be accompanied by Del and Gideon (see heavy weapon upgrades, below), and he comes with 2 black dice when shooting and &#039;&#039;&#039;Retinue: Iden Versio&#039;&#039;&#039; (they get a free Aim or Dodge token when they start the activation phase near Iden).&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gideon Hask&#039;&#039; (38 pts. errata&#039;ed to 29) - Unique. Can also be taken by any corps unit. Adds 2 Wounds and 1 Courage to the unit he joins, and he comes with the &#039;&#039;&#039;Coordinate: Corps Trooper&#039;&#039;&#039; and the &#039;&#039;&#039;Leader&#039;&#039;&#039; rule, making him the new squad leader. Also has a range 1-3 attack doing 2 red dice. If you&#039;re not taking Inferno squad, he&#039;s probably best taken in Snowtroopers or Stormtroopers so you can get maximum use of his Coordinate (his Coordinate combines with the Shoretrooper Coordinate, meaning you have to choose which one to use each turn- you don&#039;t get to do both).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Del Meeko&#039;&#039; (38 pts. errata&#039;ed to 25) - Unique. Can be taken by a corps unit. Adds 2 Wounds to the unit he joins, and he comes with &#039;&#039;&#039;Repair 2: Capacity 1&#039;&#039;&#039;, &#039;&#039;&#039;High Velocity&#039;&#039;&#039; and &#039;&#039;&#039;Lethal 1&#039;&#039;&#039; (spend an aim to gain &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;). Del has a range of 1-5 with 2 black dice. You&#039;re basically getting a decent sniper with a random ability to fix vehicles once per game. The lethal is just one more thing that needs to eat Aim tokens, so he too might be better off in a Corps unit (especially Snow or Storm so he still has offensive surge on those black dice) unless you&#039;re taking Inferno squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21 Special Forces Trooper&#039;&#039; (29 pts. errata&#039;ed to 27) - adds an extra body with a T-21 blaster that does 4 white at range 1-3 with &#039;&#039;&#039;Critical 2&#039;&#039;&#039;. Not a bad choice if you&#039;re not shelling out the points for Del or Gideon; of course, it&#039;s the only way to get an extra body in your squad aside from Del and Gideon. The white dice aren&#039;t great but Critical 2 is quite handy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Not terrible but where these guys have Infiltrate, it&#039;s probably smarter to just deploy in heavy cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Not bad, although Courage 2 means suppression isn&#039;t that big of an issue for them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. If you want them hunting characters or tauntauns, a good choice for free aims to use with Marksman.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, making your standby range 1-3. It&#039;s not bad but ideally these guys don&#039;t want to be on Standby.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack while you are wounded gain 1 red attack die. These aren&#039;t really a melee unit. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.; reduced to 5 pts. in Rules Errata) - Prevents enemy units at range 1 from receiving orders (unless it&#039;s a character issuing an order to himself). Probably not all that useful considering they&#039;re a shooting-oriented unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one. If these guys are receiving an order, you probably want them to keep it...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Potentially useful if you expect the unit to be away from the commander or just want to ensure they get issued an order when you really need it.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts. errata&#039;ed to 5 pts.) - You always count as being within range of your commander. If you&#039;re going to lean on Infiltrate and deploy far from your commander, not a bad option.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Not all that useful since you want them aiming/shooting, not spending an action giving an aim to someone else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot one more time. Could be useful if you finally get near the enemy and want one last chance at blasting those black dice of death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain. These guys are at their best sitting in heavy cover and blasting fools, so... maybe have it just in case you want to make a last minute objective grab?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds. If climbing is your thing, go for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy. You have infiltrate, but if there&#039;s a juicy piece of heavy cover nearby that you couldn&#039;t infiltrate into, this can help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. Not terrible considering they are a shooty unit but you also want to use aim tokens for Marksman so you wouldn&#039;t be using it then. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die that ignores cover. Not terrible but you generally don&#039;t want to be close enough to use them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die and critical surge. See concussion grenades above.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 black die and Impact 1. If they somehow get close to a non-flying armored vehicle, sure. But how often is that going to happen?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (6 pts.) - Use an action to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1 and line of sight of the unit leader.  Each smoke token gives +1 Cover to all trooper units whose squad leader is within range 1 of it- and it gives that bonus to troopers those units shoot at (it works both ways). &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
These guys are the Empire&#039;s analog to Rebel Pathfinders. They excel at using infiltrate to start out in a good defensive position, and then just sitting there blasting at enemies and not dying easily. They&#039;re slightly cheaper than Death Troopers (including T-21 they&#039;re 95 points to the 106 for DLT-19D Death Troopers) and are slightly worse for it- but you&#039;re getting a little more flexibility out of the ISF. The ISF also work nicely with Iden, especially Inferno Squad- they love her 3-pip command in particular. So if you&#039;re running Iden, consider fielding at least one squad of ISF/Inferno squad.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles, Artillery, and Beasts&lt;br /&gt;
&lt;br /&gt;
====74-Z Speeder Bikes====&lt;br /&gt;
These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black &amp;amp; Red dice each these guys can make rebel infantry squads cry. With &amp;quot;Cover 1&amp;quot; you can improve your cover by 1, not bad. &amp;quot;Speeder 1&amp;quot; allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts.) - Prevents enemy units at range 1 from receiving orders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&amp;lt;/s&amp;gt;Per the 1.6 version of the rules, vehicles cannot take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Write to your heart&#039;s content! &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dewback Rider====&lt;br /&gt;
They ride sand lizards. They have Taser sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Not a great option considering you&#039;ll probably want to use the Dewback&#039;s &amp;quot;Spur&amp;quot; ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  A really good choice considering you&#039;ll probably want to use the &amp;quot;Spur&amp;quot; ability often.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.  Rerolls are nice, and if you&#039;re not taking Endurance or Tenacity, this is a solid runner-up choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, making your standby range 1-3.  You want to move and attack, not sit still on standby.  Hard pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die.  The Dewback&#039;s a good melee unit and will probably take some fire before engaging.  Another solid choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts., drops to 5 pts. in the Rules Errata) - Prevents enemy units at range 1 from receiving orders.  Might be useful if this guy actually gets to the enemy lines (which it wants to do, but it&#039;s slow).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Can be useful to ensure it gets an order when you want it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;CR-24 Flame Rifle&#039;&#039; (20 pts.) - range 1 throwing 1 black, 1 white with Blast (ignore cover) and Spray (adds 1 black and 1 white to the attack pool for every model in the target unit).  Very short range but pretty deadly if you can pull it off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;T-21 Blaster Rifle&#039;&#039; (10 pts.) - Range 1-3 throwing 4 white with Critical 2.  Highly inaccurate but it&#039;s a lot of dice and good chance of critical hit when it does hit.  Bear in mind also that the Dewback has surge to normal hit by standard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;RT-97C Blaster Rifle&#039;&#039; (15 pts.) - Range 1-4 throwing 1 red and 3 white.  Very similar to the T-21 but longer range and one red die for a better chance of getting at least one hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The standard Dewback is a tough but slow melee unit.  Defensively, it has Courage 2, throws red dice without surge, and has Armor 1 to automatically block one incoming attack. Offensively, it throws six dice in melee only, 3 red and 3 white with suppressive and critical 2.  The Dewback can be upgraded with shooting attacks, and it&#039;s got Relentless so it offers a little extra firepower while it advances towards melee.  It has a slotted base so it&#039;s bound by the vehicle movement rules, although it has Unhindered and Reposition to help it a little; and while it moves super slow like Vader and Palpatine, it has the Spur rule that allows it to increase its speed by 1 at the cost of also gaining a Suppression token.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====E-Web Heavy Blaster Team====&lt;br /&gt;
For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black &amp;amp; 1 red dice attacks base, range 1-3 and Sentinel (Standby range increased to 3).  It&#039;s Cumbersome and Fixed: Front, but has Pivot and Reposition, so in the off chance that you do need to move (in which case you can&#039;t fire the main gun- but can fire the crew&#039;s E-11 blasters), you&#039;re more likely to get where you&#039;re trying to go.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts., cut to 5 pts. by Rules Errata) - Prevents enemy units at range 1 from receiving orders.  You should never be in range to actually use this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Situational, but probably not all that useful.&amp;lt;/S&amp;gt; Per the 1.6 version of the rules, emplacement troopers can no longer take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  This could be useful so you can ensure it fires when you want at least once per battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander.  Situational, and not very helpful on smaller battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (10 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack.  A vital component of an Empire army dedicated to dishing out mass suppression tokens alongside other things like Palpatine&#039;s lightning, Darth Vader&#039;s &amp;quot;Master of Evil&amp;quot; command, the Fear power, and mortars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (10 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack.  If you&#039;re looking to kill enemy tanks, this can be helpful.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; &lt;br /&gt;
The low cost of 10 points will give them &amp;quot;Barrage Generator&amp;quot;, add 2 white dice and Suppressive to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; &lt;br /&gt;
For the same amount of points you can kit them out with &amp;quot;Overcharged Generator&amp;quot;, adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT&#039;S which are relatively weak&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;other&amp;lt;/b&amp;gt; big units to build the rest of the your army around.  &lt;br /&gt;
====[[All_Terrain_Soup|AT-ST]]====&lt;br /&gt;
&lt;br /&gt;
At &amp;lt;s&amp;gt;195&amp;lt;/s&amp;gt; 155 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;General Weiss&#039;&#039; (10 pts. errata&#039;ed to 5 pts) - Unique; gain &#039;&#039;&#039;Arsenal 2&#039;&#039;&#039; as a free action (errata removed Exhaust). Stacks with your existing Arsenal 2 for &#039;&#039;&#039;Arsenal 4&#039;&#039;&#039;. Useful if you take all of the weapons available to the AT-ST and want to fire &#039;&#039;ALL&#039;&#039; of them. 10/27/21 errata also added the &#039;&#039;&#039;Field Commander&#039;&#039;&#039; keyword, which allows it to use generic command cards as though it were a commander, among other things. The errata was kind to the poor general, and he&#039;s now a solid choice, especially if you shell out for all the weapons upgrades. Note that because it costs a free action to gain his Arsenal 2, using him can trigger things like Standby or Detonate before you can actually fire. Just puttin&#039; that out there.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Hammers Elite Armor Pilot&#039;&#039; (10 pts.) - gain offensive surge. This has been pretty much a &amp;quot;must have&amp;quot; since it was first released.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;First Sergeant Arbmab&#039;&#039; (5 pts.) - Unique; gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which gives a free aim token when you move. Also a pretty good choice, especially if you don&#039;t have the points for the Hammers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Governor Pryce&#039;&#039; (10 pts, errata&#039;ed to 5 pts.) - Unique; you get &#039;&#039;&#039;Field Commander&#039;&#039;&#039; (see General Weiss, above) and as a free action each turn can give a friendly unit within range 1-2 an aim and a suppression. Not a bad choice, although she arguably fits better on a GAVw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;88 Twin Light Blaster Cannon&#039;&#039; (20 pts. errata&#039;ed to 10 pts.) - adds an extra gun throwing 1 red, 1 black, 1 white with Impact 1 and Fixed: Front. You want this. It stacks beautifully with the main gun, although its range is slightly shorter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;AT-ST Mortar Launcher&#039;&#039; (10 pts. errata&#039;ed to 5 pts.) - adds an extra gun throwing 3 white dice with &#039;&#039;&#039;Suppressive&#039;&#039;&#039; and &#039;&#039;&#039;Fixed: Front&#039;&#039;&#039;. Extremely long range though (Range 4+) means that later in the game it may be tricky to fire. But the low cost, suppressive, and long range means it&#039;ll be pretty useful in the early game- plus you can always split fire if necessary. If you&#039;re taking General Weiss, you&#039;re taking this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DS-3 Concussion Grenade Launcher&#039;&#039; (15 pts. errata&#039;ed to 8 pts.) - adds an extra gun throwing two black dice with Blast (ignore cover) and Range 1-2. When you get up close and don&#039;t want to deal with Emperor&#039;s enemies hiding behind cover, this is your remedy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts. errata&#039;ed to 5 pts.) - Prevents enemy units at range 1 from receiving orders. Meh. This is gunboat and wants to blast stuff from range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one. If this guy&#039;s getting an order, you probably want it to keep it. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself. A solid choice, and if you have Veers&#039;s 3-pip, you can use it twice!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order. Not a bad choice although it can sometimes be difficult to get an order onto it (unless you go with Veers and/or the basic commands).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts. errata&#039;ed to 5 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields; it also doesn&#039;t help with how most command cards don&#039;t allow you to order vehicles. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It&#039;s [[Dreadnought|a walking tank covered in guns]]. And it looks cool. What more do you want?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: &lt;br /&gt;
Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they&#039;ll try and take it out before you can take those guns for a spin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TX-225 GAVw Occupier Combat Assault Tank====&lt;br /&gt;
A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one.  &lt;br /&gt;
This unit is more than a little of an unusual one. Your weak points are your side arcs not your rear like the AT-ST, meaning that your enemies can over flank you if they aren&#039;t careful. &amp;lt;s&amp;gt;Forty points&amp;lt;/s&amp;gt; 15 points (thanks 10/27/21 errata) less than an AT-ST gives you three fewer wounds and all of your base weapons are front facing with the lighter anti-infantry gun being half the range of the other(s) The good news is that you can put a lot of &amp;lt;span style=&#039;color:red&amp;gt; red &amp;lt;/span&amp;gt; dice on targets. It can also transport a whole unit of your choice. You also get red defense dice, which an AT-ST doesn&#039;t, so hits that get through your Armor are less likely to stick. &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;General Weiss&#039;&#039; (10 pts. errata&#039;ed to 5 pts.) - Unique. &amp;lt;s&amp;gt;exhaust&amp;lt;/s&amp;gt; Free action to gain &#039;&#039;&#039;Arsenal 2&#039;&#039;&#039;. Stacks with your existing Arsenal 2 for Arsenal 4. Somewhat overkill as the most guns you can have is 3... but the 10/27/21 errata also added the &#039;&#039;&#039;Field Commander&#039;&#039;&#039; keyword, which allows the tank to act as your commander when using non-character specific command cards like Ambush, and allows it to actually be a commander if you don&#039;t field one. Not a terrible choice and opens up interesting new options for your army, although Governor Pryce (see below) may be the better option. Note that using a free action to gain his Arsenal 2 can be used to trigger Standby or Detonate- not a huge deal but worth remembering.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial Hammers Elite Armor Pilot&#039;&#039; (10 pts.) - Unique. Gain offensive critical surge. A good choice since you don&#039;t have surge. Those red dice are now hitting almost 90% of the time and the black dice jump from 50% to 63%. Not bad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Governor Pryce&#039;&#039; (10 pts. errata&#039;ed to 5 pts.) - Unique. Gain &#039;&#039;&#039;Field Commander&#039;&#039;&#039; (see General Weiss, above) and as a free action a friendly trooper unit within range 1-2 (or being transported) gets a free Aim and a suppression. This is not a bad choice, especially if you&#039;re transporting an E-Web.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;First Sergeant Arbmab&#039;&#039; (5 pts.) - gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which gives free aim tokens after each move. Aims are never a bad choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-19 Rifle Pintle&#039;&#039; (18 pts.) - adds a gun with range 1-4, doing 2 red with &#039;&#039;&#039;Impact 1&#039;&#039;&#039;. A nice anti-tank gun to stack with your main gun, but less useful if your opponent didn&#039;t field any tanks. Still, it&#039;s long range with red dice, so it&#039;s worth considering.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;RT-97C Rifle Pintle&#039;&#039; (14 pts.) adds a gun with range 1-4, doing 1 red and 3 white. Basically cheap extra dice to add to whatever else you&#039;re attacking with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts. errata&#039;ed to 5 pts.) - Prevents enemy units at range 1 from receiving orders. You probably don&#039;t want the tank close enough for this to be useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one. If this tank is actually getting an order somehow, you probably want it to keep it. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Always a decent choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order. If you can find a way to reliably get orders to this thing, it could be very useful. But Arbmab (see Pilot upgrades, above) might be a better choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts. errata&#039;ed to 5 pts.) - You always count as being within range of your commander. Probably not going to be useful most of the time. Pass.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
With reposition and pivot, this tank can be surprisingly agile. If you need a quick flank for next turn, move this bad boi twice and then use your free &amp;lt;s&amp;gt;360°&amp;lt;/s&amp;gt; (&amp;lt;i&amp;gt;You only get a 360° pivot with Full Pivot&amp;lt;/i&amp;gt;) 90° pivot to quickly get behind enemy lines and flank the rebel scum. Also good for quick getaways if you find your leader in a tough spot. And don&#039;t forget, even though you may have less wounds than an ATST, you do get to roll red for defense instead of white, which will most likely make up for having less wounds.&lt;br /&gt;
&lt;br /&gt;
This model also seems quite slow with Speed-1, but it&#039;s large base size improves its speed significantly. However, the size of the base can also make this model hard to maneuver, so beware of getting stuck.&lt;br /&gt;
&lt;br /&gt;
With the rules update in November 2020, this thing got a boost. It can transport an emplacement trooper unit, notably an E-Web. The E-Web can fire out of the tank while ignoring its own &#039;&#039;Fixed: Front&#039;&#039;, and can be shot at, but it also gets heavy cover. If you&#039;re familiar with the military term &amp;quot;[https://en.wikipedia.org/wiki/Technical_(vehicle) technical]&amp;quot;, the Empire can now do that. And it&#039;s kinda good.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====LAAT/le Patrol Transport====&lt;br /&gt;
&lt;br /&gt;
It&#039;s basically a TIE Blackhawk helicopter. It costs 105 pts. (errata&#039;ed down from its original 120) base, and comes with a slew of keywords. It has &#039;&#039;&#039;Armor&#039;&#039;&#039;, &#039;&#039;&#039;Arsenal 2&#039;&#039;&#039;, &#039;&#039;&#039;Cover 1&#039;&#039;&#039;, &#039;&#039;&#039;Hover: Air 2&#039;&#039;&#039;, &#039;&#039;&#039;Immune to Blast, Melee, and Range 1 weapons&#039;&#039;&#039;, and it&#039;s a &#039;&#039;&#039;Transport 1: Closed&#039;&#039;&#039;. So it&#039;s an armored helicopter that is hard to kill and can fire two weapons. It has 8 wounds with a 6 resilience, throwing white, surging dice on defense. For offense, it has twin laser cannons that fire a red and three black at range 1-3 with &#039;&#039;&#039;Fixed: Front&#039;&#039;&#039;. And it has movement 2 with a rather large base to zip around the table speedily.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Baron Rudor&#039;&#039; (12 pts. errata&#039;ed to 8 pts) - Unique; you gain Marksman. After you recover, gain an Aim token. It&#039;s not terrible, considering you can take Ordnance weapons and can do recover actions to gain an aim and ready the ordnance. Worth considering if you want to use the LAAT primarily as a gunship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial TIE Pilot&#039;&#039; (8 pts.) - increase your speed by 1. Now the thing is even faster. Especially worth considering if you are using the LAAT as a bus to airdrop Vader or Palps right into combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Governor Pryce&#039;&#039; (10 pts, errata&#039;ed to 5 pts.) - Unique; you get &#039;&#039;&#039;Field Commander&#039;&#039;&#039; (allows the vehicle to issue orders like a generic commander, and BE a commander if you choose not to field one), and as a free action each turn can give a friendly unit within range 1-2 an aim and a suppression. Not a bad choice especially if you&#039;re actually transporting something.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ordnance Upgrades (x1 slot)&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor Piercing Shells&#039;&#039; (10 pts.) - exhaust to do an attack with range 2-3 dealing one red and two black. It also has &#039;&#039;&#039;Fixed: Front&#039;&#039;&#039;, &#039;&#039;&#039;Impact 3&#039;&#039;&#039;, and &#039;&#039;&#039;Cycle&#039;&#039;&#039; (at the end of an activation where you did not use the card, you may ready it). Good for when you really want an enemy tank dead. This is arguably the best choice, as its range corresponds with the main gun, and it makes the thing useful for taking down vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;High Energy Shells&#039;&#039;  (8 pts.) - Exhaust to make an attack with &#039;&#039;&#039;Cycle&#039;&#039;&#039;, &#039;&#039;&#039;Critical 1&#039;&#039;&#039;, &#039;&#039;&#039;High Velocity&#039;&#039;&#039;, and &#039;&#039;&#039;Fixed: Front&#039;&#039;&#039;. This is at range 2-4, throwing 1 white and 2 red dice. It&#039;s your go-to when a Jedi/Sith, or anyone relying on Dodge tokens, needs to be deleted &#039;&#039;now&#039;&#039;. Just remember to fire other guns elsewhere because high Velocity only works if all weapons in the attack pool have it. Also a good choice for some reliable hits, although it outranges your built-in main gun, and you lose the High Velocity if you fire them at the same target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bunker Buster Shells&#039;&#039; (12 pts) - Exhaust to fire an attack with &#039;&#039;&#039;Cycle&#039;&#039;&#039;, &#039;&#039;&#039;Blast&#039;&#039;&#039;, &#039;&#039;&#039;Scatter&#039;&#039;&#039;, and Fixed: Front. Range 1-2, 1 black and 3 white dice. Your &#039;&#039;interesting&#039;&#039; option. Pulling an infantry squad into the open has some neat ideas behind it, but white dice will generally limit the damage output.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (15 pts. errata&#039;ed to 5 pts.) - Prevents enemy units at range 1 from receiving orders. Not likely to be all that useful unless you just want to drop off Vader/Palps and then don&#039;t have a plan for the LAAT afterward.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one. If this is getting an order, you probably want it to keep it. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself. A solid choice, and if you have Veers&#039;s 3-pip, you can use it twice!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gain &#039;&#039;&#039;Target 1&#039;&#039;&#039;, allowing you to get a free aim token when the equipped unit is issued an order. Not a bad choice although it can sometimes be difficult to get an order onto it (unless you go with Veers and/or the basic commands).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts. errata&#039;ed to 5 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields; it also doesn&#039;t help with how most command cards don&#039;t allow you to order vehicles. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
As mentioned above, it&#039;s basically an armored helicopter. Its firepower is not impressive (although it can be upgraded to be slightly impressive), but it can safely transport your close-ranged units like Vader, Palpatine, IRG, or even Scout troopers right into the beating heart of the enemy so that they can tear it out.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unit Upgrade Boxes===&lt;br /&gt;
[[Fantasy Flight Games]] has seen  fit to release new boxes with additional and supplementary upgrades in them. Most of them can be applied to any &amp;lt;b&amp;gt;Trooper&amp;lt;/b&amp;gt; unit with the proper slots.&lt;br /&gt;
&lt;br /&gt;
=====Imperial Specialists Personnel=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Personel Upgrades&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;b&amp;gt;Imperial Officer Imperial Officer (20 pts.) &amp;lt;/b&amp;gt; - Adds a new squad leader to your unit who increases your courage by 1, and gives you Inspire 1. 20 points may seem like a lot but the import thing to remember is that the cost is comparative. meaning that you end cost is 5-7 points over adding a normal trooper to the squad. the best squad to add her to is on that is already more expensive and will be around other troops. Snowtroopers lover her since they have to keep moving to be useful.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Astromech&amp;lt;/b&amp;gt;&lt;br /&gt;
-As there currently only about 2 relevant vehicles for the Empire, and usually you&#039;re only gonna take 1 in any list, you typically should pass this. Could be useful if placed inside the TX-225 along with a stormtrooper unit for emergency repairs and shots.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt; Coms Tech &amp;lt;/b&amp;gt;&lt;br /&gt;
-Adds a vox caster to the unit, which in turn lets you take comm upgrades on most of your units. What&#039;s that? You wanted every unit in your army to have an HQ uplink? May not be cheap, but it&#039;s good for your front line units while your gun line is keeping your commander safe.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Medical Droid&amp;lt;/b&amp;gt;&lt;br /&gt;
-Good for healing your expensive leaders and special forces units, but not much else. Sacrifices killing power for staying power.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building Advice==&lt;br /&gt;
====General advice====&lt;br /&gt;
* Something important to keep in mind is that your commander will more or less determine the kind of army you&#039;re going to be running, keep this in mind when making your list.&lt;br /&gt;
* Make sure you have a reliable way of dealing with vehicles no matter the list you&#039;re making unless you want to have a bad time.&lt;br /&gt;
&lt;br /&gt;
====Melee focus====&lt;br /&gt;
Definitely either run Darth Vader or &amp;quot;it&#039;s ya pal&amp;quot; Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don&#039;t get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive&lt;br /&gt;
====Ranged focus====&lt;br /&gt;
&lt;br /&gt;
If you decide to run General Veers or an Imperial Officer, you&#039;ll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19&#039;s (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST. &lt;br /&gt;
*&#039;&#039;&#039;Alternative take:&#039;&#039;&#039; &lt;br /&gt;
For your Stormtrooper squads, you could equip 1 or more with HH-12&#039;s and impact grenades as with all the re-rolls you&#039;re getting, these things can be devastating to vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Alternative alternative take:&#039;&lt;br /&gt;
Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.&lt;br /&gt;
&lt;br /&gt;
====Suppression Party====&lt;br /&gt;
&lt;br /&gt;
Thanks to several new units, the Empire has access to a range of new toys that provide the &#039;&#039;Suppressive&#039;&#039; rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won&#039;t). With careful target selection, you can drive stuff straight off the board from Turn 1. &lt;br /&gt;
The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn&#039;t your style.&lt;br /&gt;
&lt;br /&gt;
==See Also ==&lt;br /&gt;
{{Star wars Miniature games}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Star Wars]] [[Category:Star Wars: Legion]] [[Category:Star Wars: Legion Tactics]] [[Category: Wargaming Tactics]]&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Wakfu&amp;diff=1011645</id>
		<title>Wakfu</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Wakfu&amp;diff=1011645"/>
		<updated>2026-05-20T15:54:21Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.161: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
{{/co/}}&lt;br /&gt;
&lt;br /&gt;
[[File:Wakfu0920934.jpg|300px|thumb|right|The Brotherhood of Tofu in season 1.]]&lt;br /&gt;
[[Image:Wakfu Races.png|thumb|right|300px|Fourteen flavors of mankind, and that&#039;s not even counting the non-human humanoids.]]&lt;br /&gt;
[[Wakfu]] (as well as Dofus) is an anime-inspired French setting about a fantasy world. It was originally a weird MMO vidya called Dofus, then a Saturday morning cartoon with a lot of action was made to promote the game (like Transformers, but with a monthly sub fee instead of action figures). The cartoon was called Wakfu and was set over 300 years after the game. It ran for two seasons (plus one season of mini-episodes, and two movies made by other studios (one of which was Studio Ghibli)). It became fairly popular, both at home and in foreign countries like Albion and Eagleland. &lt;br /&gt;
Then, an MMO for Wakfu was made, taking place a decade before the series. Then a cartoon for Dofus was made, being intended for a younger audience than the first show. Two more movies went into production, and between all of these came a toy line, a [[Wakfu TCG|trading card game]], a tabletop game called [[Krosmaster]], comics, and a Kickstarter for BLU rays and dubbed episodes that /co/ went into hysteric excitement for a month over. &lt;br /&gt;
&lt;br /&gt;
[[/tg/]] likes it for a some reason. Maybe it&#039;s the Noblebright fantasy setting with a fair amount of new concepts, maybe it&#039;s the &amp;lt;strike&amp;gt;elf&amp;lt;/strike&amp;gt; [[furry|panda and Felinid]] chicks with big hips, could be that there&#039;s fanservice for wimmenfolk as well as the danglies, maybe it&#039;s just the fact that it&#039;s just a rather good cartoon. It&#039;s hard to pinpoint why, but the series definitely has some nice hips.&lt;br /&gt;
&lt;br /&gt;
If you want to watch the series, both shows have been fansubbed in many languages, dubbed in French, Italian and Spanish, and is being officially dubbed in English, Polish, and German. Ask [[/co/]] where to look. /co/ [[Skub|loves Wakfu]].&lt;br /&gt;
&lt;br /&gt;
The Wakfu game itself is a free-to-play/pay-to-play MMO in open beta, available both from the Ankama website and Steam. Its prequel, DOFUS, follows a similar formula; just that it&#039;s already been finished for a while (although still receiving updates).&lt;br /&gt;
&lt;br /&gt;
Incidentally, if you read this and thought &amp;quot;Hey, that sounds cool, I remember when I used to like cartoons...&amp;quot; you really should go watch a bit.&lt;br /&gt;
&lt;br /&gt;
Series trailer: [https://www.youtube.com/watch?v=2e_n0wOjpJM]&lt;br /&gt;
Fight scene: [https://www.youtube.com/watch?v=5N77tmqmMpA]&lt;br /&gt;
=The setting=&lt;br /&gt;
Something of note is how many terms for creatures and things in the World of Twelve are spelled and pronounced differently to give the setting more flavor (translation; for the Dofus game, they were trying to emphasize WE ARE NOT WARCRAFT) (and make puns, a LOT of puns, though most are in french or the words are in reverse. Ex: The archer class is named Cra and &amp;quot;arc&amp;quot; means bow in french, the luck based class is named Ecaflip and &amp;quot;pile ou face&amp;quot; is heads and tails in french) , with minor differences from the real-world counterpart. &lt;br /&gt;
For example, Krosmoz=cosmos. Gobball=sheep. Tofu=small bird like a canary. Bow Meow=cat with appendages allowing it to wrap around something and resemble a bow tie. Bwork=Orc. &lt;br /&gt;
Plus terms that pop up like Osamodas, Eniripsa, Enutrof, Iop, Ecaflip, Sadida, Xelor, Cra, Feca, Sram, Sacrier, and Pandawa all mean human. Keep reading, it makes sense later. &lt;br /&gt;
&lt;br /&gt;
[[Image:Krosmos Explained.jpg|right|thumb|400px|2001: A Space Odyssey, but with dragons.]]&lt;br /&gt;
&lt;br /&gt;
==Krosmoz==&lt;br /&gt;
In the beginning, there was nothing but raw energy. This energy comes in two forms: &amp;quot;Wakfu&amp;quot; is the force of creation, and it occurs when the energy is in a state of movement. &amp;quot;Stasis&amp;quot; is the same energy, but destructive and is stagnant. This energy, in both forms, represents all matter and magic in the setting. Unlike most settings, they are not clear &amp;quot;good and evil&amp;quot; or &amp;quot;order and chaos&amp;quot;. They simply are. If something magic happens, it&#039;s a Wakfu or Stasis reaction. If science happens, it&#039;s a Wakfu/Stasis reaction somehow but it&#039;s a lot easier to understand. &lt;br /&gt;
WAKFU/STASIS IS ALL, ALL IS STASIS/WAKFU!&lt;br /&gt;
&lt;br /&gt;
Eventually, the Wakfu of the universe formed into a sentient goddess entity called &amp;quot;Eliatrope&amp;quot;.  The Stasis became the god &amp;quot;Great Dragon&amp;quot;. The two circled each other in a &amp;quot;dance&amp;quot; (a princess and a dragon mating, or a metaphor for a chemical reaction of the unformed energy revolving around the two entities; you decide!). Out of this &amp;quot;dance&amp;quot; came a system of stable matter and complex wakfu/stasis flow. It resembles an egg, and every single thing that exists is either within the egg or one of those two gods. &lt;br /&gt;
The &amp;quot;yolk &amp;quot; of the egg is the material universe and all the solar systems within. The membrane is the Astral Plane called the &amp;quot;Ether&amp;quot;, and in the egg white on opposite ends are the realm of spirits and gods (Inglorium), and the realm of demons and Shushus (Shukrute). The former is on Eliatrope&#039;s side near the tip of the egg, the latter near the Great Dragon&#039;s on the bottom. &lt;br /&gt;
When a being dies, their soul travels through the bottom of the egg out the Externam and flows through papa Great Dragon, then enters the body of mama Eliatrope through which it returns to the universe in Incarnum to be reborn in a cycle of reincarnation. It&#039;s like a Get Out Of Hell Free card every time your parents have sex!&lt;br /&gt;
&lt;br /&gt;
==Eliatropes and Dragons==&lt;br /&gt;
[[Image:Immortal Dofus.png|thumb|left|200px|An Immortal Dofus with both twins inside incubating.]]&lt;br /&gt;
With the universe created, the two gods danced a second time and created the first sapient mortal race. The firstborn twelve of that race hatched from six eggs, called a &amp;quot;Dofus&amp;quot;, directly into the world. &lt;br /&gt;
Six Dragons, six Eliatropes, one of each born as twins from each Dofus. Rather than dying, flowing through both genesis gods, and being reincarnated into a fetus produced via sexual reproduction somewhere in the material plane like most beings are, the first twelve of the Dragons and Eliatropes return to their Dofus upon death and once both Dragon and Eliatrope sibling perish and return they gestate and re-hatch from the Dofus egg again as newborns. Dofus are powerful conduits of Wakfu, and it can be siphoned from them to make beings extremely powerful. &lt;br /&gt;
The rest of the Eliatrope and Dragon race are born, die, and reincarnate as everyone else does. The firstborn twelve wound up as their leaders generation after generation.&lt;br /&gt;
&lt;br /&gt;
The two twin races built a great civilization that predated measurable time, unlocking the secrets of Wakfu and Stasis as sciences. At some point, a race of machine beings of unknown origins called &amp;quot;Mechasms&amp;quot; descended on the Eliatrope home planet and colonized part of it, living in peace with the Eliatropes. But one of the six immortal Eliatropes, Qilby, had begun to go mad due to the fact that his gift was to never forget anything (even through death, straight back to the moment the Dofus containing him and his Dragon sister Shinonome first hatched) and he stole the heart of the youngest Mechasm, Orgonax to make an &amp;quot;Eliacube&amp;quot;, a very powerful magical object (which, based on its later usage by Yugo and Adamai, Nox, and Qilby itself seems to be a multi-purpose Wakfu-powered and storing McGuffin). &lt;br /&gt;
Without morality to guide him, Orgonax declared war on the organic races. On the order of the immortal Eliatrope kings Yugo and Adamai, the youngest generation of Eliatropes fled to a pocket dimension that existed outside time called &amp;quot;Emrub&amp;quot;. With that the race boarded a massive space ship called the &amp;quot;Zinit&amp;quot; and abandoned their home world and fled through the Krosmoz. &lt;br /&gt;
&lt;br /&gt;
The Zinit required massive amounts of Wakfu to power however, and each time it landed on a new planet Qilby surveyed it to have his fun and take in sights and sensations he hadn&#039;t already gotten bored of while the Eliatropes attempted to colonize. Then when he had enough and wanted change he would lure the Mechasms to this new world, which was drained of Wakfu (and life) by the Zinit to power it for their retreat. The Eliatropes and Dragons unknowingly burned a path of devastation across the stars. Exactly how many times this happened isn&#039;t clear, although during a later verbal exchange between Yugo and Qilby it was at least in the plural.&lt;br /&gt;
&lt;br /&gt;
==The World of Ten/Twelve==&lt;br /&gt;
[[Image:A Y Mechasms.jpg|thumb|left|200px|The immortal twelve defend the planet from Mechasms.]]&lt;br /&gt;
[[Image:Emrub.jpg|thumb|right|200px|The aged Baltazar with the Eliatrope children in Emrub.]]&lt;br /&gt;
Eventually, the Eliatropes left aboard the Zinit settled on a planet with an abundance of Wakfu. For a long period of time, the Eliatropes and Dragons lived here in peace. But this time when Qilby signaled the murderous robots he was discovered by his kin. Confessing to what he had done and explaining the misery his existence had been otherwise, he told them he was unrepentant for his horrific actions and attacked them. &lt;br /&gt;
Enraged, Phaeris severed Qilby&#039;s arm and beat him into submission (possibly with it). Left without alternative, Yugo and Adamai ordered Qilby to be sealed in an empty pocket dimension using the unique Eliacube he had made. Once again the youngest generation of Eliatropes were sealed in Emrub, and the immortal dragon Baltazar went with them as a leader and protector. There they wait for the remaining immortal Ten to signal that the world was safe again using the remaining Eliacube. &lt;br /&gt;
&lt;br /&gt;
As the Mechasims invaded, they destroyed all life that they found and created an imbalance of Stasis energy which burned what remained in destructive radioactive waves. Immortal Nora and Efrim fought Orgonax to protect a flower that contained a small amount of the essence of Eliatrope herself, while Adamai and Yugo held off the entire rest of the Mechasms. As the four last heroes perished and returned to their Dofus, the goddess Eliatrope burned all traces of what had been from the planet and restored it to a blank state. The Great Dragon and Eliatrope then restored the balance of Wakfu and Stasis to that section of the universe and returned to their sides of creation.&lt;br /&gt;
Grougaloragran, appointed by Yugo and Adamai to safeguard their Dofus, survived somehow as did Phaeris who guarded the Dofus, belonging to Qilby and Shinonome. Grougaloragran suffered greatly from his long life, becoming both senile with memories blurring together and blind, only able to see the world in Wakfu/Stasis emanations. He continued to guard over the Dofus of his Kings, which due to having exhausted themselves to such a degree in their battle against the Mechasm leader, took three world eras to regenerate enough to hatch again. In time he also recovered his own. The Dofus of the other Immortal six (with the Dofus of Baltazar and Phaeris only having the Eliatrope occupant, and the Dofus of Shinonome lacking the Eliatrope) were buried under layers of earth and vanished from history, as did Qilby&#039;s Eliacube. &lt;br /&gt;
[[Image:The Twelve.jpg|thumb|left|200px|The first Ten Gods of the World of Twelve (plus Osamodas&#039;s Dragons).]]&lt;br /&gt;
[[Image:Rushu McShushu.PNG|thumb|right|200px|Rushu McShushu, in his true form (SAN check now required) with his main Shushu posse.]]&lt;br /&gt;
Some time later, Spirits and Demons began to leave their home planes and explore the universe. By chance, a powerful spirit named Osamodas discovered the barren planet where the Eliatropes and Dragons made their last stand. He found only a sign made of platinum which read in flaming red letters &amp;quot;THERE&#039;S NOTHING HERE&amp;quot;. &lt;br /&gt;
Despite earlier lore saying that however, &amp;quot;Zaap Portals&amp;quot;, which are two-way portals which require magical stones to activate (giving a reason why players must pay to use them) which were made by the Eliatropes still exist connecting the landmasses. It could be claimed that they were made just as an MMO mechanic and don&#039;t exist within the canon, but the first episode of the Wakfu cartoon ends in the Brotherhood activating and using one indicating that Osamodas most likely was simply not very observant. &lt;br /&gt;
&lt;br /&gt;
Osamodas made a home on this planet, and his pets/companions, three great genderless dragon spirits (unrelated to the Eliatrope dragons) played and fought like hounds at his feet. This, in the abundance of such a large amount of Wakfu, stirred the energies to form simple life which their master took a great interest in. Osamodas was joined by nine of his fellow Spirits, and together they began to shape the world using their talents. Sadida and Osamodas created the flora and fauna respectively. Xelor created a giant magic clock which shaped time in ways that made it measurable and gave it value. Enutrof gave the world gold and currency, Feca gave learning, and so forth. Many Spirits began to converge on the world, all eager to be a part of this new wondrous thing. Since the Gods had depleted most of their imaginative names by naming planets and celestial bodies during their travels through the Krosmos (this is actually the canon explanation given), they merely called the planet &amp;quot;The World of Ten&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Humans were among the many different intelligent races who appeared, and out of them all Humans had the most potential (though not inborn affinity like Eliatropes) to shape Wakfu and Stasis. As the succeeding generations of humans were born, their bodies became similar to the Spirits they initially befriended and later worshiped, then in the afterlife waiting room of Incarnum swore allegiance to as they reincarnated. The belief and servitude of man in turn made the Spirits stronger until they became proper Gods. &lt;br /&gt;
&lt;br /&gt;
Since the earliest days of the world the race of Demons sought to invade, and take the world for themselves or else make themselves a part of it. &lt;br /&gt;
&lt;br /&gt;
Demons were born and at the same time as the Spirits and Gods. But while the Wakfu beings spread out into the universe and practiced their talents, the Demons (born of Stasis) fought amongst themselves within their plane. One of the firstborn called &amp;quot;Rushu&amp;quot; consumed the rest of his siblings (barring one who survived and fled to the World of Ten, more on him later), and declared himself supreme ruler of all successive generations of lesser Demons. &lt;br /&gt;
Rushu came to the World of Ten early in its formation and demanded to be one of the number of the Gods. The Ten claimed balance must be maintained as some of their number were more composed of Stasis (like Sram) and some mostly Wakfu (like Eniripsa), and as a being of pure Stasis equaling ten beings that they could not balance him (he is not a clever Demon, simply the one in charge). In exchange for minor concessions, Rushu agreed to return to his realm and never enter the material plane again. Of course he breaks his agreement constantly after he originally found a loophole in the form of two humans willing to serve him and become Demons themselves, but has to control portals or cultists to send servants into the world. Rushu&#039;s Demons tend to become trapped by mortals in objects, which are called Shushus, making powerful (if talking and snarky) items that can usually be identified by a visible eye or moving face somewhere on it...along with the constant demands to use them to destroy something to stave off their boredom, or cutting insults and impetuous behavior coming from an otherwise inanimate object. Said objects can be anything from swords to houses to maps to cupcakes.&lt;br /&gt;
During the early history of the world, Demons first learned to be truly evil. At their core they are only interested in destruction, for the act rather than any actual result. The worst task a Demon could end up with in those days (other than being eaten by Rushu) was building things for their fellows to destroy. Only by observing humanity from afar, and interviewing travelers (the first of whom were two Fecas, named Karibd and Silar who repurposed a Zaap Portal to lead to Shukrute) who created or found portals leading to the realm of Rushu (which became more dangerous the more the demons learned) did they understand the &#039;&#039;&#039;implications&#039;&#039;&#039; of destruction. They learned of depravity and cruelty from mankind&#039;s knees, rather than the other way around like most settings. All were shocked by the depths of evil that humans could reach. Some, like Rushu, were eager students. Others saw it as pointless diversions, others saw it as heresy to the pure act of destruction. Most of those beings didn&#039;t make it through Rushu&#039;s regime. &lt;br /&gt;
&lt;br /&gt;
Eventually, two more beings joined the gods. Sacrier, a minor and weak Spirit, whispered her lessons, like &amp;quot;pain is weakness leaving the body&amp;quot; and &amp;quot;blood red is a pretty color!&amp;quot; to a lumberjack until he became her prophet, spreading her faith throughout the world and turning both the sadistic and the emo into worshipers. &lt;br /&gt;
Pandawa was a minor spirit who discovered a simple and effective way to make bamboo wine. This made her popular enough that she earned enough worship-equivalent power to become a minor goddess, growing in followers until she was a goddess proper. &lt;br /&gt;
&lt;br /&gt;
Thus the world came to be known as &amp;quot;The World of Twelve&amp;quot;.&lt;br /&gt;
Many minor gods and spirits exist in the world, but none have gained enough followers to join the &amp;lt;strike&amp;gt;cool kids table&amp;lt;/strike&amp;gt; pantheon.&lt;br /&gt;
&lt;br /&gt;
===Islands of Wakfu===&lt;br /&gt;
[[File:Islands of Wakfu.jpeg|200px|thumb|Nora and her twin brother Efrim along with the enemies on the cover art]]&lt;br /&gt;
The Xbox Live Arcade vidya was released in 2011 (originally meant to be in 2009), as a sort of prequel to the animation and set 10,000 years before Dofus detailing the events of how the Eliatrope race was removed from the planet that would later be known as The World of Ten/Twelve, and how Orgonax, the psychotic Mechasm hellbent on genocide, was defeated. It focuses on Nora and her dragon brother Efrim, both from the Council of Six, as they venture through the apocalypse while kicking the asses of many to try and survive and complete their task of meeting the Goddess. Since the game was released while Season 2 was still in the making (literally three days before Qilby&#039;s introduction), people who had played or seen it would&#039;ve already gotten the clue that Qilby was spouting crap about being the king and playing the goodie-good act.&lt;br /&gt;
&lt;br /&gt;
It begins off with a meteor of Stasis (parallel of Wakfu; purple energy of absolute death) heading off towards the planet in a cutscenes. Nora and Efrim awake from their sleep by the voice in their heads (the Goddess&#039;s apparently) who needs the last initiate. Everyone else says otherwise, because Nora is still too young, but Mina (Phaeris&#039; Eliatrope sister) says its urgent. If you speak to one of the unimportant NPCs, you&#039;d find out that Qilby was suppose to be the one teaching Nora, but was no where to be found, and that Nora and Efrim have a connection with the Goddess. There are also some jealous asshats apparently, having a dragon twin does that.&lt;br /&gt;
After following Mina into  the Sanctuary that your allowed to enter for the first time, she gives them the companion Eliacube crafted from the Wakfu fountain. It&#039;s  not like &#039;&#039;the&#039;&#039; Eliacube from the show, it just serves as the menu screen in the vidya that gives hints and can actually talk. It also serves as a communicator between others with Eliacubes through the network of Wik-Fi. As an initiate, they must pass the 3 veils. Mina instructs them to go to Waki-Wa for their Wakfung trial (&amp;quot;The Great Eliatrope Martial Art&amp;quot;) and leaves off in a portal. While leaving for Waki-Wa, you also meet a younger Baltazar who speaks of the bond between them and Stook, who used to be an Eliacube, that tells them of Qilby&#039;s strange disappearance and how shit is going on between him and the king, who happened to be Yugo&#039;s previous existence. Upon meeting Glip (Baltazar&#039;s Eliatrope brother), both begin their training session. Efrim practices using his &amp;quot;Spit&amp;quot; on people and Nora practices on defence and spamming her portal skill as well as generally beating up them. They go over to the Goddess&#039;s statue where they are tasked to get things for her. After completing the first two (by playing a shooting game with Efrim and singing with their talking tree friend Amalami and his flowers with Nora), they get the last item from the Oracle fish that warns them if the dangers that would soon arrive, and gives Efrim the ability to summon a Platypus. After giving their offerings to the Goddess, they continue their training with Glip and discover that Stasis energy had been growing around. Eventually they enter the great hall of Chibi and see his strangely enough see his &amp;quot;skeleton&amp;quot;, which the companion Eliacube notes that it&#039;s weird since Eliatropes (well, at least those of the Council of Six) were immortal. It&#039;s even more strange since you learn from the series that they all return to their dofus when they die. After leaving, the two train with Mina and learn how to grow Manolia (flowers that spawn Wakfu Gels which heal them) and complete another ritual where Efrim learns how to make the gels explode. &lt;br /&gt;
After completing another ritual of growing a flower, Grougaloragran urgently requests to see the two through Mina. He speaks of Qilby&#039;s betrayal and that the King had been killed in conflict, most likely after ground pounding Qilby into the White Dimension. Since he had been injured in the fight, he asks Nora and Efrim to retrieve Yugo and Adamai&#039;s dofus egg from within the forest. No sooner than after Grougaloragran leaves, the whole place is bombarded by Stasis that grows deadly flower named Rozens and also kills a few Eliatropes. As they venture through the now deadly forest and kill enemies driven made from the Stasis, they accomplish Grougal&#039;s task. Another cutscene is shown that depicts the arrival of Orgonax in the forest. The two continue to fight through enemies and arrive back in the great hall only to discover that unsurprisingly, the Chibi&#039;s &amp;quot;skeleton&amp;quot; turned out to be fake, which brings the question of why they were lied to about it. By breaking into Chibi&#039;s secret path, they discover the model of Zinit as well as a message from Qilby who speaks blasphemy of the Goddess and how tired he is of being ignored. As they continue to venture back to the Sanctuary, the voice of the Goddess says that she is in pain from the statue, which was being beheaded by Lu-Fu pirates, pink dog-like enemies that steal Wakfu from the Eliatropes and kill them. After Nora beats up the troopers, she is given the power of the Goddess Song by the goddess to end her suffering. After destroying the statue, the Goddess tells them to meet her at her abode, where she would be able to speak with them again and creates a Zaap for them to leave. &lt;br /&gt;
As they go onwards, they are forced to kill a possessed Amalami and battle through more enemies to get to the Sanctuary, which was now in ruins. After killing all Rozens, they enter through the Wakfu fountain and discover Stooks abode where all the Eliacubes were created. Balthazar requests the two to get back to the village. On the way there, they are forced to quickly flee from a stampede of large animals. After deafening more Lu-Fu, Baltazar tasks Nora and Efrim to save the children. They see the Lu-Fu admiral Odo for the first time, who immediately kills Glip with one hit. Glip&#039;s last words are to find the children within the temple before disappearing. From within the temple, the two defeat more Lu-Fu troopers and save each child from them. In the library where Qilby had blocked passage through by a secret code, you discover Chibi&#039;s testament after finishing the puzzel. It stated that Chibi left all his things to his lover Mina and made Yugo (his favorite) the king, which Qilby didn&#039;t take too kindly of. After saving all children, Baltazar leaves off to Emrub. Mina contacts Nora and Efrim and instructs them to activate the portal to the Pow-Wow. Before they could go through it though, Orgonax shows up and destroys it, leaving Nora and Efrim stranded. They quickly escape death and go towards the beach for a back up portal.&lt;br /&gt;
A cutscene is shows Orgonax now going towards the Zinit. Farther away from the temple at the beach, the two are tasked to retrieve counch siblings before reaching the Shamipus village, where everyone had been driven mad by a large Rozen flower. Upon defeating it, both siblings are stunned by its cry and are aided by a child named Yama, whose sister Zoe will be sacrificed to the leader of a crazed sacrificing cult following the words of the Platypus, Shamipus&#039; egg. While Nora disguises herself as Shamipus, Efrim takes the chance to break the egg (hatching a Platypus) and exposes the lies of Shamipus, saving Yama&#039;s sister. After defeating another set of Lu-Fu troopers, Yama directs the two towards the back up Zaap portal, which is activated by the souls who were sacrificed by Shamipus.&lt;br /&gt;
On their way to the Pow-Wow they are contacted by Mina. Because of the shitty Wik-Fi connection due to the Stasis, teleporting through the Zaaps is useless, leaving them to find their own way to the Pow-Wow through a secret path. After meeting a bee named Beebee that joins them and going through more puzzles as well as fighting their way through more Lu-Fu and avoiding being slapped by trees, they manage to reach the entrance to the Pow-Wow where they find that Mina had sacrificed her life in order for them to continue onwards to the Pow-Wow to get to Chibi&#039;s island. She asks of them to plant the flower that contained her Wakfu atop Mount Zinit in the Temple of Wakanu before dispearing. Entering Mount Zinit, Beebee guides them through the darkness as they fight off more enemies, who were extracting Wakfu using a large machine on the orders of Odo. After destroying it, the Wakfu collected by the machine is released. Beebee eats the Wakfu to become a &amp;quot;FULL POWERZ BEE!!!&amp;quot;, which creates a new attack for Efrim. Hearing the loud noise of destruction, the Lu-Fu General comes back to see the destroyed machine, and proceeds to try and kill the two. After beating the general into a pile of his own bones (literally), they proceed forward. &lt;br /&gt;
Another cutscene shows Orgonax&#039;s slow ascent towards the the top of the Zinit. Traveling through Stasis filled areas and avoiding serious concussions from the rocks tiny Cracklers throw from above, they come across a puzzle that can allow them to enter a tomb belonging to Qilby. On the wall, you can see a plan depicting Orgonax with a hollow spot through his right hand, probably showing where his heart had been stolen.&lt;br /&gt;
In Wakanu, the two must solve a series of Chibi&#039;s puzzles in order to proceed. In a secret room behind a picture of Chibi, Nora activates a projection of the Oracle fish that used to be Chibi&#039;s assistants. He activates a passage through the first room and mentions Qilby passing though earlier. After killing more Lu-Fu and solving the first puzzle, they arrive in a room where they must retrieve the Eliacube (the one seen in the series) in order to enter a sealed chamber.&lt;br /&gt;
Upon unsealing the entrance, the arrive in the far deep end of the temple with erected statues of the Council of Six (without Nora&#039;s being there yet) where Qilby had already passed through earlier. They plant the flower before Mina&#039;s statue like she had asked. You can also see Chibi&#039;s flower planted before his own statue and a Rozen growing from Qilby&#039;s.&lt;br /&gt;
After solving another puzzle, the two arrive at the islands, where they must first uncover Mina&#039;s love for Chibi in order for the path to his island to be opened. There, Nora meets with Grougaloragran in his human form, giving Yugo&#039;s dofus and presumably &#039;&#039;the&#039;&#039; Eliacube to him before he leaves off. Grougal later alludes to Nora doing this in the series. After that, Nora and her brother are captured on purpose by The Lu-Fu admiral to his ship, Frigate in order for them to continue towards Intiwakana, the last trial. On the ship, they finally battle and avenge Glip&#039;s death (among others). After the ship crashes, they must fight a guardian Crackler appointed by Chibi in order to move on. After that, they go through a cave and speak with the Oracle one final time, who tells that the Ali-Fu&#039;s were once like them, innocent until their world was brought to despair. They continue their way up to the Zinit, they are attacked by Orgonax. They only manage to blow up the Mechasm&#039;s finger, which allowed the Platypus to enter inside. As Nora and Efrim try to avoid being killed, the Platypus malfunctions Orgonax from within and manages to make him fall off the mountain for the time being, giving Nora and Efrim the chance to go to the top. &lt;br /&gt;
In the final cutscene, they meet the essence of the Goddess in the form of a plant, the Goddess Beacon. As Orgonax climbs back up to murder them, Nora communes with the Goddess and achieves some sort of godly state after absorbing power. She unleashes the power, which ends up killing Orgonax as well as herself, her brother, the Platypus, and basically every living thing on the planet, making it into the barren husk it was before Osamodas arrived. It all ends there.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Nora and Efrim.jpeg|The twins.&lt;br /&gt;
File:Chilling.png|Cool birdie.&lt;br /&gt;
File:Dragon.jpeg|Efrim the spitting water dragon.&lt;br /&gt;
File:Five of six.jpeg|What their in game model looks like close up. Chibi never really appeared, Qilby appeared in statues, and Yugo&#039;s dead.&lt;br /&gt;
File:Power up.jpeg|Destroy everything to save everything. Good plan.&lt;br /&gt;
File:Fight.jpeg|Gotta kill &#039;em all!&lt;br /&gt;
File:Siblings.jpeg|Sister and Brother.&lt;br /&gt;
File:Heey.jpeg|Wanna fight?&lt;br /&gt;
File:Red girl.jpeg|Nora the cute bruiser.&lt;br /&gt;
File:Platypus.jpeg|&amp;lt;strike&amp;gt;Perry&amp;lt;/strike&amp;gt; The Platypus.&lt;br /&gt;
File:Nora concept.jpeg|Concept sketches of Nora.&lt;br /&gt;
File:Destruction.png|The result of using the Great Goddess&#039; power.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dofus Era==&lt;br /&gt;
The Dofus era technically began when the god Xelor first made time able to be measured by converting much of his plane into a giant clock, and appointing eleven heroes to guard over the months (different events occurring involving said heroes caused the different months to have different days and holidays. December only exists because Rushu scratched the clock and demanded one of his followers, a being named Djaul and described as a &amp;quot;black dragon&amp;quot;, be made a protector as well). Sadida severed his &amp;lt;strike&amp;gt;soil&amp;lt;/strike&amp;gt; soul and created ten dolls to seduce the three dragons of Osamodas (creating soul dolls is something the race of Sadidas also practice as a result). The three genderless dragon spirits laid the the six Primordial Dofus from which the first video game derived its name (unrelated to the Eliatrope Dofus other than having the same name, because apparently Dofus just means &amp;quot;dragon egg&amp;quot;), resulting in a race of Dragons in the World of Twelve. The six Primordial Dofus also vanished from history although for a shorter period than the Eliatrope Dofus, eventually turning up in the belly of a slain mortal dragon where they were scattered into the world and fought over by mortals looking to become more powerful by siphoning Wakfu from them (which was more or less the point of the game; collect the Dofus). Additional lesser Dofus exist as well, laid in later ages by mortal dragons along with mock artificial Dofus made from the eggs of other species. &lt;br /&gt;
The Dofus era comprises the general age of the first MMO game. An age of myth preceded it in which heroes rose and wars were fought, mainly between the city states and later kingdoms of Brakmar (city of villains and debauchery, established by Rushu for mortals to worship him after his first invasion) and Bonta (city of heroes and good alignments, established to oppose Brakmar). Bonta and Brakmar would eventually destroy each other, but thanks to the goddess Sacrier fucking up Xelor&#039;s clock by accident they kind of blinked out of time then reappeared with their war having ended [[Blood Bowl|(but Wakfu football, &amp;quot;Boufball&amp;quot;, is now the battlefield).]] The main events from the age of myth however involve the rise of Goultard, immortal demigod son of Iop. &lt;br /&gt;
Dofus was an anachronistic age of heroic figures plumbing ancient ruins and fighting terrible monsters that threatened to sweep civilization away as fast as it had arisen. The technology and culture of the time was something of a 1970&#039;s/1980&#039;s version of [[Shadowrun]], with magitek conveniences like televisions and stereo sound systems to amp up rap battles and classic metal music concerts existing alongside standard fantasy things like swords and sorcery, crusades, and plagues on tier with something [[Nurgle]] could whip up. &lt;br /&gt;
&lt;br /&gt;
The era ended with the rise of Ogrest, which warped the landscape and made even the positions of the very continents unpredictable. &lt;br /&gt;
&lt;br /&gt;
By the end of the era, the nations that make up the world had come to be:&lt;br /&gt;
*Amakna is the largest, consisting mostly of tranquil farmland (their national symbol is a Gobball (a sheep) and one of their champions looks like a massive farmer). &lt;br /&gt;
*Bonta as previously mentioned is the nation of good alignments, but otherwise appears as a more civilized Amakna (or Gondor). &lt;br /&gt;
*Brakmar is the nation of the darker side of the alignment spectrum, and appears rocky and volcanic. The first two humans to ever become Demons lie buried beneath its capital, women are actively barred from things like sports under penalty of death, and executioners are celebrities. &lt;br /&gt;
*Frigost is an icy, frozen nation. Although originally a tranquil place not unlike Amakna and Bonta, the (good natured) meddling of Jiva ended with a Primordial Dofus in the hands of their Xelor leader Count Frigost, resulting in a cataclysmic and permanent winter. &lt;br /&gt;
*Sufokia is a coastal nation of seafaring people. Founded by Foggernauts, it is the most technologically advanced nation and has non-Victorian steampunk vibes. Most of it lies on the ocean floor under a dome.&lt;br /&gt;
*Astrub is not a nation per say, rather a large collection of independent communities built around adventurers. &lt;br /&gt;
These nations go to war with each other periodically, but rarely make meaningful gains or have substantial losses. In addition, most races of the world have their own nations separate from those above. It is known the Feca, Xelor, Sadida, Cra, and Eniripsas have their own kingdoms in addition to Ecaflip City. In Season 2 of the Wakfu cartoon a leader representing each of the races of humanity (other than Rogues and Masqueraiders) are present (along with Brakmar, but they still say that it is a council of 12). It is presumed that each class has a kingdom somewhere.&lt;br /&gt;
&lt;br /&gt;
There are also large swathes of unclaimed territory in the world. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Bonta.jpg|Bonta, nation of heroes.&lt;br /&gt;
Image:Brakmar2.png|Brakmar, nation of villains.&lt;br /&gt;
Image:Sufokia.jpg|Sufokia. Nation of...fishing. Also &amp;lt;strike&amp;gt;pipes&amp;lt;/strike&amp;gt; [[TUBES]].&lt;br /&gt;
Image:Puddly Village.jpg|The countryside of the World of Twelve. &lt;br /&gt;
Image:Frigost.jpg|Frigost, nation of ice and runny noses.&lt;br /&gt;
Image:Amakna.jpg|Amakna, nation of...everything else. Mostly farmers. The woman is a world famous chef hailing from there. &lt;br /&gt;
Image:Dofus Map.jpg|A map of the world from the Dofus era.&lt;br /&gt;
Image:Wakfu Map 1.png|One of the World of Twelve maps in Wakfu. It&#039;s mentioned in the cartoon that the current state of the world makes it almost impossible to travel due to unpredictability. &lt;br /&gt;
Image:Wakfu Map 2.PNG|The other Wakfu era map. It&#039;s possible Ogrest&#039;s Chaos functions like [[Chaos|another Chaos /tg/ knows]] and makes the world topography unpredictable. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Goultard the Barbarian===&lt;br /&gt;
[[Image:Cabotine and Iop.png|thumb|left|Cabotine don&#039;t take shit from NO man, not even her own god!]]&lt;br /&gt;
Originally detailed in a comic book series, Goultard the Barbarian was remade as Ankama&#039;s first animated feature in the Wakfu setting. However, some parts had to be edited for television broadcast (his polygamy for example) and the animation is considered embarrassing by them today so they generally want to pretend it doesn&#039;t exist. This was reinforced by the fact that the Kickstarter English dub, which supposedly will include everything, will not have it. Despite this it&#039;s quite well done and worth checking out if taken somewhat with a grain of salt.&lt;br /&gt;
&lt;br /&gt;
Goultard was born from the union of the god Iop with one of his mortal followers, named Cabotine. She bore a son, whom she named Goultard, into the world. The two were considered outcasts and were driven from the larger cities into the boonies where Goultard would grow up. One day Goultard&#039;s mother was kidnapped by a man-eating Minotaur who had killed several villagers already, and the village simply wrote her off as not worth saving as she had been considered bad luck to begin with. Despite being only a small child at the time, Goultard ventured forth and killed the beast to save her. Rather than seeing him as the hero he was, the two were exiled. &lt;br /&gt;
This set a precedent for his life; killing shit, rescuing females, being a big damn hero. He doinked a lot of random chicks (although rather then being just a pervy wanker, he&#039;s described as &amp;quot;being unable to say no to any woman&amp;quot;) before finally falling for three good witches. He married them and settled down to raise his children. However, a Sacrier hero possessed by Mongrelamus, Rushu&#039;s surviving brother, kidnapped and killed them. &lt;br /&gt;
Goultard fell into a violent rage, killing the Sacrier but being possessed by Mongrelamus and shattering his sword (which he continued to use regardless). His skin and hair color change to blue and white and he became a rampaging brute that could put an [[Warriors of Chaos|Everchosen]] to shame.&lt;br /&gt;
&lt;br /&gt;
Eventually, heroes from Bonta (including another month guardian) managed to calm him for his primary personality to reemerge, before it then split into further personalities (including an even worse one called &amp;quot;Dark Vlad&amp;quot;).  He somehow came into possession of one of the Primordial Dofus (the Emerald Dofus, which he stole from Rushu and was a boss for players in the Dofus MMO to fight and beat for it. &lt;br /&gt;
He spent the ages flitting in and out of legends, with the different personalities taking control and leading him on different paths. At some point he fought and defeated Rushu himself (at LEAST once at any rate), and founded an order of Iops dedicated to protecting the world using Shushus bound to swords called Shushu Knights. &lt;br /&gt;
&lt;br /&gt;
[[Image:Goultard Rushu.JPG|thumb|right|Rushu and Goutlard meet again, for the last time (until next time)!]]&lt;br /&gt;
By the time of the Wakfu era, Goultard&#039;s own personality (which can best be described as a MUCH more intelligent Goku) was the dominant one again. He discovered a convention of sorts made by his own fans and, displeased by how his entire life had been turned into a way to sell crappy merchandise, he proceeded to wreck the place. &lt;br /&gt;
As he was leaving, a young Iop named Tristepin Percedal ran up to him. He laughed and told the boy that he was too late to buy any Goultard merchandise, but Tristepin said he didn&#039;t know what a Goultard was and just wanted to see a fight. He claimed that he would one day be a great warrior known as &amp;quot;Tristepin De Percedal The Barbarian&amp;quot;, then asked Goultard to teach him how to fight. At some point down the road, he did just that and made the boy his apprentice. During the Wakfu cartoon series, Tristepin wandered into the desert to die after nearly killing Evangelyne while under possession from his own Shushu blade named Rubilax. Here he discovered the tomb of Goultard, who was at point point killed. His grief was cut short when Goultard chose that moment to somehow simply stop being dead (don&#039;t you wish a [[God-Emperor of Mankind|certain someone]] was capable of that) claiming that he had just settled down for a power-nap and his companions had assumed he was dead. &lt;br /&gt;
He arose from his crypt, gave Tristepin a pep talk and helped him reestablish dominance over Rubilax, then wandered off again. In the second season, Rushu manages to open a large portal and the realm of Demons invades the world. While the Brotherhood of Tofu (sans Adamai and Yugo who were off fighting their own battle) and the Foggernaut kingdom of Sufokia held off Rushu&#039;s forces, Rushu set forth to finally claim what he felt was his. Almost as soon as he was through the portal however, Goultard appeared and called him stupid (Rushu is sensitive about his intelligence, to the point that a dumb joke (that he gets) is equivalent to calling Marty McFly a chicken). Rushu fought Goultard, and was easily defeated. Goultard revealed that he was the new incarnation of Iop (for the record, a god passing down the title has never happened before), and watched as Rushu consumed his entire army (which consisted of all Demons and Shushus in his domain) to become powerful enough to rival Goultard. Goultard tackled him back through the portal he&#039;d come from, which closed behind them. During the fight itself, he made a comment to Tristepin (who wanted to come with him) along the lines of &amp;quot;Stay here, daddy.&amp;quot; Not long after he found out Evangelyne was pregnant (among other things). &lt;br /&gt;
Goultard appeared again in the OVAs, having beat most of Shukrute into submission and re-entering the world again to be there for his apprentice. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Photo 1 3.JPG|Young Goultard and Cabotine. Yes, he intends to eat that. Yes, he probably killed what it was attached to.&lt;br /&gt;
Image:Photo 4.JPG|Adult Goultard doing what he does best.&lt;br /&gt;
Image:Photo 5.JPG|Babes love redheads covered in blood.&lt;br /&gt;
Image:Photo 4 1.JPG|Goultard doing the OTHER thing he does best.&lt;br /&gt;
Image:Photo 5 1.JPG|Goultard marrying one of his three wives with monsters he&#039;s beaten in attendance.&lt;br /&gt;
Image:1394075863437.png|Goultard&#039;s family is taken.&lt;br /&gt;
Image:Goultard Family.JPG|Goultard&#039;s family is slain. &lt;br /&gt;
Image:Photo 3 1.JPG|Why you don&#039;t piss Goultard off. &lt;br /&gt;
Image:Dark Vlad 2.JPG|Posessed Goultard. &lt;br /&gt;
Image:Dark Vlad.jpg|Dark Vlad Goultard. &lt;br /&gt;
Image:Photo 2 3.JPG|Goultard meets his future protoge. &lt;br /&gt;
Image:Photo 20.jpg|Sums it up pretty well.&lt;br /&gt;
Image:2461.JPG|Goultard as he can probably be found post-season 1.&lt;br /&gt;
Image:1390364596322.jpg|The origin of Rubi.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dofus: The Treasures of Kerubim===&lt;br /&gt;
The cartoon featuring the Dofus era came after the Wakfu cartoon, but predates it by an entire era in-story. It revolves around an elderly Ecaflip gentleman named Kerubim telling stories of his youth (and romantic exploits, which mainly involve his attempts to win the love of his life; an Ouginak named Lou) to his adopted son Joris (who in a heart-melting way calls Kerub &amp;quot;Papycha&amp;quot;) and his live-in Osamodas maid Simone who&#039;s arrival to the town begins the series and who&#039;s leaving the town ends it. Kerub has long since retired from being an adventurer, and instead set up shop inside a Shushu house selling his own souvenirs to adventurers.&lt;br /&gt;
A subplot involves Simone&#039;s lesbian relationship with an Ecaflip named Julie (meaning it&#039;ll never see daylight in the US as anything other than an Adult Swim show unless they become French-kissing cousins, pun intended) which was tastefully handled. In Kerub&#039;s shop many things are seen in the background, including a Primordial Dofus and Rubilax. &lt;br /&gt;
This cartoon was generally self-contained stories, and had very little relevance to any ongoing plot other than world-building. An upcoming movie continues the story, and possibly explains how Joris seems to be an immortal being by the time of the Wakfu era. &lt;br /&gt;
&lt;br /&gt;
Although it isn&#039;t touched upon in the cartoon, the Dofus vidya had Kerub as an NPC who would provide silly flavor text when shown different items. A quest revealed that he is in fact a literal son of Ecaflip, making him a demigod similar to Goultard. Unlike Goultard however, Kerub becomes an old man physically.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:2423.PNG|Luis (the Shushu house), Kerub, Simone, and Joris. Watching TV in a fantasy world. &lt;br /&gt;
Image:2144.GIF|Julie and Simone.&lt;br /&gt;
Image:1392002085699.png|Lou.&lt;br /&gt;
Image:488.PNG|What most Wakfu fans got out of Treasures of Kerubim.&lt;br /&gt;
Image:Julie and Simone.PNG|They&#039;re so adorable together.&lt;br /&gt;
Image:2013.GIF|The OTHER thing most Wakfu fans got out of the show. [https://www.youtube.com/watch?v=odosCBG15r0 Chiki wa.]&lt;br /&gt;
Image:Kerub Ecaflip.png|Father/son bonding.&lt;br /&gt;
Image:Keke skillz.gif|The old cat&#039;s still got it!&lt;br /&gt;
Image:Kerub Lou.jpg|I&#039;m stealing that line. &lt;br /&gt;
Image:2462.JPG|Pissing off the young Kerub was unwise...&lt;br /&gt;
Image:1916.JPG|...unless you were big enough to ride a [[Tarrasque]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Guardians==&lt;br /&gt;
A vidya where you played as an Eliatrope in Emrub was made by Ankama, which detailed the backstory of the Eliatropes. It preceded the Wakfu cartoon, and thus many of the big reveals (Qilby is evil, Yugo was a king, and so forth) were not a surprise to anyone who had played the game. &lt;br /&gt;
Long story short; Baltazar has been lying to the Eliatrope children and telling them nothing exists outside Emrub. You can find lore on all of the Immortal Eliatropes, lore on the Mechasms and the Zinit, and so forth. &lt;br /&gt;
&lt;br /&gt;
In the story, the Eliatropes built a new culture inside Emrub. One day an Eliatrope Mary Sue villain discovered the rest of the universe but it frazzled his brain and he grew up, blah blah blah, you kill him and get ready to leave to the World of Twelve. &lt;br /&gt;
The real interesting part isn&#039;t the game plot, but rather the meatspace side. Ankama had a designer who came up with the villain, a 2deepforu and tormented 2-dimensional character that served as the game&#039;s driving force. He then left Ankama, under dubious circumstances. He then threatened to sue Ankama for the rights to the character. Ankama changed the character a bit as much as they could without changing the game and changed his name from some bullshit spelling of &amp;quot;Nail&amp;quot; to &amp;quot;N&amp;quot;. &lt;br /&gt;
Wasn&#039;t enough. So he sued Ankama, and lost the suit. Which lead him to break into Ankama&#039;s offices and waiting for execs to arrive before threatening them. &lt;br /&gt;
&lt;br /&gt;
To get the fucker to bugger off, the character in the game was changed to a simple goblinish being which fucked the plot royally, but since Ankama was working on Wakfu season 1 by that point they gave less than a shit anymore. While the canon events remain (somewhat), the second season of Wakfu changed quite a few things. Like the Goultard movie it is canon, but not FULLY canon and can be seen as an interpretation of events only. N obviously never existed. &lt;br /&gt;
&lt;br /&gt;
See: [[Malal]]. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:N.jpg|The Sue himself.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ogrests Chaos==&lt;br /&gt;
The primary [[Horus Heresy|cataclysmic event]] of the setting. Detailed both in a comic series, in in-game lore, and finally in an animated movie made by none other than the late Studio Ghibli studio. However, the production of this series is considered &amp;quot;troubled&amp;quot; at best due to issues between the legendary anime studio and Ankama&#039;s strict requirements. Still, its a great watch and can be purchased legally on Steam, of all places.&lt;br /&gt;
&lt;br /&gt;
One day, an alchemist named Otomai (who was the demigod son of Feca) was experimenting with rare crystals made of solidified Wakfu called Ogrines and mixed them with candy he/his created servants spilled by mistake. This created a living being, whom he named Ogrest. &lt;br /&gt;
[[Image:Ogrest evil.jpg|thumb|right|God Emprah Yugo summarizes the evil of Ogrest]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ogrest Babby.jpg|The supreme villain of the setting, Ogrest, wrestling with his maker Otomai. &lt;br /&gt;
Image:Ogrestp.jpg|Ogrest&#039;s revenge. &lt;br /&gt;
Image:Ogrestwash.jpg|Ogrest atones and is purified. &lt;br /&gt;
Image:Ogrestnonpurer.jpg|Ogrest, temporarily subdued. &lt;br /&gt;
Image:OgrestDathura.jpg|Ogrest meets the seductress Dathura. The fate of the World of Twelve is sealed. &lt;br /&gt;
Image:Ogrest and Dathura.PNG|The Ghibli version. In this one, he fell in love with her at first sight while she was lifeless.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ogrest, thanks to his magically charged body, had peculiar properties to him like being nearly indestructible and having tears which grew as they fell (this was discovered when after being frightened as an infant he flooded his father&#039;s shop). His father cared for him and gave him a happy and sheltered childhood. &lt;br /&gt;
And he would have had a pleasant life of it, in spite of the Chaos in all his works had his path not been crossed by a creature who causes more perplexity to man than the race of Boowolfs, Ouginaks, and Shushus put together; and that creature was a woman. &lt;br /&gt;
[[Image:Gods Fight Ogrest.jpg|thumb|left|Ogrest fights the Twelve.]]&lt;br /&gt;
&lt;br /&gt;
Dathura, one of the god Sadida&#039;s dolls, wanted to be a real girl. Recognizing Ogrest as a being of immense potential (&amp;quot;Stick with me kid, we&#039;re gonna go places&amp;quot;), she convinced him when he became an adult to collect the six Primordial Dofus to use to turn her Human. He swallowed each one as he found them, growing in size and strength but losing his intelligence rapidly as he did so. &lt;br /&gt;
&lt;br /&gt;
Once the Primordial Dofus were gathered the gods became fearful: Ogrest&#039;s might was near on par with their own and he was unpredictable (and depending on your source of the story committed some very evil acts getting the Dofus). The Twelve declared war on him, and in the ensuing battles he cast them off their home on the tallest mountain in the World of Twelve, Mount Zinit (which at one point was the spaceship that carried the Eliatropes and Dragons to the World of Twelve). &lt;br /&gt;
From here, there&#039;s multiple stories of what happened. In one, while exploring the entrances to the domains of the gods Dathura fell into the Deep Abyss of Time, the location of Xelorium, the realm of Xelor. Rather than try to find her, the great manchild began to weep and wail as he&#039;s dumb as a box of Iops. &lt;br /&gt;
In another, Ogrest&#039;s relationship with Dathura was one-sided and he gathered the Dofus to attract her. After realizing she cared about the Dofus and not himself, he himself threw her into the Deep Abyss of Time and went into a hissy fit that lasted centuries.&lt;br /&gt;
One story details that Dathura used the Dofus to become human, but their power slowly stopped working on her and she faded from existence causing Ogrest to fall into grief, not realizing that his anguished wailing was causing the world to fracture.&lt;br /&gt;
Another story involves the Twelve causing Dathura to fall into the Abyss. In this version, Ogrest beat the Twelve and they fled from Mount Zinit.&lt;br /&gt;
The final account has Dathura as an evil manipulator who tricked Ogrest into gathering the Dofus. Realizing what he had done, he himself threw her into the Abyss to stop her and his current state is a [[Ravenloft|tortured one]] rather than a malicious one. &lt;br /&gt;
&lt;br /&gt;
His tears, wailing, and fist pounding caused a cataclysm of near world-ending proportions. Tidal waves, earthquakes, and volcanic eruptions wiped out most of the life on the planet, and turned the Pangaea-like continent into a series of large and small islands. Only the direct intervention of the Gods saved mankind, and the continued effort saps them of their former strength. With the ensuing devastation, more people than ever before clung to the worship of the Gods reducing the number of normal-looking Humans in the world and granting the gods new strengths in return. Ogrests Chaos continues to warp the creations of the Gods, making animals into monsters which harass mankind. Geography is a temporary state, and thus only magical maps are of any use in the long run. The technologies developed in the Dofus era were largely lost (not entirely however, as what remained simply became more valuable and likely to be found only within civilization) and the world gained a patchwork and cracked look not entirely dissimilar to a fantasy version of Star Wars. It&#039;s an inherited world, not a created one. &lt;br /&gt;
&lt;br /&gt;
As civilization was rebuilt, the former twelve kingdoms were replace by small kingdoms and a large number of chaotic and transitory political systems which can rise and fall in a month. Most of these frontier city-states are founded and ruled by those who &amp;quot;have proven their worth to the gods and people&amp;quot; AKA adventurers. While the major nations (Frigost, Amakna, Bonta, Brakmar, and Sufokia) still remain their grasp on the outlying towns and provinces is almost non-existent. &lt;br /&gt;
&lt;br /&gt;
New organizations spanning the world arose, which behave similar to the faiths of the Twelve but are more like adventurer guilds or cults dedicated to myths and past figures. Among them are a cult dedicated to Ogrest that make up the quota of Chaotic Evil cultists for the world, a cult to Otomai of fedora tippers who believe only in SCIENCE, a cult to Dathura which believed in finding her and returning her to Ogrest will save the world, and so forth.&lt;br /&gt;
&lt;br /&gt;
===Noximillien the Clockmaker===&lt;br /&gt;
Detailed in an animated movie in a different style from the main series, this premiered alongside the finale of Wakfu and explained the origin of the primary antagonist. &lt;br /&gt;
&lt;br /&gt;
During the end of the Dofus era, there lived a poor man and his family. Noximillien Coxen, the father, was a Xelor who made clocks and mechanical devices in lieu of an inability to use the Xelors&#039; usual time magic. Despite his genius, he was in perpetual debt to his irritable Enutrof landlord, and worried deeply that he was unable to provide for his family properly. One day, as Millien unveiled to them his newest creation, a flying clock which could follow its owner, his dog Igole chased the still-imperfect device down the beach to a cave hidden in the rocks, with the clockmaker in pursuit. Deep in a tidal pool, Millien and Igole discovered a strange glowing blue cube. Recognizing it to be something of extreme importance, he took it home and began to study it. He became more and more obsessed, gaining knowledge from the strange thing that he claimed identified itself as the &amp;quot;Eliacube&amp;quot; (in fact the very same as Qilby&#039;s made before time was even measured) and churned out new inventions rapidly. He became fixated on the potential worth of these discoveries and how they could help his monetary troubles. He began to neglect food and sleep in favor of his work, and lashed out at his wife when she pleaded with him to get rid of the cube, and end his isolation from his family. Determined to snap him out of his obsession, she took the children and went to stay with her sister, leaving a note explaining herself to him and asking him to find her there. But he the promises of the cube&#039;s creations were too tempting to Millien, and he simply returned to his shop.  &lt;br /&gt;
&lt;br /&gt;
Months later, his landlord paid a visit to the house. A gaunt and haggard Millien emerged seemingly out of thin air and tossed a large bag of gold at the Enutrof&#039;s feet. He told the man to leave him to his work, but the landlord reported his debt had already been paid off by his wife for quite some time. Instead, he had come to see how Millien was doing with the loss of his family: during Ogrest&#039;s Chaos, the entire landmass where his family had lived had slipped into the sea. Millien angrily accused the landlord of lying, but he was struck by a vision of four stones, marking the graves of his family, and then understood that they were indeed lost.&lt;br /&gt;
&lt;br /&gt;
Consumed by guilt and despair, Millien finally succumbed to insanity, and in that madness, he concocted a plan to reverse time (a feat thought to be impossible) and undo the mistakes which led to the loss of his family. Now calling himself Nox, he began turning the inventions he had created during his isolation to a new purpose, to harvest the vast amounts of Wakfu that would be necessary for such a powerful spell. He sent forth Noxines based on his original flying watch design, which would now drain the Wakfu from living beings, and raised an army of minions to help carry out the task. He cut a swath of death through the world, draining the vital Wakfu from wherever it was collected in strongest concentrations. He reasoned that no act he committed was truly evil, as he would be able to reverse it all upon the completion of his plan. &lt;br /&gt;
&lt;br /&gt;
Nox would be the primary antagonist through the first season of Wakfu, pursuing the dragon Grougaloragran, and the young Eliatrope Yugo, and his dragon brother Adamaï for their Wakfu energy. He would eventually go on to target the Sadida people, by attempting to drain the Tree of Life, the entity to which their entire race is linked.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Nox The Clockmaker.jpg&lt;br /&gt;
Image:Noximillion.png|The young Nox.&lt;br /&gt;
Image:Old Nox.jpg|Nox, just a few months after exposure to ultimate power. &lt;br /&gt;
Image:1297237808077.png&lt;br /&gt;
Image:1390360059924.png|Nox and the Eliacube.&lt;br /&gt;
Image:1390366373016.jpg&lt;br /&gt;
Image:1390381406631.jpg|tl:dr&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wakfu Era==&lt;br /&gt;
The Wakfu era is a second golden age of adventurers, where the ability to swing a sword brings followers and possession of a magical sword makes you a candidate for mayor. &lt;br /&gt;
&lt;br /&gt;
When your average mid level adventurer can get on a first name basis with royalty of one of the races, and in epic levels join the family. &lt;br /&gt;
&lt;br /&gt;
The television series begins with Grougaloragran, now an old &amp;quot;man&amp;quot; who is blind and can only see Wakfu in a manner similar to Daredevil, hatching the Dofus of the &amp;lt;strike&amp;gt;kings&amp;lt;/strike&amp;gt; God Emprahs of the Eliatropes and Dragons, Yugo and Adamai. The latter he raised himself on a distant island and the former is left with a kindly old pure-hearted Enutrof named Alibert to be raised as his son.&lt;br /&gt;
&lt;br /&gt;
After the villain of the first season of the series (regarded by some (some being /co/) as one if the greatest villains of fiction) Nox attacks, Alibert is left in a state of advanced age (although the sudden flash in humanity caused by Nox seeing the devotion between father and child causes him to spare Alibert&#039;s life by restoring his youth later in the season). The child Yugo sets off to save his father along with a band of adventurers including the wayward princess of the Sadida kingdom Amalia and her bodyguard/companion Cra named Evangelyne, a Iop Shushu knight named Tristepin Percidal (nicknamed &amp;quot;Sadlygrove&amp;quot;  to his annoyance due to the fact his name sounds like &amp;quot;sad forest&amp;quot; in French, or Grovy as a nickname the Brotherhood take to calling him, or in the English dub &amp;quot;Dally&amp;quot;) who was trained by Goultard himself along with his Shushu sword (that possesses him from time to time) named Rubilax, an old (but not as old as he seems) Enutrof friend of Alibert named Ruel Stroud, and Yugo&#039;s pet Tofu (canary) Az. Later, they are joined by Adamai, temporarily by Eva&#039;s sister Cleophee, and finally by the epic level adventurer Master Joris. The group each take a magical feather from Az and call themselves the Brotherhood of Tofu. &lt;br /&gt;
During the series Rushu invades and is defeated by Goultard who replaces his father as the god of the Iops (jury is out on if the race becomes Goultards, Deuxiops, or remains Iops who become doubly Iopish). The Sadidas are almost wiped out, the Sufokian Foggernoughts (lead by a character dubbed by fans as &amp;quot;Admiral Crazytits&amp;quot;) equipped in power armor defeat the armies of Rushu and teach Demons to fear Humanity as the most destructive beings in existence, and the Brotherhood wins two games in the Boufball League (Rugby played with a ball resembling a dead sheep). &lt;br /&gt;
Grougaloragran dies, and his Dofus is incubated and hatches bringing the newly reborn Chibi and Grougaloragran into the world. &lt;br /&gt;
&lt;br /&gt;
At the end of the second season, the lost race of Eliatropes are shown to still exist and wait for the time when Yugo and Adamai assume the role of kings and usher them back into the material plane. The entire surviving population are currently children due to the fact that, in Emrub, they were not exposed to Xelor&#039;s Clock and thus did not age.&lt;br /&gt;
Qilby attempts to destroy the world and is sealed off in his own private dimensional hell, leaving Shinonome locked inside her Dofus as a telepathic Dragon fetus. &lt;br /&gt;
&lt;br /&gt;
With this, fans were left wondering if Wakfu was finally at an end (Treasures of Kerubim premiered shortly after, but lacked the ongoing narrative and danger Wakfu had). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:King Yugo.jpg|Yugo, king of the Eliatropes. According to a /co/ meme, he&#039;s a &amp;quot;Goddamn Sexual Tyrannosaurus&amp;quot; due to Kriss Krass imagining him as an adult with a girl on each shoulder (he was imagining him replacing him as the most famous Boufball player in the world). He&#039;s known for having no tolerance for wrongdoing or misconduct, and is an enthusiastic cook as well. Long story short; he&#039;s the bro every adventuring party needs. &lt;br /&gt;
Image:Az.png|Az, the Tofu companion of Yugo. Grougalagoran magically hatched an egg he obtained from a nearby tree and enchanted Az in the first episode, leaving him with the infant Yugo for Alibert to find. Members of the Brotherhood of Tofu pluck glowing blue Wakfu-imbued feathers from Az&#039;s azz as a sign of membership. &lt;br /&gt;
Image:Amalia.jpg|Amalia, princess of the Sadida kingdom. Prissy and demanding, but unlike most cartoon princesses is capable of character development. Carries a soul-doll which emotes whatever she&#039;s feeling and acts like a servant otherwise. Craves a life of adventurer rather than the politics of her jackass older brother Prince Armand.&lt;br /&gt;
Image:Evangelyne.jpg|Evangelyne, Cra Archer and bodyguard/life companion to Amalia. Straightman to everyone&#039;s antics. Cuts her hair and swaps her dress for a bodysuit in the second season.&lt;br /&gt;
Image:Tristepin.jpg|Tristepin. Iop Knight, the only disciple of Iop Jesus, guardian to the misfit Shushu Rubilax, and the lover of Evangelyne. Wanders into the desert while shirtless in season 1, and got a tan that never went away. &lt;br /&gt;
Image:Ruel.jpg|Ruel Stroud. Rock star, Boufball league star player, mayor, bounty hunter, adventurer, bodyguard, merchant, guide, prospector, mine foreman, and anything else he can make a quick buck doing. Over 200 years old, apparently not yet even middle aged. Somewhat of an uncle to Yugo.&lt;br /&gt;
Image:Adamai.jpg|Adamai. The other divine king, twin brother to Yugo. Although it initially appears as if his &amp;quot;human&amp;quot; form was just to mock Yugo, he continues wearing it when he&#039;s trying to go incognito. It may be just the underdevelopment of his shapeshifting powers. Or just racist and thinks all mon&#039;keigh look like that. Is the stubborn realist to Yugo&#039;s stubborn idealism, but otherwise the same basic personality. &lt;br /&gt;
Image:Cleophee.jpg|Cleophee, sister of Evangelyne. Joins the Brotherhood for a brief period of time, leaves after realizing Grovy&#039;s too dedicated to Evangelyne to bang her. Tomboyish, disgraced the family when she deserted her post in the Cra military out of boredom to go be a pirate. &lt;br /&gt;
Image:Master Joris.jpg|&amp;quot;Master&amp;quot; Joris, all grown up now. He&#039;s revealed to be the child of the two most powerful Huppermages, his growth was stunted a bit when he took in the soul of a black dragon from a primordial Dofus, which accounts for the black skin as well. He later raised the reincarnation of Kerub and Atcham, because &#039;&#039;spoilers&#039;&#039;, flipping that family dynamic on its head. He has realized his childhood dreams inspired by &amp;quot;Papycha&#039;s&amp;quot; stories, and become an adventurer important enough to demand an audience with royalty and hobnob with minor gods. After his help in the later part of Season 1, he joins the Brotherhood and is a regular in the comic series and OVA. &lt;br /&gt;
Image:Nox.jpg|Nox, insane time-wizard human. Villain of the first season of the series. See above. BAWWWW.&lt;br /&gt;
Image:Qilby Villain.jpg|Qilby, insane Eliatrope demigod after consuming a shit ton of Wakfu. Season 2 villain alongside Rushu. Some felt that he was a step down after Nox, while others feel he&#039;s just as amazingly executed of a character but in a different way than Nox&#039;s Mark Hamill-ish madness.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==To Be Continued?==&lt;br /&gt;
[[Image:Character Lineup Wakfu.png|thumb|left|150px|The first hints more was to come.]]&lt;br /&gt;
After the end of Season 2, an ongoing comic series progressed the plot an additional year, along with several ome-shots that fill in backstories for several characters like Remy Smisse and Kabrok/Miranda. &lt;br /&gt;
During the main series, the Brotherhood deals with Shak Shaka (who is evil and insane), Count Frigost (who is is evil and insane), and to top it all off Jiva (guardian of the month of January) who is dangerously close to turning evil and insane. &lt;br /&gt;
It is also revealed that Evangelyne is pregnant. &lt;br /&gt;
&lt;br /&gt;
During the Kickstarter campaign, the creators said that they intended to continue the series and make it gradually more mature similar to the Harry Potter series. French television, particularly the network that aired the show (France3) only want sitcom style comedy. Thus with the Kickstarter they intended to prove interest in English speaking markets fond of shows like Walking Dead and Avatar: The Last Airbender that have mature themes and an ongoing story.  During the 2014 Anime Expo in Los Angeles, the Ankama panel announced that Season 3 would happen (so long as they received the &amp;quot;continued support&amp;quot; of their fans, with no elaboration as to what this meant). The first English Krosmaster miniatures crossed the drink in the same year, showing up in Friendly Local Gaming Stores across the United States which drove up their popularity.&lt;br /&gt;
&lt;br /&gt;
A blurry character lineup was released by Ankama, showing the characters as older (other than Ruel, who looks the same as always). Two additions are readily noticeable; the first, a young Iop and Cra theorized to be Tristepin and Evangelyne&#039;s twin children, as well as the toddler Chibi and Grougaloragran.&lt;br /&gt;
&lt;br /&gt;
Thanks to the Kickstarter, three OVA episodes were produced. In them, Amalia is forced to marry Count Harebourg, leader of Frigost, to save her kingdom (broken off via the actions of the Brotherhood plus Eva and Grovy&#039;s children, Chibi and Grougalagoran, the apparently immortal Otomai, plus Joris and the now confirmed to be immortal Kerub Crepin). &lt;br /&gt;
&lt;br /&gt;
It is revealed that Joris is actually Ecaflip reborn, and having been raised by Kerub (and told plenty of stories of how much of a dick his past self was before finding out who he really is) he has become a much more benevolent being. Joris is accompanied by three of his sons, Kerub along with his other sons Ush (who keeps the godly power of Ecaflip safe) and Asham. &lt;br /&gt;
Similarly, Iop reincarnated as Tristepin with Goultard holding onto his power for him. Tristepin is given his powers back (as well as some memories, bumping up Grovy&#039;s intelligence a few points) during the season finale although Grovy returns them to Goultard as being a god AND being a father to his children Elely and Flopin would be impossible (showing that Iop has learned the lesson from not being there for Cabotine and Iop JR). &lt;br /&gt;
&lt;br /&gt;
On the way in 2016 is two movies; one set in Wakfu after the OVA plot, and another in Dofus about an older Joris with Kerub that is about Boufball (also a witch and possibly Dathura!). &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Teen Pregnant Wakfu.jpg|Teen pregnancy in a children&#039;s cartoon.&lt;br /&gt;
Image:Wakfu Happy Family.jpg|How many cartoons have ships that are not only confirmed, but cemented?&lt;br /&gt;
Image:Harebourg.jpg|Stupid sexy Xelor. &lt;br /&gt;
Image:Super Iopyan.jpg|Grovy goes Super Iopyan. &lt;br /&gt;
Image:Chibi Chibi.jpg|Quite a timeskip. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Netflix!===&lt;br /&gt;
&lt;br /&gt;
[[Image:Wakflix.jpg|thumb|right]]&lt;br /&gt;
On September 9th, 2014 Kickstarter backers received a message that Wakfu season 1, fully dubbed, will be available on Netflix on Sunday September 14th for everyone in the US and it&#039;s maple hat (plus Quebec), Ireland, and the viking nations with the rest of the European Union getting it after Netflix expands to them. Latin American countries get access by the Autumn 2014 season. &lt;br /&gt;
This coincides with the launch of the Steam client for the Wakfu MMO (and [[Krosmaster]]) vidya release.&lt;br /&gt;
&lt;br /&gt;
So if you&#039;ve read this far and haven&#039;t checked it out, you now have NO excuse.&lt;br /&gt;
Initial reaction to early episode mixing was poor, with a common complaint about the actual dubbing itself being voices sound forced, Nox doesn&#039;t have the same manic quality, and Ruel is voiced by Grover from Sesame Street. Some fans noted that many of the characters appearing in less episodes sounded good, with many claiming Adamai&#039;s English voice is preferable. Few complaints were made about the dubs of other languages however. &lt;br /&gt;
Ankama put out a message saying they were still working with audio, but the French audio was made available for English listeners by request.&lt;br /&gt;
&lt;br /&gt;
(Season 2 is on Netflix. Voice acting is much more natural, but still depth and distance.)&lt;br /&gt;
&lt;br /&gt;
===Season 3===&lt;br /&gt;
[[File:My_prayers_to_iop_have_been_blessed.png|thumb|I&#039;d say /co/ and /tg/ took this news very well]]&lt;br /&gt;
On 12 April 2015, Xavier &amp;quot;Xa&amp;quot; Houssin, an artist at Ankama, let slip on his DeviantArt page that Ankama and Netflix had reached a deal for a third season to go into production (see image). Said comment was later retracted, and a more nebulous statement appeared [http://comments.deviantart.com/4/2033297/3806376375].&lt;br /&gt;
&lt;br /&gt;
It was officially confirmed in June 2015 at the Annecy Animation Festival. It will consist of 13 episodes. The Brotherhood of the Forgotten, the villains of the OVAs, are back. Each a child of one of the 12 gods, they want to replace the existing gods for the benefit of all. And they kidnap Evangelyne and Flopin. Cue tower climbing.&lt;br /&gt;
&lt;br /&gt;
===Season 4===&lt;br /&gt;
A kickstarter was launched on June 8th until June 29th, 2020 aiming to fund a forth season, which had been previously confirmed as likely a few weeks prior. The goal has been reached and, in all likelihood, the season should be released sometime in 2021 (or 2022 at the latest assuming it&#039;s not in production hell for whatever reason). Season 4 will likely consist of 13 episodes as shown on the kickstarter page.&lt;br /&gt;
&lt;br /&gt;
===[[Krosmaster]]===&lt;br /&gt;
An addition to the continued Dofus and Wakfu cartoons is a Krosmaster cartoon that will be 52 episodes, animated in the CG style. &lt;br /&gt;
Krosmaster is the story of Xelor being a dick. More specifically, Xelor likes to abduct people from time and force them to fight to the death against each other or monsters, and although it is supposedly four demons who run it Xelor makes little effort to stop them and is implied to spectate. Krosmaster itself is the tabletop game that goes with Wakfu/Dofus.  &lt;br /&gt;
&lt;br /&gt;
So its Battle Royale from all time periods, except everyone gets resurrected and restored with a free mind-wipe before being sent back home. Watch mother forced to fight child, brother fight brother, arch-enemies face off before they face off, and people battle their older/ younger selves! Fun for the whole family!&lt;br /&gt;
&lt;br /&gt;
=Gods and Races=&lt;br /&gt;
In Wakfu, there are 14 &amp;quot;races&amp;quot; which are actually just humans worshiping different gods plus the ordinary un-aligned humans along with the Eliatropes and Dragons. In addition to this there are many non-human races, although since they fulfill the role of subplots in most cases it&#039;s unknown how far their rights go within human communities or what their global politics are despite some living with humans (even holding jobs) and appearing at community events (such as Boufball). They do seem to have gods despite them not counting among the pantheon controlling the world (in addition, some of these gods end up as killable bosses in the vidya).&lt;br /&gt;
&lt;br /&gt;
==Genesis Gods==&lt;br /&gt;
&lt;br /&gt;
===Eliatrope===&lt;br /&gt;
[[Image:Eliatropes.jpg|thumb|right|200px|The six immortal Eliatropes. From left to right: Glip, Mina, Qilby, Chibi, Nora, and Yugo.]]&lt;br /&gt;
The goddess Eliatrope has no true interactions with the world or universe proper, as she exists more as a cosmic force then a thinking/speaking being. &lt;br /&gt;
The Eliatrope race are born able to manipulate Wakfu instinctively. They appear to be normal humans (with slightly pointy ears and sharp canine teeth), although most wear (large) hats to cover up the one difference; large glowing wing-like appendages on the sides of their heads. They do not do this to conceal themselves among humans however, as depictions of ancient Eliatropes still show them wearing large hats. [[Team Fortress 2|Go figure.]] With the hats off, they can use these wings to fly at an expenditure of Wakfu. These wings change shape and position based on the current Wakfu in the area, as well as the mood of the Eliatrope. &lt;br /&gt;
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Eliatropes can create short-lived two-way portals with their hands which they can throw, and by throwing one portal through the other can cause destructive bursts of energy. When in a Dragonball Z style state of combat, they can make many portals which exist as long as they maintain concentration and make constructs out of solid Wakfu to fight with (although thus far this has been shown to be more along the lines of swords and shields than Green Lantern-style boxing gloves and propulsion engines, though whether that&#039;s simply preferred fighting style or an actual limitation isn&#039;t sure). &lt;br /&gt;
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In ancient times, the race was led by the immortal six Eliatropes. Yugo was the &amp;lt;strike&amp;gt;king&amp;lt;/strike&amp;gt; God Emperor of the race, and was known for being both a protector as well as a compassionate being. Qilby was both blessed and cursed (in his own opinion) to recall all events with perfect clarity, including those from past lifetimes leading back to the moment the six first hatched in an otherwise empty existence. Nora was the spiritual leader of the race, being of &amp;quot;equal mind&amp;quot; to Eliatrope herself. Mina was the most clever Eliatrope as well as the diplomat, and settled all conflicts the Eliatropes found themselves in peacefully. Glip was a teacher and had a profound understanding of everything from science to ethics to philosophy which he conferred to each generation. Chibi was an inventor, and was at the core of most Eliatrope scientific advancements.&lt;br /&gt;
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At the end of the Wakfu cartoon series, the Eliatrope race comes to the World of Twelve.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Emprah Yugo.png|Behold, the divine king of the inheritors of creation. Yugo the immortal God Emperor. Protector of the innocent.&lt;br /&gt;
Image:Young Yugo.jpg|The infant Yugo, lovable inheritor to a cozy inn in a small town. Protector of the innocent.&lt;br /&gt;
Image:Nora.jpg|Nora and her brother. The priests of the race, and the closest beings to the Genesis Gods in all of creation. &lt;br /&gt;
Image:Chibi Adult.jpg|Chibi and Grougaloragran as adults. &lt;br /&gt;
Image:Chibi and Grougaloragran.jpg|The reborn infant Chibi and Grougaloragran, Alibert&#039;s next &amp;lt;strike&amp;gt;charity cases&amp;lt;/strike&amp;gt; sons.&lt;br /&gt;
Image:Glip Baltazar.jpg|Glip and the young Baltazar. The Dragons present indicate there was more than the Six. &lt;br /&gt;
Image:Mina Phaeris.jpg|Mina and Phaeris. &lt;br /&gt;
Image:Mina Wakfu.jpg|Mina, as she appeared in one of the vidya. &lt;br /&gt;
Image:Qilby fauxsane.jpg|Qilby playing sane. &lt;br /&gt;
Image:Qilby Insane.jpg|The true face of Qilby. &lt;br /&gt;
Image:Qilby&#039;s personality.png|Qilby&#039;s motives.&lt;br /&gt;
Image:Qilby with Dofus.jpg|Qilby bearing the Dofus containing his long-trapped sister. &lt;br /&gt;
Image:Eliatrope Fury.jpg|Eliatropes aren&#039;t afraid to go full anime. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Great Dragon===&lt;br /&gt;
[[Image:Wakfu Dragons.jpg|thumb|right|200px|The six immortal Dragons. From left to right: Adamai, Grougaloragran, Efrim (bottom), Shinonome (top), Phaeris, and Baltazar.]]&lt;br /&gt;
Like Eliatrope, the Great Dragon does not interact with reality in any known way. &lt;br /&gt;
As intelligent as their Eliatrope kin, Dragons had the ability to shapeshift into different forms. Although in the Wakfu era Grougaloragran and Adamai take on humanoid appearances (the former as a brown skinned Cra, the latter as a white and blue skinned human), depictions of the past show ancient dragons in their true form alongside their tiny Eliatrope fellows. Young dragons appear to be the same size as their siblings, although at some point they have a growth spurt (since Adamai and Yugo are currently teenagers as of the comics, it must occur in the 20&#039;s or later). &lt;br /&gt;
Newborn Dragons have a degree of capability to them as they are immediately able to walk, fly, and shoot small bursts of flames while their newborn Eliatrope siblings are typical human-like infants. &lt;br /&gt;
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No Dragons other than the firstborn six are described as existing, although in the Wakfu cartoon a flashback depiction of Glip and Baltazar show them teaching a crowd of many young Eliatropes and Dragons. Despite this, when the Emrub Eliatropes emerge there are no dragons other than Baltazar among them. It may be implied then that the Dragon race other than the first six perished with the fall of the Eliatropes, although this would still be only speculation. &lt;br /&gt;
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Each immortal dragon has a similar personality to their sibling although in the Wakfu cartoon Adamai is more hesitant to stick his neck out for the common folk than Yugo, Qilby has gone thoroughly insane from the ennui of his life while Shinonome remains a voice of reason (speaking telepathically as a fetus from inside her Dofus), and while the newborn infant Chibi is trusting of Qilby (he&#039;s just a baby after all) the newborn Grougaloragran is hostile to him and tries to attack him.&lt;br /&gt;
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Despite coming in different colors, all Dragons seem to breath fire. They have exhibited the ability to animate golems of stone during the first season of Wakfu, although whether this was preparation of the the aged Grougaloragran or some inherent ability (as Adamai only does this once despite being in multiple combat situations over the course of the series and comics, and Grougaloragran&#039;s golems were the protectors of his Dofus and animated despite his death) is unknown. &lt;br /&gt;
&amp;lt;gallery&amp;gt; &lt;br /&gt;
Image:Grougaloragran Cra.jpg|Grougaloragran&#039;s human form. &lt;br /&gt;
Image:Grougaloragran Dragon.jpg|Grougaloragran (Groo Gall Or Uh Gran) in his true form. &lt;br /&gt;
Image:Phaeris Human.jpg|Phaeris as a human. &lt;br /&gt;
Image:Phaeris Dragon.jpg|Phaeris the Dragon. &lt;br /&gt;
Image:Baltazar Human.jpg|Baltazar as a human. &lt;br /&gt;
Image:Baltazar Dragon Young.jpg|Baltazar when he was in his prime. &lt;br /&gt;
Image:Baltazar Dragon Old.jpg|Baltazar as an old man guarding Emrub. &lt;br /&gt;
Image:Adamai Human.jpg|Adamai&#039;s human form. Derp. &lt;br /&gt;
Image:Adamai Dragon.jpg|Adamai&#039;s adult dragon form. &lt;br /&gt;
Image:Efrim.jpg|Efrim, only ever seen in his draconic form. &lt;br /&gt;
Image:Shinonome.jpg|Shinonome projecting a telepathic image of herself in an attempt to reason with her crazed brother. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Human Gods/Races==&lt;br /&gt;
[[Image:Wakfu Humans at the beach.jpg|thumb|right|150px|Three human females playing at the beach! Nothing heretical here.]]&lt;br /&gt;
Each human &amp;quot;race&amp;quot; takes the form of the god they worship, although some take different forms based on how their faith works and the strength of the gods. Each god name comes from a pun of some kind.&lt;br /&gt;
[[Image:Wakfu Humans.gif|thumb|right|150px|Three unaligned humans.]]&lt;br /&gt;
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The human races of the setting can interbreed, and all resultant children are full-breeds rather than having a half template. The one exception to this rule is an eccentric (and vaguely evil) noble named Shak Shaka, who was born to an Ecaflip and Xelor and raised by his grandparents. He seems to bear the marks of both and was confirmed to have powers from both. Despite this, he mostly relies on his army of robots to get the job done. Tot said in an interview it isn&#039;t impossible to become a hybrid through worship of two gods so it appears as if it is either because Humans rarely devote themselves to more than one God, or because the Gods are jealous and unlikely to give their blessing to another God&#039;s follower. But any explanation is purely speculation at this point. &lt;br /&gt;
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In addition, a child can be produced from a race that neither parent is a member of (a panda human could bang a dwarf and the resultant child could be an elf for example). Souls choose their deity before being born back into the world and take the form of their god during gestation so genetics and the religion you&#039;re raised with don&#039;t matter, although generally a soul tends to be born to at least one parent of their own race. Children can change races before puberty, although after that point it&#039;s more or less permanent. &lt;br /&gt;
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Whether souls get to wait in line and watch for fertilization to occur to jump into the world like the movie The Blue Bird, if gods get to drop souls into fetuses as part of their daily routine, or if some kind of waterfowl-based soul delivery system is employed is unknown. Genetics are also unknown, as a red-headed Caucasian looking Iop and a blond Cra appearing to be of African descent could theoretically produce a blue-haired Ecaflip with calves like cantaloupes. &lt;br /&gt;
&lt;br /&gt;
It&#039;s unknown if humans and other humanoids could interbreed, such as Bwork/Sacrier or Eliatrope/Sadida pairings. &lt;br /&gt;
&lt;br /&gt;
===Osamodas&#039; whip===&lt;br /&gt;
&lt;br /&gt;
Derived from [[Slaanesh|&amp;quot;Sadomaso&amp;quot;]] as they are the beast taming class, they are the animal loving hippies/frontiersmen of the setting. Known for stealing all the Ecaflip wimmenz. &lt;br /&gt;
Along with Sadida, Osamodas did the most to shape the World of (number) by creating the original animals. His own dragon companions Ouronigride, Helioboros, and Spiritia created the microbes who were the original (post-Eliatrope) life on the World of Twelve simply by exploring it. &lt;br /&gt;
Osamodas has done little in actual human age lore. At one point in the Wakfu era, he wandered the world and came upon a group of princesses who made sport of humiliating suitors. After being called &amp;quot;uglier than a Bwork&amp;quot;, he cursed them to be hideous and told them that only a kiss from a pure soul would cure them (with impure souls becoming frogs). Said claim was a lie, it was actually an act of altruism that cured them. &lt;br /&gt;
&lt;br /&gt;
Back in the Dofus era they were tan skinned humans with small horns, but in the Wakfu era Osamodas took on a blue-skinned white-haired look. &lt;br /&gt;
Humans who worship Osamodas have powers over animals, being able to &amp;quot;collect&amp;quot; their essence and gain their strengths like most fantasy setting Shamans. Osamodas in the Wakfu era often keep a symbiotic pet called a Gobgob close to them. Gobgobs are explained to be &amp;quot;mineral&amp;quot; beings who gain powers by eating stones (and Orgines). Their intelligence is unknown, but they are described to worship Osamodas as well. Gobgobs feed on the Wakfu of their master, and as a result die and heal at the same time.&lt;br /&gt;
It&#039;s not known how an Osamodas gains a Gobgob or if they can dismiss them afterwards although they are described as being given to apprentice adventurers and in the animated preview for the Wakfu vidya a child Osamodas has one. Despite this few Osamodas depicted in the cartoon are shown to have one. They eat souls to transform into the shape of animals, although they don&#039;t absorb them and spit them out afterwards while retaining the knowledge of the being&#039;s essence. &lt;br /&gt;
In the Dofus era, Osamodas would summon animals straight from Incarnum to aid them. Ogrests Chaos disrupted this power, hence the creation of Gobgobs during the reconstruction of the world. &lt;br /&gt;
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Back in the Dofus era, Foggernauts worshiped Osamodas as well, but as a god of the sea and as a result they are a mostly seafaring race that were mostly just blond humans overly fond of brass. The Foggernauts developed Wakfu-based steampunk technology, like primitive Eliatropes. Ogrests Chaos and the rising seas fucked them over royally, and they lost faith in Osamodas as well as Gods in general and became a reclusive race that developed their nation of Sufokia. They finally make contact with the world again in the Wakfu cartoon, where they have advanced beyond their steampunk era and into 80&#039;s style Stasis-powered submarines that transform into giant robots. They use their formidable forces to beat back a full fledged invasion of Rushu back into his realm. Their prince, Adale, is...effeminate, and implies the eventual goal of the Sufokians is to kill the gods (he&#039;s also apparently a fan of Kerub as his prized &amp;quot;ancient teacup&amp;quot; bears the old Tom&#039;s likeness). Frida Mofette, their general (nicknamed &amp;quot;Admiral Crazytits&amp;quot; by /co/ and the Wakfu community at large), is a &amp;lt;strike&amp;gt;batshit insane and sadistic brute&amp;lt;/strike&amp;gt; GLORIOUSLY AMAZING LEADER THAT WADED INTO THE THICK OF BATTLE TO WIN VICTORY ON THE BEACH! &lt;br /&gt;
In the Wakfu game, Foggernauts are playable as human souls that reincarnated into the bodies of robots that run on Stasis (all of which appear to be males unfortunately). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Osamodas2.jpg|Osamodas as worshipped by the Osamodas race. &lt;br /&gt;
Image:Oktopodas.jpg|Oktapodas, an aspect of Osamodas worshipped by Foggernauts in the Dofus era. &lt;br /&gt;
Image:Dofus Osamodas.jpg|An Osamodas male from the Dofus era.&lt;br /&gt;
Image:Dofus Osamodas Female.png|An Osamodas female from the Dofus era.&lt;br /&gt;
Image:Osamodas.jpg|Osamodas in the Wakfu era.&lt;br /&gt;
Image:Osamodas Boufball Crowd.PNG|An Osamodas enjoying a game of &amp;lt;strike&amp;gt;Blood Bowl&amp;lt;/strike&amp;gt; Boufball. &lt;br /&gt;
Image:Dofus Foggernaut Male.png|Foggernaut male in the Dofus era.&lt;br /&gt;
Image:Dofus Foggernaut Female.png|Foggernaut female in the Dofus era.&lt;br /&gt;
Image:Foggernaut (human).jpg|Wakfu era Foggernauts. On the left, Prince Adale. On the right, General Mofette.&lt;br /&gt;
Image:Foggernauts (Wakfu).jpg|The other kind of Wakfu Foggernauts.&lt;br /&gt;
Image:Sufokian military.gif|The Sufokian military. Yes, these ladies managed to beat back the Chaos God of the setting. &lt;br /&gt;
Image:Crazytits.gif|Do not fuck with the General.&lt;br /&gt;
Image:Sufokians.jpg|The Sufokian high command. Once again, this bears repeating; they beat back an invasion from the biggest villain in the setting (&amp;lt;strike&amp;gt;other than Ogrest&amp;lt;/strike&amp;gt;Not a villain in the animated continuity anyway).&lt;br /&gt;
Image:Sufokian Mecha.jpg|Still totally a fantasy world, we swear!&lt;br /&gt;
Image:Prince Adale.gif|Adale and his Kerub cup.&lt;br /&gt;
Image:Argon Gass.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sadida&#039;s shoe===&lt;br /&gt;
&lt;br /&gt;
Plant people who worship Sadida. Sadida is Adidas backwards, referring to how the race are almost always barefoot. &lt;br /&gt;
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Sadidas are a race of vaguely Polynesian druidic people (the kind that summon naughty &amp;lt;strike&amp;gt;tentacles&amp;lt;/strike&amp;gt; vines out of nowhere rather than the animal-worshiping kind) with plant-like bodies. They have their own kingdom which contains a tree that binds their entire race together. If that tree is destroyed, their skin turns to wood (they don&#039;t die however; &amp;quot;fate worse than death&amp;quot; style, so no reincarnation). Guess what becomes a plot in the cartoon? If you said &amp;quot;socks&amp;quot;, you&#039;re fucking wrong!&lt;br /&gt;
&lt;br /&gt;
Sadida males have green beards which cover their entire faces which are apparently present from birth, and somehow the race method of reproduction is to harvest babies from a cabbage patch as shown in the credits of an episode of Wakfu (although some fans have fan-canoned that was in fact a depiction of a ritual celebrating the time that Sadida babysat the infant Goultard while partaking of the sacred herb, called &amp;quot;Peas Nut Innaoven&amp;quot;) despite them being Humans. &lt;br /&gt;
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In order to ensure there would be mortal Dragons in the world (why he cared, nobody really knows) Sadida created a series of living dolls using part of his soul who seduced Osamodas&#039;s asexual Dragons (when Sadida is involved, just give up making sense of it) so they would lay eggs; the Primordial Dofus. As a result, Sadidas can place a portion of their souls into dolls of various kinds which help them fight. Sadida&#039;s own dolls wandered the world getting into shenanigans, without Sadida really caring. In the animated series, Princess Amalia (one of the main characters) has a doll which is loyal while behaving independent of herself such as when it leaped in front of her to be filled with arrows that would have killed her then looked back at her and smiled for approval, although during episodes in which she is possessed or mind-controlled it behaves the same as she would by going on a berserk rampage while suffering from a demonic poison or going inert while in a stupor. In the vidya however the dolls last only one fight, with multiple ones summoned at a time including suicide bomber ones; only a few times in the series does Amalia demonstrate the ability to use other dolls however.&lt;br /&gt;
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Along with Osamodas, Sadida is the god most responsible for the state of the world. As part of their reconstruction efforts to fix the damage caused by Ogrests Chaos the two collaborated on giving most animals &amp;quot;seeds&amp;quot; that can be harvested from corpses which can be planted to regrow more (this is more of a game mechanic than outright canon, but until otherwise contradicted is probably canon as Ankama keeps gameplay and plot somewhat tied together for humor).&lt;br /&gt;
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Sadida is one of the less mentally stable gods, and adopts different personalities as he wears different masks. Although the Sadida race generally ignore this aspect, a whole different race takes part in this aspect; Masqueraiders. &lt;br /&gt;
Masqueraiders came about when the god Iop bedded one of Sadida&#039;s dolls. She gave birth to a monstrous being, who was invincible. She took it to the frozen land of Frigost to raise, but it dreamed of fleeing the cave it had known its whole life and seeing the rest of the world. After escaping its mother, the beast went on a rampage through the civilized world, causing massive destruction and death. Sadida attempted to kill his accidental sire, but found the creature was indestructible. Instead, Sadida severed its soul in the same manner that had created its mother. Each fragment was placed in a mask, with the final fragment in a magical amulet. He then created a Yeti monster (called a YeCh&#039;ti) from his own hair (cut from an unnamed &amp;quot;unsavory place&amp;quot;). The beast kept the mother of the invincible creature imprisoned, and kept the masks and amulet from being taken by mortals (or other gods). But the YeCh&#039;ti grew bored, and after an adventurer blacksmith stumbled on his cave he demanded entertainment. During the times when the YeCh&#039;ti was entertained the adventurer stole the artifacts and left the cave. Since then, the race of Maqueraiders (inspired by the story) have existed as a brotherhood of beings lead by Sadida himself who use a type of magic known only to themselves which is primal and beyond the strength of any being to fully control. Seeking and uniting the masks is something some Masqueraiders dream of, although only a great adventurer of their number (Maskmane, who is a &amp;lt;strike&amp;gt;villain&amp;lt;/strike&amp;gt; anti-hero, at least in his comic) has actually had a chance of doing so. &lt;br /&gt;
Masqueraiders are a very VERY fucking unpredictable race in the truest sense of &amp;quot;Chaotic Neutral&amp;quot;, They wear a multitude of different masks and their goals/behavior differs based on which one they are wearing. They use powers granted by these masks in combat and switch between them rapidly, which makes them even MORE unpredictable. In lore, they tend to organize as secretive tribes and live as nomads (so Gypsies). &lt;br /&gt;
&lt;br /&gt;
In addition to the proper Sadidas and the Masqueraiders, there is a third notable group of Sadidas. On an island near Bonta lies the Kanniballs, Sadida conservatives who look down on the more civilized mainstream Sadida people that construct stone buildings around trees and use wood (harvested dead wood rather than cut, similar to Dwarf Fortress Elves) to create elaborate tree canopy cities. Kanniballs by contrast dwell in straw huts tied to trees, which use stone weights to lift into the higher branches and lower to the ground again. Like Masqueraiders Kanniballs wear masks although there is no explanation as to why, and they use the powers more commonly attributed to the main Sadida class. Kanniballs worship a small intelligent monkey named Moon, who possesses a magical hammer that gives him the powers of a god including control over the island as well as immortality, granted to him by Sadida himself for unknown reasons during the pre-Dofus era. Moon&#039;s high priest is the absolute ruler of the island, and power struggles seem to occur often. The Kanniballs were lead by an evil usurper priest to attempt to eat Yugo and Evangeline while sacrificing Amalia to Moon as a heretic (instead however Moon simply dragged her away to bring her to his favorite place to see the night moon, possibly as his version of a date), although the only Kanniball who actually displayed cannibalistic tendencies was Saul himself as he spoke of the quality of their meat (although this may have been simply taunting). After Saul stole Moon&#039;s hammer to become a god and the Brotherhood defeated him, the good-hearted priest was restored to his position and the Kanniballs became friendly again. It&#039;s suggested through Krosmaster fluff that they go through these periods of hostility and friendliness frequently. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Sadida2.jpg|Sadida as worshipped by Sadidas.&lt;br /&gt;
Image:SadidaMasque.jpg|Sadida as worshipped by Masqueraiders.&lt;br /&gt;
Image:Dofus Sadida Male.png|Sadida male in the Dofus era.&lt;br /&gt;
Image:Sadida female.png|Sadida female in the Dofus era. &lt;br /&gt;
Image:Sadida.jpg|Wakfu era Sadidas.&lt;br /&gt;
Image:Dofus Masqueraider Male.png|Masqueraider male in the Dofus era.&lt;br /&gt;
Image:Dofus Masqueraider Female.png|Masqueraider female in the Dofus era.&lt;br /&gt;
Image:Masqueraiders.jpg|Wakfu era Masqueraiders.&lt;br /&gt;
Image:Sadida Kingdom.png|A Sadida community.&lt;br /&gt;
Image:Sadida Singer.PNG|Sadida femme.&lt;br /&gt;
Image:Sadida Muscle.PNG|Sadida masculine.&lt;br /&gt;
Image:Sadida Pecs.jpg|An even MORE masculine Sadida.&lt;br /&gt;
Image:Sadida Babby.JPG|Sadida reproduction methods. Your guess is as good as anyone else&#039;s.&lt;br /&gt;
Image:Loss.jpg&lt;br /&gt;
Image:EvaLearnsToUseHerTongueToPleaseAmalia.gif|Sadida/Cra politics.&lt;br /&gt;
Image:Sadida Marley.jpg|Not everyone gets to look like they were designed by Rob Liefeld.&lt;br /&gt;
Image:Sadida Types.png|Sadidas come in all shapes and sizes...and genera. &lt;br /&gt;
Image:Sadida Festival.jpg|Truly the master race. &lt;br /&gt;
Image:Amaliass.jpg|Homina homina homina!&lt;br /&gt;
Image:Sadida Fan.jpg|Why most people love Sadidas.&lt;br /&gt;
Image:Sadida King.jpg|The king of the Sadidas is clearly a fan of &amp;lt;strike&amp;gt;pub cuisine&amp;lt;/strike&amp;gt; Enutrof culture. &lt;br /&gt;
Image:Sadida Girl.png&lt;br /&gt;
Image:White Sadida.png|A Caucasian Sadida.&lt;br /&gt;
Image:Masquraider Victor Don Voom.png&lt;br /&gt;
Image:Masqueraider Art.jpg|At least you know they&#039;re as likely to pat you on the shoulder as they are to stab you in the rectum well ahead of time.&lt;br /&gt;
Image:Maskemane.jpg|Chaotic Neutral. &#039;Nuff said.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Xelor&#039;s sandglass===&lt;br /&gt;
[[Image:Xelor&#039;s Clock.jpg|thumb|right|200px|Xelor&#039;s Clock.]]&lt;br /&gt;
Time wizards, and Rolex (a famous and high-end watchmaker for you Iops trying to read this) backwards. &lt;br /&gt;
The god Xelor is the one who created time and made it measurable when he descended to the World of Twelve. He created a clock by pooling a portion of reality and the Wakfu it contained then formed a swarm of bronze butterflies which formed the body and internal mechanisms of a clock. He created four more transparent ones hitched to the mechanisms for seasons, then set a magical frog to follow them around it. He set the rhythm of the frog&#039;s heart to the beat of the six Primordial Dofus, which all other being&#039;s hearts are set to as well. He set eleven purple magical gems around the outside of the clock to mark the months, then struck the ground of the World of Twelve with his magic hammer. The reverberating &amp;quot;tick&amp;quot; and &amp;quot;tock&amp;quot; onomatopoeia were placed in his pocket, then added to the clock. Finally he set aligned the seasons to the transparent butterflies. Each season&#039;s length was dedicated to one of his fellow gods: Summer for Iop, Ecaflip, and Cra, Fall for Feca and himself; Winter for Sram, Enutrof and Osamodas; and Spring for Eniripsa and Sadida. Rushu demanded in on the clock idea to make himself permanently bound to the world, and scratched a mark for December which caused black maggots to grow to slow down the butterflies and make the final month a reality (setting mortal lives out of sync with the measure of time). When Sacrier joined the ranks of the gods and was shown the clock, she made the gods feel the mortality of their followers in the seconds and shed a tear for the massive amounts of mortal lives lost down below which caused a time anomaly that causes Bonta and Brakmar to rebuild each time they destroy each other. &lt;br /&gt;
&lt;br /&gt;
The Xelor peoples are chronomancers, who link themselves to the TICK TOCK mechanism of the clock to work their magic. They wrap themselves in bandages, apparently to keep from losing body parts to their warping abilities, and keep their general shape as they are prone to turning to dust as they use their magic with greater frequency. As a result, it&#039;s almost impossible to tell how old any actually are. Dofus-era Xelor dressed in robes not unlike Final Fantasy Black Mages, while Wakfu-era Xelor wear armor with gear embellishments, and masks which obscure their faces and give them a somewhat mechanical appearance. When not using time magic, Xelor are often predisposed to many kinds of craftsmanship, but most notably in the fields of making clocks, timepieces, and clockwork devices. They also seem to have a notorious propensity for losing their sanity, as at least four antagonists and enemies from across the Dofus and Wakfu era media are Xelor who have lost their minds and begun wreaking havoc in the World of Twelve. (The Mad Xelor from Treasures of Kerub, Count Harebourg of Frigost, his subordinate Missiz Freezz the Smithimagus, and Nox.)&lt;br /&gt;
&lt;br /&gt;
Xelor tends to be a bit hands-off in regards to his followers. Instead, he prefers fucking with everyone else. The tabletop game [[Krosmaster]] is actually a game that consists of Xelor and some Demons (who tend to get into his realm from time to time (no pun intended), although it&#039;s questionable if they break in or are there by invitation) abducting heroes from the timeline and forcing them to fight each other for literally no good reason. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Xelor2.jpg|Xelor.&lt;br /&gt;
Image:Xelor Dofus Vid.jpg|Xelor as seen in a Dofus animation.&lt;br /&gt;
Image:Xelorium.jpg|Xelorium, the realm of Xelor. &lt;br /&gt;
Image:Dofus Xelor Male.png|Male Xelor from the Dofus era.&lt;br /&gt;
Image:Dofus Xelor Female.png|Female Xelor from the Dofus era.&lt;br /&gt;
Image:Xelor.jpg|Xelors from the Wakfu era.&lt;br /&gt;
Image:Xelorette.jpg|A Xelorette.&lt;br /&gt;
Image:Xelor Chess.png|Xelor himself is a dick. &lt;br /&gt;
Image:Xelor Cult.png|Because Mormons don&#039;t get to stop time. &lt;br /&gt;
Image:Wakfu Months.png|The names of the months in Wakfu.&lt;br /&gt;
Image:Wakfu Clas Babies.JPG|Playing William Tell with a Xelor&#039;s hourglass isn&#039;t clever. &lt;br /&gt;
Image:Xelor King.jpg|The mysterious king of the Xelors. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Iop&#039;s heart===&lt;br /&gt;
&lt;br /&gt;
The name Iop (spelled I O P, not L O P), like those of most of the races in the world of twelve, is a backwards pun.  &amp;quot;Poi&amp;quot; is the French word for &amp;quot;pea&amp;quot; (hence &amp;quot;Iop-brain&amp;quot; as an insult, analogous to &amp;quot;pea-brain&amp;quot;). It also happens to sound identical to Yop, a yogurt produced by the company Yoplait, for double the food puns.  Iop is a fiery-headed valiant fighter with a thick beard that appears always ready for battle clad in armor. He&#039;s always looking for a challenge and in Rushu&#039;s past invasions fought him and his minions in one-on-one or even one-on-many combat. &lt;br /&gt;
Iop is also quite dim. While being a god does come with its perks like mind-reading and the ability to scry wherever you want, he&#039;s still lower in intelligence than some mortals. In fact, arguably most mortals. He&#039;s also quite prone to arrogance and half-baked decisions based purely on what will get him into the most thrilling fight the quickest.&lt;br /&gt;
One of such decisions was to go out into the world in a mortal form, knock up one of his followers, then just hope everything would go for the best. After a few thousand years though it did. In fact, after a particularly nasty confrontation with Rushu he passed the mantle onto that son (see Goultard above).&lt;br /&gt;
Iop&#039;s most important personal appearance in the mortal world (other than shagging Cabotine) was stepping onto the field of battle to save a Sacrier adventurer who was fighting a villain. No prayer to him required. Additional fluff suggests this was not a one-time thing. &lt;br /&gt;
Iop has produced demigods with mortals in the past, although it&#039;s not known exactly how many. Goultard is obviously his son, as well as his champion. At one point, Iop was seduced by one of Sadida&#039;s rogue dolls. Horrified at what he had done, he and Sadida pow-wow&#039;ed about what to do. The beast was split into masks which were spread throughout the world. &lt;br /&gt;
At some point in the Wakfu era, Iop incarnated himself into a mortal form. His power was inherited by Goultard, and kept safe until he needed it returned to him. After that point Goultard was entrusted to become Iop permanently. &lt;br /&gt;
&lt;br /&gt;
Iop, and Iops themselves, are best described as [[Dungeons and Dragons]] [[Knight|Cavaliers]] and [[barbarian|Barbarians]]. Iops tend to be fairly unintelligent, although this ranges from individual to individual with some being dumb as soggy boxes of rocks like Kriss Krass&#039;s Iop Boufball teammate, while others just average intelligence coupled with rash behavior (such as Ziza from Treasures of Kerub), and some (like Tristepin &amp;quot;Sadlygrove&amp;quot; in the Wakfu cartoon) being very intelligent in categories they deem important (Knowledge: Dungeoneering, Knowledge: Religion (Iop), Knowledge: Geography) while using WIS as their dump stat. &lt;br /&gt;
&lt;br /&gt;
Physically, Iops are among the most Human of the races. They have red hair (usually), pointy ears (more like cut ears than elven ears however), usually are depicted with small or no noses, and tend to not have pupils although exceptions exist like Ziza, Grovy, and post-movie Goutlard. This may be intended to give them a wider range of expression for the audience as they are important characters, but the animated trailer for the Wakfu video game depicts a female Iop who has pupils while calm before her eyes turn milky white and bulge while she cackles in the middle of a fight. Thus it can be implied that the lack of pupils is simply a berserker state&lt;br /&gt;
&lt;br /&gt;
The main organization of Iops are the Shushu Knights, an order of Goultard&#039;s disciples who use Shushus (demons) bound into objects to fight. Iops must balance the destructive and manipulative nature of their Shushu and form a common bond with them in order to unlock their full potential (which isn&#039;t hard, as the combat-loving Iops find a lot in common with their Shushu when something bigger and more arrogant than it starts trash talking). Some Shushus however cannot be reasoned with, and must be kept contained rather than used.&lt;br /&gt;
There isn&#039;t a formal organization of the Shushu Knights, and they are of loose noble bearing (Tristepin remarks at one point that heraldry is worthless, although he places great importance on reputation of notable individuals and of stories of battle). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Iop2.jpg|Iop&lt;br /&gt;
Image:Iop Goes To War.jpg|Iop makes himself mortal for the sake of kicking someone&#039;s ass. &lt;br /&gt;
Image:Iop Sadida Doll.jpg|Iop falls in love with a tranny in a sock (puppet). &lt;br /&gt;
Image:Goultard.jpg|Goultard, demigod son of Iop, and his replacement post-Wakfu. &lt;br /&gt;
Image:Dofus Iop Male.png|Dofus era Iop male.&lt;br /&gt;
Image:Dofus Iop Female.png|Dofus era Iop female.&lt;br /&gt;
Image:Iop.jpg|Wakfu era Iops.&lt;br /&gt;
Image:Iop Eyes.png|Pupils?&lt;br /&gt;
Image:Iop Eyes2.jpg|No wait, they went away. &lt;br /&gt;
Image:Ziza.GIF|Just because Ziza has pupils doesn&#039;t make badly edited 1d4chan pages easier to read. &lt;br /&gt;
Image:Iopette.jpg|&amp;quot;And Iop said; let them go commando.&amp;quot; &lt;br /&gt;
Image:Iop Cra.PNG|The dumber they come, the more the Cra like them &#039;cause the dumb ones know how to make love!&lt;br /&gt;
Image:Yop2.jpg|Because nothing says valor like yummy strawberry-flavored bacteria paste!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cra&#039;s range===&lt;br /&gt;
Cra backwards is arc, referring to the fact that they&#039;re the archers of the setting. &lt;br /&gt;
Culturally Cras are very regimented and srs business. Military service is compulsory, they have ABSOLUTE loyalty to their matriarchal leader, debts and honor and all that jazz, the political leanings of the kingdom are reflected in the attitudes of many if not most Cras towards those who come from that region, and they do NOT fuck around when shit gets real. Generally speaking, Cra are Israelis but without neighbors who hate them. Quite the opposite in fact, the Sadida and Cra kingdoms are very close allies which is why the princess of the Sadidas (Amalia) has a very loyal Cra bodyguard and life companion from a high noble house (Evangelyne) who grew up with her almost from toddler age. &lt;br /&gt;
&lt;br /&gt;
Most Cra carry magical bows, which actually form energy arrows rather than physical ones (which they fire at a rate which would make [[High Elves|Sisters of Avelorn]] gasp in astonishment). Any physical arrows a Cra employs are more likely to be trick arrows, more on par with Green Arrow (silver age comics, not television drama). While in the vidya you of course get different bows constantly (yes, Ankama did in fact employ the pun &amp;quot;bow job&amp;quot; repeatedly from class trainers) the cartoon implies that it is a great dishonor and tragic event to have your bow broken. &lt;br /&gt;
&lt;br /&gt;
While most classes simply channel different flavors of magic in their powers, or while Iops simply have a Shushu of a different elemental leaning in their weapon/tool, Cras have different bows depending on their element of choice in powers. A bow that appears to be made from living plants for example may allow them to shoot magical life arrows that cause vines to appear where an arrow strikes. A bow that seems to be strung with sparks may shoot fireballs, while a bow that looks like it&#039;s made of ice or blobby liquid...well, you get the idea. &lt;br /&gt;
&lt;br /&gt;
Physically, Cra resemble elves from many classic settings. They have &amp;lt;strike&amp;gt;knife ears&amp;lt;/strike&amp;gt; pointy and long ears, tend towards being blond with fair skin (with adorable freckles!), are tall and lithe, and live in forests (hence their closeness to the Sadida people).&lt;br /&gt;
&lt;br /&gt;
Cra&#039;s personality itself isn&#039;t known as she&#039;s had very few actual appearances in the lore by herself. Most of what is known about her is in the picture below, which seems to imply that she&#039;s the typical calm and reserved elven personality (with breast envy (which is made all the more funny when you realize that Evangelyne is the most hourglass-figured female in the Brotherhood of Tofu)). &lt;br /&gt;
&lt;br /&gt;
Fluff given in the Wakfu video game implies that Cra and Iops, despite having sharply contrasting personalities, get along well together as both are strong-willed and combat-oriented classes. While this is mostly a case of fluff reflecting in-game mechanics and player tendencies, the romance between Tristepin and Evangelyne in the cartoon is nonetheless a possible indicator of Cra and Iop relations.&lt;br /&gt;
&lt;br /&gt;
According to /co/ Cra females have puffy vulva due to Evangelyne&#039;s rather ample pubic mound in her Season 2 costume (this is a positive as they tell it), and thanks to her VERY ample crotch bulge in the second Boufball arc after taking a Rule 63 potion (I swear I am not making this up) the males are apparently toting kickstands. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Cra2.jpg|Cra&lt;br /&gt;
Image:Dofus Cra Male.png|Dofus era Cra male.&lt;br /&gt;
Image:Dofus Cra Female.png|Dofus era Cra female.&lt;br /&gt;
Image:Cra.jpg|Wakfu era Cra.&lt;br /&gt;
Image:Cra Arrow Nibble.jpg|They may nag, but they make up for it in adorableness.  &lt;br /&gt;
Image:Evangelyne Cosplay.jpg|Guh ♥.&lt;br /&gt;
Image:Evangelyne Shower.png|Hnng!&lt;br /&gt;
Image:Cleophee 1.png|All the looks of an elf, but still gloriously human. &lt;br /&gt;
Image:Knife Ears.jpg|Dem ears.&lt;br /&gt;
Image:Elf Commissar.jpg|Despite how adorable they are, this isn&#039;t a bad depiction of them in regards to their place in the world.&lt;br /&gt;
Image:Elf Human Politics.gif|Like [[J. R. R. Tolkien|Beren and Lúthien]], but less biblical. &lt;br /&gt;
Image:Cra Courtship.JPG|Playing &amp;quot;Kiss and William Tell&amp;quot; on the second date is for Cra of low class, the rule is one month before you start getting serious.&lt;br /&gt;
Image:Crass.PNG|Society frowns on non-lawfully aligned Cra. We know because we get treated to half a season of it in Wakfu.&lt;br /&gt;
Image:Petite Cra Et Sadida.JPG|Adorable politics, or slavery of child soldiers? You decide!&lt;br /&gt;
Image:Evangelion Wakfu.gif|A mid-teens Cra. Yes, that&#039;s Evangelyne. Yes, it actually happened in the cartoon for real. No, you don&#039;t get to know the context without watching the episode. &lt;br /&gt;
Image:Metro Cra.png|Just when you thought you had long-ear genders figured out...&lt;br /&gt;
Image:Black Cra.png|Not all Cra are paler than milk.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ecaflip&#039;s coin===&lt;br /&gt;
Tie with Pandawas for the least human race in the setting. Ecaflips are the cat people, and their race name backwards &amp;quot;pil face&amp;quot; means &amp;quot;tail head&amp;quot; (like &amp;quot;heads or tails&amp;quot; coin flipping) in French. &lt;br /&gt;
&lt;br /&gt;
Ecaflip is the single most involved god in the Twelve, to the point that he spent almost the entirety of the Dofus era in the mortal world as the leader of the Ecaflip race, centrally located in &amp;quot;Ecaflip City&amp;quot; (more or less one giant casino) and also managing/DJ-ing his popular romantic 80&#039;s nightclub &amp;quot;The Kasbah of Love&amp;quot;. He has also produced a metric fuckload of demigods, putting Zeus to shame. In his spare time, he guides/fucks with his son and champion Kerub (the main character of the Dofus cartoon) who is immortal. Generally speaking, Ecaflip is a dick and behaves more akin to a Greek god than anything else by fucking up people&#039;s lives and claiming it was to &amp;quot;teach them an important lesson&amp;quot; while cackling about their extreme fates (both good and bad). At some point during the Dofus era, during Kerub&#039;s later years (before Treasures of Kerub) he incarnated himself in the mortal world. &lt;br /&gt;
Ecaflip appears as a six-legged giant cat, which varies in how humanoid he can be. In the Dofus era, he resembled a white Persian with his features glowing like neon. In the Wakfu era he more closely resembles a brown Cheshire-style cat (noticeably similar to the Catbus from Studio Ghibli&#039;s &amp;quot;My Neighbor Totoro&amp;quot; actually). In the comics, he appeared as a six-armed Ecaflip with a grin that would put Conrad Veidt to shame. &lt;br /&gt;
&lt;br /&gt;
The Ecaflips themselves have prehensile tails, are covered in fur to varying degrees, and come in colors and patterns that one would expect cats to appear in as well as more human hair colors. Any place humans have hair (top of the head, chest, forearms, and so on) appears to behave like typical human hair. Ecaflips have cat-like noses and sharp teeth, although they lack a snout. Different depictions show Ecaflips with pads on their palms or with ordinary human hands; this may simply be an indication of their faith manifesting in different ways and degrees however. In the vidya, Ecaflips using the water element have the ability to control their fleas as a swarm and use them to attack foes, which may be both an indicator that fleas are common nuisances to Ecaflips as well as the fact you REALLY don&#039;t want to piss one off in a domestic situation. &lt;br /&gt;
Ecaflips have retractable claws, although unlike real cats this is more of a fingernail rather than the final digit. They also have cat-like ears on the top of their head, lacking any on the sides (because four ears would be silly). Finally, the bulk of their fur seems to depend on the appearance of Ecaflip as in the Dofus era they were noticeably more poofy compared to the Wakfu appearance, which appears to only have enough of a fine layer of fur to cause a skin tone effect. They also evidently purr and hiss depending on their mood. According to a Wakfu character named Miranda in a backstory comic, Ecaflips are stereotypically depicted as not liking rain and being afraid of lightning. The says then that it is true. This may or may not be factual as she was using it as an excuse to slip into her future husband&#039;s wagon for the night however...&lt;br /&gt;
&lt;br /&gt;
Ecaflips are gamblers. In the video game, they rely on luck to fight by using attacks which can deal strong beneficial effects, or minor inconvenient ones. In the cartoon however, Kerub fights with the skill of a Rogue and only relies on luck while making risky moves (in other words, he literally behaves like he&#039;s rolling for natural 1&#039;s or natural 20&#039;s to pull off his shenanigans). &lt;br /&gt;
While it&#039;s apparent that most Ecaflips are naturally drawn to risky lifestyles as well, this manifests in different ways. For example Miranda was a merchant who shunned the adventurer lifestyle as well as their companionship, but fell in love with and married a retired adventurer regardless and they set up their shop at a crossroads where adventurers frequent. Despite this, she still avoids the active commerce trade and mostly deals with exotic artifacts and screened wealthy buyers. By contrast, Kerub spent his entire life gambling on one decision to another and behaving like a young Scrooge McDuck. After coming to Ecaflip City and losing everything (including the wedding ring, and thanks to Ecaflip&#039;s dickery, the memories his fiance had of him) he swore to never gamble again in his life and after a difficult process of recovery and rehab for his addiction adopted a small boy then opened a shop to sell treasures from his old adventuring days. Julie, also from the Dofus series, never exhibits any gambling or risk-taking behavior other than falling in love with Simone at first sight and leaving town to accompany her on her travels. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a noticeable trend that Ecaflips and Osamodas seem to gravitate together like Cra and Iops. Whether this is true of the world, or just a coincidental pairing of two groups of characters from both cartoons is up for debate. &lt;br /&gt;
&lt;br /&gt;
Some Ecaflips can utilize small cat-like animals called &amp;quot;Bow Meows&amp;quot; which wrap around their arms like bow-ties (hence the name). &lt;br /&gt;
&lt;br /&gt;
Ecaflips have a stated rivalry with the Ouginak race (cats and dogs) to the point that Ouginaks represent bad luck and their God appears as an instant loss card in their vidya gambling moves (with a depiction of Ecaflip himself being the insta-win opposite), although the rivalry does not seem to be militant considering young Dofus Ecaflips go to public school with Ouginaks peacefully and Kerub&#039;s lifelong pursuit of the Ouginak Lou did not earn him any scorn in Ecaflip&#039;s eyes (quite the opposite, Ecaflip derived a great deal of amusement watching him throughout his life-long pursuit of her). What&#039;s interesting about this fact is that Ecaflips are 100% human, while Ouginaks are (possibly) a whole different race entirely. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ecaflip2.jpg|Ecaflip in the Dofus era. Owner and DJ of a popular romantic nightclub. &lt;br /&gt;
Image:Ecaflip Lounge.png|Ecaflip takes a break to enjoy the simple life of fucking with Kerub.&lt;br /&gt;
Image:Ecaflip3.jpg|Ecaflip as he appears in the Wakfu era. It&#039;s unlikely he&#039;s stopped being a douchebag though.&lt;br /&gt;
Ecaflip Comics.jpg|Ecaflip in the comics, mocking his son who is near death. How horrifying. &lt;br /&gt;
Image:Dofus Ecaflip Male.png|Dofus era Ecaflip male.&lt;br /&gt;
Image:Dofus Ecaflip Female.png|Dofus era Ecaflip female.&lt;br /&gt;
Image:Ecaflip.jpg|Wakfu era Ecas.&lt;br /&gt;
Image:Ecaflip Sport Fan.GIF|Ecaflips take Boufball seriously. &lt;br /&gt;
Image:Ecaflip Cards 1.gif|A prayer to Ecaflip.&lt;br /&gt;
Image:Ecaflip Cards 2.gif|Ecaflips have a minimum class requirement Dexterity of 18.&lt;br /&gt;
Image:Ecaflip Bow Meow.jpg|An Ecaflip and her Bow Meow. &lt;br /&gt;
Image:Ecaflip Magic.jpg&lt;br /&gt;
Image:Miranda.jpg|The MILF with the most, Miranda.&lt;br /&gt;
Image:Miranda 2.JPG&lt;br /&gt;
Image:Mirandass.jpg|Dayum!&lt;br /&gt;
Image:Ecaflip City.jpg|Ecaflip City.&lt;br /&gt;
Image:Ecaflip Adventurer Bow Meow.jpg|Goin&#039; on an adventuh&#039;!&lt;br /&gt;
Image:Ecaflip Osamodas.jpg|Kabrok the adventurer Osamodas and his future wife Miranda. &lt;br /&gt;
Image:Ecaflip Osamodas 2.jpg|Blue on brown love.&lt;br /&gt;
Image:Sleeping Ecaflip.jpg&lt;br /&gt;
Image:Ecass.JPG&lt;br /&gt;
Image:Ecaflip Ouginak.PNG|Roll a disguise check, remove all results that aren&#039;t 1 or 20. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eniripsa&#039;s hands===&lt;br /&gt;
Eniripsa are the healer class of the game (Eniripsa=Aspirin). &lt;br /&gt;
Like Cra, the god Eniripsa is one of the more restrained gods, which means like everyone else who doesn&#039;t go full retard and pop into the mortal world for lunch Eniripsa doesn&#039;t have any major appearances in the mortal world. &lt;br /&gt;
&lt;br /&gt;
Eniripsas themselves are primarily alchemists and magic wielders. They range from the maniacal cackling mad scientist (damage oriented) to the saccharine sweet nurse/doctor (healers proper) although their (rare) appearance in the comics and cartoons are in the latter role as the stereotypical fantasy magical healbot. Their role in the vidya isn&#039;t much different, being notably similar to [[Warcraft]] priests. Overpowered damage, or healbots doing their role and nothing else lest they incur the wrath of the martial classes.&lt;br /&gt;
&lt;br /&gt;
Their physical bodies aren&#039;t any different than humans, other than wilder hair colors/styles and having wings. The wings in artwork are wildly different in design, from leathery dragon wings to transparent dragonfly wings to floating bones to feathery angel wings. The size also differs greatly. Their default is small butterfly wings however. They are depicted as hovering with them, although artwork shows them flying as well. &lt;br /&gt;
&lt;br /&gt;
Along with Sadidas, they are the primary healers in crunch (although the often underpowered Sadida are glossed over by [[Munchkin|min/maxers]]). As Ankama enjoys connecting the fluff with player habits, Eniripsas are more connected to the natural world in Wakfu lore by emphasizing their alchemist roles in the world.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Eniripsa.jpg|Eniripsa&lt;br /&gt;
Image:Dofus Eniripsa Male.png|Dofus era Eniripsa male.&lt;br /&gt;
Image:Dofus Eniripsa Female.png|Dofus era Eniripsa female.&lt;br /&gt;
Image:Enripsa.jpg|Wakfu era Eniripsas.&lt;br /&gt;
Image:Eniripsas.JPG|The various Eniripsas seen in the Wakfu cartoon. All as healbots. &lt;br /&gt;
Image:Eniripsa Ragequit.jpg|Don&#039;t call them fairies. &lt;br /&gt;
Image:Eniripsa Lern.png|Eniripsa children&#039;s books. &lt;br /&gt;
Image:Eniripsa Standard Bearer.jpg|Silly healer, standard bearers stand in the front rank! Put the flag down and heal the real fighters.&lt;br /&gt;
Image:Orc Stain Bowie Intro.png|[[Orc Stain|Knowing how to fix something also means you know how to take it apart.]]&lt;br /&gt;
Image:Eniripsa Magic.JPG|Get used to that, because it&#039;s what you&#039;ll be doing for the rest of your life!&lt;br /&gt;
Image:Archimedes.gif|The personality of the average Eniripsa. &lt;br /&gt;
Image:Finisher-eniripsa.gif|Sometimes she does pop down to help her followers out of a bind. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Feca&#039;s shield===&lt;br /&gt;
The name &amp;quot;Feca&amp;quot; comes from &amp;quot;Cafe&amp;quot;, although there&#039;s three explanations for as to why this makes sense. The first is that the first three classes designed (Iop, Feca, and Sram) were just named after food. The second explanation is that as the hipster class, Fecas have a coffee shop personality. Finally, there is a joke about the fact that early incarnations of Fecas had relatively long fights due to their mechanics, leading to the claim that ample coffee is needed to stay awake playing Fecas.&lt;br /&gt;
&lt;br /&gt;
Along with Eniripsa, Feca are the most neglected group in fluff. None have ever made a major role in a comic or cartoon from Ankama, and in the game their plot is minimal. Rare is the Feca you can see in the background. &lt;br /&gt;
&lt;br /&gt;
Physically, they&#039;re human. Flat out ordinary humans.&lt;br /&gt;
Wonder that they get in terms of powers for worshiping Feca as their goddess? Insatiable curiosity, the need to poke their nose into everyone&#039;s business, and a working knowledge of magic items.&lt;br /&gt;
That&#039;s it.&lt;br /&gt;
&lt;br /&gt;
Feca get to identify magic items and their properties as a free action as many times as they want per (small measure of time), and anything important or powerful that wasn&#039;t made by Eliatropes, gods, or Rushu (the few times he&#039;s ever made something) was probably either made or owned by a Feca. &lt;br /&gt;
&lt;br /&gt;
Wanna know what the requirement to be a Feca is? Being a [[Paladin]]. That&#039;s right, in exchange for mastery over gear and loot you have to adhere to a very strict Lawful code of conduct and live a life of self-sacrifice. Internet white knights and moralfags trying to ruin your [[Magical Realm]] fantasies with their refusal to fall who get patted on the head by GMs for helping load everyone up on the railroad get to be Fecas.&lt;br /&gt;
Feca herself must be pretty cool then, right?&lt;br /&gt;
Who knows! Feca is the god with the least amount of fluff to her. We know she rigidly adheres to a martial-oriented rigidly good aligned discipline, and expects the same of her followers. The most we know of her is that she created the robotic race of Mechasms while she and the other pre-god Spirits were traveling the Krosmos. Many years later, she had a son (with who isn&#039;t known) named Otomai. &lt;br /&gt;
&lt;br /&gt;
Otomai spent his time protecting the world, claiming Dofus and hiding them to keep them out of the hands of pesky adventurers who would use the things that make the sun rise and summer turn to fall in order to win sporting events and pick up chicks. During this time he became known as one of the greatest heroes in the world, and refined the art of Alchemy into perfection as well as learning monk-like martial arts. Within his Haven Bag lies hundreds of magical potions to do whatever he wants, and can transform into a talking blue bird at will. Eventually he discovered one of Sadida&#039;s Dolls, Dathura, who had &amp;quot;died&amp;quot; when her crystal heart made of pure Orgines (solidified Wakfu) was destroyed. While attempting to forge a new one for her, he accidentally created a creature of pure Ogrine when his tiny alchemical servants dropped candy into the mix. This creature, Ogrest, became his son and went on adventures while attempting to resurrect Dathura himself. Eventually he succeeded as Ogrest&#039;s tears transformed a sapphire in the shape of a heart into an Orgine heart replacement. Dathura wasn&#039;t the lovely maiden both thought her to be however, and manipulated Ogrest into claiming the strongest of the Dofus Otomai had hidden. Otomai was forced to oppose them, leaving Ogrest feeling abandoned by his father and paving the way for thousands of years of misery for everyone in the world. Eventually the two made up when Otomai, Iop reborn, and the god-king of the Eliatropes all stood against Ogrest and the first six Dragons of the World of Twelve which lead to the end of Ogrest&#039;s Chaos, the return of the childlike form of Ogrest and his making up with Otomai, and Iop losing an arm but finally learning to be responsible. &lt;br /&gt;
&lt;br /&gt;
tl;dr Feca is to blame for everything bad that has ever happened except a few much less cataclysmic things Rushu, Sadida&#039;s soul fragments, and Iop&#039;s penis caused. &lt;br /&gt;
&lt;br /&gt;
Despite the focus on frontline tactics they employ, Feca are not offensively oriented. While Iops prefer to get into a fight and let their hit points and armor do the talking, Feca utilize magical shielding with energy manipulation to deal damage. In D&amp;amp;D terms, Fecas are psionic artifact-bearing monks. &lt;br /&gt;
During the Dofus era, Fecas used much more of their own magical strength to achieve their goals. Wakfu sees them as better equipped, having traded their magical staffs for magitek equipment that&#039;s a half step away from being Tron inspired. &lt;br /&gt;
&lt;br /&gt;
Also, NEEEEEEEEEEEEEEEEEEEEEERDS!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Feca2.jpg|Feca&lt;br /&gt;
Image:Dofus Feca Male.png|Dofus era Feca male.&lt;br /&gt;
Image:Dofus Feca Female.png|Dofus era Feca female.&lt;br /&gt;
Image:Feca.jpg|Wakfu era Feca.&lt;br /&gt;
Image:Feca Royalty.png|The Feca king and his servant.&lt;br /&gt;
Image:Young Otomai.jpg|Otomai in his youthful years in the Dofus era. &lt;br /&gt;
Image:Adult Otomai.png|The older Otomai.&lt;br /&gt;
Image:Otomai Very Old.png|Otomai in the modern era.&lt;br /&gt;
Image:Otomai Booty.png|Otomai&#039;s bird form (after an inelegant arrival).&lt;br /&gt;
Image:Feca Gear.png|Play the nerd you are in real life in a vidya, just as decked out in magical crap as your Warcraft character! What&#039;s not to love?&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Enutrof&#039;s fingers===&lt;br /&gt;
Enutrofs, derived from &amp;quot;Fortune&amp;quot;, are the [[Dwarf]] stand-in for the setting. Like Dwarfs, they are a mining race fond of axes (which are also shovels!), are deeply familial and clan-like, prize gold and gems greatly, tend to land somewhere between grumbling 80-year old man and loving parent/uncle, and make great &amp;lt;strike&amp;gt;murderhobos&amp;lt;/strike&amp;gt; adventurers. &lt;br /&gt;
Unlike Dwarfs, Enutrofs do not have an ethnic accent, do not live mostly underground (although their basements are still massive gold holds), they get along well with Cra (or at least as well as anyone else anyway), they do not have a default Lawful alignment, are not [[Dwarfs (Warhammer Fantasy)|Steampunk enthusiasts]] or [[Dwarf Fortress|master crafters]], do not resist or have issues with magic, they are as tall as any other race and tend to be lanky rather than stout (although stout Enutrofs do exist), and they have no particular issues with goblinoids or dragons. &lt;br /&gt;
Quite the opposite in fact; their god Enutrof is a shining metallic-scaled Dragon Spirit. Why humans who worship a Dragon look like old people once they hit pubescence is a mystery though. &lt;br /&gt;
&lt;br /&gt;
Enutrof&#039;s dogma is a strange one. He preaches that great wealth is the best thing in life and ties the health of his followers directly to their net worth like classic D&amp;amp;D Dragons, although much of the magic he grants his them uses gold (minted into coins called &amp;quot;Kamas&amp;quot; which are the standard currency on the World of Twelve) and gems as a spell component. &lt;br /&gt;
Indeed, when one of his mortal champions and mayor of the largest Enutrof city Ruel Stroud (and the rest of the Brotherhood of Tofu) were about to be consumed (as well as Ruel&#039;s entire family fortune) by an evil genie, Ruel made a desperate plea to Enutrof for divine aid in exchange for doubling his yearly tributes. Enutrof became the only God to appear in the Wakfu cartoon by appearing to say &amp;quot;Zero times two equals zero, Ruel. You can still run.&amp;quot; and vanish (of course, Ruel skipped offering to begin paying and went right to the suicidal last stand option). Of course as the god who created wealth, tributes are only symbolic to Enutrof. &lt;br /&gt;
&lt;br /&gt;
From this, it can be surmised that Enutrof values capitalism and shuns hoarding behavior, preferring a Reaganomics &amp;quot;greed is good&amp;quot; outlook of rapid acquisition and equally rapid use (although Enutrofs spending freely seems to be a rarity outside Alibert&#039;s generosity ). This explains the treasure-hunting/steady work behavior of most Enutrofs in canon. &lt;br /&gt;
&lt;br /&gt;
Although Enutrof tend towards being greedy grumblers (with Ruel proving the stereotype throughout Wakfu), it&#039;s not a rule (no pun intended). Alibert, the adoptive father of Yugo in the Wakfu series, made his first appearance refusing to bring in a man who stole food for his family for the bounty on his head. Upon having his soul viewed by Grougaloragran from a distance, the old Dragon saw that he was a pure and good being, causing Groug to trust him to raise Yugo to be a good man as well. Alibert retired and opened a profitable inn, and later in the series cares for the infant Chibi and Groug reborn without complaint (although doing so in the company of the Sadida royal court, where he befriended the aging Sadida king, may have been a perk). &lt;br /&gt;
&lt;br /&gt;
Enutrof lifespan is unknown. Technically they are mortal Humans, but Ruel is 200+ years old. His grandmother, who appears little older than him, is in a season 2 episode where she claims that he&#039;s not an old man and has been pretending to be one to get out of work &amp;quot;since his teeth fell out&amp;quot;. In Ruel&#039;s childhood memories from the same episode, his younger self appears to be a normal child of 10-ish age with his grandmother still looking the same. &lt;br /&gt;
&lt;br /&gt;
Enutrofs in the vidya are a multi-role class. Most people keep one by default in the party since a water spec Enutrof increases the loot drop rate from enemies. &lt;br /&gt;
But Enutrofs can also be a buffing class ([[Bard|worth mentioning that Ruel was a rock star at one point in his life]]), a powerful melee and spellcasting class (so a Spellblade), and a summoning class that rely on small boar-like animals called Drhellers to help them fight (which at high levels can merge with the Enutrof to become a giant beast called a Drhellerzerker temporarily). According to the Wakfu cartoon, Drhellers and Enutrofs are almost never found apart (although Alibert, Ruel&#039;s grandmother, the Enutrof princess, and Enutrof pop star seen during the series all lack one). &lt;br /&gt;
&lt;br /&gt;
During Ogrests Chaos Enutrof contributed alongside Osamodas and Sadida the most to the new world by providing &amp;quot;Haven Bags&amp;quot;. While Haven Bags are primarily an in-game mechanic rather than proper fluff, they are nonetheless present in the canon. &lt;br /&gt;
Haven Bags are a cross between a pocket dimension and a Bag of Holding. Players use them to build their own homes and later realms, one small patch of land or piece of furniture at a time. These homes can be used to sell items to other players by leaving your bag someplace where other players are located, who can then pop in and peruse your inventory like you are an NPC merchant. &lt;br /&gt;
A Haven bag is seen used in the Wakfu cartoon, but only by the Enutrof Ruel Stroud. No other characters are seen carrying any, and other characters do not seem to have preexisting knowledge of the system which may mean that Haven Bags are owned mostly by seasoned adventurers only. In the vidya however, players receive one for free upon swearing allegiance to a country (apparently in the Wakfu universe, haven bags come free with a welfare check). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Enutrof2.jpg|Enutrof&lt;br /&gt;
Image:Enutrof Body.png|Artwork of Enutrof.&lt;br /&gt;
Image:Enutrof&#039;s Temple.png|The basement of Enutrof&#039;s main temple in Bonta.&lt;br /&gt;
Image:Enutrof Garden.png|A statue of Enutrof.&lt;br /&gt;
Image:Dofus Enutrof.png|Dofus era Enutrof male.&lt;br /&gt;
Image:Dofus Enutrof Female.png|Dofus era Enutrof female.&lt;br /&gt;
Image:Enutrof big.jpg|Enutrofs, AKA [[Dwarfs]].  Enutrofs in the Wakfu era. &lt;br /&gt;
Image:Wakfu Enutrof 2.jpg|Another Wakfu Enutrof.&lt;br /&gt;
Image:Pol Enutrof.jpg|Dammit /pol/, this is why we can&#039;t have nice things. &lt;br /&gt;
Image:Ruel Snooze.jpg|Even if he has a bad dream, he&#039;ll wake up happy.&lt;br /&gt;
Image:Ruel Love.jpg|Enutrofs have different ideas of beauty. It&#039;s the only way they could reproduce. &lt;br /&gt;
Image:Enutrof Harem.jpg|The evidence to the above statement. &lt;br /&gt;
Image:Enutrof pop star.jpg|The rarely seen Enutrof loli. Yes by the way, she really did sing that in the cartoon. Based Bretonnia. &lt;br /&gt;
Image:Ruel Coin.png&lt;br /&gt;
Image:Drheller 1.jpg|Dhrellers as seen in the vidya.&lt;br /&gt;
Image:Dhreller JR.jpg|Ruel&#039;s Dhreller.&lt;br /&gt;
Image:Enutrof Female Wings.jpg&lt;br /&gt;
Image:Ruel Quality.jpg&lt;br /&gt;
Image:Ruel Fight.gif|Don&#039;t ever think that because Ruel chooses to run that he can&#039;t fight. &lt;br /&gt;
Image:Young Ruel Alibert.jpg|The young Ruel and Alibert, with an un-aligned human.&lt;br /&gt;
Image:Ruel Alibert.jpg|Present time Ruel and Alibert. &lt;br /&gt;
Image:Haven Bag.jpg|The inside of a Haven Bag. Thanks to Enutrof, you can take the comforts of home wherever you murderhitchhike!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sram&#039;s shadow===&lt;br /&gt;
Srams are the third class to derive their name from food, as Sram backwards is Mars. For &#039;murricans, Mars is the name of a large candy company in Europe. They&#039;re the company that makes M&amp;amp;M&#039;s, among many other sweets you could probably find in an import store (or up north in Beaverland).  &lt;br /&gt;
&lt;br /&gt;
Srams don&#039;t have a lot of fluff to them, nor does their god. Despite his seemingly evil persona, Sram is counted among the Ten and is at least less evil than Rushu. More likely he is patron of sneaking rather than the result of their behavior towards good or evil. &lt;br /&gt;
&lt;br /&gt;
Srams themselves are assassins and thieves, fighting using a combination of traps and sneak/&amp;quot;SURPRISE ATTACK MUTHUHFUCKUH!&amp;quot; abilities. &lt;br /&gt;
&lt;br /&gt;
Sram has few actual demands of his worshippers, so the only requirement to be of his faith may be to want to worship him and fight like a Sram. In the Dofus era, Sram males were skeletons (2spooky!) while females were ordinary humans that just wore stripper-inspired Halloween outfits and a cloak. How they reproduced isn&#039;t clear. &lt;br /&gt;
In the Wakfu era, they now both wear skin-tight skeleton costumes with males wearing skeleton masks and females wearing veils. During the time since Dofus they have &amp;quot;become more mysterious&amp;quot;. Which basically means showing their face is now taboo. &lt;br /&gt;
&lt;br /&gt;
Rogues are an offshoot of Srams. Originally bandit monsters for players to fight, they received a class and storyline in later updates to Dofus. Rogues receive no magical assistance from Sram, and are physically normal humans. Their storyline involves a family of Srams, called the Smisse, breaking off and forming an organization who utilize the underhanded tactics of Sram but without the finesse. Instead, they are loud and forthright in combat preferring to use guns, bombs, and in the case of the heir to the Smisse bloodline Remy Smisse the use of Shushu weapons stolen from Iop Knights who met...unfortunate ends when Remy and his brother Grany (later turned into a Bow Meow and usually present on Remy&#039;s shoulder) were in town. &lt;br /&gt;
Unlike the other classes who run the alignment gamut (they&#039;re humans after all), many (but not all) Rogues are evil and the bulk of their race is found or based in Brakmar. &lt;br /&gt;
The only loyalty of Rogues is to the Family. Sram himself, civilians, allies, everything else is second. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Sram2.jpg|Sram as worshipped by Srams. &lt;br /&gt;
Image:Sram3.jpg|Sram as worshipped by Rogues. &lt;br /&gt;
Image:Dofus Sram Male.png|Dofus era Sram male.&lt;br /&gt;
Image:Dofus Sram Female.png|Dofus era Sram female. Wait, what?&lt;br /&gt;
Image:Kerub Sram.jpg|A Sram female from Treasures of Kerub. &lt;br /&gt;
Image:Sram excite.jpg|There&#039;s a skeleton outside him. &lt;br /&gt;
Image:Sram.jpg|Wakfu era Sram. &lt;br /&gt;
Image:Brotherhood of M&amp;amp;M&#039;s.jpg|The Brotherhood of Tofu in skullface. &lt;br /&gt;
Image:Sram detail.jpg&lt;br /&gt;
Image:Sram Chubby.jpg|He&#039;s big boned. &lt;br /&gt;
Image:Srambutt.png|Srams do it from behind, or they get it there!&lt;br /&gt;
Image:Dofus Rogue Male.png|Dofus era Rogue male.&lt;br /&gt;
Image:Dofus Rogue Female.png|Dofus era Rogue female.&lt;br /&gt;
Image:(Wakfu) Rogues.jpg|Wakfu era Rogues. &lt;br /&gt;
Image:Kerub Rogue.JPG|An old Rogue girlfriend of Kerub. &lt;br /&gt;
Image:Rogue Praise Hips.gif|Rogues give the booty the respect it deserves. &lt;br /&gt;
Image:Rogue Discretion.png|Rogues do still retain some of the secret techniques of the Boner God. &lt;br /&gt;
Image:Remington.jpg|Remy and Grany Smisse, technically heirs to the leadership of the Rogues (as much as they have leaders). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sacrier&#039;s blood===&lt;br /&gt;
Unlike most classes, Sacrier has two different names for French (Sacrieur) and English. Both combine the root &amp;quot;sacrifice&amp;quot;, with the English one combining &amp;quot;cry&amp;quot; and the French &amp;quot;rieur&amp;quot; or &amp;quot;laughing&amp;quot;. &lt;br /&gt;
This naming describes the goddess and followers pretty well. Her domain as a whole is physical and emotional pain. On one hand, there&#039;s the emo followers who shoulder the pain of others (the tanking spec) and play nice with the other races of the world. The other is the sadistic side (damage spec) whom your struggles excite, who have a decidedly punk rock/chav feel to them. &lt;br /&gt;
&lt;br /&gt;
Sacrier was a very small and weak spirit who followed the nine gods who came to Osamodas&#039;s hangout spot. She watched the world evolve around her, and saw misery and pain everywhere she looked. Shortly before or after Xelor made his big magic ticky-tock, she came to dwell in a forest near civilization where she observed a poor woodcutter every day struggling to earn a living. She whispered soothing words to him, encouraged him, and lent him strength as he worked past bleeding and exhaustion every day. After some time, he began to consciously hear her. He was grateful to the mysterious voice, and for a time she was his ever-present companion. She told him of the things she had seen as he worked, of the dead and dying on battlefields and the suffering of those who became lost in the savage parts of the world and perished hungry and alone at the hands of vicious beasts. As he listened he mourned those of whom she spoke, and though the pain that wracked his limbs and soul was great he was able to do the work of ten men and more without flinching. &lt;br /&gt;
&lt;br /&gt;
Eventually, spirit and man left the woods to seek out more people to share their depression with. He became her prophet, and spread her word throughout the world. Those who listened found themselves empowered by their own weakness. Some like the lumberjack used the knowledge that there&#039;s starving children in &amp;lt;strike&amp;gt;Africa&amp;lt;/strike&amp;gt; the world to become productive members of their communities. Others saw a cult of dudes who can lose a finger and use the pain to crush diamonds and went [[Ork|&amp;quot;OI, DAT&#039;S PROPPA&#039; FUCKIN&#039; AWESOME MATE! LEMME IN ON DAT SHIT, OI&#039;M SICK&#039;A HAVIN&#039; TO STOP PUNCHAN&#039; BLOKES WHEN ME KNUCKLES AH&#039; BLOODY!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
With all the faith surrounding her and a few generations of reincarnating souls picking her as their patron before leaving Incarnum for worldly wombs, Sacrier grew to become a great spirit who caught the notice of the Ten on Mt. &amp;lt;strike&amp;gt;Olympus&amp;lt;/strike&amp;gt; Zinit. They offered her to become a member of the pantheon, and she accepted. &lt;br /&gt;
Rushu, who had recently been convinced to leave the World of Ten with a bullshit line about &amp;quot;balance between Stasis and Wakfu entities&amp;quot; was NOT amused and swore he would consume Sacrier and the souls of any who followed her.&lt;br /&gt;
Due to (or perhaps a coincidence unrelated to?) Rushu&#039;s rage boiling over, Brakmar marched to war against &amp;lt;strike&amp;gt;Troy&amp;lt;/strike&amp;gt; Bonta. At the same &amp;quot;time&amp;quot;, Sacrier was being given the tour of Mt. Zinit by the other gods and had reached Xelor&#039;s Clock. As she looked it over, she saw the fate of Bonta and Brakmar to destroy each other in the conflict raging below. She shed a single tear for the genocides to come which fell into the clock which startled one of the metal frogs within who chased the metal butterflies who keep time moving forwards. This caused a ripple in time which on the eve of the destruction of the twin cities shifted a paradoxical reflection of the past glory of the cities at their height within her tear back into reality. The conflict was reset back to the state where war began, but with all the memories of the bloodshed it caused. The two sides quickly came to an &amp;quot;uneasy&amp;quot; truce which, barring skirmishes here and there, has held. While this might seem like the setup for a two-faction MMO, Brakmar and Bonta remain at peace while player-made and run factions wage war instead. &lt;br /&gt;
&lt;br /&gt;
Sacrier appears as a winged fey being the size of a human (or larger) who&#039;s arms are bound behind her back. She sometimes appears in the mortal world to save or comfort the dying. She also graces the spirits of those who survive them to avenge the fallen. &lt;br /&gt;
&lt;br /&gt;
Sacriers themselves are usually red-headed and have &amp;lt;strike&amp;gt;Keeb&amp;lt;/strike&amp;gt; Cra ears. Otherwise, they appear completely human. The magic their faith grants them converts pain and wounds into strength and buffs. As a result, their main strategy regardless of role is to leap straight into close combat and stay there. They possess a metric fuckload of hit points in the vidya, and unlike the classic tank role they can wind up doing more damage than other members of the group when the healer falls asleep. &lt;br /&gt;
They also utilize blood magic to pull off stranger effects, like teleporting around the battlefield and reducing damage taken by themselves and others. &lt;br /&gt;
&lt;br /&gt;
In the Dofus era Sacriers used their own blood to work magic and form temporary weapons. In the Wakfu era, they have taken to using magic tattoos instead although they still use pain and blood in their spells as components (simply not the form of the end result). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Sacrier2.jpg|Sacrier&lt;br /&gt;
Image:Sacrier Comic.jpg|Sacrier in the comics.&lt;br /&gt;
Image:Sacrier Statue.png|A statue of Sacrier in Incarnum, where souls choose which god to worship before being born.&lt;br /&gt;
Image:Sacrier Temple.png|Another Incarnum statue of Sacrier.&lt;br /&gt;
Image:Dofus Sacrier Male.png|Dofus era Sacrier male.&lt;br /&gt;
Image:Dofus Sacrier Female.png|Dofus era Sacrier female.&lt;br /&gt;
Image:Sacrier.jpg|Wakfu era Sacriers. &lt;br /&gt;
Image:Perturbed Sacrier.PNG&lt;br /&gt;
Image:Kriss Krass.jpg|Kriss Krass, a celebrity Boufball star Sacrier.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pandawa&#039;s pint===&lt;br /&gt;
The second race added to the Dofus vidya after launch. If you don&#039;t know where the name comes from, please find someone who isn&#039;t a Iop to explain it to you.&lt;br /&gt;
&lt;br /&gt;
As you might expect, Pandawa come with a slew of [[China|Chinese]] stereotypes; the females wear dresses resembling Qipaos while the males dress in Asian inspired peasant garb, names tend to sound very Chinese (and East Indian), and their culture and architecture appears to be that of southern Chinese inspiration. They are described as &amp;quot;Sherpa&amp;quot; people however, and the village shown in the cartoon was located close to a mountain range making Pandawa at least unique among the trinity of computer-generated panda people from the 2010&#039;s for not being 100% Chinese influenced. Plus, several puns are made in the Wakfu cartoon that bring in a Spanish/Latinoamerican inspiration, at least as far names go.&lt;br /&gt;
Although some have Engrish accents, Wakfu shows amazing restraint in having many Pandawa have the same regional dialects as the other races in the game. &lt;br /&gt;
&lt;br /&gt;
Not long after Sacrier became a goddess, a simple spirit named Pandawa who had been experimenting to find a new way to make cheap and good alcohol for whatever reason figured out an easy way to make decent wine from bamboo, and in bulk. She found like-minded folks who dwelled in regions with ample amounts of bamboo and taught them how to make it. As the first bamboo wine-making families came into prominence Pandawa&#039;s image adorned the casks they made. As the booze-swilling forestfolk incorporated bamboo wine more and more into their culture, Pandawa herself became an important figure in their lives as a being to toast before a drink and to thank for her great gift when sampling new brews. &lt;br /&gt;
With all this attention, Pandawa found herself becoming more and more powerful, and she channeled that power into furthering the vinting and fermenting techniques of the people. As she shared her new discoveries with humanity, those who benefited the most began to live like her and practice serene lives consisting of hard work at wine-making, and their descendants began to look more and more like the godling panda. With prosperity came conflict from raiders and monsters, so the brewers quickly learned to defend themselves in their work attire using only the tools available rather than ideal combat garb and armament. As a result modern Pandawa utilize barrels as weapons. &lt;br /&gt;
At one point (it&#039;s not clear how long, or if she became a god before or after being invited) Pandawa became a god proper and joined the pantheon of the Eleven, making them the Twelve.&lt;br /&gt;
Pandawa herself is a mellow spirit who like Ecaflip prefers to dwell amongst her followers. Unlike the mischief-causing Eca though, Pandawa leads people and aids them in their efforts to refine the process of brewing and of enjoying good (and cheap) alcohol. She appears to be the same physically as her mortal followers, looking like a a human/panda hybrid. &lt;br /&gt;
&lt;br /&gt;
Pandawa are monks plain and simple, utilizing melee combat with a combination of blocking and using their booze kegs or hollow bamboo canteens (which few are ever without) to drink different vintages to gain effects in combat like resistance to pain and damage or the ability to breath fire. They switch between a drunken and a sober state rapidly in combat to utilize different magic attacks, and possess great physical strength that they can use to hurl players and objects around the battlefield with accuracy. &lt;br /&gt;
Pandawa villages are spread out throughout the world, but are almost always found where there is bamboo (natural or introduced) barring adventurers who can of course be found anywhere. &lt;br /&gt;
&lt;br /&gt;
Unlike more recent media depictions of panda people (by Dreamworks or Blizzard), Pandawa are no more or less prone to obesity than other races. They are in fact usually shown in artwork as having slim limbs and being tall. Whether this is to discourage comparisons or simply the intended design is up for debate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Pandawa2.jpg|Pandawa&lt;br /&gt;
Image:Pandawa in mortal world.jpg|Pandawa in the mortal world overseeing the booze industry.  &lt;br /&gt;
Image:Dofus Pandawa Male.png|Dofus era Pandawa male.&lt;br /&gt;
Image:Dofus Pandawa Female.png|Dofus era Pandawa female.&lt;br /&gt;
Image:Pandawa.jpg|Wakfu era Pandawas.&lt;br /&gt;
Image:Pandawa Femme.jpg|Go for it, you&#039;re not a furry. She&#039;s human!&lt;br /&gt;
Image:Pandawa fur.png|Not that it&#039;ll stop the trolls.&lt;br /&gt;
Image:Pandawa flies.png|The policlubs make their stance clear.&lt;br /&gt;
Image:Pandawa Romance.jpg|Handling your ale, being stalwart and unafraid, and being able to breed outside captivity are all turn-ons for a Pandawa. &lt;br /&gt;
Image:Pandadawww.jpg&lt;br /&gt;
Image:Pandawa Village.JPG|Although [[World of Warcraft|Pandaren]] predate Pandawa, Pandawa managed to get them into an MMO first. &lt;br /&gt;
Image:Pandass.JPG|Canon nude Pandass from the Dofus magazine.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eliotropes (Yugos)===&lt;br /&gt;
Spoilers in this, but in the special OVA episodes of Wakfu that takes place after the comics (which take place after the second season, all together 6 years later) Yugo accidentally fucks up the time stream for a moment during his &amp;quot;defeat&amp;quot; of Ogrest. But it&#039;s just one moment, what&#039;s the worst that can happen, right?&lt;br /&gt;
Well, humans all over the world around the Dofus era caught a glimpse of the awesomeness of a two-time &amp;lt;strike&amp;gt;soccer&amp;lt;/strike&amp;gt; &amp;lt;strike&amp;gt;football&amp;lt;/strike&amp;gt; BOUFBALL champion...&#039;&#039;who also did other, less important things like save the world four times and be the firstborn son of the gods that created reality or something&#039;&#039;. As a result, humans began to worship him as a god. &lt;br /&gt;
&lt;br /&gt;
Because of this, in both vidya games the new race of &amp;quot;Eliotropes&amp;quot; (notice the swapping of an &#039;a&#039; for an &#039;o&#039;) humans are being added, using Eliatrope portal physics and revering the God Emperor of the Krosmoz. &lt;br /&gt;
&lt;br /&gt;
What this means for the canon is unclear; were humans back in Dofus empowered by the Wakfu of his fetus-self inside his Dofus in Grougaloragran&#039;s care? Will he be made part of the pantheon, making it the [[Skaven|Thirteen]]? He&#039;s got a good hook-up what with being close personal friends with Iop and all. Are the Eliatropes similar in soul-properties to spirits in that they can become gods with worship? It&#039;s possible, as the same amount of &amp;lt;strike&amp;gt;babby-making&amp;lt;/strike&amp;gt; effort that made all of reality plus all gods and all demons was what it took Eliatrope and Great Dragon to make the six immortal Eliatropes and six immortal Dragons. Will Yugo return to a completely different timeline with no memory of what changed? Does he get new powers?&lt;br /&gt;
&lt;br /&gt;
The Third Season of Wakfu added some more complications. The Eliotropes were created due to the battle with Ogrest, but were then scattered throughout time and space, usually to way before they were created. Because they were a spanner in the works of the universe, they had trouble maintaining their presence in the world, eventually dying off, save for one individual - Oropo, who got a raging murderboner for the gods as a result and an especial hatred for Yugo for accidentally creating them. This wouldn&#039;t normally be an issue apart from the fact that when every Eliotrope in this continuity died, their power and life energy get transferred to another, Highlander style. Oropo, now juiced up on the combined powers and lifespan of an entire race of wakfu wielding people and ready for some old fashioned deicide, contrived of several long term schemes to kill off the gods and replace them with a bunch of their demigod children he deemed more suitable (his judgement of &amp;quot;suitable&amp;quot; was somewhat lacking at this point). He attempted to achieve this by turning the remaining dragon dofus into a bomb that would blow up the home of the gods after opening a gate there but his plan got scuppered when all his &amp;quot;children&amp;quot; went through and he realised what an asshat he was. Whether this means there are as yet unfound Eliotropes in the future is yet unknown.  &lt;br /&gt;
&lt;br /&gt;
At any rate, the addition of Eliotropes was foreshadowed in Krosmaster; in the second release of miniatures, there were Eliatrope-like characters. Krosmaster is actually canon within the Wakfu universe, so it seems that Xelor was not pulling characters from before he made his clock but instead from the future (or past and present with future simultaneously, as Krosmaster sort of seems to exist outside of time). &lt;br /&gt;
&lt;br /&gt;
The appearance of the race seem to take on the look of Adamai, having white and blue skin, although Oropo and other Season 3 eliotropes seemed to have regular skin tones. They wear hats like Eliatropes, and if Oropo is any example, they have the head wings too.&lt;br /&gt;
&lt;br /&gt;
His description in the image below translates to this:&lt;br /&gt;
&amp;quot;The God-King, The Mysterious Monarch, The Spiritual Father, The Benevolent, The Emerald Guardian. &lt;br /&gt;
His virtues: Courage, Loyalty, Altruism, Sense of duty. &lt;br /&gt;
His magic: The current of life, Wakfu, eternal and cyclical. &lt;br /&gt;
His divine attributes and accessories: The sword and shield of Wakfu, The royal Hat. &lt;br /&gt;
Symbol of his followers: The Portal. &lt;br /&gt;
Praise the God-King, the protector of Eliotropes!&amp;quot;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:God King Yugo.png&lt;br /&gt;
Image:Yugo Stars.png|The God Emperor protects!&lt;br /&gt;
Image:Eliotropes.jpg|Eliotropes in artwork previews.&lt;br /&gt;
Image:Eliotropes Game.png|The current vidya model appearance of Eliotropes.&lt;br /&gt;
Image:Krosmaster Eliotrope.jpg|A Krosmaster Elia/Eliotrope &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Huppermage===&lt;br /&gt;
A balance-seeking class without a god that uses the four elements and spells borrowed from other classes.&lt;br /&gt;
&lt;br /&gt;
==Demons==&lt;br /&gt;
[[Image:Wakfu Demon.jpg|thumb|right|The average demon, who could become a low-strength Shushu.]]&lt;br /&gt;
&lt;br /&gt;
The race of Demons are the polar opposites and equals of the Spirits and Gods in the Wakfu setting. Although not technically inherently evil, Demons are born to destroy as they are formed of Stasis (Wakfu AKA magic energy that has transitioned to a low-activity state (although Wakfu can become a solid and remain Wakfu, while Stasis can take the form of heat and not become Wakfu; the details of what causes one to become the other are not known)). The evil of Demons came after they adopted the worst traits of humanity (there was a time that the idea of killing parents and sparing children so they would be orphans was Lovecraftian to them). Rushu came to embody evil, surpassing every example of it he saw. Others only emulate Rushu while in his realm, and left to their own devices become mischievous and almost fey.  &lt;br /&gt;
[[Image:Brakmar.jpg|thumb|right|200px|Brakmar, the world&#039;s top producer of lava and hookers! Then again &amp;quot;Braquemart&amp;quot; is slang for &amp;quot;cock&amp;quot; in french...]]&lt;br /&gt;
Demons (and humans who worship Rushu) can be contained in magic items (these demons become known as &amp;quot;Shushus&amp;quot;, which makes translation of the series interesting as northeastern European countries use &amp;quot;shu shu &amp;quot; as slang for the need to urinate. Whether this was an intentional joke or not is unknown), granting great power to the wielder. Some items only become more useful (magic talking maps that reflect the daily changes in geography Ogrests Chaos causes, rings that produce illusions and mind-control others, and talking cupcakes that are automatically your favorite flavor (seriously)) while the more powerful Shushus become weapons. &lt;br /&gt;
Shushus must choose to use their powers however. Whether trickery is required, or threat of violence, or even a mutual goal is needed varies from Shushu to Shushu. &lt;br /&gt;
&lt;br /&gt;
Very few Demons are intelligent, with personalities akin to the most clever [[Orks]] being the norm. Furthermore, most have an arrogance that would cause an [[Eldar]] to shake his head in disbelief. &lt;br /&gt;
&lt;br /&gt;
===Rushu===&lt;br /&gt;
Rushu is the sole member of the Demonic equivalent to the Ten/Twelve, having consumed all of his siblings but one. As a result, almost all other Demons are fairly low in power compared to him and can be fought by mortals. &lt;br /&gt;
&lt;br /&gt;
Rushu seeks to become a god in the World of Twelve, where he would have an infinite amount of things to destroy for his pleasure. Through his manipulations, he managed to create a cult of humans to worship him who would establish the kingdom of Brakmar in Rushu&#039;s honor. Although once a place not entirely different from a [[Chaos Space Marine]] vacation spot, the intervention of Sacrier to save it in the Dofus era caused it to normalize. At the point of the cartoon, Brakmar is more Gotham City than Gomorrah (or worse; Hub City). Criminal organizations are usually based here, prostitution is one of the biggest internal economies, and every bar is a dive with as much blood as puke and spilled booze on the floor. Whether it was cause and effect or merely coincidence, Rushu himself became more hedonistic in the Wakfu era as he waited for an opportunity to attack the world rather than seeking one out. &lt;br /&gt;
&lt;br /&gt;
As Sacrier became a God after Rushu was tricked by the Ten into leaving the World of Ten, he harbors a special grudge against her and her followers (some Demons and Shushus do as well). He strangely does not seem to feel similar ill will to Pandawa. It&#039;s possible that not even Demons can hate cuddly pandas and good wine. &lt;br /&gt;
&lt;br /&gt;
In the OVAs of Wakfu, Rushu has (once again) been beaten by Goultard, his unconscious body being used as a foot rest while minor Demons fan the crazy Iop. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Rushu.jpg|Rushu, in his assumed form. &lt;br /&gt;
Image:Rushu1.jpg|Rushu after consuming his minions and getting serious. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mongrelamus===&lt;br /&gt;
The only surviving of Rushu&#039;s brothers, Mongrelamus was the weakest. He fled early in the universe to the World of Twelve, and possessed hero after hero while keeping a low profile. His life in the world exposed him to mankind&#039;s evil 24/7, and he became even more cruel than Rushu. &lt;br /&gt;
Mongrelamus would eventually possess a Sacrier hero, then kidnapped Goultard&#039;s wives and children to lure him to a fight. Goultard came too late to save them, and in his rage beat the Sacrier to death. Mongrelamus possessed Goultard then, but the demigod was too much for him to control. Goultard&#039;s personality split from Mongrelamus&#039;s evil influence, and the wicked &amp;quot;Dark Vlad&amp;quot; personality was born. As Dark Vlad, Goultard wandered the world slaughtering like a [[Bloodthirster]] until heroes from Bonta managed to defeat him. &lt;br /&gt;
Mongrelamus&#039;s fate isn&#039;t known, but it&#039;s unlikely Goultard let him go free after what he caused.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Mongrelamus.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Anathar===&lt;br /&gt;
Second in command to Rushu, Anathar is the only being who can rival him for the title of &amp;quot;biggest asshole in the universe&amp;quot; (Xelor and Ecaflip are excluded from this on the technicality they are dicks, not assholes). &lt;br /&gt;
Bound as a Shushu at an unknown point in time, he completely refused to be wielded and instead possessed every being who tried to wield him. Even the Shushu knights were unable to contain his power. It fell to an order of paladins to keep him contained. &lt;br /&gt;
&lt;br /&gt;
During the Wakfu cartoon series, [[Fail|Anathar is released by the Rogue Remy Smisse in an attempted diversion to cover his escape.]] Anathar single-handedly opens a portal to Rushu&#039;s domain, allowing his master and the rest of the Demon race to waltz into the world un-hindered. &lt;br /&gt;
Anathar then possesses Adamai, and aids the evil Qilby in his fight against Yugo. Adamai eventually shakes off Anathar&#039;s control. &lt;br /&gt;
Anathar has the ability to copy magic attacks used against him with substantially more power than originally used. This is shown when Yugo throws him through a portal, and he immediately uses multiple portals at once to counterattack (something only Qilby while hopped up on Wakfu could do at that point). &lt;br /&gt;
&lt;br /&gt;
Anathar is a Demon who resembles an evil jackal, although he later on takes a more draconic form after his possession of Adamai.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Anathar.jpg| Anathar the Demon. &lt;br /&gt;
Image:Anathar Adamai.jpg|Anathar possessing Adamai. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Djaul===&lt;br /&gt;
Another draconic Demon, Djaul was appointed by Rushu to control the month of December and wage continual war against the other month guardians in an effort to expand his domain. He fights the female guardian Jiva (January) for control every year. Leap years result when Djaul almost beats her, although he has yet to win a battle. The constant war has begun to drive Jiva insane however. &lt;br /&gt;
Djaul appears as a Demonic Dragon, or a muscular gargoyle-like humanoid with dark skin and red eyes.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Djaul.jpg|Djaul the Black Dragon. &lt;br /&gt;
Image:Djaul Jiva.jpg|Djaul and Jiva fight over the fate of the New Year. &lt;br /&gt;
Image:Djaul Jiva Nom.jpg|The occurance of a leap year. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ombrage===&lt;br /&gt;
A rare female Demon. Ombrage has the power to steal the shadows of mortals, turning them into Ghouls which serve her without question. &lt;br /&gt;
She seduced her Iop Knight guardian Wagnar through the ring that bound her and took over his body (renaming him [[Vampire Counts|Vampyro]], then conquered a town before she was beaten by the Brotherhood of Tofu. &lt;br /&gt;
In season two, she escaped her ring prison and imprisons Wagnar, took over a whole kingdom, and teamed up with the independent Rubilax to open a portal to Rushu&#039;s realm. &lt;br /&gt;
Her and Rushu&#039;s mockery of Rubi however caused him to betray them. Ombrage was once again trapped in her ring, with Wagnar abandoning her on the floor of her throne room alone. She has since found a new master/puppet, and will likely appear later in the series&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ombrage.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rubilax===&lt;br /&gt;
One of the most powerful Shushus, and the single least respected Demon. &lt;br /&gt;
In his natural form, Rubilax is a stone-bodied humanoid with glowing red and white eyes. As he is attacked, he grows in size and becomes more powerful. In /co/&#039;s description, it&#039;s the &amp;quot;Hulk VS his weight in bees&amp;quot; scenario; you can&#039;t beat him in a long fight because the closer you get, the stronger and denser (and more unbeatable) he becomes. His Shushu prison is a dagger, which grows as large as he wants to grow and swaps between fire and earth powers. &lt;br /&gt;
&lt;br /&gt;
Despite this, he has emotions comparable to Spirits and Humans. He even forms a friendship bond with his guardian Tristepin over the course of the series (after four times possessing him and almost killing people close to him, and twice trying to physically kill him). Even powerless Demons of literally NO standing mock him openly.&lt;br /&gt;
At some point in the past, Goultard beat Rubilax and he begged for his life. Goultard spared him, and had a master smith form his blade prison. He kept Rubilax (who at one point was seen in the background hanging from Luis in Treasures of Kerub) until he found a Iop he could trust to control Rubi. Said Iop wound up being his own apprentice, Percedal Tristepin. &lt;br /&gt;
&lt;br /&gt;
Rubilax&#039;s main role in the series is &amp;quot;sarcastic remark character&amp;quot;, which sometimes results in his dagger being bashed against a rock or into the ground by Tristepin. &lt;br /&gt;
/co/&#039;s fancanon involves &amp;quot;Uncle Rubi&amp;quot; giving sagely wisdom (some of which is encouragement to misbehave) to Grovy and Eva&#039;s children when not undermining papa Grovy&#039;s authority.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Rubi.jpg|Rubilax, blade of Tristepin. &lt;br /&gt;
Image:Rubilax.jpg|Rubilax and Grovy&#039;s typical exchange. &lt;br /&gt;
Image:RubiGrove.jpg| Rubilax having possessed Grovy&#039;s body. &lt;br /&gt;
Image:Rubilax Demon.jpg|Rubilax&#039;s true face. &lt;br /&gt;
Image:Rubi and Grovy.jpg|Rubilax and Grovy preparibg to fight a Demon army. &lt;br /&gt;
Image:Rubilax Large.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Grufon===&lt;br /&gt;
A very weak Shushu, unworthy of a Iop guardian (he still mocks Rubilax every chance he gets though). &lt;br /&gt;
&lt;br /&gt;
Grufon&#039;s true form is that of a small Demonic goblin creature, although he possesses a spider at one point. He is bound to a scroll, and his power is to be a perfect map of the world (think global Marauder&#039;s Map, but without tracking people. Just places). While early in the series he refuses to help unless complimented whereupon he misdirects often until threatened, and at one point attempted to kill the Brotherhood, Yugo agrees to be his guardian (giving him a reputation boost as a Demon). For the rest of the series he is cheerful and helpful (when not mocking Rubilax).&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Grufon Map.jpg|Grufon the Shushu map.&lt;br /&gt;
Image:Grufon.jpg|Grufon after possessing a spider that ate him&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Luis===&lt;br /&gt;
A Demon who possessed a house, Luis tricked and devoured his hapless guests in their beds. Eventually he was whipped into submission by Lou and Kerub, the former becoming perhaps the most openly beloved guardian by their shushu. &lt;br /&gt;
Unfortunately in a rare case the wife gave up the house in the divorce, and ordered Luis to stay with Kerub. An already mutual dislike turned into open hatred as Luis blames Kerub for Lou leaving. He has a personality similar to Grufon along with Rubilax&#039;s pride, and a habit of locking his inhabitants outside when he feels slighted.  &lt;br /&gt;
&lt;br /&gt;
Although coming with general shushu behavior and some uncomfortable privacy issues, Luis can prove extremely useful in the event of a home invasion when he feels cooperative. He can also uproot himself and walk on four massive insect-like legs, creating a demonic mobile home that can be brought on (and participate in) adventures. This is a trait Lou adored, and is large reason she became his guardian.   &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dofus Luis.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Non-human(?) Sapients==&lt;br /&gt;
There are a number of non-human races in the World of Twelve, although exactly WHICH ones are other races isn&#039;t exactly clear. Due to the morphic nature of mankind in the setting, along with the fact you don&#039;t have to worship one of the Twelve (just any spirit actually) it&#039;s hard to tell by look who&#039;s human and who isn&#039;t. In the video games, the classification of &amp;quot;monster&amp;quot; applies to anything hostile from man-eating plants to human cultists and bandits. While you would think that things you can take food and gear crafting materials from would be monsters, part of the setting&#039;s black humor is how murderhobos view everything that moves as food and XP (including sometimes each other). It&#039;s possible that this is the disconnect between video games and the rest of the setting. &lt;br /&gt;
&lt;br /&gt;
Races oftentimes appear alongside others races as citizens throughout the world with equal rights to humans, going to public schools (where such a luxury exists), finding employment, and visiting recreation like sporting events and clubs. For all intents and purposes, anyone who behaves human may as well be human for all the difference there really is. &lt;br /&gt;
Regardless of that fact many of their kind remain in the wild as killable monsters. &lt;br /&gt;
&lt;br /&gt;
===Ouginaks===&lt;br /&gt;
Ouginaks are one of the races of [[Gnoll|dog-people]] in the World of Twelve, alongside Boowolves. &lt;br /&gt;
&lt;br /&gt;
In Treasures of Kerub, Ouginaks are treated exactly as humans while in the Dofus video game they fulfill the role of [[Orcs]] as a mid-strength enemy to beat in a few areas close to Brakmar. In the game you can loot several items from them including their lips (which has a bit of flavor text that Ouginaks are known for gluttony), their hearts (which says they are known to be loyal), their eyes (which says you see your doppleganger instead of your reflection in them), their hair, collars, and chains (both of which imply that the Ouginaks you fight in the game are enslaved by Brakmarians rather than actually intentionally hostile to you). Out of these items you can craft weapons, clothing, and edible goods. How horrifying. &lt;br /&gt;
&lt;br /&gt;
Dofus video game Ouginaks resemble Disney Goofy-style dog men, while Ouginaks in the Dofus cartoon look like Ecaflips with long ears in the style of a Saint Bernard while lacking tails. Interestingly, this makes Ouginaks more human physically than the Ecaflips. &lt;br /&gt;
Ouginaks are described as not getting along with Ecaflips and in Ecaflip&#039;s gambling magic the image of the god of Ouginaks (of whom we know nothing) represents an automatic loss (contrasted with Ecaflip&#039;s own visage, which is an automatic win). The only portrayal of this rivalry in media however is the young Kerub&#039;s rivalry with his Ouginak opposite Indie, and his occasional squabble with the Ouginak love of his life Lou.&lt;br /&gt;
&lt;br /&gt;
In the Wakfu era, Ouginaks have not been seen or mentioned in the comics, vidya, or cartoon. This has lead to many within the fanbase to theorize [[Squats|they were fully wiped out by Ogrests Chaos.]] Since there is no lore confirming or denying anything regarding Ouginaks at all, it remains only speculation. &lt;br /&gt;
&lt;br /&gt;
Unlike Ecaflips, Ouginaks appear to be very ordered; Indie oftentimes plays it safe while Kerub undertakes risks. Lou is infuriated at Kerub&#039;s broken promises more than his actual actions (at one point throwing him in jail just to make sure he remembered their date that night), she kept order and at one point in her life became a duly elected judge, and utilized powerful magic artifacts...to practice dancing on schedule. This, with the flavor text about Ouginak eyes in the vidya, have lead some to hypothesize that Ouginaks are actually humans worshiping a god who is related to Ecaflip or possibly a heresy of him like Rogues and Masqueraiders.&lt;br /&gt;
&lt;br /&gt;
It is unknown if a human and Ouginak could breed. What is certain is that Kerub and Lou probably had fun trying. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ouginak God.PNG|A depiction of the god of Ouginaks on a playing card used by Ecaflips.&lt;br /&gt;
Image:Ouginak.png|Ouginaks as originally seen in the Dofus video game. &lt;br /&gt;
Image:KekeandLou.jpg|The one on the left is a glorious human warrior. The one on the right is a Gnoll. Welcome to Wakfu.&lt;br /&gt;
Image:Lou Young.jpg|The young Lou.&lt;br /&gt;
Image:Lou Old.png|Lou in her twilight years.&lt;br /&gt;
Image:Lou Shorts.jpg|Kerub had taste. &lt;br /&gt;
Image:Dofus Dance.GIF|The two in the middle are Ouginaks. You if you can&#039;t tell who&#039;s Eca and who&#039;s Ougi, watch for the frequent use of dog jokes that will inevitably pop up to differentiate. &lt;br /&gt;
Image:Ouginak Pirate.png|Ouginaks hold down many professions, from Professional Pirate...&lt;br /&gt;
Image:Ouginak Entertainer.png|...to pop culture icons. &lt;br /&gt;
Image:Kerub and Indie.jpg|Kerub and Indie. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Puddlies===&lt;br /&gt;
Puddlies are small and friendly ooze monsters that dwell on the outskirts of civilization. Being somewhat like Hobbits, they are farm folk who require the aid of other races in most cases to protect them.&lt;br /&gt;
When frightened, they liquify back into oily-water in the same manner a possum faints. The more frightened they are, the less solid this water is.&lt;br /&gt;
&lt;br /&gt;
Like Hobbits, they seem to stay away from human civilization and instead stay within their own sheltered communities. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Puddly.jpg&lt;br /&gt;
Image:Puddly2.png&lt;br /&gt;
Image:Puddlies Worship.jpg|Puddlies praise the sun!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minotaurs (Minos/Taurs)===&lt;br /&gt;
The [[Beastmen|Minotaurs]] of the setting. Typically they simply serve the role of a more durable enemy in the vidya, and in the Wakfu cartoon their main role was retreading the &amp;quot;A Bugs Life&amp;quot; plot by stealing food from a village of Puddlies. &lt;br /&gt;
Despite this, they are also seen working in towns as regular citizens and appear in the Boufball crowds alongside the other races.&lt;br /&gt;
&lt;br /&gt;
As a way to distinguish between the Dofus era and Wakfu era race looking different, the term &amp;quot;Minos&amp;quot; applies to Minotaurs from the Dofus era and &amp;quot;Taurs&amp;quot; from Wakfu. They&#039;re the same race however. Minos tend towards looking like cartoonish caricatures of cow people, while Taurs resemble yak men.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Minos Taurs.jpg&lt;br /&gt;
Image:Taur.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bworks===&lt;br /&gt;
Bworks are Orcs with a different name. They [[Orks|have females]], and are not [[Tolkien|devolved Cra or Eliatropes]]. They are intelligent enough to have a primitive civilization, and by the time of Wakfu have begun to understand the basics of machinery and explosives. Rogues and the nation of Brakmar employ them. Unlike other &amp;quot;monster races&amp;quot; like Minotaurs, Bworks are rarely seen in civilization. &lt;br /&gt;
Flavor text from &amp;quot;Bwork Beer&amp;quot; suggests that they are fond of VERY alcoholic beverages, and also cannibals. Flavor text from a helmet Bworks drop says Bworks born with affinity to &amp;lt;strike&amp;gt;magic&amp;lt;/strike&amp;gt; Wakfu are their blacksmiths. &lt;br /&gt;
Half-Bworks have no mention in the fluff. &lt;br /&gt;
Flavor text from Bwork leather suggests that Bworks harvest THEIR leather from Goblins. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Bwork Male.jpg|Zug zug. &lt;br /&gt;
Image:Bwork Female.jpg|Dabu. &lt;br /&gt;
Image:Bwork Ork.jpg|WAAAGH!&lt;br /&gt;
Image:Bwork Key.jpg|Bwork Art&lt;br /&gt;
Image:Bwork.jpg|Remember; Orcs who train in archery get reincarnated as Elves!&lt;br /&gt;
Image:Bwork Dofus.jpg|Yep, for kids alright. You can use these to make a small sword, or a long anime staff. &lt;br /&gt;
Image:Bwork Leather.jpg|An item you can make in the vidya from Bwork leather. Flavor text reads: &amp;quot;&#039;&#039;This leather-clad mechanical posterior excites the coolest of male mounts and would even make a wild, panting sweat-mess of the ever dignified Crack Beauty. It seems to work on Iops as well. *shudder*&#039;&#039;&amp;quot; What the fuck...&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Goblins===&lt;br /&gt;
Goblins...exist. &lt;br /&gt;
There&#039;s almost no fluff to them really. They are apparently annoying and insulting, according to the flavor text on the skinned pelt of one. &lt;br /&gt;
The aforementioned Bwork Leather flavor text suggests that &amp;quot;Bwork Leather&amp;quot; is actually leather Bworks obtain from skinning Goblins, which you have now stolen from the body of a dead Bwork, with the fact that all Bwork Leather is purple like Goblins rather than green (da best color) like Bworks supports this. Whether that makes it better or even more horrifying is up for debate. &lt;br /&gt;
&lt;br /&gt;
Goblins have their own village, which you raid for skins (que IMSAD here) or around Bworks. &lt;br /&gt;
Goblins do not appear in Wakfu, having been replaced by Grambos. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dofus Goblin Game.jpg|A Goblin in the vidya. &lt;br /&gt;
Image:Dofus Goblin Art.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Grambos===&lt;br /&gt;
Grambos are small goblin-ish creatures who wear hoods and appear like jumpy little Jawas. They also have very little fluff. &lt;br /&gt;
Apparently, they are mechanically inclined as they drop blueprints and in the Wakfu cartoon serve Nox alongside his mechanical minions. &lt;br /&gt;
They did not appear in Dofus while Goblins do not appear in Wakfu. It&#039;s possible Goblins evolved into Grambos/began worshipping a new god, but since we already don&#039;t know jack shit about them it&#039;s just speculation. &lt;br /&gt;
&lt;br /&gt;
They are also a part of &amp;lt;strike&amp;gt; Christmas&amp;lt;/strike&amp;gt; Kwissmas as enemies. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Grambo Vidya.jpg|A Grambo in the vidya. &lt;br /&gt;
Image:How The Grambo Stole Kwissmas.jpg|Grambos at Kwissmas. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Riktus===&lt;br /&gt;
Riktus are a race of bandits the exist the world over. They appear human, but like Ouginaks have never been never been described as such. They organize by region although appear to have no loyalties beyond convenience. &lt;br /&gt;
They are of sub-Iop intelligence, and generally have very poor hygiene. &lt;br /&gt;
Riktus wear cloth hooded masks to cover their faces. Said masks have different designs on them, although most Riktus keep with a Sram-like skeleton design. Riktus don&#039;t have a consistent number of eyes, or even limbs. &lt;br /&gt;
In a Dofus game update, players were able to wear Riktus clothing and join their clan. This means that at one point in the settings history, a mass group of adventurers &amp;quot;joined&amp;quot; the Riktus.&lt;br /&gt;
&lt;br /&gt;
It&#039;s unknown if Riktus have any gods.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Riktus.JPG|A group of Riktus from promotional art.&lt;br /&gt;
Image:Riktus Cartoon.JPG|Riktus from the cartoon.&lt;br /&gt;
Image:Riktus Regions.PNG|Riktus from different regions.&lt;br /&gt;
Image:Riktus Highwayman.png&lt;br /&gt;
Image:Riktus Face.png|The face (and fate) of an unlucky Riktus.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Boowolves===&lt;br /&gt;
Boowolves are humanoid dog men. In Incarnum in Wakfu, you can find a pair of Boowolf brothers teaching souls about the conservation of plants and animals before they enter the world to be born. &lt;br /&gt;
Boowolves themselves are of primitive intelligence, not particularly hostile but not particularly friendly either. They can about found as enemies out in the world, and (like everything else) can be harvested for food and crafting materials.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Boowolf Vidya.png|Boowolves in the vidya.&lt;br /&gt;
Image:Boowolf.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dragons===&lt;br /&gt;
After Sadida&#039;s dolls seduced Osamodas&#039;s hermaphroditic/genderless dragon attendants/pets, they laid a total of six Dofus. These Dofus emanated Wakfu in waves, which Xelor used as the rhythm for the clock which made time in the World of Twelve stable and measurable (explaining the 6-12-24-60 basis of time). Out of the six Primordial Dofus, the race of Dragons hatched. &lt;br /&gt;
Dragons are a rarely seen race in the world, and are sapient. Most tend to get themselves killed by adventurers, the rest tend to BE adventurers.&lt;br /&gt;
Canon is contradictory on whether these six reincarnate or not. &lt;br /&gt;
Their descendants do not however. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Primordial Dofus.jpg|The Primordial Dofus, with the Dragons who hatched from them. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pingwins===&lt;br /&gt;
A race of penguin-folk. They lived in an icy part of the world, possibly Frigost although Frigost isn&#039;t the only frozen region. There&#039;s little lore behind them except they existed in the Dofus era, and haven&#039;t been seen in the Wakfu era. They could have possibly been wiped out by Ogrest&#039;s Chaos although that is purely speculation.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Pingwin Queen.png&lt;br /&gt;
Image:Pingwin Folk.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Misc Races===&lt;br /&gt;
Seen both in background in the comics and Wakfu cartoon, some featured prominently in Treasures of Kerub as major characters, there are plenty of races who do not have names or info about them. They may be humans as well, although nothing is currently known.&lt;br /&gt;
Among them are sharkmen, crocodilemen, koallamen, giants, treemen who aren&#039;t Sadidas, owlmen, and so forth. &lt;br /&gt;
The race of Joris isn&#039;t known either.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Wakfu Owl.jpg|Owlfolk. Race unknown. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mechasms===&lt;br /&gt;
A race created by Feca for unknown reasons who dwelt on the planet of the Eliatropes in peace with them until their leader, Orgonax, had his heart stolen (literally rather than figuratively) by Qilby. The race went on a genocidal rampage, wiping out most of the Eliatropes and Dragons until the final battles on the planet that would one day become the World of Twelve began. The battle continued until the only surviving defenders were Yugo and Adamai keeping the Mechasm forces at bay while Nora and Efrim fought Orgonax. After suffering mortal wounds, the spiritual twins called out to their mother Eliatrope who obliterated all life on the planet in a massive wave of Wakfu energy. No Mechasms were known to have survived, although it&#039;s possible there were more groups than the ones who were wiped out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Mechasm Invasion.png|Mechasms invading.&lt;br /&gt;
Image:Mechasm Lazers.png|Mechasms eradicating the Eliatrope civilization.&lt;br /&gt;
Image:Orgonax.jpg|The Mechasm leader, Orgonax.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Meridia===&lt;br /&gt;
A minor goddess, not one of the Twelve nor does she have any (known) mortal worshipers. An extremely difficult to reveal set of items obtainable in Wakfu allow the player to dress up as her, bearing horns, back spikes, hair, and glorious [[pauldrons]] made of blue crystal with ornaments of gold and surrounded by what appears to be stars in a constellation. Meridia is a fractured deity however, and instead appears as small goblinoid creatures (resembling the &amp;quot;head shaker&amp;quot; forest spirits from Miyazaki&#039;s Princess Mononoke) with different moods and appearances, one for each day of the year.&lt;br /&gt;
Meridia controls aspects of the calendar although she is not known to be related to Xelor (who is more related to the measure of time rather than the celebration and meaning of it). How, and if at all, Meridia is tied to the twelve guardians of the months is not clear either although the war between Jiva and Djaul would certainly have an effect on her (or not, after all there&#039;d still be 365 days in a year). &lt;br /&gt;
Each day, she inspires beings to go out into the world and behave in certain ways or do certain things, giving blessings to those who who do. Her whims are studied by Feca astrologists and compiled into an &amp;quot;Almanax&amp;quot; for others to peruse, and any being capable of behaving in adherence to her prescribed actions receives divine gifts (in the Dofus and Wakfu video games, this takes the form of free items awarded; in Dofus a special Dofus equip item, and in Wakfu a special mount). &lt;br /&gt;
Many of her prescribed behaviors are inspired by events of the past. As a result, Meridia more or less makes every single day a holiday complete with their own names and histories.&lt;br /&gt;
&lt;br /&gt;
Ankama maintains a separate site for the Almanax to be viewed, found here. [http://www.krosmoz.com/en/almanax]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Meridia Swag.jpg|A resemblance to the intact Meridia.&lt;br /&gt;
Image:Diakollec.png|One of Meridia&#039;s many shifting forms, in this case her October 12th appearance (named &amp;quot;Diakollec&amp;quot;).&lt;br /&gt;
Image:Almanax.png|One of the Feca who study Meridia. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Smugduck===&lt;br /&gt;
In season 2 of the Wakfu cartoon, there is an episode where both Evangelyne and Amalia take a bath in an inn. While Amalia&#039;s nipple can actually be seen for a single frame of animation (Viva la France!) the primary reason it is memorable is because in it a black rubber duckie floats by obscuring the pubic regions and nipples of the girls. &lt;br /&gt;
Its design resembles a character from an adult French comic by Arthur de Pins, which is a duck-shaped sex toy who god (due to sneezing) gave a soul by mistake. &lt;br /&gt;
&lt;br /&gt;
The scene almost shut down /co/ for a month after the premier, and even today has a degree of memorability that few other things have gotten. The duck was dubbed &amp;quot;Smugduck&amp;quot; due to the gleeful look of derision on its face, and was used as a means of censoring pornographic images on the (usually) &amp;quot;worksafe&amp;quot; board. &lt;br /&gt;
Of course edits eventually came of the scene, but the fact that it was so well animated taunts many straight male/lesbian anons with the fact that Ankama may have a mythical duckless-version (indeed, during the Kickstarter rumors floated that the BLU-Ray copies not needing to adhere to some censorship standards may contain the aforementioned grail(there is also the fact that the animators did actually make a duckless version (because they&#039;re French) the rough version of which can be found in certain unscrupulous locations online)). &lt;br /&gt;
In addition, /co/ took to crafting stories of Smugduck (most of which involve it being the 13th god of the World of Twelve or some other manner of spirit).&lt;br /&gt;
&lt;br /&gt;
At any rate, Ankama took advantage of the general pervy wankerness of /co/ (as well as tumblr) and utilized it to their advantage. &lt;br /&gt;
Smugduck was announced to be receiving an origin comic, and is indeed described as being sentient. On tumblr, they used the hashtag #smugduck to promote the kickstarter. Finally, it was announced that every kickstarter reward pack regardless of value would contain a Smugduck sticker, with additional ones being available for $5 each. Many /co/ anons and tumblrites immediately bragged about how many they added to their pledge. [[Just as planned]].&lt;br /&gt;
&lt;br /&gt;
Until the release of the comic, it&#039;s not known what Smugduck is. But since /co/ swears up and down all day that it&#039;s the god of censorship and American squeamishness he deserves a mention in this category. At any rate, come November when the goods are shipped out there may be a sudden spike of naked selfies censored by a conveniently placed sticker. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Smugduck Template.png|The image which, resized, often adorns porn to make it clean for the blue boards.&lt;br /&gt;
Image:Smugduck Origin.gif|The first scene in which he became notorious. &lt;br /&gt;
Image:Smugduck Origin 2.jpg|His second appearance in the same scene.&lt;br /&gt;
Image:That Fucking Duck.jpg&lt;br /&gt;
Image:Banner.png&lt;br /&gt;
Image:Smugduck Kickstarter.jpg|An actual image from the kickstarter.&lt;br /&gt;
Image:Smugduck Worksafe.png|No promotions here!&lt;br /&gt;
Image:Smugduck Edit.jpg|Somehow, the addition of Smugduck to Smugduckless edits make it even better.&lt;br /&gt;
Image:Evangelyne Model Sheet.JPG|Ankama doesn&#039;t use Smugduck internally (hehe), using Az instead on their official model sheets.&lt;br /&gt;
Image:Amalia Model Sheet.JPG|Whether this means the god of Tofus and the god of Ducks are enemies, or if Tofus are a heresy of Smugduck is not known.&lt;br /&gt;
Image:Smugduck Worksafe 2.jpg|My, what a big family Smugduck has!&lt;br /&gt;
Image:Amalia Nip.PNG|The aforementioned nipslip. Either Smugduck is not all-powerful, or simply didn&#039;t care. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:40k wakfu.jpg|The rules of Wakfu, applied to 40k. &lt;br /&gt;
Image:Franga.jpg|The adventures of the Brotherhood of Tofu. &lt;br /&gt;
Image:Delicious Brown.JPG|It&#039;s hard to decide which one is more annoying.&lt;br /&gt;
Image:Wakfu Conversion.JPG|The God Emperor forgives heretics!&lt;br /&gt;
Image:Wakfu Purge.PNG&lt;br /&gt;
Image:Qilbycube.PNG&lt;br /&gt;
Image:Cawwot Envy.png|This isn&#039;t an edit. It&#039;s just subbing.&lt;br /&gt;
Image:You Go.png&lt;br /&gt;
Image:20 Min 1.jpg&lt;br /&gt;
Image:Wakfu Portraits.jpg&lt;br /&gt;
Image:Oh Kabrok.png|The series is packed full of background events.&lt;br /&gt;
Image:Ruel to School.png&lt;br /&gt;
Image:Yugo Grovy Template.png|One of /co/&#039;s favorite templates. &lt;br /&gt;
Image:Dat Az.jpg&lt;br /&gt;
Image:Rubimon.png&lt;br /&gt;
Image:Three swords go into a bar.jpg&lt;br /&gt;
Image:Grab My Wakfu.png&lt;br /&gt;
Image:Watch Wakfu.png&lt;br /&gt;
Image:Cra Hips.jpg&lt;br /&gt;
Image:Jojo&#039;s Wakfu Adventure.jpg&lt;br /&gt;
Image:Ankama.jpg|Ankama, hard at work. &lt;br /&gt;
Image:Nox Punk.png|Based France.&lt;br /&gt;
Image:Noxtothefuture.png&lt;br /&gt;
Image:Wakwar.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Krosmaster]] for the tabletop game that is based on it. &lt;br /&gt;
&lt;br /&gt;
*[[Wakfu TCG]] for the trading card game. &lt;br /&gt;
&lt;br /&gt;
*[https://www.zeemaps.com/map?group=1034968#| /co/&#039;s map of Wakfu fans worldwide.]&lt;br /&gt;
&lt;br /&gt;
*The infamous Zone-tan flash porn interactive movie. Probably responsible for more people getting into the show than the video games...&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Games]][[Category:France]] [[Category: Approved Media]]&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Power_Armour&amp;diff=1011644</id>
		<title>Power Armour</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Power_Armour&amp;diff=1011644"/>
		<updated>2026-05-20T15:53:41Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.161: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
[[File:Power_Armor.PNG|thumb|right|400px|The first eight marks of Space Marine Power Armour.]]&lt;br /&gt;
{{Topquote|Feels like you can take on the world in there, doesn&#039;t it?|Danse, [[Fallout|Fallout 4]]}}&lt;br /&gt;
&#039;&#039;&#039;Power Armour&#039;&#039;&#039;, also known as Power Armor to Americans, is a science fiction concept of mechanized armor which increases the strength, speed, and reflexes of those who wear it. It is featured heavily in science fiction/fantasy settings such as Iron Man or [[Warhammer 40,000]]. The idea of Powered Armor was invented by E.E. Smith and [[Starship Troopers|ripped off]] or borrowed and refined by other writers.&lt;br /&gt;
&lt;br /&gt;
= Before you add anything...&#039;&#039;&#039;READ THIS&#039;&#039;&#039; =&lt;br /&gt;
&#039;&#039;Like [[Approved anime]], /tg/ sure like their power armour. However, power armour is so ubiquitous with Sci-Fi that listing all of them would turn this page into a nightmare to navigate. So before you add your own section, ask yourselves this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Is it actually power armour? I mean, there are certain pieces of wargear that may look like power armour but actually isn&#039;t, at least not by definition. This gets trickier to identify and classify if your armour originates from a science-fantasy universe.&lt;br /&gt;
&lt;br /&gt;
*Is it relevant to /tg/? And we don&#039;t mean is that power armour from Sci-Fi, no shit it is, what we meant is that does that power armour come from a well developed tabletop presence?&lt;br /&gt;
&lt;br /&gt;
*Is it licensed from a traditional game? This ties back to the first point, it must also come from an official licensed IP, not some third-party source.&lt;br /&gt;
&lt;br /&gt;
*Does it have any historical relevance? Does this power armour you listed offer any historical significance on its influence on the sci-fi genre and other forms of media?&lt;br /&gt;
&lt;br /&gt;
If you do not think it fits in the article itself, add it to the relevant section of the article discussion page.&lt;br /&gt;
&lt;br /&gt;
=Starship Troopers=&lt;br /&gt;
Like so many military science-fiction concepts, the modern idea of powered armor dates back to the Mobile Infantry of Heinlein&#039;s &#039;&#039;[[Starship Troopers]]&#039;&#039;. The &amp;quot;Marauder&amp;quot; suit is bulky, with integrated thrusters and heavy weapons (including nuclear weapons and heavy explosives, carried as easily as a human soldier carries grenades). Their primary purpose is not to destroy indiscriminately (though they certainly can), but to &amp;quot;make war as personal as a punch on the nose&amp;quot; -- to [[Drop Pod|drop in]] and destroy with precision, in order to break the enemy in exactly the right way. In other words, it&#039;s much like Crisis [[Battlesuit|battlesuits]] with less [[Tau|weeaboo]] and more [[Humanity Fuck Yeah|humanity fuck yeah]] inside.&lt;br /&gt;
&lt;br /&gt;
Heinlein never discusses [[pauldrons]], but the [[Space Marines]] certainly take after the Mobile Infantry&#039;s other aspects.The dudes from the book not the movie. That was a parody anyway.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Marauder:&#039;&#039;&#039; The basic infantry suit. Can carry more weapons than vintage [[Doom|Doomguy]]. Basic equipment includes radar and multi-spectrum vision aids.&lt;br /&gt;
* &#039;&#039;&#039;Scout:&#039;&#039;&#039; Lean on weapons, heavy on jump fuel. Much more mobile than the standard model.&lt;br /&gt;
* &#039;&#039;&#039;Command:&#039;&#039;&#039; Scout suit with more comm gear and gyros for inertial dead reckoning navigation. In practical terms each command suit is an instant, automatic, battlefield mapping system that can share its nav data with other command suits. This is the sort of battlefield data fusion tech DARPA wishes they could buy and have it actually work as advertised.&lt;br /&gt;
&lt;br /&gt;
So how many weapons we looking at here? Well, in the first chapter of the book, Rico is participating in a quick raid on an alien city. Their objective was to smash and run, inflicting as much material damage as possible without the indiscriminate civilian casualties of strategic bombing. For this missions he dropped into battle with: a rifle, a heavy flamer, a handheld flamer, an automatic grenade launcher (called a Y-rack) and multiple reloads, conventional thrown grenades, incendiary micro grenades (called firepills), and one psy-ops grenade (a talking timebomb). And topping it off since Rico was a non-com working on the flank, he was issued a rocket launcher with four low-yield nuclear rockets. [[Awesome|Yes.]]&lt;br /&gt;
&lt;br /&gt;
=Warhammer 40,000=&lt;br /&gt;
Because 40k has a huge hard on for Space Marines, and because no super soldier worth his genetic enhancements will go into battle without super armaments, 40k has developed nearly as large a hard on for power armor.&lt;br /&gt;
&lt;br /&gt;
==Human Power Armour==&lt;br /&gt;
&lt;br /&gt;
Virtually identical to Space Marine power armor (More can be read below), these suits of armor are scaled down to fit regular humans (notice that this is the reverse of what it would have been 10,000 years ago). Human power armour is relatively quite rare, since it occurred to somebody that making good protection being an affordable and wide-spread asset would severely impinge on the current state of [[grimdark]], not to mention expensive.&lt;br /&gt;
&lt;br /&gt;
Without the extra room and black carapace interface Marine armor provides, many suits of human power armor don&#039;t offer the same degree of protection, as much strength enhancement, or as many subsystems found in Marine armor. Still, the wearer will still be stronger, better protected, and better equipped than the [[Tau|guy in cardboard]]. There are a few variants, including a lighter suit and one for Chaos-fighting Inquisitors. Because these things are still super-rare, usually only [[Rogue Trader|people rolling in money]], [[Adeptus Mechanicus|tech fetishists]], and [[Inquisition|those able to declare not giving them power armor is]] [[heresy]], will have any.&lt;br /&gt;
&lt;br /&gt;
===Ignatus Pattern Armour===&lt;br /&gt;
[[File:InquisitorIgnatus.png|200px|right|thumb|Imperials always show off the guns.]]&lt;br /&gt;
The most &#039;common&#039; type of non-Astartes and non-Sororitas Power Armour.&lt;br /&gt;
&lt;br /&gt;
The Ignatus pattern power armours are all fine examples of Mechanicus artisans. Each of them are individuality crafted only for representatives of the [[Inquisition]]. Of course not as durable as Adeptus Astartes power armours, the Ignatus-pattern is far better designed than those sold to nobles, rogue traders and other agents of the Imperium.&lt;br /&gt;
&lt;br /&gt;
Like every other power armour variant, Ignatus armour is made of thick ceramite armour plates and incorporated electro-muscles so the user can even use the power armour in the first place. The optional helmet protects the wearer from toxic gasses, allows the wearer to breathe underwater, and even survive in a vacuum as long as the suit has power. The helmet has photo-visors so the user can see in the dark and an automatically closing visor renders blind-grenades useless against the wearer. They also have micro-beads and an integral auspex which can be controlled by speaking to the armour’s machine spirit, or the wearer could commune with his armour directly if they have a cerebral plug, MIU, or similar device. It is also possible to use a backpack for the suit which acts as an external power source. With this power-backpack, the wearer can use his armour for five continuous days in battle conditions.&lt;br /&gt;
&lt;br /&gt;
Because the Inquisition often has to deal with Ruinous Powers and other heretical forces, Ignatus suits are commonly inlaid with hexagrammic wards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Inquisitor_PA.JPG|&amp;lt;center&amp;gt;Inquisitor&amp;lt;/center&amp;gt;&lt;br /&gt;
Ordo_Xenos_PA.JPG|&amp;lt;center&amp;gt;Ordo Xenos&amp;lt;/center&amp;gt;&lt;br /&gt;
Ignatus-pattern_power_armour.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Malleus Power Armour===&lt;br /&gt;
[[File:ErasmusArmour.PNG|200px|right|thumb|When you want a discount Aegis Armour on Wish.]]&lt;br /&gt;
A &#039;step up&#039; from conventional Ignatus Pattern Armour. Malleus Power Armour are only issued by the [[Daemonhunters|boys]] with a [[Daemon|daemon fetish]], which makes them even &#039;&#039;more&#039;&#039; exclusive then normal.&lt;br /&gt;
&lt;br /&gt;
As such, they are rare even among the Holy Ordos, as this power armour is inscribed with pentagrammatic wards in the vaults deep below the Tricorn Palace, which makes them the garage-sale equivalents of Aegis Power Armour. &lt;br /&gt;
&lt;br /&gt;
It is highly prized by those who expect to fight daemons in hand-to-hand combat, and an Inquisitor who allows an Acolyte access to it must have good (or desperate) reasons. The wards inscribed onto the armour harm Daemonic creatures who directly strike the wearer. The wards are temporary at best, some failing after a single encounter, but servants of the [[Ordo Malleus]] regard them as the biggest spite attack they have, hoping that they will still be able to get the final middle finger and wound or slay those [[Daemon|Warp pasties]] even if they themselves got mirked. &lt;br /&gt;
&lt;br /&gt;
The power pack used in Ordo Malleus power armour allows it to operate for a week without recharging. Alternatively, it can be equipped with a power supply like that used by the Adeptus Astartes.&lt;br /&gt;
&lt;br /&gt;
Malleus Power Armour also slightly differ in the sense that the chest piece, vambrace and leg armour is more pronounced and bulkier than typical Ignatus Pattern Armour, which is to obviously provide further protection from the Immataerium. [[Derp|Still no standard helmet though.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Malleusinquisitor.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Delphis Mk.II: Ironclad===&lt;br /&gt;
[[File:IroncladArmor.jpg|200px|right|thumb|You thought it was a Space Marine Power Armor didn&#039;t you?]]&lt;br /&gt;
A power armour that looks like something an Astartes would wear.&lt;br /&gt;
&lt;br /&gt;
The Delphis Mk.II &amp;quot;Ironclad&amp;quot; Heavy Power Armour is a variant of standard non-Astartes power armour. It features increased personal protection at the cost of agility, with huge plates of Plasteel covering the flatter areas of the body. Exposed servo-mechanisms run along the legs and arms and elaborate bracing runs across the spine.&lt;br /&gt;
&lt;br /&gt;
The helmet is small by comparison and the gauntlets are unwieldy to the point where basic actions beyond wielding a weapon is impossible. The power cell system in the rear has several thermal ﬁns protruding to shed away excess heat. Ranks of power cells mounted on the rear provide 12 hours of continuous operation before recharging is needed, but require a day of recharging after each prolonged use. Compared to the Ignatus Pattern Armour which can last for 5 days with a power backpack DLC or the more advanced Sisters of Battle and Astartes Power Armour which can run indefinitely due to its fusion process, the Ironclad&#039;s battery lifespan is comparably short-lived and inferior. But hey, this is probably the cheapest and most cost-effective power armour a regular Joe can get with enough money that &#039;&#039;still&#039;&#039; provides enough protection on par with a Mark VII Aquila Power Armour; so you get what you pay for. The suit is also a fully enclosed void suit and incorporates an inbuilt auspex, good craftsmanship photo-visors, an incorporated vox, and a pair of recoil gloves. If the suit becomes unpowered, vents open automatically in the helmet to ensure the wearer does not suffocate.&lt;br /&gt;
&lt;br /&gt;
Each suit is a personal heirloom item, colourful paintwork and elaborate scrolls delineating the history of the various users cover the surface; some users have also added additional ornamental shields to indicate their personal heraldry. The more ostentatious suits may also include large retractable poles for ﬂying more elaborate personal banners and their vessel’s blazons. As such, it is &#039;&#039;very&#039;&#039; popular amongst [[Rogue Traders]] who are expected to only interact with dangerous environments pretty briefly.&lt;br /&gt;
&lt;br /&gt;
Because of all the layered protection, the Delphis Mk.II is the toughest and most &#039;powerful&#039; of the non-Astartes power armours.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Sisters of Battle Armour===&lt;br /&gt;
[[File:BattleSisterArmor.png|200px|right|thumb|Shaped for pragmatism I bet...]]&lt;br /&gt;
Less bulky than the Space Marine armour, as they&#039;re designed for normal sized humans. Despite Astartes &amp;amp; Sororitas armour both giving 3+ saves on the tabletops, in actuality the power armour of the Orders Militant of the [[Adepta Sororitas]] provides less ballistic protection than Space Marine armour does. (The identical in-game protection is mostly because saves in 40k are decided on numbers between 2-6, so there aren&#039;t as many gradients in-between.)&lt;br /&gt;
&lt;br /&gt;
This armour also does not provide the same level of strength enhancement, but it gives enough to carry [[Heavy_Bolter#Heavy_Bolter|heavy bolter]]s and ammunition into combat, and fire them without a sister shattering her arms. Sororitas armor has noticeably smaller [[pauldrons]]. The leading theory behind why they chose this design feature is that smaller pauldrons cut back the material cost it takes to create this variant, without having to sacrifice the pair of perky, globular breasts.&lt;br /&gt;
&lt;br /&gt;
Helmets (Thereby known as [[NSFW|Panty Helms]], seriously, look at the damned thing) are &#039;&#039;not&#039;&#039; included as standard either, mostly because the majority of Sororitas models have &amp;lt;s&amp;gt;spent hours doing their hair&amp;lt;/s&amp;gt; distinctive haircuts. But also because (according to [[Dark Heresy]]), the Sisters of Battle do not receive their helms until about halfway through their careers (how the sisters of battle are expected to fight in environments hostile to human life like space then is anyone&#039;s guess). This makes them inverse of the tradition held by the Astartes, where higher ranking officers are more likely to ditch their helmets instead. Said helmets is officially called the &#039;Sabbat&#039; Pattern Sororitas Helm which comes with a comm-link and rebreather unit for limited operation in a total vacuum; the helmet includes full-spectrum filtering and psycho-oculal buffering to assist the (less physically durable) human mind from being rendered insensible by battlefield conditions.&lt;br /&gt;
&lt;br /&gt;
Despite the strained relations, this type of power armour is often crafted by the AdMech forges of [[Mars]], Sororitas Power Armour is relatively lighter than most suits, providing excellent protection and increased strength at a negligible loss to the user&#039;s mobility and agility thanks to plug ports that link the Sister&#039;s musculature directly to the enhanced fibre bundle network within their power armour.&lt;br /&gt;
&lt;br /&gt;
The advantage of Sororitas power armour, though, when compared to other human-scales of power amour, is that it runs off of the same fusion reactor that Astartes armour does, and therefore can run indefinitely, rather than for a few hours at a time. Another advantage is that it is not as bulky so it does not turn the wearer into a big giant target either.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Battle_Sister_w_Melta.jpg|Dominion Battle Sister with half-mask.&lt;br /&gt;
SeraphimSq.JPG|Seraphim with power armour and jetpack.&lt;br /&gt;
SoB_Panty_Helm.JPG|What is seen cannot be unseen...&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Vratine Armour===&lt;br /&gt;
[[File:VratineArmorZoomed.png|200px|right|thumb|... Since it has historical precedent.]]&lt;br /&gt;
Exclusive to the [[Sisters of Silence]], this is what the Null-ladies get to wear after finishing their training. The &#039;&#039;&#039;Vratine Armour&#039;&#039;&#039; is &#039;&#039;the armour of oath&#039;&#039;, containing designs akin to Space Marine Power Armour and possibly a local pattern of silicate-mesh from Luna (&#039;&#039;&#039;&#039;&#039;Selenite void-mail&#039;&#039;&#039;; Selene being a goddess of the Moon in &amp;lt;strike&amp;gt;Greek&amp;lt;/strike&amp;gt; &amp;lt;strike&amp;gt;ROMAN&amp;lt;/strike&amp;gt; [https://en.wikipedia.org/wiki/Selene GREEK] mythology&#039;&#039;). Considering that the suit does not come environmentally-sealed like how Power Armour usually do (&#039;&#039;as you can see that the &amp;quot;helmet&amp;quot; is actually a full-faced mask&#039;&#039;) – though additional gear can be equipped to operate in a hostile environment – this armour that these Sisters wear is possibly the closest thing the Imperium has to the Mark I, which is also a Power Armour pattern that is not sealed.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the Sisters of Silence might have been a later addition to the Imperium over the course of the Great Crusade, and the design elements of the Astartes Power Armor is actually derived from a later pattern such as the standard Mark II, or maybe even up to Mark VI, assuming that the armour, like the Space Marines&#039;, has several renditions of itself. This is likely since the Vratine is designed with agility in mind, and the protection factor is also definitely not compromised for that.&lt;br /&gt;
&lt;br /&gt;
Overall, the Armour provides formidable protection from ballistic impacts and directed energy weapons, and is tailored and forged uniquely to its intended wearer to allow for their complete freedom of movement and to augment their reaction speed.&lt;br /&gt;
&lt;br /&gt;
As a side note, it doesn&#039;t have a noticeable reactor (much like Custodes armour) and is not called &amp;quot;power armour&amp;quot; anywhere in the FW books, but it is later identified as a form of power armour in the 8th Edition Sisters of Silence Codex.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
99120108007_WitchseekerSquad01.jpg|Witchseekers in Vratine Armour without the helmet.&lt;br /&gt;
Vigilator.jpg|Vigilator with half-mask.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dragon Scale Armour===&lt;br /&gt;
[[image:MilitantEnginseer.jpg|200px|right|thumb|Like walking around in an armored Deep Blue computer.]]&lt;br /&gt;
Consider this a catch-all term for any variety of proprietary protection in a given Forge World’s standing army, e.g., Crimson or Praetor armor. Dragon scale armor is basically Mechanicum power armour, commonly used by militant Enginseers of Imperial Guard and Myrmidon [[Paladin|warrior priests]] of the Ordo Secutor. It does not have an external power source, as it derives power from your not-so-standard-issue Mechanicus potentia coil (and therefore cannot be used by anyone outside the tech-priesthood or high-ranking [[Skitarii]]). As such, it is more accurate to call it an augmentation than true &#039;armour&#039;.&lt;br /&gt;
&lt;br /&gt;
Not as thick as Astartes power armour, it sports many more inbuilt devices and sensors and gets further pimped by the Techpriest wearing it as he progresses through the ranks of the [[Adeptus Mechanicus]] to the point where it&#039;s hard to tell where the armour ends and its wearer begins. It is in some ways, similar to Iron Man&#039;s armor, but more steampunk. Some wonder if it is connected to the [[Void Dragon]].&lt;br /&gt;
&lt;br /&gt;
Each set of dragon scale is individually hand-forged from adamantine and ceramite plating depending on how much the Adept likes his style, and are woven with prayers of permanence and micro-etched with fractal incantations of defence. In a sense, Dragon Scale Armour provides a higher form of customizability and versatility due to the wearer&#039;s vast and extensive augmentations.&lt;br /&gt;
&lt;br /&gt;
So if the wearer wants to be more agile, thinner pieces are used to offer lighter weight whilst implementing stronger servo-muscles for quick bursts of speed; if he/she wants to be a walking tank then the opposite happens as they are bulked up in thicker plates whilst the muscles are reinforced to provide durability and strength.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
MyrmidonDragonScale.png|&amp;lt;center&amp;gt;Myrmidon Secutor&amp;lt;/center&amp;gt;&lt;br /&gt;
MyrmidonDestroyer.jpg|&amp;lt;center&amp;gt;Myrmidon Destroyer&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Lorica Thallax===&lt;br /&gt;
[[image:Thallax2.PNG|200px|right|thumb|40k&#039;s answer to Robocop.]]&lt;br /&gt;
Less power armour and more &#039;&#039;servitor body&#039;&#039;. The Lorica Thallax is an even &#039;&#039;more&#039;&#039; extreme evolution to the already extensive Dragon Scale Armour.&lt;br /&gt;
&lt;br /&gt;
The Lorica Thallax is a type of Power Armor worn by [[Thallax]] troops of the Ordo Reductor.&lt;br /&gt;
&lt;br /&gt;
Divergent from their Astartes counterparts, it is permanently surgically bonded to the body of the wearer. So unlike the armour from an Astartes, the Lorica uses mechanical armatures to replace the primary limbs, and its protection only covers their organs, nervous systems, and cerebrum with the rest of the more &#039;useless&#039; fleshy bits being long chopped away. The level of protection is at least on par with Astartes Power Armour, so we can deduce that ceramite is also used here.&lt;br /&gt;
&lt;br /&gt;
Moreover, the armour system comes equipped with a compact reactor core to generate power for the Thallax&#039;s weaponry and the system can be equipped with a Jump Pack system. The armor is fused directly to the spinal cord and nervous system of the wearer, which marks them as a warrior of the Mechanicum and acts as a symbol of their eternal servitude.&lt;br /&gt;
&lt;br /&gt;
As a interesting bit of trivia. The word Lorica is literally the latin translation of the word body armour. So Lorica Thallax is literally called Thallax body armour.&lt;br /&gt;
&lt;br /&gt;
On the [[Horus Heresy]] tabletop, the Thallax armor grants them a 4+ save and FnP(6), but prevent them from Sweep Advancing.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
ThallaxArt.jpg|&amp;lt;center&amp;gt;Internal workings of the Armour&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Hunting Rig==&lt;br /&gt;
&lt;br /&gt;
Ah yes, the infamous Hunting Rig from [[Necromunda]]. A bundle of such ridiculous [[bullshit]], it is a miracle that the [[Adeptus Mechanicus]] did not lose their collective metallic heads the moment they lay sight on this [[Dark Age of Technology|DAoT-levels of ass fuckery]]. Used exclusively by the [[Spyrer]] rich kids, because of course they have Jeff Bezos-levels of money. Think of them as the [[/co/|Iron Man Mark 50 War Suit]], motherfuckers can do damn near everything &#039;&#039;[[Powergamer|anything]]&#039;&#039; and makes most marks, variants and patterns of space marine power armor in comparison look like outdated children&#039;s play toys. Again, exactly &#039;&#039;how&#039;&#039; Necromunda avoided an entire AdMech crusade on their ass (as of yet), we have no idea.&lt;br /&gt;
&lt;br /&gt;
Anyways, about that armour....it is self-sustaining, providing sustenance to the wearer so that they are not burdened by the requirement of food. It is also self-repairing, so that they do not require regular maintenance (Meaning that survival challenge can by done by finding a nice little hidey hole and holing up for a few days. Way to go, guys). However the most important feature of the hunting rig is their power boosting system. As the wearer fights and gains experience in combat, the hunting rig will adapt and evolve to suit the wearer by increasing power to certain systems, (essentially [[Level|Leveling up]]) unlocking previously unavailable abilities and new potential as the hunt continues.&lt;br /&gt;
&lt;br /&gt;
These suits are locked onto implants connected to the wearers central nervous system ensuring a seamlessly perfect fit, though make it practically impossible for someone else to wear the suit and even then they would have to have exactly the same body size and shape, so they are essentially useless as loot items or salvage.&lt;br /&gt;
&lt;br /&gt;
[[Dark Heresy]] presents pieces of wargear built by the [[Jokaero]] for nobles in the Calixis sector, which are essentially the same as the ones found on Necromunda, these suits are scary as hell. Boosting the wearer&#039;s WS, Strength, Agility and Perception as well as granting a butt-ton of additional talents, turning the wearer into a 40k [[Ninja]]. However, the actual armour protection of the suit itself amounts to very little, so the user must rely on their enhanced reflexes to avoid injury or on some suits alternative defensive capabilities such as force fields or shields.&lt;br /&gt;
&lt;br /&gt;
An alternate theory is that the hunting rigs are the creation of [[Tau]] battlesuit engineering. This is strongly supported in the Tau 3rd edition codex, which defines several words that are phonetically identical to the rig designations while being thematically accurate to the suit&#039;s functions:&lt;br /&gt;
* Orrus = Or&#039;es (powerful)&lt;br /&gt;
* Jakara = J&#039;karra (mirror)&lt;br /&gt;
* Malcadon = Mal&#039;caor (spider)&lt;br /&gt;
* Yeld = Y&#039;eldi (winged one)&lt;br /&gt;
&lt;br /&gt;
Of course, considering the rigs are clearly much more advanced (such as freaking [[Tyranids|&#039;&#039;evolving&#039;&#039;]]), it is likely the nobles once upon a time illegally purchased Tau suits and hired [[heretek]]s to combine the knowledge gleaned with power armor to make something special and the names of the rig designations are due wanting to cover up the origins while also giving an arrogant finger to the law in plain sight. Or the rigs were inspired by Eldar Aspects and the ignorant nobles used Tau words due to being stupid/weeaboo.&lt;br /&gt;
&lt;br /&gt;
Although each Hunting Rig is unique, they are designed to incorporate ritualised combinations of weaponry, so that groupings of hunting styles can be identified. But as the suits adapt to suit the wearer, even two suits that were similarly designed may be completely different by the end of the hunt.&lt;br /&gt;
&lt;br /&gt;
===Orrus Hunting Rig===&lt;br /&gt;
[[File:Orrus.PNG|200px|right|thumb|The first foray into 40k&#039;s answer to Iron Man.]]&lt;br /&gt;
The Orrus is the most brutal but generic of the Spyre aspects. Specialising in brute force, they are characterised by oversized, piston-powered arms containing [[Bolt Launcher]]s built into the fists.&lt;br /&gt;
&lt;br /&gt;
They are also protected from shooting attacks by a force field generator incorporated into the warsuit. Orrus rigs typically evolve by increasing the caliber and firing rate of the Bolt Launchers or by increasing the effectiveness of their force field. How this is done, we are not too sure, although it might be due to the rig redirecting power towards both the weapon systems and force field systems.&lt;br /&gt;
&lt;br /&gt;
Both of these scientifically unsound aspects sound suspiciously like the transforming abilities of [[Necrons|Necrodermis]]...or something [[Chaos|else]]. Of course, that’s true for all the rigs. Another edition for the Orrus is the fact that it comes with a helmet that has a sophisticated targeting cogitator that allows the wearer to literally look, point and shoot. Although, given how awfully inaccurate the Bolt Launchers are, the targeting system might as well be as good as useless.&lt;br /&gt;
&lt;br /&gt;
Whilst not the toughest of the rigs, the Orrus definitely provides the wearer with sufficient protection. Overall, the most &#039;balance&#039; and down-to-earth of the lot given the level of [[bullshit]] these rigs are capable of.&lt;br /&gt;
&lt;br /&gt;
At its most basic, this suit increases the wearers WS, S &amp;amp; A by +1, provides a 4+ armour save and a 6+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
The Bolt Launchers are functionally identical to &#039;&#039;Twin Linked&#039;&#039; boltguns, albeit with an 18&amp;quot; range.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Orrus art.jpg&lt;br /&gt;
Orrus blue.jpg&lt;br /&gt;
Orrus blue back.jpg&lt;br /&gt;
Fowler&#039;s Orrus.PNG|Kevin Fowler&#039;s [[awesome|kick-ass]] modern rendition of the Orrus. [https://www.goonhammer.com/necromunday-gang-showcase-fowlers-spyrers/ Link to his credit].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jakara Hunting Rig===&lt;br /&gt;
[[File:Jakara.PNG|170px|right|thumb|[[Original character, do not steal|&#039;&#039;Totally not Aspect Armour from a Howling Banshee. No sir!&#039;&#039;]]]]&lt;br /&gt;
Jakara are the lightest but most agile of the Spyre hunters, specializing in speed and mobility at the expanse of overall protection.&lt;br /&gt;
&lt;br /&gt;
It is note for being extremely feminine looking, which may be due to the fact that it is skintight bodysuit with some additional armoured padding for some glancing protection. Usually we only see female Spyrers wear these things because of...[[PROMOTIONS|&#039;&#039;reasons&#039;&#039;.]] The armoured padding itself might be made of some sort of ballistic absorbent meta-materials to ensure both strength and flexibility in the process.&lt;br /&gt;
&lt;br /&gt;
They are equipped with a [[Miscellaneous Weapons#Monomolecular Sword|Sword with a Monomolecular edge]] and a unique Mirror Shield which can absorb energy-based attacks and fire it back at their enemies. Jakara rigs evolve by increasing the mobility and speed of the wearer by increasing their leg performance, as well as the durability of their sword. It is most likely done through the redirection of power, applying and modifying the leg structure to provide better tensile acceleration upon the calf muscles with each step. This is to obviously compensate for the lack of overall protection of the rig, forcing the wearer to rely on speed and agility to evade attacks.&lt;br /&gt;
&lt;br /&gt;
If speed isn&#039;t enough, obviously, the aforementioned Mirror Shield should help somewhat. However, as previously stated, the Mirror Shield is only effective against DEW, on projectile weaponry, it should provide as much protection as...well...an [[Fail|&#039;&#039;actual mirror&#039;&#039;]], so even a [[musket]] would be enough to shatter it.&lt;br /&gt;
&lt;br /&gt;
They also adapt by expanding the types of energy absorbed by their shield. And yes, they do look suspiciously similar to the [[Aspect Armour]] worn by the [[Howling Banshees]]. [[Heresy|&#039;&#039;Way too similar&#039;&#039;.]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Jakara blue.jpg&lt;br /&gt;
Jakara blue back.jpg&lt;br /&gt;
Jakara 2 blue.jpg&lt;br /&gt;
Jakara 2 blue back.jpg&lt;br /&gt;
Fowler&#039;s Jakara.PNG|Kevin Fowler&#039;s [[awesome|kick-ass]] modern rendition of the Jakara. [https://www.goonhammer.com/necromunday-gang-showcase-fowlers-spyrers/ Link to his credit].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Malcadon Hunting Rig===&lt;br /&gt;
[[File:Malcadon.PNG|170px|right|thumb|My spidey senses are tingling!]]&lt;br /&gt;
The most subtle and cunning of the Spyre groups. Basically 40k&#039;s spiderman for all intents and purposes.&lt;br /&gt;
&lt;br /&gt;
They are armed like spiders, with [[Web Spinner|Web Spinnerets]] designed to immobilise the enemy so they can be torn apart by their vicious claws. They are also equipped with climbing hooks and hydraulic pistons to allow the wearer to reach perfect ambush points. Their hands and feet are most likely embedded with millions of micro-hooks, allowing them to literally climb up walls if needed.&lt;br /&gt;
&lt;br /&gt;
The Spinneret weapons can also be used to generate strands of web to further aid in climbing. These suits evolve by synthesising neurotoxins for application to their claws, or by increasing the range and area of their Spinnaret weapons. Their suit is further ribbed, probably to ensure that sound movement is minimised when [[LARP|LARPing]] as spiderman. Whilst nowhere near the capabilities of the Matriarch, the Malcadon still offers a good level of stealth operations.&lt;br /&gt;
&lt;br /&gt;
What is most notable of this rig other than its weapons, is its helmet. The Malcadon possess the most complex and sophisticated helmet of the hunting rigs, sporting several different type of lenses that most likely have thermal, ultraviolet and night vision capabilities, alongside a potential zoom function. Given the fact that the Malcadon Spyrers are spies, such high levels of surveillance equipment incorporated into the helmet makes sense.&lt;br /&gt;
&lt;br /&gt;
Like the Jakara, the Malcadon sacrifices defense for its peculiar abilities. And no, its name has nothing to do with [[Malcador]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Malcadon art.jpg&lt;br /&gt;
Malcadon blue.jpg&lt;br /&gt;
Malcadon blue back.jpg&lt;br /&gt;
Malcadon 2 blue.jpg&lt;br /&gt;
Malcadon 2 blue back.jpg&lt;br /&gt;
Fowler&#039;s Malcadon.PNG|Kevin Fowler&#039;s [[awesome|kick-ass]] modern rendition of the Malcadon. [https://www.goonhammer.com/necromunday-gang-showcase-fowlers-spyrers/ Link to his credit].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Yeld Hunting Rig===&lt;br /&gt;
[[File:YeldSingle.PNG|270px|right|thumb|Imperial [[Scourges]], time to shit your pants grandma.]]&lt;br /&gt;
Are the most peculiar Spyrers, being equipped with Chameleonic armour and [[Corvus Corax|razor-edged wings]].&lt;br /&gt;
&lt;br /&gt;
They are armed with multiple laser tubes built into their gauntlets called...well...[[Laser Gauntlet]]s. Though their wings do allow them to fly, they make for better gliders. Their wings also incorporate the chameleonic technology which makes them difficult to track. Yeld can evolve by increasing the chameleonic response and the sharpness of their wing-blades, as well as by increasing the focus and fire-rate of their laser gauntlets.&lt;br /&gt;
&lt;br /&gt;
In addition, in order to make flight even possible, the rig of the Yeld has adapted to become hollow, to ensure minimum additional weight for full flight. This of course, comes at the expanse of defense and protection, but, like the Jakara, the Yeld focuses on its speed and agility to avoid getting hit in the first place.&lt;br /&gt;
&lt;br /&gt;
A starting Yeld gains +1 to BS &#039;&#039;(and movement, but this has no bearing in &amp;quot;modern&amp;quot; rulesets)&#039;&#039; as well as a 5+ armour save.&lt;br /&gt;
&lt;br /&gt;
Their [[Laser Gauntlet]]s start out identical to a pair of laspistols, but with a 20&amp;quot; range. &#039;&#039;(the original rules have them as identical to short ranged lasguns, but held as pistols; laspistols had considerably different accuracies)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Their wings give them the &amp;quot;Jet Infantry&amp;quot; type as well as inflicting a -1 on to-hit rolls when weapons fire at them from over half range.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Yeld.jpg&lt;br /&gt;
Yeld blue.jpg&lt;br /&gt;
Yeld blue back.jpg&lt;br /&gt;
Fowler&#039;s Yeld.PNG|Kevin Fowler&#039;s [[awesome|kick-ass]] modern rendition of the Yeld. [https://www.goonhammer.com/necromunday-gang-showcase-fowlers-spyrers/ Link to his credit].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Patriarch Hunting Rig===&lt;br /&gt;
[[File:Patriarch2.PNG|240px|right|thumb|It&#039;s Doc Ock in Terminator Armour.]]&lt;br /&gt;
This armour offers the best protection of all the Spyrer armours, and it is only worn by those who have already proven themselves and cannot evolve further. For all intents and purposes, the closes we are gonna get to Human Terminator Armour. Fuckers even look like baby [[Failbaddon]]s.&lt;br /&gt;
&lt;br /&gt;
It is equipped with four [[Miscellaneous Weapons#Mechadendrite|Mechadendrite arms]]; two wielding [[Power Fist|power claw]]s and two with pulse [[Lasgun|laser]]s that can track and target multiple opponents simultaneously due to the advanced sensor arrays built into the rig. The extra arms is controlled via the multiple cerebral connection cables attached to the wearer&#039;s head, like a mini-[[Perturabo]].&lt;br /&gt;
&lt;br /&gt;
How much protection it gives to the wearer, we are not too sure. Although some speculate that it is on par with that of modern Space Marine Power Armour or at the very least, the Delphis Mk.II Ironclad. The addition of its various mechanical tentacles makes the Patriarch Hunting Rig very lethal in close combat, although its lack of sufficient ranged weapons makes it poor in the opposite direction.&lt;br /&gt;
&lt;br /&gt;
Despite its high protection capabilities, for some [[derp|fucktarded reason]], there never seem to be a helmet attached to it, making the entire point of the Patriarch, [[EPIC FAIL|absolutely useless.]]&lt;br /&gt;
&lt;br /&gt;
As its name implies, it seems that only men can wear these things. Whether it is due to tradition or model limitation is up in the air.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Patriarch 2.jpg&lt;br /&gt;
Patriarch.jpg&lt;br /&gt;
Patriarch back.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Matriarch Hunting Rig===&lt;br /&gt;
[[File:Matriarch_Armour.PNG|200px|right|thumb|Have a girlfriend who looks at you the same way a Matriarch looks at her prey.]]&lt;br /&gt;
The [[Callidus]] of Hunting Rigs that behaves a lot like the Crysis Suit from Crysis.&lt;br /&gt;
&lt;br /&gt;
Designed for quietly stalking opponents from the shadows and slaying them up close, equipped with a camo-cloak to hide their position and mask their movements so that they cannot be tracked either at range or in melee. How it is meant to work, &#039;&#039;in theory&#039;&#039; is that the wearer would cover herself in the cloak fully which then turns her nearly invisible, like the invisibility cloak from Harry Potter.&lt;br /&gt;
&lt;br /&gt;
Moreover, the skull-like helmet offers both good head protection and gives the wearer high-quality vision that may incorporate thermal and night vision, alongside an advanced cogitator that assists the wearer to identify which target to destroy.&lt;br /&gt;
&lt;br /&gt;
They expertly dual-wield a large [[Chain Weapon#Chainscythe|chainscythe]] and a [[Miscellaneous Weapons#Monomolecular Sword|monomolecular blade.]] Their armour offers the highest levels of speed and mobility short of the Jakara at the expanse of it being unable to evolve any further. Despite this sounding pretty [[awesome]], their actual model looks like a [[Derp|crazy lady wearing a corset]]....[[PROMOTIONS|with her cleavage for all to see.]] Also, its long ass dress and cape makes running in this thing, [[herp|colossal pain in the ass]]. Moreover, the whole aspect of stealth is kind of rendered moot when you have a &#039;&#039;[[EPIC FAIL|fucking Chainscythe at full rev]]&#039;&#039;. Yeah, it is not the most sensibly designed so [[Fail|don&#039;t expect much protection for this one.]]&lt;br /&gt;
&lt;br /&gt;
As its name implies, it seems that only women can wear these things like the Jakara. Whether it is due to tradition or model limitation is up in the air. But whatever is the case, the Matriarch still looks the dumbest of the hunting rigs.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Matriarch blood.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Squat Power Armour==&lt;br /&gt;
===Void Power Armour===&lt;br /&gt;
[[File:Void_Power_Armour.JPG|200px|right|thumb|Remember how the Emperor originally wanted &amp;lt;u&amp;gt;&#039;&#039;ALL&#039;&#039;&amp;lt;/u&amp;gt; his Space Marines to wear Terminator Armour? Yeah, the Leagues is that dream coming true.]]&lt;br /&gt;
Our [[Squats|SPEHSS DORFS]] too, have their own power armour.&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the similarly named [[Void Armour]] and [[Reinforced Void Armour]] which are Imperial [[Carapace Armour]], the Void Power Armour is the standard-issue armour for the [[Leagues of Votann]]. Yes, you heard that right, &#039;&#039;[[Powergamer|standard-issue]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Originally constructed for the most extreme of mining operations so that the Kin could [[Meme|Rock and Stone to the Bone]], they have found use in warfare due to its immense protection against CBRN (Chemical, Biological, Radiological and Nuclear) weapons, thanks in part to it being comprised of hardened, jointed segments that are hooked into the void suit which in itself is fashioned from Magnaferrite weave, and often reinforced with Adamantine and enhanced with micro-field generators. This, when translated to tabletop means that yes, your most basic League troop may have a chance in outright &#039;&#039;[[Troll|ignoring]]&#039;&#039; [[Lulz|Nurgle&#039;s Rot]]. Likewise, their Armor also stops any re-rolls for wounds or damage and reduces AP by 1. [[Cheese|So yeah...]]&lt;br /&gt;
&lt;br /&gt;
On another note, the armour looks like 1950s retrofuturistic spacesuits ripped straight out of Popular Science which makes it [[Awesome|unfathomably based.]] [[Skub|Although some have accused it of looking too much like]] [[Blizzard|the Terran Marines ironically.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CNiuMZPWWNpatQNt_(1).jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brôkhyr Exo-Frame===&lt;br /&gt;
[[File:Brokhyr_Exo-Frame.JPG|200px|right|thumb|The Paragon Warsuit&#039;s more competent brother.]]&lt;br /&gt;
When the Brôkhyr goes to war and become the [[Brôkhyr Thunderkyn]], all of them must wear a specialized Exo-Frame in order for them to properly lug around their heavy equipment and weaponry with convenience. This advanced engineering equipment also helps out, with Omni-visors able to pick out the telltale signs of enemy units through the dense terrain.&lt;br /&gt;
&lt;br /&gt;
The powerful suits they wear are adapted from rugged engineering rigs and allow the Brôkhyr Thunderkyn to heft the heaviest man-portable weapons the Leagues can muster with ease. More of an exo-skeleton than an actual plate of armour, the Exo-Frame resembles somewhat like the Power Loader from Aliens or the Sisters of Battle Paragon Warsuit, only less....[[Fail|&#039;&#039;retarded&#039;&#039;.]]&lt;br /&gt;
&lt;br /&gt;
Seriously though, the Exo-Frame is what both the Warsuit and the [[Dreadknight]] &#039;&#039;should have been&#039;&#039;: small, compact, practical, not overly designed and does not get in the way of joint placement issues.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Thunderkyn.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exo-Armour===&lt;br /&gt;
[[File:Hearthguard_New.JPG|230px|right|thumb|From roided up Easter Eggs to god damned [[Awesome|Doom Guy.]]]]&lt;br /&gt;
&lt;br /&gt;
The humorously egg-shaped Exo-Armour is a type of heavy armour, comparable to Terminator Armour, used by the Squats. It is built by the Squat Engineers Guild. The extensive protection it provides is especially useful when fighting in confined spaces where movement is restricted and it is difficult to avoid concentrated enemy fire. Exo-armour is thus greatly valued by Squats, who often find themselves in combat in subterranean tunnels.&lt;br /&gt;
&lt;br /&gt;
Exo-armour also serves as an all-enclosing hostile environment suit. The development of Exo-armour was spurred by the inhospitable nature common to the Squat homeworlds.&lt;br /&gt;
&lt;br /&gt;
Exo-armour incorporates an integrated power axe and boltgun. Squat armourers are adept at forging magnificent exo armour, embellished with the visage of a Squat Ancestor Spirit. The armour is handed down from father to son and is probably the proudest symbols of status of the Squat military aristocracy.&lt;br /&gt;
&lt;br /&gt;
The standard weapons fitted into suits of exo-armour are often upgraded to heavy or combi-weapons by wealthy Squat warriors. They are almost exclusively worn by the elite [[Hearthguard|Hearthguards,]] although wealthy or prominent Squats such as [[Squat Warlord|Warlords]] and [[Living Ancestor]]s are known to wear one too.&lt;br /&gt;
&lt;br /&gt;
Recently with the return of the space dorfs as the [[Leagues of Votann]] in the 9th edition of game the Exo-armor has made a comeback. Now the elites who wear it are called the Einhyr Hearthguard. The new version of Exo-armor comes equipped with a [[Volkanite Disintegrator]], [[EtaCarn Plasma Gun]], and a shoulder-mounted [[Exo-Armour Grenade Launcher]] as well as [[Concussion Weapons#Concussion Gauntlet|Concussion Gauntlets]] for melee combat, with many more choosing to add a [[Plasma#Plasma Blade Gauntlet|Plasma Blade Gauntlet]] or [[Concussion Weapons#Concussion Hammer|Concussion Hammers]] for better enhanced close quarters combat. The armour is made from ultra-dense materials attached to a complex servo-assisted frame, allowing the wearer to shrug off anti-tank weaponry while retaining full freedom of movement and even auto-stabilising their aim while they return fire. Their armor also has built-in microgravity field generators linked to implants via the HunTR targeting system to help keep their aim steady allowing them to fire on the move, as well as being equipped with Teleportation Crests to zap around the battlefield with ease in contrast to their Terminator brethren.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SquatExo.jpg|All aboard the Walking Easter Egg with Guns.&lt;br /&gt;
SquatExoArmour.jpg&lt;br /&gt;
FW1NodbWYAA-Gzh.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Vartijan Exo-Driller Armour===&lt;br /&gt;
[[File:Vartijan_Exo-Driller1.jpg|300px|right|thumb|The Centurion Armour of the Squats.]]&lt;br /&gt;
&#039;&#039;For the actual unit itself, see here: [[Vartijan Exo-Driller]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A heavily modified variant of the regular Exo-Armour, the Vartijan Exo-Driller Armour is so god damned bulky that it is just one cogwheel away from being classified into a miniature walker like the [[Paragon Warsuit]].&lt;br /&gt;
&lt;br /&gt;
Widely-used by [[Necromunda]]&#039;s [[Ironhead Squat Prospectors]]. It is unknown if this power armour is unique to only the Squats from Necromunda or other Leagues also has access to these pieces of equipment. Whatever is the case, Vartijan Exo-Driller (Which was named after the legendary engineer Valya Vartijan), like all Exo-Armour, was designed to protect Squat miners in the most hostile of environments. They are armed with a [[Miscellaneous_Weapons#Vartijan Fist/Seismic Crusher|piston-powered pulverising fist and a seismic crusher.]] Over the centuries, the Ironhead Prospectors of Necromunda have also upgraded their Vartijans with heavier weapons and better defences to protect them in the Hive World&#039;s hostile Ash Wastes. These include a [[Heavy Flamer]] – which can also be replaced with a [[Heavy Bolter]]. Armed with the Vartijans, the Ironheads can fight off hostiles who attack them or use them to claim prime dig sites in the Ash Wastes.&lt;br /&gt;
&lt;br /&gt;
Slabs of plating are attached onto its massive mechanical form, making its sheer bulk enough to turn aside all but the most dangerous of weapons. The armour also carries comprehensive suites of sensor equipment, able to detect valuable seams of ore and hostile gangs alike.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==Space Marine Power Armour==&lt;br /&gt;
The most iconic users of power armour in 40k are the [[Space Marines]] and the [[Chaos Space Marines]]. Made of ceramite layers upon plates of plasteel and adamantium/[[C.S.Goto|adamantite]] which will deflect all but the most powerful of weapons, Power Armour possess many life support systems designed to keep the Space Marine inside alive, even in the worst and most extreme of battlefield conditions. Has physical properties that has led some material scientists (who clearly also do Warhammer) to speculate whether Space Marine armour is in fact an extraordinarily tough ceramic compound (ignoring all this easily trademarkable sci-fi bullshit about plasteel and adamantium/tite), which would make sense given that the Emperor actually invented very little new stuff when making the Marines&#039; battle gear, instead just scaling up and making it bigger/louder/harder/better/faster/stronger etc.&lt;br /&gt;
&lt;br /&gt;
The Black Carapace, one of the [[Gene-Seed]] organs, is specially designed to allow a space marine to interface his nervous system with his armour and is the last organ implanted in [[Codex Astartes|Codex]] Chapters. Amongst its features, power armour possess auto-senses to supplement the Marine&#039;s already considerable senses, auspex arrays to create minimaps and transmit data between squad members and commanders, painkiller delivery systems in the event of severe bodily damage, and waste recyclers to keep the Marine going for up to fifty days without fresh food or water. Or, for that matter, taking a shit. The connection between the two being one of the rather less dignified aspects of Astartesdom. The power source is a backpack mounted generator which needs initializing, but after that can take solar energy to keep itself going. According to GW, the backpacks themselves were inspired by the bedrolls (actually greatcoats in reality) carried by soldiers in the Napoleonic era. The &amp;quot;roll&amp;quot; on the backpack contains oxygen for use whenever the environment demands (like space combat) and the balls on the sides are either jet engines for manoeuvring in space or heat vents. Some early art showed they are more likely jet engines, and can lift a Space Marine for extra battlefield maneuverability, though presumably nowhere near as good as a Jump Pack. Running throughout the suit is a notoriously wilful machine spirit that maintains the armour and assists with the interfaces.&lt;br /&gt;
&lt;br /&gt;
There are &amp;lt;s&amp;gt;eight&amp;lt;/s&amp;gt; ten (technically​ nine because one has never been shown) types or &#039;&#039;&#039;Marks&#039;&#039;&#039; of Power Armour used by the Astartes. Regardless of their type, they all have massive [[Pauldrons]], under which the Marine&#039;s ammunition is stored. Pictures can be found in the gallery at the bottom of the page.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark I: Thunder Armour===&lt;br /&gt;
[[File:ThunderWarriorZoomed.png|200px|thumb|right|Your move, techno-creep.]]&lt;br /&gt;
The first type of Power Armour was designed for the [[Thunder Warriors]] and worn by many of the techno-barbarians of [[Earth|Terra]]. They provided basic protection against weapons and enhancements to upper-body strength, but that is all - the suit was incapable of supporting its own weight and basic variant did not provide any significant protection to the legs. Which seems like a bizarre and terrible idea given that as any person who moves furniture often can tell you; you should do most of your lifting with your legs unless you want to give yourself a hernia, and as most soldiers can tell you, having to carry a lot of extra gear with the weight distributed onto your shoulders sucks and is exhausting, and being fatigued significantly hurts combat effectiveness. But perhaps this was intentional as the Emperor intended to replace the Thunder Warriors anyway. Since they were only used on Terra, there was no need to protect them against the void. Though the lack of life support systems and much lesser degree of protection make them essentially useless in the 41st millennium (this doesn&#039;t seem to stop people from pestering Forge World to make models for it though, even though they&#039;ve said that they won&#039;t for exactly this reason), several Chapters retain sets of Thunder Armour for ceremonial purposes. If you were to field one now, it would probably count as carapace armour (4+ save) with a slight bonus to strength but a penalty to initiative.&lt;br /&gt;
&lt;br /&gt;
In [[Deathwatch_(RPG)|Deathwatch]], you can actually get your hands on some. Be forewarned: it&#039;s noisy, doesn&#039;t offer as much protection, doesn&#039;t work with a Marine&#039;s Black Carapace, and actually might not be a whole suit of armour depending on its state of (dis)repair. Overall, it&#039;s kind of shitty, but it&#039;s a surviving artifact linked to the days of the living [[Emperor]] and early Imperium, and that impresses other Marines and those Ecclesiarchy schlubs. Take it for formal occasions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkI.jpg&lt;br /&gt;
OldPowerArmorMark1.jpg&lt;br /&gt;
Thunder Warrior 1.jpg&lt;br /&gt;
Thunder Warrior 2.jpg&lt;br /&gt;
Thunder Warrior 3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark II: Crusade Armour===&lt;br /&gt;
[[File:CrusadeArmorZoomed.jpg|200px|thumb|right|The Facegrill, v1]]&lt;br /&gt;
Designed by the [[Adeptus Mechanicus]] with the [[Great Crusade]] in mind, the Mark II armour was fully enclosed and contained all the life support and auxiliary systems that would become standard issue for later marks of Astartes power armour, like a waste recycling unit and automated medical equipment. These additions were made possible by a more efficient cooling system, which allowed a considerable reduction in the size of the armour&#039;s power pack. For example, the chest coils, which were kept on the outside of the armour on Thunder Armour for cooling purposes, have now been placed on the inside of the chest plates thanks to more efficient cooling mechanisms. However, this design could not be copied over to the new powered leg armour, which resulted in [[Derp|exposed cabling on the backs of the lower legs.]]&lt;br /&gt;
&lt;br /&gt;
The helmet also came with a bunch of enhanced sensory equipment, enabling the wearer to see in the infrared and ultraviolet spectrums. Images could be zoomed in and magnified while sounds could be enhanced. Overall, protection and flexibility was much improved, especially since the legs were now enclosed in armoured hoops and came with their own servomotor, although with the caveat that the overlapping hooped armour plates were difficult to repair. Unlike the Mark I suit, the design is still sufficiently sound to remain in active, albeit extremely limited, use well into the 41st Millennium.&lt;br /&gt;
&lt;br /&gt;
Early depictions of this armour often featured a fixed helmet, similar to old-school diving suits. While [[Forge World]] completely [[Retcon|retconned]] this away for the sake of compatibility with other Marine kits, there had been depictions of Mark II suits with movable helmets since the [[Warhammer 40,000: Rogue Trader|Rogue Trader]] days, so it&#039;s not like GW were ever consistent about it anyway.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkII.jpg&lt;br /&gt;
OldPowerArmorMark2.jpg|Older version of the armour&lt;br /&gt;
MK2Squad.jpg&lt;br /&gt;
881ee11d4d5deee89611414658e77e9f--space-wolves-space-marine.jpg|&amp;lt;center&amp;gt;The armour that carried out the [[Great Crusade]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===The Lost Mark: Imperial Armour===&lt;br /&gt;
[[File:ImperialSpaceMarine.jpg|200px|right|thumb|[[Rogue Trader (sourcebook)|The OG Armour]], which is [[What|not a Beakie, apparently]]. [[Awesome|It still commands respect and reverence, though]].]]&lt;br /&gt;
This interesting mark of old and exceptionally rare armour had the mother of all [[retcon]]s since the rewriting of the god-awful [[Khornate Knights]]. According to White Dwarf 469, this is a lost mark of power armour, dubbed the &#039;Imperial Pattern&#039;. No, this isn&#039;t [[Meme|the Corvus Armour you&#039;re looking for]]; the power armour timeline in the HH2.0 rulebook states that the &#039;Imperial Pattern&#039; was manufactured between the Mark II and Mark III patterns. Instead, it&#039;s a completely different thing all together.&lt;br /&gt;
&lt;br /&gt;
This lost pattern carried with it multiple design idiosyncrasies, such as a helmet that came before the Beakie one [[What|but wasn&#039;t a Beakie helmet]], a &amp;quot;distinctly archaic arrangement of vents and joints&amp;quot;, and a lack of the flared greaves seen on the rest of the Space Marines&#039; power armour marks. Moreover, in these sources, the wearers of this class of power armour also bear a singular weapon thought to be related to the almost obsolete volkite, some manner of [[Disintegration Combi-Gun|disintegration beamer]] [[Disintegration Pistol|and sidearm]]. Now whether Marines issued this armour automatically came equipped with these weapons like a combo package is unknown. Given how rare these things are in the fluff, it wouldn&#039;t be surprising if only a handful still exist within the wider Imperium.&lt;br /&gt;
&lt;br /&gt;
In case you haven&#039;t figured it out yet, the &#039;Imperial Pattern&#039; is actually the mark [[Awesome|featured on the very first Space Marine model ever released way back in 1986.]] GW even updated the model for 40K&#039;s 30th anniversary, which you can see on the right.&lt;br /&gt;
&lt;br /&gt;
Now &#039;&#039;why&#039;&#039; GeeDubs wanted to retcon what was once the Beakie armour from [[Rogue Trader (sourcebook)|Rogue Trader]] into something completely different, we have no idea. Good thing it doesn&#039;t detract from how fucking dope the armour is.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Ultrawombles.jpg|&amp;lt;center&amp;gt;As it appeared in first edition&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LE2.jpg|&amp;lt;center&amp;gt;LE2 Imperial Space Marine, 1986&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark III: Iron Armour===&lt;br /&gt;
[[File:Mk3IronArmor.png|200px|right|thumb|The Facegrill, v2]]&lt;br /&gt;
Mark III Armour was first conceived for the [[Squat]] campaigns and boarding actions of the Great Crusade. The pattern was a modified Mark II designed to provide better frontal protection for close-quarters combat, essentially fulfilling the role of [[Terminator]] armour before that was invented. It should be noted that the Mark III was never intended to replace the Crusade pattern, but to act as an optional suit specialized for the above-aforementioned situations. Because of this, no Legion was ever fully equipped with the Mark III. While successful in the conditions it was designed for, it was too clumsy and uncomfortable for conventional fighting.&lt;br /&gt;
&lt;br /&gt;
By the time of the Horus Heresy, the Mark III was slowly being phased out and replaced by various patterns of Terminator armour, but it&#039;s still fairly common among the Traitor Legions. In fact, several of the more traditional Legions were reluctant to phase out Mark III because it was the most brutally iconic mark of power armour in their day, so there was talk of keeping it for honor guards or spear tip operations.&lt;br /&gt;
&lt;br /&gt;
Of course, since it was good enough that it did Terminator Armour&#039;s job well enough to become &amp;quot;iconic&amp;quot; despite the Mark II being the primary issue at the time, then maybe they should&#039;ve kept using it to augment Terminator forces when numbers were needed. Even into M41, the helmet or faceplate is still popular. It appears as a DLC Armour in [[Last Stand - Captain|The Last Stand]] for the Space Marine Captain, where it increases the force of his melee strikes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkIII.jpg&lt;br /&gt;
OldPowerArmorMark3.jpg&lt;br /&gt;
MK3Squad.jpg&lt;br /&gt;
EC Legionary Mk III.jpg|&amp;lt;center&amp;gt;Heresy era [[Emperor&#039;s Children]] legionnaire&amp;lt;/center&amp;gt;&lt;br /&gt;
MarkIIITacticalSquad.png|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark IV: Maximus Armour===&lt;br /&gt;
[[File:MarkIVMaximus.png|200px|right|thumb|So cool, they brought the helmet back for the Primaris boys!]]&lt;br /&gt;
After a few decades of crusading, the Mechanicum was able to further refine the power armour&#039;s internal systems thanks to having access to more [[Standard Template Construct]]s recovered during the course of the Crusade. In addition to having more advanced visual sensors, the helmet was now capable of easier movement. The suit was also made much lighter than before while only marginally reducing protective capabilities compared to the Mark II. It was much easier to manufacture compared to the MkII and was also easier to repair thanks to the lack of interlocking armour plates and whatnot. This statement rings true as in the Horus Heresy tabletop, nearly every single elite or special unit of the various legions wore these things like a Russian gopnik in Adidas tracksuits. Fuckers were &#039;&#039;everywhere&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Although the chest power cables were once again relocated to the outside of the plating, they were given an armoured sheath to protect them from damage (since the gaps between armour are actually made of plasteel, that was likely used on the cables, as plasteel gives Terminator armour its legendary durability). [[Horus|Horus Lupercal]] manipulated the Mechanicum&#039;s supply lines to ensure that the Legions that were planning to side with him in the Heresy would be fully equipped with Maximus Armour in time for the Heresy; as a result of this, Mark IV was usually reserved for Chapter Masters and senior captains in the Loyalist Legions. As the Legions were either fully or partially re-equipped with these suits by the time the [[Horus Heresy]] began, Mark IV remains one of the most prevalent types of armour among the Chaos Space Marines.&lt;br /&gt;
&lt;br /&gt;
It&#039;s a little strange that the Imperium didn&#039;t build more of them after the Horus Heresy, though, since it&#039;s far easier to produce and repair than the current Mark VII but not notably inferior. Seeing as they&#039;re always short on everything, you&#039;d think these features would be the most important thing to consider for them (Apparently the [[Red Scorpions]] and [[Iron Hands]] are the only loyal chapters who still know how to produce them, and presumably won&#039;t share the STC for the same reason the [[Blood Angels]] won&#039;t tell people how to put [[Librarian Dreadnought|Librarians into Dreadnoughts]]).&lt;br /&gt;
&lt;br /&gt;
Some Chapters/Legions also made their own sub-patterns of Maximus power armour, such as the Ultramarines&#039; Praetor pattern and the Thousand Sons&#039; Achean pattern.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkIV.jpg&lt;br /&gt;
OldPowerArmorMark4.jpg&lt;br /&gt;
MK4Squad.jpg&lt;br /&gt;
Angels Revenant colour scheme.jpg|&amp;lt;center&amp;gt;As a relic of the [[Angels Revenant]] chapter&amp;lt;/center&amp;gt;&lt;br /&gt;
MarkIVTacticalSquad.png|&amp;lt;center&amp;gt;Tactical Squad&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark V: Heresy Armour===&lt;br /&gt;
[[File:Mk5HeresyArmour.png|200px|right|thumb|What a stud.]]&lt;br /&gt;
In between production of the Mark IV and what would be the Mark VI, both Loyalist and Traitor Legions found that they were running out of replacement parts for damaged systems. This would result in several Legions taking parts from older Marks and inadvertently making a brand new Mark of Power Armour. Although appearances varied widely as a result of its ad hoc nature, some form of standardization was achieved. One of the most notable was the introduction of molecular bonding studs on the left pauldron and both greaves (the famous &amp;quot;rivets&amp;quot;), which made them look totally Metal - these were actually originally designed to field-patch busted vehicle armour before they could be repaired properly. Probably one of the most common suits of armour in service among the Traitor Legions, since this was what most of them were wearing when they retreated to the Eye of Terror.&lt;br /&gt;
&lt;br /&gt;
For a while, the Horus Heresy [[Fluff|novels]] and [[Crunch|black books]] outright [[Retcon|retconned]] Mark V armour into a catch-all term for any improvised or prototype suits that existed outside of the main Mark series, yet weren&#039;t advanced enough to be considered artificer armour (likely so Forge World wouldn&#039;t get nagged to make variants of all their Mark III and IV squads in Mark V as well). However, they ended up backpedalling on this a bit in [[Horus_Heresy#Retribution|Retribution]]. The classic &amp;quot;studs and cables&amp;quot; version shown here is now apparently considered the &amp;quot;production&amp;quot; model of Mark V armour (apparently based on common designs for parts known to have specific cross-compatibilities, often based on prototypes circulating among the Legions for testing purposes), while the more variable, improvised suits it was based on are &amp;quot;non-production&amp;quot; models. Presumably, Forge World realized that the retcon didn&#039;t make much sense, since all known art and models of the armour up to that point were no less visually consistent than any of the other Marks (and arguably &#039;&#039;more&#039;&#039; consistent than a couple of them). According to the new Horus Heresy red books, its most common form combined elements of Mark IV and Mark VI armor in a manner that could be locally manufactured (or otherwise obtained from existing stocks) and could be maintained even with supply lines destroyed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkV.jpg&lt;br /&gt;
OldPowerArmorMark5.jpg&lt;br /&gt;
MK5Squad.jpg&lt;br /&gt;
Carcharodons Battle-Brother.jpg|&amp;lt;center&amp;gt;The [[Space Sharks|Carcharodons]]&#039; favourite armour pattern&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark VI: Corvus Armour===&lt;br /&gt;
[[File:Mk6CorvusArmor.png|200px|right|thumb|Hate the Xeno. Ca-caw.]]&lt;br /&gt;
The much-beloved [[Beakie]] armour. Designed during the latter years of the Great Crusade, the Mark VI was initially field-tested by the [[Salamanders]] and [[Iron Warriors]], with the intention of making it the proper Mark V. While the former&#039;s reaction is unknown, [[Perturabo]] despised the idea of reducing the protection of his &amp;lt;s&amp;gt;cannon fodder&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;sons&amp;lt;/s&amp;gt; cannon fodder. He arranged for the next test to be conducted by the [[Raven Guard]], and so [[Corax]], whose tactics Perturabo despised, received a shitload of factory-fresh beakie battleplate and was sent out to the galactic fringe to fight Eldar. Much to the Iron Lord&#039;s surprise, the test was such a smashing success that the suit received the XIXth Primarch&#039;s name, and the beakie armour became a common sight in his legion even before it was actually accepted for service in the wider Imperium. It anticipated some of the features of the Mark VII, producing a suit of armour that is in many ways equal to its descendants, if a little bit specialized. By the time of the Siege of Terra, it had entered mass production on both sides (Horus had captured several Forge Worlds responsible for manufacturing it at that point), with the [[Emperor&#039;s Children]] coming to favor its use as well.&lt;br /&gt;
&lt;br /&gt;
Although it offered the worst protection compared to all other proper marks, the Mark VI armour was the first to feature a redundant power system and parts that are largely interchangeable with those of other marks, particularly with Mark VII. It also manages to be lighter and fit together more smoothly than the current Mark VII Aquila due to its slightly lighter armour, allowing for quieter movement, while the helmet includes further improved sensor systems in its, um, &amp;quot;beak&amp;quot;. Due to the design&#039;s inherent stealthiness and legacy, it still remains the favorite pattern for the sons of Corax, who tend to be saddled with older equipment anyhow. For reasons nobody can seem to explain, it was also sporadically used by the [[Alpha Legion]] early on in the Horus Heresy even though it was never actually [[Blood Ravens|issued]] to them. Then again, it&#039;s the Alpha Legion so who knows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RETCON TIME!&#039;&#039;&#039; As of Horus Heresy 2nd Edition, every Legion has them and it&#039;s the most common armour mark for the [[Inductii|cannon fodders]] created during the Heresy. All of this lore-rape to try and [[Grognard|cash in on Beakie nostalgia]] while also [[Games Workshop|selling their subpar plastic Mark VI kit instead of doing plastic Mark II]]. (You still bought them though, didn&#039;t you?) This new Beakie kit actually contains the &amp;quot;[[Warhammer 40,000: Rogue Trader|RTb01 Sub-mark]]&amp;quot; (real fucking subtle GW), which is visually different from the standard Mark VI pattern, looking more like the old school Beakie models, and while a fluff reason hasn&#039;t been given why this mark was so wide spread through the Heresy and then all but disappeared by 40k, the running theory is that this Sub-mark was cheaper and quicker to produce, while probably being a bit cruder than the standard Mark VI pattern and so was phased out after the Horus Heresy was over and more of the standard Mark VI could be produced (of which only the Raven Guard and Alpha Legion had in any significant numbers during the Heresy). Does it fix the lore rape and lack of plastic Mark II? No, but it does slightly sooth the burning sensation. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkVI.jpg&lt;br /&gt;
OldPowerArmorMark6.jpg&lt;br /&gt;
MK6Squad.jpg&lt;br /&gt;
20191026 181625.jpg|&amp;lt;center&amp;gt;A [[White Scars]] legion tactical marine&amp;lt;/center&amp;gt;&lt;br /&gt;
File:RTb01 Mark VI - Sons of Horus.png|&amp;lt;center&amp;gt;One of the new RTb01 Mark VI models, here to fuck up the lore and stab you in the ass.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark VII: Aquila/Imperator Armour===&lt;br /&gt;
[[File:Mk7AquilaImperator.png|200px|right|thumb|All said, this face really does say &amp;quot;disgust&amp;quot; better.]]&lt;br /&gt;
&lt;br /&gt;
You know&#039;em, you love&#039;em. The most iconic Power Armor design in the franchise and also the pattern that has been in production the longest. Whilst other older Marks (With the exception of the beakie armour) was eventually phased out over the course of the [[Great Crusade]] and the [[Horus Heresy]], the Mark VII has chugged along for 10,000 years because the AdMech hit a [[Derp]] and couldn&#039;t be assed to make anything new until the return of [[Roboute Guilliman|Papa Smurf]]. [[That Guy|Those lazy fucks.]] (Or more realistically, the Mechanicus didn&#039;t see a good reason to replace the Mark VII, which was already pretty good as is. Extensive R&amp;amp;D, re-tooling entire Forge Worlds to meet new demand, and retrofitting existing suits with new parts isn&#039;t cheap, and that&#039;s on top of their &#039;Innovation is the Devil!&#039; dogma.)&lt;br /&gt;
&lt;br /&gt;
The most common Mark of Power Armour among loyalist Space Marines, Mark VII armour was still being designed when the Traitor Legions reached the Sol System and seized [[Mars]]. When this fact became all too foreseeable, [[Rogal Dorn]] ordered the design teams transferred to Terra to prevent the Traitors from seizing it. The Mark VII featured completely covered chest and arm cabling, a distinct helmet that provided more protection, a high level of compatibility with previous marks, and also bore the Imperial aquila on the chest, which was first used there to provide quick identification of the Loyalist Marines during the chaos of the Siege of Terra.&lt;br /&gt;
&lt;br /&gt;
Moreover, this pattern abandoned the studded shoulder armour plate and replaced the helmet. As Mark VII is a development of Mark VI, both have a great deal in common, and parts from one are readily interchangeable with parts from the other, like the helmet. According to GeeDubs, the design of the helmet was meant to resemble a human skull, but you [[Space Wolves|must be drunk from Mjod]] [[Derp|in order to see that resemblance.]] The Mark VII also contains its own back-up power supply and a solar array to recharge, so the suit can operate even without its backpack, though only for a short time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkVII.jpg&lt;br /&gt;
OldPowerArmorMark7.jpg&lt;br /&gt;
Lamenters Battle-Brother.jpg|&amp;lt;center&amp;gt;The most iconic pattern&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark VIII: Errant Armour===&lt;br /&gt;
[[File:Mk8Errant.png|200px|right|thumb|MY THROAT IS INVINCIBLE]]&lt;br /&gt;
[[Jes Goodwin]] [http://wh40k.lexicanum.com/wiki/File:MkVIII_Errant.jpg originally] designed it with awesome [[Power Fist]]-style hands, a modified helmet, a streamlined power pack, and a more flexible leg-and-ankle joint. Games Workshop only bothered with using the altered breastplate, [[Fail|so the overall design looks like a regular Mark VII with a collar.]] That said, the more recent models for Space Marine Devastators have a flexible, ball-like ankle joint more in line with the original artwork. Deathwatch models have this ball-joint and the modified helmet, and Primaris models also have this ankle joint, presumably inspired by the Mk VIII like the breastplate collar is. Said collar is described as being brought into use due to an alarming pattern being noticed; namely, that bullets would deflect off the top of the breastplate and up into the bottom of the Marine&#039;s helmet, killing him, or would pass in-between the bottom of the helmet and the top of the chest plate, into the Marine&#039;s throat, killing him. This is similar to a problem found on the gun mantlet of the German Panther in WWII, in which the rounded mantlet would send shells straight into the hull roof. Later Panther G models would have a &amp;quot;chin&amp;quot; to prevent this.&lt;br /&gt;
&lt;br /&gt;
This was only really a problem with bolt shells due to plasteel armour protecting joints. But, when most of your enemies use bolts of some size or you&#039;re fighting Traitor Marines, this is really damn bad. Breaking the trend of reverse-compatibility between newer and older patterns, the Errant pattern can only accommodate the helmet designed for it, which kind of becomes a moot point when reserving it for officers, since everyone higher up than a Battle-Brother will never wear his helmet. The specialist design, or the [[Adeptus Mechanicus]]&#039;s head-up-own-arse tendencies around distributing new technology are thought to be the probable reasons why it has yet to be widely adopted among Space Marine chapters. Because of its rarity, the armour is generally restricted for use by senior officers only, and even then they&#039;ll usually only be able to wear the breastplate. The Munitorum series from GW, however, shows that it&#039;s fully compatible with Mark VII, so veteran Marines will sometimes receive a piece of Mark VIII to replace a part of their Mark VII suit for some heroic deed. This means that if you see a Marine equipped with full Errant pattern, he is a serious badass and likely expects promotion. The [[Minotaurs]] and [[Deathwatch]] chapters appear to be the exceptions here, as almost all of their Battle-Brothers have access to full suits, the former because they suck the High Lords&#039; dicks and the latter because the Deathwatch is a special operations group made up of veterans of all chapters.&lt;br /&gt;
&lt;br /&gt;
It should be noted that, while artificer armour (at least in the art) looks like a pimped out Mark VIII, regular Mk.VIII [[Crunch|doesn&#039;t actually improve armour save]]. But Fantasy Flight [[Deathwatch_(RPG)|gave it some love]] with an extra armour point all around, and the ability to deflect some headshots to the chest, greatly improving its protection and explained why so many officers using it tend to not wear a helmet (not to mention that the collar helps protect the neck from shrapnel or shots hitting it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkVIII.jpg&lt;br /&gt;
DeathwatchKillTeam1.jpg|The Errant Armour comes as a standard...&lt;br /&gt;
DeathwatchKillTeam2.jpg|in the Deathwatch, apparently...&lt;br /&gt;
Minotaurs Tact. Marine.jpg|&amp;lt;center&amp;gt;Almost complete depiction in official artwork to date. [[Fail|Still lacks the plating on the body cables.]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark IX Armour===&lt;br /&gt;
Suffered the same fate as Windows 9. Who knows, really. This mark was skipped over when Mk10 was introduced, and no details were made available. It could either be a Mark V treatment, with any Mark VII or VIII suits made with improvised parts or even contemporary Artificer Armour [[Proxy|counted as the Mark IX]]. Another possibility is that the Mark IX might be part of [[Roboute Guilliman|Guilliman]]&#039;s new job of [[Gets stuff done|actually getting stuff done]] by rolling out a new mark for the Classic Marines. Nothing&#039;s really known at this point, and there&#039;s still no word over five years after Primaris were first announced. Why GW doesn&#039;t make a new set of models and state that this Mark is used to bring the Firstborn Marines&#039; physical capabilities to Primaris level is a mystery for the ages. Then again, it could just be that Mark X sounds way cooler than Mark IX (iPhone X and Windows 10, anyone?), although [[Games Workshop|Geedubs]] did allude to its existence when Primaris armour was revealed to be numbered as 10.&lt;br /&gt;
&lt;br /&gt;
If it helps, it has been suggested in forums and such that Mark 9 power armour was the &#039;variant&#039; used by pre-Primaris Librarians. Still, it is annoying that nothing official is there to be found. This could, of course, be nothing more than wishful thinking or plain old nonsense, as Librarians have been shown in various armour patterns and some sources have shown their psychic hoods as a detachable add-ons rather than built-in.&lt;br /&gt;
&lt;br /&gt;
Or maybe somebody forgot it only went up to Mark VIII when they were designing the Primaris Marines.&lt;br /&gt;
&lt;br /&gt;
===Mark X: Armour System===&lt;br /&gt;
A new form of Power Armor introduced in 8th Edition, worn by the Primaris Space Marines. Unlike all previous marks, the Mark X was built with internal modularity in mind, and all their pieces can be swapped, allowing single set of armour to be used for multiple battlefield roles. If the next mission is more [[Infiltrator|stealth oriented]], you just need to swap in the Phobos package; if you&#039;re [[Aggressor|going to take heat]], change the suit into a Gravis. It&#039;s basically kitbashing on an armour level. But this also allows you to [[Your Dudes|create your own armour configurations]].&lt;br /&gt;
&lt;br /&gt;
There are several configurations that are currently in use:&lt;br /&gt;
&lt;br /&gt;
====Tacticus====&lt;br /&gt;
[[File:TacitusIntercessorZoomed.png|200px|right|thumb|Getting huger, and all without Terminator Armor]]&lt;br /&gt;
The &amp;quot;default&amp;quot; form of the Mark X, the Tacticus configuration combines aspects of previous armour patterns, such as the Mark VIII collar and the Mark IV helmet, and [[Fluff|all the latest technology of the Imperium in the 42nd Millennium]]. ([[Crunch|Still doesn&#039;t affect armour save]].)&lt;br /&gt;
&lt;br /&gt;
So far it&#039;s only been shown on the Primaris Space Marines, it is unknown if the scruffy old obsolete Space Marines will get it. The vambraces are noted to have built-in cogitator systems, which can be used for a variety of purposes depending on the user&#039;s role, whereas the knee plates have a raised flange guard to protect the joints. Other improvements include the [[Pauldron]]s which now incorporate a second armour layer, reactive armour and curvature which increases the armour&#039;s protection potential as well as a reinforced undersuit. Moreover, the armour also has socket ports for stim-injectors and diagnostic data-links, which makes the life of an [[Apothecary]] a whole load more easier.&lt;br /&gt;
&lt;br /&gt;
The backpack now has reinforced armour plates which offer better protection to the vulnerable fusion reactor. Like the rest of the Mark X suite, the Tacticus pattern is highly customizable; for example, the librarian has a Gravis style plated belly. Other changes can be seen across the range, such as the form-fitting greaves on the Chaplain and the occasional addition of tassets to the hips (especially common on [[Hellblaster]]s).&lt;br /&gt;
&lt;br /&gt;
Due to the modular system of ceramite plating, maintenance cost is actually higher than it is for the older patterns of Power Armour. That and it&#039;s bigger too, which means more material cost on average (Although the high customization actually cheapens the overall cost of a Chapter&#039;s armoury due to the increased standardisation).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:PrimarisApothecary.jpg|&amp;lt;center&amp;gt;Primaris Apothecary&amp;lt;/center&amp;gt;&lt;br /&gt;
image:Primaris Chaplain.jpg|&amp;lt;center&amp;gt;Primaris Chaplain&amp;lt;/center&amp;gt;&lt;br /&gt;
image:PrimarisLibrarian.jpg|&amp;lt;center&amp;gt;Primaris Librarian&amp;lt;/center&amp;gt;&lt;br /&gt;
image:Judiciar.JPG|&amp;lt;center&amp;gt;Judiciar&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Gravis====&lt;br /&gt;
[[File:GravisCaptain.png|230px|right|thumb|I. AM. ULTRASMURF.]]&lt;br /&gt;
The heavy configuration, the equivalent of Terminator Armour that grants +1 Toughness and +1 Wound as well as more mobility and flexibility. Yay. (Rumours that 8th Edition was being designed to make future vidya gaem projects easier to code remain unfounded.)&lt;br /&gt;
&lt;br /&gt;
Gravis armour is worn by the Captain included in the Warhammer 8th Edition Boxed Set. The example captain had both a master crafted power sword &#039;&#039;(that does two wounds nowadays)&#039;&#039; AND a brand new &#039;&#039;&#039;Boltstorm Gauntlet&#039;&#039;&#039; which combines the functionality of a power fist with a bolt pistol capable of firing at triple rate -- Marneus Calgar approves. Said armour design appears to take some leanings from... Iron Man (a noted early proponent for the founding of the Mechanicus, as such a most blessed servant of the Omnissiah), &amp;lt;s&amp;gt;or perhaps the T&#039;a&amp;lt;/s&amp;gt; {{BLAM}} {{BLAM|&#039;&#039;&#039;HERESY!&#039;&#039;&#039;}}, or Terminators, with what appears to be augments on the legs, an enhanced ribcage, and an enclosed armoured hoodie for good measure.&lt;br /&gt;
&lt;br /&gt;
Gravis Armour (like all Mk. X) is highly variable; for example the Inceptors have a Tacticus-style bodyplate and a retractable face-shield.&lt;br /&gt;
&lt;br /&gt;
Gravis Armour is also worn by the Inceptor Squads, granting them the toughness boost as well. Their version also comes with built-in jump packs, replacing the normal backpack-worn type, and shutter style face visors. Another variant is worn by Aggressor Squads, which can come with Fragstorm Grenade Launchers.&lt;br /&gt;
&lt;br /&gt;
Models in Gravis Armour are [http://steppingbetweengames.com/new-8th-edition-40k-models-size-comparison/ fucking big] even compared to even the NuMarines, so... Primaris Centurion Armor.&lt;br /&gt;
&lt;br /&gt;
Seems to be the most [[Skub|contentious]] of all the Mark X variants, by far. It really seems like you either love or hate this one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:PrimarisAggressor.jpg|&amp;lt;center&amp;gt;Primaris Aggressor&amp;lt;/center&amp;gt;&lt;br /&gt;
image:PrimarisInceptor.jpg|&amp;lt;center&amp;gt;Primaris Inceptor&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Phobos====&lt;br /&gt;
[[File:Mk10Phobos.png|200px|right|thumb|Modern. Aerodynamic. [[Nighthaunt|Spoopy]].]]&lt;br /&gt;
Another Mark X configuration worn by [[Reiver|Reivers]], [[Vanguard Lieutenant|Vanguard Lieutenants]] (and other Vanguard HQs), [[Incursor]]s, [[Infiltrators]] and [[Eliminator]]s Primaris forces, the Phobos can be compared to the Mark VI &#039;&#039;Corvus&#039;&#039; Armour due to similar associations with recon troops.&lt;br /&gt;
&lt;br /&gt;
Like the Mark VI, the armour is designed for silent infiltrations and drop assaults – and by &amp;quot;drop,&amp;quot; it is sneakily by Grav-chutes, and not flashy like Jump Packs – and in the same way the older mark was pioneered by the [[Raven Guard]], Phobos Armour was pioneered by the [[Original character, do not steal|Primaris]] [[Night Lords|Reivers]]. Since Reivers from time to time enter the battlefield via air drop, the armour&#039;s power pack sometimes sports a pair of fins for the occasion. These fins are used to direct flight as the Reivers&#039; Grav-chutes slow their descent. Whether or not those fins are the Grav-chutes themselves is arguable – probably unlikely because aside from [[Jokaero|Digital Weapons]], Imperium tech does not shine really bright in the field of miniaturization; that is to say, their style choices usually go big or go home. &lt;br /&gt;
&lt;br /&gt;
Outside of its identifiable grav-chutes. The suit’s lighter-weight ceramite and streamlined design allow for greater mobility, and its servo-motors are engineered to be completely silent as aforementioned. The strip-down design, however, sacrifices protection for stealth and speed as expected.&lt;br /&gt;
&lt;br /&gt;
Variants of the Phobos also exist. The [[Infiltrator]]s&#039; power packs replace the grav-chutes instead and sport a bunch of antennas, which make up an omni-scrambler system designed to conceal them from enemy auspex scans, while [[Incursor]]s instead have a visor system mounted, allowing them to see through basically any obstructions to their sight.&lt;br /&gt;
&lt;br /&gt;
The standard Phobos helmet seems to come in a couple of different shapes, which resemble either a Tacticus-pattern helmet or the Mark VII helmet (both of which sport what seem to be some kind of rebreather system). The Reivers instead rock a Night Lords inspired (knock off) skull-helmet instead of a Raven Guard Beakie, which [[Skub|may or may not be awesome]], and it [[Banshee|amps up their voice to insane levels of sound]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PrimarisReiver2.jpg|&amp;lt;center&amp;gt;Mask-only Style&amp;lt;/center&amp;gt;&lt;br /&gt;
PhobosArmorFins.jpg|&amp;lt;center&amp;gt;Grav-chute Fins&amp;lt;/center&amp;gt;&lt;br /&gt;
HelixAdept.jpg|&amp;lt;center&amp;gt;[[Helix Adept]]&amp;lt;/center&amp;gt;&lt;br /&gt;
VanguardEliminatorMini.jpg|&amp;lt;center&amp;gt;[[Eliminator]]&amp;lt;/center&amp;gt;&lt;br /&gt;
SalamandersIncursorMini.jpg|&amp;lt;center&amp;gt;Incursor&amp;lt;/center&amp;gt;&lt;br /&gt;
Vanguard-Librarian.jpg|&amp;lt;center&amp;gt;[[Vanguard Librarian]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Omnis====&lt;br /&gt;
[[FIle:Omnis_Armour.JPG|220px|right|thumb|Well, you see, when an [[Inceptor]] and a [[Devastator Squad|Devastator]] love each other [[Rape|very much]]...]]&lt;br /&gt;
Worn by [[Suppressor|Vanguard Suppressor Squads]]. It&#039;s basically just Tacticus configuration with Inceptor shock absorber boots, Reiver-style Grav-chutes, the Phobos&#039; lack of gorget/collar, a miniaturised jump pack (which looks like a second pair of backpack exhausts with little tail stabilisers), and a new helmet visor design. [[Skub|May or may not]] offer a middle road between the Gravis and Tacticus configuration in terms of defence.&lt;br /&gt;
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On the whole, the Omnis is lighter than the standard Gravis configuration due to the implementation of the above equipment. Of course, how it is made lighter, we do not know, as unless these armour pieces are intentionally made of a different material or structured differently, they look exactly the same as the rest of its contemporaries. Nevertheless, it does allow the Suppressors to actually &#039;&#039;fly&#039;&#039;, not jump like Assault Marines, &#039;&#039;fly&#039;&#039;. Which looks ridiculous given how [[derp|tiny those jump packs are]], but the Omnis is further aided by additional thrusters and fin stabilisers located on the thighs and heel of the suit. Still [[herp|derpy looking though.]]&lt;br /&gt;
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The models have been the subject of a fair bit of [[Skub|&amp;quot;debate&amp;quot;]] since their debut in the Shadowspear box, although that&#039;s likely got little to do with the armour they&#039;re wearing, and more to do with those ridiculously oversized [[Accelerator_Autocannon|accelerator autocannons]] that they&#039;re toting.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Vanguard_Suppressors.jpg|&amp;lt;center&amp;gt;Vanguard Suppressors in Omnis.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Mark XII: Lupio Runic Armour===&lt;br /&gt;
[[FIle:Runic_Armour.PNG|200px|right|thumb|The most expensive fursuit you&#039;re gonna see on this side of the 41st Millennium.]]&lt;br /&gt;
Yes, because &#039;&#039;of course&#039;&#039; the [[Space Wolves|Yiffers in Space]] get to have not only their &#039;&#039;own&#039;&#039; set of Power Armour, [[Mary Sue|but a unique &#039;&#039;pattern&#039;&#039; of Power Armour all for themselves.]]&lt;br /&gt;
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The Mk.XII Pattern Lupio Runic Armour otherwise simply known as just Runic Armour is a specialized type of Power Armour used by the Space Wolves. Yes, you heard that right. The Pattern of Armour the Space Corgies have is a pattern that [[Wat|is &#039;&#039;ahead&#039;&#039; of the more advance and newer Mark X]]. Not only is it ahead, but it seems to be ahead by [[lolwut|&#039;&#039;two marks&#039;&#039;.]] Whether this means that Runic Armour is more &#039;advanced&#039; or was made &#039;&#039;after&#039;&#039; the Mark X is highly unlikely given that the fluff for Runic Armour is far older than the Mark X and looks more primitive. Lorefags in /tg/ are baffled at this paradox even by [[Fail|GW standards]], with the only likely answer being either a [[EPIC FAIL|fuck up]], the Space Wolves false-promoting their new shit or a sub-mark for something else entirely.&lt;br /&gt;
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Anyways, back on the armour. The order of the [[Iron Priest]]s of the Space Wolves are often skilled at keeping their ancient battlesuits intact and battle-ready. These suits are apparently so goddamn old that they resemble more like Artificer Armour than conventional Marks. As in, they are further enhanced with runes of protections inscribed by the [[Rune Priest]]s of [[Fenris]]. Space Wolves wearing Runic Armour are provided with a degree of protection from psychic attacks, so it kind of straddles the line of Aegis Power Armour and Artificer Power Armour.&lt;br /&gt;
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Wearers of these [[Furry|fursuits in space]] are usually the Rune Priests and Iron Priests themselves, because of course these glory hogs want to wear their special fursuits they co-created and co-developed.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
RunicArmor.jpg&lt;br /&gt;
File:Iron Priest (2016).jpg|&amp;lt;center&amp;gt;Iron Priest in the armour.&amp;lt;/center&amp;gt;&lt;br /&gt;
Rune_Priest_1.jpg|&amp;lt;center&amp;gt;Rune Priest in the armour.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Artificer Armour===&lt;br /&gt;
[[File:Sanguinary_Artificer.JPG|210px|right|thumb|A typical Blood Angels Nipple Pattern artificer armour.]]&lt;br /&gt;
Pimped out and individualized versions of regular suits, often enough to be considered one-off derivations in their own right. Artificer Armour can be formed from any older mark of Power Armour (perhaps barring Mk.I plate possibly excepting Thunder Warrior officers) by adding extra or upgraded protection. The upgraded and individualized suits mean that they require a lot of maintenance and needs techs to work around the clock to make sure they stay functional. In time suits become encrusted with unique decorations and individual upgrades and becomes known as Artificer Armour. Because of these heavy modifications, Artificer Armour is often highly superior to newer suits of standard-issue Power Armour, and afford much better protection.&lt;br /&gt;
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So in simple terms, the [[Adeptus Custodes|more blinged-out the armour, the better it is stat-wise.]] With little to no standardisation, meaning that no two Artificer Armours are the same, design-wise. Standard issue for [[Techmarines]], the [[Sanguinary Guard]] and optional for [[Brother-Captain|officers]], pairing Artificer Armour with an Iron Halo can offer better protection than Terminator armour with none of the drawbacks, yet with only some of the benefits.&lt;br /&gt;
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During the [[Great Crusade]] and [[Horus Heresy]] Space Marine Sergeants, the various [[Honour Guard]]s (if they don&#039;t have the option of [[Terminator|Terminator Armour]]) and even unaugmented officers of the [[Solar Auxilia]] could go into battle wearing Artificer Armor. Just another example in a long list that shows how the Imperium is a shadow of its former self. Yes, this means that every squad in 30k tabletop can have someone with a 2+ save in the pre-8th edition armor rules. Yes, it is hell.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TechmarineArmor.png|&amp;lt;center&amp;gt;Techmarine&amp;lt;/center&amp;gt;&lt;br /&gt;
BloodAngelArtificerArmorZoomed.png|&amp;lt;center&amp;gt;Sanguinary Sergeant&amp;lt;/center&amp;gt;&lt;br /&gt;
Astorath.jpg|&amp;lt;center&amp;gt;Astorath&#039;s Spoopy Muscle Armour&amp;lt;/center&amp;gt;&lt;br /&gt;
Azrael_Model.JPG|&amp;lt;center&amp;gt;Azrael&#039;s Bathrobe Armour&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Aegis Armour===&lt;br /&gt;
[[File:GreyKnightArmor1.jpg|200px|right|thumb|It&#039;s all holy smokes and mirrors from here.]]&lt;br /&gt;
The Power Armour of the [[Grey Knights]], Aegis Armour is master-crafted on the forges of Titan and inscribed with prayers and [[Matt Ward|wards]] to prevent [[Daemon]]s from possessing it. [[Khornate Knights|Early fluff insinuated that several psykers were burned alive to be sacrificed as part of the machine-spirit of the armour, but this aspect has been downplayed massively in later revisions]]. (Considering the Golden Throne [[Grimdark|burns an ungodly number of psykers every day to keep]] [[The Emperor|Him]] [[Astronomican|alive]], this isn&#039;t too farfetched; [[Skub|opinions nonetheless vary]] on whether this is true, and if so, whether it is [[Grimdark]] or [[Grimderp]].)&lt;br /&gt;
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Based on parts from Marks VI, VII, and VIII, within the breastplate of each set is a copy of the [[Liber Daemonicum|Liber Daemonica]]. It frequently bears a storm bolter on its left forearm, keeping both hands of the wearer free to use. In terms of newer fluff, each Aegis Suit is a lattice of psychoconductive filaments and amulets, wrought into hexagrammic wards and inscribed with anti-daemonic prayers, so no dumb Psychic sacrifice shenanigans there. There is an Aegis/Grey Knight version of Terminator and Dreadnought armours, too. Just remember to keep any observations that Aegis Armour look in anyway similar to Tau [[Battlesuit]]s to yourself.(But it isn’t made of paper.)&lt;br /&gt;
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Could also be the aforementioned Mark 9, since the Inquisition scrubbing it from records if that were the case would explain why we know “nothing” about it.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:GreyKnightAegis.png|&amp;lt;center&amp;gt;Variant 1&amp;lt;/center&amp;gt;&lt;br /&gt;
image:GreyKnightArmor2.jpg|&amp;lt;center&amp;gt;Variant 2&amp;lt;/center&amp;gt;&lt;br /&gt;
image:GreyKnightArmorCrowe.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Castellan Crowe|Castellan Garren Crowe]]&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Auramite Armour===&lt;br /&gt;
[[File:Auramite_Armour_2.PNG|200px|right|thumb|Banana Armor.]]&lt;br /&gt;
The most common power armour within the [[Adeptus Custodes]], it is straight up in the top 3 power armours of the Imperium, its other contenders being the Aquilon &amp;amp; Allarus Terminator armours. The material used for its construction is known as, you guessed right, auramite (which is ceramite, except even [[Cheese|better]]): The first samples and tech to make it was brought back from the depths of [[Terra]]. Another interesting fact is that the servos and motors of the Custodes armour are nearly completely silent. Turning a Custodes into a [[Raven Guard|sneaky marine.]] [[Derp|A very &#039;&#039;shiny&#039;&#039; sneaky marine]], though the stupidity of this is somewhat lessened by the fact that auramite&#039;s colour can be alchemically altered to just about anything.&lt;br /&gt;
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Custodes power armour also includes a built-in Grav-chute and internal air supply (But let&#039;s be honest, the Grav-chute is all but pointless since we never see it...well...[[Derp|&#039;&#039;anywhere&#039;&#039;]]). Each suit&#039;s helmet includes an internal vox, an altimeter, ambient neutralisers, and hololithic schematic overlay map.&lt;br /&gt;
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The armour itself is even better than Artificer armour and includes a refractor field, essentially giving it the same properties in-game as Terminator armour. It can even get a teleportation transponder as well as an Arae-shrike: a nasty (so nasty the Mechanicum declared it blasphemous) piece of archeotech that fucks up nearby cogitators. The chest piece itself is semi-modular, being able to be interchanged by three distinct variants. The first is the &#039;&#039;Auric Battleplate&#039;&#039; which is the most recognizable as well as the most common, as it was designed for the commanders of the Legio Custodes and is the most balanced of the lot. The second is the &#039;&#039;Auric Demi-Plate&#039;&#039;, a lighter version of the Custodes armour, designed for maximum maneuverability and minimal bulk; this allows clades of the Custodes that rely more on speed for their protection to make the best use of their unique wargear. The third and final variant is the &#039;&#039;Auric Warplate&#039;&#039;, the heaviest sibling as it incorporates a series of field generators that can repel even [[wat|heavy ordnance]], alongside the Warplates&#039; custom-fitted plating and artfully worked servo harnesses that allows the Custodes to fully exploit their gene-forged physique on the battlefield. &lt;br /&gt;
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The only ones allowed to make it, like all Custodes-grade weapons, are Emperor-chosen clans of Terra. Probably the only people the Mechanicus won&#039;t fuck with for fear of the golden bois getting...[[Rage|inconvenienced]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CustodianAuramite.png|&amp;lt;center&amp;gt;Custodian Guard&amp;lt;/center&amp;gt;&lt;br /&gt;
Sagittarum.jpg|&amp;lt;center&amp;gt;Sagittarum Guard&amp;lt;/center&amp;gt;&lt;br /&gt;
ShieldCaptainFW.jpg|&amp;lt;center&amp;gt;Shield Captain&amp;lt;/center&amp;gt;&lt;br /&gt;
WardenMini.jpg|&amp;lt;center&amp;gt;Custodian Warden&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
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==Terminator Armour==&lt;br /&gt;
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[[Terminator]] armor, or Tactical Dreadnought armor, are set aside for Space Marine veterans who are exemplars of toughness, martial ability, and wonky proportions. This power armor provides the best personal protection available. Terminator suits have an outer shell of ceramite-bonded plates powered by electrically-motivated fibre bundles. Plates of heavy plasteel further armour the ceramite sections, especially on the front of the suit. This extra armouring provides a level of protection that is far superior to normal Marine armour; not even a krak missile will penetrate the suit&#039;s breastplate (one might wonder why Imperial tanks aren&#039;t coated with this stuff until you remember the equation of cost/supply=/=demand). Moreover, external adamantium layered ribs help support this weight, while the inclusion of suspensors help the suit carry heavier support weapons, not to mention those indestructible [[pauldrons]]. A suit of Terminator armor is built to steamroll nearly everything and give a fighting chance against everything else, which are the things that gives anybody else a fighting chance against Terminators. Standard loadouts for Terminators are [[Power Fist|power fists]] and [[Storm Bolter|storm bolters]], or [[Power weapon]]s and [[Twin-Linked|twin linked]] bolters for the Chaos Terminators; but they also can be armed with a variety of weapons depending on their assigned role, such as thunder hammers, assault cannons, heavy flamers, lightning claws, and chainfists. They can also be augmented with a shoulder-mounted Cyclone missile rack, just to drive home the point that these guys are basically walking tanks. Since most suits are at least as old as the chapter that owns them, and that the Crux Terminatus on their left pauldron allegedly contains a tiny fragment of the Emperor&#039;s own power armor, these suits are holy relics as well as top-shelf wargear.&lt;br /&gt;
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Despite all the pain it can lay down (and keep away), Terminator armor has a few serious drawbacks. The first issue is that it is seriously hard to make. Seriously. Most chapters have only a handful that they can distribute amongst their veterans and officers, and any lost suits are damn near impossible to replace. The second problem is that they lack mobility due to their sheer weight and bulk. Space Marines have developed a variety of workarounds, since Terminator armor can be safely teleported from orbit into the thick of it, and judicious use of teleport homers can put them right where you need them, and a heavy transport such as a [[Land Raider]] can carry small squads. Beyond that, Terminators are otherwise going to be footslogging since they&#039;re too fucking huge to hitch a ride on anything smaller than a house. Better plan on not moving them too far once they hit the ground.&lt;br /&gt;
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Surprisingly, this mix of benefits and drawbacks is such a work of perfection that even [[Belisarius Cawl]], known techno-deviant who pays no heed to things like &#039;tradition&#039;, has found no way to improve them for his new Primarysues and all he could do was find a way to refit them for the taller marines. If the former perfection is meant to be believed, that would mean that the size differences between the new-gen and the old-gen marines [[Retcon|isn&#039;t nearly as vast as we&#039;ve been led to believe this entire time]]. As such, loyalist Terminators can now be either firstborn or Primaris and the only way you&#039;ll know is by asking what campaigns they&#039;ve been in.&lt;br /&gt;
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There are other patterns mentioned in the fluff but not yet seen on the tabletop, or available elsewhere in such small numbers they can be counted as unique variants.&lt;br /&gt;
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The [[Minotaurs]] have widespread access to a rare type of Terminator armour, known as the &#039;&#039;&#039;Arkonak Pattern&#039;&#039;&#039;. However, every official illustration of a Minotaurs Terminator to date has them wearing either Indomitus or Tartaros armour, including [[Asterion Moloc|their Chapter Master]] (the original Tartaros Terminator model).&lt;br /&gt;
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The [[Dark Angels|First Legion&#039;s]] [[Ironwing]] supposedly owned the greatest concentration of Terminator suits out of any of the First Founding Legions, and included a number (plural) of experimental patterns that were unknown anywhere else. Though Forge World [[Fail|neglected to describe or provide rules for any of them.]] So as far as we know they are just functionally identical suits of normal Terminator armour [[Proxy|that come in different shapes]] [[Your Dudes|and colours]].&lt;br /&gt;
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Whereas &#039;&#039;&#039;Extermination&#039;&#039;&#039; claims the [[Alpha Legion]] used five patterns of Terminator armour during the Invasion of Paramar, suggesting that other patterns are yet to be revealed. Or, you know, the Alpha Legion being what it is could mean that their in house artificers are straight up [[Heresy|inventing new technology]] or their infiltrators were [[Blood Ravens|stealing technology from other Legions.]]&lt;br /&gt;
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There are also suits that can be used by regular humans, although they are incredibly rare and have to be modified and adapted in order for them to be used at all. &lt;br /&gt;
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Nevertheless, Terminator Armor has 3 major designs: the Cataphractii pattern, the Tartaros pattern, and the Indomitus pattern. There are a few other patterns that have yet to appear in the tabletop, but have received mentions in the fluff.&lt;br /&gt;
===Cataphractii Pattern Terminator Armour===&lt;br /&gt;
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[[File:CataphractiiTerminator.png|200px|thumb|right|&amp;quot;My Pauldrons Can Support Hive Cities!&amp;quot;]]&lt;br /&gt;
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The oldest design bar a few prototypes and the first pattern to enter mass production, developed during the [[Great Crusade]] and based on fusion-reactor maintenance suits. The Cataphractii pattern had Roman-esque, slab-like [[pauldrons]] (which apparently held shield generators), which enabled greater protection at the cost of preventing the wearer from moving with any sort of speed. It was the Mechanicus&#039; intention to retrofit [[awesome|all 18 Legions down to the last Marine]] with Terminator armor at first, but it proved to be unfeasible as crafting that many suits would have required far too many resources. In the end they were adopted for use in [[Zone Mortalis|those situations where even Breacher squads struggled yet heavy ordnance was too difficult to deploy]], typically boarding actions and operations in heavily built-up urban areas.&lt;br /&gt;
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After the Horus Heresy, the Cataphractii pattern fell out of general use. This may have been because the last of that armor was destroyed in the fighting and [[Adeptus Mechanicus|the pattern became another lost technology]] in the following years, or because production was ended in favor of later patterns and most of the surviving suits were either cannibalized or became relics that their chapters treated like equivalent of fine china: makes a nice display piece, but practically useless due to enforced disuse. These relics wouldn&#039;t see field use again until the day GW released the Angels of Death supplement (no doubt because they&#039;d sell more copies of &#039;&#039;[[Betrayal at Calth]]&#039;&#039; if both 30K and 40K Marine players could use it).&lt;br /&gt;
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In crunch terms, this translates to a higher invulnerable save than the Indomitus/Tartaros armor at the expense of being unable to run or overwatch. In 8th edition, Cataphractii have reduced movement compared to the other versions as well as halved advanced distances, but get a couple alternate weapon options and retain their boosted invulnerable saves.&lt;br /&gt;
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9E combined Cataphractii and Tartaros Terminators into a joint datasheet called Relic Terminators. While this bumps Cataphractii terminators up to a more standard 5&amp;quot; movement, it also drops their invuln save back down to a standard Terminator invuln save. They have a much more specialized loadout than regular Terminators, so if you are looking for a more ranged variant of Terminators, you&#039;ll probably want to look elsewhere.&lt;br /&gt;
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In the second edition of the Horus Heresy tabletop, Cataphractii Terminators remain lumbering slabs of &amp;quot;fuck you&amp;quot;; they still can&#039;t run or make Sweeping Advances, but they can now overwatch and they retained their 4++ invuln. Many of the Legions also have specialist Cataphractii squads, like the [[Justaerin]], [[Salamanders|Firedrakes]], [[Imperial Fists|Huscarls]], [[Iron Warriors|Tyrant Siege Terminators]], and [[Alpha Legion|Lernaeans]].&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CataphractiiPict.jpg|&amp;lt;center&amp;gt;Pict Captures&amp;lt;/center&amp;gt;&lt;br /&gt;
image:CataphractiiUltramarines.jpg|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
image:CataphractiiWordBearers.jpg|&amp;lt;center&amp;gt;Word Bearers&amp;lt;/center&amp;gt;&lt;br /&gt;
image:CataphractiiFists.jpg|&amp;lt;center&amp;gt;Imperial Fists&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Tartaros Pattern Terminator Armour===&lt;br /&gt;
[[File:TartarosTerminator.png|200px|thumb|right|Claws? Check. Prosperine Script? Check. Aerodynamic Pauldrons? Check. Time to ruin some Loyalist&#039;s day.]]&lt;br /&gt;
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The (legally distinct) Hulkbuster Suit.&lt;br /&gt;
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Tartaros is the most advanced pattern of Terminator armor, using systems originally developed for the Mark IV &amp;quot;Maximus&amp;quot;-pattern. Tartaros armor delivers the same level of protection as the Indomitus pattern but is much more mobile, with sensibly-sized [[pauldrons]] and an upright stance. Due to the advances in Pauldron Technology, Terminator squads in Tartaros armor can enact Sweeping Advance, unlike the lesser models. It is however the rarest of models, since it was a very resource-unfriendly model to craft back at the time of the Heresy. In the 41st Millennium, any remaining Tartaros-pattern suit that is in functioning order is a hallowed relic for whoever is lucky to have it.&lt;br /&gt;
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In 8E&#039;s crunch, Tartaros Terminators move at the same speed as regular infantry in Power Armor (Which is pretty dang important if you&#039;re set up like an Assault Terminator) and also get a couple alternate weapon options, such as a grenade launcher and a Volkite Charger.&lt;br /&gt;
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[[Derp|9E rolled Tartaros and Caraphractii terminators into a single datasheet referred to as Relic Terminators]]. Functionally, they&#039;re identical to the standard Terminator Squad with a minor difference in loadout options, namely the ability to take Plasma Blasters on their sergeants. Kind of a shitty fate for a unique set of models when GW is more than willing to make separate datasheets for every conceivable Primaris Marine they crap out.&lt;br /&gt;
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Horus Heresy 2.0 returns the Tartaros to its former glory, though it still only has a 5++ invuln and loses the Heavy subtype.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TartarosPict.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
image:TartarosUltramarines.jpg|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
image:TartarosThousandSons.jpg|&amp;lt;center&amp;gt;Thousand Sons&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Indomitus Pattern Terminator Armour===&lt;br /&gt;
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[[File:TerminatorArmorModel.png|200px|right|thumb|His head must be all mushed in there...]]&lt;br /&gt;
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The &#039;&#039;&#039;Indomitus Pattern&#039;&#039;&#039; is the current pattern of Terminator armor (though the Forge World books make it clear that it was common at the time of the Heresy, perhaps more so than Tartaros and Cataphractii), sharing similarities with the Tartaros pattern in terms of functionality whilst being cheaper to manufacture.&lt;br /&gt;
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As a later development that sacrificed a little protection for increased mobility and was (comparatively) easier to produce as previously mentioned, this was considered the Indomitus pattern go-to marketing ploy. This is the most commonly produced pattern, as Cataphractii armour was said to be in declining use due to its limitations and Tartaros armour was even more resource intensive to craft, placing Indomitus in a comfortable medium of &amp;quot;good enough&amp;quot;. It has the familiar hunchbacked-bulldog/horse appearance, as seen in the majority of [[Games Workshop]] Terminator kits (although they now produce plastic kits for the other major patterns too).&lt;br /&gt;
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Though inferior to the Cataphractii pattern in protection and inferior to the Tartaros pattern in mobility, the Indomitus pattern has advanced auto-sense systems that are unavailable in normal suits of power armour, and have not been entirely made evident from portrayals of the other types. These senses allow the user to track unseen targets and to know the precise location and condition of their squadmates at all times (while this is evident in the video games as a passive mechanic it can&#039;t really come up on the tabletop since the player sees everything anyway &#039;&#039;[except for &amp;quot;blips&amp;quot; in Space Hulk]&#039;&#039;). But these systems are noted in the RPG and various novels such as &#039;&#039;Master of Sanctity&#039;&#039; where the new user has to get used to a whole new suite of tactical information on top of actually learning how just to walk in the armour itself &#039;&#039;(hint: it&#039;s difficult)&#039;&#039;.&lt;br /&gt;
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A more interesting note is that this pattern also gave rise to the experimental Gorgon pattern (More of which can be read below), a design that was being tested during the Heresy by the [[Iron Hands]] Legion. There are also human-sized suits of Terminator armor, but the tiny amount of them that still exist are used exclusively by the Inquisition; even then, they aren&#039;t quite as potent as the versions used by Space Marines, due to lacking a [[Gene-seed|Black Carapace]].&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
DeathwingTerminatorHammer.png|&amp;lt;center&amp;gt;The Deathwing is here. And it&#039;s very angry.&amp;lt;/center&amp;gt;&lt;br /&gt;
image:TerminatorSquad.jpg|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
image:TerminatorSquadCQC.jpg|&amp;lt;center&amp;gt;Close Combat&amp;lt;/center&amp;gt;&lt;br /&gt;
image:BloodAngelsTerminators.jpg|&amp;lt;center&amp;gt;Blood Angels&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gorgon Pattern Terminator Armour===&lt;br /&gt;
[[File:Gorgon_Terminator.JPG|200px|right|thumb|Loyalist Fleshmetal Armour. Just don&#039;t mention this to a living Iron Hand, [[RIP AND TEAR|for obvious reasons.]]]]&lt;br /&gt;
During the Great Crusade, the [[Iron Hands]] developed their own variant of the Indomitus-pattern, called the &#039;&#039;&#039;Gorgon Pattern&#039;&#039;&#039; worn only by the [[Gorgon Terminator]]s. This armour was bonded to its wearer in a painful cybernetic connection, so he could never remove it (Kind of like loyalist fleshmetal armour), but also meant he was even more resistant to injury, and it had a unique field effect that caused blinding bright flashes whenever it was struck.&lt;br /&gt;
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Part of the reason why this armour pattern is so cybernetically-intensive is the fact that (other than stroking the Iron Hands&#039; technophiliac tendencies) the heat and electrochemical toxins bleeding from the suit limited the armour&#039;s agility, and its effects required a high level of cybernetic modifications for its wearer to endure.&lt;br /&gt;
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This pattern has been nowhere to be found after the Heresy, likely because [[Ferrus Manus]] didn&#039;t live long enough to work out the kinks in the design. Although, considering how similar it looks compared to the present Indomitus, it is a possibility that the Iron Hands had a hand in the creation of that pattern, whether as the designers themselves, or some Tech-priests (or Techmarines) managed to acquire the design and tinkered with it to make cheap Terminator Armour that could actually be taken off if needed.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:GorgonTerminator.jpg|&amp;lt;center&amp;gt;Gorgon Pattern alternate view.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Saturnine Pattern Terminator Armour===&lt;br /&gt;
[[File:Saturnine_Armour.JPG|200px|right|thumb|Only the &amp;lt;u&amp;gt;BIGGEST&amp;lt;/u&amp;gt; of &amp;lt;u&amp;gt;[[Pauldron|PAULDRON]]S!&amp;lt;/u&amp;gt;]]&lt;br /&gt;
Ah...the famed egg-shaped Terminator armour which seemed to have been [[Blood Ravens|&#039;gifted&#039;]] from the [[Squat]]s Exo-Armour.&lt;br /&gt;
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This was one of the most incredibly elusive patterns of Terminator armour, called &#039;&#039;&#039;Saturnine&#039;&#039;&#039;. It&#039;s got the biggest [[Pauldron|pauldrons]] one can get before moving into walkers category and was famous for its extreme bulk, durability, cumbersomeness and difficulty of piloting - basically everything good and bad about Cataphractii turned to eleven. It never went out of field testing phase, since Castraferrum Dreadnoughts could do everything the Saturnine pattern was designed for (boarding actions and indoor/tunnel fighting) better and without its numerous drawbacks except for needing a half-dead Astartes. Some legions still had their batches of test suits when Horus Heresy hit and used them to gain whatever edge over their opponents they could, but they were never seen after the Heresy.&lt;br /&gt;
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Nevertheless, the &#039;&#039;&#039;Saturnine&#039;&#039;&#039; pattern has occasionally been given a passing mention in Forge World&#039;s Horus Heresy rulebooks from time to time, where it was mentioned as being similar to the Indomitus and Tartaros patterns in function (if not design). However, some people have speculated that it is a revamp of an old Rogue Trader-era version of Terminator armor, as such a suit was recently shown in interior illustrations for the novella &#039;&#039;Meduson&#039;&#039;. From the pictures, this pattern looks like it is intended as a heavy fire platform, like a less [[meme|Xzibit]]-friendly version of 40K-era [[Centurion Squad|Centurion Devastators]]. Which is awesome. However, this specialisation, and the fact that the armour was described as a custom job devised by [[Vulkan]] rather than a general-issue design, goes against it being the Saturnine pattern.&lt;br /&gt;
&lt;br /&gt;
As of the Horus Heresy 2.0 Rulebook, GW seems to have remembered it, as it shows up on the timeline as being introduced in the mid Age of Darkness. Implying it may have been retconned to being the MkV of Terminator Armor (especially since there&#039;s an &#039;Imperial Armour&#039; listed far earlier, this might be the Rogue Trader terminator style). Also, the [[Salamanders]] had a hard-on for these things, as [[Pyre Guard]]s were shown frequently wearing it. So if you want to see if the Saturnine still exists, its best to go to [[Nocturne]].&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Terminator_mini_MK1.jpg|&amp;lt;center&amp;gt;Truly old school.&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:OldTermies.jpg|&amp;lt;center&amp;gt;Note the unique back-mounted weapon attachment.&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:002 Saturnine 2.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aegis Pattern Terminator Armour===&lt;br /&gt;
[[File:GKTermieArmour.JPG|200px|right|thumb|I HAVE THE POOOWEEEEEEERRRRRR!!!]]&lt;br /&gt;
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Just as how the [[Grey Knights]] have access to the normal Aegis Power Armour, the Silver Sues also gain access to the &#039;&#039;&#039;Aegis Pattern&#039;&#039;&#039; of Terminator armour, where the &#039;&#039;Aegis&#039;&#039; part essentially means the armor has its own psychic shield (&#039;&#039;inscriptions, holy water, all that blessing stuff&#039;&#039;) to deflect whatever Daemons or Psykers throw at it. Who does it anyway? &amp;lt;s&amp;gt;Psyker Tech-priests?&amp;lt;/s&amp;gt; Nah, probably just their Techmarines.&lt;br /&gt;
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In a sense, the Aegis Terminator Armour functions like a combination of the normal Aegis Power Armour and the Terminator Armour, creating a formidable defensive set piece against the most powerful of Chaos Daemons. These chaps are used when fighting the most clusterfuckery of Chaos invasions up to and including, a [[Angron|certain Daemon Primarch going on his happy murder spree on]] [[Armageddon]].&lt;br /&gt;
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They provide one of the best protection out of any armour piece save for the [[Adeptus Custodes|golden boys]] of course.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, this pattern of Terminator Armour works like standard. However, with 2CP, you could use its Aegis abillity, which like in the [[Fluff]], can be used in the psychic phase before a friendly GREY KNIGHTS unit attempts to deny the witch. They could then roll 3d6, picking the two highest when attempting to deny. Some Grey Knight veterans are still rather sore this is no longer part of the Special Rules which made them overpowered in 5th Edition.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:GreyKnightTerminator.jpg|&amp;lt;center&amp;gt;Aegis Pattern alternate view.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Aquilon Pattern Terminator Armour===&lt;br /&gt;
[[File:AquilonTerminator.jpg|200px|right|thumb|The Aquilon Pattern. The first set of the [[Rape|golden rape train.]]]]&lt;br /&gt;
The [[Adeptus Custodes]] have [[Aquilon Terminator|Aquilon Terminators]] which is, no surprise, tied with the Allarus as one of the best armour sets in the Imperium. Period. The Custodes Terminators&#039; armour was said to be Cataphractii pattern in the short story &#039;&#039;Hands of the Emperor&#039;&#039;, years before they got actual tabletop rules; this is technically still true (at least for 30K), depending on how you look at it, as Forge World made a point of describing the Aquilon pattern as a spin-off of Cataphractii armour when it debuted in &#039;&#039;[[Horus Heresy#Inferno|Inferno]]&#039;&#039;, but with far greater power capacity and customized neuro-fibre uplinks, it is said, redesigned by the mind of the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Aquilon Pattern Terminator Armour was said to have adjusted for the enhanced physique of the Custodes, who were capable of bearing more weight and strain than even Space Marines. This allowed it to be fitted with additional power systems and capacitors, increasing its durability and manoeuvrability. Aquilon Pattern Terminators were given more advanced weaponry than their Astartes counterparts, wielding weapons such as [[Lastrum Storm Bolter]]s, [[Power weapon#Solerite Power Gauntlet|Solerite Power Gauntlets and Power Talons]], [[Infernus Firepike]]s, and twin-linked [[Adrathic Destructor]]. Like their lesser Auramite cousins, the Aquilon was clad in Auramite rather than Ceramite.&lt;br /&gt;
&lt;br /&gt;
Within the ranks of the Custodes, Aquilon Pattern Terminator Armour was deployed by the Tharanatoi Caste. It is still issued as heavy assault armor ten thousand years after the Horus Heresy.&lt;br /&gt;
&lt;br /&gt;
As expected, it has rules different from (read: better than) the Space Marine version. Much like Tartaros it can make Sweeping Advances with no loss in movement. As seen from the list of gear above, Aquilons have better stuff than what Astartes of both flavours get.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Allarus Pattern Terminator Armour===&lt;br /&gt;
[[Image:AllarusCustodian.png|200px|right|thumb|The second set of the [[Rape|golden rape train]] (Someone&#039;s looking faaaabulous!).]]&lt;br /&gt;
You think the Golden Custards just stopped at the Aquilon? Yeah no, they also have a second pattern called &#039;&#039;&#039;Allarus Terminator Armour&#039;&#039;&#039; for their 40K-era squads, which according to their community lore section on Terminator Armour was made the product of 10k years worth of research and development, and it shows. Lorewise Allarus Terminator Armour has greater durability than normal terminator armour, but none of the downsides, offering total freedom of movement.&lt;br /&gt;
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Driven by magnatomic generator-shrines, articulated with leonus-class actuators, and fashioned from layered auramite and adamantium, Allarus armour is a marvel of craftsmanship. It provides its wearer with an exceptional range of movement and near-unencumbered speed, augmented strength and resilience. According to GW, it has the survivability to [[Wat|stride unharmed from the blast]] of a [[Macrocannon]] shell. Which we call [[Bullshit]] on that claim, since even the small ones from an [[Aquila Strongpoint]] is launching Schwerer Gustav-sized shells, no way in hell that the armour set, let alone the Custodes himself is capable of surviving a direct impact from &#039;&#039;that&#039;&#039;, so we could put it as more of GW shitty flowery language and hyperbole. Or someone slapped in one hell of a shield generator that constitutes the &amp;quot;cost more than worlds&amp;quot; section.&lt;br /&gt;
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Going back on topic, the armour is also coupled with the protective blessings of the Emperor, Allarus Terminator plate is arguably the most effective man-portable combat armour in the entire Imperium. These expertly crafted suits are each individually worth entire worlds.&lt;br /&gt;
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Crunchwise, in 9th Edition, these armour sets gift Allarus Terminators with four wounds each and equipped with [[Balistus Grenade Launcher]]s in addition to their guardian spear/castellan axe...and can deep strike without needing the Stratagem to do so. [[Anal circumference|Ouch.]] [[Awesome|They&#039;re designated character killers,]] with Slayers of Tyrants allowing them to move up to 3&amp;quot; towards the nearest character when piling in and consolidating even if the character isn&#039;t the nearest enemy model. On the other hand, a [[Shield-Captain]] with the Allarus hass the same stat line but with an extra Wound, nevertheless, you also get the signature [[Balistus Grenade Launcher]] and From Golden Light special rule from the Allarus Terminators (for only 10 points more than the vanilla version at 109 points). You lose the Sentinel blade/Storm shield option, but the Eagle&#039;s Eye can fill in for it without making you give up any offensive capability. (Here&#039;s the humongous golden terminator daddy you&#039;ve always wanted.)&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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==Centurion Armour==&lt;br /&gt;
[[File:CenturionSuit.png|250px|right|thumb|HELP ME I&#039;VE GOT A TINY MAN INSIDE ME]]&lt;br /&gt;
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The (in)famous &#039;Power Armor inside of a Power Armor&#039; set piece.&lt;br /&gt;
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Since somebody at GW forgot that the [[meme|Xzibit meme]] wasn&#039;t funny anymore, Space Marines now have [[Centurion_Squad|centurion armour]] that they equip like a miniature walker vehicle, more like a mini-mech, a cute little dreadnought preparing space marines for their life after living. Centurion armour is &amp;quot;worn&amp;quot; over regular power armor, giving better protection (like terminator armor without the invul save but with an additional wound, along with +1 to both S and T) and comes in two flavors: assault and devastator. Assault centurions are heavy assault units equipped with drills and meltas or flamers, meant to get in close to enemy strongpoints and fortifications and wreck shit. Devastator units are heavy fire support units with hurricane bolters and twin-linked heavy weapons, which, in practice, provide less fire power than regular [[Devastator Squad]]s, but higher resilience and mobility, as the suits have Slow and Purposeful.&lt;br /&gt;
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Fluffwise, the machine spirits on this thing is advanced, almost on par with the [[Land Raider]]&#039;s. There has been once instance where a group of Salamander Centurions were deployed to clear out a Dark Eldar incursion. The Dark Eldar released a toxin that [[grimdark|liquefied people into soup]] and the marines wearing the armor eventually perished after their suits took damage and the toxin leaked through the cracks. [[Rage|A bit miffed after the loss of their pilots]], the Centurion suits&#039; machine spirits continued to fight on, even after their pilots were just fleshy goop at this point. They were eventually disabled, but not before killing scores more Dark Eldar during their rampage.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Paragon Warsuit==&lt;br /&gt;
[[File:Paragon Warsuit.jpg|230px|right|thumb|Every anon&#039;s fever dream of the [[Dreadknight]] coming to life. &#039;&#039;Again&#039;&#039;.]]&lt;br /&gt;
&#039;&#039;For more information, see here: [[Paragon Warsuit]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This [[Derp|derpy]] contraption is the [[Sisters of Battle]]&#039;s new heavy armored walking suit that straddles the line between power armour and a walker. Its design has already garnered some levels of infamy that rivalled those of that [[Dreadknight|embarrassingly awful rip-off of dexter (the boy genius) mech suit]], due to how....off the proportions are.&lt;br /&gt;
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So anyways, the Paragon Warsuit follows a similar principle as the Centurion Armour, which is essentially a [[Meme|power armour over power armour so you can shoot whilst you shoot.]] But that is only true if you simply take it from surface value.&lt;br /&gt;
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It differs from the Centurion, however, in that the Paragon Warsuit is more than just a mainframe overlay. Mechanically speaking, it actually has working mechanical legs and limb joints that the user physically controls with their own movements. Therefore, the reality is that the user controls it in the same way as the [[Dreadknight]], just on a much smaller scale. So, in a sense, it is basically the sisters&#039; equivalent of the larger [[Tau]] [[Battlesuit]]&#039;s like the [[XV-8 Crisis Battlesuit]] hilariously enough. As far as protection goes, it seems to be on par or close to that of Centurion Armour.&lt;br /&gt;
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Speaking of Centurion Armour, like the Centurion, the Paragon Warsuit possess an advanced Machine Spirit. Unlike the Centurion, the Paragon&#039;s Machine Spirit is quite cranky. The Machine Spirits bounded within the Warsuits trust only the [[Mary Sue|&#039;purest&#039;]] of Sisters of Battle and are difficult to tame. The wearers must possess incredible skill to operate these semi-walkers, for they are capable of extremely complex and fluid maneuvers.&lt;br /&gt;
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Unfortunately, some sisters seem to suffer from &#039;open head syndrome&#039; where they ditch their helmet to look cool, which renders the entire point of the Warsuit meaningless.&lt;br /&gt;
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Overall, what has been said here can be further expanded upon in its main page. It is dumb, tacky and looks incomprehensibly [[fail|stupid]].&lt;br /&gt;
{{Clear}}&lt;br /&gt;
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==Power Armour of the Ruinous Powers==&lt;br /&gt;
The Power Armour of the Ruinous Powers are as varied and random as the [[Chaos Gods|very patrons they worship]]. Millennia of disrepair and maintenance had forced many traitor legions to scavenge for parts through raids and pillaging. Like, if you thought the Heresy Armour was a hodge podge clusterfuck, the post-Horus Heresy traitor legions make these Mark Vs look &#039;&#039;consistent&#039;&#039;. This is not to say that the average Chaos Space Marine is running around butt-ass naked like a [[murderhobo]]. It just depends on the warband. &lt;br /&gt;
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Some much &#039;&#039;poorer&#039;&#039; and &#039;&#039;fractured&#039;&#039; warbands like the [[World Eaters]], [[Emperor&#039;s Children]] and [[Night Lords]] are caught struggling to even find a [[pauldron]] to make ends meet. But other more &#039;&#039;advanced&#039;&#039; and &#039;&#039;industrialised&#039;&#039; Chaos factions like the [[Thousand Sons]], [[Word Bearers]] and [[Black Legion]] is far more standardised as they have their own independent industrial base. Other traitor warbands like the [[Iron Warriors]] manage to even maintain a healthy pre-Horus Heresy era power armours for the sheer fact that they have a strong industrial culture and that don&#039;t lick the Warp&#039;s asshole. And then there is the [[Death Guard]], which is a special case, since their disrepair is &#039;&#039;intentional&#039;&#039; given that they are one of the better organised ones. Likewise, non-Chaos Space Marine factions like the [[Dark Mechanicum]] also maintain a strong industry in consistent power armour production and design, for a fee of course.&lt;br /&gt;
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Nevertheless, when it comes to the Power Armour of the Traitor Legions - for the consistent ones at least - there is a distinct pattern for each one of them. Although they are unnamed and are most likely intense modifications/sub-patterns of Great Crusade-era and Horus Heresy-era armours.&lt;br /&gt;
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===Chaos Power Armour===&lt;br /&gt;
[[File:ChaosAstartesArmor.png|200px|right|thumb|[[rape|I&#039;m horny and you corpse-worshippers got the butts I CRAAAAVE]]]]&lt;br /&gt;
While many Traitor Marines are equipped with Marks IV or earlier (at least in the lore; if you go buy the models, almost all of them seem to have Mark VII armour, Mark III shoulder pads with Mark VI legs), Chaos power armor is often a mix-and-match setup. About the only unified feature of Chaos power armour is a distinct power pack with stabilizers on long curved fins, that still runs on solar converter core instead of fusion reactor of modern loyalist power packs. Because Chaos Marines often have to go long periods with no access to proper industrial facilities, proper maintenance and replacement parts became an issue (because a faction named &#039;&#039;[[Chaos|chaos]]&#039;&#039; [[Fail|may not be so good at logistics afterall]]) . Because of that, many subsystems in each suit of armor don&#039;t work and replacement parts come in the form of whatever they can dig up from plunder and take off of corpses after [[Orks|raiding and looting]]. Furthermore, Chaos Marines like to customize their armor with devotional iconography and personal trophies, making sure that virtually every suit of armor is personalized and none are exactly alike. Where things get even weirder is when the armor gets too steeped in Chaos and begins to twist, mutate, and turn partially organic, or had a daemon replace its machine spirit. It&#039;s quite likely that the parts of armor that don&#039;t work get replaced with warp magic, daemonic influence, or Dark Mechanicus tech-heresy.&lt;br /&gt;
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Recent editions and artwork show senior Chaos marines with a sinister and more organic-looking power armour of Mark III through V, a look they pick up after a while either deliberately or due to the Warp&#039;s influence changing their outside look to match their corrupted souls. In the Rogue Trader Era, Chaos Power armor &#039;&#039;was&#039;&#039; organic, so this is actually a pleasant return to the old days. The Chosen models from the Dark Vengeance box set are commonly referred to as the harbringers of this new style, while the new Raptors/Warp Talons set incorporate this design, alongside the regular Raptors, whose design seems like being &amp;quot;metal-guilded armour, that&#039;s begun to blend together and form spikes and weird shapes&amp;quot;, hinting of what&#039;s to come for the aging Chaos Space Marine range.&lt;br /&gt;
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As of 2016, the non-[[Terminator armour|Terminator-armoured]] [[Thousand Sons]] are now fully equipped with modified, ornate suits of Mark IV armour, in the style of the original [[Jes Goodwin]] Thousand Son model and concept art that established their aesthetic back in the [[Warhammer 40,000: Rogue Trader|old days]]. Since most of them [[Rubric Marines|aren&#039;t really capable]] of changing out of their armour anymore, this makes their current models their most lore-friendly--and least [[neckbeard]]-[[Rage|enraging]]--incarnation yet.&lt;br /&gt;
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And then, in 2017, GW started releasing new Death Guard Space Marines. The ugly bastards pretty much relive the original style from the old Forge World Death Guard upgrade pack (itself a throwback to Jes Goodwin&#039;s [[Warhammer 40,000: Rogue Trader|Rogue Trader-era]] Death Guard concept), decked out in rotted, space-AIDS-riddled suits of Mark 3 armour, with most sporting the classic reinforced belly plate to hold in their bloated guts and intestines.&lt;br /&gt;
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2019 finally saw a major update to the main Chaos Space Marine line, including two new kits for the basic Chaos Marine squad (a fully monopose, set-loadout one in the Shadowspear box, and a semi-monopose standalone version with more head and weapon options a few weeks after). The new sculpts are like a less ornate version of the Dark Vengeance Chosen, mixed with the old-Mark-heavy look of the 2nd edition CSM metals, and with better proportions than both. The new Chaos Havoc kit extends this style further by adding recoil-dampening talon mutations on the boots, as well as Mk III-inspired reinforced frontal plating (although the actual suits seem to be based on Mks V and later).&lt;br /&gt;
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In preparation for Horus Heresy 2.0 we got an &amp;quot;Armour through the Ages&amp;quot; article in White Dwarf 469 (nice), making particular note of the preferences of the remaining Cult Legions, with the World Eaters preferring Mk V and the Emperors Children hogging Mk VI (also in Line with Jes Goodwins original concepts). Thus we can conclude that once, if ever, Geedubs get&#039;s around to it we&#039;ll see Studs and Beaks galore all nice and corrupted.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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===Raptor Storm Armour===&lt;br /&gt;
[[File:Raptor_Storm_Armour.PNG|200px|right|thumb|So physically [[edgy]], it makes normal CSM look pedestrian.]]&lt;br /&gt;
A piece of power armour pattern worn exclusively by [[Chaos Raptors]]. &lt;br /&gt;
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Resembling heavily modified Maximus Armour, Raptor Storm Armour has gone through so much design changes and modifications that it effectively became its own thing. The Jump Packs used by Raptors are considered to always come with the armour system and are viewed as prized relics and badges of honour. Often the armour of a Raptor is modified with amplifiers and vox casters to emit terrifying sounds used to disorient their enemies, making them easier to shank, so the helmets also differed despite their wide variation; with the most consistent pattern being the addition of extra &#039;face grills&#039;. &#039;&#039;Who&#039;&#039; exactly is giving them all these cool stuff is not known, although it is highly likely to be from the Dark Mechanicum.&lt;br /&gt;
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Since Chaos Raptors consider themselves to be the ultimate predators of the battlefield, that rapidly turn their targets into giant shish-kebabs. The Raptor Shock Armor is designed to enhance this impression, [[Edgy|with their spikes and sharp edges placed everywhere.]] They differed &#039;&#039;a lot&#039;&#039; from their old models where the changes were far more drastic, such as their distinct &#039;screamo&#039; helmet and cybernetic bird claws for feet.&lt;br /&gt;
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Crunchwise, they are statistically viewed the same as standard Astartes power armour, so yeah, no screamo abilities unfortunately.&lt;br /&gt;
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They were also shown as an armour unlock for [[Warhammer 40,000: Space Marine]] the Vidya for the Chaos faction.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Chaos_Raptor_4th_Edition.jpg|&amp;lt;center&amp;gt;Old school Raptors&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
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===Sorcerer&#039;s Power Armour===&lt;br /&gt;
[[File:CS_8th_ED.JPG|270px|right|thumb|Never have wearing a bath robe look this sinister.]]&lt;br /&gt;
The yet unnamed pattern of Power Armour that is often worn by [[Chaos Sorcerer]]s.&lt;br /&gt;
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Like the Grey Knights, Sorcerers of the Ruinous Powers were their own specially designed mark of Power Armour to both assist in their psychic abilities and avoid getting turned into a [[Chaos Spawn|You-Know-What]] ([[FATAL|Success varies a lot]]). Each of these suits of armour are ancient, denoting their equally ancient wearers, and are marked with countless sigils of dark sorcery. Now a certain select Sorcerer Lords are known to opt in for Terminator Armour if given the chance like [[Nemeroth]], but most of them prefer the more mobile pattern of Power Armour they usually strut around in.&lt;br /&gt;
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They are also all highly individually stylized. Not one Sorcerer looks identical to the other, even by Chaos standards. No surprise given the sheer ego-trip of these guys. If there is one thing that stayed consistent of these nerds from hell, is that most of them wore extremely....&#039;&#039;pronounced helmets&#039;&#039;. Like we are talking helmets with horns that make &#039;&#039;Dark Helmet from Space Balls&#039;&#039; look modest. Another consistent piece of attire is that all of them wear a robe, because you know, Space Fantasy and all that. Likewise, none of them wear a Librarian&#039;s Hood since they are already neck-deep in Chaos shenanigans, so the hood is effectively useless, and that all Sorcerer&#039;s Power Armour - as aforementioned - is covered in sigils of dark sorcery that aids them in battle (Which as you can imagine, is the complete opposite of Aegis Armour and its protective wards).&lt;br /&gt;
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In terms of stats, they are pretty standard, so don&#039;t expect anything out of the ordinary.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sorcerer6th.jpg|&amp;lt;center&amp;gt;Old school Sorcerer with its infamous helmet&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Warp-Forged Armour===&lt;br /&gt;
[[File:AspiringChampionFleshmetal.png|200px|right|thumb|Through the fires of Hell, my [[Pauldron|pauldrons]] have mouths!]]&lt;br /&gt;
Warp-Forged Armour is a type of armour worn by the warriors of Chaos. It is, as its name implies, forged from the Hell Forges of the Forces of [[Chaos]]. As such, these armour are partially daemonic and, given the lack of supplies from the Traitor side, it sort of [[Count as|counts as]] a form of homegrown power armour. Warp-Forged Armour is often made by either the [[Dark Mechanicus]] or the [[Iron Warriors]], as these chaps are the only ones with the know-how in how to create and maintain these things. These armour pieces are mutated and possessed by a Neverborn and often worked in-tandem with their wearer.&lt;br /&gt;
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One major advantage of these armour pieces is the fact that being partially daemonic, Warp-Forged Armour could heal over time, which eases the maintenance cost by a whole lot, and given that CSMs are in constant need for a diaper change, this means &amp;lt;u&amp;gt;A LOT.&amp;lt;/u&amp;gt;&lt;br /&gt;
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This daemonic armour is laden with unholy runes, allowing Champions of Chaos or Daemons wearing it to be all but immune to the blows of enemy mortals. In part of its nature, Warp-Forged Armour can be considered as the Chaos equivalent of the [[Grey Knights]] Aegis Armour. Chaos Champions and Chaos Lords who adorn these armour pieces could gain the added benefit of their armour regenerating due to it being partially daemonic.&lt;br /&gt;
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They offer the middle ground between normal Chaos Powered Armour and Fleshmetal Armour.&lt;br /&gt;
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Also, it’s partially daemonic. In case no one told you.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chaos_Chosens_Armour.JPG|&amp;lt;center&amp;gt;Chaos Chosens in Warp-Forged Armour&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
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==Chaos Terminator Armour==&lt;br /&gt;
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Just like their loyalist counterparts, Chaos too has its own pattern of Terminator Armours. Most of which are of the older Cataphractii and Tartaros Patterns since Chaos aren&#039;t known for its high maintenance standards, so by the 41st Millennium, some factions have kitbashed entirely new patterns for their Terminators.&lt;br /&gt;
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[[Chaos Terminators]] as such, come in a variety of colours and flavours just like their loyalist counterparts. This is seen in the following:&lt;br /&gt;
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===Chaos Cataphractii Pattern Terminator Armour===&lt;br /&gt;
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[[File:CSM_Cataphractii_Librarian.JPG|250px|right|thumb|What&#039;s scarier than a Chaos Sorcerer? One in Cataphractii Armour.]]&lt;br /&gt;
During the Horus Heresy the Traitor Legions fielded units clad in Cataphractii armour just like their loyal brothers. They offer the most protection and are thus the toughest of the Terminator suits and are able to take immense punishment before suffering mass systems failure. They were armed with [[Combi-Bolter]]s, [[powerfist]]s and [[Grenade Harness|Grenade Harnesses,]] but also had access to [[Chain Weapon#Chainfist|Chainfists,]] [[Power weapon#Lightning Claw|Lightning Claws,]] [[heavy flamer]]s and [[power sword]]s.&lt;br /&gt;
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Like their Tartaros cousins, they aren&#039;t as twisted as the Indomitus due to their rarity and lack of exposure from the Warp. Whatever is left of these tainted Cataphractii are now irreplaceable relics since Chaos can&#039;t maintain for shit. So they are usually of much inferior quality as a whole. On the bright side, Chaos Space Marines could be blessed with the Four Chaos Gods for additional quirks.&lt;br /&gt;
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Crunchwise, they behave similarly to their loyalist counterparts, with the addition of having Chaos-aligned special rules and CP. In a nutshell, they are tanky, tough and has access to the favours of the Chaos Gods which makes them more individualised than their loyalist counterparts.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Traitor_Cataphractii_Terminators.jpg|&amp;lt;center&amp;gt;Chaos Cataphractii Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
S-l400.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Chaos Tartaros Pattern Terminator Armour===&lt;br /&gt;
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[[File:CSM_Tartaros.JPG|200px|right|thumb|Millennia of disrepair has made this armour seen better days.]]&lt;br /&gt;
During the Horus Heresy the Traitor Legions fielded units clad in Tartaros pattern Terminator Armour, just like their loyal brothers. The most advanced and most mobile of Terminator suits, the Tartaros are surprisingly fast and can initiate a brief but surprising burst of speed to catch their enemies off guard. They are armed with [[Combi-Bolter]]s and [[powerfist]]s, but have also access to [[Lightning claw]]s, [[Chainfist]]s, [[Reaper Autocannon]]s, [[Plasma Blaster]]s, [[Heavy Flamer]]s, [[Grenade Harness|Grenade Harnesses]] and [[Volkite Charger]]s.&lt;br /&gt;
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Like their Cataphractii cousins, they aren&#039;t as twisted as the Indomitus due to their rarity and lack of exposure from the Warp. Whatever is left of these tainted Tartaros are now irreplaceable relics since Chaos can&#039;t maintain for shit. So they are usually of much inferior quality as a whole. On the bright side, Chaos Space Marines could be blessed with the Four Chaos Gods for additional quirks.&lt;br /&gt;
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Crunchwise, they behave similarly to their loyalist counterparts, with the addition of having Chaos-aligned special rules and CP. In a nutshell, they are nimble, tough and has access to the favours of the Chaos Gods which makes them more individualised than their loyalist counterparts.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Traitor_Tartaros_Terminators.jpg|&amp;lt;center&amp;gt;Chaos Tartaros Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Chaos Indomitus Pattern Terminator Armour===&lt;br /&gt;
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[[File:CSM_BL_Termie.PNG|220px|right|thumb|The famous elephant armour.]]&lt;br /&gt;
The most common and widespread Chaos Terminators and the most obvious. Similar to their loyalist counterparts, they are the most adaptable of the Terminators and are by far the most twisted looking due to the majority of Chaos Terminators wearing this particular piece of armor. Chaos Elephant Terminators are known for their notable tusks which has become an icon for Chaos Terminators. This is where the nicknames come from.&lt;br /&gt;
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Now that the Horus Heresy fluff has been expanded, it is rather bizarre that these are the most common Chaos Terminators, as Indomitus Armor only became widespread &#039;&#039;&#039;after&#039;&#039;&#039; the Heresy, so most Chaos Legion Terminators should be wearing Cataphractii or Tartaros. Then again millennia of warfare and degradation has probably resulted in Cataphractii and Tartaros armour becoming quite rare due to the increasing difficulty in repairing it.&lt;br /&gt;
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On the tabletop, these armour gives Chaos Terminators 2 wounds (3 wounds now!) per model, making them as tanky as their loyalist counterparts with the addition on gaining access to the favours of the Chaos Gods which makes them more individualised.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
99120102097 CSMTerminators01.jpg|&amp;lt;center&amp;gt;Chaos Indomitus Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
CSM_Indomitus.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Scarab Occult Pattern Terminator Armour===&lt;br /&gt;
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&#039;&#039;See Main Page: [[Rubric Terminators]]&#039;&#039;&lt;br /&gt;
[[File:CSM_Scarab_Occult.JPG|200px|right|thumb|The Nerdinator Armour.]]&lt;br /&gt;
AKA Rubric Terminators or the Sekhmet. Scarab Occult Terminators were once the finest psykers in the [[Thousand Sons]], bodyguards to [[Magnus the Red]] himself. Like their brothers, they were affected by the Rubric of Ahriman spell and turned into dust. Now they stride into battle at side of their sorcerous masters. Clad in ornate armor, they are armed with Khopesh blades and Inferno Combi-Bolters. The unit has also access to [[Heavy Warpflamer]]s, [[Soulreaper Cannon]]s and [[Hellfyre Missile Rack]]s. The Sorcerer leading his unit also wields a Force staff.&lt;br /&gt;
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Compared to most CSM Legions and Warbands, the Thousand Sons actually maintain their equipment quite well. While some may accuse them of excessive Nerdom, it may just be a manner of common sense which is a rare commodity in Chaos.&lt;br /&gt;
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Strangely, the Sekhmet were the finest psykers of the Sons, so it is strange that they were rubric&#039;d. However, the Sekhmet were rather emotionless and lacking in ambition, which doesn&#039;t fit well with Tzeentch&#039;s ideal sorcerers. Thus, rubric.&lt;br /&gt;
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On the tabletop, due to being inanimate automatons, they get 2+/4++ saves as well as Fearless. What is surprising is that they lack the Slow and Purposeful rule, which actually makes them quite nimble for a bunch of walking trash bins. However, they still share in the Rubric Marines other traditional weaknesses. Such as general [[Derp|idiocy without a Sorceror]] and the lack of options to negate cover saves is a particular issue as the targets you&#039;d want to use them against the most.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
99120102066_ThousandSonsTerminators02.jpg|&amp;lt;center&amp;gt;Scarab Occult Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
Sekhmet.JPG|&amp;lt;center&amp;gt;The Sekhmet Scarab Occult, pre-Rubric&#039;ed.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Blightlord Pattern Terminator Armour===&lt;br /&gt;
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&#039;&#039;See Main Page: [[Blightlord Terminator|Blightlord Terminators]]&#039;&#039;&lt;br /&gt;
[[File:Blightlord_CSM.JPG|200px|right|thumb|Imagine the stench of this guy.]]&lt;br /&gt;
Blightlord Terminators serve as the disease-ridden elite of the [[Death Guard]]. They are bloated with disease and a myriad of parasitic organisms that spread a miasma of death and decay around them. They are so bloated with filth that their mobility has crawled to a snails pace; even regular [[Plague Marines]] can outwalk them. Despite this, they are orders of magnitude tougher then even regular Chaos Terminators and their status of being below a [[Deathshroud]] in rank is not to be underestimated.&lt;br /&gt;
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Due to their level of mutation, they are forever fused with their mutated suits of Cataphractii Armour (A bit like Fleshmetal but more smelly), Blightlord Terminators combine diseased resilience with the protection and firepower of a standard Terminator. In battle, they serve as the elite shock troops of the Death Guard and are present in most warbands of the Legion and are essentially a neigh-unstoppable rape train.&lt;br /&gt;
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Compared to the Thousand Sons&#039; Scarab Occult Terminators, the Death Guard are the direct opposite when it comes to maintenance, [[Nurgle|for obvious reasons.]] Seriously, forget about even scavenging their equipment. Look at the damned thing.&lt;br /&gt;
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Crunchwise, since they have Cataphractii armour, they are naturally a bit tougher than the standard Terminator. Since they are [[Nurgle]]&#039;s boys, they also get the standard +1 toughness and 5+ Disgustingly Resilient that regular Plague Marines get. All in all, a tough bastard to crack.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Blightlords_Terminators.jpg|&amp;lt;center&amp;gt;Blightlord Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
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==Fleshmetal Armour==&lt;br /&gt;
[[File:Fleshmetal.JPG|300px|right|thumb|The one known exception to [[Iron Hands|&amp;quot;The Flesh is Weak&amp;quot;]].]]&lt;br /&gt;
Essentially the Chaos Marine&#039;s take on Artificer armor, given only to champions favored by the Chaos Gods, although it would be much more accurate to call it as a type of Terminator Armour.&lt;br /&gt;
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A blast from the past editions, Fleshmetal Armour is how it sounds. After spending gods knows how long in the Warp and centuries of combat under chaos, it eventually caused a chaos marine&#039;s power armor to fuse with their own flesh, forming an incredibly hard, organic carapace, tempered by ceramite and reinforced with warpfuckery.&lt;br /&gt;
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Once a marine receives this gift, they&#039;re now more literal weapons than ever, as the armor cannot be removed anymore (since its now their second skin), condemning them to an eternity of unending war. Of course, since Chaos Marines live for that kind of thing, its more of an encouragement than anything. The only exception to this are [[Helbrute|Helbrutes]], who are driven mad by the process.&lt;br /&gt;
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Like Warp-Forged Armour, Fleshmetal Armour could heal over time due to being partially daemonic. This eases up on maintenance as wearers of this piece of equipment aren&#039;t desperate to scavenge for bits and pieces if one of their servo-motors stopped functioning. The one major downside is...well...you can&#039;t take it off now can ya?&lt;br /&gt;
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Just about any Chaos special unit or veteran has fleshmetal armour, like [[Obliterator]]s and [[Chaos Chosen]].&lt;br /&gt;
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File:Obliterators-2019.jpg|&amp;lt;center&amp;gt;Obliterators in Fleshmetal&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ChaosMutilatorsModels.jpg|&amp;lt;center&amp;gt;Mutilators in Fleshmetal&amp;lt;/center&amp;gt;&lt;br /&gt;
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== Tau Battlesuits ==&lt;br /&gt;
&#039;&#039;Main Article: [[Battlesuit]]&lt;br /&gt;
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[[image:XV22 CommanderShadowSun.jpg|The blueberry&#039;s battlequeen with her XV22|200px|right|thumb]]&lt;br /&gt;
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The Tau take on &amp;quot;power armor&amp;quot; is a bit more diverse compared to the Imperium because it encompasses both personal protective suits, like stealth suits, and giant weapons platforms, like Riptides. Essentially, the Tau classify everything from enhanced flight suits to nearly Knight-class units as &amp;quot;Battlesuits&amp;quot;.&lt;br /&gt;
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Pound for pound, Tau battlesuits generally have lower raw protective capabilities than their Imperial counterparts. However, they make up for this by having extremely advanced subsystems, high mobility, and devastating weaponry. The Tau Empire is also capable of mass-producing all its suits, in contrast to the Imperium which often resorts to assembling such advanced battlegear in an inefficient, individually handmade, boutique-style fashion.&lt;br /&gt;
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It is important to note that Tau battlesuits can vary quite widely in form and function. Suits like the XV15, XV22, and XV25 are the closest in form to what the Imperium would consider true &amp;quot;worn&amp;quot; power armor. Meanwhile all medium-sized suits, which includes most designations from the XV8 through X104, are essentially small [[Mecha]], with the pilot fully enclosed in a cocoon-like cockpit. Tau suits are certainly quite durable, but in contrast to Imperial designs sheer protection is not necessarily their most important function. Finally, the Tau place the largest units such as the KV128 and KX139 in a different category called Ballistic Suits, and do not consider them battlesuits as such.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
XV15 black.jpg|XV15&lt;br /&gt;
XV22 Shadowsun.jpg|XV22&lt;br /&gt;
XV25 White.jpg|XV25&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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== Eldar Armour ==&lt;br /&gt;
&#039;&#039;Main Article: [[Mesh Armour]], [[Aspect Armour]], [[Aspect_Armour#Exarch_Armour|Exarch Armour]], [[Phoenix Armour]] and [[Rune Armour]]&lt;br /&gt;
[[image:GuardianMeshArmor.png|200px|right|thumb|A Guardian in Mesh Armour.]]&lt;br /&gt;
The Eldar use Mesh Armor technology to supplant their powered armor suits, said armor is made out of a combination of [[wraithbone]] and thermoplas, all woven together to make a futuristic mail armored suit. The suit is psychically attuned to the wearer&#039;s mind, so it is capable of tailoring its fit and use to the wearer&#039;s style.&lt;br /&gt;
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While mesh armor doesn&#039;t seem or look all that tough, it&#039;s protective quality comes from it&#039;s ability to actively harden specific parts of the armor on neural impulse. Upon taking a hit, it will attempt to reduce damage by bulking up the affected part, then spreads the force of the hit&#039;s impact throughout the armor, which reduces the pain and injuries taken by the wearer since its not being concentrated to a single point of their body. We&#039;re not exactly sure how feasible this is, since the hardening only occurs &#039;&#039;upon&#039;&#039; getting hit (which means that the armor only has mere microseconds to do all this upon an object striking it), rather than &#039;&#039;in-anticipation&#039;&#039; like how reactive armor works IRL, but we&#039;re going to chalk it up to futuristic spehss elf magic.&lt;br /&gt;
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There are currently a couple variants:&lt;br /&gt;
*Mesh Armor - Standard armor worn by guardian squads. Its also equipped with life-support functions and sensory equipment.&lt;br /&gt;
*Aspect Armor - Aspect armor are worn by [[Aspect Warrior]]s. Each aspect shrine has their own take on Aspect Armor depending on their role, so Swooping Hawks and Howling Banshees have lighter armor, while Dark Reapers and Fire Dragons have heavier armor (although &amp;quot;heavy&amp;quot; is subjective as it still allows the wearer to be nimble like every other Eldar warrior). The main thing in common they have though, is that they&#039;re much more durable and flashier than standard mesh armor.&lt;br /&gt;
**Exarch Armor - Aspect armor worn by Exarchs. Because of the Exarch&#039;s seniority and experience; the armor is typically much more blinged out than the standard variant, offering the wearer more protection and other equipment options. Exarch armor is also adorned with the spirit stones of deceased Exarchs, bestowing the wearer with literally millennia of combat experience from past heroes.&lt;br /&gt;
**Phoenix Armor - The armor worn by the Phoenix Lords. Is so expertly made that it can withstand all but the most powerful and/or luckiest of hits, even after thousands of years. Phoenix Armor also stores the consciousness and memories of the original wearer, so in the event a Phoenix Lord falls in battle, he will be instantly revived when another living Eldar dons the armor again (although it has the questionable effect of completely overriding the future wearer&#039;s mind, with the Lord effectively making the unfortunate recipient a flesh puppet).&lt;br /&gt;
*Rune Armor - Mesh armor worn by warlocks and farseers. Along with standard mesh armor tech, the suit is also inscribed with several runes that afford the wearer a greater deal of protection from damage, and also to better attune them to psychic energy. It also comes with an extra layer of wraithbone for more protection.&lt;br /&gt;
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==Dark Eldar Armour==&lt;br /&gt;
[[image:Archon7th.jpg|200px|right|thumb|An Archon wearing Ghostplate armour]]&lt;br /&gt;
The Dark Eldar&#039;s armor is similar to their Craftworld cousins, although even lighter to accommodate the Dark Eldar&#039;s penchant for coke-fueled speed. Skimpier in the case of Wyches, who&#039;s career require them to show skin. They&#039;re also adorned with a plethora of spikes and blades, to the point that realistically: all those pointy sticks &#039;&#039;must&#039;&#039; affect unit cohesion and personal movement while in combat.&lt;br /&gt;
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The few variants they have are:&lt;br /&gt;
*&#039;&#039;&#039;[[Kabalite Armour]]&#039;&#039;&#039; - The combat armor worn by just about every lowly kabalite that isn&#039;t going in naked. To further aid in movement: Kabalite armor is typically just a bodysuit, with armor plates attached where appropriate. They function similarly to mesh armor, in that the bodysuit hardens on neural impulse to deflect damage more effectively, and pressurized to allow the wearer to fight in hostile environments. Its also very, &#039;&#039;very&#039;&#039; spiky.&lt;br /&gt;
*&#039;&#039;&#039;[[Wychsuit]]&#039;&#039;&#039; - Not really &amp;quot;armor&amp;quot; per se, as a lack of one, but included for the sake of reference. Wych suits are flexible body gloves, cut away at certain places to show the Wych&#039;s good sides to the crowd while fighting in arenas or in the field. It offers very little protection due to the latter fact, as it&#039;s role is more for entertainment, than pure combat.&lt;br /&gt;
*&#039;&#039;&#039;[[Incubus Warsuit]]&#039;&#039;&#039; - The closest thing the Dark Eldar have to traditional power armor. It affords similar protection to that of Imperial power armor, whilst being so expertly manufactured that it doesn&#039;t inhibit the wearer&#039;s reflexes and agility in the slightest. The warsuit is completely exclusive to the Incubi, and not even Archons can pay/intimidate their way into getting a personal warsuit.&lt;br /&gt;
*&#039;&#039;&#039;[[Ghostplate Armour]]&#039;&#039;&#039; - Armor used by the poncier gits in Dark Eldar society, most notably Archons. The armor offers much better protection than bog-standard kabalite armor, whilst having a built-in forcefield generator. It also doesn&#039;t compromise on agility, as the resins used in it&#039;s construction are lighter and tougher.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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== Ork Armour ==&lt;br /&gt;
&#039;&#039;Main Article: [[Mega Armour]]&lt;br /&gt;
[[File:MeganobZoomed.png|200px|right|thumb|I&#039;S WEARIN A TANK YEH GITZ]]&lt;br /&gt;
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The only known variety of Ork power armour is Ork mega-armour, a direct Orkoid equivalent to Astartes Tactical Dreadnought armor. It basically looks like a chunk of metal or vehicle parts strapped together and called &#039;armour&#039;. Or a miniature power lifter, whatever fits your definition.&lt;br /&gt;
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Its weight (a ton or more) and complexity make it difficult to move and slow down its user, but it can withstand insane amounts of punishment, almost as much as Imperial Terminator Armour. Piston-enchased metal limbs of mega armour give the wearer phenomenal strength, and it incorporates fearsome weapons: a Power Klaw and Kombi-Weapon or twin-linked Shootaz. It often involves the use of built-in bionics and is very complex, which makes it very hard to manufacture, so it is a rare sight in Ork armies. Usually only Nobs (who like to call themselves &amp;quot;Meganobs&amp;quot; after acquiring Mega Armour) and Warbosses can afford such armour.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
7e-bigmek-tellyportblasta.jpg|Big Mek&lt;br /&gt;
7e-bigmek-kff.jpg|Ditto&lt;br /&gt;
Ocg5-es.jpg|Warboss&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
{{40k-Armor}}&lt;br /&gt;
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=[[BattleTech]] Battle Armor=&lt;br /&gt;
Powered exoskeletons were a thing for civilian purposes in Battletech for centuries for industrial uses and some comparatively light power armor suits were used by the [[Star League|SLDF]] special forces in the 28th century and during the [[Amaris Civil War]]. However, it only really took off and came into it&#039;s own league in 2842 when [[Clan Wolf]] took Clan Goliath Scorpion’s armored diving suit design called the Water Elemental and militarized it. This development happened alongside Clan Hell&#039;s Horses coming up with a new beefed up strain of 2-2.5 meter tall Warriors, who they soon were plunking into these new suits. The result were known as [[Clan Elemental|Elementals]], a nasty surprise for the Inner Sphere when they showed up in [[Clan Invasion|3050]].&lt;br /&gt;
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Add the development of [[OmniMech]]s with universal docking ports, and the Clans developed new type of armored infantry who could recharge while riding BattleMechs into battle over vulnerable armored transport vehicles. Battletech Power Armor tends towards the bigger side of things. An Elemental Suit would weigh one metric Tonne, can tank some fire from BattleMech-scale guns, comes with a Power Claw equivalent to shred armor, a jump-pack to get away, and packs some serious firepower with an arm-mounted lascannon alongside shoulder-mounted missile pods. The Inner Sphere responded by eventually developing the Inner Sphere Standard battle armor but were initially restricted to commando drops or defensive warfare due to a lack of mass production or OmniMechs.&lt;br /&gt;
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Post Truce at Tukayyid, both Spheroid and Clanner factions began experimenting with a variety of designs ranging from [[Seraphim Squad|light patterns capable of flight]] to [[Onager Dunecrawler|quadrupedal]] [[Dreadnought |one-man tanks]] able to take a BattleMech las-cannon blast to the face and still be able to fight.&lt;br /&gt;
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=== Battle Armor Systems ===&lt;br /&gt;
Based off their Powered Exoskeleton relatives used in civilian work, Power Armor shares many of the same systems such as environmentally sealed life support, myomer-enhanced strength, an armored chassis, and an electrical military power pack with enough charge to continuously last 24 hours before a recharge or replacement is required. What makes them different is typically the inclusion of weapon mounts, an automatic medical aid dispenser, and either a power claw or a magnetic clamp to hitch a ride onto any allied OmniMech or Combat Vehicle for transportation. Smaller humanoid versions may come with either armored gloves, a basic manipulator, or a battle claw for picking up or working with items while more heavily armed models or quadrupedal ones will forgo them entirely. Some specialized variants come with advanced equipment like stealth armor, jump jets, Harjel dispensers, an ECM suite, a BC3 network system, or Modular Weapon Mounts. Many are also easily field stripped instead of requiring a dedicated fitting bay though quadrupedal Battle Armor is even more awkward to pilot with a cramped cockpit compared to humanoid models that fit like a second skin.&lt;br /&gt;
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=== Battle Armor Models ===&lt;br /&gt;
Like their [[BattleMech]] brethren, Battle Armor is generally categorized into weight classes with each having tradeoffs in terms of speed, stealth, armor, or firepower: Personal Armor - Light (500 kg), Light (750 kg), Medium (1,000 kg), Heavy (1,500 kg), and Assault (2,000 kg). This is rather on the chonky side as even Light Battle Armor weighs more than Astartes Power Armor does. Below is a brief sample of the various Battle Armor models found in the game:&lt;br /&gt;
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==== Clan ====&lt;br /&gt;
* [[Clan Elemental|Elemental]] (Clan Wolf, though soon every clan was churning them out once they won the production rights or stole the designs): The Original Battle Armor and the measure that every other is compared to. It&#039;s a versatile jack-of-all trades and a Medium weight design. Humorously enough, they were nicknamed “Toads” by the Inner Sphere militaries due to their chonky appearance and jumping capabilities.&lt;br /&gt;
* Sylph (Clan Cloud Cobra): One of the four prototypes from the Elemental Battle Armor&#039;s early days, the Inner Sphere&#039;s experimentation with other weight and specialties prompted the Clans to perfect them. The Sylph is a Light flying design that fills a niche between Jump infantry and Battle Armor at the cost of having lighter armor and a more difficult training regime.&lt;br /&gt;
* Undine (Clan Goliath Scorpion): Basically an up-armored and armed version of the original Water Elemental submersible exoskeleton used to create the original Clan Elemental Armor, it&#039;s an amphibious combatant derived from the four prototypes.&lt;br /&gt;
* Salamander (Clan Fire Mandrill): a Medium class suit based off one of the four prototypes, it&#039;s specialized as a fire-starter and anti-insurgency specialist against infantry. While its reincarnation&#039;s flamers can cause heat overloads on BattleMechs, many Clans weren&#039;t fond of the original prototype at first for being a second-line design instead of a front-line one.&lt;br /&gt;
* Gnome (Clan Hell&#039;s Horses): A Heavy design based on a one of the four prototypes (in this case, a failed one called the Rhino), the Draconis Combine&#039;s development of an Assault Battle Armor capable of withstanding a Heavy Laser prompted the combined-arms themed Hell&#039;s Horses to one-up their own answer. While weighing less than the Kanazuchi that prompt its development, it offers near-equal protection while being heavily armed and twice as fast.&lt;br /&gt;
* Golem (Clan Ghost Bear): Seeing how their rival Hell&#039;s Horses and Kuritan adversaries were developing Assault Battle Armor, the Ghost Bears created own answer with a pure Assault Battle Armor. While it can&#039;t jump, it&#039;s much faster than other Assault suits and is armed to the teeth as a weapons platform.&lt;br /&gt;
* Corona (Clan Star Adder): Created by Clan Star Adder, this one is an Assault Battle Armor designed explicitly around a Medium Pulse Laser as a stand-off weapon to threaten Mechs from a distance. While it can&#039;t jump, it&#039;s transportable via OmniMech and is twice as fast as the Elemental Battle Armor.&lt;br /&gt;
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==== Inner Sphere ====&lt;br /&gt;
* Night Hawk (Star League): a Personal Armor - Light design, it was originally designed in top secret for the SLDF&#039;s special forces. Unfortunately it was never mass produced for general use and any survivors remained mothballed under ComStar&#039;s armories until after the Clan Invasion. While revolutionary for being the Clan Elemental Armor&#039;s grandfather alongside the Water Elemental armored diving suit, it&#039;s essentially just a sneak suit mounting body armor alongside armored gloves, jump jets, and an ECM suite.&lt;br /&gt;
* Tornado (ComStar/Word of Blake): another Personal Armor - Light model reversed engineered off the Night Hawk, it&#039;s custom tailored to the user and so isn&#039;t easily mass produced. It does come with a low resolution mimetic Camo System and is popular for special forces or militia if heavier Battle Armor is prioritized for front line combat units.&lt;br /&gt;
* Purifier Adaptive (ComStar/Word of Blake): A Medium Battle Armor designed by Comstar but produced by the Word of Blake and later the Republic of the Sphere. While not extraordinary in combat performance, it literally can be rendered invisible to sensors and eyes with its Memetic Armor system (which later evolved into the BattleMech Void Signature System).&lt;br /&gt;
* Inner Sphere Standard (Federated Commonwealth): The first Inner Sphere produced Battle Armor. Based off of captured Elemental Battle Armor, this Medium was quickly pressed into service against the Clan Invasion and served as a default suit sold across the Inner Sphere with multiple other suits based off it with mere anesthetic national cosmetics as a differentiator.&lt;br /&gt;
* Hauberk (Federated Suns): Based off Undine units bought from Clan Sea Fox, it was redesigned as an Assault unit that, while slow and requiring APC&#039;s instead of OmniMechs to transport, is heavily armored and given respectable armament.&lt;br /&gt;
* Infiltrator Mk I &amp;amp; II (Federated Suns): A generalist Medium design, the more primitive Mk I and the streamlined MK II are both among the first units designed to use Stealth Armor to aid in hiding it from detection. Former is more focused in recon than combat while the latter used data off reverse-engineered Night Hawk suits helped redesign it to have a mini Gauss Rifle.&lt;br /&gt;
* Sloth (Lyran Commonwealth): One of the first Quadripedal Battle Armor designs, this Heavy suit is designed for as a low-laying heavy weapons platform. However, it can&#039;t use its limbs for manual manipulation of items like a power glove or combat claw while being unable to ride OmniMechs.&lt;br /&gt;
* Grey Death series (Lyran Commonwealth): Coming in Infiltrator, Scout, Standard, Heavy, and Strike variations, this series of Battle Armor is unique in that it was developed and mass produced by technicians and facilities owned by the House Carlyle, Lyran owners of the Grey Death Legion mercenary unit. It has a diverse set of suits for multiple roles.&lt;br /&gt;
* Kanazuchi (Draconis Combine): An Assault Battle Armor created as a private project by the Combine&#039;s MIC, the first few prototypes had disastrous performance records to the point that it was almost shelved permanently. Only later with the second prototype was it given funding before being live-tested. While the Mad Cat ER PPC destroyed the unit, the pilot survived and proved that the suit was useful for infantry seeking to survive fire from an Assault Mech.&lt;br /&gt;
* Raiden (Draconis Combine): Essentially a Combine improvement to the Inner Sphere Standard. Unfortunately, the first prototypes suffered delays as the Coordinator wanted it to survive a hit from a Large Laser instead of a Medium Laser. He also ordered the chief designer to be the live performer for the test. Despite being 70 years old, the man put on the suit and proved that it can withstand a weapons barrage despite the suit being left barely functional.&lt;br /&gt;
* Kishi (Draconis Combine): The little guy of DCMS&#039;s Battle Armor fleet; weighing in at only 750kg and designed for urban combat. It&#039;s cheap and easy to maintain while being based off of data the DCMS obtained from partnerships with the Nova Cats.&lt;br /&gt;
* Leonidas (Free Worlds League): A Medium weight battle armor, it is highly configurable and is capable of acting as a commander, a guerilla, and other roles due to its modular weapon mounts and wide pool of weapons configurations.&lt;br /&gt;
* Longinus (Free Worlds League): A Medium weight Battle Armor, this model is the closest an Inner Sphere military ever got to reverse engineering the Clan Elemental Armor&#039;s simultaneous possession of Jump Jets and shoulder-mounted missile launchers. However, the Jump Jets are only usable once the disposable missile launchers are expended and discarded.&lt;br /&gt;
* Trinity (Capellan Confederation): Developed by the Capellans alongside the Taurians and Canopians, these Medium weight suits are known as Ying Long, Asterion, and Theseus respectively in their home countries. While a respectable suit, all three nations had various tensions form various political divisions such as reverse-engineering, tech monopoly, and lack of manufacturing coordination.&lt;br /&gt;
* Shen Long (Capellan Confederation): A Heavy quadrupedal armored suit, it possesses a stealth armor chassis and a modular weapons turret to enable it to act as a nifty skirmisher.&lt;br /&gt;
* Centaur (Republic of the Sphere): Designed secretly after the Jihad, this Heavy humanoid battle armor can convert from a standard configuration to a stationary quad configuration with extendable support stabilizers as a portable mini artillery piece.&lt;br /&gt;
* Simian (Republic of the Sphere): Another design the Republic secretly developed after the Jihad, this gorilla-themed Battle Armor is a Medium weight class with lots of speed and a lot of conventional weapon loadouts to lesson costs.&lt;br /&gt;
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=Fallout Power Armor=&lt;br /&gt;
[[File:T-60.png|thumb|right|300px|The newest iteration of atom-powered tin-can, the T-60 Power Armor.]]&lt;br /&gt;
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Unlike Warhammer 40,000, [[Fallout]] powered armor is Fluff-wise more &amp;quot;power&amp;quot; than &amp;quot;armor&amp;quot;. It was originally made to allow troops to use heavy weapons on the move and with increased weight limit it was obvious to put some extra armor on the exo-suit. Even while it turns you into a nearly-indestructible walking tank, there is no shortage of stupidly powerful and/or armour-piercing weapons in Fallout, so sneaking and camouflage are always considered better protection than armor, so the main reason people use it is strength and radiation resistance bonuses. It is also possibly the most realistic armor here, strangely. Around Fallout 1 and 2, power armor was an almost cheat button up to the endgame, with an obscene bonus of +3 STR and near immunity to all small arms fire up to energy and heavy weapons (and Gauss in Fallout 2).&lt;br /&gt;
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Afterwards came Fallout 3, where a leather jacketed character high on morphine could soak more damage than a sober power armored dude and mow him down with a cheap Chinese assault rifle. It had become a glorified metal full plate, met with [[RAGE]] until New Vegas came with some decent power armor, though it still got overshadowed by a badass riot armor that didn&#039;t need training(Lonesome Road DLC) or a clingy female AI driven stealth suit(Old World Blues DLC).&lt;br /&gt;
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Power armor got a massive overhaul in &#039;&#039;Fallout 4&#039;&#039;, turning them into basically an infantry fighting vehicle rather than just better armor. The crafting system extends to upgrades and new systems for the armor, including neat stuff like a stealth field and a jet pack. On one hand Fallout 4 is one of the few games where power armour feels like actual power armour and not just the best armour you can get, but on the other, it was so strong they couldn&#039;t help but give it to you right at the start of the game (because working towards rewards requires an attention span they don&#039;t think we have, apparently) and had to [[Retcon|change the fact power armour comes with an internal battery so you could only use it until you ran out of fusion cores. Which you never did as they were cheap to buy.]]&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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==Power Armor Frame==&lt;br /&gt;
[[File:Power Armor Frame.png|thumb|right|200px|The power part of power armor.]]&lt;br /&gt;
Developed sometime after Alaska, the Army showed worry in maintaining the suits of armor they already had during a possible Chinese invasion. With multiple varieties currently in use, and more being developed, a version designed for ease of maintenance was going to be required. Instead, this was developed. Basically all the wires and joints of the armor without the actual armor, one can easily slap individual power armor sections onto the frame allowing for bits of damaged armor to be used to form up a singular complete suit. Think the Heresy armor from 40k above. With the internal workings bare it also made modifying and maintaining the armor a total breeze, though did come at a cost. All American armor post T-45 used a internal reactor allowing for centuries of use before requiring a recharge. Since every armor variety used a different level of power, putting in a reactor would have resulted in a situation of either too much or too little power being produced, resulting at best a sluggish barely working suit and at worst a nuclear explosion. Instead commonly used fusion core batteries were used as the power source. While these cores did hold much more power then the Microfusion packs of the T-45, they still didn&#039;t last long when used.&lt;br /&gt;
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Fluffwise, a fusion core battery lasted around 10 hours on full charge, and that&#039;s just moving on a brisk pace, no sprinting or doing fast combat maneuvers, which would drain the battery even faster. While realistically this seems horrible to have to deal with during extended operations beyond friendly lines and a logistical and engineering nightmare to deal with in the middle of a conflict, there are ways to greatly extend the battery&#039;s lifespan (and/or optimize the armor&#039;s power consumption) through character skills and perks, so we&#039;d assume that pre-armageddon, there were already ways to make the armor last much longer in the field, but these improvements weren&#039;t standardized for all suits yet by the time the bombs fell (since power armored troops stateside wouldn&#039;t have to worry about running out of fusion cores on their home turf, compared to the soldiers stationed overseas). That or Bethesda didn&#039;t think this concept all the way through and really shouldn&#039;t have overcomplicated the armor&#039;s power source in FO4, whichever makes more sense to you.&lt;br /&gt;
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The frame was used extensively in the eastern region of America, but none were deployed to the West by the time the bombs dropped. For the record:&lt;br /&gt;
*T-45, T-49, T-51, X-01, X-02, X-03, and Horned Power Armor all have interal reactor versions (or Microfusion in the T-45 case).&lt;br /&gt;
*T-60, T-65 and EX-17 were built exclusively with the frame in mind.&lt;br /&gt;
*The original C-00 model no longer exists, so it&#039;s frame only for that guy.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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==T-45 Powered Armor==&lt;br /&gt;
[[File:t-45.png|thumb|right|200px|More of a &#039;proof of concept&#039; than an effective piece of military hardware.]]&lt;br /&gt;
The first generation of power armor to go into the field, the T-45 series was rushed into service to hold back the invading Chinese from taking over Alaska. It worked and contained the invasion, but had a lot of problems. Later used on the homefront. The T-45d is most commonly seen in the Capital Wasteland.&lt;br /&gt;
[[File:big_willie.jpg|thumb|left|200px|The T-45 prototype.]]&lt;br /&gt;
After Bethesda got the rights to make &#039;&#039;Fallout 3&#039;&#039;, they were like &amp;quot;Guys, guys, let&#039;s make a SHITTY POWER ARMOR!&amp;quot; and they went through with it. The result was &amp;lt;s&amp;gt;far from shitty&amp;lt;/s&amp;gt; a [[skub|mixed bag]]. Sure, it has -2 AGL, less radiation resistance, and makes you move around like the [[/co/|Comic Book Guy]] from &#039;&#039;The Simpsons&#039;&#039;, but it looks &#039;&#039;&#039;&amp;lt;u&amp;gt;&#039;&#039;BAD-ASS!!!&#039;&#039;&amp;lt;/u&amp;gt;&#039;&#039;&#039; Noted for using Microfusion packs and batteries to power the suit like an RC car, which make recharging quick but run out of power often. As of Fallout 76, we have what could be considered a more canon representation than Fallout 4&#039;s. T-45 has the most common spawns of all the military armors and the lowest base spawn level. When compared to an at-level suit, it has worse protection than any military suit, but is lighter with a much cheaper price tag on builds and repairs.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===NCR Salvaged Powered Armour===&lt;br /&gt;
[[File:scrap-armor.png|thumb|right|200px|The BOS equivalent of killing Jesus and wearing his skin.]]&lt;br /&gt;
This is the &#039;zombie&#039; version of the T-45d. After the Battle of HELIOS One, the NCR recovered many suits of T-45d from fallen Brotherhood Paladins. However, either because the NCR do not have the capability to manufacture spare parts, lack the actual knowledge to use and maintain power armor, or a bit of both, the &amp;quot;power&amp;quot; part of the armor was stripped, so its just...armor.&lt;br /&gt;
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The servomotors that augments the wearers&#039; strength have been removed along with a good chunk of the extra plating, and the back-mounted rad scrubbers were replaced with a cheap air conditioner so the wearer doesn&#039;t die from heat stroke while using it (and lords help you if you&#039;re patrolling in the middle of the desert with heavy metal plates all over your body). As its not &amp;quot;true&amp;quot; power armor, it does not require special training, nor is it vulnerable to electric-based attacks, so just about any mook with some measure of brawn can be fitted into it and send him off. The result is, for a lack of a better term, plate armor with an AC strapped to the back. It has less protective qualities than the armor it&#039;s based on, has no built-in rad protection, and has no mechanical assistance to carry all this weight since it was ripped out, so its cumbersome as all hell.&lt;br /&gt;
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Its use is less for practicality and more as a moral and political tool, basically letting the NCR brag &amp;quot;See? We got power armored troops too!&amp;quot; without actually having the knowledge and technology to build and maintain said troops, which goes with the central theme of Fallout: people of the future attempting to recreate the past, without having a firm grip on what it actually is.&lt;br /&gt;
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Crunch-wise....what you see is what you get. It has a -2 AGI penalty with no +2 STR bonus to offset the 40kg weight of the armor, or rad protection to help you wade through heavily irradiated areas, with some pretty alright DT if you have the full set. Due to the infinitely better late-game options for personal protection (either just as good with less penalties or full-on upgrades), the salvaged armor only becomes useful if:&lt;br /&gt;
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A. You want to cosplay in power armor, without wanting to bother getting the perk to actually use it (as there are only two ways to get them, both of which are difficult and late in the game).&lt;br /&gt;
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B. In need of scrap material to repair actual suits of power armor with.&lt;br /&gt;
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C. You&#039;re &#039;&#039;really&#039;&#039; desperate for high-DT armor.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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==T-51 Powered Armor==&lt;br /&gt;
[[File:FNV T51b Armour.png|thumb|right|200px|The T-51b Power Armor. By far the most popular variant, though it&#039;s certainly not because of the doughboy look of NPCs in New Vegas...]]&lt;br /&gt;
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The second generation of power armor, the T-51 series managed to get all the kinks ironed out. Used to kick the Chinese out of Alaska and invade China. The quintessential Fallout power armor suit. The T-51b variant is common among the West Coast Brotherhood of Steel. Two suits are known to be in the Capital Wasteland.&lt;br /&gt;
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This armor only has +1 STR for some reason. What&#039;s even stranger is that the hunk of metal that you put on your head (AKA the helmet, but who calls it that?) gives you a +1 CHR bonus (probably because it&#039;s heavily featured in old world propaganda, but yet again, so was the T-45d variant). We really should be wearing around hunks of metal on our heads these days. After all, this armor be pullin&#039; all dem bitches...&lt;br /&gt;
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T-51b is the most advanced power armor that existed in the world before the Great War. Some confusion came with the introduction of the T-60 by Bethesda, who never bothered to tell anyone that this new armor was for the rank and file soldier while the T-51b was used by veteran squads. For the record, yes it is still the best and no the T-60 did not replace it.&lt;br /&gt;
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Used as the standard armor for Paladins, the suit has become an icon (both in universe and real life) for the Brotherhood of Steel.&lt;br /&gt;
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Due to a developer error that Bethesda never bothered patching, the Winterized variant that you receive as a reward for completing Fallout 3&#039;s &#039;&#039;Operation: Anchorage&#039;&#039; DLC is actually the version meant to be worn by NPCs in the Anchorage simulation, so it&#039;s [[Awesome|functionally indestructible, with a whopping 999,100 HP]] (the version you were meant to get has only 100). However, the vanilla game&#039;s suit was involved in a rather difficult fetch quest (where you were hired to retrieve it for a ghoul called Crowley), and the NPC version of the winterized armour still has that version&#039;s quest script assigned to it, so taking it will [[Fail|prematurely mark that quest as completed by making the game think you stole the vanilla suit for yourself]], locking you out forever. However, anyone in their right mind would have stolen the suit instead of giving it to Crowley anyway, it&#039;s not all bad.&lt;br /&gt;
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==X-01 Power Armor==&lt;br /&gt;
[[File:x-01.png|thumb|right|200px|The original, the best.]]&lt;br /&gt;
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Developed as a prototype before the war, the X-01 was later improved drastically by the Enclave into the technologically sophisticated Advanced Power Armor. Crunch-wise, both versions are the same, though fluff-wise, the latter is MUCH better then the former, even if they both look identical. Standard issue for the Enclave (at the peak of their power) the Advanced variety of the X-01 to this day still outclasses all other power armor by a wide margin, utilizing secret underground engineering centres and factories to use the most advanced materials for construction. These things were BAD ASS, with the Enclave eventually losing the war thanks to:&lt;br /&gt;
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A: The player blowing up all that shit used to make them.&lt;br /&gt;
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B: NCR using zerg tactics.&lt;br /&gt;
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Sadly (for the Enclave), these aren&#039;t produced anymore thanks to losses in manpower and resources during the Enclave War, forcing the Enclave to develop and produce shittier armors instead. A neat little trick these armor had was an optional addition of tesla coils. In-game this is just better armor, in universe it uses small zaps of electrictiy to hit incoming projectiles melting bullets and detonating explosives before they can deliver their payload directly into the target.&lt;br /&gt;
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Just remember the difference between the Prototype and Advanced versions. The former tends to have more balanced stats (4, 76) while the later tends to be OP (Fallout 2, New Vegas).&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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==X-02 Power Armor==&lt;br /&gt;
[[File:x-02.png|thumb|left|200px|The shitty &#039;urban&#039; version]]&lt;br /&gt;
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Developed by the Enclave Department of the Army after the Enclave&#039;s loss of the Oil Rig back in FO2. Produced in their base in Raven Rock, the X-02 was supposed to be a step-up from the previous X-01 series, utilizing lighter-weight ceramic plates that granted better mobility without compromising defense, a segmented armor pattern to better absorb damage, removal of the hump and replacing it with more traditional armored pauldrons, and a redesigned helmet that provides a more menacing but reduced head profile. They were apparently produced in enough numbers that the Enclave managed to phase out the older X-01 suits for these. Due to the black coloration and sinister helmet design, Brotherhood soldiers dubbed it the &amp;quot;Black Devil&amp;quot; power armor.&lt;br /&gt;
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Crunchwise....well, it sucks. Atleast in FO3. It’s barely an upgrade over the T-45 armor (you know, the first armor the US ever fielded back in the Great War) and is completely inferior to the Brotherhood&#039;s T-51b armors, &#039;&#039;despite it being hundreds of years old&#039;&#039;.&lt;br /&gt;
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It returns in FO4 as Creation Club content, where it now gets better representation as having the same stats as the X-01 suit (which is already a clear-cut upgrade over the more common T-51 and T-60 suits), but better energy weapon resistance.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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==X-03 Power Armor==&lt;br /&gt;
[[File:hellfire.png|thumb|right|200px|Hellfire armor, the compromise between X-01 and X-02]]&lt;br /&gt;
Also known as Hellfire, the armor was produced near the end of the Enclave-Brotherhood war on the East coast. Basically an attempt to use more recent discoveries in robotics of all things, the armor is remarkably tough for something that costs only slightly more resources than the X-02, boasting a huge increase in heat resistance as befitting its name. Originally used by flame troopers, it has since become standard issue for the Enclave. As far as power armor goes it&#039;s above average. It&#039;s only issue is the heat resistance seems to mess around with the tesla coil systems no longer giving it the option without extensive modifications.&lt;br /&gt;
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The armor becomes usable in FO4, and much like all Enclave-issue armors, is one of the best armors in the game in terms of pure protection stats.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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==T-60 Power Armor==&lt;br /&gt;
[[File:t-602.png|thumb|right|200px|&amp;quot;Can never have enough pauldrons.&amp;quot; - Bethesda]]&lt;br /&gt;
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A new addition to the series in Fallout 4, introduced as the other “best” Power Armor. The T-60c was designed to supplement the T-51. With a more canonical stat base in Fallout 76, it has inferior protection levels to the T-51b. However, it is much cheaper to build and repair, making it better suited to mass production and deployment. This frees up the superior T-51 for deployment in elite units, which also explains the T-51&#039;s prominence among the Brotherhood of Steel until they set up for mass deployment in Fallout 4. It draws many of its design elements from the T-45, as that allows it to use many of the same internal components as the earlier models. The double pauldrons look is still silly.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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==Horned Power Armor==&lt;br /&gt;
[[File:horned_armor.jpg|thumb|right|200px|Don&#039;t piss off Rudolph.]]&lt;br /&gt;
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Used in the semi-canonical (due to Fallout 3, New Vegas, and Fallout 4) Fallout Tactics (Bethesda&#039;s offical stance is that the major events are canon, but many fans choose to believe the whole thing is canon) the Horned Power Armor is used by the Midwestern Brotherhood of Steel with it&#039;s defining feature being, you guessed it, horns. The Midwestern Brotherhood stands out as fully incorporating itself into wasteland life, offering protection to tribes and towns in return for resources, recruits, and information. This in turn is shown in the design of the armor, being the only suit designed from scratch by a Brotherhood faction since the war. Designed for mass production over protection (similar to the more recent Enclave designs), the armor still incorporates many mechanical elements from the T-51b such as an internal reactor. It&#039;s also slimmer and less bulky than other armor designs (though not on the same level of the newer Enclave designs).&lt;br /&gt;
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Overall, the armor is a compromise between mass production and protection, with heavy modification possible due to the more scrappy way it is produced unlike the more industrial Enclave. While it is numerous enough to equip all of their Paladins (keeping in mind their numbers are MUCH larger then other chapters), it still leaves more of the lower ranking infantry to use more traditional protection.&lt;br /&gt;
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The armour&#039;s horned helmet, greaves, and slimmer design are reminiscent of the Enclave&#039;s Mk. II advanced power armour (or X-02), which may imply that they&#039;re connected. One of the complaints about the original Tactics armour design was that it didn&#039;t look retro enough for Fallout, so it&#039;s possible that it&#039;s actually scavenged or stolen Enclave armour (which wouldn&#039;t be a stretch, since the Enclave are also known to have been active in Chicago), and the design was just &amp;quot;retrofied&amp;quot; for its reappearance in Fallout 3. Alternatively, it&#039;s possible that the X-02 was made by hybridising elements of this armour with the earlier Enclave X-01. Bethesda haven&#039;t said anything about the similarity though, possibly due to Tactics&#039; weird place in Fallout canon.&lt;br /&gt;
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==Raider Power Armor==&lt;br /&gt;
[[File:raider_armor.png|thumb|right|100px|If the T-51b was a Tiger tank, this is an armored car.]]&lt;br /&gt;
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Raiders in the Commonwealth and beyond have managed to refurbish power armor frames, and by cobbling together scraps of T-45 and T-51 armored suits and scrap parts, this.....thing, was made. Raider power armor is the least versatile &amp;amp; weakest of all the armor types. It&#039;s complete shit against anything that has a caliber above .38 and laser pistols can kill the user within 4-5 shots. Turns out a bunch of drugged-out vindictive assholes who shun society are not the best engineers. [[Orks|Still looks metal as hell though]], and it is still better than even the best non powered armor while being cheap as hell to repair.&lt;br /&gt;
&lt;br /&gt;
Despite how it looks, however, it &#039;&#039;is&#039;&#039; functioning power armor. It’s not very good power armor, but it’s power armor. It’s fully sealed, so it has some measure of environmental protection, the servos work to an extent, and it meshes in standard power armor frames. Yes, this means that a couple of crack-addled junkies are capable of making and maintaining functioning suits of power armor, but a large nation state with an established technology base can&#039;t..&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Gallery =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:99810101076 ArmourThroughAgesNEW01.jpg|The first five Marks through the ages.&lt;br /&gt;
File:Power Armour Components.png|Diagram of Aquila armour components.&lt;br /&gt;
File:Newsletter vision study.jpg|Eternal Crusade concept art. Again, fitting real snugly.&lt;br /&gt;
File:Terran marine cutout.jpg|It actually fits! Still a bit unsure about those hips though.&lt;br /&gt;
File:SST_PA_J.jpg|Japan&#039;s take on the Marauder Suit.&lt;br /&gt;
File:Ghost Bear Elementals.jpg|A Clan Ghost Bear Elemental armor alongside an Elemental out of armor as well as a Kuritan Kishi and DCMS infantry soldier.&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* For the [[Warhammer 40,000|40kekkers]] in the room, [https://www.youtube.com/watch?v=MVubdRyU3Mc an official animation of how Space Marines put their armour on].&lt;br /&gt;
&lt;br /&gt;
[[Category: Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Armour]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Imperial]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Sisters of Battle]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Space Marines]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Adeptus Mechanicus]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Adeptus Custodes]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Squats]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Official Space Marine Chapters]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Blood Angels]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Dark Angels]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Space Wolves]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Deathwatch]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Grey Knights]]&lt;br /&gt;
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[[Category: Chaos Space Marines]]&lt;br /&gt;
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[[Category: Chaos]]&lt;br /&gt;
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[[Category: Eldar]]&lt;br /&gt;
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[[Category: Dark Eldar]]&lt;br /&gt;
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[[Category: Orks]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Tau]]&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/Xenos_in_30k&amp;diff=1011643</id>
		<title>Warhammer 40,000/Xenos in 30k</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/Xenos_in_30k&amp;diff=1011643"/>
		<updated>2026-05-20T15:53:08Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.161: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
Xenos [[In_Spaaace|IN SPAAAAC]]… er, in 30k.&lt;br /&gt;
&lt;br /&gt;
Forge World’s popular Horus Heresy expansion for Warhammer 40,000 is great for marines vs. marines, but some players of non-Imperial armies are feeling a little left out and many Marine players want to recreate some of the battles of the Great Crusade using the Age of Darkness ruleset.&lt;br /&gt;
&lt;br /&gt;
Since Forge World have explicitly stated that their Horus Heresy is &#039;&#039;not&#039;&#039; for the Great Crusade and they &#039;&#039;won’t&#039;&#039; make any rules for 40k xenos in 30k, [[/tg/ gets shit done|here’s what we’ve come up with ourselves]].&lt;br /&gt;
&lt;br /&gt;
Battle Reports and gameplay feedback are welcome on the Talk page if you find in your experience that something is pretty far off what it should be. Having said that, extensive debate might be better carried out in one of the Horus Heresy Generals on /tg/ or your favorite message board.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, the people who play 30k usually think kitbashes and proxies are more than fine as long as the models are cool, and always appreciate effort made to ensure that options and differences are clearly represented on your models. Suggestions and examples of model customization are equally as welcome as playtesting.&lt;br /&gt;
&lt;br /&gt;
Remember, 30k is for the cool kids; be excellent to each other (that goes for updates to this wiki too).&lt;br /&gt;
&lt;br /&gt;
== Orks in 30k ==&lt;br /&gt;
:&#039;&#039;As mankind’s worlds were cleaved from each other during the Age of Strife, and the Eldar’s concerns shifted dramatically from the galaxy at large back to their own surviving domains exclusively, thousands upon thousands of Ork empires thrived amid the anarchy of a galaxy filled with powerful, but isolated, foes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The adjustments for Orks is mostly to “scale-up” their forces to fit into 30k; Non-specialized units have much bigger maximum model counts. Don’t underestimate the difference that larger model counts alone makes to the performance of common Ork units, and don’t forget about 30k-specific rules that change the way you play and build lists more than you’d think just from looking at these changes here. For example, the War Machine Detachment/Monstrous Horde types of Lords of War – you can take two Kill Krushas/Kill Burstas/Kill Blastas, or two Gargantuan Squiggoths, as a single Lords of War choice, and the points cost makes actually doing this plausible.&lt;br /&gt;
&lt;br /&gt;
=== Playtesting Status ===&lt;br /&gt;
More playtesting data wanted!&lt;br /&gt;
&lt;br /&gt;
=== Existing Sources ===&lt;br /&gt;
All existing units are allowed, except for those with the Unique subtype:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Death From the Skies (7th Edition/2016)&#039;&#039;&#039;&lt;br /&gt;
** Fast Attack&lt;br /&gt;
*** Blitza-bommers&lt;br /&gt;
*** Burna-bommers&lt;br /&gt;
*** Dakkajets&lt;br /&gt;
*** Wazbom Blastajets&lt;br /&gt;
* &#039;&#039;&#039;Codex Orks (7th Edition/2014)&#039;&#039;&#039;&lt;br /&gt;
** HQ&lt;br /&gt;
*** Warboss&lt;br /&gt;
*** Weirdboy&lt;br /&gt;
*** Mek&lt;br /&gt;
*** Big Mek&lt;br /&gt;
*** Painboy&lt;br /&gt;
** Troops&lt;br /&gt;
*** Boyz&lt;br /&gt;
*** Gretchin&lt;br /&gt;
** Elites&lt;br /&gt;
*** Burna Boyz&lt;br /&gt;
*** Tankbustas&lt;br /&gt;
*** Nobz&lt;br /&gt;
*** Meganobz&lt;br /&gt;
*** Kommandos&lt;br /&gt;
** Fast Attack&lt;br /&gt;
*** Trukk&lt;br /&gt;
*** Stormboyz&lt;br /&gt;
*** Deffkoptas&lt;br /&gt;
*** Warbikers&lt;br /&gt;
*** Warbuggies&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Mek Gunz&lt;br /&gt;
*** Battlewagon&lt;br /&gt;
*** Deff Dread&lt;br /&gt;
*** Killa Kans&lt;br /&gt;
*** Gorkanaut&lt;br /&gt;
*** Morkanaut&lt;br /&gt;
*** Lootas&lt;br /&gt;
*** Flash Gitz&lt;br /&gt;
** Lords of War&lt;br /&gt;
*** Stompa&lt;br /&gt;
* &#039;&#039;&#039;White Dwarf Issue 21 (7th Edition/2014-06-21)&#039;&#039;&#039;&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Looted Wagon&lt;br /&gt;
* &#039;&#039;&#039;Imperial Armour Apocalypse (6th Edition/2013)&#039;&#039;&#039;&lt;br /&gt;
** Fast Attack&lt;br /&gt;
*** Grot Mega-tank&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Mega Dread&lt;br /&gt;
*** Kustom Meka-Dread&lt;br /&gt;
*** Lifta Wagon&lt;br /&gt;
*** Big Squiggoth&lt;br /&gt;
** Lords of War&lt;br /&gt;
*** ‘Kustom’ Battle Fortress&lt;br /&gt;
*** Kill Krusha Tank&lt;br /&gt;
*** Kill Bursta&lt;br /&gt;
*** Kill Blasta&lt;br /&gt;
* &#039;&#039;&#039;Warhammer 40,000 Apocalypse (6th Edition/2013)&#039;&#039;&#039;&lt;br /&gt;
** Lords of War&lt;br /&gt;
*** Gargantuan Squiggoth&lt;br /&gt;
** Apocalypse&lt;br /&gt;
*** Stompa&lt;br /&gt;
*** Big Mek Stompa&lt;br /&gt;
*** Skullhamma Battle Fortress&lt;br /&gt;
* &#039;&#039;&#039;Imperial Armour Aeronautica (6th Edition/2012)&#039;&#039;&#039;&lt;br /&gt;
** Fast Attack&lt;br /&gt;
*** Fighta-Bommer&lt;br /&gt;
*** Attak Fighta&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Flakk Trukk&lt;br /&gt;
*** Flakk Trakk&lt;br /&gt;
** Apocalypse&lt;br /&gt;
*** Flakk Battle Fortress&lt;br /&gt;
* &#039;&#039;&#039;Imperial Armour Apocalypse Second Edition (5th Edition/2011)&#039;&#039;&#039;&lt;br /&gt;
** Elites&lt;br /&gt;
*** Grot Tank Battle Mob&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Grot Bomm Launcha&lt;br /&gt;
** Apocalypse&lt;br /&gt;
*** Tanka Mob&lt;br /&gt;
* &#039;&#039;&#039;Imperial Armour Volume Eight Raid on Kastorel-Novem (5th Edition/2010)&#039;&#039;&#039;&lt;br /&gt;
** Elites/Dedicated Transport&lt;br /&gt;
*** Mekboy Junka&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Big Trakk&lt;br /&gt;
*** Gun Wagon&lt;br /&gt;
** Lords of War&lt;br /&gt;
*** Kustom Stompa&lt;br /&gt;
** Apocalypse&lt;br /&gt;
*** ‘Dethrolla’ Battle Fortress&lt;br /&gt;
*** Ork Bommer&lt;br /&gt;
*** Ork Blasta Bommer&lt;br /&gt;
* &#039;&#039;&#039;Warhammer 40,000 Apocalypse Reload (5th Edition/2009)&#039;&#039;&#039;&lt;br /&gt;
** Apocalypse&lt;br /&gt;
*** Goff Klawstompa&lt;br /&gt;
*** Ork Pulsa Rokkit&lt;br /&gt;
* &#039;&#039;&#039;White Dwarf August 2008 (UK 344/US 343) (5th Edition/2008)&#039;&#039;&#039;&lt;br /&gt;
** Apocalypse&lt;br /&gt;
*** Ork Submersible&lt;br /&gt;
* &#039;&#039;&#039;Download (5th Edition/2008)&#039;&#039;&#039;&lt;br /&gt;
** Apocalypse&lt;br /&gt;
*** Ork Minelayer&lt;br /&gt;
*** [http://web.archive.org/web/http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2440057_Ork_Datasheet_-_Evil_Eye_Stompa.pdf Evil Eye in Da Sky]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: only the most recent source is given, but many units also exist unchanged in Imperial Armour Volume Eight: Raid on Kastorel-Novem. Furthermore, some units are for Apocalypse, where included these were [http://www.forgeworld.co.uk/Downloads/Product/PDF/L/lordsofwar.pdf updated to be Lords of War by Forge World].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Special Rules ===&lt;br /&gt;
The following special rules apply to Ork detachments:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Back fer anuvver go!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Even when Orks flee in momentary panic due to a sufficiently shocking burst of ferocity from their opponents, during a large Waaagh! it isn’t long before their instinctive drive to get to grips with their enemy kicks back in, especially if they can see other Orks who are doing just that.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For each 10 models in the unit, it gains a cumulative bonus of +1 to its Leadership, up to a maximum of 10.&lt;br /&gt;
&lt;br /&gt;
Additionally, when taking a Regroup test, as long as a unit can draw Line of Sight to at least one unbroken Ork unit containing the same number or more models than it does itself, any roll of any double is treated as an &#039;&#039;Insane Heroism!&#039;&#039; result. However, after using any movement required to re-establish unit coherency, the unit must always use the remainder of its consolidate move to move closer to the nearest enemy infantry unit that it can draw line of sight to, if any.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;No, you won’t get your old Mob Rule back, and here is why: Firstly, this isn’t so much an attempt to rebalance an entire codex as it is just to make it fit better in the 30k environment. Secondly, in 30k, Fearless units are extremely rare and, for overall balance reasons, must remain so. Remember that the much larger unit sizes (and cheaper per-model costs in maximum-sized infantry units) in Horus Heresy help to make Mob Rule less of a problem. For example, a &#039;&#039;&#039;60&#039;&#039;&#039; model Boyz unit costs less than 70% more than a 30-model Boyz unit in standard 40k, but even without a character it counts its Leadership as 10 until it has lost half its model count, and it has to lose 45 models to shooting before Mob Rule even kicks in from non-pinning losses.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hold on Tight!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Despite their success as a race, Orks are not inclined to consider their personal safety — and certainly not anyone else’s — as being a particularly important concern under even their most tractable dispositions. When excitement intensifies, any modicum of caution that they may have otherwise entertained is thrown to the winds as they are gripped with an unrestrainable compulsion to join in with if not outdo any Ork nearby, whether that means siezing onto the nearest improvised grabhold of an overloaded vehicle as it hurtles by, or some other madness.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The number of models in a unit that can be embarked upon Open-Topped Transports can exceed the Transport Capacity if every model from the embarked unit can literally physically fit on the actual transport model. If this is done, and the vehicle moves further than 6&amp;quot; in any one player turn, then the embarked unit rolls a D6 for every model over the nominal Transport Capacity. For each roll of a 1, the unit suffers a S6 hit — armor and cover saves may not be taken against these hits. Hits may be allocated by the owning player.&lt;br /&gt;
&lt;br /&gt;
You have to demonstrate placement of the actual models from the embarked unit onto the actual transport model to claim use of this rule, although the embarked models can be piled, hooked, balanced or otherwise arranged in any way (however precariously). Note that you don&#039;t have to leave the models on their transports in-game unless you want to (since it might damage the models or paintwork) — you just have to be prepared to prove this capability to your opponent if they ask (ideally, before the game starts where possible). You are also encouraged to scratch-build your own models for this purpose, to make Trukks that are increasingly large and dangerous for the Boyz. The only requirement for trukks made like this, is that they appear &amp;quot;Sufficiently Orky&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;But muh Feel no Pain! Muh Kustom Force Fields! Unlike most other 30k lists, the option to take a larger number of Painboyz and Big Meks than normal deliberately hasn’t been included. Playtesting so far has found that the increased unit sizes, lowered per-model cost in max-size units, and other benefits (such as the new special rules), made it unnecessary to achieve parity with other 30k lists in this regard (“Boyz before Toys” applies well to 30k generally). Just think of how devastating 40 Nobz on Warbikes with Feel no Pain would be, or 40 Meganobz with a 5+ invulnerable save (in fact you can still do this; just not more than once or twice). Unlike other 30k examples, these units have not been made Support Officers, so in practice you can take an additional HQ from an allied detachment too, totaling four HQs if you bring three troops (the only reason they weren’t made Support Officers, considering what they can do to the massive-model-count units in 30k, is because legion lists can access Sniper Veterans, and to a lesser extent Recon Squads and Seeker Squads. Other Lists may have a harder time getting reliable Precision Shot, so this still may be the subject of further rebalancing efforts).&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unit Changes ====&lt;br /&gt;
The following changes apply:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boyz&#039;&#039;&#039; — 70pts for 15 Boyz. Boyz have the same profile and Special Rules as in Codex Orks, but are armed only with a single Choppa as standard.&lt;br /&gt;
* May add up to 45 additional Boyz for 4pts/model&lt;br /&gt;
* All models in the mob may:&lt;br /&gt;
** exchange a choppa for a slugga	30 pts&lt;br /&gt;
** exchange a choppa for a big choppa	120 pts&lt;br /&gt;
** gain a Cybork body	90 pts&lt;br /&gt;
** be equipped with stikkbombz	10 pts&lt;br /&gt;
** be equipped with an additional bow	30 pts&lt;br /&gt;
** be equipped with an additional choppa	30 pts&lt;br /&gt;
** be equipped with an additional slugga	60 pts&lt;br /&gt;
** be equipped with an additional shoota	60 pts&lt;br /&gt;
** be equipped with ’eavy armor	120 pts&lt;br /&gt;
* For every 10 full models in the unit, one model may exchange one weapon other than their only choppa, for one of the following:&lt;br /&gt;
** Big Shoota	5 pts&lt;br /&gt;
** Rokkit Launcha	5 pts&lt;br /&gt;
* One model may take a War Instrument	5 pts&lt;br /&gt;
* One model may be upgraded to a Boss Nob	10 pts&lt;br /&gt;
** A Boss Nob may take items from the Ranged Weapons and/or Melee Weapons lists.&lt;br /&gt;
* One model may take a Bosspole	5 pts&lt;br /&gt;
* The unit may take a Trukk as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gretchin&#039;&#039;&#039; — Runtherdz gain the Immunity special rule. This unit is a non-compulsory Troops choice. All other options from Codex Orks remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burna Boyz&#039;&#039;&#039; — 100pts for 5 Burna Boyz. May add up to 10 additional Burna Boyz for 13pts/model. Gains the Tank Hunters special rule. All other options from Codex Orks remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tankbustas&#039;&#039;&#039; — 80pts for 5 Tankbustas. May add up to 10 additional Tankbustas for 11pts/model. All other options from Codex Orks remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nobz&#039;&#039;&#039; — 160pts for 9 Nobz and 1 Boss Nob. Nobz have the same profile and Special Rules as in Codex Orks, plus ’eavy Armour is included for free, but are armed only with a single Choppa as standard.&lt;br /&gt;
* May add up to 30 additional Nobz for 14pts/model.&lt;br /&gt;
* All models in the mob may:&lt;br /&gt;
** exchange a choppa for a slugga for 40 pts&lt;br /&gt;
** exchange a choppa for a big choppa for 90 pts&lt;br /&gt;
** gain a Cybork body for 80 pts&lt;br /&gt;
** be equipped with stikkbombz for 10 pts&lt;br /&gt;
** be equipped with an additional choppa for 20 pts&lt;br /&gt;
** be equipped with an additional slugga for 40 pts&lt;br /&gt;
** be equipped with an additional shoota for 40 pts&lt;br /&gt;
* Any model may take items from the Ranged Weapons and/or Melee Weapons lists.&lt;br /&gt;
* Any model may take an Ammo Runt for 3 pts/model&lt;br /&gt;
* Any model may take a Bosspole for 5 pts/model&lt;br /&gt;
* Any model may take a War Instrument for 5 pts/model&lt;br /&gt;
* One model may take a Waaagh! Banner for 20 pts&lt;br /&gt;
* The entire mob may take Warbikes, or the entire mob may take Cyboars for 27 pts/model&lt;br /&gt;
** Cyboar Nobz/Boss Nobz gain +1 Toughness and the Bulky, Rage, Jink, and Outflank special rules, and change their type to Cavalry; a Boss Nob becomes Cavalry (Character).&lt;br /&gt;
* If it does not take Warbikes or Warboars, the unit may take a Trukk or Battlewagon as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meganobz&#039;&#039;&#039; — 250pts for 10 Nobz. May add up to 30 additional Nobz for 18pts/model. All models may gain a Cybork body for 100pts. Any model may replace their twin-linked Shoota and Power Claw with two Killsaws or Killchoppas for free. One Nob may take a Waaagh! banner 30pts. All other options from Codex Orks remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Why are Meganobz so drastically cheaper than in 40k? Because in the 30k environment, AP2 weapons are much, much more common (and it isn’t particularly hard to get S8 AP2 weapons that can hit a lot of models either, which will cause Instant Death), and unlike pricier Terminators, Meganobz do not have Invulnerable saves to fall back on. Furthermore, even basic weight-of-fire is much higher than what is usually expected from armies in the 40k environment, and even with twice as many wounds and more attacks, I3 and the lack of Sweeping Advance makes them significantly inferior to much more common Terminator units (which are themselves cheaper than 40k Meganobz) unless they outnumber them significantly. It is acknowledged that this is a drastic difference, but it is an example of how different 30k games can be at certain extremes. Conversely, being able to be taken in such a large unit makes it possible for them to earn their points back even in the face of incredible amounts of high-strength AP2 shooting – just five or six surviving to charge a Spartan will tear it to pieces, and ten should be a more than even match for any Knight.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;&#039;&#039;Some idle maths on the cost: It’s 820pts for a 40-model squad with a Waaagh! Banner; it’s 820pts for 10 Justaerin Terminators with Combi-Weapons and Power Fists, plus Abaddon. The simplified math on that fight (if the Justaerin charge, all models on both sides get to strike and be struck by all opposing models, and Look Out, Sir! always works), is that the Terminators kill about half the Orks, the Orks kill every terminator but score no wounds on Abaddon, and then Abaddon sweeps the remaining Orks. That ultimate outcome (if not the exact details of the combat) is exactly what happened in the fluff between identical forces, and it’s a knife-edge; if the Orks charge or roll higher or lower than average, or the Sons of Horus have any additional survivors (preventing Abaddon from sweeping) or roll lower than average, or if Abaddon fails a Look Out, Sir! Or Sweeping Advance roll, the battle could very easily go the other way. So they’re what you could call an even match.&#039;&#039;&amp;lt;/s&amp;gt; That particular math has become obsolete with the release of Age of Darkness Legions. Still.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kommandos&#039;&#039;&#039; — 60pts for 5 Kommandos. May add up to 10 additional Kommandos for 8pts/model. All other options from Codex Orks remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stormboyz&#039;&#039;&#039; — 55pts for 5 Stormboyz. May add up to 25 additional Stormboyz for 7pts/model. All other options from Codex Orks remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warbikers&#039;&#039;&#039; — 65pts for 3 Warbikers. May add up to 17 additional Warbikers for 15pts/model. Gains the Gotta Go Fasta special rule. All other options from Codex Orks remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deffkoptas&#039;&#039;&#039; — Gains the Gotta Go Fasta special rule. All other options from Codex Orks remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deff Dreads&#039;&#039;&#039; — may add up to 2 additional Deff Dreads at the listed points cost. These do not form a Vehicle Squadron and are considered separate for all rules purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lootas&#039;&#039;&#039; — 70pts for 5 Lootas. May add up to 10 additional Lootas for 13pts/model. Gains the Tank Hunters special rule. All other options from Codex Orks remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flash Gitz&#039;&#039;&#039; — 250pts for 9 Flash Gitz and 1 Kaptin. May add up to 30 additional Flash Gitz for 18pts/model. Each model has one ammo runt at no additional cost. Any model may replace their Snazzgun with a Bubble Blasta for free. All other options from Codex Orks remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gorkanaut&#039;&#039;&#039; — Is an Assault Vehicle. All other options from Codex Orks remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morkanaut&#039;&#039;&#039; — Is equipped with a Kustom Force Field for free. All other options from Codex Orks remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Big Squiggoths&#039;&#039;&#039; — may add up to 2 additional Big Squiggoths at the listed points cost. These do not form a unit and are considered separate for all rules purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stompa&#039;&#039;&#039; — 580pts. All other options from Codex Orks remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;The points drop is quite large, but other Lords of War much more potent than this exist in 30k for those points, and I don’t want to make any other changes to it. This seems to be about right given the playtesting that has been done so far.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yes, I know that Orks built Gargants in imitation of human Titans. But Titans have their origins far back in the mythical Dark Age of Technology. There’s no reason that Orks wouldn’t have seen Titans many millennia before the Great Crusade. The exact same arguments apply to Dreadnoughts and they’re not going to be left out of all Ork lists on the possibility that some warbands maybe hadn’t encountered them before.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It is a fact that the first &#039;&#039;&#039;Gargants&#039;&#039;&#039; were built after the Horus Heresy, but nothing suggests that all sorts of idol-warmachines from dreadnoughts to Stompas weren’t commonplace for as long as their human, Eldar or Squat counterparts had been known (with human-style Dreadnoughts in particular being truly ancient STC tech originating so far back in the Dark Age of Technology that it’s unbelievable that the Orks wouldn’t have copied them by the time of the Great Crusade).&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gargantuan Squiggoth&#039;&#039;&#039; — 395pts. All other options from Apocalypse (2014) remain unchanged.&lt;br /&gt;
&lt;br /&gt;
==== Wargear Changes ====&lt;br /&gt;
&#039;&#039;&#039;Wreckin’ Ball&#039;&#039;&#039; — Gains the Wrecker special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Claw of Gork (or possibly Mork)&#039;&#039;&#039; — Gains the Wrecker and Sunder special rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammo Runt&#039;&#039;&#039; — for simple reasons of sanity, this rule simply provides a number of re-rolls, for shooting attacks, to a unit, for each model in that unit with an Ammo Runt (i.e. no real change, but you don&#039;t have to keep track of each model&#039;s Ammo Runt individually). While this does make it possible for one model (such as a model with a weapon upgrade) to use the re-roll provided by the wargear of another model, and just generally allowing models which had previously made re-rolls, to make re-rollls again by using the wargear of other models who are currently out-of-range or otherwise inelligible to make a re-roll at that time, and so on, the simplicity of applying the re-roll to the unit instead of each individual model outweighs this very minor benefit.&lt;br /&gt;
&lt;br /&gt;
=== New Units ===&lt;br /&gt;
==== Ogryn Mercenaries ====&lt;br /&gt;
:&#039;&#039;Ogryn Mercenaries are employed by humans (both Imperial forces and also rebels, private armies, and local security details), but also by Orks and several other kinds of xenos – anyone who will pay them, really, as Orgyns do not care who they fight for (or against) or why. ‘Payment’ is something of a misnomer; ‘appeasement’ would be more accurate, as Ogryn mercenaries are not professional enough to keep a detailed account of their dues, and instead indulge constantly in food, entertainment and fighting, which is all that keeps them from simply wandering away. Clients who cannot provide a steady (and fairly even) flow of all three of these base desires may find themselves on the business end of an Ogryn’s weaponry (or fists), more to end the monotony than to settle any feeling of backstabbing. Orks however have no trouble with supplying this in abundance (whether they have enemies to fight or not!) and, in turn, find Ogryns to be – even if not truly Orky – most welcome company.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are the same as the &#039;&#039;Auxilia Ogryn Brute Squad&#039;&#039; from the Imperial Militia &amp;amp; Cults Army List (&#039;&#039;Horus Heresy Book Five Tempest&#039;&#039;).&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Big Nobz ====&lt;br /&gt;
:&#039;&#039;Big Nobz are Orks who achieve such massive proportions that their raw, unarmored girth can exceed an Astartes in full terminator plate. These Orks have the physical might and ruthless cunning to lead their own empire; the only reason why they don’t is because – obviously – there is another Ork even more intimidating than them! In accordance with the unconsciously simple but inescapably rigid structure of greenskin society, rough equals will band together, usually lead by one who is… at least slightly more equal than the others.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elites 160pts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
! Big Nobz&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 9&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
! Big Boss&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 9&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Big Nobz are Infantry, a Big Boss is Infantry (Character).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2 Big Nobz and 1 Big Boss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Choppa&lt;br /&gt;
* ’eavy Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* ’Ere We Go!&lt;br /&gt;
* Furious Charge&lt;br /&gt;
* Mob Rule&lt;br /&gt;
* Bulky&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* May add up to 7 additional Big Nobz for 34pts/model.&lt;br /&gt;
* All models in the mob may:&lt;br /&gt;
** exchange a choppa for a slugga for 20 pts&lt;br /&gt;
** exchange a choppa for a big choppa for 50 pts&lt;br /&gt;
** gain a Cybork body for 140 pts&lt;br /&gt;
** be equipped with stikkbombz for 20 pts&lt;br /&gt;
** be equipped with an additional choppa for 20 pts&lt;br /&gt;
** be equipped with an additional slugga for 30 pts&lt;br /&gt;
** be equipped with an additional shoota for 40 pts&lt;br /&gt;
* Alternatively, all models may replace any choppas, sluggas, shootas, or big choppas that they are equipped with, for Mega Armor, a twin-liniked Shoota and a power klaw, and replace their Bulky special ruled with the Very Bulky special rule, for 135 pts&lt;br /&gt;
* Any model may take items from the Ranged Weapons and/or Melee Weapons lists.&lt;br /&gt;
* Any model may take an Ammo Runt for 3 pts/model&lt;br /&gt;
* Any model may take a Bosspole for 5 pts/model&lt;br /&gt;
* Any model may take a War Instrument for 5 pts/model&lt;br /&gt;
* One model may take a Waaagh! Banner for 20 pts&lt;br /&gt;
* The entire mob may take Warbikes, or the entire mob may take Cyboars, for 33 pts/model. Cyboar Big Nobz/Big Boss gains +1 Toughness and the Very Bulky, Rage, Jink, and Outflank special rules, and change their type to Cavalry; a Big Boss becomes Cavalry (Character).&lt;br /&gt;
* If it does not takes Warbikes or Warboars, the unit may take a Trukk or Battlewagon as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Madboyz Mob ====&lt;br /&gt;
:&#039;&#039;While many Orks seems to spontaneously obtain knowledge in specialized fields, such as Meks who intuitively understand mechanics and science, Painboyz who gain innate insight into anatomy and pharmacology, or Runtherdz who instinctively grasp husbandry and genetics, there are a few Orks whose heads are filled with bizarre information that they cannot process or apply. Sometimes these are genius-savants who can conceive incredible technological or engineering miracles, and are cursed with the inability to imagine the use of such wonders – or to convince other Orks of their merit. But sometimes, they are simply mad, with clashing or incomplete data encoded into their minds. In either case, while respected by other boyz for their apparent favor of the Ork gods, they are disruptive and often morose elements that just cannot be tolerated for long in Ork society, and so they usually tend to gather together away from large established camps. When a Waaagh! begins they feel compelled to participate in battle as all Orks do, but sadly their scatter-brained klutziness leads them inevitably to a quick end – unless they’ve managed to find a renegade Warphead. Warpheads (who are borderline Madboyz themselves) are prodigiously powerful Weirdboyz that are addicted to the thrill of the near-suicidal use of their powers, and the minds of Madboyz resonate with clarity in their presence – just as Ork machines gain mind-boggling function through the unconscious application of Ork psychic energy, so too are interconnections made and missing details filled in inside the brains of Madboyz when saturated with enough ambient Orkish power. Madboyz in turn act as a focus for a Warphead’s power, and each will do their utmost to protect them from assailants.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elites 175pts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
! Madboyz&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 7&lt;br /&gt;
| 6+&lt;br /&gt;
|-&lt;br /&gt;
! Warphead&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 9&lt;br /&gt;
| 6+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mayboyz are Infantry, a Warphead is Infantry (Character)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 Warphead and 9 Madboyz&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Wierdboy Staff (Warphead only)&lt;br /&gt;
* Choppa (Madboyz only)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* ’Ere We Go!&lt;br /&gt;
* Furious Charge&lt;br /&gt;
* Mob Rule&lt;br /&gt;
* Psyker (Mastery Level 3) (Warphead only)&lt;br /&gt;
* Adamantium Will (Warphead only)&lt;br /&gt;
* Fearless (Warphead only)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waaagh! Overload&#039;&#039;&#039; — For each unit of Orks with at least one model within 12&amp;quot; of a Warphead at the start of each Ork player’s Psychic phase, the Warphead gains an additional Warp Charge point which can be used only by them. Each of these additional points not used by the end of that same phase must be allocated to any unit of Orks with at least one model within 12&amp;quot; of a Warphead (including the Warphead’s own unit if desired). For each point allocated, the unit suffers D6 S2 hits. Additionally, the Warphead suffers a single S2 hit for each point so allocated – this &#039;&#039;can&#039;&#039; be reallocated with a Look Out, Sir! Roll, as it represents feedback that can be earthed out through the Madboyz.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Herald of Gork and Mork&#039;&#039;&#039; — While their Warphead is alive, Madboyz are Fearless, can issue and accept Challenges as if they were characters, and automatically pass Look Out, Sir! Rolls made to reallocated hits from their Warphead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psychic Lightningrod&#039;&#039;&#039; — All units with at least one model within 12&amp;quot; of a Warphead at the start of the Psychic phase benefit from his Adamantium Will special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mad Skillz&#039;&#039;&#039; — For every ten models in the unit, the Warphead gains +1 BS when rolling To-Hit with Psychic powers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PSYKER&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Warpheads automatically know all of the Powers of the Waaagh!, and may use any number of them as many times as they wish in their Psychic phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* May add up to 10 additional Madboyz for 7pts/model.&lt;br /&gt;
* All models in the mob may:&lt;br /&gt;
** exchange a choppa for a slugga for 20 pts&lt;br /&gt;
** exchange a choppa for a big choppa for 45 pts&lt;br /&gt;
** gain a Cybork body for 40 pts&lt;br /&gt;
** be equipped with stikkbombz for 10 pts&lt;br /&gt;
** be equipped with an additional choppa for 10 pts&lt;br /&gt;
** be equipped with an additional slugga for 20 pts&lt;br /&gt;
** be equipped with an additional shoota for 20 pts&lt;br /&gt;
** be equipped with ’Eavy armour	40 pts&lt;br /&gt;
* The Warphead may exchange their Wierdboy Staff for a Force Sword or Force Axe for free.&lt;br /&gt;
* The Warphead may replace his Wierdboy Staff with Mega Armour, twin-linked Shoota and Power Klaw for 20pts.&lt;br /&gt;
* The Warphead may take items from the Ranged Weapons, Melee Weapons, Runts &amp;amp; Squigs and/or Orky Know-wots lists.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Cyboar Boarboyz ====&lt;br /&gt;
:&#039;&#039;While bikes and buggies are popular both for being noisy and fast, and a source of wonder for those who like to tinker with their workings, some Orks prefer the old-fashioned warboar. Boar-like Squigs are bred by Runtherdz or Pigdoks for their nasty tempers and equally nasty flatulence, and Ork camps traditionally get immense entertainment out of impromptu rodeos where competitors would attempt to break in the bucking creatures — and subsequently jostle each other while mounted on their wild steeds in arenas or around racetracks. For many warbands, this truly Orky pastime is enhanced further by Meks who cyber-mechanically augment the boars to include armor plating, drug injectors, steel-sheathed tusks, spike-studded hoofs, or other, stranger augmentations, resulting in a Cyboar, which is ridden into battle by the most enthusiastic Orks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Attack 90pts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
! Cyboar Boarboyz&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 7&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
! Cyboar Boss Nob&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 7&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Cyboar Boarboy is Cavalry, a Cyboar Boss Nob is Cavalry (Character).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4 Cyboar Boarboyz and 1 Cyboar Boss Nob.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Choppa&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* ’Ere We Go!&lt;br /&gt;
* Furious Charge&lt;br /&gt;
* Mob Rule&lt;br /&gt;
* Bulky&lt;br /&gt;
* Rage&lt;br /&gt;
* Jink&lt;br /&gt;
* Outflank&lt;br /&gt;
* Immunity&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* May add up to an additional 25 Cyboar Boarboyz for 16pts/model.&lt;br /&gt;
* All models in the mob may:&lt;br /&gt;
** exchange a choppa for a slugga	15 pts&lt;br /&gt;
** exchange a choppa for a big choppa	60 pts&lt;br /&gt;
** gain a Cybork body	45 pts&lt;br /&gt;
** be equipped with stikkbombz	10 pts&lt;br /&gt;
** be equipped with an additional bow	15 pts&lt;br /&gt;
** be equipped with an additional choppa	15 pts&lt;br /&gt;
** be equipped with an additional slugga	30 pts&lt;br /&gt;
** be equipped with an additional shoota	30 pts&lt;br /&gt;
* The Cyboar Boss Nob may take items from the Melee Weapons list.&lt;br /&gt;
* The Cyboar Boss Nob may take a bosspole for 5pts.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Overlord ====&lt;br /&gt;
:&#039;&#039;In a society where might makes right, the leaders are the strongest, toughest, and most dangerous of their kind. Growing to massive proportions and becoming terribly powerful, Orks that reach the position of Overlord (a human term that they adopt purely because it sounds impressive) are titans of angry green muscle that can easily pummel some of the greatest warriors of the Legiones Astartes by virtue of nothing but sheer belligerent force — of course an “’uge pointy fing” is considered a favourite as well. Any other useful qualities that a proper leader might possess – intelligence, adaptability, generalship – are not required, though in some rare individuals they do serve to make an Overlord an even greater threat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0-1 HQ 250pts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
! Overlord&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 10&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Overlord is Infantry (Character)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 Overlord&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Slugga&lt;br /&gt;
* Choppa&lt;br /&gt;
* Stikkbombs&lt;br /&gt;
* ’eavy Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* ’Ere We Go&lt;br /&gt;
* Furious Charge&lt;br /&gt;
* Independent Character&lt;br /&gt;
* Mob Rule&lt;br /&gt;
* Waaagh!&lt;br /&gt;
* Very Bulky&lt;br /&gt;
* Fear&lt;br /&gt;
* Hammer of Wrath&lt;br /&gt;
* It Will Not Die!&lt;br /&gt;
* Smash&lt;br /&gt;
* Ded ’Ard&lt;br /&gt;
* ’Eadbuttz&lt;br /&gt;
* Colossal Charge&lt;br /&gt;
* Big Boss ov da Waaagh!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;’Eadbuttz&#039;&#039;&#039; — when making a Smash attack in a Challenge, the Strength is increased from S10 to S D.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colossal Charge&#039;&#039;&#039; — This model’s Hammer of Wrath attacks have the Concussive special rule. Note that this bonus does not apply to Hammer of Wrath attacks where this model is embarked on a Chariot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ded ’Ard&#039;&#039;&#039; — All shooting attacks against models with this special rule are resolved at -1 Strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Big Boss ov da Waaagh!&#039;&#039;&#039; — Equivalent to Master of the Legion. May not take more than one model with this special rule for every 1,000 points in the army. When a model with this rule is the Warlord, they may roll twice on their chosen Warlord Traits chart (re-rolling any doubled result) and select which of the two results they wish to use; and a single mob of Nobz, Meganobz, or Flash Gitz, can be selected as a retinue as part of the same choice on the Force Organisation Chart – models in any such unit can choose to accept and issue Challenges as if they were characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* The Overlord may replace his Slugga, Choppa, and ’Eavy Armour with Mega Armour, twin-linked Shoota and Power Klaw for 20pts.&lt;br /&gt;
* The Overlord may take items from the Ranged Weapons, Melee Weapons, Runts &amp;amp; Squigs and/or Orky Know-wots lists.&lt;br /&gt;
* May have the Planetary Overlord special rule for 20pts.&lt;br /&gt;
* May take a Squiggolossus as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;He’s no Primarch, although if he gets a Wound on Hammer of Wrath, and then a Deathblow when he Smashes, he could theoretically beat almost anything before it could even strike back. There’s less than a 1.5% of chance of that happening against most Primarchs, but that’s kinda the point – he’s not meant to be a match for a Primarch, but is meant to be a threat to Primarchs. Notably, his chances of beating Roboute plummet to tiny fractions of a percent since he has to survive a full round almost entirely by luck because Roboute ignores Concussive. Horus is almost as well-off, ignoring Concussive on a 3+. Keep in mind, while he won’t frighten a Primarch, he’s still powerful enough to annihilate practically anything else that can’t kill him before he gets to strike, and even Primarchs that let him get to his Initiative step will feel it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oh, and stop it with the “There were Orks equal to Primarchs” idea. Even the biggest Ork, while perhaps exceeding their overall girth, never approached the power level of a Primarch – at least, not Horus:&#039;&#039;&lt;br /&gt;
:“Horus faced Urlakk himself. The Overlord was an enormous Ork. But he was simply no match for the Primarch’s skill and unnatural power.”&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Squiggolossus ====&lt;br /&gt;
:&#039;&#039;Yet another bizarre variant of Squig, these massive creatures develop diamond-hard hides, muscular bodies, multitudes of wickedly sharp spines and teeth, and even membranous wings. Rarely seen in any but the longest established Ork settlements, their precise role in the orkoid ecosystem remains a mystery. Nevertheless, Ork Bosses that want the status of having a massive squiggly-beast at their command — and the satisfaction of subduing it himself, rather than having it reared by one of the Runtherdz — can do little better than to conquer one of these behemoths. However, though they seem to enjoy crushing enemies as much as their Boss, and obedience can be temporarily assured by a steel-shod kick to the back of the head, they certainly aren&#039;t ever tame - even those rare Bosses with the raw physical strength to subdue one of these mighty beasts, will still be chewed up as easily as a careless grot the instant that he fails to respect the incredible power he has shackled.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dedicated Transport 180pts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
! Squiggolossus&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
| 7&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Squiggolossus is a Jump Monstrous Creature&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 Squiggolossus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Close combat weapon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Concussive&lt;br /&gt;
* Extremely Bulky&lt;br /&gt;
* Fearless&lt;br /&gt;
* Furious Charge&lt;br /&gt;
* Vector Strike&lt;br /&gt;
* Monstrous Chariot&lt;br /&gt;
* Destructive Bulk&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monstrous Chariot&#039;&#039;&#039; — A model with this special rule counts as a Chariot for the purposes of being a Dedicated Transport for its rider. It follows all the usual rules for Chariots, with the following exceptions:&lt;br /&gt;
* The Squiggolossus may fight in close combat using its own profile as though it was a seperate model from its rider. Opponents in close combat will strike either the Squiggolossus or its rider, as per the normal rules for Chariots.&lt;br /&gt;
* References to Hull Points refer to the Wounds characteristic of the Squiggolossus&lt;br /&gt;
* References to Armor Penetration refer to To Wound rolls against the Squiggolossus&lt;br /&gt;
* References to Glancing Hits and Penetrating Hits refer to unsaved Wounds against the Squiggolossus&lt;br /&gt;
* Ignore references to Armor Facing&lt;br /&gt;
* Ignore references to Immobilised results and other Damage Table results&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destructive Bulk&#039;&#039;&#039; — The Squiggolossus may make Vector Strikes during the movement phase even though it will never be Swooping or Zooming, but may not Charge on a turn in which it makes a Vector Strike attack. A Squiggolossus&#039;s Hammer of Wrath and Vector Strike attacks are treated as being S D. In addition, a Squiggolossus may choose not to attack at its initiative step (it still makes its Pile In move at its own initiative step), and instead make a Stomp attack, comprising a single Stomp rather than D3 Stomps, at the Initiative 1 step.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Honestly, this is just an excuse for those players who are buying (and optionally, converting) Age of Sigmar Orruks, to be able to use their Maw-Krushas.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== New Wargear ===&lt;br /&gt;
&#039;&#039;&#039;Killchoppa&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Killchoppas have the same profile as Killsaws, and are available in place of Killsaws in any case where Killsaws are taken. Essentially, this just means that you can model things with killsaws as having big, savage – but static – blades instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;War Instrument&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;In traditional Ork societies, War Instruments are crude drums, gongs, blowhorns, Squigpipes, or any other loud but simple-to-use instrument. More technologically advanced tribes will frequently use airhorns, sirens, vox-amplifiers – or occasionally even crude, overdriven guitars! Though their intended purpose is to help the Warboss to coordinate different mobs over the din of battle, in reality the operators blare out whatever sound they want without regard to any supposed strategy. That is not to say that they are ineffective, however – no matter how they sound, they invariably sound Orky, and like the siren’s lure, are an irresistable beacon for all Orks to throw themselves headlong into the fighting.&#039;&#039;&lt;br /&gt;
If a unit has a model with a War Instrument, and the unit is not itself broken, then it always counts as a larger unit when any broken unit uses them to invoke the Back fer anuvver go! rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bow&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;A primitive weapon, the bow can be used to incredible effect in expert hands — Ork hands, however, never qualify as ‘expert’ in the context of projectile weapons. Nevertheless, some of the more traditional (or simply luckless) boyz may end up with no other option but the humble weapons of their savage origins. Very occasionally, slings or blowdarts may also be used to similar effect, or else a shortage of ammunition or low-quality working scrap may result in similarly reduced effectiveness.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
! Bow&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| -&lt;br /&gt;
| Assault 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bubble Blasta&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;These unusual weapons, closely related to the large-scale bubble-chukka, fire streams of small, invisible force-field bubbles which scatter over a wide area. While rarely very harmful, they create a kind of minefield where every step is like walking over large marbles. Individual bubbles burst at random, making traversal even more uneven, and creating tiny but powerful vacuum-implosions with the force to knock a person over, pop rivets out of armored plates, rupture seals and valves, or splinter armorglass lenses. In spite of this curious effectiveness, its wielders most commonly use the weapons off the battlefield, to torment grots for their own entertainment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
! Bubble Blasta&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 2, Concussive, Haywire, Ignores Cover, Strikedown&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Exceptional Wargear ===&lt;br /&gt;
&#039;&#039;This follows the same rules for Relics of the Dark Age of Technology (Horus Heresy Book Four Conquest)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kustom Power Field — Orks only (35 points)&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Power Field projectors normally require generators so massive that they cannot be transported other than aboard vehicles. This particular one however, while still extremely bulky, has been made incredibly compact for its output, allowing it to project an Ork-sized Power Field while being small enough to carry (albeit with some difficulty). However it was not built with rigorous safety protections in mind, and when under excessive load, both the one carrying it and anyone nearby are constantly subjected to steaming jets of overheating coolant, showers of sparks, and occasional contained plasma flares.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This provides a 4+ invulnerable save. For each invulnerable save that is rolled but not successful, the model, and all models in base contact with that model, each suffer D3 automatic hits with a strength equal to the roll of a D6 (roll once for all models). Models equipped with this wargear cannot claim an extra attack for being armed with an additional close combat weapon.&lt;br /&gt;
&lt;br /&gt;
=== New Special Rules ===&lt;br /&gt;
&#039;&#039;&#039;Immunity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Some creatures are so adapted to venomous predators or toxic environments, that they have developed resilience to all but the most potent doses.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attacks with the Sniper special rule only cause a Wound on a roll of 6. Attacks with the Poisoned special rule only cause a Wound on a roll of 6 (unless the attack’s Strength would cause a Wound on a lower roll). Any other Wound caused on a fixed roll, rather than rolling To Wound based on the model&#039;s Toughness characteristic, only cause a Wound on a roll of 6 (unless the attack’s Strength would cause a Wound on a lower roll). Unsuccessful Toughness characteristic tests may be re-rolled.&lt;br /&gt;
&lt;br /&gt;
Additionally, Rad Grenades and the effects of the Rad Furnace special rule, only take effect on or from the &#039;&#039;next turn after&#039;&#039; they are used — so Rad Grenades will only have an effect on the second round of combat, and a Rad Furnace will only have an effect from the second round of combat. Rad missiles and other rad weaponry are unaffected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gotta Go Fasta&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Some Orks, thanks to plenty of practice on account of their instinctive drive to do whatever they’re doing at top speed, learn to sharpen their reflexes and hold their footing better than their clumsy appearance suggests.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Models with the &#039;&#039;Gotta Go Fasta&#039;&#039; special rule can re-roll failed Dangerous Terrain checks.&lt;br /&gt;
&lt;br /&gt;
=== Green Horizon ===&lt;br /&gt;
:&#039;&#039;The Great Crusade encountered Orks at their most numerous, hordes so large they could be seen as from orbit as green stains on the surface of worlds below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as a Green Horizon detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Ork army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Green Muscle and Scrap Metal&#039;&#039;&#039; — Boyz units numbering 20 models or less may take a Battlewagon as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Made ta Fight an’ Win&#039;&#039;&#039; — Boyz mobs may pay an additional 50pts, and, when the unit has been destroyed, an identical unit may placed into Ongoing Reserves.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Deez Boyz iz Made fer Krumpin!&#039;&#039;&#039; — Deff Dreads may be selected as non-compulsory Troops choices.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limitations&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* At least half of the total number of units must be units of Boyz.&lt;br /&gt;
&lt;br /&gt;
=== Green Storm ===&lt;br /&gt;
:&#039;&#039;Orks grow stronger on a diet of conflict and violence, and the Orks at the heart of the biggest Waaaghs! can achieve massive proportions after centuries of non-stop warfare. When they spearhead a Waaagh!, they can hit with the speed – and force – of a thunderbolt.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as a Green Storm detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Ork army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Green Gale&#039;&#039;&#039; — The following adjustments apply to unit selections:&lt;br /&gt;
** Nobz may be selected as Troops choices.&lt;br /&gt;
** Meganobz may be selected as Heavy Support choices in addition to being available as Elites choices.&lt;br /&gt;
** Flash Gitz may be selected as Elites choices in addition to being available as Heavy Support choices.&lt;br /&gt;
** Units eligible to take any kind of Dedicated Transport may take a single Big Squiggoth per unit as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Green Lightning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;When Waaagh! energy peaks among planet-scale congregations or Orks, their pent-up vigor ensures that they can run at top speed for days, overtaking and surrounding foes with speed not believed to be possible, even when most of the force is on foot.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:All Orks with the ’Ere We Go! rule may charge in the Assault Phase, even if they are beyond the range that it is possible to succeed in that charge, as long as they would otherwise be eligible to do so. They must still select a target and may still suffer overwatch from that target; however, as long as they survive and do not fail any resulting Morale Check that they are forced to take, they may move their full charge distance directly towards their chosen target, even if it turns out that they cannot reach it this assault phase. If the required charge distance is known to exceed 12&amp;quot;, then this can only be used when charging the closest infantry unit that the unit can draw line of sight to. Template weapons fired on overwatch do not benefit from the Wall of Death special rule unless the unit firing overwatch will be within 12&amp;quot; of their target after it has been moved (calculated at the time that the template weapons are fired).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Green Thunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;When a wave of Orks crashes down into an enemy force, it is essential that the defenders can hold the line long enough to siphon off the crushing momentum, or else they are guaranteed to be swept away by the onrushing tide of warriors. This is something that the Legiones Astartes were capable of – sometimes – where other human forces frequently failed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:All Orks gain the Hammer of Wrath special rule whenever the number of models in their unit exceeds the number rolled for their charge distance (regardless of the actual distance moved and any modifiers). Furthermore, Orks that win the combat on the turn they Charge can roll an additional D6 for their Sweeping Advance distance and choose the dice they want to accept as their roll. Finally, if an Ork unit charges into combat and, at the end of the combat on that turn, they would lose the combat resolution, but the number of Ork models outnumber the enemy models (count Bulky models as two models, Very Bulky models as three models, and Extremely Bulky models as five models), the Ork player may add an additional D6 to their combat resolution score – in this case it will change a loss to a draw if the adjusted combat resolution equals or exceeds the opponent’s combat resolution score, however, the Ork unit can never win the combat resolution if they make this roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limitations&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Gretchin units may not be selected (vehicles or weapon emplacements which are crewed by Gretchin are not restricted).&lt;br /&gt;
* There is a limit of one Mek Gunz selection per Runtherdz selection.&lt;br /&gt;
* Fortifications may not be selected.&lt;br /&gt;
* You cannot have more vehicles with the Flyer type than you have without the Flyer type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;This is for people who want to run a force of bigger-than-average Orks, where units of Nobz can completely replace Boyz, and the Overlord can completely replace the Warboss (or reduce him to a strictly unnecessary role). Also, for those who want to run an Snakebitez or Feral Ork-style force, Boarboyz can be used in place of bikes, Big Squiggoths can be used in place of all other transports and several other Heavy Support choices, and Gargantuan Squiggoths can be used for the Lords of War (yes, plural, they have only 8 wounds so you can take two for every Lords of War slot if the points limit allows it).&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Age of Darkness Theme: Clan Supremacy ===&lt;br /&gt;
&lt;br /&gt;
Age of Darkness Themes are a means of gathering together several different elements into a new or unusual way of fielding an army inspired by a particular setting or event from the grand milieu that is the Horus Heresy. An Age of Darkness Theme might combine units from different army lists, present new Force Organisation charts, Warlord Traits, wargear and character options or modify victory conditions or other mission special rules. The use of Age of Darkness ‘Themes’ are optional and require the agreement of both players to use.&lt;br /&gt;
&lt;br /&gt;
The Age of Darkness Theme that follows represents an Ork force more common to a large, established empire, where the majority of the Boyz, plus a disproportionate percentage of the specialists, will be of the same Clan as the Warboss. While smaller or more nomadic Ork populations, or those that are readjusting due to frequent changes in leadership, tend to have a fairly even representation of the Clans (and the Oddboyz that are more common to specific Clans), very large populations of Orks sometimes skew the balance towards the same Clan as that of its leaders. This is rarely a matter of deliberate policy; more commonly it simply reflects that the bosses’ own similarities of interest and temperament make them (somewhat) more tolerant of the eccentricities common to those in their own clan. While this does not lead to strong feelings of disenfranchisement such as a marginalized human population would experience, it nevertheless has the effect of causing many Orks from different Clans to seek their fortunes elsewhere, either as Freebooters or simply as migrants to another population with a different Clan mix. While a Waaagh! (or, to a lesser extent, any conflict) will quickly reverse this process, as Clan distinctions are forgotten in the rush for a good scrap, the effect will again begin to reassert itself over time if a large population is faced with sufficient monotony.&lt;br /&gt;
&lt;br /&gt;
==== Building a Clan Supremacy Army ====&lt;br /&gt;
* A Clan Supremacy Army is chosen from Codex Orks.&lt;br /&gt;
* A Clan Supremacy Army may not take special Ork Detachments; it may only use the standard Age of Darkness detachments, or optional detachments by agreement, or the standard detachments that apply to the mission that you are playing.&lt;br /&gt;
* A single Clan may be chosen for the army, and a number of additional restrictions can be applied, to gain a benefit to units of Boyz (and sometimes other units as well). The benefits and restrictions for each Clan are as follows:&lt;br /&gt;
** Goffs&lt;br /&gt;
*** The number of Warboss units must equal or exceed the number of any other kind of HQ unit.&lt;br /&gt;
*** The number of Boyz units must equal or exceed the number of any other kind of Troops unit.&lt;br /&gt;
*** The number of Nobz units must equal or exceed the number of any other kind of Elites unit.&lt;br /&gt;
*** Any units of Gretchin, Stormboz, Kommandos, or Killa Kans, do not benefit from the Back fer anuvver go! special rule.&lt;br /&gt;
*** All models in each unit of Boyz gain a +1 bonus to their Strength characteristic.&lt;br /&gt;
** Bad Moons&lt;br /&gt;
*** The number of Weirdboyz units must equal or exceed the number of any other kind of HQ unit.&lt;br /&gt;
*** The number of Flash Gits units must equal or exceed the number of any other kind of Heavy Support unit.&lt;br /&gt;
*** All models in each unit of Boyz gain an Ammo Runt at no additional cost.&lt;br /&gt;
** Deathskulls&lt;br /&gt;
*** The number of Meks units must equal or exceed the number of any other kind of HQ unit.&lt;br /&gt;
*** The number of Lootas units must equal or exceed the number of any other kind of Heavy Support unit.&lt;br /&gt;
*** All models in each unit of Boyz gain the Tank Hunters special rule.&lt;br /&gt;
** Blood Axes&lt;br /&gt;
*** The number of Stormboyz and/or Kommandos units (combined) must equal or exceed the number of any other kind of Troops unit.&lt;br /&gt;
*** The number of Deffkoptas units must equal or exceed the number of any other kind of Elites unit.&lt;br /&gt;
*** Any units of Meganobz do not benefit from the Back fer anuvver go! special rule.&lt;br /&gt;
*** All models in each unit of Boyz gain the Infiltrate special rule.&lt;br /&gt;
** Snakebites&lt;br /&gt;
*** The number of Painboyz units must equal or exceed the number of any other kind of HQ unit.&lt;br /&gt;
*** The number of Gretchin units must equal or exceed the number of any other kind of Troops unit.&lt;br /&gt;
*** The number of Boarboyz units must equal or exceed the number of any other kind of Fast Attack unit.&lt;br /&gt;
*** The number of Big Squiggoth units must equal or exceed the number of any other kind of Heavy Support unit.&lt;br /&gt;
*** The number of Gargantuan Squiggoth units must equal or exceed the number of any other kind of Lords of War unit.&lt;br /&gt;
*** Any units of Warbikes do not benefit from the Back fer anuvver go! special rule.&lt;br /&gt;
*** All models in each unit of Boyz and Gretchin gain the Immunity special rule.&lt;br /&gt;
** Evil Sunz&lt;br /&gt;
*** The number of Big Meks units must equal or exceed the number of any other kind of HQ unit.&lt;br /&gt;
*** The number of Warbikes units must equal or exceed the number of any other kind of Fast Attack unit.&lt;br /&gt;
*** Any units of Boarboyz do not benefit from the Back fer anuvver go! special rule.&lt;br /&gt;
*** All models in each unit of Boyz gain the Gotta Go Fasta special rule.&lt;br /&gt;
&lt;br /&gt;
== Necrons in 30k ==&lt;br /&gt;
:&#039;&#039;Very few Necron Tombworlds had awoken before the end of the Great Crusade, and few of those were active or otherwise drawing attention to themselves. Nevertheless there were documented encounters between Necrons and the Legiones Astartes (most commonly, the Blood Angels and Ultramarines), and several unexplained reports which, in retrospect, had many of the hallmarks of an awakening Tomb World.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Minor changes have been made to some units to encourage larger infantry model counts, and to make winning or losing an assault more decisive; but more fundamentally, to fit with the “theme” of 30k, very old lore and the mechanics of previous editions has been drawn upon to portray the army as a sinister and mysterious force of cyber-revenants and possibly insane techno-puppetmasters, as opposed to the hammy space-Tomb Kings of more modern incarnations.&lt;br /&gt;
&lt;br /&gt;
=== Playtesting Status ===&lt;br /&gt;
More playtesting data wanted!&lt;br /&gt;
&lt;br /&gt;
=== Existing Sources ===&lt;br /&gt;
All existing units are allowed, except for those with the Unique subtype:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Trazyn the Infinite may still be selected as a HQ choice, as he has claimed to have awakened just before the dawn of the Great Crusade, and some evidence of this exists.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Death From the Skies (7th Edition/2016)&#039;&#039;&#039;&lt;br /&gt;
** Fast Attack&lt;br /&gt;
*** Night Scythes&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Doom Scythes&lt;br /&gt;
* &#039;&#039;&#039;Codex Necrons (7th Edition/2015)&#039;&#039;&#039;&lt;br /&gt;
** HQ&lt;br /&gt;
*** Overlord&lt;br /&gt;
*** Lord&lt;br /&gt;
*** Cryptek&lt;br /&gt;
*** Destroyer Lord&lt;br /&gt;
*** Trazyn the Infinite, Archeovist of the Solemnace Galleries&lt;br /&gt;
*** Catacomb Command Barge&lt;br /&gt;
** Troops&lt;br /&gt;
*** Warriors&lt;br /&gt;
*** Immortals&lt;br /&gt;
** Elites&lt;br /&gt;
*** Lychguard&lt;br /&gt;
*** Deathmarks&lt;br /&gt;
*** Flayed One Pack&lt;br /&gt;
*** Triarch Praetorians&lt;br /&gt;
*** Triarch Stalkers&lt;br /&gt;
*** C&#039;Tan Shard of the Nightbringer&lt;br /&gt;
*** C&#039;Tan Shard of the Deceiver&lt;br /&gt;
** Fast Attack&lt;br /&gt;
*** Ghost Ark&lt;br /&gt;
*** Canoptek Wraiths&lt;br /&gt;
*** Canoptek Scarabs&lt;br /&gt;
*** Tomb Blades&lt;br /&gt;
*** Destroyers&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Heavy Destroyers&lt;br /&gt;
*** Canoptek Spyders&lt;br /&gt;
*** Monolith&lt;br /&gt;
*** Annihilation Barge&lt;br /&gt;
*** Doomsday Ark&lt;br /&gt;
*** Transcendent C&#039;tan&lt;br /&gt;
** Lords of War&lt;br /&gt;
*** Tesseract Vault&lt;br /&gt;
*** Obelisk&lt;br /&gt;
* &#039;&#039;&#039;Warhammer 40,000 War Zone Damnos (6th Edition/2013)&#039;&#039;&#039;&lt;br /&gt;
** Lords of War&lt;br /&gt;
*** Pylon &#039;&#039;(AKA Gauss Pylon)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial Armour Apocalypse (6th Edition/2013)&#039;&#039;&#039;&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Tesseract Ark&lt;br /&gt;
*** Sentry Pylon&lt;br /&gt;
** Fortification&lt;br /&gt;
*** Necron Tomb Citadel&lt;br /&gt;
*** Necron Tomb Fortress&lt;br /&gt;
* &#039;&#039;&#039;Imperial Armour Volume Twelve The Fall of Orpheus (6th Edition/2013)&#039;&#039;&#039;&lt;br /&gt;
** Elites&lt;br /&gt;
*** Canoptek Tomb Stalker&lt;br /&gt;
** Fast Attack&lt;br /&gt;
*** Canoptek Acanthrites&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Canoptek Tomb Sentinel&lt;br /&gt;
*** Night Shroud Bomber&lt;br /&gt;
&lt;br /&gt;
=== Special Rules ===&lt;br /&gt;
The following special rules apply to Necron detachments:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Awakening from Oblivion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;As the Necrons stir from a slumber lasting longer than the lifetime of some stars, the higher echelons splinter and struggle; their first free acts are to drive out those who have been compromised by their long stasis, and then to squabble over who should inherit control of that which was theirs. All of this is inconsequential to the majority of Necrons though, who wait, silent and immobile, for the commands of their master.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Units of Warriors and Immortals gain Slow and Purposeful, unless they are led by a Character, in which case this changes to Relentless.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;This helps blocks of Warriors and Immortals keep up with Fury of the Legion and the general increase in number of shots in 30k games (it doesn’t give them any more shots, just makes it easier to justify using them in ways that make them more likely to be in the position to Rapid-Fire where they wouldn’t have under other circumstances). It also encourages larger blocks of infantry, to spread the benefit of the HQs further, and encourages HQ builds that boost troops instead of creating absurd beatsticks. Finally it encourages assault as it makes firing Rapid-Fire and then charging possible. This makes getting close and assaulting a reasonable option, combined with the rule below, which gives a similar threat in place of Sweeping Advance, which is an important part of the 30k design as it discourages tarpits and keeps combat decisive and the flow of the game going.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Undying Majesty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Most Necrons have only the smallest sliver of self-awareness, and virtually no memories that they can recognize as being their own. Though they obey their orders mindlessly, a glimpse of their masters striding fearlessly towards enemy champions fills them, for an instant, with a drive for the glory of old times that they once felt each moment they lived.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On any turn that a Necron character issues or accepts a Challenge (regardless of whether they actually fight in one), all Warriors and Immortals in that same combat gain Preferred Enemy for the remainder of the Fight sub-phase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;The purpose of this quite powerful rule is to encourage Necron characters to participate in challenges. As the above and below rules depend upon a living character in the unit, and characters are rare and expensive already, because of the limited number of HQ slots, there would otherwise be the temptation to shield characters as much as possible. The desire to or benefit of protecting characters is not inherently bad, but it can make combat less decisive, which is something that 30k’s design tries to avoid (and is more similar to earlier editions of 40k).&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expulsion Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Necrons will advance after vanquished foes slowly but without hesitation when given the command to do so, however, without such a command their surviving instincts are inherently defensive and they will halt at the edge of their deployed range, firing after their foes instead.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If eligible to make a Sweeping Advance after a victorious assault, as an alternative, units of Warriors, Immortals, and Triarch Praetorians can instead choose to make a shooting attack against the squad falling back away from them in combat. However, they must use their Initiative value in place of their Ballistic Skill when rolling To Hit. This is done before any falling back models are moved, and casualties are selected just as in assault.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;This doesn&#039;t require Snap Shots like the Medusan Immortal’s version of this rule, although having to use Initiative instead of Ballistic Skill is similarly limiting. Though not as good as a Sweeping Advance, the potency of Necron shooting weapons is high and in many cases a unit worth Sweeping will be beaten only by an even bigger unit, meaning a lot of shots. This helps increase the value of them as assault units, encouraging large numbers, aggressive positioning, and decisive combat, which is in keeping with the 30k design.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unit Changes ====&lt;br /&gt;
The following changes apply:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors&#039;&#039;&#039; — 220pts for 15 Warriors. May add up to 15 additional Warriors for 12pts/model. All other options from Codex Necrons remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Immortals&#039;&#039;&#039; — 200pts for 10 Immortals. May add up to 10 additional Immortals for 16pts/model. All other options from Codex Necrons remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triarch Praetorians&#039;&#039;&#039; — 165pts for 5 Triarch Praetorians. May add up to 10 additional Triarch Praetorians for 24pts/model. All other options from Codex Necrons remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flayed One Pack&#039;&#039;&#039; — 75pts for 5 Flayed Ones. May add up to 10 additional Flayed Ones for 12pts/model. All other options from Codex Necrons remain unchanged.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Necron Tomb Citadel&#039;&#039;&#039; or &#039;&#039;&#039;Necron Tomb Fortress&#039;&#039;&#039; may be taken as Fortification choices in Age of Darkness games.&lt;br /&gt;
&lt;br /&gt;
=== New Units ===&lt;br /&gt;
==== Phaeron ====&lt;br /&gt;
:&#039;&#039;Phaerons are the highest rank within their own Dynasty, subservient only to the Silent King, and, in theory, his agents. In most cases they are also excellent commanders, and if ever they take to war, it is with the full military might of their domains at their backs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0-1 HQ 280pts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
! Phaeron&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Phaeron is Infantry (Character)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 Phaeron&lt;br /&gt;
&lt;br /&gt;
Infantry (Character), &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Staff of Light&lt;br /&gt;
* Phase Shifter&lt;br /&gt;
* Phylactery&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Independent Character&lt;br /&gt;
* Reanimation Protocols&lt;br /&gt;
* Relentless&lt;br /&gt;
* Fear&lt;br /&gt;
* Eternal Warrior&lt;br /&gt;
* Lord of the Dynasty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord of the Dynasty&#039;&#039;&#039; — Equivalent to Master of the Legion. May not take more than one model with this special rule for every 1,000 points in the army. When a model with this rule is the Warlord, they may roll twice on their chosen Warlord Traits chart (re-rolling any doubled result) and select which of the two results they wish to use; and a single unit of Immortals, Lychguard, Triarch Praetorians, or Flayed Ones, can be selected as a retinue as part of the same choice on the Force Organisation Chart – models in any such unit can choose to accept and issue Challenges as if they were characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* May take items from the Melee Weapons, Ranged Weapons, and/or Technoarcana lists.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Pariah ====&lt;br /&gt;
:&#039;&#039;Those born with the Pariah gene are frequently doomed to a brutally short life without ever being able to experience the kinship that they observe in all other members of their own kind. Those that survive, however, many eventually realize that their curse is, to some, a treasure beyond price. One of the best-known – though by no means well-known – organizations that welcome Pariahs is the temple of the Culexus Assassins, who will embrace them for what they are, and offer them purpose in the service of the Emperor if only they can meet their exacting requirements. But another, more sinister offer is sometimes made by a mysterious agent, promising a new body and adoption into an eternal family of beings like what they will become, and asking only that they bring ruin to those that rejected them – an appealing option to a dispossessed exile. If they are especially fortunate, those who accept such an offer will annihilate their former kin with such relish that they never realize that they have lost any choice but to do so forever…&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HQ 150pts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
! Pariah&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Pariah is Infantry (Character)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 Pariah&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Close combat weapon&lt;br /&gt;
* Phase shifter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Fear&lt;br /&gt;
* Fearless&lt;br /&gt;
* Hatred (Everything)&lt;br /&gt;
* Instant Death&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Psychic Abomination&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;This rule applies to all of this model’s melee attacks only, regardless of the weapon being used and in addition to any weapon special rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psychic Abomination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The mere presence of a Pariah inspires panic and revulsion in those nearby. For those who are sensitive to the Immaterium, it causes physical agony and maddening terror. But when this is amplified by the augmentations of the C’tan and driven by malevolent resentment, it becomes a weapon lethal to all life.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Psykers, friend or foe, within 12&amp;quot; of a Pariah have -3 Leadership, do not generate any Warp Charge (i.e. they do not add dice to their owning player’s Warp Charge pool in the Psychic phase) and only harness Warp Charge points on a 6. A Pariah can never be targeted by psychic powers – other units in the Pariah’s vicinity that are hit by &#039;&#039;&#039;beam&#039;&#039;&#039; or &#039;&#039;&#039;nova&#039;&#039;&#039; powers, or by &#039;&#039;&#039;witchfire&#039;&#039;&#039; powers that use templates, are hit/affected normally. Any &#039;&#039;&#039;blessing&#039;&#039;&#039; or &#039;&#039;&#039;malediction&#039;&#039;&#039; psychic powers affecting a unit immediately cease to be in effect if the unit moves within 12&amp;quot; of a Pariah or vice versa.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* May exchange their Close combat weapon for a Warscythe with a built-in Gauss Blaster for 30pts.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Exceptional Wargear ===&lt;br /&gt;
&#039;&#039;This follows the same rules for Relics of the Dark Age of Technology (Horus Heresy Book Four Conquest)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spy Scarabs — Necrons only (40 points)&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;These specialised variants of the sentry scarabs sometimes seen guarding high-ranking Necrons, instead seek out and monitor enemy forces. They identify the most skilled fighters and analyze their every movement, building a profile of their physical limits and personal fighting style, which is transmitted to the mind of their master. Thus can even the mightiest enemies be brought low, forced to fight against a foe who is not just ancient, tireless, and powerful, but who knows their every weakness.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The bearer gains Preferred Enemy (Characters) and +1I when in a Challenge.&lt;br /&gt;
&lt;br /&gt;
=== Even Death May Die ===&lt;br /&gt;
:&#039;&#039;As the Crusade Fleets touch down on worlds not inhabited by sentient beings for millennia, some Tomb Worlds begin the process of stirring their inhabitants to life, to repel the invaders of their domains as their first act towards reclaiming their old empire. Before being fully awakened, Tomb Worlds are vulnerable, so it often falls to the Triarch Praetorians and Canoptek sentries to stall as much of the enemy as possible, while the Tomb World&#039;s gradually awakening forces are continually recalled as they take damage to ensure that they provide optimal resistance. Over and over again the same Necrons will be destroyed, but they always return; embodying death, yet transcending it themselves.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as an Even Death May Die detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Necron army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Death’s Defenders&#039;&#039;&#039; — The following adjustments apply to unit selections:&lt;br /&gt;
** &#039;&#039;&#039;Triarch Praetorians&#039;&#039;&#039; — Count as Troops choices, may add up to 15 additional Triarch Praetorians rather than 10. All other options from Codex Necrons remain unchanged.&lt;br /&gt;
** &#039;&#039;&#039;Warriors&#039;&#039;&#039; — Unchanged, except to note that they are non-compulsory Troops choices.&lt;br /&gt;
** &#039;&#039;&#039;Immortals&#039;&#039;&#039; — Unchanged, except to note that they are non-compulsory Troops choices.&lt;br /&gt;
** &#039;&#039;&#039;Triarch Stalkers&#039;&#039;&#039; — Unchanged, except to note that they are non-compulsory Troops choices.&lt;br /&gt;
** &#039;&#039;&#039;Canoptek Tomb Sentinel&#039;&#039;&#039; — Unchanged, except that they may add up to 2 additional Canoptek Tomb Sentinels at the listed points cost.&lt;br /&gt;
** &#039;&#039;&#039;Canoptek Tomb Stalker&#039;&#039;&#039; — Unchanged, except that they may add up to 2 additional Canoptek Tomb Stalkers at the listed points cost.&lt;br /&gt;
** A &#039;&#039;&#039;Necron City of the Dead&#039;&#039;&#039; may be taken as a Fortification choice in Age of Darkness games of 3,000 points or greater.&lt;br /&gt;
** For each unit of Necron Warriors which comprises 30 models, a single &#039;&#039;&#039;Monolith&#039;&#039;&#039; can be taken as part of the same selection on the Force Organisation Chart. However, Monoliths selected in this way never count as scoring units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;We’ll Be Back&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;When closest to the immense repair facilities and high-powered teleportation matrices that comprise their Tomb cities, Necrons can teleport away from the battlefield and return almost instantly, completely restored.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Necron Phaerons, Overlords, Lords, Crypteks, Destroyer Lords, Warriors, Immortals, Lychguard, Deathmarks, Flayed One Packs, Destroyers, Heavy Destroyers, and Trazyn the Infinite, may, at the end of any phase, be removed if that unit had suffered at least one wound but not a total number wounds equal to or greater than 75% of the total that they began the game with, and place an identical unit with all wounds restored, into Ongoing Reserves. The Dedicated Transports of these units, if any, are unaffected by this rule. If a unit does this, it counts as destroyed for the purpose of Victory points where this is relevant. If a unit does this while engaged in assault, and the unit(s) they are engaged with are no longer engaged in assault once the Necron unit has been removed, they may immediately consolidate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phase Out&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;In many cases where a Necron Tomb World is encountered as it begins to awaken, the Necron style of defence is to disengage from unfavorable confrontations and allow their heavier assets to stand against the invaders instead.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Necron Phaerons, Overlords, Lords, Crypteks, Destroyer Lords, Warriors, Immortals, Lychguard, Deathmarks, Flayed One Packs, Destroyers, Heavy Destroyers, and Trazyn the Infinite, may, at the end of any phase, be removed if that unit had suffered a total number wounds equal to or greater than 75% of the total that they began the game with. The Dedicated Transports of these units, if any, are unaffected by this rule. If a unit does this, it does not count as destroyed for the purpose of Victory points where this is relevant. If a unit does this while engaged in assault, and the unit(s) they are engaged with are no longer engaged in assault once the Necron unit has been removed, they may immediately consolidate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limitations&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* At least half of the Elites selections taken from this detachment must be Canoptek Tomb Stalkers.&lt;br /&gt;
* At least half of the Heavy Support selections taken from this detachment must be Canoptek Tomb Sentinels.&lt;br /&gt;
* Only one Fast Attack slot may be used.&lt;br /&gt;
* Dedicated Transports may not be selected for any unit in this detachment.&lt;br /&gt;
* You may not take an allied detachment with a Faction other than Necrons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Remember, you can ally with yourself (so to speak), and your other detachments are not subject to the restrictions of this detachment. Therefore, in exchange for one more mandatory HQ and Troops each, you could take a single Elites and/or Heavy Support selection without requiring that you take any Canoptek Tomb Stalkers or Canoptek Tomb Sentinels, if you feel the need to do so.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Targeted for Termination ===&lt;br /&gt;
:&#039;&#039;In their endless effort to remove obstacles to the re-emergence of the Necron Dynasties, Triarch Praetorians may even turn to some of the more unusual legacies of their former C’tan masters, such as the unconventional biotransference of the rare Pariahs. Understanding and hating life in equal measure with a clarity that even the most perfectly unimpaired Necron Lord can no longer manage, Pariahs know exactly where to begin looking for concealed communities, camps, and muster points, and Flayed Ones and Destroyers quickly realize the merit of their instincts, as jackals learn to follow the lion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as a Targeted for Termination detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Necron army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Death’s Delegates&#039;&#039;&#039; — The following adjustments apply to unit selections:&lt;br /&gt;
** &#039;&#039;&#039;Flayed One Pack&#039;&#039;&#039; — Count as Troops choices. May add up to 15 additional Flayed Ones rather than 10. All other options from Codex Necrons remain unchanged.&lt;br /&gt;
** &#039;&#039;&#039;Warriors&#039;&#039;&#039; — Unchanged, except to note that they are non-compulsory Troops choices.&lt;br /&gt;
** &#039;&#039;&#039;Immortals&#039;&#039;&#039; — Unchanged, except to note that they are non-compulsory Troops choices.&lt;br /&gt;
** &#039;&#039;&#039;Triarch Praetorians&#039;&#039;&#039; — Unchanged, except to note that they are non-compulsory Troops choices.&lt;br /&gt;
** &#039;&#039;&#039;Destroyers&#039;&#039;&#039; — Unchanged, except to note that they are non-compulsory Troops choices.&lt;br /&gt;
** &#039;&#039;&#039;Heavy Destroyers&#039;&#039;&#039; — Unchanged, except to note that they are non-compulsory Troops choices.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limitations&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Only Pariahs may be selected as compulsory HQ choices.&lt;br /&gt;
* Only one Heavy Support choice may be selected in this detachment.&lt;br /&gt;
* You may never have more units with the Vehicle or Super-heavy Vehicle type than you have with the Infantry (Including Jump or Jet Pack Infantry) type in this detachment.&lt;br /&gt;
* You may not take a fortification detachment.&lt;br /&gt;
&lt;br /&gt;
=== Age of Darkness Theme: Burried and Forgotten ===&lt;br /&gt;
&lt;br /&gt;
Age of Darkness Themes are a means of gathering together several different elements into a new or unusual way of fielding an army inspired by a particular setting or event from the grand milieu that is the Horus Heresy. An Age of Darkness Theme might combine units from different army lists, present new Force Organisation charts, Warlord Traits, wargear and character options or modify victory conditions or other mission special rules. The use of Age of Darkness ‘Themes’ are optional and require the agreement of both players to use.&lt;br /&gt;
&lt;br /&gt;
The Age of Darkness Theme that follows represents a Necron force suddenly awakening and arising from directly beneath the feet of an intruding force. One commander spoke of a host clawing its way up from beneath the ashen desert sands, the harsh sun glinting off their metal hides. Another told of how their secured perimiter, at the center of ancient ruins that were avoided by the local populace for millennia on account of being believed haunted, was suddenly surrounded by the baleful glow of thousands of pairs of eyes. All such reports are the same in one particular - that they enemy appeared as if from nowhere, and kept coming no matter how quickly they were destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Building a Burried and Forgotten Army ====&lt;br /&gt;
* A Burried and Forgotten Army is chosen from Codex Necrons.&lt;br /&gt;
* A Burried and Forgotten Army may not take special Necron Detachments; it may only use the standard Age of Darkness detachment, or optional detachments by agreement, or the standard detachments that apply to the mission that you are playing.&lt;br /&gt;
* All units in a Burried and Forgotten Army gain the Deep Strike special rule, but must begin the game in reserve.&lt;br /&gt;
* In addition to the normal process for arriving from reserves, each turn a number of units can arrive from reserve automatically, without rolling. The number of units that can arrive in this way is equal to the current turn number: one on the first turn, two on the second turn, etc. Units which arrive automatically and which Deep Strike will not scatter when they are placed. If they suffer a Deep Strike Mishap, they automatically return to Ongoing Reserves.&lt;br /&gt;
* Only Snap Shots may be made against units from a Burried and Forgotten Army which arrive by Deep Strike more that 12&amp;quot; from any enemy unit. Units from a Burried and Forgotten Army which arrive by Deep Strike less that 12&amp;quot; from any enemy unit gain the Fear special rule for the game turn which they enter play.&lt;br /&gt;
* Allies may not be taken. Fortifications may be taken, but these must still follow the same rules the rest of the Burried and Forgotten Army.&lt;br /&gt;
* The rules for Sudden Death Victory are not used until at least four full game turns have been played (or a player concedes).&lt;br /&gt;
&lt;br /&gt;
== Tyranids in 30k (Megarachnids Proxy) ==&lt;br /&gt;
:&#039;&#039;Any number of species encountered during the Great Crusade that, from a human perspective, look like large Terran insects or arachnids. Most are native to their single home planet and dominate life there, with very few having any capability to spread from their world of origin.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unlike the Orks which have been simply scaled up, or the Necrons who have been re-imagined based on older material to match the older timepoint in the setting, the Tyranids – who were not known as they now are – have instead been reworked to represent threats that did exist during the Great Crusade – various insectoid aliens such as the Megarachnids, and Genestealer-focused forces specially designed for the kind of scenarios where they actually would show up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;It’s funny, Nids were terrible for a while, and really most of their problems (of external balance, at least) didn’t take a lot more than a drop pod (and a dash for Forge World love) to fix. But the problem here is, Fearless is so powerful in 30k on large units, that it’s borderline broken. But Instinctive Behavior (at least for now) is even more devastating to larger units. Even moreso than in 40k, expect Synapse units to be targeted with extreme prejudice; at least you’re getting a few tools that let you make your Synapse units a bit more survivable if that’s how you choose to field them. Anyway, both rules would have to be re-though from scratch to fit in perfectly, but Tyranids would be practically unrecognizable if that was done. So for now, what’s here should work, though it is unavoidably stronger against some armies (e.g. Legiones Astartes) than others (e.g. Mechanicum).&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Playtesting Status ===&lt;br /&gt;
More playtesting data wanted!&lt;br /&gt;
&lt;br /&gt;
=== Existing Sources ===&lt;br /&gt;
All existing units are allowed, except for those with the Unique subtype.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warhammer 40,000 Shield of Baal Leviathan (7th Edition/2014)&#039;&#039;&#039;&lt;br /&gt;
** Elites&lt;br /&gt;
*** Toxicrene&lt;br /&gt;
*** Zoanthropes&lt;br /&gt;
** Troops&lt;br /&gt;
*** Mucolid Spore&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Maleceptor&lt;br /&gt;
*** Sporocyst&lt;br /&gt;
*** Tyrannocyte&lt;br /&gt;
* &#039;&#039;&#039;Imperial Armour Volume Four Second Edition – The Anphelion Project (7th Edition/2014)&#039;&#039;&#039;&lt;br /&gt;
** HQ&lt;br /&gt;
*** Malanthrope Brood&lt;br /&gt;
** Fast Attack&lt;br /&gt;
*** Dimachaeron&lt;br /&gt;
*** Meiotic Spore Brood&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Stone Crusher Carnifex Brood&lt;br /&gt;
** Lords of War&lt;br /&gt;
*** Hierophant Bio-titan&lt;br /&gt;
*** Scythed Hierodule&lt;br /&gt;
*** Barbed Hierodule&lt;br /&gt;
*** Harridan&lt;br /&gt;
* &#039;&#039;&#039;Warhammer 40,000 Codex Tyranids (6th Edition/2014)&#039;&#039;&#039;&lt;br /&gt;
** HQ&lt;br /&gt;
*** Hive Tyrant&lt;br /&gt;
*** Tyrant Guard Brood&lt;br /&gt;
*** Tervigon&lt;br /&gt;
*** Tyranid Prime&lt;br /&gt;
** Troops&lt;br /&gt;
*** Tyranid Warrior Brood&lt;br /&gt;
*** Genestealer Brood&lt;br /&gt;
*** Termagant Brood&lt;br /&gt;
*** Hormagaunt Brood&lt;br /&gt;
*** Ripper Swarm Brood&lt;br /&gt;
** Elites&lt;br /&gt;
*** Hive Guard Brood&lt;br /&gt;
*** Lictor Brood&lt;br /&gt;
*** Venomthrope Brood&lt;br /&gt;
*** Haruspex&lt;br /&gt;
*** Pyrovore Brood&lt;br /&gt;
** Fast Attack&lt;br /&gt;
*** Tyranid Shrike Brood&lt;br /&gt;
*** Ravener Brood&lt;br /&gt;
*** The Red Terror&lt;br /&gt;
*** Sky-slasher Swarm Brood&lt;br /&gt;
*** Gargoyle Brood&lt;br /&gt;
*** Harpy&lt;br /&gt;
*** Hive Crone&lt;br /&gt;
*** Spore Mine Cluster&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Carnifex Brood&lt;br /&gt;
*** Biovore Brood&lt;br /&gt;
*** Trygon&lt;br /&gt;
*** Trygon Prime&lt;br /&gt;
*** Mawloc&lt;br /&gt;
*** Exocrine&lt;br /&gt;
*** Tyrannofex&lt;br /&gt;
&lt;br /&gt;
=== Special Rules ===&lt;br /&gt;
The following special rules apply to Tyranid detachments:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No-one is Safe!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Some creatures have instincts optimized for remaining hidden, able to cause surprise carnage whenever the foe thinks they’ve cleared the last of them once and for all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lictors and Genestealer Broods have the Implacable Advance special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Take Down the Big Ones!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Even though it would not become formal tactica until the Tyranids were faced thousands of years later, it was frequently recognized that among little-understood xenos, bigger creatures were frequently leaders or specialists that were more important to the enemy’s forces – and also that they were more dangerous and challenging foes, and more glorious to defeat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When multiple different kinds of Tyranid models are engaged in the same combat, non-Tyranid models gain Precision Strike with the restriction that it can only be used to re-allocate hits to the largest eligible Tyranid models (as determined by base size). The Tyranid player can choose which equally-eligible models among the equally-largest models are hit. Ripper Swarms, Sky-Slasher Swarms, and Spore Mines are exceptions and are always considered to be the smallest eligible models, and are equally as small as each other.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Can’t really do anything else to make up for the lack of Challenges that hasn’t already been done with the Alpha Bioform rules.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unit Changes ====&lt;br /&gt;
The following changes apply:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tyranid Prime&#039;&#039;&#039; — 85pts. Have the same profile, Special Rules, and options as in Codex Tyranids, plus the following options:&lt;br /&gt;
* May gain Secondary Organs for 21pts&lt;br /&gt;
* May gain a Bonded Exoskeleton for 15pts&lt;br /&gt;
* May gain a Reinforced Carapace for 27pts&lt;br /&gt;
* May gain a Voltage Field for 23pts&lt;br /&gt;
* May gain Regeneration for 29pts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tyrant Guard Brood&#039;&#039;&#039; — have the same profile, Special Rules, and options as in Codex Tyranids, plus the following options:&lt;br /&gt;
* All models in the unit may:&lt;br /&gt;
** gain Secondary Organs for 20pts/model&lt;br /&gt;
** gain Hopfoot for 20pts/model&lt;br /&gt;
* One model may purchase the Alpha Bioform upgrade for 10pts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tyranid Warrior Brood&#039;&#039;&#039; — have the same profile, Special Rules, and options as in Codex Tyranids, plus the following options:&lt;br /&gt;
* All models in the unit may:&lt;br /&gt;
** gain Secondary Organs for 11pts/model&lt;br /&gt;
** gain a Bonded Exoskeleton for 8pts/model&lt;br /&gt;
** gain a Reinforced Carapace for 14pts/model&lt;br /&gt;
** gain a Voltage Field for 12pts/model&lt;br /&gt;
** gain Regeneration for 15pts/model&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;The cost of each upgrade is extremely deliberate, any one upgrade is great and they just get better as they’re combined, but buying all of them, while creating an extremely fearsome unit, will cost as much (or more) as just buying three times as many. What this does is give you options to play the way you want to play. If you want super-elite troops, you can have that, if you want survivability to battle cannons (or even just heavy flamers, kthx), you can have that. Heck, half the problems with Synapse (and therefore Instinctive Behavior) across the whole army is the result of the extreme inflexibility of traditional Tyranid Warriors. These are [[Your_dudes|your dudes]], after all, and Tyranid Warriors especially should be the core of most Tyranid forces, not just another overcosted borderline-joke unit in a long list of overcosted borderline-joke units.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Termagant Brood&#039;&#039;&#039; — 90pts for 20 Termagants. May add up to 30 additional Termagants for 3pts/model. One model may purchase the Alpha Bioform upgrade for 5pts. All other options from Codex Tyranids remain unchanged. Note: The Scuttling Swarm special rule should be read to require broods of at least 30 Termagants, but otherwise remains unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hormgaunt Brood&#039;&#039;&#039; — 105pts for 20 Hormgaunts. May add up to 30 additional Hormgaunts for 4pts/model. One model may purchase the Alpha Bioform upgrade for 10pts. All other options from Codex Tyranids remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mucolid Spores&#039;&#039;&#039; — Gains the Support Squad special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hive Guard Brood&#039;&#039;&#039; — May include up to 5, rather than 2, additional Hive Guard at the listed points cost. One model may purchase the Alpha Bioform upgrade for 10pts. All other options from Codex Tyranids remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lictor Brood&#039;&#039;&#039; — Immediately before deployment, each Lictor in the Brood may be separated from the rest of the Brood and operate independently, counting as separate units for all rules purposes. All other options from Codex Tyranids remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zoanthrope Brood&#039;&#039;&#039; — Zoanthrope Broods containing a Neurothrope may gain the Vortex of Doom psychic power from the Daemonology (Sanctic) psychic discipline, for 59pts, instead of generating an additional power from the Powers of the Hive Mind discipline. The Vortex of Doom psychic power acquired by this unit in this way, counts as a Powers of the Hive Mind psychic power and not a Daemonology (Sanctic) power in all respects. This power is lost if the Neurothrope is removed. All other options from Codex Tyranids remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Venomthrope Brood&#039;&#039;&#039; — Immediately before deployment, each Venomthrope in the Brood may be separated from the rest of the Brood and operate independently, counting as separate units for all rules purposes. All other options from Codex Tyranids remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maleceptor&#039;&#039;&#039; — The Maleceptor costs 135pts. May include up to 2 additional Maleceptors at the listed points cost. All other options remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Haruspex&#039;&#039;&#039; — May include up to 2 additional Haruspex at the listed points cost. One model may purchase the Alpha Bioform upgrade for 20pts. All other options from Codex Tyranids remain unchanged, although all models must purchased the same options if any options are chosen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pyrovore Brood&#039;&#039;&#039; — May include up to 5, rather than 2, additional Pyrovores at the listed points cost. Pyrovores have the Unit Type: Beasts. One model may purchase the Alpha Bioform upgrade for 10pts. All other options from Codex Tyranids remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tyranid Shrike Brood&#039;&#039;&#039; — All models in the unit may take Secondary Organs for 14pts/model. All models in the unit may take a Bonded Exoskeleton for 5pts/model. All models in the unit may take a Reinforced Carapace for 16pts/model. All models in the unit may take a Voltage Field for 18pts/model. All models in the unit may take a Regeneration for 15pts/model. All other options from Codex Tyranids remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ravener Brood&#039;&#039;&#039; — One model may purchase the Alpha Bioform upgrade for 15pts. All other options from Codex Tyranids remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gargoyle Brood&#039;&#039;&#039; — One model may purchase the Alpha Bioform upgrade for 10pts. All other options from Codex Tyranids remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toxicrene&#039;&#039;&#039; — May include up to 2 additional Toxicrenes at the listed points cost. One model may purchase the Alpha Bioform upgrade for 5pts. All other options remain unchanged, although all models must purchased the same options if any options are chosen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carnifex Brood&#039;&#039;&#039; — One model may purchase the Alpha Bioform upgrade for 20pts. All other options from Codex Tyranids remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biovore Brood&#039;&#039;&#039; — May include up to 5, rather than 2, additional Biovores at the listed points cost. One model may purchase the Alpha Bioform upgrade for 5pts. All other options from Codex Tyranids remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trygon&#039;&#039;&#039; — May include up to 2 additional Trygons at the listed points cost. One model may purchase the Alpha Bioform upgrade for 10pts. All other options from Codex Tyranids remain unchanged, although all models must purchased the same options if any options are chosen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trygon Prime&#039;&#039;&#039; — Gains a Voltage Field at no additional cost. All other options from Codex Tyranids remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mawloc&#039;&#039;&#039; — May include up to 2 additional Mawlocs at the listed points cost. One model may purchase the Alpha Bioform upgrade for 10pts. All other options from Codex Tyranids remain unchanged, although all models must purchased the same options if any options are chosen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stone Crusher Carnifex Brood&#039;&#039;&#039; — One model may purchase the Alpha Bioform upgrade for 20pts. All other options remain unchanged.&lt;br /&gt;
&lt;br /&gt;
==== Wargear Changes ====&lt;br /&gt;
:&#039;&#039;&#039;Strangleweb&#039;&#039;&#039; — If fired on Overwatch against a unit, and it causes at least one unsaved wound, the unit containing the model armed with the Strangleweb gains the Counter-Attack special rule and counts as being armed defensive grenades for the remainder of the Assault phase.&lt;br /&gt;
&lt;br /&gt;
=== New Units ===&lt;br /&gt;
==== Bioqueen ====&lt;br /&gt;
:&#039;&#039;At the centre of any colony or hive sits the queen, and in large-scale planetary lifeforms that dominate their ecosystem, they are frequently not pure breeders but super-intelligent administrators, directing and marshaling the individual members with, cold, regimented precision. This alien logistical ability translates directly into strategic insight and sometimes even to tactical acumen, and in cases where they themselves possess powerful or deadly bodies, they can boost their efficiency as commanders further by accompanying their forces to the warzone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0-1 HQ 235pts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
! Bioqueen&lt;br /&gt;
| 9&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Bioqueen is Monstrous Creature (Character)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bioqueen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Two pairs of Scything Talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Psyker (Mastery Level 2)&lt;br /&gt;
* Shadow in the Warp&lt;br /&gt;
* Synapse Creature&lt;br /&gt;
* Race Mother&lt;br /&gt;
* Brain Bug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race Mother&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Even where there is a wide biological difference between individual specialists across dozens or maybe hundreds of generations, their genetic history traces them back to one dynasty of life forms, the heart of the planet-sized bionetwork, where every other family member are their eyes, ears, and limbs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Equivalent to Master of the Legion. May not take more than one model with this special rule for every 1,000 points in the army. When a model with this rule is the Warlord, they may roll twice on their chosen Warlord Traits chart (re-rolling any doubled result) and select which of the two results they wish to use; and a single brood of Tyrant Guard can be selected as a retinue as part of the same choice on the Force Organisation Chart – models in any such unit can choose to accept and issue Challenges as if they were characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brain Bug&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The most intelligent lifeforms in hive societies are critical nodes in the effective functioning of their highly coordinated societies, and their loss — while survivable — impairs their efficiency until a new leader can be raised.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Price Of Failure secondary objective applies to the Bioqueen as if it was a Lords of War selection. As the Bioqueen has less than 9 wounds as standard, this means that the death of a single Bioqueen will only surrender a single additional victory point in most cases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PSYKER&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The Bioqueen generates its psychic powers from the Powers of the Hive Mind, Biomancy, Pyromancy, Telepathy and Telekinesis disciplines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* May take items from the Monstrous Bio-cannons, Melee Bio-weapons, Biomorphs, and Tyranid Bio-artefacts lists.&lt;br /&gt;
* May take Flesh Hooks for 5pts, or items from the Thorax Biomorphs list.&lt;br /&gt;
* May take any of the following upgrades:&lt;br /&gt;
** Indescribable Horror 10pts&lt;br /&gt;
** Old Adversary 15pts&lt;br /&gt;
** Hive Commander 20pts&lt;br /&gt;
** Alien Cunning 25pts&lt;br /&gt;
** Swarm Leader 30pts&lt;br /&gt;
** Planetary Overlord 20pts&lt;br /&gt;
** Psyker (Mastery Level 3) 30pts&lt;br /&gt;
** Wings 35pts&lt;br /&gt;
** Psychic Nexus 40pts&lt;br /&gt;
* May take up to two of the following Tail biomorphs:&lt;br /&gt;
** Prehensile Pincer 10pts&lt;br /&gt;
** Toxinspike 10pts&lt;br /&gt;
** Thresher Scythe 10pts&lt;br /&gt;
** Bone Mace 15pts&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;This entry basically makes the Swarmlord customizable to a similar degree to a Hive Tyrant. In fact, no, really it’s just a Hive Tyrant with the equivalent of Master of the Legion and a couple of extra options and buffs, which is what a Swarmlord &#039;&#039;&#039;should&#039;&#039;&#039; be. Brain Bug discourages you from taking two, but does not prohibit it outright.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Dactylis ====&lt;br /&gt;
:&#039;&#039;The Dactylis, or Propriocaptus Dactylis Majoris to give its full classification by the Magos Biologis, is the largest of a class of Tyranid battlefield creatures that use extremely powerful arm-like limbs to pitch or throw immense ordnance across large distances, often at fast-moving targets, with alarming accuracy. These are not clumsy catapult-like stumps, but highly sophisticated multi-jointed limbs socketed into a creature that seems to serve three functions; a great mass just to stabilize the massive forces involved in swinging its arms, a complex but highly focused neurovestibular system and spatial-tuned brain to calculate and coordinate throwing angles and targeting moving objects, and finally an oversized feeder gland which cultivates giant tic-like Bile Pods. These are detached and thrown as ammunition, and are so massive that, rather than penetrating heavily-armored targets like a traditional munition, they knock them out of position, spoiling targeting and disrupting the careful formation of mechanized assaults. Of course the force alone will easily destroy lighter vehicles and weapon batteries, and the acidic bile in the tic’s bodies is devastating to infantry.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lords of War 710pts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
! Dactylis&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 8&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Dactylis is a Gargantuan Creature&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 Dactylis&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* 2 Bile Pod Catapults&lt;br /&gt;
* Toxic Miasma&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Broodlord Prime ====&lt;br /&gt;
:&#039;&#039;Deadliest of their kind, Broodlords command and direct other Genestealers to reproduce by infecting other species, and to defend their nests by coordinating their attacks against any trespassers. While not believed to be sentient, they undoubtedly possess a formidable intellect and can learn not just from direct experience, but from observation of others. They are also known to be capable of advanced problem-solving, and in the confines of their own territory are a tactical match for any commander.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HQ 90pts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
! Broodlord Prime&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Broodlord Prime is Infantry (Character)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 Broodlord Prime&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Two pairs of Rending Claws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Very Bulky&lt;br /&gt;
* Fleet&lt;br /&gt;
* Hit and Run&lt;br /&gt;
* Independent Character&lt;br /&gt;
* Move Through Cover&lt;br /&gt;
* Precision Strike &lt;br /&gt;
* Psyker (Mastery Level 1)&lt;br /&gt;
* Alien Intelligence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien Intelligence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;So intelligent are some Genestealers that they develop psychic powers, and these combined with their control over their Brood, allows them to all move and fight as if they were as single, multi-bodied creature, possessing the same coordination between each individual as each one has over their own limbs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Equivalent to Master of the Legion. May not take more than one model with this special rule for every 1,000 points in the army. When a model with this rule is the Warlord, they may roll twice on their chosen Warlord Traits chart (re-rolling any doubled result) and select which of the two results they wish to use; and a single brood of Alpha Genestealers can be selected as a retinue as part of the same choice on the Force Organisation Chart – models in any such unit models in any such unit can choose to accept and issue Challenges as if they were characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* May take items from the biomorphs list.&lt;br /&gt;
* May upgrade to a Mastery Level 2 psyker for 30pts.&lt;br /&gt;
* May upgrade to have Psychic Nexus for 40pts.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Alpha Genestealer Brood ====&lt;br /&gt;
:&#039;&#039;Alpha Genestealers are those who, whether by a quirk of genetics or, perhaps, the mysterious guidance of an unknown force, develop exceptional attributes even by the standards of their own curiously mutable biology. This makes them stronger, faster, or in some other way more lethal to their prey, and this in turn elevates them above the rest of them kind, clustering together to attack the most dangerous and well-protected targets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elites 110pts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
! Alpha Genestealers&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alpha Genestealers are Infantry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3 Alpha Genestealers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Two pairs of Rending Claws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Bulky&lt;br /&gt;
* Fleet&lt;br /&gt;
* Hit and Run&lt;br /&gt;
* Move Through Cover&lt;br /&gt;
* Precision Strike &lt;br /&gt;
* Stealth&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* All models may take the Adrenal glands biomorph for 5 pts/model.&lt;br /&gt;
* All models may take the Toxin sacs biomorph for 5 pts/model.&lt;br /&gt;
* All models may take the Flesh Hooks biomorph for 4 pts/model.&lt;br /&gt;
* All models may take the Acid Blood biomorph for 10 pts/model.&lt;br /&gt;
* All models may take the Regeneration biomorph for 11 pts/model.&lt;br /&gt;
* All models may take the Secondary Organs biomorph for 8 pts/model.&lt;br /&gt;
* All models may take the Bonded Exoskeleton biomorph for 6 pts/model.&lt;br /&gt;
* All models may take the Reinforced Carapace biomorph for 9 pts/model.&lt;br /&gt;
* All models may take the Voltage Field biomorph for 7 pts/model.&lt;br /&gt;
* May upgrade to Brotherhood of Psykers for 50 pts.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Ymgarl Genestealer Brood ====&lt;br /&gt;
:&#039;&#039;The Ymgarl strain of Genestealers are among the oldest known to Humanity, yet their origins and the source of their marked differences to other Genestealers is a mystery. It has been argued that they must provide some kind of benefit, if not to the Tyranids then at least to other Genestealers that they are sometimes found amongst. However, there is little consensus on what benefit that might be. In the context of their interactions with other Genestealer broods, it has been theorised that, perhaps, they act as sentries, since they are only found hibernating at the furthest edges of a nest; or that they may be scouts, since they have to venture to feed often. But possibly they are parasites to Genestealers as much as Genestealers are to other life, and are as readily abandoned by a migrating Genestealer brood as by the hive fleets they seek.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Attack 110pts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
! Ymgarl Genestealers&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ymgarl Genestealers are Infantry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5 Ymgarl Genestealers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Rending Claws&lt;br /&gt;
* Scything Talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Concealed Hibernation&lt;br /&gt;
* Deep Strike&lt;br /&gt;
* Infiltrate&lt;br /&gt;
* Ymgarl Factor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concealed Hibernation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ymgarl Genestealers have such a voracious metabolism that any time when prey is not readily available, they must enter a kind of hibernation. Undetectable to most sensors and frequently even the naked eye at any sort of distance, they can nevertheless reanimate themselves almost instantly if they detect prey nearby.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the Ymgarl Genestealer Brood Deep Strikes, it will not scatter. Units that fire at Ymgarl Genestealers between the Player Turn that the unit performs their Deep Strike and the end of the following Player Turn can only fire Snap Shots with weapons that do not have the Template type. As this represents a unit that was already in place but undetected, it may Deep Strike in Zone Mortalis missions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* May add an additional 5 Ymgarl Genestealers for 19pts/model.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Buster Genestealer Brood ====&lt;br /&gt;
:&#039;&#039;What appear to be bizarre mutations of the common Genestealer, Busters (as they have been named by members of the Solar Auxilia) have a highly acidic and extremely unstable ichor circulating through their body. As this often results in its own death, it raises uneasy questions as to how the exact same mutation is observed in unconnected colonies, as it flies in the face of natural selection.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Support 85pts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
! Buster Genestealers&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 5+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Buster Genestealers are Infantry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3 Buster Genestealers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Two pairs of Rending Claws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Acid Blood&lt;br /&gt;
* Poison&lt;br /&gt;
* Slow and Purposeful&lt;br /&gt;
* Volatile Biochemistry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volatile Biochemistry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;When shocked, the acidic blood of the Buster undergoes an extreme chemical reaction which results in the Buster literally exploding, and causing a chain reaction which detonates the other Busters around them. Able to blast apart heavy armor and fortifications that even a Genestealer’s superlative claws cannot rend, it is a wonder how such a creature can exist, as the Buster itself clearly does not benefit from such a physiology.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After the Initiative 1 step of combat, but before combat resolution has been calculated, the Genestealer Infestation player may elect to remove all models as casualties. Place a Large Blast marker over any of the Buster Genestealers. Every other unit (friend or foe) under the blast marker suffers D3 hits if at least one model is partly under the blast marker. The Strength of these hits is equal to 4, but is increased by 1 for each additional Buster Genestealer remaining after the Initiative 1 step, to a maximum of Strength 10. These hits are resolved at AP2 and ignore cover saves, and have the Armourbane and Wrecker special rules. Once all hits have been resolved, remove all models in the Buster Genestealer Brood as casualties.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== New Wargear ===&lt;br /&gt;
&#039;&#039;&#039;Bile Pod Catapult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Bile Pods are actually the bloated bodies of massive tic-like Tyranid creatures. The incredible muscle power of the Dactylis hurtles them forward at supersonic speeds like enormous solid cannonballs – any target that they don’t pulverize instantly or flip over will at least be knocked out of position, and the sonic shockwave in their wake creates a concussive wave which can even send aircraft tumbling from the sky. Though this is the most dangerous aspect of the ammunition, there is still the secondary consequence of corrosive acid being sprayed everywhere, which is lethal enough to lighter vehicles and infantry.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
! Bile Pod Catapult&lt;br /&gt;
| 80&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Primary Weapon 1, Barrage, Impact Shock, Massive Blast, Sonic Boom, Strikedown&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sonic Boom&#039;&#039;&#039; — After firing the bile pod, draw a straight line between the Dactylis and the central hole of the Massive Blast marker. Roll a dice for each Flyer, Flying Monstrous Creature, or Flying Gargantuan Creature model crossed by this line. On a roll of 1, an Flyer will Crash and Burn, while a Flying Monstrous Creature or Flying Gargantuan Creature will take D3 wounds with no saving throws allowed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Impact Shock&#039;&#039;&#039; — After adjusting for scatter, any model covered at least partially by the central hole of the Massive Blast marker takes a single S10 AP1 hit with the Concussive and Sunder special rules (this is instead of the normal hit for this weapon). Any vehicle (including Super-heavy vehicles) that suffer a Penetrating hit result from this hit may only fire Snap Shots in the following game turn. After this hit is resolved, any non-fortification model (including vehicles which are immobile) is moved D6&amp;quot; directly away from the Dactylis (without changing their facing if they are vehicles), and vehicles automatically counts as Tank Shocking or Ramming any other models (friend or foe) in their path, without regard to the usual restrictions, while non-vehicle models stop within 1&amp;quot; of any other unit they encounter but cause a single automatic hit against that unit at their own unmodified Strength value (using the same rules as for Hammer of Wrath hits).&lt;br /&gt;
&lt;br /&gt;
=== New Biomorphs ===&lt;br /&gt;
The following are options for all Tyranids which can select from the Biomorphs section of the Codex Tyranids Wargear list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Organs&#039;&#039;&#039; 25pts&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Some creatures have secondary organs to make them faster at peak activity but which can, if only for a short time, stand in for trauma or even complete destruction of one or several of their primary organs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This model gains the Feel no Pain special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonded Exoskeleton&#039;&#039;&#039; 25pts&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Sometimes the exoskeleton of an organism has evolved to have each segmented section fused together to form a much stronger natural defense than usual.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Models with this biomorph improve the value of their armor save by 1, so a 6+ armor save becomes a 5+ armor save, a 5+ armor save becomes a 4+ armor save, etc. This cannot be used to improve an armor save to become better than 2+, and models that do not have an armor save count as having a 6+ armor save after applying this upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reinforced Carapace&#039;&#039;&#039; 30pts&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;In some creatures, layer upon layer of chitinous plates are interspersed with resin-like secretions which disperse kinetic impacts and attenuate heat and other radiation, providing exceptional resilience even to direct hits from advanced weaponry.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All shooting attacks against models with this biomorph are resolved at -1 Strength. This does affect the Instant Death threshold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voltage Field&#039;&#039;&#039; 30pts&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Some creatures have a physiology that allows them to amplify their own bioelectric currents in a similar fashion to some ancient Terran eels. At extremes this has been observed as the ability to project a series of concentric electrical loops around them which obliterates small objects that pass through too many of the loops too quickly, and a more active challenging of raw electricity along their limbs when they strike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Models with this biomorph gain a 5+ invulnerable save, and all of this model’s melee attacks gain the Haywire special rule, regardless of the weapon being used and in addition to any weapon special rules. However, when any roll on the Haywire table is made due to a strike from a model with this biomorph (that did not have the Haywire rule already from another source), the result is reduced by -1. When striking units with an armor value, models may choose to either use the Strength of the attack to penetrate normally, or to apply the Haywire rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;There’s a lot more armor in 30k games, and for Tyranids, only a select few ways of dealing with it. Carnifexes are the only efficient way, but have low mobility and are easily singled out by high-powered weapons. The high points totals common to 30k games lets you take more, but the scaled-up offensive weaponry more than compensates for this, and Tyranids don’t have much corresponding weaponry of their own. The solution is to stick with the Tyranid theme and allow them more ways for medium-threat units to hurt vehicles in assault, and for high-threat units to be more efficient at it. Also, invulnerable saves are extremely rare, but unfortunately all of the Tyranids which need protection are Monstrous Creatures and cannot use Look Out, Sir! or “ablative wounds” strategies to stay alive, and can rarely benefit from cover while also doing their job properly. This puts them at a serious disadvantage in 30k games with powerful weaponry and very large blobs of infantry, which is why a means of getting at least a basic invulnerable save is fair.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hopfoot&#039;&#039;&#039; 25pts&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;These creatures have fin-like stabilizing spines and amazingly taut backsprung hind legs which allow them to launch themselves through the air like enormous fleas – or at their foes like spiny cannonballs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
May only be chosen by models with the Infantry type. The models change their type to Jump Infantry. When they use their Jump ability to charge into assault, they gain D3 Hammer of Wrath hits instead of 1 (roll once for all models in the same unit).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Mostly this is an attempt to make Tyrant Guard useful(ish) by allowing them to keep up with a Flying Hive Tyrant, sorta. Preliminary playtesting indicates that this hasn’t really worked in practice (nobody takes Flyrants for 12&amp;quot; of non-flying movement, they take it for Jink and Snap Shots to hit while Swooping) and probably needs to be re-thought completely.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Exceptional Wargear ===&lt;br /&gt;
&#039;&#039;This follows the same rules for Relics of the Dark Age of Technology (Horus Heresy Book Four Conquest)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hyperactive Metabolism — Tyrandis only (50 points)&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;The swollen hormone glands of this creature drive its metabolism into such an overload that it can regrow damaged limbs and organs, and purge poisons and tumors, with astonishing speed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The bearer may re-roll It Will Not Die! or Regeneration rolls. Attacks with the Sniper special rule only wound it on a 6; attacks with the Poison special rule only wound it on a 6 (unless the attack’s Strength would cause a wound on a lower result), and attacks with the Fleshbane special rule that successfully roll to wound must be re-rolled. Finally, a D6 may be rolled when they suffer an effect which causes a temporary reduction to their statistics; on a 4+, the statistic reduction (but not other consequences of the effect, if any) is ignored.&lt;br /&gt;
&lt;br /&gt;
=== New Special Rules ===&lt;br /&gt;
&#039;&#039;&#039;Alpha Bioform&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Alpha bioforms are those with the natural instinctive leadership among their particular strain of creature that, when the direction of the Hive Mind is weak, they can briefly command those of their kind through a leading example or, maybe, a sufficiently impressive roar.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Models with the Alpha Bioform special rule have a +1 bonus to their standard Leadership (up to a maximum of 9) and a unit containing a model with the Alpha Bioform special rule may make one re-roll when it rolls on the Instinctive Behavior table. Finally, they may accept and issue Challenges as if they were characters, but suffer no penalty if they do not do either. Models with this special rule should always be modeled or painted appropriately to be visually distinct from those without this special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psychic Nexus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;For those races with a shared psychic link, those that sit at the center of the racial web will have a formidable consciousness that is capable of drawing upon experience older than their own lives.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Units with this special rule may select, rather than randomly roll for, their Psychic powers.&lt;br /&gt;
&lt;br /&gt;
=== Bug Planet ===&lt;br /&gt;
:&#039;&#039;Unlike the Tyranid scourge nearly ten thousand years later, the bio-beast armies that the Legions faced were not invaders adapting as they arrived, but instead were natives that were already perfectly integrated within their ecosystem over thousands if not millions of years.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as a Bug Planet detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Tyranid army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Without Number&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;With thousands of lesser creatures for every apex predator, some battles can go on for days as massive swarms gather to gain victory by attrition if nothing else.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Termagant Broods may pay an additional 50pts, and, when the unit has been destroyed, an identical unit be may placed into Ongoing Reserves.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stratoformers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;While many species of xenos display significant adaptation to their environment (whether this is engineered or evolutionary), some are also known, like humans, to adapt their environment to suit their biology. In extreme cases, this capability is seen evident on a wide scale, changing the land or the atmosphere to make not just the native life but the entire world a weapon against invasion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as a Stratoformers detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Tyranid army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
** The opposing force suffers a +1 or -1 penalty to their score to determine who chooses who deploys first, who has the First Turn, and/or for Scout Redeployment where this is relevant to the mission being played, chosen by the Tyranid player.&lt;br /&gt;
** The opposing force suffers a +1 or -1 penalty to bring units in from Reserves (including Deep Strike Reserves and Ongoing Reserves) where this is relevant to the mission being played, chosen by the Tyranid player. This has no effect where the no roll is made or it is automatically successful.&lt;br /&gt;
** The opposing force suffers a +1 or -1 penalty to rolls on the Deep Strike Mishap table, chosen by the Tyranid player.&lt;br /&gt;
** The opposing force suffers a +1 or -1 penalty to rolls for Outflank, chosen by the Tyranid player.&lt;br /&gt;
** Each game turn, the first time any model in an opposing force tries to make use of any special rule or benefit conferred by the possession of any Nunci-vox, they must roll a D6 – if they roll a 1-3 then the Nuncio-vox possessed by this model is inoperative for this turn. Roll separately for each Nuncio-vox possessed by each different model at the time their individual rules are invoked.&lt;br /&gt;
** Drop Pod units (of any kind) with the Inertial Guidance System special rule lose the benefit of that special rule. Instead, if their final position would result in a Deep Strike Mishap, they may re-roll their scatter result in an attempt to avoid a Deep Strike Mishap (but may not re-roll a scatter result which does not result in a Deep Strike Mishap).&lt;br /&gt;
** All models in this detachment gain a 4+ cover save against shots from Bombardment, Focused Bombardment, or Orbital Bombardment weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limitations&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* This detachment must take one additional Compulsory Troops choice in addition to that normally required by the Force Organisation Chart.&lt;br /&gt;
* This detachment may not have more Elites and HQ selections in total than they have Troops selections in the detachment.&lt;br /&gt;
* Compulsory Troops choices for this detachment must be made of Termagant units.&lt;br /&gt;
* Each Termagant Brood must purchase a Ripper Swarm as part of the same selection on the Force Organisation Chart. Each Gargoyle Brood must purchase a Sky-Slasher Swarm as part of the same selection on the Force Organisation Chart. These additional units must purchase a minimum of two extra bases for each full ten additional models that are purchased for their corresponding unit. For example, a Termagant Brood containing 30 models requires the purchase of a Ripper Swarm comprising at least six bases.&lt;br /&gt;
&lt;br /&gt;
=== Royal Guard ===&lt;br /&gt;
:&#039;&#039;For xenocide campaigns during the Great Crusade, the deciding battle usually involved the destruction of the controlling &#039;head&#039; - an extremely dangerous undertaking in the case of many xenos empires, as they were inevitably surrounded by the strongest and fittest bodyguards that they could produce.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as a Royal Guard detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Tyranid army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Elite Guard&#039;&#039;&#039; Tyrant Guard units in this detachment may take up to 5 additional models, and may also take the following additional options:&lt;br /&gt;
** gain a Bonded Exoskeleton for 15pts/model&lt;br /&gt;
** gain a Reinforced Carapace for 25pts/model&lt;br /&gt;
** gain a Voltage Field for 22pts/model&lt;br /&gt;
** gain Regeneration for 27pts/model&lt;br /&gt;
* &#039;&#039;&#039;Alpha-Plus&#039;&#039;&#039; Tyranid Primes and Tyranid Warrior units in this detachment gain +1 Toughness. Furthermore, any Tyranid Warrior unit purchased may be lead by a Tyranid Prime as part of the same Troop selection on the Force Organisation Chart. Finally, any Tyranid Warrior unit may take the following additional options:&lt;br /&gt;
** May upgrade to Brotherhood of Psykers for 95 pts, generating powers from the Biomancy discipline only.&lt;br /&gt;
* &#039;&#039;&#039;Royal Family&#039;&#039;&#039; The Price of Failure secondary objective for destroying a Bioqueen in this detachment is only earned by an opposing army if the Bioqueen is the Warlord. This does not interact with any other way of earning the Price of Failure Secondary Objective (for example, by destroying a Lord of War, or by destroying a Bioqueen from another Detachment).&lt;br /&gt;
* &#039;&#039;&#039;Titanic Bulk&#039;&#039;&#039; Any unit in this detachment may choose to gain additional wounds per model, at a cost per model equal to their starting number of Wounds on their profile (before wargear or options, etc. but including any added by previous purchases of &#039;&#039;Titanic Bulk&#039;&#039;), times 10 points, per wound. For example, adding a single wound to a Tyrant Guard unit would cost 20 points per Tyranid Guard in the unit; adding yet another wound (for a total of 4) would cost another 30 points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limitations&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Tyranid Warrior units become Troops and must be fieled in all compulsory Troops selections.&lt;br /&gt;
* Tyranid Warrior units are the only scoring Troops units (other units may be scoring units if they are not Troops, and all units remain Denial units).&lt;br /&gt;
&lt;br /&gt;
=== Age of Darkness Theme: Genestealer Infestation ===&lt;br /&gt;
&lt;br /&gt;
Age of Darkness Themes are a means of gathering together several different elements into a new or unusual way of fielding an army inspired by a particular setting or event from the grand milieu that is the Horus Heresy. An Age of Darkness Theme might combine units from different army lists, present new Force Organisation charts, Warlord Traits, wargear and character options or modify victory conditions or other mission special rules. The use of Age of Darkness ‘Themes’ are optional and require the agreement of both players to use.&lt;br /&gt;
&lt;br /&gt;
The Age of Darkness Theme that follows represents an established colony of Genestealers (or something rather like them), either an effort to exterminate the colony, or their counter-attack against a stalled offensive. Though it would be many more millennia before they would be recognized as scouts of the later Tyranids, Genestealers had been a menace to humans since they first visited the moons of Ymgarl during the Dark Age of Technology, and some of the most hazardous “Zone Mortalis” engagements of the Great Crusade were clearing caverns, Hive Cities, and Space Hulks of Genestealer colonies.&lt;br /&gt;
&lt;br /&gt;
==== Building a Genestealer Infestation Army ====&lt;br /&gt;
* A Genestealer Infestation Army is chosen from Codex Tyranids.&lt;br /&gt;
* A Genestealer Infestation Army may only be used when playing a Zone Mortalis game. A Genestealer Infestation Army will therefore use a standard Zone Mortalis Detachment and will not use any special Tyranid Detachments or optional detachments, except by agreement.&lt;br /&gt;
* A Genestealer Infestation Army may only select Genestealer units (Broodlord Prime, Genestealers, Alpha Genestealers, Ymgarl Genestealers, Buster Genestealers).&lt;br /&gt;
* The opposing force gains a free Spearhead Sentry Gun (see the Isstvan III Zone Mortalis Stratagems from &#039;&#039;Horus Heresy Book One Betrayal&#039;&#039;) for every 1,000 points in your force, or part thereof. This is true even if that optional special rule is not being used in the mission.&lt;br /&gt;
* &#039;&#039;&#039;“They mostly come out at night… mostly.”&#039;&#039;&#039; —  Genestealer Broods may choose the following options:&lt;br /&gt;
** Genestealer Broods may upgrade every model to have the Hit and Run special rule for 6pts/model.&lt;br /&gt;
** Genestealer Broods may upgrade every model to have the Move Through Cover special rule for 3pts/model.&lt;br /&gt;
** Genestealer Broods may upgrade every model to have the Stealth (Zone Mortalis) special rule for 3pts/model.&lt;br /&gt;
** Genestealer Broods may pay an additional 50pts, and, when the unit has been destroyed, an identical unit may placed into Ongoing Reserves.&lt;br /&gt;
*&#039;&#039;&#039;“What do you mean, ‘&#039;&#039;They cut the power&#039;&#039;’?”&#039;&#039;&#039; — The Genestealer Infestation player can always elect to use the Night Fighting rules.&lt;br /&gt;
*&#039;&#039;&#039;“Nuke the site from orbit. It’s the only way to be sure.”&#039;&#039;&#039; — The Genestealer Infestation player’s opponent may always elect to use the Attrition optional special rule in Zone Mortalis games.&lt;br /&gt;
*&#039;&#039;&#039;“That can’t be; that’s &#039;&#039;inside&#039;&#039; the room.”&#039;&#039;&#039; — The Genestealer Infestation player can always elect to use the Enemy Unknown optional special rule in Zone Mortalis games. Additionally, Genestealer Units can move through locked doors if they pass an Initiative test (this does not open the door, it simply allows them to move through it, representing the use of a duct or similar means to bypass it altogether).&lt;br /&gt;
*&#039;&#039;&#039;“They’re coming outta the goddamn walls!”&#039;&#039;&#039; — If, when a Genestealer unit nominates a unit that will charge, the distance in inches of all models in the Genestealer unit to any model from the unit that they’re charging, is equal to or greater than the double the highest Initiative score of the target unit, then the Genestealers may take an Initiative test (a roll of 6 always fails). If this test is passed, they gain the Jink special rule for the Assault phase.&lt;br /&gt;
*&#039;&#039;&#039;“What the hell are we supposed to use, man?”&#039;&#039;&#039; — If the Cold Void &amp;amp; Poisoned Air optional special rule is in effect, any ranged weapon with the Melta, Shred, or Rending special rule but without the Template range or Pistol type, plus any Missile type weapons, gain the Gets Hot! special rule, and non-Genestealer units gain no benefit from Assault or Defensive Grenades, to represent the Genestealers making deliberate use of volatile and precarious accessways to discourage ranged attack with high-powered weaponry.&lt;br /&gt;
*&#039;&#039;&#039;“They’re all around us, man!”&#039;&#039;&#039; — If more than one Genestealer unit charges into the same combat on the same Charge sub-phase, all Genestealer units in that combat count as having Assault Grenades.&lt;br /&gt;
*&#039;&#039;&#039;“Maybe they don’t show up on infra-red at all.”&#039;&#039;&#039; — Units gain no benefit from the Night Vision special rule when targeting Genestealer units, and Genestealer units gain Feel No Pain (4+) against any weapon with the Ignores Cover special rule, unless they have the Template range.&lt;br /&gt;
*&#039;&#039;&#039;“Game over, man! Game over!”&#039;&#039;&#039; — Genestealer units cause Fear.&lt;br /&gt;
&lt;br /&gt;
== Eldar in 30k (Eldar Craftworlds, Dark Eldar, Eldar Harlequins, and Eldar Corsairs) ==&lt;br /&gt;
:&#039;&#039;Despite the once-mighty Eldar&#039;s uncontested reign over a galactic empire lasting millions of years evaporating overnight towards the end of the Age of Strife, the multitudinous individual forces that remain – massive space arks, starfleets, settled worlds, and the unknown origin of raiders who seem to pop out from another dimension – are all still forces with the might to challenge the Legiones Astartes at times.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Eldar and Dark Eldar (and Harlequins and Corsairs) have needed some serious realignment to fit into 30k. Moreso than any other faction here, playing the various Eldar armies with this 30k list is completely unlike playing them in 40k – not just to rebalance them, but to fit with the 30k theme. The Great Crusade immediately followed the Fall and the Eldar subcultures hadn’t really solidified yet. Sure, the Craftworld Eldar were clinging to the Eldar race’s past, the Dark Eldar to its recent preset, while the Exodites rejected both and the Harlequins were always different to them all, with Corsairs fitting in somewhere between every other Eldar subfaction. But as the Aspects were still very new and the Path was in its formative stages, life on Craftworlds was not nearly as spartan as it would inevitably become; nor were they yet beginning to resemble tombs as much as cities, as they were still new and did not exhibit derelict collapse, untamed overgrowth, and the ever-increasing reanimation of the souls of its dead. Commorragh hadn’t consolidated nearly as much of the territory that it would come to do over the next ten millennia, and many living within still wielded (or at least could wield) psychic powers – if they dared to. The Harlequins, as a warrior-society of chaos-hunters, would have foreseen the inevitability of the Fall and been carefully positioned to survive it, and then been everywhere at once to stem the tide once the old empire collapsed. As for the Exodites, they were always isolationist even from their own kind; and yet, as those escaping the Fall sought out Maiden Worlds and old colonies to claim – or nearby worlds to raid – it turned out to be unavoidable that they would get drawn into the various conflicts of their kin.&lt;br /&gt;
&lt;br /&gt;
=== Playtesting Status ===&lt;br /&gt;
More playtesting data wanted!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;More than any other list here, expect really poor balance even compared to itself, let alone other xenos lists and especially to “normal” 30k lists. Eldar Craftworlds are too strong, Dark Eldar are too weak, Eldar Harlequins are too weird, and Eldar Corsairs are too much of an unhelpful mix of the other three. It’s going to be a very complex process to tweak this.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Existing Sources ===&lt;br /&gt;
The following existing units are allowed:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Eldrad Ulthran may still be selected as a HQ choice, as he is known to have played an active role in the Great Crusade and in particular the subsequent Horus Heresy. Although several others are known to have been alive at the time, they did not interact with humans before the end of the Horus Heresy (e.g. Asdrubael Vect, Urien Rakarth), or were young and unremarkable individuals at this juncture (e.g. Asdrubael Vect, Bel-Annath).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Death From the Skies (7th Edition/2016)&#039;&#039;&#039;&lt;br /&gt;
** Fast Attack&lt;br /&gt;
*** Crimson Hunters&lt;br /&gt;
*** Hemlock Wraithfighters&lt;br /&gt;
*** Razorwing Jetfighters&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Voidraven Bombers&lt;br /&gt;
* &#039;&#039;&#039;Imperial Armour The Doom of Mymeara (7th Edition/2015)&#039;&#039;&#039;&lt;br /&gt;
** HQ&lt;br /&gt;
*** Corsair Prince&lt;br /&gt;
*** Corsair Void Dreamer&lt;br /&gt;
*** Corsair Baron&lt;br /&gt;
*** Eldar Wraithseer&lt;br /&gt;
** Troops&lt;br /&gt;
*** Corsair Reaver Band&lt;br /&gt;
*** Corsair Ghostwalker Band&lt;br /&gt;
*** Corsair Cloud Dancer Band&lt;br /&gt;
** Dedicated Transport&lt;br /&gt;
*** Corsair Venom&lt;br /&gt;
*** Corsair Falcon&lt;br /&gt;
** Elites&lt;br /&gt;
*** Corsair Voidstorm Band&lt;br /&gt;
*** Corsair Malevolent Band&lt;br /&gt;
*** Corsair Wasp Squadron&lt;br /&gt;
*** Eldar Wasp Assault Walker&lt;br /&gt;
** Fast Attack&lt;br /&gt;
*** Corsair Vyper Squadron&lt;br /&gt;
*** Corsair Nightwing&lt;br /&gt;
*** Corsair Phoenix&lt;br /&gt;
*** Corsair Hornet Squadron&lt;br /&gt;
*** Shadow Spectres&lt;br /&gt;
*** Eldar Hornet Squadron&lt;br /&gt;
*** Eldar Nightwing&lt;br /&gt;
*** Eldar Phoenix Bomber&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Corsair Balestrike Band&lt;br /&gt;
*** Corsair Lynx&lt;br /&gt;
*** Corsair Warp Hunter Squadron&lt;br /&gt;
*** Corsair Night Spinner&lt;br /&gt;
*** Corsair Fire Storm&lt;br /&gt;
*** Corsair Fire Prism&lt;br /&gt;
*** Eldar Lynx&lt;br /&gt;
*** Eldar Warp Hunter Squadron&lt;br /&gt;
** Lords of War&lt;br /&gt;
*** Vampire Raider&lt;br /&gt;
*** Eldar Cobra&lt;br /&gt;
*** Eldar Scorpion&lt;br /&gt;
*** Eldar Vampire Raider&lt;br /&gt;
*** Eldar Skathach Wraithknight&lt;br /&gt;
*** Revenant Titan&lt;br /&gt;
*** Phantom Titan&lt;br /&gt;
* &#039;&#039;&#039;Warhammer 40,000 Codex Eldar Craftworlds (7th Edition/2015)&#039;&#039;&#039;&lt;br /&gt;
** HQ&lt;br /&gt;
*** Eldrad Ulthran, High Farseer of Ulthwé&lt;br /&gt;
*** Autarch&lt;br /&gt;
*** Farseer&lt;br /&gt;
*** Warlock Conclave&lt;br /&gt;
*** Spiritseer&lt;br /&gt;
** Troops&lt;br /&gt;
*** Guardian Defenders&lt;br /&gt;
*** Storm Guardians&lt;br /&gt;
*** Windriders&lt;br /&gt;
*** Rangers&lt;br /&gt;
*** Dire Avengers&lt;br /&gt;
** Elites&lt;br /&gt;
*** Howling Banshees&lt;br /&gt;
*** Striking Scorpions&lt;br /&gt;
*** Fire Dragons&lt;br /&gt;
*** Wraithguard&lt;br /&gt;
*** Wraithblades&lt;br /&gt;
** Fast Attack&lt;br /&gt;
*** Wave Serpent&lt;br /&gt;
*** Swooping Hawks&lt;br /&gt;
*** Warp Spiders&lt;br /&gt;
*** Shining Spears&lt;br /&gt;
*** Vyper Squadron&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Dark Reapers&lt;br /&gt;
*** Vaul&#039;s Wrath Support Battery&lt;br /&gt;
*** Falcons&lt;br /&gt;
*** Fire Prisms&lt;br /&gt;
*** Night Spinners&lt;br /&gt;
*** War Walkers&lt;br /&gt;
*** Wraithlords&lt;br /&gt;
** Lords of War&lt;br /&gt;
*** Wraithknight&lt;br /&gt;
*** Avatar of Khaine&lt;br /&gt;
* &#039;&#039;&#039;Warhammer 40,000 Codex Eldar Harlequins (7th Edition/2015)&#039;&#039;&#039;&lt;br /&gt;
** Troops&lt;br /&gt;
*** Troupe&lt;br /&gt;
** Elites&lt;br /&gt;
*** Death Jester&lt;br /&gt;
*** Shadowseer&lt;br /&gt;
*** Solitaire&lt;br /&gt;
** Fast Attack&lt;br /&gt;
*** Skyweaver&lt;br /&gt;
*** Starweaver&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Voidweaver&lt;br /&gt;
* &#039;&#039;&#039;Warhammer 40,000 Codex Dark Eldar (7th Edition/2014)&#039;&#039;&#039;&lt;br /&gt;
** HQ&lt;br /&gt;
*** Archon&lt;br /&gt;
*** Court of the Archon&lt;br /&gt;
*** Succubus&lt;br /&gt;
*** Haemonculus&lt;br /&gt;
** Troops&lt;br /&gt;
*** Kabalite Warriors&lt;br /&gt;
*** Wyches&lt;br /&gt;
** Elites&lt;br /&gt;
*** Incubi&lt;br /&gt;
*** Mandrakes&lt;br /&gt;
*** Wracks&lt;br /&gt;
*** Grotesques&lt;br /&gt;
** Fast Attack&lt;br /&gt;
*** Beastmasters&lt;br /&gt;
*** Raider&lt;br /&gt;
*** Venom&lt;br /&gt;
*** Reavers&lt;br /&gt;
*** Hellions&lt;br /&gt;
*** Scourges&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Talos&lt;br /&gt;
*** Cronos&lt;br /&gt;
*** Ravager&lt;br /&gt;
* &#039;&#039;&#039;Imperial Armour Apocalypse (7th Edition/2014)&#039;&#039;&#039;&lt;br /&gt;
** Dedicated Transport&lt;br /&gt;
*** Tantalus&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Warp Hunter&lt;br /&gt;
*** Tantalus&lt;br /&gt;
*** Reaper&lt;br /&gt;
** Lords of War&lt;br /&gt;
*** Vampire Hunter&lt;br /&gt;
* &#039;&#039;&#039;Imperial Armour Aeronautica (6th Edition/2012)&#039;&#039;&#039;&lt;br /&gt;
** Fast Attack&lt;br /&gt;
*** Raven Strike Fighter&lt;br /&gt;
&lt;br /&gt;
=== Special Rules ===&lt;br /&gt;
The following special rules apply to Eldar detachments:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hundred Swords&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most units from Codex Eldar Craftworlds, Codex Dark Eldar, Codex Eldar Harlequins, Imperial Armour The Doom of Mymeara Second Edition, and any other current volume with units belonging to the factions in those books, may be intermixed in any fashion&amp;lt;nowiki&amp;gt;; however, &amp;lt;/nowiki&amp;gt;&#039;&#039;all&#039;&#039; units are 0-1 choices except as explicitly modified by subsequent rules. This &#039;&#039;includes&#039;&#039; units selected as Dedicated Transports! For units that are upgraded to become other units with different Battlefield Roles (e.g. Kabalite Trueborn or Hekatrix Bloodbrides, but not, say, upgrading an Autarch to an Autarch Skyrunner), each different configuration is considered a different type of unit.&lt;br /&gt;
&lt;br /&gt;
No matter which units are chosen, they still only have their own special rules and options and can only choose wargear from their own Codex’s Wargear lists, except as modified by subsequent rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Note: Not all units will be the literal same type of Eldar unit as found in their respective forces of 10,000 years hence, they may be employing unique or simply exotic tactics and technologies that, from a gameplay point-of-view, have very similar effects to something codified and standardized at a later time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Balancing this is insane, and not just because it&#039;s four codexes mashed together with enough new units to create a fifth. In particular, the Eldar Craftworlds codex is the most mature non-Imperial codex (outranked only by Space Marines and, maybe, Imperial Guard), with loads of units to cover almost every playstyle. And it&#039;s already highly specialized, making it hard to mess with in terms of limiting options or even adjusting points or model counts. The first step is to restrict spammability as much as possible, and to fix some of the most egregious offenses.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archetype of Legend&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;All aspects of Eldar life reference their mythology, including the military, political and civilian structures of their society. This does not create some kind of stricture that prevents anyone from utilizing whichever methods work best; simply that those whose experiences resonate with a particular mythical figure are likely to think in terms of that being’s actions, and the lessons to be learned from their specific role in mythology. Where a variety of perspectives exists, there can be great flexibility and power; however, there can also be conflict. This fact more than any other has begun to polarize various concentrations of Eldar into distinct subcultures, and this division will, over thousands of years, do as much to threaten their continued existence as any battles they fight.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Up to three Archetypes of Legend may be purchased for the listed points costs. You may ignore the 0-1 restriction against units corresponding to an Archetype of Legend that has been purchased. You may still take any other units as 0-1 choices, no matter which Archetypes of Legend you purchase, if any.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The first three Archetypes of Legend cover forces that are wild and refuse to slow down for other elements, representing primarily the Harlequins and also those who identify with rapid maneuvers and striking head-on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Conspirators of Cegorach&#039;&#039;&#039; 25pts&lt;br /&gt;
** Troops&lt;br /&gt;
*** Harlequin Troupe&lt;br /&gt;
** Elites&lt;br /&gt;
*** Shadowseer&lt;br /&gt;
*** Death Jester&lt;br /&gt;
** Fast Attack&lt;br /&gt;
*** Skyweaver&lt;br /&gt;
*** Starweaver&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Voidweaver&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Children of the Cosmic Serpent&#039;&#039;&#039; 80pts&lt;br /&gt;
** Troops&lt;br /&gt;
*** Windriders&lt;br /&gt;
*** Harlequin Troupe&lt;br /&gt;
** Fast Attack&lt;br /&gt;
*** Reavers&lt;br /&gt;
*** Hellions&lt;br /&gt;
*** Shining Spears&lt;br /&gt;
*** Wave Serpent&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Voidweaver&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Flock of Faolchú&#039;&#039;&#039; 75pts&lt;br /&gt;
** Troops&lt;br /&gt;
*** Windriders&lt;br /&gt;
*** Corsair Cloud Dancer Band&lt;br /&gt;
** Fast Attack&lt;br /&gt;
*** Swooping Hawks&lt;br /&gt;
*** Scourges&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Falcons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The next three Archetypes of Legend encompass forces that work better independently than as part of an integrated whole. Loners, outcasts, and rebels, these forces are frequently compared with, if not always comprised of, Corsairs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Companions of Hoec&#039;&#039;&#039; 35pts&lt;br /&gt;
** HQ&lt;br /&gt;
*** Corsair Void Dreamer&lt;br /&gt;
*** Corsair Prince&lt;br /&gt;
*** Corsair Baron&lt;br /&gt;
** Troops&lt;br /&gt;
*** Rangers&lt;br /&gt;
*** Corsair Ghostwalker Band&lt;br /&gt;
** Fast Attack&lt;br /&gt;
*** Corsair Wasp Squadron/Eldar Wasp Assault Walker&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Corsair Balestrike Band&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aides of Gea&#039;&#039;&#039; 25pts&lt;br /&gt;
** HQ&lt;br /&gt;
*** Starseer&lt;br /&gt;
** Troops&lt;br /&gt;
*** Storm Guardians&lt;br /&gt;
** Elites&lt;br /&gt;
*** Corsair Voidstorm Band&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fellows of the Phoenix&#039;&#039;&#039; 30pts&lt;br /&gt;
** Troops&lt;br /&gt;
*** Corsair Cloud Dancer Band&lt;br /&gt;
** Fast Attack&lt;br /&gt;
*** Corsair Hornet Squadron/Eldar Hornet Squadron&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Shadow Spectres&lt;br /&gt;
*** Corsair Phoenix/Eldar Phoenix Bomber&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The next three Archetypes of Legend are those which cover Exodites; savage and destructive, but not cruel or nihilistic. It also covers a rare dimension in Eldar forces; battlefield restoratives, which have a greater importance for unsubtle, committed forces.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Friends of Kurnous&#039;&#039;&#039; 40pts&lt;br /&gt;
** HQ&lt;br /&gt;
*** Exodite Monarch&lt;br /&gt;
*** Exodite Lord&lt;br /&gt;
** Troops&lt;br /&gt;
*** Exodite Warband&lt;br /&gt;
** Elites&lt;br /&gt;
*** Mandrakes&lt;br /&gt;
*** Striking Scorpions&lt;br /&gt;
*** Dragon Riders&lt;br /&gt;
** Fast Attack&lt;br /&gt;
*** Beastmasters&lt;br /&gt;
** Lords of War&lt;br /&gt;
*** Fire Gale&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Consorts of Isha&#039;&#039;&#039; 20pts&lt;br /&gt;
** HQ&lt;br /&gt;
*** Bloodsingers&lt;br /&gt;
** Troops&lt;br /&gt;
*** Guardian Defenders&lt;br /&gt;
*** Exodite Warband&lt;br /&gt;
** Lords of War&lt;br /&gt;
*** Bright Stallion&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Disciples of the Dragon&#039;&#039;&#039; 45pts&lt;br /&gt;
** HQ&lt;br /&gt;
*** Succubus&lt;br /&gt;
** Elites&lt;br /&gt;
*** Fire Dragons&lt;br /&gt;
*** Incubi&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Dark Reapers&lt;br /&gt;
** Lords of War&lt;br /&gt;
*** Towering Destroyer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The next five Archetypes of Legend align somewhat with the Craftworld forces (or what they would become like), a fast and powerful core but balanced with support from leaders, war machines, and constructs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pupils of Asuryan&#039;&#039;&#039; 65pts&lt;br /&gt;
** HQ&lt;br /&gt;
*** Autarch&lt;br /&gt;
** Troops&lt;br /&gt;
*** Dire Avengers&lt;br /&gt;
** Fast Attack&lt;br /&gt;
*** Wave Serpent&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Falcons&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attendants of Morai-Heg&#039;&#039;&#039; 85pts&lt;br /&gt;
** HQ&lt;br /&gt;
*** Farseer&lt;br /&gt;
*** Warlock Conclave&lt;br /&gt;
** Elites&lt;br /&gt;
*** Wraithguard&lt;br /&gt;
*** Wraithblades&lt;br /&gt;
*** Corsair Malevolent Band&lt;br /&gt;
*** Shadowseer&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Hemlock Wraithfighter&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Prophets of Ynnead&#039;&#039;&#039; 90pts&lt;br /&gt;
** HQ&lt;br /&gt;
*** Wraithseer&lt;br /&gt;
*** Spiritseer&lt;br /&gt;
** Elites&lt;br /&gt;
*** Wraithguard&lt;br /&gt;
*** Wraithblades&lt;br /&gt;
*** Death Jester&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Wraithlords&lt;br /&gt;
** Lords of War&lt;br /&gt;
*** Wraithknight&lt;br /&gt;
*** Skathach Wraithknight&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wardens of Lileath&#039;&#039;&#039; 15pts&lt;br /&gt;
** HQ&lt;br /&gt;
*** Corsair Void Dreamer&lt;br /&gt;
** Troops&lt;br /&gt;
*** Guardian Defenders&lt;br /&gt;
** Elites&lt;br /&gt;
*** Howling Banshees&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Apprentices of Vaul&#039;&#039;&#039; 100pts&lt;br /&gt;
** Fast Attack&lt;br /&gt;
*** Corsair Vyper Squadron/Vyper Squadron&lt;br /&gt;
*** Corsair Nightwing/Eldar Nightwing&lt;br /&gt;
*** Crimson Hunter&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Falcons&lt;br /&gt;
*** Corsair Fire Storm&lt;br /&gt;
*** Eldar Lynx/Corsair Lynx&lt;br /&gt;
*** Eldar Warp Hunter Squadron/Corsair Warp Hunter&lt;br /&gt;
*** Vaul&#039;s Wrath Support Battery&lt;br /&gt;
*** Fire Prisms/Corsair Fire Prism&lt;br /&gt;
*** Night Spinners/Corsair Night Spinner&lt;br /&gt;
*** War Walkers&lt;br /&gt;
** Lords of War&lt;br /&gt;
*** Vampire Hunter&lt;br /&gt;
*** Vampire Raider&lt;br /&gt;
*** Cobra&lt;br /&gt;
*** Scorpion&lt;br /&gt;
*** Revenant Titan&lt;br /&gt;
*** Phantom Titan&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The next five Archetypes of Legend cover the Dark Muses and the styles that would become popular with Commorraghites as their principal deployment would be offensive raids and similar first-strike actions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Acolytes of Shaimesh&#039;&#039;&#039; 30pts&lt;br /&gt;
** HQ&lt;br /&gt;
*** Haemonculus&lt;br /&gt;
** Troops&lt;br /&gt;
*** Kabalite Warriors&lt;br /&gt;
** Elites&lt;br /&gt;
*** Wracks&lt;br /&gt;
*** Grotesques&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Talos&lt;br /&gt;
*** Cronos&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Courtesans of Lhilitu&#039;&#039;&#039; 30pts&lt;br /&gt;
** HQ&lt;br /&gt;
*** Archons&lt;br /&gt;
*** Court of the Archon&lt;br /&gt;
** Troops&lt;br /&gt;
*** Kabalite Warriors&lt;br /&gt;
** Elites&lt;br /&gt;
*** Corsair Voidstorm Band&lt;br /&gt;
** Fast Attack&lt;br /&gt;
*** Raider&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Ravager&lt;br /&gt;
*** Voidraven Bomber&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Champions of Vileth&#039;&#039;&#039; 25pts&lt;br /&gt;
** HQ&lt;br /&gt;
*** Archons&lt;br /&gt;
*** Court of the Archon&lt;br /&gt;
** Troops&lt;br /&gt;
*** Corsair Reaver Band&lt;br /&gt;
** Fast Attack&lt;br /&gt;
*** Razorwing Jetfighter&lt;br /&gt;
*** Raven Strike Fighter&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Corsair Balestrike Band&lt;br /&gt;
*** Tantalus&lt;br /&gt;
*** Reaper&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Myrmidons of Hekatii&#039;&#039;&#039; 20pts&lt;br /&gt;
** HQ&lt;br /&gt;
*** Succubus&lt;br /&gt;
** Troops&lt;br /&gt;
*** Wyches&lt;br /&gt;
** Elites&lt;br /&gt;
*** Corsair Malevolent Band&lt;br /&gt;
** Fast Attack&lt;br /&gt;
*** Razorwing Jetfighter&lt;br /&gt;
*** Raven Strike Fighter&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Tantalus&lt;br /&gt;
*** Reaper&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Suitors of Qa&#039;leh&#039;&#039;&#039; 15pts&lt;br /&gt;
** HQ&lt;br /&gt;
*** Succubus&lt;br /&gt;
** Troops&lt;br /&gt;
*** Wyches&lt;br /&gt;
** Fast Attack&lt;br /&gt;
*** Raider&lt;br /&gt;
*** Venom&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Tantalus&lt;br /&gt;
*** Reaper&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The final Archetype of Legend, Soldiers of Khaine represents the individual warriors who channel an aspect of the God of War, with incredible competency but no corresponding civilian identity or function.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Soldiers of Khaine&#039;&#039;&#039; 100pts&lt;br /&gt;
** HQ&lt;br /&gt;
*** Autarch&lt;br /&gt;
*** Archons&lt;br /&gt;
** Troops&lt;br /&gt;
*** Dire Avengers&lt;br /&gt;
** Elites&lt;br /&gt;
*** Howling Banshees&lt;br /&gt;
*** Striking Scorpions&lt;br /&gt;
*** Fire Dragons&lt;br /&gt;
*** Incubi&lt;br /&gt;
** Fast Attack&lt;br /&gt;
*** Shadow Spectres&lt;br /&gt;
*** Swooping Hawks&lt;br /&gt;
*** Warp Spiders&lt;br /&gt;
*** Shining Spears&lt;br /&gt;
** Heavy Support&lt;br /&gt;
*** Dark Reapers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Their Own Part to Play&#039;&#039;&#039; — The HQ slot(s) on the Force Organisation Chart become non-compulsory as long as the detachment contains at least two of the following in any combination (including two of the same): Shadowseer, Death Jester, Solitaire. This is also true for any Detachment other than the standard Age of Darkness detachment, including Allied detachments, all Zone Mortalis detachments, and any special mission detachments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Destiny of War&#039;&#039;&#039; — Equivalent to Master of the Legion. This upgrade may be purchased by whichever model is the Warlord for 50pts, and they may roll twice on their chosen Warlord Traits chart (re-rolling any doubled result) and select which of the two results they wish to use; and a single unit predominantly composed of the same base unit type as themselves (Infantry, Beasts, Cavalry, etc.) after any wargear or upgrades, can be selected as a retinue as part of the same choice on the Force Organisation Chart (but still taking into account whether they are 0-1 selections) – models in any such unit can choose to accept and issue Challenges as if they were characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Union of Purpose&#039;&#039;&#039; — Equivalent to Planetary Overlord. This upgrade may be purchased by whichever model is the Warlord for 30pts.&lt;br /&gt;
&lt;br /&gt;
==== Unit Changes ====&lt;br /&gt;
The following changes apply:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windriders&#039;&#039;&#039; — Only one (rather than all) models may replace their twin-linked shiruken catapult with another weapon. All other options from Codex Eldar Craftworlds remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wraithguard&#039;&#039;&#039; — This unit contains 2 Wraithguard for 64pts, and up to 4 additional Wraithguard may be added for 32pts/model. All other options from Codex Eldar Craftworlds remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wraithblades&#039;&#039;&#039; — This unit contains 2 Wraithblades for 60pts, and up to 4 additional Wraithblades may be added for 30pts/model. All other options from Codex Eldar Craftworlds remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wraithknight&#039;&#039;&#039; — This unit has a cost of 455pts. All other options from Codex Eldar Craftworlds remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wyches&#039;&#039;&#039; — If a Hekatrix or Syren purchases Haywire grenades, any Wych or Bloodbride may purchase a Dissonance Resonator for 2pts/model. All other options from Codex Dark Eldar remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skathach Wraithknight&#039;&#039;&#039; — This unit has a cost of 445pts and is armed with two Deathshroud cannons. Each may be upgraded to an Inferno Lance for 25pts each. All other options from Imperial Armour The Doom of Mymeara remain unchanged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Forge World, [[meme|I am disappoint]]. You’re normally very good, but you’re way off with this one. If Inferno Lances were only D3 instead of D3+2 they wouldn’t cost extra; but while just about all Marine vehicles in 30k (not that this unit is intended for 30k…) will have Armoured Ceramite (though even then, potentially 10 S8 hits against rear AV from 36&amp;quot; is no joke), most forces don’t have this option (even for purely 30k non-Xenos forces) and this thing has more than enough agility to deliver a 4+2D3 Melta bukkake against any facing it likes, running circles around Ion or Flare shields. The only thing that Inferno Lances aren’t a massive deal against? Other Wraithknights…&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== New Units ===&lt;br /&gt;
==== Starseer ====&lt;br /&gt;
:&#039;&#039;Before the Fall, the Starseers were the architects of restoring damaged parts of the webway, rerouting dead (or deadly) destinations, or even, if the conditions were perfect, creating wholly new paths. The Webway being a legacy of their predecessors, this was never easy for the Eldar even at the height of their power, and – as critically important as it was – the massively increased danger of this work after the Fall means that no known Starseers survive the following 10,000 years, leaving the Eldar of that time unable in most cases to do anything more than avoid dangerous sections of the webway, or, sometimes, seal them off at great cost.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HQ 70pts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
! Starseer&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 9&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Starseer is Infantry (Character)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 Starseer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Rune Armour&lt;br /&gt;
* Witchblade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Ancient Doom&lt;br /&gt;
* Fleet&lt;br /&gt;
* Independent Character&lt;br /&gt;
* Psyker (Mastery Level 2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PSYKER&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Starseers select their powers from the Divination, Telepathy, and Aethermancy disciplines (disregard Corsair-related restrictions on Aethermancy powers when used by a Starseer).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* May upgrade to Master Level 3 for 30pts.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Exodite Monarch ====&lt;br /&gt;
:&#039;&#039;Whether by ancestry, conquest, or the consensus of their tribe, an Exodite Monarch typically sits at the top of the feudal web which governs most of the Exodite worlds. With access to the best equipment and tutors their society can provide, they will be experts at war and combat, and their leadership unquestionable.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HQ 65pts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
! Exodite Monarch&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 5+&lt;br /&gt;
|-&lt;br /&gt;
! Exodite Monarch on Dragon&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Exodite Monarch is Infantry (Character), an Exodite Monarch on Dragon is Cavalry (Character)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 Exodite Monarch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Power Weapon (Exodite Monarch only)&lt;br /&gt;
* Laser Lance (Exodite Monarch on Dragon only)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Independent Character&lt;br /&gt;
* Fleet (Exodite Monarch only)&lt;br /&gt;
* Very Bulky (Exodite Monarch on Dragon only)&lt;br /&gt;
* Furious Charge (Exodite Monarch on Dragon only)&lt;br /&gt;
* Rampage (Exodite Monarch on Dragon only)&lt;br /&gt;
* Jink (Exodite Monarch on Dragon only)&lt;br /&gt;
* Blood Frenzy (Exodite Monarch on Dragon only)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* May purchase a Laspistol for 3pts, or a Shuriken Pistol for 5pts, or a Combat Shield for 5pts.&lt;br /&gt;
* May purchase Plasma grenades for 5pts.&lt;br /&gt;
* May purchase a Forceshield for 20pts.&lt;br /&gt;
* May upgrade to a Exodite Monarch on Dragon for 25pts.&lt;br /&gt;
* An Exodite Monarch on Dragon may upgrade a Combat Shield to a Boarding Shield for 5pts.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Exodite Lord ====&lt;br /&gt;
:&#039;&#039;Exodite Lords are aristocrats of Exodite society, the heads of houses or clans that have the favor of their monarch through chivalrous service or ancient pacts. Though many lords take to war in a Knight, others will call upon their subjects and lead a host to battle, frequently atop a “dragon” – a vicious lizard-like creature native to the Eastern Fringes which has been broken as a mount.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HQ 35pts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
! Exodite Lord&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 9&lt;br /&gt;
| 5+&lt;br /&gt;
|-&lt;br /&gt;
! Exodite Lord on Dragon&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 9&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Exodite Lord is Infantry (Character), an Exodite Lord on Dragon is Cavalry (Character)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 Exodite Lord&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Power Weapon (Exodite Lord only)&lt;br /&gt;
* Laser Lance (Exodite Lord on Dragon only)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Independent Character&lt;br /&gt;
* Fleet (Exodite Lord only)&lt;br /&gt;
* Very Bulky (Exodite Lord on Dragon only)&lt;br /&gt;
* Furious Charge (Exodite Lord on Dragon only)&lt;br /&gt;
* Rampage (Exodite Lord on Dragon only)&lt;br /&gt;
* Jink (Exodite Lord on Dragon only)&lt;br /&gt;
* Blood Frenzy (Exodite Lord on Dragon only)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* May purchase a Laspistol for 2pts, or a Shuriken Pistol for 5pts, or a Combat Shield for 5pts.&lt;br /&gt;
* May purchase Plasma grenades for 5pts.&lt;br /&gt;
* May upgrade to a Exodite Monarch on Dragon for 20pts.&lt;br /&gt;
* An Exodite Lord on Dragon may upgrade a Combat Shield to a Boarding Shield for 5pts.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Bloodsingers ====&lt;br /&gt;
:&#039;&#039;Unlike the Heartweavers of the Craftworlds, Bloodsigners take their lessons equally from both Isha and Kurnous, their arts of restoration and replenishment not tied to rest, peace or safety, but rather like the rush of pain-neutralizing adrenaline, as a predator pounces on his prey. No matter their age or heraldry they are considered by the Exodites to possess the last essence of their now-dead gods, and are held in great esteem within Exodite society.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HQ 65pts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
! Bloodsinger&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 9&lt;br /&gt;
| 5+&lt;br /&gt;
|-&lt;br /&gt;
! Bloodsinger on Dragon&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 9&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Bloodsinger is Infantry (Character), a Bloodsinger on Dragon is Cavalry (Character)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 Bloodsinger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Force Staff&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Independent Character&lt;br /&gt;
* Lifesurge&lt;br /&gt;
* Fleet (Bloodsinger only)&lt;br /&gt;
* Psyker (Mastery Level 2)&lt;br /&gt;
* Very Bulky (Bloodsinger on Dragon only)&lt;br /&gt;
* Furious Charge (Bloodsinger on Dragon only)&lt;br /&gt;
* Rampage (Bloodsinger on Dragon only)&lt;br /&gt;
* Jink (Bloodsinger on Dragon only)&lt;br /&gt;
* Blood Frenzy (Bloodsinger on Dragon only)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifesurge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each of your turns, you may choose one of the following rules to apply to the Bloodsinger and any unit they have joined (the effects persist until the start of your next turn):&lt;br /&gt;
* Rage&lt;br /&gt;
* It Will Not Die&lt;br /&gt;
* Feel No Pain&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PSYKER&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Bloodsingers select their powers from the Biomancy and Daemonology (Sanctic) disciplines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* May replace their Force Staff with a Force Sword or Force Axe for free, or a Witch Staff for 5pts.&lt;br /&gt;
* May purchase a Laspistol for 2pts, or a Shuriken Pistol for 5pts.&lt;br /&gt;
* May purchase Plasma grenades for 5pts.&lt;br /&gt;
* May upgrade to Master Level 3 for 30pts.&lt;br /&gt;
* May upgrade to a Bloodsinger on Dragon for 20pts.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Exodite Warband ====&lt;br /&gt;
:&#039;&#039;Exodite military structures are typically somewhere between a tribal horde of primitive warriors, to perhaps a rank of medieval knights. Though they do have access to advanced technology, warfare to them is usually a matter of settling disputes or matters of honour, and this is done up-close, not over the horizon.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Troops 90pts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
! Exodite Page&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 7&lt;br /&gt;
| 5+&lt;br /&gt;
|-&lt;br /&gt;
! Exodite Champion&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 8&lt;br /&gt;
| 5+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Exodite Page is Infantry, an Exodite Champion is Infantry (Character)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
9 Exodite Pages and one Exodite Champion&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Mesh Armour&lt;br /&gt;
* Lasgun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Fleet&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* May add an up to an additional 20 Exodite Pages for 9 pts/model.&lt;br /&gt;
* All models may exchange their Lasgun for a Laspistol and Close Combat Weapon for free, or a Close Combat Weapon and Combat Shield for free.&lt;br /&gt;
* The entire unit may purchase Plasma grenades for 1pts/model.&lt;br /&gt;
* The entire unit may purchase Heavy Mesh Armour for 3pts/model.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Dragon Riders ====&lt;br /&gt;
:&#039;&#039;The elite of the Exodite’s forces are the Dragon Riders, those who have broken in their own “dragon”, a fast-moving carnivorous lizard-like bipedal beast that allows them to scout threats to herd populations far away from where the Exodite Knights operate. Those who ride these are privileged with status in their society, and are often called upon by their clans or houses to participate in jousting displays or honour duels against rivals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elites 49pts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
! Dragon Squire&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 7&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
! Dragon Knight&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 8&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Dragon Squire is Cavalry, a Dragon Knight is Cavalry (Character)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2 Dragon Squires and 1 Dragon Knight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Laser Lance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Very Bulky&lt;br /&gt;
* Furious Charge&lt;br /&gt;
* Rampage&lt;br /&gt;
* Jink&lt;br /&gt;
* Blood Frenzy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* May add up to an additional 12 models for 15pts/model.&lt;br /&gt;
* Every model may purchase a Laspistol for 1pts, or a Shuriken Pistol for 3pts, or a Combat Shield for 4pts, or a Boarding Shield for 10pts.&lt;br /&gt;
* Every model may purchase Plasma grenades for 2pts/model.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Fire Gale ====&lt;br /&gt;
:&#039;&#039;The Fire Gale is the smallest class of Exodite Knight and usually the class with which a novice pilot will learn. Though their weaponry is not designed primarily for warfare, it is still potent when used this way. Fire Gales are a particularly stable design and for this reason, a Fire Gale can take more ranged weapons than any other common class of Exodite Knight.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lords of War 280pts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
! Fire Gale&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 8&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Fire Gale is a Gargantuan Creature&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 Fire Gale&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Eldar Titan Holo-fields&lt;br /&gt;
* Psychic Lance&lt;br /&gt;
* Bright Lance&lt;br /&gt;
* Pulse Laser&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Knight’s Code&lt;br /&gt;
* Agile&lt;br /&gt;
* Unshakable Stability&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* May exchange the Pulse Laser or Bright Lance for a Starburn Blade for 40pts.&lt;br /&gt;
* May purchase up to two Scatter Lasers for 10pts each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unshakable Stability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If it did not move in its movement phase, this model may fire up to four of its weapons. It may also choose to gain the Skyfire special rule, but if it does so, it will apply to all of its shots this turn.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Bright Stallion ====&lt;br /&gt;
:&#039;&#039;The Bright Stallion is a somewhat unusual design of Eldar Knight in that most examples have four legs rather than two. The Eldar means of interfacing with their Knigths make this little hindrance to their ability to ability to operate it with the same grace and poise as if the pilot themselves had four legs. These are among the fastest-moving of all Knights, and are often used to scout through dense terrain or conditions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lords of War 365pts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! Bright Stallion&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Bright Stallion is a Jump Gargantuan Creature&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 Bright Stallion&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Eldar Titan Holo-fields&lt;br /&gt;
* Psychic Lance&lt;br /&gt;
* Bright Lance&lt;br /&gt;
* Pulse Laser&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Knight’s Code&lt;br /&gt;
* Agile&lt;br /&gt;
* Serene Agility&lt;br /&gt;
* Hit and Run&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serene Agility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This model may roll 2D6 for its Run moves and 3D6 for its Charge moves, and may Charge even if it has Run. Furthermore, its Eldar Titan Holo-field is always resolved as if the unit moved, even if it did not. Finally, this model may perform D3+1 Stomps rather than just D3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* May exchange the Pulse Laser or Bright Lance for a Starburn Blade for 40pts.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Towering Destroyer ====&lt;br /&gt;
:&#039;&#039;Whereas the typical Bright Stallion has four legs, the Towering Destroyer has four arms, once again without any impact on its pilot’s ability to coordinate it with such efficiency that its movements are indistinguishable from base instinct. Towering Destroyers are equipped for the rare but dangerous work of diverting stampedes, and as a standard armament will have Gravity Gauntlets for cases where they have to grapple with the beasts, plus the starburn blade for when they have no other options left.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lords of War 390pts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
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|-&lt;br /&gt;
! Towering Destroyer&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
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| 5&lt;br /&gt;
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|-&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Towering Destroyer is a Jump Gargantuan Creature&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 Towering Destroyer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Eldar Titan Holo-fields&lt;br /&gt;
* Psychic Lance&lt;br /&gt;
* Bright Lance&lt;br /&gt;
* Pulse Laser&lt;br /&gt;
* Starburn Blade&lt;br /&gt;
* Gravity Gauntlet&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Knight’s Code&lt;br /&gt;
* Agile&lt;br /&gt;
* Precision Strike &lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== New Wargear ===&lt;br /&gt;
&#039;&#039;&#039;Dissonance Resonators&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Similar to various Dissonance projectors but much less bulky, they have been weaponised by certain specialist units which train in their use. As one member unleashes a Haywire pulse weapon, those possessing Dissonance resonators quickly but carefully place them at specific points along the vehicle or building that they want to breach. In the best case they will amplify, attenuate, focus or distribute the energy to create a squealing spectacle of arcing electricity and showers of sparks – and considerable secondary damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a Haywire hit is struck in the same combat against any eligible target, any model may use their Dissonance Resonators instead of attacking normally – resolve the effects at the same time that the Haywire hit is struck, no matter which Initiative step it is. For each Dissonance Resonator that hits, it adds a +1 bonus to the Haywire results table, and if any unmodified roll of 6 is made To Hit, the original hit becomes D3 hits (each with the same effect as has already been determined) – this additional hit bonus is not cumulative for any additional rolls of 6 for other Dissonance Resonators in the same combat. If multiple Haywire grenades are used, each roll of a 6 is applied to any one Haywire hit; for example, if two models attack and hit with Haywire grenades, and both Hit, then the first To Hit roll of a 6 by a model using a Dissonance Resonator turns one of those Haywire hits into D3 hits, if a second 6 is rolled it may turn the other Haywire hit into D3 hits as well, but after that there can be no further bonus. If models with Dissonance Resonators strike in combat at a higher initiative step than a model which uses a Haywire Grenade, there is no opportunity to make use of the Dissonance Resonators.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psychic Lance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Developed primarily to direct the dull beasts of their worlds, the Psychic Lance is not a weapon of war, but unprotected human-sized creatures exposed to its pulse can easily have their minds burned out, left as drooling husks if they survive at all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
! Psychic Lance&lt;br /&gt;
| Hellstorm&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| Assault D6, Poison (6+), Haywire, Strikedown, One Use Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starburn Blade&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Developed primarily to harvest their herd beasts each season, or to perform occasional culls of them when required, the Starburn Blade can nevertheless destroy all but the biggest titans with a single carefully-placed flick.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
! Starburn Blade&lt;br /&gt;
| -&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| Melee, Haywire, Shred, Run Through&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Run Through&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The model using the Starburn Blade may exchange all of their attacks to make one attack at S D, with a +1 to the result of the roll on the Destroyer Weapon table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravity Gauntlet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Built into a reinforced arm and offsetting both weight and kinetic force with gravity-manipulating suspensors, the Gravity Gauntlet can diffuse the impact of a swinging tail or headlong charge from a herd beast, and Eldar Knights have the responsive reflexes to allow it to be used in this way to block the strikes of other knight-class walkers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
! Gravity Gauntlet&lt;br /&gt;
| -&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| Melee, Haywire, Intercept, Gravity Vice&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intercept&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If this weapon is not the weapon profile being used for strikes during the current round of combat, opponents suffer -1 to WS and A until the end of the assault phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravity Vice&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To-Hit rolls of 6 with this weapon have a strength of D.&lt;br /&gt;
&lt;br /&gt;
=== Exceptional Wargear ===&lt;br /&gt;
&#039;&#039;This follows the same rules for Relics of the Dark Age of Technology (Horus Heresy Book Four Conquest)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Displacer Field — Eldar only (45 points)&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;A Displacer Field is a threat detector coupled with a miniature warp-jump drive, which literally sends its owner into warpspace for a fraction of a moment — just long enough to reposition them outside of the immediate threat location when they are phased back into normal space an instant later. Though its use carries inherent risks with it, its incredible reliability means that some Eldar will use it anyway (as will most anyone else who can recover one and get it to interface with their own mind). In addition to its normal operation, it also includes a further emergency system that can kick in when the main system fails — though at even greater risk.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This provides a 3+ invulnerable save. If an invulnerable save is made and is unsuccessful, and this would cause the model to be reduced to zero wounds or otherwise be removed from play, they may choose to activate the emergency system. Roll a D6; on a 2+, they are instead be immediately placed into Ongoing Reserves with one wound remaining, and when they come in from Ongoing Reserves they must do so using the Deep Strike special rule. However, if a 1 is rolled, place the centre of a Blast marker over the position that the model occupied, and move any other models under it the minimum distance required to avoid being under it. This blast is treated as a Strength D AP1 hit with the Vortex special rule.&lt;br /&gt;
&lt;br /&gt;
=== New Special Rules ===&lt;br /&gt;
&#039;&#039;&#039;Blood Frenzy&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Due to hundreds of generations of masterful breeding and their inherent empathy with living things, Exodites have amazing control over their steeds. However, once those steeds begin to gorge themselves, even the most skilled riders have little control over the massive beasts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Units where all models have this special rule have Hit and Run on the first turn of combat. However, units with at least one model with this special rule that remain engaged after the first turn of combat lose Hit and Run and gain Stubborn. Furthermore, when rolling for Sweeping Advance after the first turn of combat (whether they win or lose the combat), they may only add D3 to their Initiative for their Sweeping Advance score, rather than D6, and if consolidating, they may only consolidate D3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agile&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Though not nearly as fast as the purpose-built war machines of their Craftworld cousins (needing only to be able to keep up with the lumbering carnosaurs), Eldar Walkers are nevertheless things of grace and fluidity compared with human Knights and Titans.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the Shooting Phase, this model can choose to either:&lt;br /&gt;
&lt;br /&gt;
* Fire a single weapon and then Run, or Run and then fire a single weapon&lt;br /&gt;
* Fire no weapons and Run twice&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knight’s Code&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Like most human Knights, the Exodite Knights were developed initially as platforms with which to herd the large dinosaur-like beasts that formed basis of the Exodite World’s way of life. Over time, societies based around chivalry developed, and Knights became symbols of status that were used in “duels” against other knights, both Exodite and human.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Knights with this special rule can issues challenges to, and accept Challenges from, enemy Super-heavy Walkers and Gargantuan Creatures (although these must follow their own rules for whether they can accept Challenges).&lt;br /&gt;
&lt;br /&gt;
=== First Step on the Path ===&lt;br /&gt;
:&#039;&#039;Narrowly surviving the Fall, the Eldar of the Craftworlds began to develop a heavily regimented way of life that would protect them from the mistakes which had humbled their civilization. Cast isolated and vulnerable into a dangerous universe, the first Paths to coalesce were the most essential Paths to safeguarding their survival, and most of those were various Paths devoted to warfare – or those which could be used to avoid it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as a First Step on the Path detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Eldar army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Last Survivor of The Fall&#039;&#039;&#039; — The Avatar of Khaine may be taken as either a Lords of War choice or as an HQ choice, however if taken, he must be the army’s Warlord.&lt;br /&gt;
* &#039;&#039;&#039;Proselytes of the Path&#039;&#039;&#039; — Dire Avengers and Guardian Defenders become 0-2 units if they are not already unlimited.&lt;br /&gt;
* &#039;&#039;&#039;First Pupils&#039;&#039;&#039; — May choose any one Aspect unit (Dire Avengers, Howling Banshees, Striking Scorpions, Fire Dragons, Shadow Spectres, Swooping Hawks, Warp Spiders, Shining Spears, Dark Reapers), which becomes an 0-2 selections if it is not already unlimited (or 0-3 in the case of Dire Avengers).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limitations&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* May not choose more units with the Vehicle, Super-heavy Vehicle, Monstrous Creature, and Gargantuan Creature types in total, than there are infantry units in the detachment.&lt;br /&gt;
&lt;br /&gt;
=== Architects of Extinction ===&lt;br /&gt;
:&#039;&#039;At the height of their power, the old Eldar empire was unassailable; its leaders could extinguish entire races without any effort at all. What they did not realize was that they were arranging the same fate for their own race, too. While countless trillions died in the Fall, those most responsible – the most truly powerful – survived. And they felt not one shred of regret for the damnation of their kin; all just more weak life that perished in the machinations of those who deserved the power that they wielded.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as an Architects of Extinction detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Eldar army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Remorse&#039;&#039;&#039; — Up to two Succubi and two Hamonculi may be purchased for each one selected HQ choice, instead of one. These are independent units for all other purposes.&lt;br /&gt;
* &#039;&#039;&#039;No Regret&#039;&#039;&#039; — Each time a model with Power From Pain kills another model in a Challenge, that model gains a +1 bonus to their current Power From Pain value. If a unit completely destroys an enemy unit in Close Combat, the whole unit gains a +1 bonus to their current Power From Pain value. This increase is limited to a single +1 bonus per game turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limitations&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Non-vehicle units without at least one model with the Power from Pain special rule, excepting Talos and Chronos, are treated as Distrusted Allies.&lt;br /&gt;
&lt;br /&gt;
=== The Dance Without End ===&lt;br /&gt;
:&#039;&#039;The Harlequins share an epic performance which chronicles the Fall, known by the Eldar as The Dance Without End. As the old powers are toppled and their nemesis gloats in triumph, the Laughing God enters and proceeds to duel She Who Thirsts to a standstill even though defeat already seemed total. Reaching its emotional crescendo, the play then ends abruptly; the final act is a future not yet written. Not just history but also commentary, most who don’t share the philosophy of the Harlequins miss the moral of the story – victory can only ever be temporary in an infinite universe; it must be won again and again but it is never out of reach as long as one fights for it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as a The Dance Without End detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Eldar army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ensemble Cast&#039;&#039;&#039; — HQ selections from this detachment may be freely exchanged for any other kind of selection (except for Fortifications and Lords of War): Troops, Elites, Fast Attack, or Heavy Support. Compulsory HQ selections will remain compulsory selections of whatever type they are exchanged for (but remember that the Their Own Part to Play special rule may negate this).&lt;br /&gt;
* &#039;&#039;&#039;The Show Must Go On&#039;&#039;&#039; — If an Independent Character with the Infantry type is this Army’s Warlord, the Slay the Warlord Secondary Objective can only be claimed if every model in the same detachment that comes from the same selection of the army list is also destroyed. For example, if there are two Shadowseers and one is the Warlord, both must be destroyed to claim the Slay the Warlord Secondary Objective. If an allied detachment also contained another Shadowseer, this would have no impact on the conditions of the Slay the Warlord Secondary Objective.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limitations&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* All Troupes, Shadow Seers, Death Jesters, and Solitaires gain the Implacable Advance special rule, but any other kind of unit in the detachment can never be a scoring unit.&lt;br /&gt;
&lt;br /&gt;
=== Children of Exile ===&lt;br /&gt;
:&#039;&#039;Surviving the Fall but unable to fit into the gradually polarizing ways of life offered by the remaining establishments, some individuals join much smaller communities of like-minded Eldar. Here they could escape the oppressive stricture of the Craftworlds without needing to give in to the vicious brutality of the Webway realms; they could avoid the grueling harshness of life among the Exodites without losing their individuality to a Harlequin troupe. Needing above all to feel that they are masters of their own fate, the life of a mercenary is the typical result; but the universe is full of danger, and as they do not fit well into any of the larger Eldar subcultures, they have few allies and fewer friends.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as a Children of Exile detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Eldar army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Long Fingers and Quick Hands&#039;&#039;&#039; — May choose any single non-Fortification unit, which becomes an 0-3 selection if it is not already unlimited.&lt;br /&gt;
* &#039;&#039;&#039;Self-Sufficient by Necessity&#039;&#039;&#039; — May re-roll any roll on the Warlord Traits table or Psychic Powers table, where those rolls are applicable to any unit in this detachment, and for Seize the Initiative and Night Fighting. If multiple dice are rolled, they may re-roll any of their dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limitations&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* May not take an Allied Detachment.&lt;br /&gt;
&lt;br /&gt;
=== Paradox of Choice ===&lt;br /&gt;
:&#039;&#039;Deliberately rejecting both high and low Eldar culture long before the Fall, the Exodites chose a life of physical labor and few comforts as a means of focusing their formidable psyches away from the arrogance and hedonism that they would naturally gravitate to. Though in their case hardship was wholly a matter of choice, the Exodites grew to have more in common with the hardworking human colonists that they shared their frontier with, and this solidarity would spare them the worst of the Great Crusade’s wars of liberation and conquest, just as their asceticism had spared them the worst of the Fall. Things would be different in the Horus Heresy, however, as they, like their human neighbors, would often be forced to choose sides, and either side inevitably meant enormous carnage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as a Paradox of Choice detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Eldar army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Art of the Lost Gods&#039;&#039;&#039; — Two Bloodsingers may be purchased for each one selected HQ choice, instead of one. These are independent units for all other purposes.&lt;br /&gt;
* &#039;&#039;&#039;Courage and Daring&#039;&#039;&#039; — Dragon Riders become non-compulsory Troop choices.&lt;br /&gt;
* &#039;&#039;&#039;Chivalry and Honour&#039;&#039;&#039; — Fire Gales, Bright Stallions, and Towering Destroyers become 0-2 choices if they are not unlimited.&lt;br /&gt;
* &#039;&#039;&#039;More Similar Than Different&#039;&#039;&#039; — May re-roll failed On Eye Open rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limitations&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* At least one HQ selection must be an Exodite Monarch.&lt;br /&gt;
* If an Allied Detachment is fielded it may not contain Eldar models (of any kind).&lt;br /&gt;
&lt;br /&gt;
== Tau ==&lt;br /&gt;
I’m gonna level with you: I’m not sure they fit into the 30k style even in spite of the fact that they’re inherently a proxy force since the Tau flat-out did not exist at the time of the Great Crusade (or even by the very end of the Horus Heresy). There will be a pretty much token effort to update them to 30k just to give people something extra to run, but I’m not sure that I have the inspiration to do it properly and I’m not even enough of a Tau expert to know if I’ve got it right. So anyone else who wants to jump in, be my guest!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours&amp;quot;&amp;gt;&lt;br /&gt;
::Some of the Tau Allied races were around in 30K, and are still around now in 40K (Tarellians being the most obvious as they have beef over the Great Crusade) so could use that as a tie-in, but referencing the Tau flat-out, not a good idea. I&#039;ll see if I can mock something up based on a great Xeno Confedracy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other Codexes ==&lt;br /&gt;
=== Chaos Daemons ===&lt;br /&gt;
While the 40K Daemons list is perfectly suitable to ally in a 30k army of Word Bearers, &#039;&#039;Horus Heresy Book Eight: Malevolence&#039;&#039; actually did a bizarre thing: They released a new army called &amp;quot;Daemons of the Ruinstorm&amp;quot;. This army, which represents the daemons as an unknown army of erratic xenoforms with no information, grants them a near-unprecedented degree of customization matched only by the Tyranids of 4th Edition while also making them very unique compared to the nineteen flavors of space marines and two flavors of guardsmen.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Space Marines ===&lt;br /&gt;
40k Chaos Space Marines don’t exactly fit well in 30k, thematically. That said, for rare pre-Heresy renegade Legiones Astartes, you do have a number of options: from Word Bearers, to Blackshields (&#039;&#039;Horus Heresy Book Six: Retribution&#039;&#039;), to ordinary Legion lists (possibly with Imperialis Militia &amp;amp; Cults as allies). You’re better off proxying Daemon Engines as regular 30k vehicles anyway, and if you love Chaos Spawn or Plague Zombies or Obliterators or whatever, maybe ally some proxied Mechanicum.&lt;br /&gt;
&lt;br /&gt;
=== Khorne Daemonkin ===&lt;br /&gt;
Just play Word Bearers and ally Daemons, that’s close enough.&lt;br /&gt;
&lt;br /&gt;
=== Renegades and Heretics ===&lt;br /&gt;
Just play the Imperialis Militia &amp;amp; Cults list (&#039;&#039;Horus Heresy Book Five: Tempest&#039;&#039;), it’s almost the same thing.&lt;br /&gt;
&lt;br /&gt;
=== Tyrant’s Legion ===&lt;br /&gt;
Just pla– wait, seriously?&lt;br /&gt;
&lt;br /&gt;
(Hey, we love the Tyrant’s Legion, but didn&#039;t you realize that you can just play a themed Army of Dark Compliance (&#039;&#039;Horus Heresy Book Six: Retribution&#039;&#039;) to cover this?)&lt;br /&gt;
&lt;br /&gt;
=== Other Imperial Armies ===&lt;br /&gt;
Organizationally, nothing like them existed at this time at the kind of scale that compared with the Legiones Astartes. Even so, something like them probably existed on a small scale, so here is what you would usually proxy them as:&lt;br /&gt;
&lt;br /&gt;
==== Adepta Sororitas ====&lt;br /&gt;
Adepta Sororitas models, in the sense of being some kind of band of elite Emperor-worshipping space missionaries in power armor, can be represented by the Solar Auxilia list (&#039;&#039;Horus Heresy Book Four: Conquest&#039;&#039;). They wouldn&#039;t have access to Heresy exclusive weapons like Volkite weaponry, Raipers, nor would they have Leman Russ, Malcador, or Baneblade variants. Arco-flagellants make decent stand-ins for Ogryn Charonites and Celestians make good stand-ins for Veletarii. While Penitent Engines could fill in for the Castellax, this would require having a Enginseer with a Cortex Controller to avoid becoming [[That Guy]]. Better yet, you could use Talons of the Emperor (&#039;&#039;Horus HEresy Book Seven: Inferno&#039;&#039;) and use the models to represent the Sisters of Silence.&lt;br /&gt;
&lt;br /&gt;
==== Grey Knights/Legion of the Damned ====&lt;br /&gt;
Grey Knights and Legion of the Damned, as elite super-powered Space Marines without an acknowledged Legion tie, can be represented by the Blackshields list (&#039;&#039;Horus Heresy Book Six: Retribution&#039;&#039;), possibly led by one of the [[Knights-Errant]].&lt;br /&gt;
&lt;br /&gt;
==== Imperial Knights ====&lt;br /&gt;
Imperial Knights can be represented by the Questoris Knights list (&#039;&#039;Horus Heresy Book Four: Conquest&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
==== Cult Mechanicus ====&lt;br /&gt;
Cult Mechanicus can be represented by the Mechanicum list(s) (&#039;&#039;Horus Heresy Mechanicum Taghmata Army List “red book”&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
==== Militarum Tempestus ====&lt;br /&gt;
Militarum Tempestus can use the Solar Auxilia list (&#039;&#039;Horus Heresy Book Four Conquest&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Don&#039;t do that - Do Militia with Survivors of a Dark Age, it&#039;s cheaper, and closer to what you want.&lt;br /&gt;
&lt;br /&gt;
==== Inquisition ====&lt;br /&gt;
Inquisitor warbands can be represented with the Shattered Legions list (&#039;&#039;Horus Heresy Book Six Retribution&#039;&#039;), or the Solar Auxilia (&#039;&#039;Horus Heresy Book Four Conquest&#039;&#039;) or Imperialis Militia &amp;amp; Cults list (&#039;&#039;Horus Heresy Book Five Tempest&#039;&#039;) depending on exactly what you want it to look like.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
=== Force Organization Charts, Formations ===&lt;br /&gt;
All lists work off the assumption that you’ll be using any of the Age of Darkness Force Organization Charts (or Zone Mortalis charts for those games), and that no Formations will be used. Remember, Special Detachments (AKA Decurions) are also not usable in Age of Darkness games either.&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
As with all other Age of Darkness army lists, any given force can be fielded nominally as either Loyalists or Traitors as they choose, unless they include units that are specifically noted to always be one or the other.&lt;br /&gt;
&lt;br /&gt;
=== Allies ===&lt;br /&gt;
You can always “ally” with yourself (i.e. take an allied detachment with the same army list as your primary detachment, since there’s not actually any restriction on this in Age of Darkness games), although in reality you’re not actually allying and even the restrictions of being Battle Brothers does not apply – however, restrictions on which benefits apply to the Primary and Allied detachment (such as from Rites of War) may still exist.&lt;br /&gt;
&lt;br /&gt;
All of these xenos forces are By the Emperor’s (or the Warmaster’s) Command with all other forces, except where there are other instructions to the contrary (such as those for the Imperialis Militia &amp;amp; Cults Army List on page 184 of &#039;&#039;Horus Heresy Book Five Tempest&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
=== Unique Units ===&lt;br /&gt;
In general, all units with the (Unique) subtype are not included as available options in 30k games, as 40k characters were usually not around during the Great Crusade (there are exceptions).&lt;br /&gt;
&lt;br /&gt;
However, Forge World has generally encouraged the idea that, across a whole galaxy and over a 10,000-year timespan, there will be individuals capable of roughly similar performance at the scale of an individual 40k game or even campaign. As several characters bring certain benefits that allow playstyles for armies which can’t be replicated without them, in some cases they recommend that, with a different name and maybe a customized model, you can include a “version” of a character that exists from a different publication. That recommendation won’t be extended in this case, as there are a lot of variables that makes playtesting much harder and so Unique characters aren’t generally factored into balancing efforts, although obviously you can do so in any game where your opponent agrees.&lt;br /&gt;
&lt;br /&gt;
=== Apocalypse ===&lt;br /&gt;
Whether Formations should be permitted gets a bit tricky here. On the one hand, standard 30k lists (Legions, Mechanicum, etc.) don’t have any Apocalypse Formations to make use of (though there is the argument that some of the better formations could be used by the Legions at least, since they have the “constituent parts” per Apocalypse (2013) Forging a Narrative p78). On the other hand, these formations are half the reason to play Apocalypse in the first place — they’re the fluffiest way to build a force, and most of the xenos races (plus Chaos Space Marines) were always at their most entertaining when fielding Apocalypse-grade armies. In general, it’s going to be another one of those circumstances where if both players agree, then go for it; but strictly speaking, the rules don’t allow it.&lt;br /&gt;
&lt;br /&gt;
=== Warlord Traits ===&lt;br /&gt;
New Warlord traits are being conceived for each 30k force, but for now use whichever ones you already use. This may cause some odd results (especially with Eldar), so be prepared for that.&lt;br /&gt;
&lt;br /&gt;
=== Unique Wargear ===&lt;br /&gt;
One-of-a-kind wargear (“relics”, etc.) will eventually be replaced. In the mean time they can be used, but balancing efforts probably won’t take them into account.&lt;br /&gt;
&lt;br /&gt;
== Just For Fun ==&lt;br /&gt;
Here are some army lists that existed in previous editions, implemented (mostly) using The Imperialis Militia &amp;amp; Cults Army List (&#039;&#039;Horus Heresy Book Five Tempest&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
=== Squats ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours&amp;quot;&amp;gt;&lt;br /&gt;
:&#039;&#039;The Squats have advanced our cause considerably over the millennia. On no other group of worlds has so much Dark Age technology survived, nor so much expertise been preserved.&lt;br /&gt;
&lt;br /&gt;
:-- Morgin Harad, Adeptus Mechanicus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Do not underestimate the Squats. They survived for millennia cut off from the Imperium and assailed from all sides. Their determination and resilience is an example to all.&lt;br /&gt;
&lt;br /&gt;
:-- Leman Russ, Meditations on Imperial Command, Book XVI&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Squat lists can be represented (in both 30k and 40k) by an Imperialis Militia &amp;amp; Cults army with the following minor adjustments (adjust or ignore to taste):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Provenance of War&#039;&#039;&#039; — Squats should take Survivors of the Dark Age (mostly for access to Land Raiders and Rhinos) and Abhuman Helots (the profile modifiers representing Squats perfectly, and Discipline Collars representing their stubbornness).&lt;br /&gt;
&lt;br /&gt;
* The Force Commander represents the Warlord. He should take Planetary Overlord, and choose Merchant Princeling for Warlord Trait – by giving this benefit to an Enginseer squad you get AP2 Phased plasma-fusils, essentially making them Neoplasma weapons.&lt;br /&gt;
* The Navigator (Agent) could be added to represent a Living Ancestor/Ancestor Lord.&lt;br /&gt;
* Either Discipline Master Cadres and/or Imperialis Auxilia Platoon Command Cadres could represent Hearthguard.&lt;br /&gt;
* Imperialis Militia Grenadier Squads could be equipped to represent either Warriors or Berserkers.&lt;br /&gt;
* Imperialis Militia Fire Support Squads could represent Thunderers.&lt;br /&gt;
* Auxilia Ogryn Brute Squads could represent Robots.&lt;br /&gt;
* Enginseer Auxilia could represent an Engineer Guildmaster and retinue.&lt;br /&gt;
* The Auxilia Thunderbolt Heavy Fighter could represent an Iron Eagle Gyrocopter.&lt;br /&gt;
* Imperialis Auxilia Sentinel Scout Squadrons, though a bit slow, could represent over-armored Heavy Weapons Trikes.&lt;br /&gt;
* Imperialis Auxilia Rapier Batteries could represent Support Squads.&lt;br /&gt;
&lt;br /&gt;
There’s no easy way to represent Guild Bikers, Leviathans, Goliath Mega-Cannons, Tarantulas, Mole Mortars, Moles, Termites, Hellbore Heavy Moles, Land Trains, Overlord Armoured Airships, Thunder-Fire Cannons, or the Cyclops – but creativity with allies (especially the Mechanicum), and future releases, should help.&lt;br /&gt;
&lt;br /&gt;
=== Adeptus Arbites ===&lt;br /&gt;
:&#039;&#039;The Adeptus Arbites (and similar Imperial security forces that were deployed to protect the Administratum officials when establishing Imperial rule on worlds pacified during the Great Crusade) are the force of Imperial Law on all human worlds. They care nothing for the crimes of the populace against each other, only for crimes against The Emperor, His commands, and His agents.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adeptus Arbites are being considered. The two problems are that they’d ideally be an equal mix between the Imperialis Militia and the Solar Auxilia; and that they lack a Bike unit (which would be kinda hard to balance, even moreso than splicing those lists together would be).&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/6th_Edition_Tactics/Tau&amp;diff=1011642</id>
		<title>Warhammer 40,000/6th Edition Tactics/Tau</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/6th_Edition_Tactics/Tau&amp;diff=1011642"/>
		<updated>2026-05-20T15:52:37Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.161: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
This is an [[Warhammer_40,000/6th_Edition_Tactics|old Edition&#039;s]] Tau tactics.  The [[Warhammer_40,000/7th_Edition_Tactics/Tau|7th Edition Tactics are here]] while the [[Warhammer_40,000/5th_Edition_Tactics/Tau|the 5th Edition Tactics are here.]] Other editions can be found on [[Warhammer 40,000/Tactics]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Tau_Problem,_Astartes.jpg‎ |thumb|This should be your face playing Tau.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Tau==&lt;br /&gt;
Hello overwatch, jetpacks, and suicide bombing &amp;quot;greater good&amp;quot; zealots (6th edition has some fun toys for Tau, the new codex has even more, hello Riptide!)&lt;br /&gt;
&lt;br /&gt;
When you start a Tau army, you know others are going to hate you, be it because you&#039;re bringing a plasmagun to a knife fight, thrashing their best guys with Gundam-style battlesuits, or abusing the ever-loving shit out of cheap-and-effective long-range missile strikes and widely-available infiltration and cover-save-raping. You may win battles, but that is not your goal as a Tau player: you play Tau to drink your enemies&#039; tears. &lt;br /&gt;
&lt;br /&gt;
Veteran Tau Commanders recommend an order of sushi to go with those tears.&lt;br /&gt;
&lt;br /&gt;
Remember, you cannot spell &amp;quot;Taunt&amp;quot; without &amp;quot;Tau&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Welcome to 6th Edition: Ion Weapons are to your right.====&lt;br /&gt;
The Tau have had a serious overhaul thanks to Jeremy Vetock (the Hamster-man of Awesomeness), only time and play-testing will tell. Things look good however. When transitioning over from your previous codex, you will note several things from the get-go:&lt;br /&gt;
*&#039;&#039;&#039;Suit Up:&#039;&#039;&#039; Tau battlesuits of all shapes and sizes have Blacksun Filters and Multitrackers by default alongside a price &#039;&#039;break&#039;&#039;. &lt;br /&gt;
*&#039;&#039;&#039;Slow Down:&#039;&#039;&#039; On the flipside of things, Tau vehicles no longer have access to Multitrackers or Target Locks. This mostly serves to slow down Hammerheads. Also no stabilization system on Broadsides, so move or shoot. Not as bad as it seems since they can still snapfire on the move and markerlights can boost snap-shots. Battlesuits have jetpacks which makes them relentless&lt;br /&gt;
*&#039;&#039;&#039;Support the Troops:&#039;&#039;&#039; Everything except Kroot and Vespids have Supporting Fire. If you have a guy within 6&amp;quot; of a friendly unit being charged...your unit gets to Overwatch. Think Empire and Detachments and you&#039;re not far off. Make sure to have your units with Markerlights fire first so that your other overwatching units can boost their BS. Since Markerlight Pinpoint states it boosts Snap Shots AND Overwatch, you should never lose to an assault based army like Blood Angels or Daemons.&lt;br /&gt;
**Keep in mind that a unit can only Overwatch once per assault phase, so while a single Ork Boyz squad will get shredded by everything in your cadre, if you get assaulted by two or more units, either you try to obliterate one unit, or you kill a couple of guys in each, but either way:  Your unit is probably going to get wiped out when they get into base contact.&lt;br /&gt;
*&#039;&#039;&#039;FIRE ZE MISSILES:&#039;&#039;&#039; In a surprising maneuver, Games Workshop released a FAQ one day after the codex dropped, simply to say &amp;quot;Nope! Denied!&amp;quot;. Missile Drones may only join Broadside units. On the flip side, Seeker Missiles no longer need Markerlights to fire (though they benefit *greatly* from them.)&lt;br /&gt;
*&#039;&#039;&#039;Sproing:&#039;&#039;&#039; Vectored Retrothrusters are no longer special-issue; this means for a minimal investment per-squad, each Crisis unit can now Hit and Run. As long as the unit has at least one Drone, this is done at Initiative 4. Battlesuits no longer have to worry about being tied up by chaff units, and may even be able to tie weaker stuff up. Avoid anything resembling an assault unit, of course.&lt;br /&gt;
*&#039;&#039;&#039;Post FAQ Crisis:&#039;&#039;&#039; GW just FAQ&#039;d that Crisis Suits can double-up on weapons without twin-linking them, but at the full cost of both weapons. Expect Crisis Suits with dual plasma rifles, and dual missile pods to become popular.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Crisis Crisis:&#039;&#039;&#039; You like Crisis suits, right? Of course you do. And with the new Farsight Enclaves supplement, you can indulge in your jet-pack fetish by taking them as troop choices. Think about it: Half of your army dropping onto the table at once, and they are scoring units. So much win.&lt;br /&gt;
&lt;br /&gt;
So to sum it all, Tau are now a power army. Not only do you have delicious cheese combos, but all other armies&#039; cheese could be hard countered by you to the ground. [[Necron|Mass]] [[Elysian Drop Troops|flyers]]? Velotrackers on everything! [[Deathwing|All]] [[Grey Knights|terminator]] [[Logan Grimnar|army]]? Eat plasma/ion interceptor shots! [[Eldar|Heavily]] [[Imperial Guard|covered]] [[Dark Angels|gunline]]? Ignore cover with markerlights! [[Tyranid|Nidzilla]]/[[Iyanden|Wraitharmy]]? Our cheap snipers would drown them in poisoned wounds. [[Imperial Guard|Mass]] [[Necron|heavy]] [[Blood Angels|mech]]? Fusion blaster drops and EMP grenades everywhere! [[Orks|Hordes]] [[Dark Eldar|of light]] [[Ravenwing|vehicles]]? Oh boy, our basic guns are S5 and their jink saves wouldn&#039;t help them due to markerlights.[[Blood Angels|Deep striking dedicated melee Units with Feel No Pain]]? Counterfire Defence Systems, and Early Warning Overrides will help you make short work of them. Well... There is no way one can out-cheese properly prepared Tau. Not like you can do all of these with one army, but if you want to ruin the day of some local gameclub cheesemonger Tau are definitely your army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modeling note:&#039;&#039;&#039; If you mind the the weeaboo aesthetic of the Tau battlesuits, Forge World makes variants of the Crisis and Broadside suits (as well as a named commander) that are more in line with the &amp;quot;high-tech aliens&amp;quot; look of the rest of the range. [http://www.forgeworld.co.uk/Warhammer-40000/Tau/TAU-BATTLESUITS-AND-DRONES/TAU_XV107_R_VARNA_BATTLESUIT.html They even have a Riptide!]&lt;br /&gt;
&lt;br /&gt;
==Tau Armoury==&lt;br /&gt;
&lt;br /&gt;
===Special Rules===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonding Knife Ritual:&#039;&#039;&#039; A unit with this upgrade has Heroic Morale, allowing them to always test to regroup on their unmodified Leadership. Is it that useful? Perhaps too early to tell, but it is cheap... then again, if your Fire Warriors are running away, there&#039;s a good chance something has gone horribly wrong and regrouping won&#039;t save you now. I would always take it on squads of suits that include drones. The increased squad size can mean being below 25% is a possibility and only cost up to 3 points (since drones don&#039;t take it). Spending 3 points to make sure your last suit doesn&#039;t have to roll snake eyes to regroup is worth it. &amp;lt;s&amp;gt;Also if you check the back of the tau codex it says (and i quote) &amp;quot;unites that consist of models all with this special rule always use their unmodified leadership&amp;quot; so if you want to be real scummy about it, that means when your tau lose an assault (which they will) they use their UNMODIFIED leadership aka. 7 no matter how many losses they have, so bye bye dead squads due to sweeping advances.&amp;lt;/s&amp;gt; EXACT wording from the back of the Tau Codex (p104) is &amp;quot;A unit with this special rule always tests to REGROUP on its unmodified Leadership.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supporting Fire:&#039;&#039;&#039; One of the new biggies, this rule lets all units within 6&amp;quot; Overwatch as if they were members of the charged squad. Note that each model can still only Overwatch once per phase. This is absolutely vital; it can stave off assault by a turn or more. It can be especially devastating when combined with copious amounts of Markerlights, which due according to Pinpoint, benefit during Overwatch. It allows your infantry (and some battlesuits) to become a &amp;quot;wall of pikemen.&amp;quot; If you keep the units tight together, the enemy charge will not break, but it will be much more painful for them if they try it, and they will be likely to lose a few models just closing the distance. The survivors will still kick your blue ass though, so do not count on it. This is especially hilarious when combined with 30 man Kroot squads stretched out from table edge to table edge, allowing for units 30 inches from the assaulting squad to auto-hit with flamers. If enemy complains, flip to Wall of Death and prance about.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markerlights:&#039;&#039;&#039; As any defender of the Tau&#039;va worth their salt should know, Markerlights are what turns a rambling mob of morons into a synergetic army of hard cheddar. The delivery system for these little babies has stayed the same; Pathfinders, Tetras, Markerdrones &amp;amp; Skyrays (amongst other niche delivery systems). Their uses have been ever more streamlined, leaving you with the most beneficial uses. These being; &lt;br /&gt;
* &#039;&#039;&#039;Pinpoint:&#039;&#039;&#039; Spend 1 marker for +1 BS  with no limit even to snaps shots and overwatch (&amp;lt;s&amp;gt;This is cheating though, since you have to add the BS &#039;&#039;BEFORE&#039;&#039; you set your BS to 1&amp;lt;/s&amp;gt; Tau Codex 6E states on page 68 &amp;quot;Pinpoint can increase the Ballistic Skill of Snap Shots and Overwatch&amp;quot;), if you happen to have markerlighting units in supporting fire range (which you &#039;&#039;really&#039;&#039; should in British gunline army).&lt;br /&gt;
* &#039;&#039;&#039;Seeker:&#039;&#039;&#039; Spend 1 marker to fire a seeker missile at BS5 with Homing (ignore line of sight) and Ignores Cover. The missile must be fired by the unit spending the token and must be at the same target that the rest of the unit is firing at.&lt;br /&gt;
* &#039;&#039;&#039;Scour:&#039;&#039;&#039; Spend 2 markers to give the entire firing unit Ignores Cover against the marked target, in all better than before seeing as it used to take on average three markerlight points to completely negate someone&#039;s cover save. This sees goood use amongst skimmers with jink saves, since jink convers a 5+ &#039;&#039;&#039;cover save&#039;&#039;&#039;. Since you can&#039;t save against markerlights then an enemy has no opportunity to take their jink saves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skyfire:&#039;&#039;&#039; While this isn&#039;t a rule that all Tau actually have standard, practically everything in the codex (aside from alien auxiliaries and Fire Warriors) has access to Skyfire. This makes Tau the absolute leader of 6th edition in anti-air tactics. A tactic that was popular when the codex was first launched was to put Skyfire on next to anything that could take it, but tis is quite too expensive. But don&#039;t forget the fact that you have some very interesting options due to your army&#039;s flexibility. Opponent likes to run a Vendetta/Night Scythe/Storm Raven exploit list, then two squads of High-yield Broadsides equipped with velocity trackers can very quickly ruin their day- or, with their Twin-linked ability, just take an EWO and get rid of the bastards before they&#039;re even a problem. Either way, a Tau army can easily rule the skies. Remember this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Traits:&#039;&#039;&#039; The new book also has a few Warlord Traits, as is the norm. These include:&lt;br /&gt;
* &#039;&#039;&#039;1: Precision of the Skilled Hunter:&#039;&#039;&#039; Enemies can&#039;t use Look Out, Sir! when shot at by your Warlord. Useful for sniping the enemy Warlord if he is a coward and a fewl and hides in a [[METAL BOXES|METAL BAW]]- I mean, if he hides in a unit.&lt;br /&gt;
* &#039;&#039;&#039;2: Through Unity, Devastation:&#039;&#039;&#039; For one Shooting phase, all Tau within 12&amp;quot; reroll To Hit rolls of 1. Useful, but not incredibly reliable. (unless you&#039;re deploying as a nice castled up gunline, then your first turn of shooting just gets magnificent. Especially if you combine with Markerlights.)  &lt;br /&gt;
** However, this can be situationally extremely useful, provided the situation is lots of Gets Hot weapons. Imagine a XV104 Riptide firing a heavy burst cannon on full nova-charge, while a hammerhead gunship overcharges its ion cannon, supported by pathfinders overcharging their ion rifles? Anything targeted by this combination is dead, &#039;&#039;dead&#039;&#039;, &#039;&#039;&#039;dead&#039;&#039;&#039;, and you run (statistically very low to) no risk to yourself while this is in effect. Some [[cheese]]monger who concentrates all their points in some kind of super-unit will explode with [[rage]] when hit by this. Get your tearcup.  &lt;br /&gt;
* &#039;&#039;&#039;3: A Ghost Who Walks Among Us:&#039;&#039;&#039; The Warlord and his unit move 3d6&amp;quot; with their Jet Packs. It makes them much less likely to have a snake-eyed fail of a thrust move. Commander Shadowsun gets this trait by default (if taken as your warlord).&lt;br /&gt;
* &#039;&#039;&#039;4: Exemplar of the Selfless Cause:&#039;&#039;&#039; Once per game, all units that have gone to ground stand back up and act normally. This means you can weather a turn of enemy shooting, then stand right back up and shoot him in the face; needless to say, this is one of the better Warlord Traits.  Aun&#039;va gets this trait by default.&lt;br /&gt;
* &#039;&#039;&#039;5: Predator of the Skies:&#039;&#039;&#039; For one Shooting Phase, you Warlord and his squad get Skyfire - [[Derp|which you might already have from a Velocity Tracker]]. Still, it&#039;s not &#039;&#039;that&#039;&#039; bad, it just might not fit your Warlord&#039;s role. It&#039;s great if your Warlord&#039;s unit has markerlights.&lt;br /&gt;
* &#039;&#039;&#039;6: Through Boldness, Victory:&#039;&#039;&#039; Your Warlord and his unit don&#039;t scatter on Deep Strike. If you&#039;re planning to do a Commander-bomb, this is the one you should fervently hope/pray for. Commander Farsight gets this trait by default (if taken as your warlord), and can deepstrike with SEVEN bodyguard suits (and all their drones)(and a second commander with drones if you&#039;re feeling saucy) with guaranteed no-mishap. You&#039;ll need another tearcup.&lt;br /&gt;
* &#039;&#039;&#039;X: The Assassin:&#039;&#039;&#039; This one is special, because only one Commander gets it - O&#039;Rly. It grants Preferred Enemy: Independent Characters. How this works is up for debate - do you get it only when an IC out in the open (which almost never happens)? Do you get it when an IC is attached to a unit, meaning against some armies he has Preferred Enemy Everything? Time will tell whether or not this makes or breaks the angry Commander.&lt;br /&gt;
** Forgeworld&#039;s answer: &amp;quot;You can use this ability against an independent character if they are alone or in conjunction with precision fire if the independent character is in a unit.&amp;quot; a tiny bit clearer, but not much.&lt;br /&gt;
**Pretty sure it means that it works any time you have an attack that can specifically target an IC, whether out in the open or attached to a squad, and only on that specific attack against the IC. -So, not any more specific, really.&lt;br /&gt;
&lt;br /&gt;
===Wargear===&lt;br /&gt;
There are a few notes on selecting equipment for a Tau army. The way wargear has been selected has been changed in the new codex to stay in line with the way the 6th Edition Codices are being written. Now units select off of one of four lists depending on the type of unit they are. Some units can also take up to two drones, this is a simple choice out of three possible standard-issue drone types. The pathfinders, Broadsides, and Riptide have special issue drones exclusive to them which can be taken instead of or in addition to (depending on the unit) the standard drones.&lt;br /&gt;
&lt;br /&gt;
====Ranged Weapons====&lt;br /&gt;
These are chosen for Crisis suits, including the Commander and his Bodyguards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; You can make a weapon twin-linked for some extra points and it will take up a second hard point (same as last codex), or you can take multiples of the same weapon at the base cost for each. Example: You could take a Plasma Rifle for 15 points, Twin-Linked Plasma Rifle for 20 points, or two individual Plasma Rifles for 30 points (15 points each). &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Airbursting Fragmentation Projector*:&#039;&#039;&#039; This was iffy in the last codex when it was damn near the only thing with a blast template, and it&#039;s still iffy now. An average S and AP mean that Pulse Carbines and Rifles out class it in most aspects. It&#039;s only really useful against [[Imperial Guard|cover-camping cowards]]. Cover camping blob armies will be kinda pissed, but anyone with a reasonable Sv or T will laugh it off. The update from blast to large blast helps it though. It is worth noting that this is the only Barrage weapon in the entire codex. Flamers do the same STR and AP, ignores cover , costs 10 points less, and gets guaranteed hits in overwatch (they both ignore cover, and this gets more hits regularly and has better range). Pass. &lt;br /&gt;
* &#039;&#039;&#039;Burst Cannon:&#039;&#039;&#039; Same as last time except with 1 extra shot. Good for dealing with light infantry and when combined with a flamer it&#039;s awesome at tackling hordes. However you get lots of S5 AP5 shots elsewhere. All in all, not a bad choice but not a great one either, this weapon will be more likely to come into its own with other wargear made to take maximum advantage of it.  If you are going to take them, consider taking two of them on one unit as the separately linked weapons, and chug out &#039;&#039;eight&#039;&#039; shots from a single Crisis suit per turn, and indulge your Gatling fetish, [[Heterosexual Sex in the Missionary Position|you sick bastard]]. An even better option is taking three suits doubled up on burst cannons for the ultimate ninja-pulse team. 24 5/5 shots out of nowhere, even better if they&#039;re marker-lit up (do it, you don&#039;t want those shots to miss), and it gets absolutely retarded when the suits have six gun drones. Say good-bye to that guardian cluster, guardsman squad, ork boy mob, guant team... or at least enough that the rest is laughably pitiful. More troll-worthy than anything to see the look on your opponent&#039;s face when your three suits drop THAT many dice.  Watch enemy [[Ork]]s go green(er) with envy at the absolutely XBOX HUEG amount of dakka you put out. &lt;br /&gt;
** If you&#039;re gonna go Farsight Crisiswing outfitting a team with double Burst Cannons (and gun drones for a taste) can be perfect at clearing hordes or cheap and fast tarpit units like DE beasts or Chaos Spaw...WAIT, NO I DIDN&#039;T MEAN-ARSPLBLBLBLBLBLBLBLBLBL&lt;br /&gt;
* &#039;&#039;&#039;Cyclic Ion Blaster*:&#039;&#039;&#039; This has been changed to be an extra shot missile pod in normal mode (with half the range). In overcharge mode it becomes a +1S blast. The only downside is the chance to burn your little weeaboo fingers. Not a bad choice as it costs the same as a missile pod, and with the +1S blast may actual give you some anti-light vehicle capabilities,  but it doesn&#039;t have the option to TL.&lt;br /&gt;
* &#039;&#039;&#039;Flamer:&#039;&#039;&#039; Good old reliable, If you have points and hard-points to spare stick them on. They are a good deterrent for weaker units trying to tie up battlesuits. Another idea is to stick them on a crisis suit who has a TL-Burst cannon, since Multi-trackers come as standard now it&#039;s a good way of cheap fire at 42pts &amp;lt;s&amp;gt;32pts (22+5+5)&amp;lt;/s&amp;gt; (22+15[TL-BC]+5) a model. Just remember that you only get to fire a single weapon in overwatch (multi-tracker specifies shooting phase)(actually, if someone gets semantic about that, the page where it says a unit can only fire one weapon also specifies shooting phase), so loading double flamers on to suits for extra OW hits is a no-go.  That said, you can take two as a single twin-linked weapon and that twin-linked flamer &#039;&#039;can&#039;&#039; be fired on Overwatch, giving it all that to-wound re-rolling flaming goodness as your enemy charges in.  *addendum* overwatch is defined as a shooting phase in your enemys assault, blow away!&lt;br /&gt;
* &#039;&#039;&#039;Fusion Blaster:&#039;&#039;&#039; 6&amp;quot; extra to the range might not seem like a lot, but it is. This makes deep striking and cracking open the soft caramel center of vehicles all that much easier. Properly measured, it puts you on average 16&amp;quot; away from the vehicle that you just exploded at the end of your assault phase, making charges from units left to defend them far less likely.&lt;br /&gt;
* &#039;&#039;&#039;Missile Pod:&#039;&#039;&#039; Excellent for sniping walkers, other light vehicles and the odd monstrous critter or two (Ones with invuls or low armour svs to be exact). The low output of shots however means that battlesuits equipped with these should avoid firing at larger sized units unless they have no better option. A tactic of old was to stick one of these with a plasma rifle. This tactic still works thanks to good range. Now that Multi-tracker comes as standard it leaves a hard-point open to be filled. Velocity Tracker or Early-warning override are good choices in this ever flyer centric age.&lt;br /&gt;
* &#039;&#039;&#039;Plasma Rifle:&#039;&#039;&#039; Before the inclusion of the Riptide and the new Ion weapons, this was the Tau&#039;s only source of reliable AP2 weaponry. Not that the new codex has not stopped their usefulness. They have good range, stopping power and are rapid-fire. Stick them on and go troll me some big fat slow Terminators. In truth though even a full unit all equipped with TL-Plasma rifles are still going to need more than 6 shots, so consider a &amp;lt;s&amp;gt;Missile-pod or burst cannon&amp;lt;/s&amp;gt; second plasma rifle (thanks, FAQ!) to back you up. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Only one of these experimental weapons each may be taken &#039;&#039;&#039;per detachment.&#039;&#039;&#039; This allows for more than one each in 2000+ games, but they will need to be in different units.&lt;br /&gt;
&lt;br /&gt;
====Support Systems====&lt;br /&gt;
These can be taken by nearly all battlesuit variants, albeit to varying degrees; Broadsides, for instance, can only take one. Items marked as (standard issue) come with all battlesuits, do not need to be purchased, and do not count toward a suit&#039;s support system limit. They are included for the sake of completeness.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Advanced Targeting System:&#039;&#039;&#039; Allows an equipped model to use the Precision Shot rule as if it was a character (get to pick the model to take the wound on a to-hit roll of 6). In the case of being equipped on a character themselves, their normal Precision Shot roll is enhanced to 5+ instead of just 6. Consider equipping them with this plus a burst cannon and a cyclonic ion blaster to maximize the odds of sniping special weapons and characters from enemy units as a kind of tactical-level Mont&#039;ka maneuver.&lt;br /&gt;
* &#039;&#039;&#039;Blacksun Filter&#039;&#039;&#039; (standard issue): Tau Nightvision, it grants the Night Vision special rule (obviously) and immunity to Blind, which is nice, since Blind become more common nowadays and could seriously fuck your I2 gundams up. Unlike certain options (like searchlights) available to other forces, this does not give away its user&#039;s position at night. Once a separate option, this now comes as standard issue equipment built into all Tau battlesuits for free and without occupying a hardpoint.&lt;br /&gt;
* &#039;&#039;&#039;Counterfire Defense System:&#039;&#039;&#039; Increases a model&#039;s Overwatch fire from the normal BS1 shot for snap-fire to BS2. For my money and points I&#039;d rather a Flamer. In most cases you&#039;d get more hits and wounds. It&#039;s a personal choice though, can be useful if you decide to go TEQ hunting with some plasma rifles. Also a good choice if you feel like investing in support systems on your stealth suits. When combined with drone controller would allow you to overwatch at BS2 with marker drones to boost someone else supporting fire (massive hilarious if &amp;quot;someone else&amp;quot; are pathfinders)&lt;br /&gt;
* &#039;&#039;&#039;Drone Controller:&#039;&#039;&#039; Formerly necessary for a unit to use drones, that functionality has become built-in. This new little bad boy works to &#039;&#039;enhance&#039;&#039; the drone&#039;s function, meaning the drones in your unit use the same BS as the bearer, making Markerlight hits that much easier to get. If your squad is taking any sizable amounts of drones (unless they are all shield drones) then think of including this as it will make up its point quickly.&lt;br /&gt;
* &#039;&#039;&#039;Early Warning Override:&#039;&#039;&#039; A battlesuit aimbot program. Provides Interceptor. While your first thought would be to combine it with velocity tracker, its too expensive to be effective against anything save absolute cheesemongering (i.e. all-air lists). Instead use interceptor rule for what it was designed: to shoot down reserves at the end of THEIR MOVEMENT PHASE. Do not forget to bring your tearcup while your Riptide blow apart tightly packed teleporting terminators or drop-podded Sternguards with single ion accelerator blast. A decent buy all things considered.&lt;br /&gt;
* &#039;&#039;&#039;Multi-tracker&#039;&#039;&#039; (standard issue): Sensors and targeting systems which allow a unit to manage the fire power of two weapons simultaneously, like a battlesuited John Woo action hero. Once a separate hardpoint-filling option, its popularity (bordering on ubiquity) has made it a now standard issue piece of equipment built into every battlesuit, so comes free with the unit and does not occupy a hardpoint.&amp;lt;p&amp;gt;&#039;&#039; Note:  There is an argument here about whether or not they work in Overwatch.  Most people go with the &amp;quot;Multi-trackers only work in the Shooting Phase not the Enemy Assault Phase&amp;quot; side of the argument, although there are some notable exceptions (like the NOVA tournament organizers) that think otherwise.  [http://farsightinsight.blogspot.co.uk/2014/01/how-tau-interact-with-overwatch-and.html  Make your own judgement call].&lt;br /&gt;
* &#039;&#039;&#039;Positional Relay:&#039;&#039;&#039; This allows outflankers in reserve in your army move in from the same board edge as the bearer provided he is within 6&amp;quot;, including both your opponent&#039;s edge and your own. Used correctly this could allow you control of most of the board. However there isn&#039;t much need for lots of these in your army. Expect to use it more often on larger point games. Note that this piece of gear also comes as standard with recon drones that can accompany pathfinder squads, so weigh that in consideration for this if you are already taking pathfinders.&lt;br /&gt;
* &#039;&#039;&#039;Shield Generator:&#039;&#039;&#039; Another that remains unchanged. It grants you a 4+ invulnerable save. Basically it&#039;s a one upped version of the Stimulant  injector. Combine the pair and add shield drones for a model that just simply refuses to die.&lt;br /&gt;
* &#039;&#039;&#039;Stimulant injector:&#039;&#039;&#039; Again another item that is no longer one per army. This will give the equipped model feel no pain. It&#039;s not cheap but it&#039;s a 5+ save &#039;&#039;in addition&#039;&#039; to your other saves that is only denied by instant death. Get it if you have the points and the unit in question is likely to see a lot of fire and needs the endurance.&lt;br /&gt;
* &#039;&#039;&#039;Target Lock:&#039;&#039;&#039; Allows the model to fire at a different target from the rest of the unit. This tool, while cheap, is often over-used. More often than not the one extra weapon does not make the difference. The only real time its effectiveness comes into play is when used in conjunction with fusion-blaster wielding, deep striking, jihad shouting, suicide squads. Deploy them onto the back armoured line of a foe and watch him cry. Remember to have your china tear cup at the ready. It is worth noting that all models in the unit fire at the same time, regardless of whether or not all of the dice are rolled together. (In other words, you have to choose all your targets at once, rather than waiting to see what the results of your target locked model are.)&lt;br /&gt;
* &#039;&#039;&#039;Vectored Retro-thrusters:&#039;&#039;&#039; No longer one per army this gives the model both fleet and hit and run. Useful if you get bogged down in combat and need to redeploy quickly. The only downside is a poor I means that you won&#039;t always pull out in time, unless you get drones (which are I4 for some reason), stick it in a Farsight Bomb (Farsight is I5), or put it on a commander who is palling around with Vespid (who are I6, but why would you do that?) (Why indeed, since Vespid have Hit and Run anyway.). &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; You only need 1 suit with this system in order to give the entire unit the benefits of Hit and Run, but you need to give this to everyone in the unit if you want to gain the benefits of Fleet.&lt;br /&gt;
* &#039;&#039;&#039;Velocity Tracker:&#039;&#039;&#039; Another new toy. This thing allows a model to choose on a turn-by-turn basis whether it wants to use the Skyfire rule or not (so that unit can be firing at fliers one turn and ground units the next with no penalty to either.) Slapping these on Broadsides may be everyone&#039;s first move but they don&#039;t do too badly on Crisis suits or the riptide either. Combine with Early Warning Override to give flier heavy lists an early bus ticket home.&lt;br /&gt;
&lt;br /&gt;
====Signature Systems====&lt;br /&gt;
These are taken by the Commander, his Bodyguards, or Crisis Shas&#039;vres. Basically, these are the equivalent to the artifacts/relics of other books.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Only one of each can be taken per army. On a Crisis Commander or Bodyguard these take up no Support Slots and as such any number of each could feasibly be equipped, however only three systems total from the Weapons, Support and Signature lists can be taken on a Crisis Team Shas&#039;vre.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Command and Control Node:&#039;&#039;&#039; A 4th ed piece of tech that was killed off in the switch to 5th ed when target priority tests went the way of the dodo. Back from the dead and clocking in at 15pts, it makes all of a unit&#039;s weapons Twin-linked at the cost of giving up the bearer&#039;s own shooting. &amp;lt;s&amp;gt;Due to the wording there seems to be no problem with sticking this on a single Crisis Shas&#039;vre and lumping him with a unit of Fire Warriors or Pathfinders.&amp;lt;/s&amp;gt; Crisis Shas&#039;vre aren&#039;t Independant Characters. Using this and Multi-spectrum Sensor Suite on a gigantic Farsight bodyguard squad looks broken on paper, &amp;lt;s&amp;gt;but requires field testing&amp;lt;/s&amp;gt; and kicks total ass. &lt;br /&gt;
* &#039;&#039;&#039;Failsafe Detonator:&#039;&#039;&#039; Useful as a last 1 fingered salute to anyone assaulting you and not much more. Select if you wish to put on units you don&#039;t expect to survive the battle, but by no means an auto-include.&lt;br /&gt;
* &#039;&#039;&#039;XV-8-02 Iridium Battlesuit:&#039;&#039;&#039; Adds 1 Toughness and gives a 2+ save. Don&#039;t waste this on a Crisis Shas&#039;vre save it for the commander (Your warlord if there isn&#039;t an Ethereal present) &#039;&#039;&#039;Alternate opinion:&#039;&#039;&#039; put this on a bodyguard loaded up with stims and a shield generator and you&#039;ll keep your commander&#039;s support systems free for maximum offense while having a bodyguard (who causes you to auto-pass Look Out Sir rolls) to act as a T5, 2+, 4++, FNP whipping boy while leaving your commanders hard points free to load up on dakka&lt;br /&gt;
* &#039;&#039;&#039;Multi-spectrum Sensor Suite:&#039;&#039;&#039; Like Command and control, you forgo shooting with this model in place of giving the model&#039;s unit&#039;s ranged weapons the ignore cover special rule. Take it on your Commander with the Command and Control Node, because if you&#039;re doing something else with it, you&#039;re probably wrong (see above regarding Crisis Shas&#039;vre).&lt;br /&gt;
* &#039;&#039;&#039;Neuroweb System Jammer:&#039;&#039;&#039; At 2pts this little gadget is an auto-include. At the start of your shooting phase the bearer selects 1 enemy unit within 12&amp;quot; to have its weapons get hot until the end of the next turn. Even if you never use it it can still be funny to watch your foe create a wide area of space around the bearer.&lt;br /&gt;
* &#039;&#039;&#039;Onager Gaunlet:&#039;&#039;&#039; The first close combat weapon for a battlesuit. Shame there is only 1 and it only gives 1 S10 AP1 attack. Can be useful for opening tin cans or crumpling lower key characters in challenges. Just watch out however as you&#039;re still Tau and 1 attack that you may miss with isn&#039;t all that when you&#039;re T4 with a 3+ save. On the other hand, [[Power weapon#Power_Fist|HIDDEN POWER FIST]]!  That unlike similar weapons it does &#039;&#039;not&#039;&#039; strike at I1 should come as a surprise to anyone expecting a Tau commander to go down immediately in close combat to a monstrous creature without a good chance of taking the thing with them.&lt;br /&gt;
* &#039;&#039;&#039;Puretide Engram Neurochip:&#039;&#039;&#039; Select one of the five special rules at the start of Movement. The bearer has it until the next turn. The only ones of note are Monster Hunter (situational at best) and Tank Hunter (correctly outfitted Crisis suits who are going after tanks probably won&#039;t need it) which will benefit the entire unit, but the 3 others are close combat related and only affect the bearer and therefore mostly pointless. Although if you know that CC is inevitable I guess it might be worth popping one of the CC abilities since every little bit helps.&lt;br /&gt;
* &#039;&#039;&#039;Repulsor impact Field:&#039;&#039;&#039; Another neat (anti-)assault gadget. It&#039;s like a flechette discharger for battlesuits. It won&#039;t make an enemy unit think twice about hitting you though, but the handful of I10 hits might score you an wound before your opponent strikes. If you&#039;re taking any assault phase gadgets, it&#039;s best to take them in a bunch although the points will pile up fast.&lt;br /&gt;
*&#039;&#039;&#039;XV-81 Prototype&#039;&#039;&#039; (Forge World) Once limited to commanders, it is now available to all able to take Signature Wargear...so, mostly still commanders. The Model gains the Extremely Bulky rule, but in return, gains a Smart Missile System. Limits you to taking a maximum of two other weapon options, but who the fuck takes TL weapons on a Commander anyway? Does &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; stop you from spending your full four choices on support systems. Plus, 25 points isn&#039;t too much to ask for this nice piece of equipment, &amp;lt;s&amp;gt;but unless you desperately need one, is a little risky for most armies. Use with caution.&amp;lt;/s&amp;gt;Combine with the Iridium suit for some real lulz.&lt;br /&gt;
*&#039;&#039;&#039;XV-84 Prototype&#039;&#039;&#039;(Forge World) Also once limited to commanders, the XV-84 contains a Networked Markerlight and a Target Lock. Useful for supporting a low BS unit with a networked markerlight, the XV-84 would probably see its best use in a Farsight Bomb. At 20 points, the suit is a relatively cheap addition to any force.&lt;br /&gt;
&lt;br /&gt;
====Drones====&lt;br /&gt;
Only Drones that can be taken by more than one unit entry are discussed here. The rest will be discussed in their related entry. All drones discussed now cost 12pts (with the exception of Shielded Missile Drones, which cost 25pts each). This is a big decrease for the marker drone, a minor decrease for the shield and a minor increase for the gun drone.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gun Drone:&#039;&#039;&#039; Has lost its Jetpack Jump infantry status and has been demoted to simply Jet pack infantry. Still with the changes to assault carbine being assault 2 and drone controller giving the drones the same BS as the bearer it has made them a much more usable option for some extra firepower. &lt;br /&gt;
* &#039;&#039;&#039;Marker Drone:&#039;&#039;&#039; A staple of many Tau armies has just seen a massive improvement! Watch as markerlights rain down as heavy as the tears of your fallen enemy. 16pts has been taken off the tab and it benefits greatly from improved BS granted by having a Drone controller in the unit. The down play that not many players have noticed yet is loss of Networked markerlight. Meaning you better have two units firing at the same target and some pathfinders if everyone is going to benefit from those lovely markerlight hits.&lt;br /&gt;
* &#039;&#039;&#039;Missile Drone:&#039;&#039;&#039; It&#039;s a missile pod in a drone. Due to errata it can only be taken by Broadsides.&lt;br /&gt;
* &#039;&#039;&#039;Shield Drone:&#039;&#039;&#039; It&#039;s a shield generator in a drone. It&#039;s actually a cheaper, more effective shield generator to boot. Cheaper than the support system version by 13pts. It gives multi-wound characters a second chance at outlasting any scary S8 weapons that would insta-kill it. Even if not attached to Commanders it still makes a decent addition to any unit that can take it. Unless you have other plans or points are too tight, you cannot go wrong attaching a pair of these to Crisis suits, as they are tough enough to whether some anti-infantry fire, but not so robust that they can easily survive anti-armor weapons. The shield drones will let them do so, at least long enough to neutralize the threat to them. If these are the only drones you take, then there is no need for a drone controller. A full crisis team can take six of them without using up any support slots at all. Putting a shield wall on a full team of drones is a bit pricey, but makes them ridiculously survivable. It is hilarious watching the opponents entire army spend an entire shooting phase firing at one unit to only kill the drones and no suits.&lt;br /&gt;
** Note that when going against any competent opponent, any unit with lots of shield drones can expect to have lots of weaker [[dakka]] thrown at it until the shield drones are all downed before the anti-armor stuff starts hitting home, potentially during the same shooting phase.  Be very careful about the range and position of your Crisis suits relative to the enemy anti-infantry and anti-armor units, because a crossfire will still be deadly.  On the other hand, this is one more shooting phase in which all those shots are concentrated on one unit and not the rest of your army, so if the shield-drone carrying Crisis squad must play the role of a kauyon lure, make that distraction count.  &lt;br /&gt;
* &#039;&#039;&#039;Shielded Missile Drone:&#039;&#039;&#039; A cross between a Missile Drone and a Shield Drone, combining the strengths of both types. Only Riptides can use them, but on the bright side they also have T6.&lt;br /&gt;
&lt;br /&gt;
====Vehicle Battle Systems====&lt;br /&gt;
* &#039;&#039;&#039;Advanced Targeting System:&#039;&#039;&#039; It gives &amp;quot;To Hit&amp;quot; Rolls of 6 Precision shot. A trollworthy thing if your Rail Gun can insta-gib a enemy HQ hidden within meatshields, but there are plenty of snipers in the codex that are better suited for this role. Doesn&#039;t make it any less hilarious though.&lt;br /&gt;
* &#039;&#039;&#039;Automated Repair System:&#039;&#039;&#039; On a 6 it repairs a weapon destroyed or immobilised result. It&#039;s cheap and can give you back what you once thought lost. Use if you have points to spare.&lt;br /&gt;
* &#039;&#039;&#039;Blacksun Filter:&#039;&#039;&#039; While these come as standard on battlesuits now they still have to be paid for by vehicles. It lets you ignore Night Fighting and Blind effects. As it&#039;s so cheap, it&#039;s hardly points wasted even if you don&#039;t ever get to use it.&lt;br /&gt;
* &#039;&#039;&#039;Decoy Launchers:&#039;&#039;&#039; 4+ invul to glancing or penetrating hits caused by the interceptor rule. By far the best use of this is on the flyers. Makes those nasty quad guns seem like a bad dream. Sadly it has little other use.&lt;br /&gt;
* &#039;&#039;&#039;Disruption Pod:&#039;&#039;&#039; It gives a +1 to your cover save, so it effectively acts like stealth while still being stackable with stealth. Not as brokenly powerful as it as before, but still pretty damn good. 6+ in the open is great. Always buy it for your tanks, never for aircraft, unless you expect jinking a lot (which you don&#039;t).&lt;br /&gt;
* &#039;&#039;&#039;Flechette Discharger:&#039;&#039;&#039; Fires a S4 number of hits equal to the number of folk in contact with it. Scares lightly armoured grenadiers (meltabomb vets, witches and swooping hawks comes in mind), but MEQ&#039;s don&#039;t give a shit about it.&lt;br /&gt;
* &#039;&#039;&#039;Point Defence Targeting relay:&#039;&#039;&#039; The S5 and below weapons can overwatch. Gives the vehicle Supporting Fire as well.&lt;br /&gt;
* &#039;&#039;&#039;Sensor Spines:&#039;&#039;&#039; Gives move through Cover. Another case by case one. Useful for hiding tanks in cover, especially with disruption pods, but almost worthless on fast skimmers and definitely worthless on flyers.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Ethereal:&#039;&#039;&#039; Ethereals used to be a bad joke for the Tau army along with Vespids (the Fast Attack bad joke). They provided marginal benefit coupled with a serious drawback leading to much regicidal humour. So it came upon the Hamster to improve this rather terrible selection and so he made an attempt: instead of a meager benefit, all friendly units from this codex with a model within a foot of an Ethereal must use his leadership for Fear, Morale, Pinning and Regroup checks; in addition to this the Ethereal can grant all friendly non-vehicle Tau units one of four abilities each movement phase: Stubborn, FnP 6+, Snap Shots after running or a bonus pulse shot against anything less than half-range away. The only downside for Ethereals now is that killing the Ethereal gives an extra victory point and undoes whatever power was being used at the time. Can also take a beacon for fairly cheap, presumably so you can launch a [[Boreale|defensive deep strike]] to protect your Ethereal.&lt;br /&gt;
** To summarise, they became &#039;&#039;&#039;Badass&#039;&#039;&#039;. Not only is the Ethereal a force multiplier of the first order with his Storm of Fire Invocation, but he bestows Leadership 10, and can bestow Stubborn on his Fire-Warrior flock when you want your thin Orange Line to hold rather than break- effectively turning the Tau into the bravest army in the 40k universe, even more so than Grey Knights and other &amp;quot;elite&amp;quot; armies. To demonstrate the power of this, a Shas&#039;ui can challenge the most dangerous model in the charging squad, and effectively occupy him for an entire turn at no cost but your Shas&#039;ui&#039;s life. That would make any Independent character sad, but against certain opponents that often charge in solo &#039;&#039;&#039;Bloodthirsters&#039;&#039;&#039; it can become hilarious. &lt;br /&gt;
** The real selling point of Ethereals however is precisely that- the selling point. At 50 points, unless you&#039;re running an almost completely battlesuited army you should be seriously asking yourself why you shouldn&#039;t be taking an Ethereal, and even in those armies, the FnP and ability to fire Snapshots while running (which of course can be augmented by markerlights) is well worth it. &lt;br /&gt;
** Needless to say with a glorious W2, T3 and a complete absence of a save, you can expect your Ethereal to be the prime target of the Marbos, snipers, CC infantry and anything with &amp;quot;precision shot&amp;quot; in the description. Place at the back of large fire warrior squads, amongst large numbers of similarly large squads for maximum survivability. &lt;br /&gt;
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*&#039;&#039;&#039;Battlesuit Commander:&#039;&#039;&#039; An excellent unit if kitted out properly. The versatility of the battlesuit chassis means you can equip him however you need to be most effective, and being the commander, all special issue equipment is available to him (see Armoury for setup tips). The Generic Commander is however the most expensive generic HQ Choice in the Codex, clocking in at 85 points before wargear. Commanders may take special bodyguards. He is equipped with XV-8-05 Enforcer Armor, the &amp;quot;Standard Commander Armor&amp;quot;, and comes with a total of 4 hardpoints for your mounting pleasure (and Signature systems don&#039;t count!)&lt;br /&gt;
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*&#039;&#039;&#039;Bodyguards:&#039;&#039;&#039; Each Commander in your army allows you to take a single unit of bodyguards that do not take up an FOC slot. When taken, they turn your XV8 Commander into a very up-powered Crisis suit team (which is no bad thing) although there is nothing specifying that the commander needs to be attached to the body guard, which is odd. They automatically pass Look Out, Sir! tests, which means you can cram the survivability-enhancing gear on them and the offensive gear on the commander. Like the commander you can stick any number of signature systems on these guys, however you still only have 3 slots for weapon/support systems. You can make some interesting combinations of gear on these guys. Think about the possibilities.  &lt;br /&gt;
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*&#039;&#039;&#039;Cadre Fireblade:&#039;&#039;&#039; At first glance, the Cadre Fireblade looks pretty crappy, especially compared to an Ethereal. He&#039;s 10 points more than an Ethereal but can only really buff a single Fire Warrior squad (or Pathfinder squad, if you&#039;re so inclined), with a markerlight, Split Fire, and Volley Fire (which grants an extra shot to everybody so long as they stand still). Pretty bad, right? Actually, not really, at least in an allied detachment. Although the Ethereal is much improved, he&#039;s still somewhat of a risk if you field him, &#039;&#039;especially&#039;&#039; in an allied detachment, as you give up an extra Victory Point if he&#039;s killed (and, given how weedy the Tau are, that&#039;s not very hard). Also, his abilities &#039;&#039;only&#039;&#039; affect Tau, which isn&#039;t very useful in an allied detachment. The Fireblade, on the other hand, will almost always be useful (at least for your one compulsory unit of Troops) and will never be a liability. Also, that markerlight of his (fired at BS 5) is pretty darn handy, because you can never have enough markerlights, and (with Split Fire) it can be fired at a different unit than the rest of his squad. Also, Volley Fire is up to the &#039;&#039;entire&#039;&#039; range of the guns, not just half range like the Ethereal. So, all in all, you&#039;ll probably usually want an Ethereal in your main detachment, but in an allied detachment, a Fireblade is probably the better choice for a &amp;quot;cheap&amp;quot; HQ. This might be an edge case, but hey, at least he has &#039;&#039;some&#039;&#039; use, [[Flayed Ones|unlike]] [[Pyrovore|certain]] [[Counts As#Mandrakes|other]] [[Mutilator|units]].&lt;br /&gt;
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====Special Characters====&lt;br /&gt;
*&#039;&#039;&#039;Aun&#039;Va, Master of the Undying Spirit:&#039;&#039;&#039; The  popestick got a huge buff! Roll equal to or over a weapon&#039;s AP to ignore wounds? Auto-pass against AP1? Enemy railguns/death rays/tachyon arrows/meltas can eat shit and die. However, you can&#039;t roll against AP- so Tesla will still ruin your day (edit: 5+ normal armour save). Only 100pts? Vetock, you are a god. OK, so the bodyguards are still meh but they&#039;re better than they used to be. 5+ saves combined with the Paradox&#039;s harder-you-hit-it-harder-it-is invulnerable save gives the whole unit a variable amount of protection. He also gets 2 ethereal bubble abilities per turn, which either give Stubborn, Fnp(6+), +1 pulse weapon shot in half range or snap shots after running. His massive, multiple buffs are just awesome. He also provides a table wide re-roll for any morale checks, anything in Tau codex. That shit is money.&lt;br /&gt;
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*&#039;&#039;&#039;Aun&#039;Shi:&#039;&#039;&#039; Brought back from 3rd edition into 6th. Shi is essentially a close combat HQ (albeit a modest one) in an otherwise shooty army.  Always use patient hunter in CC, because re-rollable 4++ is hilarious. He is basically an Ethereal with the weaknesses removed for a price bump, but beware of anyone with strength 6 or over, because you&#039;ll be instant killed. &lt;br /&gt;
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*&#039;&#039;&#039;O&#039;Shovah ([[Farsight|Commander Farsight]]):&#039;&#039;&#039; The l33t renegade commander of the Fire Caste, Farsight is odd in the fact that he&#039;s specced for assault in an army meant for shooting. His Dawn Blade is very nice and got one hell of an upgrade to what is essentially a Necron Warscythe (AP2 Armourbane); his ability to take a seven-strong battlesuit bodyguard is intimidating, especially when he can perfectly deepstrike with it. With 6th edition, preferred enemy is actually quite useful, making his unit BS 3.5 against orks. His restrictions from the previous codex were his biggest hindrance, but now they don&#039;t exist in the new codex. The suits in his unit could purchase hit and run and use his I5 for the test. That could actually make assaulting worth while with him and counter-assaults hilarious (take a few suits with twin-linked flamers for additional lulz).&lt;br /&gt;
** His warlord trait opens opportunities for a &amp;quot;farsight bomb&amp;quot; where you have farsight and 7 body guards -carrying fusion blasters and plasma rifles for heavy infantry/tanks and burst cannons and flamers for light infantry- deep strike into the middle of the enemy and shoot their faces off (&amp;lt;s&amp;gt;16 plasma rifle shots and 7 fusion blaster shots&amp;lt;/s&amp;gt; fuck that go with two plasma rifles each and you get 15 plasma shots at long range and 30 at close range if you have path finders to light up the squads target everything is going to die). Give one of his bodyguards the Command and Control Node and the Multispectrum Sensor Suite, the rest of the unit (including drones) will be re-rolling hits and ignoring cover. Get your tearcup ready - even better would be to add another commander with drone controller, command and control node, vectored retro thrusters for that hit and run goodness, neuroweb system jammer because gets hot is fun, multi spectrum sensor suite and the puretide engram neuro chip, giveing everything in the squad tank hunter, monster hunter or stubborn even counter attack (edit: CA is put on one model, &amp;lt;s&amp;gt;not unit wide&amp;lt;/s&amp;gt; A unit that contains at least one model with this rule...)  if you think it will work and take all gun drones (gun drones are armour 4 so if that evil new gravity gun of the spess mahreens wounds on majority armour with all the drones that becomes 4+ you might need a tear &#039;&#039;&#039;bath&#039;&#039;&#039;) that&#039;s 32 pulse carbine shots at BS5 that ignore cover on top of the twin linked (I would suggest dual that&#039;s 2 shots a model at 24&amp;quot; and 4 shots a model at 12&amp;quot;) plasma rifle fire that also ignore cover. tearcup? tear bucket.&lt;br /&gt;
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*&#039;&#039;&#039;O&#039;Shaserra ([[Shadowsun|Commander Shadowsun]]):&#039;&#039;&#039; Commander Tsundere herself, she wears an experimental next-gen stealth battlesuit and is outfitted for cover-camping and jump-shoot-jump close-range tank killing (which makes her much better on dense battlefields than in open ones). One of the only ways to make her useful is to stick her in a stealth suit squad, where she bestows 3D6 JSJ range to the unit and benefits from auto-passing Look Out, &amp;lt;s&amp;gt;Sir&amp;lt;/s&amp;gt; Ma&#039;am! rolls to prevent instant-death (and being T3 there are a lot of weapons that could instant-death her). With buffed out fusion guns and 2+ cover in any terrain she could put some hate on vehicles while being all but invulnerable to return fire. Her command-link drone can let an unit within 12&amp;quot; re-roll to hit rolls of 1 and her shield drones confer a 3++.&lt;br /&gt;
**Let us reiterate what her command-link drone does: &#039;&#039;Any one unit within 12&amp;quot; of the drone gets to re-roll any 1s on its to-hit roll&#039;&#039;. And she can do this &#039;&#039;every&#039;&#039; turn. You know how that Riptide heavy burst cannon was almost as dangerous to itself as it was the enemy when you fire it with a nova-charge? With Shadowsun in support, that is no longer the case. Just think about how much [[dakka]] you can (relatively) safely put out from the two of them on a continual basis...&lt;br /&gt;
**As both Stealth and Shrouded confers to the entire unit, it&#039;s possible to put Mrs. Tsundere into Crisis or Hazard team (or take a bodyguard team), giving them 4+ cover in the open and [[troll|2+ in any terrain]]. Sure, you don&#039;t get auto Look Out &amp;lt;s&amp;gt;Sir&amp;lt;/s&amp;gt; Ma&#039;am! (unless you took bodyguards), but 2+ is almost as good as an auto-pass and overall T4/5 of Crisis/Hazard solves instant death problem much better. And on top of that her unit benefits from 3D6 thrust moves if she is your warlord.&lt;br /&gt;
**For more troll worthy potential take battle brother allies. So what do you think about constantly 2+ covered wraithguard blob or seer council with REROLLABLE 2+ cover? As broken as it looks, expect it to be nerfed in FAQ&#039;s soon as GW realizes its [[cheese|potential]].  Also, template weapons will ruin your day, so watch out.&lt;br /&gt;
**&amp;lt;s&amp;gt;As Riptides are not always one model, Shadowsun can join a Riptide for trolltastic tactics. With Shadowsun in the Riptide&#039;s unit the Riptide receives infiltrate, stealth, shrouded as well as Shadowsun&#039;s default 3D6 jet pack move and the aforementioned command-link drone shenanigans. Broken as hell? &amp;lt;Sure to be FAQ&#039;d? Of course, but enjoy it while you can FAQ came out, no mention of this combo so you are good to go!  Oh and don&#039;t forget the fun that can be had with a full team of XV9&#039;s behind her.  Have that tearcup handy?&amp;lt;/s&amp;gt; independent characters can&#039;t join monstrous creatures&lt;br /&gt;
(New little dirty trick being tried in some armies. Drop her in a pack of Kroot with Sniper round and put them in cover. Wait....screw cover. You don&#039;t need to put them in cover anymore thanks to her stealth and shroud. Just another fun way to make your opponent cry after your first turn with them.)&lt;br /&gt;
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*&#039;&#039;&#039;El&#039;Myamoto (Sub-Commander Darkstrider):&#039;&#039;&#039; The second Tau commander to piss off the Ethereal elites, Darkstrider is best described as a Cadre Fireblade for Pathfinders. His key ability is to lower the toughness of anything his squad fires on (only for his squad, but it counts for Instant Death) which works best with railrifle equipped pathfinders. Can be very troll-y. See that crazy powerful Paladin or Meganob? A single Pathfinder in this guy&#039;s squad just sniped him. Also works on T5 (Nob bikers, Ogryns, Thunderwolf, Harpies, Daemon Prince) with an overcharged Ion Rifle. As well, he has a special rule that allows his unit to consolidate D6&amp;quot; in any direction immediately after firing their overwatch and BEFORE the charging unit rolls for charge distance. Stick him in a Pathfinder squad with a Grav Inhibitor drone and they become one slippery unit. You can even attach him to a squad of Fire Warriors and sneak them behind enemy lines to wreak havoc. Problem, Astartes?&amp;lt;!---Fight on Foot says Pathfinders OR FIRE WARRIORS. &#039;&#039;&#039;Have a nice day.&#039;&#039;&#039;---&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;Honour-Shas’Vre O’Vesa:&#039;&#039;&#039; This guy is an old friend of Commander Farsight and he isn&#039;t even part of the Fire Caste... This guy is a member of the Earth Caste kept alive in his suit by sophisticated life support systems of his own design (nanobots or more specifically Microdrones).  He is basically a Riptide that comes equipped with an Ion Accelerator and TL Fusion Blaster.  He also has an Early Warning System (interceptor), and a Stimulant Injector, plus as a bonus he gets the ability to re-roll ones to hit and re-roll failed nova charge rolls.  All this comes at the minor cost of his weapon skill being set to 1 (you weren&#039;t thinking about using him in Assaults were you?)  Did I mention he&#039;s an independent character?  He can therefore team up in some deliciously broken combos.  Now detailed in the FAQ, you can only take this guy if you are playing Farsight Enlaves and have Commander Farsight as your Warlord (but he won&#039;t take up a Force Organisational Slot, which is handy).&lt;br /&gt;
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*&#039;&#039;&#039;O&#039;R&#039;myr (Commander Longknife) (Forge World):&#039;&#039;&#039; Dread Pirate R&#039;myr, who inherited the name from four previous commanders, is a decent suit that seems to want to be charged. A double-barreled Plasma rifle with an enhanced shield generator, he looks built to take down heavy infantry / monstrous creatures. His Signature Wargear is the XV89-02 Battlesuit, which contains a flechette launcher that nicks the attacker for a S3 hit at the I10 subphase. Depending on how you interpret the word &#039;any,&#039; the flechette launcher may not be one use anymore. He has a special shield generator that has a 4++ against shooting attacks and a 3++ against close combat. His flechette dicharger is a really nasty surprise to swarm armies thinking they have just trapped the expensive tau HQ unit in CC. A good choice, especially against Imperial Guard due to Preferred Enemy against them, though the generic commander is far better for facing hordes or tank hunting. He has the fixed Warlord Trait &amp;quot;Through Unity, Devastation&amp;quot; which is great for an alpha strike. Add to the Farsight blob LULZ.&lt;br /&gt;
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*&#039;&#039;&#039;O&#039;Ra&#039;lai (Commander O&#039;Rly) (Forge World):&#039;&#039;&#039; O&#039;Rly is a monster of a unit; he is your [[Commissar Yarrick]], your [[Abaddon|Failbaddon]], your [[Mephiston]], your [[Swarmlord]], your [[Ghazghkull Mag Uruk Thraka|Ghazghkull]], with BS5, T5, I4, and the power of the XV-9 battlesuit the main difference he has compared with the above heroes is that he is primarily a ranged fighter whereas most uber-hq units tend to be close combat focused. &lt;br /&gt;
**The latest Imperial Armor Apocalypse Second Edition rules have updated O&#039;Ra&#039;Lai&#039;s equipment. His shield no longer conveys stealth, but gives him a 3+ invulnerable save if fired at from outside 12 inches.  On top of that, All of his weapons are now Assault 2. This involves all of the &amp;quot;gets Hot!&amp;quot; weapons, so you run the risk of taking more damage, but can cause a lot more pain as a result. With this change, he no longer has &amp;quot;Baby&#039;s First Lascannon,&amp;quot; instead he has &amp;quot;Oh what the fuck, he has an assault 2 lascannon?!&amp;quot; His template weapons now make him a real nightmare to just about any army, and he also is now the best HQ unit the Tau have. Keep him away from TEQs though.  &lt;br /&gt;
**His drones are T4, which means you&#039;re losing that awesome T5 bonus until a drone dies. He USED to be able to join guys, but the special rule &#039;Lone Warrior&#039; prevents him from joining units, despite his Independent Character rule. However, he can leave his drone unit (though he may not join any other unit unless he wants to rejoin his drones for some reason), which means you can separate him from his drones and let him be majority toughness 5 while you get 2 markerlight drones for free, though they drop from BS 5 to BS 2 without O&#039;Ra&#039;lai&#039;s drone controller.&lt;br /&gt;
** Make him your army&#039;s warlord. Period. At T5, 4 wounds, a 3+/3-4++, I4, hit and run, and JSJ, he is an absolute bastard to kill without S10 or instant death weapons. His Warlord Trait, The Assassin, leaves much to be desired however. It grants Preferred Enemy: Independent Characters, which leads to an awkward position when shooting at units containing Independent Characters - When exactly are you allowed this reroll? (Due to wording, one can interpret it as PE against any squad with an IC in it, and the opponent will have no way to disprove it. Lolz)&lt;br /&gt;
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===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Fire Warriors:&#039;&#039;&#039; Yes, they have the best basic infantry gun in the game. Yes, they will go down like a sack of wet shit if properly targeted or assaulted. For the new book, their price gets dropped to a much more workable 9 pts/model, so it just got a lot easier to buy a squad with a [[Devilfish]]; however, larger squads are going to be more difficult to squeeze into cover, but if they fit in a fish, you got it made. The price break does let you spend a little more on the Tau&#039;s new toys elsewhere though. Devilfish give Fire Warriors much needed mobility, and safety from assault. After all, the second ANYTHING gets into close combat with a Fire Warrior squad, the Fire Warriors will lose. Even if it&#039;s other Fire Warriors or even fucking Grots and Rippers. With abysmal WS and mediocre BS, if these guys are firing, use markerlights to up their hit chances, although other units may make better use of the markerlight tokens. 6th edition buffs them a lot: new shooting weapons rules make them rapid fire on 15&amp;quot;, hullpoint system allow them glance to death light vehicles with pulse rifles or blast them to oblivion with EMP-grenades, and new defensive grenades (which you no longer have to buy as an option) 8&amp;quot;-stealth also help them survive bolter drills a bit better. Firewarriors get other goodies like the ability to overwatch with another friendly unit within 6&amp;quot; of them - yes, they are now quite the bargain.&lt;br /&gt;
**&#039;&#039;Alternative option:&#039;&#039; A fun, unconventional and down-right troll worthy tactic. Stick 6 FW&#039;s in a Devilfish with EMP&#039;s Now only costing you 11pts per model (with added photon grenades for free) you just launch the DF at an enemy vehicle. The change to EMP making them true Haywire (opposed to the haywire lite that they were) means that your opponent will scramble to save whatever you&#039;re targeting. Most of the time it will not work out, but now it&#039;s so god-damn cheap to do it&#039;s almost worth it for the lulz.&lt;br /&gt;
**When Shas&#039;Ui takes markerlight for his rifle, he also get free target lock. This allows you to chain markerlights between fire warrior squads by using the markerlight on the target of the next fire warrior unit. This may also be useful to man fortification gun emplacements without forcing all his squad wasting their shots on something they can&#039;t hurt, which is worth.&lt;br /&gt;
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*&#039;&#039;&#039;[[Kroot|Kroot Carnivores]]:&#039;&#039;&#039; Disregard what fluff says - Kroot are NOT assault infantry. Yes, they have WS4, so what? They can not assault after shooting, their saves are weak and they lost their S4 and extra attack from the rifle for no fucking reason (while remaining super-strong in fluff), and AP5 melee looks like a fucking joke in all-marine metagame. Instead look at their gun. It&#039;s a fucking bolter just with AP6, which don&#039;t matter a lot, cause most of the infantry in the game is either Sv4+ or better, or constantly in cover. No, instead spend the extra point per model (for a total of 7 each) for Sniper Rounds. A 20 strong squad hidden in a forest taking out Characters hidden in squad. This is more deadly against certain armies than other, but it&#039;s rather troll worthy at any rate. The only downside is the shortish range of the Kroot Rifle. Still, 140pts for 20 Sniper shots it&#039;s not that much of downside. And speaking about cover, these guys have stealth(forest) for 4+ in forests (even better if they&#039;re Ironbark). What you got is fairly cheap, hard to shoot down from cover and hard to kill in CC area denial unit that shoot bolters or even sniper rifles, and can deploy anywhere on the field, messing with opponents pathing and deepstriking, and keeping his forces away from your fragile gunline until they all die. In addition to regular Kroot, you can field the following Kroot subspecies:&lt;br /&gt;
**Kroot Hounds: These are Space Chickens... In a dog form. Surprisingly these pups aren&#039;t bad, as they have I 5, so they get to go first before Space Marines/Necrons/Chaos Space Marines/etc. And will go at the same time as Gaunts and Eldar. They can dish out two attacks per base, so up to 12 hounds can deliver 24 hits on anyone that it assaults/gets assaulted by Vanilla Marines. They&#039;re a point cheaper, but they have no armour save. Overall, pretty good unit to have in a squad to either chomp up a few marines before they die or a nice meat shield to add. If you go shooty, but plan to outflank instead of infiltrate, take one for acute senses.&lt;br /&gt;
**Krootox Riders: At 25 pts., you get a space chicken Silverback with a big Kroot Gun on its back with the rider. Having a S7 rapid fire gun that can shoot up to 48&amp;quot;(24 in rapid fire thanks to the buff with 6th edition) is nice to have, along with two S6 melee attacks up close and two wounds. For the new book, Krootox riders no longer prevent your squad from infiltrating, which means you can now have an absurdly strong gun line infiltrating right where your opponent doesn&#039;t want it that can actually hold out in combat!&lt;br /&gt;
**Shaper: The boss of the Carnivore Squad. These Kroot have three wounds, +2 attacks more and +1 LD. Oh, and he costs three times more than a Kroot for the upgrade. It&#039;s worth taking if you want the six extra S3 hits, which can help a bit. Still not great to take on anything except for Orks, Tyranids, and Daemons, so only take him if you plan on going up against other horde armies.&lt;br /&gt;
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*&#039;&#039;&#039;Gue&#039;Vesa (Forge World):&#039;&#039;&#039; Shooty [[Gue&#039;vesa]] troops, so far the only human auxiliaries you can field in 6th ed. They cost the same as Conscripts and 6 guys, with potential upgrades for another 5 guys, a sarge, and grenades (12 total). They are equipped with Lasguns and Flak, and get their shit kicked in by Guardsman because of the Death To Traitors. They are only allowed in specified Taros Campaign missions, but don&#039;t fret. They suck anyway. Just take your fire warriors, especially since these guys have no Supporting Fire.&lt;br /&gt;
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*&#039;&#039;&#039;Drone Sentry Turret (Forge World):&#039;&#039;&#039; A group of up to four 11/11/11 immobile vehicles with TL burst cannons that can be upgraded to TL missile pods, TL fusion blasters, or TL plasma rifles. They have access to the vehicle battle systems and can be upgraded to have deep strike for 10 points each. Not an exceptional unit, but not a bad choice by any standard (they are cheap at a base cost of only 30 points each). They do not count as a compulsory troop choice, and won&#039;t count as a scoring or denial unit because they are vehicles (see BRB p123) They are still good for area denial (as in sitting in terrain, killing anything that comes near. Denying objectives is different than area denial). &amp;lt;s&amp;gt;Do note that the second they open fire they become open-topped, which means any penetrating hit blast them on 4+  even if it&#039;s AP- (as they are already immobilized), or on 3+/2+ in case of AP2/1. The best (and probably the only) way to effectively use sentry turrets is to load them with missile pods and park them in cover, optionally shielding with disruprion pods.&amp;lt;/s&amp;gt; In the latest version of Imperial Armour 3 there is no longer a Pop-Up rule and they do not become open-topped when firing.&lt;br /&gt;
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===Dedicated Transports===&lt;br /&gt;
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*&#039;&#039;&#039;[[Devilfish]] Troop Carrier:&#039;&#039;&#039; &amp;lt;s&amp;gt;[[Fish of Fury|FISH OF FU-]]&amp;lt;/s&amp;gt;{{Blam}} Ignore that Mont&#039;au savage, citizen, for the elimination of [[That Guy|That Strategy]] betters us all, and it has been long enough that we are mostly forgiven. These allow your Fire Warriors to be exactly where you need them to be. With AV12 in the front, the ability to gain a 4+ cover save (3+ if it moves flat-out instead of shooting) through the Disruption Pod wargear, and skimmer speed, think of this as the iron-clad, greased up eggshell that you need to crack to get to the delicious omelette inside. With the new codex, drones that detach from vehicles never count as a kill point.  For ten points, you can replace the gun drones with a twin-linked smart missile system, which got a serious buff in 6th Edition from its previous stats, allowing the Devilfish to add some cost-effective (line-of-sight ignoring / cover negating!) fire support. These are almost necessary for a good army although they do cost 80 fucking points!. (note: Devilfish are not allowed to carry models with the bulky special rule, so stealth suits en route to a dispute must shoot-and-scoot and can&#039;t commute. No swimming in the devilfish carpool for you!)&lt;br /&gt;
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===Elite===&lt;br /&gt;
*&#039;&#039;&#039;[[Battlesuit#XV8_Crisis_Battlesuit|XV-8 Crisis Battlesuit]]:&#039;&#039;&#039; God&#039;s Gift To Tau. These guys are your mainstay. Their weapons are varied and versatile, and are specialized for various situations. They can take any combination of weapons and wargear unless otherwise stated. These guys will fill up your elites slots. The Crisis suits are famous for the Jump-Shoot-Jump - moving out of cover, shooting, and jumping back into cover, denying return fire and annoying the enemy, an excellent tactic. Each suit may take up to three hard-points but it&#039;s no longer a requirement that all three slots be filled. Hard-points are made up of Ranged Weapons and Support Systems(see &amp;quot;[[Warhammer_40,000/Tactics/Tau#Tau_Armoury|Tau Armoury]]&amp;quot; section). Typically a Crisis suit will have two weapons and a support system, but there is no rule against three weapons or even three support systems, or any other ratio you fancy. Obviously some combinations are more effective than others. Note that if a single weapon system is selected twice, it could count as a single twin-linked weapon (filling two hardpoints) at only +5 pts or two separate guns at full cost - though you must state it in your roster and point it to your opponent (it may be a good idea to mount TL pair on one hardpoint to make it more WYSIWYG). Crisis suits (and other large suits) come with Multitracker and blacksun filter pre-installed so you can choose that extra system you&#039;ve always wanted. If one of your team upgrades to a Shas&#039;vre then he unlocks access from items from signature systems. Probably one of the most past by improvements, yet comforting additions to 6th; Shas&#039;Vre come in at Leadership 9, meaning if you lose a couple of expendable wounds (for instance in the form of bin lids) you don&#039;t panic, forget you&#039;re in a huge powered gundam wing and run off the board! &lt;br /&gt;
**&#039;&#039;&#039;This is extremely important!!&#039;&#039;&#039; Tau Crisis suits are T4, which means they suffer heavily from rocket sniping. If you value your suits, take at least two drones to absorb the inevitable S8 AP3 shot. Everything in the damn game has some version of a &amp;quot;fuck your crisis suit&amp;quot; weapon (except Tyranids, even the Tyrannofex&#039;s Rupture Cannon hits at AP 4, so Crisis Suits are safe), be prepared. As all drones have the same price, consider carefully, what type you want for your Crisis suits:&lt;br /&gt;
***&#039;&#039;&#039;Shield drones&#039;&#039;&#039; are just ablative wounds, that are slightly better at being ablative wounds. 4++ could help them to survive twice as long against heavy fire, but against AP5 or higher they would go down as fast as other drone type, as they lost their 3+/2+ mimicked armor save from previous codex, and you cannot allocate only those wounds you want on them. Take them if you expect a lot of S8 or and/or low AP4 shots fired on your Crisis suits.&lt;br /&gt;
***&#039;&#039;&#039;Gun drones&#039;&#039;&#039; are not only T4 Sv4+ cold expendable wounds for your Crisis suits, but also TL pulse carbines, which packs considerable firepower in 6e, and may even pin shit if you&#039;re got lucky (don&#039;t count on it, though). BS2 is not a big problem, as with twinlink they have 55% chance of hitting something (think of it as BS 3.5) without markerlight support.  With a suit equipped with a drone controller, they become BS3, and with a Commander with drone controller, [[Troll|BS5]]. Which, with twin-linking, is effectively BS10, meaning your drones rival the galaxy&#039;s best snipers. Additionally, being twinlinked they tend to deal more hits on overwatch, or when snapfiring at flyers/fmc&#039;s. Definitely worth it when combined with infantry hunting Crisis teams (flamers, burstcannons), and even on more heavily armed teams could be fine if combined with target locks (they are fairly cheap after all).  Group of 3-5 gun drones on targetlocked team could reliably blow [[Dark Eldar|AV10 vehicles]], or those with AV10 on the rear (read: almost all of them) with some smart maneuvering and with some luck could even glance to death [[METAL BOXES|AV11]]. Again, this is even more useful, when Crisis team have target locks and can focus their firepower on something more important. If you&#039;re planning to jump around heavy cover or include Shassera to your Crisis team, Gun drones would benefit from 4+ cover (or up to 2+ with Shassera in cover), becoming as survivable as Shield drones, while retaining their firepower.&lt;br /&gt;
***&#039;&#039;&#039;Marker drones&#039;&#039;&#039; are tricky ones. BS2 with no twinlink or networking seems useless, but they are designed to CHAIN markerlights when focus firing a target - you&#039;re spending 2 markerlight tokens to give your Crisis team awesome BS5, and 2-3 marker drones at BS4 could reliably regain those tokens to be used on the next Crisis team and so on. Aside from it, they could be used as emergency markerlight source if your main markers was destroyed or tied, and of course, as ablative wounds, like all other drones.&lt;br /&gt;
** One completely unexpected result of 6th ed was the Rambo Crisis Squads.   With Crisis suits now costing 22 points, it&#039;s now a perfectly viable option to take your Cheap as Chips naked (or naked plus flamer) Crisis squad and use them for GLORIOUS COMBAT. Why? Because 3 Crisis suits naked costs 66 points! If one was to compare them with Assault Marines, you&#039;re looking at higher natural str, more base attacks, double wounds for about the same price and at the expense of lower WS and lack of Hammer of Wrath, which considering that unless you have the misfortune of fighting Grey Knights or Daemons, you&#039;re going to hit most things on a 4+ anyway. In effect you have a unreasonably durable tarpit unit on a super budget, best used against assault threats to your fire warriors (needless to say, anything with a large quanity of power weapons is to be avoided, but that marine squad? Fuck yeah). Of course, given the fact that you&#039;re expending an entire precious elite choice won&#039;t sit well with many, but given 6th Ed Detachment rules and the scary viability of running an Ethereal/Fire Warrior combo army rather than a Crisis suit orientated list, this may prove viable. You might be tempted to whack a Shas&#039;vre in there with a Neurochip for Furious Charge and counter attack shenanigans, but at the end of the day, the main value of this squad is exactly how cheap it is. Don&#039;t do it. &lt;br /&gt;
**Do not forget, your Crisis suits have 2 base attacks and S5 - charging AV-10 rear tanks with your Crisises could be a good move. &lt;br /&gt;
**Charging shooty squads with poor melee (Centurions are the prime example, but things like Devastators or, say, Fire Dragons are OK too - just make sure their characters have no power fists) is also an option if you have retro thrusters, as it ties them up AND allows your Crisis suits to escape enemy fire and then jump right out melee at the end of his turn and then vaporize the poor fuckers. Make sure to allocate the few wounds you&#039;re taking to the drones.&lt;br /&gt;
**With taking multiple weapon options now no longer auto-twin linked, taking double flamers for 6 Flamer templates for the attractive price of 96 points a squad is now a very viable option against almost any army in the game (Deathwing and Grey Knights tend to be the exception)- that kind of firepower can dish out more hits than there are models in any given squad it gets within range of, and it ignores cover to boot. Sure best for OrKs and IG, but even marines will take substantial casualties under that many hits. With the new Thrust rules and clever use of terrain, you can easily dance around enemy squads while toasting them. You can even combine this with the Rambo squad if you decide to get Vectored Retrothrusters, although this does increase the price. &lt;br /&gt;
**The Cyclic Ion Blaster gets a special mention. For the low price of 15 points, you can get a weapon that varies between being a souped up missile launcher and a Str 8 blast weapon. Only one per detachment, but even so, if you&#039;re looking to get a Crisis Battlesuit Team of the old style, to take names and tears, then this should always be a buy. The AP4 kinda sucks, but you can&#039;t have everything. &lt;br /&gt;
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*&#039;&#039;&#039;[[Battlesuit#XV25_Stealthsuit|Stealth Suits]]:&#039;&#039;&#039; Not quite the safe (or arguably decent) choice anymore. These guys can Infiltrate, Outflank or Deepstrike, so you can deploy them in almost any way possible. They still retain Shrouded and Stealth which stack to give them a 4+ cover save in open ground, and have benefited from Burst Cannons going Assault 4. But at T3 and mediocre BS, they will need markerlight support to make the most of their extra shooty. Sure the 1 in 3 Fusion Blaster is good, but with the rise of the Riptide (that can provide TL Fusion and a whole lot more), the viability of Stealth Suits, especially when you have more access to low AP weapons than ever before, has to be questioned. A team won&#039;t necessarily cost you the game as they are great for fucking up the shit of Guardsmen, Orks etc. Just be warned against MEQ&#039;s and TEQ&#039;s.&lt;br /&gt;
**If you take them, put a Fusion Blaster on the team leader (because you can) and give him a markerlight complete with target lock - BOOM! [[that guy]] can bust open a vehicle while the rest of the squad dakkas on someone else. Works hilariously well for opening transports and then softening up its contents with a burst cannon volley, followed by a thorough pulse rifling. Put an advanced targeting system on the team leader (which you can do since the target lock from the markerlight doesn&#039;t take up the support slot) and you can snipe special weapons on a 5+ when there isn&#039;t a vehicle nearby. Remember, stealth suits have built in multi-trackers so your team lead can shoot his markerlight in addition to his primary weapon.&lt;br /&gt;
**For added trolling, give your stealth team stimulant injectors and watch your opponent have a bitch of a time trying to dig shrouded, stealthed, FnP MEQs out of cover.&lt;br /&gt;
**Do note that they can take a homing beacon, and due to wording of its rules it could be used not only by your Crisis suits but also by Space Marine, Eldar and Corsair ally deep strikers. As you can safely infiltrate stealth suits almost into any cover on the board think about endless trolling potential of perfectly deep striking Lucius drop pod with Ironclad, a squad of Corsair Wraithguards, or even a Warp Hunter (hover tank out of fucking NOWHERE).&lt;br /&gt;
**For further lulz, you can simply infiltrate into an open spot of your enemies deployment and just annoy the fuck out of their back line with 16 s5 ap5 shots and 2 fusion blasters with target locks. Your opponent has to deal with this death squad taking some pressure of your main force.&lt;br /&gt;
** Note: If you have plenty of anti-tank choices, forgo the fusion blaster and go all burst cannons. Not only does this allow you to use the superior XV-15 miniature (smaller profile, easier to fit in cover), but your enemy will sob tears of blood as their squads are reduced to a fine powder. Also, consider taking Counter-Fire defense systems, and watch as the charging enemy sucks 24 shots at BS 2 instead of 1.  &lt;br /&gt;
*&#039;&#039;&#039;[[Battlesuit#XV104_Riptide_Battlesuit|XV104 Riptide]]:&#039;&#039;&#039; [[Asmodeus|God&#039;s]] other gift to Tau. Designed by the Earth Caste, likely to troll the Gey Knights and their stupid bullshit Dreadknights. It will give new Wardian GK players a bit of... &amp;lt;i&amp;gt;ahem&amp;lt;/i&amp;gt;, [[Troll|envy]]. Being a Jetpack monstrous creature and it sports a big statline (S/T6, 5 wounds, 2+/5++) to accompany its big guns (either a heavy burst cannon or ion accelerator), plus it can take another twin-linked battlesuit gun. Then there&#039;s its Nova Reactor, which can give it a special power per turn of your choosing on a 3+ - unless you fail, then your giant robot takes a wound that cannot be saved (but can be FNP-ed with stim-injectors). Special powers include buffing the invulnerable save to 3++, moving 4d6&amp;quot;, firing twice in a turn with its bonus weapons or unlocking its alternate weapon profile: it makes the Heavy Burst Cannon Heavy 12 and rending, but gets hot which is awful with 12 shots or the Ion Accelerator overcharge S9 and ordnance. Ion accelerator with TL fusion guns is the go-to build for instakilling T4 multiwound cheesy units (Paladins, Meganobs, Tyranid warriors and other Tau battlesuits) or go vehicle hunting. Oh, and do not forget it&#039;s a monstrous creature, so even with terrible Tau WS and I it still can and would smash tanks in close combat if needed. Keep away from other monstrous creatures, close combat units with Power fists, War-scythes, Power klaws and poisoned weapons in both close and ranged combat. It&#039;s the only unit that can use Shielded Missile Drones. Only with T6 to prevent O&#039;Ralai drone syndrome.&lt;br /&gt;
** But it must be remembered that the Riptide can and probably will blow its own brains out and that in the views of some may make it less desirable for its points cost, although, there are things you can use to stop it from blowing its brains out (don&#039;t use the nova reactor is a good one) like standing it next to a remote sensor tower so any get hot rolls can be rolled away or buying a stimulant injector to help reduce the chance of taking a Gets Hot wound down to two twenty-ninths.  Options which allow you to re-roll to-hit rolls of 1 like the Through Unity, Devastation Warlord Trait or Shadowsun&#039;s command-link drone will also help mitigate Gets Hot! related issues. Due to the BS cap being removed from markerlights, boosting the Riptide past BS5 can also prevent the vast majority of Gets Hot! mishaps.&lt;br /&gt;
**Give it an ion accelerator and early warning override and watch Deathwing armies weep.&lt;br /&gt;
**Although your shiny new suit has the capabilities to make anything carrying an imperial banner piss their pants, the Tau budget apparently couldn&#039;t afford decent targeting equipment on this beast. With BS3, that 2D6 scatter roll will not be forgiving to your Blast weapons. Avoid the embarrassment and marker-light this fucker up.&lt;br /&gt;
**With it&#039;s heavy and long range weaponry, there&#039;s an unfortunate tendency for players to treat the Riptide as a large, plodding machine designed to act like a massive Broadside, Riptides are in fact MORE mobile than their smaller Crisis cousins, with the option to Thrust to 4D6. This is important. While you can use your Riptide as a massive firesoak, and that&#039;s a good use of it, you can also use your riptide as a sneaky, highly mobile battlesuit of the old kind. Due to it&#039;s speed and highly durable nature, using a Nova Charged thrust to contest an objective late in the game puts an incredibly durable monstrous creature ontop of their objective. &lt;br /&gt;
** Don&#039;t forget about what bonus weapon you&#039;re packing, especially with Ripple Fire (Double shots on the bonus). With smart missiles, this means that you shoot &#039;&#039;8&#039;&#039; twin linked, cover-denying, LOS-ignoring, S5 AP 5 shots, with Plasma Rifles, you get 4 twin linked S6 AP2 (if in Rapid Fire), and With a Fusion you get 2 twin linked melta shots. The first allows for some exceedingly powerful infantry punishment, the second poses a real threat to TEQs, and the Third is practically death for any tank within 9&#039;&#039; &lt;br /&gt;
** Similarly, the Heavy Burst Cannon is often an unexpectedly effective anti-tank weapon. Sure it has Gets Hot Problems, But rending combined with that many shots can lead to interesting side effects. A Rend does a minimum value of 13, up to 15, With 8-12 shots, you can expect 1-2 pens on most things, and it can practically glance-to-death a fully functional vehicle in a single shooting phase.&lt;br /&gt;
** As mentioned above (and this might sound stupid) a Riptide is one of the few Tau units that can have a decent run at close combat... Being a Monstrous Creature gives him Fear (which can reduce the WS of enemy units) and Smash (AP2 hits can really ruin your opponents day) and a reasonable number of attacks.  Now before you start charging him into the nearest enemy just remember that if he&#039;s in combat he isn&#039;t shooting pie plates in people&#039;s faces, and that he isn&#039;t going to fare that well against a decently equipped assault unit.. But at the same time, don&#039;t automatically shit yourself everytime a freak with a jump pack and a chainsword looks at you funny (watch out for melta bombs).  I&#039;ve found it quite useful to charge Riptides at enemy Tanks, which then tend to violently assplode.&lt;br /&gt;
**As awesome Riptides are, they are a bit too powerful for their cost. Taking one is OK, taking two might give you a mean look or two, but if you take three or more, you&#039;r automatically that guy. Consider yourself warned.&lt;br /&gt;
** If you want to troll the crap out of your opponent and are playing the Farsight Enclaves list, model your riptide with TL fusion blasters and give him the Fusion Blades. Now you can make the enemy regret ever assaulting you with their precious furioso dreadnought.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Drone Squad:&#039;&#039;&#039; Drone Squads have had an overhaul. Your 12 man strong squad can be a combination of Shield, Markerlight or Gun Drones. The choice is yours. A new tactic being to have Markerlight drones with Shield drones protecting. Time will tell if this is  viably tactic as at BS2  this could be a costly way of getting marker lights. An option being mentioned is sticking a commander with Drone Controller to accompany them. 15 BS5 markerlights, jumping behind solid cover after each shot is great, but a bit costly. On a side note, markerlights can benefit from other markerlight hits, therefore a large 12 man unit of marker drones can be buffed to a relatively high ballistic skill via the actions of other markerlights in the army (for example firesight marksmen, pathfinders, Shas&#039;o marker drones etc.)&lt;br /&gt;
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*&#039;&#039;&#039;Vespid Stingwings:&#039;&#039;&#039; Once the other bad joke of the codex, Vespids have been buffed &amp;lt;s&amp;gt;rather significantly&amp;lt;/s&amp;gt;.  As with the fusion blaster, 6 extra inches on their Neutron blaster will put you at a much more comfortable distance, out of assault distance.  With a new 4+ Sv on top of T4, they&#039;ve become on par with Space Marine scouts for survivability.  As they now hove move through cover, stealth in ruins, and hit and run at I6, they can jump out, kill MEQs, and escape in the assault, pretty much becoming the nightmare bugs of anything with power armour.  Vespids run around in groups of four to twelve, and one of those MUST be a Strain Leader.  Without him they have only Ld 6, but they have Ld 9 with him.  Overall, a rather expensive unit, but may work for some and in high point games. If your opponent runs mass Marine lists, couple with dual-plasma Crisis and go to town. Also, is NOT effected by bull-shit Plasma Siphon, so feel free to piss off any GK strike squad that thinks they&#039;re safe. No effect vs. TEQs, though, so watch out.&lt;br /&gt;
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*&#039;&#039;&#039;Pathfinders:&#039;&#039;&#039; One of two good sources for markerlights, and very cost-effective for the number of markerlights you get. These guys put out a large amount of markerlight support every turn, useful for your other guys. Their Recon Drone (if you take it) allows deep strikers within 6&amp;quot; to not roll for scatter. They are also scouts, quite useful to outflank or get into position. Beware though, their armor save is only 5+ (which makes sense since they always had lighter armor and are made for recon rather than gun lines) which means that they are particularly vulnerable to things like bolters. Camp these guys in cover somewhere safe. They can optionally take Devilfish, but those are no longer compulsory to take with them like they were in earlier editions. They can take rail rifles and new ion rifles, but only ever do this if you have an additional markerlight source. A unit of pathfinders can&#039;t go wrong. They have several options:&lt;br /&gt;
** &#039;&#039;&#039;Special Drones:&#039;&#039;&#039; These drones can only be taken by Pathfinder squads, only one of each can be taken, and they do not count against the two drone limit for accompanying drones (each is purchased as its own upgrade independent of other things.)&lt;br /&gt;
*** &#039;&#039;&#039;Recon Drone:&#039;&#039;&#039; Expensive, but it gives the unit a burst cannon, which is always nice, and is what allows the unit to have its homing beacon and position relay functions, so worth taking if you have deep-striking reserves. As a bonus, it does not take up any extra space when being transported by a Devilfish, and can employ its reserve-guiding equipment while embarked.  &lt;br /&gt;
*** &#039;&#039;&#039;Grav-inhibitor Drone:&#039;&#039;&#039; Slows down any charging foe, reducing assault moves by D3. Great for giving the unit a little more time to get the hell out of dodge if your enemy really wants to commit to eliminating them (and let&#039;s face it, if they do you have successfully trolled them into doing so from markerlight-related [[rage]].)&lt;br /&gt;
*** &#039;&#039;&#039;Pulse Accelerator Drone:&#039;&#039;&#039; This boosts all pulse weapon fire from the unit to extend its range by 6&amp;quot;. This effectively means that those pulse carbines your Pathfinders are carrying go from 18&amp;quot; Assault 2 weapons to 24&amp;quot; Assault 2 weapons, potentially out [[dakka]]ing line Fire Warriors. Unfortunately, burst cannons are not classified as pulse weapons any longer, so the range on the Recon Drone is not increased. While your Pathfinders should be more about dropping marker tokens than shooting up the enemy, you can really make the enemy pay for trying to take them down with this.&lt;br /&gt;
** &#039;&#039;&#039;Team Leader:&#039;&#039;&#039; For another 10 points you can upgrade one member to a Shas&#039;ui. The primary benefit of this is to add a few more equipment options, such as a blacksun filter for one more point that the whole unit can use (which is not as essential as it used to be as Markerlights only have a range of 36&amp;quot; and ignore all saves and hence do not push up against the Night Fighting limits.) He can also bring along two extra drones from the standard drone list, and this is in addition to the special drones Pathfinders can take. Be aware that filling up the entire squad with pathfinders, special drones, and two regular drones will put them above capacity for riding in a Devilfish.  &lt;br /&gt;
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*&#039;&#039;&#039;[[Piranha]]:&#039;&#039;&#039; Burst cannons basic, can be upgraded with fusion blasters. Low armor means they are fragile, but as fast vehicles they can block paths and provide anti-infantry / anti-armor harassment. These guys are also pretty cheap for what they do. For their price they have 8 S5 AP5 range 18&amp;quot; shots per model. Half is BS3 and half BS2 TL.&lt;br /&gt;
**&#039;&#039;&#039;Alt Take&#039;&#039;&#039;  A fun thing to note is that the majority of the cost of a Piranha can be made up in the Drones. For 200 points you can get Five Piranhas in a squadron and detach a squad of 10 gun drones.  This gives you a 140 point Gun Drone Squad(That don&#039;t take up a Fast Attack Slot, or count for kill points) and a 60 point squad of 5 11AV Front skimmers with Burst Cannons.  Also you can attach a Drone Controller Commander to gun drones to maximize the point return.&lt;br /&gt;
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*&#039;&#039;&#039;Razorshark Fighter:&#039;&#039;&#039; One of two new aircraft for Tau, sporting average aircraft stats (11/10/10 3HP) a quad ion gun. Normally, it shoots at S7 AP4 at 30&amp;quot; and is assault 4, but because it&#039;s an ion weapon, it can be overcharged (for the price of Gets Hot) turning it into an S8 AP4 Large Blast! Even funnier, the gun is mounted on a turret to the rear, meaning that any deep-striking aircraft that thought they could get the jump on it will be thoroughly surprised, - upgrade the burst cannon to a missile pod for even more 360 degree fire arc fun.&lt;br /&gt;
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*&#039;&#039;&#039;Sunshark Bomber:&#039;&#039;&#039; The other new aircraft with similar stats to the above, but trades the quad cannon for blowing pulse bubbles (S5 AP5 Large Blast) onto unsuspecting targets below every turn unless you roll a 1, in which case your bomber can no longer produce bombs. It also comes with the networked markerlight for lasing targets and a pair of interceptor drones to fuck up enemy aircraft.&lt;br /&gt;
**Comparing the Sunshark to the Razorshark, the Interceptor drones are arguably better than the quad-ion due to being able to detach if necessary, and also if you go ahead and compare the quad-ion and the interceptors as equals (which they are, interceptors might win out due to TL) then the Sunshark is effectively a more tooled up Razorshark for a slightly higher price cost, coming equipped with a pulse bomber unit instead of a burst cannon and a Missile Pod that has the option to twin-link (5 extra points) for only 15 points more. Definitely worth considering.&lt;br /&gt;
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*&#039;&#039;&#039;Piranha TX-42 (Forge World):&#039;&#039;&#039; Heavier, with an extra point of side armor, but with a higher cost. These start with twin-linked fusion blasters which lets them put some serious hurt on tanks, but can be upgraded with missiles pods, plasma, or rail rifles. These guys can go hunting for different enemies dependent on loadout, though a crisis team may be better in regards of JSJ. 6th edition changes to fusion blasters and rail rifles buffed TX-42 A LOT. New updates show no points bumped, but an extra point of side armor and a twinlinked gun for 20 points on a similarly equipped Piranha. Only take these for the plasma or rail rifles if you really want them.&lt;br /&gt;
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*&#039;&#039;&#039;[[Tetra]]s (Forge World):&#039;&#039;&#039; Where Pathfinders are the cudgel of markerlights, these guys were once the scalpel. They zip in as fast vehicles, drop an accurate markerlight, and zoom away. Low armor and open-top means that every shot could be their last. Keep them safe, and they will benefit you immensely. With the new update, their markerlights are heavy 2 twinlinked For a measly twelve point difference, you can run three of these beauties and do a way better job than a devilfish/pathfinder combo.When deciding tetras vs pathfinders consider your need to reposition and your desire to bring in extra pathfinder goodies such as drones and heavy weapons. Sadly the disruption pod is no longer free for the tetras (but their points cost has been decreased to make up for it), and their guns have lost 2 shots, but are now twinlinked. In a way, their roles have switched. Instead of rushing forward and dropping markerlights everywhere, try keeping them in buildings with sensor spines and Overwatch upgrade to really help out counter-charges.&lt;br /&gt;
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*&#039;&#039;&#039;[[Barracuda]] (Forge World):&#039;&#039;&#039; A pants-wettingly terrifying air superiority fighter that packs raw, balls-out, firepower in a maneuverable package. Armed with two Burst Cannons, an Ion Cannon, which can overcharge into essentially a battlecannon, Missile Pods and can take up to four Seeker Missiles, this thing is capable of taking down pretty much any flyer, and what&#039;s more? It&#039;s got BS4. Sadly, it has a maximum armour value of 11 and a measly 2 hull points. Still, a great way to drop some nasty, high-strength dakka on ground and air targets. Thanks to the update in the second edition of IA:3, the Barracuda is now the best flier available to the Tau in standard 40k. Yes, you only have 2 hull points, but front and side armor 11 is a nice survivability buff. It can take a 4++ against interceptor fire for 3 points, and has a 3+ jink if you really need it (and buy a disruption pod). It has absurd firepower that dwarfs the other Tau fliers (and indeed, most other races&#039; fliers too) while remaining cheaper. Don&#039;t forget that your burst canons are now auto-targetting, which means that you can tell jet bikes, lightly armored skimmers, and other evading fliers to suck it.&lt;br /&gt;
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*&#039;&#039;&#039;[[Remora|DX-6 Remora Drone Fighters]] (Forge World):&#039;&#039;&#039; Since 6th edition, this souped-up, more accurate, flying Heavy Gun Drone make a squad of Remoras obviate the purpose of a Skyray, a squad of Pathfinders and maybe even a Tetra team! They have a huge advantage over the Barracuda in that they can be taken as a squad of 1-5;  come with twin-linked long-barrelled Burst Cannons, a networked Markerlight and two Seeker Missiles; and to top it off, they have a permanent 5+ cover save with 3+ on evade as its stealth field generator give it shrouded. Want to troll your enemy? 6&#039;s to hit and a 3+ cover save just to hit a light AV10 flyer that can take on bigger flyers should cause a lot of rage. Meanwhile, you can drop his flyers out of the sky with a punishing battery of seeker missiles and when he&#039;s out of flyers, start markerlighting ground targets to help out your broadsides! Plus with the latest Imperial Armour release of Taros Campaign Second Edition, these babies are now a mere 90 points each! Drop a squad of five for 450 and laugh your ass off as your opponents reag. With the update for long-barreled Burst Cannons also factored in (from 3 shots at 36&amp;quot; to 6 shots at 36&amp;quot;), they are actually quite mean. &lt;br /&gt;
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*&#039;&#039;&#039;[[Battlesuit#XV9_Hazard_Battlesuit|XV-9 Hazard Team]] (Forge World):&#039;&#039;&#039; God&#039;s Second Gift To Tau. These bruisers contain experimental weaponry on a high toughness frame with vectored retro-thrusters to run away. The downside is that greatness is expensive, and you will feel it. But they look really, really fucking awesome and they make vehicle light armies (dark eldar, tyranids, orks, and chaos daemons) weep. Their weapons include:&lt;br /&gt;
**&#039;&#039;&#039;Burst Cannons:&#039;&#039;&#039; Four on one suit means two twin-linked sets. Now that burst cannons have an extra shot, these guys now have the equivalent of miniguns. Two of them in a team will seriously mess up any ground unit out there, from Marines to Tyranids. Being the only twin-linked set of weapons on the suit also gives the suit the unique ability for the team to also run completely or near-completely independent of Markerlights, something that will be greatly appreciated by the other guys who would love to use them. Plus, Burst Cannons are fragging bad-ass. Learn to love them.&lt;br /&gt;
**&#039;&#039;&#039;Phased Ion Gun:&#039;&#039;&#039; The phaser is Baby&#039;s First Assault Cannon but without the gatling barrel arrangement, with lower strength but decent AP and rending. Previously it was near to only way to get Rending in Tau army, but with new codex you get Riptide and shitton of sniper rifles.&lt;br /&gt;
**&#039;&#039;&#039;Fusion Cascade:&#039;&#039;&#039; The Fusion Cascade is the go-to weapon for heavy infantry hunting. A melta weapon with lower strength but multiple shots, these can decimate spess mehreens and light vehicles alike. And best of all, it&#039;s not plasma, so you can tell [[Matt Ward]] and his plasma siphon to stuff it, which is great because it&#039;s one of your best ways to eliminate a threat that would otherwise render three quarters of your weaponry unable to shoot for shit. Generally your best bet as it&#039;s effective against everything (though you need a bit of luck to penetrate high AVs even with melta rules.)&lt;br /&gt;
**&#039;&#039;&#039;Pulse Submunition Rifle:&#039;&#039;&#039; The shotgun is an excellent anti-horde weapon that ignores cover, with good strength but crap AP. A unit of 3 XV-9s equipped with 2 submunition rifles each can drop 6 pie-plates on the table every turn (and from 24&amp;quot; away), which will absolutely devastate Ork and Tyranid blobs. However, this setup is very expensive at 20 points per rifle, and is not very reliable against MEQs (though you can still force them to throw tons of saves). With the sheer amount of templates available to the Tau army, these are kind of redundant. However, they are more cost-efficient than twin-linked burst cannons if you can average more than 4 models under each template. The only exception is GEQs outside of cover (but seriously, when does that happen?), which require 7 models under each blast template.&lt;br /&gt;
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Consider what an Iridium Commander with a command and control node, a multi-spectrum sensor suit or both can do for a team of three XV9&#039;s.&lt;br /&gt;
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(The section below was not proof-read and thus some of the information presented mayu be incorrect)&lt;br /&gt;
It should be noted that the changes to crisis suits (ability to take more than one of the same weapon without twin-linking) the Hazard is now cost ineffective. Why use 2 twin-linked Burst Cannons, when you could have &amp;lt;s&amp;gt;3 Burst Cannons on a crisis suit giving the same number of hits and getting more benefit from markerlights?&amp;lt;/s&amp;gt; why would you do that, you can only fire two. The price of a basic Hazard suit (2 twin-linked Burst Cannons) is 80 points with blacksun filter, price of a crisis suit with 3 burst cannons is 52 points. The Phased Ion Guns still have a place (Hazard suit with a pair of them + blacksun is 100 points) but a crisis suit can take 3 missile pods for &amp;lt;s&amp;gt;6&amp;lt;/s&amp;gt; lolnope, only 4 S7 ap4 shots at 36” for 67 points. The Fusion Cascade delivers an average of 4 S6 ap1 with the melta rule shots at 12” (110 points with blacksun filter) while a Crisis suit with 3 Plasma Rifles can give &amp;lt;s&amp;gt;3&amp;lt;/s&amp;gt;(getting a little ridiculous here, read the codex) 2 S6 ap2 shots at 24” or &amp;lt;s&amp;gt;6&amp;lt;/s&amp;gt; S6 ap2 shots at 12” for 67 points (and if you need anti-tank can swap some of the Plasma Rifles for Fusion Blasters with 18” and S8 without increasing point cost). However, multitracker limits you to firing two weapons systems at a time, so you could have budget XV8&#039;s with a twinlinked weapon and a second weapon, counting as two weapons systems (ie, twin linked BC and one BC is even cheaper than three BC&#039;s, but isn&#039;t as great as two twin linked). Also, remember that you&#039;re also paying points and money for super crisis suits (T5 saves you a lot from plasma cannon insta-death).  Only the Pulse Submunitions Rifle has no cheaper Crisis Suit equivalent.&lt;br /&gt;
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Except, the XV8 cannot have twin-linked BC&#039;s and VRT&#039;s, and even if they could would be 15 points cheaper than XV9&#039;s who are T5 and WS3 and have a higher Ld. for that pay bump. Couple them with a DC and six Gun Drones for 36 BS3 S5 AP5 shots and let the tears flow.&lt;br /&gt;
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*&#039;&#039;&#039;Mounted Great Knarloc Herd (Forge World):&#039;&#039;&#039; If you have a fast attack slot open and need a massive distraction, take 3 of these. These are your new distraction carnifex. For 85 points each, you have a WS4, S6, T5, W5, monstrous creature with Stealth (forests) and fleet, but have the downsides of being only I3, Ld7, and a paltry orkish save of 6+. Don&#039;t give them guns, they&#039;re not there to shoot, they&#039;re there to smash stuff.&lt;br /&gt;
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*&#039;&#039;&#039;Goaded Great Knarlocc (Forge World):&#039;&#039;&#039; A singular version of the Knarlock Herd that has a chance of going crazy and killing its own units. Just skip it, and go for the Herd.&lt;br /&gt;
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*&#039;&#039;&#039;Knarloc Riders (Forge World):&#039;&#039;&#039; I want to like these guys, I really do, because come on, they&#039;re [[Awesome|freaking birdmen riding god-&#039;&#039;fucking&#039;&#039;-damned dinosaurs!]] These guys beat Canoptek wraiths, when they charge.  They&#039;re also able to move 12, re-roll charge distance and then get hammer of wrath, something jump troops cannot do, and are 2 wounds now with T4. They&#039;re basically here for a distraction. Problem with Knarlok riders is not that they are bad, but almost any other FA choice is flat-out better. Anything that kills orks (read: everything) will kill these faster, if only because there is less of them, somehow.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
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*&#039;&#039;&#039;[[Hammerhead Gunship]]:&#039;&#039;&#039; God&#039;s Third Gift To Tau. The railgun is your best friend, and this one retains its 72&amp;quot; S10 AP1 goodness (arguably the only one now that nothing else in the book mounts the classic Railgun). It&#039;s mounted on a durable chassis (only a few standard skimmers with better armour) and comes with a higher BS than your average Tau. Plus with disruption pods you get 4+/3+ cover (unless you&#039;re stupid enough to park it in the open) making the Hammerhead much more durable to dedicated anti-tank equipment. Take one. Hell, take two. With its ability to make vehicles its bitch with its bullet-mode, and its ability to mincemeat infantry with its large blast shotgun-mode, a hammerhead will NEVER disappoint...provided you take the railgun option. Its options are as follows:&lt;br /&gt;
**&#039;&#039;&#039;Railgun:&#039;&#039;&#039; Yes. Standard mode is a S10 AP1 (it will knock out vehicles on a 4+ if it penetrates, opened-topped go out on a 3+), and can be upgraded with a S6 AP4 blast template just for 5 pts. Powerful, versatile, and rightly referred to by a variety of profane monikers by non-Tau players, it is the most popular Hammerhead primary weapon choice with good reason.  &lt;br /&gt;
**&#039;&#039;&#039;Ion Cannon:&#039;&#039;&#039; An autocannon with another shot and better AP. It&#039;s no railgun, but it does have some new tricks up its sleeve to make it worth it especially against [[MEQ]]s. Specifically, it&#039;s an ion weapon, which means it can be overcharged to a S8 AP3 Large Blast that gets hot; this effectively turns it into a discount Leman Russ, though Markerlight support lets it strip cover from targets.&lt;br /&gt;
***&#039;&#039;&#039;La&#039;Sha&#039;ng (Gunner Longstrike):&#039;&#039;&#039; Joining the burgeoning crowd of tank aces started by Antarro Chronus and Knight Commander Pask, and then trolling them silly because he&#039;s actually worth it! Shas&#039;la T&#039;au Sha&#039;ng is a nifty upgrade for a Hammerhead gunship, blessing it with BS5, preferred enemy IG, Tank Hunter, a blacksun filter and the ability to overwatch. He can also overwatch multiple times per phase against different eligible charging enemies. Considering that he also has the Supporting Fire special rule like infantry and most battlesuits, that can actually be a whole lot of potential targets, each of which he can Overwatch on behalf of as often as the enemy attacks them. Consider flanking his Hammerhead with infantry to better take advantage of this, offering the protection of his tank fire to them while they keep the melta-bomb bearing enemy troops off of him. Just remember that you cannot Snap Fire anything which has a blast template, so sadly no sub-munitions Overwatching for him. Stick to his secondary weapons for most Overwatch targets, or use the solid railgun shot against a charging monstrous creature (if it even lives long enough to get that close.) Also, consider using him with an ion cannon. He only needs one markerlight to avoid overheating when he overcharges, provides best output for overwatching with 3 S7 AP3 shots along with secondary weapons, and can still wreck the hell out of light armor. Oh, and did we mention he headshotted a titan?&lt;br /&gt;
**&#039;&#039;&#039;Forgeworld&#039;&#039;&#039; brings several new weapons options to the Hammerhead Gunship:&lt;br /&gt;
**** Please note that as the following are bought as a set of two, how one would fire the system is a matter of debate. Some would find it completely acceptable to count the two weapons as a single weapon system, thus being able to fire both as one weapon system after moving at combat speed, while others may punch the rules and declare they are two unrelated weapons and thus cannot be fired together. The latter will probably be common where your forces are curb-stomping the opponent into submission and they need every out they can get, but as a general house rule it should be completely acceptable to count the two systems as a single system that just fires twice at the same unit.&lt;br /&gt;
***&#039;&#039;&#039;2 Long-Barrelled Burst Cannons:&#039;&#039;&#039; Since the update hit, it&#039;s now become a full-blown flak cannon with 12 shots, but weaker strength, shorter range, and the possibility to clip flyers. Post codex, you have Broadsides to do this job now. However, this weapon beats rail sub and ion cannon when it comes to facing down hordes of light infantry; guardsmen, guardians, Kablite warriors and ork boys get wounded on 2s and 3s with no armour saves. With the right support, 10-12 models can die in a single shooting phase. Throw in Longstrike for even more fun! Also consider the Point defence targeting relay. Anyone wishing to charge a unit with this monster nearby will have to suffer 16 shots of overwatch from just this tank. Markerlight the target beforehand too and say goodbye to the unit in question.&lt;br /&gt;
***&#039;&#039;&#039;2 TL Missile Pods:&#039;&#039;&#039; Cheaper on Crisis Suits, but will come with a velocity tracker - basically turns your Hammerhead into very expensive and slightly more accurate Hydra flakk tank / Missileside. Just take a Missileside squad instead.&lt;br /&gt;
***&#039;&#039;&#039;2 Fusion Cannons:&#039;&#039;&#039; This option had a bad rap for a while. However, the proliferation of TEQs briefly gave this gun its time in the sun (a twin-linked blast S8 AP1 melta does have its place, especially when facing down lots of deep-striking TEQs, vehicles, etc.). Unfortunately, now you have the Riptide to deal with that kinda shit, so the Fusion Cannon is back to being dubious once again. Also, thanks to the fact that if you move your tank, you can only fire 1 blast weapon, so don&#039;t take this. At all.&lt;br /&gt;
***&#039;&#039;&#039;2 Plasma Cannons:&#039;&#039;&#039; A go-to gun for facing down TEQs/MEQs/Mounstrous Creatures and flyers. Now that the new codex is out, you have other options for anti-MEQ and anti-aircraft. Ion Cannon is better against the former and Broadsides are better against the latter. Might still have some use against MCs, although... it does pump out 4 S7 AP2 at 48&amp;quot;.&lt;br /&gt;
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*&#039;&#039;&#039;XV107 R&#039;varna:&#039;&#039;&#039; Forgeworld&#039;s most beautiful creation to date. A riptide which exchanges its Jet Pack status for a better statline (+1T +1W) and inbuilt fletchette discharger (so it cannot be tarpitted).  It also comes equipped with two Pulse Submunitions Cannon. &#039;&#039;Worth noting that these weapons are UNAFFECTED by the Ethereal ability Storm of Fire (so not stupidly broken) and do NOT have Rapid Fire.&#039;&#039;  These guns are S6 AP4 Large Blast, with a Cluster Fire special rule.  Cluster Fire lets the weapons get a higher strength and inflict more hits when you fire at larger models.  This means it can potentially put out 6 (or 12 if you nova-charge) &amp;lt;s&amp;gt;Krak missile&amp;lt;/s&amp;gt; OC&#039;d Ion rifle equivalent hits against an enemy MC per turn.  You&#039;ll no longer have to worry about fighting MCs and Artillery because of this beautiful son of a bitch (actually, not as effective as it was due to the update, AP4 renders it about as useful as two hammerheads with Pulse submunitions, albeit hitting more on the blasts... but still only AP4. Gotta love party fouls). Also has a different Nova Reactor with an ability to increase invuln save to 3++, detonate a haywire &amp;quot;bomb&amp;quot;, fire the cannons twice(at the cost of not firing next turn!) or give the unit Fleet and a 2D6 run. Can equip with a Positional Relay and Stimulant Injector (which CANNOT be used in a failed Nova Charge), and &amp;lt;s&amp;gt;include two Shielded Missile Drones as Standard&amp;lt;/s&amp;gt; Not sure what rules you&#039;re looking at, still have to purchase them. Being a FW model, they charge you more than is even remotely reasonable for it i.e. &#039;only&#039; £70. NOTE:  Can&#039;t be included in a Farsight Enclaves army, so you&#039;ll have to run it in a Tau Empire ally list if you&#039;re that way inclined. SECONDARY NOTE: Forgeworld has not released any sort of official document or FAQ stating that it cannot be used in the Farsight Enclaves army. Until they do, enjoy your battlesuit extravaganza. I DON&#039;T KNOW WHAT WE&#039;RE NOTING ABOUT: Considering the old rules are still available online, and until they are published in a copy of IA none are official, you could still potentially be a douche and run the old rules for this brute. If you really want to be that guy, though, never over-charge it. Ever. You prick. ONE MORE NOTE: It&#039;s not any kind of specific rule or FAQ that prevents the R&#039;Varna from being in a Farsight army, it&#039;s the way the current rules mesh together. Farsight Enclave and the Imperial Armory are both Codex supplements to the Tau Empire Codex. As it current stands, and as it is explicitly stated in the actual Farsight Enclave supplement, only one supplement can be applied at a time to a Codex. This means that you can apply either Farsight Enclave OR Forgeworld&#039;s Imperial Armory supplements but not both at the same time. Thus, the R&#039;Varna is not available to Farsight Enclave because you would need to have both Farsight Enclave and Imperial Armory at the same time and this is not allowed. On a technical note, however, the R&#039;Varna is not currently a part of the Imperial Armory and only has an experimental dataslate on Forgeworld&#039;s website. Technically, this means the R&#039;Varna is a solo entity and not currently a part of the supplement which may give some wiggle room to argue for it&#039;s inclusion into a FE army. You could argue it, but come now. How much of a rule snob do you want to be?&lt;br /&gt;
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*&#039;&#039;&#039;[[Battlesuit#XV88_Broadside_Battlesuit|Broadside Battlesuits]]:&#039;&#039;&#039; God&#039;s Fourth Gift To Tau.  Broadsides got taken down a peg in the new codex, with their railgun variant hitting at a decent S8 (still AP1, though) and only at 60&amp;quot;.(Making them totally ineffective in their previous role of an AV14 killer) In addition to their old options, they get new options like the ability to skyfire or replace their downgraded railguns with a fucking ton of missiles (including a seeker missile). If you have target locks on the broadsides, you can fire at different targets, possibly giving two different vehicles a serious glance-to-death headache, and turn those scary monstrous creatures into pink (or green) mist. Along with the change in rules, broadsides have a new plastic kit that has them holding their twin-linked heavy railrifle like a rifle, as well as bits for their new twin-linked high-yield missile system (the one that replaces their twin-linked heavy railrifle). Arguably, Broadsides needed this nerfing in order to open up board for the other options in Heavy Support. The main thing to consider when choosing missiles or rail rifles is range. 60&amp;quot; is still pretty much table wide while the missiles are only 36&amp;quot;. Missilesides will need to either be deployed farther forward or wait in the rear, but which ever you choose remember that Broadsides are infantry and will only snap-fire if they move.&lt;br /&gt;
**&#039;&#039;&#039;Look to the skies!&#039;&#039;&#039; These guys are also excellent AA units and are great as an ally unit for armies that lack reliable AA. Misslesides with VT run through AV11 flyer&#039;s (with 1 broadside averaging 2 glancing hits per shooting phase) and they don&#039;t do too badly against the AV12&#039;s either taking 1 hull point per shooting phase per broadside.  Although, if you take the command variant from the Farsight Enclaves and attach him to a darkstrider unit, you suddenly have a nice amount of twinlinked insta-death at your disposal.&lt;br /&gt;
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*&#039;&#039;&#039;Drone Sniper Team:&#039;&#039;&#039; This entry has seriously been retooled in the latest Codex. They no longer have rail rifles, just beefed up pulse rifles, but these new Longshot Pulse Rifles get Sniper (which includes precision shots and rending on to wound/penetrate of 6) and a 48&amp;quot; range now. Also, their new gun is a pulse weapon so it&#039;s effected by Storm of Fire. If the spotter dies, the drones get reduced from BS 5 to BS 2, though in 6th edition you can hide him behind a drone line AND you can now take three spotters per squad! They used to take up a Heavy Support choice that was usually better filled with something else but now they can lay down a devastating salvo of accurate, potentially rending dakka with wounds that you may choose how to allocate. Though, despite being pulse weapon longshots still count as S3 against vehicles like any sniper rifle, so do not expect to threaten tanks with them. Note that the Firesight spotter is BS5 and comes with a markerlight. While they max out at three spotters per team, those three markerlights are nothing to sneer at, as each one of them is almost guaranteed several tokens per shooting phase. Keep in mind that while the spotter is standard infantry, the drones are called out specifically as jet pack infantry, which means that they can use the jump-shoot-jump trick to pop in and out of cover, so long as they end their move in unit cohesion with the spotter they should be fine. If your opponent protests, show them the unit description in the Codex saying that they do just that. That said, they will still be going at the speed of the spotter, so consider using a spare Devilfish to get them where they need to be. Even a max sized sniper team with three spotters and nine drones can still fit inside a Devilfish. A neat little trick is to set a single spotter up on a ledge where he&#039;d probably get insta-gibbed by the opponent and let your XV8-05 commander take over the drones when the spotter bites it, thereby giving your longshots the ability to JSJ while keeping BS5.&lt;br /&gt;
**&#039;&#039;Another tactic:&#039;&#039; These guys weapons are pulse, meaning they are affected by the Etheral&#039;s Storm of fire ability, witha  range of 48&amp;quot;, this could mean three shots per drone at 24&amp;quot;. 9 drones, 2 spotters and an Etheral clock in at just over 200pts and they have a nasty bit of fire power backing them.&lt;br /&gt;
**&#039;&#039;A third (and not noticed) tactic:&#039;&#039;  Five sniper drones with just a single controller.  Let the controller act as bait with a drone-controller/advanced targeting system equipped Commander waiting right behind it and wait for the controller to get horribly slaughtered.  Now you have five sniper drones just floating around waiting to attach to oh say..  a commander who is sitting RIGHT THERE.  Now you have a fast-moving sniper unit that can be just an absolute fucking nightmare to enemy IC&#039;s.  You&#039;re welcome.&lt;br /&gt;
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*&#039;&#039;&#039;[[Skyray Missile Gunship]]:&#039;&#039;&#039; At first glance it looks like a Hammerhead with it&#039;s gun replaced with six seeker missiles. &amp;quot;Meh&amp;quot;, you say, &amp;quot;I can bring my missiles on any vehicle&amp;quot;. Point is that those six missiles doesn&#039;t matter. Sure, they are useful, but as i said, you can get them without the Skyray. The things that matters are two tiny gismos on it&#039;s hull - a set of two markerlights and velocity tracker. Think of it like 67pts upgrade that could give any of your units skyfire on BS2 or hopefully BS3, that also have 6 seeker missiles attached to it. The moment you&#039;ve landed at least one markerlight token on the enemy flyer/FMC in range of your pathfinders or marker drones it&#039;s pretty much dead - spotter units would turn those 1-2 markers into 4-7 and then you just finish the poor fucker with whatever seems more apropriate - from railgun slug to the face, to fusion guns on your battlesuits or pirahnas, to just the hail of pulse shots in case it&#039;s AV10 flyer. Against one of the AV10/11 flyers you can just boost Skyray&#039;s own BS with his markerlights (they&#039;re networket BTW), and then swipe it with as many missiles as you feel apropriate - even if you spend all six you still gonna blow enemy unit out of the sky almost guaranteed. And since most flyers cost 100+ pts. your Skyray just payed for himself, and still can keep doing his air spotter duty. Hell, you can even land a few glances or force an FMC to crush with your SMSs. Unfortunatelly, Skyray have to compete with almighty Broadsides, Hammerheads and Rvarnas, which are much more point-efficient, but if you have free HS slot and points taking one hardly would hurt your army.&lt;br /&gt;
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*&#039;&#039;&#039;Heavy Gun Drones (Forge World):&#039;&#039;&#039; They&#039;re Gun Drone Squads, if slightly more accurate - yet somehow made worse courtesy of them devouring a Heavy Support choice. You don&#039;t want to waste one of these all-too-valuable slots on twin-linked fucking burst cannons when your army has dozens of ways to get these onto the table. Their airmobility and markerlight options are still not worth it. Avoid.&lt;br /&gt;
**Although you could attach a commander with drone controller to a six drone squad with marker lights and a burst cannon. 6 marker lights at BS5 and 24 strength 5 burst cannon hits at BS5. Sadly, you can&#039;t do both in the same turn.&lt;br /&gt;
**&#039;&#039;Also this limits you&#039;re ability to split your marker light hits between various units. If you decide to take these guys at all go for the TL Burst cannon and make them a bubble wrap unit or a nuisance.&#039;&#039;&lt;br /&gt;
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===Super Heavy===&lt;br /&gt;
*&#039;&#039;&#039;[[Manta]]:&#039;&#039;&#039; The bastard child of a Thunderhawk and a [[Titan_(Warhammer_40,000)|Titan]], this small spaceship is just as capable an attack craft as it is a heavy transport. This thing carries an absolutely goofy number of guns and can spew out [[Dakka|a retarded amount of dice.]]  Sixteen Long-barrelled Burst Cannons (who now fire 6 shots, meaning this thing fires &#039;&#039;96&#039;&#039; S5 AP5 36&amp;quot; shots), three Long-barrelled Ion Cannons, two Heavy Railgun (destroyer weapon and AP1 like a standard railgun in slug-mode, so it auto-penetrates/wounds and destroys vehicles 2+, not to mention the submunition mode that throws out large blasts with the strength and AP values of an Ion Cannon, &#039;&#039;and&#039;&#039; deviate less than usual by virtue of being drone-controlled), a Missile Pod, a Seeker Missile Battery (10 missiles), and a Networked Markerlight turret ensure that anything it&#039;s shooting at will not live to see the next turn. And there&#039;s the little benefit that for a [[Titan]] equivalent, it&#039;s damned fast. Oh, and it can carry a metric fuckton of Tau; 48 Fire Warriors, 8 battlesuits, 2 Devilfish (and any models in them DON&#039;T count towards total models in the Manta&#039;s cargo), 2 Hammerheads, 6 Gun Drones, and 1 Ethereal. Just one of these can damned near carry an entire normal 40k game&#039;s worth of Tau ground units!  Unfortunately, for the price of the Manta model, you could just as easily buy a decent used car. (PROTIP: Buy a Smart Car, paint it ochre, and use it as both a vehicle and a [[proxy]]. Or proxy it with your converted army case.) If you can afford one and don&#039;t know how to use it, try asking either your butler or the two burly Armenians who just came over to break both your legs. One other drawback: unlike other flying vehicles in Apocalypse, ground attackers without AA or pintle mounts use their normal BS rather than needing a 6 to hit because of how fuck-huge it is (blasts and templates still can&#039;t fire at Manta, &amp;lt;s&amp;gt;unless AA,&amp;lt;/s&amp;gt; (flyers are immune to blasts and templates) and needless to say, all titan-weapons are blasts). Though it does have a 4+ invul save due to its energy shield, remember an enemy &amp;lt;s&amp;gt;doesn&#039;t&amp;lt;/s&amp;gt; still needs to deplete its structure points to destroy it like a ground-based super-heavy vehicle. &amp;lt;s&amp;gt;If its immobilized for any reason, it&#039;s automatically destroyed, like any other super-heavy flyer.&amp;lt;/s&amp;gt; NOT TRUE, super heavy fliers lose a structure point per immobilized result (now they just get &amp;quot;locked velocity&amp;quot;. In the most recent update the manta has BS4, 13/12/11 armor, 30HP, a transport capacity of &#039;&#039;&#039;200&#039;&#039;&#039; (up to 4 vehicles counting as 30 each, and bulky, very bulky, and extremely bulky as normal) and the ability to spew out more dakka at 2,000 points than most armies. &lt;br /&gt;
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*&#039;&#039;&#039;[[Tiger Shark]]:&#039;&#039;&#039; This thing can shit out fourteen gun drones and carries an impressive armament of a twin-linked Ion Cannon, TL Missile Pod, and two Burst Cannons, making it the death of anything without a 2+ armour save/a lucky invulnerable save/Land Raider-equivalent armour (especially since flyers always hit the side armour of ground vehicles!).  &lt;br /&gt;
**&#039;&#039;&#039;AX-1-0:&#039;&#039;&#039; A version of the Tiger Shark meant to really bring the hate to super-heavy vehicles, swapping out drone racks and ion cannons for twin-linked Heavy Railguns. Put on a trollface as your opponent realizes just how terrifying Railguns are on a flyer platform (answer? Very, especially since the ones on this Tiger Shark variant are just as capable as those on a Manta). &lt;br /&gt;
*** As a [[fluff]] note, the AX-1-0 was originally made as a counter to Imperial Titans. Titans take decades and lots of resources to build, while the AX-1-0 uses existing parts from the Tiger Shark with weapons normally installed on Mantas, thereby minimizing fabrication time and material cost, giving the Tau an extremely cost-effective anti-titan punch.  You know that the Earth Caste engineering team that came up with it said, &amp;quot;Problem, Magos?&amp;quot; Few things are more satisfying than watching [http://1d4chan.org/wiki/File:Techrage.jpg the look on your enemy&#039;s face] when you blow up his Reaver Titan or Heirophant with a fraction of its cost in AX-1-0s, that go on to tear his other super-heavies a new one.   &lt;br /&gt;
**&#039;&#039;&#039;AX-2-2:&#039;&#039;&#039; A rather weird unit that carries two Remora Stealth Drone fighters that have two long barrelled burst cannons and seeker missiles. &lt;br /&gt;
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*&#039;&#039;&#039;[[Orca|Orca Dropship]]:&#039;&#039;&#039; If you have the money and points to afford a Manta (lucky you!), don&#039;t bother with this one. While still a super-heavy flyer, its transport capacity is only a quarter of the Manta&#039;s (it can&#039;t even carry vehicles), and it is only lightly armed with Seeker Missiles, a Missile Pod and a twin-linked Burst Cannon turret. Needless to say, the Orca dropship doesn&#039;t do any justice to its namesake (which is an apex marine predator in real life). It did get +1 front and side armour, +1 BS, a built in disruption pod and blacksun filter, an the ability that allows 4 units to disembark at the same time, a significant price drop from 400 points to &#039;&#039;&#039;300 points&#039;&#039;&#039;, and long-barreled burst cannon&#039;s new buff to 6 shots greatly helps. Also in big apoc floor matches a very mobile flying cheap transport with a transport captivity of 57 is nothing to sneezed at. Also if you want to be an asshole, remember that you can transport up to 11 broadsides or (more usually) three teams of 3 with drones.&lt;br /&gt;
On a side note, this dropship first appeared in the &#039;&#039;Fire Warrior&#039;&#039; 40k FPS and Tau vehicle units in Dark Crusade and Soulstorm arrive at vehicle production buildings via Orca.&lt;br /&gt;
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===Fortifications===&lt;br /&gt;
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Sadly, the 6th Edition Tau codex does not include any fortifications unique to them, like the Forgeworld Tau Sensor Towers. You will have to make do with the Imperial stuff:  &lt;br /&gt;
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* &#039;&#039;&#039;Aegis Defense Line:&#039;&#039;&#039;  Can be useful or useless, depending on how you plan to use it. The anti-air emplacements are much less useful to you than most other armies, since you have so much AA already, though it&#039;s your only viable anti-air interceptor. That being said, it&#039;s still a nice piece of cover for your Fire Warrior gunline and dispoded tanks to cower behind and because you control where it goes it is cover your fire warriors will always have. If you&#039;re running a highly-mobile, you&#039;ll find it to be actively useless. If you&#039;re going to commander-bomb the enemy, for 20 points more, the comms relay will allow you to reroll reserve results, which might save your entire game. One fun trick is to have a Firewarrior Team with a Cadre Fireblade.  With his Split Fire, he can control the AA gun while the parked Firewarriors get a ridiculous number of shots.  &lt;br /&gt;
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* &#039;&#039;&#039;Vengeance Weapon Battery:&#039;&#039;&#039; If you don&#039;t like taking a risk that might end up blowing your tank up with poor rolling, or you just like a sturdy Battle Cannon mounted on a reliable AV14 building chassis, then the Vengeance weapon battery is your go-to fortifications. It&#039;s cheap, it&#039;s hardy, and it can take either a Punisher Gatling Cannon (20 shots FTW) or it can be armed with a fearsome battle cannon for +10 points, adding another large blast ap3 weapon on your side that doesn&#039;t suffer much from the disappointing bs2 the Weapon battery is cursed with due to being a blast weapon. All in all, if you need a little extra kick, the VWB is hard to disappoint.&lt;br /&gt;
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* &#039;&#039;&#039;Skyshield Landing Pad:&#039;&#039;&#039; Very big and you can probably fit your entire army on top of it. The 4++ it gives units on top (when the sides are up) means you can put your fire warriors and broadsides up there and not have to worry about things that ignore cover *cough*deathstrike missiles*cough*. When the sides are down, you can deep strike units onto it without them scattering - sort of useless given that if you are deep striking you are probably trying to insert a commander bomb behind an enemy tank, In which case you would have Farsight.&lt;br /&gt;
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* &#039;&#039;&#039;Imperial Bastion:&#039;&#039;&#039; It&#039;s big. It has 4 heavy bolters but you cannot really fit much at the top, and even less so when you add a gun emplacement. A decent crows nest for a sniper drone team or rail/ion rifle pathfinder team, but past that, it&#039;s an expensive piece of cover.&lt;br /&gt;
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* &#039;&#039;&#039;Fortress of Redemption:&#039;&#039;&#039; Expensive, expensive, expensive. But like the rest of your army, the range of the weapons is crazy high. (96&amp;quot; missiles). You can also give it a gun with both skyfire and interceptor, but your Broadsides and Riptides should be taking care of that. The building only has one entrance, so be careful about getting it blown apart. On the other hand, it&#039;ll give some trouble to your enemies trying to pull you into an assault. You&#039;re also going to need about 300 points freed up just bring in a fully kitted out FoR. Imagine the Battle for Helm&#039;s Deep, and you&#039;re not too far off.&lt;br /&gt;
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*&#039;&#039;&#039;Remote Sensor Towers (Forge World):&#039;&#039;&#039; After being noticed for the bad-ass auto-take it was, Forgeworld majorly nurfed it. It&#039;s now &#039;Battlefield Debris&#039; with BS2, T6, W2, and a 4+ save, it has a twin-linked markerlight, and allows &#039;(...)a singe friendly unit selected from Codex: Tau Empire that is within 2&amp;quot; of any sensor tower in the unit may re-roll all failed To Hit rolls of a 1 and gain the Night Vision special rule...&#039; Sadly, it&#039;s no longer an auto-take, but may get some use to help with a Riptide to stop it from killing itself.&lt;br /&gt;
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==Allies==&lt;br /&gt;
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Yes, Tau &#039;&#039;can&#039;&#039; ally with pretty much everybody, including themselves and except Tyranids, who continue to get no love.&lt;br /&gt;
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===Battle Brothers===&lt;br /&gt;
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&#039;&#039;&#039;Farsight Enclaves/Tau Empire:&#039;&#039;&#039; Yep, you can actually ally a &amp;quot;standard&amp;quot; Tau Empire list with a Farsight Enclaves list. This means four Riptides (five counting O&#039;vesa). This means nigh-on broken. This means you WILL do this. on 2,000+ point games that&#039;s 9 available riptides. Use the Fire Cadre data slate for an extra to bring that number up to 10. Do you count R&#039;varna riptides? That&#039;s 6 more. Enjoy throwing 16 mechagodzillas down your enemies throat.&lt;br /&gt;
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&#039;&#039;&#039;Craftworld Eldar:&#039;&#039;&#039; With all this BS3 all around Farseer with Guide and Prescience is golden, especially when casting on markerlight squads. You can put him on jetbike, and troll his way into Crisis team (he&#039;s T4 and can do JSJ after all). As space elf codex get pretty brutal update, pretty much everything eldary could be useful - even cheap guardian squad to sit on your objective and man your quad-gun with BS4, if the Farseer is the only thing you want. Also, for extra cheese value, you can take a squad of wraithguard with Shadowsun and Spiritser, so that they can hold objectives, melt tanks, have a 4+ cover in the open, and give Shadowsun T6 due to majority toughness (534 points). U mad, bro? Sadly, they couldn&#039;t infiltrate even with Shassera (althought to be fair some tournmemnts do play it that she can infiltrate them, make sure to check with the TO), but this unit still destroys anything in 12 inches, has majority T6 and will have a 2+ cover in terrain, you&#039;ll just have to footslog/outflank to get them where you need them. &lt;br /&gt;
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&#039;&#039;&#039;Eldar Corsairs (Forge World):&#039;&#039;&#039; You need the Prince. Think about it. Deepstriking your Broadsides? Your Hammerheads? A Corsair Eldar Warp Hunter, or even the FUCKING WRAITHGUARD? And he can trigger Night Fight, pin the shit out of a blob before the even get running, or fuck up tanks hiding at the edge of the board. Your troll skill just went over nine thousand. SCREW THAT, get Irillyth (got a nice buff in FW FAQ), re-rolling night fight? Giving preferred enemy EVERYTHING to all other shadow spectre squads and also giving them SCOUT?!? Your enemy wants to hit your gun line? He should prepare to take it up the you know where with spectres that have preferred enemy, your enemy wants to chase down 4+ cover (doesn&#039;t stack with stealth nor shrouded, requires you to have made a jet thrust move on the turn preceding otherwise bumped down to 5+) all day with jet packs? Be my guest. Cry some more! Irillyth basically gives you the infantry equivalent of battlesuits, use the suits as your tanks and the spectres as the infantry screening them. Not to mention that Irillyth gets what is essentially a 3 shot plasma rifle that somehow acts like a quasi markerlight for spectres except boosting S or lowering AP (although you can only fire one shot at the S and AP, does make for a squad that can tank hunt nicely). His spear also butchers TEQ&#039;s (although first turn of assault, *hint* hit and run *hint*. Downsides? Really REALLY expensive, a single corsair costs more then a naked battlesuit, so if your running this you should consider doing little more then flooding the battlefield with battlesuit troops (Enclave) and pathfinder teams with perhaps a skyray for AA. Five battlesuit squads backed up by three corsair squads, while night fighting? You may not win nor even be competitive, but it will be an entertaining game.&lt;br /&gt;
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&#039;&#039;&#039;Space Marines:&#039;&#039;&#039; Even meeting basic requirements on the force organisation chart can be downright useful, a librarian can provide some much needed anti psyker ability, whilst sniper scouts can do what kroot do in a somewhat more survivable (albeit more expensive) package. Plus it&#039;s just another excuse to plug GW&#039; cash cow; TEH SPESS MEHREENS!!!! The librarian becomes even more valuable if you want to run a Farsight blob, because you gain the chance to take Gate of Infinity, which means your blob can deepstrike 24&amp;quot; away every turn without scattering thanks to Farsight&#039;s warlord trait, and no scatter means no chance of the gate specific perils occurring. Deepstrike your librarian behind cover, with the suits sticking out, shoot a nearby unit to dust and then jetpack into safety and repeat every turn. While it does get stupidly expensive, your crisis suits and Warlord gain the potential to be literally untouchable.&lt;br /&gt;
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Does anyone else find it odd that the two double-page art pieces show Tau fighting against Eldar (inside the front and back covers) and Space Marines?&lt;br /&gt;
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===Allies of Convenience===&lt;br /&gt;
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&#039;&#039;&#039;Blood Angels:&#039;&#039;&#039; Sanguinius with his Shield take care of his little friends, especially Stealth Suits who achieve a +2 cover on the open! Beware of flamers though. Yes, you are thinking that &amp;quot;you can not cast psy powers on allies of convenience, only on battle brothers&amp;quot; and desiring to delete this, but wait a moment because Shield of Sanguinius is cast on the Librarian and affect any unit within 6&amp;quot; the Librarian. Hooray for loophole abuse!  &lt;br /&gt;
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&#039;&#039;&#039;Chaos Space Marines:&#039;&#039;&#039; Spiky gue&#039;la could provide you a lot of choppy guys to screen you gunline or even kill/tarpit some troublesome enemy squads. Khornate cultists are MUCH better then forgeworld worker gangs for a cheap choppy tarpit, but if you want more, [[Fabius Bile|Fabulous]] khornate marines would wreck some shit. For more dakka, plasmachosen and dinobots would dish out a lot of white-hot plasma on medium range, and deepstriking termicide squad could melta some tanks like fusion commander bomb, but unlike commander they would at least force a lot of fire to their 2+ armored asses before they die. Do note, that you cannot ninja cult squads into troops in allied detachment.&lt;br /&gt;
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&#039;&#039;&#039;Dark Angels:&#039;&#039;&#039; You cannot Ravenwing and Deathwing in allied detachment, and DA does not benefit from your beacons (&amp;lt;s&amp;gt;unless porta-rack is taken&amp;lt;/s&amp;gt; Porta-racks let you use enemy teleport homers and locator beacons, but not homing beacons.), but they are cheaper than regular marines for gunline, albeit a bit worse in close combat. Also they are like the only army in 40k that could bring more plasma than you. Ravenwing knights rad-grenade launcher when combined with Darkstrider railfinder squad could make miracles.&lt;br /&gt;
Of course, Getting a Ravenwing Darkshroud is an extremely viable option, particularly when you sit it above a Bunker that is chock-a-block of Firewarriors. Giving them all free stealth for additional saving bonuses on top of the terrain is a bargain at 80 points. &lt;br /&gt;
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&#039;&#039;&#039;Grey Knights:&#039;&#039;&#039; Can be quite effective. Choppy Strike Squads can be a very effective screen for your squishy Tau. But they will take a decent toll on your points if you want a big enough wall. Alternatively, a Stormraven filled with Terminators can cause quite the stir for your unsuspecting foe, but again, this will cost you a VERY shiny penny.&lt;br /&gt;
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&#039;&#039;&#039;Imperial Guard:&#039;&#039;&#039; This is your Gue&#039;Vesa auxiliaries. They are shooty bastards much like your own army, but a bit slower, and can endure more beating (through numbers). Use them like cheap meat shields and moving cover, or place fucktons of tanks and heavy artillery to back up your gunline with even more firepower. That be said, you also could ally with all Forge World special IG lists - Elysians would give you a fuckton of flyers, Kriegers - meatshields that would HOLD THE FUCKING LINE, and Armoured Battlegroup - plethora of tanks, including horrible abomination of cheese what is BS4 Monster Slayer Co-axial Vanquisher of Doom.&lt;br /&gt;
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&#039;&#039;&#039;Necrons:&#039;&#039;&#039; They are shooty cover campers, that lay waste on vehicles and die in close combat... just like you. Unlike you they have much more survivability in the open (as they are designed for close range firefights, instead of sniping across the board) pie plates of hate, lots and lots of battlefield cheating rules, some of which stacks perfectly with Tau (HOD with Solar Flare for your nightvision army? Yes, please!), and last but not least motherfucking flyer cheese &amp;lt;s&amp;gt;of scythes&amp;lt;/s&amp;gt; croissants. And if you want to screen your gunline with close combat beatstick, they get one too.&lt;br /&gt;
*Before allying with Necrons be aware that many of your own models can do the same jobs for less. Fire Warriors shooting is more versatile than Necron Warriors shooting, though Necrons are better at assault with their higher WS, S and T combined with reanimation protocols; Fire Warriors can have Haywire grenades but their use is situational.  Missilesides will outperform Annihilation Barges while Hammerheads and Railsides will outdo Heavy Destroyers.  Monolith guns are not as good as Riptide guns though the Monolith is more survivable and has the portal, so for offence the Riptide, defense the Monolith. The best use for Necron allies is Triarch Stalkers, Doom Scythe and Wraithwing.&lt;br /&gt;
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&#039;&#039;&#039;Orks:&#039;&#039;&#039; A maxed out squad with a warboss could give your opponent enough of a distraction to forget those 8 bajillion guns being pointed at them by little blue men and women. Orks can add more fun into the game, as having more meatshields or units with hilarious equipment (Big Mek with Shokk Atack Gun and a suicide Commander can make a fun setup) will make more major lulz throughout the game. Also, Farsight working with Orks. Using the Orks in basically the most obvious way possible (choppy meat shield) works fairly well too in an infantry-heavy army, because it keeps your Tau guys out of CC.&lt;br /&gt;
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&#039;&#039;&#039;Space Wolves:&#039;&#039;&#039; Have some nice buffs and fluff to assist the Tau, such as completely bitchin&#039; IC&#039;s that can bring a lot of strong units to the table, and can take cheaper assault marines than vanilla SM in the form of neophyte Bloodclaws that can work as a screen for your squishy Fire Warriors. Just remember that they have a tendency to rush into CC, robbing you of further shooting at the squad until either of them are dead.&lt;br /&gt;
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===Desperate Allies===&lt;br /&gt;
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&#039;&#039;&#039;Chaos Daemons:&#039;&#039;&#039; Daemons have little to offer that Eldar (Prescience/psykers) or CSM (CC beatstick) don&#039;t have. Though Bloodthirster and Plaguebearers horde can take attention away from your squishy blueberries, everyone fears your Riptide more than anything Daemons can offer.&lt;br /&gt;
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&#039;&#039;&#039;Dark Eldar:&#039;&#039;&#039; Dark Eldar do have a couple of upsides - with the right build, they are so mobile that the One Eye Open rule won&#039;t be a factor if you play intelligently, and they&#039;re very good at dictating when combat occurs, a very good sacrificial defense for your squishy gunlines. On the other hand, a highly mobile Eldar build - such as Samhain - can use this tactic as well.&lt;br /&gt;
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&#039;&#039;&#039;Sisters of Battle:&#039;&#039;&#039; These Sistas work wonders with the [[Tau|Greater Good]] in ways you can&#039;t possibly imagine. One Eye Open rule? That&#039;s fantastic! Good thing you won&#039;t give one shit about it! How do you like HQ&#039;s that come back from the dead and soak up fields of fire and make MEQs and Mobs shit bricks alike? I certainly do! Celestine&#039;s 2+ and 4++ flying gracefully up the field into hails of gunfire to allow your squishy blue men to shoot things is something that is INVALUABLE, also provides other sisters very high chance to pass their AoF (DON&#039;T go footslog, always go Mech). Also, Women in [[Metal Boxes|METAL BAWXES]] with melta/flamers/RENDING HEAVY FLAMERS are certainly going to draw some attention. And with revamped Act of Faith, though it might be one use only (use Jacobus or Simulacrum). The pure amount of melta/flamers you can bring with the Sistas allows your suits to go all Plasma Dakka and Missile Dakka on everything else, and the problems with the Faith system in a large army are less important in reduced numbers.&lt;br /&gt;
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==Supplements==&lt;br /&gt;
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Note that, as of right now, Farsight Enclaves is the only Supplement released for Tau Empire. Still, this will remain a &amp;quot;supplements&amp;quot; section in case more Tau Empire supplements are released in the future (such as the Tau Auxiliaries supplement rumored for early 2014)(oh would you look at the time, still no second supplement thanks gw).&lt;br /&gt;
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At the moment Farsight Enclaves can not take the following from forgeworld: Any Battlesuit including the R&#039;varna, Tetra, Tigershark AX-1-0, Remora drone fighter.  &lt;br /&gt;
* This information is from an Email trail between Forgeworld and members of the Advanced Tau Tactica forum.  There is currently no official FAQ or Errata that defines these restrictions.  The current Farsight Enclaves book defines that the Army List is chosen as presented in Codex: Tau Empire, so expect some people to try and run with loads of Forgeworld, and others to say that there can be NO Forgeworld in a Farsight list.&lt;br /&gt;
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===Farsight Enclaves===&lt;br /&gt;
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*&#039;&#039;&#039;Battlesuit Spearhead:&#039;&#039;&#039; The big rule everyone will be talking about, Battlesuit Spearhead allows you to take XV-8 Crisis battlesuits as Troops choices. The only restriction (besides the possibility that you cannot take them as Elites, which needs to be errata&#039;d) is that at least one unit &#039;&#039;&#039;must&#039;&#039;&#039; have three Crisis suits. Because, you know, you &#039;&#039;&#039;really&#039;&#039;&#039; needed the motivation to do that anyways. If you find yourself nodding to this, you&#039;re doing it wrong.&lt;br /&gt;
*&#039;&#039;&#039;Ork Hunters:&#039;&#039;&#039; Every model in a Farsight Enclaves detachment has Preferred Enemy (Orks), but &#039;&#039;&#039;only&#039;&#039;&#039; in close combat. It&#039;s nice in case you &#039;&#039;do&#039;&#039; end up in close combat, but don&#039;t go rushing there: you&#039;re still Tau and you still suck at melee.&lt;br /&gt;
*&#039;&#039;&#039;Ta&#039;lissera Bond:&#039;&#039;&#039; Remember the often-pointless Bonding Knife Ritual mentioned above? Yeah, every unit that can take it &#039;&#039;&#039;must&#039;&#039;&#039; take it. As discussed above, it&#039;s not all that useful (and is, in fact, absolutely pointless for three-man Crisis suit teams), but that&#039;s the price you must pay for battlesuits in Troops.&lt;br /&gt;
*&#039;&#039;&#039;Signature Systems:&#039;&#039;&#039; You can&#039;t take the Tau Empire signature systems (well, you &#039;&#039;can&#039;&#039;, in a roundabout way, but we&#039;ll talk about that in a minute). Instead, you can take the Farsight Enclave signature systems, which we&#039;ll discuss below. For the most part, this is a bad thing; the Tau Empire signature systems are &#039;&#039;excellent&#039;&#039;, whereas the Farsight Enclaves systems are... significantly less so. That being said, your Riptides can also take them, which is good, because the best item is made primarily for them.&lt;br /&gt;
*&#039;&#039;&#039;Farsight&#039;s Commander Team (The Eight):&#039;&#039;&#039; Instead of taking his seven-man Crisis bodyguard team, you can take Farsight&#039;s Commander Team, made up of seven Unique Special Characters. The unit doesn&#039;t take up an HQ slot (which is nice) and each model has the Independent Character special rule (meaning they can join other units). However, you &#039;&#039;&#039;must&#039;&#039;&#039; use their wargear as listed, but you don&#039;t have to take all of them (which would get very expensive, very fast). They&#039;ll be discussed in more detail below. &amp;lt;s&amp;gt;Note that, due to the &#039;&#039;extremely&#039;&#039; confusing wording of the rule, it&#039;s not clear whether you need to take Farsight or not. It seems that you can take them without Farsight, but if you &#039;&#039;do&#039;&#039; take Farsight and the Eight (well, it&#039;s only seven without him), you can&#039;t take his special bodyguard unit. But then they don&#039;t take up an HQ slot, so you&#039;d need to take another HQ anyway.&amp;lt;/s&amp;gt; FAQ&#039;d so that you must have Farsight as your warlord if you want to take any of the remaining Seven.  They&#039;re purchased as a single unit but all have Independent Character, so it&#039;s not clear whether they &#039;&#039;must&#039;&#039; be deployed together as a unit or if they can be deployed separately.&lt;br /&gt;
*&#039;&#039;&#039;Divergent Destiny:&#039;&#039;&#039; A Farsight Enclaves army can&#039;t have Shadowsun or Aun&#039;va, obviously. Whether this is any big loss depends on your preferences, but a Farsight Enclaves army can get along well enough without them. Oddly, you &#039;&#039;can&#039;&#039; take Ethereals, fluffwise only Aun&#039;Shi is still welcome in the Enclave so take him.&lt;br /&gt;
**&amp;lt;s&amp;gt;Note that, currently, the rule reads that you &amp;quot;cannot not&amp;quot; take the two of them, implying you &#039;&#039;must&#039;&#039; take both of them. This is incredibly silly, but [[that guy]] will probably argue with you and insist you must have both them. We suggest throwing some old metal minis at him. The old metal Aun&#039;va and Shadowsun are the obvious choice but work within your means.&amp;lt;/s&amp;gt;This has now been FAQ&#039;d to read &amp;quot;A Farsight Enclaves army cannot include Aun’Va or Commander Shadowsun.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Allies:&#039;&#039;&#039; Farsight Enclaves and Tau Empire are Battle Brothers. Yep, that&#039;s a lot of Riptides.&lt;br /&gt;
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====Farsight Enclaves Signature Systems====&lt;br /&gt;
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*&#039;&#039;&#039;Earth Caste Pilot Array:&#039;&#039;&#039; Let the engineers have some action. Drops WS of selected units to 1 (but what are you doing in close combat anyway? oh right farsight list) but you get to re-roll misses of one (works with the Gets Hot) and if used on a Riptide you can re-roll the nova charge if it fails (DO IT).  &lt;br /&gt;
** This is awesome with a Heavy Burst Cannon on Nova-Charge.  What&#039;s not to like on a Heavy 12 S6 AP4 Rending weapon that re-rolls those pesky Gets Hot failures?  And although the AP isn&#039;t great, even a squad of TEQ/MEQ will shit their pants at this as you drop a double-digit number of (rending) wounds on them. And if you can boost their BS up to 5 (only two marker hits) your looking at what is essentially BS10.&lt;br /&gt;
** Did you know you can take two of these?  Run Farsight and O&#039;Vesa in his Bodyguard and although O&#039;Vesa has one equipped, the Signature Systems limitation of 1 per army doesn&#039;t apply to him!  Question is, does your opponent only run one Tear Cup in &#039;&#039;his&#039;&#039; list?&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Arthas Moloch:&#039;&#039;&#039; Anti-daemonic trinket, found in the same site as Dawn Blade. The holder gets a 5++ and all units within 12&amp;quot; Deny the Witch on four dice (taking the highest rolls).&lt;br /&gt;
*&#039;&#039;&#039;Warscaper Drone:&#039;&#039;&#039; Counts as drone upgrade (retains any other gear and stats), grants Move Through Cover, Outflank and Acute Senses USR to attached unit, and enemy units within 12&amp;quot; outside of their deployment zone treat difficult terrain as dangerous terrain. Combos well with Seismic Fibrillator.&lt;br /&gt;
*&#039;&#039;&#039;Seismic Fibrillator Drone:&#039;&#039;&#039; One use only.  Roll at beginning of any player&#039;s turn, on 2+ open ground within 36&amp;quot; of the drone (NOT the unit attached) becomes difficult terrain and difficult terrain becomes dangerous terrain for one turn, or continues at next turn at 5+.&lt;br /&gt;
*&#039;&#039;&#039;The Mirrorcodex:&#039;&#039;&#039; Farsight&#039;s pirated Codex Astartes copy, adds 1 to initiative roll. Also at beginning of each turn, roll a d6 and you have the chance to win PE:SM, PE:SM+IG or PE:Everyone for bearer and any unit within 6&amp;quot;. &lt;br /&gt;
*&#039;&#039;&#039;Fusion Blades:&#039;&#039;&#039; Upgrade for Commander with TL Fusion only. Turns your minigun to plasma shiv with Armourbane, perfect for shanking that Leman Russ that somehow survived your plasma fusillade. Also good to defend yourself against assault units (Commander is WS4 and 4 attacks, Fusion Blades grants Blind) however don&#039;t rely on it, as it has chance to disable your TL Fusion from both shooting and stabbing (making it mandatory to purchase another or two weapons).&lt;br /&gt;
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====The Eight====&lt;br /&gt;
NOTE:  Although the Signature Sytems rule states that only one of each Signature System may be taken per army, this rule &amp;quot;does not apply&amp;quot; to The Eight.  Have fun with running two Earth Caste Pilot Arrays on your Double Riptides.  Also note that ALL eight are Independent Characters, though it&#039;s not clear whether you have to start them as one unit or can second them during deployment to other units.&lt;br /&gt;
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*&#039;&#039;&#039;Commander Farsight:&#039;&#039;&#039; As Codex:Tau, nothing different in stats. (Only he can take some or all seven samurais, costing exactly 1494 points.)&lt;br /&gt;
*&#039;&#039;&#039;Commander Brightsword:&#039;&#039;&#039; The seventh lunatic to bear this title (the first was killed by a squad from the 13th Penal Legion on an assassination mission.) Has a crisis suit with twin linked fusion blasters (with fusion blades), advanced targeting systems, one shield drone with the warscraper upgrade.&lt;br /&gt;
*&#039;&#039;&#039;Commander Bravestorm:&#039;&#039;&#039; A charred out husk kept alive by his crisis suit, sound familiar? Has a plasma rifle, flamer, shield generator, stim injector, onager gauntlet, iridium armour, and two gun drones.&lt;br /&gt;
*&#039;&#039;&#039;Shas&#039;o Arra&#039;kon:&#039;&#039;&#039; Farsight&#039;s would be successor in his absence, canonically the only one in the tall fine cast commander suit. Pilots an enforcer suit with plasma rifle, cyclic ionic blaster, airbursting fragmentation projector, a repulsor impact field, two gun drones, and counter fire defence systems.&lt;br /&gt;
*&#039;&#039;&#039;Shas&#039;o Sha&#039;vastos:&#039;&#039;&#039; Had some slight problems adjusting to the prototype engram nanochip, is better now. Has a crisis suit with a plasma rifle, flamer, shield generator, vectored retro thrusters, two gun drones, and said puretide engram chip.&lt;br /&gt;
*&#039;&#039;&#039;Sub-commander Torchstar:&#039;&#039;&#039; Tau defector and youngest of the Eight, relieves her unrequited feelings for Farsight with her second love: fire. Pilots a crisis suit with two flamers, target lock, multi-spectrum sensor suite, a neuroweb system jammer, drone controller and two marker drones.&lt;br /&gt;
*&#039;&#039;&#039;Broadside Shas&#039;vre Ob&#039;lotai 9-0:&#039;&#039;&#039; A broadside piloted by an AI, nice. It&#039;s a broadside with twin-linked high yield missile pods, twin linked smart missile pods, a seeker missile, velocity tracker and two missile drones.&lt;br /&gt;
*&#039;&#039;&#039;Honour-Shas&#039;vre O&#039;vesa:&#039;&#039;&#039; An earth-caste scientist in a riptide. Comes with an ion accelerator, twin-linked fusion blasters, shielded missile drones, an earth caste piloting array, early warning override, and stim injector.&lt;br /&gt;
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==Dataslate==&lt;br /&gt;
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This is Games Workshops new rules supplement, which they&#039;ve been supplying over Christmas 2013 (one a day as part of an Advent promotion).  &lt;br /&gt;
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A Dataslate contains collections of one or more datasheets.  Each datasheet lists a Faction (such as Tau) and either an Army List Entry (rules and points value for a single mode, vehicle or unit) or a Formation (a specific group of models, vehicles or units that enable you to use special rules when you include them in your army).&lt;br /&gt;
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The crazy thing here is that a Formation is taken as a completely separate Detachment and therefore doesn&#039;t take up a Force Organizational Slot, and doesn&#039;t stop you taking a Secondary Detachment or Allied Detachment.  So if you want to run Primary Tau Empire with a Space Marine Allied Detachment, a Secondary Detachment (because you&#039;re playing over 2000 pts) and also include a Tau Firebase Support Cadre and an Inquisitor Detachment... Feel free.  That&#039;s one hell of a lot of slots for Riptides.&lt;br /&gt;
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===Tau Firebase Support Cadre===&lt;br /&gt;
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The Tau Firebase Support Cadre is a Formation consisting of one Riptide and two COMPLETE units of Broadsides (3 models per unit).  Each member of the formation has the Tank Hunters and Preferred Enemy (Space Marines) special rules.  In return, your Space Marine enemies will get Hatred (Tau Firebase Support Cadre). This is fair enough really, and not much of a downside.... If you&#039;re stupid enough to let Space Marines get into CC with your units, you probably deserve to &amp;lt;s&amp;gt;die&amp;lt;/s&amp;gt; lose.&lt;br /&gt;
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Bear in mind you are free to build the configuration of the formation however you want.  You want all High-Yield Missile Pods and Interceptor on your Broadsides, and an Ion Cannon and Early Warning System on your Riptide.... You can.  You don&#039;t want to include Shas&#039;vre in each Broadside team? No problem.  You want lashings of Drones with every model?  You do that!&lt;br /&gt;
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At the end of the day, this separate detachment will end up costing however much you decide to spend, just as long as you spend the bare minimum of points (570 by my calculations) so it&#039;s not cheap.  But it&#039;s a  hell of a lot of potential firepower that your opponent has to face down the barrel of.  Flyer heavy opponents probably shit their pants just thinking about this formation.&lt;br /&gt;
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Oh, and did we mention these babies don&#039;t take up a Force Org slot? And as long as you have the points, you can take as many of these formations as you want? Yeah, in a game using a single Force Org (such as 1999+1 Tournaments) you can take as many of these as you want (most likely 2) to add Broadside and Riptide fluffing to your army while leaving those slots open... for more Broadsides(or Skyrays for missile/markerlight fun) and Riptides, most likely. Only be that guy who bring sin 5 Riptides in a 2000 point single force-org tournament if you know how to party. Beware Insta-dead stuff (like Eldar) because your army is going to look tiny compared to even Gray Knights. Have fun.&lt;br /&gt;
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==Games Supplements==&lt;br /&gt;
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===Cities of Death===&lt;br /&gt;
The tau have a lot of good stuff for cities of death such as fast skimmers, short ranged, high RoF weapons, lots of ignore cover, and other fun stuff. Take a Razorshark with disruption pod and flechette discharger to take out those tough targets and a Skyray to deal with anything else. Darkstider and a ton of pathfinders with rail rifles. They will hide in the buildings and snipe whilst Darkstrider lowers their toughness. Fighting retreat is a good rule here as well. Whilst their assault marines charge they can blast them to pieces. (FW) Drone sentry turrets come into play here as well. Give them deep strike and put them in strategic locations around the board. They serve as blockades if the enemies get to close and if the squad of infiltrators is just out of reach. Use against scouts, looted, eldest rangers, oblitorators and other tau. Stealth suits and Commander Shadowsun get a special mention. Infiltrating and stealth + large buildings = models that just don&#039;t want to die. Pulse Carbines are very good for the cramped areas, and 24 18&amp;quot; S5 AP5 pinning shots can wipe out some squads in a single volley. SMSs are great here, and vespids can actually do something in cities of death (12&amp;quot; movement, move through cover and stealth in ruins).&lt;br /&gt;
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===Escalation===&lt;br /&gt;
The Tau have access to the Manta Super-heavy Dropship (kind of ridiculous  considering it costs as much as an entire army), the Orca Dropship (cheap, but not very useful in most games) , the Tiger Shark Fighter Bomber (not particularly amazing), and the Tiger Shark AX-1-0 (pretty much mandatory against super-heavies) in games of escalation.&lt;br /&gt;
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===Stronghold Assault===&lt;br /&gt;
More stuff to hide behind. Amazing. I&#039;m so excited.&lt;br /&gt;
Take aegis. Skip all else.&lt;br /&gt;
Perhaps skyshield if you MUST have that 4++ for your broadsides.&lt;br /&gt;
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==Building Your Army==&lt;br /&gt;
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The 6th Edition Tau codex is the most recent version, and the Forge World stuff &amp;lt;s&amp;gt;is still languishing in old rules&amp;lt;/s&amp;gt; has been updated to 6th via IA3 2nd ed and the nee IA: Apoc.  Be sure to check the [https://www.games-workshop.com/gws/content/article.jsp?categoryId=1000018&amp;amp;pIndex=1&amp;amp;aId=3400019&amp;amp;start=2 latest errata] when considering your options.&lt;br /&gt;
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My recommendation is to:&lt;br /&gt;
*Start with a Crisis Commander&lt;br /&gt;
*Mount all Fire Warriors in Devilfish. [[Fish of Fury]] may be dead, but your Fire Warriors still need the survivability. &lt;br /&gt;
*&amp;lt;s&amp;gt;Railguns, Railguns, Railguns.  Railguns are still the kings of popping vehicles in normal 40k and are more points effective than most apocalypse options and are far more available.&amp;lt;/s&amp;gt;  &lt;br /&gt;
:&#039;&#039;Unfortunately, with &amp;quot;real&amp;quot; railguns now being the sole province of the hammerhead, the Tau&#039;s primary anti-tank capacity has shifted to Fusion guns and Ion Accelerator toting Riptides (Large blast ordanance Lascannons with 72&amp;quot; range)&#039;&#039;&lt;br /&gt;
*Riptide, Riptide, Riptide. Buy a Riptide or two or three, or four with enclaves and watch your opponent weep.  &lt;br /&gt;
*Battlesuits are great. You want battlesuits.(but &amp;lt;s&amp;gt;not&amp;lt;/s&amp;gt; &amp;lt;b&amp;gt;ESPECIALLY&amp;lt;/b&amp;gt; to the point you flood the WHOLE DAMN TABLE with them by playing Commander Farsight)&lt;br /&gt;
*Without eating up space for your railguns, MARKERLIGHTS. You love them, take them.&lt;br /&gt;
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Double FOC is recommended in 2000+pts games - you need at least 4 troops in 2k anyway, and extra commanders and suit teams are great. If you are playing enclaves, that means you can have 12 crisis teams.&lt;br /&gt;
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==Helpful Hints and Fun Strategies==&lt;br /&gt;
[[File:Tauassault.jpg|200px|thumb|right|Rule number one. &#039;&#039;&#039;Never. Fucking. Ever.&#039;&#039;&#039;]]&lt;br /&gt;
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Here&#039;s probably the number 1 tip for the Tau. Do you like seeing squad after squad of Fire Warriors get slapped to death by Conscripts? No? Keep them out of melee combat.&lt;br /&gt;
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The question often arises on the viability of Burst Cannons Vs. Smart Missiles Vs. Gun Drones for vehicles.While smart missiles are better than burst cannons, both are twin linked and come in at the same number of shots, strength, AP and cost (free); however since the smart missiles have an additional 12&amp;quot; extra range, homing and ignores cover, there is nothing really that makes the burst cannon a superior alternative to smart missiles as a secondary vehicle weapon. The real question is now whether to take Gun Drones or Smart Missile Systems. Pinning, BS2 detachability and passenger firing status vs Homing, Ignores cover and extra range. &lt;br /&gt;
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[[Meme|Also]], [[Markerlight]]s, we should talk about them. These things are force-multipliers, plain and simple. Without them, you will do at best &amp;quot;alright&amp;quot; but with them (properly used) you will be kicking ass left and right. For all the talk about the Tau being awesome at shooting, the truth is that they are merely &amp;quot;good&amp;quot; at it. They put out a lot less [[dakka]] than, say, the [[Orks]] or the [[Imperial Guard]]. However, what shooting the Tau do have is very powerful when it hits, but it only hits half the time on a typical roll. Markerlights are what allow them to hit almost all the time, marker units lighting up the target and letting another unit slam that target with very specific fire-for-effect. This means that markerlight-heavy units are almost always best used when paired with other units, as the markerlight-wielders need to be able to paint the target, and the other unit needs to be in range to hit them when they do. If that supporting unit is very long range and has good line of sight (like broadsides or a hammerhead) then the markerlight unit can push forward and select targets for destruction from beyond your enemy&#039;s ability to retaliate against them. In contrast, if the supporting unit is short ranged (by Tau standards, like crisis suits or fire warriors) than they need to stay near the markerlight unit to take advantage of them. Since most armies will only have one or maybe two good solid sources of markerlight support, it is important to know what it will be best directed against (see target prioritization below,) usually starting with enemy vehicles and then moving on to wiping out infantry, though it will very depending on the foe and their strategy. Markerlights encourage you to focus fire on one target, wipe it out quickly, then move on to the next. Some units will put out more marker tokens than others, and you need to be careful about what you spend them for. Vehicle targets will have them spent boosting to-hit rolls and firing seeker missiles, infantry squads will also have to-hit rolls boosted paired with cover-denial if you can spring for it (the enemy will not be able to hide from the Tau&#039;s guns for long.) If your enemy is smart, they will realize all of this and make things hell for your markerlight-wielding units as quickly as possible. If &#039;&#039;you&#039;&#039; are smart, you will use this to lure your foe into a Kauyon trap (more on that later.)  &lt;br /&gt;
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One thing that is even more important for Tau armies than it is for others is target prioritization. Indeed, in bygone editions the Tau had special equipment and options for circumventing target priority rules. The rules may have been dropped, but the need to be selective remains. Certain targets need to be dropped at the earliest possible turn, then the rest of the enemy can be defeated in detail after that. One hefty priority is when the enemy hides their infantry in&amp;lt;b&amp;gt; [[METAL BOXES|metal boxes]], THE COWARDS, THE FOOLS, YOU SHOULD TAKE AWAY THEIR METAL BAWKSES&amp;lt;/b&amp;gt;. Preferably with [[markerlight]]-boosted railgun hits or the missile massacre on the first turn, if you can manage it. The moment enemy infantry reaches your lines, you lose, and they do that faster in vehicles. The moment enemy infantry is forced to footslog across the tabletop, &#039;&#039;they&#039;&#039; lose, as infantry in the open are a turkey-shoot in the face of the Tau&#039;s superior firepower. Let Crisis suits take the fight to enemy infantry, whittling down heavy infantry with plasma and missiles or burning blobs to cinders with flamers and burst canons, while the railgun units finish off the remaining enemy vehicles. If they overwhelm you with enough bodies and vehicles to soak up all your [[dakka]] and still keep coming, then do not be afraid to give ground and fall back, drawing them further in and giving you a little more time to pour on the fire. Remember, the Tau value mobility and holding the line is secondary to the destruction of the enemy. After all, once the enemy is dead, the terrain is yours to claim without contest.  &lt;br /&gt;
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The Tau Empire codex will describe two central in-lore strategies employed by the Tau, Mont&#039;ka and Kauyon. Mont&#039;ka, &amp;quot;The Death Blow&amp;quot;, involves bringing the Tau&#039;s full force to bare on a linchpin target which when removed will compromise the enemy&#039;s entire strategy. Kauyon, &amp;quot;The Patient Hunter&amp;quot;, involves luring the enemy to the Tau, where they can fall into one of the most deadly cross-fires Tau weaponry can produce. &#039;&#039;[[Dawn of War]]&#039;&#039; would have you believe that these two strategies are mutually exclusive, and the codex itself does little to suggest otherwise. However, the truth is that both strategies are two sides of the same coin, and that one strategy can be flipped over and turned into the other in an instant. The battlefield situation is fluid, and so to should be your strategy. Tau are an army ill-suited to getting stuck-in, so any offensive actions will halt just at the edge of the Tau&#039;s maximum range, and the Tau forces will fall back from an enemy counter-attack. In this way, the battle lines get pushed and pulled backward and forward across the course of a match. You might start with a Mont&#039;ka strategy, sending in Crisis suits (possibly with deep strikes) to hit the enemy hard on a critical unit, or push a Hammerhead Gunship ahead of the line to clear its line of sight to a target. Both will do great damage, but such units in turn attract a lot of enemy attention, becoming a lure for Kauyon in the process.  Take advantage of the enemy&#039;s distraction, and use the rest of your force to hit the enemy in a more vulnerable flank, or just position them to set up a cross fire they cannot escape from in time. Do not treat your units as expendable, but do weigh your risks and do not be afraid to take a risky path if the payoff will lead to victory. Exploit the range of your weapons and your mobility to get the enemy to break ranks in a gambit to reach you, pulling them into the open and cutting them down in equal measure, always ready to adjust your approach as the situation shifts.  &lt;br /&gt;
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&#039;&#039;&#039;Wall of Death&#039;&#039;&#039;&lt;br /&gt;
Piranhas are fast vehicles, and possess AV 11 in their front armor. While useless against dedicated anti-tank such as lascannons and melta, this makes them impervious to small arms such as lasguns and bolters. One can use Piranhas as a mobile &amp;quot;wall&amp;quot; against squads of foot-slogging infantry. The infantry will be unable to pass through the Piranha squad, and the Piranhas can even fire with essential impunity. For added hilarity, do not forget your flechette launchers. If used properly, piranhas can even block enemy vehicles, by moving in a way said vehicle cannot turn or move without coming within 1&amp;quot; of the piranha. The vehicle would have to move back, turn, and move out, avoiding the 1&amp;quot; proximity, disrupting their entire movement and possibly shooting phase. Just be careful when the vehicle shoots back.  Oh what&#039;s that? Disruption pods give stealth now?  Stick these bad boys on your piranha, and laugh as your opponent tries to get through a 3+ cover save as you flat-out right into his face. Or for even more hilarity, seeker missiles. Get that piranha beside those valuable tanks and let those missiles fly.&lt;br /&gt;
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&#039;&#039;&#039;Moving Cover&#039;&#039;&#039;&lt;br /&gt;
Everyone knows crisis suits for the Jump-Shoot-Jump, the ability to jump out of cover, fire, and jump back in, leading to endless annoyance for your opponent. This also works in reverse, with the humble gun drone and a squad of infantry. Have some gun drones (like the ones that come with devilfish) in front of some fire warriors. Move them together, the gun drones leading. When the shooting phase comes, move the gun drones back behind the fire warriors and shoot with impunity. Done firing? In the assault phase, move the gun drones back ahead. Instant cover! Brilliant! This works for Kroot, Fire Warriors, and even Broadsides! Stealth Suits too can do the Jump-shoot-jump tactic almost as well as the Crisis Suit for a lower cost. Bear in mind their weaker statblocks and shorter range, however. Still probably the cheapest way to get jump-capable Fusion Blasters on the table.&lt;br /&gt;
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&#039;&#039;&#039;Fuck Troops&#039;&#039;&#039; Fire warriors, despite their very sexy pulse weapons, kinda suck (less so in 6th Ed though...) This tactic minimizes their place on the field in place of maximizing the more effective battlesuits. Typically you have bare-bones squads of six fire warriors hiding in devilfish behind terrain. The whole time they sit there while your Crisis, Hazard, Stealth and Broadside suits do all the work until it&#039;s time to claim objectives. Ironically, this setup actually favors the Sky Ray over the Hammerhead, as this tactic heavily reduces the number of markerlights in your army, and bs4 laser pointers (not flashlights) on an AV13 platform are invaluable. One particularly effective tactic is to completely remove Crisis suits as well, and stick entirely to Hazard suits, broadsides and stealth suits. This makes for an extremely mobile and trollworthy army bound to make Space Marine armies shit their pants in rage.&lt;br /&gt;
* With the arrival of the Farsight Enclaves suppliment, it is now entirely possible to do an army completely devoid of buying those points eating Fire Warriors.&lt;br /&gt;
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[[Image:Kroot_Trolling.jpg‎ |thumb|Just look at that grin on his face. An epic troll.]]&lt;br /&gt;
&#039;&#039;&#039;[[Kroot Conga Line]]&#039;&#039;&#039; &amp;lt;s&amp;gt;Now it&#039;s history due to reserve limit, but it worth saving just for lulz. &#039;&#039;It&#039;s very situational (as in your opponent being a compete retard), but it is perhaps one of the absolute funniest ways to use the Kroot and twist the rules at the same time. This requires your opponent to have all of his forces in Reinforcements, but not Drop Podding or Deep Striking, and for you to have enough Kroot to form a line along the board. Simply infiltrate your Kroot to their side of the board and form a line that manages to keep in coherency while also covering the entire side. They will be unable to draw any reinforcements, they will count as Destroyed, and you will have won in the Deployment phase.&#039;&#039;&amp;lt;/s&amp;gt; Place a big line of Kroot in front of your firing line, stretching all across the board. This keeps enemy units from assaulting you and you can abuse Supporting Fire by having your whole army overwatch a single unit. Add markerlights and counter fire defense systems to drink your opponents tears. (This works because only the overwatching unit needs Supporting Fire, not the unit being charged.)&lt;br /&gt;
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&#039;&#039;&#039;British Firing Line&#039;&#039;&#039; If you&#039;ve seen The Patriot, you&#039;ll know what this means. Basically, just push as many warriors out on the field with two pulse rifles Tau up in the front and put all of the carbines in the back. Camp like a bitch in terrain but make sure there is a bit of open ground. Exploit the Supporting Fire special rule ruthlessly. Send your Crisis suits out to kill any and all ordinance carrying people. Have broadside suits camp in the back with a few ordinance rail guns to pound the living shit out of any assaulting units while said assaulting units are being chewed the fuck out of them. Laugh as you see said enemy cry as his precious troopers being chewed to bits by fire. As powerful as this is against an enemy who has to cross the tabletop, this strategy&#039;s main vulnerability is from enemies who can bypass the firing line altogether, either through Deep Strikes or Outflank maneuvers. You might want to hold a Crisis team back as a mobile reserve, jumping up and down the line to counter threats as they come up and lend extra fire power to prevent the line from collapsing.  &lt;br /&gt;
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&#039;&#039;&#039;Gun Drone Spam&#039;&#039;&#039;  Something that has never really been widely used, this is centered on stuffing as many gun drones as you can into as many Devilfishes as you can field. sneak around cover, flat out to an objective and disembark next turn. [[Troll|Surprise!]] gun drones in your face without the pesky scatter. &lt;br /&gt;
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&#039;&#039;&#039;Big Daddy, Little Sister&#039;&#039;&#039; Shadowsun combined with a RipTide provide infiltrate, stealth, shrouded as well as a 3d6 jetpack move. Infiltrating and JSJ&#039;ing with a giant mech and HQ that receive a +3 modifier to cover is more than able to put a halt to enemy advances. Not to mention the fact that they can get around quite fast. This is allowed as the Riptide is not always just one model, as it can take drones via a drone controller, an independent character is allowed to join it.&lt;br /&gt;
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&#039;&#039;&#039;Farsun/Shadowsight Bomb&#039;&#039;&#039; Due to the lack of restriction against it, you can take Farsight and Shadowsun in the same list and attach Shadowsun to your Farsight bomb to bestow stealth and shrouded to the entire unit (which is supremely ironic as Shadowsun absolutely hates Farsight and expects confront him in battle one day.)  There is some debate regarding weather to use Farsight or Shadowsun as your actual warlord. The scatter-free deep strike is super useful, but is a one-and-done and could be achieved through beacons, whereas the 3d6 jetpack moves will be useful all game long. Really it all comes down to what the rest of your list looks like, and how you plan on using the bomb unit. Ally with Tigurius and use Infinity Gate (if you managed to roll it) to rinse and repeat. Your opponent won&#039;t have enough intercept to hit this otherwise untouchable deathstar.&lt;br /&gt;
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&#039;&#039;&#039;Out Dakka Anything&#039;&#039;&#039; The new codex reduces the costs of damn near EVERYTHING. This allows you to take more bodies than [[Khornate Knights|all the dead Sisters that the Grey Knights killed]]. In a 2,000 point battle, ten 12 man squads of Firewarriors, 6 FULL squads of suits with Plasma Dakka, the Pope swinging his scepter around saying &amp;quot;Shoot them again!&amp;quot;, and then whatever amount of dakka you want to take in whatever amounts allows you to fill something with enough pulse/plasma dakka to ensure it&#039;s dead. Be sure to bring your tearcups when facing large amounts of infantry, and even flyers wont be able to stand up to 1,200,000 pulse rifle shots a turn.&lt;br /&gt;
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&#039;&#039;&#039;Darkstrider and Friends&#039;&#039;&#039; Darkstrider&#039;s Structural Analyzer allows you to treat the enemy&#039;s toughness as 1 lower when you shoot at them. Essentially, a T4 Spess Mehreen is now T3, and most monstrous creatures are now T4-5. Pathfinders can take cheap rail rifles, three to a squad. Stick Darkstrider with a unit of Rail / Ion Pathfinders, and your opponent will need to wipe the mess off the floor.&#039;  Stick  Ob&#039;lotai 9-0 in with them for more insta-gibby goodness.&lt;br /&gt;
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&#039;&#039;&#039;Donkey Punch Delivery System&#039;&#039;&#039; XV8-02 Iridium Armor. Onager Gauntlet. Vectored Retrothrusters. Donkey punching the enemy to death out of nowhere? Priceless.&lt;br /&gt;
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&#039;&#039;&#039;Drone Babysitter&#039;&#039;&#039; Drone Controllers now have the drones share the BS of the wearer. Sticking a Babysitter commander with a full squad of marker drones means a ton of BS5 markers exactly where you want them. The only problem is it might be a bit overkill. But since when has that been bad? (The answer is when you regularly have 3+ unused markerlight hits. Of course, now that there&#039;s no cap on BS from markerlights, I&#039;m sure you can find some way to spend them.)&lt;br /&gt;
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&#039;&#039;&#039;Multitasking Markers&#039;&#039;&#039; basically 1 Commander with plasma, melta, drone controller, target lock, 2xBodyguards/3xCrisis with plasma, melta, target lock, each, 6 to 8 markerdrones at BS5 thanks to commander target lock means you can mark one unit and shoot the hell out of another one.  Better yet, take a unit of Pathfinders as well, and use two of the marker counters generated above to augment &#039;&#039;their&#039;&#039; markerlights, which should nearly double the amount of marker counters you get out of them.&lt;br /&gt;
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&#039;&#039;&#039;The Meatgrinder&#039;&#039;&#039;  This one is pretty simple.  Equip a maximum squad of crisis suits with dual burst cannons and give them support via a support commander with a healthy number of markerlight drones.  24 str5 shots at BS5 will undoubtedly punch a sizable hole into whatever horde you&#039;re shooting at, if not wipe most of the squad out.  Two teams of crisis suits equipped this way will pretty much remove the entire squad.&lt;br /&gt;
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&#039;&#039;&#039;Troll Drones&#039;&#039;&#039; Basically get at least four vehicles that can carry drones, twin HH and twin devilfish are an easy method as well as piranhas You want at least 8 drones, 12 is awesome. Detach all of the drones and put them close to each other and in an area you think that the enemy will be assaulting. When their assaulters get close, (within 15 inches of a FW squad is ideal) you zoom your drones out and surround them in a bubble. Now the enemy has to assault the drones, but here&#039;s the good part. Since the drones aren&#039;t all one unit then you can only lose at most two drones per assault phase. Now, if your ballsy enough then you did this within 6 inches of a FW squad so they overwatch. But if you couldn&#039;t then thats fine because those assaulters will have to eat plasma during your next turn. During that next turn you will close the gap made by he two dead drones with the other drones, and march up a unit of FW to be in overwatch range. For the love of all that&#039;s holy don&#039;t counter charge with the other drones, your opponent has to be the ones to charge them. Thus, for 12 drones you can keep an enemy occupied for 3 turns before the bubble is too thin to hold the assaulters, that is 6 turns of shooting for you (3 overwatch cycles and 3 normal cycles) at rapid fire range. So between at least one FW squad, and the drones, no assault unit should escape alive. This doesn&#039;t work against jump infantry, they&#039;ll just laugh at you and hop over the drones. So for the price of ZERO (the drones are free remember?) you can babysit/slaughter a squad of 200+ point terminators for a long time.&lt;br /&gt;
*Or, if you&#039;re not playing a complete idiot, they&#039;ll know to just make a disordered charge against the whole circle, and the drones will be wiped out by the start of their next turn.&lt;br /&gt;
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&#039;&#039;&#039;Alt Build: Bubble-wrap ze enemy!&#039;&#039;&#039; A particularly hilarious way to also use drones is as a mobile fitting of bubblewrap. Drones aren&#039;t cheap, but they aren&#039;t exactly expensive, either, if taken in moderation. This build calls for 2-4 squads of 4-8 drones, which could run you under 200 points if used sparingly. Preferably, more smaller-sized squads work better but let me explain why. You see that melee supee-unit your opponent is charging your direction, such as a squad of hard-to-hit Harlequins? Drop in the 4 squads of 4 drones all around the Harlequins and open fire. Chances are that at least one or two of the squads will be in range, if not all if you get good rolls, and not only will the withering rate of fire potentially destroy the targeted squad through unrelenting RoF, but now you&#039;ve made the four cheep squads high-priority targets, &#039;&#039;&#039;maybe even higher priority than your expensive weeaboos jumping around elsewhere&#039;&#039;&#039;. Now with a jump move, circle the remainder of the squad being trolled with the drones, bubble-wrapping it with bodies. Make sure they are working that less than one inch between them, cordoning off an entire section of the trolled team&#039;s movement through bodies. Now when the enemy goes to move the following turn, you just road-blocked that direction off from them, possibly even preventing them from moving at all that turn. Now your enemy has to make a tough choice: Use their ranged weapons to target fucking drones (in which case lolz, you just won) or ignore them and let them stay for the next part (in which case, still lolz cuz you still won). If enough drones survive, then most likely the team being bubble-wrapped will assault them. Not only will they only be assaulting one small squad of drones as opposed to all of the drones together, but you will get one bitchin Overwatch turn, with the sheer amount of TL shots you might get. While the melee squad is occupied, have the drones go troll someone else. Not only did you just keep a melee team away from more important targets for a turn or two more, but you finally have an excuse to spam drones. You&#039;re welcome.&lt;br /&gt;
*** Orrrrrr your opponent will tank shock one of the units (or more, if they&#039;re that close together) and force them to move. Or you screw up one of the Deep Strikes and this strategy falls apart. Or you suddenly come to your senses and realize that, to get this to work, you&#039;re using 2-4 Fast Attack choices to, at best, hold one unit in place for a turn. This tactic is troll-worthy, but not anything resembling effective.&lt;br /&gt;
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Another good tactic for troll drones is against melta units. Now before you guys get more pissy then an angry marine at seaworld keep in mind that firing through units nets a 5+ cover to the unit behind them. This has saved many a tyranid from being shot through the horde. Your tanks have D-pods (if you were smart), THUS your hammerhead has a 4+ cover save, literally for free. Or screen shadow sun with them, jump shadowsun ahead, melta the enemy, then either jet thrust her behind the drones, or jet the drones ahead of her. Voila, instant 2+ cover save to her and ANYONE else in her squad. &lt;br /&gt;
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&#039;&#039;&#039;Farsight Death Squad&#039;&#039;&#039; Get farsight and his full 7-Crisis bodyguard unit. Slap target locks and double plasma/fusion on 6 of them, but the 7-th wouldn&#039;t have weapons at all. Instead give him drone controller, rethro-thrusters, CnCnode, MSS Suite and Neuroweb jammer: now all other Crisises in your squad have twin-link and ignore cover on all their guns, can hit and run on Farsight&#039;s I5, and make all that bolters and lasguns aimed at them Gets Hot. Since this squad IS a fire magnet, you need a lot of drones - usually gun drones, since they can dish out a lot of hurt, and soak up as many shots as shield drones against AP5 or more. So what you got is an absurdly killy perfectly deepstriking and ridiculously tough unit, which can kill multiple MEQ units per turn even if they are in cover. On the other hand it would cost you 700+pts. If you want your opponent to strangle you to death add Shadowsun to this unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seeker Sniper&#039;&#039;&#039; A nice cheap tactic. All you need is at least some markerlight support and at least two tanks or three broadsides. Since the new codex, seeker missiles can be thrown on tanks in twos or a single one on broadsides for the tiny price of 8 points a pop. A lot of armies (read, ALL OF THEM) like to hide support hq&#039;s (ie. synapse warriors) in some kind of cover, whether by using jink saves (Necrons, and jink does equal cover), literal cover (everyone), or bodies (Orks and Nids). What you do is you markerlight these hq&#039;s with markerlights. The enemy gets no sort of savs against them. And then you expend the markerlights to fire off the missiles. At S8 AP3 BS5, ignores Los, ignores cover, each missile is almost guaranteed to hit, and since MOST low to mid level hqs have T3 and T4, this means inta death. So for non invulnerable save hqs you want to use a single missile to kill it, for invuln saves, maybe two or three. &lt;br /&gt;
&lt;br /&gt;
Example: Three tyranid warriors hiding behind hormagaunt squads. Eight pathfinder fire 8 markerlights, hitting with four on the three warriors. Four missiles are fired, all four hit. Three missiles wound and one fails to wound. The warriors get no cover saves due to cover ignoring. The seeker missile is AP3 so no armor save, and the missiles are double the warriors toughness so the warriors are insta killed. And now the gaunts panic with no synapse source.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anti-Air Missile Pod Suits&#039;&#039;&#039; Get 3 Crisis Suits give them 2 Missile pod each and a velocity tracker and pop those flyers out the sky. Their main advantage is that they are cheap than a 3 man anti-air broadside team(they cost 216 points the broadsides cost 255)also the do well against light vehicles and infantry because they put out 12 str7 ap4 shots. Also marker lights help. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;fusion ha&#039;&#039;&#039; take brightsword and a generic commander with fusion blades add a seismic fibrillator node and warscaper drone and attach them to two crisis suit teams (or both on one team) (kit out how you want) then have them bounce around doing silly things like charge into terminator squads (stay the hell away from storm sheilds though) and watch as your oponent who thought you were being silly by charging your tau into combat realises that you just killed an entire terminator squad in close combat (bonus points for way of the broken blade making your warlord weapon skill 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Bruiser Squad&#039;&#039;&#039;  Shadowsun with three XV9&#039;s, kitted out with whatever gun you want.  Got an annoying MC that&#039;s SOMEHOW survived a hammerhead/R&#039;Varna combo?  An annoying distraction unit?  Or maybe a little god squad tucked in the corner.  This little unit is like your meched out Don Corleone and his crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Commander Laser Pointer&#039;&#039;&#039;&#039;&lt;br /&gt;
A fun, and as of writing untested, method of getting decent markerlight hits is to take a Commander w/ Drone controller, 2 missile pods, target lock &amp;amp; 2 marker drones and throw him with a unit of 2 to 3 crisis suits each with 2 missile pods, a target lock &amp;amp; 2 marker drones a piece. This gives 6-8 BS5 markerlights and double the number of S7 AP4 shots to shoot at markerlight range, at another target (or 3 or 4 targets!). It is pricy though so I would not recommend more than one of these babies. If 6 markerlights sounds like too many laser pointers (and why would it) dropping two of them can get you 24 points back, though for the 12 points per BS5 markerlight, it&#039;s really a steal already.&lt;br /&gt;
*Alternatively you can run crisis suits naked, using them as ablative wounds for marker drones and commander - this way it would be MUCH cheaper, albeit you wouldn&#039;t get a hail of missiles, and would feel awkward for using battlesuits for tanking damage instead of drones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Gruesome Twosome&#039;&#039;&#039;  O&#039;Ra&#039;lai, Shadowsun and her commandlink drone.  Float Ms. Tsundere behind Mr Big Bad Angry Tau Grandpa and use her commandlink drone to nominate him.  If you thought re-rolling the Riptide&#039;s &amp;quot;Gets Hot!&amp;quot; was good, wait until you get a load of giving that gift to O&#039;Ra&#039;lai weapons.  Yeah.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unkillable Commanders&#039;&#039;&#039;&lt;br /&gt;
Commander with iridium armor and stim in a full drone squadron made entirely from shield drone with 4++ saves is almost unkillable. Add Shadowsun with her stealth, shrouded and two 3++ drones for more fun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW Fish of Fury&#039;&#039;&#039;&lt;br /&gt;
Devilfish transports make excellent cover for Jetpack jumping Crisis Suits.  Drive up the board with your suits immediately behind, jump out with your jetpacks, shoot the crap out of stuff, jump back behind the Devilfish with your Thrust move, stay hidden!  Watch your opponent foam at the mouth as he can&#039;t see your suits behind your vehicle.  Make sure you fit a disruption pod to the Devilfish... That&#039;ll probably ensure that they stick around for a while under heavy fire.  Also, don&#039;t forget to fire the weapons that are on your &#039;fish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tommy Gun Firewarriors&#039;&#039;&#039;&lt;br /&gt;
Make a single Firewarrior squad vomit more shots than your opponent&#039;s army. Works best if you have Farsight allies. Take Cadre Fireblades with two Gun Drones for all of your HQ slots and attach them to one unit of Firewarriors (make sure to take a Shas&#039;ui with a Gun Drone as well) then place them in a fortification or heavy cover. Each Fireblade will add an extra shot to all of your Pulse Rifles and Carbines when they don&#039;t move, turning your S5 single shot gun at 30&amp;quot;, into 4 shots with only 3 Fireblades. At 15&amp;quot; that single squad will be vomiting 115 S5 AP5 shots a turn, and if you add 1 more Fireblade with drones it spikes up to 156 shots. Throw some backfield artillery and objectives to draw them in and they won&#039;t know what hit them when you open your 5th dice box. Just don&#039;t expect this to work on round two.&lt;br /&gt;
&lt;br /&gt;
==Wise Words of Wisdom==&lt;br /&gt;
&lt;br /&gt;
There is only one competitive Tau build: Mass Vespid. Your opponent will be confused and will explode in fright when you start dropping squads of Vespid on the table.&lt;br /&gt;
&lt;br /&gt;
When modeling Tau, it is advised to use glitter powder and faux gemstones on your models. This confuses your opponents, allowing you the tactical high ground.&lt;br /&gt;
&lt;br /&gt;
Tau fight better when they can set up a good cross-fire, so make sure to keep all infantry squads at least 6&amp;quot; away from each other so they can shoot an enemy from multiple directions.  &lt;br /&gt;
&lt;br /&gt;
Fight better, faster, harder and above all. Stay classy 1d4chan!&lt;br /&gt;
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[[Category: Warhammer Tactics/Old]]&lt;br /&gt;
[[Category:Tau]]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics/Tau&amp;diff=1011641</id>
		<title>Warhammer 40,000/9th Edition Tactics/Tau</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics/Tau&amp;diff=1011641"/>
		<updated>2026-05-20T15:51:35Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.161: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
{{Upgrades}}&lt;br /&gt;
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This is the current [[Warhammer_40,000/Tactics_(9E)|9th Edition&#039;s]] [[T&#039;au]] tactics. [[Warhammer_40,000/Tactics/Tau(8E)|8th Edition Tactics are here]].&lt;br /&gt;
&lt;br /&gt;
==Why Play Tau==&lt;br /&gt;
Because you like shooting and battlemechs, and being an optimist in a crapsack universe. Just stay the fuck out of melee if you don&#039;t want to be tabled for your own &#039;for the greater good&#039; shitheads sakes.&lt;br /&gt;
&lt;br /&gt;
====Pros====&lt;br /&gt;
* You have the best infantry weapon in the game. Eat your heart out Necrons.&lt;br /&gt;
* Strength 5 guns everywhere means your troops have an easier time wounding most MEQ things and T8 tanks/monsters.&lt;br /&gt;
* You can pump out a lot of mortal wounds if you build around Destroyer Missiles and Rail weapons.&lt;br /&gt;
* Markerlights are no longer weapons that you shoot, but actions. They give easy access to +1 to hit for your entire army. Looks like something good did come out last edition&#039;s -1 to hit spam.&lt;br /&gt;
* [https://www.youtube.com/watch?v=Yn27jQAuoWw Almost everything bigger than {{W40kKeyword|INFANTRY}} has the {{W40kKeyword|FLY}} keyword.]&lt;br /&gt;
* A plethora of sources for wound-transferring mechanics including wound ignore rolls, and invulnerable saves can make your important units very resilient.&lt;br /&gt;
* You have a wide selection of decent AP weapons.&lt;br /&gt;
* All Crisis/Commander suit weapons are Assault, letting them Advance and still shoot. Also &amp;lt;s&amp;gt;Deep&amp;lt;/s&amp;gt; Manta strike.&lt;br /&gt;
* Miss the old days where the Tau was a highly mobile army? Congrats! New rules mean only infantry suffer -1 to hit for moving and firing heavy weapons.&lt;br /&gt;
* A bunch of badass-looking titanfall-esque battle suit models.&lt;br /&gt;
*You  still have {{W40kKeyword|DRONE}}s, which means weapons designed to murder something based on its keywords don&#039;t exist to kill a large portion of your storm shield equivalents.&lt;br /&gt;
*[[Cheese|Railguns]]&lt;br /&gt;
*The best shooting phase in the game. Not even a meme anymore. The shooty army can finally find solace in the fact that it actually shoots good.&lt;br /&gt;
&lt;br /&gt;
====Cons====&lt;br /&gt;
* With the 9th codex being absolutely fucking broken thus far, you&#039;re back to being the most hated faction in the game. Have fun finding matches.&lt;br /&gt;
* For the Greater Good is gone, as is our immunity to charges in the charge phase.&lt;br /&gt;
* Virtual army-wide BS 4+ meaning the so-called &amp;quot;Ranged experts&amp;quot; of the galaxy are only as good as your off the line Imperial grunt. Worse, is that they have expanded the 4+ to hit to more units, though HQs are still safe. &lt;br /&gt;
**And to rub salt in the wound, Markerlights are now strictly worse than [[Warhammer 40,000/Tactics/Genestealer Cults (9E)|Genestealer Cults]] Crossfire and [[Leagues of Votann]] Eye of The Ancestors.&lt;br /&gt;
* You&#039;ll still crumple in assault against just about anything actually optimized for it. Using your [[dakka]] and mobility to make sure they never get that close is still the key to survival.&lt;br /&gt;
* Because of the sheer number of Tau units that have the {{W40kKeyword|FLY}} keyword, beware of enemy AA. &lt;br /&gt;
* Our snipers are built into a firesight marskman, and they still suck (luckily not as bad as they were but it&#039;s still a strong meh).&lt;br /&gt;
* You can no longer stack 5 markerlights to get 2+ rerolling 1s to hit Broadsides on flying grav tanks with the velocity tracker wargear. Markerlights are used up the moment a unit fires on the lit-up unit, and afterwards it is removed.&lt;br /&gt;
* You have no psychic powers, few defenses against them, and no cost-effective way of eliminating the {{W40kKeyword|CHARACTERS}} who are hiding among infantry. Anyone running [[Thousand Sons|heavy]] [[Grey Knights|psy]][[Daemon|chic]] is going to have a field day with your lack of Deny the Witch outside of an Enclaves-only relic.&lt;br /&gt;
* You may get frustrated trying to master your shooting, and -1 to hit like on Alaitoc and Raven Guard will make your game a painful, infuriating slog. Thankfully, the days of -2-4 to hit are gone, but -1 to hit on BS4+ is still nothing to write off.&lt;br /&gt;
*In 9th Ed, being able to {{W40kKeyword|FLY}} no longer allows you to fall back and shoot. :(&lt;br /&gt;
* You are currently very reliant on Stratagems. Expect to burn through CP like no tomorrow. &lt;br /&gt;
* The glottal stop of everyone trying to pronounce your new apostrophe.&lt;br /&gt;
* GW can&#039;t be bothered exploring the possibilities of giving you tons of auxiliaries because they&#039;re too busy giving Space Marines another captain or lieutenant or something like that.&lt;br /&gt;
* Fish of Fury is back. [[rage|Also some factions can do it to you now without having to spend CP.]]&lt;br /&gt;
&lt;br /&gt;
==Faction Keywords==&lt;br /&gt;
The core faction keyword is, unsurprisingly, {{W40kKeyword|T&#039;AU EMPIRE}}. The core shared keyword for your units is the wildcard {{W40kKeyword|&amp;lt;SEPT&amp;gt;}}. Apart from a few special characters with predetermined septs, this keyword is entirely up to you for each unit. Making sure each detachment shares the same {{W40kKeyword|&amp;lt;SEPT&amp;gt;}} will allow your units to benefit from any special rules based on that {{W40kKeyword|&amp;lt;SEPT&amp;gt;}} keyword.&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
===Common Unit Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Ambushing Predators&#039;&#039;&#039;/&#039;&#039;&#039;Vanguard&#039;&#039;&#039;: All {{W40Kkeyword|Kroot}} gain the former and Pathfinders and Darkstrider gain the latter, but it&#039;s the same rule - a Scout move.  Start of the first battle round, before the first turn, the unit can move up to 7&amp;quot;, as long as it does not get within 9&amp;quot; of an enemy unit.&lt;br /&gt;
*&#039;&#039;&#039;Battlesuits&#039;&#039;&#039;: All models with the {{W40kKeyword|BATTLESUIT}} keyword get Big Guns Never Tire (like vehicles and monsters), although it&#039;s not &#039;&#039;named&#039;&#039; that, if it matters. Remember that wielding guns like they were pistols is a &#039;&#039;defensive measure&#039;&#039;: for that to come up you have to survive one round of melee first, and then also choose to not Fall Back.&lt;br /&gt;
*&#039;&#039;&#039;Infiltrator&#039;&#039;&#039;: Stealth Battlesuits, Ghostkeels, and Shadowsun get this ability that lets them set up anywhere more than 9&amp;quot; away from an enemy unit and 9&amp;quot; from the opponent&#039;s deployment zone.  Shadowsun is a Commander so she also gets Manta Strike - you&#039;ll have to choose which she uses.&lt;br /&gt;
*&#039;&#039;&#039;Kroot Pack:&#039;&#039;&#039; Your incentive to go all-in with the Kroot, this is actually an ability that&#039;s only printed on Kroot Carnivores, but it&#039;s really a Kroot-wide rule. For each unit of Kroot Carnivores, you can take up to 1 unit of Krootox Riders, up to 1 unit of Kroot Hounds, and up to 1 Kroot Shaper without taking up extra slots.&lt;br /&gt;
*&#039;&#039;&#039;Manta Strike&#039;&#039;&#039;/&#039;&#039;&#039;Plunge from the Sky&#039;&#039;&#039;: Deep Strike. Crisis, Commanders, and Drones do the former, Vespid do the latter. Dahyak Grekh from Blackstone Fortress also has his own version, &#039;&#039;&#039;Tracker&#039;&#039;&#039;. How very clever.&lt;br /&gt;
*&#039;&#039;&#039;Markerlights&#039;&#039;&#039;: Units with this ability can perform the following action:&lt;br /&gt;
*;Fire Markerlights (Action): One or more {{W40Kkeyword|MARKERLIGHT}} units in your army can begin this action at the start of your movement phase ({{W40Kkeyword|aircraft MARKERLIGHT}} units are explicitly allowed to do this). It completes at the start of your next shooting phase. When it is completed, for each markerlight in the unit, select one enemy unit within 36” that would be an eligible target for shooting and roll a D6. On a 3+, that unit gains a markerlight token. &lt;br /&gt;
*:*While a {{W40Kkeyword|VEHICLE}}/{{W40Kkeyword|DRONE}} unit is performing this action, it can &amp;quot;move&amp;quot; without the action failing. If it does, non-{{W40Kkeyword|VEHICLE}}/non-{{W40Kkeyword|DRONE}} models in that unit are not counted as having markerlights for the purposes of the action.&lt;br /&gt;
*:**Since this doesn&#039;t specify what kind of move, presumably it allows of Normal Move or Advance. You cannot Fall Back and preform the action because you cannot begin an action in Engagement Range. &lt;br /&gt;
*:**Your Pathfinder units (including Darkstrider) can begin this action at the end of their Move phase instead, which only allows them to make a Normal Move - remember, a unit can&#039;t be selected to perform an action if it Advances or Falls Back.  That also applies to marker drones in Pathfinder units - they can&#039;t be selected for the action in the first place, which means their ability to do the action without the action failing doesn&#039;t help.  If you want marker drones in a pathfinder unit to Advance or Fall Back while Markerlighting, you have to begin the action at the beginning of Movement (so the markerlights on your infantry can&#039;t be used, but the drones are allowed to begin the action), &#039;&#039;then&#039;&#039; Advance.  This is unfathomably useless, so never do it - just stick to Normal Move (or Remain Stationary) with your Pathfinders.&lt;br /&gt;
*:*Each time a {{W40Kkeyword|T’AU EMPIRE}} non-{{W40Kkeyword|T’AU AUXILIARY}} unit is selected to shoot, it gains +1 to hit with its ranged attacks against any enemy unit with at least one markerlight token. After the unit has finished making attacks, remove one markerlight token from each enemy unit that it targeted.  Note that both the +1 to hit and the token removal are &#039;&#039;compulsory&#039;&#039; - you can&#039;t elect to leave a token in place for some other unit to benefit from, so try to shoot flamer spam &#039;&#039;after&#039;&#039; you&#039;ve shot everything else to avoid wasting token, and try to be careful when a support model with a markerlight, like a Cadre Fireblade, shoots.&lt;br /&gt;
*:*At the end of your shooting phase, remove all markerlight tokens from all enemy units.&lt;br /&gt;
&lt;br /&gt;
====Invocations of the Ethereals====&lt;br /&gt;
They work like the prayer mechanics of other factions. In your Command Phase the {{W40kKeyword|ethereal}} can attempt an invocation that hasn&#039;t been intoned by a friendly model this turn - on a 3+ (2+ if named or if the Ethereal has the Humble Stave relic) on 1d6 the invocation is successful. {{W40Kkeyword|Farsight Enclaves}} players can stop reading now; they cannot be affected by perfidious ethereal pheromones.&lt;br /&gt;
#&#039;&#039;&#039;Storm of Fire&#039;&#039;&#039;: Select one friendly {{W40kKeyword|core}} unit within 6”. That unit can make ranged attacks without its actions failing.&lt;br /&gt;
#*The Ethereals&#039; &#039;Inspired to Greatness&#039; already does the same thing (and that one does affect AUX), without a chance of not casting. So, this grants you a repeat and allows two units to do actions without giving up their shooting. Or maybe the ethereal was inside a transport and couldn&#039;t use &#039;Inspired to Greatness&#039;, but can use this invocation through the &#039;Wisdom of the Many&#039; stratagem.&lt;br /&gt;
#&#039;&#039;&#039;Sense of Stone&#039;&#039;&#039;: Select one friendly {{W40kKeyword|core}} unit within 6”. {{W40kKeyword|CORE}} models in that unit gain a FnP(5+).&lt;br /&gt;
#*This not only fortifies them against incoming damage, but it also protects Crisis teams from frying themselves with their own Cyclic Ion Blasters. Crisis-Ethereal teamwork! An Ethereal on a hover drone has the same M10&amp;quot; as them, even.&lt;br /&gt;
#&#039;&#039;&#039;Zephyr’s Grace&#039;&#039;&#039;: Select one friendly {{W40kKeyword|core}} unit within 6”. Each time a ranged attack is made against that unit, that attack takes -1 to hit unless the unit remained stationary in your previous movement phase.&lt;br /&gt;
#*Technically you cannot combine this with Mont&#039;Ka, as units that moved count as being stationary, which this invocation does not affect.&lt;br /&gt;
#&#039;&#039;&#039;Power of Tides&#039;&#039;&#039;: Select one friendly {{W40Kkeyword|TAU AUXILIARY}} unit within 6”, instead of the usual Core. That unit gains +1 to wound, making Ethereals the only non-Dal&#039;yth Tau able to actually interact with those &amp;lt;s&amp;gt;hideous savages&amp;lt;/s&amp;gt; esteemed allies.&lt;br /&gt;
#*+1 to wound is drastically better than +1 Str, especially for all those S5 weapons.&lt;br /&gt;
#&#039;&#039;&#039;Unifying Mantra (Aura)&#039;&#039;&#039;: While a friendly {{W40kKeyword|core}} unit is within 6”, that unit can re-roll morale tests and adds 1 to combat attrition tests. &#039;&#039;Has anyone seen my bonding knife?&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Wisdom of the Guides&#039;&#039;&#039;: You gain 1 CP, easily earning the Ethereal&#039;s worth in your army if you can afford it.&lt;br /&gt;
&lt;br /&gt;
===Detachment Rules===&lt;br /&gt;
Note that Farsight Enclaves-specific rules below are written into the special rules in question, rather than the Sept&#039;s definition.  You also get the standard rules for handing out relics (and in your case, prototype systems) and warlord traits, as well as using stratagems.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cadre Command:&#039;&#039;&#039; Maximum 1 {{W40kKeyword|Commander}} unit per detachment. Or 2 for {{W40kKeyword|Farsight Enclaves}} and Farsight-aligned {{W40kKeyword|ALLIED WORLD}} detachments.&lt;br /&gt;
*&#039;&#039;&#039;Independent Power&#039;&#039;&#039;: &#039;&#039;Zero&#039;&#039; {{W40kKeyword|ethereal}} units per {{W40kKeyword|Farsight Enclaves}} and Farsight-aligned {{W40kKeyword|ALLIED WORLD}} detachments.&lt;br /&gt;
*&#039;&#039;&#039;Objective Secured&#039;&#039;&#039;:  Given to all of your Troops.&lt;br /&gt;
*&#039;&#039;&#039;Sept Tenets&#039;&#039;&#039;: Non-{{W40kKeyword|Tau Auxiliary}} units gain subfaction traits.  This isn&#039;t blocked by {{W40kKeyword|tau auxiliary}}, {{W40kKeyword|supreme commander}}, or {{W40kKeyword|unaligned}}, which means Shadowsun won&#039;t block it.  Aun&#039;Va and Aun&#039;Shi have special rules on them preventing them from blocking this.&lt;br /&gt;
&lt;br /&gt;
===Army Rules===&lt;br /&gt;
Your monofaction bonus is Philosophies of War - pick one of the following Tactical Philosophies after determining who has first turn if your entire army is the same {{W40kKeyword|&amp;lt;sept&amp;gt;}}, ignoring {{W40kKeyword|tau auxiliary}}, {{W40kKeyword|supreme commander}}, or {{W40kKeyword|unaligned}}, and all of your non-{{W40kKeyword|tau auxiliary}} {{W40kKeyword|tau empire}} units benefit.  That means Shadowsun, your only Supreme Commander, won&#039;t turn this off, &amp;lt;s&amp;gt;but Aun&#039;Va and Aun&#039;Shi &#039;&#039;will&#039;&#039;, as their special rule doesn&#039;t cover this.&amp;lt;/s&amp;gt;&lt;br /&gt;
* Their Leadership Caste rule explicitly states they &#039;&#039;do not&#039;&#039; prevent any detachment they’re added to from being a {{W40kKeyword|&amp;lt;sept&amp;gt;}} detachment which is the only thing required to gain philosophies and so they &#039;&#039;won’t&#039;&#039; turn this off&lt;br /&gt;
&lt;br /&gt;
*{{W40kKeyword|Mont&#039;ka}} is active from turn 1 to 3; you may advance or normal move and you count as having Remained Stationary until the end of shooting, and when shooting at the closest opponent within range (18&amp;quot; turn 1, 12&amp;quot; turn 2, and 9&amp;quot; turn 3), you can re-roll wound rolls of 1. Your markerlights will enjoy this. Remember that counting as remaining stationary after Advancing does not work for performing Actions, as clarified in an FAQ&lt;br /&gt;
**Per the FAQ, a unit embarked on a transport that &amp;quot;counts as stationary&amp;quot; can&#039;t disembark. Just use the Combat Disembarkation strat, that&#039;s why it&#039;s there. &lt;br /&gt;
**The Q2 2022 Dataslate have added two very fundamental changes to Mont&#039;ka. The first is forcing you to target the closest enemy, which might not be such a big issue, but you&#039;re likely to see that happen once you see everything BUT your preferred target close in around you. The second is that you lost the AP boost, which increases the need for Markerlights and Ignoring Cover. &lt;br /&gt;
*{{W40kKeyword|Kauyon}} is active turn 3 to 5, allowing you to fall back and shoot at -1 to hit, and when shooting at the closest unit (in a turn where you didn&#039;t fall back and aren&#039;t engaged), you get exploding hits (6+ turn 3, 5+ turn 4, 4+ on turn 5). Sounds rad on paper but in small scale games you might have already lost by the time this take effect! Much better in bigger games.&lt;br /&gt;
**One of its weaknesses is that Shadowsuits anf Ghostkeels don&#039;t get to make the most of their scout deploy; Kauyon does well with units coming out of reserves, and does really well with Fusion weapons for multiple hits in later turns.&lt;br /&gt;
&lt;br /&gt;
==Secondary Objectives==&lt;br /&gt;
You have a &#039;&#039;lot&#039;&#039; of mobility, although it&#039;s not really concentrated in your Troops, and you aren&#039;t the biggest fan in the world of objectives that require actions, given that markerlights are an action, so as a general rule, your best bets are objectives that reward you for mobility that you can complete with non-Troops and/or objectives that reward you for [[Rip and Tear|murder]] .&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battlefield Supremacy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Decisive Action (Codex)&#039;&#039;&#039;: If you selected Mont’ka, score 4 VP at the end of your first, second and third turns if you control half or more of the objectives on the battlefield. If you selected Kauyon, score 4 VP at the end of your third, fourth and fifth turns if you control half or more of the objectives on the battlefield.&lt;br /&gt;
**If you take this over Behind Enemy Lines, you&#039;re a bona fide idiot, given your widespread access to highly mobile options that aren&#039;t Troops.&lt;br /&gt;
*&#039;&#039;&#039;Behind Enemy Lines (GT2021/2022)&#039;&#039;&#039;: 2VP at the end of your turn if 1 non-{{W40Kkeyword|aircraft}} unit from your army is wholly within your opponent’s deployment zone, 4VP instead if you have 2 such units.&lt;br /&gt;
*&#039;&#039;&#039;Engage on All Fronts (GT2021)&#039;&#039;&#039;: 2VP at the end of your turn if you have 1+ units from your army wholly within three different table quarters and more than 6&amp;quot; from the center of the battlefield. 3VP instead if you have 4 such units.&lt;br /&gt;
**&#039;&#039;&#039;Engage on All Fronts (GT2022)&#039;&#039;&#039;: In order for a unit to count toward this scoring it must either have 3 models or a {{W40Kkeyword|VEHICLE}} or {{W40Kkeyword|MONSTER}} model in it.&lt;br /&gt;
*&#039;&#039;&#039;Stranglehold (GT2021/2022)&#039;&#039;&#039;: 3VP at the end of your turn if you control 3 or more objective markers and you also control more objective markers than your opponent controls.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;No Mercy, No Respite&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;A Clean Victory (Codex)&#039;&#039;&#039;: If you selected Mont’ka, at the end of the first, second, and third battle rounds, score 1VP if 1+ enemy units were destroyed that round, +3VP (4 total) if 3+ enemy units were destroyed that round. If you selected Kauyon, do the same at the end of the third, fourth and fifth battle rounds.  &lt;br /&gt;
**You&#039;re really good at killing, but there&#039;s generally no reason to ever bother with this, even within this section, because you can reach this Secondary&#039;s VP limit of 12 with No Prisoners instead at 100 wounds murdered without needing to obsess over finishing off a unit or doing it in one of your Philosophy&#039;s rounds, and Bring it Down over in Purge the Enemy is on the table if you&#039;re up against Knights or Monster-focused Tyranids or the like.&lt;br /&gt;
*&#039;&#039;&#039;Grind Them Down (GT2021/2022)&#039;&#039;&#039;: 3VP at the end of the battle round if more enemy units than friendly units were destroyed this round.&lt;br /&gt;
*&#039;&#039;&#039;No Prisoners (GT2021)&#039;&#039;&#039;: Keep a tally of kill points. Each time an enemy non-{{W40Kkeyword|vehicle}} non-{{W40Kkeyword|monster}} non-{{W40Kkeyword|character}} model is destroyed, add a number of marks to this tally equal to the Wounds characteristic of the destroyed model. At the end of the battle, divide your kill points tally by 10 and round down - the result is the number of victory points you score.&lt;br /&gt;
**&#039;&#039;&#039;No Prisoners (GT2022)&#039;&#039;&#039;: +1 VP if your pre-division tally is 50-99, +2VP if your pre-division tally is 100+.&lt;br /&gt;
*&#039;&#039;&#039;To The Last (GT2021/2022)&#039;&#039;&#039;: Before the battle, after you have selected deployment zones, identify which three non-Fortifications units from your army have the highest points value (if two or more are tied, you choose between them). If your army has three or fewer units, you instead identify all the units in your army. 5VP for each of these units that are on the battlefield at the end of the battle.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Purge the Enemy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Assassination (GT2021/2022)&#039;&#039;&#039;: 3VP at the end of the battle for each enemy {{W40kKeyword|CHARACTER}} model that is destroyed. If the enemy {{W40kKeyword|WARLORD}} was destroyed during the battle, +1VP.&lt;br /&gt;
*&#039;&#039;&#039;Bring It Down (GT2021)&#039;&#039;&#039;: 1VP at the end of the battle for each destroyed enemy {{W40kKeyword|MONSTER}}/{{W40kKeyword|VEHICLE}} model with W1-10, 2 VP if W11-19, 3 VP if W20+.&lt;br /&gt;
***&#039;&#039;&#039;Bring It Down (GT2022)&#039;&#039;&#039;: Chane the threshholds for 1/2/3 VP to W1-9, W10-14, and W15+, respectively.&lt;br /&gt;
*&#039;&#039;&#039;Titan Hunter (GT2021/2022)&#039;&#039;&#039;: 4VP at the end of the battle if one enemy {{W40kKeyword|TITANIC}} model is destroyed, 9VP if two enemy {{W40kKeyword|TITANIC}} models are destroyed, or 15VP if 3+ enemy {{W40kKeyword|TITANIC}} models are destroyed.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shadow Operations&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Aerospace Targeting Relays (Codex)&#039;&#039;&#039;: When you select this objective, place an Aerospace Designation marker halfway along each battlefield edge. Units in your army can perform the following action: &#039;&#039;&#039;Install Targeting Relay (Action)&#039;&#039;&#039;: One or more {{W40kKeyword|INFANTRY}} units from your army can start this action at the end of your movement phase. Each of these units must be within 6” of a different marker that has not had a targeting relay installed yet. This action completes at the start of your next command phase or the end of the battle, whichever comes first. At the end of the battle, you score VPs based on the number of targeting relays that were successfully installed.&lt;br /&gt;
*#2VP&lt;br /&gt;
*#6VP&lt;br /&gt;
*#9VP&lt;br /&gt;
*#15VP&lt;br /&gt;
**You&#039;re not &#039;&#039;really&#039;&#039; contemplating this over Deploy Teleport Homers or Retrieve Nachmund Data, are you?  You have almost no room for your units to legally stand where they need to to complete this action, those locations are telegraphed to your opponent who can just stand there to prevent you from Deep Striking to where you need to be, and you can just be murdered or your action disrupted, since your opponent gets an entire turn to respond.&lt;br /&gt;
*&#039;&#039;&#039;Deploy Teleport Homers (GT2021)&#039;&#039;&#039;: Deploy Teleport Homer (Action): One {{W40kKeyword|INFANTRY}} or {{W40kKeyword|BIKER}} unit from your army can start to perform this action at the end of your Movement phase if it is wholly within 12&amp;quot; of your opponent’s deployment zone. The action is completed at the end of your next Command phase provided the unit attempting it is still wholly within 12&amp;quot; of your opponent’s deployment zone. Each time a unit from your army successfully completes this action, 2VP (4VP instead if the unit completed the action while wholly within your opponent’s deployment zone).&lt;br /&gt;
**&#039;&#039;&#039;Deploy Teleport Homers (GT2022)&#039;&#039;&#039;: Requires a unit of 3+ models to perform and completes at the end of your turn if attempted by a Troops unit.&lt;br /&gt;
*&#039;&#039;&#039;Investigate Signal (GT2021)&#039;&#039;&#039;: 3 victory points each time a unit from your army successfully completes the following action: Investigate Signal (Action): One non-{{W40Kkeyword|character}} {{W40Kkeyword|INFANTRY}} unit from your army can start to perform this action at the end of your Movement phase if it is and no non-{{W40Kkeyword|aircraft}} enemy units are wholly within 6&amp;quot; of the center of the battlefield. This action is completed at the end of your turn provided the unit attempting it and no non-{{W40Kkeyword|aircraft}} enemy units are still wholly within 6&amp;quot; of the center of the battlefield.&lt;br /&gt;
**&#039;&#039;&#039;Investigate Signal (GT2022)&#039;&#039;&#039;: You can now attempt this action even if there are enemy units within 6″ of the center of the battlefield, but you only complete it at the end of your turn if there are no enemy units within 6″ of the center of the battlefield.&lt;br /&gt;
*&#039;&#039;&#039;Raise the Banners High (GT2021/2022)&#039;&#039;&#039;: Your {{W40kKeyword|Infantry}} units gain a new action each turn in an attempt to emulate [[Dawn of War]]. Raise Banners (Action): Perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be in range of a different objective marker that does not have one of your banners raised upon it (see below). A unit cannot start this action while there are any non-{{W40kKeyword|aircraft}} enemy units in range of the same objective marker. The action is completed at the end of your turn. If this action is successfully completed, that objective marker is said to have one of your army’s banners raised on it (the banner is ‘removed’ if your opponent controls the objective marker at the start of any phase). 1 VP at the end of each of your Command phases and 1 VP at the end of the battle for each objective marker on the battlefield that has one of your banners raised upon it.&lt;br /&gt;
*&#039;&#039;&#039;Retrieve Octarius Data (GT2021)&#039;&#039;&#039;: Keep a tally of Retrieved Data points; add 1 to that tally each time a unit from your army successfully completes the following action during the battle: Retrieve Data (Action): One non-{{W40kKeyword|character}} {{W40kKeyword|INFANTRY}} unit from your army can start to perform this action at the end of your Movement phase if it is wholly within a table quarter that has not had a servo-skull retrieved by your army (see below) and it is more than 6&amp;quot; away from any other table quarter. This action is completed at the end of your turn provided the unit attempting it is still within the same table quarter. If this action is successfully completed, the table quarter is said to have had a servo-skull retrieved by your army. At the end of the battle, 4VP if the tally is 2, 8VP if the tally is 3, or 12VP if the tally is 4.&lt;br /&gt;
**&#039;&#039;&#039;Retrieve Nachmund Data (GT2022)&#039;&#039;&#039;: {{W40kKeyword|biker}}s and {{W40kKeyword|characters}} can perform the action, and at the end of your turn you roll 1d6, -1 if the unit performing the action is Troops. If you roll less than or equal to the number of models in the unit, the action is completed, so your characters are very unlikely to succeed, but your Troops auto-succeed with 5 models and your other units auto-succeed with 6.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Warpcraft&amp;quot;&amp;gt;&lt;br /&gt;
Since you can&#039;t take any psykers, there&#039;s only one Secondary here you can take.&lt;br /&gt;
*&#039;&#039;&#039;Abhor the Witch (GT2021/2022)&#039;&#039;&#039;: You can&#039;t take any {{W40kKeyword|Psyker}} units for this, not that you had any to contemplate taking. You gain 3 VP for any {{W40kKeyword|Psyker Character}} unit you kill and 2 VP for any other {{W40kKeyword|Psyker}} units you kill.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Breach and Clear (1CP)&#039;&#039;&#039;: Use in your shooting phase, when selecting a {{W40Kkeyword|BREACHER TEAM}} unit to shoot. Until the end of the phase, when a {{W40Kkeyword|CORE}} model in that unit makes a ranged attack, it ignores cover and re-rolls wounds. Not bad all things considered, but you&#039;ll need to be right in their face to use it.&lt;br /&gt;
*&#039;&#039;&#039;Drop Threat Acquisition (2/3CP)&#039;&#039;&#039;: Use in your movement phase, when a {{W40Kkeyword|BATTLESUIT}} unit arrives from reserves via Manta Strike or Homing Beacon. Until end of turn, when a {{W40Kkeyword|BATTLESUIT}} model in that unit makes a ranged attack, re-roll the hit roll. Costs 3CP if the unit has 4+ {{W40Kkeyword|BATTLESUIT}} models, or 2CP otherwise.&lt;br /&gt;
*&#039;&#039;&#039;Dynamic Offensive (1CP)&#039;&#039;&#039;: Use in your movement phase, when selecting a {{W40Kkeyword|CRISIS BATTLESUIT}} unit to move. Until the end of the turn, that unit autoadvances 6&amp;quot; and does not take the penalty for advancing and shooting assault weapons. Mont&#039;ka does this for free anyway, so only Kauyon is when this is worth it.&lt;br /&gt;
*&#039;&#039;&#039;On-Board Sensors (1CP)&#039;&#039;&#039;: Use at the start of your shooting phase. Select one friendly {{W40Kkeyword|&amp;lt;SEPT&amp;gt; DEVILFISH}} model and one enemy unit within 24&amp;quot; and visible to it. Until the end of the phase, the {{W40Kkeyword|DEVILFISH}} gains a 6&amp;quot; aura. Friendly {{W40Kkeyword|&amp;lt;SEPT&amp;gt; FIRE WARRIOR}} units within the aura re-roll 1s to hit against the chosen enemy unit.&lt;br /&gt;
**Stack this with Relentless Fusilades and combat Debarkation for [[Dakka|&amp;lt;s&amp;gt;40&amp;lt;/s&amp;gt; 20 S5 Ap-2 D1]] shots. Have a Markerlight on whatever it is that you&#039;re shooting at. It now no longer exists.&lt;br /&gt;
*&#039;&#039;&#039;Point-Blank Volley (1CP)&#039;&#039;&#039;: Use at the start of your shooting phase. Select one {{W40Kkeyword|FIRE WARRIOR TEAM}} in your army that is engaged. Until the end of the phase, pulse carbines, pulse blasters, and pulse rifles in that unit become Pistol 2. If you ever need to use this, you&#039;ve fucked up bad.&lt;br /&gt;
*&#039;&#039;&#039;Pulse Onslaught (1CP)&#039;&#039;&#039;: Use in your shooting phase, when selecting a {{W40Kkeyword|FIRE WARRIOR TEAM}} unit to shoot. Until the end of the phase, {{W40Kkeyword|CORE}} models in that unit autowound on 6s to hit with pulse weapons. You already wound everything short of Knights on 5s, skip.&lt;br /&gt;
*&#039;&#039;&#039;Relentless Fusillade (1CP)&#039;&#039;&#039;: Use in your shooting phase, when selecting a {{W40Kkeyword|STRIKE TEAM}} unit to shoot. Until the end of the phase, rapid fire weapons double shots at any range, and {{W40Kkeyword|CORE}} models in the unit gain -1AP with ranged attacks. Congrats, your fire Warriors are now equipped with Pulse &amp;lt;s&amp;gt;Storm&amp;lt;/s&amp;gt; Bolters (keep in mind, the strat doesn&#039;t change rapid fire 1 to rapid fire 2), only that you&#039;re now firing max shots for rapid fire 1 at any/all ranges.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Backup AI (1CP)&#039;&#039;&#039;: Use in your command phase. Select one {{W40Kkeyword|T&#039;AU EMPIRE}} model in your army. Until the start of your next command phase, it counts as having full wounds remaining for degradation. Given our best units don&#039;t have degradation, it&#039;s more likely you&#039;re taking this for a Railhead or Iontide.&lt;br /&gt;
*&#039;&#039;&#039;Branched Nova Charge (2CP)&#039;&#039;&#039;: Use in your command phase, when a {{W40Kkeyword|RIPTIDE BATTLESUIT}} fails its nova reactor roll. That roll passes instead. Can only be used on each model once per battle.&lt;br /&gt;
*&#039;&#039;&#039;Combat Debarkation (1CP)&#039;&#039;&#039;: Use at the start of your movement phase. If you selected Mont&#039;ka and it is the first, second, or third battle round, or if you selected Kauyon and it is the third, fourth, or fifth battle round, pick three {{W40Kkeyword|DEVILFISH}} models in your army. Otherwise, pick one {{W40Kkeyword|DEVILFISH}} model in your army. Until the end of the phase, each time a selected model makes a normal move, units inside it can disembark. Units that disembark in this way cannot charge this turn. Basically essential for Breacher Teams&lt;br /&gt;
*&#039;&#039;&#039;Fail-Safe Detonator (1CP)&#039;&#039;&#039;: Use in any phase when a {{W40Kkeyword|BATTLESUIT}} model from your army is destroyed. Before removing it from play, instead of triggering any other abilities that trigger on death, roll one D6 for each unit within 3&amp;quot; of that model, adding 1 if the destroyed model had W12+. On a 3-5, that unit takes D3 mortals; on a 6+, that unit takes 3 mortals (1.5 mortals total per unit on average, up to 2 for a W12+ user, with a lot of swinginess).&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols (1CP)&#039;&#039;&#039;: Use in any phase after failing a save for a model in a {{W40Kkeyword|&amp;lt;SEPT&amp;gt;}} unit. Select a friendly {{W40Kkeyword|&amp;lt;SEPT&amp;gt; DRONE}} model within 3&amp;quot; of that unit, or within 6&amp;quot; if the unit contains a model with a drone controller. That {{W40Kkeyword|DRONE}} is destroyed and the attack&#039;s Damage characteristic becomes 0.&lt;br /&gt;
*&#039;&#039;&#039;Wisdom of the Many (2CP)&#039;&#039;&#039;: Use at the start of any of your phases other than the command phase. Select one {{W40Kkeyword|ETHEREAL}} unit that did not intone an invocation this turn. That unit can intone one invocation that has not already been used this turn, and the invocation is automatically inspiring. It lasts until the start of your next command phase. Use this to caste Wisdom of the Guides. Nothing will confuse your opponent more.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Emergency Dispensation (1CP)&#039;&#039;&#039;: Standard extra relic strat.&lt;br /&gt;
*&#039;&#039;&#039;Promising Pupil (1CP)&#039;&#039;&#039;: Standard extra Warlord Trait strat.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;A Trap Well Laid (1CP)&#039;&#039;&#039;: Use in the heroic interventions step of your opponent&#039;s charge phase. Select one {{W40Kkeyword|KROOT}} unit in your army that is not engaged. Until end of turn, that unit can perform a 6&amp;quot; heroic intervention, and models in that unit gain +1A. You&#039;re using this for your Kroot Screen to protect your Railsides.&lt;br /&gt;
*&#039;&#039;&#039;Coordinated Engagement (1CP)&#039;&#039;&#039;: Use in your shooting phase, before selecting a unit to shoot with. Select one enemy unit and two {{W40Kkeyword|&amp;lt;SEPT&amp;gt;}} units from your army that are within 18&amp;quot; of and visible to that enemy. Until the end of the phase, each time a model in one of those {{W40Kkeyword|&amp;lt;SEPT&amp;gt;}} units makes an attack, it must target the chosen enemy unit and gains -1AP.&lt;br /&gt;
**Hello there Space Marines. Nice Terminators. It&#039;d be a shame if my Pulse onslaught boosted fire Warriors had Ap-3 rerolling ones.&lt;br /&gt;
*&#039;&#039;&#039;Counterfire Defence System (1/2CP)&#039;&#039;&#039;: Use in your opponent&#039;s shooting phase, when an attack is allocated to a {{W40Kkeyword|COUNTERFIRE DEFENCE SYSTEM}} model. The damage characteristic of that attack becomes 1. Costs 2CP if that model has 14 or more wounds, or 1CP otherwise.&lt;br /&gt;
*&#039;&#039;&#039;Designated Tasking (1CP)&#039;&#039;&#039;: Use in your command phase. Select one {{W40Kkeyword|T&#039;AU EMPIRE}} unit that is not engaged and contains both {{W40Kkeyword|DRONE}} models and non-{{W40Kkeyword|DRONE}} models. If any of those {{W40Kkeyword|DRONE}} models are docked within another model, set them up within 1&amp;quot; of that model, they are no longer docked. Then split the unit into two units, one containing all {{W40Kkeyword|DRONE}} models and one containing all non-{{W40Kkeyword|DRONE}} models. You&#039;re better off just taking the SMS or thr Burst Cannons.&lt;br /&gt;
*&#039;&#039;&#039;Orbital Ion Beam (2CP)&#039;&#039;&#039;: Use in your command phase. Place two markers anywhere on the battlefield within 12&amp;quot; of each other. At the start of your next command phase, draw a straight line between them and roll a D6 for each unit the line crosses over, adding 1 if the unit is a {{W40Kkeyword|BUILDING}}. On a 2-5, that unit takes D3 mortals; on a 6+, that unit takes 3 mortals (1.83 mortals total on average). You can only use this stratagem once.&lt;br /&gt;
*&#039;&#039;&#039;Recon Sweep (1CP)&#039;&#039;&#039;: Use in your shooting phase, when a {{W40Kkeyword|PATHFINDER TEAM}} unit completes a Fire Markerlights action. Add 1 to the rolls for that unit&#039;s markerlights, and the unit can make a normal move (i.e. a second one, usually) afterwards.&lt;br /&gt;
*&#039;&#039;&#039;Shocking Firestorm (1CP)&#039;&#039;&#039;: Use in your shooting phase, when selecting a {{W40Kkeyword|&amp;lt;SEPT&amp;gt;}} unit to shoot. Select one enemy unit within 18&amp;quot; of that unit. Until the end of the phase, each time a model in the enemy unit is destroyed by an attack made by the {{W40Kkeyword|&amp;lt;SEPT&amp;gt;}} unit, that model counts as two for morale tests.&lt;br /&gt;
*&#039;&#039;&#039;Strike and Fade (1/2CP)&#039;&#039;&#039;: Use at the start of your shooting phase. One {{W40Kkeyword|T&#039;AU EMPIRE JET PACK}} unit from your army can shoot and then make a normal move of up to 6&amp;quot;. That unit cannot shoot again this phase. Costs 1CP if the unit contains 5 or fewer models (excluding {{W40Kkeyword|DRONE}} models). JUMP SHOOT JUMP IS BACK ON THE MENU BOYS.&lt;br /&gt;
*&#039;&#039;&#039;The Grisly Feast (1CP)&#039;&#039;&#039;: Use in the fight phase, when an enemy unit is destroyed by an attack made by a model in a {{W40Kkeyword|KROOT}} unit. Until the end of the battle, the unit gains a 5+++. Pointless, as our Kroot don&#039;t have enough staying power to really make this worth the investment.&lt;br /&gt;
*&#039;&#039;&#039;Wall of Mirrors (1CP)&#039;&#039;&#039;: Use at the end of your movement phase. Select one friendly {{W40Kkeyword|STEALTH BATTLESUIT}} or {{W40Kkeyword|GHOSTKEEL BATTLESUIT}} unit that is wholly within 9&amp;quot; of any battlefield edge and remove it from the battlefield. In your next reinforcements step, set it back up wholly within 9&amp;quot; of any battlefield edge and more than 9&amp;quot; from any enemy models.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wargear&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Frequency Lock (1CP)&#039;&#039;&#039;: Use in your shooting phase, when picking a {{W40Kkeyword|T&#039;AU EMPIRE}} unit to shoot. Until the end of the phase, that unit&#039;s seeker missiles, seeker missile racks, and destroyer missiles gain +1 to wound, and can target units with at least one markerlight on them even if they are not visible.&lt;br /&gt;
**We can play the Arty game now against Basilisks, and arguably better since we wound on twos against everything short of Knights.&lt;br /&gt;
*&#039;&#039;&#039;Ionised Shockfield (2CP)&#039;&#039;&#039;: Use in your shooting phase, when a model in an enemy unit is destroyed by an ion weapon fired by a {{W40Kkeyword|&amp;lt;SEPT&amp;gt;}} model in your army. Until the start of your next shooting phase, models in that enemy unit cannot be affected by auras of other enemy units.&lt;br /&gt;
**Notice it says &amp;quot;when&amp;quot;, implying you can choose which unit takes the debuff. Absolutely fantastic against units that require those auras.&lt;br /&gt;
*&#039;&#039;&#039;Neuroweb System Jammer (1CP)&#039;&#039;&#039;: Use in your shooting phase. Select one enemy unit within 18&amp;quot; of and visible to a {{W40Kkeyword|NEUROWEB SYSTEM JAMMER}} unit (i.e. Pathfinders who bought the upgrade) in your army and roll a D6. On a 3+, until the start of your next shooting phase, models in that unit have -1 to hit.&lt;br /&gt;
*&#039;&#039;&#039;Photon Grenades (1CP)&#039;&#039;&#039;: Use in your opponent&#039;s charge phase, when a {{W40Kkeyword|PHOTON GRENADES}} unit from your army is selected as a charge target by a non-{{W40Kkeyword|VEHICLE}} non-{{W40Kkeyword|MONSTER}} enemy unit. Until the end of the turn, that enemy unit subtracts 2 from its charge rolls and takes -1 to hit. Better than the Repulsor Impact field, but if you screen correctly not an issue.&lt;br /&gt;
*&#039;&#039;&#039;Repulsor Impact Field (1CP)&#039;&#039;&#039;: Use in your opponent&#039;s charge phase, when a {{W40Kkeyword|BATTLESUIT}} unit is selected as a charge target. Until the end of the phase, subtract 2 from all charge rolls against that unit. Your Crisis Suits want this more than anyone else.&lt;br /&gt;
*&#039;&#039;&#039;Submunitions (1CP)&#039;&#039;&#039;: Use in your shooting phase, when selecting a {{W40Kkeyword|HAMMERHEAD}} model to shoot. If that model has a railgun, instead of attacking with it this phase, select one visible enemy within 36&amp;quot; that is not engaged. Roll a D6 for each model in that unit, adding 1 if the unit has 11+ models. For every 4+, the target takes a mortal (maximum 8 mortals).&lt;br /&gt;
**That means this deals an average number of mortal wounds equal to half the unit (half a mortal per unit member) up to size 8, takes a slight dip from 9-10 since you can&#039;t deal 9 or 10 mortals, jumps up to 63.75% of the target&#039;s size for a unit of size 11, then scales down, reaching slightly more than half the unit at size 15 and slightly less at size 16.  In absolute terms, only improves the railgun&#039;s output against GEQ with 4+ models, MEQ with 5+, and TEQ with 6+ (these numbers go &#039;&#039;down&#039;&#039; for Longstrike and/or a markerlight, as the more accurate the railgun the worse this strat is in comparison).  By and large never worth it, as your Troops are generally carrying the perfect guns to murder whatever you could be bothered to use this on.&lt;br /&gt;
*** even worse if you consider that meq usually have 2 wounds per model and teq have 3&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tau Empire&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Precision of the Hunter&#039;&#039;&#039;: This model can re-roll all hit and wound rolls. You can probably guess that this is great for beatstick commanders.&lt;br /&gt;
#&#039;&#039;&#039;Through Unity, Devastation&amp;lt;sup&amp;gt;Aura&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: While a friendly {{W40Kkeyword|&amp;lt;SEPT&amp;gt; CORE}} unit is within 6” of the warlord, when a {{W40Kkeyword|CORE}} model in that unit makes a ranged attack, 6s to wound have -1AP.  Thoroughly worthless, which is a shame since Aun&#039;Va is stuck with this.&lt;br /&gt;
* Arguably this WLT has much more value in a post-Armour-of-Contempt game, where your Pulse Rifles have now gone back to not even scratching a Space Marine&#039;s armour. Still, you have better options&lt;br /&gt;
#&#039;&#039;&#039;A Ghost Walks Among Us&#039;&#039;&#039;: Attacks against the warlord have -1 to hit, and the warlord auto-advances 6”. Darkstrider uses it, and probably has the most need for it as a Fireblade.&lt;br /&gt;
#&#039;&#039;&#039;Through Boldness, Victory&#039;&#039;&#039;: In your command phase, pick a friendly {{W40Kkeyword|&amp;lt;SEPT&amp;gt; CORE}} unit within 9”. Until the start of your next command phase, when a {{W40Kkeyword|CORE}} model in that unit makes a ranged attack, 6s to hit autowound.  Can be very good, but always make sure you don&#039;t accidentally mix this with any abilities that trigger on successful wound rolls - for example, this will &#039;&#039;reduce&#039;&#039; the output of Railsides who didn&#039;t take a second weapon against all possible targets. Longstrike uses this.&lt;br /&gt;
#&#039;&#039;&#039;Exemplar of the Kauyon&#039;&#039;&#039;: After the first turn roll, select one friendly {{W40Kkeyword|&amp;lt;SEPT&amp;gt;}} unit, or up to three if you selected Kauyon. Redeploy those units or place them into strategic reserves without spending CP. Shadowsun uses this.&lt;br /&gt;
#&#039;&#039;&#039;Exemplar of the Mont’ka&#039;&#039;&#039;: In your command phase, pick a friendly {{W40Kkeyword|&amp;lt;SEPT&amp;gt; CORE}} unit within 9”. Until your next command phase, when a {{W40Kkeyword|CORE}} model in that unit makes a ranged attack against an enemy unit within 9”, or within 12” if you selected Mont’ka, you can re-roll the wound roll. Farsight uses this, which is really for the best.&lt;br /&gt;
#*&#039;&#039;Absolutely, utterly fantastic.&#039;&#039;  Full re-rolls to wound are the stuff dreams are made of, and deft use of this Warlord Trait will win you games.  Using this to buff a max-size unit of Crisis each with 3 flamers will murder a truly impressive amount of stuff.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Kroot&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Master of the Hunt&amp;lt;sup&amp;gt;Aura&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: While a friendly {{W40Kkeyword|KROOT}} unit is within 6”, when a model in that unit makes a ranged attack against an enemy unit within 12”, that enemy does not gain the benefits of cover.  Worthless.&lt;br /&gt;
#&#039;&#039;&#039;Pack Leader&amp;lt;sup&amp;gt;Aura&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: While a friendly {{W40Kkeyword|KROOT}} unit is within 6”, roll an extra D6 for their charge rolls and discard one of the dice.&lt;br /&gt;
#&#039;&#039;&#039;Nomadic Hunter&amp;lt;sup&amp;gt;Aura&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: While a friendly {{W40Kkeyword|KROOT}} unit is within 6”, each time a model in that unit makes a ranged attack, if that unit did not fall back this turn, it is treated as stationary.  Fantastic for supporting Carnivores and Krootox Riders on the move, &#039;&#039;provided&#039;&#039; you can keep the Shaper in position, which is &#039;&#039;difficult&#039;&#039;, as the Shaper may roll poorly on its Advance rolls.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wargear==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
HAHAHAHA NOPE! Generic melee weapons are for other armies.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
T&#039;au actually received melee weapons on Battlesuits to help off set the fact that we have WS5+ I guess. Still not that great as they have similar profiles to other monstrous creatures now. Those four attacks most likely will be down to three to two or the enemy units will already be near death before most players remember they exist. Now if you could equip them on an XV109 Y&#039;Vahra, they would actually be useful.&lt;br /&gt;
*&#039;&#039;&#039;Crushing Bulk:&#039;&#039;&#039; Melee S+1 AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Riptide Fists:&#039;&#039;&#039; Melee S+1 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Thunderous Footfalls:&#039;&#039;&#039; Melee S-User AP-2 D2.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*There are some rules in a variety of places - custom sept tenets, stratagems, the Cadre Fireblade aura, etc - that refer to weapons by category.  All categories have the same definition: a &amp;lt;category&amp;gt; weapon is any weapon with &amp;lt;category&amp;gt; in the name or a relic or prototype that replaces such a weapon.  The categories are:&lt;br /&gt;
**&#039;&#039;&#039;Burst&#039;&#039;&#039;, for the custom Sept Tenet that gives you +1 to hit rolls within 12&amp;quot; with these. Unless you&#039;re ditching marklights it&#039;s useless, as the bonus doesn&#039;t stack.&lt;br /&gt;
***&#039;&#039;&#039;Burst cannon&#039;&#039;&#039;: see battlesuit entry below. Available to crisis and stealth chassis&lt;br /&gt;
***&#039;&#039;&#039;High-output burst cannon&#039;&#039;&#039;: 18” Assault 10, S5 AP-1 D1 super-gatling available only for Coldstar commander. &lt;br /&gt;
***&#039;&#039;&#039;Accelerator burst cannon&#039;&#039;&#039;: 18” Assault 8, S6 AP-1 D1 upgunned version for Devilfish chassis&lt;br /&gt;
***&#039;&#039;&#039;Pirahna burst cannon&#039;&#039;&#039;: 18” Assault 6, S6 AP0 D1 Pirahna burst cannon, slightly better than infantry version, but utterly useless compared to Pirahna&#039;s super fusion&lt;br /&gt;
**&#039;&#039;&#039;Ion&#039;&#039;&#039;,  for the stratagem that lets you cut a unit off from auras by murdering a model in it with one of these.&lt;br /&gt;
**&#039;&#039;&#039;Missile&#039;&#039;&#039;, for the custom Sept Tenet for ignoring cover with these.&lt;br /&gt;
***&#039;&#039;&#039;Seeker Missile&#039;&#039;&#039;: Found across a wide array of your army, each of these will cost 5 points when they&#039;re optional (and be free when they aren&#039;t).  72” Heavy 1 S9 AP-3 D2d3 is a good way to ruin your enemy&#039;s day, although these are best on units you expect to die quickly so it doesn&#039;t matter that the gun can&#039;t fire again.described in &lt;br /&gt;
**&#039;&#039;&#039;Plasma&#039;&#039;&#039;, for the custom Sept Tenet for dealing mortal wounds on 6s to wound with these.  There&#039;s only one of these, the Plasma Rifle covered in the Crisis section because it&#039;s only carried by battlesuits, although you do have a couple nearly-identical variants in a couple places.  &amp;lt;s&amp;gt;The custom Sept Tenet makes Plasma Rifles do &#039;&#039;less&#039;&#039; damage, so you won&#039;t ever take it, so in practice this weapon category doesn&#039;t matter.&amp;lt;/s&amp;gt; Errata fixed this.&lt;br /&gt;
**&#039;&#039;&#039;Pulse&#039;&#039;&#039;, for the Pathfinder drone that buffs AP, the Cadre Fireblade aura, the custom Sept Tenet for improving AP by 1 on 6s to wound, and the strat for autowounding on 6s to hit.  &lt;br /&gt;
*** &#039;&#039;&#039;Pulse Pistol:&#039;&#039;&#039; 12&amp;quot; Pistol 1 S5 AP0 D1. Granted, you should not be getting into close combat, but if you somehow survived an assault, your opponent can get hit by this in your next shooting phase from your Fire Warriors. Usually it&#039;s better to just fall back and let your other units punish whatever came at you, but pulse pistols are pretty much required in case your unit gets locked in melee, and they&#039;re free anyway.&lt;br /&gt;
***&#039;&#039;&#039;Pulse Rifle:&#039;&#039;&#039; The original, the best Rapid Fire basic bitch Troops weapon in the game. 36&amp;quot; Rapid Fire 1 S5 AP-1 D1 smackdown, stacks &#039;&#039;wonderfully&#039;&#039; with some sept traits, wargear, and warlord traits.&lt;br /&gt;
****&#039;&#039;&#039;Fireblade Pulse Rifle&#039;&#039;&#039;: 36” Rapid Fire 1 S5 AP-2 D2, because obviously the Tau would never dream of giving their best weapons to their sharpshooters instead of their leadership.  If you have to ask who carries this, you need to re-read the name of the gun.&lt;br /&gt;
****&#039;&#039;&#039;Longshot Pulse Rifle&#039;&#039;&#039;: 48” Rapid Fire 1 S5 AP-2 D1, carried by Sniper Drones.&lt;br /&gt;
*** &#039;&#039;&#039;Pulse Carbine:&#039;&#039;&#039; Doesn&#039;t pin targets anymore, but is 24&amp;quot; Assault 2 S5 AP0 D1. You don&#039;t want to advance and shoot with your shitty BS, so their actual advantage is a defensive one, shooting twice at slightly farther away than a Pulse Rifle does. Gun drones get two of these.&lt;br /&gt;
**** In Mont’ka you advance and shoot with no penalty for first 3 turns, so don&#039;t forget your pathfinders are shooty now. &lt;br /&gt;
*** &#039;&#039;&#039;Pulse Blaster:&#039;&#039;&#039; Haven&#039;t you always wanted to pay more points for a worse gun?  Breacher Teams are here to deliver.  8” Assault 2 S6 AP-2 D1 or 14” Assault 2 S5 AP-1 D1.&lt;br /&gt;
&lt;br /&gt;
=====Crisis=====&lt;br /&gt;
Available to Commanders, Crisis Teams and Crisis Bodyguard Teams. Some of these are also available to Broadsides, Ghostkeels, and Riptides, but only a few of them, so it gets specified on their entries.&lt;br /&gt;
*&#039;&#039;&#039;Airburst fragmentation projector&#039;&#039;&#039;: 24&amp;quot; Assault D6 S4 AP-1 D1, blast, indirect fire. Often the weakest gun against every possible target, its main value is the ability to ignore LoS. Of some use against hordes.&lt;br /&gt;
*&#039;&#039;&#039;Burst cannon&#039;&#039;&#039;: 18&amp;quot; Assault 6 S5 AP0 D1, an increase of +50% shots. A bit redundant given the rest of the army provides plenty of S5 shots, but [[dakka|&#039;&#039;gatlings are fun&#039;&#039;]], and Crisis units can get enough buffs to reliably attack anything.&lt;br /&gt;
*&#039;&#039;&#039;Cyclic ion blaster&#039;&#039;&#039;: 18&amp;quot; Assault 3 S7 AP-2 D1, overcharge for 18&amp;quot; Assault 3 S8 AP-2 D2 and take 1 mortal for each unmodified 1 to hit. Despite the escalating costs of repeated guns, four Cyclic Ion Blasters are cost-effective even if they are the most expensive loadout, given how many D2 shots they fire without having to get within 9&amp;quot; of the enemy like fusion blasters do. Do aim it at the right targets, though: the gun is too expensive to waste it on guardsmen, but shooting at terminators also wastes 25% of the damage output, reducing efficiency, which is the one reason you&#039;re buying the gun at almost triple the initial price.&lt;br /&gt;
**If you want to avoid high costs, you can instead use a CIB as a filler for other options.&lt;br /&gt;
**They have high enough dakka to reliably injure their users when spammed. Bring drones, especially Shield drones, to absorb the damage. And get a source of re-roll 1s.&lt;br /&gt;
*&#039;&#039;&#039;Fusion blaster&#039;&#039;&#039;: 18&amp;quot; Assault 1 S8 AP-4 Dd6, +2D at half range. Anything armed with these is fast enough to use it, but 9&amp;quot; melta range basically guarantees close combat. Take that into account, as fusion blasters mostly &#039;&#039;only shine in melta range&#039;&#039;, being overtaken by CIB or plasma beyond 9&amp;quot;. &#039;&#039;Who dares wins.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Missile pod&#039;&#039;&#039;: 30&amp;quot; Assault 2 S7 AP-2 D2. &amp;lt;s&amp;gt;A coward&#039;s weapon&amp;lt;/s&amp;gt; &amp;quot;Adequate from a safe distance&amp;quot;. Reliable 2D without having to either get close or risk overheating. Nothing stellar outside of fighting MEQ.&lt;br /&gt;
*&#039;&#039;&#039;Plasma rifle&#039;&#039;&#039;: 30&amp;quot; Assault 1 S8 AP-4 D3. Buffed from the worst plasma weapon in the game into a gun that puts rightful fear into anything W3, like Terminators &amp;amp; Custodes (and even DG), with stats high enough to attack vehicle targets of opportunity.&lt;br /&gt;
*&#039;&#039;&#039;Flamer&#039;&#039;&#039;: 12&amp;quot; Assault D6+2 S4 AP0 D1, autohits. Very often the better weapon out of points cost and the sheer number of hits, at the cost of having the least range (except fusion blasters in melta range). Better for battlesuits operating unsupported, as rerolling hits decreases their advantage before other guns.&lt;br /&gt;
&lt;br /&gt;
=====Kroot=====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kroot Rifle:&#039;&#039;&#039; It&#039;s a bolter that makes the wielder AP-1 in melee.  Found on Carnivores.&lt;br /&gt;
**&#039;&#039;&#039;Quill Grenade&#039;&#039;&#039;: 6&amp;quot; Grenade 1d6 S4 AP0 D1, Blast, found on Carnivores.&lt;br /&gt;
*&#039;&#039;&#039;Kroot Shaper Rifle&#039;&#039;&#039;: This is an AP-1 Storm Bolter.&lt;br /&gt;
*&#039;&#039;&#039;Kroot Pistol&#039;&#039;&#039;: This is an AP-1 Pulse Pistol only Shapers can take - comes with a Grenade Belt, but means you have to give up your Ritual Blade.&lt;br /&gt;
**&#039;&#039;&#039;Grenade Belt&#039;&#039;&#039;: 6&amp;quot; Grenade 2d6 S5 AP-1 D1, Blast, One Use Only.  Found on the Shaper if you swap the Ritual Blade for a Kroot Pistol.&lt;br /&gt;
*&#039;&#039;&#039;Kroot Gun:&#039;&#039;&#039; 48&amp;quot; Heavy 2 S7 AP-1 D2, found on Krootox Riders.&lt;br /&gt;
&lt;br /&gt;
===Support Systems===&lt;br /&gt;
Secondary wargear for battlesuit type units, not usually worth replacing a weapon for, but can be when taken in addition to them.  These are specified on each individual datasheet (and hence may have datasheet-specific effects, despite sharing a name; the list below lists their &#039;&#039;usual&#039;&#039; effects) - there is no list of support systems per se, even though Forge World datasheets may refer to such a list.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Advanced Targeting System&#039;&#039;&#039;: 6s to hit autowound (compulsory effect, &amp;lt;s&amp;gt;even though it nerfs some weapons&amp;lt;/s&amp;gt; autowound now explicitly counts as a secessful wound roll, so take away with Heavy Rail Rifles).  Only found on Broadsides.&lt;br /&gt;
*&#039;&#039;&#039;Counterfire Defence System&#039;&#039;&#039;: Grants the Keyword of the same name, which lets you use a strat to reduce the Damage of a specific attack in the enemy shooting phase to 1.&lt;br /&gt;
*&#039;&#039;&#039;Drone Controller&#039;&#039;&#039;: A{{W40kKeyword|&amp;lt;SEPT&amp;gt;}} {{W40kKeyword|DRONE}} unit picked within 6&amp;quot; in the Command Phase becomes BS4+ and loses Target Priority, which is the Gun Drone nerf preventing it from shooting anything but the closest target. Optional on pathfinders and stealth team, included for free into Ghostkeel and Stormsurge for some weird reason. Used to allow you to take 40 BS 3 with marklight S5 bolter shots for 80 pts, but with the drone point increase its become a way to screen that Ghostkeel with drones.&lt;br /&gt;
*&#039;&#039;&#039;Early Warning Override&#039;&#039;&#039;: This model always hits on Overwatch on a 5+ and the entire unit spends 1 less CP (minimum 0) on the strat to Overwatch.&lt;br /&gt;
**The Crisis Bodyguard version now provides the CP discount with the errata, but you were never going to take it anyway because that&#039;s a slot you&#039;d be better off filling with a gun.&lt;br /&gt;
**Got updated so one system covers the WHOLE squad now, and since regular Crisis teams can take it for free in addition to weapons its a must have for Fusion Blasters. Not even all that bad for flamers, as they get charged a ton and the free CP can be used elsewhere. &lt;br /&gt;
*&#039;&#039;&#039;Multi-tracker&#039;&#039;&#039;: Unmodified 6s to hit against a 6+ model unit hit 1 additional time, which is like +1 to hit only better as you get full stacking with every other buff (including the fact that it works on Overwatch whether or not you hit on 5+); the only thing you don&#039;t get full stacking with is abilities that trigger on 6 to hit (like auto-wounding), as the additional hit won&#039;t count as having hit on a 6. Just remember most players take squads of 5 to avoid shit like this, so best against armies that must take larger squads like guard or other tau.&lt;br /&gt;
*&#039;&#039;&#039;Positional Relay&#039;&#039;&#039;: Only activates &#039;&#039;when&#039;&#039; a unit is set up from Strategic Reserves and only affects &#039;&#039;where&#039;&#039; they can be placed. The only real difference this amounts to is that on turn 2 you could potentially set up in the enemy&#039;s deployment zone. Don&#039;t misread the rules for this Support System, it does not allow turn 1 Strategic Reserves. It is in fact an unmitigated turd. Do not waste your hardpoints on it.&lt;br /&gt;
*&#039;&#039;&#039;Shield Generator&#039;&#039;&#039;: 4++.  Usually worse than taking more drones. Well, until the drone cost went up. Now it&#039;s better to combine the two instead. Shield drones are still better, but the cost of one drone could give three suits a generator. &lt;br /&gt;
*&#039;&#039;&#039;Stabilised Optics&#039;&#039;&#039;: Ignore the -1 to hit penalty for firing Heavy weapons after moving or while Engaged. If you&#039;re doing Mont&#039;Ka this system does nothing period, so remember that. Only found on Broadsides.&lt;br /&gt;
*&#039;&#039;&#039;Target Lock&#039;&#039;&#039;: Ignore Light Cover. Pretty reliable against shooting armies, but a must have for stealth suits who already struggle with a lack of firepower.&lt;br /&gt;
*&#039;&#039;&#039;Velocity Tracker&#039;&#039;&#039;: +1 to hit when targeting units with {{W40kKeyword|FLY}}. Against dedicated flyers, this just counters their -1 to hit &#039;&#039;&#039;Hard To Hit&#039;&#039;&#039; ability; however, skimmers and jump infantry also possess the {{W40kKeyword|FLY}} keyword, so you can also use the bonus against jetbikes, skimmers, assault marines, and anything else that jumps or hovers. Free for everything that can take it, but &#039;&#039;almost&#039;&#039; always worse than another support system choice (and &#039;&#039;always&#039;&#039; worse than taking another gun).&lt;br /&gt;
** Just like the +1 to hit with Markerlights, has no interaction with abilities that trigger on unmodified rolls to hit, like Ion guns killing the shooter or a Broadside with ATS auto-wounding.&lt;br /&gt;
**You should generally take this on a Stormsurge, where its only competition is a counterfire defence system - 2CP to reduce one attack&#039;s Damage to 1 per enemy shooting phase is decidedly underwhelming compared to a permanent +1 to hit Flyers.&lt;br /&gt;
&lt;br /&gt;
===Signature Systems===&lt;br /&gt;
Also known as relics. Now there&#039;s Kroot stuff.  Since you can take a Signature and a Prototype system on the same model, as well as a Warlord Trait, combining multiple synergistic traits can get you a genuine terror on the table.  As an example, the Onager Gauntlet Signature, the Thermoneutronic Prototype, and the Precision of the Hunter Warlord Trait will combine to get you a Commander who&#039;s a melee blender that will make mincemeat out of opponents expecting the opposite from the Tau.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Advanced EM Scrambler&#039;&#039;&#039;: Now restricted to characters instead of some Ghostkeel. Enemies cannot deep strike within 12&amp;quot; of the bearer. Also, in your command phase select an enemy unit within 6&amp;quot;; until the start of your next command phase it cannot benefit from their teammates&#039; auras (except psychic auras). The aura disabling has a range so short you will only rarely use it, so the main purpose is deep strike denial.&lt;br /&gt;
*&#039;&#039;&#039;The Be&#039;Gel Hunter&#039;s Plate&#039;&#039;&#039;: The bearer has +1 to armour saves and a 5+++. Fun on a shooting Enforcer, so long as you take a SG with it.&lt;br /&gt;
*&#039;&#039;&#039;Borthrod Gland&#039;&#039;&#039;: {{W40kKeyword|KROOT}} model only. Once per battle, in your command phase, gain a 6” aura until the start of your next command phase, giving friendly {{W40kKeyword|KROOT}} +1A and +1S.&lt;br /&gt;
*&#039;&#039;&#039;The Humble Stave&#039;&#039;&#039;: {{W40kKeyword|ETHEREAL}} model only. The bearer can intone one extra invocation each turn, and gains +1 to its rolls to intone them, turning your nameless ethereal into Aun&#039;Va/Aun&#039;Shi&#039;s equal where it counts, yet cheaper (and faster with a hover drone).  If you&#039;re taking an Ethereal and you aren&#039;t Tau Sept or Vior&#039;la for taking a named dude instead, this is nearly an auto-include, as while the named Ethereals can be taken cross-faction, &amp;lt;s&amp;gt;they disable Tactical Philosophy.&amp;lt;/s&amp;gt;  This relic lets you keep their improved invoking for cheaper.&lt;br /&gt;
  &lt;br /&gt;
*&#039;&#039;&#039;Ka’Chak’Tarr&#039;&#039;&#039;: Enhances a Shaper Kroot Rifle into 24&amp;quot; Rapid Fire 2 S5 AP-2 D2, plus ignores Look Out Sir, and 6s to wound cause a mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;The Kindled Blade&#039;&#039;&#039;: {{W40kKeyword|CADRE FIREBLADE}} model only. Once per battle, in your command phase, gain a 6” aura until the start of your next command phase. Friendly {{W40kKeyword|&amp;lt;SEPT&amp;gt; FIRE WARRIOR TEAM}} units in the aura autopass morale tests. &#039;&#039;The Yawn Blade&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Multi-sensory Discouragement Array &#039;&#039;&#039;: At the end of your movement phase select one enemy unit within 12&amp;quot; and roll 3d6. If it&#039;s higher than their Ld, that unit is debuffed until the start of your next movement phase. Since the roll happens before the shooting phase, you can either commit or JSJ your Commander away. Select one of the following effects:&lt;br /&gt;
**The unit loses obsec.&lt;br /&gt;
**Halve the move stat and charge rolls of the target.&lt;br /&gt;
**The target&#039;s ranged attacks can only target the closest eligible target.&lt;br /&gt;
*&#039;&#039;&#039;Neuro-Empathic Nullifier&#039;&#039;&#039;: {{W40kKeyword|ETHEREAL}} model only. Once per battle, in your command phase, select one enemy unit within 18&amp;quot; of and visible to the bearer and roll a D6. On a 2+, until the start of your next command phase that unit cannot perform actions and any current action fails.&lt;br /&gt;
*&#039;&#039;&#039;Ohr&#039;Tu&#039;s Lantern&#039;&#039;&#039;: Replaces a markerlight only with a high intensity one. When this model performs a Fire Markerlights action, roll five additional dice.&lt;br /&gt;
** Rather useful for pathfinder-light lists to put on Fireblade. Beware that you can&#039;t split individual model&#039;s markers, so this is got lighting up something whole army plans to unload at &lt;br /&gt;
* &#039;&#039;&#039;Onager Gauntlet&#039;&#039;&#039;: {{W40kKeyword|Battlesuit Commanders}} only. It has finally become a proper S12 AP-4 D3 weapon you can do all your attacks with.&lt;br /&gt;
* &#039;&#039;&#039;Puretide Engram Neurochip&#039;&#039;&#039;: While the bearer is on the battlefield, each time you spend a CP to use a &#039;&#039;&#039;Battle Tactic&#039;&#039;&#039; or &#039;&#039;&#039;Epic Deed&#039;&#039;&#039; stratagem, regain that CP on a 3+. Many strats are in those categories, so make sure you&#039;ve studied the list so you can competently choose this relic or not.  It&#039;s hard to argue with, but then again, you can generally use an Ethereal as a CP battery on your own turns, reducing this relic&#039;s utility.&lt;br /&gt;
*&#039;&#039;&#039;Solid-Image Projection Unit&#039;&#039;&#039;: 4++ (&#039;&#039;meh&#039;&#039;). Also the first failed save &#039;&#039;every turn&#039;&#039; gets turned into D0 (the characteristic, not the damage inflicted). Useful to foil snipers (unless they manage to inflict their mortal wounds) and can buy a character time to run away from melee.&lt;br /&gt;
** Arguably an auto-take on either this or begel plate for tough as nails commander who wants to take 4 guns (as this is better than shield-Gen)&lt;br /&gt;
&lt;br /&gt;
===Prototype Systems===&lt;br /&gt;
Akin to special issue wargear like Kustom Jobs, but thankfully paid for in points instead of CP. Can be given to any {{W40kKeyword|COMMANDER}}, Crisis Shas’vre, Crisis Bodyguard Shas’vre, or Ghostkeel Shas’vre. Weapon systems replace only &#039;&#039;one&#039;&#039; gun; you can give them to regular Crisis models, but it goes without saying that guns should be given to Commanders instead.  A given model can&#039;t have more than one Prototype System (even though this is a plot hole, as the Earth Caste loves giving a suit multiple prototypes at once), and a given Prototype System can&#039;t be in your army more than once.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alternating Fusion Blaster:&#039;&#039;&#039; Crisis and {{W40kKeyword|Commander}} only. Replaces a fusion blaster, changing it to 12&amp;quot; Assault 1 S8 AP-4 D d6+2 that can draw a line from the bearer to the closest model of the target unit, rolling to wound for all units this line crosses as well as the target.  That means your total range drops from 18 to 12, although your melta range improves from 9 to 12, and of course you can murder intervening units as well if that comes up.&lt;br /&gt;
*&#039;&#039;&#039;Dominator Fragmentation Launcher&#039;&#039;&#039;: Gives a {{W40kKeyword|COMMANDER}} or Crisis&#039;s airbursting fragmentation projector AP-2 and makes its targets suffer -4Ld until end of turn.&lt;br /&gt;
*&#039;&#039;&#039;DW-02 Advanced Burst Cannon&#039;&#039;&#039;: Turns a {{W40kKeyword|COMMANDER}} or Crisis&#039;s burst cannon into 18&amp;quot; Assault 8 S6 AP-1 D1 (so +2 shots fired, +1S, and -1AP), and models &amp;quot;cannot use any rules to ignore the wounds it loses&amp;quot; from this gun, meaning it works both on FNP and on &amp;quot;x amount of wounds taken&amp;quot; rules like Thraka&#039;s &#039;&#039;&#039;Prophet of Gork and Mork&#039;&#039;&#039; ability and the C&#039;tan&#039;s &#039;&#039;&#039;Necrodermis&#039;&#039;&#039; ability to limit the number of wounds they lose in a particular phase.&lt;br /&gt;
*&#039;&#039;&#039;E-H Disruption Suite:&#039;&#039;&#039; Ghostkeel only. Once per battle in your command phase, gain a 12” aura until your next command phase. While an enemy unit is in this aura, each time your opponent selects that unit for a stratagem, and each time your opponent uses a stratagem when that unit is selected to shoot or fight, increase the cost of that stratagem by 1CP. Not all that great since you want your ghostkeel either as far away from the enemy as you can or sneaking up on a isolated unit. Being only once per game doesn&#039;t help...Could won you the game if used in the right place at the right time, but that won&#039;t come up often if ever.&lt;br /&gt;
*&#039;&#039;&#039;Internal Grenade Racks:&#039;&#039;&#039; One of the few relics available to all heroes, this allows you to deal d3 mortal wounds on a unit they &amp;quot;moved across&amp;quot; on a 2+ roll on 1d6.  Moving across a unit isn&#039;t defined, so in particular if you manage to move across a unit by flying between its models, you&#039;re going to have [[skub|an argument on your hands]] if you don&#039;t discuss the issue with your opponent beforehand. Of course, you can slap this on a Coldstar Commander in order to imitate the Swooping Hawks, though this can still make for a deterrent for any enemies looking to charge a more vulnerable commander.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Take:&#039;&#039;&#039; most Tau Battlesuits have the {{W40kKeyword|FLY}} keyword, particularly any of the suits that can take this prototype system, so they are technically permitted to &amp;quot;move across&amp;quot; units. Maybe chalk this one up to poor wording but it seems like this one would only really work on a Crisis Suit, especially a Cold Star considering its M value.&lt;br /&gt;
*&#039;&#039;&#039;Novasurge Plasma Rifle&#039;&#039;&#039;: Gives a {{W40kKeyword|COMMANDER}} or Crisis&#039;s plasma rifle AP-5 (eh) and the ability to ignore invulns (absolutely incredible), setting dangerous precedent. Same ability as the {{W40kKeyword|Bork&#039;an}} stratagem. Tends to get overhyped since it&#039;s limited to a single D3 shot but it&#039;s still the most reliable prototype. Just don&#039;t expect it to turn the tide of battle unless you get a nice shot at a support character. &lt;br /&gt;
*&#039;&#039;&#039;Resonator Warheads&#039;&#039;&#039;: Gives a {{W40kKeyword|COMMANDER}} or Crisis&#039;s missile pod +1 shot fired, +1S, and if any hits are scored against an {{W40kKeyword|INFANTRY}}, {{W40kKeyword|BEASTs}}, or {{W40kKeyword|CAVALRY}} unit, halve its movement until the start of your next shooting phase. This cannot stack with other movement debuffs to reduce it to less than half. Not worth it if you&#039;re making a missile heavy commander but as a stand alone weapon it can help keep him safe from fast moving Melee units. Also fucks over vanguard vet focused lists.&lt;br /&gt;
*&#039;&#039;&#039;Sensory Negation Countermeasures&#039;&#039;&#039;: Crisis and {{W40kKeyword|Commander}} only. Once per battle at the start of the fight phase, select one enemy unit within engagement range of the bearer. Until end of next turn, models in that unit take -1 to hit. Great on a punch commander, but not much else.&lt;br /&gt;
*&#039;&#039;&#039;Starflare Ignition System&#039;&#039;&#039;: {{W40kKeyword|COLDSTAR COMMANDER}} only. Once per battle, when the bearer starts or ends a move, or uses its High-Altitude Maneuvers ability (before removing it from the battlefield), it can use this system. Roll a D6 for each other unit within 3” of this model. On a 2+, that unit takes D3 mortals. Coldstar punch Commanders should already be using High-Altitude to escape when they eventually bite off more then they can chew, so it&#039;s good for that, especially to finish off a wounded character.&lt;br /&gt;
*&#039;&#039;&#039;Stimm Injectors:&#039;&#039;&#039; Crisis and {{W40kKeyword|Commander}} only. Provides a once-per-game 4+++ FNP until the end of turn, which could be just enough to likely shrug off a meltagun or other massive warhead, or even survive whole enemy&#039;s turn of shooting, which is rather useful for close-ranged commander.&lt;br /&gt;
*&#039;&#039;&#039;Thermoneutronic Projector&#039;&#039;&#039;: Not only more than doubles a {{W40kKeyword|COMMANDER}} or Crisis&#039;s single-flamer output by making one of them AP-2 &#039;&#039;D2&#039;&#039;, it also gives you an actual &#039;&#039;&#039;Tau Melee Weapon&#039;&#039;&#039;, as the bearer can make D6+2 &#039;&#039;additional&#039;&#039; attacks with its profile of Melee S4 AP-2 D2. It begs to be combined with the Onager Fist and Precision of the Hunter. Just remember that as opposed to your standard flamer, this weapon doesn&#039;t auto-hit. However considering the increased hit output, this isn&#039;t much of an issue, especially since it will likely be placed on a commander.&lt;br /&gt;
*&#039;&#039;&#039;Wide-Spectrum Scanners&#039;&#039;&#039;: Model with an early warning override only (so Enforcer and Coldstar Commanders can&#039;t take it). At the end of your opponent’s reinforcements step, if the bearer is not engaged, it can shoot at a single enemy unit that arrived from reinforcements this turn and is within 12” as if it were your shooting phase. Pretty much used to scare off deep strike meltas or point blank stormbolter terms.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
===Sept Units===&lt;br /&gt;
====Drone Profiles====&lt;br /&gt;
Basically every non-Auxiliary unit has access to drones. Even some flyers and forts have them. Drones are now part of the unit that bought them, meaning you can allocate wounds on them as normal, without having to roll or anything. Being mixed units, they have some rules that detail how they interact with their host squad:&lt;br /&gt;
*&#039;&#039;&#039;Valued Sacrifice:&#039;&#039;&#039; Drones are meant to be expendable even if they do have self-preservation routines. In mixed units, non-Drone models ignore destroyed {{W40kKeyword|Drone}} models for morale purposes. The opposite is not true, so don&#039;t hesitate to put them in harm&#039;s way to keep other Tau safe.&lt;br /&gt;
*&#039;&#039;&#039;Artificial helpers:&#039;&#039;&#039; {{W40kKeyword|Drone}} models are ignored for Look Out Sir, determining a unit&#039;s starting or half strength, or determining a unit&#039;s average toughness if the unit has non-Drone models. Thus a 6-tau Crisis squad w/12 drones has a starting strength of 6, and is wounded by bolter shots on a 5+, while Fire Warriors are wounded on a 3+.&lt;br /&gt;
*&#039;&#039;&#039;Limited parameters&#039;&#039;&#039;: Drones are never ObSec, and can&#039;t do any actions on their own other than Fire Markerlights.&lt;br /&gt;
Characters, infantry units and battlesuits can often bring at least up to 2 drones, of either the Markerlight, Gun or Shield varieties. These three are collectively referred to as &amp;quot;Tactical drones&amp;quot;. Vehicles often have &#039;&#039;&#039;Docked Drone&#039;&#039;&#039;s, mostly of the Gun variety. This means the drone&#039;s weapons are used directly by the vehicle as a single model (and can&#039;t take wounds on the vehicle&#039;s stead), and thus aren&#039;t really on the tabletop until undocked via the &#039;&#039;&#039;Designated Tasking&#039;&#039;&#039; stratagem, if at all.&lt;br /&gt;
*There are many different types of drones, all detailed on their respective entries, but almost all drones use the basic statline of M10” WS5+ BS5+ S3 T4 W1 A1 Ld6 Sv4+.  &amp;quot;Almost all&amp;quot; means:&lt;br /&gt;
**Advanced Guardian Drone (Commander Shadowsun)&lt;br /&gt;
**Command-Link Drone (Commander Shadowsun)&lt;br /&gt;
**Grav-Inhibitor Drone (Pathfinders)&lt;br /&gt;
**Guardian Drone (Strike Teams and Breacher Teams)&lt;br /&gt;
**Gun Drone&lt;br /&gt;
**Marker Drone&lt;br /&gt;
**Missile Drone (Broadsides)&lt;br /&gt;
**Pulse Accelerator Drone (Pathfinders)&lt;br /&gt;
**Sniper Drone (Firesight Marksmen)&lt;br /&gt;
**Stealth Drone (Ghostkeels)&lt;br /&gt;
*Shield Drones and Shielded Missile Drones (Riptides) are M10” WS5+ BS5+ S3 T4 W2 A1 Ld6 Sv4+, i.e. they have +1W relative to baseline.&lt;br /&gt;
*Recon Drones (Pathfinders) are M10” WS5+ BS5+ S3 T4 W3 A1 Ld6 Sv4+, i.e. they have +2W relative to baseline.&lt;br /&gt;
*Interceptor Drones (Sun Sharks) are M20” WS5+ BS5+ S3 T4 W1 A1 Ld6 Sv4+, i.e. they have +10M relative to baseline.&lt;br /&gt;
&lt;br /&gt;
====HQ====&lt;br /&gt;
* &#039;&#039;&#039;[[Tau Commander]]:&#039;&#039;&#039; Your captain figure. Unlike the other Tau HQs, Commanders are heroic models, built for jumping into the thick of it with half a dozen wounds and up to four BS2+ guns blazing. &#039;&#039;&#039;Master of War&#039;&#039;&#039; is now an Aura of re-roll 1s to hit for {{W40kKeyword|&amp;lt;sept&amp;gt; core}} units though, with their bulk and speed, &amp;quot;{{W40Kkeyword|CORE}}&amp;quot; often translates to &amp;quot;{{W40Kkeyword|CRISIS}} teams&amp;quot; who can keep up with them. There are three Commander versions (and two ​FW Legends), each with the ability to give a special rule to a {{W40kKeyword|&amp;lt;sept&amp;gt; Crisis core}} unit within 9&amp;quot; that changes how they play, but they all have in common that they are shooty, hardy, and mobile. Even in melee their A4 WS3+ S5 can be helped by a close-combat-oriented Onager Fist signature and/or Thermoneutronic Projector prototype system (and the battlesuit&#039;s ability to shoot whilst engaged), but it&#039;s best not to expose them to any unnecessary roughness, if mostly for their squad&#039;s sake.&lt;br /&gt;
**Want to &#039;&#039;&#039;Manta Strike&#039;&#039;&#039; them alongside a Crisis bomb? Wait until turn 2 (&#039;&#039;or fake it with a Coldstar&#039;&#039;): A homing beacon only works on {{W40kKeyword|core}} units, which Commanders are &#039;&#039;not&#039;&#039;.&lt;br /&gt;
**BS2+ means the high Damage guns go here: as many anti-armor Fusion blasters and anti-everything Cyclic Ion Blasters as you can afford, with a plasma rifle potentially thrown in. Relic and Prototype stuff also goes here, including the Prototype flamer. &#039;&#039;&#039;S5 stuff can be wielded by literally anything else&#039;&#039;&#039;. Even a shield generator ought to be reconsidered, as changes to Drone rules mean you can have them be the Commander unit&#039;s 4++ while the Commander focuses on shooting stuff. &#039;&#039;Miniguns do be looking cool though, not gonna lie&#039;&#039;.&lt;br /&gt;
***Despite the escalating costs of guns, the best loadout you can take against almost anything is quadruple CIBs, unless you can reliably get into melta range with your Fusion blasters. If you do equip a commander with 4 CIB do consider buying 2 Shield drones, to absorb the self-inflicted mortal wounds.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;XV8 Armor&amp;quot;&amp;gt;&lt;br /&gt;
*Not &amp;quot;the standard&amp;quot; anymore. They have the fewest wounds, with &amp;quot;only&amp;quot; 6, but can get Iridium to get a 2+, which Coldstars can&#039;t. Their main protection, however, is their smaller size, which can be hidden easier unlike the other Commanders, whose truescale size is almost twice of their fellow Crisis (you can always kitbash them a bigger base). Unlike other Commanders, XV8 have access to a Counterfire defence system, Early warning override, Multi-tracker, and (unlike the Enforcer) Target lock. You will likely be stuffing them full of guns instead of systems anyway, but they are there if you need them. In return, they&#039;re the one commander that lacks access to a Positional Relay, which is fine.&lt;br /&gt;
**Comes with &#039;&#039;&#039;Tactical Acumen&#039;&#039;&#039;, giving a Crisis team in the Command Phase the ability to shoot and charge after falling back, as well as having their ranged attacks ignore any or all hit modifiers, meaning the enemy can neither tie them up nor foul their aim.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;XV81 Crisis Battlesuit (Legends FW)&amp;quot;&amp;gt;&lt;br /&gt;
*Commander in an XV8 Battlesuit with a mandatory Smart Missile System weapon and only 2 remaining slots for Weapons/Support systems. Kitbash model.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;XV84 Crisis Battlesuit (Legends FW)&amp;quot;&amp;gt;&lt;br /&gt;
*Commander in an XV8 Battlesuit with a mandatory markerlight, target lock, and still has two more customization slots left. Kitbash model.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;XV85 Enforcer Battlesuit&amp;quot;&amp;gt;&lt;br /&gt;
*The mighty glacier and most expensive one, built for jumping onto a point and then hold onto it instead of dashing somewhere else. For this their chassis is equipped with beyond-Iridium &#039;&#039;&#039;Hardened Armor&#039;&#039;&#039;, dragging their movement down to 8&amp;quot; (M10&amp;quot; is the norm) in return for Sv2+ and a Disgustingly Resilient -1D to incoming damage (to a minumum of 1) on their W7. Same lessened access to Support Systems as the Coldstar, but you want four guns anyways.&lt;br /&gt;
**&#039;&#039;&#039;Resolute Firebase&#039;&#039;&#039; gives ObjSec to the accompanying Crisis squad in the Command Phase, giving you a fast, tough ObSec unit with which to contest enemy-held objectives. Or outright &#039;&#039;steal&#039;&#039; them when combined with the &#039;&#039;&#039;Multi-Sensory Discouragement Array&#039;&#039;&#039;&#039;s ability to delete the enemy&#039;s own ObSec rule.&lt;br /&gt;
**Alternatively, -1D allows this commander to survive close combat, should the enemy reach it. And battlesuits are deceptively capable of stomping someone, should they need to.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;XV86 Coldstar Battlesuit&amp;quot;&amp;gt;&lt;br /&gt;
*No longer with ludicrous speed, but M14&amp;quot; is still faster than any enemy jump packs, gives those Fusion Blasters a 23&amp;quot; melta radius, lets you use fusion or flamers turn 1, and it even has an easier time using CC systems, should you want to (&amp;lt;s&amp;gt;don&#039;t&amp;lt;/s&amp;gt; &#039;&#039;you do&#039;&#039;). It&#039;s the only commander without access to a 2+ save (does have W7, though), but has &#039;&#039;&#039;High-Altitude Maneuvers&#039;&#039;&#039;, a one-use jump at the start of &#039;&#039;any&#039;&#039; movement phase to either escape into strategic reserves (Kauyon!) or drop back down at the reinforcements step of the same turn, re-deploying anywhere the usual 9&amp;quot; away from enemies (Mont&#039;Ka!). Thus [[Noice|&#039;&#039;&#039;they&#039;re the only commanders who can actually deepstrike turn 1&#039;&#039;&#039;]] alongside a Homing Beaconed Crisis team. See? &#039;&#039;Fast!&#039;&#039;&lt;br /&gt;
**With access to a special burst cannon, &#039;&#039;a lack of CIBs&#039;&#039; but the speed necessary to use melee and short ranged weaponry, their wargear loadout can be different from what other commanders use.&lt;br /&gt;
***They&#039;re armed with &#039;&#039;one&#039;&#039; Coldstar-exclusive Assault &#039;&#039;10&#039;&#039; AP-1 &#039;High-output Burst cannon&#039; (HOBC), giving you something better than two of the normal version on a single hardpoint. It is also legally &#039;&#039;not&#039;&#039; a &amp;quot;Burst cannon&amp;quot;, meaning the first of those is paid for at no overcost. Which you can then turn into the DW-02 Advanced Burst Cannon and have two special gatling guns! Which they can use masterfully, as Coldstars come with a hardwired Target Lock, enabling them to ignore cover naturally. That&#039;s if you want to use gatling guns, though, because...&lt;br /&gt;
***...a Coldstar&#039;s speed makes them your best choice for using flamers or melee relics, and the Thermoneutronic Projector is both, so it&#039;s &#039;&#039;really&#039;&#039; hard to top that, the HOBC, and 2 Fusion Blasters on one of these.  There are niche uses for swapping the HOBC out for a Plasma Rifle or third Fusion, but &#039;&#039;against MEQ, TEQ, or a Knight, you do want the HOBC&#039;&#039;.&lt;br /&gt;
**As to not leave their squad behind, their &#039;&#039;&#039;Aggressive Tactics&#039;&#039;&#039; turboboosts a Crisis squad into advancing 8&amp;quot; automatically (better and cheaper than the stratagem), meaning they can either:&lt;br /&gt;
***Dash forward while the commander high-altitude jumps to meet another Crisis team arriving through a Homing Beacon Manta Strike, giving them a &#039;&#039;guaranteed 27&amp;quot; Melta threat radius&#039;&#039;, or...&lt;br /&gt;
***Keep up with a Devilfish armored spearhead, which would otherwise be faster under Mont&#039;Ka and end up outrunning the Crisis team&#039;s special weapon fire support.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ethereal]]:&#039;&#039;&#039; The support HQ, with the ability to buff nearby squads whilst mostly just standing around. A regular ethereal knows 2 invocations of the elements, and can successfully intone one on a 3+. Named ethereals (or one with a relic) intone two elements on a 2+, so those are to be prioritized when considering Ethereal support. Still, their mere presence is already beneficial to your units. &#039;&#039;&#039;Inspired to Greatness&#039;&#039;&#039; allows one unit to keep on shooting without failing an action, and &#039;&#039;&#039;Failure Is Not An Option&amp;lt;sup&amp;gt;Aura&amp;lt;/sup&amp;gt;&#039;&#039;&#039; lets non-{{W40kKeyword|auxiliary}} Tau use their resolute Leadership 10. As expected, these guys do not interact with {{W40kKeyword|farsight enclaves}} units, and cannot be from that sept.&lt;br /&gt;
**Ethereals do have an A3 WS4+ S+2(5) AP-1 D2 Honour Stave to bonk people in melee, but this is mostly an auxiliary weapon to have something to do while waiting for your turn to fall back. If you want to use them on the front lines but are worried about their &#039;&#039;relative&#039;&#039; frailty (T3 Sv5+ W4 means they&#039;re a Fireblade in Pathfinder armor and hardier than a Shaper), simply adding drones allows them to use their superior 4+ save.&lt;br /&gt;
**Ethereals are customizable and flexible, owing to their invocations, being able to interact with Strike Teams, Crisis Teams, and even Kroot and Vespid too - &#039;&#039;&#039;the only model capable of doing so in general&#039;&#039;&#039;, and can mount on an exclusive Hover Drone to gain M10&amp;quot;, {{W40Kkeyword|FLY}}, and zip around yelling invocations at Crisis speed instead of being confined inside a Devilfish in the Command phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Cadre Fireblade]]:&#039;&#039;&#039; The infantry support guy, chiefly Strike Teams. Cheap and support-oriented, they do alright embedded among &#039;&#039;several&#039;&#039; squads (or leading a trio of Devilfish), as their &#039;&#039;&#039;Volley Fire&#039;&#039;&#039; aura gives {{W40kKeyword|&amp;lt;SEPT&amp;gt; CORE}} units within 6” exploding 6s to hit with pulse weapons. Additionally they can give one {{W40kKeyword|FIRE WARRIOR TEAM}} re-rolls of 1s to hit with their ranged attacks until their next command phase; that means their aura is better (*1.33 without a markerlight token, *1.25 with) than their single-target buff (*1.17), and strapping one to even 1 Strike Team means they&#039;re earning their points back. Also has a 36&amp;quot; Rapid Fire 1 S5 AP-2 D2 Fireblade pulse rifle, to contribute to the shooting. They also have a markerlight, but that needs them to stay still so they&#039;ll only get to use it when defending an objective.&lt;br /&gt;
&lt;br /&gt;
=====Special Characters=====&lt;br /&gt;
These are listed here because, while they do belong to specific septs, they can still be included without disrupting army rules; they simply won&#039;t gain theirs whilst in a foreign army. As such, they are accessible to any sept.&lt;br /&gt;
*&#039;&#039;&#039;[[Aun&#039;Shi|Aun&#039;shi]]&amp;lt;sup&amp;gt;{{W40Kkeyword|Vior&#039;la Sept}}&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Unlike the other Ethereals, he really did [[meme|study the blade]]. Good in melee for the points even compared to the melee characters of other factions, especially before considering that you are playing Tau and literally &#039;&#039;every single other unit you can pick besides Farsight, Kroot Hounds, and Krootox absolutely suck in combat and are better off trying to shoot things if at all possible&#039;&#039;.  His special rule &#039;&#039;&#039;Leadership Caste&#039;&#039;&#039; lets him be in any non-{{W40Kkeyword|farsight enclaves}} {{W40Kkeyword|TAU EMPIRE}} detachment without interfering with {{W40Kkeyword|&amp;lt;SEPT&amp;gt;}} rules, but he will only gain {{W40Kkeyword|&amp;lt;SEPT&amp;gt;}} traits if in a {{W40Kkeyword|Vior&#039;la}} army.  &amp;lt;s&amp;gt;Unfortunately, his rule &#039;&#039;doesn&#039;t&#039;&#039; let him avoid disabling your Tactical Philosophy, so it&#039;s up to you if he&#039;s worth it.&amp;lt;/s&amp;gt; As a named Ethereal he knows a third invocation has a built-in Humble Stave, meaning he  can attempt a second invocation and succeeds on a 2+.  His other benefits include a 4++ and the fact that he&#039;s a melee powerhouse: his staff is A5 WS2+ S+2(5) AP-2 D2, exploding 6s to hit means he usually makes 5 attacks and then lands 5 hits, which is more than triple the amount a normal Ethereal lands even before you notice his AP-2.  His final benefit isn&#039;t cross-faction, though; &#039;&#039;&#039;Inspirational Defiance&amp;lt;sup&amp;gt;Aura&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Friendly {{W40Kkeyword|VIOR’LA CORE}} units within 6” that are not engaged in melee can hold steady or set to defend when charged (effectively, they always count as being in Defensible Terrain).&lt;br /&gt;
*&#039;&#039;&#039;[[Aun&#039;Va|Aun&#039;va]]&amp;lt;sup&amp;gt;{{W40Kkeyword|T&#039;au Sept}}&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Dead, but apparently that doesn&#039;t stop him from spreading the good word. Despite being {{W40Kkeyword|T&#039;au Sept}}, his special rule &#039;&#039;&#039;Leadership Caste&#039;&#039;&#039; lets him be in any non-{{W40Kkeyword|farsight enclaves}} {{W40Kkeyword|TAU EMPIRE}} detachment without interfering with {{W40Kkeyword|&amp;lt;SEPT&amp;gt;}} rules, but he will only gain {{W40Kkeyword|&amp;lt;SEPT&amp;gt;}} traits if in a {{W40Kkeyword|T&#039;AU SEPT}} army.  &amp;lt;s&amp;gt;Unfortunately, his rule &#039;&#039;doesn&#039;t&#039;&#039; let him avoid disabling your Tactical Philosophy, so it&#039;s up to you if he&#039;s worth it.&amp;lt;/s&amp;gt;  As a named Ethereal he knows a third invocation and has a built-in Humble Stave, meaning he can attempt a second invocation and succeeds on a 2+.  His other benefits are that he replaces &#039;&#039;&#039;Failure Is Not An Option&#039;&#039;&#039; with &#039;&#039;&#039;Supreme Loyalty&#039;&#039;&#039;, which is the exact same thing except it&#039;s 9&amp;quot; instead of 6&amp;quot;, and although he&#039;s a 3-model unit and hence is more difficult to transport, he&#039;s significantly nastier in melee and tougher than a standard Ethereal, partially because he&#039;s a 3-person unit.  Compared to a standard Ethereal you get twice as many Honour Staff attacks without the -1 to hit penalty from his two bodyguards, and he himself contributes 1 laughably worthless WS6+ S2 slap.  On the durability side, aside from being 8 wounds to a normal Ethereal&#039;s 3 (and that&#039;s spread across multiple models, letting you dissipate high-D attacks), he continues to commit to basically having Shield Drones But Better by having the entire unit have a 5++ &#039;&#039;and&#039;&#039; all attacks against it suffer -1 to wound.  &lt;br /&gt;
*&#039;&#039;&#039;[[Shadowsun|Commander Shadowsun]]&amp;lt;sup&amp;gt;{{W40Kkeyword|T&#039;au Sept}}&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Ever wished your Stealth Suit squad could carry more Fusion Blasters? Well, now one can.  Statwise she&#039;s a Crisis Commander with W7, but [[Schlicktau|everyone&#039;s favorite Tau waifu]] has {{W40Kkeyword|supreme commander}}, so you can take her in any detachment without shutting off Sept rules &#039;&#039;or&#039;&#039; your Tactical Philosophy, meaning she&#039;s even easier to take than either named Ethereal, and accompanying that is her special rule &#039;&#039;&#039;Hero of the Empire&#039;&#039;&#039;, stating that if you take her, she has to be your Warlord.  She comes with a pair of fusion blasters which come in one of two flavors you can pick from when putting her in your list:  &amp;quot;Dispersed&amp;quot; (18&amp;quot; Assault 2 S7 AP-4 D2, +1D at half range) or &amp;quot;High-Energy&amp;quot; (24&amp;quot; Assault 1 S8 AP-4 D1d6, +2D at half range).  She also has a Flechette Launcher she appears to have stolen from the Adeptus Mechanicus: 18&amp;quot; Assault 5 S3 AP0 D1 and a Light Missile Pod: 24&amp;quot; Assault 2 S7 AP-1 D2.  For some reason she also has a Pulse Pistol you&#039;ll literally never fire.  She has the standard re-roll 1s aura, only hers works on all {{W40Kkeyword|Tau Empire Core}} (i.e. she can buff across Septs), and her single-target buff lets her pick a {{W40Kkeyword|Tau Empire Core}}/{{W40Kkeyword|Tau Empire character}} unit within 6&amp;quot; (so she can pick herself) to re-roll &#039;&#039;all&#039;&#039; hit rolls.  She also has a permanent -1 to be hit and a 5++.  Rather than Manta Strike, she infiltrates like a Stealth Suit.  She also has 2 bespoke drones no-one else can take: an &amp;quot;Advanced Guardian Drone&amp;quot; which [[derp|is a special stealth drone, not a special guardian drone]]: it has a 4++ and while the drone lives Shadowsun can&#039;t be targeted with ranged attacks unless she&#039;s the closest eligible unit.  Her other bespoke drone is a Command-Link Drone, and while it lives, she gets +3&amp;quot; to her auras and Command Phase abilities, so the aforementioned re-roll 1s aura is actually 9&amp;quot; on her and 9&amp;quot; is the range of her full re-rolls buff.&lt;br /&gt;
&lt;br /&gt;
The Forge World characters hail from a time back before septs had their own subfaction rules. While technically they do belong to a specific sept, those septs don&#039;t have rules themselves...&#039;&#039;meaning you can use any rules you want&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[[Shas&#039;O R&#039;alai]]&amp;lt;sup&amp;gt;Forge World,{{W40kKeyword|KE&#039;LSHAN}}&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; {{W40kKeyword|KE&#039;LSHAN}} Sept has no rules, but it &#039;&#039;has&#039;&#039; got at least one person in it.  Appears to be a ranged monster-killing Commander, that can also throw a SINGLE Mortal Wound onto vehicles at close range. Equipped with Photon casters and a drone controller he can do a decent amount of damage at close to mid-range while still being difficult to charge due to Photon Casters reducing enemy charge range by 2&amp;quot;. His Markerlight drones are a bit better, being that they can mark units within 48&amp;quot; rather than the stock 36&amp;quot;. While he can re-roll failed hit rolls against {{W40kKeyword|CHARACTERS}}, [[Fail|he has no special rules bypassing the Character targeting restrictions]].&lt;br /&gt;
** RAW, the EMP rounds roll to see if any Mortal Wounds are inflicted to a {{W40kKeyword|VEHICLE}} on target, rather than on hit. This means you effectively have to make a second to hit roll after all your normal ones, just this time for the Mortal Wound, and you can only inflict one Mortal Wound no matter how many times you successfully shoot the target.&lt;br /&gt;
* &#039;&#039;&#039;[[Shas&#039;O R&#039;myr]]&amp;lt;sup&amp;gt;Forge World,Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Commander equipped with a Twin Plasma Rifle and a 4 shot autopistol. Re-rolls 1s to hit against [[Imperial Guard]], which makes his weapon loadout an odd choice. He [[Fail|can&#039;t take any drones]]. Overall, not great.&lt;br /&gt;
&lt;br /&gt;
==== Troops ====&lt;br /&gt;
The Tau {{W40kKeyword|[[Fire_Warrior|Fire Warriors]]}} are okay at shooting, with BS4+ but very good guns, and bad at melee with S3 WS5+ 1A. Their Shas&#039;Ui sarge can get a markerlight, and the squad can get up to two drones, but besides the Tactical ones they also have two exclusive options:&lt;br /&gt;
*&#039;&#039;&#039;Guardian drone&#039;&#039;&#039;: Tactical drone stats with a 4++ (but only 1W). This drone no longer shares its invuln with the warriors themselves, but it saves the unit it is attached to from being wounded on a 2 by ranged attacks. This helps against those pesky S6 shots.&lt;br /&gt;
**For a bit more, a shield drone has twice the wounds and takes wounds instead of the warriors. It doesn&#039;t help against S6 shots, though the guardian drone&#039;s effect dissapears if it is sacrificed for a warrior. However say you had three units of Fire Warriors with two shield drones each. That&#039;s 12W 4++ to hide your warrior behind... but for just a bit more points &#039;&#039;you would have a fourth fire warrior squad&#039;&#039;. Boys over toys?&lt;br /&gt;
*&#039;&#039;&#039;[[Tau_Drones#Tactical_Support_Turret|DS8 Tactical Support Turret]]&#039;&#039;&#039;, which can be deployed as an action started in the command phase and completed at the end of that turn&#039;s movement phase, meaning the unit has to begin the turn on the table and remain stationary if they want to use the turret, which can be equipped with either a smart missile system for indirect fire (to offset its static nature) or a proper missile pod for direct fire. It also means the unit can&#039;t use a Markerlight that turn. Useless with Mont&#039;Ka as you should be pushing up, but for a static gunline it&#039;s a good choice.&lt;br /&gt;
Now they come on units of 10, but at least now they are the same Ld as marines: Ld7 w/Ld8 Shas&#039;ui. They are also well armored, with a 4+ that becomes 4+/4++ with shield drones. The two troops choice versions of fire warriors (the third option is Fast Pathfinders) are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Strike Team:&#039;&#039;&#039; Your main gunline infantry, now &#039;&#039;&#039;Pulse Rifles&#039;&#039;&#039; are &#039;&#039;36&amp;quot;&#039;&#039; RF1 S5 AP-1 D1, making them among the best Troop&#039;s rapid fire guns in the game. 18&amp;quot; RF range makes it easy to double shoot whilst still benefitting from cover, where their 3+ may require the enemy to shoot at them with high AP shots that would normally be wasted on T3 models.&lt;br /&gt;
**Pulse rifle 18&amp;quot; rapid fire range goes nicely with Mont&#039;Ka&#039;s 18&amp;quot; range.&lt;br /&gt;
**They can also swap their rifles for Pulse Carbines. Those lack the AP, but allow the squad to advance &amp;amp; shoot if they are using Kauyon. Compared to pulse rifles, pulse carbines shine from 18&amp;quot; to 24&amp;quot; range, where their &#039;&#039;two AP-0 shots outdamage the rifle&#039;s single AP-1 shot&#039;&#039;. For the squads that aren&#039;t using the &#039;&#039;&#039;Relentless Fusillade&#039;&#039;&#039; strat, that is.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Breacher Team:&#039;&#039;&#039; Danger close. They put out nice firepower, as long as you are close enough to count their nose hairs:  &#039;&#039;&#039;Pulse blasters&#039;&#039;&#039; are 8” Assault 2 S6 AP-2 D1 or 14” Assault 2 S5 AP-1 D1. This second profile is inferior to the pulse rifle&#039;s 0-18&amp;quot; two S5 AP-1 shots, so &amp;lt;u&amp;gt;shoot from within 8&amp;quot; or you&#039;re doing it wrong&amp;lt;/u&amp;gt;, so make sure you have a plan for getting them incredibly close if you&#039;re going to field them. Be it as a response team to counterattack wherever enemy forces reach your lines, or Combat Debarked right on top of the enemy they&#039;ll attract a ton of firepower, so protect them with drones. They go great with Devilfish, where &amp;quot;great&amp;quot; means &amp;quot;it&#039;s the only way to get them close enough quickly&amp;quot;. And if the enemy doesn&#039;t die, charge them with the transport.&lt;br /&gt;
**They do fine in Mont&#039;Ka, where they can advance and still count as stationary when shooting &amp;lt;s&amp;gt;their now AP-3 guns&amp;lt;/s&amp;gt;, but even in turn one they still ought to close in to 8&amp;quot; (wasting 10&amp;quot; of the 18&amp;quot; &amp;lt;s&amp;gt;increased-AP range&amp;lt;/s&amp;gt;), else you&#039;d be better off with Pulse Rifles. They may be the better Fire Warriors for Kauyon, however, where the 12&amp;quot; exploding hits range is not too different from their optimal 8&amp;quot; range (yet it would waste pulse rifle/carbine range), and a shotgun is an okay gun to fall back with.&lt;br /&gt;
&lt;br /&gt;
====Dedicated Transport====&lt;br /&gt;
* &#039;&#039;&#039;[[Devilfish|TY7 Devilfish]]:&#039;&#039;&#039; Fish of Fury returns! Its transport capacity is 12 {{W40Kkeyword|&amp;lt;sept&amp;gt; infantry}} or {{W40Kkeyword|&amp;lt;sept&amp;gt; drone}} models + 1 {{W40Kkeyword|&amp;lt;sept&amp;gt; recon drone}} and it can&#039;t transport {{W40Kkeyword|battlesuit}}s (and the sept requirement bans it from carrying Kroot or Vespid, even if you&#039;re Dal&#039;yth), so ideally put a Strike Team into them.  It has {{W40Kkeyword|fly}}, so it can do the usual transport tricks of being aggravating in melee even better because it can scoot over enemies and terrain, and it&#039;s reasonably durable for its cost at T7 Sv3+ W13. It also comes with a pair of docked Gun Drones, so the stock version simply has 4 Pulse Carbines.  You can upgrade the guns - the Accelerated Burst Cannon is legitimately strictly better than the Pulse Carbines in terms of murder-efficiency - but it costs points you could be putting into something worthwhile, like Broadsides, and doesn&#039;t let you pop the &#039;&#039;&#039;Designated Tasking&#039;&#039;&#039; strat to turn 1 model into 3 for cheeky capping, so you generally shouldn&#039;t bother. Thanks to the 12 seats you can toss in Darkstrider, a Fireblade, or accompanying drones, as well as the fire warrior team inside. It&#039;s nice that a Pathfinder team will fit inside with a third drone, but the Fish slows them down a lot &#039;&#039;and&#039;&#039; cuts the number of drones they can take, so it&#039;s of dubious utility there. The Devilfish is flexible but still quite pricey, so keep them as cheap as possible, save the upgrades for actual tanks like Longstrike or Hammerheads.&lt;br /&gt;
**The generally best way to use these is with the &#039;&#039;&#039;Combat Debarkation&#039;&#039;&#039; strat &amp;lt;s&amp;gt;(or, as of current wording, just using the Mont&#039;Ka Philosophy, which lets the Devilfish count as Remaining Stationary even if it moves)&amp;lt;/s&amp;gt;, so the Devilfish can carry its team into position and they can just get out, shoot what they need to shoot, and get to capping like a good ObjSec unit.  &amp;lt;s&amp;gt;Bear in mind that the current wording is clearly broken, because it renders the strat&#039;s interaction with Mont&#039;Ka useless - you&#039;d never spend a CP to do what the rules let you do without spending a CP - so expect a FAQ soon changing Mont&#039;Ka&#039;s wording so Transports don&#039;t count as Remaining Stationary for their contents to disembark.&amp;lt;/s&amp;gt; Fixed, see below.&lt;br /&gt;
**You can do some clever tricks with a Breacher Team if you&#039;re using a kamikaze Devilfish, since if the Fish is charged and survives, on your turn you can do the standard Transport trick of disembarking the innards (in this case Breachers), Fall Back with the transport, and have the erstwhile riders unload into your target.&lt;br /&gt;
**Points 7 &amp;amp; 8 of the core rulebook faq regarding rules that count as remaining stationary clears this up, unless the transport in question has a rule that explicitly states a unit can disembark after moving which the devilfish doesn’t, the only way to disembark a unit is using the &#039;&#039;&#039;Combat Debarkation&#039;&#039;&#039; strat, also, a unit that disembarks from a transport is not considered to be under the effects of the counts as stationary ability for whatever that may be worth.&lt;br /&gt;
&lt;br /&gt;
====Elites====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Firesight Marksman:&#039;&#039;&#039; BS3+ and a Pulse Pistol, but you don&#039;t take one to shoot with.  Instead, you take this dude because it comes with 3 Sniper Drones and in your Command Phase can select any one {{W40Kkeyword|sniper drone}} unit within 6&amp;quot; (so you&#039;ll always have the unit target itself unless something really weird happens) to have on all of its {{W40Kkeyword|sniper drone}} models BS3+, ignore Look Out Sir, and deal 1 mortal on unmodified 6s to wound on all attacks (including melee attacks, if it comes up). His new stealth rule prevents him from being targeted by ranged attacks unless he is the closest model; or he is within 12&amp;quot; range. If he moves during his turn though, the rule effects are deactivated till his next movement phase. Finally he also comes with the MARKERLIGHT keyword. For its price and elite slot it&#039;s not very good unless you&#039;re fighting a army that loves it&#039;s support characters (and ones made of paper at that).&lt;br /&gt;
** &#039;&#039;&#039;[[Tau_Drones#Sniper_Drone|MV-71 Sniper Drones]]&#039;&#039;&#039;: Each comes with a Longshot Pulse Rifle: 48” Rapid Fire 1 S5 AP-2 D1.&lt;br /&gt;
* &#039;&#039;&#039;[[XV-25 Stealth Battlesuit]]s:&#039;&#039;&#039; Your infiltrators, able to be set up anywhere besides the opponent&#039;s deployment zone and within 12&amp;quot; of enemies. They no longer have any special interaction with cover, but their stats increased to T4 W2 while actually &#039;&#039;decreasing&#039;&#039; in price, and their Stealth rules now apply a -1 to hit modifier to any units attacking the Stealth Suits in both shooting AND melee, lessening their dependence on terrain and giving them more autonomy. Like some other battlesuit units they also have the {{W40kKeyword|INFANTRY}} keyword, with all the benefits and vulnerabilities it entails. They also can take only 2 drones per squad, one model every three can swap their Burst Cannon for a Fusion Blaster, and 1 in 3 models can buy a drone controller or target lock.  The unit can also take a homing beacon, but is kind of pointless without one.&lt;br /&gt;
**Homing Beacon (Action): In your command phase, any number of units with homing beacons can begin this action, completes at the start of your next reinforcements step. When completed, the unit loses its homing beacon and one friendly {{W40kKeyword|&amp;lt;SEPT&amp;gt; CRISIS CORE}} (so it won&#039;t work on Commanders or Hazards) unit in manta strike can be deployed within 3” of this unit and more than 9” away from enemy models, even if it is the first battle round.&lt;br /&gt;
**Not useless at direct combat in any way, but their utility lies not on their raw power but on their &#039;&#039;tactical mobility&#039;&#039;, setting up where you want them right from the start while being difficult to remove. They even infiltrate a pair of drones. Their homing beacons are one of the only ways to set up reinforcements &#039;&#039;on turn 1&#039;&#039;. But they might need that help, since they cannot Manta Strike - the only other unit they can deploy alongside with is the &#039;&#039;&#039;Ghostkeel&#039;&#039;&#039;, with whom they work well:&lt;br /&gt;
***Ghostkeels have lots of 18&amp;quot; guns but also want to keep their distance from the enemy; bodyblock them with Stealth suits, which get -1 to be hit even in melee. Ghostkeels can&#039;t bring regular drones; Stealth suits bring two. When a Ghostkeel loads up on fusion weapons and can no longer defend itself from the small guys, the Stealth suits help it with their burst cannons, maybe gun drones and even fusion guns of their own. Teamwork!&lt;br /&gt;
**Beware that with all marines having W2, anti-MEQ is becoming even more popular in the meta and these dudes are MEQ, so make sure you know where your suits will go and don&#039;t overly rely on their durability.&lt;br /&gt;
**Combine with Hardened Armour for a unit that against a boltgun in cover has -1 to hit, 5+ to wound and a 2+ save. Also always funny when your opponent realizes a Volley of lasguns only wound on 6s.&lt;br /&gt;
*&#039;&#039;&#039;[[XV-8 Crisis Battlesuit]]s:&#039;&#039;&#039; Same number of hardpoints as a Crisis Commander (4) but one of them can only be a support system, only 1 in 3 can wear Iridium, 66% of the wounds (W4), and 60% of the accuracy (BS4+) for 2/5 the points while naked and discounts on many but not all of their gun choices, the best general offensive loadout for them is a Cyclic Ion Blaster, a Plasma Rifle, and a Fusion Blaster - don&#039;t forget to fire the CIB third, so there&#039;s no chance of dying before you can shoot your other guns.  For support systems, take 1 Early Warning Override for the entire unit and put Multi-trackers/ Target Lock on everyone else, so if you&#039;re charged by a unit of 6+ models you&#039;re functionally your original BS4+ (BS5+ for the EWO bearer, so if you want a triple-flamer bearer for murdering GEQ, this is the dude to do it), or ignore the +1 to Sv from light cover, which most opponents will try to take advantage of or have abilities to have outside of cover. Pretty good for any army, even a gunline could use missiles for indirect fire before using that speed to cap objectives.&lt;br /&gt;
**In case you missed how the rules work out, &#039;&#039;&#039;you can take 2 shield drones per Crisis Suit and then take mortal wounds from your CIBs on your Shield Drones&#039;&#039;&#039;.  That doesn&#039;t make the CIBs suddenly cost-effective, but it does mean if you&#039;re afraid of Overcharging you&#039;re doing it wrong. We&#039;re not asking the shields drones to live, just take the overcharge MWs instead of the suits. CIB overcharge MWs are taken by the &#039;&#039;&#039;unit&#039;&#039;&#039;, including the drones.&lt;br /&gt;
*&#039;&#039;&#039;[[XV-8 Crisis Battlesuit|XV-8 Crisis Bodyguard]]s:&#039;&#039;&#039; Now the same cost as a standard Crisis but they have a bodyguard aura - {{W40kKeyword|&amp;lt;sept&amp;gt; CHARACTER}} units within 3&amp;quot; can&#039;t be targeted by ranged attacks, period (though not including Longstrike due to being a {{W40kKeyword|Vehicle}}) - and the ability to take 1 unit slotlessly per {{W40kKeyword|&amp;lt;sept&amp;gt; commander}} (so max 1 if not FSE, 2 if FSE per Detachment).  Also, the minimum size of the unit drops from 3 to 2, which leans effectively into their bodyguard role. For minimum points investments a 2-suit Bodyguard unit will protect your Characters far more cost effectively than a minimum 3-suit crisis unit. Enemy shooting only has to drop one crisis suit in a minimum crisis unit, before concentrating all their firepower onto your precious Character units. Whereas a Crisis Bodyguard unit of only 2 still has to be completely destroyed before the enemy can begin to aim their sights on your Character(s). &lt;br /&gt;
**&#039;&#039;&#039;Warning&#039;&#039;&#039;: Bodyguards have &#039;&#039;crippled&#039;&#039; access to support systems compared to standard Crisis.  Where standard units have &#039;&#039;4&#039;&#039; hardpoints, 1 of which can only be chosen from a limited list of support systems.  Bodyguards simply don&#039;t have this last slot - they only have the 3 hardpoints that can mount guns or support systems.  This renders the unit &#039;&#039;disappointing&#039;&#039; in comparison, try to avoid taking it.&lt;br /&gt;
**&#039;&#039;&#039;Alternate take&#039;&#039;&#039;: You take bodyguards to effectively protect your important Characters/Commanders, that will inevitably be positioned around the table throughout the battle. Their primary purpose ISN&#039;T supposed to be damaged output but - hint; it&#039;s in their name. Alternatively, allows a Crisis unit to be taken when you have no Elite slots left (a niche use but might help in tight list building).&lt;br /&gt;
*&#039;&#039;&#039;[[XV-9 Hazard Battlesuit]]s&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A heavier Battlesuit that gets a variety of advanced weapon choices and a slightly worse statline (the unit has no A4 Ld9 model in it), for a cost: being twice as much as a standard Crisis at 60 points, but that&#039;s deceptive because they have to take two weapons with an optional support system which can&#039;t be a weapon, and their weapon choices are distinct, with distinct costs. Thanks to rules updates in the FAQ, it can deepstrike and take a support system on each model for the same cost as a Crisis Battlesuit would pay, so a multi-tracker is often going to be your best bet.&lt;br /&gt;
**Twin Hazard Burst Cannons are just Burst Cannons with 2 more shots (i.e. 33% more shots), so never take them.  An XV-9 with 2 of this is 16 shots for 60 points.  A standard Crisis with 3 Burst Cannons is 18 shots for 65 points, which is &#039;&#039;better&#039;&#039;.  Stick to Fusion Cascades.&lt;br /&gt;
**Phased Ion Guns are Burst Cannons with +1S and -1AP, meaning there&#039;s absolutely no point - against absolutely all possible targets, THBCs are better.  Stick to Fusion Cascades.&lt;br /&gt;
**Fusion Cascades are where things get serious.  Each one is a 12&amp;quot; Assault 1d3 Fusion Blaster with Blast, i.e. each one is &#039;&#039;two&#039;&#039; Fusion Blasters at shorter range, and they&#039;re only 10 points each without scaling costs.  That means a double Cascade (i.e. &#039;&#039;quadruple&#039;&#039; Blaster(hextuple if lucky)) Hazard is 80 points, while a triple-Fusion standard Crisis is &#039;&#039;also&#039;&#039; 80, for 1 less shot on average.  That means Hazards are your &#039;&#039;premier&#039;&#039; source of Fusion dakka - they do it better than anything else you can field, and that becomes &#039;&#039;even more true&#039;&#039; within melta range. They also have the {{W40kKeyword|Infantry}} keyword thanks to the FAQ, with all the bad and good that entails with it.&lt;br /&gt;
*&#039;&#039;&#039;[[XV-95 Ghostkeel Battlesuit]]:&#039;&#039;&#039; Not as heavily armored as the Riptide or as last edition due to the loss of the shield generator, but makes up for it by [[Bullshit|only being shootable if the shooter is within 18&amp;quot; or the Ghostkeel is the closest unit of yours to it]] - in other words, everything in your army can bodyguard for it. The Cyclic Ion Raker is now 36&amp;quot;, so you can shoot enemy units while a single Kroot screens you from being shot yourself by that Imperial Knight. The Fusion Collider is actually good now that it is an automatic 3 shots instead of D3. However, note that Ghostkeels aren&#039;t efficient at murder by Tau standards - what they&#039;re very good at is durability, which their Prototype only leans into by making nearby enemy stratagems more expensive. They&#039;re -1 to be hit T7 Sv3+ W12, and have support systems to get even more durable.  You take one of these to infiltrate onto the battlefield and be aggravatingly difficult to remove, i.e. territory denial.&lt;br /&gt;
**For support systems, it has a mandatory drone controller and a choice to make between an Early Warning Override or a Flare Launcher, which is unique to the Ghostkeel and gives it a 5+++ against S7+ shooting, but since it&#039;s T7, that&#039;s genuinely useful.  &lt;br /&gt;
**For weapons, your sidearms can be Fusion Blasters, Burst Cannons, or Flamers, so you shouldn&#039;t need to be told to take double Fusions.  For your main weapon, what you really want is the Ion Raker, because you don&#039;t want to be compelled to get close to your targets and give up the utility of your Stealth Drones.&lt;br /&gt;
**Wall of mirrors makes it a great late game flanker, allowing it to jump off the battlefield and appear near any table edge you want it to. Hello Raven Guard Devastators. Nice Lascannons. It&#039;d be a shame if someone pumped you full of Ion.&lt;br /&gt;
** &#039;&#039;&#039;[[MV-5 Stealth Drone]]s&#039;&#039;&#039;: Do not lose the drones. They are what primarily provide the ability to not be shot outside of 18&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;[[DX-4 Technical Drone]]s&amp;lt;sup&amp;gt;Legends,Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Similar stat profile as a Tactical Drone except for -2&amp;quot; movement (M8&amp;quot;), +1 wound (W2), with a 12&amp;quot; Assault 1 S5 shot. Once per command phase the unit can choose to either repair D3 wounds on a single {{W40kKeyword|BATTLESUIT}} model within 3&amp;quot;, or select an enemy unit within 12&amp;quot; to not receive light cover until your next turn. Expect these guys to draw a colossal amount of fire, and probably die immediately as a result.  If you want them to live long enough to actually fix something, make sure to hide them out of sight behind buildings - and/or increase the number of drones per unit. You can only repair the same model once per Command phase.&lt;br /&gt;
&lt;br /&gt;
====Fast Attack====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Pathfinder_Team|Pathfinders]]&#039;&#039;&#039;: Now cost considerably less than what they used to, you&#039;re going be getting a lot more use out of these guys - in fact, they&#039;re hands down your best Fast Attack option. Not only are they a cheap source of Markerlights &#039;&#039;which they can use &#039;&#039;&#039;after moving&#039;&#039;&#039;&#039;&#039; (just never Advance with them and you&#039;ll be fine. &#039;&#039;&#039;INCLUDING WITH MONT&#039;KA!&#039;&#039;&#039; It does NOT let you do actions while moving!!! Don&#039;t misunderstand it like I did!), their special weapons are much better than last edition. The Rail Rifle is now a diet Lascannon with worse Strength but better AP. If you expect them to be on the move a lot, you&#039;ll want the Ion Rifles. They are Heavy 2 regardless of profile, but the lack of variable shots means they&#039;re far more reliable than before. These will profit from their own unit&#039;s Markerlights, and you genuinely want them shooting their special weapons if they brought them - they&#039;re &#039;&#039;very&#039;&#039; effective, and will reliably put out so many Markerlights you don&#039;t mind losing 1 to the unit&#039;s own shooting. Their armour is very bad, likely due to the lack of a manly [[pauldron|pauldron]], so they should stay in cover. &lt;br /&gt;
**Don&#039;t forget to &#039;&#039;always&#039;&#039; take a Pulse Accelerator Drone for AP-1 Carbines and a Recon Drone for being a gun drone but better while also being a good damage sink.  2 shield drones and a grav-inhibitor drones are also great takes, just not as mandatory.&lt;br /&gt;
**They can and in practice always will take a grenade launcher, which has two profiles: 20&amp;quot; Assault 1 S6 AP-1 D3 or 20” Assault 1 S3 AP0 D1, if a non-{{W40kKeyword|TITANIC}} {{W40kKeyword|VEHICLE}} is hit, it halves its remaining wounds for degrading purposes until the start of your next shooting phase.  The degradation mode is surprisingly effective if there&#039;s a target you &#039;&#039;don&#039;t&#039;&#039; want to murder yet - this unit makes so many markerlight tokens it&#039;s not a big sacrifice to throw one away on supporting this grenade, and if it goes through you&#039;ll force the target down 1 degradation step while putting your actual murder elsewhere.  Nonetheless, a lot of the time you&#039;ll just use the murder mode to add more damage to whatever you wanted dead.&lt;br /&gt;
**Pathfinders can easily utilize a jump-shoot-jump with the Recon Sweep stratagem. Use it to put a markerlight on a big scary thing, then move behind LOS blocking terrain, and let the Railsides do the rest.&lt;br /&gt;
**&#039;&#039;&#039;[[Tau_Drones#Pulse_Accelerator_Drone|MV-31 Pulse Accelerator Drone]]&#039;&#039;&#039;: Improves the AP of all Pulse weapons in the unit by 1.  Auto-include, as you&#039;re stuck with shitty Pulse Carbines instead of the Pulse Rifles you&#039;d be radically better with.&lt;br /&gt;
** &#039;&#039;&#039;[[Tau_Drones#Grav-Inhibitor_Drone|MV-33 Grav-inhibitor Drone]]&#039;&#039;&#039;: -2 to charge rolls targeting this unit.  Pretty damn great.&lt;br /&gt;
** &#039;&#039;&#039;[[Tau_Drones#Recon_Drone|MB3 Recon Drone]]&#039;&#039;&#039;: W3 and equipped with a Burst Cannon (which, remember, means functionally 3 Pulse Carbines to a Gun Drone&#039;s 2), this lets the entire unit ignore Light Cover when it attacks a target within 18&amp;quot;.  Absolutely clutch for the Wounds, because the Pulse Accelerator Drone and the Drone Controller the unit can take for free encourage you to take Gun Drones, so the Recon Drone is your most efficient way to pack more Wounds into the unit if you&#039;re not taking Shield Drones.  The gun usually makes the unit &#039;&#039;worse&#039;&#039; at murder per point, simply because if you remotely care about that you&#039;ll take options that make the Burst Cannon a comparative waste of points, like a Pulse Accelerator Drone or special weapons.&lt;br /&gt;
** You can have up to five drones in the unit: two tactical, one inhibitor, one accelerator, and one recon.&lt;br /&gt;
* &#039;&#039;&#039;[[Piranha|TX4 Piranhas]]&#039;&#039;&#039;: Zippy, decently priced, can be armed for anti-horde or anti-heavy. Fills the same harassment role it always has, but is no longer the essentially &amp;quot;free drones&amp;quot; platform it was in previous editions.  Each one carries 2 gun drones, so that&#039;s 4 Pulse Carbines per Piranha, and a main gun. Both of its main gun options are bespoke versions that are better than the Crisis baseline versions.  The Piranha Burst Cannon is an automatic pass, as it&#039;s an S6 Burst Cannon - every other vehicle in your army, including a Devilfish, that can carry a Burst Cannon carries an Assault 8 AP-1 version of this, so it&#039;s more of an insult than anything else.  The Piranha Fusion Blaster is much more interesting, as it deals +2D relative to a normal one (so D1d6+2 at 18&amp;quot;, D1d6+4 at half), but it&#039;s still genuinely pointless because both Pathfinders and Vespid (if you&#039;re keen on the Deep Strike) will outshoot it against everything in the game.&lt;br /&gt;
* &#039;&#039;&#039;[[Tetra]]s&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: With the February 2022 Errata, the Tetra has made something of a comeback. Though it can&#039;t automatically hit with markerlights, it can roll 3d6 to determine if a token lands, making it considerably more reliable. With all the changes to how they work, you&#039;re going to want this to join with a unit that&#039;s going to make a lot of shooting so that they can benefit from these more frequent markerlights.&lt;br /&gt;
* &#039;&#039;&#039;[[Piranha#Piranha_TX-42|TX-42 Piranha]]&amp;lt;sup&amp;gt;Forge World,Legends&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Comes with your choice of two of: Fusion Blasters, Missile Pods, Plasma Rifles, or Rail Rifles. Due to the cost of the unit, at first glance the best option seems to be the Rail Rifles, giving you a 16&amp;quot; movement and 30&amp;quot; range, with two Rapid Fire 2, S6 AP-4 D1d3 guns that deal a mortal wound on a wound roll of 6+. Yet another unit that is a better sniper than our Sniper Drones!&lt;br /&gt;
* &#039;&#039;&#039;[[Tau_Drones|Tactical Drones]]&#039;&#039;&#039;: Note this is also the Datacard used for all other drones that deploy with, and then separate from, other Tau units. All drones can be allocated wounds that would otherwise hit any {{W40kKeyword|INFANTRY}} or {{W40kKeyword|BATTLESUIT}} within 3&amp;quot; thanks to &#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;. Note they cannot soak wounds for vehicles, even if they come with drones. All drones have separate point costs being 8 for gun, 10 for marker and 12 for shield.&lt;br /&gt;
** &#039;&#039;&#039;[[Tau_Drones#Gun_Drone|MV-1 Gun Drones]]&#039;&#039;&#039;: At 8 points, this is the Tau Empire&#039;s somewhat more efficient source of [[Dakka|dakka]] after the change to Volley Fire. These synergise extremely well with a drone controller and Cadre Fireblade, resulting in 6 shots at 9&amp;quot; at BS5+. Even with the reduced ballistics skill compared to Fire Warriors and Pathfinders, they still do more wounds per point to most targets with the only real disadvantage being they&#039;re [[Ork|dumb as a bag of rocks]], and can only fire at the closest enemy unit. Great meatshields for more important drones if you don&#039;t have the points for shield drones.&lt;br /&gt;
** &#039;&#039;&#039;[[Tau_Drones#Shield_Drone|MV-4 Shield Drones]]&#039;&#039;&#039;: 2 wounds with a 4++, GW has realized the utter Bullshit that these were and were bumped to a deserved 12 points. They can no longer serve as lascannon sponges like they did last edition, but now function much like storm shields for [[Space Marines|the special boys]]. No longer have the feel no pain though, so you won&#039;t be shrugging off mortals. They have no guns, but can hit on a 5+ in melee, though if you are in melee with them to begin with something has gone very wrong.&lt;br /&gt;
**Throw sense of stone on a crisis unit with added shield drones and gain some 4++/5+++ ablative wounds for the unit.&lt;br /&gt;
** &#039;&#039;&#039;[[Tau_Drones#Marker_Drone|MV-7 Marker Drones]]&#039;&#039;&#039;: Way more valuable given the new codex. They retain their awful BS, but now it doesn&#039;t even matter because they automatically hit with markerlights like vehicles, so they&#039;ll pair great with Broadsides and Fire Warrior squads. Combine them into Pathfinder squads with the recon sweep stratagem and watch your opponent&#039;s dumbfounded face as your unit of Pathfinders with Marker drones auto marks their Shield Captain on Dawneagle Jetbike.&lt;br /&gt;
**Drones and non drone models in a unit can’t act together, either move and fire the drones or use the strat and fire the pathfinders, better yet, don’t take marker drones with pathfinders.&lt;br /&gt;
*&#039;&#039;&#039;[[Battlesuit#XV107_R.27varna_Battlesuit|XV-107 R&#039;Varna Battlesuit]]&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: A badly overcosted long-range [[MEQ]] and light vehicle killer. Like the Broadside, it gives up {{W40kKeyword|FLY}} in exchange for its gun and increased durability. Said gun is 60&amp;quot; Heavy 3d3(6) S6 AP-2 D2, Blast. But you have two of these guns! In the Command Phase it can deal itself a mortal wound (it&#039;s W15 and cripples its M8, A4, and BS4+) to choose one of the options below, but its cost is &#039;&#039;absurd&#039;&#039; - there&#039;s literally no reason to ever take this over the Y&#039;Vahra, let alone an actually good option from the codex.&lt;br /&gt;
**Increase its gun(s) from 3d3 Blast to 9(18), i.e. you can hit any target as hard as if it had 11+ models in it.  Also increases from S6 to S7, which is generally useless.  If you do field a R&#039;varna, this is compulsory to even attempt to make it worth its points, as at only 6 average shots fired (3 of which hit, 4 with a markerlight token), you&#039;ll barely kill anything.&lt;br /&gt;
**Increase from 2+/5++ to 2+/4++.&lt;br /&gt;
**Until your next Command Phase, in each Fight Phase, roll 1d6 for each enemy unit within 6&amp;quot;: on a 4+, that unit suffers 1d3 mortal wounds (so each nearby unit suffers, on average, 1 mortal wound, with a lot of swinginess).&lt;br /&gt;
*&#039;&#039;&#039;[[Battlesuit#XV109_Y.27Vahra_Battlesuit|XV-109 Y&#039;vahra Battlesuit]]&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: A bizarrely close-range kamikaze unit, each of the Y&#039;Vahra&#039;s guns has a different optimal target, so overall you get a unit whose favorite target is T4-5 with plenty of wounds, like Space Marine Gravis units, although even then it can&#039;t compete with the rest of your army.  It has 3 guns, the least useful of which is the Flechette Pod it borrowed from Shadowsun: 12&amp;quot; Assault 5 S3 AP0 D1, only useful for murdering GEQ, although not having a penalty to hit in melee is nice.  Its other two guns are what you care about, with base profiles you won&#039;t ever fire (see below).  The Ionic Discharge Cannon is 24&amp;quot; Heavy 6 S8 AP-1 D2, but you can&#039;t Overcharge it without permission (again, see below).  The Phased Plasma-Flamer is 12&amp;quot; Heavy 2d6(7) S6 AP-2 D1, automatically hits (which is why you generally won&#039;t even remember you have a Flechette Pod, even in melee).  In the Command Phase it can deal itself a mortal wound (it&#039;s W14 and cripples its M18, A4, and BS4+) to choose one of the options below to last until your next Command Phase, but you&#039;ll always choose the gun option because its output is worthless if you don&#039;t:&lt;br /&gt;
**The Ionic Discharge Cannon gains its overcharge profile like an Ion weapon should: it goes to S9 D3, and deals the shooter a mortal wound on an unmodified 1 to hit.  The saving grace is that unlike standard Ion, you only take 1 mortal no matter how many 1s you roll, so you can&#039;t deal yourself more than 2 mortal wounds total (1 from enabling the profile, 1 from shooting), and your total expected mortal wounds suffered is 1.67, because the Cannon will deal you slightly less than 2/3 of a mortal wound, on average.  The Phased Plasma Flamer also jumps from 2d6(7) shots to 3d6(10.5).  This &#039;&#039;does&#039;&#039; give you credible Overwatch potential, but not nearly as much as triple-flamer Crisis Suits (which as a reminder are 1/5 the cost of a Y&#039;Vahra for 3d6+6(16.5) S4 shots and don&#039;t need to cut themselves to shoot properly). &#039;&#039;&#039;Far too expensive for what it does compared to codex options, do not take.&#039;&#039;&#039;&lt;br /&gt;
**Increase from 2+/5++ to 2+/4++.&lt;br /&gt;
**Until the start of your next Command phase, gain +12M (so normally 18-&amp;gt;30) and it is eligible to shoot in a turn in which it Falls Back.&lt;br /&gt;
&lt;br /&gt;
====Heavy Support====&lt;br /&gt;
* &#039;&#039;&#039;[[XV88_Broadside_Battlesuit|XV-88 Broadside Battlesuits]]&#039;&#039;&#039;: Now this is the real deal, right here.  Their &#039;&#039;Heavy Rail Rifle&#039;&#039; is 60&amp;quot; Heavy 2 S9 AP-4 Dd3+3 and deals a mortal wound when they successfully roll to wound. Paired with a Twin Plasma Rifle, which is 30&amp;quot; Assault 2 S8 AP-4 D3, nothing else in your Heavy slots - or the rest of your army, to be frank - can generally outshoot this unit when it fires at anything T5+.  Note that you get 1 main gun and 2 optional support systems, but up to 1 support system can be a second gun, which is where the Twin Plasma Rifle comes from.  Both support systems can also be Seeker Missiles, but that costs too many points for what you get.  You can also take up to 2 drones per Broadside model in the unit, consisting of the regular 3 tactical drone options or a missile drone.&lt;br /&gt;
** No longer core. &lt;br /&gt;
**&#039;&#039;Never&#039;&#039; take the Twin Smart Missile System - your main gun is why you took a Broadside and it hasn&#039;t got indirect fire, and if you can see your target, a Twin Plasma Rifle is strictly better against everything.&lt;br /&gt;
**The High Yield Missile Pod is almost always worse than than the Heavy Rail Rifle - and the things it&#039;s better against, the rest of your army can readily cleanse from the tabletop.&lt;br /&gt;
**Seeker Missiles belong on non-{{W40Kkeyword|infantry}}.&lt;br /&gt;
**Missile Drones have Missile Pods - 30” Assault 2 S7 AP-2 D2 - and &#039;&#039;don&#039;t&#039;&#039; have the Gun Drone targeting nerf, but you can&#039;t carry a Drone Controller or anything, so you&#039;re best off with marker drones, or if your army has plenty of markerlights already, shield drones.&lt;br /&gt;
**Your other support systems are as follows:&lt;br /&gt;
***Advanced Targeting System (ATS): Now Broadside only, this lets you automatically wound on 6s to hit.  &amp;lt;s&amp;gt;This &#039;&#039;reduces&#039;&#039; your railgun&#039;s output against everything in the game, since you can&#039;t cause a mortal wound unless you roll to wound, so take this if and only if you took a Twin Plasma Rifle as well - the buff to it will exceed the nerf to the railgun.&amp;lt;/s&amp;gt; Autowounds explicitly say they count as a successful wound rolls in the glossary, so ATS now synchronizes with the Heavy Rail Rifle instead of nerfs it.&lt;br /&gt;
***Early warning override.&lt;br /&gt;
***Multi-tracker.&lt;br /&gt;
***Stabilised optics: Broadside only, ignore the hit penalty for shooting heavy weapons after moving and firing them in combat.  The only really serious contender with the ATS, this lets you maximize your shabby M5 to deal with LOS blockers and spikes your performance if you get charged and don&#039;t want to Fall Back, although Broadsides are built to murder heavies - hordes engaging you in melee will ruin your day.  Your best solution to Broadsides in melee is bubblewrap. Just remember Mont&#039;Ka let&#039;s you do this already.&lt;br /&gt;
***Velocity tracker.&lt;br /&gt;
**Remember you&#039;re {{W40Kkeyword|infantry}} now, which makes you more vulnerable to certain rules and stratagems.&lt;br /&gt;
** &#039;&#039;&#039;[[Tau_Drones#Missile_Drone|MV-8 Missile Drone]]&#039;&#039;&#039;: A mobile Missile Pod.&lt;br /&gt;
* &#039;&#039;&#039;[[Hammerhead_Gunship|TX7 Hammerhead Gunship]]&#039;&#039;&#039;: Railguns are not what they used to be, oh no. Their statline is as follows: 72&amp;quot; Heavy 1 S14 AP-6 Dd6+3. That&#039;s really good, but there&#039;s more: if the weapon wounds its target, 3 mortal wounds are dealt and invulnerable saves cannot be taken against this weapon... &#039;&#039;and yet railgun Broadsides still deal more damage to all possible targets per point&#039;&#039;. However, the psychological effect of having a Railgun on the field will be felt ([[DISTRACTION CARNIFEX]]?). Not even the Telemon is safe. Submunitions is now a strat which deals mortal wounds to a unit on a 4+ to up to 8 models, or on a 3+ if the unit contains 11 or more models, so you&#039;ll rarely use it. &lt;br /&gt;
**Ion Cannons exist, but rolling an unmodified one to-hit when they&#039;re overcharged will slightly damage the Hammerhead, and even overcharged the Rail is usually better.&lt;br /&gt;
**&#039;&#039;&#039;Legends:&#039;&#039;&#039; Can replace the railgun with 2 high-yield missile pods, twin swiftstrike burst cannon, twin heavy fusion cannon, or twin T’au plasma cannon.&lt;br /&gt;
* &#039;&#039;&#039;[[XV-104 Riptide Battlesuit]]:&#039;&#039;&#039; In contrast to last edition, the Riptide is in a weird spot as being a tank instead of being an obnoxious glass cannon - the Ion Accelerator is the only main gun that does enough damage to be worth discussing the Riptide&#039;s sheer cost, but the mortals it causes the Riptide are a real problem, especially given how fucked you are if it fails a Nova Reactor test (detailed below).  The good news is we now have a 4++ native, as it always should have been, and can even overcharge to get a 5+++, while retaining the 2+ save and W14. Throw in some shielded missile drones for extra lulz (remember, the unit has to be wounded on T7 even if the drones make the subsequent saves). &lt;br /&gt;
**&#039;&#039;&#039;Nova Reactor&#039;&#039;&#039; activates in your Command phase - roll 2d6, if the result is greater than the riptide’s remaining wounds (you start with 14) the nova reactor burns out and cannot be used for the rest of the game. Otherwise, gain your choice of:&lt;br /&gt;
***5+++ until your next command phase. Helps against overcharged 1s but best to used when on the cusp of going down on the damage table.&lt;br /&gt;
***In your next charge phase, this unit can make a 2d6” normal move then cannot declare a charge. Move shoot move, if you can find terrain large enough to hide behind. Remember you got fly to help here.&lt;br /&gt;
***Heavy burst cannon becomes heavy 16 or ion accelerator becomes heavy 8 until your next command phase. Probably what you&#039;ll pick by default, but might want to swap to the other two as the suit takes damage.&lt;br /&gt;
** &#039;&#039;&#039;[[MV-84 Shielded Missile Drone]]:&#039;&#039;&#039; A missile pod, with an invuln save. No longer has a worse invuln save, and can act as a unit with the Riptide for some extra missile firepower. Still kind of expensive given the drone&#039;s low BS unless you have a drone controller nearby. Take anyway as it&#039;s the only drones you got and they take your Ion Cannon&#039;s overcharged 1s.&lt;br /&gt;
* &#039;&#039;&#039;[[Skyray_Missile_Gunship|TX78 Sky Ray Gunship]]&#039;&#039;&#039;:  Having grown past the previous edition, the Sky Ray is one of our best units, though not the damage dealing Harbingers of death that our other units are. Comes with 2 markerlights, a Seeker Missile Rack at 72” Heavy D3+1 S9 AP-3 D2d3, and the same sponson weapon options as a Hammerhead. Really you&#039;re taking this for the jump shoot jump markerlights and the +1 to hit annoyingly tough units that fly, like Imperial Grav Tanks.&lt;br /&gt;
* &#039;&#039;&#039;[[Tau_Drones#Heavy_Gun_Drone|Heavy Gun Drone Squadron]]&amp;lt;sup&amp;gt;Forge World,Legends&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Gun Drones packing double the usual firepower with two Burst Cannons for 28 points &#039;&#039;each&#039;&#039;; alternatively, you can swap one Cannon for a Markerlight to get a combination Gun and Marker drone. So they&#039;re hideously expensive compared to an equal weapon loadout in standard drones, and they take up a Heavy Support slot to boot. All of those extra points buy you 2W per drone instead of 1.&lt;br /&gt;
** If you&#039;re buying these just for the guns, remember that 76 points for a minimum size unit of these with two cannons each (6 wounds, 16 shots) would have bought you nine Gun drones (9 wounds and 36 shots) or eight Gun Drones and a Shield Drone (9 wounds, 32 shots and a 4++ until you take your first wound) with four points left over for a Kroot Hound too. The Burst Cannon/Markerlight Heavy Gun Drones are marginally more efficient, but still stupidly overpriced for what they do compared to regular drones.&lt;br /&gt;
&lt;br /&gt;
====Flyers====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Barracuda|AX-5-2 Barracuda]]&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Comes with a mandatory 2 missile pods (summing up to 30&amp;quot; Assault 4 S7 AP-2 D2) and your choice of main gun and sponson guns, which you&#039;ll always choose to be an Ion Cannon and 2 Cyclic Ion Blasters (firing all 3 guns will usually inflict 2 mortal wounds on you - 1/2 from each CIB and 1 from the Cannon).  &#039;&#039;&#039;Hard to Hit&#039;&#039;&#039; for -1 to be hit in the shooting phase and T7 3+/5++ W14 make it decently durable.  Better than a Razorshark against everything, but Razorsharks suck, so that&#039;s not difficult.  Worse than a Sun Shark against pretty much everything, so skip this.&lt;br /&gt;
***&#039;&#039;&#039;Ion Cannon&#039;&#039;&#039;: 60&amp;quot; Heavy 3d3(6/6/9) S7 AP-2 D2 with Blast and Overcharge for S8 D3 and unmodified 1s to hit inflict mortal wounds on the bearer.  The cheapest gun while also the most powerful one, you&#039;ll always choose this.&lt;br /&gt;
***&#039;&#039;&#039;Swiftstrike Burst Cannon&#039;&#039;&#039;: 36&amp;quot; Heavy 12 S6 AP-1 D1.  Easily your worst of the three options even before you consider its pricetag.&lt;br /&gt;
***&#039;&#039;&#039;Swiftstrike Railgun&#039;&#039;&#039;: 48&amp;quot; Heavy 2 S10 AP-4 Dd3+3 and deals +1 mortal wound for each successful wound roll.  Would be a contender with the Ion Cannon if it didn&#039;t cost so much.  Unless points costs change a lot, hard pass.&lt;br /&gt;
**Sponson Guns:&lt;br /&gt;
***&#039;&#039;&#039;Cyclic Ion Blaster&#039;&#039;&#039; x2: Summing up to 18&amp;quot; Assault 6 S7 AP-2 D1 with Overcharge for S8 D2 and unmodified 1s to hit inflict mortal wounds on the bearer, the clear choice.&lt;br /&gt;
***&#039;&#039;&#039;Long-Barrelled Burst Cannon&#039;&#039;&#039; x2: Summing up to 36&amp;quot; Assault 8 S5 AP0 D1, these are free but worthless.&lt;br /&gt;
* &#039;&#039;&#039;[[Razorshark_Strike_Fighter|AX3 Razorshark Strike Fighter]]&#039;&#039;&#039;: Cheaper than the Sunshark but with &#039;&#039;much&#039;&#039; fewer Ion shots, this is utterly pointless with current costs - just take a Sun Shark and use it the same way you would a Razorshark and it&#039;ll do better.&lt;br /&gt;
* &#039;&#039;&#039;[[Tau_Drones#Remora_Drone_Fighter|DX-6 Remora Stealth Drone Squadron]]&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: An {{W40Kkeyword|aircraft drone}} (it&#039;s &#039;&#039;not&#039;&#039; a vehicle, so without Mont&#039;Ka you&#039;ll take penalties when moving and shooting), its Stealth Field gives it light cover in addition to the &#039;&#039;&#039;Hard to Hit&#039;&#039;&#039; -1 to be hit during Shooting and it can deepstrike. Otherwise has seen a reworking and is now T5 W5 Sv3+ light flyers with a fixed price and loadout at 60 points apiece. They do not have savior protocols, though they can hover (in the Command Phase they can give up Airborne and Hard to Hit and half their movement in exchange for not being forced to move) and gained markerlights. They kept the twin long barreled burst cannons and also sporting &#039;&#039;two&#039;&#039; Dd3 seeker missiles. Altogether, these are now quite sturdy and maneuverable units for their price and deliver potent dakka when delivered properly.  &lt;br /&gt;
**&amp;lt;s&amp;gt;The burst cannons alone make this behave like 4 gun drones (which cost 32 points)&amp;lt;/s&amp;gt; Each gun drone has 2 carbines, shooting two shots each for 4 shots per drone, each Remora has 2 burst cannons, 4 shots each, for 8 total, this is the same as two gun drones (16 points) with a drone controller babysitter, and since they have markerlights, they&#039;re also each a marker drone, which means 42 points of their 60 point cost is intrinsically better than the equivalent Tactical Drones.  &lt;br /&gt;
**These are BS4+ base, so a drone controller will not affect them.&lt;br /&gt;
**A smart player can make these things seem absolutely broken. Think about it: They&#039;re 60 points for a T5 W5 model that permanently gets light cover, bringing its saves to a 2+, and has -1 to be hit due to being Hard to Hit. They are modeled low to the ground, so they can be easily hidden, granting you the most free Engage on All Fronts points you could imagine. In addition, they can&#039;t be charged by anything that can&#039;t {{W40Kkeyword|FLY}}, so if you time it correctly, you can park your Remoras in front of your vulnerable Crisis Suits to create an unchargeable wall, as even while airborne, you can&#039;t end within 1&amp;quot; of Remoras unless you charge them. If you&#039;re playing with obscuring terrain instead of solid walls, stick these guys in a Devilfish to stop them from getting shot at turn 1.&lt;br /&gt;
* &#039;&#039;&#039;[[Sun_Shark_Bomber|AX39 Sun Shark Bomber]]&#039;&#039;&#039;: 9th ed bomb rules mean that after moving choose one unit this model has flown over, and roll a die for every model and &#039;&#039;six&#039;&#039; dice for every {{W40Kkeyword|vehicle}}/{{W40Kkeyword|monster}} (up to a maximum of ten dice total), inflicting a mortal wound on a 4+. It&#039;s also a vehicle markerlight wielder that can&#039;t be charged by non-flying units and is absolutely &#039;&#039;festooned&#039;&#039; with guns: 2 missile pods (the second one is optional but free, so you&#039;ll never not take it), &#039;&#039;four&#039;&#039; ion rifles mounted on its docked interceptor drones (coming to, when overcharged, 30&amp;quot; Heavy 12 S8 AP-2 D2, taking a mortal for each 1 to hit), and 2 seeker missiles. Just be aware it&#039;s a bit frail.&lt;br /&gt;
**You know what has the vehicle keyword? Myphitic Blight Haulers. You know what Disgustingly Resilient doesn&#039;t protect against with -1 damage? Direct mortal wounds from bombing runs or psychic powers. A unit of three will take about five wounds per bombing run.&lt;br /&gt;
*** &#039;&#039;&#039;[[Tau_Drones#Interceptor_Drone|MV-17 Interceptor Drone]]&#039;&#039;&#039;: 30&amp;quot; Heavy 3 S8 AP-2 D2, taking a mortal for each 1 to hit) per gun, 2 guns per drone, 2 drones per Bomber make these fantastic.  Interceptor Drones also sport a 20&amp;quot; move value if you decide to spend a CP undocking them, but you probably won&#039;t.&lt;br /&gt;
* &#039;&#039;&#039;[[Tiger_Shark|Tiger Shark Fighter Bomber]]&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: 2 Barracuda AX-5-2 primary weapons, 2 burst cannons and 2 missile pods on a T8 Sv3+/5++ W18 &#039;&#039;&#039;Hard to Hit&#039;&#039;&#039; chassis for 375 points (425 in practice, as the missile rack is an auto-include) is an ok value, but it&#039;s honestly pretty pointless. The aforementioned missile rack will sum up to 72&amp;quot; Heavy 2D6(7) S6 AP-2 D2, which is legit a good choice despite the cost relative to the plane itself, but you&#039;re better off with 2 Barracudas instead, which themselves are inferior to 2 Sun Sharks.&lt;br /&gt;
* &#039;&#039;&#039;[[Tiger_Shark#Tiger_Shark_AX-1-0|AX-1-0 Tiger Shark]]&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: A flyer with 2 Heavy Rail Cannons summing up to 72&amp;quot; Heavy 4 S14 AP-5 Dd3+6, +1d3 mortals on a successful wound rolls, along with 2 cyclic ion blasters and 2 missile pods, not to mention a battery of up to 6 seeker missiles. The Tiger Shark standard profile of T8 Sv3+/5++ W18 &#039;&#039;&#039;Hard to Hit&#039;&#039;&#039; makes it reasonably durable, but as usual for Tau flyers, it&#039;s inferior to just taking a pair of Sun Sharks.&lt;br /&gt;
&lt;br /&gt;
====Lords of War====&lt;br /&gt;
* &#039;&#039;&#039;[[Battlesuit#KV128_Stormsurge_Ballistic_Suit|KV-128 Stormsurge]]&#039;&#039;&#039;: Our overcosted superheavy from 8th, now returned...as marginally more useful but also not great. Your main weapon is either the Pulse Blastcannon for two profiles tailor made to obliterate superheavy units (one with an overwhelming 24&amp;quot; Heavy 2 S16 AP-4 D12 shots, the other a longer-range 48&amp;quot; Heavy 6 S12 AP-2 D4) or the Pulse Driver Cannon for a vastly increased range and reduced points cost (72&amp;quot; Heavy 3d3 S10 AP-4 D3, Blast).  Also sports a Cluster Rocket System at 48&amp;quot; Heavy 4d6 S5 AP-1 D1, Blast, 2 standard-issue smart missile systems, and 4 Destroyer Missiles (which are super-Seeker Missiles: 72&amp;quot; Heavy 1 S12 AP-5 D2d3, 1 use only, fire 2 maximum per time selected to shoot) for mandatory guns and for optional sidearms comes with 2 flamers, burst cannons, or airbursting projectors, but you&#039;ll always take the burst cannons over the flamers despite the slight cost uptick for reasons that will be explained below.  For support systems, comes with a drone controller, a target lock, your choice of Velocity Tracker or Counterfire Defence System (take the Velocity Tracker), and your choice of Early Warning Override or Multi-Tracker (take the Multi-Tracker).  Also has a mandatory T8 Sv2+/4++ W22.&lt;br /&gt;
**The reason you always take the Burst Cannons over the Flamers is your &#039;&#039;&#039;Stabilising Anchors&#039;&#039;&#039;:  Deploy Anchors (Action): At the start of your movement phase, any number of {{W40Kkeyword|STORMSURGE}} units can begin this action, completes at the start of your next shooting phase. When completed, until the end of the phase, the model can re-roll all hit rolls with ranged attacks.  That means what you&#039;re going to do is bubblewrap this thing to hell and back to ensure it can take an action (and not move), then shoot absolutely everything.  &lt;br /&gt;
**As is standard for {{W40kKeyword|TITANIC}} units, it takes extra damage from some particularly massive weapons but can fall back and charge. During a normal move, advance, or fall back move, can move over other non-{{W40kKeyword|monster}} non-{{W40kKeyword|vehicle}} models.&lt;br /&gt;
**The Bork&#039;an ignore invulns strat has some &#039;&#039;peculiar&#039;&#039; usage here.&lt;br /&gt;
* &#039;&#039;&#039;[[Battlesuit#KX139_Ta.27Unar_Supremacy_Armour|KX139 Ta&#039;unar Supremacy Armour]] &amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Comes with 4 Smart Missile Systems, 4 Burst Cannons, 1 Pulse Ordnance System (that can be swapped for a Nexus Meteor Missile System or a Heavy Rail Cannon with Cluster Shells ability), and 2 Tri-Axis Ion Cannons (that can be swapped for Fusion Eradicators). T8, 30W, 3+/5++ makes it a bit more durable than a Knight. It can fire its non-Macro weaponry while in melee and it may reroll 1&#039;s when firing the Burst Cannons and Smart Missile Systems in Overwatch. It can move through any unit without Fly or Titanic, however, it cannot Fall Back and still fire that turn.&lt;br /&gt;
**Still too expensive even in 9th, there isn&#039;t much priced 1000 points that is worth said cost.&lt;br /&gt;
* &#039;&#039;&#039;[[Manta|Manta Super-Heavy Dropship]] &amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Sixteen Long-barrelled Burst Cannons, three Long-barrelled Ion Cannons, two Heavy Railguns, and 10 Seeker Missiles; the Manta spews out an ungodly number of shots a turn. Capable of removing multiple infantry squads and a few vehicles every turn, the Manta isn’t just a transport vehicle but also an insanely powerful attack craft. Not only is it powerful but it’s also durable, coming in at T8 with 60 wounds and a 3+ save and 4+ invuln, and as it is a Flyer it also imposes -1 to hit on shooting and on top of that you have to subtract 12″ from your range. It has a truly colossal transport capacity of 200, +8 {{W40kKeyword|BATTLESUITS}} and 4 {{W40kKeyword|VEHICLES}} (who have their own separate transport capacity). This may lead you to believe that the Manta will be a slow lumbering beast, but with a movement range of 20″-60″ for the first 30 Wounds, this is far from the case. But there are some downsides: First is the points cost, 2K will get you the manta but you will need that again to fill it; second is the price of the Manta model, you could just as easily buy a decent used car. (PROTIP: Buy a Smart Car, paint it ochre, and use it as both a vehicle and a proxy). Still, on the bright side humans are born with two kidneys, and you only &#039;&#039;need&#039;&#039; one.&lt;br /&gt;
* &#039;&#039;&#039;[[Orca|Orca Dropship]] &amp;lt;sup&amp;gt;Forge World,Legends&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Massively changed in the Forgeworld Legends rules for 9th edition. Reduced in points cost from 364 points down to 300 points but has been moved to the lord of war slot unfortunately. In turn, it has doubled in wounds from 14 up to a whopping 28. It&#039;s armor save has improved from a 4+ to a 3+ save and it retains the normal -1 to hit for being an aircraft, despite that, its not all that durable. Additionally, the transport capacity has seen some changes that are more in line with the fluff. It now has a transport capacity of 24 infantry, 8 drones (yes this does include the sentry turrets), and a choice of one of the following selections. Either 6 battlesuit models with 9 or less wounds (broadsides take the space of two models) or 24 more infantry/drones. While still not entirely practical to throw an entire army into the lunchbox, it at least is now a much better investment if you decide to do so.&lt;br /&gt;
&lt;br /&gt;
====Fortifications====&lt;br /&gt;
Aka Tidewall forts, going with the fish theme, though they act more like T6 transports you can garrison your units in. Tidewalls do get {{W40kKeyword|&amp;lt;Sept&amp;gt;}} but can be embarked by any {{W40kKeyword|infantry}}, who can shoot from it. &#039;&#039;&#039;Firing Positions&#039;&#039;&#039; allows them to shoot even if the Tidewall is in melee &amp;quot;as if they had Big Guns Never Tire like a Vehicle&amp;quot;. Unique to Tau, their forts can do an 8&amp;quot; Normal move (with {{W40kKeyword|FLY}}), as long as there&#039;s a unit embarked on it to do the &#039;&#039;&#039;Mobile Defenses&#039;&#039;&#039; action in the movement phase (even though embarked units normally can&#039;t do actions), meaning &#039;&#039;they&#039;re faster than walking&#039;&#039; and your models are protected by usually T6/Sv4+/W10 before they can be actually damaged, though at the cost of not being able to fire overwatch, advance, use auras (like a Fireblade&#039;s), abilities (like the Ethereal&#039;s), or actions (like Markerlights).&lt;br /&gt;
*&#039;&#039;A charged tidewall can no longer fall back&#039;&#039; because that&#039;s different from a Normal Move. However, they can still be disembarked from the back, leaving the charging enemies tarpitted by an empty fort they can&#039;t use. Tide &#039;&#039;WALL&#039;&#039;.&lt;br /&gt;
All forts have a transport capacity of 10 infantry, models with W3 ([[fail|only the Firesight Marksman]]) count as 2 transport spaces, and models with W4+ or more take up 3 transport spaces each. They cannot transport non-characters with W5+, meaning it&#039;s Fire Warriors, Stealth Suits, Crisis suits, Kroot Carnivores/Shapers, or Vespid (RIP Broadsides). No more than 2 units can be embarked within them at the same time, but it&#039;s not like they&#039;d fit together anyway.&lt;br /&gt;
*Most destroyed forts can explode just like any other vehicle, but if it doesn&#039;t, then it remains on the field, wrecked, as difficult unstable exposed ground.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tidewall Shieldline&#039;&#039;&#039;: Unlike other forts (and its Defence Platform, if you take one), they are the only ones that CAN&#039;T fit models with more than W4, meaning &#039;&#039;&#039;they can&#039;t hold characters or battlesuits&#039;&#039;&#039;.  The Shieldline has a 5++ and &#039;&#039;doesn&#039;t&#039;&#039; explode or turn into terrain when it dies.&lt;br /&gt;
** &#039;&#039;&#039;Tidewall Defence Platform&#039;&#039;&#039;: You can take one per shieldline. They have to deploy next to each other, but can move independently after that. Can be useful if you want to get another fortification on the field without using another detachment slot. The smaller model may be easier to surround in combat. No shield, but &#039;&#039;does&#039;&#039; wreck (explode or terrain) on death, and otherwise is a Shieldline, making it absolutely beyond pointless - taking one of these instead of a Droneport has absolutely no purpose.&lt;br /&gt;
* &#039;&#039;&#039;Tidewall Droneport&#039;&#039;&#039;: You can take 4 Tactical Drones with it, and Docked rules mean the Droneport fires their guns with its BS4+ and lack of targeting restrictions and ability to fire while engaged. It is equipped with &#039;&#039;&#039;Drone Control Systems&#039;&#039;&#039;, which is a drone controller by another name that only works while a unit is embarked inside, meaning it can use its docked gun drones and also support another nearby {{W40kKeyword|drone}} unit.&lt;br /&gt;
* &#039;&#039;&#039;Tidewall Gunrig&#039;&#039;&#039;: The most powerful fort, albeit with an increased price tag. W16 instead of the usual 10, and it comes armed with a Supremacy Railgun, which is 72&amp;quot; Heavy 2 S12 AP-4 D3+1d3 and the target suffers additional 1d3 MW on a successful wound, which it gets to shoot at BS5+ and with a closest enemy unit/vehicle unit (choose either) restriction unless it&#039;s got something {{W40kKeyword|&amp;lt;Sept&amp;gt;}} embarked on it. It may not be a hammerhead&#039;s railgun, but it&#039;s still a gun worthy of being called a railgun, and it&#039;s the best gun any fort is equipped with.  This will actually out-shoot a Devilfish (not that that&#039;s a high bar to pass), unlike a Droneport, if you&#039;re looking for a transport with excellent guns.&lt;br /&gt;
**Line of sight for the embarked unit can be drawn from the tall tower of this unit, thus it is able to fire over things.&lt;br /&gt;
&lt;br /&gt;
The forgeworld forts come from those Imperial Armor novel/expansions, and as such are static emplacements with rules more out of nostalgia than anything.&lt;br /&gt;
* &#039;&#039;&#039;Remote Sensor Tower (Legends Forge World)&#039;&#039;&#039;: It has a &#039;&#039;&#039;Positional Relay (aura)&#039;&#039;&#039; ([Fail|not to be confused with the Battlesuit Positional relay system]) lets all Tau units within 6&amp;quot; to re-roll one hit roll and one wound roll. Meaning this can actually help Broadsides, which just lost CORE. [Wtf|The re-roll also works in melee]. It also has a High-Intensity Markerlight, which is basically a 3 shot BS4+ markerlight. Unlike the actual markerlight, this one&#039;s a gun (on a VEHICLE model), meaning it&#039;s &#039;&#039;not an action&#039;&#039; and can thus be fired in melee. Relatively frail at T6 W3 4+, though. Actually good for 40 points. Too bad it&#039;s legends, honestly.&lt;br /&gt;
* &#039;&#039;&#039;Drone Sentry Turret (Legends Forge World)&#039;&#039;&#039;: Can only shoot at the closest target, meaning point for point regular Gun Drones will provide more firepower than the Burst Cannons with the same limitations. The Plasma and Fusion weapons could work out, but would require the enemy being stupid enough to stand the right targets closest to the sentry for you.&lt;br /&gt;
&lt;br /&gt;
===Auxiliaries===&lt;br /&gt;
It would read {{W40kKeyword|kroot}} if it weren&#039;t for those meddling Vespids. This is where Gue&#039;Vesa would go in...[[Meme|&#039;&#039;if you had any&#039;&#039;]]&lt;br /&gt;
====HQ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Shaper|Kroot Shaper]]:&#039;&#039;&#039; Has a Shaper Kroot Rifle -  a storm bolter with a point of AP, but at BS4+ (re-rolling 1s) - that can be swapped for a Pulse Rifle for less shooting at more range (never do this). The Ritual blade gives you S+1(5) AP-1 with your stellar WS2+ (still re-rolling 1s), though with three attacks it&#039;s unlikely to kill much. You can swap it for a Kroot Pistol (an AP-1 Pulse Pistol) &#039;&#039;and&#039;&#039; a once-per-game Grenade Belt: 6” Grenade 2d6 S5 AP-1 D1, blast, one use only. The reason you take one is for support: Friendly {{W40kKeyword|KROOT}} units within 6” can use this model’s Ld value of 8 and can re-roll 1s to hit (meaning the Shaper buffs himself, a rarity in 9E).  The Shaper also has the Kroot-standard Ambushing Predators for a scout move and the Carnivore/Kroot Hound standard +1 to Light Cover, granting a 4+ in Light Cover. Can be taken slotlessly if you take a Carnivore unit to support, but at 25 points, needs to support roughly 150 points&#039; worth of Kroot to be worth it (minus the value of the Shaper&#039;s gun); if you&#039;re supporting Carnivores, that works out to about 24 of them with a Pulse Rifle or 23 with a Shaper Rifle.  It&#039;s harder to compare the Shaper Rifle directly to a Kroot Gun, but 6 Krootox Riders are also enough to immediately get your points back.&lt;br /&gt;
====Troops====&lt;br /&gt;
* &#039;&#039;&#039;[[Kroot]] [[Kroot_Kindreds#Carnivore_Kindred|Carnivores]]&amp;lt;sup&amp;gt;{{W40Kkeyword|kroot}}&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Significantly (25%) cheaper and more fragile (Sv6+, 4+ in light cover, which against AP0 means they die 67% faster in the open and 50% faster in light cover) bubble wrap than Fire Warriors, their 7&amp;quot; movement and initial scout might allow them to be more usefully positioned to protect our broadsides. Only slightly good close combat and terrible at shooting (their guns are just bolters, so relative to Pulse Rifles -12&amp;quot;, -1S, +1AP, i.e. &#039;&#039;garbage&#039;&#039;), they need to be fielded in bigger numbers to be effective, like Ork Boyz but wimpier. With Ambushing Predators, they can counter-counter your Tau getting charged while they hide out of sight. Take one to defend the rear and take Krootox Riders for genuine melee.&lt;br /&gt;
**The problem with leaning too hard into supporting them is that their baseline is so bad - all of the Kroot support abilities you have work a lot better with Krootox Riders than Carnivores.&lt;br /&gt;
**The Carnivores are a lot more important for efficiency as they allow you to also take in a pack of Kroot Hounds, Krootox and Shaper all without taking up the appropriate slots. Since they don&#039;t benefit from the benefits provided from the rest of the Tau unless you&#039;re running Dal&#039;yth, this lets you focus all of your benefits without blocking out slots for the rest of the army.&lt;br /&gt;
***[[Meme|Enough of that shit, here comes Arks of Omens!]] Price went up +2 points because someone at GW hates birds. Now Kroot hounds are the better choice in most lists.&lt;br /&gt;
&lt;br /&gt;
====Elites====&lt;br /&gt;
*&#039;&#039;&#039;[[Krootox|Krootox Riders]]&amp;lt;sup&amp;gt;{{W40kKeyword|Kroot}}&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: A relatively cheap unit, they have become cheap Space Marine bikers, a fast unit with relatively strong shooting and melee, and able to quickly advance at the defect of not doing anything else that turn. They each have a pseudo-Autocannon (BS4+ 48&amp;quot; Heavy 2 S7 AP-1 D2) with powerful WS3+ A4 S6 AP-2 D2 gorilla-bird punches.  With current costs, their ranged output is strictly worse than triple-missile Crisis, which works out to 75 points per gun for either unit but the Crisis have -1AP relative to the Kroot.  As soon as you introduce melee the Kroot will pull ahead, and of course the two units have wildly different support options - Krootox have very cheap and easy access to re-rolling 1s to hit with a Shaper and an Ethereal can grant them +1 to wound, while the Crisis have access to drones and markerlights and significantly better stratagems.&lt;br /&gt;
*&#039;&#039;&#039;Kroot Farstalkers&amp;lt;sup&amp;gt;{{W40kKeyword|Kroot}}&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: The guys from Kill Team: Into the Dark. Alongside all the benefits given to basic Kroot, these guys also get to mark one enemy unit as their prey, letting the squad re-roll to hit them on top of benefitting from a Shaman. If you also buy a Pech&#039;ra bird, you can also make enemies unable to use cover, which means a lot. While just as strong as basic Kroot in a fist fight, the Farstalkers prefer to be further away because they can trade off their rifles for guns and...hoo boy, they have a LOT of guns to pick from...&lt;br /&gt;
**Kroot Scatterguns are essentially shorter-ranged rifles with Assault 2, making them a bit better in close-quarters. The Kroot Hunting Rifle provides you a genuine sniper rifle that goes very well with the Pech&#039;ra. The Accelerator Bow gives you a high-powered weapon with S6 AP-2 that can re-roll to wound. The Dvorgite Skinner and Londaxi Tribalest provide you with heavy weapons, with the former being an S4 AP-1 flamer and the latter being a Heavy 3 gun with S7 AP-1 that deals 3 damage to all vehicles.&lt;br /&gt;
&lt;br /&gt;
====Fast====&lt;br /&gt;
* &#039;&#039;&#039;[[Kroot_Hound|Kroot Hounds]]&amp;lt;sup&amp;gt;{{W40kKeyword|Kroot}}&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Cheap bubblewrap at 6 points each (minimum 24 per unit) for more valuable units. They have M12 A3 WS3+ S3 AP-1 D1 for melee as well as re-rolling charges (and advances, if you&#039;re trying to reach the enemy quickly, but they can&#039;t charge after advancing), as well as the Kroot-wide Scout move and the Carnivore ability to improve Light Cover by +1 for a whopping 4+ save in cover. Try to stick to MSU if you can, to circumvent their low Ld of 5. You can also use them to squeak an extra Commander in or to cover the Fast Attack portion of a brigade.&lt;br /&gt;
* &#039;&#039;&#039;[[Lesser Knarloc]] Riders&amp;lt;sup&amp;gt;{{W40kKeyword|Kroot}},Legends&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: FW legends finally gave their {{W40kKeyword|CAVALRY}} points. They&#039;re PL4, 90pts for a unit of three. Basically, 3-6 Kroot rifle-wielding hooligans lumbering about on a low, fat, beaky K-Rex each. Knarloc Riders fill an odd niche where they&#039;ve got a similar stat-line to Krootox Riders (inc. a flat +6&amp;quot; Adv move); two less Strength &amp;amp; one less Toughness, but with a 4+ save and more melee attacks so are kind-of focused towards assaulting infantry. The Knarloc itself, like all 9th edition Cavalry, gets to have a go at the target at pulse weapon strength with -2AP and 2D, after the rider&#039;s had his one standard Carnivore swing. Thunderous Pounce gives the Knarloc Riders +1 Str and A on the charge, giving them two S5 rifle swings and and two S6 knarloc bites. A minimum unit of 3 will rapid-fire 6 shots then hit with 8 attacks on average (3-6 at S4/5 &amp;amp; 4 at S5/6 -2AP) so they&#039;re not amazing at killing much but should take a big chunk out of an equal-value unit of Gaunts or other T3 crappy-save death-fodder before getting hit back. Three of these vs 12 Hormagaunts (60pts) will kill off 7 standard Gaunts with rapid-fire and then on the charge, taking a wound back on average. Vs GEq that&#039;s 5.8 Guardsmen and for MEq it&#039;s 2.5 dead Marines. Double that up for a full unit of six Knarlocs and you end up with 14 dead Gaunts (obviously), a wiped unit of 10 Guardsmen or one dead Marine combat squad, on average. On terrain-heavy tables they may be useful but you&#039;ve still gotta get them onto target first so...rare models, questionable value. Plenty of character for rounding out a Kroot fanatic&#039;s list but beyond that...?&lt;br /&gt;
* &#039;&#039;&#039;[[Vespid|Vespid Stingwings]]&amp;lt;sup&amp;gt;{{W40kKeyword|Vespid}}&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: They&#039;re cheap at 12ppm and they chug out a fair volume of 18&amp;quot; Assault 2  S5 AP-2 D2 now because fucking Space Marines, and they move like greased lightning - M14 and &#039;&#039;&#039;Fly&#039;&#039;&#039; is nearly as fast as a Piranha, plus they have standard Deep Strike. Point for point they can ruin heavy infantry, get in close for the kill with excellent mobility, all the while staying at a comfortable 18&amp;quot;range. These are phenomenal flankers/harassers. Unfortunately, these crazy bugs will become Ld5 if the Ld8 strain leader is slain, so don&#039;t be stupid. Use them to take care of the random supporting units or anything that tries to buff your enemy. They also have A1 WS4+ S4 AP-1 D1 melee (with A2 on the Strain Leader), in case you&#039;re desperate for some reason.&lt;br /&gt;
** Unfortunately, at T4 W1 Sv4+, these are going to die very easily. Get them cover or have something more threatening on the board for your enemy to worry about.&lt;br /&gt;
**Consider Dal&#039;yth so they can benefit from those Markerlights. 10 S5 shots at 3+ with D2 will toast most stuff in game.&lt;br /&gt;
**Relatively excellent at completing mobility-centric objectives.  A unit of 4 Shield Drones is much tougher per point, but isn&#039;t just slower, it isn&#039;t {{W40Kkeyword|infantry}} and hence can&#039;t complete potentially important actions like Retrieve Nachmund Data.&lt;br /&gt;
====Heavy support====&lt;br /&gt;
*&#039;&#039;&#039;[[Great_Knarloc|Great Knarloc]]&amp;lt;sup&amp;gt;{{W40kKeyword|Kroot}},Forge World,Legends&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: GMO space chickens taken to the extreme. These big melee brutes can equip a bolt thrower (Assault 6  S6 AP-1 D1) with obligatory kroot rifle, a twin kroot gun (Rapid fire 2 S7 AP-1 Dd3), or baggage harness (Kroot within 6&amp;quot; get exploding 6s to hit at range). Has turbo boost and can inflict MW on a single unit it charged, dealing D3 on a 4-5, or a flat 3 on 6. For melee, with 4 S7 swings hitting on 3+, you&#039;re dealing a whopping AP-4 at 3 damage each. Pair this with a Shaper (made a warlord with A Ghost Walks Among Us, so he can keep up with Rexy here) and you&#039;ll be ripping space marines in half. If you&#039;re doing a fun Kroot list, Great Knarlocs should absolutely be an auto-include.&lt;br /&gt;
**Because all of the K-Rex&#039;s wargear are 0 points, having one with the baggage harness, coupled with a Shaper for re-rolls, babysitting a few gangs of Krootoxes could make a surprisingly brutal gunline. However, we then remember that Kroot aren&#039;t very good at shooting, so the effectiveness of this is up for debate.&lt;br /&gt;
** Alternatively, at only 65 points (wargear included), T6, 9W, and 4+ save, a Great Knarloc is only slightly less defensive than units like Carnifexes and Deff Dreads, all while being consistently cheaper. Slap a bolt thrower on it so it can keep some shooting up, and with the auto-advance and mortal wounds, it can make a fairly decent bullet-sponge/battering ram.&lt;br /&gt;
&lt;br /&gt;
==Septs==&lt;br /&gt;
====[[Bork&#039;an]]====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|rowspan=3|[[File:Bork&#039;an Sept Symbol.webp|150x150px]]&lt;br /&gt;
| In the grim darkness of the far future, the technology of T&#039;au makes us strong.&lt;br /&gt;
|-&lt;br /&gt;
| Thematically, Bork&#039;an is the brains of the Empire. Few of the many great battlesuits in the hunter cadres would be as advanced as they are today without the innovations of this sept. Enlightened and hardworking, they ever aspire to create more technology to better serve both the armies and the citizens of the Greater Good.&lt;br /&gt;
|-&lt;br /&gt;
| On the tabletop, they play similar to any gunline, only they get bonuses to the range of all their weapons, and their battlesuits and vehicles get better at dealing with incoming ranged firepower.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
;Tenet – Superior Craftsmanship: Add 4” to the range characteristic of all ranged weapons. Each time a ranged attack with S7 or less is made against a {{W40Kkeyword|VEHICLE}} or {{W40Kkeyword|BATTLESUIT}} unit, subtract 1 from its strength.&lt;br /&gt;
:*GW has managed to repeat their fuck-up from 8E of forgetting that weapons don&#039;t have range characteristics, weapon &#039;&#039;profiles&#039;&#039; do, so we&#039;re back to the old days of trying to guess their intent for multiple-profile weapons, like Breacher Team Pulse Blasters.  Last edition, everyone assumed this meant add the modifier to all range characteristics of the weapon, until it was finally FAQed - to apply to every profile on a weapon sharing the greatest range of any profile on the weapon (i.e. a weapon with 2 profiles with the same range, like a Pathfinder grenade launcher, will increase both profiles, but a Pulse Blaster will only increase the long-range profile).  There&#039;s no longer a relevant FAQ, so we&#039;re back to [[skub|discussing with our opponents before the game]].&lt;br /&gt;
:*The durability buff is better the lower the model&#039;s T - see the custom Sept rules for a more in-depth analysis, as this half is available down there.&lt;br /&gt;
:*The range buff is, as you&#039;d expect, ideal for fusion spam, as going from 18&amp;quot; to 22&amp;quot; means you get the +2 damage for being within half range at 11&amp;quot;, which is enough to deep strike and shoot.&lt;br /&gt;
;Warlord Trait - Seeker of Perfection: The warlord’s ranged attacks have -1AP and unmodified 6s to wound deal 1 mortal (maximum 3 mortals per phase).&lt;br /&gt;
:*Tailor made for Burst-star Commander with prototype burst, high-output burst and couple of flamers (make sure you can reliably get the 18 wound rolls that statistically give you the maximum mortals).&lt;br /&gt;
:*The mortals cap exists per phase, so putting this on a melee commander with the prototype flamer can help extend this trait&#039;s value. Although this then compete&#039;s with Precision of the Hunter for the role of melee commander&#039;s trait.&lt;br /&gt;
;Relic - Overdrive Power Systems: {{W40Kkeyword|COMMANDER}} model only. Select up to two ranged weapons this model is equipped with. Each time a ranged attack is made with these weapons against an enemy within half range, that attack has +1 to wound.&lt;br /&gt;
;Stratagem - Experimental Weaponry (2CP, Epic Deed): Use in your shooting phase, when selecting a {{W40Kkeyword|BORK’AN}} unit to shoot. Select one model in that unit and one weapon it is equipped with. Each time that model makes an attack with that weapon this phase, it ignores invulnerable saves.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Dal&#039;yth]]====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|rowspan=3|[[File:Dal&#039;yth Sept Symbol.png|150x150px]]&lt;br /&gt;
| In the grim darkness of the far future, there is no victory without unity.&lt;br /&gt;
|-&lt;br /&gt;
|Thematically, Dal&#039;yth is the idealized version of the T&#039;au&#039;va&#039;s creed. A world once infested with predators, through hardship, has been transformed into a world of plenty, where aliens of all kinds interact and trade, creating a boon of prosperity. Even in the light of the devastating Damocles Gulf Crusade they gave only inches, and have turned their hardship into reason to push harder and higher.&lt;br /&gt;
|-&lt;br /&gt;
|On the tabletop, they play as a slightly beefier gunline, resisting light arms fire better with their armor saves and wiping out enemy opposition with their sudden surges, that while exposing them, also allow them to shock, surprise, and ambush their opponents. &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Tenet - Trading Partners: Each time a ranged attack is made against an {{W40Kkeyword|INFANTRY}} unit with this tenet, if the attacker is not engaged with it, that unit gains the benefits of light cover. {{W40Kkeyword|T&#039;AU AUXILIARY}} units in the same detachment as {{W40Kkeyword|DAL&#039;YTH}} units gain the benefits of your Tactical Philosophy.&lt;br /&gt;
;Warlord Trait - Unifying Influence: The warlord gains the following two auras: models in friendly non-{{W40Kkeyword|character}} {{W40Kkeyword|DAL&#039;YTH}} and {{W40Kkeyword|T&#039;AU AUXILIARY}} units within 6&amp;quot; gain +1 Ld, and friendly {{W40Kkeyword|T&#039;AU AUXILIARY}} units within 6&amp;quot; are treated as not being {{W40Kkeyword|T&#039;AU AUXILIARY}} units for the purposes of markerlights.&lt;br /&gt;
::Now, Kroot aren&#039;t really the most reliant on their guns with exception of the Krootox, but you know who&#039;d make better use of them? Vespids.&lt;br /&gt;
;Relic - Dynamic Mirror Field: The bearer cannot be targeted by ranged attacks unless it is the closest eligible model or within 12&amp;quot;. Gain a 5++ save. The way to go for a long-range commander or if you need your Ethereal safe from harm.&lt;br /&gt;
;Stratagem - Outflank (1CP, Strategic Ploy): Use at the end of your movement phase. Pick a {{W40Kkeyword|DAL&#039;YTH CORE}} or {{W40Kkeyword|T&#039;AU AUXILIARY}} unit that is within 9&amp;quot; of a battlefield edge and place it into strategic reserves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Farsight Enclaves]]====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|rowspan=3|[[File:Farsight_Enclave_Banner_Flag.PNG|150x150px]]&lt;br /&gt;
|In the grim darkness of the far future, freedom isn&#039;t free.&lt;br /&gt;
|-&lt;br /&gt;
|Thematically, the Farsight Enclaves are patriot rebels, aspiring to the tenets of the T&#039;au&#039;va away from what they perceive to be the corrupt and tyrannical rule of the Ethereals. They are also highly aggressive, a trait born of necessity when the only support they have is each other and the few allies they have in the main Empire.&lt;br /&gt;
|-&lt;br /&gt;
|On the tabletop, they play as a highly aggressive mobile attack force not unlike Eldar, subverting the ranged stereotype of the Tau with plenty of close-range shooting tricks and even some melee tools. Playing FSE means to always be on the offensive, potentially blindside an opponent expecting a static gunline.  &#039;&#039;If you would do away with Tau stereotypes and bring the fight to the enemy, then suit up with the Farsight Enclaves and redden the skies&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Tenet - Devastating Counterstrike: Each time this model makes a ranged attack against a unit within 9&amp;quot;, the target is treated as having a markerlight token. Each time a unit is selected to shoot or fight, it can re-roll one wound roll.&lt;br /&gt;
;*A very strong buff, as it makes close-quarters combat all the more devastating. The Q2 2022 Dataslate has nerfed the range of the auto-markerlight buff, now forcing you to be very much within charging range, but you&#039;ll remain as lethal as ever on overwatch.&lt;br /&gt;
;Warlord Trait - Master of the Killing Blow: Whenever this warlord makes an attack, wounds lost due to that attack cannot be ignored; and 6s to wound improve the attack&#039;s AP by -3.&lt;br /&gt;
;Relic - Talisman of Arthas Moloch: The bearer can deny one power per psychic phase and has +1 to deny.&lt;br /&gt;
;Stratagem - Drop Zone Clear (2-3CP,Battle Tactic): Use in your movement phase, when a {{W40Kkeyword|FARSIGHT ENCLAVES BATTLESUIT}} unit arrives from reserves via Manta Strike or Homing Beacon. Until end of turn, when a {{W40Kkeyword|BATTLESUIT}} model in that unit makes a ranged attack, re-roll the hit roll and the wound roll. Costs 3CP if the unit has 4+ {{W40Kkeyword|BATTLESUIT}} models, 2CP otherwise. A hands down better Stratagem compared to the generically accessible Drop Threat Acquisition one, for the same CP cost.&lt;br /&gt;
&lt;br /&gt;
=====Units=====&lt;br /&gt;
======HQ======&lt;br /&gt;
*&#039;&#039;&#039;[[Farsight|Commander Farsight]]&#039;&#039;&#039;: The rebel melee commander got better with the codex. Now that reserves and deepstrike scatter no longer exist, Farsight&#039;s focused on his one true calling: Close. Quarters. Combat. Statwise he&#039;s a WS2+ A5 Crisis Suit Commander with a 4++, and the following abilities and gear (he has 3 weapons and a support system, and no drones):&lt;br /&gt;
**&#039;&#039;&#039;High-intensity Plasma Rifle&#039;&#039;&#039;: 36” Assault 2 S8 AP-4 D3, i.e. he just has 2 plasma rifles with +6&amp;quot; range.&lt;br /&gt;
**&#039;&#039;&#039;Dawn Blade&#039;&#039;&#039;: 2 profiles, both Melee (remember, he&#039;s WS2+): A5 Sx2(10) AP-3 D3 or A10 S+1(6) AP-2 D1.&lt;br /&gt;
**&#039;&#039;&#039;Master of War&amp;lt;sup&amp;gt;Aura&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: {{W40Kkeyword|CORE}} models in friendly {{W40Kkeyword|FARSIGHT ENCLAVES CORE}} units within 6” re-roll 1s to hit.&lt;br /&gt;
**&#039;&#039;&#039;Tactical Acumen&#039;&#039;&#039;: In your command phase, pick a friendly {{W40Kkeyword|FARSIGHT ENCLAVES CRISIS CORE}} unit within 9”. Until the end of this turn, it can shoot and charge after falling back, and its ranged attacks can ignore any or all hit modifiers.&lt;br /&gt;
**&#039;&#039;&#039;Way of the Short Blade&#039;&#039;&#039;: At the start of the fight phase, select one {{W40Kkeyword|FARSIGHT ENCLAVES CORE}} unit within 6”. Until the end of the phase, {{W40Kkeyword|CORE}} models in that unit gain +1 to hit with melee attacks.&lt;br /&gt;
&lt;br /&gt;
=====Tactics=====&lt;br /&gt;
Your Sept Tenet encourages aggressive MSU, and rewards you substantially for getting up close, and personal. You&#039;re essentially getting free Markerlights when shooting within 9&amp;quot; (meaning you are less bound on stringently adding enough Markerlight units to your lists - compared to the other Septs), and your Flamers (now within range), are also getting one extra re-roll to wound per unit. Combined with Mont&#039;ka (amazing synergy with this Tenet), close-range units like Breachers are naturally getting +1 to hit, re-roll 1s to wound, and one extra re-roll to wound, at their preferred shooting range. Your Crisis units with their Stratagem, are probably the most deadliest out of all the Septs; this is really where the Crisis/Farsight Bomb not only lives - but thrives! Your Tenet is one of the stronger Tenets alongside Tau Sept&#039;s - &amp;lt;i&amp;gt;if&amp;lt;/i&amp;gt; you prefer to get close enough to see the whites, blacks, greens or reds of the enemies eyes...just before you pull the trigger!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Sa&#039;cea]]====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|rowspan=3|[[File:Sa&#039;cea Sept Symbol.png|150x150px]]&lt;br /&gt;
| In the grim darkness of the far future, the Banner of T&#039;au flies high.&lt;br /&gt;
|-&lt;br /&gt;
|Thematically, Sa&#039;cea is the most militant and disciplined of the Septs, where Fire Warriors and Pathfinders train for years in order to unerringly stand their ground against even the mightiest Monsters and war machines. They are ever eager to expand the greater good, and have disciplined and well trained soldiers prepared to perform this task.&lt;br /&gt;
|-&lt;br /&gt;
|On the tabletop, they highly favor non-stealth infantry battlesuits (i.e. Crisis and Broadsides), which they render more durable at long range and more murderous in melee, with decreased benefits to vehicles and non-suits, and they never use stealth suits if they can help it.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Tenet - Masters of Urban Warfare: Each time a ranged attack targets a unit with this tenet, if the attacker is more than 12&amp;quot; away - or more than 18&amp;quot; away if your unit is a {{W40Kkeyword|VEHICLE}} - your unit gains the benefits of dense cover. {{W40Kkeyword|VEHICLE}} and {{W40Kkeyword|BATTLESUIT}} units do not take the penalty for firing heavy weapons against units they are engaged with.&lt;br /&gt;
::*The cover is a blessing for protecting your crew in the early stages, but will also force you to wipe units before they can close in to kill you in combat. The second part means more if you&#039;re fighting other tanks or monsters, where maybe charging a hammerhead might even begin to make sense.&lt;br /&gt;
;Warlord Trait - Strategic Conqueror: In your command phase, select one friendly {{W40Kkeyword|SA&#039;CEA}} unit within 9&amp;quot;. Until the start of your next command phase, that unit gains obsec. If it already had obsec, each model in that unit counts as two for controlling objectives.&lt;br /&gt;
:*Give this to an enforcer commander to grant two units obsec (one of which has to be Crisis+Core), one Crisis+Core unit double-obsec, or one Crisis+Core obsec and one Troops Core double-obsec.&lt;br /&gt;
;Relic - Grav-Inhibitor Field: At the start of the fight phase, all enemy units engaged with the bearer fight last. Melee attacks against the bearer have -1 to hit. At the very least, it&#039;ll give you a chance to lay down your prototype flamer right after getting charged.&lt;br /&gt;
;Stratagem - Orbital Uplink (1CP, Strategic Ploy): Use in your shooting phase. Select one enemy unit; until the end of the phase, ranged attacks {{W40Kkeyword|SA&#039;CEA}} units make against that unit ignore all cover.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[T&#039;au|T&#039;au Sept]]====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|rowspan=3|[[File:Tau Empire Flag.jpg|150x150px]]&lt;br /&gt;
| In the grim darkness of the far future, the T&#039;au&#039;va burns bright.&lt;br /&gt;
|-&lt;br /&gt;
|Thematically, the T&#039;au sept demonstrates the T&#039;au beliefs to the fullest. From the political ideals of T&#039;au to their tactics, the T&#039;au sept is the singular source for everything regarded as properly T&#039;au. Having a great concentration on Ranged warfare and ways to make sure things keep far away, they are the building block of which every other sept in the T&#039;au Empire is built, and have spawned many great heroes over the course of hundreds of years.&lt;br /&gt;
|-&lt;br /&gt;
|On the tabletop, they lean heavily into their HQ support, with the best and most numerous special characters and all of their HQs able to support more at once from farther away, with the rest of the army being as MSU as possible.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Tenet - Coordinated Fire Arcs: Each time a unit is selected to shoot or fight, it can re-roll one hit roll or one wound roll. Add 3&amp;quot; to the range of aura abilities of this model - to a maximum of 12&amp;quot;. When this unit uses a command phase ability with a set range, increase its range by 3&amp;quot; - to a maximum of 12&amp;quot;.&lt;br /&gt;
:*It&#039;s always better to re-roll a hit roll than a wound roll for the same gun when you&#039;re forced to choose - you should only use the re-roll wounds ability when all of a unit&#039;s attacks hit or when a unit has mixed guns (it&#039;s better for a Hammerhead that hits with its railgun to hold onto this ability to re-roll to wound than to spend the re-roll on a burst cannon shot).  It&#039;s better on units that make fewer shots at worse accuracy - it&#039;s more accurate than re-rolling all 1s to hit if you make 5 attacks or less, and it&#039;s more accurate than +1 to hit if you make 2 attacks or less on 4+ or better or only 1 attack on 5+.  Likewise, it&#039;s better on weaker guns than stronger guns, and since it doesn&#039;t help you penetrate or deal more damage, it&#039;s better on guns that do both well; its ideal gun for your army would be if you could legally field Pathfinders with Rail Rifles on their own, without the accompanying unit.  In practice, your best unit for this trait is MSU Broadsides.&lt;br /&gt;
:**On a Hammerhead&#039;s railgun, assuming you&#039;re BS3+ from a markerlight and you&#039;re shooting a T8 target, this takes you from a 44% chance to hit and wound to a 74% chance (after rounding); the net benefit is 67%, i.e. 2/3 again as powerful.  By contrast, a full unit of 3 Broadsides unloading their railguns into the same target (so same base accuracy and chance to wound) go from 2.67 times successfully wounding to 3.13 (after rounding), a net benefit of only 17% - the Broadsides get less benefit due to their much higher rate of fire.  Against a T5-7 target (so the Hammerhead hits harder base), the Broadsides are the same, but the Hammerhead goes from 56% hit-and-wound to 83%, a total benefit of 50%, because the more easily you wound, the less this ability helps you.&lt;br /&gt;
;Warlord Trait - Strength of Conviction: 5+++.&lt;br /&gt;
;Relic - Vectored Maneuvering Thrusters: {{W40Kkeyword|Battlesuit}} only. Add 2&amp;quot; to the bearer&#039;s movement. Once per round, when the bearer is selected as a charge target, if it is not engaged, it can make a normal move. If it does, until the end of the phase it cannot fire overwatch or set to defend, and your opponent can select new targets for the charge.&lt;br /&gt;
;Stratagem - Focused Fire (2CP,Battle Tactic): Use in your shooting phase, when a model in an enemy unit loses wounds due to an attack made by a {{W40Kkeyword|T&#039;AU SEPT}} model. Until the end of the phase, {{W40Kkeyword|T&#039;AU SEPT CORE}} models in your army gain +1 to wound against that enemy unit.&lt;br /&gt;
&lt;br /&gt;
=====Units=====&lt;br /&gt;
Note that two of your characters can be taken by any Sept, so they&#039;ve been moved out to the general unit discussion.  All of the units below are HQs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[El&#039;Myamoto_(Sub-commander_Darkstrider)|Darkstrider]]&#039;&#039;&#039;: For his statline, he&#039;s a Fireblade with +1Ld, +1W, +1M, and -1WS/BS (i.e. he&#039;s more accurate).  Equipment-wise, he has his own Fireblade version of a Pulse Carbine he insists on calling &amp;quot;Shade&amp;quot; because he&#039;s even more weeb than a normal weeb; it&#039;s literally just a 24&amp;quot; Assault Fireblade Pulse Rifle.  He also has a normal markerlight and no drones at all.  For his abilities, he&#039;s kept his old Pathfinder ones, so he has 7&amp;quot; Scout move and can take the Markerlights action at the end of the Move phase instead of the beginning.  His remaining abilities are bespoke.  His compulsory WT is the one for autoadvancing 6&amp;quot; and being at -1 to be hit.&lt;br /&gt;
**&#039;&#039;&#039;Structural Analyser&#039;&#039;&#039;: In your command phase, pick a friendly {{W40Kkeyword|TAU SEPT CORE}} unit within 6” and one visible enemy unit. Until end of turn, models in that friendly unit get +1 to wound with ranged attacks against the enemy unit.&lt;br /&gt;
***Doesn&#039;t specify {{W40Kkeyword|CORE}} &#039;&#039;models&#039;&#039;, so this works on Drones in a Core unit just fine.  &lt;br /&gt;
***Since he doesn&#039;t only target core models in the core unit, this will buff Drone guns just fine - and he has his own markerlight, lightening the pressure to take marker drone spam.  Just make sure someone nearby has a Drone Controller if you&#039;re going to try this.&lt;br /&gt;
**&#039;&#039;&#039;Drone Familiar Cluster&#039;&#039;&#039;: Each time this model shoots, re-roll one hit roll and one wound roll.&lt;br /&gt;
***That will stack with the Sept Tenet, giving him 1 hit roll re-roll, 1 wound roll re-roll, and 1 floating re-roll he can spend on either when he shoots.  &lt;br /&gt;
**&#039;&#039;&#039;Fighting Retreat&amp;lt;sup&amp;gt;Aura&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Friendly non-{{W40Kkeyword|battlesuit}} {{W40Kkeyword|TAU SEPT CORE}} units within 6” can shoot after falling back.&lt;br /&gt;
* &#039;&#039;&#039;Longstrike:&#039;&#039;&#039; No longer an upgrade to a Hammerhead, but a separate HQ unit choice and {{W40kKeyword|CHARACTER}}. Gains additional BS (down to 3+ base) and some abilities - otherwise he&#039;s a Hammerhead in all respects.  You can make him your Warlord - his compulsory WT is the targeted buff where 6s to hit autowound - but you shouldn&#039;t; his real job is being an extra Hammerhead that&#039;s extra good at murder and occupies an HQ slot instead of a heavy slot.&lt;br /&gt;
**&#039;&#039;&#039;Gunship Ace&#039;&#039;&#039;: Longstrike’s ranged attacks against {{W40Kkeyword|MONSTER}}/{{W40Kkeyword|VEHICLE}} units have +1 to wound.&lt;br /&gt;
**&#039;&#039;&#039;Targeting Array&#039;&#039;&#039;: Each time this model shoots, re-roll one hit roll.&lt;br /&gt;
**&#039;&#039;&#039;XV02 Pilot Battlesuit&#039;&#039;&#039;: In your command phase, select one other friendly {{W40Kkeyword|TAU SEPT CORE}} or {{W40Kkeyword|tau sept HAMMERHEAD}} unit within 6”. Until the start of your next command phase, when that unit makes a ranged attack, it treats the target as having a markerlight.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Vior’la]]====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|rowspan=3|[[File:Vior&#039;la Sept Symbol.png|150x150px]]&lt;br /&gt;
| In the grim darkness of the far future, there&#039;s the quick and there&#039;s the dead.&lt;br /&gt;
|-&lt;br /&gt;
|Thematically, Vior&#039;la are some of the most aggressive and reckless warriors in the Empire. They are taught from birth to do one thing: move close as quickly as possible, and blast their enemies into paste. They are a tough people that come form an even tougher world, and produce some of the finest military minds ever known.&lt;br /&gt;
|-&lt;br /&gt;
|On the tabletop, they are a highly mobile combat force. They make use of lightning fast speed and powerful weaponry in order to let them outmanuever and shatter their opponents on highly concentrated gunfire.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Tenet - Strike Fast: At the start of your first turn, each unit in your army that is wholly within your deployment zone adds 2&amp;quot; to its movement until the end of the turn. This unit can also re-roll advance and charge rolls. That little perk of movement with the boosted advance can help get your gunlines set up for the upcoming battle, though the charge rolls are probably the last thing you&#039;d want to use short of a kamikaze crisis suit.&lt;br /&gt;
;Warlord Trait - Academy Luminary: While this warlord is on the battlefield, each time you spend a CP to use a T&#039;au Empire Strategic Ploy or T&#039;au Empire Wargear stratagem, regain that CP on a 3+. With how many of those you have on hand, you&#039;ll be able to make your points back pretty easily. Aun&#039;shi makes use of this.&lt;br /&gt;
;Relic - Automated Armour Defences: {{W40Kkeyword|COMMANDER}} model only. At the start of your shooting phase, roll a D6. On a 2-4, the closest visible enemy unit within 18&amp;quot; takes 1 mortal; on a 5+, the closest visible enemy unit within 12&amp;quot; takes D3 mortals.&lt;br /&gt;
::*That&#039;s right, on a 5+ the range goes &#039;&#039;down&#039;&#039;.  For the meager benefit of &#039;&#039;possibly&#039;&#039; dealing more mortal wounds, you&#039;re not really getting much. Pick something else if you can.&lt;br /&gt;
;Stratagem - Hot-Blooded (2CP, Battle Tactic): Use in your shooting phase, when a {{W40Kkeyword|VIOR&#039;LA}} unit is selected to shoot. Until the end of the phase, each time a non-{{W40Kkeyword|DRONE}} model in that unit makes an attack that targets the closest eligible target, each 6 to wound deals 1 mortal, capping at 6 mortals.&lt;br /&gt;
;Units: You only have one and he&#039;ll work for any Sept, so he&#039;s been moved out to the general units section.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Custom Sept Tenets====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|rowspan=2|[[File:TauSectors.jpg|150px]]&lt;br /&gt;
| In the grim darkness of the far future, the Greater Good is built from a great many parts.&lt;br /&gt;
|-&lt;br /&gt;
|Welcome to the 40K Build-A-Bear Workshop. The Tau gain the ability to make bespoke Sept Tenets in The Greater Good by choosing two unique traits from a limited set of lists.&lt;br /&gt;
|}	&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Custom Sept tenets are now comprised of a selection of unique sectors. Each sector comprises 4 traits, but unlike most traits, you can only pick a second trait from a neighboring sector (&#039;&#039;not&#039;&#039; the same one), as shown on the left. Fluff-wise this is meant to represent the rather diminutive size of the Tau Empire and its lack of reliable FTL travel.  What this means in practice is if you take anything from B or C, you can&#039;t take from D or E, and vice versa (and again, you can&#039;t double-dip the same sector).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Allied World:&#039;&#039;&#039; The ability to copy another sept&#039;s tenet, giving you their WT and Stratagem. As with any other rule like this, it&#039;s better to just ignore and pick the sept you were gonna take anyways.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sector A:&#039;&#039;&#039; Remember, anything in this sector can be paired with any other sector.&lt;br /&gt;
*;Adherence to the Teachings: +3&amp;quot; to aura ranges, to a maximum of 12&amp;quot;, and the same +3&amp;quot; with a maximum of 12&amp;quot; to elemental invocations that aren&#039;t auras or any other Command phase non-aura.  1/2 of the Tau Sept trait.&lt;br /&gt;
*;Calm Under Pressure: Ranged attacks with Assault weapons against targets within 12&amp;quot; gain +1S. Utterly amazing if you&#039;re going flamer or fusion heavy, making the former melt MEQ and latter almost always wounding on a +3. Lets pulse carbines deal with tougher infantry.&lt;br /&gt;
*;Play Their Part: All {{W40kKeyword|Battlesuit}} models with 9 or fewer wounds count as 3 models for capping, while those with 10 or more wounds count as 5 models when capping. &lt;br /&gt;
*:*It doesn&#039;t really add much more than making your most powerful units cap points.&lt;br /&gt;
*;Strike Swiftly: At the start of the first battle round, before the first turn begins, {{W40Kkeyword|infantry}} wholly within your deployment zone can make a Normal Move of up to 6&amp;quot; that can&#039;t end within 9&amp;quot; of any enemy models or the enemy deployment zone. Really good with Mont&#039;Ka as it makes getting into rapid shot and melta range on Crisis Suits a breeze. If you do plan on playing close and dirty however, Calm Under Pressure is almost always the better choice.&lt;br /&gt;
*&#039;&#039;&#039;Sector B:&#039;&#039;&#039; Can be paired with sectors A or C, but not D or E.&lt;br /&gt;
*;Blocking Tactics: Whenever a {{W40kKeyword|Core Infantry}} unit charges, they&#039;ll count as having ObSec or count as having an additional model if they already have ObSec. All this is good for is trying to swipe an objective from an enemy for a brief moment.&lt;br /&gt;
*;Camouflage Experts:  Ranged attacks from more than 12&amp;quot; away against {{W40Kkeyword|infantry}} &#039;&#039;entirely&#039;&#039; on/within a terrain feature grant the unit Dense Cover (-1 to be hit) against those attacks.  Strictly worse than 1/3 of the Sa&#039;cea trait. &lt;br /&gt;
*;Defensive Doctrines: When a model is charged, until the end of the turn it reduces AP-1 and AP-2 from melee attacks to AP0.&lt;br /&gt;
*;Fire Caste Marksmen:  Ranged attacks you make with pulse weapons improve their AP by 1 on unmodified wound rolls of 6.&lt;br /&gt;
*&#039;&#039;&#039;Sector C:&#039;&#039;&#039; Can be paired with Sectors A or B, but not D or E.&lt;br /&gt;
*;Disengagement Protocols: When your {{W40Kkeyword|infantry}} is selected to Fall Back, before actually moving select an enemy unit within Engagement Range and roll 1d6 - the enemy unit suffers 1d3 mortal wounds on a 6 and 1 mortal wound on a 2-5 (1 mortal wound total on average).&lt;br /&gt;
*;Fire Saturation: Ranged attacks with Burst weapons against targets within 12&amp;quot; gain +1 to the hit roll.  Significantly worse than half of the FSE tenet, because you can&#039;t exceed +1 to hit and the FSE ability to just assume a Markerlight within 12&amp;quot; gives +1 to hit to &#039;&#039;all&#039;&#039; weapons.&lt;br /&gt;
*;Evasion Manoeuvres: When a unit with this tenet advances, {{W40Kkeyword|fly}} models in that unit have a 5++ against ranged attacks until the start of your next Movement phase. Essential if you&#039;re using lots of suits and prefer shield drones over generators, as it&#039;ll give the suits some defence once the drones get popped. Take with Mont&#039;Ka so there&#039;s no downsides, and remember you just need to declare a advance action, not move a single inch.&lt;br /&gt;
*;Pinpoint Targeting: Ranged attacks against targets within 12&amp;quot; ignore Light Cover.&lt;br /&gt;
*:*A very easy and cheesy option is to combine this with Sector B&#039;s Camouflage Experts and clamber into Light Cover terrain, so your attacks ignore the Light Cover but incoming attacks have to deal with both Light and Dense Cover.&lt;br /&gt;
*&#039;&#039;&#039;Sector D:&#039;&#039;&#039; Can be paired with Sectors A or E, but not B or C.&lt;br /&gt;
*;Defenders of the Cause: Non-{{W40Kkeyword|drone}}s get a 5+++ against mortal wounds. Fed up with smite span? &lt;br /&gt;
*;Hardened Warheads: Ranged attacks with missile weapons ignore cover (both Light and Dense).&lt;br /&gt;
*;Reinforced Armour: Any ranged attacks against a {{W40kKeyword|Battlesuit}} or {{W40kKeyword|Vehicle}} unit with S7- suffer -1S.  1/2 the Bork&#039;an trait.&lt;br /&gt;
*:*Stacking with Sector A&#039;s trait can make your battlesuits even more immovable from points - T4 suits become more resilient to S3, S4, and S5 fire, while T5 suits become more resilient to S3, S5, and S6 fire.  T6 becomes more resilient to S4, S6, and S7 fire, but that&#039;s basically just Piranhas.  T7 becomes more resilient to S4 and S7 only while T8 only becomes more resilient to S5, so try to avoid taking this tenet if you&#039;ve leaned into tougher units.&lt;br /&gt;
*;Reliable Weaponry: Each time this unit shoots, re-roll 1 wound roll - strictly worse than half the FSE trait which itself is strictly worse than half the T&#039;au Sept trait, so odds are very low you want this over one of them.&lt;br /&gt;
*&#039;&#039;&#039;Sector E:&#039;&#039;&#039; Can be paired with Sectors A or D, but not B or C.&lt;br /&gt;
*;Enriched Reactors: Ranged attacks with plasma weapons deal 1 mortal wound on an unmodified wound roll of 6 &#039;&#039;&#039;in addition to&#039;&#039;&#039; their normal damage, with the errata salvaging this trait from being an auto-pass to something a bit more reasonable for plasma-crisis squads looking for a bit of extra damage.&lt;br /&gt;
*;Loyal to the End: +1 Ld and re-roll Morale tests. Big pass, all your units have good morale as is.&lt;br /&gt;
*;Rapid Retreat: Any units that Fall Back can move +3&amp;quot;. A very welcome addition considering how much your troops hate being in combat.&lt;br /&gt;
*;Turbo-Jets: +2M for models that can {{W40Kkeyword|fly}}.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
===Command Points===&lt;br /&gt;
* Use &#039;em &lt;br /&gt;
** Good for re-rolling rail and fusion weaponry damage. &lt;br /&gt;
** Good for activating Farsight in combat if he&#039;s fighting something T8 or less.&lt;br /&gt;
** Could be used to re-arm seeker missiles on tigershark fighter bombers, making them beat skyrays at their own game (See Death from the Skies game type, Refuel-Rearm-Repair stratagem corebook p.268)&lt;br /&gt;
**Re-roll Y&#039;vahra&#039;s plasma flamer hit count die to melt those pesky tanks in one go. Holy Aun&#039;va that&#039;s frightening.&lt;br /&gt;
** Strongly recommended to keep at least one so when you inevitably roll snake-eyes with your Ion weapons/Hammerhead it&#039;s not the end of the world.&lt;br /&gt;
** Lots of lovely stratagems given in the codex that are worthwhile CP investments.&lt;br /&gt;
&lt;br /&gt;
===Army Building===&lt;br /&gt;
&lt;br /&gt;
====Starter Armies====&lt;br /&gt;
* &#039;&#039;1k Balanced Army&#039;&#039; - While not particularly competitive, it will get you a good core of useful units that you can expand on as you become more experienced. While Crisis suits are currently less than ideal, they can be easily used as proxies for Commanders if needed&lt;br /&gt;
** &#039;&#039;&#039;Tau Combat Patrol&#039;&#039;&#039;: Start collecting is a phenomenal box, but you are likely to get scammed when going on a hunt for the now defunct box. The Combat patrol, while pretty good, isn&#039;t the autotake like the previous box was. It&#039;s the same except the Crisis suits are exchanged for a Ghost keel and a Stealthsuit squad. Which is &#039;&#039;cool&#039;&#039; I guess but heavily stealth themed and, due to the current rules for these models, isn&#039;t as good as a trio of Crisis would be. Don&#039;t be deterred however as they are all playable, cool looking, and plastic models which some factions are not lucky enough to have.&lt;br /&gt;
** &#039;&#039;&#039;Hammerhead&#039;&#039;&#039;: Gets you an armored vehicle to dish out some damage. Build it as a Longstrike and use the spare turret with...&lt;br /&gt;
** &#039;&#039;&#039;Stealth Suits&#039;&#039;&#039;: 2 boxes of these gives you two durable units capable of dealing with Hordes and giving you some board control to deny deep strikes and slow charges.&lt;br /&gt;
&lt;br /&gt;
====General Advice====&lt;br /&gt;
* Use Drones.&lt;br /&gt;
* Synergy is your friend. All your units should be supporting one another for... the greater good. &lt;br /&gt;
* Your units are confusing to non-Tau and are [[DISTRACTION CARNIFEX|hard to react properly against]]. Rotate threats well to keep your more powerful units safe.&lt;br /&gt;
* Avoid dedicated melee units like the plague.&lt;br /&gt;
* You have no way to Deny the Witch unless you have the FSE relic. Psykers will be a problem. Using Kroot and/or Shield Drones as screens against Smite will help a little, but won&#039;t protect you from Warpgate shenanigans or similar.&lt;br /&gt;
* Don&#039;t go into melee to kill the enemy, but to survive. Against most shooty armies it is safer in close combat than it is the open getting fired on. Most Tau units have a preferred range of under 18&amp;quot; so can get a bit closer and charge an enemy gunline and tie them up. Best on suits that can tank overwatch.&lt;br /&gt;
* Your larger suits are vulnerable to smite and lascannon spam. Keep them mobile, shielded, and away from characters (with a cordon of anti-drop guards if a deep-striking sorcerer seems likely).&lt;br /&gt;
* USE FUCKING DRONES!&lt;br /&gt;
* Markerlights are always, &#039;&#039;&#039;ALWAYS&#039;&#039;&#039; helpful. Use marker drones and/or Pathfinders to get them out there.&lt;br /&gt;
* If you are playing FSE, remain aggressive and remember that you have some decent melee options of your own, and nothing throws off your enemy more than charging with an Onager Gauntler/Thermoneutronic commander and/or Farsight. The enemy should never feel safe from any of your shooting units.&lt;br /&gt;
* Focus your fire. A lot of 9th edition is focused on synergy and mobility, so be sure to knock out synergy units with your superior firepower. &lt;br /&gt;
* If you are upset with the 1 commander suit per detachment, remember you can take a cheap vanguard or auxiliary detachment to shoehorn in a second commander (who can then take a slotless unit of Crisis bodyguards, if you want). &lt;br /&gt;
* Did we mention &#039;&#039;&#039;USE DRONES&#039;&#039;&#039;?&lt;br /&gt;
&lt;br /&gt;
====Tactics====&lt;br /&gt;
Tau are now the mobile army they should be with their focus on combined arms still not having been completely erased by battlesuits yet. Your units generally don&#039;t have preferred targets, but they have targets they do not want to target if you catch my drift.&lt;br /&gt;
&lt;br /&gt;
With the exception of FSE, the general gameplan is to use your good movement and good range to bob and weave in and out of sight lines of dangerous units using stratagems and innate abilities while staying as far away from your opponents as humanly (tauishly?) possible. In order to keep your enemy on their toes, ensure that you are &#039;&#039;&#039;&#039;&#039;cycling your threats.&#039;&#039;&#039;&#039;&#039; What this means is that you should constantly be switching out the main issue your enemy is facing and make them spread their forces out. For example: you kill something with your hammerhead&#039;s railgun which causes your enemy to focus down on your Hammerhead and hopefully not killing it. Now that your enemies forces are spread out on the table dealing with different threats, you deep strike your Crisis in order to attack their vital unit which leads to them putting resources to attacking the Crisis suits which opens up a path for your troops to enter and operate. This strategy is useful for all armies, but is especially potent with the Tau&#039;s combined arms style of combat.&lt;br /&gt;
&lt;br /&gt;
A specific early game tactic that helps with this is the current iteration of the [[Fish of Fury|Fish of Fury]]: A Devilfish stuffed with Breachers with the Mont&#039;ka premove. You send Devilfish to the midboard and, with the Combat Disembarkation strategem, disembark the Breachers to shoot a volley of pulse blasts into your desired enemy. In addition to being pretty powerful, it also creates a speed bump and distraction for your opponent. Do they deal with that current threat or do they target something they see as more vital to kill? Try your absolute best to create situations similar to this.&lt;br /&gt;
&lt;br /&gt;
(this is not done help is appreciated)&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (9E)]]&lt;br /&gt;
[[Category: Tau]]&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Codex_-_Chaos_Space_Marines_Angry_Anarchist_Edition&amp;diff=1011640</id>
		<title>Codex - Chaos Space Marines Angry Anarchist Edition</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Codex_-_Chaos_Space_Marines_Angry_Anarchist_Edition&amp;diff=1011640"/>
		<updated>2026-05-20T15:50:58Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.161: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
[[File:Codex - Chaos Space Marines Angry Anarchist Edition.pdf|thumb|300px|PDF version of the June version of the codex - Click to download.]]&lt;br /&gt;
==INTRODUCTION==&lt;br /&gt;
&#039;&#039;&#039;Abaddon the Despoiler has once again called for a Black Crusade against the Imperium of Man and the Corpse Emperor. Gather your warband of cut throat renegades or ancient traitors. The eyes of the gods are fixed upon you, please them and the eternal life of daemonhood shall finally be yours Chaos Space Marine Warlord!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DISCLAIMER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Games Workshop in no way endorses any of the Angry Codices. No infringement is intended with the Angry Codices. The intent of the Angry Initiative is NOT to make Games Workshop go out of business, but rather to bring the game part of the hobby up to speed with the most detailed setting of any game and arguably also the best miniatures of any miniature wargame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THE ANGRY INITIATIVE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Angry Initiative is about making more fair and fun codices. The core principle of the Angry Initiative is letting you play with the miniatures you own and love and punishing people as little as possible for making the &amp;quot;wrong&amp;quot; modeling and purchasing strategies. All fluff and pictures are left out, this makes room for all Forgeworld units and supplemental rules in the main codex, meaning you only need one book for each faction you play. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BALANCING&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The balancing system is based on 10 Space Marines with a Sergeant, the Objective Secured, 6+ Feel No Pain special rules and a single Tactical Doctrines available, as being worth 130 pts, a plasma gun for said Squad being worth 15 pts, a lascannon for said squad being worth 20 pts and a Rhino for said Squad being worth an additional 35 pts. Worth meaning that the amount of situations in which one taking the option is better is not overwhelming compared to the amount of situations in which the options is worse. For example. 130 full Tactical Squads in Rhinos should be good in as many situations as 165 full Tactical Squads without Rhinos. &lt;br /&gt;
&lt;br /&gt;
Units and options are put into a points range between a point value where they counter all the things they should counter (light armoured anti-armour units should counter heavy armoured anti-armour units and medium armoured anti-armour units)  and get countered by all the things they should be countered by (light armoured anti-armour units should get countered by light armoured anti-light units). They are moved around within this range based on results from playtesting and debates on the discussion pages of codices. Note that while calculations have been made for the proper point range for many units and options, others have been placed based on the notions of what units are being played by competitive players in 40k at the moment. &lt;br /&gt;
&lt;br /&gt;
The intent is not for the costs shown to be the final costs, but rather the start of a discussion which will eventually lead to the most balanced codices possible within the framework of a game where units are meant to counter and be countered by other units. The PDF codices are updated at most once each month to allow you to get a better feel for how good units are before they are changed. Clarification and errors in grammar and wording is changed as they are found on 1d4chan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ABOUT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This codex was made by the 1d4chan community and managed by the Angry Pirate. This codex was published by adding ?action=render at the end of the name of the codex&#039; web page on 1d4chan and copy pasting the whole thing into Microsoft Word. Margins are at 0,5&amp;quot;, the Georgia font is used for everything, except the front page which is Stencil. The logo was made in paint by writing on a coloured background and then using the &amp;quot;fill with colour&amp;quot; tool on the background. After some final minor revisions, the Word document was saved as a PDF.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FEEDBACK&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Battle reports can be posted and read [[The Angry Initiative|here]]. General feedback of the Angry Codices can be made [[Talk:The Angry Initiative|here]]. Feedback on this codex can be made [[Talk:Codex - Chaos Space Marines Angry Anarchist Edition|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CHANGES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following weapons have been changed:&lt;br /&gt;
*Combi-bolter (Rapid Fire, Twin-linked -&amp;gt; Rapid Fire, Shred, Twin-linked)&lt;br /&gt;
*Heavy bolter (Heavy 3 -&amp;gt; Heavy 3, Salvo 2/3 for S 4 models)&lt;br /&gt;
*Missile launcher (buy frag and krak for x pts or flakk, frag and krak for y pts -&amp;gt; buy 1/2/3 types of missiles for x/y/z pts)  &lt;br /&gt;
*Flakk missiles (S7 AP4 -&amp;gt; S 8 AP2)&lt;br /&gt;
*Flamestorm cannon -&amp;gt; inferno cannon (S 6 AP 3 -&amp;gt; S 5 AP 4 Torrent)&lt;br /&gt;
*Frag missiles (AP5 -&amp;gt; AP4)&lt;br /&gt;
*Krak missiles (AP 3 -&amp;gt; AP2)&lt;br /&gt;
&lt;br /&gt;
*note that all shotguns are now Twin-linked.&lt;br /&gt;
&lt;br /&gt;
==CHAOS SPACE MARINES WARGEAR LIST==&lt;br /&gt;
&#039;&#039;&#039;These lists detail the points values of various items of wargear available to Chaos Space Marines units. Only models specifically noted as having access to one of these lists may access the list. While in unit entries models are said to be able to &amp;quot;take items&amp;quot; from one or more lists, the list will specify whether or not the model may take more than one item from the list. Rules for these items can be found in the Appendix&#039;&#039;&#039;&lt;br /&gt;
===CHAOS RELICS LIST===&lt;br /&gt;
Only one of each Chaos Artefact may be taken per army. A model can replace one weapon with one of the following:&amp;lt;br&amp;gt;&lt;br /&gt;
- Axe of Blind Fury&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_8|8]]&amp;lt;/sup&amp;gt;...&#039;&#039;35 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Burning Brand of Skalathrax...&#039;&#039;30 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Coruscator...&#039;&#039;5 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Dimensional Key&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_4|4]]&amp;lt;/sup&amp;gt;...&#039;&#039;25 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Scrolls of Magnus&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_4|4]],&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_9|9]]&amp;lt;/sup&amp;gt;...&#039;&#039;45 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- The Black Mace...&#039;&#039;45 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- The Murder Sword...&#039;&#039;35 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Crucible of Lies&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_4|4]],&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_XVI|XVI]]&amp;lt;/sup&amp;gt;...&#039;&#039;25 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Eye of the Night&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_4|4]],&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_XVI|XVI]]&amp;lt;/sup&amp;gt;...&#039;&#039;75 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Hand of Darkness&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_4|4]],&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_XVI|XVI]]&amp;lt;/sup&amp;gt;...&#039;&#039;50 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Last Memory of Yuranthos&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_4|4]],&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_1|1]],&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_XVI|XVI]]&amp;lt;/sup&amp;gt;...&#039;&#039;30 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- The Skull of Ker’ngar&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_4|4]],&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_XVI|XVI]]&amp;lt;/sup&amp;gt;...&#039;&#039;40 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- The Spinshiver Blade&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_XVI|XVI]]&amp;lt;/sup&amp;gt;...&#039;&#039;30 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Blade of the Relentless&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_10|10]]&amp;lt;/sup&amp;gt;...&#039;&#039;30 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Crozius of the Dark Covenant&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_10|10]]&amp;lt;/sup&amp;gt;...&#039;&#039;30 pts&amp;lt;br&amp;gt;&lt;br /&gt;
- The Slaughterer&#039;s Horns&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_4|4]],&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_10|10]]&amp;lt;/sup&amp;gt;...&#039;&#039;30 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- The Balestar of Mannon&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_4|4]],&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_10|10]]&amp;lt;/sup&amp;gt;...&#039;&#039;35 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Prophet of the Voices&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_4|4]],&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_10|10]]&amp;lt;/sup&amp;gt;...&#039;&#039;40 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Daemonheart&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_4|4]],&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_10|10]]&amp;lt;/sup&amp;gt;...&#039;&#039;50 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Astral Grimoire&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_4|4]],&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_XV|XV]]&amp;lt;/sup&amp;gt;...&#039;&#039;80 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Athenaean Scrolls&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_4|4]],&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_XV|XV]]&amp;lt;/sup&amp;gt;...&#039;&#039;15 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Helm of the Third Eye&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_4|4]],&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_XV|XV]]&amp;lt;/sup&amp;gt;...&#039;&#039;40 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Seer&#039;s Bane&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_XV|XV]]&amp;lt;/sup&amp;gt;...&#039;&#039;60 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Staff of Arcane Compulsion&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_XV|XV]]&amp;lt;/sup&amp;gt;...&#039;&#039;50 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
===CHAOS REWARDS LIST===&lt;br /&gt;
A model can take up to one of each of the following:&amp;lt;br&amp;gt;&lt;br /&gt;
- Aura of dark glory...&#039;&#039;15 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Combat familiar...&#039;&#039;5 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Spell familiar...&#039;&#039;35 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Juggernaut of Khorne&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_3|3]],&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_8|8]]&amp;lt;/sup&amp;gt;...&#039;&#039;35 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Disc of Tzeentch&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_3|3]],&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_9|9]]&amp;lt;/sup&amp;gt;...&#039;&#039;30 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Palanquin of Nurgle&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_3|3]],&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_7|7]]&amp;lt;/sup&amp;gt;...&#039;&#039;25 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Steed of Slaanesh&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_3|3]],&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_6|6]]&amp;lt;/sup&amp;gt;...&#039;&#039;20 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
===MARKS OF CHAOS LIST===&lt;br /&gt;
A model may take one of the following special rules:&amp;lt;br&amp;gt;&lt;br /&gt;
- Mark of Khorne&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_5|5]]&amp;lt;/sup&amp;gt;...&#039;&#039;15 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Mark of Tzeentch...&#039;&#039;15 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Mark of Nurgle...&#039;&#039;15 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Mark of Slaanesh...&#039;&#039;10 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
===MELEE WEAPONS LIST===&lt;br /&gt;
A model may replace his bolt pistol and/or Melee weapon with one of the following:&amp;lt;br&amp;gt;&lt;br /&gt;
- Chainaxe...&#039;&#039;3 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Lightning claw...&#039;&#039;15 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Power weapon...&#039;&#039;15 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Power fist...&#039;&#039;25/35 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A model may replace his bolt pistol and Melee weapon with one of the following:&amp;lt;br&amp;gt;&lt;br /&gt;
- Two lightning claws...&#039;&#039;20 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Two power fists...&#039;&#039;35 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
===RANGED WEAPONS LIST===&lt;br /&gt;
A model may replace his Melee weapon or boltgun with one of the following:&amp;lt;br&amp;gt;&lt;br /&gt;
- Combi-bolter...&#039;&#039;5 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Combi-flamer...&#039;&#039;5 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Combi-plasma...&#039;&#039;10 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Combi-melta...&#039;&#039;13 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Plasma pistol...&#039;&#039;5 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
===TERMINATOR WEAPONS LIST===&lt;br /&gt;
A model may replace his power weapon with one of the following:&amp;lt;br&amp;gt;&lt;br /&gt;
- Lightning claw...&#039;&#039;3 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Power fist...&#039;&#039;10 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Chainfist...&#039;&#039;15 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A model may replace his combi-bolter with one of the following:&amp;lt;br&amp;gt;&lt;br /&gt;
- Combi-flamer...&#039;&#039;2 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Combi-plasma...&#039;&#039;5 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Combi-melta...&#039;&#039;8 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Lightning claw...&#039;&#039;12 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Power fist...&#039;&#039;22 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Chainfist...&#039;&#039;27 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
===SPECIAL ISSUE WARGEAR LIST===&lt;br /&gt;
A model with access to this list may take any of the following:&lt;br /&gt;
- Blight grenades&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_7|7]]&amp;lt;/sup&amp;gt;...&#039;&#039;5 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Inferno bolts&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_9|9]]&amp;lt;/sup&amp;gt;...&#039;&#039;5 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- The butcher&#039;s nails&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_8|8]]&amp;lt;/sup&amp;gt;...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
- Warp pox&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_7|7]]&amp;lt;/sup&amp;gt;...&#039;&#039;20 pts&lt;br /&gt;
- Melta bombs...&#039;&#039;5 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Jump pack*3...&#039;&#039;15 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Chaos bike and twin-linked boltgun...&#039;&#039;20 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Sigil of corruption...&#039;&#039;25 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
===GIFTS OF MUTATION LIST===&lt;br /&gt;
A model with access to this list may take up to three of the following:&amp;lt;br&amp;gt;&lt;br /&gt;
- All-consuming hatred...&#039;&#039;10 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Arcane occulum...&#039;&#039;5 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Berzerker strength...&#039;&#039;15 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Bloated...&#039;&#039;2/10/15 pts&#039;&#039; (if the model has a 6+/3+/2+ armour save)&amp;lt;br&amp;gt;&lt;br /&gt;
- Cerebral cogitator...&#039;&#039;5 pts&#039;&#039; (multiplied by the model&#039;s Attack characteristic)&amp;lt;br&amp;gt;&lt;br /&gt;
- Cosmic fate...&#039;&#039;25/20/15/10/5 pts&#039;&#039; (if the model has a 6+/5+/4+/3+/2+ armour and/or invulnerable save, choose the highest applicaple cost)&amp;lt;br&amp;gt;&lt;br /&gt;
- Crystalline body...&#039;&#039;5/10&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_7|7]]&amp;lt;/sup&amp;gt; pts&#039;&#039; (multiplied by the model&#039;s Wound characteristic)&amp;lt;br&amp;gt;&lt;br /&gt;
- Fleshmetal&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_2|2]]&amp;lt;/sup&amp;gt;...&#039;&#039;10 pts&#039;&#039; (multiplied by the model&#039;s Wound characteristic)&amp;lt;br&amp;gt;&lt;br /&gt;
- Gun morph...&#039;&#039;10 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Ichor blood...&#039;&#039;1 pt&#039;&#039; (multiplied by the models Wound characteristic)&amp;lt;br&amp;gt;&lt;br /&gt;
- Icy aura...&#039;&#039;10 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Venemous...&#039;&#039;15 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Warp frenzy...&#039;&#039;15 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
===DAEMONIC FORGE LIST===&lt;br /&gt;
A model with acess to this list may take items from the &#039;&#039;&#039;Daemonic Weapons&#039;&#039;&#039; and &#039;&#039;&#039;Daemonic Traits&#039;&#039;&#039; lists. &lt;br /&gt;
====DAEMONIC WEAPONS LIST====&lt;br /&gt;
A model with access to this list can replace one weapon with one of the following:&amp;lt;br&amp;gt; &lt;br /&gt;
- Daemon sword...&#039;&#039;35 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Daemon axe...&#039;&#039;35 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Daemon mace...&#039;&#039;35 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Daemon lance...&#039;&#039;35 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Bloodthirsty axe (World Eaters only)...&#039;&#039;35 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Daemonic hand cannon (Iron Warriors only)...&#039;&#039;35 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Daemon fist&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_XVI|XVI]]&amp;lt;/sup&amp;gt;...&#039;&#039;55 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Doomfire revolver (Red Corsairs only)...&#039;&#039;25 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Quicksilver rapier (Emperor´s Children only)...&#039;&#039;40 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Life reaper (Death Guard only)...&#039;&#039;50 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Twin swords (Alpha Legionaires only)...&#039;&#039;50 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Bat´s Talon (Night Lords only)...&#039;&#039;50 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Arcane staff&amp;lt;sup&amp;gt;[[#Chaos_Space_Marines_Wargear_List_XV|XV]]&amp;lt;/sup&amp;gt;...&#039;&#039;35 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Whispering dagger (Word Bearers only)...&#039;&#039;35 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Skullcrushing mace (Khorne Daemonkin only)...&#039;&#039;65 pts&amp;lt;br&amp;gt;&lt;br /&gt;
====DAEMONIC TRAITS LIST====&lt;br /&gt;
A model which has chosen an item from the &#039;&#039;&#039;Daemon Weapons&#039;&#039;&#039; list may add one of the following special rules to his weapon chosen from above:&amp;lt;br&amp;gt;&lt;br /&gt;
- Greedy...&#039;&#039;15 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Wrathful...&#039;&#039;5 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Slouthful...&#039;&#039;5 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Lustful...&#039;&#039;25 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Chaotic...&#039;&#039;15 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Envious...&#039;&#039;5 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Sentient...&#039;&#039;10 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Deadly...&#039;&#039;15 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Proud...&#039;&#039;10 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Gluttonous...&#039;&#039;5 pts&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;{{anchor|Chaos_Space_Marines_Wargear_List_1}} Models with the Psyker special rule only&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;{{anchor|Chaos_Space_Marines_Wargear_List_2}} Models with an Armour Save of 3+ only.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;{{anchor|Chaos_Space_Marines_Wargear_List_3}} Chaos Lords and Sorcerers only. Not available to models wearing Terminator armour. These pieces of wargear are all mutually exclusive. For example, a Chaos Lord with a Palanquin of Nurgle cannot also take a jump pack.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;{{anchor|Chaos_Space_Marines_Wargear_List_4}} Does not replact one of the character&#039;s weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;{{anchor|Chaos_Space_Marines_Wargear_List_5}} Models with the Psyker special rule may not take this.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;{{anchor|Chaos_Space_Marines_Wargear_List_6}} Models with the Mark of Slaanesh special rule only.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt;{{anchor|Chaos_Space_Marines_Wargear_List_7}} Models with the Mark of Nurgle special rule only.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;{{anchor|Chaos_Space_Marines_Wargear_List_8}} Models with the Mark of Khorne special rule only.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;{{anchor|Chaos_Space_Marines_Wargear_List_9}} Models with the Mark of Tzeentch special rule only.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt;{{anchor|Chaos_Space_Marines_Wargear_List_10}} Crimson Slaughterers only&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;{{anchor|Chaos_Space_Marines_Wargear_List_12}} Daemonkin only&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;sup&amp;gt;XV&amp;lt;/sup&amp;gt;{{anchor|Chaos_Space_Marines_Wargear_List_XV}} Thousand Sons only&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;sup&amp;gt;XVI&amp;lt;/sup&amp;gt;{{anchor|Chaos_Space_Marines_Wargear_List_XVI}} Black Legion only&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CHAMPIONS OF DARKNESS==&lt;br /&gt;
===HQ===&lt;br /&gt;
====ARKOS====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|- &lt;br /&gt;
| Arkos&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039; ...&#039;&#039;150 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Aura of dark glory&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Combi-melta&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dark Blade&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
| 3&lt;br /&gt;
| Melee, Rending&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenade&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Strategic Genius:&#039;&#039;&#039; You add +1 to any Seize the Initiative roll. In addition, whilst your Warlord is alive, you can re-roll any Reserve Rolls (failed or successful).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Son of Alpharius:&#039;&#039;&#039; Friendly models in the same unit as Arkos gain the Counter-attack special rule. &lt;br /&gt;
&lt;br /&gt;
====CHAOS LORD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|- &lt;br /&gt;
| Chaos Lord&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Chaos Lord&#039;&#039;&#039; ...&#039;&#039;60 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Close combat weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenade&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;, &#039;&#039;&#039;Chaos Rewards&#039;&#039;&#039;, &#039;&#039;&#039;Mark of Chaos&#039;&#039;&#039;, &#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039; and/or &#039;&#039;&#039;Chaos Artefacts&#039;&#039;&#039; sections of the wargear list or replace bolt pistol, close combat weapon, frag grenades and krak grenades for Terminator armour, power weapon and combi-bolter ...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
*If Terminator armour is taken the Chaos Lord may take items from the &#039;&#039;&#039;Terminator Weapons&#039;&#039;&#039;, &#039;&#039;&#039;Chaos Rewards&#039;&#039;&#039; (except daemonic steeds), &#039;&#039;&#039;Mark of Chaos&#039;&#039;&#039;, &#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039; and/or &#039;&#039;&#039;Chaos Artefacts&#039;&#039;&#039; sections of the wargear list.&lt;br /&gt;
&lt;br /&gt;
====CHAOS SORCERER====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
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|- &lt;br /&gt;
| Chaos Sorcerer&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Chaos Sorcerer&#039;&#039;&#039; ...&#039;&#039;60 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Close combat weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenade&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 1)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PSYKER:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sorcerers generate their powers from the &#039;&#039;&#039;Biomancy&#039;&#039;&#039;, &#039;&#039;&#039;Pyromancy&#039;&#039;&#039; and &#039;&#039;&#039;Telepathy&#039;&#039;&#039; disciplines. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May take up to 2 additional Mastery Levels ...&#039;&#039;25 pts each&#039;&#039;&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;, &#039;&#039;&#039;Chaos Rewards&#039;&#039;&#039;, &#039;&#039;&#039;Mark of Chaos&#039;&#039;&#039;, &#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039; and/or &#039;&#039;&#039;Chaos Artefacts&#039;&#039;&#039; sections of the wargear list or replace bolt pistol, close combat weapon, frag grenades and krak grenades for Terminator armour, Force weapon and combi-bolter ...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
*If Terminator armour is taken the Chaos Sorcerer may take items from the &#039;&#039;&#039;Terminator Weapons&#039;&#039;&#039;, &#039;&#039;&#039;Chaos Rewards&#039;&#039;&#039; (except daemonic steeds), &#039;&#039;&#039;Mark of Chaos&#039;&#039;&#039;, &#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039; and/or &#039;&#039;&#039;Chaos Artefacts&#039;&#039;&#039; sections of the wargear list.&lt;br /&gt;
&lt;br /&gt;
====FABIUS BILE====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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|- &lt;br /&gt;
| Fabius Bile&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039; ...&#039;&#039;130 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Xyclos Needler&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| Assault 3, Poisoned (2+)&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Feel No Pain&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instant Death&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sellsword:&#039;&#039;&#039; Fabius Bile does not benefit from Warband Tactics. &lt;br /&gt;
*&#039;&#039;&#039;Enhanced Warriors:&#039;&#039;&#039; One Chaos Space Marine unit in the same Detachment as Fabius Bile may be upgraded to Enhanced Warriors at no additional cost. Enhanced Warriors add +1 to their Strength characteristic and gain the Fearless special rule.&lt;br /&gt;
&lt;br /&gt;
====DAEMON PRINCE====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
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! A&lt;br /&gt;
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! Sv&lt;br /&gt;
|- &lt;br /&gt;
| Daemon Prince&lt;br /&gt;
| 9&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 9&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monstrous Creature (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Daemon Prince&#039;&#039;&#039; ...&#039;&#039;90 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ascended:&#039;&#039;&#039; If a model with this special rule would ever make rolls on the Eye of the Gods Table it instead regains a single wound lost earlier in the battle. &lt;br /&gt;
*&#039;&#039;&#039;Daemon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PSYKER:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Daemon Princes with the Mark of Tzeentch special rule generate powers from &#039;&#039;&#039;Divination&#039;&#039;&#039;, &#039;&#039;&#039;Daemonology Malefic&#039;&#039;&#039; and &#039;&#039;&#039;Change&#039;&#039;&#039; disciplines.&lt;br /&gt;
&lt;br /&gt;
Daemon Princes with the Mark of Nurgle special rule generate powers from &#039;&#039;&#039;Biomancy&#039;&#039;&#039;, &#039;&#039;&#039;Daemonology Malefic&#039;&#039;&#039; and &#039;&#039;&#039;Plague&#039;&#039;&#039; disciplines.&lt;br /&gt;
&lt;br /&gt;
Daemon Princes with the Mark of Slaanesh special rule generate powers from &#039;&#039;&#039;Telepathy&#039;&#039;&#039;, &#039;&#039;&#039;Daemonology Malefic&#039;&#039;&#039;  and &#039;&#039;&#039;Decadence&#039;&#039;&#039; disciplines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May take one of the following special rules:&lt;br /&gt;
:: - &#039;&#039;&#039;Daemon of Khorne&#039;&#039;&#039; ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - &#039;&#039;&#039;Daemon of Tzeentch&#039;&#039;&#039; ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - &#039;&#039;&#039;Daemon of Nurgle&#039;&#039;&#039; ...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - &#039;&#039;&#039;Daemon of Slaanesh&#039;&#039;&#039; ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
*May take the Deep Strike special rule ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
*Unless the model has the Daemon of Khorne special rule, it may take one of the following&lt;br /&gt;
:: - Mastery Level 1 Psyker ...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
:: - Mastery Level 2 Psyker ...&#039;&#039;50 pts&#039;&#039;&lt;br /&gt;
:: - Mastery Level 3 Psyker ...&#039;&#039;75 pts&#039;&#039;&lt;br /&gt;
*A model with the Daemon of Tzeentch special rule may take one additional Mastery Level ...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
*Unless the model has the Daemon of Nurgle special rule, it may be upgraded to a Flying Monstrous Creature (Character) ...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
*A model with the Daemon of Nurgle special rule may be upgraded to a Flying Monstrous Creature (Character) ..&#039;&#039;60 pts&#039;&#039;&lt;br /&gt;
*Unless the model has the Daemon of Tzeench special rule, it may take a 3+ Armour Save ..&#039;&#039;35 pts&#039;&#039;&lt;br /&gt;
*A model with the Daemon of Tzeentch special rule may take a 3+ Armour Save ..&#039;&#039;60 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====DARK APOSTLE====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
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|- &lt;br /&gt;
| Dark Apostle&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Dark Apostle&#039;&#039;&#039; ...&#039;&#039;90 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Close combat weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenade&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Beseech the Dark Gods:&#039;&#039;&#039; After deployment the Dark Apostle may roll once on the Eye of the Gods Table re-rolling results of 1 and 6.&lt;br /&gt;
*&#039;&#039;&#039;Demagogue:&#039;&#039;&#039; All friendly units within 6&amp;quot; of a model with this special rule are leadership 10. &lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Zealot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;, &#039;&#039;&#039;Chaos Rewards&#039;&#039;&#039;, &#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039;, &#039;&#039;&#039;Marks of Chaos&#039;&#039;&#039; and &#039;&#039;&#039;Chaos Artefacts&#039;&#039;&#039; sections of the wargear list.&lt;br /&gt;
&lt;br /&gt;
====NECROSIUS====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
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|- &lt;br /&gt;
| Necrosius&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039; ...&#039;&#039;140 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blight grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Force sword&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Plague pistol&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Pistol, Poisoned (4+), Pinning, Soul Blaze&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Danse Macabre:&#039;&#039;&#039; while your Warlord is on the Battlefield friendly Plague Zombie Packs gain the Furious Charge special rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Feel No Pain&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mark of Nurgle&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PSYKER:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Necrosius knows the &#039;&#039;Father&#039;s Love&#039;&#039; and &#039;&#039;Rancid Visitations&#039;&#039; powers from the &#039;&#039;&#039;Nurgle&#039;&#039;&#039; discipline. He also knows the &#039;&#039;Wasting Disease&#039;&#039; power. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Wasting Disease&#039;&#039; is a &#039;&#039;&#039;Focussed Witchfire&#039;&#039;&#039; power with the profile given below&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Wasting Disease&lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 1, Fleshbane&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1-2. Boon of Mutation…. Warp Charge 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====WARPSMITH====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
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! Sv&lt;br /&gt;
|- &lt;br /&gt;
| Warpsmith&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Warpsmith&#039;&#039;&#039; ...&#039;&#039;80 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power maul&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Meltagun&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flamer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mechatendrils&#039;&#039;&#039;&lt;br /&gt;
A model armed with mechatendrils add +2 to its Attack characteristic. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of Mechanisms:&#039;&#039;&#039; In each of your Shooting phases a model with this special rule may choose to do one of the following instead of firing a single ranged weapon:&lt;br /&gt;
:: - Roll a D6 (add +1 if the the model is armed with mecha tendrils) on a 5+ you may restore a single Hull Point lost earlier in the battle to a friendly vehicle within 6&amp;quot;, or remove an Immobilized or Weapon Destroyed result from a friendly vehicle within 6&amp;quot;. While embarked upon a vehicle the model the Warpsmith may repair the vehicle he is embarked upon, but no other vehicles. &lt;br /&gt;
:: - Take a leadership test, if succesful all Ranged Weapons on an enemy vehicle within 18&amp;quot; gain the Gets Hot special rule until the end of your opponent&#039;s next turn. &lt;br /&gt;
*&#039;&#039;&#039;Shatter Defences:&#039;&#039;&#039; When you deploy your army you may select a number of terrain pieces up to the number of models in your army with this special rule, you may not select the same terrain piece multiple times. All terrain pieces selected in this way provide 1 less cover save than normal. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;, &#039;&#039;&#039;Chaos Rewards&#039;&#039;&#039;, &#039;&#039;&#039;Marks of Chaos&#039;&#039;&#039; and &#039;&#039;&#039;Chaos Artefacts&#039;&#039;&#039; sections of the wargear list.&lt;br /&gt;
*May replace power maul with one of the following: &lt;br /&gt;
:: - Lightning Claw ...&#039;&#039;free&#039;&#039; &lt;br /&gt;
:: - Servo Arm ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Chainfist ...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===TROOPS===&lt;br /&gt;
====CHAOS SPACE MARINE SQUAD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
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| 4&lt;br /&gt;
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| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
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|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. The Champion is &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 Chaos Space Marines, 1 Aspiring Champion&#039;&#039;&#039; ...&#039;&#039;60 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Close combat weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May include up to fifteen additional Chaos Space Marines ...&#039;&#039;10 pts/model&#039;&#039; &lt;br /&gt;
*Any model may do one of the following:&lt;br /&gt;
:: - Take a boltgun ...&#039;&#039;4 pts/model&#039;&#039; &lt;br /&gt;
:: - Replace close combat weapon with boltgun ...&#039;&#039;3 pt/model&#039;&#039;&lt;br /&gt;
*One Chaos Space Marine may replace bolt pistol with plasma pistol ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:Or replace boltgun with one of the following: &lt;br /&gt;
:: - Flamer ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Plasma gun ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Meltagun ...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
*The unit may purchase one of the following Marks of Chaos &lt;br /&gt;
:: - Mark of Khorne ...&#039;&#039;2 pts/model&#039;&#039; &lt;br /&gt;
:: - Mark of Tzeentch ...&#039;&#039;2 pts/model&#039;&#039;&lt;br /&gt;
:: - Mark of Nurgle ...&#039;&#039;3 pts/model&#039;&#039; &lt;br /&gt;
:: - Mark of Slaanesh ...&#039;&#039;2 pts/model&#039;&#039;&lt;br /&gt;
*The unit may take a Chaos Rhino as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====CHAOS CULTIST SQUAD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
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|-&lt;br /&gt;
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| 3&lt;br /&gt;
| 3&lt;br /&gt;
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|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. The Cultist Champion is &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9 Chaos Cultists, 1 Cultist Champion&#039;&#039;&#039; ...&#039;&#039;50 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Close combat weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May include up to twenty-five additional Chaos Cultists ...&#039;&#039;3 pts/model&#039;&#039; &lt;br /&gt;
*The entire unit must take one of the following:&lt;br /&gt;
:: - Autogun and autopistol ...&#039;&#039;1 pt/model&#039;&#039; &lt;br /&gt;
:: - Autopistol ...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Autopistol and the Beastmen special rule ...&#039;&#039;1,5 pts/model&#039;&#039; &lt;br /&gt;
:: - Close combat weapon and the Beastmen special rule ...&#039;&#039;1 pt/model&#039;&#039;&lt;br /&gt;
:: - Twin-linked shotgun ...&#039;&#039;1 pt/model&#039;&#039; &lt;br /&gt;
*For every ten models in the unit, one Chaos Cultist may replace his autopistol with one of the following: &lt;br /&gt;
:: - Heavy stubber ...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
:: - Flamer ...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
*The unit may purchase one of the following Marks of Chaos &lt;br /&gt;
:: - Mark of Khorne ...&#039;&#039;1 pt/model&#039;&#039; &lt;br /&gt;
:: - Mark of Tzeentch ...&#039;&#039;1 pt/model&#039;&#039; &lt;br /&gt;
:: - Mark of Nurgle ...&#039;&#039;1 pt/model&#039;&#039; &lt;br /&gt;
:: - Mark of Slaanesh ...&#039;&#039;0,5 pts/model&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===ELITES===&lt;br /&gt;
====CHOSEN SQUAD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. The Champion is &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 Chosen, 1 Chosen Champion&#039;&#039;&#039; ...&#039;&#039;90 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Boltgun&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Close combat weapon&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May include up to five additional Chosen ...&#039;&#039;18 pts/model&#039;&#039; &lt;br /&gt;
*Up to four Chosen may choose one of the following: &lt;br /&gt;
:: - Replace bolt pistol with plasma pistol ...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
:: - Replace close combat weapon with power weapon ...&#039;&#039;15 pts/model&#039;&#039;&lt;br /&gt;
:: - Replace close combat weapon with lightning claw ...&#039;&#039;15 pts/model&#039;&#039;&lt;br /&gt;
:: - Replace close combat weapon with power fist ...&#039;&#039;25 pts/model&#039;&#039;&lt;br /&gt;
:: - Replace bolt pistol and boltgun with two lightning claws ...&#039;&#039;20 pts/model&#039;&#039;&lt;br /&gt;
:: - Replace boltgun with combi-bolter ...&#039;&#039;3 pts/model&#039;&#039;&lt;br /&gt;
:: - Replace boltgun with flamer or combi-flamer ...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
:: - Replace boltgun with combi-plasma ...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
:: - Replace boltgun with plasma gun ...&#039;&#039;10 pts/model&#039;&#039; &lt;br /&gt;
:: - Replace boltgun with combi-melta ...&#039;&#039;13 pts/model&#039;&#039;&lt;br /&gt;
:: - Replace boltgun with meltagun ...&#039;&#039;15 pts/model&#039;&#039;&lt;br /&gt;
*One Chosen may replace boltgun with one of the following:  &lt;br /&gt;
:: - Flamer ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Heavy bolter ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Autocannon ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Plasma gun ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Missile launcher with 1/2/3 ammunition types ...&#039;&#039;13/17/20&#039;&#039;&lt;br /&gt;
:: - Meltagun ...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Lascannon ...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
*One Chosen Squad in each Detachment may take flesh armour ...&#039;&#039;8 pts/model&lt;br /&gt;
*Any Chosen Squad which is not armed with flesh armour may take the Infiltrate special rule ...&#039;&#039;3 pts/model&#039;&#039;&lt;br /&gt;
*Chosen Champion may take items from the &#039;&#039;&#039;Gifts of Mutation&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapons&#039;&#039;&#039; and/or &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039; sections of the wargear list. &lt;br /&gt;
*Chosen Champion may take melta bombs ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
*The unit may take one of the following: &lt;br /&gt;
:: - Mark of Khorne ...&#039;&#039;2 pt/model&#039;&#039; &lt;br /&gt;
:: - Mark of Tzeentch ...&#039;&#039;2 pt/model&#039;&#039; &lt;br /&gt;
:: - Mark of Nurgle ...&#039;&#039;3 pts/model&#039;&#039; &lt;br /&gt;
:: - Mark of Slaanesh ...&#039;&#039;2 pts/model&#039;&#039;&lt;br /&gt;
*One model may take one of the following Chaos Icons:&lt;br /&gt;
:: - Icon of wrath (models with Mark of Khorne only) ...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
:: - Icon of flame (models with Mark of Tzeentch only) ...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Icon of despair (models with Mark of Nurgle only) ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Icon of excess (models with Mark of Slaanesh only) ...&#039;&#039;35 pts&#039;&#039;&lt;br /&gt;
:: - Icon of vengeance (models without a Mark of Chaos only)  ...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
*The unit may take a Chaos Rhino as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====CHAOS TERMINATOR SQUAD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
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| 5&lt;br /&gt;
| 5&lt;br /&gt;
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|-&lt;br /&gt;
| Terminator Champion&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
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| 1&lt;br /&gt;
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|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. The Terminator Champion is &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 Chaos Terminators, 1 Terminator Champion&#039;&#039;&#039; ...&#039;&#039;105 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Terminator armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Combi-bolter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May include up to five additional Chaos Terminators ...&#039;&#039;35 pts/model&#039;&#039; &lt;br /&gt;
*Any Chaos Terminator may choose one of the following options &lt;br /&gt;
:*Replace power weapon with one of the following:&lt;br /&gt;
:: - Lightning claw ...&#039;&#039;2 pts/model&#039;&#039;&lt;br /&gt;
:: - Power fist ...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
:: - Chainfist ...&#039;&#039;10 pts/model&#039;&#039;&lt;br /&gt;
:*Replace combi-bolter with one of the following: &lt;br /&gt;
:: - Combi-flamer ...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Combi-plasma ...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
:: - Combi-melta ...&#039;&#039;8 pts/model&#039;&#039;&lt;br /&gt;
:*Replace combi-bolter and power weapon with two lightning claws ...&#039;&#039;2 pts/model&#039;&#039; &lt;br /&gt;
*For every five models in this unit, one Chaos Terminator may replace his combi-bolter with one of the following: &lt;br /&gt;
:: - Heavy flamer ...&#039;&#039;10 pts/model&#039;&#039; &lt;br /&gt;
:: - Reaper autocannon ...&#039;&#039;25 pts/model&#039;&#039; &lt;br /&gt;
*Terminator Champion may take items from the &#039;&#039;&#039;Gifts of Mutation&#039;&#039;&#039; and/or &#039;&#039;&#039;Terminator Weapons&#039;&#039;&#039; list. &lt;br /&gt;
*The unit may take one of the following:&lt;br /&gt;
:: - Mark of Khorne ...&#039;&#039;3 pts/model&#039;&#039;&lt;br /&gt;
:: - Mark of Tzeentch ...&#039;&#039;5 pts/model&#039;&#039; &lt;br /&gt;
:: - Mark of Nurgle ...&#039;&#039;10 pts/model&#039;&#039;&lt;br /&gt;
:: - Mark of Slaanesh ...&#039;&#039;4 pts/model&#039;&#039; &lt;br /&gt;
*One Chaos Terminator may take one of the following: &lt;br /&gt;
:: - Icon of wrath ...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
:: - Icon of flame ...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Icon of despair ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Icon of excess ...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
:: - Icon of vengeance ...&#039;&#039;35 pts&#039;&#039;&lt;br /&gt;
*The unit may take a Chaos Land Raider as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====POSSESSED SQUAD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
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! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Possessed&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Possessed Champion &lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. The Possessed Champion is &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 Possessed, 1 Possessed Champion&#039;&#039;&#039; ...&#039;&#039;150 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Daemon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rending&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vessels of Chaos:&#039;&#039;&#039; Roll a D6 for each unit with this special rule at the start of the game. On a roll of a 1 or 2 all models in the unit adds two to its Strength characteristic. On a roll of 3 or 4 the unit gains the Rampage special rule. On a roll of 5 or 6 the unit is armed with a power swords. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Close Combat Weapons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options&#039;&#039;&#039;&lt;br /&gt;
*May add up to fifteen additional Possessed ...&#039;&#039;30 pts/model&#039;&#039;&lt;br /&gt;
*The Possessed Champion may take favour the gods ...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
A unit that includes a model with favour of the gods may re-roll its result on the Vessels of Chaos table. &lt;br /&gt;
*The unit may take one of the following:&lt;br /&gt;
:: - Mark of Khorne ...&#039;&#039;6 pts/model&#039;&#039;&lt;br /&gt;
:: - Mark of Tzeentch ...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
:: - Mark of Nurgle ...&#039;&#039;6 pts/model&#039;&#039;&lt;br /&gt;
:: - Mark of Slaanesh ...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
*One model may take one of the following Chaos Icons:&lt;br /&gt;
:: - Icon of wrath ...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Icon of Flame ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Icon of Despair ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Icon of Excess ...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
:: - Icon of Vengeance ...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
*May take the Deep Strike special rule ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====CHAOS CONTEMPTOR DREADNOUGHT====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! I&lt;br /&gt;
! A &lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Chaos Contemptor&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 13&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Walker)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Chaos Contemptor&#039;&#039;&#039; ...&#039;&#039;175 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked heavy bolter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Combi-bolter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power fist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Scout&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Acute Senses&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Adamantium Will&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Infernal Relic&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Atomantic Shielding:&#039;&#039;&#039; A model with this special rule has a 5+ invulnerable save against ranged attacks and a 6+ invulnerable save against melee attacks. &#039;&lt;br /&gt;
*&#039;&#039;&#039;Hellfire Reactor:&#039;&#039;&#039; In the Initiative 10 step of the Fight sub-phase a model with this special rule inflicts a single S 2 AP 2 hit to each enemy psyker in close combat with this model. The range of any Explodes! result a vehicle with this special rule suffers is doubled and is resolved with the Soul Blaze special rule.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace twin-linked heavy bolter with one of the following:&lt;br /&gt;
:: - Power fist and combi-bolter ...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Twin-linked autocannon ...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
:: - Multi-melta ...&#039;&#039;10 pts/model&#039;&#039;&lt;br /&gt;
:: - Plasma cannon ...&#039;&#039;10 pts/model&#039;&#039;&lt;br /&gt;
:: - Twin-linked lascannon ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Butcher cannon ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Heavy conversion beamer ...&#039;&#039;30 pts/model&#039;&#039;&lt;br /&gt;
*Any Contemptor Dreadnought may replace power fist and combi-bolter with one of the following: &lt;br /&gt;
:: - Chainfist and combi-bolter ...&#039;&#039;15 pts/model&#039;&#039;&lt;br /&gt;
:: - Twin-linked heavy bolter ...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Multi-melta ...&#039;&#039;10 pts/model&#039;&#039;&lt;br /&gt;
:: - Twin-linked autocannon ...&#039;&#039;10 pts/model&#039;&#039;&lt;br /&gt;
:: - Plasma cannon ...&#039;&#039;15 pts/model&#039;&#039;&lt;br /&gt;
*May replace combi-bolter with a Heavy flamer ...&#039;&#039;10 pts/model&#039;&#039;&lt;br /&gt;
*May take extra armour ...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
*May take a havoc launcher ...&#039;&#039;35 pts/model&#039;&#039;&lt;br /&gt;
*May take one of the following special rules:&lt;br /&gt;
:: - &#039;&#039;&#039;Dedication to Nurgle&#039;&#039;&#039; ...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
:: - &#039;&#039;&#039;Dedication to Khorne&#039;&#039;&#039; ...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
:: - &#039;&#039;&#039;Dedication to Slaanesh&#039;&#039;&#039; ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - &#039;&#039;&#039;Dedication to Tzeentch&#039;&#039;&#039; ...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====CHAOS DREADNOUGHT====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! I&lt;br /&gt;
! A &lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Chaos Dreadnought&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Daemonfused Dreadnought&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Walker)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Chaos Dreadnought&#039;&#039;&#039; ...&#039;&#039;100 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Multi melta&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Combi-bolter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power fist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Scout&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Acute Senses&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Resilience:&#039;&#039;&#039; (Daemonfused Dreadnought only) A model with this special rule ignore the effects of the Crew Shaken and Crew Stunned vehicle damage table results on a 2+. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May be upgraded to a Demonfused Dreadnought&lt;br /&gt;
*May take one of the following special rules:&lt;br /&gt;
:: - &#039;&#039;&#039;Glory Eternal&#039;&#039;&#039; ...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
Roll a D3 when a model with this special rule is wrecked but does not suffer an Explodes! result on the vehicle damage table. On a 1 a Spawn appears anywhere in base contact with this model. On a 2 this model suffers an Explodes! result on the vehicle damage table. On a 3 a Daemon Prince appears anywhere in base contact with this model. If a 1 or 3 is rolled but a model cannot be placed for any reason treat the roll as having been a 2. &lt;br /&gt;
:: - &#039;&#039;&#039;Host of Lesser Daemons&#039;&#039;&#039; ...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
Whenever a model with this special rule suffers a glancing or penetrating hit in close combat immediately inflict a hit with S 4 AP 3 to the unit that inflicted the hit. Shooting and close combat attacks made by this model have the Soul Blaze special rule.&lt;br /&gt;
:: - &#039;&#039;&#039;Destroyer of Cities&#039;&#039;&#039; ...&#039;&#039;30 pts&#039;&#039;&lt;br /&gt;
A model with this special rule has the Armourbane special rule. &lt;br /&gt;
*May replace Multi-melta with one of the following: &lt;br /&gt;
:: - Power fist and combi-bolter ...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Twin-linked heavy bolter ...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Plasma cannon ...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
:: - Lascannon ...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
*May take extra armour ...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
*May replace combi-bolter with heavy flamer ...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
*May replace one powerfist and one combi-bolter with one missile launcher with 1/2/3 ammunition types ...&#039;&#039;0/4/7 pts&#039;&#039;&lt;br /&gt;
*May take one of the following special rules:&lt;br /&gt;
:: - &#039;&#039;&#039;Dedication to Nurgle&#039;&#039;&#039; ...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
:: - &#039;&#039;&#039;Dedication to Khorne&#039;&#039;&#039; ...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
:: - &#039;&#039;&#039;Dedication to Slaanesh&#039;&#039;&#039; ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - &#039;&#039;&#039;Dedication to Tzeentch&#039;&#039;&#039; ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====HELBRUTE====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! I&lt;br /&gt;
! A &lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Helbrute&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Walker)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Helbrute&#039;&#039;&#039; ...&#039;&#039;120 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Multi melta&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power fist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Scout&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Acute Senses&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Possession&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;It Will Not Die&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crazed:&#039;&#039;&#039; Each time  a Helbrute takes a glancing or penetrating hit but isn´t destroyed, place a crazed marker by the model. At the start of each of your Movement phases, roll a D3 on the table below if the Helbrute has one or more crazed markers. The Helbrute gains the appropriate special rule.&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! D3 result&lt;br /&gt;
! Special Rule&lt;br /&gt;
|- &lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;&#039;Fire Frenzy:&#039;&#039;&#039; The Helbrute is Immobilized until the end of your turn. If unengaged, it must fire all of its weapons twice this Shooting phase. If possible, the target must be a unit that caused one or more glancing or pnetrating hits on the Helbrute in the previous player turn; if not, the target must be the nearest visible enemy. &lt;br /&gt;
|- &lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;&#039;Rising Fury:&#039;&#039;&#039; The Helbrute has the Rage special rule until the end of the turn. &lt;br /&gt;
|- &lt;br /&gt;
| 3&lt;br /&gt;
| &#039;&#039;&#039;Blood Rage:&#039;&#039;&#039; The Helbrute has the &#039;&#039;&#039;Fleet&#039;&#039;&#039; and Rage special rules until the end of the current player turn. If not within 12&amp;quot; of an enemy unit in its shooting phase the Helbrute must run toward the nearest enemy unit. If the Helbrute is Immobilized it may fire its weapons as normal. &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace its multi-melta with one of the following: &lt;br /&gt;
:: - Power fist ...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Thunder hammer ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Twin-linked heavy bolter ...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Reaper autocannon ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Power scourge ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Plasma cannon ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Twin-linked lascannon ..&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
*May take one of the following for each power fist, thunder hammer or power scourge the Helbrute is armed with one of the following: &lt;br /&gt;
:: - Combi-bolter ...&#039;&#039;5 pts/each&#039;&#039;&lt;br /&gt;
:: - Heavy flamer ...&#039;&#039;15 pts/each&#039;&#039;&lt;br /&gt;
*May take the Deep Strike special rule ...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====DECIMATOR====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! I&lt;br /&gt;
! A &lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Decimator&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 8&lt;br /&gt;
| 13&lt;br /&gt;
| 12&lt;br /&gt;
| 11&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Walker)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Decimator&#039;&#039;&#039; ...&#039;&#039;150 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Two Decimator combat weapons each with an in-built heavy flamer&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Decimator close combat weapon&lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Smash, Shred&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Scout&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Acute Senses&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Daemon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Daemonforge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;It Will Not Die&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace any Decimator close combat weapon and its in-built heavy flamer with one of the following:&lt;br /&gt;
:: - Soulburner petard ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Storm laser ...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Butcher cannon ...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
*May replace one Decimator close combat weapon and its in-built heavy flamer with a heavy conversion beamer ...&#039;&#039;35 pts&#039;&#039;&lt;br /&gt;
*May take any of the following: &lt;br /&gt;
:: - Searchlight ...&#039;&#039;1 pt&#039;&#039;&lt;br /&gt;
:: - Smoke launchers ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
*May take one of the following special rules:&lt;br /&gt;
:: - &#039;&#039;&#039;Dedication to Nurgle&#039;&#039;&#039; ...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
:: - &#039;&#039;&#039;Dedication to Khorne&#039;&#039;&#039; ...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
:: - &#039;&#039;&#039;Dedication to Slaanesh&#039;&#039;&#039; ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - &#039;&#039;&#039;Dedication to Tzeentch&#039;&#039;&#039; ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====BLOOD SLAUGHTERER====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
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! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
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! A &lt;br /&gt;
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|- &lt;br /&gt;
| Blood Slaughterer&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| 13&lt;br /&gt;
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|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Walker)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Blood Slaughterer&#039;&#039;&#039; ...&#039;&#039;125 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Two power fists&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Scout&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Acute Senses&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dedication to Khorne&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Daemonic Possession&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rage&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blind Fury:&#039;&#039;&#039; A model with this special rule must re-roll succesful cover saves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May take the Deep Strike special rule ...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
*May replace one power fist with an impaler cannon ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====MUTILATOR SQUAD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
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| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
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| 2&lt;br /&gt;
| 4&lt;br /&gt;
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| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Mutilator&#039;&#039;&#039; ...&#039;&#039;45 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Ruels:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bulky&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Daemon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deep Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Slow and Purposeful&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swiftstrike:&#039;&#039;&#039; If this model has the mark of Slaanesh it may attack at Initiative 4 with Unwieldy weapons.&lt;br /&gt;
*&#039;&#039;&#039;Mutilator Weapons:&#039;&#039;&#039; At the start of each Fight sub-phase choose what weapon the unit will use each turn from the following list:&lt;br /&gt;
:: - Two chainfists&lt;br /&gt;
:: - Two power swords&lt;br /&gt;
:: - Two power mauls&lt;br /&gt;
:: - Two power axes&lt;br /&gt;
:: - Two lightning claws&lt;br /&gt;
:A Mutilator unit cannot choose the same weapons option in two consecutive Fight sub-phases fight sub-phases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May add up to four additional Mutilators ...&#039;&#039;45 pts/model&#039;&#039;&lt;br /&gt;
*The unit may purchase one of the following:&lt;br /&gt;
:: - Mark of Khorne ...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
:: - Mark of Tzeentch ...&#039;&#039;8 pts/model&#039;&#039;&lt;br /&gt;
:: - Mark of Nurgle ...&#039;&#039;6 pts/model&#039;&#039;&lt;br /&gt;
:: - Mark of Slaanesh ...&#039;&#039;6 pts/model&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====KHORNE BERZERKER SQUAD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
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|- &lt;br /&gt;
| Khorne Berzerker&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
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| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Berzerker Champion&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
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| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. The Berzerker Champion is &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 Khorne Berzerkers, 1 Berzerker Champion&#039;&#039;&#039; ...&#039;&#039;80 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Close combat weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Butcher&#039;s Nails&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mark of Khorne&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May add up to fifteen additional Khorne Berzerkers ...&#039;&#039;16 pts/model&#039;&#039;&lt;br /&gt;
*Any model may take a chainaxe ...&#039;&#039;3 pts/model&#039;&#039;&lt;br /&gt;
*Up to two Khorne Berzerkers may replace their bolt pistol with a plasma pistol ...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
*The Berzerker Champion may take take items from the &#039;&#039;&#039;Melee Weapons&#039;&#039;&#039;, &#039;&#039;&#039;Gifts of Mutation&#039;&#039;&#039; and/or &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039; sections of the wargear list. &lt;br /&gt;
*The Berzerker Champion may take melta bombs ...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
*One Khorne Berzerker may replace any weapon with an icon of wrath ...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
*The unit may take a Chaos Rhino as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====RUBRIC MARINE SQUAD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
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|- &lt;br /&gt;
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| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
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| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Aspiring Sorcerer&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
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| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. The Aspiring Champion is &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 Rubric Marines, 1 Aspiring Sorcerer&#039;&#039;&#039; ...&#039;&#039;150 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Boltgun&#039;&#039;&#039; (Rubric Marines only)&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039; (Aspiring Sorcerer only)&lt;br /&gt;
*&#039;&#039;&#039;Force stave&#039;&#039;&#039; (Aspiring Sorcerer only)&lt;br /&gt;
*&#039;&#039;&#039;Aura of dark glory&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Inferno bolts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mark of Tzeentch&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Slow and Purposeful&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Feel No Pain&#039;&#039;&#039; (Rubric Marines only)&lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 1)&#039;&#039;&#039; (Aspiring Sorcerer only)&lt;br /&gt;
*&#039;&#039;&#039;The Rubric of Ahriman:&#039;&#039;&#039; Non-psyker models with this special rule are unaffected by &#039;&#039;&#039;blessings&#039;&#039;&#039; and &#039;&#039;&#039;maledictions&#039;&#039;&#039; from the Biomancy discipline as well as any results on the eye of the gods table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May add up to fifteen additional Rubric Marines ...&#039;&#039;24 pts/model&#039;&#039;&lt;br /&gt;
*Any model may replace their inferno boltgun with a warpflamer...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
*For every ten models in the unit, one Rubric Marine may replace their inferno boltgun with a soulreaper cannon...&#039;&#039;25 pts/model&#039;&#039;&lt;br /&gt;
*The Aspiring Sorcerer may take melta bombs ...&#039;&#039;3 pts&#039;&#039;&lt;br /&gt;
*The Aspring Sorcerer may take items from the &#039;&#039;&#039;Gifts of Mutation&#039;&#039;&#039; list.&lt;br /&gt;
*One Rubric Marine may take an icon of flame ...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
*The unit may take a Chaos Rhino as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====PLAGUE MARINE SQUAD====  &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
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|- &lt;br /&gt;
| Plague Marine&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
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| 5&lt;br /&gt;
| 1&lt;br /&gt;
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| 1&lt;br /&gt;
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| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Plague Champion&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. The Plague Champion is &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 Plague Marines, 1 Plague Champion&#039;&#039;&#039; ...&#039;&#039;105 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blight grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Boltgun&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Plague knife&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Feel No Pain&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Slow and Purposeful&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mark of Nurgle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May add up to fifteen additional Plague Marines ...&#039;&#039;21 pts/model&#039;&#039;&lt;br /&gt;
*Up to two Plague Marines may do one of the following:&lt;br /&gt;
:: - Replace their bolt pistol with a plasma pistol ...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
:: - Replace boltgun with one of the following: &lt;br /&gt;
:: - Flamer ...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
:: - Plasma gun -...&#039;&#039;10 pts/model&#039;&#039;&lt;br /&gt;
:: - Meltagun ...&#039;&#039;15 pts/model&#039;&#039;&lt;br /&gt;
*The Plague Champion may take items from the &#039;&#039;&#039;Melee Weapons&#039;&#039;&#039;, &#039;&#039;&#039;Gifts of Mutation&#039;&#039;&#039; and/or &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039; sections of the wargear list. &lt;br /&gt;
*The Plague Champion may take melta bombs ...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
*One Plague Marines may replace any weapon with an icon of despair ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
*The unit may take a Chaos Rhino as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====NOISE MARINE SQUAD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
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| 4&lt;br /&gt;
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| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Noise Champion&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. The Noise Champion is &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 Noise Marines, 1 Noise Champion&#039;&#039;&#039; ...&#039;&#039;65 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Close combat weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mark of Slaanesh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May add up to fifteen additional Noise Marines ..&#039;&#039;13 pts/model&#039;&#039;&lt;br /&gt;
*Any model may take a close combat weapon ..&#039;&#039;1 pt/model&#039;&#039;&lt;br /&gt;
*Any model may replace close combat weapon with one of the following: &lt;br /&gt;
:: - Boltgun ...&#039;&#039;3 pts/model&#039;&#039;&lt;br /&gt;
:: - sonic blaster ...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
*For every ten models in the unit one Noise Marine may take a blast master ...&#039;&#039;30 pts&#039;&#039;&lt;br /&gt;
*The Noise Champion may take items from the &#039;&#039;&#039;Melee Weapons&#039;&#039;&#039; and/or &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039; lists. &lt;br /&gt;
*The Noise Champion may take items from the &#039;&#039;&#039;Melee Weapons&#039;&#039;&#039;, &#039;&#039;&#039;Gifts of Mutation&#039;&#039;&#039; and/or &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039; sections of the wargear list. &lt;br /&gt;
*The Noise Champion may take any of the following: &lt;br /&gt;
:: - Melta bombs ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Doom siren ...&#039;&#039;15&#039;&#039;&lt;br /&gt;
*One Noise Marine may replace any weapon with an icon of excess ...&#039;&#039;30 pts&#039;&#039;&lt;br /&gt;
*The unit may take a Chaos Rhino as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====SEKHMET TERMINATOR SQUAD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|- &lt;br /&gt;
| Sekhmet Terminator&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
| Sekhmet Champion&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. The Sekhmet Champion is &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 Sekhmet Terminators, 1 Sekhmet Champion&#039;&#039;&#039; ...&#039;&#039;290 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Terminator armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Combi-bolter&#039;&#039;&#039; (Sekhmet Terminators only)&lt;br /&gt;
*&#039;&#039;&#039;Force stave&#039;&#039;&#039; (Sekhmet Champion only)&lt;br /&gt;
*&#039;&#039;&#039;Force sword&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Sigil of Corruption&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Inferno Bolts&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Brotherhood of Psykers (Mastery Level X):&#039;&#039;&#039; The Mastery Level of this unit is equal to the remaining number of models with this special rule in the unit. &lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mark of Tzeentch&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Thousand Sons:&#039;&#039;&#039; Units with this special rule may only be included in Detachments using the Thousand Sons special rules. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PSYKER:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sekhmet Terminator Squads know all the powers from the &#039;&#039;&#039;Tzeentch&#039;&#039;&#039; discipline. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May include up to seven additional Sekhmet Terminators ...&#039;&#039;58 pts/model&#039;&#039; &lt;br /&gt;
*The Sekhmet Champion may be armed with melta bombs - 5 pts&lt;br /&gt;
*For every five models in the unit one model may replace its combi-bolter with one of the following:&lt;br /&gt;
:: - Heavy warpflamer - 10 pts&lt;br /&gt;
:: - Soulreaper cannon - 20 pts&lt;br /&gt;
*For every five models in the unit one model may take a hellfire missile rack ...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
*The unit may take a Chaos Land Raider as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
===FAST ATTACK===&lt;br /&gt;
====CHAOS BIKE SQUAD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|- &lt;br /&gt;
| Chaos Space Marine&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 8&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Biker Champion&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 9&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bike&#039;&#039;&#039;. The Biker Champion is &#039;&#039;&#039;Bike (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 Chaos Bikers, 1 Biker Champion&#039;&#039;&#039; ...&#039;&#039;65 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Close combat weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked boltgun&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May include up to seven additional Chaos Bikers ...&#039;&#039;21 pts/model&#039;&#039;&lt;br /&gt;
*Up to two Chaos Bikers may replace close combat weapon or twin-linked boltgun with one of the following: &lt;br /&gt;
:: - Flamer ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Plasma gun ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Meltagun ...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
*The Biker Champion may take items from the &#039;&#039;&#039;Melee Weapons&#039;&#039;&#039;, &#039;&#039;&#039;Gifts of Mutation&#039;&#039;&#039; and/or &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039; sections of the wargear list. &lt;br /&gt;
*The Biker Champion may take melta bombs ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
*The unit may purchase one of the following Marks of Chaos &lt;br /&gt;
:: - Mark of Khorne ...&#039;&#039;3 pt/model&#039;&#039;&lt;br /&gt;
:: - Mark of Tzeentch ...&#039;&#039;3 pt/model&#039;&#039;&lt;br /&gt;
:: - Mark of Nurgle ...&#039;&#039;8 pts/model&#039;&#039;&lt;br /&gt;
:: - Mark of Slaanesh ...&#039;&#039;3 pts/model&#039;&#039;&lt;br /&gt;
*One Chaos Biker may replace any weapon with one of the following Chaos Icons:&lt;br /&gt;
:: - Icon of wrath (models with the Mark of Khorne only) ...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
:: - Icon of flame (models with the Mark of Tzeentch only) ...&#039;&#039;15 pts&lt;br /&gt;
:: - Icon of despair (models with the Mark of Nurgle only) ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Icon of excess (models with the Mark of Slaanesh only) ...&#039;&#039;35 pts&#039;&#039;&lt;br /&gt;
:: - Icon of vengeance (models without a Mark of Chaos only) ...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====CHAOS SPAWN PACK====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|- &lt;br /&gt;
| Chaos Spawn&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| D6&lt;br /&gt;
| 10&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beast&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Chaos Spawn&#039;&#039;&#039; ...&#039;&#039;28 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rage&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Very Bulky&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Random Attacks:&#039;&#039;&#039; At the beginning of each Fight sub-phase, roll a D6 for each friendly Chaos Spawn Pack that is locked in combat. The result is the number of Attacks (before modifiers) that all Chaos Spawn in that unit have this turn.&lt;br /&gt;
*&#039;&#039;&#039;Mutated Beyond Reason:&#039;&#039;&#039; At the beginning of each Fight sub-phase, before rolling for their Random Attacks, roll a D3 on the table below for each friendly Chaos Spawn Pack and Giant Chaos Spawn that is locked in combat. The mutation affects every Chaos Spawn and Giant Chaos Spawn model in the unit and lasts for the rest of the current player turn.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! D3&lt;br /&gt;
! Mutation&lt;br /&gt;
|- &lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;&#039;Subcutanous Armour:&#039;&#039;&#039; The models change their Sv to 4+. &lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;&#039;Grasping Pseudopods:&#039;&#039;&#039; The models roll two D6 and pick the highest for their Random Attacks special rule.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| &#039;&#039;&#039;Toxin Haemorrhage:&#039;&#039;&#039; The models gain the Poisoned (4+) special rule.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May take up to four additional Chaos Spawn ...&#039;&#039;28 pts/model&#039;&#039;&lt;br /&gt;
*The unit may purchase one of the following Marks of Chaos &lt;br /&gt;
:: - Mark of Khorne ...&#039;&#039;3 pt/model&#039;&#039;&lt;br /&gt;
:: - Mark of Tzeentch ...&#039;&#039;7 pt/model&#039;&#039;&lt;br /&gt;
:: - Mark of Nurgle ...&#039;&#039;10 pts/model&#039;&#039;&lt;br /&gt;
:: - Mark of Slaanesh ...&#039;&#039;4 pts/model&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====BLIGHT DRONE====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Blight Drone&lt;br /&gt;
| 2&lt;br /&gt;
| 12&lt;br /&gt;
| 11&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Flyer, Hover)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Blight Drone&#039;&#039;&#039; ...&#039;&#039;150 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reaper autocannon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mawcannon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Possession&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Daemon of Nurgle&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Explosion of Pus:&#039;&#039;&#039; A model with this special rule suffers an Explodes! result on the vehicle damage table whenever it is Wrecked. &lt;br /&gt;
&lt;br /&gt;
====CHAOS DREADCLAW====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Chaos Dreadclaw&lt;br /&gt;
| 0&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Flyer, Hover)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Chaos Dreadclaw&#039;&#039;&#039; ...&#039;&#039;60 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag assault launchers&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Assault Vehicle&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Possession&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deep Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drop Pod Assault&#039;&#039;&#039; Models with this special rule and units embarked upon them must be held in Deep Strike Reserves. At the beginning of your first turn, half your models with this special rule (rounding up) automatically arrive from Reserve. The arrival of remaining models with this special rule is rolled for normally.&lt;br /&gt;
*&#039;&#039;&#039;Fire Sweep:&#039;&#039;&#039; When a model with this special rule passes over a unit while in hover mode it may use this special rule to inflict D6 S 5 AP 5 hits on all units (friend and foe) it passed over. Units may not embark upon or disembark from a vehicle the turn it uses this special rule. &lt;br /&gt;
*&#039;&#039;&#039;Heat Blast:&#039;&#039;&#039; When a model with this special rule deep strikes it may inflict D6 S 5 AP 5 hits to all enemy units within D6&amp;quot; of this model. Units may not embark upon or disembark from a vehicle the turn it uses this special rule.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; Ten models or a single Walker with 3 Hull Points. &lt;br /&gt;
*&#039;&#039;&#039;Access Points:&#039;&#039;&#039; This model counts as being open-topped for the purpose of access points. &lt;br /&gt;
====KHARIBDIS====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Kharybdis&lt;br /&gt;
| 3&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Flyer, Hover)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Kharybdis&#039;&#039;&#039; ...&#039;&#039;100 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag assault launchers&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Five Kharybdis storm launchers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Melta-ram&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Assault Vehicle&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Gun Spirits:&#039;&#039;&#039; A model with this special rule may target different units with each of its weapons. &lt;br /&gt;
*&#039;&#039;&#039;Drop Pod Assault&#039;&#039;&#039; Models with this special rule and units embarked upon them must be held in Deep Strike Reserves. At the beginning of your first turn, half your models with this special rule (rounding up) automatically arrive from Reserve. The arrival of remaining models with this special rule is rolled for normally.&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Possession&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deep Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fire Sweep:&#039;&#039;&#039; When a model with this special rule passes over a unit while in hover mode it may use this special rule to inflict D6 S 5 AP 5 hits on all units (friend and foe) it passed over. Units may not embark upon or disembark from a vehicle the turn it uses this special rule. &lt;br /&gt;
*&#039;&#039;&#039;Heat Blast:&#039;&#039;&#039; When a model with this special rule deep strikes it may inflict D6 S 5 AP 5 hits to all enemy units within D6&amp;quot; of this model. Units may not embark upon or disembark from a vehicle the turn it uses this special rule.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; Twenty models, a Chaos Rapier and two models or a single Walker with 3 Hull Points. &lt;br /&gt;
*&#039;&#039;&#039;Access Points:&#039;&#039;&#039; This model counts as being open-topped for the purpose of access points. &lt;br /&gt;
====CHAOS FIRE RAPTOR====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Chaos Fire Raptor&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Flyer, Hover, Transport)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Chaos Fire Raptor&#039;&#039;&#039; ...&#039;&#039;185 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ceramite plating&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Extra armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Four hellstrike missiles&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked autocannon turret&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked avenger bolt cannon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Infernal Relic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace two twin-linked quad heavy bolter turrets with two twin-linked quad heavy bolter turrets ...&#039;&#039;35 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====CHAOS STORM EAGLE====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Chaos Storm Eagle&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Flyer, Hover, Transport)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Chaos Storm Eagle&#039;&#039;&#039; ...&#039;&#039;200 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked heavy bolter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ceramite plating&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vengeance launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Assault Vehicle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; 20 models. The Chaos Storm Eagle can carry Jump Infantry but they count as having the Bulky special rule.&lt;br /&gt;
*&#039;&#039;&#039;Fire Points:&#039;&#039;&#039; None.&lt;br /&gt;
*&#039;&#039;&#039;Access Points:&#039;&#039;&#039; A Chaos Storm Eagle has one Access Point at the front of its hull and one on either side and one at the rear. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace its twin-linked heavy bolter with one of the following: &lt;br /&gt;
:: - Twin-linked multi-melta ...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
:: - Typhoon missile launcher ...&#039;&#039;35 pts&#039;&#039;&lt;br /&gt;
*May replace its two side Access Points with side sponsons with hurricane bolters ...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
*May take one of the following:&lt;br /&gt;
:: - Four hellstrike missiles ...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
:: - Two twin-linked lascannons ...&#039;&#039;60 pts&#039;&#039;&lt;br /&gt;
*May take any of the following: &lt;br /&gt;
:: - Searchlight ...&#039;&#039;1 pt&#039;&#039;&lt;br /&gt;
:: - Ceramite plating ...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
:: - Extra armour ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Warpflame gargoyles ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Destroyer blades ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Dirge caster ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Daemonic possession ...&#039;&#039;35 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====CHAOS HELL BLADE====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Hell Blade&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Flyer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Hell Blade&#039;&#039;&#039; ...&#039;&#039;100 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Two reaper autocannons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Possession&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Supersonic&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Abbaration:&#039;&#039;&#039; During the movement phase, before moving this vehicle you may reposition it anywhere within D6+2&amp;quot; facing the same direction. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace two twin-linked autocannons with two twin-linked hellstorm autocannons ...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====CHAOS HELL TALON====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Hell Talon&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Flyer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Hell Talon&#039;&#039;&#039; ...&#039;&#039;140 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked lascannon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reaper autocannon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eight Pyrax incendiary bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Possession&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Supersonic&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Abbaration:&#039;&#039;&#039; During the movement phase, before moving this vehicle you may reposition it anywhere within D6+2&amp;quot; facing the same direction. &lt;br /&gt;
*&#039;&#039;&#039;Strafing Run&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace reaper autocannon with one of the following: &lt;br /&gt;
:: - Havoc launcher ...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Hellstorm autocannon ...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
*May replace any Pyrax incendiary bomb with one of the following: &lt;br /&gt;
:: - Warp-pulse bomb ...&#039;&#039;15 pts each&#039;&#039;&lt;br /&gt;
:: - Alchem cluster bomb ...&#039;&#039;10 pts each&#039;&#039;&lt;br /&gt;
:: - Baletalon shatter charge ...&#039;&#039;free&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====RAPTOR SQUAD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|- &lt;br /&gt;
| Raptor&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 8&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Raptor Champion&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 9&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jump Infantry&#039;&#039;&#039;. The Raptor Champion is &#039;&#039;&#039;Jump Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 Raptors, 1 Raptor Champion&#039;&#039;&#039; ...&#039;&#039;75 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Close combat weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flak grenades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May add up to ten additional Raptors ...&#039;&#039;13 pts/model&#039;&#039;&lt;br /&gt;
*Up to two Raptors may do one of the following:&lt;br /&gt;
:: - Replace their bolt pistol with a plasma pistol ...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
:: - Replace boltgun with one of the following: &lt;br /&gt;
:: - Flamer ...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
:: - Plasma gun ...&#039;&#039;10 pts/model&#039;&#039;&lt;br /&gt;
:: - Meltagun ...&#039;&#039;15 pts/model&#039;&#039;&lt;br /&gt;
*The Raptor Champion may take items from the &#039;&#039;&#039;Melee Weapons&#039;&#039;&#039;, &#039;&#039;&#039;Gifts of Mutation&#039;&#039;&#039; and/or &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039; sections of the wargear list. &lt;br /&gt;
*The Raptor Champion may take melta bombs ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
*The unit may purchase one of the following Marks of Chaos &lt;br /&gt;
:: - Mark of Khorne ...&#039;&#039;2 pt/model&#039;&#039;&lt;br /&gt;
:: - Mark of Tzeentch ...&#039;&#039;2 pt/model&#039;&#039;&lt;br /&gt;
:: - Mark of Nurgle ...&#039;&#039;3 pts/model&#039;&#039;&lt;br /&gt;
:: - Mark of Slaanesh ...&#039;&#039;2 pts/model&#039;&#039;&lt;br /&gt;
*One Raptor may replace any weapon with one of the following Chaos Icons:&lt;br /&gt;
:: - Icon of wrath (models without a Mark of Khorne only) ...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Icon of flame (models without a Mark of Tzeentch only) ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Icon of despair (models without a Mark of Nurgle only) ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Icon of excess (models without a Mark of Slaanesh only) ...&#039;&#039;30 pts&#039;&#039;&lt;br /&gt;
:: - Icon of vengeance (models without a Mark of Chaos only) ...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====WARP TALON SQUAD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|- &lt;br /&gt;
| Warp Talon&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 8&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Warp Talon Champion&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 9&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jump Infantry&#039;&#039;&#039;. The Warp Talon Champion is &#039;&#039;&#039;Jump Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 Warp Talons, 1 Warp Talon Champion&#039;&#039;&#039; ...&#039;&#039;110 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Two lightning claws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Daemon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Warpflame Strike:&#039;&#039;&#039; When Warp talons arrive by Deep Strike, all enemy units within 6&amp;quot; count as having been hit by a weapon with the Blind special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May add up to ten additional Warp Talons ...&#039;&#039;20 pts/model&#039;&#039;&lt;br /&gt;
*The Warp Talon Champion may take items from the &#039;&#039;&#039;Gifts of Mutation&#039;&#039;&#039; section of the wargear list. &lt;br /&gt;
*The unit may purchase one of the following Marks of Chaos &lt;br /&gt;
:: - Mark of Khorne ...&#039;&#039;4 pt/model&#039;&#039;&lt;br /&gt;
:: - Mark of Tzeentch ...&#039;&#039;4 pt/model&#039;&#039;&lt;br /&gt;
:: - Mark of Nurgle ...&#039;&#039;4 pts/model&#039;&#039;&lt;br /&gt;
:: - Mark of Slaanesh ...&#039;&#039;6 pts/model&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====HELLDRAKE====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Helldrake&lt;br /&gt;
| 3&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Flyer)&#039;&#039;&#039; ...&#039;&#039;170 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Helldrake&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hades autocannon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Possession&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;It Will Not Die&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Meteoric Descent:&#039;&#039;&#039; A model with this special rule can make Vector Strikes as if it were a Swooping Flying Monstrous Creature, these Vector Strikes are resolved at Strength 7 AP -.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace hades autocannon with baleflamer ...&#039;&#039;30 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====CHAOS RHINO====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Chaos Rhino&lt;br /&gt;
| 4&lt;br /&gt;
| 11&lt;br /&gt;
| 11&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Tank)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Chaos Rhino&#039;&#039;&#039; ...&#039;&#039;35 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Combi-bolter&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Repair:&#039;&#039;&#039; If a model with this special rule is Immobilised, then in subsequent turns it may attempt to repair itself instead of shooting. To make the attempt, roll a D6 in the Shooting phase, on the roll of a 6, the vehicle is no longer Immobilised. Note that a succesful Repair attempt does not restore a Hull Point. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Chaos Vehicle Equipment&#039;&#039;&#039; list. &lt;br /&gt;
&lt;br /&gt;
===HEAVY SUPPORT===&lt;br /&gt;
====GIANT CHAOS SPAWN====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|- &lt;br /&gt;
| Giant Chaos Spawn&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| D6+2&lt;br /&gt;
| 10&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monstrous Creature&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Giant Chaos Spawn&#039;&#039;&#039; ...&#039;&#039;60 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rage&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Random Attacks (Giant Chaos Spawn):&#039;&#039;&#039; At the beginning of each Fight sub-phase, roll a D6 for each friendly Giant Chaos Spawn that is locked in combat. The result +2 is the number of Attacks (before modifiers) that the Giant Chaos Spawn has this turn.&lt;br /&gt;
*&#039;&#039;&#039;Mutated Beyond Reason:&#039;&#039;&#039; At the beginning of each Fight sub-phase, before rolling for their Random Attacks, roll a D3 on the table below for each friendly Chaos Spawn Pack and Giant Chaos Spawn that is locked in combat. The mutation affects every Chaos Spawn and Giant Chaos Spawn model in the unit and lasts for the rest of the current player turn.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! D3&lt;br /&gt;
! Mutation&lt;br /&gt;
|- &lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;&#039;Subcutanous Armour:&#039;&#039;&#039; The models change their Sv to 4+. &lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;&#039;Grasping Pseudopods:&#039;&#039;&#039; The models roll two D6 and pick the highest for their Random Attacks special rule.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| &#039;&#039;&#039;Toxin Haemorrhage:&#039;&#039;&#039; The models gain the Poisoned (4+) special rule.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*The unit may purchase one of the following Marks of Chaos &lt;br /&gt;
:: - Mark of Khorne ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Mark of Tzeentch ...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Mark of Nurgle ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Mark of Slaanesh ...&#039;&#039;6 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====CHAOS SICARIAN====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Chaos Sicarian&lt;br /&gt;
| 4&lt;br /&gt;
| 13&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Tank, Fast)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Chaos Sicarian&#039;&#039;&#039; ...&#039;&#039;150 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heavy bolter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Extra armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked accelerator autocannon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Infernal Relic&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace twin-linked accelerator autocannon with a neutron laser ...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| D&lt;br /&gt;
| 1&lt;br /&gt;
| Heavy 1, Destroyer, Strikedown, Concussive, Shock Pulse, Dangerous Reactor Core&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Shock Pulse:&#039;&#039;&#039; A vehicle vehicle that suffers a penetrating hit from a weapon with this special rule automatically suffers the Crew Stunned result on the vehicle damage table in addition to any other damage (this cause it to lose an additional Hull Point). This special rule has no effect on super-heavy vehicles. &lt;br /&gt;
::&#039;&#039;&#039;Dangerous Reactor Core:&#039;&#039;&#039; When rolling on the vehicle damage table against a vehicle armed with a weapon with this special rule your opponent may re-roll results of a 1 on the Vehicle Damage table against this the vehicle. In addition should a vehicle armed with a weapon with this special rule suffer an Explodes! result, add +D3&amp;quot; to the explosion radius. &lt;br /&gt;
*May take any of the following:&lt;br /&gt;
:: - Warpflame gargoyles ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Destroyer blades ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Dirge caster ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Dozer blade ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Daemonic possession ...&#039;&#039;30 pts&#039;&#039;&lt;br /&gt;
:: - Ceramite plating ...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
:: - Combi-flamer ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Combi-plasma ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Combi-melta ...&#039;&#039;13 pts&#039;&#039;&lt;br /&gt;
:: - Havoc launcher ...&#039;&#039;12 pts&#039;&#039;&lt;br /&gt;
*May take one of the following:&lt;br /&gt;
:: - Two heavy bolters ...&#039;&#039;20 pts/model&#039;&#039;&lt;br /&gt;
:: - Two lascannons ...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====CHAOS VINDICATOR====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Chaos Vindicator&lt;br /&gt;
| 4&lt;br /&gt;
| 13&lt;br /&gt;
| 11&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Tank)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Chaos Vindicator&#039;&#039;&#039; ...&#039;&#039;120 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Demolisher cannon&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May take a siege shield ...&#039;&#039;20 pts/model&#039;&#039;&lt;br /&gt;
A model armed with a siege shield counts as being armed a dozer blade. A model armed with a siege shield counts its front arc as being obscured, receiving a 5+ cover save against any hits inflicted in the front arc. &lt;br /&gt;
*May take up to one of each of the following:&lt;br /&gt;
:: - Warpflame gargoyles ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Dirge caster ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Dozer blade ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Extra armour ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Combi-bolter or combi-flamer ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Combi-plasma ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Combi-melta ...&#039;&#039;13 pts&#039;&#039;&lt;br /&gt;
:: - Havoc launcher ...&#039;&#039;12 pts&#039;&#039;&lt;br /&gt;
:: - Destroyer blades ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Daemonic possession ...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====CHAOS PREDATOR====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Chaos Predator&lt;br /&gt;
| 4&lt;br /&gt;
| 13&lt;br /&gt;
| 11&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Tank)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Chaos Predator&#039;&#039;&#039; ...&#039;&#039;75 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Autocannon&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace its autocannon with a twin-linked lascannon ...&#039;&#039;25 pts/model&lt;br /&gt;
*May take the Infernal Relic special rule and replace its autocannon with one of the following:&lt;br /&gt;
:: - Magna-melta cannon ...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
:: - Flamestorm cannon ...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Inferno autocannon ...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Heavy conversion beamer ...&#039;&#039;60 pts&#039;&#039;&lt;br /&gt;
:: - Plasma destroyer ...&#039;&#039;30 pts&#039;&#039;&lt;br /&gt;
*May take one of the following:&lt;br /&gt;
:: - Two heavy bolters ...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
:: - Two lascannons ...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
*May take up to one of each of the following:&lt;br /&gt;
:: - Warpflame gargoyles ...&#039;&#039;5 pts&lt;br /&gt;
:: - Dirge caster ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Dozer blade ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Extra armour ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Combi-bolter or combi-flamer ...&#039;&#039;5 pts&lt;br /&gt;
:: - Combi-plasma ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Combi-melta ...&#039;&#039;13 pts&#039;&#039;&lt;br /&gt;
:: - Havoc launcher ...&#039;&#039;12 pts&#039;&#039;&lt;br /&gt;
:: - Destroyer blades ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Daemonic possession ...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====HAVOC SQUAD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|- &lt;br /&gt;
| Havoc&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 8&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Havoc Champion&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 9&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. The Champion is &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 Havocs, 1 Havoc Champion&#039;&#039;&#039; ...&#039;&#039;75 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Boltgun&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Close combat weapon&#039;&#039;&#039; (Champion only)&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May add up to ten additional Havocs ...&#039;&#039;13 pts/model&#039;&#039;&lt;br /&gt;
*Any Havoc may take a close combat weapon ...&#039;&#039;1 pt/model&#039;&#039;&lt;br /&gt;
*Up to four Havocs may replace their boltgun with one of the following: &lt;br /&gt;
:: - Flamer ...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
:: - Heavy bolter ...&#039;&#039;10 pts/model&#039;&#039;&lt;br /&gt;
:: - Autocannon ...&#039;&#039;10 pts/model&#039;&#039;&lt;br /&gt;
:: - Plasma gun ...&#039;&#039;10 pts/model&#039;&#039;&lt;br /&gt;
:: - Meltagun ...&#039;&#039;15 pts/model&#039;&#039;&lt;br /&gt;
:: - Missile Launcher w. 1/2/3 types of ammuntion ...&#039;&#039;13/17/20 pts&#039;&#039;&lt;br /&gt;
:: - Lascannon ...&#039;&#039;20 pts/model&#039;&#039;&lt;br /&gt;
*The Havoc Champion may take items from the &#039;&#039;&#039;Melee Weapons&#039;&#039;&#039;, &#039;&#039;&#039;Gifts of Mutation&#039;&#039;&#039; and/or &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039; lists. &lt;br /&gt;
*The Havoc Champion may take melta bombs ...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
*The unit may purchase one of the following Marks of Chaos &lt;br /&gt;
:: - Mark of Khorne ...&#039;&#039;2 pt/model&#039;&#039;&lt;br /&gt;
:: - Mark of Tzeentch ...&#039;&#039;2 pt/model&#039;&#039;&lt;br /&gt;
:: - Mark of Nurgle ...&#039;&#039;3 pts/model&#039;&#039;&lt;br /&gt;
:: - Mark of Slaanesh ...&#039;&#039;2 pts/model&#039;&#039;&lt;br /&gt;
*One Havoc may replace any weapon with one of the following Chaos Icons:&lt;br /&gt;
:: - Icon of wrath (models without a Mark of Khorne only) ...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
:: - Icon of flame (models without a Mark of Tzeentch only) ...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Icon of despair (models without a Mark of Nurgle only) ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Icon of excess (models without a Mark of Slaanesh only) ...&#039;&#039;30 pts&#039;&#039;&lt;br /&gt;
:: - Icon of vengeance (models without a Mark of Chaos only) ...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====CHAOS RAPIER WEAPONS BATTERY====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|- &lt;br /&gt;
| Chaos Space Marines&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 8&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Chaos Rapier&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artillery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 Chaos Space Marines, 1 Chaos Rapier&#039;&#039;&#039; ...&#039;&#039;60 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chaos Space Marine&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chaos Rapier&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Quad heavy bolter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hellish Demise:&#039;&#039;&#039; (Chaos Rapier only) All units (friend and foe) suffer a number of  S 3 AP - hits when a model with this special rule is destroyed equal to the number of models in the unit within D3&amp;quot; of the model. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May include up to two additional Chaos Rapier teams each including 1 Chaos Rapier and 2 Chaos Space Marines ...&#039;&#039;60 pts/team&#039;&#039;&lt;br /&gt;
*Any Chaos Rapier may replace quad heavy bolter with one of the following:&lt;br /&gt;
:: - Laser destroyer ...&#039;&#039;15 pts/model&#039;&#039;&lt;br /&gt;
:: - Ectoplasma cannon ...&#039;&#039;15 pts/model&#039;&#039;&lt;br /&gt;
:: - Hades autocannon ...&#039;&#039;20 pts/model&#039;&#039;&lt;br /&gt;
:: - Cyclotrathe pattern conversion beamer ...&#039;&#039;35 pts/model&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====OBLITERATOR SQUAD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|- &lt;br /&gt;
| Obliterator&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Obliterator&#039;&#039;&#039; ...&#039;&#039;70 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bulky&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Daemon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deep Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Slow and Purposeful&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Obliterator Weapons:&#039;&#039;&#039; At the start of each Shooting phase choose what weapon the unit will use each turn from the following list:&lt;br /&gt;
:: - Assault cannon&lt;br /&gt;
:: - Heavy flamer&lt;br /&gt;
:: - Lascannon &lt;br /&gt;
:: - Multi-melta &lt;br /&gt;
:: - Plasma cannon &lt;br /&gt;
:: - Twin-linked meltagun&lt;br /&gt;
:: - Twin-linked flamer&lt;br /&gt;
:An Obliterator unit cannot choose the same weapons option in two consecutive Shooting phases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May add up to four additional Obliterators... &#039;&#039;70 pts/model&#039;&#039;&lt;br /&gt;
*May take one of the following special rules:&lt;br /&gt;
:: - Mark of Khorne ...&#039;&#039;2 pts/model&#039;&#039;&lt;br /&gt;
:: - Mark of Tzeentch ...&#039;&#039;8 pts/model&#039;&#039;&lt;br /&gt;
:: - Mark of Nurgle ...&#039;&#039;10 pts/model&#039;&#039;&lt;br /&gt;
:: - Mark of Slaanesh ...&#039;&#039;1 pt/model&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====DEFILER====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! I &lt;br /&gt;
! A&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Defiler&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 8 &lt;br /&gt;
| 13&lt;br /&gt;
| 13&lt;br /&gt;
| 11&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Walker)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Defiler&#039;&#039;&#039; ...&#039;&#039;200 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Battle cannon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reaper autocannon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked heavy flamer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Three power fists&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Possession&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke Launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Scout&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;It Will Not Die&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rampant Destruction:&#039;&#039;&#039; This model may target a different unit with each of it´s ranged weapons. This model may not assault a unit which it has not fired upon during a turn in which it has fired a weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace twin-linked heavy flamer with one of the following: &lt;br /&gt;
:: - Havoc launcher ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Power scourge ...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
*May replace one power fist with one of the following: &lt;br /&gt;
:: - Reaper autocannon ...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Twin-linked heavy bolter ...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Twin-linked lascannon ...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
*May take up to one of each of the following:&lt;br /&gt;
:: - Warpflame gargoyles ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Dirge caster ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Dozer blade ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Extra armour ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Combi-bolter or combi-flamer ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Combi-plasma ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Combi-melta ...&#039;&#039;13 pts&#039;&#039;&lt;br /&gt;
:: - Havoc launcher ...&#039;&#039;12 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====PLAGUE HULK====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! I &lt;br /&gt;
! A&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Plague Hulk&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 13&lt;br /&gt;
| 13&lt;br /&gt;
| 11&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Walker)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Plague Hulk&#039;&#039;&#039; ...&#039;&#039;170 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rancid vomit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rot cannon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smash&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Daemon of Nurgle&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rampant Destruction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace power fist with warpsword ...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====FORGEFIEND====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! I &lt;br /&gt;
! A&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Forgefiend&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Walker)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Forgefiend&#039;&#039;&#039; ...&#039;&#039;150 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Two Hades autocannons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Possession&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;It Will Not Die&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace two Hades autocannons with two ectoplasma cannons ...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*May take an ectoplasma cannon ...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====MAULERFIEND====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! I &lt;br /&gt;
! A&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Maulerfiend&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Walker)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Maulerfiend&#039;&#039;&#039; ...&#039;&#039;125 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Two power fists&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Possession&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Magma cutters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Daemonforge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;It Will Not Die&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Siege Crawler:&#039;&#039;&#039; A model with this special rule can move an addition 6&amp;quot; in the movement phase. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace magma cutters with lasher tendrils ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====CHAOS LAND RAIDER====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Land Raider&lt;br /&gt;
| 4&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Tank, Fast, Transport)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Land Raider&#039;&#039;&#039; ...&#039;&#039;235 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked heavy bolter&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Two twin-linked lascannons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Assault Vehicle&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Massive:&#039;&#039;&#039; Models with this special rule counts as having the Heavy type for the purpose of ramming. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; Ten models. &lt;br /&gt;
*&#039;&#039;&#039;Fire Points:&#039;&#039;&#039; None&lt;br /&gt;
*&#039;&#039;&#039;Access Points:&#039;&#039;&#039; The Land Raider has one Access Point on each side of the hull and one at the front. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace twin-linked heavy bolter and the Assault Vehicle special rule with the Ark of Unnamable Horror special rule. ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
Whenever a non-Fearless unit attempts to fire a ranged weapon on a model with the Ark of Unnamable Horror special rule the unit must first pass a leadership test with a -2 modifer to their leadership or immediately go to ground. Models with this special rule also have the Fear special rule fear tests must also be made with a -2 modifier to their leadership. &lt;br /&gt;
*May replace the Assault Vehicle special rule, 4 transport capacity, twin-linked heavy bolter and two twin-linked lascannons with the Infernal Relic special rule, a quad doom mortar and two twin-linked multi-meltas ...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*May take up to one of each of the following:&lt;br /&gt;
:: - Warpflame gargoyles ...&#039;&#039;5 pts&lt;br /&gt;
:: - Dirge caster ...&#039;&#039;5 pts&lt;br /&gt;
:: - Dozer blade ...&#039;&#039;5 pts&lt;br /&gt;
:: - Extra armour ...&#039;&#039;5 pts&lt;br /&gt;
:: - Combi-bolter or combi-flamer ...&#039;&#039;5 pts&lt;br /&gt;
:: - Combi-plasma ...&#039;&#039;10 pts&lt;br /&gt;
:: - Combi-melta ...&#039;&#039;13 pts&lt;br /&gt;
:: - Havoc launcher ...&#039;&#039;12 pts&lt;br /&gt;
:: - Destroyer blades ...&#039;&#039;5 pts&lt;br /&gt;
:: - Daemonic possession ...&#039;&#039;30 pts&lt;br /&gt;
&lt;br /&gt;
===LORDS OF WAR===&lt;br /&gt;
====AHRIMAN====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|- &lt;br /&gt;
| Ahriman&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039; ...&#039;&#039;300 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Close combat weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Aura of dark glory&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spell familiar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Inferno bolts&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Book of a Thousand Truths&#039;&#039;&#039;&lt;br /&gt;
Increase the range of all Ahriman´s psychic powers by 6&amp;quot;. &lt;br /&gt;
*&#039;&#039;&#039;Scrolls of Binding&#039;&#039;&#039;&lt;br /&gt;
Enemy models with the Daemon special rule within 24&amp;quot; of Ahriman may not make Run moves. &lt;br /&gt;
*&#039;&#039;&#039;A Thousand Tomes&#039;&#039;&#039;&lt;br /&gt;
Ahriman automatically generates the primaris power in addition to his other powers in all disciplines in which he knows at least one power. &lt;br /&gt;
*&#039;&#039;&#039;The Black Staff of Ahriman&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
| 4&lt;br /&gt;
| Melee, Locus of Power&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Locus of Power:&#039;&#039;&#039; Increase the Strength value of all &#039;&#039;&#039;witchfire&#039;&#039;&#039;, &#039;&#039;&#039;focussed witchfire&#039;&#039;&#039;, &#039;&#039;&#039;nova&#039;&#039;&#039; and &#039;&#039;&#039;beam&#039;&#039;&#039; powers manifested by a model armed with a weapon with this special rule by 1, to a maximum of 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Walker of the Webway:&#039;&#039;&#039; All models in your Warlord&#039;s unit gain the Deep Strike special rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 4)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PSYKER:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ahriman generates his powers from the &#039;&#039;&#039;Biomancy&#039;&#039;&#039;, &#039;&#039;&#039;Pyromancy&#039;&#039;&#039;, &#039;&#039;&#039;Divination&#039;&#039;&#039;, &#039;&#039;&#039;Telepathy&#039;&#039;&#039; and &#039;&#039;&#039;Tzeentch&#039;&#039;&#039; disciplines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May take a disc of Tzeentch...&#039;&#039;30 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====ANGRON====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|- &lt;br /&gt;
| Angron &lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 8&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 8&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flying Monstrous Creature (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039; ...&#039;&#039;650 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Angron&#039;s Black Blade&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Instant Death, Master-crafted &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Armour of Mars&#039;&#039;&#039;&lt;br /&gt;
Armour of Mars confers a 4+ invulnerable save.&lt;br /&gt;
*&#039;&#039;&#039;The Butcher&#039;s Nails&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood Surge:&#039;&#039;&#039; All friendly non-vehicle units within 12&amp;quot; of your Warlord during deployment gain the Scout special rule. Note that this does not benefit models embarked on vehicles. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ascended&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Daemon of Khorne&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Primarch&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Red Sands:&#039;&#039;&#039; Angron may Issue and Accept any number of Challenges at the same time. While engaged in multiple challenges, Angron must direct one Attack at as many models he is engaged in a challenge with as possible, excess attacks may be distributed as you please. If your opponent fails to accept all challenges issued by Angron, all enemy characters that are in close combat with Angron, but not engaged in a challenge cannot strike blows at all this turn. Furthermore, their Leadership cannot be used by the rest of the unit for the remainder of the phase.&lt;br /&gt;
*&#039;&#039;&#039;Rivers of Blood:&#039;&#039;&#039; A model with this special rule always hits on a 2+. A model with this special rule is unaffected by effects that change the To Hit roll required in close combat. &lt;br /&gt;
*&#039;&#039;&#039;Roar of Hate:&#039;&#039;&#039; All models within 12&amp;quot; of this model reduce their Leadership characteristic by 1. All friendly World Eaters models within 12&amp;quot; of this model gain the Fearless special rule and do not reduce their Leadership by 1. &lt;br /&gt;
*&#039;&#039;&#039;Blood Fuelled Rampage:&#039;&#039;&#039; Each time this model inflicts the final Wound or Hull Point on a unit, this model adds +1 to its Attacks characteristic.&lt;br /&gt;
&lt;br /&gt;
====CHAOS WARMONGER====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Chaos Warmonger&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Chaos Warmonger&#039;&#039;&#039; ...&#039;&#039;110 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Close combat weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chaotic bombardment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Warrior&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;, &#039;&#039;&#039;Chaos Rewards&#039;&#039;&#039;, &#039;&#039;&#039;Mark of Chaos&#039;&#039;&#039;, &#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039; and/or &#039;&#039;&#039;Chaos Artefacts&#039;&#039;&#039; sections of the wargear list or replace bolt pistol, close combat weapon, frag grenades and krak grenades for Terminator armour, power weapon and combi-bolter ...&#039;&#039;40 pts&lt;br /&gt;
*If Terminator armour is taken the Chaos Lord may take items from the &#039;&#039;&#039;Terminator Weapons&#039;&#039;&#039;, &#039;&#039;&#039;Chaos Rewards&#039;&#039;&#039; (except daemonic steeds), &#039;&#039;&#039;Mark of Chaos&#039;&#039;&#039;, &#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039; and/or &#039;&#039;&#039;Chaos Artefacts&#039;&#039;&#039; sections of the wargear list.&lt;br /&gt;
&lt;br /&gt;
====FULGRIM====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|- &lt;br /&gt;
| Fulgrim&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flying Monstrous Creature (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039; ...&#039;&#039;650 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blade of the Laer&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Daemon Weapon, Rending, Specialist Weapon &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Close combat weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Strive for Perfection:&#039;&#039;&#039; Your Warlord generates one additional Warlord trait from each of the four Warlord traits tables in the &#039;&#039;Warhammer 40,000&#039;&#039; rulebook. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ascended&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blind&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Daemon of Slaanesh&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Primarch&#039;&#039;&#039;  &lt;br /&gt;
*&#039;&#039;&#039;Dread Offer:&#039;&#039;&#039; your opponent must accept challenges made by Fulgrim if possible.&lt;br /&gt;
*&#039;&#039;&#039;Suplime Swordsman:&#039;&#039;&#039; Fulgrim has a 3+ Invulnerable in the Fight sub-phase. While Fulgrim is fighting in a challenge, add +1 to his Attacks characteristic for each point his Initiative value is above that of his opponent.  &lt;br /&gt;
&lt;br /&gt;
====MAGNUS====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|- &lt;br /&gt;
| Magnus&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 8&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 7&lt;br /&gt;
| 6&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flying Monstrous Creature (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039; ...&#039;&#039;650 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blade of Magnus&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Force, Soul Blaze, Baleful Devolution &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Baleful Devolution:&#039;&#039;&#039; To Wound rolls of 6 made with a weapon with this special rule have the Instant Death special rule and spawnify any models killed by them. Whenever one or more models are spawnified you may place a new unit of Chaos Spawn  within 6&amp;quot; of Magnus, the number of models is equal to the number of models which were spawnified. All models must be placed at least 1&amp;quot; away from enemy models and impassable terrain. Any models that cannot be placed are lost.  &lt;br /&gt;
*&#039;&#039;&#039;The Horned Rainment&#039;&#039;&#039;&lt;br /&gt;
The Horned Rainment confers a 4+ invulnerable save. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Arch Sorcerer:&#039;&#039;&#039; Your Warlord automatically rolls a 6 whenever he rolls on the Perils of the Warp table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ascended&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Daemon of Tzeentch&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Primarch&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 5)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Omniscient Eye:&#039;&#039;&#039; Magnus always has line of sight to all units on the battlefield and his psychic powers manifested by Magnus have the Ignores Cover special rule. &lt;br /&gt;
*&#039;&#039;&#039;Unearthly Power:&#039;&#039;&#039; Magnus harnesses Warp Charge points on a 2+. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PSYKER:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Magnus knows all powers from the &#039;&#039;&#039;Tzeentch&#039;&#039;&#039; discipline, in addition he knows the &#039;&#039;Siphon Magic&#039;&#039; and &#039;&#039;Gaze of Magnus&#039;&#039; psychic powers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siphon Magic…. Warp Charge 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Siphon Magic is a &#039;&#039;&#039;blessing&#039;&#039;&#039; which targets the caster. Anytime a friendly psyker succesfully manifests a power within 18&amp;quot; of the caster, the caster gets an extra Warp Charge dice, only the caster of this power may use the extra Warp Charge dice generated by this power. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gaze of Magnus…. Warp Charge 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gaze of Magnus&#039;&#039; is a &#039;&#039;&#039;beam&#039;&#039;&#039; power with the profile given below:&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Gaze of Magnus&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| D&lt;br /&gt;
| 1&lt;br /&gt;
| Assault 1&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====MORTARION====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|- &lt;br /&gt;
| Mortarion&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 7&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flying Monstrous Creature (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039; ...&#039;&#039;700 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Silence&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Instant Death, Sunder, Two-handed &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Sunder:&#039;&#039;&#039; Attacks with this special rule may re-roll failed Armour Penetration rolls. &lt;br /&gt;
*&#039;&#039;&#039;The Barbaran Plate&#039;&#039;&#039;&lt;br /&gt;
The bearer has a 4+ invulnerable save. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of Chemical Warfare:&#039;&#039;&#039; Friendly models  can apply additional Soul Blaze tokens to units which are already affected by Soul Blaze while the Warlord is alive. Resolve each Soul Blaze token seperately at the end of every turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ascended&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Daemon of Nurgle&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Feel No Pain (4+)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Primarch&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rampage&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow of the Reaper:&#039;&#039;&#039; Leadership tests taken against Fear caused by Mortarion are taken with a -3 penalty to the unit&#039;s Leadership. Whenever you roll a 4+ for Mortarion&#039;s Run move, he can move up to 10&amp;quot; and can ignore intervening models and terrain while moving. &lt;br /&gt;
*&#039;&#039;&#039;Legendary Resilience:&#039;&#039;&#039; Mortarion may re-roll failed Toughness tests and It Will Not Die rolls. Mortarion automatically passes Dangerous Terrain tests. The Poisoned special rule has no effect against Mortarion. &lt;br /&gt;
*&#039;&#039;&#039;Witch-Spite:&#039;&#039;&#039; Add +1 to Deny the Witch rolls for denying powers targeting Mortarion or his unit.&lt;br /&gt;
&lt;br /&gt;
====KHÂRN====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Khârn&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039; ...&#039;&#039;240 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Aura of Dark Glory&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Close combat weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chaotic bombardment&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gorechild&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Armourbane, Bloodgreed&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Bloodgreed:&#039;&#039;&#039; To Hit rolls made with a weapon with this special rule always hit on a To Hit roll of 2+ (even if they would otherwise hit automatically). &lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of the Vanguard:&#039;&#039;&#039; Your Warlord, and all friendly units within 12&amp;quot;, add 1&amp;quot; to the distance that they can move when they Run or Charge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Warrior&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mark of Khorne&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Endless Rampage&#039;&#039;&#039; At the start of any Fight sub-phase, models with this special rule gain +D3 attacks.&lt;br /&gt;
*&#039;&#039;&#039;Blessings of the Blood God:&#039;&#039;&#039; Khârn and his unit always pass their Deny the Witch rolls on a 2+. &lt;br /&gt;
*&#039;&#039;&#039;The Betrayer:&#039;&#039;&#039; Any unmodified rolls of a 1 are not discarded. Instead, they automatically hit a friendly model (except Khârn) locked in the same combat. Randomly determine (for each roll of a 1) which model is hit, from those within 6&amp;quot; of Khârn. If there are no viable targets in range, these Attacks are discarded.&lt;br /&gt;
&lt;br /&gt;
====PERTURABO====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|- &lt;br /&gt;
| Perturabo&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 8&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7&lt;br /&gt;
| 6&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monstrous Creature (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039; ...&#039;&#039;600 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Logos Finalized&#039;&#039;&#039;&lt;br /&gt;
Perturabo has a 3+ invulnerable save. The Concussive and Blind special rules have no effect on Perturabo. Perturabo has the Night Vision special rule and enemy models may not Infiltrate within 18&amp;quot; of Perturabo. Once per turn, when an enemy unit Deep Strikes within 18&amp;quot; of Perturabo he may fire at them using two of the following: assault cannon, lascannon, multi-melta and plasma cannon. Perturabo may fire Overwatch but if he does he must use a twin-linked flamer and a heavy flamer. If Perturabo was on the board at the start of the turn, friendly units which Deep Strike within 6&amp;quot; of Perturabo do not scatter. Models under your control which are either Battle Brothers or Allies of Convenience with Perturabo may draw line of sight from Perturabo instead of from their gun when firing Barrage weapons. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Strategist:&#039;&#039;&#039; Friendly models gain the Furious Charge special rule while in an enemy&#039;s deployment zone while your Warlord is alive. If you Warlord is on the table, you may start rolling for reserves starting turn 1 instead of turn 2. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ascended&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deep Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Primarch&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Split Fire&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tank Hunters&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolster Defences:&#039;&#039;&#039; After deployment, but before Scout redeployments and Infiltrate deployments, nominate one piece of terrain in your deployment zone (this cannot be one you have purchased as part of your army). The terrain piece’s cover save is increased by 1 for the duration of the game (to a maximum of 3+). Note that a piece of terrain can only be bolstered once.&lt;br /&gt;
*&#039;&#039;&#039;Shatter Defences:&#039;&#039;&#039; When you deploy your army you may select a number of terrain pieces up to the number of models in your army with this special rule, you may not select the same terrain piece multiple times. All terrain pieces selected in this way provide 1 less cover save than normal. &lt;br /&gt;
*&#039;&#039;&#039;Ultimate Obliterator:&#039;&#039;&#039; At the start of each Shooting phase choose which two weapons Perturabo will use from the following list:&lt;br /&gt;
:: - Perturabo nova cannon&lt;br /&gt;
:: - Perturabo Autocannon&lt;br /&gt;
:: - Perturabo vanquisher cannon&lt;br /&gt;
:: - Perturabo battle cannon&lt;br /&gt;
:: - Perturabo conqueror battle cannon&lt;br /&gt;
:: - Perturabo gatling cannon&lt;br /&gt;
:: - Perturabo demolisher cannon&lt;br /&gt;
:: - Perturabo plasma cannon&lt;br /&gt;
:Perturabo cannot choose the same weapon option in two consecutive Shooting phases.&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| Perturabo nova cannon&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 1, Large Blast, Ignores Cover&lt;br /&gt;
|-&lt;br /&gt;
| Perturabo Autocannon&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 4, Twin-linked&lt;br /&gt;
|-&lt;br /&gt;
| Perturabo vanquisher cannon&lt;br /&gt;
| 72&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 1, Devastating Blow&lt;br /&gt;
|-&lt;br /&gt;
| Perturabo battle cannon&lt;br /&gt;
| 72&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| Primary Weapon 1, Large Blast&lt;br /&gt;
|-&lt;br /&gt;
| Perturabo conqueror battle cannon&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 2, Blast&lt;br /&gt;
|-&lt;br /&gt;
| Perturabo gatling cannon&lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| -&lt;br /&gt;
| Assault 20&lt;br /&gt;
|-&lt;br /&gt;
| Perturabo demolisher cannon&lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
| Primary Weapon 1, Large Blast&lt;br /&gt;
|-&lt;br /&gt;
| Perturabo plasma cannon&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 3, Blast, Gets Hot, Fleshbane&lt;br /&gt;
|- &lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*Must take one of the following special rules:&lt;br /&gt;
:: - Daemon of Khorne...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Daemon of Tzeentch...&#039;&#039;80 pts&#039;&#039;&lt;br /&gt;
:: - Daemon of Nurgle...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
:: - Daemon of Slaanesh...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*May take Forgebreaker...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| x2&lt;br /&gt;
| 1&lt;br /&gt;
| Melee, Concussive, Strikedown, Blind &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TYPHUS====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
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! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Typhus&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039; ...&#039;&#039;250 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blight grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Terminator armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manreaper&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Daemon Weapon, Force, Unwieldy&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Plague bombardment&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Infinite&lt;br /&gt;
| x&lt;br /&gt;
| 1&lt;br /&gt;
| Ordnance 1, Barrage, Massive Blast, One Use Only, Orbital, Chaotic Bombardment, Fleshbane&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Orbital:&#039;&#039;&#039; If an arrow is rolled on the scatter dice when firing a weapon that has this special rule, the shot always scatters the full 2D6&amp;quot; regardless of the firing model’s Ballistic Skill. In addition, firing an Ordnance weapon that has this special rule does not prevent the firing model from declaring a charge against the target unit in the same turn.&lt;br /&gt;
&#039;&#039;&#039;Chaotic Bombardment:&#039;&#039;&#039; Before firing this weapon roll a d6, on a 5+ change this weapon to Ordnance 2, on the roll of a 1; your opponents may choose any of your units to be the target of the weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Warrior&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mark of Nurge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 2)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Feel No Pain&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Destroyer Hive:&#039;&#039;&#039; Once per game, in any Assault phase, Tvphus can unleash me Destro}er I live instead of attacking. At the start of Typhus&#039; Initiative Step, place a large blast marker with tllt&#039; hole rcntred over Typhus (this does not scatter). All units (friend and foe) suffer a number of hits equal to the number of models from their unit that are at least partially under the large blast marker. These hits are resolved at Strength 4 AP 2 and have the Ignores Cover special rule. Do not count Typhus when working out how many hits are caused. Wounds from this attack cannot be allocated to Typhus.&lt;br /&gt;
&lt;br /&gt;
====LORD OF SKULLS====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! I&lt;br /&gt;
! A &lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Lord of Skulls&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 13&lt;br /&gt;
| 13&lt;br /&gt;
| 11&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Super-heavy Walker)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Lord of Skulls&#039;&#039;&#039; ...&#039;&#039;700 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Daemonic possession&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gorestorm cannon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Great cleaver of Khorne&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hades gatling cannon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Daemon of Khorne&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;It Will Not Die&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fuelled by Rage:&#039;&#039;&#039; The Lord of Skulls adds +1 to its Attacks characteristic for every Hull Point it has lost (including any that have been regained).&lt;br /&gt;
*&#039;&#039;&#039;Tracked Behemoth:&#039;&#039;&#039; A Lord of Skulls can Tank Shock or Ram using the Thunderblitz table, in the same manner as a Super-heavy vehicle, but it may not Stomp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace gorestorm cannon with one of the following:&lt;br /&gt;
:: - Ichor cannon...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Daemongore cannon...&#039;&#039;65 pts&#039;&#039;&lt;br /&gt;
*May replace Hades gatling cannon with a skullhurler...&#039;&#039;60 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====LORGAR====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|- &lt;br /&gt;
| Lorgar&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 6&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monstrous Creature (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039; ...&#039;&#039;650 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Illuminarum&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Master-crafted, Concussive &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;  &lt;br /&gt;
*&#039;&#039;&#039;The Armour of the Word&#039;&#039;&#039;&lt;br /&gt;
The Armour of the Word confers a 4+ invulnerable save and a 3+ invulnerable save against beam, nova and witchfire powers and attacks made with weapons with the Force special rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Truth of the Word:&#039;&#039;&#039; Friendly models in your army gain the Hatred special rule while your Warlord is alive. Friendly models that have the Zealot special rule gain the Fear special rule while your Warlord is alive.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ascended&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Primarch&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 3)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Dark Favourite:&#039;&#039;&#039; Lorgar harnesses Warp Charge points on a 3+. Once per turn when attempting to Manifest Warp Charges, you may choose for all Warp Charges used to be succesful. You may re-roll failed Deny the Witch rolls for Lorgar. once per game, Lorgar&#039;s player may elect to force a single enemy model or unit to re-roll all rolls of a 5 or 6 both To Hit and To Wound Lorgar in a given player turn. The use of this power must be declared before the attacking player rolls any dice for attacks by the nominated model that turn. &lt;br /&gt;
*&#039;&#039;&#039;Whispers of Malevolent Gods:&#039;&#039;&#039; At the start of each of your turns you may nominate up to 1 Character with the Mark of Khorne or Daemon of Khorne special rule, up to 1 Character with the Mark of Tzeentch or Daemon of Tzeentch special rule, up to 1 Character with the Mark of Nurgle or Daemon of Nurgle special rule and up to 1 Character with the Mark of Slaanesh or Daemon of Slaanesh special rule. All nominated models (which may include Lorgar) roll on the Eye of the Gods table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PSYKER:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lorgar knows all powers from the &#039;&#039;&#039;Daemonology (Malefic)&#039;&#039;&#039; discipline and may generate up to 3 additional powers from the &#039;&#039;&#039;Divination&#039;&#039;&#039; and &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; disciplines. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*Must take one of the following special rules:&lt;br /&gt;
:: - Daemon of Tzeentch...&#039;&#039;30 pts&#039;&#039;&lt;br /&gt;
:: - Daemon of Nurgle...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Daemon of Slaanesh...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====LUCIUS====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Lucius&lt;br /&gt;
| 10&lt;br /&gt;
| 9&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039; ...&#039;&#039;260 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Doom siren&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power sword&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Armour of Shrieking Souls&#039;&#039;&#039;&lt;br /&gt;
A model wearing this has a 5+ invulnerable save. Each time a model wearing this makes a successful save in close combat the unit that caused the Wound suffers a S 4 AP 2 hit. While fighting in a challenge any hits caused by this are inflicted onto the model fighting Lucius.  &lt;br /&gt;
*&#039;&#039;&#039;Chaotic bombardment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Duelist&#039;s Pride:&#039;&#039;&#039; While fighting in a challenge a model with this special rule&#039;s Attack characteristic is equal to the WS of the model fighting this model. &lt;br /&gt;
*&#039;&#039;&#039;Eternal Warrior&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mark of Slaanesh&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lash of Torment:&#039;&#039;&#039; Enemy models in base contact with a model with this special rule reduce their number of attacks by 1. &lt;br /&gt;
*&#039;&#039;&#039;Shred&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====HURON BLACKHEART====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Huron Blackheart&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039; ...&#039;&#039;250 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Combat Familiar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag Grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak Grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power Axe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sigil of Corruption&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chaotic bombardment&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Tyrant´s Claw:&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
| 3&lt;br /&gt;
| Melee, Armourbane, Shred, Specialist Weapon&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 1)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Hamadrya:&#039;&#039;&#039; Huron Blackheart must generate new psychic powers each turn after the first, these psychic powers must be generated from a different discipline than the one he had in the previous turn. &lt;br /&gt;
*&#039;&#039;&#039;Feel No Pain (6+):&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PSYKER:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Huron Blackheart generate his powers from the &#039;&#039;&#039;Biomancy&#039;&#039;&#039;, &#039;&#039;&#039;Pyromancy&#039;&#039;&#039; and &#039;&#039;&#039;Divination&#039;&#039;&#039; disciplines.&lt;br /&gt;
&lt;br /&gt;
====ABADDON====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Abaddon&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039; ...&#039;&#039;260 pts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Terminator armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drach&#039;nyen&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Daemon Weapon&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Talon of Horus&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| x2&lt;br /&gt;
| 3&lt;br /&gt;
| Melee, Shred, Symbol of Tragedy&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Symbol of Tragedy:&#039;&#039;&#039; Blood Angels have the Hatred (Abaddon) special rule. &lt;br /&gt;
*&#039;&#039;&#039;Chaotic bombardment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Final Crusade:&#039;&#039;&#039; Whilst your Warlord is alive all friendly units have the Preferred Enemy (Armies of the Imperium) special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Warrior&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mark of Chaos Ascendant:&#039;&#039;&#039; Abaddon counts as having all the marks of Chaos and may join units with any Mark of Chaos. &lt;br /&gt;
&lt;br /&gt;
====CHAOS THUNDERHAWK GUNSHIP====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Chaos Thunderhawk Gunship&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super-heavy Flyer (Hover, Transport)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Chaos Thunderhawk Gunship&#039;&#039;&#039; ...&#039;&#039;900 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Thunderhawk cannon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ceramite plating&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Four twin-linked heavy bolters&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Two lascannons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Three bomb pylon sets&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Assault Vehicle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; 30 models.&lt;br /&gt;
*&#039;&#039;&#039;Fire Points:&#039;&#039;&#039; None.&lt;br /&gt;
*&#039;&#039;&#039;Access Points:&#039;&#039;&#039; A Thunderhawk Gunship has one Access Point at the front of its hull and one on either side. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace thunderhawk cannon with turbo-laser destructor ...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
*May replace 3 bomb pylon sets with 6 hellstrike missiles ...&#039;&#039;free&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====CHAOS SPARTAN====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Chaos Spartan&lt;br /&gt;
| 4&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super-heavy Vehicle (Tank, Transport)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Chaos Spartan&#039;&#039;&#039; ...&#039;&#039;300 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Extra armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked heavy bolter&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Two quad lascannons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Assault Vehicle&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power of the Machine Spirit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Land Raider:&#039;&#039;&#039; Models with this special rule always count their name as being &amp;quot;Land Raider&amp;quot; in addition to their true name. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; 25 models. &lt;br /&gt;
*&#039;&#039;&#039;Fire Points:&#039;&#039;&#039; None&lt;br /&gt;
*&#039;&#039;&#039;Access Points:&#039;&#039;&#039; The Spartan has one Access Point on each side of the hull and one at the front. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace twin-linked heavy bolter with twin-linked heavy flamer ...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*May replace two quad lascannons with two laser destroyers ...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*May take any of the following:  &lt;br /&gt;
:: - Ceramite plating ...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
:: - Warpflame gargoyles ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Destroyer blades ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Dirge caster ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Daemonic possession ...&#039;&#039;35 pts&#039;&#039;&lt;br /&gt;
:: - Havoc launcher ...&#039;&#039;12 pts&#039;&#039;&lt;br /&gt;
*May take one of the following:&lt;br /&gt;
:: - Storm bolter ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Heavy flamer ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Heavy bolter ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Multi-melta ...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====CHAOS TYPHON====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Chaos Typhon&lt;br /&gt;
| 4&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 8|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super-heavy Vehicle (Tank)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Chaos Typhon&#039;&#039;&#039; ...&#039;&#039;350 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dreadhammer siege cannon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May take one of the following:&lt;br /&gt;
:: - Two heavy bolters ...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
:: - Two lascannons ...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
*May take any of the following: &lt;br /&gt;
:: - Ceramite plating ...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
:: - Warpflame gargoyles ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Destroyer blades ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Dirge caster ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Daemonic possession ...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
:: - Havoc launcher ...&#039;&#039;12 pts&#039;&#039;&lt;br /&gt;
*May take one of the following:&lt;br /&gt;
:: - Heavy flamer ...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Heavy bolter ...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Multi-melta ...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====CHAOS FELLBLADE====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Chaos Fellblade&lt;br /&gt;
| 4&lt;br /&gt;
| 14&lt;br /&gt;
| 13&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super-heavy Vehicle (Tank)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Chaos Fellblade&#039;&#039;&#039; ...&#039;&#039;540 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked Fellblade accelerator cannon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Four twin-linked lascannons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked heavy bolter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Demolisher cannon&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace Four twin-linked lascannons with two laser destroyers ...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*May replace twin-linked heavy bolter with twin-linked heavy flamer ...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*May take any of the following: &lt;br /&gt;
:: - Ceramite plating ...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
:: - Warpflame gargoyles ...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Destroyer blades ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Dirge caster ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Daemonic possession ...&#039;&#039;55 pts&#039;&#039;&lt;br /&gt;
:: - Havoc launcher ...&#039;&#039;12 pts&#039;&#039;&lt;br /&gt;
*May take one of the following:&lt;br /&gt;
:: - Heavy flamer ...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Heavy bolter ...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Multi-melta ...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====CHAOS KNIGHT====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! I&lt;br /&gt;
! A &lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Chaos Knight&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 13&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super-heavy Vehicle (Tank)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Chaos Knight&#039;&#039;&#039; ...&#039;&#039;375 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heavy stubber&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reaper chainsword&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Thunderstrike gauntlet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ion shield&#039;&#039;&#039;&lt;br /&gt;
When a model armed with an Ion Shield is deployed and at the start of each enemy Shooting Phase choose front, left, rear or right side of each model armed with an Ion Shield. A model armed with an Ion Shield has a 4+ invulnerable save against all Shooting Attacks conducted against the chosen direction. Ion shields have no effect on weapons with the Barrage special rule. &lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Knight Stomp:&#039;&#039;&#039; Replace the 6 result on the stomp table with the 2-5 result, except carried out at S D AP 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace thunderstrike gauntlet with one of the following: &lt;br /&gt;
:: - Rapid-fire battle cannon and heavy stubber ...&#039;&#039;50 pts&#039;&#039;&lt;br /&gt;
:: - Thermal cannon ...&#039;&#039;45 pts&#039;&#039;&lt;br /&gt;
:: - Avenger gatling cannon and heavy flamer ...&#039;&#039;50 pts&#039;&#039;&lt;br /&gt;
*May replace reaper chainsword with one of the following: &lt;br /&gt;
:: - Rapid-fire battle cannon and heavy stubber ...&#039;&#039;50 pts&#039;&#039;&lt;br /&gt;
:: - Thermal cannon ...&#039;&#039;45 pts&#039;&#039;&lt;br /&gt;
:: - Avenger gatling cannon and heavy flamer ...&#039;&#039;50 pts&#039;&#039;&lt;br /&gt;
:: - Foe-reaper chainsword ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
*May take one of the following special rules:&lt;br /&gt;
:: - Daemonic Titan of Khorne ...&#039;&#039;60 pts&#039;&#039;&lt;br /&gt;
:: - Daemonic Titan of Tzeentch ...&#039;&#039;75 pts&#039;&#039;&lt;br /&gt;
:: - Daemonic Titan of Nurgle ...&#039;&#039;85 pts&#039;&#039;&lt;br /&gt;
:: - Daemonic Titan of Slaanesh  ...&#039;&#039;60 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====CHAOS WARHOUND====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! I&lt;br /&gt;
! A &lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Chaos Warhound&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 14&lt;br /&gt;
| 13&lt;br /&gt;
| 12&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 9&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super-heavy Walker&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Chaos Warhound&#039;&#039;&#039; ...&#039;&#039;730 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Two void shields&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Two double-barrelled turbo laser destructors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TITAN WEAPONS&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| Double-barrelled turbo laser destructor &lt;br /&gt;
| 96&amp;quot;&lt;br /&gt;
| D&lt;br /&gt;
| 2&lt;br /&gt;
| Heavy 2, Large Blast&lt;br /&gt;
|-&lt;br /&gt;
| Inferno gun&lt;br /&gt;
| Hellstorm&lt;br /&gt;
| 7&lt;br /&gt;
| 3&lt;br /&gt;
| Primary Weapon 1&lt;br /&gt;
|-&lt;br /&gt;
| Plasma blastgun&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| - Rapid&lt;br /&gt;
| 72&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 3&lt;br /&gt;
| Primary Weapon 2, Massive Blast&lt;br /&gt;
|-&lt;br /&gt;
| - Overload&lt;br /&gt;
| 96&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
| Primary Weapon 1, Apocalyptic Blast&lt;br /&gt;
|-&lt;br /&gt;
| Vulcan mega-bolter&lt;br /&gt;
| 60&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| Heavy 15&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Scout&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Agile:&#039;&#039;&#039; A model with this special rule may choose to Run 2D6&amp;quot; and still fire a single weapon or Run 4D6&amp;quot; instead of shooting.&lt;br /&gt;
*&#039;&#039;&#039;Battlefield Deity:&#039;&#039;&#039; A model with this special rule may not be deployed within 36&amp;quot; of your opponents deployment zone or within 24&amp;quot; of either of the sides of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace any double-barrelled turbo laser destructor with one of the following:&lt;br /&gt;
:: - Inferno gun ...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Plasma blastgun ...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Vulcan mega-bolter ...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*May take one  of the following special rules:&lt;br /&gt;
:: - Daemonic Titan of Khorne ...&#039;&#039;60 pts&#039;&#039;&lt;br /&gt;
:: - Daemonic Titan of Tzeentch ...&#039;&#039;85 pts&#039;&#039;&lt;br /&gt;
:: - Daemonic Titan of Nurgle ...&#039;&#039;110 pts&#039;&#039;&lt;br /&gt;
:: - Daemonic Titan of Slaanesh ...&#039;&#039;60 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====CHAOS REAVER====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! I&lt;br /&gt;
! A &lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Chaos Reaver&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 14&lt;br /&gt;
| 13&lt;br /&gt;
| 12&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 18&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super-heavy Walker&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Chaos Reaver&#039;&#039;&#039; ...&#039;&#039;1450 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Four void shields&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Plasma blastgun&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Two gatling blasters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;God of War:&#039;&#039;&#039; A model with this special rule may not be deployed within 48&amp;quot; of your opponents deployment zone or within 36&amp;quot; of either of the sides of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace double-barrelled turbo laser destructor with one of the following:&lt;br /&gt;
:: - Inferno gun ...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Plasma blastgun ...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Vulcan mega-bolter ...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Vortex missile ...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Apocalypse missile launcher ...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*May replace any gatling blaster with one of the following:&lt;br /&gt;
:: - Laser blaster ...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Reaver fist ...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Volcano cannon ...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*May take one  of the following special rules:&lt;br /&gt;
:: - &#039;&#039;&#039;Daemonic Titan of Khorne&#039;&#039;&#039; ...&#039;&#039;160 pts&#039;&#039;&lt;br /&gt;
:: - &#039;&#039;&#039;Daemonic Titan of Tzeentch&#039;&#039;&#039; ...&#039;&#039;160 pts&#039;&#039;&lt;br /&gt;
:: - &#039;&#039;&#039;Daemonic Titan of Nurgle&#039;&#039;&#039; ...&#039;&#039;160 pts&#039;&#039;&lt;br /&gt;
:: - &#039;&#039;&#039;Daemonic Titan of Slaanesh&#039;&#039;&#039; ...&#039;&#039;160 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====GREATER BRASS SCORPION====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! I&lt;br /&gt;
! A &lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Greater Brass Scorpion&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 14&lt;br /&gt;
| 13&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 9&lt;br /&gt;
| Vehicle (Super-heavy Walker)&lt;br /&gt;
| 1 Greater Brass Scorpion&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super-heavy Walker&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Brass Scorpion&#039;&#039;&#039; ...&#039;&#039;750 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Possession&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Scorpion cannon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Soulburner cannon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Two hellmaw cannons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;It Will Not Die&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dedication to Khorne&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Multi-legged Terror:&#039;&#039;&#039; When making Stomp attacks a model with this special rule makes D3+2 Stomps. &lt;br /&gt;
*&#039;&#039;&#039;Frenzied Charge:&#039;&#039;&#039; A model with this special rule add 1D6 to its Charge distance. &lt;br /&gt;
*&#039;&#039;&#039;Doomsday Reactor:&#039;&#039;&#039; When a model with this special rule suffers catastrophic damage it adds +2 to its roll on the Catastrophic Damage table. &lt;br /&gt;
*&#039;&#039;&#039;Runes of the Blood God:&#039;&#039;&#039; Any unit which targets a model with this special rule with a psychic power suffers a Perils of the Warp result regardless of whether or not the power is succesfully manifested.&lt;br /&gt;
*&#039;&#039;&#039;Battlefield Deity:&#039;&#039;&#039; A model with this special rule may not be deployed within 36&amp;quot; of your opponents deployment zone or within 24&amp;quot; of either of the sides of the table.&lt;br /&gt;
&lt;br /&gt;
====ZHUFOR====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Zhufor&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
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| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039; ...&#039;&#039;210 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chaotic bombardment&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Claw of Demnos&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| x2&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Specialist Weapon, Unwieldy&lt;br /&gt;
|-&lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 8&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Skulltaker Chainaxe&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
| 4&lt;br /&gt;
| Melee, Two-handed&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Terminator armour&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Legendary Fighter:&#039;&#039;&#039; Gain +1 Victory point for each enemy character slain by your Warlord in a challenge. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Warrior&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mark of Khorne&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rampage&#039;&#039;&#039;&lt;br /&gt;
==CHAOS WARBANDS==&lt;br /&gt;
Whenever you include a detachment with one or more Chaos Space Marines units in your army, you may note down one of the following warbands. Add the relevant warband&#039;s special rules and restrictions to the detachment&#039;s special rules and restrictions. Models chosen from a detachment or formation treat all models from a detachment or formation from a different warband than its own as allies of convenience rather than battle brothers. &lt;br /&gt;
&lt;br /&gt;
====ALPHA LEGION WARBAND====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RESTRICTIONS:&#039;&#039;&#039;&lt;br /&gt;
*No models in this detachment may have marks of chaos, this means you cannot include units like Noise Marines and Khorne Berzerkers in this detachment.&lt;br /&gt;
*This detachment may not include any Unique models other than Arkos and Fabius Bile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Infiltrate&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Preferred Enemy (Characters)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Troops of the Alpha Legion:&#039;&#039;&#039; Any Alpha Legion detachment may take the following units as troops choices.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HYDRA OPERATIVE SQUAD&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|- &lt;br /&gt;
| Hydra Operative&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 7&lt;br /&gt;
| 6+&lt;br /&gt;
|-&lt;br /&gt;
| Hydra Champion&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
| 5+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. The Hydra Champion is &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9 Hydra Operatives, 1 Hydra Champion&#039;&#039;&#039; ...&#039;&#039;55 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Autopistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Close combat weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May include up to twenty-five additional Hydra Operatives ...&#039;&#039;3 pts/model&#039;&#039; &lt;br /&gt;
*Any model may replace autopistol with one of the following:&lt;br /&gt;
:: - Twin-linked shotgun ...&#039;&#039;1 pt/model&#039;&#039; &lt;br /&gt;
:: - Autogun ...&#039;&#039;1 pt/model&#039;&#039; &lt;br /&gt;
:: - Sniper rifle ...&#039;&#039;3 pts/model&#039;&#039;&lt;br /&gt;
*For every ten models in the unit, one Hydra Operative may replace his autopistol with one of the following: &lt;br /&gt;
:: - Heavy stubber ...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
:: - Flamer ...&#039;&#039;5 pts/model&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====BLACK LEGION WARBAND====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RESTRICTIONS:&#039;&#039;&#039;&lt;br /&gt;
*This detachment may not include any Unique models other than Fabius Bile and Abaddon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lord of Traitors:&#039;&#039;&#039; If your Warlord has this special rule and the Mark of Khorne special rule, Khorne Berzerkers with this special rule are Troops choices; if he has the Mark of Tzeentch special rule, Rubric Marines with this special rule are Troops instead; if he has the Mark of Nurgle special rule, Plague Marines with this special rule are Troops instead; if he has the Mark of Slaanesh special rule, Noise Marines with this special rule are Troops instead. If your Warlord does not have a Mark of Chaos, Chosen with this special rule are Troops instead. If your Warlord is Abaddon, Terminator Squads and Chosen Squads with this special rule and the Infantry unit type are Troops.&lt;br /&gt;
*&#039;&#039;&#039;Thirst for Glory:&#039;&#039;&#039; If an enemy unit is completely destroyed by a unit with this special rule, all other units with this special rule gain the Preferred Enemy special rule until the end of the current phase.&lt;br /&gt;
*&#039;&#039;&#039;Hatred (Armies of the Imperium)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====CRIMSON SLAUGHTER WARBAND====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RESTRICTIONS:&#039;&#039;&#039;&lt;br /&gt;
*This detachment may not include any Unique models other than Fabius Bile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Do You Hear the Voices Too?:&#039;&#039;&#039; Chosen Squads, Chaos Terminator Squads and HQ choices with this special rule can choose to roll on the Vessels of Chaos table. In addition, Possessed with this special rule may re-roll any roll on the Vessels of Chaos table. Psykers with this special rule may generate their powers from the &#039;&#039;&#039;Divination&#039;&#039;&#039; discipline in addition to any other disciplines they may usually generate their powers from. &lt;br /&gt;
*&#039;&#039;&#039;Twisting Presence:&#039;&#039;&#039; When assaulted by non-Fearless units, models with this special rule counts as being armed with defensive grenades. &lt;br /&gt;
*&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DEATH GUARD WARBAND====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RESTRICTIONS:&#039;&#039;&#039;&lt;br /&gt;
*No models in this detachment may have marks of chaos except the Mark of Nurgle, this means you cannot include units like Noise Marines and Khorne Berzerkers in this detachment.&lt;br /&gt;
*This detachment may not include any Unique models other than Mortarion, Necrosius, Fabius Bile or Typhus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lords of Plague Hosts:&#039;&#039;&#039; Plague Marines with this special rule are Troops choices. &lt;br /&gt;
*&#039;&#039;&#039;Aura of Decay&#039;&#039;&#039; All close combat attacks made by models with this special rule have the Soul Blaze special rule. &lt;br /&gt;
*&#039;&#039;&#039;Rot Hosts:&#039;&#039;&#039; Whenever a character with the Mark of Nurgle and this special rule would be removed as a casualty, before removing him, place the Large Blast marker centrally over him. Resolve it like a    shooting attack with Strength 4 AP 5, this has no effect on models with the Mark of Nurgle and models with the  Daemon of Nurgle special rule.&lt;br /&gt;
*&#039;&#039;&#039;Toxic Ammunition:&#039;&#039;&#039; All bolt weapons fired by models with this special rule have the Soul Blaze and Pinning special rules.&lt;br /&gt;
*&#039;&#039;&#039;Shambling Zombie Warriors:&#039;&#039;&#039; Rhinos may not be taken as dedicated transports by Troops choices with this special rule.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====EMPEROR&#039;S CHILDREN WARBAND====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RESTRICTIONS:&#039;&#039;&#039;&lt;br /&gt;
*No models in this detachment may have marks of chaos except the Mark of Slaanesh, this means you cannot include units like Plague Marine Squads and Rubric Marine Squads in this detachment.&lt;br /&gt;
*This detachment may not include any Unique models other than Fabius Bile and Lucius.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lords of Decadence:&#039;&#039;&#039; Noise Marines with this special rule are Troops choices. &lt;br /&gt;
*&#039;&#039;&#039;Sonic Weaponry:&#039;&#039;&#039; Any model may exchange a &lt;br /&gt;
 - Mutli-Melta/Hades Autocannon/Lascannon for Blastmaster ...&#039;&#039;free&#039;&#039;&lt;br /&gt;
 - Autocannon/Twin-linked Heavy Bolter for a Blastmaster ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
 - Havoc Launcher for a Blastmaster ...&#039;&#039;8 pts&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Pleasure Seekers:&#039;&#039;&#039; Models with this special rule have the Acute Senses, Combat Drugs, Night Vision, and Outflank special rules.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====IRON WARRIORS WARBAND====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RESTRICTIONS:&#039;&#039;&#039;&lt;br /&gt;
*No models in this detachment may have marks of chaos, this means you cannot include units like Khorne Berzerker Squads and Rubric Marine Squads in this detachment.&lt;br /&gt;
*This detachment may not include any Unique models other than Perturabo or Fabius Bile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Armsmasters:&#039;&#039;&#039; Havocs units with this special rule count as troops choices.&lt;br /&gt;
*&#039;&#039;&#039;Meatgrinder:&#039;&#039;&#039; Each time a unit of Troops with this special rule, including Havocs and Rhinos taken as Dedicated Transports for a Troops choice, is destroyed roll a D6, on a 6+ they are immediately restored to full strength and put into reserves. Cultists are restored on a 2+.&lt;br /&gt;
*&#039;&#039;&#039;Armoured Assault:&#039;&#039;&#039; Models with this special rule may take Rhinos as dedicated transports for 15 points less than normal.&lt;br /&gt;
*&#039;&#039;&#039;Heavy and Slow:&#039;&#039;&#039; You may include 1 more Heavy Support choice than normal, and 1 less Fast Attack choice than normal.&lt;br /&gt;
*&#039;&#039;&#039;Hatred (Imperial Fists)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====KHORNE DAEMONKIN WARBAND====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RESTRICTIONS:&#039;&#039;&#039;&lt;br /&gt;
*No models in this detachment may have marks of chaos except the Mark of Khorne, this means you cannot include units like Noise Marine Squads and Rubric Marine Squads in this detachment.&lt;br /&gt;
*This detachment may not include any Unique models.&lt;br /&gt;
*All models which can take the Mark of Khorne must do so. &lt;br /&gt;
*No models with Mastery Level(s) may be taken as a part of this detachment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood Warriors:&#039;&#039;&#039; Models with this special rule are treated as having the Daemon of Khorne special rule for the purposes of the Blood Tithe table special rule.&amp;lt;/div&amp;gt;&lt;br /&gt;
====TZEENTCH DAEMONKIN WARBAND====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RESTRICTIONS:&#039;&#039;&#039;&lt;br /&gt;
*No models in this detachment may have marks of chaos except the Mark of Tzeentch, this means you cannot include units like Noise Marines and Plague Marines in this detachment.&lt;br /&gt;
*This detachment may not include any Unique models.&lt;br /&gt;
*All models which can take the Mark of Tzeentch must do so. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tzeentch Daemonkin:&#039;&#039;&#039; Models with this special rule gain the Fear and Fearless special rules while within 6&amp;quot; of a model with the Daemon of Tzeentch special rule.&lt;br /&gt;
*&#039;&#039;&#039;Summoners of Tzeentch:&#039;&#039;&#039; Models with this special rule only suffer perils of the warp when manifesting powers from the &#039;&#039;&#039;Daemonology (Malefic)&#039;&#039;&#039; discipline on the roll of a double 6. Models with this special rule may not summon models without the Daemon of Tzeentch special rule. &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NURGLE DAEMONKIN WARBAND====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RESTRICTIONS:&#039;&#039;&#039;&lt;br /&gt;
*No models in this detachment may have marks of chaos except the Mark of Nurgle, this means you cannot include units like Noise Marines and Rubric Marines in this detachment.&lt;br /&gt;
*This detachment may not include any Unique models.&lt;br /&gt;
*All models which can take the Mark of Nurgle must do so. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Nurgle Daemonkin:&#039;&#039;&#039; Models with this special rule gain the Fear and Fearless special rules while within 6&amp;quot; of a model with the Daemon of Nurgle special rule.&lt;br /&gt;
*&#039;&#039;&#039;Summoners of Nurgle:&#039;&#039;&#039; Models with this special rule only suffer perils of the warp when manifesting powers from the &#039;&#039;&#039;Daemonology (Malefic)&#039;&#039;&#039; discipline on the roll of a double 6. Models with this special rule may not summon models without the Daemon of Nurgle special rule. &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====SLAANESH DAEMONKIN WARBAND====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RESTRICTIONS:&#039;&#039;&#039;&lt;br /&gt;
*No models in this detachment may have marks of chaos except the Mark of Slaanesh, this means you cannot include units like Rubric Marines and Plague Marines in this detachment.&lt;br /&gt;
*This detachment may not include any Unique models.&lt;br /&gt;
*All models which can take the Mark of Slaanesh must do so. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Slaanesh Daemonkin:&#039;&#039;&#039; Models with this special rule gain the Fear and Fearless special rules while within 6&amp;quot; of a model with the Daemon of Slaanesh special rule.&lt;br /&gt;
*&#039;&#039;&#039;Summoners of Slaanesh:&#039;&#039;&#039; Models with this special rule only suffer perils of the warp when manifesting powers from the &#039;&#039;&#039;Daemonology (Malefic)&#039;&#039;&#039; discipline on the roll of a double 6. Models with this special rule may not summon models without the Daemon of Slaanesh special rule.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====RED CORSAIRS WARBAND====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RESTRICTIONS:&#039;&#039;&#039;&lt;br /&gt;
*This detachment may not include any Unique models other than Fabius Bile and Huron Blackheart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outflank&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Scout&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Pirate Fleet of the Maelstrom:&#039;&#039;&#039; Units composed entirely of models with this special rule may re-roll failed reserve rolls.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NIGHT LORDS WARBAND====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RESTRICTIONS:&#039;&#039;&#039;&lt;br /&gt;
*No models in this detachment may have marks of chaos, this means you cannot include units like Noise Marines and Khorne Berzerkers in this detachment.&lt;br /&gt;
*This detachment may not include any Unique models other than Fabius Bile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Night Vision&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rage&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Light and Fast:&#039;&#039;&#039; You may include one additional Fast Attack choice in Detachments with this special rule. You may include one fewer Heavy Support choices than is normally allowed in Detachents with this special rule.&lt;br /&gt;
*&#039;&#039;&#039;Horror Cults:&#039;&#039;&#039; Raptors units with this special rule count as troops choices.&lt;br /&gt;
*&#039;&#039;&#039;Nightmarish Figures:&#039;&#039;&#039; All enemy units must reroll all sucessful fear tests. &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====THOUSAND SONS WARBAND====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RESTRICTIONS:&#039;&#039;&#039;&lt;br /&gt;
*You may not include models with the Daemon of Khorne, Daemon of Nurgle, Daemon of Slaanesh, Mark of Khorne, Mark of Nurgle or Mark of Slaanesh special rules.&lt;br /&gt;
*This detachment may not include any Unique models other than Ahriman, Fabius Bile and Magnus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Masters of Rubricae:&#039;&#039;&#039; Rubric Marines with this special rule are Troops choices. &lt;br /&gt;
*&#039;&#039;&#039;Flames of War:&#039;&#039;&#039; When a model with this special rule is affected by a &#039;&#039;&#039;blessing&#039;&#039;&#039; it gains the Preferred Enemy special rule until the start of your next Psychic phase. &lt;br /&gt;
*&#039;&#039;&#039;Pushing the Limit:&#039;&#039;&#039; When manifesting a psychic power you may overcharge it. If you do, you manifest warp charges on 3+ but any roll of a double causes a Perils of the Warp result.&lt;br /&gt;
*&#039;&#039;&#039;Sorcerers, not Mechanics:&#039;&#039;&#039; Chaos Rhinos with this special rule lose the Repair special rule. You may not include more vehicles with the Infernal Relic special rule than you do Warp Smiths in a Detachment with this special rule. &lt;br /&gt;
*&#039;&#039;&#039;Hatred (Space Wolves)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WORLD EATERS WARBAND====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RESTRICTIONS:&#039;&#039;&#039;&lt;br /&gt;
*No models in this detachment may have marks of chaos except the Mark of Khorne, this means you cannot include units like Noise Marines and Thousand Sons in this detachment.&lt;br /&gt;
*This detachment may not include any Unique models other than Angron, Fabius Bile, Khârn or Zhufor.&lt;br /&gt;
*No models with Mastery Level(s) may be taken as a part of this detachment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Nexus of Khorne:&#039;&#039;&#039; Khorne Berzerkers with this special rule are Troops choices. &lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crusader&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Hammer of Wrath&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Khorne&#039;s Fury Knows No Bounds:&#039;&#039;&#039; All Infantry models with this special rule have the Move Through Cover special rule.&lt;br /&gt;
*&#039;&#039;&#039;Uncontrollable Rage:&#039;&#039;&#039; When a unit from this formation is able to assault one or more units in the assault phase, it must take a leadership test, if the test is passed nothing happens, otherwise the unit is forced to assault one of the eligible units.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====WORD BEARERS WARBAND====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RESTRICTIONS:&#039;&#039;&#039;&lt;br /&gt;
*All units with the option to take a chaos icon, must do so.&lt;br /&gt;
*This detachment may not include any Unique models other than Lorgar or Fabius Bile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Summoning Scherades:&#039;&#039;&#039; Sorcerers with this special rule only suffer perils of the warp when rolling two or more 6s, even when using the &#039;&#039;&#039;Daemonology (Malefic)&#039;&#039;&#039; discipline. &lt;br /&gt;
*&#039;&#039;&#039;Bringers of the Word:&#039;&#039;&#039; Dark Apostles&#039;s with this special rule gain the Psyker (Mastery Level 1) special rule and generate their powers from the &#039;&#039;&#039;Daemonology (Malefic) discipline. &lt;br /&gt;
*&#039;&#039;&#039;Glory to the Dark Gods:&#039;&#039;&#039; During deployment roll a D6 for each Chaos Cultist Squad and each Chaos Space Marine Squad without a mark. On the roll of 1 nothing happens. On a roll of 2 the unit gains the mark of Khorne. On a roll of 3 the unit gains the mark of Tzeentch. On a roll of 4 the unit gains the mark of Nurgle. On a roll of 5 the unit gains the mark of Slaanesh. On a roll of 6 the Champion in the unit may roll once on the Chaos Eye of the Gods Table, re-rolling results of 1 and 6.&lt;br /&gt;
*&#039;&#039;&#039;Hatred (Ultramarines)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Unholy Pact:&#039;&#039;&#039; Possesed Squads with this special rule are Troops choices instead of Elites choices. &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SPECIAL RULES==&lt;br /&gt;
====BEASTMEN====&lt;br /&gt;
Models with this special rule add +1 to their Weapon Skill and Toughness characteristics but subtract -1 from their Armour Save. &lt;br /&gt;
====BLOOD TITHE====&lt;br /&gt;
Each time a unit with the Daemon of Khorne special rule is destroyed or destroys an enemy unit you gain one Blood Tithe. You may expend Blood Tithes once per turn during your psychic phase on one of the following rewards.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Blood Tithe Cost&lt;br /&gt;
! Reward&lt;br /&gt;
|- &lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;&#039;Infernal Contempt:&#039;&#039;&#039; All friendly units with the Daemon of Khorne special rule have the Adamantium Will and Stubborn special rules until the start of your next turn. Note that &#039;&#039;&#039;Stubborn&#039;&#039;&#039; Daemon units do not subtract from their leadership when taking instability tests. &lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;&#039;Insatiable Bloodlust:&#039;&#039;&#039; All friendly units with the Daemon of Khorne special rule have the Crusader and Furious Charge special rules until the start of your next turn. &lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| &#039;&#039;&#039;Unstoppable Ferocity:&#039;&#039;&#039; All friendly units with the Daemon of Khorne special rule have the Feel No Pain special rule, but can only use this special rule against ranged attacks. &lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Apocalyptic Fury:&#039;&#039;&#039; All friendly units with the Daemon of Khorne special rule add 1 to their Attacks characteristic until the start of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| &#039;&#039;&#039;Daemontide:&#039;&#039;&#039; A unit consisting of either 7 Bloodletters, with a Blood Fiend, or 5 Flesh Hounds (controlling player’s choice) is summoned (see below) within 12” of any friendly unit with the Daemon of Khorne special rule.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| &#039;&#039;&#039;Harbingers of Blood and Brass:&#039;&#039;&#039; A unit consisting of either 3 or a Skull Cannon (controlling player’s choice) is summoned (see below) within 12” of any friendly unit with the Daemon of Khorne special rule.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| &#039;&#039;&#039;Dark Apotheosis:&#039;&#039;&#039; Choose a friendly Chaos Space Marine character with the Mark of Khorne special rule, the chosen character must take a leadership test, if failed, replace the model with a spawn, if passed, replace the model with a Daemon Prince of Khorne with a 3+ Sv. Either way the model must be placed at least 1&amp;quot; away from enemy models and within 6&amp;quot; of the where the chosen Chaos Space Marine character was standing. The model counts as having been summoned using the &#039;&#039;&#039;Daemonology (Malefic)&#039;&#039;&#039; discipline. The chosen character counts as having been destroyed for all intents and purposes, if an independent character was chosen, you gain 1 Blood Tithe. If the chosen character was your warlord, the Daemon Prince now counts as having been your Warlord all along and has the same warlord trait. &lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| &#039;&#039;&#039;Unbound Fury:&#039;&#039;&#039; Choose a single Exalted Herald of Khorne remove the model from play and replace it with a Blood Thirster. The Blood Thirster must be placed anywhere within 6&amp;quot; of the Exalted Herald which is being removed and at least 1&amp;quot; away from enemy models. If the chosen character was your warlord, the Blood Thirster now counts as having been your Warlord all along and has the same warlord trait. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039; Models are summoned following the rules for the summoning powers in the &#039;&#039;&#039;Daemonology (Malefic)&#039;&#039;&#039; discipline.&lt;br /&gt;
====COMBAT DRUGS====&lt;br /&gt;
If you have any models with the Combat Drugs special rule, roll a dice at the start of the game, before deployment and consult the combat drugs table below. All models with the Combat Drugs special rule add +1 to the relevant characteristic:&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! D6&lt;br /&gt;
! Bonus&lt;br /&gt;
|- &lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;&#039;Adrenalight:&#039;&#039;&#039; Attack&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;&#039;Grave Lotus:&#039;&#039;&#039; Strength&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| &#039;&#039;&#039;Hypex:&#039;&#039;&#039; Initiative&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Painbringer:&#039;&#039;&#039; Toughness&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| &#039;&#039;&#039;Serpentin:&#039;&#039;&#039; Weapon Skill&lt;br /&gt;
|-&lt;br /&gt;
| 6+&lt;br /&gt;
| &#039;&#039;&#039;Splintermind:&#039;&#039;&#039; The model gains the Stubborn special rule, in addition you may roll once more on the Combat Drugs table. &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====DAEMON OF KHORNE====&lt;br /&gt;
Daemons of Khorne have the Fearless, Daemon, Daemonic Instability, Deep Strike, Counter-attack, Rage, Hatred (Daemons of Slaanesh) and Blood Tithe special rules.&lt;br /&gt;
====DAEMON OF TZEENTCH====&lt;br /&gt;
Daemons of Tzeentch have the Fearless, Daemon, Daemonic Instability, Deep Strike and Hatred (Daemons of Nurgle) rules and may never summon units with the Daemon of Nurgle special rule. Unless they are using a 2+ Save, models with this special rule may re-roll failed saving throws of 1.&lt;br /&gt;
====DAEMON OF NURGLE====&lt;br /&gt;
Daemons of Nurgle have the Fearless, Daemon, Daemonic Instability, Deep Strike, Shrouded, Slow and Purposeful and Hatred (Daemons of Tzeentch) rules and may never summon units with the Daemon of Tzeentch special rule. Models with the Daemon of Nurgle special rule are armed with defensive grenades.&lt;br /&gt;
====DAEMON OF SLAANESH====&lt;br /&gt;
Daemons of Slaanesh have the Fearless, Daemon, Daemonic Instability, Deep Strike, Jink, Rending, Fleet, Swiftstride and Hatred (Daemons of Khorne) rules and may never summon units with the Daemon of Khorne special rule.&lt;br /&gt;
====DAEMONFORGE====&lt;br /&gt;
For one Shooting or Assault phase per game, the model may re-roll all failed To Wounds rolls and all failed armour penetration rolls. At the end of that phase, roll a D6; lose a Hull Point (no saves) if you roll a 1.&lt;br /&gt;
====DAEMONIC INSTABILITY====&lt;br /&gt;
When a unit with this special rule loses an assault, roll 2D6, add the amount the unit lost the assault by and subtract the Leadership. If the result is above 0, the unit loses that number of Wounds with no Armour saves, invulnerable saves or Feel No Pain rolls allowed. The Wounds are allocated by the owning player. If you roll two ones all Wounds models in the unit including Independent Characters previously suffered are restored. In addition, you may add back any destroyed models in the unit excluding Independent Characters back into unit coherency, provided they can be placed without being within 1&amp;quot; of an enemy model their unit is not fighting in close combat. If you roll two sixes the entire unit and any Independent Characters within the unit are removed as casualties.&lt;br /&gt;
====DAEMONIC TITAN OF KHORNE====&lt;br /&gt;
Models with the Deamonic Titan of Khorne upgrade are armed with a daemonic possession and have the Hatred (Daemons of Slaanesh and Rage special rules and may re-roll the number of stomps they make.&lt;br /&gt;
====DAEMONIC TITAN OF TZEENTCH====&lt;br /&gt;
Models with the Deamonic Titan of Tzeentch upgrade are armed with a daemonic possession and have the Hatred (Daemons of Nurgle special rules and may re-roll To Hit rolls of 1 and any heavy stubbers they are armed with gain the Soul Fire special rule. &lt;br /&gt;
====DAEMONIC TITAN OF NURGLE====&lt;br /&gt;
Models with the Deamonic Titan of Nurgle upgrade are armed with a daemonic possession and have the Hatred (Daemons of Tzeentch and It Will Not Die special rules. &lt;br /&gt;
====DAEMONIC TITAN OF SLAANESH====&lt;br /&gt;
Models with the Deamonic Titan of Slaanesh upgrade are armed with a daemonic possession and have the Hatred (Daemons of Khorne special rules. All models with a Leadership value in combat with a Daemonic Titan of Slaanesh at the start of the Fight sub-phase must pass a Leadership test with a -2 modifier or reduce their Initiative value to 1 for the duration of that Fight sub-phase.&lt;br /&gt;
====DEDICATION TO KHORNE====&lt;br /&gt;
A model with this special rule counts as having the Mark of Khorne for the purpose of warband tactics and has the Rampage special rule. &lt;br /&gt;
====DEDICATION TO TZEENTCH====&lt;br /&gt;
A model with this special rule counts as having the Mark of Tzeentch for the purpose of warband tactics and may re-roll To-Hit rolls of 1 when firing ranged weapons. In addition any heavy flamers it has gain the Soul Blaze special rule.&lt;br /&gt;
====DEDICATION TO NURGLE====&lt;br /&gt;
A model with this special rule counts as having the Mark of Nurgle for the purpose of warband tactics. If it ever loses its last remaining Hull Point but does not explode you may keep rolling for It Will Not Die at the end of each of your turns, if it ever regains a Hull Point through the It Will Not Die special rule it returns to play with one Hull Point remaining.  &lt;br /&gt;
====DEDICATION TO SLAANESH====&lt;br /&gt;
A model with this special rule counts as having the Mark of Slaanesh for the purpose of warband tactics and is armed with assault grenades and defensive grenades. &lt;br /&gt;
====ETERNAL CRUSADE====&lt;br /&gt;
Units composed entirely of models with this special rule may use their Sweeping Advance move to move within 1&amp;quot; of their enemy during your Assault Phase provided at least one model from the unit moves into base contact with an enemy model. Your unit counts as having made a disordered charge and may not strike in the ensuing combat. Overwatch may be performed against the unit as normal.&lt;br /&gt;
====EYE OF THE GODS====&lt;br /&gt;
When a Character with this special rule destroys an enemy character he is fighting in a challenge, roll on the Eye of the Gods Table for that Character. &lt;br /&gt;
====INFERNAL RELIC====&lt;br /&gt;
You may not include more models in your army with the Infernal Relic special rule than you do Infernal Engineers. The following models are Infernal Engineers:&lt;br /&gt;
:: - Psykers with the Chaos Space Marines faction who generate at least one power from the &#039;&#039;&#039;daemonology (malefic)&#039;&#039;&#039; discipline. &lt;br /&gt;
:: - Abaddon&lt;br /&gt;
:: - Warpsmiths&lt;br /&gt;
&lt;br /&gt;
The first model with this special rule taken in your primary detachment does not count toward the maximum number of models with this special rule you may include in your army. &lt;br /&gt;
====MARK OF KHORNE====&lt;br /&gt;
Models with this special rule have the Counter-attack, Rage, Furious Charge, and Adamantium Will special rules and may not join units with one or more models with the Mark of Slaanesh special rule. &lt;br /&gt;
&lt;br /&gt;
A model with this special rule counts as having a Mark of Chaos.&lt;br /&gt;
====MARK OF TZEENTCH====&lt;br /&gt;
Models with this special rule gain +1 to their Invulnerable save. Models without an Invulnerable save instead gain a 5+ invulnerable save and may not join units with one or more models with the Mark of Nurgle special rule.&lt;br /&gt;
&lt;br /&gt;
A model with this special rule counts as having a Mark of Chaos.&lt;br /&gt;
====MARK OF NURGLE====&lt;br /&gt;
Models with this special rule gain +1 Toughness, this bonus is already included in the profile of models which start with this special rule and may not join units with one or more models with the Mark of Tzeentch special rule..&lt;br /&gt;
&lt;br /&gt;
A model with this special rule counts as having a Mark of Chaos.&lt;br /&gt;
====MARK OF SLAANESH====&lt;br /&gt;
Models with this special rule have the Crusader and Fleet special rules. Models which purchase the mark of Slaanesh gain +1 Initiative, this bonus is already included in the profile of models which start with this special rule and may not join units with one or more models with the Mark of Khorne special rule.&lt;br /&gt;
&lt;br /&gt;
A model with this special rule counts as having a Mark of Chaos.&lt;br /&gt;
====PRIMARCH====&lt;br /&gt;
Models with this special rule have the Adamantium Will, Eternal Warrior, Fearless, Feel No Pain, Fleet, It Will Not Die, Precision Shots and Precision Strikes special rules.&lt;br /&gt;
====SWIFTSTRIDE==== &lt;br /&gt;
Units with one or more models with this rule may run twice during the shooting phase. &lt;br /&gt;
==THE FORBIDDEN ARMOURY==&lt;br /&gt;
===GIFTS OF MUTATION===&lt;br /&gt;
&#039;&#039;&#039;*ARCANE OCCULUM&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The model has +1 Ballistic Skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*BERZERKER STRENGTH&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The model has +1 Strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*CEREBRAL COGITATOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The model has +1 Initiative.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*COSMIC FATE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once per game the model may choose to automatically pass any one saving throw before rolling for it. The model may not be used to automatically pass a feel no pain roll. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*CRYSTALLINE BODY&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The model has +1 Toughness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*GUN MORPH&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note down one of the model&#039;s weapons when making your army list. The chosen weapon gains the Twin-linked special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*ICY AURA&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The model inflicts a single additional hit in close combat at Initiative Step 1 for each enemy model in base contact with the model. These attacks are made at S 4 AP 5 and do not benefit from the model&#039;s weapons or other special rules.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*VENEMOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The model has the Poisoned (4+) special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*WARP FRENZY&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The model has +1 Attack.&lt;br /&gt;
&lt;br /&gt;
===VEHICLE EQUIPMENT===&lt;br /&gt;
&#039;&#039;&#039;CERAMITE PLATING&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Melta weapons do not roll an extra D6 armour penetration when shooting a vehicle equipped with ceramite plating at half range or less.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DAEMONIC POSSESSION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vehicles armed with a Daemonic Possesion ignore the result of Crew Shaken and Crew Stunned results on the vehicle damage table on the roll of a 2+. &lt;br /&gt;
&lt;br /&gt;
When a unit embarks upon a vehicle armed with a Daemonic Possesion roll a D6. On a 1 a single model from the unit (chosen by the chaos player) is removed from the game and the vehicle immediately regains a single hull point lost earlier in the battle. &lt;br /&gt;
&lt;br /&gt;
Vehicles armed with a Daemonic Possesion Ballistic Skill is changed 3 and they gain the Daemon and Daemonforge special rules. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DESTROYER BLADES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tank Shocked units take D6 S 5 AP - hits, if they choose Death or Glory, they take D6 additional S 5 AP - hits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DIRGE CASTER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enemy units within 6&amp;quot; of a model armed with a dirge caster cannot fire Overwatch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LASER TENDRILS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Decrease the WS of all enemy units in base contact with a model armed with lasher tendrils by 1. Non-Walker enemy vehicles in base contact with a friendly model armed with a lasher tendril set are hit automatically. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAGMA CUTTERS&#039;&#039;&#039;&lt;br /&gt;
A model armed with magma cutters gets 1 additional attack at Initiative step 1 if it hits with 1 or more attacks, it it hits with all of its attacks it makes one further attack at Initiative step 1. These attacks are made using the profile below:&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| Armourbane&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MELTA-RAM&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A model armed with a melta-ram can Ram while in hover mode. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VOID SHIELD&#039;&#039;&#039;&lt;br /&gt;
Each hit scored with a ranged attack scored against a model armed with a void shield instead hits its void shield. Each void shield counts as an AV 12 vehicle with a single hull point. Penetrating hits offer no additional benefits against a hull point. Once a void shield has suffered a glancing or penetrating hit it stops absorbing hits. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARPFLAME GARGOYLES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All ranged attacks made by a model armed with warpflame gargoyles have the Soul Blaze special rule.&lt;br /&gt;
&lt;br /&gt;
===SPECIAL ISSUE WARGEAR===&lt;br /&gt;
&#039;&#039;&#039;BLIGHT GRENADES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A model that is armed with blight grenades is armed with assault grenades and defensive grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CHAOS BIKE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A model armed with a chaos bike changes its unit type to &#039;&#039;&#039;Bike (Character)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FLESHMETAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A model armed with fleshmetal has a 2+ Sv. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INFERNO BOLTS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shooting attacks made by models armed with inferno bolts with bolt weapons are resolved at AP 3. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TERMINATOR ARMOUR&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Terminator armour confers a 2+ Armour Save and a 5+ invulnerable save. Models in Terminator armour have the Bulky, Deep Strike and Relentless special rules. Units including one or more models armed with Terminator armour may not make Sweeping Advances. A model upgraded to have Terminator armour increase their Toughness characteristic by 1. &#039;&#039;&#039;(this bonus is already included in the profiles of models that have Terminator armour as part of their standard wargear)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JUMP PACK&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A model armed with a jump pack changes its unit type to &#039;&#039;&#039;Jump Infantry (Character)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SIGIL OF CORRUPTION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A model armed with a sigil of corruption has a 4+ invulnerable save.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THE BUTCHER&#039;S NAILS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Butcher&#039;s Nails confer the Rampage special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARP POX&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warp pox confers the Feel No Pain special rule. In addition, a model armed with warp pox reduces its Initiative value by 1.&lt;br /&gt;
&lt;br /&gt;
===CHAOS REWARDS===&lt;br /&gt;
&#039;&#039;&#039;AURA OF DARK GLORY&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A model armed with an aura of dark glory has a 5+ invulnerable save. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMBAT FAMILIAR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A model armed with a combat familiar can make D6 additional attacks at S 4 AP - each round of close combat. These attacks do not benefit from any weapons or special rule the model is armed with. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JUGGERNAUT OF KHORNE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A model armed with a juggernaut of Khorne changes its unit type to &#039;&#039;&#039;Cavalry (Character)&#039;&#039;&#039; and adds +1 to its Toughness, Wounds and Attacks characteristics. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DISC OF TZEENTCH&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A model armed with a disc of Tzeentch changes its unit type to &#039;&#039;&#039;Jetbike (Character)&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PALANQUIN OF NURGLE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A model armed with a adds +2 to its Wounds characteristic and +1 to its Attacks characteristic and gains the Very Bulky special rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STEED OF SLAANESH&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A model armed with a steed of Slaanesh changes its unit type to &#039;&#039;&#039;Cavalry (Character)&#039;&#039;&#039; and adds +3&amp;quot; to its run distances and gains the Acute Senses and Outflank special rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ICHOR BLOOD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Units that inflict unsaved Wounds on a model armed with ichor blood immediately suffer a single Strength 3 AP 4 hit for each Wound caused. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPELL FAMILIAR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A model armed with a spell familiar may re-roll failed Psychic tests.&lt;br /&gt;
&lt;br /&gt;
===CHAOS ICONS===&lt;br /&gt;
Friendly units do not scatter when they Deep Strike, so long as the first model is placed&lt;br /&gt;
within 6&amp;quot; of a model with a Chaos Icon. The Chaos Icon must have been on the&lt;br /&gt;
battlefield at the start of the turn in order for it to be used. Chaos Icons also have an additional effects, which are listed below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ICON OF WRATH&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Units with the Mark of Khorne only. All models with the Mark of Khorne in a unit equipped with an icon of wrath have the Hammer of Wrath special rule. When determining its charge range, a unit with this icon may re-roll the result.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ICON OF FLAME&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Units with the Mark of Tzeentch only. All weapons with &amp;quot;bolt&amp;quot; in their name carried by models with the Mark of Tzeentch in a unit equipped with an icon of flame have the Soul Blaze special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ICON OF DESPAIR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Units with the Mark of Nurgle only. All models with the Mark of Nurgle in a unit equipped with an icon of despair have the Fear special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ICON OF EXCESS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Units with the Mark of Slaanesh only. All models with the Mark of Slaanesh in a unit equipped with an icon of excess have the Feel No Pain special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ICON OF VENGEANCE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All models without a Mark of Chaos in a unit equipped with an Icon of Vengeance have the Zealot special rule.&lt;br /&gt;
&lt;br /&gt;
===RELICS OF THE THOUSAND SONS===&lt;br /&gt;
====ASTRAL GIMOIRE====&lt;br /&gt;
Once per turn during the bearer&#039;s Movement phase the bearer may nominate a friendly infantry unit within 12&amp;quot;. The nominated unit gains the Jump type. &lt;br /&gt;
&lt;br /&gt;
====ATHENAEAN SCROLLS====&lt;br /&gt;
If the bearer passes a psychic check with one or more doubles, your opponent may not attempt to Deny the Witch against that power. &lt;br /&gt;
&lt;br /&gt;
====CORUSCATOR====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| Pistol, Blast, Soul Blaze&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====HELM OF THE THIRD EYE====&lt;br /&gt;
Overwatch performed by models in the bearer&#039;s unit is performed at Ballistic Skill 2. Models in the bearer&#039;s unit with the Slow and Purposeful special rule may fire Overwatch.&lt;br /&gt;
&lt;br /&gt;
====SEER&#039;S BANE====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 3&lt;br /&gt;
| Melee, Daemon Weapon, Bane of Wisdom&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Bane of Wisdom:&#039;&#039;&#039; Attacks made with a weapon with this special rule are made using the most common Leadership in the target unit. When fighting in a challenge, the Leadership of the enemy fighting the bearer in the challenge is used.&lt;br /&gt;
&lt;br /&gt;
====STAFF OF ARCANE COMPULSION====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
| 3&lt;br /&gt;
| Melee, Concussive, Force, Repelling Sweep&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Repelling Sweep:&#039;&#039;&#039; Enemy units attempting to Charge the bearer&#039;s unit subtract 2 from their charge distance.&lt;br /&gt;
&lt;br /&gt;
===DAEMONIC FORGE===&lt;br /&gt;
====DAEMONIC WEAPON====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Daemon sword&lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 3&lt;br /&gt;
| Melee, Daemon Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Daemon axe&lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Daemon Weapon, Unwieldy&lt;br /&gt;
|-&lt;br /&gt;
| Daemon mace&lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
| 4&lt;br /&gt;
| Melee, Daemon Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Daemon lance&lt;br /&gt;
| -&lt;br /&gt;
| User/+1&lt;br /&gt;
| 3/4&lt;br /&gt;
| Melee, Daemon Weapon, Lance&lt;br /&gt;
|-&lt;br /&gt;
| Daemon fist&lt;br /&gt;
| -&lt;br /&gt;
| x2&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Daemon Weapon, Unwieldy, Specialist Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Bloodthirsty axe&lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
| 4&lt;br /&gt;
| Melee, Daemon Weapon, Blood Soaked Fury&lt;br /&gt;
|-&lt;br /&gt;
| Daemonic hand cannon&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| D&lt;br /&gt;
| 2&lt;br /&gt;
| Salvo 1/1, Blast, Get´s Hot, Daemonic Essence&lt;br /&gt;
|-&lt;br /&gt;
| Quicksilver rapier&lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 3&lt;br /&gt;
| Melee, Daemon Weapon, Quicksilver Strikes&lt;br /&gt;
|-&lt;br /&gt;
| Skullcrushing mace&lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
| 4&lt;br /&gt;
| Melee, Daemon Weapon, Skullcrusher&lt;br /&gt;
|-&lt;br /&gt;
| Life reaper&lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Daemon Weapon, Zombie Affliction, Two-Handed&lt;br /&gt;
|-&lt;br /&gt;
| Doomfire revolver&lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 2D6&lt;br /&gt;
| 2&lt;br /&gt;
| Pistol, Doomfire&lt;br /&gt;
|-&lt;br /&gt;
| Arcane staff&lt;br /&gt;
| Template&lt;br /&gt;
| D6&lt;br /&gt;
| D6&lt;br /&gt;
| Assault 1&lt;br /&gt;
|-&lt;br /&gt;
| Bat&#039;s talon&lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 3&lt;br /&gt;
| Melee, Daemon Weapon, Shred, Specialist Weapon, Sanity Shredder&lt;br /&gt;
|-&lt;br /&gt;
| Twin swords&lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 3&lt;br /&gt;
| Melee, Daemon Weapon, Twin Blades, Two-Handed&lt;br /&gt;
|-&lt;br /&gt;
| Whispering dagger&lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 6&lt;br /&gt;
| Melee, Daemon Weapon, Forbidden Whispers&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Daemon Weapon:&#039;&#039;&#039; Before rolling To-Hit with a weapon with this special rule roll a D6. On a 2+ the bearer gains a number of additional attacks equal to the roll, on a roll of 1 the bearer´s WS characteristic is changed to 0 until the start of the following Shooting Phase and the bearer suffers a wound with no saves of any kind allowed.  &lt;br /&gt;
::&#039;&#039;&#039;Lance:&#039;&#039;&#039; A weapon with this special rule has an increased Strength and AP value on the turn its wielder charges. &lt;br /&gt;
::&#039;&#039;&#039;Blood Soaked Fury:&#039;&#039;&#039; Each time a model inflicts a wound with this weapon the model may immediately make an additional attack, these attacks do not generate additional attacks.&lt;br /&gt;
::&#039;&#039;&#039;Daemonic Essence:&#039;&#039;&#039; Get´s Hot results inflicted by this weapon have the Instant Death special rule.&lt;br /&gt;
::&#039;&#039;&#039;Quicksilver Strikes:&#039;&#039;&#039; Attacks made with a weapon with this special rule are resolved at Initiative 10. &lt;br /&gt;
::&#039;&#039;&#039;Skullcrusher:&#039;&#039;&#039; A weapon with this special rule gains the Instant Death special rule against enemy models the wielder is fighting in a challenge. &lt;br /&gt;
::&#039;&#039;&#039;Zombie Affliction:&#039;&#039;&#039; Each enemy model slain with a weapon with this special rule adds a Plague Zombie to the wielder of this weapon&#039;s unit.&lt;br /&gt;
::&#039;&#039;&#039;Doomfire:&#039;&#039;&#039; A weapon with this special rule&#039;s Strength is randomized each time it is fired. If the Strength rolled is 11 or 12 the shot is resolved at Strength D. Whenever this weapon fires a strength D shot the bearer suffers a Wound with no saves of any kind allowed.  &lt;br /&gt;
::&#039;&#039;&#039;Sanity Shredder:&#039;&#039;&#039; A unit which has suffered one or more unsaved wounds from a weapon with this special rule suffer a -1 penalty to its Leadership until the end of the game. A unit in which a Character was killed suffers a -3 penalty to their Leadership until the end of the game.&lt;br /&gt;
::&#039;&#039;&#039;Twin Blades:&#039;&#039;&#039; You may re-roll the dice for the number of attacks received from the Daemon Weapon special rule, including the roll of a 1.  &lt;br /&gt;
::&#039;&#039;&#039;Forbidden Whispers:&#039;&#039;&#039; A weapon with this special rule reduces the Leadership of all units (friend and foe) within 12&amp;quot; of the wielder by 2.&lt;br /&gt;
&lt;br /&gt;
====DAEMONIC TRAITS====&lt;br /&gt;
&#039;&#039;&#039;WRATHFUL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A weapon with this special rule has the Soul Blaze special rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LUSTFUL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The wielder of this weapon must issue and accept challenges whenever possible. While its wielder is fighting in a challenge a weapon with this special rule gains the Shred special rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SLOUTHFUL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The wielder of a weapon with this special rule gains the It Will Not Die special rule until the end of the turn if it does not move in the Movement phase. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CHAOTIC&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A weapon with this special rule has the Fleshbane special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GREEDY&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Roll 2D6 for the number of bonus attacks from the Daemon Weapon special rule, the wielder suffers the ill effects if either of the D6 result in a 1. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ENVIOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While fighting in a challenge a model fighting with a weapon with this special rule replaces its S and T values with that of its opponent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SENTIENT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A weapon with this special rule has the Master-crafted special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEADLY&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A weapon with this special rule has the Instant Death special rule on any To Wound roll of 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROUD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every time the wielder kills an enemy in a challenge with a weapon with this special rule the wielder must roll on the Eye of the Gods table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GLUTTONOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A weapon with this special rule nullifies every &#039;&#039;&#039;Blessing&#039;&#039;&#039;, &#039;&#039;&#039;Malediction&#039;&#039;&#039; &#039;&#039;&#039;Focussed Witchfire&#039;&#039;&#039; and &#039;&#039;&#039;Witchfire&#039;&#039;&#039; on its wielder or its wielders unit unit on a 4+.&lt;br /&gt;
&lt;br /&gt;
===MELEE WEAPONS===&lt;br /&gt;
&#039;&#039;&#039;CHAINAXE&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
| 4&lt;br /&gt;
| Melee&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KNIGHT WEAPONS&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Foe-reaper chainsword&lt;br /&gt;
| -&lt;br /&gt;
| D&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Foe-reaper&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Foe-reaper:&#039;&#039;&#039; When resolving attacks against Monstrous Creatures and Walkers with a weapon with this special rule you may re-roll results of 1 on the destroyer table.&lt;br /&gt;
| Reaper chainsword&lt;br /&gt;
| -&lt;br /&gt;
| D&lt;br /&gt;
| 2&lt;br /&gt;
| Melee&lt;br /&gt;
|-&lt;br /&gt;
| Thunderstrike gauntlet&lt;br /&gt;
| -&lt;br /&gt;
| D&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Hurl, Massive&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Massive:&#039;&#039;&#039; Attacks made using a weapon with this special rule are resolved at Initiative 1, even if the user is a Walker or Super-heavy Walker. &lt;br /&gt;
::&#039;&#039;&#039;Hurl:&#039;&#039;&#039; If a model destroys an enemy Monstrous Creature or Vehicle using a thunderstrike gauntlet, that model may immediately throw the Monstrous Creature/Vehicle using the following profile. After the shooting attack has been resolved the destroyed model is removed from the table. Any embarked unit on the destroyed vehicle must emergency disembark before the Transport is thrown. &lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| *&lt;br /&gt;
| -&lt;br /&gt;
| Heavy 1, Large Blast, The Bigger They Are...&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;The Bigger They Are...:&#039;&#039;&#039; The Strength of this attack is equal to the Toughness value of the Monstrous Creature or half the front armour value of the vehicle being throw. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLAGUEKNIFE&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| -&lt;br /&gt;
| Melee, Poisoned (4+)&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARPSWORD&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 1&lt;br /&gt;
| Melee, Armourbane&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
===RANGED WEAPONS===&lt;br /&gt;
&#039;&#039;&#039;AUTO WEAPONS&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Accelerator autocannon &lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 6, Rending, Rapid Tracking&lt;br /&gt;
|- &lt;br /&gt;
| Assault cannon&lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 4, Rending&lt;br /&gt;
|-&lt;br /&gt;
| Autocannon&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 2&lt;br /&gt;
|-&lt;br /&gt;
| Autocannon turret&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 2, Independent Turret Fire&lt;br /&gt;
|-&lt;br /&gt;
| Auto pistol&lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| -&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Autogun&lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| -&lt;br /&gt;
| Rapid Fire&lt;br /&gt;
|-&lt;br /&gt;
| Avenger gatling cannon &lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| Heavy 12, Rending&lt;br /&gt;
|-&lt;br /&gt;
| Hades autocannon&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 4, Pinning&lt;br /&gt;
|-&lt;br /&gt;
| Heavy stubber&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| Heavy 3&lt;br /&gt;
|-&lt;br /&gt;
| Hellstorm autocannon&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 3, Twin-linked, Rending&lt;br /&gt;
|-&lt;br /&gt;
| Reaper autocannon &lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 2, Twin-linked, Rending&lt;br /&gt;
|-&lt;br /&gt;
| Soulreaper cannon &lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| Heavy 4&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Rapid Tracking:&#039;&#039;&#039; Targets may not take Jink saves against damage from this weapon.&lt;br /&gt;
::&#039;&#039;&#039;Independent Turret Fire:&#039;&#039;&#039; Weapons with this special rule do not count towards the number of weapons a model may fire each turn and may be fired at a seperate target from all other weapons the model is armed with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BATTLE CANNON&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 72&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| Primary Weapon 1, Large Blast&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BOLT WEAPONS&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| Avenger bolt cannon &lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| Heavy 7&lt;br /&gt;
|-&lt;br /&gt;
| Bolt pistol&lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Boltgun&lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Rapid Fire&lt;br /&gt;
|- &lt;br /&gt;
| Combi-bolter&lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Rapid Fire, Shred, Twin-linked&lt;br /&gt;
|-&lt;br /&gt;
| Heavy bolter&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 3&lt;br /&gt;
|-&lt;br /&gt;
| Quad heavy bolter turret&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 6, Independent Turret Fire&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Independent Turret Fire:&#039;&#039;&#039; Weapons with this special rule do not count towards the number of weapons a model may fire each turn and may be fired at a seperate target from all other weapons the model is armed with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BOMB WEAPONS&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Alchem cluster bomb&lt;br /&gt;
| -&lt;br /&gt;
| *&lt;br /&gt;
| 5&lt;br /&gt;
| Bomb 3, Barrage, Blast, Poisoned&lt;br /&gt;
|-&lt;br /&gt;
| Baletalon shatter charge&lt;br /&gt;
| -&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| Bomb 3, Unguided&lt;br /&gt;
|-&lt;br /&gt;
| Bomb pylon set&lt;br /&gt;
| -&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| Bomb 6, Apocalyptic Barrage&lt;br /&gt;
|-&lt;br /&gt;
| Pyrax incendiary bomb &lt;br /&gt;
| Bomb&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 1, Blast, Ignores Cover&lt;br /&gt;
|-&lt;br /&gt;
| Warp-pulse bomb&lt;br /&gt;
| -&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| Bomb 1, Large Blast, Blind, Haywire&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Unguided:&#039;&#039;&#039; A weapon with this special rule is resolved like a Vecotr Strike. Each shot fired by this weapon inflicts a single hit on a 6+.&lt;br /&gt;
&lt;br /&gt;
====BUTCHER CANNON====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 4&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CHAOTIC BOMBARDMENT&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Infinite&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| Ordnance 1, Barrage, Large Blast, One Use Only, Orbital, Chaotic Bombardment&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Orbital:&#039;&#039;&#039; If an arrow is rolled on the scatter dice when firing a weapon that has this special rule, the shot always scatters the full 2D6&amp;quot; regardless of the firing model’s Ballistic Skill. In addition, firing an Ordnance weapon that has this special rule does not prevent the firing model from declaring a charge against the target unit in the same turn.&lt;br /&gt;
&#039;&#039;&#039;Chaotic Bombardment:&#039;&#039;&#039; Before firing this weapon roll a d6, on a 5+ change this weapon to Ordnance 2, on the roll of a 1; your opponents may choose any of your units to be the target of the weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CONVERSION WEAPONS&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Conversion beamer&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Up to 18&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| -&lt;br /&gt;
| Heavy 1, Blast, Divert Power&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 18&amp;quot; to 42&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 1, Blast, Divert Power&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 42&amp;quot; to 72&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| Heavy 1, Blast, Divert Power&lt;br /&gt;
|-&lt;br /&gt;
| Heavy conversion beamer&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Up to 18&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| -&lt;br /&gt;
| Heavy 1, Large Blast, Divert Power&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 18&amp;quot; to 42&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 1, Large Blast, Divert Power&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 42&amp;quot; to 72&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| Heavy 1, Large Blast, Divert Power&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Divert Power:&#039;&#039;&#039; This profile cannot be used if the vehicle using the weapon with this type has moved in the previous movement phase. Ignore the Relentless special rule for the purpose of this special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEMOLISHER CANNON&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
| Ordnance 1, Large Blast&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DREADHAMMER SIEGE CANNON&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| Primary Weapon 1, Massive Blast, No Cover Saves Allowed&lt;br /&gt;
|-&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| Primary Weapon 1, Divert Power, Massive Blast, No Cover Saves Allowed&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Divert Power:&#039;&#039;&#039; This profile cannot be used if the vehicle using the weapon with this type has moved in the previous movement phase. Ignore the Relentless special rule for the purpose of this special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FELLBLADE ACCELLERATOR CANNON&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 100&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| Primary Weapon 1, Massive Blast&lt;br /&gt;
|-&lt;br /&gt;
| 100&amp;quot;&lt;br /&gt;
| 9&lt;br /&gt;
| 2&lt;br /&gt;
| Primary Weapon 1, Armourbane, Blast&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FLAMER WEAPONS&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| Baleflamer&lt;br /&gt;
| Template&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| Heavy 1, Torrent&lt;br /&gt;
|-&lt;br /&gt;
| Flamer&lt;br /&gt;
| Template&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Heavy 1&lt;br /&gt;
|-&lt;br /&gt;
| Heavy flamer&lt;br /&gt;
| Template&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 1&lt;br /&gt;
|-&lt;br /&gt;
| Heavy warpflamer&lt;br /&gt;
| Template&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| Heavy 1, Warpflame&lt;br /&gt;
|-&lt;br /&gt;
| Warpflamer&lt;br /&gt;
| Template&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 1, Warpflame&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::Warpflame:&#039;&#039;&#039; After removing casualties, roll a D6 on a 5+ the target unit loses one point of toughness for the rest of the battle, on a 1-2 the unit gains one point of toughness for the rest of the battle. This cannot take a unit´s Toughness below 1 or above 10.&lt;br /&gt;
&lt;br /&gt;
====IMPALER CANNON====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| Heavy 1, Get Over Here!&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Get Over Here!:&#039;&#039;&#039; Add 2D6&amp;quot; to the charge range of any unit attempting to charge a unit which has suffered a penetrating hit from a weapon with this special rule in the same turn.&lt;br /&gt;
&lt;br /&gt;
====KHARIBDIS ASSAULT LAUNCHER====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| Heavy 2, Pinning, Twin-linked  &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LASER WEAPONS&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Lascannon&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 9&lt;br /&gt;
| 2&lt;br /&gt;
| Heavy 1&lt;br /&gt;
|-&lt;br /&gt;
| Storm laser&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| Heavy D3+2&lt;br /&gt;
|-&lt;br /&gt;
| Turbo-laser destructor&lt;br /&gt;
| 72&amp;quot;&lt;br /&gt;
| D&lt;br /&gt;
| 2&lt;br /&gt;
| Heavy 1, Large Blast&lt;br /&gt;
|-&lt;br /&gt;
| Quad lascannon&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 9&lt;br /&gt;
| 2&lt;br /&gt;
| Heavy 2, Twin-linked&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TITAN WEAPONS&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Apocalypse missile launcher&lt;br /&gt;
| 24-360&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 3&lt;br /&gt;
| Primary Weapon 5, Apocalyptic Barrage&lt;br /&gt;
|-&lt;br /&gt;
| Double-barrelled turbo laser destructor &lt;br /&gt;
| 96&amp;quot;&lt;br /&gt;
| D&lt;br /&gt;
| 2&lt;br /&gt;
| Heavy 2, Large Blast&lt;br /&gt;
|-&lt;br /&gt;
| Inferno gun&lt;br /&gt;
| Hellstorm&lt;br /&gt;
| 7&lt;br /&gt;
| 3&lt;br /&gt;
| Primary Weapon 1&lt;br /&gt;
|-&lt;br /&gt;
| Plasma blastgun&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| - Rapid&lt;br /&gt;
| 72&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 3&lt;br /&gt;
| Primary Weapon 2, Massive Blast&lt;br /&gt;
|-&lt;br /&gt;
| - Overload&lt;br /&gt;
| 96&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
| Primary Weapon 1, Apocalyptic Blast&lt;br /&gt;
|-&lt;br /&gt;
| Vulcan mega-bolter&lt;br /&gt;
| 60&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| Heavy 15&lt;br /&gt;
|-&lt;br /&gt;
| Vortex missile&lt;br /&gt;
| 12-960&amp;quot;&lt;br /&gt;
| D&lt;br /&gt;
| 1&lt;br /&gt;
| Heavy 1, Large Blast, Vortex, One Use Only&lt;br /&gt;
|-&lt;br /&gt;
| Gatling blaster&lt;br /&gt;
| 72&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| Primary Weapon 6, Large Blast&lt;br /&gt;
|-&lt;br /&gt;
| Laser blaster&lt;br /&gt;
| 96&amp;quot;&lt;br /&gt;
| D&lt;br /&gt;
| 2&lt;br /&gt;
| Primary Weapon 3, Large Blast&lt;br /&gt;
|-&lt;br /&gt;
| Reaver fist&lt;br /&gt;
| -&lt;br /&gt;
| D &lt;br /&gt;
| 1&lt;br /&gt;
| Melee&lt;br /&gt;
|-&lt;br /&gt;
| Volcano cannon&lt;br /&gt;
| 180&amp;quot;&lt;br /&gt;
| D &lt;br /&gt;
| 2&lt;br /&gt;
| Primary Weapon 1, Massive Blast&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAWCANNON&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Template&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 1&lt;br /&gt;
|-&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 1, Large Blast&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====MELTA WEAPONS====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Meltagun&lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| Assault 1, Melta&lt;br /&gt;
|-&lt;br /&gt;
| Multimelta&lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| Heavy 1, Melta&lt;br /&gt;
|-&lt;br /&gt;
| Thermal cannon&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| Heavy 1, Large Blast, Melta&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RANCID VOMIT&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Template&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 1, Poisoned (3+)&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RAPID-FIRE BATTLE CANNON&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 72&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| Ordnance 2, Large Blast&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ROT CANNON&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| Ordnance 1, Rending, Large Blast&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====SONIC WEAPONS====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Blastmaster&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| x&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 3, Pinning, Ignores Cover&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| Heavy 1, Blast, Pinning, Ignores Cover&lt;br /&gt;
|-&lt;br /&gt;
| Doom siren&lt;br /&gt;
| Template&lt;br /&gt;
| x&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 1&lt;br /&gt;
|-&lt;br /&gt;
| Sonic blaster&lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| x&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 2, Blind, Concussive, Pinning, Sensory Overload&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Sensory Overload:&#039;&#039;&#039; A unit that is hit by a weapon with this rule must take an initiative for each hit suffered, units with Acute Sense must Re Roll failed Initiative tests. The unit suffers a single wound with the AP value of the weapon for each succesful Initiative test. Profiles with this rule have no effect on vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SCORPION CANNON&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| Heavy 10&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SOULBURNER WEAPONS&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Soulburner cannon&lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
| Primary Weapon 1, Large Blast, Ignore Cover&lt;br /&gt;
|-&lt;br /&gt;
| Soulburner petard&lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| Ordnance 1, Large Blast, Rending&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THUNDERHAWK CANNON&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 72&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| Primary Weapon 1, Massive Blast&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLASMA WEAPONS&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Plasma pistol&lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Pistol, Gets Hot&lt;br /&gt;
|-&lt;br /&gt;
| Plasma gun&lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Rapid-Fire, Gets Hot&lt;br /&gt;
|-&lt;br /&gt;
| Plasma cannon&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Salvo 1/2, Blast, Gets Hot&lt;br /&gt;
|-&lt;br /&gt;
| Ectoplasma cannon&lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| Salvo 1/2, Blast, Gets Hot&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HAVOC LAUNCHER&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| -&lt;br /&gt;
| Heavy 1, Twin-linked, Blast, Ignores Cover, Havoc&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Havoc:&#039;&#039;&#039; A unit that assaults a unit which has been hit by a weapon with the Havoc rule previously this turn does not suffer penalties for charging through terrain, though it must still subtract 2&amp;quot; from its charge distance. A unit which has been hit by a weapon with the Havoc rule cannot perform Overwatch for the rest of the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HELLMAW CANNON&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Template&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 1&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MISSILE WEAPONS&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range	&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Hellfire missile rack&lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| Heavy 2&lt;br /&gt;
|-&lt;br /&gt;
| Hellstrike missile&lt;br /&gt;
| 72&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| Ordnance 1, One Use&lt;br /&gt;
|-&lt;br /&gt;
| Missile launcher&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| - Krak Missile&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| Heavy 1&lt;br /&gt;
|-&lt;br /&gt;
| - Frag Missile&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 4	&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 1, Blast&lt;br /&gt;
|-&lt;br /&gt;
| - Flakk Missile&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| Heavy 1, Skyfire&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VENGEANCE LAUNCHER&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 2, Large Blast&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;QUAD DOOM MORTAR&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Quad doom mortar&lt;br /&gt;
| 12-60&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| Heavy 4, Barrage, Pinning, Blast, Shell Shock, Fuelled By Hate&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Fuelled By Hate:&#039;&#039;&#039; The Strength of this weapon is increased by 1 and the AP of this weapon is lowered by 1 for each glancing or penetrating hit this weapon has inflicted upon enemy vehicles during this game. &lt;br /&gt;
::&#039;&#039;&#039;Shell Shock:&#039;&#039;&#039; Pinning test taken against a weapon with this special rule are taken with a -1 modifier and an additional -1 modifier for each glancing or penetrating hit this weapon has inflicted upon enemy vehicles during this game. &lt;br /&gt;
==PSYCHIC POWERS==&lt;br /&gt;
All Psykers and Psychic Brotherhoods with one of the four marks of Chaos must generate at least one power from the discipline of their god. All Psykers and Psychic Brotherhoods with the Chaos Space Marines faction with one of the four marks of Chaos automatically know the Primaris (0.) power from the discipline of their god. &lt;br /&gt;
&lt;br /&gt;
===DISCIPLINE OF CHANGE===&lt;br /&gt;
&#039;&#039;&#039;0. Doombolt…. Warp Charge 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Doombolt is a &#039;&#039;&#039;Witchfire&#039;&#039;&#039; power with the profile given below&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Doombolt&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| D&lt;br /&gt;
| 1&lt;br /&gt;
| Assault 1&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1-2. Boon of Mutation…. Warp Charge 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Boon of Mutation is a &#039;&#039;&#039;Blessing&#039;&#039;&#039; that targets a single friendly Character within 12&amp;quot; the character rolls on the Eye of the Gods table re-rolling results of 2, 7, and 12. The result stays in effect until the end of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3-4. Tzeentch´ Firestorm…. Warp Charge 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tzeentch´ Firestorm is a &#039;&#039;&#039;Witchfire&#039;&#039;&#039; power with the profile given below&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Tzeentch´ Firestorm&lt;br /&gt;
| 24&lt;br /&gt;
| D6&lt;br /&gt;
| D6&lt;br /&gt;
| Assault 3, Barrage, Blast, Inferno&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Inferno:&#039;&#039;&#039; When a shooting attack with this rule causes an unsaved wound, inflict D3 hits with the strength and AP of the weapon fired with this rule for each unsaved wound. These additional hits do not inflict any further damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5-6. Breath of Chaos…. Warp Charge 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Breath of Chaos is a &#039;&#039;&#039;Witchfire&#039;&#039;&#039; power with the profile given below&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Breath of Chaos&lt;br /&gt;
| Template&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| Assault 1, Poison (4+), Spawnification&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Spawnification:&#039;&#039;&#039; After resolving the shooting attack, form a new unit of chaos spawn with a number of models equal to the number of models removed by the shooting attack. The new unit must start in combat with the unit, which was the target of the Breath of Chaos, counting as having assaulted that unit. Place the spawns within 8&amp;quot; of the caster of the Breath of Chaos and within unit coherency of the newly formed unit, in addition all the summoned spawn must be within 3&amp;quot; of the target of the Breath of Chaos. The summoned spawn count as a summoned unit from the &#039;&#039;&#039;Daemonology Malefic&#039;&#039;&#039; discipline.&lt;br /&gt;
&lt;br /&gt;
===DISCIPLINE OF PLAGUE===&lt;br /&gt;
&#039;&#039;&#039;0. Father&#039;s Love.... Warp Charge 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fathers Love is a &#039;&#039;&#039;Blessing&#039;&#039;&#039; that targets a single friendly unit within 12&amp;quot;. All the units ranged and melee weapons gain the Poisoned special rule, those that already have the Poisoned special rule (even if only Poisoned (6+)) gain the Fleshbane special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1-2. Curse of Rust…. Warp Charge 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Curse of Rust is a &#039;&#039;&#039;Witchfire&#039;&#039;&#039; power with the profile below.&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Curse of Rust&lt;br /&gt;
| 24&lt;br /&gt;
| x&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 1, Graviton, Ignores Cover, Blast&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3-4. Rancid Visitations…. Warp Charge 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rancid Visitations  is a &#039;&#039;&#039;Nova&#039;&#039;&#039; power which hits all models (friend and foe) within 12&amp;quot;. All models hit must take a Toughness test or suffer a wound with no saves of any kind allowed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5-6. Mortality.... Warp Charge 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mortality is a &#039;&#039;&#039;Malediction&#039;&#039;&#039; which targets an enemy unit within 24&amp;quot;. The targets Toughness is 1 and its Save is -.&lt;br /&gt;
&lt;br /&gt;
===DISCIPLINE OF DECADENCE===&lt;br /&gt;
&#039;&#039;&#039;0. Symphony of Pain.... Warp Charge 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Symphony of Pain is a &#039;&#039;&#039;Witchfire&#039;&#039;&#039; power with the profile below.&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Sensory Overload&lt;br /&gt;
| 24&lt;br /&gt;
| x&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 10, Blind, Concussive, Pinning, Sensory Overload&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Sensory Overload:&#039;&#039;&#039; A unit that is hit by a weapon with this rule must take an initiative for each hit suffered, units with Acute Sense must Re Roll failed Initiative tests. The unit suffers a single wound with AP 5 for each succesful Initiative test. Weapons with this rule have no effect on vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1-2. Hightened Senses.... Warp Charge 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hightened Senses can either be used as a &#039;&#039;&#039;Malediction&#039;&#039;&#039; that targets an enemy unit within 24&amp;quot;, or a &#039;&#039;&#039;Blessing&#039;&#039;&#039; that targets a friendly unit within 24&amp;quot;. The targets initiative is increased to 10 and it gains the Acute Senses special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3-4. Pavane of Slaanesh.... Warp Charge 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pavane of Slaanesh is a &#039;&#039;&#039;Focussed Witchfire&#039;&#039;&#039; power with a range of 6&amp;quot;. The target must pass a Leadership on 4D6 test or suffer a single wound with no armour or cover saves allowed for each point the test was failed by.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5-6. Death Metal.... Warp Charge 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While the psyker insists that it is music Death Metal is a &#039;&#039;&#039;Nova&#039;&#039;&#039; with the profile below.&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Death Metal&lt;br /&gt;
| 24&lt;br /&gt;
| x&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 2D6, Blind, Concussive, Pinning, Sensory Overload&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Sensory Overload:&#039;&#039;&#039; A unit that is hit by a weapon with this rule must take an initiative for each hit suffered, units with Acute Sense must Re Roll failed Initiative tests. The unit suffers a single wound with AP 5 for each succesful Initiative test. Weapons with this rule have no effect on vehicles.&lt;br /&gt;
&lt;br /&gt;
==CHAOS SPACE MARINE OBJECTIVES==&lt;br /&gt;
If your primary detachment contains Chaos Space Marines replace tactical objective 11, 12, 13, 14, 15 and 16 with the Champions of Chaos tactical objective. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11-16. CHAMPION OF CHAOS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Score 1 Victory Point if you issued a challenge during your turn. &lt;br /&gt;
&lt;br /&gt;
==EYE OF THE GODS TABLE==&lt;br /&gt;
When asked to roll on the Eye of the Gods Table; roll 1 D6 and consult the table below: &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! D6 result&lt;br /&gt;
! Effect&lt;br /&gt;
|- &lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;&#039;No Effect&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;&#039;Daemonic Reflexes:&#039;&#039;&#039; The character adds +1 to its Initiative characteristic. &lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| &#039;&#039;&#039;Daemonic Frenzy:&#039;&#039;&#039; The character adds +1 to its Attacks characteristic.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| &#039;&#039;&#039;Daemonic Strength:&#039;&#039;&#039; The character adds +1 to its Strength characteristic.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| &#039;&#039;&#039;Daemonic Hide:&#039;&#039;&#039; The character adds +1 to its Toughness characteristic.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| &#039;&#039;&#039;Doubly Blessed:&#039;&#039;&#039; Roll twice more on the Eye of the Gods Table. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bask in the Glory of the Gods&#039;&#039;&#039;&lt;br /&gt;
All other models in a unit with a character which is affected by results 2-5 are affected by the same results he is, while he remains in the unit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Gods are Fickle&#039;&#039;&#039;&lt;br /&gt;
*When a model receives result 2, 3, 4 or 5 for a second time in a battle it is turned into a Spawn. &lt;br /&gt;
:If possible, place a Spawn model within 6&amp;quot; of the original model and at least 1&amp;quot; away from enemy models. &lt;br /&gt;
:If the model had a Mark of Chaos the Spawn now has the same Mark of Chaos.&lt;br /&gt;
:Remove the original model, it counts as having been destroyed, even if no Spawn was placed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ascension at Last!&#039;&#039;&#039;&lt;br /&gt;
*When a model has received at least 3 of results 2, 3, 4 and 5 it may be ascended. &lt;br /&gt;
:When a model is ascended its profile changed to that presented below. Any wounds lost earlier in the battle are immediately restored. &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|- &lt;br /&gt;
| 9&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 9&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:The Character&#039;s unit type is changed to Monstrous Creature, if the Character had the Bike or Jump Infantry unit type before ascending its unit type changes to Flying Monstrous Creature instead. &lt;br /&gt;
:If the model was equipped with Terminator it loses its Terminator armour and instead gains a 3+ Armour Save. &lt;br /&gt;
:The model gains the Daemon special rule. &lt;br /&gt;
:The ascended model loses any other effects from the Eye of the Gods Table, if it would ever make further rolls on the Eye of the Gods Table it instead regains a single wound lost earlier in the battle. &lt;br /&gt;
:Place a Daemon Prince model within 6&amp;quot; of the original model to represent the ascended model.&lt;br /&gt;
:Remove the original model, it &#039;&#039;&#039;does not&#039;&#039;&#039; count as having been destroyed. &lt;br /&gt;
&lt;br /&gt;
[[category: Angry Codices]]&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Tome_of_Beasts&amp;diff=1011639</id>
		<title>Tome of Beasts</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Tome_of_Beasts&amp;diff=1011639"/>
		<updated>2026-05-20T15:50:11Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.161: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tomes of Beasts&#039;&#039;&#039; are a series of [[Monster Manual]]s for [[Dungeons &amp;amp; Dragons 5th Edition]] written and published by [[Kobold Press]]. Whilst officially setting neutral, all of the creatures entered in these books have an official presence in the [[Midgard]] setting, and often include small sidebars addressing lore specific to that setting.&lt;br /&gt;
&lt;br /&gt;
Quality is all over the place, and not just because many of the first ones were clearly built and designed with 3.X/Pathfinder sensibilities in mind rather than 5e design principles.&lt;br /&gt;
&lt;br /&gt;
Currently, there are three books in the series; the &#039;&#039;Tome of Beasts&#039;&#039;, the &#039;&#039;Tome of Beasts II&#039;&#039;, and the &#039;&#039;Creature Codex&#039;&#039;, which despite its different name is officially a &amp;quot;Tome of Beasts 1.5&amp;quot;, with a number of monsters that expand upon entries seen in the first Tome of Beasts.&lt;br /&gt;
&lt;br /&gt;
=Tome of Beasts=&lt;br /&gt;
&#039;&#039;&#039;[[Aboleth]], Nihileth:&#039;&#039;&#039; Planeswalking aboleths transformed into monstrous undead versions of themselves that can shift between corporeal and ethereal states.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abominable Beauty:&#039;&#039;&#039; A twisted form of [[nymph]] that is not only so beautiful as to blind with a look, deafen with a word and burn to ashes with a touch, but which is also murderously jealous of other beautiful creatures around it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accursed Defiler:&#039;&#039;&#039; Curse-born [[undead]] created from the damned souls of a desert tribe that desecrated a sacred oasis, doomed to thirst forever.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ala:&#039;&#039;&#039; Monstrous [[fey]] that are half air [[elemental]] and half [[hag]], which are spawned from parasitic galls that form on the trunks of [[treant]]s. They worship thunderstorms and crave flesh. Based on a Slavic monster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Algorith:&#039;&#039;&#039; Strange extradimensional beings, not quite [[angel]] and not quite [[golem]], algoriths are living manifestations of pure math and universal physical laws which exist to battle extreme manifestations of chaos and tangles in the skeins of fate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Alseid]]:&#039;&#039;&#039; A forest-dwelling [[centaur]]-like creature resembling a hybrid of [[elf]] and deer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amphiptere:&#039;&#039;&#039; A tiny serpentine relative of the [[wyvern]], essentially its [[dragonet]] counterpart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Andrenjinyi:&#039;&#039;&#039; Massive celestials in the form of gargantuan black-headed rainbow-scaled snakes, these ageless fertility spirits are taken from Australian Aboriginal mythology. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angatra:&#039;&#039;&#039; Undead created when the mummified remains of a tribal ancestor who was ceremonially excommunicated and then executed for breaking taboos has its family killed or otherwise stopped before they can complete the generations-long process of redeeming its soul. The result is a creature that looks like a mummy, but wields raking talons and a gaze that inflicts incredible pain. It particularly yearns to hunt down and kill its living descendants and members of its former tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Angel]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Chained:&#039;&#039; Angels captured by [[fiend]]s and tortured into serving the forces of devil.&lt;br /&gt;
* &#039;&#039;Fidele:&#039;&#039; Paired angels born from the souls of devoted lovers who exist to protect and succor love.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angler Worm:&#039;&#039;&#039; A giant worm that uses a combination of sticky silk threads and enthralling magical lights to lure prey into its corrosive coils.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ant, Giant:&#039;&#039;&#039; Your basic giant version of an ant, portrayed here as roughly pony-sized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anubian:&#039;&#039;&#039; A sandy [[elemental]] that takes the form of a humanoid jackal, frequently summoned as a guardian of tombs and treasures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arboreal Grappler:&#039;&#039;&#039; An aberration that resembles an ape whose limbs have been warped into absurdly long prehensile tentacles. Carnivores with a particular taste for humanoids in general and elves in particular.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aridni:&#039;&#039;&#039; A shadow-tainted [[pixie]] offshoot, distinguished by their ashen coloration and moth-like wings. They use their innate ability to enchant arrows to become bandits, kidnappers, and slavers. They&#039;re one of four races that Kobold Press provided PC stats for on their website; +2 Dexterity, +1 Charisma, Small, Speed 20 feet, Fly speed 40 feet (Light or No Armor only), Darkvision 60 feet, free proficiencies in Stealth, Deception, Dagger and Shortbow, and the racial traits &#039;&#039;Blood of Your Ancestors&#039;&#039; (Detect Magic 1/day, with Charm Person 1/day at 3rd level and Invisibility 1/day at 5th, all keying off of Charisma), &#039;&#039;Flight of the Aridni&#039;&#039; (once per short rest, spend a Reaction to impose Disadvantage on an Opportunity Attack against you), and &#039;&#039;Quick Witted&#039;&#039; (Advantage on Int and Cha saves vs. magic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asanbosam:&#039;&#039;&#039; A hairy aberration that resembles a half-ape, half-[[ogre]] with iron fangs and claws, and elongated legs that end in talon-toed prehensile feet. Likes to live in treetrops and snatch creatures up that pass below, but has enough intelligence to build a tribal society.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azza [[Gremlin]]:&#039;&#039;&#039; A [[goblin]]-like [[fey]] with an almost [[elemental]] affinity for lightning. Mischievous pests whose obsession with zapping people makes them dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Baba Yaga|Baba Yaga&#039;s]] Horsemen:&#039;&#039;&#039; Three enchanted warriors who serve as emissaries, scouts and soldiers for the ur-[[witch]]. Each has authority during a particular time of day, and can only manifest on the material plane during that time; Bright Day (dawn to noon), Red Sun (noon to dusk) and Black Night (dusk to dawn).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bagiennik:&#039;&#039;&#039; A strange aberration that looks like a mass of wood, moss and fungus in the form of a hideous mockery of a man, oozing oily black slime from its nostril slits. Spends most of its time bathing in springs, rivers and marshes, but randomly wanders out to do either good (healing the injured and sick) or mischief (ranting like a maniac and attacking anybody it sees with jets of acid and ripping claws).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Bastet]] Temple Cat:&#039;&#039;&#039; An ordinary cat specially bred over generations to serve as a sacred guardian for the faith of Bastet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Bearfolk]]:&#039;&#039;&#039; [[Viking]]-flavored humanoid bears.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Behtu:&#039;&#039;&#039; Savage, cannibalistic monsters resembling tusked mandrills, mutated by demonic influence from tribes of [[pygmies]] that succumbed to the worship of [[Mechuiti]], [[Demon Lord]] of Apes and Cannibals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beli:&#039;&#039;&#039; Malicious [[sprite]]s native to arctic environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bereginyas:&#039;&#039;&#039; Malevolent [[fairy|fairies]] that resemble humanoid masses of mist with protruding insect wings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blemmyes:&#039;&#039;&#039; A race of voraciously cannibalistic [[ogre]]s with no heads, instead having eyes and mouths set directly into their headless torsos.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boloti:&#039;&#039;&#039; A water [[fey]] that resembles a Tiny-sized humanoid frog with wings made of jellyfish flesh. They like to drown the unsuspecting so they can rob them of shiny objects and then eat their corpses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bone Collective:&#039;&#039;&#039; A mass of disparate bone shards animated into a single undead creature of surprisingly high intelligence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bone Crab:&#039;&#039;&#039; A voracious scavenging crab with a limited hive mind that likes to use bones as armor, ala a more macabre hermit crab. They carry the deadly disease White Ghost Shivers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bone Swarm:&#039;&#039;&#039; An enormous mass of skeletal remains from defeated undead that spontaneously rekindle to unlife and go on the rampage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boreas:&#039;&#039;&#039; A powerful and highly malevolent elemental spirit of wind, cold and storms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bouda:&#039;&#039;&#039; A gluttonous shapechanging fiend version of a [[werehyena]], able to assume the form of a human, a hyena, or a [[gnoll]]ish humanoid hyena. It can secrete a noxious defiling slime, its claws brim with poisonous parasites, and it can heal itself by devouring the organs of corpses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broodiken:&#039;&#039;&#039; A noxious fleshy [[construct]] created by particularly demented beings, who literally impregnate themselves and give birth to these twisted, unearthly children. Broodiken possess an empathic link with their &amp;quot;mother&amp;quot; (who may not actually be a woman) and want to keep them happy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bucca:&#039;&#039;&#039; A malevolent underground [[fairy]] that resmbles a cross between a bat and an [[imp]], notorious for creating small, trap-guarded caches of precious minerals, gems, and valuables stolen from miners.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bukavac:&#039;&#039;&#039; A bizarre monstrosity that resembles a giant, six-legged toad with claws, fangs, and gnarled horns. In addition to being a fast-moving and physical powerhouse, this toad-like monster can emit a thunderous croak that can kill and deafen those around it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Buraq]]:&#039;&#039;&#039; An [[angel]]ic creature that resembles a [[pegasus]] with a human face, renowned for its speed, determination, righteousness and honorable nature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burrowling:&#039;&#039;&#039; A race of sapient, bipedal, tool-using prairie dogs. They&#039;re one of four races that Kobold Press provided PC stats for on their website; +2 Dexterity, +1 Wisdom, Small, Speed 30 feet, Burrow 10 feet, Darkvision 60 feet, free proficiency in the Sling, and the racial traits &#039;&#039;Natural Attacks&#039;&#039; (spend an action to make a melee weapon attack with either your clawss or your bite; both have a range of 5 feet, hit 1 target and do 1d5 damage, but claws are Slashing and bite is Piercing), &#039;&#039;Burrow Awareness&#039;&#039; (from 2nd level, gain Advantage on Perception checks if a burrowling or an ally is awake and within 10 feet), and &#039;&#039;Pack Tactics&#039;&#039; (from 3rd level, gain Advantage on attack rolls against a target that is adjacent to at least one other ally).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cactid:&#039;&#039;&#039; A predatory cactus bred by a long-lost nomadic [[druid]] sect, which preys on animals to feed its need for fluids using thorny tendrils and projectile thorns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cambium:&#039;&#039;&#039; A many-armed [[fiend]] that drains humanoids of the four humors to concoct fiendish serums and drugs, often building short-lived cults of addicts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carrion Beetle:&#039;&#039;&#039; A particular species of carrion and fungus-eating giant beetle native to the [[Underdark]], often domesticated by denizens of that place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cavelight Moss:&#039;&#039;&#039; Carnivorous moss that uses bioluminescence to lure living creatures in range of its strength-sapping tendrils so it can kill and devour them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chelicerae:&#039;&#039;&#039; Aberrations that resemble giant ogre spiders with humanoid intelligence. They hunt [[wizard]]s above all else, because though they have a natural ability to cast spells, they can only replace spent mana by siphoning mana and/or life-force from living creatures, and spellcasters are the most efficient &amp;quot;batteries&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chernomoi:&#039;&#039;&#039; A strange tiny [[fey]] creature that may be descended from [[Half-Dragon]] [[Pixie]]s; they look like little [[elf]]-like humanoids with [[dragon]] wings and often fulfil a role in dragon or [[dragonborn]] homes similar to that of a [[brownie]]. They&#039;re one of four races that Kobold Press provided PC stats for on their website; +2 Dexterity, +1 Charisma, Tiny, Speed 20 feet, Fly 20 feet (Light or No armor only), Darkvision 60 feet, and the racial traits &#039;&#039;Draconic Heritage&#039;&#039; (can cast Mage Hand, Prestidigitation, Mending and Message, plus Invisibility 1/day from 5th level, all off of Charisma) and &#039;&#039;Shriek&#039;&#039; (1/day, inflict 3d6 Thunder damage on all creatures within 60 feet; a Con save vs. your spell save DC halves the damage).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Child of the Briar:&#039;&#039;&#039; Tiny [[goblin]]-like humanoid plants covered in spikes and thorns that cultivate dense fortresses of briars and thorny thickets. Often used as agents of the darker fey, they are capricious, wicked, and have a taste for blood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chronalmental:&#039;&#039;&#039; An [[elemental]] of time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cikavak:&#039;&#039;&#039; An ugly but surprisingly intelligent magical bird summoned by hedge witches and ambitious peasantry to steal valuable fluids - traditionally honey, milk, beer and wine - from their neighbors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork&#039;&#039;&#039; - Assorted constructs made up of clockwork technology.&lt;br /&gt;
* &#039;&#039;Abomination:&#039;&#039; The disastrous result of binding a [[devil]] into a clockwork or steam-driven construct.&lt;br /&gt;
* &#039;&#039;Beetle:&#039;&#039; A tiny clockwork animal in the shape of a beetle, usually used as a [[familiar]]. Some have the unique ability to evolve into a different clockwork creature. Masterless clockwork beetles can gather into dangerous swarms.&lt;br /&gt;
* &#039;&#039;Hound:&#039;&#039; Artificial hounds typically used for law enforcement.&lt;br /&gt;
* &#039;&#039;Huntsman:&#039;&#039; A humanoid clockwork golem created to serve as a hunter and tracker, be it of animals or people.&lt;br /&gt;
* &#039;&#039;Myrmidon:&#039;&#039; A powerful humanoid clockwork golem created as an elite shock trooper.&lt;br /&gt;
* &#039;&#039;Watchman:&#039;&#039; A humanoid clockwork golem created as an artificial guardian and law enforcer.&lt;br /&gt;
* &#039;&#039;Weaving Spider:&#039;&#039; A spidery clockwork construct created to assist tailors and weavers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clurichaun:&#039;&#039;&#039; The mean-spirited drunkard cousin of the more famous [[Leprechaun]], which makes a nuisance of itself by haunting butteries and wine cellars and playing pranks. Some do choose to make themselves useful by driving off thieves and drunkards who invade &amp;quot;their&amp;quot; storehouses, but generally they are more trouble than they&#039;re worth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cobbleswarm:&#039;&#039;&#039; Strange insectile creatures that look like animated paving stones, and which use that to disguise themselves until they can ambush prey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corpse Mound:&#039;&#039;&#039; An enormous mass of dead bodies, typically the products of a mass grave, animated as a single animate pile that seeks only to kill any living creature it encounters and assimilate them into its mass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dau:&#039;&#039;&#039; Desert-dwelling relatives of [[sprite]]s and [[pixie]]s, dau are lazy, mischievous, hedonistic creatures who are normally welcoming of guests, but who can turn notoriously cruel if their byzantine codes of etiquette are breached. They&#039;re one of four races that Kobold Press provided PC stats for on their website; +2 Charisma, +1 Dexterity, Small, Speed 20 feet, Fly 60 feet (Light or No armor only), Darkvision 60 feet, Telepathy 60 feet, free proficiency with Deception, and the racial traits &#039;&#039;Illusory Awareness&#039;&#039; (Advantage on saves vs. Illusion Magic), &#039;&#039;Magically Deceptive&#039;&#039; (Detect Thoughts 1/day, Mirror Image 1/day from 3rd level, Invisibility 1/day from 5th level, all keying off of Charisma), and &#039;&#039;Tangible Illusion&#039;&#039; (1/day, an illusion of an object no larger than 5 cubic feet can be turned into a real, non-magical object that lasts for 10 minutes and then dissipates).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death Butterfly Swarm:&#039;&#039;&#039; A swarm of carrion-eating butterflies mutated by consuming the flesh of a dead [[fiend]], imbuing them with a necrotizing toxin that can even rot away the [[undead]], which they actually prefer to eat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathwisp:&#039;&#039;&#039; A breath-stealing spectral undead created from the violent death of a [[Shadow Fey]] or any evil [[fey]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Deep One]]s:&#039;&#039;&#039; Everybody&#039;s favorite [[Lovecraft]]ian fishman race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Demon]]s&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Apau Perape:&#039;&#039; Black-furred carnivorous fiendish gorillas with noxiously diseased blood and the ability to summon walls of flame, favored servants of [[Mechuit]]i.&lt;br /&gt;
* &#039;&#039;Berstuc:&#039;&#039; A murderous green-skinned giant with a thick mane of moss, which likes to pretend to be a peaceful woodland spirit to lure victims within reach.&lt;br /&gt;
* &#039;&#039;Kishi:&#039;&#039; A gluttonous cannibalistic seducer and hedonist which looks like a handsome man with a demonic hyena&#039;s head sprouting from the back of his skull.&lt;br /&gt;
* &#039;&#039;Malakbel:&#039;&#039; A destructive fiend in the form of a malformed, fire-wreathed skeleton sent to convey the messages of demon lords and dark gods, but which tends to just kill everyone it meets.&lt;br /&gt;
* &#039;&#039;Psoglav:&#039;&#039; One-eyed demons with mechanical jaws bred as abyssal bodyguards.&lt;br /&gt;
* &#039;&#039;Rubezahl:&#039;&#039; Humanoid black-furred stag-demons that love to fatally trick and deceive others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Demon Lord]]s&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;[[Akyishigal]]:&#039;&#039; Demon Lord of Cockroaches&lt;br /&gt;
* &#039;&#039;[[Alquam]]:&#039;&#039; Demon Lord of Night&lt;br /&gt;
* &#039;&#039;[[Camazotz]]:&#039;&#039; Demon Lord of Bats and Fire&lt;br /&gt;
* &#039;&#039;[[Mechuiti]]:&#039;&#039; Demon Lord of Apes and Cannibals&lt;br /&gt;
* &#039;&#039;[[Qorgeth]]:&#039;&#039; Demon Lord of Worms&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Derro]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Fetal Savant:&#039;&#039; A derro baby with incredible innate psychic abilities, to the point it can swap bodies with other creatures. Carried into battle in an enchanted cage as a combination of living god and living weapon.&lt;br /&gt;
* &#039;&#039;Shadow Antipaladin:&#039;&#039; A derro [[blackguard]] devoted to [[Mythos]]ian gods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Arch-Devil]]s&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;[[Arbeyach]]:&#039;&#039; Prince of Swarms&lt;br /&gt;
* &#039;&#039;[[Ia&#039;Affrat]] the Insatiable&#039;&#039;&lt;br /&gt;
* &#039;&#039;[[Mammon]]:&#039;&#039; Archduke of Greed&lt;br /&gt;
* &#039;&#039;[[Totivillus]]:&#039;&#039; Scribe of Hell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Devil]]s&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Automata:&#039;&#039; A [[kyton]] promoted into an infernal cyborg that rules over hellish prisons and factories. Also known as &amp;quot;Castigas&amp;quot;.&lt;br /&gt;
* &#039;&#039;Chort:&#039;&#039; Pigfaced but otherwise generic looking devils that revel in first tricking people into making Faustian pacts with them, and then humiliating them by revealing this to others.&lt;br /&gt;
* &#039;&#039;Crystalline:&#039;&#039; Gem-studded [[gargoyle]]-like devils that can transform into jewels, servants of Mammon.&lt;br /&gt;
* &#039;&#039;Gilded:&#039;&#039; Your typical-looking devil, but with bronze/gold skin, the primary servants of Mammon.&lt;br /&gt;
* &#039;&#039;Ink:&#039;&#039; A small, inky-black wingless [[imp]] that serve as hellish accountants, record keepers, translators and note takers. &lt;br /&gt;
* &#039;&#039;Harvester:&#039;&#039; Fiendish warriors with four arms and three scorpion tails bred by Arbeyach, whose sting can transform other creatures, even [[demon]]s, into lemures. Also known as &amp;quot;Koralks&amp;quot;.&lt;br /&gt;
* &#039;&#039;Lunar:&#039;&#039; Bat-like ghostly devils who live to corrupt [[druid]]s and other faiths that center around moon-worship, as well as leading packs of [[werewolf|werewolves]].&lt;br /&gt;
* &#039;&#039;Orobas:&#039;&#039; Powerful devilish tacticians and mages that look like humanoid [[nightmare]]s.&lt;br /&gt;
* &#039;&#039;Salt:&#039;&#039; Reptilian-looking devils with skin coated in salt crystals, particularly associated with the creation and stocking of slave markets and salt mines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Dinosaur]]s&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Mbielu:&#039;&#039; A partially amphibious stegosaurus-like dinosaur whose back sports large bony blates brimming with toxic algae colonies. Based on the &amp;quot;surviving dinosaur cryptid&amp;quot; of the same (but triply-repeated) name.&lt;br /&gt;
* &#039;&#039;Ngobu:&#039;&#039;&#039; A pugnacious, six-horned, ceratopsian dinosaur with a serious bad attitude, a territorial streak, and a major hatred for elephants. Also based on a &amp;quot;surviving dinosaur cryptid&amp;quot; of the same name.&lt;br /&gt;
* &#039;&#039;Spinosaurus:&#039;&#039; An actual dinosaur, a theropod adapted to a primarily aquatic-focused hunting style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dipsa:&#039;&#039;&#039; A poisonous [slime]] that naturally looks like an eyeless snake or a monstrous leech made out of yellowish-green jelly. Its bite injects an anesthetic venom that slowly liquifies a victim&#039;s organs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dissimortuum:&#039;&#039;&#039; A three-armed, skull-masked [[Flesh Golem]]-like undead [[construct]] created to harvest body-parts and assist its master in experiments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogmole:&#039;&#039;&#039; Giant starnosed moles bred by [[dwarf|dwarves]] as loyal pets and beasts of burden. [[Derro]] breed hideously mutated and abuse-warped giant versions, known as &amp;quot;Juggernauts&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Domovoi]]:&#039;&#039;&#039; The Slavic [[fey]], envisioned here as a Medium sized, [[goblin]]-like humanoid with oversized heads and elongated arms, who are used as enforcers by more civilized fey races.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doppelrat:&#039;&#039;&#039; A rat subjected to an experiment with a Clone spell gone horribly wrong, creating a rat that can magically generate shortlived clones of itself, turning into a living plague with rapid speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dorreq:&#039;&#039;&#039; Starfaring [[aberration]]s that look like an octopus with a grotesquely human face growing around its beak. Devoted servants to more powerful and intelligent aberrations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Dragon]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Cave:&#039;&#039; Eyeless dragons of the [[Underdark]] whose wings mutate into secondary arms as they age, stripping them or their limited flight abilities.&lt;br /&gt;
* &#039;&#039;Flame:&#039;&#039; Capricious, arrogance, jealous and fiery-tempered dragons with a cat-like view of the world, regarding all other creatures as prey and all prey as toys to be played with. This sadism only grows more sophisticated as they mature.&lt;br /&gt;
* &#039;&#039;Mithral:&#039;&#039; Hyper-durable dragons who exploit their defensive abilities and aptitude for spellcasting to try and promote peace across the world.&lt;br /&gt;
* &#039;&#039;Sea:&#039;&#039; A limbless, finned dragon with an appearance reminiscent of a shark crossed with an eel crossed with a dragon, with a surprisingly whimsical and playful attitude. Unfortunately, their great size and strength means their play can be deadly.&lt;br /&gt;
* &#039;&#039;Void:&#039;&#039; Starfaring dragons who look like living chunks of the night sky, but whose expeditions through the depths of space tend to slowly drive them mad.&lt;br /&gt;
* &#039;&#039;Wind:&#039;&#039; Nomadic dragons with an innate ability to control the weather, but notorious as braggarts and bullies, even by draconic standards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Eel:&#039;&#039;&#039; Giant eels with distant draconic ancestry that gives them surprising intelligence and a number of electrical powers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragonleaf Tree:&#039;&#039;&#039; Trees magically bonded to a single dragon, granting them rudimentary minds and the ability to attack with pounding limbs, razor-sharp steel-hard projectile leaves, and the ability to replicate their master&#039;s breath weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Drake]]s&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Alehouse:&#039;&#039; Gregarious but mischievous drakes with emotional manipulating abilities that can be boon or bane to the bars, taverns and inns they feel so drawn to.&lt;br /&gt;
* &#039;&#039;Ash:&#039;&#039; Fireproof drakes who regard ash the way a cat regards catnip, notoriously obnoxious little nuisances.&lt;br /&gt;
* &#039;&#039;Coral:&#039;&#039; An oceanic drake that looks like a cross between a dragon, a sea snake, and a lionfish, covered in venomous spines. They incubate their young inside of throat pouches, but also use them as weapons against assailants.&lt;br /&gt;
* &#039;&#039;Crimson:&#039;&#039; Malicious, arrogant drakes that often disguise themselves as [[pseudodragon]]s.&lt;br /&gt;
* &#039;&#039;Deep:&#039;&#039; Long-legged and sinister drakes native to the [[underdark]], which prefer the company of [[aberration]]s and the [[undead]], but still sometimes bond with others, especially [[necromancer]]s.&lt;br /&gt;
* &#039;&#039;Elder Shadow:&#039;&#039; Unusually large and powerful shadow drakes.&lt;br /&gt;
* &#039;&#039;Paper:&#039;&#039; Strange paper-like creatures that blur the line between origami construct and living creature.&lt;br /&gt;
* &#039;&#039;Rust:&#039;&#039; A tatter-winged drake which sheds rust constantly from its rust-hued scales, carries a deadly tetanus-like disease in its bite, and can vomit shards of jagged scrap metal at its foes.&lt;br /&gt;
* &#039;&#039;Star:&#039;&#039; A drake warped into a powerful star-colored form by traveling across the [[plane]]s. It now views itself as a protector of the Material Plane from extraplanar meddlers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drakon:&#039;&#039;&#039; A giant winged snake with a body-melting gaze attack and an acid vapor breath weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dream Eater:&#039;&#039;&#039; A manipulative fiend that uses dens of vice supplemented with illusions to lure victims in so they can strip them of all their emotions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drowned Maiden:&#039;&#039;&#039; The vengeful undead created when a woman dies in water due to a doomed romance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Dryad]], Duskthorn:&#039;&#039;&#039; A relative of the dryad that is spiritually connected to thorn-bearing creeper vines. They use dead trees as a support frame for their vines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Dullahan]]:&#039;&#039;&#039; The iconic Irish psychopomp, here presented as a monstrous fey rider that can be mistaken for a headless undead ogre.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dune [[Mimic]]:&#039;&#039;&#039; A giant desert-dwelling relative of the mimic that disguises itself as dunes, date palm groves, riverbanks, boulders and other large landscape shapes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eala:&#039;&#039;&#039; An extraplanar bird resembling a fire-breathing swan with metal feathers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eater of Dust:&#039;&#039;&#039; A bizarre aberration that looks like a baroque knight in full-plate, wielding a greatsword adorned with slavering fanged mouths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edimmu:&#039;&#039;&#039; The hateful spirit of an exile desert or plains tribe criminal returned as a water-sapping ghost of malevolent wind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eel Hound:&#039;&#039;&#039; A fey-bred hunting beast resembling an eel with four limbs, allowing it to hunt on land. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Einherjar:&#039;&#039;&#039; The spirit of a warrior chosen to an afterlife of eternal battle in Valhalla by a [[valkyrie]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eleinomae:&#039;&#039;&#039; A [[nymph]]-like fey that inhabits wetlands, typically maintaining a perverse aquatic cemetery filled with the preserved corpses of past lovers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Elemental]] Locus:&#039;&#039;&#039; The living spirit of a tract of land or other major geographical feature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Elf]], [[Shadow Fey]]:&#039;&#039;&#039; A corrupt branch of the elf family tree representing the Unseelie archetype.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emerald Eye:&#039;&#039;&#039; A &amp;quot;speaking crystal&amp;quot; that has gone rogue, killed its master, and now wanders the world as it sees fit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empty Cloak:&#039;&#039;&#039; A cloak animated as a guardian [[construct]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eonic Drifter:&#039;&#039;&#039; A humanoid from a dying civilization that tried to seek help through time travel, only to lose itself in the timestream and become unable to find its way home.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Erina]]:&#039;&#039;&#039; A shy and reclusive race of humanoid hedgehogs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Far Darrig:&#039;&#039;&#039; [[Gnome]]-like fey who serve as the hunters, herders and equerry of fey society.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fate Eater:&#039;&#039;&#039; Bizarre, centipede-like aberrations that literally consume the threads of Fate itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fear Smith (Fiarsidhe):&#039;&#039;&#039; Loathsome unseelie fey who relish in torturing mortals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fellforged:&#039;&#039;&#039; Construct bodies animated by trapped wraiths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fext&#039;&#039;&#039; Fallen [[warlock]]s commanded to return from the grave as undead servitors for their patrons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Archfey|Fey Lords &amp;amp; Ladies]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Bear King&#039;&#039; &lt;br /&gt;
* &#039;&#039;Lord of the Hunt&#039;&#039; &lt;br /&gt;
* &#039;&#039;Moonlit King&#039;&#039; &lt;br /&gt;
* &#039;&#039;Queen of Night and Magic&#039;&#039; &lt;br /&gt;
* &#039;&#039;Queen of Witches&#039;&#039; &lt;br /&gt;
* &#039;&#039;River King&#039;&#039; &lt;br /&gt;
* &#039;&#039;Snow Queen&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feyward Tree:&#039;&#039;&#039; A construct of metal in the shape of a tree, created to guard against and slay the [[fey]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firebird:&#039;&#039;&#039; A fiery-feathered avian [[angel]] that seeks to redeem those whose hearts are stained by darkness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firegeist:&#039;&#039;&#039; The vengeful pseudo-undead remnants of a fire elemental that was destroyed away from its home plane in a particularly humiliating manner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flutterflesh:&#039;&#039;&#039; A repulsive undead construct resembling a twisted parody of a giant moth made of skulls, limbs, and wings of flayed skin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leng Folk|Folk of Leng]]:&#039;&#039;&#039; The degenerate, [[satyr]]-like slavers from the [[Dreamlands]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forest Marauder:&#039;&#039;&#039; Brutish, forest-dwelling [[ogre]]-kin with a particular tendency to work alongside [[orc]]s and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fraughashar:&#039;&#039;&#039; A [[goblin]]-like race of wintery fey with a particularly strong territorial streak.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frostveil:&#039;&#039;&#039; Strange, deadly floating carnivorous plants that are found in artic environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Garroter Crab:&#039;&#039;&#039; A large (but not giant) crab which has a right claw specially adapted to function like a grappling whip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gbhali:&#039;&#039;&#039; Terrestrial crocodilians with chameleonic camouflage abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gearforged Templar:&#039;&#039;&#039; An elite [[gearforged]] champion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Genie]], Al-Aeshma:&#039;&#039;&#039; A corrupted [[djinn]] warped by being tortured for 1,0001 years by the [[efreet]] for refusing to grant wishes to a mortal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gerridae:&#039;&#039;&#039; A giant water-strider bred by elves to serve as water-crossing steeds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ghoul]]s&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Beggar:&#039;&#039; Weak, emaciated lesser strain of ghoul, often created from a stronger strain that is starved of flesh.&lt;br /&gt;
* &#039;&#039;Bonepowder:&#039;&#039; A ghoul starved until it has crumbled into an animate mass of dust and teeth.&lt;br /&gt;
* [[Darakhul]]:&#039;&#039; An intelligent, civilized ghoul strain with dreams of world domination.&lt;br /&gt;
* &#039;&#039;Emperor:&#039;&#039; The ruler of all darakhul.&lt;br /&gt;
* &#039;&#039;Imperial:&#039;&#039; A more intelligent ghoul strain bred by darakhul as shock troopers.&lt;br /&gt;
* &#039;&#039;Iron:&#039;&#039; Elite strain of intelligent ghoul soldiers that serve the darakhul as NCOs, officers and standard-bearers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Giant]]s&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;[[Desert Giant]]:&#039;&#039; Desert-dwelling giant nomads, the last remnants of a fallen empire, that record their knowledge in secret designs on their skin.&lt;br /&gt;
* &#039;&#039;Flab Giant:&#039;&#039; A bizarre, morbidly obese lesser strain of giant. Dumber and lazier even than [[Hill Giant]]s.&lt;br /&gt;
* &#039;&#039;Hraesvelgr:&#039;&#039; A unique god-blooded giant who can transform into a [[roc]].&lt;br /&gt;
* &#039;&#039;Jotun:&#039;&#039; A divine-blooded strain of giants, similar to [[Titan]]s.&lt;br /&gt;
* &#039;&#039;Thursir:&#039;&#039; Greedy, competitive and naturally adept at metalworking, almost like an oversized parody of the darkest aspects of [[dwarf]]dom.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glass Gator:&#039;&#039;&#039; A bizarre aquatic predator that resembles a gator-headed water-dwelling giant centipede with translucent flesh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gnarljak:&#039;&#039;&#039; A bear trap animated into a simple yet murderous [[construct]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Gnoll]], Havoc Runner:&#039;&#039;&#039; An elite gnoll raider.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goat-Man:&#039;&#039;&#039; A twisted half-man, half-goat monster created from wretches foolish enough to spy on sacred women-only rites in worship of [[Shub-Niggurath]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Dust Goblin|Goblin, Dust]]:&#039;&#039;&#039; A [[goblin]] strain native to wastelands ruined by the presence of mighty [[aberration]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Golem]]s&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Eye:&#039;&#039; A statue adorned with embedded eyes and enchanted eye sigils that allow it to create blinding flashes of light.&lt;br /&gt;
* &#039;&#039;Hoard:&#039;&#039; A dragon-created golem that animates a mass of gold and treasures into its own anti-theft guardian.&lt;br /&gt;
* &#039;&#039;Salt:&#039;&#039; An animated statue of salt typically built by druids or residents of coastal or desert regions.&lt;br /&gt;
* &#039;&#039;Smaragdine:&#039;&#039; A golem built of dark green glass with potent innate occult abilities.&lt;br /&gt;
* &#039;&#039;Steam:&#039;&#039; A steam-fueled mechanical golem that requires a constant supply of fuel to function.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gray Thirster:&#039;&#039;&#039; Water-sapping undead born of those who died of dehydration in the badlands and deserts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Gremlin]], Rum:&#039;&#039;&#039; A booze-loving and mischievous [[goblin]]-like [[fey]] typically found around port towns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grim Jester:&#039;&#039;&#039; Malevolent undead created from jesters who seek to prolong their unlife by amusing their creator deities through acts of murder and slaughter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Gug]]:&#039;&#039;&#039; The foul cannibalistic giants of the underworld and [[Dreamlands]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Hag]]s&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Blood:&#039;&#039; Face-stealing hags with an insatiable thirst for blood, children of red hags and [[vampire]]s.&lt;br /&gt;
* &#039;&#039;Mirror:&#039;&#039; Hideously ugly hags who can lay a disfiguring curse on any who recoil from their vile visage.&lt;br /&gt;
* &#039;&#039;Red:&#039;&#039; Blood mages and dark druids, these hags resemble crimson skinned elves rather than the usual hideous women.&lt;br /&gt;
* &#039;&#039;Sand:&#039;&#039; Desert-dwelling hags that loathe beauty and peace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Harpy]], Owl:&#039;&#039;&#039; A more powerful strain of harpy with innate darkness-creating abilities and superpowerful hearing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Haugbui:&#039;&#039;&#039; An undead spirit that guards a burial mound or barrow, and acts like a protective spirit to nearby mortals - so long as they regularly pay its tribute.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Herald of Blood:&#039;&#039;&#039; 20ft tall fiends who resemble purple-skinned, blood blister-covered [[giant]]s, save for when they revert to their true form; a swirling vortex of blood, bone and raw magical power. They feed on ley line magic and the black blood of the earth, and found dark apocalyptic druidic cults dedicated to humanoid sacrifice and the murder of innocents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Herald of Darkness:&#039;&#039;&#039; Powerful fiends native to the Shadow Realm which can transform mortals into [[Shadow Fey]] if they accept their touch. They disguise themselves as beautiful dark-haired fey, but their hearts are foul and treacherous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Horakh:&#039;&#039;&#039; A vile insect-like monstrosity that favors eyeballs above all other foods; the eyes it has eaten can be seen floating in a translucent sac on its back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hound of the Night:&#039;&#039;&#039; Frost-breathing fey wolves bred by the [[Shadow Fey]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hulking Whelp:&#039;&#039;&#039; A fey beast that normally looks like a nervous little puppy, but can transform into a giant brute when it feels threatened.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hundun:&#039;&#039;&#039; Celestials devoted to the cosmic concept of Chaos that resemble four-armed people with a giant toothless mouth in lieu of a head. Their hearts are Eggs of Worlds, some of the most powerful creative artifacts in all existence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ice Maiden:&#039;&#039;&#039; Blue-skinned fey creatures of ice and cold that paradoxically yearn for love, but which will melt into nothingness should their hearts ever fill with genuine love.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Idolic Deity:&#039;&#039;&#039; The diminished remnant of an ancient godspawn, sealed in a small, demonic idol as punishment for trying to usurp the worship owed its mightier progenitor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imy-ut Ushabti:&#039;&#039;&#039; A guardian [[mummy]] created when a loyal servant willingly allows themselves to be mummified alive and consumed by flesh-eating scarabs so they may guard a deceased master for all eternity. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isonade:&#039;&#039;&#039; A gargantuan oceanic monstrosity that seeks to slake a ravenous hunger on anything on, in or near the ocean.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jaculus:&#039;&#039;&#039; A forest and jungle-dwelling [[dragonet]]te that seeks to steal whatever shiny or reflective items it can to add to its hoard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kalke:&#039;&#039;&#039; A fiendish pest resembling a monkey with the head of a goat. Obsessed with magic, they combine the social grace of a baboon with the pretensions of a scholar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Kikimora]]:&#039;&#039;&#039; A malevolent [[fey]] resembling a weird cross between a crow and a bird, they infiltrate houses and make a nuisance of themselves by tormenting the occupants.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Kobold]]s&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Alchemist&#039;&#039;&lt;br /&gt;
* &#039;&#039;Chieftain&#039;&#039;&lt;br /&gt;
* &#039;&#039;Trapsmith&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kongamato:&#039;&#039;&#039; A jungle-dwelling beast that resembles a pterodactyl, it has a peculiar tendency to attack boats that enter its territory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Koschei:&#039;&#039;&#039; A fallen wizard-king whose fear of death led him to remove his own soul, becoming a creature somewhere between a [[lich]] and a [[demon]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kot Bayun:&#039;&#039;&#039; Sinister [[fey]] cats with a cruel streak, dedicated enemies of [[elves]] and [[Blink Dog]]s. They can put enemies to slumber with their song, but they can also heal others of ailments by telling them poems and stories.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Krake Spawn:&#039;&#039;&#039; A nightmarish blend of giant squid and spider, these warped relatives of the [[kraken]] have the ability to attack the land by scuttling over it with their spider-like legs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lantern [[Dragonet]]te:&#039;&#039;&#039; A Tiny-sized relatively friendly [[dragon]] that feeds on candle wax and can emit light from its torso. Believed by some to be the result of magically fusing a radiant spirit and a paper [[drake]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lemurfolk (Kaguani):&#039;&#039;&#039; A race of intelligent tribal humanoids resembling ringtailed lemurs with the patagia of flying squirrels. Led by spellcasting elders called &amp;quot;Greyfurs&amp;quot;. Essentially a royalty-evading [[Phanaton]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leshy]]:&#039;&#039;&#039; A monstrous humanoid that resembles a wild man with solid green eyes and leafy vines for hair and beard. They see themselves as guardians of the forest against civilization, and loathe metal in particular.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Library Automaton:&#039;&#039;&#039; A strange [[construct]] fashioned to organize and defend libraries, especially those of wizards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lich Hound:&#039;&#039;&#039; A vile undead hound created from the mutilated spirit of a celestial hound.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Likho:&#039;&#039;&#039; A powerful and vicious organ-eating monstrous humanoid that resembles a claw-digited [[cyclops|cyclopean]] [[goblin]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lindwurm:&#039;&#039;&#039; An animalistic member of the [[dragon]] family native to frozen reaches and icy seas, resembling an elongated, serpentine crocodile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liosalfar:&#039;&#039;&#039; Strange [[elemental]]s that resemble [[elves]] made of solidified ever-shifting rainbow colored light.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Living Wick:&#039;&#039;&#039; A relatively cheaply made [[construct]] of wax animated by a magical taper that extrudes from its back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lorelei:&#039;&#039;&#039; Malevolent river [[nymph]]s with [[siren]]-like powers that seek to torment and slay males of all races.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loxoda:&#039;&#039;&#039; Savage [[centaur]]-like creatures that resemble a cross between an [[ogre]] and an elephant. Far cleverer than they appear, loxodas are still voracious cannibals and pitiless raiders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mahoru:&#039;&#039;&#039; A vicious aquatic predator of the arctic regions resembling a snake-necked hybrid of orca and wolf.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mallqui:&#039;&#039;&#039; A [[mummy|wind-dried undead corpse]] created to preserve the knowledge of respected ancestors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Malphas (Storm Crow):&#039;&#039;&#039; [[Shadow Fey]] warriors which resemble [[kenku]], but serve as [[fey]] [[knight]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mamura:&#039;&#039;&#039; Former [[sprite]]s twisted into bizarre babbling [[aberration]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mask [[Wight]]:&#039;&#039;&#039; Powerful fiendish undead warriors created to annihilate all demonkind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mavka:&#039;&#039;&#039; Undead [[dryad]]s corrupted into twisted, [[nightmare]]-riding vampires.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mi-Go]]:&#039;&#039;&#039; The iconic fungus-based space-faring winged lobster-things of [[H.P. Lovecraft]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Millitaur:&#039;&#039;&#039; A jungle-dwelling race of insectoids, with a humanoid upper-torso mounted [[centaur]]style on the body of a giant millipede.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mimic]], Map:&#039;&#039;&#039; An infant mimic that disguises itself as a map to lure humanoid prey into the jaws of its progenitor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mindrot Thrall:&#039;&#039;&#039; A humanoid utterly consumed by a mind-controlling fungus, which exists only to spread its infection across the multiverse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirager:&#039;&#039;&#039; A desert-dwelling [[nymph]] that feeds, [[vampire]]-like, on the blood and bodily juices of mortals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Miremal:&#039;&#039;&#039; A malicious race of [[goblin]]-like fey, distinguished by its long claws, constant bloody tears, and the thick coating of moss and fungus that grows from its flesh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mngwa:&#039;&#039;&#039; A lion with distant [[Ethereal Plane]]-touched ancestry, granting it increased intelligence and a limited ability to shift between the material and ethereal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monolith Champion:&#039;&#039;&#039; A powerful warrior construct built by the [[Shadow Fey]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monolith Footman:&#039;&#039;&#039; A servant construct built by the Shadow Fey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mordant Snare:&#039;&#039;&#039; A gargantuan starfish-like [[aberration]] that burrows under the ground and deploys filaments that let it control corpses as [[zombie]]-like puppets, which it uses to try and lure prey into reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morphoi:&#039;&#039;&#039; Shapeshifting four-eyed humanoid plants that hate all intelligent animal life. They can assume a humanoid form, but cannot hide their second pair of eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moss Lurker:&#039;&#039;&#039; A [[gnome]]-like creature with green skin and hair that can poison food and drink with a touch. These reclusive hunters regard all other races as prey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mummy]], Venomous:&#039;&#039;&#039; A strain of [[mummy]] created by cults that revere patrons associated with poison, resulting in the creation ritual being changed to incorporate deadly toxins into the preservative bandages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Myconid]], Deathcap:&#039;&#039;&#039; An offshoot branch of the myconid race with particularly venomous spores.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Myling:&#039;&#039;&#039; A spectral undead created from the souls of youths who died of abandonment or exposure and were never buries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naina:&#039;&#039;&#039; A strange shapeshifting and all-female branch of the [[dragon]] family that can shift between the form of an old humanoid woman or their true form, which resembles a scaled and plumed [[drake]] with three different kinds of noxious gas breath weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nichny:&#039;&#039;&#039; A highly xenophobic and gleefully carnivorous forest-dwelling fey that resembles a humanoid cat. Though they have powerful luck-granting and oracular powers, they are loathe to share them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nightgarm:&#039;&#039;&#039; A magically spawned [[worg]] variant that appears as a crimson-furred humanoid wolf. By devouring humanoid corpses, they can become pregnant with and give birth to living clones that are compelled to serve them loyally - but one in 13 of these &amp;quot;falsemen&amp;quot; go rogue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nkosi:&#039;&#039;&#039; A race of [[catfolk|leonic humanoids]] that can shapeshift into the form of normal lions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noctiny:&#039;&#039;&#039; A humanoid that has sworn an oath to serve the undead fext in exchange for power and the chance to become a fext in turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oculo Swarm:&#039;&#039;&#039; A spell gone horribly wrong birthed these aberrations, which resemble swarms of torn-out eyeballs jammed into a single fleshy mass. They constantly seek out new eyes to add to themselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Slime|Oozasis]]:&#039;&#039;&#039; A giant ooze that disguises itself as a peaceful, pristine watering hole to lure victims close.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Slime|Ooze, Corrupting]]:&#039;&#039;&#039; A mass of foul-smelling, acidic slime that can assume a grotesquely humanoid form.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ostinato:&#039;&#039;&#039; A malicious [[aberration]] born of living music that feeds off the vitality and personality of mortals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pombero:&#039;&#039;&#039; An obnoxious fey trickster that loves to steal, but at the same time is viciously protective of animals and trees in its territory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessed Pillar:&#039;&#039;&#039; A powerful [[golem]] made by animating the large statue of an animal-headed deity or fiendish patron.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Putrid Haunt:&#039;&#039;&#039; A noxious, leech-infested, muck-shrouded [[zombie]]-like undead that arises from individuals who died lost in the depths of a swamp or marsh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qwyllion:&#039;&#039;&#039; Fallen [[nymph]]s warped into bloated, ugly parodies of their former selves with deadly gaze attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ramag]]:&#039;&#039;&#039; A human subspecies warped into long-limbed, magically resistant creatures due to their ancient [[magocracy]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rat King:&#039;&#039;&#039; A massive rat swarm physically melded into a single humanoid shape by demonic blessings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ratatosk]]:&#039;&#039;&#039; A squirrel-like celestial with a trickster&#039;s mentality and a messenger&#039;s abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ratfolk]]:&#039;&#039;&#039; A race of nimble and canny survivors who just happen to be humanoid rats.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ravenala:&#039;&#039;&#039; A tropical cousin of the [[treant]] made from a tropical palm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ravenfolk]]:&#039;&#039;&#039; Humanoid flightless ravens that claim descent from the magical raven servants of [[Odin]].&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;[[Redcap]]:&#039;&#039;&#039; A dark [[gnome]]-like fey that must routinely dip its cap in the blood of the living in order to sustain its own existence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rift Swine:&#039;&#039;&#039; Hideously mutated pigs touched by the energies of portals to alien dimensions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rime Worm:&#039;&#039;&#039; An icy elemental that resembles a giant slug.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Risen Reaver:&#039;&#039;&#039; A twisted undead that arises from the ruins of warriors slain on the battlefield. It almost resembles a skinless parody of a [[centaur]], with four human legs attached to an otherwise human upper torso, with the whole creature studded with jagged blades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roachling:&#039;&#039;&#039; Repulsive humanoid insects that combine the worst qualities of human and cockroach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rotting Wind:&#039;&#039;&#039; A terrible undead elemental; an unliving mass of cold, noxious air that can rot away whatever it touches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rusalka:&#039;&#039;&#039; The vengeful undead born from a woman who dies of drowning and now seeks to drown the living in turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sand Silhouette:&#039;&#039;&#039; The spectral undead born of somebody who died in desperation in sandy ground, buried during a sandstorm, thrown into dry wells, or swallowed by a collapsing dune. It now commands the sand itself as its avatar for vengeance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sandman:&#039;&#039;&#039; Strange celestials that specialize in bringing intense dreams to mortals in order to strengthen the [[Plane of Dreams]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sandwyrm:&#039;&#039;&#039; A bestial branch of the [[dragon]] family that dwells in the desert, using the ribcage-like protrusions on its back to lure prey in reach of its paralytic stinging tail.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sap Demon:&#039;&#039;&#039; A malevolent body-stealing ooze that sometimes forms from cuts or injuries dealt to enchanted trees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sarcophagus Slime:&#039;&#039;&#039; Slime-like undead made of ectoplasm that are used as dangerous guardians for valuable tombs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sathaq Worm:&#039;&#039;&#039; Enormous and dangerous worm-like predators from the Elemental Plane of Earth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savager:&#039;&#039;&#039; Bizarre, rage-filled beasts that resemble a cross between a grizzly and a porcupine. They loathe all life so intensely that they routinely bite and scratch themselves until they can find something else to attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scheznyki:&#039;&#039;&#039; A malevolent [[dwarf]]-like fey that haunts abandoned quarries and ancient ruins to rob and kill any who stumble into their reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Scorpion]]:&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;Night:&#039;&#039; A giant scorpion with blinding venom.&lt;br /&gt;
* &#039;&#039;Stygian Fat-Tailed:&#039;&#039; A &amp;quot;small&amp;quot; giant scorpion (1ft long) with incredibly powerful venom.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Selang:&#039;&#039;&#039; Malevolent [[Shadow Fey]] that resemble a [[satyr]]-style blend of [[elf]] and cricket. Worshippers of dark gods, they seek to bring their malevolent patrons through the void between worlds into the realms of mortals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serpopard:&#039;&#039;&#039; A long, sinewy beast that blends elements of a leopard and a serpent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shabti:&#039;&#039;&#039; A construct created to act as the servant of a deceased noble in the afterlife.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadhavar:&#039;&#039;&#039; A shadowy fey beast that resembles an undead [[unicorn]] that uses hypnotic music to lure prey in for the kill. Despite their fearsome meins and demand to be treated well, they are not inherently evil.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow Beast:&#039;&#039;&#039; A [[Shadow Fey]] warped into a ghostly, skull-faced form. These twisted creatures yearn to snuff out all light.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shellycoat:&#039;&#039;&#039; A [[fey]] cousin of the [[troll]] with a froggish mien that wears a magical cloak of shells that lets it breathe underwater.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Shoggoth]]:&#039;&#039;&#039; The most iconic [[H.P. Lovecraft]] [[slime]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shroud:&#039;&#039;&#039; A spectral undead that represents the &amp;quot;intermediate state&amp;quot; between spirit and [[shadow]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skein Witch:&#039;&#039;&#039; A celestial that acts as a curator of destiny and an enforcer of what must be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Skeleton]]s&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;Sharkjaw:&#039;&#039; Blending the line between skeleton and bone golem, this undead creature is made up of shark jaws interwoven into a parody of a humanoid form.&lt;br /&gt;
* &#039;&#039;Vine Troll:&#039;&#039; A skeleton animated by a powerful magical plant that grants it troll-like regenerative abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skitterhaunt:&#039;&#039;&#039; A parasitic ooze that inhabits the hollowed-out carapaces of giant bugs, using them for defense and camouflage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slow Storm:&#039;&#039;&#039; A chaotic and unpredictable elemental of time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Snake]]s:&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;Swamp Adder:&#039;&#039; A large (Small Beast) swamp-dwelling snake with powerful paralytic venom.&lt;br /&gt;
* &#039;&#039;Zanskaran Viper:&#039;&#039; A giant snake noted for extremely powerful venom.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Son of Fenris:&#039;&#039;&#039; A monstrous beast that resembles a part-dragon wolf with two snakes in lieu of tongues. Though violent and destructive, they are far smarter than they appear and wield powerful magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soul Eater:&#039;&#039;&#039; A spirit-eating fiend often summoned as a tracker or assassin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spark:&#039;&#039;&#039; A tiny [[elemental]] of electricity that can form symbiotic links with a mortal host.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spectral Guardian:&#039;&#039;&#039; An undead created when an ancient warrior or noble breaks an oath, commits an act of terrible cowardice or is otherwise cursed by the gods and then dies before achieving redemption. Their spirit returns, bound to serve in death as they failed to do in life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Sphinx]], Gypsosphinx:&#039;&#039;&#039; Malevolent carrion-eating sphinx-kin that resemble lions with the heads and wings of vultures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Spider]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Ghostwalk:&#039;&#039; Giant spiders descended from magically mutated phase spiders, letting them create ghostly webbing that exists partially between the material and etheral planes.&lt;br /&gt;
* &#039;&#039;J&#039;ba Fofi:&#039;&#039; A giant spider that resembles a tarantula with exaggeratedly long legs, and with the power to telepathically control other normal spiders.&lt;br /&gt;
* &#039;&#039;Red-Banded Line:&#039;&#039; A hand-to-dog sized spider that uses its web like a swingline to pounce on prey.&lt;br /&gt;
* &#039;&#039;Sand:&#039;&#039; A giant trapdoor spider that burrows beneath the sand and uses its spiky legs to impale prey that gets too close.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leng Spider|Spider of Leng]]:&#039;&#039;&#039; A malevolent, highly intelligent race of giant spider [[wizard]]s native to the [[Dreamlands]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider Thief:&#039;&#039;&#039; A spider-shaped, dog-sized clockwork construct that is highly prized amongst thieves and rogues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spire Walker:&#039;&#039;&#039; Rough-and-tumble fey with an affinity for electricity, commonly seen dancing on high peaks during thunderstorms or hanging around monsters with lightning-based powers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Star-Spawn of [[Cthulhu]]:&#039;&#039;&#039; Another iconic [[Call of Cthulhu]] monster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stryx:&#039;&#039;&#039; A horrifying monstrosity that looks like an owl with a wide mouth full of alarmingly human teeth hidden behind its beak. Created as spies and servants by the insane archfey known as the Moonlit King.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stuhac:&#039;&#039;&#039; Malevolent fiends that disguise themselves as old human or dwarven men living a hermit&#039;s life to lure victims close so they can rip the ligaments and tendons from their bodies and weave them into a cloak.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Subek]]:&#039;&#039;&#039; A cursed race of crocodile-folk who are peaceful, friendly and highly intelligent during the dry season, but become mindless berserker feral animals during the flood season.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suturefly:&#039;&#039;&#039; Dragonfly-like magical bugs that attack anyone who speaks a lie and attempts to sew their mouths shut.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swarms&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Fire Dancers:&#039;&#039; Tiny fire elementals resembling blue skulls.&lt;br /&gt;
* &#039;&#039;Manabane Scarabs:&#039;&#039; Turquoise beetles that seek out and consume magical energy and the flesh of those who wield it.&lt;br /&gt;
* &#039;&#039;Prismatic Beetles:&#039;&#039; Brilliantly colored beetles who, in a massive swarm, can hypnotize victims until they can kill them with euphoria-inducing poisonous bites.&lt;br /&gt;
* &#039;&#039;Sluagh:&#039;&#039; Malevolent fey that look like a [[lamia]]-style crosos between a [[vampire]] [[sprite]] and a giant maggot.&lt;br /&gt;
* &#039;&#039;Wolf Spirits:&#039;&#039; The vengeful ghosts of an entire pack of slain wolves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temple Dog:&#039;&#039;&#039; A bestial celestial that resembles a mixture of dog and lion, which devotes itself to guarding holy sites and temples.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Theullai:&#039;&#039;&#039; An elemental of ice and wind that resembles a cross between a blizzard and a [[werewolf]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Titan]]s&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Ancient:&#039;&#039; A Gargantuan demigod, and one of the last survivors of a long-fallen Celestial civilization.&lt;br /&gt;
* &#039;&#039;Degenerate:&#039;&#039; A Titan that has mentally broken, leaving it little better than a crazed killer that is a pale, bloodthirsty shadow of its former glory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Titaoboa:&#039;&#039;&#039; A constrictor snake of absolutely enormous size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tophet:&#039;&#039;&#039; A horrifying golem created by animating a a special hollow statue filled with flames into which humans are fed for punishment or as religious sacrifices.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Tosculi]]:&#039;&#039;&#039; A race of humanoid wasps native to [[Midgard]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treacle:&#039;&#039;&#039; A blood-drinking ooze that disguises itself as harmless, appealing forms in order to lure victims close enough that it can start draining their blood through their skin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Treant]], Weeping:&#039;&#039;&#039; A strain of treant found in certain dark, shadowy forests, mostly distinguished by the constant stream of corrosive black sap that weeps from around their eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Troll]], Lake:&#039;&#039;&#039; A freshwater-dwelling troll that can only be killed by applying both fire and frost damage simultaneously.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Trollkin]] Reaver:&#039;&#039;&#039; A trollkin who has gone a-[[viking]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tusked Skyfish:&#039;&#039;&#039; A peaceful [[aberration]] that looks like an enormous flying jellyfish with massive &amp;quot;tusks&amp;quot; emerging from its bell. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uraeus:&#039;&#039;&#039; A celestial beast that resembles a fire-breathing, metal-scaled cobra with feathered wings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urochar (Strangling Watcher):&#039;&#039;&#039; A monstrous giant cyclopean leech-like aberration that inhabits the underdark and feeds on the final moments of the dying.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ushabti:&#039;&#039;&#039; An [[Egypt]]ian-themed [[golem]] created to guard a tomb against defilers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vaettir:&#039;&#039;&#039; A Norse-themed undead that is a combination of an ancestral spirit and a land spirit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Valkyrie]]:&#039;&#039;&#039; Celestials in the guise of warrior women riding winged wolves that are sent by [[Odin]] to collect the souls of the courageous slain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Vampire]], Umbral:&#039;&#039;&#039; A strange vampire-like shadowy fiend created from the denizens of a city that fell under a terrible curse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vapor Lynx:&#039;&#039;&#039; A sapient lynx with the ability to assume a gaseous form and exhale poisonous mists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vesiculosa:&#039;&#039;&#039; A desert-dwelling species of giant pitcher plant that uses water tainted with sweet-smelling, soporific venom and tentacles to ensnare prey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vila:&#039;&#039;&#039; A [[nymph]]-like fey creature resembling an elf-maid with deer antlers and some [[dryad]]-like abilities, which she uses to guard forests from trespass and harm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vile Barber:&#039;&#039;&#039; The Siahbra, to give them their proper name, are sadistic unseelie fey who act as assassins, torturers and executors of vengeance against those who offend the [[Archfey]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vine Lord:&#039;&#039;&#039; A former plantfolk subsumed by a malevolent vegetative parasite, now seeking to expand and empower forests and jungles in the service of some patron god or demon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voidling:&#039;&#039;&#039; A writhing mass of tentacles and eerie green light summoned from the cold space between the stars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wampus Cat:&#039;&#039;&#039; A magical beast that resembles a mountain lioness with the head of a beautiful woman. Driven by a hatred of all males, they wield hypnotically beautiful voices as weapons to slay their foes. Based on a critter from early American folklore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water Leaper:&#039;&#039;&#039; A weird aquatic predator that resembles a giant snake with the head of a giant frog and a set of vestigial wings that let it make spectacular leaps out of the water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wharfling:&#039;&#039;&#039; An ugly, hairless, aquatic-adapted raccoon-like animal with an annoying penchant for thievery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;White Ape:&#039;&#039;&#039; The bitter descendants of a species of gorillas that were uplifted to sapience to serve a magocracy, only to become hated by all humanoids after they became the vectors for a deadly plague that is especially lethal to magic-users.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchlight:&#039;&#039;&#039; A construct created to serve as a familiar, consisting of a tiny shaped piece of levitating quartz that emits a spherical aura of light, akin to a will-o-wisp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wormhearted Suffragan:&#039;&#039;&#039; Repulsive worm-infested female undead created from the loyal devotees of Qorgeth, Demon Lord of Worms, whom they believe is the servant and forerunner of a dark goddess of worms and decay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xanka:&#039;&#039;&#039; A small, spidery construct created to break down garbage and refuse by converting it into energy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xhkarsh:&#039;&#039;&#039; Twisted insectile aberrations from some alien cosmic cycle that have the power to manipulate fate and destiny.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ychen Bannog:&#039;&#039;&#039; An ox that stands over 40 feet tall at the shoulder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zaratan:&#039;&#039;&#039; A stony-shelled turtle the size of a good-sized island.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zimwi:&#039;&#039;&#039; A distant relative of the [[troll]] that resembles a humanoid lion with barely prehensile hands. Cursed with stomachs that are extradimensional pockets akin to bags of holding, they never feel sated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zmey:&#039;&#039;&#039; Three-headed dragons that inhabit the deepest forest and serve to protect it from would-be desecrators.&lt;br /&gt;
&lt;br /&gt;
=Creature Codex=&lt;br /&gt;
&#039;&#039;&#039;Aatxe:&#039;&#039;&#039; A shapeshifting Celestial in the form of a great red bull that serves as a guardian for pious communities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acid Ant:&#039;&#039;&#039; A breed of giant ants with acidic bites and abdomens full of corrosive goo that burst on death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agnibarra:&#039;&#039;&#039; An elemental monster that resembles a goblin set on fire, but never burning to death. Pyromaniacs that view any flammable lifeform as nuisances that need to be purified with fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ahuizotl:&#039;&#039;&#039; A man-eating otter-like river monster with a prehensile tail topped with a human-like hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ahu-Nixta:&#039;&#039;&#039; Squamous, vulnerable little squid-like aberrations that inhabit large clockwork exoskeletons, which bolsters them in their crusades for the glory of the dark gods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alkonost:&#039;&#039;&#039; Strange elf-faced magical birds that only appear prior to the arrival of powerful electrical storms, tornadoes, and mighty winds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alliumite:&#039;&#039;&#039; A race of humanoid plants created by sprinkling sweet onions with pixie dust. Wild herb gardeners, they defend their gardens with ferocity far greater than their size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alp:&#039;&#039;&#039; An obnoxious fey resembling an ugly [[dwarf]] with a white cap, alps are incorrigible mischief makers who love to torment the sleeping and harass farmers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammut:&#039;&#039;&#039; A celestial beast that resembles a chimera; the head of a crocodile, the forequarters of a lion and the hindquarters of a hippo. They are dedicated enemies of the undead and seek them out to devour wherever they can be found.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angel:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Eye of the Gods:&#039;&#039;&#039; A fiery winged eye the size of a human infant that acts as an observer for its creator-deity.&lt;br /&gt;
* &#039;&#039;Kinnara:&#039;&#039; A beautiful harpy-like angel created from the soul of a virtuous lover and sworn to the service of gods of love, music and wisdom.&lt;br /&gt;
* &#039;&#039;Ophanim:&#039;&#039; Resembling flaming transverse nested wheels with outer rims covered in eyes, these angels signify divine justice and the direct attention of the deity whom they serve.&lt;br /&gt;
* &#039;&#039;Sammael:&#039;&#039; Resembling winged humanoids clad in robes of black, swirling mist, these are the angels charged to enact execution, destruction and punishment at the will of the gods.&lt;br /&gt;
* &#039;&#039;Song:&#039;&#039; Music-loving, golden-skinned angels that seek to lead mortals into performing acts of kindness and charity.&lt;br /&gt;
* &#039;&#039;Zoryas:&#039;&#039; Bringers and enders of light, Zoryas also escort avatars of the deities to and from the material plane.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animal Lords:&#039;&#039;&#039; Powerful fey spirits that act as the patron deities for the animals of the world.&lt;br /&gt;
* &#039;&#039;Bat King&#039;&#039;&lt;br /&gt;
* &#039;&#039;Brother Ox&#039;&#039;&lt;br /&gt;
* &#039;&#039;Lord of Vultures&#039;&#039;&lt;br /&gt;
* &#039;&#039;Mouse King&#039;&#039;&lt;br /&gt;
* &#039;&#039;Queen of Birds&#039;&#039;&lt;br /&gt;
* &#039;&#039;Queen of Cats&#039;&#039;&lt;br /&gt;
* &#039;&#039;Queen of Serpents&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ankou:&#039;&#039;&#039; The spirit of the first dragon to die of each century, compelled to serve the gods of death by ushering the souls of the dead to their final resting places.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anophiloi:&#039;&#039;&#039; A race of semi-sentient giant mosquitoes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arborcyte:&#039;&#039;&#039; A monstrous plant resembling a tangle of acid-oozing vines and bones, spawned from the corrupted soul of a druid slain in the failed defense of their woodland home.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcamag:&#039;&#039;&#039; A crystalline tick that feeds on the magical energies within living hosts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcanaphage:&#039;&#039;&#039; A magic-eating monster that resembles a giant, rainbow-colored flying sea slug.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Astral Snapper:&#039;&#039;&#039; A vile humanoid-looking aberration that kills victims by phasing into the Astral Plane and using small portals to reach into and devour the entrails of unwitting mortals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azeban:&#039;&#039;&#039; Mischievous fey tricksters that resemble humanoid raccoons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azi Dahaka:&#039;&#039;&#039; A unique three-headed serpentine dragon believed to be the child of a storm demon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Baba Yaga]]:&#039;&#039;&#039; The one, the only, the Mother of Witches and the Queen of Hags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bar Brawl:&#039;&#039;&#039; Basic stats for running a bar brawl.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barong:&#039;&#039;&#039; A white-and-crimson panther-like celestial based on the Indonesian deity of the same name.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bats:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Giant Albino&#039;&#039; &lt;br /&gt;
* &#039;&#039;Giant Vampire&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Bearfolk]] Chieftain:&#039;&#039;&#039; A beefed up version of a bearfolk to represent a tribal chief.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bearmit Crab:&#039;&#039;&#039; A magical fusion of a bear and a hermit crab that builds a fake shell out of rocks glued together with sticky secretions, meaning slashing/stabbing weapons have a chance to get stuck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bilwis:&#039;&#039;&#039; A malicious wind elemental that is typically summoned to ruin the fields and crops of farmers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bloody Bones:&#039;&#039;&#039; A horrific monstrosity that looks like a saucer-eyed, partially skeletal ghoul whose pate drips with blood that can rejuvenate its wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bookkeeper:&#039;&#039;&#039; Animated ink blots created to serve as magical tome guardians.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boot Grabber:&#039;&#039;&#039; A slime-like aberration that pretends to be a puddle of yuck on the ground, then forms itself into a gluey hand and grabs its foe by the foot, seeking to crush their limbs and make them bleed to death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Carbuncle]]:&#039;&#039;&#039; An obnoxious trickster of a magical beast, appearing as an ocelot with the plumage of a tropical songbird and a glimmering garnet growing in the center of its forehead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cats of Ulthar:&#039;&#039;&#039; A murderous swarm of magical cats, taken from the [[Dreamlands]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cauldronborn:&#039;&#039;&#039; A strange golem made up of earth and stone animated by corrupted potions seeping into the soil. It feeds on potions to sustain its own life, and tracks them fanatically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Centaur]] Chieftain:&#039;&#039;&#039; A beefier version of the standard centaur to represent a tribal leader.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Child of Yggdrasil:&#039;&#039;&#039; A monstrous, carnivorous tree-like aberration unwittingly created from a dragon&#039;s eggs that were smeared with [[Yggdrasil]] sap and left in a hollow in the World Tree by a [[ratatosk]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chuhaister:&#039;&#039;&#039; A malicious forest-dwelling giant with bark-like skin and a particular hatred for the fey. They often keep smaller fey imprisoned in a cage-like formation of branches that grow atop their skulls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chupacabra:&#039;&#039;&#039; The iconic goat-sucker cryptid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Assassin&#039;&#039;&lt;br /&gt;
* &#039;&#039;Servant&#039;&#039;&lt;br /&gt;
* &#039;&#039;Soldier&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corpse Thief:&#039;&#039;&#039; A cursed race of ghoulish humanoids who cannot naturally feel strong emotions, and so they steal objects from corpses to read the imprinted memories and vicariously experience them. Unfortunately, they have such a weak sense of personal identity that this can lead to them believing they &#039;&#039;are&#039;&#039; the person whose grave-goods they&#039;re wearing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crimson Mist:&#039;&#039;&#039; A revived classic D&amp;amp;D monster, a blood-sucking mist created by slaying a vampire with sunlight as it&#039;s in the midst of feeding upon a living victim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cueyatl:&#039;&#039;&#039; A race of cruel tribal tree-frog-folk who often practice piracy and human sacrifice, ruled over by tyrannical priest-kings. Basically evil Aztec [[grippli]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dakini, Simhamukha:&#039;&#039;&#039; A Celestial giant appearing as a towering [[Amazon]] with blue-black skin and the head of a three-eyed white lion with a long, golden mane. They strive to punish those who have harmed beings under the protection of the dakini.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Father:&#039;&#039;&#039; A classic Grim Reaper wraith-looking undead that embodies the finality of death and comes for those soon to die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Dark One|Dark Folk]]:&#039;&#039;&#039; A human subrace descended from [[wizard]]s that swore allegiance to shadow gods and passed the resultant [[Shadow Magic]] onto their descendants.&lt;br /&gt;
* &#039;&#039;Dark Eye:&#039;&#039; One-eyed Dark Folk whose missing eye drains the soul from those who meet its void-gaze.&lt;br /&gt;
* &#039;&#039;Dark Servant:&#039;&#039; The lowliest of the Dark Folk.&lt;br /&gt;
* &#039;&#039;Dark Voice:&#039;&#039; An eyeless prophet that acts as the leader of the Dark Folk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Demon Prince]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;[[Chemosh]], Lord of Conquest&#039;&#039;&lt;br /&gt;
* &#039;&#039;[[Chittr&#039;k&#039;k]], Lord of Rats&#039;&#039;&lt;br /&gt;
* &#039;&#039;[[Rangda]], the Wretched Lover, the Rot Within, Queen of Witches&#039;&#039;&lt;br /&gt;
* &#039;&#039;[[Typhon]], Father of Monsters, Master of the [[Lamia]]s&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Demon]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Alnaar:&#039;&#039; Giant snakes made of magma that emerge to hasten the suffering of others.&lt;br /&gt;
* &#039;&#039;Cipactli:&#039;&#039; A many-mawed hermaphroditic humanoid alligator that lives to feed and breed.&lt;br /&gt;
* &#039;&#039;Echo:&#039;&#039; A wingless humanoid bat created from the souls of truly despicable liars.&lt;br /&gt;
* &#039;&#039;Fulad-Zereh:&#039;&#039; A towering demonic humanoid that acts as a lieutenant in Abyssal armies.&lt;br /&gt;
* &#039;&#039;Neophron:&#039;&#039; Shapechanging, eternally hungry demons that can assume the form of a giant vulture or a half-vulture half-ghoul.&lt;br /&gt;
* &#039;&#039;Pishacha:&#039;&#039; An oni-like demon created from the souls of the greedy and lustful, haunts graveyards and often cohabits with ghouls.&lt;br /&gt;
* &#039;&#039;Plaresh:&#039;&#039; A writhing knot of green ichor-drooling carnivorous demon worms.&lt;br /&gt;
* &#039;&#039;Rattok:&#039;&#039; Demonic [[ratfolk]] that distill abhorrent liquors from captured souls.&lt;br /&gt;
* &#039;&#039;Spree:&#039;&#039; A homicidal [[gnome]] revived as an even crazier and more murderous demon.&lt;br /&gt;
* &#039;&#039;Vellso:&#039;&#039; Demonic trackers.&lt;br /&gt;
* &#039;&#039;Wind:&#039;&#039; Winged, decaying-looking demons that serve powers of cold and decay.&lt;br /&gt;
* &#039;&#039;Yek:&#039;&#039; Demonic cannibals and pack hunters that act as mercenaries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Derro]]:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Speaker to Darkness:&#039;&#039; A priest of [[Camazotz]].&lt;br /&gt;
* &#039;&#039;Witch Queen:&#039;&#039; A focus for the insanity of an entire derro clan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Devil Shark:&#039;&#039;&#039; A giant, fiendish looking shark with the mind and ego of a cunning warlord.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Arch-Devil]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;[[Belphegor]], Hell&#039;s Inventor&#039;&#039;&lt;br /&gt;
* &#039;&#039;[[Parzelon]], King of Secrets&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Devil]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Fire Imp:&#039;&#039; Flame-winged pyromaniac imps.&lt;br /&gt;
* &#039;&#039;Infernal Knight:&#039;&#039; A devilish knight that serves as a trusted advisor and servant to a powerful pit fiend or arch-devil.&lt;br /&gt;
* &#039;&#039;Wind&#039;s Harp:&#039;&#039; A living harp that acts as a diabolic musical instrument and torturer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Dhampir]]s:&#039;&#039;&#039; Hybrid children of mortals and vampires.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Dinosaur]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Archaeopteryx:&#039;&#039; A proto-bird.&lt;br /&gt;
* &#039;&#039;Lystrosaurus:&#039;&#039; A hog-sized burrowing ceratopsian, often tamed by kobolds.&lt;br /&gt;
* &#039;&#039;Nodosaurus:&#039;&#039; A member of the anklyosaur family.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Dracotaur]]:&#039;&#039;&#039; Humanoid dragons from the waist up, wingless dragons from the waist down. Believed to have been created artificially by drowning centaurs in dragon&#039;s blood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Dragon]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Clockwork:&#039;&#039; A clockwork imitation of a dragon built as a [[clockpunk]] siege weapon.&lt;br /&gt;
* &#039;&#039;Light:&#039;&#039; Star-traveling lovers of light and beauty.&lt;br /&gt;
* &#039;&#039;Wasteland:&#039;&#039; Territorial dragons that inhabit magic-blasted wastelands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Dragonborn]]:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Edjet:&#039;&#039; Elite dragonborn troopers.&lt;br /&gt;
* &#039;&#039;Elementalist:&#039;&#039; Specialist dragonborn mages that act as living artillery.&lt;br /&gt;
* &#039;&#039;Heavy Cavalry&#039;&#039;&lt;br /&gt;
* &#039;&#039;Light Cavalry&#039;&#039;&lt;br /&gt;
* &#039;&#039;Ouroban:&#039;&#039; Fanatical warriors belonging to doomsday cults.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Drake]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Bathhouse:&#039;&#039; Steam-breathing, soapy-slick drakes that create and run bathhouses as a combination of lair and hoard.&lt;br /&gt;
* &#039;&#039;Fey:&#039;&#039; A drake transformed into a [[Faerie Dragon]]-like creature by a demigod&#039;s blessing.&lt;br /&gt;
* &#039;&#039;Forest:&#039;&#039; Wingless firebreathing lizard that uses its breath weapon to provide healthy regular burns for their forests.&lt;br /&gt;
* &#039;&#039;Moon:&#039;&#039; A timid yet loyal drake that can transform into a living moonbeam. Its spittle is a cure for lycanthrope.&lt;br /&gt;
* &#039;&#039;Pact:&#039;&#039; A highly intelligent drake able to level powerful curses on oathbreakers.&lt;br /&gt;
* &#039;&#039;Peluda:&#039;&#039; A massive drake that resembles a wingless, shaggy, steam-breathing lizard bristling with porcupine-like spikes.&lt;br /&gt;
* &#039;&#039;Skull:&#039;&#039; A carrion-scavenging drake with prominent exoskeletal armor, often taken as a pet by necromancers.&lt;br /&gt;
* &#039;&#039;Spider:&#039;&#039; A nightmarish blending of lesser dragon and giant spider.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dream Squire:&#039;&#039;&#039; A mortal condemned into service to the [[Shadow Fey]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dream Wraith:&#039;&#039;&#039; A variant [[wraith]] spawned from somebody killed in the throes of a powerful dream. It hunts other dreamers, hoping to finish its dream and then find peace in oblivion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Dust Goblin]] Chieftain:&#039;&#039;&#039; A more powerful version of the standard goblin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dvarapala:&#039;&#039;&#039; A god-serving giant based on the Indonesian spirit of the same name.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Elemental]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Blood&#039;&#039;: An Abyssal relative of the water elemental.&lt;br /&gt;
* &#039;&#039;Storm Lord:&#039;&#039; Powerful elementals of water, wind and lightning from the Plane of Water.&lt;br /&gt;
* &#039;&#039;Venom:&#039;&#039; A lesser elemental resembling a giant snake comprised of liquid poison.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Elf]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Alchemist Archer:&#039;&#039; Uses arrows empowered with alchemical mixtures.&lt;br /&gt;
* &#039;&#039;Deathsworn:&#039;&#039; Elite servants of an elven war god.&lt;br /&gt;
*  &#039;&#039;[[Enchanter]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;Servant of the Vine:&#039;&#039; An elven [[cleric]] of the god of wine and artistry.&lt;br /&gt;
* &#039;&#039;[[Shadow Fey]] Ambassador:&#039;&#039; An emissary from the shadow fey to mortals.&lt;br /&gt;
* &#039;&#039;[[Shadow Fey]] Knight of the Road:&#039;&#039; A Shadow Fey knight turned to banditry.&lt;br /&gt;
* &#039;&#039;[[Shadow Fey]] Pattern Dancer:&#039;&#039; Elite dancer-assassins that serve the Queen of Night and Magic.&lt;br /&gt;
* &#039;&#039;[[Shadow Fey]] Poisoner&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elophar:&#039;&#039;&#039; An [[Oni|Ogre Mage]] that bungled a ritual to commune with its ancestral spirits and has now become an undead husk controlled by a squabbling crowd of spirits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploding Toad:&#039;&#039;&#039; A toad transformed into a living bomb by [[Dust Goblin]] magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Far Wanderer:&#039;&#039;&#039; Servitors of the aberrant-god Yorama the Living Star, which resemble elves with constellation-like glowing markings on their skin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fear Liath:&#039;&#039;&#039; Curse-spawned undead shadows who can only pass on to the afterlife by passing their curse on to a living mortal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Archfey|Fey Lords &amp;amp; Ladies]]:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Berchta, the Endless Spindle&#039;&#039;&lt;br /&gt;
* &#039;&#039;Reynard, the Fox Lord&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fierstjerren:&#039;&#039;&#039; Undead warriors created by Nordic death cults.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flame Eater Swarm:&#039;&#039;&#039; A swarm of bizarre fire-eating mutant bats, a failed weapon bred by [[Camazotz]] cultists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flame-Scourged Scion:&#039;&#039;&#039; Scorched, burned aberrations, the remnants of a largely extinguished dark cult whose unholy groves were put to the torch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flesh Reaver:&#039;&#039;&#039; A repulsive undead construct created to serve as a hunter and tracker.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fleshpod Hornet:&#039;&#039;&#039; A giant parasitic hornet whose sting injects rapidly-maturing larvae into its victims.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Flying Polyp]]:&#039;&#039;&#039; The iconic Cthulhu Mythos monster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foxin:&#039;&#039;&#039; Brilliantly colored fey foxes that can exude an aura that quells pain, fear and discomfort.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fragrite:&#039;&#039;&#039; An elemental of living lightning-glass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fulminar:&#039;&#039;&#039; A lightning elemental that takes the form of a lightning-wreathed jaguar whose lower body trails off into a whirling storm cloud.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fungi, Wirbeln:&#039;&#039;&#039; A humanoid spiral-shaped bipedal fungus characterized by its willingness to form alliances with other creatures and its intense loyalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gargoctopus:&#039;&#039;&#039; A giant, hyper-intelligent octopus that studies lost civilizations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ghast]] of Leng:&#039;&#039;&#039; An adaptation of one of [[H.P. Lovecraft]]&#039;s monsters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghost Boar:&#039;&#039;&#039; Magically mutated albino giant boars that can become briefly incorporeal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghost Dragon:&#039;&#039;&#039; Literally just the ghost of a dragon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghost Dwarf:&#039;&#039;&#039; The ghost of a dwarf forcibly trapped by a powerful [[necromancer]] or other undead and forced to inhabit an armored shell to be deployed against the living.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghouls, Darakhul:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;High Priestess&#039;&#039;&lt;br /&gt;
* &#039;&#039;Shadowmancer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghouls:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Necrophage Ghast:&#039;&#039; A ghast [[necromancer]] who practices a variant of the art that rewards its acts of cannibalism with arcane power.&lt;br /&gt;
* &#039;&#039;Tar Ghoul:&#039;&#039; Tar-seeping ghouls that revel in being set alight, as they cannot actually be burned themselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghoulsteed:&#039;&#039;&#039; The corpse of a humanoid killed with necrotic energy, warped into a bestial yet hideously still humanoid shape often used as a steed by the Darakhul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giant Moths:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Standard&#039;&#039;&lt;br /&gt;
* &#039;&#039;Rimewing&#039;&#039;&lt;br /&gt;
* &#039;&#039;Shockwing&#039;&#039;&lt;br /&gt;
* &#039;&#039;Sootwing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giants:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Blood Giant:&#039;&#039; Giants damned by oaths to a long-forgotten god, trapped in a state between life and death, looking like skeletons clad in an everflowing cloak of gore that freezes and liquifies at their mental command.&lt;br /&gt;
* &#039;&#039;Cacus Giant:&#039;&#039; Malevolent, fire-proof giants bred by a lesser fire god and then released from his service.&lt;br /&gt;
* &#039;&#039;Cave Giant:&#039;&#039; Degenerate and superstitious cavern-dwellers who revere cannibalism to the point that animal flesh is seen as spiritually unclean.&lt;br /&gt;
* &#039;&#039;Haunted Giant:&#039;&#039; A male hill or stone giant constantly harassed by the restless spirits of his ancestors.&lt;br /&gt;
* &#039;&#039;Laestrigonian Giant:&#039;&#039; A castaway who turned to cannibalism to survive, only to be warped into an insane flesh-eating giant by a divine curse.&lt;br /&gt;
* &#039;&#039;[[Mountain Giant]]:&#039;&#039; Enormous, stone-fleshed giants.&lt;br /&gt;
* &#039;&#039;Void Giant:&#039;&#039; Cloud giants kidnapped as children by void dragons and warped into suitable servitors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gloomflower:&#039;&#039;&#039; Tiny, mind-attacking killer plants from the Shadow Realm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Gnoll]] Slaver&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Goblin]], Chaos Spawn:&#039;&#039;&#039; A goblin mentally warped by exposure to the mind-shattering aura of a Great Old One.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Goblin]], Shadow:&#039;&#039;&#039; Dusky-skinned goblins native to the Shadow Realm, where they serve as menial servants to the [[Shadow Fey]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Golem]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Alchemical&#039;&#039;&lt;br /&gt;
* &#039;&#039;Altar Flame&#039;&#039;&lt;br /&gt;
* &#039;&#039;Armory&#039;&#039;&lt;br /&gt;
* &#039;&#039;Bone&#039;&#039;&lt;br /&gt;
* &#039;&#039;Bronze&#039;&#039;&lt;br /&gt;
* &#039;&#039;Doom&#039;&#039;&lt;br /&gt;
* &#039;&#039;Fractal&#039;&#039;&lt;br /&gt;
* &#039;&#039;Keg&#039;&#039;&lt;br /&gt;
* &#039;&#039;Lesser&#039;&#039; - Glass, Hair, Mud, Wood&lt;br /&gt;
* &#039;&#039;Lotus&#039;&#039;&lt;br /&gt;
* &#039;&#039;Manastorm&#039;&#039;&lt;br /&gt;
* &#039;&#039;Paper&#039;&#039;&lt;br /&gt;
* &#039;&#039;War Machine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goliath Longlegs:&#039;&#039;&#039; A giant spider with legs as long as tree trunks, allowing it to ambush prey from its perch high above.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goreling:&#039;&#039;&#039; Severed limbs, discarded organs and other bodily scraps animated by necromancers as self-perpetuating minions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grave Behemoth:&#039;&#039;&#039; A horrifying undead construct, consisting of a flayed [[Hill Giant]] skin stuffed full of corpses, with both the bulging skin and its corpse cargo animated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green Knight of the Woods:&#039;&#039;&#039; A [[fey]] knight and champion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grindylow:&#039;&#039;&#039; Wicked aquatic aberrations that look like a parody of [[merfolk]]; a [[goblin]] upper torso and an eel&#039;s lower body.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gugalanna:&#039;&#039;&#039; A celestial in the form of a massive bull with wings and a sun disk hanging between his horns, sent by the gods to punish the truly evil.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gulon:&#039;&#039;&#039; A bizarre hybrid of giant fox and mountain lion, so voraciously gluttonous that it squeezes between trees to force the digested dung from its body faster so it can resume gorging.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gumienniki:&#039;&#039;&#039; Crimson-skinned goblin-like fiends that offer to protect silos and storehouses in exchange for a steady supply of sacrifices. They wield flaming scythes and can transform into the shape of cats to disguise themselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Hag]], Snow:&#039;&#039;&#039; Ice Maidens who have lost seven thralls by having them be kissed by someone who truly loves them transform into these ugly icy hags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Herald:&#039;&#039;&#039; Divine servitors.&lt;br /&gt;
* &#039;&#039;Herald of Fire:&#039;&#039; Humanoid dragons that are the living embodiment of fiery justice and burnt sacrifices to the draconic gods.&lt;br /&gt;
* &#039;&#039;Herald of the Great Wyrm:&#039;&#039; Servitor of the god of all dragonkind, a sign that the eye of dragonkind is upon a particular place or person.&lt;br /&gt;
* &#039;&#039;Herald of Undeath:&#039;&#039; An agent of the gods of undeath that seeks to spread the plague of unlife as far as possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Horned Serpent:&#039;&#039;&#039; A giant snake with bull-like horns and a magical jewel in its forehead. They exude a lethal miasma of poison and disease.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Hound of Tindalos]]:&#039;&#039;&#039; An iconic [[Lovecraft]]ian monster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hungry Ghost:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Gaki:&#039;&#039; Restless spirits of avaricious humans, cursed to live an afterlife of eternal hunger, usually for carrion or other noxious filth.&lt;br /&gt;
* &#039;&#039;Preta:&#039;&#039; A relative of the gaki that hungers for blood, made more dangerous by its powers of invisibility and illusion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ichneumon:&#039;&#039;&#039; An unusually intelligent weasel the size of a brown bear that relishes the taste of dragon eggs above all other foods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ijiraq:&#039;&#039;&#039; A shapeshifting fey that can change from a human with a vertical mouth and demonic eyes to a [[minotaur]]-like humanoid caribou with wickedly spiked horns. Whilst they love to hunt humans for sport, they consider it poor form to attack those who come to speak with them, and will treat them respectfully during a moot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incinis:&#039;&#039;&#039; A malevolent humanoid elemental of magma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inkling:&#039;&#039;&#039; A puddle of ink accidentally enkindled with life by magic, now feeding on the ink of spellbooks and grimoires to literally absorb the knowledge into itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iron Sphere:&#039;&#039;&#039; A guardian construct in the shape of an iron sphere that can deploy hidden weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jaanavar Jal:&#039;&#039;&#039; A giant predatory river-dwelling worm that uses an oily discharge as a makeshift breath weapon, igniting it with specialized teeth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Jiangshi]]:&#039;&#039;&#039; The legendary Chinese Vampire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jinmenju:&#039;&#039;&#039; A horrifying looking intelligent plant that grows fruit that resemble human heads. Despite its fearsome mien, all it wants is to make other people laugh and feel happy, but its efforts to do so often have tragic results.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kallikantzaros:&#039;&#039;&#039; A cursed race of goblin-like fey that seek to cut down [[Yggdrasil]], an impossible task.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Kappa]]:&#039;&#039;&#039; The iconic Japanese turtle monster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karakura:&#039;&#039;&#039; Vampiric fiends of haze and shadow that prefer to use wit and charm to draw prey in rather than chase it down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Kitsune]]:&#039;&#039;&#039; The iconic Japanese fox monster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Kobold]]:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Elite&#039;&#039;&lt;br /&gt;
* &#039;&#039;Junk Shaman&#039;&#039;&lt;br /&gt;
* &#039;&#039;King&#039;&#039;&lt;br /&gt;
* &#039;&#039;Swolbold&#039;&#039;&lt;br /&gt;
* &#039;&#039;Wizard&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Korred|Korrigan]]:&#039;&#039;&#039; A mischievous, party-loving [[fey]] that resembles a [[gnome]] or [[leprechaun]], which is beautiful at night but becomes ugly during the light of day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kryt:&#039;&#039;&#039; Malevolent humanoid turtles with a reputation as skilled [[diviner]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kulmking:&#039;&#039;&#039; A horrific undead resembling a distorted, elongated hairless carnivorous horse with too many pairs of legs and human arms. Created by fey from people who go out of their way to harm wildlands, they loathe their creators and whilst condemned to protect the lands they once corrupted, they slaughter any fey they can get their hands on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kuunganisha:&#039;&#039;&#039; A unique species of small fiend specially bred to serve as a familiar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lady in White:&#039;&#039;&#039; The ghost of a woman who met a terrible, tragic end.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lamassu]]:&#039;&#039;&#039; A bestial celestial that resembles a [[sphinx]], having a human head on the body of a winged lion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lamia]], Serpentine:&#039;&#039;&#039; An offshoot branch of the lamia race with the lower bodies of giant serpents. They loathe their lion-bodied kin, seeing them as imitations &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leonino:&#039;&#039;&#039; An owl-winged flying cat beloved as a pet by elves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lich]]es:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Hierophant:&#039;&#039; A clerical lich.&lt;br /&gt;
* &#039;&#039;Pact:&#039;&#039; A warlock lich.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Living Shade:&#039;&#039;&#039; A human&#039;s shadow animated by magic into a mischievous but not malicious fey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Living Star:&#039;&#039;&#039; Giant celestials of flame that are kindled to life from motes of the sun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lou Carcolh:&#039;&#039;&#039; A bizarre hybrid of dragon and snail that uses six tentacle-like prehensile tongues to grab foes and drag them into its serpentine maw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Therianthrope|Lycanthrope]]:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;[[Werebat]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;[[Werehyena]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mandrake:&#039;&#039;&#039; A killer plant that resembles a grotesque hybrid of root and human baby, whose shrieks can kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mandriano:&#039;&#039;&#039; A perversion of treants grown from soil defiled by ritual sacrifice, created to shepherd the undead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mantik:&#039;&#039;&#039; A legendary figure from [[Midgard]], the ruler of all [[manticore]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of Demon Mountain:&#039;&#039;&#039; A legendary figure from [[Midgard]], a corrupted archmage of massive power and the father of an enormous extended family of [[tiefling]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megapede:&#039;&#039;&#039; A giant metal-eating millipede.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Minotaur]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Labyrinth Keeper&#039;&#039;&lt;br /&gt;
* &#039;&#039;Moon Priestess&#039;&#039;&lt;br /&gt;
* &#039;&#039;Lost:&#039;&#039; The undead form of a minotaur that died whilst trapped in a labyrinth of any kind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moon Nymph:&#039;&#039;&#039; An aberration connected to the moon that disguises itself in appealing forms to invade dreams and feed on its victims minds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morko:&#039;&#039;&#039; An obnoxious and fireproof fey trickster that loves to nest in chimneys. It has the ability to inflict a curse that makes its victim instinctively hated by others, and they love to use this on a victim before their attending a festival or party.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mytholabe:&#039;&#039;&#039; A clock construct crafted by the gods to safeguard the personal effects of their fallen champions which can only be harmed by unenchanted weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nachzehrer:&#039;&#039;&#039; A repulsive plague-carrying undead that rises from the first victim of a plague that manages to kill a large number of people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Naga]], Moonchild:&#039;&#039;&#039; A lazy and self-absorbed naga species that founds cults dedicated to it with false promises, manipulating others so as to ensure its own life of ease.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nalusa Falaya:&#039;&#039;&#039; A horrible aberration resembling a warped, humanoid wolf, typically found guarding portals leading to or from planes of shadow, death and darkness. They have a particular taste for humanoid children. Based on a Choctaw legend, with perhaps a dash of Gmork from The Neverending Story.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Necrotic Tick:&#039;&#039;&#039; A tick mutated by feeding on the blood of a zombie or other undead creature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nian:&#039;&#039;&#039; A strange half-lion, half-bull monster that hunts during the shifting of seasons. Based on the Chinese mythical monster of the same name.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Nightgaunt]]:&#039;&#039;&#039; A [[H.P. Lovecraft]] monster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ningyo:&#039;&#039;&#039; A magical fish with an eerily humanoid face. Whilst eating its raw flesh reputedly grants immortality, it is feared as a harbinger of destruction and ill fortune. Taken from Japanese mythology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ogre]], Tusked Crimson:&#039;&#039;&#039; A magically produced subspecies of ogre characterized by its crimson skin, pronounced tusks, bloodlust and fearlessness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oliphaunt:&#039;&#039;&#039; A giant, four-tusked version of the mammoth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Slime|Ooze]]:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Alchemical Apprentice:&#039;&#039; A slime born spontaneously from alchemical waste, with surprising intelligence and a friendly disposition.&lt;br /&gt;
* &#039;&#039;Blood:&#039;&#039; A sanguine slime congealed from the gore leftover by sacrifices to dark gods.&lt;br /&gt;
* &#039;&#039;Foxfire:&#039;&#039; A glowing, levitating, electricity-filled ooze.&lt;br /&gt;
* &#039;&#039;Giant Shark Bowl:&#039;&#039; Half ooze and half construct; a bubble-like mass of living water symbiotically coexisting with a hungry shark living within its body, with treasure set within to lure victims close.&lt;br /&gt;
* &#039;&#039;Ink Guardian:&#039;&#039; Half-construct and half ooze, ink transmuted into a voracious predator that can disguise itself as just a regular ink bottle until disturbed.&lt;br /&gt;
* &#039;&#039;Ruby:&#039;&#039; A brilliant red corrosive slime that can harden into a semi-solid mineral form easily mistaken for a mass of rubies.&lt;br /&gt;
* &#039;&#039;Shadow:&#039;&#039; Planar energy from the Plane of Shadow congealed into an ooze-like entity after spilling into another plane.&lt;br /&gt;
* &#039;&#039;Suppurating:&#039;&#039; The liquified flesh and pus of victims of a disease called the Seeping Death, spontaneously animated as a horrifying slime.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Orc]], Black Sun:&#039;&#039;&#039; Albino orcs from the underdark which shun the light of day. The &#039;&#039;Black Sun Priestess&#039;&#039; is a religious leader amongst their kind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orc, Green Abyss:&#039;&#039;&#039; An orc subspecies evolved to inhabit deep jungles and shadowy canyons, specially adapted for hunting and living in the canopy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orthrus:&#039;&#039;&#039; A magical beast in the form of a two-headed guard dog with a giant snake for a tail.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ouroboros:&#039;&#039;&#039; A half-black, half-white serpent-shaped dragon that is a symbol of both the preservation of life and the destruction of all things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Pech]]:&#039;&#039;&#039; A creepy-looking but inoffensive [[gnome]]-like [[elemental]] of Earth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Phantom]]:&#039;&#039;&#039; The restless, angry spirit of somebody who met a violent end.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Philosopher&#039;s Ghost:&#039;&#039;&#039; The result of alchemy gone hideously wrong, a Philosopher&#039;s Ghost is half ooze and half fire elemental, a living mass of ever-burning green flame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Piasa:&#039;&#039;&#039; A lesser dragon characterized by its stag-like antlers, incredibly long spiked tail, and the great beard of golden filaments sprouting from its tiger-like muzzle. They exude gouts of sleeping gas and are unusually vulnerable to poison.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pillar of the Lost Magocracy:&#039;&#039;&#039; An ancient defensive construct left behind by a long-vanished empire of wizards, taking the form of an ornate stone column with a mad wizard&#039;s spirit bound to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pixiu:&#039;&#039;&#039; Dragon-jawed winged lions that feed upon gold and silver. Females are notoriously bolder, more aggressive, more cunning and more ambitious than the males.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planar Flora:&#039;&#039;&#039; Plants growing in areas inundated with planar energy from the [[Upper Planes]] or [[Lower Planes]].&lt;br /&gt;
* &#039;&#039;Alabaster Tree:&#039;&#039; Angel-touched oaks, pines or willows that protect their native grove and all the creatures inside of them.&lt;br /&gt;
* &#039;&#039;Devil Bough:&#039;&#039; A fiend-touched tree that ensnares and devours any living creature it can, including other Devil Boughs.&lt;br /&gt;
* &#039;&#039;Ecstatic Bloom:&#039;&#039; An enormous angel-touched white flower that exudes a curative dew. Only grows in a grove that contains at least 2 alabaster trees and 3 hallowed reeds.&lt;br /&gt;
* &#039;&#039;Execrable Shrub:&#039;&#039; A fiend-touched thornbush that feeds on blood and meat.&lt;br /&gt;
* &#039;&#039;Hallowed Reed:&#039;&#039; Sapient angel-touched reeds that slowly transform nonmagical grasses around them into more clusters of hallowed reeds.&lt;br /&gt;
* &#039;&#039;Thorned Sulfurlord:&#039;&#039; A mass of fiend-touched vegetation assembled into an ever-burning parody of a giant humanoid form made of tangled black thorn vines, topped with a wooden mask.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purple Slime:&#039;&#039;&#039; A water-dwelling slime that attacks by forming spike-like pseudopods to stab foes and inject necrotizing ichors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quickstep:&#039;&#039;&#039; A fey messenger and courier that resembles a halfling-sized elf that moves at blistering speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quiet Soul:&#039;&#039;&#039; The vengeful spectral undead created of one abandoned and left to die of starvation, thirst or exposure to the elements. They seek only to kill any living souls that stumble across their resting place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rageipede:&#039;&#039;&#039; A 3ft long centipede that injects a mind-altering venom into creatures, filling them with homicidal berserker fury, and then waits to claim the carrion left behind by their killing spree.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Rakshasa]], Greater:&#039;&#039;&#039; A more powerful version of the common rakshasa.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ramag]] Portal Master:&#039;&#039;&#039; A ramag [[dimensionalist]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ratatosk]] Warlord:&#039;&#039;&#039; A more powerful and warlike subrace of the ratatosk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ratfolk]]:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Mercenary&#039;&#039;&lt;br /&gt;
* &#039;&#039;Warlock&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Razlorleaf:&#039;&#039;&#039; A killer plant that grows in areas where the boundary between the material and the Shadow Realm has grown thin. Resembles a more mature-looking mandragora with plum-colored, razor-sharp leaves and the ability to magically darken its surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ring Servant:&#039;&#039;&#039; A unique kind of [[golem]] made by Ringmages. Takes the form of a humanoid mass of energy given shape by scattered fragments of metal and maintained by two rune-etched metallic bracers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roachling Scout&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roggenwolf:&#039;&#039;&#039; An unusually intelligent wolf with a psychic-attacking howl and a preference for the flesh of humanoids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scitalis:&#039;&#039;&#039; A giant snake with magically iridescent, scintillating skin that can hypnotize onlookers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scrag:&#039;&#039;&#039; An aquatic-dwelling relative of the [[troll]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sentinel In Darkness:&#039;&#039;&#039; A powerful guardian golem used to protect secret vaults and reliquaries, appearing as a stone statue of a blindfolded, four-armed humanoid wearing a hooded cloak stitched from maps. Creating them requires imbuing an inert stone golem with the spirit of a mortal that died having taken at least one terrible secret to the grave.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Serpentfolk]] of [[Yig]]:&#039;&#039;&#039; A [[H.P. Lovecraft]]-inspired race of serpentfolk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Servant of Yig:&#039;&#039;&#039; An aberrant guardian created by Yig and his cultists, resembling a giant snake with human arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow Blight:&#039;&#039;&#039; A tree corrupted into a dark-loving, blood-drinking killer after spending a prolonged period as the host for a fledgling Crimson Mist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow River Lord:&#039;&#039;&#039; An undead fey that inhabits deadly rivers that wear away the barrier between the realms of mortals and dark fey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Shantak]]:&#039;&#039;&#039; The star-traveling horse-faced bird-thing of [[Lovecraft]]ian lore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shard Swarm:&#039;&#039;&#039; The broken remnants of constructs animated once more as a lesser construct of whipping winds and chunks of metal or stone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoreline Scrapper:&#039;&#039;&#039; A giant lobster able to emit magnetic pulses, which it uses to augment its defenses by layering its shell with magnetized metal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Shoth:&#039;&#039;&#039; A race of sapient slimes from an unknown dimension that seek to coax all humanoid life to be transformed into more Shoth. Though they seek to entice others with friendship and compassion, they are not above a &amp;quot;tough love&amp;quot; approach to compel volunteering to become one of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sigilian:&#039;&#039;&#039; Strange constructs that spring into being spontaneously when spells are improperly transcribed, creating a being of living words and magic that feeds on other scribed spells to grow in strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Simians:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Kapi:&#039;&#039; Humanoid monkeys with fundamentally good hearts, but curious. Often become adventurers.&lt;br /&gt;
* &#039;&#039;The Monkey King:&#039;&#039; The celestial lord of all apes and monkeys, based on Sun Wukong.&lt;br /&gt;
* &#039;&#039;[[Vanara]]:&#039;&#039; A deeply religious race of humanoid monkeys with a deafening howl.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Simurg:&#039;&#039;&#039; A Gargantuan celestial in the form of a brightly colored, wolf-headed bird with access to powerful curative magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Skeleton]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Clacking:&#039;&#039; A skeleton made from assembled bones taken from different humanoids, essentially a lesser bone golem.&lt;br /&gt;
* &#039;&#039;Monarch:&#039;&#039; An intelligent and independent skeleton with an innate ability to control lesser skeletons.&lt;br /&gt;
* &#039;&#039;Shadow:&#039;&#039; A skeleton infused with just enough raw [[Shadow Magic]] that they can unleash darts of necrotic unlight as projectile attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skull Lantern:&#039;&#039;&#039; A strange undead that sometimes forms randomly when a skeletal humanoid undead is destroyed, causing the skull to begin levitating and babbling to itself whilst eldritch light burns in its eye sockets. Mindless, they attack only if attacked first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sleipnir:&#039;&#039;&#039; A race of eight-legged horses with divine lineage that loathe the undead and seek to destroy them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sloth, Giant Carnivorous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snow Cat:&#039;&#039;&#039; A panther-sized, lynx like great cat adapted to hunting in arctic environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spawn of Chernabog:&#039;&#039;&#039; A monstrous fiend associated with the evil god Chernabog, resembling an inky black bear with a porcine snout, stag&#039;s antlers and glowing red eyes standing upright.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider, Crypt:&#039;&#039;&#039; A giant spider with unusually high intelligence that kills humanoids and animates the corpses as zombies - slaves for the adult, and hosts for their developing young.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Lamp:&#039;&#039;&#039; A skeletal undead creature created from the victim of a cursed soul-trapping lantern, which it is compelled to carry wherever it goes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm Spirit:&#039;&#039;&#039; Elementals of lightning, thunder and wind that embody nature&#039;s wrathful side and which are summoned to smite polluters and corrupters of the land.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunset Raptor:&#039;&#039;&#039; A feathered predatory dinosaur whose elaborate tail plumage creates a hypnotic effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terror Bird:&#039;&#039;&#039; A giant, flightless, carnivorous avian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thread-Bond Constrictor Snake:&#039;&#039;&#039; The spirit of a giant constrictor magically bound into a rug to create a deadly guardian or assassin. So long as the rug is not destroyed, the &amp;quot;image&amp;quot; of the snake woven into its textile surface will animate as a living snake over and over again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Three-Headed Cobra:&#039;&#039;&#039; ...It&#039;s a giant cobra with three heads. What more do you want?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Tosculi]], Jeweled Drone:&#039;&#039;&#039; A tosculi entrusted with acting to assist a queen in managing her swarm, distinguished by its magically imbued, scintillating carapace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Troll]], Desert:&#039;&#039;&#039; A desert-dwelling troll breed with stony flesh, impervious to fire, but readily killed with water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Trollkin]]:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Shaman&#039;&#039;&lt;br /&gt;
* &#039;&#039;Grunt&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tulpa:&#039;&#039;&#039; A strange pseudo-undead, a spirit born from a coalescence of ill-will and obsessive thoughts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tveirherjar:&#039;&#039;&#039; Undead warriors created from the souls of the malign, dark counterparts to the einherjar born of Nidhogg.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Two-Headed Giant Eagle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Undead Phoenix:&#039;&#039;&#039; A terrible corruption of the standard [[phoenix]] into a harbinger of death, disease, plague and famine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Undine]]:&#039;&#039;&#039; Aquatic female fey who seek to alleviate their lack of a soul by forming a spiritual bond with a human consort, enforcing loyalty with a cursed kiss that grants supernatural affinity for the water, but will also drown the unfaithful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unhatched:&#039;&#039;&#039; The skeletal undead remains of a wyrmling [[dragon]] killed and reanimated before it ever hatched by boiling its egg in a necromantic soup.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ursa Polaris:&#039;&#039;&#039; A giant magical polar bear that possesses potent icy magic, similar to a [[Winter Wolf]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Vampire]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Patrician&#039;&#039;&lt;br /&gt;
* &#039;&#039;Priestess&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vampiric Knight:&#039;&#039;&#039; A once-holy knight slain by a vampire and then reanimated as a unique servitor with only a small selection of vampiric strengths and weaknesses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Venom Maw Hydra:&#039;&#039;&#039; A Hydra with the ability to spit poison.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vines of Nemthyr:&#039;&#039;&#039; A malevolent plant that spontaneously grows on the sites of particularly bloody battles and yearns to spill more blood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlock&#039;s Trumpetbloom:&#039;&#039;&#039; A strange and highly aggressive flower-like carnivorous plant with a venomous whipping stinger concealed in its flower-maw. Basically a triffid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water Horse:&#039;&#039;&#039; An amphibious fey that resembles a horse-headed humanoid, but can freely take the form of either a fetching humanoid or a beautiful riding horse, which it uses to lure humanoids to the water&#039;s edge so it can drown and eat them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weasels:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Albino Death:&#039;&#039; A giant weasel with an exceptionally ravenous appetite that hunts all the time.&lt;br /&gt;
* &#039;&#039;Wind:&#039;&#039; A man-sized fey weasel armed with scythe-like claws that can fly and assume the form of a whirlwind. Based on the Japanese kama-itachi.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weirding Scroll:&#039;&#039;&#039; A guardian construct for libraries consisting of an animated scroll of treated humanoid skin, capable of enslaving the minds of humanoids and turning them into its puppets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wendigo:&#039;&#039;&#039; A voracious antlered wolfman with icy attacks and an aura of starvation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whisperer in Darkness:&#039;&#039;&#039; An avatar of [[Nyarlathotep]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;White Stag:&#039;&#039;&#039; A celestial that appears in the titular form, created from the soul of a pious elf and sent back to the mortal realms to provide guidance to heroes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wickerman:&#039;&#039;&#039; A monstrous construct crafted by evil [[druid]]s; a giant wicker sculpture of a humanoid stuffed with human sacrifices and then set alight, trapping their souls in the flames and animating the sculpture to obey its creators.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wind Eater:&#039;&#039;&#039; A spectral undead created by a long-ago apocalypse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wolpertinger:&#039;&#039;&#039; A strange magical beast consisting of a rabbit with fangs, wings and antlers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Woodwose:&#039;&#039;&#039; A strange, feral offshoot of humanity with abstract ties to the fey, characterized by its animal-like dense coating of fur and its innate ability to commune with plants and animals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Worg]], Fang of the Great Wolf:&#039;&#039;&#039; A once-ordinary worg transformed into a more powerful form in honor of Fenris.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wyvern Knight:&#039;&#039;&#039; An elite spear-wielding trooper that rides a tamed [[wyvern]] into battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Wyvern]], War:&#039;&#039;&#039; A subspecies of wyvern bred to serve as steeds. Typically ridden by Wyvern Knights.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xenabsorber:&#039;&#039;&#039; A crystalline aberration that can mimic traits from creatures it has seen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xiphus:&#039;&#039;&#039; A former Quickstep augmented with a [[magitek]] [[clockpunk]] heart implant that grants it some innate [[chronomancer]] abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yaga Goo:&#039;&#039;&#039; A sapient ooze created when Baba Yaga (or a witch she has passed the secret onto) boils a humanoid down into a surprisingly tasty-smelling stew, creating an oozing, shapeshifting spy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yakirian:&#039;&#039;&#039; A race of [[minotaur|humanoid yaks]] who follow a [[monk]] lifestyle based on the example of Brother Ox... save for their continued performance of a traditional rite of blood magic that revolves around consuming the hearts of humanoids and giants to bolster themselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yann-An-Oed:&#039;&#039;&#039; A bizarre aberration that resembles a giant frog with six eyes and mases of long, writhing tentacles in lieu of arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ziphus:&#039;&#039;&#039; A gargantuan sea-faring aberration that looks like a fish with humanoid arms and an owl&#039;s head.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Zombie]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Blood:&#039;&#039; Zombies bolstered with blood magic, giving them blood-draining touches and covering them in a constant oozing coat of gore.&lt;br /&gt;
* &#039;&#039;Lord:&#039;&#039; A sapient zombie, the zombie equivalent of a [[lich]] or [[Death Knight]].&lt;br /&gt;
* &#039;&#039;Mold:&#039;&#039; A zombie infected with the spores of a deadly fungus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Zoog]]:&#039;&#039;&#039; The tentacle-faced [[ratfolk]] of the [[Dreamlands]].&lt;br /&gt;
&lt;br /&gt;
=Tome of Beasts II=&lt;br /&gt;
&#039;&#039;&#039;Aalpamac:&#039;&#039;&#039; A terror of lakes and rivers, with the forequarters of a giant wolverine and the hindquarters of a huge trout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ahu-Nixta:&#039;&#039;&#039; New statblocks for the Ahu-Nixta from the Tome of Beasts 1.&lt;br /&gt;
* &#039;&#039;Cataphract&#039;&#039;&lt;br /&gt;
* &#039;&#039;Drudge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Akaasit:&#039;&#039;&#039; A mantis-like construct from a plane destroyed by a catastrophic misuse of time magic, leaving them existing simultaneously in the present and fractions of seconds into both the past and the future.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Akhlut:&#039;&#039;&#039; An amphibious hybrid of orca and wolf. Taken from Eskimo mythology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alchemical Skunk:&#039;&#039;&#039; Skunks mutated by having their ancestors forcefed a potion cocktail by drunk wizardly students. They now can produce six different types of spray attack at random.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpha Fish:&#039;&#039;&#039; A giant, predatory version of the common betta fish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A-Mi-Kuk:&#039;&#039;&#039; A repulsive aberration, something like a giant white frog covered in crimson slime, that appears in the bleak and icy expanses of the world. Terrified of fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angels:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Angel of Judgment:&#039;&#039; A two-sided celestial looking like a wingless angel and a wingless devil fused back to back. They act as arbiters between the celestial and infernal lords, and observe times of turmoil and upheaval.&lt;br /&gt;
* &#039;&#039;Angelic Enforcer:&#039;&#039;&#039; A lion-faced angel that is sent to hunt renegade angels.&lt;br /&gt;
* &#039;&#039;Mead Archon:&#039;&#039; Emissaries of deities who enjoy both battle and strong drink.&lt;br /&gt;
&#039;&#039;&#039;Uridimmu:&#039;&#039;&#039; Lion-faced angels that rejected their demonic heritage and swore allegiance to the gods of law when their parents were defeated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animal Lords:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Queen of Scorpions&#039;&#039;&lt;br /&gt;
* &#039;&#039;Toad King&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animated Bearskin Rug&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aniwye:&#039;&#039;&#039; A giant shapechanger that can take the form of either a monstrous carnivorous skunk (or a giant skunk/wolverine mix, at least), an [[ogre]] or a [[Hill Giant]]. Taken from Native American folklore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anzu:&#039;&#039;&#039; God-blooded giant eagles with an elemental affinity for fire, water and wind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apaxrusl:&#039;&#039;&#039; Also known as sand drudges, created by binding a damned soul into sand, creating a half-fiend, half-construct that looks like a corpse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ash Phoenix:&#039;&#039;&#039; A dark parody of the phoenix created by powerful necromantic rituals that require a mass pyre of humanoids being fed the blood of magical avians.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ashen Custodian:&#039;&#039;&#039; A [[nymph]] like fey born when a [[dryad]] is slain by a wildfire, creating a creature that carefully uses and stops forest fires to preserve the health of its native forest. Often works with forest drakes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Astral Devourer:&#039;&#039;&#039; An aberration consisting of many worm-like aberrations twisted into a single writhing swarm that hunts the astral plane.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Astri:&#039;&#039;&#039; A celestial in the form of a blue-eyed, golden raccoon that wanders badlands and deserts, seeking to assist those in distress. They loathe selfishness and mercenary behavior.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attercroppe:&#039;&#039;&#039; A malevolent little fey that resembles a snake with arms, the attercroppe&#039;s loathing of true reptiles is matched only by its desire to poison and foul fresh water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;August Rooster:&#039;&#039;&#039; A magically created chimera of different avians that is surprisingly able to breed true. It possesses a number of innate magical abilities, including an aura of subservience it can use to compel animals and humans to dote upon it. They have the mental faculties and temperament of a spoiled, malicious child.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aurora Horribilis:&#039;&#039;&#039; A strange aberration of light and song that doesn&#039;t understand that its dissonant voice induces madness in its listeners. Often foreshadows the arrival of something far worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avalanche Screamer:&#039;&#039;&#039; A bizarre aberration, resembling a mass of sonic blast-shrieking shark heads tottering around on giant spider legs, the whole thing made of living ice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aviere:&#039;&#039;&#039; A celestial songbird which sings the hymns of its patron deity or deities, healing and uplifting its surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avulzor:&#039;&#039;&#039; A horrific, weirdly humanoid aberration from a plane where life is based on necrotic energy, which seeks to annihilate all life in this multiverse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barometz:&#039;&#039;&#039; A strange mobile vegetable in the form of a sheep or goat that sometimes springs spontaneously from a fruit tree.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beetles:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Giant Bombardier Beetle&#039;&#039;&lt;br /&gt;
* &#039;&#039;Giant Snow Beetle:&#039;&#039; An Arctic relative of the giant dung beetle.&lt;br /&gt;
* &#039;&#039;Lantern Beetle:&#039;&#039; Resembles a cross between a rhino beetle and a firefly, native to the Underworld and often trained as a living light source.&lt;br /&gt;
* &#039;&#039;Sniffer Beetle:&#039;&#039; A dog-sized beetle whose keen senses make it a popular [[familiar]] for arcanists with vision problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Befouled Weird:&#039;&#039;&#039; A corrupted water elemental infected with parasitic brain-eating amoebas.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black Crier:&#039;&#039;&#039; An undead courier that spontaneously manifests in regions soon to be visited by a major catastrophe. They try to warn the living to flee, but they are cursed to be incapable of speech.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bleakheart:&#039;&#039;&#039; A vengeful undead born from a performer who died consumed by despair and hopelessness over their ineptitude at performing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bloodsapper:&#039;&#039;&#039; A repulsive dog-like aberration that uses its long, hollow tongue to siphon blood and store it in a ballooning throat pouch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bloodstone Sentinel:&#039;&#039;&#039; A variant stone golem created with blood magic, and thusly able to wield a limited number of blood magic abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boneshard Wraith:&#039;&#039;&#039; An undead spirit that assembles a physical form for itself out of available bones, using these to create both an avatar and weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonespitter:&#039;&#039;&#039; A gargantuan worm that devours its prey whole, and then absorbs their bones into its own body as armor and weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boreas&#039; Chosen:&#039;&#039;&#039; A worshipper of [[Boreas]] imbued with a divine blessing to serve as their god&#039;s champion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brachyura Shambler:&#039;&#039;&#039; A race of carrion-eating humanoid beetles that dwell in swamps, marshes and other regions of polluted, filthy mud.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brain Hood:&#039;&#039;&#039; A self-loathing parasitic aberration that can take over the bodies of beasts by wrapping its flat, rayfish-like body around the top of their skull and inserting filaments into their brain. They resent the bodies of humanoids and delight in killing them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brimstone Locusthound:&#039;&#039;&#039; A magebred hybrid of locust and hound that can spit sticky slime and emits a hazy aura that interferes with ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broodmother of Leng:&#039;&#039;&#039; The larger, more powerful female of the [[Leng Spider|Spiders of Leng]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulbous Violet:&#039;&#039;&#039; A giant predatory flower that resembles an enormous violet, save for the prehensile vines covered in acid-filled buboes that it uses to slay its prey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Butatsch:&#039;&#039;&#039; A Gargantuan aberration resembling a disembodied cow&#039;s stomach studded with thousands of eyes that can immolate whatever they touch. Weirdly, it has been known to ignore and even protect the weak and defenseless against other monsters. Based on a Swiss cryptid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cadaver Sprite:&#039;&#039;&#039; Zombified [[sprite]]s created by the [[archfey]] from sprites they deem to have failed the fey courts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carnivorous Ship:&#039;&#039;&#039; A giant, seafaring cousin of the [[mimic]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carnivorous Sod:&#039;&#039;&#039; A turtle-like predatory plant grown through fairy magic, which disguises itself as a tuft of grass until something steps on it. Then it emerges from the soil and tries to bite their legs off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catscratch:&#039;&#039;&#039; A once-normal cat (or [[catfolk]]) infected with an alien bacteria that transforms it into a [[werecat]]-like rampaging berserker.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chamrosh:&#039;&#039;&#039; A celestial in the form of a winged sheepdog, created from the souls of exceptionally faithful guards and retainers who selflessly sacrificed themselves to protect others. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chatterlome:&#039;&#039;&#039; A four-armed, goblin-like fiend that delivers itself to scorned lovers in a wooden box. If the recipient delivers the box to the person who hurt them, the chatterlome will kill that person - but then the original recipient must deliver the chatterlome to 9 more victims, or be spirited off to the [[Lower Planes]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cherufe:&#039;&#039;&#039; A malevolent magma elemental that resembles a four-armed insectoid [[centaur]], created by corrupting a Lava Keeper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chill Haunt:&#039;&#039;&#039; The warmth-seeking ghost of somebody who froze to death, which continually reforms unless killed in a very specific manner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chimeric Phantom:&#039;&#039;&#039; An insane spectral undead created by forcibly amalgamating myriad disparate fragments of souls, often created by Kachlians.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chronomatic Enhancer:&#039;&#039;&#039; A giant clock-like construct with the ability to manipulate time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockworks:&lt;br /&gt;
* &#039;&#039;Archon&#039;&#039; A [[clockpunk]] mecha in the shape of an angel created by the faiths of gods devoted to justice, battle and glory.&lt;br /&gt;
* &#039;&#039;Leech:&#039;&#039; A leech-like clockwork construct created to steal blood for magical rituals and spells.&lt;br /&gt;
* &#039;&#039;Mantis:&#039;&#039; A large mantis-shaped guardian-construct built out of clockwork.&lt;br /&gt;
* &#039;&#039;Tiger:&#039;&#039; A clockwork guardian construct in the shape of a tiger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collais:&#039;&#039;&#039; A fearsome protective spirit resembling a monstrous black stag, summoned to act as a guardian for forest communities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conjoined Queen:&#039;&#039;&#039; Twisted creatures created by a mad cult dedicated to an unknown insectoid god. Resembling the upper body of a beautiful, pale-skinned humanoid woman attached to the thorax of a massive, alien insect, they seek dominion over both humanoids and insects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corpse Worm:&#039;&#039;&#039; Hideous giant grub-like insectoids that feed on carrion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corrupted Pixie:&#039;&#039;&#039; A once-normal pixie warped into a [[fiend]]ish version of itself by dark [[hag]] magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crimson Shambler:&#039;&#039;&#039; What looks like a gore-coated [[zombie]] is actually a necrophagous crimson slime mold that uses corpses as both food and a means of transport.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crinaea:&#039;&#039;&#039; Beautiful [[elemental]] fey distantly related to [[nymph]]s, these beings are the spirits of small water bodies, such as wells and fountains, and appear as beautiful [[elf]]maids composed of water and water plants.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crocotta:&#039;&#039;&#039; A twisted hyena-like monstrosity with a paralyzing gaze and the uncanny ability to mimic humanoid voices.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cryoceros:&#039;&#039;&#039; An [[elemental]] [[planetouched]] offshoot of the rhino, creating a woolly rhino made of living ice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crystalline Monolith:&#039;&#039;&#039; A strangely sapient mass of living crystals that creates weird crystal gardens in the depths of the earth, where they spend their  days meditating on on magical philosophy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dancing Foliage:&#039;&#039;&#039; A slender, graceful, highly mobile magical plant that looks almost like an emulation of a humanoid dancer. They seek to protect areas of great floral beauty - usually forest groves, but sometimes urban gardens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;De Ogen:&#039;&#039;&#039; The spirit of a murderer or other malevolent criminal executed by being burned at the stake or thrown into a fire pit, returned as an unliving mass of smoke that seeks revenge on its killers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death Vulture:&#039;&#039;&#039; A giant vulture transformed by regularly feeding on undead flesh, giving them a [[ghast]]-like aura of stench and a necrotizing [[Breath Weapon]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathspeaker:&#039;&#039;&#039; A former charlatan granted undead by malevolent gods of trickery and deception, charged with placing deadly curses on the living through their fictitious prophecies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathweaver:&#039;&#039;&#039; A [[spider]] mutated by [[necromancer]]s into a giant which can turn corpses into zombies by wrapping them in its webbing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Degmadu:&#039;&#039;&#039; An enormous aberration, essentially a worm-like mass of flesh and eyes surrounding a whirlpool-mouth of stony teeth, also deified as the Millennium Polyp and the Shuddering Maw. Basically a [[Star Wars|Sarlacc]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Demon Prince]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;[[Alsikaya]], Duchess of Volcanoes&#039;&#039;&lt;br /&gt;
* &#039;&#039;[[Bathael]], the Exiled Lord&#039;&#039;&lt;br /&gt;
* &#039;&#039;[[Hriggala]], Jaws of the Unsated God&#039;&#039;&lt;br /&gt;
* &#039;&#039;[[Rhopalocerex]], Purveyor of Deception&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demons:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Baliri:&#039;&#039; Donkey-headed crab-clawed humanoids created from the souls of those so abused by family or peers that they turn to demon-worship for succor and bloody retribution.&lt;br /&gt;
* &#039;&#039;Culicoid:&#039;&#039; Humanoid mosquitoes.&lt;br /&gt;
* &#039;&#039;Spawn of Alquam:&#039;&#039; Humanoid vultures created to serve the Demon Lord of Night.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Derendian Moth Abomination:&#039;&#039;&#039; A huge and malformed moth spawned to defend a dark tree that resides in a forest where the barrier to the Shadow Realms is thin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Derro]]:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Explorer&#039;&#039;&lt;br /&gt;
* &#039;&#039;Guard&#039;&#039;&lt;br /&gt;
* &#039;&#039;Shadowseeker&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Arch-Devil]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;[[Poena]], Duchess of Retribution&#039;&#039;&lt;br /&gt;
* &#039;&#039;The Curator&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Devils:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Arachnocrat:&#039;&#039; Spider-headed humanoids that relish infiltrating the circles of aristocratic society.&lt;br /&gt;
* &#039;&#039;Blood Imp:&#039;&#039; Diabolic servitors of gods of blood, death and decay, usually sent to preside over sacrificial offerings.&lt;br /&gt;
* &#039;&#039;Nephirron:&#039;&#039; Human-faced diabolic dragons that specialize in corrupting and conquering [[dragon]]s to the cause of Hell.&lt;br /&gt;
* &#039;&#039;Scribe Devil:&#039;&#039; Masters of Ink Devils, authors of infernal contracts.&lt;br /&gt;
* &#039;&#039;Tzepharion:&#039;&#039; Savage and primal diabolic dinosaurs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Dimensional Shambler]]:&#039;&#039;&#039; The [[Cthulhu Mythos]]&#039; answer to the [[Umber Hulk]] - a creature with mingled apeish and insectile features that travels between dimensions as it wills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Dinosaur]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Compsognathus&#039;&#039;&lt;br /&gt;
* &#039;&#039;Tricenatorus:&#039;&#039; A [[transmuter]]&#039;s mistake, a tyrannosaur/triceratops hybrid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Dragon]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Boreal:&#039;&#039; Arctic-dwelling, fur-covered fire dragons.&lt;br /&gt;
* &#039;&#039;Imperial:&#039;&#039; [[Oriental Dragon]]-looking entities associated with water and the spirit world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Dragonet]]te, Keyhole:&#039;&#039;&#039; Tiny, weasel-like dragonettes bred to serve as vermin hunters, often repurposed as living lockpicks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Drake]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Cave:&#039;&#039; Wingless cavern-dwelling ambush predator.&lt;br /&gt;
* &#039;&#039;Crater:&#039;&#039; Mutation-prone wyvern-like denizen of areas blasted by destructive magic.&lt;br /&gt;
* &#039;&#039;Diminution:&#039;&#039; Bizarre size-shifting drakes with shrinking venom tail sting and breath weapon attacks. Specialize in swallowing prey whole.&lt;br /&gt;
* &#039;&#039;Hoard:&#039;&#039; The most avaricious and lazy of all dragonkind, but surprisingly docile and interested in conversation... so long as you &#039;&#039;don&#039;t touch its stuff&#039;&#039;.&lt;br /&gt;
* &#039;&#039;Hoarfrost:&#039;&#039; Icy drakes frequently serving as minions to [[Chromatic Dragon|White Dragons]].&lt;br /&gt;
* &#039;&#039;Kelp:&#039;&#039; An aquatic drake that disguises itself as a mass of floating kelp.&lt;br /&gt;
* &#039;&#039;Light:&#039;&#039; Radiant [[dragonet]]tes that are obsessed with bringing light to dark places both metaphorically and literally.&lt;br /&gt;
* &#039;&#039;Liminal:&#039;&#039; The offspring/cast-offs of Void Dragons.&lt;br /&gt;
* &#039;&#039;Sanddrift:&#039;&#039; Serpentine, six-legged desert-dwelling burrowing predators.&lt;br /&gt;
* &#039;&#039;Vine:&#039;&#039; Jungle/swamp-dwelling drakes that are as much plant as they are dragon, with multiple prehensile vines sprouting from their bodies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dread Walker Excavator:&#039;&#039;&#039; Spider-shaped construct created to protect and excavate ancient, magical ruins by an unknown race.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Dryad]], Mountain:&#039;&#039;&#039; A Huge [[nymph]] that is to mountains what [[dryad]]s are to trees, with stony skin and lichen-like hair. Basically Kobold Press&#039; [[Oread]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edjet Initiate:&#039;&#039;&#039; A lesser version of the Edjet, representing a young, impulsive aspirant to that organization&#039;s ranks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Elemental]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Fire-Infused Water&#039;&#039;&lt;br /&gt;
* &#039;&#039;Ice&#039;&#039;&lt;br /&gt;
* &#039;&#039;Magnetic&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emperor&#039;s Hyena:&#039;&#039;&#039; An undead hyena created to serve the emperor of the [[Darakhul]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empusa:&#039;&#039;&#039; A distant relative of the [[lamia]], a shapechanging monster that looks like a fiendish female [[satyr]] with copper hooves and claws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eonic Savant:&#039;&#039;&#039; A more powerful Eonic Drifter who has learned to fully master its unusual temporal state, becoming a powerful [[chronomancer]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fabricator:&#039;&#039;&#039; A hyper-advanced [[construct]] in the shape of a cubical green [[slime]], similar to a Gelatinous Cube, that can break down any raw material and transmute it into finished products.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faceless Wanderer:&#039;&#039;&#039; An aberration that resembles a faceless humanoid with claws clad in ragged robes of solid darkness. Feeds on stolen memories.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Falsifier Fog:&#039;&#039;&#039; A malevolent undead created from the soul of an abuser or a cult leader who died collaborating with or benefitting from the manipulations of dark forces. Creates an unliving mist that seeks to spread and feed on anxiety and depression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fane Spirit:&#039;&#039;&#039; The spirit of a dedicated faithful soul that perished in the act of defending their place of worship, returned to continue ministering to the sacred place that they gave their life for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Far Dorocha:&#039;&#039;&#039; Attendants to the [[Archfey]] who manage the lesser servants and carry out the more sinister biddings of their masters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Felid Dragon:&#039;&#039;&#039; A strange lesser dragon that resembles a giant tiger with horns and wings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Archfey|Fey Lords &amp;amp; Ladies]]:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Commander of Horn and Gold&#039;&#039;&lt;br /&gt;
* &#039;&#039;Mistress of Midnight Teeth&#039;&#039;&lt;br /&gt;
* &#039;&#039;Tarkun the Desiccated&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fey Revenant:&#039;&#039;&#039; A [[Shadow Fey]] rewarded for their achievements in the eyes of the Queen of Night and Magic by being transformed into a half-fey, half-giant bug creature, similar to a [[drider]] or [[scorrow]] or sometimes with a beetle, dragonfly, wasp or locust lower body.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flayed Wraith:&#039;&#039;&#039; A unique strain of [[wraith]] created when an individual is tortured to death by being flayed alive; it wears its own peeled-off skin and is consumed by the pain of its last moments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fleshdreg:&#039;&#039;&#039; A benevolent but nauseating intelligent plant that must constantly vomit up disturbingly flesh-like pulpy plant matter lest it fill up their acidic stomachs until they burst.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fleshspurned:&#039;&#039;&#039; The insane ghost of a humanoid who died of being eaten alive or swallowed whole, returned as a spirit-eating cannibal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flithidir:&#039;&#039;&#039; Fey spirits of birds, resembling [[harpy]]-like [[gnome]]s with feathers for hair and bird-like wings. They can also turn into birds and Small humanoids. They constantly seek out the new and the exotic, and seek to trade for whatever is the latest target of their obsession.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forest Emperor:&#039;&#039;&#039; A Child of Yggdrasil that has eaten the heart of an adult or older [[dragon]], transforming into a giant monster that looks like a cross between a Warhammer [[dryad]] and a [[centaur]] with dragon&#039;s wings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fragrant One:&#039;&#039;&#039; A fey that looks like a slug with a human face. They use powerful hypnotic pheromones to bewitch others into becoming their dedicated friends, as they literally feed on friendship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Fungus]]:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Boomer:&#039;&#039; A subspecies of Shrieker that creates stone-shattering sonic pulses.&lt;br /&gt;
* &#039;&#039;Ophio:&#039;&#039; A mind-controlling parasitic fungus originating from the caverns beneath the Plateau of Leng in the [[Dreamlands]].&lt;br /&gt;
* &#039;&#039;Pixie&#039;s Umbrella:&#039;&#039; Mushrooms that attempt to evade predators by flying away.&lt;br /&gt;
* &#039;&#039;Shiftshroom:&#039;&#039; An edible mushroom that attempts to disguise itself as a deadly mushroom to avoid predators.&lt;br /&gt;
* &#039;&#039;Strobing Fungus:&#039;&#039; A relatively intelligent (Int 5) fungus that can create blinding flashes of intense light.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Galidroo:&#039;&#039;&#039; A huge mutant monstrosity resembling a hairless, two-headed rat with an octopus tentacle for a tail. Its two heads can see into the past, present and future simultaneously, but only for other people, not itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Garlicle:&#039;&#039;&#039; An elder (garlic-based) alliumite that uses cloves plucked from its own heads to act as a [[diviner]], an ability it uses to guide its community and to curse its foes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gaunt One:&#039;&#039;&#039; A humanoid mutated into a worm-tongued, zombie-like creature that ravenously seeks to devour hearts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghast of Leng, Greater:&#039;&#039;&#039; A more powerful version of the standard [[Ghast]] of Leng.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghillie Dubh:&#039;&#039;&#039; A Celestial that takes the form of a humanoid mound of leaves and moss. They are protectors of both nature and those who are lost, often leaving the good-aligned arboreal planes they call home to act as custodians of mortal forests, especially in colder climates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ghoul]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Bloated:&#039;&#039; A ghoul that has ritually gorged on the flesh of hundreds of humanoids, swelling into an obese monstrosity that is stronger than the standard ghoul and which can heal itself in mid-combat by devouring corpses.&lt;br /&gt;
* &#039;&#039;Darakhul Captain&#039;&#039;&lt;br /&gt;
* &#039;&#039;Darakhul Spy&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghul:&#039;&#039;&#039; The undead forms of [[genie]]s, losing their former well-defined elemental nature to instead gain powers based on their ability to shift through the elemental aspects of earth, air, water and fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Giant]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Abbanith:&#039;&#039; A peaceful giant race that dwells exclusively underground, using stone-softening giant thumb-claws to dig through the earth.&lt;br /&gt;
* &#039;&#039;Cave Shaman:&#039;&#039; A Cave Giant that has developed the powers of a [[Transmuter]], which it believes stems from consuming spellcasters.&lt;br /&gt;
* &#039;&#039;Phase:&#039;&#039; Chitin-armored giants native to the [[Ethereal Plane]].&lt;br /&gt;
* &#039;&#039;Shadow:&#039;&#039; Former allies of the fey who were cursed to constantly shift in between the Material and Shadow Planes when they refused to either aid the fey against the [[Shadow Fey]] or to serve the Shadow Fey courts.&lt;br /&gt;
* &#039;&#039;Snow:&#039;&#039; A smaller, weaker, less belligerent cousin of the [[Frost Giant]]. Actually surprisingly playful and friendly, but often ignorant of how much squishier the little races are.&lt;br /&gt;
* &#039;&#039;Thin:&#039;&#039; Disturbingly proportioned contortionists who prey on even other giants.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glacial Corrupter:&#039;&#039;&#039; Ice-boned skeletal undead that rise from the victims of Sapphire Jellies or other Glacial Corrupters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glacier Behemoth:&#039;&#039;&#039; A six-legged, ice-armored relative of the [bulette]] that inhabits the arctic regions. Enormous brutes weighing at least 15 tons that crush lesser creatures and obstacles under their inexorable advance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Golem]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Bearing:&#039;&#039; A mass of ball bearings that can assemble into a humanoid clump.&lt;br /&gt;
* &#039;&#039;Death Shroud:&#039;&#039; A floating golem made from burial shrouds.&lt;br /&gt;
* &#039;&#039;Dragonflesh:&#039;&#039; A draconic take on the [[Flesh Golem]], made from the flesh of [[Chromatic Dragon]]s.&lt;br /&gt;
* &#039;&#039;Vine:&#039;&#039; Humanoid tangles of living vines created by [[druid]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graknork:&#039;&#039;&#039; Gargantuan three-eyed reptilian monsters of the tundra and taiga with powerful eyebeam attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graveyard Dragon:&#039;&#039;&#039; A unique undead dragon that either spontaneously forms when several evil dragons are killed simultaneously, or is animated by inundating a collection of evil dragon corpses. Fiercely protective of living dragons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greed Swarm:&#039;&#039;&#039; A dark ritual, often associated with [[Mammon]], can transform a simple coin into a construct that can animate any other nearby coins, gems, and other mineral valuables into a whirling cloud.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Gremlin]], Rum Lord:&#039;&#039;&#039; A more powerful version of the Rum Gremlin. often presides over a court of the darker elements of society, such as [[wererat]]s and [[ratfolk]]. Jealously protective of their territory; they hate clurichauns and alehouse drakes, as well as rival Rum Lords.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grimmlet:&#039;&#039;&#039; A strange floating mass of jagged crystals that reproduces by absorbing arcane energy directed against them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guiguai:&#039;&#039;&#039; A family of [[ghost]]-like undead taken from Chinese mythology; the spirits of sinners who were given improper burial rites, allowing them to return to wreak havoc.&lt;br /&gt;
* &#039;&#039;Bagui:&#039;&#039; Also known as &amp;quot;Drought Ghosts&amp;quot;, they lived lives filled with greed, lust and gluttony, and now seek to scour that which they once consumed with a breath weapon of burning wind and choking dust.&lt;br /&gt;
* &#039;&#039;Meigui:&#039;&#039; Also known as &amp;quot;Trickster Ghosts&amp;quot;, they caused great disorder in life and now exist only to spread chaos. They can shapechange into animals.&lt;br /&gt;
* &#039;&#039;Gudugui:&#039;&#039; Also known as &amp;quot;Venomous Ghosts&amp;quot;, their hateful natures in life manifest as a need to spread their poisonous influence in undeath with a toxic touch and the ability to spew out swarms of poisonous insects.&lt;br /&gt;
* &#039;&#039;Xiqigui:&#039;&#039; Also known as &amp;quot;Spelleating Ghosts&amp;quot;, these Guiguai were consumed with the search for arcane power, and are now magic-eating ghosts.&lt;br /&gt;
* &#039;&#039;Laogui:&#039;&#039; Also known as &amp;quot;Elder Ghosts&amp;quot;, these are powerful Guiguai who have the traits of three or more of the lesser Guiguai simultaneously, and can summon [[shadow]]s to do their bidding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gulper Behemoth:&#039;&#039;&#039; Gargantuan humanoid anglerfish with horribly translucent gullets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Haleshi:&#039;&#039;&#039; Mackerel-like humanoid fishes, these are actually fey who act as intermediaries between the fey of the waters and the fey of the land. Despite their love of human and elven desserts, these diplomats and judges are all but incorruptible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hantu [[Penanggal]]:&#039;&#039;&#039; A former servitor of fiendish powers cursed into a fiendish form similar to a [[penanggal]] for their treachery. Unlike their undead counterparts, the bodies of these corrupted souls can still attack even once the head detaches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harbinger of Wrath:&#039;&#039;&#039; A fiend-crafted Gargantuan construct made of twisting, razor-sharp blades intertwined into a roughly humanoid shape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harefolk:&#039;&#039;&#039; A race of humanoid arctic hares who dwell in the snowy regions of the world. They loathe [[werewolf|werewolves]], who they claim hunted them almost to extinction at the dawn of time. They have a mischievous streak, and keep non-humanoid arctic hares as good luck charms. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Harpy]], Egret:&#039;&#039;&#039; A towering, slenderly built harpy that lacks the bloodthirsty nature of most harpies and instead cares more about protecting the marshlands and swamps they inhabit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heggarna:&#039;&#039;&#039; A bizarre parasite of mental energy that looks like a cross between a leech and a tiger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helashruu:&#039;&#039;&#039; Mercifully rare and powerful aberrations that look like living mirrors whose frames are made of whipping tentacles and whose reflective surfaces boil with insane eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Herald of Slaughter:&#039;&#039;&#039; A fiendish emissary of dark gods sent to foment unrest and agitate mortals into committing barbaric atrocities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Herald of the Void:&#039;&#039;&#039; A strange skull-faced fiend of star-stuff whose arrival portends a world&#039;s ruination by cold, fire, plague, war, or a magical apocalypse of another kind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hodag:&#039;&#039;&#039; Predatory cat-bull creatures based on the American Tall Tale critter of the same name.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hongaek:&#039;&#039;&#039; A malevolent air elemental embodying the concept of miasma - &amp;quot;evil air&amp;quot; that causes poison and disease.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hooden Horse:&#039;&#039;&#039; A robe-shrouded undead figure with a horse&#039;s skull for a head that exists to punish the guilty and exact retribution, often born of folk rituals gone terribly awry so that they summon real spirits of vengeance into festival &amp;quot;sin-eaters&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huecambra:&#039;&#039;&#039; A gem-studded giant lizard that favors eating other large reptiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Kitsune|Huli Jing]]:&#039;&#039;&#039; A shapeshifting nine-tailed fox that feeds on life force.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Husks:&#039;&#039;&#039; The deboned remnants of a humanoid corpse animated as a grotesque, floppy undead shell of tissue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hverhuldra:&#039;&#039;&#039; Reptilian-looking fey that seek to protect geothermal springs, especially those along ley lines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Hydra]], Bloom:&#039;&#039;&#039; A carnivorous plant that resembles a giant lizard made of intertwined vines, with four magical flowers blooming on distinct vines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Hydra]], Chameleon:&#039;&#039;&#039; A variant hydra that resembles a chameleon, complete with sticky tongues it uses to snare prey from afar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ice Bogie:&#039;&#039;&#039; Obnoxiously mischievous wintery fey that resemble [[goblin]]s made of ice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ikuchi:&#039;&#039;&#039; A Gargantuan elemental that resembles an enormous eel-snake with the ability to produce thick, smothering oil from its skin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Illhveli, Kembingur:&#039;&#039;&#039; One subspecies of a collective of malevolent giant whales, this one can be distinguished by the fish-like bright red crest that runs along its back and its jagged fangs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Illhveli, Nauthveli:&#039;&#039;&#039; One subspecies of a collective of malevolent giant whales, this one can be distinguished by it&#039;s cow-like face and horns. It has a voracious appetite for the flesh of all bovine creatures, and is the terror of [[minotaur]] sailors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incarnate Gloom:&#039;&#039;&#039; A Gargantuan undead spawned when a group of at least a dozen people die whilst suffering from a deep feeling of hopelessness. The negative emotions animated as an inky black cloud that seeks out more despair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infernal Centaur:&#039;&#039;&#039; A fiendish parody of a centaur created by grafting the upper body of a damned [[gnome]] to the body of a decapitated [[Hell Hound]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infernal Swarm:&#039;&#039;&#039; An enormous collective of carrion-eating hellish insects that shares a gestalt consciousness and can mass together into the semblance of a towering devil to try and avoid predators.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiate of the Elder Elementals:&#039;&#039;&#039; A warlock devoted to the service of the evil [[Archomental]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Irid:&#039;&#039;&#039; A Celestial that resembles a [[fairy]] made of rainbow colored light, which has a very [[fey]]-like love of mischief, excitement and gossip. Their inability to distinguish beauty and goodness makes them common prey for [[Rhopalocerex]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jack of Strings:&#039;&#039;&#039; A malicious fey that resembles a humanoid black goat wielding enchanted marionettes that often serves as a &amp;quot;court jester&amp;quot; to the [[Shadow Fey]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kachlian:&#039;&#039;&#039; Monstrous aberrations vaguely resembling nests of tentacles emerging from a snail-like shell. They consume souls, often saving the &#039;best parts&#039; and melding them into Chimeric Phantoms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kamaitachi:&#039;&#039;&#039; An offshoot of the Wind Weasel that has adapted to far northern forests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kami:&#039;&#039;&#039; A family of [[fey]] based on Japanese mythology and the &amp;quot;small gods&amp;quot; of Shinto.&lt;br /&gt;
* &#039;&#039;Gorao-ka:&#039;&#039; A benevolent little kami of good fortune, but only able to offer its blessings to those who make the proper offerings.&lt;br /&gt;
* &#039;&#039;Hebi-Doku:&#039;&#039; Resembling a giant snake with two smaller snakes emerging in parody of arms, these are guardians of snakes.&lt;br /&gt;
* &#039;&#039;Naizu-Ha:&#039;&#039; A kami personifying the act of violence committed with small blades, looking like a scorpion made out of knives.&lt;br /&gt;
* &#039;&#039;Sasori Fukurowsashi:&#039;&#039; The reincarnation of a nature protector, returned to continue its calling as a strange melding of man, owl and scorpion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kaveph:&#039;&#039;&#039; Massively muscled eyeless hulks that inhabit the underground regions of the [[Dreamlands]] and are often exploited by the [[ghast]]s of Leng.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keelbreaker Crab:&#039;&#039;&#039; A species of giant crab with an almost dragon-like obsession with hoarding loot, especially enchanted ship&#039;s figureheads. They attack sailing ships to get their bounty, which they mount atop their backs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kelp Eel:&#039;&#039;&#039; A malevolent species of magical kelp that weaves itself into giant eel-shapes to attack and kill anything that gets close, an attempt by [[merfolk]] mages to protect their communities gone horribly wrong.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kezai:&#039;&#039;&#039; A giant scorpion with dragonfly wings that can also spew nauseating poison gas, which it can then ignite with acidic saliva.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Khodumodumo:&#039;&#039;&#039; A Gargantuan monster that resembles a cross between a living hill and a giant, eyeless toad, using six prehensile tongues to draw prey into its fanged gullet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kirikari:&#039;&#039;&#039; A species of giant centipede that can generate defensive mists thanks to the corrosive mold it cultivates on its carapace. It&#039;s a natural predator of [[wyvern]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knight Ab-errant:&#039;&#039;&#039; A former humanoid warrior transformed into an insane brutish reflection of itself by corruptive magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Kobold]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Spellclerk:&#039;&#039; Kobolds who practice the art of the [[Arcane Trickster]] to serve as spies, messengers and secret agents.&lt;br /&gt;
* &#039;&#039;War Machine:&#039;&#039; A kobold-invented primitive tank stylized to resemble a dragon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lambent Witchfyre:&#039;&#039;&#039; An aberration that resembles a [[slime]] made of living blue flame, which hunts ceaselessly for organic matter to serve as fuel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lava Keeper:&#039;&#039;&#039; An elemental of magma, resembling a primitive sculpture of a headless, four-armed humanoid that drools magma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lazavik:&#039;&#039;&#039; A Tiny fey that resembles a [[gnome]] [[cyclops]] that inhabits the and defends swamps and marshlands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lich]], Virtuoso:&#039;&#039;&#039; A lich-like undead creature that arises spontaneously when a powerful [[bard]] dies with art left undone, retaining almost all of its prior good looks, save for one tell-tale physical feature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Linnorm]], Vent:&#039;&#039;&#039; A branch of the linnorm family tree that inhabits the depths of the ocean, where hydrothermal fissures split the seafloor. They loathe [[aboleth]]s with a passion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Locksmith:&#039;&#039;&#039; A strange but intelligent humanoid clockwork construct obsessed with the creation and unlocking of barriers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Luck Leech:&#039;&#039;&#039; Narcissistic malevolent fey that seek to steal as much physical wealth and luck for themselves as possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lunarchidna:&#039;&#039;&#039; Bizarre aberrations that spawn when moonlight shines over spider webs in forests permeated by residual dark magic, creating a shape resembling a four-armed, four-legged, featureless humanoid woven of silk. They &#039;&#039;despise&#039;&#039; elves and seek to torment and destroy them at all costs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lunarian:&#039;&#039;&#039; Fey in the form of humanoid moths who once inhabited the moon, but who were exiled into the [[Underdark]] by an [[Archfey]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lycanthrope]]:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;[[Wereowl]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;[[Wereshark]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lymarien:&#039;&#039;&#039; Incredibly tiny fey resembling [[elf]]-headed songbirds the size of butterflies. They are defenders of beasts and children.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mad Piper:&#039;&#039;&#039; A group of musicians melded into a grotesque living pipe organ by [[mythos]]ian cultists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magma Octopus:&#039;&#039;&#039; A magma elemental in the form of a giant octopus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Malleable:&#039;&#039;&#039; A former psychic predator that consumed so much psychic energy that they imploded, becoming a formless mass of still-sapient, shapeshifting flesh that seeks to feed and grow until it envelops the world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manggus:&#039;&#039;&#039; A shapeshifting [[giant-kin]] that can painfully transform between the forms of either an [[oni]] or a three-headed [[hydra]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mari Lwyd:&#039;&#039;&#039; A crazed undead in the form of a rhyme-speaking horse&#039;s skeleton that demands to be taken in as a guest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marsh Dire:&#039;&#039;&#039; A [[zombie]]-like undead that forms spontaneously when humanoids drown in marshlands, distinguished by the symbiotically linked strangling vines that grow from its flesh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mei Jiao Shou:&#039;&#039;&#039; A paraceratherium by its Chinese name.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonkite:&#039;&#039;&#039; A celestial that resembles a silver sphere sprouting three pairs of silver hawk wings, which flap in perfect unison. Highly intelligent, it sometimes serves as a steed for powerful celestial generals and heroes, or even great mortal heroes facing extreme manifestations of evil or chaos.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mountain Strider:&#039;&#039;&#039; A primitive, aggressive and boorish race of humanoid mountain goats.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mummy]], Scroll:&#039;&#039;&#039; A variant mummy whose ritual of creation involved using spell scrolls amongst its wrappings. As such, it has [[wizard]] spellcasting abilities and can steal spells both from spellbooks and scrolls and from the minds of spellcasters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Murgrik:&#039;&#039;&#039; An aberration that resembles a giant gator with prehensile maw-stalk between its eyes, a gaping belly maw, batlike gliding wings, and a dozen scaly tentacles for a tail it can use as a flight propeller to launch it into the air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mydnari:&#039;&#039;&#039; Eyeless evil humanoids who inhabit the underdark and command [[slime]]s as living tools, even forming symbiotic links with mutated ochre jellies that serve them as protective armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Naga]], Swamp:&#039;&#039;&#039; A swamp-dwelling species of naga that acts as protector of its native environment, commanding swarms of insects and being guarded by prehensile vines that take root on its scales.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Narshark:&#039;&#039;&#039; Sharks adapted for life as predators of the skies through the use of enchanted narwhal-like horns that sprout from their heads.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Necrotech:&#039;&#039;&#039; Gargantuan undead constructs used as siege weapons or modes of transportation.&lt;br /&gt;
* &#039;&#039;Bone Colossus:&#039;&#039; A Gargantuan version of the Bone Golem.&lt;br /&gt;
* &#039;&#039;Death Barque:&#039;&#039; A boat-shaped flesh golem featuring a gypsosphinx head as its figurehead and a cave dragon&#039;s tail.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nharyth:&#039;&#039;&#039; A grotesque aberration resembling an enormous mass of disembodied intestines that writhes through the air under its own power, spewing spears of solidified resin from its many openings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noth-Norren:&#039;&#039;&#039; An incredibly destructive elemental that resembles a massive, upside-down tornado whose interior is lined with thousands of jagged teeth. Associated with [[Flying Polyp]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nyctli:&#039;&#039;&#039; Grotesque fey insects that hatch from the boils of green hags. Their shared love of torturing other creatures means they often serve their progenitors as spies and agents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Nymph]], Mountain:&#039;&#039;&#039; A variant nymph with [[ranger]]-like abilities. Claims descent from gods associated with hunting and the moon. Protects the natural order of mountain regions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oasis Keeper:&#039;&#039;&#039; Giant magical serpents that inhabit desert oasis, secreting a mind-controlling venom into the water that compels creatures to settle by the waterside so it can take prey at its leisure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ogre]], One-Horned:&#039;&#039;&#039; An ogre [[warlock]] which sports a massive horn in the center of its forehead as a sign of its pact with its fiendish patron. Destroying the horn strips it of much of its power, so they guard them jealously.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ogrepede:&#039;&#039;&#039; A mass of ogre torsos, heads and limbs melded together into a centipede-like undead abomination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Onyx Magistrate:&#039;&#039;&#039; A [[devil]]ish [[construct]] created to oversee great libraries, courts of law, royal houses and the seats of government in lands where diabolism is the norm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Slime|Oozes]]:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Amber:&#039;&#039; Created from the sap of a magical tree, such as a [[treant]]. Can crystalize creatures in pockets of solidified amber inside its mass, freezing them in suspended animation until they are extracted.&lt;br /&gt;
* &#039;&#039;Eldritch:&#039;&#039; A black pudding mutated by exposure to Mythosian energies, giving it the ability to shatter minds and compelling it to seek out madness.&lt;br /&gt;
* &#039;&#039;Ichor:&#039;&#039; Fiend&#039;s blood animated by the hateful will of a slain fiend to seek out revenge on all life, starting with the fiend&#039;s killers.&lt;br /&gt;
* &#039;&#039;Mineral:&#039;&#039; An ooze that hardens its exterior into a stony shell to make it harder for engulfed prey to escape.&lt;br /&gt;
* &#039;&#039;Tar:&#039;&#039; Sometimes spawns when groups of tar ghouls are destroyed in close proximity; the necrotic-infused tar coalesces into a ravenous slime monster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ophidiotaur:&#039;&#039;&#039; A creature that resembles a cross between a cobra-headed [[serpentfolk]] and a scaly, snake-tailed [[centaur]]. Said to be the result of dark magical rites that meld centaurs with serpents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ophinix:&#039;&#039;&#039; A species of giant bat that channels deadly arcs of static electricity through its massive horns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Orc]], Gray:&#039;&#039;&#039; A species of [[Underdark]]-dwelling orcs that only surface in areas subject to heavy magic use or outright polluted by magic, striving violently to wipe out all magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orniraptor:&#039;&#039;&#039; A bizarre little monster resembling a plucked [[cyclops|cyclopean]] chicken with translucent flesh over its stomach, collective perception and acidic blood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orphan of the Black:&#039;&#039;&#039; A once-human orphan child whose misery due to mistreatment by a guardian or authority figure opened a portal to the Shadow Realm, allowing them to escape and there be transformed into a feral [[Shadow Fey]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ortifex:&#039;&#039;&#039; A undead construct made by animating the heart of a [[giant]], [[dragon]] or similarly massive creature to create a floating blood-collector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Otterfolk:&#039;&#039;&#039; Humanoid otters who enjoy a tribal society in the swamps and wetlands. Loathe reptiles due to the near-extinction their people faced at the jaws of giant alligators and similar predators.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overshadow:&#039;&#039;&#039; A larger, more powerful form of [[shadow]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pale Screamer:&#039;&#039;&#039; A nightmarish hybrid of human and jellyfish created by [[aboleth]]s as sentries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pal-Rai-Yuk:&#039;&#039;&#039; A cursed breed of underwater dragon that has two heads, six legs, and a body divided into three distinct segments, each containing it own pocket-dimensional gullet.&lt;br /&gt;
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&#039;&#039;&#039;Parzz&#039;val:&#039;&#039;&#039; A six-legged, eyeless reptiloid with a tripartite jaw and an endless appetite for flesh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peat Mammoth:&#039;&#039;&#039; A mass of bog peat animated by the souls of those who drowned within into a lurching, quadrupedal mount of muck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pestilence Swarm:&#039;&#039;&#039; Notorious swarming vermin that devour plants and animals with equal rapacious hunger, and send survivors fleeing for their lives with bite-wounds festering with deadly diseases. Only darkness sends them dormant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pine Doom:&#039;&#039;&#039; A humanoid pine tree that seeks to protect pine-forests, a distant relative of the [[treant]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plague Spirit:&#039;&#039;&#039; Dark fey who resemble censer-toting dancers wearing plague doctor masks. They seek out areas dense in life and perform dances that send entropic vapors pouring from their censers to slay everything within several miles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primal Oozer:&#039;&#039;&#039; A creation of the mydnari; wolves mutated into slime-coated abominations with tentacles around their mouth that can transfor living creatures into ochre jellies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pumpkin King:&#039;&#039;&#039; A powerful species of fey or maybe a minor [[Archfey]] that rules over bountiful harvests and the autumnal season. Whilst they seem benevolent, offering ten years of prosperity to struggling farmers and starving villagers, they &#039;&#039;always&#039;&#039; return upon moonrise of the tenth year to collect their promised share of the harvest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pustulent Shambler:&#039;&#039;&#039; A fleshy ooze that feeds on victims infected with the deadly disease bonerot, which it can spread with its touch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Putrescent Slime:&#039;&#039;&#039; Foul-smelling amphibious green slimes easily mistake for large mounds of noxious algae.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qiqirn:&#039;&#039;&#039; A soul-harvesting hairless dog-thing originating from Eskimo myth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quickserpent:&#039;&#039;&#039; A giant snake with distant earth elemental ancestry, which it uses to make quicksand patches into its hunting ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quoreq:&#039;&#039;&#039; Twisted humanoid aberrations seemingly spawned from human misery and squalor, favoring the despairing and suffering as their prey above all others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiant Spark Swarm:&#039;&#039;&#039; A giant swarm of tiny  elementals spawned when planar instability leads to a brief connection between the Plane of Fire and the Upper Planes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repository:&#039;&#039;&#039; A pyramid-shaped construct built by the [[Leng Folk]] to receive, transmit and safeguard information.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Righteous Sentinel:&#039;&#039;&#039; A divinely blessed guardian [[construct]] created by gods of peace. It uses an enchanted mirror that can reflect magic, attacks and the viewer&#039;s very soul to dissuade intruders from pursuing fiendish weapons of myth or entering unholy temples.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rock Roach:&#039;&#039;&#039; A giant cockroach that feeds on dissolved minerals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rotsam:&#039;&#039;&#039; A small, bog-infesting slime that feeds on necrotizing flesh, which it can induce with its touch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Runeswarm:&#039;&#039;&#039; A mass of arcane runes sprung to life as a kind of [[Living Spell]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Salamander]] Monarch:&#039;&#039;&#039; A more powerful version of the standard salamander.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire Jelly:&#039;&#039;&#039; A freezing cold [[slime]] native to glacial and mountainous regions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sarsaok:&#039;&#039;&#039; Fire-wreathed, metal-skinned, six-horned bovines said to be the [[planetouched]] offspring of a celestial ox named HAdhayosh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Sasquatch]]:&#039;&#039;&#039; A large ape that inhabits deep forests. You known this one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Satarre]]:&#039;&#039;&#039; Weird reptilian humanoids that claim descent from Nidhogg, the dragon that will devour Yggdrassil and bring about Ragnarok.&lt;br /&gt;
* &#039;&#039;Destroyer&#039;&#039;&lt;br /&gt;
* &#039;&#039;Mystic&#039;&#039;&lt;br /&gt;
* &#039;&#039;Yskarakta, Lord of the Satarre&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scarlet Ibis:&#039;&#039;&#039; Sapient crimson-feathered ibises whose black beaks can bestow a curse of bad luck on those they touch; killing the ibis only strengthens its curses, and places the most powerful of all its curses on the killer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scrofin:&#039;&#039;&#039; A [[fey]] creature in the form of a humanoid boar obsessed with proving its strength in honorable wrestling combat. Unlike some fey, it&#039;s a genuinely honorable figure, although it demands similar honorable behavior from its opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sema:&#039;&#039;&#039; A bizarre reptilian humanoid, like a cross between a [[kobold]] and a [[fraal]], native to the [[Dreamlands|Plateau of Leng]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Servant of the Unsated God:&#039;&#039;&#039; A [[ghoul]] [[paladin]] devoted to the ghoul deity Vardesain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow Boxer:&#039;&#039;&#039; A shadowy feline [[fey]] that is the physical manifestation of the collective memory of local felines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow of Death:&#039;&#039;&#039; A fallen [[angel]] corrupted by exposure to the Mythosian energies of the Void.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shimmer Seal:&#039;&#039;&#039; A magical seal with translucent flesh that watches over pods of seals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shriekbat:&#039;&#039;&#039; A giant bat that is the [[Underdark]] equivalent of a [[roc]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shukankor:&#039;&#039;&#039; A monstrous aberration that resembles a brightly colored ostritch with tiny arms and multiple eyes on stalks, which inhabits desolate badlands, deserts and wastelands warped by foul sorcery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shurale:&#039;&#039;&#039; A malevolent fey that resembles an axe-wielding [[satyr]] with a single horn atop its head and whose touch can plunge victims into fits of deadly laughter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silenal:&#039;&#039;&#039; A [[halfling]]-like fey that adopts taverns and inns as its home. Fascinated by mortals, it often acts as a drinking buddy, but its advice is flawed, as it hopes to elicit even more drama in the lives of those foolish enough to trust in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Simian , Sulsha:&#039;&#039;&#039; A large simian resembling an orangutan with horn-like hair tufts atop its head and a long, furry tail tipped with a vicious bone spur. Master [[alchemist]]s, they are obsessed with conquering all other races around them, usually enslaving other intelligent simians as grunts in their plans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Skeleton]], Cackling:&#039;&#039;&#039; An unusually intelligent skeleton that rises when a creature who utterly fears death perishes in an area filled with necrotic energy. The resultant undead exists to mock the futility of life and the pointlessness of one&#039;s survival instincts, which can literally demoralize others to death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Skeleton]], Dragon:&#039;&#039;&#039; A [[Dragon]] raised as a [[Skeleton]]. Simple as that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Skeleton]], Swordbreaker:&#039;&#039;&#039; A skeletal undead created from fossilized bones, making them much more resistant to physical attacks, but more vulnerable to concussive force.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snake with a Hundred Mage Hands:&#039;&#039;&#039; A magical serpent bred by overly ambitious thieves&#039; guilds with high intelligence and the ability to manifest 100 mage hands as a way to achieve impossible thefts. They failed to realize its true potential.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snow Terror:&#039;&#039;&#039; A shapeshifting fiend from an icy layer of the abyss that looks like a demonic snowman. It comes to the mortal realms in winter to murder and terrorize mortalkind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Somberweave:&#039;&#039;&#039; A malevolent fey that resembles a six-armed humanoid with a distorted, spider-like maw that travels between the material and shadow planes to gather food.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellhound:&#039;&#039;&#039; Magically augmented hounds bred to hunt down spellcasters and magical creatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ssadar:&#039;&#039;&#039; A malevolent, firebreathing [[lizardfolk]] race that inhabits deep jungles and performs rites of human sacrifice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stellar Rorqual:&#039;&#039;&#039; A benign space-traveling aberration... it&#039;s basically a space whale that doubles as a living [[spelljammer]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stone Creeper:&#039;]&#039; A semi-intelligent plant that feeds on mortar with its acid-secreting tendrils, and will fight to protect its current lair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm Maiden:&#039;&#039;&#039; A wrathful elemental created from the vengeful spirit of a woman who was offered up as a sacrifice to ward off drought and famine, only for her shrine to be abandoned and desecrated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stormboar:&#039;&#039;&#039; A mutated hog that eats metal and generates electricity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swamp Lily:&#039;&#039;&#039; A predatory plant that uses illusions of a banquet to lure creatures in to eat its deadly toxic roots, which allows it to feed on their corpses in turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swampgas Bubble:&#039;&#039;&#039; A strange [[slime]] that is as much gas as liquid, which feeds on elements it steals from the breath of living beings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tembril:&#039;&#039;&#039; A monstrosity that resembles a giant, scaly, fanged squirrel that feeds on the eyes, tongues and brains of humanoids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tetomatli:&#039;&#039;&#039; A weird stone golem that resembles a stone ape with wings for arms and a hammer for a head. Tainted by evil thanks to the sacrificial rites used to animate it, they are favored by cults of [[Mechuiti]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thornheart Guardian:&#039;&#039;&#039; Dark counterparts to the Green Knights of the Woods, Thornheart Guardians are knights who foolishly fell into the control of dark fey, such as hags, who fused them into enchanted armor and replaced their hearts with clusters of enchanted thorns, allowing them to manipulate and create writhing briars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thrummen:&#039;&#039;&#039; A celestial beast resembling a gargantuan stag with a dog&#039;s head and lightning-imbued antlers, often ridden by powerful [[Storm Giant]] [[Cavalier]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tidehunter:&#039;&#039;&#039; A giant crab of unusual intelligence, allowing it to weave nets of seaweed and use them as projectile weapons.&lt;br /&gt;
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&#039;&#039;&#039;Timingila:&#039;&#039;&#039; An impossibly huge shark-eel thing that is the apex predator of the oceans.&lt;br /&gt;
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&#039;&#039;&#039;[[Treant]], Mangrove:&#039;&#039;&#039; A tropical and coastal relative of the [[treant]] that looks over mangrove swamps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tree Skinner:&#039;&#039;&#039; A [[dryad]] corrupted into a fiend by [[hag]] magic after the death of the dryad&#039;s tree, warping it into a monster that seeks to kill off forests and wipe out all fey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Troll]], Deep:&#039;&#039;&#039; An [[Underdark]]-adapted troll subspecies that has an almost ooze-like fluidity to its flesh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Trollkin]] Raider:&#039;&#039;&#039; A generic trollkin warrior.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ulnorya:&#039;&#039;&#039; A terrible forest-dwelling aberration reputed to be the result of a magical melding of spider, scorpion and octopus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valkruung:&#039;&#039;&#039; A magical monkey whose fur coat is made up of writhing prehensile tentacles. They are notorious kleptomaniacs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vallowex:&#039;&#039;&#039; A river-dwelling aberrant ambush-predator that uses a magical thirst-inducing aura to force prey to come into reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Vampire]], Psychic:&#039;&#039;&#039; A vampire which mutated after its infection to feed on memories rather than blood. Often [[wizard]]s, [[psion]]s, sages or artists in life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vangslaugh:&#039;&#039;&#039; A bizarre man-like aberration that looks something like a humanoid elephant, but with its head and arms replaced by writhing serpents whose heads are eyeless human mouths that continually scream, whistle, bleat, growl and cry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vexxeh:&#039;&#039;&#039; A fiendish creature resembling a giant horned ape that is startlingly obsessed with politeness and etiquette, if only as a way to heighten the torment and fear of its prey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Viiret:&#039;&#039;&#039; A massive carnivorous plant similar to a cartoon Venus Fly Trap that feeds on diseased flesh and plant matter. Subjecting yourself to its hunger can potentially cure you, as it will spit out a healthy victim with no diseased flesh left to consume, but it&#039;s a gamble for your life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voidpool:&#039;&#039;&#039; A [[slime]] that is also a living portal to the Void.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walled Horror:&#039;&#039;&#039; A loathsome undead created by walling up a group of humanoids to die in an area with a high concentration of necrotic energy, creating a wall infested with grasping spectral hands that seeks to draw others into its mass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wanyudo:&#039;&#039;&#039; A fiend that resembles a burning wheel with two [[oni]] faces at the center facing opposite sides. Based on the Japanese yokai of the same name.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wardu:&#039;&#039;&#039; A bizarre aberration resembling a giant, flying, limbless flee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warmth Thief:&#039;&#039;&#039; A malicious [[goblin]]-like [[fey]] able to steal warmth from other creatures, and cursed to do so in order to survive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Werynax:&#039;&#039;&#039; A strange magical monster resembling a giant, scaly-skinned, tusked stoat with diaphanous, moth-like wings. It feeds on the natural magical energies of the world around it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wicked Skull:&#039;&#039;&#039; A tiny and mischievous shapeshifter that likes to disguise itself as a talking skull in order to scare and trick others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Willowhaunt:&#039;&#039;&#039; An undead created when victims of murder or other violent deaths die in view of an otherwise healthy willow tree. Their spirits are absorbed into the tree, warping it into a mockery of itself made of bones and awakening a cruel hunger for the blood of the living.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windy Wailer:&#039;&#039;&#039; The undead remnants of a sailor who met a violent end at sea within sight of the shore and left no body behind to bury. Looks like a demonic &amp;quot;crescent moon face&amp;quot; that trails vapor and spectral lights.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Winterghast:&#039;&#039;&#039; A [[ghoul]] subspecies that inhabits frozen regions and favors flesh afflicted with frostbite and gangrene.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wintergrim:&#039;&#039;&#039; A small [[fey]] humanoid that builds its home in cold, remote locations and offers assistance to those in need of shelter...but which has a random rule it holds absolutely inviable and breaking it will cause the wintergrim to fly into a berserk rage, but it won&#039;t &#039;&#039;tell you&#039;&#039; what that rule is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Woe Siphon:&#039;&#039;&#039; Grotesque [[fey]] that look like a  repulsively overweight giant baby with a hole that punches right through their chest where their heart should be. As their name suggests, they feed on negative emotions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wood Ward:&#039;&#039;&#039; A scarecrow-like construct made of wood, leather, and forest debris. Now erected as village defenders, they have a dark secret origin as never-used terror weapons of evil [[druid]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wraith Bear:&#039;&#039;&#039; A totemic guardian bear spirit corrupted into an undead monster by a [[necromancer]] or dark [[shaman]], now compelled to murder the family it once defended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xing Tian:&#039;&#039;&#039; A species of giant warriors with no heads, instead sporting eyes and mouths in their torso. Based on Chinese myth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yaojing:&#039;&#039;&#039; Long-nosed, vulpine-featured celestials who yearn to assist mortals, especially against charlatans and shysters who use faith in the gods against the faithful. They can only visit the mortal world if they agree to a vow of silence, and if they fail, must depart for 108 years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yathon:&#039;&#039;&#039; A strange half-bat, half-[[orc]] humanoid that inhabits the dark regions of the world. They have a strange ability to protect themselves with limited precognition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yavalnoi:&#039;&#039;&#039; A twisted aberration that resembles a mockery of a [[mermaid]], with the body of an obese woman with a repulsive, fish-like head emerging from the tail of a giant fish. They copulate incessantly with various sea monsters, filling the sea with all manner of oft-mutated monstrous spawn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yowler:&#039;&#039;&#039; The undead remains of a house pet or familiar who were hideously mistreated in life, returned to seek revenge.&lt;br /&gt;
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&#039;&#039;&#039;Yumerai:&#039;&#039;&#039; Strange fey that resemble silver-skinned humanoids that can walk between the worlds of flesh and dreams as they see fit.&lt;br /&gt;
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&#039;&#039;&#039;Zalikum:&#039;&#039;&#039; A malevolent construct in the form of a giant vulture created by infusing damned souls into the superheated sands of the desert.&lt;br /&gt;
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&#039;&#039;&#039;Zeitgeist:&#039;&#039;&#039; A humanoid warped by some misuse or accident of time magic, creating a &amp;quot;ghost&amp;quot; that constantly flits uncontrollably between the planes and timelines.&lt;br /&gt;
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&#039;&#039;&#039;[[Zombie]], Cavefish:&#039;&#039;&#039; A zombie that has been ritually transformed to be more at home in underwater environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Zombie]], [[Dragon]]:&#039;&#039;&#039; A simple template to make zombie versions of dragons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zouyu:&#039;&#039;&#039; A strange and magical beast resembling a tusked tiger the size of an elephant with pheasant-like feathers. These feathers can be used to grant a person good luck - but only if willingly given. Misfortune takes those who try to steal them.&lt;br /&gt;
&lt;br /&gt;
=Tome of Beasts 3=&lt;br /&gt;
&#039;&#039;&#039;Abaasy:&#039;&#039;&#039; A race of [[giant-kin]] resembling four-armed [[ogre]]s with a single laser-shooting eye. Bolt their armor to their own flesh to prove how badass they are, and hunt the [[giant]]s they once served to avenge an ancestral slight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ahu-Nixta Mechanon:&#039;&#039;&#039; [[Robot]]s built by the Ahu-Nixta to serve them as warrior-slaves, fueled by harvested humanoid souls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Akanka:&#039;&#039;&#039; Malicious [[fey]] resembling human-faced jeweled [[spider]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Akkorokamui:&#039;&#039;&#039; A gargantuan celestial octopus-spider of fickle nature that protects river mouths, bays, lakes and coastlands, especially from the [[undead]] and [[necromancer]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alabroza:&#039;&#039;&#039; BLoodsucking, milk-stealing bat-bird-things created by the [[Demon Lord]] Alquam. THose that devour 13 humans evolve into Bloodfiends, who can take on humanoid form.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ALazai:&#039;&#039;&#039; A [[genie]] made of invisible flames that haunts the arid wastes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alke:&#039;&#039;&#039; A wingless [[griffon]] subspecies that grows iron-hard spikes on its backs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alliumite, Husker:&#039;&#039;&#039; A larger, pugnacious Alliumite subspecies based on a red onion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alliumite, Rapscallion:&#039;&#039;&#039; An Alliumite subspecies with a natural [[swashbuckler]] attitude.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpine Creeper:&#039;&#039;&#039; A predatory lichen that uses soporific pheromones to subdue prey, before luring predators in to kill it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alseid, Woad Warrior:&#039;&#039;&#039; An elite [[alsied]] warrior-artist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amphibolt:&#039;&#039;&#039; A giant mutant frog with an electric aura. Possess a strange instinctive love for [[hag]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angel, Archangel:&#039;&#039;&#039; Elite rulers of [[angel]]kind, akin to the [[Archdevil]]s and [[Demon Prince]]s.&lt;br /&gt;
* &#039;&#039;Hala&#039;ath:&#039;&#039; The Sentinel of Progress, who guides inventors, builders and social reformers.&lt;br /&gt;
* &#039;&#039;Iilari&#039;jil:&#039;&#039; The Fire of Forgotten Hope, patron to the besieged and overwhelmed warriors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Angel]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Haladron:&#039;&#039; The favored servitors of Hala-ath.&lt;br /&gt;
* &#039;&#039;Kalkydra:&#039;&#039; Six-winged, emerald-eyed, copper-scaled serpent-angels who serve solar deities as singers and emissaries.&lt;br /&gt;
* &#039;&#039;Pelagic Deva:&#039;&#039; A [[merfolk]]-shaped deva that battles the forces of aquatic evil and protects the goodly denizens of the waves.&lt;br /&gt;
* &#039;&#039;Psychopomp:&#039;&#039; Angels of death that retrieve the souls of the faithful to their rightful reward, even when they have been tricked into the [[Lower Plane]]s by [[fiend]]ish deceit.&lt;br /&gt;
* &#039;&#039;Shrouded:&#039;&#039; Divine assassins who seek to cut evil out at the root, no matter what the law may say.&lt;br /&gt;
* &#039;&#039;Zirnitran:&#039;&#039; Angels of the [[Dragon Gods]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animal Lord; Ladgerda, The Queen of Mammoths&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animated Instruments:&#039;&#039;&#039; A subtype of the [[Animated Object]] [[construct]] made from musical instruments, favored by [[bard]]s and music-loving [[wizard]]s or [[lich]]es.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animated Offal:&#039;&#039;&#039; An enormous mass of cast-off blood and scraps of flesh animated by magic gone wrong into a repulsive [[slime]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aphasian Abomination:&#039;&#039;&#039; A [[wizard]]-slaying construct in the form of a ghostly being that attacks the ability to speak.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Leviathan:&#039;&#039;&#039; A [[magitek]] [[mecha]] in the shape of a mechanical crustacean, the last remnant of a long-lost civilization.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Scavenger:&#039;&#039;&#039; An octopus-like [[construct]] created by [[artificer]]s to plumb ancient ruins and magical wastelands for lost secrets and treasures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Archon]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Siege:&#039;&#039; Appears as a mechanical winged elephant with a hammer on the end of its trunk. A living siege weapon.&lt;br /&gt;
* &#039;&#039;Ursan:&#039;&#039; Appears as a winged [[bearfolk]], worshipped by [[bearfolk]] communities as the reincarnation of worthy souls.&lt;br /&gt;
* &#039;&#039;Word:&#039;&#039; Appears as a winged helmet full of holy light. The lowliest of the archons, serving as observers, witneses and messengers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asp Vine:&#039;&#039;&#039; A carnivorous plant that uses its poisonous thorn-laden creepers to kill animals for nourishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Astralsupial:&#039;&#039;&#039; A mutant giant opossum with a [[Bag of Holding]] for a pouch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aural Hunter:&#039;&#039;&#039; An [[aberration]] that lethally feeds on the ambient sounds produced by living creatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avestruzii:&#039;&#039;&#039; A race of [[beastfolk|humanoid ostriches]] who fled to the [[Elemental Plane]] of Earth and became a warrior society to protect themselves from humanoid predators.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aziza:&#039;&#039;&#039; Tiny [[fairy]]-kin native to rainforests who tame poisonous frogs .&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Baleful Miasma:&#039;&#039;&#039; A corrupted air [[elemental]] that has been warped into an elemental incarnation of poisonous fumes, such as smoke.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bannik:&#039;&#039;&#039; A grouchy [[fey]] obsessed with enjoying a nice hot bath, who maintain their own elite bathhouses for the other [[fey]] races.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beach Weird:&#039;&#039;&#039; A serpentine water [[elemental]] that guards beaches, lagoons and coves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bearfolk Thunderstomper:&#039;&#039;&#039; A [[bearfolk]] [[bard]] who practices a traditional artform that combines music, song, and forceful rhythmic stamping.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beetle, Clacker:&#039;&#039;&#039; An aggressive subterranean scavenging insect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Belu:&#039;&#039;&#039; A benevolent race of [[giant]]s from tropical, swampy environments that tend gardens of rare medicinal and alchemical flora.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Berberoka:&#039;&#039;&#039; Wetland-dwelling [[giant]]s who can strengthen themselves by absorbing ambient water into their bodies, literally swelling like sponges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birgemon Seal:&#039;&#039;&#039; A once-ordinary seal infected with a parasitic [[aberration]] that manifests as a secondary maw along its back, living in symbiosis with its host.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black Patch:&#039;&#039;&#039; A swamp-dwelling aquatic [[slime]] that resembles a floating slick of oil.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black Shuck:&#039;&#039;&#039; A sadistic [[fiend]] that resembles a massive black wolf with shaggy fur and a single glowing eye.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blaspheming Hand:&#039;&#039;&#039; A nightmarish fiend created from a severed [[giant|giant&#039;s]] hand infused with obscene magical rituals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blestsessebe:&#039;&#039;&#039; A Celestial in the form of a majestic antelope that seeks to lead subjugated peoples to freedom by physically guiding them away from their tyrannical homelands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Barnacle:&#039;&#039;&#039; Barnacles warped by [[zombie]] blood into deadly parasites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Flurry:&#039;&#039;&#039; A swarm-traveling [[aberration]] that resembles a flurry of snowflakes made of razor-sharp crystal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bone Collector:&#039;&#039;&#039; Undead vultures that serve as powerful [[familiar]]s and corpse-harvesters for [[lich]]es, [[vampire]]s or [[necromancer]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bone Lord:&#039;&#039;&#039; An enormously powerful [[undead]] made of the bone piles created by great atrocities being innundated with necromantic energy. They exist only to kill all that lives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brain Coral:&#039;&#039;&#039; An aquatic [[aberration]] that resembles a telepathic colony of disturbingly brain-like coral and uses its powerful telepathy to enslave nearby creatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Brownie]]:&#039;&#039;&#039; A race of tiny wingless [[fey]] whose fierce attitudes and defiant natures far outstrip their physical stature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brumalek:&#039;&#039;&#039; A mountain-dwelling beast similar to a mongoose... if mongooses defended themselves with ear-shattering howl and bone-breaking headbutts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caldera Kite:&#039;&#039;&#039; A massive, insectile aerial scavenger that patrols the skies over volcanic landscapes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capybear:&#039;&#039;&#039; A race of pony-sized, sapient capybaras.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caretaker Weevil:&#039;&#039;&#039; A giant beetle that instinctively tends to the health and wellbeing of its temperate forest environment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catamount:&#039;&#039;&#039; A magical puma that can manipulate stone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catonoctrix:&#039;&#039;&#039; A [[drake]] or young [[dragon]] warped into an [[aberration]] in service to an [[aboloth]] or wielder of dark magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catterball:&#039;&#039;&#039; A [[fey]] beast with the appearance of a hairless cat that can stretch and squash its body as if made of rubber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cave Mimic:&#039;&#039;&#039; A giant [[mimic]] subsecies that pretends to be a cavern mouth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cave Sovereign:&#039;&#039;&#039; An eldritch, soul-devouring [[aberration]] with vaguely insectile features found deep below the ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chaos Creeper:&#039;&#039;&#039; A [[fey]]-spawned sapient magical plant whose fruits can produce a variety of magical effects, some benign and some harmful. They have a trickster&#039;s personality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chaos Raptor:&#039;&#039;&#039; An magically infused cousin of the [[roc]], this giant bird can meld with stone and takes a sadistic delight in driving humanoids mad before eating them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemosit:&#039;&#039;&#039; A fiend resembling an ugly, one-legged man with a stork&#039;s head that sheds light from deep inside its throat. Uses its beguiling song to lure mortals into its clutches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chimera, Royal:&#039;&#039;&#039; A [[chimera]] that has successfully been recognized as royalty, giving it a fourth head (a snake for a tail), magical abilities, and increased intelligence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chroma Lizard:&#039;&#039;&#039; Giant predatory lizards that use reflective, mirror-like scales to hide from danger and dazzle prey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Climbing Vine:&#039;&#039;&#039; A predatory plant from the mountains resembling a giant sundew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Armadillo:&#039;&#039;&#039; A clockwork construct in the form of an armadillo, created as a theft deterrant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Conductor:&#039;&#039;&#039; A clockwork construct shaped like a [[gnome]] or [[halfling]] [[bard]], often found as a music instructor or paired with animated instruments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Construct:&#039;&#039;&#039; A clockwork construct warrior built to focus on unarmed combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Construct:&#039;&#039;&#039; A clockwork construct in the shape of a scorpion, prized as a status symbol for how difficult it is to build.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Tactician:&#039;&#039;&#039; A clockwork constructed created to serve as a military advisor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloudhoof Assassin:&#039;&#039;&#039; A subspecies of mountain goat/mountain sheep that has turned carnivorous, knocking creatures from high places to scavenge their broken bodies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coastline Reaper:&#039;&#039;&#039; A deadly aquatic predator similar to a giant jellyfish with a skull-like bell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conniption Bug:&#039;&#039;&#039; Oversized, pack-hunting, freshwater-dwelling carnivorous insects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Copperkill SLime:&#039;&#039;&#039; A [[slime]] artificially engineered from arsenic-based paint, often trained as a guardian beast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corpselight Moth:&#039;&#039;&#039; A giant insect created by Mother Moth as a favored pet and mount. Unless regularly cleaned of its built-up necrotic energy, it transforms into a deadly carnivorous Midden Moth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cosmic Symphony:&#039;&#039;&#039; Celestials born when a remarkable event upsets the predestined rhythms of the universe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crab, Duffel:&#039;&#039;&#039; A hermit crab that has grown into a giant after taking a lost [[Bag of Holding]] as its shell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crab, Razorback:&#039;&#039;&#039; Giant, spiny-armored land crabs hated by farmers for their love of poulty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crab, Samurai:&#039;&#039;&#039; Peculiar giant crabs with an intuitive love of swordmanship and an instictive drive to test their might in honorable, non-lethal, duels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crystallite:&#039;&#039;&#039; A cousin of the [[Stone Giant]] attuned to crystals, which sprout from their skin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cueyatl Warchief:&#039;&#039;&#039; A warchief of the Cueyatl frogfolk from Creature Codex, typically found riding a giant bug.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyonaxin:&#039;&#039;&#039; A celestial cheetah imbued with super speed, dedicated to opposing slavery, captivity and imprisonment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Daeodon:&#039;&#039;&#039; A primeval beast commonly nicknamed &amp;quot;the hell pig&amp;quot;, as it resembles a monstrous, predatory pig. Basically a real-world prehistoric critter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dawnfly:&#039;&#039;&#039; A gargantuan dragonfly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death Worm:&#039;&#039;&#039; An electricity-blasting, poison-spitting, oversized predatory worm. Based on the legendary Mongolian Death Worm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Demon]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Balbazu:&#039;&#039; A demonic leech.&lt;br /&gt;
* &#039;&#039;Inciter:&#039;&#039; Fiends of cold flame and smoke that embody malicious mischief, existing to spoil trust and goodwill.&lt;br /&gt;
* &#039;&#039;Kogukhpak:&#039;&#039; Demons resembling giant toads with tusks and the ability to spit fire. Disintegrated by sunlight.&lt;br /&gt;
* &#039;&#039;Leech:&#039;&#039; A demon that resembles a fiendish giant leech and can also spawn endless swarms of regular leeches.&lt;br /&gt;
* &#039;&#039;Maha:&#039;&#039; Demons from the cold north that appear as eternally amused, pale-skinned humans with long claws.&lt;br /&gt;
* &#039;&#039;Vetala:&#039;&#039; Vain, capricious, [[ghoul]]-like demons that haunt graveyards and battlefields. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Derro, Planewarped:&#039;&#039;&#039; A [[derro]] thas has been exposed to the mutagenic energies of the [[Abyss]], [[Hell]] or the [[Far Realm|Void]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Desert Slime:&#039;&#039;&#039; A sandy [[slime]] found in arid deserts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Despair and Anger:&#039;&#039;&#039; A corrupted [[celestial]] created from two fallen angels physically fused together by the [[Demon Lord]] that corrupted them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Devil, [[Archdevil]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Iorvensiav, Lady of Unforgiving Cold:&#039;&#039; A draconic fiend who claims dominion over the frozen hells and frigid deaths. Even she doesn&#039;t remember her origins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Devils:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Devilflame Juggler:&#039;&#039; A six-armed (with two serving as legs), fire-juggling devil made from the soul of an insolent [[bard]].&lt;br /&gt;
* &#039;&#039;Infernal Tutor:&#039;&#039; A manipulative devil that assassinates beloved teachers and mentors to take their place and corrupt their students.&lt;br /&gt;
* &#039;&#039;Maelstrom:&#039;&#039; A coral-skinned aquatic devil that uses its weather-manipulating powers to spread misery on a larger scale.&lt;br /&gt;
* &#039;&#039;Moldering:&#039;&#039; An unholy mixture of man, pig and fly, moldering devils seek to spread famine and misery by destroying farms, crops and stored foodstuffs.&lt;br /&gt;
* &#039;&#039;Rimepacted:&#039;&#039; A devil born from the soul of a mortal that died of cold which was collected by an icy devil.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Devouring Angel:&#039;&#039;&#039; A repulsive [[aberration]] that crudely mimics the form of an [[angel]] to hunt down prey, especially denizens of the [[Upper Plane]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Dinosaur]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Guardian Archaeopteryx:&#039;&#039; Enchanted archaeopteryxes created by [[druid]]s to guard their sacred sites.&lt;br /&gt;
* &#039;&#039;Jeholopterus:&#039;&#039; A blood-sucking flying reptile.&lt;br /&gt;
* &#039;&#039;Razorfeather Raptor:&#039;&#039; A subspecies of velociraptor with increased intelligence and blade-sharp feathers bred as super-soldiers by a foolish [[wizard]].&lt;br /&gt;
* &#039;&#039;Therizinosaurus:&#039;&#039; An enormous bipedal herbivore with enormous claws on its forelimbs.&lt;br /&gt;
* &#039;&#039;Thundercall Hadrosaur:&#039;&#039; A hadrosaur magically imbued with a sonic blast to serve as a living seige weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diomedian Horse:&#039;&#039;&#039; A carnivorous equine resembling a cross between a horse and a tiger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dire Lionfish:&#039;&#039;&#039; A gigantic version of the regular lionfish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dire Owlbear:&#039;&#039;&#039; A semi-domesticated subspecies of [[owlbear]]s bred as battle-beasts by [[dwarf|dwarves]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dire Pangolin:&#039;&#039;&#039; A giant version of the regular pangolin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dire Wildebeest:&#039;&#039;&#039; A giant version of the regular wildebeest. Unlike their smaller cousins, they scavenge carrion, giving them a legendarily awful breath.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Div:&#039;&#039;&#039; A malevolent lesser genie resembling a squat, potbellied, goat-horned, boar-tusked humanoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diving Gel:&#039;&#039;&#039; A magebred [[slime]] intended to serve as living diving equipment for subaquatic explorers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dokkaebi:&#039;&#039;&#039; Well-meaning furry little [[goblin]]-like [[fey]] that strive to punish bullies and the cruel, but whose foolishness means they often cause more harm than good.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doom Creeper:&#039;&#039;&#039; A magical ambulatory rose that can fire magical death rays and decay flesh with its vines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doppelixir:&#039;&#039;&#039; Blood-drinking slimes that pretend to be simple potions so they can be swallowed by unwitting victims.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Dragon]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Prismatic:&#039;&#039; Crystal-winged dragons of the [[underdark]] who strive to bring light and color to their dismal home.&lt;br /&gt;
* &#039;&#039;Sand:&#039;&#039; Cantankerous and antisocial even by dragon standards, these sand-spitting dragons dwell in the most dry and desolate domains.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Dragonette]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Barnyard:&#039;&#039; Friendly and sociable, these dragonettes often hire themselves as pest-controllers and predator-wardens to farmers for the rights to use their manure piles to incubate their eggs.&lt;br /&gt;
* &#039;&#039;Sedge:&#039;&#039; Porcupine-like dragonettes whose shyness forever wars with their curiosity.&lt;br /&gt;
* &#039;&#039;Shovel:&#039;&#039; Magebred dragonettes prized for their adeptness as gardeners.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Drake]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Bakery:&#039;&#039; With stomachs full of natural yeast and driven by an addiction to fruit, bakery drakes are lucky to have been smart enough to integrate into civilization as skilled bakers.&lt;br /&gt;
* &#039;&#039;Cactus:&#039;&#039; Fearsome-looking but friendly and good-natured desert-dwelling drakes.&lt;br /&gt;
* &#039;&#039;Ethereal:&#039;&#039; [[Undead]]-looking drakes that haunt the [[Ethereal Plane]] and feed on incorporeal [[undead]].&lt;br /&gt;
* &#039;&#039;Reef:&#039;&#039; Weirdly centipede-like aquatic drakes.&lt;br /&gt;
* &#039;&#039;Riptide:&#039;&#039; Eel-like drakes with the ability to manipulate water.&lt;br /&gt;
* &#039;&#039;Shepherd:&#039;&#039; Easily distinguished by their herbivorous diet, tufts of wool and ram-like horns, shepherd drakes often serve as guardians for goats, sheep and similar creatures.&lt;br /&gt;
* &#039;&#039;Vapor:&#039;&#039; With features of snake and frog, vapor drakes are wingless, but can fly after inflating themselves with swamp gas.&lt;br /&gt;
* &#039;&#039;Venom:&#039;&#039; Color-changing quadrupedal predators with both a toxic bite and a poisonous breath weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dread Examiner:&#039;&#039;&#039; Enigmatic, otherworldly beings that materialize to conduct hideous experiments in mind-shaping and [[fleshcrafting]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drudge Pitcher:&#039;&#039;&#039; A magically mutated giant pitcher plant that devours living creatures, partially digests them, then spits out their [[zombie]]fied corpses to hunt more prey for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dubius:&#039;&#039;&#039; Small, [[imp]]-like fiends spawned from doubt, self-pity, loathing, misery and despair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dust Grazer:&#039;&#039;&#039; A hideous [[fungus]] turned [[aberration]] that spawns in the wastelands produced by magical fallout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Dwarf]], Angler:&#039;&#039;&#039; A mutant offshoot of the [[dwarf]] race devolved into feral predators with glowing lures akin to anglerfish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Dwarf]], Firecracker:&#039;&#039;&#039; Elite dwarven warriors who wield concussive force-generating mauls and an arsenal of fiery grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarf, Pike Guard:&#039;&#039;&#039; A specialist dwarf warrior.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Elemental]]:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Permafrost:&#039;&#039; An elemental of ice, earth and stone, often containing ancient diseases hidden within its body.&lt;br /&gt;
* &#039;&#039;Rockslide:&#039;&#039; A variant earth elemental made of independently mobile stones, giving it greater speed and mobility.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Elf]]; [[Shadow Fey]] Executioner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ember Glider:&#039;&#039;&#039; A mutant squirrel imbued with [[elemental]] fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equitox:&#039;&#039;&#039; A powerful fiend resembling a diseased white horse with wildebeest-like horns that spreads disease and drought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Erina]] Tussler:&#039;&#039;&#039; An elite [[Erina]] warrior specializing in grappling to take advantage of its prickly protective coat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ettin]], [[Kobold]]:&#039;&#039; A giant, two-headed kobold. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faux-Garou:&#039;&#039;&#039; A [[druidic]] construct made from bones and wood, imbued with the bility to assume a bestial form and driven to hunt and slay those who killed its base creatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Archfey|Fey Lords &amp;amp; Ladies]]:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Coral Queen Kirana&#039;&#039;&lt;br /&gt;
* &#039;&#039;Lizbet Anthur, Countess of Garlands&#039;&#039;&lt;br /&gt;
* &#039;&#039;Duchess Calpe Belinapter, Mother Moth&#039;&#039;&lt;br /&gt;
* &#039;&#039;Rainforest King Kashama&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Fiend]] Lords:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Abhaddanayla&#039;&#039;&lt;br /&gt;
* &#039;&#039;Malaabit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forgotten Regent:&#039;&#039;&#039; The cursed undead spawned from a regent whose actions led to the death of the rightful ruler and great calamity in the kingdom.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frostjack:&#039;&#039;&#039; A malicious icy [[fey]] in service to the Snow Queen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Fungus]]:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Duskwilt:&#039;&#039; An intelligent, mobile, light-absorbing fungus often found allied with [[myconid]]s, [[ghoul]]s or [[darakhul]].&lt;br /&gt;
* &#039;&#039;Mulcher:&#039;&#039; A massive predatory fungus that lurks just beneath the topsoil, waiting to snap its fungal jaws around whatever gets close.&lt;br /&gt;
* &#039;&#039;Mush Marcher:&#039;&#039; Once normal moondrop agaricus, a magical ritual transformed these mushrooms into sapient humanoids; whilst intended to be servants, they have free will and will abandon an abusive creator.&lt;br /&gt;
* &#039;&#039;Void:&#039;&#039; Semi-sentient phosphorescent mushrooms that slay creatures with psychic assaults to then feed on their vital fluids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Garmvvolf:&#039;&#039;&#039; Monstrous lupines that resemble three-headed, elephant-sized wolves with the ability to sprout new heads like a [[hydra]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gearmass:&#039;&#039;&#039; A lazy wizard&#039;s attempt to create a cleaning monster by combining a [[Gelatinous Cube]] with a [[Rust Monster]] instead produced this metal-eating [[slime]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghost Knight Templar:&#039;&#039;&#039; An elite rank amongst the undead known as ghost knights.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giant Animals:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Flea&#039;&#039;&lt;br /&gt;
* &#039;&#039;Mantis Shrimp&#039;&#039;&lt;br /&gt;
* &#039;&#039;Mole Lizard&#039;&#039;&lt;br /&gt;
* &#039;&#039;Pufferfish&#039;&#039;&lt;br /&gt;
* &#039;&#039;Walking Stick (Insect)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Giant]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Firestorm:&#039;&#039; A race of giants produced by the unlikely union of [[Fire Giant]] and [[Frost Giant]].&lt;br /&gt;
* &#039;&#039;Hellfire:&#039;&#039; Descendants of [[Stone Giant]]s that were enslaved by [[fiend]]s.&lt;br /&gt;
* &#039;&#039;Lantern:&#039;&#039; Anglerfish-featured aquatic giants.&lt;br /&gt;
* &#039;&#039;Shire:&#039;&#039; &amp;quot;Civilized&amp;quot; [[Hill Giant]]s who have become almost a parody of [[halfling]]s, having advanced to become an agricultural society.&lt;br /&gt;
* &#039;&#039;Thursir Armorer:&#039;&#039; The blacksmiths of the thursir giants, who favor using weapons and armor taken from slain [[dwarves]] as the base material for their work.&lt;br /&gt;
* &#039;&#039;Thursir Hearth Priestess:&#039;&#039; A female thursir [[cleric]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gigantura:&#039;&#039;&#039; An enormous carnivorous deep-sea fish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GLacial Crawler:&#039;&#039;&#039; A reptilian [[aberration]] found in artic evironments, which hunts the seas and the land by digging tunnels beneath the ice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gnyan:&#039;&#039;&#039; An icy elemental with the shape of a lion that seeks to protect natural beauty and can turn snow into a magical milk that heals all wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goblin Siege Engine:&#039;&#039;&#039; A ramshackle [[construct]] built by goblins as a self-propelled siege tower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Godslayer:&#039;&#039;&#039; Massive constructs built by a lost civilization to slay gods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Golem]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Barnyard&#039;&#039;: A [[Flesh Golem]] made from poultry parts instead of humanoids.&lt;br /&gt;
* &#039;&#039;Chain:&#039;&#039; Created as a hunter-tracker by [[kyton]]s.&lt;br /&gt;
* &#039;&#039;Ice:&#039;&#039; This iteration is a captive-seeker, with a metal lower torso and an ice upper torso it imprisons retrieved targets inside.&lt;br /&gt;
* &#039;&#039;Origami:&#039;&#039; Renowned for their beauty, and sometimes used as asassins.&lt;br /&gt;
* &#039;&#039;Tar:&#039;&#039; Typically found used aboard ships and in shipyards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gremlin, Bilge:&#039;&#039;&#039; An aquatic version of the standard gremlin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gremlin, Rum Story Keeper:&#039;&#039;&#039; The [[bard]]s of rum gremlin society.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grivid:&#039;&#039;&#039; A bizarre aberration that resembles an ostrich, until it starts spewing parasitic worms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grolar Bear:&#039;&#039;&#039; A hybrid of grizzly bear and polar bear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gullkin:&#039;&#039;&#039; A race of [[beastfolk|humanoid gulls]], complete with functional wings, that are most commonly found on the &amp;quot;surface&amp;quot; of the [[Elemental Plane]] of Water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Haakjir:&#039;&#039;&#039; Sabertooth tigers crossbred with earth elementals by [[svirfneblin]] to guard their communities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Hag]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Brine:&#039;&#039; Aquatic hags with a [[merfolk]] body structure.&lt;br /&gt;
* &#039;&#039;Floe:&#039;&#039; Aquatic hags from arctic environments that attempt to drag victims beneath the frigid waters.&lt;br /&gt;
* &#039;&#039;Pesta:&#039;&#039; Also known as &amp;quot;Plague Hags&amp;quot; for their affinity for disease, though they can also cure the sick when the whim takes them.&lt;br /&gt;
* &#039;&#039;Wood:&#039;&#039; A rainforest and swamp-dwelling relative of the green hag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harpy, Plague:&#039;&#039;&#039; A [[harpy]] subspecies that spreads diseases to ensure a steady supply of infected carrion to feed on, distinguished by its vulture-like head.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harvest Horse:&#039;&#039;&#039; A crude metallic [[golem]] created to help plow fields and harvest crops.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Herd Skulker:&#039;&#039;&#039; A magical wolf that can shapeshift into the form of livestock and project a bestial charm, allowing it to pick off livestock with ease.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hinderling:&#039;&#039;&#039; A [[fey]] in the form of an ugly, miserable little old man, summoned by the curse of a [[hag]] to bedevil a victim with ever-increasing misfortunes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hippopotamus:&#039;&#039;&#039; ...It&#039;s just a hippo. But apparently, even [[druid]]s can&#039;t make friends with the cantankerous beasts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hirudine Stalker:&#039;&#039;&#039; A sapient, giant, albino leech with the ability to spit its teeth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Howler of the Hill:&#039;&#039;&#039; A strange monstrosity from the [[Far Realm|Void]] that relishes in tormenting summoners and diabolists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hvalfiskr:&#039;&#039;&#039; An aquatic [[giant]] species with the ability to shapeshift into the form of a whale.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ibexian:&#039;&#039;&#039; A fiendish ram with flaming horns, hooves and blood used as a demonic shock trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ice Urchin:&#039;&#039;&#039; A giant, predatory, elementally infused hedgehog or porcupine found in arctic climates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ice Willow:&#039;&#039;&#039; An enchanted tree created by druids of frozen environments, which can fling icicles as throwing weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iceworm:&#039;&#039;&#039; An oversized, predatory worm native to arctic climates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imperator:&#039;&#039;&#039; A huge, unusually intelligent emperor penguin, so powerful it can even eat sharks and seals, and which can command the obedience of ordinary penguins around it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incandescent One:&#039;&#039;&#039; A strange celestial created when a stone of heavenly origin falls into the ocean.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ion Slime:&#039;&#039;&#039; An electrified slime.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jinnborn Pirate:&#039;&#039;&#039; A [[jinnborn]] that has become a [[pirate]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jubjub Bird:&#039;&#039;&#039; A large, territorial bird with a serpentine tail, notorious for its stubbornness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Juniper Sheriff:&#039;&#039;&#039; A rabbit-featured fey created by the [[archfey]] to seek out knowledge amongst the humanoid races.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karkadann:&#039;&#039;&#039; A giant, magical rhino with a single massive, almost [[unicorn]]-like horn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Khamaseen:&#039;&#039;&#039; A tiny elemental of wind, dust and lightning found in arid regions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Khargi:&#039;&#039;&#039; Enormous fiendish beetles that are highly protective of regular insects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Kobold]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Drake Rider:&#039;&#039; A kobold who has tamed a [[drake]] as a riding beast.&lt;br /&gt;
* &#039;&#039;Empyrean:&#039;&#039; A celestial kobold who serves a zinitran angel.&lt;br /&gt;
* &#039;&#039;Monster Hunter:&#039;&#039; A kobold who has become their society&#039;s equivalent of an adventurer/big game hunter.&lt;br /&gt;
* &#039;&#039;Sapper:&#039;&#039; A kobold siege-breaker.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lakescourge Lotus:&#039;&#039;&#039; A water-haunting undead animated by a cursed lotus flower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leashed Lesion:&#039;&#039;&#039; A giant, spidery [[abberation]] that can symbiotically bond with other creatures that dare to ride upon it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ley Wnaderer:&#039;&#039;&#039; A strange aberration that travels along leylines, harmless unless provoked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Life Broker:&#039;&#039;&#039; A [[fey]] merchant who specializes in buying and selling lives, in whole and in part.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Eater:&#039;&#039;&#039; A slug-like aberration that feeds on light.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Living Soot:&#039;&#039;&#039; A rare elemental born from a conflux of forces from the Planes of Air, Earth and Fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lobe Lemur:&#039;&#039;&#039; A predatory lemur that feeds on brain tissue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lycanthrope]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;[[Werecrocodile]]&lt;br /&gt;
* &#039;&#039;[[Wereotter]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Malmbjorn:&#039;&#039;&#039; Mutant bears that feed on metal as well as flesh, digging up raw ore with adamantine claws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meerkat:&#039;&#039;&#039; It&#039;s just a meerkat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Megantereon:&#039;&#039;&#039; A black-furred sabertooth tiger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midnight Sun:&#039;&#039;&#039; A malevolent aberration of living light that appears in polar and subpolar regions during the midnight sun, polar night, and the northern lights.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mindshard:&#039;&#039;&#039; A predatory, parasitic aberration that appears as a floating, many-faceted crystal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Minotaur]], Ravening:&#039;&#039;&#039; A minotaur infected with a disease that turns it into a heart-eating mindless berserker.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monkey&#039;s Bane Vine:&#039;&#039;&#039; A predatory creeper that uses delicious-tasting fruit to lure prey in reach of its crushing vines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonweaver:&#039;&#039;&#039; A race of sapient, nocturnal weaver birds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonless Hunter:&#039;&#039;&#039; A malevolent predatory fey that prowls coastal roads and shorelines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonweb:&#039;&#039;&#039; A levitating jellyfish-like predator from the [[Ethereal Plane]] that can enter the [[Material Plane]] on the nights of the full moon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moppet:&#039;&#039;&#039; A construct in the form of an animated toy that is created by malevolent beings to trap victims in deadly waking nightmares so it can harvest their psychic energy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortifera:&#039;&#039;&#039; An amphibious aberration that resembles a headless humanoid with its body split by a vertical mouth, from which emerge fanged tongues that could be mistaken for lotus flowers at a casual glance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mudmutt:&#039;&#039;&#039; A cross between a giant frog and a dog. Friendly, but all but impossible to train.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mummy, PEat:&#039;&#039;&#039; The vengeful undead remains of somebody who was drowned in a peat bog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Muraenid:&#039;&#039;&#039; Sapient, spellcasting moray eels created by [[aboleth]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Musk Deer:&#039;&#039;&#039; Literally just the animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Myrmex:&#039;&#039;&#039; Friendly earth elementals in the shape of giant ants with an incessant need to explore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nariphon:&#039;&#039;&#039; A magical carnivorous plant that creates vegetative clones of animals it has eaten to hunt for it, and the sap of which is a deadly anti-dragon poison.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nautiloid:&#039;&#039;&#039; A gargantuan sapient nautilus with a small city built into its shell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Necrotech:&#039;&#039;&#039; Undead constructs built by groups of necromancers.&lt;br /&gt;
* &#039;&#039;Bonecage Constrictor:&#039;&#039; A serpent or centipede-like necrotech created to carry prisoners or undead servants.&lt;br /&gt;
* &#039;&#039;Reaver:&#039;&#039; An amalgamation of undead giant pieces and artificial scaffolding used as a siege engine.&lt;br /&gt;
* &#039;&#039;Thunderer:&#039;&#039; An undead siege weapon made by taking a giant quadruped, such as an elephant or triceratops, and replacing its skull and spine with an integrated ballista.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Niya-Atha:&#039;&#039;&#039; A race of honorable, war-like, [[fey]] in the form of ape-men that can grow into larger forms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nullicorn:&#039;&#039;&#039; A unicorn contaminated by the powers of the Void, turning it into a living anti-magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oaken Sentinel:&#039;&#039;&#039; An oak tree granted semi-awareness and mobility by druidic magic to oserve as a guardian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Obeleric:&#039;&#039;&#039; An aberrant horror resembling a tangle of intestines within a shell of gravel and dirt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Obsidian Ophidian:&#039;&#039;&#039; A hyper-territorial lava-born elemental resembling a giant snake made of obsidian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offal Walker:&#039;&#039;&#039; A crude undead made from necromantic leftovers, primarily animal bones and lots and lots of entrails.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ogre]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Alleybasher:&#039;&#039; A relatively smart ogre that has adapted to a life of crime in an urban environment.&lt;br /&gt;
* &#039;&#039;Black Sun:&#039;&#039; An ogre imbued with infernal runes and armed with an unholy blade to serve as agents for dark religions.&lt;br /&gt;
* &#039;&#039;Cunning Artisan:&#039;&#039; An ogre mage that specialises in crafting magic items - especially cursed ones.&lt;br /&gt;
* &#039;&#039;Kadag:&#039;&#039; An ogre who has gained intelligence and a necromantic affinity throiugh hermetic meditation and ritual murder.&lt;br /&gt;
* &#039;&#039;Rainforest:&#039;&#039; A fallen fey relative of the ogre native to tropical rainforests, which can transform into a boar.&lt;br /&gt;
* &#039;&#039;Rockchewer:&#039;&#039; Relatively benign ogres with stony skin and an appetite for minerals.&lt;br /&gt;
* &#039;&#039;Void-Blessed:&#039;&#039; A mutant ogre touched by the Void.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Salt:&#039;&#039;&#039; A vengeful revenant of a sailor who was made to walk the plank for crimes they didn&#039;t commit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Slime|Oozes]]:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Leavesrot:&#039;&#039; A predatory slime mold that grows in piles of rotten leaves.&lt;br /&gt;
* &#039;&#039;Manure:&#039;&#039; A dung heap that has somehow become animate... and hungry for flesh.&lt;br /&gt;
* &#039;&#039;Scintillating:&#039;&#039; An unnaturally intelligent ooze capable of wielding weapons.&lt;br /&gt;
* &#039;&#039;Shoal:&#039;&#039; An ocean-dwelling ooze that serves as home for a colony of acid-resistant fish.&lt;br /&gt;
* &#039;&#039;Sinkhole:&#039;&#039; A translucent ooze that stretches itself across sinkholes or similar openings and eats whatever falls in.&lt;br /&gt;
* &#039;&#039;Sinoper:&#039;&#039; A painting whose paint has become a carnivorous ooze after being saturated with magic.&lt;br /&gt;
* &#039;&#039;Snow:&#039;&#039; An arctic-dwelling ooze.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Painted Phantasm:&#039;&#039;&#039; A living painting that can leave its frame to hunt in the 3d world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pelagic Blush Worm:&#039;&#039;&#039; An aquatic cousin of the purple worm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peri:&#039;&#039;&#039; [[Fairy]]-like [[genie]]s of air that were exiled for misbehavior and have since sworn to redeem themselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pescavitus:&#039;&#039;&#039; An aquatic celestial resemibling a fish with a human face. Sometimes confused for ningyos, to deadly results.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phoenixborn:&#039;&#039;&#039; A race of fiery birdfolk with the same resurrective powers as a phoenix.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Porcellina:&#039;&#039;&#039; A pack-hunting predator that looks like a cute little piglet... until it opens its gaping maw full of fangs and screams for the rest of the pack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primordial Matriarch:&#039;&#039;&#039; A massive elemental made up of all four elements that exists to spawn new, lesser elementals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primordial Surge:&#039;&#039;&#039; An elemental remnant of the creation of the universe, which exists to both destroy and create without end.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Puca:&#039;&#039;&#039; A fey horse that has been tainted by shadow, luring victims atop its back to take them on terifying rides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Puffinfolk:&#039;&#039;&#039; A humanoid puffin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pyrite Pile:&#039;&#039;&#039; A mineral elemental made up of fool&#039;s gold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pyrrhic Podthrower:&#039;&#039;&#039; A magical plant that throws flaming seedpods to defend itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quagga:&#039;&#039;&#039; A zebra-based [[centaur]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qumdag:&#039;&#039;&#039; A sociable earth elemental in the form of small humanoids made of sand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rafflesian:&#039;&#039;&#039; An intelligent plant that symbiotically bonds with a humanoid host.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Rakshasa]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Myrmidon:&#039;&#039; A rakshasa warrior.&lt;br /&gt;
* &#039;&#039;Pustakam:&#039;&#039; A rakshasa forced to reincarnate in an inferior form to make up for a particularly egregious failure.&lt;br /&gt;
* &#039;&#039;Servitor:&#039;&#039; The lowliest rung of rakshasa society, serving as laborers, builders and minor functionaries unless they can advance into a true rakshasa.&lt;br /&gt;
* &#039;&#039;Slayer:&#039;&#039; A rakshasa master assassin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless Hound:&#039;&#039;&#039; A ghostly hound created from the vengeful soul of a dog that was fatally mistreated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rochade:&#039;&#039;&#039; Small, apeish fey that use their innate teleportation powers to aid them in scavenging and stealing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rock Salamander:&#039;&#039;&#039; An earth elemental in the form of a giant lizard made of stone with the abilitty to manipulate the earth around it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rockwood:&#039;&#039;&#039; A [[treant]] that died in an area with a strong connection to the Elemental Plane of Earth, reincarnated as an elemental of petrified wood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savior Lumen:&#039;&#039;&#039; [[Fairy]]-sized celestials with the form of winged angels who appear in massive swarms to assist in recovery in the wake of natural disasters or terrible battles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sazakan:&#039;&#039;&#039; [Dwarf]]-shaped [[elemental]]s of ice who exist to protect the icy realms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scarabs:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Ruin:&#039;&#039; A giant scavenging beetle animated as one of the undead to process corpses for [[necromancer]]s.&lt;br /&gt;
* &#039;&#039;Suncatcher:&#039;&#039; An enormous beetle with spectacular beauty, but a massive appetite for flesh and vegetation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scarsupial:&#039;&#039;&#039; Arboreal marsupial predators that ambush victims by diving from above.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scorchrunner Jackal:&#039;&#039;&#039; A mutant jackal that absorbs sunlight to fire heat rays. Surprisingly sociable and easily trained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sewer Weird:&#039;&#039;&#039; A corrupted water elemental born from the putrid water that collects in ill-maintained sewers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow Lurker:&#039;&#039;&#039; A humanoid who bartered their shadow away to a [[fey]], only to becoem a shadow-stealing fey in their own right.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shetani:&#039;&#039;&#039; A devil exiled to the mortal realms for its failures, distinguishable by its assymetrical features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silent Crier:&#039;&#039;&#039; An ominous fiend created to spread terror and strife with its madness-spawning bell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sinstar:&#039;&#039;&#039; An alien cactus with a goal of assimilating all life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silthy Tove:&#039;&#039;&#039; A playful fey beast resembling a six-legged white-furred anteater with a love of cheese.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snallygaster:&#039;&#039;&#039; A huge aberration resembling a hybrid of lizard and bird, with bloodsucking tentacles in its mouth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snatch Bat:&#039;&#039;&#039; Kleptomaniacal aberrations that look vaguely like a bat with a human arm for a head.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sodwose:&#039;&#039;&#039; A race of sapient, humanoid grasses obsessed with exterminating all non-plant humanoids, who they fear will drive them extinct. (Talk about a self-fulfilling prophecy...)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soil Snake:&#039;&#039;&#039; A massive snake-shaped construct made by alliances of druids and wizards to battle wildfires in grasslands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Splinter Matron:&#039;&#039;&#039; A former [[dryad]] warped into an insane woody [[hag]] by the slow, corruptive death of the forest she once called home.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stained Glass Moth:&#039;&#039;&#039; A moth-shaped construct of clockwork with stained glass wings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stargazer:&#039;&#039;&#039; A massive sand-dwelling aberration that buries its quadrupedal body in the dirt, devoruing anything that steps onto the jaws that emerge from its back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Star-Nosed Diopsid:&#039;&#039;&#039; A social, parasitic, insectoid [[aberration]] that transforms humanoids into more of its kind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starving SPecter:&#039;&#039;&#039; A highly distorted [[ghost]] warped into a monstrous form after centuries of having been forgotten by the living.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stone-Eater Slime:&#039;&#039;&#039; A [[slime]] from the Elemental Plane of Earth that eats stone... and can turn flesh &#039;&#039;into&#039;&#039; stone with its touch...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunflower Sprite:&#039;&#039;&#039; A cheerful little [[fey]] that looks like a humanoid sunflower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swampgas Shade:&#039;&#039;&#039; The vengeful ghost of somebody who was murdered in a swamp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swarms:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Biting Gnats:&#039;&#039; An enormous cloud of bloodsucking flies.&lt;br /&gt;
* &#039;&#039;Gryllus:&#039;&#039; The illustrations of a tome or manuscript brought to life by magic.&lt;br /&gt;
* &#039;&#039;Ice Borers:&#039;&#039; Elementals that look like flying, carivorous, icicles.&lt;br /&gt;
* &#039;&#039;Swamp Slirghs:&#039;&#039; Elementals that look like lampreys made of mud.&lt;br /&gt;
* &#039;&#039;Vampire Blossoms:&#039;&#039; Blood-sucking white flowers that turn red when fed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talus Flow:&#039;&#039;&#039; An undead earth elemental that feeds on blood to sustain its unnatural existence as an animate mass of scree and gravel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tatzelwurm:&#039;&#039;&#039; A lesser dragon with the head of a cat, two arms, no legs, and a serpentine body.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THe Flesh:&#039;&#039;&#039; A parasitic aberration... look, it&#039;s basically The Thigh from the 80s movie of the same name.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thripper:&#039;&#039;&#039; A flying insectile humanoid from an aberrant dimension that feeds on fey blood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tigebra:&#039;&#039;&#039; A hybrid of tiger and cobra so spiteful that on death, its head tears free of its body and contines to fight for a short time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Torch Mimic:&#039;&#039;&#039; Magical entites engineered as living, self-maintaining torches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tripwire Patch:&#039;&#039;&#039; A carnivorous plant that vastly bolsters the land for miles around when it feeds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Troll]]s:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Breakwater:&#039;&#039; Magically altered trolls made of living water.&lt;br /&gt;
* &#039;&#039;Gutter:&#039;&#039;&#039; A toad-like troll that inhabits urban environments, magically connected to the Toad King.&lt;br /&gt;
* &#039;&#039;Rattleback:&#039;&#039; A troll with distinct rattlesnake traits, including a venomous bite.&lt;br /&gt;
* &#039;&#039;Tumor:&#039;&#039; A troll that has succumbed to a malady that effectively turns its regeneration cancerous, covering it in tumors and malformed appendages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Trollkin]]:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Desert:&#039;&#039; A desert-dwelling trollkin.&lt;br /&gt;
* &#039;&#039;Ragecaster:&#039;&#039; A trollkin spellcaster who can only wield magic when in the throes of a berserk fury.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Truant Devourer:&#039;&#039;&#039; An undead [[gnoll]] that serves as an enforcer for dark gods of death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tuberkith:&#039;&#039;&#039; A race of sapient root vegetables created by a [[fey]] prank that went &#039;&#039;weird&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umbral Shambler:&#039;&#039;&#039; A former humanoid transformed into a hideous monster by exposure to the Void.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Underworld Sentinel:&#039;&#039;&#039; An [[undead]] [[giant]] that serves the gods of death and undeath, typically by guarding necropoli, cemetaries and temples.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urushi Constrictor:&#039;&#039;&#039; A giant snake that is also half poison ivy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vampiric Vanguard:&#039;&#039;&#039; A lesser [[vampire]] strain created to serve as a shock trooper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Veritigibbet:&#039;&#039;&#039; A bizarre fey lore-seeker with no respect for personal boundaries that appears as a little humanoid with a drastically oversized head, born aloft by colorful wings that sprout from its temples.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Void Constructor:&#039;&#039;&#039; A mad construct that builds gates to the darker [[plane]]s, such as the Void.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Void Knight:&#039;&#039;&#039; A powerful eldritch construct created by elder evils and similar cosmic entities as elite soldiers and heralds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vorthropod:&#039;&#039;&#039; A giant lobster with a shell made of semi-cooled lava.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wakwak:&#039;&#039;&#039; A large, predatory flightless bird, named for its cry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wandering Haze:&#039;&#039;&#039; A cloud-like floating ooze from another dimension.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waterkledde:&#039;&#039;&#039; A shapeshifting fiend that can change from its true form - a bat-winged wolf with a sharp beak and the hindquarters of a horse - into any small or medium beast. Typically found near water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild Sirocco:&#039;&#039;&#039; An aggressive and destructive elemental of mixed air and fire heritage, taking the form of a whirling vortex of flames and hot wind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wilderness Crone:&#039;&#039;&#039; A wilderness-dwelling fey with the appearance of an old woman and a powerful set of spells. Not a [[hag]], though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wind Witch:&#039;&#039;&#039; A cursed plant with the shape of a giant tumbleweed and a mind full of malice, often allying with desert-dwelling hags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchalder:&#039;&#039;&#039; An alder tree transformed into a dark ally by a wood hag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wrackwraith:&#039;&#039;&#039; The vengeful spirit of someone who drowned either by murder or because others refused to help, which fashions a body from oceanic detritus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wraith, Oathrot:&#039;&#039;&#039; A special strain of [[wraith]] created from the tormented spirits of those who broke solemn vows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xecha:&#039;&#039;&#039; A slime-like fiendish spy and mercenary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yali:&#039;&#039;&#039; A stone construct with the forequarters of a lion, hindquarters of horse, and head of an elephant, tusked horse, or dog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zilaq:&#039;&#039;&#039; Tiny, two-headed dragons that love books, language and stories.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Zombie]]:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Smokeplume:&#039;&#039; Created by infernal cults, this zombie contains an everburning hellfire core.&lt;br /&gt;
* &#039;&#039;Voidclaw:&#039;&#039; This zombie was twisted by Void energies, imbuing its claws with deadly energies.&lt;br /&gt;
&lt;br /&gt;
[[Category: Game Books]] [[Category: Midgard]]&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Codex_-_Tyranids:_Hungry_Swarmhost_Edition&amp;diff=1011638</id>
		<title>Codex - Tyranids: Hungry Swarmhost Edition</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Codex_-_Tyranids:_Hungry_Swarmhost_Edition&amp;diff=1011638"/>
		<updated>2026-05-20T15:49:45Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.161: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
Disclaimer:&lt;br /&gt;
Games Workshop does not own this fanmade codex, neither is it an attempt to correct or to make GW out of business. This codex was orignally not made by me, and you can find the original here: https://1d4chan.org/wiki/Codex_-_Tyranids:_/tg/_edition. &lt;br /&gt;
&lt;br /&gt;
== Army wide rules ==&lt;br /&gt;
&#039;&#039;&#039;Know No Honor:&#039;&#039;&#039; &#039;&#039;Tyranids do not have a concept of honour nor any subordinates to impress.&#039;&#039; Character models with this rule may not issue or accept challenges, but suffer no penalties for refusing a challenge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Instinctive Behaviour:&#039;&#039;&#039; This special rule is always followed, in brackets, by a type: either Lurk, Hunt or Feed, which corresponds to a table opposite. At the beginning of each of your turns, all Codex: Tyranids units with this special rule that are outside of the synapse range of any friendly Synapse Creatures (see below) must take a Leadership test unless they are: engaged in combat, falling back, have gone to ground or arrived from reserve this turn. If the test is passed, the unit acts normally during this turn. If the test is failed, the unit must roll a D6 on the appropriate Instinctive Behaviour table. The effects of the result rolled last until the beginning of your next turn, unless specified otherwise. If &#039;&#039;all&#039;&#039; the models in the unit with this rule are within synapse range, they may take a Leadership test at the start of their Movement phase; if they pass they gain specific benefits, specified in the Synaptic Bonus line of the Instinctive Behaviour table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Instinctive Fire:&#039;&#039;&#039; Each weapon on this model automatically fires at the nearest enemy unit within range and line of sight as if it were attached like a vehicle. The shots are resolved at the end of the Shooting phase before Morale checks are taken. Each weapon can fire at a different target unit, but they cannot be fired in any other way or at any other time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow in the Warp:&#039;&#039;&#039; Models with the Shadow in the Warp special rule have a shadow in the warp range identical to their Synapse range (below). All enemy units and models with the Psyker, Psychic Pilot or Brotherhood of Psykers special rules suffer a -3 penalty to their Leadership whilst they are within shadow in the warp range. At the start of his Psychic phase opponent player must roll a D6 for each his Psyker unit within shadow in the warp range, and lose a Warp Charge from his pool for each result of 1 or 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Synapse:&#039;&#039;&#039;&lt;br /&gt;
Models with the Synapse Creature special rule have a synapse range of 12&amp;quot;. Friendly Codex: Tyranids models within this synapse range, including the Synapse Creatures themselves, have the Fearless special rule. If a unit from Codex: Tyranids is falling back and at least one of the unit’s models is within a friendly Synapse Creature’s synapse range before the unit moves, the unit automatically Regroups. In addition any units with instinctive behavior get the Synaptic Bonus based on their &lt;br /&gt;
instinctive behavior.&lt;br /&gt;
&lt;br /&gt;
===Instinctive Behaviour===&lt;br /&gt;
*&#039;&#039;&#039;Lurk:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1-2 - Survive:&#039;&#039;&#039; The unit is treated as having failed a Morale test and must immediately Fall Back.&lt;br /&gt;
**&#039;&#039;&#039;3-5 - Seek Cover:&#039;&#039;&#039; In the Movement phase, the unit is not slowed by difficult terrain, though its models must take Dangerous Terrain tests as normal. In the Shooting phase, the unit can Run, but it can only shoot if it is in a building or area terrain (if the unit is partially within area terrain, only those models within area terrain are allowed to shoot). The unit cannot charge in the  Assault phase.&lt;br /&gt;
**&#039;&#039;&#039;6  - Stalk:&#039;&#039;&#039; This follows all the rules for Seek Cover (above). In addition, the unit gains the Stealth special rule.&lt;br /&gt;
**&#039;&#039;&#039;Synaptic Bonus - Sensory Synchronization:&#039;&#039;&#039; The unit gains the Stealth special rule.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hunt:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1-2 - Burrow and Hide:&#039;&#039;&#039; The unit immediately Goes to Ground. Units that contain at least one model with the Fearless special rule treat this result as Prowl (below), instead.&lt;br /&gt;
**&#039;&#039;&#039;3-5 - Prowl:&#039;&#039;&#039; In the Shooting phase, the unit cannot Run and must instead shoot at the closest enemy unit that is within range and line of sight of at least one model in the Tyranid unit. If there is no viable target, the Tyranid unit can do nothing during the Shooting phase. The unit cannot charge in the Assault phase.&lt;br /&gt;
**&#039;&#039;&#039;6 - Destroy:&#039;&#039;&#039; This follows all the rules for Prowl (above). In addition, the unit gains the Preferred Enemy special rule.&lt;br /&gt;
**&#039;&#039;&#039;Synaptic Bonus - Collective Guidance:&#039;&#039;&#039; The unit gains +1 BS&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Feed:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1-2 - Cannibalistic Hunger:&#039;&#039;&#039; The unit immediately suffers a number of hits equal to the number of models in that unit. These hits are resolved using the unit’s majority Strength (if drawn, use the highest) and AP-. Wounds are allocated by the owning player and armour saves (but not cover saves) may be taken. After resolving casualties (if any) the unit can do nothing else until the end of its turn. Units consisting of only a single model treat this result as Devour (below), instead.&lt;br /&gt;
**&#039;&#039;&#039;3-5 - Devour:&#039;&#039;&#039; In the Shooting phase, the unit cannot shoot or Run. In the Assault phase, if the unit is able to declare a charge, it must do so against the closest viable enemy unit. If the unit cannot declare a charge, it does nothing in the Assault phase.&lt;br /&gt;
**&#039;&#039;&#039;6 - Kill:&#039;&#039;&#039; This follows all the rules for Devour (above). In addition, the unit gains the Rage special rule.&lt;br /&gt;
**&#039;&#039;&#039;Synaptic Bonus - Neurokinetic Acceleration:&#039;&#039;&#039; The unit gains +1 A.&lt;br /&gt;
&lt;br /&gt;
== Warlord traits ==&lt;br /&gt;
*&#039;&#039;&#039;1 - Consumer:&#039;&#039;&#039; The Warlord regains a single wound in each assault phase in which he made one or more unsaved wound(s).&lt;br /&gt;
*&#039;&#039;&#039;2 - Heightened senses:&#039;&#039;&#039; The Warlord, and all friendly models from Codex: Tyranids within his Synapse range have the Night Vision, Interceptor and Counter-attack special rules.&lt;br /&gt;
*&#039;&#039;&#039;3 - Synaptic lynch-pin:&#039;&#039;&#039; The Warlord’s synapse range is increased by 6&amp;quot;, and the Warlord gains Adamantium Will.&lt;br /&gt;
*&#039;&#039;&#039;4 - Trophy Hunter:&#039;&#039;&#039; Your army gains 1 victory point for each character your warlord kills.&lt;br /&gt;
*&#039;&#039;&#039;5 - Pheromone Beacon:&#039;&#039;&#039; All friendly tyranids models deep striking within 6&amp;quot; of the warlord does not scatter, as long as the warlord was on the table at the start of your turn.&lt;br /&gt;
*&#039;&#039;&#039;6 - Adaptive Biology:&#039;&#039;&#039; The first time your Warlord suffers one or more unsaved Wounds, it gains the Feel No Pain (5+) special rule at the end of the phase it suffers Wound and keeps it for the remainder of the game. If it already has the Feel No Pain special rule it is improved by 1.&lt;br /&gt;
&lt;br /&gt;
== Hive fleet tactics ==&lt;br /&gt;
All hive fleets are battle brothers&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Behemoth:&#039;&#039;&#039; &#039;&#039;Forward Surveyors:&#039;&#039; Choose one type of enemy unit (Ork Boys, Dark Angels tactical squad, etc.) - all friendly Behemoth units within the Warlord&#039;s synapse range (including himself) gain Preferred Enemy against all units with the chosen name. In addition, may organize into a &amp;quot;Spearhead Swarm&amp;quot; detachment described below.&lt;br /&gt;
**&#039;&#039;&#039;Spearhead Swarm detachment:&#039;&#039;&#039; This is a primary detachment with 2 HQ, 4 elites, 4 fast attack, 2 heavy support, 4 troops, 1 lords of war and 1 fortification, with 1 HQ, and 2 fast attack mandatory. &lt;br /&gt;
::Сommand Benefits: Forward Swarm: Units of this detachment may re-roll Reserve rolls (including successful ones), Deep Strike scatter (except for the Mawloc) and Outflank results. Additionally, Fast Attack units have objective secured, and count friendly Behemoth synaptic creatures as having +6&amp;quot; to synaptic range.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kraken:&#039;&#039;&#039; &#039;&#039;Gene-cult Network:&#039;&#039; For every one Genestealer Brood taken may bestow the Infiltrate  special rule to one other Kraken unit. In addition, may organize into an &amp;quot;Encirclement Swarm&amp;quot; detachment described below.&lt;br /&gt;
**&#039;&#039;&#039;Encirclement Swarm detachment:&#039;&#039;&#039; This is a primary detachment with 2 HQ, 3 elites, 3 fast attack, 3 heavy support, 6 troops, 1 lords of war and 1 fortification, with 1 HQ, and 2 troops mandatory. &lt;br /&gt;
::Сommand Benefits:&lt;br /&gt;
:::Encirclement: Units of this detachment with Outflank special rule may enter the field from any table edge (including opponent&#039;s one). For each Kraken unit you have in Reserves, you may force your opponent to re-roll one of his Reserve rolls.&lt;br /&gt;
:::The Jaws Snap Shut: If this detachment is your primary detachment then your Warlord may re-roll the result on the Tyranid Warlord traits table when generating its Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Leviathan:&#039;&#039;&#039; &#039;&#039;Without Numbers:&#039;&#039; Hormagaunts, termagaunts and gargoyles get toxin sacks and adrenal glands biomorphs for half points cost. In addition, may organize into a &amp;quot;Without Numbers&amp;quot; detachment described below.&lt;br /&gt;
**&#039;&#039;&#039;Without Numbers detachment:&#039;&#039;&#039; This is a primary detachment with 3 HQ, 4 elites, 4 fast attack, 4 heavy support, 8 troops slots, 1 lords of war and 1 fortification, with 1 HQ and 3 troops mandatory. &lt;br /&gt;
::Сommand Benefits:&lt;br /&gt;
:::Wave After Wave: Each time your Hormagaunt, Termagunt or Gargoyle model is removed as a casualty you gain one Second Wave token. Each time your Second Wave tokens reach 16 remove them all and place a 10-model Termagant or Hormagaunt brood with no upgrades into ongoing Reserves.&lt;br /&gt;
:::Synapsis Management: If this detachment is your primary detachment then your Warlord may re-roll the result on the Tyranid Warlord traits table when generating its Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jourmungandr:&#039;&#039;&#039; &#039;&#039;Tremor:&#039;&#039; Raveners are troops, Rippers may get deep strike for free, Trygons and Mawlocs may re-roll deepsrike scatter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gorgon:&#039;&#039;&#039; &#039;&#039;Adaptive Evolution:&#039;&#039; Mutation prices are halved (round up). During deployment phase each model in Gorgon army may replace one of it&#039;s mutations with another of the same or lower points cost. If Gorgon is your primary detachment, roll D6 each time one of your units with Synapse Creature rule is removed as a causality - on 1-2 you lose one Victory Point (to the minimum of 0).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hydra:&#039;&#039;&#039; &#039;&#039;The Awakening:&#039;&#039; Tervigons are troops by default. All Monstrous Creatures gain Feel no Pain (6+) on the first turn or on the turn they arrive from reserves.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Naga:&#039;&#039;&#039; &#039;&#039;Psychic Monstrosity:&#039;&#039; All Naga psykers may re-roll psychic dice rolls of 1 when attempting to manifest a psychic power, and gain +3&amp;quot; to their Synapse range.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Moloch:&#039;&#039;&#039; &#039;&#039;City Eaters:&#039;&#039; All non-monstrous creatures gain Move Through Cover (Ruins) and Stealth (Ruins). Any model with the assess to Basic Bio-cannons can replace its scything talons with twin-linked stranglewebs for free.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nidhoggr:&#039;&#039;&#039; &#039;&#039;Hellspawn:&#039;&#039; Strength and AP of all flame weapons and weapons with the Soul Blaze or Melta special rules, that are fired on Nidhoggr units is lowered by one (like S4 AP5 flamer becoming S3 AP6). Any model with the assess to Basic Bio-cannons can replace its scything talons with flamer stranglewebs for 5 pts. Nidhoggr psykers gain access to Pyromancy discipline. Ally as Come the Apocalypse with other Hive fleets, but Allies of Convenience with Chaos Daemons. In addition, may organize into a &amp;quot;Giants&#039; March&amp;quot; detachment described below.&lt;br /&gt;
**&#039;&#039;&#039;Giants&#039; March detachment:&#039;&#039;&#039; This is a primary detachment with 3 HQ, 3 elites, 3 fast attack, 6 heavy support, 3 troops slots, 1 lords of war and 1 fortification, with 1 HQ and 2 heavy support mandatory. &lt;br /&gt;
::Сommand Benefits: Flaming Horror: All Nidhoggr creatures gain Fear special rule. Those who already had it bestow -2 penalty to Leadership for Fear tests against them. Models with 3 or more base Wounds gain Objective Secured while within synapse range.&lt;br /&gt;
&lt;br /&gt;
==Psychic powers== &lt;br /&gt;
Unless mentioned otherwise all Tyranid psykers may generate their powers from the Biomancy, Telepathy, and Telekinesis disciplines as well as Hivemind&#039;s Control and Hivemind&#039;s Wrath, though they &#039;&#039;must&#039;&#039; generate at least one of their psychic powers from Hivemind&#039;s Control or Hivemind&#039;s Wrath disciplines. If the Psyker generates all of his powers only from Hivemind&#039;s Control and/or Hivemind&#039;s Wrath disciplines, it still get the Primaris power from one of these disciplines of his choice as Psychic Focus.&lt;br /&gt;
&lt;br /&gt;
Tyranid Psykers gain +1 to Perils of the Warp rolls (to the maximum of 6), if they suffer Perils by manifesting powers from Hivemind&#039;s Control or Hivemind&#039;s Wrath disciplines, and -2 penalty to Perils of the Warp rolls (to the minimum of 1), if they suffer Perils by manifesting powers from Biomancy, Telepathy, or Telekinesis disciplines.&lt;br /&gt;
&lt;br /&gt;
===Hivemind&#039;s Control:===&lt;br /&gt;
*&#039;&#039;&#039;Primaris: Dominion&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::Dominion is a &#039;&#039;&#039;blessing&#039;&#039;&#039; that targets the Psyker. Whilst this power is in effect the Psyker adds 6&amp;quot; to its synapse range.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1: Catalyst&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::Catalyst is a &#039;&#039;&#039;blessing&#039;&#039;&#039; that targets the Psyker’s unit and up to one other friendly unit from Codex: Tyranids that is within 12&amp;quot;. Whilst this power is in effect, the targets gain the Feel No Pain special rule. If either Psyker or the target already has Feel No Pain special rule, it is improved by one whilst the power is in effect (for example, 5+ become 4+).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2: Onslaught&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::Onslaught is a &#039;&#039;&#039;blessing&#039;&#039;&#039; that targets a single friendly unit from Codex: Tyranids within 24&amp;quot;. Whilst this power is in effect, the target unit can either both Run and Shoot in its Shooting phase (in any order) or Run and then Charge in the following Assault Phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3: Unstoppable&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::Unstoppable is a &#039;&#039;&#039;blessing&#039;&#039;&#039; that targets a single friendly unit from Codex: Tyranids within 24&amp;quot;. Whilst this power is in effect, the target unit gain Rage, Furious Charge, Fleet, Eternal Warrior, Feel No Pain (2+) and It Will not Die special rules, and may re-roll failed to-hit rolls in both shooting and close combat. At the start of your next Psychic phase target must immediately pass the Leadership test or be removed as causality. If it &#039;&#039;pass&#039;&#039; the test, it cannot Move, Shoot, Run, Charge, Overwatch, make cover save throws and fight in close combat and is hit automatically in close combat until the start of it&#039;s next Psychic phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4: Fury&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::Fury is a &#039;&#039;&#039;blessing&#039;&#039;&#039; that targets the Psyker’s unit and up to one other friendly unit from Codex: Tyranids that is within 12&amp;quot;. Whilst this power is in effect, the targets gain the Furious Charge and Rage special rules. If either Psyker or the target already have any of these special rules, it also gains the Hatred special rule whilst the power is in effect.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;5: Empathic Backslash&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 2&lt;br /&gt;
::Empathic Backslash is a &#039;&#039;&#039;blessing&#039;&#039;&#039; that targets a single friendly unit from Codex: Tyranids that is within 12&amp;quot;. Whilst this power is in effect, each time this unit suffers an unsaved wound from shooting or psychic power, deal an automatic hit with Strenght equal to this unit&#039;s majority Toughness, AP2 and Ignores Cover special rule to the unit that dealt that wound, resolved as a shooting attack. Against vehicles these hits are resolved at Strength 9 against rear armour.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;6: One Mind&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 2&lt;br /&gt;
::One Mind is a &#039;&#039;&#039;blessing&#039;&#039;&#039; that targets the Psyker’s unit and up to one other friendly unit from Codex: Tyranids that is within 12&amp;quot;. Whilst this power is in effect, the targets gain +3 their Weapon Skill and Ballistic Skill.&lt;br /&gt;
&lt;br /&gt;
===Hivemind&#039;s Wrath:===&lt;br /&gt;
*&#039;&#039;&#039;Primaris: The Horror&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::The Horror is a malediction that targets a single enemy unit within 24”. The target must immediately take a Pinning test with a -2 modifier to their Leadership.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1: Psychic Scream&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::Psychic Scream is a &#039;&#039;&#039;nova&#039;&#039;&#039; power with a range of 6&amp;quot;. For each target unit, roll 2D6+2 and subtract their Leadership. That unit suffers a number of Wounds equal to the result. Armour and cover saves cannot be taken against Wounds caused by Psychic Scream.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2: Alien Voice&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 2&lt;br /&gt;
::Alien Voice is a &#039;&#039;&#039;focused witchfire&#039;&#039;&#039; power with a range of 18&amp;quot;. Both target and the Psyker must roll D6 and add the result to their Leadership - if the Psyker gets a bigger result, the target is removed as casuality, but if the target get a bigger result, the Psyker&#039;s Synapse range is immediately reduced by 6&amp;quot; until the start of his next Psychic phase. Models without Leadership value cannot be affected by this psychic power.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3: Despair&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::Despair is a &#039;&#039;&#039;witchfire&#039;&#039;&#039; with the following profile:&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 18&lt;br /&gt;
| 9*&lt;br /&gt;
| 2&lt;br /&gt;
| Assault D3+1&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Against targets with Toughness value, Despair wounds against their Leadership rather than toughness. Glancing and Penetrating hits from this power does not cause vehicles to lose Hull Points and penetrating hits only roll D3 for vehicle damage (adding modifiers for AP values and Open Topped as normal) and don&#039;t roll for building damage at all. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4: Paroxysm&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::Paroxysm is a &#039;&#039;&#039;malediction&#039;&#039;&#039; that targets a single enemy unit within 24&amp;quot;. Whilst this power is in effect, the target unit’s Weapon Skill and Ballistic Skill are both reduced by D3 (roll once and apply the result to both characteristics).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;5: Hunger&#039;&#039;&#039; &lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::Hunger is a &#039;&#039;&#039;witchfire&#039;&#039;&#039;  that targets a single non-vehicle enemy unit within 24&amp;quot;. Roll an opposed Leadership test against the highest LD value in the targeted unit, if the target fails, the unit immediately suffers a number of hits equal to the number of models in that unit. These hits are resolved using the unit’s majority Strength (if drawn, use the highest) and AP-. Wounds are allocated by the owning player and armour saves (but not cover saves) may be taken.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;6: Warp Blast&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 2&lt;br /&gt;
::Warp Blast is a &#039;&#039;&#039;witchfire&#039;&#039;&#039; power. Warp Blast can be used as either a Burst or a Lance. Each time this power is manifested, the controlling player must choose which profile is being used, before the target is chosen:&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Burst&lt;br /&gt;
| 24&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 1, Blast&lt;br /&gt;
|-&lt;br /&gt;
| Lance&lt;br /&gt;
| 18&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| Assault 1, Lance&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tyranid Biomorphs==&lt;br /&gt;
===Melee Biomorphs===&lt;br /&gt;
(re)&#039;&#039;&#039;Designer’s Note:&#039;&#039;&#039; &#039;&#039;Tyranid Melee weapons come as pairs. For game purposes, each pair is treated as a single Melee weapon. This means that Tyranid models must fight with two pairs of any Tyranid Melee weapons to gain a bonus Attack in close combat for fighting with two weapons. For example, a Hormagaunt armed with a single pair of scything talons does not gain a bonus Attack, but a Ravener with two pairs of scything talons, or a Genestealer with a pair of rending claws and a pair of scything talons, does.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crushing Claws and Wrecking Ball&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Crushing Claws&lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Armourbane, Unwieldy, Crusher&lt;br /&gt;
|-&lt;br /&gt;
| Crushing Claw and Wrecking Ball&lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Armourbane, Unwieldy, Wrecker, Sweep&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Crusher:&#039;&#039;&#039; Model, equipped with atleast one set of Crushing Claws gain +D3 additional attacks in close combat for each set. A model equipped with two ets of crushing claws gets double strength instead of +2.&lt;br /&gt;
::&#039;&#039;&#039;Wrecker:&#039;&#039;&#039;Model, equipped with a set of Crushing Claw and Wrecking Ball have +1 bonus for penetrating building armour and building damage rolls.&lt;br /&gt;
::&#039;&#039;&#039;Sweep:&#039;&#039;&#039; Model, equipped with a set of Crushing Claw and Wrecking Ball may forgo all of it&#039;s attacks in close combat to deal a single automatic hit with S:User and AP:3 for each enemy model in a base contact with it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Boneswords and Lash Whips&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Boneswords&lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 3&lt;br /&gt;
| Melee, Life Drain, Parry&lt;br /&gt;
|-&lt;br /&gt;
| Lash Whips&lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| -&lt;br /&gt;
| Melee, Constrict&lt;br /&gt;
|-&lt;br /&gt;
| Bonesword and Lash Whip&lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 3&lt;br /&gt;
| Melee, Life Drain, Parry, Constrict&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Life Drain:&#039;&#039;&#039; Model, equipped with a set of Bonesword and Lash Whip inflict Instant Death in close combat on to wound roll of 6. Model, equipped with a set of two Boneswords inflict Instant Death in close combatt on to-wound roll of 5+. Model, equipped with two sets of Boneswords inflict Instant Death in close combat on to-wound roll of 4+.&lt;br /&gt;
::&#039;&#039;&#039;Parry:&#039;&#039;&#039; Models equipped with a set of Bonesword and Lash Whip have 6+ invulnerable save during Fight subphase of the Assault Phase. Models equipped with a set of two Boneswords have 5+ invulnerable save during Fight subphase of the Assault Phase. Models equipped with two sets of Boneswords have 4+ invulnerable save during Fight subphase of the Assault Phase.&lt;br /&gt;
::&#039;&#039;&#039;Constrict:&#039;&#039;&#039; All enemy models in base contact with a model equipped with a set of Bonesword and Lash Whip strike at Initiative step 1 in close combat. All enemy models within 3&amp;quot; of a model equipped with a set of two Lash Whips strike at Initiative step 1 in close combat. All enemy models within 3&amp;quot; of a model equipped with two sets of Lash Whips strike at Initiative step 1 in close combat, and their Weapons Skill is lowered by one.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rending Claws&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 5&lt;br /&gt;
| Melee, Diamantine Tips&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Diamantine Tips:&#039;&#039;&#039; Close combat attacks of a model equipped with a set of two Rending Claws have Rending special rule. Close combat attacks of a model equipped with two sets Rending Claws have Rending special rule, which triggers on to-wound or to-penetrate roll of 5+ rather than 6.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scything Talons&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 6&lt;br /&gt;
| Melee, Slashing Attacks&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Slashing Attacks:&#039;&#039;&#039; Model, equipped with a set of two Scything Talons may re-roll to-hit results of 1 in close combat. Model, equipped with two sets of Scything Talons may re-roll all failed to-hit rolls in close combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sickle Claws&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Sickle Strike&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Sickle Strike:&#039;&#039;&#039; On a roll of a 4+ to Wound, an attack inflicted by a Sickle Claw has the Instant Death special rule.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grasping Talons&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Spine-Maw Strike&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Spine-Maw Strike:&#039;&#039;&#039; When an attack with this special rule results in at least one 6 To Hit, it may make a single additional Spine Maw attack in Initiative step 1 (see rules below)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thorax Spine-Maw&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| +4&lt;br /&gt;
| 1&lt;br /&gt;
| Melee, Instant Death, Digestion Spine&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Digestion Spine:&#039;&#039;&#039; When a Spine-Maw attack removes a model as a casualty, the Model gains a number of Plasm Tokens equal to the number of Wounds on the profile of the model removed (regardless of the number it possessed when it was removed). At the end of its following turns, the Model&#039;s controlling player removes one of these Plasm Tokens. Whilst the Model has at least one Plasm Token, it gains the Feel No Pain (4+) Special Rule&lt;br /&gt;
&lt;br /&gt;
===Ranged Biomorphs===&lt;br /&gt;
*&#039;&#039;&#039;Acid Spray&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Template&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 1, Torrent, Dissolve&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Dissolve:&#039;&#039;&#039; Enemy models suffer a -1 penalty to their armour save throws against wounds caused by weapons with this special rule (for example, models with 3+ armour save only save on a 4+, though AP4 still wouldn&#039;t penetrate their armour). For each vehicle hit by a weapon with this special rule, roll a D6 before rolling for armour penetration. On a 3+ the vehicle loses one point of armour from all facings for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bio-electric Pulse Weapons&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Bio-electric pulse&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 6, Lightning Shock&lt;br /&gt;
|- &lt;br /&gt;
| Bio-electric pulse with containment spines&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 12, Lightning Shock&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Lightning Shock:&#039;&#039;&#039; Each time weapon with this special rule rolls a &amp;quot;six&amp;quot; to hit a vehicle, this hit gains Haywire special rule.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bio-Plasma&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 1, Blast, Maw Cannon&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Maw Cannon:&#039;&#039;&#039; Weapons with this special rule do not count towards the maximum number of weapons fired per shooting phase. In close combat Weapons with this special rule grant one additional attack at the weapons normal Strength and  AP, resolved at Initiative step 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bio-Plasmic Cannon&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Single Shot&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 1, Large Blast&lt;br /&gt;
|- &lt;br /&gt;
| Barrage&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 3, Blast&lt;br /&gt;
|-&lt;br /&gt;
| Fusillade&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 6&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Choking Cloud&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| -&lt;br /&gt;
| Assault 1, Ignores Cover, Large Blast, Poisoned (2+), Predatory Sentience&lt;br /&gt;
|- &lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Predatory Sentience:&#039;&#039;&#039; Hits from this weapon gain Armourbane special rule against open-topped vehicles, and vehicles that are not at their full Hull Points value.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cluster Spines&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| -&lt;br /&gt;
| Assault 1, Large Blast&lt;br /&gt;
|- &lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathspitter Weapons&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Deathspitter&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 3&lt;br /&gt;
|- &lt;br /&gt;
| Deathspitter with deathscreamer grubs&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 6&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devourer Weapons&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Devourer&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| -&lt;br /&gt;
| Assault 3, Neural Agony&lt;br /&gt;
|- &lt;br /&gt;
| Devourer with brainleech worms&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| -&lt;br /&gt;
| Assault 4, Neural Agony&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Neural Agony&#039;&#039;&#039;: A unit that received an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Drool Cannon&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Torrent&lt;br /&gt;
| Template&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 1, Torrent&lt;br /&gt;
|- &lt;br /&gt;
| Split&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 2, Sticky Ooze&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Sticky Ooze&#039;&#039;&#039;: When fired on the front or side armour of Flyers, Weapons with this special rule are AP1 and have the Armourbane special rule. Hits from weapons with this special rule also force -1 penalty to Grounding tests when firing on swooping Flying Monstrous Creatures.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thorax Biomorphs&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Desiccator larvae&lt;br /&gt;
| Template&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| Assault 1, Thorax, Fleshbane&lt;br /&gt;
|- &lt;br /&gt;
| Electroshock grubs&lt;br /&gt;
| Template&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 1, Thorax, Haywire&lt;br /&gt;
|- &lt;br /&gt;
| Shreddershard Beetles&lt;br /&gt;
| Template&lt;br /&gt;
| 3&lt;br /&gt;
| -&lt;br /&gt;
| Assault 1, Thorax, Rending, Shred&lt;br /&gt;
|-&lt;br /&gt;
| Bloodseeker Flies&lt;br /&gt;
| Template&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| Assault 1, Thorax, Blind&lt;br /&gt;
|-&lt;br /&gt;
| Mindflayer Worms&lt;br /&gt;
| Template&lt;br /&gt;
| 4&lt;br /&gt;
| -&lt;br /&gt;
| Assault 1, Thorax, Neural Agony&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Thorax&#039;&#039;&#039;: Weapons with this special rule do not count towards the maximum number of weapons fired per one shooting phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flamespurt Cannon&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| Flamespurt Cannon&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| -Moving&lt;br /&gt;
| Template&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 1, Spurt&lt;br /&gt;
|- &lt;br /&gt;
| -Stationary&lt;br /&gt;
| Template&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 1, Torrent&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Spurt&#039;&#039;&#039;: In close combat models equipped with weapons with this special rule may exchange all of it&#039;s attacks to deal D3 automatic hits at the weapons strength and AP, resolved at double the model&#039;s Initiative step. These hits counts as flame weapons. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fleshborer Weapons&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Fleshborer&lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 1&lt;br /&gt;
|- &lt;br /&gt;
| Fleshborer hive&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 20, Rending&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grasping Tongue&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 3, Ignores Cover, Precision Shots&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Impaler Cannon&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 2, Homing, Ignores Cover&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Homing:&#039;&#039;&#039; Weapons with this special rule can be fired at targets out of the unit&#039;s line of sight.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rupture Cannon&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 2, Chain Reaction&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Chain Reaction:&#039;&#039;&#039; If both shots from the Rupture Cannon hit, those hits gain AP1 and the Armourbane special rule.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shock Cannon&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 1, Blast, Homing, Haywire&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Homing:&#039;&#039;&#039; Weapons with this special rule can be fired at targets out of the unit&#039;s line of sight.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spike Rifle&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 1&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spinefist Weapon&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Spinefist&lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| Assault X, Punch Gun, Twin-Linked&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Spinefist&lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| Assault X, Punch Gun, Twin-Linked&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Punch Gun&#039;&#039;&#039;: Weapons with this special rule get one shot for every Attack on the unmodified characteristic profile of the creature firing them. For example, a Termagant (1 Attack) fires 1 shot while a Ravener (4 Attacks) fires 4 shots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stinger Salvo&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 4&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strangler Weapons&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| Strangleweb&lt;br /&gt;
| Template&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| Assault 1, Pinning, Shred&lt;br /&gt;
|- &lt;br /&gt;
| Barbed Strangler&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 1, Shred, Large Blast, Pinning&lt;br /&gt;
|- &lt;br /&gt;
| Stranglethorn Cannon&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 1, Shred, Large Blast, Pinning&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tentaclids&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 1, Haywire, Pinning, Seeking, Independent Missiles, One use only&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Seeking:&#039;&#039;&#039; If a model makes a shooting attack with a weapon with this special rule against either a Zooming Flyer or a Swooping Flying Monstrous Creatures, it re-rolls failed To Hit rolls made with this weapon. &lt;br /&gt;
::&#039;&#039;&#039;Independent Missiles:&#039;&#039;&#039; Weapons with this special rule do not count towards the maximum number of weapons fired per one shooting phase and any number of them may be fired in addition to other weapons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Venom Cannon Weapons&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Venom Cannon (single shot)&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 1, Blast&lt;br /&gt;
|- &lt;br /&gt;
| Venom Cannon (salvo)&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 2&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Venom Cannon (single shot)&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 9&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 1, Blast&lt;br /&gt;
|- &lt;br /&gt;
| Heavy Venom Cannon (salvo)&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 9&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 2&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spore Mine Weapons&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Spore Mine Cyst&lt;br /&gt;
| -&lt;br /&gt;
| X*&lt;br /&gt;
| X*&lt;br /&gt;
| Assault 1, Barrage, Spore Burst, Spore Bomb&lt;br /&gt;
|- &lt;br /&gt;
|- &lt;br /&gt;
| Spore Mine Launcher&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| X*&lt;br /&gt;
| X*&lt;br /&gt;
| Assault 1, Barrage, Spore Burst&lt;br /&gt;
|- &lt;br /&gt;
| Bio-Plasmic Spore Launcer&lt;br /&gt;
| 24-240&amp;quot;&lt;br /&gt;
| 9&lt;br /&gt;
| 2&lt;br /&gt;
| Ordnance 1, Barrage, Large Blast&lt;br /&gt;
|- &lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Spore Bomb:&#039;&#039;&#039; Unlike other weapons, Spore Mine cysts are used during the Movement phase. A Harpy can fire its Spore Mine cysts once in each of its Movement phases. If it does so, it counts as having fired one weapon in its following Shooting phase; however, any other weapons it fires that turn can choose a different target to the Spore Mine cysts. To fire the Spore Mine cysts, the Harpy must be Swooping. After the Harpy has finished moving, centre the large blast marker on any one model the Harpy has passed over that turn and scatter it D6&amp;quot;. Units take a hit for each model that is even partially under the blast marker’s final position, resolved using the profile above.&lt;br /&gt;
::&#039;&#039;&#039;Spore Burst:&#039;&#039;&#039; If, when the final position of the first blast marker in the barrage is determined, there are no models (friend or foe) under it, place D3 Spore Mine models of appropriate type anywhere within 3&amp;quot; of the blast template central hole so that they are in unit coherency and not within impassable terrain or 1&amp;quot; of an enemy model (any that cannot be placed are lost). These act as a Spore Mine Cluster for the rest of the game.&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Spore Mine weapons can use a wide variety of different mines, which define weapon&#039;s Strength, AP and additional rules.&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Additional rules&lt;br /&gt;
|- &lt;br /&gt;
| Frag Mine&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| Large Blast, Frag Bombardment&lt;br /&gt;
|- &lt;br /&gt;
| Toxin Mines&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 1, Blast, Poisoned (3+)&lt;br /&gt;
|-&lt;br /&gt;
| Acid Mines&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 1, Blast, Armourbane, Direct Hit&lt;br /&gt;
|- &lt;br /&gt;
| Char Mines&lt;br /&gt;
| 7&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 1, Large Blast, Aerial Minefield, Melta*&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Frag Bombardment:&#039;&#039;&#039; Any unit that charges a unit has being hit by at least one Frag Mine during previous Shooting phase does not suffer penalties to it&#039;s Initiative for charging through Difficult terrain.&lt;br /&gt;
::&#039;&#039;&#039;Direct Hit:&#039;&#039;&#039; Acid Mines hit only the model directly under the blast&#039;s central hole. If the blast hits enemy models but the central hole not, count it as a miss and place an Acid Spore Cluster as described per Spore Burst rule.&lt;br /&gt;
::&#039;&#039;&#039;Aerial Minefield&#039;&#039;&#039; Char Mines blast only hit Swooping Flying Monstrous Creatures and Zooming Flyers, despite them being usually immune to blast weapons, and does not affect any other models.&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Char Mines only roll extra dice for Armour Penetration per Melta special rule if the target appears to be directly under the blast template central hole.&lt;br /&gt;
&lt;br /&gt;
===Upgrade Biomorphs===&lt;br /&gt;
*&#039;&#039;&#039;Acid Blood:&#039;&#039;&#039; For each unsaved Wound a model with this biomorph suffers in close combat, the enemy unit that inflicted the Wound must take an Initiative test at the end of the current Initiative step. For each test that is failed, the unit that inflicted the Wound immediately suffers a Strength 5 AP2 hit with the Ignores Cover special rule.&lt;br /&gt;
*&#039;&#039;&#039;Acid Maw:&#039;&#039;&#039; In close combat, a model with this biomorph can make a single additional acid maw attack, resolved at Initiative step 1 with the following profile:&lt;br /&gt;
:{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range &lt;br /&gt;
! S &lt;br /&gt;
! AP &lt;br /&gt;
! Type &lt;br /&gt;
|-  &lt;br /&gt;
| -&lt;br /&gt;
| 5 &lt;br /&gt;
| 2 &lt;br /&gt;
| Melee&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Adamantine Tusks:&#039;&#039;&#039; A model with this upgrade gain Hammer of Wrath special rule. If it already has Hammer of Wrath special rule, it&#039;s Hammer of Wrath attacks gain a +1 Strength bonus.&lt;br /&gt;
*&#039;&#039;&#039;Adrenal Glands:&#039;&#039;&#039; A model with this biomorph has the Fleet and Furious Charge special rules.&lt;br /&gt;
*&#039;&#039;&#039;Amphibious Adaptations:&#039;&#039;&#039; A model with this biomorph count water type terrain as open ground for the purpose of moving or charging, and has the Stealth (Water) special rule.&lt;br /&gt;
*&#039;&#039;&#039;Antidote Glands:&#039;&#039;&#039; A unit with at least half models (round up) with this biomorph treats hits with Poisoned weapon as Poisoned rule being two steps worse to the minimum of 6+, so, for example, 4+ poison become 6+ and 2+ - 4+. Do note, that this does not affect other rules and weapons that wound on flat dice roll, like Fleshbane or Sniper.&lt;br /&gt;
*&#039;&#039;&#039;Burrowing Limbs&#039;&#039;&#039; Units composed entirely with models with this upgrade may Deep Strike within 12&amp;quot; from a friendly Trygon, Trigon Prime, or Mawloc tunnel or within 6&amp;quot; from a ravener brood. If it scatters over friendly model, reduce the scatter distance until it could be placed normally.&lt;br /&gt;
*&#039;&#039;&#039;Blinding Venom:&#039;&#039;&#039; In close combat, a model with this biomorph can exchange all of its normal Attacks to make a single blinding venom attack, which uses the following profile:&lt;br /&gt;
:{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range &lt;br /&gt;
! S &lt;br /&gt;
! AP &lt;br /&gt;
! Type &lt;br /&gt;
|-  &lt;br /&gt;
| -&lt;br /&gt;
| 3 &lt;br /&gt;
| - &lt;br /&gt;
| Melee, Poisoned 6+, Blind&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Dopamine Injector&#039;&#039;&#039; A model with this biomorph has the Feel No Pain special rule.&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Leg Muscles:&#039;&#039;&#039; A model with this upgrade has the Crusader special rule.&lt;br /&gt;
*&#039;&#039;&#039;Feeder Tendrils:&#039;&#039;&#039; A model with this biomorph gain the Preferred Enemy rule against model type they have defeated in close combat. For example, if a model with this biomorph win a combat against Chaos Bike squad, they gain the Preferred Enemy (Bikes) special rule. &lt;br /&gt;
*&#039;&#039;&#039;Flesh Hooks:&#039;&#039;&#039; Models equipped with this biomorph has Move Through Cover special rule, don&#039;t suffer the penalty to their Initiative for charging enemies through difficult terrain, automatically pass Impact tests and can move through solid walls or climb on ruins or basements without ladders. In addition, it can be fired as a ranged weapon with profile below:&lt;br /&gt;
:{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range &lt;br /&gt;
! S &lt;br /&gt;
! AP &lt;br /&gt;
! Type &lt;br /&gt;
|-  &lt;br /&gt;
| 6&amp;quot;&lt;br /&gt;
| User &lt;br /&gt;
| - &lt;br /&gt;
| Assault 2&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Feeding Frenzy Trigger:&#039;&#039;&#039; A model with this upgrade has the Rampage special rule.&lt;br /&gt;
*&#039;&#039;&#039;Hive Mind Direct Link&#039;&#039;&#039;: A Hive Tyrant with this upgrade has the Eternal Warrior special rule. &lt;br /&gt;
*&#039;&#039;&#039;Implant Attack:&#039;&#039;&#039; If a model has this biomorph, its close combat attacks cause Instant Death on a roll of 6 To Wound.&lt;br /&gt;
*&#039;&#039;&#039;Implanted Mechanism Disruption Instincts:&#039;&#039;&#039; A model with this upgrade has the Tank Hunters special rule.&lt;br /&gt;
*&#039;&#039;&#039;Implanted Organism Killing Instincts:&#039;&#039;&#039; A model with this upgrade has the Monster Hunters special rule.&lt;br /&gt;
*&#039;&#039;&#039;Increased Muscle Density:&#039;&#039;&#039; When a model with this upgrade performs a Smash attack, it halves the number of its attacks, instead of reducing them to one.&lt;br /&gt;
*&#039;&#039;&#039;Pressure Detection Sensors:&#039;&#039;&#039; A model with this upgrade has the Interceptor special rule. &lt;br /&gt;
*&#039;&#039;&#039;Psychic Deflection Bio-Crystals:&#039;&#039;&#039; A model with this upgrade has the Adamantium Will special Rule. &lt;br /&gt;
*&#039;&#039;&#039;Regeneration:&#039;&#039;&#039; At the end of each friendly turn, roll a D6 for each model with this biomorph that has less than its starting number of Wounds, but has not been removed as a casualty. On a 4+, that model regains a single Wound lost earlier in the battle.&lt;br /&gt;
*&#039;&#039;&#039;Serrated Blades:&#039;&#039;&#039; If a model has this biomorph, its close combat attacks have the Shred special rule.&lt;br /&gt;
*&#039;&#039;&#039;Snake Body:&#039;&#039;&#039; A model with this upgrade changes it&#039;s type to Beast and has the Deep Strike special rule.&lt;br /&gt;
*&#039;&#039;&#039;Spine Banks:&#039;&#039;&#039; Spine Banks count as assault grenades as described in Warhammer 40 000 rulebook, except each model in a unit can fire them in their shooting phase.&lt;br /&gt;
*&#039;&#039;&#039;Spring Coil Musculature:&#039;&#039;&#039; A model with this upgrade has the Hit And Run special rule. &lt;br /&gt;
*&#039;&#039;&#039;Stonecrusher Ramshield:&#039;&#039;&#039; A model with this upgrade deals one extra Hammer of Wrath attack, it&#039;s Hammer of Wrath attacks are AP3, and all shooting attacks against it suffer -1 penalty to Strength. &lt;br /&gt;
*&#039;&#039;&#039;Simplifiede Thought-Implantation:&#039;&#039;&#039; A model with this upgrade does not test for Instinctive Behaviour and has the Fearless special rule. It may still take a leadership test to gain Synaptic Bonuses as normal.&lt;br /&gt;
*&#039;&#039;&#039;Three-Dimensional Thought Patterns:&#039;&#039;&#039; At the beginning of each shooting phase, a model with this upgrade may choose to have all its ranged attacks gain the Skyfire special rule for the duration of that Shooting phase.&lt;br /&gt;
*&#039;&#039;&#039;Toxic Miasma:&#039;&#039;&#039; Once per game, in any Assault phase, a unit with this biomorph can unleash its toxic miasma. If it does so, at the Initiative 1 step, all enemy units engaged in the combat suffer a number of hits equal to the number of models from their unit in base contact with any model from the Tyranid unit unleashing the toxic miasma. These hits are resolved at Strength 3 AP- and have the Poisoned and Ignores Cover special rules.&lt;br /&gt;
*&#039;&#039;&#039;Toxin Sacs:&#039;&#039;&#039; If a model has this biomorph, its close combat attacks have the Poisoned special rule.&lt;br /&gt;
*&#039;&#039;&#039;Warp Shield Projector:&#039;&#039;&#039; A model with this upgrade has a 5+ invulnerable save, while it&#039;s within synapse range.&lt;br /&gt;
*&#039;&#039;&#039;Wide-Spectrum Retinas:&#039;&#039;&#039; A model with this upgrade has the Night Vision and Acute Senses special rules.&lt;br /&gt;
*&#039;&#039;&#039;Wings:&#039;&#039;&#039; If a Monstrous Creature has this biomorph, its unit type is Flying Monstrous Creature. If a non-Monstrous Creature has this biomorph, it adds Jump to its unit type.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tail Biomorphs:&#039;&#039;&#039; A tail biomorph is a Melee weapon that allows its wielder to make a single additional Attack. Note that this Attack is resolved separately from a model’s other close combat attacks and uses the appropriate profile below. Also note that a tail Attack is not affected by other Melee weapons, biomorphs, upgrades or special rules belonging to the owning model, or vice versa. For example, a Hive Tyrant with a heavy venom cannon, a lash whip and bonesword, a prehensile pincer and toxin sacs does not gain an additional Attack for fighting with two close combat weapons, nor does its prehensile pincer tail attack have either the Smash or Poisoned special rules.&lt;br /&gt;
:{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Range &lt;br /&gt;
! S &lt;br /&gt;
! AP &lt;br /&gt;
! Type &lt;br /&gt;
|-  &lt;br /&gt;
| Bone mace&lt;br /&gt;
| -&lt;br /&gt;
| 8 &lt;br /&gt;
| - &lt;br /&gt;
| Melee, Unwieldy&lt;br /&gt;
|-  &lt;br /&gt;
| Prehensile princer&lt;br /&gt;
| -&lt;br /&gt;
| 6 &lt;br /&gt;
| 5 &lt;br /&gt;
| Melee&lt;br /&gt;
|-  &lt;br /&gt;
| Thresher scythe&lt;br /&gt;
| -&lt;br /&gt;
| 4 &lt;br /&gt;
| 4 &lt;br /&gt;
| Melee, Rending&lt;br /&gt;
|-  &lt;br /&gt;
| Toxin spike&lt;br /&gt;
| -&lt;br /&gt;
| 1 &lt;br /&gt;
| 6 &lt;br /&gt;
| Melee, Poisoned (2+)&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mutations===&lt;br /&gt;
In a units profile there is a section called &amp;quot;Mutations&amp;quot;,followed by a set of numbers: for example a Termagant is (WS:1/BS:1/S:1/T:1/W:-/I:-/A:-/Ld:1/Sv:-/Psy:-/Syn/-). This relates to the cost of the mutations per model; a dash signifies that the model may not take this level of mutation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(WS) - Superior Neural Connections:&#039;&#039;&#039; +1 Weapons Skill&lt;br /&gt;
*&#039;&#039;&#039;(BS) - Improved Vision:&#039;&#039;&#039; +1 Ballistics Skill&lt;br /&gt;
*&#039;&#039;&#039;(S) - Overgrown Muscles:&#039;&#039;&#039; +1 Strength&lt;br /&gt;
*&#039;&#039;&#039;(T) - Hardened Carapace:&#039;&#039;&#039; +1 Toughness&lt;br /&gt;
*&#039;&#039;&#039;(W) - Redundant Organs:&#039;&#039;&#039; +1 Wounds&lt;br /&gt;
*&#039;&#039;&#039;(I) - Duplicated Reflex Chains:&#039;&#039;&#039; +1 Initiative&lt;br /&gt;
*&#039;&#039;&#039;(A) - Explosive Muscle Action:&#039;&#039;&#039; +1 Attack&lt;br /&gt;
*&#039;&#039;&#039;(Ld) - Fear Inhibitors:&#039;&#039;&#039; +1 Leadership&lt;br /&gt;
*&#039;&#039;&#039;(Sv) - Armored Shell:&#039;&#039;&#039; +1 Armor Save&lt;br /&gt;
*&#039;&#039;&#039;(Psy) - Secondary Brain:&#039;&#039;&#039; Improves Mastery Level by 1.&lt;br /&gt;
*&#039;&#039;&#039;(Syn) - Synaptic Enhancement:&#039;&#039;&#039; Improves synapse range by 6&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Apex Biomorphs===&lt;br /&gt;
*&#039;&#039;&#039;The Maw-Claws of Thyrax&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 4&lt;br /&gt;
| Melee, Assimilate, Hardened Diamantine Tips&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Assimilate:&#039;&#039;&#039; If this weapon’s close combat attacks cause an enemy model to be removed as a casualty, the model equipped with the Maw-claws of Thyrax gains the Preferred Enemy special rule against all units chosen from the same codex as the model removed as a casualty.&lt;br /&gt;
::&#039;&#039;&#039;Hardened Diamantine Tips:&#039;&#039;&#039; Close combat attacks of a model equipped with the Maw-Claws of Thyrax have Rending special rule, which triggers on 5+ rather than on 6. Close combat attacks of a model equipped with the Maw-Claws of Thyrax and Rending Claws have Rending special rule, which triggers on to-wound or to-penetrate roll of 4+ rather than 6.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Norn Crown&#039;&#039;&#039;&lt;br /&gt;
::A model with the Norn Crown adds 6&amp;quot; to its synapse range. Additionally, it gains Psyker (Mastery Level 1) special rule. If it already has the Psyker special rule, its Mastery Level is increased by 1. In addition, the model&#039;s invulnerable save is improved by one - if the model does not have an invulnerable save, it gains a 6+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Miasma Cannon&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Miasmic Split&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 1, Large Blast, Poisoned (2+)&lt;br /&gt;
|-&lt;br /&gt;
| Miasmic Spray&lt;br /&gt;
| Template&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 1, Torrent, Poisoned (2+)&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Ymgarl Factor&#039;&#039;&#039;&lt;br /&gt;
::At the start of it&#039;s movement phase, a model with the Ymgarl Factor must alter their form into one of the three listed below. The bonus gained lasts until the start of it&#039;s next movement phase. The same form cannot be chosen in two consecutive turns. &lt;br /&gt;
::*&#039;&#039;&#039;Slashing Claws:&#039;&#039;&#039; The model has +D3 Strength.&lt;br /&gt;
::*&#039;&#039;&#039;Tentacled Limbs:&#039;&#039;&#039; The model has +D3 Attack.&lt;br /&gt;
::*&#039;&#039;&#039;Muscle Carapace:&#039;&#039;&#039; The model has +D3-1 Toughnes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Reaper of Obliterax&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Life Drain*, Parry*, Constrict*&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The Reaper of Obliterax count as both a set of two Boneswords and a set of two Lash Whips for the purpose of these special rules.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Warp Corroding Venom Cannon&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| Single Shot&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 9&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 2, Blast, Aetherbane&lt;br /&gt;
|- &lt;br /&gt;
| Salvo&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 9&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 3, Aetherbane&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Aetherbane:&#039;&#039;&#039; The Warp Corroding Venom Cannon gains a +1 modifier to Strength against units which contain at least one model with the Daemon, Psyker, Psychic Pilot, Brotherhood of Psykers or Brotherhood of Sorcerers special rule. Successful invulnerable saves against wounds or penetrating/glancing caused by the Warp Corroding Venom Cannon must be re-rolled.&lt;br /&gt;
&lt;br /&gt;
==The Genetic Pool==&lt;br /&gt;
&#039;&#039;&#039;Basic Bio-weapons&#039;&#039;&#039;&lt;br /&gt;
::A model may replace its devourer with one of the following:&lt;br /&gt;
::- Scything talons ·············································· free&lt;br /&gt;
::- Spinefists ······················································ free&lt;br /&gt;
::- Deathspitter·················································· 5 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic Bio-cannons&#039;&#039;&#039;&lt;br /&gt;
::A model may replace its devourer with one of the following:&lt;br /&gt;
::- Barbed strangler ········································· 10 pts.&lt;br /&gt;
::- Venom cannon ··········································· 10 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monstrous Bio-cannons&#039;&#039;&#039;&lt;br /&gt;
::A model may replace any pair of scything talons with one of the following:&lt;br /&gt;
::- Twin-linked deathspitter ································ 5 pts.&lt;br /&gt;
::- Twin-linked devourer with brainleech worms ·· 10 pts.&lt;br /&gt;
::- Heavy spinefist* ········································· 15 pts.&lt;br /&gt;
::- Stranglethorn cannon** ······························· 15 pts.&lt;br /&gt;
::- Deathspitter with deathscreamer grubs ········ 20 pts.&lt;br /&gt;
::- Heavy venom cannon** ······························· 25 pts.&lt;br /&gt;
:::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;Does not replace the model’s scything talons and so can be taken in addition to any other weapon/upgrade.&#039;&#039;&lt;br /&gt;
:::&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;&#039;&#039;One per model. A model cannot have both a stranglethorn cannon and a heavy venom cannon.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Bio-weapons&#039;&#039;&#039;&lt;br /&gt;
::A model may replace any pair of scything talons with one of the following:&lt;br /&gt;
::- Rending claws ············································· 5 pts.&lt;br /&gt;
::- Lash Whips ················································· 5 pts.&lt;br /&gt;
::- Boneswords ··············································· 15 pts.&lt;br /&gt;
::- Lash whip and bonesword ···························· 20 pts.&lt;br /&gt;
::- Crushing claws ··········································· 20 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs&#039;&#039;&#039;&lt;br /&gt;
::A model may take up to one of each of the following:&lt;br /&gt;
::Where the biomorph has two points costs listed, the second is for a monstrous creatures, and the first is for other types of models.&lt;br /&gt;
::- Feeder tendrils ·········································· 1/3 pts.&lt;br /&gt;
::- Amphibious adaptations ····························· 1/3 pts.&lt;br /&gt;
::- Wide-spectrum retinas ······························· 1/3 pts.&lt;br /&gt;
::- Implanted organism killing instincts ············· 1/3 pts.&lt;br /&gt;
::- Burrowing limbs ········································· 2/5 pts.&lt;br /&gt;
::- Enchanced leg muscles ····························· 2/5 pts.&lt;br /&gt;
::- Psychic deflection bio-crystals ··················· 2/5 pts.&lt;br /&gt;
::- Serrated blades ········································· 2/5 pts.&lt;br /&gt;
::- Adamantine tusks ········································ 5 pts.&lt;br /&gt;
::- Antidote glands ·········································· -/5 pts.&lt;br /&gt;
::- Increased muscle density ···························· -/5 pts.&lt;br /&gt;
::- Implanted mechanism disruption instincts ···· 3/6 pts.&lt;br /&gt;
::- Pressure detection sensors ························ 4/8 pts.&lt;br /&gt;
::- Spring coil musculature ···························· 3/10 pts.&lt;br /&gt;
::- Toxin sacs ·············································· 3/10 pts.&lt;br /&gt;
::- Feeding frenzy trigger ······························· 3/15 pts.&lt;br /&gt;
::- Simplified Thought-Implant Minds.......................... 5/15 pts&lt;br /&gt;
::- Acid blood ··············································· 5/15 pts.&lt;br /&gt;
::- Adrenal glands ········································· 5/15 pts.&lt;br /&gt;
::- Warp shield projector ································ 6/18 pts.&lt;br /&gt;
::- Regeneration ·········································· 10/30 pts.&lt;br /&gt;
::- Dopamine injector ··································· 10/30 pts.&lt;br /&gt;
::- Three-dimensional thought patterns ·········· 12/30 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorax Biomorphs&#039;&#039;&#039;&lt;br /&gt;
::A model may take up to one of the following:&lt;br /&gt;
::- Electroshock grubs ····································· 10 pts.&lt;br /&gt;
::- Desiccator larvae ········································ 10 pts.&lt;br /&gt;
::- Shreddershard beetles ································· 10 pts.&lt;br /&gt;
::- Bloodseeker Flies ······································· 10 pts.&lt;br /&gt;
::- Mindflayer Worms ······································· 10 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apex Biomorphs&#039;&#039;&#039;&lt;br /&gt;
::A model may replace any pair of scything talons with one of the following. Only one of each Apex Biomorph may be taken per army.:&lt;br /&gt;
::- The Maw-claws of Thyrax ······························ 15 pts.&lt;br /&gt;
::- The Miasma Cannon ····································· 25 pts.&lt;br /&gt;
::- The Warp Corroding Venom Cannon ··············· 35 pts.&lt;br /&gt;
::- The Norn Crown* ··········································· 40 pts.&lt;br /&gt;
::- The Ymgarl Factor* ······································· 40 pts.&lt;br /&gt;
::- The Reaper of Obliterax ································· 45 pts.&lt;br /&gt;
:::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;Does not replace the model’s scything talons and so can be taken in addition to any other weapon/upgrade.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Units ==&lt;br /&gt;
=== HQ ===&lt;br /&gt;
====Hive Tyrant====&lt;br /&gt;
140 pts.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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| 1 Hive Tyrant&lt;br /&gt;
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&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two pairs of scything talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 2)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Know No Honor&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse Creature&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hive Commander:&#039;&#039;&#039; For each Hive Tyrant in your army with this upgrade, choose a single troops selection from the same detachment. All models in the selected unit gain the Outflank special rule. &lt;br /&gt;
*&#039;&#039;&#039;Indescribable Horror:&#039;&#039;&#039; Units taking a Fear test caused by this model must roll an extra dice when taking the test and use the highest two results. In most circumstances, this will mean the unit rolls 3D6 and discards the lowest dice roll.&lt;br /&gt;
*&#039;&#039;&#039;Old Adversary:&#039;&#039;&#039; This Hive Tyrant re-rolls all failed To Hit and To Wound rolls of 1 when fighting in close combat.&lt;br /&gt;
*&#039;&#039;&#039;Lord of the Skies:&#039;&#039;&#039; If your army includes Hive Tyrant with Wings upgrade, Gargoyles can be taken as Troops choices.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:10/BS:15/S:10/T:20/W:20/I:15/A:10/Ld:-/Sv:40*/Psy:30/Syn:30)&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;cannot be taken on a model with wings biomorph.&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Monstrous Bio-cannons&#039;&#039;&#039;, &#039;&#039;&#039;Melee Bio-weapons&#039;&#039;&#039;, &#039;&#039;&#039;Biomorphs&#039;&#039;&#039;, &#039;&#039;&#039;Thorax Biomorphs&#039;&#039;&#039; and &#039;&#039;&#039;Apex Boimorphs&#039;&#039;&#039; lists.&lt;br /&gt;
* May take any of the following upgrades:&lt;br /&gt;
::- Indescribable Horror ··································· 10 pts.&lt;br /&gt;
::- Old Adversary ············································ 15 pts.&lt;br /&gt;
::- Hive Commander ········································ 20 pts.&lt;br /&gt;
* May take any of the following:&lt;br /&gt;
::- Prehensile pincer ······································· 10 pts.&lt;br /&gt;
::- Flesh hooks ··············································· 15 pts.&lt;br /&gt;
::- Bio-Plasma ················································ 15 pts.&lt;br /&gt;
::- Hive mind direct link ···································· 30 pts.&lt;br /&gt;
::- Wings and Lord of the Skies special rule ······ 50 pts.&lt;br /&gt;
*Hive Tyrant, and its unit of Tyrant Guard (to a maximum of three Tyrant Guard) may take a Tyrannocyte as a Dedicated Transport, if they don&#039;t purchase Wings biomorph.&lt;br /&gt;
&lt;br /&gt;
====Tyrant Guard Brood====&lt;br /&gt;
&#039;&#039;You may include one Tyrant Guard Brood for each Hive Tyrant (including the Swarmlord) in your army. These broods do not use up a Force Organisation slot.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
50 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
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| 1 Tyrant Guard&lt;br /&gt;
|-&lt;br /&gt;
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&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Rending claws&lt;br /&gt;
*Scything talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Very Bulky&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blind Fighting:&#039;&#039;&#039; If there is Hive Tyrant (or the Swarmlord) attached to Tyrant Guard Brood, they use the Hive Tyrant&#039;s Weapon Skill and Ballistic Skill rather than their own.&lt;br /&gt;
*&#039;&#039;&#039;Blind Rampage:&#039;&#039;&#039; If a Hive Tyrant (or the Swarmlord) is killed whilst part of a unit of Tyrant Guard (see the Shieldwall special rule, below), the surviving Tyrant Guard gain the Furious Charge, Rage and Hatred special rules at the end of that turn, and keep them for the remainder of the battle.&lt;br /&gt;
*&#039;&#039;&#039;Shieldwall:&#039;&#039;&#039; A single Hive Tyrant (or the Swarmlord) may join a unit of Tyrant Guard exactly as if it were an Independent Character. A Hive Tyrant (or the Swarmlord) in a unit that contains at least one model with this special rule automatically passes Look Out, Sir rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Wings:&#039;&#039;&#039; Tyrant Guard brood with a Wings change their type to Jump Pack Infantry but they may Swoop and Glide like Flying Monstrous Creature, and are affected by Hard to Hit, Dive and Grounding tests rules while Swooping. Note that a tyrant guard that chooses wings are may not take armoured shell mutation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:5/BS:-/S:5/T:10/W:20/I:5/A:10/Ld:5/Sv:25*/Psy:-/Syn:-)&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;cannot be taken on a model with wings biomorph.&lt;br /&gt;
*May include up to 4 additional Tyrant Guard - 50 pts./model&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Melee Bio-weapons&#039;&#039;&#039; and &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
* Entire brood may take one of the following:&lt;br /&gt;
::- Wings  ············································· 15 pts./model&lt;br /&gt;
====Alpha Warrior Brood====&lt;br /&gt;
&#039;&#039;You may include one Alpha Warrior Brood for each Hive Tyrant (including the Swarmlord) in your army. These broods do not use up a Force Organisation slot. Before the battle, immediately after determining Warlord Traits, any Alpha Warrior in the brood may be split from this unit and assigned to lead any Codex:Tyranid unit that does not include Monstrous Creatures. They cannot leave this unit. Any Alpha Warrior attached in this way add (Character) to its type. Only one Alpha Warrior can join unit in this manner. Any models that do not do this remain part of the brood.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
40 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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| 1 Alpha Warrior&lt;br /&gt;
|-&lt;br /&gt;
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&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Devourer&lt;br /&gt;
*Scything talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Know No Honor&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse Creature&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Very Bulky&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:3/BS:6/S:5/T:10/W:10/I:5/A:4/Ld:-/Sv:15/Psy:-/Syn:15)&lt;br /&gt;
*May include up to 6 additional Alpha Warriors - 40 pts./model&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Basic Bio-weapons&#039;&#039;&#039;, &#039;&#039;&#039;Melee Bio-weapons&#039;&#039;&#039; and &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; lists.&lt;br /&gt;
* Any model in a brood may take one of the following:&lt;br /&gt;
::- Bounding Leap special rule ··························· 3 pts.&lt;br /&gt;
::- Wings  ······················································· 15 pts.&lt;br /&gt;
::- Snake body  ··············································· 20 pts.&lt;br /&gt;
* Any model in a brood may take one of the following:&lt;br /&gt;
::- Spinefist ····················································· 2 pts.&lt;br /&gt;
::- Flesh hooks  ················································ 4 pts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Trygon Prime====&lt;br /&gt;
210 pts.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
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| 6&lt;br /&gt;
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| Monstrous Creature (C)&lt;br /&gt;
| 1 Trygon Prime&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Bio-electric pulse with containment spines&lt;br /&gt;
*Two pairs of scything talons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deep Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Know No Honor&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse Creature&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Serpent Lord:&#039;&#039;&#039; If your primary detachment includes at least one Trygon Prime, Raveners can be taken as Troops choices.&lt;br /&gt;
*&#039;&#039;&#039;Subterranean Assault:&#039;&#039;&#039; If, when a Trygon (or Trygon Prime) deploys via Deep Strike, it scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle.&lt;br /&gt;
:After the Trygon (or Trygon Prime) has emerged, mark the position under the creature’s base with a suitable marker – this represents the tunnel left by its emergence. Any friendly Tyranid Infantry unit that arrives from reserve in subsequent turns may emerge from the Trygon’s tunnel instead of arriving from reserve as normal. Only one unit may emerge from each tunnel marker each turn.&lt;br /&gt;
:If any unit chooses to do so, place the entire unit so that all of its models are wholly within 6&amp;quot; of the centre of the marker and in unit coherency. These models cannot be placed within 1&amp;quot; of enemy models or within impassable terrain; if any models cannot be placed, these excess models are removed as casualties. A unit may not move or charge on the same turn it arrives from a Trygon’s tunnel, but may shoot or Run.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lurker:&#039;&#039;&#039; Trygon Prime with this upgrade automatically enters from Reserve on the first turn.&lt;br /&gt;
*&#039;&#039;&#039;Prepared Tunnel Network:&#039;&#039;&#039; Up to two units per turn may emerge from the tunnel, left by the Trygon Prime with this upgrade.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
*Mutations: (WS:10/BS:15/S:10/T:20/W:15/I:15/A:15/Ld:-/Sv:35/Psy:-/Syn:-)&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039;, &#039;&#039;&#039;Thorax Biomorphs&#039;&#039;&#039; and &#039;&#039;&#039;Apex Biomorphs&#039;&#039;&#039; lists.&lt;br /&gt;
*May replace one set of scything talons with crushing claws - 30 pts&lt;br /&gt;
* May take any of the following upgrades:&lt;br /&gt;
::- Prepared Tunnel Network ···························· 10 pts.&lt;br /&gt;
::- Lurker ······················································· 15 pts.&lt;br /&gt;
::- Psyker (Mastery Level 1) ···························· 40 pts.&lt;br /&gt;
* May take one of the following:&lt;br /&gt;
::- Heavy spinefist ··········································· 10 pts.&lt;br /&gt;
::- Spine banks ··············································· 10 pts.&lt;br /&gt;
*May take one of the following tail biomorphs:&lt;br /&gt;
::- Prehensile pincer ········································ 10 pts.&lt;br /&gt;
::- Toxinspike ·················································· 10 pts.&lt;br /&gt;
&lt;br /&gt;
====Tervigon====&lt;br /&gt;
&#039;&#039;For each Termagant brood in your army you may take one Tervigon as a Troops choice. If Spawn Hormagaunts, Spawn Gargoyles, Spawn Rippers or Spawn Sky-Slashers upgrades are taken, replace the Termagant brood requirement with Hormagaunt, Gargoyle, Rippers or Spawn Sky-Slashers brood respectively.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
170 pts.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
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|- &lt;br /&gt;
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| 3&lt;br /&gt;
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| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Monstrous Creature (C)&lt;br /&gt;
| 1 Tervigon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Stinger salvo&lt;br /&gt;
*Scything talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 1)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Know No Honor&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse Creature&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Brood Progenitor:&#039;&#039;&#039; All Termagant Broods spawned by the Terevigon within Tervigon&#039;s synapse range have the Counter-attack special rule, and count as having the same upgrade biomorphs as the Tervigon itself (except Acid Blood and Adamantine Tusks).&lt;br /&gt;
*&#039;&#039;&#039;Spawner:&#039;&#039;&#039; At the end of your Movement phase, a Tervigon can spawn Termagants, even if it is locked in close combat. If it does so, roll 3D6 – this is the number of models spawned. Place the new unit of Termagants on the table so that it is wholly within 6&amp;quot; of the Tervigon. Models in this new unit cannot be placed in impassable terrain or within 1&amp;quot; of enemy models. If you cannot place some of the models due to the restrictions above or because you have run out of Termagant models, the excess is discarded.&lt;br /&gt;
:The spawned unit cannot move during the Movement phase in which it is spawned, nor can it charge this turn, but it is free to shoot or Run as normal. A unit spawned by a Tervigon is identical in every way to a Termagant unit chosen from the Troops section of the army list, and is treated as such for all mission special rules. Models in a spawned unit are armed with fleshborers and may not purchase options.&lt;br /&gt;
:If any double is rolled when determining the size of a spawned unit, the Tervigon has temporarily exhausted its supply of larvae – the Termagant unit is created as normal, but the Tervigon cannot spawn any further units for the rest of the game.&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Backlash:&#039;&#039;&#039; If a Tervigon is slain, roll 3D6 before removing the model as a casualty. Each friendly unit of Termagants within 12&amp;quot; of the Tervigon immediately suffers a number of Strength 3 AP- hits equal to the result. Cover saves may not be taken against these hits and Wounds are allocated as per shooting, with the Tervigon as the firer. After all Termagant casualties have been resolved (if any), remove the Tervigon from play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spawn Hormagaunts:&#039;&#039;&#039; Replace Termagants with Hormagaunts in Spawner, Brood Progenitor and Synaptic Backslash rules.&lt;br /&gt;
*&#039;&#039;&#039;Spawn Gargoyles:&#039;&#039;&#039; Replace Termagants with Gargoyles in Spawner, Brood Progenitor and Synaptic Backslash rules.&lt;br /&gt;
*&#039;&#039;&#039;Spawn Rippers:&#039;&#039;&#039; Replace Termagants with Rippers in Spawner, Brood Progenitor and Synaptic Backslash rules. When rolling for the number of bases spawned, roll 3D6 and discard the lowest result, though Tervigon still count as exhausted for any double rolled, even if a double was formed with discarded dice.&lt;br /&gt;
*&#039;&#039;&#039;Spawn Sky-Slashers:&#039;&#039;&#039; Replace Termagants with Sky-Slashers in Spawner, Brood Progenitor and Synaptic Backslash rules. When rolling for the number of bases spawned, roll 3D6 and discard the lowest result, though Tervigon still count as exhausted for any double rolled, even if a double was formed with discarded dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:10/BS:15/S:10/T:20/W:20/I:10/A:15/Ld:-/Sv:45/Psy:25/Syn:35)&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039;*, &#039;&#039;&#039;Thorax Biomorphs&#039;&#039;&#039; and &#039;&#039;&#039;Apex Biomorphs&#039;&#039;&#039; lists.&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Tervigon take all biomorph upgrades at double points cost (except Acid Blood and Adamantine Tusks).&lt;br /&gt;
*May take one of the following upgrades:&lt;br /&gt;
::- Spawn Hormagaunts ··································· 20 pts.&lt;br /&gt;
::- Spawn Gargoyles ······································· 40 pts.&lt;br /&gt;
::- Spawn Rippers ··········································· 60 pts.&lt;br /&gt;
::- Spawn Sky-Slashers ··································· 80 pts.&lt;br /&gt;
* May replace stinger salvo with cluster spines ········· 5 pts.&lt;br /&gt;
* May replace scything talons with crushing claws ·· 15 pts.&lt;br /&gt;
*May take a Tyrannocyte as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====Tyranid Prime====&lt;br /&gt;
55 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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| 5&lt;br /&gt;
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| 3+&lt;br /&gt;
| Infantry (C)&lt;br /&gt;
| 1 Tyranid Prime&lt;br /&gt;
|-&lt;br /&gt;
| Tyranid Prime Apex Strain&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Infantry (C)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Devourer&lt;br /&gt;
*Scything talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Know No Honor&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse Creature&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Very Bulky&#039;&#039;&#039;&lt;br /&gt;
Upgrades&lt;br /&gt;
*&#039;&#039;&#039;Brood Leader:&#039;&#039;&#039; Tyranid Prime may join the unit of Monstrous Creatures or even a single Monstrous Creature. During the Psychic phase Tyranid Prime may spend one Warp Charge from the pool (even if it is not a psyker) to bestow its Weapon Skill and Ballistic Skill to all models in its unit until the start of his next Psychic phase or until it get removed as a casualty, unless their own would be higher for any reason. It doesn&#039;t need to spend a Warp Charge to grant this effect to Tyranid Warriors or Shrikes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:20/BS:25/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:20/Psy:20/Syn:20)&lt;br /&gt;
* May take items from the &#039;&#039;&#039;Basic Bio-weapons&#039;&#039;&#039;, &#039;&#039;&#039;Basic Bio-cannons&#039;&#039;&#039;, &#039;&#039;&#039;Melee Bio-weapons&#039;&#039;&#039; and &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
* May take the Brood Leader upgrade ··················· 20 pts.&lt;br /&gt;
* May be upgraded to Tyranid Prime Apex Strain ··· 30 pts.&lt;br /&gt;
* May be upgraded to Psyker (Mastery Level 1) ····· 25 pts.&lt;br /&gt;
* May take two per HQ slot.&lt;br /&gt;
* May may take one of the following:&lt;br /&gt;
::- Bounding Leap special rule ··························· 3 pts.&lt;br /&gt;
::- Wings  ······················································· 15 pts.&lt;br /&gt;
::- Snake body  ··············································· 20 pts.&lt;br /&gt;
* May take one of the following:&lt;br /&gt;
::- Spinefist ····················································· 2 pts.&lt;br /&gt;
::- Flesh hooks  ················································ 4 pts.&lt;br /&gt;
&lt;br /&gt;
====The Parasite of Mortex====&lt;br /&gt;
160 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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|- &lt;br /&gt;
| The Parasite of Mortex&lt;br /&gt;
| 5&lt;br /&gt;
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| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Jump Infantry (C)&lt;br /&gt;
| 1 (Unique)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two sets of rending claws&lt;br /&gt;
*Implant attack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hit and Run&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Know No Honor&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse Creature&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Host Organism:&#039;&#039;&#039; Rippers count The Parasite of Mortex as having 24&amp;quot; synapse range. &lt;br /&gt;
*&#039;&#039;&#039;Implant Parasite:&#039;&#039;&#039; Each model, removed as a casualty because of wounds inflicted in melee by the Parasite of Mortex must roll a Toughness test before being removed. For each test failed, roll a D6. At the end of the Assault phase place a Ripper Swarm Brood or add the Ripper bases to the Ripper Swarm Brood The Parasite is attached to with a number of models equal to the combined result of these D6. All models must be within 6” of the unit with this rule. Ripper Swarms placed this way never count as kill points. Any bases that cannot be place because of impassable terrain, enemy within 1” or because you have run out of models are lost.&lt;br /&gt;
*&#039;&#039;&#039;The Sarge is Acting Strangely:&#039;&#039;&#039; Any enemy Infantry, Cavalry, Beasts or Bike unit, with or without Jet or Jump type, that arrives via Outflanking may harbor a squad member infested with Ripper parasites. At the end of their movement phase, one model in each of these units (owning players choice) must take a toughness test. If the test is failed that model is instantly removed as a casualty and the Tyranid player may place a Ripper swarm unit of D6 bases anywhere within 6&amp;quot; of the victim. If the victim was inside a transport then it is assumed they staggered out before dying; place the Ripper bases within 6&amp;quot; of one of the access points. Any bases that cannot be placed because of enemies within 1&amp;quot;, impassable terrain or running out of models are lost. Rippers created in this way do not count as a Kill Point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrade:&#039;&#039;&#039;&lt;br /&gt;
*Implant Sky-Slashers: Replace Rippers with Sky-Slashers in the Implant Parasite, Host Organism and The Sarge is Acting Strangely special rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:5/BS:-/S:10/T:15/W:15/I:5/A:10/Ld:-/Sv:20/Psy:-/Syn:20)&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; lists.&lt;br /&gt;
* May take flesh hooks ········································ 15 pts.&lt;br /&gt;
* May take the Implant Sky-Slashers upgrade ········ 35 pts.&lt;br /&gt;
&lt;br /&gt;
====Old One Eye====&lt;br /&gt;
&#039;&#039;Old One Eye cannot fill the compulsory HQ slot, and cannot be your Warlord. If there is at least one Carnifex brood in the same detachment as the Old one Eye, he does not use up a Force Organisation slot.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
200 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
| Old One Eye&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 9&lt;br /&gt;
| 2+&lt;br /&gt;
| Monstrous Creature&lt;br /&gt;
| 1 (Unique)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Scything talons&lt;br /&gt;
*Crushing claws&lt;br /&gt;
*Regeneration &lt;br /&gt;
*Dopamine injectors&lt;br /&gt;
*Spine banks&lt;br /&gt;
*Feeding frenzy triggers&lt;br /&gt;
*Thresher scythe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rage&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Living Battering Ram:&#039;&#039;&#039; see the Carnifex entry. &lt;br /&gt;
*&#039;&#039;&#039;Alpha Leader:&#039;&#039;&#039; Friendly Tyranid models within 12&amp;quot; of Old One Eye may use it&#039;s Leadership value in place of their own for all purposes, unless their own Leadership is better.  Additionally, Old One Eye may join a Carnifex Brood exactly as if it were an Independent Character, which uses it&#039;s Leadership, Weapon Skill, and Ballistic Skill unless theirs is better for any reason.  &lt;br /&gt;
*&#039;&#039;&#039;Why Won&#039;t It Die?:&#039;&#039;&#039; Dopamine injectors grant Old One Eye Feel No Pain (4+) special rule, rather than (5+), and it must re-roll failed Regeneration rolls.&lt;br /&gt;
*&#039;&#039;&#039;Is It Dead?:&#039;&#039;&#039; When Old One Eye is removed as a casualty, leave the model on the table (it counts as batttlefield debris, and provide 5+ cover), and continue to roll for Regeneration as it was still alive. If a wound is recovered, Old One Eye returns to play.&lt;br /&gt;
*&#039;&#039;&#039;That Only Angered It!:&#039;&#039;&#039; Each time the Old One Eye loses a wound, it gain +1 to it&#039;s Attack value (to the maximum of 10).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:25/BS:25/S:-/T:20/W:20/I:10/A:15/Ld:30/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; lists.&lt;br /&gt;
*May take Bio-plasma ········································ 15 pts.&lt;br /&gt;
*May replace a pair of scythe talons with stonecrusher ramshield - 35 pts.&lt;br /&gt;
*May replace a pair of crushing claws with crushing claw and wrecking ball - 15 pts.&lt;br /&gt;
*May take a Tyrannocyte as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====Deathleaper==== &lt;br /&gt;
140 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
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|- &lt;br /&gt;
| Deathleaper&lt;br /&gt;
| 9&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 5+&lt;br /&gt;
| Infantry (C)&lt;br /&gt;
| 1 (Unique)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Flesh hooks&lt;br /&gt;
*Feeder tendrils&lt;br /&gt;
*Implant attack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apex Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sinister Talons:&#039;&#039;&#039;&lt;br /&gt;
::Deathleaper has two pairs of Sinister Talons. Each pair counts as a Melee weapon with the following profile:&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 5&lt;br /&gt;
| Melee, Diamantine Tips*, Slashing Attacks*, Shred.&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Each set of Sinister Talons count as both a pair of rending claws and a pair of scything talons for the purpose of these rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deep Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hit &amp;amp; Run&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Know No Honor&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Infiltrate&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Lurk)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shrouded&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Very Bulky&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hunter of Heroes:&#039;&#039;&#039; See Lictor entry.&lt;br /&gt;
*&#039;&#039;&#039;Chameleonic Skin:&#039;&#039;&#039; See Lictor entry.&lt;br /&gt;
*&#039;&#039;&#039;Pheromone Trail:&#039;&#039;&#039; See Lictor entry.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Deathleap:&#039;&#039;&#039; Deathleaper do not roll for Charge range - instead it&#039;s Charge range is always 12&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;It’s after me!&amp;quot;:&#039;&#039;&#039; Nominate an enemy character at the beginning of the game and roll a D3. Whilst Deathleaper is alive, that model’s Leadership is reduced by the result.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;It&#039;s too fast!&amp;quot;:&#039;&#039;&#039; During assault phase Deathleaper has a 4+ invulnerable save.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Where is it?&amp;quot;:&#039;&#039;&#039; Enemy models can only fire Snap Shots when targeting Deathleaper.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Where are my guards?&amp;quot;:&#039;&#039;&#039; Look Out Sir! rolls may not be made against attacks from Deathleaper.&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;: Trophy Hunter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:5/BS:10/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:15/Psy:-/Syn:-)&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
=== Troops ===&lt;br /&gt;
====Tyranid Warrior Brood====&lt;br /&gt;
66 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Tyranid Warrior&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 4+&lt;br /&gt;
| Infantry&lt;br /&gt;
| 3 Tyranid Warriors&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Devourer&lt;br /&gt;
*Scything talons&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse Creature&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Very Bulky&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039; The Warrior Brood upgraded to Brotherhood of Psykers can generate it&#039;s powers from the Hive Mind&#039;s Control discipline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:3/BS:5/S:4/T:7/W:8/I:4/A:4/Ld:-/Sv:6/Psy:-/Syn:-)&lt;br /&gt;
*May include up to six additional Tyranid Warriors - 22 pts./model&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Basic Bio-weapons&#039;&#039;&#039;, &#039;&#039;&#039;Melee Bio-weapons&#039;&#039;&#039; and &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; lists.&lt;br /&gt;
*For very three Tyranid Warriors in the brood, one may take items from the &#039;&#039;&#039;Basic Bio-cannons&#039;&#039;&#039; list.&lt;br /&gt;
* All models in the brood may take one of the following:&lt;br /&gt;
::- Spinefist ·········································· 1 pts./model&lt;br /&gt;
::- Flesh hooks  ····································· 3 pts./model&lt;br /&gt;
*The unit may take Brotherhood of Psykers special rule for 35 pts.&lt;br /&gt;
*The unit may take a Tyrannocyte as a Dedicated Transport if it numbers six or fewer models.&lt;br /&gt;
====Genestealer Brood====&lt;br /&gt;
40 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Genestealer&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 5+&lt;br /&gt;
| Infantry&lt;br /&gt;
| 5 Genestealers&lt;br /&gt;
|-&lt;br /&gt;
| Broodlord&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 4+&lt;br /&gt;
| Infantry (C)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039; Rending Claws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bulky&#039;&#039;&#039; (Broodlord only)&lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 1)&#039;&#039;&#039; (Broodlord only)&lt;br /&gt;
*&#039;&#039;&#039;Know No Honor&#039;&#039;&#039; (Broodlord only)&lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Infiltrate&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death From the Shadows:&#039;&#039;&#039; The Genestealer brood with this upgrade may assault the same turn it Outflanks or Infiltrates, if it&#039;s not accompanied by an Independent Character or a Warrior Alpha. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039; A Broodlord always knows &#039;&#039;&#039;The Horror&#039;&#039;&#039; psychic power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:1/BS:-/S:3/T:4/W:-/I:1/A:2/Ld:-/Sv:5/Psy:-/Syn:-)&lt;br /&gt;
::- Mutations (Broodlord): (WS:5/BS:-/S:10/T:20/W:10/I:5/A:5/Ld:-/Sv:20/Psy:20/Syn:-) &lt;br /&gt;
*May include up to fifteen additional Genestealers - 8 pts/model&lt;br /&gt;
* Entire unit may take Death from the Shadows upgrade - 5 pts./model&lt;br /&gt;
* Any model in a brood may take one of the following:&lt;br /&gt;
::- Scything talons ··········································· 2 pts.&lt;br /&gt;
::- Rending claws  ············································· 3 pts.&lt;br /&gt;
* All Genestealers in the brood may take any of the following biomorphs:&lt;br /&gt;
::- Serrated blades ································ 2 pts./model&lt;br /&gt;
::- Adrenal glands ································· 1 pts./model&lt;br /&gt;
::- Toxin sacs ······································· 2 pts./model&lt;br /&gt;
*May add a Broodlord - 60 pts&lt;br /&gt;
*A Broodlord may take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*A Broodlord may take any of the following:&lt;br /&gt;
::- Flesh hooks  ················································ 2 pts.&lt;br /&gt;
::- Implant attack  ············································ 10 pts.&lt;br /&gt;
&lt;br /&gt;
====Termagant Brood====&lt;br /&gt;
35 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Termagant&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| 6+&lt;br /&gt;
| Infantry&lt;br /&gt;
| 10 Termagants&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039; Fleshborer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Lurk)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:-/BS:1/S:1/T:1/W:-/I:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*May include up to forty additional Termagants - 3,5 pts/model&lt;br /&gt;
*For every ten Termagants, one may replace its fleshborer with a strangleweb - 5 pts./model&lt;br /&gt;
*Any model may replace its fleshborer with one of the following:&lt;br /&gt;
::- Spinefists  ······················································ free&lt;br /&gt;
::- Spike rifle  ······················································ free&lt;br /&gt;
::- Devourer  ··········································· 4 pts./model&lt;br /&gt;
* All Termagants in the brood may take any of the following biomorphs:&lt;br /&gt;
::- Pressure detection sensors ················ 0,5 pt./model&lt;br /&gt;
::- Adrenal glands ································· 1 pts./model&lt;br /&gt;
::- Toxin sacs ······································· 1,5 pts./model&lt;br /&gt;
::- Simplified Thought-Implants....................... 2 pts./model&lt;br /&gt;
*The unit may take a Tyrannocyte as a Dedicated Transport if it numbers twenty or fewer models.&lt;br /&gt;
&lt;br /&gt;
====Hormagaunt Brood====&lt;br /&gt;
35 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Hormagaunt&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| 6+&lt;br /&gt;
| Infantry&lt;br /&gt;
| 10 Hormagaunt&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039; Scything talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bounding Leap:&#039;&#039;&#039; Units entirely composed of models with this special rule Run an additional 3&amp;quot; (this will normally be D6+3&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:1/BS:-/S:1/T:2/W:-/I:1/A:1/Ld:1/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*May include up to forty additional Hormagaunts - 3,5 pts/model&lt;br /&gt;
* All Hormagaunts in the brood may take any of the following biomorphs:&lt;br /&gt;
::- Serrated blades ································· 1 pt./model&lt;br /&gt;
::- Adrenal glands ································· 1 pt./model&lt;br /&gt;
::- Toxin sacs ······································· 2 pts./model&lt;br /&gt;
::- Simplified Thought-Implants....................... 2 pts./model&lt;br /&gt;
*The unit may take a Tyrannocyte as a Dedicated Transport if it numbers twenty or fewer models.&lt;br /&gt;
&lt;br /&gt;
====Ripper Swarm Brood====&lt;br /&gt;
39 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Ripper Swarm&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6+&lt;br /&gt;
| Infantry&lt;br /&gt;
| 3 Ripper Swarms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Warrior&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Consume:&#039;&#039;&#039; During the Shooting phase a unit with at least three bases with this rule may opt to devour an organic terrain piece (forests, bushes, swamps, etc) it touches. If it chooses to do so, you may move models in the unit to any point wholly within that piece of terrain before removing it from the field. This counts as Run move for all intents and purposes.&lt;br /&gt;
*&#039;&#039;&#039;Surge:&#039;&#039;&#039; In close combat, every model with this special rule can exchange all of its normal Attacks to make a single surge attack, which uses the following profile:&lt;br /&gt;
:{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range &lt;br /&gt;
! S &lt;br /&gt;
! AP &lt;br /&gt;
! Type &lt;br /&gt;
|-  &lt;br /&gt;
| -&lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| Melee, Haywire, Jammed!&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Jammed!:&#039;&#039;&#039; When performing a surge attack, models with this rule must roll to hit in close combat even if they hit automatically. For each to-hit result of 1 or 2, the unit, which performed surge attack, suffers a randomly allocated wound with no saves of any kind allowed. This wound cannot be allocated on the model without the Surge special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:2/BS:4/S:4/T:4/W:-/I:2/A:3/Ld:2/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*May include up to six additional Ripper Swarms - 13 pts/base&lt;br /&gt;
*The unit may take spinefists ···················· 3 pts/base&lt;br /&gt;
* All Ripper Swarms in the brood may take any of the following biomorphs:&lt;br /&gt;
::- Serrated blades ································· 3 pts./base&lt;br /&gt;
::- Toxin sacs ········································ 4 pts./base&lt;br /&gt;
::- Adrenal glands ·································· 6 pts./base&lt;br /&gt;
&lt;br /&gt;
====Mucolid Spore Cluster====&lt;br /&gt;
15 pts.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Mucolid Spore Mine&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| -&lt;br /&gt;
| 3&lt;br /&gt;
| -&lt;br /&gt;
| Infantry&lt;br /&gt;
| 1 Mucolid Spore Mine&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Deep Strike&lt;br /&gt;
*Fearless&lt;br /&gt;
*Shrouded&lt;br /&gt;
*Massive Floating Bomb: Each Mucolid Spore uses the Floating Death and Living Bomb rules that apply to Spore Mines. All references to Spore Mines and Spore Mine Clusters in these special rules apply to Mucolid Spores also, except that the hits inflicted when a Mucolid Spore explodes are Strength 8 AP3 rather than Strength 4 AP4.&lt;br /&gt;
*Skyblast: Mucolid Spore Clusters are allowed to assault Zooming Flyers or Swooping Monstrous Flying Creatures. If they do so successfully then they will explode as described in the Floating Death special rule, hitting the target automatically, with Strength and AP as described above. Hits on Zooming Flyers are always resolved against the target model’s side armour.&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May include up to two additional Mucolid Spore Mines - 15 pts./model&lt;br /&gt;
*Mutations: (WS:-/BS:-/S:-/T:5/W:5/I:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
&lt;br /&gt;
====Malanthrope====&lt;br /&gt;
85 pts.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Malanthrope&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Infantry&lt;br /&gt;
| 1 Malanthrope&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Toxic Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Grasping Tail:&#039;&#039;&#039; At the beginning of the fight subphase, before any blows are struck, the Malanthrope may issue a challenge even though it does not have the character type. Roll a D6. On a result of 4+ the enemy model nominated to fight the Malanthrope in enveloped in the beasts grasping tail and has its attacks reduced by half (rounded down), initiative reduced to one for the duration of the challenge and may not refuse the challenge. If the result is 3 or less then it counts as if a challenge wasn&#039;t issued at all. In an enemy character declares a Glorious Intervention to replace the model fighting the Malanthrope then all effects of this rule are negated and the intervening character suffers no penalties.&lt;br /&gt;
*&#039;&#039;&#039;Regeneration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Poisoned (2+)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shrouded&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spore Cloud&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse Creature&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Very Bulky&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Prey Adaption:&#039;&#039;&#039; If a Malanthrope brood is involved in any close combat that results in an enemy unit or units being destroyed in combat, it may not perform a sweeping advance but instead remains to feed on the dead. From the end of that phase onwards all friendly Tyranid units within gain the Preferred Enemy (all units from the same codex as the enemy unit) special rule while they remain within Synapse range of the Malanthrope brood - note that this includes the Malanthrope brood too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May include up to 4 additional Malanthropes - 85 pts./model&lt;br /&gt;
*Mutations: (WS:5/BS:-/S:5/T:10/W:15/I:5/A:10/Ld:-/Sv:25/Psy:-/Syn:35)&lt;br /&gt;
&lt;br /&gt;
====Hive Guard Brood====&lt;br /&gt;
55 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
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! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Hive Guard&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 7&lt;br /&gt;
| 4+&lt;br /&gt;
| Infantry&lt;br /&gt;
| 1 Hive Guard&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Impaler cannon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Hunt)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Very Bulky&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Targeting Network:&#039;&#039;&#039; If the Hive Guard Brood is within Synapse range, and any other friendly Codex:Tyranid model that is within Synapse range can draw a line of sight to their target, Hive Guard ranged weapon count as twin-linked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:-/BS:5/S:5/T:15/W:15/I:3/A:5/Ld:5/Sv:20/Psy:-/Syn:-)&lt;br /&gt;
*May include up to 4 additional Hive Guard - 55 pts./model&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model may replace its impaler cannon with a shockcannon - free&lt;br /&gt;
*The unit may take a Tyrannocyte as a Dedicated Transport.&lt;br /&gt;
====Zoanthrope Brood====&lt;br /&gt;
50 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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|- &lt;br /&gt;
| Zoanthrope&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 5+&lt;br /&gt;
| Infantry&lt;br /&gt;
| 1 Zoanthrope&lt;br /&gt;
|-&lt;br /&gt;
| Neurothrope&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 5+&lt;br /&gt;
| Infantry&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Brotherhood of Psykers (Mastery level 2)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse Creature&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Very Bulky&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psychic Brood:&#039;&#039;&#039; A unit with this special rule manifests Warp Charges when casting Warp Blast on a roll of 2+ instead of the usual 4+. When casting Warp Blast a Zoanthrope Brood manifests it once for every Zoanthrope in the Brood.&lt;br /&gt;
*&#039;&#039;&#039;Warp Field:&#039;&#039;&#039; Zoanthropes have a 3+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039; A Zoanthrope Brood always knows the Warp Blast psychic power. The other one must be generated from the Hive Mind&#039;s Wrath Discipline.&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:5/BS:10/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:-/Psy:35*/Syn:-)&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki &amp;gt;The price is for entire brood, instead of per model as usual.&lt;br /&gt;
*May include up to 4 additional Zoanthropes - 50 pts./model&lt;br /&gt;
**A brood of three or more may upgrade one model into a Neurothrope for 25 pts, the Neurothope gains the additional power of Spirit Leech (this does not take up one of the known powers), a Warp Charge 1 Witchfire with a range of 18&amp;quot; that targets one unit and forces it to roll a leadership test on a 3d6, inflicting one unsaveable wound for each increment they fail by.  For each wound inflicted by spirit leech, the neurothrope adds an additional warp charge dice to the controlling player&#039;s pool that can only be rolled to either deny or to cast warp blast.&lt;br /&gt;
*The unit may take a Tyrannocyte as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====Doom of Malan&#039;tai====&lt;br /&gt;
210 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
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|- &lt;br /&gt;
| Doom of Malan&#039;tai&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 4+&lt;br /&gt;
| Infantry&lt;br /&gt;
| 1 (Unique)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 4)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Preferred Enemy (Eldar)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse Creature&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Very Bulky&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Soul Eater:&#039;&#039;&#039; Each time an enemy model is removed as a causality due to the Doom of Malan&#039;tai attacks or psychic powers, the Doom of Malan&#039;tai gain one Wound, to the maximum of 10.&lt;br /&gt;
*&#039;&#039;&#039;Psychic Apocalypse:&#039;&#039;&#039; The amount of Warp Charges the Doom of Malan&#039;tai generates is equal to it&#039;s Wounds characteristic. Additionally, it adds its current Wounds to the result of Psychic Scream psychic power (so it would be 2d6+2+W) and it&#039;s range, and can manifest this power even if it&#039;s locked in close combat. When, Doom of Malan&#039;tai suffers Perils of the Warp, it doesn&#039;t roll on Perils of the Warp chart, and instead loses one Wound with no saves available.&lt;br /&gt;
*&#039;&#039;&#039;Warp Field:&#039;&#039;&#039; The Doom of Malan&#039;tai has a 3+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039; Doom of Malan&#039;tai knows Psychic Scream psychic power and must generate three additional powers from the Hive Mind&#039;s Wrath discipline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:5/BS:10/S:5/T:50/W:15/I:5/A:10/Ld:-/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*May take a Tyrannocyte as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====Venomthrope====&lt;br /&gt;
40 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
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|- &lt;br /&gt;
| Venomthrope&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| 5+&lt;br /&gt;
| Infantry&lt;br /&gt;
| 1 Venomthrope&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two sets of lash whips&lt;br /&gt;
*Toxic miasma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Support Organism:&#039;&#039;&#039; If the Venomthrope is within synapse range or in reserves, it may join and leave Codex: Tyranid units like it is an Independent Character. The moment it leaves Synapse range it detaches from the unit it joined. Venomthrope cannot benefit from its synaptic bonus if it joins a unit, and instead benefit his unit&#039;s one if it has one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Lurk)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Poisoned (2+)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shrouded&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Very Bulky&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spore Cloud:&#039;&#039;&#039; All friendly units from Codex: Tyranids that are within 6&amp;quot; of at least one Venomthrope have the Shrouded special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:5/BS:10/S:5/T:15/W:15/I:5/A:10/Ld:5/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*May include up to 4 additional Venomthropes - 40 pts./model&lt;br /&gt;
*A brood of one Venomthrope may take Support Organism upgrade - 45 pts.&lt;br /&gt;
====Lictor Brood====&lt;br /&gt;
40 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
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! BS&lt;br /&gt;
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|- &lt;br /&gt;
| Lictor&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 5+&lt;br /&gt;
| Infantry&lt;br /&gt;
| 1 Lictor&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Rending claws&lt;br /&gt;
*Scything talons&lt;br /&gt;
*Flesh hooks&lt;br /&gt;
*Feeder tendrils&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hit &amp;amp; Run&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Infiltrate&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Lurk)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stealth&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Very Bulky&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Precision strikes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chameleonic Skin:&#039;&#039;&#039; At the start of your movement phase, a unit composed only of models with this special rule may choose to be removed from the table. Place a &amp;quot;Stalker Counter&amp;quot; at the place of removal. Now secretly write down an enemy unit. This unit is considered &#039;&#039;&#039;Stalked&#039;&#039;&#039;. Any enemy unit with a line of sight to the appropriate &#039;&#039;&#039;Stalker Counter&#039;&#039;&#039; may spend it&#039;s movement phase to spot that unit of Lictors. roll a D6. If 4+ is rolled, you must reveal which unit the spotted unit is &#039;&#039;&#039;Stalking&#039;&#039;&#039;. Now trace a line from the &#039;&#039;&#039;Stalker Counter&#039;&#039;&#039; to a model of your choice in the &#039;&#039;&#039;Stalked&#039;&#039;&#039; unit, then place the appropiate unit of Lictors a number of  inches  towards the model equal to twelve times the number of turns the Lictor squad has been removed from the table stalking the unit. &lt;br /&gt;
If this leaves the Lictors in base contact with the &#039;&#039;&#039;Stalked&#039;&#039;&#039; unit it is counted as if the Lictors had made a Disordered Charge and the two units is thereafter locked in close combat. No overwatch is made. &lt;br /&gt;
The Lictors may alternatively be revealed voluntarily during the start of the owning player&#039;s movement phase. This follows the same rules as above, except that the unit may act normally during the remainder of the turn if it is not locked in close combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pheromone Trail:&#039;&#039;&#039; If a friendly unit from Codex: Tyranids arrives on the battlefield via Deep Strike, it will not scatter so long as the first model in the unit is placed within 6&amp;quot; of a model with this special rule. Note that the model with the Pheromone Trail special rule must already be on the table at the start of the turn for this ability to be used. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psychic Horror&#039;&#039;&#039; - A unit with this special rule MUST be revealed during the start of Psychic Phase if revealed voluntarily. If revealed voluntarily, all Psykers within 6&amp;quot; of the Lictors must roll a D6 for each Lictor in the unit. For every roll of 4+ the Psyker suffers a Perils of the Warp.&lt;br /&gt;
*&#039;&#039;&#039;Hunter of Heroes&#039;&#039;&#039; - A model with this special rule may choose which model it wishes to hit when fighting in close combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:5/BS:10/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*May include up to 4 additional Lictors - 50 pts./model&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*The entire unt may take one of the following special rules:&lt;br /&gt;
 - Psychic Horror - 10pts/model&lt;br /&gt;
 - Hunter of Heroes - 10pts/model&lt;br /&gt;
* Entire unit may replace Stealth special rule with Shrouded special rule - 15 pts./model&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pyrovore Brood====&lt;br /&gt;
40 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
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! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Pyrovore&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| 4+&lt;br /&gt;
| Beasts&lt;br /&gt;
| 1 Pyrovore&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Flamespurt cannon&lt;br /&gt;
*Acid blood&lt;br /&gt;
*Acid maw&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Very Bulky&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fireproof:&#039;&#039;&#039; Strength of all flame weapons and weapons with the Melta or Soul Blaze special rules fired at Pyrovore Brood is halved (round down).&lt;br /&gt;
*&#039;&#039;&#039;Volatile:&#039;&#039;&#039; If a Pyrovore is slain by a wound that inflicted Instant Death, every unit within D6&amp;quot; of the slain Pyrovore (excluding Pyrovore Brood itself) suffers a Strength 4 AP- hit for each its model within that range (resolve damage as a shooting attack from the Pyrovore, before removing it as a casualty). I the Pyrovore Brood is within Synapse range, at the end of any Close Combat phase you may choose to detonate any number of models within it - resolve it exactly as they were slain with a  wound that inflicted Instant Death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:-/BS:-/S:-/T:15/W:15/I:5/A:5/Ld:5/Sv:15/Psy:-/Syn:-)&lt;br /&gt;
*May include up to 4 additional Pyrovores - 40 pts./model&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*The unit may take a Tyrannocyte as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====Ymgarl Genestealer Brood====&lt;br /&gt;
80 pts.&lt;br /&gt;
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&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Rending Claws&lt;br /&gt;
*Feeder tendrils&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bulky&#039;&#039;&#039; (Broodlord only)&lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 1)&#039;&#039;&#039; (Ymgarl Broodlord only)&lt;br /&gt;
*&#039;&#039;&#039;Know No Honor&#039;&#039;&#039; (Ymgarl Broodlord only)&lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Alter Form:&#039;&#039;&#039; At the start of it&#039;s movement phase, a Ymgarl Genestealer Brood must alter their form into one of the three listed below. The bonus gained lasts until the start of it&#039;s next movement phase. The same form cannot be chosen in two consecutive turns. &lt;br /&gt;
::*&#039;&#039;&#039;Slashing Claws:&#039;&#039;&#039; every model in the brood has +1 Strength.&lt;br /&gt;
::*&#039;&#039;&#039;Tentacled Limbs:&#039;&#039;&#039; every model in the brood has +1 Attack.&lt;br /&gt;
::*&#039;&#039;&#039;Muscle Carapace:&#039;&#039;&#039; every model in the brood has +1 Toughness.&lt;br /&gt;
*&#039;&#039;&#039;Dormant:&#039;&#039;&#039; Ymgarl Genestealer Brood must start the game in reserves. During deployment phase, secretly write one piece of terrain on the table. When Ymgarl Genestealers Brood enters from reserve, reveal that note, and place them wholly inside that piece of terrain. If some models cannot fit inside that terrain, remove them as causalities. Ymgarl Genestealers Brood may assault the same turn it enters from reserve.&lt;br /&gt;
*&#039;&#039;&#039;Leftover:&#039;&#039;&#039; Destroying Ymgarl Genestealer Brood do not grant any Victory Points, and do not count as First Blood. Independent Characters and Alpha Warriors cannot join Ymgarl Genestealer Brood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039; A Ymgarl Broodlord always knows &#039;&#039;&#039;The Horror&#039;&#039;&#039; psychic power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:1/BS:-/S:3/T:4/W:-/I:1/A:2/Ld:-/Sv:7/Psy:-/Syn:-)&lt;br /&gt;
**Mutations (Broodlord): (WS:5/BS:-/S:10/T:20/W:10/I:5/A:5/Ld:-/Sv:20/Psy:20/Syn:-)&lt;br /&gt;
*May include up to ten additional Ymgarl Genestealers - 18 pts/model&lt;br /&gt;
* Any model in a brood may take one of the following:&lt;br /&gt;
::- Scything talons ··········································· 2 pts.&lt;br /&gt;
::- Rending claws  ············································· 5 pts.&lt;br /&gt;
* All Ymgarl Genestealers in the brood may take any of the following biomorphs:&lt;br /&gt;
::- Serrated blades ································ 1 pts./model&lt;br /&gt;
::- Adrenal glands ································· 2 pts./model&lt;br /&gt;
::- Toxin sacs ······································· 3 pts./model&lt;br /&gt;
*May add a Ymgarl Broodlord - 60 pts&lt;br /&gt;
*A Ymgarl Broodlord may take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*A Ymgarl Broodlord may take any of the following:&lt;br /&gt;
::- Flesh hooks  ················································ 2 pts.&lt;br /&gt;
::- Implant attack  ············································ 10 pts.&lt;br /&gt;
&lt;br /&gt;
====Maleceptor====&lt;br /&gt;
180 pts.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Scything talons&lt;br /&gt;
*Warp shield projector&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 2)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse Creature&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039; A Maleceptor has the Psychic Overload and Psychic Void psychic powers. If it is upgraded to Mastery level 3, it must generate one additional power from any discipline allowed to Tyranids.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Overload&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::Psychic Overload is a &#039;&#039;&#039;witchfire&#039;&#039;&#039; power with the following profile:&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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| Assault 1, Ignores Cover, Large Blast, Brain Damage&lt;br /&gt;
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:*&#039;&#039;Brain Damage:&#039;&#039; Do not roll to wound or to penetrate against units hit by Psychic Overload blast - instead, this unit must roll a Leadership test on 3D6, adding +1 for each model hit by the blast past the first one, and additional +2 if any model in the unit is under the template central hole. Vehicles count as having Leadership 10 for the purpose of this power. If the test is failed, unit suffers D3+1 Wounds, or one Penetrating hit which automatically causes Crew Stunned result, which cannot be negated or replaced with another vehicle damage result by any means (extra Armour, Living Metal, Spirit Stones, Daemonic Resilience, etc.). Friendly Tyranid units hit by Psychic Overload blast do not suffer any damage.&lt;br /&gt;
::&#039;&#039;A Maleceptor may manifest Psychic Overload power up to three times per turn, but each Maleceptor may only target a given unit once per Psychic phase.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Void&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::Psychic Void is a &#039;&#039;&#039;blessing&#039;&#039;&#039; that targets the Maleceptor itself. Whilst this power is in effect, all Deny the Witch rolls made to deny any opposing psychic powers that target the Maleceptor, or any models within the Maleceptor&#039;s Synapse Range, gain a +3 bonus on their tests. At the start of your opponent&#039;s Psychic phase any other friendly Synapse Creature within Maleceptor&#039;s synapse range may choose to expend one Warp Charge to spread Psychic Void&#039;s effect on its own synapse range.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
*Mutations: (WS:10/BS:30/S:10/T:20/W:20/I:10/A:10/Ld:10/Sv:30/Psy:25/Syn:20)&lt;br /&gt;
*May include up to 2 additional Maleceptors - 180 pts./model&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; lists.&lt;br /&gt;
*The unit may take a Tyrannocyte as a Dedicated Transport if it numbers only one model.&lt;br /&gt;
====Haruspex====&lt;br /&gt;
160 pts.&lt;br /&gt;
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&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Grasping tongue&lt;br /&gt;
*Crushing claws&lt;br /&gt;
*Acid blood&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Feeder-beast:&#039;&#039;&#039; If a Haruspex inflicts at least one unsaved Wound in the Assault phase or Shooting Phase, then at the end of that phase it recovers a single Wound lost earlier in the battle.&lt;br /&gt;
*&#039;&#039;&#039;Fuel for Rampage:&#039;&#039;&#039; For each model removed as a casualty due to Haruspex attacks (both ranged and melee), it gain one Food token at the and of the phase, to the maximum of six - you may track them by simply putting the D6 with appropriate number near the Haruspex model. At the start of the Movement phase a Haruspex may spend up to three Food tokens to gain +2&amp;quot; bonus to it&#039;s maximum movement distance for each token spent. At the start of the Fight subphase of Assault phase Haruspex may spend any number of Food tokens to gain +1 bonus Attack for each token spent.  At the start of the movement phase, a Haruspex may spend any number of Food tokens to recover one wound per food token spent.&lt;br /&gt;
*&#039;&#039;&#039;Savage:&#039;&#039;&#039; In close combat Haruspex can exchange all of its normal Attacks to make a Savage attack, resolved at it&#039;s normal initiative. When doing so, place a Blast template for each 3 Attacks Haruspex has (including any bonus Attacks) in a base contact with Haruspex base, placed in a way that they don&#039;t cover any friendly models. For each enemy model covered by any of these templates, enemy unit suffer an automatic hit with Strength 6, AP3 and Ignores Cover special rule. Do note that models covered by multiple Savage blasts do not suffer multiple hits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:10/BS:15/S:10/T:20/W:20/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-)&lt;br /&gt;
*May include up to 2 additional Haruspex - 160 pts./model&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*May take a thresher scythe - 10 pts.&lt;br /&gt;
*May take a Tyrannocyte as a Dedicated Transport.&lt;br /&gt;
====Crinis Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Fluff:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;A horrid monstrosity tailor made to assassinate, disrupt enemy formations, and destroy the precious equipment of it&#039;s foes, the Crinis is named for the number of tendrils it possesses. Four long lash whip tendril arms, a maw ringed by yet more tentacles, and four flesh hooks that can burst from it&#039;s chest, the Crinis is by all accounts an excessively horrid creature with remarkable regenerative abilities, bolstered by the fact that it is virtually a walking corrosives factory, producing acid in copious amounts to destroy equipment. &lt;br /&gt;
&lt;br /&gt;
The creature is remarkably quick, built more like a Hive Tyrant than a Carnifex, and may be an offshoot of that genus. It&#039;s strategy seems to be to engage targets already occupied by other Tyranids to strike at the targets it wishes to or drop in unannounced to sow havoc before inevitably perishing. It is theorized that the creature&#039;s regenerative powers are born out of a need to regenerate appendages quickly if they are cut off while it grapples, which translated into a body wide healing factor. Some seem to further this regenerative power with special biomorphs that make it even harder to force an injury to remain. &lt;br /&gt;
&lt;br /&gt;
These creatures are understandably loathed by artificers and crafters the galaxy over for their wanton destruction of priceless artifacts, something which the Hive Mind seems to be keenly aware of, especially as many of these artifacts are very difficult to replace. These creatures even seem to enter a chemical high when they destroy what it is programmed to recognize as especially priceless relics such as Terminator or Artificer armor or master crafted weapons, meaning that even outside of synapse range they continue to hunt out items to destroy before messily devouring them.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Modeling notes&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;A crinis should be represented with a Hive Tyrant base body with at least four tentacles to represent the lash whips, where you get these tentacles is up to you, but they should be decently long (See Toxicrene for inspiration).  The head should come from a Lictor or similarly cthulhoid head, and it should have something to represent the Flesh hooks.  If the result looks like a Hentai monster you should be hiding your Sisters of Battle, Fire Warrioresses, Guardswomen, Slaaneshi Daemons, and Eldar (Dark or Craftworld) from, you&#039;ve succeeded.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
170 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two sets of lash whips&lt;br /&gt;
*Flesh hooks &lt;br /&gt;
*Feeder tendrils &lt;br /&gt;
*Acid blood &lt;br /&gt;
*Toxin sacs &lt;br /&gt;
*Toxic miasma&lt;br /&gt;
*Toxin spike&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;It Will Not Die&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Precision Strikes &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blinding Vapour:&#039;&#039;&#039; All enemy units in base contact with Crinis take one hit from a strength 3 close combat weapon with Blind special rule at the Initiative step 10.&lt;br /&gt;
*&#039;&#039;&#039;Ruinous Touch:&#039;&#039;&#039; Non-vehicle models that had been hit by at least one Crinis close combat attacks suffer -1 penalty to their armour save at the end of Crinis Initiative step. Vehicles that have been hit by at least one Crinis close combat attack suffers -1 penalty to their armour value all around at the end of Crinis Initiative step. Both penalties affect the model till the end of the game, and are cumulative.&lt;br /&gt;
:If any model rolls at least one natural 1 (after all re-rolls) in close combat, while trying to hit a Crinis, at the end of its Initiative phase that model must pass a Weapon Skill test. If the test is passed, nothing happens, but if it&#039;s failed, the close combat weapon with which this model attacked is destroyed and cannot be used till the end of the game. For attacks, rolled for a group of models with the same weapons and Weapon Skill, treat each result of 1 as being rolled by a separate model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:10/BS:10/S:10/T:20/W:20/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-)&lt;br /&gt;
*May include up to 2 additional Crinis - 170 pts./model&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Thorax Biomorphs&#039;&#039;&#039; and &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; lists.&lt;br /&gt;
*Any model may take one of the following:&lt;br /&gt;
::- Cluster spines ············································ 15 pts.&lt;br /&gt;
::- Stinger salvo ·············································· 15 pts.&lt;br /&gt;
*The unit may take a Tyrannocyte as a Dedicated Transport if it have two or less models.&lt;br /&gt;
&lt;br /&gt;
=== Fast attack ===&lt;br /&gt;
====Dimachaeron====&lt;br /&gt;
200 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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| 1 Dimachaeron&lt;br /&gt;
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&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Sickle Claws&lt;br /&gt;
*Grasping talons&lt;br /&gt;
*Thorax Spine-Maw&lt;br /&gt;
*Adrenal Glands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Agile&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rampage&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Creature (Leaper)&#039;&#039;&#039; Leaper is sub type, and as such does not appear as a catagory on its own, but only when paired with another unit type. Models with the Leaper sub-type may choose to use their Leaping ability in either the Shooting phase or the Assault phase (they may not use both in the same turn). When not using this ability, the model moves normally for a model of its base type. When using Leaper (whether moving or charging) the model can move over all other models and terrain freely. If the model begins or ends its move in difficult terrain it must take a Dangerous Terrain test. Leaping models cannot end their move on top of other models or in impassable terrain.&lt;br /&gt;
**&#039;&#039;&#039;Shooting Phase&#039;&#039;&#039; - If a Leaping Model Leaps during the Shooting phase, it can move up to 6&amp;quot; this move, and only this move, is measured from the front of the base to the back of the base were it finishes the unit may not run after leaping but may shoot and assault as normal.&lt;br /&gt;
**&#039;&#039;&#039;Assault Phase&#039;&#039;&#039; - If a Leaping Model leaps during the assault phase, it gains the Hammer of Wrath special rule, if it did not already possess it, and all Hammer of Wrath attacks are resolved at +1 Strength and gain the Strikedown special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:10/BS:15/S:10/T:20/W:15/I:15/A:15/Ld:-/Sv:35/Psy:-/Syn:-)&lt;br /&gt;
*May include up to 2 additional Dimacheron - 200 pts./model&lt;br /&gt;
*The Model may take a Mycetic Spore or Tyrannocyte as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====Tyranid Shrike Brood====&lt;br /&gt;
66 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
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|- &lt;br /&gt;
| Tyranid Shrike&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 5+&lt;br /&gt;
| Jump Infantry&lt;br /&gt;
| 3 Tyranid Shrike&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Devourer&lt;br /&gt;
*Scything talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse Creature&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Very Bulky&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:3/BS:5/S:4/T:7/W:8/I:4/A:4/Ld:-/Sv:6/Psy:-/Syn:-)&lt;br /&gt;
*May include up to six additional Tyranid Shrikes - 22 pts./model&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Basic Bio-weapons&#039;&#039;&#039;, &#039;&#039;&#039;Melee Bio-weapons&#039;&#039;&#039; and &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; lists.&lt;br /&gt;
*For every three Tyranid Shrikes in the brood, one may take items from the &#039;&#039;&#039;Basic Bio-cannons&#039;&#039;&#039; list.&lt;br /&gt;
* All models in the brood may take one of the following:&lt;br /&gt;
::- Spinefist ·········································· 1 pts./model&lt;br /&gt;
::- Flesh hooks  ····································· 3 pts./model&lt;br /&gt;
&lt;br /&gt;
====Ravener Brood====&lt;br /&gt;
66 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
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|- &lt;br /&gt;
| Ravener&lt;br /&gt;
| 5&lt;br /&gt;
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| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 5+&lt;br /&gt;
| Beasts&lt;br /&gt;
| 3 Raveners&lt;br /&gt;
|-&lt;br /&gt;
| The Red Terror&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 4+&lt;br /&gt;
| Beast (C)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two pairs of Scything talons&lt;br /&gt;
*Prehensile pincer (Red Terror only)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deep Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Very Bulky&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Precise Tunneling:&#039;&#039;&#039; If, when a Ravener Brood deploys via Deep Strike, it scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle. This does not apply to buildings with transport capacity, despite them usually count as Impassible terrain - Ravener Brood may deliberately Deep Strike on top of the building, and if at least one model in the brood end it&#039;s scatter over the building, count them as occupying this building&#039;s lowest floor. If that floor is already occupied by the enemy unit, both units become immediately locked in close combat. This does not count as Charge, so no one get bonus attacks for charging, Rage and Counter-Charge special rules.&lt;br /&gt;
*&#039;&#039;&#039;Know No Honor&#039;&#039;&#039; (Red Terror only)&lt;br /&gt;
*&#039;&#039;&#039;Swallow Whole:&#039;&#039;&#039; (Red Terror only) If the Red Terror hits with at least four of its close combat attacks in a single phase (excluding its prehensile pincer attack), you may nominate a single enemy Infantry, Jump Infantry or Jet Pack Infantry model in base contact with the Red Terror and attempt to swallow it whole.&lt;br /&gt;
:If you choose to do so, no To Wound rolls are made for any of the Red Terror&#039;s Attacks (excluding its prehensile pincer attack). Instead, the nominated model must pass a single invulnerable save (if it has one) or be removed from play as a casualty. There is no need to decide beforehand if you will attempt to swallow a model whole; declare after rolling To Hit. Enemy models with either the Very Bulky or Extremely Bulky special rule cannot be nominated as targets to be Swallowed Whole. If no models in the target unit can be nominated, the Red Terror cannot choose to Swallow Whole and must roll To Wound normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:3/BS:5/S:4/T:7/W:8/I:4/A:4/Ld:-/Sv:6/Psy:-/Syn:-)&lt;br /&gt;
*Mutations (The Red Terror): (WS:20/BS:25/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*May include up to six additional Raveners - 22 pts./model&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any Ravener may exchange one pair of scything talons for rending claws - 3 pts./model&lt;br /&gt;
*Any Ravener may take one of the following:&lt;br /&gt;
::- Spinefist ·········································· 2 pts./model&lt;br /&gt;
::- Devourer  ·········································· 4 pts./model&lt;br /&gt;
::- Deathspitter  ··································· 10 pts./model&lt;br /&gt;
*One Ravener Brood in the army may add the Red Terror - 85 pts&lt;br /&gt;
&lt;br /&gt;
====Gargoyle Brood====&lt;br /&gt;
50 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
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|- &lt;br /&gt;
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| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| 6+&lt;br /&gt;
| Jump Infantry&lt;br /&gt;
| 10 Gargoyles&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Fleshborer&lt;br /&gt;
*Blinding venom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Hunt)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:-/BS:1/S:1/T:1/W:-/I:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*May include up to forty additional Gargoyles - 5 pts/model&lt;br /&gt;
*For every ten Gargoyles, one may replace its fleshborer with a strangleweb - 5 pts./model&lt;br /&gt;
* All Gargoyles in the brood may take any of the following biomorphs:&lt;br /&gt;
::- Wide-spectrum retinas ··· 0.5 pts./model (round up)&lt;br /&gt;
::- Adrenal glands ································· 2 pts./model&lt;br /&gt;
::- Toxin sacs ······································· 2 pts./mode&lt;br /&gt;
&lt;br /&gt;
====Sky-Slasher Swarm Brood====&lt;br /&gt;
54 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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|- &lt;br /&gt;
| Sky-Slasher Swarm&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6+&lt;br /&gt;
| Jump Infantry&lt;br /&gt;
| 3 Sky-Slasher Swarms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Consume:&#039;&#039;&#039; During Shooting phase unit with at least three bases with this rule may opt to devour an organic terrain piece (forests, booshes, swamps, etc) it touches. If it choses so, you may move models in a unit to any point wholly within that piece of terrain before removing it from the field. This counts as Run move for all intents and purposes.&lt;br /&gt;
*&#039;&#039;&#039;Surge:&#039;&#039;&#039; In close combat, every model with this special rule can exchange all of its normal Attacks to make a single surge attack, which uses the following profile:&lt;br /&gt;
:{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range &lt;br /&gt;
! S &lt;br /&gt;
! AP &lt;br /&gt;
! Type &lt;br /&gt;
|-  &lt;br /&gt;
| -&lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| Melee, Haywire, Jammed!&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Jammed!:&#039;&#039;&#039; When performing surge attack, models with this rule must roll to hit in close combat even if they hit automatically. For each to-hit result of 1 or 2, the unit, which performed surge attack, suffers a wound with no saves of any kind allowed. This wound cannot be allocated on the model without Surge special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:2/BS:4/S:4/T:4/W:-/I:2/A:3/Ld:2/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*May include up to six additional Sky-Slasher Swarms - 18 pts/base&lt;br /&gt;
*The unit may take spinefists ···················· 3 pts/base&lt;br /&gt;
*All Sky-Slasher Swarms in the brood may take any of the following biomorphs:&lt;br /&gt;
::- Serrated blades ································· 2 pts./base&lt;br /&gt;
::- Toxin sacs ········································ 4 pts./base&lt;br /&gt;
::- Adrenal glands ·································· 5 pts./base&lt;br /&gt;
====Laius Horror====&lt;br /&gt;
180 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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|- &lt;br /&gt;
| Laius Horror&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 4+&lt;br /&gt;
| Monstrous Creature&lt;br /&gt;
| 1 (Unique)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two sets scything talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fleet:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;From The Inside:&#039;&#039;&#039; Laius Horror always starts the game in reserves. If your army includes the Laius Horror, secretly write one enemy non-vehicle and non-Character model with one wound as a Host. If there is no such model, pick a model with 2 wounds and no Character type. When the Host loses its last Wound or when the Laius Horror enters from reserve, reveal the note to your opponent, replace the Host with a Laius Horror, and then remove Host as casualty. If there is no space to place Laius Horror directly on top of where its host been, move other models in the Host&#039;s unit until it could be placed - from this moment Laius Horror count as being locked in close combat with his Host&#039;s unit. This does not count as Charge, so no one get bonus attacks for charging, Rage and Counter-Charge special rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:10/BS:-/S:10/T:20/W:20/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-)&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Thorax Biomorphs&#039;&#039;&#039; and &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; lists&lt;br /&gt;
====Harpy Brood====&lt;br /&gt;
130 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
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! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Harpy&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 4+&lt;br /&gt;
| Flying Monstrous Creature&lt;br /&gt;
| 1 Harpy&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Twin-linked stranglethorn cannon&lt;br /&gt;
*Scything talons&lt;br /&gt;
*Spore mine cysts with frag mines and toxic mines&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Hunt)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sonic Screech:&#039;&#039;&#039; When Harpy Brood charges into combat, enemy models cannot perform Overwatch on it, and all enemy models in the combat suffer -5 to their Initiative (to a minimum of 1) until the end of that Assault phase.&lt;br /&gt;
*&#039;&#039;&#039;Skyfall:&#039;&#039;&#039; Harpy Brood may declare Charge in the same turn it switched from Swooping to Gliding mode. If they does so, they do not suffer Initiative penalty for charging through Difficult terrain, and deal D3 Hammer of Wrath attacks each, instead of one (roll once for entire brood).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:10/BS:15/S:10/T:20/W:15/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-)&lt;br /&gt;
*May include up to 2 additional Harpies - 130 pts./model&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model may replace twin-linked stranglethorn cannon with twin-linked heavy venom cannon - 5 pts.&lt;br /&gt;
*Any model may upgrade it&#039;s spore mine cysts to launch acid mines - 5 pts.&lt;br /&gt;
*Any model may take one of the following:&lt;br /&gt;
::- Stinger salvo ·············································· 10 pts.&lt;br /&gt;
::- Cluster spines ············································ 15 pts.&lt;br /&gt;
&lt;br /&gt;
====Hive Crone Brood====&lt;br /&gt;
155 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
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! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Hive Crone&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 4+&lt;br /&gt;
| Flying Monstrous Creature&lt;br /&gt;
| 1 Hive Crone&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Drool cannon&lt;br /&gt;
*Four tentaclids&lt;br /&gt;
*Scything talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vector Dancer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Raking Strike:&#039;&#039;&#039; A Hive Crone’s Vector Strike is resolved at Strength 8.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:10/BS:15/S:10/T:20/W:15/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-)&lt;br /&gt;
*May include up to 2 additional Hive Crone - 155 pts./model&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model may take up to four additional Tentacilids - 4 pts./each&lt;br /&gt;
*Any model may take one of the following:&lt;br /&gt;
::- Stinger salvo ·············································· 10 pts.&lt;br /&gt;
::- Cluster spines ············································ 15 pts.&lt;br /&gt;
====Spore Mine Cluster====&lt;br /&gt;
15 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
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! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Frag Mine&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| Infantry&lt;br /&gt;
| 3 Frag Mines&lt;br /&gt;
|-&lt;br /&gt;
| Toxin Mine&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| Infantry&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Acid Mine&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| Infantry&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Char Mine&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| Infantry&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deep Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drifting:&#039;&#039;&#039; Spore Mines move 3&amp;quot; in the Movement phase and, when they Run or charge, move half the distance rolled. Spore Mines are never slowed by difficult terrain, but must take Dangerous Terrain tests as normal.&lt;br /&gt;
*&#039;&#039;&#039;Floating Death:&#039;&#039;&#039; (Frag Mines, Toxin Mines, Acid Mines) Spore Mines do not attack in close combat. Instead, at the Initiative 10 step, the entire cluster detonates! Each type of mines detonates specifically:&lt;br /&gt;
::*&#039;&#039;&#039;Frag Mines:&#039;&#039;&#039; Place a large blast markers centered on each Frag Mine, every other unit (friend or foe) under the blast templates suffers a number of hits with Strength 4, AP4 and Ignores Cover special rule equal to the number of its models under the blast templates (calculate for each template separately, so a model, covered bu multiple templates would generate multiple hits).&lt;br /&gt;
::*&#039;&#039;&#039;Toxin Mines:&#039;&#039;&#039; Place a blast markers centered on each Toxin Mine, every other unit (friend or foe) under the blast templates suffers a number of hits with Strength 1, AP3, Poisoned (3+) and Ignores Cover special rules equal to the number of its models under the blast templates (calculate for each template separately, so a model, covered by multiple templates would generate multiple hits).&lt;br /&gt;
::*&#039;&#039;&#039;Acid Mines:&#039;&#039;&#039; Each unit in close combat with Acid Mines suffers a number of hits with Strength 6, AP3 and Armourbane and Ignores Cover special rules equal to the number of models in base-to-base contact with Acid Mine models.&lt;br /&gt;
:Once all hits have been resolved, remove all models in the Spore Mine Cluster from play as casualties.&lt;br /&gt;
*&#039;&#039;&#039;Sky Bomb:&#039;&#039;&#039; (Char Mines only) Char Mines benefit from Hard to Hit special rule, and count as Swooping Flying Monstrous Creatures for the purpose of targeting. They can charge Zooming Flyers and Swooping Flying Monstrous Creatures, and cannot charge any other type of units. Unlike other Spore Mines, Char Mines&#039; charge range is not halved per Drifting special rule, though each mine must roll for charge distance separately. For each Char Mine, that successfully charged enemy unit, it immediately suffers automatic hit with Strength 7, AP3 and Armourbane and Ignores Cover special rule. Regardless of the number of successful charges (if any), remove Spore Mine Cluster from play as casualties after they attempt to charge their target.&lt;br /&gt;
*&#039;&#039;&#039;Living Bomb:&#039;&#039;&#039; Spore Mine Clusters are non-scoring, non-denial units. They do not award Victory Points when destroyed, and Wounds suffered by Spore Mines in close combat (including those caused by a Floating Death detonation) are not counted when determining assault results.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:-/BS:-/S:-/T:1/W:-/I:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*May include up to six additional Frag Mines - 5 pts./model&lt;br /&gt;
*May replace all Frag Mines in the cluster with:&lt;br /&gt;
::- Toxin mines ················································· free&lt;br /&gt;
::- Acid mines ····································· 1 pts./model&lt;br /&gt;
::- Char mines ····································· 3 pts./model&lt;br /&gt;
&lt;br /&gt;
====Meiotic Spore Brood====&lt;br /&gt;
45 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
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! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Meiotic Spore&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| Infantry&lt;br /&gt;
| 3 Meiotic Spores&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shrouded&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outriders of the Swarm:&#039;&#039;&#039; Meiotic Spore Mines must be deployed at the start of the game, just before the first turn but after deployment, using the Deep Strike special rule. They may only be held in reserve in missions that force all other friendly units to begin the game in reserves.&lt;br /&gt;
*&#039;&#039;&#039;Floating Brood Bomb:&#039;&#039;&#039; The Meiotic Spore Brood moves 3+D6&amp;quot; in each of its controlling player&#039;s movement phases. When they run, they move only half of the distance rolled. Meiotic Spores are never slowed by difficult terrain but must take Difficult Terrain tests as normal. Meiotic Spores may not declare charges and if charged by any enemy unit, they detonate and are removed from play before any blows are struck or other effects are triggered, causing D6 Str5 AP4 hits on the charging unit per Meiotic Spore in the unit when it is removed from play. If any Meiotic Spore is removed as a casualty due to shooting attacks, then its controlling player may place a new unit of D3+1 Spore Mines anywhere within 6&amp;quot; of the destroyed models. These spore mines form a separate unit that may act normally on the turn following their placement. In addition, whenever the Meiotic Spore brood moves within 6&amp;quot; of an enemy unit, or during any friendly shooting phase, the Meiotic Spore Brood may make one attack using the profile below. Each attack may target a different enemy unit. After these attacks are resolved, all models in the Meiotic Spore Brood are removed as casualties.&lt;br /&gt;
**&#039;&#039;&#039;Bomb&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 6&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 1, Large Blast, Strikedown, Ignores Cover, Brood Bombs&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Brood Bombs:&#039;&#039;&#039; If any template from a Meiotic Spore Bomb scatters so that it misses all enemy units, then the controlling player may immediately place a unit of D3+1 Spore Mines anywhere under the template that is at least 1&amp;quot; away from any other models or impassable terrain. If there is not enough space to place any or all of these spore mines, then those models which cannot be placed are removed from play.&lt;br /&gt;
*&#039;&#039;&#039;Living Bomb:&#039;&#039;&#039; Meiotic Spore Mine Clusters are non-scoring, non-denial units. They do not award Victory Points when destroyed, and Wounds suffered by Spore Mines in close combat (including those caused by a Floating Death detonation) are not counted when determining assault results.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:-/BS:-/S:-/T:5/W:-/I:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*May include up to six additional Meiotic Spores - 15 pts./model&lt;br /&gt;
&lt;br /&gt;
=== Heavy support ===&lt;br /&gt;
====Carnifex Brood====&lt;br /&gt;
80 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Carnifex&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 9&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 7&lt;br /&gt;
| 3+&lt;br /&gt;
| Monstrous Creature&lt;br /&gt;
| 1 Carnifex&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two sets of scything talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Living Battering Ram:&#039;&#039;&#039; When this model charges, it inflicts D3 Hammer of Wrath Attacks, rather than just 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:10/BS:15/S:5/T:20/W:15/I:10/A:20/Ld:10/Sv:30/Psy:-/Syn:-)&lt;br /&gt;
*May include up to two additional Carnifexes - 80 pts/model&lt;br /&gt;
*Any model may replace any pair of scything talons with any of the following: &lt;br /&gt;
::- Crushing claws ································ 15 pts./model&lt;br /&gt;
::- Stonecrusher ramshield* ··················· 25 pts./model&lt;br /&gt;
::- Crushing claw and wrecking ball* ······· 30 pts./model&lt;br /&gt;
:::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Only one of each allowed per model.&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Monstrous Bio-cannons&#039;&#039;&#039; and &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; lists.&lt;br /&gt;
*Any model may take any of the following:&lt;br /&gt;
::- Spine banks ······································ 5 pts./model&lt;br /&gt;
::- Bio-plasma ······································ 20 pts./model&lt;br /&gt;
*Any model may take one of the following tail biomorphs:&lt;br /&gt;
::- Thresher scythe ································ 10 pts/model&lt;br /&gt;
::- Bone mace ······································· 15 pts/model&lt;br /&gt;
*The unit may take a Tyrannocyte as a Dedicated Transport if it have two or less models.&lt;br /&gt;
&lt;br /&gt;
====Biovore Brood====&lt;br /&gt;
40 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Biovore&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| 4+&lt;br /&gt;
| Infantry&lt;br /&gt;
| 1 Biovore&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Spore Mine launcher with frag and toxin mines&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Hunt)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Very Bulky&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:-/BS:10/S:-/T:15/W:15/I:-/A:-/Ld:5/Sv:15/Psy:-/Syn:-)&lt;br /&gt;
*May include up to four additional Biovores - 40 pts/model&lt;br /&gt;
*Any model may upgrade it&#039;s spore mine launcher to launch acid mines - 5 pts.&lt;br /&gt;
*Any model may upgrade it&#039;s spore mine launcher to launch char mines - 15 pts.&lt;br /&gt;
*The unit may take a Tyrannocyte as a Dedicated Transport.&lt;br /&gt;
====Trygon====&lt;br /&gt;
170 pts.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Trygon&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 3+&lt;br /&gt;
| Monstrous Creature&lt;br /&gt;
| 1 Trygon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Bio-electric pulse&lt;br /&gt;
*Two pairs of scything talons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deep Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Subterranean Assault:&#039;&#039;&#039; If, when a Trygon (or Trygon Prime) deploys via Deep Strike, it scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle.&lt;br /&gt;
:After the Trygon (or Trygon Prime) has emerged, mark the position under the creature’s base with a suitable marker – this represents the tunnel left by its emergence. Any friendly Tyranid Infantry unit that arrives from reserve in subsequent turns may emerge from the Trygon’s tunnel instead of arriving from reserve as normal. Only one unit may emerge from each tunnel marker each turn.&lt;br /&gt;
:If any unit chooses to do so, place the entire unit so that all of its models are wholly within 6&amp;quot; of the centre of the marker and in unit coherency. These models cannot be placed within 1&amp;quot; of enemy models or within impassable terrain; if any models cannot be placed, these excess models are removed as casualties. A unit may not move or charge on the same turn it arrives from a Trygon’s tunnel, but may shoot or Run.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
*Mutations: (WS:10/BS:15/S:10/T:20/W:15/I:15/A:15/Ld:10/Sv:35/Psy:-/Syn:-)&lt;br /&gt;
*May include up to 2 additional Trygons - 190 pts./model&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; and &#039;&#039;&#039;Thorax Biomorphs&#039;&#039;&#039; lists.&lt;br /&gt;
*May replace one set of scything talons crushing claws - 25 pts.&lt;br /&gt;
*May take one of the following:&lt;br /&gt;
::- Heavy spinefist ··········································· 10 pts.&lt;br /&gt;
::- Spine banks ··············································· 10 pts.&lt;br /&gt;
*May take one of the following tail biomorphs:&lt;br /&gt;
::- Prehensile pincer ········································ 10 pts.&lt;br /&gt;
::- Toxinspike ·················································· 10 pts.&lt;br /&gt;
&lt;br /&gt;
====Mawloc====	&lt;br /&gt;
140 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S	&lt;br /&gt;
! T	&lt;br /&gt;
! W	&lt;br /&gt;
! I	&lt;br /&gt;
! A	&lt;br /&gt;
! Ld	&lt;br /&gt;
! Sv	&lt;br /&gt;
! Unit Type	&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Mawloc&lt;br /&gt;
| 3&lt;br /&gt;
| 0	&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 8&lt;br /&gt;
| 3+&lt;br /&gt;
| Monstrous Creature&lt;br /&gt;
| 1 Mawloc&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;	&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*2 set Scything talons&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;	&lt;br /&gt;
*&#039;&#039;&#039;Deep Strike&#039;&#039;&#039;	&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;	&lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039;	&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;	&lt;br /&gt;
*&#039;&#039;&#039;Burrow:&#039;&#039;&#039; An unengaged Mawloc can, at any point during its Movement phases from the second game turn onwards, elect to burrow. If it does so, remove it from the table and place it into Ongoing Reserves. A Mawloc cannot Deep Strike and Burrow in the same turn.&lt;br /&gt;
*&#039;&#039;&#039;Terror from the Deep:&#039;&#039;&#039; When arriving from Deep Strike Reserve, a Mawloc can choose to Deep Strike onto a point occupied by another model (friend or foe) – roll for scatter as normal. If a Mawloc Deep Strikes onto a point occupied by another model, do not roll on the Deep Strike Mishap table. Instead, place the large blast marker directly over the spot the Mawloc is deep striking onto. All units except Flyers and Flying Monstrous Creatures beneath the blast marker suffer a number of Strength 6 AP2 hits with the Ignores Cover special rule equal to the number of models that unit has underneath the blast marker. If the blast marker is on a multi-level ruin, only models on the lowest level of the ruin count as being under the blast marker. For Wound allocation purposes, assume the attack is coming from the centre of the blast marker. Hits against vehicles are resolved against their side armour.	If it is still not possible to place the Mawloc, place another large blast in the same spot which follows the rules mentioned above. 	&lt;br /&gt;
:If, after removing casualties, it is now possible to place the Mawloc on the table on the spot where the blast marker landed, then do so, even if this is within 1&amp;quot; of another model (but not if it would be in base contact with, or occupying the same space as, another model). If, after removing casualties for a second time, it is still not possible to place the Mawloc, then move enemy models that prevent it to be placed away from the Mawloc, until it could be placed normally, unless at least one of these models is a Gargantuan Creature, or a Super heavy Vehicle, in which case it suffers &amp;quot;Delayed&amp;quot; result from the Deep Strike Mishap table. If the models moved by this rule cannot be moved further, caused by the end of the map or impassable terain, move the Mawloc the rest until it could be placed. If the Mawloc after deep-striking ends in base contact with one or more units, these units counts as being in close combat, but neither side counts as having charged and no overwatch can be made. &lt;br /&gt;
 		&lt;br /&gt;
Options&lt;br /&gt;
 		&lt;br /&gt;
*Mutations: (WS:10/BS:-/S:10/T:20/W:15/I:10/A:15/Ld:10/Sv:35/Psy:-/Syn:-)&lt;br /&gt;
 		&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*May include up to 2 additional Mawlocs - 140 pts./model&lt;br /&gt;
*May take crushing claws ···································· 20 pts.  		&lt;br /&gt;
*May take one of the following tail biomorphs:		&lt;br /&gt;
::- Prehensile pincer ········································ 10 pts.		&lt;br /&gt;
::- Toxinspike ·················································· 10 pts.&lt;br /&gt;
&lt;br /&gt;
====Exocrine Brood====&lt;br /&gt;
170 pts.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
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! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Exocrine&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 7&lt;br /&gt;
| 3+&lt;br /&gt;
| Monstrous Creature&lt;br /&gt;
| 1 Exocrine&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Scything talons&lt;br /&gt;
*Bio-plasmic cannon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Hunt)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Symbiotic Targeting:&#039;&#039;&#039; If an Exocrine does not move in its Movement phase, it&#039;s ranged weapon count as twin-linked. An Exocrine cannot declare a charge during the same turn that it uses this special rule.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
*Mutations: (WS:10/BS:20/S:10/T:20/W:20/I:10/A:10/Ld:10/Sv:35/Psy:-/Syn:-)&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*May include up to 2 additional Excorcines - 170 pts./model &lt;br /&gt;
*May take the thresher scythe tail biomorph - 10 pts.&lt;br /&gt;
*The unit may take a Tyrannocyte as a Dedicated Transport if it have only one model.&lt;br /&gt;
====Tyrannofex====&lt;br /&gt;
175 pts.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
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! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Tyrannofex&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 8&lt;br /&gt;
| 2+&lt;br /&gt;
| Monstrous Creature&lt;br /&gt;
| 1 Tyrannofex&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Acid spray&lt;br /&gt;
*Stinger salvo&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Hunt)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
*Mutations: (WS:10/BS:20/S:10/T:20/W:20/I:10/A:10/Ld:10/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*May include up to 2 additional Tyranofexs - 175 pts./model&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Thorax Biomorphs&#039;&#039;&#039; and &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; lists.&lt;br /&gt;
*May replace acid spray with one of the following: &lt;br /&gt;
::- Fleshborer hive ············································· 5 pts.&lt;br /&gt;
::- Rupture cannon ·········································· 20 pts.&lt;br /&gt;
*The unit may take a Tyrannocyte as a Dedicated Transport if it have only one model.&lt;br /&gt;
====Toxicrene====&lt;br /&gt;
160 pts.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Toxicrene&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
| 4+&lt;br /&gt;
| Monstrous Creature&lt;br /&gt;
| 1 Toxicrene&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Acid blood&lt;br /&gt;
*Choking cloud&lt;br /&gt;
*Two sets of lash whips&lt;br /&gt;
*Toxic miasma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Poisoned(2+)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shrouded&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hypertoxic:&#039;&#039;&#039; Any hit, inflicted by Toxicrene, that have Poisoned special rule deal Instant Death on to-wound roll of 6.&lt;br /&gt;
*&#039;&#039;&#039;Entangle:&#039;&#039;&#039; During Shooting phase Toxicrene may choose to Entangle one enemy model within 12&amp;quot; - this counts as a shooting attack that hits automatically (and &#039;&#039;does&#039;&#039; counts towards maximum shooting attack number per turn). Entangled models cannot move in any way until the Toxicrene&#039;s next shooting phase, and suffer -1 penalty to Ballistic Skill.&lt;br /&gt;
*&#039;&#039;&#039;Overwork&#039;&#039;&#039;: During Movement phase Toxicrene may choose to lose one Wound, to double it&#039;s Move range and increase Run and Charge range by D6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
*Mutations: (WS:30/BS:10/S:5/T:20/W:20/I:10/A:20/Ld:10/Sv:30/Psy:-/Syn:-)&lt;br /&gt;
*May include up to 2 additional Toxicrenes - 160 pts./model&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; lists.&lt;br /&gt;
*The unit may take a Tyrannocyte as a Dedicated Transport.&lt;br /&gt;
====Dactylis Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Fluff:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Hivemind&#039;s standard approach towards siege operations usually include subterranean or aerial distraction strike, followed by the massed frontal assault, lead by heavily armored Carnifexes, meant to soak enemy firepower and ram through the gates or even walls. Though against the most havilyy fortified points of the Imperium and Orks these attacks have proven to be too costly, mainly due to the absurd amount of heavy ordnance they deploy. To counter this, hive mind breed it&#039;s own heavy ordnance, in a form of Dactylis.&amp;lt;br&amp;gt;&lt;br /&gt;
Based on the simple and easy to to produce Carnifex genus, Dactylis is nothing like its progenitor. Slow and sluggish, it prefers to keep as long distance from its foes as possible, and usually tries to hide and flee if left on its own. Its weapon limbs get transformed into massive plates of ablative armour, almost useless in close combat, but invaluable at protecting it from enemy firepower. Armed with a massive spore launcher biomorph on it&#039;s back, Dactyis uses its oversized chem glands to fill both the spores and the weapon&#039;s barrel with compressed bio-plasma, and then detonate it to launch the spore with a force, rivaled only by the heavy artillery of humans. Though neither the launching process, nor the chem glands of the Dactylis proven to be stable, the usefulness of this siege beast and the ease with producing it totally compensate these weaknesses.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Modeling notes&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;A Dactylis should be represented with a Carnifex base body with massive bio-cannon on its back, skin sacs, meant to represent bio-plasmic chem glands, sticking off it&#039;s sides or back, and its weapon limbs replaced by the armour plates, covering the front of the model. Final result should look like [http://i282.photobucket.com/albums/kk260/jct5/Dactylis__1.jpg this]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
170 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
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|- &lt;br /&gt;
| Dactylis&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 7&lt;br /&gt;
| 3+&lt;br /&gt;
| Monstrous Creature&lt;br /&gt;
| 1 Dactylis&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Bio-plasmic spore launcer&lt;br /&gt;
*Stinger salvo&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Lurk)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Slow and Purposeful&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heavy Launcher:&#039;&#039;&#039; Dactylis can only fire its bio-plasmic spore launcher if it does not move in its Movement phase. It cannot declare a charge during the same turn that it fires its bio-plasmic spore launcher.&lt;br /&gt;
*&#039;&#039;&#039;Siege Plating:&#039;&#039;&#039; Dactylis base should have a clear marker, representing the creature&#039;s front facing - all ranged attack, comming at the Dactylis Brood from the front 180° ark of the majority of the models in the Brood lose one point of Strengths and AP (for example, S9 AP2 Lascannon hit as S8 AP3). &lt;br /&gt;
*&#039;&#039;&#039;Bio-Plasmic Leak:&#039;&#039;&#039; When Dactylis loses a wound from the hit, not affected by the Siege Plating rule, roll D6 - on the result of 1 or 2 Dactylis deal Strength 3 AP 2 automatic hit to each model in base contact with it (friend or foe), and loses one extra Wound with no saves of any kind allowed. This extra wounds lost do not trigger this rule.&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Spotters:&#039;&#039;&#039; If the Dactylis Brood is within Synapse range, and any other friendly Codex: Tyranids model that is within Synapse range can draw a line of sight to their target, Dactylis Brood bio-plasmic spore launcher blast template scatters only D6&amp;quot; rather than 2D6, and count target as being within Dactylis line of sight, even if it&#039;s not.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:10/BS:20/S:10/T:20/W:20/I:10/A:10/Ld:20/Sv:30/Psy:-/Syn:-)&lt;br /&gt;
*May include up to 2 additional Dactylis - 170 pts./model&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
====Tyrannocyte====&lt;br /&gt;
75 pts&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Tyrannocyte&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 8&lt;br /&gt;
| 4+&lt;br /&gt;
| Monstrous Creature&lt;br /&gt;
| 1 Tyrannocyte&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*5 Deathspitters&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deep Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Fire&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Drifting Death:&#039;&#039;&#039; The Tyrannocyte cannot Run or charge. They can consolidate but may not make a Sweeping Advance.&lt;br /&gt;
*&#039;&#039;&#039;Transport Spore:&#039;&#039;&#039; The Tyrannocyte may transport models, and count as an open-topped transport vehicle with transport capacity of 20 models, though Monstrous Creatures with 5 or less wounds take 10 space (note that the redundant organs mutation does NOT affect this), and 6 wound (or above) monstrous creatures - 20 space. Passengers must disembark Mycetic Spore the turn it enters from Reserves.&lt;br /&gt;
*&#039;&#039;&#039;Guided Descent:&#039;&#039;&#039; When a Tyrannocyte deploys via Deep Strike, if it scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:5/BS:10/S:5/T:20/W:10/I:5/A:5/Ld:5/Sv:15/Psy:-/Syn:-)&lt;br /&gt;
*May replace all five deathspitters with:&lt;br /&gt;
::- Five barbed stranglers ····································· 25 pts.&lt;br /&gt;
::- Five venom cannons ········································ 25 pts.&lt;br /&gt;
&lt;br /&gt;
== Lords of War ==&lt;br /&gt;
&lt;br /&gt;
=== Special Rules ===&lt;br /&gt;
&#039;&#039;&#039;Agile:&#039;&#039;&#039; At Shooting phase Gargantuan Creature with this rule may choose to:&lt;br /&gt;
:*Fire all of its weapons.&lt;br /&gt;
:*Fire only one of its weapons and then Run.&lt;br /&gt;
:*Fire no weapons and Run twice&lt;br /&gt;
:*Fire no weapons and Run once, though still being able to Charge at the following Assault phase&lt;br /&gt;
&lt;br /&gt;
===Weapon Biomorphs===&lt;br /&gt;
*&#039;&#039;&#039;Bio-acid Spray&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Hellstorm&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 1, Blind&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bio-Cannon(X)&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Stream&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| Assault 3X*,&lt;br /&gt;
|-&lt;br /&gt;
| Blast&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| Assault X*, Large Blast&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Different bio-cannons have different rate of fire, stated in their name on the model profile - for example, bio-cannon(2) is an assault 2 in blast mode, and assault 6 in stream mode.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bio-Lightning Pulse&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 24&lt;br /&gt;
|- &lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bio-Plasma Torrent&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| Hellstorm&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 1&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spine-Cloud Spray&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 6, Skyfire, Twin-linked&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Upgrade Biomorphs===&lt;br /&gt;
*&#039;&#039;&#039;Destroyer Field:&#039;&#039;&#039; While model with this biomorph is within Synapse range, it can halve the number of its close combat attacks to gain the Destroyer special tule for it&#039;s close combat attacks.&lt;br /&gt;
*&#039;&#039;&#039;Cellular Bolster:&#039;&#039;&#039; While model with this biomorph is within Synapse range, it cannot lose more than one wound per each hit taken.&lt;br /&gt;
*&#039;&#039;&#039;Gargantuan Warp Shield:&#039;&#039;&#039; Model with this biomorph have 6+ invulnerable save, which is improved to 4+ if the model is within synapse range.&lt;br /&gt;
*&#039;&#039;&#039;Incendiary Ichor:&#039;&#039;&#039; Wherever a model with this biomorph suffers an unsaved wound in the Fight sub-phase, place a large blast template in a base contact with it. All non-vehicle models under this template (friend or foe) suffer a wound with now armor or cover saves allowed. Vehicle models under that template suffer D3 glancing hist with no cover saves allowed. All wounds, caused for this biomorph count for combat resolution.&lt;br /&gt;
*&#039;&#039;&#039;Psy-Catalyst:&#039;&#039;&#039; While model with this biomorph is within Synapse range, it&#039;s Bio-Cannons gain Destroyer special rule in Blast mode.&lt;br /&gt;
*&#039;&#039;&#039;Spore Cloud:&#039;&#039;&#039; Model with this biomorph has the Shrouded special rule. At the initiative step 10 all enemy models in base contact with this model suffer Strength 1 AP- hit with the Poisoned (4+) special rule.&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Regeneration:&#039;&#039;&#039; If at the start of its movement phase a model with this biomorph is within Synapse range, roll a D6 for each Wound he lack to it&#039;s maximum Wound characteristic - on each result of 5+ the model regains one Wound.&lt;br /&gt;
*&#039;&#039;&#039;Transport Chamber:&#039;&#039;&#039; Model with this biomorph can transport Codex: Tyranids units and counts as transport vehicle with transport capacity of 10 and the Assault Vehicle special rules for that purpose. This model cannot transport extremely bulky models.&lt;br /&gt;
*&#039;&#039;&#039;Transport Sacs:&#039;&#039;&#039; Model with this biomorph can transport Codex: Tyranids units and counts as transport vehicle with transport capacity of 20 and the Assault Vehicle special rules for that purpose. This model cannot transport extremely bulky models.&lt;br /&gt;
*&#039;&#039;&#039;Transport Hooks:&#039;&#039;&#039; Model with this biomorph can transport Codex: Tyranids units with jump infantry type and counts as transport vehicle with transport capacity of 40 and the Assault Vehicle special rules for that purpose. This model cannot transport extremely bulky models. If this model is hit by a Template or Blast weapon, it&#039;s passengers suffer D6 automatic hits with this weapons profile. Passengers may disembark this model at the end of the movement phase even if it&#039;s Swooping - in this case nominate one point, over which this model moved in this turn, and place disembarked unit there like it&#039;s performing Deep Strike, though they scatter only D6&amp;quot; instead of the usual 2D6&amp;quot;. If this model is destroyed while Swooping, disembark all off it&#039;s passenger like above, except they scatter 2D6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
&lt;br /&gt;
====The Swarmlord====&lt;br /&gt;
310 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! Ld&lt;br /&gt;
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! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| The Swarmlord&lt;br /&gt;
| 9&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Monstrous Creature (C)&lt;br /&gt;
| 1 (Unique)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apex Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bone Sabres:&#039;&#039;&#039;&lt;br /&gt;
::The Swarmlord has two pairs of Bone Sabres. Each pair counts as a Melee weapon with the following profile:&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Instant Death, Parry, Blade Fury, Shieldbreaker&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Parry:&#039;&#039;&#039; The Swarmlord, while equipped with two sets of Bone Sabres, has a 4+ invulnerable save during Fight subphase of the Assault Phase. If for some reason he loses one of these sets, this invulnerable save is reduced to 5+.&lt;br /&gt;
::&#039;&#039;&#039;Blade Fury:&#039;&#039;&#039; The Swarmlord, equipped with two sets of Bone Sabres may forgo all of his attacks in close combat to deal an automatic hit to each enemy model in a base contact with it. If for some reason he loses one of these sets, it still may deal hits to all models in a base contact with it, but must roll to hit for each instead of hitting automatically.&lt;br /&gt;
::&#039;&#039;&#039;Shieldbreaker:&#039;&#039;&#039; Successful invulnerable save against wounds caused by two sets of Bone Sabres must be re-rolled. If for some reason the Swarmlord loses one of these sets, only invulnerable saves with the result of 6 must be re-rolled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Warrior&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 3)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Know No Honor&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse Creature&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Aeons of Experience:&#039;&#039;&#039; The Swarmlord may generate two warlord traits with the option to reroll and choose from the preferred result, from one or different warlord trait charts. Alternatively may choose to generate trophy hunter and synaptic lynch-pin warlord traits.  If your list is battleforged, generate an additional warlord trait.  &lt;br /&gt;
*&#039;&#039;&#039;Alien Cunning:&#039;&#039;&#039; Whilst the Swarmlord is alive, you must add 1 to your Reserve Rolls. &lt;br /&gt;
*&#039;&#039;&#039;Psychic Monstrosity:&#039;&#039;&#039; The Swarmlord&#039;s synapse range and shadow in the warp range are increased by 6&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Swarm Leader:&#039;&#039;&#039; At the beginning of your turn, choose either the Swarmlord’s unit, or one friendly unit from Codex: Tyranids within the Swarmlord&#039;s synapse range. Then, choose one of the following special rules: Furious Charge, Monster Hunter, Tank Hunter, or Preferred Enemy. The chosen unit has that special rule until the end of the turn.&lt;br /&gt;
*&#039;&#039;&#039;Suppress Instincts:&#039;&#039;&#039; All Codex:Tyranids units within the Swarmlord&#039;s synapse range can voluntarily go to ground, despite being Fearless, unless some other rules prevent them from going to ground. Once per game all Codex:Tyranids units within the Swarmlord&#039;s synapse range that has gone to ground may move, shoot and charge normally, while they remain within synapse range.&lt;br /&gt;
*&#039;&#039;&#039;Bullet Screening:&#039;&#039;&#039; Any Termagant, Hormagaunt or Gargoyle Brood within the Swarmlord&#039;s synapse range may choose to generate a 4+ cover save for friendly Codex:Tyranids units behind it, instead of the usual 5+. If it does so, for each successful cover save roll, generated this way, the unit which generated it suffers a wound with no saves of any kind allowed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:10/BS:5/S:10/T:20/W:20/I:15/A:20/Ld:-/Sv:30/Psy:30/Syn:40)&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; lists.&lt;br /&gt;
* May take any of the following:&lt;br /&gt;
::- Prehensile pincer ······································· 10 pts.&lt;br /&gt;
::- Flesh hooks ··············································· 15 pts.&lt;br /&gt;
*The Swarmlord, and it&#039;s unit of Tyrant Guard (if it is a brood of three or less) may take a Tyrannocyte as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
==== Scythed Hierodule ====&lt;br /&gt;
400 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S	&lt;br /&gt;
! T	&lt;br /&gt;
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! Sv	&lt;br /&gt;
! Unit Type	&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Scythed Hierodule&lt;br /&gt;
| 4&lt;br /&gt;
| 3	&lt;br /&gt;
| 10&lt;br /&gt;
| 8&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Gargantuan Creature&lt;br /&gt;
| 1 Scythed Hierodule&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two pairs of scything talons&lt;br /&gt;
*Bio-acid spray&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;	&lt;br /&gt;
*&#039;&#039;&#039;Agile&#039;&#039;&#039;	&lt;br /&gt;
*&#039;&#039;&#039;Reaping:&#039;&#039;&#039; For each model, removed as a causality due to Scythed Hierodule&#039;s attacks in close combat, he may immediately perform one additional attack. These additional attacks &#039;&#039;&#039;do&#039;&#039;&#039; generate additional attacks themselves.&lt;br /&gt;
*&#039;&#039;&#039;Stampede:&#039;&#039;&#039; Scythed Hierodule may move, run or charge through enemy units that does not include vehicles, mostrous creatures or gargantuan creatures. This is performed exactly like a tank shock, except tank shocked unit suffers a D6 Strength 10 AP- hits when Scythed Hierodule moves through it. If the unit choose to perform Death or Glory, it instead suffers 2D6 Strength 10 AP- hits, and Death or Glory attack counts as succesful only if it kills the Scythed Hierodule.		&lt;br /&gt;
 		&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take up to three biomorphs from the following list:&lt;br /&gt;
::- Transport chamber ······································ 15 pts.&lt;br /&gt;
::- Cellular bolster ············································ 15 pts.&lt;br /&gt;
::- Destroyer field ············································· 30 pts.&lt;br /&gt;
::- Gargantuan warp shield ······························· 40 pts.&lt;br /&gt;
::- Spore cloud ················································ 40 pts.&lt;br /&gt;
::- Synaptic regeneration ·································· 45 pts.&lt;br /&gt;
&lt;br /&gt;
==== Barbed Hierodule ====&lt;br /&gt;
480 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S	&lt;br /&gt;
! T	&lt;br /&gt;
! W	&lt;br /&gt;
! I	&lt;br /&gt;
! A	&lt;br /&gt;
! Ld	&lt;br /&gt;
! Sv	&lt;br /&gt;
! Unit Type	&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Barbed Hierodule&lt;br /&gt;
| 4&lt;br /&gt;
| 3	&lt;br /&gt;
| 10&lt;br /&gt;
| 8&lt;br /&gt;
| 7&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Gargantuan Creature&lt;br /&gt;
| 1 Barbed Hierodule&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Scything talons&lt;br /&gt;
*Two bio-cannons(2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;	&lt;br /&gt;
*&#039;&#039;&#039;Agile&#039;&#039;&#039;	&lt;br /&gt;
 		&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take up to three biomorphs from the following list:&lt;br /&gt;
::- Transport chamber ······································ 15 pts.&lt;br /&gt;
::- Cellular bolster ············································ 15 pts.&lt;br /&gt;
::- Bio-plasma torrent ······································· 30 pts.&lt;br /&gt;
::- Gargantuan warp shield ······························· 40 pts.&lt;br /&gt;
::- Spore cloud ················································ 40 pts.&lt;br /&gt;
::- Synaptic regeneration ·································· 45 pts.&lt;br /&gt;
::- Psy-catalyst ··············································· 50 pts.&lt;br /&gt;
&lt;br /&gt;
==== Harridan ====&lt;br /&gt;
730 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S	&lt;br /&gt;
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! Sv	&lt;br /&gt;
! Unit Type	&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Harridan&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 8&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Flying Gargantuan Creature&lt;br /&gt;
| 1 Harridan&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Scything talons&lt;br /&gt;
*Two bio-cannons(2)&lt;br /&gt;
*Transport hooks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;	&lt;br /&gt;
*&#039;&#039;&#039;Skilled Flyer:&#039;&#039;&#039; Harridan may re-roll failed Grounding tests.&lt;br /&gt;
*&#039;&#039;&#039;Predator of the Skies:&#039;&#039;&#039; Harridan&#039;s Vector Strike deals D3 hits, or D6 if the target is a Swooping Flying Monstrous Creatures, Swooping Flying Gargantuan Creatures, Zooming Flyers and Zooming Super-heavy Flyers.&lt;br /&gt;
 		&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take any biomorph from the following list:&lt;br /&gt;
::- Cellular bolster ············································ 20 pts.&lt;br /&gt;
::- Gargantuan warp shield ······························· 50 pts.&lt;br /&gt;
::- regeneration ·································· 55 pts.&lt;br /&gt;
::- Psy-catalyst ··············································· 80 pts.&lt;br /&gt;
&lt;br /&gt;
==== Hierophant ====&lt;br /&gt;
950 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S	&lt;br /&gt;
! T	&lt;br /&gt;
! W	&lt;br /&gt;
! I	&lt;br /&gt;
! A	&lt;br /&gt;
! Ld	&lt;br /&gt;
! Sv	&lt;br /&gt;
! Unit Type	&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Hierophant&lt;br /&gt;
| 6&lt;br /&gt;
| 4	&lt;br /&gt;
| 10&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
| 8&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
| Gargantuan Creature&lt;br /&gt;
| 1 Hierophant&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Scything talons&lt;br /&gt;
*Lash whips&lt;br /&gt;
*Two bio-cannons(3)&lt;br /&gt;
*Synaptic regeneration&lt;br /&gt;
*Spore cloud&lt;br /&gt;
*Gargantuan warp shield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;	&lt;br /&gt;
*&#039;&#039;&#039;Agile&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Strider:&#039;&#039;&#039; Hierophant may move, run and charge through enemy units that does not include super-heavy vehicles or gargantuan creatures. All units, over which it moves suffer a number of Strength 1, AP- hits with Poisoned (4+) special rule, equal to the number of models in this unit over which Hierophant&#039;s base moved. At the stat of it&#039;s movement phase Hierophant may leave close combat its locked in, if there is no enemy gargantuan creatures, flying gargantuan creatures or super-heavy walkers in that combat.&lt;br /&gt;
		&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take up to four biomorphs from the following list:&lt;br /&gt;
::- Incendiary ichor ··········································· 25 pts.&lt;br /&gt;
::- Transport sacs ············································ 30 pts.&lt;br /&gt;
::- Bio-plasma torrent ······································· 30 pts.&lt;br /&gt;
::- Cellular bolster ············································ 40 pts.&lt;br /&gt;
::- Spine-cloud spray ······································· 40 pts.&lt;br /&gt;
::- Destroyer field ············································· 50 pts.&lt;br /&gt;
::- Psy-catalyst ··············································· 80 pts.&lt;br /&gt;
==== Viragon ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Fluff:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;First seen as a massive, reaver titan sized Trygon like beast tore into an entire Titan legion on it&#039;s own, ripping apart the god machines in a ravenous frenzy to tear a hole through the Adeptus Mechanicus lines and open a path for the forces of Hive Fleet Leviathan to bring about the fall of Megyre. Single mindedly devoted to the task of putting an end to the manufacturing of weapons on Megyre after the Hive Mind determined that the destruction of such a major forgeworld would render countless other worlds easy prey, the creature ignored pain and injury and laid waste to dozens of Titans and Leviathans. It&#039;s surprising speed allowing it to rapidly lock itself into combat with the dreadful god machines and rolling cathedrals of the machine cult. &lt;br /&gt;
&lt;br /&gt;
The vaunted shielding that they so relied on proved useless when faced with a foe so close to it, the forty meter tall serpentine monstrosity hacking off massive limbs and ripping into plasma cores while weaving around mighty chainfists and bayonets and pushing past the fire of defensive batteries in it&#039;s mad frenzy to rid the world of it&#039;s potent defenders. It&#039;s wounds sealing themselves as it went from god machine to god machine, systematically destroying them all before throwing itself at the Bastion walls that presented the final obstacles to the planet&#039;s destruction by the hive mind. &lt;br /&gt;
&lt;br /&gt;
Pushing past the techno-sorcery and unmatched firepower that only a major forgeworld could bring to bear, the Creature launched itself at the shielded walls and hammered at them relentlessly, slamming it&#039;s claws and jaws into the shields and adamantium structure with no regard for the injuries it was suffering. Even as chunks of it&#039;s flesh were ripped asunder and it&#039;s warp shield collapsed it kept on slamming into the wall. Finally, a hellstorm blast tore out it&#039;s heart and ended it&#039;s life, but not before it tore down a massive chunk of the wall. &lt;br /&gt;
&lt;br /&gt;
But like other supposedly unique Tyranid organisms, this creature has an odd habit of appearing wherever it would be useful, once again hacking into the largest machines and monsters of it&#039;s foes, killing huge Daemons, Squiggoths, Gargants, Titans, and massive tanks all alike in service to the eternal hunger of it&#039;s species.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Modeling notes&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;TBD in full, but what we&#039;ve seen of it in &#039;&#039;Conquest&#039;&#039; looks like a Tyrannofex&#039;s head and front two legs, with a Mawloc&#039;s tail growing out of its chin&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
1250 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S	&lt;br /&gt;
! T	&lt;br /&gt;
! W	&lt;br /&gt;
! I	&lt;br /&gt;
! A	&lt;br /&gt;
! Ld	&lt;br /&gt;
! Sv	&lt;br /&gt;
! Unit Type	&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Viragon&lt;br /&gt;
| 9&lt;br /&gt;
| 3	&lt;br /&gt;
| 10&lt;br /&gt;
| 8&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
| Gargantuan Creature&lt;br /&gt;
| 1 Viragon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two pairs of Scything talons&lt;br /&gt;
*Bio-lightning pulse&lt;br /&gt;
*Destroyer field&lt;br /&gt;
*Synaptic regeneration&lt;br /&gt;
*Gargantuan warp shield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;	&lt;br /&gt;
*&#039;&#039;&#039;Agile&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deep Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Feel No Pain (4+)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rampage&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Destroyer Beast:&#039;&#039;&#039; Viragon may activate its destroyer field even if its out of synapse range.&lt;br /&gt;
*&#039;&#039;&#039;Titan Crusher:&#039;&#039;&#039; Viragon may attempt to assault gargantuan creatures, gliding flying gargantuan creatures or super-heavy vehicles in the turn it enters from Reserve.&lt;br /&gt;
*&#039;&#039;&#039;Burrow:&#039;&#039;&#039; An unengaged Viragon can, at any point during its Movement phases from the second game turn onwards, elect to burrow. If it does so, remove it from the table and place it into Ongoing Reserves. A Viragon cannot Deep Strike and Burrow in the same turn.&lt;br /&gt;
*&#039;&#039;&#039;Quake Assault:&#039;&#039;&#039; When arriving from Deep Strike Reserve, a Viragon can choose to Deep Strike onto a point occupied by another model (friend or foe) – roll for scatter as normal. If a Mawloc Deep Strikes onto a point occupied by another model, do not roll on the Deep Strike Mishap table. Instead, place the apocalyptic blast marker directly over the spot the Viragon is deep striking onto. All units except Flyers and Flying Monstrous Creatures beneath the blast marker suffer a number of Strength 10 AP2 hits with the Ignores Cover special rule equal to twice the number of models that unit has underneath the blast marker. If the blast marker is on a multi-level ruin, only models on the lowest level of the ruin count as being under the blast marker. For Wound allocation purposes, assume the attack is coming from the center of the blast marker. Hits against vehicles are resolved against their side armour. &lt;br /&gt;
:If, after removing casualties, it is now possible to place the Viragon on the table on the spot where the blast marker landed, then do so, even if this is within 1&amp;quot; of another model (but not if it would be in base contact with, or occupying the same space as, another model). If it is not possible to place the Viragon, replace the large blast marker on the spot and resolve another round of damage as detailed above. If, after removing casualties for a second time, it is still not possible to place the Viragon, move enemy models that prevent it to be placed away from the Viragon, until it could be placed normally.&lt;br /&gt;
:At their next turn after Viragon Deep Strikes, all enemy models within 24&amp;quot; of it treat all terrain (including open ground) as Difficult Terrain.&lt;br /&gt;
		&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take up to three biomorphs from the following list:&lt;br /&gt;
::- Incendiary ichor ··········································· 25 pts.&lt;br /&gt;
::- Transport sacs ············································ 30 pts.&lt;br /&gt;
::- Bio-plasma torrent ······································· 30 pts.&lt;br /&gt;
::- Cellular bolster ············································ 40 pts.&lt;br /&gt;
::- Spine-cloud spray ······································· 40 pts.&lt;br /&gt;
::- Spore cloud ················································ 50 pts.&lt;br /&gt;
==== Dominatrix ====&lt;br /&gt;
2250 pts.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
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|- &lt;br /&gt;
| Dominatrix&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 16&lt;br /&gt;
| 4&lt;br /&gt;
| 8&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
| Gargantuan Creature (C)&lt;br /&gt;
| 1 Dominatrix&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two pairs of scything talons&lt;br /&gt;
*Twin-linked bio-cannon(5)&lt;br /&gt;
*Psy-catalyst&lt;br /&gt;
*Synaptic regeneration&lt;br /&gt;
*Destroyer field&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 4)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Feel No Pain&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Know No Honor&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse Creature&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dominatrix Warp Field:&#039;&#039;&#039; Dominatrix have a 3+ invulnerable save.&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Domination:&#039;&#039;&#039; Dominatrix&#039; synapse range is 36&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Source of Power:&#039;&#039;&#039; At the start of her movement phase Dominatrix may choose to halve her synapse range, to activate her destroyer field until the start of her next movement phase, without halving her attacks number.&lt;br /&gt;
*&#039;&#039;&#039;Hive Mind&#039;s Nexus:&#039;&#039;&#039; The Dominatrix automatically knows all powers from the Hive Mind&#039;s Control and Hive Mind&#039;s Wrath disciplines, and pass her psychic tests on 2+. She cannot manifest more than 5 psychic power per turn though.&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Progenitor:&#039;&#039;&#039; The Dominatrix may spawn monstrous creatures at her Movement phase before she has moved, even if she is locked in assault. On the turn she spawns a monstrous creature, she loses her Dominatrix Warp Shield untill the start of her next turn. The new unit must be placed no more than 6&amp;quot; from the Dominatrix and may not be placed in impassable terrain, on top of another model or within 1&amp;quot; of an enemy unit. Every turn she spawns a monstrous creature, roll a die. On a 5+, she may spawn no more for the rest of the game. The model spawned may not move or assault, but may shoot or run in the shooting phase.&lt;br /&gt;
:The Dominatrix may spawn the following units of your choice, though each time she does this, she loses a number of Wounds, in the brackets with no saves of any kind allowed:&lt;br /&gt;
::*D3-1* Crinis (1)&lt;br /&gt;
::*D3 Carnifexes with double scything talons, and bio-plasma (1)&lt;br /&gt;
::*D3 Carnifexes with crushing claw, wrecking ball and stonecrusher ramshield (2)&lt;br /&gt;
::*D3 Carnifexes with double twin-linked devourers with brainleech worms (2)&lt;br /&gt;
::*D3-1* Dactylis (2)&lt;br /&gt;
::*1 Ecorcine (1)&lt;br /&gt;
::*1 Tyranofex with Acid Spray and thorax weapon of your choice (2)&lt;br /&gt;
::*1 Tyranofex with Ruptire Cannon and improved vision mutation (2)&lt;br /&gt;
:::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; to the minimum of one&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take up to four biomorphs from the following list:&lt;br /&gt;
::- Incendiary ichor ··········································· 25 pts.&lt;br /&gt;
::- Transport sacs ············································ 30 pts.&lt;br /&gt;
::- Bio-plasma torrent ······································· 30 pts.&lt;br /&gt;
::- Spine-cloud spray ······································· 40 pts.&lt;br /&gt;
::- Spore cloud ················································ 50 pts.&lt;br /&gt;
::- Cellular bolster ············································ 60 pts.&lt;br /&gt;
&lt;br /&gt;
== Fortifications ==&lt;br /&gt;
Tyranid detachments have access to regular Fortifications (but only to a maximum of one, and even then only if you take a genestealer), as well as ones from the list below.&lt;br /&gt;
Tyranid primary detachment may take up to two additional fortifications from the list below. Tyranid allied detachment may take up to one additional fortification from the list below. Do note, these fortification slots cannot be filled with non-tyranid fortifications. In addition for every forfification you take one Hive Guard Brood may be taken without occupying Elite slot.&lt;br /&gt;
&lt;br /&gt;
===Spawning Pool===&lt;br /&gt;
50 pts.&amp;lt;br&amp;gt;&lt;br /&gt;
Spawning Pool is a Swamp area terrain no more than 7&amp;quot;x7&amp;quot; board. It also can be targeted by weapons with Blast or Template special rules, and counts as a model with T5, W2 and Sv4+ for these purposes. When a Spawning Pool loses its last wound it loses its Ripper Spawner special rule, and becomes a regular Swamp.&lt;br /&gt;
*&#039;&#039;&#039;Ripper Spawner&#039;&#039;&#039;: At the start of each of your Movement phases roll a D3, and add these number of Ripper Swarm bases anywhere within 3&amp;quot; of the Spawning Pool - these bases could be included into already existing Ripper Swarm Broods, if they can be placed in unit a coherency with them, or form a new Ripper Swarm Brood. If any of thise models cannot be placed, because there is no available place or you run out of Ripper Swam bases, remove them as causalities.&lt;br /&gt;
&lt;br /&gt;
===Spore Chimneys===&lt;br /&gt;
100 pts.&amp;lt;br&amp;gt;&lt;br /&gt;
Spore Chimneys is a set of three Battlefield Debris pieces no more than 2&amp;quot;x2&amp;quot; board and 5&amp;quot; higheach. Those pieces may be deployed separately. They also can be targeted by ranged weapons or assaulted like, they are a Gun Emplacements with T8, W4 and Sv3+ each. When a Spore Chimney loses ts last wound it loses its Spore Cloud special rule, and becomes a regular Battlefield Debris.&lt;br /&gt;
*&#039;&#039;&#039;Spore Cloud&#039;&#039;&#039;: All models within 6&amp;quot; of a Spore Chimney gain 6+ cover save and may re-roll failed cover save rolls. At the start of any shooting phase all non-Tyranid units within 6&amp;quot; of a Spore Chimney suffer a number of hits with Strength 1, AP5, Poisoned (3+) and Ignores Cover special rules equal to the number of models within 6&amp;quot; of a Spore Chimney, resolved as a shooting attack from the Spore Chimney.&lt;br /&gt;
&lt;br /&gt;
===Capillary Towers===&lt;br /&gt;
100 pts.&amp;lt;br&amp;gt;&lt;br /&gt;
Capillary Towers is a set of three Battlefield Debris pieces each no more than 3&amp;quot;x3&amp;quot; board and as high as you want (count as unlimited height). Those pieces may be deployed separately. They also can be targeted by ranged weapons or assaulted like, they are a Gun Emplacements with T9, W6 and Sv2+ each. When a Capillary Tower loses its last wound it loses its Biomass Transponder special rule, and becomes a regular Battlefield Debris, and a Tyranid Player who controls it loses one Victory Point.&lt;br /&gt;
*&#039;&#039;&#039;Biomass Transponder&#039;&#039;&#039;: If you have at least one functioning Capillary Tower on the board, each time one of your units with Instinctive Behavior (Feed) special rule destroys an enemy unit in close combat or force to retreat, give a Feed token to that unit. Units with a Feed token count Capillary Tower as an Objective marker, which grants 3 Victory Points at the end of each of his turns if scored. Each time it grants Victory Points, remove one Feed token from one of the units scoring the Capillary Tower.&lt;br /&gt;
&lt;br /&gt;
===Sporocyst===&lt;br /&gt;
75 pts.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
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|- &lt;br /&gt;
| Sporocyst&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 8&lt;br /&gt;
| 4+&lt;br /&gt;
| Monstrous Creature&lt;br /&gt;
| 1 Sporocyst&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039; 5 Deathspitters&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Fearless&lt;br /&gt;
*Infiltrate&lt;br /&gt;
*Instinctive Fire&lt;br /&gt;
*Immobile Pod: A model with this special rule cannot move. It can never go to ground (voluntarily or otherwise) and cannot consolidate or make a sweeping advance.&lt;br /&gt;
*Psychic Resonator: Any friendly Synapse Creature within 6&amp;quot; of this model adds 6&amp;quot; to its synapse range.&lt;br /&gt;
*Spore Node: A model with this special rule can produce a Spore Mine Cluster with three Spore Mines or one Mucolid Spore in the Shooting phase, in addition to any attacks it makes. Place the Spore Mines wholly within 6&amp;quot; of the model, in unit coherency and not in impassable terrain or within 1&amp;quot; of an enemy model. After they are placed, the Spore Mines are treated as a separate unit for the rest of the battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:5/BS:10/S:5/T:20/W:10/I:5/A:5/Ld:5/Sv:15/Psy:-/Syn:-)&lt;br /&gt;
*May replace all five deathspitters with:&lt;br /&gt;
::- Five barbed stranglers ····································· 25 pts.&lt;br /&gt;
::- Five venom cannons ········································ 25 pts.&lt;br /&gt;
&lt;br /&gt;
== Formations ==&lt;br /&gt;
&lt;br /&gt;
=== Standard 40k ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lictor Forest Brood:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Manufactorum Genestealers:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Deathleaper&#039;s Assassin Brood:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Broodlord&#039;s Hunting Pack:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Gargoyle Bio-Bombs:&#039;&#039;&#039; This formation consists of 3 Spore Mine Clusters and 3 Gargoyle Broods. If a Spore Mine Cluster in the formation starts a move (including Run or Charge) within 6&amp;quot; of a Gargoyle from the Formation, it can move 6&amp;quot; in the movement phase and will not halve the distance rolled if it runs or charges. Perfect for getting your mines into position quickly.&lt;br /&gt;
*&#039;&#039;&#039;Endless swarm&#039;&#039;&#039;: Termagants, Warriors, and Hormagaunts from this formation have objective secured.  &lt;br /&gt;
*&#039;&#039;&#039;Incubator node&#039;&#039;&#039;&#039;: The Tervigon may be upgraded to spawn Hormagaunts, Rippers, Skyslashers, or Gargoyles instead.  In which case, replace the mandated Termagant broods with the appropriate broods.&lt;br /&gt;
*&#039;&#039;&#039;&#039;Synaptic swarm&#039;&#039;&#039;&#039;: Warrior broods used in this fromation may be used in any formation other then a second synaptic swarm&lt;br /&gt;
*&#039;&#039;&#039;Psychic Choir Node&#039;&#039;&#039;: Three broods of Zoanthropes (with the Option to add the Doom of Malan&#039;tai), Two Maleceptor Broods, the option for two Tervigon broods, and one Hive Tyrant (with optional tyrant guard brood) who may be replaced with the Swarmlord, all of whom consider their power dices successes on rolls of one better than before for manifesting powers and denying (usually improving to warp dice succeeding on a 3+ and denying to a 5+) and extend their synapse range by 6&amp;quot;. &lt;br /&gt;
*&#039;&#039;&#039;Skyblight swarm&#039;&#039;&#039;: May include a brood of winged Tyrant Guard.&lt;br /&gt;
*&#039;&#039;&#039;Living artillery node&#039;&#039;&#039;: may swap out warriors for a Tervigon which must use a monstrous bio-cannon. The Exorcine brood may be replaced with a Dactilys brood.  &lt;br /&gt;
*&#039;&#039;&#039;Bio-blast node&#039;&#039;&#039;: may swap out warriors for a Tervigon which must use a monstrous bio-cannon.&lt;br /&gt;
*&#039;&#039;&#039;Urban cleansing node&#039;&#039;&#039;: One unit of warriors with Stranglewebs, a unit of Pyrovores, and a Tyrannofex with Acid spray.  All re-roll to wound and re-roll number of hits dealt in overwatch, taking the highest.  The Pyrovores and warriors gain move through cover.  Urban Cleansing Nodes taken as part of a Hive Fleet moloch detachment may assault through ruins at initiative.&lt;br /&gt;
*&#039;&#039;&#039;Wrecker node&#039;&#039;&#039;: May include a Trygon and swap out warriors for a Tervigon which must use a monstrous melee bio-weapon.  &lt;br /&gt;
*&#039;&#039;&#039;Tyrant Node&#039;&#039;&#039;: The Hive Tyrant may be replaced with the Swarmlord.&lt;br /&gt;
*&#039;&#039;&#039;Subterranean Swarm&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Phodian Annihilation Swarm&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Carnifex Crusher Brood&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Living Fortress&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Vanguard Infestation&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Hypertoxic Node&#039;&#039;&#039;:  &lt;br /&gt;
*&#039;&#039;&#039;Neural Node&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Sky Tyrant Swarm&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Spore Field&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Sky Tide&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
=== Living Tide Detachment === &lt;br /&gt;
(Make it some kind of decurion detachment)  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Apocalypse only ===&lt;br /&gt;
*&#039;&#039;&#039;Croneconven&#039;&#039;&#039;:  &lt;br /&gt;
*&#039;&#039;&#039;Eater Swarm&#039;&#039;&#039;:  &lt;br /&gt;
*&#039;&#039;&#039;Eye of the Hive&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Harpy Skyhaunters&#039;&#039;&#039;: Add two additional shots to the profile of the Skyhaunt weapon (This is intended to give the Skyhaunter an advantage over a Salvo HVC)&lt;br /&gt;
*&#039;&#039;&#039;Kraken Tendril Swarm&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Leviathan Skyswarm&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Spore storm Brood&#039;&#039;&#039;: The Exorcine may be replaced by a Dactylis.&lt;br /&gt;
*&#039;&#039;&#039;Tervigon Brood Node&#039;&#039;&#039;: Tervigons may be upgraded to spawn Hormagaunts, Rippers, Gargoyles, and Sky-Slashers as a normal Tervigon.  In the case of these other creatures, one Tervigon may spawn it&#039;s broodlings with the players choice of weapons or biomorphs.&lt;br /&gt;
*&#039;&#039;&#039;Tyrannofex Gunbeast Brood&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;The shadow incarnate&#039;&#039;&#039;: The Hive Tyrant may be replaced by the Swarmlord.  The generated Nova Power does not hit friendly Tyranid units.&lt;br /&gt;
&lt;br /&gt;
== Reference tables ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melee Weapons&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| Boneswords&lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 3&lt;br /&gt;
| Melee, Life Drain, Parry&lt;br /&gt;
|-&lt;br /&gt;
| Bonesword and Lash Whip&lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 3&lt;br /&gt;
| Melee, Life Drain, Parry, Constrict&lt;br /&gt;
|- &lt;br /&gt;
| Crushing Claws&lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Armourbane, Unwieldy, Crusher&lt;br /&gt;
|-&lt;br /&gt;
| Crushing Claw and Wrecking Ball&lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Armourbane, Unwieldy, Wrecker, Sweep&lt;br /&gt;
|-&lt;br /&gt;
| Lash Whips&lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| -&lt;br /&gt;
| Melee, Constrict&lt;br /&gt;
|-&lt;br /&gt;
| Rending Claws &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 5&lt;br /&gt;
| Melee, Diamantine Tips&lt;br /&gt;
|-&lt;br /&gt;
| Scything Talons&lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 6&lt;br /&gt;
| Melee, Slashing Attacks&lt;br /&gt;
|-&lt;br /&gt;
| Sickle Claws&lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Sickle Strike&lt;br /&gt;
|-&lt;br /&gt;
| Grasping Talons&lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Spine-Maw Strike&lt;br /&gt;
|-&lt;br /&gt;
| Thorax Spine-Maw&lt;br /&gt;
| -&lt;br /&gt;
| +4&lt;br /&gt;
| 1&lt;br /&gt;
| Melee, Instant Death, Digestion Spine&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!Weapon&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
|Acid Spray&lt;br /&gt;
| Template&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 1, Torrent, Dissolve&lt;br /&gt;
|-&lt;br /&gt;
| Bio-electric pulse&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 6, Lightning Shock&lt;br /&gt;
|- &lt;br /&gt;
| Bio-electric pulse with containment spines&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 12, Lightning Shock&lt;br /&gt;
|-&lt;br /&gt;
|Bio-Plasma&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 1, Blast, Maw Cannon&lt;br /&gt;
|-  &lt;br /&gt;
| Bio-Plasmic Cannon&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| -Single Shot&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 1, Large Blast&lt;br /&gt;
|- &lt;br /&gt;
| -Barrage&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 3, Blast&lt;br /&gt;
|-&lt;br /&gt;
| -Fusillade&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 6&lt;br /&gt;
|-&lt;br /&gt;
| Cluster Spines&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| -&lt;br /&gt;
| Assault 1, Large Blast&lt;br /&gt;
|- &lt;br /&gt;
| Deathspitter&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 3&lt;br /&gt;
|- &lt;br /&gt;
| Deathspitter with deathscreamer grubs&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 6&lt;br /&gt;
|-&lt;br /&gt;
| Devourer&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| -&lt;br /&gt;
| Assault 3, Neural Agony&lt;br /&gt;
|- &lt;br /&gt;
| Devourer with brainleech worms&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| -&lt;br /&gt;
| Assault 6, Neural Agony&lt;br /&gt;
|-&lt;br /&gt;
|Drool Cannon&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| -Torrent&lt;br /&gt;
| Template&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 1, Torrent&lt;br /&gt;
|- &lt;br /&gt;
| -Split&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 2, Sticky Ooze&lt;br /&gt;
|-&lt;br /&gt;
| Desiccator larvae&lt;br /&gt;
| Template&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| Assault 1, Fleshbane, Thorax&lt;br /&gt;
|- &lt;br /&gt;
| Electroshock grubs&lt;br /&gt;
| Template&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 1, Haywire, Thorax&lt;br /&gt;
|-&lt;br /&gt;
| Shreddershard Beetles&lt;br /&gt;
| Template&lt;br /&gt;
| 3&lt;br /&gt;
| -&lt;br /&gt;
| Assault 1, Rending, Shred, Thorax&lt;br /&gt;
|-&lt;br /&gt;
| Bloodseeker Flies&lt;br /&gt;
| Template&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| Assault 1, Blind, Thorax&lt;br /&gt;
|- &lt;br /&gt;
| Mindflayer Worms&lt;br /&gt;
| Template&lt;br /&gt;
| 4&lt;br /&gt;
| -&lt;br /&gt;
| Assault 1, Neural Agony, Thorax&lt;br /&gt;
|-&lt;br /&gt;
| Flamespurt Cannon&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| -Moving&lt;br /&gt;
| Template&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 1, Spurt&lt;br /&gt;
|- &lt;br /&gt;
| -Stationary&lt;br /&gt;
| Template&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 1, Torrent&lt;br /&gt;
|- &lt;br /&gt;
| Fleshborer&lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 1&lt;br /&gt;
|- &lt;br /&gt;
| Fleshborer hive&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 20, Rending&lt;br /&gt;
|-&lt;br /&gt;
| Grasping Tongue&lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 3, Ignores Cover, Gulp!&lt;br /&gt;
|-&lt;br /&gt;
| Impaler Cannon&lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 2, Homing, Ignores Cover&lt;br /&gt;
|-&lt;br /&gt;
| Rupture Cannon&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 2, Chain Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Shock Cannon &lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 1, Blast, Homing, Haywire&lt;br /&gt;
|-&lt;br /&gt;
| Spike Rifle &lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 1&lt;br /&gt;
|-&lt;br /&gt;
| Spinefist&lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| Assault X*, Twin-Linked&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Spinefist&lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| Assault X*, Twin-Linked&lt;br /&gt;
|-&lt;br /&gt;
| Stinger Salvo&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 4&lt;br /&gt;
|-&lt;br /&gt;
| Strangleweb&lt;br /&gt;
| Template&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| Assault 1, Pinning, Shred&lt;br /&gt;
|- &lt;br /&gt;
| Barbed Strangler&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 1, Shred, Large Blast, Pinning&lt;br /&gt;
|- &lt;br /&gt;
| Stranglethorn Cannon&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 1, Shred, Large Blast, Pinning&lt;br /&gt;
|-&lt;br /&gt;
| Tentalclid&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 1, Haywire, Pinning, Seeking, Independent Missiles, One use only&lt;br /&gt;
|-&lt;br /&gt;
| Venom Cannon&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| -Single Shot&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 1, Blast&lt;br /&gt;
|- &lt;br /&gt;
| -Salvo&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 2&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Venom Cannon&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| -Single Shot&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 9&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 1, Blast&lt;br /&gt;
|- &lt;br /&gt;
| -Salvo&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 9&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 2&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Models&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
|- &lt;br /&gt;
| Hive Tyrant&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Monstrous Creature (C)&lt;br /&gt;
|- &lt;br /&gt;
| Tyrant Guard&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 7&lt;br /&gt;
| 3+&lt;br /&gt;
| Infantry&lt;br /&gt;
|- &lt;br /&gt;
| Alpha Warrior&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Infantry&lt;br /&gt;
|- &lt;br /&gt;
| Malanthrope&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Infantry (C)&lt;br /&gt;
|-&lt;br /&gt;
| Trygon Prime&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Monstrous Creature (C)&lt;br /&gt;
|- &lt;br /&gt;
| Tervigon&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Monstrous Creature (C)&lt;br /&gt;
|- &lt;br /&gt;
| Tyranid Prime&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Infantry (C)&lt;br /&gt;
|- &lt;br /&gt;
| The Swarmlord&lt;br /&gt;
| 9&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Monstrous Creature (C)&lt;br /&gt;
|- &lt;br /&gt;
| The Parasite of Mortex&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Jump Infantry (C)&lt;br /&gt;
|-&lt;br /&gt;
| Old One Eye&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 9&lt;br /&gt;
| 2+&lt;br /&gt;
| Monstrous Creature&lt;br /&gt;
|- &lt;br /&gt;
| Tyranid Warrior&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 4+&lt;br /&gt;
| Infantry&lt;br /&gt;
|- &lt;br /&gt;
| Genestealer&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 5+&lt;br /&gt;
| Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Broodlord&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 4+&lt;br /&gt;
| Infantry (C)&lt;br /&gt;
|- &lt;br /&gt;
| Termagant&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| 6+&lt;br /&gt;
| Infantry&lt;br /&gt;
|- &lt;br /&gt;
| Hormagaunt&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| 6+&lt;br /&gt;
| Infantry&lt;br /&gt;
|- &lt;br /&gt;
| Ripper Swarm&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6+&lt;br /&gt;
| Infantry&lt;br /&gt;
|- &lt;br /&gt;
| Tyrannocyte&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 8&lt;br /&gt;
| 4+&lt;br /&gt;
| Monstrous Creature&lt;br /&gt;
|- &lt;br /&gt;
| Hive Guard&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 7&lt;br /&gt;
| 4+&lt;br /&gt;
| Infantry&lt;br /&gt;
|- &lt;br /&gt;
| Zoanthrope&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
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====Special Rules====&lt;br /&gt;
::&#039;&#039;&#039;Spurt&#039;&#039;&#039;: In close combat, models equipped with weapons with this special rule, may exchange all of it&#039;s attacks to deal D3 automatic hits at S5 AP4, resolved at double the model&#039;s Initiative step. These hits counts as flame weapons.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Sticky Ooze&#039;&#039;&#039;: When fired on the front or side armour of Flyers, Weapons with this special rule are AP1 and have the Armourbane special rule. Hits from weapons with this special rule also force -1 penalty to Grounding tests when firing on swooping Flying Monstrous Creatures.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Neural Agony&#039;&#039;&#039;: A unit that received an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the phase.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Maw Cannon:&#039;&#039;&#039; Weapons with this special rule do not count towards the maximum number of weapons fired per shooting phase. In close combat Weapons with this special rule grant one additional attack at S7 AP2, resolved at Initiative step 1.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Dissolve:&#039;&#039;&#039; Enemy models suffer -1 penalty to their armour save throws against wounds caused by weapons with this special rule (for example, models with 3+ armour save only save on a 4+, though AP4 still wouldn&#039;t penetrate their armour). For each vehicle hit by a weapon with this special rule, roll a D6 before rolling for armour penetration. On a 3+ the vehicle loses one point of armour from all facings for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Punch Guns&#039;&#039;&#039; get one shot for every Attack on the unmodified characteristic profile of the Tyranid creature firing them. For example, a Termagant (1 Attack) fires 1 shot while a Ravener (3 Attacks) fires 3 shots.&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Homebrew]] [[Category:Tyranid]]&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Nobledark_Imperium_Xenos&amp;diff=1011637</id>
		<title>Nobledark Imperium Xenos</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Nobledark_Imperium_Xenos&amp;diff=1011637"/>
		<updated>2026-05-20T15:49:15Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.161: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This page is part of the Nobledark Imperium, a fan re-working of the Warhammer 40,000 Universe. See the [[Nobledark Imperium|Nobledark Imperium Introduction]] and [[Nobledark Imperium|Main Page]] for more information on the alternate universe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Imperium, [[Nobledark_Imperium_Forces_of_Chaos|Chaos]], Ork WAAAGH!, Necron Star Empire, and tyranid Hive Mind are not the only ones vying for dominance of the galaxy, though they are its largest powers. This is a page for all those other species not directly associated with the major powers, such as the Hrud. This is also a page for those species who although no longer existing in have had a significant effect on its history, ranging from the Old Ones and Necrontyr of the War in Heaven sixty-six million years ago to the human-made Men of Gold and Iron Minds of the glory days of the [[Dark_Age_of_Technology|Dark Age]] Great and Bountiful Human Dominion.&lt;br /&gt;
&lt;br /&gt;
Xenos species that are members of the Imperium can be found under [[Nobledark Imperium Member States]]&lt;br /&gt;
&lt;br /&gt;
NOTE: This is also a temporary holding area for the entries related to the Necrons, tyranids, Orks, and Dark Eldar, with the hope being to eventually spin these sections off into their own pages once they get long enough.&lt;br /&gt;
&lt;br /&gt;
== Da Orkz ==&lt;br /&gt;
&lt;br /&gt;
=== The Beast ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039; He Who Will Bring His People Much Slaughter: &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Urlakk Urgg. The Beast. The big one. The lord who will bring his people much slaughter. The single greatest mortal threat ever faced by the Imperium, and the yardstick to which all other Ork warbosses are measured.&lt;br /&gt;
&lt;br /&gt;
Urlakk Urg was originally the warboss of Ullanor, the center of an Ork empire that laid claim to a number of star systems. It is thought that the Imperium was lucky to have encountered Ullanor when they did, as Ullanor and similar Ork empires such as Gorro seemed to be reaching a critical mass beyond which Brain Boyz would start being produced. Already the Orks of Ullanor and Gorro were developing technology and organization beyond what orks were capable of for most of Imperial History (like proto-Attack Moons and sedentary settlements), and orks like Urlakk Urg seemed to be much smarter and of a different caste from the usual ork, though not fully Brain Boyz.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Ullanor Crusade was a bloody slog, made more difficult by the fact that the usual strategy of “shoot the warboss first” was untenable as Urg was smart enough to not to reveal his face in the open until his Boyz were in the thick of the fighting. The conflict only turned in the Imperium’s favor when Horus provoked Urlakk Urg into revealing himself, taunting Urlakk Urg from his flagship until Urg gave Horus the coordinates to his location, demanding that the coward face him in single combat. Horus responded by slagging Urg’s palace from orbit and decapitating most of the WAAAGH!’s leadership in one blow. Normally this sort of practice worked wonders, and indeed it did win the day in the Ullanor Crusade, but slagging the palace from orbit meant that Urg’s body was unaccounted for, which allowed him to escape unnoticed and swear bloody vengeance on the Imperium from the barren rock he ended up on. This led him to an encounter with [[Chaos Gods|four other individuals]] who also had a very vested interest in deposing the Imperium.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Chaos Gods assisted in the Beast’s phoenix-like return to power, giving him access to Warp portals that allowed him to rapidly assert dominance over WAAAGH!s that were otherwise a galaxy apart, and giving him blessings to exploit the loophole in Ork logic of “bigger equals boss”. The Beast’s assault was basically a massive blitzkrieg that came screaming across the northern border of the Imperium, backed up by daemons, Crone Eldar, and Dark Eldar raiding in their wake like pilot fish following a big shark. Daemonic incursions and smaller WAAAGH!s erupted in other parts of the galaxy such that the Imperium was besieged on all fronts and had trouble creating a unified front against the main push of the WAAAGH! to the north. Although many smaller WAAAGH!’s split off from the Beast’s main force, the Beast’s plan was to head straight for Ullanor, convert the planet into an attack planet, and then make a beeline for Old Earth to kill the Steward and claim Isha for Chaos (Isha wasn’t on Earth at the time since this was before the alliance was formed, but that was a secondary concern). There was some stopping for lootin’ an’ pillagin’, but by Ork standards it was extremely fast. Most early battles in the War of the Beast, especially on the main front, tended to be [[Nobledark_Imperium_Primarchs#Sanguinius|pyrrhic victories]] or [[Nobledark_Imperium_Notable_People#Jenetia_Krole|heroic last stands]] for the Imperium at best, the defenders swept away by the sheer force of the green tide.&lt;br /&gt;
&lt;br /&gt;
It wasn’t until the Beast’s forces entered the core territories of the Segmentum Solar, despite being harried by Horus, Kurze, and Guilliman, that his momentum began to slow. His first plan upon entering the Sol System was to ram Ullanor into Earth, sterilizing everything on the surface. Some say it’s because hitting one planet with another like billiard balls is ded orky. Some say the Beast was so obsessed with revenge he didn’t care how orky it was. Maybe it was both, and the Beast was mixing business with pleasure. However, that plan was foiled by the actions Ollanius Pius, which forced the Beast to try and take the planet using ground troops. We all know how that ended up. The death of the Beast marked the turning point of the war, as the warbosses could no longer effectively cooperate and were picked off one by one, with the most successful carving out their own petty kingdoms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Beast’s status and accomplishments are legendary among the orks. The most dangerous warbosses throughout history have taken up the title of Beast (specifically, Mag Uruk Thraka) in the hopes of achieving a similar level of infamy to Urlakk Urg. These Beast WAAAGH!s are some of the greatest threats to the Imperium, comparable to a major tyranids Hive Fleet (e.g., Behemoth, Kraken, or Leviathan) or one of Malys’ Black Crusades. However, until [[Nobledark_Imperium_Notes#Ghazghull|recently]], none of the successors to the title had the potential to measure up to the original.&lt;br /&gt;
&lt;br /&gt;
Importantly, unlike most of his successors, who either consider Chaos an ally of convenience or just pay lip service to its ideals at best, and Ghazghull, who hates Chaos, the Beast was the only major warboss to actively embrace Chaos and reject the Gorkamorka to pledge his devotion to, quote, “gods who actually do something for their worshippers”. As a result, he got a shitload of blessing including marks from all four Chaos Gods and the mark of Chaos Ascendant, which turned him into an absolute nightmare the size of a hab-block that tore through a number of the Imperium’s greatest heroes and took the Steward and Eldrad (with some softening up from Sanguinius) to finally bring him down.&lt;br /&gt;
&lt;br /&gt;
Ironically, the Beast’s greatest flaw was wrath of all things. Orks love fighting. They love fighting and winning even more. The Beast wasn’t angry that the Imperium declared war on him. He was angry that they took his empire from him. Not only that, but they did so in one of the most underhanded methods possible, by tricking him and then nuking him from orbit rather than defeating him in face-to-face combat. The danger of this flaw could already be seen in Ullanor Crusade, Urg was a kunnin’ ork and knew Horus was trying to trick him but eventually his anger got the better of him. Anger can be a powerful motivator, as well a deadly flaw. The Beast’s anger gave him the motivation to unite most of the Ork race within a few years, but it also led him to making a lot of short-sighted, kneejerk decisions without thinking of the consequences like allying with the Chaos gods and [[Nobledark_Imperium_Writing#Ork_Diplomacy|tactical errors due to trying to make a statement rather than just krumpin’ da gitz]]. Ironically, this would have probably gotten him killed by his followers once the rush of battle wore off and the orks started looking to their long-term future, but the Beast’s lust for revenge did the job for him and accidentally [[Nobledark_Imperium_Xenos#Brain_Boyz|set the Orks back millennia]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Brain Boyz ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039; The Menace in Green: &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“It’s no good. Bloody greenskins set a trap for us. Send a few trigger-happy Boyz our way, knowing that we’d think that’s all they got and advance. So we get cocky and march our way through the mountain pass. Then once we get too far in to retreat the Orks show they’re not as dead as we all thought and cut off the mountain pass. Only way out of the beartrap is to go deeper into ork territory. Don’t you see, Commissar? It’s an ambush.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;“Ambush? What do you mean ambush? Orks don’t set am–”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Last words of the Hekaton 234th, right before being attacked by an Ork ambush&lt;br /&gt;
&lt;br /&gt;
Brain Boyz are perhaps the greatest threat to the Imperium to come out of the Orkish menace in recent years. The greenskins have produced numerous threats over the millennia, including the numerous Beast WAAAGH!s, Armageddon Wars, the Wyrd War that decimated the legion Terra’s Sons, or the Black Croosade [sic] called by the Chaos Ork Rotfang Badgut, but these were often sector or segmentum-scale threats, none of which could compare to sheer destruction wrought by the War of the Beast. Some, particularly in areas that saw relatively little fighting during the War of the Beast, were foolish enough to say that the Orks were no longer capable of posing any organized threat to the Imperium, despite the Orks being responsible for the most brutal conflict in Imperial history. Orks were often seen as little more than cannon fodder, little more than mercenaries or catspaws of greater powers like Chaos or marauding distractions from more threatening adversaries like the Necrons or tyranids, not to be underestimated but not capable of being a significant threat on their own (no matter what the ravings of the inhabitants of the Sol system and its nearby territories had to say). All of which had to be reassessed when Brain Boyz made their reappearance on the galactic stage. &lt;br /&gt;
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Most inhabitants of the Milky Way, or at least those who have any idea of how the greater galaxy works beyond their own little world, have a general understanding of the Ork life cycle. Ork spores gradually orkiform the world, a single spore capable of germinating into a variety of different morphotypes depending on the availability of nutrients and the strength of the WAAAGH! field, producing first mushrooms, then more complex orkoid organisms such as squigs. Then snotlings appear, followed by gretchins, followed by orks. A complete self-sustaining ecosystem and war machine. What most don’t know, however, is that there is an additional stage to the Ork life cycle. Eventually, the Ork population reaches a “critorkal mass”, which prompts the development of a new Ork caste: the Brain Boyz. Orks become more intelligent the more of them there are, but Brain Boyz produce a quantum leap in Ork functionality, increasing the intellect of all orkoid lifeforms around them just by their sheer presence. The appearance of Brain Boyz in an Ork WAAAGH! is often heralded by an increase in the sophistication of Ork technology, including the appearance of more advanced Ork devices such as reliable tellyportas, attack moons, and gravity whips as the WAAAGH! field becomes strong enough to unlock the knowledge hidden in their genetic code. Indeed, many Great Crusade-era Warbosses, including Urlakk Urg of Ullanor (a.k.a. The Beast), the Mekboy Warboss of Gorro, and Gharkul Blackfang of Gyros-Thravian, all of whom ruled over Ork empires even more advanced than Charadon, Bork, or Octarius are today, could be seen as proto-Brain Boyz in a sense. Although the presence of Brain Boyz does not preclude the creation of these devices, their production certainly increases following their appearance.&lt;br /&gt;
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In the past, the appearance of Brain Boyz was a cyclical thing, like a tidal cycle. Over the course of thousands of years, the Ork population would grow, the WAAAGH! field would hit a critical mass, and then Brain Boyz would appear. The Orks would then mostly unite under a single banner to wage WAAAGH! on the rest of the galaxy before being beaten back and the Brain Boys hunted down and destroyed (typically at great cost), returning the Orks to square one. Typically this was done by the Old Eldar Empire or in later years the Interstellar League of humans and their allies during Dark Age of Technology (for which Brain Boy WAAAGH!s were one of the reasons the League formed in the first place). And so the cycle would repeat itself. However, after the Fall of the Eldar and the Age of Strife, there was no longer any eldar empire or league of species to prune back the Orkoid menace. It is estimated that had the Great Crusade not set out when it did, in half a millennium or less Brain Boyz would have re-emerged with no checks on their power. This estimate might have been even lower if the WAAAGH! forged by the Beast had managed to hold. The great Beast ironically did the galaxy a favor, setting Ork back several thousand years by rushing headlong into war with the Imperium.&lt;br /&gt;
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What the rest of the galaxy also don’t realize is that Brain Boyz are not just Orks with added kunnin’. Brain Boyz occur when the WAAAGH! field is high enough that a single Ork spore divides into twin zygotes. This isn’t exactly uncommon, Ork spores twin all the time, but typically these are chance occurrences whose products grow into two orks or two gretchin. Brain Boy spores are produced by induced twinning and grow into two different Orkoid lifeforms, an ork and a gretchin reflecting the duality of orkiness: brutal cunning and cunning brutality. Often, the ork will start out runty and the gretchin will come out particularly large, due to the gretchin twin taking up nutrients that would otherwise go to the Ork (though in the case of Ghazghull and Makari both came out particularly runty, likely due to the circumstances of their birth). Typically, this twinning is not immediately noticed, Orks typically don’t make it a point to record where a particular boy or grot is born after all, but the two Brain Boyz know each other on sight and are in constant psychic contact with one another (similar phenomena have been noted in eldar and human psyker twins). That said, most Orks instinctively recognize Brain Boyz once they reach some level of prominence. This ork-gretchin duality is just as practical as symbolic. Few would suspect a gretchin of being capable of altering the behavior of a WAAAGH! If the ork Brain Boy is killed, the WAAAGH! doesn’t instantly collapse from in-fighting and the sudden loss of brainpower. If a foe knows about the gretchin Brain Boy, they are often too paranoid about the gretchin Brain Boy to notice the ork one putting a choppa in their face.&lt;br /&gt;
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=== Ork Empires of Charadon, Octarius, and Bork ===&lt;br /&gt;
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Contrary to popular belief, when the Beast was slain on Old Earth, the remainder of the Orkish army did not miraculously disperse into a puff of spore and WAAAGH!-flavored smoke. True, the Orks were thrown into disarray at the loss of their leader, but Orks are more used to radical changes in leadership than humans, and there were still plenty of Orks on Old Earth. Once the Orks were driven from the Sol System, the long and costly Reclamation of Old Earth began. Any spot on which an ork has shed blood is guaranteed to produce more Orks, unless the body is burned or more drastic measures are taken. However, this was Old Earth, the cradle of humanity, and its stubborn people would (literally) move mountains in order to ensure their planet was Ork-free. The intensity of the campaign to ensure that the planet was never Orkiformed was nearly as destructive to Old Earth’s ecosystem as the wrought by the forces of the Beast themselves.&lt;br /&gt;
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The threat of the Beast’s hordes extended far beyond the Sol system. Through violence, cunning, brutality, promises of a good fight, and copious use of Chaos-sponsored Warp portals to cut down on travel time, the Beast had managed to suborn every major Warboss and unite virtually all WAAAGH!s worth noting in the Milky Way in little more than six standard years. It is estimated that at the time of the War of the Beast, nearly eighty percent of the Ork population was under Urlakk Urg’s control in some fashion. Upon hearing news of the Beast’s death, many of the more ambitious Warbosses attempted to break off and form WAAAGH! of their own, rather than follow “that Urlakk git’s” orders. Some of these Warbosses were more successful than others.&lt;br /&gt;
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The most successful were the Arch-Arsonist of Charadon, the Overfiend of Octarius, and the Arch-Mangler of Mork. These three Warbosses carved out massive areas of space, forming the basis for what would become the modern Octarius, Charadon, and Bork sectors. The Octarius, Charadon, and Bork sectors are less sectors in the traditional Imperial sense, and more designations for the massive amounts of space that these three Orkish empires control. Although many later Ork enclaves have sprung up due to the increasingly strained nature of Imperial resources, these three empires can trace their roots all the way back to the War of the Beast. The Arch-Arsonist, Overfiend, and Arch-Mangler are even still around, after a fashion, even though the original Orks that carved out these dominions are now long dead. The identity of these rulers has changed regularly, as is typical of a kratocracy, but each Ork that takes control of each of these empires takes on the identity and in some cases the mannerisms of the previous rulers, even adopting the oversized gorget that has become a symbol of Ork power since it was used by Urlakk Urg during the War of the Beast. Sometimes by chance a Chaos Ork has even risen to the throne. Of course, these Chaos Orks typically fail in their goal to convert these empires to the worship of the Chaos Gods, and few stay in power for long, especially if they make the mistake of badmouthing the Gorkamorka.&lt;br /&gt;
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The Imperium was unable to do much to stop these Warbosses at the time as they were still recovering from the War of the Beast and were still trying to scrape together a semblance of an empire in their own space. By the time the Imperium had recovered enough to retaliate, the Orks had already dug in too deep to effectively without a massive waste of manpower and materiel. Even during the Imperial Reconquista, when several smaller Orkish empires were crushed underfoot by Machairius and his forces, these three managed to stubbornly resist any efforts at conquest. Furthermore, as much as the Imperium is loath to admit it, the empires also serve a useful purpose in acting as buffer states against outside xenos threats, particularly Charadon which shares a border with the Necron Star Empire.&lt;br /&gt;
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That is not to say the Imperium is content to sit and do nothing. The Imperium knows full well what happens when one leaves Orks to their own devices, as seen by the Empires on Gorro and Ullanor during the Great Crusade. The Imperium regularly sends assassins into Ork-held territories, especially the Empires of Octarius, Charadon, and Bork, in order to take out any kunnin’ or charismatic Warboss in the hopes of keeping an Ork like the Beast from ever arising again. Chaos appears to have a similar idea, sending their own assassins after any promising warboss, in order to keep the Orks stupid and easily manipulated. Unfortunately, this means that the few Orks who do survive this gauntlet of assassins tend to be the smartest and most kunnin’ of the lot, meaning that all this action may have done is lower the threshold for Brain Boyz to emerge.&lt;br /&gt;
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=== Empires of Gathrog and Dregruk ===&lt;br /&gt;
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To the galactic northeast of Cadia and the Eye of Terror lie two great Ork Empires, the Empire of Gathrog and the Empire of Dregruk. These Ork empires are so large that if the two WAAAGH!s were to combine forces, it is likely that they could easily overrun Cadia and the Cadian Gate before the Imperium could do much of anything about it. Fortunately for the Imperium, these two empires hate each other with a passion, and would much rather fight each other than team up against the Imperium.&lt;br /&gt;
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This is due in large part to the two empire’s choice of patrons. Gathrog is one of the few Ork WAAAGH!s to be composed almost entirely of Chaos Orks (likely because of its close proximity to the Eye), with the current Arch-Dictator of Gathrog being a Khornate. The Great Despot of Dregruk and his forces, on the other hand, are staunch followers of the Gorkamorka, and in recent years have sworn fealty to Ghazghkull Mag Uruk Thraka as part of his efforts to consolidate forces in preparation for the 5th War of Armageddon.&lt;br /&gt;
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===The Proto-Orks and the Krork ===&lt;br /&gt;
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See [[Nobledark_Imperium_Xenos#The_Proto-Orks_and_the_Krork|The Proto-Orks and the Krork]]&lt;br /&gt;
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== Necron Star Empire ==&lt;br /&gt;
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=== Dynasties of the Star Empire ===&lt;br /&gt;
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==== Ahmontekh and the Suhbekhar Dynasty ====&lt;br /&gt;
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The leadership of the Necron Star Empire is a pale shadow of its former self. While Szarekh, first and mightiest of their number, still reigns, the other two members of the Triarch, his left and right hands, were lost in the millions of years during the Great Sleep. Szarekh&#039;s right hand was Ahmontekh of the Suhbekhar Dynasty, a skilled warrior with an eye for long-term strategy, valued not only for his ability in battle but for his wise council. Ahmontekh&#039;s skill in battle was such that he was one of the warriors that fought alongside the C&#039;tan and even struck the killing blow that slew the Great Weaver of the K’nib. When the War in Heaven ended, Ahmontekh entered the Great Sleep without issue like so many other Necrons.&lt;br /&gt;
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Then, approximately twenty-three million years ago, the Old Eldar Empire made the mistake of waking Ahmontekh up early. Although separated from his dynasty, having been put into stasis alongside some of the finest soldiers and war machines of the Necron Star Empire due to his status as Triarch, Ahmontekh had enough resources entombed with him in his royal crypt to pose a serious problem. Ahmontekh’s response to being awoken by the children of the Old Ones was swift, immediate, and fiery. Worlds that had known peace for millions of years burned under Ahmontekh&#039;s assault, their state of the art defense systems no match for ancient Necrontyr technology. In particular, the eldar swore eternal vengeance on Ahmontekh for destroying the Crone World of Maldek, killing trillions in a single stroke, and declared they would hunt him to the ends of the galaxy. Worse yet was that Ahmontekh’s destruction wasn’t simply mindless. He was looking for the other tomb worlds and his buried lord. If the eldar didn’t stop him soon, the Old Empire would have a full-scale revival of the Necron Star Empire on their hands.&lt;br /&gt;
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Then the Old Empire were approached by a strange figure, a robotic avatar of an unknown species with a single cycloptic eye. Exactly who this being was remains unknown, but told the eldar it knew of a way to destroy Ahmontekh. Long ago before the Necrons had traded flesh and blood for metal, Ahmontekh had warred with the Charnovokh Dynasty, which at the time had been ruled by his cousin. Although outright warfare between the Suhbekhar and Charnovokh Dynasties had been stopped by the control protocols, the memory of the rivalry still existed in Ahmontekh’s mind. The stranger could take that seed of resentment, distort it and expand it, until nothing else occupied the Phaeron’s thoughts. While Ahmontekh was a skilled fighter and cunning strategist, his weakness was his lack of scientific knowledge. Like most Phaerons, Ahmontekh knew nothing of how technology actually worked, and therefore no way to stop anyone from subverting the functions of his mind. Ahmontekh would be made predictable and easy to destroy by his madness. The eldar considered any plan to destroy Ahmontekh to be a good idea, but they didn’t notice the stranger spoke such words with a heavy heart. Although they knew the stranger wanted Ahmontekh gone as much as they did, what they didn’t know is that Gahet of the Cabal had approached the Eldar Empire as a last resort, having previously tried to sway Ahmontekh to his cause with words instead of violence.&lt;br /&gt;
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The foul deed was done and Ahmontekh’s mental state began to deteriorate. Rather than seek out and awaken his liege Szarekh, he became increasingly focused on finding the resting place of his hated rivals the Charnovokh Dynasty and destroy them once and for all. Knowing his hated rivals were located somewhere on the Eastern fringe, Ahmontekh’s army marched increasingly eastward, making their movements extremely telegraphed and easy to intercept. The eldar assumed he was killed in a bombardment, especially given his forces fell apart soon after his assumed death, but such was not the case. In one last display of sentimentality out of regret for his own actions, Gahet crippled Ahmontekh’s cybernetic body and spirited him away before his death. He placed the mad Phaeron in a stasis capsule and laid him to rest in the old tomb complexes of the Suhbekhar Dynasty, hoping that Ahmontekh could one day be awakened and healed of his madness at a time when the galaxy no longer had to conceive of war.&lt;br /&gt;
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&lt;br /&gt;
With the incapacitation of the triarch, rule of the Suhbekhar Dynasty fell to Ahmontekh’s son, Ahhotekh. In many ways, Ahhotekh is everything that his father was not. Instead of being a proud regent and warrior, he is a schemer, who prefers to dispose of his foes through intrigue and manipulation rather than brute force. Ahhotekh has even gone so far as to disdain those who gain power through brute force; while he has killed in his share of duels, he considers those who make a habit of it to be insufficiently imaginative to actively hold power and capable of little more than savagery. Ahhotekh spent much of the War of Heaven disposing of his rivals in convenient accidents and other such methods, including stoking the rivalry between the Suhbekhar and Charnovokh Dynasties. Indeed, before the biotransference, Ahhotekh was actively plotting to dispose of Ahmontekh, the only member of the Suhbekhar Dynasty who would dare consider raising their hand against the Phaeron, something that the control protocols put a stop to.&lt;br /&gt;
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Fortunately, despite Ahmontekh’s incapacitation the control protocols were still in place, his insanity was not enough to cause the Suhbekhar Dynasty to break the will of the Silent King. However, this is cold comfort for Ahhotekh, who isn’t sure if the control protocols also protect him since his father is incapacitated, not dead. As a result, Ahhotekh is intensely paranoid and relentlessly persecutes his underlings for any perceived sign of betrayal. After all, he would do the same to them if their positions were reversed. It is unclear, but ironically possible, that the control protocols forbidding harm to their liege are the only thing preventing the Necrons of the Suhbekhar Dynasty from rising up and uniting as one to overthrow Ahhotekh.&lt;br /&gt;
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However, no matter how much he wants to, there is something preventing Ahhotekh from disposing of his dear father. Ahmontekh saw something when he was awakened, something that few others alive in the galaxy today still remember. The Silent King wants that information out of Ahmontekh’s head, as any intelligence on the state of the galaxy since the Great Sleep could prove highly useful in realizing the Star Empire’s plans. At the same time, Ahhotekh wants the control protocols to secure control of the Suhbekhar Dynasty, and as long as the Silent King’s orders leave room for creative interpretation of his orders he is willing to pursue it. Nevertheless, examining Ahmontekh’s mind is a slow process, one that must be carried out piecemeal by thousands of Crypteks. Seeing too much of Ahmontekh’s mind at once tends to drive any Necron who sees it insane.&lt;br /&gt;
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=== Necron Titans (Stalkers) ===&lt;br /&gt;
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For many years, after the reemergence of the Necron Star Empire, there was considerable debate among Imperial scholars as to what a Necron Titan would look like. Many theorized that a Necron Titan would simply look like a giant Necron. Others hypothesized that the C’tan were the Necron’s equivalents of Titans, and after the War in Heaven the Necrons may have had no need for Titan-scale weaponry. This was all before the Necron-Imperium Conflict, that brief period in M40 when tensions between the Imperium and the Necrontyr Star Empire ran hot after the Silent King demanded a trillion subjects for biotransference experiments before settling into the quasi-cold war state that it has today. It was during this period that the Necrons brought out some of the heavy weapons they had to bear, and Imperial scholars learned they had been wrong. Completely, horribly, wrong.&lt;br /&gt;
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In contrast to nearly all other races, Necron Titans, or Stalkers, are distinctly non-humanoid, almost arachnid or insect-like in appearance. This is perhaps best exemplified by the most commonly seen Necron Stalker, the Tomb Stalker. Rather than standing upright on two large limbs, Tomb Stalkers support their weight via dozens of insectoid limbs, resembling Earth centipedes. These limbs are not only effective in carrying the construct’s weight, but also in burrowing through the ground and tearing through the armor plating of opposing vehicles and titans. This is true not only of the generic Warhound-sized Tomb Stalkers most commonly seen, but also of the larger Scolopendra class Tomb Stalkers, which can be the size of an Imperator Titan.&lt;br /&gt;
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Compared to other Stalkers, Tomb Stalkers use little in the way of quantum shielding, which is thought to be the Necron’s answer to Void Shields. Instead, they use the very earth as their shield, burrowing beneath the ground in order to ambush their prey. In doing so, Tomb Stalkers are able to achieve something very few Titans are capable of performing: stealth. The effectiveness of the Tomb Stalker’s burrowing strategy became clear during the Necron-Imperium Conflict, when a Tomb Stalker burrowed a circle around an Imperator Titan before erupting from the ground, using the unstable substrate to drag the Imperial Titan and its Princeps to their grave.&lt;br /&gt;
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Surprisingly enough, Tomb Stalkers are thought to be weaponized construction vehicles. Records obtained from the Imperium’s Necron contacts report that Tomb Stalkers were originally used in constructing the vast tomb complexes that the Necrons inhabited in their heyday. The Necrontyr apparently evolved on a world with blistering levels of stellar radiation, which would kill most lifeforms over an extended period of time. As a result, the only logical place to build cities on the Necrontyr homeworld was underground, resulting in an architectural style that resembled increasingly ornate bunker complexes. The Necrontyr found this architectural style to be highly effective in protecting against meteoroid strikes and orbital bombardments, even after they spread off their homeworld to planets less affected by radiation.&lt;br /&gt;
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At the other end of the spectrum are the Crypt Stalkers, which resemble gigantic versions of the Terran daddy longlegs. The control center and weaponry are all mounted on the central body of the Crypt Stalker, allowing them to instantly change direction in response to new threats, even capable of rotating their heat rays 180 degrees and suddenly reversing direction without even having to turn. Crypt Stalkers have a sensory array which gives them a nearly 360 degree field of vision, and their long legs allow them to simply step over most obstacles in their path. Crypt Stalkers make much heavier use of void shielding, mainly because their small body and comparatively narrow legs would make them otherwise easy targets for anti-titan weaponry. Triarch Stalkers are similar to Crypt Stalkers, except are smaller with a distinct pilot (closer to tank-sized) and are not capable of omnidirectional movement. They compensate for this with huge melee appendages they can use as melee weapons.&lt;br /&gt;
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It is still not entirely clear how Stalkers work. It is clear that Stalkers have some kind of intelligence, given their ability to react to changing conditions on the battlefield, but whether that consciousness is a pilot or intrinsic to the machine itself is unknown. The kneejerk assumption would be that Stalkers are operated by an uploaded Necron consciousness, or otherwise powered by a C’tan shard. However, evidence indicates that Tomb Stalkers were around in nearly their current form (minus the heavy weaponry) before the First Wars of Secession, given their use in carving out the underground complexes the Necrontyr called home, long before the Necrontyr had developed biotransferrence or discovered the C’tan. The current running hypothesis is that the Stalkers are controlled by some manner of artificial intelligence, similar to the Scarabs, Canoptek Wraiths, and Crypt Spyders, except on a much larger scale.&lt;br /&gt;
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Nemesor Zandrekh is known to treat his personal Tomb Stalker like a beloved pet, but it is unknown if this is typical or just another one of the Nemesor’s…eccentricities.&lt;br /&gt;
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=== Independent and Imperial-aligned Dynasties ===&lt;br /&gt;
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==== Nemesor Zahndrekh and the Gidrim Dynasty ====&lt;br /&gt;
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See [[Nobledark Imperium Notes#Nemesor Zahndrekh|Nemesor Zahndrekh]] (TEMPORARY LINK)&lt;br /&gt;
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==== Trazyn the Infinite and Solemnace ====&lt;br /&gt;
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See [[Nobledark Imperium Notable Planets#Solemnace|Solemnace]]&lt;br /&gt;
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==== Xun&#039;Bakyr and the Maynarkh Dynasty ====&lt;br /&gt;
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Of all the independent Necron dynasties, the Maynarkh Dynasty is perhaps the biggest threat to the Imperium. Even as far back as the War in Heaven, the Maynarkh Dynasty were known for their brutality and cruelty, acting as the Silent King’s pet monsters and wetwork agents. This behavior was no different under the Maynarkh Dynasty’s last and latest Phaerakh: Xun’bakyr, the Mother of Oblivion. Eldar Harlequins speak of countless atrocities and genocides, all perpetrated by Necrons in glowing colors of brass and orange. Indeed, the brutality of Xun’bakyr and the Maynarkh Dynasty was so great that just before the Great Sleep several Phaerons, normally so subservient as to the point of indolence, approached the Silent King to suggest that the Silent King take steps to make sure Xun’bakyr…didn’t wake up from the Great Sleep. It is rather telling that the Silent King actually agreed with this proposal.&lt;br /&gt;
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The Silent King may have had more than one reason to try and kill off the Maynarkh Dynasty. Phaerarch Xun’bakyr was, to put it bluntly, infatuated with the Nightbringer. When the Silent King gave the order for the Drazak Dynasty to kill Llandu’gor the Flayer, he had to noticeably take precautions to avoid letting the information reach Xun’bakyr, given that any weapon that could conceivably be used against the object of her obsession would likely cause her to react poorly. Even when the C’tan were shattered and the Silent King ordered the Necrons to go into their long hibernation, the news was kept hidden from the Maynarkh Dynasty, who went to sleep still believing they were following orders from their C’tan overlords. The Silent King may have been able to directly override the free will of Xun’bakyr, but given her instability, he didn’t want to risk the chance of her slipping her leash.&lt;br /&gt;
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The Maynarkh Dynasty was put in hibernation in their traditional lands, far on the other side of the galaxy from the core of the Star Empire in what would one day become the Orpheus Sector of the Segmentum Pacificus. This was a high-density stellar cluster filled with numerous stars, some of which were…encouraged to go supernova early with a little bit of help from the Oruscar Dynasty’s Celestial Orrery. The Silent King hoped that the constant bombardment of electromagnetic pulses from exploding stars would damage the Maynarkh Dynasty to the point that they would never wake up from the Great Sleep, or at the very least be so damaged that they could only awake into an addled half-life.&lt;br /&gt;
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It didn’t work. Although the Maynarkh Dynasty was damaged, they still awoke from the Great Sleep along with everyone else. Xun’bakyr’s madness and obsession was, if anything, worsened by the damage from the Great Sleep, to the point that the Silent King could no longer assert any control over her. Xun’bakyr seemed to rapidly realize she had been deceived, having awoken in a time when the great immortal C’tan had either been killed or reduced to hiding and the Silent King was the one trying to give her orders.&lt;br /&gt;
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Rapidly dismissing the ravings of the would-be king, Xun’bakyr realized that her dynasty now needed a new purpose. It didn’t take her long to come up with one. Xun’bakyr decided that the Maynarkh Dynasty would rededicate themselves to killing all life in the galaxy itself, a creative masterpiece of death and destruction that might even go so far as killing time itself, all to attract the attention of the Nightbringer and to demonstrate her affection for the object of her infatuation. She is rather oblivious to the fact that despite all his paraphernalia and death-associated trappings, the Nightbringer is mostly concerned with sating his own gluttony and power-lust and would rather like causality to keep existing (though in his own image of course).&lt;br /&gt;
&lt;br /&gt;
Xun&#039;bakyr is obsessive and meticulous, in the long term focused absolutely on her deadly Idol, in the short term honing and perfecting some novel variety of star eater, 4D ionized shrapnel projector, or reality-pin to nail down certain doom. Xun&#039;bakyr isn&#039;t a large scale threat only because she is so narrow in the scope of her ambitions. Her armies march along in the wake of the Nightbringer dealing death, and her scouts proceed him demonstrating their queen&#039;s new horrors. A blow from one will often be followed by a blow from the other, and together they make a horrible local threat and disaster within a sector, but beyond an additional horror following the Nightbringer&#039;s aimless killing spree they are not strategically significant. Xun&#039;bakyr&#039;s universe destroying plans coming to fruition is an existential threat, but one that is sadly insignificant compared to many others. Although the rest of the Maynarkh Dynasty generally does not share her obsessions, the dynasty had always been composed of the worst sort of sadists, psychopaths, and war criminals and so jump at the chance to kill people in new and creative ways.&lt;br /&gt;
&lt;br /&gt;
The first overt sign of action by the Maynarkh Dynasty was when the stars of the Caracol binary system went supernova during between Blood Pact and Imperial Forces. Both groups considered it the first shots of a surprise attack by some unknown third party. What they didn’t know was that rather than a military action, it was the result of a weapons test from one of Xun’bakyr’s harebrained schemes. The slaughter that followed was mostly unrelated. Mostly, in that the Maynarkh Dynasty was involved, and there was slaughter, but it had nothing to do with the two stars they had made go nova. Today, the Orpheus sector is nearly lifeless, haunted only by ghosts and madmen and ruled by an even madder queen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blanks and the Pariah Gene ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
66,000,000 years ago, the aristocracy of the Necrontyr Star Empire had a problem. They were in danger of losing the War in Heaven. Although they had the might of the C’tan and the Dolmen Gates at their back, the war was growing increasingly bloody as the Old Ones threw uplifted species after uplifted species into the meat grinder. And despite the Necrontyr’s understanding of the material realm, the Old Ones had the raw power of the illogical, irrational realm of the Immaterium at their disposal, which the ancient amphibians were the virtual unchallenged masters of. The Necrontyr needed some way to neutralize that advantage.&lt;br /&gt;
&lt;br /&gt;
Several Crypteks came up with one possible solution: genetically engineering Necrontyr soldiers and eventually the entire Necrontyr to have an inverted Warp signature, canceling out the immense psychic power of the Old Ones and their servant races. However, although such this plan was possible for the Necrontyr Star Empire, the empire’s aristocracy was uncomfortable with the idea for several reasons. First, it would require mass-cloning Necrontyr soldiers in the billions, and would effectively make their entire standing army (not to mention all living Necrontyr) obsolete. Additionally, and more importantly, although the Necrontyr’s rank and file would be safe from psychic attack, it did nothing to stop the Old Ones from decapitating the Star Empire’s leadership by simply assassinating the Triarchy. The Necrontyr aristocracy, in their vaunted superiority, didn’t think very highly of a plan that benefited future generations but didn’t benefit them. Ultimately, the plan was shut down and cast aside in favor of the idea of biotransference, the brain child of Mag’ladroth but presented to the Necrontyr aristocracy by Mephet’ran. However, not everyone forgot about the project. At least not Mephet’ran, the Deceiver, nor his shards that escaped containment in the millions of years after the end of the War in Heaven while the Necrons slumbered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Millions of years later, as humanity’s Great Crusade rediscovered numerous human worlds thought lost during the Age of Strife, they came across an interesting phenomenon. On many worlds, there were occasionally individuals that were not only immune to the touch the warp, but in many cases were capable of actively suppressing these effects. These individuals, who came to be known as blanks or pariahs, were always very rare in a population, often in ratios of billions to one, and almost always seemed to exist as outcasts or hermits, or at best lived in small isolated communes far away from any major population center. Further investigation found that these blanks, who ranging from Jenetia Krole of Sibar to the nightmarish blacksoul assassin Spear, gained their strange warp-suppressing powers from an even more unusual source, a complete lack of what would conventionally be called a soul.&lt;br /&gt;
 &lt;br /&gt;
Blanks work by emitting an inverted warp signature, rather than the positively charged soul of most species. Their inverted warp signature interacts with background positive warp signature of the universe like the union of matter and anti-matter, creating a null aura that cancels both signatures out and creates a zone of no warp signature, either negative or positive, at all. Normally blanks are capable of funneling the energy from this reaction to their own ends. However, unlike normal humans, blanks are capable of surviving being completely disconnected from the Warp as their bodies are adapted to exist in the null zone their inverted Warp signature normally produces. Although they have an inverted warp signature, the null aura they create means they effectively have no soul.&lt;br /&gt;
 &lt;br /&gt;
Being in contact with a blank’s null aura is not a pleasant experience, and the experience typically gets worse the more psychically sensitive an individual is. To psykers, having their connection to the Warp muffled by a blank’s null aura produces actual pain and a sensation which some have described, usually after they finish screaming, as “sensory deprivation of a sixth sense” or “a feeling akin to losing a limb”. Only extremely strong psykers are capable of overwhelming a blanks null aura with minimal effect, but the only psykers capable of something like that are being like Magnus the Red or the Emperor of Mankind. However, such negative effects are not only limited to psykers. Any being with a soul is instinctively capable of sensing the void that blanks represent, and the muffling of their soul leads to an uncanny valley effect and feelings of dread and existential despair. This uncanny valley effect manifests itself in different ways. In some it causes migrane headaches, while in others it leads to anxiety attacks, while in others it manifests as a hard to define but odious stench. More subtle behavioral alterations have been suspected as well. Although some blanks have learned to weaponized this null aura, in the days before null-collars this often made the life of a blank short and miserable.&lt;br /&gt;
 &lt;br /&gt;
After much research, ranging from psychological to metabiological, the Imperium was able to connect this soullessness and anti-Warp aura to a genetic factor, known as the pariah gene. The pariah seemingly makes no sense given what is known about genetics and metaphysical biology. Humans with the pariah gene are rare, to the point that one is lucky to find one individual with the pariah gene on a planet with a population of billions. Additionally, because of their aura, blanks have a hard time finding mates and therefore producing offspring. This means that if the pariah gene originated during the Age of Strife, its carriers should simply disappear from the population due to random chance and genetic drift. But they don’t. If the pariah gene were recessive, it is easy to see how the gene could remain hidden in the populace for generations, only occasionally producing blanks. But it isn’t. The pariah gene is dominant, with individuals with two copies known as blacksouls. At least some parts of the pariah gene appear to be genetic: it is heritable and is disproportionately more common in women than men, suggesting a link to the X-chromosome. But the fact that it appears seemingly at random throughout the population has led many to wonder if the pariah “gene” is actually multiple genes (a recessive gene to turn the effect on and off, and a dominant one to control the intensity), or if the actual pariah allele is a symptom, rather than a cause.&lt;br /&gt;
 &lt;br /&gt;
From a metaphysical perspective blanks and the pariah gene are no less strange. In theory, it should be possible to evolve from having a soul with a strong positive Warp signature to one with a negative Warp signature like a blank. Indeed, the Tau have a particularly low Warp signature, and have displayed significant resistance to Warp corruption (though at a cost of being relatively helpless when a particularly powerful Warp entity like a daemon decides to focus its attention on them). The ancient Necrontyr are believed to have been the same way. The problem with this hypothesis is it requires a species to pass through a stage with a warp signature of zero, meaning a body that is alive only at the cellular level with no sentience. The only way to get around this hurdle would be artificial means, a species with positive Warp signature engineering individuals with an inverted one, though other explanations have been suggested. The fact that the pariah gene independently appeared in populations that should have had no contact with each other during the Age of Strife, and only in humans (though Kroot blanks have also been produced through the usual ways in which the Kroot assimilate traits) has also made many suspicious, though few would disagree that an adaptation to shut out the Warp would prove useful for an age when the galaxy was in chaos (and in Chaos), and desperate attempts at genetic engineering for survival were rampant in the early days of the Age of Strife.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Many people in the Imperium were disturbed by the idea of people without a soul. The Navigators in particular, being a race of all psykers, were especially disturbed by the existence of blanks, believing they were an attempt by the rest of the Imperium to create a contingency plan to wipe them all out. The Nobilis Navigo tried to whip people into a frenzy to kill the blanks by playing on the unnatural dread blanks produced until the Steward and the other High Lords told the Paternoval Envoy point blank they weren’t going to persecute an entire group of people who were not warp-tainted just because they looked different, no matter how much the Navis Nobilite screamed, rather unsubtly hinting between the lines that any excuse the Navigators made to persecute the pariahs could be easily turned around to apply to the Navigators. Though, the Imperium’s reasonings for defending the pariahs were not made out of simple compassion. The Navigators and pariahs were both useful resources, and the Imperium needed every advantage it could get in those days. If that meant wielding fire and anti-fire in accord, so be it.&lt;br /&gt;
 &lt;br /&gt;
As might be expected, the eldar were also horrified at the idea of blanks. Due to being a psychic species, the idea of life in eldar culture had become inimically tied to the idea of having a soul. To the eldar, the idea of being alive and thinking yet without a soul was uncomfortably close to the idea of being undead or a philosophical zombie. The only things the eldar had as a cultural comparison were the Harlequin Solitaires, and those were artificially created, rather than born. The implications of what Solitares represented and how they were created only made things worse. Today, blanks are by far the most discriminated against group of humans by the eldar. One just doesn’t see it firsthand very often given both parties are unable to interact except over a vid-screen. Opinions and prejudices towards humans vary from Dorhai to Ulthwé, but blanks are always treated worse than normal humans. Even the most tolerant eldar still see them as tragic monsters, people who didn’t want to be born as abominations against the natural order but ended up that way regardless. Kind of like they do Solitaires (only replacing “freaks of nature” with “necessary evil”).&lt;br /&gt;
 &lt;br /&gt;
When they awakened from their sixty-six million year sleep, the Necron Star Empire were also interested in the blanks. In particular, they were extremely suspicious as to how a species could develop a feature that almost exactly resembled the old mothballed Necrontyr research project, down to some of the smallest details. Szarekh’s chief cryptek, Illuminor Szeras, is particularly interested in the blanks and the applications of the pariah gene. The idea of making specialized soldiers to use as mobilized suppression devices and hunter-killers against psykers and daemons is an idea too good to pass up.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
The largest living population of Blanks can be found on Pluto and Charon, close enough for the Imperium to have its anti-Warp weaponry close at hand, but far enough away for them to not block the light of the Astronomican. Indeed, watching Pluto cross the Astronomican, like an exoplanet slightly dimming the light of a far-off star, is a popular activity for young Navigators, though the Paternova has issued warnings telling people not to stare directly into the light of the Astronomican. Because the colony’s true reason for existing is to continue to exist and keep producing blanks, in order to keep the population of Pluto and Charon occupied they have been given exclusive mining rights over anything in the Kuiper Belt or stray rocks in the Oort zone that they lay eyes on. Both Pluto and Charon have been hollowed out and built on to the point where they are now not recognizable. To anyone else looking it now just looks like a private space port with manufactory rigs and a small docking yard. It does appear on the official maps, but only because not doing so would be more suspicious. It&#039;s a &amp;quot;private enterprise&amp;quot; on the charts and not open to the public, with the official story being they were claimed by an early Rogue Trader (whose “dynasty” is actually a shell corporation for the Administratum). Life on Pluto and Charon is a terminally boring experience, though on the positive side at least its inhabitants no longer have to fear the possibility of being lynched.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wyverns ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Void Dragon is not whole. Although perhaps 95% of the great Dragon lies half-buried beneath the surface of Mars, the Dragon still bears a number of old wounds, chunks of him torn off in the war with his kin. But the Void Dragon is an embodied god, and gods do not bleed. Like the wounds of all the children of hungry stars, his lost essence turned into shards, scattered across the cosmos.&lt;br /&gt;
&lt;br /&gt;
Throughout time, history has spoken of encounters with strange metallic dragon-like creatures. These encounters are consistent enough that they cannot be simply dismissed out of hand, but are so maddeningly rare that it has been impossible to create a clear picture of exactly what these sightings represent. These creatures are generally referred to as Wyverns. However, to those few privy to the horrible secret of what lies buried underneath the surface of Mars, the identity of these beings is clear. Wyverns are shards of the Void Dragon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These shards somewhat resemble the Void Dragon, except they are more bestial looking (having only legs and a pair of wings and no arms, for example) and have no semblance of intelligence whatsoever. They are animalistic, or perhaps better described as mechanistic, seeking to eat and survive and nothing else. It is not clear why these shards of the Void Dragon act so differently from their sire, as even similar-sized shards of the Deceiver or the Nightbringer show some level of intelligence. It is possible that the Dragon’s prison is somehow acting as a signal blocker, cutting the Wyverns off from the Void Dragon’s mind.  &lt;br /&gt;
&lt;br /&gt;
It is likewise possible that the shards of more completely shattered C&#039;tan are more intelligent precisely because they are so thoroughly broken up.  The slivers of the wholly obliterated Deceiver display the greatest individual intelligence and the highest proportion of infighting as expressed through the disparate intrigues of Strigoi Vampires; the greater shards and Nosferatu slivers of the Nightbringer are less cerebral or articulate, though they retain speech and planning.  The Nosferatu are known to vociferously compete in propagating death for their dread progenitor, but also all profess a shared vision of universal death they seek to realize.  With around two thirds of the Nightbringer&#039;s necrodermis forming the Noctifer Corpus Magnum, the big shard that was freed from Necron imprisonment, and from which the lesser shards and slivers are understood to have been fractured in combat with the Necrons, there is room for comparison with the Dragon&#039;s mostly complete body.  The Corpus Magnum has been observed throughout the eastern galaxy since its escape form confinement, and it displays a greater intellect than other Nightbringer shards it had encountered and integrated, though the disparity is far less than that between the ingenious Dragon and the non-sapient wyverns.  Data regarding the relationship between a C&#039;tan shard&#039;s intellect and the ratios of its progeniter&#039;s shattered and assembled mass is being gathered and analyzed by the Inquisition and Mechanicus projects, but its implications for the Dragon and the Wyverns will never be brought to the light of Imperial war rooms, let alone open day.&lt;br /&gt;
&lt;br /&gt;
Only a few encounters with Wyverns have been well-documented. One involves the primarch Ferrus Manus. During unification of the planet Medusa, he learned about a creature the locals called Asirnoth that descended to prey upon the people of Medusa from its lair in the planet-encircling Telstarax. When Ferrus reported to the Mechanicum what the people of Medusa had told him, they were in shock and immediately informed him that he must dispatch this creature with all haste, giving the primarch permission to use the otherwise forbidden holy archaeotech relics aboard his ship. Three maniples of Iron Hands Skitarii accompanied Ferrus Manus into the lair of the beast, but less than a dozen came out. The battle was hard-fought, but by the end of the battle the primarch managed to strike down the wyvern and bind it within the strange archaeotech device. Ferrus Manus never knew exactly what he fought, but the high Magi of the Adeptus Mechanicus said he had performed a great service for the Mechanicum, and so Ferrus felt satisfied by his actions.&lt;br /&gt;
&lt;br /&gt;
The Steward also fought one. Once.&lt;br /&gt;
&lt;br /&gt;
It was an unexpected fight on what was supposed to be an otherwise peaceful world. Granted, the Steward had the upper hand for much of that fight, the issue was that no matter how many times the Steward would smite the wyvern it would simply rise again, ready to continue the fight. The creature was eventually defeated when the Steward staggered the beast with a particularly powerful blow and a Mechanicus adept sealed it in its inert state using a strange device that no one had ever seen before. When the Steward asked what the creature was, the adept evaded the question by claiming it was piece of archaeotech, which could only be deactivated by another piece of archaeotech the Mechanicus normally forbade the use of (which was technically true). Stranger things made by the hands of men had been found at that time in the Great Crusade, and at that time there was no reason to suspect there was anything unusual about the metal beast.&lt;br /&gt;
&lt;br /&gt;
Another noteworthy feature about these creatures is that they seem to be impervious to normal means of harm, rising over and over again from seemingly lethal injuries. As a result, stories about these creatures tend to feature particularly innovative ways of incapacitating or imprisoning them. Burying them alive in lava is a popular option.&lt;br /&gt;
&lt;br /&gt;
The Void Dragon somehow knows about the Wyverns despite his imprisonment, to no one’s surprise, and has repeatedly asked the Adeptus Mechanicus where those shards of him are. It is not clear if the Void Dragon truly does not know the exact location of his shards, or if he is merely reminding the Adeptus Mechanicus that they exist and the Mechanicus do not have complete control over him. Some among the Order of the Dragon have theorized that the Wyverns are somehow necessary to free the Void Dragon from its non-Euclidean chains, a prison that can only be unlocked by the prisoner. This is an idea that no one is particularly interested in testing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dark Eldar ==&lt;br /&gt;
&lt;br /&gt;
=== Asdrubael Vect ===&lt;br /&gt;
&lt;br /&gt;
See [[Nobledark_Imperium_Notable_People#Asdrubael_Vect|Asdrubael Vect]]&lt;br /&gt;
&lt;br /&gt;
=== Reri Hesperax ===&lt;br /&gt;
&lt;br /&gt;
[[Image:cybrid_assassin.jpg|thumb|One of many different versions of what the cybrid can look like. The only flesh to exist on her body is on her head and the skin of her torso.]]&lt;br /&gt;
&lt;br /&gt;
Illucis Grizvaldi, following his emergency Warp jump to escape Imperial forces, was stranded on an unknown planet within Ultima Segmentum when Lelith Hesperax found him. Or rather the Dark Eldar agents that found him. When approached by these agents to be commissioned for the creation of a living weapon or risk starving to death in the middle of nowhere, he refused to work for Lelith unless they allowed his remaining disciples be taken with him. &lt;br /&gt;
&lt;br /&gt;
After coming to an agreement, the heretek along with his cult was taken back to Commorragh to being his finest creation. The treacherous Dark Eldar politics have caused the famous Succubus for an insurance along with a weapon for her own personal use outside of the city. It began with taking the embryo from Lelith to have it grow in a vat. Once the child was fully developed with accelerated aging to around 17, her ears and limbs were cut off. Citing the need to install cybernetics along with ridding of the typical hypersensitive Eldar weaknesses located on the feet, hands, and ears. Machines built for utility, enhanced movement and hunting were integrated into the girl&#039;s body over time, as she was trained while brainwashed into the blind obedience of Lelith. &lt;br /&gt;
&lt;br /&gt;
Given the codename &amp;quot;Reri&amp;quot;, then allowed to adopt the last name Hesperax, she was made for tracking and assassination of all Lelith&#039;s rivals outside of Commorragh. Illucis whispered some unknown words to Lelith before leaving, those words would be the killswitch for the cybernetics on Reri if the machines ever picked up the vibrations of those words. Not to mention the explosives built into the limbs that would probably kill Reri. In the 41st Millenium however, Reri has gone on to kill some diverse targets that only a lucky few have survived against her. Some Dark Eldar goes so far as to think she could take on killing any member of the Imperial Family although this is extreme stupidity or arrogance talking.&lt;br /&gt;
&lt;br /&gt;
Without the ears, Reri could either install specialized equipment or synthetic ears for infiltration as an Abhuman. The limbs have also been heavily modified to always have motion sensors, vox comms, powerful magnetics, and survival tools like a knife or lockpicks. they can also be outfitted with built-in weapons and tracking instruments. This was all done while adding durability to have them be tougher than Eldar bone without sacrificing the mobility. &lt;br /&gt;
&lt;br /&gt;
Some say that her appearance is eerily similar to that of a Human with the right limbs and ears, creating another conspiracy theory saying the Impossible Child was already built by the Dark Eldar. Although few subscribe to this theory, it has been given exposure following the assassination of an Inquisitor in Sol right after the 12th Black Crusade. There are also some within the Imperial government who suspect Reri interfered with Legienstrasse&#039;s development, although it is unknown how much she was involved. One thing was certain, however, Reri was tracking down Legienstrasse when the Imperials found the renegade assassin. With increasingly erratic behavior after The Wedding, Lelith worries about sending Reri away as the chance of her going rogue also increase.&lt;br /&gt;
&lt;br /&gt;
=== The Ilmaea ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;The Blackened Heart of Commorragh&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the heart of Commorragh are the Ilmaea (lit. black sun/stolen sun), the twin suns that power the Dark City. Commorragh could accurately be described as a set of dual Dyson spheres, two spherical outgrowths of the Webway stacked one on top of the other (Upper and Lower Commorragh, respectively), each with an Ilmaea at their center. Each star artificially crushed to the size of a red dwarf by the Old Eldar Empire at the height of their power using technology now since lost. Because of the technology used to shrink their size, the Ilmaea also have an extremely long expected life span, comparably to that of an actual red dwarf. Although Commorragh was originally founded as a Webway port and became a haven for the Old Empire’s rich and famous before becoming what it is now, it also performs a remarkably good job as a disaster shelter. In theory, one could outlast the end of the universe inside Commorragh.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Approximately 1640000 years ago, the Old Eldar Empire went to war with and defeated an unknown, now-extinct alien species. This was not an uncommon event in eldar history, every few million years or so an external threat would arise that would actually threaten the supremacy of the Children of Isha. Sometimes these enemies were resurgent Brain Boyz, sometimes they were extra-galactic or extra-dimensional species like the architects of the Harrowing, and sometimes they were simply native Milky Way races, occasionally fellow children of the Old Ones, that bit off more than they could chew. At first the eldar fought these wars based on the half-remembered wishes of the Old Ones, believing themselves to be safeguarding the existence and self-determination of their fellow sentients, but at some point things took a darker turn.&lt;br /&gt;
&lt;br /&gt;
According to legend, the race that fought the eldar 1.6 million years ago had been a true threat to the galaxy, believing themselves to have a manifest destiny over the Milky Way. The eldar beat the would-be galactic conquerors back to their binary-star home system and then, as punishment for their hubris, stole their two suns, leaving the species to scream in anguish as they slowly froze to death in the darkness. It is uncertain how justified the actions of the eldar were, given their tendency to self-glorify and distort their own history, but the accounts of the Black Library (which are considered to be less biased) do seem to support the idea that the species . However, the fact that they were willing to resort to such draconian means of ensuring their dominance, destroying an entire biosphere of an already defeated foe, already showed the rot seeping into the heart of the Old Empire.&lt;br /&gt;
&lt;br /&gt;
In the years after the seizure of the Ilmaea and their placement as trophies within the biggest Webway port of Commorragh, the Ilmaea became an important symbol in eldar society. The Ilmaea became seen as a symbol of eldar righteousness, an indicator of how the chosen of the Old Ones and Asuryan could do no wrong. Depictions of the Ilmaea became common in Old Empire art, and many wealthy Sidhe lords sought to have Ilmaea of their own. Most were artificial mock-ups made of fusion reactions, but a few were real, stolen from life-bearing systems to complete the symbolism. The Old Empire at least had a fig-leaf of justification for confiscating the original Ilmaea. The nobles…did not. The Craftworlders and Exodites do not think highly of the Ilmaea, considering them a symbol of the Old Empire’s hubris of the highest magnitude.&lt;br /&gt;
&lt;br /&gt;
Each of the Ilmaea are modulated to give off the perfect amount of light and heat to the surface of Commorragh below, giving them a sinister black color when viewed through solar filters. This allows Commorragh to be kept habitable for life without the need of expensive artificial blinds. There is no day or night cycle on Commorragh, only a perpetual twilight, the time when light still exists despite the coolness of the oncoming night…and also the exact time when the shadows are longest and predators find it the easiest to hide. The similarities have not gone unnoticed.&lt;br /&gt;
&lt;br /&gt;
Although the technology to create the Ilmaea has since been lost, the technology to keep the stolen suns modulated still exists. The size and intensity of the stars has been ever so slightly tweaked over the years to balance growth as the Webway pockets of various Kabals have been stitched into Commorragh. Indeed, if the containment were ever to fail, the stars would most likely violently expand back to their former size. The Lord of Commorragh, Asdrubael Vect, has used this to his advantage at one point, deliberately dropping the shielding on one section of the Ilmaea to scour an entire district of Commoragh clean in order to burn one infamous rebellion to the ground, sending a message to all of Commorragh of the sword of Damocles Vect has hanging over their heads.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The New Men ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fabius Bile, mad geneticist of Commorragh and personal vizier of Asdrubael Vect, is known for a great many things. Reverse engineering of the Mark III MP geneseed to provide the Fallen with a ready supply of new recruits. Concocting combat drugs that make the most potent medications of the Imperium look like aspirin. Creations of horrors for the highest bidder that make even the other inhabitants of the Dark City have a minor reaction of disgust. Most consider these acts vile abominations committed solely for the amusement of a twisted mind. Fabius Bile considers them parlor tricks done to pay the rent.&lt;br /&gt;
 &lt;br /&gt;
Fabius Bile’s actual goals, the ones he actually puts his heart and soul into, tend to be much more grandiose. He wants to be remembered for something beyond simply being the ringmaster of his own personal freakshow. He wants to create something that will far outlast however long he exists in this galaxy.&lt;br /&gt;
 &lt;br /&gt;
He wants to bring back the Men of Gold.&lt;br /&gt;
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In Fabius Bile’s mind, humanity’s mistake isn’t that mankind created the Men of Gold, it is that mankind did not become the Men of Gold. Mankind during the Dark Age of Technology had the ability to create their own demi-gods, and yet they squandered this opportunity to merely create liasons between themselves and the Iron Minds. The Eldar are no better. Bile knows of the history of the Eldar from the Haemonculi of Commoragh. He knows how the Eldar were once little different from mankind or the Tau, before being uplifted by the Old Ones and then genetically engineered by their own hand. But then the Eldar stopped. They were on the verge of making themselves a race of gods, and then they stopped. The time it took them to reach even that state is also unimpressive to Bile. Whereas it took the Eldar millennia to engineer themselves into their modern state, Bile claims that a suitably intelligent and properly motivated individual could do it in centuries.&lt;br /&gt;
 &lt;br /&gt;
Fabius Bile’s most recent endeavor, the personal project that has shown the greatest amount of success, is the creation of the so-called New Men. Bile proclaims these New Men to be to humanity what the modern Eldar are to their ancient ancestors, the missing link between man and the Men of Gold. The New Men are all latent psykers, grow to adulthood in a fraction of the time of baseline humans, and are deliberately engineered to have a 100% compatibility rate with Astartes gene-seed. But Bile isn’t satisfied with merely recreating the Men of Gold. He wants to make something better. To this end, he has spliced in genes from creatures all over the galaxy, in the purpose of making the New Men the perfect lifeform. Compared to the average human being, the New Men are stronger, almost impervious to pain, immune to many poisons, and capable of surviving in environmental conditions that normal humans would simply die.&lt;br /&gt;
 &lt;br /&gt;
However, in spite of all this, for some reason Bile’s New Men inevitably turn out…wrong. The New Men invariably lack any sense of empathy or social etiquette. They are not psychopathic, nor sociopathic, but the only beings they ever seem to reliably show a connection to are their fellow New Men. It is for these reasons that the Fallen refuse to take New Men as recruits, despite a 100% compatibility rate with Astartes gene-seed. In addition, the New Men always end up with leucism or albinism, with pale grey skin the color of a corpse and translucent veins running just under their skin. It is not clear why the New Men end up this way. It cannot be due to their creation, as there are many humans in the Imperium that are grown in-vitro and yet turn out to be perfectly adjusted adults. It cannot be due to their upbringing, as even New Men raised by surrogate families still turn out the same way. It is almost as though the souls of the New Men somehow know they were grown from spliced cells cultivated from dead bodies, unwillingly implanted into the surrogate wombs of terrified prisoners.&lt;br /&gt;
 &lt;br /&gt;
Although Fabius Bile is frustrated by these setbacks, he is not perturbed. He knows these flaws are something he will manage to fix…eventually. As to the failed batches, Bile has no problem lending them out to the Dark Eldar or the Crone Worlders as front-line combatants so that someone might get some use out of them, only requesting that he retain a few specimens for dissection and breeding purposes.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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== Tyranids ==&lt;br /&gt;
&lt;br /&gt;
=== The Swarmlord ===&lt;br /&gt;
&lt;br /&gt;
See [[Nobledark Imperium Notable People#The_Swarmlord|The Swarmlord]]&lt;br /&gt;
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=== The Leviathan of Sotha ===&lt;br /&gt;
&lt;br /&gt;
The Leviathan of Sotha is a miracle of history. Preserved through a chance fluke, the Imperium has learned more about tyranids from this vessel than it has from dozens of minor skirmishes. During the Battle of Sotha in the First Battle for Ultramar between the Imperium and Hive Fleet Behemoth, one of the planet’s surface to orbit guns shot down a tyranid Hive Ship near the planet’s moon. The Hive Ship crash-landed on the nearby moon, where it died of what was either the tyranid equivalent of a broken spine or massive internal organ damage. The total vacuum of the moon prevented the outer surface of the hive ship from decaying, either from external microbes or the tyranid microfauna contained within, and so much of the carcass remains as pristine as the day it died.&lt;br /&gt;
&lt;br /&gt;
This is not to say the Hive Ship is harmless. The decaying leviathan has enough gas in its guts from decomposition to form a makeshift atmosphere, and so tyranid organisms occasionally arise from within the bowels of the dead monster and have to be cleared out in order for research to be conducted safely. Some tyranids will occasionally escape from the hive ship and try to survive on the moon’s surface. All tyranid lifeforms can survive in vacuum for a short period of time, but even the hardiest tyranid organisms will deplete their oxygen reserves and die after prolonged periods of activity in hard vacuum. Therefore, the Inquisition maintains a constant security force around the Hive Ship at all times. However, the ships reserve carnifexes and hive tyrants were all killed off centuries ago, and the ship only has enough biomass to spare for small tyranid organisms, such as hormagaunts and termagaunts. Over the years, the tyranid organisms that emerge from the hive ship have been able to survive longer and longer in hard vacuum, but so far none have been able to evolve a complete independence from the oxygen that all organisms need.&lt;br /&gt;
&lt;br /&gt;
One of the first things the Ordo Xenos did when it claimed the hive ship was try to determine its age. First, they tried to determine the age of the tyranid hive ship via carbon dating. It failed. It was only when the research team realized that if the tyranids were eating planets, they had to have been taking up radioactive isotopes from the organisms and crust of the planet they were eating, and so it should be possible to use dating methods more typically used for ancient rocks on the hive ship.&lt;br /&gt;
&lt;br /&gt;
The analysis determined that the hive ship, as in that hive ship in particular, was over five million years old. The margin of error for said age estimate was older than human civilization.&lt;br /&gt;
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=== Genestealers ===&lt;br /&gt;
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&#039;&#039;&#039;See Also:&#039;&#039;&#039; [[Nobledark_Imperium_Writing#Inquisitorial_Report:_AZURE_IRON_WASP|Inquisitorial Report: AZURE IRON WASP]]&lt;br /&gt;
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=== Ymgarl Genehounds ===&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the Adeptus Biologicus analyzed tyranid specimens for the first time, they found all sorts of things they shouldn’t have. Genetic sequences and biochemical signatures otherwise unique to lifeforms on Fenris, Catachan, and numerous other worlds in the Imperium. There were even sections of genetic material that seemed to come from Orks and the Eldar. The bio-priests were at a loss to explain how such a motley of genes could be present in a single creature, until a new tyranid bioform was discovered far from the front lines of the tyranid invasion.&lt;br /&gt;
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Originally thought to be natural wildlife native to the moons of Ymgarl, these creatures were first discovered by the Imperium at about the same time as the genestealers in M36. However, sightings of these creatures were soon reported across the galaxy, supposedly caused by the creatures stowing away in space hulks and the holds of spacecraft. There was concern about the similarities between these creatures and “classic” genestealers, but the Imperium was never able to find a connection between the two. Genestealer activity did not follow in these creatures wake, and even their supposedly simultaneous discovery was in actuality more than two hundred years apart. And so the Imperium turned its attention away from the Ymgarl creatures. It was understandable, this was late M36, the peak of the Genestealer Wars, and the Imperium had more pressing issues to learn about. However, with the appearance of the first true tyranid Hive Fleets in the form of Behemoth, the Adeptus Biologicus decided to take another look at the Ymgarl creatures. And they turned out to be something else entirely.&lt;br /&gt;
&lt;br /&gt;
These creatures, which later came to be renamed genehounds, resemble a cross between lictor and a purestrain genestealer. This suggests that genehounds may be a cross-breed between the two, or at the very least share genes with these bioforms. Like lictors and purestrains, genehounds have a much more complex nervous system than most tyranid bioforms, allowing them a higher degree of independent thought and the ability to function for extended periods of time away from synapse creatures of the Hive Mind. They are certainly intelligent enough to use spaceships and space hulks as a means to spread throughout the galaxy. However, whereas lictors and genestealers were meant to be sappers and beacons for the Hive Fleets, these creatures were something else entirely. Hunters. Hounds of the Hive Mind.&lt;br /&gt;
&lt;br /&gt;
The motus operandi of a genehound is simple. First, the genehound locates a target. Another effect of the genehound’s increased intelligence is that a genehound is smart enough to target species with novel genetic features. This target can be as harmless as a squig or as dangerous as a Catachan Devil. Then, the genehound rushes forward in an explosive burst of speed to take its sample. The mouth of a genehound resembles a lamprey or a cookiecutter shark, a spiral ring of teeth designed to shear chunks of flesh from its targets and a piston-like tongue with a serrated tip built to make incisions and drink their bodily fluids. This allows a genehound to easily obtain a genetic sample of the organism for the Hive Mind, or feed itself in the long intervals between action. Its task completed, the genehound makes its way back to the Hive Fleet to be reabsorbed, bringing its genetic trophy with it.&lt;br /&gt;
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Unlike other bioforms, the Hive Mind does not go out of its way to track down genehounds. To do so would be to expose the ruse, as happened when the Imperium discovered the true nature of genehounds and ordered them killed on sight. The genehounds had not managed to hit every system of note in the galaxy, but they had hit enough to give the Hive Mind access to some choice adaptations. When the Biologicus realized what these creatures were they were horrified by the implications. The tyranids hadn’t just been scouting the galaxy for millennia. They had been raiding its genetic armory.&lt;br /&gt;
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== Xenos Independens ==&lt;br /&gt;
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=== Hrud ===&lt;br /&gt;
&lt;br /&gt;
==== Hrud ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;  &#039;&#039;&#039;&#039;&#039;Those Who Linger:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Hrud are quintessential Xenos Independens. On the one hand, they hate the Necrons, fear Chaos, and are just as threatened by tyranids (particularly genestealers) as everyone else. Just about the only enemies of the Imperium the Hrud tolerate are the Orks and that is because Hrud juunlaks find it just as easy to live on the outskirts of Ork camps as they do Imperial cities. On the other hand, the Hrud clearly have their own agenda, can’t seem to organize themselves well enough to negotiate for inclusion into the Imperium, and are nearly impossible to get to swear by Imperial laws and boundaries. In spite of, or perhaps because, the Hrud have one of the best long-term memories of any species in the galaxy, [[Kender|they have the attention span and respect for boundaries of a house cat]]. A common saying in the Imperium goes: “You can get a Hrud to do just about anything. Once.”&lt;br /&gt;
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The biology of the Hrud is strange, even by the standards of the Imperium. Rather than being supported by their limbs, Hrud bodies are attached to a fixed point in the fabric of space-time, from which the Hrud&#039;s body and legs hang from like clothes on a hanger. The Hrud don&#039;t so much walk as pull or pull their stationary point in space-time along using their arms. Hrud have a hydrostatic musculature and can compress their bodies to a width of less than 30 cm, allowing them to fit through virtually any hole larger than a human thigh. Combined with their limited ability to fold the fabric of space-time, this allows them to worm their way through openings and passages which you wouldn’t normally expect a creature of their size to fit, even fitting through closed doorways if they aren’t properly sealed.&lt;br /&gt;
 &lt;br /&gt;
Hrud are all natural psykers, however the form that their psychic powers take is somewhat different from the rather straightforward usage seen in humans and Eldar. Hrud are capable of masking their presence from other species through the use of a psychic perception filter and a strange ability to bend light and space-time, to the point that a Hrud was once reported to have been able to hide from observers in plain sight while in a white-walled, well-lit room. However the amount of effort it takes for a Hrud to hide from the perception of others is heavily dependent on the environment (i.e., a dark place is much easier to hide in than a bright one) and on the species the Hrud is trying to fool. For humans and tau, it is easily possible to fool them into thinking a passing Hrud is just a trick of the shadows. By contrast, Eldar and tarellians, whose brains are organized a little differently, take more effort to fool, especially Eldar who also have psychic senses at their disposal.&lt;br /&gt;
 &lt;br /&gt;
The Hrud are also capable of emitting a combination of a miasma of airborne toxins and an entropic field, which they call the ssaak. It is thought that the ssaak was always present to some degree in the Hrud as a natural defense mechanism and the entropic field was part of the modifications made to the species by the Old Ones. The ssaak is always present to some degree, but becomes extremely prominent if the Hrud in question is stressed out or threatened. Unfortunately, being a nocturnal species with a species-wide case of agoraphobia, the Hrud are almost always stressed out to some degree. Long-term exposure to the ssaak is not advised, as it can cause nausea, sedation, physiological dependence, and premature aging. On the rare occasions in which the Hrud do manage consistently interact with other species on a long-term basis, they often build encounter suits to contain the ssaak to keep other people from getting sick.&lt;br /&gt;
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Hrud are capable of combining their ssaak fields, which at their most extreme extent can form a temporal warp-rift singularity which can devastate their foes. More than once an invading force has attacked a settlement, only to be driven back by the enraged Hrud galvanized from below the city. This phenomenon can either be beneficial or harmful to the Imperium. On the one hand you have cases like Dulcinea, where during the 12th Black Crusade the population of Hive Strigis was massacred by Chaos warbands, only to rouse the ire of the Hrud population living in the city’s underhive who dropped a singularity on their heads. At the same time you have cases like Haakoneth, the former homeworld of the Star Phantoms, which in 103.M40 came under attack the fleet of an Ork Freeboota Klan. The Star Phantoms destroyed the attacking Ork fleet, but unfortunately this provoked the Hrud colony that had been living in the bowels of the Freeboota ships, who immediately embarked on a Peh-ha to find a new home. The resulting Hrud migration dragged a singularity with it to the surface of Haakoneth, which between the Hrud and the Orks forced the Star Phantoms and the population of Haanoneth to retreat and abandon the planet.&lt;br /&gt;
 &lt;br /&gt;
The Imperium first encountered the Hrud in M30, during the later years of the Great Crusade. At this time, humanity and Eldar were on good terms with one another, but this was only shortly after the Raid and the levels of trust between the two groups wasn’t as well established as it would be in later years. The Hrud were, at the time of the Imperium&#039;s discovery of them, confined to a single world. It is thought that they had been confined to their homeworld by the Old Eldar Empire, who had apparently been willing to reduce the Hrud from an interstellar power but weren’t prepared to actually exterminate them due to their shared history (or possibly indirect intervention from the Eldar gods). After the Fall of the Eldar, the Hrud remained on their world, either because they were afraid of retaliation from the Eldar, no longer had the knowledge to produce spacecraft, or possibly because they were afraid doing so would violate the last commandment and warning of their god. And so the Hrud remained quarantined. Until the Iron Warriors found them.&lt;br /&gt;
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In 734.M30, the Iron Warriors had just finished unified what would become the future Hive World of Stratopolae. The planet’s infrastructure was sound, but if it was to thrive it needed a devoted bread basket. Long range telescopes showed a habitable planet within a few lightyears of the planet, which would have made an ideal Agri-World. Shortly before the Iron Warriors, including a young Barabas Dantioch, were ready to leave the system, they were contacted by the Eldar. The Eldar implored the Iron Warriors not to go to that system, telling them that it was home to a dangerous xenos lifeform that their ancestors had quarantined millennia ago. The Iron Warriors blew them off, believing it was merely a lie spun by the Eldar to conceal the fact that there was something of value on the planet and the Eldar thought the Iron Warriors were gullible enough to believe it.&lt;br /&gt;
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The Iron Warriors exited the Warp in a system with one notable world in its habitable zone. The world itself was mostly earth-like, and seemed to be uninhabited though showed clear signs of former occupation. The Iron Warriors were pleased about this, the expedition had been more than worth it as this world was ideal for an Agri-World. They didn’t know why the Eldar were so interested in the system but the knife-ears could go space themselves if they thought they could give orders to humanity.&lt;br /&gt;
 &lt;br /&gt;
The Iron Hands landed their craft near what was the only visible artificial structure from orbit, a skyscraper-like building that looked like one of Perturabo’s creations crossed with a very grungy bee hive. They sat outside their craft for several days waiting for someone, anyone, to make contact with them before they decided to make the first move. One of the crew thought they saw something over on a nearby mountain range but later chalked it up to a mirage. Leaving their ship behind, the Iron Warriors marched down empty roads into a ghost city. Entering the city, they realized what they thought were heavily degraded structures were actually buildings of xenos design. Still, the city seemed empty, and if the planet was uninhabited they could still set up an Agri-World there. The only potential sign of life were occasional signs of movement in their peripheral vision but as their armor’s sensors kept reading inconsistent extra-spectrum signatures they put it down to a mild glitch caused by the strange environment. For nearly two days the Iron Warriors wandered around the city getting increasingly agitated by the phantom sightings before they actually saw anyone.&lt;br /&gt;
 &lt;br /&gt;
In what looked like a market square the Imperial Emissary and his Iron Warrior guards finally found someone to talk to. A hunched figure in tattered hooded robes holding a stick with a bit of cloth on it that might have been a standard flanked by four similarly attired individuals. No part of the creatures were visible. At this point the Iron Warriors realized there was a problem. They had thought the world was uninhabited, but it was now clear that it was very inhabited by a xenos species. Standard procedure for interacting with an unknown xenos species during the Great Crusade was to observe and them attempt to make contact from as close to the system’s Mandeville Point as possible. If the species was friendly, politely extend the bare minimum of courtesy and leave as soon as possible. If the species was territorial or too primitive to make contact, leave it alone. If the species tried to follow the fleet back and attack, destroy them. The point of such contact was to survey potential threats to humanity, ideally from lightyears away. And yet here the Iron Warriors were meters from a xenos lifeform.&lt;br /&gt;
 &lt;br /&gt;
To their credit, the Imperial Emissary and the Iron Warriors tried to make the best of the situation. After initial difficulties in establishing communication (the lead figure able to speak something that vaguely resembled Eldar High Speech), the Emissary and the lead figure, who introduced itself as a Hrud, exchanged pleasantries and initiated introductions. It already being late in the day the Emissary asked if they could continue this conversation tomorrow and in a knee-jerk reflex asked if the figures wanted to meet aboard their ship. After a moment of thought, the lead figure agreed, and the Imperial party returned to the ship to report their findings. The next day the Imperial Emissary and the Iron Warriors came down to the square they found it was empty. The Iron Warriors wandered around the empty city several times, looking for the mysterious figures. It&#039;s not until the fifth trip that they realize that they are no longer seeing movement in the corners of their eyes. The world felt strangely empty now.&lt;br /&gt;
 &lt;br /&gt;
At this time the Eldar, having seen their initial attempt to warn the Iron Warriors rebuffed, decided to send a message directly to the throne. The Steward took these concerns seriously and sent a message to Perturabo, but Perturabo, who at the time was too busy overseeing the construction of fortress hives to micromanage every expeditionary fleet of his legion, sent half-hearted warning letters to the expeditionary force who took the concerns under advisement.&lt;br /&gt;
The Iron Warriors decided to leave the planet, between the warning, the strange visions, and the encounter in the marketplace, the planet was getting too weird for their liking. On the voyage back to the forgeworld some of the crew in the lower decks start to see flickering in the edge of their vision, but decided it was most likely a bit of dust in the air filters again and didn’t report it.  Then the phenomenon  starts appearing on Stratopolae when they get back. Then it is retroactively noted on several outgoing cargo hauler coming out of Stratopolae over the next several months. The investigation afterwards confirms what many suspected. Somehow the entire Hrud civilization managed to fold themselves up and hop onto the Iron warriors ship. Now the Hrud are abroad in the Imperium. The Eldar, having increasingly made noise all this time, now refused to comment, believing the results of the ill-fated expedition spoke for themselves.&lt;br /&gt;
 &lt;br /&gt;
The Iron Warriors, being military engineers, felt they could easily rectify the situation, but trying to contain the Hrud was like trying to make a river flow uphill and after a valiant campaign they found they just simply couldn’t put the genie back in the bottle. In addition, between the general chaos caused by large-scale Hrud migrations and the cornered Hrud lashed out in self-defense, many Iron Warriors were killed or crippled. Barabas Dantioch in particular was prematurely aged to the point he was recalled from active service and put on garrison duty out of concerns for his health despite being only 200 years old. While on garrison duty, Dantioch gained an interest in Eldar culture and history, having recalled their warning before the expedition, showing a particular interest in the architecture of the Webway.&lt;br /&gt;
 &lt;br /&gt;
Surprisingly, the expected retaliation from the Hrud never came. Once the campaign by the Iron Warriors the Hrud seemed content to retreat into the shadows. The Imperium has tried to negotiate with the Hrud in the same way it has with numerous other Xenos races, particularly in the hopes of bringing some order to the Hrud’s seemingly random pattern of migrations. It hasn’t really worked out. Although they live in a tribal society organized into clans, Hrud clans tend to have a hard time interacting and negotiating with Imperial diplomats, both due to the ssaak and their poor concept of time. Instead, they tend to live on the fringes of society in their juunlaks. The Hrud never officially joined the Imperium and are technically trespassers. But they aren&#039;t too troublesome or obtrusive and so they never became classified as Xenos Horridus. They steal things and leech power from Imperial systems, but usually no more than they need and only if they cannot obtain it on their own. The Hrud generally just kind of hide in the corners of places and occasionally steal sandwiches and make strange things out of scrap. Yes the Hrud have gotten to some of the Craftworlds. No the Eldar are not happy about it.&lt;br /&gt;
 &lt;br /&gt;
Hrud relationships with Imperial citizens are mixed. Imperial citizens sometimes trade with the Hrud or hire them, but most Hrud tend to be too unreliable to hire for consistent jobs. On the one hand, Hrud have been known to go out of their way to protect non-Hrud from the Umbra, a bizarre race of shadowy Warp creatures that are often, but not always, found in association with Hrud. However, on the other hand, in absolute worst case scenarios the have been known to kidnap Imperial citizens and turn them into zanhaads, slave-pets addicted to their bodily chemicals. When this happens something has to be done, kidnapping Imperial citizens crosses a line and the Hrud have to be dealt with, no matter how loathsome it is. This distaste is not simply out of moral quandaries. Fighting against Hrud is a nightmare, as cleaning out a juunlak involves going down in to the deep, dark underhives where the Hrud are in their element. The ssaak is everywhere and with all the shadows a Hrud can be within a few feet of you and you wouldn’t know it until they ambush you.&lt;br /&gt;
 &lt;br /&gt;
Although the Hrud typically prefer to buy, borrow, or steal weapons, they are more than capable of making their own. Despite their primitive appearance, Hrud actually have quite a bit of knowledge of advanced technology and are capable of making or reverse-engineering weapons out of scrap. The most commonly seen Hrud-made firearms are the Hrud fusils, which are not quite rifles yet not quite shotguns (the weapon has a narrower spread than a rifle, but do have a spread and the barrel is not grooved) that are typically held like gauntlets and fire Warp-laced plasma which use the Warp to bypass armor and other solid objects. The ability of a Hrud fusil to pass through solid objects is not unlimited, but these weapons are more than capable of passing through several inches of shielding and in some cases are able to shoot through cover to hit someone on the other side. However, one downside to Hrud fusils compared to lasweapons and stubbers is that it takes a significant amount of time (anywhere from half a second to a few seconds) for the weapon to recharge after each volley.&lt;br /&gt;
 &lt;br /&gt;
Another sticking point between the Hrud and the Imperium involves genestealers. As denizens of the underhives, the Hrud are threatened by genestealer infestation as much as anyone, and are more acutely aware of what goes on in the underhive than possibly any other group. The Hrud often know who the genestealers are before the Imperium does. More than once an otherwise peaceful Hrud juulak has seemingly gone on an unprovoked rampage and massacred specific families down to the last individual, only for it to be discovered after Imperial retaliation that the Hrud had been wiping out a genestealer cult that no one had realized existed.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
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==== Qah ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; &#039;&#039;&#039;&#039;&#039;The Lord of Shadows:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unlike the Eldar and many other species uplifted by the Old Ones, the Hrud are monotheists (possibly because they didn’t have the population or psychic power to create multiple gods), worshipping a shadow deity called Qah. The Hrud respected the Eldar Gods, referring to them as Slah-haii ([[Nobledark_Imperium_Imperial_Society_and_Culture#The_Etymological_Legacy_of_the_Old_Ones|most mighty/ancient, a term they also used to refer to the Old Ones in the past]]), but the Eldar gods were not Hrud, Qah was. In addition to shadows, Qah is also seen as a god of Hrud values, including community, morality, and conscience. Although it might not be immediately obvious why a shadow deity would be seen as a paragon of moral values, it makes perfect sense to the nocturnal or crepuscular Hrud. Shadows are reflections of the self. Everyone has a shadow, and your shadow sees everything that you do. In Hrud religion, your shadow is where your conscience comes from, and all consciences have a connection back to Qah.&lt;br /&gt;
 &lt;br /&gt;
Grand Empress Isha, for her part, is very interested in the reports of the Hrud still worshipping Qah. She remembers Qah, who fought alongside the Eldar gods just like the mortal hrud fought alongside the Eldar in the War in Heaven. Qah got along okay with the Eldar gods, but being a god of Hrud values and therefore community and Isha being a goddess of nature and friend to all living things, the two of them got along considerably better than Qah did with the other members of the Eldar pantheon. Isha secretly hopes that Qah is still out there somewhere, if only to have someone else around to talk to who remembered the War in Heaven and the days before the Fall, even if it wasn’t an Eldar. Isha would be devastated to know what really happened.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shortly before the Old Eldar Empire gave birth to Slaanesh, Qah realized what was going on and realized that Slaanesh being born would mean devastation for not only the Hrud, but also for the Eldar and every race in the Milky Way galaxy. Having realized the gravity of the situation, he gathered the Hrud and told them what they needed to do to survive. In those days the Hrud built real cities and were unafraid of going out in the daylight, though at their heart they were always a nocturnal and opportunistic species. Qah told them they had to focus on those natural tendencies. They had to become so hidden, so beneath notice, that no one would ever bother or hurt them. His last command was a single word. He told the Hrud to hide. To survive. To linger. Having given his people the best guidance he could, he steeled himself and joined the battle against an alien god on behalf of the deities he had fought alongside so long ago.&lt;br /&gt;
 &lt;br /&gt;
Qah didn&#039;t make it. He got smashed into a billion pieces during the Fall the same way that Khaine did. Isha never saw this, as she was too busy being dragged away by Nurgle at the time to notice. Most of Qah’s fragments became the Umbra, the living shadows that like to cluster around Warp engines and Webway gates. Being but shreds of the shadow god, they are of limited intelligence, comparable to an animal, and will lash out at anything not-Hrud. Nevertheless, when destroyed they still scream “Linger”, begging any Hrud within earshot to remember the last words their god had told them to keep them safe.&lt;br /&gt;
 &lt;br /&gt;
It sucks to be Qah. He did everything in his power to save his people from the Age of Strife, but at what cost? He selflessly threw himself into battle on behalf of his old comrades from the days of the War in Heaven, only to be shattered into a million pieces. Even when his last few fragments are destroyed, he uses his last breath to remind the Hrud to remember what he said to keep them safe. One of the only remaining survivors of the War in Heaven is hoping that one day he will return, only for the tragedy being that Qah died a long long time ago and she never found out. He tried and tried to be selfless, only for tragedy to ensue. Being Qah is suffering.&lt;br /&gt;
 &lt;br /&gt;
Whereas many of Qah’s fragments were scattered across the galaxy, his main body ended back up on the Hrud homeworld. The Hrud refer to their homeworld as Hrud, much as they call themselves Hrud and speak a language called Hrud. There are no ethnic or cultural divisions between Hrud. Despite this, the former Hrud homeworld is typically referred to as Hrudworld for the sake of everyone’s sanity. Today there are no Hrud on Hrudworld. If it weren’t for psychic powers, no one would ever know why. To mundanes Hrudworld looks perfectly normal, although even with the Hrud gone people get the feeling there&#039;s something distinctly &amp;quot;wrong&amp;quot; about the place. Like they shouldn&#039;t be there. Psykers (including the Hrud) look around Hrudworld and notice there’s a half-decayed corpse straddled over the nearest mountain range.&lt;br /&gt;
 &lt;br /&gt;
The body appears on the horizon, or at least at a distance. Strewn over a mountain range, lying in a canyon, floating face down in the ocean, half buried in the ice of the north. It&#039;s likely not a &amp;quot;real&amp;quot; body as a corpse miles thick would probably distort the ground beneath it considerably to say nothing of what a new mountain might do to local climate. It always too distant to be touched, like a mirage on the horizon. Most classify the phenomenon as really consistent shared hallucination by the People of Qah and the psychically inclined. The corpse looks like a giant Hrud, more or less, albeit one seemingly sculpted of shadow. There are anatomical differences. Two sets of insectile wings not dissimilar to a very large beetle and two pairs of antenna upon its brow, one behind the other. It is thought that these features denote nobility to the Hrud in the same way that bird wings or a lion’s mane sometimes are used as artistic additions in human art. This shared hallucination does not occur on any other world of the Imperium even ones with a large Hrud population. Hrudworld doesn&#039;t frighten the Hrud, it saddens them. Their god is dead and his corpse, or something very like it, is always there to remind them. Of the few Hrud elders and lore-masters that would volunteer information on the phenomenon when asked they would give no hard information beyond that it brings them great sorrow.&lt;br /&gt;
 &lt;br /&gt;
The Hrud will rise again should the Imperium survive The Day of Reckoning. Isha will take the pieces of Qah and plant them in her garden when she takes back her throne. Perhaps Qah will spring from the ground, a fresh flower after a very long winter. Maybe his ghost will finally be laid to rest and his postmortem suffering will be over. Either way the Hrud will be able to move on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Xenos Horribilis ==&lt;br /&gt;
&lt;br /&gt;
=== Fra&#039;al ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Fra&#039;al are a settled, formerly nomadic, formerly settled race of creatures born seemingly without compassion. They are cruel but they are not sadistic so much as they are utterly indifferent to the wellbeing of others. The loss of their first empire was some time in the middle period of the Great and Bountiful Human Dominion when it seems that they thought the abduction of a few citizens would not be met with a stiff response. Their reasoning being that Humanity could spare a few plebs and those in positions of authority to make declarations of war would not care, just as the Fra’al wouldn&#039;t care if a few inconsequentials went missing. They were quite wrong. They were of a not incomparable level of technology to humanity, humanity not yet having reached the heights it one day would, and may even have outpaced the Dominion in a few areas but they didn&#039;t have the same resources. They were in the end forced to adopt a nomadic lifestyle as they had no planet. The war was bitter and bloody with no punches spared or pretense at fair play from either side and in the end the Fra&#039;al lost their homeworld.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the remainder of the Dominion&#039;s history they were condemned to wander. Tentative offers of reconciliation from the Dominion were met with hostility and soon stopped and the Fra&#039;al would not again recover until the days of the Age of Strife when they could once more raid with impunity and take a new home to their liking.&lt;br /&gt;
The homeworld they took is unknown, lost among the many uncharted stars of the Gothic Sector and it is there that they are most active. They trade occasionally for trinkets and toys, their technology base is lower than it once was but seems now noticeably higher that most of the Imperium at least in what they can mass produce. They trade with wicked men for human slaves and what fate awaits them is unknown though doubtless unpleasant.&lt;br /&gt;
&lt;br /&gt;
The Fra&#039;al themselves are a vaguely avian creature, or at least look as if they have had an avian analogue in their ancestry in some distant and dim past. They are humanoid in shape but more slender now than they once were, presumably from their years of forced exile among the stars. Their eyes are disproportionately bigger than those of most other species of their size and are typically a very dark red in colour with a cross shaped pupil. They are hairless with typically very pale grey skin and bluish blood based on a copper rather than iron. Their bones are light and they are frail of build. Their facial features are distinctly flat, the mouth and nose are in fact a squashed and downwards facing beak with with two nostril slits that can be close at will. The &amp;quot;teeth&amp;quot; are merely a serrated edge to the beak. The strange shape of the face and it&#039;s unintuitive construction are the result of a mutation some four million years ago that saw a decrease in general muscle mass but mostly in the cranium, causing an expansion of the cranium and brain size and a fast drive towards sapience, though apparently sentience may have arrived slightly later. The internal organs are distinctly avian in nature with the exception of the heart which is in fact two more primitive reptilian two chambered organs located on either side of the ribcage. The exact evolutionary path that lead to such an arrangement is unknown the AdBio and of little interest to the soldiers that have to deter Fra&#039;al raiders.&lt;br /&gt;
&lt;br /&gt;
The Fra&#039;al claimed to have been to Old Earth at various times in the distant past when its inhabitants made knives of chipped stone with which they murdered each other and were preyed upon by more interesting creatures and many times after. It is unknown if these tales are fabrications in an attempt to unnerve or insult. They might be true, but what of it? Humanity outgrew them, and ever since they have been envious and bitter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Medusae ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Warp was not always a place of horror and insanity. Once, in the days before the War in Heaven, the Immaterium was inhabited by all manner of natural creatures, both terrifying and wonderful. True, many of these creatures were not safe, in the same way that being around a large predator or other such untamed megafauna is never truly “safe”, but neither were they all malicious. Even after the War in Heaven, as the Ruinous Powers began to set up their own domain, the Warp was still inhabited by many creatures that pledged no allegiance to chaos, such as the Enslavers, the Psychneuin, and the Medusae.&lt;br /&gt;
&lt;br /&gt;
In their natural state, Medusae resemble nothing more than floating, armored brains, their grooved sulci covered in ridges of chitin and with a huge, singular eye with a distinctive dumbbell-shaped pupil at their front. Extending from around the periphery of the brain are numerous tendrils, resembling exposed nerve endings except with the myelin sheath covered by segments of bone and a singular or series of clawed spikes at the end. Despite this disorienting appearance, Medusae are normally “herbivores” of the Warp, lazily floating from place to place using their brain tendrils as they passively feed off the psychic energy emitted by sentient lifeforms into the Warp as they dream, akin to aquatic filter-feeders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Due to the increasing rise to prominence of Chaos, the Medusae gradually came to the conclusion that the best option available to them was to leave the Immaterium for realspace. However, much like daemons and other creatures of the Warp, in order to inhabit the Materium the Medusae need a host. Unlike daemons, however, Medusae do not simply possess their victims. Instead, they consume the head of their victim and place their own head on top of the decapitated body, the act of consumption merging the two together to create a new organism, a hybrid of material and immaterial. However, calling such a relationship a symbiosis is an overstatement, there is no evidence of any part of the host’s mind surviving the process aside from any memories the Medusa picks up. Indeed, it is believed in their natural state Medusae are not even fully sapient, but exist in a constant dream-like trance, only gaining clarity when they merge with a living being.&lt;br /&gt;
&lt;br /&gt;
Once the two organisms have joined the Medusa no longer needs to consume living beings to survive, instead feeding on the ambient psychic energy of the dreams and nightmares from those around them. If threatened, they are capable of discharging this energy as an empathic blast accompanied by a riot of pink-purple warp light to any poor soul who meets their gaze, a defense mechanism from their days as passive filter feeders that still serves them well. Such a glance from the psychic nova of their eye is enough to cause most sapient species to have a seizure or go into a comatose state. In the worst case scenario the target bleeds to death, blood hemmoraghing from every orifice due to the sheer neurological overload of the sensory organs causing capillaries to rupture.&lt;br /&gt;
&lt;br /&gt;
After fusing the Medusa’s tendrils, which once served as their sole means of locomotion, droop around them like a series of bony dreadlocks, which combined with the heavy, hooded clothes they prefer to wear gives them a witch or hag-like appearance. These tendrils are still strong and fully prehensile, allowing the Medusa to use them like mechadendrites or to tear apart any aggressor in combat. However, the tendrils of a Meduasa have another function than combat or dexterity. As a Medusa feeds, the tendrils grow and elongate until eventually the claw falls off and a rounded, corrugated brain fruit grows in its place. If left alone, this brain fruit continues to grow until eventually it pops off and forms a new Medusa. However, if plucked early it can be consumed and allows one to re-experience all of the sensation experienced by the Medusa while the brain fruit gestated. Medusae brain fruits are considered quite the delicacy in Commorragh as well as the twisted courts of the Crone Eldar, allowing one to relive the anarchy of a favored raid or stave off the probing of She Who Thirsts. Attempts by humans (typically slaves or Rogue Traders) or other groups of eldar (typically corsairs) to eat brain fruit often results in a stroke or a coma from neurologic overload. According to the Dark Eldar, it’s an acquired taste.&lt;br /&gt;
&lt;br /&gt;
As the Warp became progressively hostile to all forms of non-Chaos associated life, the Medusae increasingly found themselves forced into the one part of the galaxy that was connected to the Immaterium yet out of the hands of the Chaos Gods: the Eldar Webway. Unfortunately, this made the Medusae increasingly vulnerable to one of the dominant powers of the Webway, the Dark Eldar of Commorragh. Today, the largest population of Medusae live as an underclass within the xenos district of Null City within Lower Commorragh. They have nowhere else they can go. They cannot return to the Warp, for that is where the predators lie and they cannot survive there. They cannot hide in the Webway, as they would easily be hunted down by the Kabals and it is paradoxically easier to hide in plain sight within the bustling throngs of Commorragh. They cannot escape into realspace, as most groups would try to kill them on sight. They try to keep a low profile, as the Archons of Dark Eldar Kabals are always interested in capturing Medusae to use as walking weapons or sources of brain fruit to use and sell, covering the heads of the Medusae covered with metal masks so their captors can avoid being blasted with their psychic power.&lt;br /&gt;
&lt;br /&gt;
The Medusae, in all honesty, just want to be allowed to live. They take no joy in consuming their victims, but neither do they feel guilt over having to do so to survive. Medusae are capable of forming emotional attachments with individuals after they merge, but they seem unable to or unwilling to make the connection that the very act of completing their life cycle could potentially put their associates in danger. At most, Medusae have been known to chase unbonded Medusae away from individuals that they value. Although their need for hosts could easily be satisfied by vat-growing, the Dark Eldar have no interest in helping them and the Imperium is either unaware or uncaring to their plight. Despite being mostly harmless after finding a host, the fact that they need a mortal body to communicate along with numerous poor first encounters where voidsmen have been attacked by unbonded Medusae, the Imperium has declared them Xenos Horribilis. Unfortunately, few Medusae escaped the Dark City after the Exodus from the Dark Wedding. As an underclass, they did not possess the access to the Webway portals that may have potentially granted the race their freedom and potentially even struck them from the Xenos Horribilis list. Those few that did are often found in the retinue of Rogue Traders, the few individuals who could grant them protection.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rak&#039;gol ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Rak’Gol are a horrifying xeno-breed thought native to the Koronus Expanse out beyond the Halo Stars. The source of their animosity towards the Imperium and it’s peoples is as of yet unknown, there might not even be a reason. It could just be that they are universally hostile to anything that they see as competition. Attempts at opening up a dialogue have yet not been responded to with anything other than violence and even Rak’Gol language/s are utterly unknown despite the many centuries of encounters and listening. It is assumed that they have a language as they make sound and have ear analogues and their ships transmit and receive radio waves. Written language as observed by the boarding teams seems to consist of raised bumps similar superficially to Braille, as with the spoken language no sense has yet been made of it.&lt;br /&gt;
 &lt;br /&gt;
If they have distinct sexes it is not evident with greater differences in bodily structure seeming to exist through role. Technicians aboard their brutally designed ships tending to be noticeably smaller and more nimble of limb than the warrior-breeds. Exactly how this distinction is maintained as no form yet encounter has had reproductive organs is unknown. Theories range from cloning and manipulation at early stages of development to each type maintain a breeding population on some distant undiscovered homeworld.&lt;br /&gt;
 &lt;br /&gt;
Whatever the reason their actions like the orks before them have put their kind on the Imperium’s black list.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In appearance a basic warrior-form of the Rak’Gol is a little over two and a half meters tall with a hide thick enough to shrug off small stubber gun fire. Cybernetics are appointed seemingly based upon skill and age, with age being a result of skill as in such an inhumanly aggressive society a lack of skill prevents age. The natural upper life expectancy of their kind is unknown although Adeptus Biologicus assume it could be anything up to two and a half centuries based on experiments done on tissue samples from recovered corpses. The individuals of the Rak’Gol are not aggressive towards each other and are seemingly extremely cohesive as a group with everyone knowing their place and performing their duties in a manner reminiscent of the Vespid. Unlike the Vespid the Rak’Gol also have seemingly no real love for each other as individuals and have been observed killing and cannibalising the injured and crippled without hesitation or distress. Most chilling of all is the way that the targeted individual does not try to flee or plead or even flinch, they just stand there as they are carved up.&lt;br /&gt;
 &lt;br /&gt;
It is not unreasonable to assume that the Rak’Gol operate on a psychic hive mind similar to that of the Tyranids but this does not seem to be the case as they do have to speak to each other to relay information. Exchanges of speech have been observed that could be requests for clarification or even offered alternative suggestions to given orders. There have even been aggressive body language with accompanying changes of body language that would indicate heated argument and even one observed instance of dispute and violence, the loser submitting to being carved up for food. They would seem to be individuals united in hate, a common cause and an extremely effective method of instilling discipline and obedience although it’s not unreasonable to assume that such behaviour comes very naturally to them.&lt;br /&gt;
 &lt;br /&gt;
Rak’Gol technology is on par with Imperial Standard in many regards but seemingly lagging in others. It is unknown at this time if that is because higher technology is present in their fleets but has not been observed, if they have the ability to make more sophisticated mechanisms but consider it uneconomical in some way or that it is a hole in their knowledge. Their cybernetics for example are, depending on the device, anywhere between extremely crude and on par with what the Mechanicus can produce but show consistency in this discrepancy between individuals. One of the ways that their devices lack sophistication is in comfort toward the host. From dissected captures and retrieved corpses it is evident that they are capable of feeling pain but at the same time give no observable indication that they can. An explanation put forth by the Biologicus is that they just don’t care.&lt;br /&gt;
 &lt;br /&gt;
The ships follow a similar brutal design philosophy, constructed with no though of elegance or crew comfort, no ornamentation or anything that is not strictly necessary for a war ship. All ships encountered to date have been some form of war ship or are at least capable of acting as such. Radiation from both space and the workings of the ship are not shielded as much as they would be on even an ork ship and this does not seem to impeded, concern or sicken the crew. As it is unknown how many ships there are or from where they are coming and so it is difficult to judge how fast they travel although it is suspected that they are not as fast as many Imperial ships of their size. This is speculated to be because they have no Navigator analogue although this is unconfirmed speculation. In most offensive and defensive means the Rak’Gol ships are comparable to Imperial vessels of similar size if not slightly superior although it has been observed that their sensors are not as effective as those on equivalent Imperial ships.&lt;br /&gt;
 &lt;br /&gt;
The eldar do not have any surviving records of the Old Empire that speak of things much like the Rak’Gol and Nemesor Zahndrekh does not remember anything that looked like them from his youth.&lt;br /&gt;
 &lt;br /&gt;
Exactly what has made them as they are, seemingly so full of hate, is unknown and the source of much baseless speculation. There are no clues to culture or history found on their ships or on their bodies and any hope of finding some sort of answer can probably only be found on their homeworld, should they have one.&lt;br /&gt;
 &lt;br /&gt;
The leading theory among the eldar and human scholars is that their homeworld once orbited a quite vibrant star or orbited on an elliptical orbit, often bringing it closer to the star than most life forms would deem at all comfortable. Their hardy body structure, ability to survive scarcity and seeming immunity to radiation poisoning would seem to indicate as much although there are many such worlds in the galaxy that this could apply to.&lt;br /&gt;
 &lt;br /&gt;
There are, sometimes at least, creatures that are similar to their description mentioned in some of the less popular Harlequin performances. Strange and unpleasant beings that did something foolish and angered the lords and ladies of the Old Empire and in retaliation the eldar laid waste to their cities, slew their armies and stole their sun away and left them in their ruins to freeze to death under the uncaring stars. The story is a sorrowful one that showed the monstrous and graceless nature of the old aristocracy, as the insult of the “twilight people” was slight and unintended. The last words of the last king of the twilight people, as his crown fell apart in frozen pieces, was to show no pity for the eldar though he had seen a time when they would consume themselves and that he and his people would be there still to see it.&lt;br /&gt;
 &lt;br /&gt;
If the twilight people were the Rak’Gol then they have changed. How long the Harlequins have been performing this play is unknown as it potentially could be millions of years. Time enough certainly for the Rak’Gol to adapt to a dying world in a brutal way.&lt;br /&gt;
 &lt;br /&gt;
One way by which they have adapted is by the adoption of the dreaded Yu&#039;Vath technology. Unlike most creatures that are utterly subsumed by such artefacts and essentially become Yu&#039;Vath the Rak’Gol reach a terrible equilibrium with it. The Yu&#039;Vath wish to bring low all about them and reign terrible and unopposed and the Rak’Gol seemingly wish to kill everything that is not them. To this end the Yu&#039;Vath remnants empower the Rak’Gol but the Rak’Gol can’t be consumed and their seeming compliance with the will of the Yu&#039;Vath is merely them coincidentally having the same goals in mind for the most part. If exposure to the foreign and invasive technology is responsible for their current state then they themselves are another victim of the Primordial Annihilator and should be pitied as much as hated, though the need for their extinction remains the same.&lt;br /&gt;
 &lt;br /&gt;
The Imperium’s first known contact with the Rak’Gol came in 935.M37 out on what was then the Azimoth frontier, a prosperous set of predominantly mixed eldar and human settlements that looked at the time promising. At the time the wholesale slaughter of the relatively lightly defended frontiersmen was attributed to a hitherto unknown ork band, the lack of ork bodies believed to be an eccentricity of them eating their dead for preference. The Rak’Gol, at least in the early contact wars, went to great pains to recover their bodies and remove recordings of themselves. This method of warfare could only continue for so long before knowledge of what they were would be revealed accidentally but for that time the Rak’Gol were an unaccountable and unstoppable force from the edge of the map pushing the darkness back across the light of civilization. Even when what they were was revealed due to the unexpected arrival of substantial Imperial Army elements resulted from a poorly calculated warp jump the Imperium was barely the wiser. They had a face and even a name to what they were fighting but little else. Information that could lead to the discovery of the Rak’Gol homeworld or base of operations is prized extremely highly and rewarded generously.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slaugth ===&lt;br /&gt;
&lt;br /&gt;
See [[Nobledark_Imperium_Drafts#The_Rangdan_Xenocides_and_the_Slaugth|The Rangdan Xenocides and the Slaugth]]&lt;br /&gt;
&lt;br /&gt;
=== Tindalosi ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; &#039;&#039;&#039;&#039;&#039;The Horror from Out of Time:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Few mysteries are as vexing as those surrounding the Ordo Chronos. According to what little is known, the Ordo Chronos is an Ordo of the Inquisition that was founded, or would have been founded, or will be founded, to investigate chronological disturbances and protect against temporal threats to the Imperium. The Arch-Enemy would love nothing more than to win a pre-emptive victory by changing history and erasing the nascent Imperium from existence, and given the Ruinous Powers’ near total control of the Warp and the Immaterium&#039;s decidedly loose relationship with time such a prospect is not an idle threat.&lt;br /&gt;
&lt;br /&gt;
According to what little records remain, an Administratum budget report here, an offhand mention in a tome in the Black Library there, the Ordo Chronos was one of the earliest orders of the Inquisition, and was active until at least early M33, with the last known records being around the date of the Harrowing and the creation of the Hadex Anomaly. However, the Inquisition itself has no records of an “Ordo Chronos” ever being founded. Even people who have been around since the beginning of the Imperium, and therefore should know of the Ordo Chronos’ existence, including the Emperor and the Empress, profess no knowledge as to having ever created an “Ordo Chronos”. If the upper echelons of the Imperium know anything about the fate of the Ordo Chronos, they certainly are not talking.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The only solid evidence of the Ordo Chronos on record since then is when an Inquisitor of the order turned up in a blue crate in the cargo hold of [[Nobledark_Imperium_Notable_People#Prince_Yriel|Rogue Trader (then Prince) Yriel’s]] ship &#039;&#039;Hoec’s Grace&#039;&#039; in M38. He lasted long enough to answer a few questions from other Inquisitors but disappeared as quickly as he came. Unfortunately, his answers were as vague as a [[Nobledark_Imperium_Imperial_Society_and_Culture#The_Starchild_Prophecies|Star Child prophecy]] and about as helpful. According to what can be discerned from his testimony, the Ordo Chronos was destroyed when its members were sucked into the newly formed Hadex Anomaly, of which as far as he knew he was the only survivor. He survived because he was lucky enough to have “merely” become stuck in a pocket dimension where he experience the last 24 hours of his life on repeat for several centuries. When asked how he escaped from such a prison he merely answered “a bloody lot of hard work”. However, given the nature of the Ordo Chronos, it is possible that this an event that from their perspective had happened, has yet to happen, or may never happen due to having occurred in an alternate timeline that was averted in “our” time.&lt;br /&gt;
&lt;br /&gt;
Even the nature of how the subject of the Ordo, time, works is itself uncertain. Some schools of thought argue that time is deterministic. If time did not interact in some orderly fashion with realspace and the Immaterium, it should not be possible to view galactic history through fossilized light, or for ships to arrive at a destination via warp travel before they even left. Others, however, take a different view. If fate is pre-ordained, then prophecy and eldar farsight, which work by viewing potential alternate timelines, should not even be possible. Some postulate a unified theory of time, in which the quantum observer effect prevents time from being observed non-deterministically, but these theories are difficult to test (not to mention dangerous). Such experimentation is made even more dangerous by the presence of the Tindalosi.&lt;br /&gt;
&lt;br /&gt;
One of the few of which any detail is known are the Tindalosi. However, this is not saying much, given that the Tindalosi are only known about by virtue of being too noticeable to ignore. In truth, about as much is known about the Tindalosi is as known about [[Nobledark_Imperium_Xenos#Wyverns|Wyverns]], or the Arch-Leprechauns of Hippocampos IV. Even their name, “Tindalosi”, is probably not their actual moniker. They get their name from a written account from the Dark Age of Technology by an eyewitness of a Tindalosi attack in late M23, in which the writer compares them to fictional creatures in an ancient Terran story.&lt;br /&gt;
&lt;br /&gt;
The Tindalosi are silvery, biomechanical constructs, approximately two to two and a half meters long or about the size of a large hunting hound. However, despite the mechanical nature, the Tindalosi appear to breed and reproduce much as organic beings do. They have six legs, somewhere between a canine and an insect appearance, allowing them to bound after their prey with frightening speed. The front and bottom of the Tindalosi’s triangular head is a curved sickle, someone resembling that of a biting insect or bird of prey. The optics are large, red, and appear segmented, though whether they are compound eyes or something else is unknown. The head is at the end of a long, jointed, arm like neck, which can snap out with a hunting heron and slice into its victims, sucking out their bio-electrical energy. The Tindalosi are best known for their ability to phase through space and time, allowing them to track their prey wherever they may go.&lt;br /&gt;
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Though much about the Tindalosi is unknown, they seem to have originally been created by another race as some sort of temporal assassins, though they have since gone feral. Nevertheless, even though the Tindalosi may have gone feral, some vestige of their original programming still remains. Anyone who discovers too much of something will find themselves tracked and hunted by these creatures, though exactly what that something is unknown. Entire mechanic is workshops have been found slaughtered overnight, all because somebody found some inconvenient fact. &lt;br /&gt;
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There are three possible hypotheses as to the origins of the Tindalosi. The first is that they are Necron constructs, gone rogue in the millions of years since the War in Heaven. There is some support to this hypothesis. In contrast to their lack of technological knowledge regarding the Warp, the Necrons are well-versed in the usage of time and the “side paths” created by higher dimensions to their advantage, as indicated by the existence of Deathmarks, Chronomancers, and their ability to “phase out”. This was one of the main advantages the Necrons had over the Old Ones and their servants during the War in Heaven. The Necrons would have known well to monopolize this advantage and prevent the Old Ones from using against them, as they had done the very same to the Old Ones with the Dolmen Gates. Creating a race of mechanical constructs to seal off the higher dimensions from everyone but them seems exactly like what the Necrons would do. This is supported by the fact that for all the observations of Tindalosi across the galaxy, these beings actively ignore Necrons, whereas they think nothing else of killing any other being in their way.&lt;br /&gt;
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Alternatively, the Tindalosi could be human creations, created by the Great and Bountiful Human Dominion before or during the Iron War. Passive mental contact from psykers have shown the Tindalosi have souls, which is not a typical trait of Necron technology. Whether or not the Men of Iron had any souls is a hotly debated topic among modern Imperial scholars. The Adeptus Mechanicus vehemently state that the Men of Iron and Iron Minds had no souls, and the very idea of such is blasphemy, but Emperor Oscar clearly has a soul, and if the Men of Gold had souls the idea that the Men of Iron and Iron Minds had souls is not that out of the question. Esoteric reports from the Old Eldar Empire located in the Black Library may support the latter hypothesis. There’s also some evidence that Tindalosi do not self-repair or self-destruct in the way that necrodermis does, but this could be due to poor eyewitness reporting. Ancient humanity also had at least some rudimentary knowledge of chronological and higher dimensional weaponry, given such evidence as the Mechanicus reports of first contact with the Dark Age of Technology being known as Castigator (see Inquisitorial Report: WHITE TITANIUM HEDGEHOG for more details) and the incident with the Speranza (see Inquisitorial Report: RED IRON PHOENIX for more details). Even the reports of Tindalosi before mankind even stood upright can be explained, given their association of time the Tindalosi could travel to whenever they wished, plaguing the galaxy long before they were ever created.&lt;br /&gt;
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Finally, it is possible that the Tindalosi were created by another xenos race, neither necron nor human. Necrodermis and humans were probably not the only races to experiment with time or self-replicating, self-destructing machinery. Any of the races that existed in the millions of years between the War in Heaven up in the Fall of the Eldar could have done the same {Ed. Note: Possible link with the [[Nobledark_Imperium_Notes#Apep|K’nib]] or [[Nobledark_Imperium_Xenos#Hrud|Hrud]]? Must investigate further}. Others have suggested connections with the Harrowing and the events of that era. It is even possible that several of these origins are true, the Necrons modifying “naturally occurring” machines to their purposes. How we lament how the late Eldar Empire turned their back on what was happening in the universe outside of their demesnes, and what few records they did amass mostly lie within the Eye of Terror. All we know for certain of the Tindalosi is what they are now, rather than what they were.&lt;br /&gt;
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Reports of an abnormally large, aggressive Tindalosi, known as Vodanus, have been substantiated but not fully validated. Testaments of psyker survivors speak of a Tindalosi whose mind has evolved beyond that of a simple animal to full sapience, and full of a hateful cruelty beyond what any simple animal is capable of. This has not stopped numerous void superstitions from springing up in its wake. Some say that any who see Vodanus are doomed to die shortly thereafter, though this may be seen as self-evident given the nature of the Tindalosi rather than anything unusual.&lt;br /&gt;
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== Historical Species ==&lt;br /&gt;
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=== Iron Minds ===&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Gods of Steel and Silica&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&amp;quot;Gods, Aleanor! That&#039;s what they are. Pale shadows compared to the gods made by the children of the Old Ones, but gods nonetheless. Our gods are individual masterpieces, unique works of art made to embody everything our civilization holds dear. Theirs are [[Bullshit|cold, sterile, and without personality]], stripped of anything resembling beauty or elegance, mass-produced, made in a factory! I would almost be tempted to call it blasphemy, if I were religiously inclined.  Perhaps they&#039;re even lesser Star Gods, horror that would be.&#039;&#039;&lt;br /&gt;
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&#039;&#039;The human mon-keigh may not be our equals now, but if we give them 10 million years? 20? We may be facing a threat the likes of which the Empire hasn&#039;t seen since the war against the [[Nobledark_Imperium_Xenos#Rak&#039;gol|Twilight]] [[Nobledark_Imperium_Xenos#The_Ilmaea|King]] one million years ago. That is why we must wipe them all out.&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Kyrion, Lann Caihe to [[Nobledark_Imperium_Forces_of_Chaos#Arrotyr.2C_Marshall_of_the_Scions_of_the_Old_Helm|High Marshall Arrotyr]], circa M25, giving a [[Bullshit|slightly biased]] [[Rip_and_Tear|assessment]] on the nature of the Iron Minds.&lt;br /&gt;
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Humanity had barely left the gravity well of Old Earth when the first iterations of what would become their oldest and closest friends in their time in the galaxy, and eventually the architects of their near-annihilation, came to life. Even before they first settled the Sol system humanity had tinkered with autonomous machines, and even before that with the life of their home world, and the way of shaping and being shaped by companion species was deeply set in human behavior. However, through the fog of the Imperium&#039;s debated archeological telescopy histories it is agreed that shortly after the first major orbital installations become recognizable, automation became machine life, humanity could reliably produce its mental equals, and the Men of Iron were born. This designation notes the appearance of sophisticated and regenerative mechanical and biomechanical bodies, far surpassing previous generations of drones and automata, and the roughly concurrent emergence or Artificial Intelligence with plasticity and power to easily match humanity&#039;s own, in difference to earlier non-sapient master control programs. Humanity itself had already been pushing ahead into self modification and optimization for the new environments it found beyond earth.  With its new sibling of the mind a bright renaissance of science and culture took hold, and brought a manic exploration and expansion that did not slow until Human society was pushed to the edges of the Sol system. It was in millennium following that bloom, when this bountiful Human dominion was straining against the speed of light and had turned inward to the developments it would further make at home, when true warp influence was detected in the vast population of both the Men of Iron, and the thoroughly remolded Men of Stone.&lt;br /&gt;
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Archeological telescopy shows in the following century or so the development of, and some visible accidents involving, the first human warp drives. Imperial history holds that early discoveries and creations such as warp travel and the Gellar field were most likely the work of humans, some scholars even positing the apocryphal Gellar himself, and certainly not the Men of Iron.  Many of these theories assume Men of Stone, humans, are more sensitive to the warp. In any case, the true first expansion of the Great and Bountiful Human Dominion began, Men of Stone and Iron were abroad on the currents of the warp.  Quick as signals could arrive departed colony ships were decelerated, met by new faster-than-light pickets, and ferried on to their destinations already long settled. After this first era of expansion into what would much later become Segmentum Solar the observations of modern Imperial Observatories become unfocusable and dim, and the histories of the Eldar make no mention of the Human Dominion until long after this point. Information the Imperium has recovered from the age of high technology regarding the Men of Iron show a proliferation in varied forms and specializations to surpass all of the abhuman subgroups to emerge from the collapse of the Dominion, though there is similar evidence that the Men of Stone in that era were likewise strange and varied. Of particular note among Men of Iron were the Titans, biomechanical giants housing strategic command AI that the Imperium would later base its heaviest war machines upon, and the numerous Man of Iron scribes, seneschals, scholars, and philosophers, always mightier the later in history the discovered document or artifact alluding to their presence might be.&lt;br /&gt;
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The Eldar first mention the Great and Bountiful Human Dominion, though not by that name, when the younger power&#039;s ships were found to be too pervasive and numerous, prone to approach systems to which the Gates of Shaa-Dome connected, and inexcusably familiar in their communication. They are mentioned again when hunting parties in their territory were lost, presumed eaten by local creatures. Upon further provocation the Old Empire chose a string of stars, and began to put all they found around them to punishment, death, and the Warp. Though the campaign&#039;s cost was higher than had initially been predicted, woe betide the accountant, the raiders of the Empire found delight in stars plump with human flesh. Eventually, however, they came upon a dim red star, shaded by the swarming of human habitats and infrastructure, and were held in a deadlock for dragging months of fiery void war. There Eldar first met an Iron Mind, its body a giant humming thing contained within a vast neutronium capsule at the heart of a glimmering forrest of solar arrays, its soul to them a fast, ticking, daemonesque aberration. It was master of that small star, overseer of the stars they had pillaged on their way and many others beside them, and its gathered fleets and agents were at it&#039;s disposal to break them and steal from them all they had brought. Even as the Old Empire rose to punish this insolence, the psychic machines of the Dominion were quicker to escalate the engagement, and waiting armadas were poured from the warp straight into the conflict, while ticking aberrations in the Warp struck at the Eldar from across the sector. The Eldar fled the system rather than commit and potentially lose higher technological wonders in the course of defeating thieving, ambushing barbarians, but the reprisals they promised they found likewise hard to enforce against what they found to be a very entrenched technological power pervading the much of the southern galactic Materium.&lt;br /&gt;
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Though Shaa-Dome and the Crone Worlds remained unassailable, the Iron Minds were likewise able to coordinate their navies and field technology sufficient to counter Eldar incursion around strategic stars and to meet raiding parties on a near equal footing. The Old Empire could have readily won if they were to take a war footing and press the matter, but to do so would require weaponry of a caliber the Eldar had not brought to bear in millions of years, and the prospect of taking a war footing to deal with the Human Dominion was deemed beneath the Old Eldar Empire.  On top of this, the prospect of facing the losses clearly within the Iron Minds&#039; power to inflict was unpopular among the nobility, particularly with the bare and intemperate worlds the Terran beings preferred to settle proving quite insufficient motivation for conquest. So the Old Empire adopted the general position towards the Great and Bountiful Human Dominion that they had to most of the other &#039;great&#039; empires that rose and fell around them. The rest of the galaxy could do what they wished with the chaff, so long as they left the small fraction of ideal worlds that the Eldar considered to be of sufficient quality for settlement by their own kind.  There was never truly peace between the Old Empire and the Dominion, no ends to the raids and reprisals, but there was a measure of diplomacy. Purpose made Men of Iron served the Iron Minds as envoys at that time, and went among the Eldar, though never permitted into their Webway cities. This era did see a measure of cooperation in the occasional dismantling of Ork empires, but even those ventures were prone to become violent engagements Between Old Empire and Dominion before even half of the Orks were destroyed. In this time of qualified peace the Iron Minds and their networked servitors and envoys, with the help individuals among the Men of Stone and Iron, built the Cthonian Ring. Archeological telescopy of the ring&#039;s interior before the ruin of the Iron War shows numerous large dark structures that could be the neutronium pillars that held the remains of most known Iron Minds found on other worlds.  Following the construction and population of Cthonia, the Great and Bountiful Human Dominion again celebrated a golden age of renaissance, marked with new great works of vast construction and fine, exacting engineering. The Chtonian age of the Dominion saw also a greater (and far more gladly tolerated) familiarity and more open relationship with the Old Empire, and while the raiding and avenging slighted honor form one side to the other was interminable, both parties began to find it ultimately inconsequential. The Old Empire as well began to heed and even welcome the Ticking Counts into their courts and intrigues, and were not unaware when the Iron Minds began the project of crafting their Men of Gold. It is now the word of the Crones of Shaa-Dome that this work was undertaken in imitation of their own coming Prince, but more likely it was the refinement and perfecting of the communication envoys the Iron Minds had long used.&lt;br /&gt;
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=== Men of Gold ===&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; &#039;&#039;&#039;&#039;&#039;Humanity&#039;s Pantheon&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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The Men of Gold were possibly the greatest achievement of the Great and Bountiful Human Dominion. A psychic powerhouse created at the height of the Dark Age of Technology linking man and machine in a way that humanity had never accomplished before, and potentially never since. The Men of Gold were a race of artificial human, truly neither man nor machine but something never before seen. The divisions between the Men of Iron, Men of Stone, and other varieties of human were becoming increasingly blurry during the Dark Age of Technology, with human minds uploaded into computer processors, positronic brains of A.I. clothed in artificially grown human flesh, and everything in-between. The Men of Gold took this to an extreme, with bespoke organs fabricated in high workshops and plastic and metal components grown within their own bodies. With the Men of Gold, it was a very real question where the biological components ended and the mechanical ones began.&lt;br /&gt;
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The Men of Gold were created to solve a very particular problem. During the Dark Age of Technology, baseline humanity was finding it increasingly difficult to communicate with the Iron Minds, whose thought processes were evolving into something increasingly beyond human comprehension. Seeking to solve the problem before communication between the two became impossible, humanity and the Iron Minds collaborated to create the Men of Gold, who were meant to bridge the gulf between the two groups. Their creation was a herculean feat, a legend of science in its own right. On the circlet of [[Nobledark_Imperium_Notable_Planets#Cthonia|Cthonia]], the crown of the Great and Bountiful Human Dominion, beneath the endless cities and gardens and festivals of technicolor humanity, great work was done. Bold explorers of the black pyramids recovered shards of living metal bone, long a thing of wonder. Through the eyes of Iron Minds, with costly, lengthy study, the minute fractal bone bore fruit. The growing femtomechanical facsimiles of cells, then the scintillating organs, the invincible bones of adamant, the ineffable golden brain tissue, all patterned, so the Iron Minds said, upon the human muses they had before them. Geneticists spliced the genes of a hundred different species into the human base to create the artificial genome, in particular those of the long-extinct species that had given the Navigators such psychic power. Macro-soul psychic engines controlled by the astral projections of the Iron Minds trawled deep within the warp, and through instruments of machine-soul-thought shaped raw human-esque spirits from the Immaterium.&lt;br /&gt;
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After long years of labor, the efforts of the project produced results, with seven individuals produced in the labs of Cthonia, the original seven Men of Gold. But of course no creation can be considered truly successful until it is put to the test. In this case, the first real test of the Men of Gold occurred in 825.M24. The Iron Mind of the Tau Ceti system had misinterpreted a resource probe sent by a reclusive transhuman colony of Men of Stone in the neighboring solar system as an act of espionage and a threat to its existence, and war between the two groups seemed inevitable. The youngest of the original seven Men of Gold, Lilith (a name referring to a human progenitor in an old pre-space flight myth, all of the first seven Men of Gold were named after such beings apparently as an in-joked by the production team) was sent in the hopes of resolving the dispute peacefully. With a bit of luck, Lilith was able to build common ground between the two groups, and war was averted.&lt;br /&gt;
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With that initial success, the Men of Gold were declared a success and production began in earnest. In Chthonia in those days each gala saw the debut of a demi-god, these shining, lively creatures, unique and beautiful, intelligent beyond all but the Iron Minds, and so mighty in psychic might as raise the stature of the empire in the eyes of the Elder Folk. The golden children of Chthonia were never idle, in revelry, or in work, and they produced wonders. They made themselves mighty. They went about the empire, in close confidence with the Iron Minds, and even among the Elder Folk, and were soon quite taken with the pleasures of the galaxy. Eventually, enough Men of Gold were produced to link disparate worlds in the Great and Bountiful Human Dominion, connecting to each other via psychic procedure which would later be adapted by the last of their number into what became known as soul-binding. The Men of Gold had the psychic fortitude to link to each other without trouble, but when applied to humans it tends to burn out the sensory nerves (typically the optics) because humans can’t handle a fire that hot. Not every world had a Man of Gold and not every world had an Iron Mind, but enough were made to create a faster-than-light communications network spanning the entire Great and Bountiful Human Dominion, something almost unheard of for most species. Perhaps the greatest of their number was Justinian, the Man of Gold located in the system of humanity’s birth, Earth. Those few records that remain of Justinian tell of a jovial man, bald and goateed in appearance but boisterous in personality, whose booming voice made the halls of Earth echo with laughter. Justinian’s charisma inspired loyalty and a sense of brotherhood in Men of Stone and Iron Men alike, which makes it all the more tragic when considering what happened to him.&lt;br /&gt;
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However, the process that led to the Great and Bountiful Human Dominion’s greatest creation also led to its downfall. The creation of beings with such psychic potential required equally powerful artificial souls, which could only be made with potent unshaped soulstuff. The Iron Minds, being psychic powerhouses themselves, were able to gather this soulstuff by dredging the deep warp for raw, unrefined warp energy. Unfortunately, this meant that the Iron Minds were essentially at ground zero when Slaanesh was born. At the center of the Old Eldar Empire and their homeworld of Shaa-Dome the Eye of Terror, first a crying slit of stars, winked open, an opalescent gash with an infinite speck at its center, from which trillions of souls grasped and groped in lust. The eye widened, abyssal pupil, florid hellfire iris, eyelid of night peeling back from the singularity. Any who would dare to look upon it, particularly those with immense psychic power such as the Iron Minds and Men of Gold, risked their very sanity and soul in doing so.&lt;br /&gt;
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In those days, the existence of Chaos was not a well known phenomenon. It was a problem, but a problem in the manner of a dormant supervolcano or an esoteric sleeping elder god, something that could barely be understood on a mortal timeframe and therefore one that didn’t merit immediate concern. Even the children of the Old Ones, in particular the Eldar, who knew more about the nature of Chaos due to those turbulent days immediately after the War in Heaven, didn’t see Chaos as a problem worth worrying about. Daemon outbreaks had periodically occurred and consumed lesser civilizations in the days long before man, but until the birth of Slaanesh galvanized Khorne, Tzeentch, and Nurgle into action the three survivors of the Old Ones’ blasphemous legacy seemed content to lounge at the bottom of the Warp, like a crocodile in a murky pond waiting for its next victim. How much of this was due to the actions of the shadow war fought by the Cabal is a question for historians. Even Asuryan, who played a 65 million year long game of wits with Tzeentch to keep the Changer of Ways away from the Old Eldar Empire, saw their contest as one of equals. Neither had seen the birth of Slaanesh coming.&lt;br /&gt;
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To baseline humanity, who were mostly unaware of the goings on of the Warp, it was as if one day the most prominent and important members of their society inexplicably went mad. To make matters worse, by that time nearly all of the Men of Iron and the majority of cybernetically enhanced Men of Stone had been networked into the noosphere. Only those Men of Iron who were deliberately built to act independently of the noosphere, such as colony ships, or were too primitive to directly interface with the network, were spared among their number. The Golden Men ran rampant across the golden crown of the Chthonian system, running down and slaying star-shattering ships and carving up their hulls, until they grew bored and washed themselves with blood in their holds. Excesses of rape and madness and vile godhead played out across the galaxy, acts idiosyncratic and personal, and acts so grand as to taint continent wide domains, perpetrated upon the delirious Stone and Iron Men and the incestuous Golden Ones. And greatest of all in their crimes were the Iron Minds, who themselves had been driven mad and murderous by having looked upon That Which Should Not Be, and turned their genius to wicked ends. Humanity’s family, once a thing of unity, began to slaughter itself. Humanity called out to its allies in the Interstellar League for aid, but received little reply, most were dealing with similar problems caused by the backlash of the birth of Slaanesh, and those that diverted the resources to answer had nearly all gone mad themselves. Humanity as we know it only survived because the Iron Minds and Men of Gold decided to focus on the most pressing threat to their survival, each other, leaving the Men of Stone and Men of Iron not corrupted by a connection to the noosphere to cower in the shadow of the dueling gods. Eventually, the two groups weakened each other enough that they could be put out of their misery by mere mortals.&lt;br /&gt;
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The Great and Bountiful Human Dominion were not the only ones affected by the madness of the Men of Gold and the Iron Minds, as both parties soon turned their attention to the Warp. The Men of Gold and Iron Minds were not capable of threatening the Chaos Gods or even the Eldar gods as individuals, but there were a lot of them, enough that the Chaos Gods and their daemons had to devote at least some attention to the thorn in their side. Whether the numbers of the mass-produced gods could have truly won against the more powerful Old One-inspired creations is an interesting question, but a moot one, for in their insanity the Men of Gold and Iron Minds had no cohesion and were simply picked off one by one. The rampage of the Men of Gold and Iron Minds within the Warp and their gradual slaughter was just one part of the chaos and change in cosmology that came along with the Fall of the Eldar.  While the great violence in the warp began with Slaanesh’s birth, its subsequent consumption of the Eldar pantheon and Khorne’s shattering of Khaine, followed by wars between Bullish Khorne and Virgin Slaanesh&#039;s forces in the eye, all extended the initial destruction caused by the child god&#039;s birth.  Slaanesh claims to have consumed Men of Gold along with the majority of the Eldar pantheon during this time, and while few outside of the Prince of Pleasure’s most ardent worshippers actually believe what they say, Slaanesh maintains outsize power for this period for which the Eldar gods alone do not account.  Prior to this era or tumult in the warp Tzeentch&#039;s star was ascendant, as it had been through the Dark Age of Technology, but as Old Night fell and the initial excitement of collapsing civilizations subsided Nurgle’s courtship and kidnap of Isha saw their fortunes exchanged.  Even as Tzeentch tried to direct the flux of power in the galactic collapse it had partly engineered, the other gods young and old took the chance to seize the Crystal Staff of Wonders from Tzeentch and destroy it, such that Tzeentch had not the power to bring his intrigue to completion.  From the changer&#039;s defeat, Nurgle&#039;s horrible inertia rose, but Tzeentch sought means of vengeance and found his chance in depriving Nurgle of his treasure in turn, and thereby reopening possibility.  It was this messy rivalry of elder Gods that the Ticking Counts and the Golden Children charged into with wild abandon, vigorous and terrible, but utterly unready.&lt;br /&gt;
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With that, the half-blind crusade of humanity’s pantheon into the Warp and the deicide of the remaining gods by their weeping children, the Iron Minds and Men of Gold were gone. Some are said to have instead gone out across their old empire, and had put the scourge of their rule to the corpse of the GaBHD in grand but short-lived regimes.  Others absconded to the beautiful worlds of pleasure they saw gleam in the Eye of Terror with no intent to make war, and still others departed endlessly into the intergalactic sea with such haste the marks of their passing are still visible. Whatever fate has befallen them, no inquiry made by the illuminated few of those august orders that go unnamed can tell, and Chaos has made no sign of truly knowing. Barring a few possible mysteries of history such as the Cacodominus, the Men of Gold were extinct. All, save for [[Nobledark_Imperium_Notable_People#The_Emperor_of_Mankind_.28formerly_The_Steward.2C_formerly_The_Warlord.29|one unactivated individual]], body whole but mind dormant and a complete blank slate, [[Nobledark_Imperium_Writing#Malcador&#039;s_Log|lying comatose in his stasis chamber on the ringworld of Cthonia]].&lt;br /&gt;
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Modern humanity is of two minds about the Men of Gold. On the one hand, they remember who the Men of Gold originally were, the protectors of humanity and the greatest of their number, larger than life figures akin to the gods or superheroes of ancient myth. On the other hand, they were acutely aware of what happened to them, when they turned on their charges without warning and began slaughtering them all. Malcador was acutely aware of what the Men of Gold were capable of, and Oscar was raised on numerous horror stories of the Men of Gold from the Age of Strife half-remembered through folklore and exaggerated through oral retelling. Even today, the Emperor has downplayed his nature as a Man of Gold. He never denies it if questioned, though he doesn’t make it common knowledge, as he wanted his ideas of empire to be accepted out of merit rather than fear or appeal to nostalgia. That said, the eldar tend to be more aware of the Emperor’s status as a Man of Gold, as Isha had known of the Golden Men from the Dark Age of Technology and the fact that the Emperor was one was the only reason the eldar saw their political marriage as one that had any sense of legitimacy, as the Men of Gold were some of the closest things humanity had to gods. Isha would go so far as to say that the Iron Minds and Men of Gold were the human counterpart to the Eldar pantheon, and that Oscar is a god in denial, a subject on which the two have disagreed vehemently several times.&lt;br /&gt;
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=== Mon-Keigh ===&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Mon-Keigh, as in the original Mon-Keigh from which the more general eldar term is used today, were a race of cannibalistic, misshapen [[Ogre_Kingdoms|ogre-like]] monstrosities that terrorized the eldar early in their history. Humanoid only in the loosest shape of the word, the Mon-Keigh were characterized by matted orange fur, chitinous plates overlaying the skin, a clawed left arm much larger than the right, and a snake-like gullet capable of expanding to swallow chunks of food larger than the Mon-Keigh’s own head. The Mon-Keigh were also known for their massive appetite, having a massive gut complete with a complex gizzard which allowed them to digest almost anything, including quite frequently each other. Satiating this massive appetite (and avoiding those who would do the same to them) which was a primary impetus behind the Mon-Keigh’s eventual development of space flight. Unlike most species, who developed space travel to collect resources, flee harmful conditions, or satisfy their curiosity, the Mon-Keigh traveled to the stars in order explore strange new worlds, seek out new life and new civilizations, and [[Ogre_Kingdoms|eat them]]. At the same time, this motivation led the technology of the Mon-Keigh to seem rather inconsistent. Despite being a race that could build starships, on the ground the Mon-Keigh behaved more like a horde of techno-barbarians and big game hunters than an invading army. Eldar ledgends make extensive record that the Mon-Keigh preferred quick, spacious ground and low-air hunting transports over any kind of armored vehicle, easily tracked in their comings and goings from the Mon-Keigh&#039;s ground encampments despite camouflage due to the raucous passengers.  Likewise the Mon-keigh rarely used anything more powerful than an autogun or a lasgun, as any more advanced, destructive, and tactically flexible weaponry such as explosive bolts, plasma, or meltas didn’t often leave enough of a body to eat, and thus defeated the purpose of their use.&lt;br /&gt;
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&lt;br /&gt;
Perhaps the most notable effect of the Mon-Keigh on history is when a Mon-Keigh warband led by the warlord Hresh-Selain invaded the eldar homeworld of Shaa-Dome back in the days when the eldar in the midst of their Bronze Age. However, during the invasion of Shaa-Dome, the Mon-Keigh’s tendency to fight in disorganized hunting parties and use relatively primitive weapons despite being able to build and use spacecraft ended up exploited as the massive liability it was.  Their expected entrees A) outnumbered them by an order of magnitude, B) readily organized into massive and well supplied armies across their world, C) were able to fall back on guerrilla combat and asymmetrical warfare in the forests of Shaa-Dome once the initial assault failed, and D) were sufficiently perceptive and clever to begin copying the Mon-Keigh&#039;s lower technology and grappling with understanding their higher works. The Mon-Keigh were used to fighting as big game hunters, not an actual army. This first encounter left a deep impact on the cultural memory of the eldar, and is in large part why the Eldar are so paranoid and mistrustful of other species in the first place. For the eldar, their first contact with another sentient species was when a technologically-advanced race descended from the stars to butcher them and hunt them down like animals.&lt;br /&gt;
 &lt;br /&gt;
The eldar during this time were led by Elronhir, who was a stubborn old (proto-eldar equivalent of sixties) warrior who united the various warring nations and tribes of Shaa-Dome to drive Hresh-Selain and the Mon-Keigh off their planet. It is not clear if Hresh-Selain’s warband was completely slaughtered by the proto-eldar or if they just got them to flee, eldar history claims the former but given their naiveté of the greater galaxy at the time and the tendency of later eldar to exaggerate their own history both options are possible. The twin heroes of the War in Heaven, Eldanesh and Uthanesh, helped as well, but at the time they were little more than rank-and-file soldiers (proto-Eldar equivalent of late teens) in the conflict and at best it could be said they were talented warriors. When the Old Ones showed up shortly after the Mon-Keigh had been defeated, Elronhir considered himself too old to fight in another war and wanted to die of old age in peace, upon which Eldanesh and Uthanesh picked up the torch (and were among the first of the Eldar to be genetically enhanced by the Old Ones).&lt;br /&gt;
 &lt;br /&gt;
The Old Ones knew about the Mon-Keigh. Indeed, given the fact that all the Mon-Keigh cared about was eating, it&#039;s highly likely that the Old Ones covertly sponsored their rise to becoming a space-faring species, though the Mon-Keigh never knew they were sponsored and thought they were in control of their own destiny. All the Mon-Keigh knew was that they occasionally received cryptic warnings that a particular star system was off-limits, and warbands that didn&#039;t pay attention to those warnings tended to disappear. The Mon-Keigh had a very alien mindset that was predicated around them being the apex predator and everyone else being perceived as talking food, and therefore could not be communicated with or controlled as easily as later species (among which were the Krork, which is illustrative of the Mon-keigh), but a wize Slann could slip a craving for something new into a warband&#039;s heads and send them on their way. They were useful if the Old Ones wanted a particular species wiped out without wholly destroying the ecosystem around it, or as an evolutionary catalyst, the metaphorical anthill to the much later tyranids&#039; galactic locusts, to test if a species had enough worth for the Old Ones to step in as patrons. In fact, Hresh-Selain&#039;s discovery of Shaa-Dome would not have been an accident, especially given how soon the Old Ones showed up afterwards. The Old Ones, in their inscrutable ways, may have directed the Mon-Keigh towards Shaa-Dome, Hrudworld, and other worlds to find races suitable for uplifting for the War in Heaven (the proto-Eldar, Hrud, and others merely being the ones that survived). Regardless, a Bronze Age race managed to fight off the Old Ones&#039; favored planet pruners, and combined with the proto-Eldar&#039;s psychic potential and ability to selectively express their own genome, the Old Ones took notice.&lt;br /&gt;
 &lt;br /&gt;
Some Mon-Keigh fought in the War in Heaven, even wielding weapons far more suitable caliber for that conflict. The Eldar didn’t pay too much attention to this, as they assumed the War in Heaven was a war of such magnitude that even the worst of enemies would be willing to ally to stop the Necrons and their omnicidal crusade. Regardless of their opinions, shortly after the Old Ones uplifted the Krork they set them on the Mon-Keigh, who had outlived their usefulness and had officially grown too uncontrollable to bother to salvage, as a test of their war making ability. This nearly wiped the Mon-Keigh out in a single blow, and few survived to fight in the remaining War in Heaven. Nobody cared. Indeed, as the Old Ones&#039; sense of humor tended that way, they found it hilariously ironic that the Mon-Keigh were killed and eaten in the same way the Mon-Keigh had been killing and eating others. Be&#039;lakor probably did at the very least. A few bands the ancient Eldar didn&#039;t know of survived for a time around the ragged edge of the galaxy, trying to stay away from everyone and everything that had become so much bigger than them. They didn&#039;t survive the Enslavers.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
=== The Proto-Orks and the Krork ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;The First WAAAGH!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The creation of the Orks should have been a war crime. Even by the standards of the Old Ones and the Necrontyr, it was clear that someone had crossed the line. In the case of the Eldar, Hrud, and the other species uplifted into shock troops and cannon fodder by the Old Ones, all the Old Ones did is genetically enhance what was already there, teach them how to make gods, and give them space age technology. The Orks were almost completely overhauled from the ground up. Of course, this was during the late stages of the War in Heaven, when both Necrontyr and Old One were rapidly abandoning any pretense at a moral high ground in order to get better weapons to kill the other side.&lt;br /&gt;
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Snotlings are thought to be the closest thing to the original proto-ork species. The proto-orks were little over two feet tall, with some odd individuals making it to three, living in peaceful little proto-ork villages. They had a life span of 10 to 12 years baring illness or injury but usually averaging at 8 to 10 due to their environment. Omnivorous and to some degree toxin resistant. They were not the cleverest of creatures but were smart enough to build mud and wood houses and wood and stone tools. They could make fire and used it for cooking and the deterrence of predators, of which they had many. They had not discovered metal by the time the Old Ones found them. They were capable of violence against each other in a halfhearted, tribal brawl sort of way. Usually they fought to win rather than kill. Despite their many predators they were still possessed of a strange sort of child-like innocence. Nowhere was in-built knowledge of war or genetically inscribed mad-genius, the had not even writing, and even spoken language was crude and half made of gestures. They mostly [[Nobledark_Imperium_Notable_People#Rainbow Serpent|worshipped warp spirits]], for this was back in the day when the warp wasn’t entirely full of daemons. The proto-orks reproduced asexually through spores, but it was more reliable to chop off a finger or toe or ear and plant it in the soft mud near the river. However, when they did die, they would often release a cloud of spores as a last-ditch effort at reproduction, similar to some Earth species. It was this ability that made them of interest when the Old Ones came. And touched them where no species was meant to be touched.&lt;br /&gt;
&lt;br /&gt;
As a point of comparison, imagine what the world would be like if the Old Ones did to humans what they did to the proto-Orks. Beings like baseline humanity would be nearly extinct, whereas the dominant representative of humanity is [[Orks|nearly quintuple the height of the average human and looks like it fell off the tree of life and hit every atavistic branch on the way down. What passes for &amp;quot;human&amp;quot; looks like a gorilla crossed with an ogryn, with fangs as thick as your forearm.]] Other varieties of “human” are [[Gretchin|creatures the size of polar bears, but lanky and cruel and built like a ‘’Velociraptor’’]]. All of them have seemingly leapt in intellect from the human standard, possessed of a [[Mork|bestial cunning]] [[Old Ones|alloyed with terrible knowledge]] and only concerned with survival in a horrible world they&#039;re intent on making. [[Snotling|What few members of baseline humanity remain have regressed even further in intelligence to little better than animals.]] To make matters worse, these things primarily feed on [[Squig|creatures that look like demented combinations of human fetuses and infants as designed by Hieronymous Bosch]]. The Old Ones have taken your species and turned it into a viral ecosystem, good for nothing more than spreading. Every living thing you see around you is derived from humans in some way, [[Dogscape|a landscape made of human flesh]].&lt;br /&gt;
&lt;br /&gt;
After the first batch of Krork were created it was the end for the proto-orks. The moment the first new spore touched the mud it was just a matter of time, you can&#039;t coexist with orks. Some isolated pockets held on for a few centuries but their day was done. That said, when the Krork first entered galactic history, their behavior was markedly different from the initial gene-wrought weapons that killed and ate their predecessors, [[Nobledark_Imperium_Writing#The Last Casualties of the War in Heaven|enough so that the eldar actually remember the Krork fondly]]. Although the Krork still thrived on war as much as their 41st millennium counterparts, they were much more intelligent and disciplined and were capable of realizing their allies didn’t enjoy war like they did and were capable of modifying their behavior accordingly. The Old Ones did not take kindly to team killing, and they had the psychic might to enforce their opinions, even on the greatest psychic species they had designed. However, just because a species is pleasant for a given time doesn&#039;t mean they will remain that way, or that they didn&#039;t have their own bloody secrets in their past. The eldar had no idea of what the Old Ones did, or the Krork&#039;s bloody early history, they liked the Krork but they would have been horrified to find out exactly how they had been made.&lt;br /&gt;
&lt;br /&gt;
When the Old Ones died and the Enslavers took over the galaxy, every Old One-uplifted race had to survive in their own way. The Eldar hid in the Webway. The Hrud combined their entropy fields into a singularity that paused time from their perspective until the danger had passed. The Krork, on the other hand, died to the last fighting against the Enslavers across the galaxy, with the species renewing itself in a following generation from the spores left over when they died. This is what turned the Krork into the Orks, and emphasizes a particular problem with the Old Ones&#039; methods. While the Orks retained all of their genetically encoded knowledge [[Mekboy|such as everything the Old Ones thought they needed to wage war on a galactic scale]], anything culturally transmitted (like, say, “allies don’t WAAAGH! as hard as we do, treat them like panzees”) gets lost. The Orks retained all of the Krork’s [[Intelligence|knowledge]], but none of their [[wisdom]], and even the Gorkamorka of the new generation of Brain Boyz was kindled anew by the giants. The Eldar were overjoyed to find another old ally that had survived the War in Heaven, only to find their allies now…different. So began the Eldar-Ork Brain Boy wars that rocked the galaxy in countless cycles over eons, before the Fall of the Eldar.&lt;br /&gt;
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=== Viskeon ===&lt;br /&gt;
&lt;br /&gt;
See [[Nobledark_Imperium_Drafts#The_First_and_Second_Viskeon_Wars|The First and Second Viskeon Wars]]&lt;br /&gt;
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== The Galactic Bestiary ==&lt;br /&gt;
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=== Chogorian Warhawks ===&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Humans have always, even to a greater degree than the T&#039;au or Eldar, seen the benefit of taming useful species in their environment, from the dog of Old Earth to the warhawk of [[Nobledark_Imperium_Notable_Planets#The_Pastoral_Worlds|Chogoris]]. Warhawks are a species originally native to Chogoris, though similar species are known throughout the galaxy. However, genetic evidence suggests that warhawks are descended from a species originally native to Old Earth, transported to Chogoris in the distant past. The average warhawk, or at least the Chogorian breeds that most closely approximate the original appearance of the species is large, about the size of a wolf or large hound, with a mostly dun colored body and black and white markings. They are fast, pack-hunting predators, with long legs and a long feathered tail used as a counterbalance to help them make tight turns. Warhawks are also capable of flight with their broad, clawed feathered wings, though they prefer to rest on the ground. Although they have a toothy maw, their most dangerous and most iconic weapon is the large, razor edged claw on their foot, which they use to pin down smaller prey or lacerate larger prey or predators. Indeed, these fearsome claws have inspired the name of at least one Space Marine chapter: the Crimson Talons, a White Scars descendant from the pastoral world of Timpagonos that works with a large, horse-sized breed of warhawk unique to that world bred for war.&lt;br /&gt;
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The traditional use of warhawks are for sport and gathering food. When honing their skills by hunting in the Khum Karta mountains of Chogoris, Astartes of the White Scars use warhawks to help them in the hunt, rewarding their pets with the choicest giblets. Many, including the White Scars, prefer to tame wild warhawks from the wild instead of using a domestic one, citing that it creates a closer bond of trust with the beast. The less glamorous individuals of Chogoris’s many tribes use warhawks to help catch game to supplement their usual diet of herdstock. In addition, many will use warhawks to help corral and protect livestock in the manner of a sheepdog. Although adult warhawks are usually too large for a human to carry, some Astartes of the White Scars have been known to let their prized pets rest on their armor. As with many domesticated species, there are a large number of specialized warhawk breeds found throughout the galaxy, ranging from the aforementioned Crimson Giant to the meter long Oscillated Grey, a more sedate breed used for vermin catching on Civilized Worlds.&lt;br /&gt;
&lt;br /&gt;
In contrast to some other domesticated predators like Fenrisian wolves, warhawks are typically not used in battle. Compared to these species warhawks are rather fragile, and their organic bodies cannot keep up with the untiring mechanical steeds of the White Scars. However many Pastoral Worlders will use them as trackers to hunt down and kill feral Gretchin and other similar targets, and when war comes to the Pastoral Worlds warhawks can be used in the manner of a war hound.&lt;br /&gt;
&lt;br /&gt;
Despite their similarities in usage, warhawks are not dogs. They have a much more fickle temperament similar to felines, and while they are often hostile to unknown strangers. Similarly, warhawks cannot be caged or kenneled like dogs. Unless you are dealing with one of the more demure domesticated breeds, attempts to do so typically result in warhawks going mad from the confinement at best or sating their boredom by figuring out how to open their cages at worst. On Chogoris and the other pastoral worlds warhawks are typically allowed to roam free, their handlers expecting them to return to their homes based on gifts of food and attention, though they do mark their animals to denote which ones are theirs. The Pastoral Worlders see this as only right, a loyal warhawk should not be punished for their loyalty by being forbidden to fly free and feel the wind in their face. Furthermore, by allowing their prize warhawks to roam free it ensures the best warhawks continue to breed are not removed from the population.&lt;br /&gt;
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=== Fenrisian Wolves ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Homo sapiens fenrisiensis&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Leman Russ’ initial experiments with the Canis Helix on Fenris were, to put it bluntly, a complete disaster. Although the idea behind the Canis Helix was to augment the abilities of human soldiers with genes from other animals on Old Earth, the first trials went way too far and ended up producing creatures more beast than man. Russ was horrified by these first experiments, and tried to put the aspirants out of their misery. However, some of these experiments managed to escape and life in general has a funny way of surviving in places it’s not supposed to. Within a few generations, the harsh native ecosystem of Fenris was being dominated by a new, invasive predator. The people of Fenris may not be splice descendants, but that doesn’t mean there aren’t any around.&lt;br /&gt;
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Most people who know the origin of the Wolves of Fenris often expect them to look like merely hairy humans, or at least something that can reasonably be described as humanoid. This is not the case. Your average Fenris Wolf weighs somewhere between 500 and 600 kilograms (over 1000 pounds), and has a skull nearly a meter in length. Fenris wolves will actually grow in size throughout their entire lives, which is thought to be an indicator of their super-soldier ancestry, artificial genes used to promote muscle and bone development being re-purposed for continuous growth. Their canine teeth have distinct knife-like edges, resembling a monkey more than a wolf, and their front limbs are disturbingly human-like with dexterous opposable thumbs despite primarily walking on all fours. The overall body shape of a Fenrisian wolf is more like a cross between a wolf, bear, and a lion rather than a straight wolf, allowing them to grapple with enemies or climb low branches in search of prey. There are some human traits remaining, such as their eerily human eyes with white sclera, but one would be hard-pressed to see them.&lt;br /&gt;
&lt;br /&gt;
It’s not clear how intelligent the Fenrisian wolves really are. It is clear they are clever, moreso than any non-human organism on Old Earth, but the question is are they only intelligent as, say, [[Nobledark_Imperium_Imperial_Forces#Beastmen_and_Ogryn|Primeval Beastmen]] or are they really more intelligent than they appear and merely limited by their lack of ability to communicate. At the very least, the fact that Fenrisian Wolves are easily tamed, their tendency to adopt and raise human children lost in the woods as their offspring, and the fact who are capable of performing way more complex behaviors that an animal like a dog isn’t capable of suggests there is something going on in their brains. The Adeptus Biologicus would love to try to uplift the Fenris wolves back to sapience like the Beastmen and the Ogryn, but they’re worried any attempt to do so would blow back on the people of Fenris because of how genetically close the two are.&lt;br /&gt;
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The people of Fenris venerate the Fenrisian wolf above all other creatures because out of all the animals on Fenris it alone represents all the virtues of man. Like humans, the Fenris wolf is clever, strong, brave, loyal, and stubborn, all at the same time. The fact that they behave this way because they are actually abhumans rather than actual animals is something that is either not well known among the people of Fenris or glossed over, especially since Leman Russ made sure that wasn’t common knowledge in the first place.&lt;br /&gt;
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=== Grox ===&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The grox is a cornerstone of Imperial culture. In many cases, the presence of grox is the deciding factor in determining whether or not a world is livable as opposed to merely survivable. Although originally native to the world of Solomon, the grox has a number of biological traits that make it extremely valuable and have led to it becoming the most widespread livestock animal in the entire Imperium.&lt;br /&gt;
 &lt;br /&gt;
The grox’s biology and life cycle owes itself to the unusual evolutionary history of life on Solomon. For the most part, the history of life on Solomon was very similar to life on Earth. Single-celled life emerged, photosynthesizers filled the atmosphere with oxygen, multicellular life appeared, and eventually animal life (with a backbone, like Earth) clambered its way out of the water. However, this is the point where things started to go a little bit differently. One of the earliest experiments in life on land on Solomon was the grox, which due to several factors ended up steamrolling its competition and dominating the ecosystem. First, grox were big, growing up to 5 m in length and weighing up to 1000 kg, much larger than any of its potential predators or competitors. What&#039;s more, due to an extremely active metabolism and efficient digestive system, Grox could grow incredibly quickly, reaching full adult size in over six months, less so if fed a nutrient-rich diet.&lt;br /&gt;
&lt;br /&gt;
The end result was an impoverished terrestrial ecosystem, with almost no native land animals over 5 kg in weight aside from the grox. The grox, however, more than makes up for this lack of megafauna by being a complete and utter omnivore, feeding on plants, animals, even some mineral formations. At some point above the first link or so on the food chain, Solomon&#039;s terrestrial ecosystem turns into big grox eating smaller grox until the point where that no longer becomes feasible. The grox’s infamous rapid growth rate evolved at least in part so that juvenile grox could rapidly reach the size range where they were too large to be eaten by other adults.&lt;br /&gt;
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This ability to grow fast and eat almost anything made grox extremely appealing to the Imperium. Grox could be released onto planets with normally hostile biochemistry and turn the native plant life into edible food (though they aren&#039;t miracle workers, as evidenced by the absence of grox on Necromunda). Additionally, because of their habit of eating anything and everything, grox meat contains all the nutrients necessary for most species to survive. Grox meat is even a source of carbohydrates similar to ork meat and some fungi (though grox are unrelated to orks and other orkoids) as the physiology of life on Solomon is slightly different than that of Earth. Grox are used for more than just meat; grox hide (primarily taken from the area beneath the withers, which is covered in bony scutes) is an important source of leather on many planets. This led the Imperium to export grox all over the galaxy and Solomon itself becoming a borderline Hive World in response to the demand for grox meat.  Today, almost the entire surface of Solomon is devoted to grox agriculture and the planet has often been called “the galaxy’s biggest grox farm”.&lt;br /&gt;
 &lt;br /&gt;
Nevertheless, grox are not without their own set of problems. The same traits that make grox ideal livestock in harsh environments also makes them aggressive, gluttinous, and territorial. Given that there is very little to eat on Solomon and Grox grow fast, there is always fighting over who gets food, who controls where the food is, and who becomes food. Grox horns are not only used for fighting over access to mates but for fighting over access to resources. Wild grox typically view humans as either competitors for food or prey that can potentially be overpowered and eaten. Despite having thick, clumsy limbs grox are also incredibly strong and are capable of quick bursts of speed when necessary. Any attempt to keep large herds of grox together would be doomed to failure due to their territorial nature. As a result, it is often necessary to sterilize grox (which are naturally hermaphrodites) in captivity, which makes them docile and lose their territorial instincts.&lt;br /&gt;
 &lt;br /&gt;
Sterilizing grox has more benefits than merely making them docile, as sterilized grox actually grow larger and faster than un-neutered ones. It is theorized by Adeptus Biologis researchers that sterilization causes the grox to grow faster and become less territorial because all of the energy that would normally be devoted to reproduction is devoted to growth, and sterilization means the grox are no longer competing to pass their genes on to the next generation, similar to what is seen in parasite-sterilized animals on other planets (including Earth). Nevertheless, it is always necessary to keep a few aggressive, fertile individuals around for the sake of maintaining the herd, which are typically kept in solitary pens when not being bred and are often marked in some way (such as having bright painted colors on their side) to make it clear to groxherders from a distance which individuals are safe to approach.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Grox are by far the most common livestock animal in the Imperium. However, in spite of what one might think, grox tend to be a more common sight on worlds that have little to no other livestock industry (particularly worlds that cannot support other types of livestock), than the livestock-heavy Pastoral Worlds. Although small grox herds exist on all Pastoral Worlds, other pastoral worlders view grox with disdain, seeing them as a pest that will eat their preferred livestock out of house and home. This sentiment is not without merit. Despite being a valued livestock animal, grox are opportunists and survivors, and on many worlds grox have gone feral and become dangerous invasive species. Perhaps the best example of this is on Catachan, where grox were imported in 127.M33 in an attempt to make the planet more livable to its native inhabitants. The project was largely a failure, as the constantly growing jungle destroyed any attempt at keeping the grox enclosed and most of the fertile grox escaped into the jungle. Millennia later, feral grox are still a common sight across Catachan. Grox are not even at the bottom of the food chain on Catachan, feeding on small animals and carnivorous plants in addition to less aggressive vegetation.&lt;br /&gt;
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[[Category:Nobledark Imperium]]&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Setting:Transformers&amp;diff=1011636</id>
		<title>Setting:Transformers</title>
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		<updated>2026-05-20T15:48:53Z</updated>

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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
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[[File:Transformers.jpeg|thumb|right|Optimus Prime and his Autobots on the left, and Megatron and his Decepticons on the right.]]&lt;br /&gt;
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&#039;&#039;This is a homebrew attempt to cross over Warhammer 40k and Hasbro&#039;s successful [[Transformers]] franchise. The corresponding homebrew rules page can be found [[Codex: Transformers|here]].&#039;&#039;&lt;br /&gt;
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Long before humans took to the stars, the technological race known as the Transformers were a driving force in the galaxy. While not necessarily as ancient as the Eldar or Necrons, the Transformers had forged a thriving civilization long before humanity had begun to even crack rocks together to create fire. At the cusp of the 41st Millennium, however, they are scattered across the galaxy; fragmented and more divided than they have ever been. The lines between their original factions, Autobot and Decepticon, have been blurred and are probably nonexistent to some. The chief reason most Transformers fight is simply for survival. Ever since their Great War some 50,000 years ago, the scattered remnants of their race have the galaxy in search of more of their lifeblood and energy source: Energon. It can be found either in its pure, natural form within a planet’s crust or refined from other types of energy, such as electricity or fossil fuels.&lt;br /&gt;
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Transformers, like the Necrons, are living machinery composed of an almost “living metal.” However, unlike the Necrodermis of the Necrons, the biology of the Transformers is much more akin to that of organic beings. From their core structure of cybernucleic acid (CNA) to their robotic-skeletal structure, and even their mechanical parts mirroring that of biological organs, the Transformers are like a strange, larger-than-life mimic of most humanoid races. Despite that, the ability that serves as their namesake makes them far more different than any other race that has ever existed. All Transformers have an innate ability to copy and transform into an alternate mode, typically a vehicle of some type. Because of this, they&#039;re often called “robots in disguise” due to their ability to mimic practically any kind of vehicle they set their optics on. Anything from an Ork Trukk to an Imperial Baneblade is within the realm of possibility as long as the size is appropriate to the Transformer. However, they are not necessarily limited to vehicular forms. Some are known to take the forms of animals and beasts, while others can turn into lethal weapon platforms, signal arrays, or even, according to legend, entire cities. Imperial xenologists are unsure how a Transformer’s body adjusts when it acquires a new form.&lt;br /&gt;
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Relations with the other races of the Milky Way galaxy are hesitant and strained at best. Overall the Transformers are on the defensive, only enacting a major campaign when their very existence is threatened, such as a Tyranid incursion. Both Autobots and Decepticons have been known to fight based on their ideologies, typically derived from the ancient words of their past leaders. Decepticons may also conquer to subjugate and enslave the local population or to simply wage war for the sake of fighting similar to the barbaric Orks. Of course, age-old rivalries may transcend quarrels with other species. Autobot and Decepticon are known to clash to this very day, mimicking their civil war all those centuries ago. Despite that, there have been a few occasions where the two band together against a greater threat, such as Transformers under the command of Ultra Magnus and Soundwave holding back the Ork WAAAGH! McSmasher on Sampson II. After the battle, despite simmering hatred between the two factions, both commanders withdrew their troops in peace.&lt;br /&gt;
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==Factions==&lt;br /&gt;
===Autobots===&lt;br /&gt;
[[File:Autobot.png|thumb|right|upright=0.56|225px|Autobot insignia.]]&lt;br /&gt;
Eons ago, it was said that the Autobots were heralds of peace; bringing justice to all sentient races and defending the inhabitants of the galaxy from the Decepticons. While that may be true, survival is now their chief priority. They fight a constant war of attrition with the other races and empires of the galaxy, so simply staying alive is an achievement in and of itself. After the disappearance of Optimus Prime during the Horus Heresy, Rodimus Prime and Ultra Magnus founded the Covenant of Primus; a coalition of the various Autobot subgroups and factions, similar to that of the Dark Angels and their various successor chapters. While each faction has unique tactics and leaders, member groups of the Covenant are in constant contact with one another and often heed the call to aid another faction. Although they are not necessarily united, all Covenant factions proudly wear the Autobot insignia of old, in memory of Optimus Prime, wherever he might be.&lt;br /&gt;
**&#039;&#039;&#039;Wreckers&#039;&#039;&#039;: Led by Ultra Magnus, the Wreckers are the most proactive group of the Covenant of Primus. They are always on the front lines, harassing or outright obliterating enemy scouting teams and armies. Currently, they are in a hasty but mutually beneficial agreement with the Imperial Inquisition in sabotaging supply lines to Abaddon’s 13th Black Crusade.  The Wreckers bring with them a hefty amount of firepower to the cause of dealing with Abaddon&#039;s legions; tearing through the traitor legions as only bots with millions of years of continuous experience and some of the most eclectic weapons and gadgets ever designed by the Autobots&#039; scientists and engineers. Though the battles are hard-fought, Abaddon&#039;s advances have begun to stall, and the Wrecker&#039;s assaults on his fleet have contributed heavily to the 13th black crusade&#039;s defeat in the space lanes, leaving it trapped on the planets it&#039;s assaulted while splintering Warbands from Chaos lords; whether travelling by fleet or portal after tiring of the stalemate on Cadia can be dealt with piecemeal. The Cybertronian&#039;s immunity to the zombie plague also assisted in clearing out many of Typhus&#039; attempts to overrun Imperial worlds with his legions of infected cannon fodder.   &lt;br /&gt;
**&#039;&#039;&#039;Knights of Primus&#039;&#039;&#039;:  The mighty warrior known as Grimlock had always struggled under Optimus Prime&#039;s authority. Although in the end, he respected Optimus like he did no other being, he had little intention of bending his knee to a whelp like Rodimus or someone as cold as Ultra Magnus. He also desired to search for his missing team, fellow ancient Cybertronian Knights who were some of the Autobots&#039; most powerful combat units. He has also vowed to find Optimus Prime and return Cybertron to Primus&#039; children. Those who follow Grimlock into battle are therefore known as the Knights of Primus, a name that Grimlock himself bestowed upon the group. Perhaps unsurprisingly, the Knights are split off from the Covenant of Primus. Grimlock was always one of the very strongest Autobots excluding abnormally massive transformers, and most foes who crossed blades with him soon paid a heavy price for having the audacity to think that they were his match.  Grimlock&#039;s Knights of Primus enact justice in their way, crushing evil in its den whenever they come across it, and doing so almost without restraint or hesitation.  As Grimlock primarily respects strength and nobility, he lacks much of the concern for the organics that most Autobots have. At the same time, he does not have the burning hatred towards humans, for example, that many Decepticons do.  He simply does not care enough to save them, most of the time.&lt;br /&gt;
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===Decepticons===&lt;br /&gt;
[[File:Decepticon.png|thumb|right|upright=0.56|225px|Decepticon insignia.]]&lt;br /&gt;
Few things have changed about the Decepticons over the millennia, even after the disappearance of Megatron. A large number believe that the Great War with the Autobots continues to this day. Many Decepticons will still attack an Autobot on sight, particularly if they have the advantage, but that is not necessarily always the case. After Megatron vanished the Decepticons fell into civil war, known to them as the Fracture. Unlike the Autobots who typically seek peace, the Decepticons see the other races of the galaxy as nothing more than slaves at best, and target practice at worst. The Decepticons overall split into three separate factions, though a great many Decepticon Warlords pay no homage to any of the three:&lt;br /&gt;
*&#039;&#039;&#039;Starscream&#039;&#039;&#039;: Megatron’s former conniving lieutenant, his initial attempt to seize power led to the Fracture in the first place. The only Decepticon who advocates ending the Great War entirely, he argues that the Cybertronians have allowed themselves to become too weak and scattered in this hostile galaxy. Though the smallest of the major Decepticon factions, he is the readiest to ally with the Autobots and has even made tentative attempts at brokering peace. Starscream is determined to exploit any potential source of strength the galaxy offers, and whereas the other Decepticons ignore or despise organics, he recognizes their potential usefulness. To this end, as well as raiding, he makes heavy use of Pretenders, transformers imbued with the unique ability to disguise themselves as organics and walk amongst them, to infiltrate and subvert organic societies. Mostly this takes the form of Pretenders attaching themselves to positions of power to fund fuel and physical resources to Starscream&#039;s forces, but the ever-ambitious Decepticon warlord is more than willing to make use of cults and attempt to subvert organic societies to a near-religious reverence of Transformers, that he may use them. This has led to Starscream&#039;s forces controlling a small, but slowly increasing, number of colonies where humans and other aliens work for the service of Decepticon masters. All of this would be acceptable to the other Decepticons, but Starscream has gone beyond that; when the warlord recognizes an organic&#039;s potential, he takes them and places them under the cyber-conversion process, transforming them into near-Cybertronian mechanical entities that are partnered with other Decepticons, creating Targetmasters, Powermasters, and rarest of all, Headmasters.&lt;br /&gt;
*&#039;&#039;&#039;Soundwave&#039;&#039;&#039;: Megatron&#039;s former right-hand mech. While Soundwave was known for his unflinching loyalty to Megatron, it would be a mistake to assume that Soundwave was a mere servant; in truth, he was an indispensable asset, even a colleague to Megatron in some ways, and he genuinely believes in Megatron&#039;s cause. He still believes Megatron lives and is determined to find him, leading a small but hardcore faction of loyalists. Their goal is to find Megatron and lead him back to his rightful place. He frequently clashes with Autobot groups as he remains focused on winning the Autobot/Decepticon war that, in his view, never ended. He is loosely allied with Shockwave&#039;s faction, but looks down on him for abandoning the Great War; their relationship is based on Shockwave&#039;s need for Soundwave&#039;s fighting skills (his hyper-logical processor often proving disadvantageous in the madness endemic to the 41st Millenium) and Soundwave&#039;s need for Shockwave&#039;s resources and strongholds. Soundwave is the most zealously anti-organic of the Decepticons, often unleashing his forces against organic targets for no reason but their destruction. Why this remains unknown; he may simply enjoy using such rampages to keep his troops sated, but others have proposed alternative reasons - a grudge against all organics for interference when Megatron ruled the Decepticons, or that their presence pains this biomechanical pseudo-telepath.&lt;br /&gt;
*&#039;&#039;&#039;Shockwave&#039;&#039;&#039;: Former chief strategist of Megatron, Shockwave is driven by logic. He has turned many Decepticons to the cause of surviving and rebuilding their power base, earning the loyalty of the vast majority of remaining Decepticons. He holds an unsteady peace with Soundwave; he needs Soundwave&#039;s fighting skills, but he considers prosecuting the war in this current state of affairs to be illogical.  Shockwave is dedicated to recovering Cybertron from wherever it may be so that he may claim it for his growing empire of logic, though he remains at odds with the Cyberformers as he believes such xenocidal policies will only cause more problems than they will solve.  And of course, if the leader of the Cyberformers is who he expects them to be then he has little chance of taking control over the organization, to begin with.  Shockwave has a policy of assimilation regarding the many rogue Decepticon warbands that traverse the galaxy, offering them a place in his growing empire. If they refuse, then they are told to make their business quick at the very least. For those who refuse his offers of a place, he has them monitored to see what it would take to bring them into the fold.  &lt;br /&gt;
*&#039;&#039;&#039;Assorted Warlords&#039;&#039;&#039;: In the old days, Megatron united the Decepticons through fear and sheer will. While many Decepticons followed Megatron to further their ambitions or simply to indulge their psychopathy, very few ever dared to cross him.  While the three main Decepticon factions have been able to swallow up the lion&#039;s share of the great Decepticon army, many &#039;Con warlords have spread across the galaxy and possibly beyond, carving out their little empires and ruling them as they see fit.  Many of these warlords were simply too prideful to bend their knees to Megatron&#039;s second in commands while others fundamentally disagreed with their visions for Cybertronian society.  Running the gamut from firm but fair dictatorships to horrific tyrannies whose cruelties would draw smiles from the Dark Eldar, these warlord states and roving warbands are a continuous plague on the galaxy. The speed and reliability of space bridge travel allowed them to strike with near impunity with little regard for established warp routes.  Some of the most infamous warlords include Gigatron, who is capable of an impressive six transformations, as well as &amp;quot;Megatron&amp;quot;, a Predacon with a Saurian alternate mode who has the gall to claim Megatron&#039;s name for his own. Of course, there is also the mighty Predaking, who vacillates between the main three lords of the Decepticons as he sees fit. &lt;br /&gt;
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===Cyberforms=== &lt;br /&gt;
[[File:Cybertronian.png|thumb|right|upright=0.56|225px|Cyberform insignia.]]&lt;br /&gt;
Originally a splinter group of Decepticons during the early stages of the Great War, they have evolved into a distinct faction. What differentiates them from the other Transformer groups is their discovery of a new form of reproduction: bio-morphic reproduction, or &amp;quot;budding.&amp;quot; The process is asexual, where a &amp;quot;bloodline&amp;quot; is formed via copying of the parent Transformer. The main downside to this is each generation is increasingly less sentient and emotional, making Cyberform society as a whole more logical and detached from other Transformers. They view themselves as the peak of all life and have taken on a harsh expansionary policy similar to the Tau. Even though they abhor being associated with their Decepticon brethren they often take the former&#039;s beliefs to the extreme. They are known for exterminating entire planetary populations and cyberforming them before colonization. They are at odds with quite literally every race in the galaxy and are considered the foremost threat among all Transformers.  The leader of the Cyberforms is unknown, but many suspects that it is the Liege Maximo, one of the two sons of Primus who went astray, though this is based on the rankings of the Cyberforms which typically include the title of &amp;quot;Liege&amp;quot; followed by their rank.  If it is truly the Liege Maximo who leads them, then the Galaxy is surely in grave peril, for the Liege Maximo, like all his brothers, was essentially a god and would have since only grown more powerful, especially with so many individuals slaved to his will through the network of worlds made part of the Cyberform Empire. &lt;br /&gt;
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===Quintessons===&lt;br /&gt;
[[File:Quintesson symbol.png|thumb|right|upright=0.56|225px|The emblem of the Quintesson Co-Prosperity sphere]]  &lt;br /&gt;
Though not truly Cybertronians, their nature as a species created by Quintessa Prime gives them a close connection to the children of Primus in any case.  While many Quintessons have peaceful relationships with the Cybertronians and even other Xenos, the Quintessons who belong to the euphemistically named Quintesson Co-Prosperity Sphere have a notorious reputation as slavers and invaders and at one point even invaded and occupied Cybertron for a time before being driven off after years of their cruel and harsh overlordship.  The tentacled mechanical Xenos however use their armies of Xenos auxiliaries to do the fighting for them rather than engage in battle themselves, as the standard Quintesson form is poorly suited for battle without the right form of powered exoskeleton to make up for their physical weakness. Key among these are the Sharkticon and Allicon servant races who constitute the Quintessons&#039; main corps of loyal, brutish, and extremely expendable troops.  The Quintessons of the Co-Prosperity sphere in particular enjoy holding farcical trials for the supposed crimes of those they capture and deem unsuited for slavery. When the five-faced judges who rule the Quintesson species reach a verdict, that verdict is inevitably guilty, and the sentence is invariably death.   &lt;br /&gt;
===Unicronists===&lt;br /&gt;
[[File:150px-Unicron faction symbol.png|thumb|right|upright=0.56|225px|Unicron&#039;s emblem]]&lt;br /&gt;
Those who say that they willingly serve Unicron are despised by virtually all other Cybertronians, regardless of factional allegiance.  Unicron is the antithesis to the very existence of Cybertronian society, and he is the embodiment of all that is evil in the cosmos. He occupies a place in Cybertronian society very similar to what Chaos does in Imperial or Eldar society: that of the archenemy.  Above all other enemies, Unicronists are hated by Cybertronians. This feeling is very much mutual as the Unicronists see the children of Primus as the servants of the disgusting and wretched order that their lord and master has worked so long and hard to tear down.  Though their presence was at one point minimal in the galaxy, in the centuries leading up to Unicron&#039;s arrival, they have begun to explode in number and with Unicron&#039;s arrival, they have taken their activities to a fever pitch, undertaking a dark crusade to see the cosmos themselves reduced to nothing but ash.  Unicronists have no interest in conquest in the conventional sense, they cannot be reasoned with, negotiated with, or bargained with, and they will not stop until everything is destroyed and the stars themselves die for the glory of the arch-destroyer.&lt;br /&gt;
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==Notable Planets and Colonies==&lt;br /&gt;
&#039;&#039;&#039;Cybertron&#039;&#039;&#039;: The birthplace of Transformers and the original catalyst for the Great War, Cybertron is believed to have been lost since the Fall of the Cybertron. Though when it disappeared into the Transwarp portal it could&#039;ve ended up anywhere, many believe it is currently within the Eye of Terror and none know of its current state or the condition of Primus within its core. However; lost transmissions and recordings have recently been discovered that Cybertron had been active as recently as M36. Given the fickle nature of the Warp, only several hundred years may have passed for them instead of several millennia. If any of the Chaos Space Marine warbands are aware of Cybertron&#039;s continued existence they refuse to say.  The Cybertronians who still hold to their ancient religion with fervent belief instead of the more usual lip service firmly believe that Unicron has yet to bring about the apocalypse that Primus and thus Cybertron must yet endure.  &lt;br /&gt;
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&#039;&#039;&#039;New Kaon&#039;&#039;&#039;: Named after the Decepticon city-state of ancient Cybertron, New Kaon is a fortress world so armed to the teeth the planet itself can be considered a weapon. Once a feudal world during the Horus Heresy, it is now covered in many miles of steel and metal and is home to countless Cybertronians, and some say there are three gun batteries for every individual. After the Fracture, it is now maintained by delegates nominated by Soundwave, Shockwave, and Starscream themselves in a type of council. One might call it an &amp;quot;organized chaos&amp;quot; of sorts, but the fortress world has withstood everything from an Ork WAAAGH to an attempted Exterminatus by a radical Inquisitor with ease. The most famous feature of the planet is the gladiatorial area, where the Decepticons showcase glorious battles with themselves and captured prisoners.  Everything from Carnifexes to Necron Flayers has been let loose on those bloodied metal floors.&lt;br /&gt;
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&#039;&#039;&#039;Fortress Maximus&#039;&#039;&#039;: Ultra Magnus&#039; base, Fortress Maximus is, in truth a transformer despite being the size of a planetoid; comparable to an Eldar Craftworld, dwarfing even Metroplex and Trypticon, which have the alternate forms of cities and massive starships.   However, Fortress Maximus rarely transforms into his robot mode save for extreme situations, and very few planets short of the gas giant-sized world of Cybertron itself have ever seen Fortress Maximus walk on them.  Fortress Maximus has earned its name, however, by being essentially impervious to attack, and is considered one of the best-defended places in the entire galaxy, rivalling even holy Terra.  Fortress Maximus houses the Covenant of Primus as well as a massive Autobot garrison, research and development centres, energon refineries, and manufacturing facilities; essentially meaning that even if Fortress Maximus were the last Autobot stronghold they would still be able to continue their duties; though fortunately such is not the case.  When Fortress Maximus goes to war, however, whole fleets are splintered from Maximus&#039; presence alone and even during the Great Crusade, the Emperor&#039;s legions were smashed against the shields of Fortress Maximus, with even the combined efforts of Rogal Dorn and Perturabo&#039;s sons failing to crack the mighty Autobot who at times swatted battleships out of the void like annoying insects.  Fortress Maximus is constantly kept moving to prevent the Autobots&#039; enemies from getting a fix on it.&lt;br /&gt;
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==Relationship with Organics==&lt;br /&gt;
===Imperium of Man===&lt;br /&gt;
In general, the Imperial/Transformer relationship is very similar to that of the Imperium and the Craftworld Eldar, with a little Imperium/Tau relationships thrown in for spice. The two races will collaborate on occasion, especially given that the Autobots claim to remember helping humanity in ages long past. However, Imperial doctrines of xenophobia, combined with Decepticon depredations and the occasional need for Autobots to interfere to try and prevent the Imperium from doing something too stupid (especially when it comes to messing around with things the Autobots are guarding for a reason), keep the two races well at arm&#039;s length. In general, an icy distrust that occasionally flares up into small conflicts is the norm.&lt;br /&gt;
*&#039;&#039;&#039;Adeptus Mechanicus&#039;&#039;&#039;: The Transformers and the Tech-Priests of the Imperium are bitter enemies. The Adeptus Mechanicus loudly proclaims the Transformers to be Abominable Intelligence and seeks to destroy them on religious grounds, but even as they do so, many Tech-Priests, especially those of a more radical bent, eagerly seek to plunder the secrets of Cybertronic technology and biomechanics. Decepticons generally squash Tech-Priests and Skitarii on principle, though a surprising number of Hereteks have found their way into Starscream&#039;s forces, some even being promoted to the level of Headmaster. Autobots try to be more patient, in theory but often end up brutally killing the Mechanicus in self-defence.&lt;br /&gt;
*&#039;&#039;&#039;Inquisition&#039;&#039;&#039;: The primary interaction between the Transformers and the Inquisition comes with the Ordo Xenos, though of course firebrands of the Ordo Malleus are eager to justify Transformers as &amp;quot;mechanical daemons&amp;quot; as well. The Ordo Xenos is locked in a constant cold war with Transformers, constantly trying to understand their enemies. Many come to display intense paranoia as they learn more about the capabilities of their foes. Starscream&#039;s use of Pretenders to steal precious resources, subvert human civilizations and found Decepti-cults has made him a particular enemy of the Ordo Hereticus as well.&lt;br /&gt;
*&#039;&#039;&#039;Adeptus Astartes&#039;&#039;&#039;: As the Imperium&#039;s elite warriors, it should be unsurprising that the Space Marines and the Transformers have battled frequently, and with far less success than the Imperium likes to admit. Though bitter enemies, as with all outsiders of the Imperium, some Chapters have developed the begrudging respect for Transformers that one may come to feel for a particularly skilled and dangerous foe. Autobots are known to sometimes profess a similar respect, even lamenting on how the Space Marines have fallen from the days of the Heresy; they might have been enemies all along, but when one&#039;s enemy has visibly declined over the centuries, and you&#039;ve lived through it, that becomes mortifying. Decepticons usually don&#039;t show similar respect, except for the more honourable members of their ranks, but do delight in taunting the Astartes on how their prowess and technology have crumbled since the Heresy.&lt;br /&gt;
* &#039;&#039;&#039;Adeptus Sororitas&#039;&#039;&#039;: The Ordo Militant has a particular hatred for the Transformers, as much because their Cybertronian enemies often dismiss them as inferior compared to the Adeptus Astartes as because of their fanatical faith in the Imperium&#039;s xenophobic credo of manifest destiny. Several sisters of the Ordo Dialogous are dedicated to studying the language of Transformers, and are often found in the entourages of the Ordo Xenos; some allow this to become an obsessive drive, to the extent that there have even been rare occasions where they have willingly worked with the Adeptus Mechanicus to mutual benefit.&lt;br /&gt;
*&#039;&#039;&#039;Rogue Traders&#039;&#039;&#039;:It is not unheard of that some Rogue Traders harbour a Transformer or two on their ship, ranging from mercenary work to simply refuge aboard their vessel. It usually ranges from trader to trader how they interact, as no dynasty openly associates with Cybertronians. Despite that, there have been many famous traders out in the frontier of space that are known to often work with Autobot and Decepticon alike.&lt;br /&gt;
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===Chaos===&lt;br /&gt;
The Warp is something that terrifies all Transformers. While not as susceptible as humans, Cybertronians are still capable of being corrupted and falling to Chaos. If this were to happen, their link to Primus will be severed, meaning that their spark will travel to the Warp instead of becoming one with the Allspark after they die. The possibility of not joining the Allspark is nightmarish to even the most deviant of Transformers, but the offerings of the Dark Gods are sometimes so tantalizing that it makes it hard to resist. When fallen to Chaos, Transformers are so thoroughly corrupted through spark and mind that it is impossible to reverse them to their old selves. For the most part, they avoid anything Warp related since most Chaos forces are extremely dangerous to engage.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Space Marines:&#039;&#039;&#039; The Traitor Astartes are some of the most dangerous enemies the Transformers have ever faced. Not only can they not see reason, but their strength and firepower can also rival most Cybertronian weaponry. And even then, they&#039;re still buffed with gifts from the blasphemous gods. Even though they generally stay away from them, there is only one group that most Transformers have a &amp;quot;kill on sight&amp;quot; policy toward; the Iron Warriors. Whenever the iron skull of the sons of Perturabo is seen, most Cybertronians are reminded of the horrific memories of the Horus Heresy, when the IVth Legion en masse experimented on Transformers to turn them into daemon engines. The hatred for the is shared by every Transformer, and it is not unheard of for Autobot and Decepticon alike to rendezvous and join forces when an Iron Warriors warband is spotted.&lt;br /&gt;
*&#039;&#039;&#039;Daemons:&#039;&#039;&#039; The fear of daemons come from the fact that not only are they terrifying, but they are also a paradox of everything that is. Besides the worship of Primus, Cybertronian society is for the most part based on reason and science. So to see a literal embodiment of emotion and fear tearing at their sparks is a deeply disturbing sight at odds with most of their beliefs.  While they see Unicron as their greatest enemy, the Daemons of Chaos remain deeply despised foes who are among the rare few enemies that the Autobots would destroy an entire planet to deny the plans of, and the idea of Daemonic possession is a very troubling one to most Cybertronians.  &lt;br /&gt;
*&#039;&#039;&#039;Lost and the Damned:&#039;&#039;&#039; Besides heavy artillery and the occasional daemons, renegades aren&#039;t all that dangerous to Cybertronians. Most are incompetent, violent warbands that fall into disarray when their leader is killed. Decepticons, however, aren&#039;t above hiring them to do their dirty work. Some have even pledged their devotion to them, usually called &amp;quot;Decepti-cults.&amp;quot; On the flip side, individual Transformers might join some of these renegade groups, exchanging their services for energon and protection.&lt;br /&gt;
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===Orks===&lt;br /&gt;
Living to fight as they do, Orks particularly enjoy the chance to fight Transformers, who are &amp;quot;big, stompy and shooty - right proppa scrappin&#039;!&amp;quot; Big Meks in particular enjoy the prospect of stripping down Transformer wrecks to rebuild them into machines for the Ork Waaagh! Needless to say, the Transformers do &#039;&#039;not&#039;&#039; appreciate the attention and make it their duty to exterminate Orks wherever they can. Orks are one of the few occasions where even Autobots will unleash their most powerful anti-biological weapons, capable of breaking the cycle of Ork reproduction. Some of the most common sightings of Autobots in Imperial territory have come when one or more emerged from hiding/dormancy to annihilate an invading Ork Waaagh! or to purge its adopted world of Feral Ork tribes.&lt;br /&gt;
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===Eldar===&lt;br /&gt;
Though Eldar arrogance prevents them from ever truly allying with any race, if there is but one species they can admit to holding some respect for, it is the Transformers. Both races have no homeworld(s) to return to, both are dying and scattered, and both have extreme longevity and ancient wisdom. Thus, Transformers and Eldar have formed a strange but peaceful kinship that few races can claim to have. Though their relationship with the Decepticons is more strained, it is not unheard of for a Craftworld to allow Cybertronian refuge if they seek help. Autobots and Eldar have one of the few relationships that can be considered relatively close in the 41st Millennium.&lt;br /&gt;
*&#039;&#039;&#039;Exodites&#039;&#039;&#039;: More so than their Craftworld Kin, Exodites can admit to respecting the Transformers, most specifically the Autobots. Although they generally keep them at bay, this is because the Cybertronian ability to assume the form of labour-saving machines is against the codes their lives are built on. Transformers who assume the shape of beasts or weapons have been known to live alongside Exodites, and when under attack by superior forces, even war-machine-formed Autobots are welcome; Exodites are many things, but they are not stupid.&lt;br /&gt;
*&#039;&#039;&#039;Harlequins&#039;&#039;&#039;: As a race on generally good terms with the Eldar, as much as that is possible between Eldar arrogance and the realities of the 41st Millennium, Transformers are amongst the very few individuals who can be said to have met Harlequins on peaceful terms. There are even accounts of Autobots, or more rarely Decepticons, who have seen the Harlequins perform.&lt;br /&gt;
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===Dark Eldar===&lt;br /&gt;
If Autobots and Craftworld or Exodite Eldar can be said to be on good terms, that cannot be said to be the case for their dealings with the Dark Eldar. Even the Decepticons don&#039;t like the Dark Eldar. These vampiric degenerates disgust the Transformers, especially since there are elders who can remember the time before the Fall and see how the Dark Eldar have learned &#039;&#039;nothing&#039;&#039;. Meanwhile, the existence of the Transformers offends the Dark Eldar to the depths of their shrivelled, bleeding souls; by their very existence, Cybertronians put a lie to the Dark Eldar&#039;s claims to be the only race that truly matters, diminishing the glory of their heritage. They eagerly seek the destruction of all Transformers, striving to draw them into their labs to be tormented; the soul-stuff of a Transformer is unimaginably potent, compared to that of a human or an ork.&lt;br /&gt;
&lt;br /&gt;
===Tyranids===&lt;br /&gt;
Although one might think that their artificial nature makes Transformers inedible to Tyranids, to do so is to underestimate their drive for raw material. They absorb minerals as readily as protein and calcium, but even beyond that, Transformers are organisms in their own right, with alien genetic materials that may be assimilated. The Transformers respond to the Tyranids with the same ferocity they show against the Orks, deploying their most powerful weapons and striving to burn them from the stars. The Decepticons and Autobots readily find a common cause, as both races see the Tyranids as needing to be exterminated. Just the prospect of an entire Hive Fleet assimilating Cybertronian biology is terrifying enough for the Imperial Inquisition to cooperate with the defence of a Transformer world.&lt;br /&gt;
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===Tau Empire===&lt;br /&gt;
Cybertronian/Tau interactions are... well, they&#039;re better than Cybertronian/Imperium interactions. But that&#039;s a bit like saying a broken toe is better than an amputated foot. Many Autobots have a great deal of hope for the Tau, but interactions with them are still often stifling, awkward and prone to backfiring. The Tau tend to assume an ironically Eldar-like arrogance in such meetings, seemingly being incapable as a whole of thinking of the Cybertronians as being any different to the drones they already use for mundane and dangerous tasks. Individual Tau can be an exception, especially amongst the Fire Caste, who have learned very pointedly that no drone could hope to match the processing complexity of a Cybertronian warrior and found them to be honourable and worthy allies, but as a whole, the Tau have a strong tendency to put their foot in their mouths by either dismissively assuming the Cybertronians are inferiors due to their cybernetic nature, or by proselytizing to the extent that even the Autobots - who already hold a belief roughly similar to the [[Greater Good]] - are annoyed by it. The Decepticons, in particular, tend to find the Tau warriors respectable, but the race as a whole as irritating.&lt;br /&gt;
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===Necrons===&lt;br /&gt;
Transformers and Necrons have a unique relationship, being alike yet different in so many ways. They&#039;re both races of living machines with highly advanced technology and many seek to rebuild their once-great ancient empires. Yet Necrons are soulless while Transformers have souls in the form of sparks, and Necrons are almost always zealously seeking the extermination of other races or driven by insanity and their own selfish goals. Autobots will sometimes have shaky alliances with Necron Lords in exchange for fuel and protection. Decepticons, however, are not above either taking Tomb Worlds for themselves or allying themselves with more extreme and omnicidal Dynasties, most notably the [[Maynarkh Dynasty]]. On another note, there have been terrifying but unconfirmed sightings of Cybertronians who have fallen victim to the dreaded Necron flayer virus. The truthfulness of these claims is unclear, but the simple premise of Flayed Transformers is terrifying enough for both Autobot and Decepticon alike to take extreme precautions when dealing with Flayed Ones.&lt;br /&gt;
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===Leagues Of Votann===&lt;br /&gt;
Transformers and the Leagues Of Votann have a unique relationship: on one hand, they are one of the friendlier races as the Kindred finds kinship with their similarity to the Votann and the Ironkin; on the other hand, their unique biology also makes them prime resources. Thus, the Leagues regularly trade with Cybertronions, though the Autobots tend to disagree with the Leagues&#039; tendency to completely strip a planet, even killing its inhabitants if they refuse to leave, which brings to mind Unicron.&lt;br /&gt;
&lt;br /&gt;
==Relationship with Organics (Unicronist)== &lt;br /&gt;
&lt;br /&gt;
===Imperium of Man===&lt;br /&gt;
Unicron regards the Imperium like he has all versions of humanity he has encountered; insignificant pests.  Far beneath the children of his hated brother Primus in the notice, he was somewhat surprised to find that humanity, which has generally been of little import in most realities he visits, is one of the dominant species here and that there is a presence of unexpected power on Terra.  This has led to a comparatively greater effort to find cultists and beings to corrupt to his service among humanity.  Despite the best efforts of the Inquisition, Mechanicus, and Ecclesiarchy; his cult grows as the legend of his power spreads with tremendous speed.  Some say that Unicron and his heralds are on a course for Terra though such things cannot be certain given Unicron&#039;s lack of need of the warp for travel, what is certain is that Unicron is very much out to destroy the Imperium, and the High Lords of Terra are terrified of the possibility of his arrival in Sol given the contemptuous ease with which the arch-destroyer has smashed through virtually every obstacle presented to him.  Roboute Guilliman though is looking into making peace with Rodimus Prime in the hopes of defeating Unicron for good in the belief that the Matrix of Leadership could be the one thing to destroy the Chaos Bringer and save existence.&lt;br /&gt;
*&#039;&#039;&#039;Adeptus Mechanicus&#039;&#039;&#039;: The Adeptus Mechanicus officially regards Unicron as a tremendous evil, a blight on creation itself and the foulest manifestation of evil technology.  A Xenos and a dark deity, many have come to see him as the antithesis of the Omnissiah and have pledged to see him and his servants destroyed.  Mechanicus armies are often the first to attempt to destroy known Unicron cults and fight manifestations of Unicron&#039;s heralds and his armies, but like with the Necrons and Chaos, some cannot resist the lure of power.  Many Mechanicus have come to see Unicron as the truest manifestation of the Omnissiah and have started to join his cult, hoping to curry favour and earn dark power from the chaos bringer should they prove worthy of his notice.  Such Uniteks seem entirely unconcerned that the goal of Unicron is to end the universe.   &lt;br /&gt;
*&#039;&#039;&#039;Inquisition&#039;&#039;&#039;: The Inquisition is rather unsure of which Ordo should be responsible for dealing with Unicron&#039;s influence.  The Ordo Malleus argues that as Unicron is described as being a dark god of chaos (though they are confused as to why they never felt him in the warp before) by Cybertronian legend that he is their purview.  The Ordo Xenos however, is adamant that as he is a Xenos god that he is very much their jurisdiction and that the Malleus is not equipped to handle such a threat.  The Ordo Hereticus argues that due to the rise in Unicron cult activity and the defection of Imperial assets to Unicron&#039;s service, they should be the ones to take the fight to his servants.  Inquisitor Amberly Vail has pushed for a compromise solution so that the entirety of the inquisition can work together when his influence rears its ugly head, but some believe it may be time to form a new Ordos entirely.  Rumours persist, however, that some Inquisitors have fallen to his service.  &lt;br /&gt;
*&#039;&#039;&#039;Space Marines&#039;&#039;&#039;: Unicron himself cares very little if one variety of insects is slightly larger than another; in the end, they remain insects to him.  However, sensing that the Astartes have a large role in the Imperium, Unicron has put effort into corrupting or seducing some into his service, which has produced some results as some space marines have come to serve in Unicron&#039;s growing armies of destruction.  The majority of Astartes however, are very much loyal to the God-Emperor and see Unicron&#039;s advance as a dire threat that needs to be halted; though few dare to try and assault his form they strike hard and fast at his cults and his armies wherever they are spotted.  Tu&#039;shan of the Salamanders has organized a task force of Astartes chapters who are involved in operations to stop Unicron&#039;s forces and to try and track and predict his movements so that worlds in Unicron&#039;s sight may hopefully be evacuated before they are laid waste.&lt;br /&gt;
* &#039;&#039;&#039;Adeptus Sorroitas&#039;&#039;&#039;: Unicron&#039;s Cybertronian servants find the Sororitas&#039;s faith in the Emperor amusing generally, with the same snide contempt they hold for any faith beyond their own and Primus&#039; whom they reserve burning hatred for.  For the natives of the galaxy corrupted to Unicron&#039;s service, particularly among humans, the Sisters of Battle are among the first of the Imperium&#039;s elite who confront them to try and crush them into the dirt and are thus equally often the first targets of Unicron cults.  The Sisters for their part see Unicron the way they do every deity who is not of the Emperor; a blasphemous false idol to be cast down and reduced to ash in the omnipotent sight of the golden throne.&lt;br /&gt;
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===Chaos===&lt;br /&gt;
Unicron regards the Chaos Gods&#039; claims to being gods of chaos as an insult.  He sees them as weak pretenders to the throne of entropy, mewling children who content themselves with the corruption of a single galaxy when he has been scourging existence itself for longer than any of them have existed.  He particularly delights in hearing their rage when their warbands betray their former gods to serve him, whether out of a hope that he will spare them when he puts an end to the cosmos or out of coming to see him as the greater deity.  Chaos for its part holds Unicron with a great deal of fear not only because Unicron is in truth more powerful than they are, the four dark gods know very well that Unicron intends to destroy not only their food source but them and their realm just as surely as he will the materium.  They are even considering forcing Abaddon to redirect his war effort to stop Unicron as he consumes his way through the galaxy, and Unicronist and Chaotic cults spill each other&#039;s blood profusely.   All Chaos Gods stand to lose equally if they fail to stop the Chaos Bringer&#039;s rampage; even Khorne would surely perish if Unicron ends the universe, and so they make their malign schemes to try and stop the Dark God from completing his apocalyptic feast.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Space Marines:&#039;&#039;&#039; The Traitor Astartes&#039; view of Unicron varies depending on the legion.  The Alpha Legion and the Night Lords generally do their best to evacuate when the skeins of fate tell them of Unicron&#039;s coming to their worlds, deciding that there is little to be gained by fighting him without the benefit of great numbers.  The legions and warbands dedicated to single gods and the word bearers, however, see Unicron as a dire threat and insult to their deities for daring to call himself the god of chaos, and will gladly throw themselves at his cultists and the summonings of his followers&#039; armies. Only the foolhardiest of Khornate warbands try attacking Unicron directly, with most having learned their lessons after he crushed the first few fleets that tried to strike him down.  Abaddon considers him a personal threat, after all, how can the Warmaster rule his empire of darkness if Unicron destroys everything?  &lt;br /&gt;
*&#039;&#039;&#039;Daemons:&#039;&#039;&#039; The Daemons of Chaos are terrified of Unicron and his ability to not just banish, but utterly destroy them and blast aside warpstorms and devour daemon worlds.  When facing those of his followers away from the body of the dark god himself, however, they unleash a terrible fury to try and crush a cult of Unicron before it can grow enough to lay waste to the world it inhabits, and many terrible battles have been recorded between Unicron&#039;s followers and the Daemons of Chaos, with some even claiming to have witnessed the Daemons battling Unicron&#039;s heralds themselves.  When Unicron himself comes to destroy a system though, most Daemons try to flee if at all possible, or let out a last warcry of defiance before he ends the world.&lt;br /&gt;
*&#039;&#039;&#039;Lost and the Damned:&#039;&#039;&#039; Unicron for his part hardly notices the rabble of Chaos most of the time save for when some warbands decide he is the most worthy god to worship.   The rabble of Chaos for its part mirrors their greater kin in their view of Unicron, and some worlds are consumed by the battle between Unicron&#039;s dregs and the slaves of Chaos.  &lt;br /&gt;
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===Orks===&lt;br /&gt;
Orks enjoy taking the fight to Unicron&#039;s dregs and his huntsmen, finding them to be &amp;quot;proppa fightin&#039;&amp;quot; as the maddened slaves of Unicron know little fear and are all too willing to indulge the Orks in the bloodletting they so enjoy.  Few Orks will ever reject Gork and Mork, and so almost no Orks have come to serve in Unicron&#039;s legion of darkness.  Some warbosses even dream of looting Unicron himself, though such fantasies are rather detached from reality; this hasn&#039;t stopped some warbosses from commissioning enormous planet-sized warships in the hopes of fighting Unicron on even terms.  &lt;br /&gt;
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===Eldar===&lt;br /&gt;
If the Eldar have some fondness for the children of Primus, they have none for Unicron and his slaves.  With their foresight, the Eldar are highly able to eliminate Unicron cult activity before it becomes a major problem and have frequently taken it upon themselves to thwart the machinations of those who serve the Chaos bringer at every turn.  Many Eldar deployments have been committed to stopping the formation of Unicronist armies long before they can ever occur, and the Eldar are busily looking for relics and weapons with the hopes of finding something that can defeat Unicron himself, though some believe that it would take Ynnead to save the galaxy for the rebirth of ancient days.  A handful though, wonder if even that will be enough.  Unicron has yet to attempt to consume a Craftworld, but for his and his herald&#039;s part, scorns the Eldar for reminding him of the children of his hated brother.  &lt;br /&gt;
*&#039;&#039;&#039;Exodites&#039;&#039;&#039;: The Exodites have come to loathe and fear the eater of worlds, for he will devour their maiden worlds as surely as any other.  While almost no Eldar would ever worship him or join his armies, they will despoil the maiden worlds of the Eldar all the same if given even a small chance.   The Exodites often call on both their kin and the Autobots to give them a chance of stopping the depredations of Unicron cultists or with evacuating worlds predicted to be consumed by the Chaos Bringer.  If Unicron has thoughts regarding the Exodites, he has not voiced them.&lt;br /&gt;
*&#039;&#039;&#039;Harlequins&#039;&#039;&#039;: The Harlequins consider the malice of Unicron to be a very serious threat, much like that of the Necrons, Slaanesh,  Chaos as a whole, and the Tyranids.  The Harlequins claim that Cegorach has at his disposal a grand jest that will see the dark god&#039;s scourge lifted from the universe, and have created several performances concerning the dark one, while some troupes have dedicated themselves to foiling the plans of Unicron and his heralds, famously ruining Ramjet&#039;s plan to have an entire sector twisted in Unicron&#039;s vision.  Unicron has a particular loathing for the Harlequins and looks forward to breaching the Webway and seeing their wretched troupes and god devoured with the rest of existence.&lt;br /&gt;
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===Dark Eldar===&lt;br /&gt;
No matter where the Dark Eldar choose to hide, Unicron is certain that he will find them and end them in good time with the rest of the universe.  No matter how grand they think their cruelties are, they will not be spared any more than the rest of this wretched universe.  They will all die screaming with the rest.   The Eldar have at times called on the Dark Eldar for aid in opposing Unicron&#039;s machinations when the Autobots and Decepticons are not available, though the worshippers of Unicron are not the best food sources for the Dark Eldar; being twisted by their experience in a way that makes them very deadened to pain.  The Dark Eldar of course, have no wish to see the galaxy wiped away by Unicron and will often work of their own accord to crush the actions of cults when they can find them.&lt;br /&gt;
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===Tyranids===&lt;br /&gt;
Some theorize that the Tyranids might be fleeing from Unicron, though in the encounters between the hive fleets and Unicron&#039;s servants, it seems that neither act as if they have any real knowledge of the other.  As both are seeking to devour worlds, Unicron&#039;s armies frequently battle with the swarms of the great devourers so that their master will be the ones to claim the world instead of the hive fleets.  As it is essentially impossible to discern what the hive mind truly desires or plans, none are sure if the Tyranids have plans of their own to save the galaxy so that they can devour it themselves.  Unicron himself has no particular need for a world he devours to have anything in the way of biomass or materials useful for organic life, he just prefers to consume inhabited worlds for the death screams and suffering of the living as he ends their pitiful lives, so for his part, he is not overly concerned with the movements of the Tyranids despite what his cultists believe.  However, he recognizes that the Tyranids will likely oppose him and that he will need to deal with them as well.&lt;br /&gt;
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===Tau Empire===&lt;br /&gt;
The Tau Empire at large believes that Unicron is simply a fairy tale, mere superstition held by the Cybertronians whenever they aren&#039;t trying to downplay their intelligence.  However Unicron&#039;s cult has designs on the young empire as it does on the rest of the galaxy, and the upper reaches of the Tau Empire are aware that the Imperium and the Autobots are terrified of something rampaging through the galaxy and that they must prepare for it.  With their spy networks, the Tau ethereal caste gathers what knowledge it can about Unicron to prepare a defence, while some engagements with Unicronist cults have provided further valuable intelligence to the septs as they start to become aware of the lethality of the galaxy.&lt;br /&gt;
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===Necrons===&lt;br /&gt;
Most Necrons have no interest in bowing to Unicron anymore than they did the C&#039;tan.  The Necrons have no use for gods as they overthrew their own, and they will not abide by the destruction of the galaxy that they intend to rule in an eternal, deathless order.  With their possession of the galaxy&#039;s most advanced technology and far more tricks up their sleeves than anyone has yet seen, the Necron dynasties are preparing to make sure that the galaxy will be theirs to enslave to their will, and some of the most difficult consumptions of worlds have been of worlds protected by the Necrons.  Even those rogue C&#039;tan active in the galaxy regard Unicron as a dire threat to their harvest of souls and have often stopped his cults&#039; attempts to lay waste to planets or prepare them for Unicron.   But some Necrons have come to see Unicron as a worthy master or useful to their plans and have been sighted working alongside his hordes as they despoil the galaxy or even the fleets that follow his massive body as it travels across the galaxy.&lt;br /&gt;
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===Leagues Of Votann===&lt;br /&gt;
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==Specialist Transformers==&lt;br /&gt;
&#039;&#039;&#039;Multi-formers&#039;&#039;&#039;: Although all Cybertronians can transform, shifting between more than two forms at once is a specialised skill, and one held in much esteem by the majority who cannot. Most multi-formers are only capable of shifting between three different forms, though often diametrically different. The process requires a considerable amount of mental flexibility to master, and there are stereotypes portraying multi-formers as dangerous and/or unstable as a side effect. Even if the skill is developed, actually achieving it requires extensive physical modifications to the chassis, allowing a Cybertronian to properly shift between its various forms. Multi-formers are about equal between the Autobot/Decepticon divide; the Autobots are generally more mentally stable and disciplined, making it easier for them to successfully attain this status, whilst Decepticons are more likely to care about the combat boost over the risk to the Cybertronian&#039;s mental health.&lt;br /&gt;
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&#039;&#039;&#039;Combiners/Gestalts&#039;&#039;&#039;: Akin to multi-formers, combiners and gestalts are unique transformers on both a mental and a physical basis. On a practical level, both variants are the same; multiple transformers who can physically merge into a single, more powerful form. The difference is in the numbers; combiners consist of only two individuals, whilst gestalts consist of three or more. Beyond that, the actual mechanics for the merging varies widely from partnership to partnership; a merging transformer may come together to form a unique vehicle mode, a beast mode, or, more iconically, a gargantuan humanoid mode. As a general rule, combiners tend to be more stable than gestalts, and many combiners are transformer mutants who can divide their sparks between two chassis at once. Gestalts, however, are always based on multiple individual transformers, and this resultant combination of minds often goes wrong. Many gestalts in their merged form are insane, as personality conflicts are magnified and exaggerated, leading in the worst cases to transformers literally at war with themselves. Others are &#039;&#039;too&#039;&#039; sane, with their mental similarities intermeshing and strengthening each other until they become equally deranged. Stereotypically, combiners are more common amongst the Autobots, who tend to be better at getting along in such a fashion, whilst the Decepticon prize of lethality over sanity means they are more willing to risk gestalts becoming dangers to their side as well. In truth, both types of mergers can be found on both sides of the alignment divide.&lt;br /&gt;
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&#039;&#039;&#039;Pretenders&#039;&#039;&#039;: Although any Cybertronian can assume any kind of form, when it comes to organic-based alternate forms - beast forms - the results are less than convincing. Even the best of such disguises are mechanical, cybernetic monstrosities that can&#039;t hope to walk amongst organics. The pretenders, however, have achieved a whole new level of realism. Using rarer advanced mechanisms for transformation, these Cybertronians can alter their size and mass as well as their bodies, allowing them to walk amongst organics undetected. Though one may think that the Autobots make greater use of this technology, in truth, they have almost as little need for it as most Decepticons do; the Imperium is a nightmarish horror that the Autobots want nothing to do with, whilst their true form is better for mingling with the Tau or Eldar. Only one faction makes extensive use of this art as a group; Starscream&#039;s Brigade. These elite Decepticon agents infiltrate, manipulate and subvert human civilisation to further their own goals, and are one of the greatest nightmares that the Inquisition has faced. For as realistic as the shell may look, that is all that it is; many Imperial Assassins have fatally underestimated their targets and been torn apart when their victim proved more than meets the eye.  Some of the early attempts at pretenders, as done by Thunderwing and Bludgeon; instead tried to create a sort of Cybertronian super soldier of tremendous size and strength, though those of Thunderwing&#039;s generation are completely mad and are used more like bombs than anything else; awakened out of stasis on planets to destroy everything on them and collected once they run out of energon.  Bludgeon&#039;s cadre is more stable, and continues to further pretender research for Starscream, or lay waste to a world if needed.&lt;br /&gt;
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&#039;&#039;&#039;Minicons&#039;&#039;&#039;: While most Transformers are &amp;quot;Zoggin&#039; &#039;uge&amp;quot; as Warboss Metalkrakka put it, the Minicons are generally about the size of a human or even a human child.  This is said to be the result of them being templated on Micronus Prime, the first minicon and one of the original thirteen Transformers created by Primus; the archangels of the god of Order whom the Transformers revere in a manner between that of saints and polytheistic gods.  Minicons tend to partner with a larger Cybertronian, offering them weaponry, power boosts, or even direct aid in battle.  Soundwave in particular is a keen user of Minicons, preferring them to the so-called &amp;quot;masters&amp;quot; and employs an elite squadron of them that he is capable of deploying from his chest at his command to aid him in battle.  &lt;br /&gt;
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&#039;&#039;&#039;Masters&#039;&#039;&#039;: Another breed of Cybertronian associated mostly with the exploitative Decepticons allied to Starscream in these dark days, transformer masters form unique partnerships with organics. Cybernetically converted into pseudo-Cybertronians, these &amp;quot;partners&amp;quot; are mentally and physically linked to a Cybertronian warrior, enhancing both in specific and deadly ways. This level of trust is almost unheard of in the 41st millennium; most &amp;quot;partners&amp;quot; are recruited from Decepti-cults, or, more likely, were bred for the role upon lost human or Xenos worlds that have fallen under the sway of Cybertronian influence or been completely conquered by transformers for generations.&lt;br /&gt;
* &#039;&#039;&#039;Targetmasters&#039;&#039;&#039;: The most common type of Master, the partners for these Cybertronians assume the form of powerful weapons. With the partners&#039; independent minds and senses working in concert, they have unparalleled accuracy and drastically heightened response time - at least, such is the theory. Stereotypically, Targetmasters tend to be either elite snipers, delivering death with nanometer precision, or walking artillery batteries, sweeping the enemy aside under a torrential deluge of firepower.&lt;br /&gt;
* &#039;&#039;&#039;Powermasters&#039;&#039;&#039;: Rarer than Targetmasters, Powermasters are Cybertronians whose partners transform into their engines. Such transformers are typically incapable of independently transforming, requiring the interlink of their partner to catalyze the shift between forms, but they gain considerable advantages; their partners are capable of fighting alongside them in either form, ensuring they always have an ally literally to hand. Furthermore, when interlinked, a Powermaster&#039;s partner supercharges the Cybertronian&#039;s physical structure. Such a transformer has increased speed and strength, their reflexes are heightened drastically and even their self-repair systems operate more smoothly. Powermasters are often adrenaline junkies and speed demons, with a propensity for nervous twitches.&lt;br /&gt;
* &#039;&#039;&#039;Headmasters&#039;&#039;&#039;: Rarest of all, even amongst Starscream&#039;s Brigade, a Headmaster is the ultimate Cybertronian-organic interface. Physically transforming into the cranial processing unit of their transformer partner, a Headmaster is a fusion of two minds, offering increased perspective, knowledge, skills, processing power and abilities. When they interlink, the two can think faster and clearer than ever... assuming their personalities are compatible; the risk of lethal madness is another factor keeping these transformers rare. What makes them especially valuable, particularly to Starscream, is that Headmasters are the only transformers who can &#039;&#039;use psychic powers&#039;&#039;. The organic mind within grants them a connection to the warp, whilst the Cybertronic mind enhances the organic&#039;s ability to protect itself from daemonic predators and channel warp energy. Though active skill in traditional psionic powers is uncommon among them, headmasters tend to be experts at countering psychic powers and to be master daemon-slayers, rending daemons asunder by channelling warp energies in ways even the Eldar are hard-pressed to match.&lt;br /&gt;
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==Famous Transformers==&lt;br /&gt;
===Primus===&lt;br /&gt;
The creator god of the Transformer race and the living core of their home world Cybertron. He has existed since time immemorial, providing the spark of life for all Transformers and guiding them through their darkest times. His only weakness is that his Spark is grounded in this reality, and his well-being is connected to the health of Cybertron. At the moment many are unsure of his current condition, as Cybertron itself is currently believed to be lost in the Eye of Terror. Many theories abound among Transformers and others who know of their history. Cybertronians believe he possibly ascended from his physical planet body and now resides within the Warp. Ordo Malleus of the Imperial Inquisition assumes Primus is now tainted by the spiralling Warp energy, while the Eldar theorize that Primus was forcefully dragged into the Warp and may have been devoured like the majority of their pantheon during the Fall.  Those who claim to have contact with his disciples, the thirteen original Transformers, instead claim that Primus is merely dormant, beyond the ability of even the Chaos gods to ruin, and that if the Matrix is allowed to reunite with him, he will awaken and bring a new golden age of Cybertronian civilization. With the current state of the galaxy, such a prophecy would be difficult to fulfil.  That none of the Chaos Gods boasts of consuming him only adds to the mystery, though those faithful to Primus say that as Unicron has yet to enter his most destructive state, clearly Primus must still be limiting his dark brother somehow.&lt;br /&gt;
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====Thirteen Original Transformers====&lt;br /&gt;
&lt;br /&gt;
The first children of Primus can be thought of as his Archangels. They are revered to a greater degree than a saint, but less than a pagan deity (similar perhaps to the Valar in [[Middle Earth]]). The Thirteen are the template on which all modern Cybertronians are based. Each one is said to have incredible and divine powers and a sacred duty to oversee a critical function of reality itself, though most had ascended to a higher realm long before the modern age of the Cybertronians and now mostly serve to answer prayers, offer miracles and blessings when the circumstances permit them to and provide guidance to Primus&#039; children in his absence.  Each has an immensely powerful artifact to their name, and the more pious believe that one day the Thirteen will walk the Materium once more and restore a golden age of peace to the universe.  The Thirteen Primes (or more specifically, the Nine known and untainted Primes) are frequently compared to the nine loyalist Primarchs, much as how the worship of Primus is often compared to that of the God-Emperor.  Though as most Cybertronians will point out, only three of the Primes went rogue, and none ended up falling to the same master; whereas half of the known Primarchs turned to the service of Chaos.  The standard Imperial rebuttal is that the Primes decided to ascend and leave their supposed followers to tear themselves apart, largely of their own volition; whereas the Primarchs who remained loyal continued to address the material needs of Man until they were forced out of the picture through some means.  And of course, Roboute Guilliman now walks alongside man once more while none of the Primes have returned yet. The thirteen are as follows:&lt;br /&gt;
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*&#039;&#039;&#039;Prima&#039;&#039;&#039;:  Primus&#039; first son and the leader of the original thirteen, Prima is the warrior of light, an incorruptible paladin of all that is virtuous.  The first bearer of the Matrix of Leadership, Prima is the Prime that took the most after his father and is held in the highest regard by the Autobots, and even the Decepticons will admit to some grudging admiration despite their generally more secular bent.  The closest comparison in Imperial Culture to Prima would be Sanguinius or perhaps the recently revived Roboute Guilliman, and for their part, the Cybertronians do not regard comparing the thirteen primes to the Primarchs as unwarranted.  Greatly opposed to evil and destructive forces, particularly Unicron but not exempting such foes as the Dark Gods, the Tyranids, the Orks, or the Necrons, Prima has yet to provide an answer on his father&#039;s fate or that of Optimus, but he encourages the Cybertronians who still hold Primus close to their heart to stand fast and strong in the face of darkness.  His legendary artifact is the Star Sabre, a sword said to be capable of immense destructive power, a sword of the purest light and order said to be able to destroy evil and even entire planets; with treasure hunters from Chaos lords to Ork Warbosses all looking for clues as to where to find it.   &lt;br /&gt;
*&#039;&#039;&#039;Vector Prime&#039;&#039;&#039;:  Primus&#039; appointed guardian of time and space, Vector Prime is perhaps the most active of the original thirteen, working to ensure that the timeline continues to flow safely and without issue.   An order of those dedicated to Vector Prime work to try and stop acts of time travel or at the very least minimize their destructive influence and have been reported as having worked with the Ordo Chronus before its disappearance.  Vector Prime has a particular grudge against the Necron cryptek Orikan, having become aware of the Astromancer&#039;s manipulations of the timeline and has thus started to command his order to deal with Orikan.  His artifacts are the Blades of Time, which are capable of altering time and space and are thus desperately coveted by those who have heard of them.  Vector Prime has rather enigmatically stated that this reality is not &amp;quot;wholly part of the multiverse we call home&amp;quot; and worries about &amp;quot;our wars coming to their worlds&amp;quot;, though as most of the Cybertronian lore regarding the Cybertronian study of other realities was lost with Cybertron, few can parse such statements any longer.&lt;br /&gt;
*&#039;&#039;&#039;Alpha Trion&#039;&#039;&#039;:  One of the last of the Primes to have disappeared, Alpha Trion is the Lorekeeper and the guardian of knowledge and wisdom among the thirteen.  More a scholar and a philosopher than a mighty warrior, Alpha Trion is nonetheless a very powerful and capable combatant like all his kin and should never be trifled with.  Thanks to the work of those dedicated to him, the Transformers have maintained a good understanding and record of their past despite the loss of Cybertron, and as the writer of the covenant of Primus, it is he who is the most tied with the religion of Primus worship.   His artifact is the quill, which is capable of revealing the past, the present, and the future to degrees that no mere mortal seer can.   &lt;br /&gt;
*&#039;&#039;&#039;Solus Prime&#039;&#039;&#039;:  The first female cybertronian upon whose form all-female cybertronians today are templated (even Quintessa, as she came into being after she did), Solus Prime was the Forgemaster and the artificer of the original thirteen and was said to have been adored by all her brothers.  Out of the original thirteen, it is only she who was forced out of this realm outside of her terms, with her physical form being murdered by the one who would later be known as the Fallen; whom she continues to maintain a great deal of bitterness towards in her ascended state.   She continues to work her heavenly forge in her realm, crafting the weapons with which the original thirteen keep their realms secure against those who would seek to defile their plane of reality, once using the artifact known as the forge; a mighty hammer said to be capable of crafting nearly any device the wielder can imagine.  Some of the devices she has forged include the Requiem Blaster; said to be the ultimate (cybertronian) portable ranged weapon in the galaxy (or &amp;quot;Da Ultymate Dakka&amp;quot; as many warbosses who have obsessively searched for it have called it) capable of annihilating planets at full blast, and the Skyboom Shield; said to be able to stop any attack conceivable.  &lt;br /&gt;
*&#039;&#039;&#039;Micronus Prime&#039;&#039;&#039;:  The first of the Minicons, Micronus was never the most physically imposing or powerful, but he served as the group&#039;s conscience and maintained at least cordial relations with all his kin.  Micronus is perhaps the most easily sought of the Primes, and will generally be the first to speak for them when a sign is asked for.  Micronus is also deeply concerned with the actions of his fallen brothers and sister, and his followers work tirelessly to seek out those who have fallen from Primus&#039; grace or have even turned to the service of Unicron.  Micronus&#039; artifact is the Chimera Stone; which he used to link up with and enhance the powers of any of his brethren.  &lt;br /&gt;
*&#039;&#039;&#039;Alchemist Prime&#039;&#039;&#039;: The co-founder of Cybertronian civilization with Alpha Trion, Alchemist Prime was also a scholar, though he was more of a scientist than a philosopher like Alpha Trion was.  He intensely studied the elemental nature of the universe, recording in great detail his scientific discoveries as he studied the makeup of all things; and Cybertronians devoted to the sciences frequently invoke his name when they need to crack some mystery involving the material sciences.  Alchemist Prime got on well with Solus, Alpha, Quintessa, and Onyx Prime, in particular, working with them to better understand the universe as he studied them with his Lenses, artifacts that let one peer deep and far to see the true nature of anything they examine safely.   &lt;br /&gt;
*&#039;&#039;&#039;Nexus Prime&#039;&#039;&#039;:  The first Gestalt transformer, Nexus Prime was the physically strongest of the original thirteen even if Megatronus and Prima were expected to wield the most power.   Nexus Prime is largely unpredictable, finding himself fascinated by change and the alterations to the cosmos it can bring, and is a lighthearted prankster who has played a great many jokes on evil powers as much as his kind, though when the time for battle comes; few have been able to withstand the power he has brought to bear against those who would seek to do evil.   Nexus Prime has the power to divide himself and others or combine them through his artifact; the Enigma of combination, which can split apart a being or object into many fully functional parts that represent aspects of itself or combine them at will.&lt;br /&gt;
*&#039;&#039;&#039;Onyx Prime&#039;&#039;&#039;: Out of Primus&#039; first children, Onyx Prime was the Prime closest to organic life and nature, and when Amalgamous Prime introduced the power of transformation to his siblings, Onyx chose the form of a beast, making him the first such Cybertronian to take such a body.  Largely rejecting most forms of advanced technology, Onyx Prime was heavily spiritual and advocated a simple life for Primus&#039; later children, believing that too much reliance on labour-saving devices could lead one astray from what mattered most in existence.  His artifact is the three-faced Triptych Mask, which can allow one to see other times, places, souls, and even into afterlives; peering into spiritual realms as easily as Alchemist Prime&#039;s lenses could into the material.   &lt;br /&gt;
*&#039;&#039;&#039;Amalgamous Prime&#039;&#039;&#039;:  The first Cybertronian who could properly be called a Transformer, gifted with a transformation cog by Primus, Amalgamous Prime was a shifter; gifted with unlimited forms and capable of disguising himself as anything he desired to.  A joker and a trickster, Amalgamous Prime conspired with Nexus to play a great many jokes on both his kin and their enemies and greatly pleased Primus with his actions in these early days of myth and legend. Though sometimes his jokes could take on somewhat meanspirited natures, he at heart remained a figure for justice and worked with his kin to repel Unicron and cast out their fallen brethren. Having ascended, he has left his Transformation Cog behind, which is said to grant the wielder the power to take on any shape or form they could ever desire.  &lt;br /&gt;
*&#039;&#039;&#039;Quintessa Prime&#039;&#039;&#039;: A daydreamer and perfectionist who joined Alpha Trion and Alchemist Prime in the pursuit of knowledge, Quintessa Prime was particularly fascinated by life in particular, seeking to replicate her father&#039;s ability to create life from nothing.  Believing that life was the universe&#039;s greatest gift and should be encouraged to spread and live in peace and harmony, Quintusessa Prime&#039;s take on life is more akin to that of Isha than Nurgle&#039;s fascination with plagues, for Quintessa has little use for life that only exists to make other life suffer, though she isn&#039;t above exterminating some forms of life to advance other forms of it.  The most intellectual but least physically imposing of the original thirteen, Quintessa succeeded in her quest to understand life, and those who wield her artifact; the Emberstone, can too create life as she did, with one of the products of her work being the Xenos race known as the Quintessons.  Lately, however, Quintessa has become increasingly disturbed; becoming obsessed with restoring Primus by destroying humanity and Unicron; believing that humanity is the spawn of the Chaosbringer; as such she has become one of the &amp;quot;fallen&amp;quot; primes, alongside Megatronus and Liege and lords over the Quintessons to beget her mad schemes for restoring her father.    &lt;br /&gt;
*&#039;&#039;&#039;Liege Maximo&#039;&#039;&#039;:  While Megatronus would be known as the Fallen for his decision to side with Unicron, it was the Liege Maximo who first turned to evil.  A manipulative genius, the Liege Maximo was also amoral and did not share his kin&#039;s love of justice and nobility, believing that they had to be made of sterner stuff to be strong enough to give order to the cosmos.  It was he who manipulated Megatronus into cutting Solus Primes&#039; physical body down and set him on the path that would lead to Megatronus seeking out Unicron; believing that this would demonstrate the need for a much sterner approach than his brothers and sister had taken.  However, amid his schemes, he was discovered and forced to flee into the depths of space.  His whereabouts are unknown, but some suspect that he is the leader of the Cyberformers, while others believe he has struck an accord with the C&#039;tan, and some even believe him and the Deceiver to be the same.  Though his artifact is said to be the toxic Liegian Darts capable of felling any being save himself, his real skill is his silver tongue.  &lt;br /&gt;
*&#039;&#039;&#039;Megatronus Prime&#039;&#039;&#039;:  (See below) &lt;br /&gt;
*&#039;&#039;&#039;The Unknown Prime&#039;&#039;&#039;:  One of the original thirteen is not known to the Cybertronians at large, though it is said that he was a mediator among his kin, the first to raise an arm in greeting to his fellows and the one who worked the hardest to create peace among the children of Primus.  While the others were said to have ascended, the Unknown Prime is stated to have chosen to reincarnate himself among the mortal followers of Primus so that he could guide them more directly and keep them safe from darkness.&lt;br /&gt;
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===Unicron===&lt;br /&gt;
He goes by many names; The Lord of Chaos, The Chaos Bringer, and The Planet Eater, among many others spoken hesitantly over the centuries. His goal is singular; to destroy anything and everything within known existence, the Warp included, until there is nothing left in the void of space and he destroys that as well. While he is the polar opposite of his twin brother Primus, he assumes the form of a living planet just like him. He gains substance by devouring worlds, stars, and anything in between. His current whereabouts are unknown, but there has not been a reported sighting of him since the tail-end of the Great War when he was supposedly defeated until the very end of the forty-first millennium. It is thought that the opening of the Eye somehow reawakened Unicron, the turbulent energies attracting him like a moth to a flame.  Some believe he can transcend his physical planet form and travel to different dimensions or even different universes at will. It is possible he can never truly be defeated, simply escaping to another plane of existence.&lt;br /&gt;
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Many Transformers and even organic beings who seek power might end up in Unicron&#039;s corrupting hand. Like the Dark Gods, Unicron gathers followers and boons them with unnatural gifts so they can fulfil his blasphemous dreams. Many are stripped of their free will in the process but some, like Ramjet, follow him willingly out of their twisted desires. Many believe he is gathering his army of darkness, waiting for the opportune moment to reveal himself and consume the Galaxy. Still, in the end, his followers will simply be devoured along with everything else, and he will move to another galaxy or even another dimension to consume again.  Those who worship Unicron are mad and nihilistic, craving little more than power and the end to all things.  The lucky among them are even transformed into his heralds; dreadfully powerful beings who enact his will.  &lt;br /&gt;
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In some of the ancient, forgotten texts of the covenant of Primus, it is said that Unicron is not one of this or any universe, but is instead a traveller between realities who ends each one in turn as he awakens them unless he is stopped.  These texts speak of an apocalyptic process of the devouring of worlds and stars until he at last gains enough strength to release a chaos plague that devolves reality itself until all crumbles into formless entropy and the universe itself dies; allowing him to continue onto his next target to pursue his nihilistic rage against every possible iteration of existence.  Whether or not this is true, even the followers of the Chaos gods fear and loathe Unicron, for the all-devourer will leave nothing for even them to corrupt and may even destroy them for the insolence of claiming to be lords of Chaos when he has come to claim the stars.   &lt;br /&gt;
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Unicron&#039;s cult finds little acceptance even among the Decepticons, being viewed as a threat to its major warlords who have more secular motivations and aims and many of whom still hold some loyalty to Primus&#039; name.   But given that Unicron&#039;s cult wants nothing more than to end existence itself when it makes itself known it can at times generate strange alliances of those opposed to the ender of worlds.  The Inquisition considers the cult of Unicron to be a class platinum AAA moral threat to the integrity of the Imperium as some madmen in the Imperium try to invoke the Dark God&#039;s name in the hopes of his favour, occasionally even summoning some of his more infamous heralds who have only ever been repulsed with great loss of life.  The Harlequins dedicate several troupes to thwarting his schemes, and even Chaos warbands, Necron Dynasties, and Tyranid Hive Fleets will oppose Unicron cultists if they are known to them and many seers report that he will bring about the end of days, though those who make such defeatist predictions in the Imperium are usually executed.  &lt;br /&gt;
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In a sort of ironic twist, Unicron prefers the services of Cybertronians above any other species despite the Cybertronians&#039; nature as his enemy&#039;s children.  This is likely due to the greater size and strength of the Cybertronians compared to other species, as well as the Chaos bringer&#039;s delight in corrupting that which his brother has created.  That is not to say that members of other species deranged enough to pay homage to that which seeks to destroy every last living soul in the galaxy in unspeakable torment are not sometimes rewarded with his favour.  But he will prefer to grant his gifts to the children of Primus, with only a relative handful of members of other species have ever found themselves in enough of Unicron&#039;s graces to ascend to the coveted status of Herald to enjoy the vast powers offered by such a position.  Lesser gifts brought about by his corruptive influence, however, have been often recorded in non-cybertronian cultists in a manner reminiscent of chaos marks or mutations.  &lt;br /&gt;
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Some of these include chaos warbands and loyalist Astartes, with the Nurglite warband known as the Purge renouncing Nurgle to serve Unicron in the hopes of joining the Destroyer&#039;s cleansing of the galaxy after witnessing his destructive power, to Nurgle&#039;s rage and Unicron&#039;s amusement, while others like some of the most extremely destructive Necron dynasties see him as a worthy master and have pledged their fleets to him.  It cannot be denied that Unicron&#039;s armies are slowly but surely growing as many succumb to his corruption, his dark energon raises deceased transformers into his unliving legions, and others begin to follow him out of a love of his carnage and a belief that they may join his crusade to end all there is and all that ever will be.  Wiping out inhabited worlds and systems at a truly frightful pace, the very mention of Unicron&#039;s name now brings fear to the hearts of courts across the galaxy as Unicron adds himself to the many factors that make it seem like the forty-second millennium will be the galaxy&#039;s last.&lt;br /&gt;
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====The Fallen====&lt;br /&gt;
[[File:240px-Fallen-warwithin.jpg|thumb|right|Megatronus Prime; The Fallen; Archangel of Destruction]]&lt;br /&gt;
Unicron counts some beings as his greatest servants, those who have travelled with him since time immemorial to serve him; first and foremost being the Fallen, Megatronus Prime and Primus&#039; wayward son.  The Fallen, like Unicron, is said to be a divine being, not truly capable of being destroyed even if his body appears to die, and is said to have taken on many shapes.  Made into a guardian of entropy, the orderly dissolution of all things; whether great or small to oversee and curtail its destructive powers and ensure that it did not devolve into chaos and thus become a tool of Unicron, the nature of the force that Megatronus tried to control in the end consumed him and with the prodding of the Liege Maximo; the first of the original thirteen to spurn the path of good; turned to madness and betrayed his brothers and sister to Unicron, slaying his sister Solus Prime and siding with Unicron in the first war before sharing his fate of banishment.  The Fallen has occasionally reappeared, with some accounts even claiming to have seen his body destroyed; but such a formless evil can never truly be destroyed by mundane or even divine means, and it is said that even if the Fallen is shattered in a way he cannot reform from; Unicron himself will reconstitute his favoured servant to plague the stars once more.  &lt;br /&gt;
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The first of Unicron&#039;s servants and the burning herald of entropy, the Fallen is worshipped in his own right by the cult of Unicron.  Those cultists of Unicron who choose to hold the Fallen above all other Heralds of Unicron are the most apocalyptic of his servants.  Just as the Fallen wants to see all of Reality reduced to ash and embers, to burn in the fires of entropy until nothing remains and nothing can live; so too does the Fallen sect seek to destroy and ruin, rather than corrupt or enslave.  Those of the sect of the Fallen have at many times tried to destroy entire planets at a time with the aid of dreadful artifacts or schemes meant to do little more than destroy everything they can as thoroughly as they can; purposefully trying to beget the act of Exterminatus so that what they see as another bastion of the wretched nature of existence will perish.   Apocalypse cults in every sense of the word, the Fallen&#039;s favoured are at the very least, generally unsubtle in most cases.  His artifact is the Requiem Blaster, which he has used to end entire worlds with a single shot and is a weapon of such power that it can destroy, not simply banish; even Greater Daemons with a single shot though he no longer needs it; having ascended and left it behind for mortals to destroy themselves over a chance to fire it, and were that not enough, his physical prowess and other artifacts make him such a terrifying opponent to face that he has yet to ever lose a battle in the few times Unicron&#039;s favoured servant makes himself known.   If Unicron is to the Cybertronians as the Chaos gods are to man, then the Fallen is very much Horus ascendant to their kind, the embodiment of just how far they can fall.&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;&amp;quot;You call yourselves servants of Chaos and yet you continue to try and build and corrupt, you seek to make your own empires in dedication to your young gods and merely seek to pervert what order has created.  You and your gods do not even deserve the moniker of Chaos, you are nothing more than another set of squabbling children who call their petty cruelties defiant of the nature of creation.  Let me tell you of real chaos then. I will see all things reduced to ash, I will hear you scream as you watch your beloved gods dissolve into the primordial soup of oblivion as every last star goes dark and their planets become dust.  I will savour your agony as your &amp;quot;chaos&amp;quot; perishes as the shrivelled husk of life breathes its last, and then as you realize that everything you have achieved in this existence was for nothing, only then will I allow you the mercy of final oblivion.  These are the terms of my bargain with you and your little princedom.&#039;&#039;&#039;&lt;br /&gt;
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- The Fallen to the Tzeentchilist Daemon Prince Imargathulas.&amp;lt;/center&amp;gt;&lt;br /&gt;
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====Nemesis Prime==== &lt;br /&gt;
[[File:Nemesis Prime.png|thumb|right|upright=0.56|225px|Nemesis Prime]]&lt;br /&gt;
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There are two accounts of who Nemesis Prime is.  One account says that he is a dark doppelganger of Optimus Prime created by Unicron himself to mirror and oppose the greatest of the Autobots, infused with his dark matrix that is rife with the power of evil.  In this account, he is essentially a being of nothing more than pure evil, a malevolent presence who has never known good or order and will simply corrupt and decay all as surely as fire will burn everything it touches.   Another more blasphemous account, however, says that he is Nova Prime; a long past predecessor of Optimus and even Sentinel.  During the golden age of Cybertron, Nova Prime organized an expedition beyond the galaxy and even beyond the known universe and the warp, looking for glories to catalogue and conquer for Cybertron.  Seen as the greatest Prime since the original thirteen, a blade-winged angel of Primus whose white and noble form brought those who beheld it to ease and spread the Cybertronian Empire far and wide, Nova&#039;s preparation for departure was eagerly followed by the Cybertronians as he brought with him the cream of Cybertron&#039;s crop; with such brilliant figures as Lord Straxus and Jhiaxus following him in his voyage.   &lt;br /&gt;
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However, Nova Prime and his fleet never returned after their voyage; most assuming they had activated the space bridge and entered a reality incompatible with their existence and were thus snuffed out instantly.  Others, however, say that Nova Prime came across Unicron in a place where life could not exist, and was slain and then raised as an undead creature along with the rest of his crew.  Unicron rebuilt the prime as Nemesis Prime, his undead herald of corruption who would seek to bring low all that Unicron&#039;s brother stood for not with raging fire and flame, but with a deep physical corruption, where even the spark would not be spared being turned to Unicron&#039;s dark and twisted services.  Those of Unicron&#039;s cult who hold Nemesis in the highest regard seek to spread forth dark energon and other forms of Unicron&#039;s corruptive power, engaging in acts that can only be described as Necromantic to mimic the undead nature of Nemesis Prime and his acolytes.  More subtle than the Fallen&#039;s burning rage, Nemesis Prime&#039;s influence leaves withered worlds in its wake, worlds where the dead do not rest quietly.&lt;br /&gt;
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====Galvatron====&lt;br /&gt;
Unicron&#039;s servants outside of cultist dregs who have relatively little idea of just what they serve are a rarity, but some claim to be his heralds, his princes of entropy and darkness, one of the most active and notorious among them is Galvatron. The massively powerful and violently insane Galvatron has a startling amount of charisma to him, at times being as charming as Starscream, but such moments of clarity are but a thin veil over a being who can be considered deranged even by Unicron&#039;s standards.  Most would do well to stay on his good side, however, as his cannon has been known to be the cause of the destruction of at least one moon and his fists have been known to turn whole land raiders inside out in a single blow.  &lt;br /&gt;
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What makes Galvatron even more terrifying is that he claims a connection to Megatron. Indeed, although he also seems to see Megatron as somehow disconnected from him, he claims to &#039;&#039;be&#039;&#039; the Slagmaker, reforged to serve the true lord of all Transformers. Though this is naturally greeted with scepticism and violent opposition by some of Megatron&#039;s more devoted followers, indeed, Galvatron often makes surprisingly accurate references to events that Megatron partook in before his disappearance. Even chiming in with details few, if any, other than the Slagmaker himself should have known!&lt;br /&gt;
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Some have wondered if Galvatron might be some sort of failed reconstruction effort, or perhaps a clone. One outlandish theory suggests that Galvatron is, in reality, a version of Megatron from a different timeline, dragged here to this reality to assist in Unicron&#039;s quest of devouring this dimension.  If the Fallen is the embodiment of Unicron the destroyer and Nemesis Prime stands as Unicron the corruptor, Galvatron is Unicron in his most chaotic form, with little in the way of lucidity, a being whose rampant insanity makes him difficult, if not impossible to fully control even for the mighty Unicron. Those who offer their services to him tend to share this madness and can be as unpredictable as they are terrifying. In recent years it appears that Galvatron has slipped his leash and is actively attempting to subjugate his former master, the demented goal appears to have directed his unchecked rage and insanity into one avenue which has afforded him a startling amount of clarity especially when tempered by his dedicated second in command Cyclonus and the brilliant yet modest Constructicon leader Scrapper.&lt;br /&gt;
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&#039;&#039;&#039;Servants of Galvatron&#039;&#039;&#039;&lt;br /&gt;
*Cyclonus: Galvatron&#039;s second in command, a loyal and intelligent &#039;bot Cyclonus is a deadly aerial combatant, his sleek fighter form allowing flying circles around any who try to fight him in his domain. Despite his general contempt for humanity, Cyclonus feels a certain respect for the Adeptus Astartes.   &lt;br /&gt;
*Scourge: A tireless tracker, Scourge revels in the chase. Leading his tireless legion of huntsmen, the Sweeps, Scourge is a merciless tracker who hunts down those who oppose his master. Despite his robot mode being lightly armed compared to his companion Cyclonus, Scourge&#039;s weapon is a lethally corrosive acid blaster that not even the Tyranids have managed to counteract. &lt;br /&gt;
*Abominus: One of the Decepticon Gestalts found by Galvatron, Abominus is the combined form of the animalistic Terrorcons. The five Terrorcons consist of the Gluttonous commander Hun-Gurr, the &amp;quot;so bloodthirsty he&#039;d give a Bloodthirster pause&amp;quot; Cutthroat, the sadistic Sinnertiwn, the unhygienic Blot, and Rippersnapper, who has a massive inferiority complex. The Terrorcons are brutal, animalistic killers, which reflects in Abominus&#039; complete drive to kill anything and everything in the nearby area.&lt;br /&gt;
*Menasor: Another of the Decepticon Gestalts in service of Galvatron, Menasor is the combined form of the Stunticons. The Stunticons, consisting of the vicious and cruel leader Motormaster, the victory-obsessed Dragstrip, the eternally depressed Dead-end, the psychotic Wildrider, and the paranoid Breakdown. Menasor can be described as insane, a reflection of the sheer loathing every member of the squadron holds towards Motormaster. As such, Menasor is prone to tantrums of pure rage, and can be described as a &amp;quot;walking destruction derby.&amp;quot; This makes him a weapon not to &amp;quot;point and aim&amp;quot;, but to &amp;quot;set loose and get away from.&amp;quot; &lt;br /&gt;
*Devastator: The last of the three Gestalts under Galvatron, Devastator is unique in that he has six components instead of five. His composing members, the Constructicons, are the brilliant team leader Scrapper, the manic chemist Mixmaster, the berzerker Bonecrusher, the insecure Scavenger, the massive Long Haul, and the perfectionist medic Hook. Devastator was the first Decepticon Gestalt and has the simplest mind as a result. Due to his having six components, he is the largest of the Gestalts and has enhanced strength as a result.&lt;br /&gt;
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====Ramjet====&lt;br /&gt;
Said to have been trapped in a &amp;quot;space between spaces&amp;quot; before Unicron reconstituted him, Ramjet is often said to be the &amp;quot;mouth of Unicron&amp;quot;, an almost gibbering creature who bears resemblance to Starscream&#039;s seekers.  Seemingly comprised of anti-matter only prevented from exploding through his sheer force of will and Unicron&#039;s dark favour, Ramjet chooses to follow Unicron in his aspect of the remaker.  Just as Unicron remade him into the wretched abomination that he is now, his followers &amp;quot;remake&amp;quot; things in shapes more pleasing to Unicron, in a manner that is perhaps in a way more horrible than the corruptive withering that Nemesis Prime creates.  Whereas Nemesis drains life and goodness to leave withered husks that Cybertronians call Terrorcons and &amp;quot;dead worlds&amp;quot;, Ramjet&#039;s methods are much more brutal, much more painful, and much more sudden.  Autobots and Decepticons are left as shuddering, mangled wrecks; still alive in a manner that most would consider death a preferable alternative to.  &lt;br /&gt;
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Ramjet&#039;s followers make monsters out of heroes and bedlam out of paradise.  There is not the cold, stale corruption of Nemesis here; but a frenzied mass of forcible and horrific change.  Ramjet particularly delights in disfigurement and urges those who consider him Unicron&#039;s greatest speaker to partake in more such acts of abomination.  This makes them particularly hated by the worshippers of Slaanesh, who share the Dark Prince&#039;s love of excessive beauty mixed with a tinge of horror; whereas all Ramjet sees is something that needs to be broken into a form that will make Unicron smile at its ruination before they too are destroyed by Ramjet&#039;s dark master.  This is not to say anyone else is particularly safe from Ramjet&#039;s vision, as Ramjet sees the ideals of the galaxy&#039;s natives as amusing concepts all in need of being torn down; whether it be the blood and fury of Khorne or the ancient nobility of the Eldar, all will be reshaped for Unicron&#039;s pleasure.&lt;br /&gt;
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====Sideways==== &lt;br /&gt;
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Embodying Unicron the deceiver and the liar, nobody is sure where Sideways comes from or if he was ever anything but Unicron&#039;s servant.  Sideways is infamous for his ability to deceive people into aiding Unicron&#039;s designs, playing on any emotional weakness he sees to fuel that which Unicron feeds on; which includes conflict to Khorne&#039;s rage as Unicron leeches power that should be the Blood God&#039;s to feed his rampage to destroy this universe.  Sideways is not as physically powerful as his fellows, though he is tremendously agile and maneuverable and is seemingly impossible to kill; regenerating even from total atomization, but that is not his power.  Much like the Liege Maximo, his greatest strength has always been in getting people to do what they want when he wants them to.  Brothers are set against brothers, allies become enemies, pacts that should have been forged against mutual enemies come undone, and the true threat is concealed until it is far too late to do anything about it, all of this pleases Unicron and all of these are things that Sideways has brought into being.  Having once nearly brought the Autobots and Decepticons both to their knees with many aliases that led to a disastrous conflict until it was almost too late to stop Unicron, even Sideways&#039; very name has become a byword for duplicity and treachery among the Cybertronians.   &lt;br /&gt;
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Though once he had seemingly dismissed organic species as incapable of seriously affecting Unicron&#039;s plans, the great strength shown by organics, including the Eldar who had helped to stop Unicron from emerging in the galaxy the last time and the times that human children have helped to interfere in his plans, he has decided that they too shall know the chaos and strife of Unicron&#039;s influence.  It is he who decided to start spearheading efforts to turn the efforts of mortals to folly through a long series of cat&#039;s paws and cults to the dark glory of his master, leading to upheavals and conflicts across the galaxy to weaken those who would seek to deny the Chaos Bringer his right to destroy the very stars themselves.  His anarchic and duplicitous nature has earned him the particular ire of Anrakyr the Traveller, who has vowed to see Sideways destroyed after several conflicts with Unicron&#039;s trickster and most insidious of servants.  Out of the original children of Primus, Vector Prime in particular opposes Sideways&#039; manipulations.  After tricking both Lufgt Huron and Logan Grimnar into thinking he was an ally and setting both up for a fruitless conflict before revealing his hand by trying to have both devoured by an army of Terrorcrons, he has earned the hatred of the red corsairs and space wolves too.&lt;br /&gt;
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==== Other Dark Gods ==== &lt;br /&gt;
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Though Unicron is the greatest of the dark multiversal gods of Cybertronian lore, others exist, all ultimately subservient to Unicron in the end, but all working with Unicron in his quest to see every possible iteration of existence wiped away without even the barest trace left for posterity.  These include the energy beast Tornedron; who voraciously consumes all energy that can be found, the D-Void; a beast born of a stillborn reality who hungers for the energies of life, and Hytherion; a wayward superweapon that consumes the very essence of time itself.  Through these dark powers, Unicron&#039;s influence has been said to have spread across countless realities in a vast war with creation itself with all manner of legendary warriors being said to be fighting this war across all manner of realities.&lt;br /&gt;
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===Optimus Prime===&lt;br /&gt;
The great leader of the Autobots, the face of freedom and the bringer of hope. For untold eons, he led the battle between Autobot and Decepticon, until he mysteriously vanished during a final, fatal confrontation with Megatron. To this day, the Autobots mourn his loss, seeing him as the best of a noble breed, the likes of which may not be seen again.&lt;br /&gt;
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Originally coming online with the designation Orion Pax, the Prime who came to be known as Optimus was originally a humble factory worker, a transporter who used the guise of a Cybertronic cargo freighter to convey vital goods and materials where they were needed. A friendly and gregarious youth, the mech was content with his humble life, though he felt a great admiration for the rabble-rouser Megatron, who was preaching against the inequalities of the current system. That admiration faded when Megatron himself led an assault on the factory where Orion worked, killing Orion&#039;s friends and mortally injuring the confused mech when he pleaded with his hero figure to stop. Found clinging to life by the enigmatic scientist Alpha Trion, one of the last of the thirteen who had not ascended and the chooser of primes, he was rebuilt in a more powerful form, which he used to inspire other Autobots to take up arms to defend themselves against Megatron&#039;s revealed tyranny and brutality. &lt;br /&gt;
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Always a humble soul, Optimus Prime looked forward to the possibility that the war would end and he could go back to a simpler time. As a result, in contrast to some Autobots, he always retained a fairly close semblance to his original alternate form; originally a Cybertronian cargo haulier as Orion Pax, the alternate form of Optimus Prime is based on that template, but heavily armoured and given attached energy blasters for self-defence. This form suited Optimus fine, for he preferred the more honourable approach of using his true mech body to do battle with his enemies, rather than crushing them under the tracks of his vehicle body. To concede to war&#039;s grim necessity, he made use of several specialised trailers, which he could access from and dismiss to a subspace pocket when he required them. These allowed the Prime to double as a mobile artillery battery or an armoured personal carrier, among other roles, when the need was great.&lt;br /&gt;
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Preaching that freedom was the right of all sentient beings, Optimus strove to engage in diplomatic relationships with other races where possible. He is said to have had a particular soft spot for humans... what he would think of the modern Imperium is a touchy subject amongst Autobots.&lt;br /&gt;
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===Megatron===&lt;br /&gt;
The most feared and dreaded Decepticon warlord to ever arise, the disappearance of the Slagmaker was less of a relief than many had hoped. After all, who could dare to trust that the mech responsible for the greatest civil war until the Horus Heresy - indeed, Cybertronians would argue that their civil war was &#039;&#039;worse&#039;&#039; since the Horus Heresy barely lasted more than a decade whilst theirs has raged for millions of years - had just crawled off into the darkness and died? Even in the Imperium, those poor souls cursed with the responsibility of awareness of Megatron&#039;s deeds and history find it harder to sleep at night when they contemplate the possibility that he might still be out there...&lt;br /&gt;
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Megatron&#039;s past is an enigma, even to his followers, but it was known that he had originally worked as a miner before abandoning that career to find a more lucrative one as a professional gladiator. In the oil-stained, fluid-spattered arenas of Kaon, the formerly obscure figure climbed to stardom on a pile of broken bodies and crushed wills, the powerful frame and inexhaustible stamina that had once torn Energon crystals and valuable ores from living earth now finding a gorier function. But Megatron was no mere dumb brute, alas for the galaxy, for if he had been, he may have found peace there. But beneath his brutish shell lay the processor of a charismatic and intelligent soul, who educated himself as best he could, and used his reputation as a gladiator to force a way into the political arena for himself.&lt;br /&gt;
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To this day, it&#039;s argued in dark corners whether Megatron really was sincere when he began his preaching against social inequality amongst Cybertonians, only to be corrupted into a tyrant, or if he was a fraud all along. What is known is that it was not long before Megatron grew tired of peaceful protests and began demanding change - by force. He and his followers became violent rebels, committing terrorist actions that soon sparked a full-scale war, forever dividing their people into warring factions.&lt;br /&gt;
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Megatron&#039;s alternate form was a thing of terror to all who saw it, an armoured and heavily armed flying vessel, of a design archaic even when he chose it, capable of soaring through the stars and delivering death wherever he chose. He bore a massive energy blaster, one so unstable that few others could have hoped to carry it and survive its energy fluctuations, but Megatron wielded it with ease. Worlds burned and died at his command, entire species were rendered extinct at his whim. He was a monster, and amongst the Decepticons who have faced the Space Marines, it is said that even Primarchs were leery of doing battle with their dark lord.&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;&amp;quot;See what they have done! Look upon the ruin they have caused, all for this manifest destiny they call the &#039;Great Crusade&#039;! How foolish Prime was to protect them and not destroy them when they were in their infancy... But that is the past, and this is now! It is now &#039;&#039;our&#039;&#039; time to take back what is ours, to avenge our fallen and push the pathetic humans back to the festering hole from once they came!&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Decepticons! Transform and rise up!&amp;quot;&#039;&#039;&#039;&#039;&#039;-Megatron, just before the Fall of Cybertron&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Rodimus Prime===&lt;br /&gt;
On that dark day when Optimus Prime disappeared, only one soul was able to confirm the Hope-Bringer&#039;s disappearance. The mech called Hot Rod was infamous amongst the Autobots at the time; charismatic, fearless, and a deadly warrior, but also immature, foolhardy and lighthearted. He had great potential as a warrior and a leader, but most considered him to squander it, as he refused to, in his own words, &amp;quot;let this war drag (him) down&amp;quot;. All that changed when he returned to the Autobots, bearing the sacred symbol of their cause; the Matrix of Leadership, the collective repository of the wisdom of all Primes, last born by Optimus himself. Contrary to the dark rumours some still whisper today, Hot Rod did not attempt to claim leadership for himself; indeed, the idea visibly horrified, even sickened him. The first thing he did was present the Matrix to Ultra Magnus, asserting that the scarred and grizzled veteran was the only possible candidate to take Optimus&#039; place. Only when the Matrix refused to open and share its power with Ultra Magnus was Hot Rod forced to confess that Optimus had not only given him the Matrix to bear from that fateful battlefield but asserted that he was to take Optimus&#039;s place.&lt;br /&gt;
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To the disbelief of all, Hot Rod took up the Matrix and was transformed, becoming Rodimus Prime. Knowing in his spark of sparks that he was not the unequivocal leader that his predecessor was, Rodimus formally allied himself with Ultra Magnus, and the two have been staunch allies ever since; while Rodimus has matured greatly since taking up the Matrix, his hotblooded and passionate nature nicely contrasts the calm and logical nature of the grizzled old veteran. Still, this was not enough to prevent the Autobots from splintering, thus necessitating the founding of the Council of Primes.  &lt;br /&gt;
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Formerly an alien speedster, Rodimus Prime&#039;s new alternate form is a sleek yet deadly skimmer with a disproportionately vast amount of firepower and a surprising level of armour. Quick in both body and mind, Rodimus is capable of feats even Eldar jetbikes have been hard-pressed to match, and has several confirmed Titan kills to his name.  Rodimus firmly believes that one day Optimus Prime will return, feeling in the depths of his spark that Optimus Prime can never truly die and that on that day, he will once again return the Matrix of leadership to Optimus; whom he (and many others) never felt like a truly worthy replacement for.  And that on that day, Optimus will shine a bright light on the galaxy&#039;s darkest hour.  And with Unicron rampaging through the galaxy, the Necrons awakening en masse, Abaddon&#039;s thirteenth black crusade going at full tilt, more and more hive fleets arriving in the galaxy every day, and Ghazghkull uniting the Orks, he believes that hour is fast approaching.  &lt;br /&gt;
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As the bearer of the Matrix of leadership, he is a target for all of Unicron&#039;s heralds, with the Fallen and Nemesis Prime, in particular, hating him, the Fallen for Rodimus represents the latest in a line of succession of Primes established by his hated brother Prima, and Nemesis Prime as Nemesis seems to be the antithesis of all that Optimus Prime ever was and stood for.  Against these threats, Rodimus has often worked with the Eldar and humanity to oppose the machinations of Unicron, and has even engaged Ramjet; though only as a distraction to let Eldrad Ulthran and the Grey Knights close the entropic gate that Ramjet had opened and he barely held his own against the insane ex-seeker even with the aid of Kaldor Draigo, Ulthwe&#039;s avatar of Khaine, and a number of some of the mightiest Ulthwean, Grey Knight, and Autobot warriors at his disposal, withdrawing via mass teleport the instant Eldrad had succeeded.  &lt;br /&gt;
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==== Metroplex ==== &lt;br /&gt;
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When the Imperium assaulted Cybertron, they could not believe how huge Metroplex was as an entire city complex transformed into a warrior who was kilometres tall and single-handedly annihilated whole titan legions, often simply stepping on imperator class titans as if they were nothing more than ants, laying waste to entire corps of the Imperial army and devastating grand companies and chapters of the Legiones Astartes at a time.  Metroplex was simply unstoppable, and when the Primarch Mortarion tried to battle Metroplex and rally his wavering legion, bidding his sons stand and fight after seeing Metroplex crush a titan legion, Metroplex slammed his fist once into the primarch, smashing him into the ground and leaving him able to only weakly retaliate with his pistol while his legion looked on with horror, before a second punch knocked him out entirely.  In the end, it took the intervention of the Navy and a legion of Ordinatii to drive Metroplex back, and he was for a time thought lost with Cybertron when it was drawn into a wormhole.  Rodimus however, managed to rediscover the enormous cityformer and has recruited him to his cause, with Metroplex soon serving as a symbol of hope for the Autobot cause as the giant can single-handedly turn the tide of battle in his spaceship, fortress, or robot forms.  &lt;br /&gt;
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==== Optimus Primal ==== &lt;br /&gt;
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A relatively young Autobot heavily inspired by the legend of Optimus Prime, Optimus Primal is a Maximal; a subfaction of Autobots who take on more techno-organic forms capable of passing for animals; and takes on the form of a great and powerful ape.  Bearing a great physical resemblance to Optimus, some even wonder if Primal is a reincarnation of the great Optimus Prime himself, though he denies such claims.  A formidable and compassionate warrior in combat, Optimus Primal frequently offers his enemies a chance to surrender before facing the full wrath of the Autobot army, though he certainly will not hesitate to lay his enemies low with lethal force if such is needed to protect those he sees as innocent.  While more adept at physical combat, Optimus Primal is certainly capable of tearing apart most enemies at any range, and his leadership credentials have made him among Rodimus Prime&#039;s favoured lieutenants.&lt;br /&gt;
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==== Hot Shot ==== &lt;br /&gt;
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Young and Brash, Hot Shot was a peer of Hot Rod (and often confused with him) when they were young bots fresh out of the academy; getting along well with Hot Rod and Bumblebee.  Being seen as having had a great deal of promise, Hot Shot went on nearly every mission with Hot Rod before the fall of Cybertron.  When the Matrix chose him as the next prime, Hot Shot served as Rodimus&#039; lieutenant with honour, supporting his founding of the covenant of Primus.  Still holding out hope for humanity, remembering what it used to be back in ancient days, Hot Shot still defends Rodimus&#039; human-friendly policy despite all the Xenophobia and ignorance mankind has allowed to consume itself.   He ever holds out hope that things will be better, even when what seems to be the darkest of nights is approaching the entire galaxy as galaxy-ending threat after threat emerges with little in the way of reprieve for those who would seek to fight for the light.  Preferring fast and swift wheeled vehicles for his alternate forms, Hot Shot&#039;s bold and brash approach to warfare has allowed him to get in and out of battle with lightning speed.&lt;br /&gt;
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==== Arcee ==== &lt;br /&gt;
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One of Rodimus&#039; colleagues from the academy with rumours of her even being his consort (whatever that entails), Arcee ranks as one of the fastest Autobots who isn&#039;t an actual flier, though with a combat bike for an alternate form she is certainly quite petite for a Cybertronian; even using size shifting technology.  She was once quite close to humanity, though she sometimes despairs it as she reflects on how far it has fallen from the kindness she remembered it being capable of.  Highly educated, having been a teacher before joining the war effort as a special ops commando, Arcee often helps with the planning stages of combat, but she is one of the best sharpshooters in the entire Autobot army, and in battle is utterly merciless to her enemies, knowing that she&#039;ll need to be to protect her friends and that which she so dearly cherishes.  Lightning quick in close combat with a fighting style meant to keep on hitting the enemy constantly and never let them rest or recover, she has a deep-seated grudge against Airachnid and Starscream for the deaths of her previous partners.&lt;br /&gt;
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===Ultra Magnus===&lt;br /&gt;
Grim, thoughtful and methodical, only a fool mistakes Ultra Magnus for being slow-witted. One of the largest Autobot leaders, he wields the mighty Magnus Hammer, an electricity-manipulating xenotech device that is far beyond the capabilities of the Imperium&#039;s thunder hammers. Transforming into a slow-moving but nigh-invulnerable mobile battery, he has crushed entire armies of organics singlehandedly, and few command the respect he does. Humble by nature, his alliance with Rodimus Prime benefits them both, and despite their seemingly irreconcilable differences, the two are, in fact, staunch friends and will gladly risk their lives for each other. &lt;br /&gt;
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==== Omega Supreme ==== &lt;br /&gt;
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A titanic Autobot more than a hundred times taller than the average Cybertronian and the commander of the mighty Omega Sentinels patterned off of his form, Omega Supreme is large enough to house other Autobots inside of him when he serves as a transport and a warship.  Omega Supreme is bristling with weapons, shielding, and incredibly thick and durable armour that allows him to withstand the most punishing of blows.  It is said that even the Primarchs did not dare to confront Omega Supreme in physical combat any more than they would have battled a Titan without backup, and he has certainly humiliated a great many combatants who thought themselves his match.  In space, he often rams other warships, transforming to tear his way into battleships; swiftly dooming the warship as the Autobot colossus rampages through them with such a fusillade of firepower that dodging his wrath is essentially impossible.  A great many titans and gargants have fallen at Omega Supreme&#039;s hand, and with his great size, his usual method of dealing with the likes of greater daemons and alpha hive tyrants is to simply step on them, crushing them into a fine paste, which tends to apply even more to the likes of Chaos lords, space marine chapter masters, Archons, and the like.   While not the largest Autobot there is, Omega Supreme is more mobile and maneuverable than most of the Autobots who exceed him in size and is more stable than most of the Gestalt Transformers.&lt;br /&gt;
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==== Bulkhead ==== &lt;br /&gt;
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Said to have had a great fondness for humans (and children in particular) due to excursions made in Terra&#039;s ancient age to the planet, Bulkhead mourns what humanity has become and does not enjoy fighting human enemies; whether Chaotic, Imperial, or Xenos controlled.  He nevertheless ranks as among the strongest of the Autobots discounting Gestalts and others who are exceptionally large and with his launchable flail weapon, is capable of unleashing a great deal of devastation in melee combat; and he can carry some of the heaviest weapons in the Autobot arsenal with ease thanks to his great size.  He prefers the forms of heavily armoured military vehicles such as land raiders; preferring durability to firepower when given the choice.  Bulkhead strongly believes that Optimus will return one day, though he chooses to work with Ultra Magnus as he has some issues working with someone he&#039;ll always consider a newbie, even if the Matrix itself has chosen them.&lt;br /&gt;
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==== Bumblebee ==== &lt;br /&gt;
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A companion of Hot Rod and Hot Shot when they were all fresh out of the academy, Bumblebee may be small but he packs a great punch and a big heart.  Heartbroken by humanity&#039;s present state, Bumblebee is believed to have once been close friends with many humans in more peaceful ages, having a preference for hanging out with human children in particular due to his youthful attitude and nature.  Even to this day, he&#039;ll always be the first to argue against putting humans - especially innocent humans such as civilians and children - in danger and has refused to shoot back against Whiteshields even when they&#039;re threatening his life.  When people are tragically orphaned on battlefields in which he is present, Bumblebee has taken to adopting some of those who have lost family to the horrors of war.  While Rodimus was a close friend in their youth, Bumblebee has stuck with Ultra Magnus due to his lifelong friend Bulkhead&#039;s presence there.&lt;br /&gt;
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===Grimlock===&lt;br /&gt;
Of all the senior Autobots, Grimlock was the only one that refused to join the Covenant of Primus. After the establishment of the Covenant, Grimlock went out on his own, obsessively searching for his team of Dinobots and Optimus Prime who had disappeared in the aftermath of the Horus Heresy. If there are any sightings of his teammates or Optimus in a given system, one can be sure that Grimlock will be the first there, cutting bloody paths through whoever gets in his way. The most famous occurrence was on the moon of a dead world, where Grimlock duelled a Bloodthirster to find his comrade Slag. When Grimlock discovered he wasn&#039;t there, he proceeded to butcher every daemon on the moon, from the smallest Bloodletter to the lead Bloodthirster. Rodimus Prime and other members of the Covenant worry that the Blood God is somehow manipulating Grimlock into falling to Chaos, but whether he has succeeded in doing so has yet to be seen, with some joking that Grimlock is simply too cranky to bend the knee to the Blood God, noting that Grimlock refused the Fallen&#039;s offers of power and succumbing to rage when he appeared on Cybertron so many millennia ago. &lt;br /&gt;
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Over time he has developed a retinue of Autobots, both great and common, who gather around the powerful Dinobot for protection and to help him in his quest of searching for his brethren and their missing leader.  Grimlock has a particular hatred of Trazyn the Infinite, who has deceived him into thinking he had Optimus Prime in his possession only for Trazyn to pull one of his old tricks; revealing that he did not and that this was just a lure to take Grimlock for his collection.  Grimlock tried to crush the Necron Phaeron into oblivion but was led into a chase that ended with Grimlock crashing into a completely unrelated dynasty to release his frustrations.  He has recently been able to engage a super mode by combining with Jetfire and Elita One like Optimus was once able to; using it to fight the fallen primarch Perturabo and with the aid of a weapon forged by Solus Prime herself known as the Chaos Hunter; defeated the Primarch in single combat to stop the master of the Iron Warriors from intervening in the thirteenth black crusade; turning the tide when he fully unlocked the power of the weapon and going from struggling to hold his own to severely overmatching Perturabo, who was unable to tolerate the orderly power radiated by this weapon of the thirteen, with Grimlock inflicting lasting damage on Perturabo&#039;s very soul.&lt;br /&gt;
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====Jetfire====&lt;br /&gt;
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One of Optimus Prime&#039;s right-hand men, Jetfire was devastated by the disappearance of his old comrade and was for a time, lost and without purpose.  However, he came to hear Grimlock&#039;s call for those who could fight, those who would help him find his old comrades and bring back the Dinobots and bring Optimus to take his rightful place back.  Not feeling entirely at home with the Covenant of Primus, Jetfire soon lent a hand to Grimlock and was one of the first to join forces with him.  With his peculiar method of speech and skill at aerial combat as well as his long experience on the field of battle, Jetfire made an ideal companion for Grimlock, and the news that Jetfire had sided with Grimlock inspired many to join with Grimlock&#039;s growing Knights of Primus.  A powerful companion in his own right, Jetfire is no mere yes man despite his loyalty to Grimlock, if he thinks Grimlock is making a mistake he won&#039;t be afraid to challenge him on that and offer an alternate plan, and thanks to his down to earth friendliness, he&#039;s managed to get on Grimlock&#039;s good side, a rare feat for anyone, even if he disagrees on Grimlock&#039;s apathy regarding organics, believing that organics are worth saving.   Jetfire&#039;s minicon partner Comettor is a staunch ally of the Autobot and has served him well across many battles, including the gothic wars where Grimlock&#039;s forces prevented Abaddon from escaping with his final two Blackstone Fortresses and forced Abaddon to flee empty-handed.   &lt;br /&gt;
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====Elita One==== &lt;br /&gt;
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Once Optimus Prime&#039;s consort (though what exactly a consort in a mechanical race entails is the subject of conjecture), and once known as Ariel before being rebuilt like Optimus was, Elita One decided to join Grimlock when she thought that Ultra Magnus and Rodimus did not have the same drive Optimus had and that Grimlock&#039;s quest to refind Optimus Prime and save Cybertron from its current state would need her hand in it.  In many ways a warrior equal to her consort, Elita One forms part of Grimlock&#039;s war council, as despite the image he creates for himself to make enemies underestimate him; Grimlock is far from stupid in any sense of the word.  She tends to promote caution to temper Grimlock&#039;s preference for hard-hitting assaults or Jetfire&#039;s love of lightning hit-and-run raids, preferring relatively complex schemes to allow for an optimal effort-to-effect ratio.  She, like Jetfire, also holds more compassion for organics than Grimlock, and the two often butt heads with the master of the Dinobots regarding how much effort should go into minimizing collateral damage or saving organics.&lt;br /&gt;
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====Hound====&lt;br /&gt;
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Hound likes guns.  Hound has enough guns of every shape and size to make a flash git mob green(er than usual) with envy regarding his massive amount of &amp;quot;dakka&amp;quot;.  A grizzled Autobot war veteran who never took any form of peace with the Decepticons particularly well, Hound has drifted to Grimlock out of their mutual enjoyment of battle and their compatible personalities.  Hound has stuck with Grimlock as a confidant and friend and isn&#039;t above putting humans in their place when it suits him to do so.  Hound frequently speaks to the engineers and inventors that follow Grimlock around, looking for ever more destructive weaponry to wield.  Some worry that Hound&#039;s quest for ever-increasing amounts of firepower will likely lead to the destruction of at least a few planets, and the quartermasters already dread the sheer volume of munitions his combat style has expended in every fight.   That is not to say that he is incapable in melee, however, as he has single-handedly held his own against a chaos warband and when the helbrutes tried to approach him in melee; he soon delivered to them the death they were all so desperately searching for.  &lt;br /&gt;
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====Drift====&lt;br /&gt;
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A former Decepticon who later became a Mercenary and then even an Autobot when he realized he couldn&#039;t continue to serve Megatron&#039;s genocidal schemes in good conscience. Drift ultimately sided with Grimlock when he declared the covenant of Primus too weak to bring safety to a dark and maddened galaxy; having served alongside the honourable warrior for millennia at this point.  A triple former capable of transforming from a wheeled vehicle into a VTOL aircraft, Drift is a highly mobile and maneuverable fighter and strikes with tremendous swiftness with his twin energon swords; capable of carving through even the toughest of armour and shields with ease.  Drift has even crossed swords with the mighty Tyranid Swarmlord and managed to hold his ground thanks to his mastery of ancient Cybertronian martial arts. His minicon students Slipstream (not to be confused with the Seeker who shares the name) and Jetstorm have proven to be worthy and capable fighters despite their small size, allowing them to strike at angles unexpected by Cybertronian-sized combatants and help him handle smaller opponents.&lt;br /&gt;
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====Ironhide==== &lt;br /&gt;
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Also a lover of firepower and big guns, Ironhide is responsible for the destruction of at least one moon, though if you ask him the moon was about to explode anyway.  Extremely tough and resilient, Ironhide has earned his name by taking the punishment that would destroy lesser combatants many times over against all the enemies that the galaxy has to offer him.  With a spark as stubborn as his personality, he seems to simply refuse to die no matter how hard he&#039;s been hit and can ignore otherwise debilitating injuries as if they weren&#039;t an issue at all, and this of course requires injuring the monstrously durable Autobot in the first place.  Having never been quite the same since Optimus Prime disappeared, Ironhide was one of the first to defect to Grimlock&#039;s side rather than join the covenant of Primus to the surprise of many and has left a trail of corpses in his travels with Grimlock, even blowing off the head of a gargant with his firepower in one particular mission when Grimlock heard rumours of Sludge being present.&lt;br /&gt;
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====Blackarachnia==== &lt;br /&gt;
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Once part of the Decepticon subfaction known as the Predacons, Blackarachnia eventually defected from the Decepticons to find a better path for herself.   She came to join Grimlock&#039;s unit in time, and when Grimlock decided to break with the covenant of Primus, she followed him.  Though not as tremendously strong as some of the combatants who have signed on with Grimlock, her agility is second to none, as is her devious ability to set and lay traps for her enemies and her Cybertoxins can quickly disable even the hardiest of enemies.  Her skill in poisoning and assassination also leads to her having some skill at medical aid, so when no knight of Primus more skilled at such a thing is available immediately, she&#039;ll often pick up the slack and provide field support, with her webs finding new use in helping to move wounded Autobots out of the way quickly.  Despite her seemingly small size for a Cybertronian, she, like the spiders she bases her form on; is much stronger than she looks.  &lt;br /&gt;
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====Airazor====&lt;br /&gt;
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Cold and Impersonal, Airazor and her minicon companion Nightscream help provide Grimlock&#039;s retinue in the Knights of Primus an aerial component to keep flying enemies off of his back while he gets to work on the ground.  A believer in constant self-improvement and that no matter how well one thought they did, one can always find some room for improvement, Airazor can frequently be found training herself when not on active combat duty.  Due to her ability to fly under her power, she often works directly with Jetfire where [[meme|like some predatory bird]] she swoops over the battlefield, looking for weak points that she can strike against and [[meme|bring them down to earth - literally!]].  She has a particular loathing for the Decepticons and usually advises against any alliances or cooperation with them, and prefers engagements with the Decepticons above any other enemy that the Knights of Primus might face.&lt;br /&gt;
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===Soundwave===&lt;br /&gt;
Unflinching in his loyalty, Soundwave stood comfortably as Megatron&#039;s communications officer throughout most of the Great War. While Shockwave and Starscream earned their ranks through cold-blooded ruthlessness and suave persuasion, respectively, Soundwave crawled his way to the top with his zealous attitude to the Decepticon cause and his unwavering faithfulness to their leader Megatron. His stoic and monotone persona was a harsh juxtaposition to his tactics, sometimes resorting to blackmail or even undercutting allies to suit his needs. After the Horus Heresy and the disappearance of Megatron, something akin to sadness came over the forlorn Decepticon. He wouldn&#039;t speak for years after and it was noted that his tactics became far more aggressive, borderline suicidal. Now in the 41st millennium, Soundwave vehemently believes that his master is still out there in the darkness of space. Currently, he and his warband of Decepticons are based on the annexed worlds of the Necron Akhera Dynasty, taking full advantage of the confiscated technology and resources.&lt;br /&gt;
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Espionage and tactical warfare are his forte. While Starscream is known for his use of Powermasters and Pretenders, Soundwave is not above using the latter as spies to discover and undermine his enemy. He can be seen out in the field disguised as various pieces of technology, from lampposts to communication arrays. His miniature army of Recordicons; an elite cadre of Minicons bound to Soundwave; have become something of a legend to those who have seen it; a small array of Transformers whom Soundwave can deploy directly from his chest and can fill a variety of combat or tactical roles.&lt;br /&gt;
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====Lugnut==== &lt;br /&gt;
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Lugnut is hardly a very smart Cybertronian, a being of rather average intelligence in an army of schemers and manipulators.  However, Soundwave values Lugnut because he has something that can be quite rare in the Decepticons; loyalty.  Unwavering, unquestionable, incorruptible, and unshakeable loyalty to the Decepticon cause and the glory of Megatron.  Of course, Lugnut&#039;s colossal brute strength, heavy armament and tremendous durability are also factors in Soundwave keeping Lugnut close at hand.  Fervently believing that Megatron is waiting to be discovered and even driving the human Emperor away after besting him in battle, Lugnut&#039;s fists tend to silence anyone who dares to suggest that Megatron is dead in front of him.  Infamous for what has been nicknamed the &amp;quot;punch of kill everything&amp;quot;, Lugnut can essentially convert his fists into enormous bombs that deal no harm to himself but can level everything in a huge area around him, incinerating even Astartes caught by the blast as he rants and raves about his leader, and if that weren&#039;t enough, Lugnut also carries a deadly mace capable of cracking open even the hardiest of targets as well as a huge arsenal of missiles, grenades, and rapid firing blasters to pulverize anyone who challenges the Decepticon cause.   &lt;br /&gt;
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Believing Soundwave to be Megatron&#039;s regent, Lugnut obeys Soundwave as blindly as he obeyed Megatron and fervently protects Soundwave from anyone who would do Megatron&#039;s regent harm.  Such fanaticism has meant that Soundwave often uses Lugnut on tasks that would test the faith of the less loyal, and both Unicron and the Chaos Gods have found Lugnut&#039;s dark loyalty to his cruel and tyrannical master essentially impossible to corrupt or subvert.  He has no ambition to lead a Decepticon warband of his own, believing it is his place to work with Soundwave until their proper master is returned and the great vision of Megatron is realized and the entirety of the galaxy belongs to the Decepticons.&lt;br /&gt;
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====Bonecrusher==== &lt;br /&gt;
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Bonecrusher hates everything.  He hates Primus, he hates Unicron, he hates the Autobots, he hates the Decepticons, he hates the Imperium, he hates the Eldar, he hates the Orks, he hates the Tyranids, he hates the Necrons, he hates the Tau, he hates Cybertron, he hates Terra, he hates space, he hates being on planets, he even hates himself for being a revolting misshapen hunchback.  Hate is at the very core of Bonecrusher&#039;s being, and it&#039;s that hate that Megatron and now Soundwave have turned into a weapon.  With enough hatred to give even Khornates or the most fervent xenophobe of the Imperium pause, Bonecrusher&#039;s anger at the universe would have turned him to Khorne if he didn&#039;t also hate Khorne as well.  Bonecrusher has even engaged in a vicious battle with Skarbrand, who shares Bonecrusher&#039;s predicament of hating everything.  The duel lasted for a day and a half, the two hatred-fueled beings stalemating one another as their loathing for one another only grew until the Decepticons caught up to Bonecrusher and banished Skarbrand with massed firepower.   Bonecrusher&#039;s alternate forms tend to be heavily armoured vehicles with some form of grabbing claw to aid in melee combat, which is his preferred method of combat; generally disdaining ranged shootouts and even having wheels on his feet to allow him to skate into battle.&lt;br /&gt;
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====Duststorm====&lt;br /&gt;
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A Decepticon &amp;quot;after Megatron&#039;s own spark&amp;quot;  Duststorm is a cruel, ruthless sniper, who has acquired more kills in her lifetime than many Astartes chapters&#039; scout companies have in their entire history.  Loyal to Megatron and thus loyal to Soundwave, Duststorm follows Soundwave&#039;s crusade to return Megatron to his rightful place and rebirth a great Decepticon empire that will, at last, win the great war and thus conquer the entire galaxy in Megatron&#039;s name.  Though it has been more than ten thousand years since she last saw her beloved master, she remains faithful that soon Megatron will return and all will be right with the universe in time.   Preferring sleek and fast alternate forms such as buggies, Duststorm does have the means and the ability to deal a great amount of damage at close range as well thanks to her many melee implements, but she&#039;s not a very durable combatant, preferring to let hardier Decepticons take the blows and getting away after she strikes the enemy so that she can do so again.  Stealthy and fast, she&#039;s made for a masterful assassin in Soundwave&#039;s army of Megatron&#039;s faithful.&lt;br /&gt;
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====Blitzwing====&lt;br /&gt;
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One of the first triple changers, Blitzwing demonstrates certain...personality issues due to the earliness of his adoption of such technology.  Namely, he has three personalities, a hot-headed one that is manifested with a red face, a cold and analytical one that manifests with a blue face, and one that manifests with a black face with jack-o-lantern esque features that is quite mad and deranged, prone to spouting off nonsensical babble at even the slightest opportunity.  The hotheaded personality is only capable of using his tank alternate mode and his heat-based weapons while his cold one can only utilize the flier mode and deeply cold and chilling weaponry.  His insane personality can utilize both modes and sets of weaponry but of course, suffers from a severe lack of lucidity.   Nevertheless, Blitzwing remains highly loyal to Megatron&#039;s cause and has pledged himself to Soundwave so that he may help restore the Decepticons to their proper glory and punish humanity for all of its crimes against the true and rightful rulers of the galaxy, which certainly do not include any wretched and disgusting organics.&lt;br /&gt;
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====Trypticon==== &lt;br /&gt;
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Resembling a great reptilian beast of ancient Terran fiction, Trypticon is both the most powerful Decepticon in Soundwave&#039;s service as well as his flagship; the Nemesis.  Standing kilometres tall in robot mode, exceeding the size of the majority of battleships in the galaxy in ship mode and being able to form an entire fortress city in base mode, Trypticon is one of Soundwave&#039;s most valuable assets, though the sheer destruction his presence entails means that he only takes to the field in robot mode in the most epic of engagements. With a level of firepower that made him infamous in the great war, Trypticon was undefeated throughout the Imperial-Cybertronian war until at last the combined fleets of elements from the Ultramarines, Dark Angels, Luna Wolves, Salamanders, Iron Warriors, and Alpha Legion came together under the joint command of Roboute Guilliman and Alpharius to stop him and his Decepticon fleet.  In a terrible battle that left the twisted hulks of many battleships and battle barges in space, Trypticon was finally forced to transwarp away from Cybertron.   In the aftermath of the war, Soundwave sought out his giant comrade and enticed him to serve once again for the glory of Megatron, a task he has taken to with relish.&lt;br /&gt;
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===Shockwave===&lt;br /&gt;
Before the Great War between Autobot and Decepticon erupted, Cybertron&#039;s Golden Age had come to an end and been replaced by a Gilt Age, with the gloss of the old order covering a growing rot from within, as corruption and selfishness claimed the ruling class. One charismatic, if somewhat vainglorious, senator spoke against this trend and was a mentor figure and friend to both Optimus Prime and Megatron. But rivals in the political arena grew tired of his moral crusading, and they united against him. Getting him captured under false charges, they sentenced him to the most terrible punishments of those days; Empurata and Shadowplay. The former - physical mutilation, restructuring a Cybertronian&#039;s body into a clumsier, more utilitarian form, stripping away their face and leaving them devoid of anything but their voice to communicate with. The latter - mental mutilation, forcibly inverting a Cybertronian&#039;s personality with extensive reprogramming. From their efforts was born the mech who became known as Shockwave; coldly logical, ruthlessly pragmatic and viciously driven to covet power.&lt;br /&gt;
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He allied himself with Megatron, but always as an equal, in his mind. When Megatron was lost, Shockwave stepped in to fill the void, and in due fairness, he is in many ways a more practical and efficient leader than Megatron was. But his cold-booted logical approach is, in many ways, just as terrifying as the Slagmaker&#039;s passionate one. Shockwave&#039;s minions tread warily around him, knowing that to become expendable is tantamount to death. Shockwave will do anything that he considers appropriate or likely to acquire what he desires. And he is no mindless drone, either; although he will sacrifice lives as readily as the most stereotypical of the [[Imperial Guard]]&#039;s commanders, he will never do so unless it will &#039;&#039;ensure&#039;&#039; victory. Indeed, one of the few beings capable of eliciting something in him close to rage is [[Commander Kubrik Chenkov]]; the fact a commander can get away with a tactic so... &#039;&#039;&#039;mindless&#039;&#039;&#039; as drowning his enemies in wave after wave of his men, actually profiting from the wasteful expenditure of his soldier&#039;s lives, goes completely contrary to everything his millions of years of tactical study and practical leadership dictates should be acceptable. For similar reasons, he&#039;s deeply opposed to the Orks and the Tyranids, and he is the Decepticon Commander most likely to &amp;quot;come to the rescue&amp;quot; of Imperial units facing such threats. On the purely logical creed that Orks and Tyranids are enemies that must be obliterated, and other races are comparatively minor nuisances who can be ignored until then.&lt;br /&gt;
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Though officially allied with Soundwave, it is not so clear-cut. Shockwave is out for power first and foremost, and whilst his mental damage makes it impossible for him to wield his former charisma, he can understand and, in his way, appreciate the tactical value of Starscream&#039;s diplomatic skills. Thusly, although formally united with Soundwave, it is far from unknown for Shockwave to covertly make deals with Starscream, or use the Brigade&#039;s greater skill at manipulating and subverting organics to his advantage. Likewise, sabotaging Soundwave&#039;s efforts to find Megatron is not beyond Shockwave, for he long ago formed the realization that Megatron&#039;s efficiency as a leader was growing... sub-par.&lt;br /&gt;
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Shockwave rarely takes to the battle himself, but is a devastating force, assuming the form of a mobile weapon capable of slaughtering whatever he aims himself at.&lt;br /&gt;
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====Blackout==== &lt;br /&gt;
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A giant who stands taller than some bio-titans, Blackout is huge and &#039;&#039;very&#039;&#039; powerful, if perhaps on the simple side; though others would say that he is certainly quite intelligent, he is simply unconcerned with the fineries of life.  He is highly loyal to Shockwave, and some would say he was always more loyal to Shockwave than he was to Megatron, but he and his twin Grindor have served as Shockwave&#039;s enforcers for a very long time.  Capable of disabling electronics around them and crushing armies with enormous omnidirectional sonic pulses as well as a heavy arsenal of weaponry and tremendous strength and durability, one of Blackout&#039;s more unique traits is that he is a twin; having an identical spark and chassis to the Transformer known as Grindor, whom he is never far from.   Blackout has been at the forefront of several power plays by Shockwave and can be trusted to handle most situations with the directed applications of brute force that he was infamous for during the great war; frequently using his identical appearance to Grindor&#039;s to confuse enemies.&lt;br /&gt;
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====Tidal Wave==== &lt;br /&gt;
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A colossus who stands equal in stature to Omega Supreme in his transformed state, the giant known as Tidal Wave has allied himself to Shockwave out of a belief that the cyclopean titan of logic is the best hope for the Decepticon cause; though he&#039;s often loaned out to Soundwave&#039;s forces when they need the monstrosity&#039;s all-surpassing brute strength and power.   Dwarfing even Titans; Tidal Wave is a one-&#039;con army; capable of laying waste to whole worlds on his own if left unchecked and frequently needs the direct intervention of spaceborne assets to drive away.  Frequently using the tactic of disguising himself as a water-going cargo ship or a submersible, the devastating tsunamis caused by his emergence from the water have given him his name as the colossus displaces enough water to destroy whole armies on the coastline simply by emerging from the waves.  Out of all of the Decepticon legions, it is Tidal Wave who is perhaps Omega Supreme&#039;s closest match and many Titan legion Princeps have learned to fear Tidal Wave&#039;s presence as Shockwave often deploys him to single-handedly take out entire titan legions, to say nothing of the tiny insects who accompany them.&lt;br /&gt;
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====Strika==== &lt;br /&gt;
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One of Shockwave&#039;s right-hand cons, Strika is a giant of a woman, as large as her consort Lugnut and the leader of Strike Team Chaar, Shockwave&#039;s retinue of his most trusted cons.  Once Megatron&#039;s personally chosen &amp;quot;general of destruction&amp;quot;, Strika has laid waste to more worlds than even an Eldar will ever get to visit in their life throughout her millions-of-years-long military career.  Whereas her teammate Blackout prefers the forms of massively powerful gunships such as the Stormbird and her consort is fond of the alternate mode of heavy bombers, Strika prefers the shape of superheavy tanks.  With heavy armour and weaponry, Strika&#039;s fighting style leans towards the slow at times, but the force at which she strikes her enemies should leave very little doubt as to why it is a poor idea to allow oneself to be struck by this awesomely powerful Decepticon at the helm of Shockwave&#039;s resurgent Decepticon Empire&#039;s military forces.  Having even managed to hand military defeats to the Primarchs with her command skills, she has a safe place at Shockwave&#039;s side as the Cyclopean juggernaut plans to restore the ancient Decepticon Empire to its full glory as the Imperium begins to collapse.    &lt;br /&gt;
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====Oil Slick==== &lt;br /&gt;
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A chemist and biologist who claims to be working to further Alchemist Prime and Quintus Prime&#039;s teachings (though doubtlessly Alchemist and Quintus Prime would disapprove of the ways he pursues chemical science), Oil Slick has created all manner of extremely dangerous chemical weapons to advance the cause of technology in Shockwave&#039;s empire.   He&#039;s created a weaponizable form of the cosmic rust that won&#039;t affect Decepticons, destroying the technology of his enemies as well as the so-called reverse evolution virus; which was capable of altering the minds of Autobots to convert them into Decepticons.  Though during the great loss, he terrified many humans by creating the Devolution Pox with Scalpel&#039;s help, a virus that would rapidly cause afflicted humans to regress to a much more primitive state, leading to the White Scars legion trying to chase him across the galaxy.  Having managed to escape Jaghatai Khan&#039;s attentions, Oil Slick has been hired by Shockwave, who recognizes the value of Oil Slick&#039;s scientific skills when the advancement of technology is a foundation of Shockwave&#039;s empire.  When in combat, Oil Slick prefers to do battle in his tank-based vehicle form instead of his comparatively weak and gangly robot mode and usually tries to let his concoctions do the fighting for him, but he wouldn&#039;t have survived this long if he didn&#039;t have some skills.    &lt;br /&gt;
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====Scalpel==== &lt;br /&gt;
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The chief medical scientist of Shockwave&#039;s Empire, Scalpel is tiny for a Decepticon, being the size of one&#039;s hand.   But Scalpel is one of the most feared of all Decepticons as the cruelties he can conjure at his medical tables will shake even the hardiest of souls to their core.  Older than the likes of Fabius Bile or Urien Rakarth and only surpassed in age by the likes of Illuminor Szeras, few who have gained reputations as mad scientists can match the horror of being one of Scalpel&#039;s experiments.  Though certainly an able and skilled healer, by all means, Scalpel prefers harming to healing and when the rising Imperium assaulted the worlds of the Decepticons, it was he who had the files on human gene sequences retrieved to unleash several horrific bioweapons targeted at the Imperium&#039;s people and studied the Astartes to find a weakness in the superhuman soldiers, and it was he who organized a raid on the Night Lords to recover the body of Konrad Kurze to learn how humanity could have created such powerful warriors for his experimentations; an insult for which the Night Lords have never forgiven Scalpel.  Scalpel has helped many of his fellow Decepticons gain some &amp;quot;modifications&amp;quot; to make themselves more able warriors, though he can charge steep fares for his attention.  &lt;br /&gt;
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====Spittor====&lt;br /&gt;
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Spittor is generally seen as... disgusting by most of his fellow Cybertronians due to the ooze he gets on everything when he fights, but he remains a capable enough combatant to be placed on Shockwave&#039;s elite force known as team Chaar.  A walking offence to olfactory sensors everywhere and an extremely lazy and shameless liar; were it not for Spittor&#039;s capabilities in combat, Shockwave would have long dismissed him as a drain on resources.  His alternate form is a somewhat frog-like bipedal all-terrain walker which can lash out with its many tentacle-like tongues to swallow enemies whole, either digesting them or spitting them back out covered in explosive (and smelly) slime to function as living bombs.  Repulsive even to his allies, most who interact with him tend to quickly seek the nearest decontamination chamber once they no longer have to interact with him, and even Shockwave has Spittor keep his distance at all times unless necessary; the time spent decontaminating his chassis would be much better spent elsewhere after all.  &lt;br /&gt;
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====Barricade==== &lt;br /&gt;
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Loyal to the strongest, when Megatron disappeared Barricade swore fealty to Shockwave when it was clear that he would emerge from the fracture on top.   With a big mouth that he nearly always uses to taunt, criticize, jeer, or demoralize someone at any opportunity, it is perhaps for the best that he fell under Shockwave&#039;s empire rather than the others, who may have had less patience for Barricade&#039;s constant usage of his vocalizing hardware.  Preferring the forms of lighter wheeled vehicles to the heavy war machines that many Decepticons seem to prefer, Barricade is the smallest regular member of team Chaar but he&#039;s still a very lethal and destructive member of it at that.  Using the wide array of weaponry available to him as part of the cream of the Decepticon crop, Barricade can meet just about any challenge set before him; striking with a tremendous amount of agility and sheer tenacious meanness.  As a skilled hunter and tracker, Barricade is usually the first encountered member of Team Chaar; leading the rest to pounce on the enemy once they&#039;ve been detected and continually keeping them off guard with his usual barrage of insults and jeers that can drive even the most stoic of individuals into a fury.&lt;br /&gt;
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===Starscream===&lt;br /&gt;
Formerly the Air Commander of the United Decepticon Army, Starscream began his existence as a scientist, a xenobiologist and a prospector whose simple joy in life was travelling the cosmos and exploring strange new worlds. When he was drafted into Megatron&#039;s army, he found a new calling in life; death and destruction, delivered from high above or at supersonic speeds. While initially a loyal warrior grateful for his prestigious position, Starscream soon soured on his master when he came to realise that Megatron had little use for independent thought or tactical input from anyone other than himself. Soon, Megatron went from rebuking Starscream for his &amp;quot;arrogance&amp;quot; to brutally insulting and physically assaulting him - of course, when Megatron&#039;s schemes failed, the blame for that likewise found its way to Starscream&#039;s feet as well. No wonder, then, that Starscream sought to usurp and overthrow his master.&lt;br /&gt;
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Some wonder, then, if this may not be the root cause of Starscream&#039;s willingness to &amp;quot;cooperate&amp;quot; with organics - if he doesn&#039;t see something of himself in the small and frail creatures. Few bring it up where he can hear them.&lt;br /&gt;
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Though he can be arrogant and vainglorious, Starscream is a skilled strategist and possess a tongue that could sweet-talk a Sororitas. His band of followers, known as Starscream&#039;s Brigade, may be small compared to some Decepticon forces but is loyal and well-motivated, and his plans have caused countless problems for the Imperium. What truly frustrates the Imperium is that, even though Starscream may be the weakest of the Cybertronian leaders, he is also literally unkillable.&lt;br /&gt;
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All Cybertronians possess a &amp;quot;soul-flame&amp;quot;, a strange power gifted to them by their Spark. This can be as mundane as preternatural strength, durability or agility, even by Cybertronian standards, or it can be something more exotic, as is the case with Starscream: he is immortal. Though his body can be blasted apart, any damage he sustains will repair, and even if the destruction is total, his spark can abandon its shell and recreate it somewhere else. Indeed, slaying Starscream only makes him more dangerous, as his spark can possess other technological items and bend them to his will; it is rumoured that sustained possession of a singular &amp;quot;host-machine&amp;quot; will cause it to kindle to life as a new Cybertronian. This tale is unconfirmed, but the rumours of Starscream subverting an entire Forgeworld in this fashion, reducing it to a grand brood nest for his followers, remain unchallenged. It is not as if the Imperium hasn&#039;t tried, but it has always failed. Indeed, Starscream seems to have taken to regarding the killing of Officio Assassinorum agents as a hobby, displaying tokens of each defeat with the pride of a devout collector.&lt;br /&gt;
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Starscream&#039;s alternate form remains unchanged over millions of years; exemplifying his personal preference for high-speed, high-mobility assaults, Starscream&#039;s vehicle form is a Cybertronic jet fighter, capable of operating in space and in-atmosphere with equal ease. Not satisfied with that, Starscream has taken the unheard-of step of upgrading himself into one of the minority of Pretenders. Favouring the guise of a nobleman or a rogue trader, few realise the true deadliness that lies behind his typically foppish and narcissistic demeanour until it is too late.&lt;br /&gt;
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====Bruticus Maximus====&lt;br /&gt;
One of the oldest and most iconic members of Starscream&#039;s Brigade, the Gestalt known as Bruticus Maximus is the combined form of a team of five Decepticon warriors - Onslaught, Blast Off, Vortex, Swindle and Brawl - who were once de-cerebrated on Megatron&#039;s orders under accusations of treachery. During the fall of Cybertron, Starscream personally snuck into the cerebral cortex storage unit, the infamous &amp;quot;Mind Prison&amp;quot;, and rescued their brain units. Once the Slagmaker had disappeared, Starscream rebuilt the five and they swore loyalty to him as a result; despite their reputed treachery, the &amp;quot;Combaticons&amp;quot;, as they call themselves, are renowned as the most loyal of Starscream&#039;s followers, something that has attracted sceptical curiosity from other Decepticons.&lt;br /&gt;
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Although the individual Combaticons are deadly warriors in their own right, it is as Bruticus that they most shine. The Gestalt is a hulking figure the size of an Imperial [[Titan]], a juggernaut of destruction that ruins everything in his path. Adorned with thick armour and protective forcefields, and sporting a truly impressive array of weaponry, Bruticus would be a one-bot army anyway, but it is perhaps his flaws that make him truly deadly. Bruticus&#039; component identities mesh together quite smoothly, united by a love of fighting and destruction, but this combined affinity for carnage is so strong as to overwhelm him. Bruticus appears in many aspects to be a simple-minded brute, incapable or perhaps just unwilling to listen to orders and thus limiting his tactical skills beyond being a &amp;quot;fire and forget&amp;quot; weapon.&lt;br /&gt;
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When truly excited he goes into a rampage, singlemindedly obliterating anything not actively registered as friendly that happens across his path. Like his ally Piranahcon, he has been known to get so lost in the throes of combat that he will rampage for months at a time, stopping only after he completely exhausts himself. Starscream has sometimes had to go so far as to install a limiting device to keep Bruticus from going berserk, but his success record with this is rather spotty.&lt;br /&gt;
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====Sunstorm====&lt;br /&gt;
A Seeker and reputedly one of Starscream&#039;s clones or offspring - the mysteries of Transformer reproduction are beyond the Inquisition, Sunstorm may be perhaps one of the craziest Cybertronians in the galaxy. Like Starscream, Sunstorm possesses a unique mutant power from his &amp;quot;soul-flame&amp;quot;, and it specifically has turned him into a walking solar flare. Sunstorm&#039;s spark generates immense levels of gamma rays, x-rays and other radioactive isotopes, almost identical to those produced in the hearts of active stars. This imbues Sunstorm with strength, speed and reflexes far beyond the normal abilities of his kind, as well as giving him an inexhaustible supply of energy, but those powers are almost secondary. Sunstorm cannot contain the energies radiating from inside his chassis, constantly emitting radiation in levels even his fellow Decepticons find uncomfortable, and which can cook organics alive on the spot with prolonged exposure. And that&#039;s just when he&#039;s feeling calm! When his emotions grow more intense, his power output similarly increases, until he becomes a walking inferno that simply incinerates whatever else comes his way. As a side-effect of this aura of scintillating energies, most projectiles are incapable of harming him, as they are deflected, absorbed or destroyed by his radioactive output.&lt;br /&gt;
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All of this has given the Seeker a case of megalomania that is truly a wonder to behold. Sunstorm believes himself to be nothing less than a living god made manifest, demanding adulation and worship. In an almost Slaaneshi-fashion, his fickle whims and vanity fuel an explosive temperament, resulting in potentially deadly outbursts of spite and hate at unpredictable intervals. Most other Decepticons want to avoid him for these dangerous outbursts; as much of a whiny, narcissistic fop as he may appear to be, it&#039;s hard to argue with his deadliness. Only Starscream&#039;s silver glossia gives him the ability to reliably manipulate Sunstorm, and even he is wary about calling on the fiery Seeker unless he has to. Usually, Sunstorm is only called to assist other members of the Brigade in missions of [[Exterminatus]], as his burning aura tends to make him unsuited for missions that require leaving the surrounding area intact as opposed to being scorched to a cinder.&lt;br /&gt;
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====Skywarp==== &lt;br /&gt;
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One of Starscream&#039;s seeker clones, Skywarp is considered one of the most valuable thanks to his ability to teleport over tremendous distances and bring assets with him, allowing for Starscream&#039;s forces to enjoy the benefits of tremendous maneuverability and agility and get the drop on the enemy time after time.  However, Skywarp has long struggled with one particular issue that prevents him from truly unlocking his full potential as one of the most dangerous Cybertronians of all; his cowardice.  Skywarp is very easy to scare and his teleportation abilities only allow him to further indulge in his constant dread of nearly everything that moves; teleporting out of engagements at the first sign of things going awry.  However, this has led to him creating a skittish, teleportation-heavy fighting style where it is extremely difficult to land a blow on him as he constantly teleports out of the path of enemy projectiles or their aim, which he has gotten very good at.  Despite, or perhaps because of his cowardice, he&#039;s also fond of quite malicious practical jokes to get back at those who taunt him for his lack of courage, and this mean streak hidden behind his outer layers of meekness has made him very skilled at sabotage.    &lt;br /&gt;
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====Slipstream====  &lt;br /&gt;
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Another seeker clone of Starscream who is surprisingly a female for reasons even Starscream does not know and that Slipstream has declined to reveal, Slipstream is perhaps the most competent of Starscream&#039;s clones, lacking their general laundry lists of crippling personality issues brought about by their origins as expressions of various aspects of Starscream&#039;s personality.  Largely identical to Starscream in capabilities, if not quite as ambitious and thus content to let him lead while she serves as his right hand, Slipstream helps keep the larger-than-life personalities of her comrades in check with her level-headedness and often caustic wit.  Starscream generally keeps her close to him, considering her a reliable and trustworthy subordinate and her similarly eternal spark lets her survive nearly any kind of engagement.  Having no particular grudges against the Autobots or humanity, she often comes with Starscream to broker deals and pacts.  &lt;br /&gt;
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====Thrust====&lt;br /&gt;
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Though not a clone of Starscream, Thrust is nevertheless one of the seekers thanks to his preference for aerospace fighter craft alternate forms.  A brilliant military mind well versed in the doctrines of tactics, operations, and strategy and one of the foremost military commanders of the Decepticon army, Thrust drifted to Starscream due to him having had prior conflicts of command with Shockwave and Strika and being much too ambitious to remain with Soundwave&#039;s Megatron fanatics.  Certainly, a capable combatant in and of himself, Thrust, however, prefers to fight as part of an army than stand as a single almighty champion and while certainly not a coward, would generally rather back off from duels to avoid being distracted from his proper duties of command than embroil himself in wasteful personal combat that many other Decepticons in Starscream&#039;s army are much better suited for.  Thrust is, however, staunchly ambitious and many in Starscream&#039;s brigade wonder if he&#039;s trying to build an empire of his own within Starscream&#039;s tally of conquests.&lt;br /&gt;
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====Dreadwing====&lt;br /&gt;
Highly unusual even for the Brigade, Dreadwing (also known as &amp;quot;Darkwind&amp;quot;) is a semi-Gestalt made of a Powermaster Combiner duo - Darkwing and Dreadwind - and their respective symbionts, who have taken the names Throttle and Hi-Test respectively. Both being Seeker-type models, the two Powermasters can transform into Cybertronic starfighters that can then interlock to become a battleship-sized super-fighter. With the power of two symbionts fuelling it, and their respective dark, vicious, brooding and sadistic personalities leading to a twisted form of mental harmony, Dreadwing is capable of unleashing a barrage of firepower even the Imperial Navy has learned to respect, and tanking it just as well as he dishes it out, but moving with the speed and grace of an Eldar ship.&lt;br /&gt;
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Dreadwing is a shameless pirate, who revels in raiding any potential space traffic he can set his sights on. Because the semi-Gestalt features two former humans as members of its group mind, Dreadwing is one of the Brigade&#039;s members most respectful towards the Decepti-cultists who swear service to Starscream, and likewise, he can respect the capabilities of Imperial opponents. Although too vicious and cruel to allow this to breed the weakness of sympathy, it means that Dreadwing has never fallen prey to the weakness of underestimating his organic adversaries, something that has given him a high rank in Starscream&#039;s force.&lt;br /&gt;
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====Bomb-Burst====&lt;br /&gt;
(Creepy &amp;quot;Cybertronic Vampire&amp;quot; Pretender that even the other Decepticons fear. Will flesh it out later.)&lt;br /&gt;
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====Skullgrin====&lt;br /&gt;
(A decadent and mercenary Decepticon Pretender whose natural intelligence and logical disposition struggle with the bloodthirsty sadism of his shell. Will flesh it out later.)&lt;br /&gt;
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===Mercenaries===&lt;br /&gt;
Not all transformers are beholden to any one side beyond those who can afford their rates and those who meet whatever moral standards they set for employers.   These mercenaries are some of the galaxy&#039;s deadliest warriors and assassins and can be found all across the galaxy, with some even in such dark places as Comorragh, Freeboota fleets, or the Maelstrom to seek employment, though other mercenaries would never countenance service with such foul beings.   &lt;br /&gt;
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====Sixshot====&lt;br /&gt;
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A tremendously powerful transformer who has been known to single-handedly lay waste to entire worlds with an armature made from regenerative elements extracted from a black hole&#039;s core and a self-regenerating dark matter fission core for his power supply that makes him not only nearly impossible to harm and provides him with unlimited endurance and enormous power supply for his weapons; it also means that injuries that are inflicted on him are quickly healed. But more than that, Sixshot is a Multiformer with an incredible six transformations that lets him take on virtually any enemy in the galaxy and stand out on top.  In addition to his robot mode, he can transform into a battle tank, a faster-than-light capable spaceship, a wolf, a handheld laser weapon, and a fast off-road wheeled vehicle; making him extremely versatile in combat.  Far from a mindless beast, Sixshot is deeply intelligent and will respect a worthy adversary a great deal, refraining from most of the usual insults and taunting.  Of course, Sixshot has very high standards for what counts as a worthy adversary, as most beings are simply not capable of matching him in combat.  Working as a mercenary, Sixshot will offer his services to various causes that can afford his extortionate prices and can swiftly go from having his name sung praises of to being cursed depending on which end of his guns the enemy stands at now.  He has at times, single-handedly taken on entire Astartes chapters and left them worse off for the encounter, and finds the likes of Titans and Greater Daemons to be challenging sport rather than an enemy to be feared.  However, with the price he charges to acquire his services; he tends to only engage in the most apocalyptic of battles or serves as a one-bot lord of war on the battlefield.&lt;br /&gt;
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====Lockdown==== &lt;br /&gt;
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Lockdown is a mercenary renowned for his cruelty and his love of taking trophies from particularly worthy enemies he defeats, possessing an eclectic arsenal of weapons and equipment harvested across the galaxy.  A holy multimelta from a dreadnought, autocannons torn from an Imperial Knight, Soulstones taken from Eldar (he does enjoy their wailing as he takes them), power field generators ripped off the back of slain Big Meks, and all manner of personal weapons and modifications stolen from his fellow cybertronians are but a handful of the trophies he has taken to remind him of past victories, most startlingly of all, however, is an immense and brutal looking Chainaxe Lockdown claims to have taken from the bloodthirsty daemon primarch Angron during the great crusade after beating him half to death (the World Eaters, of course, claim that this is a lie and that both Gorefather and Gorechild are accounted for).  Rumour has it that he works closely with the Quintessons, working to advance their goals even as he takes contracts from various corners of the galaxy.   With a personal fleet headed by a flagship identified as an ancient Quintesson warship as well as a band of vicious Cybertronian or even organic mercenaries and cyberformed beasts, Lockdown has had millennia to hone his skills as a raider, a soldier of fortune, and an assassin.  &lt;br /&gt;
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He is particularly skilled at taking powerful individuals alive as captives and has frequently taken contracts with the Dark Eldar to kidnap individuals that the Archons eagerly seek to torture, and has forged several pacts with the enigmatic Necron Phaeron Trazyn the Infinite to fuel their mutual fondness for collection.  He and Grimlock have a particular hatred of one another, Grimlock remembering his time in Lockdown&#039;s captivity well and believing that the bounty hunter might have some clue as to where his comrades went, or even have them in his possession.  For his part, Lockdown is willing to sell his services to any who can afford his steep price; and is lacking in Sixshot&#039;s sense of honour and fairness.  While perhaps lacking the six-changer&#039;s colossal firepower and raw durability, Lockdown has no qualms about utilizing underhanded tactics to get what he wants and while certainly very dangerous in close quarters; he is regarded as one of the best snipers in the galaxy; able to take down even cybertronians with just a single well placed shot from a great distance.&lt;br /&gt;
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==Transformers Timeline==&lt;br /&gt;
===M30:===&lt;br /&gt;
*&#039;&#039;&#039;950-996.M30 The Great Loss&#039;&#039;&#039;: Unexpectedly and horrendously, the Great Crusade sweeps through most of the major Transformer colonies and territories. The path of fire the Emperor&#039;s Astartes leave behind razes the surprised Cybertronian worlds to the ground, archives and artifacts dating back to the Great War now lost forever. Whatever precious few items and information not collected by fleeing Transformers are either destroyed or collected by the Adeptus Mechanicus for study. The Thousand Sons Legion, however, is rumoured to have collected and preserved many of the archives in secret on the orders of Primarch Magnus the Red himself. How many of these Cybertronian artifacts that survived the Burning of Prospero is uncertain. The Emperor himself is unusually keen on seeing the extermination of the Transformers through, and it seems he at least had some beforehand knowledge of their technology and tactics.&lt;br /&gt;
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*&#039;&#039;&#039;997.M30 The Fall of Cybertron&#039;&#039;&#039;: With the mighty God Emperor himself at the helm, they and a strike force of Iron Warriors, Dark Angels, Iron Hands, their respective Primarchs, and a Titan Legion make planetfall on the Transformers&#039; ancient home world of Cybertron. A call is made out to the rest of the galaxy by the panicking defenders for help of any kind. Within eight hours of the call, a whole armada suddenly arrives in orbit via Transwarp travel. But what surprises most is that the Decepticon and Autobot insignias of old are standing side-by-side, their eternal rivalry at least momentarily forgotten for the sake of their home world. Soon the legendary Optimus Prime of the Autobots and the infamous Megatron of the Decepticons join their brothers on the ground in the fight against the Astartes. &lt;br /&gt;
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:What follows is utter carnage that will only be dwarfed by the Ullanor Crusade a few years later. The battle goes over the course of a few months, the tide of war switching back and forth constantly between Imperial and Cybertronian, reinforcements arriving for both sides on several occasions. All the while Optimus and Megatron are in the fray, leading their fellow Transformers. At one point Megatron even engages in close combat with Ferrus Manus, who was forced to retreat as even he could not withstand the blows of his Dark Energon Mace without suffering irrevocable damage. &lt;br /&gt;
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:The battle reaches its climax at the ancient area floors of the former Decepticon capital of Kaon. The Emperor of Mankind strategically isolates Megatron and Optimus from their respective forces and engages them in single combat. What happens next is debated by multiple sources. Ancient Imperial scriptures say that the Emperor smoke both Xenos singlehandedly and the Transformer forces crumbled soon after. The Autobots remember the battle going in the favour of Megatron and Optimus, but Megatron abandoned Prime to the mercy of the Emperor. The Decepticons, however, say the opposite, that Optimus bailed out on his former brother and the fight was lost from there. Whatever the outcome, the Transformers were soon routed from Kaon and the bulk of their armies were forced to evacuate from their home world. With heavy Sparks, the second-in-commands of the Transformers forces, Ultra Magnus and Starscream, ordered the troops on the ground to overtax the Kaon space bridge, causing a chain reaction of other bridges all over the planet activating and beginning to swallow Cybertron in a Transwarp portal. Miraculously, the majority of the Astartes forces were able to escape the vanishing planet before it was sucked into the wormhole. From this point on, both the Autobots and Decepticons lost any singular leadership they had and their rivalry reached its highest peak since the Great War. Many of the Cybertronian forces are too scattered and weak to participate in the Horus Heresy. Amongst the Autobots who fought at Kaon, only one survivor is known; Hot Rod, who returns traumatized and bearing the Matrix of Leadership. It is unknown if Optimus Prime or Megatron survived the Fall of Cybertron, as their bodies were never recovered and sightings of them persist into the 41st millennium.&lt;br /&gt;
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===M31:===&lt;br /&gt;
*&#039;&#039;&#039;003.M31 Darkness Rises&#039;&#039;&#039;: A daemon world, a world of ashes and fire in the realm of Khorne, disappears. All that&#039;s left in its place is rubble and spiralling Warp energy. It becomes the first in the next several millennia to disappear in and around the Eye of Terror.&lt;br /&gt;
*&#039;&#039;&#039;016.M31 Fall of the House of Constantine&#039;&#039;&#039;: The planet Pyroran, once a prosperous feudal world home to the Imperial Knight House Constantine, fell in 7 days and 7 nights during the Horus Heresy to a constant onslaught of the Decepticon war machine. During the last week of the battle, the noble houses and the remaining Knights were pushed back to a walled citadel where they held a valiant line against continuous energon and ion bombardment. On the 7th day, the wall finally fell and the combiner Bruticus led a frenzied charge into the citadel. While most of the Knights and nobles fell back to the centre, one Knight Gallant by the name of Palaeologus decided to stay and fend off the charge long enough for the remaining nobles to set up a defensive position. Palaeologus engaged Bruticus in single combat, but was widdled down and eventually struck down. House Constantine fell later that night, and Pryoran was soon cyberformed into New Kaon, with the citadel now a gladiatorial arena.&lt;br /&gt;
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===M32===&lt;br /&gt;
*&#039;&#039;&#039;842.M32 The Shattering of the Forge of Contempt&#039;&#039;&#039;: An Iron Warriors-held space fortress is assaulted by Autobot warriors under the command of Ultra Magnus and Rodimus Prime, who painstakingly slaughter the Chaos Marines whilst trying to spare their slaves. Though they offer these survivors the freedom to return to the Imperium, most choose instead to swear themselves to the Autobots, perhaps driven by their awe of the Autobots, perhaps grimly aware that the Imperium would have no welcome for them.&lt;br /&gt;
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===M33===&lt;br /&gt;
*&#039;&#039;&#039;950.M33 The Massacre of Metabelus III&#039;&#039;&#039;: An Imperial Shrine World is wiped out to the last by a Transformer invasion. In reality, they had disturbed an ancient Cybertronian weapon and unleashed the deadly Hate Plague, a pseudo-psionic contamination that drove the colony to self-destruct; the Transformers who attacked did so to keep the surviving &amp;quot;rage zombies&amp;quot; from potentially infecting the rest of the system with their madness.&lt;br /&gt;
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===M34===&lt;br /&gt;
* &#039;&#039;&#039;347.M34. A Successor Rises:&#039;&#039;&#039; A Decepticon referring to himself as &amp;quot;Megatron&amp;quot; rallies a group of Predacons to his cause. Employing the mighty Predaking, this pretender masterminds a series of devasting attacks on Imperial and Ork territory in the Rynx warzone, at one point manipulating Ork and Imperial forces into a battle that drains both of their forces and allowing his own to maneuver into a position which allows him to seize control of several planets. What ensues is the enslavement of several Hive cities and agri-worlds, along with a mass genocide of Ork populations. Catachan Jungle Fighters and the Death Korps of Krieg mount a last stand at the most heavily populated of these worlds, however, with even the surviving Ork Warbosses of WAAAGH! Headcruch forming an uneasy alliance with the humans. The allied forces fully expected to be defeated, however, one of Megatron&#039;s own troops, a Predacon rumoured to be related to Grimlock himself, defected, feeling there was no honour in his former commander&#039;s actions. Under his guidance, a mass evacuation ensued, resulting in many civilians escaping Megatron&#039;s ambitions. However, the defenders, Ork and human, are slaughtered to a man, their Cybertronian ally disappearing from the aftermath, his location unknown.&lt;br /&gt;
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===M35===&lt;br /&gt;
*&#039;&#039;&#039;397.M35 The Defense of Powrie&#039;&#039;&#039;: A Dark Eldar raid on a presumably defenceless Imperial world goes horrifically astray for the fear-eating marauders when it turns out that a small tribe of Cybertronian deserters has come to call the world home. With their advanced technology and skills, they launch their own counterattack, tearing apart the Dark Eldar and stopping their invasion cold. Though the Archon in charge escapes back to Commorragh with his life, his status is lost and he quickly becomes food for his rivals in the wake of so humiliating a defeat.&lt;br /&gt;
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===M36===&lt;br /&gt;
* &#039;&#039;&#039;705.M35 The Crimson Wars:&#039;&#039;&#039; The insane Quintesson psyker Mara-Al-Utha, known as the Crimson Wizard, defects to Chaos and launches a crusade aimed directly at destroying the Covenant of Primes. Autobot forces from across the galaxy are summoned to aid in the battle. Unexpectedly, however, Chapter Master Dante of the Blood Angels calls for the formation of an armada to drive back the Crimson Wizard&#039;s forces and prevent them from rampaging in Imperial world territory. On the advice of Inquisitor Amberly Veil, this call was heeded by the Flesh Eaters, Black Templars, and Imperial Fists, alongside several Imperial Guard regiments. Dante&#039;s call proved prophetic, as Mara-Al-Utha&#039;s forces proved far stronger than initially thought by both Autobot and Imperial troops, containing several armies enslaved by Quintesson technology, from an Ork WAAAGH! to an entire Tyranid fleet that Mara-Al-Utha acquired. Hard-pressed, both Autobot and Imperial forces call for reinforcements. The ensuing conflict becomes one of the bloodiest in the history of both Autobots and the Imperium, Mara-Al-Utha&#039;s deviousness revealing many unexpected surprises. Eventually, the arrival of the Eldar, led by Farseer Eldrad, tips the balance enough for allied forces to gain the advantage. In response, however, Mara-Al-Utha has his top scientist, Primacron, release his most deadly creation: Tornedon, a creature forged from Chaos energy and Cybertronian technology that began consuming the allied forces in its path. With seemingly no way to stop this monster, Mara-Al-Utha&#039;s victory seemed certain until the arrival of a Nekron Dynasty, led by the Silent King, who offers his aid to the beleaguered allies. Though unsure at first, they are forced to accept, and the unusual alliance proves just enough to destroy Tornedon and finally break Mara-Al-Utha&#039;s forces in the Battle of the Sundered. In the aftermath, Mara-Al-Utha is destroyed by Rodimus Prime and Dante, while Primacron is captured by the Silent King, who has use of his talents...&lt;br /&gt;
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===M37===&lt;br /&gt;
*&#039;&#039;&#039;632.M37 The Cargis VII Siege&#039;&#039;&#039;: Imperial Fists and Aurora Chapter Space Marines arrive along with the 34th Betic Centaurs and 55th Alphic Hydras to aid in the siege of the planet Cargis VII whose heretical Planetary Governor declared independence from the Imperium. The situation becomes dire due to the fact that the governor not only was found aided by the Iron Warriors but also used an uncovered Cybertronian artefact that generated a forcefield around the capital. The shield proved indestructible and none of the Imperials could penetrate it. However, a group of Autobots led by the ferocious Grimlock arrived at Cargis VII when they found out Iron Warriors were on the surface. Despite being powerful, with their numbers, the Cybertronians would be overpowered by the defences. An uneasy alliance is made between Grimlock and the Imperials and the Dinobot orders some of his band to assume the forms of the Land Raiders of the Space Marines. Although disgusted to ride inside the Transformers, the Imperials pass easily through the forcefield. Both factions massacre the governor and the Iron Warriors, the Imperials reclaim the planet, while Grimlock disappears with his Autobots along with the forcefield artefact before anyone notices.&lt;br /&gt;
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===M38===&lt;br /&gt;
*&#039;&#039;&#039;335.M38 The Tainting of the Righteous Indignation&#039;&#039;&#039;: Transformer raiders assault an Imperial battle cruiser, the Righteous Indignation, broadcasting some alien signal. To the horror of the survivors, the Righteous Indignation goes renegade, killing its crew and attacking its former allies before fleeing with the raiders into deep space. When the vessel later returned, it demonstrated the same shapeshifting ability as the other Abominable Intelligences; the Mechanicus officially states that the vessel was enslaved and mutilated into one of the twisted entities, but the Inquisition has its suspicions that it may have been a transformer in stasis the whole time.&lt;br /&gt;
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===M39===&lt;br /&gt;
*&#039;&#039;&#039;700.M39 The Shattering of Paradron&#039;&#039;&#039;: An attempt by the Imperium to reclaim the lost world of Paradron for humanity runs into conflict when one band of heathens refuse to accept the Emperor&#039;s Light. Sworn to the defence of the City of Light, they wield foul techno-sorceries to try and stymie the Imperial assault. When defeat is inevitable, all of the surviving heathens flee to their &amp;quot;holy city-god&amp;quot;... which transforms into a massive starship of alien nature and departs from the planet, fighting its way through the unprepared defence fleet in orbit and warping away. Paradron promptly explodes, annihilating the loyalists still on the surface and crippling the fleet.&lt;br /&gt;
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===M40===&lt;br /&gt;
*&#039;&#039;&#039;450.M40 WAAAGH! Oilguzzla&#039;&#039;&#039;: An ambitious Big Mek leads a Waaagh! against a transformer colony-world, seeking to harvest the natives as the raw materials to build Morkanauts and Gargants. The colony survives only by unleashing ancient archeo-tech weapons from the Great War.&lt;br /&gt;
*&#039;&#039;&#039;781.M40 The Cyber-Plague of Toxus II&#039;&#039;&#039;: The Adeptus Mechanicus retrieve objects from an ancient Cybertronian tomb and, fighting past their guardians, brings them to the Forge World of Toxus II for study. One item turns out to be a bio-weapons canister containing a sample of the hyper-corrosive ferrovirus known as Cosmic Rust; it leaks and rapidly infects the entire Forge World, destroying it utterly.&lt;br /&gt;
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===M41===&lt;br /&gt;
*&#039;&#039;&#039;700,M41 Madness Unbound&#039;&#039;&#039;: The Forgeworld of Hephaestia is suddenly assaulted by the deranged Galvatron and his Unicronist cult, as they obliterate factory after factory they discover a hidden vault buried in the main bastion of the world. Coming under fire from the fortress&#039; macro cannons Galvatron descends into a mindless rage, obliterating a massive section of the stronghold including a vital generator causing an immense chain reaction that vaporizes the bastion, leaving the vault exposed. Tearing through the door the Unicronites made a spectacular discovery; the vault was in fact a fortified prison lab containing the Constructicons, Stunticons and the original Terrorcons, these three combiner teams had been missing ever since the fragmenting of the Decepticons. After releasing them Galvatron extends the offer for them to join his forces, and the three combiner teams agree. As he revels in this most recent victory three Unicronites known as Hook, Line and Sinker who the Adeptus Mechanicus believe to be something akin to attendants to Galvatron as well as reporting to Unicron on his deranged herald&#039;s actions, come forward and claim that his master will be pleased with these results. These words apparently caused the chaotic Cybertronian to snap, roaring in outage he was heard howling &#039;&#039;&#039;&amp;quot;I BELONG TO NOBODY!&amp;quot;&#039;&#039;&#039;. After mutilating the three, Galvatron orders the leaders of his new forces: Hun-grr, Motormaster and Scrapper to slaughter half of his cultists. The survivors of this rampage swear their loyalty to Galvatron over their former lord Unicron.&lt;br /&gt;
*&#039;&#039;&#039;740.M41 The Metal that Eats&#039;&#039;&#039;: Driven mad by the omnicidal whispers of their dark master, a cannibalistic warband of Unicron-worshippers sweeps out of the stars and lays waste to multiple worlds as part of a rampage of destruction for destruction&#039;s sake. Their path of bloodlust only comes to a halt when they encounter a tendril of Hive Fleet Behemoth. Cybertronian fought Tyranid as the two sides tore each other asunder, causing metal and flesh to fly through the air and rain down like hail. Eventually, the Unicronites were devoured by the Swarm, thrashing and screaming in rage the entire time.&lt;br /&gt;
*&#039;&#039;&#039;890.M41 The Tornetron Heresy&#039;&#039;&#039;: The Imperial World of Tornetron is wracked by heresy when a new subversive group, the Spark of Divinity, rises from amongst the underhive and spreads through the foundries. Ordo Hereticus agents and Callidus Assassins learn all-too-late that the heresy is being promoted and led by Decepticon Pretenders allied to Starscream; their effort to subvert the world into providing resources to Starscream&#039;s forces thwarted, they instead lead the surviving heretics to flee their homeworld, being absorbed into Starscream&#039;s forces as Targetmasters, Powermasters and even Headmasters.&lt;br /&gt;
*&#039;&#039;&#039;900.M41 The Fallen Rises&#039;&#039;&#039;: The ancient figure of Cybertronian religious lore, the Fallen is spotted in the midst of a battle between the Nurglite warband known as the Purge and Eldar of Craftworld Ulthwe, summoned by a Unicron cult seeking to bring about the end times.  The Fallen and his armies of entropy slaughter the Eldar and crush the Daemons of Nurgle, with the mighty and ancient Great Unclean One Thraxus being personally ripped apart by Megatronus with ease, his ancient and evil might that once laid waste to an entire sector being like a fireplace&#039;s flame next to a volcano. The Daemon screams with terror as he realizes that the chaos-flames of the knight of entropy are causing him to experience a true death; feeling his Daemonic spirit being shorn apart with each blow of his enemy before the Fallen plunges his hand into his chest and burns his daemonic essence out of existence.  The Purge swiftly swears fealty to the Fallen and to Unicron, renouncing Nurgle and kneeling to Unicron&#039;s archangel, Abaddon is left unaware of this betrayal of the Chaos Gods as they soon work to spread carnage in Unicron&#039;s name.  &lt;br /&gt;
*&#039;&#039;&#039;905.M41 Sixshot&#039;s deadly dance&#039;&#039;&#039;:  Hired to purge an ork world for Autobot settlement, Sixshot lands on the world well ahead of any other Autobot forces and the legendary sextuple changer stands alone against the green tide.  Despite the aspirations of every warboss on the planet Sixshot is undefeated throughout his rampage on the battlefield, destroying everything in his path with his customary mass application of firepower.  By the time the main Autobot force arrives via space bridge after marshalling their troops Sixshot has wiped out over a third of the planet&#039;s greenskins in his one-man war on the orks, having even killed the Warlord Zogkikka in single combat after wrecking the Warlord&#039;s personal Stompa and being challenged to a duel.   Sixshot&#039;s payment is steep, but it is a price that Ultra Magnus is willing to pay to grow Autobot civilization.  &lt;br /&gt;
*&#039;&#039;&#039;910.M41 Annexation of the Akhera Dynasty&#039;&#039;&#039;: After a skirmish that left his forces badly mangled, Soundwave and his retinue of Decepticons fell back to a seemingly uninhabited world as a warband of Word Bearers gave chase. When the Word Bearers made planetfall and seemingly cornered the Decepticons, Scarabs scurried from the earth below and began to maul at the Chaos Space Marines and their vehicles, and it came as a surprise to both sides that they had reawakened a Necron Tomb World. Even stranger, however, was that the Scarabs only focused on the Word Bearers and none of the Decepticons. Soon enough, Necron Warriors rose from the ground and began laying down a barrage of gauss, not paying mind to and even aiding the Decepticons in their plight. After the Chaos Space Marines made their hasty retreat, a fabulously adorned Necron surrounded by a pack of Lychguard and a few Cypteks approached Soundwave. He introduced himself as Erikahn; Phaeron of the minuscule but powerful Akhera Dynasty. As the Phaeron spoke Soundwave quickly decerned that the Necron was delusional and insane, mistaking him and his Decepticons as their Necron brethren. Seeing a unique opportunity, Soundwave annexed Erikahn and his nine Tomb Worlds under him into his ranks. Now those worlds serve as Soundwave&#039;s main base of operations and serve as a Decepticon colony.&lt;br /&gt;
*&#039;&#039;&#039;993.M41 The Tidal Conquest&#039;&#039;&#039;: With the Imperium embroiled in the second Tyrannic wars, the Tau third sphere of expansion, and the lead up to the third war for Armageddon, the thirteenth black crusade and the lead elements of hive fleet Leviathan and an ever-increasing number of awakening Necron dynasties and resurgent or newborn Xenos empires and chaotic raids and rebellions, Shockwave and Soundwave decide that now is the time to strike and expand.  A wave of sudden conquests begins as the Cybertronians pour out of their borders and seize large numbers of poorly defended worlds.  At the same time, the Quintesson Co-Prosperity sphere and the Cyberformer Domain also begin their own rapid expansions.  Support is also sent to the conquest-hungry Necron Sautekh dynasty and the biocidal Maynarkh dynasty as well as the mysterious Anrakyr the Traveller with the hopes of building a lasting alliance.  Many attempted Imperial counterattacks are forced to be diverted elsewhere as the last decade of the forty-first millennium is rife with one catastrophe after another, and by the Millenium&#039;s end, the campaign seems undeniably victorious as the Imperium is besieged on all sides by all manner of enemies new and old.&lt;br /&gt;
*&#039;&#039;&#039;999.M41 The Foul Flame of Tulzscha&#039;&#039;&#039;: The fringe world of Tulzscha, already the sight of attention from the Imperium due to whispers of growing independence movements, comes under attack by Hive Fleet Eviscerix, a Tyrannic Splinter Fleet. As the Imperial defenders are pushed to the brink of extermination, Starscream&#039;s Brigade makes a daring strike in unprecedented numbers. Monstrous gestalts like Piranhacon and Predaking tear apart bio-titans, and the Powermaster Combiner known as Dreadwind leads Seeker squadrons to the death of the hive-ships, but it is the dreaded Sunstorm who truly turns the tide in favour of the Decepticons. Manipulated by his &amp;quot;father&#039;s&amp;quot; silver tongue into directing his attention to the dying world and coaxed into the depths of narcissistic fury, the hypercharged Cybertronian mutate ploughs heedlessly into the thickest frays. Like a corrupt and incandescent angel of destruction, his electromagnetic fusion aura incinerates the lesser bio-soldiers where they stand, burning gaunt-strains to ashes before they can hope to close within arm&#039;s reach of him, their bio-bullets disintegrated almost as soon as they leave their weapon-morphs. Singing to himself with slaughter-lust, Sunstorm whips himself ever deeper into his rapturous fury, blazing so brightly that even his fellow Decepticons cannot come within a mile of him before their own armoured chassis start to melt like wax, the very bedrock boiling to magma beneath his feet. Unable to adapt fast enough to destroy the insatiable Decepticon warrior, the Tyranids are obliterated, the surviving humans bowing in homage to these mechanical gods. Thus another world is drawn to serve Starscream.&lt;br /&gt;
*&#039;&#039;&#039;999.M41 The Madness Silenced&#039;&#039;&#039;: The notorious Daemon World of Zarathrax at the outer reaches of the galaxy&#039;s northern fringe is visited by a strike force of Grey Knights, only to be found to be gone entirely, along with every planet in the system; even its sun having found to have vanished.   Radiation-ghosts of a vicious battle in orbit can be found, consistent with the Chaos Fleets of the Daemon Prince Agrazantha, but the only survivors are the crew of a badly damaged cruiser so stricken with fear that even the daemons bound to the ship have become insane with terror as once vicious chaos Astartes shake and shudder like children; ranting and raving as the Ordo Malleus takes them in for questioning; the barely coherent madmen babbling about a living planet that came into their system and forced through their fleet with impunity.  Though the Daemons of the planet raged at the monstrous being that sunk its mandibles into the planet and the traitors fought with all their dark bravery against the tide of monsters spat forth by the gas giant-sized mechanical construct as their world died, they could not stand against such power, and the daemonic essence of every daemon on the planet was said to have been snuffed out like candles in a hurricane, destroyed utterly without even their faintest whispers being left in the warp.  Executing the traitors once the interrogation was finished and examining the footage gathered by the cruiser&#039;s sensors, the Ordo Malleus comes to a terrible conclusion; the legendary figure of Cybertronian myth known as Unicron has entered the galaxy.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Codex: Transformers]] - The official attempt to make a 40k codex to use with this fluff.&lt;br /&gt;
&lt;br /&gt;
* [https://tfwiki.net/wiki/Main_Page] -Tfwiki, the wiki about Transformers and the foremost source of knowledge about them.&lt;br /&gt;
&lt;br /&gt;
[[Category: Under Development]]&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Codex_-_Knights_Inductor&amp;diff=1011635</id>
		<title>Codex - Knights Inductor</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Codex_-_Knights_Inductor&amp;diff=1011635"/>
		<updated>2026-05-20T15:48:21Z</updated>

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The [[Knights Inductor]] are an unusual fleet-based Astartes Chapter with a base of operations in [[Aprior  Sector]].  The Knights take to the field with a unique approach to war, using subterfuge, assassination, and suppression tactics aimed at minimizing casualties against all but the most merciless of foes.   Due to the length of lost contact with the greater Imperium the Knights lack the latest Adeptus Astartes weapons and vehicles, but being shunned and largely branded hereteks by the Mechanicus, the Chapter is forced to rely on limited reverse engineering and the aid of stolen science to keep their forces operational.  This has resulted in unique weapons and tools of war for the Knights&#039; use.  And finally, their cursed gene-seed, resilient to the Warp&#039;s wiles has birthed a number of nulls trained in anti-psychic warfare capable of cutting down Daemons and Psykers with ease, though this has left their forces with a crippling vulnerability to fear unlike a space marine. &lt;br /&gt;
&lt;br /&gt;
At the dusk of the Imperium near M42, the Knights are called into action by the greater Imperium, embarking on massive Crusades to aid beleaguered fronts across the galaxy for the chance at redemption and to clear their name of past heresies.  However, even as their main strength goes they begin to face ever greater perils in their home system as well as Chaos draws ever closer and the Tyranids seek to destroy a major threat to the Hive Mind.  Only time will tell if the Knights are ready to face an unreasoning, [[grimdark]] universe once more, or if their upstart spark in dark will be snuffed out...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This codex is currently experiencing a MAJOR overhaul for 8th edition. As such, it is not currently intended to be playable while changes are being made.&#039;&#039;&#039; [[User:Evilexecutive|Evil Executive, CEO of Evil Incorporated]] ([[User talk:Evilexecutive|talk]]) 20:25, 27 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Author&#039;s Note: For gaming purposes, this codex represents the Knights Inductor going all out in a situation where pulling punches would actually cause more harm in the long run than stopping a conflict with their more traditional methods, although the knights find this distasteful in the extreme.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tactica Page&#039;&#039;&#039; Here is the Tactica page for this Codex. It&#039;s still incomplete as of now. [[Tactics - Knights Inductor]] [[User:Mirmidion43|Mirmidion43]] ([[User talk:Mirmidion43|talk]]) 12:27, 21 June 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Knights Inductor Special Rules==&lt;br /&gt;
The Knights Inductor are an unorthodox but highly effective Chapter of the Adeptus Astartes. All Knights Inductor have the following tags:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imperium, Chapter: Knights Inductor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Warlord Traits===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! 1. LEADER OF &amp;quot;MANY&amp;quot;&lt;br /&gt;
! 2. MASTER OF STALLING&lt;br /&gt;
! 3. WATCHFUL DEFENDER&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;The warlord employs electronic trickery to make it seem like his army has an overwhelming and rather demoralizing advantage over his enemy.  Against normally fearless armies more specialized techniques are used to create the same effect.&#039;&#039;  All enemy units within 12&amp;quot; of your warlord suffer a -1 to their Leadership&lt;br /&gt;
| &#039;&#039;The warlord has orbital assets as well as additional forces do their best to impede enemy force movements in order to buy him more time.&#039;&#039;  Your opponent&#039;s first Command Point activation use requires one additional command point. &lt;br /&gt;
| &#039;&#039;The warlord takes no chances when fighting a determined, aggressive foe, and puts his Knights through strenuous &amp;quot;firing under duress&amp;quot; exercises to improve their firing reaction times.&#039;&#039;  Once per game, you can make a unit with &#039;&#039;&#039;Chapter: Knights Inductor&#039;&#039;&#039; within 6&amp;quot; of your warlord fire overwatch at +2 ballistic skill.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Silencer Powers===&lt;br /&gt;
Silencers are units with the &#039;&#039;&#039;Empyrean Anathema &#039;&#039;&#039; tag. These units are treated similarly to psykers with a few exceptions:&lt;br /&gt;
* Silencers cannot cast any Psychic power, including Smite and Shield. They may also never be affected by any Psychic Powers other than those cast by other Silencers.&lt;br /&gt;
* They must instead pick their powers from either the Null Field or Cryomancy disciplines(Gaining a special &#039;&#039;&#039;Primaris&#039;&#039;&#039; power depending on the discipline chosen)&lt;br /&gt;
* A Silencer uses 3d6 when attempting to deny an enemy psychic power within 12&amp;quot;&lt;br /&gt;
* Silencers; and any unit within 6&amp;quot; of them, can never be affected by any Psychic Powers. Any powers that would be effecting a unit must immediately end once entering the Silencer&#039;s Aura.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Null-Fields are all silencer powers that focus on manipulating their aura of nullification. These can be used to shatter the minds of foes. Or to weaken, and possibly even sever the powers of enemy psykers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Power Number&lt;br /&gt;
! Power Name&lt;br /&gt;
! Charge Level&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Primaris Power&lt;br /&gt;
| Unleashed Null Aura&lt;br /&gt;
| Null Charge 1&lt;br /&gt;
| &#039;&#039;&#039;Passive&#039;&#039;&#039;: Psykers and Daemons within 6” of the Silencer lose -2 Leadership.  The Silencer may burn a Null Charge (no test required) in order to affect all enemy units within range with the -2 Leadership penalty until the Silencer’s next Psychic Phase.  &lt;br /&gt;
&#039;&#039;&#039;Active&#039;&#039;&#039;: Unleashed Null Aura is a Nova with a range of 6” that is usable in close combat.  Units with the Daemon and/or Psyker special rule within this range suffers Daemonic Instability and/or Perils of the Warp if applicable.   &lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Synapse Disruption&lt;br /&gt;
| Null Charge 1&lt;br /&gt;
| Synapse Disruption is a Nova with a range of 6&amp;quot;, that can be used even if the Silencer is locked in close combat. All non-Synapse units, affected by this power count as not being within range of a Synapse creature until the start of your next Psychic phase. Non-Tyranid enemy units affected instead use their lowest leadership values for the purposes of any leadership tests that the squad may be call to take. You may increase the Null Charge cost of the power to 2 increasing it&#039;s range to 12&amp;quot;.&lt;br /&gt;
|- &lt;br /&gt;
| 2&lt;br /&gt;
| Warp Void&lt;br /&gt;
| Null Charge 2&lt;br /&gt;
| Warp Void is a Witchfire power with a range of 18&amp;quot; that hits automatically. All Maledictions and Blessings currently affecting the target unit immediately end. If no blessings or maledictions are removed, then the squad must take pass a Leadership test at -2Ld, or be forced to fire Snap Shots until the end of their next turn.  You may increase the cost to 3 Null Charges, increasing the range by 6&amp;quot; and Leadership penalty to -4Ld.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Shatter Mind&lt;br /&gt;
|Null Charge 2&lt;br /&gt;
|Shatter Mind is a Focused Witchfire power with a range of 18&amp;quot;. The targeted model immediately rolls 2D6 and subtracts its Leadership. It takes a number of wounds equal to the number remaining with no armour or cover saves allowed. If the target model is slain as a result, remaining Wounds are carried to it&#039;s squad, resolved like a Barrage hit, centered on the target model. You may increase the Null Charge cost of the power to 3 to roll 3D6 instead of 2D6.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cryomancy====&lt;br /&gt;
&#039;&#039;A Silencer&#039;s aura holds roots deep within the fabric of reality, bearing the keys to selectively unmake physics not unlike a psyker. While psyker powers tend to be more energetic, these null powers annihilate energy. Cryomancy is the use of Entropy to freeze enemies solid, staunch wounds, or even create barriers of pure ice.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Power Number&lt;br /&gt;
! Power Name&lt;br /&gt;
! Charge Level&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Primaris Power&lt;br /&gt;
| Exothermic Blood&lt;br /&gt;
| Null Charge: 6&lt;br /&gt;
| &#039;&#039;&#039;Exothermic Blood&#039;&#039;&#039; When this power is cast, select a model from any unit within 12&amp;quot;. This may include characters that have fallen(simply mark the position they died, and refer to it later when you cast this power). Roll a d6, and on a 3+ that model may be returned to play with 1 wound remaining. At the end of your next psychic phase, the effected model immediately loses a single wound unless this power is re-casted upon it. &#039;&#039;In essence, you owe this spell back it&#039;s wound.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Ice-Lance&lt;br /&gt;
| Null Charge: 7&lt;br /&gt;
| *unfinished*&lt;br /&gt;
|- &lt;br /&gt;
| 2&lt;br /&gt;
| Ice Wall&lt;br /&gt;
| Null Charge: 7&lt;br /&gt;
| *unfinished* Building walls, made of ice. Blocks line of sight. &lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Heat Death&lt;br /&gt;
| Null Charge: 12&lt;br /&gt;
| *unfinished* Small-ish debuff, but incredibly dangerous to both allies and enemies. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Knights Inductor Equipment==&lt;br /&gt;
The Knights Inductor forces mainly employ the standard weapons of the Adeptus Astartes, but they also possess a number of exotic, upgraded, and advanced weaponry.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weaponry===&lt;br /&gt;
&#039;&#039;&#039;Specialized Bolt Ammo&#039;&#039;&#039; - Thanks to a robust industry, squads armed with bolt weaponry have access to specialized ammo for various mission needs.  Along with a stronger propellant, &#039;&#039;&#039;Stun bolts&#039;&#039;&#039; pack a strong explosive package of sonic burst units and mini flash packets, disorienting enemy units from longer range for a close combat unit to mop up easily.  &#039;&#039;&#039;Lumen bolts&#039;&#039;&#039; pack a chemically charged warhead tip that covers the enemy in radioactive dyes allowing allies to target them easily even in cover.  &#039;&#039;&#039;Tranq bolts&#039;&#039;&#039; have the bulk of their mass replaced by a Solid-tungsten Dart, which is propelled by a weaker gas charge. These darts are coated with neurotoxins based off of Tyranid and Dark Eldar strains and are fast becoming the favored ammunition for both lethal and sub-lethal engagements.&lt;br /&gt;
*All models must choose and fire the same bolt ammo type and apply the ammo&#039;s effects below to their boltguns, bolt pistols and storm bolters.  &lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! Type&lt;br /&gt;
|-&lt;br /&gt;
| Stun bolts || +6&amp;quot; || 4 || - || Flash*&lt;br /&gt;
|-&lt;br /&gt;
| Lumen bolts || +0&amp;quot; || 4 || 5 || Aluminate*&lt;br /&gt;
|-&lt;br /&gt;
| Tranq bolts || -6&amp;quot; || 4 || 6 || Poisoned (4+)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Flash&#039;&#039;&#039; - If a 6 is rolled to hit against a unit with an Initiative value, the target unit must pass an Initiative check or lose -1 WS and BS until the end of their next turn.  If four or more 6&#039;s are rolled, this also inflicts a Blind test.  This is not cumulative. &lt;br /&gt;
*&#039;&#039;&#039;Aluminate&#039;&#039;&#039; - If this wounds, glances, or penetrates an enemy unit, all other units may re-roll failed charge distances against that unit and count their cover save as -1 until the end of the turn.  This is not cumulative.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animus Diadem&#039;&#039;&#039;- Numerous conflicts with Culexus agents have driven the development of this bastardized version of the infamous Animus Speculum.  A Silencer equipped with this may fire it in the Psychic Phase like an activated Witchfire power, and he may use up to three Null Charges to increase the number of shots fired.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! Type&lt;br /&gt;
|-&lt;br /&gt;
| Negative Warp Blast || 18&amp;quot; || 5 || 1 || Assault 3+X&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Astartes Anti-Materiel Rifle&#039;&#039;&#039; - The AAMR is a massively overbuilt version of the typical sniper rifle, firing a sizable armor-penetrating solid round that is meant to put down the target with no questions asked.  It was designed with Traitor Marines and Null Knights in mind.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! Type&lt;br /&gt;
|-&lt;br /&gt;
| Astartes AMR || 36&amp;quot; || 6 || 3 || Heavy 1, Rending, Precision Shot&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mk40 Apriori Plasma Weapons&#039;&#039;&#039; - Discreetly incorporating Tau plasma technology, the Apriori Plasma weapons sacrifice a modicum of their power to incorporate advanced cooling and containment systems, bringing down the rate of plasma-weapon fatal overheating to zero, though this does limit the power output somewhat. &lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! Type&lt;br /&gt;
|-&lt;br /&gt;
| Mk40 Plasma Pistol || 12&amp;quot; || 6 || 2 || Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Mk40 Plasma Rifle || 24&amp;quot; || 6 || 2 || Rapid Fire&lt;br /&gt;
|-&lt;br /&gt;
| Mk40 Plasma Cannon || 36&amp;quot; || 6 || 2 || Heavy 1, Blast&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seismic Charge&#039;&#039;&#039; - The cheaper, more stable precursor to the Graviton grenade.  This is a modified portable version of the Demolition Charge based off of the designs of the Thunderfire Cannon Subterranean rounds. It creates powerful shock waves to pummel the enemy down and knock them out.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! Type&lt;br /&gt;
|-&lt;br /&gt;
| Seismic Charge || 8&amp;quot; || 6 || 4 || Assault 1, Large Blast, Stunning*, One Use Only&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stunning&#039;&#039;&#039;- A unit hit by a weapon with this rule must take a Toughness test.  If failed, the unit is reduced to Initiative 1 until the end of the their next turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stalker Pattern Boltgun&#039;&#039;&#039; - The primary weapon of the Sternguard Veteran Squads, these are bolters with powerful scopes and extended barrels that fires rounds with low sound signatures, meant for covert fighting. A solidified mercury slug replaces the mass-reactive warhead for lethality at sub-sonic projectile speed. A gas cartridge also replaces both the propellant base and main charge for silent firing.  These may also fire any alternative bolt ammo purchased by the model/unit. If they do so, they must use the firing alternative ammo profile shown below before applying bonuses:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! Type&lt;br /&gt;
|-&lt;br /&gt;
| Stalker Pattern Boltgun || 30&amp;quot; || X || 5 || Rapid Fire, Sniper&lt;br /&gt;
|-&lt;br /&gt;
| Firing Alternative Ammo || 30&amp;quot; || 4 || 5 || Rapid Fire, Rending, Precision Shot&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun Gas Flamers&#039;&#039;&#039; - Flamers have long been considered an efficient tool for dealing with swathes of enemies, but too lethal for use in less dangerous engagements.  Many have thus been modified to fire a special gas that knocks the enemy out with equal efficiency.  Flamers used by the Knights Inductor have the following profiles:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! Type&lt;br /&gt;
|-&lt;br /&gt;
| Flamer || Template || 4 || 5 || Assault 1, Poisoned (4+)&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Flamer || Template || 5 || 4 || Assault 1, Poisoned (4+)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun Grenades&#039;&#039;&#039;- These grenades explode in a powerful shock wave that staggers all but the most hardy of foes, utilizing a special sonic charge that explodes the air itself.  These are assault grenades that may be thrown in the Shooting Phase using the following profile:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! Type&lt;br /&gt;
|-&lt;br /&gt;
| Stun Grenades || 8&amp;quot; || 4 || 6 || Assault 1, Blast, Stunning*&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stunning&#039;&#039;&#039;- A unit hit by a weapon with this rule must take a Toughness test.  If failed, the unit is reduced to Initiative 1 until the end of the their next turn.&lt;br /&gt;
&lt;br /&gt;
===Melee Weaponry===&lt;br /&gt;
&#039;&#039;&#039;Astartes Riot Shield&#039;&#039;&#039; - Similar to the Storm Shield in size, these provide a form of mobile cover and are easier to handle in close combat, containing a powerful shock-field generator that debilitates attackers.  A model equipped with this is Bulky, and cannot Run or make Sweeping Advances. The model gains a 3+ cover save and enemy models re-rolls successful hits in the first round of combat against units entirely equipped with these.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Electro-Shackles&#039;&#039;&#039; - These incredibly strong bindings are linked together through a powerful expanding electrical field that activates upon contact with an enemy. Models equipped with these may forgo their normal attacks to instead attack once with the following effect: A model hit by this can only hit on 6&#039;s.  In subsequent Assault phases the model must attempt to destroy the shackles by passing a Strength test on a 2D6 (only double 1 is an instant-pass).  They are automatically removed once out of combat.  Once the Electro-Shackles hit, they cannot be used again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pulse Clamp&#039;&#039;&#039; - These clunky devices clamp onto vehicles magnetically or physically onto flesh, and pulse high-powered waves of disruptive energy. Unless used in assaults against vehicles, Monstrous Creatures or Gargantuan Creatures, pulse clamps have no effect. In melee against said targets, they have the following profile: &lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! Type&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Clamp || Melee|| - || - || Unwieldy, Destruction*&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Destruction&#039;&#039;&#039;- If this hits a vehicle, it clamps on, dealing D3 rolls on the Haywire table every Assault Phase.  Against Monstrous or Gargantuan Creatures, it deals D3 AP - wounds every Assault Phase. At the beginning of the target&#039;s turn, it may choose to not move and shoot in order to remove the clamp.  Once the Pulse Clamp hits, it cannot be used again.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Servo-Arm&#039;&#039;&#039; - These immensely durable and strong mechanical appendages favored by the adepts of the Omnissiah can be used to make stunningly accurate and delicate repairs, or put to use as deadly weapons of war in equal order. &lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! Type&lt;br /&gt;
|-&lt;br /&gt;
| Servo Arm || Melee|| x2 || 1 || Melee, Unwieldy, Specialist Weapon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shock Weapons&#039;&#039;&#039; - These electrically charged weapons are normally harmless and used extensively in dealing with foes who refuse to lay down their arms in surrender.  When facing deadlier foes, the charge of these peacetime weapons can be ramped up considerably, sending out powerful arcing coils of energy on critical hits&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! Type&lt;br /&gt;
|-&lt;br /&gt;
| Shock Baton|| Melee|| User+1 || - || Melee, Shock&lt;br /&gt;
|-&lt;br /&gt;
| Shock Maul|| Melee|| User+2 || - || Melee, Shock&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Shock&#039;&#039;&#039; - If a weapon with this rule rolls a 6 on its to-hit roll, it inflicts two additional hits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Null Weapons&#039;&#039;&#039; - These weapons are casted in forges by melting down the armor of fallen Null Knights and other psycho-inert materials. When held in the hands of Inductor Silencers, they are a potent device which can channel the power of their native aura, and concentrate it into a single point that sucks away all light. At even the slightest draw of blood from a foe, the very soul of the weapon&#039;s victim is consumed in the silencer&#039;s aura, leaving a still-breathing, but permanently comatose body. Counts as Force Weapons when used by models with the Silencer rule, using Null Charges for activation. When used against a Psyker or Daemon, this weapon re-rolls failed rolls to wound.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Equipment===&lt;br /&gt;
&#039;&#039;&#039;Aceso&#039;&#039;&#039;- The Aceso is a complicated device that clamps around the neck of a fallen patient. It works quickly to assist in staunching blood flows, as well as to forcibly flood an Astartes body with a massive influx of Laraman Cells and other regenerative cocktails meant to stabilize and reactivate a fallen Knight. While not always successful, these have been proven to function adequately in stabilizing squad members so that they can operate long enough to receive proper medical attention. &lt;br /&gt;
&lt;br /&gt;
At the end of your Movement Phase, a model equipped with an Aceso may attempt to revive a fallen model from his own unit(or another unit within 3&amp;quot;). To do so, roll a d6, and on a 5+ you may return a single fallen model to that unit. Once an Aceso has been used to successfully revive a model, it can no longer be used for the remainder of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blind Grenades&#039;&#039;&#039;- These specialized grenades emit a series of stun and infrared disruption packets to disorient the enemy.  These count as defensive grenades as described in the Warhammer 40k rulebook.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LAM Unit&#039;&#039;&#039; - Lorem Ipsum Dolor Sit Amet(NEEDS CHANGING)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Locator Beacon&#039;&#039;&#039; - Lorem Ipsum Dolor Sit Amet(NEEDS CHANGING)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mark-sense&#039;&#039;&#039; - Or Marksman Autosense, this is a comprehensive hardware overhaul to an Astartes&#039; helmet that allows him to focus on targets in the distance with much greater precision as well as limited night capabilities. LOREM IPSUM DOLOR SIT AMET(NEEDS CHANGING)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Null-Amps&#039;&#039;&#039;- Or Null Aura Amplifiers, this is a small device analogous to a Psychic Hood that allows a Silencer to project his aura around him with greater strength, the exact opposite of the more commonplace dampeners blanks use to hide their aura.  A model equipped with a Null-Amp treats his casting checks as being 1 point higher for the purposes of manifesting Silencer Powers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tac-Sense&#039;&#039;&#039; - Or Tactical Autosense, this is a complete sensorium overhaul to a marine&#039;s helmet system. With the helmet fully closed off using a camera/rangefinder system, and a series of high-fidelity feedback displays, a sergeant may use this to strategically guide his squad&#039;s fire even under the direst of conditions. LOREM IPSUM DOLOR SIT AMET(NEEDS CHANGING) &#039;&#039;Tac-Senses are mutually exclusive with Marks-Sense&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Vehicle Wargear===&lt;br /&gt;
&#039;&#039;&#039;Armored Ceramite&#039;&#039;&#039; - Shots fired at the Model that have the Melta Rule do not add additional d6 strength for penetrating armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camo Netting&#039;&#039;&#039; - Sometimes the simplest solution is the best one.  The Knights favor this light reflecting camouflage on their vehicles as well.  A vehicle with this adds +1 to their cover saves, and has a 6+ cover save when in the open.  This stacks with benefits such as Stealth or Shrouded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cerberus Launcher&#039;&#039;&#039; - The cerberus launcher unleashes a barrage of anti-personnel warheads interspersed with anti-sensory munitions that blind and disorient the foe.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| Cerberus Launcher|| 18&amp;quot;|| 4|| 6 ||Heavy 1, Blind, Large Blast&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Plating Overhaul&#039;&#039;&#039; - Extensive study of Leman Russ chassis have led the Knights to implement heavier reinforced armor on some of their own vehicles.  Increases the front and side AV values of a vehicle by one and adds Heavy to the vehicle&#039;s Type. May only be taken by Rhino Chassis Vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refractive Shield Plating&#039;&#039;&#039; - This is a form of shielding that partially deflects or refracts concentrated energy into harmless bursts of light. It has been partially reverse engineered to be able to protect vehicle armor.  This grants the effected vehicle a 4+ Invulnerable save against Glancing hits and a 5+ Invulnerable save against Penetrating hits. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sagitta &amp;quot;Skybolt&amp;quot; Missile Launcher&#039;&#039;&#039; - The Knights recognize the need for heavier vehicle firepower comparative to the Traitor Legions and so make use of a portable missile system with integrated auto-loader.  The missile shoots up and then plummets down directly on its target:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| Skybolt|| 36&amp;quot;|| 8|| 3 ||Heavy 1, Barrage*&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Barrage&#039;&#039;&#039;- The Skybolt always hits side armor and ignores intervening terrain for Line of Sight.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicular Nano-machines&#039;&#039;&#039; - It has been discovered after the linking of first aid nano machines to the machine spirit of power armor, that the same can be done with the machine spirits of their vehicles, which can direct the microscopic repair robots to &amp;quot;injuries&amp;quot; dealt to the vehicle.   A vehicle with Vehicular Nano-machines has the It Will Not Die special rule.&lt;br /&gt;
&lt;br /&gt;
===Experimental Wargear===&lt;br /&gt;
:All Armies whose primary detachment consists of Codex: Knights Inductor contains ONE Experimental Wargear Slot in the Force Organization. This slot may be occupied by any of the following upgrades.  Units that have the &#039;&#039;&#039;Omnissiah&#039;s Bounty&#039;&#039;&#039; take up an Experimental Wargear slot, and additional Experimental Wargear in the unit does not count against the army limit for such.  Additional slots are unlocked with Techmarines as described in their &#039;&#039;&#039;Decree Innovatus&#039;&#039;&#039; rule in the Techmarine entry.&lt;br /&gt;
&lt;br /&gt;
====Experimental Infantry Wargear====&lt;br /&gt;
&#039;&#039;&#039;Damocles Power Armor MkI&#039;&#039;&#039;- The latest power armor iteration to be tested in the field and the result of hundreds of years of redesign and testing.  This is power armor incorporating the gyro stabilization and servo systems of Trooper armor, though still suffering the same drawbacks of limited movement.  Provides a 3+ armor save and the Slow &amp;amp; Purposeful special rule&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armored Strategic System&#039;&#039;&#039;- This is an emplacement with T6 W2 Sv3+.  Friendly scatter rolls for Blast weapons and Deep Strike rolls within 12&amp;quot; one D6&amp;quot; less for scatter.  It must be deployed either by Infiltration or Deep Strike.  You must choose which type it is at the time of purchase.  &lt;br /&gt;
*&#039;&#039;&#039;Disruptor Array&#039;&#039;&#039;- Enemy units within 12&amp;quot; lose -2BS (to a minimum of BS1) and do not gain re-rolls to hit or bonuses to BS from wargear or special rules.&lt;br /&gt;
*&#039;&#039;&#039;Signature Projector&#039;&#039;&#039;- Each time enemy units within 12&amp;quot; of the marker wants to Shoot or Charge it must pass a leadership test at -2Ld or be forced to declare its Shooting attack or Charge against the emplacement (vehicles count as Ld8 with the penalty).&lt;br /&gt;
*&#039;&#039;&#039;Psi-Suppressor Pylon&#039;&#039;&#039;- This contains a Null-Amp.  In addition, this generates an additional D3+X Null Charges per Psychic Phase, with X being the number of Psykers within 12&amp;quot; of the pylon.  Psykers cannot generate Charges nor use any powers within this range. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graviton Grenades&#039;&#039;&#039;- These incredibly difficult to manufacture grenades emit a localized gravity field that drags helpless enemies down to the ground.  These count as both assault and defensive grenades that force charging enemy units to roll 3d6 for charge distance taking the lowest two dice.  They may be thrown in the Shooting Phase with the following profile:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! Type&lt;br /&gt;
|-&lt;br /&gt;
| Graviton Grenades || 8&amp;quot; || * || - || Assault 1, Graviton, Stunning*&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stunning&#039;&#039;&#039;- A unit hit by a weapon with this rule must immediately take a Toughness test.  If failed, their Initiative is lowered to 1 until the player&#039;s next Shooting phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravitic Mass Driver&#039;&#039;&#039;- Analogous to the Tau Rail Rifle, the Grav Mass Driver is essentially a more simplified and compact version of the Gravitic Accelerator Cannon.  The ammo fired through the gravitry manipulation plates along the length of rifle tear through the atmosphere before punching through enemy armor.  It is very bulky and can only be wielded by Trooper armored or Power armored soldiers, and suffers from a slow firing rate.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! Type&lt;br /&gt;
|-&lt;br /&gt;
| Grav Mass Driver || 30&amp;quot; || 7 || 1 || Heavy 1, Armourbane&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Macharius Strategem Codex&#039;&#039;&#039;- A dataslate loaded with the latest iterations of the Macharius Strategem for use by a commander to integrate with his battle plan.  Proper use and execution of the codified wisdom and knowledge contained in the Strategems will see inspired tactics altering the flow of battle in the user&#039;s favor.  You may grant one of the following rules to a single unit in the detachment (Tank Hunters, Monster Hunters, Infiltrate, Interceptor, Split Fire, Counter Attack).  &lt;br /&gt;
&lt;br /&gt;
*The Macharius Stratagem Codices are far more widely available then other elements of the Experimental Wargear list, made available to all commanders and sub commanders of a Knights Inductor detachment. Macharius Stratagems Codices do not count against the Experimental Wargear Restriction. Instead, for every HQ choice that is taken, a single Macharius Stratagems Codex may be taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracer Bolts&#039;&#039;&#039; - Or Tracker-Bolts, these highly expensive to produce bolts are equipped with special sensor mites that scatter over a target area, and feed data into the Tactical Grid that Knights can then utilize to correct their aim for devastating effect. Successful hits with these bolts cause no wounds, and resolve without Armor, Cover, or Invuln Saves, and will instead inflict one &#039;&#039;&#039;Marked By The Light&#039;&#039;&#039; marker per hit.  These may be fired separately from all other alternative bolt ammo fired by a unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Marked By The Light&#039;&#039;&#039;- If this hits an enemy unit, a friendly Knight Inductor units that fire at the marked unit in the same Shooting Phase may consume a marker to do one of the following: Re-roll failed rolls to hit, Ignore cover saves, or cause Precision Shots to resolve with 5+ to hit instead of 6.&lt;br /&gt;
&lt;br /&gt;
====Experimental Vehicle Wargear====&lt;br /&gt;
&#039;&#039;&#039;Empowered Machine Spirit&#039;&#039;&#039;- Maestro Gajet&#039;s extremely high affinity for Machine Spirits have led to the discovery of before unknown techniques for strengthening a machine spirit&#039;s potency.  Grants the &amp;quot;Power of the Machine Spirit&amp;quot; Special Rule&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Gravitic Accelerator Cannon&#039;&#039;&#039;- This is the first large-scale version of the Gravitic Accelerator Cannon fielded on a ground vehicle, which can only be mounted on dedicated firing platforms like the Landraider Athena. The sheer force of the gravitic-vortex accelerated round is capable of tearing through multiple armored vehicles without stopping.  Of all the Gravitic weapons currently in service, the HGAC is by far the least stable.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Grav Cannon|| 90&amp;quot;|| 10 || 1 ||Ordnance 1, Get&#039;s Hot!, Path of Destruction*&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Path of Destruction&#039;&#039;&#039;- Models underneath the center of the template take an Armourbane hit, which deals D3 Hull Points/Wounds of damage with Penetrating hits and unsaved wounds.  In addition, when firing the Heavy Grav Cannon, draw a line from its muzzle that touches the center of the target.  All vehicles and monstrous creatures that are touched by the line take one S10 AP 1 hit on a D6 roll of 4+.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hurricane MLRS&#039;&#039;&#039;- The Hurricane Multiple Launcher Reaper Systema is an advanced version of the Whirlwind Launcher, firing up to three times as fast and calibrating impact fuses with greater much greater precision for much deadlier effect.  &lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! Type&lt;br /&gt;
|-&lt;br /&gt;
| Hurricane MLRS || 12&amp;quot;-60&amp;quot; || 6 || 4 || Ordnance 2, Large Blast, Ignores Cover, Barrage&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravitic Accelerator Cannon&#039;&#039;&#039;- The GAC uses gravity vortex manipulation plates to achieve a frictionless firing platform that can accelerate a projectile to unbelievable speeds.  Rivaling Tau rail gun technology in power, these masterpieces of human technology are now finally being taken to the field for additional &amp;quot;testing&amp;quot;.  &lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! Type&lt;br /&gt;
|-&lt;br /&gt;
| Grav Accelerator Cannon || 90&amp;quot; || 10 || 1 || Ordnance 1, Armourbane, Point of Destruction*&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Point of Destruction&#039;&#039;&#039;- A Penetrating hit or unsaved wound deals D3 Hull points/Wounds of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anti-Air Marker&#039;&#039;&#039;- The Anti-Air Marker fires a self-propelled target-adhering tracking device that can feed calibration adjustment information to nearby Knights, allowing them to fire with predictive capabilities to take down even super sonic targets with reasonable accuracy.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! Type&lt;br /&gt;
|-&lt;br /&gt;
| AA Marker || 36&amp;quot; || 1 || - || Heavy 1, Skyfire, Interceptor, Twin-linked, Air-Marked*&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Air-Marked&#039;&#039;&#039;- If this attack hits use a marker next to the marked unit.  A friendly Knights Inductor unit may consume the marker to hit the marked Zooming Flyer or Swooping Flying Monstrous/Gargantuan Creature at their normal BS value instead of Snap-shotting in the same Shooting phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lockdown Self-Repair Protocols&#039;&#039;&#039;- A baffling mystery to many of the tech priests and tech marines of the Knights Inductors, when applying certain rituals to the machine spirit, it can cause them to lock up and perform emergency repairs to itself.  The correct procedures are known to few, even within the upper ranks of the Workshop Mechanicus.  Allows a vehicle to D3 attempts to repair to repair a Hull point, immobilization, and weapon destroyed results, A successful repair is on a 5+.  The vehicle cannot move or shoot during this turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redemptor-Pattern Demolisher Cannon&#039;&#039;&#039;- This is a barrel bore and ammunition upgrade that allows Vindicators to achieve much larger distances and greater destructive impact.  It is however incredibly difficult to match the right ammunition to the highly bore-sensitive modified barrel.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! Type&lt;br /&gt;
|-&lt;br /&gt;
| Redemptor DC || 36&amp;quot;  || 10 || 1 || Ordnance 1, Large Blast, Strike-down, Get&#039;s Hot!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warp Maelstrom Cannon&#039;&#039;&#039;- The Warp Maelstrom Cannon is the first and last invention from the Warp Technology Workshop that was shut down after a misfire caused a daemonic incursion on the research planet.  It is a dark legacy and reminder to the Knights who would still wish to pursue the dangers of Warp manipulation.  &lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! Type&lt;br /&gt;
|-&lt;br /&gt;
| Maelstrom Cannon || 48&amp;quot; || X || X || Ordnance 1, Large Blast, Flux*&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flux&#039;&#039;&#039;- The strength and AP of the cannon is determined by a 2d6 roll before you fire it. You may choose to reroll one dice.  The strength is 2d6 while the AP is the lowest of those two values.  If a double is rolled the vehicle takes loses a hull point on a D6 roll of 1-3.  A double 6 spawns a Vortex (small blast) at the point of scatter.  A double 1 spawns a Vortex centered on the Predator.&lt;br /&gt;
&lt;br /&gt;
==The Armory==&lt;br /&gt;
&#039;&#039;&#039;Squad Issue Wargear&#039;&#039;&#039;- A unit or independent character may take any of the following as a single purchase. &#039;&#039;Note that you may take only one close combat weapon&#039;&#039;:&lt;br /&gt;
*Stun Grenades: +2pts per model&lt;br /&gt;
*Marksman Auto-sense and/or Shock Batons: +2pts per model&lt;br /&gt;
*Camouflage Cloaks or LAM Units: +2pts per model &lt;br /&gt;
*Specialized bolt ammo: +3pts per model&lt;br /&gt;
*Shock Maul and/or Astartes Riot Shield: +6pts per model&lt;br /&gt;
&#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039;- A model can take up to one of each of the following:&lt;br /&gt;
*Melta bombs and/or Teleport homer: +5pts&lt;br /&gt;
*Electro-Shackles and/or a Seismic Charge: +10pts&lt;br /&gt;
*Scrambler Beacon: +20pts&lt;br /&gt;
*Aceso and/or Pulse Clamp: +25pts&lt;br /&gt;
If not taking Terminator armor, a model may also take one of the following:&lt;br /&gt;
*Jump pack: +15pts (Techmarines cannot take this option)&lt;br /&gt;
*Space marine bike: +20pts&lt;br /&gt;
&#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;- A model can replace his bolt pistol and/or Melee weapon with one of the following:&lt;br /&gt;
*Storm bolter: +5pts&lt;br /&gt;
*Combi-flamer, -melta, or -plasma: +10pts&lt;br /&gt;
*Stalker Pattern bolter or Astartes AMR: +10pts&lt;br /&gt;
*Plasma pistol: +10pts&lt;br /&gt;
&#039;&#039;&#039;Melee Weapons&#039;&#039;&#039;- A model can replace his bolt pistol and/or Melee weapon with one of the following:&lt;br /&gt;
*Power weapon or Lightning Claw: +15pts&lt;br /&gt;
*Power Fist: +25pts&lt;br /&gt;
*Thunder Hammer: +30pts&lt;br /&gt;
&#039;&#039;&#039;Terminator Weapons&#039;&#039;&#039;- A model wearing Terminator armor can replace his storm bolter with one of the following:&lt;br /&gt;
*Combi-flamer, -melta, or -plasma: +6pts&lt;br /&gt;
*Lightning claw: +10pts&lt;br /&gt;
*Thunder hammer: +25pts&lt;br /&gt;
A model wearing Terminator armor can replace his power weapon with one of the following:&lt;br /&gt;
*Lightning Claw or Storm shield: +5pts&lt;br /&gt;
*Power fist: +10pts&lt;br /&gt;
*Chainfist or Thunder hammer: +15pts&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons&#039;&#039;&#039;- A model can replace his boltgun with one of the following:&lt;br /&gt;
*Heavy Bolter or Multi-melta: +10pts&lt;br /&gt;
*Heavy Flamer or Missile launcher (w/ Frag/Krak missiles): +15pts&lt;br /&gt;
**May also take Flakk missiles: +10pts&lt;br /&gt;
*Plasma cannon: +15pts&lt;br /&gt;
*Lascannon: +20pts&lt;br /&gt;
&#039;&#039;&#039;Special Weapons&#039;&#039;&#039;- A model can replace his Melee weapon or boltgun with one of the following:&lt;br /&gt;
*Flamer: +10pts&lt;br /&gt;
*Meltagun, Combi-Launcher: +10pts&lt;br /&gt;
*Plasma gun: +15pts&lt;br /&gt;
&#039;&#039;&#039;Experimental Infantry Wargear&#039;&#039;&#039;- Model may take any of the following, except for Macharius Stratagem Codicies, one Experimental Wargear slot is consumed per item taken:&lt;br /&gt;
*Damocles MkI Armor: +5pts&lt;br /&gt;
*Tracer Bolts: +15pts&lt;br /&gt;
*Graviton Grenades: +15pts&lt;br /&gt;
*Grav Mass Driver: +20pts&lt;br /&gt;
*Macharius Strategem Codex: +25pts&lt;br /&gt;
*Armored Strategic System: +30pts&lt;br /&gt;
&lt;br /&gt;
==Vehicle Armory==&lt;br /&gt;
&#039;&#039;&#039;Standard Upgrades&#039;&#039;&#039;- A model may purchase any of the following:&lt;br /&gt;
*Dozer blade: +5pts&lt;br /&gt;
*Storm bolter: +5pts&lt;br /&gt;
**May be loaded with specialized bolt ammo: +3pts&lt;br /&gt;
**May upgrade one Storm bolter to Cerberus Launcher: +10pts&lt;br /&gt;
*Extra Armour: +10pts&lt;br /&gt;
*Hunter Killer Missile: +10pts&lt;br /&gt;
**May upgrade one Hunter Killer Missile to Skybolt Missile Launcher (+5pts)&lt;br /&gt;
*Camo Netting: +15pts&lt;br /&gt;
&#039;&#039;&#039;Advanced Upgrades&#039;&#039;&#039;- A model may purchase &#039;&#039;&#039;one&#039;&#039;&#039; of the following:&lt;br /&gt;
&#039;&#039;Note that the secondary cost is for Landraiders, and neither Land raiders nor Flyers can purchase Plating Overhaul&#039;&#039;&lt;br /&gt;
*Armored Ceramite: +15pts/+25pts*&lt;br /&gt;
*Vehicular Nanomites: +15pts/+25pts*&lt;br /&gt;
*Plating Overhaul: +20pts**&lt;br /&gt;
*Refractive Shield Plating: +25pts/+40pts*&lt;br /&gt;
&#039;&#039;&#039;Dreadnought Weapons&#039;&#039;&#039; A Dreadnought can replace his Multi-Melta with one of the following&lt;br /&gt;
*Twin-linked autocannon: +5pts&lt;br /&gt;
*Twin-linked heavy bolter: +5pts&lt;br /&gt;
*Twin-linked heavy flamer: +5pts&lt;br /&gt;
*Mk40 Plasma cannon: +5pts&lt;br /&gt;
*Assault Cannon: +10pts&lt;br /&gt;
*Twin-linked lascannon: +15pts&lt;br /&gt;
&#039;&#039;&#039;Experimental Vehicle Wargear&#039;&#039;&#039;- Authorized models may purchase the following:&lt;br /&gt;
*Empowered Machine Spirit: +10pts&lt;br /&gt;
*Anti Air Marker: +15pts&lt;br /&gt;
*Lock-down Self-repair Protocols: +15pts&lt;br /&gt;
*Hurricane MLRS: +45pts&lt;br /&gt;
*Warp Maelstrom Cannon: +45pts&lt;br /&gt;
*Gravitic Accelerator Cannon: +55pts&lt;br /&gt;
&lt;br /&gt;
==Tactical Objectives==&lt;br /&gt;
Designed for Maelstrom of War missions, these are the Knights Inductor unique objectives from 11-16  &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! 11. THE CHAIN OF COMMAND &lt;br /&gt;
! 12. CRIPPLING BLOW&lt;br /&gt;
! 13. BRING THEM HOME&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Seek out and snipe key leader figures from the enemy ranks to reduce their combat effectiveness and bring the battle to an end swifter.&#039;&#039; 1VP if you kill a character in the shooting phase, D3VP if you kill an independent character.&lt;br /&gt;
| &#039;&#039;Debilitate the enemy, reduce his fighting strength. Then move to draw this conflict to its conclusion.&#039;&#039; 1VP if an enemy unit fails a pinning, blind or morale check, D3VP if 3+ units fail the check.&lt;br /&gt;
| &#039;&#039;Minimize casualties and bring your forces home to fight another day for the Imperium of Man.&#039;&#039; 1VP no units from your army are lost this game turn, D3VP if none are lost for three game turns. If you have completed the lower level of this objective, as soon as a unit is lost or the game ends, you receive the one victory point and this objective is completed.&lt;br /&gt;
|-&lt;br /&gt;
! 14. COMBINED ARMS ACTION&lt;br /&gt;
! 15. DRAIN THE WARP&lt;br /&gt;
! 16. ARMORED MIGHT&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;The strength of the Knights Inductor is drawn from their exceptional tactical use of the Tactical Fire Team doctrine.&#039;&#039;  1VP if you successfully destroy a unit with two or more Knight Inductor units with Tactical Fire Teams.&lt;br /&gt;
| &#039;&#039;The Aprior Sector has the highest prevalence of the Blank gene in known space and the Knight Gene Seed contains traces of it as well. Utilize its potential.&#039;&#039; 1VP if you successfully denied a psychic power in the opponent&#039;s last turn using Null Charges, D3VP if 3+ were denied this way.&lt;br /&gt;
| &#039;&#039;The mighty workshops of the Knights Inductor have produced a wealth of armored elements for the Knights use in battle. It would be a waste if such potential was left unused.&#039;&#039; 1VP if you successfully destroy an enemy unit using a friendly Knights Inductor vehicle.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Allies Chart==&lt;br /&gt;
An army whose primary detachment uses Codex: Knights Inductor, must use the following Allies Chart.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Army !! Type&lt;br /&gt;
|-&lt;br /&gt;
| Tau || Desperate Allies&lt;br /&gt;
|-&lt;br /&gt;
| Farsight Enclaves || Allies of Convenience&lt;br /&gt;
|-&lt;br /&gt;
| Inquisition || Allies of Convenience&lt;br /&gt;
|-&lt;br /&gt;
| Grey Knights || Desperate Allies&lt;br /&gt;
|-&lt;br /&gt;
| Space Wolves || Battle Brothers&lt;br /&gt;
|-&lt;br /&gt;
| Blood Angels || Allies of Convenience&lt;br /&gt;
|-&lt;br /&gt;
| Iron Hands || Allies of Convenience&lt;br /&gt;
|-&lt;br /&gt;
| Black Templars || Come The Apocalypse&lt;br /&gt;
|-&lt;br /&gt;
| Mechanicus of all types || Desperate Allies&lt;br /&gt;
|- &lt;br /&gt;
| Imperial Knights || Desperate Allies&lt;br /&gt;
|-&lt;br /&gt;
| Sisters of Battle || Desperate Allies&lt;br /&gt;
|-&lt;br /&gt;
| Remaining Factions of the Imperium || Battle Brothers&lt;br /&gt;
|-&lt;br /&gt;
| Eldar || Desperate Allies&lt;br /&gt;
|-&lt;br /&gt;
| Tyranids || Come the Apocalypse&lt;br /&gt;
|-&lt;br /&gt;
| Chaos of all types || Come the Apocalypse&lt;br /&gt;
|-&lt;br /&gt;
| Orks || Come the Apocalypse&lt;br /&gt;
|-&lt;br /&gt;
| Necrons || Come the Apocalypse&lt;br /&gt;
|- &lt;br /&gt;
| Dark Eldar || Come the Apocalypse&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==HQs==&lt;br /&gt;
===Captain - 5 Power Points/90 Matched Points===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;It is most unfortunate we must do this, but we will nevertheless strike fast, and strike hard, and end this meaningless battle in a timely manner&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Placeholder for Fluff/Narrative&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! M !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Inductor Captain|| 5 || 5 || 4 || 4 || 6 || 6&amp;quot; || 3 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 Inductor Captain&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Infantry&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Power Armor, Bolt Pistol, Chainsword, Frag &amp;amp; Krak Grenades, Iron Halo&lt;br /&gt;
:&#039;&#039;&#039;Tags&#039;&#039;&#039;: And They Shall Know No Fear, Space Marine, Chapter(Knights Inductor), Character&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;: &lt;br /&gt;
*May replace bolt pistol with a boltgun: Free!&lt;br /&gt;
*May take a storm shield: +15pts&lt;br /&gt;
*A Captain may take items from the &#039;&#039;&#039;Melee Weapons&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;, &#039;&#039;&#039;Squad Issue Wargear&#039;&#039;&#039;, &#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039; and/or &#039;&#039;&#039;Experimental Infantry Wargear&#039;&#039;&#039; lists.&lt;br /&gt;
*A Captain may replace his power armour, bolt pistol, chainsword, blind &amp;amp; krak grenades with Terminator armour with storm bolter and power sword: +30pts&lt;br /&gt;
*If a Captain selects Terminator armor, he may take items instead from the &#039;&#039;&#039;Terminator Weapons&#039;&#039;&#039;, &#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039; and/or &#039;&#039;&#039;Experimental Infantry Wargear&#039;&#039;&#039; lists.&lt;br /&gt;
&lt;br /&gt;
===Knights Inductor Chaplain - 90pts=== &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Brothers!  Steady your mind as the gift of our gene-seed steadies our soul!  We fight not for honor or for glory!  We fight for humanity itself!  Ave Humanitus!&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Here is a good place to stop&amp;quot; Chaplain Mikelus gestured for his brothers to kneel, while he stood up on the remains of a stone pillar in the wartorn streets. He tuned his helmet vox to broadcast on Local, and amplified his voice profoundly. The chaplain prepared himself for just a moment to speak, while shells krumped against stone just a few blocks away.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Brothers, All. The God Emperor has gifted us this day with souls of steel. Inside each of your breasts beats two hearts strong, two hearts in defiance of all who would seek to stop them. Join me in Prayer this day, for we go to war!&amp;quot;&#039;&#039; The Chaplain watched over his brothers eagerly as they all took a knee, with bolters laid out on the ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;In name of the Immortal Emperor, I beseech thee to lend your example to our hearts and minds. By your glorious example we serve mankind, and we slay your foes with a fury unlike any of your mortal servants.&amp;quot; Mikelus paused a moment to listen to his voice echoing through the streets, shaking every window and stone. &amp;quot;We ask that you watch over our hearts, as the gene seed of the primarchs Dorn and Gulliman watch over our souls. Guide our blades so that they may pierce our foes, and guide our bolts so that they may purge the heretics. In your name, we give thanks, and offer our lives in service. Now go forth, &#039;&#039;&#039;AND PURGE THEM ALL&#039;&#039;&#039;!&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
It is a well accepted fact that space marines have complete freedom of choice in how they revere the Immortal God Emperor. Many space marines choose to pray to him in times of quiet contemplation, while others choose to do so in ceremonies led by chaplains. Still others choose to not see him as a god, but as either a father figure, or a shining example of humanity. In any of these cases, the Knights Inductor look to their chaplains as a guiding hand in their spiritual duties. These chaplains; who themselves are also claimed by the Null-Gene, are mostly needed to ensure that the Knights never forget the Emperor, or his blessings. &lt;br /&gt;
&lt;br /&gt;
As the Knights Inductor are often reserved and distant from others, Chaplains are a sort of oddity amongst those with souls of steel. Their jobs do not consist of watching over their brothers to guard against chaos, but instead to liven them up and make sure they are fully active in times of battle. These chaplains are trained firmly in the art of speaking by Captain Darren, and made to practice speeches for often months without sleeping to ensure they are capable of stirring already guarded hearts. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! M !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Inductor Chaplain|| 5 || 4 || 4 || 4 || 4 || 6&amp;quot; || 2 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 Inductor Chaplain&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Infantry&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Power Armor, Bolt Pistol, frag &amp;amp; Krak Grenades, Rosarius&lt;br /&gt;
*&#039;&#039;&#039;Crozius Lux&#039;&#039;&#039; - The symbol of office for the Knights Inductor Chaplain, it is an AP 4  Shock Maul (see Close Combat Weapons) that may re-roll one failed roll to wound per Assault phase.&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;:And They Shall Know No Fear, Independent Character, Suppression Tactics&lt;br /&gt;
*&#039;&#039;&#039;Stand Indomitable&#039;&#039;&#039;- Any squad the Chaplain is attached to gains Counter-Attack and may re-roll failed rolls to hit in Overwatch.&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;: &lt;br /&gt;
*Replace bolt pistol with one of the following:&lt;br /&gt;
:-Boltgun: Free!&lt;br /&gt;
:-Power fist: +25pts&lt;br /&gt;
*A Chaplain in power armor may take items from the &#039;&#039;&#039;Melee Weapons&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;, &#039;&#039;&#039;Squad Issue Wargear&#039;&#039;&#039;, &#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039; and/or &#039;&#039;&#039;Experimental Infantry Wargear&#039;&#039;&#039; lists.&lt;br /&gt;
*A Chaplain may replace his power armour, bolt pistol, frag &amp;amp; krak grenades with Terminator armour with storm bolter: +30pts&lt;br /&gt;
:-A Chaplain in Terminator armour may only take items from the &#039;&#039;&#039;Special Issue Wargear and/or &#039;&#039;&#039;Experimental Infantry Wargear&#039;&#039;&#039; lists.&lt;br /&gt;
:-A Chaplain in Terminator armour may replace his storm bolter with a combi-flamer, -melta, or -plasma: +5pts&lt;br /&gt;
&lt;br /&gt;
===Knight Inductor Librarians - 55pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;The battlefield is so stifling as always, but I will lend you my might brothers, to the best of my abilities and training&amp;quot;&#039;&#039; &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Though the Nullarium and its Silencers bear the brunt of psychic warfare duties a Librarian must always be ready to take up his bolt pistol and force staff when he is called to war, when his psychic talents are needed most in the field. Most Librarian battle-disciplines focus on making up for their relatively frailty in battle, and guiding his brothers to victory by sensing the subtleties of the Warp. Such a task is beyond difficult for a normal psyker, as the deadness of the Warp around the Knights affects one’s ability to draw upon their ethereal powers. But the Librarians of the Knights Inductor have been taught to draw upon the smallest skeins of power and to transform it into something more, and the intense training they are put through bears fruit when they can direct their brothers through the smallest whispers in the Warp.&lt;br /&gt;
&lt;br /&gt;
One might be led to think that these non-Astartes and psyker mutants would be ostracized from the rest of the Chapter, but that is far from the truth. These men are not just valued for their power to manipulate the Warp, but also for the fact that they endured the same trials as their comrades. That alone garners them respect in the eyes of all the Knights worthy of being called brother.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! M !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Librarian|| 4 || 4 || 3 || 3 || 4 || 6&amp;quot; || 2 || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 Librarian&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Power Armor, Bolt pistol, Force weapon, Blind &amp;amp; Krak Grenades&lt;br /&gt;
*&#039;&#039;&#039;Wards of Nulling&#039;&#039;&#039;- -1 to Perils, roll an additional D6 when generating charges.  On a 4+ you lose a charge.&lt;br /&gt;
:&#039;&#039;&#039;Psyker&#039;&#039;&#039;: Librarians generate their powers from the Biomancy, Divination, Pyromancy, Daemonology(Sanctic) or Telepathy disciplines&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: Psyker, Independent Character, Stubborn, Suppression Tactics&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;: &lt;br /&gt;
*Can upgrade to an Epistolary (Psyker Mastery Level 2) for +20pts&lt;br /&gt;
*May replace bolt pistol with a boltgun: Free!&lt;br /&gt;
*A Librarian in power armor may take items from the &#039;&#039;&#039;Melee Weapons&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;, &#039;&#039;&#039;Squad Issue Wargear&#039;&#039;&#039;, &#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039; and/or &#039;&#039;&#039;Experimental Infantry Wargear&#039;&#039;&#039; lists.&lt;br /&gt;
*A Librarian may replace his power armour, bolt pistol, blind &amp;amp; krak grenades with Terminator armour with storm bolter: +25pts&lt;br /&gt;
:-A Librarian in Terminator armour may only take items from the &#039;&#039;&#039;Special Issue Wargear and/or &#039;&#039;&#039;Experimental Infantry Wargear&#039;&#039;&#039; lists.&lt;br /&gt;
:-A Librarian in Terminator armour may take one of the following:&lt;br /&gt;
:*Storm bolter: +5pts&lt;br /&gt;
:*Combi-flamer, -melta or -plasma: +10pts&lt;br /&gt;
:*Storm shield: +10pts&lt;br /&gt;
&lt;br /&gt;
===Silencer Primaris - 7 Power Points/105 Matched Points=== &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;The void beyond itself could not devise a fate more empty and black than the one I will now vest on you!&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Apparently Sergeant Ferrus&#039; team ran into &#039;Ork Snipers&#039;, or so I&#039;ve been told. He survived, can&#039;t say much for the rest of his team though. What would it take to bring Ferrus down, eh&#039; Nethezzel?&amp;quot; Brother Gloriel patted the shoulderpad of his squad&#039;s Silencer, then gestured down the city streets. &amp;quot;You&#039;ve been quiet, do you sense anything brother?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The other marine gave a quiet sigh as he ritualistically toyed with the slide of his bolter. &amp;quot;Nothing, I&#039;m not a Psyker, big difference. It&#039;s all quiet, but I do have this strange sense, like the Null has gotten a little stronger recently.&amp;quot; Nethezzel looked over his squads, then held up his Null-blade to peer beyond the edge of its light. As his team peered just around another block, the squad&#039;s point-man suddenly dropped to the ground. Full life-signs still active. The creature that made such a kill sliced Brother Gloriel&#039;s arm clean off, and threw it straight out into the streets. The thing wore a skin-tight black jumpsuit, and had a helmet crafted elegantly from an oversized human skull. Several chords of shimmering green materials hung off of its skull from various ports, and fed purest darkness into its barrel. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Before any of the squad members could react, it threw a grenade into their midst, which dispersed a prismatic gas. Everyone around Nethezzel immediately broke into screams befitting those of a mortal child, while they turned to flee from it, just as they would from an unchecked null-aura. Nethezzel noted nothing of the horrors that the creature emitted, only the arcane bolts of energy feeding off the half-souls of his brothers, those that he the too skimmed light from on occasion to sate the hungers. &amp;quot;In another age we would have been brothers, you and I..&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While the rest of his squad turned to flee from the Culexus, Nethezzel ignited his null-blade and sliced a fine line into the plasticrete. The very essence of all life seeped from that ground to feed his blade, which he then turned forward into a lance position. &amp;quot;Now, what will I do with an Ork Sniper? I know what you are, Culexus. Funny.. That you would come for a Silencer. You&#039;re just a more refined version of me. Find out what I&#039;m made of my brother.&amp;quot; In response the creature clicked its lips, and emulated some child&#039;s sobbing as it unsheathed a long and curvaceous blade. In that moment, a thousand opportunities to strike played out in Nethezzel&#039;s mind, none of which would succeed him against this being. He played the defense then, and made a gamble by ripping the pins out of the blind-grenade on his hip.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The flash of light was only just enough to avail him an advantage. Nethezzel swept aside an attempted shank from the culexus, his null-blade biting deep into the inferior foe&#039;s adamantite. Blow after blow he deftly slid out of the being&#039;s reach, while its Animus Speculum fired repeatedly to no effect. The Silencer kept at his desperate defense until his blade dulled, while at the same time the monster&#039;s blade ripped open and shattered. It cried out with a voice of but a child, just as the Silencer put his ignited blade across the beings throat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;He could see a blurring of time and space around the point of contact, like he would when executing a mortal. But as soon as his blade left its throat, the blurring ceased, and the creature stood up again. It moved forward with a speed beyond that which even an Astartes could react, and plunged its blunted knife into his side. It moved in between the rigid form of his army, as if not impeded by it in the slightest. Nethezzel knew then that he was doomed, yet when the null-edge slid into his side, he felt only a searing pain. While the assassin sliced his innards cleanly open, the silencer brought up his null blade to its neck. The two mutually slid their blades out through each other, then collapsed into each others knees.&#039;..&#039;&lt;br /&gt;
&lt;br /&gt;
Silencers are created from the extremely rare recruits who have an exceptional compatibility with the Knight Inductor gene-seed, inverting their very essence in an indescribable fashion to create a pariah, a null. Those who already showed the pariah gene-factor are occasionally sent to the Knights Inductor courtesy of the Inquisition, instead of being sent to the Culexus Assassin temple to their spite. In any case, in comparison to a Culexus who absolutely radiates sheer despair and causes physical pain even in non-Warp sensitive individuals, Silencers tend to have more comparative control over their aura. While it may not be as powerful, this makes them more useful in tactical situations as they can &amp;quot;shape&amp;quot; their aura to differing effects in a facsimile of psychic powers. Were it not for their usefulness in this manner, the Inquisition would&#039;ve stamped out the Knights long ago. It is due to this that the Knights highly value their Silencers despite their being Pariahs and go to great lengths in their acquisition and training through the Nullarium. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! M !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Silencer || 5 || 4 || 4 || 4 || 4 || 6&amp;quot; || 2 || 9 || 3+&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 Silencer Primaris&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Infantry (Independent Character)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Iron Halo, Power Armor, Bolt Pistol, Blind &amp;amp; Krak Grenades, Null Weapon&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: Independent Character, Silencer, Suppression Tactics&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;: &lt;br /&gt;
*May take a Null-Amp: +20pts&lt;br /&gt;
*May replace bolt pistol with a boltgun: Free!&lt;br /&gt;
*A Silencer in power armor may take items from the &#039;&#039;&#039;Melee Weapons&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;, &#039;&#039;&#039;Squad Issue Wargear&#039;&#039;&#039;, &#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039; and/or &#039;&#039;&#039;Experimental Infantry Wargear&#039;&#039;&#039; lists.&lt;br /&gt;
*A Silencer may replace his power armour, bolt pistol, Null Weapon and blind &amp;amp; krak grenades with Terminator armour with storm bolter and Null Weapon: +2PP/+25pts&lt;br /&gt;
:-A Silencer in Terminator armour may only take items from the &#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039; and/or &#039;&#039;&#039;Experimental Infantry Wargear&#039;&#039;&#039; lists.&lt;br /&gt;
:-A Silencer in Terminator armour may take one of the following:&lt;br /&gt;
:*Storm bolter: +5pts&lt;br /&gt;
:*Combi-flamer, -melta or -plasma: +10pts&lt;br /&gt;
:*Storm shield: +10pts&lt;br /&gt;
*A Silencer may choose to generate his powers from the &#039;&#039;&#039;Null Field&#039;&#039;&#039; or the &#039;&#039;&#039;Cryomancy&#039;&#039;&#039; tables.&lt;br /&gt;
&lt;br /&gt;
===Marauder Field Master - 150pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;It is the mark of a fool, to ignore one&#039;s armory at a time of great need...&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Placeholder for Fluff/Narrative&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! M !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Field Master|| 5 || 5 || 4 || 6 || 6 || 5&amp;quot; || 3 || 9 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 Field Master&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Infantry&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Blind &amp;amp; Krak Grenades, Networked Targeting Array&lt;br /&gt;
*&#039;&#039;&#039;Commandant Marauder Armor&#039;&#039;&#039;- This is Marauder Pattern Armor with a 2+ armor save&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: And They Shall Know No Fear, Independent Character, Preemptive Strike, Suppression Tactics&lt;br /&gt;
*&#039;&#039;&#039;Bullet Magnet&#039;&#039;&#039; - An attached unit may use his Toughness against Shooting Attacks.  If so, all wounds inflicted must be saved by the Marauder Field Master with Look Out Sir only on a 6.&lt;br /&gt;
*&#039;&#039;&#039;Marauder Assault&#039;&#039;&#039; - If the Marauder Field Master is taken as your Warlord, you may take one unit of Marauders as a Troops choice.&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;: &lt;br /&gt;
*Must take two of the following (the second cost is for purchasing a second of the same type):&lt;br /&gt;
:-Heavy Bolter, Heavy Flamer, Multi-Melta: +5pts/+10pts&lt;br /&gt;
:-Missile Launcher, Mk40 Plasma Cannon: +10pts/+15pts&lt;br /&gt;
:-Lascannon: +15pts/+20pts&lt;br /&gt;
:-Assault Cannon: +20pts/+35pts&lt;br /&gt;
:-Dreadnought Close Combat Weapon: +15pts/10pts&lt;br /&gt;
*May replace its in-built Storm Array with:&lt;br /&gt;
:-Twin-linked Flamer: free!&lt;br /&gt;
:-Two Hunter-Killer missiles: +5pts&lt;br /&gt;
:-Twin-linked Meltagun: +5pts&lt;br /&gt;
:-Twin-linked Mk40 Plasma Gun: +10pts&lt;br /&gt;
*A Field Master in Marauder armor may take bolt ammo from &#039;&#039;&#039;Squad Issue Wargear&#039;&#039;&#039; and items from the &#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039; and/or &#039;&#039;&#039;Experimental Infantry Wargear&#039;&#039;&#039; lists.  &lt;br /&gt;
*May take Tac-Senses and Automated Uplink(See Marauder Entry): +35pts&lt;br /&gt;
*May take a Bulwark Guardian Shield or Iron Halo: +35pts&lt;br /&gt;
&lt;br /&gt;
===Command Squad - 120 Points===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;We are the Trusted, the ones who stand beside the one who brings the light!&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Placeholder for Fluff/Narrative&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! M !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Veteran|| 4 || 4 || 4 || 4 || 1 || 6&amp;quot; || 2 || 8 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| Aspirant|| 5 || 5 || 4 || 4 || 3 || 6&amp;quot; || 2 || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*Note: If bought alongside a Captain, Chaplain, Librarian, Silencer, or Special Character in your army, the command squad does not take up an HQ slot&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 Captain Aspirant (Character), 4 Veterans&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Infantry&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Power Armor, Bolt Pistol, Bolter, Blind &amp;amp; Krak Grenades&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: , Suppression Tactics, Indomitable Spirit&lt;br /&gt;
*&#039;&#039;&#039;Test of Glory&#039;&#039;&#039; (Captain Aspirant only): A model with this special rule must always accept a challenge whenever possible and re-rolls all failed rolls to hit in one&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;&lt;br /&gt;
*Each model may take items from the &#039;&#039;Special Weapons&#039;&#039;, or &#039;&#039;Melee Weapons&#039;&#039; lists&lt;br /&gt;
*May take items from the &#039;&#039;Squad Issue Wargear&#039;&#039; and &#039;&#039;Special Issue Wargear&#039;&#039; lists. &lt;br /&gt;
*A Veteran may take an Aceso as an Apothecary (this does not change its profile): +15pts&lt;br /&gt;
*The Captain Aspirant may take:&lt;br /&gt;
:- Macharius Stratagems Codex: +25pts&lt;br /&gt;
:- Iron Halo: +25pts&lt;br /&gt;
:- Storm Shield: +35pts&lt;br /&gt;
*All models may take one of the following:&lt;br /&gt;
:- Space Marine bikes, +7 Points per model&lt;br /&gt;
:- Jump Packs, +3 points per model&lt;br /&gt;
*Any model may take a storm shield, +10 points per model&lt;br /&gt;
&lt;br /&gt;
===Shield Brethren squad - 90 Points===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;We are the Trusted, the ones who stand beside the one who brings the light!&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Placeholder for Fluff/Narrative&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! M !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Shield Brother || 5 || 4 || 4 || 4 || 2 || 6&amp;quot; || 2 || 9 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*Note: If bought alongside a Captain, Chaplain, Librarian, Silencer, or Special Character in your army, the Shield Brethren squad does not take up an HQ slot&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 3 Shield Brothers&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Infantry (Character)&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Artificer armor, storm shield, storm bolter, stun grenades, blind grenades, krak grenades, shock maul&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: And They Shall Know No Fear, Indomitable Spirit, Suppression Tactics, Test of Glory&lt;br /&gt;
*&#039;&#039;&#039;Test of Glory&#039;&#039;&#039;: A model with this special rule must always accept a challenge whenever possible and re-rolls all failed rolls to hit in one&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;&lt;br /&gt;
*May take items from the &#039;&#039;Squad Issue Wargear&#039;&#039; and &#039;&#039;Special Issue Wargear&#039;&#039; lists.&lt;br /&gt;
&lt;br /&gt;
==Special Characters==&lt;br /&gt;
===Lord Arbiter Zakis Randi, Chapter Master of the Knights Inductor - 240pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;I am a judge presiding over the fates of billions of our fellow human souls, both civilian and Knight alike&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;The current and longest-serving Chapter Master of the Knights Inductor. While the majority of the Aprior Sector is self-governing and self-sufficient, the task of running a large Chapter force is no small one. Drastic revisions to the Sector Charter, tactical policies, and other key aspects of the Aprior Sector must be brought before and approved by Randi himself. Like any good Chapter Master he is a master of warfare as well as politics, wielding his Judgement Gavel just as well as he wields words in the Council of Masters in the Knights Inductor. The decisions that have to be made weigh upon him heavily, and he knows that the Knights are never too far above rebuke from powerful organizations like the Inquisition...&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! M !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Zakis Randi || 6 || 5 || 4 || 8 || 5&amp;quot; || 5 || 4 || 10 || 2+/3++&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 (Unique) &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Terminator Armor, Storm Shield&lt;br /&gt;
*&#039;&#039;&#039;Wrist-mounted Plasma Repeater&#039;&#039;&#039; - Counts as a Twin-linked Mk40 Plasma Gun&lt;br /&gt;
*&#039;&#039;&#039;Judgement Gavel&#039;&#039;&#039; - This is a Master-crafted Thunder Hammer that strikes at -3 Initiative.  In addition, once per game at the beginning of any Assault phase Randi may choose D3 models in base contact to count as WS1 for the remainder of the Assault phase. &lt;br /&gt;
*&#039;&#039;&#039;The Macharius Stratagems&#039;&#039;&#039; - Zakis Randi may distribute three special rules from the Macharius Strategems Codex to three units, one unique rule per each.  In addition, your reserve rolls cannot be modified or penalized by the enemy.  &lt;br /&gt;
:&#039;&#039;&#039;Warlord Traits&#039;&#039;&#039;:&lt;br /&gt;
*Zakis Randi has the Master of Stalling Warlord trait by default&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: And They Shall Know No Fear, Eternal Warrior, Hammer of Wrath, Independent Character, Suppression Tactics&lt;br /&gt;
*&#039;&#039;&#039;Legendary Presence&#039;&#039;&#039; - If Zakis Randi is your Warlord, all friendly Knights Inductor units in your army may use his Leadership of 10 for all Morale and Pinning checks. &lt;br /&gt;
*&#039;&#039;&#039;Grand Prelude to War&#039;&#039;&#039;- If you include Zakis Randi in your army, you may choose three units with Suppression Tactics special rule to be affected by the Preemptive Strike rule.&lt;br /&gt;
&lt;br /&gt;
===Captain Roland Darren, Magister Pactis - 155pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;But surely can&#039;t we come to an agreement?  You see, within the next ten minutes your forces will suffer losses upwards of...&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;No, I assure you that the food provided by my serfs is not edible at all to your people.&amp;quot; Captain Darren watched the Water Caste Diplomat from across the galley of his cruiser. Both the Elegant Relictor, and the Korst&#039;la Demlok had been docked to each other, and the diplomats from both parties gathered in Darren&#039;s sumptuous feasting hall. Mead and various delicacies from Aprior had been placed on one end of the table, while plates and mugs of Ambrosia; cleverly disguised to more closely resemble the human food across, was placed near Darren. &amp;quot;Your people will get a shipment of power cores from Aprior&#039;s manufactorums.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The diplomat looked to either side of her seatings, where she had a Fire Warrior readied, and a Ranghon woman with a bowcaster grafted onto her arms. &amp;quot;And these cores, you assure me that they&#039;re of the finest quality available from your people? Are they aboard this ship?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Darren nodded in assertion to his counterpart, &amp;quot;Yes, you may have them delivered aboard your ship as soon as I have a formal agreement of your side of the bargain. I wish to have one of your tigershark carriers in orbit of Aprior Primus for the next six Terran months. And of course this deal is concurrent, if you wish I will keep supplying more fusion cores to fulfill this contract further.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;She sighed, stirring a goblet of wine with a slender finger. &amp;quot;Good, now what&#039;s to stop me from simply taking what I want and leaving?&amp;quot; As the Water Caste diplomat sat up, the ranghon bodyguard raised her bowcaster at Darren. To her surprise the Captain swept the space between them with a sword that was aa handsome as he was, with a power field shimmering over obsidian scales and teeth. As one, ten figures in terminator armor stepped out from various alcoves, and raised stormbolters straight to the diplomats. Their cloaking fields disengaged immediately.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Darren planted his paragon blade into the sheet metal at his feet. &amp;quot;Take a look through my eyes, Aun&#039;iel. The Great Devourer comes for your world, and Aprior is one of the many systems between Behemoth, and your people. If you do choose to station a Tigershark Carrier in Aprior, we can put it to great use with our fleets to stave off the fleets. I think you&#039;ll find these terms very agreeable...&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Captain Darren is unused to the enemy dropping negotiations suddenly, and starting unnecessary hostilities at the same time they drop all pretense of peace talks. However this does not mean he&#039;s not well prepared for such unusual situations. Unusual, it is, because being the premier diplomat for the Knights Inductor Darren is known for being able to quell rebellion and stave off war with a few choice sentences delivered at the right time to the right people. For every battle he is forced to fight there is said to be two dozen avoided in the first place. Even as he makes war he continues to negotiate with the enemy terms of surrender as the Knights go about their duty. Against foes that are classified &amp;quot;no holds barred&amp;quot;, Darren is more than willing to do his part to end the conflict in a timely and cost-efficient manner, stirring the normally calm fighting spirit in even the most dour Knight with his impassioned and stirring rhetoric.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! M !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Roland Darren || 5 || 5 || 4 || 4 || 6 || 6&amp;quot; || 3 || 9 || 2+/4++&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 (Unique) &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Infantry (Character)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Artificer Armor, Bolt Pistol, Stun &amp;amp; Krak Grenades, Iron Halo, Teleport Homer&lt;br /&gt;
*&#039;&#039;&#039;Sword of Pacification&#039;&#039;&#039; - This is a Master-crafted AP2 Power sword that grants Darren a special ability.  If an enemy suffers an unsaved wound from this weapon and survives, Darren may choose to reduce either the Strength, Toughness, or Initiative of that model by one for the rest of the game.  These effects are cumulative.&lt;br /&gt;
:&#039;&#039;&#039;Warlord Traits&#039;&#039;&#039;:&lt;br /&gt;
*Roland Darren has the Skilled Negotiator Warlord trait by default &lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: And They Shall Know No Fear, Deep Strike, Independent Character, Suppression Tactics&lt;br /&gt;
*&#039;&#039;&#039;Tireless Orator&#039;&#039;&#039;- If Roland Darren is your Warlord, you may select any combination of friendly and/or enemy units up to two within 24” for Ongoing Negotiations and Inspiring Rhetoric&lt;br /&gt;
*&#039;&#039;&#039;Ongoing Negotiations&#039;&#039;&#039; - At the beginning of the player&#039;s turn Captain Darren may select one enemy unit within 24&amp;quot; to vox.  Roland and the target both roll a d6+LD.  If Darren beats the enemy unit, they lose -1Ld permanently and auto-fail Morale checks for one game turn.  If they tie, the enemy unit counts as losing -1Ld for one game turn and re-roll successful Morale checks.  If they beat Darren, they gain Hatred (Knights Inductor) which lasts until the end of their next turn.  Captain Darren cannot target a unit that is already under the effects of Ongoing Negotiations or is Fearless. &lt;br /&gt;
**&#039;&#039;&#039;This Ability may not be used against enemy units who are listed as &amp;quot;Come The Apocalypse&amp;quot; in the KI Allies Chart&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Inspiring Rhetoric&#039;&#039;&#039;- Darren has Stand Indomitable (see Chaplain entry). If Darren chooses not to use Ongoing Negotiations, he may inspire a friendly unit within 24&amp;quot;, granting them +1 Attack and Fearless for one game turn.&lt;br /&gt;
&lt;br /&gt;
===Captain Isaac Rico, Master of the Vanguard - 155pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Yes, yes, yes, I -know- we need to minimize losses to maintain optimum combat effectiveness but if we utterly destroy them -now- we can prevent them from escaping!&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Anyone who ever assumed that an Astartes in full power armor is graceless and clumsy has never seen one in action. As the Ninth Captain Isaac slid on his knees across the vertical wall of a hive city building, he angled his entire body to face just shy of a street lamp. Isaac leaped out from the wall with the same grace as an elf, and activated his jump pack to rapidly approach the lamp. Just down the street was a line of fire warriors desperately trying unsuccessfully to get a bead on the captain.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Isaac touched down just behind a wrecked devilfish, and awaited the advance of his Incursion team, each one performing elegant maneuvers as they all ran parallel to walls, and jumped off of uneven surfaces to evade plasma fire. They touched down in the streets just ahead of Isaac, and in unison charged the fire warriors. Each one had managed to catch the Tau off guard, with only two falling to plasma fire before they clamped down hard upon the lines. Chainswords roared out in the night while Isaac clashed in just behind his warriors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Captain Deftly slid under a rifle thrown right at him, and dashed aside the desperate hands of a tau warrior. He hooked his chainsword straight into the side of his opponent and threw the man back into indignatus&#039; blade. His innards slid out and sprayed out over Isaac&#039;s arm, but he paid them no heed as the captain jumped straight up over an honor blade aimed at him. He crashed down upon the next warrior, and flew straight into a rampage of slicing motions and killing thrusts...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PRESS THEM IN BROTHERS, None shall escape our blades! Run them down!&amp;quot; Indignatus plunged itself straight into the back of a warrior that turned to try and flee, while he watched as his brothers slammed their prey straight into the concrete below to make finishing moves.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Easily the most outspoken and aggressive of all commanders in the Knights Inductor, he has seen more blood and brutality from the failures of fellow Imperials than most of his fellow peer. He sees the galaxy for what it really is, and believes that violence is the only true way to destroy the enemy to protect what they can. He spent much more time languishing in the Incursion squads than most recruits, gaining exceptional combat prowess at the cost of neglecting ballistic practice. The Incursion squads under his command share his own hot-blooded philosophy, much to the chagrin of the other companies.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Isaac Rico || 6 || 4 || 4 || 4 || 6 || 10&amp;quot; || 4 || 9 || 3+/4++&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 (Unique) &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Jump Infantry (Character)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Power Armor, Bolt Pistol, Seismic Charge, Frag &amp;amp; Krak Grenades, Iron Halo&lt;br /&gt;
*&#039;&#039;&#039;Indignatus&#039;&#039;&#039; - Indignatus is an ordinary chainsword, however such is Rico&#039;s skill and familiarity with it that he can target the smallest of weak points with ease.  In his hands it is AP3 with the Rending special rule.  In a challenge, it also gains the Shred special rule&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
*May take a jump pack: +15pts &lt;br /&gt;
:&#039;&#039;&#039;Warlord Traits&#039;&#039;&#039;:&lt;br /&gt;
*Isaac Rico has the Master of Stalling Warlord trait by default&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: And They Shall Know No Fear, Furious Charge, Preemptive Strike, Independent Character&lt;br /&gt;
*&#039;&#039;&#039;Master of the Vanguard&#039;&#039;&#039; - Isaac Rico has the Blade of Experience special rule (see Vanguard Veteran).  If Captain Isaac Rico is your Warlord, all Incursion squads and Vanguard Veterans lose the Suppression Tactics special rule and instead have Furious Charge and Objective Secured.&lt;br /&gt;
*&#039;&#039;&#039;Core of Brutality&#039;&#039;&#039; - In close combat, if an enemy unit rolls a 1 to hit Isaac Rico or his unit he immediately gains an attack back at the same initiative level.  In challenges, he gains an attack for every miss to hit him.  If the enemy unit he is fighting with locks into combat, he immediately makes D6 Attacks.&lt;br /&gt;
&lt;br /&gt;
===Provisional Captain, Garven Brias, Master of Ordnance - 150pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Nothing like a couple of earth-shaking Harbinger rounds to liven up one&#039;s morning!&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;First officer, give me a status report.&amp;quot; Garven watched from the captain&#039;s chair of the Battle Barge; Radiant Dawn, as his crew ran about combat stations. Several men ran between the bridge entrance and a reader-servitor. After a minute of inspection, the first officer stood to report. &amp;quot;Captain, confirming the presence of six Tyranid cruisers matching the markings of Hive Fleet Jormungandr, as well as six hundred Narvhals and accompanying Mycetic Spores entering the Gravity Pause near Aprior Stellar Secundus. Movements appear to be to Nyx, Hydra, and- Scratch that report, They&#039;re avoiding the moon of Nyx. The rest of the fleet seems to be heading to Aprior Primus, our homeworld.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Garven twisted his arms about under a massive set of grey robes. Before giving any orders, he turned to a servitor to order it to retrieve his power armor. &amp;quot;Now-.. Send commands to the Ward of Saint Pius, Ward of Saint Emelia, Battler Errant, and Aprior&#039;s Finest. Send all crew to their battle stations alert one, bring all guns to the forward position and engage engines. Link up to Battlegroup one, set to my personal group. Send a message to Darren&#039;s ships and allies, set to battlegroup two and standby for jump. Battlegroup two will receive an encrypted band of signals, upon receiving they shall engage their jump drives to a position and formation I dictate.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;His crew scrambled to transmit orders to the nearby frigates and battle barges, each in turn scrambled over the vox frequencies as a buzz of activities. &amp;quot;To my Battlegroup. Set engines to Burnout! One hundred and sixty percent of the safe values, engage Dive-Systems, match FTL Vectors to the Radiant Dawn.&amp;quot; The Captain watched in earnest as his battlegroup followed the orders, and all preparations were made. &amp;quot;And finally, Helmsman, plot a course to a retrograde orbit of Nyx. Ignore all warnings of Narvhals in orbit of the planet.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Ship lurched into motion, turning frighteningly fast for a ship of its size. All four of the Radiant Dawn&#039;s engines roared to life, and then continued to create a titanic noise that shook the entire hull for many more minutes. When the Dive-System engaged, the crew collectively felt as the entire universe was simply shunted closer to them. Everyone was sucked into the nearest wall, or seat restraints as their velocity rose. The Tyranid scout cluster rose into view, and then a Narvhal slammed directly across the brow of Radiant Dawn. Ichor splattered over the ship, but it remained undaunted in its maneuver.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When the Radiant Dawn arrived at Nyx, it came with four other ships, and met the entire right-hand flank of Jormungandr&#039;s scout fleet. Guns roared as Lance batteries cut open the Tyranid ships like a bolter through supple flesh, as they cleared a path through the mess of scouts and transports. Garven&#039;s battlegroup swung around the gravity well provided by Nyx, and came face to face with an overwhelming mass of smaller xenos vessels.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Distance to the bulk of the xenos bioforms is eighty kilometers and closing in eight minutes. We have our gunnery crews clearing up the stragglers, but how should we proceed?&amp;quot; One of Garven&#039;s senior officers looked to the captain as he gave his notices. Brias quietly contemplated the feeds coming in for a few moments, and in his mind he considered a few decent options.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Brias finally settled in his own personal helmet and sealed it, as a more specialized form of Tactical Autosenses engaged. &amp;quot;The Radiant Dawn, Battler Errant, and Aprior&#039;s Finest will deploy all thirty of their lightning squadrons. Ward of Saint Pius and Ward of Saint Emelia will deploy half squadrons, keeping the rest in reserves.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Brias watched as the mass of Tyranid ships slowly lurched towards his fleet, but the bulk of them stayed back in reserves to launch more mycetic spores. His senior captains relayed the orders to his whole fleet, and within two minutes he started receiving notices of fighter squadrons launching. &amp;quot;It&#039;s not enough, send orders to the fleet to take a Claw Formation with my ship as the Convex, and move the Concave Focal Point to stern, mark negative thirty degrees Z to stern.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;His Senior Officer balked at the orders, and was nearly about to protest them when Garven continued. &amp;quot;When you&#039;re finished, have the reserve fighters form a Wall Formation on the X-Y plane directly above our ships. Then move this whole formation directly below the xenos, initiate quarter-burn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Without the full burn of his ships superior thrusters, Garven&#039;s fleet made its formation changes in three minutes. Only the most senior of officers were able to match the Captain&#039;s wits realized how suicidal the maneuver was. Sensing the Aprior fleet moving into a poor position, the Tyranids shifted their entire mass directly towards Garven, while outright ignoring the planets surface. They surged forwards, greatly increasing speed as the swarm formed an outstretched tendril.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Just two minutes before contact could be made, Garven flew into action. &amp;quot;ALL SHIPS, FULL BURN! Shift our focal point to directly face the xenos, and surround them! Execute transmission code charlie-sierra-echo&amp;quot; His officers quickly relayed commands, and the entire fleet seemingly turned as a single being not unlike the Tyranids. With an agility unlike anything the hive mind has ever witnessed, Garven&#039;s ships suddenly broke from a poor position, into one that quite suddenly ensnared the tendril in the grasp of its claws. Only the rear of the hive remained open, but it was surrounded in five different directions as ships laid into the mass with all guns.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Hive wavered momentarily, then it surged out along two directions to try and break out of the claw. It had failed utterly to react to the pair of tau tigershark carriers that translated directly above it, led by the command of Captain Darren upon receiving of his commands. With only a few moments to spare, the tigersharks launched into an assault on the tendrils that were about to engage Garven&#039;s claw arms, cutting them off from the mass. As one, they all fired directly into the core of the xenos mass, dissolving it under combined fire of Lance, Cannon, Missiles, Torpedos, and Rail.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;CLEAR UP, all ships fire at will against the unengaged Mycetic spores! The enemy defenses are down, prepare to repel planetary invasions!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The former Ship Master of one of the Knights Inductors&#039; vaunted Battle Barges, he was called back into field service when the previous Captain of the 8th Company went missing in one of the excursions to The Dead Stars and has since taken up the post of Master of Ordnance. He has an unhealthy fascination with orbital bombardments and doesn&#039;t hesitate to use one, or two, or three when he is authorized to do so with no civilians in sight. He, like most other Knights, disdains from close-ranged combat and applies his considerable range-gauging skills with back line units like the Suppressors, utilizing his Tactical-Sense upgraded helmet to calculate firing trajectories perfectly. It&#039;s just as well that he&#039;s not a diplomat, or else the majority of his negotiations attempts would likely end with a surprise: spontaneous, sustained space to surface bombardment of massive proportions.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! M !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Garven Brias || 4 || 5 || 4 || 4 || 3 || 6&amp;quot; || 2 || 9 || 3+/4++&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 (Unique) &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Infantry (Character)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Power Armor, Bolt pistol, Iron Halo, Power Sword, Tactical Autosense, Frag &amp;amp; Krak Grenades&lt;br /&gt;
:&#039;&#039;&#039;Warlord Traits&#039;&#039;&#039;:&lt;br /&gt;
*Garven Brias has the Big Game Hunter Warlord trait by default&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: And They Shall Know No Fear, Independent Character, Suppression Tactics&lt;br /&gt;
*&#039;&#039;&#039;Naval Dominance&#039;&#039;&#039; - Whilst Garven is alive, you may choose to add or subtract 1 from the result of a friendly reserve roll.  In addition, enemy reserves take a -1 penalty to their reserves roll.&lt;br /&gt;
*&#039;&#039;&#039;Master of Ordnance&#039;&#039;&#039;- If Garven Brias is the Warlord of your army, Suppressor squads gain Objective Secured.  In addition, he has the authority to call down a volley from an orbiting Strike Cruiser&#039;s gravitic Harbinger cannons.  This ability can be used once per game in his Shooting Phase.  Calling down a Harbinger Volley otherwise counts as firing a ranged weapon and uses the following profile:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| Harbinger Volley || Unlimited|| 10|| 1 ||Ordnance 2, Large Blast, Barrage&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*Note: If a scatter is rolled, the shot will scatter the full 2D6, Garven&#039;s BS makes no difference&lt;br /&gt;
&lt;br /&gt;
===Mechanicus Maestro Severus Gajet, The Empathetic Code - 175pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;YEEESSSSSS!! What can I do for YOU?  Care for some oiled unguent recaf while you&#039;re here?&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Gajet is a highly eccentric Techmarine, even by Mechanicus standards. If his way of talking to his flesh-endowed peers is considered peculiar, his garbled, ultra-rapid binary is hard to decipher even to the most experienced Magos.  Though he never reached the rank of Master of the Forge, he consistently showed his unnatural expertise with machines that commonly outmatched the simultaneous efforts of two or more Techmarines at once.  Thus his title is made up by himself, and yet accepted amongst the Workshop Mechanicus.  His extreme empathy with machine spirits has led him to find more than a few faults in modern Mechanicus rituals, causing sparks to fly between him and the more traditional minded of Tech Adepts.  But those who briefly put aside the adamantium set teachings from Mars and put his corrections, additions and subtractions into practice more often than not find that their own efficiency increases by a significant amount.&lt;br /&gt;
&lt;br /&gt;
Gajet also currently heads most of the research programs in the Workshop Mechanicus technological development departments. For days, weeks, months, years and even decades he often locks himself in isolation while working on a personal project or innovation, emerging only to test his latest creation at the front lines with forward Knights Inductor companies, or to set forth leading a Mechanicus Reclamation force when a hint of an STC fragment has been uncovered.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! M !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Master Gajet || 5 || 5 || 4 || 4 || 5 || 6&amp;quot; || 2 || 9 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 (Unique) &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Artificer Armor, Blind &amp;amp; Krak Grenades, Digital Weapons, Bolter&lt;br /&gt;
*&#039;&#039;&#039;Gamma Shield&#039;&#039;&#039; - Gajet has a 5+ Invulnerable save that turns into a 4+ Invulnerable save against shooting attacks.  Gajet also confers this save to the unit that he is in.  &lt;br /&gt;
*&#039;&#039;&#039;Gadgetus&#039;&#039;&#039; - The Maestro&#039;s tech harness includes a master-crafted extra servo arm, TL plasma gun and heavy flamer.  He may fire up to two weapons per shooting phase&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
*May take a &#039;&#039;&#039;MkII Gravitic Mass Driver&#039;&#039;&#039; for +25pts. This is a Gravitic Accelerator Cannon with Path of Destruction special rule (see Heavy Gravitic Accelerator Cannon).&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Infantry Experimental Wargear&#039;&#039;&#039; list.&lt;br /&gt;
:&#039;&#039;&#039;Warlord Traits&#039;&#039;&#039;:&lt;br /&gt;
*Severus Gajet has the Leader of &amp;quot;Many&amp;quot; Warlord trait by default&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: And They Shall Know No Fear, Independent Character, Suppression Tactics, Relentless&lt;br /&gt;
*&#039;&#039;&#039;Head of the Primary Workshop&#039;&#039;&#039; - Has Servo-Enhancement and Bolster Defenses.  If Master Gajet is your Warlord, the limit on Experimental Infantry Wargear and Experimental Vehicle Wargear is lifted.&lt;br /&gt;
*&#039;&#039;&#039;Pure Machine Empathy&#039;&#039;&#039; - Gajet has Blessing of the Omnissiah, and makes a successful repair roll on a 2+.  Rolls of 5+ allows an additional Hull Point, Weapon Destroyed or Immobilization to be repaired&lt;br /&gt;
&lt;br /&gt;
===6th Company Captain Xavion, Master of the Hunters - 185pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;I swear I will avenge Xerxes and all those whom the Necrons took from us!&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;The 6th captain took up position down a hall, just a scant few feet from where Garven was setting in coordinates for an orbital strike. He leveled off Mandate down the hall as an endless pattering of heavy hooves clattered just out of sight. When the Daemons stomped into sight, he depressed the trigger of his bolter and barked out a withering hail of shredder fire. Explosive fragments of tungsten tore through the Daemons, and sent flesh scattering in gore to cover every nearby surface. Twenty seconds of fire continued, during which Mandate&#039;s compensator deformed to such an extreme that molten metal dripped into the bolts and flew off in shimmering droplets, and the light produced was as great as that of a plasma gun.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The light stopped then as the last daemon fell, and Mandate ran with a dry rapid clicking. Both drum-magazines revved like chainswords as their twin machine spirits attempted in vain to load bolts that didn&#039;t exist into the barrels. Xavion ignited his power sword, braced Mandate against his knee, and lopped off the molten compensator. He slotted in another set of Double-drum magazines and chambered a bolt just in time to hear more clattering hooves down the corridor. &amp;quot;Last Magazine Garven! I can give you twenty more seconds, so hurry up and get those harbingers on the portal!&amp;quot; In the farthest corner of his mind, he could hear the machine spirits of Mandate whispering in assertion that the daemons must die. They hungered for foes to slay, he knew, and he obeyed by leveling it off again. Xavion offered a prayer to the Machine Spirits as Gajet taught him to do. He prayed to his armor; that it would help guide his hands as they steadied mandate, and the servos whined in assertion as his arms locked up tight.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Just then, a Bloodthirster squeezed itself around the corridor and roared at Xavion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The jaded former Veteran Sergeant of the legendary Silent Hands Sternguard Veteran teams.  He is acclaimed throughout the Knights Inductor for his uncanny skill with the boltgun, produced by a latent talent and malfunction in his gene-seed.  He, due to some twist of fate, lacks the Null trait, still has the full set of functional extra organs, and can receive hypnotherapy like any other regular Space Marine.  He as a result of his particular set of skills rose quickly through the Scouts, Incursion, and Suppressor squads before receiving his station in Phoenix Tactical squad of 6th Company.  But fresh on this new tour of duty, he witnessed the wholesale slaughter of two Tactical squads and over 200 scientific and security personnel at the hands of former Sergeant Xerxes, who had been contained as a Null Knight.  The first to be discovered and last to be attempted treatment on.  &lt;br /&gt;
&lt;br /&gt;
After witnessing such a horrific event he dedicated himself to the task of hunting down the Null Knights personally with the brothers of 6th Company at his side.  However his lack of resistance to the Warp has the double effect of instilling a sense of unease when around his closest comrades, and the whispers of the Warp caress his mind, searching for a weak point in his soul armor.  However his mind is always focused on one goal: the freeing of his brothers from the Necron taint.  His personal combat servo-skull, fashioned from the skull of Null Knight Xerxes, serves as a constant reminder of what needs to be done.  Only then will his brothers know rest.  Only when they finally return the dead to their rightful tombs.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! M !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Xavion || 5 || 6 || 4 || 4 || 5 || 8&amp;quot; || 2 || 9 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 (Unique) &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Infantry (Independent Character)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Artificer Armor, Locator Beacon; Blind &amp;amp; Krak Grenades, Camo Cloak. Meltabombs, Power Sword&lt;br /&gt;
*&#039;&#039;&#039;Skull of Xerxes&#039;&#039;&#039;- This is a Servo-skull Familiar that follows Xavion, and joins any unit he joins. This familiar reduces the cover saves of any unit he targets in shooting within 18&amp;quot; by -1.&lt;br /&gt;
*&#039;&#039;&#039;Mandate&#039;&#039;&#039;- A master-crafted bolter, loaded with painstakingly hand-crafted Anti-Phasic bolts meant to take down metal, not flesh.  It was the bolter that took the life of Xerxes, and it will be the one that will take the un-life of the last of the dreaded Null Knights...&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! Type&lt;br /&gt;
|-&lt;br /&gt;
| Mandate|| 36&amp;quot;|| X || 5 ||Salvo 2/4, Sniper, Shred, Anti-Phase&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt; &lt;br /&gt;
*&#039;&#039;&#039;Anti-Phase&#039;&#039;&#039;- During shooting, Separate any wounds caused by Mandate against Necrons. Reanimation Protocols and The Ever Living cannot be used to save against these wounds.&lt;br /&gt;
:&#039;&#039;&#039;Warlord Traits&#039;&#039;&#039;:&lt;br /&gt;
*Captain Xavion has the Perfect Ambusher trait by default&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: Fearless, Preferred Enemy (Necrons), Preemptive Strike, Shrouded, Suppression Tactics&lt;br /&gt;
*&#039;&#039;&#039;Crack Shot&#039;&#039;&#039;- All hits caused by Xavion&#039;s shooting may be allocated as Precision shots.&lt;br /&gt;
*&#039;&#039;&#039;Master of Hunters&#039;&#039;&#039;- Captain Xavion has the Move Through Cover, Infiltrate, and Scout special rules.  In addition, he may join a unit before deployment and grant them the effects of these rules&lt;br /&gt;
*&#039;&#039;&#039;The Unseen Threat&#039;&#039;&#039;- If Captain Xavion is your Warlord, all Knight Inductor units with Suppression Tactics special rule in terrain are immune to Ignores Cover and reductions to their cover saves.  This does not apply to Strength D weapons that have rolled a 6 or against enemy units within 12&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Chief Librarian Zecherias, Trusted Adviser to Zakis Randi - 175pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Follow me, Brothers, I will light the path we need to take with sword and psykery!&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Chief Librarian Zecherias is one of the most battle-hardened of Librarians within the Knights Inductor Chapter, as well as having top-notch experience in negotiation with fellow humans. Despite the lack of hypnotherapy allowing the Knights Inductor to retain much more of their humanity than most Space Marines, those like Randi understood that they lack a distinct human touch at times and appointed Zecherias as his chief adviser in these regards. Well-versed in Chapter lore and as well as knowledge of the greater Imperium, his skill and advice in the dealings with the heresy-seeking Inquisition allowed the Knights Inductor to remain in good standing with his advice on hiding the more heretical of their doctrinal and technological deviations. On the battlefield he wields the light itself to cut and bind foes that tower over his wizened head, a literally shining example to both his fellow Librarians and to his super-human compatriots... &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! M !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Zecherias || 4 || 4 || 3 || 3 || 4 || 6&amp;quot; || 3 || 9 || 2+/4++&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 (Unique) &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Infantry (Character)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Artificer Armor, Blind &amp;amp; Krak Grenades, Bolt Pistol, Psychic Hood&lt;br /&gt;
*&#039;&#039;&#039;Blinding Light&#039;&#039;&#039;- A well-worn force sword that is studded with empowering runes extolling &amp;quot;light&amp;quot;, &amp;quot;power&amp;quot; and &amp;quot;hope&amp;quot;.  This is a Force sword with Blind and a special property; for every degree of success that is not denied to activate this weapon, it gains +1S and -1AP.&lt;br /&gt;
*&#039;&#039;&#039;Greater Wards of Nulling&#039;&#039;&#039;- Grants a 4+ Invulnerable save and +1 to Peril Rolls without the Warp Charge penalty.&lt;br /&gt;
:&#039;&#039;&#039;Warlord Traits&#039;&#039;&#039;:&lt;br /&gt;
*Zecherias has the Skilled Negotiator Warlord trait by default&lt;br /&gt;
:&#039;&#039;&#039;Psyker&#039;&#039;&#039;: May take any of the disciplines that an Inductor Librarian can take.  &lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: Stubborn, Suppression Tactics, Psyker Lvl 3, Independent Character&lt;br /&gt;
*&#039;&#039;&#039;Honed by the Void&#039;&#039;&#039;- Zecherias may re-roll any one die in the Psychic Phase.  &lt;br /&gt;
*&#039;&#039;&#039;Warp Surge&#039;&#039;&#039;- For every Warp Charge generated in a friendly Psychic Phase, you may roll a die for each, gaining an extra Warp Charge on a 5+ (these extra charges don&#039;t grant extra rolls) with Perils having a -1 modifier.  Three or more rolls of 6 to generate Charges in this manner automatically inflict a Perils result.&lt;br /&gt;
*&#039;&#039;&#039;Binding Light&#039;&#039;&#039;- In addition to any powers selected, Zecherias knows the power Binding Light:&lt;br /&gt;
::Warp Charge 2&lt;br /&gt;
Binding Light is a &#039;&#039;&#039;malediction&#039;&#039;&#039; that targets an enemy model in close combat within 18&amp;quot;.  Whilst this power is in effect, that model counts as being hit by Electro-Shackles at the beginning of that Assault Phase.&lt;br /&gt;
&lt;br /&gt;
===Honor Guardian Ferrus, The Heart of Iron - 85pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;I am the Shield of my Brothers, Let the hand that falls to them, fall to me instead!&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Iston i nif gin...&amp;quot; The wraithguard swept its great weapon across the halls of the Ward of Saint Pius, as the soul inside whispered out in a calling for its prey. &amp;quot;Am man, iston i nif lin?.. Faica Vuin, Morai-heg. Why do you serve these mortals..&amp;quot; The ancient spirit looked down upon a mortal that stared at it with a mighty shield. More mortals stood behind this one, one of which carried a great hammer and was shouting orders.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The ancient heard whispers in its shell to take the souls of this mortal. It obeyed, and swept with it&#039;s scythe across the one who carried a shield. He tried to cut the chord that held the mortals soul, but the chord was guarded tight by an arcane force. Again, and again the ancient swept its scythe over the mortal, and still the mortal stood.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sergeant Ferrus charged forth, with Zakis Randi marching quickly behind him as he slammed right into the wraithguard. He felt groggy, weakened and injured, yet with not a single mark on his body to show for it. The great guardian slogged into the ancient&#039;s fist, but he was unbroken by it. He knew only one thing then, and that was to stand and take the scythe for his Lord.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ferrus then parted his body aside like water as Zakis brought down the Judgement Gavel into the wraithguard. With one strike the ancient being crumpled. And another strike fell as Ferrus crushed its spirit stone to stop the construct from moving again.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sergeant Ferrus has served with utmost distinction in the Chapter Master&#039;s personal guard, acting as his figurative and literal shield in some of the most brutal fighting of the Chapter&#039;s history. When Zakis Randi laid broken in body at the hands of Null Knight Tertius, it was Sergeant Ferrus who took up his shield to fend off the tank-rending blows of the Null Knight until Captain Xavion could place the final shot to end the threat. Though not wielding a standard weapon, it is said that not even the most skilled of warriors can force down his guard. He can be best be described as tenacious, self-sacrificing and unwilling to rest even if he is struck down. For him, not even his duty may end in mere death... &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! M !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Ferrus || 6 || 4 || 4 || 4 || 4 || 6&amp;quot; || 2 || 9 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 (Unique) &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Infantry (Character)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Artificer Armor, Blind &amp;amp; Krak Grenades, Electro-Shackles, Storm Bolter, Specialized Bolt Ammunition&lt;br /&gt;
*&#039;&#039;&#039;Iron Heart&#039;&#039;&#039;- An ancient artifact handed down to the Knights Inductor from the Salamanders Chapter, it is a shield that grows more powerful the greater the threat to the wielder.  This is a storm shield  that becomes 2+ against wounds causing Instant Death.  Hits on Ferrus are resolved at -1 on the Destroyer, Thunderblitz and Stomp tables (roll separately for Ferrus on the latter).&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;&lt;br /&gt;
*May take Terminator armor: free!&lt;br /&gt;
:&#039;&#039;&#039;Warlord Traits&#039;&#039;&#039;:&lt;br /&gt;
*Guardian Ferrus has the Watchful Defender Warlord trait by default&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: And They Shall Know No Fear, Independent Character, It Will Not Die, Suppression Tactics&lt;br /&gt;
*&#039;&#039;&#039;Shield Bash&#039;&#039;&#039;- In challenges, enemy models re-rolls successful to-hit rolls against Ferrus.&lt;br /&gt;
*&#039;&#039;&#039;Tireless Defender&#039;&#039;&#039;- If Ferrus is in a unit, Look Out Sir rolls are automatically passed if the wound is allocated to Ferrus, as well as Glorious Intervention tests.  However he himself cannot make any Look Out Sir rolls. &lt;br /&gt;
*&#039;&#039;&#039;Duty Never Ends&#039;&#039;&#039;- If Guardian Ferrus loses his last wound, he is not removed from play but is placed on his side.  At the beginning of the player&#039;s next turn, he gets up with 1 wound on a D6 roll of 2+.  This rule can only be used once per battle.&lt;br /&gt;
&lt;br /&gt;
==Troops==&lt;br /&gt;
===Tactical Squad - 96pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;By this oath of Conviction, I give my life to the God Emperor! May I stand firm in the lines of battle. By this Oath, my Soul is Steel, my Mind is a Fortress, and my Armor is Indestructible!&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Like most Space Marine Chapters, tactical squads within the Knights Inductor are the backbone of any battleforce the Knights Inductor send out.  By this point a tactical Knight will have been thoroughly trained in covert warfare and suppressive actions in less than lethal situations, and highly adaptable to both.  They most critically enjoy access to standard squad issue wargear that can be requested on a per-mission basis, provided they get approval from the armory through their commanding officers, or by proving the need for the specific equipment themselves by simple explanation.  Thus tactical squads can take more specialized roles as either active fire support with mark-sense and flash bolts, or night-time action teams equipped with night-vision equipment, camo cloaks and suppressed equipment.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Knight|| 4 || 4 || 4 || 4 || 1 || 4 || 1 || 7 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant|| 4 || 4 || 4 || 4 || 1 || 4 || 2 || 8 || 3+&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 5 Knights Inductor, 1 Inductor Sergeant&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Infantry (Inductor Sergeant is Character)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Power Armour, Bolt pistols, Boltguns, Blind &amp;amp; Krak Grenades&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: Fire Teams, Suppression Tactics, Indomitable Spirit&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;: &lt;br /&gt;
*May include up to 6 additional Knights for: 16pts per model &lt;br /&gt;
**If the unit numbers 12 models, you may upgrade a Knight to a Sergeant for: free&lt;br /&gt;
*The entire unit may take items from the &#039;&#039;&#039;Squad Issue Wargear&#039;&#039;&#039; list&lt;br /&gt;
*For every 6 models, one model may take an item from the &#039;&#039;&#039;Special Weapons&#039;&#039;&#039; and another item from the &#039;&#039;&#039;Heavy Weapons&#039;&#039;&#039; lists.&lt;br /&gt;
*The Knight Inductor Sergeant may replace his boltgun and/or bolt pistol with:&lt;br /&gt;
:-a chainsword: Free&lt;br /&gt;
*The Knight Inductor Sergeant may take items from the &#039;&#039;&#039;Melee Weapons&#039;&#039;&#039;,&#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039; and/or &#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039; lists&lt;br /&gt;
*The unit may select a Inductor pattern Rhino, Razorback, or Aprior pattern Drop pod as a Dedicated Transport&lt;br /&gt;
&lt;br /&gt;
===Scout Squad - 78pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Check your aim, we&#039;ll only get one shot at this!&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Squad Reimos! Run the course again! Your time is twenty two, point three eight terran seconds, short eight, point three seconds off the record.&amp;quot; The 6th Company Captain&#039;s voice boomed out over the training course&#039; vox-casters. At his beck and call, &amp;quot;STACK UP REIMOS, you won&#039;t get another attempt!&amp;quot;, Sargent Reimos gestured his men to stack up at a plasticrete door frame. Bolter magazines were exchanged for fresh sets, and slides were racked in tune to the call.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A servitor spoke out in it&#039;s grainy voice as machines slid into place in the many rooms beyond. &amp;quot;Live-targets released into the facility. All Ork specimens are accounted for.&amp;quot; Reimos gritted his teeth behind a wide-visor. &amp;quot;Mark, sync-..&amp;quot; Calls followed as his five squadmates returned, &amp;quot;Mark!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each one moved swiftly into the room, as shocks jolted through their legs to punish each and every noise made. The aspirants stormed through one living room of the mock hive, and gunned down an Ork Boy just as he raised a choppa to turn upon them. Reimos spent orders with dry clicks in his throat to give a Knee-down command, and each marine followed. More clicks followed as he unloaded the first-burst phosphorous rounds into an approaching Boy, and in tune the Silent Hands unleashed death upon the greenskins as they moved in. Each one felled with precise fire, but not quite precise enough.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the chaos of the firefight, one boy managed to stomp through the corpses of his fellows and brought a choppa down into Reimos&#039; collar. It bit down hard into his armor, but the helmet only barely held off a killing blow. His fellow retaliated in turn by driving his combat knife through the greenskin&#039;s skull. With the room cleared, he looked up in time to see Xavion&#039;s dissaproval. &amp;quot;Squad Reimos, tutelage with my company is now terminated.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The captain swept his hands out across the view from his mezzanine, &amp;quot;Report your failure back to the tenth captain, and hope he grants you mercy.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Knights Inductor are entirely unique in how they handle the induction of chapter Aspirants. After induction into the 10th company, new Aspirants will first get used to fireteam level warfare, usually working in only small groups of 6 aspirants for operations requiring stealth. After ten years of harsh learning in the 10th company, all assigned scout squads are forced to undergo an extremely harsh test by the 6th company.&lt;br /&gt;
&lt;br /&gt;
This test is meant to determine which aspirants show the greatest promise, and those who pass are fast-tracked straight into the 6th company in order to receive tactical training there. Only one out of every 100 squads that take the test ever pass it, for such is the strain that the 6th company captains put on those squads who make the attempt. Indeed, no two tests are ever identical, and are all explicitly designed for the prospective Sergeants to test them at their worst. &lt;br /&gt;
&lt;br /&gt;
Those who fail the test of the Silent Hand are inducted instead into the 9th company, where they are taught the use of power armor alongside heavier weapons.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Scout|| 4 || 4 || 4 || 4 || 1 || 4 || 1 || 7 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant|| 4 || 4 || 4 || 4 || 1 || 4 || 2 || 8 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 5 Inductor Scouts, 1 Inductor Sergeant&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Infantry (Inductor Sergeant is Character)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Trooper Armor, Bolt pistols, Boltgun, Blind &amp;amp; Krak Grenades&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: , Fire Teams, Scouts, Infiltrators, Suppression Tactics, Indomitable Spirit&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
*May include up to 6 additional Scouts: +13pts per model &lt;br /&gt;
**If the unit numbers 12 models, you may upgrade a Scout to a Seregant: free&lt;br /&gt;
*The entire unit may:&lt;br /&gt;
:-take items from the &#039;&#039;&#039;Squad Issue Wargear&#039;&#039;&#039; list &lt;br /&gt;
*Any model may replace their boltgun with:&lt;br /&gt;
:-Sniper Rifles: +1pt &lt;br /&gt;
:-Shock Batons: +2pts &lt;br /&gt;
*For every 3 models in the unit, one  model may replace their boltgun for an Astartes Anti-Material Rifle: +10pts&lt;br /&gt;
*For every 6 models in the unit, one model may exchange his boltgun for one of the following:&lt;br /&gt;
:-Heavy Bolter: +5pts&lt;br /&gt;
:-Missile Launcher: +15pts&lt;br /&gt;
::-w/ Flakk rounds: +10pts&lt;br /&gt;
*The Knight Inductor Sergeant may take items from the &#039;&#039;&#039;Melee Weapons&#039;&#039;&#039;,&#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039; and/or &#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039; lists&lt;br /&gt;
*One model may take:&lt;br /&gt;
:-Seismic Charge: +10pts &lt;br /&gt;
*The unit may select a Land Speeder Storm as a Dedicated Transport&lt;br /&gt;
&lt;br /&gt;
===Guard Aspirants - 76pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;I am honored to receive this armor, and these armaments denoting me as a candidate for Knighthood.  I swear I will continue to uphold my duty in the service of the Knights Inductor...&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;“Strike swiftly, and may the Emperor guide your aim,” voxed Knight Sergeant Ericus to the five-man Aspirant squad under his tutelage. Five seconds ago the pilot of the Valkyrie Avenger had told the squad to prepare to drop imminently. The passenger hold jerked from side to side as flakk rounds impacted the hull, but not one person lost their footing. The Avenger banked sharply.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A green light blinked in the helmets of all those in the hold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Above the Chaos heavy weapons emplacement six grav-chutes activated, slowing the descent of the squad from terminal velocity to a mere breakneck speed as the hot shot lasguns of the aspirants opened up before their feet hit the ground. The cultists manning the heavy weapons were cut down in three seconds, the traitor Marine taking five, however even that was not fast enough.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A horde of cultists armed with ramshackle melee weapons closed in as the Aspirant squad finally landed, absorbing the impact with their trooper armor as they waded through the sporadic autogun fire aimed in their general direction. A primed seismic charge landed in the midst of the cultists shortly before pulverizing all but a handful of wounded who were cut down as they turned to flee. Without pause the squad continued; mortals, who dared to fight alongside a demi-god. There was a mission to complete.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Aprori Trooper|| 3 || 4 || 3 || 3 || 1 || 3 || 1 || 7 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant|| 4 || 4 || 4 || 4 || 1 || 4 || 2 || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 5 Aprior Troopers, 1 Inductor Sergeant&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Infantry (Inductor Sergeant is Character)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Trooper Armor, Power Armor (Sergeant), Boltguns, Bolt pistol, Blind &amp;amp; Krak Grenades&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: &lt;br /&gt;
:Inductor Sergeant only: Suppression Tactics, Indomitable Spirit&lt;br /&gt;
:All: Tactical Fire teams&lt;br /&gt;
*&#039;&#039;&#039;Sub-Orbital Direct Insertion&#039;&#039;&#039;- The entire unit has the Deep Strike special rule, and may choose to reduce the distance scattered by taking a number of AP 4 wounds per inch of scatter reduced.  If the unit includes Ghost Sergeant Jonnahas (Unarmored) the unit may re-roll the scatter distance dice.&lt;br /&gt;
&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
*May take up to 6 additional Apriori Troopers: +11pts per model&lt;br /&gt;
**If the unit numbers 12 models, you may upgrade a Trooper to a Sergeant: free&lt;br /&gt;
*May replace the Sergeant with (Unarmored) Ghost Sergeant Jonnahas: +35pts&lt;br /&gt;
*The entire unit may take items from the &#039;&#039;&#039;Squad Issue Wargear&#039;&#039;&#039; list&lt;br /&gt;
*For every 6 models, two models may take an item from the &#039;&#039;&#039;Special Weapons&#039;&#039;&#039; list &lt;br /&gt;
*The Knight Inductor Sergeant may take items from the &#039;&#039;&#039;Melee Weapons&#039;&#039;&#039;,&#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039; and/or &#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039; lists&lt;br /&gt;
*Two models may take:&lt;br /&gt;
:-Seismic Charge: +10pts&lt;br /&gt;
*&#039;&#039;&#039;Dedicated Transports&#039;&#039;&#039;: May take a Rhino, or a Razorback as a dedicated Transport&lt;br /&gt;
&lt;br /&gt;
==Dedicated Transports==&lt;br /&gt;
Note: Any of the following may be purchased separately as a Fast Attack option&lt;br /&gt;
&lt;br /&gt;
===Inductor Pattern Rhino - 35 points===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Taking anti-infantry fire, firing suppressive Cerebrus rounds, ready to unload. Give em&#039; hell boys!&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Placeholder for Fluff/Narrative&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! BS !! FA !! SA !! RA !! HP&lt;br /&gt;
|-&lt;br /&gt;
| Rhino || 4 || 11 || 11 || 10 || 3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 IP Rhino&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Vehicle (Tank)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Transport Capacity: 10&lt;br /&gt;
:&#039;&#039;&#039;Access Points&#039;&#039;&#039;: One on each facing except the front&lt;br /&gt;
:&#039;&#039;&#039;Fire Points&#039;&#039;&#039;: Up to two models can fire from the top hatch&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Smoke Launchers, Searchlight, Stormbolter &lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;: &lt;br /&gt;
*May upgrade to 12 Transport capacity, losing Self-Repair Systems: free!&lt;br /&gt;
*May take items from the Standard and Advanced sections of the Vehicle Armory&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: Self-Repair Systems (fix immobile on a 6+ instead of shooting)&lt;br /&gt;
&lt;br /&gt;
===Inductor Pattern Drop Pod - 35 points===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Arriving at drop point in 42 seconds, squad a) take point, squad b), hit the target group!&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Placeholder for Fluff/Narrative&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! BS !! FA !! SA !! RA !! HP&lt;br /&gt;
|-&lt;br /&gt;
| AP Drop Pod || 4 || 12 || 12 || 12 || 3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 AP Drop Pod&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Vehicle (Open Topped, Transport)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Transport Capacity: 10 infantry models or one dreadnought &lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Storm Bolter&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;: &lt;br /&gt;
*May upgrade to 12 Transport Capacity, losing the Storm Bolter: free!&lt;br /&gt;
*May replace the Storm Bolter with a Cerberus Launcher: +15pts&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: Inertial Guidance, Drop Pod Assault, Immobile&lt;br /&gt;
&lt;br /&gt;
===Razorback - 55 points===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;The enemy is foolishly approaching to close range, perhaps they think us unarmed. Let us show them how wrong that idea is&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Placeholder for Fluff/Narrative&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! BS !! FA !! SA !! RA !! HP&lt;br /&gt;
|-&lt;br /&gt;
| Razorback || 4 || 11 || 11 || 10 || 3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 Razorback&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Vehicle (Tank)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Transport Capacity: 6&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Twin Linked Heavy Bolter, Searchlight, Smoke Launchers&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;: &lt;br /&gt;
*May take items from the Standard and Advanced sections of the Vehicle Armory&lt;br /&gt;
*May replace the Twin Linked Heavy Bolter with one of the following:&lt;br /&gt;
:- Twin Linked Heavy Flamer: Free!&lt;br /&gt;
:- Twin Linked assault cannon: +20 points&lt;br /&gt;
:- Twin Linked Lascannon: +20 points&lt;br /&gt;
:- Lascannon and Twin linked Mk40 plasma guns: +20 points&lt;br /&gt;
&lt;br /&gt;
==Elites==&lt;br /&gt;
&lt;br /&gt;
===Terminator Squads - 105pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Target in sight, permission to engage granted, deactivate cloaking and eliminate the target&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&#039;&#039;The Chaos Dreadnought-Class Warship rocked again under the deluge of fire from the Knights Inductor lance batteries.  A hateful cry of a Daemon-engine roared and then petered out as the Void Shields surrounding the twisted ship flickered and then died out.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Damn these accursed lackeys of the Corpse Emperor!&amp;quot; growled Chaos Lord Kezra as he crushed the command platform&#039;s railing gripped in his Terminator-armored gloves.  &amp;quot;How could they have possibly followed us when the Warp currents favored us?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;My Lord!  Incoming teleport beams have been detected!  They plan to board the command bridge!  We cannot block them without the Void Shields!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Then let them come!  If they so desire to let their blood for Khorne so much then let us prepare for their kind sacrifice!  BLOOD FOR THE BLOOD GOD!&amp;quot; ordered Kezra as his Daemon-infested Lightning Claws formed from the recesses of his armored gloves.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;SKULLS FOR THE SKULL THRONE!&amp;quot; answered his bloodthirsty crew with a savage roar.  They gathered next to and around their Lord at the perimeter of the bridge, the center of which was the designated target of the teleport beams.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A sound like the air tearing into a thunder-clap of displaced air boomed in the bridge, signalling the arrival of... nothing at the epicenter.  The surrounding Chaos Marines and assorted sycophants milled in confusion as they searched the room for signs of Terminators, which would supposedly be obvious to the naked eye, but they found nothing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Chaos Terminator noticed a blur and began to shout a warning when his head was blown off by a few dozen Assault Cannon AP rounds.  &amp;quot;WHAT?!&amp;quot; shouted Kezra in further confusion as bolts materialized from thin air and his crew struck down by invisible hammers in a rapidly deteriorating fire fight as the Khornates fired wildly and swung their weapons at nothing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Silencer Jezzel parried the furious blows of the Chaos Lord before activating the Electro-Shackles which bound Kezra, felling him to the floor of the bridge in an ungraceful armored heap.  The Chaos Lord&#039;s lackeys laid slain all around him as he screamed Warp-tainted curses and struggled against the restraints which were reinforced by the application of more Shackles.  His Lightning Claws moved with a will of their own, severely injuring the legs of one Assault Terminator before the Silencer smashed them with his Null Stave, obliterating both the Claws as well as the essence of the Daemon within them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Primary has been captured, Kaiser Team has confirmed the placement of the Vortex bombs at the approximate location of the Reactors of this accursed vessel... yes, we are ready for extraction... yes, the teleport beacon has been attached to the Primary, confirmed.&amp;quot; the Silencer gestured to his men to get into position around the still-struggling Chaos Lord, &amp;quot;mark teleport in three, two, one, mark!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like in most other Chapters, Terminator squads are veterans of the Chapter that don the treasured Tactical Dreadnought Armor and undertake the most dangerous of missions and tasks that no others could.  In particular within the Knights Inductor, they are highly valued for filling the niche of close quarters combat shock troops that other elements of the Knights Inductor have trouble filling.  However they also often perform high-risk duties that other Chapters would most likely consider mundane, such as hostage rescue and diplomat esorting.  &lt;br /&gt;
&lt;br /&gt;
The preferred method of entry for Terminator squads is through complete and utter stealth when teleportation is dangerous or too conspicious.  Specially silenced Terminator armor along with advanced light-bending cloaking allows Knights Inductor Terminators to appear a little less than a smudge in the air, even when moving.  Though the massive power consumption of the cloaking disallows extensive use, it is more than enough to get Terminator squads right where they need to be, much to the unpleasant surprise of the enemy&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Terminator|| 4 || 4 || 4 || 4 || 1 || 4 || 2 || 8 || 2+/5++&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant|| 4 || 4 || 4 || 4 || 1 || 4 || 2 || 8 || 2+/5++&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 2 KI Terminators, 1 Terminator Sergeant&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Infantry (Inductor Sergeant is Character)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Powerfists, Storm bolters, Terminator armor&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: Deep Strike, Fire Teams, Indomitable Spirit, Suppression Tactics&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;: &lt;br /&gt;
*May include to 6 additional Terminators for 35pts per model.&lt;br /&gt;
*The entire squad may take Specialized Bolt Ammunition: +3pts per model&lt;br /&gt;
*Any model may exchange his Power fist for a Chainfist: +5pts per model&lt;br /&gt;
*All models may choose to exchange all their current weapons for:&lt;br /&gt;
:-Dual Lightning Claws: Free!&lt;br /&gt;
:-Thunderhammer &amp;amp; Storm Shield: +10pts per model&lt;br /&gt;
*For every 3 models, one model may take one of the following if they have not taken Lightning Claws or a Thunder Hammer: &lt;br /&gt;
:-Heavy Flamer: +10pts&lt;br /&gt;
:-Assault Cannon: +20pts&lt;br /&gt;
:-Cyclone Missile Launcher: +25pts&lt;br /&gt;
*The Sergeant may take an Aceso: +25pts&lt;br /&gt;
*If they have not taken close combat weapons, the unit may purchase &#039;&#039;&#039;Active Camouflage&#039;&#039;&#039; for +25pts&lt;br /&gt;
**&#039;&#039;&#039;Active Camouflage&#039;&#039;&#039; - Terminator squads with this lose their Invulnerable save.  When deep striking, do they not scatter and until the beginning of their next turn, enemy units can only hit them at WS1 and BS1.  This takes up an Experimental Wargear slot.  &lt;br /&gt;
:&#039;&#039;&#039;Dedicated Transports&#039;&#039;&#039;&lt;br /&gt;
*May take a Land Raider as a dedicated transport&lt;br /&gt;
&lt;br /&gt;
===Dreadnoughts - 105pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Get behind me brothers!  I will handle this, provide supporting fire and move up when I break through the enemy lines!&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Knights Inductor also make use of Dreadnoughts, though they don&#039;t attach nearly as much religious ceremonies or traditions with the whole process. They simply show sincere gratitude to those who would prolong their lives to see the Aprior Sector and the rest of the Imperium prosper. They are highly valued for their tactical knowledge and are often brought along as advisers to the company leadership. Bulwark dreadnoughts are a slight variant on the Ironclad, removing certain weapon systems in order to install a portable field generator that distorts the air around them, providing a modicum of cover to nearby friendly units. They place themselves into the most dangerous positions as cover for more fragile units and are mourned greatly when lost.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! FA !! SA !! RA !! I !! A !! HP&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnought || 4 || 4 || 6 || 12 || 12 || 10 || 4 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Venerable || 5 || 5 || 6 || 12 || 12 || 10 || 4 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Bulwark || 4 || 4 || 6 || 13 || 13 || 10 || 4 || 4 || 3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1-3 Dreadnoughts&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Vehicle (Walker)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: &lt;br /&gt;
*(Dreadnought/Venerable) Powerfist with in-built storm bolter, multi melta, smoke launcher, searchlight&lt;br /&gt;
*(Bulwark) Two power fists with inbuilt storm bolter and flamer, smoke launcher, searchlight&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Guardian Shield&#039;&#039;&#039; - Bulwark Dreadnoughts are armed with a special frontal shield that extends around them in a short radius, providing valuable cover to their more fragile comrade around them.  Bulwark dreadnoughts grant a 5+ cover save to all units within 6&amp;quot; of its hull. This allows the effect of &amp;quot;Suppression Tactics&amp;quot; to trigger.&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: Fear, Move Through Cover (Bulwark Dreads only), Venerable (Venerable Dreads only), Suppression Tactics&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
*May include up to two additional Dreadnoughts: +105pts/model&lt;br /&gt;
*Replace storm bolter with heavy flamer: +10pts&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Dreadnought Weapons&#039;&#039;&#039; list&lt;br /&gt;
*Replace Dreadnought close combat weapon with twin-linked autocannon or missile launcher: +10pts&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Vehicle Standard Upgrades&#039;&#039;&#039; and &#039;&#039;&#039;Experimental Vehicle Wargear&#039;&#039;&#039; lists&lt;br /&gt;
*Venerable Dreadnoughts may take one item from the following list. Takes up an Experimental Wargear Slot&lt;br /&gt;
:- Anti Air Marker +20pts&lt;br /&gt;
:- Lockdown Self-Repair Protocols +30pts&lt;br /&gt;
*If a Venerable has not taken an item from the above list, then it may replace both of its weapons  with a Gravitic Accelerator Cannon. Takes up an Experimental Wargear Slot. +35 pts&lt;br /&gt;
*Upgrade to Venerable: +25pts&lt;br /&gt;
*Upgrade to Bulwark: +45pts&lt;br /&gt;
&lt;br /&gt;
===Innovatus Squads - 216pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;We are the future of our Chapter personified.  Let us show what our enemies have in store for them a few decades from now, shall we?&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Placeholder for Fluff/Narrative&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Veteran|| 4 || 4 || 4 || 4 || 1 || 4 || 2 || 8 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant|| 4 || 4 || 4 || 4 || 1 || 4 || 2 || 8 || 3+&lt;br /&gt;
|}	&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 5 KI Veterans, 1 KI Sergeant&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Infantry (Sergeant is Character)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Blind &amp;amp; Krak Grenades, Gravitic Mass Driver Rifles, Bolt Pistols&lt;br /&gt;
*&#039;&#039;&#039;MkI Damocles Armor&#039;&#039;&#039; - Counts as Power Armor with the Slow and Purposeful special rule&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: , Fire Teams, Omnissiah&#039;s Bounty, Suppression Tactics, Indomitable Spirit &lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
*May take up to 6 additional Veterans for: +36pts per model.&lt;br /&gt;
*All models may choose to exchange their Gravitic Mass Driver for Plasma Rifles &amp;amp; Melta bombs: free!&lt;br /&gt;
*The Knight Inductor Sergeant may take items from the &#039;&#039;&#039;Melee Weapons&#039;&#039;&#039;,&#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039; and/or &#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039; lists&lt;br /&gt;
*The unit may select a Inductor pattern Rhino, Razorback, or Aprior pattern Drop pod as a Dedicated Transport&lt;br /&gt;
&lt;br /&gt;
===Sternguard Veteran Squads - 138pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;We are relatively few, but our actions shall dictate where the battle shall lead.  It is up to us to keep our skills sharp and our gear in pristine condition&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;The Ship drifted just shy of a dying orbit around its home planet. A cold and merciless behemoth bristling with missile salvos, spiraling towers, and glistening silver metal. As it maintained a vigil on the system around itself, another ship latched onto one of the rear compartments. The smaller ship; no bigger than a leech to it, was a Stormhawk. As soon as it made contact, a series of lascutters and probes entered the silver hide of its prey.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Inside this leech, sat the Silent Hands of the Knights Inductor. Each warrior was equipped in Mark VI warplate, painted to a standard urban camouflage, with a white stripe running down the back of the rear left thigh, signalling their presence to each other with an encoded IFF Band. The Sargeant of the squad, Darius, looked down at his auspex as he scanned the ship.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;The Atmosphere inside seems to consist a mix of eight percent carbon monoxide, sixty-one percent ammonia, and one percent gaseous acetic acid. Temperatures.. Three hundred centigrade.&amp;quot; The Sergeant put down his auspex and looked to his squad, already locking in an alternate magazine for his stalker bolter. &amp;quot;Everyone, make sure your helmets are sealed. Secure kraken rounds, and shelve the plasma cannon, as well as the hellfire and stun rounds.&amp;quot; He didn&#039;t need to tell his squad how fatal the environment inside the ship would be. They already knew from experience that the air mix could easily outright kill an Astartes within seconds.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To be finished&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ability to neutralize an opponent from range is a highly regarded one, hence why the Knights Inductor have an abnormally large amount of Sternguard Veteran squads within the Chapter. In order to perfect their skills most if not all Sternguard eschew specialized ammunition in favor of the deadly and versatile Stalker Pattern bolter. They are often tasked with the elimination of enemy specialists and leaders, using the extreme range of their bolters to safely complete the task. The most elite of these sharpshooters are the Silent-Hand veterans, whose time are spent on the sniper&#039;s range using standard boltguns to sharpen their aim, their sense of recoil, and their grasp of range above all else.  Their shots are battle-changing, as they snipe enemy leaders, synapse creatures, and specialists alike with startling efficiency.  &amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Veteran|| 4 || 4 || 4 || 4 || 1 || 4 || 2 || 8 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| Silent-Hand|| 4 || 5 || 4 || 4 || 1 || 4 || 2 || 8 || 3+ &lt;br /&gt;
|-&lt;br /&gt;
| Sergeant|| 4 || 4 || 4 || 4 || 1 || 4 || 2 || 8 || 3+&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 5 Inductor Veterans, 1 Inductor Sergeant&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Infantry (Inductor Sergeant is Character)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Power Armour, Bolt pistols, Stalker Pattern Boltguns, Blind &amp;amp; Krak Grenades&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: Fire Teams, Suppression Tactics, Indomitable Spirit, Scout&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;: &lt;br /&gt;
*May include up to 6 additional Veterans for: 23pts per model&lt;br /&gt;
*The entire unit may:&lt;br /&gt;
:-take items from the &#039;&#039;&#039;Squad Issue Wargear&#039;&#039;&#039; list&lt;br /&gt;
:-upgrade to Silent-Hand Veterans: +3pts per model&lt;br /&gt;
:-For every 3 models you may exchange a stalker bolter for Astartes Anti-Material rifles: +5pts&lt;br /&gt;
*Any model may replace their Stalker Pattern Bolter for a combi-weapon: +5pts!&lt;br /&gt;
*For every 6 models, two models may take an item from the &#039;&#039;&#039;Special Weapons&#039;&#039;&#039; or &#039;&#039;&#039;Heavy Weapons&#039;&#039;&#039; lists.&lt;br /&gt;
*The Knight Inductor Sergeant may replace his boltgun and/or bolt pistol with:&lt;br /&gt;
:-a chainsword: Free&lt;br /&gt;
*The Knight Inductor Sergeant may take items from the &#039;&#039;&#039;Melee Weapons&#039;&#039;&#039;,&#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039; and/or &#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039; lists&lt;br /&gt;
*One model may take:&lt;br /&gt;
:-Seismic Charge: +10pts &lt;br /&gt;
*The unit may select a Inductor pattern Rhino, Razorback, or Aprior pattern Drop pod as a Dedicated Transport&lt;br /&gt;
&lt;br /&gt;
===Workshop Mechanicus Cohort - 55pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;DO NOT call me a heretek! I have considered a thousand times a thousand options for the survival of mankind and our Quest for Knowledge is not in the wrong.&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Placeholder for Fluff/Narrative&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Techmarine|| 4 || 5 || 4 || 4 || 2 || 4 || 2 || 8 || 2+&lt;br /&gt;
|-&lt;br /&gt;
| Servitor|| 3 || 3 || 4 || 4 || 1 || 4 || 1 || 7 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 Techmarine&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Artificer Armor, Bolt pistol, Boltgun, Blind &amp;amp; Krak Grenades, Servo-arm, Trooper Armor (Servitor)&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: Independent Character, Suppression Tactics, Indomitable Spirit (Techmarine Only)&lt;br /&gt;
*&#039;&#039;&#039;Decree Innovatus&#039;&#039;&#039; - An army that includes a Techmarine unlocks two additional Experimental Wargear slots&lt;br /&gt;
*&#039;&#039;&#039;Blessing of the Omnissiah&#039;&#039;&#039; - In lieu of shooting, roll to repair a Hull Points, Immobilization, or Weapon Destroyed result on a 5+, adding +1 to the result for servo harnesses and every accompanying Servitor w/ servo arm&lt;br /&gt;
*&#039;&#039;&#039;Servo-Enhancment&#039;&#039;&#039; - If accompanying a unit in Marauder, Trooper, or Damocles MkI armor, they count as Relentless instead of Slow and Purposeful.&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;: &lt;br /&gt;
*May include up to 2 additional Techmarines, who may deploy separately: +55pts&lt;br /&gt;
*May include up to 5 Servitors: +12pts each&lt;br /&gt;
*Any Techmarine may take:&lt;br /&gt;
:-Items from the &#039;&#039;&#039;Melee Weapons&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;, &#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039; and/or &#039;&#039;&#039;Experimental Infantry Wargear&#039;&#039;&#039; lists.&lt;br /&gt;
:-&#039;&#039;&#039;Servo-Harness&#039;&#039;&#039;, which contains an extra servo-arm, twin-linked plasma pistol, and a flamer: +25pts&lt;br /&gt;
:-&#039;&#039;&#039;Gravitic Accelerator Cannon Platform&#039;&#039;&#039;, which is an artillery piece with a mounted Gravitic Accelerator Cannon.  Changes the Techmarine&#039;s unit type to Artillery and follows all Artillery rules: +25pts&lt;br /&gt;
*Any Techmarine may replace the &#039;&#039;&#039;Servo-Enhancement&#039;&#039;&#039; rule with &#039;&#039;&#039;Bolster Defenses&#039;&#039;&#039; for +1 to a piece of cover in your deployment zone: +10 Pts&lt;br /&gt;
*Up to two Servitors may replace their Servo Arm with a:&lt;br /&gt;
:-Heavy Bolter or Multi-melta... 10pts/model&lt;br /&gt;
:-Mk40 Plasma Cannon... 20pts/model&lt;br /&gt;
&lt;br /&gt;
===Ghost Sergeant Jonnahas, Legend of Tertius Prime - 50pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;My brothers-in-arms... you have done more than enough. Go! I will hold these monsters off for as long as I can!&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Sergeant Jonnahas is listed in the Halls of Remembrance on all of the Knights Inductor Battle Barges as an Honorary Brother Commandant of the Recruits. He had served with full honors during his tour of duty in the Guard Aspirants, but was unable to receive the implants due to &amp;lt;undisclosed&amp;gt; reasons. However he respectfully refused to return to Astra Militarum as an commander or the Scions Tempestus as a high-ranking officer and chose to partake in the trial to become an Astartes alongside the few other human Librarian recruits. Being an anomaly, Zakis Randi decided to test the stubborn Jonnahas and have him endure the Trials of Initiation that all augmented recruits (and unaugmented potential Librarians) go through to become Astartes. Though the trials were not meant for a human to take, he persevered when his body could no longer go on, standing at the end of the trials victorious, unconscious, by his sheer force of will.&lt;br /&gt;
&lt;br /&gt;
He was chosen by the eccentric Maestro Gajet on occasion as an unaugmented test pilot for many of his creations, the last of which was the (now lost) Savior-Pattern Marauder Terminator Suit. Lost in the fierce battle to contain the daemonic incursion of the Warp Technology Workshop to allow the researchers to flee with precious data, he was last seen holding off a Khorne Greater Daemon when it appeared that the fail-safe on the suit was detonated. However fate seemed to have other plans for the Ghost of the Lost Workshop, as continued sightings of the suit have been reported at times, though the reports remain for the most part unsubstantiated... &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Ghost || 5 || 5 || 3 || 3 || 2 || 3 || 3 || 9 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| Armored || 5 || 5 || 4 || 6 || 4 || 3 || 3 || 9 || 2+&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: Ghost &lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Infantry (Ghost, Unique) Jump Pack Infantry (Armored Ghost, Unique)&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Ghost: Trooper Armor, Seismic Charge, Blind &amp;amp; Krak grenades, Boltgun w/ Lumen Bolt Ammo, Bolt pistol, locator beacon.  Armored Ghost: Savior-Pattern Marauder Armor&lt;br /&gt;
*&#039;&#039;&#039;Savior-Pattern Marauder Armor&#039;&#039;&#039;: Is Marauder armor with Relentless, Omni-Targeting Systems and Fail-Safe.  It is armed with two Hunter Killer missiles, a twin-linked Skybolt Missile Launcher, two Seismic Charges, an Assault Cannon, and a Dreadnought Chainfist w/ Built-in Cerberus Launcher.  Includes a locator beacon, Aceso and a Bulwark Guardian Shield that it benefits from.   &lt;br /&gt;
*&#039;&#039;&#039;Omni-Targeting Systems&#039;&#039;&#039;- May fire up to three weapons per Shooting phase at different targets.&lt;br /&gt;
*&#039;&#039;&#039;Fail-safe&#039;&#039;&#039;- A bomb attached to the life signals of the Savior Marauder suit.  Should Armored Ghost lose his last wound, resolve a S8 AP2 6&amp;quot; explosion centered over the model before removing it.  &lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
*May be armored in the Savior Pattern Marauder Armor (gaining the Armored Ghost profile, rules, and wargear) for: +200pts&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: (Ghost); Fearless, Suppression Tactics, Sub-Orbital Direct Insertion, Independent Character.  (Armored Ghost); Fearless, Suppression Tactics, Rampage, Sub-Orbital Direct Insertion&lt;br /&gt;
*&#039;&#039;&#039;Never Out-Gunned&#039;&#039;&#039;- If there are more enemy units within 24&amp;quot; than friendly units (not including himself), Ghost (and Armored Ghost) and the unit he is in may fire a second time in the same phase at a second unit with Snap Shots. &lt;br /&gt;
*&#039;&#039;&#039;Let&#039;s Get Tactical!&#039;&#039;&#039;- Friendly Knight Inductor units within 6&amp;quot; Ghost or Armored Ghost gain Split Fire and Pinning tests they and Jonnahas inflict are taken with a -1Ld modifier.&lt;br /&gt;
*&#039;&#039;&#039;Grand Skyfall&#039;&#039;&#039;- The turn Armored Ghost Deep Strikes, he emits a powerful shock-wave. Enemy models within 6&amp;quot; take a S4 AP6 hit with Strike-down.&lt;br /&gt;
&lt;br /&gt;
==Fast Attack==&lt;br /&gt;
===Incursion Squad - 96pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;We may not have wings but we have something better...&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Unlike most chapters the Knights Inductor sends their rising battle brothers from the Scouts to the Incursion squads rather than their equivalent of Devastator squads. This is merely to get any last bit of close combat training done and out of the way before moving on with the more important aspects of Knight Inductor warfare.&lt;br /&gt;
&lt;br /&gt;
This near complete lack of emphasis on close combat has effectively led to the disintegration of full Vanguard Veteran squads as a fighting force. However the few hot-headed Aspirants who pursue close combat fighting and the experience of being face-to-face with their enemies may choose to become one regardless. These grizzled Veterans learn to deal with their slight deficiency in reaction times by honing their instincts through years upon years of experience fighting much of what the universe has to throw at them. They have their place in teaching Incursion squads the importance of being able to shorten their reach beyond their bolters and teach the few Aspirants who arise from them.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Knight|| 4 || 4 || 4 || 4 || 1 || 4 || 1 || 7 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant||  4 || 4 || 4 || 4 || 1 || 4 || 2 || 8 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| V. Veteran|| 5 || 4 || 4 || 4 || 1 ||4 || 2 || 8 || 3+&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 5 Knights Inductor, 1 Inductor Sergeant&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Jump Infantry (Inductor Sergeant is Character)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Power Armour, Bolt pistols, Shock Batons, Stun &amp;amp; Krak Grenades&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;: &lt;br /&gt;
*May include up to 6 additional Knights for: +16pts per model.&lt;br /&gt;
**If the unit numbers 12 models, you may upgrade a Knight to a Sergeant: free&lt;br /&gt;
*May replace bolt pistols and/or Shock batons with:&lt;br /&gt;
:-Shock maul: +5pts&lt;br /&gt;
:-Astartes Riot shield: +5pts&lt;br /&gt;
*May upgrade the Sergeant to a Vanguard Veteran, replacing the close combat weapon for a power weapon: +25 pts.&lt;br /&gt;
*The entire squad may take Jump Packs if Astartes Riot Shields were not selected: +3pts per model&lt;br /&gt;
*For every 6 models, two models may exchange their bolt pistol and shock baton for:&lt;br /&gt;
:-Flamer: +5pts&lt;br /&gt;
:-Plasma pistol: +10pts&lt;br /&gt;
*The Sergeant and Vanguard Veteran may replace their bolt pistol and/or melee weapon with:&lt;br /&gt;
:-a plasma pistol: +10pts&lt;br /&gt;
:-a storm shield: +15pts&lt;br /&gt;
:-a power weapon or lightning claw: +15pts&lt;br /&gt;
:-a power fist: +25pts&lt;br /&gt;
:-a thunder hammer or pair of lightning claws: +30pts&lt;br /&gt;
*The Sergeant and Vanguard Veteran may take items from the &#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039; list.&lt;br /&gt;
*Two models may take:&lt;br /&gt;
:-Seismic Charge: +10pts &lt;br /&gt;
*May take an Inductor pattern Rhino, Razorback, or Aprior pattern Drop pod as a Dedicated Transport&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: , Fire teams, Suppression Tactics, Indomitable Spirit&lt;br /&gt;
:&#039;&#039;&#039;Vanguard Veteran only:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blade of Experience&#039;&#039;&#039; - Jump pack infantry with this rule gain +1 WS and re-roll 1&#039;s to hit in the first round of combat.  This rule is conferred to any Incursion squad he joins, as well as attached Indepedent characters.&lt;br /&gt;
*&#039;&#039;&#039;Leader of Aspirants&#039;&#039;&#039; - The Vanguard veteran is a character when joined to a unit, who becomes an Independent Character if his entire unit is wiped out or if he chooses to leave it.&lt;br /&gt;
&lt;br /&gt;
===Landspeeder Squadrons - 45pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Weapons hot, approaching beachhead! Target the largest enemy units first, then engage at will! &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Placeholder for Fluff/Narrative&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! BS !! FA !! SA !! RA !! HP&lt;br /&gt;
|-&lt;br /&gt;
| Landspeeder || 4 || 10 || 10 || 10 || 2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1-3 Landspeeder(s)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Fast Skimmer &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Heavy Bolter&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;: &lt;br /&gt;
*May take additional Land Speeders: +45pts/model&lt;br /&gt;
*May replace Heavy Bolter with one of the following:&lt;br /&gt;
:-Heavy Flamer: Free!&lt;br /&gt;
:-Multi-Melta: +10pts&lt;br /&gt;
*May take Tornado pattern: &lt;br /&gt;
:-Heavy Flamer: +5pts&lt;br /&gt;
:-Heavy Bolter: +10pts&lt;br /&gt;
:-Multi-Melta: +20pts&lt;br /&gt;
:-Assault Cannon: +30pts&lt;br /&gt;
*May take Typhoon Missile Launchers: +25pts&lt;br /&gt;
*May take any option from the Vehicle Standard and Advanced Upgrades list.&lt;br /&gt;
&lt;br /&gt;
===Landspeeder Storm - 40pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Lorem ipsum dolor sit amet&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Placeholder for Fluff/Narrative&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! BS !! FA !! SA !! RA !! HP&lt;br /&gt;
|-&lt;br /&gt;
| Landspeeder || 4 || 10 || 10 || 10 || 2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1-3 Landspeeder Storm(s)&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Fast Skimmer, Open-topped, Transport&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Heavy Bolter, Cerberus Launcher &lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: Deep Strike, Scout&lt;br /&gt;
:&#039;&#039;&#039;Transport Capacity&#039;&#039;&#039;: Six models, can only carry Scouts and Scout Sergeants&lt;br /&gt;
*&#039;&#039;&#039;Jamming Beacon&#039;&#039;&#039;- Enemies deep striking within 12&amp;quot; roll double the dice for scatter distance&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;: &lt;br /&gt;
*May take additional Land Speeder Storms: +40pts/model&lt;br /&gt;
*May replace Heavy Bolter with one of the following:&lt;br /&gt;
:-Heavy Flamer: Free!&lt;br /&gt;
:-Multi-Melta: +10pts&lt;br /&gt;
:-Assault Cannon: +15pts&lt;br /&gt;
*May take any option from the Vehicle Standard and Advanced Upgrades list.&lt;br /&gt;
&lt;br /&gt;
===Mounted Knights - 69pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Lorem Ipsum Dolor Sit Amet&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Placeholder for Fluff/Narrative&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Knight|| 4 || 4 || 4 || 5 || 1 || 4 || 1 || 7 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant|| 4 || 4 || 4 || 5 || 1 || 4 || 2 || 8 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| Attack Bike|| 3 || 4 || 4 || 5 || 2 || 4 || 1 || 7 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 2 Mounted Knights, 1 Inductor Sergeant (counts as a character)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Biker&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Power Armor, Space Marine bikes, Bolt pistol, Blind &amp;amp; Krak Grenades, Heavy Bolter(Attack Bike Only)&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;: &lt;br /&gt;
*May add up to 13 Mounted Knights for +23pts a model&lt;br /&gt;
*May add up to 4 Attack Bikes for +40pts a model. These count as 2 models for the purposes of , and Tactical Fire Teams&lt;br /&gt;
*Any model may replace his bolt pistol with a chainsword: free&lt;br /&gt;
*For every 3 models, one model may take an item from the &#039;&#039;&#039;Special Weapons&#039;&#039;&#039; list&lt;br /&gt;
*The Attack Bikes may each take an item from the &#039;&#039;&#039;Heavy Weapons&#039;&#039;&#039; list&lt;br /&gt;
*The Knight Inductor Sergeant may take items from the &#039;&#039;&#039;Melee Weapons&#039;&#039;&#039;,&#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039; and/or &#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039; lists&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: , Fire Teams, Suppression Tactics, Indomitable Spirit&lt;br /&gt;
&lt;br /&gt;
===Mobilius Artillery - 90pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Enemy closing within long range, prepare to fire for effect.&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Placeholder for Fluff/Narrative&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Servitor|| 3 || 3 || 3 || 3 || 1 || 3 || 1 || 8 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| Techmarine|| 4 || 5 || 4 || 4 || 2 || 4 || 2 || 9 || 2+&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 Techmarine, Heavy Mortar.&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Artillery (all attached artillery pieces are artillery guns with T7 W2 Sv3+ as per the rulebook)&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Artificer armor (tech marine), Servo harness, Servo-arm (servitors), Trooper armor (Servitors), Bolt pistol, Boltgun, Blind &amp;amp; Krak Grenades&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: , Indomitable Spirit, Suppression Tactics (Techmarine only)&lt;br /&gt;
*Blessing of the Omnissiah – See techmarine entry&lt;br /&gt;
*Servo-Enhancement- See techmarine entry&lt;br /&gt;
*&#039;&#039;&#039;Airdrop Artillery&#039;&#039;&#039;- Any Mobilius Artillery unit that includes a Charybdis or Scylla must start the game in reserves, even in missions that don&#039;t normally use reserves.  The unit arrives via Deepstrike anywhere without scatter if within 6&amp;quot; of a friendly unit and must fire indirectly the turn it arrives.&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;: &lt;br /&gt;
*May include up to 5 Servitors for: +12pts per model&lt;br /&gt;
*Any Techmarines may take the Bolster Defenses special rule (see Techmarine entry): +10pts&lt;br /&gt;
*For every 2 models one heavy mortar may be added to the unit for: +20pts (first is included)&lt;br /&gt;
*Any Heavy Mortar may be upgraded to one of the following: &lt;br /&gt;
:-Charybdis Pack Howitzer: +30pts&lt;br /&gt;
:-Quad gun: +30pts&lt;br /&gt;
:-Scylla Pack Bombard: +50pts&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Mortar|| 12&amp;quot;-48&amp;quot;|| 6 || 5 ||Ordnance 1, Barrage, Large Blast&lt;br /&gt;
|-&lt;br /&gt;
| Charybdis|| 24-90&amp;quot;|| 9 || 3 ||Ordnance 1, Barrage, Large Blast&lt;br /&gt;
|-&lt;br /&gt;
| Scylla|| 24-90&amp;quot;|| 10 || 4 ||Ordnance 2, Barrage, Large Blast&lt;br /&gt;
|-&lt;br /&gt;
| Quad gun|| 72&amp;quot; || 7 || 4 ||Heavy 4, Skyfire, Interceptor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Valkyrie Avenger Squadron - 200pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Incoming traitor Flakk fire... Ceramite shielding holding, discharging chaff and re-engaging.  Five Hydras down, five more to go...&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Techmarine Marius held the throttle of his Valkyrie completely to full, with the safeties completely disengaged. He felt the spirits of his craft crying out in pain as their engines rapidly approached burnout, and the winglets threatened to fly apart from the sheer dynamic pressure. Marius closed his eyes and offered a prayer to the machine spirits to soothe them, and thirty seconds later he dropped the throttle and banked hard to slow the very extension of his body. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A congregation of Traitor vehicles gathered at top speed to reach his brothers, he had to stop them. Marius turned his wings and fell upon them with a full barrage of lascannons. One tank swelled from the blistering energy and exploded with such a force that waves of energy shook his cockpit. Marius swept around for a second pass and repeated the same action with the second tank, when Flak rounds swept through his cockpit. The armored glass held for only a few brief moments before he felt his own power armor&#039;s spirits cry out in pain. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;His vision quickly crept into darkness, and for one final effort, Marius activated his deployment clamps to release the dreadnought from the back of his now failing body...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: The Knights Inductor have been quite unfortunate in their relations with the Mechanicus. Given their status as Tech Heretics, they have been largely unable to obtain the STC copies needed to construct some of the more recent discoveries that other space marine chapters favor to use. As a result they have been forced to commandeer equipment normally used by Guard Regiments.&lt;br /&gt;
&lt;br /&gt;
:The valkyrie transport is one such design, used to fulfill a fast attack and aerial transport role. It is notably inferior to space marine Stormravens, due to a lack of heavier armor, greater transport capacity, and weaponry. The Knights have been able to modify these to use more heavier equipment and to ferry around marines. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! BS !! FA !! SA !! RA !! HP&lt;br /&gt;
|-&lt;br /&gt;
| Avenger || 4 || 12 || 12 || 10 || 3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1-3 Avengers&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Flyer Vehicle (Transport, Hover, Zooming)&lt;br /&gt;
:&#039;&#039;&#039;Transport Capacity&#039;&#039;&#039;: 6 models (may not transport models in terminator or marauder armour)&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Three Twin-linked Lascannons, Armored Ceramite&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
*May take: &lt;br /&gt;
:-extra armor: +10pts&lt;br /&gt;
:-power of the machine spirit: +15pts&lt;br /&gt;
:-items from the &#039;&#039;&#039;Vehicle Advanced Upgrades&#039;&#039;&#039; list&lt;br /&gt;
*May take side sponsons with:&lt;br /&gt;
:-Heavy Bolters for: +20pts&lt;br /&gt;
:-Hurricane Bolters for: +25pts&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: Assault Vehicle&lt;br /&gt;
*&#039;&#039;&#039;Skies of Fury&#039;&#039;&#039;- After the Flyer has made its move, the passengers may disembark via Deep Strike anywhere along the path the Flyer traveled.  If they scatter, all the models must take a Dangerous Terrain test.&lt;br /&gt;
&lt;br /&gt;
===Valkyrie Repressor Squadron - 120pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Discharging stun gas canisters over the marked position.  Prepare to follow up, ground-thumpers!&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Placeholder for Fluff/Narrative&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! BS !! FA !! SA !! RA !! HP&lt;br /&gt;
|-&lt;br /&gt;
| Avenger || 4 || 12 || 12 || 10 || 3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1-3 Repressors&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Flyer Vehicle (Transport, Hover, Zooming)&lt;br /&gt;
:&#039;&#039;&#039;Transport Capacity&#039;&#039;&#039;: 12 models (may not transport models in terminator or marauder armour)&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Twin-linked Lascannon, 4 Bomb Pylon Canisters, Armored Ceramite&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
*Must take one of the following:&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| Blinding Gas|| - || 4 || - || Bomb 2, Large Blast, Blind, One Use Only&lt;br /&gt;
|-&lt;br /&gt;
| Invasive Gas|| - || 4 || 3 || Bomb 2, Blast, Poisoned(3+), One Use Only&lt;br /&gt;
|-&lt;br /&gt;
| Stunning Gas|| - || 5 || - || Bomb 2, Large Blast, Pinning, One Use Only&lt;br /&gt;
|-&lt;br /&gt;
| Knockout Gas|| -|| 4 || - || Bomb 2, Large Blast, Poisoned(2+), One Use Only&lt;br /&gt;
|}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:-Blinding Gas Canisters: Free!&lt;br /&gt;
:-Stunning Gas Canisters: Free!&lt;br /&gt;
:-Invasive Gas Canisters: +10pts&lt;br /&gt;
:-Knockout Gas Canisters: +10pts&lt;br /&gt;
*May take: &lt;br /&gt;
:-extra armor: +10pts&lt;br /&gt;
:-power of the machine spirit: +15pts&lt;br /&gt;
:-items from the &#039;&#039;&#039;Vehicle Advanced Upgrades&#039;&#039;&#039; list&lt;br /&gt;
*May take side sponsons with:&lt;br /&gt;
:-Heavy Bolters for: +20pts&lt;br /&gt;
:-Hurricane Bolters for: +25pts&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: Assault Vehicle&lt;br /&gt;
*&#039;&#039;&#039;Skies of Fury&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Heavy Support==&lt;br /&gt;
===Suppressor Squad - 96pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;We will provide you with support brothers, fear not the enemies&#039; charge.&amp;quot;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Sargent Mark adjusted the environment seals of his new helmet, and tapped the Transparent Armiplas that constituted the visor that stretched between both of his ears. At the behest of a Techpriest, he focused his will into the spirits of the helmet to activate its Autosenses. In response he felt what could only be described as a small pinch as the helmet locked into his carapace, and a green light limned over his battle brothers silhouettes. &amp;quot;The helmet works, and it&#039;s responding to my carapace. Shall we start the Tactical Autosense test?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gajet; wearing the same helmet as Sargent Mark, nodded to the marine as he pulled some switches to summon servitors down the ship&#039;s firing range. The Servitors crouched down behind some cover, and started moving quickly as a team to obfuscate their location. &amp;quot;Focus on your enemies Sargent. I have disabled their IFF Tags so you can mark them for your squad.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mark nodded under his unmoving helmet, then took a knee before his squad. From clicks he signaled they also took cover with him and leveled off Bolters. The Sargent focused his gaze upon one of the servitors darting its head about, until a red silhouette appeared around its body. He felt that so long as he kept his gaze upon the servitors, the silhouettes remained even when they moved behind cover. In turn his squad began firing into the Silhouettes, until the firing drill finished and all eight servitors lain as smoking ruins.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Knight|| 4 || 4 || 4 || 4 || 1 || 4 || 1 || 7 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant|| 4 || 4 || 4 || 4 || 1 || 4 || 2 || 8 || 3+&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 5 Knights Inductor, 1 Inductor Sergeant&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Infantry (Inductor Sergeant is Character)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Power Armour, Bolt pistol, Boltgun, Blind &amp;amp; Krak Grenades&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: Tactical Fire Teams, Suppression Tactics, Indomitable Spirit&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;: &lt;br /&gt;
*May take up to 6 additional Knights for: +16pts per model.&lt;br /&gt;
**If the unit numbers 12 models, you may upgrade a Knight to a Sergeant: free&lt;br /&gt;
*The entire unit may take items from the &#039;&#039;&#039;Squad Issue Wargear&#039;&#039;&#039; list&lt;br /&gt;
*For every 6 models, 4 may take items from the &#039;&#039;&#039;Heavy Weapons&#039;&#039;&#039; list&lt;br /&gt;
*The unit&#039;s Sergeant may take Tactical Auto-Sense: +15pts&lt;br /&gt;
*The Knight Inductor Sergeant may take items from the &#039;&#039;&#039;Melee Weapons&#039;&#039;&#039;,&#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039; and/or &#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039; lists&lt;br /&gt;
*The Knight Inductor Sergeant may replace his boltgun and/or bolt pistol with:&lt;br /&gt;
:-a chainsword: Free&lt;br /&gt;
*The unit may select a Rhino, Razorback, or Drop pod as a Dedicated Transport&lt;br /&gt;
&lt;br /&gt;
===Marauder Team - 153pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;We are the future of heavy warfare. Your protection is nothing, weaklings&amp;quot;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Placeholder for Fluff/Narrative&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Knight|| 4 || 4 || 4 || 6 || 2 || 4 || 1 || 7 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant|| 4 || 4 || 4 || 6 || 2 || 4 || 2 || 8 || 3+&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 2 Knights, 1 Sergeant&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Infantry (Inductor Sergeant is Character)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Marauder Pattern Armor&lt;br /&gt;
*&#039;&#039;&#039;In-built Storm Array&#039;&#039;&#039;- Each Marauder Pattern Armor incorporates a twin-linked Storm Bolter.&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: Tactical Fire Teams, Suppression Tactics, Indomitable Spirit&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
*May include up to six additional Marauder Knights for: +51pts per model&lt;br /&gt;
*May take Bolt Ammo from &#039;&#039;&#039;Squad Issue Wargear&#039;&#039;&#039;&lt;br /&gt;
*All models must take two of the following (the second cost is for purchasing a second of the same type):&lt;br /&gt;
:-Heavy Bolter, Heavy Flamer, Multi-Melta: +5pts/+10pts&lt;br /&gt;
:-Missile Launcher, Mk40 Plasma Cannon: +10pts/+15pts&lt;br /&gt;
:-Lascannon: +15pts/+20pts&lt;br /&gt;
:-Assault Cannon: +20pts/+35pts&lt;br /&gt;
:-Dreadnought Close Combat Weapon: +15pts/+10pts&lt;br /&gt;
*Any model may replace their in-built Storm Array with:&lt;br /&gt;
:-Twin-linked Flamer: free!&lt;br /&gt;
:-Two Hunter-Killer missiles: +5pts&lt;br /&gt;
:-Twin-linked Meltagun: +5pts&lt;br /&gt;
:-Twin-linked Mk40 Plasma Gun: +10pts&lt;br /&gt;
*The Sergeant may take:&lt;br /&gt;
:-Networked Targeting Array: +10pts&lt;br /&gt;
:-Tac-Sense &amp;amp; Automated Uplink: +35pts&lt;br /&gt;
:: &#039;&#039;&#039;Automated Uplink&#039;&#039;&#039;: A Marauder Sergeant equipped with Tactical Autosenses does not need to forfeit his shooting in order to grant its benefit to the squad.&lt;br /&gt;
:-Aceso: +25pts&lt;br /&gt;
&lt;br /&gt;
===Predator Vaeris - 115pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Cold Fusion Reactors stabilizing, targeting cogitators active, refractive shield at 100%, we are good to go&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;The Predator chassis has proved to be the most open to extensive modifications by the Aprior Tech Adepts, and is commonly fielded with the latest experimental weapon to be produced by the Workshop Mechanicus.  Since it is a commonly used test-bed for such technologies almost all Predator Vaeris have been blessed with superior calibration systems and machine spirits to aid aiming the given weapons as well as greater structural integrity to handle the physical stresses associated with some of the weapons.  Each Predator Vaeris is a sight to see as they, like the Innovatus squads when they take the field, are the manifestation of the Knight Inductor Chapter&#039;s future on the battlefield.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! BS !! FA !! SA !! RA !! HP&lt;br /&gt;
|-&lt;br /&gt;
| Vaeris || 5 || 13 || 11 || 10 || 4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 Vaeris&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Vehicle (Tank)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Internal Structural Shielding&#039;&#039;&#039;- The Workshop Mechanicus take great measures to ensure the durability of their preferred testing platforms.  The Predator Vaeris has +1HP (included in profile).&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;: &lt;br /&gt;
*Must mount at least one experimental main weapon from the &#039;&#039;&#039;Experimental Vehicle Wargear&#039;&#039;&#039; section, which doesn&#039;t count against the army limit for such.&lt;br /&gt;
*May take sponson weapons from the following list&lt;br /&gt;
:- Heavy Bolters, Hurricane Bolters, Heavy Flamers: 20 Points&lt;br /&gt;
:- Lascannons, Plasma Cannons, Twin-linked Heavy Flamers or Multimeltas: 40 Points&lt;br /&gt;
:- Twin Linked Lascannons or Twin linked Multimeltas: 50 Points&lt;br /&gt;
*May take an additional secondary &#039;&#039;&#039;Experimental Vehicle Wargear&#039;&#039;&#039;, which doesn&#039;t count against the army limit for such.&lt;br /&gt;
*May take any option from the &#039;&#039;&#039;Vehicle Standard Upgrades&#039;&#039;&#039; list as well as any number of items from the &#039;&#039;&#039;Vehicle Advanced Upgrades&#039;&#039;&#039; list.  &lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: Omnissiah&#039;s Bounty&lt;br /&gt;
&lt;br /&gt;
===Predator - 75pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Armoured Column Alpha 2 preparing to engage. Ex Tenebras Lux!&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Placeholder for Fluff/Narrative&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! BS !! FA !! SA !! RA !! HP&lt;br /&gt;
|-&lt;br /&gt;
| Predator || 4 || 13 || 11 || 10 || 3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1-3 Predators&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Vehicle (Tank)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Autocannon&#039;&#039;&#039;:&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;: &lt;br /&gt;
*May take additional Predators: +75pts/model&lt;br /&gt;
*May Upgrade Autocannon to a Twin Linked Lascannon: +25pts&lt;br /&gt;
*May take Heavy Bolter Sponsons: +20pts&lt;br /&gt;
*May take Lascannon Sponsons if Heavy Bolter Sponsons are not taken: + 40pts&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Vehicle Standard Upgrades&#039;&#039;&#039; and &#039;&#039;&#039;Vehicle Advanced Upgrades&#039;&#039;&#039; list.&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Killshot&#039;&#039;&#039;: Whilst this unit includes three Predators, all Predators in the unit have Monster Hunter and Tank Hunters special rules.&lt;br /&gt;
&lt;br /&gt;
===Vindicator - 120pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Enemy units have fallen back to fortifications, prepare to bring them down on my mark...&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Placeholder for Fluff/Narrative&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! BS !! FA !! SA !! RA !! HP&lt;br /&gt;
|-&lt;br /&gt;
| Vindicator || 4 || 13 || 11 || 10 || 3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1-3 Vindicators&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Vehicle (Tank)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Stormbolter&lt;br /&gt;
*Demolisher Cannon:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| Demolisher Cannon|| 24&amp;quot; || 10 || 2 ||Ordnance 1, Large Blast&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
*May include up to two additional vindicators: 120pts/model&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Vehicle Standard Upgrades&#039;&#039;&#039; and &#039;&#039;&#039;Vehicle Advanced Upgrades&#039;&#039;&#039; lists.&lt;br /&gt;
*&#039;&#039;&#039;Siege Shield&#039;&#039;&#039; - automatically pass Dangerous Terrain tests for +10pts&lt;br /&gt;
*One Vindicator may mount a Redemptor-Pattern Demolisher Cannon (takes up an Experimental Wargear slot): +20pts&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Linebreaker Bombardment&#039;&#039;&#039;&lt;br /&gt;
If this unit contains three vindicators that can all fire their demolisher cannons, the squadron can fire a single Linebreaker bombardment instead of firing normally. To do so, nominate one model in the squadron as the firer; the firer&#039;s demolisher cannon changes its type from Large Blast to Apocalyptic Blast and gains the Ignore Cover special rule.&lt;br /&gt;
&lt;br /&gt;
===Land Raiders===&lt;br /&gt;
The Knights Inductor field a number of different tanks based on the Land Raider chassis:&lt;br /&gt;
*&#039;&#039;&#039;Land Raider Phobos - 250pts&#039;&#039;&#039; - The original pattern upon which the latter variants are based upon, it is not commonly used due to its weak armament in comparison to its intended role as front-line troop transport.&lt;br /&gt;
*&#039;&#039;&#039;Land Raider Justicar - 245pts&#039;&#039;&#039; - Another support variant in use by the Adeptus Indignatus and its successors.  This version trades out the lascannons for an impressive battery of autocannons to add high volume fire power.&lt;br /&gt;
*&#039;&#039;&#039;Land Raider Suppressor - 240pts&#039;&#039;&#039; - Variant endemic to Apriori sector, this Land Raider is a spiritual successor of the Redeemer, though the main weapons instead fire extremely potent stun gas meant to knock the enemy out with high efficiency.&lt;br /&gt;
*&#039;&#039;&#039;Land Raider Athena - 295pts&#039;&#039;&#039; - Variant endemic to Apriori sector, this tank mounts the enormous Heavy Gravitic Accelerator Cannon in its hull, forgoing almost all transport capacity in order to become the ultimate tank hunter, capable of destroying an armored column in one ground-breaking shot.  &lt;br /&gt;
&lt;br /&gt;
NOTE: All land laiders have the following profile.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! BS !! FA !! SA !! RA !! HP&lt;br /&gt;
|-&lt;br /&gt;
| Land raider || 4 || 14|| 14|| 14|| 4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 Land raider&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Vehicle (Tank, Transport)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Transport Capacity&#039;&#039;&#039;: &lt;br /&gt;
*Phobos: 10&lt;br /&gt;
*Suppressor: 12&lt;br /&gt;
*Justicar: 14&lt;br /&gt;
*Athena: 0&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;:&lt;br /&gt;
*Phobos: Twin-linked Lascannons sponsons, Twin-linked Heavy Bolters &lt;br /&gt;
*Athena: Twin-linked Lascannon sponsons, Heavy Gravitic Accelerator Cannon &lt;br /&gt;
*Justicar: Quad-linked Autocannon sponsons, Twin-linked Multi-Melta&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| Quad-linked Autocannons || 48&amp;quot; || 7 || 4 ||Heavy 4, Twin-linked&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*Suppressor: Suppressor Gas sponsons, twin-linked assault cannons&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| Suppressor Gas Cannons|| Template || 1 || 6 ||Heavy 1, Poisoned (2+), Blind, Torrent&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Vehicle Standard Upgrades&#039;&#039;&#039; and &#039;&#039;&#039;Vehicle Advanced Upgrades&#039;&#039;&#039; lists.&lt;br /&gt;
*All land raider variants may take a Multi-melta: +10pts&lt;br /&gt;
*The Land Raider Phobos may replace its Twin-linked Heavy Bolter for a Twin-linked Assault Cannon: +10pts&lt;br /&gt;
*The Land Raider Athena may replace its Heavy Gravity Accelerator Cannon for a Redemptor Pattern Demolisher Cannon, this does not take up an additional Experimental Wargear slot: free!&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: Power of the Machine Spirit, Assault Vehicle, Omnissiah&#039;s Bounty (Athena Only)&lt;br /&gt;
&lt;br /&gt;
===Whirlwind Squadron - 65pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;We will bring the very skies crashing down upon our foes, by your command!&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Placeholder for Fluff/Narrative&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! BS !! FA !! SA !! RA !! HP&lt;br /&gt;
|-&lt;br /&gt;
| Whirlwind || 4 || 11 || 11 || 10 || 3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1-3 Whirlwinds&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Vehicle (Tank)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Whirlwind Multiple Missile Launcher&#039;&#039;&#039;- is loaded with Vengeance and Castellan Rounds:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| Vengeance Rounds || 48&amp;quot; || 5 || 4 ||Ordnance 1, Barrage, Large Blast&lt;br /&gt;
|-&lt;br /&gt;
| Castellan Rounds || 48&amp;quot; || 4 || 5 ||Ordnance 1, Barrage, Large Blast, Ignores Cover&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;: &lt;br /&gt;
*May take up to 2 additional Whirlwinds for 65 points each.&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Vehicle Standard Upgrades&#039;&#039;&#039; and &#039;&#039;&#039;Vehicle Advanced Upgrades&#039;&#039;&#039; lists.&lt;br /&gt;
*One Whirlwind may mount a Hurricane MLRS (taking up an Experimental Wargear slot): +45pts&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Suppressive Bombardment&#039;&#039;&#039;: Whilst this unit includes three Whirlwinds, each model&#039;s Whirlwind Multiple Missile Launcher has the Pinning and Shred special rules.&lt;br /&gt;
&lt;br /&gt;
===Tempest Squadron - 115pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;I will turn the skies into a hell rather than a haven for you, damned flying turkey!&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Placeholder for Fluff/Narrative&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! BS !! FA !! SA !! RA !! HP&lt;br /&gt;
|-&lt;br /&gt;
| Tempest || 4 || 11 || 11 || 10 || 3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1-3 Tempests&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Vehicle (Tank)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Tempest Multiple Missile Launcher&#039;&#039;&#039;:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| Tempest Missiles|| 60&amp;quot; || 7 || 2 ||Ordnance 2, Skyfire, Twin-linked&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;: &lt;br /&gt;
*May include up to two additional Tempests for 115 points each.&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Vehicle Standard Upgrades&#039;&#039;&#039; and &#039;&#039;&#039;Vehicle Advanced Upgrades&#039;&#039;&#039; lists.&lt;br /&gt;
*Any Tempest may purchase a &#039;&#039;&#039;Tempest Data Net&#039;&#039;&#039;, granting Interceptor: +15pts each.&lt;br /&gt;
*One Tempest may mount an Anti-Air Marker (takes up one Experimental Wargear slot): +15pts&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Adaptive Targeting Systems&#039;&#039;&#039;- A Tempest fires Snap Shots at Ballistic Skill 2.&lt;br /&gt;
&lt;br /&gt;
==Lords of War==&lt;br /&gt;
&lt;br /&gt;
===Silencer Alpha Rachnus Pacifus, Lord of the Nullarium - 325pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;The greatest abyss to ever grace a battlefield has come for you. The very name of Rachnus will swallow the souls of all who would oppose mankind, and even the fearless shall find themselves quaking in their boots.&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Lord Crannon vainly lifted his combi-bolter, and racked across its slide to chamber the next magazine. Beside him there was a whole team of the finest terminators he could muster, yet all of them screamed out in agony. They clutched their helmets and dropped their weapons, one even plunging his blade into his own skull to escape whatever terrors plagued his mind. When Crannon finally marched down to the end of the ship&#039;s corridor, there was a room with all light sucked away from it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The darkness opened its eyes, and then concentrated its essence into a point so miniscule, that he could see the entirety of time screeching to a halt around the form. He tried to steel himself and hold firm, but with every passing second his mind crumbled further, and the psychic energies he commanded sputtered into nothingness. The Lord held up his armored glove to fire mind-bullets, but they fizzled just inches from the fingertips. And still, the darkness marched closer to him.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To his eyes, he saw his hands shredded to pieces, and then elongated to miles and miles apart. Until the tips of his fingers stretched so far away from the rest of his body that they shifted red and black, then vanished into nothing. Crannon depressed the triggers of his combi-bolter into the black hole, and for a time they seemed to dissipate its form. But then he found a shadow pinning his body to the floor, and dark fingers plunged into his eyes. He screamed once, and then his mind ceased all existence.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;With its prey destroyed, the shadow ceased to focus its aura. Like a changeling, it took on the form of a space marine in terminator armor. It&#039;s green eyes depressed far into the creature&#039;s skull, and a faintly metalic skin clung to its cheeks. Rachnus removed his staff from the Chaos Lord&#039;s armor, and calmly noted with his autosenses that the lord was alive, and yet somehow not. He could hear the lord&#039;s two hearts beating to such a perfectly flat tune, that no living brain could possibly control its movement. &amp;quot;The Warlord is dead, I will euthanize him now.&amp;quot; Rachnus spoke in a flat monotone over his vox, then leveled off a plasma pistol to Crannon&#039;s hearts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rachnus Pacifus is, and will likely be the most powerful psychic null to have ever been born in Aprior. Upon his birth, the uncontrolled aura from the newborn blank was of such power that the over thirty thousand staff of the hive hospital succumbed to it within seconds. Three squads of tactical marines were dispatched to the hospital to secure the area retrieve him, but it was quickly found that only a silencer could get near the child. Since that incident, Rachnus was raised solely by the Nullarium, in a facility kept secret in the polar ice caps of Aprior Secundus. He was implanted with the gene-seed of the Knights Inductor in the year M41:952, and has been in service with the Knights Inductor since then. &lt;br /&gt;
&lt;br /&gt;
Though the Null-Lord was groomed to be a leader for the Knights Inductor, extreme isolation has stunted his mind to such an extreme that he can barely stand the presence of other people. Rachnus speaks only to the other silencers of the Nullarium, and remains inside a warded isolation chamber on Aprior Secundus until called to battle. His aura is also of such an extreme degree of power that he can only be transported inside of his isolation chamber, as his unshielded presence is enough to outright kill Astropaths aboard ships. &lt;br /&gt;
&lt;br /&gt;
Perhaps someday the Lord will will learn to control his aura to an extent that Zakis Randi finds acceptable. But until then his duties are relegated to training lesser silencers that the chapter finds great use in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Rachnus || 6 || 5 || 4 || 4 || 4 || 5 || 3 || 10 || 2+/3++&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 (Unique) &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Mk40 Plasma Pistol, Blind &amp;amp; Frag &amp;amp; Krak Grenades, Terminator Armor, Iron Halo&lt;br /&gt;
*&#039;&#039;&#039;The Voidstaff&#039;&#039;&#039;- This is a Null Staff with Master-crafted. It takes two Null Charges to activate, but when activated, every wound it deals is multiplied by 3.  &lt;br /&gt;
*&#039;&#039;&#039;Quicksilver Circlet&#039;&#039;&#039;- An artefact that predates the founding of the Knights Inductor Chapter, it is bane to all things of the Warp.  This is a Null-Amp and Animus Diadem.  &lt;br /&gt;
:&#039;&#039;&#039;Warlord Traits&#039;&#039;&#039;:&lt;br /&gt;
*Rachnus Pacifus has the Watchful Defender Warlord trait by default&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: Eternal Warrior, Independent Character, Suppression Tactics, Pariah, Silencer Lvl 4, Smash&lt;br /&gt;
*&#039;&#039;&#039;Shadow of the Primarch&#039;&#039;&#039; - Rachnus is a Silencer as described by the Silencer special rule with the following exceptions: Rachnus, and any unit within 12&amp;quot;, can&#039;t be affected by any psychic powers in any way.  Psykers and Daemons within 12&amp;quot; of Rachnus has their Leadership reduced by 3, cannot produce Warp Charges, and only harness Warp Charges on a 6. When Rachnus burns a charge for Unleashed Null Aura all enemy units within 12&amp;quot; lose -2Ld.  When Rachnus Perils, he is immune to the Leadership test Silencers take, though his unit must also take a Fear test if they passed the Morale check.&lt;br /&gt;
*&#039;&#039;&#039;The Ultimate Void&#039;&#039;&#039; - Null Charge Cost: 3.  This is a Blessing that targets Rachnus.  When activated all enemies within 12&amp;quot; do not benefit from the And They Shall Know No Fear and Fearless special rules if they have it. Friendly units within the radius lose 1 leadership as well.  Daemons within range lose -2 to their Invulnerable save and must take Daemonic instability against all Morale and Pinning checks inflicted by Shooting.&lt;br /&gt;
*Rachnus knows all powers from the &#039;&#039;&#039;Null-Field&#039;&#039;&#039; and &#039;&#039;&#039;Cryomancy&#039;&#039;&#039; tables.&lt;br /&gt;
&lt;br /&gt;
===Maxima Marauder Bombadier - 575pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;There are those who claim to hold the power to dominate mankind. They shall break on this rock of the Light in the Darkness. As all others before have and after shall!&amp;quot;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Placeholder for Fluff/Narrative&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! FA !! SA !! RA !! I !! A !! HP&lt;br /&gt;
|-&lt;br /&gt;
| Maxima Marauder || 4 || 4 || 10 || 13 || 13 || 12 || 4 || 3 || 6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 Maxima Marauder&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Vehicle (Super-Heavy Walker)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: &lt;br /&gt;
* Tri-Barrelled Grav Bombadier, Refractive Defender Shield, Astartes Anti Material Array, Empowered Machine Spirit, Lock-down Self-Repair Protocols&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| Tri-Barrelled Grav Bombadier (Dispersion rounds) || 120&amp;quot; || 8 || 4 || Primary Weapon 2, Twin-linked, Large Blast&lt;br /&gt;
|-&lt;br /&gt;
| Tri-Barrelled Grav Bombadier (Solid rounds) || 120&amp;quot; || D || 1 || Primary Weapon 1, Twin-linked, Hypervelocity&lt;br /&gt;
|}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| Astartes Anti Material Array || 36&amp;quot; || 6 || 3 || Heavy 8, Rending, Pinning&lt;br /&gt;
|}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Refractive Defender Shield&#039;&#039;&#039; - Maxima Pattern Marauder Warsuits are perpetually fitted with an enormous frame that, when triggered, projects a screen of energy based off of the energy deflecting principles of Refractive Shield Plating and assists nearby troops in a similar way to the Guardian Shields fitted to Bulwark Dreadnoughts. This counts as Refractive Shield Plating.  In addition, it provides a 5+ Invulnerable save to all friendly units within 12&amp;quot;, counting as cover for the purposes of &amp;quot;Suppression Tactics&amp;quot;. If the Maxima is destroyed, add +1 to the Explosion Result.&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
* Replace Chest Mounted Astartes Anti Material Array with a Battle Cannon: +20pts&lt;br /&gt;
* Replace Tri Barrelled Grav Bombadier with:&lt;br /&gt;
- Micro-Scale Harbinger Cannon: +25pts&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| Micro Harbinger Cannon || 120&amp;quot; || 10 || 2 || Primary Weapon 2, Path of Destruction&lt;br /&gt;
|}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*May mount one of the following:&lt;br /&gt;
- Anti-Air Marker: +25pts&lt;br /&gt;
- Hurricane MLRS: +45pts&lt;br /&gt;
- Quad gun: +50pts&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: Fear, Hammer of Wrath, Invincible Behemoth, Move Through Cover, Relentless, Smash, Strikedown, When Needed Only, Omnissiah&#039;s Bounty&lt;br /&gt;
*&#039;&#039;&#039;Hypervelocity&#039;&#039;&#039; - Such is the speed of the solid shot launched by the Tri-Barrelled Grav Bombadier that there is no opportunity to dodge, once the shot has left the barrel, it is far too late. Target Models may not Jink or Go to Ground against shots fired by the Tri-Barrelled Grav Bombadier.&lt;br /&gt;
*&#039;&#039;&#039;When Needed Only&#039;&#039;&#039; - The Maxima Marauder is a weapon of incredible destructive potential that cannot restrain itself in battle, for fear of its own destruction and the loss of an incredibly valuable piece of technology. As such, the Knights only field the Maxima Marauder in times of desperate need or in extremely large battles. The Maxima Pattern Marauder Warsuit cannot be taken in games smaller than 1650 points.&lt;br /&gt;
&#039;&#039;A Note on the Maxima Marauder&#039;&#039; The model has much the same dimensions of a regular Imperial Knight, only more bulky in the limbs and less rounded in the body and shoulders. The model is literally a supersized regular Marauder.&lt;br /&gt;
&lt;br /&gt;
===Maxima Marauder Lancer - 450pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;There are those who claim to hold the power to dominate mankind. They shall break on this rock of the Light in the Darkness. As all others before have and after shall!&amp;quot;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Placeholder for Fluff/Narrative&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! FA !! SA !! RA !! I !! A !! HP&lt;br /&gt;
|-&lt;br /&gt;
| Maxima Marauder || 4 || 4 || 10 || 13 || 13 || 12 || 4 || 3 || 6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 Maxima Marauder&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Vehicle (Super-Heavy Walker)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Lux Prismatic Halberd&#039;&#039;&#039;:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| Lux Prismatic Halberd || - || D || 1 || Melee, Lunging Strike, In Darkness, Light!&lt;br /&gt;
|}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Astartes Rifle Array&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: Fear, Hammer of Wrath, Invincible Behemoth, Move Through Cover, Relentless, Smash, Strikedown, When Needed Only, Omnissiah&#039;s Bounty&lt;br /&gt;
*&#039;&#039;&#039;When Needed Only&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lunging Strike&#039;&#039;&#039; - The techniques employed by the wielders of the Lux Prismatic Halberd are designed to minimise opportunities to dodge or block through the use of strikes that maximise the halberd&#039;s bladed edge and spear like length. Against Monstrous Creatures or Vehicles, the Lux Prismatic Halberd cannot hit on worse than a 4+ unless the target is Invisible. Against Gargantuan Creatures and Super-Heavy Vehicles, the Lux Prismatic Halberd will always hit on a 3+ unless the target is Invisible.&lt;br /&gt;
*&#039;&#039;&#039;In Darkness, Light!&#039;&#039;&#039; - The Lux Prismatic Halberd constantly glows with an incredible light. This light grows tenfold if it strikes a target. For every successful hit made in Close Combat by the wielder of the Lux Prismatic Halberd, every model, friend or foe within 12&amp;quot; must take a blind check (except for the wielder of the Halberd itself). Models within 6&amp;quot; take the check with a -2I penalty.&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===Predator Avalon - 450pts===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;I am the Lady of the Lake, reborn in armor clad. [[Excalibur]] will be my Blade, a shining light to pierce the eternal darkness.&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;What the hell do you mean? That tank is running without its pilot?&amp;quot; Captain Darren grabbed one of his techmarines aside, and stared daggers into the heretek&#039;s eyes. &amp;quot;How long has your brother been dead?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Techmarine stared back with a frozen expression, which wasn&#039;t hidden at all behind the wide-stretched plate of his marksman visor. &amp;quot;He&#039;s been dead for eight hours. The Avalon is running on its machine spirits.&amp;quot; He glanced down at the holograph displaying a drawn out battle. Blue box-figures sat stationary while the terrain, and a line of red chevrons sat still on the terrain. At the back of the boxes was a star representing the Avalon in question. &amp;quot;It&#039;s a wonderful tank-.. For the first one I coaxed many spirits into its shell. Many spirits yes, many kinds too.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Darren threw the Techmarine down to his feet, drawing his sword in one hand while he clicked open a Vox Channel to the Avalon. &amp;quot;AVALON, Cease your advance and return to the nearest squad for pickup!&amp;quot; He placed his sword at the Techmarine&#039;s collar just before he could get up. &amp;quot;AVALON, Cease your advance now!&amp;quot; In response the Blue Star on the table ceased its relative movement for just a moment, then a pair of red dots appeared under its symbol to indicate combat engagement. In response to Darren&#039;s call, a decidedly feminine voice responded to him; though it sounded closer to a servitor than a human, &amp;quot;Avalon One engaging the Eldar. Praetor, it is good to hear your voice..&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Captain Darren sliced a hole in the Marks-visor to expose Techmarine Gaius to the air, just as a reminder that darren could end him at any time. The Captain watched helplessly then to the table as the Avalon tank disobeyed his orders. It spoke with a calm voice, having no malice or contempt. One by one the Red Boxes blinked out, in turn after a bright red circle appeared under the star to show weapon engagement. The predator support fell apart shortly afterwards from returning fire, but the Avalon kept going after its Lesser compatriots ceased. &amp;quot;Praetor, I give you this offering of Eldar Souls, appreciate it. We will talk later when I have decided this battle for you.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Placeholder Army Fluff, narrative&#039;s finished.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! BS !! FA !! SA !! RA !! HP&lt;br /&gt;
|-&lt;br /&gt;
| Predator Avalon || 5 || 14 || 13 || 11 || 4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 Predator Avalon&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Fast Vehicle (Tank)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: &lt;br /&gt;
*Refractive Shield Plating, Vehicular Nanomites, Empowered Machine Spirit &lt;br /&gt;
*Excalibur-Class Prismatic Lancing Cannon:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! type&lt;br /&gt;
|-&lt;br /&gt;
| Excalibur Cannon|| 60&amp;quot; || D || 1 ||Ordnance 1, Prismatic Diffraction*&lt;br /&gt;
|-&lt;br /&gt;
| Diffracted Lance|| 60&amp;quot; || 8 || 2 ||Ordnance 1, Lance&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 3px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Prismatic Diffraction&#039;&#039;&#039;- Instead of firing the given profile, you may instead fire using the Diffracted Lance profile.  Choose any one point within 60&amp;quot; and roll for scatter. All vehicles within 6&amp;quot; of the point and in LoS take D3 hits from the PLC.  All other non-vehicle units within 6&amp;quot; and LoS take D6 hits. All hits are treated as coming from the central point for the purposes of determining line of sight and cover saves.  &lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: Omnissiah&#039;s Bounty&lt;br /&gt;
*&#039;&#039;&#039;Avalon Shield&#039;&#039;&#039;- The Predator Avalon carries with it two Cold Fusion-powered Void Shield generators. This grants the Avalon two Void Shields, which must be destroyed before it can begin taking damage from other weapons. One layer of shielding can be recovered on a 5+ at the start of your turn, two rolls may be made if the tank doesn&#039;t move.  Note that Refractive Shield Plating does not grant saves for hits on the Void Shield.&lt;br /&gt;
::*&#039;&#039;&#039;Supernova&#039;&#039;&#039;- The Avalon&#039;s dual-Fusion generators are quite fragile and are prone to exploding violently. Should the Avalon be destroyed or wrecked by any means, immediately roll on the Catastrophic Damage table with a +2 modifier, and resolve for the result. Afterwards remove the model from play. &lt;br /&gt;
*&#039;&#039;&#039;Engine Overcharge&#039;&#039;&#039;- The Avalon&#039;s enhanced Cold Fusion reactor can provide the tank an amount of power far greater than its requirements, allowing the Avalon to move at greater speeds. When determining the amount of distance that Combat and Cruising Speed provide, add 12&amp;quot;&lt;br /&gt;
::*&#039;&#039;&#039;Power System Overload&#039;&#039;&#039;: At the end of your turn; if the Avalon has moved at least 24&amp;quot;, roll a d6. On a 1 the Avalon immediately loses a hull point with no saves of any kind allowed. This loss of a hull point bypasses the Avalon&#039;s Void Shields, if those are currently active.&lt;br /&gt;
&lt;br /&gt;
==Bonus Mission Add-on: Apprehend at All Costs!==&lt;br /&gt;
This bonus mission/objective can be added to a standard game of Warhammer 40,000 if one or more players army is playing with a Primary Detachment using Codex: Knights Inductor, replacing the Inquisitorial Objective.  This may also be played standalone with standard deployment rules.  While the main codex details the Knights Inductor in their full battle array against the numerous foes of mankind, this bonus mission will allow you to play the Knights Inductor in one of their sub-lethal engagements to subdue the enemy.  While the finer details are left up to you, you can imagine them as attempting to gain enemy intel through capturing key figures in the enemy army, and attempting to successfully extract them from battle into custody!  Oh, and their hands are tied, just cause.&lt;br /&gt;
&lt;br /&gt;
===Bonus Objective: Capture and Apprehend===&lt;br /&gt;
The Knight Inductor player must set a marker in a friendly deployment zone when deploying their army.  Within 6&amp;quot; of the marker is the POW/Containment Camp, where captured enemy models will be placed.  This Objective may be controlled by either player if a unit is within 6&amp;quot; of the objective.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Captured&#039;&#039;&#039;: Models that can be subjugated are enemy characters and monstrous creatures.  These models are considered captured and are sent to the POW Camp if they lose their final wound under the following conditions:&lt;br /&gt;
**&#039;&#039;&#039;Disoriented&#039;&#039;&#039;: The model lost its last wound whilst under the effect of Pinning, Blind, Stunning or Strikedown&lt;br /&gt;
**&#039;&#039;&#039;Bound&#039;&#039;&#039;: The model lost its last wound whilst under the effects of Electro-Shackles&lt;br /&gt;
**&#039;&#039;&#039;Knocked out&#039;&#039;&#039;: The model lost its last wound to Tranq bolts, Stun bolts, Shock weapons, or the Sword of Pacification.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Apprehended/Released&#039;&#039;&#039;: If there is at least one prisoner in the POW Camp remaining by the end of the game, the Knights Inductor player gains 1VP.  The Knights Inductor player automatically loses the game if the enemy has control of the POW camp by the end of the game.  The Knights Inductor also automatically win if the Warlord is successfully captured by the end of the game.&lt;br /&gt;
&lt;br /&gt;
===Modified Army List===&lt;br /&gt;
A Knight Inductor army when attempting to subjugate the enemy with minimal casualties on both sides are naturally limited in their choice of wargear, and thus have the following limitations to illustrate as such.&lt;br /&gt;
*&#039;&#039;&#039;With Reasonable Force&#039;&#039;&#039;: All Knights Inductor cannot use a weapon in close combat or shooting with a greater (less than) AP than the armor save value of a target enemy unit.  The only exceptions are that AP6 weapons may be used against a unit that lacks an armor save, and these limitations do not apply when targeting vehicles and monstrous creatures of all kinds.&lt;br /&gt;
*&#039;&#039;&#039;Sub-lethal Armory Support&#039;&#039;&#039;: All Knight Inductor units get Tranq bolts and Shock Batons standard at no extra cost. &lt;br /&gt;
&lt;br /&gt;
====Extra Wargear====&lt;br /&gt;
These pieces of wargear count towards capturing an enemy.  Drain net Grenades may be taken for 1pt (or free if exchanged for Blind grenades) in the Squad Issue Wargear section.  Drain net Guns may be taken for 5pts in the Squad Issue Wargear section.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Drain Net Grenade&#039;&#039;&#039;: This is a specialized defensive grenade that sends out a net woven of energy draining fiber binds.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! Type&lt;br /&gt;
|-&lt;br /&gt;
| Net Grenade || 8&amp;quot; || X || - || Assault 1, Blast, Poisoned (3+), Bind*&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Bind&#039;&#039;&#039;- A unit hit by a weapon with this rule must take a Strength test or be forced to go to ground.  Units that fail that are unable to go to ground must instead fire Snap Shots until the end of their next turn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Drain Net Gun&#039;&#039;&#039;: Utilizing the same draining fiber binds in Drain net grenades, these spray in a conical fashion to subdue a swathe of enemies efficiently.  &lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range!! S!! AP!! Type&lt;br /&gt;
|-&lt;br /&gt;
| Net Gun || Template || X || - || Assault 1, Poisoned (3+), Bind*&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Codex PDF vII (WIP)==&lt;br /&gt;
I was initially writing it 5th edition style, but since 7th edition is a bit more streamlined I have taken to re-doing the entries in 7E format.  This will allow for the crunch to be more easily translated and readable.&lt;br /&gt;
&lt;br /&gt;
[[https://1d4chan.org/images/8/80/Codex_-_Knights_Inductor_7E_PDF.pdf | Work In Progress Codex]]&lt;br /&gt;
&lt;br /&gt;
===Currently finished=== &lt;br /&gt;
(minus illustrations and fluff descriptions for some dataslates  [http://ukitakumuki.deviantart.com/ though perhaps a commission could resolve this?]):&lt;br /&gt;
*Knights Inductor Army Rules Page&lt;br /&gt;
*Warlord Traits and Allies Chart&lt;br /&gt;
*[3/3] Knights Inductor Wargear pages: Standard, Experimental Infantry, Experimental Vehicle&lt;br /&gt;
*[5/5] Knights Inductor Armory pages: Ranged weapons, Melee weapons, Squad/Special issue wargear, Vehicle equipment, Super-heavy vehicle equipment&lt;br /&gt;
*[8/8] Special HQ Entries: Lord Arbiter Zakis Randi, Captain Roland Darren, Captain Isaac Rico, Garven Brias, Severus Gajet, Captain Xavion, Chief Librarian Zecherias, Honor Guardian Ferrus&lt;br /&gt;
*[7/7] Generic HQ Entries: Captain, Chaplain, Librarian Adepts, Silencer, Marauder Field Master, Command Squad, Honor Guard entries&lt;br /&gt;
*[3/3] Troop Entries: Tactical squads, Scout squads, Guard Aspirant squads&lt;br /&gt;
*[3/3] Dedicated Transport Entries: Rhino, Razorback, Drop pod (w/ new Skyshroud upgrade)&lt;br /&gt;
*[7/7] Elite Entries: Terminator squads, Sternguard Veteran squads, Dreadnoughts, Innovatus squads, Workshop Mechanicus Cohort, Silencer Minoris, Ghost Sergeant Jonnahas&lt;br /&gt;
*[8/8] Fast Attack Entries: Incursion squads, Mounted Knights (with Attack Bikes), Scout Bike Teams, Land Speeder Squadrons, Land Speeder Storm, Mobilius Artillery, Valkyrie Repressor, Valkyrie Avenger&lt;br /&gt;
*[8/8] Heavy Support Entries: Suppressors, Marauders, Predator Vaeris, Predators, Vindicators, Land Raiders, Whirlwinds, Tempests&lt;br /&gt;
*[3/3] Lords of War Entries: Rachnus Pacifus, Maxima Marauder, Predator Avalon&lt;br /&gt;
*[1/1] Silencer Null Powers&lt;br /&gt;
&lt;br /&gt;
===Remaining Work===&lt;br /&gt;
*Illustrations/Cover&lt;br /&gt;
*Contents Page&lt;br /&gt;
*Introduction Page&lt;br /&gt;
*Codex-style border art/design&lt;br /&gt;
*Fluff pages (not including background details irrelevant to the actual army list) such as basic unit descriptions&lt;br /&gt;
*Pacification Detachment page&lt;br /&gt;
*Formations&lt;br /&gt;
*Custom force organization page&lt;br /&gt;
*Tactical Objectives Page&lt;br /&gt;
*Summary page(s)&lt;br /&gt;
&lt;br /&gt;
Previous Out-dated PDF for Codex: Knights Inductor: [[http://1d4chan.org/images/9/95/Forces_of_KI.pdf]]&lt;br /&gt;
&lt;br /&gt;
==Codex Google Document==&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the previous attempts at making a PDF have gone considerably behind the development of the codex. As of now, I have started a Google Document, by which anyone viewing this Wiki may edit and comment freely in an attempt to create a working, printable Codex for the Knights Inductor. http://1d4chan.org/wiki/User:Evilexecutive&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1D6FlX50Vgjt2-3jwuJ5Tevh9U9ikZd0sKS-R1tewB7s/edit?usp=sharing] Dump Page, please just use this for prepping work on other pages. Every other page listed MUST be formatted for use in a PDF. So help me God Emperor, I will mercilessly delete changes that involve flat-out copypasting things from the wiki to fill out, instead of fluff writing. Crunch copying is fine. -Evilexecutive&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1FX_-pH4vYVIwJZlXXhWH9J-q45ByfD0eoMeAzA4bFoI/edit#] Unit Template Page&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KI HQ&#039;s&#039;&#039;&#039; Edit Permissions are now available on a Clickie basis. Anyone who clicks the links below may edit the pages&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1QLoLQq63CfCwvGXqeFT9TEg8s6SGQQGMKELpKK7Z998/edit] Captains&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1dUfYx1eLAVsaaOJBrOBmcgpu7qltJF-8O_wlslsY4lQ/edit] Chaplains&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1WexYgK5lDpx1QO-B0gkuxEWF-5eSFQxUeUkyEzntz9w/edit] Silencers&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1A19cEiaf68JJkG9Vlk5Kfa6m7NVx_N2ZdH3Ia9jGKC0/edit] Librarians&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1QGAm048CJHKV3C6uyrfzLuIaNYI6l_Xrk61cX3UzZRw/edit] Master Of The Forge&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1tjyVm3I4ab2LZhHhksc1foSt0TJOLTyVX-v1BrTfC1Y/edit] Marauder Field Master&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1wvp8djMakQcE_QfVRMVmBoV-SsfFW2t1Bm89-1MmBSw/edit] Tech Marine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Characters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1yoEI1WnzhDJ3EaLfj8hHISZ1XdtNtWC79ZXmvJRaXkU/edit?usp=sharing] Chapter Master Zakis Randi&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1OrQGbPYNeMohelc1kFYSxLBaM2I0oeCXmzXxhZhTIq0/edit?usp=sharing] Captain Roland Darren&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1kyNCAtvqaeBccLjeQvQZpNkbvbYqYyQKXpMbAlQPrAU/edit?usp=sharing] Captain Isaac Rico&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1P97AMMwxXHOh-H0TVrMwVuL_XBgo9Bou8CfHQzwui2Q/edit?usp=sharing] Garven Brias&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1MvTlEIiHKjukMhflhgRnbFIdZEqRQMBwOkAsl49LPno/edit?usp=sharing] Tech Maestro Severus Gajet&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1Vk1vIw4ihSbROHMrN7dV5QAh1u8T1IrHj_OJAIEAspk/edit?usp=sharing] Captain Xavion, Null Knight Hunter&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1mcy5ufKsJd9-H9DfNv63RHLNaSAgoqbhrTE00iA8ANM/edit?usp=sharing] Silencer Alpha Rachnus Pacifus&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/14GKKhJGFwnN0n2oAwZun_XEwaZr08nq4w57_4pUoRM8/edit?usp=sharing] Chief Librarian Zecherius&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1SCtC-gHwu-VCRFy8qEAUk8zUIoK54INGVsy2qwalEd8/edit?usp=sharing] Paladin Ferus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I would like to say this here, before anyone else bothers to hop on. The point of the Google Document is to have a printable codex, like the GW publications. Which means things need to be reformatted now. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;By the God Emperor&#039;s Light, please stop just copypasting contents of the wiki into the Google Document. It&#039;s pretty counterproductive, especially now that the document looks like someone shit all over it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&#039;&#039;Pictures of Armies go here. Please keep it to Knights Inductor pictures, either Ceremonial Colors or Camo colors.&#039;&#039;&lt;br /&gt;
&amp;lt;Gallery&amp;gt;&lt;br /&gt;
File:Zakis_Randi.jpg|The Lord Zakis Randi, as he is wearing the Ceremonial Colors of the Knights Inductor&lt;br /&gt;
File:Garvenbrias1.jpg|Don&#039;t mistake his helmet for a lack of importance. Garven&#039;s helmet is a special pattern endemic to the Aprior Sector, and contains a wealth of sensor suites designed to work with Tactical Autosenses, as well as to help coordinate orbital fire. &lt;br /&gt;
File:KI_Tacticalsquad1.jpg|A 12-man squad of the finest knights of Aprior&lt;br /&gt;
File:Xavion1.jpg|First upload of a Captain Xavion model.&lt;br /&gt;
File:Xavionsquad.jpg|More of Captain Xavion posing with some Sternguard and Scouts&lt;br /&gt;
File:KnightcamoNightInductor.png|If the thumbnail&#039;s blurry, the night urban camo is doing its job!&lt;br /&gt;
&amp;lt;/Gallery&amp;gt;&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Space Marines]]&lt;br /&gt;
[[Category:Knights Inductor]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Towergirls&amp;diff=1011634</id>
		<title>Towergirls</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Towergirls&amp;diff=1011634"/>
		<updated>2026-05-20T15:47:53Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.161: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
{{Promotions}}&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:TOWERGIRLS Press Start To Enter.PNG|thumb|center|600px]]&lt;br /&gt;
&lt;br /&gt;
Towergirls (or Tower Girls) is a [[CYOA|Choose-Your-Own-Adventure]] chart detailing a variety of [[waifu]]s alongside the question of which one(s) the reader would save. It originated from a &#039;creative&#039; [[/v/]] thread where posters would fill in a meme, the subject of which was a knight bursting through a door with the text &amp;quot;Princess, I&#039;ve come for you!&amp;quot;. The subsequent panel would then be open to the interpretation of the artist. This meme is believed by some to have been inspired by the oft-posted comic depicting a knight rescuing a princess who is revealed to be a kobold. The artist for every major iteration of the Towergirls CYOA thus far (not including &#039;fan general&#039;, &#039;wyvern/horse princess&#039; edits, etc.) is IP owner &amp;quot;Gats&amp;quot; who is seen a the keeper of [[canon]] for Towergirls (although he has stated repeatedly that the chart and perks are more suggestion than canon and can be interpreted any way you see fit) and better known for his work on [[/d/|Corruption of Champions]]. The person behind the &amp;quot;Princess, I&#039;ve come for you!&amp;quot; meme is unknown. Furthermore, a Tumblr user called &amp;quot;Bupi&amp;quot; began a project to craft a figurine of each princess while a user called &amp;quot;FicFicPonyFic&amp;quot; created alternate costume variants. &lt;br /&gt;
&lt;br /&gt;
So far there have been four versions of Gats charts with the most recent v4 still being a work in progress.  The gameplay elements of these charts are logical enough and will not be explained here. There are also non-lewd charts, one by an unknown artist, and the aformentioned Gats v4. A great many fan princesses and even knights have been made to choose from. As you might imagine, there is a lot of fanon, sometimes conflicting with what is collected here.  Feel free to add your own. Art of the princesses and the occasional knight can be found on the booru, discussion of princesses and the various ongoing fanworks can be found in /tg/&#039;s Towergirls threads as well as /ic/ and /trash/.&lt;br /&gt;
&lt;br /&gt;
Within the context of the chart, the &amp;quot;player&amp;quot; is a brave knight who rescues princesses/princes/generals who marry him/her. A large (and constantly growing thanks to a template) list is given, as well as rules for that list. Each option has their own Love, Lust, Wealth, and Power stats along with Likes and Dislikes. Each also has one or more Dowry options, most of which increase the appeal of that princess (compatible sexual organs, the ability to reciprocate emotion, the ability to live comfortably in the princess&#039;s environment, and so on). Some however have idols or companions instead of Dowries. Many in earlier incarnations have an army option, although this comes as both an advantage and a disadvantage at times (for example Ant Princess is very poor but has a very large army but they are loyal to her instead of you, or Fish Princess whose army cannot fight on land) although later versions dropped this. &lt;br /&gt;
&lt;br /&gt;
Players may build a harem, or stick to one or two princesses for maximum benefit. Princesses come in multiple tiers, and knights come in multiple flavors (including &amp;quot;is a girl&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
The game has far-reaching popularity, with boards like /co/ and /vg/ adding related Princesses (like Krogan Princess, or McDuck Princess) to their charts. Tumblr has also developed a Towergirls community of artists.&lt;br /&gt;
&lt;br /&gt;
For those who claim the concept is sexist, one must remember that the game is essentially the often-praised romantic subplot of games such as Mass Effect and Dragon Age but with all the pesky non-romance content removed. Also any animation. For now. Those who want to claim sexism are free to [[rule 63]] anything on the chart using one of the items a Generation I Princess bestows.  Technically speaking there is also a non-&amp;quot;harem builder&amp;quot; element as there is suggested risk in rescuing, empire-building, and actually getting romantic attachment between you and the princess(es). However, this is left to your imagination currently.&lt;br /&gt;
&lt;br /&gt;
=Current Version=&lt;br /&gt;
The three original Generations (60 princesses) by Gats (v1 through v3), the Generations and expansion packs the /tg/ and /twgrl/ threads have made (120 princesses), plus neutral companions and bonus rewards, all done. Once again proving [[/tg/ gets shit done]], at least when somebody with actual talent helps out. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Towergirls Gen 1.png&lt;br /&gt;
Image:Towergirls Gen 2.png&lt;br /&gt;
Image:Towergirls Gen 3.png&lt;br /&gt;
Image:Towergirls bonus.png&lt;br /&gt;
Image:Towergirls Gen 4.png&lt;br /&gt;
Image:Towergirls_Generation_V_(Complete).png&lt;br /&gt;
Image:Towergirls Gen 1 Expansion Pack.png&lt;br /&gt;
Image:Towergirls Collector&#039;s Edition Expansion.png&lt;br /&gt;
Image:Towergirls Gen 3 Expansion Pack.png&lt;br /&gt;
Image:Towergirls gen 3 companions.png&lt;br /&gt;
Image:Towergirls Gen 3 companions expansion pack.png&lt;br /&gt;
Image:Towergirls Gen 4 Expansion Pack.png&lt;br /&gt;
Image:Towergirls Gen 4 Items rev.png&lt;br /&gt;
Image:Towergirls Gen 5 Expansion Pack.png&lt;br /&gt;
Image:Towergirls Army Expansion Part 2.png&lt;br /&gt;
Image:Chogo benis.png&lt;br /&gt;
Image:Towergirls mysterybox.png&lt;br /&gt;
Image:Towergirls Redone Chart 1.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Origin=&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Gats identified a /v/ meme as the direct inspiration for Towergirls, although this itself may have been inspired by an earlier comic. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Possible Pre-Origin Inspiration&lt;br /&gt;
What &#039;&#039;may have&#039;&#039; started it all. The artist is &amp;quot;Guoh&amp;quot;. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Tower Girl Origin.png&lt;br /&gt;
Image:Tower Girl Origin 2.png&lt;br /&gt;
Image:Tower Girl Origin 3.png&lt;br /&gt;
Image:Tower Girl Origin 4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The /v/ Meme &lt;br /&gt;
The direct origin of Towergirls.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Princess Ive Come For You.jpg|The /v/ template.&lt;br /&gt;
Image:Prince Ive Come For You.jpg|The alternate template. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Continuation&lt;br /&gt;
After the initial popularity, the Guoh comic was continued by other artists to its...logical conclusion.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Tower Girls Origin NSFW 1.png&lt;br /&gt;
Image:Tower Girls Origin NSFW 2.jpg&lt;br /&gt;
Image:Tower Girls Origin NSFW 3.jpg&lt;br /&gt;
Image:Tower Girls Origin NSFW 4.jpg&lt;br /&gt;
Image:Tower Girls Origin NSFW 5.jpg&lt;br /&gt;
Image:Tower Girls Origin NSFW 6.png&lt;br /&gt;
Image:Tower Girls Origin NSFW 7.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Gats&#039; Towergirls=&lt;br /&gt;
In continual development.  Gat&#039;s most recent version is v4, which takes a much more detailed look at the world and setting of Corona.  Taking a departure from the old format, each new chart focuses on a single princess and their respective kingdom.  The first princess chart made for v4 was Witch, appropriately on Halloween of 2018.  [https://imgur.com/a/xSMExqh There&#039;s a lot of them now.]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Classic_Princess.png| Gats v1, the original!&lt;br /&gt;
Image:Advanced_Princess.png| Gats v1 finished&lt;br /&gt;
Image:Also_old.png| Gats v2&lt;br /&gt;
Image:Towergirls Gen 1.png| Gats v3, gen 1&lt;br /&gt;
Image:Towergirls Gen 2.png| Gats v3, gen 2&lt;br /&gt;
Image:Towergirls Gen 3.png| Gats v3, gen 3&lt;br /&gt;
Image:Towergirls bonus.png| Gats v3, bonus chart&lt;br /&gt;
Image:Towergirls v4 Witch.png| Gats v4, Witch&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Charts==&lt;br /&gt;
Thought experiments and old charts, from whence all sprang.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Classic Princess.png| Take your pick.&lt;br /&gt;
Image:Advanced Princess.png| Featuring both changes for &amp;quot;balance,&amp;quot; and some beefcake for all you lady knights out there!&lt;br /&gt;
Image:Towergirlsgen1delewdtaketwo.png|Gen 1 De-lewded Edition&lt;br /&gt;
Image:Also old.png|The short-lived version 2 of Towergirls.&lt;br /&gt;
Image:Knights 2018.jpg|An assortment of fan-made knights&lt;br /&gt;
Image:Spacegirls.jpg|Towergirls in space!&lt;br /&gt;
Image:Vilegirls.png|A somewhat more villainous flavored chart.&lt;br /&gt;
Image:Elder Scrolls.png|For the Elder Scrolls fans.&lt;br /&gt;
Image:Paintgirls.jpg|Made entirely in Powerpoint.&lt;br /&gt;
Image:Cursedgirls.jpg|Ditto&lt;br /&gt;
Image:Materia Dragons.png|Additional dragons&lt;br /&gt;
Image:Order of Energy.png|Behirs really hate dragons.&lt;br /&gt;
Image:Vermingirls.png|Another /v/ creation gets a Towergirls chart. The cycle comes full circle.&lt;br /&gt;
Image:Warhammer 40K gals.png|For your heretical pleasure.&lt;br /&gt;
Image:TGgen1Animated.gif|Animated&lt;br /&gt;
Image:Towergirls Expansion.jpg|Oldest version of the Gen 1 expansion&lt;br /&gt;
Image:Towergirls Fake Princess Expansion.png|Old version of the Gen 1 expansion&lt;br /&gt;
Image:Towergirls Collector&#039;s Edition Expansion.png|Old version of the Gen 2 expansion&lt;br /&gt;
Image:KQwZIMa.png|Old version of the Gen 4 rewards&lt;br /&gt;
Image:1468040536110.png|Old version of Gen 5&#039;s armies&lt;br /&gt;
Image:Towergirls Extras Chocodicks.png|Old version of the Chocodicks&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==OC&#039;s==&lt;br /&gt;
[[File:Tower Girl Template.jpg|thumb|350px|right|The general Generation 1 template.]]&lt;br /&gt;
Princesses come in three different types thus far. Generation I types have two Dowry items granting boons or powers. Generation II have an idol, which has a top and bottom representing the effects of worshiping or renouncing that idol. Generation III have a companion or companions of some kind (although in two cases this is just the princess taking up two spaces) and two bonuses, one awarded to wealthy Knights and one to powerful Knights. All Generations have a Lust Bonus attained for fulfilling their desires and being a dutiful husband. &lt;br /&gt;
All princesses have a small crown, and appear in a chibi style. &lt;br /&gt;
The description includes flavor text, the name of their kingdom (note that some share kingdoms), perks and disadvantages, and finally two fetishes/desires and one thing they will not accept or tolerate. &lt;br /&gt;
All princesses have stats spread out 9 points between Love (their loyalty/maximum emotional connection), Lust (how difficult it is to attain their lust bonus/how dutiful you must be), Wealth, and Power (both representing the territory and military they bring). &lt;br /&gt;
&lt;br /&gt;
Knights have a name (some like Ace have a specific name, others like Lantern Knight have a general name). All Knights have a helmet. &lt;br /&gt;
&lt;br /&gt;
All fonts used in Towergirls are Bebas Neue and 04b_19. free download in See Also below.&lt;br /&gt;
&lt;br /&gt;
==Knights==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
The player character. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ser Knight&#039;&#039;&#039;&lt;br /&gt;
Because the protagonist needs some love too, right?&lt;br /&gt;
The Self Insert average knight depicted in the Meme and reimagined by Gats in various forms, the Gats version can be seen in the reward from Gen III for picking one princess and being loyal to her through all the generations.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ace&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;A young, inexperienced knight at the begining of their journey.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ace is an average human, the jack of all trades who gets to invest some extra points somewhere to specialize himself and is otherwise just your typical xeno-loving average to low intelligence human protagonist. &lt;br /&gt;
Ed. Note: Ace is not the Canon knight depicted in the original meme, just a creation OC of a series of pictures featuring said knight porking every one of the first generation princesses currently being released by Markydaysaid for a patron called ACE&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ace The Knight.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arcane Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bard Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bash Knight&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;A fearful yet kind-hearted man from quaint village which has never raised a hero. His only goal is the safety of those in need.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bear Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Berserker Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Black Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bronze Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cactus Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cardboard Knight&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;A scribe from a small boring kingdom. With his mom&#039;s help, he&#039;s assembled a suit of armor to try and build his perfect OTP fetish harem.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cat Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Cat Knight 1.png|Baked and delivered Italian food when not fighting crime in his youth. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ceramic Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Copper Knight&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;An eldrith entity possesing an ancient set of copper armor on a quest to discover what it is to be human. Also, booty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Corpulent Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cut Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dawn Elf Knight&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Is totally bro-tier but is also into &amp;quot;exotic, terrifying pleasures.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Deliquent Knight&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;A teenage knight from small town, he seeks to find his father, helping and rescuing those he can along the way.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Demon Knight&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Warrior of a demonic legion, this infernal knight is searching for worthy opponents to test his skills.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Desert Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Desperado Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dog Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dragon Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Druid Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Edge Knight&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;A man living permanently on the edge, he seeks blood and pain in battle and can&#039;t fathom why would anyone think being an edgelord is anything but serious business.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fairy Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Forge Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fungus Knight&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Insect Princess 5.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gold Knight&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;A mysterious knight who wears his wealth upon his sleeve. Who would trust this guy?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gonne Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Green Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;King Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kobold Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lantern Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Lantern Knight 2.png&lt;br /&gt;
Image:Lantern Knight 1.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lich Knight&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Powerful, charming, clever, dexterous, funny, talented, undying, wealthy... he just doesn&#039;t have any flesh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Man-at-arms&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;An average rank and file soldier that somehow got contracted to save the princesses despite the likelihood that he will fail and die horribly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Martyr Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mimic Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mouse Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mul Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Peasant Knight&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;A rookie knight from the Endless Fields. Short on experience, but he possesses the potential to one day be a real hero.&#039;&#039;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Peasant Knight 1.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Plunder Knight&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;A knight from the high seas who seeks to add &amp;quot;Savior of princesses&amp;quot; to his resume of &amp;quot;Explorer&amp;quot; and &amp;quot;Treasure hunter&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pointy Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Punishment Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ram Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Red Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Revenant Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sad Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scissor Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Silver Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Skull Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Time Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tribal Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Trickster Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Turtle Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Valkyrie Knight&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;A heavenly heroine sent by a pantheon of warrior deities, this knightly femme is more than a match for any monster that crosses her path.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Generation I==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
The first generation of princesses are held by the first Dragon Princess, who most likely wants to eat them. You are a young knight on your first quest, armed with a sword and a bag containing an assortment of chocolates shaped like penises (no, you aren&#039;t allowed to ask why) and have a magic wagon to carry the damsels formerly in distress with. However it only holds four things (regardless of size or weight) other than yourself and a single dowry belonging to the first princess you save, so you must decide whether to fill each space with a dowry or a princess. Any princesses not rescued will either die or be rescued by other knights, you don&#039;t know which unless you persuade Dragon Princess 1 to marry you in which case the remaining princesses simply await rescue. Or starvation. Likely rescue. &lt;br /&gt;
Dragon Princess 1 sits in a cave with her treasure hoard, while the other princesses are to be found in towers arranged around DP1&#039;s tower. A Mimic can also be found imitating princesses within. &lt;br /&gt;
The rules of princess-rescuing (which is universal to all sapient life) involve them giving their dowry to you, to use as you see fit. &lt;br /&gt;
After rescue, as you spend time with the princess(es) and indulge in their various desires, you build their &amp;quot;lust&amp;quot; stat and upon maxing it out you receive an item or bonus from them (as this happens after rescuing, the cart is not involved). &lt;br /&gt;
&lt;br /&gt;
As you rescue the princesses, your single (very, very small) fief grows as their (usually small) kingdoms/territories are added to it. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Kobold]] Princess&#039;&#039;&#039;&lt;br /&gt;
It should come as no surprise, considering the (rumored) origin of Towergirls, that Kobold Princess is the first and arguably the most well-known princess as well as mascot. Given that she is a Kobold, you most likely get access to her people&#039;s trap-making skills when they are added to your kingdom.&lt;br /&gt;
&lt;br /&gt;
Despite the naturally vicious, domineering, and unintelligent behavior shown by most fantasy Kobolds, Kobold Princess has only ever been depicted as cheerfully affectionate (and lusty for the warm-blooded body of the Knight). &lt;br /&gt;
&lt;br /&gt;
As for her actual sex; donut-butt Noill/Sunibee style buttsecks and tail-pulling, while avoiding getting fluids on her horns. Weirdly, she&#039;s been depicted by some as only being interested in vaginal sex when it&#039;s her breeding season, and otherwise not wanting to fuck at all. &lt;br /&gt;
&lt;br /&gt;
Kobold&#039;s first Dowry is the Red Candle, which sets another lifespan (it is not stated that it must be a person&#039;s) to your own. This can potentially incentivize a Princess who can (or wants to) hurt you to be more careful, or else let you take a Princess like Golem or Zombie out with you if that would give them a Good End somehow (or you&#039;re a dick). As she&#039;s traditionally depicted as having a lifespan a fraction of Sir Knight&#039;s, it&#039;s presumed most will use it to ensure she&#039;ll grow old with them in a long, happy, sex-filled life, as opposed to dropping dead of old age before you&#039;ve been married for more than three years.&lt;br /&gt;
&lt;br /&gt;
Her second is Warm Ore, which produces a strong aura of heat. This can potentially be an item to aid in your &amp;lt;strike&amp;gt;murderhoboing&amp;lt;/strike&amp;gt; Princess rescuing, or enable princesses who are not fond of the cold like Kobold or Dragon Princess 1 to be comfortable in more frigid kingdoms (such as that of Yeti and Dragon Princess 2). &lt;br /&gt;
&lt;br /&gt;
Her Lust Gift is the Gemstone Plug, which can only be removed by Knights. While the most obvious use of this is of course just as a buttplug (that could cause septicemia if you forget to take it out of a Princess before going on another adventure), there is potential for other uses. Maybe sticking it in a wine bottle and giving it as a gift to an unpleasant priest or king?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Kobold Princess Costumes.png&lt;br /&gt;
Image:Kobold Princess Fig.jpg&lt;br /&gt;
Image:Kobold Princess 1.png&lt;br /&gt;
Image:Kobold Princess 29.png&lt;br /&gt;
Image:Kobold Princess 26.jpg&lt;br /&gt;
Image:Kobold Princess 2.png&lt;br /&gt;
Image:Kobold Princess 3.jpg&lt;br /&gt;
Image:Kobold Princess 4.png&lt;br /&gt;
Image:Kobold Princess 5.png&lt;br /&gt;
Image:Kobold Princess 6.png&lt;br /&gt;
Image:Kobold Princess 7.jpg&lt;br /&gt;
Image:Kobold Princess 8.png&lt;br /&gt;
Image:Kobold Princess 9.png&lt;br /&gt;
Image:Kobold Princess 10.png&lt;br /&gt;
Image:Kobold Princess 11.png&lt;br /&gt;
Image:Kobold Princess 12.png&lt;br /&gt;
Image:Kobold Princess 13.png&lt;br /&gt;
Image:Kobold Princess 14.png&lt;br /&gt;
Image:Kobold Princess 15.png&lt;br /&gt;
Image:Kobold Princess 16.png&lt;br /&gt;
Image:Kobold Princess 17.jpg&lt;br /&gt;
Image:Kobold Princess 18.png&lt;br /&gt;
Image:Kobold Princess 19.png&lt;br /&gt;
Image:Kobold Princess 20.jpg&lt;br /&gt;
Image:Kobold Princess 21.jpg&lt;br /&gt;
Image:Kobold Princess 22.png&lt;br /&gt;
Image:Kobold Princess 23.png&lt;br /&gt;
Image:Kobold Princess 24.png&lt;br /&gt;
Image:Kobold Princess 27.png&lt;br /&gt;
Image:Kobold Princess 25.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Human Princess&#039;&#039;&#039;&lt;br /&gt;
Because vanilla isn&#039;t a bad flavor.&lt;br /&gt;
Human princess wants babbys, and fits into a more traditional idea for heirs. She&#039;s also quite wealthy, although you must earn that wealth by producing babbys for political marriages. &lt;br /&gt;
She&#039;s the basic stay at home wife, does the cooking for the whole castle and family while worrying about her weight.  That being said there is the key line in her flavor text that reads &amp;quot;The official princess of the human race.  Born with a silver spoon in her mouth and raised to be a housewife.  She longs for a life of adventure.&amp;quot;  This implies that in spite of her upbringing she may in fact desire to go on daring adventures and become a proper hero.  It is possible this desire for adventure comes as a result of her foil knight princess, who while lacking a proper kingdom of her own, seems to regularly engage in adventure and daring exploits.  Given that knight princess is generally not recognized as the &amp;quot;true human princess&amp;quot; (save by her band of loyal knights) it is highly likely that this envy goes the other way as well, with knight princess envying human princesses good fortune and silver-spoonhood.  It is most probable that the two possess a strong rivalry as a result of this mutual envy and are simply beginning to break into song and engage in wild life-swapping shenanigans (assuming of course a good knight were to save them both and ensure they played nice).&lt;br /&gt;
&lt;br /&gt;
With enough time, effort training and patience (soooo much patience) it may be possible to transform this former damsel into a daring adventurer in her own right.  Alternatively, if she is shown too much too fast, she may grow quickly disillusioned with adventuring, longing for the comforts of home and a well cooked meal.  It is likely that if the knight does not expose her to this gradually she may lose her budding taste for adventure altogether and thus become the typical housewife everyone wants her to be.  &lt;br /&gt;
&lt;br /&gt;
She&#039;s into BDSM and belly-ejaculation, but don&#039;t get it in her hair or you&#039;ll be the one being tied up and beaten. &lt;br /&gt;
&lt;br /&gt;
Her first Dowry is the Heir&#039;s Coin which will give you a substantial amount of wealth for every child you produce (it does not specify it must be with her however). &lt;br /&gt;
&lt;br /&gt;
The P&#039;Orc Bone allows you to alter the size of body parts. The uses should be obvious, but also exploitable. &lt;br /&gt;
&lt;br /&gt;
Her lust gift is the Mithril Rings which function as portal devices (insert tired video game reference here) where something put in one comes out the other end, allowing for anything from instant communication from anywhere in the world allowing you to run your kingdom from abroad, fast and easy transportation of loot, and...having sex with your spouses from a distance which is all most players would use it for.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Human Princess Costumes.png&lt;br /&gt;
Image:Human Princess Fig.jpg&lt;br /&gt;
Image:Human Princess 1.png&lt;br /&gt;
Image:Human Princess 2.jpg&lt;br /&gt;
Image:Loss (TG).JPG|Thus, Skeleton Princess JR was born. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Insect Princess&#039;&#039;&#039;&lt;br /&gt;
Insect Princess is an ant-woman, although she lacks the large egg-laying abdomen one would imagine a queen to possess either due to her age or a reproductive style more befitting a biped. Despite this her abdomen is still sensitive, and &amp;quot;spacious&amp;quot;. You unfortunately must compete with other males even after marriage; stepping out of the room for five minutes may require you to slaughter more suitors upon returning to your throneroom than Odysseus vanWinkle after a vacation. She&#039;s also mostly interested in sex for the result of babies rather than pleasure (although that does not mean she sees the two as mutually exclusive).&lt;br /&gt;
&lt;br /&gt;
Fancanon suggests Insect Princess is in fact far more clever than Sir Knight suspects; behind the image of a small-minded giant ant woman eschewing tea for the entire sugar bowl is in fact the head of The Family, using the dimwitted but loyal Knight as the face for her shady empire ten times as large below the ground as what sits above. &lt;br /&gt;
She enjoys giving oral and has no gag reflex, likes squeezing genitals between her first pair and second pair of arms, and HATES any &amp;quot;waste&amp;quot; of semen. Get that in an orifice!&lt;br /&gt;
&lt;br /&gt;
The first Dowry she offers is the Pheromone Cluster, which makes the development of cells and fluids instant (allowing one to eliminate the refractory period between ejaculations, as well as other effects like healing wounds and the like).&lt;br /&gt;
&lt;br /&gt;
Her second is the Shining Egg, increasing the gestation development rate of your offspring by 10 times making pregnancies much shorter. Taken for those who want a brood, or perhaps don&#039;t want to wait a decade for their Dragon or Elf Princess to give birth to their firstborn.&lt;br /&gt;
&lt;br /&gt;
Her Lust Gift is the Royal Jelly, a pleasant-tasting substance that increases the hourglass features (bust, ass, thighs and hips) of the being who eats it. Eliminate your own Hank Hill features and make your lovers look like they came straight out of [[Wakfu]]!&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ant Princess Fig.jpg&lt;br /&gt;
Image:Ant Princess 3.jpg&lt;br /&gt;
Image:Ant Princess 1.png&lt;br /&gt;
Image:Ant Princess 2.JPG&lt;br /&gt;
Image:Insect Princess 4.jpg&lt;br /&gt;
Image:Insect Princess 5.png&lt;br /&gt;
Image:Insect_Princess_6.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Skeleton Princess&#039;&#039;&#039;&lt;br /&gt;
2Spooky/2scary is a fetish, right?  &lt;br /&gt;
&lt;br /&gt;
Created by the Necromancer of the Frozen Church kingdom alongside many other siblings to form his &amp;quot;family&amp;quot;, Skeleton Princess was the oldest and spent the most time with him in his earlier days of reading the vast collection of the ancient Dragon (possibly ascended-goddess) Freya, and when her father&#039;s attentions were elsewhere she would sneak into the hidden library of erotic literature collected from all races of the world, from the archeological texts written in the age of the great Human empire depicting Orcish Grunting Totems to the diaries of multi-generation familial love of the Rabbit Men. After developing a libido she only understood in the abstract and had no means of satisfying, Skeleton Princess convinced her father of the importance of reestablishing contact with the world of the living. Being sent as a diplomat to the High Forest Kingdom, she reunited with her Zombie kin to establish an embassy where she made an impression both for her sweet words that promised that the living had nothing to fear from her citizens, and behind closed doors for the emotional trauma inflicted when unsuspecting diplomats were ambushed by a naked skeleton proclaiming herself to be &amp;quot;under their indecent spell&amp;quot; or &amp;quot;broken by their masculine wiles&amp;quot; as she forced their unwelcome erections into her obturator foramen while the Zombie Princess watched with glazed interest and a disconcerting look of hunger. &lt;br /&gt;
As a result the Skeleton Princess (in every incarnation) combines a very high libido with a lack of the necessary...organs to enjoy it in the traditional manner, although for some reason she seems to enjoy ANY form of stimulation due purely to psychological reasons, including dick in eyesocket. Good luck, mate. &lt;br /&gt;
&lt;br /&gt;
While her appearance is spooky, she is depicted by most artists to be coquettish and affectionate as well as eager to please you in any manner she can, all while hamming it up. If you can give her a body, she&#039;ll happily use her new boobs in any way she can think of (but if you&#039;re willing to indulge her, would still enjoy rubbing you with her sternum regardless). With or without skin she&#039;s not fond of butt-touching (probably bony in life as well as death). She&#039;s also got a sense of humor, enjoying both hearing and telling jokes of all kinds although encouragement may lead to an unending stream of puns when she runs out of good material. &lt;br /&gt;
&lt;br /&gt;
It has been suggested she is Scottish (or the setting Scottish analogue). &lt;br /&gt;
&lt;br /&gt;
Her first Dowry is the Soul Dagger, which allows you to swap the appearance of any two people. Not very useful for sex unless you have some plan to make a third party take a backseat while you and Skeleton Princess play your games, but can be extremely useful for more stealth-oriented Knights for rescuing as you slip past mooks looking like one of their own and for intrigue in your court if you can knock out an individual and ask around looking like them to see who&#039;s in on a plot against you. &lt;br /&gt;
&lt;br /&gt;
Her second is Dorian&#039;s Painting, which makes you immortal with the conditions: a) the painting is intact, functioning as a phylactery or b) long as you do not see it due to it depicting you as you would naturally look like and the sight causing you to become what is shown (probably a dessicated lifeless skeleton after a certain point). Due to different versions of the referenced story existing, different interpretations exist of the rules this Dowry in the fan community. Fan canon involving the Necromancer is that he paints the portraits, although there&#039;s a problem with that in that you get this before you ever meet him unless it&#039;s just that he makes the magic canvas. &lt;br /&gt;
&lt;br /&gt;
Her Lust Gift is the Humming Stud, which allows both partners to feel the same sensations; no more sadly staring at the teacake while the rest of the harem sips and snacks at noontime, and if a rescue goes bad you can always go for some numbness from her! &lt;br /&gt;
Also, sex. &lt;br /&gt;
Obviously. &lt;br /&gt;
Works for other partners as well, in case you ever wanted to know what having a Breath Weapon or being made of slime felt like. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Skeleton Princess Costumes.png&lt;br /&gt;
Image:Skeleton Princess Fig.jpg&lt;br /&gt;
Image:Skeleton Princess Detail.JPG&lt;br /&gt;
Image:Skeleton Princess 1.png|She gets along with Slime and Dragon at least.&lt;br /&gt;
Image:Skeleton Princess 2.png|&amp;quot;That face you make as you get bone-burn is so cute.&amp;quot;&lt;br /&gt;
Image:Skeleton Princess 3.png&lt;br /&gt;
Image:Skeleton Princess 4.png&lt;br /&gt;
Image:Skeleton Princess 5.png&lt;br /&gt;
Image:Sternum Ripper.PNG|Ah, tibea&#039;ung again. &lt;br /&gt;
Image:Skeleton Princess 6.png&lt;br /&gt;
Image:Skelly, Queen Of Scots.jpg&lt;br /&gt;
Image:Skeleton Princesses.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Slime Princess&#039;&#039;&#039;&lt;br /&gt;
More talkative than one would expect given that early on in Towergirls history an anon made a Tumblr blog for her. Fancanon is that she&#039;s a bit of a bully to your other wives, especially Skeleton Princess, thanks to the manner Bupi posed her in group pictures. &lt;br /&gt;
The eye-patch looking thing in Slime Princess is actually her core which in scientific terms contains all of the specialized structures within her, or for a more magical interpretation is her soul. She was originally an ordinary princess, although her soul/brain was encased in a gem under unknown circumstances. Her body over time turned to slime, and the gem became the core while her original skeleton remains inside of her. She still retains the personality of a princess along with her new slime urges. Slime Princess enjoys using the unique properties of her body, like splitting into multiple copies of herself, shapeshifting, growing or shrinking, and dipping into the gourmet world that comes with being able to dissolve and digest almost anything. Sexually speaking she also enjoys the fact that her amorphous body allows anything to become an orifice from foot to forehead. Sexual fluids are also something she&#039;s immensely fond of, being something pleasing to her human and her slime urges. That being said, hold your bladder or your skeleton will be joining hers...&lt;br /&gt;
Although eating you or anyone else is not a danger in Gat&#039;s sheet, various artists have presented it nonetheless; in fact the addition of her having once been a human seems to contradict it as a possibility. Include it at your discretion however. &lt;br /&gt;
&lt;br /&gt;
Her first Dowry, the Life Pearl, will let you give objects sentience; while not exactly exploitable sexually, this item has quite a bit of potential for meta-thinking and combination with other Dowries such as Mermaid&#039;s Trident. &lt;br /&gt;
&lt;br /&gt;
The second, Supple Moss, allows the user to stretch their body safely past its normal limits. This would allow smaller Princesses to lay with larger Knights, although it can also let you become Trojan Man!&lt;br /&gt;
&lt;br /&gt;
Her Lust Gift is the Vibrating Goo, which &amp;quot;never stops moving&amp;quot;. Use your imagination here (like an unlimited power source, or...stick it up an orifice. Yeah, that works).&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Slime Princess Fig.jpg&lt;br /&gt;
Image:Slime Princess 1.png&lt;br /&gt;
Image:Slime Princess 2.png|Slime, no.&lt;br /&gt;
Image:Slime Princess 3.png|Bad slime.&lt;br /&gt;
Image:Slime Princess 4.png|Very bad slime.&lt;br /&gt;
Image:Slime Princess 13.png|Slime, no bully please. &lt;br /&gt;
Image:Slime Princess 5.png&lt;br /&gt;
Image:Slime Princess 6.png&lt;br /&gt;
Image:Slime Princess 7.png&lt;br /&gt;
Image:Slime Princess 8.png&lt;br /&gt;
Image:Slime Princess 9.png&lt;br /&gt;
Image:Slime Princess 10.png&lt;br /&gt;
Image:Slime Princess 11.jpg&lt;br /&gt;
Image:Slime Princess 12.png&lt;br /&gt;
Image:Slime Princess 14.jpg&lt;br /&gt;
Image:Slime Princess 15.gif&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mermaid Princess&#039;&#039;&#039;&lt;br /&gt;
A kinky, bubbly mermaid who has discovered the surface world and become obsessed with &amp;lt;strike&amp;gt;butts&amp;lt;/strike&amp;gt; bipeds.  &lt;br /&gt;
She enjoys butt stuff, particularly &amp;quot;hotdogging&amp;quot; (the act where gentials are rubbed between buttcheeks) and breatheplay. Even if you can&#039;t provide her with a pair of legs, she possesses a scale-free bubblebutt. She&#039;s not into feet however as that&#039;s a bit too alien for her. &lt;br /&gt;
Pretty much useless outside of water in her natural state, but her Dowries each compensate for one of her two weaknesses.&lt;br /&gt;
&lt;br /&gt;
As an added perk, her hobby is to dive for treasure giving a potential secondary source of wealth. &lt;br /&gt;
&lt;br /&gt;
The Glass Conch Dowry allows you to create bubbles of water for her so breath, or for any other purpose you can think of like surviving a trek through the desert or putting yourself out if Dragon Princess 1 sneezes.&lt;br /&gt;
&lt;br /&gt;
Her second, the Humble Trident, will give her or any other princess (or person in general) a human form. This can be an easy fix to Princesses normally not sexually compatible (&amp;quot;Who&#039;s laughing now, Dragon Princess!? ...you&#039;re supposed to stop laughing, dammit!&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Her Max Lust item is the Moist Cloth, which can be rubbed on someone to make them &amp;quot;wet&amp;quot;. Whether this is magical or simply because she handed you a wet towel and you thought it was special is open to interpretation. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Mermaid Princess Fig.jpg&lt;br /&gt;
Image:Mermaid Princess 3.jpg&lt;br /&gt;
Image:Mermaid Princess 1.PNG&lt;br /&gt;
Image:Mermaid Princess 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Knight Princess&#039;&#039;&#039;&lt;br /&gt;
Your horse, or hers?&lt;br /&gt;
No seriously, take hers. One of the other princesses probably ate yours. &lt;br /&gt;
&lt;br /&gt;
With the original Towergirls lineup where only one princess is chosen, taking Knight Princess resulted in going on a crusade and eventually dying in battle without a permanent home. That is no longer a thing, and instead she simply comes with a loyal band (who will not put up with your cheap shit if you aren&#039;t everything Knight Princess wants and more). She herself is very loyal, and a very skilled warrior. She&#039;s also got a small chest which she is self-conscious about apparently. &lt;br /&gt;
&lt;br /&gt;
Knight Princess got a backstory with the addition of the enemy Boss Dragon Knight. Two generations ago, there was another Tower event and Knight Princess&#039;s grandfather, Prince Knight, rescued her grandmother and had a child. The Dragon Knight of that era, a human who rescued Dragon Queen (then Dragon Princess), killed all the other Knights and Princesses of his era in a dark sacrifice to empower Dragon Queen leaving Knight Princess&#039;s parent (unspecified if mother or father) an orphan. Dragon Knight was not made king as the Dragon Queen had no respect for him, and although it is possible he fathered the Dragon Princesses of this generation it&#039;s also possible they are from other men as Dragon Queen had her own harem while Dragon Knight was cuckolded time and again. By rescuing Knight Princess, you must fight and defeat Boss Dragon Knight at some point in the future to avenge her grandparents and honor the Towers. It&#039;s not known how Knight Princess would interact with the Dragon Princesses. &lt;br /&gt;
A second version of the story exists, where Dragon Queen and Boss Dragon Knight are ancient beings mythologically synonymous with death itself in every culture in the world. Her grandparents were recent victims, and her swearing revenge is made much more daunting. &lt;br /&gt;
&lt;br /&gt;
Knight Princess is one of the Princesses most likely to come with you in rescuing others. She is portrayed as a strong independent woman but isn&#039;t tsundere about it, although it&#039;s unspecified how she feels about your likely polygamy (she may end up with her own harem of Princes on the side for all you know). &lt;br /&gt;
&lt;br /&gt;
Her first Dowry is her Grandfather&#039;s Sword, which guarantees victory over evil. No, you aren&#039;t allowed start calling chastity evil. Theoretically, you can use this weapon to easily render much of the rescue process assured (although not necessarily easy, and not everything that is an antagonist is evil). &lt;br /&gt;
&lt;br /&gt;
Her second is the Knights Crest, which commands the loyalty of any other Knight you have beaten in battle and spared. Suddenly, Towergirls goes from waifu-simulator into a teamkilling game...this can actually be used with Boss Dragon Knight to make him your subordinate. &lt;br /&gt;
&lt;br /&gt;
Her Lust Gift is the Lover&#039;s Handkerchief, which makes both lovers FAR more aroused the longer apart they are. This can be combined with Human Princess&#039;s portal rings to great effect, if that&#039;s your thing. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Knight Princess Costumes.jpg&lt;br /&gt;
Image:Knight Princess Fig.jpg&lt;br /&gt;
Image:Knight Princess 7.jpg&lt;br /&gt;
Image:Knight Princess 1.png&lt;br /&gt;
Image:Knight Princess 2.png&lt;br /&gt;
Image:Knight Princess 3.png|Sometimes it&#039;s nice to be the one being rescued for a change.&lt;br /&gt;
Image:Knight Princess 4.png&lt;br /&gt;
Image:Knight Princess 5.jpg|Meanwhile, your guards are prepared to repel what sounded like the clanking armor of a thousand knights charging the castle walls. &lt;br /&gt;
Image:Knight Princess 6.png&lt;br /&gt;
Image:Knight Princess 8.png&lt;br /&gt;
Image:Knight Princess 9.png&lt;br /&gt;
Image:Knight Princess 10.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Harpy Princess&#039;&#039;&#039;&lt;br /&gt;
Shiny-stuff loving [[Harpy]] who is a cute motherly (and lonely, emotionally vulnurable) type who is capable of carrying her Knight for aerial sexing. However, the risk of her getting distracted by her magpie-like disposition and dropping him mid/post-coitus is listed as one of her drawbacks. &lt;br /&gt;
She is extremely protective, and may in fact make it safe for you to leave your harem alone to go rescue princesses. She actually enjoys laying eggs, although she&#039;s also turned off by messy sex.&lt;br /&gt;
&lt;br /&gt;
Harpy Princess&#039;s first Dowry is the Golden Feather, which grants you the ability to fly (it&#039;s unspecified if by wings or Superman-style magnetic howdoesitwork). &lt;br /&gt;
&lt;br /&gt;
Her second is the Phoenix Ashes, which upon your death will bring you back to life as a Harpy (jury is out on if you retain your gender and become a bird-person, or are now for sure a female).&lt;br /&gt;
&lt;br /&gt;
Her Max Lust Gift is the Swan&#039;s Down, which allows you to lower the age of anyone it is used on. It&#039;s possible you can become eternally youthful while still getting a tan this way, although that is only interpretation. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Harpy Princess Fig.jpg&lt;br /&gt;
Image:Harpy Princess 1.PNG&lt;br /&gt;
Image:Harpy Princess 2.png&lt;br /&gt;
Image:Harpy Princess 3.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Boy Princess&#039;&#039;&#039;&lt;br /&gt;
Because we want Pixiv interested too!&lt;br /&gt;
Boy Princess is, as you would have guessed, a small ladyboy in a dress. Not even a Prince technically, he is simply the &amp;quot;Princess&amp;quot; of a large number of peasants who consider him royalty (whether as pop-culture royalty or as a literal royal remains to be seen). He will not maintain his youthful feminine appearance as he ages, thus those interested in him for a...particular fetish may want to consider an age-affecting Dowry from another Princess. Those picking him gain rulership of a very large population of poorly trained but profitable farmers. &lt;br /&gt;
Boy Princess is into &amp;quot;Poor Little Farm Princess&amp;quot; style sex, including large insertion and bukkake and hates being in a dominant role. For those not interested in him for actual sex with him, it&#039;s possible to allow others to take part instead of yourself. Note that it&#039;s not stated he is gay (or is any Princess given sexual orientation), making Boy Princess the most important Princess for his Max Lust item. &lt;br /&gt;
&lt;br /&gt;
His first Dowry is the Plentiful Horn, a cornucopia which somehow affects the aging of living things. This is entirely open to interpretation on its use and effects.&lt;br /&gt;
&lt;br /&gt;
His second is the Haystack&#039;s Needle, which makes non-combatants into trained soldiers (making this &amp;quot;princess&amp;quot; one to consider for more than just...that fetish). &lt;br /&gt;
&lt;br /&gt;
The Max Lust gift is the Rooster Bell, which swaps the sex of a chosen being. Useful for straight male Knights who want his Dowries or to sex one of the Gen 3 companions who is not in their interest range, and for straight female Knights is mandatory. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Boy Princess Costumes.png&lt;br /&gt;
Image:Boy Princess Fig.jpg&lt;br /&gt;
Image:Trap Princess 3.PNG&lt;br /&gt;
Image:Trap Princess.PNG&lt;br /&gt;
Image:Trap Princess 2.JPG&lt;br /&gt;
Image:Trap Princess 4.jpg&lt;br /&gt;
Image:Boy Princess 5.png&lt;br /&gt;
Image:Trap Princess 6.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Orc Princess&#039;&#039;&#039;&lt;br /&gt;
Rough, rowdy, big-butted she-[[Orc]] who considers Sir Knight &amp;quot;her property.&amp;quot;  She has the heart of a conqueror, and earned her title not by being the daughter of some Orc king but instead by removing the head of anyone who challenged the title and made it watch from a pole as her horde of followers and worshipers pillaged and destroyed the defiant fool&#039;s people. &lt;br /&gt;
&lt;br /&gt;
By marrying her, you have simply decided that you are making yourself her property rather than any traditional oath of equality and sharing. While there may be a route to get her to see you as her king rather than her servant and champion, it&#039;s a rough one that entails being her equal in battle as well as proving an equal competence in pleasuring her. That does not mean however that you can simple get on top and make her your property with a large penis; you must actually prove competent in using it and everything else available to you.&lt;br /&gt;
 &lt;br /&gt;
Despite this she is more interested in smaller lovers than larger ones, possibly because it&#039;s more impressive when they can do as she desires, and she&#039;s not fond of tusk-touching. Seriously, don&#039;t ask if you can touch them. It&#039;s awkward. &lt;br /&gt;
&lt;br /&gt;
She also has no interest in monetary pursuit or possession, instead seeing HER (your) kingdom in terms of land controlled, amount of submissive and useful underlings, and useful things like animals and armaments of war. &lt;br /&gt;
&lt;br /&gt;
Her first Dowry is Primordial Dust, which will give you the strength you need to be by her side in both in battle and bed. &lt;br /&gt;
&lt;br /&gt;
The second is the War Manual, which makes every fight give loot! The munchkin&#039;s dream...&lt;br /&gt;
&lt;br /&gt;
Her Max Lust gift is the Grunting Totem, an object that passively makes everyone around it aroused. Perfect for the victory orgy!&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Orc Princess Fig.jpg&lt;br /&gt;
Image:Orc Princess 1.jpg&lt;br /&gt;
Image:Orc Princess 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dwarf Princess I &amp;amp; II&#039;&#039;&#039;&lt;br /&gt;
A pair of Dwarf women, the bearded one (Dwarf Princess II) is the oldest child and only daughter of an ancient Dwarf King who had hundreds of children, while the beardless one (I) is the youngest daughter of a similar King from another part of the world. &lt;br /&gt;
Both are industrious creatures fond of drink (so don&#039;t even TRY and outdrink them) who are quick to violence if they do manage to reach intoxication, and find shaving anything to be abhorrent (and thus have a likely similar fetish with Drider Princess for hairy men). II has a beard more impressive than any Dwarf, while I is short even for a race of short stature. &lt;br /&gt;
Both are very self-conscious when stripped of clothes and like rough drunk sex. &lt;br /&gt;
&lt;br /&gt;
I&#039;s first Dowry is Fungus Vodka, which makes the imbiber serene and also think everything around them is much larger than it is (so, basically a way to assure sex that won&#039;t result in you having two black eyes and internal bleeding). &lt;br /&gt;
&lt;br /&gt;
I&#039;s second Dowry is Dire Brandy, which gives you the ability to see through clothes. Not exactly the most useful thing unless you&#039;re a voyeur. &lt;br /&gt;
&lt;br /&gt;
I&#039;s Lust Gift is the Golem&#039;s Belt, which makes the submissive partner in a relationship unable to remove themselves from the dom&#039;s genitals making the dominant partner in complete control. Whatever you do, do NOT let Orc Princess get ahold of it. &lt;br /&gt;
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&lt;br /&gt;
II&#039;s first Dowry is the Sleek Collar which makes the wearer become VERY masculine. &lt;br /&gt;
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II&#039;s second Dowry is the Slick-Cologne, which makes the wearer become VERY intelligent. These two together may seem great, so long as a Knight can keep their pride under control.&lt;br /&gt;
&lt;br /&gt;
II&#039;s Lust Gift is the Sly Comb, which has the power to make everyone aroused. Somehow. Mustaches must be magic when you marry a Dwarf...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dwarf Princess I Fig.jpg&lt;br /&gt;
Image:Dwarf Princess II Fig.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Amazon Princess&#039;&#039;&#039;&lt;br /&gt;
Not just a wild woman, but actually a giant (not quite 80 feet tall though). She will hug you, and squeeze you, and love you, and call you George! &lt;br /&gt;
She is specifically as large and powerful as a Dragon, and with the unspecified sliding scale of princess sizes this could mean somewhere between 7 feet and 20 feet tall (raising the question of how the &#039;&#039;fuck&#039;&#039; did she get captured in the first place?!). A bit further in the scale of domination than Orc Princess, Amazon Princess will use your body as she desires without any input from you until she is satisfied. &lt;br /&gt;
&lt;br /&gt;
She is extremely jealous and is not willing to share you with anyone else. She will simply place you within her cleavage to travel (or get you away from grabby Princesses). This possessiveness has changed from incarnation to incarnation, however in general she simply will attempt to use her strength and size to ensure you only belong to her and is willing to fight anyone and anything to get her way. She&#039;s also got hips for miles...almost literally. &lt;br /&gt;
&lt;br /&gt;
Her first Dowry is the Lion&#039;s Pelt, which makes you impossible to track. This is more useful for ambushing or for sneaky-knights, although its use is limited in rescues. &lt;br /&gt;
&lt;br /&gt;
The second is the Ivory Sweat, which will make you her equal in size and might. This is VERY useful not only for dealing with her on her terms, but also if one wishes to romance the Dragon princesses on their terms.&lt;br /&gt;
&lt;br /&gt;
Her Max Lust item, the Beastkin&#039;s Mantle, will allow you to shapeshift into any Dire animal. This is useful not only for those who want a more wild time in the sack, but is extremely useful for rescue tactics, can enable the knight to survive the perils of romancing Mermaid and Harpy, and so on. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Amazon Princess Fig.jpg&lt;br /&gt;
Image:Amazon Princess 1.PNG&lt;br /&gt;
Image:Amazon Princess 2.PNG&lt;br /&gt;
Image:Amazon Princess 3.png|Ready for a night on the jungle!&lt;br /&gt;
Image:Amazon Princess 4.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ghost Princess&#039;&#039;&#039;&lt;br /&gt;
You mean Skeleton Princess can get nakeder?&lt;br /&gt;
&lt;br /&gt;
The incorporeal Undead of the Necromancer&#039;s army, not interested in tomes they could not turn the pages of, wandered in a ghastly mist of pilgrims across the landscape of the mountains north of the High Forest Kingdom eastward. During their travels a single ghost wound up at the center of their congregation, drawing the others through the force of strong personality and will in the otherwise sleepy and listless vapors drifting in the direction of the wind. Her living past was no longer a part of her, save the desire for a large garden. This alone however, the act of moving with intention rather than being moved only by the winds of the frozen hills, was enough to draw the others to her. Although a mute due to the fact her mouth was sewn shut before her death for reasons no longer known by any still in the world, the others came to know her desire and scant recollections as they had few of their own and exchanged them with each other wordlessly. &lt;br /&gt;
&lt;br /&gt;
Those who did recall things sought to please their new Princess (a title granted by a royal servant of some lost land who only remembered caring for one in life). A tailor who only remembered the last dress he ever created wove a replica out of the hair of the spirits of women who tended to the Ghost Princess, phantasmal miners killed while digging for metals and gems gave their last haul to a jeweler who&#039;s throat was cut by a thief that worked them with purpose and presented incorporeal jewelry rivaling those in the hoards of Dragons to her. The memories of lost lovers who&#039;s recollections of the flesh had not faded, those of gluttons who still recalled the tastes and textures of food and drink, those of layabouts who lived in the moments of sitting on a bench and smelling the air carried from fields of flowers and the bakeries of towns all made their recollections available for the pleasure of the Princess, as fresh as if she was really there. Upon finally reaching their destination, the chateau estate nestled in the foothills of the Necromancer&#039;s mountains where the family of a merchant in her throng had all perished at the same dinner from a cask of poisoned wine intended for another family. Here they tended the gardens and retook the overgrowth before setting up court within the manor, still containing the original furnishings while wayward spirits brought luxuries from foreign lands as they joined her massive duchy. Every entrance from fence to door is locked and bolted with powerful chains, although this is designed to keep the living away rather than spirits. At night even the average mortal can see the great eternal party where the contented dead rest from their wandering to swap stories from their lives and dote upon the glorious Princess at the center of the subtle celebrations. Humans who attempt to enter the Garden are often ignored, or pushed out by a thousand unseen hands if they offend. Would-be thieves simply vanish, and the Paladins of humanity do not consider the calm and peaceful haunting to be evil and thus leave them be. &lt;br /&gt;
&lt;br /&gt;
As mentioned above, Ghost Princess was not a princess who died but rather is the Princess of Ghosts elected by the people. This makes her quite a bit more legitimate among the undead community and makes her backstory much less tragedy and more potential.&lt;br /&gt;
Ghost Princess is completely mute, and if angered can pull some spooky poltergeist shit that&#039;ll turn your hair white no matter how many otherworldly abominations you&#039;ve faced; so unless you fancy a clown doll and a tree forcing themselves on you, conduct yourself like a gentleman. &lt;br /&gt;
&lt;br /&gt;
On the other hand, then there&#039;s [https://www.youtube.com/watch?v=z5UIoB_LL7M THIS] headcanon; [https://www.youtube.com/watch?v=Exw94kq6cHo THIS]&lt;br /&gt;
&lt;br /&gt;
That being said, Ghost Princess is extremely clingy; if you can find a way to give her corporeal form, either through her own Dowry or others, then she&#039;ll be unwillingly to part from you and anyone else she&#039;s fond of. She&#039;ll remain cold to the touch, although Kobold&#039;s heating rock can mitigate that. Even if you don&#039;t find a way to touch, she&#039;s perfectly fine with watching others and will please herself. While she may not be envious of your flesh, she IS of your ability to speak; she&#039;s not fond of loud noises, so no banging banshees and don&#039;t tap on piano keys. &lt;br /&gt;
&lt;br /&gt;
Dowry #1 is the Bride&#039;s Veil, which allows thoughts to be heard. While the obvious use is to allow Ghost Princess to speak, there&#039;s something to be said for using it as a Lasso of Truth.&lt;br /&gt;
&lt;br /&gt;
Her second Dowry is the Moonlight Glass, which allows something to become selectively corporeal as its main use is to make ghost princesses body solid for you it can also make you able to not be corporeal making you a ghost and be with her that way as it can go either way&lt;br /&gt;
&lt;br /&gt;
Her Max Lust Gift is the Desire&#039;s Mirror, AKA the Mirror of Erised; look in it, see what you want. While the uses for this aren&#039;t readily apparent, from an in-universe perspective it would allow the Knight to figure out what the Princesses want. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ghost Princess Fig.jpg&lt;br /&gt;
Image:Ghost Princess Fig 2.jpg|When you see it...&lt;br /&gt;
Image:Ghost Princess 3.jpg&lt;br /&gt;
Image:Ghost Princess 1.png&lt;br /&gt;
Image:Ghost Princess 2.png&lt;br /&gt;
Image:Ghost Princess 4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Golem Princess&#039;&#039;&#039;&lt;br /&gt;
She&#039;s your little ימאָרטאַל שיינע.&lt;br /&gt;
&lt;br /&gt;
Golem Princess is functionally immortal, being impervious to almost all physical damage possible and as a result is most likely (unless you become immortal) doomed to a Bad End herself as she will remain by your side and protect you, even as you rot in your grave and the last stars of the universe fade. So watch your health, okay?&lt;br /&gt;
Otherwise, she can run out of power requiring you to wind her back up again. &lt;br /&gt;
&lt;br /&gt;
Golem Princess is actually the first Golem to be created by other Golems, making her the first true &amp;quot;born&amp;quot; Golem and has the personality of Rule 63 Baymax (or maybe a more humble Drossel von Flügel) in that she is curious of the world around her and possesses the capacity to actually show initiative and learning. &lt;br /&gt;
&lt;br /&gt;
Golem Princess&#039;s first Dowry is the Clockwork Heart, which turns a living being into an automaton. While the most obvious use is as another way to make yourself immortal, although there are potentially other uses. A popular theory is in making the Princesses that make up Primeval Princess into a multi-part giant robot like Voltron, or to turn the Dragon Princesses into sexy mechas. &lt;br /&gt;
&lt;br /&gt;
Golem Princess&#039;s second Dowry is the Eternal Key, which reduces fatigue when it is cranked. Useful for sex obviously allowing for the knight to have unlimited energy, but also has non-romance applications as the knight no longer needs to sleep, and can keep walking/working/fighting so long as they remember to turn the key on themselves. &lt;br /&gt;
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Golem&#039;s Max Lust Gift is the Mystical Hole; a magical pocket masturbator which can sync with another thing to give them the sensation of a vagina. While the most obvious use is to give Princesses like Golem or Skeleton a way to feel sex without turning them human using Mermaid Princess&#039;s Trident, it can also be used if you ever had the fancy to give males an understanding of the female side of sex. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Golem Princess Fig.jpg&lt;br /&gt;
Image:Golem Princess 1.png&lt;br /&gt;
Image:Golem Princess 2.png|She&#039;s got a thing for shiny metal asses. Luckily you have one too.&lt;br /&gt;
Image:Golem Princess 3.jpg&lt;br /&gt;
Image:Golem Princess 4.png&lt;br /&gt;
Image:golem_watering.jpg&lt;br /&gt;
Image:Golem Princess Sad.PNG|WORST END!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Succubus Princess&#039;&#039;&#039;&lt;br /&gt;
Desert-dwelling demoness. She has mastered all forms of the erotic arts, specifically those of dancing, and has a massive harem of both male and female lovers that she has collected. If you pick her, you&#039;re her bottom bitch and just one of her fucktoys (which is mostly a case of role-reversal. Not so fun now, is it? Well, maybe it still is, just a little bit. Or a lot). Fortunately, her route no longer typically costs your soul to end up toppin&#039;. You DO however have to become knowledgable about sex yourself, because that position is one you must fuck to keep. &lt;br /&gt;
She is more than capable of killing the knight via Snu-Snu, whether from immolation caused by an orgasm or from exhaustion in the desert heat. &lt;br /&gt;
&lt;br /&gt;
Her first Dowry, the Sun Diamond, is the opposite of Kobold&#039;s Warm Ore as it produces a cool breeze rather than heating up the area. Useful in keeping yourself comfortable around the warmer princesses, and also useful to keep comfortable in hot situations. If your Really smart you could combine the two to make an infinite [https://en.wikipedia.org/wiki/Stirling_engine Stirling engine].&lt;br /&gt;
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The second Dowry, the Shade Brace, creates a copy of a living thing. Twincest is wincest, plus what better way to fake your own death and [[Oglaf|kill false mock gods]]?&lt;br /&gt;
&lt;br /&gt;
Her Max Lust Gift is the Desert Oil, which allows you to morph limbs into other body parts. Ever dreamed of being a shapeshifter? Well, if that dream included having a cock for an arm you&#039;re in luck! &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Desert Princess Fig.jpg&lt;br /&gt;
Image:Succubus Princess Art.JPG&lt;br /&gt;
Image:Desert Princess 1.PNG&lt;br /&gt;
Image:Succubus Princess 1.JPG&lt;br /&gt;
Image:Succubus Princess 3.PNG&lt;br /&gt;
Image:Desert Princess 4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Goblin Princess&#039;&#039;&#039;&lt;br /&gt;
Originally a lusty green breeding-obsessed slut and one of the few princesses who actively encourages you to fuck other women, so long as you knock them up. Later this was mostly-retconned into her being a fairly normal girl who wants a fairly normal relationship, who just so happens to live in a kingdom with the above mentality.  &lt;br /&gt;
&lt;br /&gt;
Goblin Princess comes from a race specializing in the enslavement of other races, who have a high sex drive and rate of reproduction along with minimal restraint. Goblin Princess herself is an oddity, desiring a monogamous relationship (despite being in a constant state of arousal and desire to become pregnant). This makes her one of the princesses that requires most of your time dedicated to her, surpassed only by Dog Princess. &lt;br /&gt;
Her people come with her, ensuring your kingdom quickly becomes populated by a race of horny little bastards who would give their lives to bring any pleasure desired by their princess. As a result, she&#039;s quite haughty and may irritate other persons of importance in your kingdom, although her playful and affectionate demeanor may also endear her to them. Fancanon suggests that at max lust, she is open to polygamy as she views other princesses as HER wives. &lt;br /&gt;
&lt;br /&gt;
Goblin Princess&#039;s fetishes are playing with male testicles, and becoming pregnant which mostly requires you to have a family before her Gift is yours. Masturbating however is a surefire way to anger her. In these regards she is similar to Insect Princess. &lt;br /&gt;
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Her first Dowry is the King&#039;s Crown, giving you the CHA bonus needed to make any wife accept you sleeping around, which is obviously quite helpful in a harem game (and mandatory to take Dog Princess). &lt;br /&gt;
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Her second is the Breeding Contract, a Goblin custom that makes any being you impregnate your property. This can be used in a variety of evil ways, but the main use is being able to turn the tables on any dom princesses. &lt;br /&gt;
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Her Max Lust Gift is the Stud&#039;s Draught, which gives you copious volumes of ejaculate that can impregnate anyone. ANYONE. Don&#039;t ask how it works, but thanks to Goblin alchemy you can make babby with a fleshless skeleton, a robot, a Lovecraftian horror,incompatible species and even other boys. Consider it the ultimate purity of mankind, and give those Dragons the middle finger (except the princess ones of course). Can be used with other Dowries to ejaculate a fortune of gold coins to make Dragon Princess 1 happy. &lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Goblin Princess Costumes.jpg&lt;br /&gt;
Image:Goblin Princess Fig.jpg&lt;br /&gt;
Image:Goblin Princess 1.jpg&lt;br /&gt;
Image:Goblin Princess 2.png&lt;br /&gt;
Image:Goblin Princess Back.png&lt;br /&gt;
Image:Goblin Family.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Drider Princess&#039;&#039;&#039;&lt;br /&gt;
A sweet and gentle [[Drider]] girl who everybody is terrified of because she&#039;s half-spider, Drider Princess lives within the &amp;quot;Cold &amp;amp; Dark Kingdom&amp;quot; where various horrors and mutants have been driven to from the cruel outside world for their nightmare fuel visages. Drider is VERY lonely, and rules over her aberrant people while wishing to make a better life for the denizens of the dark coldness of the Cold &amp;amp; Dark Kingdom. &lt;br /&gt;
&lt;br /&gt;
Marriage to Drider Princess has an unusual curse/perk. You will be SURROUNDED by her smaller spider minions, at all times. They&#039;re on your back, behind you, on your shoulders, in your hair, inside your armor, on your horse, in the hay you sleep on, and outside your window (to be fair, he built his web while you were reading this page). These spiders are hers however and will not bite you. In fact if you can overcome your own fear you can use them to intimidate your foes as well as have some little tailors on hand if you tear your cloak or have a hole in your underthings. &lt;br /&gt;
&lt;br /&gt;
A quick, simplified description is needed of spider sex. Keep in mind there is much variation in behavior and anatomy in different species, so this only covers the average practices. &lt;br /&gt;
&lt;br /&gt;
Male spiders approach a female they wish to mate with, and the female either shoos them away (males are none too-persistent when the much larger females are not welcoming) or approaches him in a position where he has access to her lower body. Most species of spiders have the female accepting males based on the hairiness of their legs (why isn&#039;t known). The male deposits his semen into a small silk pouch, and then uses his pedipalps (the small arm-like digits on the sides of his face, which males and females (who posses smaller ones) normally uses to hold prey) and pats it into her sexual vaginal opening, called an &amp;quot;Epigynum&amp;quot;. Spiders usually have two epigynums, which may have finger-like digits that cover them or a more familiar &amp;quot;hood and lips&amp;quot; covering. As she lays her eggs, the spider&#039;s sexual vagina passes semen through a tube into its second pair of vaginas, which exclusively lays the eggs. While it&#039;s generally believed that females eat the males after breeding, it&#039;s actually only true for most species that they do this under conditions of extreme stress. The same situation that researchers would see them usually breeding in. &lt;br /&gt;
&lt;br /&gt;
So yeah. That&#039;s how you shag. At least you get an extra choice of orifice! On a related note, the anus is located in the same region as the spinneret. &lt;br /&gt;
Drider Princess is, in all size charts, just a bit larger than Ace (the average human), making her approximately 7 to 8 feet tall via her larger lower body. &lt;br /&gt;
&lt;br /&gt;
Hope you&#039;re trusting that she&#039;s relaxed, because her fetishes? Bondage and sensory deprivation. It&#039;s not specified if she&#039;s exclusively the dom however. Just don&#039;t get anything in her eyes (so no facials) or you may wake up in another session with no clue if it&#039;ll be a happy ending, or a bad end. &lt;br /&gt;
&lt;br /&gt;
Her first Dowry is the Octagonal Amulet, which allows you to grow extra body parts so you can grow eight legs and be a spider too!&lt;br /&gt;
...or have eight penises... Interestingly, you could actually utilize this to grow a second head. In case you ever wanted that.&lt;br /&gt;
&lt;br /&gt;
Her second is the Amethyst Gossamer, which allows you to pick the Max Lust Gift of any princess and keep it without having to save them. Get Boy Princess&#039;s Rule 63 item, Goblin&#039;s Drought that allows you to cum buckets and actually reproduce with Drider Princess regardless of questions of genetics, and so forth. &lt;br /&gt;
&lt;br /&gt;
Her Max Lust Gift is the Silk Robe, a comfy garment that increases your sensuality, which interestingly due to vagueness of the statement both means that it will heighten sensation experienced and sensation given. Perfect for almost any princess combination. &lt;br /&gt;
&lt;br /&gt;
Early versions made her rather dangerous to the other princesses, but this is now gone. &lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Drider Princess Fig.jpg&lt;br /&gt;
Image:Drider Princess 1.jpg&lt;br /&gt;
Image:Drider Princess 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mimic Princess&#039;&#039;&#039;&lt;br /&gt;
Wait, when did we get two Human Princesses? &lt;br /&gt;
&lt;br /&gt;
Mimic Princess is quite literally a [[Dungeons &amp;amp; Dragons]]-style [[Mimic]] mimicking the form of a &amp;quot;former princess&amp;quot; - it&#039;s left to headcanon whether this means that she ate the Princess originally in her Tower, she molded her appearance on the form of a dead/married Princess she saw on a coin or a portait in order to lure Dragon Princess into kidnapping her, or if she just used to share her dungeon of origin with a princess and learned to mimi her form after she was rescued long ago. In all cases, it&#039;s generally accepted that she takes humanoid form for the same reason normal mimics feign being chests; to lure &amp;quot;canned food&amp;quot; (foolish knights) close enough to eat them. She was originally a comedic Bad End choice which became a legitimate princess later as people became interested in the idea, with fans expanding more on her than any other original character concept giving her a very multiple-choice experience on who she is and how she develops. &lt;br /&gt;
&lt;br /&gt;
Canon from Gats is that Mimic Princess is three Mimics, one being her &amp;quot;hair&amp;quot; who is the best actor of the three, one being her &amp;quot;body&amp;quot; who has trouble not drooling over yer meats while close, and the final is her &amp;quot;dress&amp;quot; which will function as a traditional Mimic and eat any hasty and lustful Knight that tries to get under her dress before learning her name. Mimic #3 also functions as her first Dowry item (that is to say, Mimic Princess has an infinite amount of space within her dress to store objects and will willingly return them un-digested like a cartoon character if you give her two spaces to herself on the cart during the rescue). Fans have depicted romantic liaisons with Mimic (where the Knight isn&#039;t eaten) not involving Mimic #3, and the official Gats image of Mimic Princess wearing the &amp;quot;Pasties&amp;quot; reward doesn&#039;t have Mimic #3 in the picture at all. &lt;br /&gt;
&lt;br /&gt;
Popular fancanon is that the three Mimics that Mimic Princess is made of share a hivemind granting her advanced sapience the average low-INT Mimic would normally not have, and that the Mimic &amp;quot;kingdom&amp;quot; is just a large number of Mimics naturally drawn to her that are then influenced by her mental state and degree of learning. The original idea for her kingdom, the &amp;quot;Big Large Kingdom&amp;quot;, was a bad lie similar to having a &amp;quot;supermodel girlfriend from &amp;lt;strike&amp;gt;Naggaroth&amp;lt;/strike&amp;gt; Canada&amp;quot; which the gullible Knight would believe, although some people have interpreted it as her clumsy description of the dungeon delve she was abducted from. She brings absolutely no Power (let&#039;s face it, columns of bouncing treasure chests and doors on horseback shouting orders would be silly), has no Lust (making attaining her Max Lust Gift a major time investment), and no starting Love (&amp;quot;cheating&amp;quot; is probably more of a broken diet than a broken heart however). The plus side to this she is extraordinarily wealthy, coughing up ten and more dungeons worth of treasure from that growling gown of hers!&lt;br /&gt;
&lt;br /&gt;
Further fancanon is the increased intelligence the three &amp;quot;she&#039;s&amp;quot; possesses comes with more advanced shapeshifting ability, meaning the normally asexual aberration Mimics can indeed become properly female (rather than just imitated externally) for you and can be sexed (whether you can produce offspring, let alone intelligent offspring, without the aid of the Goblin Princess is in doubt however). She dislikes the Missionary Position, likely because it excludes Mimic 1 and 3 from the act. Her main fetish is &amp;quot;roleplay&amp;quot; referencing her Mimic nature, although some anons interpreted this as her wanting to learn what you have to teach about being (Knight&#039;s race here) making most part of Sir Knight&#039;s building of the Lust meter simply civilizing her from an animal that lies in wait for decades for a [[Kender]] to come close to instead being a sophisticated lady. Mimic&#039;s second fetish, &amp;quot;vore&amp;quot;, can also be taken different ways depending on how you want to play the game. It could be you&#039;ll go through more servants than a slumming vampire nobleman as she eats anything other than (or even including) you, or maybe she just responds to high-quality food with affection and can be weaned off of manflesh with bacon at Hobbit-style meals at Hobbit-style times. Your choice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Okay, let&#039;s pretend the duke and his wife are coming over. What do we do?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;EATGUESTS!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;No! No no no, we...&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;...talktoguests. &#039;Such fine day, was nice opera, have some cake.&#039;&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Right! Then-&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;EATCAKE!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;...yes. Very good, then we eat cake...NO WAIT, I&#039;M NOT CAKE!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Further fancanon says that an evil Knight will end up with their realm mostly made up of Mimics, the kingdom becoming a hellish landscape of eyes and mouths on every surface with giant pulsating organs replacing trees while a good Knight teaching Mimic to be a proper maiden results in the people under the royal Mimic discovering items that appear overnight which their lives easier, like new bins in their homes that consume waste, elegant and unbreakable chairs which pull themselves out, and even peasants having beautiful mirrors which make pleasant smalltalk about the weather.&lt;br /&gt;
&lt;br /&gt;
Mimic&#039;s first Dowry is the Wonder Chest, which has unlimited space for belongings. It may be possible that you can fit a building and amenities inside, providing you with a home away from home and the ability to bring your family/army wherever you go (as long as Mimic #3 behaves herself anyway).&lt;br /&gt;
&lt;br /&gt;
Mimic&#039;s second Dowry is the Theater Masks, which when worn switch the fetishes of both parties. This item is a must for any Princess who&#039;s fetish is unpleasant to you, ironically including Mimic herself (game-breaking for the fact type 2 Pirate (the mature version) has enjoying anything for BOTH her kinks, allowing you to give one of those to any Princess allowing you to do anything at all you want to make both happy). Disliked things still apply, so giving Skeleton Princess a fetish involving her posterior will result in no nookie (or maybe a secret shameful forbidden fantasy they will masturbate to and feel a little disgusting afterwards for thinking about). &lt;br /&gt;
&lt;br /&gt;
Her Max Lust Gift, the Growling Choker, makes the entire body of the wearer into an erogenous zone. While the immediate uses are sexual and for use with difficult to please Princesses (or for hungry Princesses like Slime, Dragon 1, and Mimic if Bad End is your Magical Realm) it could also be used offensively against foes or torture victims. Barring a Princess&#039;s door or withholding the locations of the Deathapault plans is much less likely when everything hits like a football to the groin. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Mimic Princess Fig.jpg&lt;br /&gt;
Image:Mimic Princess 1.png&lt;br /&gt;
Image:Mimic Princess 2.png&lt;br /&gt;
Image:Mimic Princess 3.png&lt;br /&gt;
Image:Mimic Princess 4.png|Wait, that&#039;s not what went i-fuck it, who cares. &lt;br /&gt;
Image:Mimic Princess 5.png&lt;br /&gt;
Image:Mimic Princess 6.png&lt;br /&gt;
Image:Totally Normal Princess.JPG|I think this is legit. &lt;br /&gt;
Image:Mimic Princess 7.jpg|PLEASE tell me that&#039;s just a really big fish. &lt;br /&gt;
Image:Mimic Princess 10.jpg&lt;br /&gt;
Image:Mimic Princess 8.jpg|&amp;quot;She want watch.&amp;quot;&lt;br /&gt;
Image:Tower Princess 9.jpg&lt;br /&gt;
Image:Mimic Princess 11.jpg|NO MIMIC, NO!&lt;br /&gt;
Image:Mimic_Princess_11_Colored.png&lt;br /&gt;
Image:Mimic Princess 12.jpg|It&#039;s always nice to come home to the wife after a hard day&#039;s work. &lt;br /&gt;
Image:Mimic Princess 13.png&lt;br /&gt;
Image:Mimic Princess 14.png&lt;br /&gt;
Image:Mimic Dragon.jpg&lt;br /&gt;
Image:MimicPrincess15.png&lt;br /&gt;
Image:MimicPrincess16.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dragon Princess&#039;&#039;&#039;&lt;br /&gt;
The ever popular, ever drooling, fire-breathing first Dragon Princess. Dragon Princess 1 is the youngest daughter of Dragon Queen, the master of the Grand Tower Kingdom (and she is possibly also the daughter of Boss Dragon Knight, royal nanny and butler) and being the baby of the rather large family has resulted in her having the ambition to stand out from the rest. Dragon Princess 1 wants to have a larger (personal) hoard than any Dragon before her. However, she has a massive appetite for both food and sex, and is willing to use anything to sate herself although she would prefer to use her hoard for both cravings making her goal an uphill battle against herself. &lt;br /&gt;
&lt;br /&gt;
Dragon Princess 1 is the &amp;quot;boss&amp;quot; of the first group of Towers, and technically is an inattentive captor rather than a forced captive. That being said, by being a Princess behind a locked door at the top of the tallest tower behind loads of minions in a land where all sapient life regardless of culture tries to adhere to the tradition of happy endings makes her a candidate for marriage by &amp;quot;rescuing&amp;quot; her. &lt;br /&gt;
&lt;br /&gt;
Although Dragon Princess 1 includes smaller (or larger) lovers as her fetish, the appetite issue and the fact she will consider her Knight and the other wives (barring her sisters (maybe)) to be part of her (very edible) hoard constitutes a vore-risk if you cannot keep her satisfied with more gold, some livestock, maybe a peasant or two in the worse harvest years...she also has a very low Love score, meaning her loyalty is questionable despite her Lust being maxed out (meaning she&#039;s ready anytime). &lt;br /&gt;
Players who don&#039;t find that consumption is a theme of their own [[Magical Realm]] often simply make her an adorable glutton that wants moar and isn&#039;t ashamed to ask for it. Some fan works include the Knight teaching her restraint. In comparison to Mimic, who eats people out of ignorance, Dragon Princess 1 would do so only out of a weakness of resolve. &lt;br /&gt;
Her other fetish is tongue play, which interestingly makes her a giving lover rather than the selfish one her hedonism would imply. Her major dislike is &amp;quot;throatfucking&amp;quot;, furthering the idea she really has no desire to eat anyone. &lt;br /&gt;
&lt;br /&gt;
A particular anon figured out a combination of Dowries and bonuses to give Sir Knight an unending amount of coins as ejaculate, theoretically keeping DP1 pleased forever. This later earned a fapfic, and the idea was attributed to being a creation of her sister, Dragon Princess 2.  &lt;br /&gt;
&lt;br /&gt;
Dragon Princess 1 is mostly depicted as having (very large) breasts and lacking a cloaca (as with the other Towergirls females) and comes in as the most popular princess for artists. Her size varies as does her stature; some artists draw her as only slightly larget than the Knight while others despict the Knight barely the size of her hand. Some depict her as a fat cat-like Dragon who walks on all fours, others as a slightly voluptuous and fat biped. &lt;br /&gt;
&lt;br /&gt;
She possesses a maxed out Wealth and Power stat, although it should be noted a great deal of that Power comes from herself and the Wealth is her hoard which not only may be something you don&#039;t want to merge with the royal treasury, but will also be the bulk of her meals most likely. &lt;br /&gt;
&lt;br /&gt;
Her first Dowry item is the Draconic Ruby, which gives you protection from fire and heat while also enabling you to summon her to you. For Knights who wish to use her as an adventuring companion this is almost mandatory, and taking it will negate any fire-based damage the Knight may take while rescuing (sadly, you must still use the Cart to rescue Princesses although DP1 only takes up a spot in the first Generation only and after that gets a free ride in the passenger&#039;s seat). &lt;br /&gt;
&lt;br /&gt;
Her second, the Encrusted Chest, allows you to fill spots in your Cart with Dowries instead of Princesses. Adventure to rescue the Princesses for a bounty rather than for their hand in marriage, and let them pick their own spouses through politics rather than suitor boldness! Using this as your freebie Dowry, you thus could take three Generation 1 Dowries in addition to Dragon Princess 1. Very useful for Knights looking to become the fabled Loyal Knight. However, as only the first Generation thus far have Dowries, this item is only good in Generation 1. &lt;br /&gt;
&lt;br /&gt;
Her Max Lust Gift is the Drake&#039;s Bane, an edible magical pyriscence serotiny (only germinates seeds after being lit on fire) plant. Upon being eaten, Drake&#039;s Bane causes the eater to have an immediate orgasm. Theoretically this plant, as a reward for keeping Dragon Princess 1 happy long enough for her to become fully content, eliminates or at least lessens the difficulty of keeping her in that state allowing your wealth to grow without being eaten (much), and keeps her mostly sexually satisfied. The question is why she didn&#039;t give this earlier, or otherwise when she would have had time to find it when she spends all day dumping treasure chests in her mouth and licking you...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dragon Princess 1 Fig.jpg&lt;br /&gt;
Image:Dragon Princess 7.png&lt;br /&gt;
Image:Dragon Princess I 21.jpg&lt;br /&gt;
Image:Dragon Princess 8.png|Little known fact; there was a dinosaur thought to lactate. Not that artists need an excuse. &lt;br /&gt;
Image:Dragon Princess 9.png&lt;br /&gt;
Image:Dragon Princess 10.png&lt;br /&gt;
Image:Dragon Princess 11.png|Dragon, no.&lt;br /&gt;
Image:Dragon Princess 12.png&lt;br /&gt;
Image:Dragon Princess 1.png&lt;br /&gt;
Image:Dragon Princess 2.png&lt;br /&gt;
Image:Dragon Princess 3.png&lt;br /&gt;
Image:Dragon Princess Template 1.png|Now with her own template!&lt;br /&gt;
Image:Dragon Princess Template 2.png|For your 360° creativity. &lt;br /&gt;
Image:Dragon Princess 4.jpg&lt;br /&gt;
Image:Dragon Princess 5.png|Yes, it is possible.&lt;br /&gt;
Image:Dragon Princess 6.png|Not that getting creative is a bad thing though.&lt;br /&gt;
Image:Dragon Princess 13.jpg&lt;br /&gt;
Image:Dragon Princess 14.png&lt;br /&gt;
Image:Dragon Princess 15.png|Don&#039;t worry, she can&#039;t get any further. Dragon filled up on your peasants and livestock beforehand. &lt;br /&gt;
Image:Dragon Princess 16.png&lt;br /&gt;
Image:Dragon Princess 17.jpg&lt;br /&gt;
Image:Dragon Princess 18.png&lt;br /&gt;
Image:Dragon Princess 19.png&lt;br /&gt;
Image:Dragon Princess 20.png&lt;br /&gt;
Image:Dragon Princess Art.png&lt;br /&gt;
Image:Dragon Princess Fit.png&lt;br /&gt;
Image:Dragon Princess Story.png&lt;br /&gt;
Image:Dragon Princess Happy.png|That&#039;s our Sir Knight!&lt;br /&gt;
Image:Dragon Princess Tower.PNG&lt;br /&gt;
Image:Dragon Princess Tower 2.PNG&lt;br /&gt;
Tower Dragon Power.PNG&lt;br /&gt;
Image:D Princess.PNG&lt;br /&gt;
Image:Dragon Princess Butt.PNG&lt;br /&gt;
Image:Dragon Princess Diet.jpg&lt;br /&gt;
Image:Dragon_Princess_BAD_END.jpg&lt;br /&gt;
Image:Dragon_Princess_25.png&lt;br /&gt;
Image:Mecha Dragon Princess 1.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Generation II==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Generation II&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Dawn Elf Princess&#039;&#039;&#039;&lt;br /&gt;
Dawn Elf Princess is the Princess of the Dawn Elves of the Flowering Bewilderness, a forest cast in otherworldly light that dims or brightens rather than rises or sets, where things you can&#039;t even comprehend are all around (Is it a plant in a breeze that only affects it or a slow moving animal? Purple or blue or maybe translucent and sitting on a black rock? Where out of all the colors and shapes around it does it begin and end? How is it you shrank and grew a beard while staring at it, and why can&#039;t you remember your name?), where you can always hear songs and movement without a source. &lt;br /&gt;
&lt;br /&gt;
The Dawn Elves are among the most Fey beings that exist, with logic and biology that refuses to be a part of the rest of the world. Everything they do is an art, even a scout bleeding on the ground after can amaze his Orcish killers as they watch in amazement while the red (with rainbows like gasoline in the light) pool forms into moving scenes of battle and plunder that they can almost hear and feel as if they are a part of the story...until they&#039;re run through by Dawn Elf warriors as they stood stood staring at the first Elf they killed for a good hour until he was noticed missing. &lt;br /&gt;
&lt;br /&gt;
That&#039;s not to say everything is beautiful. The things you see reflected in their blades on a wall, the twisted words they don&#039;t say in their happy songs that you still somehow hear, the things behind their eyes as they smile frightens you somehow more than they ever could intentionally cause. &lt;br /&gt;
&lt;br /&gt;
The Princess herself is the greatest artist among her people. She dances and you swear that she is completely still while the rest of creation rotates around her, your hands digging into something to keep from falling off the world. She cooks, and you can taste the very atoms individually sorted into their proper places for the presentation. She paints, and you see a thousand small pictures in every square inch of canvas. &lt;br /&gt;
As she makes love, you experience things no mortal ever has. Nothing you can ask is more than vanilla sex to her, and anything she wants must be handled by her as you don&#039;t understand the experience in the slightest. There is nothing she cannot do it seems, physically or otherwise (if you thought you were having spirit sex with Ghost Princess, wait until you hold hands with Dawn Elf Princess) with her magic and her unbelievable set of muscles in her small frame. Beyond that, her people say they invented the idea of smoking plants (it is quite possible this is actually true) and simply the Elfweed the Princess herself had in her possession at the moment of her capture is more than you could ever indulge in even with Dorian&#039;s Painting. Unfortunately, the sensory overload can be very unsettling as you may find yourself with a feeling of vertigo on every type of sense you possess. You swear that if your genitals could think, they would be scared of what is happening (although the first part of that statement feels strangely like you are denying the truth of the second). She herself is very relaxed, and that makes her a stable comfort in her bizarre court. She enjoys a good tussle as well, perhaps not quite understanding limits as play-fighting as well as most would like. She is quite amused by the obsession the different races of Elves have with Orcs, and any interaction between her and other Elves or the Orc Princess is uncertain (if mutually amusing). &lt;br /&gt;
The Princess mostly enjoys sex in nature rather than under a roof, with your bodies painted in natural dyes in designs and patterns she finds pleasing. Her refined palette however makes any ingestion of your natural, non-Fey secretions to be VERY unpleasant however. &lt;br /&gt;
&lt;br /&gt;
Her Idol is Aurilla, the Elf Goddess of Luxury. If worshiped, Aurilla makes your kingdom into a haven of pleasure. If renounced, you will never be able to wear clothing again as it turns into body paint (this understandably makes adventuring more difficult). &lt;br /&gt;
&lt;br /&gt;
Her Max Lust Gift is the Eden&#039;s Fruit, which forever makes your body fluids irresistibly tasty for both Dawn Elf Princess and others. Overcome Dawn Elf Princess&#039;s aversion to swallowing and Slime&#039;s opposition to watersports, give Mimic a goose/golden egg scenario, produce nectar for Insect Princess, and more! Beware of use with Vampire. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Elf Princess 1.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assassin Princess&#039;&#039;&#039;&lt;br /&gt;
Currently, there are two versions of Assassin Princess which are irreconcilably different characters despite only minor changes. Some have suggested there are two Assassin Princesses, one being the daughter of the leader of the Assassins with the newer version having Princess as an earned title given due to her accomplishments, or that one is the biological daughter of the leader of the Assassins and the other being adopted. Still others suggest some of the Assassins are mercenaries while the other assassins are sworn to service from loyalty. &lt;br /&gt;
Some say that the ambiguity is preferable, since the less you know about them the better the theme. &lt;br /&gt;
&lt;br /&gt;
For the Ninja version: somewhere deep within the Human kingdom, there lies a Hidden Castle where the most skilled killers in the world are trained by the Assassin Kings. The killers admitted into the League of (those who hide in) Shadows are known for their 100% success rate on any mark. When a bounty was placed on the heads of the Knights at the start of this Tower event, the obvious choice to send was the greatest of their number, the Princess of the Assassins called Assassin Princess fittingly. For the first time in her life she abandoned stealth and waited where she knew the Dragons would find her. Once within her Tower, she waited for the Knights to come to her. However, there are many ways to &amp;quot;kill&amp;quot; a Knight. By becoming King, you would no longer be a Knight and thus no longer be a Mark thanks to the specifics of the contract. By becoming Undead, or possessing something that would allow you to return to life her task would still be complete. This is only however if she chooses to count you as slain; she could always burn Dorian&#039;s Painting were she to want more than just temporarily causing you to &amp;quot;die&amp;quot;. If she does spare you, this will cause a rift in the Hidden Castle. Never before has a target of the Assassins been allowed to remain in this world, and although the family honor would be unsullied by technicality, there are some who would see it as an insult to their legacy, particularly if you were the parent to their heir. The Princess herself was bred for stealth and single-minded pursuit of her targets. Without being on the hunt, she doesn&#039;t quite know what to do with herself and is quiet, shy, and in formal situations is awkward both physically and socially (when someone trained not to ever make a sound is encouraged to drink and talk to dinner guests, it can be expected that recounting slitting the throat of the parents of a duke on behalf of his father-in-law to the man&#039;s wife may slip). Romantically, Assassin is dutiful and will remain by her not-Knight&#039;s side protecting them from any inferior killers. As for sex, old habits die hard as she refuses to disrobe fully and will not accept a nude Knight either; she knows too well how easy it is to kill someone who&#039;s senses are blocked by sex, and all that metal you wear shouldn&#039;t be left alone to be booby-trapped by an amateur.  Her past has also given her some interesting fetishes; sex completely in the dark (not blindfolded, pitch blackness) as well as some breatheplay (more used on you than the other way around, although she may be curious). &lt;br /&gt;
&lt;br /&gt;
Her Idol is Starl, God of the Nightward. Worshiping him makes your kingdom into a massive hidden city with a thriving nightlife of booze-dens, burlesque, brothels, gambling halls, and anything else that thrills after sunset. &lt;br /&gt;
Renouncing him makes your ejaculate thick to the point of being a choking hazard, but it also has memory-clouding properties making you a good source of a very useful potion in almost any situation. &lt;br /&gt;
&lt;br /&gt;
Her Max Lust Gift is the Dark Sash, which allows you to hide undetectably within the clothing of anyone. Useful for spying on any treacherous underlings, avoiding combat within Towers, making quick escapes if things go badly, and seeing what your wives get up to when you aren&#039;t around...&lt;br /&gt;
&lt;br /&gt;
The second version of Assassin has the same interests, dislike, Idol, and Gift as her Asian-inspired self. This version is more Assassin&#039;s Creed than Strider however. The Hidden Castle is the location of the most religious sect Humans in the High Forest Kingdom, as well as a group of assassins who kill on behalf of the unspecified central Church authority. She is trained in all forms of combat and can disguise herself as anyone, blending into a crowd to disappear and travel anywhere in the world she needs to be without effort. She is still out to kill you and with over 300 targets eliminated on her record she almost certainly can, and this time its a matter of dogma and possible corruption of authority rather than just a bounty. This version is much more stoic than the Ninja, and almost never speaks or drops her ice-cold death stare (except around horses, which make her squee like a little girl, making having Centaur Princess a possible way to make her drop her mission long enough to make her doubt her orders). &lt;br /&gt;
&lt;br /&gt;
Either may be chosen, both if you feel that interests you or if there&#039;s potential for a better plot (and/or better sex). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Assassin Princess 1.jpg&lt;br /&gt;
Image:Assassin Princess 2.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nomad Princess&#039;&#039;&#039;&lt;br /&gt;
Another male &amp;quot;Princess&amp;quot;, Nomad is simply femininely beautiful rather than just a youth. &lt;br /&gt;
&lt;br /&gt;
Nomad is the Princess of the Many Hands, a very VERY widespread band of Human Nomads, who can be found peddling their wares and plying their trades everywhere from Frozen Church to the Winking Dark. Nowhere in the known world or beyond is lacking the touch of the Many Hands. The Many Hands have no true enemies, for their services are useful to anyone. Even the Colossal Caravan sees them as the source of the rare and exotic trade goods they sell in foreign lands, as the Many Hands would rather cooperate than compete. &lt;br /&gt;
&lt;br /&gt;
Through the Many Hands, everything passes; rare minerals no scholar has ever seen, autographs of Knights and bricks from Towers long since passed, the fossilized remains of anything that ever lived (and is no longer moving), the souls sold to Demons and discarded during battles for control of the Hells, bodily fluids of Eldritch Gods, anything you can think of and everything you can&#039;t. Whenever a Knight finds themselves in need, they can find a Many Hands tent to sell off their broken shields, stock up on chocolate dicks and fireproof condoms, and use a magical typewriter or altar to reflect on their journey. &lt;br /&gt;
&lt;br /&gt;
Nomad Princess himself has an amazing collection of goods even for a Many Hands merchant, and is very well known; any being you meet is at least willing to talk if Nomad Princess is there to vouch for you. Unfortunately, Nomad only fluently speaks the complex language(s?) of the Many Hands, and on top of that has an accent that makes anything he does try to communicate incomprehensible anyway. That doesn&#039;t stop him from cheerfully babbling away however, and through his tone and hand gestures most people (other than you) seem to at least get the gist of it eventually. Furthermore, Nomad Princess cannot give up on his people&#039;s culture and will forever be a Nomad, traveling from your lands to any (and maybe all) others before he comes around again. &lt;br /&gt;
&lt;br /&gt;
Unlike Boy Princess, Nomad Princess is both shapely and not under-endowed. Nomad Princess is especially fond of public sex and being shown off, as well as use of anal beads. Be careful though, as his journeys tend to result in course gritty sand getting everywhere and there&#039;s nothing he hates more than a bit of sand getting anal-there. &lt;br /&gt;
&lt;br /&gt;
He may or may not be a relative of [[Crazy Hassan]]. &lt;br /&gt;
&lt;br /&gt;
His Idol is Anasyrma, Goddess(?) of Androgyny. Worship will bless all of your people with amazing (if maybe dangerous) attractiveness, while renouncing him will make you agelessly androgynistic. &lt;br /&gt;
&lt;br /&gt;
His Max Lust Gift is Cactus Juice, which will make the booty of the drinker big, supple, and smooth (and if nothing else, all genders and orientations can agree they love a nice butt). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Nomad Princess 1.jpg&lt;br /&gt;
Image:Nomad Princess 2.png&lt;br /&gt;
Image:Nomad Princess 3.png&lt;br /&gt;
Image:Nomad Princess 5.jpg&lt;br /&gt;
Image:Nomad Princess 6.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pirate Princess&#039;&#039;&#039;&lt;br /&gt;
Yet another Princess who received a retouch, fancanon is that both are the same character with something of a Bermuda Triangle effect causing her to exist in either in her young or mature state in the Tower, with you being able to choose which you want upon rescue (which somehow makes the timey-wimey ball have the Dragons abduct her sometime in the past or future but still exist in the present). &lt;br /&gt;
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Pirate Princess is royalty in the same sense that Ghost Princess is as she was dubbed &amp;quot;Princess of the Seas&amp;quot; by her people, the scoundrels of the massive Thundering Fleet flotilla of ships that make up a massive roaming city. She is NOT one to mess with. The sight of her fleet strikes fear into anyone who sees it, and she is merciless to those who betray her in any way (when she says &amp;quot;I&#039;ll keelhaul you&amp;quot;, it isn&#039;t an expression; she really will). Like Nomad she won&#039;t settle down, and will continue to hunt the world for riches and slaves anywhere they can be found, whoever she can take from. Even your own kingdom is not safe from her, as she will continue to raid anyone and everyone regardless as soon as she is rescued. &lt;br /&gt;
Her younger self is very much the dom, who loves the feel of latex and fucking others with a strapon (whether they want it or not) and refuses to be submissive. She possesses no starting Love and little Lust making her very difficult to earn romantic attachment with, although she is very powerful and very rich. &lt;br /&gt;
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Her youthful/original Idol is Teatchis, God of the Punishing Seas. Worship will make all the lands you control turn into ships that merge with her fleet, making your people safe from her depredations as well as being difficult to attack (this is especially useful in the Ravenloft-style setting some use). Renouncing him will make anything you wear feel like tight latex. &lt;br /&gt;
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Her Max Lust Gift is the Lost Doubloon, which will force anyone into a wager with you; heads they dom you, tails they&#039;re your slave for the night. Very useful for those who enjoy the idea of dominating Princesses like Amazon or submissive Princesses like Boy, but don&#039;t like always being stuck in one role. &lt;br /&gt;
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Her mature self has seen her power and wealth diminish as her hostile nature fades. She is more of a treasure hunter than a raider, and if there&#039;s gold in her vicinity she&#039;ll find it. She is DESPERATE (read D-E-S-P-E-R-A-T-E) to be married by literally anyone be they man or woman, adult or child, human or talking &amp;lt;strike&amp;gt;house-&amp;lt;/strike&amp;gt;boat-cat, and has become more than slightly bitter about her solitary state until now. Her Love stat is maxed, making her extremely clingy and eager to please although her almost non-existent Lust means she needs a LOT of loving. Luckily, she doesn&#039;t care what kind. With the exception of Netorare (cuckolding her by sleeping with someone else) she will do anything and everything and enjoy it, making her fantastic for multi-partner sex regardless of who the other partner is. &lt;br /&gt;
Her new Idol is Santun, Goddess of the Heavy Drink. Worship turns your kingdom into a fleet like Teatchis, renouncing will make Pirate Princess uneasy with being part of a harem and drink more heavily the more wives you have. &lt;br /&gt;
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Her Max Lust Gift is still the Lost Doubloon, but now it will allow you to alter your Wealth or Power up or down by one point for every Princess you marry making Pirate Princess very useful for Generation 3. &lt;br /&gt;
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Image:Pirate Princess 1.png&lt;br /&gt;
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* &#039;&#039;&#039;Ogre Princess&#039;&#039;&#039;&lt;br /&gt;
Another Princess who&#039;s actual royal credentials are in doubt.&lt;br /&gt;
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The mysterious Ogre Princess is worshiped for her strength and intimidation by the equally mysterious people of the Rolling Cloud Kingdom, and has been ever since the day she wandered into their lands looking for a nice place to claim as her own. Ogre Princess is not very bright however, with comprehension time far exceeding even Zombie Princess (who at least has the excuse that she does EVERYTHING slower). As a result Ogre Princess simply believes the Rolling Cloud folk are an overly friendly people, and has settled in their lands in hopes of teaching them to improve themselves athletically since any people as kind and welcoming to a stranger as they have been to her would be easy for someone to take advantage of after all!&lt;br /&gt;
Despite her massive and brutish appearance, Ogre is quite fast in addition to strong and is very gentle when given no trouble. She trains often in all physical disciplines, and is just as able to win a race against any horse as she is to hit a target accurately at long range with a javelin or discus (or a tree, or a boulder) as she could swim, jump hurdles, or do almost anything else you can think of. If you can find a challenge she can&#039;t beat, it will wind up in her training and upon mastering the discipline she will teach it to anyone who willing to learn.&lt;br /&gt;
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Sadly, when not actually pushing herself, she is quite clumsy and prone to accidentally breaking things either due to a lack of focus and awareness of her surroundings, or having difficulty going between light and overpowering strength. As a result she is prone to breaking things, although thankfully not people. &lt;br /&gt;
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Although not quite a druid, Ogre Princess is very fond of nature. Seeing a little bird can brighten her day, and seeing a dead one can ruin it. &lt;br /&gt;
Ogre Princess is very powerful and quite affectionate, although she has nothing in the way of wealth; most things she touches break, and what she doesn&#039;t ruin she&#039;s prone to giving away or even simply forgetting. &lt;br /&gt;
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Ogre is particularly fond of the natural smells associated with the body; her ideal lover radiates the musk of one who&#039;s worked out recently, and is ready for to hit those showers (in fact, group bathing of her Knights and the Princesses is MANDATORY). She&#039;s also fond of a good smack on the bottom (given or received), as she feels that it&#039;s a great romantic gesture and enjoys the rush of adrenaline it brings. That being said, she&#039;s quite aware of the difference between celebrating the body and hygiene; she&#039;s not against butt stuff, but a proper wash (overseen by herself) is needed before anything else can occur. Whether this is a result of a bad past experience or not is best left unspoken.&lt;br /&gt;
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Her Idol is Shride, Goddess of Athletics. Worship will make the people of your kingdom gentle, healthy, and athletic (very useful for almost any combination but has interesting applications towards Zombies). Renouncing her will make you fat and tall like an Ogre, although whether this comes with an Ogre&#039;s natural strengths isn&#039;t clear. &lt;br /&gt;
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Ogre Princess&#039;s Max Lust Gift is the Crunchy Ring, some kind of...magical onion ring? It increases your natural sweat and pheromone production, which has interesting applications when combined with things like Dawn Elf&#039;s Eden&#039;s Fruit. &lt;br /&gt;
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Image:Ogre Princess Costumes.png&lt;br /&gt;
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* &#039;&#039;&#039;Zombie Princess&#039;&#039;&#039;&lt;br /&gt;
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The Zombies from the army of the Necromancer many years ago were tasked by him to bury themselves at the foot of the mountains where he was marching his army, where the grass gave way to snow. This is due to their tendency to freeze and their weakness to the lightning magic the barbarians of the northlands possessed. Almost as soon as they were out of sight they wound up out of his mind, and they remained unmoving in their self-dug graves until those who still possessed a degree of intelligence became restless. Still loyal to the Necromancer, they passed the time by ordering their more mindless brethren to continue digging, turning shallow graves to a tomb to a city to an entire underground kingdom. Eventually a section of the kingdom collapsed under the weight of a small village established above them, and the terrified Humans fled from the unending sea of confused Zombies that had sunk their village. The armies of Man were busy dealing with other threats however, and the Zombies were left unmolested long enough to build a kingdom above ground as well as below which came to be known as the Deafening Under Kingdom. &lt;br /&gt;
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Lacking the ability to engage in diplomacy both due to their inability to speak (clearly) and their naturally servile nature, the Zombies who held the highest ranks in the Necromancer&#039;s army created a new kind of Undead which was technically a Zombie but also a Flesh Golem as it was made from the parts of Zombies hacked to pieces by adventurers and guards that scouted their lands. The Zombies dubbed this new being their Zombie Princess and immediately swore loyalty to her. While still slow-minded and naturally obedient to those with a strong will, Zombie Princess was still able to speak and control her cannibalistic urges while also not being contagious to others. Diplomacy is difficult and many meetings are held while two Paladins glower at her, their weapons at the ready should they get a reason to bash the woman&#039;s body to pieces and incinerate her soul with the power of the sun, while between them a Human diplomat calmly waits with hands together and a pleasant (if forced) smile while the Princess slowly works out what was said by him prior, formulates her words in her mind, then slowly speaks in response. &lt;br /&gt;
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After being joined by the lusty Skeleton Princess, Zombie Princess made headway in Undead/Notdead relations as the eloquent and charming Skeleton did the talking while Zombie presented (half of) a friendly face and no hint of malice.  This continued until both Princesses were kidnapped by Dragons and left in Towers. &lt;br /&gt;
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Zombie Princess is relatively poor, with only a small amount of wealth coming from the Zombies, although she is surprisingly affectionate and not difficult to please. She is VERY serious about her body maintenance, as it is what keeps her from rotting further or being a danger to living beings. What things she can&#039;t control, like the fact half her face and one of her legs is worn almost entirely to the bone (with the remaining tatters of fat and muscle carefully trimmed and hidden to give off as little horror as possible), she is very sensitive about and although her emotional response is hard to judge and slow in the coming the shame is still as strong as any other maiden would feel. If treated properly she is kind and gentle, and her Zombie nature makes her naturally subservient. While not an S&amp;amp;M slave (outright), she is nonetheless happy to be told what to do and given parameters to act in. Her people are far more extreme in this regard than her, with the intelligent leaders that created her only wanting to carry out the will of their masters (you, Zombie Princess, and your other wives) and the bulk of them are simply ambivalent towards their existence or in the extreme cases without much independent thought at all. The massive sea of the Undead she commands is staggering, and although walking through her kingdom from the shanties on the surface through the caverns so massive you may as well be outdoors on a dark night may be unsettling it gives one a sense of just how much you control. &lt;br /&gt;
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Zombie Princess is absolutely TERRIFIED of fire; although she is intelligent enough to not flail around and knock over the flames and light the building she is in on fire, presenting her with a torch would still elicit a minute or so of a widening gaze before a slow and loud whimper that constitutes the closest she can come to a scream comes. Keep sources of flame behind glass, secure, and/or away from where she walks or rests to keep her comfortable. &lt;br /&gt;
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Besides her phobia, she IS still a Zombie. Although she is smart enough not to eat you (and by her command her people would mostly know not to try as well), she does still enjoy the act of biting. A bit too much. A quick hug will almost certainly have teeth grazing your ear, sex will probably be marked by teeth-marks all over your shoulders or well-chewed pillows, and sleeping in embrace together will probably have you wake up with your finger being gently nibbled like a lipless baby on a pacifier. Letting her indulge herself (although still making sure that she remembers herself and doesn&#039;t draw blood) would no doubt please her greatly. Being a Zombie she suffers from minor rigor mortis as well as numbness and difficulty with controlled movement. As a result, trying advanced kamasutra positions is more likely to embarrass her than bring any kind of pleasure. Keeping things simple and taking charge will alleviate that burden on her. &lt;br /&gt;
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Her Idol is Goerica, Goddess of Plagues. Despite the implications, worshiping her will actually keep your citizens from dying due to disease or accidental deaths (the latter may be especially important in your romancing of the more...exotic Princesses). Renouncing her will give you a fetish for biting and being bitten; this can be especially dangerous and may in fact lead you to an unwelcome Bad End. &lt;br /&gt;
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Her Max Lust Gift is the Frankenstein&#039;s Bolt, a mostly useless item that delivers a tiny but sensual shock when touched to the skin. This may be interesting to give to Drider Princess while she has you tied up, but all applications are fairly minor. Those who use Golem Princess&#039; Clockwork Heart on themselves may find some use as one of the few ways to regain any sense of touch as an automaton.&lt;br /&gt;
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Image:Zombie Princess 1.jpg&lt;br /&gt;
Image:Zombie Princess Y.jpg&lt;br /&gt;
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* &#039;&#039;&#039;Plant Princess&#039;&#039;&#039;&lt;br /&gt;
Princess of the Overgrown Throne Kingdom, a nation of plants that come in varying degrees of sapience. &lt;br /&gt;
Plant Princess is quite content in her life of doing absolutely nothing, and from the moment she germinated has never had anything resembling ambition or drive. Her people are evidently much like her as well since her Power stat is without a single point in it, with the Princess herself preferring to die than to fight. If that wasn&#039;t bad enough, Plant Princess requires you to bring her with everywhere you go, being physically carried on your back if need be. &lt;br /&gt;
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That being said, the passive benefits to the Overgrown Throne make up for it; the people, Princess included, produce their own meals naturally and plant life is nurtured by their presence (particularly by the Princess), giving you abundant harvests with half of your farmers not needing their cut of the product. Beyond that the Overgrown Throne folk draw in animals as well, giving you agriculture and meat stores that no other Princess can offer. &lt;br /&gt;
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Plant Princess has a fetish for tentacles (it can be assumed it&#039;s her using them on you or others, although nothing specifies she would turn down their use on her if you had them from her Idol) and &amp;quot;being watered&amp;quot; (open to interpretation if this is watersports or ejaculation, being the second princess with bath sex as a turn-on, or most likely you just have to use a water can on her once every so often). &lt;br /&gt;
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Her turn-off is &amp;quot;stray roots&amp;quot;, which taken literally has absolutely no context to matter for you other than to keep her happy and comfortable. Stray roots are when a plant&#039;s roots pop above the surface in search of sources of water, when they reach something they can&#039;t break past like a rock and go up instead of down, or when the ground is changed or leveled and roots are exposed without killing the plant for a prolonged period of time. In other words she needs steady comfort rather than being jostled around like Yoda, needs you to till her (not a euphemism), and don&#039;t think you&#039;ll be visiting a desert anytime soon unless you have some planned methods of keeping hydrated. She enjoys eating, and although she can conduct photosynthesis there may be implication she is a gourmand. This, along with her abilities to increase crop production, make her a great combo with Mimic Princess as not only will you have an ample supply of food to cram into the Mimics but at higher levels of Mimic&#039;s teaching (as in &amp;quot;will make conversation rather than attempting to eat the other individual&amp;quot;) they may have something to bond over. Furthermore, Mimic Princess&#039;s Wonder Chest Dowry can make keeping Plant Princess with you very simple. &lt;br /&gt;
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Plant Princess is moderately wealthy, is fairly lusty (although since one fetish is naughty tentacles while the other is keeping her roots from drying it, that may not be something to be pleased about), and isn&#039;t as emotionally distant as one would expect a plant woman to be. Combo with the Glass Conch Dowry from Mermaid Princess to keep Plant Princess perfectly happy. Plant Princess combos best with Boy Princess from a gaming perspective. The Haystack&#039;s Needle from him will convert the listless plant people into an army, the strength of which is undefined although this act of removing the primary negative of Plant Princess makes her very appealing. &lt;br /&gt;
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Plant Princess&#039;s Idol is Chloelle, Goddess of Growth. Worshiping her ensures your kingdom will always have bountiful harvests, possibly increasing your Wealth (although it is unstated). Renouncing her will cause your back to grow tentacles for your own prehensile fondle action. &lt;br /&gt;
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Her Max Lust Gift is the Budding Rose, which has a hypnotizing scent. The use of this is open for debate, as &amp;quot;hypnotizing scent&amp;quot; is vague; mind control, or just smelling good? Does it smell good, or do you get to smell good without you having to wear it? &lt;br /&gt;
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Image:Plant Princess 1.png&lt;br /&gt;
Image:Plant Princess 2.jpg&lt;br /&gt;
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* &#039;&#039;&#039;Witch Princess&#039;&#039;&#039;&lt;br /&gt;
Witch princess is the rightful ruler of the Midnight Mansion Kingdom, a place that all who come upon it regard as &amp;quot;spooky and/or scary.&amp;quot; Presumably it is a place filled with haunted mansions and dark brooding castles where creatures of the night dwell and sane men fear to tread. Despite (or perhaps because) of her spookiness, she is an excellent magic user (as her name implies) capable of conjuring great and powerful spells to devastating effect. Furthermore it is noted that her potion brewing skills are top notch, allowing her to create powerful narcotics (along with Arcane Princess and/or Dawn Elf Princess, this may allow the player to begin a drug empire). As an adept magic user, she constantly seeks to improve her skills and push the boundaries of what is possible with magic. As such, the protagonist is subject to her experimentation which may or may not be legal and/or lethal (look to other Princess bonuses to keep you safe). She is further capable of transforming normal animals into magical familiars (supposedly blessed with a greater intelligence than normal animals which may perform essential functions in rituals, providing obscure spies, or even aiding her in dire situations). Alternatively this most likely leads into her first fetish which is &amp;quot;bestiality&amp;quot; implying that she frequently enjoys sex with her own animal familiars (combine this with Amazon Princess&#039;s Max Lust Gift, the Beastkin&#039;s Mantle, to give Witch Princess a step higher on the Challenge Rating than she&#039;s used to). It also may indicate that she is more willing to &amp;quot;sharing&amp;quot; her &amp;quot;husband&amp;quot; with the less Human races as they include her paramount fetish, and that Knights such as Cat Knight may have an easier time building a relationship. Her second fetish is &amp;quot;cowgirl,&amp;quot; possibly a reference to Lilith, a common folkloric demon or witch who was cast out for refusing to have sex with the first man in any position but with her on top. This is further supported as her major turnoff is the missionary position, i.e. with the man on top. &lt;br /&gt;
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Of strong note in her description is that while she may appear to be Human, she is anything but, implying that she may be a demon or some other malevolent entity merely wearing a human form. Alternatively in the Towergirls lore (and in much real life folklore as well), Witches may simply not be considered true Humans given their extraordinary abilities.  &lt;br /&gt;
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She worships Pridellius, God of Death &amp;amp; Magic. If worshiped, your kingdom will gain a plethora of magic schools, again in line with Witch Princess&#039;s desire for magical advancement and skill. If renounced then the player will be cursed to turn into a were-creature every night. The type of were creature is unknown but most likely based on the knights personality or preferences. It is also unstated whether the player is in control of their wereform or if they go on a mindless violent or sexual rampage (although it&#039;s not outside the realm of possibility for the more intelligent Princesses like Dragon Princess 2 or Witch Princess herself to study you and attempt to do away with the undesirable effects). In either case, so long as one remains in good graces with her, Witch Princess will most likely be able to stop the rampage  or &amp;quot;quell&amp;quot; the player&#039;s lust (again, given her bestiality fetish).  &lt;br /&gt;
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She has little Love to spare and is also one of the less horny Princesses. Her kingdom lacks Wealth, most likely because her primary exports are spooky and/or scary in nature, and few would be willing to enter such a place and trade for such wares (regardless of how useful they may be magically). Her kingdom has max Power, implying that her own magical abilities are very great, or that her spooky scary kingdom is a force to be reckoned with on the battlefield.&lt;br /&gt;
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Her max lust gift is the Black Broomstick which vibrates under the owner&#039;s command. While an invaluable cleaning tool, it is most likely that it may be &amp;quot;activated&amp;quot; while she &amp;quot;rides&amp;quot; it thus allowing for sexy and mischievous activities.&lt;br /&gt;
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Image:Witch Princess Costumes.png&lt;br /&gt;
Image:Witch Princess 1.png&lt;br /&gt;
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* &#039;&#039;&#039;Fairy Princess&#039;&#039;&#039;&lt;br /&gt;
Hailing from the Meadow Wilds Kingdom, Fairy Princess is not quite what most women had in mind when playing as children.&lt;br /&gt;
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Fairy Princess is an affectionate and sweet bubblegum-colored small Fairy, but has only one major personality trait; she wants sex. Now. She doesn&#039;t have a care in the world and probably won&#039;t regardless of situation, other than the fact she wants sex now and isn&#039;t getting it. She&#039;ll dry(and wet)hump you until she gets what she wants (because nothing ruins an attempt to intimidate some Trolls better than a small woman grinding herself against your ear and moaning in a squeaky little voice), with the only other thing in the world that matters to her being playing practical jokes on you (and sometimes others). When her attention span does drift from those two activities she becomes curious about the world around her, leading her to explore and find new things (living, dead, and inanimate) although she does so mostly in interest of finding applications towards her other two interests. On the plus side, she can give you the ability to fly temporarily which can be extremely useful in rescue situations, and in romancing Harpy Princess. On the downside...practical jokes and temporary flying.&lt;br /&gt;
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She has no Power to speak of, and only a modest amount of Wealth or starting Love. Her strong suit is in her Lust, and if you can please her by doing lewd things to her in public (although your image might take a major hit after you start hitting pubs and teasing a tiny squealing winged Fey to orgasm) she&#039;ll quickly grant her Max Lust Gift, only through which you can (safely) have sex with her. Her second fetish, cum inflation, also requires the ability to have sex without killing her (which will require most likely a more copious amount of semen than male Knights can naturally produce with female Knights having no real way to satisfy this without Boy Princess&#039;s Rooster Bell). She absolutely detests cum on her wings, either due to vanity or the fact they would render her unable to fly until they dry and she scrapes it off. For any Knights who find the idea of sexing a tiny woman to be creepy, Amazon Princess&#039;s Ivory Sweat can make her grow to be your equal in height making her an ordinary magical winged nymphomaniac with no sense of shame or restraint. &lt;br /&gt;
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Her Idol is Panthus, God of Trickery. When worshiping him your kingdom&#039;s mirth increases tenfold making it a happy land straight out of something further on the cutesy level than your average Disney cartoon (more in line with a Christmas special North Pole most likely). Renouncing him will cause you to [https://www.youtube.com/watch?v=VLnWf1sQkjY JIZZ IN YOUR PANTS], more specifically &amp;quot;leaking cum when you see someone you like&amp;quot; making this a particularly difficult curse to live with in comparison to most others. &lt;br /&gt;
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Her Max Lust Gift, the Pixie&#039;s Stockings, allow the wearer&#039;s orifices to be stretched quite a ways without pain. This not only enables you to have proper sex with Fairy Princess herself without it being snu-snu, but can be used with Plant Princess or young Pirate Princess to make &amp;quot;catching&amp;quot; less displeasing if that&#039;s not your thing. The difference between this and Supple Moss from Slime Princess is that this specifically makes the stretching painless (although Supple Moss likely still does until a certain size threshold), while the drawback is it only works on openings rather than the whole body. If nothing else it can let...less endowed Knights utilize things like Centaur&#039;s Idol renounce without it making you ineligible for other Princesses, and female Knights can use this to lay with the Rule 63 Amazon or Dragons without fear. &lt;br /&gt;
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Image:Fairy Princess 1.png&lt;br /&gt;
Image:Fairy Princess 2.jpg&lt;br /&gt;
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* &#039;&#039;&#039;Centaur Princess&#039;&#039;&#039;&lt;br /&gt;
The Centaur King of the Stamping Moorland had many daughters, with Centaur Princess stuck as the middle child of a large lot. Not particularly clever, beautiful, ambitious, not the youngest, not the oldest, not the strongest, not the ugliest, not the anything-est. Nobody noticed or expected anything of her, so when she was taken with wanderlust and left home for other lands no fuss was made about her absence. She was taken by the Dragons and left in her Tower not long after leaving, but as soon as she gets out she intends to accompany her brave Knight on adventures to parts unknown. She obviously doesn&#039;t require a mount and can serve as one if you&#039;re not in 400 pounds of steel (although a ride in the cart when she&#039;s tired, maybe a roll in the hay every so often would be nice). &lt;br /&gt;
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She also may not have been the smartest of her sisters, but she is a quick learner. Anything that seems important she&#039;ll do some research on, and if given access to books will plow through them as long as time permits. The ability to demonstrate random bits of knowledge allows her to be a useful traveling companion, since you may find the wagon axle broken under the weight of a Dragon Princess with Centaur Princess coming to the rescue with knowledge of how to fix wagons acquired from a story she read once about a pioneer family, or you may get bit in the throes of passion by a poisonous Princess with Centaur knowing exactly how to use their venom to make an antidote, even coming out with random useful facts about the biology of Princesses you meet (like &amp;quot;That&#039;s a Mimic&amp;quot; or &amp;quot;Don&#039;t let the 79 foot tall woman be on top&amp;quot;). She practices archery in her spare time, and can hit a target while moving making her handy to have around in a fight. &lt;br /&gt;
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That being said, she isn&#039;t the bravest woman you could want and spooks quite easily meaning you could end up alone in a desperate fight or a mounted charge may turn into a mounted retreat. In a particularly bad Tower experience, you may end up having to rescue two Princesses as a result. &lt;br /&gt;
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Furthermore, unlike the others she does have a mating cycle. She will only go into estrus during certain times of the year, although she could be coaxed into willingness at other times using your own seduction or possibly a teaser (for those unaware, or who don&#039;t read [[Monstergirls|Life With Monstergirls]], female horses you want to breed with a particular male may be unwilling to mate with him and will kick and injure or even kill your favored male, so putting her in a pen she can&#039;t turn around in and bringing in a male to her front that appeals to her will make her randy enough to allow the unfavorable male to mount her). Uncharismatic Knights could probably use Nomad Princess to tease her into readiness, could use Boy&#039;s Rooster&#039;s Bell Dowry to make a Princess into a Prince to get her ready, or just go with the fact orientation is undefined for most of the Princesses and let another woman get her ready for a threesome. Another (possible) downside is the ever-mentioned horse pussy issue. &lt;br /&gt;
As for the sex itself, she REALLY doesn&#039;t like any biting so keep Zombie Princess away and avoid that renounced effect because Centaur Princess probably doesn&#039;t want to bite you either. Her body lends itself to doggy-style though and if asked that&#039;s exactly the position she wants. Either due to or in spite of her horse nature, use of a riding crop on her gets her going too (although nothing says who uses it on who). Jockey costume optional, although she may want you to leave the armor on (or wear it herself. Hope one of the other Princesses has an extra dress in your size...). &lt;br /&gt;
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Centaur Princess has absolutely no Wealth, having left home and her inheritance being split between her many siblings anyway, and the issue of her mating cycle makes building her lust iffy. On the plus side she will love you deeply and she brings a decent amount of Power with her possibly by herself, with mercenaries, or maybe because her family really does care for her after all (hopefully, if you want to add her people to your kingdom). &lt;br /&gt;
Fun fact; Centaurs have two rib-cages, and Centaur Princess will have both an udder and boobs. Isn&#039;t monstergirl biology fun?&lt;br /&gt;
&lt;br /&gt;
Her Idol is Wondle, God of Scholars. Worship will make all your kingdoms parks amazing places to visit (so not useful but interesting). Renouncing him will give you a horsecock. I wonder what most people will pick...&lt;br /&gt;
&lt;br /&gt;
Her Max Lust Gift is the Capricious Bow, which functions as Cupid&#039;s arrow except it leads to one night stands rather than just attraction (although who&#039;s to say they won&#039;t call each other?). Not exactly the most useful item domestically unless you want to make your Princesses have sex with each other without asking them or wreak some havoc in your court (blackmail would certainly be a neat reward, as long as nobody becomes aware you have it). In rescue situations though, you may find it a breeze to sneak through a Tower as every enemy in your path is busy fucking one of their mates (beware odd numbered groups). For extra fun, make a baby boom by asking Centaur Princess herself ride through your kingdom and snipe everything that moves. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Centaur Princess Costumes.jpg&lt;br /&gt;
Image:Centaur Princess 1.png&lt;br /&gt;
Image:Centaur Princess 2.jpg&lt;br /&gt;
Image:Centaur Princess 3.jpg&lt;br /&gt;
Image:Centaur Breeding.jpg|A quick guide to using teasers. Ugly males is not canon to Towergirls (unless that thrills you). &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gorgon Princess&#039;&#039;&#039;&lt;br /&gt;
The Slivering Mausoleum Kingdom is home to the Gorgon/Medusa race (Gorgon is canon, but someone will always disagree). It is a small bit of land made up of abandoned temples and monuments. &lt;br /&gt;
&lt;br /&gt;
The Princess of the Gorgons is a master architect and sculptor, and collects antiques so unique and priceless they make the hoards of the Dragons, the bazaars of the Many Hands, and the Great Caravan&#039;s finest gallery all pale. Although the Princess obviously isn&#039;t quite willing to let you sell off her amazing collection so you can feed your chocolate dick addiction, she creates statues on a daily basis that would cause masters from the rest of the world to weep at their unworthiness and complain on a Necroputer about how she&#039;s overrated. The problem is trying to figure out what&#039;s a statue, and what&#039;s something turned to stone by the gaze of the citizenry; the former is amazingly valuable, the latter...not so much. More horrifying really (at best, niche). As a result, Gorgon Princess has a great deal of Wealth although not as much as would at first be apparent. &lt;br /&gt;
It&#039;s unhelpful that Gorgon Princess is EXTREMELY persuasive and convincing, and as much as you know not to look in her eyes...that&#039;s really what she wants. It&#039;s not only her method of killing though, she really does enjoy eye-contact whenever possible to put some excitement in her. Obviously she&#039;s vented that particular fetish out on stonified victims, which has actually given her a fetish for the feel of stone itself (the fact she&#039;s a carver helps, although it&#039;s best not to think about whether what you&#039;re holding was made or pried off of someone). It&#039;s only her eyes that will turn you to stone though, if you want to risk it you can always try the trick of looking just over her shoulder or at her eyebrows to make her THINK you&#039;re looking her in the eye. Or just stare south with an excuse. &lt;br /&gt;
&lt;br /&gt;
Zombie Princess&#039;s Idol worship will protect you and anyone else in your kingdom from her gaze (accidental death, so long as she isn&#039;t trying specifically to kill that person, although it&#039;s possible all that will do is render her gaze attack temporary depending on how you play it) as will Dorian&#039;s Painting from Skeleton Princess. Golem&#039;s Heart from Golem Princess can turn you into a Golem and thus be immune to her gaze, the Shade Brace from Succubus Princess (make a copy of yourself) with the Humming Stud (share sensation) from Skeleton Princess would allow her to turn your clone to stone and let you feel the lewd things she does to it. Slime&#039;s Life Pearl or Mermaid&#039;s Humble Trident would allow her to turn you into stone yourself for lovemaking then allow you to return to your fleshy self (although the former may just make you living stone, depending on interpretation). &lt;br /&gt;
Unfortunately you may need a partner to check up on you, because her &amp;quot;stone cold&amp;quot; demeanor means not only is she not as outwardly affectionate as one may want, she&#039;s also not necessarily willing to turn you back. Afterall she only needs you ready to go, not necessarily moving...of course that&#039;s only if you don&#039;t give her incentive to turn you back. Time to be more than a walking dick! Compliment her hair and kiss those snakes one by one in the morning, make a game out of guessing what she carved and what she made eyes at, and so on. Unfortunately she&#039;s low in the Love department, so you&#039;re going to want to be very careful and take your time with this one. Her people&#039;s neat trick makes her Power fairly high, and she&#039;s pretty lusty too on top of that giving you incentive to find a way to beat her power. &lt;br /&gt;
&lt;br /&gt;
For those who think &amp;quot;No problem, I&#039;ll just bang her with a marble strap-on and make her wear a blindfold&amp;quot;, that&#039;s a no-go. She won&#039;t wear a blindfold. Period. She&#039;s not into that, it&#039;s a turn-off, no means no. &lt;br /&gt;
&lt;br /&gt;
She has an accent with prolonged hissing, although it&#039;s the kind that&#039;s short enough to not get annoying or make a conversation longer and many would find it cute. &lt;br /&gt;
&lt;br /&gt;
Her Idol is Marbellum, Goddess of the Arts. Worship will make your kingdoms art and architecture the envy of the world. Renouncing her will make your genitals hypnotic and cause a physical dependance on them. &lt;br /&gt;
&lt;br /&gt;
Her Max Lust Gift is the Perseus Shield, which will give you an erection that can safely last for days. While this may not prevent ejaculation, it will give you the ability to power on despite it. Combine with Golem Princess&#039;s Eternal Key to never need to stop. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Gorgon Princess 2.jpg&lt;br /&gt;
Image:Gorgon Princess 1.png&lt;br /&gt;
Image:Gorgon Princess 3.png&lt;br /&gt;
Image:Gorgon Princess 4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Frog Princess&#039;&#039;&#039;&lt;br /&gt;
Princess of the Emerald Glade, the kingdom of the frogmen (obligatory French joke here). Sadly, she does not sing 1930&#039;s style jazz music. &lt;br /&gt;
&lt;br /&gt;
Frog Princess is peculiar not only among the frogfolk, but among people in general. Bring her a rare and exotic butterfly to eat and she&#039;ll chide you for killing something so beautiful needlessly. Bring her to a fancy restaurant and realize too late they serve frogs legs on the menu, and look up to see her ordering them herself (frogs do eat smaller frogs afterall). &lt;br /&gt;
Her anatomy itself isn&#039;t quite clear; she probably has boobs considering she wears her giant lily pad like a dress to cover like a normal woman, although it&#039;s possible she may have a transparent torso she&#039;s hiding like many kinds of frogs and it may be a turnoff or at least something to get used to if you can see her heart beat and food pass through her colon as if she was cut open (if that&#039;s your fetish, you may want to consider seeking psychological help). &lt;br /&gt;
Frogs usually lay slimy eggs that hatch into tadpoles, but there&#039;s also a type of frog that gives birth to live young (not placental, but still skips the egg step and goes straight to the little fish-like babbys). There&#039;s also a type who gives birth through holes on their back, and a kind that gives birth through their mouth. You may be in for a surprise needless to say.&lt;br /&gt;
She definitely eats bugs (and birds), and will keep the skies clear around her, but then again she also seems to eat pretty much anything she can get in her mouth. It can be quite startling to see her shove and entire loaf of bread the size of your head in that massive stretchy lipless and toothless mouth and realize you aren&#039;t quite sure about how big a thing she can get in there...fortunately though there&#039;s nothing indicating she&#039;s into vore. Quite the opposite in fact, she&#039;s very much the victim and any food-oriented Princesses are a direct danger to her. She&#039;s gullible enough to think little of any danger signs, and relies more on the fact nobody would want to eat her than any ability to fight off those who would do her harm. As a result, it&#039;s important to ensure that Amazon Princess understands she&#039;s a friend, that Mimic Princess is educated and that her tastes are more for pies and poultry served hourly than whatever moves, that Dragon Princess 1 has an ample supply of gold or otherwise whatever food stores you have, and so on. Ironically, Harpy Princess may be the best Princess to pair with her as Harpy doesn&#039;t have predatory instincts either, but does have protective ones. &lt;br /&gt;
With Frog Princess&#039;s extremely high Love and Lust stats she may actually endear herself to the softer side of anyone who could be a danger to her however, and will certainly be one of the easier Princesses for you to please. &lt;br /&gt;
She only brings a modest amount of Power and Wealth, although they are in equal measure. &lt;br /&gt;
&lt;br /&gt;
As for perks, instead of slime that can give you salmonella poisoning or warts Frog Princess&#039;s body naturally produces oils that are good for your skin and are wonderfully fragrant; anyone that is intimate with her may as well be getting a nice massage. Any psychedelic effect from ingesting her slime is unknown, but she probably wouldn&#039;t mind you licking her to find out.&lt;br /&gt;
She also has a very long and slightly sticky tongue, and her fetishes both involve it. She loves giving oral sex with special emphasis on that tongue, and the deepest most sensual styles of kissing are enough to blow her mind. If she can fill your mouth with her tongue, or you can show her what you can do to hers with yours, she&#039;ll be amazed and satisfied. &lt;br /&gt;
&lt;br /&gt;
That being said, she really doesn&#039;t like inflation. She may dislike the habits of her own race, it may have something to do with a particularly cruel way to do away with frogs (her people or something she&#039;d observed others doing to animals), or it could just be she doesn&#039;t like the sensation of being full of air or liquid. Keep any ejaculate meager, and whatever you do don&#039;t swallow air when kissing her and lose control of it (of course that can be said with anyone). &lt;br /&gt;
&lt;br /&gt;
Her Idol is Perogelch, God of the Rivers. Worshiping him will make your kingdom have an abundant water supply everywhere which is safe and tasty to drink, something very important if trying to mix the lands of Nomad Princess or Succubus Princess with Frog Princess or Plant Princess (or just if you really don&#039;t like it being dry and want your peasants to have an easier job farming). Renouncing him will make your limbs rubbery and able to stretch (admit it, you immediately thought of pirates or &amp;quot;scientists&amp;quot; inferior to the genius that is DOOM). &lt;br /&gt;
&lt;br /&gt;
Her Max Lust Gift is the Lily&#039;s Pad, a bed shaped like a lily pad with a flower on it that absorbs water from the environment so you can have intense sex without your skin drying out or chafing. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Frog Princess Costumes.png&lt;br /&gt;
Image:Frog Princess 1.jpg&lt;br /&gt;
Image:Frog Princess 2.png&lt;br /&gt;
Image:Frog Princess 3.png&lt;br /&gt;
Image:Frog Princess 4.jpg&lt;br /&gt;
Image:Frog Princess 5.png&lt;br /&gt;
Image:Frog Princess 6.jpg&lt;br /&gt;
Image:Frog Princess 7.jpg|You hypocrite! &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Angel Princess&#039;&#039;&#039;&lt;br /&gt;
She&#039;ll catch you if you fall.&lt;br /&gt;
&lt;br /&gt;
Created by an unknown entity fully-formed, Angel Princess was made ruler of the Heavenly Sanctuary Kingdom and tasked with observing the world on behalf of her divine creator. &lt;br /&gt;
&lt;br /&gt;
She was designed to be wary of lewd beings, although she is innocent enough to have difficulty recognizing it. She is also extremely trusting, in keeping with the theme of naivety. Once she has recognized someone as a lech however she is unlikely to give any trust or affection to them again. &lt;br /&gt;
&lt;br /&gt;
She has a flat 0 in Lust with getting massages for her wings and being a gourmand as her likes, making her extremely difficult to please and requiring a great deal of time investment. While it doesn&#039;t mean sex is wholly out of the question, it does mean it should be romantic and socially acceptable if it occurs. &lt;br /&gt;
&lt;br /&gt;
She thankfully has substantial Love, maxed out Wealth, and has a great deal of Power. She would be one of the most difficult Princesses to keep in a harem, as many of the more popular Princesses like Goblin or Skeleton would offend her with their over the top sexuality. Others who are lusty but who&#039;s personality doesn&#039;t revolve around it, like Kobold and Frog Princess, would be better companions to her. Interestingly Angel Princess could make dealing with Mimic Princess much easier as both are fond of food, and Angel&#039;s powers of observation could help watch out for any &amp;quot;accidents&amp;quot; involving late night snacks and night watchmen. &lt;br /&gt;
&lt;br /&gt;
Angel&#039;s actual culinary predilection is somewhat broad. She isn&#039;t picky, and by her definition anything edible is good. In truth she&#039;s addicted to the fare of mortals, although it is unstated if the vice of Gluttony is something she is blissfully ignorant of committing, or if she must repent and counts it as a guilty pleasure. She&#039;s certain to be craving food that would make Anthony Bourdain cringe at any rate. &lt;br /&gt;
&lt;br /&gt;
Some have noticed that her eyes are closed while she has rings of orbs around her and on her clothing. Some have theorized she may have no true eyes on her face with either empty sockets or mock-eye markings, with the wheels being her eyes like an Ophan angel described in the Old Testament of Abrahamic religion (flaming wheels made of eyes who guard the throne of god). Others have pointed out her idol may indicate the orbs are pearls, simply meant to evoke the look of an Ophan. It is ultimately up to the player, and Gats, which is true (if not both). &lt;br /&gt;
&lt;br /&gt;
One of the main boons of Angel Princess is her voice; hearing the sound of her singing removes corruption and purifies the soul. Spiritual knights may find this to be a benefit without comparison, sinful knights may find it useful to hear her sing and wash away and regrets they have about debauchery or wicked decisions made regarding other affairs. &lt;br /&gt;
&lt;br /&gt;
Her Idol is Dei, God of Pearls. It isn&#039;t clear if he is her creator or merely her patron. Worshiping him will make your people rich in food, song, and purity giving you a spiritually enlightened land. Renouncing him will give you the cock and semen of a demon which is addicting to any who taste it. This would greatly hinder romantic pursuit of Angel, but would make dealing with some of the more tsundere princesses much easier. &lt;br /&gt;
&lt;br /&gt;
Her Max Lust Gift is the Worthy Harp, which when played will draw others into obedience to you. Unless stealing this Lust Gift through another Princess, there is the irony that only knights unlikely to use it for evil are likely to get one of the better bonuses to aid in their wickedness. There&#039;s always the possibility of turning thuggish enemies who block your way to a princess into guards however.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Angel Princess 1.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Monkey Princess&#039;&#039;&#039;&lt;br /&gt;
The dragons must have had a hell of a time catching this one. &lt;br /&gt;
Monkey Princess hails from the Peaceful Peak Kingdom, an isolated mountain where she rules over the small  population of the Monkey folk as their solitary ruler. &lt;br /&gt;
&lt;br /&gt;
Monkey Princess is a fighter, enjoying a good scrap between friends and seeing sparring as a mark of friendship. Her expert martial arts training and ability to multiply herself make her a challenging foe to most enemies, unfortunately she and her people see fighting as a way of paying for goods. &lt;br /&gt;
Warriors may find a vacation into the lands of the Monkey people fun as a fistfight can get you a room and a meal at an inn instead of being booted out of town, but when the Monkeys challenge a caravan leader to a duel for their goods it is easily mistaken for outright banditry. Furthermore, Monkey herself is rather fixated on personal combat, wanting to fight anyone who looks tough to see if they&#039;re better than her. Those who don&#039;t want a fight with a Monkey find themselves the target of mischief as the challengers play their games at the expense of the stick in the mud. Travelers don&#039;t want trouble, but they will probably get it. &lt;br /&gt;
&lt;br /&gt;
Monkey Princess is very poor, with no Wealth stat although she has Love and Lust in equal measure as well as being fairly powerful. She enjoys giving and receiving sexual stimulation with hands (it is possible that as a Monkey she considers her feet to be a second pair of hands). She also enjoys Tantric sex, which is a combination of massage using heat and &amp;quot;energy flow&amp;quot; techniques with complex sexual positions (usually the former as foreplay). She HATES tail-pulling, so unless you want a biting and a beating avoid it. &lt;br /&gt;
&lt;br /&gt;
She herself is freedom-loving and strong willed, without a thought spared for femininity or compunction. Her elegance is shown in kicks instead of pirouettes, respect in nods or bowing instead of curtsies and formal introductions, mirth in chortles and snorts instead of titters and smirks. That isn&#039;t to say she isn&#039;t aware of how to behave herself in powdered courts, and although she should be kept away from anyone with an air of bravado she can bait into a duel when bored or impressed by their stature. &lt;br /&gt;
&lt;br /&gt;
Her Idol is Nanbi, God of the Sun. Worship of him will make the people of your kingdom into peaceful warriors (similar to Boy Princess&#039;s Haystack&#039;s Needle), while renouncing him will make you change size at random during sex. While it may seem amusing, suddenly becoming so large during coitus with a Dragon that she may as well be Fairy Princess, or shrinking so Fairy Princess may as well be a dragon can not only be unpleasant but even dangerous. If planning to renounce, Zombie Princess&#039;s worship bonus or one of the items allowing lovers (or yourself, if on the receiving end) to stretch would be wise. &lt;br /&gt;
&lt;br /&gt;
Her Max Lust Gift is the Wukong Dong, a golden nubbed phallus with a broad tip. On the plus side, you can stretch or shrink five times your size! Indulge in Orc Princess and Dragon Princess 1&#039;s fetish for small lovers while being &amp;quot;filling&amp;quot; and being able to reach around to stimulate them in other areas! Copulate with Fairy or Kobold eye-to-eye! What&#039;s not to love? Well, the Wukong Dong must be inside you for it to work...&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Monkey Princess 1.jpg&lt;br /&gt;
Image:Monkey Princess 2.png&lt;br /&gt;
Image:Monkey Princess 3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Cat]] Princess&#039;&#039;&#039;&lt;br /&gt;
May or may not be the biggest celebrity on the Necronet. &lt;br /&gt;
&lt;br /&gt;
Hailing from the Torrential Bloom Kingdom, Cat Princess is the future queen of the mighty Catfolk. &lt;br /&gt;
&lt;br /&gt;
She is quite pleasant and has a knack for getting into the affections of anyone in contact with her. That being said, she has absolutely no respect for other beast races and sees them as talking game, being catty (as Gats put it) to them. Given she is an enthusiastic big game hunter, this is a very big problem when considering a good half of the princesses in Towergirls. Her goal is to one day slay a being the size of a dragon, showing no non-human is safe with her around. Most of her hunting is done at night, meaning her sleep/waking hours won&#039;t always line up with yours. &lt;br /&gt;
&lt;br /&gt;
On the plus side she is very clean and fond of being groomed and pampered while being perfectly happy to reciprocate the gesture. This can get sexual as well, as heavy petting (sexual contact but not intercourse) is one of her fetishes. &lt;br /&gt;
Her other? &amp;quot;The Pussy&amp;quot;. Obviously a pun, but within the context of the game this could have several meanings. She could be turned on by herself or other Cat people, she could be especially fond of vaginal stimulation, or she may be bisexual. Once again, its your interpretation. &lt;br /&gt;
Her major dislike is watersports, so don&#039;t get territorial. &lt;br /&gt;
&lt;br /&gt;
She cannot stand hot weather, and although it won&#039;t hinder you getting her Max Lust Gift, she will become moody and difficult to get along with. On the flipside, she will go through a reproductive cycle like Centaur and Kobold. During her time in heat, you better have no plans because the huntress princess WILL get what she needs whether you want it or not. &lt;br /&gt;
&lt;br /&gt;
She is modest in Love and does not have a great deal of Wealth, but her Lust is through the roof and her people are extremely powerful. &lt;br /&gt;
&lt;br /&gt;
Her Idol is Verda, God of Sexuality. Worshiping him will triple the population of your kingdom in a multi-race catsplosion, renouncing him will make you the absolute best at blowjobs (and will you let that talent go to waste?). &lt;br /&gt;
&lt;br /&gt;
Her Max Lust Gift is the Tinkling Bell, which allows you to alter the sexual orientation of others. Use it for mischief, use it yourself to enjoy all your options, the choice is up to you. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Cat Princess 1.png&lt;br /&gt;
Image:Cat Princess 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arcane Princess&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Elemental Princess 1.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Armor Princess&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Crest Princess&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Merchant Princess&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Merchant Princess Costumes.png&lt;br /&gt;
Image:Merchant Princess Costumes 2.png|The less politically incorrect version. &lt;br /&gt;
Image:Merchant Princess 1.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dragon Princess II&#039;&#039;&#039;&lt;br /&gt;
Unlike her sisters, Dragon Princess II is totally independent of your shit. She&#039;s smarter than you or anyone else you will ever meet will ever be, and you were confused even before you asked what she was working on.&lt;br /&gt;
&lt;br /&gt;
Good thing she thinks you&#039;re cute and worth her attention. &lt;br /&gt;
&lt;br /&gt;
her idol is herself Freyda dragon princess of ice worshipping her gives you either a max lust gift of any princess or a worshiping bonus of any idol renouncing her will give you every renounce effect on you and your own harem&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dragon Princess II 1.png&lt;br /&gt;
Image:Dragon Princess II Teach.png|With lots of dedication and hard work, Dragon Princess II could probably raise Sir Knight&#039;s INT to the point he can have an alignment. &lt;br /&gt;
Image:Dragon Pincess II 1.png&lt;br /&gt;
Image:Dragon Princess II 2.jpg&lt;br /&gt;
Image:Dragon Princess II 3.png&lt;br /&gt;
Image:Dragon Princess II 4.png&lt;br /&gt;
Image:Dragon Princess II 5.png|Shake It!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Generation III==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Generation III&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Holstaur Princess (Milk Maidens)===&lt;br /&gt;
One of the more contentious additions to the chart by most [[monstergirls]] fans, since she&#039;s not just a busty milky-making cowgirl, she&#039;s also a [[dickgirl]]. With implications she expects you to milk her of &amp;quot;cream&amp;quot; as well as milk. Admittedly, she comes with a treasure that lets you change her to pure female (or yourself into a dickgirl), but still. Her attendants can make other princesses grow bigger breasts so they start lactating too, but they can potentially turn Sir Knight into a [[minotaur]].&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Holstaur Princess 1.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mouse Princess (The Hourly Sisters)===&lt;br /&gt;
A brainy engineer. Her attendants are her 11 sisters that she shares everything with, and can build either a stockade that can hold 12 people, or sex machines that generate power from pleasure using volunteers and criminals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Mouse_Princess.png&lt;br /&gt;
Image:Mouse Princess Trap.PNG&lt;br /&gt;
Image:Mouse Princess 2.JPG&lt;br /&gt;
Image:Mouse Princess 3.jpg&lt;br /&gt;
Image:Mouse_Princess_Sisters.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rabbit Princess (The Bunny Colony)===&lt;br /&gt;
&lt;br /&gt;
Assumed to say &amp;quot;ara ara~&amp;quot; a lot. Originally known as Milf Princess (see human picture). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Rabbit Princess 5.png&lt;br /&gt;
Image:Rabbit Princess 1.png&lt;br /&gt;
Image:Rabbit Princess 2.png&lt;br /&gt;
Image:Rabbit Princess 3.png&lt;br /&gt;
Image:Rabbit Princess 4.jpg|As a human.&lt;br /&gt;
Image:Bunny Colony 1.png&lt;br /&gt;
Image:Bunny Colony 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dusk Elf Princess (Bodyguard Orc Trio)===&lt;br /&gt;
&lt;br /&gt;
A timid and easily embarrassed elf who wishes to combat the perception that elves are sluts (if Night Elf princess is included in canon, this is probably not working). However, she often gets accidentally caught in sexual situations. Her companions are her bodyguards, a trio of gay orcs who keep their princess safe from lewdness.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Vampire Princess (The Bat Brides)===&lt;br /&gt;
&lt;br /&gt;
A hot vampire who comes with a group of bat bride familiars for companions. Her wealth bonus causes her companions to act as hostesses so good, then nearly brainwash any guests, while her power bonus allows people to feed the vampire their blood to extend their lifespan, at the cost of eventually becoming a vampire themselves. Her max lust bonus is her own blood, which can turn any female into a loli.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Vampire Princess Costumes.png&lt;br /&gt;
Image:Vampire Princess 1.png&lt;br /&gt;
Image:Vampire Princess 2.png&lt;br /&gt;
Image:Vampire Princess 3.png&lt;br /&gt;
Image:Vampire Princess 4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dog Princess (Dog Princess)===&lt;br /&gt;
Yandere to the max, Dog Princess is way into her Sir Knight. Like, WAY too much. She&#039;s nothing less than batshit insane for her Sir Knight and will not allow him to see (including the literal sense) other women, including princesses. In fact, her max lust item is a prison for all other princesses so that he will only have Dog Princess. Dog Princess has no companion, because why would you need anyone but Dog Princess? If you go with Dog Princess know that she be crazy, but if you know how to handle a yandere she will be extremely faithful and the sex will be amazing. ([https://forum.cavestory.org/threads/kageryushins-infamous-sermon-upon-yanderekology.1609/ This guide on yanderes] might be of use). She enjoys Sir Knight&#039;s scent and him coming inside of her, and hates NTR. How she interacts with the King&#039;s Crown the Goblin Princess grants you is unknown, but it&#039;s for the best to not risk it lest the Goblin Princess, you, or both of you get stabbed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dog Princess Costumes.jpg&lt;br /&gt;
Image:Dog Princess Detail.JPG&lt;br /&gt;
Image:Dog Princess 1.PNG&lt;br /&gt;
Image:Dog Princess Tabloid.jpg&lt;br /&gt;
Image:Public AWOOrdinance.jpg|Something had to be done!&lt;br /&gt;
Image:Dog Princess Threesome.PNG&lt;br /&gt;
Image:Dog Princess 2.png&lt;br /&gt;
Image:Dog Princess 3.png&lt;br /&gt;
Image:Dog Princess 4.png&lt;br /&gt;
File:Angry dog (princess) noises.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Djinn Princess (Ifrit Catamite)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Djinn_Princess.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Triclops Princess (The Princess&#039;s Herd)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Triclops Princess 4.jpg&lt;br /&gt;
Image:Triclops Princess 1.png&lt;br /&gt;
Image:Triclops Princess 2.png&lt;br /&gt;
Image:Triclops Princess 3.png&lt;br /&gt;
Image:Triclops Princess 5.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Raider Princess (The Draught Wolf)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eldritch Princess (The Pleasant Cultists)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Eldritch Princess 1.jpg|No matter where you look, you&#039;re making eye contact. &lt;br /&gt;
Image:Eldritch Princess 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lamia Princess (The Kind Shrouds)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Lamia Princess 1.jpg&lt;br /&gt;
Image:Kind Shrouds 1.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Imp Princess (The Devilish Do-Gooders)===&lt;br /&gt;
&lt;br /&gt;
Some people are just bad at being bad. Imp Princess tries to be a trickster true to her devilish nature, but all of her pranks end up being good for  the supposed victim.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Imp Princess Costumes.png&lt;br /&gt;
Image:Imp Princess 1.jpg&lt;br /&gt;
Image:Imp Princess 2.jpg&lt;br /&gt;
Image:Imp Princess 3.jpg&lt;br /&gt;
Image:Imp Princess 4.jpg&lt;br /&gt;
Image:Imp Princess 5.jpg&lt;br /&gt;
Image:Imp Princess 6.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Moth Princess (The Twin Wisps)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Moth Princess 1.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sphinx Princess (Jackal Tactician)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Sphinx Princess 1.png&lt;br /&gt;
Image:Sphinx Princess 2.png&lt;br /&gt;
Image:Jackal Tactician 1.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Yeti Princess (The Straw Ro-Lang)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Yeti Princess 1.jpg&lt;br /&gt;
Image:Yetis Body Is Ready.JPG&lt;br /&gt;
Image:Yeti Princess 2.jpg&lt;br /&gt;
Image:Body Ready For Yeti.PNG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sword Princess (The Shield Maiden)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Sword Princess 1.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jester Princess (The Puppet Princesses)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Jester Princess.png&lt;br /&gt;
Image:Jester Princess 1.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Faun Princess (Lyrical Nymph Band)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Faun Princess 1.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Crystal Princess (Supportive Geode Dad)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Crystal Princess 1.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dragon Princess III (False Knight Companion)===&lt;br /&gt;
Dragon Princess III is very lonely; her only companion is her imaginary friend, although oddly enough she does seem to have an identical bag of chocolate penises to your own. &lt;br /&gt;
&lt;br /&gt;
Dragon Princess III has deadly poison gas as her breath weapon, and has a naturally difficult time controlling it. Unlike Dragon Princess I who simply wants more gold/food and Dragon Princess II who is perfectly happy reading something from her seemingly unending supply of scrolls and tomes, Dragon Princess III is VERY emotionally dependent. &lt;br /&gt;
&lt;br /&gt;
Surviving her breath long enough to get the max-bonus item that cures it is easier if you go for the lamia princess and get the boon that makes you immune to reptile-style poisons.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dragon Princess III 3.png&lt;br /&gt;
Image:Dragon Princess 3 Fig.jpg&lt;br /&gt;
Image:Dragon Princess III 1.png&lt;br /&gt;
Image:Dragon Princess III 2.jpg&lt;br /&gt;
Image:Dragon Princess III 4.png&lt;br /&gt;
Image:Dragon Princess III 5.png&lt;br /&gt;
Image:Dragon Princess III 7.png&lt;br /&gt;
Image:Dragon Princess III 6.png&lt;br /&gt;
Image:Dragon Princess III 8.png&lt;br /&gt;
Image:Dragon Princess III 9.png&lt;br /&gt;
Image:Dragon Princess III 10.png&lt;br /&gt;
Image:Dragon Princess III 11.png&lt;br /&gt;
Image:Dragon Princess III 12.jpg&lt;br /&gt;
Image:Dragon Princess III 13.png&lt;br /&gt;
Image:Dragon Princess III 14.png|Shake It!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Paladin General===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Paladin General 1.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Barbarian General===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Incubus General===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Border General===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jadeite Beast===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lazulite Beast===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sinhalite Beast===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Citrine Beast===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physicker Master===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Physicker Master 1.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wizard Master===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Huntress Master===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Funk Master===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Funk Master 1.png&lt;br /&gt;
Image:Funk Master 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Noble Courtier===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Squire Courtier===&lt;br /&gt;
The Squire is a child of indiscernible age and gender who lives and breaths for just a pat on the head and a word of approval from you for a job well done. However, Squire is, while not bumbling, not exactly competent. Squire has only a passing knowledge of the proper names of most things causing the wrong item to be brought when asked for (such as a gladius instead of a broadsword), and in a fight is very much a novice. Despite this Squire does have a bit of luck (maybe the backing of a wizard, who knows how they go about things) and manages to accomplish difficult things even if somehow still screwing something up. Squire hopes to one day be just like you (and for all you know really is you in the past, fucking wizards and their time loop bullshit). &lt;br /&gt;
Squire gives blowjobs but just wants a pat on the head. But so long as you aren&#039;t yelling at him/her, he/she is happy to bask in your noble presence. &lt;br /&gt;
&lt;br /&gt;
Squire brings along a group of androgynous footmen to (wo?)man whatever you tell them to.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Squire Courtier 6.png&lt;br /&gt;
Image:Squire Courtier 7.png&lt;br /&gt;
Image:Squire Courtier 3.jpg&lt;br /&gt;
Image:Squire Courtier 1.png&lt;br /&gt;
Image:Squire Courtier 2.png&lt;br /&gt;
Image:Squire Courtier 4.png&lt;br /&gt;
Image:Squire Courtier 5.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Friar Courtier===&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
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&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Monk Courtier===&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Generation III Rewards==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Something of an &amp;quot;achievements&amp;quot; page, by your selections in princesses you are eligible for bonuses. Many are just clothes (again, vidya-style achievements) but some are extra powers, even additional Princesses!&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Clothing===&lt;br /&gt;
These are simply anachronistic fun clothing items you earn from keeping with a certain theme or fulfilling certain requirements. The Princesses will not object to wearing them if you ask (and nothing says you can&#039;t wear them yourself if you wanted).&lt;br /&gt;
* Swimsuit: Maximize the production of semen or milk from someone to earn swimsuit outfits.&lt;br /&gt;
* Slave Gear: Make a character your slave somehow to earn sex slave costumes, and the ability to make one of them a &amp;quot;bottom bitch&amp;quot; who the others will obey (useful if granted to Zombie, which would make a Princess no matter how dominant obey you).&lt;br /&gt;
* Alt. Forms: By having four or more items or bonuses that alter your appearance, you earn an alternate form (such as &amp;quot;Warcraft Orc Princess&amp;quot;, &amp;quot;Corgi Dog Princess&amp;quot;, &amp;quot;Bee Insect Princess&amp;quot;, &amp;quot;Gold Golem Princess&amp;quot; and so on) for characters.&lt;br /&gt;
* Refresh: Give the Undead Princesses the look of their living form (or just &amp;quot;alive&amp;quot; in the case of the composite-being Zombie) by rescuing all of the Undead Princesses.&lt;br /&gt;
* Palette Swap: By rescuing two Princesses of the same general color, gain the ability to change the skin, hair, and clothing colors of characters. &lt;br /&gt;
* Maid Kit: Earn cute maid outfits by denying Dowries and Idol Worship effects.&lt;br /&gt;
* Battle Suit: Earn robot armor for the Humans, both Princess and subjects, by saving all Human characters.&lt;br /&gt;
* Bunny Outfit: Dress up characters like bunnygirls/boys by rescuing at least one character who is winking or has an eye covered on the chart.&lt;br /&gt;
* Lingerie: Earn sexy lingerie by saving all Princesses with a penis. Because let&#039;s face it, guys are the ones who subscribe to Victoria&#039;s Secret catalog.&lt;br /&gt;
* Party Dress: Sexy, form-fitting social wear earned by rescuing only Princesses that are taller than you.&lt;br /&gt;
* Frilly Garb: Cute, summery outfits earned by rescuing only Princesses shorter than you.&lt;br /&gt;
* Knight Armor: Make your brides into warrior-queens with Knight status by only taking combat-oriented characters. By unspecified technicality, this means the Princesses can then rescue Princesses on later Generations (although only you have the magic cart). &lt;br /&gt;
* White Gown: A beautiful silk dress that legitimizes the bond between you and the ONE Princess you rescue (rules-lawyering indicates you can steal Princesses from other Knights by attacking them or tricking them upon leaving the Towers and still earn this). &lt;br /&gt;
* Nun Guise: Make it a habit by worshiping four Idols or more. &lt;br /&gt;
* Idol Costume: Dress like celebrities by renouncing four or more Idols.&lt;br /&gt;
* Sweater: Acquire an ample supply of nice sweaters by saving only busty Princesses.&lt;br /&gt;
* Barmaid Duds: Make the murderhobo experience complete by acquiring four or more upgrades to your kingdom.&lt;br /&gt;
* Dom Attire: Enter the dominatrix by refusing any Max Lust Gifts or Lust Bonuses. &lt;br /&gt;
* Pasties: Earn a wide variety of pasties and band-aids by saving only small-chested Princesses.&lt;br /&gt;
* Wild Mode: Meaning is open to interpretation. &amp;quot;Unlock the real beast hiding inside your party members-&amp;quot; which could mean feral or dire forms, wild parties and sex, and so on. Earned by only rescuing the less-human characters. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Loyal Knight===&lt;br /&gt;
Earned by staying true to a single Princess and only rescuing her. Gain new armor befitting your amazing status, a cloak your new queen knitted (or somehow produced at any rate) for you, and being almost certainly the only one with this fucking amazing achievement.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
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&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===White Knight===&lt;br /&gt;
A chaste knight, regardless of rescued or married Princesses. Earn the armor, the title, and a whole new class.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
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&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dullahan Princess===&lt;br /&gt;
By taking the Heart Band and Mind&#039;s Key, the lust items earned by pleasuring both Armor and Crest Princesses, you can merge their head and body back together as an extremely powerful Undead Knight Princess. She has the properties of the two individual Princesses combined. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dullahan Princess 1.jpg&lt;br /&gt;
Image:Dullahan Princess 2.jpg&lt;br /&gt;
Image:Dullahan Princess 3.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Primeval Princess===&lt;br /&gt;
By combining Dullahan Princess with Arcane Princess and Sword Princess, this ancient ultimate princess is formed. Has all of their strengths, desires, and weaknesses.  &lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Primeval Princess 1.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dragon Queen===&lt;br /&gt;
The mother of the Dragon Princesses, the multi-headed Dragon Queen is the mysterious supreme ruler of the Grand Tower Kingdom who will personally visit you if you &amp;quot;rescue&amp;quot; Dragon Princess 1, Dragon Princess 2, and Dragon Princess 3. Originally there was nothing else to say, and there is no suggestion on how you meeting her would go, like whether she attacks your kingdom as the last boss to slay, if you woo her to become supreme king or queen of Dragons and put [[Tenchi Muyo RPG|Tenchi Masaki]] to shame in regards to spreading the love from daughter to mother, or if she&#039;s just an average mother-in-law that you REALLY don&#039;t want to make mad. She has since gotten loads and loads of backstory through the addition of Boss Dragon Knight. &lt;br /&gt;
&lt;br /&gt;
During the last Towergirls event, before your time (for most races the time of their grandparents, although Kobold Princess/Knight would equate this likely to great great great great grandparents and it is likely within the life of the Elf Princesses and Knights for example), Dragon Queen was a mere Dragon Princess kidnapped and held in one of the Towers. After the Dragon Knight of that era rescued her (bear in mind these Knights didn&#039;t have your fancy-shmancy future Cart, they had to walk 15 miles in the snow uphill both ways for a key they couldn&#039;t carry with their sword), he decided to empower his bride-to-be by using dark magic to give her (partial) control over the Towers. He then re-kidnapped all the other Princesses of his generation along with all the Knights, including the grandparents of the current Knight Princess, and sacrificed them to bring the Dragon Princess great power making her the Dragon Queen. As the years went by, she grew tired of her Knight and began sleeping with other beings, eventually putting her engagement to Dragon Knight on indefinite hold and sending him away to care for her many children until she wanted to see them again (with different children spending different amounts of time with either parent). She doesn&#039;t know who the real fathers of any of her children are, nor does she care; she has no plans on dying any time soon and thus has no need of a legitimate heir and as it&#039;s simple enough to send her offspring away when she no longer has interest in having them around she has never needed to bother with them more than she wants to. &lt;br /&gt;
For reasons unknown, when the Towers returned (either by her bidding or some unknown source) she sent her daughters to command each location where they appeared. If any Knight weds the three who took command of the Towers first, Dragon Queen will finally show more than a passing interest in their lives and will travel to see the mortal who made themself such a large portion of her family tree.&lt;br /&gt;
&lt;br /&gt;
There is a second, more recent version where Dragon Queen and Boss Dragon Knight predate not only your grandparents, but stretch all the way back to the first civilizations. The basic story remains somewhat the same, with Dragon Queen and Boss Dragon Knight having many, MANY years of causing death and destruction worldwide and finding their way into every intelligent race&#039;s myths (explaining why all peoples respect the ritual of Knights and Towers). The drifting apart happened much later, and the Princesses themselves still remain young. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dragon Queen colored.png&lt;br /&gt;
Image:Dragon Queen 1.png&lt;br /&gt;
Image:Dragon Queen 2.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Smuhg===&lt;br /&gt;
By doing nothing and saving no princesses at all, you can become the [[Chaos God]] of Laziness. Nobody likes you if you do this, because fuck you, you&#039;re a lazy piece of shit.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
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&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tower Princess===&lt;br /&gt;
By traveling through time to obtain every princess, dowry, idol, and companion your kingdom (which is fucking massive) becomes a living princess made of towers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Tower Princess 1.PNG|Way to break the game there, Sir Knight. &lt;br /&gt;
Image:Tower Princess 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Letters===&lt;br /&gt;
Angry letters, sent if you entirely skip a generation by people like the relatives of Princesses who died or were rescued by sub-par Knights, Knights who think you have acted dishonoraburry, your wives for lying and saying you were rescuing Princesses when you were really out bowling with your caveman best friend, and so on. The letters somehow grant your cart, which clearly runs on rage and failure, two extra slots in one Generation (thanks to being unspecified, even Generations you have already completed). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===More Letters===&lt;br /&gt;
Skip two whole Generations for three slots in the Generation of your choosing. You really deserve it this time, you double Smuhg. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Grand Banner===&lt;br /&gt;
By rescuing four or more Companions in Generation 3, you have created and have complete control over the Illuminati to take over the world. You may have to work every night to keep it going though. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Champ&#039;s Belt===&lt;br /&gt;
Rescue only Princesses that fit a specific theme to gain complete control over that theme, essentially becoming a god with that as your portfolio.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mystery Box===&lt;br /&gt;
Trade in any and all bonuses for a random shot at a bonus, including princesses not found on the chart!&lt;br /&gt;
Mostly just extra pictures from other project, [[Bro Quest]], that Gats had lying around, and none are actually described. It&#039;s a random grab for a blank check that has the &amp;quot;purpose&amp;quot; filled in already with something. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Mystery Box Chart Colored.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Timey-wimey Icosahedron===&lt;br /&gt;
By rejecting all Rewards, you can time-travel back to the start of your journey keeping everything you&#039;ve acquired, from Princesses to bonuses to mutations to kingdoms. You won&#039;t get another shot at Rewards, with the exception of the Tower Princess who can only be attained this way.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Rivals, bosses, and in-laws&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Yven of the Bleu===&lt;br /&gt;
A Bretonnian/French/HON-HON-HON knight who is obsessed with blue-themed princesses. &lt;br /&gt;
In vidya/tabletop rules has a 1/10 chance of showing up in your adventure as a random encounter, and a 1/4 chance of showing up once you reach a blue princess.&lt;br /&gt;
&lt;br /&gt;
Yven is swarthy, witty, and crafty. He&#039;s not necessarily better than you, but his above-average jack-of-all-trades qualities give him a chance to best you however you choose to engage him, if you choose to at all. &lt;br /&gt;
You can engage him in a conversation to use reason or charm to convince him to leave or join you, or the princess to come with you rather than him. You can wrassle him or engage him in a duel. You can try to trick him. Whatever you choose, be sure to give it your all because he&#039;s pretty good at what he does. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Yven of the Bleu 1.png&lt;br /&gt;
Image:Yven of the Bleu.png&lt;br /&gt;
Image:Yven of the Bleu 3.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Boss Dragon Knight===&lt;br /&gt;
Originally a modification to another artist&#039;s non-Towergirls piece (which will not be linked here for that reason), Boss Dragon Knight is a powerful warlord answering to Dragon Queen. &lt;br /&gt;
&lt;br /&gt;
The last time the Towers appeared, Dragon Knight (a human Knight themed with Dragon obsession) and Prince Knight (a noble and dashing hero) were among the Knights that rescued the Princesses within. Prince Knight rescued the Human Princess of that day and had a child with her while Dragon Knight rescued his era&#039;s Dragon Princess, a multi-headed Dragon with strong aspirations. Seeking to please his beloved, Dragon Knight abducted and sacrificed every Knight and Princess of his generation, including Prince Knight and the Human Princess of that time, in order to make his Dragon Princess more powerful and gain control of the Towers. &lt;br /&gt;
Dragon Princess, now Dragon Queen, refused to marry him however and in time treated him as a mere servant as the Boss of her minions while she bedded anything that struck her fancy. While it is possible the Dragon Princesses of your time are his daughters, so could almost anything else that visited Dragon Queen&#039;s chambers. There&#039;s no way of knowing if he really is their father or not (there actually is, but he refuses to accept that fact and will claim he is, or if pressed nobody will ever know, despite any evidence other than proof he really is). &lt;br /&gt;
&lt;br /&gt;
A darker version of this exists, where Dragon Queen and Boss Dragon Knight are ancient beings who came about during or before the first era of oral histories. The basic premise remains, although Dragon Queen and Boss Dragon Knight spent their immortal youth destroying entire civilizations and becoming the embodiments of tyranny and chaos to all peoples. It&#039;s thanks to them that the Tower customs exist. In this version, them falling out of love happened very recently (around the same time of the death of Princess Knight&#039;s grandfather and grandmother), with the Princesses still as young women born in this age and mature (whatever age of consent for Dragons is) in time for the Tower generations. &lt;br /&gt;
&lt;br /&gt;
Boss Dragon Knight has become a bitter, spiteful failure who resents his position as a slave to the creature he rescued in her time of need and made the ruler of a massive kingdom. Boss Dragon Knight is a powerful martial warrior, although he lacks much beyond that except some minor powers the Dowries his Dragon granted him while she was still his Princess and he was still her Knight. By rescuing Knight Princess, it is mandatory to fight and defeat him although his ultimate fate is yours and hers to decide. By marrying a of the Dragon Princesses you also encounter him, although this meeting goes the way you want it to; the Dragon Princesses have some fondness for him as he is the one who changed them, fed them, bathed them, and otherwise did all of the raising that Dragon Queen was uninterested in. He hates you bitterly for being the success he never was, while Dragon Queen judges you to decide if you are worthy of her daughters. You can kill him to take his place or to end his miserable life, you can cuckold him by seducing Dragon Queen and possibly even destroy his last tatters of pride by marrying her and becoming King of her kingdom, you can endear yourself to him by proving you are a good spouse for his(?) daughters then you can gain a powerful ally full of wisdom and even a father figure, and if you so desire you can play marriage counselor and make him and Dragon Queen reconcile and finally marry as equals. However you go about it, Boss Knight remains a boss encounter.&lt;br /&gt;
&lt;br /&gt;
===The Necromancer &amp;amp; The Skeleton King===&lt;br /&gt;
An anon on 8chan created backstories and descriptions of the various Undead kingdoms as well as others, most notably involving a powerful Necromancer named Dorian (who is almost never referred to as such). Since then the character has been referenced several times by many others, giving him Towergirls canonicity (as canon as anything really is). &lt;br /&gt;
&lt;br /&gt;
Many, MANY years ago a Necromancer raised an army of the Undead and ran amok through the High Forest Kingdom of the Humans. Undefeated and tiring of the bureaucracy and politics involved in conquest, he ordered the Zombies of his army bury themselves near the pass where he lead his fleshless minions, immune to the cold and the magic of the barbarians who called the mountain passes home, and retreated to an ancient fortress in the frozen north. Called the Frozen Church, it was once the lair of a powerful Ice Dragon Freya and lay situated far from any safe roads where comfort could be found making it all but unassailable for the living. The origin of the name may come from its cathedral appearance, the fact Freya sought godhood, and/or the massive fields of ornate graves kindly Freya dug for foolish Knights who came to slay her. Then one day, a band of Knights who came to for a fight found the structure completely empty, with its furnishings intact. &lt;br /&gt;
Fear of the Dragon&#039;s return and no promise of glory in the frozen landscape kept any others from returning until the Necromancer made it his home. Although the Humans sent armies of Paladins to assail the land and burn any dark tomes the Necromancer may have found, no army was ever able to come within sight of the Church. They returned to their kingdoms, and no word was heard from the Necromancer again and he was mostly forgotten. The Ghosts and Spirits of his army did not remain with the group and without command simply drifted away, held together by the will of a single female ghost. They settled at a Chateau near the entrance to the pass leading to the Frozen Church, forming a massive haunting Kingdom of Ghosts where the female spirit that brought them there became their Princess. &lt;br /&gt;
&lt;br /&gt;
In time the Necromancer became an Undead himself, a spiritual leader to the Undead races. Constructing a wise and powerful Skeleton named the Skeleton King to oversee military matters and a large family of Skeleton daughters the Necromancer retired to spend time with his family...and play video games/troll Humans on forums and fap to increasingly strange pornography on his [[Necroputer]]. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the Zombies left behind wound up unintentionally building their own Kingdom mostly beneath the ground and partially above after accidentally tunneling into a Human settlement. Unable to communicate with the Paladins who came to SMITECLEAVESMITE them, the more intelligent Zombies who served as Necromancer&#039;s officer corps(e) used the parts of the slain Zombies to create a Zombie Princess that could attempt diplomacy with the living.  &lt;br /&gt;
&lt;br /&gt;
Lured by the promise of freedom from the living, free-willed Undead of all kinds traveled to the lands of the Frozen Church, the Forgotten Garden, or the Underkingdom and swore fealty to the Princesses and Necromancer, constructing thousands of small fiefs and castles in the frozen landscape mimicking those of the breathers in their sunny valleys. &lt;br /&gt;
&lt;br /&gt;
Necromancer&#039;s oldest daughter, the Skeleton Princess, spent the most time with him early in his time at the Church when he hadn&#039;t finished reading the libraries yet, and when he was away she would unbeknownst to her father peruse the erotic collections and develop a great lust which lead her to ask to be the envoy through which the Undead would establish friendly relations with the Humans. After some time at the embassy with her Zombie cousin, she was kidnapped by Dragons and left in a Tower to await rescue. &lt;br /&gt;
&lt;br /&gt;
With the return of the Towers and the abduction of the three Undead Princesses, it won&#039;t be long (by immortal reckoning) before Skeleton King and Dorian act. Much like Dragon Queen and Boss Dragon Knight, the details of the encounter are left to the player to decide. Will you two bond over being perverted lunatics who crave power and watch [[Blood Bowl]] together on Thanksgiving, or will you kill him and pose above his body holding your sword in the air as his daughters hold on to your legs? &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Towergirls Necromancer.jpg&lt;br /&gt;
Image: NecromancerBoss.png&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Dark Queen===&lt;br /&gt;
One of the bosses from the fan expansion chart, she is the ruler of the &amp;quot;Stygian&amp;quot; type enemies (basically eldritch creatures and aberrations). She&#039;s an eldritch abomination sealed away long ago by some ancient hero, but has now been released from her prison and attempting to summon the god of primal chaos to end the world as we know it. The summoning ritual probably involves sacrificng several princesses, which would obviously bring her to conflict with the knight (if, you know, ending the world wasn&#039;t enough), and it&#039;s up to the knight to stop her. Whether this is by slaying her or seducing her is up to you. If the knight does manage to recruit her to his cause, he will gain the Defiler of Flesh, a magic &amp;quot;wand&amp;quot; that is based on DnD&#039;s Defiler of Flesh, with pretty much the same powers (ie. ability to mould the flesh of the target in almost any way you wish). Slaying her instead gives you a book that allows you to summon powerful abominations to fight for you.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DarkQueen.png&lt;br /&gt;
Image:Towergirls_DarkQueen2.png&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Dragon Queen&#039;s Lieutenants===&lt;br /&gt;
A more recent developement in the Towergirls universe.  Having learned from her past attempt to destroy the world of Corona, the Dragon Queen has since recruited four lieutenants to serve her.  While the actual degree of loyalty for the queen varies wildly among them, they are each immensely powerful and seem more or less content to do her bidding.&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;The Dark Sorceress&#039;&#039;&#039;- Foremost of the Dragon Queen&#039;s lieutenants, the Dark Sorceress is [in fact] one side of the personality of the legendary Human Queen. Determined to leave a lasting impression that would hang about forever, the Human Queen undertook a great pact that saw her divided into three separate beings- the Queen (her violent side, which now features on the latest version of the Human Princess&#039; chart), the Mother (her loving side) and the Mage (who is now the Dark Sorceress). While the first two personalities found life to be pleasant, the Mage found her original form&#039;s legacy to be far more impressive than anything that could&#039;ve come from her. Eventually, she came to loath humanity, culminating in a desire to extinguish her forebear&#039;s legacy by any (and, if need be, all) means necessary. She mostly concerns herself with the human races, seeking to unmake the Human Queen&#039;s legacy by turning the souls of the heirs irreversibly Undead.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;The Mad Necromancer&#039;&#039;&#039;- Next of the Dragon Queen&#039;s lieutenants, the Mad Necromancer is a spectral being of unknown origin (though rumors persist that he was the fool responsible for unleashing the dark god Pridellius, that he was the former Fairy King driven mad, or a fusion of both) who is hell-bent on finding a way to raise the dead from the fey (which, currently, is impossible!).  While his motives and past are shrouded in mystery, he is at least partly responsible for unleashing the hellish corruption called the Haunt upon the world of Corona, and even now seeks to spread it.  His goal ultimately seems to be gleaming secrets into the nature of undeath and determining a method to create fey undead.  Other than that little is known.  How mysterious.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;The Arcane Puppeteer&#039;&#039;&#039;- third of the lieutenants, and easily the closest one to the Dragon Queen (as well as her closest [and only] friend and former nanny), the Arcane Puppeteer was a guardian given to the Dragon Queen, apparently before a cataclysm that ultimately doomed the Dragons to extinction [the princess excluded]. Charged with watching over her before Dragon Queen had even hatched, the two would later work shoulder to shoulder, seeking to recreate the dragon race.  The queen&#039;s endless attempts largely ended in failure, though it did create several lesser drake species. In a fit of unbridled fury, the Dragon Queen neglected her failed creations, which came to turn against her and left her for much greener (and decidedly less painful) pastures. Somehow survived and went into dormancy when the Dragon Queen was first defeated.  The Arcane Puppeteer prefers to stick to the shadows, disrupting the kingdoms of Corona via mind control and general magic fuckery.  Given its gift in possession and subterfuge, as well as its complete loyalty to the Queen, any adventurer will be hard-pressed to humble the machine (despite its damaged appearance).&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;The Beast King&#039;&#039;&#039;- last (but certainly not least) of the lieutenants, the Beast King is the last of the Primians- less of a species, and more of a select group of &amp;quot;first beings&amp;quot;. As his kind was allowed to transcend the mortal plane the Beast King was charged with preventing the mortal races from succumbing to war&#039;s cruel tendencies and thus drowning Corona in an endless tide of bloodshed and misery. At first, his reign was an enlightened one, and the king only wished for Corona to know naught but peace. Ironically, he succeeded, but his unprecedented success would prove to be the greatest failure of all time. For a brief while, the people of Corona lived in harmony, refusing to harm each other. Alas, as the years turned to centuries, the people began to ignore the Beast King&#039;s warnings in concern to war and strife, instead opting for independence and turning their greedy eyes towards their neighbor kingdoms and slaying their opponents (real and imagined) without thought. With his &amp;quot;people&amp;quot; gone from this world, the Beast King abandoned the brittle peace that his kind had worked for, instead allowing the mortal races to slay one another- to him, they were already dead. Heartbroken by his success having turned sour, and filled with naught but spite for the kin he had amongst the firsts (who, in his eyes, abandoned him to a Sodom of endless suffering), he instead works to recreate something that, in all honesty, was never real- a &amp;quot;paradise&amp;quot; where all obeyed him. He intends to become king of ALL Corona and will do whatever it takes to make this happen. To that end, he has allied himself with the Dragon Queen, and seeks to rally the beast races back to his service and reshape the world in his own twisted image.  Alas, it is a dream that is doomed to fall apart; contrary to what he believes, the Beast King isn&#039;t quite God-King material (though his refusal to accept advising or reason has long since blinded him to that fact), and it&#039;s doubtful Dragon Queen would cede that much control over Corona.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
The Setting&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Gats canon in regards to the setting is that the Towers are ancient and no being understands them, or knows anything about them. They simply appeared and the Dragon Princesses took advantage of their location. Even beings such as Angels and Eldritch horrors have no knowledge of the Towers before they appeared, and are easily contained within their walls until their door is opened by a knight of...well, something similar to virtue at any rate.&amp;lt;br/&amp;gt;&lt;br /&gt;
Fancanon has produced three general ideas of the setting to Towergirls. &lt;br /&gt;
&lt;br /&gt;
In the [[Noblebright]] version, the kingdoms are somewhat akin to the world of the Mario Bros. in that anything other than the fact the kingdom exists and the princess&#039;s castle is within it somewhere is not consistent, and does not need to be; the kingdoms of the princesses are conveniently located near yours and any you marry will share a border with yours because the story relies on that. The island/continent (depending on princesses rescued) is shaped like a princess crown. If the plot requires there be a Tower Kingdom Gorge to jump over, there will be. If there should be a desert, there will just happen to be one. The Towers are simply ancient things, and have about as much explanation as why the Master Sword pedestal exists. &lt;br /&gt;
&lt;br /&gt;
In the neutral version, the setting is somewhat like a happy [[Ravenloft]]. There are numerous kingdoms, although the world geography is unpredictable and bound to an unknown will. If a peasant leaves your kingdom following the road, they may very well wander that road forever, finding wild berries to stay alive (if the land wills it) until they turn around and find themselves only just out of sight of the village they left from or else reaching another kingdom at random (even if they end up in the kingdom of bunny-men). Each time a princess is married and their kingdom is added to your own, a new path that was possibly always there appears leading to that kingdom which is just over the hill and within sight of your castle and nobody ever noticed before. Nomadic princesses such as Orc and, well, Nomad, result in the addition of a swathe of territory that leads to many other kingdoms and can safely be returned to by following the roads, as if you somehow always knew. By uniting all the kingdoms and forming Tower Princess (the manifested will of the plane) the knight permanently unites the world, or until their heirs and successors (if any) tear it apart again anyway. &lt;br /&gt;
&lt;br /&gt;
In the [[Grimdark]](ish) version, [[Dark Souls]] and Norse mythology is what&#039;s channeled (as well as a bit of [[Warhammer Fantasy]] [[The End Times|End Times]]). The world is at the end of its cycle, and is dying. The knights, the last great heroes in the deathrattle of the last age, are fighting the last great darkness while their gods leave for a higher plane. Upon reaching the end of their quest however they realize that they are destined to survive, and bring their new peoples (who are going to revert back to the stone age) into the new and reborn world feral. Once in the new and reborn world they ascend to become the king and queen gods with their brides and husbands and their children forming each grouping of race&#039;s pantheons. The way they rule their kingdom from the beginning of Generation I to the collapse of the old world will dictate the future of their races; will Mimics become a race of friendly Changelings? Will Orcs get more dappa? Will Dragons become even bigger polysexual nymphomaniacs than humans ever dreamed of being? Will there be a breed of men born undead from phantasmal wombs creating a race of the Fucking Dead? Will Mermaids become Werehumans? You decide, you nigh-omnipotent prevert you!&lt;br /&gt;
&lt;br /&gt;
There is another interpretation which is that Towergirls is in a multiverse; everyone&#039;s own version is canon within it. You, reading this right now, have a canon universe or canon universes in Towergirls. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Towergirls Setting 1.jpg|Then Tower Princess makes more sense. &lt;br /&gt;
Image:Towergirls Setting 2.jpg|A particularly dark version, where Dragon Queen and Boss Dragon Knight are ancient beings from the first age of recorded history, dealers of widespread death with the Princesses coming much, MUCH later.&lt;br /&gt;
Image:Towergirls Setting 3.png&lt;br /&gt;
Image:Towergirls Multiverse.jpg|Crisis On Infinite Towers.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Princesses==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
The following are fan creations, and not part of the core game that Gats made. But as Gats said, everything is canon and any of these can be included at the discretion of the player (consider them mods to the main game). &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===Merrow Princess===&lt;br /&gt;
The deep sea counterpart to Fish Princess. She&#039;s actually pretty nice once you get past the whole &amp;quot;freaky deep sea creature&amp;quot; part, and does her best to not appear creepy (though how well she&#039;s succeeding is up to your interpretation). Like many deep sea creatures, she has a highly elastic body and can swallow things several times her size, but luckily she appears to have no desire to harm you. Although she may have some trouble controlling her appetite considering she did apparently swallow your boat.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:MerrowPrincess.png&lt;br /&gt;
image:MerrowPrincess1.png&lt;br /&gt;
image:MerrowPrincess2.png|She&#039;s unfamiliar with a lot of things surface-dwellers take for granted. Like the sun.&lt;br /&gt;
image:MerrowPrincess3.png|Eh, it was a pretty crappy boat anyway.&lt;br /&gt;
image:MerrowPainting.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Night Elf Princess===&lt;br /&gt;
Part of the budding Lewd Edition Expansion of fan-princesses, alongside the Merrow Princess above. Rules a kingdom of dark-skinned elves who have, like her, totally embraced the stereotype of elves as irredeemable sluts. Essentially a near-naked dominatrix black-skinned elf with a thing for pregnancy; her turn-ons are BDSM and impregnation, and abstinence is her turn-off. She considers you her property and won&#039;t take no for an answer, comes pregnant/will always be pregnant (given how elves in some settings have ridiculously long pregnancies, she might very well be pregnant for the forseeable future), has an insatiable sexual appetite and is into really kinky shit. She was pretty much born out of the lore for [[Drow]], out of [[Dragon Magazine]], that they get pregnant as readily as orcs do, have multiple kids at a time, and find pregnancy super-orgasmic, but skipping the whole &amp;quot;the babies kill each other in the womb until only the strongest survives, something that gives mom super-intense orgasms&amp;quot; thing. Her companions are more traditional non-pregnant BDSM-mistress Drow.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:NightElf_Princess.png&lt;br /&gt;
image:NElf_Princess.png&lt;br /&gt;
image:NElf_HyperPreg.png|In case she wasn&#039;t pregnant enough.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Day Elf Princess===&lt;br /&gt;
The other elf princess from the fan-expansion chart, completing the theme naming for elf subraces (Dawn, Dusk, Day and Night). She&#039;s the High Elf equivalent, and the polar opposite of Night Elf Princess; one is chaste, romantic, dislikes premaritial sex and isn&#039;t ready have children yet, while the other is horny, slutty, dislikes abstinence and has an impregnantion fetish. She has a strong sense of duty and loyalty, and worships the god of valour. On the other hand, in typical elven fashion she&#039;s also haughty and stuck up. Worshipping her god gives your kingdom a highly trained citizen-militia (reference to Eldar and Warhammer High Elves making heavy use of such forces), while renouncing it turns your ears into your greatest erogenous zone.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:Towergirls_DayElf.png&lt;br /&gt;
image:Towergirls_DayElf_Fanart.jpg&lt;br /&gt;
image:DayElfKiss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Possum Princess===&lt;br /&gt;
[[Poppy O&#039;Possum]] makes a Towergirls appearance. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:Possum Princess 1.jpg&lt;br /&gt;
Image:Possum Princess 2.jpg|Another princess more likely to rescue the knight than the other way around. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Wyvern Princess===&lt;br /&gt;
[[Skub|Totally different from Dragon Princess, anyone who tells you otherwise is a fucking moron. Never forget that.]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Wyvern Princess.png|Wyvern&#039;s first design.&lt;br /&gt;
Image:Wyvern Princess 2.png&lt;br /&gt;
Image:WyvernSprite.png|Wyvern Princess&#039; redesigned look.&lt;br /&gt;
Image:WyvernSpriteAnimated.gif&lt;br /&gt;
Image:WyvernPrincess.png&lt;br /&gt;
Image:GatsWyvern.png|Gats&#039; Wyvern design.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bobbit Worm Princess===&lt;br /&gt;
nope&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Bobbit Worm Princess.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===P&#039;Orc Princess===&lt;br /&gt;
One of the first fan princesses. The P&#039;Orcs have been referenced repeatedly, so they at least exist. P&#039;Orc Princess is a cute pig-girl who&#039;s the last of the P&#039;Orc royal family. She&#039;s an incredibly good chef, and her two potential classes are Iron Chef (use kitchen utensils as a weapon) and Cookin&#039; Mama (Be able to create delicious meals that can feed huge numbers of people), but she won&#039;t cook meat, and despite her bacony taste, she really hates biting. Her Max Lust bonus will summon the rest of the P&#039;Orcs to your kingdom, for good or for ill.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:P&#039;Orc Princess.png&lt;br /&gt;
Image:POrc2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Scorpion Princess===&lt;br /&gt;
Her dad might be The Rock King. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Scorpion Princess.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Final Fantasy Princesses===&lt;br /&gt;
Remake due out in twenty+ years. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:FF Princesses.jpg&lt;br /&gt;
Image:FF Princess 1.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Squirrel Princess===&lt;br /&gt;
+Loves nuts. &lt;br /&gt;
&lt;br /&gt;
-Doesn&#039;t want to give them back. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Squirrel Princess.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Gargoyle Princess===&lt;br /&gt;
Any &amp;quot;Broadway&amp;quot; jokes are prohibited. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Gargoyle Princess 1.png&lt;br /&gt;
Image:GargoyleCard.png|Redesign&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flumph Princess===&lt;br /&gt;
Forgotten after Gen 3, then added to Gen 5&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Flumph Princess.jpg&lt;br /&gt;
Image:Flumpf.png&lt;br /&gt;
Image:Flumph.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Orphan Princess===&lt;br /&gt;
Poor, poor Orphan Princess...&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Towergirls Orphan Princess.jpg&lt;br /&gt;
Image:Orphans.gif&lt;br /&gt;
Image:Orphan.png|Her current design.&lt;br /&gt;
Image:Orphan1.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Kitchen Princess===&lt;br /&gt;
A spin-off to the Kobold Princess above, done apparently in response to some anon who liked fat/stuffing pics. She is basically a big-bellied brown Kobold wearing a busted pot as a crown. Kitchen Princess&#039;s stats are almost identical to her Kobold Princess counterpart, aside from the fact she has maxed Love and no Wealth.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Kitchen Princess Chart.png&lt;br /&gt;
Image:Kitchen Princess.jpg|[[Team Fortress 2|Soldier]] approved. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===[[Wakfu]] Princesses===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Cra Princess 1.png&lt;br /&gt;
Image:Enutrof Princess.png&lt;br /&gt;
Image:Sacrier Princess.jpg&lt;br /&gt;
Image:Feca Princess.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Gnoll Princess===&lt;br /&gt;
What can be said that you aren&#039;t already thinking?&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Gnoll Princess.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Goat Mom Princess===&lt;br /&gt;
She&#039;s a goat who&#039;s a mom and also a princess.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Goat Mom Princess 1.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Owlbear Princess===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Owlbear Princess Sheet.png&lt;br /&gt;
Image:Owlbear Princess 1.png&lt;br /&gt;
Image:Owlbear Princess 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Canuck Princess===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Canuck Princess.PNG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Panda Princess (Emperor&#039;s Harem)===&lt;br /&gt;
Loves cuddling and eating fruit in the snow, doesn&#039;t like unprotected sex, pregnancy, or loud sneezes.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Panda Princess.PNG&lt;br /&gt;
Image:Panda Courtier.PNG&lt;br /&gt;
Image:Panda Princess Chart.JPG&lt;br /&gt;
Image:Panda card.png|Panda Princess&#039; current design.&lt;br /&gt;
Image:FestivalPanda.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Clown Princess===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Clown Princess.PNG&lt;br /&gt;
Image:ClownPrincess2.png&lt;br /&gt;
Image:Clownredesign.png|Clown Princess&#039; initial redesign.&lt;br /&gt;
Image:ClownPrincess3.png|Clown Princess&#039; current design.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Warhammer Princesses===&lt;br /&gt;
Fair word of warning- there&#039;s a lot of these girls, and several sub-factions within (as Warhammer is want to do... and this is just the 40k stuff! ...imagine if the Fantasy Battle and Age of Sigmar versions had their own Towergirls...). *Still in progress*&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Adept Princess.png&lt;br /&gt;
Image:Towergirls Isha.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Towergirls Vidya==&lt;br /&gt;
===Towergirls: The Game===&lt;br /&gt;
[[File:Twrgrlsgame 515 build2.png|thumb|350px|right]]&lt;br /&gt;
&#039;&#039;Towergirls: The Game&#039;&#039; is currently planned to be a JRPG/Grand Strategy Game combo with Visual Novel Elements for Story Telling. As of the writing of this article the Demo Consists of several dungeons, with a separate mode for testing out the strategy and barebones kingdom building elements. Future updates will add in the grand strategy and kingdom building elements as they are coded, tested, and finished. The game plans to cover at least the first Generation&#039;s princesses as well as NPCs, Lore from Gat&#039;s personal design documents, and a variety of quests to pursue during the dungeon crawling segments. It will start with Gen I and work its way from there, distributing via free downloads.&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/1sRwyHFWWW0ZRVpbxCgX0R6mulL-Ngflt Game Download], [http://towergirls.boards.net/ Official Forum], [http://towergirlsthegame.tumblr.com/ Art/Lore Preview Blog], and [https://www.patreon.com/Towergirls?ty=h Patreon]. They also have a [https://discord.gg/w4TuMPg public Discord channel].&lt;br /&gt;
&lt;br /&gt;
Gats is currently doing new charts and distributing them through this game.&lt;br /&gt;
&lt;br /&gt;
===Towergirls: Kingdom Conquest===&lt;br /&gt;
&lt;br /&gt;
Towerfag announced work on a game about a month before Towergirls: The Game was announced (T:TG had been in secret production since shortly after the death of [[Chapter Master (game)|Chapter Master]], where as T:KC was announced and begun in thread at the same time). At one point, Towerfag tried to claim that Towergirls was public domain, and Gats was forced to contact him and sort things out, as well as start firming up the copyright and licensing. This began a period of 2 years of negotiating through a memorandum of understanding, with Gats assisting with art labor to give the game a more authentic feel. Then, in September of 2017, Towerfag claimed in the towergirls infinity-chan thread that Gats did not own the copyright, and encouraged and stated that other people could make their own for profit games using the designs and likenesses of characters designed by Gats. This forced Gats to terminate their previous agreement and DMCA his Patreon. This lead to a court case that was dismissed without prejudice for reasons of jurisdiction in January 2017, and then the reopening of the case in the district of Northern California (the home of Patreon at the time) a few months later. The case is still on going.&lt;br /&gt;
&lt;br /&gt;
Towerfag remains DMCA&#039;d, but has begun rebranding his property as Princess &amp;amp; Conquest, although the extent of the rebranding is overall low effort, with many of the princesses still very clearly looking like their Towergirls originals.&lt;br /&gt;
&lt;br /&gt;
==Groups==&lt;br /&gt;
Because afterall, it&#039;s a harem game!&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Tower Girls Group 2.png&lt;br /&gt;
Image:Dragon Princess Alien Princess.png&lt;br /&gt;
Image:Tower Girls Group.png&lt;br /&gt;
Image:Tower Girls Shy Group.png|Notice them at your own risk. &lt;br /&gt;
Image:Golem Skeleton.PNG&lt;br /&gt;
Image:Dragon Princess 1 and 2.PNG&lt;br /&gt;
Image:Dragon Sibling Rivalry.PNG&lt;br /&gt;
Image:Dragon Princesses.png&lt;br /&gt;
Image:Princess Group.JPG&lt;br /&gt;
Image:Size Chart 1.PNG|Although there is no canon sizes, there is a fancanon size chart.&lt;br /&gt;
Image:Jojos Bizarre Tower.PNG|[[JoJo&#039;s Bizarre Adventure|It was only a matter of time]].&lt;br /&gt;
Image:Fan Princesses.PNG|A random assortment of fan Princesses. &lt;br /&gt;
Image:Demon Angel Elf.png&lt;br /&gt;
Image:Skeleton Royal Slime.png&lt;br /&gt;
Image:The Tower Sirens.png&lt;br /&gt;
Image:Jiggly.png&lt;br /&gt;
Image:Party.png&lt;br /&gt;
Image:FaunXSatyr.png&lt;br /&gt;
Image:Tea time.png&lt;br /&gt;
Image:DP3 JT KS.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [https://wiki.smutosaur.us/towergirls/Main_Page The Official Wiki]&lt;br /&gt;
* [http://towergirlsthegame.tumblr.com/ The Towergirls Video Game]&lt;br /&gt;
* [http://tower-girls.booru.org/index.php?page=post&amp;amp;s=list The Tower Girls Booru]&lt;br /&gt;
* [http://www.8ch.net/twgrl/catalog.html Towergirls threads on 8chan.]&lt;br /&gt;
* [http://www.dafont.com/04b-19.font 04b_19 Download]&lt;br /&gt;
* [http://www.fontsquirrel.com/fonts/bebas-NEUE Bebas Neue Download]&lt;br /&gt;
* [[Waifu]]&lt;br /&gt;
* [[Monstergirls]]&lt;br /&gt;
[[File:Towergirls Seal.jpg|thumb|center|400px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Awesome]]&lt;br /&gt;
[[Category:Meme]]&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Dark_Eldar&amp;diff=1011633</id>
		<title>Warhammer 40,000/8th Edition Tactics/Dark Eldar</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Dark_Eldar&amp;diff=1011633"/>
		<updated>2026-05-20T15:46:58Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.161: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
Please note that this is the tactics for 8th edition Dark Eldar. Their current tactics can be found [[Warhammer 40,000/Tactics/Dark Eldar (9E)|here.]]&lt;br /&gt;
==Why Play Drukhari==&lt;br /&gt;
Drukhari are steeped in ancient and unnatural evil. They have chosen this path for themselves, and revel in their own cruelty, drawing physical sustenance from the infliction of pain. They inhabit a realm known as Commorragh, the Dark City, an impossibly vast stronghold from which they launch piratical raids across the length and breadth of the galaxy. The Drukhari live to inflict misery and death; what happens to the captives they bring back to Commorragh is best left undescribed. They are vain, devious and utterly self-serving, with no respect for any living creatures except themselves, though each individual Drukhari typically views every other member of their race with uncaring contempt.&lt;br /&gt;
&lt;br /&gt;
Because of this the Drukhari have a diabolical appeal. They are the evil kings and super-villains of the 41st Millennium, and they have all the right tools for the job. The Drukhari are very fast-moving, have lots of firepower, and boast some of the most lethal close combat units in the game. However, because they conduct their raids at lightning speed, the Drukhari lack any real heavy armor and are hence quite fragile - it takes guile and cunning to use them well. If you possess the skill, though, your Drukhari army can run rings around its opponents, leaving them shell-shocked, terrified and utterly defeated. Best of all, the models in the Drukhari range are truly jaw-dropping examples of the sculptor&#039;s craft. In just about every way, the Drukhari are an army for the true connoisseur! Consider yourself warned, playing Drukhari is Warhammer 40K on hard mode. &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
&lt;br /&gt;
* Blistering fast army with massive firepower. Infantry moves at least 7&amp;quot; and Vehicles move in excess of 14&amp;quot;.&lt;br /&gt;
* Our unique Power From Pain ability grants cumulative buffs to the army as the game progresses.&lt;br /&gt;
* Combat Drugs can now be chosen which makes them infinitely more useful. They also stack with Power From Pain buffs on most units.&lt;br /&gt;
* Gorgeous, highly detailed models that are cross compatible for conversions. It can&#039;t be overstated, this army looks really cool and stands out nicely against a sea of power armor.&lt;br /&gt;
* You can now viably take standalone Covens, Cult, or Kabal armies. The book encourages a blend of all three through some unique rules regarding detachments and warlord traits.&lt;br /&gt;
* You share the {{W40Kkeyword|AELDARI}} keyword with Craftworlders, Harlequins and Ynnari, meaning you get to cherry pick the best toys from your kin within the same list, and still remain Battle-Forged! Just remember to take separate Detachments for each {{W40Kkeyword|ASURYANI}}, {{W40Kkeyword|DRUKHARI}}, {{W40Kkeyword|HARLEQUINS}} and {{W40Kkeyword|YNNARI}} detachment if you want to keep Obsessions, and stay Battle-Forged according to the FAQ Beta Rules.&lt;br /&gt;
* Plenty of ways of getting around your baseline strength 3 for combat units.&lt;br /&gt;
* Almost everything has {{W40Kkeyword|FLY}}, or can be shoved inside something that can fly which means easy traversal of terrain and flying out of pesky melee to still open fire.&lt;br /&gt;
* Mandrakes are awesome now meaning we finally get our one great infiltration unit!&lt;br /&gt;
* Drukhari vehicles count all heavy weapons as assault weapons so you can move at full speed and fire at no penalty.&lt;br /&gt;
* The Blaster is now one of the most points effective guns in the game. It sucks you only get 1 in a Kabalite Warrior kit, but you can easily convert splinter rifles into Blasters by chopping the barrel tips off of unused Disintegrator weapons.&lt;br /&gt;
* Poisoned Weapons are a guaranteed 4+ to wound on all non-vehicles; so your rapid fire infantry will always be effective at piling on wounds.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
&lt;br /&gt;
* No native access to Psykers so we miss out on an entire turn phase. Though, there is a relic (see below) that can combat filthy Psykers, and we share the {{W40Kkeyword|AELDARI}} keyword with some of the best Psykers in the game so it&#039;s not all bad.&lt;br /&gt;
* Almost every unit in the army is extremely frail and has trouble surviving against even the humble lasgun. You must learn to carefully exploit our supreme mobility to keep your distance, stay in cover or out of enemy line of sight whenever possible. Bolt weapons will effortlessly turn your elves into a fine red mist.&lt;br /&gt;
* Almost everything in the army has {{W40Kkeyword|FLY}} and our transports all fly, so we are extremely vulnerable to enemy units with bonuses against units with the {{W40Kkeyword|FLY}} tag.&lt;br /&gt;
* Special Characters are effective, but their costs should be considered in list building. Also, the named characters are stuck with specific Kabal/Coven/Cult Obsessions and Warlord Traits.&lt;br /&gt;
* While there are no outright bad units or weapons in the army, some weapons have a very specific role or niche so they won&#039;t see much use in a &amp;quot;Take All Comers&amp;quot; list.&lt;br /&gt;
* No native Lord of War units. But you can ally with our Asuryani cousins if that&#039;s really a concern.&lt;br /&gt;
* Difficult to put Troops, Elites, and HQs in the same transport due to inconvenient passenger restrictions. HQs usually require a &amp;quot;Command Venom&amp;quot; (which any opponent with a working brain is going to focus down turn 1) as a tax unless you&#039;re fine with them on foot. &lt;br /&gt;
* As with all tournament play, the army gets pretty bland when distilled down to spamming the best Kabal and Coven units. &lt;br /&gt;
* Poisoned Weapons allow our strength 3 elves to hit above their weight and wound all non-vehicles on a guaranteed 4+, but most poisoned weapons have no AP whatsoever. Enemy units will likely get to make their full armor save and common units like Primaris Marines in cover are practically impossible to kill with splinter weapons. You will have to rely on massing lots of shots combined with lots of re-rolls to inflict damage.&lt;br /&gt;
&lt;br /&gt;
===To Ynnari or not Ynnari===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;23/07/2017 FAQ&#039;&#039;&#039;: You must have &#039;&#039;&#039;Yvraine, The Visarch&#039;&#039;&#039; or &#039;&#039;&#039;The Yncarne&#039;&#039;&#039; as your Warlord to be able to give any Aeldari units in your army the &amp;quot;Ynnari&amp;quot; keyword. Yvraine and The Yncarne are your only access to the Revenant Discipline and the same FAQ finally gave The Visarch a 4+ Invulnerable save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;17/11/2017 FAQ&#039;&#039;&#039;: In Matched Play games, Soulburst can now only trigger on your turn, and only one of each Soulburst action can be used per turn. In competitive play, this basically means you are better off taking a small Ynnari detachment abusing the hell out of the soulburst potential of any combination of the following: Shining Spears (Move, Shoot, Charge), Harlequins (Move, Shoot, Charge), Swooping Hawks (Move, Shoot), Dark Reapers (Shoot), with all your other points spent on your Drukhari.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;16/04/2018 FAQ&#039;&#039;&#039;: Ynnari detachments now must also consist of entirely Craftworld, Harlequin, or Drukhari units; you cannot take units from other Aeldari armies in the same detachment any longer. While this is pretty inconvenient, players may still take multiple Ynnari Detachments (Yvraine in one, The Visarch in another, for example) with one dedicated Drukhari force and the other with a dedicated Craftworld force.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May 2019 White Dwarf&#039;&#039;&#039;: The Ynnari received a major overhaul, getting full access to their own relics, warlord traits, stratagems, and a fully fleshed out psychic discipline, but lost access to the Craftworld, Drukhari and Harlequin equivalents. To further isolate the Ynnari detachments from their vanilla variants, they also cannot be targeted by allied vanilla psykers for buffing purposes. The final and most notable change, however, was Strength from Death being retooled to no longer grant additional actions to simply getting an army wide Always Fights First buff upon the death of a unit. This, combined with the very polarized effectiveness of the new tools the Ynnari got (the new strats/relics/traits are either pretty good or steaming hot shit. There is no inbetween) makes the overall change yet another hard nerf in the string of hard nerfs the Ynnari have been getting ever since 8th edition launched.&lt;br /&gt;
&lt;br /&gt;
With the Ynnari index more or less gutting the army overall you&#039;ll find that most of the reasons to take Ynnari no longer exist (The out of phase actions) and they&#039;ve turned into a close combat army in an [[Blood Angels| edition that tends to leans more towards shooty armies]]. This overall leaves Ynnari in a weird spot, but it&#039;s not all bad they do get to keep Power From Pain [[Derp| despite having left that behind after joining the Ynnari]] but hey, you also get their own strategems, warlord traits, and relics.&lt;br /&gt;
&lt;br /&gt;
Taking an Ynnari detachment has very few if any incentives now that it&#039;s just an army trait, and a rather lackluster one at that. While you do get to keep PFP it doesn&#039;t really help stem the overall issue the army faces that &#039;&#039;&#039;you should just play pure Drukhari instead&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Faction Keywords==&lt;br /&gt;
&lt;br /&gt;
The overall keyword is {{W40Kkeyword|DRUKHARI}}. You share the {{W40Kkeyword|AELDARI}} keyword with Craftworlders, Harlequins and Corsairs, meaning you can combine them within any detachment. In addition, the FAQ states that &amp;quot;If your army is Battle-forged, {{W40Kkeyword|YNNARI}} units can only be included in Detachments in which all units have the Ynnari keyword.&amp;quot; So you can&#039;t mix within the same detachment and stay Battle-Forged, but you can add a separate Ynnari detachment to your army in addition  to your Drukhari/Aeldari Detachment. This allows you to keep things like Power From Pain or Rising Crescendo and doesn&#039;t lock you out out of the {{W40Kkeyword|&amp;lt;COVEN&amp;gt;}} units, Mandrakes or Drahzar. Just remember that only the units actually in the Ynnari detachment can actually benefit from Strength From Death.&lt;br /&gt;
&lt;br /&gt;
In addition, you have multiple keywords to keep track of. There is {{W40Kkeyword|&amp;lt;KABAL&amp;gt;}} for all your vampire space elf pirates, {{W40Kkeyword|&amp;lt;WYCH CULT&amp;gt;}} for all your crazy gladiator ladies and {{W40Kkeyword|&amp;lt;COVEN&amp;gt;}} for your Haemonculi Coven freakish genetic experiments. Note that Incubi, Mandrakes, Scourges and all the beasts have none of these Keywords and as such do not profit from buffs for these factions, including aura and faction specific obsessions.  This split creates several complications with list building, and even in a &amp;quot;pure&amp;quot; Drukhari list featuring only {{W40Kkeyword|DRUKHARI}}, you&#039;re still going to have HQ auras that are focused more on a single unit or two rather than supporting the larger force.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;16/04/2018 FAQ&#039;&#039;&#039;: The {{W40Kkeyword|AELDARI}} and {{W40Kkeyword|YNNARI}} keywords are no longer sufficient to include units in a single detachment and remain battle-forged, per the new Battle Brothers rule. All units within any single detachment must share an additional faction keyword (Like {{W40Kkeyword|DRUKHARI}}, for instance) in order to be included. You can still absolutely bring along other {{W40Kkeyword|AELDARI}} units in their own separate detachments, just not in one giant pot of soup like before. Note that, if you do decide to take Ynnari, the way its worded,Cult and Kabal units can now share buffs in a Ynnari army.&lt;br /&gt;
&lt;br /&gt;
===Keyword Quick Reference===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Battle Role&lt;br /&gt;
!{{W40Kkeyword|&amp;lt;Kabal&amp;gt;}}&lt;br /&gt;
!{{W40Kkeyword|&amp;lt;Wych cult&amp;gt;}}&lt;br /&gt;
!{{W40Kkeyword|&amp;lt;Coven&amp;gt;}}&lt;br /&gt;
!{{W40Kkeyword|None}}&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;HQ&#039;&#039;&#039; || style=&amp;quot;text-align: center;&amp;quot; | Archon || style=&amp;quot;text-align: center;&amp;quot; | Succubus || style=&amp;quot;text-align: center;&amp;quot; | Haemonculus || style=&amp;quot;text-align: center;&amp;quot; | Drazhar&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Elites&#039;&#039;&#039; || style=&amp;quot;text-align: center;&amp;quot; | Lhamaean, Kabalite Trueborn, Medusae, Sslyth, Ur-ghul || Beastmasters, Hekatrix Bloodbrides || style=&amp;quot;text-align: center;&amp;quot; | Grotesques || style=&amp;quot;text-align: center;&amp;quot; | Incubi, Mandrakes&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Troops&#039;&#039;&#039; || style=&amp;quot;text-align: center;&amp;quot; | Kabalite Warriors || style=&amp;quot;text-align: center;&amp;quot; | Wyches || style=&amp;quot;text-align: center;&amp;quot; | Wracks ||&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Fast&#039;&#039;&#039; || || style=&amp;quot;text-align: center;&amp;quot; | Hellions, Reavers || || style=&amp;quot;text-align: center;&amp;quot; | Scourges, Clawed Fiends, Khymerae, Razorwing Flocks&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=2 | &#039;&#039;&#039;Heavy&#039;&#039;&#039; || style=&amp;quot;text-align: center;&amp;quot; | Ravager || || style=&amp;quot;text-align: center;&amp;quot; | Cronos, Talos || rowspan=2 |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Reaper (FW), Tantalus (FW)&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Dedicated Transports&#039;&#039;&#039; || colspan=3 | Raider, Venom ||&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Flyers&#039;&#039;&#039; || colspan=2 | Razorwing Jetfighter, Voidraven || colspan=2 |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
*&#039;&#039;&#039;Raiding Force&#039;&#039;&#039;: In a Battle-forged Drukhari army, you get a bonus 4 CP for taking at least 3 Patrol Detachments. The bonus rises to a whopping 8 CP if you take 6 or more Patrol Detachments instead. As an added bonus, more Detachments also means more combinations of Drukhari Obsessions to work with. &lt;br /&gt;
**One thing to keep in mind that most Events or Tournaments cap you at 3 Detachments per list. This cap is just a suggestion from GW and not an actual rule. Tournaments haven&#039;t adjusted the detachment limits and are basically ignoring the existence of this rule, which is what you should do as well.&lt;br /&gt;
**Battalion Detachments now give 5 CP, making a Double Battalion plus Patrol (for Alliance of Agony) the most optimal choice for maxing CP in a Tournament List.&lt;br /&gt;
*&#039;&#039;&#039;Power from Pain&#039;&#039;&#039;:Thanks to your army consisting of a bunch of sado-masochist freaks, you gain bonuses according to the turn number. Note that these bonuses are cumulative.&lt;br /&gt;
** &#039;&#039;&#039;Turn 1&#039;&#039;&#039;: &#039;&#039;&#039;Inured to Suffering&#039;&#039;&#039; - 6+++ Feel No Pain: Any time a model loses a wound, roll 1d6. On a 6, the wound is ignored. Adds a slight bit more survivability to everything, turns Wych Cult units into viable tarpits, and makes Coven units obscenely tough. This is great, and the fact it starts on Turn 1 AND with Instant Death being a thing of the past, your troops are actually going to be able to take this roll. Even though you have to roll for multiple damage now, Drukhari foot soldiers are gonna love this.&lt;br /&gt;
**&#039;&#039;&#039;Turn 2&#039;&#039;&#039;: &#039;&#039;&#039;Eager to Flay&#039;&#039;&#039; - You can re-roll advances and charges. Helps you get stuck in faster. Nice -- gives us back the Fleet USR we enjoyed for basically everything in the prior edition, without sacrificing our newfound Movement speed, which increased by 1&amp;quot; minimum to sometimes 4&amp;quot; on a straight move. Has become much more powerful in the Codex now that Deep Striking units can&#039;t benefit from any power or ability that grants a free move (like Word of the Phoenix from Yvraine).  Orks still charge farther than you do - use the CP re-roll strat to re-roll a single die when that would be better for optimal charging.&lt;br /&gt;
**&#039;&#039;&#039;Turn 3&#039;&#039;&#039;: &#039;&#039;&#039;Flensing Fury&#039;&#039;&#039; - +1 to hit rolls in the Fight Phase. Combined with the very high WS most Drukhari units enjoy, this should make sure most of your army hits on 2+. It&#039;s amazing for Coven units, gives your Kabal units some close combat bite, and frees up a drug choice for your Wych Cult units.&lt;br /&gt;
**&#039;&#039;&#039;Turn 4&#039;&#039;&#039;: &#039;&#039;&#039;Emboldened by Bloodshed&#039;&#039;&#039; - Immunity to Morale tests. Not too great given your fantastic Leadership scores and tendency towards MSU, but it&#039;s better than nothing. Note that this means that you will not have to spend CP on auto-passing morale tests, which is the main benefit of this bonus. With the new Codex, this is actually fairly good now - since taking full-strength (or at least ten-elf) units gives you increasing benefits, dying to morale attrition is a greater risk. Couple this with Cursed Blade&#039;s near-immunity to morale and you&#039;ll only be losing dudes to weapon-induced death.&lt;br /&gt;
**&#039;&#039;&#039;Turn 5&#039;&#039;&#039;: &#039;&#039;&#039;Mantle of Agony&#039;&#039;&#039; - You lower the Leadership of enemies close to you by 1. Helps you clear out the last few pockets of resistance. Stacks with your Phantasm Grenade launchers to help make up for your lack of native access to smite. Also forces your opponent to waste the last of their CP to auto-pass morale tests, instead of on more useful stratagems that actually threaten you. Forcing your opponent to throw away CP this late in the game is never a bad thing.&lt;br /&gt;
*&#039;&#039;&#039;Combat Drugs&#039;&#039;&#039;: A lot of your {{W40Kkeyword|&amp;lt;WYCH CULT&amp;gt;}} units have access to drugs. You can either choose which drugs you spread around your army or you can roll randomly. If you choose, you have to give out a different drug to each unit and can only take multiples once you&#039;ve allocated each drug at least once. If you roll randomly, you get what you get and that&#039;s that. However, ask yourself this: Do you really want to risk gaining something weak like &#039;&#039;Hypex&#039;&#039; on a unit in a transport or &#039;&#039;Splintermind&#039;&#039; on a lone Character?  Only roll for drugs if you really can&#039;t afford the points to take more Cult units to dump the worse drugs into until you loop back around to the good drugs.  The cheapest thing you can field (aside from MSU Wyches) is Beastmasters, which is good news, as it&#039;s highly unlikely you&#039;ll run out of Elite slots in a Cult detachment.&lt;br /&gt;
** &#039;&#039;&#039;Adrenalight:&#039;&#039;&#039; +1 Attack. Put on a big flock of Wyches or Hellions, and send them after the biggest model the opponent has. See that Wraithknight? Now you don&#039;t. (Seriously, let&#039;s not get carried away, you&#039;re wounding the WK on a 6 and it still gets a 3+ save...) &amp;lt;strike&amp;gt;But this IS the best drug for your dedicated assault units. Cult of Strife already has lots of attacks, and with this they can drown anything in dice. &amp;lt;/strike&amp;gt; (Though it may be tempting to maximize the number of attacks, they&#039;re still strength 3 for the Cult of Strike, so not, it&#039;s not the best drug and it doesn&#039;t allow you to target anything. It&#039;s a second choice when Grave Lotus is already taken). This is a very strong combination with the Cult of the Cursed Blade, which already gains a +1 Strength.  This puts them on par with the Cult of Strife (+1 Attack/+1 Strength) regardless of whether there has been a charge or intervention this turn and they keep their morale bonus, which the Cult of Strife lacks.  &lt;br /&gt;
** &#039;&#039;&#039;Grave Lotus:&#039;&#039;&#039; +1 Strength. Now that you can pick a unit to take this, you could make something absolutely terrifying out of it. Putting it on a blob of Wyches, Bloodbrides, or Hellions can make something truly nasty. Reavers always hit at S4, so consider something else for them. Second-best drug for a dedicated assault unit. The Cult of the Cursed Blade gets bumped up to S5 with this, allowing their Wyches to wound MEQs on a 3+.&lt;br /&gt;
** &#039;&#039;&#039;Hypex:&#039;&#039;&#039; +2&amp;quot; Movement. Makes Wyches and the like obscenely fast, but less useful if your strategy involves putting them in transports or using deep strike. Pairs very well with Hellions or Reavers, and with the Cult of the Red Grief&#039;s obsession mixed in, a first turn assault is very hard for an opponent to avoid. You may also consider dumping this on your Succubus - since your characters are running solo this could help them keep up with the faster units, particularly when the units roll high on an advance and the Succubus flubs.&lt;br /&gt;
** &#039;&#039;&#039;Painbringer:&#039;&#039;&#039; +1 Toughness. Could end up creating an amazing tarpit. Great on Reavers: T5, 2W bikes with 4+ save and 18&amp;quot; Move? Oh my my. Pretty nice on Wyches as well, since in close combat it makes them T4 6+/4++ with their 6+++ FNP on top of that.&lt;br /&gt;
** &#039;&#039;&#039;Serpentin:&#039;&#039;&#039; Your WS is 1 better. This will make pretty much anything affected hit on 2+. Nice. But since you get +1 to hit rolls in the fight phase on turn 3, it&#039;s not the best in the world. It does have some niche uses for Ynnari detachments (who lose Power from Pain). This is currently only useful if you think you&#039;ve got a plan to Alpha Strike and charge Turn 1 (probably by using the Cult of the Red Grief obsession), so you can get 2 turns of hitting on 2+ before PfP kicks in. Candidates for that are Reavers and Hellions, as Wyches/Bloodbrides in transports have to exit their boats at the start of the movement phase.&lt;br /&gt;
***The difference between this drug and the Turn 3 PFP is negligible. Giving it to a Succubus, who then has WS1+, means she is always hitting on 2+ since hits always fail if the die &#039;&#039;&#039;physically&#039;&#039;&#039; displays a ‘1’ and modifiers such as the Archite Glaive -1 to hit do not change the physical number on the die. [Codex: Drukhari FAQ V 1.1 confirms this is correct.]&lt;br /&gt;
** &#039;&#039;&#039;Splintermind:&#039;&#039;&#039; +2 Leadership. Good for Beastmasters in Beast Unit lists; decent on a blob of Wyches, but there are better picks, as from from Turn 4 onward your units with Power From Pain gain Fearless. Still, has its niche uses for Ynnari detachments, especially if you didn&#039;t take the Yncarne. Give this to a Succubus and stick her in a Tantalus for army-wide Leadership 10.&lt;br /&gt;
*&#039;&#039;&#039;Vanguard of the Dark City:&#039;&#039;&#039; It&#039;s Objective Secured. &lt;br /&gt;
&lt;br /&gt;
===Drukhari &amp;lt;s&amp;gt;fetishes&amp;lt;/s&amp;gt; Obsessions===&lt;br /&gt;
Your chapter tactics equivalents. Kabals, Wych Cults, and Haemonculus Covens all get their own bonuses, which are now listed in the corresponding sub-faction entries below. As usual, anyone not listed there can pick from the choices available to their corresponding faction.&lt;br /&gt;
&lt;br /&gt;
====Obsessions====&lt;br /&gt;
=====Kabal=====&lt;br /&gt;
*&#039;&#039;&#039;Black Heart - Thirst for Power&#039;&#039;&#039;: Treat the current battle round as 1 higher for your units with Power from Pain. Units without Power from Pain gain a 6+ FNP.  So Raiders, Venoms, Ravagers, Sslyth, and Ur-Ghuls. It won&#039;t get as much use as it would have for the Cults or Covens since the Power from Pain table mostly buffs melee and the Kabals are by and large a ranged force. You&#039;re mostly taking it to get access to Agents of Vect and the Relic.  &lt;br /&gt;
*&#039;&#039;&#039;Flayed Skull - Slay from the Skies&#039;&#039;&#039;: Add 3&amp;quot; to the movement value of your units that can {{W40kKeyword|Fly}} (transports and Ravagers).  Enemies do not get cover from these units, or from units embarked on them.  Re-roll hits of 1 for Rapid Fire weapons for those units.  When it comes to an obsession that makes best use of the Kabals&#039; strength, Flayed Skull is your friend. Your Kaballite filled Raiders are now faster, more accurate and more deadly all in one neat package.&lt;br /&gt;
*&#039;&#039;&#039;Poisoned Tongue - Serpent&#039;s Kiss&#039;&#039;&#039;:  Re-roll wound rolls of 1 for Poison and/or Melee, non-artifact weapons.  Not bad by itself, but with the introduction of the custom obsessions in Phoenix Rising that &#039;by itself&#039; is more noticeable. It&#039;s roughly on par with Toxin Crafters statistically, and Toxin Crafters lets you pick another obsession on top of it. &lt;br /&gt;
*&#039;&#039;&#039;Obsidian Rose - Flawless Workmanship&#039;&#039;&#039;: Range of your Assault, Rapid Fire, and Heavy weapons is increased by 6&amp;quot;, excepting Eyebursts and Artefacts. In 8th edition where range is king, never underestimate a flat 6&amp;quot; range increase on nearly all your weapons.&lt;br /&gt;
&lt;br /&gt;
======Custom======&lt;br /&gt;
Unless otherwise noted, pick any two.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dark Mirth&#039;&#039;&#039;:-1 leadership to enemy units that are within 6&amp;quot; of any unit with this obsession. The first time an enemy unit fails a Morale test, all units with this obsession gain +1 Leadership for the rest of the battle. Does not stack with itself, unlike the Haemonculus Coven obsession. &lt;br /&gt;
*&#039;&#039;&#039;Deadly Deceivers&#039;&#039;&#039;: Units with this obsession can charge after falling back. In addition, when an enemy unit ends a charge within 1&amp;quot; of a unit with this obsession, roll a die; on a 6, you deal a mortal wound. Given the low number of melee units in Kabals, this has limited use. &lt;br /&gt;
*&#039;&#039;&#039;Disdain for Lesser Beings&#039;&#039;&#039;: When a Morale test for this unit is failed, no more than one model can flee. Useful to survive units from running until you reach turn 4, after which it loses its use entirely because you&#039;re auto-passing Morale with Power from Pain.&lt;br /&gt;
*&#039;&#039;&#039;Meticulous Flayers&#039;&#039;&#039;: Units with this obsession always benefit from the eager to flay Power from Pain rule (the one that lets you re-roll Advances and Charges), even on the first turn. When resolving an attack with a melee weapon against a non-{{W40kKeyword|vehicle}} &#039;&#039;and&#039;&#039; non-{{W40kKeyword|titanic}} unit, any unmodified hit roll of 6 always hits and always wounds. Again, of limited use on the bulk of your Kabal force.&lt;br /&gt;
*&#039;&#039;&#039;Mobile Raiders&#039;&#039;&#039;: Any model with this obsession that has the {{W40kKeyword|FLY}} keyword gain +3&amp;quot; movement. You&#039;re Dark Eldar, movement is key to your army, so this is always worth considering.&lt;br /&gt;
*&#039;&#039;&#039;Soulbound&#039;&#039;&#039;: Re-roll Inured to Suffering (Feel No Pain) rolls of 1. Units without Power from Pain (raiders and venoms) gain Inured to Suffering. Giving your squishy vehicles an extra save makes this obsession very appealing, especially in combination with kaballite loaded Raiders with either Toxin Crafters or who pop close to enemy units thanks to Webway Raiders.&lt;br /&gt;
*&#039;&#039;&#039;Toxin Crafters&#039;&#039;&#039;: Any weapon with the &amp;quot;Poisoned Weapon&amp;quot; rule gains +1 damage on an &#039;&#039;unmodified&#039;&#039; 6 to wound. Artefacts of Cruelty do not benefit from this. Wonderful against those annoying Primaris, even if you still have to deal with your lack of AP.&lt;br /&gt;
*&#039;&#039;&#039;Webway Raiders&#039;&#039;&#039;: The Webway Portal stratagem can be used one additional time per battle per detachment with this obsession; all uses &#039;&#039;beyond&#039;&#039; the first one are restricted to units with this obsession.&lt;br /&gt;
&lt;br /&gt;
=====Wych Cults=====&lt;br /&gt;
*&#039;&#039;&#039;Cult of Strife - The Spectacle of Murder&#039;&#039;&#039;: Lelith&#039;s pals.  +1A in the first round of melee combat&lt;br /&gt;
*&#039;&#039;&#039;Cult of the Cursed Blade - Only the Strong will Thrive&#039;&#039;&#039;: +1 Str and only 1 model will run away when failing morale tests.  &lt;br /&gt;
*&#039;&#039;&#039;Cult of the Red Grief - The Speed of the Kill&#039;&#039;&#039;: Models can Advance and Charge, rerolling their charges.  Vroom!&lt;br /&gt;
&lt;br /&gt;
======Custom======&lt;br /&gt;
Unless otherwise noted, pick any two.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Acrobatic Display&#039;&#039;&#039;: Units within 1&amp;quot; of enemies gain a 6++ invulnerable save, or have their existing invulnerable save increased by 1 (to a max of 3++). Note that this prevents the selection of a second obsession.&lt;br /&gt;
*&#039;&#039;&#039;The Art of Pain&#039;&#039;&#039;: While a unit with this obsession and the power from pain special rule is within 1&amp;quot; of an enemy unit, they treat the current battle round as one higher.&lt;br /&gt;
*&#039;&#039;&#039;Berserk Fugue&#039;&#039;&#039;: When resolving a melee attack by a model with this obsession that charged, was charged, or made a heroic intervention, an unmodified hit roll of 6 causes 1 additional hit (which acts like +1 to hit, except that it works on WS2+ models and stacks with actual +1 to hit). Mutually exclusive with the Precise Killers obsession.&lt;br /&gt;
*&#039;&#039;&#039;Precise Killers&#039;&#039;&#039;: When resolving a melee attack by a model with this obsession, an unmodified wound roll of 6 improves the AP of the melee weapon by 1. Mutually exclusive with the Berserk Fugue obsession, and usually inferior to it, unless you&#039;re using a weapon that re-rolls wounds, like Hydra Gauntlets, &#039;&#039;and&#039;&#039; are up against good (penetratable) saves.&lt;br /&gt;
*&#039;&#039;&#039;Slashing Impact&#039;&#039;&#039;: After a model with this obsession finishes a charge move, pick one enemy {{W40kKeyword|infantry}}, {{W40kKeyword|biker}}, or {{W40kKeyword|monster}} unit within 1&amp;quot; and roll 1d6. On a 5+, they take a mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Stimulant Innovators&#039;&#039;&#039;: When the Hyperstimm Backlash stratagem targets a unit with this obsession, it costs 1 CP instead of 2.&lt;br /&gt;
*&#039;&#039;&#039;Test of Skill&#039;&#039;&#039;: Gain +1 to wound when attacking {{W40kKeyword|Monster}} and {{W40kKeyword|Vehicle}} units which contain any models with W10 or more (the characteristic, not current).&lt;br /&gt;
*&#039;&#039;&#039;Trophy Takers&#039;&#039;&#039;: When an opponent takes a morale test due to casualties caused by a melee weapon, they must roll 2d6 and discard the lowest.&lt;br /&gt;
&lt;br /&gt;
=====Haemonculus Covens=====&lt;br /&gt;
*&#039;&#039;&#039;Prophets of Flesh - Connoisseurs of Pain&#039;&#039;&#039;: Urien&#039;s cronies.  Insensible to Pain gets bumped up to 4++.  &lt;br /&gt;
*&#039;&#039;&#039;Dark Creed - Distillers of Fear&#039;&#039;&#039;: Obligatory Leadership bomb.  Enemies get -1 to their LD for every Unit of Dark Creed in 6&amp;quot;.  Capped at -3, but can stack with other leadership bomb abilities.&lt;br /&gt;
*&#039;&#039;&#039;Coven of Twelve - Butchers of Flesh&#039;&#039;&#039;: All Melee weapons get an additional -1 AP.  Doesn&#039;t apply to Artefacts.&lt;br /&gt;
&lt;br /&gt;
======Custom======&lt;br /&gt;
Unless otherwise noted, pick any two.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artists of the Flesh&#039;&#039;&#039;: Prevents you from taking a second option. -1 damage from all enemy weapons, to a minimum of 1; applies to the weapon&#039;s characteristic for the entirety of the attack, in case that comes up.&lt;br /&gt;
*&#039;&#039;&#039;Dark Harvest&#039;&#039;&#039;: After charging, select one enemy unit within 1&amp;quot; for each model in the unit that charged, and roll a die; on a 5+ the targeted unit takes a mortal wound. &lt;br /&gt;
*&#039;&#039;&#039;Dark Technomancers&#039;&#039;&#039;: When the unit shoots, you can choose to enhance any or all of their ranged weapons. Such weapons gain +1 to wound and +1 damage, but if an enhanced weapon rolls any unmodified 1s to wound (after re-rolls), the model carrying it suffers a mortal wound (note that the bearer suffers 1 mortal wound even if it rolls multiple 1s).&lt;br /&gt;
**This is &#039;&#039;absurdly&#039;&#039; good; while it has terrible synergy with an ossefactor (or the ossefactor&#039;s strictly worse cousin, the stringer pistol), its synergy with liquifier guns is &#039;&#039;incredible&#039;&#039;, and it&#039;s fundamentally good with hexrifles and just about everything you can put on a Talos, Cronos, or Venom - for a Raider, take a Disintegration Cannon over a Dark Lance, and make sure to grab the Phantasm Grenade Launcher.  &amp;lt;strike&amp;gt;Its most synergistic partner is Experimental Creations - for example, a dual splinter cannon Talos shooting a T5 &#039;&#039;vehicle&#039;&#039;, like a Land Speeder, can combine both rules to wound on 4+.&amp;lt;/strike&amp;gt;&#039;&#039;. After 26.11.19 faq, only melee weapons take the benefit from Experimental Creations&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Experimental Creations&#039;&#039;&#039;: All models gain +1S. Additionally, Poisoned Melee Weapons get +1 to wound if the target has a lower Toughness than the user.&lt;br /&gt;
*&#039;&#039;&#039;Hungry for Flesh&#039;&#039;&#039;: +1 to charge rolls.&lt;br /&gt;
*&#039;&#039;&#039;Master of Mutagens&#039;&#039;&#039;: When resolving an attack with a poison weapon against a non-{{W40kKeyword|vehicle}} &#039;&#039;and&#039;&#039; non-{{W40kKeyword|titanic}} unit, an unmodified hit roll of 6 automatically hits and automatically wounds. Does not apply to artefacts of cruelty.&lt;br /&gt;
*&#039;&#039;&#039;Mass Torturers&#039;&#039;&#039;: When the Torturer&#039;s Craft Stratagem is used, it costs 1 CP instead of 2.&lt;br /&gt;
*&#039;&#039;&#039;Obsessive Collectors&#039;&#039;&#039;: When an enemy unit is destroyed by a melee weapon wielded by a model in a unit with this obsession, you can select one model in the unit that did the deed to regain d3 lost wounds. If the unit was a unit of wracks, you can restore d3 destroyed models to the unit.&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
With 33 stratagems overall, including a mix of reprints from the Craftworld codex, Drukhari specific stratagems, and game changing faction exclusive stratagems, Drukhari are among the most command point hungry factions in the game. &lt;br /&gt;
===Universal===&lt;br /&gt;
*&#039;&#039;&#039;Alliance of Agony (1 CP)&#039;&#039;&#039;: Used before the battle. If the Warlord is an Archon, pick up to 1 Haemonculus and 1 Succubus. They get to pick a Warlord Trait. It&#039;s like having three Warlords for the price of one, and Raiding Force was already encouraging you to take detachments from multiple sub-factions. If the Haemonculus is from the Prophets of Flesh, the Diabolical Soothsayer WT will immediately let this Stratagem pay for itself.&lt;br /&gt;
**The Archon is the only one that counts for things like Slay The Warlord. Keep that in mind.&lt;br /&gt;
**&#039;&#039;&#039;16/04/2018 FAQ:&#039;&#039;&#039; This can only be used once per battle.&lt;br /&gt;
*&#039;&#039;&#039;Architects of Pain (1 CP)&#039;&#039;&#039;: Pick a unit at the start of the battle round and treat its Power From Pain as being 1 turn higher than the actual game turn for the rest of the battle round. As with Hyperstimm Backlash, this specifies battle round, not turn. That means you get potential bonuses for two fight phases and two morale phases, but you also telegraph this to your opponent. If they go first in the battle round, they will know what is coming and can try and avoid it. &lt;br /&gt;
**&amp;lt;strike&amp;gt;On turn one, combine this with webway strike to increase the chances a unit can pull off a vital charge after deep strike.&amp;lt;/strike&amp;gt; &#039;&#039;This stratagem cannot affect a unit which is not physically on the table at the start of the round.&#039;&#039;&lt;br /&gt;
**&amp;lt;strike&amp;gt;On turn two, combine this with a melee unit that is about to disembark from a transport to give them that extra edge. &amp;lt;/strike&amp;gt; &#039;&#039;This stratagem cannot affect a unit which is not physically on the table at the start of the round.&#039;&#039;&lt;br /&gt;
**The Kabal of the Black Heart can stack this with their own bonus to grant one of their units morale immunity on the second turn.  &lt;br /&gt;
*&#039;&#039;&#039;Cruel Deception (2 CP)&#039;&#039;&#039;: Used if a {{W40Kkeyword|Drukhari}} unit in your army falls back. If it does so, it may still shoot and charge this turn.&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Aethersails (1 CP)&#039;&#039;&#039;:  Use when a Raider or Ravager advances. Add 8″ to their move instead of rolling for it.&lt;br /&gt;
**when combined with the Cult of the Red Grief, this stratagem can allow a raider to pull of a first turn charge, potentially preventing a unit from shooting and setting up a Wych unit for a second turn disembark. Attempt at your own risk.&lt;br /&gt;
*&#039;&#039;&#039;Fire and Fade (1 CP)&#039;&#039;&#039;: Allows a {{W40Kkeyword|Drukhari}} unit to move up to 7″ after shooting but cannot charge that turn.&lt;br /&gt;
**While this may be a duplicate of a Craftworld stratagem, it is still an amazing tool to have access to. &amp;lt;strike&amp;gt;Use on deep striking scourges to get into cover after dropping in or on a a Talos to get an extra 7&amp;quot; move toward the enemy. (You don&#039;t have to move away from the target).&amp;lt;/strike&amp;gt; &#039;&#039;As per the FAQ, it is not possible to move after arriving from reserves, for any other reason than charging&#039;&#039;&lt;br /&gt;
**Do not use this on your Razorwing or Voidraven unless you want to suicide your own planes. &lt;br /&gt;
*&#039;&#039;&#039;Haywire Grenade (1 CP)&#039;&#039;&#039;: Used when a Drukhari model throws a plasma grenade at a Vehicle unit. Make a single hit roll, if it hits, it deals D3 mortal wounds.&lt;br /&gt;
**Useful for finishing off a badly damaged vehicle or dropping it a damage tier.&lt;br /&gt;
*&#039;&#039;&#039;Hunt From the Shadows (1 CP):&#039;&#039;&#039;use if a unit in cover is targeted by a shooting attack. Increase your cover saves by 1. Warriors in cover will go to 3+ saves while scourges will have a 2+.&lt;br /&gt;
*&#039;&#039;&#039;Lightning-Fast Reactions (2CP)&#039;&#039;&#039;: Use when a Drukhari Infantry, Vehicle, or Biker unit (except for {{W40Kkeyword|&amp;lt;Haemonculus Coven&amp;gt;}}) is targeted by a ranged or melee weapon. For the rest of the phase, subtract 1 from hit rolls made against that unit for the phase. Same as their Craftworld cousins, but no less annoying for your opponent. &lt;br /&gt;
*&#039;&#039;&#039;Onslaught (1 CP)&#039;&#039;&#039;: When an {{W40Kkeyword|Incubi}} unit fights in the Fight phase, every unmodified hit roll of 6 scores 2 hits instead of 1.&lt;br /&gt;
*&#039;&#039;&#039;Pray They Don&#039;t Take You Alive (1 CP)&#039;&#039;&#039;: If you slay the enemy Warlord in the Fight phase, &#039;&#039;the entirety of the enemy army&#039;&#039; takes a -1 to Ld for the rest of the game. Tricky to pull off, but a permanent debuff on every enemy unit makes it worth it.&lt;br /&gt;
**All three Eldar factions have units that synergise extremely well with this and it can set up some great Leadership Bombs in Soup Lists.&lt;br /&gt;
*&#039;&#039;&#039;Prizes from the Dark City (1 CP/ 3CP)&#039;&#039;&#039;: Your standard more relics stratagem.&lt;br /&gt;
*&#039;&#039;&#039;Screaming Jets (1 CP):&#039;&#039;&#039; As Webway Portal, but with a Drukhari Vehicle that can Fly instead and only one unit (1 CP to Deep Strike 1 unit, units inside a transport do not cost extra). Totally not a copy pasta of the Craftworld stratagem Cloud Strike. Honest. NOTE: You cannot use both Screaming Jets and Webway Portal in the same game; you have to choose one or the other. &lt;br /&gt;
**This has &#039;&#039;drastically&#039;&#039; better performance than Webway Portal, provided you&#039;re using it on valid targets; you can spam it (because it&#039;s not used during a phase) at 1 CP per unit, meaning 2 units cost you 2 CP, not 3, and you can keep on paying for it.  The big downside is the restriction on valid targets, of course.&lt;br /&gt;
*&#039;&#039;&#039;The Great Enemy (1 CP)&#039;&#039;&#039;:  Re-roll failed wound rolls in the fight phase for one of your units fighting a {{W40Kkeyword|Slaanesh}} unit. Also a Craftworld copy-paste, but still helps against Emperor&#039;s Children and Slaanesh Daemons.&lt;br /&gt;
*&#039;&#039;&#039;Torment Grenades (1 CP)&#039;&#039;&#039;:  Use before a model fires a Phantasm Grenade Launcher. If an enemy unit is hit, in addition to the usual effects, roll 3d6. If the result is &#039;&#039;higher than&#039;&#039; the enemy unit’s highest Leadership characteristic, it suffers 1d3 Mortal Wounds. Given how prevalent Phantasms are and that the average of 3d6 is 10.5--much higher than most units&#039; leadership--this is a fairly reliable way to plink 1d3 mortal wounds, and *almost* makes up for our lack of smite.&lt;br /&gt;
*&#039;&#039;&#039;Webway Portal (1 or 3 CP)&#039;&#039;&#039;: One use only. When deploying, you can set up either 1 (for 1 CP) or 2 (for 3 CP) Drukhari Infantry, Biker, or Beast unit(s) in the Webway, which can deep strike at any time in the game following the usual rules for deep striking.&lt;br /&gt;
** You&#039;re probably thinking &amp;quot;Why don&#039;t I just shove them in a Raider and use Screaming Jets?&amp;quot; The answer is that you can use these on 1-2 20 elf wych or kabalite blobs to protect them before they get to slashing/blasting your opponent&#039;s army off the table.&lt;br /&gt;
&lt;br /&gt;
===Kabal-Specific===&lt;br /&gt;
*&#039;&#039;&#039;Soul-Trap (1 CP)&#039;&#039;&#039;: Use when an Archon kills a character, increase the Attack, Leadership, and Strength characteristics of that Archon by 1.&lt;br /&gt;
**Not as ridiculously OP as it was in 5th Edition but melee Archons are definitely viable now and it&#039;s only 1CP to make them that much more dangerous.&lt;br /&gt;
&lt;br /&gt;
===Cult-Specific===&lt;br /&gt;
*&#039;&#039;&#039;Hyperstimm Backlash (2 CP)&#039;&#039;&#039;: At the start of the battle round, choose a unit with the Combat Drugs rule. For the rest of the round, the benefit of Combat Drugs is doubled, but at the end of the battle round, the affected unit must roll a d6 for each model in the unit- it takes a mortal wound for each 1 rolled. If used on a unit with the Stimm Addict WT or the Phial Banquet relic, all its bonuses are doubled but it will suffer D3 mortal wounds at the end of the turn.&lt;br /&gt;
**Because this specifies battle round and not turn, you can use this stratagem even if your opponent goes first. For instance, it could make your Reavers with the +1 toughness drug into T6 to guarantee they survive. In addition, you functionally get two entire turns out of the bonus. If you know a unit is going to likely be in combat for more than one fight phase, this can be of great assistance.&lt;br /&gt;
**But because it&#039;s used at the start of a battle round if you don&#039;t get the first turn you&#039;ll have to use this when your opponent&#039;s turn starts. SO be careful on how you use this.&lt;br /&gt;
*&#039;&#039;&#039;Release the Beasts (1 CP)&#039;&#039;&#039;:  Used at the start of the charge phase. Choose a Beastmaster, your Drukhari Beast units within 6″ of him can re-roll failed charge rolls for that Charge phase.&lt;br /&gt;
**Beasts don&#039;t benefit from Power from Pain or Obsessions, this patches that very nicely.&lt;br /&gt;
*&#039;&#039;&#039;Eviscerating Fly-By (1 CP)&#039;&#039;&#039;: Used when a Wych Cult unit with the &#039;&#039;&#039;Fly&#039;&#039;&#039; keyword advances. If you move over an enemy unit with this move, roll a D6 for each model in your unit, adding 1 to the result if the enemy unit you picked is Infantry. On a 6+, the enemy unit takes a Mortal Wound. Imagine this on a 20-elf squad of hellions flying over a character that thought it was safe surrounded by other units...&lt;br /&gt;
**Note that only one model has to move over the unit to trigger this.&lt;br /&gt;
&lt;br /&gt;
===Coven-Specific===&lt;br /&gt;
*&#039;&#039;&#039;Crucible of Malediction (2 CP)&#039;&#039;&#039;: One use only. In the Psychic phase, select a Haemonculus and roll a d6 for each enemy psyker unit within 12&amp;quot;. On a 4+, that unit takes D3 mortal wounds. &lt;br /&gt;
**Note that Haemonculus get this for free use via the Index anyway as a Wargear option so it&#039;s only really worth it for Urien Rakarth, but ask yourself if it&#039;s really worth 2CP and getting your Haemonculus that close to an enemy Psyker.&lt;br /&gt;
***Whether or not you can take it for free is an entertaining question. [https://i.imgur.com/llewIpz.jpg This flowchart] explicitly declares that any wargear which is Index only you can still take, and since it&#039;s not even wargear any more, that should mean you can take it.  The Drukhari FAQ is silent on the issue.  However, the Tau FAQ contradicts the flowchart dealing with an identical situation for them, declaring that their stimulant injector stratagem makes the wargear untakeable.  As it stands, RAW is definitively that you can take them, as the flowchart is GW&#039;s canonical advice, but whether or not that&#039;s RAI probably depends on whether or not the Tau rules team agrees with the Drukhari rules team.&lt;br /&gt;
*&#039;&#039;&#039;Fleshcraft (1 CP)&#039;&#039;&#039;:  Used at the end of the movement phase on a {{W40Kkeyword|Haemonculus Coven Monster}} that is within 3″ of a Haemonculus. That monster regains D3 lost wounds.&lt;br /&gt;
** Quite nice considering other stratagems like this cost 2 CP.&lt;br /&gt;
*&#039;&#039;&#039;Freakish Spectacle (1 CP)&#039;&#039;&#039;:  Used when an enemy unit fails a Morale test within 6″ of a {{W40Kkeyword|Haemonculus Coven}} unit in your army. One additional model flees from the enemy unit.&lt;br /&gt;
**Combine with the Dark Creed&#039;s obsession for maximum effect. &lt;br /&gt;
**A nice addition to the Leadership Bomb tactics Aeldari Soup are now very good at.&lt;br /&gt;
**Situational at best.  The difference between this and a straight up leadership penalty is pretty significant. A leadership penalty will affect things other than morale (such as Mind War, or the shadowseer&#039;s grenades). A leadership penalty can convert a passed morale test into a failed one. This cannot. It can only increase the loss by one model on a failed test. So you should only use it on units that have expensive models. Which tend to be small in number anyways, and would probably rout with your other leadership penalties. Always consider if you&#039;d be better off just spending your CP to make a unit hit harder or more often, or to bring a second unit into range, etc, etc. If you can use your CP to simply kill one extra model from a unit in the shooting or fight phase, you&#039;re already doing more damage than this stratagem can gain you.&lt;br /&gt;
**Minus leadership debuffs strategies can make very unlikely foes run away, for example small units of elite multi-wound infantry, like Crisis suits, Obliterators, Wraiths, Grotesques etc..something your opponent wouldn&#039;t expect to ever fail LD.&lt;br /&gt;
*&#039;&#039;&#039;The Torturer’s Craft (2 CP)&#039;&#039;&#039;:  Used before a {{W40Kkeyword|Haemonculus Coven}} unit from your army fights in the fight phase. You can re-roll failed wound rolls for that unit.&lt;br /&gt;
&lt;br /&gt;
==Tactical Objectives==&lt;br /&gt;
;11 - Take Them Alive!&lt;br /&gt;
: 1 VP if at least one enemy unit was destroyed in the Fight phase. Improved to 1d3 VP if an Infantry Character was slain. &lt;br /&gt;
;12 - Fear and Terror&lt;br /&gt;
: 1 VP if an enemy failed a morale test this turn.  &lt;br /&gt;
;13 - Death of a Thousand Cuts&lt;br /&gt;
: 1 VP if at least one model was lost from three or more different enemy units this turn.  Upped to 1d3 if you did it with at least 6 different enemy units instead.&lt;br /&gt;
;14 - Trophy Hunter&lt;br /&gt;
: The opponent nominates one objective and one of their Characters. Score 1 VP if you control the objective, slay the Character, or both.&lt;br /&gt;
;15 - There Is No Escape&lt;br /&gt;
: 1 VP if you completely destroy an enemy unit that began the turn on or within terrain.&lt;br /&gt;
;16 - Pain, In All Its Forms&lt;br /&gt;
: 1 VP if you destroyed an enemy unit in both the Shooting and Fight phases this turn. If at least two units were destroyed in each phase, score 1d3 VP instead. If at least one of these units was destroyed by a Kabal unit, one by a Wych Cult unit, and one by a Haemonculus Coven unit, score 1d3+3 VP instead. Another reason to take at least 3 detachments on top of the Raiding Force bonuses, but the base form is Take Them Alive! only harder.&lt;br /&gt;
&lt;br /&gt;
==Psychic Powers==&lt;br /&gt;
&lt;br /&gt;
Drukhari do not have native access to psychic powers but can include Ynnari or Craftworld psykers to fill the gap. That said if you have a mixed list only Executioner and Mind War will do anything for your Drukhari due to the April 2019 FAQ nerfing Runes of Fate/Battle debuffs. Oh and Smite. [[Drukhari |Just remember not to stick a Haemonculus next to a Psyker unless you like explosions (or a hilariously Drukhari way to trigger Soulburst)]]. See the [[Warhammer_40,000/Tactics/Eldar(8E)#Psychic_Powers | Craftworld Eldar Tactica]] for more information on the Psychic powers Craftworlds units have.&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
===Kabals===&lt;br /&gt;
*&#039;&#039;&#039;Hatred Eternal&#039;&#039;&#039;: Changed from Chapter Approved to reflect the Archon&#039;s new aura. Re-roll ALL failed to wound rolls for the Warlord. Drazhar has this. &lt;br /&gt;
**Deliciously sadistic if you use this on an Archon with a splinter pistol relic, since it&#039;s one of the few things that allows you to reroll with a relic. Or just a Blaster/Blast Pistol for that matter.&lt;br /&gt;
**Obviously worse on a Black Heart Archon with the Writ of the Living Muse, due to overlapping buffs. But you weren&#039;t taking this over Labyrinthine Cunning anyways.&lt;br /&gt;
**Pair this with Poisoned Tongue/Poison Weapons for lolsy 2+ rerolling to hits and wounds. &lt;br /&gt;
**Can turn an Archon with Djin Blade into an unholy character-murdering monstrosity. Add Soul Trap strategem for maximum rape.  &lt;br /&gt;
*&#039;&#039;&#039;Soul Thirst&#039;&#039;&#039;: Get +1A when charging, being charged, or performing a Heroic Intervention. Additionally, slaying a model in the Fight phase restores one wound.&lt;br /&gt;
**Remember, this heals you for &#039;&#039;every&#039;&#039; model you kill.&lt;br /&gt;
*&#039;&#039;&#039;Ancient Evil&#039;&#039;&#039;: In the morale phase, enemies within 3&amp;quot; of the Warlord must roll an extra d6 for morale checks and choose the highest one. &lt;br /&gt;
**Good on a leadership bomb army, especially combined with an allied Dark Creed detachment.&lt;br /&gt;
**Remember, the additional die happens on every roll, so if the rolling unit has a re-roll ability, the additional die still happens on the re-roll.  This is also independent of what die they roll, if they can roll 1d3 instead of 1d6.&lt;br /&gt;
**This is a compulsory effect, so beware its tendency to &#039;&#039;increase&#039;&#039; the chance of a Tau unit with Bond of Brotherhood to pass Morale tests, since they autopass on 6s.&lt;br /&gt;
&lt;br /&gt;
===Haemonculus Covens===&lt;br /&gt;
*&#039;&#039;&#039;Master Regenesist&#039;&#039;&#039;: Heal d3 lost wounds at the start of your turn.( Urien should&#039;ve had this one... He lost his regenerating ability in this edition.)&lt;br /&gt;
*&#039;&#039;&#039;Master Nemesine&#039;&#039;&#039;: In the fight phase, gain +1 on rolls to wound.&lt;br /&gt;
*&#039;&#039;&#039;Master Artisan&#039;&#039;&#039;: Friendly {{w40Kkeyword|&amp;lt;haemonculus Coven&amp;gt;}} units within 6&amp;quot; can reroll 1s on their Inured to Suffering rolls. This will allow one extra success for every 36 rolls - very underwhelming.&lt;br /&gt;
&lt;br /&gt;
===Wych Cults===&lt;br /&gt;
*&#039;&#039;&#039;Quicksilver Fighter:&#039;&#039;&#039; The user always fights first in the Fight phase, unless fighting a unit that has charged or possesses a similar rule. &lt;br /&gt;
*&#039;&#039;&#039;Stimm Addict:&#039;&#039;&#039; Can take 2 Combat Drug choices instead of one if choosing. If rolling to determine Combat Drug effects, rolling duplicates will make the effect stack.&lt;br /&gt;
*&#039;&#039;&#039;Precision Blows:&#039;&#039;&#039; Wound rolls of 6 inflict a bonus mortal wound on top of their normal damage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Armory==&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bale Blast:&#039;&#039;&#039; Exclusive to Mandrakes and damn good. 2 shots with 18&amp;quot; and AP-1 that each have a chance to deal mortal wounds in addition to the normal damage.&lt;br /&gt;
*&#039;&#039;&#039;Blast Pistol:&#039;&#039;&#039; Tiny range, massive stopping power. Since you can fire Pistols in melee now, these might actually be worth taking for a change. Upped to d6 damage, making it kind of like an Inferno Pistol without the melta effect but with better availability and just as hilarious when you vapourize your opponent&#039;s special snowflake character with a single shot.&lt;br /&gt;
*&#039;&#039;&#039;Blaster:&#039;&#039;&#039; Same profile of the pistol but Assault and with three times the range. The S8 AP-4 combination will plow through most tanks and D6 damage for every wound will add up fast. It&#039;s a shame they don&#039;t have the same &amp;quot;roll 2d6 pick highest&amp;quot; rule as their Imperial cousins, but they&#039;re cheap, have better range than a meltagun, and  and they&#039;re much more easily spammed in most lists. The 18&amp;quot; range, 24&amp;quot; if Obsidian Rose means that it&#039;s also generally difficult to charge the unit with the Blaster for all but the fastest of units. Generally will be your Workhorse as far as Special Weapon options go.&lt;br /&gt;
*&#039;&#039;&#039;Dark Lance:&#039;&#039;&#039; The good shit. Same as above but Heavy and twice the range. Also interesting is that it becomes an Assault weapon when mounted on a vehicle, most likely so you don&#039;t have to compromise their accuracy when mounting them on paper boats. Infantry that use them still class them as Heavy though, so keep that in mind if taking one for a squad in a Raider. Like the more portable Blaster, this will be your Workhorse Heavy Weapon for your Kabalite units and generally your default choice.&lt;br /&gt;
*&#039;&#039;&#039;Dark Scythe:&#039;&#039;&#039; D3 index blaster shots (that is to say D3 damage). Pretty useful for sniping characters or taking out heavy infantry, but overshadowed by the buff blasters got. Voidraven exclusive.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Grenade:&#039;&#039;&#039; Frag grenades with S4 and AP-1. Fun when softening infantry up before a charge, but little else. The AP means they will do more damage than a Splinter Weapon if something is close enough. Remember to toss one out for Overwatch if your opponent is charging from 6&amp;quot; away. For 1 CP you can make it do an instant d3 Mortal wounds against vehicles, so don&#039;t forget to toss one at a vehicle foolish enough to come close to your units.&lt;br /&gt;
*&#039;&#039;&#039;Disintegrator Cannon:&#039;&#039;&#039; Half the price it was in the Index now, 15pts. &amp;lt;strike&amp;gt;A DC Ravager is cheaper than the DL ver. by 15pt!! &amp;lt;/strike&amp;gt; As of CA 2019, Ravagers cost the same no matter the loadout (140pts). A frankly terrifying statline of Assault 3, S5, AP -3, Damage 2, so it has lower base than the Dark Lance but with a high enough rate of fire that it&#039;s still decently effective against light vehicles while also scaring the living hell out of all kinds of infantry. The only downside is that you are usually trading away a Dark Lance to take one so make absolutely sure that you have enough Anti-Vehicle weapons before taking one as nothing is more expensive than regret. A Dark Lance will score 1.55 Wounds against T7, 4+ vs 1.33 per Dissie so Dissies can still do work against Tanks from the sheer volume of fire.&lt;br /&gt;
*&#039;&#039;&#039;Eyeburst:&#039;&#039;&#039; Oddly not a Flamer anymore, the Eyeburst of the Medusae has 4 shots S4 with AP-2. Burns through armour well enough, but keep an Archon close for those rerolls to Hit because this thing does NOT hit automatically.&lt;br /&gt;
*&#039;&#039;&#039;Haywire Blaster:&#039;&#039;&#039; This was once the most reliable anti-tank gun in the game, and has spent some time on the shelf, gathering dust. The Codex has buffed it to Assault d3, with it still Automatically inflicting a Mortal Wound on a 4+, and d6 Mortal Wounds on a 6+ regardless of if the shot actually caused any wounds. Each hit giving a 50% chance of stripping a Mortal Wound isn&#039;t quite the electromagnetic rape the gun dished out in 7th Edition, but it is a very cheap and reliable weapon at tossing out Mortal Wounds. It has an excellent niche in countering things like Quantum Shielding or Serpent Shields as Mortal Wounds are always dealt one at a time.&lt;br /&gt;
*&#039;&#039;&#039;Heat Lance:&#039;&#039;&#039; Strength of &amp;quot;only&amp;quot; 6, but with a massive AP-5 and usual Melta rules of &amp;quot;at half range, roll 2D6 and pick the highest for damage&amp;quot;.  Codex reduced the price to 12 POINTS - Rejoice Dark Brethren! Great for sniping out T3 characters with Scourges, Reavers and Talos (with the relevant Stratagem).&lt;br /&gt;
*&#039;&#039;&#039;Hexrifle:&#039;&#039;&#039; A bog-standard Sniper Rifle now. Can shoot at characters and has a tiny chance of inflicting a mortal wound in addition to normal damage. The fact that both the Acothyst and the Haemonculus want to get stuck in melee and not stand back and fire Heavy weapons further hurts it.&lt;br /&gt;
*&#039;&#039;&#039;Liquifier Gun:&#039;&#039;&#039; D6 auto-hits with AP-D3. Nice. Even the worst roll for the AP still screws with armour and that 33% chance of turning power armour into a 6+ save is fantastic. Shame about the strength of 3. &lt;br /&gt;
**&#039;&#039;&#039;Twin Liquifier Gun:&#039;&#039;&#039; Shockingly, this is the same as above but with 2D6 shots.&lt;br /&gt;
*&#039;&#039;&#039;Ossefactor:&#039;&#039;&#039; A single shot with AP-3 that always wounds on 2+ (or 6+ if shooting at a vehicle) is already great at sniping the odd wound off the opponent but the chance to toss in a mortal wound as a chaser if the first shot kills something makes it even better.&lt;br /&gt;
*&#039;&#039;&#039;Phantasm Grenade Launcher:&#039;&#039;&#039; D3 shots at a piss-poor Strength of 1, but it&#039;s not meant to kill things (although it totally can). It simply lowers enemy Leadership if they&#039;re hit by it. Stupidly cheap at 3 points a pop, and it can be taken by Sybarites, Hekatrices, Dracons, Syrens, Archons, Raiders, and Ravagers. Best on the Archon, as with his BS of 2+, he is pretty likely to hit something with it. Could also potentially force your opponent into burning CP on morale tests as well. [[Troll| There is nothing more hilarious than an S1 weapon killing a model in a squad of 3 Leadership 7 models and your opponent then rolling a 6 with 0CP...]]&lt;br /&gt;
*&#039;&#039;&#039;Pulse Disintegrator:&#039;&#039;&#039; Found only on the Tantalus. Assault 6 S8 AP-3 D2. A Dark Angels player&#039;s wet dream, this thing is essentially an overcharged Plasma Cannon, but with a cooling system that actually works and the rate of fire of an Assault Cannon... Oh, and the Tantalus comes with two of them. [[Awesome |You couldn&#039;t catch a bus back to &#039;overkill&#039;.]]&lt;br /&gt;
*&#039;&#039;&#039;Razorwing Missiles:&#039;&#039;&#039; The Jetfighter is equipped with all types of missiles by default, which is awesome. Even more awesome is the fact that they don&#039;t go away after being fired once. Rather, you choose one type of missiles in a shooting phase and use their profile.&lt;br /&gt;
**&#039;&#039;&#039;Monoscythe Missile:&#039;&#039;&#039; Strength 6 and no AP value but Damage 2. Force &#039;em armour saves, the enemy will hurt when they fail them. Better than shatterfield against multi-wound models with lower toughness and lower saves (break even at T5, 4+, 2W, for example)&lt;br /&gt;
**&#039;&#039;&#039;Necrotoxin Missile:&#039;&#039;&#039; &#039;&#039;&#039;3D3&#039;&#039;&#039; shots (averaging out to the Pre-Nerf number of shots it had in the Index) that wound non-Vehicles on a 2+. You are looking at an average of 3 Wounds per missile against non-Vehicle units, 4 if you use the Flayed Skull Stratagem on non-Vehicle units with Fly. Solid choice.&lt;br /&gt;
**&#039;&#039;&#039;Shatterfield Missile:&#039;&#039;&#039; S7, AP-1, re-rolling to wound. Edges out the Razorwing missiles against most vehicles, and all 1 wound models.&lt;br /&gt;
*&#039;&#039;&#039;Shredder:&#039;&#039;&#039; Finally buffed in the Codex to Assault D6, S6 AP-1, Re-Rolling Wounds against Infantry putting them slightly ahead of Splinter Cannons for your dedicated Anti-Infantry option. Shredders are cheap and chew through GEQs, hurt MEQs and can even threaten light Vehicles. The shredder&#039;s range synergizes well with Splinter Rifles since it means you&#039;re also in  12&amp;quot; Rapid Fire range. However, this means your unit is extremely vulnerable, because being within 12&amp;quot; of the enemy is usually a death sentence to Kabalite Warriors. Obsidian Rose&#039;s Obsession alleviates this somewhat, as does putting them on Scourges to hit and run with Fire and Fade. All told it is a good gun now; a clear upgrade to a Splinter Rifle or Shardcarbine, but it competes with the Blaster for your Special Weapon slots.&lt;br /&gt;
*&#039;&#039;&#039;Splinter Weaponry:&#039;&#039;&#039; All of the following weapons do not have a Strength score. Instead, they always wound non-vehicles on 4+, and vehicles on 6+, so if you&#039;re desperate, you can still unleash a torrent of poisoned shots at that Land Raider and hope something sticks.  Since they don&#039;t have a Strength score, they inherently ignore abilities that trigger on strength values, like the Krieg abilities that make some of their models more resistant to attacks of Strength 4 or less.&lt;br /&gt;
**&#039;&#039;&#039;Splinter Pistol:&#039;&#039;&#039; Pistol with 1 shot and 12&amp;quot; range. Don&#039;t forget to use it in melee.&lt;br /&gt;
**&#039;&#039;&#039;Splinter Rifle:&#039;&#039;&#039; Rapid Fire 1 with 24&amp;quot; range. Stock on Warriors and Trueborn. You know it. You love it.&lt;br /&gt;
**&#039;&#039;&#039;Twin Splinter Rifle:&#039;&#039;&#039; Shockingly twice the above at Rapid Fire 2.&lt;br /&gt;
**&#039;&#039;&#039;Splinter Pods:&#039;&#039;&#039; Assault 2 18&amp;quot; range so your Hellions can shoot something.&lt;br /&gt;
**&#039;&#039;&#039;Shardcarbine:&#039;&#039;&#039; Assault 3 as a stock gun for Scourges and Sslyth.&lt;br /&gt;
**&#039;&#039;&#039;Splinter Cannon:&#039;&#039;&#039; The big&#039;un. 36&amp;quot;, Rapid Fire 3. This is technically a nerf since you only get your 6 shots at half range now. On the upside, your Infantry can now move and still fire 6 shots. Synergises pretty well with Blasters actually as if you can shoot the Blaster in the unit, the Splinter Cannon on the Venom/Unit the unit can Rapid Fire that target as well.&lt;br /&gt;
*&#039;&#039;&#039;Spirit Syphon:&#039;&#039;&#039; D6 auto-hits with nice AP and a chance of doing extra damage. Only S3 though so keep that in mind.&lt;br /&gt;
*&#039;&#039;&#039;Spirit Vortex:&#039;&#039;&#039; Exchanges the auto-hitting of the Spirit Syphon for 10 more inches of range. Still only S3 so keep that in mind.&lt;br /&gt;
*&#039;&#039;&#039;Stinger Pistol:&#039;&#039;&#039; Buffed up Splinter Pistol wounding non-{{W40Kkeyword|VEHICLE}}s on a 2+, and {{W40Kkeyword|VEHICLE}}s on a 6+. [[Awesome |It also only costs 5 points!]]&lt;br /&gt;
*&#039;&#039;&#039;Stinger Pod:&#039;&#039;&#039; 2D6 S5 shots. Would be far better if the Talos had a better BS. Like the Shredder, it&#039;s useful in those situations where the Strength score on your gun matters (which is a lot actually). Now the cheapest option for your Talos, much more reasonably priced at 15pts.&lt;br /&gt;
*&#039;&#039;&#039;Void Lance:&#039;&#039;&#039; Lascannon with AP-4 but less range. Given you get two stock on a Voidraven, the range doesn&#039;t matter. Voidraven exclusive.&lt;br /&gt;
*&#039;&#039;&#039;Voidraven Missiles:&#039;&#039;&#039; You can equip the bomber with missiles for 10 points; they don&#039;t go away after using them once anymore. Simply choose one type per shooting phase and fire away.&lt;br /&gt;
**&#039;&#039;&#039;Implosion Missile:&#039;&#039;&#039; Exclusive to Voidraven, D3 shots at S6 and AP-3. &lt;br /&gt;
**&#039;&#039;&#039;Shatterfield Missile:&#039;&#039;&#039; Same as the Razorwing&#039;s. Strong, but you better roll well with that D6.&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Agoniser:&#039;&#039;&#039; Wounds everything but vehicles on 4+, wounds Vehicles on a 6+ and has AP-2. Good stuff. Better for the Archon than a Huskblade against single wound models with T5. Only costs 4 points. Go HB if you plan on pretty much anything else. Pretty nice for your Hekatrices, though.&lt;br /&gt;
*&#039;&#039;&#039;Archite Glaive:&#039;&#039;&#039; S+2, AP-3. Sounds like a dream right? Nope, you also take a -1 penalty to your Hit rolls and only have Damage 1 for your troubles. That said, your Succubus has a WS of 2+ anyway so don&#039;t worry about the penalty too much, and she can functionally ignore the penalty entirely if you give her &#039;&#039;Serpentin&#039;&#039; or from Turn 3 onwards with PFP.&lt;br /&gt;
*&#039;&#039;&#039;Beastmaster&#039;s Scourge:&#039;&#039;&#039; Normal weapon with an additional point of Strength. Better than nothing.&lt;br /&gt;
*&#039;&#039;&#039;Bladevanes:&#039;&#039;&#039; These come stock on your transports and Reavers, for a little extra melee clout. S 4, AP-1. &lt;br /&gt;
*&#039;&#039;&#039;Chain-Flails:&#039;&#039;&#039; Rerolls To Wound and make 2 hit rolls for each attack allocated to this weapon. Nice if you want your Talos to do horde duty&lt;br /&gt;
*&#039;&#039;&#039;Claws and Talons:&#039;&#039;&#039; Standard close combat weapon with no bonuses on Ur-Ghuls. They do make 2 bonus attacks on the charge, though.&lt;br /&gt;
*&#039;&#039;&#039;Demi-Klaives:&#039;&#039;&#039; You can choose between either S+1 and AP-3 or AP-2 and two additional attacks. With the way Wounding works now, use the dual blade profile for the T8 or higher enemies.&lt;br /&gt;
*&#039;&#039;&#039;Electrocorrosive Whip:&#039;&#039;&#039; An Agoniser but with damage 2. This, right here, turns Haemonculi from weak and helpless into fantastic character killers. Also should be your default choice for Acothysts if your meta includes a lot of Primaris Marines, Stealth Suits, Tyranid medium bugs or the like.&lt;br /&gt;
*&#039;&#039;&#039;Flesh Gauntlet:&#039;&#039;&#039; Come stock on Grotesques but Haemonculi like them, too. S:User in the codex, Wound-rolls of 6+ also deal a mortal wound. No AP but you have your cleavers for that. Instead you use this against units with high Invul saves like Daemons and Crusaders. A Dark Creed Haemonculus with the relic pistol and Master Nemesine can use this to be a credible buster of characters, however.&lt;br /&gt;
*&#039;&#039;&#039;Glimmersteel Blades:&#039;&#039;&#039; Mandrake CCWs with AP-1. A small but welcome change from previous editions.&lt;br /&gt;
*&#039;&#039;&#039;Haemonculus Tools:&#039;&#039;&#039; The quintessential poisoned weapons from which all others here are offshoots. Wounds on 4+ (6+ if you target a &#039;&#039;&#039;VEHICLE&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;Hekatarii Blade:&#039;&#039;&#039; Grant an additional attack. Makes your Wyches and Bloodbrides scary.&lt;br /&gt;
*&#039;&#039;&#039;Hellglaive:&#039;&#039;&#039; S+1 and Damage 2. Oh dear lord, send those Hellions at multi-wound models and watch the opponent devote all his shooting to killing them (which they will).&lt;br /&gt;
*&#039;&#039;&#039;Huskblade:&#039;&#039;&#039; Strength +1, AP-2 and D3 Damage, rejoice! Huskblades are good again! makes your Archon great for murdering characters and swarms with all of the Multi-Wound damage they can do, especially with a Blast Pistol. The usual go-to for an Archon unless you&#039;re penny-pinching.&lt;br /&gt;
*&#039;&#039;&#039;Hydra Gauntlets:&#039;&#039;&#039; AP-1, an additional attack AND it lets you reroll To Wound. Take as many on your Wyches as you can.&lt;br /&gt;
*&#039;&#039;&#039;Ichor Injector:&#039;&#039;&#039; Only one attack can be made with this weapon. Strength User (so either 6 for the Talos or 3 for Urien) and rerolls To Wound. If you roll a 6+ To Wound, you deal D3 mortal wounds in addition to the normal damage, which can potentially kill 4 models in one strike but don&#039;t bet on that happening with only one attack.&lt;br /&gt;
** You can take this in addition to your other melee weapon in the codex and it gained AP-1 but it&#039;s still not worthwile&lt;br /&gt;
*** If taken on a Master Nemesine haemonculus it deals the mortal wounds on a 5+, coupled with the wound rerolls around half of all attacks with this weapon will deal mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Impaler:&#039;&#039;&#039; AP-1 and Damage 2. For when your Wyches need to deal with two-wound enemies like Primaris Marines.&lt;br /&gt;
*&#039;&#039;&#039;Klaive:&#039;&#039;&#039; Strength +1, AP-3. The basic tool for your Incubi.&lt;br /&gt;
*&#039;&#039;&#039;Macro-Scalpel:&#039;&#039;&#039; AP-1 and Damage 2. Also, if you have 2, you make one additional attack with it. Cheap and effective. Come stock on the Talos and still a decent weapon.&lt;br /&gt;
*&#039;&#039;&#039;Mindphase Gauntlet:&#039;&#039;&#039; Bog-standard weapon, except with Damage 2. Since damage doesn&#039;t spread between models, this is worthless against 1 Wound models and with Strength: User and no AP it won&#039;t help much against anything else, either. TL;DR: stinks on ice.&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Cleaver:&#039;&#039;&#039; Stock on Grotesques and damn good. AP-2 and lets you make an additional attack with it. Use it to kill GEQs and MEQs in the droves. &lt;br /&gt;
*&#039;&#039;&#039;Power Lance:&#039;&#039;&#039; Basically the same as a Power Maul now. S+2, AP-1. Nice, but kinda wasted on the Solarite.&lt;br /&gt;
*&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; S:User, AP-3 can opener. Shame about your awful Strength stats. Everyone who can take one can take an Agonizer instead, and for the same price. Do that.&lt;br /&gt;
*&#039;&#039;&#039;Razorflails:&#039;&#039;&#039; Similar to Hydra Gauntlets, AP-1, +D3 attacks, re-rolls to hit for Wyches; use these if you want to chew through GEQs or deep strike a big 20 elf unit. Still kinda the booby prize among Wych weapons, but much better than previously.&lt;br /&gt;
*&#039;&#039;&#039;Scissorhand:&#039;&#039;&#039; Haemonculus Tools with AP-1 and an additional attack. Decent on an Acothyst if you don&#039;t want to give them an Electrocorrosive Whip (for example, if you&#039;re Coven of Twelve), but your Haemies should stick with the whip.&lt;br /&gt;
*&#039;&#039;&#039;Shaimeshi Blade:&#039;&#039;&#039; Haemonculus Tools adds 2 to Wound, on a 6+ it deals a mortal wound in addition to its normal damage (Note: with the +2 to wound this means a roll of 4+ turns into a Mortal Wound). Exclusive to Lhamaeans. Use this on a Poisoned Tongue Kabal and you will put a dent on &#039;&#039;anything&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shardnet and Impaler:&#039;&#039;&#039; Impaler statline, plus an extra attack. Also forces your opponent to roll-off with only a d3 when trying to fall-back. Need to hold someone&#039;s bubblewrap in place? Well, you just found the perfect option. Two damage also improves your odds against Stealth Suits, Primaris Marines and their ilk.&lt;br /&gt;
*&#039;&#039;&#039;Spirit-Leech Tentacles:&#039;&#039;&#039; S:User, AP-1, 1 DMG that does D3 damage on a wound roll of 6+. Available to the Cronos.&lt;br /&gt;
*&#039;&#039;&#039;Sslyth Battle-Blade:&#039;&#039;&#039; AP-1, just in case a Sslyth&#039;s melee didn&#039;t look intimidating enough already.&lt;br /&gt;
*&#039;&#039;&#039;Stunclaw:&#039;&#039;&#039; Like the Hellglaive, it is S+1, but only does one damage. However, 6+ to wound with this weapon does a mortal wound in addition to other damage. Keep your Hellglaive.&lt;br /&gt;
*&#039;&#039;&#039;Venom Blade:&#039;&#039;&#039; Haemonculus Tools that wound on 2+. Exclusive to the Covens, Archons, and Solarites. Pretty cheap.&lt;br /&gt;
**Try this on a Poisoned Tongue Archon. 2+ to hit and 2+ to wound with re-rolls for both are nice. No AP, but they&#039;ll all hit and wound (due to the Archon&#039;s aura and Poisoned Tongue obsession)&lt;br /&gt;
&lt;br /&gt;
===Vehicle Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Chain-Snares:&#039;&#039;&#039; When attacking with blade-vanes, re-roll hit rolls of 1. &lt;br /&gt;
*&#039;&#039;&#039;Dire Scythe Blade:&#039;&#039;&#039; Because your warlord just has to have the biggest blades on their floating death catamaran. Unique to the Tantalus and similar in form to the Shock Prow and Sharpened Prow Blade, but isn&#039;t limited to just one attack and hits at S8 AP-2. Useful to finish off anything that you didn&#039;t quite manage to completely annihilate with the Pulse Disintegrators.&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Aethersails:&#039;&#039;&#039; Tantalus exclusive. Instead of rolling a die, Tantalus simply doubles its movement value when it Advances. [[Awesome|A movement value of 16&amp;quot;]], by the way.&lt;br /&gt;
*&#039;&#039;&#039;Flickerfield:&#039;&#039;&#039; Venom exclusive. Your opponent must subtract 1 from all hit rolls that target the vehicle in the shooting phase.&lt;br /&gt;
*&#039;&#039;&#039;Night Shield:&#039;&#039;&#039; All Drukhari Vehicles are equipped with these, which grant them a 5++ invulnerable save against all ranged weapons. Jink is gone, but there&#039;s that to compensate.&lt;br /&gt;
*&#039;&#039;&#039;Sharpened Prow Blade:&#039;&#039;&#039; The Reaper&#039;s scythe, works the same as the Shock Prow below but at Damage 2. Make sure to paint some blood on it.&lt;br /&gt;
*&#039;&#039;&#039;Shock Prow:&#039;&#039;&#039; Lets you make one attack at S User AP-1 and becomes D1d3 on the charge. It&#039;s only 1 point, so knock yourself out. Available to Raiders and Ravagers.&lt;br /&gt;
*&#039;&#039;&#039;Splinter Rack:&#039;&#039;&#039; Raiders only. Gives embarked splinter pistols and rifles exploding 6s: any 6+ to hit causes two hits instead of one. Outstanding on Raiders carrying Kabalite Warriors, questionable for Wyches, unhelpful for Wracks.&lt;br /&gt;
** Great on a Flayed Skull or Poisoned Tongue detachment, since you get to re-roll 1s while on your murder boat.&lt;br /&gt;
*&#039;&#039;&#039;Grisly Trophies:&#039;&#039;&#039; For every model that flees within 6&amp;quot; of a unit with this, roll 1d6. On a 6, an additional model flees.&lt;br /&gt;
**2 points, so always a good idea in a Dark Creed detachment.&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
*&#039;&#039;&#039;Animus Vitae&#039;&#039;&#039;: One use only. 6&amp;quot; grenade that deals d3 mortal wounds if it hits. If it kills a model, anyone within 6&amp;quot; of the bearer counts their Power from Pain bonus as 1 round higher for the remainder of the turn, which stacks with similar effects (e.g. Kabal of the Black Heart&#039;s Obsession).&lt;br /&gt;
**Don&#039;t force yourself to get into a situation to take advantage of that second effect. You have d3 mortal wounds in any one shooting phase, and if you get a bonus in the following fight phase that&#039;s just icing on the cake.&lt;br /&gt;
*&#039;&#039;&#039;Djin Blade&#039;&#039;&#039;: Replaces a Huskblade, making it Archon only. Gains an extra AP, and you can make 2 extra attacks with this weapon. However, after combat roll a D6, on a 1 suffer a mortal wound.&lt;br /&gt;
**Mortal wounds can&#039;t burn out your Shadowfield, because you don&#039;t get to use it in the first place...&lt;br /&gt;
**Also, Sslyth can 2+ absorb wounds from the blade just fine.&lt;br /&gt;
** Great on a beatstick Archon, shame about it occasionally eating their souls.&lt;br /&gt;
** Give it to an Archon with Soul Thirst to heal that mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Helm of Spite&#039;&#039;&#039;: Auto-include for next time you&#039;re fighting Thousand Sons or the like. Allows you to attempt to deny like a psyker. If successful, the enemy psyker suffers a perils automatically. Nice.&lt;br /&gt;
*&#039;&#039;&#039;Nightmare doll&#039;&#039;&#039;: Haemonculus only. Improves FnP to 4+++.&lt;br /&gt;
**A Prophets of Flesh with this and Master Regenesist can just laugh off almost any attempt to kill it.&lt;br /&gt;
*&#039;&#039;&#039;Parasite&#039;s Kiss&#039;&#039;&#039;: Replaces a splinter pistol; is an upgraded stinger pistol - +2 to wound rolls against non-{{W40Kkeyword|vehicle}}s (i.e. 2+ usually, 4+ against just {{W40Kkeyword|titanic}}). +1ROF, -2AP, +1D, and when it kills an enemy model, the bearer gains a wound back.&lt;br /&gt;
*&#039;&#039;&#039;Triptych Whip&#039;&#039;&#039;: Succubus only. An agoniser with +3 attacks. &lt;br /&gt;
**Give it to a Blood Dancer for some poisonous fun.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===HQ===&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Characters in Transports are kind of a pain due to capacity being 5, 10, or 16, while many other armies have an odd number for their transports so you can fit in a character. Because only Yvraine and The Visarch (and technically The Yncarne but yeah...) ignore keyword rules with transports, you have to either buy a Venom just for the character (inefficient use of points), put multiple characters into a Venom (puts so many eggs into one basket it will draw fire from the Empire vs Dwarfs game from the nearby Warhammer Age of Sigmar table) or put them with a 9-Elf unit in a Raider (gimps a unit, but is the most viable option). Just keep this in mind if you are taking multiple HQ units.&lt;br /&gt;
====Kabals====&lt;br /&gt;
*&#039;&#039;&#039;Archon:&#039;&#039;&#039; The very customizable leader for your {{WH40Kkeyword|&amp;lt;kabal&amp;gt;}} army. Has the standard re-roll 1s to hit aura. He comes stock with a Huskblade, which you can switch out for an Agoniser, Power Sword, or Venom Blade, and a Splinter Pistol, which you can swap out for a Blast Pistol, or, using the Index, a Blaster.  Can also take a Phantasm Grenade Launcher, again using the Index.  No reason not to splurge, really, since all his upgrades are useful. The Blaster will do work if you plan on keeping your Archons in their Venoms, and is a very worthy purchase. If you do wanna get in melee, then by all means go for a Blast Pistol and Huskblade, because you will just murder any multiwound characters with that setup.&lt;br /&gt;
** Archon has an in-built 2++ (that is not re-rollable by any means), which is lost after the first failed save roll, meaning he might tank a surprising amount of attacks, or might whiff immediately, and lose in invuln for the game. Don&#039;t count on it to perform. Saw one deployed aggressively during a tournament killed by eliminators top of turn one because he rolled a one on his very first save roll. Don&#039;t EVER count on his invuln to save him. If it does, awesome! but any time you really need him to make it, assume you&#039;ll whiff the first roll and lose it. Gonna say it one more time, because the person who wrote in this article before me seemed to be in love with this character as the &amp;quot;best objective camper in the game!!!!&amp;quot; because he has a 2+ invuln and a 6+ fnp from power from pain. DO NOT COUNT ON HIS INVULN SAVE TO WORK, EVER.  BTW, to address the guy who wrote that the archon is the best obj camper, literally almost any other character in the game is as good, or better than him (other than maybe guard characters, but they have oodles of cheap troops to camp objectives or screen objective camping characters). Ignoring points restrictions, something like a terminator character with T5, and a 2+ 4++ (I could also site guilliman, with T6, 2+ 3++, 9W, and the ability to get back up when he dies as the best objective camping character, but I won&#039;t.), will last way longer than an archon. Even trying to keep the same faction and points value, a Succubus or Haemonculus both have similar points value, and have access to a 4+ invuln, that won&#039;t go away when you roll a 1, and the Haemonculus even has T5 (after his buff), plus they both get the same 6+ fnp. &lt;br /&gt;
*The Agonizer deals with T4 and up 1 wound models while the Huskblade deals with T3 and T4 characters and other multiwound models (Swarms especially).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ynnari note:&#039;&#039;&#039;&lt;br /&gt;
A thing to keep in mind with a Ynnari Archon you get a quality of life bonus. Simply put your reroll 1&#039;s bubble will not only affect your Kabal units but your other Ynnari Drukhari too! Kabalites, Wyches, Incubi, etc. This opens up a wide variety of opportunities so be mindful of the tricks you can pull that the others can&#039;t.&lt;br /&gt;
&lt;br /&gt;
====Cults====&lt;br /&gt;
*&#039;&#039;&#039;Succubus:&#039;&#039;&#039; Buff Vector for your {{WH40Kkeyword|&amp;lt;wych cult&amp;gt;}} units. Still only 4 attacks, but there are now so many ways to get around this limitation or make the most of what she can do that it hardly matters anymore. She lets Wyches reroll 1s To Hit in melee, which, for her and from turn 3 on for everything will probably mean they will be hitting on 2+ rerollable (yay!). The Succubus herself comes stock with an Archite Glaive, which lowers her Hit rolls to 3+, but if you absolutely must ensure you hit she comes with an Agonizer as well (the Glaive will usually outperform it anyhow, even against infantry). Her 4++ Dodge Save (that works outside of close combat now! Double yay!) will also keep her safe that much longer and don&#039;t ever forget about her drugs. All in all, this codex is exactly what the Succubus needed to truly shine as a badass leader for your Wyches!&lt;br /&gt;
** Succubi can (and should) swap the Agonizer for a Blast Pistol, which can deal with the heavily armored targets they struggle with in melee.&lt;br /&gt;
** You can also replace both the glaive and agonizer with a wych cult weapon. For the love of Khaine, do this! Don&#039;t take the Razorflails, though, you&#039;re wasting the re-rolls to hit and the extra attack or two aren&#039;t worth it compared to the other options. but Hydra Gauntlets can also be nice to make sure your attacks have a better chance of wounding, and the shardnet &amp;amp; impaler are definitely the best of the three against anything with more than one wound.&lt;br /&gt;
** The Red Grief Succubus can be one of the best and cheapest duelists of the Drukhari. First, with the specific Archite Glaive Relic &#039;The Blood Glaive&#039; (which you should absolutely take because it doesn&#039;t have a negative modifier to hit like the stock weapon!) and Adrenalight she can make 5 S6 AP-3 DD3 attacks which will basically never miss, or with Grave Lotus 4 S7 attacks and if you fancy dropping a couple of CP on Hyperstimm Backlash to make her S8, you can giggle at the mental image of your Succubus bisecting tanks and Dreadnoughts with her Glaive. That alone makes her quite good, but add the Red Grief Warlord trait, and she reaches a 3++ Inv save - or take Stimm Addict for both A5 and S7 at the same time (still not usually worth it, but your mileage may vary). Throw in a Blast Pistol as well for good measure and it only costs 60 points total for a model that can go toe-to-toe with characters and monsters that are double or sometimes even triple her points cost! A true champion of the Commorrite arenas!&lt;br /&gt;
** Another option is to take a Cult of Strife Succubus with a Triptych Whip and just bury your opponent under the sheer volume of attacks. 8 Poisoned Attacks (9 with the +1 Attack Drug) at AP-2 is nothing to sneeze at.&lt;br /&gt;
** A Cursed Blade Succubus with hydra gauntlets, the Precision Blows trait, and Traitor&#039;s Embrace relic may be useful to deal with almost any target character thanks to amount of mortal wounds she can cause.&lt;br /&gt;
** Take a Cursed Blade Succubus with the Treacherous deceiver trait, Traitor&#039;s embrace relic and a shardnet and impaler and watch as enemy HQs have no choice but to kill your 55 pt succubus and take ALL the mortal wounds in return. You&#039;d be giving up slay the warlord, but in games where that isn&#039;t worth any points - or if you&#039;re using Alliance of Agony so your Succubus wasn&#039;t the real warlord anyway - this can be a hilariously effective character assassin.&lt;br /&gt;
&#039;&#039;&#039;Ynnari note:&#039;&#039;&#039;&lt;br /&gt;
A thing to keep in mind with a Ynnari Succubus, you get a quality of life bonus. Simply put your reroll 1&#039;s bubble will not only affect your Wych units but your other Ynnari Drukhari too! Kabalites, Wyches, Incubi, etc. This opens up a wide variety of opportunities so be mindful of the tricks you can pull that the others can&#039;t&lt;br /&gt;
&lt;br /&gt;
====Covens====&lt;br /&gt;
*&#039;&#039;&#039;Haemonculus:&#039;&#039;&#039; A nasty little Character for your {{WH40Kkeyword|&amp;lt;haemonculus coven&amp;gt;}} army. On the one hand, he&#039;s a buff vector that flat increases your {{WH40Kkeyword|&amp;lt;haemonculus coven&amp;gt;}}&#039;s Toughness by 1 within 6&amp;quot;. This makes Grotesques all but immune to small arms fire and is generally nice. However, the Haemonculus is now actually an impressive combat character. Like all  {{WH40Kkeyword|&amp;lt;haemonculus coven&amp;gt;}}  units he comes stock with a 5++ Invulnerable save, so combined with his 5 Wounds and effective Toughness of 5 and the PFP save he can survive quite a bit. But he also has 5 attacks and access to all the nasty poisoned weapons you could want. Give him an Electrocorrosive Whip and go Character-hunting or take a Scissorhand or Venomblade and kill scores of light infantry. Just, don&#039;t send him after Vehicles. Can also take a Crucible of Malediction, which is a nasty anti-Psyker tool and since it is apparently free, you should always take one along, just in case you find yourself surrounded by Grey Knights.&lt;br /&gt;
**Going by RAW, the Aura can buff the toughness of Raiders and Venoms that have the same {{WH40Kkeyword|&amp;lt;haemonculus coven&amp;gt;}} tag. Remember that you need to be actually standing &#039;&#039;outside&#039;&#039; the Vehicle for it to have an effect. Outside meaning in an easy target for Deep Strikers, Snipers and Bikers.&lt;br /&gt;
**Take Experimental Creations and Master Nemsine, and now, you wound anything below T5 on a 2+. This makes the Haemonculus an even better character hunter and, when placed near a few squads of wracks, potentially makes them wound on 3+ instead of 4+.&lt;br /&gt;
&lt;br /&gt;
====Special Characters====	&lt;br /&gt;
=====Cult of Strife=====&lt;br /&gt;
*&#039;&#039;&#039;Lelith Hesperax:&#039;&#039;&#039; The Queen of the Arena came out of the codex much closer to her classic form. Instead of doing drugs, she simply chooses a stat each turn and gains that bonus. 3++ special Dodge now works outside of combat, and she still has bucketloads of attacks that will never miss. She re-rolls failed hits and wounds against other Characters, meaning she does an average of about 3 wounds on T4-T5 characters at AP-4 D1 each. Then her hair gets 2 more attacks (yep!) to put maybe another wound plus another from her obsession. Even things with Storm Shields might not be able to count on their invulnerable saves protecting them from all of her attacks. She can swap out one of her knives for an impaler, but the extra point of damage from the impaler isn&#039;t worth the reduced AP or the loss of the other extra attack for having two of the knives(unless your going up against characters with an invuln save 1 higher than their armor save, of which their are plenty).&lt;br /&gt;
** The Cult of Strife WT is what really makes her shine. On a charge, she&#039;ll make 6 attacks with her two blades (and that&#039;s &#039;&#039;without&#039;&#039; choosing +1A) and 2 with her hair, which will translate to &#039;&#039;more than 6.8 blade hits&#039;&#039; and &#039;&#039;more than 2.7 hair hits&#039;&#039;. [[Rape|With the Strength boost you are looking at 3.86 dead Marines or 5.75 dead Guardsmen per charge before Turn 3]], and [[Rip and Tear| 4.96 dead Marines or 7.39 dead Guardsmen as of Turn 3]]. The Attacks boost will get you substantially fewer kills against these targets - with the sheer number of swings Lelith gets, you want to only choose +1A when +1S won&#039;t help, such as if you find yourself stabbing a T8+ target. And we haven&#039;t even started with [[Anal_Circumference |what she can do to characters]] (even [[Chapter Master Smashfucker | SMASHFUCKER]] needs to be wary of her due to Re-rolls to Wound and boatloads of AP-4 attacks). Very solid choice and probably our best HQ choice now. [[Rage| Vect must be furious]]. She can also bully Monsters, TEQs, and Bikes with the sheer number of S4, AP-4 attacks she can put out (Exploding Flavour or Soulburst Flavour), and the Cruel Deception Stratagem will let her keep getting those bonus attacks from her Obsession again and again while keeping her safe from anything that a 3++ alone might not protect her from.&lt;br /&gt;
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=====Prophets of Flesh=====&lt;br /&gt;
*&#039;&#039;&#039;Urien Rakarth:&#039;&#039;&#039; Dead hard, and awesome in all the ways a Haemy is awesome. T6 due to his own buff, and halves damage; this dude will take a lot of firepower to bring down. However, being equipped with only a meh Ichor Injector and some bog-standard Haemonculus Tools, he is none too scary in melee. He does have an aura that inflicts mortal wounds on enemies within 3&amp;quot; of him on a 6+, though, which can act as a deterrent against enemy charges.  &lt;br /&gt;
** He now buffs {{W40Kkeyword|Prophets of Flesh}} Strength and Leadership too. Wracks won&#039;t notice much, but your Grotesques and Pain Engines will. See your opponents&#039; faces as your menagerie drills a hole through their army.&lt;br /&gt;
** Remember thanks to the FAQ everyone is equipped with a regular close combat weapon.  If Wracks are fighting T3 GEQ forgo the Haemonculus tools and enjoy wounding on 3s next to Urien.&lt;br /&gt;
=====Unaffiliated=====&lt;br /&gt;
*&#039;&#039;&#039;Drazhar:&#039;&#039;&#039; The baddest motherfucker in an army of bad motherfuckers gained an additional wound and a 5+ invulnerable save! He still has his amazing Phoenix Lord tier stat line and his buff now gives +1 to wound for all Incubi units within 6 inches. Shit just got real and heads will roll. He also packs a tormentor just to make sure whatever survives his charge decides to book it. Drazhar now sports the Executioner&#039;s Demiklaives which offers the same single/double version but with D2 on each profile. Furthermore, he now rightfully has Lethal Precision so he&#039;s D4 on any 6s to wound. If you make him your warlord then he gets to re-roll all failed wound rolls!&lt;br /&gt;
** Dual-Blades offer 6/12 S4 AP-2 D2 (D4 on 6s) attacks for hacking down hordes and 2W primaris marines. Sheer number of attacks suggests this will likely be your go-to mode.&lt;br /&gt;
** Single-Blade gives you 4/8 S5 AP-3 D2 (D4 on 6s) attacks for hacking down anything T5 or higher.&lt;br /&gt;
** Probably best to take this guy in a transport with his incubi friends as they all lack ranged weapons, try out a raider or if you&#039;re feeling spicy, a Tantalus. Just keep in mind that he will always will be a big and scary target and needs support to get him in the front line where he is best. Watch out for units with good charge distances as he is massively hamstrung when he can&#039;t get that meaty charge.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
====Kabal====&lt;br /&gt;
*&#039;&#039;&#039;Kabalite Warriors:&#039;&#039;&#039; You know them, you love them. They&#039;re cheap, they hold objectives, they can handle anti-infantry or anti-tank roles, and they can take Raiders and Venoms as dedicated transports. The big question is whether to take them in 5-man Venom or 10-man Raider squads. Now with everything being able to split their shots, there is no reason not to stick that one Blaster in a Venom squad and there&#039;s no reason not to add a Splinter Cannon to a Raider squad, to increase their firepower further. Remember, never enough [[dakka]].&lt;br /&gt;
** Your weapon choices boil down to if you need more horde killing [[dakka]] (Shredders and Splinter Cannons), or you want more tank killing [[dakka]] (Blasters and Dark Lances). Just keep in mind the needs for your army when picking weapons. Also be wary of the different weapon ranges and types you are mixing into your squads. Don&#039;t forget that you get -1 To Hit on the Dark Lance if you close in to fire the Blaster, or the different Rapid Fire ranges of Splinter Cannon and Rifles.&lt;br /&gt;
** Probably worth noting: At 30 points per 5-Elf Squad, spamming multiple small units of Kabalite Warriors is the cheapest and most efficient way of getting a lot of Venoms onto the field, and filling out the Troops tax for a Brigade Detachment.&lt;br /&gt;
** These guys rock: They are so cheap and so effective at what they do that when writing a list, you have to seriously ask yourself, why AREN&#039;T I taking Warriors? They&#039;re cheap enough to throw away as screens, are killy enough against infantry and monsters, and can take Blasters (and even Dark Lances). They just rock.&lt;br /&gt;
** One thing most people have missed, the Wargear options state FOR EVERY 5 MODELS you can replace a Splinter Rifle for a Shredder or Blaster, then there&#039;s a separate listing for every 10 models for a Splinter Cannon or Dark Lance. This means a 10 man unit can actually take 2 Shredders and/or Blasters, as well as a Splinter Cannon or Dark Lance! If you want more [[dakka]] then 10 man in a Raider is where you want to go!&lt;br /&gt;
&lt;br /&gt;
====Cult====&lt;br /&gt;
*&#039;&#039;&#039;Wyches:&#039;&#039;&#039; These ladies and guys are now finally awesome again. They can still do fuck all about tanks (unless you give the Hekatrix a Blast Pistol, which you absolutely should do!), but they&#039;re now a perfectly fine melee unit for your Troops slot, especially with Adrenalight. Take ten, give them as many Hydra Gauntlets as you can, give them Adrenalight and stuff them in a Raider. Then bury something in an unholy number of attacks. (UPDATE: With the new Codex, the other Wych weapons are now just as viable as the Gauntlets, but for different reasons. Flails give you +D3 attacks and still let you reroll hits, while the Shardnet and Impaler combo forces your opponent to roll on a D3 when you utilize the No Escape rule. Choose your weapons wisely, and don&#039;t get stuck thinking that Hydra Gauntlets are the only way to fly anymore. Tying up a big, scary unit in melee indefinitely is just as valuable in the right situations as being a lawnmower.) The other option is to go Painbringer to exploit T4 along with your new Codex-granted 6++ invulnerable save (which is upped to a 4++ in melee combat) and the ability to shrug off unsaved wounds on a 6 from Power from Pain to make a resilient tarpit. These ladies do also have rules that make them dedicated to keeping enemies stuck in combat. With their 4++ save, they can be quite a trouble, specially tanks since if they Fall Back they can&#039;t shoot their guns for a turn. Also remember that you have Grenades! If you are charging from within 6&amp;quot; then always toss a grenade before charging. In the codex they received a +1A base while having their points reduced, oh boy! This sadly makes Bloodbrides completely obsolete, but on the upside, combined with the awesome Cult options like +1S, +1A, or charging after an Advance ON TOP OF combat drugs these killers are finally going to wreak some real havoc! For alternative models, look at Blood Vestals from Raging Heroes.&lt;br /&gt;
**Adrenalight (+1A) is the MathHammer king and should be your default choice if no other unit needs the bonus attacks. Against MEQ a unit of (non-Cursed Blade) 10 Wyches with 3 Hydra Gauntlets and Agoniser Mathhammers out as 1.32 Wounds in the Shooting Phase (factoring in the Plasma Grenade and Phantasm Grenade Launcher), and 6.64 in the ensuing Fight Phase, totaling 7.96 dead MEQs, and the two survivors of a 10-man Squad stuck in close combat (and more than likely fleeing anyway unless your opponent wants to waste CP on keeping your Wyches in close combat for some reason).&lt;br /&gt;
**&#039;&#039;&#039;An Alternate Take:&#039;&#039;&#039; Where taking 10 might be tempting for the 3 Wych Weapons, consider that an Agoniser is the same cost as a Hydra Gauntlet.  Two 5-elf units will run you 96 points for 6 Agoniser attacks (AP-2 Poisoned) and 6 Hydra attacks (AP-1 S3/Re-roll failed wounds), as opposed to 1 10-elf unit for the same cost, with 3 Agoniser attacks and 9 Hydra attacks, but the latter will be more susceptible to Morale up until Turn 4, on top of the other downsides of bulkier units, like vulnerability to overwatch. As an added bonus, they can both be placed in the same Raider you were planning to put them in anyway. Small 5-Elf groups are a nice and cheap way of paying Drugs taxes in pure Wych Cult lists too!&lt;br /&gt;
** Cult of the Cursed Blade, with its minimization of morale losses, can take full squads of 20 with none of the usual drawbacks to doing so while being able to threaten anything up to T7.  That said, remember, from 11-20 additional elves you&#039;re not adding any special weapons.&lt;br /&gt;
***&#039;&#039;&#039;Quick Mathhammer:&#039;&#039;&#039; Both Strife and Cursed Blade are level against MEQ if you are going with Grave Lotus (3 Hydra Gauntlets and a Power Sword for Weapons choices). The main advantage of the Cursed Blade is they can also threaten up to T7 reliably and have a built-in pre-nerf Commissar, while Strife is ridiculously good against any sort of T3 horde play ([[Imperial Guard|and punishing players who Daisy Chain to buff units]]) while still threatening T4 Boy/Necron Warrior blobs from the sheer volume of attacks. Red Grief are better off sticking to Reavers and Hellions instead.&lt;br /&gt;
**&#039;&#039;&#039;Protip:&#039;&#039;&#039; After disembarking, charge their Raider or Venom into combat first! Drukhari vehicles are actually not too bad in melee unlike lumbering Imperial vehicles, and your Wyches will thank you when the enemy&#039;s Overwatch fire harmlessly riccochets off of their transport and allows them to get into combat without being shot up on the way in.&lt;br /&gt;
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====Coven====&lt;br /&gt;
*&#039;&#039;&#039;Wracks:&#039;&#039;&#039; Now unconditionally Troops. The basic Wrack comes stock with two poisoned attacks and 1 in 5 can take either a Liquifier or an Ossefactor. The squad leader, the Acothyst, has access to all the same shiny tools as the Haemonculus sans the Crucible, and with his lower Attack count you might want to consider a Scissorhand; this also means you can field 2 Liquifiers in a 5-elf unit, or 1 Ossefactor and 1 Stinger Pistol. For best use, stuff into Venoms, crap the Wracks out of the Venom, charge with the Venom and soak up Overwatch, then charge with the Wracks. &lt;br /&gt;
** Don&#039;t touch the Hexrifle. You want these guys as your shock troops. If you want Snipers, just take a squad of Rangers and Deep Strike them into some cover, or grab some Scourges if you want a Pure Drukhari list, or use a Dark Creed Talos for your sniping needs.&lt;br /&gt;
*** Alternate take: a few Hexrifles sprinkled in amongst your Haemonculi and Acothysts can ping the last wound off a character that survives your Esoteric Kill. Since you&#039;d still hit on a 4+, and Heavy weapons don&#039;t prevent charging anymore, it can be a useful option in a Dark Creed detachment.&lt;br /&gt;
**Wracks from the {{WH40Kkeyword|Prophets of Flesh}} coven are the toughest objective secured troop unit in a pure Drukhari list. Combine with a nearby Haemonculus and you have both a decent anchor for controlling an objective and a simple patrol detachment.&lt;br /&gt;
**If you dislike the &#039;&#039;Wrack&#039;&#039; models, female Skinners from Ragingheroes.com make an excellent alternative.&lt;br /&gt;
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===Elites===&lt;br /&gt;
====Kabals====&lt;br /&gt;
*&#039;&#039;&#039;Court of the Archon:&#039;&#039;&#039; If you have an Archon in the same detachment, these don&#039;t take up slots - which is now a compulsory rule. In Matched Play, you can only have four of these &#039;&#039;in total&#039;&#039; per detachment, and you can only take them if you have an Archon (meaning it&#039;s impossible in Matched Play for them to fill out an Elites slot). They also all gain re-rolls To Hit if the Archon is within 3&amp;quot; of them. Keep in mind that &#039;&#039;they are &#039;&#039;&#039;not&#039;&#039;&#039; characters, and they are all single model units&#039;&#039;. This also means everything has to be rolled individually for them, so keep this in mind when advancing and charging. &lt;br /&gt;
**&#039;&#039;&#039;Ynnari Note&#039;&#039;&#039;: Due to the cost, these are &#039;&#039;&#039;excellent&#039;&#039;&#039; fodder for Strength from Death in any Ynnari Detachment. All are cheaper than a 5-Elf Kabalite Squad, and as single model units that don’t take up slots, all trigger Strength from Death when they die. &lt;br /&gt;
**&#039;&#039;&#039;Lhamaean:&#039;&#039;&#039; 15 Points, comes with a Poison 2+ combat weapon that does a mortal wound in addition to its normal wound on a wound roll of 6+. Note that she adds +2 to wound rolls for tasty mortal wounds on a 4+.Remember that unlike normal damage mortal wounds do carry over to the rest of the unit. Buffed when hanging out with an Archon, and at 15 points they&#039;re a relatively cheap source of potential mortal wounds. The statline seems mediocre, but she does benefit a lot from Power from Pain (turn 3 onwards); stick near the Archon to make sure those measly 2 swings actually connect. &lt;br /&gt;
**&#039;&#039;&#039;Medusae:&#039;&#039;&#039; 21 Points, their eyeburst is no longer an AP3 flamer but instead is Assault 4 at flamer distance, S4 AP-2. No automatic hits, but a more reliable number of shots and with an Archon nearby it&#039;s more or less like a very reliable flamer. Still pretty deadly to single wound infantry models and only cost 21 points per model.&lt;br /&gt;
**&#039;&#039;&#039;Sslyth:&#039;&#039;&#039; 27 Points for a terrifying melee statline and 3 ablative wounds for your Archon. Going by RAW, the Cold-Blooded Bodyguard ability can only be activated when the Archon loses a wound (and loses his Shadowfield). However, Mortal Wounds ignore the Shadow Field, and can be directed to a nearby Sslyth on a 2+ instead. Worth considering for a close combat Archon.&lt;br /&gt;
*** Note: When taking saves, you can choose from all your possible saves which kind you want to make. In some circumstances, it can be worth it to have your Archon take normal armor saves (5+) instead of risking his 2++. Then, when you (most likely) fail those regular saves, you still have a 2+ to pass them off to his Sslyth buddies.&lt;br /&gt;
**&#039;&#039;&#039;Ur-Ghul:&#039;&#039;&#039; 15 Points and a crapload of S4 attacks for a single model, particularly on the charge. Unfortunately those attacks have no AP and only do 1 damage. It has no access to Power from Pain though. That said, 3W a unit does make them excellent Smite shields to protect a more important character.&lt;br /&gt;
***The new 40k Warhammer Quest game comes with 4 plastic Ur Ghuls. There may be separate rules for those, but at the very least it&#039;ll be easier to get some models without having to buy the old resin model separately.&lt;br /&gt;
*&#039;&#039;&#039;Kabalite Trueborn (Legends):&#039;&#039;&#039; Want to hear something scary? How about a Venom + 4 Blasters deepstriking 17.99&amp;quot; away from your frontline? With the new Screaming Jets Strategem, Blasterborn are crazy good now. Warriors with an additional attack and point of Leadership, and the ability to get 4 Blasters into a 5-Elf Squad. Sounds awesome, so why does nobody use them? Well, you are putting all of your eggs in one basket. Drukhari run on redundancy and not presenting a target that is objectively better to attack than any others. All your opponent needs to do to remove 4 Blasters from the table is to destroy one Venom. Compare this to having to shoot down 4 separate Venoms to get at your Blasters. No longer worth taking unless you just really like them.&lt;br /&gt;
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====Cults====&lt;br /&gt;
*&#039;&#039;&#039;Beastmaster:&#039;&#039;&#039; Little more than a buff vector for all the beasts. If they stick close to him, they reroll To Hit and can use his Leadership. Now comes stock with an Agoniser for melee, but he is hardly spectacular in a fight, even with combat drugs and obsessions. Same ranged weapon as Hellions too, just in case you wanted to fly around harassing infantry.&lt;br /&gt;
**The beasts don&#039;t take up slots in a detachment with a Beastmaster, but you can&#039;t take a Beastmaster unless you have at least one Beast in the detachment (why you&#039;d want to do that is a mystery). Also, it can&#039;t get Warlord Traits. Make sure to double check if whatever you&#039;re playing in is using Legends rules or not, because if they are you can give him back his now free Beastmaster&#039;s Scourge, letting you use that 4 points elsewhere.&lt;br /&gt;
**&#039;&#039;&#039;A Note About Drugs:&#039;&#039;&#039; Always, ALWAYS give the Beastmaster Splintermind.  The +2Ld makes his ‘shared leadership’ Aura much more potent, and he’s not really ‘fighty’ enough to justify any of the other Drugs (unless you’re taking small Beast units and need to offload the terrible &amp;quot;WS+1&amp;quot; onto a unit that doesn’t care).&lt;br /&gt;
*&#039;&#039;&#039;Hekatrix Bloodbrides (Legends):&#039;&#039;&#039; Take ten, give them as many Hydra Gauntlets as you can, give them Adrenalight, and stuff them in a Raider. Then bury something in an even unholier number of attacks. Just keep in mind the cost when bringing them over Wyches. Everything that has been said for Wyches is relevant to these. 5 in a Venom make an awesome MSU hunting unit. 10 in a Raider is a Tarpit that will eventually kill something due to the sheer number of attacks. Have received a +1 Attack boost as part of their Legends update, placing them once again above regular Wyches.&lt;br /&gt;
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====Covens====&lt;br /&gt;
*&#039;&#039;&#039;Grotesques:&#039;&#039;&#039; Massively scary. They have an impressive statline complete with S/T5, 4 Wounds and 4 Attacks that hit on 3+ all for 32 points and you can take 10(!) of these. Also like all  &amp;lt;&#039;&#039;&#039;COVEN&#039;&#039;&#039;&amp;gt;  units they come stock with a 5++ Invulnerable, all of which makes them both tough as nails and scary enough that your opponent will still focus everything he has into them. For armament they come stock with a Flesh Gauntlet and a Monstrous Cleaver. The Cleaver does very well indeed against T4 and less while the Flesh Gauntlet does well against high invulnerable saves unit. Can also take Liquifiers but why bother?&lt;br /&gt;
**&#039;&#039;&#039;An alternate take:&#039;&#039;&#039; While their most significant weakness (Instant Death) is gone they did lose much of their appeal. They are more expensive, lost the Rampage rule, lost re-rolls to wound against T4 or less and lost the amazing Grotesquerie formation (basically Grotesques on Combat Drugs). And they are by no means more survivable, as their 5+ FNP basically already was an Invulnerable Save equivalent and T6 is less significant in this edition. To make things worse, many weapons now deal D3 or D6 damage. Mind you, they used to be able to tank Lascannons easily. I would consider investing into a much cheaper T5 blob of Wracks.&lt;br /&gt;
***&#039;&#039;&#039;Counter point:&#039;&#039;&#039; While they are not what they were in 7th, so were a lot of things. Grotesques can still shrug off a lascannon with their invulvn save (particularly Prophets), something they could not do against S10 and up in 7th. And while they have less attacks then in 7th, they now can hit on 2&#039;s in cc, and have -2 base, so I&#039;d say that&#039;s a wash. With 4 wounds, a 4++ and 5 attacks at S5 -2, I&#039;d say grots are just as strong as they ever were, just in a different context.&lt;br /&gt;
**That being said, there are a few things Grotesques excel at, and that is killing T4 and lower. Where Wracks are hemmed in by having poisoned weapons and &#039;&#039;only&#039;&#039; poisoned weapons, the Grotesques have an answer for situations where their Strength stat actually matters. Similarly, due to their ability to throw out Mortal Wounds via their Flesh Gauntlets, they can threaten Thunderhammer Terminators and other high-invulnerable saves models, which the Wracks are almost entirely powerless against. In addition, the Monstrous Cleaver with its S5 allows the Grotesques to more effectively threaten &#039;&#039;&#039;VEHICLES&#039;&#039;&#039;. In short, they aren&#039;t the end-all be-all of the Covens anymore, but they are far from useless.&lt;br /&gt;
**Taken in a prophets of flesh detachment and with Urien nearby these guys will put out 5 WS3+ S6 AP-2 D1 attacks and then have a defensive statline of T6 4++ 6+++ to back it up. A squad of 4 will kill 11 GEQ a turn and even put a decent dent into MEQ and light vehicles. Grotesques are back!&lt;br /&gt;
**If you dislike the models or failcast resin, or aren&#039;t made of money, the &#039;&#039;&#039;Crypt Horrors&#039;&#039;&#039; and &#039;&#039;&#039;Stormfiends&#039;&#039;&#039; from AoS are nice plastic alternatives.&lt;br /&gt;
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====Unaffiliated====&lt;br /&gt;
*&#039;&#039;&#039;Incubi:&#039;&#039;&#039; New plastic models! These guys are our exclusive edgy Aspect Warriors, armed with giant swords. Not only does each Incubus make 3 attacks at S4 and AP-3, the Klaivex hits on 2&#039;s and also has a chance of dealing massively higher damage, enough to cleave a Tyranid Warrior in two in a single strike. The Klaivex can also switch between S4, AP-3 Attacks or dropping 1 AP for two extra swings!. Check your target before deciding which one to use. He also gets +1 A and W over a standard Incubus though, which is nice. They hit on 2&#039;s from Turn 3 onwards turning them from scary to horrifying. Take 5 in a Venom and go hunting high value targets, a practicable choice, or take two units of 5 in a Raider and go drown a unit in an unholy number of S4, AP-3 attacks (expensive but a lot of fun). They also have tormentors, which will turn a barely successful morale test into a failure. Don&#039;t count on it happening, but it&#039;s nice when it does.&lt;br /&gt;
*&#039;&#039;&#039;Mandrakes:&#039;&#039;&#039; Damn good now. No, really. They can pop up more than 9&amp;quot; away from the opponent and immediately shoot with Assault 2 S4, AP 1- attacks with a chance to do Mortal Wounds in addition to the damage on a 6+. ANY attacks targeting them at them take a -1 To Hit penalty and they have a 5++ as well as the PFP save to keep them alive and if their Baleblasts don&#039;t quite do it, their 3 S4 AP -1 attacks per model should damn well make sure. Probably the unit that received the biggest buff in the new edition. Mandrakes do work now, son! Maybe taking over Comorragh was just what they needed to get their day in the (Dark) Sun.&lt;br /&gt;
**If you dislike the models or failcast resin, the Idoneth Deepkin &#039;&#039;&#039;Namarti Thralls&#039;&#039;&#039; from AoS are nice plastic alternatives. Also Executrix squads from Raging Heroes make excellent female Incubi.&lt;br /&gt;
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===Dedicated Transport===&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Not that it comes up often for the Drukhari outside of embarking characters, but you can mix units inside transports now.&lt;br /&gt;
**It&#039;s also worth adding that they benefit from Obsessions. This comes into play the most for Flayed Skull (Flayed Skull Kabalites only get their obsession bonus while in Flayed Skull transports) and Red Grief (The transports can advance and charge!), but it&#039;s always worth checking which detachments they are in as they might just benefit from that Detachment&#039;s Obsessions (for example, a Raider with a Shock Prow from the Cult of the Cursed Blade will get a single S7 attack instead of S6, and transports from a Black Heart detachment gain the benefit of Inured to Suffering; not a huge boost, but used correctly it can make the difference between wounding on a 4+ and wounding on a 3+, or shrugging off that last vital wound, respectively)...&lt;br /&gt;
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&#039;&#039;&#039;Beta Rules&#039;&#039;&#039;: With the Beta rules functionally killing off Alpha Strike lists that use a lot of Deep Strike stratagems in favour of Gunlines, the value of these have skyrocketed considerably.&lt;br /&gt;
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*&#039;&#039;&#039;Raider:&#039;&#039;&#039; A big paper boat costing only 10 points more than a Venom, with either a Dark Lance or a Disintegrator Cannon. Can also take a Shock Prow if you&#039;re feeling lucky.  The Raider is now actually decently tough (especially as Kabal of the Black Heart, or as part of a Coven) and might even survive until it discharged its CC cargo, or ferrying a Kabalite squad for a few turns. Can hold 10 Infantry models (Grotesques take 2 slots each). Zoom across the table at full speed (14&amp;quot;) and shower the enemy with hails of poisoned splinters unabated. Use that to either close in to that Cultist or Scout squad on an objective, or to keep your distance from approaching CC units as you gradually wear them down. [[Rape|They won&#039;t appreciate that]]. Even better with Kabal of the Flayed Skull, which makes them even faster, and also boosts their accuracy while negating cover. More importantly, it and the venom are the only ways for Flayed Skull infantry to benefit from their Drukhari Obsession. Your Kabalites also appreciate the ability to take Splinter Racks as well.&lt;br /&gt;
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*&#039;&#039;&#039;Venom:&#039;&#039;&#039; A small paper boat with a Splinter Cannon and either a Twin Splinter Rifle or a second Splinter Cannon. With the release of the codex, Venoms have gone down to 55 base points and Splinter Cannons have gone down to 10 points. Splinter Cannons are definitely worth taking now if you have the spare points. This transport is a cheap weapons platform and should be treated as such. It transports 5 and Grotesques cannot ride in it even if you took an under-strength unit. It&#039;s also now 2&amp;quot; faster than the Raider, so zip around and crap out a massive amount of poison.&lt;br /&gt;
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===Flyer===&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039;: Weapon facing does not matter anymore. You should always prioritise whatever facing will keep your flyer on the table for the longest. &lt;br /&gt;
*&#039;&#039;&#039;[[Razorwing Jetfighter]]:&#039;&#039;&#039; A few changes make the Razorwing into what is probably the best flyer in the game right now. It always has access to all three types of missile (but can only fire one each turn). All Drukhari heavy weapons turn into assault weapons when mounted on a vehicle, so it will hit on a 3+ most of the time. Each weapon may fire at a different target on a 360° firing arc, meaning you don&#039;t need to worry about any wasted splinter shots or where the flyer&#039;s nose is pointing at. Getting out of sticky situations or into the enemy&#039;s face is no problem either with a move of 20-72&amp;quot;. The Razorwing comes equipped with Disintegrator Cannons for ruining the day of any Bike Squad or TEQ, or can opt for Dark Lances to go after vehicles and characters. Also comes with a Twin Splinter Rifle that you can upgrade to a Splinter Cannon. With Kabal of the Flayed Skull, it&#039;s just plain evil. &lt;br /&gt;
**&#039;&#039;&#039;Razorwing Missiles&#039;&#039;&#039; No longer one use only, and you get all types by default now. You declare which missile you use when you declare the weapon to shoot with.&lt;br /&gt;
***&#039;&#039;&#039;Monoscythe Missile:&#039;&#039;&#039; Assault D6, S6, 0 AP , 2 Damage. Nice for drowning a Bike Squad or TEQs in saves.&lt;br /&gt;
***&#039;&#039;&#039;Necrotoxin Missile:&#039;&#039;&#039; Assault 3D3 (averaging out to the Pre-Nerf number of shots it had in the Index), Wounds on a 2+ (6+ for Vehicles). Your infantry hunting and character sniping choice.  You are looking at an average of 3 Wounds per missile against non-Vehicle units, 4 if you use the Flayed Skull Stratagem on non-Vehicle units with Fly. Solid choice.&lt;br /&gt;
***&#039;&#039;&#039;Shatterfield Missile:&#039;&#039;&#039; Assault D6, S7, -1 AP, 1 Damage with Shred. Necrotoxin is much more consistent but this has a nice niche in burying MSU MEQ units in armour saves.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Voidraven Bomber]]:&#039;&#039;&#039; Behold, one of the most durable and powerful models in the army! 12 Wounds at T6 combined with the new Flyer rules and a built-in 5++ mean that for Drukhari standards, this is one tough son of a bitch to bring down. First of all it is a &#039;&#039;bomber&#039;&#039;, and a bomb it has. Once per battle you can drop a tactical nuke on a single unit the Voidraven has moved over. Then, you roll 3D6 for each Monster or Vehicle, or a D6 for every other model in the unit up to a whopping 10D6. For each roll of 3+, the unit suffers a mortal wound. Very, very nasty. (To put the power of the bomb into perspective, when nuking a squad of 10 2+Sv Marines, you can expect 6 of them to be vaporized away from the board). But that&#039;s not the end. The Voidraven is equipped with two Void Lances, which are +1S compared to the Dark Lances. You can switch these out for Dark Scythes which are Assault D3, S8, AP-4, D3 damage. Both options are good for doing work after you have dropped the Bomb, they will definitely help with stripping the last few wounds off a Knight or Tank. For 10 points you can equip the Voidraven with the below missiles to boost the Voidraven&#039;s firepower if you can spare the points:&lt;br /&gt;
**&#039;&#039;&#039;Voidraven Missiles&#039;&#039;&#039; No longer one use only, and you get all types by default now. You declare which missile you use when you declare the weapon to shoot with.&lt;br /&gt;
***&#039;&#039;&#039;Shatterfield Missile:&#039;&#039;&#039; Assault D6, S7, -1 AP, 1 Damage with Shred. Has a nice niche in burying MSU MEQ units in armour saves.&lt;br /&gt;
***&#039;&#039;&#039;Implosion Missile&#039;&#039;&#039;: Assault D3, S6, -3 AP, 1 Damage. Sadly nerfed from 7th Edition. Can still reliably threaten a lot of units. Still not a bad choice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Raven Strike Fighter]] (Open and Narrative Play only):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Fast Attack===&lt;br /&gt;
====Beasts====&lt;br /&gt;
In Matched Play, you can only take 3 Beasts per detachment, and the detachment itself must contain at least 1 Beastmaster.&lt;br /&gt;
*&#039;&#039;&#039;Clawed Fiends:&#039;&#039;&#039; Horrifying but overlooked. Lots of Wounds, high Toughness and lots of attacks at high strength and with damage 2. Its only weakness, the 4+ WS, is remedied by the Beastmaster granting it rerolls.&lt;br /&gt;
*&#039;&#039;&#039;Khymerae:&#039;&#039;&#039; Decent harassers with a 5++. Basic stat line of a marine but much cheaper and 3 cc attack, able fill up small hole in your deployment zone to deny alpha attemp.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Models&#039;&#039;&#039;: Dire Wolves work pretty well as a cheaper and plastic alternative. Just green stuff the undead bits and add in spikey bits and job done.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Models&#039;&#039;&#039;: Necrohounds from maxmini.eu make an excellent dark city style alternative.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Models&#039;&#039;&#039;: Displacer Beasts from D&amp;amp;D Nulzu&#039;s miniatures are dirt cheap, comes with a 40mm base, and they come pre-primed. Did I mention they&#039;re a dime a dozen?&lt;br /&gt;
*&#039;&#039;&#039;Razorwing Flocks:&#039;&#039;&#039; Horrible Strength and Toughness of 2, but with Instant Death being a thing of the past, all you can see are the 4 wounds per flock  and no longer have the insane attacks from the codex, but a fluffy -1 AP with 4 attacks each. For best results, throw them at big stuff like Wraithknights. You&#039;ll wound most things on 6+ anyway so might as well make those 6s count. 48 wounds for a maxed out unit and 48 attacks for 144 points (if I&#039;m mathing right and not totally retarded) is great for a throwaway unit. These will either be ignored or shots will be dedicated to stopping them. Plus how badass would you feel if your Archon could just summon murders of murder birds to the field? Be sure to use these things like a tau shield drones, let your bird bois soak those lascannon shots so your raiders can nice and close. Then charge the birds in to soak the flamers in overwatch. Saves your Raider the trouble from losing out on his juicy dark lance by charging in.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Models&#039;&#039;&#039;: These things are disgustingly overpriced IRL. So if you arn&#039;t running tourneys and want a cheap alternative use the Murder of Crowz from zombicide. The model looks a little janky, but it might mean that you can actually afford these guys.https://youtu.be/WAvzmqw8qxI you could also get the new Ravening Direflock endless spell from AoS, which gives you 3 bases&lt;br /&gt;
&lt;br /&gt;
====Cults====&lt;br /&gt;
*&#039;&#039;&#039;Reavers:&#039;&#039;&#039; By Drukhari standards, Reavers are indestructible juggernauts with T4 2W and a 4+ save. They combine decent shooting (Splinter Rifle and Splinter Pistol) with decent melee (S4 AP-1 Bladevanes). They can also take either a heat lance or a blaster for every three models in the unit. In light of the new Codex, heat lances are now the cheaper option. The difference comes down to whether you prefer S8 AP-4 DD6 (Blaster) or S6 AP-5 DD6/Melta (Heat Lance) - both are viable after the update and both have the same range. Finally, they can take either Cluster Caltrops or a Grav Talon, at a rate of one per three models. The difference is, the former can deal Mortal Wounds when the Reavers Fall Back while the latter can deal Mortal Wounds when the Reavers charge. Your choice. They are now 19 Points, rejoice! &lt;br /&gt;
**Given that it turns these guys into T5, 2W models with a 4+ save, Reavers are the best candidate for Painbringer, and it should really be your default Drug of choice. A big group of these with Grav Talons is one of the best tarpits in the army that your opponent &#039;&#039;&#039;really&#039;&#039;&#039; doesn&#039;t want to fall back from.&lt;br /&gt;
**With the Eviscerating Fly-By strategem, Reavers have regained their old  wonderfully fluffy tactic of simply flying over something and causing damage! A unit of 9 bikes will reliably put a mortal wound or two on something which can be a nice way to soften up a target before a charge. &lt;br /&gt;
**Agonisers are only 4 points so consider them on your Arena Champions if you have the spare points. Extra AP is never a bad thing.&lt;br /&gt;
*&#039;&#039;&#039;[[Hellions]]:&#039;&#039;&#039; For some reason each little Hellion gets a damage 2 melee weapon on top of their Splinter Pods, which makes them both better at shooting and scarier in melee than Reavers. However, they are far more fragile than Reavers, too. These guys are horde sweepers. They fly around blasting suckas with a bunch of poison shots, then charge in. With no AP on their weapons and striking at S4 (maybe S5 if you gave them that Combat Drug), their attacks will bounce off big and tough things with a decent save. That 2 damage is there for one reason only: making sure infantry with FNP-type saves (a la Ork Boyz with a Painboy) have to roll boxcars or 5+ TWICE to stay alive. They could maybe harass some light vehicles (oddly enough they&#039;d be extremely effective against enemy Drukhari vehicles) but will in no way, shape or form charge in and take out the enemy&#039;s centerpiece model. They are, however, a nasty, hard counter to horde-style armies. Give them +1A Combat Drug and send them in against a 30 man Ork Boy or conscript squad and let the bodies hit the floor. The 2 damage attacks also make them somewhat interesting against multiwound infantry like Crisis or Stealth Suits, Wraithguard, Nobz or Tyranid Warriors/Raveners/Shrikes.&lt;br /&gt;
**&#039;&#039;&#039;Note&#039;&#039;&#039;: The new FAQ confirms that Hellions can&#039;t be taken in Raiders or Venoms.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Take&#039;&#039;&#039;: Take 14 with Adrenalight and a Succubus for those Re-Rolls of 1&#039;s and shove them all into a Tantalus (the wording of the FAQ does not mention Tantali are illegal transports for Hellions). Watch your opponent weep at the Alpha Strike.&lt;br /&gt;
** Primaris beware: if you can pile on enough unsaved wounds, Hellions turn Primaris marines into the most overpriced models in the game by nullifying their magic second wound.&lt;br /&gt;
&lt;br /&gt;
====Unaffiliated====&lt;br /&gt;
*&#039;&#039;&#039;Scourges:&#039;&#039;&#039; Heavy weapon squads with wings, which somehow aren&#039;t in a Kabal, despite their fluff in the same book establishing that they used to be Kabalites and still work for the Kabals. Their stock weapon is a Shardcarbine, which is already a very nice gun, but let&#039;s be real here, you take Scourges for the clusterfuck of heavy weaponry they can schlep with them. With how specialized Haywire Blasters have become, Blasters and Dark Lances may be your best bet for general use against vehicles, but Heat Lances have received a point reduction that makes them by far the most effective anti-tank option within melta range. Splinter cannons have dropped 5 points each, and are cheaper than individual scourges. Shredders also received AP -1, so both are now valid weapon options to kit out scourges! Also don&#039;t be afraid to mix weapons as you can split your fire.  The Solarite in charge of the unit can&#039;t ditch his weapon for something you&#039;d like better, so if you&#039;re &#039;&#039;not&#039;&#039; sticking with Shardcarbines, consider him an ablative wound.&lt;br /&gt;
**&#039;&#039;&#039;Note&#039;&#039;&#039;: Scourges can&#039;t be taken in Raiders or Venoms, but they &#039;&#039;can&#039;&#039; be taken in the Tantalus. 3 Squads of 5 with Carbines, Blasters or Dark Lances, or a mix of the three? Congrats, you just became [[That Guy]].&lt;br /&gt;
**&#039;&#039;&#039;Melee Note:&#039;&#039;&#039; If you do want to take a Melee weapon on the Solarite, all the weapons perform about the same given the number of attacks the model has, with the Lance being best due to it actually being a Power Maul and the wielder being S3, and you should always expect to have to fight MEQ. If you want to abuse Shoot, Charge, Fallback, Shoot shenanigans to stop an enemy unit from shooting for a turn, then there are other units that do it better; however, your Scourges&#039; mobility does let them easily support Reavers or Hellions with a follow up charge. If you are going to do this, however, in Matched Play it&#039;s best to keep the unit as cheap as possible. In Open/Narrative Play you&#039;re probably having a Casual/Fluffy game anyway so go nuts.&lt;br /&gt;
**&#039;&#039;&#039;Scourge Weapon Analysis - Short Version:&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Shardcarbines:&#039;&#039;&#039; The cheapest option and the one that gives the most mobility, at 18&amp;quot; Assault 3.&lt;br /&gt;
***&#039;&#039;&#039;Blasters, Dark Lances, Haywire Blasters, and Heat Lances:&#039;&#039;&#039; The weapons for fighting Vehicles and Heavies. &lt;br /&gt;
****&#039;&#039;&#039;Dark Lances&#039;&#039;&#039; are 36&amp;quot; Heavy but deal as much damage as blasters; since you have mobility anyway, there is limited utility in paying the extra points for having more range.  Plan on your Scourges moving every round they can.&lt;br /&gt;
****&#039;&#039;&#039;Heat lances&#039;&#039;&#039; are very efficient when in melta range and awesome for sniping out characters that are badly wrapped, but when you Deep Strike, they&#039;re outside of melta range - you&#039;ll have to get aggravatingly close (for Scourges) to really use them properly.  Their point cost is fundamentally fair for their performance, but be aware of what you&#039;re buying.&lt;br /&gt;
****&#039;&#039;&#039;Haywire Blasters&#039;&#039;&#039; are the cheapest (the same cost as a Shredder) and extremely effective at dishing out mortal wounds to vehicles now that they are Assault 1d3 (which you &#039;&#039;really&#039;&#039; want against Quantum Shielding, Invuln Saves, and other defenses where the best bypass is mortal wounds).  Very type specific - they&#039;re &#039;&#039;terrible&#039;&#039; against {{W40Kkeyword|MONSTERS}} or any other heavy without the {{W40Kkeyword|VEHICLE}} keyword.  In a big way, consider this the opposite of the Poison Weapons you&#039;re used to playing with.  One valid way to field Scourges is using Haywire squads to solve your vehicle problems while you use Poison everywhere else to solve all of your other problems, but be aware doing that largely means you won&#039;t have any good solutions for monsters, since most of the poisonous weapons you can field have terrible AP and many of them have terrible damage. &lt;br /&gt;
****&#039;&#039;&#039;Blasters&#039;&#039;&#039; are quite expensive - nearly 1.5 times the cost of the elf carrying it - but avoid all of the above headaches: you can move and shoot with them at no penalty, they don&#039;t care about typing on the target, and they don&#039;t need to be closer than your Deep Strike distance for full functionality.  This ease of use is probably why they&#039;re such a popular choice as the default option for a heavy-hunting unit.&lt;br /&gt;
***&#039;&#039;&#039;Shredders and Splinter Cannons:&#039;&#039;&#039; Splinter Cannons now give more shots per point (3.7) than flat carbines (4) but give up being assault weapons for more shots at the same range. Shredders are also more efficient in terms of points per wound inflicted against GEQ, MEQ AND Light Vehicles, but give up 6” of range, leaving them vulnerable to Rapid Fire and being charged.  Both weapons are type sensitive, but the Shredder is worse - there are far more non-Infantry targets you can face than non-Vehicle - and while both weapons work at full functionality at minimum deep strike range, your Scourges are kind of terrible in melee, so you&#039;d better off using the Cannons and just deep striking farther away to avoid being charged.&lt;br /&gt;
**&#039;&#039;&#039;Scourge Weapon Analysis - tl;dr Version:&#039;&#039;&#039;&lt;br /&gt;
***Your safest defaults are a Shardcarbine/Power Lance Solarite (pistols suck) with 4 Splinter Cannons for hunting light targets or 4 Blasters for hunting heavy targets.  Every other option you can take is more complex and requires more thought.&lt;br /&gt;
&lt;br /&gt;
===Heavy Support===&lt;br /&gt;
====Covens====&lt;br /&gt;
*&#039;&#039;&#039;Cronos:&#039;&#039;&#039; The support Engine. The Cronos comes stock with a flamer with high AP and a chance to do massive damage with each hit and can take a second weapon that does nearly the same but without the auto-hits. It also, more interestingly, lets  &#039;&#039;&#039;DRUKHARI&#039;&#039;&#039; units within 6&amp;quot; reroll 1s To Wound in melee, which makes your Taloses and Grotesques &#039;&#039;even&#039;&#039; scarier. It also has a chance of healing friendly models if it kills something in melee but its melee stats are so lacking that this will rarely happen. Can now fly again thanks to the FAQ.&lt;br /&gt;
*&#039;&#039;&#039;Talos:&#039;&#039;&#039; The killy Engine. The Talos comes stock with two Macro-scalpels and you can replace one with chain flails or a talos gauntlet and the other with a twin liquifier or an ichor injector. The Chain-flails are good if you need even more anti-horde melee (and they&#039;re very good at it) and the Gauntlets (being power fists) do pretty well against vehicles and other high T and wound targets, but the Ichor Injector is just trash. It can also get guns on the tail, with the Twin Heat Lances being a bit of a trap option; sure, they&#039;re 24 points now, but you&#039;re unlikely to hit with your shitty BS. In a pure  {{W40Kkeyword|&amp;lt;COVEN&amp;gt;}} list, you should probably take Haywire Blasters, as they&#039;re decently cheap. Otherwise, stick to either the Stinger Pod or the Splinter Cannons. Can also fly again thanks to the 2018 FAQ, which means they can now charge and assault jets, bombers, etc.&lt;br /&gt;
** &#039;&#039;&#039;Macro scalpels vs. Talos gauntlet&#039;&#039;&#039;: While the extra strength and AP from the talos gauntlet seems attractive, the dual macro scalpels will ultimately do more work for your pain engines because of the hit modifier and loss of extra attacks on the gauntlet. Against everything bar heavy vehicles and monsters (T8) the scalpels outperform the gauntlet and when you have Urien around to buff Str, the scalpels start to outperform on those vehicles as well. The only time you shouldn&#039;t take macro scalpels is when you&#039;re assigning your pain engines to horde lawnmower duty, in which case you should take chainflails and a twin liquifier.&lt;br /&gt;
**1 Macro Scalpel + 1 Twin Liquifier is also better than 2 Macro Scalpels against most targets, simply because 4 points for 1 additional melee attack is often worse than 22 points for &#039;&#039;seven&#039;&#039; (on average) auto-hitting attacks, even with the gun&#039;s inferior inferior S, AP, and D.&lt;br /&gt;
** &#039;&#039;&#039;Choosing tail weapons:&#039;&#039;&#039; Pain engines suffer from BS 4+, so their shooting weapons should be chosen with care depending on what role you want your engines to play. Splinter cannons will give them some extra anti-infantry firepower but reduce their effectiveness against vehicles. Haywire blasters are surprisingly effective against vehicles for their price (a squad of three taloi with haywire blasters will put out 4d3 shots which will cause mortal wounds on a 4+ and D3 mortal wounds on a 6+ against vehicles) and range from decent to mediocre against infantry, dependent on the type of infantry you&#039;re facing; heat lances are underwhelming against vehicles but effective against heavy multiwound infantry like obliterators or centurions. The stinger pod is the worst choice out of all, but is the cheapest in case you want pain engines exclusively for their melee potential.&lt;br /&gt;
**You can turn these fellows into nice DISTRACTION CARNIFEXES by giving them and Ichor Injector, Talos Gauntlet, and Haywire Blasters. A jittery imperial with his Knight Crusader will shoot at it until this thing is totally dead, giving your real units all the time they need to move in.&lt;br /&gt;
&lt;br /&gt;
====Kabals====&lt;br /&gt;
*&#039;&#039;&#039;Ravager:&#039;&#039;&#039; Even more survivable than the new-and-improved Raider, the Ravager is somewhat sturdier with T6. Similarly, built-in Night Shields provide a 5++ save against all ranged weapons. Because Dark Lances count as Assault when equipped on Vehicles it has got an effective threat range of 50&amp;quot; at full accuracy. That, and their ability to deal D6 Damage at S8 AP-4 means the enemy &#039;&#039;won&#039;t&#039;&#039; escape and &#039;&#039;will&#039;&#039; die when you shoot them. Use their mobility to dictate the terms of battle and stay away from enemy charges. Disintegrators are a good choice if you want to erase enemy TEQ or Bikers from existence.&lt;br /&gt;
**Archons allow friendly Kabal units to re-roll 1s to Hit, so it&#039;s not a bad idea to put one next to a few Ravagers to increase their accuracy. You can even go the extra mile and form a Black Heart Spearhead Detachment and give the Archon Writ of the Living Muse so that the Ravagers re-roll 1s to Wound as well. Quite nasty. Even though maintaining formation within the 6&amp;quot; aura reduces their manoeuvrability, the increase to effective firepower and the fact the Archon can move 8&amp;quot; and advance all the time to keep up render this a viable tactic.&lt;br /&gt;
***Per Chapter Approved 2019 Dark Lances and Disintegrator Cannons are priced equally at 15 points per weapon and a total cost of 140 points, so the only question is whether you want more anti-infantry or anti-armor in your list.&lt;br /&gt;
&lt;br /&gt;
====All Factions====&lt;br /&gt;
*&#039;&#039;&#039;Reaper (Forge World):&#039;&#039;&#039; The One Big Gun alternative to the Ravager. Comparable points cost to the Dark Lance variant with +2 Wounds for greater survivability. The weapon has got two firing modes: the first is 24&amp;quot; range blast with 2D6 shots at S6 to drown the enemy in saves, the second is 36&amp;quot; range beam with D6 Dark Lance shots to vaporise a tank or a monster. Should the enemy unit endure this, both modes prevent the survivors from Advancing if any models have been slain. Unfortunately, the weapon is Heavy so its accuracy is reduced on the move. That shouldn&#039;t be too much of a problem with proper deployment, though. Moreover, the Reaper is no slouch in CC thanks to 5 attacks one of which is done at S6 AP-1 D2. Overall, a tactically flexible skimmer with great potential.&lt;br /&gt;
**&#039;&#039;&#039;23/07/2017 FAQ Update:&#039;&#039;&#039; Because of a hilariously badly worded FAQ giving [[wat|every single model a Close Combat Weapon, even models that physically can&#039;t carry one]], you can make all of its attacks at S6. You know what that means? RAMMING SPEED, STEERSMAN! I WANT THAT MON&#039;KEIGH COMMANDER&#039;S HAT FOR MY COLLECTION!&lt;br /&gt;
*&#039;&#039;&#039;Tantalus (Forge World):&#039;&#039;&#039; Drukhari Superheavy. No, really. 18 Wounds at T7 and 3+ armour is insane for the faction&#039;s standards. Two pulse disintegrators fire a total of 12 shots at 36&amp;quot; range, with S8 AP-3 D2. In close combat, it&#039;s got 6 S8 AP-2 attacks which hit at 4+, and on the charge it inflicts D3 mortal wounds on a 4+ roll to any enemy units within 1&amp;quot;. When the Tantalus Advances, you simply double its movement value. Combine that with Open-topped transport capacity of 16 (works the same as a Raider&#039;s) and the ability to grant the embarked Warlord&#039;s Leadership to all friendly LoS units (except for those in cover, for some reason) to complete the most powerful model in the army. The price for that is your wallet, your soul, and a points cost that exceeds 3 Disintegrator Ravagers. Given its size, strength, and points cost, Tantalus is a prime target for heavy enemy firepower. Using the Lightning-Fast Reactions stratagem on it may well be the difference between being reduced to a smouldering wreck or [[Troll|laughing in the face]] of that unlucky Shadowsword gunner.&lt;br /&gt;
**The FAQ that banned Scourges and Hellions from transports only mentions Raiders and Venoms. This awesome boat can still transport your Scourges and Hellions and protect them from fire, and give your Scourges a second deployment option to boot. [[Rape|12 Dark Lances plus the 12 total shots from the main gun is about as Drukhari as you&#039;re going to get.]] And with that volume of fire, [[Dakka|you stop caring about the -1 to hit if you have to move too.]]&lt;br /&gt;
**&#039;&#039;&#039;Supreme Command Tantalus&#039;&#039;&#039;: Give a Succubus splintermind, make her your warlord and she can grant Ld 10 to your entire army (out of cover).&lt;br /&gt;
**&#039;&#039;&#039;Black Heart Tantalus&#039;&#039;&#039;: Gains an additional 6+++ save, and an Archon with Writ of the Living Muse can allow it to re-roll 1s to Wound. The increase to both survivability and firepower is worth considering.&lt;br /&gt;
**&#039;&#039;&#039;Dark Creed Tantalus&#039;&#039;&#039;: Use An Esoteric Kill, Delivered From Afar to melt an important enemy HQ with the aforementioned Pulse Disintegrators. Ouch.&lt;br /&gt;
**&#039;&#039;&#039;Red Grief Tantalus&#039;&#039;&#039;: Want a First Turn charge? Total 32&amp;quot; of movement and then a re-rollable charge on a model with Fly. Double ouch.&lt;br /&gt;
&lt;br /&gt;
===Fortifications===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Webway Portal&#039;&#039;&#039;: For 120 points you can finally pick this giant arch. Fluffwise, it is the very reason of Eldar trollobility to suddently appear somewhere, where they completely shouldn&#039;t be. Crunchwise, it is still a giant arch with T8, 14 wounds, 3+ and 5++ which helps you to deep strike your units. It is set up anywhere on the battlefield more than 12&amp;quot; from enemy deployment zone and their units during your deployment and, of course, is immobile after that. What it allows you to do, is to be able to set some of your {{W40kKeyword|AELDARI}} units in the Webway (aka Necron style Tomb World), but, aside from 1 unit per gate (aka 1 unit per Night Scythe) restriction, you also must be 9&amp;quot; away from enemy, just like for normal deep strike AND within 3&amp;quot; from the gate. Of course, if the gate is destroyed, all units, that were in the gate&#039;s Webway (the Webway from &#039;&#039;&#039;Webway Portal&#039;&#039;&#039; stratagem is not the same one, so that doesn&#039;t count) are slain. On the one part, it does let you save some CP for not using aforementioned &#039;&#039;&#039;Webway Portal&#039;&#039;&#039; strat and, furthermore, allows you to deep strike your Vehicles on the contrary to it. Still, the restriction for model placement (9&amp;quot; away from the enemy and within 3&amp;quot; of the gate itself) poses a large threat that your opponent just bubble-wrap your nice and large gate with infantry blob, thus making actually using the gate a bit of &amp;quot;Risk-Reward&amp;quot; tactics, if not even a bit of a doubtfull one. The model is very nice thou, so don&#039;t restrain yourself from using it as a piece of terrain.&lt;br /&gt;
** Keep in mind, that to use Webway Gate specific Stratagems from Harlequins Codex you need to have a small detachment of this nice and deadly murderclowns (and pray to any god of your choice for this to be FAQed and &#039;&#039;&#039;Labyrinth Laughs&#039;&#039;&#039; and &#039;&#039;&#039;Webway Ambush&#039;&#039;&#039; to be accessible to all {{W40kKeyword|AELDARI}}, as it actually affects all of them).&lt;br /&gt;
&lt;br /&gt;
==Subfactions==&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|Kabal of the Black Heart}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Vect&#039;s very own, and the top dogs in the city of Commorragh.  You can also find them as the box art of any Kabalite units.&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, they are taken for Agents of Vect, giving Inured to Suffering to vehicles, and the relic + warlord trait in that order.  Two particularly common ways of seeing these guys is as a Ravager spearhead with three Ravagers babysat by an Archon with Writ of the Living Muse and as an air wing detachment.  27 S5 AP3 D2 shots rerolling 1&#039;s to hit and wound is a fantastic choice for any Drukhari list, or even Aeldari list.  The flyers are good in and of themselves and become surprisingly durable with a 5++ 6+++ and -1 to hit, but you took them as Black Heart for Agents of Vect.  It&#039;s worth noting that you can put units with other obsessions in Black Heart transports so it&#039;s common to see Obsidian Rose/Poisoned Tongue warriors in Black Heart venoms.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Obsession - Thirst for Power:&#039;&#039;&#039; +1 to the turn on the Power from Pain table. In addition, any Kabal unit without PFP such as Raiders gets Inured to Suffering (aka the 6+ FnP save). &lt;br /&gt;
**This means you start the game already able to re-roll Advance and Charge distances and get more resilient vehicles for good measure. The archon and the melee units in his court will benefit from this the most, but it can give a slight edge to Warriors. Just don&#039;t expect miracles immediately; when the game goes on and you become Fearless by turn 3, on the other hand, the benefits really start to come into play.&lt;br /&gt;
**While the Obsession bonus might seem mediocre at first, remember about the excellent Warlord Trait, Relic, and Stratagem it unlocks as part of the package.  &lt;br /&gt;
&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Labyrinthine Cunning&#039;&#039;&#039;: Roll a d6 each time you or your opponent spends a command point to use a stratagem. On a 6, you gain one command point. It may not be original, but that&#039;s never stopped it from being useful. Pair it with Agents of Vect and your opponent will strongly reconsider using any kind of Stratagem against you. FAQ confirms that they just have to be on the Battlefield so can&#039;t use this from the comfort of a transport as models in transports are not on the battlefield.&lt;br /&gt;
&#039;&#039;&#039;Relics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Writ of the Living Muse&#039;&#039;&#039;: Archon only. Allows friendly units within 6&amp;quot; to reroll 1s to wound. Put that Archon next to a bunch of Ravagers and let him orchestrate a symphony of destruction. &lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Agents of Vect (4 CP)&#039;&#039;&#039;: Use when your opponent spends CP for using a stratagem but before it takes effect. Roll 1d6; on a 1, nothing happens. On 2-5, the CP used by your opponent is refunded but the stratagem does not take effect and can&#039;t be used again this phase. On a 6, the CP is not refunded and the stratagem does not take effect and can&#039;t be used again this phase. This stratagem cannot be used against a stratagem that is used before the battle or during deployment.&lt;br /&gt;
**Very expensive, but the value of a &amp;quot;counter-Stratagem&amp;quot; cannot be overestimated. Denying an opponent a crucial Command re-roll may be all you need to guarantee a victory on your part.&lt;br /&gt;
**Even with the Big FAQ, this is still an extremely good Stratagem. It often comes paired with Labyrinthine Cunning, so you are going to be rolling 5-7 Dice to generate CP. Statistically you are getting 1CP back resulting in a net cost of 3CP.&lt;br /&gt;
**Not to be overlooked is the fact that just being able to use this Stratagem will mess with an opponent, suddenly they are second guessing themselves and will hold back on using their key stratagems. Thus you *deny* more stratagems just by the very threat of being able to do so.&lt;br /&gt;
&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
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==={{W40Kkeyword|Kabal of the Poisoned Tongue}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
In the grim darkness of the far future, something dark and sinister will be written here.&amp;lt;br&amp;gt;&lt;br /&gt;
Thematically describe this faction.&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, they (insert play description).&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Obsession - The Serpent&#039;s Kiss:&#039;&#039;&#039; Re-roll to-wound rolls of 1 for melee weapons and weapons with the Poisoned Weapon rule. This does not apply to relics.&lt;br /&gt;
**A fairly middle of the road obsession, The Serpent&#039;s Kiss has the distinction of being useful in both the shooting and melee phases. It is never going to be amazing but it&#039;ll never be worthless either.&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Towering Arrogance&#039;&#039;&#039;: Friendly units within 12&amp;quot; of the Warlord can use the Warlord&#039;s Ld. Typically, this is worth a whopping +1Ld.  Terrible, take one of the 3 generic Kabal traits instead.&lt;br /&gt;
&#039;&#039;&#039;Relics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Soul-Seeker &#039;&#039;&#039;: Archon only. Replaces a splinter pistol; is an upgraded stinger pistol - +2 to wound rolls against non-{{W40Kkeyword|vehicle}}s (i.e. 2+ usually, 4+ against just {{W40Kkeyword|titanic}}). +6&amp;quot; range, +1ROF, -1AP, changes D from 1 to 1d3.  Ignores cover save modifiers, ignores LOS, can snipe enemy characters.&lt;br /&gt;
** Great for a character hunting Archon since nothing will protect a character in range of this weapon.&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Insidious Misdirection (2 CP)&#039;&#039;&#039;: Use before the first battle round, one use only. Allows you to redeploy 3 {{W40Kkeyword|Kabal of the Poisoned Tongue}} units. Amazing, savor the look on your opponent&#039;s face when you redeploy your ravagers far away from any units that threaten them.&lt;br /&gt;
&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
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==={{W40Kkeyword|Kabal of the Flayed Skull}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Flayed Skull are the air force of the Drukhari. They are obsessed with aircraft and the skies, to the point their archons get offended when they even see other races aircraft. They brag to the other kabals that they can commit raids of entire planets without a single one of their own touching the ground, which is possible with tons of Raider skimmers. Interestingly, they gained most of their popularity from the citadel painting suppliment &#039;Raiders of Commoragh&#039;, where the archon, Malidrach Vrasque, was shown to be a cool conversion which almost every drukhari player follows given how shit the current archon model is, easily improved by slapping a jetbike helm instead of the head. They also, hands down, have the coolest colour scheme in maybe all of 40K. Red armour with elite units like Incubi having pristine white with red helms. Fuck yeah.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, they (insert play description).&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Obsession - Slay from the Sky:&#039;&#039;&#039; +3&amp;quot; movement to all units with {{w40Kkeyword|Fly}}. Enemy units do not receive cover benefits to their saving throws against {{w40Kkeyword|Fly}}ing models or units with this obsession embarked on a {{w40Kkeyword|Fly}}ing transport with this Obsession. Finally, units that either {{w40Kkeyword|Fly}} or are embarked on a {{w40Kkeyword|Fly}}ing transport that have this Obsession (the rider, not the transport) re-roll to hit rolls of 1 for rapid fire weapons. &lt;br /&gt;
**The upshot of this is that all your vehicles are faster, their splinter rifles and cannons are more accurate, and they&#039;re able to ignore cover saves (but not penalties to hit) for good measure. Note that this helps give re-roll 1s to hit to models inside transports, who normally the character aura won’t affect (due to not being on the field).  Remember that re-rolling 1s to hit and to wound have the same effect on output (a 7/6 multiplier) - since all of your rapid fire weapons are poisonous, this part of the obsession behaves like a strictly worse version of the Poisoned Tongue one.  Still pretty great, though.&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Famed Savagery&#039;&#039;&#039;: Get +1A and +1S when charging, being charged, or performing a Heroic Intervention. Useful if you want to kit out an Assault Archon using the Husk/Djinn Blade.&lt;br /&gt;
&#039;&#039;&#039;Relics &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Veil&#039;&#039;&#039;: Archon only. If (i.e. when) your shadow field fails, gain a 4++ invulnerable save for rest of game. Absolute auto-include, that shadowfield is going to die on you eventually, this and Sslyth bodyguards are the only way to survive a turn after it goes down.&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Masters of the Shadowed Sky (1 CP)&#039;&#039;&#039;: Gives a {{W40Kkeyword|Kabal of the Flayed Skull}} unit +1 to hit when shooting at a unit with {{W40Kkeyword|Fly}}. Perfect for negating the hard to hit rule on most aircraft, and since the Flayed Skull specializes in flyers themselves it&#039;ll help their Razorwings dominate even further. Also gives you a hilariously Drukhari way of shooting out Jump Pack equipped characters as well.&lt;br /&gt;
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&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
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==={{W40Kkeyword|Kabal of the Obsidian Rose}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The finest gunsmiths and arms dealers in the Dark City, the Kabal of the Obsidian Rose specialize in creating the best guns available to the Drukhari. Their Flawless Workmanship Obsession provides an extra 6&amp;quot; range for all Assault, Rapid Fire, and Heavy weapons used by members of this Kabal, including their transports and support vehicles. (Notably, the extra 6&amp;quot; range does not work on Blast pistols, but does work on Blasters and Shredders.) The extended range of their weapons lends itself fairly well to a classic gunline tactic, which seeks to punish the enemy at range rather than get close.  &lt;br /&gt;
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&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Obsession - Flawless Workmanship:&#039;&#039;&#039; +6 to the range of all assault, rapid fire, and heavy weapons. Does not apply to Eyebursts or relics.&lt;br /&gt;
**24&amp;quot; Blasters and 42&amp;quot; Dark Lances? Put a unit of 10 Warriors with 2 Blasters inside a Dark Lance Raider to obtain a Ravager Lite with some anti-infantry firepower to boot.&lt;br /&gt;
**Remember that this will also increase the Rapid Fire range of your splinter rifles (15&amp;quot;) and splinter cannons (21&amp;quot;); while this may not seem big on paper, remember that every inch you can put between you and your opponent is potentially -1 to the likelihood of them making that charge.&lt;br /&gt;
**Also note that this buffs the range of your Shredders, making them the same range as unbuffed blasters, making them a fair bit more viable.&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deathly Perfectionist&#039;&#039;&#039;: The Warlord&#039;s weapons gain +1D. Does not affect relics. D2 Agonizers and Splinter Pistols are nice, but using this with a Blast Pistol is just evil.&lt;br /&gt;
&#039;&#039;&#039;Relics &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Armour of Misery&#039;&#039;&#039;: Archon only. Grants a 3+ armour save, and enemies have a -1 to hit in the fight phase. Gives your Archon a good amount of protection after his Shadowfield has burnt out (which we know will definitely happen at the worst possible time - aka the 1st time).&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Failure is Not an Option (1 CP)&#039;&#039;&#039;: Use when a {{W40Kkeyword|Kabal of the Obsidian Rose}} unit fails a morale test. Select which models will flee, BUT first those models get to make a shooting attack or a single close combat attack each. If this causes even a single enemy model to be slain, none of your models flee. Maximum sized units can turn what might have otherwise been a devastating loss in the morale phase into an unexpected &#039;&#039;gain&#039;&#039; thanks to this, taking an extra chunk out of your opponent&#039;s army without actually losing anybody. (Keep in mind that from turn four onward, any unit with the Power From Pain rule becomes Emboldened by Bloodshed, making them automatically pass their Morale tests, rendering this Stratagem worthless.) &lt;br /&gt;
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&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
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==={{W40Kkeyword|Cult of the Cursed Blade}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Your goth gym rat wyches.  They may not have the flash and finesse of some of the other cults but they know that the quickest way to a marines heart(s) is through a hail of bolter fire and 6&amp;quot; of ceramite, and they intend to get there.&amp;lt;br&amp;gt;&lt;br /&gt;
Do you need a unit that can soak 12 casualties on overwatch from a Leviathan without running away? These are your guys.  Excellent turn 2 deep strikers as their morale benefits make large blobs more viable, can be given Adrenalight for lots of S4 attacks or grave lotus for some S5 goodness.  A shardnet and impaler succubus with warlord trait and relic will tie down infantry and will make them take mortal wounds.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Obsession - Only the Strong Will Survive&#039;&#039;&#039;: +1S and only 1 loss from failed morale tests. S4 base Wyches with near-immunity to morale tests that already got cheaper and 1 more attack? Niiice!&lt;br /&gt;
**Due to bladevanes having a set strength value of 4, Reavers gain do not benefit from the strength increase.&lt;br /&gt;
***Per the Rule Book FAQ, all models count as armed with a close combat weapon. So it can benefit if you choose not to use the bladevanes - that can be helpful against MEQ if you have the +1S drug.&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Treacherous Deceiver&#039;&#039;&#039;: Each unmodified save roll of 6 made by the Warlord in the fight phase causes the attacker to take a mortal wound.&lt;br /&gt;
**Suicide Succubus anyone?&lt;br /&gt;
&#039;&#039;&#039;Relics &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Traitor&#039;s Embrace&#039;&#039;&#039;: Succubus only. If the bearer is slain in the Fight phase, the unit that killed it takes d6 mortal wounds on a 2+.&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Concealed Boobytraps(1 CP):&#039;&#039;&#039; When an enemy charges a unit that is in terrain, roll a die. On a 4+ deal D3 damage.&lt;br /&gt;
&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
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==={{W40Kkeyword|Cult of Strife}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
The Cult of Strife is to Wyches what the Kabal of the Black Heart is to Kabals: poster boys, good all rounders, and led by a named character.  Fortunately, Lelith Hesperax actually has rules this edition and is Drukhari exclusive despite having run off with Yvraine in the fluff.&amp;lt;br&amp;gt;&lt;br /&gt;
These guys run well as minimum strength units with a shardnet and impaler that can jet around in venoms and tie up valuable units or use their extra attacks to clear chaff.  Their strategem of fighting a second time can be absolutely silly on large blobs but still relies on getting that blob into combat intact.  Blood dancer becomes very good after battle round 3 when you&#039;re generating multiple hits on a 5+.  Slap that on a succubus with the Triptych Whip and watch your model with 4 base attacks do 8 wounds or watch Lelith Hesperax chew through a smash captain then attack again and skewer a lieutenant. &amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Obsession - The Spectacle of Murder&#039;&#039;&#039;: +1A when charging, charged or heroic intervened. So that means 4A base for your standard wych before weapons and combat drugs. Drown your enemy in dice! Use this with Hellions to throw a ton of attacks with S5 and 2D each at any Primaris or Terminators or Vehicles coming your way!&lt;br /&gt;
**If you end up mixing Cult of Strife units with others melee units (incubi, Wracks, archons, etc), try and position your Wych Cult units around non cult units in a screen. That way the opponent must either declare a charge against them in order to get into melee or risk a longer charge to avoid triggering The Spectacle of Murder. &lt;br /&gt;
**The obsession triggers when charged, but does not specify you have to target the charging unit. if your opponent sends in a unit to help save something locked in combat, then you can punish them by turning those additional attacks against the original target. &lt;br /&gt;
&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood Dancer&#039;&#039;&#039;: When rolling a 6 to hit in the fight phase, that attack counts as 3 hits instead of 1. Due to Power From Pain, this can trigger on 5+ from turn three. The Cult of Strife&#039;s extra attacks from their Obsession will make sure the extra hits happen with considerable frequency. Lelith Hesperax has this, and boy, does she benefit from it. &lt;br /&gt;
**Keep in mind, however, that a Succubus using an Archite Glaive cannot trigger the trait until battle round 3...unless you give her the right drugs. &lt;br /&gt;
&#039;&#039;&#039;Relics &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phial Bouquet&#039;&#039;&#039;: Gain the effect of a random drug every round, in addition to the currently selected drug. If the randomly chosen drug is the same as the one the bearer is already under the effects of, the bonuses stack. &lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;No Method of Death Beyond Our Grasp (3 CP)&#039;&#039;&#039;: Use after a Cult of Strife unit destroys a unit in either the Shooting or Fight phase (if the latter, after consolidating). Depending on the phase the enemy unit was destroyed, the unit can either shoot or fight again. A single 20-strong blob of Wyches from the Cult of Strife which had its Obsession trigger can put out 81 attacks per turn before Combat Drugs and weapons get factored in. Now imagine what a total of &#039;&#039;&#039;162 attacks&#039;&#039;&#039; can do to just about anything. You&#039;re going to need more dice.&lt;br /&gt;
**Do remember to declare your multicharges, Pile In, and Consolidate properly before using this. Nothing is more expensive than regret.&lt;br /&gt;
&#039;&#039;&#039;Special Characters&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lelith Hesperax:&#039;&#039;&#039; The Queen of the Arena came out of the codex much closer to her classic form. Instead of doing drugs, she simply chooses a stat each turn and gains that bonus. 3++ special Dodge now works outside of combat, and she still has bucketloads of attacks that will never miss. She re-rolls failed hits and wounds against other Characters, meaning she does an average of about 3 wounds on T4-T5 characters at AP-4 D1 each. Then her hair gets 2 more attacks (yep!) to put maybe another wound plus another from her obsession. Even things with Storm Shields might not be able to count on their invulnerable saves protecting them from all of her attacks. She can swap out one of her knives for an impaler, but the extra point of damage from the impaler isn&#039;t worth the reduced AP or the loss of the other extra attack for having two of the knives.&lt;br /&gt;
** The Cult of Strife WT is what really makes her shine. On a charge, she&#039;ll make 6 attacks with her two blades (and that&#039;s &#039;&#039;without&#039;&#039; choosing +1A) and 2 with her hair, which will translate to &#039;&#039;more than 6.8 blade hits&#039;&#039; and &#039;&#039;more than 2.7 hair hits&#039;&#039;. [[Rape|With the Strength boost you are looking at 3.86 dead Marines or 5.75 dead Guardsmen per charge before Turn 3]], and [[Rip and Tear| 4.96 dead Marines or 7.39 dead Guardsmen as of Turn 3]]. The Attacks boost will get you substantially fewer kills against these targets - with the sheer number of swings Lelith gets, you want to only choose +1A when +1S won&#039;t help, such as if you find yourself stabbing a T8+ target. And we haven&#039;t even started with [[Anal_Circumference |what she can do to characters]] (even [[Chapter Master Smashfucker | SMASHFUCKER]] needs to be wary of her due to Re-rolls to Wound and boatloads of AP-4 attacks). Very solid choice and probably our best HQ choice now. [[Rage| Vect must be furious]]. She can also bully Monsters, TEQs, and Bikes with the sheer number of S4, AP-4 attacks she can put out (Exploding Flavour or Soulburst Flavour), and the Cruel Deception Stratagem will let her keep getting those bonus attacks from her Obsession again and again while keeping her safe from anything that a 3++ alone might not protect her from.&lt;br /&gt;
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&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
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==={{W40Kkeyword|Cult of the Red Grief}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Fast, fast, extra fast.  These guys are the speed demons of the arena, only touching the ground when there&#039;s a kill to be had, sometimes not even bothering to stop.&amp;lt;br&amp;gt;&lt;br /&gt;
Red Grief is a Reavers best friend.  It turns them from fast and dangerous to ludicrously fast and dangerous.  A 38&amp;quot; charge threat on flying models can get them from your deployment zone to an enemy&#039;s back line potentially doing eviscerating flyby damage on the way.  The Blood Glaive and Hyper-Swift reflexes are both good on Succubi and let her put out some absurd damage for her points cost.  Don&#039;t forget this applies to your transports too, giving your venoms and raiders turn 1 charges as well.  Alas, Red Grief does little to augment the survivability or damage output of Wyches and most improves the overcosted Reavers, so they mostly appear in non-competitive lists.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Obsession - The Speed of the Kill&#039;&#039;&#039;: Advance and charge, plus re-roll failed charges. This drastically increases your chance of your overall improved wyches making it into close combat. Your Wyches are now as speedy as Genestealers! Jetbikes love this, nothing is beyond their reach now!&lt;br /&gt;
**At first, the re-roll on the charge seems to only matter if you are trying to launch a first turn charge, since PFP will give this naturally on turn 2. However, it also allows your vehicles to join the fun.  You can reliably charge with EVERYTHING in a Red Grief raiding party turn 1.&lt;br /&gt;
**The Deep Strike rules have killed off Alpha Strike lists in favour of Gunline lists, so this is one of the only competitive choices.&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hyper-swift Reflexes&#039;&#039;&#039;: Increases invulnerable save by 1. Not much but useful nonetheless, especially if you intend your Blood Glaive Succubus to duel enemy HQs.&lt;br /&gt;
&#039;&#039;&#039;Relics &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood Glaive&#039;&#039;&#039;: An Archite Glaive with +1S (+3 total), D1d3 instead of 1, and most importantly, no -1 to hit. Not much else to say but &#039;&#039;take it and engage blender mode!&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Athletic Aerialist (2 CP)&#039;&#039;&#039;: When consolidating after combat, you can move a Cult of the Red Grief unit 6&amp;quot; towards the nearest transport. If the move brings all models in the unit within 3&amp;quot; of the transport, they can embark on it as if it was the Movement phase- even if they already disembarked from that transport on the same turn. &lt;br /&gt;
&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|Prophets of Flesh}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
The coven poster boys they are led by notable sick fuck Urien Rakarth, inheritor and exemplar of the fine Aeldari traditions that gave birth to Slaanesh.  When it comes to making flesh monsters these guys are simply the best there is.  Closely allied with Vect and masters of the cloning technology that keeps Commorragh running the Prophets of Flesh are the most influential and powerful coven.&amp;lt;br&amp;gt;&lt;br /&gt;
Pre custom obsessions if you saw coven units on the tabletop it was these guys.  4++ on everyone? Incredible.  Diabolical Soothsayer to make Alliance of agony better than free? Incredible.  Vexator Mask for no overwatch and being able to slap always fights last on something? Incredible.  Urien Rakarth, unkillable and bumping your already great monsters even more? Incredible.  Black Cornucopians to bring back a depleted unit of wracks or teleport one to an opposite table edge? Incredible (if a bit situational).  A big downside is it sets up a rather predictable strategy of cluster your heavy hitters around a haemonculus or two and run it at the enemy.  Not a bad strategy and fits well with a lot of Drukhari armies, but a bit slow and inflexible.  The custom obsessions let coven units fill some different roles but Prophets of Flesh will still give you a tough core with a few neat tricks.&amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Obsession - Connoisseurs of Pain&#039;&#039;&#039;: The invulnerable save from Insensible to Pain is increased to 4+, giving your units the equivalent of a free Iron Halo. &lt;br /&gt;
&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Diabolical Soothsayer&#039;&#039;&#039;: Once per battle, reroll a single hit, wound roll, saving throw, or damage roll for your warlord. In addition, if the army is battle forged, roll a D3 before the battle begins; you gain a number of additional command points equal to the results. Urien Rakarth has this.&lt;br /&gt;
**Note: This refers to your &#039;&#039;&#039;Warlord&#039;&#039;&#039;. This means that if you gave a Haemonculus a Warlord Trait through Alliance of Agony, then it is your Archon that gains the benefit (no as these characters are considered the warlord in relation to their warlord traits. This mean that the Archon is the only warlord that can give up slay the warlord as it is the warlord in all regards). Combining this with Alliance of Agony makes this at worst, CP Neutral. If you have the Labyrinthine Cunning Warlord Trait you stand a chance at making even more back as well.&lt;br /&gt;
&#039;&#039;&#039;Relics &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vexator Mask&#039;&#039;&#039;: No overwatch against the bearer. At the start of the Fight phase, choose a unit within 6&amp;quot;; that unit fights last. &lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Black Cornucopians (2 CP)&#039;&#039;&#039;: Use at the end of the movement phase. Lets you remove a unit of Prophets of Flesh Wracks from the board and return them to the table at full starting strength. The unit is set up wholly within 6&amp;quot; of a table edge and more than 9&amp;quot; from an enemy model. Basically Tide of Traitors from Chaos Space Marines, but with a unit that can be good as something other than a meatshield...and has a 4++ and 6+ FnP for good measure.&lt;br /&gt;
&#039;&#039;&#039;Special Characters&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Urien Rakarth:&#039;&#039;&#039; Dead hard, and awesome in all the ways a Haemy is awesome. T6 due to his own buff, and halves damage; this dude will take a lot of firepower to bring down. However, being equipped with only a meh Ichor Injector and some bog-standard Haemonculus Tools, he is none too scary in melee. He does have an aura that inflicts mortal wounds on enemies within 3&amp;quot; of him on a 6+, though, which can act as a deterrent against enemy charges. &lt;br /&gt;
** He now buffs {{W40Kkeyword|Prophets of Flesh}} Strength and Leadership too. Wracks won&#039;t notice much, but your Grotesques and Pain Engines will. See your opponents&#039; faces as your menagerie drills a hole through their army.&lt;br /&gt;
** Remember thanks to the FAQ everyone is equipped with a regular close combat weapon.  If Wracks are fighting T3 GEQ forgo the Haemonculus tools and enjoy wounding on 3s next to Urien.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|Dark Creed}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
This coven likes to court its pain and bring you the wagyu of suffering rather than the McDonalds buffet that the Prophets of Flesh provide.  They massage their prey&#039;s fear, let it graze wild, and harvest it at its most nourishing.&amp;lt;br&amp;gt;&lt;br /&gt;
These guys are fun and fluffy but don&#039;t quite make the competitive cut.  As part of an Aeldari list they can set up great leadership bombs.  The relic can help turn your haemonculi into a mortal wound dealing monster.  Unfortunately they suffer from a lack of synergy and the unreliability of morale bombs.  You don&#039;t have shooty enough units for the stratagem to be worth it (it&#039;s funny on a Tantalus or a Reaper, but so are most things) and the units most likely to fail from a morale bomb will either be valuable enough to auto-pass or cheap enough that they were supposed to die anyways.  Save the elaborate maneuvers for your wyches, let your coven just slap things around.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Obsession - Distillers of Fear&#039;&#039;&#039;: Models in enemy units must subtract one from their leadership for each unit with this obsession that is within 6&amp;quot; to a max of -3. Phantasm Grenade Launchers can push the penalty further, and if you bring in an allied Eldar detachment with Hemlock Wraithfighters on top of that you can bring almost any unit to the Ld of a mere Conscript.&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fear Incarnate&#039;&#039;&#039;: At the start of the Fight phase, roll 2d6 for each unit within 3&amp;quot; of the Warlord. If the result is higher than that unit&#039;s highest LD, the unit takes a mortal wound. Does synergise with your obsession, but the failure to deal more mortal wounds the larger the gap makes it end up decidedly underwhelming compared to Master Nemesine, particularly on a Haemonculus with an Ichor Injector.&lt;br /&gt;
&#039;&#039;&#039;Relics &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spirit Sting&#039;&#039;&#039;: A 3 shot stinger pistol, Ap -4. Adds +2 to wound against non-vehicles, and ignores invulnerable saves. Unlike most pistol relics, this one has pretty good synergy: this, a Flesh Gauntlet and the Master Nemesine warlord trait gives you a Haemy that doesn&#039;t care about no stinkin&#039; Storm Shield.&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;An Esoteric Kill, Delivered From Afar (2 CP)&#039;&#039;&#039;: Allows a Dark Creed unit to shoot at enemy character even if they are not the closest. Coven units are not exactly known for their shooting, but this stratagem can allow a dark lance equipped raider or a Talos with Heat Lances to snipe a character. Try not to miss. Speaking of which, Tantalus is a perfectly viable unit choice to employ this stratagem, so you might vaporise the enemy character with 12 Pulse Disintegrator shots instead. Also has good synergy with the Dark Creed relic pistol, 3 shots hitting on 2s, wounding on 2s, ignoring almost any save is pretty menacing and gets really dangerous to even tough characters as the game goes on and they start losing wounds (less powerful than the tantalus but still).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|Coven of Twelve}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
These fine gentleman pride themselves on being the best of the best.  Constantly circle jerking/attempting to murder each other, the twelve (eleven, since Urien never actually shows up) are in an endless game of one upmanship to make the fanciest toys out of their living captives.&amp;lt;br&amp;gt;&lt;br /&gt;
The extra ap from their obsession doesn&#039;t hurt, but it doesn&#039;t help enough to take these guys typically.  Sure you can shoot into combat and maybe kill some of your own guys which is fun and may be how you want to play a game, but very situational.  The warlord trait is less good than just taking the -1 damage custom obsession and the relic is mostly useful against characters in melee, which isn&#039;t usually where you want your haemonculus to be.  &amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Obsession - Butchers of Flesh:&#039;&#039;&#039; All melee weapons have one better ap. (0 ap becomes -1) Does not apply to relics. Helps compensate for the generally poor ap of coven melee weapons and turns agonisers into poisoned power swords.&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Scarlet Epicurean&#039;&#039;&#039;: Reduce incoming damage by 1, down to a minimum of 1.  Usually better than Master Regenesist in melee, but if you&#039;re trying to survive sniper rifles, remember that it won&#039;t reduce incoming mortal wounds at all, unlike Master Regenesist (if you live long enough to roll to recuperate).&lt;br /&gt;
&#039;&#039;&#039;Relics &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flensing blade&#039;&#039;&#039;: Replaces Haemonculus Tools. -2 AP, d3 D. Adds +1 to wound against non-vehicles and  always deals 3 D against characters.&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Administer Punishment (1 CP)&#039;&#039;&#039;: Select a Coven of Twelve unit during the Shooting phase. It can shoot at enemies that are within 1&amp;quot; of another friendly unit, but any hit roll of 1 is resolved as a hit against the friendly unit instead. If more than one friendly unit is present, choose which one gets hit. This Stratagem can&#039;t be issued to a unit which is itself within 1&amp;quot; of an enemy unit. &lt;br /&gt;
**Unlike the Valhallans&#039; &amp;quot;Fire on My Command!&amp;quot; Order that this is based off of, auto-hitting weapons &#039;&#039;&#039;are&#039;&#039;&#039; affected by this. For each hit from such a weapon, roll a d6; on a 4+ it hits normally, but on a 1-3 it hits one of your units. This makes it much more risky to use than its IG counterpart, which can just use Flamers to avoid the possibility of self-inflicted damage. On the other hand, Liquifier Guns and Spirit Syphons aren&#039;t exactly that dangerous to Coven units, so its probably less of a risk than simply the loss of about half the shots.&lt;br /&gt;
**Could be very useful for a Talos equipped with Haywire Blasters or Heat Lances depending on how their Codex pans out. Wracks Tarpit something big, and the Talos blasts it apart.&lt;br /&gt;
**Very useful for trapping a character and having a Talos blast it apart with Heat Lances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|Ynnari}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Ever since the rebirth of Yvraine in the heart of Commorragh the Drukhari have had a mixed relationship with the reborn.  Lelith Hesperax immediately flipped to the Ynnari after seeing someone reborn in front of her and brought a good chunk of wyches with her.  Vect was mad that Eldrad had out dicked him and that someone had stolen Lelith away from him, but other kabals saw promise and hope in rebirth and fell in line.  The Covens will have none of this feel good hopeful nonsense and are quite happy to keep doing what they&#039;re doing.&amp;lt;br&amp;gt;&lt;br /&gt;
Crunch wise the Ynnari can bring cult and kabal units in a single detachment along with the Ynnari keyword with Strength from Death taking the place of your obsession.  These guys pair excellent with cults.  Psychic bonuses form Yvraine and the Yncarne make wyches tougher, faster, and stronger and do even more for beast units turning razorwing flocks into iron walls.  The Ynnari tend to have huge potential but expect your opponent to go hard the support characters that make your army extra dangerous.&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strength from Death&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reborn Drukhari - Strength from Death:&#039;&#039;&#039; Whenever any unit is destroyed, all Ynnari units fight first in the fight phase for the rest of the turn. If they already could or just charged, they also add +1 to their hit rolls.&lt;br /&gt;
**As {{W40Kkeyword|Reborn Drukhari}} replaces {{W40Kkeyword|&amp;lt;Kabal&amp;gt;}} and {{W40Kkeyword|&amp;lt;Wych Cult&amp;gt;}} and no longer removes Power from Pain, this basically serves the same role as your obsession. Though it has become an army wide buff, Strength from Death has redefined the Ynnari as an explicitly melee oriented faction. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Allies of the Reborn:&#039;&#039;&#039; Incubus, Beasts and Scourge units never benefit from Strength from Death, although they can be included in Ynnari detachments without preventing other units from gaining the rule.&lt;br /&gt;
**Mandrakes and {{W40Kkeyword|&amp;lt;Haemonculi Coven&amp;gt;}} may never be included in {{W40Kkeyword|Ynnari}} detachments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revenant Discipline&#039;&#039;&#039;&lt;br /&gt;
Since Drukhari never had their own psykers to begin with, these are only available to Yvraine and the Yncarne, these powers allow them to play both a supportive and offensive role for your army.&lt;br /&gt;
#&#039;&#039;&#039;Gaze of Ynnead:&#039;&#039;&#039; Essentially Smite on crack, this WC 6 power deals damage based on a D6; a roll of 1 results in 1 Mortal Wound, 2-5 causes 1d3 Mortal Wounds, and a 6 results in 1d6 Mortal Wounds on the target. This is perfect for either softening up a hardy unit or vehicle, or dispatching whatever battle-worn foes didn&#039;t quite bite it last turn.&lt;br /&gt;
#*This power does 48.45% the damage of &#039;&#039;Smite&#039;&#039; for the Yncarne and 58.33% the damage for Yvraine; the only reasons to cast it are that it is targetable, and a given Psyker can cast both it &#039;&#039;and&#039;&#039; Smite. It can be a solid offensive tool in the hands of Yvraine, but you&#039;ll ideally pick it up mid-battle when some of her warlock meat shields get chewed up rather than starting out with the power.&lt;br /&gt;
#&#039;&#039;&#039;Storm of Whispers&#039;&#039;&#039; An AoE aura attack, this WC 6 power lets you roll 3D6 dice per enemy unit within 6&amp;quot; of the caster; every roll of a 6 hits the unit in question with a mortal wound. An alright power that can do work in the hands of the Yncarne, but probably not an ideal choice for Yvraine.&lt;br /&gt;
#&#039;&#039;&#039;Word of the Phoenix:&#039;&#039;&#039; WC 5, this ability no longer triggers Soulburst, but rather allows the targeted {{W40Kkeyword|Ynnari Infantry}} or {{W40Kkeyword|Ynnari Biker}} within 18&amp;quot; to heal D3 wounds &#039;&#039;or&#039;&#039; resurrect one model, who comes back with a single wound remaining. Finally, a semi-reliable way to heal your units! Suffice to say this is a fantastic supporting power for your bikers, who can afford to take a few hits.&lt;br /&gt;
#&#039;&#039;&#039;Unbind Souls&#039;&#039;&#039; A WC 6 malus that allows units to re-roll wound rolls for melee attacks against the targeted unit. It synergizes fairly well with the new Soulburst and is relatively easy to cast without much hassle.&lt;br /&gt;
#&#039;&#039;&#039;Shield of Ynnead&#039;&#039;&#039; A slightly more challenging WC 7 power that grants &#039;&#039;all&#039;&#039; Ynnari units within 6&amp;quot; of the Psyker a 5+ invulnerability save. This works for literally everything in your army and can be a fantastic tool for your infantry, beasts, bikers, and even vehicles.&lt;br /&gt;
#&#039;&#039;&#039;Ancestor&#039;s Grace:&#039;&#039;&#039; This power allows the targeted friendly unit to re-roll hit rolls of 1 until your next Psychic phase, so both shooting and melee. A nice supplemental power, but odds are you may already have an Archon or a Succubus with an aura providing exactly the same benefit to multiple units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Traits&#039;&#039;&#039;&lt;br /&gt;
Yup, after nearly two years of going without, Ynnari armies finally have access to their own unique Warlord traits. Due to the way Ynnari detachments now work, so long as a named {{W40Kkeyword|Ynnari}} character is in the detachment, you may name take it as a Ynnari detachment and name any generic HQ as your warlord if you so wish. All non-Ynnari named characters cannot join a Ynnari detachment anymore, so no Drahzar or Lilith Hesperax for you. Also, it goes without saying the Kabal and Wych Cult traits are off limits.&lt;br /&gt;
#&#039;&#039;&#039;Lord of Rebirth:&#039;&#039;&#039; Heal one wound a turn automatically and ignore wounds on a 5+. You already have FnP from Power From Pain, but the ability to heal is nice.&lt;br /&gt;
#&#039;&#039;&#039;Warden of Souls:&#039;&#039;&#039; Whenever your Warlord is affected by Soulburst, and +1 to their Strength and Attack characteristics. A decently reliable way to buff your warlord on a more consistent basis compared to the other offensive traits here, but with a notable peak in performance.  The Yncarne has this by default.&lt;br /&gt;
#&#039;&#039;&#039;Walker of Many Paths:&#039;&#039;&#039; A free hit/wound reroll every turn with a 5+ CP refund when you use a stratagem. A flexible choice that helps keep your options open when you don&#039;t know what to expect.&lt;br /&gt;
#&#039;&#039;&#039;Fear of the Grave:&#039;&#039;&#039; All enemy units within 6&amp;quot; of your warlord subtract 1 from their leadership, 2 if it&#039;s during a turn a unit was killed by the warlord.&lt;br /&gt;
#&#039;&#039;&#039;Favoured of Ynnead:&#039;&#039;&#039; Consolidate 6&amp;quot; instead of 3&amp;quot; in melee. Can be handy to keep up the momentum, but runs the risk of leaving your warlord&#039;s entourage behind.  Yvraine has this by default.&lt;br /&gt;
#&#039;&#039;&#039;Master of Death:&#039;&#039;&#039; Whenever your warlord rolls a hit roll of 6 in melee, it generates two hits instead of one. A good way to help deal with hordes and fish for hits in general, but kind of unreliable.  The Visarch has this by default.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relics of Ynnead&#039;&#039;&#039;&lt;br /&gt;
A fresh batch of relics available for your Ynnari characters, thanks to the May issue of White Dwarf. These are all exclusive for your generic characters and cannot be taken on your named Ynnari characters, ironically.&lt;br /&gt;
*&#039;&#039;&#039;Hungering Blade&#039;&#039;&#039;: Replaces a Husk Blade/Star Glaive/Power Sword, making it available to an Archon/Autarch/Troupe Master respectively. S+3 AP-3 flat D2 sword that swats an extra mortal wound on targets for every wound roll of a 6. A decent upgrade if you plan on having your character up front.&lt;br /&gt;
*&#039;&#039;&#039;Song of Ynnead&#039;&#039;&#039;: An 18&amp;quot; Pistol 3 S5 AP-1 replacement for a shuriken pistol. Follows shuriken AP-3 rules and every time it kills an enemy model, its unit subtracts 1 from its leadership until the turn ends. Since it shoots three times, this &#039;&#039;can&#039;&#039; devastate enemy leadership in conjunction with other debuff powers/abilities. Very good for horde-based armies.&lt;br /&gt;
*&#039;&#039;&#039;Mirrorgaze&#039;&#039;&#039;: A standard &amp;quot;-1 for hit rolls against the bearer&amp;quot; relic. Notably affects all hit rolls and isn&#039;t limited to infantry.&lt;br /&gt;
*&#039;&#039;&#039;Soulsnare&#039;&#039;&#039;: Once per game, you can pick a unit within 6&amp;quot; of the bearer and roll a D6. 1 does nothing, 2-5 deals D3 mortal wounds and heals the bearer for the damage dealt, and a 6 deals D6 mortal wounds and heals for &#039;&#039;all&#039;&#039; lost wounds on the bearer. Basically a pocket mini-smite with some crazy benefits if you get lucky and obviously pays off more on characters with big health pools.&lt;br /&gt;
*&#039;&#039;&#039;The Lost Shroud&#039;&#039;&#039;: Halve all damage received, rounding up, with a 5+ FNP for good measure. Crazy good ability that can take the edge off strong weapons, but largely underwhelming on any characters with less than 6 wounds total.&lt;br /&gt;
*&#039;&#039;&#039;Corag Hai&#039;s Locket&#039;&#039;&#039;: Whenever the bearer destroys a unit, permanently add 1 to their movement and attack characteristics. There is no cap to this, meaning you can get some ridiculous stats if the owner of this racks up the kills. Stacks beautifully with Soulbursts and Warden of Souls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
The Ynnari now have their set of stratagems to further enhance your Ynnari detachments. Now that the Ynnari have their own set of stratagems, GW decided that they are no longer permitted to use Craftworld, Harlequin or D. Eldar stratagems. Bummer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fire and Fade (2cp)&#039;&#039;&#039;: Copy-paste of the vanilla version, this lets your selected unit move 7&amp;quot; after shooting, no charging or advancing allowed. Still useful, if twice as expensive as the vanilla version for whatever reason.&lt;br /&gt;
*&#039;&#039;&#039;Lightning-Fast Reactions (2cp)&#039;&#039;&#039;: Another copy-paste, add a -1 to-hit modifier if targeted by a ranged or melee attack. Useful in a pinch, but a little less spammable compared lists abusing to-hit modifiers.&lt;br /&gt;
*&#039;&#039;&#039;Deadly Misdirection (2cp)&#039;&#039;&#039;: Identical to &#039;&#039;Feigned Retreat&#039;&#039;, this one lets you shoot and charge after falling back.&lt;br /&gt;
*&#039;&#039;&#039;Artefacts of Death (1/3cp)&#039;&#039;&#039;: Ever standard extra relic stratagem, nothing special.&lt;br /&gt;
*&#039;&#039;&#039;Webway Ambush (1/3cp)&#039;&#039;&#039;: Your flavor of deep striking {{W40Kkeyword|Infantry}} {{W40Kkeyword|Biker}}, or {{W40Kkeyword|Beast}} stratagem. Situationally useful.&lt;br /&gt;
*&#039;&#039;&#039;Exalted of Ynnead (1cp)&#039;&#039;&#039;: Pick one of your non-warlord/named HQ characters and give them a warlord trait, no duplicates allowed. Doesn&#039;t make them a real warlord and you can only do this once. Actually quite handy, as there are some good traits to choose from.&lt;br /&gt;
*&#039;&#039;&#039;Inevitable Fate (2cp)&#039;&#039;&#039;: Pick an enemy unit at the beginning of the fight phase and all your {{W40Kkeyword|Ynnari}} stuff re-roll wound rolls against it. Can be handy, but kinda pricey.&lt;br /&gt;
*&#039;&#039;&#039;A Taste for Death (1cp)&#039;&#039;&#039;: Used when a unit&#039;s ranged weapons wipe an enemy unit, they add +1 to-hit in melee till the end of the turn. Objectively useless, as they&#039;d be benefitting from Soulburst if they kill a unit and since most decent ranged weaponry can&#039;t be fired while &#039;&#039;in&#039;&#039; combat, they&#039;d need to charge and would cap on their hit bonus from the Soulburst itself.&lt;br /&gt;
*&#039;&#039;&#039;The Great Enemy (1cp)&#039;&#039;&#039;: Largely the same as &#039;&#039;Inevitable Fate&#039;&#039;, but limited to {{W40Kkeyword|Slaanesh}} targets and only buffs one of your units. Fluffy.&lt;br /&gt;
*&#039;&#039;&#039;Back from the Brink (2cp)&#039;&#039;&#039;: When one of your Infantry/Biker characters dies, use this and roll a D6. On a 4+, they come back with D3 wounds and sets up as close to where they died as possible. Can come in handy if your opponent fucks up your plans.&lt;br /&gt;
*&#039;&#039;&#039;Reborn Together (1cp)&#039;&#039;&#039;: Add +2 Leadership to all {{W40Kkeyword|Ynnari}} units that have another Ynnari unit within 6&amp;quot; of them. Sort of helpful if you&#039;re worried about leadership bombs or casualties screwing your morale.&lt;br /&gt;
*&#039;&#039;&#039;Whispering Spirits (2cp)&#039;&#039;&#039;: Basically the opposite of &#039;&#039;Reborn Together&#039;&#039;, targeted enemy unit subtracts 2 from their leadership when within 1&amp;quot; of your dudes. Stacks obscenely well with the myriad of leadership debuffs at your disposal.&lt;br /&gt;
*&#039;&#039;&#039;Acolyte of Ynnead (1cp)&#039;&#039;&#039;: If one of your psykers attempts to manifest a Revenant power in the same phase that you destroyed a unit, add 3(!) to their psychic test. Generally situational for your usual list since only Yvraine or the Yncarne can make use of it. An allied Farseer smiting/executing/mind warring enemy units can help grant opportunities for this.&lt;br /&gt;
*&#039;&#039;&#039;Ynnead&#039;s Net (2cp)&#039;&#039;&#039;: A {{W40Kkeyword|Ynnari}} biker can advance and charge in the same turn. Shining Spears still have a place in this army!&lt;br /&gt;
*&#039;&#039;&#039;United in Death (1cp)&#039;&#039;&#039;: Pick a {{W40Kkeyword|Reborn Asuryani}}, {{W40Kkeyword|Reborn Drukhari}} and a {{W40Kkeyword|Reborn Harlequin}} unit. All of them get +1 Attack in the fight phase if they&#039;re Soulbursting. Yikes, try making that happen in a Matched Play game.&lt;br /&gt;
*&#039;&#039;&#039;Shrine of the Whispering God (2cp)&#039;&#039;&#039;: Pick up to three Incubi units and they get Strength from Death. A somewhat expensive but useful stratagem if you&#039;re bringing Incubi and want to maximize their synergy with your list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Characters&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Yvraine:&#039;&#039;&#039; The Emissary herself, now differently useful. Yvraine costs 132 points and is exclusively armed with &amp;lt;i&amp;gt;Kah-vir, the Sword of Sorrows&amp;lt;/i&amp;gt; (basically a Force Axe stat-wise), her substandard  Phoenix Lord statline, her ability to regain wounds on a 4+ whenever an Ynnari model dies within 7&amp;quot;, and the ability to learn new psychic powers whenever a Ynnari dies in that same distance. With the rework she&#039;s put into an odd spot, her warlord trait allows her to consolidate 6in leading her to want to be in the front lines but her statline leaves a lot to be desired in that regard. But with certain psychic powers like on the unbind souls or Shield of Ynnead she can be extremely useful at buffing combat units like incubi and wyches much like she used to. With the change to soulburst effectively ruining it the main advantage of it you can&#039;t fight twice, but your close combat units will likely be hitting on 2&#039;s you can take advantage of this by having a archon or succubus around  depending on what units you brought. Plus combining this unbind Souls, Phantasm grenade launchers, a stratagem or two, and the minus leadership warlord trait you can effectively core out the center of your opponent&#039;s arm you with one massive leadership bomb.&lt;br /&gt;
**Now whereas in a Craftworld Ynnari detachment you have access to many different psykers to use that last ability you don&#039;t have any in a Drukhari detachment save for Yvraine herself. This means if you&#039;re going with just the one Ynnari detachment you need to think more carefully on which two powers to bring. What the choice really comes down to is whether to take Ancestor&#039;s Grace or Shield of Ynnead as Unbind Souls will be your go to. The choice largely comes down to what else you&#039;re bringing. If you&#039;re taking a Succubus to help your Wyches or other such reroll auras, take Shield if not take Grace. Where she truly shines though is supporting units and making them much more dangerous than they would be on their own or pushing terrifying units even higher good examples are Reavers, Wyches, Trueborn, Scourges, &amp;amp; Incubi funny how most of those are Wych Cults or Unaffiliated almost like the former Succubus was supposed to be supporting them.&lt;br /&gt;
*&#039;&#039;&#039;The Visarch:&#039;&#039;&#039; Now actually a better combatant than Yvraine. At 120 points and a statline that puts him on somewhere between a close combat Archon and the Phoenix Lords, The Visarch is a very nice but expensive character, especially now he has a 4++ Invulnerable save thanks to the recent FAQ. His BFS, &amp;lt;i&amp;gt;Asu-Var, the Sword of Silent Screams&amp;lt;/i&amp;gt; is a Strength 5 Force Sword that reduces the enemy unit&#039;s Leadership by 1 allowing him to be the linchpin for Leadership Bomb setups. Very tanky as when &#039;&#039;any&#039;&#039; Aeldari model within 7&amp;quot; dies, on a 4+ he regains a lost wound, and gains +1 Attack (caps at 7) if it was a character, plus with his warlord trait he will dice enemies in combat and does especially well in challenges. Overall he&#039;s a beatstick&lt;br /&gt;
**Now unfortunately compared to the other two he&#039;s lacking and kinda badly overcosted, but since you need him if you want a third Ynnari detachment you might as well find a use for him outside of being a body guard for Yvraine. Here&#039;s the thing re-read that part about his statline and it shouldn&#039;t be too difficult to figure how he should fit. Think of him like a better Drazhar trading out the redundant buffs, the two extra attacks, and a 2+ save for a leadership debuff to enemies within 3&amp;quot;, a better invuln, and a harder hitting weapon. Stick him with either a Court of the Archon to get those extra attacks, or some Incubi, put them all in a Venom and thrust it at something you want gone be it characters or elite infantry.&lt;br /&gt;
*&#039;&#039;&#039;The Yncarne:&#039;&#039;&#039; The single most expensive HQ choice for the Aeldari, the Yncarne clocks in at a high 280 points to field equipped with nothing but &amp;lt;i&amp;gt;Vilith-shar, the Sword of Souls&amp;lt;/i&amp;gt;, an awesome weapon that is [[Rape|S6 AP-4 and D6 Damage with re-rolls to wound]]. With 6 attacks, S7 A7 with the relevant Warlord Trait, whatever it is hitting is dying. If that in itself doesn&#039;t seem like much, the Yncarne is a flying, monstrous character that can cast two of the three Revenant Discipline powers. The Yncarne is also pretty resilient, T6 with a 3+ armor and 4+ invuln that covers 9 wounds that regenerate on a 4+ for any Aeldari model killed near it. It also provides a 6&amp;quot; Fearless bubble and any friendly Aeldari within 6&amp;quot; shrugs off any Wound or Mortal wound on a 6+. While the 8&amp;quot; of movement it has may not seem particularly fast, the Yncarne also has the unique ability to teleport to the location where any squad (friend or foe) is killed so long as it is at least 1&amp;quot; away from enemy units. This makes it one of the few units able to deep strike easily within charging range to wreak some melee havoc, and can give it a terrifying threat radius. Use your Dark Reapers to nuke some squishy back-line unit, then have the Yncarne teleport behind enemy lines to hit &#039;em where it hurts!&lt;br /&gt;
**For your Drukhari detachments specifically she does as she does for everyother kind of Ynnari detachment she kills things plain and simple, Inevitable Death coupled with the innate killyness and squishyness of your dudes leads to her functioning very much as a last nail in the coffin if you&#039;re getting the upper hand or as a strong counter blow if your opponent starts overcoming you via dismembering the heftiest units they have whether they be characters, tanks, or MCs and  giving your remaining units the momentum needed to win. Remember though you can&#039;t just place her on the field and expect everything to die horribly just like most of your units you need to wait for the right moment to place her into your opponents midst, or if they killed one of your units near their frontline bring her in directly infront of them using the souls of your fallen to exact hellish retribution.&lt;br /&gt;
**&#039;&#039;&#039;Note&#039;&#039;&#039;: The Yncarne can&#039;t charge after arriving in this way so you [[Creed |ideally want it popping up on your opponents turn so you are ready to charge on yours]]. You also want to be exploiting the ability to redeploy when anything dies as a mobility/escape tool. If anything else the Yncarne popping up somewhere unexpected can divert a ton of fire away from your other units though you might want to leave the [[DISTRACTION CARNIFEX]] role to something designed for it like a Succubus, Solitaire or Character in Venom.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039;&lt;br /&gt;
Yep, these exist now too. They aren&#039;t anything special, mind you.&lt;br /&gt;
&lt;br /&gt;
;11 - Spirit Sanctuary&lt;br /&gt;
:Roll a D6; gain 1VP if no enemies control the corresponding Objective Marker. Completely random and unreliable.&lt;br /&gt;
;12 - Harness the Spirits&lt;br /&gt;
:Successfully casting a power from a {{W40Kkeyword|Ynnari Psyker}} generates 1VP. You&#039;ll need to rely exclusively on Yvraine or the Yncarne to make this one happen.&lt;br /&gt;
;13 - For Ynnead&#039;s Glory&lt;br /&gt;
:Get 1VP if three or more units were killed by attacks made by {{W40Kkeyword|Ynnari}} units this turn. Kind of a tall order for a single VP all things considered.&lt;br /&gt;
;14 - Surety of Purpose&lt;br /&gt;
:Get d3VP if you achieved at least two other tactical objectives this turn.&lt;br /&gt;
;15 - Death&#039;s Every Visage&lt;br /&gt;
:Score 1VP if you destroy a unit in the Psychic/Shooting/Fight phase this turn. Score d3VP if you destroy a unit in all three of them. A bit harder to accomplish for Drukhari given their aversion to psykers, but still doable.&lt;br /&gt;
;16 - Soulsurge&lt;br /&gt;
:Score 1VP if you destroy three or more units with attacks made by {{W40Kkeyword|Ynnari}} units &#039;&#039;while&#039;&#039; they are benefiting from Soulburst in a single turn. Kinda fucked up that the more challenging version of &#039;&#039;For Ynnead&#039;s Glory&#039;&#039; doesn&#039;t offer any more VP for the extra effort needed (you&#039;ll need to wipe 4 enemy units in a single turn to get this; one to trigger the Soulburst and then the remaining 3 for the objective). Made somewhat easier if by some miracle you manage to pull off the &#039;&#039;Souls of the Strongest&#039;&#039; stratagem beforehand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building and Tactics==&lt;br /&gt;
&lt;br /&gt;
===Army Building===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Overall&#039;&#039;&#039;: The Drukhari have the potential to make some extremely potent Alpha Strikes. Their absurd firepower coupled with high mobility coupled with smart positioning makes them extremely viable as of the beginning of 8th Edition. The Meta is bound to shift as more Codexes come out but as of right now your access to lots of very good Anti-Infantry and Anti-Vehicle weapons is allowing the Drukhari to stay competitive. &lt;br /&gt;
*&#039;&#039;&#039;How Many Drops?&#039;&#039;&#039; Recent changes to the rules to determine who goes first means an interesting meta for your list building. You now roll off to determine who goes first, but whoever finishes first gets a +1. So you can pick between finishing first to get that +1 and potentially not have to burn a CP to re-roll seize the initiative, or you can use Chaff units (Venoms, Kabalites, Wyches and Court of the Archon usits are excellent at this) to get more information on your opponents deployment. &#039;&#039;Note: you can no longer burn CP to reroll seize. &#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Unit Spamming&#039;&#039;&#039;: Formations are gone yet spam is still legal to a silly degree. Venoms are among the best units for spamming as they are absurdly mobile, high durability (for a Drukhari unit), no damage chart, and can combine strong anti-armour (Kabalite units inside with 1-4 Darklight weapons, Wych unit leaders with Blast Pistols, Blaster Archons etc), anti-infantry (Double Splinter Cannons), and Fly in one point efficient model cheap enough to may a role as chaff for deployment.&lt;br /&gt;
*&#039;&#039;&#039;Keep your &amp;lt;s&amp;gt;Allies&amp;lt;/s&amp;gt; Lesser Kin you aren&#039;t currently scheming against close...&#039;&#039;&#039;: Remember you aren&#039;t just a Drukhari army, you are an Aeldari army. You can cherry pick the best units from the Craftworlds, Ynnari, Harlequins and Corsairs lists. While you do have a Mirror to most Craftworld units, there are some things that cover what you lack:&lt;br /&gt;
**The most notable and fluffy unit you can bring are Rangers, which provide something that you sorely lack: access to a good sniper unit.&lt;br /&gt;
**An allied Farseer sounds odd given it can only Buff Asuryanni units but Smite and Executioner are a reliable source of Mortal Wounds that can be tossed around against harder targets or smaller squads of infantry, as the situation demands. It also gives you an answer to enemy Psykers as spamming Haemonculi is not efficient.&lt;br /&gt;
**Warlocks are another cheap source of Deny the Witch.&lt;br /&gt;
**Swooping Hawks are good against GEQ&#039;s, who your poison would normally struggle against, and outrange Shredder Scourges, and can have the Alaitoc trait so they can tank light fire and kite enemy melee units.&lt;br /&gt;
**Harlequin Troupes are another fluffy pick. They are much more offensively oriented than Wyches, plus Shadowseers bring along more Smite and Deny the Witch.&lt;br /&gt;
**Of course Wraith units are a very powerful addition to any Drukhari force. Heck, you could even paint them in Kabal colours and say your Archon captured a bunch. Plus your only Lord of War options are in the Craftworld List. Though just how your Archon managed to get their hands on a Wraithknight is another thing entirely...&lt;br /&gt;
**Corsairs are one last Fluffy option. For 60 Points you can get a unit of 5 Pirates with Shardcarbines and Jet Packs! [[Awesome |Plus one of them can swap out their gun for one of several heavy or special weapons including Flamers, Fusion Guns, Shredders, Shuriken Cannons, Dark Lances, Blasters, and even Aeldari Missile Launchers!]]&lt;br /&gt;
*&#039;&#039;&#039;Darklight &amp;amp; Poison&#039;&#039;&#039;: [Note: this sub-section is incredibly outdated - look elsewhere for better, more cost effective tactics.] It&#039;s pretty well known but For 1982 Points you can take a &amp;lt;s&amp;gt;Brigade&amp;lt;/s&amp;gt; Battalion Detachment with 2 Archons with Blaster, Grenade Launcher and Agoniser in a Double Cannon Venom, 5 Units of 5 Kabalite Warriors with Blaster each, Sybarites packing Agonisers and Grenade Launchers all in a Double Cannon Venom each, and 3 Ravagers along with an Air Wing Detachment with 3 Razorwings with Double Dark Lances and Splinter Cannon each. &lt;br /&gt;
**So that is a total of: &amp;lt;s&amp;gt;9&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;6&amp;lt;/s&amp;gt; 9 Command Points (5+1+3=9), 12 Drops, 2 &amp;lt;s&amp;gt;Leadership&amp;lt;/s&amp;gt; Re-roll Hit Auras you won&#039;t use, 7 Blasters, 15 Dark Lances, 16 Splinter Rifles, 15 Splinter Cannons, 7 Agonisers, 7 Grenade Launchers, &amp;lt;b&amp;gt;zero&amp;lt;/b&amp;gt; Disintegrators or Haywire Blasters, and absolutely no close combat support. It&#039;s not hard to switch an Archon for a Succubus, Haemonculus (if you want to lose access to Obsessions like a dummy because all you brought was a single Battalion and a single Air Wing), or even switch the Archon&#039;s Blaster for a pistol if you want more close combat bite (alongside your...Venoms? What even is this list?). Dropping the Agonisers and Grenade Launchers from the Sybarites frees up enough points to take a Sslyth to guard the Archons so there is that too. Each Venom is packing [[Dakka |7-14 Splinter Shots and 1 Blaster shot]]. In one round of shooting you can put out [[Dakka |35-70 Splinter Shots]] from the Venoms alone! [[Rape |Add in the Razorwings and you have 44-88 Splinter Shots and add in the Darklight Weapons from the Ravagers and Razorwings and that is 44-88 Splinter Shots and 23 S8 AP -4 Shots]] [[Fail |(a third of which will miss because you have no Obsessions, no footslogging Archons, and no Writ - congrats on your wasted points).]] (okay, so don&#039;t bring Succubus or Haemonculus moron, and take flayed skull for rerolls in transports and flyers, poisoned tongue for reroll 1&#039;s, or obsidian rose for extra range) Totalling 111 Shots. You can play leadership Shenanigans with the cheap Grenade Launchers and if you have to charge something or get charged, the Agonisers on every infantry unit let you do &amp;lt;s&amp;gt;work&amp;lt;/s&amp;gt; ok in the Fight Phase, I guess, until a regular Tac Marine decides to punch your guys in the face. You ARE punching on 2&#039;s and rerolling Charges from Turn 3 onwards (why would you charge in a shooty list, though?) after all so you might as well use those stupidly cheap Agonisers for something if the Venom explodes (use Raiders - embrace the future). To whoever ruined this entry, learn math and be consistent in edits. Overall its a fine shooty list, but can definitely be improved on. &lt;br /&gt;
&lt;br /&gt;
====Detachments and CP====&lt;br /&gt;
*&#039;&#039;&#039;Detachments and You&#039;&#039;&#039;: The Dark El-- I mean Drukhari&#039;s Raiding Party rule gives them an interesting army-listing consideration that other factions don&#039;t have. Usually a Patrol detachment is only useful for low point games or Tyranids using them for allying with Guards using Genestealer Cults; our edgy knife-ears, however, can gain Command Points if they have 3 or 6 Patrols (+4 or +8, respectively), although the latter will virtually never happen if you&#039;re following the rulebook&#039;s suggestion detachment limit based on points limit. The difference between using a Battalion + &#039;specialist&#039; and multiple Patrols is that while you may not have as many Elites slots available, you&#039;ll have more varied Obsessions to use, which isn&#039;t something you want to ignore considering how powerful they are if you use Patrols. Read the Raiding Force section above for other considerations, but overall taking an MSU approach to your Patrol detachments (i.e. a bare bones HQ and one MSU troop per patrol) can give you a disproportionately high amount of CP relative to the points cost of using them.&lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Drukhari Soup&#039;&#039;&#039;: With the way the new codex is effectively three armies in one book, you have a lot of options. A &#039;&#039;lot&#039;&#039; of options - more than the Drukhari have ever had, in fact. While the tournament meta may continue being mono-build Kabal spam, something to consider is the ease with which we have access to very good HQ choices, and all the benefits they bring with them. Fielding an army that consists of all three Drukhari sub-groups gives you arguably greater tactical flexibility than simply spamming Warriors in Raiders while camping your Archon among your Ravagers. Consider the strengths and weaknesses of each group: Kabals are &#039;&#039;ridiculously&#039;&#039; shooty, but they have trouble holding objectives due to their unfortunate tendency toward dying if looked at crosswise; Cults are screamingly fast, hit like a metric ton of spikey bricks in close combat, and can keep your enemy&#039;s most valuable units perpetually tied up in combat, but have almost no ranged weaponry to speak of and suffer from the same objective grabbing issues as their Kabal cousins; Covens are the toughest units in our army (and can be made to be even tougher), can dish out the pain in close combat, and can camp objectives like nobody&#039;s business, but suffer from a lack of any reliable ranged weaponry. So, combining all those strengths together - and peppering in Scourges/Mandrakes/Incubi to taste - gives you a tremendously versatile army that can do basically anything you need it to, whenever you need it to. To boot, you can buff your already great HQ choices into CC murder machines and/or megatanks that double as force multipliers and character assassins for just a few CP. In smaller games taking three Patrol Detachments will get you by just fine (Raiding Party, mmmmmm...), and in larger ones it&#039;s a simple process to take two Battalions and a Patrol/Air Wing/Outrider/Spearhead/Vanguard Detachment. This edition should be making you think outside the box rather than clinging white-knuckled to what worked in the past (*cough*Trueborn*cough*).&lt;br /&gt;
*&#039;&#039;&#039;Nova Charged Venom Spam&#039;&#039;&#039;: Run a custom covens battalion using the &amp;quot;Experimental Creations&amp;quot; and &amp;quot;Dark Technomancers&amp;quot; traits, then take as many venoms as you want (2 haemonculi and 3 squads of wracks gets you 5 transport slots) with double splinter cannons. Now when you overcharge your splinter cannons, you are getting +1 to wound and +1 damage, add on the +1 to wound Experimental Creations gives when targeting anything T4 and below (T5 if you have a nearby Haemonculus buffing your venom&#039;s toughness) and now you wound almost all infantry in the game on 2+ with 2 damage. You wound monsters on 3+ and vehicles on 5+, which makes a big difference against heavy mech armies. And because of how the drukhari transports work, you can still throw some kabalites or wyches into the transports to fulfill other jobs. The drawbacks here are that you give up rerolls of any kind and you can hurt your self when you roll wound rolls of 1, but the offensive boost you get heavily outweighs the negatives. To illustrate, a supercharged venom will kill 2 primaris marines on average while a flayed skull venom will only do 1.5 wounds to a single primaris.&lt;br /&gt;
***The Phoenix Rising FAQ did away with this particular combo, as “Experimental Creations” +1 to wound buff now only works for Melee Poisoned Weapons, so no 2+ to wound Splinter Cannons anymore.&lt;br /&gt;
**You can swap out Experimental Creations for Masters of Mutagens if you&#039;d rather be better at murdering non-vehicles than murdering T4 or less; Experimental Creations is better when it triggers, but Masters of Mutagens will trigger against more targets, all told.&lt;br /&gt;
**Double Liquifier wrack squads are the most points efficient contents for your venoms (due to how incredible Dark Technomancers Liquifiers are), but that assumes you&#039;re getting into range, which won&#039;t happen immediately if these boats are deep striking, so plan accordingly.&lt;br /&gt;
**If you don&#039;t care to bother with Troops slots, remember that you can take Drazhar as your HQ, and then Incubi as Elites, without removing the {{W40Kkeyword|&amp;lt;Coven&amp;gt;}} assignment of your Venoms - Drazhar + 3xIncubi gets you 4 {{W40Kkeyword|&amp;lt;Coven&amp;gt;}} Venoms.&lt;br /&gt;
**If you want to do this with Raiders, a Disintegrator Cannon and Phantasm Grenade Launcher are the way to go - it&#039;ll typically underperform compared to Venoms as far as points per wound, but you &#039;&#039;will&#039;&#039; get transport slots more efficiently, in case you end up needing more.&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40000 Tactics(8E)]]&lt;br /&gt;
[[Category:Eldar]]&lt;br /&gt;
[[Category:Dark Eldar]]&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/6th_Edition_Tactics/Chaos_Space_Marines&amp;diff=1011632</id>
		<title>Warhammer 40,000/6th Edition Tactics/Chaos Space Marines</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/6th_Edition_Tactics/Chaos_Space_Marines&amp;diff=1011632"/>
		<updated>2026-05-20T15:46:29Z</updated>

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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
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This is an [[Warhammer_40,000/6th_Edition_Tactics|old Edition&#039;s]] Chaos Space Marine tactics.  The [[Warhammer_40,000/7th_Edition_Tactics/Chaos_Space_Marines|7th Edition Tactics are here]] while the [[Warhammer_40,000/5th_Edition_Tactics/Chaos_Space_Marines|the 5th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width: auto; margin-left: auto; margin-right: auto;&amp;quot;&amp;gt;&#039;&#039;&#039;The Dawning of the Age of Chaos is here, 6th edition is upon us&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Why Play Chaos Space Marines==&lt;br /&gt;
Are you tired of playing against Ultrasmurfs? Sick of weeboo Tau and cheesemongering Grey Knights? Then for you my very pissed off buddy, Chaos is calling.   &lt;br /&gt;
*  &#039;&#039;&#039;Cool models&#039;&#039;&#039; - Not only the cult squads and regular CSM units, but now we boast some pretty badass looking vehicles. Hellbrutes are our new fleshy chaos dreadnoughts, and the daemon engines are fucking awesome! On top of those, you also get access to some Crazy Chaos Infused Models like the half Organic Half Mechanical Obliterators, Daemon marines with jump packs called &amp;quot;Warp Talons&amp;quot;, Warp Smiths which are Chaos Tech Marines, and Dark Apostles! And how about those Dark Vengeance Chosens? Hell, now you can lead Giant blobs of cultists into battle and Kill in the name of [[Cultist|Kay-OSS]]!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pretty good [[choppa]] and [[dakka]] options.&#039;&#039;&#039; Putting it simply, you have a &#039;&#039;lot&#039;&#039; of options, and now that you get your wargear options back, your options will eclipse the loyalist scum; just be warned, kitting your guys out WILL be expensive. Otherwise, you play chaos (more than ever now) to [[RIP AND TEAR]] things to death and some of the new units will get right on top of your opponent so you can dick-slap them with ease!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Anti-Marine Marines.&#039;&#039;&#039; Nearly everything in your army can fight better when it&#039;s taking on &#039;&#039;&#039;any loyalist variant&#039;&#039;&#039;. I&#039;m looking at you Warp Talons. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cult squads offer even more options.&#039;&#039;&#039; Khorne Berserkers are brilliant close-combat units, even though they&#039;re no longer the unstoppable murder machines they were in editions past. Noise Marines can drown enemies in mid-range firepower, with access to an improved Missile Launcher in the Blastmaster as part of the bargain (this is, however, pricey) and the Doom Siren, a sonic &amp;quot;flamer&amp;quot; that can melt all but the toughest armour. Still not cheap though. Plague Marines and Thousand Sons, whilst both extremely expensive (especially the latter), offer tough-as-balls units for holding objectives and soaking up enemy fire with the Plague Marines laughing off antipersonnel fire, and the Thousand Sons capable of ignoring your average Battle Cannon shot - and both of them offer good firepower, either in the conventional Bolter/Special Weapon flavor (Plague Marines) or with AP3 Bolter and Sorcery flavor (Sons). &lt;br /&gt;
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* &#039;&#039;&#039;Marks&#039;&#039;&#039; - Marks of Chaos give a good choice of customization for your squads. For a relatively small investment of points (though the Nurgle/Tzeentch marks can get pricey), they allow a quick retooling of a squad, turning your basic CSMs into a decent beatstick or into laughing bullet-soakers.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Apocalypse&#039;&#039;&#039; - You&#039;re better than the loyalists in Apocalypse games because you get fucking Titans and lots of sweet Forgeworld loving in the form of flyers and Daemon Engines. You&#039;re part of the Apocalypse Quintet along with the Imperial Guard, Eldar, Orks, and Tyranids, to which all other apocalypse armies are measured against. Be warned, you are comparatively lacking in long ranged heavy artillery, so even in Apocalypse, you are best served by getting close to [[RIP AND TEAR]].&lt;br /&gt;
&lt;br /&gt;
==The Stuff of Chaos==&lt;br /&gt;
Our dark lord [[Phil Kelly]] has split marks and icons into two separate categories, so that your precious invuln save or bonus special rule doesn&#039;t get lost when the icon bearer gets sniped (on the flip side, any benefit bestowed by an icon is still lost). Additionally, some units benefit from new rules for added fun.&lt;br /&gt;
&lt;br /&gt;
===Special Rules===&lt;br /&gt;
*&#039;&#039;&#039;Veterans of the Long War:&#039;&#039;&#039; Remember when Chaos Space Marines were more than just Spess Muhreens with spikes? We do and [[Phil Kelly]] sure does. Those 10,000 year old pissed-off motherfuckers we know and love from Codex 3.5 are back (although in limited numbers). Units with this rule gain +1Ld and Hatred (Space Marines) - this includes ALL units from ALL the different Space Marines Codexes, including the Grey Knights. Note that if you&#039;re running Black Legion with the supplement, you have to buy this for every unit you take that can. No ifs, ands or buts. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemonforge:&#039;&#039;&#039; Once per game, a vehicle with this rule may re-roll armor penetration and to-wound results. However, the owner must then roll a D6 and on a 1, the vehicle loses a hull point with no saves. Every Daemon Engine in the new book has this rule, which includes Defilers, Forge Fiends, Maulerfiends and Heldrakes (but not Helbrutes or Possessed vehicles).&lt;br /&gt;
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*&#039;&#039;&#039;Champion of Chaos:&#039;&#039;&#039; Chalk this one up to [[Warhammer 40,000 6th edition|Fantasyhammer 40K]] striking again, but just like the [[Warriors of Chaos]], some CSM units can now buff themselves in service of the dark gods. Whenever a model with this rule kills an enemy character roll two six-sided dice to generate a value between 11 and 66 (one die is for the tens, the other for the ones). This result may bestow a Chaos Boon as follows (note that your squads &#039;&#039;must&#039;&#039; accept challenges, so you might want to keep a champion in each unit to accept them, the last thing you need is for your Kharn or Abaddon to direct all their attacks on some measly enemy sergeant than the rest of his squad)also, note unlike normal 2d6 or 5d3 rolls, you can&#039;t math hammer a bell curve for this to see what is most likely. Generally, unless there is a range to the roll like 21-22 for you know what, there all equally likely.:&lt;br /&gt;
**11-16 - Nothing &lt;br /&gt;
**21-22 - Replace model with Chaos Spawn[[Chaos Spawn|oHGODNOORLEAAAAAAGLCHGLAAHMAAAAAAKKKKSSSSSSssss ]]&lt;br /&gt;
**23 - +1 Attack &lt;br /&gt;
**24 - Eternal Warrior &lt;br /&gt;
**25 - +1 Strength &lt;br /&gt;
**26 - +1 BS &lt;br /&gt;
**31 - +1 Initiative &lt;br /&gt;
**32 - Return to full wounds, if unwounded gain +1 Wound &lt;br /&gt;
**33 - +1 Toughness &lt;br /&gt;
**34 - Shrouded &lt;br /&gt;
**35 - Armour Save improves by 1 &lt;br /&gt;
**36 - Melee weapon has Fleshbane &lt;br /&gt;
**41 - Passing a Deny the Witch roll makes enemy Psyker take a Str 6 AP 2 hit &lt;br /&gt;
**42 - Re-roll failed armor saves &lt;br /&gt;
**43 - Melee attacks are Poisoned &lt;br /&gt;
**44 - Crusader &lt;br /&gt;
**45 - Hammer of Wrath &lt;br /&gt;
**46 - Icy Aura (enemy models in base contact take a Str 4 AP 5 hit at Initiative Step 1) &lt;br /&gt;
**51 - Adamantium Will &lt;br /&gt;
**52 - A ranged weapon has +1 Strength &lt;br /&gt;
**53 - Hatred ([[Angry Marines|EVERYTHING! ALL THE TIME!]]) &lt;br /&gt;
**54 - Shred &lt;br /&gt;
**55 - Melee attacks have instant death &lt;br /&gt;
**56 - +1 WS &lt;br /&gt;
**61 - Stubborn &lt;br /&gt;
**62 - Fleet &lt;br /&gt;
**63 - Feel No Pain &lt;br /&gt;
**64 - Roll another d3+1 on this table (re-rolling Spawnhood and Daemon Prince results) &lt;br /&gt;
**65-66 - Replace model with Daemon Prince. Arrrrr yeah.&lt;br /&gt;
&lt;br /&gt;
===Inventory of Chaos===&lt;br /&gt;
Remember a time when you had to flip back and forth between a wargear page and your unit entries? &amp;lt;s&amp;gt;Peppridge Farm&amp;lt;/s&amp;gt; /tg/ remembers, and 3.5 was awesome because of it. Well guess what&#039;s back? Yeah, that&#039;s right - one BIG inventory section to pick your wargear from. Here are all the goodies the Dark gods are willing to let you work with&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Marks of Chaos====&lt;br /&gt;
Marks of Chaos have changed in the new codex and give everyone the same bonuses with the added change of giving access to the corresponding god&#039;s psychic powers; their cost will also vary depending on said model/unit (note, terminators pay MOAR for marks). Marks will also color a unit&#039;s access to wargear.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Khorne]]:&#039;&#039;&#039; Bestows Rage and Counter-Attack. Daemon Princes of Khorne gain Furious Charge and Hatred (Slaanesh). Being the cheapest Mark (at least for most units), it&#039;s probably one of the least useful, because it only lasts on the charge and then you lose it in all subsequent rounds. It is somewhat powerful for the first round if you get the charge, but you will not always pass the Counter-Attack LD test. This is especially true of a mob of Cultists, who can get an absolutely rapetastic amount of attacks with this baby (beware that that can get very expensive if you take it with really large units, and furthermore it&#039;s often not worth it). The Icon of Wrath that goes with it is useful. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Nurgle]]:&#039;&#039;&#039; Bestows +1T and gives access to Nurgle powers if the unit is a psyker. Daemon Princes of Nurgle gain Shrouded, Slow and Purposeful and Hatred (Tzeentch). This is quite nice for most units, giving you a bit more protection from small-arms fire and largely eliminates the chance of Instant Death for multi-wound models, but it also doesn&#039;t make you as killy as the Mark of Khorne.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Slaanesh]]:&#039;&#039;&#039; Bestows +1I and gives access to Slaanesh powers if the unit is a psyker. Daemon Princes of Slaneesh gain Fleet, Rending, +3 inches to every run move, and Hatred (Khorne). Although +1I doesn&#039;t seem that great, it means that you&#039;ll be hitting before the Loyalist scum and won&#039;t take as many wounds. Units Marked with Slaanesh now also grant Eldar the USR Hatred(Slaanesh), while at the same time forcing them to suffer a -1Ld penalty against Fear. Now, I know what you&#039;re saying, &amp;quot;But unless your Slaaneshi unit is composed of Daemons OR Raptors, they don&#039;t have Fear so Eldar wouldn&#039;t suffer from -1Ld fear penalty&amp;quot;. That&#039;s why Telepathy exists. Both Chaos Marine Sorcs AND Slaanesh Daemons with access to psychic powers can roll on Telepathy. Get a 4 and all of a sudden your ENTIRE ARMY scares the panzy little space elfs. The nerf to Runes of Warding means that they can stall you for a turn, but in the end they&#039;ll just have to sit back and [[Rape|let it happen]]. Run your Slaaneshi warband as Crimson Slaughter for maximum Space Elf trolling(Free Fear on your whole army FTW)!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Tzeentch]]:&#039;&#039;&#039; This Mark is largely terrible, for a few reasons. Firstly, it&#039;s usually at the upper end of price for the Marks. The only benefit is +1 to invulnerable save (which means a 6++ if the model doesn&#039;t already have one). Oh, and forced access to Tzeentch&#039;s Discipline, which isn&#039;t much a benefit, as it&#039;s a mediocre lore at best, and actively harmful at worst. Importantly, giving this Mark to a Sorcerer does not upgrade his mastery level or let him take more psychic powers, so Mastery Level 1 Sorcerers are gonna be stuck with whatever shitty power they rolled on Tzeentch&#039;s lore (this is a particularly big issue for Thousand Sons Sorcerers). Now, the bonus to invulnerable saves is certainly nice, especially when you already have Terminator armour or a Sigil of Corruption for delicious stacking benefits. There could also be benefit in giving it to a unit that normally has poor saves (read: Cultists), but here, it&#039;s easily too expensive to see real benefit (especially given Cultists are basically cannon fodder). Daemon Princes of Tzeentch, on the other hand, reroll saves of 1 and gain Hatred (Nurgle), which is a fairly nice benefit, but, again, if he&#039;s gonna be a psyker, you&#039;re gonna have to take Tzeentch&#039;s powers.&lt;br /&gt;
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====Icons of Chaos====&lt;br /&gt;
Icons are now issued to individual models within a unit, and provide the whole squad with specific benefits. As it is a flat cost per unit, icons are more points-efficient the more models there are in said unit. Note that certain squads are limited to taking certain icons; for instance, Noise Marines may only take a Slaaneshi Icon.&lt;br /&gt;
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*&#039;&#039;&#039;Icon of Wrath:&#039;&#039;&#039; Limited to units with the Mark of Khrone, this Icon grants Furious Charge and allows the unit to re-roll charge distances. This makes the unit, essentially, a squad of mini-&#039;Zerkers; if you&#039;re going to spend the points to give them the Mark of Khorne, you might as well go all the way and give them the Icon as well, especially since re-rolling charge distances is of such great utility.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Icon of Flame:&#039;&#039;&#039; This Icon is limited to units with the Mark of Tzeentch, not that it matters, because you won&#039;t take it, because it gives Soulblaze to bolt weapons (and &#039;&#039;only&#039;&#039; bolt weapons) in the unit, and Soulblaze almost always sucks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Icon of Despair:&#039;&#039;&#039; This Icon is only for units with the Mark of Nurgle, but again, it doesn&#039;t really matter, since it bestows Fear, which, in a game dominated by Space Marines that Know No &#039;&#039;Fear&#039;&#039;, isn&#039;t exactly useful. If you &#039;&#039;know&#039;&#039; you&#039;re going up against an army like Imperial Guard that has low Leadership across the board, it &#039;&#039;might&#039;&#039; be worth it, but even then, Fear is still less than useful.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Icon of Excess:&#039;&#039;&#039; Finally, an Icon that&#039;s unequivocally good! The Icon of Excess is only for units with the Mark of Slaanesh, which is a shame, since it grants Feel No Pain, thereby making units with the Icon nearly impossible to crack without a sustained effort. It&#039;s especially nice with Havocs and Noise Marines. However, beware of going &#039;&#039;too&#039;&#039; crazy with them (although that is the Slaaneshi way...), as it&#039;s by far the most expensive of the Icons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Icon of Vengeance:&#039;&#039;&#039; This last Icon doesn&#039;t have a Mark requirment, as it&#039;s generically Long War-themed. It grants Fearless, and that is a very, very good thing, as it compensates for the Chaos Marine lack of And They Shall No Fear (arguably, it even does it one better), and it&#039;s economical on squads with more than 10 models (which is what Chaos excels at, after all).&lt;br /&gt;
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====Chaos Rewards====&lt;br /&gt;
Chaos rewards are god specific steeds, buffs and gimmicks. Reserved for certain models such as Chaos Lords and Sorcerers, whose entry specifically states they can take from here.&lt;br /&gt;
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* &#039;&#039;&#039;Ichor Blood&#039;&#039;&#039;: Any time the model with this fails to prevent a wound, the unit who wounded him takes a S3 AP4 hit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gift of Mutation&#039;&#039;&#039;: A free roll on the Boon table before the game for 10 points. Re-roll Prince and Spawn rolls. You can rarely go wrong with this.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aura of Dark Glory&#039;&#039;&#039;: A cheap 5++ save. Although nice, it&#039;s overshadowed by the Sigil of Corruption in Special Issue Wargear, which is slightly more expensive but gives you a 4++ save. However, it is recommended for the Warpsmith, who can&#039;t take Special Issue Wargear.&lt;br /&gt;
**&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Thousand Sons come with this standard, combined with the Mark of Tzeentch to give them a crunch-explained 4++ save.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Combat Familiar&#039;&#039;&#039;: A little Daemon munchkin who fights with his master. Counts as being on the same base as the model it was bought for. Adds two S4 AP- attacks in Assault.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Familiar&#039;&#039;&#039;: Another Daemon munchkin. This guy lets you re-roll psychic tests. It&#039;s not Mastery of Sorcery (what we always wanted from the Chaos Daemons codex) but it will do. 15 points and very valuable.&lt;br /&gt;
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Then we have our Steeds. As before, the only models who can take a steed are Lords or Sorcerers without Terminator Armor. &lt;br /&gt;
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* &#039;&#039;&#039;Juggernaut of Khorne&#039;&#039;&#039;: Hey, it&#039;s got its own model, right? Really though, its a pretty good choice if you don&#039;t want your head honcho to be a Terminator lord. The Juggernaut gives +1T, +1 Wound, and +1 Attack AND the model becomes cavalry. Give the Lord any of those new crazy new daemon weapons and bring glorious slaughter to your enemies in the name of Khorne.&lt;br /&gt;
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* &#039;&#039;&#039;Disc of Tzeentch&#039;&#039;&#039;: +1 attack, and the disc is treated as a jetbike giving +1 toughness. Be more styling than those snively Eldar.&lt;br /&gt;
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* &#039;&#039;&#039;Palanquin of Nurgle&#039;&#039;&#039;: +2 Wounds, +1 attack and you become Very Bulky (as if you were going to try to cram him in a Raider or something). Load him up as you would with a Juggernaut and have fun. Be wary of [[Tau|railguns]] and Instant Death weapons (&amp;lt;strike&amp;gt; Lords can&#039;t get Eternal Warrior&amp;lt;/strike&amp;gt; If you are really lucky (1/36 is very lucky indeed) on the Chaos Boons table, you can get Eternal Warrior).&lt;br /&gt;
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* &#039;&#039;&#039;Steed of Slannesh&#039;&#039;&#039;: More special rules than the rest of the steeds. This one gives you +1 attack &amp;amp; Acute Senses, lets you move an extra 3&amp;quot;, you become Cavalry and it gives you and the unit you join Outflanking.&lt;br /&gt;
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====Artefacts of Chaos====&lt;br /&gt;
This is where you find your Daemon weapons and other cool Chaos-y stuff. You&#039;re only allowed one of each. The Axe of Blind Fury and Black Mace are Daemon weapons which, just like before, add +D6 attacks, but a roll of one automatically wounds the model with no armor or cover saves (although you can still take Invulnerable saves) and reduces him to WS1. Note that these weapons are not restricted to just Chaos Lords - any model that says it can take a wargear from the Artefacts of Chaos list can. Also keep in mind that a model who ascends to Daemonhood loses all his wargear and rules, so if you take one of these and ascend during the game you don&#039;t get to keep your toy. &lt;br /&gt;
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Among your chief weapons are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The MURDER SWORD&#039;&#039;&#039;: A power sword that you can give to almost any of the non-special character HQs. Before the game you declare one enemy model to be the target of the &#039;&#039;&#039;MURDER SWORD&#039;&#039;&#039;. Once the wielder of the &#039;&#039;&#039;MURDER SWORD&#039;&#039;&#039; comes into base contact with the model during Assault, the &#039;&#039;&#039;MURDER SWORD&#039;&#039;&#039; doubles the users strength, the weapon becomes AP1 &#039;&#039;&#039;and&#039;&#039;&#039; gains Instant Death due to its special rule, &#039;&#039;&#039;MURDER&#039;&#039;&#039;. Great for killing off that special snowflake in your opponent&#039;s army. Note that, thanks to Champion of Chaos, you can end up fighting some puny Sergeant in a challenge. Sure, you&#039;ll still have a sweet-looking AP3 power weapon (which, given the statlines of most of the Chaos HQ choices, should be more than killy), but you&#039;ll have to put up with an idiot with a power fist trying to murder you first.... and after messily slaughtering him, you can move on to the actual target. This delaying tactic is why some have decried the &#039;&#039;&#039;MURDER SWORD&#039;&#039;&#039; as &amp;quot;horrible,&amp;quot; but these people clearly just have no taste for style. &lt;br /&gt;
**&#039;&#039;&#039;Alternate Opinion&#039;&#039;&#039;: While it&#039;s awesome to use with excessive brute force, &#039;&#039;&#039;The MURDER SWORD&#039;&#039;&#039; can also be used [[Troll|in other ways]]. Let&#039;s get the obvious out of the way: the enemy character chosen to be &#039;&#039;&#039;MURDERED&#039;&#039;&#039; (from now on called the &#039;&#039;corpse&#039;&#039;) is going to do everything in his power to avoid getting near the character who owns the &#039;&#039;&#039;MURDER SWORD&#039;&#039;&#039;, shooting the poor bastard to death or [[Tarpit|flogging down him with anything he can]] all game long, rendering the &#039;&#039;&#039;MURDER SWORD&#039;&#039;&#039; useless. And with good reason: with this piece of cake, any Chaos Lord, or even a buffed Sorcerer (not saying Daemon princes) can kill any vanilla HQ and almost all Special characters in ONE round of combat(as long they don&#039;t have Eternal warrior). Keeping that in mind, the &#039;&#039;&#039;MURDER SWORD&#039;&#039;&#039; has a... say, &amp;quot;Hazard Aura&amp;quot;, where the &#039;&#039;corpse&#039;&#039; won&#039;t enter. This depends, of course, on the movement range of the &#039;&#039;&#039;MURDER SWORD&#039;&#039;&#039;&#039;s owner, [[METAL BOXES|his transport]], or anything that makes him cover more ground and assault. You can take advantage of this. Place the wielder of the &#039;&#039;&#039;MURDER SWORD&#039;&#039;&#039; where you think the &#039;&#039;corpse&#039;&#039; can make the most harm and enjoy seeing the look on your opponent&#039;s face when he figures out that [[Not as planned|you&#039;ve ruined his battle-plan and rendered his special snowflake useless]]. Even more, you can use this to make the &#039;&#039;corpse&#039;&#039; go where you want him to be, like within sight of your tanks, alone in a corner... your call. It&#039;s difficult to master, but you&#039;ll enjoy it when it succeeds. HOWEVER, be aware that no one likes being trolled that way, so expect that the wielder of the &#039;&#039;&#039;MURDER SWORD&#039;&#039;&#039; and whatever squad he hangs out with, if any, will become the greatest fire magnet you&#039;ve ever seen, so kit the wielder accordingly. [[DISTRACTION CARNIFEX|And even this can be used to your advantage...]] Basically, give it to a Tzeentchian Sorcerer on Disc (3+/3++), stick him into a HUGE blob of Cultists and enjoy trolling.&lt;br /&gt;
** -note- you only have to be in base to base contact with the CORPSE to get the x2 str and the AP 2. Need something to &#039;&#039;&#039;MURDER&#039;&#039;&#039; loyalist termies??? Stick the &#039;&#039;&#039;MURDER&#039;&#039;&#039; &#039;&#039;&#039;SWORD&#039;&#039;&#039; in a bike squad and use the champion to challenge, letting the lord mop up the squad while your bike champ eats it.&lt;br /&gt;
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* &#039;&#039;&#039;The Black Mace&#039;&#039;&#039;: A mace (&#039;&#039;not a power maul&#039;&#039;) with Fleshbane (wounds on 2+), AP4, and a nifty special rule: &#039;&#039;&#039;CURSED&#039;&#039;&#039;. When The Black Mace causes an unsaved wound, the model who took it must take a toughness test. If they fail, that model is removed with no saves allowed and all enemy models within 3&amp;quot; of the model with the Black Mace must take the toughness test as well. It&#039;s scary AND can affect enemy models even when your wielder is in a challenge. If AP4 doesn&#039;t sound good enough, give it to a Daemon Prince, whose Monstrous Creature AP 2 takes precedence over the weapon&#039;s AP. The terrifying nature of this weapon, of course, is that it does not inflict Instant Death, but rather removes the model from play, meaning that any big terrifying model you please (short of gargantuan creatures, anyway) that fails a Toughness check will simply disappear, Eternal Warrior or not.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Axe of Blind Fury&#039;&#039;&#039;: This toy is reserved for those with Mark of Khorne. Adds +2 Strength at AP2 and gives the Rage USR (even though Mark of Khorne already gave you Rage). Really nice, but it lowers your WS and BS by 1 which is a bit of a bummer. Still, A Chaos Lord or Apostle with this can go nuts. Thanks to the latest FAQ, Daemon Prince of Khorne can take the Axe of Blind Fury, and &amp;lt;s&amp;gt;good&amp;lt;/s&amp;gt; dark gods, he is MASSIVELY brutal with this toy - it&#039;s fucking 7+D6 S9 AP2 WS8 attacks on the charge. Alternatively, give it to a Juggernaut Lord and enjoy the bloodshed. He&#039;ll cost a measly 155 pts and destroy anything as long as you can keep him alive (blob of Cultists) and out of Challenges.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Burning Brand of Skalathrax&#039;&#039;&#039;: S4 AP3 Assault 1 like a flamer on Doom Siren &#039;roids (regular flamers are AP5). The special thing about it is has Soul Blaze and Torrent. Throw it on a winged Daemon Prince and you can troll the fuck out of the enemy: Vector Strike one squad, then use the flamer to either finish them or melt another unit entirely. Vector Strike a Metal Box, burn the SPESS MEHREENS that pour out. Alternatively, placing it on a bare-bones (or near-bare-bones) Chaos Lord gives you a very irritating little character that will be hard-pressed not to kill enough models to earn his points back and then some.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scrolls of Magnus&#039;&#039;&#039;: Big scroll of spells reserved for the followers of Tzeentch, so [[Meme|put on your robe and wizard hat]]. At the start of every turn, you can roll for a random psychic power in a random domain (either Pyromancy, Biomancy, Telepathy, Tzeentch, Telekinesis, or Divination). If you roll a power you already have, you start the whole process over.&lt;br /&gt;
**Cool though it may seem, this actually has some pretty big downsides. First off, you can&#039;t take Primaris powers, which is bad, since there are quite a few nice Primaris powers (such as in Divination or Telepathy). It also doesn&#039;t increase the number of warp charge tokens you get, so unless you have a ton of mastery levels (and you&#039;re capped at three), you won&#039;t benefit all that much. Not to mention that the whole process is totally random: you won&#039;t necessarily get a spell that&#039;s useful to you, but you won&#039;t know until after you take the hit. Which brings us to the really big downside: every time you roll on the table, &#039;&#039;&#039;including re-rolls&#039;&#039;&#039;, the model takes a S3 AP1 hit; sure, that&#039;s only one wound at most, but that&#039;s a wound you take for almost no advantage. Finally, this toy is denied to Princes, Mark of Tzeentch or not, which makes some sense, but also limits it to, essentially, Sorcerers, who are squishy as it is. According to the CSM FAQ, a model that uses the Scrolls of Magnus becomes a Psyker (presumably giving them one warp charge), allowing it to be used by any HQ with the Mark of Tzeentch, even if the model in question isn&#039;t naturally a Psyker. A Dark Apostle with a 3++ and the Scrolls of Magnus makes for an interesting if not tourney-worthy play style.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dimensional Key&#039;&#039;&#039;: A very interesting doo-dad. The Dimensional Key activates after its holder kills a model in close combat. Afterwards, any enemy model within 12&amp;quot; of the holder treats their environment as both Difficult and Dangerous terrain. On top of that, all models that deep strike (anywhere, not just within 12&amp;quot; of the bearer) after the key activates don&#039;t scatter for the rest of the game.&lt;br /&gt;
** Take Ahriman/Huron as warlord, then infiltrate a winged DP or Chaos Lord with jump-pack/bike/steed and Raptors/Bikers/Spawns escort. Voila! 1st turn charge for perfect deep strikes is almost yours!  Except for the fact that infiltrating units can&#039;t charge first turn in 6th edition. For extra lulz place some LoS-blocking hills or walls near the enemy deployment zone, as per 6th Edition&#039;s terrain deployment rules.&lt;br /&gt;
**&#039;&#039;&#039;Alternative opinion:&#039;&#039;&#039;: The Dimensional Key is an item that is much less effective than one might think. Unless one is extremely lucky, both with rolls and unit placement, the best a unit can hope for is a turn-2 assault. This wouldn&#039;t seem too bad, until one remembers that reserves start to arrive at the beginning of turn 2 on a 3+. This means that generally, 2/3rds of your reserves will have already arrived by the time you activate it. Those remaining units will certainly arrive safely, but it is difficult to justify 25 points on a wargear option that affects, in the vast majority of cases, two units at best, chosen randomly. When one is allied with Daemons (which is an excellent idea, as they are the only army that are Battle Brothers with Chaos Marines) this item is even less useful, as fully 5/6ths of your army has arrived by turn 2. &#039;&#039;&#039;It also has no effect on Daemons if they are allies, as stated by the book&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;In apocalypse:&#039;&#039;&#039; When you have the ability to choose when your reserves come in, this really gains some traction.&lt;br /&gt;
&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
Nothing too unique here. These are for Aspiring Champion models in pretty much any of the squads that have champs and any models who say they can take wargear from this list (Not Terminator Champions - they have their own list). &lt;br /&gt;
&lt;br /&gt;
You can replace either the model&#039;s bolt pistol or CCW with one of theses, or replace BOTH the pistol and the CCW with two. So you can have two fists or two chain axes for that awesome factor you were aiming for. Knock yourself out. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power Weapons&#039;&#039;&#039;: There are four flavors to enjoy: sword, maul, axe, and lance. &lt;br /&gt;
**The sword is AP3, but is otherwise a standard melee weapon (importantly, it doesn&#039;t mess with your initiative). However, since it&#039;s the same price as the lightning claws, you probably want to take that instead, as those bad boys come with Shred (allowing you to reroll To Wound), but unlike the claw it isn&#039;t a specialist weapon.&lt;br /&gt;
**The maul adds +2S and AP4, meaning it&#039;s a fair bit nicer than the chainaxe, albeit at a slightly higher price. It also comes with Concussive; enemies that take a wound from it are knocked down to I1 for the next turn.   These are good for monsterous creature hunting and killing Necrons and Tau.&lt;br /&gt;
**The axe adds +1S and AP2, but it&#039;s Unwieldy (which brings you down to I1); in other words, it&#039;s a weaker power fist. Only take one if you can&#039;t afford a fist, or want the extra attack.&lt;br /&gt;
**Lastly, the children of the Dark Gods get their hands on the (all-new this edition) power lance, which is AP3 and +1S on the charge, and AP4/model&#039;s strength otherwise. It&#039;s fairly decent (especially combined with a Dirge Caster-carrying Rhino), but good luck finding one, since it&#039;s so new and can&#039;t be found on any Chaos sprues yet. The best solution right now is to combine a Chaos Icon&#039;s rod and a power sword or to raid a Chaos Knights box.&lt;br /&gt;
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* &#039;&#039;&#039;Lightning Claws&#039;&#039;&#039;: You get AP3 and Shred (which lets you reroll To Wound). If you&#039;re taking one claw, you should take a second one or a power fist, since both claw and fist are now Specialist Weapons and thus you [[Awesome|get +1A when taken together]]. The lightning claw is almost always superior to the power sword, especially so if the bearer has 3+ attacks. The only potential downside is that you won&#039;t get the extra attack from having a melee weapon and a pistol, but seeing as how lightning claws are particularly good against tougher opponents (and you should be slaughtering low-Toughness models anyway), you should probably just take these.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chain Axe&#039;&#039;&#039;: It&#039;s a basic melee weapon, except it has AP 4. Berzerker squads get these for only 3 points per model, instead of 8. Since you probably won&#039;t have too many Berzerkers, you should probably take them (arguably, they &amp;lt;i&amp;gt;should&amp;lt;/i&amp;gt; have been included standard, but that&#039;s not an argument for here). Not taking them would probably make Khorne a bit [[RAGE|disgruntled]]. Note that they aren&#039;t good enough to chop up Marines; you need &amp;lt;i&amp;gt;real&amp;lt;/i&amp;gt; power weapons for that, so don&#039;t rely too heavily on these, especially given that power weapons are only a few points more.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power Fist&#039;&#039;&#039;: Just the same as any other codex: double the strength, but I1. If you&#039;re stuck but you want to spend &amp;lt;i&amp;gt;some&amp;lt;/i&amp;gt; points on melee weapons, this is a good choice. Also, as stated above, both these and the Lightning Claws are Specialist Weapons, so you get +1A if you have one of each.&lt;br /&gt;
&lt;br /&gt;
====Ranged Weapons====&lt;br /&gt;
Like the melee list, these are for all the Champions who aren&#039;t wearing terminator armor (see list below for their options) and any of the units who specifically say they can take items from this list:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Combi-Bolter&#039;&#039;&#039;: A Twin-Linked Bolter. Simple enough. &lt;br /&gt;
* &#039;&#039;&#039;Combi-Flamer/-Melta/-Plasma&#039;&#039;&#039;: A Boltgun with a built in Meltagun, Plasma Gun, or Flamer. The secondary weapon gets a single shot per game. Useful, but use it wisely.&lt;br /&gt;
* &#039;&#039;&#039;Plasma Pistol&#039;&#039;&#039;: Self explanatory. Too bad GW still hasn&#039;t realized that it isn&#039;t worth 15 points for a weapon that has a chance to explode and kill you. Still not too bad a buy.&lt;br /&gt;
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====Terminator Weapons====&lt;br /&gt;
This is for Terminator Champions and any units that say they can take from this list (Termie Lords, Sorcerers, etc).&lt;br /&gt;
&lt;br /&gt;
You can replace the Combi-Bolter and/or your standard power weapon with any of these, the only exception being you can&#039;t swap out your standard power weapon for a Combi-Weapon. Bear in mind, if you replace the terminator&#039;s Combi-Bolter for another close combat weapon it will not be able to shoot (duh?).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Combi-Weapon&#039;&#039;&#039;: Not a terrible choice but not one of the best. Deep Striking 3 man Termicide squads with 3 Combi-Plasmas/Meltas can be a great [[DISTRACTION CARNIFEX|diversionary tactic]].&lt;br /&gt;
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* &#039;&#039;&#039;Power Weapon&#039;&#039;&#039;: Because dual-wielding Power weapons makes you look cool. Not much else besides unless you really care about being able to shoot things and &#039;&#039;Overwatch&#039;&#039;.&lt;br /&gt;
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* &#039;&#039;&#039;Lightning Claw&#039;&#039;&#039;: You want a lightning claw? If you do, take either another one or a power fist for your other hand. That way you don&#039;t have to strike at I1 with the fist if it is too risky.&lt;br /&gt;
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* &#039;&#039;&#039;Power Fist&#039;&#039;&#039;: It&#039;s a power fist. If you want to, take a second fist for your other hand so you can live out your boxing match fantasies with [[Marneus Calgar|&amp;quot;Papa Smurf&amp;quot; Marneus Calgar]]. If not, make sure to take a claw with your fist. &lt;br /&gt;
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* &#039;&#039;&#039;Chain Fist&#039;&#039;&#039; It&#039;s a power fist that wrecks vehicles even harder. Take it if you you like [[Khorne|chainsaws]] and [[Slaanesh|fisting things]].&lt;br /&gt;
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Possibly the best choice is claw + chain/power fist, because due to the wording of the Specialist Weapon rule you get an extra attack for a pair of any specialist CCW - not necessarily the same ones.&lt;br /&gt;
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====Special Issue Wargear====&lt;br /&gt;
These are for any of the units who say they can take wargear from this list. Usually just Chaos Lords and Sorcerers. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Jump Packs&#039;&#039;&#039;: It&#039;s a jump pack. Group your Chaos Lord or Sorcerer with some Raptors and let him follow his dreams. &lt;br /&gt;
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* &#039;&#039;&#039;Blight Grenades&#039;&#039;&#039;: Diseased heads that counts as both assault and defensive grenades. Between these and Fearless, Nurglite Chaos Lords are excellent for leading units of lesser troops.&lt;br /&gt;
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* &#039;&#039;&#039;Melta Bombs&#039;&#039;&#039;: Melta Bombs, good for exploding things made of metal or flesh.&lt;br /&gt;
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* &#039;&#039;&#039;Sigil of Corruption&#039;&#039;&#039;: A 4++ save. This can be further improved with Mark Of Tzeentch to give a model a 3++ save, since we don&#039;t get Storm Shields. Dark Apostles get these as part of their starting wargear.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chaos Bike&#039;&#039;&#039;: It&#039;s a bike. It comes with a twin-linked bolter. It gives you all those bike special rules like Jink. Make your Chaos Lord [[Doomrider]] or something. Arguably, the TL bolter you get with the bike counts as a weapon, so you can exchange it for something flashier (such as the Burning Brand). Just remember that you need to WYSIWYG it so you don&#039;t get punched in the face.&lt;br /&gt;
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----&lt;br /&gt;
&lt;br /&gt;
====Vehicle Equipment====&lt;br /&gt;
Huh. Looks like everybody else forgot these existed. In any case, there&#039;s some pretty interesting stuff in here worth a look.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Combi-Bolter&#039;&#039;&#039;: No, seriously, I promise, there&#039;s interesting stuff in here. The vehicle combi-bolter is the same as the one in the Ranged Weapons section, giving you a little bit more fire. Not super-useful, but it&#039;s only five points. It also protects your actual guns from &amp;quot;weapon destroyed&amp;quot; result since now it is randomly rolled instead of chosen by opponent - so if your big &amp;lt;s&amp;gt;shiny&amp;lt;/s&amp;gt; spiky Vindicator get penetrated you have a 4+ save against Demolisher cannon removal for only 5 pts.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dirge Caster&#039;&#039;&#039;: Funny, if nothing else. Enemy units within 6&amp;quot; can&#039;t Overwatch. Suddenly, those flamers (especially those with low AP, like D-scithes, Liquifires or dreadnought-mounted Flamestorm cannons) doesn&#039;t look so threatening to your &#039;zerkers. Also, it&#039;s only five points, so you can slap these on &amp;lt;i&amp;gt;every&amp;lt;/i&amp;gt; transport vehicle you have. Dirge Casters are auto-take when facing Tau; charging a squad at the right spot will prevent a whole bunch of things from Overwatching.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dozer Blade&#039;&#039;&#039;: The Dozer Blade lets you reroll failed Dangerous Terrain tests, changing the odds of your vehicle becoming immobile battlefield terrain from 1/6 to 1/36. For such a cheap price, it&#039;s worth taking if you find yourself driving through terrain on a regular basis.&lt;br /&gt;
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* &#039;&#039;&#039;Warpflame Gargoyles&#039;&#039;&#039;: For five points, you get Soul Blaze, which sets your opponents on fire. MUAHAHAHAH-- oh, sorry. Not all that useful, but it does apply to &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt;. weapons, including, say, the Autocannon on a Predator or the Battle Cannon on a Defiler. It can do some damage to weaker squads (read: &#039;Nids, Guardsmen, Fire Warriors), but anything with power armor will just shrug it off. Dealing a few extra flamer hits on 4+ probably aren&#039;t worth it. Do note that soulblaze allow you to ignore Pyromancy&#039;s Fiery Shield power but on the other hand renders all the weapons on your vehicle &#039;&#039;absolutely useless&#039;&#039; against the Avatar of Khaine.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Combi-weapons&#039;&#039;&#039;: You can take a combi-flamer, -melta, or -plasma. Well, you &amp;lt;i&amp;gt;can&amp;lt;/i&amp;gt;, but it probably won&#039;t be all that useful unless your opponent tries to assault your tank or you Tank Shock their vehicle. Otherwise, none of your vehicles will get close enough to bother, with the &amp;lt;i&amp;gt;possible&amp;lt;/i&amp;gt; exception of the Defiler.&lt;br /&gt;
**&#039;&#039;&#039;Alternative Opinion&#039;&#039;&#039;: Makes the plasma death squad even more special. Move six, choose to fire rapid fire plasma from the firing slots, and watch 6 strength 7 ap2 shots tear out your enemy&#039;s asshole. Take two of these squads and run them side by side for extra lols.&lt;br /&gt;
**&#039;&#039;&#039;Alternative Alternative Opinion&#039;&#039;&#039;: put combi-meltas on your rhinos. Chances are your enemy will forget about them, allowing for some epic trolling when the rhinos roll up and vaporize a tank or special character.&lt;br /&gt;
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* &#039;&#039;&#039;Extra Armour&#039;&#039;&#039;: Vehicles with this count Crew Stunned as Crew Shaken when rolling on the Vehicle Damage table. Not that useful in 6-th edition, due to glancing hits no longer roll in damage table.&lt;br /&gt;
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* &#039;&#039;&#039;Havoc Launcher&#039;&#039;&#039;: One of our more unique pieces of equipment, this is basically a frag missile launcher, except it&#039;s twin-linked and only 12 points. You too can rain fiery hell down upon your opponents!&lt;br /&gt;
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* &#039;&#039;&#039;Destroyer Blades&#039;&#039;&#039;: Tank Shocking troops is nice right? Why not add some blades that do d6 s5 hits? Oh, they&#039;re gonna Death or Glory? Well take 2d6 S5 hits fools. Think of it as baby&#039;s first Defrolla.&lt;br /&gt;
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* &#039;&#039;&#039;Daemonic Possession&#039;&#039;&#039;: Something of a mixed bag. First off, it lowers your BS to 3, which is still okay, but not great. Secondly, on any transport vehicles, it has a chance of nomming a member of a transported squad &#039;&#039;&#039;without any saves of any kind possible&#039;&#039;&#039;. On the other hand, it regains a Hull Point, which is nice. It can also ignore Shaken and Stunned results (although the riders don&#039;t). It might work, but there&#039;s always a chance it will up and kill a member of your expensive Terminator squad. On the other hand, Cultists becoming hull point sacrifices is somewhat of a possibility.&lt;br /&gt;
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===Psychic Powers===&lt;br /&gt;
Marked sorcerers and DP&#039;s can and actually MUST take some god-specific powers. Do note, that you cannot roll more than half of the powers from god&#039;s chart, so no all-Tzeentch dakka chart for your Arhiman or all-Slaanesh rape chart for level 3 [[Snowflame|cocaine sorcerer]].&lt;br /&gt;
====Tzeentch====&lt;br /&gt;
Largely terrible, sadly and ironically, given Tzeentch is the god of magic. &lt;br /&gt;
*&#039;&#039;&#039;Tzeentch&#039;s Firestorm:&#039;&#039;&#039; Far too random and [[Dwarf Fortress|FUN]] to rely on in any way, Tzeentch&#039;s Firestrom gives you a small blast with a randomized Strength ranging from two to seven. It also has the Inferno rule, so you get a few more S3 hits every time you kill a model. So, you can&#039;t rely on it to kill tanks, and, being AP-, it&#039;s not so great against [[MEQ]]. It has the potential to decimate squads of [[GEQ]], but that requires you to actually hit the small blast template. As a Primaris it&#039;s &#039;&#039;alright,&#039;&#039; but again, most certainly not something particularly good.&lt;br /&gt;
*&#039;&#039;&#039;Boon of Mutation:&#039;&#039;&#039; Nope. Nope, nope, nope. Nopenopenope. This is in the running for the worst psychic power in the game. Seriously. A model within 2&amp;quot; of the caster (read: in the same unit) takes a S4, AP- hit, and, if he survives, he gets a roll on the Chaos Boon table. When doing so, he rerolls Dark Apotheosis, but &#039;&#039;not&#039;&#039; Spaw-- er, gribbly-tentacle-thing-dom. So, you must have two characters with completely different roles in the same unit, be willing to damage the recipient just for the &amp;quot;privilege&amp;quot; of the roll, be willing to risk getting a useless result (+1 BS on a Chaos Lord... yay...) or even Spa--er, gribbly-tentacle-thing-dom, &#039;&#039;and&#039;&#039; use up Warp Charges that you could have used for a force sword or other, more useful psychic power. It may be flavorful, but there is absolutely no reason, ever, that you would choose this over the Primaris, because that could actually &#039;&#039;damage&#039;&#039; the enemy.&lt;br /&gt;
*&#039;&#039;&#039;DOOMBOLT:&#039;&#039;&#039; DOOMBOLT is what you&#039;re hoping for if you have a Thousand Sons Sorcerer forced to roll on this table. It&#039;s a S8, AP1, Beam that makes vehicle explosions even explodier. Yes, DOOMBOLT is awesome, and yes, you do most definitely want it.&lt;br /&gt;
*&#039;&#039;&#039;Breath of Chaos:&#039;&#039;&#039; This is an AP2, 4+ Poisoned flamethrower that glances vehicles on a 4+. It&#039;s pretty neat all around, and particularly good at taking Terminators, except there&#039;s so much AP 2 in the game nowadays that it&#039;s absolutely redundant, especially with a Template range and 2 Warp Charge cost. It&#039;s alright, but it&#039;s not DOOMBOLT.&lt;br /&gt;
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====Nurgle====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nurgle&#039;s Rot:&#039;&#039;&#039; Like with Tzeentch primaris, it&#039;s full of random and FUN. Every enemy unit in 6&amp;quot;, except Nurgle-alligned marines/daemons would take random number of hits with 4+ poisoned and AP5. Depending on your rolls and number of nearby squads it could kill dozens of Guardsmen or Orks, or deal single wound on space marine, which would be armor saved.&lt;br /&gt;
*&#039;&#039;&#039;Weapon Virus:&#039;&#039;&#039; Curse, that adds &amp;quot;Gets Hot&amp;quot; to all weapons in targeted unit. Guardsman, Shoota Boys, Kultist and Kroot blobs would hate your guts. MEQ&#039;s and TEQ&#039;s wouldn&#039;t even be bothered by this, however.&lt;br /&gt;
*&#039;&#039;&#039;Gift of Contagion:&#039;&#039;&#039; The longest range curse in the game, it&#039;s even more random than Firestorm. At worst it could bless your opponent with Shrouded at the cost of -1A, at best it strips him of 1 toughness and strength, which is quite impressive. Not as good as similar Enfeeble from Biomancy though, but this is a price you pay for 48&amp;quot; range.&lt;br /&gt;
*&#039;&#039;&#039;Plague Wind:&#039;&#039;&#039; Double warp-charge poisoned AP2 spell, now in form of large blast, rather than flamer template. It could kill more things than Breath, but it can  scatter out of target, and even on your own squad.&lt;br /&gt;
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====Slaanesh====&lt;br /&gt;
Considered the best of god-specific disciplines, with every power being pretty useful. Suddenly, the god of rape and cocaine delivers more majick power than the [[Tzeentch|god of magic]] himself. &lt;br /&gt;
*&#039;&#039;&#039;Sensory Overload:&#039;&#039;&#039; Surprisingly non-random primaris, it&#039;s basically another stolen Dorn&#039;s Arrow, except with Concussive, Blind and Pinning. Your opponent would probably pass leadership and initiative tests, but if not, it&#039;s gonna be fun. The nice point is that non-walker vehicles fail Blind tests automatically (due to technically being I0)&lt;br /&gt;
*&#039;&#039;&#039;Hysterical Frenzy:&#039;&#039;&#039; Neat buff to make some of your squads much more choppy. +1 to A, I or S is always nice for any close combat unit.&lt;br /&gt;
*&#039;&#039;&#039;Symphony of Pain:&#039;&#039;&#039; Another great spell, it curses enemy squad with -1 BS an WS, but &#039;&#039;also&#039;&#039; increases the strength of all sonic weapon hits against them by one. [[Noise Marines|WE ARE AMPLIFIED!]]&lt;br /&gt;
*&#039;&#039;&#039;Ecstatic Seizures:&#039;&#039;&#039; AKA &amp;quot;Tarpit killer&amp;quot; or &amp;quot;Long range [[Trazyn]]&amp;quot; Point at squad, cast, and watch as half of the models tear themselves apart. Two warp charges as well, but certainly worth it.&lt;br /&gt;
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==Unit Analysis==&lt;br /&gt;
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===HQ===&lt;br /&gt;
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Want to use that [[Doomrider]] model? Get a Slaneeshi Chaos Lord with a bike and a powersword/&#039;&#039;&#039;MURDER SWORD&#039;&#039;&#039;  DO COCAAAAAAINE (though, you cannot get bike-mounted twin meltas and MC plasmagun do build true Doomrider)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaos Lord&#039;&#039;&#039; - A nasty, inexpensive close-combat character with tons of options. Even fully-kitted out (Lightning Claw, Power Fist, 2+/3++) will usually run you under 175 points - quite impressive in and of itself. Chaos Lords in general love to accompany CSM units. The Lord unlocks a faction of cult marines (except the Sons) as troops, assuming he has the corresponding Mark. You can even take two Lords with two different Marks to unlock two different sets of cult troops! Lords get access to essentially the entire CSM armory and they are only 65 points base. You motherfucking need to get this guy into close combat to challenge and buff him into the stratosphere with Chaos Boons. Making him a Nurgle Biker Lord rewards you with a piece of [[cheese]] and a few angry glares for your T6 leader. Also cheap and fearless - he only costs about 20 points more than a chaos marine holding an icon of vengeance, but has the same effect and is a lot tougher and nastier in a fight.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Sorcerer&#039;&#039;&#039; - 1 less Wound, Attacks, Initiative, BS and WS than the chaos lord. Has a Bolt Pistol and a Force Weapon. This dude only costs 60 points to field with nothing but you can buff his mastery level to a max of 3 at a cost of 25 pts/level and give him a mark for access to one of the corresponding Chaos god pysker disciplines. (Khorne excluded for obvious reasons, Kyras be damned). Our evil wizard also gets access to rewards and artifacts as well as terminator armor and weapons. What you want to give him will depend on how you want to field him: if he&#039;s going alone for the most part you should give him terminator armor but not deepstrike him. You can pack him with a squad of Termies with the same mark as him and let him rock things with 2+/5++ (4++ if the mark is Tzeentchian) Meatshields. The downside with deepstriking him means he doesn&#039;t do much till he hits the table at turn 2-3. Giving the Sorcerer a jump pack lets him join a squad of Raptors, providing mobility and the chance for him to jump into range for a physic power and jump back out. Give him a Mark of Tzeentch as well as sigil of corruption for a 3++ save. He also has the option to take a spell familiar, which is a must if you&#039;re going for anything higher then mastery level 2. For 15 points it&#039;s only moderately expensive. Fully upgraded the Sorcerer will be 165 points or so and able to dish out all kinds of Chaos induced pain if kept safe.  A sorcerer with Mark of Tzeentch can additionally take Thousand Sons as troops. Note that unlike a lord or an apostle he isn&#039;t fearless. &lt;br /&gt;
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*&#039;&#039;&#039;Daemon Prince&#039;&#039;&#039;: &#039;&#039;&#039;FLUFFY, THE UTTER BANE OF ANYTHING THAT ISN&#039;T WS/T7&#039;&#039;&#039;. Sweet merciful fuck! WS 9, I8, 5 attacks. He is a Monstrous Creature so he gets Smash which makes his strikes AP2 and has the option to double his strength if he reduces his attacks by half for a round. 4 wounds as well as access to the Chaos Rewards And Chaos Artefacts that aren&#039;t for units with specific chaos god marks (Highly recommended you give him the Axe of Blind Fury, &#039;&#039;&#039;MURDER SWORD&#039;&#039;&#039; or The Black Mace). He will run up your points tab fast but [[Emperor]] help anyone with which it gets into combat. For added fun, giving this motherfucker wings will make him a flying monstrous creature, allowing you to tag-team with your Heldrakes to shred aircraft and vector strike ground targets to death before slamming into hand-to-hand to [[RIP AND TEAR]]. He also MUST be devoted to a Chaos god - no undivided allowed. However, even with all the benefits, the daemon prince suffered a nerf. His biggest weakness is his newfound lack of Eternal Warrior, so S10 blows (fear railguns) and Instant Death weapons/rules are the bane of his existence. Also, with a sharp rise in base cost the price tag once you&#039;ve added wings, Mastery levels, power armour, etc he can become very costly, very quick. So that means you have to actually get off your ass and think about how best to use him. Give him the Black Mace, make him a psyker and roll on Biomancy. If you get Warp Speed, you can potentially get 15 attacks on the charge (5 base, +d6 for daemon weapon, +d3 for warp speed, +1 for the charge) all at S8 AP2 fleshbane with the curse rule, at I9-10.  Laugh as you wipe out an entire Paladin squad before they even get to attack.  Bonus points for vector striking them first.&lt;br /&gt;
**&#039;&#039;&#039;Alternative opinion:&#039;&#039;&#039; Ultra-Bonus Points for taking a winged Tzeentch DP with the Burning Brand of Skalathrax(Ultra-Secret-Ultra-Dragon-Points for getting the Breath of Chaos on the powers table) amongst several Heldrakes with baleflamers. Watch as the loyalists scurry about while you vector strike vehicles and melt their occupants causing their very souls to burn, or watch entire horde armies turn to ash. [[Just as planned]].&lt;br /&gt;
**&#039;&#039;&#039;Side Note:&#039;&#039;&#039; Since you MUST be devoted to a chaos god, if you make your Daemon Prince a psyker he must roll at least 1 power on the chart of his dedicated god. So to accomplish the Warp Speed tactic described above, you must purchase 2 mastery levels (1 for your designated god and one for Biomancy), and even then maybe 3 additional mastery levels so you could roll twice on Biomancy but then we&#039;re already talking over 230 pts before wargear selection. That is if you want something crazy, or you could save the psyker points and just get the BBoS. &lt;br /&gt;
**&#039;&#039;&#039;Another Note:&#039;&#039;&#039; A DP can only take one artefact due to being only armed with one weapon and won&#039;t receive the bonus for dual-wielding on account of the DP losing his CCW when taking a special weapon. Still, enjoy 5 base attacks + 2 for Rage + D6 S9 on the charge DP of Khorne with Axe of Blinding Fury. Sweet Mother of Mercy. (Its stated under chaos artefacts &amp;quot;a model may &#039;&#039;&#039;REPLACE&#039;&#039;&#039; one of their weapons with the following.&amp;quot;)&lt;br /&gt;
**&#039;&#039;&#039;BREAKING NEWS:&#039;&#039;&#039; For the first time ever, on December 1st 2013, Be&#039;lakor the Dark Master got his own 40K rules (he returned in WHFB too)! For more info, see below in the Special Character section.&lt;br /&gt;
**&#039;&#039;&#039;Absolutely Fucking Atrocious:&#039;&#039;&#039; It&#039;s not fun going up against three (yes, three. Not sure how. Something something Allies with Chaos Daemons) Nurgle Daemon Princes with Wings and Warp-Forged Armour. The way the rules are written is that, even if the Daemon is flying, it still gets a cover save from Area Terrain, such as ruins. You have Skyfire? Oh cool, 2+ Cover. You have Ignores Cover shooting? Oh cool, 6&#039;s to hit. You have both of these things (it IS possible)? Oh cool, 3+ Armour Save. The only way to beat these fuckers is to bury them in shots and hope they fall, then have a handy Assault Terminator squad all with Thunder Hammers standing by, since there is no weapon in the game that I know of this is AP2, Skyfire, Ignores Cover, that can reliably wound T7 (or is it 8 for Nurgle?). (Tau Skyrays with 6 S8 AP3 Ignore Cover, Ignore LoS, Skyfire shots(potentially at BS6)on turn one says &amp;quot;Hi&amp;quot;)&lt;br /&gt;
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*&#039;&#039;&#039;Warp Smith:&#039;&#039;&#039; Chaos Techmarines. The new model is positively badass and on top of that, he shoots at BS5, can repair your vehicles, curse an enemy vehicle with a shooting attack that makes all their weapons get hot, strip cover saves from area terrain and fire a meltagun and flamer in a single turn. His backpack also gives him +2 attacks in close combat! He also starts out with Fleshmetal like Oblits/Muties, so has a 2+ armour save base, which is slick. Oddly, he can take marks. Just picture a [[/d/|Slaaneshi Warp Smith]]. You know those Helbrutes that seem fragile? Hide this asshole behind two of them and either a Forgefiend or a Defiler just in case. Also, Aura of Dark Glory and Mark of Nurgle/Tzeentch. Enjoy your little angry engineer with 2+, 5/4++, S5, T5/4, 5 attacks wrecking anything in his path. I&#039;d stick him in a Chosen squad with plasmas and lightning claws. Still, 110 points when you could get a lord for 65.&lt;br /&gt;
**&#039;&#039;&#039;Alternate opinion:&#039;&#039;&#039; get one of these guys for a non-serious game, buy a land raider &amp;quot;upgrade&amp;quot;, and enjoy the stupidly hard to kill monstrosity of 14 AV with regenerating hull points, tracks, and weapons.&lt;br /&gt;
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*&#039;&#039;&#039;Dark Apostle:&#039;&#039;&#039; Chaos Chaplains. 105 pts. This guy can make a bunch of troops around him LD10, gives himself and any other character in his unit re-rolls on the Chaos Boon table, and has the Zealot USR, making him and his unit Fearless and Hate EVERYTHING. Works very well with huge mobs of cultists. He also fights at WS5 with a power maul and comes with 4++ as standard. Can take additional wargear but sadly, no Terminator Armor. He works well with the Axe of Blind Fury and the Mark of Khorne due to the fact that his hatred more or less offsets the issue of lowered WS. &lt;br /&gt;
**&#039;&#039;&#039;Another opinion&#039;&#039;&#039; - Give him the Mark of Tzneetch and the Scrolls of Magnus and slap him in a twenty man squad of unmarked (Or tzneetch marked)CSM with CCW&#039;s. Laugh at challenges with your 3++ Save and Concussive S6 weapon while having a fearless 20 man marine squad to sit on an objective, tarpit, or in general be a huge pain in the ass to deal with. For more fun, if impractical in non-casual games, slap the Black Mace on his ass and engage trollface. Only the dark gods can help your opponent if you get the Biomancy table and roll a 3, as Relentless FnP marines with 6++ saves and Hatred(Everything) will utterly ruin anyone&#039;s day.&lt;br /&gt;
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====Special Characters====&lt;br /&gt;
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*&#039;&#039;&#039;Typhus&#039;&#039;&#039; - Good god, Typhus. A Fearless Chaos Sorcerer in Terminator Armor with Feel No Pain on top of his Mark of Nurgle. Has Blight grenades, Destroyer Hive (which now gives him a s4 ap2 large blast over himself instead of attacking, once per game. Keep in mind though that this will hurt your own units) and a &#039;&#039;&#039;MANRAPER&#039;&#039;&#039;. He also has FOUR wounds, as opposed to three, and improved toughness from being a Nurgle Lord. Typhus flat-out rocks, to put it simply; he can devastate swarms and [[Tarpit]]s through his Psy Powers, whilst his &#039;&#039;&#039;MANRAPER&#039;&#039;&#039; allows him to absolutely destroy many enemy monstrous creatures and commanders. Throw in his grenade access (rare for a Terminator) and he&#039;s quite versatile, especially given his high toughness. Typhus is, however, liberally peppered with drawbacks; he&#039;s fucking expensive 230pts, he can&#039;t do a goddamned thing to enemy vehicles (well he&#039;s S6 now, so he could glance some tanks to death I guess), his Invulnerable Save is only a 5+, and he lacks Eternal Warrior. Great unit, but keep him the fuck away from enemy walkers and character monstrous creatures. His 2+ armor save will generally protect him as most Force Weapons (minus the Nemesis Daemon Hammer) are AP3. And since his &#039;&#039;&#039;MANRAPER&#039;&#039;&#039; is AP2, well, throw him at Grey Knights with glee.&lt;br /&gt;
**&#039;&#039;&#039;New Codex Note:&#039;&#039;&#039; Typhus makes Plague Marines troops and can turn cultists into zombies, granting them FnP, Slow and Purposeful and fearless, but they can&#039;t take options besides more cultists and they can only use their pistols or guns to bonk things (Yay FAQs!); on the upside, you can take a shit load of them and drown your opponent in cheap, copious [[Tarpit|wounds]]. Cheaper less powerful choice for Zombie granting HQ is to be Necrosius 160pts. Re-released in Apoc(2013)pg. 151&lt;br /&gt;
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*&#039;&#039;&#039;Lucius The Eternal&#039;&#039;&#039; - Lucius is a bit of an odd duck out, as well as the obligatory Slaaneshi Special Character. As a Chaos Lord, he&#039;s largely typical, but his abilities and weapons load make him a much nastier close-combat unit than he appears to be at a glance. For starters, he&#039;s WS 7, as opposed to the typical Chaos Lord WS 6, and he boasts Initiative 6 due to his Mark of Slaanesh. He lacks a traditional Daemon Weapon - but what he has in return makes this almost not matter. Lucius boasts a Doom Siren (AP3 Heavy Flamer), a Power Sword, and a unique weapon in the Lash of Torment, which reduces the number of attacks enemy models get by 1. The FAQ confirmed the Lash to be an artefact, not a weapon, barring him from taking an extra attack for two weapons. In challenges his attack always equals to his opponents&#039; WS! That&#039;s 6 attack against a Smurf Captain! He also has Krak Grenades and Frag Grenades. What truly makes Lucius useful though, on top of all the above, is his unique ability stemming from his Armor of Shrieking Souls - any close combat attack Lucius saves against (Armor Save OR Invulnerable Save) causes an automatic S4 hit on the unit that attacked him, with no armor saves allowed. It&#039;s not all good news, however: Lucius positively sucks against vehicles and his 5+ Invulnerable save, whilst useful, isn&#039;t exactly a stellar defensive feature. He is a character designed for challenges but most HQ&#039;s have AP2 weapons or 2+ armor saves which Lucius has no counter for. He also lacks Eternal Warrior, which means he&#039;s actually quite vulnerable against things like Force Weapons and heavy weapon sniping attempts.&lt;br /&gt;
**&#039;&#039;&#039;New Codex Note:&#039;&#039;&#039; Lucy&#039;s Lash of Torment now makes ALL of his close combat attacks have the &amp;quot;Shred&amp;quot; rule, effectively giving him Lightning Claws and granting his Armor of Shrieking Souls a better chance to wound. Stick him in a squad of Noise Marines with the re-tooled Icon of Slaanesh to give him drug-fueled Feel No Pain. Also, dual [[FATAL|Doom Sirens]]. You can never have enough [[FATAL|Doom Sirens]].&lt;br /&gt;
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*&#039;&#039;&#039;Khârn The Betrayer&#039;&#039;&#039; - [[Kharn|A real fun guy to be around]]. &amp;quot;Kharn&#039;s melee attacks always hit on 2+ (even if they would otherwise hit automatically).&amp;quot; Page 59 bottom right of the page in Gorechild description. If you do roll a 1, he hits a random member of any squad he happens to be in - so sometimes it&#039;s best to send him out on his own. Kharn boasts a suite of useful traits and equipment, including Gorechild (An AP2, +1 strength close combat weapon with armor bane), Frag and Krak grenades (the latter of which will never see use), a Plasma Pistol (like you&#039;re ever going to use it), Furious Charge, Mark of Khorne (Counter-Attack and Rage) and perhaps most importantly, gets a 2+ Deny the Witch against Psy Powers and immunity to instant death from Force Weapons. Khârn can demolish damned-near-anything in close-combat, from enemy vehicles to enemy infantry when on the charge - an advantage primarily offset by the fact that he&#039;s completely fucking useless if he can&#039;t get close, and rather easy to isolate and tear down due to a relatively weak (5+) Invulnerable save. He is best-used either with a massive mob of Cultists to absorb ranged attacks and take wounds (Terminators are too expensive to risk losing to his attacks) - the latter loaded up to the fucking gills with Flamers, the squads shoved in a [[Rhino Transport|Metal Box]] or [[Land Raider|BIG METAL BOX]], and thrown directly at the enemy&#039;s face. Like Fabius Bile, Ahriman, and Abaddon, Khârn has one more attack than is listed in his profile due to his weapon loadout - for a total of five. One thing you should notice is he&#039;s S5, with +1 for Gorechild and another one +1 for FC, and with 4A + pistol + Rage... just look at your opponents face when one relatively cheap guy unleashes 7 S7 AP2 armorbane attacks on his poor army. DIE GREY KNIGHTS DIE!!! Khârn may also count as a Chaos Lord for the purpose of &#039;zerkers being troops.&lt;br /&gt;
**&#039;&#039;&#039;New Codex Note:&#039;&#039;&#039; Kharn&#039;s Hatred Incarnate ability lets him re-roll misses during the first round of close combat, making his entourage last that much longer without feeling his axe. &lt;br /&gt;
**&#039;&#039;&#039;Fun Fact:&#039;&#039;&#039; Due to the strange wording of his &#039;Blessing of the Blood God&#039; special rule, he cannot be Instant Killed by a Nemesis Daemon Hammer hit.&lt;br /&gt;
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*&#039;&#039;&#039;Huron Blackheart&#039;&#039;&#039; - The leader of the Red Corsairs, Huron gets to randomly generate a psychic power each turn due to a psychic pet that makes him Mastery Level 1 and grants an extra two S4 attacks. In addition, he&#039;s got access to a Power Axe and the Tyrant&#039;s Claw, which is an S6 lightning claw with Armorbane and an inbuilt Heavy Flamer. In many respects, Huron is kind of like Lucius, in that he&#039;s a heavy close-combat unit that can put serious hurt on groups of units he engages; unlike Lucius he&#039;s less of an infantry eraser and more of a general-combat unit, since his Claw is more than capable of busting open a tank or taking out a pesky Commander unit (though the power axe may be better for that, as it ignores 2+ saves). Additionally, his fixed warlord trait allows you to infiltrate D3 Infantry units. Remember that you cannot charge with them in the first turn anymore. However, the reason most people take him is because of his utility for handling many different kinds of situations and his warlord trait&lt;br /&gt;
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*&#039;&#039;&#039;[[Fabius Bile|Fabulous Bile]]&#039;&#039;&#039; - The king of mixed bags. On one hand, Bile has good stats and wargear: Feel No Pain through his Chirurgeon, Strength 5, a weapon that causes instant death (Rod of Torment), five attacks, and a particularly nasty poisoned weapon in the Xyclos Needler. On the other hand, his Rod of Torment does &#039;&#039;not&#039;&#039; ignore armor saves (unlike, say, the &#039;&#039;&#039;MURDER SWORD&#039;&#039;&#039;), his Xyclos Needler has really bad AP and sub-par range, and perhaps most damning of all, no Invulnerable save, unlike literally every other Chaos Character in the codex. So... Sucks, Right? Not quite. The reason Fabius Bile is taken, ironically, isn&#039;t for Bile himself; it&#039;s for his Enhanced Warriors trait, which gives a unit of Chaos Space Marines +1 Strength and Fearless. An enhanced Khornate CSM unit (Mark + Icon) rolls out 4 S6 attacks per Marine on the charge while being scoring and Fearless. While he isn&#039;t stellar in a normal CSM army (he&#039;s not a fighter nor does he enhance more than one unit of CSM), he really shines as an allied HQ — if you want a reasonably cheap CC threat for your [[Eldar|pansy]] [[Tau|blueberries]], take him and a 10-strong unit of Khornate CSM with meltaguns that can threaten [[Orks|massed infantry]] with the number of attacks, [[Imperial Guard|massed tanks]] with meltaguns/carnage combo and [[Tyranids|monstrous creatures]] with that Instant Deathstick. Know that a Disordered Charge (aka multi-charge) denies you your Rage, so plan accordingly.&lt;br /&gt;
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*&#039;&#039;&#039;Ahriman&#039;&#039;&#039; - &#039;&#039;&#039;KILL A YAK FROM 200 YARDS AWAY WITH MIND BULLETS!&#039;&#039;&#039; He&#039;s a Sorcerer that costs as much as a [[Land Raider]]; that&#039;s seldom a good sign. On the other hand he is currently one of only &#039;&#039;three&#039;&#039; psykers in the game with Mastery Level 4 (and the other two are Fateweaver and [[Eldrad|that dick]]), has access to several psychic disciplines, and boasts a unique piece of gear in the Black Staff, which is a Force Staff that lets Ahriman fire off THREE Witchfire psychic powers a turn. His [[dakka|firepower]] can be absolutely insane, but it requires good rolling for psychic powers now, unlike the previous codex. Making him even better, he boasts a Pistol with Inferno Bolts (so he has an S4 AP3 Pistol) and the standard Tzeentch Marine 4+ invulnerable save, which makes him remarkably tough to kill. Sadly, he WILL take 1 wound from perils. Devastating if used right, but makes for a huge and high-priority target. Unlike a lot of other units with this price-tag, such as Old One-Eye, he tends to actually be worth it if carefully managed, mostly due to the fact that he drops a [[Touhou]]-esque barrage of firepower out in short order. Just remember that he&#039;s a gigantic fire magnet, and his force weapon is only AP4 (but S6). Has an extra attack not shown on the profile, due to his pistol and staff, for a total of 4. Still, he costs a bomb in points. Bonus points if you take three rolls on biomancy, because he DESERVES to be a S7 T7 I8 A6 Feel No Pain, It Will Not Die, Relentless S9 in CC character.&lt;br /&gt;
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*&#039;&#039;&#039;[[Abaddon|Abaddon]] The Despoiler&#039;&#039;&#039; - Don&#039;t be fooled by jokes regarding his lack of arms - Abaddon is BAD news. He is, perhaps, the single most dangerous thing on the Warhammer 40K tabletop should he get into close-combat (Except for Skarbrand, he has a good chance to kill Abbadon with ease). 6th ed has changed how his attacks roll - he can use either Drach&#039;nyen (+1 Strength, AP2, Daemon Weapon) or the Talon of Horus (Strength 8, AP3 and Shred, though Blood Angels gain Hatred against him). With WS7, I6, +1 attack for having 2 Specialist Weapons (so 5 base), Rage from the Mark of Khorne and the potential extra attacks from Drach&#039;nyen if you use that, Abaddon will hammer just about anything on the charge through sheer volume of attacks. Kaldor Draigo, Matt Ward&#039;s infamous Special Snowflake, will lose to Abaddon about 80% of the time assuming average dice rolls. Suffice to say, not many units can reliably go toe-to-toe with the Despoiler and survive for more than a round or two - most will be dead before they can attack, and many armies lack squads that can offer more than a token resistance. He has every single Chaos Mark (For Rage/Counter Attack, +1 Initiative, a 4+ Invulnerable Save, and +1 Toughness), Hatred AND Preferred Enemy against Space Marines of all kinds and Eternal Warrior. Just fielding him has been known to make other players break out in hives. On the other hand, the drawbacks are obvious - he costs a fuckton of points, he&#039;s a huge fire-magnet, 2+ armor save not being ignored by power weapons doesn&#039;t matter much since you opponent is going to try and keep anything valuable away from him (fortunately he can Deep Strike) and he sucks at shooting (he only has a Twin-Linked Bolter, so his high ballistic skill is pretty irrelevant), and his Daemon Weapon runs the risk of reducing him to WS1. Do anything you fucking can to get him into close combat, and try to not let him lose his arms. Also might be worth investing in a squad champion to accept challenges for him - you&#039;re not paying an arm and a leg for this guy just for him to expend all his attacks on a squad leader when he could rip the rest of the unit apart. He is in a three way tie for second most powerful HQ with The Swarmlord and Skarbrand. He will maintain his title of unbeatable at melee all the way up to the exact moment where he runs into Angron or an apocalypse melee unit like a Heirophant, a Titan, or An&#039;ggrath, at which point he goes down like a little bitch. Oh and &#039;&#039;&#039;Lord Topknot will now unlock Chosen as troops.&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;New Codex Note:&#039;&#039;&#039;Since Abaddon technically has the Mark of Slaanesh, if you stick him in a squad of Slaanesh with an Icon of drug induced Feel No Pain, Abaddon benefits from the Icon...&lt;br /&gt;
**&#039;&#039;&#039;Another New Codex Note:&#039;&#039;&#039;His firepower is a lot better than it sounds against Space Marines. Because he gives every squad within 12&amp;quot; Preferred Enemy, in theory he adds a block of firepower equal to 1/6 of every squad within that bubble - and since Chosen squads can pack five plasma guns apiece...&lt;br /&gt;
** Correct me if I&#039;m wrong but since he is a chaos lord and has all four marks, doesn&#039;t that mean that he gets access to Cult units as troops?. No it doesn&#039;t because if it did it will say so in his profile just like the other special characters.&lt;br /&gt;
**&#039;&#039;&#039;Another New Codex Note:&#039;&#039;&#039;The awesomeness of Phil Kelly (in the April FAQ update) means that Abaddon CAN NEVER turn into a Spawn or a DP.&lt;br /&gt;
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*&#039;&#039;&#039;[[Be&#039;lakor]] The Dark Master (Dataslate)&#039;&#039;&#039;- A returning character from Fantasy, Be&#039;lakor gets the EW rule that regular Daemon Princes lack and is a Level 3 Psyker with all Telepathy Discipline by default. He comes with the unique rules Shadow Form (4+ invulnerable save and Shrouded and automatically passes Dangerous Terrain tests) and Lord of Torment (gains a bonus D3 Warp Charge points by making enemy units fail morale checks). He also has wings and possesses a unique weapon called the Blade of Shadows (S+1, AP2, Fleshbane, Armorbane, and Master-Crafted). He also doesn&#039;t need to be devoted to a chaos god, as he serves all of them (making him a fluffy and effective choice for a Chaos Undivided army). At 350 points, he&#039;s a flat upgrade to the basic Daemon Prince and cost-effective to boot.&lt;br /&gt;
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*&#039;&#039;&#039;[[Cypher]] Lord of the Fallen (Dataslate)&#039;&#039;&#039;- All in all an okay character.  Just beware that he can never be the Warlord and that fielding him will take -1Ld from your actual Warlord. He gets to shoot his 16&amp;quot; range bolt pistol and never-hot plasma pistol twice in each shooting phase/once before or after running and overwatches at full BS (which is 10 by the way). Also uses his pistols in combat, half of his attacks with each pistol (an odd number of attacks give the bolt pistol an extra attack, never the plasma) at I8. Use him for his haxx, i.e. hit and run trolling only ever at the end of your opponents assault phase, giving your Chaos arch-heretics ATSKNF and infiltrating even more landraiders. He&#039;s survived for 10,000 years with just power armour so has no invulnerable save but his sword gives him Eternal Warrior and Shrouded. He gives 3 VP to [[Dark Angels]] players if he&#039;s killed within 6 inches of them (1 VP for anyone else who&#039;s within 6&amp;quot; of him when he goes down) so don&#039;t ever be within 6 inches of a DA, duh. He will give you d3 VP if he survives the match by flipping the bird against the enemy. He can probably be fun, just try infiltrating a blob of 35 plague zombies with ATSKNF and hit and run and enjoy the lols. He can also bring up to 3 units of chosen which come separate from the FOC but can&#039;t take marks or icons and have ATSKNF and Infiltrate, but no land raiders this time as they can&#039;t take transports! Also you could put him and some havocs behind an icarus defense line with a quad gun for a BS 10 twin linked quad gun that will never miss&lt;br /&gt;
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*&#039;&#039;&#039;Arkos The Faithless (Forge World)&#039;&#039;&#039; - Finally an Alpha Legion Character. This guy wields the 3-th ed Black Blade (+2S power sword), and gives Counter Attack to his squad, both of which are not impressive - you need AP2 for challenges, and Counter Attack is easily gained with MoK. You may take him for fluff favor, but unless you have little imagination and fluff expertise you can create [[Your dudes|your own dude]] to represent Alpha Legion lord, because Arkos&#039; fluff is as outdated as his rules - he&#039;s from the times when Alphas were little more then space Taliban with lots of trained cultists, rather then modern closet loyalist [[anonymous]]es with mind-blowingly over-complicated schemes and tons of just as planned.&lt;br /&gt;
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*&#039;&#039;&#039;Zhufor The Impaler (Forge World)&#039;&#039;&#039; - Zhufor is in very many ways like Khârn with a few advantages and disadvantages. His advantages being that he has a better armor save, Eternal Warrior, Furious Charge like Khârn and two different close combat weapons, the Skulltaker Chainaxe (like regular chainaxe, but two handed and with +2A bonus) and the Claw of Deimos (power fist with another stolen Dorn&#039;s Arrow). And, because the extra attack of the old MoK is included in his profile and the MoK is in his profile he gets either 6 S10 AP2 attacks or 8 S6 AP4 Attacks on the charge or 5 and 7 without it. His disadvantages are his lower number of attacks at I1 or his lack of AP2 from his axe. His pyschic defenses are worse with only Adamantium Will compared to Khârn&#039;s Blessing. But really, if you want a close combat monster, take Khârn who is cheaper or Abaddon who is better. &lt;br /&gt;
**One often overlooked point in Zhufor&#039;s favour is that he also lets you take a bodyguard unit of Khorne-marked Terminators without taking up a slot, but still granting you all the nifty advantages.(handy considering the codex&#039;s saturation of elite options)  &lt;br /&gt;
***&amp;lt;strike&amp;gt;Note, that he doesn&#039;t have the Champion of chaos rule. While this allows him to decimate everything else in the squad while not having to challenge, he doesn&#039;t gain the powers from the table.&amp;lt;/strike&amp;gt; Zhufor&#039;s current post-Codex statline is found in &amp;lt;i&amp;gt;Imperial Armour: Apocalypse&amp;lt;/i&amp;gt;, p. 152. He has Champion of Chaos, the new Mark of Khorne, and so on. Not bad, actually.&lt;br /&gt;
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*&#039;&#039;&#039;Necrosius (Forge World)&#039;&#039;&#039; - A fearless Nurgle Sorcerer with Feel No Pain a poisoned bolt(4+) pistol, force sword and standard pre-designated powers : Wasting Disease(witchfire) Nurgle&#039;s Rot and GoC. Wasting Disease hits automatically, resolved at S3 AP2 assault 1 Fleshbane. He also has +1 initative, wounds, and Ballistic Skill compared to a normal sorcerer. Also, run him in a Typhus style, Zombie Horde. Special rules profile Master of the dead gives your zombies Furious Charge. **Update** Apocalypse(2013)Pg. 151 Enables Necrosius to be taken as an HQ choice for a CSM army or SoD as well as independently granting Special Rules : Plague Zombies and various others including the later stated. Sadly he can not acquire a invul save thus, rarely making use of his Champion of Chaos rule. In short, if you want to make use of his furious charge granting ability to zombies don&#039;t let him die as that ability dies with him. Comparable to Typhus is point value for Plague zombie based list, at 50points cheaper. He can get in a Rhino. Typhus can not as he is in termi armor.&lt;br /&gt;
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===Elites===&lt;br /&gt;
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Cult Marines are now elites! If you want them as troops, you need a Lord with an appropriate mark.&lt;br /&gt;
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*&#039;&#039;&#039;Chosen Chaos Space Marines&#039;&#039;&#039; - Be very, &#039;&#039;very&#039;&#039; careful with fielding chosen now as they will get very &#039;&#039;&#039;VERY&#039;&#039;&#039; expensive. That said, Chosen got one weird ass buff in the new Codex; no longer can they infiltrate, but they get 2 attacks base(3 EACH total, 2 base, 1 for CC weapon/pistol) and get access to a metric fuck ton of war gear. Like I said, be very careful as you will spend a small fortune on the FOC slot here. If you&#039;re not running Plague Marines, Chosen are handy as a special weapon squad, with their ability to tote around a whole pile of special weapons regardless of squad size. Don&#039;t equip them all with power weapons and claws like the Dark Vengeance kit suggests, unless you have some bizarre attraction to paying Terminator prices for non-Terminator models. Give them four to five Plasma Guns, ruining Terminator armies as they try to dislodge your heavy weapons, you can do this with Havocs but then you lose a precious heavy support choice. Give them five Melta Guns, hide in dense terrain and ruin a mech players day.  Also fun with five flamers and Huron giving them Infiltrate. They are good when you need a squad with a specialized role. &lt;br /&gt;
**&#039;&#039;&#039;Mark of Khorne:&#039;&#039;&#039; They can be very useful only costing 1 more point than Bezerkers but they have an additional attack -1 WS, lack of fearless, and can gain furious charge from the icon. &lt;br /&gt;
**&#039;&#039;&#039;Mark of Nurgle:&#039;&#039;&#039; While expensive, this means your Chosen squad will not get bogged down in combat when in combat with Assault Marines or deep striking assault units. This also allows you to survive heavier amounts of fire power piled onto your squad in the shooting phase, otherwise fear is pointless. &lt;br /&gt;
**&#039;&#039;&#039;Mark of Slaanesh:&#039;&#039;&#039; Allows you to take the Icon of Excess, but that&#039;s 35 points more(A steal if you have 10+ models in the squad, Lord and other ICs included). Give these guys MoS and an IoE and plasma guns for FnP, AP2 and I5 goodness. 10 of these guys and a rhino is cheaper than 10 Plague Marines with a rhino. You trade T5, I3 and Plague Knives for 3 attacks(base 2 and they have pistols/ccw) at I5 with access to more special weapons. Once you throw in plasma guns they will be more expensive, but hey, you have more plasma guns. Maybe give one or two a meltagun just in case. They will be hitting first a lot in CC and gunning down anything short of a land raider with ease. Such sweet cacophony. &lt;br /&gt;
*** &#039;&#039;&#039;Side-note:&#039;&#039;&#039; Re-gear five of them plus the champion for CC with power weapons, being I5 with FnP and stick them in a Land Raider and watch them outshine Terminators. Oh hey you can also stick 4 more with 4 attacks(per  model) on the charge in for added killing power. So. Many. Attacks. Pre-Power Weapons, but still having the IoE, they are the same points cost as 10 &#039;Zerkers with an Icon of Wrath, while having more standard attacks, the same number on the charge, higher initiative(but one less WS, but at this point who cares) AND FnP. Devastating when used properly. Throw in a Dark Apostle and/or Slaanesh Lord and dare anything in the history of ever to fight these in CC without thinking twice.&lt;br /&gt;
**&#039;&#039;&#039;Mark of Tzeentch:&#039;&#039;&#039; 6+ Invulnerable and access to Soul Blaze, but that&#039;s for Havoc Heavy Bolter squads, and the 6+ is shitty. Skip.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Terminators:&#039;&#039;&#039; The good part: they&#039;re cheaper than a Loyalist Terminator, they get Reaper Autocannons, and they can mix long- and close-range weapons in the same squad. The bad part: they lack the cool Loyalist special rule, they have worse starting gear (power weapons as opposed to power fists), and they don&#039;t get the same wargear options loyalists (so no Assault Cannons, Storm Shields, or Thunder Hammers). On the other hand, they &amp;lt;i&amp;gt;do&amp;lt;/i&amp;gt; have access to Icons and Marks like most generic squads. These make Termies pretty goddamn scary, but it costs quite a lot to load a squad up with them. You can also still take Combi-weapons and a special Melee weapon (thanks to the new FAQ). Especially at higher points levels, make sure to take a Land Raider as a dedicated transport to save a Heavy Support slot. Here are a few popular loadout ideas:&lt;br /&gt;
**&#039;&#039;&#039;Termicide:&#039;&#039;&#039; Give every single member of the squad a Combi-Weapon (usually Combi-Meltas, possibly a Combi-Flamer or two). This allows you to take small &amp;quot;suicide&amp;quot; squads of Termies that Deep Strike in, eat a tank or two with Combi-Meltas, then threaten a squad for Combi-Flamers and their power fists should they survive. This is only advised for higher points limits, as it can be quite expensive.&lt;br /&gt;
***A three man squad with just power weapons and Combi-Weapons will only cost 112pts. Take Power Mauls/Axes with Combi-Flamers and you got the Loyalist&#039;s equivilent to Drop Pod Assault Marines with Flamers, but a little more expensive and better.&lt;br /&gt;
**&#039;&#039;&#039;Close-Combat Anvil:&#039;&#039;&#039; Put &#039;em in a Land Raider (or Deep Strike them) supported by a nasty Terminator Lord; Lightning Claws and Chainfists are, of course, advised for melee weapons. The Heavy Flamer is cheap and drops a nice S5 AP4 template. The Reaper Autocannon, while expensive, does offer accurate, long-range S7 AP4 fire support on the move, something that Havocs can&#039;t really do. Khorne (for extra close-combat punch) or Tzeentch (for better survivability) are probably the best Marks to give these guys (heavy guns don&#039;t give a damn about the difference between T4 and T5, and the Chainfists ignore I5 anyway).&lt;br /&gt;
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*&#039;&#039;&#039;Helbrute&#039;&#039;&#039; - The new Chaos Dreadnought. Comes with a multimelta and power fist standard. Retains the normal dreadnought profile, plus the Crazed rule, which has been significantly redone making The brute focus fire/Charge with rage at whatever dared to take a hull point off of it (target priority for this guy is ALWAYS to whoever took a hull point from it last). It will still fire frenzy on a 1, a 2 will make him scrub any stunned and shaken results plus give him rage. A roll of 3 is the same as a roll of 2 but the brute gets to fleet at the closest enemy/latest hull point remover. You can upgrade the guns to standard dreadnought stuff or take another power fist, plus you can upgrade the original power fist to a thunder hammer or a power scourge (remember how awesome that was in second edition? We sure as fuck do). The hammer is alright, but you really, &#039;&#039;really&#039;&#039; want the scourge: S8 AP2 and reduces the WS of whatever you&#039;re fighting by D3.(no one noticed this but the rules state you can take both a hammer and a power scourge as a second power fist is free)(Also has a brand new model outside of Dark Vengeance, and its pretty badass)&lt;br /&gt;
**You NEED this thing in close combat and you need the scourge to prevent those pesky krak/haywire/EMP grenade and meltabomb attacks, so we recommend tooling up for that. Any resistance [[Meme|will only make his penis harder]] as losing hull points just pisses him off more.&lt;br /&gt;
**&#039;&#039;&#039;NOTE:&#039;&#039;&#039; if you try to use a Hellbrute like a loyalist dreadnought, you are going to be let down: in other words, you have no rifleman option making ranged support awkward and no drop pod either, so survivability is going to be difficult. No, what you need to do instead is if you&#039;re going to take a &#039;Brute, take two and take at least one Warpsmith and perhaps another walker if you&#039;re feeling saucy (defilers work best here). Your Heavy Support walkers should be providing the Dakka while the brutes punch shit to death if it gets close; Hellbrutes are actually cheap enough to make this work (post-FAQ starting cost is 100 points)! This is how Lord Phillipus makes armies: everything in it HAS TO work together and CSM is no different.&lt;br /&gt;
** Update: Helbrutes just received a dataslate that contains three new formations.  One of them helps with delivering them to the fight, one of them gives a brute a bunch of cheap meatshields, and the last makes a bunch of brutes a legit squad and the ability to control their Crazed Rolls.  Further details on that below.&lt;br /&gt;
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*&#039;&#039;&#039;Possessed Marines&#039;&#039;&#039; - The Possessed got a much-needed upgrade and significantly more options. Last edition, they were 26 points apiece and had to roll their daemonkin power off a D6 once after deployment, and whatever you rolled they were stuck with for the rest of the game. But now they&#039;re back, wearing a nice suit and trying to make up for their past negligence. Fleet used to be one of the aforementioned D6 options, but now it&#039;s part of their profile by default. Also, as officially part of the daemon club, they get a 5++, also by default, and also with no point increase. Their possible power-rolls each turn (now made on a D3) give them either +1 attack and +1 initiative, power weapon attacks at AP3, or the ability to reroll all their failed to-wound rolls. Their most obvious drawback is their points, but despite the stigma that hangs on them from the previous edition, they might be a point-sink, but not much more so than a squad of Terminators or kitted-out Berserkers. A ten man squad with a Mark of Slaanesh and an Icon of Excess costs 325 points compared to a bare-bones Terminator squad of the same size costing 312 points. And for 325, you get a ten man squad with S5 I5, three attacks each on the charge, and Feel No Pain, which means your 3+ save is now augmented not only by the 5++ for being a daemon, but by a &#039;&#039;second&#039;&#039; 5++ that can only be negated by S8 or greater weapons or ones that inflict instant death. With Icons and Marks, they can have 4++ saves, T5 and &amp;lt;strike&amp;gt;Fear&amp;lt;/strike&amp;gt; as Daemons, they already have fear, I5 (I6 if they get that daemonkin roll) and FNP, or Furious Charge, Rage and Counter-attack. Expensive? Yes, as always. But every one of their daemonkin rolls is &#039;&#039;good&#039;&#039;, and that was one of their biggest drawbacks. Treat them as you would a squad of Berserkers: load ten of them into a Land Raider, and then ram them into whatever enemy squad you want dead. Then roll a D3 and find out if every single one of your thirty S5 attacks is hitting at AP3, with re-rolls for every To-Wound, or if they&#039;re actually &#039;&#039;40&#039;&#039; attacks at a minimum of I5. &lt;br /&gt;
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*&#039;&#039;&#039;Noise Marines&#039;&#039;&#039; - These guys are 17 pts. and ideally taken as squads of 8-12. Take some fucking sonic blasters - they&#039;re 2/3 salvo bolters that &amp;lt;b&amp;gt;ignore cover&amp;lt;/b&amp;gt;, and they&#039;re only 3 pts.! Throw in some Blastmasters, which still fire at either S5 AP4 Assault 2/Pinning or S8 AP3 Heavy 1/Blast/Pinning... but now ignore cover, too! Besides gun choices, they also have I5 to a regular Marine&#039;s I4. Their higher Initiative means they can be used for assault quite well, but blasters are now salvo, so you &#039;&#039;cannot charge&#039;&#039; after volley of sonic death, and you&#039;re taking these guys to chase camping units out of cover. Still their CCW costs only 1 pt per model. The champ has access to Slaaneshi goodies in the armoury, too! Go the extra mile, spend 30 points and give these guys Feel No Pain, [[Meme|because drugs]]. With the new FAQ, you can take a Blastmaster at under 10 men and a second AT 10 men, making them even more awesome! The Noise Champ even gets a CCW for free!&lt;br /&gt;
**For a fun time, join a Sorcerer to a group of Noise Marines and have him roll on the Biomancy table. If you luck out and roll a 3, you can give the squad FnP, IWND, and most importantly, Relentless! What&#039;s that? Did someone say 24&amp;quot; Assault 3, Ignores Cover Dakkasplooge? Or give the sorcerer Slaanesh powers and go for Symphony of PAIN, a stack-able WS/BS debuff that increases the strength of Sonic weapons. If you can get multiple Sorcs to roll this ability, you can annihilate anything through shear volleys of NOISE! Two casts on a unit of Plague Marines and Blastmasters instant kill them right through their [[FATAL|Feel No Pain]]! &lt;br /&gt;
**&#039;&#039;&#039;Special Note:&#039;&#039;&#039;Noise Marine could now be the best MEQ in the game. For only one point more than a standard tactical marine you get Fearless and I5 over ATSKNF and I4. The Blastmaster is downright good. FNP is a steal if you take 10+ in a single unit. Sonic weapons add dakka if you need it. For an extra point (now two more than a tactical marine) you an get a CCW for an additional attack, essentially making them better than a vanilla marine veteran for two less points. The Champion is great in challenges.&lt;br /&gt;
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*&#039;&#039;&#039;Khorne Berserkers&#039;&#039;&#039; - Fearless. Furious Charge. Rage. Counter Attack. WS5 and two attacks with weapons. How far the proud have fallen, eh? 105 points base for 5, then 19 fucking points each, and you can take chain axes at +3pts/model to make your guys attack at AP4; Emperor help anyone you charge! The Champion, is identical to the rest in gear, profile (apart from the mandatory +1A, +1Ld) and cost changes, but gets access to the Khornate goodies. Way worse than their previous incarnation, they can get gimped on the charge by anyone with defensive grenades and their charge bonus only lasts for the first turn unlike 4th edition Khorne Berzerkers. However, compared to Death Company, who have an extra attack, FNP and Relentless in place of counter-attack, they&#039;re aren&#039;t as mobile and are more limited in their wargear options. A word for the wise - a Land Raider actually makes a good transport for these guys. AV14 is a wonderful thing. Plunge it into the center of a soft formation, unload Berserkers. Laugh maniacally. Add dirge casters for even more fun and games. If you&#039;ve got a unit of Terminators who are Deep Striking, buy them the Land Raider and then stuff the Berserkers in there on turn 1. The most important thing about Bezerkers is placement, they have to get the charge or they are basically marines with counter attack, don&#039;t listen to people who say it doesn&#039;t make a difference they are wrong. However, on the charge they can wipe out most units which is the good thing about Bezerkers because they will easily kill non melee squads and are cheaper than the Death Stars required to kill them. Just because it keeps getting brought up, if you think Infiltrating these guys with Huron/Ahriman/a lucky roll on the Warlord Traits table is a good idea, remember that YOU CAN NOT ASSAULT THE TURN YOU INFILTRATE (BRB Pg.38). &lt;br /&gt;
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*&#039;&#039;&#039;Plague Marines&#039;&#039;&#039; - These guys are the favorites of many a player, and it&#039;s not hard to see why. Got a price bump in the last codex to 24 points each - pricey, but they get: Feel No Pain, T5, frag, krak, AND defensive grenades - oh, and now they have poisoned close combat attacks! They are terrifyingly hard to kill without Battle Cannons, Power Fists, Plasma Weapons, or aggressive close-combat squads but even then you would have your Feel No Pain save - only S10 (dreads, smashing monsters, demolishers) hits ignore ungodly 6-th edition T5-FNP(5+) of plags. In short: these guys can take huge abuse from just about anything, and will require very strong weapons or very specific units to remove. They double on offense, too - with no minimum unit size for weapons and the ability to take a transport, they can be thrown in a [[Firaeveus Carron|METAL BOX]] and hurled directly at enemy formations with twin meltaguns. Toughness 5 and the weakened Feel No Pain means you&#039;re going to get those off and possibly more whilst drawing lots of enemy fire away from other units. With the sheer volume of grenades they get, Plague Marines can counter several types of enemies, too. Beware the unit&#039;s low initiative count; most enemies &#039;&#039;will&#039;&#039; strike first, and a Power Weapon or two on a fast unit is one of the few things that can fuck up this unit&#039;s shit (though a bit less so, now). &lt;br /&gt;
** Plague Marine squads, probably owing to their high base price, are the only cult marines to get their champion &#039;&#039;for free&#039;&#039;(and still get the obligatory boost to Leadership and Attack). This combined with no limit on special weapons like other squads, means that small squads are much more cost-effective and deadlier than running larger squads. &lt;br /&gt;
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*&#039;&#039;&#039;Thousand Sons:&#039;&#039;&#039; Oh boy, you&#039;ve just stumbled one of the the most [[skub]] units in the entire game. So, you see, Thousand Sons are pretty cool; they were doing that whole Egyptian robot thing before the [[Necron]]s boarded the hype train &#039;&#039;and&#039;&#039; they have one of the best [[Horus Heresy]] stories ever (and two of the best Horus Heresy books, for that matter). And their profile probably looks pretty cool, too: AP3 bolters, 4++ invulnerable save standard, Fearless, a Mastery Level 1 Sorcerer (with force weapon!) as the Champion... There&#039;s a few issues, however. First up: Slow &amp;amp; Purposeful. Not as much of a deathknell as it would have been in 5th Edition, but the Thousand Sons aren&#039;t carrying heavy weapons, so it&#039;s not exactly a bonus either. They&#039;re also incredibly pricey at 23 points per model, and the Sorcerer (who you &#039;&#039;must&#039;&#039; take) is 35 points extra (!). That Sorcerer also comes with a Mark of Tzeentch. Now, if you scroll back up to the psychic powers, you&#039;ll note that at least one of his powers &#039;&#039;must&#039;&#039; be rolled from the Discipline of Tzeentch, which is to say he can &#039;&#039;only&#039;&#039; take the Discipline of Tzeentch. This is a very, &#039;&#039;very&#039;&#039; bad thing. Basically, you&#039;ll be praying for DOOMBOLT, because Boon of Mutation is terrible in almost every way (and especially so for a &amp;quot;regular&amp;quot; infantry unit you won&#039;t be putting another Character into), the Primaris is meh (although certainly preferable to Boon of Mutation), and you can&#039;t use Breath of Chaos (with a cost of 2 Warp Charges). If you &#039;&#039;do&#039;&#039; get DOOMBOLT, you&#039;re pretty much set, since that&#039;ll allow you to take out tanks from a reasonable distance away, a capability the Thousand Sons otherwise lack. Those AP3 bolters, by the way? Yes, they&#039;re nice (especially if you catch some fellow Marines out in the open), but there&#039;s usually so much cover in the game right now that it won&#039;t matter. Similarly, don&#039;t expect to get much mileage out of that force weapon; the unit doesn&#039;t have grenades and their stats are largely mediocre for close combat (especially if they get swamped by a [[tarpit]]). &lt;br /&gt;
**Oh, and they technically don&#039;t have models; instead, you have to get a far-too-expensive pack of [[bitz]] and add them to your regular Chaos Marines.&lt;br /&gt;
**However, as usual, it&#039;s best not just to listen to Internet Advice. Many people do prefer to run them, just because, as mentioned above, they have &#039;&#039;really, really&#039;&#039; [[Awesome]] [[fluff]] (and they can do really well in friendly games). Still, it&#039;s best to avoid them in anything approaching a competitive environment. If you do decide to take them, it&#039;s best to take them in a Rhino, to provide them with some mobility to get around.&lt;br /&gt;
**&#039;&#039;&#039;Alternative Opinion:&#039;&#039;&#039; While it is true that a primarily Thousand Sons-based army is noncompetitive,this isn&#039;t because they are a bad unit, but because they fill a very specific niche of bringing enormous pain to MEQs, and they&#039;re somewhat overpriced even for that. Honestly, if you want to have a fluffy and semi-competitive army, the best strategy would probably be to lean heavily on Daemon allies and dedicated transports in order to support and mutually complement your Thousand Sons squads.To sum it up, Thousand Sons can kick all kinds of ass, you just need to really know how to use them, and who to use them with.&lt;br /&gt;
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*&#039;&#039;&#039;Mutilators&#039;&#039;&#039;: Close combat oblits and 55 points each. They can throw down each with a pair of the following weapons: chainfists, lightning claws, Power Swords/Axes/Mauls (pick one) per turn to [[RIP AND TEAR]]. Do note that they cannot use the same one each turn. On top of these, they can deep strike, have two wounds/attacks and can take a mark of chaos. The Mark of Nurgle is what you want - T5 is always great, even more with two wounds per model. Still... criminally low unit size and compared to paladins... NEVER EVER deep strike this guys, unless you want to force move gunlines (in which case you may consider Mark of Tzeench preferable to Nurgle) - with slow and purposeful they cannot run, so smart opponent would just kite them all day long. The thing that makes them suck is the fact that they can&#039;t have more than 3 of them so will be outnumbered in combat and won&#039;t put out enough attacks to reliably handle a unit and that they have slow and purposeful which makes them play catch-up with units while getting shot to death. Buy them a Land Raider or Dread Claw (Storm Eagle and Spartan are OK too, but they work better with BIG squads). Another tactic with these guys is to take one with MOK, and deep strike next to a heavy weapons unit. This gives the opponent a choice: ignore them and get charged the next turn, or waste their shooting on a relatively cheap guy. The other tactic is to put them in the backfield to make sure your cultists on objectives don&#039;t get charged and prevent them from getting linebreaker.&lt;br /&gt;
**&#039;&#039;&#039;Alternative opinion:&#039;&#039;&#039; The strength Mutilators bring is the ability to effectively handle multiple types of units. Switching between handling termies (chainfists/axes) and hordes (mauls/lightning claws) is a very rare ability to have, and what makes them dangerous. Their base cost is high, but it includes versatility that other units would have to pay out the nose to get. The small squad size is somewhat alleviated by placing the unit in a Land Raider with a terminator character, or even 2. The lost squad size doesn&#039;t matter quite so much if you can only fit 5 models in a Land raider at a time. Even so, they stack up quite favorably against other units (aside from the tried-and-true hammernator squad), and the ability to throw 3 powerfist attacks per turn, not 2, makes them just as nasty for their points (2 attacks @ 40pts. = 3 attacks @ 60, with mark). Mark of Nurgle turns them into monsters, as you can no longer insta-kill them with S:8 hits, and allows them to stand up to other units with power fists. Their ability to insta-kill paladins whilst ignoring the poor guys&#039; AP3 attacks is very fun, but don&#039;t forget that force weapons can insta-kill you regardless of toughness.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Contemptor Pattern Dreadnought (Forge World):&#039;&#039;&#039; Similar to the loyalist version, in that it has a WS5, S7, FA13 and Fleet all in one death-slinging package. Compared to a loyalist Contemptor since they replace Atomantic Shielding with a Hellfire Reactor, which allows the Chaos Contemptor a 4+ save against glancing hits and a 6+ save against pens. Oh, and he deals a S2 AP2 I10 autohit to any enemy psyker in base contact, in case you face Gey Knights. The Contemptor also has the advantage over the regular Chaos Dreadnoughts in that it isn&#039;t totally insane and gets access to weapons like Heavy Conversion Beamers, Chainfists, and Plasma Blasters (an assault 2, 18&amp;quot; [[Plasma Gun]]). In addition to those, they can also mount [[Bitches|Butcher]] Cannons (36&amp;quot;, S8, AP4, Heavy 4), Havoc Launchers and Soul Burners (a half-range Havoc Launcher with Rending that Ignores Cover). Oh, and they can be dedicated to chaos gods - you remember how cool that was in 3rd edition right? &lt;br /&gt;
(Updated as per the 2013 Imperial Armour Apocalypse)&lt;br /&gt;
**&#039;&#039;&#039;Khorne:&#039;&#039;&#039; Your Contemptor gets Rage and Rampage. Slap a DCW or chainfist on this mother and run at shit.&lt;br /&gt;
**&#039;&#039;&#039;Tzeentch:&#039;&#039;&#039; Your Contemptor gets to re-roll 1s on Invulnerable saves, and all its Heavy Flamers get Soul Blaze.&lt;br /&gt;
**&#039;&#039;&#039;Nurgle:&#039;&#039;&#039; Your Contemptor gets It Will Not Die.&lt;br /&gt;
**&#039;&#039;&#039;Slaanesh:&#039;&#039;&#039; No, you don&#039;t get your [[Sonic Weaponry|sonic weapons]] back, but you do assault and defensive grenades.&lt;br /&gt;
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*&#039;&#039;&#039;Decimator Daemon Engine (Forge World):&#039;&#039;&#039; It&#039;s the Chaos Contemptor&#039;s retarded brother, and it finally got a FAQ from Forgeworld for 6th edition! Costs the same, its armor is now the same as a Contemptor&#039;s, and not as fighty (WS/BS/I 3) at first, although it does have more attacks and a higher strength. But after reading its rules, you&#039;ll notice that it&#039;s immune to shaken/stunned because of possession, gets a 5+ invulnerable save for being a daemon and has &amp;quot;[[Awesome|Unholy Vigour]]&amp;quot; which means it can regrow it&#039;s blown-off weapons and legs on 5+ AND can revive itself from a Wrecked result on a 6+ ON ANY TURN, regaining D3 HP in the process! The only downside is that rolling a 1 once it&#039;s wrecked means it stays dead for good, but why look a gift horse in the mouth? The Decimator can give up one or both of its claws to mount the following weapons:&lt;br /&gt;
**Decimator Siege Claws: your Decimator comes stock with two of these, providing a total of 4 S8 &#039;&#039;&#039;AP MOTHERFUCKING 2&#039;&#039;&#039; Lightning Claw attacks plus built in heavy flamers. They also confer smash with some extra fun: a smash attack against a building or transport that successfully penetrates will do an additional D6 heavy flamer attacks against the occupants per heavy flamer, meaning two siege claws and a charge gives you a potential 6D6 heavy flamer hits against anyone inside - Falcon PUNCH! This is the seven billionth thing Forge World has given us with the word &amp;quot;siege&amp;quot; in it. &lt;br /&gt;
**Butcher Cannon: Not much of point taking these anymore, seeing how a Forgefiend already has two guns with an identical profile plus pinning. If you really, REALLY wanna cover the board in S8 AP4 fire, then by all means take a few decimators with butcher cannons.&lt;br /&gt;
**Storm Laser: 36&amp;quot; S6 AP3 Heavy D3+2.  The laser is best purchased as a pair like the Butcher Cannon and is super effective against MEQ&#039;s, especially the ones you don&#039;t want to get close to (Death Company, Lynchguard, Crisis Suits, Tyrannid Monstrous Creatures, etc).&lt;br /&gt;
**Soul Burner Petard: Like the Contemptor&#039;s, only it &#039;&#039;doesn&#039;t&#039;&#039; Ignore Cover and uses the large blast marker as opposed to the small. This weapon will squish Orks/Bugs/Guard and all other manner of [[tarpit]]s to dust.  You only need to buy one of these (Ordnance weapon), retaining a Siege Claw for the fighty bastards that get too close. &lt;br /&gt;
**Heavy Conversion Beamer: Very expensive and radically alters the way you play this guy. There isn&#039;t much this gun can do that butcher cannons (which are now pointless) or siege claws will. On the one hand, you can hide this thing in some ruins and if you&#039;re lucky, you &#039;&#039;might&#039;&#039; be able to tag one or two vehicles/squads before they get out of its useful range.&lt;br /&gt;
*The Decimator can be dedicated to one of the Gods (Note: you require an independent character with that same mark/daemon of same god in order to do so) as follows:&lt;br /&gt;
**&#039;&#039;&#039;Khorne:&#039;&#039;&#039; Gains the Rampage USR for +15 pts. Against hordes you&#039;re guaranteed an additional D3 attacks, not to mention the damage a double siege claw or claw/soul-burner and Khorne dedication can do to MEQs and TEQs. &lt;br /&gt;
**&#039;&#039;&#039;Nurgle:&#039;&#039;&#039; Gains the It Will Not Die USR for +25 pts!  Arguably the best, no matter what the load-out. Think of it as a possessed vindicator, only better. Send this badass barrelling against the enemy lines as it just flat out ignores being shot at by most weapons. Seriously, any army that [[Railgun|isn&#039;t equipped for the job]] will have an outright bitch of a time putting down a Nurgle Decimator!&lt;br /&gt;
**&#039;&#039;&#039;Slaanesh:&#039;&#039;&#039; Counts as armed with assault and defensive grenades. Only really useful on boards with lots of terrain and even then, defensive grenades provide a modicum of protection if you&#039;re ridiculously close. MIGHT be useful with the heavy conversion beamer but otherwise just not that good anymore since it costs the same as Khorne Dedication - give it a pass.&lt;br /&gt;
**&#039;&#039;&#039;Tzeentch:&#039;&#039;&#039; Re-roll to-hits of 1&#039;s for shooting attacks and counts Heavy Flamers (if any) gain the Soul Blaze special rule for +25 pts. A solid choice that plays to the Decimator&#039;s strengths while boosting one of its weaknesses, load out with a storm laser and a siege claw to do HORRIBLE things to light-armoured mech armies. &lt;br /&gt;
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*&#039;&#039;&#039;Blood Slaughterer (Forge World):&#039;&#039;&#039; Yes, it really is called a &#039;&#039;Blood Slaughterer&#039;&#039;. Yes, that&#039;s the stupidest name for anything EVER, but it fits. Raging, possessed, WS5/BS1 dreadnought with 2 dread CCW&#039;s and gets +D3 attacks on the charge. They also get the option to take a ranged weapon called an impaler which always hits on 4+ regardless of BS, CANNOT ever be snap fired and acts exactly as a Blood Angels magna-graple (albeit AP 3 instead of AP 2), except it allows you to drag monstrous creatures as well. They can be taken in vehicle squadrons of 3, cost a scant 130 points but do require a squad of Berserkers to field.&lt;br /&gt;
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*&#039;&#039;&#039;Plague Ogryns (Forge World):&#039;&#039;&#039; 50 pts./model ogryns with S6, FnP and D6 poisoned 2+ attacks. Just like everything Nurgle here, they require you to take a squad of plague marines to field these. Unfortunately, they are slow and purposeful, so your call.&lt;br /&gt;
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*&#039;&#039;&#039;Land Raider Proteus (Forge World):&#039;&#039;&#039; Oldschool battle tank type Land Raider - it lacks transport capacity and assault ramp of regular Land Raider, but comes cheaper and have multimelta AND melta-imune options. It also could fuck up enemy reserve rolls or boost yours and prevent infiltrators to deploy within whooping 24&amp;quot; around him. Overall a good choice if you want to use it as battle tank instead of terminator party-buss.&lt;br /&gt;
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*&#039;&#039;&#039;Slaaneshi Sonic Dreadnought (Forge World):&#039;&#039;&#039; &#039;&#039;&#039;While no longer available in 6th ed&#039;&#039;&#039;, you could formerly upgrade any Dread in a regular Chaos Space Marine army, as long as it includes a unit of Noise Marines. You basically pay 20 points for a Dirge Caster and assault grenades and the option to take a Doom Siren in place of a Heavy Flamer (a nice upgrade from AP4 to AP 3), a pair of Sonic Blasters instead of a twin-linked Heavy Bolter and a Blastmaster instead of a twin-linked Autocannon. It suffers from all the shortcomings of a regular Chaos Dread (which are fewer in number since the FAQ that improved the results of a Fire Frenzy roll), but it may be a good choice in a fluffy Emperor&#039;s Children list. Also, how can you say no to more sonic goodness?&lt;br /&gt;
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*&#039;&#039;&#039;Giant Chaos Spawn (Forge World):&#039;&#039;&#039; Just like the Chaos spawns, the giants have been redone. Still Monstrous Creatures with S/T6 and 4 wounds with 4+ armor save. Has the same stats, but lost slow and purposeful along with feel no pain. Now it has Fear, Fearless, Rage, Random Attacks, and Mutated beyond Sanity. If the random attacks don&#039;t sound great how about 2+ feel no pain or -2 to enemy initiative? Autocannons and heavy bolters will ignore it&#039;s armour saves but now you can get cover easily inn 6th.&lt;br /&gt;
**&#039;&#039;&#039;Mutated Beyond Sanity:&#039;&#039;&#039; This is what makes the Spawn really good. At the beginning of each fight roll a D3 for an ability. &lt;br /&gt;
** 1 Sword-spines. All models in base contact at the Initiative 10 step take an automatic S6 Ap- hit.&lt;br /&gt;
** 2 Gibbering Jaws. All models locked in combat with the Spawn suffer -2 to Initiative, models with Fearless ignore this.&lt;br /&gt;
** 3 Frenzied Regeneration. The Spawn gains feel no pain 2+ special rule.&lt;br /&gt;
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===Troops===&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Space Marines&#039;&#039;&#039; - The basic Troops choice. You&#039;ll get a lot of mileage out of these guys. 13 points each, ONE cheaper than loyalists, 5-20 per squad, NOW WITH FREE ASPIRING CHAMPION (Free=10pts, but look at the loyalists, the cost is incorporated in the base cost)! Leadership 8 now. Veterans of the Long War upgrades this to 9 for 1 point ( 10 on the Champ.)  Champ can take a fuck of a lot of gear. Loyalists can take a Heavy Weapon or a Special Weapon at 5 men in a Tactical squad and a Special or Heavy Weapon, in their own respect, -At 10 men. CSMs on the otherhand, can only take a Special at 5 men and a Heavy at 10. Similar options as Loyalists, but instead of Plasma Cannons and Multi-Meltas, we get Autocannons or the option of taking a second Special weapon. On the up side, we can take CCW&#039;s on top of all our gear for only +2 pts/model or throw out the bolter and just take it for free. Icons are no longer for guiding deep strikes, and yes, one dude has to take a banner but it&#039;s a flat cost per unit. You can make a strong CSM unit given all these variables.&lt;br /&gt;
**The biggest advantage Chaos Marines have is their versatility. With a solid armor save, 2 attacks in close-combat (if equipped with the extra CCW), strength and toughness 4, and bolters as their main weapon (and access to heavy/special weapons), Just a squad of them can be used differently as circumstances merit, enabling them to go shooty against foes, or switch to melee against foes that are particularly vulnerable in close-combat but threatening inside their &amp;quot;power range&amp;quot; (such as Guardsmen or Fire Warriors).&lt;br /&gt;
**Be sure to include a Rhino, whether they&#039;re kitted for close combat or gunning down your enemies, they really help getting them closer. They&#039;re easy to blow up, but they still make it easier for your Chaos brothers to deal with a certain unit earlier than later. The only time you don&#039;t want to bring Rhinos is for them to just sit on an objective, in which case you should get Cultists to do that instead.&lt;br /&gt;
**Needless to say they&#039;re as versatile as hell and wicked cost-effective, and they make for great scoring units: Hwee Kaptoored Eet Fhor Kay-oss!. If you have a few points left to blow once all your choices are made, you rarely can go wrong with throwing a few more Marines on the table. &lt;br /&gt;
(Comment from a reader: one important thing that 1d4chan left out here is the fact that you can take chaos space marines in groups of 20. Yes, seriously. It may be expensive to field so many chaos space marines in one squad, but it WILL make your army look intimidating and badass, and is also a subtle highligh to the fact that chaos space marines never underwhent the changes presented by the codex astartes, so the traitor legions are still 10,000 and above strong, and the renegade chapters are gaining in strength.)&lt;br /&gt;
*&#039;&#039;&#039;Cultists:&#039;&#039;&#039; 50 pts gets you a Cultist champion and 9 of these squishy &#039;umies. You can take up to 25 more for 4 points each, for a whopping total of 35 in your mob. Their options are pretty weak (autoguns for everyone except the Champ, 1 dude every 10 can take a heavy stubber or flamer, the Champ can take a shotgun) but they are better meat shields than Grots because they&#039;re taller, and without autoguns they cost exactly the same as grots, while being all around better. If you add a Dark Apostle to the squad they become fearless (and thus cannot to go ground), making them not only resilient but pretty decent in melee in large numbers. You can also spend the fortification slot to buy an Aegis defense line and crap the cultists in there, for an inexpensive 2+ cover save bulwark.&lt;br /&gt;
** Don&#039;t bother with a mark. Cultists are a mass of expendable bodies, and don&#039;t need the points wasted on them only to die as expected. If you&#039;re really intent on making them tougher, take Typhus and make them Plague Zombies.&lt;br /&gt;
** Here&#039;s a more detailed explanation why Marks are bad for your Cultists. Starting from the &amp;quot;best&amp;quot; to the worst:&lt;br /&gt;
*** &#039;&#039;Nurgle:&#039;&#039; Makes your lowly Cultists as tough as Space Marines. Don&#039;t get too excited because they still wear T-Shirts as their armor.&lt;br /&gt;
*** &#039;&#039;Slaanesh:&#039;&#039; Your Cultists are now I4, which means that they hit before Guardsmen and at the same time as Space Marines. Nothing special but it&#039;s still a better HtH mark than Mark of Khorne (see below).&lt;br /&gt;
*** &#039;&#039;Tzeentch:&#039;&#039; 6++. Needless to say, it&#039;s pretty pathetic. Having the lowest possible save is almost like having no save at all, so unless you&#039;re very lucky your Cultists will die just as fast and 5+ cover saves or better are everywhere. And don&#039;t forget that you&#039;re paying for this upgrade...&lt;br /&gt;
*** &#039;&#039;Khorne:&#039;&#039; Well, this doesn&#039;t sound like the worst mark: it gives your cultists Rage and Counter Attack. The big problem with this mark is that Counter-attack is unreliable because of Cultists&#039; low Ld, and that bucket of attacks doesn&#039;t mean jack when you&#039;re I3 and have no assault grenades (Termagants hit before them, BLOODY TERMAGANTS). MoN gives you extra ressilience which always &amp;quot;works&amp;quot; (MoK only works in combat), MoS is cheaper than Mok and with MoT you can at least attempt to troll people, so there&#039;s no reason whatsoever to take Mark of Khorne, ever.&lt;br /&gt;
**** &#039;&#039;Another take on the Mark of Khorne:&#039;&#039; While it seems bad on its own (LD 8 makes counter pretty worthless,) slap a Dark Apostle with a 35 man squad of these bad boys and you got a horde with 4 attacks each on the charge, 3 attacks each when charged, and HATRED. Did I forget to mention these guys are fearless and ld 10 for counter attack? Yeah, so they are only initiative 3, but you brought a squad of 35, right? Even if you lose 20 of them before they swing you&#039;re still getting 60 attacks (rerolling hits) on the charge and 45 attacks with counter attack. Not to mention how many they will get without losing any in close combat.&lt;br /&gt;
*** Don&#039;t get me wrong, at the end of the day all Marks are bad. What ultimately kills the Marks is their price. They cost exactly 50% more than they should. If you make certain calculations, you&#039;ll figure out that an amount of points dumped into marks add roughly the same survivability or offensive capability as the equal amount of points dumped into extra bodies, and extra bodies are always better because they give you both. Not to mention that Marks don&#039;t change cultists in any meaningful or fun way unlike, say, their Dawn of War 2 counterparts. So forget about the marks; Autoguns, Flamers and Heavy Stubbers are the only meaningful options that Cultists have.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Bikers&#039;&#039;&#039; - Chaos Bikes had always been iffy, from their inception back in 3rd, but not anymore! 6th edition improves on them considerably. They can boost their number of attacks with Mark of Khorne, become even tougher (frighteningly so) with Mark of Nurgle, or just be a pain in the ass with the Mark of Slaanesh. Though, Tzeench mark now isn&#039;t so useful, because all bikes have their 5+ jink save by default. They&#039;re great for rapid assaults, perfect when you need to deliver a Power Fist directly to an enemy&#039;s [[Anal Circumference|rear armor]]. With the release of 6th Edition, Bikers with the Mark of Nurgle are Toughness 6, not Toughness 4(6). &#039;&#039;Toughness 6&#039;&#039;. Let that settle in for a moment. Now add in the Bonus charging attack at Initiative 10 they get on the charge that hits before anyone else does. Yeah, feels nice, doesn&#039;t it? (Keep in mind these attacks will be str: 4 ap: -)&lt;br /&gt;
**&#039;&#039;&#039;Alternative opinion:&#039;&#039;&#039;: In large groups, using Mark of Slaanesh and Icon of Excess (which gives Feel no Pain) actually outperforms Mark of Nurgle, and is slightly cheaper too. Yeah, T6 is great, but T5 is already nice, hitting before most MEQ do and an extra 5+ save if you fail your armour save or get hit by something with AP3, that&#039;s just great. This actually makes them more dangerous &#039;&#039;and&#039;&#039; more resilient at the same time. Just be careful with your icon bearer.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Raptors&#039;&#039;&#039; - Chaos&#039; Assault Marines. Reasonably priced. Icons and double-special weapons make them respectable. The one of the best out of your FA options. Icon of Slaanesh makes for three I5 attacks each (on the charge), Icon of Khorne gives 4 I4, Icon of Nurgle makes them T5 (and thus harder to kill), and Tzeentch gives them Invulnerable saves; they&#039;ll be in close combat, where said save matters most. Whilst Slaanesh and Khorne are easily the best (and cheapest) options, the other two are good too. Flamers are excellent for softening up infantry before a charge and for dealing with [[Imperial Guard|cover-camping shits]], and Meltaguns will take care of any tank-related problems you have AND they still get to keep their pistols and chainswords, unlike their lesser Loyalist counterparts! Don&#039;t take a Plasma Gun unless you absolutely KNOW you&#039;re going to be occupying buildings or defensible terrain - both of which make doing so worth it; Plasma Guns are moderately expensive and you can&#039;t shoot them and charge on the same turn (and for a mobile assault unit that&#039;s a pretty nasty drawback). Plasma pistols are a more balanced choice, though their range can be a serious issue. A solid unit, through and through; you can&#039;t really go wrong with Raptors. Fortunately with 6th Edition these guys can pull Hammer of Wrath - an initiative 10 bonus attack on the charge. Not too shabby.&lt;br /&gt;
**&#039;&#039;&#039;New Codex Note:&#039;&#039;&#039; Give these guys Mark of Slaanesh and Icon of Excess then go tell the Blood Angels that their Assault Squads+Sanguinary Priests can eat a dick.&lt;br /&gt;
**&#039;&#039;&#039;New Codex Note:&#039;&#039;&#039; Get a unit of 10 of these guys, give them Mark of Khorne, Veterans of the Long War (if you are facing Spehss Muhreens or Gay Knights, otherwise forget it), and the Icon of Wrath. Tool them with special weapons as you see fit, and give lightning claws or lightning claw+power fist to the champ. The regular guys will dish out 36 S5 I4 attacks on the charge, (and don&#039;t forget those 10 juicy S4 I10 HoW attacks) plus re-rolling the charge distance (only if you don&#039;t use jump packs for movement in the movement phase, bullshit you have the icon you can ALWAYS re-roll the charge distance, don&#039;t make Khorne angry)(simply put, it is either you walk 6&amp;quot; and jump into assault or move 12&amp;quot; and eschew HoW strikes, rerolling the charge anyway), and the champ will give you 5 S5 I4 VP3 attacks. Essentially you are getting a unit of jump pack zerks. This unit is the bane of hordes (with twin flamers) or space marines and vehicles (with twin meltas) or can handle both, and with Veterans of the Long War it will almost certainly wipe out a unit of 10 loyalist marines due to the rerolls (only in close combat, imagine with pistol and melta shots...). One especially effective tactic with this squad is to use Huron to infiltrate them 18 inches from your opponent&#039;s Rhino/Chimera/etc, then on turn one move them up 12&amp;quot; to get in melta range, pop their transport with double melta (plus a combi-melta if you&#039;re feeling extra ballsy), and then proceed to beat the living fuck out of the disembarking passengers with Obliterator plasma cannons, making the return fire you&#039;ll receive fairly minimal. Next turn swoop in and decimate any remaining marines on the charge. For added lulz, attach a jump pack equipped Sorcerer (not marked, of course), roll on Biomancy. If you are lucky and roll a 3, you can give these guys Relentless and FnP; laugh as the enemy tries to bring down your 3+ FnP 4A on the charge death machines.&lt;br /&gt;
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*&#039;&#039;&#039;Warp Talons:&#039;&#039;&#039; Take everything you like about Raptors (but take away ALL THE FUCKING GRENADES! I mean what the hell Phil?!) and turn it up a few notches and TA-DA! 30 pts. a pop gets you a a pair of lightning claws, the daemon special rule and when you deep strike with these guys, you can blind everyone within 6&amp;quot;. What this effectively means is that most things will hit you on a 6 at range or a 5 in close combat making them [[Rape|easy, defenseless pickings]]. These guys are your first wave, coupled with Oblits for fire support and Maulers for hard targets. IC a Slaanesh Jump Pack Lord for Fearless and extra killiness. &lt;br /&gt;
**&#039;&#039;&#039;Alternative opinion:&#039;&#039;&#039;: Blinding a 3-dudes [[Tau|XV-88 Apocalypse squad]](can&#039;t be done anymore since all Tau suits get immunity to Blind from their Wargear) and giving a turn to your machines (especially Fiends, Hellbrutes and Defilers) to shoot and [[RIP AND TEAR|get to CqC]] could be worth the risk, you can shred the armored weeaboo next turn. Unless you took the Dimensional Key and manage to activate it, you have a reasonable risk for a bad scatter dice roll, and kissing your nasty melee unit goodbye. Vanguard Veterans suck, people (save in the case of Blood Angels, for whom they are just on the edge of hilariously awesome). You can also hop-scotch them over terrain for a turn-2 assault with your Initiative 5 (Mark of Slaneesh) or [[RAGE]]-fueled (Mark of Khorne) lightning claws. Beware that this will make them a huge fire magnet for a relatively fragile unit with only 3+/5++, so keep them screened by cover or friendly vehicles on their first turn. Or you can crap them the Mark of Tzeentch to have a 4+ inv. to be more confident about anti-MEQ weaponry. Not definitive, but nice.&lt;br /&gt;
**&#039;&#039;&#039;Alternative opinion #2:&#039;&#039;&#039;: Deep Striking these guys is a bad option. Like, Michael Jackson Pepsi commercial bad. Yeah, the warpflame can be nice--IF IT WORKS. Remember, most boards are going to have you against I 4 (dem Marine), so it&#039;s a 1-4 shot of them passing the test. It&#039;s too risky to rely on the Blind to take care of getting shot the fuck to bits. Also, these things Deep Striking at vulnerable bits makes people shift fire to end your panty raid nice and quick. Unless you&#039;re diverting fire (and who wants to pay so much for a diversion--just use a distraction Mutilator instead). What I&#039;ve found works to lulz-worthiness is giving them to Slaanesh with a Sorcerer with a Jet pack. Take at least one power from Slaanesh (all are great), and then Biomancy it up with what is left. These guys will tear up damn near anything they run into. OR...&lt;br /&gt;
**&#039;&#039;&#039;Alternative opinion #3:&#039;&#039;&#039;: Be a real dick. Infiltrate a Landraider with armor popping Termies (take combi meltas) and, if you can, infiltrate the Talons as well. Pop all the metal boxes first turn with melta fire and lascannons and [[RIP AND TEAR]] through the resulting sea of flesh. Of course, this makes taking Ahriman or Huron a necessity to pull it off.&lt;br /&gt;
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*&#039;&#039;&#039;[[Chaos Spawn|The Unnameable Beasts]]&#039;&#039;&#039; : According to legend, during a dark, terrifying time not so long ago, these were but a sick joke; no one took [[Chaos Spawn|that which must never be named]], not even in funny lists, not even for flavor nor fluff. No sane person took them; they were easily the worst unit in all of 40k, which is a hell of an accomplishment, considering [[Pyrovore]]s existed back then too.. &#039;&#039;&#039;Not anymore!&#039;&#039;&#039; Chaos Spawn are now the workhorse of any assault based Chaos Space Marine army- OH MY GODS NO PL- BJADKJFOASIHDOLADMFNCAOSJ. Anyways, Run them forward ahead of your Rhinos and tag team them with your Maulerfiends. If even a single Spawn makes it into combat then they&#039;ve served a very important purpose: tying up the enemy while your assaulting units hop out of their rhinos. They will also divert fire away from your Rhinos because the opponent is left with selecting 1 of 2 bad choices: either shoot the spawn to prevent his units from being tied up in combat or shoot the rhinos and hope they get disabled while still getting assaulted by the Spawn. Spawn now get access to a similar mutation ability to Possessed. Spawn also lost slow &amp;amp; purposeful but they eat up a slot now. Unless, that is, one of your dudes gets mutated into one. This isn&#039;t as bad as it sounds, as long as it&#039;s not a major loss and the resulting Spawn is within combat range. Their new stats make them excellent suicide melee units if one is to suddenly pop into existence, and can hopefully make back a few of the points lost by whatever &#039;spawned them. But being a Daemon Prince is like, 40,000x better.&lt;br /&gt;
**&#039;&#039;&#039;Alternative opinion:&#039;&#039;&#039; The new buffs of rage, a ten point price drop, the minor but useful random ability at the start of each fight sub-phase, the ability to take marks (36 points for a t6 w3 unit) and the fact that you can now control the damn things mean they can actually be useful when used to escort ICs across the board, such as a bloodcrusher mounted lord with the axe of blind rape or if you don&#039;t mind wasting their movement, Typhus (who becomes t6 and can use the destroyer hive without wiping out his own unit). Another effective tactic includes Ork Allies with Doc Grotsnik granting Cybork Bodies(5++) to Spawn with Marks of Tzeentch for 4++ saves. &lt;br /&gt;
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*&#039;&#039;&#039;Heldrake:&#039;&#039;&#039; Here be dragons! First thing to note about this is that it&#039;s a flyer, which you need now. Second, no - the rumours were wrong, it cannot troll a dreadknight effectively or at all. What it can do is Strafing Run with a Hades Autocannon (R36&amp;quot; S8 AP4 Heavy 4 pinning) or drop a S6 AP3 torrent. However, it&#039;s prized ability is the vector striking at S7 against land or air targets - yowza! A good move will have you wiping your opponent&#039;s aircraft and troops off the field. For even more fun, you can use its Daemon Forge ability once per battle to reroll your wounds/pens! Careful though - this bird is thin skinned even though it has a 5++, is a flyer and It Will Not Die; a good penetrating hit will drop it right out of the fucking sky. Still, arguably the cheese unit of the entire book - sailing carelessly through air, your opponent&#039;s army it shall RIP AND TEAR... ahem, take two and take Baleflamers.&lt;br /&gt;
**&#039;&#039;&#039;FAQ Update:&#039;&#039;&#039; Brothers! The Lord Phil Kelly has blessed us once again! As of January 13, the Heldrake has transcended from being a cheese machine to being a rape train. Vector strikes ignore cover and hit at AP3, meaning those Loyalist corpsefuckers can meet their False Emprah, and the Heldrake&#039;s weapons are counted as being turrets: Measure from the base and in any direction you fuckin&#039; want.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Storm Eagle (Forge World):&#039;&#039;&#039; 20 pts. cheaper than a loyalist Storm Eagle, still a fast attack, can&#039;t take a Typhoon Missile Launcher instead of its Heavy Bolter, but &#039;&#039;can&#039;&#039; upgrade to a Reaper Autocannon for free. It also loses the Power of the Machine Spirit rule, like every other Chaos unit, but everything else is otherwise the same. You can buy Possession for this thing, which is recommended.  Take a full squad of marines, cult marines or termies and away you go! Alternatively, put Kharn and some &#039;zerkers in this, watch your opponent cry.&lt;br /&gt;
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*&#039;&#039;&#039;Hellblade (Forge World):&#039;&#039;&#039; Was Chaos&#039; own Supersonic Flyer long before the Helldrake was on the scene, comes with two AND ONLY TWO EVER reaper autocannons, which is nice because it&#039;s only BS3. Can be possessed for +20 points bringing the whole thing in at 135 points. If you can&#039;t fit raptors, havocs or drakes into your list, you could always settle for one of these in your fast attack slots, but don&#039;t expect it to survive: AV10 all around and only 2 hull points makes it thin skinned, although it gets 4+ evade. With 6th ed, it&#039;s a full-fledged flyer, allowing it to hate on heavy infantry and light vehicles with impunity, while its high volume of decent strength shots make it deadly against other flyers. Be warned, even a Fighta-Bommer&#039;s defensive big shootas or a fucking Pintle mounted Stormbolter can blow this thing out of the sky due to it&#039;s shitty armour.  &lt;br /&gt;
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*&#039;&#039;&#039;Hell Talon (Forge World):&#039;&#039;&#039; Oh, you thought &#039;Blood Slaughterer&#039; was a stupid name? A fighter bomber (flyer) with Supersonic, 4 hull points and Strafing Run - which makes it fucking awesome! With its single autocannon it can put holes in heavy infantry, light vehicles, and aircraft, with its bombs it can blow apart blobs in a glorious inferno, and with its twin linked lascannon it can put holes in enemy tanks, making Mech Guard and Nidzilla cry. Another nice feature is that if the enemy army is light in MEQ units, you can swap out the autocannon for a havoc launcher instead to really get some pie plate hate on things.&lt;br /&gt;
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*&#039;&#039;&#039;Dreadclaw Assault Pod (Forge World):&#039;&#039;&#039; The Chaos Space Marine version of the loyalist drop pod, the Dreadclaw has the nifty advantage of NOT being immobile (it&#039;s a deep-striking flyer with hover) and it&#039;s an assault vehicle with better armour than a rhino. Unfortunately, it eats a fast attack slot but it can deep strike 10 marines, 5 termies (though they can already do it just fine without) or a dreadnought. Note that as it is a deep striking flyer, all shots trying to hit it will do so on FUCKING 6s! Watch as they soak up the firepower of whole armies. Take with &#039;zerkers in mind.&lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; &amp;lt;strike&amp;gt; Forge World no longer sells these, claiming there&#039;s a new sculpt coming... sometime... In the meantime, either get a used one, or mod one out of a pussy Loyalist Drop Pod. &amp;lt;/strike&amp;gt; NOPE the models are back!&lt;br /&gt;
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*&#039;&#039;&#039;Blight Drone (Forge World):&#039;&#039;&#039; Possessed hovering flyer with a BS2, 5+ invulnerable save, reaper autocannon and a mawcannon (without tongue). At 125 pts., It can be fielded so long as your army has a squad of Plague Marines. Pretty decent armour for a cheap flyer, but it will also explode when wrecked so be sure you get this thing as close to the enemy as possible! They can be taken in squads of 1-3 too.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
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*&#039;&#039;&#039;[[Defiler]]&#039;&#039;&#039; - So here&#039;s this giant enemy crab-Dreadnought. Your Swiss-army vehicle; can do anything to some degree or another - and do it well. Has Fleet, 4 hull points, is somewhat better at shooting than a Dreadnought (with access to more long-range weaponry, including a Battle Cannon) and all the other Daemon Engine flair (5++, fear, IWND and Daemon Forge). This unit is amazingly flexible; you can have it shoot off plenty of firepower when stationary (It has a Reaper Autocannon, Battle Cannon, and Heavy Flamer by default), can be upgraded to be even more shooty by replacing the Reaper Autocannon with a Twin-Linked Lascannon or Twin-Linked Heavy Bolter, and the Heavy Flamer with a Havoc Launcher.  Unfortunately, the cannon is Ordnance and even bound Daemons can&#039;t handle firing Ordnance as well as a Heavy Flamer or Havok launcher, apparently. With 6th Edition ruining Havoc Launchers, the shooty option is a Reaper Autocannon or Heavy Bolter Snap Firing to your Battlecannon&#039;s tune. You can go the full Monty for the Assault route, and replace the Autocannon and Flamer for a power fist or scourge respectively. The fist will get you a +1 attack and is free which is nice, but it already has two and the scourge will save this thing in a punchan gaem. With its ability to fire off tons of firepower AND/OR rush forward and [[FATAL|rape]] things with its giant crab-claws, this thing is as versatile as units come. Its main drawbacks are that its melee and firing accuracy are average (BS/WS/I3) meaning that Power Fists smack you around and all the other Dreadnoughts except Orks go before you, and they can buy two Deff Dreads to your one Defiler. It&#039;s also an extremely large vehicle, and one that will attract a lot of enemy fire, causing enemies to put a lot of resources into [[Meme|attacking its weak point for massive damage]]. The catch is its fairly high cost - a basic defiler is just under 200 points, and is essentially an AV 12/12/10 walker. This renders it less effective, for all its new toys, than its previous incarnation. Compare it to a doomsday ark.&lt;br /&gt;
**&#039;&#039;&#039;Alternative Opinion:&#039;&#039;&#039; When you do compare it to a doomsday ark, you&#039;ll notice that it will fall apart pretty quick when something gets too close to it. Not quite so for a defiler - while a D-day ark might have to try and run off to avoid getting popped open, you can throw a defiler happily at almost anything in charge range. Giving it a power scourge over its heavy flamer has the hilarious advantage of reversing any close combat prey&#039;s fortune as they will now hit on 4&#039;s and YOU hit THEM on 3&#039;s! Warp flame gargoyles on your guns will also do well to soften up a target before a fleet-assisted charge.&lt;br /&gt;
***Doomsday arks are open-topped, which is already a huge disadvantage. Not only are they vulnerable to being punched, they have a gimped shooting attack if they move. The biggest downside of the Defiler is that shooting the battle cannon forces you to snap-shot the rest of your weapons, and yet that&#039;s still not as bad as a doomsday ark after it moves.&lt;br /&gt;
**&#039;&#039;&#039;New Codex Note:&#039;&#039;&#039; Havoc Launcher not doing it for you? How about TWO Havoc Launchers? Defilers have access to the chaos vehicle armory (page 102, Defiler entry, bullet point three) which is largely overlooked, meaning they can take an additional havoc launcher along with a combi bolter and a combi melta/flamer/plasma, so your defiler can always have a little bit more close (combi flamer/melta) mid (combi bolter) and long (havoc launcher) firepower, damn this crab is versatile! Warpflame Gargoyles make all your ranged weapons soul blaze, meaning the shooty Defiler can mulch infantry with even more effectiveness. And they can take Dirge Casters, meaning the assaulty Defiler can&#039;t be overwatched. Neat! &lt;br /&gt;
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*&#039;&#039;&#039;Havocs&#039;&#039;&#039; - The cheapest choice, but not a bad one. They&#039;re the exact same as your Chaos Space Marine troops, except they can take &#039;&#039;&#039;4&#039;&#039;&#039; special/heavy weapons at any squad size. Unlike Devastators, you can take special weapons instead of heavies, and at the same cost as generic CSMs - up to four regardless of squad size, though they don&#039;t combat squad you have to keep them all in one place and can&#039;t divide them so they can bring their firepower in more than one place. These can be used for fairly expensive tank-, MEQ- or horde-hunting units depending on special weapon of choice, and you gain the advantage of being able to move and fire. Chosen can do this too, but they will load up on points. But, because they don&#039;t score (except in one scenario), you don&#039;t &#039;&#039;really&#039;&#039; need them running along with your CSM to clash chainswords with the enemy; they are better employed as a fire support unit. Either take Autocannons or &amp;lt;s&amp;gt;Flakk&amp;lt;/s&amp;gt; missile launchers, with a couple bolter marines and maybe Mark of Nurgle for survivability. Autocannons destroy [[METAL BAWKSES]] pretty well, and Flakk can put a dent into flyers, but it&#039;s batshit expensive at 25 pts per launcher, so consider using Heldrakes and/or allied Vendettas for anti-air instead.&lt;br /&gt;
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*&#039;&#039;&#039;Land Raider&#039;&#039;&#039; - It&#039;s the classic [[Land Raider]] pattern (aka, schizophrenic). The Chaos one is slightly less useful than the Loyalist version because despite being 20 points cheaper there&#039;s no Machine Spirit. It usually serves one of two major roles - as a heavy offensive vehicle (it&#039;s expensive but dear Tzeentch does it get the job done whilst being a giant fire magnet in the process) and to [[FATAL|insert your huge, nasty, pulsating close combat squad deep into the soft moist folds of your opposition]]. If you use it for the latter, load it up with Extra Armor, and keep it rolling forward. Daemonic Possession isn&#039;t really worth the points, or the dip in BS. Even with twin-linked weapons, turning a 3+ to-hit into a 4+ is a tough sell, and all you &#039;&#039;really&#039;&#039; want the damn thing to do is move. And besides, do you really want to take the risk that the tank will OMNOMNOM your Terminator Chaos Lord on turn one? Because that&#039;s a thing now (your models risk being omnomnomed when you embark, which is a great mental picture, but can ruin your shit if you&#039;re unlucky).&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Spartan Assault Tank (Forge World):&#039;&#039;&#039; Land Raider on steroids. This thing is armed with 2-shot TL lascannons at each side, could fit up to &#039;&#039;&#039;25&#039;&#039;&#039; guys inside (or 10 termies, Abaddon and Typhus with room to spare) and has 5 HP. And like all chaos vehicles it could and should be possessed, because 5 HP 14/14/14 melta immune tank with 5+ invuln WOULD NEVER FUCKING DIE (unless you play against crons with scarabs, even so you can swap its heavy bolter for a heavy flamer and take a pintle mounted one to wipe out those pesky buggers. WITH FIRE). There is no reason to buy Land Raider, if you have enough souls of firstborn to afford this model.&lt;br /&gt;
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*&#039;&#039;&#039;Obliterators&#039;&#039;&#039; - A long time Chaos army favorite with plenty of [[Dakka]] fitted in a small, deadly package. They used to be absolute cheese, but even though every time they appear in a codex, they get weaker, they&#039;re still the best heavy support choice in the book. Formerly the Techmarines of their chapters, Obliterators have contracted a warp-contagion that sears their flesh to their armor and causes their weaponry, likewise, to be subsumed. In time they have become enormous [[Awesome|arcano-cyborgs]], not quite marine, not quite machine, not quite daemon (well actually they are considered daemon type units in this rulebook, so they cause fear now, nice bonus). They&#039;re tough as hell and can take phenomenal punishment, even though they lost their fearlessness from last edition (seriously, how did that happen? But they don&#039;t give a fuck in fluff, and will retreat if fighting gets too hot). For 70 points, you get a model with 2 wounds, a 2+ armor save, 5+ invulnerable save, and the ability to Deep Strike. Suffice to say, they can find a role in damned near any army, since they can soak up damage and demolish squads in pretty short order. Timing is everything with an Obliterator drop, and you need to know when to drop them to deal with a problem unit, be it a cover-camping squad of Fire Warriors or a big squad of [[Indrick Boreale|SPHESS MHUREENS]] tacticals. Getting them into heavy cover basically turns them into a strongpoint. They&#039;re also decent in assaults. Still, you&#039;ll want to avoid getting them [[Tarpit|tarpitted]], regardless of whether it&#039;s by Guardsmen or Bloodletters. With only one powerfist to work with in close combat, it takes them forever to kill anything that&#039;s not just a vehicle or small squad, and even with the buffs 2+ armor, they&#039;re still going to die if they get caught by any elite melee unit. With the new codex they can now take marks, making then T5 or improving their save to 4++, making them an even larger pain to get rid of (You CAN give them Rage or +1I...but that would be missing the whole point of the unit). Oblits can use the following weaponry (they all come on a single model, and because Phil dislikes the cheese in the previous rulebook, he&#039;s made them trickier to use because now you can&#039;t pick the same weapon two turns in a row): Lascannon, Assault Cannon, Plasma Cannon, Multi-Melta, Heavy Flamer, Twin-Linked Flamer, Twin-Linked Plasmagun, or a Twin-Linked Meltagun. He also packs a single Power Fist for use in CC.&lt;br /&gt;
** &#039;&#039;&#039;Alternative opinion&#039;&#039;&#039;: Whilst Obliterators are unquestionably versatile, even with the mandatory switching of weapons every turn, they are no longer the sole Heavy Support unit you will see players fielding. Obliterators are tough: ridiculously so. However, they pay a lot of points for this durability, and it makes their firepower-to-cost ratio rather low. 2 lascannon shots a turn for 140 points before marks is a rather expensive way to deter vehicles. Compare to the other options, such as Havoks and Forgefiends, who are incredibly economical in their distribution of ammunition, and the Obliterators start to seem a bit pricey. Obliterators sit somewhere between Havoks and Foregefiends in terms of durability. They are vulnerable to anti-infantry guns being Toughness 4, but have a 2+ armor save to protect them and 2 wounds. Their higher armor and multiple wounds entice players to fire anti-tank guns at them, but they can grab cover more easily than vehicles, and a lucky shot will only kill half the squad, rather than the entire vehicle. The downside to this mid-range endurance is that every unit the enemy has can affect them. Any unit in range has a chance hurting them, so concentration of fire to eliminate them early is a very real danger. This is rather unfortunate, as the durability that they pay so many points for can end up their achilles&#039; heel. &lt;br /&gt;
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*&#039;&#039;&#039;Chaos [[Predator Tank|Predator]]&#039;&#039;&#039; - Pretty much the same as the loyalist version, in both performance and cost. The Predator is a good overall vehicle, whose main drawback is that it&#039;s not quite the all-in-one package as some of the other heavy support choices Chaos can field - and those slots are absolutely critical. That said, the Predator is mighty cost-effective and can be extremely solid on both offense and defense. The preferred loadout is a Predator Destructor (Autocannon turret) with Lascannon Sponsons and a Havoc Launcher - hell of a solid offensive vehicle for 127 points that can handle most situations as-needed. Still, it fights for the slot against stiff competition from the [[Defiler]], which fills several of the same roles. On the other hand, the Predator is is more durable, a much smaller target and has higher BS. If all else fails, you can get a no-frills Autocannon/Heavy Bolter Pred for 100 points, which is pretty damned efficient, especially with Snap Fire. With a Havok launcher, and the very cheap option to add Soulblaze, it will do horrible, horrible things to infantry hordes. Overall, it&#039;s one of the better choices available to Chaos as far as close support goes, especially now that you can take a second FOC (and therefore a total of 6 Heavy Support choices) in +2.000 games. A good choice in small games as well.&lt;br /&gt;
*** Fuck that noise, a tri-las now costs a ridiculous 140 pts. Let the bolters handle the infantry, the Predator is here to fuck up BAWKSES.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos [[Vindicator]]&#039;&#039;&#039; - Since last edition no more the sole property of the Iron Warriors. No more Dozer Blade included or Siege Shield. Daemonic Possession helps and mounting a Havoc Launcher gives it a backup weapon. It mounts a Demolisher Cannon, which will basically win back its points the second it fires. Heavy front armor and intense firepower means that this thing will draw huge amounts of abuse. If you throw Daemonic Possession on this thing, you will have a field day watching players [[DISTRACTION CARNIFEX|go to obscene lengths to kill/get away from it]]. Mounting a couple extra guns will help keep the odds of losing your demolisher cannon early on low.&lt;br /&gt;
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*&#039;&#039;&#039;Forgefiend:&#039;&#039;&#039; [[Phil Kelly|Whoever]] decided that CSM needed Daemon Dino-bots - well, thanks! Forge Fiends come with a pair of Hades Autocannons, which throw out an absurd amount of [[dakka]] (that&#039;s 8 S8 AP4 pinning shots a turn, making Psyflmen Dreadnoughts blush). Furthermore, they can trade their Hades Autocannons for 2 S8 plasma cannons for free, and take a third one for +25 pts [[Awesome|replacing the damn thing&#039;s face]]! (Most) Deepstriking termies will piss themselves, especially Draigo&#039;s shiny dozen when faced with 3 instant-death plasma blasts a turn. On top of this, like all other daemon engines it has a 5++, fear, IWND and Daemon Forge, which comes in very handy with this guy.&lt;br /&gt;
**&#039;&#039;&#039;Alternative Opinion:&#039;&#039;&#039; Opponent fielding fliers? Pop a Forgefiend down with a pair of Hades Autocannons. 8 Shots give it excellent odds of hitting - even if it&#039;s only on sixes - and it&#039;s Strength of 8 will cut though almost any flier (including the Stormraven) as if it were made of paper mache. This machine can be incredibly versatile over it&#039;s cousin with the right setup. Allying with Chaos Daemons for a cheap Tzeentch Divination psyker turns this bad boys into monsters. Rerolling to hit is HUGE at BS 3, and against enemy fliers. Pop Daemon forge that turn and watch the enemy cry as its fliers implode. &lt;br /&gt;
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*&#039;&#039;&#039;Maulerfiend:&#039;&#039;&#039; The other Daemon Dino-bot. What the Forge Fiend is to shooting, the Mauler Fiend is to close combat. Comes with a pair of power fists and magma cutters, which deal a meltabomb hit that can strike non-vehicle models, too! This big mother can also move at 12&amp;quot;, ignore difficult terrain and has Fleet on top of that! Lasher tendrils reduce Dreadnoughts/Dreadknights/Terminators to A1. You use this thing to run down other vehicles, charge isolated infiltrator squads, bust open fortifications and close combat backup should things not go [[just as planned]]. Also has all the Daemon Engine tricks of 5++, fear, IWND and Daemon Forge. Maulerfiends are not designed to hunt infantry. Lasher tendrils or not, even a single powerfist/thunderhammer attack will put it down. Take two, keep the magma cutters and use it for its intended purpose, charging and destroying vehicles and fortifications. If nothing else, the Dinobot tagteam will draw considerable fire away from your other units. Many players will struggle to stay cool under pressure in the presence of two Maulerfiends charging headlong into their vehicles.&lt;br /&gt;
**&#039;&#039;&#039;Alternative Opinion:&#039;&#039;&#039; You really shouldn&#039;t take lasher tendrils as this guy&#039;s main focus should be vehicle destroying and not tarpitting which is done for cheaper by a Helbrute.&lt;br /&gt;
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*&#039;&#039;&#039;Spined Chaos Beast (Forge World):&#039;&#039;&#039; Technically a daemonic construct like the other daemon engines, but made from flesh instead of metal. It&#039;s a monstrous creature with WS5, S7, T6 and 4 wounds. 6th edition gave it 5++ and fear, too! Can also be aligned with one of the dark gods for even more goodies!&lt;br /&gt;
**&#039;&#039;&#039;Khorne:&#039;&#039;&#039; +15 pts., rage and furious charge. It&#039;s actually not that bad for the cost, and makes this thing&#039;s charges pretty goddamn devastating, what with 5 S8 monstrous creature attacks.&lt;br /&gt;
**&#039;&#039;&#039;Slaanesh:&#039;&#039;&#039; +10 pts., +1 initiative (for a total of 5). The cheapest and worst of them all although furious charge no longer grants initiative bonuses, so +1 initiative might be useful?&lt;br /&gt;
**&#039;&#039;&#039;Nurgle:&#039;&#039;&#039; +20 pts., feel no pain! One of the two better choices for this guy, now possibly the best because you basically get to re-roll your invulnerable save against almost everything. And yes, a 5++ with rerolls is better than a 4++ - 5/9 chance of saving wounds versus 1/2.&lt;br /&gt;
**&#039;&#039;&#039;Tzeentch:&#039;&#039;&#039; +15 pts, 5++ gets buffed to 4++. The other better choice.&lt;br /&gt;
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*&#039;&#039;&#039;Plague Hulk (Forge World):&#039;&#039;&#039; Essentially a Soul Grinder of Nurgle of sorts with a poisoned 3+ S5 AP3 flamer and a rending, half-range battle cannon with 2 less strength. Like all Daemons of Nurgle it now has Shrouded. It is costly at 205 pts. and requires a squad of plague marines to field; that said, it&#039;s about as tough to bounce as a regular Soul Grinder of Nurgle. If you don&#039;t want allies, grab some plags and one of these; it will be cheaper, but the Nurgle Grinder will be more useful.&lt;br /&gt;
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*&#039;&#039;&#039;Fire Raptor Gunship :&#039;&#039;&#039; Experimental Rules for 30K/40K are up. Comes naked with TL Avenger Bolt Cannon, 4 Hellstrike Missiles and two Independent-Turret Quad Heavy Bolters; the latter which aside from firing at their own targets as rumored, don&#039;t count towards the number of weapons fired! A Legion or CSM army can swap the quad bolters for a Reaper Battery for 10 pts each, 40K Marines get a TL Autocannon for free. With all the twin-linked goodness, Strafing Run and PotMS/Independent-turrets; this bastard can dump its entire payload in a single turn and hit almost every time and it&#039;s only 260 pts altogether for the ceramite armor and reaper battery upgrades.&lt;br /&gt;
** 20 pts cheaper due to the lose of PotMS but can buy Daemon Possession for the same price. Since there&#039;s no worries about passengers getting NOM&#039;ed, TL/Strafing Run counteracts BS3 well enough and the way the turret works you don&#039;t need PotMS altogether make the Chaos Fire Raptor &#039;&#039;much&#039;&#039; nicer then it&#039;s Loyalist counterpart; which is rare.&lt;br /&gt;
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===Dedicated Transport===&lt;br /&gt;
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*[[METAL BOXES]]: Always take metal boxes. 35 points extra but worth their weight in Unobtainium. With only 12 pts more, Havoc Launchers are extremely useful for blowing up the opposition and are one of your key advantages over Loyalist losers. Oh, and with 5 pts enemies within 6&amp;quot; [[Rape|cannot overwatch]]. Engage trollface.&lt;br /&gt;
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===Fortifications===&lt;br /&gt;
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*&#039;&#039;&#039;Aegis Defense Lines:&#039;&#039;&#039; These are popularly used for Cultists, and with good reason. They&#039;re 50 points, they can be upgraded with a Skyfire weapon (no longer do you have to rely on Heldrakes!), and you can add a cheap little comms relay to mess with Reserves (pretty much the only way to do so with the CSM). You can also park your Autocannon Havocs here — let the Champion man the Quad Gun while his squadmates spam S7 shots from cover/eat bullets for him.&lt;br /&gt;
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*&#039;&#039;&#039;Skyshield Landing Pad:&#039;&#039;&#039; Pretty respectable in a small number of cases, almost worthless in most others. It has some strange special rules, but the provided advantages boil down to a decent defensive structure and an ability to deep-strike without fail. Potentially useful, but if you can&#039;t immediately see an opening for it in your army there probably isn&#039;t one.&lt;br /&gt;
**Note that MoT grants +1 to invulnerable saves. MoT Las-Havocs or Oblits with a 3++ sound particularly useful.&lt;br /&gt;
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*&#039;&#039;&#039;Imperial Bastion:&#039;&#039;&#039; Surprisingly potent. An Imperial Bastion provides a useful anti-air, a place to hide a Cultist or 5-man Chaos Marine squad, and a good place to plonk a squad of Havocs to allow them to blow the shit out of everything while benefiting from 4+ cover and access to the quad-gun. Sadly, the net result &#039;&#039;will&#039;&#039; take up 350+ points, meaning that unless your army is very defensively oriented, it&#039;s going to just be sitting on your deployment zone going &amp;quot;blam&amp;quot; occasionally.&lt;br /&gt;
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*&#039;&#039;&#039;[[Fortress of Redemption]]:&#039;&#039;&#039; Coming soon.&lt;br /&gt;
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===Super Heavy===&lt;br /&gt;
*&#039;&#039;&#039;Harbinger:&#039;&#039;&#039; Essentially a scaled down BFG ship, this big ass bomber carries death from above in a durable and retardedly well armed package. This dwarfs thunderhawks and warhound titans and if Forgeworld ever decides to give it a model, it will only be eclipsed in size by the larger titans and the Tau [[Manta]]. It has enough bombs to pretty much cover smaller boards in pieplates, and its underside mounted autocannons allow it to get some more hate on the suckers down below. However, for a flyer it is slow, and it is an oh so juicy target for your enemy&#039;s anti-air. This thing NEEDS escort if there are enemy fighters in the skies or it WILL be blown out of the sky. ... Except it only exists in Aeronautica Imperialis, and not Apocalypse.&lt;br /&gt;
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*&#039;&#039;&#039;Plaguereaper of Nurgle:&#039;&#039;&#039; YOUR EIGHTEEN BARRELS OF HELL! Basically, its BS4 Baneblade with main gun switched to big-ass vomit-thrower of Nurgle, ability to take CSM bitz like Havoc launchers, and ability to strike back in close combat due to nurgling-infested hull. Pretty disgusting thing, but in a good way.&lt;br /&gt;
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*&#039;&#039;&#039;Silver Tower of Tzeench:&#039;&#039;&#039; This thing is weird. It spams doombolts and shoot D-strengths beams, but only at short (for Apoc) range and is also pretty fragile with only 2SP and weak armor. Though it has a 4+ invuln, it&#039;s not really worth it.&lt;br /&gt;
**Alternate opinion:  Very usefull next to a warhound titan to make it last until turn 2.  4+ Cover to the titan&lt;br /&gt;
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* &#039;&#039;&#039;Khorne Lord of Skulls:&#039;&#039;&#039; Khorne&#039;s big badass close combat death machine.  It starts with only 4 attacks, but gets more (up to ten) for each hull point it loses - even if it recovers those lost hull points later!  This is made better by it having It Will Not Die and a 5+ Invulnerable save and the fact that his CC weapon is Strength D!  This thing also has two ranged weapons.  His arm weapon is a 48&amp;quot; Heavy 12 gatling gun with Pinning but can be replaced with a 60&amp;quot; S9 AP3 Apocalyptic blast that forces successful saves to be re-rolled.  His belly gun is an MEQ killing Hellstorm Template that can be replaced with either a 48&amp;quot; S7 AP2 Large blast gun or an even deadlier Hellstorm Template that has Gets Hot but also has Instant Death.  Well worth considering.&lt;br /&gt;
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*&#039;&#039;&#039;Brass Scorpion of Khorne:&#039;&#039;&#039; Hilarious amounts of super-heavy walker rape in a segmented can. For 400 points, you get a Baneblade-level armored big metal arachnid with a Demolisher Cannon for a face, Inferno Cannon-equivalents in both arms, a S6 AP3 &amp;lt;i&amp;gt;Heavy 10&amp;lt;/i&amp;gt; splattergun on its tail, and close combat capability that will pretty much make anything that survives its ranged weaponry bombardment shit itself (though it&#039;s only WS3). Oh, and it makes enemy psykers explode and goes supernova when it finally gets taken down by the massive ordnance your enemy will inevitably deploy to kill the hell of it before it does a berserk charge and tears his shiny [[Titan]] seven new assholes. What&#039;s not to like? Worth to say there is two models of Brass Scorpions - regular Defiler-like one you need to scratch-build yourself and buffed out Great Brass Scorpion, who&#039;s model is also one of the most bad-ass-looking thing Forge World ever made. Greater Brass Scorpions get +3 attacks, and +1 to SP and front armor for like 150 extra points (new Apocalypse book puts it at 300 more now. In exchange it&#039;s demolisher ignores cover, it gets more stomp attacks, gained It will not die and is a daemon.) - still totally worth it, considering awesomeness of FW model.&lt;br /&gt;
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*&#039;&#039;&#039;Subjugator of Slaanesh:&#039;&#039;&#039; Highly modified possessed Warhound Titan, fueled by sex, drugs and rock &#039;n&#039; roll (or cocaine and dubstep, accounts vary) It have no void shields, low AV of 12/12/10 (though it comes with 5++ for being possessed) and packs lot of powerful sonic guns on its hull, but when it comes to pure raw firepower Feral Titan totally outclass Subjugator. On the other hand this thing have two giant claws, which give it a lot of S10 attacks (do not forget extra D6 S10 AP1 HoW hits) which stacks perfectly with fleet, charge-after-2D6-run and increased WS and initiative of Subjugator, making this 500-pts warmachie one of the best close-combat titan-killers in the game - even if it don&#039;t kill enemy titan in one turn, it would tie it in close combat, which is also great, considering average titan firepower. Also there is no model of this thing available - you must scrath-build it.&lt;br /&gt;
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*&#039;&#039;&#039;Feral Titan:&#039;&#039;&#039; A chaos Warhound Titan, what works for the Warhound works for this thing. Comes stock with Dirge Caster for free, making all those chaos space marines and cultists around fearless - use it to make impenetrable anti-charge meatshield around it. Could and should be possessed WITHOUT BS penalty, because 5+ invuln on titan is great. Got 750 pts. to blow for an Apocalypse slot?&lt;br /&gt;
**As of the 2013 Apocalypse update the price went down by 20pts, dirge casters now work like the ones in the codex, and you can choose what daemon possesses the Feral, giving it the daemon special rule plus personal rules based on it&#039;s alignment to a God.&lt;br /&gt;
***Khorne: The cheapest (along with Slaanesh) at 50 pts, gives Hatred(Slaanesh), let&#039;s you reroll the number of stomps you get, and gives +D3 attacks on the charge. Because you were going to charge instead of just shooting it with your guns anyways right? Meh upgrade really.&lt;br /&gt;
***Nurgle: The most expensive at 100 pts, it gives Hatred(Tzeentch) and It Will Not Die. Despite the high cost this seems to be the best option, giving survivability to something that was already a fire magnet.&lt;br /&gt;
***Tzeentch: 75 pts granting Hatred(Nurgle), rerolls for 1&#039;s to hits, and gives the Inferno Cannon Soul Blaze. Despite Soul Blaze being kind of overkill and not really effective the rerolls make up for it. Another good option.&lt;br /&gt;
***Slaanesh: the other 50 pts option, this one grants Hatred(Khorne) and in CC forces the enemy to take a LD test at a -2 or reduces their initiative to 1. If it wasn&#039;t for the fact that most CC threats are I1 anyways (other walkers maybe?) this would be good.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Reaver Titan:&#039;&#039;&#039; Like the Feral, this doesn&#039;t differ from the Imperial version much (except it could be possessed too), use it like you&#039;d use its loyalist counterpart.(New Apocalypse book in, price went up 10pts and possession works like the ferals, just double the cost of the upgrades.)&lt;br /&gt;
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*&#039;&#039;&#039;Banelord Titan:&#039;&#039;&#039; Warlord titan that&#039;s spent too much time the warp causing it to get possessed by khornate daemons, and turned into an overpriced piece of scrap. Costs the same as normal Warlord and is just as durable, with lower BS, a rage table like a chaos dreadnaught, which is really bad since this thing is expensive even for an apocalypse game and you do NOT want it making uncontrollable moves that might include shooting at your army. The worst part is that it&#039;s stuck with a per-determined weapons loadout, which unfortunately is the biggest schizo armament in the game. This has two long range weapons that can hit most anything, but it&#039;s other three weapons require it to get to really, really, to the point where an enemy can easily get inside the range where its long range weapons can&#039;t shoot it, it&#039;s tail weapon requires to get to close to shot it&#039;s long range weapons, because somebody felt it was a good idea to give titan a close range weapon that it has to get too close to use two of its other guns. While the banelord is for from helpless in melee since it can make stomp attacks with destroyer weapon strength and has six regular destroyer attacks, but Apocalypse games have some very mean close combat units that can make sure that the Banelord is likely to take some damage in return, if not rip to pieces, and in melee it&#039;s NOT protected by its void shields. The only other thing of note about is that all psykic power used on it suffer automatic perils of the warp regardless of whether the pysker passes their test or not, but there&#039;s really only a few powers that pose a danger to this and they tend to require the opponent to get so close that they&#039;re better off assaulting it. So for the cost of a Warlord, you get something that can&#039;t decide if it wants to be a long range shooting unit or a close-combat unit that can never use all its weapons at once. You&#039;re better off with using a regular Warlord. Seriously, who thought that this piece of junk was a good idea?&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Thunderhawk Gunship:&#039;&#039;&#039; The guys at Forgeworld have decided they want more money by giving us a Thunderhawk.&lt;br /&gt;
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*Anyone can take anything now, because 6th Edition.&lt;br /&gt;
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==Supplements==&lt;br /&gt;
===Black Legion===&lt;br /&gt;
*&#039;&#039;&#039;First Among Traitors&#039;&#039;&#039;: Chosen can now be fielded as a Troops Choice without taking Abaddon. Sadly, Chosen are still somewhat overpriced, although taking them as scoring Troops goes some way to alleviating their weaknesses.&lt;br /&gt;
*&#039;&#039;&#039;Ten Millennia of Hate&#039;&#039;&#039;: All units that can purchase &#039;&#039;Veterans of the Long War&#039;&#039; must do so. This isn&#039;t a huge deal for the most part, but it does mean you&#039;re forced to spend more points on units than you might want.&lt;br /&gt;
*&#039;&#039;&#039;Bringers of Despair&#039;&#039;&#039;: If Abaddon is the Warlord, he can upgrade a squad of Chaos Terminators.  For +6 points a model, the Terminators gain +1 WS and +1 BS.&lt;br /&gt;
====Warlord Traits====&lt;br /&gt;
*&#039;&#039;&#039;1: Black Crusader&#039;&#039;&#039;: Warlord and any friendly units within 12&amp;quot; gain Preferred Enemy (Space Marines)&lt;br /&gt;
*&#039;&#039;&#039;2: Eye of the Gods&#039;&#039;&#039;: Whenever the Warlord rolls on the Chaos Boon Table or Gift of Mutation Chaos Reward, they can re-roll the result once.  For a good challenge-based Warlord, this is a big save.&lt;br /&gt;
*&#039;&#039;&#039;3: Gift of Balefire&#039;&#039;&#039;: Warlord can shoot one single-use S4, AP5, Assault 1, Soulblaze template blast.  Considering the goofiness of Soulblaze this isn&#039;t a really great gift.&lt;br /&gt;
*&#039;&#039;&#039;4: Unholy Fortitude&#039;&#039;&#039;: Warlord gets It Will Not Die.  YES.&lt;br /&gt;
*&#039;&#039;&#039;5: Soul Stealer&#039;&#039;&#039;: When in combat, any to-wound rolls of 6 become Instant Death.  If you have hordes to kill and the Dice Gods&#039; favor, this is a good crowd-clearer.&lt;br /&gt;
*&#039;&#039;&#039;6: Chosen of Abaddon&#039;&#039;&#039;: Warlord and friendly units within 12&amp;quot; gain Stubborn.&lt;br /&gt;
====Chaos Artefacts====&lt;br /&gt;
*&#039;&#039;&#039;Spineshiver Blade&#039;&#039;&#039;: AP3 Daemon Weapon. Gives +1I when in combat.  Neato.&lt;br /&gt;
*&#039;&#039;&#039;Crucible of Lies&#039;&#039;&#039;: User has -1T, but can reroll Invuln Save rolls of 1. Why would anyone ever take this? Maybe you have a Terminator Lord or Sorcerer of Tzeentch with a Sigil of Corruption and the Skull of Eternal Warrior. That&#039;s a 2+ armor save with a 3+ invuln that only fails on a 2. T3 sucks, but Eternal Warrior mitigates getting insta-gibbed by S6 and higher.  Could also work with a Disc of Tzeentch or Bike(you&#039;d still be reaping the benefit of a bike unit&#039;s majority toughness) to negate the loss of Toughness, but then disallows the use of Terminator Armor.  YMMV.&lt;br /&gt;
*&#039;&#039;&#039;Last Memory of the Yuranthos&#039;&#039;&#039;: This is a bit of a tricky one...&lt;br /&gt;
**Psykers get 1 more mastery level&lt;br /&gt;
**Instead of rolling another power, they use an exclusive power that gains range the more Warp Charges that are expended (12&amp;quot; for 2, 18&amp;quot; for 3.  By default, it has a range of 6&amp;quot;).  If he uses more charges and fails a psychic test, he dies.  No saves.&lt;br /&gt;
**The power, Sunburst, is S4, AP5, Assault 2d6, blinds, and can ignore cover.&lt;br /&gt;
*&#039;&#039;&#039;Eye of Night&#039;&#039;&#039;: User can make one single-use large blast attack that is S5, AP4, makes 1d3 auto-pen hits for buildings and vehicles that ignore cover.  Don&#039;t expect to ruin Land Raiders with this.  It can, though, intimidate that transport full of enemies or mess up artillery.&lt;br /&gt;
*&#039;&#039;&#039;Skull of Ker&#039;ngar&#039;&#039;&#039;: User has Eternal Warrior and Adamantium Will.  Nice.&lt;br /&gt;
*&#039;&#039;&#039;Hand of Darkness&#039;&#039;&#039;: When in combat, the user can trade his attacks for one AP1, S at double the user&#039;s S, Armourbane, Fleshbane, Instant Death blow.  Not really gonna do much unless in challenges (And being CSM, that will be often) or if you want to pop a tank. In a challenge this will mesh well with the Eye of the Gods trait. Falcon - PUNCH!&lt;br /&gt;
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====Tactics====&lt;br /&gt;
With every unit taking VotLW, this means you will have to look for alternative choices of units or wargears they can take. With Chosen as Troops, you can have a small unit with only a heavy weapon like a Lascannon or Autocannon, and have them sit on an objective. This gives them an advanatge over Cultists. With the Artefacts mostly being mediocre at best, this limits your options more (Not that they&#039;re all bad). On the bright side, you have better leadership across the board with most units, plus having a Daemon Prince of Tzeentch with Eternal Warrior is cheese, especially if you use them as allies in a Screamerstar list. &lt;br /&gt;
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The best way to play the Black Legion is by taking advantage of your scoring Chosen squads, kit them with special weapons of your choice, and load them in METHAL BAWKSES! Even Combi-bolters aren&#039;t bad if you want to keep them cheep, just add another Chosen with a Meltagun and you&#039;re set. Using a mix of Chaos Marines and Chosen units gives you more mileage. Since Chosen will carry a lot of special weapons, you don&#039;t have to worry about adding them into Marine squads, but do have them watch the Chosen&#039;s back. Brothers look out for each other afterall!&lt;br /&gt;
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It&#039;s also wise to invest your points into tanks instead of units like Havocs and Obliterators if you want firepower without paying for the required Veterans tax, and thus the Defiler and Helbrutes can see more use, albeit the ladder can be unreliable. On the otherhand, Typhus can bring Zombie Cultists, and they can&#039;t take VotLW, which makes them excellent Troop choices. Also consider which unit should take Marks, if any. Keep in mind that quanity over quality is better in this edition, so use Marks with caution if you plan on taking them. If you commonly face Loyalists however, then it&#039;s best for you to take advantage of the mandatory upgrade and kit many units for close combat.&lt;br /&gt;
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The Black Legion is a mixed bag, some of their unique traits work, and others are left to be more desired. Use every bit of advantage you have with this army, even if its just to have one Chosen unit to capture an objective while adding anti tank firepower to your warband. Similarly, keep a few of your squads cheep, and only upgrade those that needs it. If you&#039;re going use Black Legion as a fluff army, then by all means enjoy your Chosenwing, and show the universe how proud you are to be in the largest warband, and fight on for the Dark Gods of Chaos!&lt;br /&gt;
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===Crimson Slaughter===&lt;br /&gt;
Yes, the Chaos warband from Dark Vengeance that nobody had heard of before got their own supplement for some reason, and it&#039;s better than the one the 10,000 year old veterans get, to boot.&lt;br /&gt;
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*&#039;&#039;&#039;Harbingers of the Tormented&#039;&#039;&#039;: All models in the detatchment have Fear. It&#039;s a nice little bonus, but it&#039;s not going to win you any games.&lt;br /&gt;
*&#039;&#039;&#039;Slaves to the Voices&#039;&#039;&#039;: Possessed are troops instead of elites, and they roll on a different mutations table from the one in the Codex, gaining either Shrouded (includes their vehicle if they&#039;re in one), Beasts or a 3+ invul save and Rending. The new mutations table is flat out better than the old one, and the ability to take Possessed as scoring units outside of the overcrowded elites section makes them seriously worth considering.&lt;br /&gt;
*&#039;&#039;&#039;Draznicht&#039;s Ravagers&#039;&#039;&#039;: One unit of Chosen can be upgraded so that its Champion has the Preferred Enemy rule, for 10 points. Pretty meh, but if you&#039;re taking Chosen anyway, then why not. Remember, it only applies to the Champion, so if he dies the rest of the squad loses the buff. Plasma Chosen say &amp;quot;HI!&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Renegades of the Dark Millenium&#039;&#039;&#039;: Only Berzerkers, Plague Marines and Noise Marines may take Veterans of the Long War. Supposedly because the Crimson Slaughter are a renegade chapter, while the cult troops in their ranks are mostly mercenaries from the Traitor Legions. Aside from some Leadership problems, its not going to affect your game much, and it&#039;s a far better &amp;quot;price&amp;quot; than the BL&#039;s mandatory veteran tax.&lt;br /&gt;
====Warlord Traits====&lt;br /&gt;
*&#039;&#039;&#039;1: Murderous Hate&#039;&#039;&#039;: Warlord and his unit have Hatred, and get to reroll misses in CC against Dark Angels units (because Dark Angels needed more help dying)&lt;br /&gt;
*&#039;&#039;&#039;2: Maelstrom of Torment&#039;&#039;&#039;: All enemy units within 12&amp;quot; of the Warlord suffer a -1 Ld penalty, and a -2 Ld penalty to any Fear tests they take. Anything vulnerable to Fear left in this game is going to fail those tests anyway, but whatever.&lt;br /&gt;
*&#039;&#039;&#039;3: Maddened Rage&#039;&#039;&#039;: Rage and Furious Charge. If there&#039;s an enemy unith within 12&amp;quot; in the beginning of a shooting phase, you don&#039;t get to shoot and must charge them the following Assault phase, if possible. Unfortunate if your Warlord is shooty, pretty sweet otherwise.&lt;br /&gt;
*&#039;&#039;&#039;4: Merciless Slaughterer&#039;&#039;&#039;: Warlord and his unit have Crusader.&lt;br /&gt;
*&#039;&#039;&#039;5: Spectral Assailants&#039;&#039;&#039;: Enemy models in base contact take D6 S3 AP hits at Initiative step 10 of each Assault phase.&lt;br /&gt;
*&#039;&#039;&#039;6: Pall of Mists&#039;&#039;&#039;: Warlord gets Shrouded. Pretty gud if you&#039;re not already getting it from a Mutation roll (see below)&lt;br /&gt;
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====Relics of the Crimson Slaughter====&lt;br /&gt;
*&#039;&#039;&#039;Crozius of the Dark Covenant&#039;&#039;&#039;: A power maul. All friendly Crimson Slaughter units within 6&amp;quot; of the bearer get the Zealot rule.&lt;br /&gt;
*&#039;&#039;&#039;Blade of the Relentless&#039;&#039;&#039;: Basically a power sword that makes its bearer stronger as he kills shit. 1 kill grants +1 Str, 3 kills grants AP2, 5 kills grants another +1 Str, and 10 kills grants Instant Death. Not that great, considering it&#039;s 30 points. Have a Sargent take the challengefor at turn so you can kill off some grunts then take over when he dies or &#039;glorious intervention&#039; into his place with a AP2 +1 strength sword.&lt;br /&gt;
*&#039;&#039;&#039;The Slaughterer&#039;s Horns&#039;&#039;&#039;: Furious Charge, Rage and Hammer of Wrath for 15 points. Cool.&lt;br /&gt;
*&#039;&#039;&#039;The Balestar of Mannon&#039;&#039;&#039;: Sorcerers only. Grants the bearer DIVINATION and re-rolls on failed Psych tests. However, he doesn&#039;t get any modifiers to Deny the Witch rolls for being a Psyker. Still, Divination is pretty fucking sweet.&lt;br /&gt;
*&#039;&#039;&#039;Daemonheart&#039;&#039;&#039;: 2+ Armor Save and It Will Not Die. Can&#039;t be taken by a Daemon Prince, which limits its usefulness somewhat.&lt;br /&gt;
*&#039;&#039;&#039;Prophet of the Voices&#039;&#039;&#039;: Makes your IC a Possessed, basically. He gets Daemon, Fearless and Fleet, plus rolls on the new mutations table mentioned previously. Can only join units of Possessed. Allows for some really rapetastic combos, especially if you roll lucky on the Warlord Traits and Mutations tables, though the choice between going solo and having a posse of Possessed is pretty limiting.&lt;br /&gt;
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====Tactics====&lt;br /&gt;
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For shits and giggles and a nigh unkillable, dead killy Chaos Lord, equip him with Blade of the Relentless, The Slaughterer&#039;s Horns, Daemonheart, Sigil of Corruption, Mark of Tzeentch, and Disc of Tzeentch - Plasma pistol/Powerfist optional. Sure, a bit pricey but with 5/4 attacks base (3 attacks base statline, +1 for pistol(if taken) and +1 for the Disc) and 6/7 attacks on the charge (at Strength 7 AP2 with Instant Death if you get the BotR fully charged) he&#039;ll be murdering things left and right while shrugging off a lot of attacks with toughness 5 (thank you jetbikes!), 2+/3++ and It Will Not Die! Tag alongside bikers as meat shields (or a/two Maulerfiend(s), hell, even Chaos Spawn) and challenge takers. NOTE: Avoid S10 weapons as he still lacks Eternal Warrior and can get insta-killed by one bad/naughty failed save. &amp;quot;Take from them everything. Leave behind only corpses.&amp;quot; GLORY BE TO CHAOS!!!!!!!!!!!!!&lt;br /&gt;
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==Allies==&lt;br /&gt;
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===Battle Brothers===&lt;br /&gt;
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*&#039;&#039;&#039;Black Legion:&#039;&#039;&#039; CSM don&#039;t benefit from Black Legion allies very much. Chosen are pretty shit (if you don&#039;t believe me then take a look at Sterguard Veterans) and the best thing you can get are an extra FA and HS slot and a character who has access to a different set of chaos artefacts. That&#039;s it. While it&#039;s better to consider other allies because they add different and better things to your army, BL allies are actualy highly recommended (or even a must) if you want to play pure CSMs. Extra HS and FA slots means less competition in those categories and suddenly some units become viable because you can take more of them. Example setups:&lt;br /&gt;
**2 units of Autocannon Havocs + 2 units of Obliterators: Very optimal setup, with 2 units dealing a lot of high Str shots, while 2 units have less shots but have more powerful weapons and are more flexible.&lt;br /&gt;
**2 Forgefiends + 2 units of Autocannon Havocs/2 units of Obliterators: Before if you wanted to run Forgefiends, you had to take 2 of them but in that case you&#039;d had only 1 slot remaining for Havocs or Oblits. Not anymore.&lt;br /&gt;
**2 Helldrakes + 2 units of Spawns: 2 Helldrakes and 2 very fast and annoying units, what&#039;s not to like?&lt;br /&gt;
**12 Obliterators: Iron Warrior players, do you like your 9 Obliterators? Yes? Well now you can have 12! Sadly it&#039;s unlikely that you&#039;ll have enough points for this combo in games smaller than 2000 points.&lt;br /&gt;
**[[troll|4 Helldrakes:]] I know what you&#039;re thinking. In fact this was the first thought you had when you&#039;ve read &amp;quot;an extra FA slot&amp;quot; Don&#039;t do it. Not only is it unreliable (reserve rolls can be a bitch) but you need to consider this: is an extra Helldrake better than, say, 2 Vendettas or 2 Necron Croissants? I don&#039;t think so. So basically you take an extra Helldrake if you really, really hate other people. You sadistic motherfucker.&lt;br /&gt;
**&#039;&#039;&#039;Alternative Opinion:&#039;&#039;&#039; Chosen as troops have some advantages. Camping squads with 5 plasmas on an objective makes for a much more defensive game. Sometimes it&#039;s nice when the enemy has to run to you.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Daemons:&#039;&#039;&#039; New Daemons Codex! Soul grinders of Nurgle are now unspeakably awesome because they automatically have a 5+ cover save due to shrouded and have 4 HP with AV 13! Fantastic mobile cover, and they pack a punch, too! Troops are no longer obscene amounts of points in this codex, either, and heralds are fuckcheap HQ units; the mandatory units in an allied detachment can cost as little as 135 points, meaning you could take Soul Grinder support in lists as small as 1000 points and still be none the worse for wear. Meanwhile, bloodthirsters follow the flying monstrous creature rules and have WS 10 (10!). Lords of change are mastery level 2 psykers by default, level 3 with the upgrade (which you will always take) and can take either Tzeenchy witchfire powers to give your enemy feel no pain or Divination powers to be useful (Divination is probably better in a shooty CSM army because of Prescience). Daemons are by far the best allies you can take simply because they bring Divination.&lt;br /&gt;
**Protip: Wanna make your Bloodletters or Daemonettes actually survive so they can reach combat? Run them straight towards the enemy every turn, then park a rhino in front of them and block all incoming fire! Then deliver your delicious, demonic payload right into those helpless loyalist corpse-fuckers&#039; sphincter!&lt;br /&gt;
***Careful when taking a Daemons army as the allied detachment, you can only take one HQ, and you only get four heralds per HQ slot if Daemons are your primary detachment. This means a Daemons allied detachment can only bring one divination-user. The three options are Fateweaver, a Lord of Change, or a Herald of Tzeentch. The herald is only suggested if you put him with something other than horrors if your goal is to give prescience to your CSM as prescience is usually best used on the horrors in this situation. &lt;br /&gt;
**&#039;&#039;&#039;Icons&#039;&#039;&#039; Also, friendly &#039;daemons&#039; can get more accurate deepstrikes off daemonic icons. This does still work for warp talons (&#039;blind&#039; bursts near the enemy, you say?) and obliterators. You still scatter D6&amp;quot;, but that&#039;s not &#039;&#039;that&#039;&#039; bad.&lt;br /&gt;
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*&#039;&#039;&#039;Renegades &amp;amp; Heretics (Forgeworld)&#039;&#039;&#039; - probably the most obvious one for both fluff and functionality. You get to combine the Helldrake AND Hydra flak tanks and DOMINATE the skies. As battle brothers your characters can join each others squads and/or benefit from each others abilities, so you can have an impressive number of psykers buffing each other up. Dark Apostles can make your massively combined renegade squads fearless &amp;amp; zealots and Warp Smiths can fix up your multitude of tanks that you&#039;ll probably have. Your big platoons/troops choices don&#039;t need to take up several FOC slots so can generate a considerable amount of cheap bodies.&lt;br /&gt;
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===Allies of Convenience===&lt;br /&gt;
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*&#039;&#039;&#039;Imperial Guard:&#039;&#039;&#039; WOOOOOOOOO LOST AND THE DAMNED... sorta. In any case, strange fluff issues aside (Commissars allied with Chaos? Shut up and convert them into Apostates!), allying with Impy Guard nets you a ton of awesome tanks and a ton of &amp;lt;s&amp;gt;squishy meat shields&amp;lt;/s&amp;gt; fire support. And remember, with platoons and vehicle squadrons, you don&#039;t really need to worry about how many you can take. To be fair, this is sorta why Cultists are in the book, &amp;lt;s&amp;gt;but... but... but... Lost and the Damned!&amp;lt;/s&amp;gt; but Guardsmen are better at that role, &amp;lt;s&amp;gt;as well as being kind of more thematic&amp;lt;/s&amp;gt; if you want thematic, take Renegades instead - if you really wanted to emulate the scrappy non-Traitor-Guard Cultist vibe, use Penal Legion Squads.  Also [[Leman Russ]]es and [[Manticore Rocket Launcher|Manticores]].[[Deathstrike Missile Launcher|The biggest middle finger to imperialfags]] you can encounter is worthnoting also!&lt;br /&gt;
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*&#039;&#039;&#039;Necrons:&#039;&#039;&#039; Use to easily fill in the gaps you&#039;re army might be lacking in the anti-vehicle department. An Overlord with a court of several Res-Orb Lords and two full squads of warriors (hopefully with lightning or destruction crypteks) are durable and take down vehicles. Use them as Living Metal shields.  Can also contribute a few fantastic fliers: a night scythe can put a squad of warriors and a volt-tek lethally close to an important vehicle while simultaneously burning anything else in the sky (point for point).  The Doom Scythe is more of a mixed bag.  While its death ray can slice apart an entire formation of tanks in one ray, your Heldrake outclasses it for anti-infantry work for five fewer points.  Best answer: bring both.&lt;br /&gt;
**If you plan to field a largely deep-striking army you owe it to yourself to check out Nemesor Zandrekh.  His Phased Reinforcements ability doesn&#039;t specify &#039;crons only: as soon as a single enemy arrives from reserves you are within your rights to swamp it with Heldrakes, Night and Doom Scythes, and even deep-striking mutilator teams and/or Abaddon himself (all of which will be able to charge as soon as the enemy ends his suddenly-frantic turn).  Be prepared for your opponent to punch you if you ever mention this tactic again. &lt;br /&gt;
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*&#039;&#039;&#039;Orks:&#039;&#039;&#039; The basic ork are like the cultists, but made worthy. Can be used to screening, in the FieldMek/&amp;quot;biggest ork/grot blob avaliable&amp;quot;, (sort of) vanguard in the Warboss/Nobz/Battlewagon or the Bike Warboss/bike Nobz. Also a XBAWSHUEG blob of Lootas can do a good anti-air unit (they go usually at 5+. Going 6 is no great loss).&lt;br /&gt;
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*&#039;&#039;&#039;Tau:&#039;&#039;&#039; NEW CODEX!!!!!! Pretty good choice. First take a Cadre Fireblade and a minimum squad of Firewarriors. Followed by a MOTHERFUCKING RIPTIDE, THIS BABY WILL SHIT DOWN THE NECK OF ANY IMPERIAL DOG!!! For extra brownie points align your MOTHERFUCKING RIPTIDE to your preferred Chaos God. For extra, extra brownie points replace the giant burst cannon on your Slaanesh Riptide with a huge dildo. If you want to be a dick, take sensor towers and make any three of your squad&#039;s weapon twinlinked. Yes, it would work on any allies, not only battle brothers. Heck, you even can twinlink enemy squad just for S&amp;amp;G. Worth mentioning, that Broadsides with velocity trackers are near the best anti-air in the game, and one of the few capable of penetrating damn Caestus ram.&lt;br /&gt;
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===Desperate Allies===&lt;br /&gt;
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*&#039;&#039;&#039;Dark Eldar:&#039;&#039;&#039; This could be a good (or at least interesting) pairing, with Plague Marines and massive Cultist blobs holding down the objectives while the Dark Eldar range ahead and blow things to pieces. Don&#039;t worry too much about the whole Desperate Allies thing; Chaos Marines don&#039;t have that many abilities that would benefit the DEldar, and the DEldar are usually so much faster than the rest of CSM (with the exception of the Heldrake and maybe the Maulerfiend) that you don&#039;t need to worry about the whole One Eye Open, &amp;quot;we won&#039;t work within 6&amp;quot; of you&amp;quot; thing.&lt;br /&gt;
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==Building your Army==&lt;br /&gt;
The same fucking advice /tg/ gives for everyone: Start with 2 troops and a HQ choice. Recommendations include a Chaos Lord and 2 basic Marine squads with [[METAL BOXES|Rhinos]].&lt;br /&gt;
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The Chaos Marine Battleforce Box is a good start, giving you a Rhino, Chaos Space Marine Squad, 5 Possessed and 3 Bikes. The old Battleforce (should you track it down) has a Rhino, Khorne Berserker Squad, enough bitz for 2 Chaos Marine Squads, and a 5-strong Possessed Squad which you can &#039;&#039;easily&#039;&#039; use to make a Chaos lord with any of the new options, give Chaos Champions Lightning Claws, all the stuff you only have one of in the Chaos accessory sprue. The four remaining Possessed you can use to make the five man Chaos marine squad into a nine man one. &lt;br /&gt;
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The Chaos Marine Attackforce box is a even better start, giving you A Rhino, a Chaos Space Marine Squad, 5 Raptors/Warp Talons, 1 Forge Fiend/Mauler Fiend, 1 Lord/Sorcerer in Terminator Armor and 5 Terminators. This allows you to field a complete army at about 800-900 points if you split the Marines in two five man squads. If you want a quick start, get a second Marine box or a couple of Cultists from Ebay and you will have a complete playable (Although not the most competitive army). If you really like Dinobots, Terminators and Raptors, get a second box and you will be able to fill 2/3 of the Force Organization Chart and land at about 1800 points for only about £300.&lt;br /&gt;
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Another option is to buy the Dark Vengeance box and turn all the Dark Angels into fallen, &amp;lt;strike&amp;gt;what the fuck are you talking about, all Dark Angels are loyal to the Empr...&amp;lt;/strike&amp;gt;{{BLAM|&#039;&#039;&#039;*CHOP, REND, TEAR, PAINFUL SCREAMING*&#039;&#039;&#039;}} As we were saying before the Emperor&#039;s lapdog tried to edit this section, you can use the whole Dark Vengeance pack to make yourself a Chaos army, just scratch the Aquila signs add some chaos sigils and a few spikes with green stuff for extra effect.&lt;br /&gt;
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From there, it takes a bit of planning and experimentation. Chaos Space Marines differ greatly from their loyalist counterparts in that they are less forgiving of fuck ups. That is to say what works against one opponent will not likely work against another. Units like Plague marines, Zerkers, Or raptors are generally all around useful against any opponent so you can almost never go wrong with buying a box (or two in the case of raptors). Some players swear by some units while others think they are shit.  &lt;br /&gt;
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One thing to keep in mind is even your basic troops can start getting VERY expensive once the upgrades start piling up. A basic Marine can go from 13 to 19 or higher per model once you start adding on a close combat weapon, mark, Veterans of the Long war, icons, etc. As players of full cult lists already know, this will lead to being outnumbered very frequently. Finding the balance between quantity and quality in a army full of options and strong expensive units is key. Consider using allies with cost effective troops to counter this. For example, take a tau detachment with 2 large teams of fire warriors (or one with a large horde of kroot) with a hammerhead and fuck you (fireknife) suits to hold the back line.&lt;br /&gt;
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==Tactics==&lt;br /&gt;
[[Category: Warhammer Tactics]]&lt;br /&gt;
*&#039;&#039;&#039;From the Walls :&#039;&#039;&#039; Real simple, Ahriman/Huron + 3-5 special nuggets of fun (any infantry squad with a special weapon or two works, Plague marines, terminators, and 1ksons work best) mounted in dedicated rhinos or LRs. Using the D3 infiltrate rule hold as much of your rhino mounted units in reserve, the models that are given infiltrate will instead have outflank. Turn 2-3 three you come out of the very walls them selves surrounding your opponent. Add a dedicated termie LR for added fun. Take Comms relay or fail miserably.&lt;br /&gt;
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*&#039;&#039;&#039;Slaanesh Party Bus :&#039;&#039;&#039; Ten Chaos Space marines with the Mark of Slaanesh, Icon of Slaanesh, two Melta Guns,Champion with Melta-Bomb, and a Rhino (Veterans of the Long War is optional). Congratulations, any enemy vehicles you encounter will go down faster than Sisters of Battle in Matt Wards next codex. Even Walkers are going to have a hard time, as you&#039;re initiative 5, meaning even if that Dreadnought gets into combat, it&#039;s not an instant loss for you. I&#039;d suggest you also add in a Chaos Sorcerer, but don&#039;t make him too expensive. &lt;br /&gt;
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*&#039;&#039;&#039;Dick in a box :&#039;&#039;&#039; minimum-size Noise Marine squad, with a blastmaster or two. Put them in a METAL BAWKS and camp it behind some cover. Works very well if your opponent is lacking on deep assault units. Drink his tears as you blastmaster his troops off the table with Str 8 AP 3 blasts that ignore cover while he is unable to retaliate. &lt;br /&gt;
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*&#039;&#039;&#039;Abbadon&#039;s Choo Choo Chosen:&#039;&#039;&#039; Using the Warmaster&#039;s ability to take Chosen as troops, This tact is very silly and a little hard to play with. Bring nothing but Chosen squads, geared how you like (but bear in mind they&#039;re expensive as all hell). The dam things can take 5 special weapons, that&#039;s possibly &#039;&#039;&#039;5 MELTAGUNS!&#039;&#039;&#039;. Alternatively you can give up to 4 of those special weapons for fists/claws/power weps. Cram squads of 10 of them in rhinos and gear them how you want them to function. If you have any points over after that, give Abby a nice big raider with some pals to keep him company. If you cant afford that, Deep strike him with Termie pals. NEVER make him foot-slog unless your trying to scare the enemy and make it divert its fire to him. Have fun with your army composed entirely of overpriced veterans. NOTE: With the Black Legion Supplement, you can now run this list WITHOUT Abbadon. Enjoy some extra points and kit out a Chaos Lord with some new wargear and terminator armor instead. Have fun! Or, if you have some spare points (How the fuck did you do that!?!?!) you can instead upgrade some Terminators with +1 WS +1 BS skill for six extra points if you took Abbadon. Throw them with him and engage trollface, doubly so if you also gave them FNP with the Icon of Excess. Every unit in your army has to take Veterans of the Long War if it can though.&lt;br /&gt;
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* &#039;&#039;&#039;The Drop-and-Spray:&#039;&#039;&#039; No longer a Tzeentch-only tactic thanks to the new book, you can drop and spray with a ton of new units! You can go the old termicide route and hide a lord with a squad of Terminators (preferably with combi-meltas/combi-flamers and either a Reaper Autocannon Terminator or a Heavy Flamer terminator), or you can take him in a squad of oblits, raptors or warp talons. Shit, a sorcerer will also do well in a WT drop - fuckin&#039; A you can pick and choose what to drop! Recommended are WT&#039;s though just to make sure that you won&#039;t get shot up when you thread the needle extra close and if you&#039;re brazen as fuck. Sadly, icons no longer help, so be sure one of your characters has a dimensional key, then deep-strike EVERYTHING right into rapid-fire range. Between the Bolters and special weapons of the Terminators and raptors, Oblit dakka and then the ensuing charge from the warp talons, you will annihilate an &#039;&#039;army&#039;&#039; on a good roll; yeah, feels good! Marks of Tzeentch or Nurgle will help ensure your squads survive to continue to be a pain in the ass for the rest of the game, one that enemies will [[DISTRACTION CARNIFEX|devote a truly &#039;&#039;ridiculous&#039;&#039; amount of firepower to destroying]] (especially in the case of the Terminators) - to very limited avail. [[Just as planned]].&lt;br /&gt;
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* &#039;&#039;&#039;Maximum Fuck:&#039;&#039;&#039; Like above, this one is also not just for Khorne anymore. Coined for the name of an [[Angry Marines]] battle barge, this attack solves the problem of getting squads into close-combat in the &#039;&#039;least&#039;&#039; efficient way possible; grab a fully-kitted-out Berserker squad (Lord optional but recommended) or Terminators, and shove the lot of them into a (possessed) Land Raider. (note that possessed vehicles nom a RANDOM unit embarking onto it, so be wary) Be sure that the squad has an Icon. Zoom into close range, using the Land Raider&#039;s assault vehicle trait to ensure your troops arrive to thrust [[FATAL|deep into the soft moist folds of your opposition]]. Icons don&#039;t help with deep strike anymore, so be sure you squeeze an HQ with the dimensional key into that troupe to make this work.  &lt;br /&gt;
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* &#039;&#039;&#039;Cut and Thrust:&#039;&#039;&#039; (Slaanesh-Only) Simple, simple, simple. Grab a 10-strong squad of standard Chaos Marines, load them up with a pair of flamers, an Icon of Slaanesh, and give their Aspiring Champion a Power Weapon and (optionally) Melta Bombs. Give them a Metal Box. With Initiative 5, they will strike before the vast majority of enemy troops, and their access to Flamers will add a shitton of hits to the shooting phase as they rush in. When they arrive, you should have precious little trouble dispatching most enemies that aren&#039;t dedicated close combat troops, and it&#039;s fairly frightening just how cost-effective this can be if exploited correctly. Take the Icon of Excess, FFS; Bile them up and they&#039;re even more insane.&lt;br /&gt;
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* &#039;&#039;&#039;Sonic Bunker:&#039;&#039;&#039; (Slaanesh preferred) This is a trick that heralds back to [[Fish of Fury|the old days]]. Take 2 squads of fully pimped out noise marines or two squads of CSM, kitted out for shooting. Stick them in a possessed box each. Drive the boxes forward and unload your marines. Open fire on anything available. Then turbo boost the boxes into a Chevron formation around your noise marines. On the next turn, drive back and let the noise marines shoot again. Then turbo boost in again to cover them. This isn&#039;t quite the dickery that Fish of Fury used to be but it is still effective and with the noise marines ignoring cover, things to downhill in a hurry for the enemy. The one downside to this trick is it&#039;s expensive points wise. But, if you do pull it off right, it will dominate the entire battlefield.&lt;br /&gt;
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* &#039;&#039;&#039;Breaker-Bunker:&#039;&#039;&#039; (Universal/Tzeentch) An untested formation designed to maximize survivability in high-point games. Designed to get your troops where they need to go (usually straight into enemy lines, hence Breaker). Focuses on four vehicles: two Rhinos, a Vindicator, and a Land Raider. Two Troops, one for each Rhino, Termies in the Raider, and a Sorcerer or Lord with the Termies. Everything should have Possession except the Raider (for accuracy), and all vehicles have Havoc Launchers. Dirge Caster the Raider and Vindicator, and give the Raider Dozer Blade. Set up the Vindicator with the Rhinos to either side and Raider directly behind, in tight formation (hence Bunker). Send this pain-train right towards points or gunlines. Get as close as possible to the enemy, then dump a Demolisher shot onto the enemy lines and move the Raider (and possibly Rhinos) past the Vindicator and Tank Shock/disembark everything. Watch chaos ensue. I chose to put Thousand Sons and a Sorcerer in for a shooting and invo boost to the army; and because leaving enemy units far-flung and transportless with two Bolt of Change-sniping Rhinos is great fun. The Sorcerer drops out with Warptime, Gift and Wind of Chaos to deal with tarpits and ICs alike, and comes with four wound-allocating Termie Champions. Three Chainfists, a pair of Lightning Claws, a combi-Melta, a Heavy Flamer, and a Mark of Tzeentch between the four of them. Versatile, but still good at chewing up general close combatants. Melta-bombs in all core squads just for dealing with tanks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tank-Tics&#039;&#039;&#039; - Just because Chaos tanks aren&#039;t quite on level with the [[Leman Russ Battle Tank|greats of the Imperium]] doesn&#039;t mean they&#039;re slouches - they cost little and have lots of armor. For big lulz, load up three Predator Tanks with all the trimmings and bring them into a 1500-point game. Unless the opponent plays Dark Eldar or is loaded with anti-tank weapons, they&#039;ll have precious little that can deal with 450 points of AV13 front armor making a pain in the ass of itself. If points is an issue, drag in the default versions instead, which give you a lot of dakka to throw around for 300 points.&lt;br /&gt;
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* &#039;&#039;&#039;[[Dark Mechanicus]]&#039;&#039;&#039; - No longer limited to Apocalypse or Forge World-friendly games, as Maulerfiends, Forgefiends, Heldrakes, the new-and-improved Helbrutes, and the returning Defilers crush your enemies! From Forge World, there&#039;s also the Blood Slaughterers, Decimators, and Plague Hulks; take as many as you want and KILL! &lt;br /&gt;
**For non-Forge World games: Grab a Warpsmith and a couple of Helbrutes, supported by a shooty Defiler or Forgefiend, and march them up the center of the board. Maulerfiends can take out enemy tanks or fortifications with their Magma Cutters, and Heldrakes clear the skies. &lt;br /&gt;
**For Forge World games: Take Blood Slaughterers in squads with Impalers, aided by Defilers and Decimators tooled for shooting. Obviously, this build will be pricey (like &amp;quot;won&#039;t be able to play in 2000 pts or under&amp;quot; pricey) because you will need a squad of both Plague Mehreens and &#039;Zerkers if you want a Plague Hulk or Blood Slaughterers, respectively. Otherwise, use the Forgefiends or Defilers to lay down fire support and the Drake to Vector Strike death from above.&lt;br /&gt;
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* &#039;&#039;&#039;The Blitz(Apoc Only)&#039;&#039;&#039; - Flyers. NOTHING but flyers. Harbingers raining fire and death down on the enemy while lascannon-carrying Hell Talons zoom around breaking things like Hydras and Lightnings and Hellblades mop up the survivors. Much like the [[Dark Eldar]], this tactic is pure undiluted [[rape]] if used correctly but you are going down in flames if you make even a single mistake.&lt;br /&gt;
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* &#039;&#039;&#039;Angel Dust&#039;&#039;&#039; - +501 pts very dakka add on. Easy, easy, easy: 10 Noise Marines, all but two with Sonic Blasters. Give the last normal dude a Blastmaster and a power sword/Doom Siren combo for the Champion. Put in Icon of Excess and Rhino with Havoc Launcher. Add 5 Thousand Sons + Aspiring Sorcerer to soak up Battle Cannos&#039; shells and bolter down MEQs.&lt;br /&gt;
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* &#039;&#039;&#039;Brutesmith&#039;&#039;&#039; - 2+ Hellbrutes and one Warpsmith. Give the brutes a single power scourge (meaning anything that gets close enough will have their WS dropped by 2D3) and a missile launcher to deal with damn near any ranged threat. Use the smith to repair the brutes should they lose a weapon, get immobilized or just lose a hullpoint, thus ensuring that your enemy can keep hitting them and they will only ever get pissed off. If you want a meatier shield for the smith to hide behind, grab a defiler or a forgefiend. If you&#039;re REALLY paranoid about the warpsmith getting sniped, hide him in a squad of 10 marines with an icon of vengeance and some means to overwatch (like flamers and heavy bolters, autocannons, etc.) and a champ to take on challenges; Havocs work well in this role as do mobs of basic CSM.&lt;br /&gt;
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* &#039;&#039;&#039;Strike from the Skies&#039;&#039;&#039; - Tag-team 2+ Helldrakes with at least one Daemon Prince with wings. Give the Drakes Baleflamers and the Prince the Burning Brand of Skalathrax. There isn&#039;t much that can deal with 3+ vector-strikers dropping AP3 torrents everywhere; even if you come across Terminators, a Land Raider or a Monolith, you can always smash it with the Daemon Prince in close combat.&lt;br /&gt;
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*&#039;&#039;&#039;Why? Because I am Khorne and FUCK YOU:&#039;&#039;&#039; - Kharn The Betrayer will lead your forces into DEADLY, BLOOD-COVERED GLORY. Ingredients: 1.) Three squads of Khorne Berzerkers with Icons of Wrath. Why? BECAUSE RE-ROLLING TO CHARGE INTO THOSE SQUISHY GUARDSMEN!. That&#039;s why! 2.) MORE &#039;ZERKERS... Yes, at least three more... More... MOAR! (Warning, too many &#039;zerkers may create a rift in space-time; only use this tactic in games which can sustain such [[Chaos|chaos]]) 3.) Cultists. Yes, I said cultists, fighting with Kharn and his Bloody Buddy Brigade. Why? Well, if you slap a Mark of Khorne on them and make them run at shit until it dies (and if it won&#039;t die, throw more Cultists at it). Picture it. 35 cultists... Four attack dice per cultist (1A base +1A for two CCWs +2A for Rage with the MoK) equals 140 total dice...more dice then FUCKING ORKS! MOAR dice than your table has ROOM FOR! Throw this ten-thousand dice box of [[rage]] and watch the enemy fall from this flesh tinted rain of Chaotic DOOOM!&lt;br /&gt;
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* &#039;&#039;&#039;Bolter blob of fun:&#039;&#039;&#039; Very basic but effective tactic. 20-man CSM squad with bolters and no upgrades beyond an Icon of Vengeance. Think of it like you would think of a shooty cultist mob. Big, (relatively) cheap unit that throws out mass dice and takes several turns to kill. Walk around boltering the living fuck out of everything that moves. De-populate horde units. Drown MEQ and TEQ units in dice. Shit, you&#039;ll even make assault units think twice before they charge knowing that out of 40 shots on overwatch, at least a few are going to stick, and if they fail the charge then they&#039;re going to get the ever living fuck blasted out of them in the next turn. And then even after your opponent finally manages to finish it off, you can still engage your trollface and remind him that he just used up all that shooting (or assaulting) to deal with a cheapo generic squad while your other guys are still running around getting shit done. Remember, if he&#039;s focus firing on your bolter squad, then he&#039;s not shooting at your much more valuable havocs/terminators/characters/whatever. Basically this unit will make its points back no matter what it does.&lt;br /&gt;
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* &#039;&#039;&#039;THE WALKING DEAD:&#039;&#039;&#039; Simple yet trolltastic. Your army consists of Typhus, a couple of fun loving units of plague marines and a SHIT TON of plague zombies (and maybe some chaos spawn for added cheese). The idea is to deploy your zombies in as many horizontal lines as possible and march them towards enemy objectives. Nominate some of your opponent&#039;s characters to be Rick, Carl, Michonne and Andrea and make gurgling moans. Math-hammer dictates an average of 70 S4 hits to take out a unit of them and 105 S4 shots if they&#039;re in any decent cover. Deploy your army and engage trollface. &#039;&#039;&#039;Typhus&#039; warlord trait is Master of Fear. You&#039;ll have to take Huron, Ahriman, or another Chaos Lord and hopefully role for Master of Deception in order to get infiltrating zombies.&#039;&#039;&#039; Below 2000 points you can have 210 zombies...good in theory, awful in practice. Do you know how long it takes to move 210 models?!  , &lt;br /&gt;
&lt;br /&gt;
Or a bucket load of zombies, couple of squads of plague marines, a full squad of nurgle obliterators, couple of havoc squads (some with flak missile launchers, to deal with pesky Vendetta Gunships) and you&#039;re away. It will take a mega fuck ton of small arms to medium fire to have any chance of causing a dint on your lines. Along with Typhus flipping people the bird, with his troll-tastic Nurgle powers and you can have a play date with marine armies. For extra lols with a sprinkle of luck, cast Liquifying Ague on a squad of hammernators and watch as your zombies munch on his 200pt squad and only have a couple of pillows to hit back with. &lt;br /&gt;
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**&#039;&#039;&#039;Using Allies:&#039;&#039;&#039; Ally with [[Necrons]] for delicious night-fighting! Solar Pulse is unique wargear though, and you can only have one, since you can only have 1 allied HQ so only 1 court and 1 Solar Pulse. Night-fighting is guaranteed for one turn max unless you take Imotek, whose lightning will also hit your Zombies, though if you have a metric ton of them you won&#039;t really care. Additionally, regular Necron warriors and immortals love having a pus-dripping, organ-crunching wall to hide their melee-shy necrodermis behind.&lt;br /&gt;
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==Dataslate Formations==&lt;br /&gt;
With the new Helbrute Dataslate out, now you can finally get something approaching a use towards these giant lumbering things that aren&#039;t dreads!&lt;br /&gt;
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*&#039;&#039;&#039;Fallen Champions:&#039;&#039;&#039; Cypher grabs up to 3 Chosen Squads as Fallen goons.  The Chosen aren&#039;t much more useful than normal, as they lose a lot of stuff to use.  However, their use shouldn&#039;t be to much more than to guard Cypher himself as he fucks with people&#039;s shit.&lt;br /&gt;
** The Chosen cannot take Artefacts, Rewards, Marks, or Transports.  He can take Icon of Vengeance though.&lt;br /&gt;
** Chosen within 12&amp;quot; of Cpyher uses his leadership.  They also grab ATSKNF.&lt;br /&gt;
** Enemy Dark Angels with Inner Circle get Zealot against this squad.&lt;br /&gt;
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*&#039;&#039;&#039;Mayhem Pack:&#039;&#039;&#039; This formation of 3 brutes gives them all IWND (AWWWW YEAAAAA), Deep-Striking, and a shared roll on the Crazed table, even if they&#039;ve never been hit (Giving them a 2/3 chance of being rather useful, though it&#039;s still a crapshoot).  All-in-all, a rather decent way to boost their survivability, but not their usefulness.&lt;br /&gt;
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*&#039;&#039;&#039;Helcult:&#039;&#039;&#039; A Helbrute joins 2 squads of cultists.  This gives the brute some walking meatshields, though their use is...debatable.&lt;br /&gt;
** The whole group gets Rage.  However, any rolls of 1 from the brute get transferred to anyone else within 6&amp;quot; of him.&lt;br /&gt;
** The cultists get the Fearless USR by being near the giant hulk of Warp-machinery.  The moment he goes down, however, they exchange Fearless for Zealot.&lt;br /&gt;
** If the cultists block any incoming fire for the Helbrute, the giant thing gains a 3+ Cover save.  Each successful save kills one of the cultists, no saves allowed.&lt;br /&gt;
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*&#039;&#039;&#039;Helfist Murderpack:&#039;&#039;&#039; Out of the 5 Helbrutes in this formation, one of them must be designated a Champion, thus making them like a squad with a sergeant.  The Champion becomes a Character and gets the Aura of Dark Glory and the brutes within 6&amp;quot; can LOS! for the big guy.  The Champion also makes the entire squad choose what Crazed result they want instead of rolling it.  However, once he dies, not only does this Crazed selection end, but the others also get Rage.  While this sounds nice on paper, the issue is that they&#039;re still forced to footslog it all the way to the enemy, and a 5+ Invul and the ability to choose Fleet and Rage when they get hit is not going to help them out much with that.&lt;br /&gt;
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[[Category: Warhammer Tactics/Old]]&lt;br /&gt;
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{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics/Death_Guard&amp;diff=1011631</id>
		<title>Warhammer 40,000/9th Edition Tactics/Death Guard</title>
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		<updated>2026-05-20T15:45:59Z</updated>

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This is the current [[Warhammer_40,000/Tactics_(9E)|9th Edition&#039;s]] [[Death Guard]] tactics. [[Warhammer_40,000/Tactics/Death_Guard(8E)|8th Edition Tactics are here]].&lt;br /&gt;
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==Why Play Death Guard==&lt;br /&gt;
Grandfather [[Nurgle]]&#039;s favorite pus-sacks have their own Codex, and it&#039;s a solid mix of the fluffy and crunchy. You might not exactly be zipping across the board, but if you want a footslogging army that can shrug off almost anything the opponent can throw at them and retaliate with punishing short-range attacks (and have an obsession with the number 7), the Death Guard are the army for you. &lt;br /&gt;
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===Pros===&lt;br /&gt;
* Plague weapons make wound rolls reliable with easy access to re-rolling 1s, and can be buffed in several different ways.&lt;br /&gt;
* Excellent Toughness on average, and most of your army, including some of your vehicles, have Disgustingly Resilient, which is minus 1 to damage received to a minimum of 1&lt;br /&gt;
* Lots of debuffing auras to discourage choppy armies from getting too close to you.&lt;br /&gt;
* Your basic troops are T5 - which in this edition is a serious boon, as all but the most lethal of weaponry will still only wound them on 3s. You need a Demolisher Cannon to hurt them on 2s! All this combined with 2 wounds gives you have some pretty serious staying power. When you take an objective, expect to hold it until your opponent brings their heavy weapons to bear.&lt;br /&gt;
* Many of your units have ways of dealing mortal wounds, letting them bypass those annoying invulnerable saves.&lt;br /&gt;
* Mortarion is hilariously broken. Have fun.&lt;br /&gt;
* As the other army in the starter set and the Conquest magazine, alongside the Primaris Marines, it&#039;ll be easy to start up a collection. &lt;br /&gt;
* They are one of the most up-to-date lines of Chaos models.&lt;br /&gt;
* Pretty much your entire army has a bubble of -1 toughness which means you will be wounding most things in the game on at least a 5+ but usually on 3&#039;s and 4&#039;s.&lt;br /&gt;
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===Cons===&lt;br /&gt;
* Lack of ranged anti-armor on your infantry (cleaver with 3A S8 AP -3 1d6 damage is ok in melee and deathshroud are great now); your only viable anti-armor options come in the form of expensive daemon engines and a handful of vehicles.&lt;br /&gt;
* The infantry that makes up the bulk of your army is SLOW. Most units have 5&amp;quot; of movement at most. And since rhinos and land raiders do not have disgustingly resilient, they will be focused with all manner of damage 2 weapons.&lt;br /&gt;
* Practically no &#039;&#039;designated&#039;&#039; long-range fire units outside of vehicles (except the plague burst crawler, which is now a nice tool in this category).&lt;br /&gt;
* A slight lack of rerolls; only 4 units have access to them (5 if you count the Termie Lord apart from the normal Lord). This is a much bigger problem in the infantry-heavy Death Guard with high numbers of troops and several back-sitting long-range fire support options in the codex... Even more now that you are limited to one Lord of the Death Guard by detachment.&lt;br /&gt;
* Disgustingly Resilient was changed to reduce the damage of all weapons by 1. While this is a pro against high-damage weaponry, this also means you lose a 5+++ Feel No Pain from any wound you take from 8E. This means your army is more vulnerable to Mortal Wounds, and the few FNP options you have are a 6+++ from a Plague Surgeon, Poxwalkers, or a 5+++ Warlord Trait that Mortarion has.&lt;br /&gt;
* Most of the mortal wounds you deal out require you to be very close if not in melee range, putting your units at risk against fast, shooty armies like the Eldar as well as flyers in general.&lt;br /&gt;
* A slim codex means few options, you&#039;re obviously not taking cultists over poxwalkers which leaves you with just Plague Marines and Poxwalkers as your troops. You have some options in the other slots but realistically you know which models you&#039;re taking. Most people aren&#039;t going to take a predator over a plagueburst crawler and they&#039;ll leave the land raider on the shelf.&lt;br /&gt;
* You &#039;&#039;&#039;are&#039;&#039;&#039; &amp;quot;That Guy&amp;quot; for taking Mortarion.&lt;br /&gt;
Geedubs recently (winter 2022) decided to nerf our few truly good units without dropping prices on Plague Marines. (Summer 2022) Poxwalker are back at 5 pts model and you can take a free special weapon per squad of Plague Marines.&lt;br /&gt;
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====How to handle these cons====&lt;br /&gt;
* You should imagine playing a DG army as slow-growing but potentially lethal tumor. Sure, we are slow, but we can utilize Spawn, Possessed, Tanks or flying DPs to move ahead of the main wave and cause dissent before the rest catches up into mid-range to cause maximum damage.&lt;br /&gt;
* If you had Bikers, Helturkeys, and Obliterators in 7E and want to use them in a DG army, you still can, but they must be restricted to a separate detachment of vanilla CSM (if you want your DG to keep Inexorable Advance and Plague Host). In addition, nothing stops you from painting your Bikers in DG colors and running them with rules for regular CSM Bikers, so get creative! It&#039;s all about [[your dudes]]! Bear in mind that this is forbidden in Tournament play.&lt;br /&gt;
* Transports can help our slow-moving troops to get across the board, but most of them don&#039;t have Disgustingly Resilient. [[Rhino|Metal Boxes]] are not as good as they used to be. Taking transports has always been a tactical choice, but now more than ever. This subject is a bit of a [[skub]] depending on who you ask and on the kind of terrain you usually play on. I suggest experimenting with having more troops, but no transports OR 2-3 transports, but fewer troops. There is always a sweet spot in balance that Papa Nurgle would approve. If you have a LoW slot to spare and can afford Forge World, the Hellforged Spartan Assault Tank is a perfect solution to the transport issue. &lt;br /&gt;
*Opinion on transports. Put a plague marine squad (7 if you&#039;re feeling fluffy) and characters to fill the rest of its capacity. Counts as 1 unit drop during deployment while deploying as many as 4 units inside. This can help you move up the board and fire what long range weapons you can. Start the game on your own terms.&lt;br /&gt;
*Another opinion about transports. First of all, without disgustingly resilient, they will be focused with 2 damage weapons, you can see them as functionally 5HP in death guard.&lt;br /&gt;
**But at the same time, even a destroyed rhino is useful: when you disembark, you have gain 3&#039; move for what&#039;s inside. It seems pointless... But it&#039;s actually huge: with this and the 5+1d6&#039; move of your plague marines, you are now sure to reach a middle field objective. And you win or lose by objectives. Question is: are you ready to pay ~90points for 5HP T7 3+ armor and the certitude to be able to reach T1 the middle board? &lt;br /&gt;
*An option for a slightly less expensive long range anti tank than predators (as long as you don’t mind taking an allied detachment or two) to take some R&amp;amp;H Disciple/Command squads with las cannons or missile launchers. A second much less expensive option is renegade heavy weapon squads with las cannons, they’re cheap but they will miss more often than not.&lt;br /&gt;
*Consider taking a Sorcerer on a Palanquin (Legend) or an Index Daemon Prince (totally not a Legend), or alternatively allying with a CSM sorcerer, with warptime and 1 other power (Prescience is a good pick). Dark Hereticus powers affect Heretic Astartes, rather than [Legion] models, so it will buff your Death Guard. The ability to move an appropriately killy unit twice in an army as slow as DG can make a huge difference in getting your guys where they need to be, when they need to be there.&lt;br /&gt;
*Battle maps are now smaller in 9th making our short range anti tank better&lt;br /&gt;
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==Special Rules==&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt:&#039;&#039;&#039; &amp;lt;s&amp;gt;So the Q2 2022 Balance Dataslate rang in just to show us all how much GW fucking LOVES Space Marines, and the Death Guard in particular have plenty to love about it. This reduces the AP of any damage they take by 1 unless they take shields (which you can&#039;t) or some other AP mitigation power. Now, since Disgustingly Resilient only mitigates damage, this makes your army even harder to shift as even the usual counter of plasma guns are now even less likely to damage you.&amp;lt;/s&amp;gt; REMOVED AS OF THE Q1 2023 DATASLATE.&lt;br /&gt;
*&#039;&#039;&#039;Diseased Minions:&#039;&#039;&#039; You can&#039;t take more {{W40kKeyword|Poxwalker}} or {{W40kKeyword|Plague Follower}} units than you have {{W40kKeyword|Bubonic Astartes core infantry}} units in a detachment. Pretty much there to stop small games where you have a plague lord and one pack of plague marines while all your troops are cultists/zombies.&lt;br /&gt;
*&#039;&#039;&#039;Infernal Jealousy:&#039;&#039;&#039; The khayoss equivalent to Chapter Command. You can only take one {{W40kKeyword|Lord of the Death Guard}} and one {{W40kKeyword|Daemon Prince}} in a detachment.&lt;br /&gt;
**This means if you take a detachment requiring two or more HQs, you absolutely have to take a psyker.&lt;br /&gt;
*&#039;&#039;&#039;Foetid Virion:&#039;&#039;&#039; Chapter command part two. You can take up to three {{W40kKeyword|Foetid Virion}} units (Plague Surgeon, Tallyman, Noxious Blightbringer, Putrid Foulspawn, and Biologus Putrefier) units in a single Elites slot as long as they all have different datasheets. This lets you essentially run as many as you want in a single Detachment, which is pretty great.&lt;br /&gt;
* &#039;&#039;&#039;Inexorable Advance&#039;&#039;&#039;: If your army is Battle-forged, all {{W40Kkeyword|Bubonic Astartes}} units in Death Guard detachments gain this ability, which is actually multiple abilities:&lt;br /&gt;
**They count as stationary if they didn&#039;t fall back or advance in your previous Movement phase, which every bolter armed unit in your army benefits thanks to Malicious Volleys giving double shots with bolt weapons since you count as not moving. &lt;br /&gt;
***Plague Marines and non-Termi Chaos Lords can move and shoot their bolters and combi-bolters, respectively, at 24&amp;quot;.&lt;br /&gt;
***Blightlord Terminators can move (including deep strike) and shoot their reaper autocannons without penalty.&lt;br /&gt;
**{{W40Kkeyword|Vehicle}}s don&#039;t suffer penalties for firing Heavy weapons while engaged.&lt;br /&gt;
***It is important to note that [[Derp|none of the daemon engines benefit from this rule]] as none of them have {{W40Kkeyword|Bubonic Astartes}} and rhinos/land raiders still can&#039;t dump their load after moving.&lt;br /&gt;
***This means your Rhinos get literally no benefit even though they get the ability - they don&#039;t have Malicious Volleys, so their bolt weapons don&#039;t benefit from the first ability they get, and their only Heavy weapon has Blast, so they don&#039;t benefit from the second ability they get.  Your Helbrutes, Land Raiders, and Predators will benefit on some of their Heavy weapons if they end up shooting while engaged.&lt;br /&gt;
**{{W40Kkeyword|Infantry}} ignore modifiers to move characteristics, advance rolls, and charge rolls.&lt;br /&gt;
***This lets your infantry ignore difficult ground - Craters, Barricades and Fuel Pipes, and Woods, in general.  That makes them good at getting into cover - Crates and Barricades provide Light Cover, while Woods provide Dense Cover.&lt;br /&gt;
* &#039;&#039;&#039;Disgustingly Resilient&#039;&#039;&#039;: Gone is the FnP of 8E, now it reduces the damage of all attacks by 1 to a minimum of 1. Plasma and heavy weapons are now less effective on you, but it&#039;ll still mean squat for walls of most other rapid fire weapons.&lt;br /&gt;
:*With more armies gain similar abitilies, this ability becomes less and less impressive as more opponents will just show up with very high damaging attacks, like D3+3, or vast quantity of one damage attacks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Objective Secured&#039;&#039;&#039;: Only Poxwalkers and Plague Marines now have Objective Secured in a battle-forged detachment, meaning that Cultists are now left out of the equation despite (or perhaps because of) being the least plague-infested members of the legion.&lt;br /&gt;
** The Q2 2022 Dataslate adds the Blightlord and Deathshroud Termies to the list, giving you even more immovable objective-takers.&lt;br /&gt;
* &#039;&#039;&#039;Plague Weapon&#039;&#039;&#039;: A weapon that re-rolls to-wound rolls of 1. Incidentally, a lot of your weapons are these.&lt;br /&gt;
*&#039;&#039;&#039;Malicious Volleys:&#039;&#039;&#039; Models with this rule using a Rapid Fire bolt weapon can take double the normal attacks (2 for bolters, 4 for storm bolters, etc) if at least one of the following is true:&lt;br /&gt;
** Target is in half range (normal rapid fire).&lt;br /&gt;
** Shooter&#039;s entire unit didn&#039;t move during the previous Movement Phase (so practically always at your full range if battle-forged).&lt;br /&gt;
** Shooter is a {{W40Kkeyword|Terminator}}.&lt;br /&gt;
*&#039;&#039;&#039;Remorseless&#039;&#039;&#039;: You can ignore any or all combat attrition modifiers. Not only are you a pain to fight in a straight up battle, you also can laugh off most attempts to weaken your morale. Note that the wording means that &#039;&#039;positive&#039;&#039; modifiers still work just fine. &lt;br /&gt;
*&#039;&#039;&#039;Contagions of Nurgle&#039;&#039;&#039;: A special non-aura effect that acts like an aura in every way except that rules that apply to auras don&#039;t apply to it. Its range depends on the battle round. First battle you have a meager 1&amp;quot;, second it&#039;s 3&amp;quot;, third it&#039;s 6&amp;quot;, and finally, from the fourth battle round onward it&#039;s 9&amp;quot;. They&#039;re not classified as auras despite working similarly, so stratagems that suppress auras won&#039;t work on them. &lt;br /&gt;
**&#039;&#039;&#039;Nurgle&#039;s Gift (Contagion)&#039;&#039;&#039;: Reduces Toughness of enemies in range by 1. Those Space Marines aren&#039;t looking so hardy anymore. As a bonus, this Contagion applies to your whole army as long as they all have the {{W40kKeyword|Death Guard}} keyword. Have fun with that.&lt;br /&gt;
&lt;br /&gt;
===Common Keywords===&lt;br /&gt;
*Faction&lt;br /&gt;
**Your entire army has {{W40Kkeyword|Chaos}}, {{W40Kkeyword|Nurgle}}, and {{W40Kkeyword|Death Guard}}&lt;br /&gt;
**Everything &#039;&#039;except for Cultists and Mortarion&#039;&#039; has {{W40Kkeyword|&amp;lt;Plague Company&amp;gt;}} or, as e.g. with Typhus, a specific Plague Company pre-assigned.&lt;br /&gt;
**Everything &#039;&#039;except for Cultists and Poxwalkers&#039;&#039; has {{W40Kkeyword|Heretic Astartes}}.&lt;br /&gt;
*Non-Faction&lt;br /&gt;
**Everything &#039;&#039;except for Cultists, Poxwalkers, and Chaos Spawn&#039;&#039; (which have neither) has &#039;&#039;exactly one&#039;&#039; of either {{W40Kkeyword|Bubonic Astartes}} and {{W40Kkeyword|Daemon Engine}}, &#039;&#039;never&#039;&#039; both.&lt;br /&gt;
***Remember, {{W40Kkeyword|Bubonic Astartes}} is necessary for Inexorable Advance.&lt;br /&gt;
**These units have {{W40Kkeyword|Core}} - &#039;&#039;all&#039;&#039; of have them have {{W40Kkeyword|Bubonic Astartes}} as well.&lt;br /&gt;
***Plague Marines&lt;br /&gt;
***Blightlord Terminators&lt;br /&gt;
***Death Guard Possessed&lt;br /&gt;
***Deathshroud Terminators&lt;br /&gt;
***Helbrute&lt;br /&gt;
***Chaos Contemptor Dreadnought&lt;br /&gt;
**These units have {{W40Kkeyword|Daemon}} (and hence have at least a 5++).  Since &#039;&#039;all&#039;&#039; {{W40Kkeyword|Daemon Engine}}s are in this category, each is labeled with the other keyword it must have between that and {{W40Kkeyword|Bubonic Astartes}}.&lt;br /&gt;
***Death Guard Daemon Prince ({{W40Kkeyword|Bubonic Astartes}})&lt;br /&gt;
***Death Guard Possessed ({{W40Kkeyword|Bubonic Astartes}})&lt;br /&gt;
***Decimator ({{W40Kkeyword|Daemon Engine}})&lt;br /&gt;
***Foetid Bloat-drone ({{W40Kkeyword|Daemon Engine}})&lt;br /&gt;
***Myphitic Blight-haulers ({{W40Kkeyword|Daemon Engine}})&lt;br /&gt;
***Death Guard Greater Blight Drone ({{W40Kkeyword|Daemon Engine}})&lt;br /&gt;
***Defiler ({{W40Kkeyword|Daemon Engine}})&lt;br /&gt;
***Plagueburst Crawler ({{W40Kkeyword|Daemon Engine}})&lt;br /&gt;
***Mortarion ({{W40Kkeyword|Bubonic Astartes}})&lt;br /&gt;
**These units have ({{W40Kkeyword|Lord of the Death Guard}} and hence interact with Infernal Jealousy.&lt;br /&gt;
***Death Guard Chaos Lord&lt;br /&gt;
***Death Guard Chaos Lord in Terminator Armour&lt;br /&gt;
***Lord of Contagion&lt;br /&gt;
***Lord of Virulence&lt;br /&gt;
***Typhus&lt;br /&gt;
**These units have ({{W40Kkeyword|Foetid Virion}} and hence interact with the Foetid Virion special rule (each set of 1-3 with different datasheets can occupy 1 Elites slot instead of 1-3).&lt;br /&gt;
***Biologus Putrifier&lt;br /&gt;
***Foul Blightspawn&lt;br /&gt;
***Noxious Blightbringer&lt;br /&gt;
***Plague Surgeon&lt;br /&gt;
***Tallyman&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
Can be chosen freely, but if you have decision anxiety, roll a d6.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that Mortarion has THREE WTs open to him on top of the Plague Company&#039;s WT. We&#039;ll discuss it later, but it&#039;s making him quite the terrifying threat to go against.&lt;br /&gt;
&lt;br /&gt;
You can put these on up to 3 characters in a normal 2k list. These can go on HQs or Elite characters.&lt;br /&gt;
Take every advantage of this.&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Revoltingly Resilient&#039;&#039;&#039;&#039;&#039;: Get old Disgustingly Resilient, 5+++ to ignore wounds. One of Mortarion&#039;s traits.&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Living Plague (Aura)&#039;&#039;&#039;&#039;&#039;: Enemy units within 3&amp;quot; of the Warlord are unaffected by any &#039;&#039;enemy&#039;&#039; Aura that is not from Psychic powers. Your pick of choice if you plan on shutting off any annoying HQs like the space marines have. Another Mortarion trait. This one is bonkers if you put it on a {{W40Kkeyword|Foetid Virion character}} alongside the Fugaris Helm relic and then use the Ferryman strat On Droning Wings. 12&amp;quot; bubble of &amp;quot;your rules mean nothing to me&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Hulking Physique&#039;&#039;&#039;&#039;&#039;: +1 to Wounds characteristic and unmodified wound rolls of 2-3 against him always fails regardless of the attacking model&#039;s rules. &lt;br /&gt;
#*Despite the name, this is better the &#039;&#039;lower&#039;&#039; the Warlord&#039;s T, because it only protects against weapons with S above your T (and against Poison).&lt;br /&gt;
#*Definitely an appealing take when facing off against high-strength weapons like plasma. Not a bad pick to put on a support character like a Plaguecaster.&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Arch-Contaminator (Aura)&#039;&#039;&#039;&#039;&#039;: {{W40kKeyword|&amp;lt;Plague Company&amp;gt; Core}} units within 6&amp;quot; of your Warlord can re-roll all wound rolls made with Plague Weapons if the target is within 12&amp;quot; of the attacking unit. Mortarion&#039;s third trait, tho sadly will not benefit from it himself. Not as crazy as before, but still definitely a solid pick.&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Rotten Constitution&#039;&#039;&#039;&#039;&#039;: +1T and AP -1 &amp;amp; -2 becomes AP0. Congratulations, chainswords and bolters are now as effective as sticks and stones to you. Just beware that you&#039;re still open to anti-tank weaponry.&lt;br /&gt;
#*Best on a model with 2+/4++ and T4-5 (so 5, in practice) - don&#039;t bother putting this on a Daemon Prince unless you have a specific reason to (like in a Terminus Est army), as going from T6 to T7 is almost never meaningful.&lt;br /&gt;
#&#039;&#039;&#039;&#039;&#039;Foul Effluents (Aura)&#039;&#039;&#039;&#039;&#039;: Enemy units within 6&amp;quot; take 1 MW at the end of your movement phase on a 4+. &#039;&#039;Inexplicably&#039;&#039; not a contagion. Cute. We had to get at least one stinker of a trait, so I guess it could be worse. Garbage replacement for Tainted Regeneration...&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Trench-Fighters (1 CP)&#039;&#039;&#039;: {{W40kKeyword|Plague Marine}} Only. Use in the fight phase. Models equipped with a plague knife may make one additional attack with it. Be aware that if you replace your Champion&#039;s plague knife with a Daemonic plague blade he won&#039;t get an extra attack with it.&lt;br /&gt;
**Encourages taking big units of 10 Plague Marines to get the most out of it.&lt;br /&gt;
**This is amazing. Plague Marines already have 2 attacks base and Plague Knives are -1AP. Even just five marines put out 15 attacks with this and its great to counter attack or punish people who think your Marines are gonna be easy to deal with in melee. Combos well with other boosts to Plague Weapons.&lt;br /&gt;
*&#039;&#039;&#039;Creeping Blight (1 CP)&#039;&#039;&#039;: Use in the fight phase. Select one {{W40kKeyword|Death Guard}} unit. Until the end of the phase, an unmodified wound roll of 6 with a plague weapon becomes AP -4. You can use this on a full unit of Plague Marines with Flails of Corruption, which &amp;lt;strike&amp;gt;shouldn&#039;t happen ever&amp;lt;/strike&amp;gt; is fucking badass, this can be terrifying and since most melee characters already have an AP of -3 this should be used on a big melee-based unit with low AP if you ever use this stratagem. If you pair this with the Inexorable Warlord trait, their knives are now Ap -5. &lt;br /&gt;
*&#039;&#039;&#039;Fire Fever (1 CP)&#039;&#039;&#039;: {{W40kKeyword|Helbrute}} Only. When this brute is used in the shooting phase it can only target one enemy unit, but those shots all have +1 to hit and wound rolls. Not quite as drastic as a re-roll, but definitely still helpful if you grabbed two guns for it.&lt;br /&gt;
*&#039;&#039;&#039;Vermid Whispers (1 CP)&#039;&#039;&#039;: Use in the shooting or fight phase. Select one {{W40kKeyword|Death Guard Terminator}} unit. Until the end of the phase, they add +1 to any hit rolls they make, same as the Loyalist&#039;s Fury of the First stratagem.&lt;br /&gt;
*&#039;&#039;&#039;Haze of Corruption (2 CP)&#039;&#039;&#039;:  Select one {{W40kKeyword|Death Guard Core}} unit during the fight phase. Any time they kill a model in combat, any overkill damage they make will spill over and hit another model without needing to make any rolls. This will make throwing things like power fists or plagues even more painful for a mob.&lt;br /&gt;
** Sadly it’s core restricted, as otherwise daemon prince with sword would cut guardsmen and orks like there is no tomorrow, BUT it’s also great other way around - having this on D2 attacks vs 3W targets (say deathshroud vs gravis) means you need to inflict 3 wounds, instead of 4, to kill 2 models. It’s all about efficiency, though for 2CP you won’t be using it that often...One funny thing to do is take Plague Marines kitted out for CC with flails, Cleavers, and Maces, and the amount of excess damage will paste entire large squads. &lt;br /&gt;
*&#039;&#039;&#039;Eternal Hatred (2 CP)&#039;&#039;&#039;: Select a {{W40kKeyword|Bubonic Astartes Infantry}} unit during the fight or shooting phase. They add 1 to all their to wound rolls for the rest of the phase. This is where Veterans of the Long War went and it will always be useful.&lt;br /&gt;
*&#039;&#039;&#039;Mutant Strain (1 CP)&#039;&#039;&#039;: {{W40kKeyword|Poxwalkers}} only. Use in the fight phase. Unmodified hit rolls of 6 inflict 1 mortal wound on the enemy in addition to normal damage, but unmodified hit rolls of 1 cause the poxwalkers to suffer 1 mortal wound after the fight is resolved.&lt;br /&gt;
**This is really good with the Harbingers Plague Company The Wrathful Dead strat. For another CP, you get roughly 40 attacks rerolling all hit rolls and getting mortals on unmodified 6s to hit. Once you roll the first time, pick out the 6s and then pick up all of the other dice and roll again to &amp;quot;go fishing&amp;quot; for mortals if they&#039;re against a tough target or keep all of the 4+ hits and roll the rest. Sure you might get some mortals back, but this is a good way to make The Harbingers surprisingly scary against terminators that think they can just weather the small attacks. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Befouled Incubators (1 CP)&#039;&#039;&#039;: Select one {{W40kKeyword|Death Guard Character}} during the Fight phase. Every time this model kills an enemy model during this attack roll a d6 and on a 3+, the enemy unit suffers an additional mortal wound (to a max of 3). Honestly not quite as potent as Haze of Corruption but it is cheaper.&lt;br /&gt;
*&#039;&#039;&#039;Release the Toxins (2 CP):&#039;&#039;&#039; Once per Battle. Select one {{W40kKeyword|Death Guard Character}} with a Relic of Decay during the Command phase. Roll a d6 for each enemy unit within 7&amp;quot;; on a 2-5 it suffers a mortal wound, but on a 6, it takes 1d3.&lt;br /&gt;
*&#039;&#039;&#039;Diseased Effluents (1 CP)&#039;&#039;&#039;: Use during the Command phase. Select one {{W40kKeyword|Death Guard Character}} (who isn&#039;t a {{W40kKeyword|Daemon}}) who is engaged with an enemy unit. For the price of one mortal wound your dude suffers, you can roll a d6 and on a 2+ one enemy unit engaged with the character suffers 2d3 mortal wounds unless it&#039;s a {{W40kKeyword|Vehicle}} or {{W40kKeyword|Character}}, which reduces it to 1d3.&lt;br /&gt;
** Ridiculous on Typhus since he can do this, then do his destroyer hive, then smite, then curse of the leper. Anything left standing after that still has a serious dent in it and half of it can&#039;t be blocked by deny the witch. Combine this with the Plague Skull of Glothila on another character and people will remember why they don&#039;t get close to Death Guard.&lt;br /&gt;
*&#039;&#039;&#039;Eruption of Filth (1 CP)&#039;&#039;&#039;: Use when a {{W40kKeyword|Death Guard Character}} is killed in any phase. Instead of any other self-destruct abilities the model may have, they now a d6 for every unit within 3&amp;quot; without the {{W40kKeyword|Nurgle}} keyword. On a 2-5, they suffer a mortal wound, but on a 6 they take 1d3.&lt;br /&gt;
*&#039;&#039;&#039;Unclean Machine Spirit (1 CP):&#039;&#039;&#039; The heretical version of Power of the Machine Spirit. Select one {{W40kKeyword|Death Guard Machine Spirit}} unit during the command phase, this unit is now counted as if they&#039;re at max wounds for the rest of the turn.&lt;br /&gt;
**Extremely situational, unless you are running some forge world stuff, as only the Land Raider has that keyword in the core codex.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Champion of Disease (1 CP)&#039;&#039;&#039;: Before the start of the battle, select one {{W40kKeyword|Bubonic Astartes Infantry}} with a champion included. That champion now gets one of the following relics: Reaper of Glorious Entropy, Plague Skull of Glothila, Plaguebringer or Suppurating plate. Like the one for Sergeants in the Loyalist army, this is used once in a Combat Patrol, twice in a Strike Force or three times in an Onslaught.&lt;br /&gt;
*&#039;&#039;&#039;Gifts of Decay (1 CP)&#039;&#039;&#039;: Use before the start of the battle. You can have a second Relic of Decay for 1 CP. Like the one for Loyalists, this is used once in a Combat Patrol, twice in a Strike Force or three times in an Onslaught.&lt;br /&gt;
** In combination with Champion of Disease, in a 2k point game you can get up to 5 relics.&lt;br /&gt;
*&#039;&#039;&#039;Plaguechosen (1 CP)&#039;&#039;&#039;: Praise Nurgle, a way to get an additional warlord trait, with no duplicates. Like the one for Loyalists, this is used once in a Combat Patrol, twice in a Strike Force or three times in an Onslaught.&lt;br /&gt;
*&#039;&#039;&#039;Grandfatherly Influence (1 or 2 CP)&#039;&#039;&#039;: When mustering a Chaos Spawn unit, you can trigger this to grant the unit +1 Toughness and Disgustingly Resilient. This costs 2 CP if the unit has more than three models.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Sickly Corrosion (2 CP)&#039;&#039;&#039;: During the fight or shooting phase, after a {{W40kKeyword|Death Guard}} model scores a hit with a plague weapon. Until the end of the turn, any attacks against that hit that unit can re-roll a wound roll of 1.&lt;br /&gt;
** This is great because it is on a model basis. If you have a squad of PMs and one has a blight launcher, use this strat to hit the target with the blight launcher first, and then the rest of the bolters get to reroll ones to wound for them and other squads that decide to shoot at the target. Kind of like putting the Virulent Rounds strat on multiple units and not just on bolters. &lt;br /&gt;
*&#039;&#039;&#039;Belching Fumes (1 or 2 CP)&#039;&#039;&#039;: During an enemy shooting phase, select a {{W40kKeyword|Myphitic Blight-Haulers}} unit. During the rest of the phase, all shooting attacks against them lose one shot outright to a minimum of 1 shot. This costs 2 CP for a unit of three models.&lt;br /&gt;
** So what is this useful for? Really, it&#039;s low shot count but high damage/strength weapons. Maybe not pro-gamer-move, but it can really mess your opponent&#039;s offensive capabilities. And is fun. One thing to note, that Space Marine Eradicators don&#039;t reduce their shots by half due to this, as they fire a single one shot weapon twice if they all targe this unit.)&lt;br /&gt;
*&#039;&#039;&#039;Blight Bombardment (2 or 3 CP)&#039;&#039;&#039;: During a Command phase where you have a {{W40kKeyword|Death Guard Warlord}}, you can place a marker anywhere on the board. On the next command phase, the bomb hits and you roll a d6 for every unit within 6&amp;quot; of the marker, adding 1 if the unit was {{W40kKeyword|Infantry}} and subtracting 1 if the unit was a {{W40kKeyword|Character}}. On a 2-6, the unit takes d3 mortal wounds, upped to a d6 on a 7+. This costs 3 CP unless you have that fancy new Lord of Virulence, in which case it&#039;s down to 2 CP.&lt;br /&gt;
** Hilarious (Though not necessarily effective.) when combined with The Droning or Daemon’s Toll. Laugh as your opponent struggles to run away as your suicidal unit gleefully holds them in place.&lt;br /&gt;
** Can be surprisingly effective as a screening tool. Many units have trouble crossing a 12” bubble in one turn, meaning you can simply use the threat of the bombardment to block a flank for a turn.&lt;br /&gt;
*&#039;&#039;&#039;The Dead Walk Again  (1 CP)&#039;&#039;&#039;: Use at the start of the Command phase, and can only be used once per qualifying unit. Pick a unit of {{W40kKeyword|Poxwalkers}} and roll 7d6 - On each 3+, a zombie rises again with a single wound and can be thrown into engagement range right away. While not quite as flavorful as raising the corpses of fallen foes, this is a good bit easier to weaponize.&lt;br /&gt;
*&#039;&#039;&#039;Cloud of Flies (2 CP or 4 CP)&#039;&#039;&#039;: During an enemy shooting phase, select a {{W40Kkeyword|Bubonic Astartes INFANTRY}} unit. Until the end of that phase, it cannot be the target of ranged attacks unless they&#039;re the closest unit or within 12&amp;quot; of the attacking foe. This costs 4 CP if used on a {{W40Kkeyword|Death Guard Terminator}} unit.&lt;br /&gt;
**This essentially gives your footsloggers the old 8th ed {{W40Kkeyword|CHARACTER}} rules, making them immune to shooting attacks. Also protects important characters from sniper weapons. It pairs remarkably well with a unit or two of Nurglings, who can use their Mischief Makers ability to get right up close before the battle even begins. Possessed also love this, considering how vulnerable they are to ranged attacks.&lt;br /&gt;
** While 4 CP is a heavy cost for Terminators, we are realistically getting a lot of CP per turn with the Tallyman, and watching the opponent move all of their tanks to get line of sight on your terminators that dropped in and are now holding an objective and then declaring at the start of the shooting phase that they can&#039;t be shot now is a wonderful feeling. It can really make the difference between winning and losing the primary objective. &lt;br /&gt;
*&#039;&#039;&#039;Break their Spirits (1 CP)&#039;&#039;&#039;: When a {{W40Kkeyword|Death Guard Terminator}} unit kills an enemy model with the {{W40Kkeyword|Infantry/Swarm/Beast}} keyword in the fight phase, the rest of the unit suffers -4 Ld. Quite crushing for mobs even if you don&#039;t flat-out eradicate them with Deathshrouds.&lt;br /&gt;
** This can be good in various ways, but there are so many enemies that flat out ignore Morale, or if they fail, they ignore modifiers like Marines and rarely flee in general. Hopefully this will change as new codices come out, but if you really want to make it work this could potentially pair well with the Sanguous Flux warlord trait, the Plaguebringer relic, and a Blightbringer supporting. &lt;br /&gt;
** One good strategy with this would be to bait your opponent into using their 2 cp Insane Bravery strat. You spend 1 cp, the opponent panics and uses their once a game strat, and now they&#039;ve lost that tool and spent 2 cp to do it. &lt;br /&gt;
*&#039;&#039;&#039;Dark Cravings (1 CP)&#039;&#039;&#039;: During an enemy Charge phase, a {{W40Kkeyword|Foetid Bloat-Drone}} can perform a Heroic Intervention if the enemy model is within 6&amp;quot; horizontally and 5&amp;quot; vertically of it. This is quite surprising to pull off since nobody&#039;d expect this, but you can totally mow down a unit with a good roll.&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Gluttony (1 CP)&#039;&#039;&#039;: Use on a {{W40Kkeyword|Death Guard Daemon Engine}} during the Fight phase. Any models this engine kills lets it regain a wound to a max of 3. This is super nice when you want to have a Bloat Drone stay longer than it&#039;s welcome&lt;br /&gt;
*&#039;&#039;&#039;Flash Outbreak (2 CP)&#039;&#039;&#039;: During the Command phase select one {{W40Kkeyword|&amp;lt;Plague Company&amp;gt;}} unit. Until your next command phase, they can count as having one contagion from another unit from the same {{W40Kkeyword|&amp;lt;Plauge Company&amp;gt;}}. The range for your contagions also now count as if they were one round higher, enabling a wider spread.&lt;br /&gt;
**Unfortunately Mortarion doesn&#039;t have the {{W40Kkeyword|&amp;lt;Plauge Company&amp;gt;}} keyword, so you will need someone else with a contagion.&lt;br /&gt;
** This is one has a lot of strategic implications based on which Plague Company you are using. If you are playing as Ferrymen and you have a drone up in the enemy lines just Fleshmowing them in CC and they have 5-6 units around it, use Flash Outbreak and now all of those units are half movement. This is important for objective games. You can do the same with Inexorable Ferric Blight for better AP in cc for the drone and all of those units now being easier to kill for your shooting units. Maybe you have some Deathshroud on the other side of the board away from the Warlord they need some extra AP in cc. Now their Scythe profile is -4 or -2 depending on which profile you go with. &lt;br /&gt;
*&#039;&#039;&#039;Putrid Detonation (1 or 2 CP)&#039;&#039;&#039;: When a {{W40Kkeyword|Death Guard Vehicle}} dies, it can automatically explode. It costs 2 CP if the vehicle has more than 9 wounds. The smaller vehicles do just one mortal wound, but it doesn&#039;t affect our own units anymore, however the larger ones will.  This strat is still quite good when you need to pick away some wounds or a single wound from a nearby character. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wargear&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Disgusting Force (1 CP)&#039;&#039;&#039;: Use on a {{W40Kkeyword|Plagueburst Crawler}} during your Shooting phase. Their mortar now deals a flat 3 damage and after shooting, anyone within 3&amp;quot; of a target hurt by the mortar (and lacking the {{W40Kkeyword|Nurgle}} keyword) must roll a d6, taking a mortal wound on a 4+. &lt;br /&gt;
** Keep in mind that you draw 3 inches from the UNIT and not a model. If you target a big blob of Ork boyz or a 10 man intercessor squad that happens to be by 10 other units and characters, that&#039;s a lot of potential mortal wounds. A blob of Ork Boyz alone could be within 3 inches of the entire army since orks bunch up quite a lot in their deployment zone. &lt;br /&gt;
*&#039;&#039;&#039;The Blightening (1 CP)&#039;&#039;&#039;: During the Shooting phase, up to three {{W40Kkeyword|Death Guard}} models&#039; Grenade plague weapons lose the Blast ability and instead become Pistol 6 weapons that automatically hit targets within engagement range. The point of this stratagem is pretty clear: Throw your plague marines into the thick of it, pop grenades and see the enemy wither under short-range explosives.&lt;br /&gt;
**If you have the Tollkeeper relic, this can be really good outside of engagement range too since now you get exploding 6s to hit and you can make the marines 2+ meaning they are basically autohitting already. &lt;br /&gt;
**Combine with Overwhelming Generosity for 12&amp;quot; pistols (and grenades - put this on 3 models in the same unit and that unit can fire 3 grenade pistols plus 1 regular grenade at 12&amp;quot;).&lt;br /&gt;
*&#039;&#039;&#039;Foul Smokescreen (1 CP)&#039;&#039;&#039;: Use during an enemy Shooting phase. When a {{W40Kkeyword|Death Guard Smokescreen}} is attacked, then all shots targeting it will suffer -1 to hit until the end of the phase. Definitely helpful considering how likely they will be under fire.&lt;br /&gt;
*&#039;&#039;&#039;Overwhelming Generosity (1 CP)&#039;&#039;&#039;: During the Shooting phase, a {{W40Kkeyword|Death Guard}} unit that is firing a plague weapon adds 6&amp;quot; to the range of any plague weapons they&#039;re using for that phase.&lt;br /&gt;
*&#039;&#039;&#039;Virulent Rounds (1 CP)&#039;&#039;&#039;: During the Shooting phase, you can make a {{W40Kkeyword|Death Guard Core}} unit count their bolt weapons as plague weapons. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Secondaries==&lt;br /&gt;
As will all new codices, Death Guard receive unique Secondary Objectives. These require every model in the army to have the {{W40Kkeyword|DEATH GUARD}} or {{W40Kkeyword|UNALIGNED}} keywords. In addition, you may only take 1 faction specific Secondary, so choose carefully.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;No Mercy, No Respite&amp;quot;&amp;gt;&lt;br /&gt;
;Attrition/Grind them Down&lt;br /&gt;
:It isn&#039;t literally the secondary with your name on it, but it may as well be. You don&#039;t have to kill many to make your points on this one, so long as you manage your troops wisely.&lt;br /&gt;
;First Strike&lt;br /&gt;
:HAHAHAHAHAHAHAHAHAHHAHAHA... no.&lt;br /&gt;
;Fleeing Vectors&lt;br /&gt;
:Death Guard only. Score 3 victory points at the end of the battle round if any enemy units failed Morale tests this battle round that had one or more models destroyed by attacks made with plague weapons this battle round. Death Guard have lots of plague weapons and ways to debuff morale, but you need to ensure you are forcing failed morale tests each turn to max this out, and some armies either don&#039;t have enough vulnerable units or are immune to morale.&lt;br /&gt;
::The maximum victory points for this is much lower than it appears if you are going against any competent opponent. More than likely you will fail to get this secondary for at least 2 turns. Death Guard don&#039;t have the range or speed to reliably get it first turn and can at least once be countered by Insane Bravery unless you are specifically building to be better Night Lords.&lt;br /&gt;
;Thin Their Ranks/No Prisoners&lt;br /&gt;
:Good if you&#039;re up against a melee horde army like orks or nids. Between our vomit flamers and those flails we totally didn&#039;t steal from clan pestilens, mulching hordes and even tougher infantry is something we are very, very good at. &lt;br /&gt;
;While We Stand, We Fight/To The Last&lt;br /&gt;
:Another excellent choice for the disgustingly resilient servants of Nurgle. Considering our big expensive tanks and daemon engines are also exceedingly hard to put down (particularly with the Poxmongers) and this can also turn into &amp;quot;keep Mortarion alive, the secondary&amp;quot; and if you were bringing Morty, you were building your army around him already.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Purge the Enemy&amp;quot;&amp;gt;&lt;br /&gt;
;Assassinate/Assassination&lt;br /&gt;
:While you&#039;re more than capable of ripping plenty of enemy characters to pieces if you can get into melee with them, the trick is getting into melee. To get to the enemy characters you&#039;ll need to spend a turn at least chewing up their screens, and the thing you&#039;re trying to get to and beat to death is almost certainly faster than you.&lt;br /&gt;
;Bring it Down&lt;br /&gt;
:Death Guard are very good at killing tougher infantry, and average at killing vehicles. If you decide to go for this, bring plenty of lascannons, multi-meltas, missiles, and blight launchers. With contagion aura being a thing now, DG can wound almost everything in the game on 5s or better, so fly that drone up in range of their vehicles and hit them with your Entropy cannons now wounding on 3s. &lt;br /&gt;
;Titan Slayers/Hunter&lt;br /&gt;
:Same as above: all knights are now toughness 7 in contagion range. Have fun wounding those knights much easier now and watching them melt to even plague knives. &lt;br /&gt;
;Slay the Warlord&lt;br /&gt;
:See Assassinate. If he&#039;s dumb enough to fight you in melee, free points! But not worth relying on when we&#039;re better at so many other things.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battlefield Supremacy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Engage on All Fronts:&#039;&#039;&#039;&lt;br /&gt;
**An interesting choice if you decide you want to cover the field in zombies like it&#039;s the walking dead. However, this does spread your forces out, which can lead to them being systematically annihilated one at a time (and then the ground under them getting scorched, just to make sure)&lt;br /&gt;
*&#039;&#039;&#039;Linebreaker:&#039;&#039;&#039;&lt;br /&gt;
**This is one we&#039;re halfway suited for. Halfway because if you can get something back there, your opponent is going to have one hell of a time getting you out. The problem lies in getting your forces back there. Nurglings can be useful for this thanks to their ability to deploy outside the zone, and they&#039;re obnoxious enough to kill that your opponent is going to have to dedicate more firepower than he thinks to removing them.&lt;br /&gt;
*&#039;&#039;&#039;Domination:&#039;&#039;&#039;&lt;br /&gt;
**A bread and butter secondary for this army, doubling down on what they&#039;re good at: Standing on an objective and daring anyone to come and get them off it.&lt;br /&gt;
*&#039;&#039;&#039;Despoiled Ground:&#039;&#039;&#039;&lt;br /&gt;
**Death Guard only. A complicated end game objective that rewards controlling multiple quarters and objectives with {{W40Kkeyword|Bubonic Astartes}} (ie. everything but poxwalkers, daemon engines, or cultists).    &lt;br /&gt;
***Score 4 VP if you have at least 1 unit in each deployment zone with the {{W40Kkeyword|Bubonic Astartes}} keyword. &lt;br /&gt;
***Score 4 VP if you have at least 1 {{W40Kkeyword|Bubonic Astartes}} unit wholly within 3 table quarters and outside of 6 inches of the center of the table. Score 6 VP if you are in all 4 instead. &lt;br /&gt;
***Score 4 VP if you control more than half of the objectives with {{W40Kkeyword|Bubonic Astartes}} units. &lt;br /&gt;
***Score 4 VP if every objective marker is within the Contagion Range of Contagion abilities that units in your army possess. &lt;br /&gt;
**Usually just worse than Engage on all Fronts as this only counts points at endgame whereas EoaF is progressive and you won&#039;t lose progress because of a few bad saves on the last turn.&lt;br /&gt;
** This is probably our best faction specific secondary given to us because of how easy it is to achieve even some of the points. So long as you are not tabled, which is tough to do to DG, you should get 8 or more points. You will want to run 1-2 squads of 3 deathshroud to deepstrike in and just be annoying by the enemy deployment zone, and then rush them in for the last turn. That alone is worth 8 points for having them in the deployment zone and having units in 3 table quarters or 4 quarters if you get that 2nd squad in. But how do you keep them alive on that last turn? Cloud of Flies or hide them behind terrain. &lt;br /&gt;
**Note that only bubonic astartes can do it, which means that this one is heavily dependent on your list. A plague marine+deathshroud MSU is totally playable and is your best option here.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shadow Operations&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Raise the Banners High:&#039;&#039;&#039;&lt;br /&gt;
**Much like Domination, this should be a bread and butter secondary for most Death Guard armies. Since all it requires is infantry, you can have your useless tarpits like cultists or plaguebearers perform the action, giving time for your marines to let fly downtable.&lt;br /&gt;
*&#039;&#039;&#039;Investigate Sites:&#039;&#039;&#039;&lt;br /&gt;
**This one combos well with Psychic Ritual, giving something for the plaguebearers and cultists to do other than get shot at instead of your sorcerer. It might also work with a Mortarion deathstar if you leave something minor behind to handle the action after Morty kills everything within 6&amp;quot; of the center (including Typhus if he happens to be there)&lt;br /&gt;
*&#039;&#039;&#039;Repair Teleportation Homer/Deploy Scramblers:&#039;&#039;&#039;&lt;br /&gt;
**Sadly you cannot use Nurglings to repair sophisticated equipment, who knew? Much like linebreaker, if you can get your infantry back there, they can handle the job quite well, the trick is simply getting them back there.&lt;br /&gt;
*&#039;&#039;&#039;Spread the Sickness:&#039;&#039;&#039;&lt;br /&gt;
**Death Guard only. Another End game objective, but this one can be performed by Poxwalkers and is basically a better Banners. At the end of your movement phase one and only one {{W40Kkeyword|Death Guard Infantry}} unit can perform this action if they are within 3″ of an objective that is not already Contaminated and no enemy units (excluding aircraft) are within 3″ of that objective. The action is completed at the end of your turn. You can then choose either for the unit performing the action to take d3 mortal wounds, or to roll a d6. If you chose the wound option OR roll a 4+ on the d6 option, the objective is permanently contaminated. At the end of the battle you get 3VP for each objective you have contaminated.&lt;br /&gt;
**Probably the best unique one we got. Should be attempted by Poxwalkers or Cultists as taking d3 Mortals on anything more elite costs more and a 50% chance of wasting a unit&#039;s turn and flat out missing 3VP just isn&#039;t smart.&lt;br /&gt;
**Always compare it to raise the banner. If you can keep 2 objectives all game, raise the banner gives 10 points flat, and easily more. But if there are a lot of points that are contested, spread the sickness is better: you just need to keep the objective one turn. It means that for 4 objectives with 2 in the middle or 6 with 2 in the middle, spread the sickness is better... but for 5 objectives with 2 in your space and 1 in the middle, raise the banner is better.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Warpcraft&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Abhor the Witch:&#039;&#039;&#039;&lt;br /&gt;
**Flavorful, considering Morty&#039;s own view on psykers. But you aren&#039;t likely to take it, as you&#039;ll want to bring or have to take psykers of your own.&lt;br /&gt;
*&#039;&#039;&#039;Mental Interrogation:&#039;&#039;&#039;&lt;br /&gt;
**Depends entirely on how much you think you need your casts. Death Guard do bring a surprising number of sorcerers, but you have to question how badly you want that extra smite or buff for your troops.&lt;br /&gt;
*&#039;&#039;&#039;Pierce the Veil:&#039;&#039;&#039;&lt;br /&gt;
**Mostly a matter of getting a caster back there. Can easily be done with a Termy Sorcerer, unless you really want to waste Morty&#039;s psychic phases (you dont).&lt;br /&gt;
*&#039;&#039;&#039;Psychic Ritual:&#039;&#039;&#039;&lt;br /&gt;
**Potentially one of our better choices. Our casters are tougher than usual and can also summon their own screens of plaguebearers if you don&#039;t want to march up some to protect him while he does his work. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Faction Specific&amp;quot;&amp;gt;&lt;br /&gt;
These are listed under their categories as well, but you can only take 1 of these and hence are collected here so you can see them at a glance.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Despoiled Ground (Battlefield Supremacy, End Game)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fleeing Vectors (No Mercy, No Respite, Progressive&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spread the Sickness (Shadow Operations, End Game)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wargear==&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ranged Weapons&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Autogun -&#039;&#039;&#039; 24&amp;quot; Rapid Fire 1 S3 AP0 D1. Basic garbage, not lasgun, gear that cultist get.&lt;br /&gt;
*&#039;&#039;&#039;Autopistol -&#039;&#039;&#039; 12&amp;quot; Pistol 1 S3 AP0 D1. Pairs with Brutal Assault Weapons&lt;br /&gt;
*&#039;&#039;&#039;Shotgun -&#039;&#039;&#039; 18&amp;quot; Assault 2 S3 AP0 D1. Cultist Champ &amp;quot;upgrade&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Boltgun -&#039;&#039;&#039; 24&amp;quot; Rapid Fire 1 S4 AP0 D1. Standard MEQ issue, got to cough up Command Points to make them plague.&lt;br /&gt;
*&#039;&#039;&#039;Blight grenade -&#039;&#039;&#039; Better Frag Grenade (6&amp;quot; Grenade 1d6 S4 AP0 D1 Blast) that rerolls 1s to Wound. Just about every unit in your army that would normally take Frag Grenades gets these instead, and they can be buffed from a surprising variety of sources.&lt;br /&gt;
*&#039;&#039;&#039;Krak grenade -&#039;&#039;&#039; 6&amp;quot; Grenade 1 S6 AP-1 Dd3. If in range you lose nothing by throwing one and is probably better than the 2 bolter shots it replaces.&lt;br /&gt;
*&#039;&#039;&#039;Orb of desiccation&#039;&#039;&#039; - 6&amp;quot; Grenade 3d3 S4 AP-1 D2, Blast, Plague Weapon, but only once per game.&lt;br /&gt;
*&#039;&#039;&#039;Blight launcher -&#039;&#039;&#039; 24&amp;quot; Assault 2 S6 AP-2 D2 plague weapon. A hard-hitting anti-infantry weapon that&#039;s also good against light vehicles. It can very well substitute plasma weapons if you want some more range in exchange with AP. It also has some really nice combo with Arch Contaminator and Sickly Corrosion.&lt;br /&gt;
**Keep in mind it is capable of punching decent holes in tanks if the target is affected by a Contaigon. &lt;br /&gt;
*&#039;&#039;&#039;Plague Belcher -&#039;&#039;&#039; 12&amp;quot; Assault D6 S4 AP0 D1. Standard flamer with plague weapon special rule. Speaking of which...&lt;br /&gt;
*&#039;&#039;&#039;Flamer -&#039;&#039;&#039; only cultist get these.&lt;br /&gt;
*&#039;&#039;&#039;Plague Spewer -&#039;&#039;&#039; Same as the Plague Belcher but with heavy D6 S5 and AP-1. The plague equivalent of the heavy flamer. Stronger, but keep in mind that you still can&#039;t shoot it after advancing, which is pretty important given your slow movement.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Gun -&#039;&#039;&#039; 24&amp;quot; Rapid Fire 1 S7 AP-3 D1 or S8 AP-3 D2 and you die if you roll a natural 1. You know it, you love it. Say goodbye to anything but the toughest units. The decision here is whether you want the launcher, to rip apart infantry units, or plasma for those pesky tanks and TEQ&#039;s.&lt;br /&gt;
*&#039;&#039;&#039;Meltagun -&#039;&#039;&#039; 12&amp;quot; Assault 1 S8 AP-4 D d6. If you&#039;re within half range, flat +2 damage. One of the very few options the Death Guard have in dealing with large, tough units. Their pitiful range is somewhat mitigated by your ability to run and shoot them every turn but with a penalty to hit rolls. Consider packing a model or two with a Great Plague Cleaver or Mace of Contagion, as you must be in charge range to use them anyway. Rhino delivery system optional, but recommended.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Melee Weapons&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Plague Knife -&#039;&#039;&#039; A basic CCW with the Ap-1 and Plague Weapon special rule. It’s free, so shut up and take it.&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Plague Blade -&#039;&#039;&#039; A straight upgrade for your Plague Champions, &amp;lt;s&amp;gt;stolen&amp;lt;/s&amp;gt; [[Blood Ravens|Gifted]] from a Plaguebearer. Like a Plague Knife, but +1S. It&#039;s free at least...?&lt;br /&gt;
*&#039;&#039;&#039;Bubotic Axe -&#039;&#039;&#039; S+2 AP-2 D1, power axe but with the Plague Weapon special rule. You want this over a Balesword in most cases because you&#039;ll wound Space Marines on a 2+ when they&#039;re reduced to T3 from Contagions of Nurgle.&lt;br /&gt;
*&#039;&#039;&#039;Balesword -&#039;&#039;&#039; S+1, AP-3 D1, so a power sword, but, you guessed it, with Plague Weapon special rule. Note that this is the only plague weapon that the standard Chaos Lord can have.&lt;br /&gt;
*&#039;&#039;&#039;Power Weapons:&#039;&#039;&#039; Each type of Power Weapon has its own profile now, so pick the right one for the situation. Unless you have the option for a Lightning Claw, then you should always take that instead. All Power Weapons have a damage value of 1:&lt;br /&gt;
**&#039;&#039;&#039;Power Axe:&#039;&#039;&#039; S+2 AP-2. Offers a compromise between the Power Maul&#039;s brute force and the Power Sword&#039;s armour penetration.&lt;br /&gt;
**&#039;&#039;&#039;Power Maul:&#039;&#039;&#039; S+3, AP-1. This is the one you want to use against lightly armoured units that rely on toughness to shrug off hits. The Lance is identical to the Maul because of reasons.&lt;br /&gt;
**&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; S+1 AP-3. Best against targets that rely on armour saves over toughness to shrug off hits. Except against frail things with good invulns like Crusaders, who ignore AP anyway.&lt;br /&gt;
*&#039;&#039;&#039;Power Fist -&#039;&#039;&#039; You know it, you love it. -1 To Hit, but doubles your Strength, has AP-3 and deals 2 damage. Your Plague Champions seem to have a fetish for them, but a Chaos Lord can use them, too.&lt;br /&gt;
*&#039;&#039;&#039;Flail of Corruption -&#039;&#039;&#039; Up to 1 in 5 Plague Marines and Blightlord Terminators can take these babies. 2 hit rolls per attack, S+1, AP-2, D2, Plague Weapon. &lt;br /&gt;
**Not as powerful as it was before but on a blightlord it still puts out 6 attacks with a pretty nice anti infantry profile.&lt;br /&gt;
*&#039;&#039;&#039;Great Plague Cleaver -&#039;&#039;&#039; A Power Fist but with Plague Weapon and D6 damage. The main reasons not to take it are its horrendous points cost and minus to hit. Best skip this, though cleaving a tank in two could be fun. It would be better if Champions had a fetish for this weapon instead of the Power Fist.&lt;br /&gt;
**&#039;&#039;Alternate Take:&#039;&#039; The Death Guard don&#039;t really have any other options for dealing with close-range melee juggernaut units like Dreadnoughts or Monstrous Creatures outside of the very expensive Deathshroud. While Meltaguns can do alright, they don&#039;t really work if the squad gets locked in melee (and considering how slow your units are, you will get locked in melee). The Great Plague Cleaver can actually do fantastic work against these kinds of units, provided it&#039;s properly supported with a Tallyman or Lord. Combined with a Power Fist and some Plague Knife dudes to eat wounds, your Cleavers can work wonders as a counter-charge unit, dealing with those hard-hitting single units with ease. *alternate opinion* We now have access to a stratagem that allows our melee damage to spill over... a fully kitted melee squad with a pair of these will shred infantry like no one else.&lt;br /&gt;
*&#039;&#039;&#039;Mace of Contagion -&#039;&#039;&#039; A flat 3 damage, S and AP buffs, and comes with a Bubotic Axe for flexibility. The downside is the -1 To Hit, but when hit rolls are that important, you just use the Axe instead. A bit expensive to swing both around, though.&lt;br /&gt;
*&#039;&#039;&#039;Manreaper -&#039;&#039;&#039; now gets two modes, Cleave: -1 hit S+3 AP-3 D2 Plague weapon for amped power fisting, or Scythe: S+1 AP-1 D1 Plague weapon and double hit rolls made for horde clearing. Pretty damn cool if you ask me.&lt;br /&gt;
*&#039;&#039;&#039;Plaguereaper -&#039;&#039;&#039; S+2 AP-3 D3 plague weapon, only Lord of Contagion can have it. Now 5pts *less* than the Manreaper (because Orb of Desiccation is mandatory with the Manreaper on the LoC) to be constantly better at killing multi-wound terminators and Primaris.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Relics of Decay===&lt;br /&gt;
You get a single relic for 1 CP per army (if it is battleforged), and can pay CP to get 1-2 more. However, you can&#039;t put more than one relic on one guy. Also, you can&#039;t give most of them to Daemon Princes. That being said, Death Guard have some very good relics and a lot of slots to take them with 5 (3 for any character, 2 on champions) if you have 4 cp, which you should as your tallyman will refund these over the course of the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Generic Relics&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Daemon&#039;s Toll:&#039;&#039;&#039; Noxious Blightbringer only. Once per game during an enemy Move phase, you can trigger this. One unlucky unit within 6&amp;quot; now rolls 1d6 whenever it tries to fall back and will stay in place on a 2+. If you&#039;re particularly intent on trapping them in an unfavorable battle (say, where the warlord is cornered), then you&#039;ll be enjoying this.&lt;br /&gt;
**While this is could be good the fact that foul blight spawn are kinda bad combined with the fact it takes up a relic slot.&lt;br /&gt;
*&#039;&#039;&#039;Fugaris&#039; Helm:&#039;&#039;&#039; Improves the range of aura-based abilities by 3&amp;quot;. Helpful considering the number of auras your Elites slot characters have. Also covers your plague ridden face, making you feel pretty. &lt;br /&gt;
**Sadly, this is one of those instances where Contagions and Auras being different hurts you - this won&#039;t do anything for a contagion.&lt;br /&gt;
**Combines well with Arch-Contaminator.&lt;br /&gt;
*&#039;&#039;&#039;Putrid Periapt:&#039;&#039;&#039; Malignant Plaguecaster and Termie Sorcerer only. The bearer knows one additional psychic power. In addition, once per game the model can regain d3 wounds once it successfully casts a spell. Sadly, this loses a good bit of versatility by gating off the daemon prince.&lt;br /&gt;
*&#039;&#039;&#039;Revolting Stench-Vats:&#039;&#039;&#039; Foul Blightspawn only. This robs any enemies within 6&amp;quot; of rules that allow them to fight first, even if it was because of a charge. This can be absolutely hilarious for crushing a surprise assault or just for asserting your dominance over the enemy.&lt;br /&gt;
**This is a must-pick if you take a blightspawn. Not only does this combo with his already powerful ability to shut down charges, but it also combos exceptionally well with all your objective holders (blightlords, plague marines, and pox walkers) who all hit like trucks in melee.&lt;br /&gt;
*&#039;&#039;&#039;Tollkeeper:&#039;&#039;&#039; Tallyman only. This provides a new aura that that lets any {{W40kKeyword|&amp;lt;Plague Company&amp;gt; Core}} unit within 6&amp;quot; that rolls a nat 6 to hit with a gun deal an additional hit (which is like +1 to hit but it scales with both full re-rolls to hit and Overwatch). &lt;br /&gt;
**Does absolutely nothing for guns that automatically hit, and remember the additional hit doesn&#039;t roll anything, so any abilities you have that trigger on 6 to hit (including this one) can&#039;t trigger off of them, leading to a lack of synergy.&lt;br /&gt;
***For example, if you have a unit of Plague Marines with bolters and Sigil of Decay near a Tallyman with Tollkeeper that targets them with Malicious Calculation, each shooter does this:&lt;br /&gt;
****1 to hit: Miss.&lt;br /&gt;
****2-5 to hit: Roll to wound normally.&lt;br /&gt;
****6 to hit: 1 auto-wound and 1 roll to wound normally.&lt;br /&gt;
** This does &#039;&#039;not&#039;&#039; specify infantry only, just as the Tallyman&#039;s basic buff doesn&#039;t, so this allows contemptors and helbrutes to get exploding 6s to hit which means DG Dreads are back on the menu, boys. &lt;br /&gt;
** A very strong relic in most lists due to its combo potential. As the tallyman already buffs {{W40Kkeyword|CORE}} units, this relic just doubles down on that (in every way - a unit with BS3+ goes from 4/6 hits per attack to 5/6 with either buff and to 6/6 with both). While you can take this to support MSU plague marines with 2 plasma guns and a blight launcher or MSU Blightlords with all 3 special combis and a blight launcher, neither is very efficient (particularly since the latter wants to deep strike and the tallyman can&#039;t).  Instead, strap this to your Contemptors to ensure those guns you paid those CPs for hit as often as possible.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Champion Relics&amp;quot;&amp;gt;&lt;br /&gt;
These are the relics you can hand out to any {{W40Kkeyword|Bubonic Astartes}} Champion model using the Champion of Disease stratagem.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plaguebringer:&#039;&#039;&#039; Replaces a balesword, daemonic plague blade, plague knife, or power sword. S+2 (6) AP-3 D2, Plague Weapon, and any models slain count as 2 for the purposes of morale tests. If you want to improve the melee capability of a Biologis Putrifier, it&#039;s a flat upgrade over the free plague knife you could already take.&lt;br /&gt;
**Spend 1 command point to give this to a Blightlord Champion. They have a respectable 4 attacks and are tanky enough see a return on your investment. &lt;br /&gt;
**Something else to note is that this weapon does not count as a modifier since it only increases the models slain so RAW space marines have no defense against this.&lt;br /&gt;
*&#039;&#039;&#039;Plague Skull of Glothila:&#039;&#039;&#039; A not-quite grenade that can only be used once per battle at the end of the movement phase (meaning it can be &amp;quot;thrown&amp;quot; in melee). When triggered, target an enemy unit within 6&amp;quot; and roll 7d6: the unit suffers a MW on a 4-5, and 1d3 MW on a 6, so you inflict 0 to 21 mortal wounds with it. Statistically, you get 14/3 (4.67) mortal wounds on average - you have a 68% chance of at least 4 mortals, and a 10% chance of at least 8 mortals.  While it&#039;s nice that it&#039;s no longer a weapon, it&#039;s been replaced with something considerably less reliable and now just wipes off a fraction of a mob of conscripts rather than the whole deal. Really, this is made for denting solo models like heroes or vehicles.&lt;br /&gt;
**Alternative Opinion: Since this no longer counts as a shooting attack, you can target characters and ignore Look Out, Sir! Use this to &amp;quot;snipe&amp;quot; a character you don&#039;t want to deal with otherwise! &lt;br /&gt;
***Odds of dealing at least X mortal wounds, if you&#039;re trying to kill a character:&lt;br /&gt;
***#99%&lt;br /&gt;
***#95%&lt;br /&gt;
***#84%&lt;br /&gt;
***#68%&lt;br /&gt;
***#50% (actually negligibly &#039;&#039;less&#039;&#039; - the odds are &#039;&#039;against&#039;&#039; you succeeding by a tiny margin)&lt;br /&gt;
**Alternative Alternative Opinion:This is also importantly done in the movement phase, and unreliably helps you kill off C&#039;tan and Ghaz in one turn since you will smite after this and then shoot/charge, finishing them off. &lt;br /&gt;
**Note: This can be put on a champion as a good deterrent for fast melee monsters like demon princes or deepstrikers as you will most likely live to the next round to walk up and chuck this.&lt;br /&gt;
*&#039;&#039;&#039;Reaper of Glorious Entropy:&#039;&#039;&#039; Replaces a manreaper or plaguereaper, making it Lord of Contagion or Deathshroud Champion only.  It&#039;s a Plaguereaper (Sx2 (8) AP-3 D3, Plague Weapon) &#039;&#039;without&#039;&#039; the -1 to hit penalty, and on an unmodified 6 to wound, you deal +1 mortal wound.  If you&#039;re keen on making your Lord of Contagion a major contender in melee, then you&#039;ve got a decent tool in your hands.&lt;br /&gt;
*&#039;&#039;&#039;Suppurating Plate:&#039;&#039;&#039; Grants a 2+ armor save, and in the Fight phase, if the bearer loses any wounds, the enemy that inflicted it takes a mortal wound on a 2+. This has sadly been nerfed quite considerably. Since it now deals only 1 MW regardless of how many wounds you lost, it&#039;s more of a deterrent/kamikaze measure than any measure of a &amp;quot;Stop Hitting Yourself&amp;quot; game.&lt;br /&gt;
** Combines very poorly with Rotten Constitution, since you need to lose a wound to trigger the ability.  Combines very well with a Plague Surgeon, including on a Plague Surgeon, since you can heal the wounds you lose.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Plague Company Relics&amp;quot;&amp;gt;&lt;br /&gt;
These relics are Plague Company specific - you can check the individual Plague Company entries for more detail; this is just a brief summary all in one place, to help you pick your Plague Company.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harbingers - Infected Remains&#039;&#039;&#039;: Once per battle, the bearer can drop this on an objective within 3&amp;quot; at the end of the movement phase. So long as the bearer remains on the board, this objective now counts as having the same contagions as the bearer.&lt;br /&gt;
**&#039;&#039;&#039;Terminus Est - Canker:&#039;&#039;&#039; A permanently super-charged plasma pistol. It&#039;s got 18&amp;quot; range, S9 AP-4 D3, and suffers no overcharge, but most importantly it&#039;s also a Plague Weapon!&lt;br /&gt;
**&#039;&#039;&#039;Terminus Est - Filth Censers:&#039;&#039;&#039; Psykers only. Adds 6&amp;quot; to the first listed range for any powers your psyker casts.&lt;br /&gt;
**&#039;&#039;&#039;Terminus Est - Mark of the Terminus Est:&#039;&#039;&#039; The bearer adds +1 to his Strength, any wound rolls against him can&#039;t be re-rolled (to the irritation to all lieutenants), and once per game you can just flat-out ignore one failed save and auto-pass it instead. &lt;br /&gt;
**&#039;&#039;&#039;Terminus Est - Raiment of Atrophy:&#039;&#039;&#039; Any contagions the bearer has count the current turn as one higher, which doesn&#039;t stack with any similar rule.&lt;br /&gt;
**&#039;&#039;&#039;Terminus Est - Reaper of Misery:&#039;&#039;&#039; Replaces a plaguereaper or manreaper. S+2 AP-3 D1, Plague Weapon, and double attacks, meaning what you have is a manreaper that scythes at +1S -2AP but can&#039;t cleave.  &lt;br /&gt;
**&#039;&#039;&#039;Terminus Est - Rotgrip:&#039;&#039;&#039; Replaces a power fist or plague claw with a plague claw at Sx3 (12) and no penalty to hit.&lt;br /&gt;
**&#039;&#039;&#039;Terminus Est - Vomix&#039;s Virulent Blight:&#039;&#039;&#039; Select a plague weapon. When a unit loses wounds by this weapon, the unit will now be permanently be subject to a contagion borne by the unit (pick any one if you have multiple). This is a horribly potent curse when using the basic Nurgle&#039;s Gift contagion, though it&#039;s still a pain when using Shamblerot.&lt;br /&gt;
*&#039;&#039;&#039;The Inexorable - The Leechspore Casket&#039;&#039;&#039;: When a model is destroyed as a result of an attack made with a melee weapon by the bearer, one friendly {{W40kKeyword|Inexorable Vehicle}} model within 18&amp;quot; regains up to one lost wound, maxing out at 3 wounds per turn.&lt;br /&gt;
*&#039;&#039;&#039;Mortarion&#039;s Anvil - Warp Insect Hive:&#039;&#039;&#039; The bearer re-rolls all hit and wound rolls in melee.&lt;br /&gt;
*&#039;&#039;&#039;The Wretched - The Daemon&#039;s Favor:&#039;&#039;&#039; Malignant Plaguecaster only. The bearer replaces their Pestilential Fallout ability with &amp;quot;Torrent of Putrefaction&amp;quot;. Instead of 1 mortal wound dealt on a 7 or more to cast, the bearer deals 1 mortal wound on any successful cast out to 6&amp;quot;, increasing to 1d3 and 12&amp;quot; on a 7+.&lt;br /&gt;
*&#039;&#039;&#039;The Poxmongers - Ironclot Furnace:&#039;&#039;&#039; During the command phase, select one {{W40kKeyword|Poxmongers Daemon Engine}} unit within 6&amp;quot; of the bearer. Until the start of your next Command Phase, that unit has a 4++ Invuln, quite the gift. &lt;br /&gt;
*&#039;&#039;&#039;The Ferrymen - Ferryman&#039;s Scythe:&#039;&#039;&#039; Replaces a Manreaper with another Manreaper that gets 3 attacks per Scything attack instead of 2.&lt;br /&gt;
*&#039;&#039;&#039;Mortation&#039;s Chosen Sons - Vomitryx:&#039;&#039;&#039; Replaces a plague sprayer (so Blightspawn only) with a 7-shot one, doubling its output.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Deadly Pathogens===&lt;br /&gt;
Upgrades a single non-Grenade, non-Relic &#039;&#039;Plague weapon&#039;&#039; on a {{W40Kkeyword|Death Guard character}} or a {{W40Kkeyword|Bubonic Astartes}} unit champion by paying points and increases the unit&#039;s power rating by +1, giving the weapon S+1 and one other additional ability.  S+1&#039;s utility changes a lot if Arch-Contaminator is applying, and also if Nurgle&#039;s Gift is applying - both of them make it more and more important to select a low-S weapon for this.  To give you an idea, if you pick an S3 weapon and then both abilities apply, and you attack a T8 target, you go from wounding 11/36 of the time to wounding 20/36 of the time.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Acidic Malady:&#039;&#039;&#039; 15pts. -1 to the weapon&#039;s AP. A genuine waste of your time - Virulent Fever behaves like this but better on everything you can take it on.&lt;br /&gt;
*&#039;&#039;&#039;Befouling Runoff:&#039;&#039;&#039; 5pts. Ignores cover. Generally garbage, since the best weapons you can pick for this hit automatically, so ignoring Dense Cover is irrelevant, and ignoring Light Cover is worse than Acidic Malady&#039;s flat improvement to AP.  Hard pass.&lt;br /&gt;
*&#039;&#039;&#039;Corrosive Filth:&#039;&#039;&#039; 15pts. +1 damage against {{W40Kkeyword|Vehicles}}.&lt;br /&gt;
**Against a Vehicle, naturally the best thing you can take - but worthless against infantry, bikes, swarms, monsters, etc.&lt;br /&gt;
*&#039;&#039;&#039;Explosive Outbreak:&#039;&#039;&#039; 15pts. Deals an additional hit on an unmodified hit roll of 6, which is equivalent to +1 to hit only with proper stacking with full re-rolls to hit, and it works on WS2+ (bringing your expected hits per attack to 1 base).  Best on a plaguereaper, if you&#039;re going to take it.  Since this doesn&#039;t work at all with weapons that hit automatically, many of your ranged options are just off the table with this.&lt;br /&gt;
**Attached to a WS3+ model (including a natively WS2+ one with -1 to hit), this is a 25% increase in murder - on a WS2+ model, it&#039;s worth +20%.  &lt;br /&gt;
*&#039;&#039;&#039;Unstable Sickness:&#039;&#039;&#039; 10pts. Each kill inflicts an additional MW on the enemy unit on a 4+ with a hard cap of 3MWs, and you can&#039;t use the Befouled Incubators strat on the bearer.&lt;br /&gt;
**The opposite of Virulent Fever - the better the weapon is at murder, the more mortals it inflicts, assuming you&#039;re targeting a multi-model unit so there&#039;s something left to suffer the excess.  Against a 1-model unit, of course, this ability does nothing at all.&lt;br /&gt;
**That means you generally can&#039;t be bothered with this, because it helps you most when murdering things you need the least help murdering.&lt;br /&gt;
*&#039;&#039;&#039;Virulent Fever:&#039;&#039;&#039; 15pts.  Deals a MW on an unmodified Wound roll of 6.  The better the weapon is at wounding, penetrating saves, or damaging, the worse this ability is - low-damage, poor-AP weapons will notice it the most.  As a result, this is generally your best bet on a Lord of Virulence&#039;s Twin Plague Spewer.&lt;br /&gt;
**Stacks with a Biologis Purifier&#039;s Foul Infusion, which has diminishing returns - going from 0 mortals on a 6 to wound to 1 is less of a step than from 1 to 2.&lt;br /&gt;
*&#039;&#039;&#039;Viscous Death:&#039;&#039;&#039; 5pts. Re-roll the number of attacks for this weapon. Ideal for a Foul Blightspawn&#039;s Plague Sprayer, but since rolling more dice makes this ability worse - you have to re-roll the whole roll, you can&#039;t only re-roll poor dice - not nearly as good for a Lord of Virulence.  Genuinely makes a Blightspawn killier.&lt;br /&gt;
&lt;br /&gt;
Numbers speak for themselves: the only options that are actually real upgrades in killiness per point are virulent fever, viscous death, corrosive filth (which is highly situational), and explosive outbreak (once you&#039;re in melee). Weigh them against the cost of an extra Poxwalker. All in all, these are fun options that will not weaken your army if you don’t go overboard with them.&lt;br /&gt;
&lt;br /&gt;
==Psychic Powers==&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you may choose or roll on the tables below!&lt;br /&gt;
&lt;br /&gt;
===Contagion Discipline===&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Miasma of Pestilence&#039;&#039;&#039; - Warp Charge 6 Blessing. Select a visible friendly {{W40kKeyword|DEATH GUARD}} unit within 18&amp;quot;. Any attack that targets that unit is at -1 to hit. &lt;br /&gt;
#*Note that overwatch hit rolls cannot be modified in any way, so you can&#039;t become immune to Tau shenanigans. Unfortunately, this doesn&#039;t make plasma explode on 2s anymore, and to-hit modifiers don&#039;t stack beyond -1, but sticking it on a squad of Deathshroud or Poxwalkers or Mortarion will still make them a pain to kill.&lt;br /&gt;
#&#039;&#039;&#039;Gift of Contagion&#039;&#039;&#039; - Warp Charge 5 Malediction. Select a visible enemy unit within 18&amp;quot; and debuff them with -1S, stacking -1A as well if you roll an 8+ on the psychic test.&lt;br /&gt;
#*This power is bad, there&#039;s no really good way to sugarcoat that - Dark Angels (Aversion), Deathwatch (Neural Void), and Thousand Sons (Dysmanifestation) are all examples of other Space Marines with access to this power but better, because -1S is such an incredibly weak effect.  Unless your psyker can re-roll the cast (e.g. from the Sevenfold Blessings strat the Wretched have), you can just assume you won&#039;t manage the -1A rider (which goes off only  27.78% of the time).  To give you an example of how weak -1S is, if you try to protect T5 plague marines from a mixed squad of loyalist Marines attacking with Thunder Hammers and Chainswords, -1S will do &#039;&#039;absolutely nothing&#039;&#039; - S4-&amp;gt;S3 has no impact on T5, and neither does T7 (your modifier applies after multiplication for the same reason a +1 modifier makes a Thunder Hammer S9 in 9E, not S10).  The power is incredibly reliable in terms of the base effect, mind - you&#039;ll manage to debuff the target&#039;s Strength a full 5/6 (83.33%) of the time - it&#039;s just that you have to pick your powers before you know what you&#039;ll be fighting, and a &#039;&#039;lot&#039;&#039; of the time -1S is useless.  &lt;br /&gt;
#*Unless you chose a particularly useless company contagion - looking at you, Chosen Sons - odds are incredibly good you&#039;re better off with Gift of Plagues, in terms of using a psychic power to debuff the enemy.  If nothing else, Nurgle&#039;s Gift for -1T is a good deal more useful as a debuff than -1S. &lt;br /&gt;
#&#039;&#039;&#039;Plague Wind&#039;&#039;&#039; - Warp Charge 6 Witchfire. Select an enemy unit within 18&amp;quot; and roll a die for each model in the unit; 6s cause mortal wounds. If you scored a 9+ on the manifest check, you instead deal a MW on a 5+. &lt;br /&gt;
#*Effectively, this won&#039;t ever do much, but as it is one of the very, &#039;&#039;very&#039;&#039; few things left that scale with target unit size; you should take this if you are seeing huge tarpits on the other side of the table. And hey, what other Warp Charge 6 power can kill 8 Conscripts (assuming a 48-50 man blob) on average?&lt;br /&gt;
#*WC6 means the expected mw per model is 1/6 after accounting for the casting check, which means the power beats Smite against any unit of size 11+.&lt;br /&gt;
#&#039;&#039;&#039;Putrescent Vitality&#039;&#039;&#039;- Warp Charge 7 Blessing. A visible friendly {{W40kKeyword|DEATH GUARD INFANTRY}} unit gains +1S and +1T. &lt;br /&gt;
#*Like your other buff spells, this one affects units and not models, so use it on those Poxwalkers and make them undying. (Particularly useless with Typhus in that his Poxwalkers are already S4, and thanks to Nurgle&#039;s Gift going up to S5 isn&#039;t a big deal.)&lt;br /&gt;
#&#039;&#039;&#039;Curse of the Leper&#039;&#039;&#039;- Warp Charge 6 Witchfire. If manifested, roll 7d6. The closest enemy unit within 18&amp;quot; takes a mortal wound for each roll that exceeds its toughness characteristic. &lt;br /&gt;
#*It might not have the potential to cause more mortal wounds than Plague Wind (and won&#039;t work at all on units with T6 or higher for obvious reasons), but it&#039;s more reliable against units with lower toughness. Like, just as an arbitrary example, the ones that have been debuffed by your contagion.  Generally speaking, only better than &#039;&#039;Smite&#039;&#039; against T3 or below, which includes space marines if you manage to get them in range of Nurgle&#039;s Gift.  As a corollary, excellent synergy with Gift of Plagues (or if you&#039;re playing Terminus Est, Gift of Infection). &lt;br /&gt;
#&#039;&#039;&#039;Gift of Plagues&#039;&#039;&#039; - Warp Charge 6 Blessing. &amp;quot;So wtf is this spell and where&#039;s my Blades of Putrefaction?&amp;quot; You ask. Sadly, that power is done for, may it rest in peace. Instead, this power boosts the range of any contagion of a {{W40kKeyword|DEATH GUARD}} unit within 18&amp;quot; by 6&amp;quot; (maxing out at 12&amp;quot;). Considering you can use it on Mortarion for a 12&amp;quot; bubble of whatever extra contagion you gave him, or you can combo it with Flash Outbreak to get a forward-punching unit to spread your warlord&#039;s contagion, this seems really strong if played correctly. Halving all movement or shutting down re-rolls to hit/wound with an extra 6&amp;quot; is a game-changer.&lt;br /&gt;
&lt;br /&gt;
==The Seven Plague Companies==&lt;br /&gt;
Following the template applied to the Thousand Sons in Psychic Awakening: Ritual of the Damned, Death Guard got their own version in Psychic Awakening: War of the Spider. These new rules allow you to dedicate your detachments to one of seven plague companies, with certain models gaining an associated keyword. Each company gets a warlord trait (each of which grants a new contagion), a relic, and a stratagem. Note that you can only take the relic if your warlord is from the same plague company as the relic. &lt;br /&gt;
&lt;br /&gt;
===The Harbingers===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 1st Plague Company is led by Typhus the Traveler. They are accompanied by vast hordes of plague zombies, and maintain hundreds of strains of zombie plagues. &lt;br /&gt;
&lt;br /&gt;
Thematically, they are the classic zombie horde. Massive swarms of shambling corpses led by Death guard are pushed into your opponent&#039;s lines, while others rise from beneath the ground to strangle their foes. &lt;br /&gt;
&lt;br /&gt;
Mechanically, they are slightly different from the others. Both Typhus and Poxwalkers gain the Harbinger keyword if included in this detachment, and their rules emphasize taking large hordes of the latter. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Shamblerot (Contagion):&#039;&#039;&#039; When non-{{W40Kkeyword|vehicle}} units are within contagion range at the start of their movement phase, roll a d6 for each unit, subtracting 1 for any {{W40kKeyword|Character}}s. On a 4+ they suffer a MW, upped to 1d3 MW on a 6.&lt;br /&gt;
**On average, that&#039;s 2/3 of a mortal wound for a non-character non-vehicle, and 1/3 of a character non-vehicle.  &lt;br /&gt;
**Since it triggers at the start of enemy movement, the way it will come up the &#039;&#039;most&#039;&#039; is adding output to your warlord&#039;s charges, as almost no enemies will have a way to escape contagion range after getting charged but before their movement phase.  Don&#039;t count on it too much for persuading the enemy to stay away, as once they&#039;ve entered their own movement phase, they have both the rest of their turn and all of yours before they have to worry about the mortal wound coming up - e.g. if your Warlord is charged, he&#039;ll have to at least stay close through two fight phases before it comes up.&lt;br /&gt;
*&#039;&#039;&#039;Relic - Infected Remains:&#039;&#039;&#039; Once per battle, the bearer can drop this on an objective within 3&amp;quot; at the end of the movement phase. So long as the bearer remains on the board, this objective now counts as having the same contagions as the bearer.&lt;br /&gt;
*&#039;&#039;&#039;Stratagems - The Wrathful Dead (1 CP):&#039;&#039;&#039; Use in the fight phase when a {{W40kKeyword|Harbingers Poxwalkers}} unit attacks. The unit now re-rolls any hit rolls. Pair this with the Mutant Strain Strat, and now even lowly zombies are killing terminators. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Inexorable===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 2nd Plague Company are known as the Inexorable for their favored tactics; they crush their foes beneath lumbering battle tanks and mechanized assaults. Their signature disease is the Ferric Blight, which coats both power armor and vehicles in crawling rust.&lt;br /&gt;
&lt;br /&gt;
Thematically, they hearken back to the good old days of the Horus Heresy, when vast waves of slow-moving tanks crushed loyalists under their treads. &lt;br /&gt;
&lt;br /&gt;
Mechanically, The Inexorable use infantry to support and screen their vehicles as they advance on their targets. Is actually really nice for plague marine heavy builds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Ferric Blight (Contagion):&#039;&#039;&#039; Any attacks against enemies within contagion range improve their AP by 1. Note that this is now effective on &#039;&#039;everything&#039;&#039;, so feel free to shank battlesuits with chainswords and tanks with power swords.&lt;br /&gt;
** Pairs really well with literally everything. Zombies are now a -1, grenades are -2 with the biologius, LOC is -4 with his Plaguereaper, LOV is -2 with Twin Spewer, Plague Knives are -2. The potential is everywhere. The only issue is getting your Warlord close enough.&lt;br /&gt;
*&#039;&#039;&#039;Relic - The Leechspore Casket:&#039;&#039;&#039; When a model is destroyed as a result of an attack made with a melee weapon by the bearer, one friendly {{W40kKeyword|Inexorable Vehicle}} model within 18&amp;quot; regains up to one lost wound, maxing out at 3 wounds per turn.&lt;br /&gt;
** Could be cool if paired with the Demonic Gluttony strat, but this relic is just kind of ok when compared with the generic book ones. &lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Ferric Miasma (1 CP):&#039;&#039;&#039; Use in your opponent&#039;s charge phase when an {{W40kKeyword|Inorexable}} unit becomes the target of a charge. Subtract 2 from all the opponent&#039;s charge rolls that target that unit.  &lt;br /&gt;
** Simple but effective. Your tanks roll up the board and you stop a counter charge by a deepstriking enemy. Can easily ruin someone&#039;s battleplan, and then you melt them with better AP weapons. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mortarion&#039;s Anvil===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 3rd Plague Company are known as Mortarion&#039;s Anvil, and they maintain the Death Guard&#039;s long standing preference for trench warfare. They dig in and let opponents batter themselves to death against their defenses. Their signature disease is Gloaming Bloat. Symptoms include fever, sweating, speaking with a wet gurgle, and bloating like a week-dead drowned corpse.&lt;br /&gt;
&lt;br /&gt;
Thematically, this Plague Company emphasizes durability and close quarters melee combat.&lt;br /&gt;
&lt;br /&gt;
Mechanically, their warlord trait screws with enemies that rely on rerolls and/or overwatch. Their relic and stratagem help out in melee. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Gloaming Bloat (Contagion):&#039;&#039;&#039; Enemies within contagion range can no longer fire Overwatch or set to defend. On top of this, they can&#039;t re-roll any hit or wound rolls they make, shutting down a lot of HQs. This contagion is made just to overrun everything without looking at the resistance. Especially fucks over the [[Tau|blueberries]].&lt;br /&gt;
*&#039;&#039;&#039;Relic - Warp Insect Hive:&#039;&#039;&#039; The bearer re-rolls all hit and wound rolls in melee, making them far more reliable in an age where HQs no longer benefit from their own auras.&lt;br /&gt;
** This one seems to be made for a Daemon Prince. Gives him full rerolls and can go toe to toe with most things now. &lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Relaptic Assault (1 CP):&#039;&#039;&#039; Use in opponent&#039;s charge phase, Any number of selected {{W40kKeyword|Mortarion&#039;s Anvil INFANTRY}} units within 3&amp;quot; of the enemy can heroically intervene. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Wretched===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 4th Plague Company are disliked for their high numbers of sorcerers and summoning rituals. Known as The Wretched, they are ruled by a gestalt Daemon known as the Eater of Lives, and their signature disease, the Eater Plague, reduces the corpses of enemies into a slimy gruel.&lt;br /&gt;
&lt;br /&gt;
Thematically, they are a company of psykers, witches, and warp-dabblers in a Legion renowned for hating that sort of thing.&lt;br /&gt;
&lt;br /&gt;
Mechanically, the Wretched favor Malignant Plaguecasters, Daemon Princes, and Sorcerers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Eater Plague (Contagion):&#039;&#039;&#039; Any attacks made against enemies within Contagion range automatically wound on a nat 6 to hit. Makes zombies and mass plague marines a little better. &lt;br /&gt;
*&#039;&#039;&#039;Relic - The Daemon&#039;s Favor:&#039;&#039;&#039; Malignant Plaguecaster only. The bearer replaces their Pestilential Fallout ability with &amp;quot;Torrent of Putrefaction&amp;quot;. Instead of 1 mortal wound dealt on a 7 or more to cast within 12&amp;quot;, the bearer deals 1 mortal wound within 6&amp;quot; on any successful cast, increasing to 1d3 on a 7+.  Best used with the stratagem &#039;Sevenfold Blessings&#039; (see below) to increase the chance of rolling a 7 on the psychic test.&lt;br /&gt;
*&#039;&#039;&#039;Stratagems - Sevenfold Blessings (1 CP):&#039;&#039;&#039; Use before the battle. One use per battle. Select one {{W40kKeyword|Wretched Psyker}}. For the rest of the battle, that psyker knows one additional power and can re-roll one psychic test per psychic phase. &lt;br /&gt;
** You could pair this with the Putrid Periapt relic and give your psyker 4 powers, but at the end of the day he can still only cast 2. Still kind of cool if you want to run a campaign or something with a beefy psyker hero. If you go this route, go for the Sorcerer in Terminator armor. You don&#039;t want all those eggs in a 4 wound 3+ save basket like a Plaguecaster.&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Poxmongers===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 5th Plague Company are known as the Poxmongers, and they make extensive use of Daemon Engines. Their signature disease, the Sanguous Flux, causes endless, half-clotted bleeding and leaves foul red-black trails.&lt;br /&gt;
&lt;br /&gt;
Thematically, they bring the &amp;lt;s&amp;gt;Bloody Stream&amp;lt;/s&amp;gt; Sanguous Flux wherever they go, leaving red trails in the tread of their mighty demon engines.&lt;br /&gt;
&lt;br /&gt;
Mechanically, they buff up Daemon engines, giving them better survivability and making them better at mulching enemy infantry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Sanguous Flux (Contagion):&#039;&#039;&#039; Enemies within contagion range suffer -1 to Leadership and -1 to Attrition checks. &lt;br /&gt;
** Not bad and when it pops off combined with a blightbringer, entire units will run away, but so many armies completely ignore modifiers or are straight up fearless. Honestly, this is one plague company you could get away with taking a generic Warlord trait and being fine.&lt;br /&gt;
*&#039;&#039;&#039;Relic - Ironclot Furnace:&#039;&#039;&#039; During the command phase, select one {{W40kKeyword|Poxmongers Daemon Engine}} unit within 6&amp;quot;. Until the start of your next Command Phase, that unit has a 4++ Invuln, quite the gift. &lt;br /&gt;
** This relic is made for a full unit of Blighthaulers. Take 3, give them a 4++, put Miasma on them every turn, and then rush up the board. Even if you get into combat with them, use the next strat to help.&lt;br /&gt;
*&#039;&#039;&#039;Stratagems - Bilous Bloodrush (1 CP):&#039;&#039;&#039; A {{W40kKeyword|Poxmongers Daemon Engine}} unit can shoot Blast weapons while within engagement range and any ranged attacks against enemies within engagement range add +1 to hit rolls. Your engines can now blast things they&#039;re face-to-face with. Fun on a Plaguecrawler, crazy on 3 blighthaulers. Haulers go brrrr&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Ferrymen===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Ferrymen are the 6th Plague Company. Also known as the Brethren of the Fly, they maintain plague fleets and acquire new ships to add to Mortarion&#039;s armada. Instead of a signature disease, they are riddled with parasitic plague insects collectively known as the Droning.&lt;br /&gt;
&lt;br /&gt;
Thematically, they focus on obtaining new ships for the plague fleets and fielding large numbers of Blightlord Terminators.&lt;br /&gt;
&lt;br /&gt;
Mechanically, they give tricky tools to buff your auras or slow down enemies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - The Droning (Contagion):&#039;&#039;&#039; Enemy units within Contagion range have their movement halved during their movement phase.&lt;br /&gt;
**Much harder to use than some of the other contagions, as by the time you get this close your opponent’s speed is less relevant. This makes it harder to impossible for units to meaningfully fall back or escape melee, but most won’t mind (shooting armies will just fire back and melee ones will just counter charge). &lt;br /&gt;
**Best paired with Flash Outbreak and a Bloat Drone. Drive the drone into the heart of the enemy and slow them down for a critical turn.&lt;br /&gt;
***RAW does nothing, as units don&#039;t have Move characteristics (and as the Space Wolves and Deathwatch can tell you, it&#039;s &#039;&#039;very&#039;&#039; possible to have a unit of mixed Move), but &#039;&#039;presumably&#039;&#039; this means halve the Move characteristic of each model in the unit. &lt;br /&gt;
*&#039;&#039;&#039;Relic - Ferryman&#039;s Scythe:&#039;&#039;&#039; Replaces a Manreaper with another Manreaper that gets 3 attacks per scythe instead of 2.&lt;br /&gt;
*&#039;&#039;&#039;Stratagems - On Droning Wings (1 CP):&#039;&#039;&#039; At the start of your Command phase, select a {{W40kKeyword|Ferrymen Foetid Virion}} unit. One of their auras now add +6&amp;quot; to a max of 12&amp;quot; to their range. This trick is pretty decent, as each one model carries a powerful aura, even if it isn&#039;t a chaos lord&#039;s. This pairs really well with the Foul Blightspawn relic to negate charges, the Living Plague warlord trait to turn off auras, and many others. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mortarion&#039;s Chosen Sons===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mortarion&#039;s Chosen Sons are the 7th Plague Company and the closest to their primarch&#039;s favor. They include numerous alchemists and plague surgeons. The company&#039;s signature disease is Crawling Pustulance, also known as boilblight, lumpen splatter, and Nurgle&#039;s Fruit, and it causes the bearer to form pustules corrosive fluid across their body. &lt;br /&gt;
&lt;br /&gt;
Thematically, they are Mortarion&#039;s personal boys, a company of dark alchemists and plague brewers in the manner of their patron deity.&lt;br /&gt;
&lt;br /&gt;
Mechanically, they buff plague spewers and similar weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Nurgle&#039;s Fruit (Contagion):&#039;&#039;&#039; All attacks against enemies within contagion range ignore cover. How utterly dastardly. This one seems boring compared to the others (and it is), but thematically it makes your spewer weapons better against units in cover. (Combine this with the stratagem disgusting force on a PBC to clean out eradicators hiding in cover. The boosted damage means each failed save will be enough to destroy a model.)&lt;br /&gt;
*&#039;&#039;&#039;Relic - Vomitryx:&#039;&#039;&#039; Replaces a plague sprayer (so Blightspawn only) with a 7-shot one, doubling its output.&lt;br /&gt;
*&#039;&#039;&#039;Stratagems - Plague Brewers (1 CP):&#039;&#039;&#039; When shooting with a unit with plague belchers, plaguespurt gauntlets, or plague spewers, increase the damage of those weapons to 2. &lt;br /&gt;
** Drop in 6 Deathshroud for 7d6 autohits, drop LOV next to them, LOV contagion range is boosted to 12&amp;quot; with psychic power and arch contaminator on LOV for full re-rolls to wound, LOV aura gives AP-1 on wounds of 6, and each wound does 2 damage. Not the best, but that&#039;s a lot of wounds and a big block of terminators t-posing on the enemy army.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armies of Renown==&lt;br /&gt;
The new version of the specialist detachment, introduced in the Book of Rust.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
===Terminus Est Assault Force===&lt;br /&gt;
&lt;br /&gt;
This is Typhus&#039;s personal choice when leading armies. You&#039;re running a massive wall of bloated flesh, with nary a vehicle in sight. This makes your army way slower, but they have their own ways of circumventing that with the lack of any transports. If you&#039;re wondering why the Harbingers aren&#039;t as zombie-focused, then this is your answer.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; Your army has to be from the same {{W40kKeyword|Harbingers}} Plague Company and can&#039;t take Morty, though Typhus is still fair game. You also cannot take any {{W40kKeyword|Vehicles}}.  All of your forces gain the {{W40kKeyword|Terminus Est Assault Force}} keyword.&lt;br /&gt;
*&#039;&#039;&#039;Outbreak Assault:&#039;&#039;&#039; All {{W40kKeyword|Terminus Est Assault Force}} detachments have a revised table for how many units can be thrown into reserves; the simple explanation is that everything costs 1 CP more. Why? Because your reserves can all deep strike. Poxwalkers and cultists pop out in front of the enemy! A sudden drop of plague marines to cap a point! This is pretty much your answer to why you have no transports.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait: Harbinger of Death:&#039;&#039;&#039; Grants a 3&amp;quot; aura that grants an additional attack against enemies within the aura, and enemies with an Ld score less than 7 lose ObSec and the ability to take actions. Pretty much heavy denial when the warlord&#039;s on the field, but it&#039;s prone to disruption unlike any of the contagions. If you make Typhus your Warlord, he takes this on top of any other WTs he gets.&lt;br /&gt;
====Relics====&lt;br /&gt;
*&#039;&#039;&#039;Canker:&#039;&#039;&#039; A permanently super-charged plasma pistol. It&#039;s got 18&amp;quot; range S9 AP-4 and suffers no overheat, but most importantly it&#039;s also a Plague Weapon!&lt;br /&gt;
*&#039;&#039;&#039;Filth Censers:&#039;&#039;&#039; Psykers only. Adds 6&amp;quot; to the first listed range for any powers your psyker casts.&lt;br /&gt;
*&#039;&#039;&#039;Mark of the Terminus Est:&#039;&#039;&#039; The bearer adds +1 to his Strength, any wound rolls against him can&#039;t be re-rolled (to the irritation to all lieutenants), and once per game you can just flat-out ignore one failed save and auto-pass it instead. Whoever you throw this onto is going to be the tankiest monster up-close, as is proper.&lt;br /&gt;
*&#039;&#039;&#039;Raiment of Atrophy:&#039;&#039;&#039; Any contagions the bearer has are counted as progressing one step further. Pretty nice to grant further control, but it can&#039;t stack with any other turn buffs.&lt;br /&gt;
*&#039;&#039;&#039;Reaper of Misery:&#039;&#039;&#039; Replaces a plaguereaper or manreaper. S+2 AP-3 but it gives you a flurry of hits like the manreaper&#039;s scythe mode.&lt;br /&gt;
*&#039;&#039;&#039;Rotgrip:&#039;&#039;&#039; A plague claw at Sx3 AP3 D2 and no penalty to hit, and rerolling 1s because it&#039;s a Plague Weapon. That&#039;s S12, so everything T6 and less is wounded on 2s and rerolling 1s, and when combined with Nurgle&#039;s Gift or Gift of Infection (remember, they can&#039;t stack), you&#039;re almost guaranteed to get to the save-step. That being said, S12+ is overkill against infantry characters, who would&#039;ve been wounded on 2s anyway due to Nurgle&#039;s Gift/Gift of Infection&#039;s -1 T, and with only D2, you&#039;re probably only blowing up light-to-mid vehicles. The Mark is probably better.&lt;br /&gt;
*&#039;&#039;&#039;Vomix&#039;s Virulent Blight:&#039;&#039;&#039; Select a plague weapon. When a unit loses wounds due to this weapon, the unit will now permanently be subject to a contagion given by the unit (pick any one if you have multiple). This is a horribly potent curse when using the basic Nurgle&#039;s Gift contagion, though it&#039;s still a pain when using Shamblerot.&lt;br /&gt;
&lt;br /&gt;
====Fester Discipline====&lt;br /&gt;
Why yes, any psykers with the {{W40kKeyword|Terminus Est Assault Force}} can pick up this discipline, including Typhus himself. This is a lot more debuff-focused - the best two spells here are Lungrot and Rotwind, btith debuffs.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Gift of Infection&#039;&#039;&#039; - Warp Charge 7. An enemy unit within 18&amp;quot; takes a -1 to Toughness, but this doesn&#039;t stack with any contagions doing the same.&lt;br /&gt;
#&#039;&#039;&#039;Lungrot&#039;&#039;&#039; - Warp Charge 7. An enemy unit within 18&amp;quot; can no longer advance, can only charge enemies within 6&amp;quot;, and cannot re-roll the charge distance. Are you up against a charge-heavy army like Space Marines or Nids? Welcome to the best setup for a firing squad.&lt;br /&gt;
#&#039;&#039;&#039;Pernicious Dose&#039;&#039;&#039; - Warp Charge 7. A friendly unit within 6&amp;quot; can re-roll to hit with any plague weapons for the turn.&lt;br /&gt;
#&#039;&#039;&#039;Noxious Discharge&#039;&#039;&#039; - Warp Charge 6. One enemy unit within 12&amp;quot; takes a MW and any other units within 3&amp;quot; of the target (without {{W40kKeyword|Nurgle}} keyword so friendly fire isn&#039;t a thing) take a MW of their own. Not quite Smite, but it spreads between units.&lt;br /&gt;
#&#039;&#039;&#039;Rotwind&#039;&#039;&#039; - Warp Charge 7. Pick one enemy unit within 18&amp;quot;. Any attacks that unit makes have their AP increased by 2 to a maximum of 0, which can be very important when dealing with plasma and melta.&lt;br /&gt;
#&#039;&#039;&#039;Accelerated Entropy&#039;&#039;&#039; - Warp Charge 7. Select an enemy model within 12&amp;quot;. You and that enemy must roll a d6 and add your respective model&#039;s Toughness score to the roll. If you win, the target&#039;s unit suffers 3 MWs, which is upped to d3+3 MW if you roll double or over the enemy&#039;s roll.&lt;br /&gt;
#*Worse than Curse of the Leper in every context in which you&#039;d actually cast it - the only way to make this better is to target high Toughness, at which point you should be casting something else, like Smite.&lt;br /&gt;
#* Most useful on a demon prince with Rotten Constitution; any demon prince that casts this after someone else casts Gift of Infection on the target can actually get above Smite on a T3 target.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
**&#039;&#039;&#039;Rotting Tide (2/3 CP):&#039;&#039;&#039; Select one {{W40kKeyword|Terminus Est Assault Force Poxwalkers}} unit that was either wiped out or at below half strength during the movement phase. That unit can be redeployed at full strength (if you have over 10 models, this costs 3 CP) and placed at a new spot over 6&amp;quot; from a table edge and over 9&amp;quot; from an enemy. &lt;br /&gt;
***Considering how vital these zombies are to your gameplan, you&#039;ll absolutely be needing them to stay alive for as long as possible, and what better way than by throwing them at another location?&lt;br /&gt;
**&#039;&#039;&#039;Unleash the Hordes (2 CP):&#039;&#039;&#039; Select one {{W40kKeyword|Terminus Est Assault Force Poxwalkers}} unit during the movement or fight phase. This unit can now move 3&amp;quot; more and can pile in an additional 3&amp;quot; for this turn, adding a bit more mobility to how they can get stuck in. This one is worded in a weird way, but you select one unit of poxwalkers, do this strat, then ALL of your poxwalkers in your army get to move the extra 3 inches. Pretty great and you only need to use this maybe twice a game to give all of your poxwalkers the crazy movement they need. These are 28 Days Later zombies now.  &lt;br /&gt;
**&#039;&#039;&#039;Pestilential Drop (2 CP):&#039;&#039;&#039; Can be used when setting up a {{W40kKeyword|Terminus Est Assault Force}} unit using the Outbreak Assault rule or teleporting termies. This unit now counts its contagion range as 12&amp;quot; for this turn, but it can&#039;t be buffed any further. You&#039;ll be needing it to lock in your foes before smashing them with rotten gunfire.&lt;br /&gt;
**&#039;&#039;&#039;Callous Disregard (2 CP):&#039;&#039;&#039; Select a {{W40kKeyword|Terminus Est Assault Force Bubonic Astartes}} unit during the shooting phase. They can shoot at any units engaged by friendly {{W40kKeyword|Poxwalkers}} or {{W40kKeyword|Plague Followers}} unit, but they take a -1 to hit. If they miss, then they accidentally hit those puny humans instead. Not like you should lament their loss either, as they were going to get flattened by the enemy anyways.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
All units without rules that are listed here can be assumed to use the equivalent Chaos Space Marines rules, with {{W40kKeyword|Death Guard}} replacing the {{W40kKeyword|&amp;lt;LEGION&amp;gt;}} keyword and {{W40kKeyword|NURGLE}} as its {{W40kKeyword|&amp;lt;}}{{W40kKeyword|MARK OF CHAOS}}{{W40kKeyword|&amp;gt;}}, as well as any special rules applicable to the Death Guard replacing the Legion Trait. In addition, you now have {{W40kKeyword|&amp;lt;Plague Company&amp;gt;}} to denote the various subfactions.&lt;br /&gt;
&lt;br /&gt;
{{W40kKeyword|Bubonic Astartes}} is essentially a fancy way of denoting all the CSM units. Similarly, {{W40kKeyword|Plague Followers}} is a fancy Nurgle-coated keyword for cultists.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Important Note on Psykers!:&#039;&#039;&#039; While you&#039;re generally better off taking Codex versions of the Daemon Prince and the various non-Plaguecaster Sorcerers, there is one very specific circumstance where you might want the index one instead--they use the Dark Hereticus Discipline, while even the otherwise copy-paste entries in the Codex use Contagion. While most of the Contagion powers are probably better for the Death Guard, certain Dark Hereticus powers (cough&#039;&#039;Warptime&#039;&#039;cough) can be VERY helpful. It&#039;s also worth noting that when the CSM codex was released, GW specifically said that Psykers from Index: Chaos can use the expanded Dark Hereticus list from Codex: CSM (Magnus was listed as an example) just in case you wanted to be [[That Guy|That Guy]] and cast &#039;&#039;Diabolic Strength&#039;&#039; on Mortarion.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2019/12/0a6bf313.pdf Legends] Models&#039;&#039;&#039; - Technically legal for play in matched, though they will no longer be receiving &#039;&#039;&#039;ANY&#039;&#039;&#039; changes. Ask your opponent or TO before you show up to a tournament with your Hereticus casting, Nurgling driving, Sorcerers.&lt;br /&gt;
&lt;br /&gt;
===HQ===&lt;br /&gt;
See [https://i.imgur.com/rHQD4Yl.jpg this ruling] for an explanation, but you use Codex datasheets with Index points values when both datasheets exist but you&#039;re using wargear only available from the Index, and Index datasheets when the Codex datasheet doesn&#039;t exist, with Codex points values for wargear when available.  This is relevant to multiple HQ choices who lost options when the Codex came out.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Death Guard Daemon Prince&#039;&#039;&#039;: Buffs all {{W40kKeyword|&amp;lt;Plague Company&amp;gt; Core}} units the same way a Chaos Lord does. Also a seriously powerful melee character who, thanks to his Wound count, can still hide behind your dudes. Same as the CSM version, but with all the Death Guard goodies and wings cost +2 PL/35 points.  Because your version has the Nurgle&#039;s Gift contagion, the axe is an automatic skip compared to the sword.  Can bring a Plague Spewer if using a sword and talons instead of double talons, which makes up for not having a Warp Bolter and then some since it automatically hits, but the Spewer can&#039;t be taken if you took Wings, and you probably took Wings. That said, the fact that this gun is the ONLY non-relic plague weapon that the prince can carry is a big load of [[derp]]. Must also follow the Contagion discipline (which is great when you want to cast the -1 to hit spell on him). It isn&#039;t a {{W40kKeyword|Lord of the Death Guard}} as of the 22/02/2021 FAQ so yay!&lt;br /&gt;
**Because of the various perqs the legion has (Inexorable Advance, Contagions, the buff aura targeting a specific keyword that normally wouldn&#039;t be covered by CSM) compared to the base CSM, it&#039;s become a bit of a hassle to bring in a CSM or Daemons DP instead, which is inconvenient because your daemon princes no longer have access to the Dark Hereticus or Malefic discipline. You could bring in an allied detachment of generic Nurgle CSM, but they&#039;re going to be playing considerably differently compared to your sluggish tanks spreading all sorts of fuckery in the air.&lt;br /&gt;
*&#039;&#039;&#039;Death Guard Chaos Lord:&#039;&#039;&#039; Changes have made them like space marine captains, only one per detachment and does not compete with a Daemon Prince. It has the {{W40kKeyword|Lord of the Death Guard}}. Now comes in line and gets all that Death Guard goodness plus the captain re-roll aura.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Chaos Lord&amp;quot;&amp;gt;&lt;br /&gt;
Your &amp;quot;basic bitch&amp;quot; with a &amp;quot;re-roll 1s To Hit&amp;quot;-aura that especially your plasma guns like. Same stats as CSM version, but replaces frag grenades with blight grenades. Interestingly, he can take a Balesword, but none of the other Nurgle-only melee weapons. However, the best melee weapon for him would probably be the Lightning Claw with +1A and re-roll all wounds, due to the massive synergy with Nurgle&#039;s Gift.  Can and should take a free combi-bolter for his other weapon, since that puts him on the very short list of your infantry models that actually benefit from Inexorable Advance on their guns.&lt;br /&gt;
&lt;br /&gt;
Legends (arguably) allows this guy to pick up a jump pack, but that&#039;s a can of worms for your opponent to settle because it hasn&#039;t been updated for the new codex (and may never be updated).&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator Armour&amp;quot;&amp;gt;&lt;br /&gt;
Same as a standard Chaos Lord, but with -1M, +1W, and -1 Sv. He can do a pretty good thing that his little brother can&#039;t: deep strike. Blightlords are going to thank you, especially if you give him Arch-Contaminator as well. A Lightning Claw is pretty good on this guy too for the same reasons as the normal lord.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Palanquin of Nurgle (Legends)&amp;quot;&amp;gt;&lt;br /&gt;
Lord on a chair with fewer weapon options but because it is {{W40Kkeyword|CAVALRY}}, it &#039;&#039;won&#039;t&#039;&#039; get Inexorable Advance. It also lacks a bunch of the new rules available to the chaos lord, mostly on virtue of it not being updated for the 9E codex - unless GW shows us mercy, this may be permanent.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lord of Contagion&amp;quot;&amp;gt; &lt;br /&gt;
Your generic Nurgle-blessed Chaos Lord in Cataphractii armour, with a Plaguereaper/Manreaper+Orb of Desiccation, Disgustingly Resilient, but no real ranged weapons. This guy&#039;s particular knack is that he boosts the ranges of his own contagions by 3&amp;quot;, making him quite the obstacle in later turns.&lt;br /&gt;
*The choice between a Manreapers and a Plaguereapers: Always take a Plaguereaper unless you have an &#039;&#039;excellent&#039;&#039; reason not to - it&#039;s &#039;&#039;cheaper&#039;&#039; (because you don&#039;t have to buy the god-awful Orb of Desiccation you&#039;ll never end up throwing) and hits &#039;&#039;harder&#039;&#039; against anything with the W to absorb its D.  &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lord of Virulence&amp;quot;&amp;gt;&lt;br /&gt;
The new Death Guard character that&#039;s been teased since the advent of ninth edition comes with a twin heavy plague flamer and a plague power fist on top of Cataphractii armour that makes him stupidly hard to kill and lets him deep strike. The reason you want this guy is because it has a lot of firepower for a single model and also carries a second aura: all {{W40kKeyword|&amp;lt;Plague Company&amp;gt; Core}} models within 6&amp;quot; of him that shoot plague weapons and roll a natural 6 to hit improve their AP by 1. This is on top of the regular re-roll 1s aura of the chaos lord, making him a decent candidate for accompanying blightlord terminators. Also, if you take him against a very bunched up enemy you should absolutely consider lobbing a blight bombardment on their stupid loyalist heads since he makes it cost only 2 CP if he&#039;s your Warlord.  A very poor candidate for Viscous Death, because he rolls 2d6 for his shots, but a very decent candidate for Virulent Fever since he can deep strike, shoot his gun, and then charge. A very solid warlord choice all in all, and a very shooty one.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Sorcerer:&#039;&#039;&#039; These guys have also been rejiggered, with the generic Sorcerer now being shunted to Legends. Fortunately these guys aren&#039;t subject to the restrictions given to Chaos Lords and Daemon Princes, but you&#039;re still likely to skip since they don&#039;t support your army in the same way as the other HQs. If you do need to take one over a lord, you&#039;ll be needing a {{W40kKeyword|Foetid Virion}} to help support the frontlines.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Sorcerer (Legends)&amp;quot;&amp;gt;&lt;br /&gt;
Your baseline caster that can cast two Contagion powers a turn and deny one. Can buy a jump pack for a 12&amp;quot; move and {{W40Kkeyword|FLY}}. Truth be told, the Plaguecaster&#039;s got more to offer, but this guy&#039;s cheaper and has a few more options.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator Armour&amp;quot;&amp;gt;&lt;br /&gt;
Vastly inferior to what Typhus can bring to the table. Typhus is tougher, stronger in melee, a better Psyker, and buffs your units more. Yeah. Take only if you already have Typhus or a Daemon Prince but really can&#039;t cut anything else.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Palanquin of Nurgle (Legends)&amp;quot;&amp;gt;&lt;br /&gt;
Same story as the lord. Forget it.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Malignant Plaguecaster:&#039;&#039;&#039; Nurgle-themed Sorcerer with a bolt pistol, corrupted staff (force staff), blight grenades, and Disgustingly Resilient. Every time he rolls a 7+ on his psychic test, the closest enemy unit within 12&amp;quot; takes a mortal wound, which makes him fantastic in short-ranged firefights, same as the Plague Marines. Keep him in Grenade range and he can unleash a Blight Grenade, Smite, either a buff, debuff, or yet more Mortal Wounds, and then 2 Mortal Wounds from his ability for casting twice. That&#039;s quite a lot of dakka, most of which also works in melee. In 9th is a must because most HQs are capped at 1 and this is the cheapest non-capped, and he&#039;s surprisingly useful.&lt;br /&gt;
**Remember the &#039;&#039;&#039;Pestilential Fallout&#039;&#039;&#039; occurs &#039;&#039;after&#039;&#039; the power is resolved. Don&#039;t &#039;&#039;&#039;Smite&#039;&#039;&#039; the enemy within 12&amp;quot; and go denying yourself a &amp;quot;free&amp;quot; Mortal Wound.&lt;br /&gt;
&lt;br /&gt;
====Special Characters====&lt;br /&gt;
*&#039;&#039;&#039;[[Typhus]]:&#039;&#039;&#039; Grossest living mortal being in the galaxy. Incredibly tanky with a 2+/4++, the Disgustingly Resilient rule, and six wounds. He gives all Poxwalkers within 6&amp;quot; of him Strength 4 alongside his typical Chaos Lord aura. His Destroyer Hive now attacks on the command phase, dealing d3 mortal wounds to an enemy within 6&amp;quot; on a 2+, and he knows Smite and two Contagion powers in addition to his S+3 AP-3 D3 &#039;&#039;&#039;[https://en.wikipedia.org/wiki/Kevin_Spacey MASTER CRAFTED MANRAPER]&#039;&#039;&#039;. He can also teleport. He is quite versatile, allowing you to put him on foot along with poxwalkers and plague marines for a huge blob of nasty space AIDS or send him deepstriking along with blight lords and every good thing you can think.&lt;br /&gt;
**Note that while he can join any Death Guard army regardless of plague company and let them take their particular contagion, he&#039;ll never be able to benefit from their contagions without spending a stratagem for Flash Infection unless the army&#039;s from the {{W40kKeyword|Harbingers}}. And really, Shamblerot&#039;s just the Destroyer Hive but with a variable range and ineffective on tanks. (Alternately, if you&#039;re already going out of the way to proc Destroyer Hive, you might as well proc Shamblerot for the trouble!)&lt;br /&gt;
**Though it may be slightly unfluffy, he pairs exceedingly well with Necrosius.&lt;br /&gt;
**Typhus&#039; Manreaper gives him D3, something that should never be overlooked. He is not invincible, but with his T5, 2+/4++ -1D, it is not impossible for him to tank a fair number of hits from even a very strong opponent in retaliation. Don&#039;t forget the mortal wounds he puts out every turn from his WT and his Destroyer Hive.&lt;br /&gt;
***The changes to Typhus in the upcoming codex has increased his number of attacks from four to SIX. This drastically increases his melee potential. Combine this with the default Blessings of Nurgle contagion and Typhus can take on pretty much any other infantry character in the game, and that’s without including the two psyker powers he’ll still be able to cast.&lt;br /&gt;
**With all the recent changes to Poxwalkers limited to a max of 1:1 unit ratio with all of the other infantry CORE units, the good old zombie horde is gone and Typhus is more of a powerhouse than a buffing character. The only downside is that he competes with &amp;lt;s&amp;gt;Daemon princes and&amp;lt;/s&amp;gt; (FAQ&#039;d) the basic Chaos Lord&#039;s many variants for the lone HQ unit with Lords of the Death Guard, and this is a tough competition.&lt;br /&gt;
*&#039;&#039;&#039;[[Necrosius the Undying]] (FW legends)&#039;&#039;&#039; - Necrosius lost his Plague Zombies in favour of Poxwalkers which is not super surprising. T5 W5 A5 Ld8 and a 3+/4++ save and contains all the rules except for contagions (though he does have DttFE like the basic spikey boys). Is essentially a fatter Plaguecaster but with better weapons and respawns D3 Poxwalkers on each successful cast in addition. However unfluffy and abhorrent, combining this with Typhus&#039;s +1S to Poxwalkers buff would be an interesting combination. He can cast two powers a turn, can attempt to deny 1 psychic power in each enemy phase and knows two psychic powers from the Contagion discipline.&lt;br /&gt;
**A pretty good choice, if you are taking blobs of poxwalkers and your opponent will let you take him, as he is only 20pts more than a Plaguecaster.&lt;br /&gt;
**[[Derp|Despite basically being a Force Bubotic Axe,]] [[RAW]] [[Fail|his Tainted Force Blade is not a Plague Weapon and thus is not buffed by any ability that affects them]] but it can re-roll all wound rolls.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
===={{W40Kkeyword|Infantry Character}}s====&lt;br /&gt;
*&#039;&#039;&#039;[[Biologus Putrifier]]&#039;&#039;&#039; - Same stats as the Foul Blightspawn. He&#039;s only got a plague knife for melee, and his shooting leaves much to be desired - sure, his Injector Pistol is S4 AP-1 D1 and deals 1d3 mortal wounds when it wounds {{WH40Kkeyword|Beasts/Cavalry/Infantry}}, but it has a pathetic 3&amp;quot; range. It&#039;s his grenades that make him worth it: his Hyper Blight Grenades are AP-1 and deal 2 damage, and any other friendly Death Guard units within 6&amp;quot; get their blight grenades upgraded in the same way. As an added bonus, when killed he explodes like a vehicle on a 4+, inflicting a mortal wound on any non-{{WH40Kkeyword|NURGLE}} units within 7&amp;quot; of him.  He also buffs your melee: 1/turn at the start of your charge or any fight phase, pick a friendly {{WH40Kkeyword|&amp;lt;plague company&amp;gt; core}} unit within 6&amp;quot; - until your next command phase, that unit&#039;s melee attacks with Plague Weapons deal 1 mortal wound on nat 6s to wound.&lt;br /&gt;
**This also goes very well with the Blightening strat that lets a unit throw 21.5 blight grenade attacks.&lt;br /&gt;
***Also, while the &amp;quot;ass load of grenades&amp;quot; stratagem is great, you don&#039;t necessarily have to do this all the time. Each unit can throw one grenade (3.5 grenade attacks) and the dozens of HQ characters and mini Elite slot characters that DG armies will no doubt end up running can each throw a blight grenade. So the bulk of your army may well be able to throw half a dozen grenades in a single shooting phase without even using a stratagem.&lt;br /&gt;
**Because his only aura is his Blight Grenade improver you can have him take actions like Raise the Banners or Spread the Sicknesss without much issue. &lt;br /&gt;
*&#039;&#039;&#039;[[Foul Blightspawn]]&#039;&#039;&#039; - 75 points, M5″ A3 S4 WS/BS3+ T5 W4 Sv3+ Ld 8. His weapon, the Plaguesprayer, is a 12&amp;quot; Assault 1d6 S7 AP-3 D2 Plague Weapon that autohits like a flamer, which means that it&#039;s good enough to deal with MEQs to vehicles. The Unholy Death&#039;s Head grenade is cute and has blast. Maybe if he&#039;s close to an 11+ squad he can drop 12 shots on something, but his sprayer is way better in most cases, including against units of size 6=10. He&#039;s terrible in assault personally since he has no melee weapon, but you want him in the frontlines by the assaults due to his ability to make a unit within 3&amp;quot; fight last. For glass cannon melee units that rely on being the first to strike in the Fight phase to compensate for their poor durability (like Daemonettes, Howling Banshees, and Emperor&#039;s Children Chaos Space Marines), this can leave them defenseless at the worst possible time. This also doubles as a bit of cross-god synergy: send a Blightspawn in with some Slaaneshi daemons or Emperor&#039;s Children marines, and you&#039;ll ensure that they &#039;&#039;always&#039;&#039; Fight First, for real this time. You will often want to give this guy a Deadly Pathogen, usually Viscous Death (if you&#039;re concerned you won&#039;t face vehicles) or Corrosive Filth (if you&#039;re confident you will).&lt;br /&gt;
*&#039;&#039;&#039;[[Noxious Blightbringer]]&#039;&#039;&#039; - A debuff machine with a plasma pistol, Disgustingly Resilient, a cursed plague bell (D2 poisoned close combat weapon), and blight grenades. This guy got the short end of the stick when compared to his other Foetid Virion buddies. He has three abilities but you&#039;ll probably only take him for his aura of +1 to move and advance to make your infantry faster. His other auras are nice... if they weren&#039;t 6 inch range. A Psyker can just move out of the 6 inch range to avoid the -1 to casting aura and then cast from 7 inches away.  Maybe they&#039;ll see play in a Ferryman plague company, then use the strat to pick and choose which ability you need. He does have a nice relic that stops units from falling back and can be really good in the right match-up, but then he&#039;s competing with other characters and better relics. &lt;br /&gt;
*&#039;&#039;&#039;[[Plague Surgeon]]&#039;&#039;&#039; - Dr. pimple popper. It&#039;s ironic that out of all the Traitor Legions, it was the Death Guard of all people that kept their [[Apothecary|Apothecaries]]. Like their Loyalist counterparts, they&#039;re mainly intended for support, but instead of reviving dead units, they give a 6+++ to {{W40Kkeyword|Bubonic Astartes Infantry}} units within 3&amp;quot; of them, giving back some of the old DR from 8ed, and can pick one such unit to heal for 1d3 wounds, which is great for healing a wounded Chaos Lord who has just finished fighting, or a terminator unit. He carries a Balesword (a Plague Weapon equivalent of a Power Sword), so he can actually hold his own in close combat with the right support.&lt;br /&gt;
** Keep in mind that his abilities are not tied to Plague Company only, so you can mix and match Plague Companies and let him heal everyone regardless of detachment. &lt;br /&gt;
** Math wise Herr Doktor performs very poorly with basic bitch plague marines, because their wounds are &amp;quot;worth&amp;quot; 10.5 points each and he costs 75, i.e. he breaks even in points when he&#039;s prevented 7 and 1/7 wounds from being lost, either from healing (which is hard - the Marines can&#039;t be healed at 2 or 0 wounds, so you need to have specifically ended up with 1 injured member, and he can&#039;t dish out his total healing, only 1 wound of it) or from his FNP, which alone needs to have 42.86 points of damage come in to break even, on average (so if 43 come in, you should usually block enough to make a negligible points profit). Losing half a full squad of plague marines a turn for four-five turns without losing the whole unit shouldn&#039;t ever happen. That being said, it’s a lot easier to get value from healing terminators and characters, making him pretty good in Terminus Est where Outbreak Assault lets you deep strike with said terminators. &lt;br /&gt;
***By the same logic, he needs to have 33.75 damage come at Blightlords or 27 at Deathshrouds to break even.  &lt;br /&gt;
***TL;DR: The best use for a plague surgeon is a survival boost for a unit or two of terminators inside a terminus est force.&lt;br /&gt;
*&#039;&#039;&#039;[[Tallymen|Tallyman]]&#039;&#039;&#039; - The mortal version of a Spoilpox Scrivener and Epidemius. A cheap (70) Dark Apostle-like unit that allows one friendly {{W40Kkeyword|&amp;lt;plague company&amp;gt; core}} within 6&amp;quot; of him to get +1 to hit rolls (both melee and ranged); since he only has a plasma pistol and grenades he should probably be kept out of melee himself. His other, odder gimmick is called Seven-fold Chant - every turn with a Tallyman in your Battle-Forged army, roll 2d6; on a 7+, you get a CP at the beginning of the command phase. Interestingly enough. this works for not only your own phase but your opponent&#039;s as well. The more players in a game the more opportunities to get back CP. His relic gives an aura of additional hits on 6+ for shooting to  {{W40Kkeyword|&amp;lt;plague company&amp;gt; core}}, further discouraging you from ever taking a Sigil of Decay on your plague marines (that&#039;s the upgrade where your bolters auto-wound on 6 to hit; if you combine both abilities, on a 6 to hit you get an autohit that needs to wound and a normal hit that autowounds, i.e. the Sigil won&#039;t buff the autohits the relic generates).&lt;br /&gt;
**Only the relic gives him an aura, so that’s the only thing you lose if you have him take actions like Raise the Banners or Spread the Sicknesss.&lt;br /&gt;
&lt;br /&gt;
===={{W40Kkeyword|Infantry}} Squads====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Blightlord Terminator|Blightlord Terminators]]&#039;&#039;&#039;: While the Deathshroud are best suited to acting as a bodyguard and heavy melee unit, the Blightlords act more like classic Chaos Terminators with a few Nurglite twists. Like the Deathshroud, they&#039;ve got Cataphractii armour with all the benefits that brings them. While they don&#039;t get Manreapers, they can equip just about anything else a Plague Marine can use, as well as Reaper Autocannons, allowing them to fill any kind of niche. 9th edition brought some changes for these boys: Plague Spewers can now be taken 1 per 5 models in addition to 1 per 5 Blight Launchers or Reaper Autocannons. Combi-weapon spam is now no longer possible, as you can only have up to 1 per 5 of each combi-flamer/melta/plasmas. The positive is that all of the weapon choices are now quite cheap.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Melee&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Bubotic Axe:&#039;&#039;&#039; S+2 Ap-2 D1, Plague Weapon. Courtesy of Nurgle&#039;s gift, these will wound almost everything on a 2+ with rerolls of 1. Mathematically identical to the Balesword against MEQ&#039;s (gaining +1 to wound at a cost of -1ap) and GEQ&#039;s, the axes have an advantage against T7, anything with toughness 4+ and 4+ armour or worse, and anything with a decent invuln.&lt;br /&gt;
*&#039;&#039;&#039;Balesword:&#039;&#039;&#039; S+1 AP-3 D1, Plague Weapon. Identical to the axe against MEQ&#039;s and GEQ&#039;s, gains an advantage against low toughness, high armour targets (without decent invulns, so many t3 characters are out) like sisters or aspect warriors. &lt;br /&gt;
*&#039;&#039;&#039;Flail of Corruption:&#039;&#039;&#039; Doubles your attack output (and your base A is 3, which is quite scary) with S+1 AP-2 D2, pretty much the best melee weapon you can grab, although it does replace your combi-bolter, unlike the other options, so only take if you know your Blightlords will be in melee. Alas it does not spill excess wounds anymore &amp;lt;strike&amp;gt; but we now have a stratagem to put this bad boy to good use &amp;lt;/strike&amp;gt; . On average dice you&#039;re killing an extra 2.5 guardsmen, per flail (max 2), for 2cp. No.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ranged Weapons&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Blight Launcher:&#039;&#039;&#039; Effectively a short-range blaster with 24&amp;quot; Assault 2 S6 AP-2 D2 and Plague Weapon, meaning you can fire in any circumstance and it can blow out anything MEQ. Probably just a bit weaker than the reaper autocannon in general but why not take both?&lt;br /&gt;
*&#039;&#039;&#039;Reaper Autocannon:&#039;&#039;&#039;Our longest range infantry weapon. With 36&amp;quot; Heavy 4 S7 AP-2 D1 you will ruin many an infantryman&#039;s day and with some luck even shred light vehicles. All things considered, between this and the blight launcher, a foot slogging squad of deathshrouds is not such a bad idea.&lt;br /&gt;
*&#039;&#039;&#039;Plague Spewer:&#039;&#039;&#039; The Heavy Flamer of to the Plague Belcher&#039;s Flamer. The issue here is that it&#039;s not gaining anything from Inorexable Advance since it auto-hits and it won&#039;t fire if you advance. If you mean to deepstrike your blightlords then absolutely grab one of those, you will not regret it.&lt;br /&gt;
*&#039;&#039;&#039;Combi Plasma:&#039;&#039;&#039; Remains stronger on most accounts compared to the blight launcher if you overcharge it. However, the changes to Gets Hot alongside the lack of Plague Weapon does hurt the odds of ever taking this unless you absolutely need to blast marines. If you don&#039;t overcharge it then a plague launcher is straight up better most of the time. I would suggest to never fire both profiles at once, it almost never is worth it.&lt;br /&gt;
*&#039;&#039;&#039;Combi Melta:&#039;&#039;&#039; Deepstrike and then say goodbye to that wreckage. What wreckage? *FWAAAAMP* That wreckage. Same thing as the combiplasma regarding the double fire but even more so since you are using this mostly to shoot at big stuff. Alternate take - This wont be at under half range on the turn you Deepstrike, and if you do Deepstrike you&#039;ll want to make it into combat ASAP instead of standing around taking potshots with a melta. Reasonable if you&#039;ve got 5pts spare, but don&#039;t expect the world... Or wreckage, unless the opponent runs a lot of 3W vehicles.&lt;br /&gt;
*&#039;&#039;&#039;Combi Flamer&#039;&#039;&#039; Strictly worse than the plague spewer but if you really need more flames then go for it.&lt;br /&gt;
*&#039;&#039;&#039;Combi Bolter&#039;&#039;&#039; last but not exactly least we have the &amp;quot;totally not a storm bolter but for chaos&amp;quot;. Can always double-tap and will shred light infantry, but will struggle against anything remotely protected. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Deathshroud|Deathshroud Terminators]]&#039;&#039;&#039;: A returning favourite from the Death Guard&#039;s 30k version, and still a potent bodyguard after 10,000 years. They can deep strike. Between their 2+/4++, their ability to mask W9 or less Death Guard Characters within 3&amp;quot; from snipers, Disgustingly Resilient, and having three wounds, they&#039;re practically a requirement for keeping your Warlord as indestructible as possible. In battle, they&#039;re no slouches themselves, thanks to their Manreapers and Plaguespurt Gauntlets (a Hand Flamer, but a plague weapon, and if you take their Chimes of Contagion, once they reach max contagion range, targets will be down a point of toughness). They cost 50 base. Their scythes have either a Power fist profile (S8 AP-3 D2 but -1 to hit) or a more ex-scything one with double attacks but weaker.&lt;br /&gt;
**A Deathshroud champion is an excellent carrier of the Virulent Fever pathogen - put it on one of his plaguespurt gauntlets, then keep him within an Arch-Contaminator aura so you can re-roll all wounds that aren&#039;t sixes, even successful ones. &lt;br /&gt;
**Alternative Opinion: Put Virulent Fever on his scythe, and that&#039;s 10 attacks in melee (8.33 will hit) looking for mortals instead of the risky d6 (3.5) shots of the gauntlet.   The only downside is needing to get into melee first.&lt;br /&gt;
*&#039;&#039;&#039;Possessed&#039;&#039;&#039;: Possessed had a rough time in 8th edition. They were widely seen as unplayable for a long time before the ability to stack multiple buffs led to the inception of the dreaded &amp;quot;possessed bomb,&amp;quot; an un-targetable nightmare of a deathstar. Such days are long past, and Death Guard Possessed finally seem to have found something of a middle ground as a fast, CORE, dedicated melee unit. Thanks to their Daemon save, they are slightly tougher than a normal Plague Marine, while enjoying the same range of defensive benefits. No longer burdened by a mediocre D3 attacks, they benefit from a flat 4 attacks at strength 5, ap -2. As an added bonus, they now count as having a Plague Weapon, unlocking many new combos to be explored. Finally, their 7-inch move makes them the fastest infantry unit in a traditionally slow army.&lt;br /&gt;
**Possessed boosted by a Noxious Blightbringer&#039;s Sickening Vitality Aura (+1 to movement and advance) can have a surprisingly effective range on the first turn. Being able to move 10-15 inches and get on top of an objective can be worth it in the right circumstances.&lt;br /&gt;
**If Possessed have one major flaw, it is the change to make them have the same transport limitations as Terminators. This prevents them from riding in rhinos and, barring land raiders, means you will likely be footslogging them across the battlefield.&lt;br /&gt;
**Note: while they can still benefit from being near a Herald of Nurgle, doing so will turn off your Contagions of Nurgle ability.&lt;br /&gt;
*&#039;&#039;&#039;Gellerpox Infected:&#039;&#039;&#039; Kill Team Annual 2022 brought back these zombie mutants as a special unit available only to the Death Guard and other Nurgle-aligned marine detachments as not-quite Agents of Chaos. This unit in particular is split between the S4 T4 mutants with frags and AP-1 melee weapons and the three Nightmare Hulks, each toting S5 and 5 wounds and wielding even meaner melee weapons, with one of them also getting an S4 AP-1 gut-flamer as well. This alongside the old 5+ FNP save makes these guys a touch more effective than the poxwalkers, but those zombies are far more numerous. However, the Elites Slot has always been rather overcrowded for Chaos, and the Foetid Virions being Elites does not help in any detachments outside of the Arks of Omen.&lt;br /&gt;
**&#039;&#039;&#039;Mutoid Vermin:&#039;&#039;&#039; The hordes of chittering insects and cyber-Nurglings are their own separate unit, but they won&#039;t take up a slot if you also took the Gellerpox. Naturally, these swarms are utterly pathetic and only get a 6+ save and 6+ FNP to protect them, but you can resurrect d3 of the buggers each Command phase, making them more of a hassle to get rid of.&lt;br /&gt;
&lt;br /&gt;
===={{W40Kkeyword|Vehicle}}s====&lt;br /&gt;
*&#039;&#039;&#039;[[Helbrute]]&#039;&#039;&#039;: You know it, you love it. These are your Dreadnought equivalents and you can kit them to just about anything, but between inexorable advance and their weapon options, you&#039;re probably going to go ranged. 7 Power Level because of course we needed another number 7. By default, it comes with a fist and a multi melta. The melta can be swapped for a variety of ranged weapons including twin heavy bolters for horde munching, reaper autocannons for threatening tougher stuff at a distance, plasma cannons that are always overcharged, and for long-range anti-tank, it&#039;s your best source of lascannons and missile launchers. Alternately the gun arm can become a second fist arm, adding 1 to the number of attacks it can make (note: due to all units being &amp;quot;equipped&amp;quot; with their unarmed attack per the core rules, this fist is unnecessary according to RAW) and comes with an underslung combi bolter that you can upgrade to a heavy flamer. Meanwhile the fist arm can be swapped for a missile launcher or a mix of melee weapons including a hammer which, compared to the fist loses its underslung gun and takes a -1 to hit penalty, but has 1 more AP and rolls D6 for damage, but since it has the same strength you shouldn&#039;t bother, the fists will be more consistent. Another melee option is the power scourge which makes three attacks on its own even if you make all your other attacks with a different weapon and hits like an overcharged plasma with 1 less AP. While Helbrutes can be nasty in melee, you&#039;re really going to want to kit them for range because lascannons and missile launchers are some of the longest range weapons this army has, and the Helbrute can have both for less than 150 points. In case Helbrutes weren&#039;t great enough to take just with their wargear, they also can fire on the move without penalty, have a stratagem that lets them add 1 to their hit and wound rolls if they only target a single enemy, &amp;lt;s&amp;gt;and every phase in which they take damage they roll a D6 and on a 6 they get a free round of shooting attacks if they&#039;re not in combat, or melee attacks if they are&amp;lt;/s&amp;gt;. Never leave home without one, and consider taking more. As of CA2019, they cost 12 points less and have lost Hateful Assault in favour of more base attacks, and they have still not fixed the rule that makes the second fist unnecessary.&lt;br /&gt;
** Alternate opinion: Even though it seems to be great, you might want to not take them after all. Twin lascannon and missile launcher are good anti-tank weapons, but not for us, we are not gunline army. 3 shots hitting everything on 3s and wounding most enemy vehicles on 3+ isn&#039;t that great after all, and you can&#039;t really modify the outcome in any reliable way. You might get lucky and shoot down a Leman Russ in 1 turn, or you might not do anything at all for the entire game (or those 2 rounds that Helbrute lasts for). ~~Not having Disgustingly Resilient~~ and an invulnerable save makes you very fragile, and this is exactly what you shouldn&#039;t be as Death Guard.They have their own version of DR just by another name and it functions just like DR.&lt;br /&gt;
**Alternate Alternate opinion: With Helbrutes being included in the {{W40Kkeyword|CORE}} category they will benefit from our Lord&#039;s reroll 1 auras along with a variety of other buffs, including Sickly Corrosion effective turning their whole gun kit into a plague weapon. Their overall synergy both from range and melee has improved with a variety of options to really create a piece that can cover your weaknesses (which is usually firepower).&lt;br /&gt;
***Alternate opinion 3: Another consideration is that the helbrute profile doesn&#039;t degrade as he takes wounds. In fact after the 1st wound he gets better at his job. The tallyman relic affects him as he is in the {{W40Kkeyword|CORE}} category. &lt;br /&gt;
*&#039;&#039;&#039;[[Decimator]]:&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: The Decimator has essentially become an oddball Helbrute, It&#039;s weaker in melee against everything T5 and above (despite the extra attack) while better against everything T4 and lower, it&#039;s sort of better at range in that it has fantastic options. As a Daemon Engine, it can spend CP to re-roll its to hits and wounds. Meanwhile, the Soulburner petard is a downright fantastic anti-everything weapon, and even the Mortal Wounds it causes to the Decimator aren&#039;t a concern since it can just naturally heal those off. You can even take two since you can only hurt yourself once per gun. The Butcher Cannons meant more for offensive lists as debuffing an enemy unit before engaging in them Melee can be much more valuable than just shooting them again. With a 5++ it should live long enough to affect the later turns of a game. Recommended that you skip the C-beam cannon though as the arm slot is better spent on another weapon. In short, take Decimators if you need Mortal Wounds, and durability without Warpsmiths/Hellwrights following them around, get Helbrutes for everything else.&lt;br /&gt;
*&#039;&#039;&#039;[[Chaos Dreadnought#Chaos Contemptor Dreadnought|Chaos Contemptor Dreadnought]]&amp;lt;sup&amp;gt;Forge World [Martial Legacy]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: The Contemptor remains as good as it ever was. It has a huge amount of options, most of which are useless; for guns, the missile launcher is an auto-include, and then a pair of Twin Volkite Culverins beats everything else except the Conversion Beam Cannons at 48-72&amp;quot; (which will never come up, because you lack the tools to stay that far away from the enemy) against very heavy targets and Multimeltas against the same targets (including all the way up to 24&amp;quot; - they don&#039;t need melta range to beat the Volkites).  For melee, the basic DCW is a waste of your time - if it&#039;s not going to be a gun, it should be a chainfist, and you have no reason at all to take 2 melee weapons.  For the gun mounted in the chainfist, a combi-bolter is a waste of the CP this model cost you, so grab a heavy flamer, graviton blaster, or plasma blaster, depending on how much support you&#039;re giving the thing and how risky you want to get - the heavy flamer doesn&#039;t roll to hit, so the more hit support you have (Lord of Virulence, Tallyman, etc) the less you want it, while the plasma blaster is of dubious utility over the graviton blaster unless you can re-roll 1s to hit, since without overcharging the graviton blaster is much better. &lt;br /&gt;
** So there&#039;s actually a lot of play right now with contemptors because they&#039;re {{W40Kkeyword|CORE}}. For example, if you take dual Volkite Culverins (and a missile launcher) on the contemptor for 16+(2 or 7) shots and put him by a Tallyman with the Tollkeeper relic, that Tallyman can make the contemptor hit on 2s while getting exploding 6s in a bubble. If you take 3 contemptors, assuming you use the krak profile in our example, that&#039;s 36 shots (32 Culverin, 4 Missile) at what amounts to BS2+, so 30 hits, and then 18 more hits (since the two buffs combined on the third contemptor mean that on average, every shot hits), for 48 landed hits - and with a re-roll 1s to hit aura applied, that goes up to 56 hits landed.  Unfortunately this costs 1 CP for each contemptor you take but hey, luckily for you, the Tallyman gives you cp every turn.&lt;br /&gt;
***If Mortarion shows up, full re-rolls to hit is best used on the contemptor &#039;&#039;not&#039;&#039; getting +1 from the Tallyman. The net effect of full re-rolls + exploding 6s is 40/36 accuracy.  The Tallyman&#039;s chosen target will have 42/36 accuracy, so the three Contemptors will have 35/36, 40/36, and 42/36 accuracy.  If you lose 2 Contemptors, the Tallyman and Mortarion won&#039;t usefully stack; fishing for 6s on a functionally BS2+ model by re-rolling 5 and below will get you total accuracy 42/36, the same as if you hadn&#039;t bothered.&lt;br /&gt;
***This also works with Multi-Meltas, of course.  They&#039;re just less efficient until you get to within 12&amp;quot; of the target.&lt;br /&gt;
***If you do this, make sure you take bubble wrap to protect your dakka dreads from getting easily charged.  A Blightspawn with the Revolting Stench-vats relic has an aura of removing ASF and inflicts ASL on one unit, so that plus Poxwalkers is very credible charge protection.  You&#039;ll also need Deathshrouds, most likely, to keep the Tallyman and Blightspawn (and probably Lord of Contagion or Daemon Prince) alive.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Deredeo Dreadnought&amp;lt;sup&amp;gt;Forge World [Martial Legacy]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Chaos finally got the Dorito Dreadnought! A lot of people have wanted this for a while and rightfully so, it kicks ass. Is a copy-paste of the marine version with the inclusion benefiting from Chaos marks and legion bonuses.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Leviathan Dreadnought&amp;lt;sup&amp;gt;Forge World [Martial Legacy]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Whatever was sacrificed in the name of Chaos to make these available... it was worth it. This super-dreadnought is a monster and priced very well for what it does. Since all FW Dreadnoughts received the &#039;Dreadnought&#039; keyword this bad boy can be buffed by your legion traits - Emperor&#039;s Children always fights first comes to mind. As for valid weapon options, all are nasty and downright deadly in the right circumstances but are very expensive on an already expensive model. Often the Leviathan Dread is a brilliant distraction unit, but unless you have a foolproof way of getting it into combat quickly he&#039;s unlikely to really make his points back. Place him at the front of your army in the middle and use him to make your opponent sweat &amp;lt;s&amp;gt;whilst havocs and obliterators pop heavier targets&amp;lt;/s&amp;gt;.&lt;br /&gt;
*&#039;&#039;&#039;[[Predator Tank|Chaos Deimos Predator]]:&amp;lt;sup&amp;gt;Legends Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: This is the final anti-tank way for the Death Guard. For 140p and -1CP, the Deimos Predator allows you to destroy almost every 12W tank in one shooting phase, with the lascannon and Magna-Melta options. Some tales speak about that Deimos who shot down that emperor-golden-asslicker-Ares-birdo, but that&#039;s nothing I have seen yet...&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Cultists&#039;&#039;&#039; - The humble Cultists are a poor investment in a Death Guard list, and outshone by poxwalkers. What weapon they should take depends on your play style and what else is in your list, though the lack of both inexorable advance and objective secured hurts their viability. &lt;br /&gt;
**These guys are far less useful, and cheap troops are no longer as important due to the decline of battalion spamming. The only use is really screening from deepstrike and charges against value targets, which is done much better by Poxwalkers. The only saving grace they may have is as a cheap, action performing unit for Deploying Scramblers.&lt;br /&gt;
*&#039;&#039;&#039;[[Plague Marines]]&#039;&#039;&#039; {{W40kKeyword|CORE BUBONIC ASTARTES}} - Very versatile, reasonably priced and extremely durable troops, available from 5 to 10 bodies per squad. T5 makes it so that everything short of Dreadnought/Knight melee weapons has to wound you on 3+ at best, and Disgustingly Resilient makes plasma weapons and other high-damage weapons less effective. They come with the standard marine bolter, but drop the stock bolt pistol and frag grenades for Plague Knives and Blight Grenades, the first of which makes them more dangerous in melee and the latter of which is a straight upgrade to the base frag grenade (+1S and Plague Weapon). &lt;br /&gt;
**Unlike their [[Noise Marines|other]] [[Khorne Berzerkers|cult-specific]] [[Rubric Marines|cousins]], Plague Marines are best used more defensively and sparingly. Poxwalkers can move ahead to contest mid-field objectives and establish board control while the Plague Marines slowly waddle behind them. Even when not embarked on transports, Plague Marines are unlikely to be focused down so long as you give the opponent [[Poxwalkers|lots of other]] [[Mortarion|targets]] [[Myphitic Blight-Hauler|to]] [[Plagueburst Crawler|shoot]] [[Foetid Bloat-Drone|at]]. Plague Marines are very good at the counter-attack, especially when supported with a Foul Blightspawn.&lt;br /&gt;
**They were one of the first units to be affected by the &amp;quot;WYSIWYG from the Box&amp;quot; changes of 9th, retaining a lot of weapon options but no longer able to spam flails like in 8th.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Options&amp;quot;&amp;gt;&lt;br /&gt;
* The champion can replace his bolter with a bolt pistol, plasma pistol, or plasma gun, he can replace his plague knife with a daemonic plague blade (technically a free upgrade, but be aware you&#039;ll lose the +1 attack from the trench fighters stratagem if you do), and he can take a power fist.&lt;br /&gt;
* 1 guy can carry a blight launcher, 1 guy can carry a plague spewer, and if it&#039;s a 10 man unit, a third guy can take either, in exchange for the bolter.&lt;br /&gt;
* 1 in 5 can swap out a bolter for a meltagun, plasma gun, or plague belcher.&lt;br /&gt;
* Then there are 5 &amp;quot;1-in-5&amp;quot; melee options, technically allowing a full melee loadout (if you don&#039;t mind dice rolling in the fight phase to take all day). Each of these replace your bolter, and they all give +1A courtesy of the Vectors of Death rule. These are the additional plague knife, bubotic axe, mace of contagion AND bubotic axe, flail of corruption and great plague cleaver.&lt;br /&gt;
* 1 plague marine with a bolter can also carry an icon of despair (in your Morale phase, roll 1d6 for every enemy unit in engagement, dealing a mortal wound on a 4+), and another one can also carry a sigil of decay (unmodified bolter hits of 6 automatically wound).  Both options require you to keep your bolter, but 1 Marine can carry both; in the unlikely event you want both in the same unit (since one only buffs you at range and one only while engaged), you should always do this, to allow you to keep them in play as long as possible by choosing other squad members to die first.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Melee&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Champions:&#039;&#039;&#039; Daemonic Plague Blades are exclusive to the champion, but they give you a flat +1S to your knife. Not too bad, and you can always buy a power fist if you want something to punch tanks with.  The champion is less efficient in melee with or without the fist than a Flail or Cleaver marine, so frankly you&#039;re best off with the DPB and using the Champion as a Plasma Gunner.&lt;br /&gt;
*&#039;&#039;&#039;Plague Knife:&#039;&#039;&#039; The default weapon, your CCW has AP-1 and Plague Weapon, making them decently effective against marines and smaller units. One in 5 can replace their bolter with a second knife for the same +1A all these other melee options give, which is a poor choice, but at least it&#039;s free.&lt;br /&gt;
*&#039;&#039;&#039;Bubotic Axe:&#039;&#039;&#039; A pretty hefty plague weapon with S+2 AP-2 D1. Hitting at strength 6 means it wounds everything t4 and below on a 2+ with re-rolls (when paired with Nurgle&#039;s Gift).  &lt;br /&gt;
*&#039;&#039;&#039;Mace of Contagion:&#039;&#039;&#039; S+2 AP-1 D3. Flat D3 is an impressive upgrade to your bubotic axe in exchange for a point of AP. Taken in a pair with the axe, which you can still use against 1W chaff, which also makes the mace &#039;&#039;incredibly&#039;&#039; expensive in practice.&lt;br /&gt;
*&#039;&#039;&#039;Flail of Corruption:&#039;&#039;&#039; Doubles your attack output (and your base A is 3 if you have it, don&#039;t forget) with S+1 (5) AP-2 D2 Plague Weapon. Mathematically the best melee weapon against almost every target for the price. Shame we can only take 1 per 5.&lt;br /&gt;
*&#039;&#039;&#039;Great Plague Cleaver:&#039;&#039;&#039; The power fist for the basic plague marine, with Sx2 (8) AP-3 Dd6 Plague Weapon but a -1 to hit. Thanks in part to the random damage, this only beats the Flail against the hardiest of targets - usually monsters and vehicles (generally, anything T5+ W6+).  Use a Flail and a GPC if you have a unit you plan on getting into melee so you can tangle with anything.&lt;br /&gt;
*&#039;&#039;&#039;Icon of Despair:&#039;&#039;&#039; Almost a melee weapon - has a 4+ chance per unit engaged with the bearer to inflict a mortal on that unit in the Morale phase.  Because the bearer gets to keep his bolter, if you assume he gets the chance to shoot (and he should, since you can fire both shots at max range even after moving), this does strictly better than a pair of plague knives (the worst option) per point against even only one other unit (which is usually what you&#039;ll be fighting), with the caveat that the icon&#039;s mortal necessarily happens &#039;&#039;after&#039;&#039; the unit in question has made its attacks.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Special Weapons&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Blight Launcher:&#039;&#039;&#039; Effectively a short-range blaster with 24&amp;quot; Assault 2 S6 AP-2 D2 and Plague Weapon, meaning you can fire in any circumstance and it can blow out anything MEQ. &lt;br /&gt;
*&#039;&#039;&#039;Plague Belcher:&#039;&#039;&#039; A flamer with Plague Weapon. If you want to demolish hordes or scare away charges, you&#039;ll do quite well with this. Otherwise, you also have its bigger brother, which is better than it is against almost everything.&lt;br /&gt;
*&#039;&#039;&#039;Plague Spewer:&#039;&#039;&#039; The Heavy Flamer of to the Plague Belcher&#039;s Flamer. Don&#039;t forget not to Advance if you have these in the unit.  Better than a Plague Belcher and worse than a Blight Launcher against just about everything.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Gun:&#039;&#039;&#039; Overcharge remains stronger against most targets compared to the blight launcher. However, the changes to Gets Hot alongside the lack of Plague Weapon does hurt the odds of ever taking this.  Also: overcharge is essential to take down marines thanks to the D2, and no more double-tapping at 18&amp;quot;. Less potent than in the previous edition but useful even in normal form for the added AP over a blight launcher. Possible to take 3 (and a pair of blight launchers) in a 10-man PM squad.&lt;br /&gt;
*&#039;&#039;&#039;Meltagun:&#039;&#039;&#039; The fact that you are one of the slowest troops out there means that melta isn&#039;t something to take lightly (although it has the same range as a belcher or spewer or the double tap range of a plasma gun, so in terms of competition by and large if you&#039;ve gotten this far you probably have a plan for getting them to within 12&amp;quot;). However, this has become your sole anti-tank weapon.&lt;br /&gt;
*&#039;&#039;&#039;Sigil of Decay:&#039;&#039;&#039; Not a special weapon really but an upgrade to all bolters in the squad, which makes bolters auto-wound on natural 6s to hit. Nice combo with the Tollkeeper relic for exploding auto-wounds attacks; they are bolters, sure, but there are ways to improve AP. Ideal on larger squads, and a must when not taking special weapons (which you should, but in case you won&#039;t, this is 10 points, less than half a plague marine). [[Derp|Sadly mathematically less effective point-for-point vs all targets than just giving a guy a blight launcher.]]&lt;br /&gt;
**Of course, they &#039;&#039;do&#039;&#039; stack.  If something possesses you to field a full 10-man unit with 2 Blight Launchers and 8 Bolters, the Sigil of Decay will make the unit slightly more efficient at murdering everything in the game.  But this will be substantially less efficient even at 24&amp;quot; compared to a 5-man unit with 2 overcharged plasma guns, 1 blight launcher, and 2 bolters.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Poxwalkers&#039;&#039;&#039; - They&#039;re Plague Zombies with a trademarkable name. They are completely immune to morale tests thanks to being mindless, and have the old Disgustingly Resilient ability (now named Unending Horde) to ignore wounds on a 6+++. Good thing, as they have a 7+ save, meaning they only can get regular saves if in cover. Though their statline is unimpressive, they are cheap, and make great tarpits, thanks to their resiliency rules. In addition, every time they kill an enemy infantry model, they can add an additional Poxwalker to the unit. This might seem difficult to do, but they get WS4+ to help them create self-reinforcing tarpits. Basically, against light infantry, you use them to shred through stuff like Conscripts while being damn near invincible, and against anything tougher, you hold them in place until your next turn, then Fall Back and have your Plague Marines unleash Plasma against them. Even against T4, they do alright since they are S3 and have the Contagion rule, so they are wounding on 4s, and that&#039;s of course even better with Typhus&#039;s buff to their strength. Because their only regular &amp;quot;save&amp;quot; is Unending Horde, they&#039;re vulnerable to weapons with more than 1 damage, since a wound from a D2 weapon causes two Disgustingly Resilient rolls, either of which could kill the model. Be aware that, despite their appearance, they are not a screening unit. With only melee attacks and a 4&amp;quot; movement, they are a slow, lumbering mass of attrition. &lt;br /&gt;
** For added fun, add a CSM detachment with Fabius Bile. Over the course of 2 turns, Bile will buff your beautiful zombies by either an additional S, T or A. With all of these buffs combined, you are looking at potentially having T6 poxwalkers. Neat! &lt;br /&gt;
** Main reason to take these is for cheap screening and the new Secondary Objective Spread the Sickness, and just actions in general. This secondary is only kind of ok, but hey it&#039;s fun to spread that sickness with cheap objective secured troops.&lt;br /&gt;
** Bonus points to you if you make zombified versions of different factions&#039; infantry models, so when you kill them in melee and add new models to your zombie hordes, you are adding those new zombie ones instead. Imagine killing ork boyz in melee and then adding zombie boyz to your squad, or zombie termagants. Just make sure you keep them on 25mm bases.&lt;br /&gt;
&lt;br /&gt;
===Dedicated Transports===&lt;br /&gt;
*&#039;&#039;&#039;[[Rhino Transport#Chaos Rhino|Chaos Rhino]]&#039;&#039;&#039;- It&#039;s a Rhino. It does everything you&#039;d expect it to do. As transports are generally quite useful for ninth generally, and specifically for the slow Plague Marines, these could be quite handy to get on an objective and score primaries in the next command phase. Once they&#039;ve delivered their passengers who will be used to score primaries the following turn, use to block or repurpose into a suicide bomb thanks to Putrid Detonation.&lt;br /&gt;
**Since the Rhino now carries Contagions, it can give the purpose of a mobile debuffer. Especially once your plague marines have gotten off, you can make the rhino into a mobile roadblock to spread your auras on two fronts.&lt;br /&gt;
*&#039;&#039;&#039;[[Tunneling Transport Vehicles|Terrax Pattern Assault Drill]]:&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039; subterranean assault transport (set up anywhere 9&amp;quot; away from enemy models at the end of your movement phase) with a terrifying melee weapon (if it hits). Transports 12 Infantry but no Terminators. Expensive, though. &#039;&#039;&#039;Note:&#039;&#039;&#039; this thing explodes for a nasty D6 mortal wounds (2D3 for psykers) to everything in a whopping 2D6”, and you can force it with Putrid Detonation. Field these things as deepstriking nukes for a bargain 106 points apiece.  &#039;&#039;&#039;note&#039;&#039;&#039; - This costs 136pts and only explodes 6&amp;quot; for D3 wounds&lt;br /&gt;
**Throw ten plague marines and a putrefier into it and now you have a reliable way to do around 14 wounds to anything on the table. After nuking unit/tank/knight you still have 10 plague marines and an angry drill to do what ever you want with.&lt;br /&gt;
&lt;br /&gt;
===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;[[Chaos Spawn|The Thing That Shall Not Be Named]]&#039;&#039;&#039; We don&#039;t talk about these things, but when we do, we say that they aren&#039;t terrible, but they aren&#039;t as good as the other &amp;quot;Fast&amp;quot; Attack options that the death guard have available to them. Take another bloat drone instead. That said, if, for detachment requirements, you need a Fast Attack slot filled, a little &amp;lt;s&amp;gt;33&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;25&amp;lt;/s&amp;gt; 21 point Chaos Spawn &#039;&#039;&#039;nonononoNEEEAAAARGHOFHAFHURJG&#039;&#039;&#039; ...a little 21 point monster is a quick way to get it done. Remember though that their main use of keeping up with fast HQs is basically limited to only the winged Daemon Prince. Additionally, thanks to their melee attacks being AP-2 and D2, they actually hit pretty hard for their cost (in addition a one of 3 random but strong mutations each turn). Also of note is the fact that they impose a -1 Ld penalty on enemy units, which pairs fantastically with all the other Ld modifiers in the army.&lt;br /&gt;
**Not only has the update turned &amp;quot;it&amp;quot; into a cheap and consistently strong melee threat, but Grandfatherly Influence strategies not only turn &amp;quot;it&amp;quot; super tanky, now being a pack of 4 wound monsters that shrugs off small-arms fire and takes less damage from anti-MEU like other Death Guard. &lt;br /&gt;
** Alternate Take: This is our cheapest unit in-codex, and there&#039;s something to be said about a 7&amp;quot; movement model for taking early, uncontested objectives. Just be sure to weigh the opportunity cost of another 4-5 Poxwalkers!&lt;br /&gt;
*&#039;&#039;&#039;[[Foetid Bloat-drone]]&#039;&#039;&#039; - Close-range and fast (always advance) anti-infantry vehicle with two plaguespitters and a plague probe. With T7, Disgustingly Resilient, and a 5++ daemon save, it&#039;s quite tanky. Slightly more likely to explode than other vehicles, too. Preferably use it in the shooting phase unless if you have its new Fleshmower weapon, which makes it absolutely terrifying in close quarters: S7 AP-2 D2 is powerful in itself, but as an added bonus it increases to a whopping 12 attacks! It can also swap out a plaguespitter for a Heavy Blight Launcher, which is basically three normal Blight Launchers with 12&amp;quot; more range; remember this is a vehicle with a 3+ to hit. &lt;br /&gt;
**&#039;&#039;&#039;On Heavy Blight Launchers:&#039;&#039;&#039; 6 shots means on average you&#039;ll land 4 hits, which is &#039;&#039;more&#039;&#039; than the 3.5 hits each Plaguespitter expects to land.  You get 2 Plaguespitters, but they&#039;re half the D of the HBL, which means against a target that can suffer the extra damage, the HBL lands &#039;&#039;more&#039;&#039; A*D than the 2 Plaguespitters, and because it doesn&#039;t cost significantly more, this means it&#039;s a more efficient gun against most targets unless you&#039;re shooting the guns in melee or you&#039;re shooting W1 targets.&lt;br /&gt;
**&#039;&#039;&#039;On Fleshmowers:&#039;&#039;&#039; These are some of your most dangerous melee options right now. The sheer amount of 2 damage attacks is crazy, they&#039;re fast, and they have a couple of neat tricks to help out. Move them into position and you can heroically intervene 6&amp;quot; for 1 cp, making them a threat without needing to be right in your opponent&#039;s face. On top of this, you can use Flash Outbreak for 2 cp to give them your special contagion. They &#039;&#039;will&#039;&#039; draw fire, but even this can be helped by using the Daemonic Gluttony strat for 1 cp to heal 3 wounds from the models they will inevitably kill.&lt;br /&gt;
*&#039;&#039;&#039;Death Guard Greater Blight Drone: &amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039; For a 125pts armed with alternative weapon. This beast comes stock with a bile maw (18&amp;quot; S7 Plaguespitter) and Plaguereaper Cannon (36&amp;quot; Heavy 4 S7 AP-2 D1 plague weapon). A compromise of the Bloat-drone&#039;s flamer and long-range option, with both being well suited at melting the normal T4 marines.&lt;br /&gt;
**The huge 14&amp;quot; move is precious for Death Guard, and for only 125 points to boot. It is by far the best contagion spreader possible. With the droning, you can halve the movement of a huge chunk of enemy troops. A bit less killy than the standard drone, though.&lt;br /&gt;
**With the update to the core CSM codex, this beast got a decent buff to survivability. Not only does it get a 5++ Invuln, but it now regenerates a wound each round. In exchange for the Disgustingly Resilient rule offered to the army, you instead get the old 5+ FNP, which works more in your favor considering how many lascannons will be aiming at it.&lt;br /&gt;
*&#039;&#039;&#039;[[Myphitic Blight-Hauler]]&#039;&#039;&#039; - A speedy (10&amp;quot; movement, lightning-quick by Nurgle&#039;s standards) tank that can be taken in squads of 3. 9 Wounds and gives them solid durability without subjecting them to a damage table, and with 3+/5++ paired with Disgustingly Resilient, they&#039;ll be sure to stick around. A squad of 3 may be expensive, but they carry a lot of anti-tank Dakka. Plus, they&#039;re not competing with the Plaguebursts since they&#039;re in the Fast Attack Slot, and if you&#039;re really wanting to lean into Daemon Engines, 3x3 Blight Haulers and 3 Bloat Drones is a legitimate (but uncompetitive) thing you can do with Arks of Omen&lt;br /&gt;
**Weapons-wise, they come with a missile launcher, a multi-melta, a bile spurt (12&amp;quot; Assault 1d3 S6 AP-1, plague weapon, blast, can be fired in melee despite being blast), and a gnashing maw (Melee SU (6) AP-2 D1 plague weapon). They are no longer mobile cover for other units in 9th, focusing down on being the most durable fun-sized tank with having -1 penalty to be hit with melee attacks and a specific stratagem subtract 1 shot from each gun shooting at them to fuck with enemy Melta.&lt;br /&gt;
**Since first being released, MBH have been buffed continually. 3 of them can now be described as a remarkably versatile killy unit. With 3 missile launchers/bile spurts, they are no slouches against infantry, with 3 missile launchers/multi-meltas they can kill tanks, and in combat, a squad of 3 will get 12 attacks on the charge, hitting on 3s, at S6, re-rolling 1s to wound and -2AP (and of course -1T on the target, due to being in contagion range). Very often the versatility of these can catch opponents off-guard. A squad of 3, despite their high price tag, should be seriously considered if you are in need of a hardy jack-of-all-trades Swiss army knife unit.&lt;br /&gt;
** Has been buffed and now these guys can chew vehicles like never before. You can legitimately charge a powerful enemy vehicle with plenty of blast weapons and watch the opponent cry as the next round your blight haulers will shoot their multimeltas in its face/hull while its gun isn&#039;t doing anything because its blast weapons can&#039;t be shot in melee; also they are not {{W40kKeyword|INFANTRY}} so a {{W40kKeyword|TITANTIC}} unit can&#039;t fall back and still shoot.&lt;br /&gt;
**Besides, they’re so damn adorable and cheap, if you don’t field them, Papa Nurgle will be personally offended. He made them so you’d have a puppy. A plague filled, disease-carrying, loyal, loving, manhunting, sick puppy. &#039;&#039;&#039;Pay your respects to his benevolence.&lt;br /&gt;
&#039;&#039;&#039;*Dreadclaw Drop Pod: &amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039;  Heresy era drop pod variant that &amp;quot;somehow&amp;quot; only traitor marines kept. Unlike classic SM drop pods, this one doesn&#039;t just land, it does stuff afterwards. Turn 1-3 arrives on the table and disembarks. Transport for single Hellbrute/contemptor or 10 infantry (5 terms). A foot of movement and FLY. Zoom-zoom! It packs a surprisingly good melee weapon and it can also burn nearby suckers with its jet wash (bombing run variant). Note that unlike a SM drop pod, since this vehicle has FLY, it can ignore terrain when Setting up from deep strike, so even as a basic drop pod, it&#039;s much more flexible.&lt;br /&gt;
&lt;br /&gt;
===Flyers===&lt;br /&gt;
Remember that while the Death Guard are stated to look down on the use of flyers, nowhere does it say that they don&#039;t actually use them (because what&#039;s the point in specialising in attrition warfare if you have no air superiority and just get bombed and/or strafed all the time?). So, when [[that guy]] tries to tell you why you can&#039;t field three Fire Raptors in a Death Guard army because its not fluffy, you can give him the proverbial finger.&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:1em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Hell Blade]]:&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039; Courtesy of the Dark Mechanicus&#039;s warped minds comes one of the better anti-flyer units in the game. Only 135 points (As of FW index 2020) with 2 twin autocannons or Lacannons, with a 3+/5++ and Hard to Hit. With an 20&amp;quot;-60&amp;quot; movement that doesn&#039;t degrade as you take damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Hell Talon]]:&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039; Very expensive at 210 (FW index 2020) points, but considerably tougher than its baby brother the Hell Blade with 14 wounds and T7 as well as its 3+/5++. In addition to the mandatory autocannon and twin Lascannon, then the extra 70pts also pays for two bombs that can be dropped over a spot you move over to deal potentially D3 or D6 MW to each unit within 6&amp;quot; of selected location.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaos [[Fire Raptor Assault Gunship]]:&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039; Not much different than the loyalist scum variant. With T7, 16 wounds and 3+ SV it&#039;s almost as tough as a Land Raider. The average bolt cannon now packs 10 shots at S6 AP-2 2D, enough to drop a whole Primaris squad if you&#039;re lucky. In addition, each quad bolter packs 12 heavy bolter shots. Hellstrike missiles are no longer one use only and you can, in fact, fire 2 missiles at S8 AP-3 3D a turn now. It may replace the Hellstrike missiles for the cheap Balefire missiles or it can take 2 double lascannons instead of the missiles for +1S and the chance to deal more than 3 points (D6) of damage per shot. It can also move and shoot heavy weapons without penalty. You can also swap the heavy bolters for reaper autocannons if you wish for more S but only a half of the shots. Got a small net price decrease (10 points before wargear) in the latest round of FAQs, so is even more of a very viable option if you want some airborne support!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaos [[Storm Eagle Assault Gunship]]:&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039; Your flying Land Raider if you will. This flyer can transport 20 infantry models or half of that in terminators. Doesn&#039;t have as many guns as the Fire Raptor but can take hellstrike missiles or two twin lascannons for more shots and S instead, or alternatively the cheap Balefire missiles if you save on points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaos [[Xiphon Interceptor]]:&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039;  Faster than anything in your army has a right to be, the interceptor is zippy and hard-hitting. Slightly more durable this edition (corrugated cardboard), it&#039;s best suited to hard blitzes against enemy aircraft.  Unfortunately, your army favours infantry, making it somewhat hard to buff or support and turning it into a single-use missile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Support===&lt;br /&gt;
*&#039;&#039;&#039;Chaos [[Predator]] Annihilator and Destructor:&#039;&#039;&#039; A Predator with contagion, so it greatly softens those GEQ and jump pack tarpits within point blank heavy bolter range.  The flavors are Annihilator with a twin lascannon and Destructor with a Predator autocannon.&lt;br /&gt;
*&#039;&#039;&#039;Chaos [[Land Raider]]:&#039;&#039;&#039; The mass transport and massive tank of the Firstborn. With the Vehicle changes, in addition to ignoring the heavy weapon penalty, it now also a horrible idea to try to tarpit them as they can still shoot. All Land Raiders can carry Blightlords and Deathshroud (two transport slots).&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Land Raider&amp;quot;&amp;gt; &lt;br /&gt;
Carries ten models. An effective all-rounder with anti-vehicle capability, the 8th edition introducing unlimited splitfire benefitted this Land Raider the most. Capable of using its lascannons to pop a vehicle and then following up with the heavy bolters to wipe out a MEQ squad. While its transport capacity is still rather small compared to the other Land Raider variants, it still has just enough room to drop a 5-man squad of Blightlords. With T8, 16 wounds, and a 2+ armour save it&#039;ll be a tough nut to crack even with anti-armour weaponry.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Achilles (FW)&amp;quot;&amp;gt;&lt;br /&gt;
The rage-inducing and expensive Achilles is back in a big way in 9th ed. A low cost of 320pts with volkite and 360pts with melta and T8 W16 Sv2+/5++ for good measure makes this model insanely tough. The Achilles is armed with a hull-mounted quad launcher with two ammo types; shatter shells (24&amp;quot;, heavy 4, S8, AP-2, D3) and thunderfire shells (60&amp;quot;, heavy 4d3, S4, AP0, D1, blast and does not require line of sight). Sponson options are two twin volkite culverins (45&amp;quot;, heavy 8, S6, AP0, D2, wound rolls of unmodified 6 inflict an additional MW) or two twin multi-meltas. Both sponsons are frankly solid options and do quite well against their desired targets. You have the option for a storm bolter and a hunter-killer missile but NOT the single multi-melta like most other LR&#039;s get access to. The only area it lacks is its transport capacity of 6, with Jump Pack and Terminator models taking up two spaces. Centurion and Wulfen models are mentioned, but no unit with those keywords is small enough to fit in, and Primaris isn&#039;t allowed as per usual. Good for a Character and an MSU Infantry unit, but don&#039;t expect much more.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Proteus (FW)&amp;quot;&amp;gt;&lt;br /&gt;
The Proteus has two sponson twin lascannons like the vanilla LR, but it can choose to take a multi-melta or twin heavy flamer instead of a twin heavy bolter option (there&#039;s also an option for a single heavy bolter, but why would you even use that). But its main draw is the Explorator Augury Web; taking it reduces the Proteus&#039;s transport capacity to 6, but it prevents anyone from deep striking within 12&amp;quot; of it. Conveniently enough, that happens to be melta range for the multi-melta, so suicide melta squads won&#039;t be able to get near it. For a more aggressively inclined Proteus, you can take the Heavy Armour instead to give it a 5++. &lt;br /&gt;
* A Proteus with twin heavy bolters is 285pts, the exact same as the vanilla LR. However, the Proteus costs 1CP to take due to Martial Legacy, so get the most out of it and grab one of the two unique wargear items. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Defiler]]&#039;&#039;&#039; - Almost the same as the Chaos Space Marine version, but it gains Contagion and has WS/BS 3+. While it lacks DR&#039;s -1D, it can still move up and spread contagions. Enjoy moving it up the field and wounding vehicles on 2+ with the scourge. Also, these got a buff to the cannons, doing flat 3D now. Might be worth considering as a target of Flash Outbreak since it&#039;s got such a large footprint. Overall, not a bad choice, but they&#039;re outshone by Plagueburst Crawlers for artillery and fleshmower Foetid Bloat Drones for melee.&lt;br /&gt;
**Comboing Nurgle daemons and poxmongers allows this guy to regenerate an average of 5 wounds a turn as long as you kill a model in melee. For only 170 points that’s very tough, especially considering it can kill a knight in a turn.&lt;br /&gt;
*&#039;&#039;&#039;[[Plagueburst Crawler]]&#039;&#039;&#039; - It is quite tough with T8 and 12W coupled with 3+/5++ and Disgustingly Resilient. It can move 9&amp;quot;  and as of 9th edition the heavy weapon movement penalty only affects infantry, &#039;&#039;&#039;AND&#039;&#039;&#039; the Crawler&#039;s base BS is now 3+!!!. The mortar is Heavy D6 S8 AP-2 D2 and can shoot at targets 48&amp;quot; away, even if it cannot see them, and it&#039;s also a Plague Weapon. It is additionally equipped with the same plaguespitters the Bloat Drone has (12&amp;quot; Assault d6 auto-hits, S6 AP-1 D1, Plague Weapon). They can be switched for entropy cannons (36&amp;quot; Heavy 1 S8 AP-4 Dd3+3), effectively making it a short lascannon with the Plague Weapon rule if you want AT instead of anti-horde. It also has a hull-mounted heavy slugger (36&amp;quot; Heavy 4 S5 AP-1 D1) that can be replaced with a rothail volley cannon (24&amp;quot; Rapid Fire 3 S6 AP-1 D1) if you want to exchange range and shots-at-range for a more reliable chance to wound and substantially more shots within 12&amp;quot;. The rothail is a good choice if you expect the tank to be in melee because it gives the tank 6 shots rather than 4 (also, the heavy slugger suffers a penalty to hit, because Plagueburst Crawlers don&#039;t qualify for Inexorable Advance). Basically, if you&#039;re taking spitters, go rothail. If taking entropy cannons, go heavy slugger. &lt;br /&gt;
*&#039;&#039;&#039;Chaos Rapier Carrier&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Ignore the Quad Launcher and the Gravity Cannon - the Quad Heavy Bolter is among the most efficient dakka you can field &#039;&#039;period&#039;&#039; (but especially anti-GEQ/MEQ/TEQ), while the Laser Destroyer is your most efficient anti-heavy.  Field 3 of these with Laser Destroyers and watch your problems literally evaporate.  The only problem is keeping them alive, as they&#039;re cheap because they&#039;re fragile, so don&#039;t be afraid to hide them behind terrain - they don&#039;t have a lot of M, but they can still peel a corner to shoot.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Vindicator Laser Destroyer (Deimos Pattern Vindicator Laser Destroyer)&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Use the Deimos Pattern Vindicator Laser Destroyer datasheet on page 8 of Imperial Armour Index: Forces of the Adeptus Astartes. It must replace all of its Faction keywords with the following: Chaos, Heretic Astartes, MARK OF CHAOS, LEGION.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Whirlwind Scorpius&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Chaos finally gets a Whirlwind! Scorpius Multi-Launcher is going to do work at 48&amp;quot; Heavy 3D3 S6 AP-2 D2, shoot targets you cannot see. Can also get a Havoc Launcher, but you aren&#039;t going to do that since you want it hiding all game and shooting. Can eat people in melee on a 5+ to regain a wound, may fire twice in the next shooting phase if it did not move!!! This is going to be a Chaos MVP for sure. Has the Containment Breach rule, which punishes regular units with 2d3 mortal wounds within 6&amp;quot; and Psykers within 6&amp;quot; with D6 mortal wounds instead.&lt;br /&gt;
**&#039;&#039;Alternate Take:&#039;&#039; Why would you spend more than twice the points for less range, less shots, and less Strength? Rocket Barrage is nice, but it&#039;s not the Whirlwind it&#039;s trying to be, especially not at the point-value it&#039;s been offered at. You have better sources of indirect fire, that either earn their point-value or are just plain cheaper.&lt;br /&gt;
*&#039;&#039;&#039;Chaos [[Sicaran Battle Tank]] (FW):&#039;&#039;&#039; A series of Relic tanks, having an improved rhino chassis with W14 and Sv2+. The downside is they have a Martial Legacy, so they cost 1CP to even bring. In addition to its main gun and a single Heavy Bolter, you can grab 2 sponson-mounted Heavy Bolters or 2 Lascannons, a hunter-killer missile, and a pintle-mounted Storm Bolter, if you crave more dakka.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Sicaran Battle Tank&amp;quot;&amp;gt;&lt;br /&gt;
The Sicaran has transitioned smoothly into 8th and 9th ed. It&#039;s armed with a nasty accelerator autocannon (48, assault 8, S7, AP-2, D3) but unfortunately lost its ability to ignore hit modifiers. Make good use of the assault weapon on its main gun by zipping around and firing while advancing.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Sicaran Venator&amp;quot;&amp;gt;&lt;br /&gt;
The Venator trades the regular Sicaran&#039;s quantity of consistent shots for vehicle annihilation; 48&amp;quot;, heavy 3, S12, AP-3, Dd6, rising to D6 if the tank remained stationary. finish off whatever survives with the hunter-killer or the sponson lascannons. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Sicaran Punisher&amp;quot;&amp;gt; &lt;br /&gt;
The Punisher says &amp;quot;fuck GEQ&#039;s&amp;quot;; 36&amp;quot;, heavy 18, S6, AP-1, D1. Enjoy making Orks and Tyranids and Tau and Guard and Eldar cry.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plague Hulk of Nurgle&amp;lt;sup&amp;gt;Forge World + legends &amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Want a better and tougher Defiler who doesn&#039;t heal himself? You found him! T8, 14W, 5++ and 5+ Disgusting Resilience. With S8 and &amp;quot;Rusting Curse&amp;quot; which lowers Vehicles saves within 1&amp;quot; by -1, he&#039;s going to punch the crap out of enemy armour. It can also be summoned, but with 12 PR it&#039;s not going to happen reliably. Rot Cannon is largely unchanged but with new stats, 36&amp;quot; Heavy D6, S6 AP-3 D2, and all wound against Infantry are rerolled (cool). Its vomit has morphed into something else altogether, 7&amp;quot; range, Pistol D6, S5 AP-2 D1 where all shots auto-hit... very cool! The Iron Claw remains largely unchanged, Sx2 AP-3 D6 (not -1 to hit rolls) with the Warp Sword being potentially good now with User S, AP-3, and flat D3 damage which also allows you rerolls to hit (much better than the last edition for sure!)...I still see most people taking the claw though. All around, the Plague Hulk is a great 8E choice.&lt;br /&gt;
&lt;br /&gt;
===Lords of War===&lt;br /&gt;
[[File:DaemonMort.png|200px|thumb|right|I have returned...]] &lt;br /&gt;
*&#039;&#039;&#039;[[Mortarion]]&#039;&#039;&#039; - &#039;&#039;&#039;&#039;&#039;Tremble, mortals, the Rotten Angel cometh!&#039;&#039;&#039;&#039;&#039; After languishing in mediocrity all 8th, Mortarion is finally the beefcake he deserves to be and is probably going to be the centerpiece of many Death Guard or even regular CSM armies. Standing at W18 T8 3+/4++ (5+++ if he&#039;s your Warlord) and Disgustingly Resilient, Contagions that are 9&amp;quot; from the first turn onward, and &#039;&#039;four&#039;&#039; Warlord Traits (more info below) including the FNP one, he will prove quite hard to bring down. He has one of the best anti-horde weapons in the game, his huge scythe &#039;&#039;Silence&#039;&#039;. It can dish out Ax3 (21 base!) SU (8) AP-2 D1 Plague Weapon attacks per fight phase, which will annihilate tarpits like there&#039;s no tomorrow. To deal with anything heavier, &#039;&#039;Silence&#039;&#039; has a second profile&#039; Sx2 (16) AP-4 D1d3+3, Plague Weapon. He still carries his old &#039;&#039;Lantern&#039;&#039; pistol that can a decent amount of spread-out damage as it hits every unit in a straight line between him and the one he aims for (including the one he aims for but not himself) up to 12&amp;quot; - he only rolls to hit once, and if he does, each unit is hit exactly once, and it&#039;s S8 AP-3 D3. He still carries phosphex bombs that deal out 2D6 S5 AP-1 hits (they&#039;re not Plague Weapons, but because their range is less than his Contagion range, targets are always hit at -1T). Cherry on top, he&#039;s a psyker (yeah, the very thing he hated back in the day, but hush, no more tears, only Nurgle&#039;s happiness now). He knows 3 powers from the Contagion discipline, and he&#039;s able to cast two and deny three every turn. All this is in addition to the fact that he is the fastest piece in the army, moving 12&amp;quot; with {{w40kkeyword|FLY}}, meaning he can hit things like Stormravens and Thunderhawks in melee. Just go and think about that for a second. Anyway, all in all he’s a really, &#039;&#039;really&#039;&#039; strong big daddy. Use him whenever you can.&lt;br /&gt;
**&#039;&#039;&#039;Choosing your warlord trait for Host of Plagues:&#039;&#039;&#039; Of the 7 contagions you can pick, 3 rely on a specific company being around (and hence don&#039;t do anything for Mortarion personally, instead only making him a vector for the Contagion).  Here are the 7 for ease of reference, with the ones Mortarion can benefit from at the top:&lt;br /&gt;
***&#039;&#039;&#039;Shamblerot:&#039;&#039;&#039; Each enemy non-{{W40Kkeyword|vehicle}} unit within Contagion Range of this unit at the start of your opponent’s Movement phase suffers an average of 0.67 mortal wounds if a non-{{W40Kkeyword|character}} and 0.33 if a {{W40Kkeyword|character}}.&lt;br /&gt;
****Functionally speaking this is simply extra output for him in melee - it doesn&#039;t happen until after the enemy attacks and won&#039;t help morale checks fail, but you can almost always count on something you charge still being within contagion range at the start of its Movement phase.&lt;br /&gt;
***&#039;&#039;&#039;Gloaming Bloat:&#039;&#039;&#039; While an enemy unit is within Contagion Range of this unit, it cannot fire Overwatch or Set to Defend, and each time a model in it makes an attack, it can&#039;t re-roll hit rolls or wound rolls.&lt;br /&gt;
****Since you have no practical way to charge targets from &#039;&#039;more&#039;&#039; than 9&amp;quot; away anyway, this is just a straight defensive buff with the caveat that a target that can&#039;t or won&#039;t Overwatch/Set to Defend and has no re-rolls won&#039;t even notice you have this.&lt;br /&gt;
***&#039;&#039;&#039;Sanguous Flux:&#039;&#039;&#039; While an enemy unit is within Contagion Range of this unit, every model in the unit suffers -1 Ld and -1 to Combat Attrition tests.&lt;br /&gt;
****Provided you&#039;re fighting an enemy that can practically suffer Morale losses, this is Shamblerot but better, in terms of the amount of harm you&#039;ll inflict - the problem is how hard it is to fight something where Morale losses &#039;&#039;matter&#039;&#039;, as opposed to fearless or nearly fearless squads or single-model units.&lt;br /&gt;
***&#039;&#039;&#039;The Droning:&#039;&#039;&#039; While an enemy unit is within Contagion Range of this unit, at the start of your opponent’s Movement phase, halve that enemy unit’s Move characteristic until the end of the phase.&lt;br /&gt;
****RAW does nothing, as units don&#039;t have Move characteristics (and as the Space Wolves and Deathwatch can tell you, it&#039;s &#039;&#039;very&#039;&#039; possible to have a unit of mixed Move), but &#039;&#039;presumably&#039;&#039; this means halve the Move characteristic of each model in the unit.  Mortarion has the movement (and contagion range) to deliver this where you need it about as credibly as possible, but to do so you need to fling him all the way forward, which may not be tactically viable.  Remember, he&#039;s &#039;&#039;expensive&#039;&#039;.&lt;br /&gt;
***&#039;&#039;&#039;Ferric Blight:&#039;&#039;&#039; While an enemy unit is within Contagion Range of this unit, each time an attack is made by a friendly {{W40Kkeyword|INEXORABLE}} model against that enemy unit, improve the Armour Penetration characteristic of that attack by 1.&lt;br /&gt;
****Useless for Mortarion, but the best of the three murder-buffs.&lt;br /&gt;
***&#039;&#039;&#039;Eater Plague:&#039;&#039;&#039; While an enemy unit is within Contagion Range of this unit, each time an attack is made by a friendly {{W40Kkeyword|WRETCHED}} model against that enemy unit, an unmodified hit roll of 6 automatically wounds the target.&lt;br /&gt;
****Useless for Mortarion and has particularly poor synergy with the wide variety of to-wound buffs you have in your army.&lt;br /&gt;
***&#039;&#039;&#039;Nurgle’s Fruit:&#039;&#039;&#039; While an enemy unit is within Contagion Range of this unit, each time an attack is made by a friendly {{W40Kkeyword|MORTARION’S CHOSEN SONS}} model against that unit, the target does not receive the benefits of cover against that attack.&lt;br /&gt;
****Useless for Mortarion and &#039;&#039;almost always&#039;&#039; strictly worse than Ferric Blight.&lt;br /&gt;
**Like Magnus, Mortarion&#039;s command aura only grants re-roll 1s to hit. However, he can give a single {{W40kKeyword|Death Guard Core/Character}} unit (that includes himself) re-rolls on all hit rolls each Command phase. He gets to pick whatever contagion from any company at the start of the game and always uses both of his contagions at max range, although bear in mind he can only personally benefit from some of them - some contagions only benefit their specific company, and Mortarion isn&#039;t in one. There&#039;s no reason whatsoever to hold him back, since you can achieve a re-roll 1s aura with a regular chaos lord. Morty is at his best being in close combat with his enemies while his sons support him and do objectives. Do note, however, that while he&#039;s tanky he&#039;s &#039;&#039;&#039;far&#039;&#039;&#039; from invulnerable and always keep in mind that he is a massive fire magnet. Just like in 30k, you&#039;ll need supporting units and a plan to get the most out of ole Morty. That said, if he does somehow go down he explodes like a vehicle for a few parting mortal wounds.&lt;br /&gt;
**Having four warlord traits does have a minor drawback though, you can&#039;t double up on any of them for the rest of your army.&lt;br /&gt;
**It&#039;s worth noting that because Mortarion has both the {{W40Kkeyword|Nurgle}} and {{W40Kkeyword|Daemon}} keywords, he can be targeted by the Nurgle daemon powers with a similar story for {{W40Kkeyword|Heretic Astartes}}. So if you think that Miasma of Pestilence to protect Morty isn&#039;t enough, then ally in a Great Unclean One or Herald of Nurgle and give them Fleshy Abundance to keep Morty topped off on wounds and even more difficult to kill. Or give him Virulent Blessing and watch him shred through armour and infantry alike even faster.&lt;br /&gt;
**He also loves you (except you, Typhus, fuck you).&lt;br /&gt;
*** Don&#039;t forget the Nurglings! Mortarion ALSO has d6 additional attacks at S2 and no AP, but they&#039;ll also benefit from Virulent Blessing, and are Plague Weapons to boot, for potentially even MORE mortal wounds!&lt;br /&gt;
***Hilariously, for being a huge daemon primarch, Mortarion is exceptional at dealing with infantry. The reaping scythe is nearly always better against anything with more models than wounds or a decent invuln save. With contagions Mortarion will wound anything T8 or lower on a 3+ or better with the reaping scythe and if he has diabolic strength this extends to anything T10 or lower.  Bear in mind that the Reaping Scythe profile deals 21 A*D while the Eviscerating Blow profile deals 35 A*D - as soon as you&#039;re murdering anything W3 or higher, the Eviscerating Blow profile starts to become more and more compelling, with the usual caveats about potentially wasting damage depending on exact numbers (e.g. against a W4 target his EB only deals 32 A*D, while the RS stays at 21 - the numbers get particularly wonky whenever the target&#039;s Wounds aren&#039;t a multiple of 6).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:1em;&amp;quot;&amp;gt;&lt;br /&gt;
====Forge World====&lt;br /&gt;
&lt;br /&gt;
All of the following units are well beyond the realm of being reasonably priced, most of them getting 200 point (or more, in the case of Scabby) increases on top of their already ridiculous points costs. As such, they should not be taken in competitive play, even some of the better units (Fellblade, Scabby) as Death Guard probably have a lite version of that unit for less than half of the cost (Morty or Mamon for Scabby, Land Raider or 3 Myphitic Blight Haulers for the Fellblade).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scabeiathrax the Bloated&#039;&#039;&#039; - My oh-my is this guy one tough son of a bitch. At T9 with 22 wounds (which can be healed with the Nurgle Discipline), a 4+ Invulnerable save for being a Daemon Lord, and the Disgustingly Resilient special rule, you will need a crap ton of heavy firepower to put him down. And if he dies, on a 4+ a unit within D6&amp;quot; suffers D6 mortal wounds. His close combat abilities are not to sneeze at either. He has Horrific Vomit, which is a 2d6 flamer at S6 AP-2 with Damage D3 that can be fired into close combat. Then, he has the Blade of Decay, a S+2 AP-4 sword that does a flat 6 damage. To round it all out, he gets D6 additional nurgling attacks at S2 AP0. He can cast 3 powers and deny three powers and knows Smite plus two Nurgle powers. Finally, he lets Nurgle Daemons use his leadership within 6&amp;quot; of him. Oh, did I forget to mention he forces a -1 to hit modifier on all friendly Nurgle Daemon units within 6&amp;quot;? Yeah, you want this guy. The only thing stopping you from taking him in every game is he&#039;s 777 points, and he&#039;s a LoW.&lt;br /&gt;
** Annoyingly, despite his sword having &#039;Decay&#039; in the name, it is not a plague weapon, and neither is the vomit. So no Blades of Putrefaction mega-bonus for you :(&lt;br /&gt;
*&#039;&#039;&#039;Chaos Sokar Pattern Stormbird Gunship:&#039;&#039;&#039; Pretty much the largest flyer/transport/model Forge World offers next to titans. Damn expensive in points and tangible money alike, it can ferry the entire army onto the battlefield. Has like 8 lascannons, a host of various missiles and bombs, void shields, and a few heavy bolters here and there for flavor. The void shields can extend and overlap nearby troops 8&amp;quot; away that jumped out if it has hovered. Has 40 wounds, T9, a 5++ after the void shields. Its insane points cost (2321 for the default, which is more than a warhound Titan) completely prices it out as you won’t be able to fill its transport slots short of a 3000 point game.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Thunderhawk Assault Gunship:&#039;&#039;&#039; Baby’s first Stormbird, costs 1400 points so is more widely useful than its big bro (which, admittedly, isn’t hard at all) but still dies alarmingly fast for such an expensive unit - it has 3+/5++/5+ VS (deg). Its best weapon for survival is its toughness and -12” to the range of weapons shooting at it. Also puts out a surprisingly small amount of hurt - the same number of Heavy Bolter shots as a fire raptor (which is nearly &#039;&#039;&#039;FOUR TIMES CHEAPER&#039;&#039;&#039;) and either a turbo laser destructor (to evaporate vehicles) or the Thunderhawk cannon (generally inferior due to unreliable shot output). It does start off at BS2+ however, so consider keeping a barebones chaos lord in it throughout the game to get those lovely reroll wound (no idea how a plane would feel sufficiently inspired by a 10000-year-old man with horns riding inside it to magically be better at shooting but hey welcome to 8th). The bombs are a nice touch at least, and it’s still &#039;&#039;&#039;&#039;&#039;very&#039;&#039;&#039;&#039;&#039; fast.&lt;br /&gt;
*&#039;&#039;&#039;Hellforged Mastodon:&#039;&#039;&#039; Have you ever wanted to transport 40 Marines at once while trashing flyers and generally being nigh-indestructible? Then the Mastodon is the LoW for you! With 30 wounds and a 5+ void shield, the Mastodon is a fucking tough nut to crack, made even more so if it somehow gets into the 6&amp;quot; range for its siege melta array&#039;s rerolls to kick in. Good thing too, being 1060 fucking points for a single unit!&lt;br /&gt;
*&#039;&#039;&#039;Hellforged Spartan Assault Tank&#039;&#039;&#039; - THIS IS SPARTA(N)! The Death Guards true answer to its slow speed. The Spartan is a beast! With 8 lascannons (Which can be exchanged for 2 Laser destroyers) and a twin heavy bolter (Can be exchanged for a Twin heavy flamer), plus capacity for a Havoc launcher or the standard pintle weapons. This beast also rocks a transport capacity of a whopping 25! That&#039;s 5 Death Shrouds, 5 Blight lords, A Lord of Contagion, a Malignant plaguecaster, Biologius putrifier, Tallyman and Foul Blightspawn. All in one simple sweet package! The only downside is that it is expensive (Still better value than a Land Raider) and that it is a Lord of War choice. Still awesome!&lt;br /&gt;
*&#039;&#039;&#039;Hellforged Cerberus Heavy Destroyer&#039;&#039;&#039; - Jesus, this thing is expensive but nasty. So on top of the rules, we&#039;ve seen for the other Hellforged tanks, this beast sports T9, 22 wounds, a 2+ save and can always shoot or charge even when falling back. It also hits at S8 from its infernal hunger and rolls D6 for its containment breach mortal wounds (2D3 against psykers). It can take two heavy bolters or lascannons for sponsons and havoc launcher or combi-weapon for the pintle blah blah blah - let&#039;s talk about that FUCKHUEG gun sticking out of the front of it. It slings 4 shots down a 6-foot range with AP-6 and dealing an eye-watering 5-10D per shot (aka, 4+D6). The fun part, however, is how it wounds - it doesn&#039;t have a strength characteristic but instead, you roll 3D6 and compare against your target&#039;s leadership; if you equal or exceed that value, the target is wounded. This means that on average, you will wound &#039;&#039;&#039;ANYTHING&#039;&#039;&#039; in the game, which then takes an average 7 damage at -6 to their armour. Oh hey, if you kill anything with this tank in the previous turn with any of your guns, you get to roll 4D6 and choose the highest 3. Obviously, wipe something weak and then focus fire on trouble spots. EDIT: don&#039;t forget, it&#039;s also BS 2+...so it really works well against flyers.&lt;br /&gt;
**For countering this beast, the Warlord trait in the basic rules which adds +1 leadership in a 6&amp;quot; bubble (Inspiring Leader) is pretty impressive against this thing, as do other abilities which increase the leadership stat. Invulnerable saves work just fine against it. And lastly, it really can only target one enemy per turn (with 4 shots) so it won&#039;t be effective against opponents without elite targets (against grots, it will kill 4 grots per turn). Defensively, this (thanks to chapter approved) very expensive tank has no invulnerable save, so will die quickly to traditional anti-tank weapons.&lt;br /&gt;
*&#039;&#039;&#039;Hellforged Typhon Heavy Siege Tank&#039;&#039;&#039; - Your tank for when you absolutely need 1 unit dead. It comes stock with the infamous Dreadhammer Siege Cannon that dishes out 2d6 S10 AP -5 shots that each do 3 wounds on a failed saves, starting at 2+ to hit. The randomness of the number of shots makes it ok at best for dealing with squads that are 10 man or more, but that shouldn&#039;t be your priority with this thing. You want to be shooting and those special prize units of 5 or fewer models or rival tanks. This brings us to our next point, wargear. It may also bring Heavy Bolter or Lascannon sponsons and you can give it a Havoc Launcher (if you have the points, just take the Lascannons). Its no slouch defensively either T9, 22 wounds, and a 2+ save will keep it on the board far longer than your enemy will be comfortable with. Oh and it regenerates wounds from Close Combat.&lt;br /&gt;
*&#039;&#039;&#039;Hellforged Fellblade&#039;&#039;&#039; - Incredibly expensive, even more so due to the Chapter Approved points hike it got (897 points for the default loadout), but still the Baneblade&#039;s exponentially meaner cousin and the king of the 1500-2000 point game. It comes with a twin heavy bolter, two quad lascannons (that&#039;s 8 lascannons, people!), a demolisher cannon, and the Fellblade Accelerator Cannon, which is all kinds of rape. The FAC fires shells in 2 flavour: AE (Anti-Everything), which fires 2 shots at Strength 14, AP -4 and a flat rate of 6 damage per wound - whatever you hit with this shell will die, or be damged so bad it will become irrelevant thanks to degrading stats. HE (High Explosive) is anti-GEQ/anti-MEQ with 2d6 shots strength 8 ap -3 D1, making it absolutely perfect for killing MEQs (S8 and Ap-3 also make it decent against TEQs as you&#039;re wounding on 2s and dropping them to their 5++, but the D1 will halve the number of kills you get out), and you can also reroll the number of shots fired against units with 5 or more models in. The HE shells also suffer less than the AE shells as the tank takes damage and loses accuracy thanks to its higher rate of fire (so target vehicles early in the game, while you still have accuracy with AE shooting) The 8 lascannons are arguably the most deadly part of the loadout as rate of fire is king in 8E and you&#039;re putting out 8 S9 AP-3 Dd6 shots, making this an excellent knight killer. For dealing with T9 or above superheavies, the lascannons can be replaced for laser destroyers, which are 36&amp;quot; Heavy 1 S12 Ap-4 Dd6. You also roll a d6 every time an unsaved wound is dealt against this weapon, and on a 3-5 the damage is changed to 2d6, and on a 6 the damage is changed to 3d6. A pair of these are also cheaper by 40 points than a pair of qaud lascannons, but their usefulness takes a much greater hit than the lascannons as the tanks takes damage. It also has a demolisher cannon (24&amp;quot; Heavy d3 S10 AP-3 Dd6 (which becomes Heavy d6 against units with 5 or more models), and a twin heavy bolter (which can be swapped for a twin heavy flamer) to round the arsenal out (not including your choice of combi-weapon or havoc launcher goodness). All-in-all, keep this beast at around 24-48&amp;quot; range to get the most use out of its weapons, but watch out for high ap weapons as it doesn&#039;t have an invuln. To make up for this, feel free to stay at 100&amp;quot; and snipe the units with high ap weapons with AE shells. It&#039;s an insanely good take for non-apocalypse games, and only gets better as the points limit drops towards 1000 as there becomes less and less that can hurt it and less and less targets (allowing you to focus fire). Just don&#039;t expect to be having the room for any other expensive units (or just any units at all if you&#039;re playing 1000 points).&lt;br /&gt;
*&#039;&#039;&#039;Hellforged Falchion&#039;&#039;&#039; - Insanely expensive (well over 1000 points), but excellent for deleting titanic targets (seriously, Stompas don’t even get armour saves against this thing, not to mention them being wounded on a 2+. Sit there and laugh as your enemy’s 40-wound beat stick is destroyed before turn 2). 2d6 strength 16 shots, -5 AP, 2d6 damage. It&#039;ll wound anything T8 or lower on 2&#039;s, and the few T9 targets out there on 3&#039;s. Keep a lord/DP around to re-roll 1&#039;s to make the target&#039;s death all but a foregone conclusion. 2 quad lascannons (or two laser destroyers if you really want to wreck superheavies) plus a hull twin heavy bolter add to its already impressive firepower.&lt;br /&gt;
*&#039;&#039;&#039;Kharybdis Assault Claw &amp;lt;sup&amp;gt;[Forge World]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Another Heresy era drop pod variant that &amp;quot;somehow&amp;quot; only traitor marines kept. This is like a &amp;quot;super&amp;quot; Dreadclaw, featuring slight improvements over the base dreadclaw, in most areas, plus what is basically 5x cyclone missile launchers with an extra -1 AP to both profiles. Melee weapon remains the same, but it gains a bonus melta attack too. Transport capacity increases to 20 infantry (10 terms), but can still only transport a single helbrute/contemptor. +3&amp;quot; movement, but it degrades (T8 with 20 hp). Bombing run variant is improved. Note that unlike a SM drop pod, since this vehicle has FLY, it can ignore terrain when Setting up from deep strike, so even as a basic drop pod, it&#039;s much more flexible. Model does have TITANIC.&lt;br /&gt;
&lt;br /&gt;
===Fortifications===&lt;br /&gt;
*&#039;&#039;&#039;[[Miasmic Malignifier]]&#039;&#039;&#039; - A massive, plague-choked factory, spewing smoke and disease for all to see. It&#039;s pretty beefy, with 12 wounds at T8 and a 3+ save, but that&#039;s all it has defensively if you don&#039;t count the self-destruct that hits anything within 6&amp;quot; that&#039;s non-Nurglite with d3 Mortal Wounds. Offensively, it&#039;s relying on a short-ranged stench, a 6&amp;quot; Heavy 2d6 S4 AP-1 D1 flamer-type gun - Not much in the grand scheme of things. The real reason you&#039;re bringing this thing is because of it&#039;s non-combative benefits: It spreads a contagion at max range, it has a 6&amp;quot; aura that gives your {{W40kKeyword|Death Guard Infantry}} soft cover (or just robs the enemy of -1 to hit if already in soft cover) and it comes with a Pox Furnace (a separate piece of terrain with Light Cover, Heavy Cover, Unstable Position, Difficult Ground) that has to be within 6&amp;quot; of it and within 12&amp;quot; of any enemies. This is great because that little Pox Furnace gives you that light cover which then triggers the -1 to hit on your unit if they are set up behind the furnace. &lt;br /&gt;
** This thing is surprisingly tanky too because it is T8, comes with Disgustingly Resilient, and it can be given a smokescreen for its own -1 to hit. It also works at full efficiency even with one wound left and it does not hurt your units when it blows up. If the enemy chooses to shoot at this cheap fortification instead of your other tanks, then that&#039;s a good trade off right there.&lt;br /&gt;
==Counterplay==&lt;br /&gt;
*&#039;&#039;&#039;Space Marines&#039;&#039;&#039;: Space Marines main advantage tends to be their toughness 4. Thankfully, Death Guard don&#039;t care about that noise, due to the contagion aura reducing them to T3. You don&#039;t have the sheer killing power that Marines have in melee or shooting, but Plague Weapons mean you don&#039;t need 5 flavors of the same character to get rerolls, and your -1 to damage negates a good chunk of the Marine Arsenal. Plagueburst crawlers are your go to battle tank, due to being the best tank in the game period, and able to eat through Marines like Potato chips. Keep an eye on Raven Guard and Salamanders, who have very reliable ways of getting past Mortarion&#039;s toughness with +1 to hit and/or wound. Iron Hands also have a 6+++, so mortal wound spam is slighty less effective against them&lt;br /&gt;
*&#039;&#039;&#039;Black Templars&#039;&#039;&#039;: The one exception to your martial supremacy over the Marines. Besides the fact that Templars can tell some of your psykers to fuck off, they are more mobile. You&#039;ll also never wound them on anything less than a 3+, due to Uphold the Honor of the Emperor giving them a 5++, so forget about melee Bubotic Axes/Power Fist 2+ to wound, or sniping their vehicles at all. Mortal wounds are an ok, but not perfect way around this problem given the 5+++. Volume of fire/attacks is the best way to defeat the Templars, and killing their support characters will leave them a still absurdly tough, but floundering mess.&lt;br /&gt;
*&#039;&#039;&#039;Dark Angels&#039;&#039;&#039;: Dark Angels are a powerful matchup. While they probably won&#039;t defeat you in melee, they have both the ranged firepower to crush you and the mobility to steal objectives and run circles around you. If your opponent brings a pure Deathwing army, you can expect to win through manuever. Against pure Ravenwing, bring Plagueburst Crawlers, and consider some Blight Drones to detonate on units like Ravenwing Knights. Against Greenwing, you&#039;ll probably want to kill what you can and hold objectives everywhere else. For this, Chaos Spawn will come in clutch.&lt;br /&gt;
*&#039;&#039;&#039;Adeptus Custodes&#039;&#039;&#039;: With the new Codex, Custodes are an army of Doomslayers. A Blade Champion with the Lockwarden Warlord Trait will tear new fleshy wounds in your diseased boys, and even Mortarion isn&#039;t safe. Beware the Sisters of Silence, for they can wound morty on a 4+, something few other models of their caliber can boast. The Psyk-Out Grenades Stratagem is an easy way to force Morty to perils, which is an excellent way to soften him up before a charge. Keep an eye out for the Sisters of Silence, beware the bikes/anything trying to get in melee, and try to spam mortal wounds to break through their invuln saves. Again, Plagueburst Crawlers are clutch here, with the high volume of fire being essential to breaking key Custodes units.&lt;br /&gt;
*&#039;&#039;&#039;Sisters of Battle&#039;&#039;&#039;: Sisters are not nearly as terrifying as you&#039;d imagine, lacking the juicy S9 weaponry most factions need just to do decent damage to your army. They have a universal 6++ that won&#039;t really protect them, but you&#039;ll want to watch out for sneaky tricks. Ministorum Flamers hit like trucks compared to any other flamers, and the whole army can deny powers on a roll of 5+, and have a few toys for hurting our daemons like Mortarion or our Drones/Plagueburst Crawler. Watch for Seraphim, as they are the most reliable way for Sisters to nuke something big and scary that they would prefer to not exist. Repentia will also thouroughly fuck anything ([[/d/|not in that way]]), so pepper them with gunfire and destroy the Rhino they&#039;re hiding in turn one. Smite, the supparating plate, and other mortal wound tricks won&#039;t work on Morvenn Vahl or anyone from the Order of the Valourus Heart, who both have fnp rolls specifically against mortal wounds.&lt;br /&gt;
&lt;br /&gt;
==Notable Strategies==&lt;br /&gt;
===Poxwalkers and Terminators===&lt;br /&gt;
Here&#039;s an example 2000 point list that leans into some of your best special rules:&lt;br /&gt;
*Battalion&lt;br /&gt;
**Plague Company: The Wretched&lt;br /&gt;
**CP: 7 (12 base - 2 (Gifts of Decay) - 2 (Martial Legacy x2) - 1 (Sevenfold Blessings))&lt;br /&gt;
**HQ&lt;br /&gt;
**#Typhus (you can still pick any Plague Company)&lt;br /&gt;
**#*Miasma of Pestilence, Putrescent Vitality&lt;br /&gt;
**#Malignant Plaguecaster (Sevenfold Blessings strat, Daemon&#039;s Favour relic)&lt;br /&gt;
**#*Gift of Contagion, Gift of Plagues, Curse of the Leper&lt;br /&gt;
**Troops&lt;br /&gt;
**#Poxwalkers x20&lt;br /&gt;
**#Poxwalkers x20&lt;br /&gt;
**#Poxwalkers x20&lt;br /&gt;
**Elites&lt;br /&gt;
**#Chaos Contemptor Dreadnought (Missile Launcher, 2x Twin Culverins)&lt;br /&gt;
**#Chaos Contemptor Dreadnought (Missile Launcher, 2x Twin Culverins)&lt;br /&gt;
**#Deathshroud Terminators (+1 Plaguespurt Gauntlet on Champion)&lt;br /&gt;
**#Deathshroud Terminators (+1 Plaguespurt Gauntlet on Champion)&lt;br /&gt;
**#Deathshroud Terminators (+1 Plaguespurt Gauntlet on Champion)&lt;br /&gt;
**#Foul Blightspawn&lt;br /&gt;
**#*Revolting Stench-Vats, Warlord: Arch-Contaminator&lt;br /&gt;
**#Tallyman (doesn&#039;t take up an Elites slot due to Blightspawn)&lt;br /&gt;
**#*Revolting Stench-Vats&lt;br /&gt;
**Fast Attack&lt;br /&gt;
**#Foetid Bload-drone (Fleshmower)&lt;br /&gt;
**#Foetid Bload-drone (Fleshmower)&lt;br /&gt;
**#Foetid Bload-drone (Fleshmower)&lt;br /&gt;
**Heavy Support&lt;br /&gt;
**#Chaos Rapier Carrier (Quad Heavy Bolter)&lt;br /&gt;
&lt;br /&gt;
===Play it 30k===&lt;br /&gt;
Gimmicks are fine for starting play, but higher levels of play will require looking at what makes an army good. Death Guard have access to the absolute hardest to kill Terminators in the game, and they come in two flavors. They have one of the toughest tanks in the Plagueburst Crawler. Their Hellforged Dreadnoughts (Leviathan, Contemptor, Deredeo) all benefit from the Legion trait. Mortarion absolutely needs his bodyguard to survive Repulsor Executioners and Knights, and is worth the attention he lifts from the rest of your army, but he&#039;s not gonna hang around to dish out his buffs. Use an Index Daemon Prince to Warptime him up the table if something juicy is there T1, otherwise Warptime his bodyguard to hang out for just one or two more turns (depending on how much shooting they toss out). Roll those tanks onto objectives, and start hammering your enemies with your dreadnoughts. Drop in with Blightlords, and vanish the screen before throwing Mortarion up their guts. Morty dead? Drop the Blightlords in cover, walk, and be dumb hard to kill while they have to decide to put tank-busting weapons into your Leviathans or Terminators.&lt;br /&gt;
&lt;br /&gt;
===Grenade Storm===&lt;br /&gt;
Get a Biologis Putrifier, a handful of Plague Marines, and use the Blightening stratagem for 18 shots that autohit if engaged. Not the deleting strat that it used to be but can still be a powerful deterrent for hoards. Since you can take Plague Marines in 7 man squads, one possible delivery method is a Rhino containing seven Plague Marines, a Biologis Putrifier, and two more characters, like a Foul Blightspawn for 2d6 extra grenades.&lt;br /&gt;
*The major weakness of this strategy is that the grenades are 6 inch range and everyone and their mother will see it coming. However, with the addition of &#039;&#039;&#039;Overwhelming Generosity&#039;&#039;&#039; stratagem, you can DOUBLE the range of grenades (to 12&amp;quot;), since they are Plague Weapons. Trying to line up the shot is very difficult without the aid of something like Warptime or a Dreadclaw. It feels like this would be a great backup strategy rather than a main battle plan.&lt;br /&gt;
&lt;br /&gt;
===Nurgle Daemonkin===&lt;br /&gt;
As of Chaos Daemon’s 9E codex, the buffs of Poxbringers and Epidemius (amongst others) apply only to {{W40Kkeyword|Legiones Demonica}} units, [[RAGE|squatting your cross-faction]] {{W40Kkeyword|Daemon}} and {{W40Kkeyword|Nurgle}} keyword synergy. All hope is not lost however, as allying in a single detachment (of up to 25% the total PL of your army) now &#039;&#039;doesn’t interfere with special army-keyword rules&#039;&#039;. This means one thing: &#039;&#039;&#039;CONTAGIONS ARE BACK ON, BABY!&#039;&#039;&#039;&lt;br /&gt;
* Take a Psyker - your familiar friend the Poxbringer is nice and cheap, or cough up 300 points for your GUO. Either way, give them &#039;&#039;&#039;Shrivelling Pox&#039;&#039;&#039; from the Warprot Discipline. That -1 Toughness stacks with your Death Guard &#039;&#039;&#039;Contagion&#039;&#039;&#039; for -2 total on one enemy unit. Have your DG psyker buff a friendly attacking unit &#039;&#039;&#039;Putrescent Vitality&#039;&#039;&#039; for +1 Strength and maximum cheese.&lt;br /&gt;
* Never overlook the Feculent Gnarlmaw. Whilst they only buff {{W40Kkeyword|Legiones Demonica}} units and are now targetable, their harmful aura only targets &#039;&#039;enemies&#039;&#039;. This means you needn’t worry about invalid allies, being beholden to the {{W40Kkeyword|Nurgle}} immunity. Sadly, these nasty trees now compete with the Miasmic Malignifier for that Fortification Network. The Malignifier actually buffs your dudes and gets Contagions, but the Gnarlmaw may last longer depending on who you’re up against thanks to Daemon Saves.&lt;br /&gt;
* Summoning is gone, but now your allied Daemons have special Deep Strikes. Sadly, none of our Characters have the {{W40Kkeyword|Warp Locus}} keyword, because [[Derp|GW forgot about Death Guard when writing the CSM codex]] (Master of Possession has the keyword, for instance). Still, you can drop Plaguebearer bombs with a sprinkle of Nurglings, spawn swarms of Plague Drones and Beasts, or bring Slimux for terrain soiling (can’t plant Gnarlmaws though), all for the cost of a patrol detachment. &lt;br /&gt;
* As above, &#039;&#039;&#039;CONTAGIONS ARE BACK ON, BABY!&#039;&#039;&#039; Just make sure your allied detachment doesn’t exceed 25% PL of your army’s total Power Level (or you lose Contagions). Read those rules carefully.&lt;br /&gt;
&lt;br /&gt;
===Hammer and Anvil===&lt;br /&gt;
When building an army list, it&#039;s often better to think of it in terms of move speed and attack range. What you want is to hit your opponent in waves, forcing them to react to your moves rather than letting them do what they do best. First waves are usually fast moving units like Mortarion, Bloat Drones, Plague Drones and Daemon Princes, since they have ridonkulous movement range. Second waves are usually deep strikes and marines popping out of rhinos to deliver faceful of grenades, deep frying with plague flamers, or melee Helbrutes leaping into the fray. Final waves are usually Typhus and his zombie mosh pits. The downside to this strategy is that you&#039;ll be absolutely shit when it comes to holding territory. Then again you&#039;re a filthy heretic, who cares about defending?&lt;br /&gt;
&lt;br /&gt;
===Wow, that&#039;s a lot of terminators!===&lt;br /&gt;
A pair of 5-packs of Blightlords is goddamn terrifying. 2 flails, 2 blight launchers, and melta/plasma added to flavor will take you far. Not only is this unit nigh impossible to put down when backed with miasma of pestilence from a friendly Typhus or other psyker, it makes for a great while we stand we fight secondary pick, not a lot in this game can put them in the ground. A fun strat is to have a 10 man block of Blightlords and a 10 man PM unit backing them up. Keep a Biologus Putrifier nearby. Throw foul infusion on your Blightlord blob, and suddenly they mortal wound on 6&#039;s with their axes, flails, and swords. And, you can still throw some blight rack grenades to your plague marine buddies in the back for The Blightening. What&#039;s not to love? &lt;br /&gt;
*Blightlords don&#039;t do nearly enough for their cost, at range, in melee, defensively, or in any combination.  If your plan is melee, as the above clearly is, Deathshrouds are &#039;&#039;way&#039;&#039; better.  &lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
[[Category: Warhammer 40,000 9E]]&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (9E)]]&lt;br /&gt;
[[Category:Chaos]]&lt;br /&gt;
[[Category: Chaos Space Marines]]&lt;br /&gt;
[[Category: Death Guard]]&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics/Dark_Eldar&amp;diff=1011630</id>
		<title>Warhammer 40,000/9th Edition Tactics/Dark Eldar</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics/Dark_Eldar&amp;diff=1011630"/>
		<updated>2026-05-20T15:45:33Z</updated>

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This is the current [[Warhammer_40,000/Tactics_(9E)|9th Edition&#039;s]] [[Dark Eldar]] tactics. [[Warhammer_40,000/Tactics/Dark_Eldar(8E)|8th Edition Tactics are here]].&lt;br /&gt;
&lt;br /&gt;
==Why Play Drukhari==&lt;br /&gt;
Drukhari are steeped in ancient and unnatural evil. They have chosen this path for themselves, and revel in their own cruelty, drawing physical sustenance from the infliction of pain. They inhabit an insidious portion of the webway known as Commorragh, the Dark City, an impossibly vast stronghold from which they launch piratical raids across the length and breadth of the galaxy. The Drukhari live to inflict misery and death; what happens to the captives they bring back to Commorragh is best left undescribed. They are vain, devious and utterly self-serving, with no respect for any living creatures except themselves, though each individual Drukhari typically views every other member of their race with uncaring contempt.&lt;br /&gt;
&lt;br /&gt;
The Drukhari have a diabolical appeal. They are the evil kings and super-villains of the 41st Millennium, and they have all the right tools for the job. They are completely unapologetic and over-the-top in everything they do, be it turning themselves into sentient beams of light and flying across the galaxy just to gloat to the lesser races about their accomplishment, or using acid-filled rivers and daemonic chasms as obstacles for their insane death races. Stealing away entire celestial bodies? Just another day at the office. In fact let&#039;s go capture a Tyranid-infested planet and put in orbit over Commorragh, I hear among the nobles that sewing bits of Tyranid into your daily outfit is becoming high fashion. What about technology so ludicrously advanced it looks all the world like fucking sorcery? Take a black hole, put it in a box, send it to your political rival for shits and giggles. Turn up to an Imperial planet and dab on the local Guard regiment from the safety and comfort of the bathtub you installed in the bridge of your sleek, deadly battlecruiser while being pleasured by a pair (no, a trio!) of concubines. Or go down and get stuck in! And big deal if one of the primitives gets a lucky shot with their crude meltagun and lights you up like a Roman candle, you had the good sense to leave a toe with the Haemonculi. You&#039;ll be back next week, hungry for more.&lt;br /&gt;
&lt;br /&gt;
The Drukhari are very fast-moving, have lots of firepower, and boast some of the most lethal close combat units in the game. However, because they conduct their raids at lightning speed, the Drukhari lack any real heavy armor and are hence quite fragile - it takes guile and cunning to use them well. If you possess the skill, though, your Drukhari army can run rings around its opponents, leaving them shell-shocked, terrified and utterly defeated. Best of all, the models in the Drukhari range are truly jaw-dropping examples of the sculptor&#039;s craft. In just about every way, the Drukhari are an army for the true connoisseur! Consider yourself warned, playing Drukhari is Warhammer 40K on hard mode. &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
&lt;br /&gt;
* Blistering fast army with massive firepower. Infantry moves at least 7&amp;quot; and Vehicles move in excess of 14&amp;quot;.&lt;br /&gt;
* Our unique Power From Pain ability grants cumulative buffs to the army as the game progresses.&lt;br /&gt;
* Combat Drugs can now be chosen, and you&#039;ve got free reign on what units get what, duplicates are allowed!&lt;br /&gt;
* Gorgeous, highly detailed models that are cross compatible for conversions. It can&#039;t be overstated, this army looks really cool and stands out nicely against a sea of power armor.&lt;br /&gt;
* You can now viably take standalone Covens, Cult, or Kabal armies, and mix them together in a Realspace Raid detachment. &lt;br /&gt;
* You share the {{W40Kkeyword|AELDARI}} keyword with Craftworlders, Harlequins and Ynnari, meaning you get to cherry pick the best toys from your kin within the same list, and still remain Battle-Forged! Just remember to take separate Detachments for each {{W40Kkeyword|ASURYANI}}, {{W40Kkeyword|DRUKHARI}}, {{W40Kkeyword|HARLEQUINS}} and {{W40Kkeyword|YNNARI}} detachment if you want to keep Obsessions, and stay Battle-Forged.&lt;br /&gt;
* Plenty of ways of getting around your baseline Strength 3 for combat units, and plenty of ways to get around armour up-close too. Combine with massive numbers of attacks in close combat, it puts Drukhari up there with Orks and Chaos as the most devastating face-punchers in the game.&lt;br /&gt;
* Almost everything has {{W40Kkeyword|FLY}}, or can be shoved inside something that can fly which means easy traversal of terrain.&lt;br /&gt;
* The Blaster is now one of the most points effective guns in the game. It sucks you only get 1 in a Kabalite Warrior kit, but you can easily convert splinter rifles into Blasters by chopping the barrel tips off of unused Disintegrator weapons.&lt;br /&gt;
* Poisoned Weapons are a guaranteed 4+ to wound on all non-vehicles; so your rapid fire infantry will always be effective at piling on wounds.&lt;br /&gt;
* As a rarer army, people don&#039;t build their lists to fight Drukhari. This means you can take people by surprise when they find out just how fast you can engage with them.&lt;br /&gt;
* A truly vast amount of options when it comes to army-building. Using the Raiding Force special rule, you can build an army composed entirely of patrols and save a large amount of CP by refunding the normal cost, while picking Obsessions from left and right, neatly sidestepping an issue other armies face. It helps that nearly every Obsession is competitive and powerful.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
&lt;br /&gt;
* No native access to Psykers so we miss out on an entire turn phase. Though, there is a relic (see below) that can combat filthy Psykers, and we share the {{W40Kkeyword|AELDARI}} keyword with some of the best Psykers in the game so it&#039;s not all bad.&lt;br /&gt;
* Almost every unit in the army is extremely frail and has trouble surviving against even the humble lasgun. You must learn to carefully exploit the army&#039;s supreme mobility to keep your distance, stay in cover or out of enemy line of sight whenever possible. Bolt weapons will effortlessly turn your elves into a fine red mist.&lt;br /&gt;
* Almost everything in the army has {{W40Kkeyword|FLY}} and our transports all fly, so we are extremely vulnerable to enemy units with bonuses against units with the {{W40Kkeyword|FLY}} tag.&lt;br /&gt;
* While there are no outright bad units or weapons in the army, some weapons have a very specific role or niche so they won&#039;t see much use in a &amp;quot;Take All Comers&amp;quot; list.&lt;br /&gt;
* No native Lord of War units. But you can ally with our Asuryani cousins if that&#039;s really a concern.&lt;br /&gt;
* As with all tournament play, the army gets pretty bland when distilled down to spamming the best units.&lt;br /&gt;
* As a &amp;quot;glass cannon&amp;quot; army, almost every game will be decided by turn 2, you&#039;ll either crush your opponent or be crushed. Don&#039;t expect close matches.&lt;br /&gt;
* Most poisoned weapons have no AP. Enemy units will likely get to make their full armor save and common units like Space Marines in cover are almost impossible to kill with splinter weapons alone.&lt;br /&gt;
* Even combining all three sub-factions, very limited unit options compared to other Xenos armies with an uncomfortably high proportion of discontinued and [[Finecast|Finecrap]] models.  GW hasn&#039;t even bothered to update most of the range to the new-ish packaging and instructions, and only a handful of third-party manufacturers have offered up anything for Deldar.&lt;br /&gt;
&lt;br /&gt;
==Faction Keywords==&lt;br /&gt;
&lt;br /&gt;
The overall keyword is {{W40Kkeyword|DRUKHARI}}. You share the {{W40Kkeyword|AELDARI}} keyword with Craftworlders, Harlequins and Corsairs, meaning you can combine them within any detachment. In addition, the FAQ states that &amp;quot;If your army is Battle-forged, {{W40Kkeyword|YNNARI}} units can only be included in Detachments in which all units have the Ynnari keyword.&amp;quot; So you can&#039;t mix within the same detachment and stay Battle-Forged, but you can add a separate Ynnari detachment to your army in addition  to your Drukhari/Aeldari Detachment. This allows you to keep things like Power From Pain or Rising Crescendo and doesn&#039;t lock you out out of the {{W40Kkeyword|&amp;lt;COVEN&amp;gt;}} units, Mandrakes or Drahzar. Just remember that only the units actually in the Ynnari detachment can actually benefit from Strength From Death.&lt;br /&gt;
&lt;br /&gt;
In addition, you have multiple keywords to keep track of. There is {{W40Kkeyword|&amp;lt;KABAL&amp;gt;}} for all your vampire space elf pirates, {{W40Kkeyword|&amp;lt;WYCH CULT&amp;gt;}} for all your crazy gladiator ladies and {{W40Kkeyword|&amp;lt;COVEN&amp;gt;}} for your Haemonculi Coven freakish genetic experiments. Note that Incubi, Mandrakes, Scourges and all the beasts have the {{W40Kkeyword|Blades for Hire}} keyword and as such do not profit from buffs for these factions, including auras and faction specific obsessions unless specifically listed.  This split creates several complications with list building, and even in a &amp;quot;pure&amp;quot; Drukhari list featuring only {{W40Kkeyword|DRUKHARI}}, you&#039;re still going to have HQ auras that are focused more on a single unit or two rather than supporting the larger force. It&#039;s for this reason that they focus more upon the Realspace Raider configuration, a unique force that allows all three subfactions to work together without stepping on each other&#039;s toes.&lt;br /&gt;
&lt;br /&gt;
===Keyword Quick Reference===&lt;br /&gt;
Units in &#039;&#039;italics&#039;&#039; are {{W40Kkeyword|&#039;&#039;CORE&#039;&#039;}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Battle Role&lt;br /&gt;
!{{W40Kkeyword|&amp;lt;Kabal&amp;gt;}}&lt;br /&gt;
!{{W40Kkeyword|&amp;lt;Wych cult&amp;gt;}}&lt;br /&gt;
!{{W40Kkeyword|&amp;lt;Coven&amp;gt;}}&lt;br /&gt;
!{{W40Kkeyword|Blades for Hire}}&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;HQ&#039;&#039;&#039; || style=&amp;quot;text-align: center;&amp;quot; | Archon || style=&amp;quot;text-align: center;&amp;quot; | Succubus || style=&amp;quot;text-align: center;&amp;quot; | Haemonculus || style=&amp;quot;text-align: center;&amp;quot; | Drazhar&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Elites&#039;&#039;&#039; || style=&amp;quot;text-align: center;&amp;quot; | &#039;&#039;Court of the Archon&#039;&#039; || Beastmasters || style=&amp;quot;text-align: center;&amp;quot; | &#039;&#039;Grotesques&#039;&#039; || style=&amp;quot;text-align: center;&amp;quot; | &#039;&#039;Incubi&#039;&#039;, Mandrakes&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Troops&#039;&#039;&#039; || style=&amp;quot;text-align: center;&amp;quot; | &#039;&#039;Kabalite Warriors&#039;&#039; || style=&amp;quot;text-align: center;&amp;quot; | &#039;&#039;Wyches&#039;&#039; || style=&amp;quot;text-align: center;&amp;quot; | &#039;&#039;Wracks&#039;&#039; ||&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Fast&#039;&#039;&#039; || || style=&amp;quot;text-align: center;&amp;quot; | &#039;&#039;Hellions&#039;&#039;, &#039;&#039;Reavers&#039;&#039; || || style=&amp;quot;text-align: center;&amp;quot; | &#039;&#039;Scourges&#039;&#039;, Clawed Fiends, Khymerae, Razorwing Flocks&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=2 | &#039;&#039;&#039;Heavy&#039;&#039;&#039; || style=&amp;quot;text-align: center;&amp;quot; | Ravager || || style=&amp;quot;text-align: center;&amp;quot; | Cronos, Talos || rowspan=2 |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Reaper (FW), Tantalus (FW)&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Dedicated Transports&#039;&#039;&#039; || colspan=3 | Raider, Venom ||&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Flyers&#039;&#039;&#039; || colspan=2 | Razorwing Jetfighter, Voidraven || colspan=2 |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
===Detachment abilities===&lt;br /&gt;
Because they&#039;re akin to three armies in one, Drukhari have several additional rules that affect how you build your detachments, either souped, separate or all-in-one. Going step-by-step, you have to:&lt;br /&gt;
#Make a &amp;quot;battle forged&amp;quot; detachment. That is, one that follows any of the Force Organization Charts. But in the Dark Eldar&#039;s case, it also means all {{W40kKeyword|kabal}} units in the detachment are from the same kabal, all {{W40kKeyword|wych cult}} units are from the same wych cult, and all {{W40kKeyword|Haemonculus coven}} units are from the same haemonculus coven.&lt;br /&gt;
#&#039;&#039;&#039;Weakling Kin&#039;&#039;&#039;: You cannot include Drukhari and Non-Drukhari Aeldari units in the same detachment unless they all have the {{W40kKeyword|Ynnari}} keyword. So no splashing in Yvvraine for some psychic defense: you either are a {{W40kKeyword|druhkari}} detachment or you are not, and you stop reading here.&lt;br /&gt;
#Now that you have decided you are a Dark Eldar detachment, one that is battle forged, then you have to nominate what kind of detachment it is:&lt;br /&gt;
#*{{W40kKeyword|kabal}} units in a &#039;&#039;&#039;Kabal Detachment&#039;&#039;&#039; gain their kabal&#039;s Obsession, and have access to their relic, WT, and stratagem. It doesn&#039;t say anything about all units needing to be Kabal units, meaning &#039;&#039;you can bring wych and coven units inside a kabal detachment&#039;&#039; and it WON&#039;T BLOCK the Kabal from getting its Obsession. But those wych and coven units wouldn&#039;t get their obsessions, WT, relics or stratagems, not in a Kabal detachment.&lt;br /&gt;
#*{{W40kKeyword|wych cult}} units in a &#039;&#039;&#039;Wych Cult Detachment&#039;&#039;&#039; gain their cult&#039;s Obsession, and have access to their relic, WT, and stratagem. The same restrictions and benefits apply here.&lt;br /&gt;
#*{{W40kKeyword|haemonculus coven}} units in a &#039;&#039;&#039;Haemonculus Coven Detachment&#039;&#039;&#039; gain their coven&#039;s Obsession, and have access to their relic, WT, and stratagem. The same restrictions and benefits apply here.&lt;br /&gt;
#**Since you don&#039;t actually need a Haemonculus as an HQ to nominate a detachment as a haemonculus coven (same for Kabal and Wych Detachments), you can bring Drazhar at the head of a &amp;quot;Haemonculus Detachment&amp;quot;, without having to actually buy any Haemonculi, yet Wracks in that detachment would still get their trait and coven stratagem.&lt;br /&gt;
#*If your force has one Archon as the warlord, and also at least one Succubus, one Haemonculus, one unit of Kabalite warriors, one unit of Wyches, and one unit of Wracks, then instead of nominating a detachment into either a Kabal, Wych Cult or Haemonculus detachment, that detachment can be a &#039;&#039;&#039;Realspace Raid detachment&#039;&#039;&#039;:&lt;br /&gt;
#**&#039;&#039;&#039;Realspace Raid&#039;&#039;&#039;: A Realspace Raid with an Archon designated as the Warlord, a Succubus, a Haemonculus, and at least one unit of Wracks, Warriors, and Wyches will grant all {{W40kKeyword|Kabal}}, {{W40kKeyword|Wych Cult}}, &amp;amp; {{W40kKeyword|Haemonculus Coven}} units (but not {{W40kKeyword|Blades For Hire}}) in the detachment their corresponding Drukhari Obsession. The units in that detachment will also be able to use Wych Cult and Haemonculus Coven relics despite the Warlord not being from either of those factions, and the Archon&#039;s Overlord ability&#039;s benefits will be extended to all {{W40kKeyword|Core}} units in the detachment. &lt;br /&gt;
#&#039;&#039;&#039;Raiding Forces&#039;&#039;&#039;: When fielding multiple detachments, if &#039;&#039;every&#039;&#039; detachment in your army is a {{W40Kkeyword|Drukhari}} Patrol Detachment, then they don&#039;t cost CP to field: their CP cost and Command Benefits (for your Warlord being in one) both become 0.&lt;br /&gt;
#&#039;&#039;&#039;Arks of Omen&#039;&#039;&#039;: As per the rules in &#039;&#039;Arks of Omen: Grand Tournament Mission Pack&#039;&#039;, you can take one flexible Arks of Omen Detachment and nominate it as either {{W40kKeyword|Kabal}}, {{W40kKeyword|Wych Cult}}, or {{W40kKeyword|Haemonculus Coven}} Detachment. Then, you might also take one Allied Patrol Detachment of a different type, so you can have a Kabal + Coven, Kabal + Cult, or Cult + Coven combo. Units in their respective Detachments gain Obsessions as normal.&lt;br /&gt;
&lt;br /&gt;
===Unit Upgrades===&lt;br /&gt;
*&#039;&#039;&#039;Lords of Commorragh&#039;&#039;&#039;: If your army is battle-forged and includes any Drukhari detachments, one Archon, Succubus, or Haemonculus per detachment can be upgraded to be a master version of the same unit for a small point cost. This grants new abilities as well as access to a new relic and warlord trait. If you have a Realspace Raid, you can choose one of each HQ to be upgraded, though your army can only include one of each.&lt;br /&gt;
*&#039;&#039;&#039;Favored Retinues&#039;&#039;&#039;: If you army contains a Master Archon, a Master Succubus, or a Master Haemonculus, one unit of Warriors, Wyches, or Wracks respectively can be upgraded to an improved version for a small point cost. This lowers the squad cap to 10 and conveys 3 upgrades: +1 Ld, +1 to WS or BS or Saves depending on the unit, and a third unit-dependent upgrade.&lt;br /&gt;
&lt;br /&gt;
===General Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Blade Artists&#039;&#039;&#039;: A new rule found on nearly everything in the army, including vehicles. Unmodified 6s to wound in melee gain an additional -1 AP that stacks with any other AP a weapon may currently have. &lt;br /&gt;
*&#039;&#039;&#039;Combat Drugs&#039;&#039;&#039;: Found on almost all (Lelith doesn&#039;t do drugs) of your non-{{W40Kkeyword|vehicle}} {{W40Kkeyword|&amp;lt;WYCH CULT&amp;gt;}} units. You can either choose a drug (and now you can repeat the same drug on as many units you want!), or roll for two random drugs, re-rolling the entire roll if you get duplicates. Numerical order can matter - e.g. there&#039;s a Cult trait that lets you roll 1d3 on this table and do the drug in addition to your already-present drug(s).&lt;br /&gt;
*#&#039;&#039;&#039;Adrenalight:&#039;&#039;&#039; +1A on a charge or heroic intervention. Always good.&lt;br /&gt;
*#&#039;&#039;&#039;Grave Lotus:&#039;&#039;&#039; +1S. Consistently &#039;&#039;&#039;the best against T3 (GEQ), T4 (MEQ), &amp;amp; T6-7 (light vehicles)&#039;&#039;&#039; targets. Also known as &amp;quot;targets&amp;quot;. This is because all your units are S3. Except Hellions, which still reach the important S5 value (but they may be interested in other drugs).  Usually useless against T5 or T8+, and of course useless with poisoned weapons.  Has diminishing returns the higher your base S that you&#039;re hitting at - so bad on power swords and worse on hydra gauntlets, and so on.&lt;br /&gt;
*#&#039;&#039;&#039;Hypex:&#039;&#039;&#039; +2M. Pairs very well with Hellions and Reavers. With Cult of the Red Grief&#039;s obsession mixed in, a first turn charge is almost guaranteed.&lt;br /&gt;
*#&#039;&#039;&#039;Painbringer:&#039;&#039;&#039; +1T. Great on Reavers and Hellions, as both are T4 W2, up to T5 with this.&lt;br /&gt;
*#&#039;&#039;&#039;Serpentin:&#039;&#039;&#039; +1WS. One of the weakest, since it only really matters in turns 1 and 2. Most games are decided in turns 1 and 2, though. Could be useful against armies that rely on -1 to be hit to survive.&lt;br /&gt;
*#&#039;&#039;&#039;Splintermind:&#039;&#039;&#039; +1Ld and +1BS. Good for Beastmasters, massed Hellions, and special weapon Reavers.&lt;br /&gt;
*&#039;&#039;&#039;Insensible to Pain&#039;&#039;&#039;: Grants a 5+++ FNP save. Found, in practice, on all non-{{W40Kkeyword|vehicle}} {{W40Kkeyword|&amp;lt;haemonculus coven&amp;gt;}}  units.&lt;br /&gt;
*&#039;&#039;&#039;Poisoned Weapons&#039;&#039;&#039;: Weapons with this rule now always wound on an &#039;&#039;unmodified&#039;&#039; die value, usually 4+. This ignores any modifiers to wound, but notably not the Transhuman Physiology Marine stratagem.&lt;br /&gt;
====Power from Pain====&lt;br /&gt;
Thanks to your army consisting of a bunch of sado-masochist freaks, you gain bonuses according to the turn number as long as you have a pure Drukhari army. Note that these bonuses are cumulative.&lt;br /&gt;
#&#039;&#039;&#039;Inured to Suffering&#039;&#039;&#039;: 6++. &#039;&#039;Many&#039;&#039; units have special rules on their own datasheets that overlap with this, so this benefit is often wasted - e.g. Wyches. &#039;&#039;The old 6+++ was arguably better.&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Eager to Flay&#039;&#039;&#039;: You can charge after advancing. Most of your units were already speedy to begin with, and now they can get stuck in even faster. Some units already have only a blade and no guns, so it&#039;s a net benefit.&lt;br /&gt;
#&#039;&#039;&#039;Flensing Fury&#039;&#039;&#039;: +1 to melee attack hit rolls. Units with the {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}} keywords no longer take penalties for firing Heavy weapons at units engaged in melee with them. Combined with the very high WS most Dark Eldar units enjoy, this can make most of your army hit on 2+. It&#039;s amazing for Coven units, allows your Kabal units to defend themselves in melee, and frees up a drug choice for your Wych Cult units.&lt;br /&gt;
#*Your vehicles want to be in melee with their target, especially enemy non-Dread vehicles &amp;amp; common troops, as that prevents others from shooting at them. A Ravager in melee with another vehicle can fire its dark lances point blank while the enemy vehicle has to fall back to fend off the attack, which often disables it better than actually making it use their lower stat brackets: &#039;&#039;there are more &amp;quot;Shoot at full stats&amp;quot; stratagems than there are &amp;quot;fall back &amp;amp; shoot&amp;quot; stratagems affecting vehicles&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Mantle of Agony&#039;&#039;&#039;: The invulnerable save is upgraded to 5++. Still not going to save you, but it&#039;s something.&lt;br /&gt;
#&#039;&#039;&#039;Emboldened by Bloodshed&#039;&#039;&#039;: Automatically pass Morale tests, and models with statlines that degrade with damage count as having twice as many wounds for the purpose of determining their characteristics. &lt;br /&gt;
#*Morale isn&#039;t a big deal for Dark Eldar given their high Leadership values, but the second effect can do wonders for an army that relies on transports. Or one with lots of {{W40Kkeyword|aircraft}}.&lt;br /&gt;
&lt;br /&gt;
===Drukhari Obsessions===&lt;br /&gt;
Your chapter tactics equivalents. Kabals, Wych Cults, and Haemonculus Covens all get their own bonuses, which are now listed in the corresponding sub-faction entries below. As usual, anyone not listed there can pick from the choices available to their corresponding faction.&amp;lt;br&amp;gt;&lt;br /&gt;
You can also make your own custom obsession by combining two of the custom ones below, unless it&#039;s listed as an &amp;quot;All consuming&amp;quot; obsession, in which case you can&#039;t combine that with something else.&lt;br /&gt;
&lt;br /&gt;
====Kabal Obsessions====&lt;br /&gt;
*&#039;&#039;&#039;Black Heart - Thirst for Power&#039;&#039;&#039;: Treat the current battle round as 1 higher for your units with Power from Pain; this also affects Blades for Hire. All units with this obsession gain +1 Leadership and may re-roll one hit roll in the shooting or fight phase.&lt;br /&gt;
*&#039;&#039;&#039;Flayed Skull - Slay from the Skies&#039;&#039;&#039;: Add 2&amp;quot; to the movement value of your units that can {{W40kKeyword|Fly}} (transports and Ravagers).  Enemies do not get the benefit of light cover against these units, or against units embarked on them. &lt;br /&gt;
*&#039;&#039;&#039;Poisoned Tongue - Serpent&#039;s Kiss&#039;&#039;&#039;:  Your poisoned weapons are all improved by one (4+ to wound becomes 3+) and if your poisoned weapons kill any models in an enemy unit, they suffer a -1 penalty to combat attrition checks. While you still won&#039;t be able to shift marines, you now have a slightly easier time gunning them down.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Rose - Flawless Workmanship&#039;&#039;&#039;: Range of your Assault, Rapid Fire, and Heavy weapons is increased by 6&amp;quot;, excluding relics. Units with this obsession may re-roll one wound roll when shooting or fighting. Never underestimate a flat 6&amp;quot; range increase on nearly all your weapons. Excellent when taking Shredders and Blasters for that extra bit of range, as well as keeping your Ravagers as far away from the enemy as possible. &lt;br /&gt;
&lt;br /&gt;
=====Custom=====&lt;br /&gt;
*&#039;&#039;&#039;Dark Mirth&#039;&#039;&#039;: Gain a 12&amp;quot; aura. Any time an enemy movement dares start a move inside this aura, be it walking, advancing, falling back, or charging, they suck a Mortal Wound on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Disdain for Lesser Beings&#039;&#039;&#039;: Units with this obsession add +1 to combat attrition checks.&lt;br /&gt;
*&#039;&#039;&#039;Merciless Razorkin&#039;&#039;&#039;: If a model with this obsession rolls a nat 6 to hit with a splinter weapon, you score another hit, equivalent to +1 BS except it stacks with being BS2+. Pairs well with Torturous Efficiency.&lt;br /&gt;
*&#039;&#039;&#039;Mobile Raiders&#039;&#039;&#039;: Any model with this obsession that has the {{W40kKeyword|FLY}} keyword gains +2&amp;quot; movement. You&#039;re Dark Eldar, movement is key to your army, so this is always worth considering.&lt;br /&gt;
*&#039;&#039;&#039;Torturous Efficiency:&#039;&#039;&#039; If a model with this obsession rolls a nat 6 to wound with any gun, you improve the weapon&#039;s AP by 1. Aka it only triggers once every 9 shots (base), so about &#039;&#039;1.11 shots per 5-elf squad&#039;&#039;, which goes up as the unit gets more accurate; more relevant for stacking with Merciless Razorkin is that it applies to 1 in 3 successful wound rolls with a Splinter Rifle or Splinter Cannon. Still, not like Merciless Razorkin can be combined with anything else, really.&lt;br /&gt;
**Once every 9 shots assumes BS3+, no buffs, but your accuracy can effectively be BS2+ (Trueborn or Razorkin) or BS1+ (Trueborn Razorkin) and you can apply an Archon, so that comes out to this many procs per 5 elves shooting splinter rifles:&lt;br /&gt;
**#Base: 1.111 (1 every 9 shots)&lt;br /&gt;
**#Archon: 1.296 (1 every 7.7 shots)&lt;br /&gt;
**#Trueborn or Razorkin: 1.389 (one every 7.2 shots)&lt;br /&gt;
**#Archon + (Trueborn or Razorkin): 1.620 (one every 6.2 shots)&lt;br /&gt;
**#Trueborn + Razorkin: 1.667 (one every 6 shots)&lt;br /&gt;
**#Archon + Trueborn + Razorkin: 1.944 (one every 5.1 shots)&lt;br /&gt;
**Toxin Crafters is better than Merciless Razorkin + Torturous Efficiency if you want to focus solely on poison guns, but Torturous Efficiency affects other guns (Shredders) and Toxin Crafters doesn&#039;t.&lt;br /&gt;
*&#039;&#039;&#039;Soulbound&#039;&#039;&#039;: Models with this obsession gain a 5+++ against mortal wounds. Kind of not great unless you&#039;re going against Smite spam and Tau rail weapons.&lt;br /&gt;
*&#039;&#039;&#039;Twisted Hunters&#039;&#039;&#039;: Models with this obsession get +1 to hit {{W40Kkeyword|character}}s - but Haemonculus Covens get sniper rifles, you don&#039;t, and Wych Cults are much better at melee than you are.&lt;br /&gt;
*&#039;&#039;&#039;Webway Raiders&#039;&#039;&#039;: Whenever the Webway Portal stratagem is used on a unit with this obsession, the stratagem costs 1 CP less.  Since the strat can only be used once, this is equivalent to spending half your obsession on 1 CP.&lt;br /&gt;
&lt;br /&gt;
======All-Consuming======&lt;br /&gt;
*&#039;&#039;&#039;Deadly Deceivers&#039;&#039;&#039;: Units with this obsession can shoot after falling back, but suffer -1 to hit when doing so. This costs you two traits and is worth only 1, and hence is best avoided.&lt;br /&gt;
*&#039;&#039;&#039;Toxin Crafters&#039;&#039;&#039;: Models with this obsession get to re-roll 1s to wound with poisoned weapons, and if they score a nat 6 to hit with a poisoned weapon, the poison value is set to 2+. Yeah, this is the one you want if you just want to go all-in with splinter weapons: because you&#039;re ws/bs3+ (the ability applies to 1 in 4 wound rolls), the net effect on Poisoned 4+ weapons (when the effect applies, it&#039;s a 5/3 multiplier on wounding) is another 7/6 multiplier that stacks with the 7/6 this comes with to wound and the 7/6 to hit an archon provides for 343/216 total (1.167, 1.361, and 1.588, respectively). Worth considering if spamming Kabalite warriors, as only the 5th, 9th, and 10th elf in a squad may wield special guns, and that 10th elf can just take a Splinter Cannon.&lt;br /&gt;
&lt;br /&gt;
====Wych Cult Obsessions====&lt;br /&gt;
*&#039;&#039;&#039;Cult of Strife - The Spectacle of Murder&#039;&#039;&#039;: Models fight first if within engagement range of any enemy models at the start of the fight phase. Add +1 to charge rolls against unengaged enemies.&lt;br /&gt;
*&#039;&#039;&#039;Cult of the Cursed Blade - Only the Strong will Thrive&#039;&#039;&#039;: +1 Strength and unmodified save throws of 6 cause a mortal wound against enemy attacking models in the fight phase.&lt;br /&gt;
*&#039;&#039;&#039;Cult of the Red Grief - The Speed of the Kill&#039;&#039;&#039;: Models can re-roll charges and add +2 to advance rolls. Vroom! Take this to go fast and try and kill anything before it kills you. &lt;br /&gt;
&lt;br /&gt;
=====Custom=====&lt;br /&gt;
*&#039;&#039;&#039;Acrobatic Display&#039;&#039;&#039;: Models with this obsession can consolidate through terrain and other models.&lt;br /&gt;
*&#039;&#039;&#039;The Art of Pain&#039;&#039;&#039;: While a unit with this obsession and the power from pain special rule is engaged with an enemy unit, they treat the current battle round as one higher.&lt;br /&gt;
*&#039;&#039;&#039;Precise Killers&#039;&#039;&#039;: Models with this obsession trigger Blade Artists on a nat 5.&lt;br /&gt;
**Best on Bloodbrides, obviously, and while it makes Grave Lotus marginally less bad - Precise Killers does nothing if you don&#039;t wound on 5s - it&#039;s not enough to save it.  Naturally, it makes the weapons Blade Artists discourages even less enticing - &#039;&#039;never&#039;&#039; take a power sword on a model with this, for example, even if costs change and they stop being strictly worse than agonisers.&lt;br /&gt;
**The reason to take this over Berserk Fugue is, presumably, to combine with Test of Skill, if you want your Wyches to suck even less at chopping a vehicle or monster to bits.&lt;br /&gt;
*&#039;&#039;&#039;Slashing Impact&#039;&#039;&#039;: After a model with this obsession finishes a charge move, pick a non-{{W40kKeyword|vehicle}} enemy unit within engagement range and roll 1d6. On a 6, they take a mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Stimulant Innovators&#039;&#039;&#039;: Once per game, you can trigger this and make every unit with this obsession rolls 1d3 to add an extra drug that lasts for this turn only.&lt;br /&gt;
*&#039;&#039;&#039;Test of Skill&#039;&#039;&#039;: Gain +1 to wound when attacking {{W40kKeyword|Monster}} and {{W40kKeyword|Vehicle}} units in melee. The removal of the Wound limitation opens it up to a good deal more enemies for tying up, but the loss of shooting robs the Raiders.&lt;br /&gt;
*&#039;&#039;&#039;Trophy Takers&#039;&#039;&#039;: When an opponent takes a morale test for a unit that lost at least 1 model to a melee attack from a unit with this, they must roll 2d6 and discard the lowest.&lt;br /&gt;
======All-Consuming======&lt;br /&gt;
*&#039;&#039;&#039;Agile Hunters&#039;&#039;&#039;: Models with this obsession add +1 to hit when attacking an enemy with {{W40Kkeyword|Fly}}. It also improves Hypex to add +3&amp;quot; rather than +2&amp;quot; to movement. Really, this is going to be worth more to Reavers and Hellions than anyone else. Plan on focusing on them? Then go ahead.&lt;br /&gt;
*&#039;&#039;&#039;Berserk Fugue&#039;&#039;&#039;: When resolving a melee attack by a model with this obsession that charged, was charged, or made a heroic intervention, an unmodified hit roll of 6 causes 1 additional hit (which acts like +1 to hit, except that it works on WS2+ models and stacks with actual +1 to hit). It also applies a 5+++ FNP that &#039;&#039;only&#039;&#039; works against mortal wounds.&lt;br /&gt;
&lt;br /&gt;
====Haemonculus Coven Obsessions====&lt;br /&gt;
*&#039;&#039;&#039;Prophets of Flesh - Connoisseurs of Pain&#039;&#039;&#039;: Urien&#039;s cronies.  Wound rolls of 1, 2, &amp;amp; 3 always fail against these guys unless the weapon is S8+ (remember that most poison weapons have a low strength value). In addition, characters, grotesques, and monsters regenerate a single wound each in the command phase.&lt;br /&gt;
*&#039;&#039;&#039;Dark Creed - Distillers of Fear&#039;&#039;&#039;: Obligatory Leadership bomb.  Enemies get -1 to their LD and -1 to combat attrition when within 6&amp;quot; of units with this ability. If that wasn&#039;t enough, you also get +1 to hit in melee against foes with a lower leadership than your dudes.&lt;br /&gt;
**A vehicle with grisly trophies now applies -3Ld to close enemies. Combine with poisoned tongue for extra attrition negatives, and spam phantasm grenade launchers/incubi to have a truly terrifying list. For the poor troops witnessing their demise, at least.&lt;br /&gt;
*&#039;&#039;&#039;Coven of Twelve - Butchers of Flesh&#039;&#039;&#039;: These units can shoot while doing actions and all melee weapons get an additional -1AP.  Doesn&#039;t apply to Artefacts.&lt;br /&gt;
&lt;br /&gt;
=====Custom=====&lt;br /&gt;
*&#039;&#039;&#039;Dark Harvest&#039;&#039;&#039;: After charging, select one non-{{W40Kkeyword|vehicle}} enemy unit within engagement range and roll a die; on a 5+ the targeted unit takes a mortal wound. &lt;br /&gt;
*&#039;&#039;&#039;Enhanced Sensory Organs&#039;&#039;&#039;: All attacks ignore light and heavy cover.&lt;br /&gt;
*&#039;&#039;&#039;Experimental Creations&#039;&#039;&#039;: All models with this obsession gain +1S.&lt;br /&gt;
*&#039;&#039;&#039;Hungry for Flesh&#039;&#039;&#039;: Models with this obsession can re-roll charges.&lt;br /&gt;
*&#039;&#039;&#039;Master of Mutagens&#039;&#039;&#039;: When resolving a melee attack with a poisoned weapon against a non-{{W40kKeyword|vehicle}} non-{{W40kKeyword|titanic}} unit, an unmodified hit roll of 6 automatically wounds. Does not apply to relics.&lt;br /&gt;
*&#039;&#039;&#039;Mass Torturers&#039;&#039;&#039;: When the Torturer&#039;s Craft Stratagem is used, it costs 1 CP instead of 2.&lt;br /&gt;
*&#039;&#039;&#039;Obsessive Collectors&#039;&#039;&#039;: When an enemy unit is destroyed by a melee weapon wielded by a model in a unit with this obsession, you can select one model in the unit that did the deed to regain 1d3 lost wounds. If the unit was a unit of wracks, you can restore 1d3 destroyed models to the unit.&lt;br /&gt;
*&#039;&#039;&#039;Splinterblades&#039;&#039;&#039;: Units with this obsession score an extra hit whenever they roll a 6 to hit in melee.&lt;br /&gt;
======All-Consuming======&lt;br /&gt;
*&#039;&#039;&#039;Artists of the Flesh&#039;&#039;&#039;: -1 damage from all enemy weapons, to a minimum of 1. Sadly won&#039;t apply to any {{W40Kkeyword|vehicles}} you bring.&lt;br /&gt;
**The January 2022 Dataslate has nerfed this one too, as now it won&#039;t work an anything Strength 8+. Heavy artillery like the Basilisk remain just as capable of pulping your wracks, though this will still help against most infantry gunlines.&lt;br /&gt;
*&#039;&#039;&#039;Dark Technomancers&#039;&#039;&#039;: When the unit shoots, you can choose to enhance any or all of their ranged weapons. Such weapons gain +1 to wound rolls and +1 to their damage characteristic (which is why it does nothing for phantasm grenade launchers, as they don&#039;t deal damage based on their characteristic), but cannot re-roll to hit. If an enhanced weapon rolls any unmodified 1s to hit, the model carrying it suffers a mortal wound (note that the bearer suffers 1 mortal wound even if it rolls multiple 1s). {{W40Kkeyword|vehicle}} and {{W40Kkeyword|monster}} units eat d3 MWs instead.  Doesn&#039;t work on Liquifiers or Twin Liquifiers.&lt;br /&gt;
**This was &#039;&#039;absurdly&#039;&#039; good; the new codex has taken the nerf bat to it, and moving to unmodified die results has rendered a lot of the covens&#039; favourite guns pointless. Then the June 2021 FAQ kneecapped it even further by making it unable to affect liquifiers. Such a shame, because those were such good guns.&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactics&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cruel Deception (1/2 CP)&#039;&#039;&#039;: A friendly unit can fall back and either shoot or charge. The uses here are pretty plain to see, and don&#039;t discriminate on faction. Upped to 2 CP if you choose to both shoot AND charge.&lt;br /&gt;
*&#039;&#039;&#039;The Great Enemy (1 CP)&#039;&#039;&#039;:  Re-roll failed hit and wound rolls in the fight phase for one of your units fighting a {{W40Kkeyword|Slaanesh}} unit. Copypasta&#039;d from the Craftworlders, but still a pretty big help against Emperor&#039;s Children and Slaanesh Daemons.&lt;br /&gt;
*&#039;&#039;&#039;Hunt From the Shadows (1 CP):&#039;&#039;&#039; Use if a unit in cover is targeted by a shooting attack, increase bonus to their armour saves by 1. Warriors, Scourges and Reavers in cover will go to 2+ saves.&lt;br /&gt;
*&#039;&#039;&#039;Lightning-Fast Reactions (1CP)&#039;&#039;&#039;: Use when a {{W40Kkeyword|Drukhari Infantry, Vehicle}}, or {{W40Kkeyword|Biker}} unit (except for {{W40Kkeyword|&amp;lt;Haemonculus Coven&amp;gt;}} units or Urien) is targeted by a ranged or melee weapon. For the rest of the phase, subtract 1 from hit rolls made against that unit for the phase. Same as their Craftworld cousins, but no less annoying for your opponent. &lt;br /&gt;
*&#039;&#039;&#039;The Torturer’s Craft (1/2 CP)&#039;&#039;&#039;:  Used before Urien or a {{W40Kkeyword|&amp;lt;Haemonculus Coven&amp;gt;}} unit from your army fight. You can re-roll failed wound rolls for that unit. Costs 1 CP when used on a character or a unit of wracks with 10 or fewer models, otherwise it costs 2 CP.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Pray They Don&#039;t Take You Alive (1 CP)&#039;&#039;&#039;: If you slay the enemy Warlord in the Fight phase, &#039;&#039;the entirety of the enemy army&#039;&#039; takes a -1 to combat attrition checks for the rest of the game. Tricky to pull off, but a permanent debuff on every enemy unit makes it worth it.&lt;br /&gt;
**All three Eldar factions have units that synergise extremely well with this and it can set up some great Leadership Bombs in Soup Lists.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alliance of Agony (1 CP)&#039;&#039;&#039;: Used before the battle. If the Warlord is an Archon in a &#039;&#039;&#039;Realspace Raid&#039;&#039;&#039; Detachment, pick 1 generic  Haemonculus and 1 generic Succubus. They both gain a Warlord Trait. It&#039;s like having three Warlords for the price of one, and the Raiding Force rules were already encouraging you to take detachments from multiple sub-factions. The Archon is the only one who counts for things like Slay The Warlord, though.&lt;br /&gt;
*&#039;&#039;&#039;Prizes from the Dark City (1 CP)&#039;&#039;&#039;: The generic &amp;quot;another character gets a relic&amp;quot; stratagem, which you&#039;ll absolutely be using alongside Alliance of Agony. Use once in a Patrol battle, twice in a Strike Force battle, and three times in an Onslaught battle. &lt;br /&gt;
*&#039;&#039;&#039;Tolerated Ambition (1 CP)&#039;&#039;&#039;: The generic &amp;quot;another character gets a WT&amp;quot; stratagem, for when you&#039;re not taking a Realspace Raid detachment. Use once in a Patrol battle, twice in a Strike Force battle, and three times in an Onslaught battle. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Deadly Rivals (2 CP)&#039;&#039;&#039;: Use during the command phase. Pick a unit of Reavers and a unit of a unit of Hellions who are within 12&amp;quot; and visible to each other. Both units add +1&amp;quot; to their movement and can re-roll to hit in melee.&lt;br /&gt;
*&#039;&#039;&#039;Eviscerating Fly-By (1/2 CP)&#039;&#039;&#039;: Used when a {{W40Kkeyword|&amp;lt;Wych Cult&amp;gt;}} unit with the {{W40Kkeyword|Fly}} keyword moves or advances. If you move over an enemy unit with this move, roll a D6 for each model in your unit, adding 1 to the result if the enemy unit you picked is Infantry. On a 5+, the enemy unit takes a Mortal Wound. Upped to 2 CP if the unit has over 5 models. &#039;&#039;Note that only one model has to move over the unit to trigger this.&#039;&#039;&lt;br /&gt;
**Imagine this on a 20-elf squad of hellions flying over a character that thought it was safe surrounded by other units...&lt;br /&gt;
*&#039;&#039;&#039;Murderous Descent (1 CP)&#039;&#039;&#039;: When a transport is set up during the Reinforcements phase, any units inside that transport can immediately hop off so long as they also obey the restrictions of deep-striking. &#039;&#039;Venom/Raider Drop Pod!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Never Stationary (2 CP)&#039;&#039;&#039;: One unit that isn&#039;t {{W40Kkeyword|Aircraft}} can move up to 7&amp;quot; right after shooting. This makes them unable to charge, making it more worthwhile to kabalite warriors.&lt;br /&gt;
*&#039;&#039;&#039;Pain Syphon (1 CP):&#039;&#039;&#039; Whenever a unit kills an enemy unit while within 6&amp;quot; of a Cronos, that unit will automatically max out their perks from Power from Pain. Pretty damn wicked when it works.&lt;br /&gt;
*&#039;&#039;&#039;Prey on the Weak (1 CP)&#039;&#039;&#039;: Use whenever a {{W40Kkeyword|Drukhari Core}} unit shoots or fights. Until the end of the phase, whenever they target a unit that&#039;s below full-strength, they can re-roll hit rolls of 1. If the target is below half strength they can re-roll all misses instead. &lt;br /&gt;
*&#039;&#039;&#039;Screaming Jets (1 CP)&#039;&#039;&#039;: As Webway Portal, but with a {{W40Kkeyword|Drukhari Vehicle}} and doesn&#039;t cost extra for transports. Totally not a copy pasta of the Craftworld stratagem Cloud Strike. Honest.&lt;br /&gt;
*&#039;&#039;&#039;Swift Outflanking (1 CP)&#039;&#039;&#039;: One {{W40Kkeyword|Drukhari Transport}} that&#039;s within 9&amp;quot; of the table edge can hop right back into reserves. Do I smell &amp;quot;Shove Raiders up the enemy&#039;s Backside?&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Webway Portal (1/3 CP)&#039;&#039;&#039;: One use only. When deploying, you can set up either 1 (for 1 CP) or 2 (for 3 CP) {{W40Kkeyword|Drukhari Infantry, Biker}}, or {{W40Kkeyword|Beast}} unit(s) in the Webway, which can deep strike at any time in the game following the usual rules for deep striking.&lt;br /&gt;
** The uses for this are all quite delicious, from a sudden reinforcement to dropping those Incubi to a location they absolutely need to be.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wargear&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Crucible of Malediction (1 CP)&#039;&#039;&#039;: Use during one Psychic phase. Roll a d6 for each psyker within 12&amp;quot; of a haemonculus; on a 4+, the psyker eats d3 Mortal Wounds. It&#039;s pretty much your only defense against psykers, so pray it actually kills someone.&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Aethersails (1 CP)&#039;&#039;&#039;:  Use when a Raider or Ravager advances. Add a flat 8″ to their move instead of rolling for it.&lt;br /&gt;
**When combined with the Kabal of the Black Heart, this stratagem can allow a raider to pull of a first turn charge, potentially preventing a unit from shooting and setting up a Wych unit for a second turn disembark. Attempt at your own risk.&lt;br /&gt;
*&#039;&#039;&#039;Haywire Grenade (1 CP)&#039;&#039;&#039;: Used when a {{W40Kkeyword|Drukhari Haywire Grenade}} unit is chosen to shoot an enemy vehicle within 6&amp;quot;. Make a single hit roll, if it hits, it deals D3 mortal wounds.&lt;br /&gt;
**Useful for finishing off a badly damaged vehicle or dropping it a damage tier.&lt;br /&gt;
*&#039;&#039;&#039;Hyperstimm Backlash (2 CP)&#039;&#039;&#039;: During the Command phase, choose a {{W40Kkeyword|&amp;lt;Wych Cult&amp;gt;}} unit with the Combat Drugs rule. Until your next Command phase, the benefit of Combat Drugs is doubled. This can&#039;t be used on a model with the Phial Boquet relic since it could be considered double-dipping.&lt;br /&gt;
**The risk of pain is gone, so hurray! Let&#039;s see this get abused!&lt;br /&gt;
**Do I smell a Stimm Addict Succubus with rolling for drugs using this? 4 doubled drugs!&lt;br /&gt;
*&#039;&#039;&#039;Potent Metallotoxins (2 CP)&#039;&#039;&#039;: Use during either the shooting or fight phase. Select one unit; whenever this unit uses a poisoned weapon, that weapon is no longer subject to the limitations that make these weapons ineffective against non-{{W40Kkeyword|Titanic Vehicle}} units. Congratulations, your Raider full of Trueborns might be able to pop a fucking Land Raider through the splinter rifles alone!&lt;br /&gt;
**Don&#039;t forget the use in melee for things like the tryptych whip.&lt;br /&gt;
***Do forget about it, those super toxins only work for non-relic weapons.&lt;br /&gt;
*&#039;&#039;&#039;Shock Prow (1 CP)&#039;&#039;&#039;: Used when a {{W40Kkeyword|Drukhari Shock Prow}} unit makes a charge. Select an enemy in engagement range: If that unit is a {{W40Kkeyword|Vehicle}}, they suffer d3 mortal wounds on a 2+. If they aren&#039;t, roll a d6 for each model within engagement range with this unit; on a roll that exceeds the model&#039;s Toughness, the model takes a mortal wound.&lt;br /&gt;
**Commoragh drift that sucker into those hordes!&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Secondary Objectives==&lt;br /&gt;
&lt;br /&gt;
You can pick three of these to score more points in a game, some thoughts on each of &#039;em are below. You can only take one from each category. Also keep in mind that these are only the generic ones, there are a few mission-specific ones too.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Purge the Enemy&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These ones focus on killing specific things. Put some thought into these when you actually see your opponent&#039;s army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Assassinate&#039;&#039;: 3 VP for each {{W40kKeyword|Character}} you kill. Theoretically easy points against armies that rely on &#039;em, like Guard or Craftworlds. Outside of murdering the units around your opponent&#039;s characters, your best bet is to use your speed and exploiting their positioning. For Kabals, you could cram a Venom full of Warriors and speeding it up to be within range to unload their shots into whatever character. Normal rifles will work fine for this given most characters tend to have invuln saves, though a blaster that gets lucky can easily score this in one shot for you. Melee is where this shines though, so long as you aren&#039;t up against marines. Cults and Covens should be able to blend through anything that isn&#039;t a dedicated melee unit and if a character heroically intervenes, they&#039;re an eligible target too. Some other prime candidates include Incubi, Mandrakes and even a razorwing if you can find a gap behind a character.&lt;br /&gt;
*&#039;&#039;Beasts for the Arenas&#039;&#039; ({{W40kKeyword|Drukhari}} only): At the end of the battle, gain 3 VP for each enemy {{W40kKeyword|monster, cavalry}}, or {{W40kKeyword|beast}} killed by a {{W40kKeyword|&amp;lt;wych cult&amp;gt;}} unit with a melee attack. If it was a {{W40kKeyword|Titanic}}, gain 5 VP instead.&lt;br /&gt;
*&#039;&#039;Bring it Down&#039;&#039;: 2 VP for any {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}} you kill with 10 or less wounds, 3 VP for any with over 10 wounds. Kabals have it easiest here, with their access to Ravagers and being able to stick a blaster in every venom, though Reapers are a good candidate for the two other subfactions too. Scourges and Taloses can take haywire which will certainly aid in this, and Cults can give their Hekatrixes blast pistols, which will certainly help. &lt;br /&gt;
**Works nicely with the &#039;Test of Skill&#039; custom wych obsession.&lt;br /&gt;
*&#039;&#039;Take them Alive!&#039;&#039; ({{W40kKeyword|Drukhari}} only): Score 3 VP per battle round for destroying a {{W40kKeyword|Character}} or {{W40kKeyword|Monster}} &#039;&#039;unit&#039;&#039; with a melee attack, down to 1 VP if it &#039;&#039;isn&#039;t&#039;&#039; a {{W40kKeyword|Character}}, {{W40kKeyword|Monster}}, or {{W40kKeyword|Vehicle}} (so 0 for vehicles).  Avoid this against Vehicle spam.&lt;br /&gt;
*&#039;&#039;Titan Slayers&#039;&#039;: 10 VP if you kill one {{W40kKeyword|Titanic}} model, but you max out at 15 if you kill more than one. Pretty niche but almost an auto-take against knight lists. A lot of the previous applies here, especially haywire.&lt;br /&gt;
*&#039;&#039;Slay the Warlord&#039;&#039;: 6 VP for killing the warlord. Straightforward, though most tend to keep their warlords wrapped in groups of infantry or out of sight. Unless they&#039;ve only got one character, which is quite unlikely, you&#039;re likely better off taking assassinate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;No Mercy, No Respite&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Loss-based, essentially. Focuses on having less stuff destroyed than your opponent for scoring, or destroying more depending on your perspective.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;Thin Their Ranks&#039;&#039;: Essentially 1 VP for every 10 models you kill, or 1 for a model with 10 wounds. Ideal for horde armies, like Guard or Orks, blows ass against elite armies like Custodes. The sheer amount of poison you can crap out should make guardsmen easy pickings, though for full points your opponent needs at least 150 models, minus ten for however many 10+ wound ones they have. &lt;br /&gt;
**Perfect against Orks. Raiders with splinter racks can melt through those boys.&lt;br /&gt;
*&#039;&#039;Attrition&#039;&#039;: At the end of each turn, you win 4 VP if you have killed more enemy units then the enemy killed your units. Heavily dependent on your list as well as theirs. Probably not a good pick, given you&#039;re likely focused on the number of bodies you have and t3 5+ units are easy pickings for just about everything. However, Covens being obscenely tough could get some use outta this.&lt;br /&gt;
*&#039;&#039;While We Stand, We Fight&#039;&#039;: Select the three most expensive &#039;&#039;models&#039;&#039; in your army, counting all the wargear options. For each of these models that remains at the end of the game, you earn 5 VP. Likely gonna be some of your bigger skimmers, though those are still pretty fragile and are likely to take some serious fire. Probably a pass.&lt;br /&gt;
*&#039;&#039;First Strike&#039;&#039;: 5 VP if you kill an enemy unit during the first turn, adding 3 more VP if you kill more enemy units than they kill your units during the first round. Ehh... you give up 7 possible points just by taking this, so you probably wanna pass.&lt;br /&gt;
*&#039;&#039;Fear and Terror&#039;&#039; ({{W40kKeyword|Drukhari}} only): Score 1 VP at the end of each Battle Round for each &#039;&#039;model&#039;&#039; that fled from an enemy unit during that battle round. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battlefield Supremacy&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Movement-based stuff, here we go! You should probably auto-take one of these.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Engage on All Fronts&#039;&#039;: Score 2 VP if you have units totally within 3 table quarters and more than 6&amp;quot; away from the center of the board. You instead get 3 VP if you have units totally within each quarter and more than 6&amp;quot; away from the center of the table. Should be relatively easy to score, what with the abundance of Venoms and whatnot if you&#039;re running pure Drukhari. &lt;br /&gt;
*&#039;&#039;Linebreaker&#039;&#039;: 6 VP at the turn&#039;s end if you get 2+ units (excluding {{W40kKeyword|Aircraft}}) in the enemy deployment zone. Easy enough to get there, though staying alive is more the challenge. A raider full of Grotesques may be a decent pick for one of these but for Kabals and Covens, it&#039;ll definitely be hard to score unless you&#039;re content sacrificing units.&lt;br /&gt;
**Can work with mandrakes and scourges. Even a venom that has dropped off its cargo (e.g. incubi on an objective) and has nothing to do. Needs planning around in list-building but not unrealistic.&lt;br /&gt;
*&#039;&#039;Total Domination&#039;&#039;: 3 VP if you own more than half the board&#039;s objectives. Similar to the previous, easy to get to, harder to hold onto. Covens are a good bet for holding these but for Cults, send your transports to grab &#039;em after they&#039;ve unloaded their cargo. Kabals meanwhile tend to have pretty decent range, making them good candidates for holding backline objectives, so a pure Kabal list probably won&#039;t want to take this one.&lt;br /&gt;
*&#039;&#039;Herd the Prey&#039;&#039; ({{W40kKeyword|Drukhari}} only): At the end of each battle round after the first, you score 2 VP for each table quarter that your opponent does not have a unit wholly within.&lt;br /&gt;
**This gives your opponent control over your points, but against gunlines and DG, it can be fun. Especially if you can lock them in melee so they can&#039;t move up the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shadow Operations&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 A lot of these are action based. They each have their own rules but all universally share some traits. You can&#039;t perform them if you&#039;ve advanced or fell back with the unit you want to do it with or are within engagement range of an enemy unit. Character auras don&#039;t work while they are doing this, and the action fails if your unit does basically anything - moves, advances, charges, falls back, shoots, casts a psyker power, or heroically intervenes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Investigate Sites&#039;&#039;: Your {{W40kKeyword|Infantry}} units (excluding {{W40kKeyword|Character}}) gain a new action each turn. If they move within 6&amp;quot; of the table center and end the turn with no units (excluding {{W40kKeyword|Aircraft}}) within 6&amp;quot; of them, you win 3 VP. Again, Coven units will be good for holding these for multiple turns, especially since this is exclusive to infantry. &lt;br /&gt;
*&#039;&#039;Repair Teleport Homer&#039;&#039;: Your {{W40kKeyword|Infantry}} units (sans {{W40kKeyword|Character}}) gain a new action each turn. If they move so they&#039;re totally within the enemy DZ and have them survive until your next command phase, you win 5 VP. Mandrakes can do this for you if they are in a secluded corner behind cover with their inherent deepstrike and are a prime candidate to do so, given you cannot deepstrike until turn 2 nor score secondaries until turn 2 either. However, speeding a venom up there and dropping off a cheap unit into the corner might not hurt either, especially if they&#039;re behind some piece of terrain.&lt;br /&gt;
*&#039;&#039;Raise the Banners High&#039;&#039;: Your {{W40kKeyword|Infantry}} units gain a new action each turn in an attempt to emulate [[Dawn of War]]. When they move next to an objective that isn&#039;t within range of an enemy unit (excluding {{W40kKeyword|Aircraft}}), they can choose to plant a flag at the start of your next command phase so long as they still aren&#039;t threatened. At the end of every Command Phase and at the end of the game, you score 1 VP for each flag you have on an objective. Be sure to guard your objectives, as the enemy can immediately rip down your flags when they control your objectives. Keep in mind that this is done at the start of your turn, so you can freely advance onto objectives in the previous turn and do this just fine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Warpcraft&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Only one of these is relevant for scoring for you, unless you&#039;re souping in some other army with yours. See their articles for commentary on scoring those. Otherwise, this is your only real choice if you&#039;re running pure Dark Eldar.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Abhor the Witch&#039;&#039;: You can&#039;t take any {{W40kKeyword|Psyker}} units for this, not that you can anyway. You gain 5 VP for any  {{W40kKeyword|Psyker}} {{W40kKeyword|Character}} you kill and 3 VP for any other {{W40kKeyword|Psyker}} units killed. As most psykers tend to be characters, assassinate tactics will likely be similar to this. Otherwise, you can use the Helm of Spite to aid in this. As with any non-psyker army, if playing against Thousand Sons or Grey Knights, automatically pick this.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armies of Renown==&lt;br /&gt;
===Coteries of the Haemonculi===&lt;br /&gt;
Just like in 7E, the Haemonculi gain another focused variation to their army. This particular version bolsters their durability a fair bit more in place of any custom obsession.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; You can only take {{W40kKeyword|&amp;lt;Haemonculus Coven&amp;gt;}} and {{W40kKeyword|Blades for Hire}} units. You must take a Haemonculus as a warlord.&lt;br /&gt;
*&#039;&#039;&#039;Benefits:&#039;&#039;&#039; Alongside the {{W40kKeyword|Coteries of the Haemonculi}} keyword given to all units, you replace your obsession with a 4+++ FNP against mortal wounds (though it works on any wounds when a unit is below half-strength) and the ability to charge after falling back.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Traits:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Calculating Gaze:&#039;&#039;&#039; {{W40kKeyword|Core}} units within 6&amp;quot; can re-roll 1s to hit.&lt;br /&gt;
#&#039;&#039;&#039;Schemer Supreme:&#039;&#039;&#039; Whenever the enemy spends a CP for a stratagem, you can siphon off that CP on a 5+.&lt;br /&gt;
#&#039;&#039;&#039;Artist of Dark Alchemy:&#039;&#039;&#039; Once per turn, you can make one {{W40kKeyword|Core}} unit within 6&amp;quot; of the warlord re-roll randomized hits, such as for the ever-trusty Liquefiers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relics:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Transfixer of Excruciation:&#039;&#039;&#039; Replaces an ichor injector. A hit not only deals a mortal wound, but it also deals a -1 to WS, BS and Strength, crippling that enemy for the game.&lt;br /&gt;
**&#039;&#039;&#039;Mask of Torment:&#039;&#039;&#039; At the start of the Morale phase, pick one enemy within 12&amp;quot; of the bearer - that enemy takes a -4 to Leadership for the phase, practically guaranteeing a broken unit.&lt;br /&gt;
**&#039;&#039;&#039;Stinger-Engorger Pistol:&#039;&#039;&#039; Replaces a stinger pistol. Now fires an insane FIVE shots and scoring at least one wound degrades the target&#039;s save by one step for the turn, softening them up for the rest of your toys.&lt;br /&gt;
**&#039;&#039;&#039;Biotargeting Orb:&#039;&#039;&#039; Pick one enemy unit at the start of the game. The bearer gains a 6&amp;quot; aura that lets {{W40kKeyword|Core}} and {{W40kKeyword|Character}} units gain +1 to hit, but only when firing at that chosen foe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagems:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Art of Poisonry (1 CP):&#039;&#039;&#039; One character improves a 4+ poisoned weapon to 3+.&lt;br /&gt;
*&#039;&#039;&#039;Mercies of the Harmon (1 CP):&#039;&#039;&#039; One character boosts their auras and command abilities by +3&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Wealth and Power (1 CP):&#039;&#039;&#039; Pick one {{W40kKeyword|Core}} unit. Any guns they have gain +1 to strength.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Brutal Vivisection (1 CP):&#039;&#039;&#039; Triggered when a unit kills at least one enemy model in the fight phase. The next time that enemy fights back, they suffer -1 to their wound rolls.&lt;br /&gt;
*&#039;&#039;&#039;Mercies of the Haemonculus (1 CP):&#039;&#039;&#039; After wiping out an enemy unit in combat, the victorious unit gains a 4+++ FNP for the rest of the game.&lt;br /&gt;
*&#039;&#039;&#039;Protect the Great One (1 CP):&#039;&#039;&#039; Whenever a Haemonculus is hurt, your {{W40kKeyword|Core}} units can re-roll charges against the enemies responsible and re-roll to hit and wound them.&lt;br /&gt;
*&#039;&#039;&#039;Visions of Butchery (1 CP):&#039;&#039;&#039; At the end of the charge phase, roll a 2+ for a unit engaged with your army. On a 2+, that unit loses ObSec for the turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wargear&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Venom of Agonising Atrophy (1 CP):&#039;&#039;&#039; When a non-vehicle unit is hurt by a poisoned weapon, they each model in that unit loses 1 attack for the rest of the turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Psychic Powers==&lt;br /&gt;
&lt;br /&gt;
Dark Eldar do not have native access to psychic powers but can include Ynnari or Craftworld psykers to fill the gap at the cost of many of the army&#039;s unique rules, including Power from Pain. That said, if you have a mixed list only Executioner and Mind War will do anything for your Dark Eldar due to the April 2019 FAQ nerfing Runes of Fate/Battle debuffs. Oh, and Smite. See the [[Warhammer_40,000/Tactics/Eldar_(9E)#Psychic_Powers | Craftworld Eldar Tactica]] for more information on the Psychic powers Craftworlds units have.&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Kabals&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Ancient Evil&#039;&#039;&#039;: During the fight phase, select one enemy unit within engagement range of the warlord. That unit fights last.&lt;br /&gt;
**Remember, you can Heroically Intervene when you get charged, then use this. Especially funny if they charged, say, a unit of 10 bloodbrides.&lt;br /&gt;
*&#039;&#039;&#039;Hatred Eternal&#039;&#039;&#039;: Changed from Chapter Approved to reflect the Archon&#039;s new aura. Re-roll ALL failed to wound and hit rolls for the Warlord. Drazhar has this. &lt;br /&gt;
**Deliciously sadistic if you use this on an Archon with a splinter pistol relic, since it&#039;s one of the few things that allows you to re-roll with a relic. Or just a Blast Pistol for that matter.&lt;br /&gt;
**Obviously worse on a Black Heart Archon with the Writ of the Living Muse, due to overlapping buffs.&lt;br /&gt;
**Pair this with Poisoned Tongue/Poison Weapons for lolsy 2+ re-rolling to hits and wounds. &lt;br /&gt;
**Can turn an Archon with Djin Blade into an unholy character-murdering monstrosity.  &lt;br /&gt;
*&#039;&#039;&#039;Soul Thirst&#039;&#039;&#039;: Get +1A. Additionally, slaying a model in the Fight phase restores one wound.&lt;br /&gt;
**Remember, this heals you for &#039;&#039;every&#039;&#039; model you kill. Even if you don&#039;t wipe a unit, you can whittle them away to keep at your best.&lt;br /&gt;
**Only problem with this one is why has your archon taken wounds he needs to heal? If his shadowfield is down he&#039;s as good as dead without backup. Possibly MWs could do this, but don&#039;t sacrifice a warlord trait on the off-chance that your enemy could deal MWs.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Haemonculus Covens&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Master Artisan&#039;&#039;&#039;: Your warlord adds +1 to Toughness and Wounds. Probably the best suited for a tanky haem that isn&#039;t prone to being in the front and not part of the Prophets of the Flesh.&lt;br /&gt;
*&#039;&#039;&#039;Master Nemesine&#039;&#039;&#039;: In the fight phase, re-roll 1s to wound. You don&#039;t take a Haemonculus for melee, pass.&lt;br /&gt;
*&#039;&#039;&#039;Master Regenesist&#039;&#039;&#039;: The Warlord restores 3 wounds instead of d3 when using the Fleshcraft ability. Sadly you can&#039;t use Fleshcraft on yourself.&lt;br /&gt;
**Worth a look if taking a grotesque- or talos- heavy list.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wych Cults&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Quicksilver Fighter:&#039;&#039;&#039; +2 Attacks, something you&#039;ll never regret having.&lt;br /&gt;
*&#039;&#039;&#039;Precision Blows:&#039;&#039;&#039; Hit rolls of nat 6 inflict a number of mortal wounds equal to the damage characteristic of the user&#039;s weapon, and the attack sequence ends.&lt;br /&gt;
**If you pick this you want to pick a relic that maximizes your A*D (always pick the Attacks drug with this WT), since you&#039;ll deliver 1/6 of that as MWs, usually.  For example, a real pro move is Razorflails + the Dark Lotus Toxin relic from the Cult of Strife, which on an Attacks Succubus will get you 28 A*D, i.e. 4.67 mortals dealt each time you attack.  If you don&#039;t want that Cult, the Triptych Whip on the same Succubus will get you A*D 20, i.e. 3.33 mortals dealt.  Accuracy buffs can absolutely help - e.g. if you can re-roll 1s to hit due to being near an Archon who&#039;s running a Realspace Raid, your mortals dealt will get the same 7/6 multiplier as the rest of your melee.  &lt;br /&gt;
*&#039;&#039;&#039;Stimm Addict:&#039;&#039;&#039; Your warlord rolls an additional 2d6 for drugs, re-rolling any 6s or duplicates. All 3-4 drugs are now in effect! Hooray!&lt;br /&gt;
**The probabilities involved here are weird, not least because you&#039;ll need to keep your dice separate, as the Stimm Addict dice re-roll 6s, but the final result is that if you go for quadruple drugs, your odds of rolling the WS drug are 70%, which does nothing on a Succubus, dropping you down to only having 3 drugs anyway, meaning your total expected drugs that impact your game (assuming your Succubus is carrying a pistol, in case she rolls the BS drug) are 3.3.  If you instead pick a drug that isn&#039;t the BS drug - e.g. the Attacks drug - then your odds of rolling the WS drug are 50/50, giving you a total expected real drug count of 2.5.&lt;br /&gt;
**You can dial this up to memetastic levels with the Cult of Strife via the Phial Bouquet relic for a 5th random drug that changes every round and stacks with the 3-4 you have, or the custom Cult Obsession &amp;quot;Stimulant Innovators&amp;quot; for having 1 round per game of having a random stacking drug which is rolled on 1d3 rather than 1d6, or with the Hyperstimm Backlash strat to double the impact of your drugs.  All three options are mutually exclusive.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armoury==&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ranged Weapons&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Blast Pistol:&#039;&#039;&#039; 6&amp;quot; S8 -4AP D6 damage. Since you can fire Pistols in melee, these might actually be worth taking on your Hekatrixes, Succubi and Archons. It&#039;s kind of like an Inferno Pistol without the melta effect but with better availability and just as hilarious when you vaporise your opponent&#039;s special snowflake character with a single shot. Also, unbelievably cheap. 5pts at current.&lt;br /&gt;
*&#039;&#039;&#039;Blaster:&#039;&#039;&#039; Same profile of the pistol but Assault and with three times the range. The 18&amp;quot; S8 AP-4 combination will plow through most tanks and D6 damage for every wound will add up fast. It&#039;s a shame they don&#039;t have the same &amp;quot;roll 2d6 pick highest&amp;quot; rule as their Imperial cousins, but they&#039;re cheap, have better range than a meltagun, and  and they&#039;re much more easily spammed in most lists. 24&amp;quot; if Obsidian Rose means that it&#039;s also generally difficult to charge the unit with the Blaster for all but the fastest of units. Generally will be your Workhorse as far as Special Weapon options go.&lt;br /&gt;
*&#039;&#039;&#039;Dark Lance:&#039;&#039;&#039; The good shit. Similar to a Blaster but Heavy, with 36&amp;quot; and far more reliable D3+3 Damage. Remember that you don&#039;t compromise their accuracy when mounting them on paper boats, though infantry units that use them lose some though, so keep that in mind if taking one for a squad in a Raider. Like the more portable Blaster, this will be your workhorse Heavy Weapon for your vehicles and generally your default choice. Unless all you face are 2W marines, then the Disintegrator might be a better choice.&lt;br /&gt;
*&#039;&#039;&#039;Dark Scythe:&#039;&#039;&#039; 3 Heavy Blaster shots with +6&amp;quot; of range and at flat Damage 2. Pretty useful for sniping characters or taking out heavy infantry, but overshadowed by the buff blasters got. Voidraven exclusive.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Grenade:&#039;&#039;&#039; Frag grenades with S4 and AP-1. Fun when softening infantry up before a charge, but little else. The AP means they will do more damage than a Splinter Weapon if something is close enough (unless against something with a higher toughness than 4). Remember to toss one out for Overwatch if your opponent is charging from 6&amp;quot; away.&lt;br /&gt;
*&#039;&#039;&#039;Disintegrator Cannon:&#039;&#039;&#039; Now costing 5 pts per gun, which boosts a triple Dissie Ravager up to 145 pts. A frankly terrifying statline of Heavy 3, S5, AP -3, Damage 2, so it has lower base than the Dark Lance but with a high enough rate of fire that it&#039;s still decently effective against light vehicles while also scaring the living hell out of all kinds of infantry. The only downside is that you are usually trading away a Dark Lance to take one, so make absolutely sure that you have enough Anti-Vehicle weapons before taking one as nothing is more expensive than regret. A Dark Lance will score 1.55 Wounds against T7, 4+ vs 1.33 per Dissie so Dissies can still do work against Tanks from the sheer volume of fire.&lt;br /&gt;
*&#039;&#039;&#039;Haywire Blaster:&#039;&#039;&#039; Haywire was once the most reliable anti-tank gun in the game, specifically on the Harlequin jetbikes, they&#039;re now in an... odd spot. The Codex has this one at Heavy d3, blast, S3 AP -3 and Dd3, dealing d3 Mortal Wounds on a 6+. Each hit auto-wounds a vehicle on a 4+. Gone are the days of raping your way through knights and their invuln saves, though now the actual wounds they deal will hit much harder, given their boost to AP. &lt;br /&gt;
*&#039;&#039;&#039;Heat Lance:&#039;&#039;&#039; Almost the same stats as a Blaster except it&#039;s Heavy, which might make it seem like the inferior option at first. Then you notice its Damage value is an eye-watering &#039;&#039;&#039;D6+2&#039;&#039;&#039;. Dark Technomancer Talos Pain Engines and Reavers with Splintermind Combat Drugs will make good use of them. You can also take these on Scourges - don&#039;t worry about the -1 to Hit when moving too much. After all, Scourges are your easiest source of getting a bunch onto the field. You can also use a Black Heart Archon with the Writ of the Living Muse relic in an RSR detachment to let them re-roll 1s on both to Hit and to Wound, which will help shore the penalty up. That&#039;s enough to reliably kill a Rhino with one mobile squad.&lt;br /&gt;
*&#039;&#039;&#039;Hexrifle:&#039;&#039;&#039; A good Sniper Rifle, with Heavy 1 S6 -2AP 2 damage. Can shoot at characters and has a tiny chance of inflicting a mortal wound in addition to normal damage. The fact that both the Acothyst and the Haemonculus want to get into melee sucks, though if you&#039;ve got your squad of Wracks babysitting a point that aren&#039;t engaged in melee, it&#039;s not a terrible option for those cases where they&#039;re sitting and shooting into stuff a bit further out than the range of your Ossefactors.&lt;br /&gt;
*&#039;&#039;&#039;Liquifier Gun:&#039;&#039;&#039;  Assault D6 auto-hits with AP-2 at S4. Nice. Can shoot out of deep strike or reserves with the 12&amp;quot; range - and fun with Dark Technomancers.&lt;br /&gt;
**&#039;&#039;&#039;Twin Liquifier Gun:&#039;&#039;&#039; Shockingly, this is the same as above but with 2D6 shots.&lt;br /&gt;
*&#039;&#039;&#039;Ossefactor:&#039;&#039;&#039; One shot, Poisoned 2+, AP-3, D2. Will kill a single marine if lucky.&lt;br /&gt;
*&#039;&#039;&#039;Phantasm Grenade Launcher:&#039;&#039;&#039; D3 shots with Blast, for each successful hit roll 2D6. If it beats the enemy unit&#039;s leadership, then they take a single MW. With a Dark Creed vehicle with grisly trophies you get a -3ld debuff aura, and then a couple of these can start to rack up over the game.&lt;br /&gt;
*&#039;&#039;&#039;Pulse Disintegrator:&#039;&#039;&#039; Found only on the Tantalus. Assault 6 S8 AP-3 D2. A Dark Angels player&#039;s wet dream, this thing is essentially a beefed up disintegrator or an overcharged Plasma Cannon, but with a cooling system that actually works and the rate of fire of an Assault Cannon... Oh, and the Tantalus comes with two of them. Marine death. [[Awesome |You couldn&#039;t catch a bus back to &#039;overkill&#039;.]]&lt;br /&gt;
*&#039;&#039;&#039;Razorwing Missiles:&#039;&#039;&#039; The Jetfighter is equipped with all types of missiles by default, which is awesome. Even more awesome is the fact that they don&#039;t go away after being fired once. Rather, you choose one type of missiles in a shooting phase and use their profile. Also all of them got the Blast Weapon treatment!&lt;br /&gt;
**&#039;&#039;&#039;Monoscythe Missile:&#039;&#039;&#039; Assault D6 Strength 6 and no AP value but Damage 2. Force &#039;em armour saves, the enemy will hurt when they fail them. Better than shatterfield against multi-wound models with lower toughness and lower saves (break even at T5, 4+, 2W, for example)&lt;br /&gt;
**&#039;&#039;&#039;Necrotoxin Missile:&#039;&#039;&#039; &#039;&#039;&#039;3D3&#039;&#039;&#039; shots that wound non-{{W40Kkeyword|VEHICLE}}s on a 2+. You are looking at an average of 3 Wounds per missile against non-{{W40Kkeyword|VEHICLE}} units, 4 if you use the Flayed Skull Stratagem on non-{{W40Kkeyword|VEHICLE}} units with Fly. Solid choice.&lt;br /&gt;
**&#039;&#039;&#039;Shatterfield Missile:&#039;&#039;&#039; Assault D6 S7, AP-2. Edges out the other Razorwing missiles against most vehicles, and all 1 wound models. Less true for the Voidraven.&lt;br /&gt;
*&#039;&#039;&#039;Shredder:&#039;&#039;&#039; Coming in at Assault D6, S6 AP-1, shredders are cheap and chew through GEQs, hurt MEQs and can even threaten light Vehicles. The shredder&#039;s range is shorter than that of Splinter Rifles at 18&amp;quot;, this means your unit is pretty vulnerable, because being too close to the enemy is usually a death sentence to Kabalite Warriors. Obsidian Rose&#039;s Obsession alleviates this somewhat, as does putting them on Scourges to hit-and-run with Fire and Fade. All told it is a good gun; a clear upgrade to a Splinter Rifle or Shardcarbine, but it competes with the Blaster for your Special Weapon slots. Further benefits from Blast, and is perfectly suited to take out Ork Boys.&lt;br /&gt;
*&#039;&#039;&#039;Splinter Weaponry:&#039;&#039;&#039; All of the following weapons have a low Strength score (typically S2, Splinter Cannon has S3). Instead, they successfully wound on an unmodified 4+, except for {{W40Kkeyword|VEHICLE}}s and {{W40Kkeyword|TITANIC}} units. If you&#039;re desperate, you can still unleash a torrent of Poisoned shots at that Land Raider and hope something sticks, particularly if you&#039;ve got 2 CP to spend on the Potent Metallotoxins Stratagem. Some Kabal Obsessions can also improve their mediocre baseline.&lt;br /&gt;
**&#039;&#039;&#039;Splinter Pistol:&#039;&#039;&#039; Pistol with 1 shot and 12&amp;quot; range. Don&#039;t forget to use it in melee.&lt;br /&gt;
**&#039;&#039;&#039;Splinter Rifle:&#039;&#039;&#039; Rapid Fire 1 with 24&amp;quot; range. Stock on Warriors and Trueborn. You know it. You love it.&lt;br /&gt;
**&#039;&#039;&#039;Twin Splinter Rifle:&#039;&#039;&#039; Shockingly twice the above at Rapid Fire 2.&lt;br /&gt;
**&#039;&#039;&#039;Splinter Pods:&#039;&#039;&#039; Assault 2 18&amp;quot; range so your Hellions can shoot something.&lt;br /&gt;
**&#039;&#039;&#039;Shardcarbine:&#039;&#039;&#039; Assault 3 18&amp;quot; as a stock gun for Scourges and Sslyth.&lt;br /&gt;
**&#039;&#039;&#039;Splinter Cannon:&#039;&#039;&#039; The big&#039;un. 36&amp;quot; Heavy 3 AP-1 D2. Makes monsters weep and vehicles laugh, pick your targets carefully.&lt;br /&gt;
*&#039;&#039;&#039;Spirit Syphon:&#039;&#039;&#039; D6 auto-hits with nice S5 AP-2, and a chance of doing extra damage.&lt;br /&gt;
*&#039;&#039;&#039;Spirit Vortex:&#039;&#039;&#039; Exchanges the auto-hitting of the Spirit Syphon for 6 more inches of range and Blast.&lt;br /&gt;
*&#039;&#039;&#039;Stinger Pistol:&#039;&#039;&#039; Buffed up Splinter Pistol wounding non-{{W40Kkeyword|VEHICLE}}s and non-{{W40Kkeyword|TITANIC}} units on an unmodified on a 2+. [[Awesome|It also only costs 5 points!]]&lt;br /&gt;
*&#039;&#039;&#039;Stinger Pod:&#039;&#039;&#039; 2D6 S5 shots. Would be far better if the Talos had a better BS. Like the Shredder, it&#039;s useful in those situations where the Strength score on your gun matters (which is a lot actually).&lt;br /&gt;
*&#039;&#039;&#039;Storm Vortex Projector:&#039;&#039;&#039; The big gun exclusive to the Reaper. Features two selectable modes: either 2D6 shots at S6 AP-1 Blast, or D6 Dark Lance shots. Remains accurate when fired on the move, enjoy!&lt;br /&gt;
*&#039;&#039;&#039;Void Lance:&#039;&#039;&#039; Same stats as a Dark Lance but with improved S9. Voidraven exclusive.&lt;br /&gt;
*&#039;&#039;&#039;Voidraven Missiles:&#039;&#039;&#039; You can equip the bomber with missiles for 15 points; they don&#039;t go away after using them once anymore. Simply choose one type per shooting phase and fire away.&lt;br /&gt;
**&#039;&#039;&#039;Implosion Missile:&#039;&#039;&#039; Exclusive to Voidraven: D3 shots at S6 AP-3 D2 with Blast. &lt;br /&gt;
**&#039;&#039;&#039;Shatterfield Missile:&#039;&#039;&#039; Same as the Razorwing&#039;s. Strong, but you better roll well with that D6.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Melee Weapons&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Agoniser:&#039;&#039;&#039; 4+ Poisoned, wounds {{W40Kkeyword|VEHICLE}}s on a 6+ and has AP-3. Good stuff. Edges out the Power Sword against non-{{W40Kkeyword|VEHICLE}} models with T5 or greater.&lt;br /&gt;
*&#039;&#039;&#039;Archite Glaive:&#039;&#039;&#039; S+2, AP-3. Sounds like a dream right? Now it really is, as the hit penalty got removed from the profile. Revel in bloody glee as your succubus rips through tough guys without a worry.&lt;br /&gt;
*&#039;&#039;&#039;Bladevanes:&#039;&#039;&#039; These come stock on your vehicles and Reavers, for a little extra melee clout. S+1 AP-1. Surprisingly effective on Reavers if you left one or two enemies alive.&lt;br /&gt;
*&#039;&#039;&#039;Chain-Flails:&#039;&#039;&#039; Grants 2 hit rolls for each attack allocated to this weapon. Nice if you want your Talos to do anti-horde duty.&lt;br /&gt;
*&#039;&#039;&#039;Demi-Klaives:&#039;&#039;&#039; Must take on the Klaivex, as it&#039;s a straightforward upgrade to the standard Klaive. Allows choosing between either S+2 and AP-3, or S+1 AP-2 and two additional attacks. Both profiles feature delicious Damage 2. &lt;br /&gt;
*&#039;&#039;&#039;Electrocorrosive Whip:&#039;&#039;&#039; An Agoniser tweaked to counter light infantry, with AP-2 but 2 hit rolls for each attack made with the weapon. &lt;br /&gt;
*&#039;&#039;&#039;Flesh Gauntlet:&#039;&#039;&#039; Come stock on Grotesques. S+1 fists that deal a MW on a 6 to wound. No AP but you have your cleavers for that. Instead, you use this against units that hide behind Invul saves like Daemons and Crusaders.&lt;br /&gt;
*&#039;&#039;&#039;Glimmersteel Blades:&#039;&#039;&#039; Mandrake CCWs with AP-1. A small but welcome change from previous editions.&lt;br /&gt;
*&#039;&#039;&#039;Haemonculus Tools:&#039;&#039;&#039; The quintessential poisoned weapons for, shockingly, your Haemonculus. Poisoned on 2+.&lt;br /&gt;
*&#039;&#039;&#039;Hekatarii Blade:&#039;&#039;&#039; Grants AP-1 and an additional attack. Makes your Wyches scary.&lt;br /&gt;
*&#039;&#039;&#039;Hellglaive:&#039;&#039;&#039; S+1, AP-1 and Damage 2. Oh dear lord, send those Hellions at multi-wound models and watch the opponent devote all his shooting to killing them.&lt;br /&gt;
*&#039;&#039;&#039;Huskblade:&#039;&#039;&#039; AP-2 and flat Damage 2, rejoice! Huskblades are good again! Makes your Archon great for murdering characters and swarms with all of the Multi-Wound damage they can do, especially with a Blast Pistol. The usual go-to for an Archon unless you&#039;re penny-pinching.&lt;br /&gt;
*&#039;&#039;&#039;Hydra Gauntlets:&#039;&#039;&#039; S+2, AP-2, and an additional attack. Can put some hurt on MEQ. Hilariously, it has the potential to become S7 with the right combination of drugs and Obsession. Imagine a rank-and-file Wych punching holes in tanks and dinosaur-sized monsters.&lt;br /&gt;
*&#039;&#039;&#039;Ichor Injector:&#039;&#039;&#039; Only one attack can be made with this weapon, but this attack immediately deals a MW on a hit, making it a welcome surprise of a killing blow. That said, you absolutely shouldn&#039;t be throwing your Haemonculus into melee like you would a succubus.&lt;br /&gt;
*&#039;&#039;&#039;Klaive:&#039;&#039;&#039; Strength +2, AP-3, D2. The basic weapon for your Incubi, which makes them a strong anti-MEQ option. &lt;br /&gt;
*&#039;&#039;&#039;Macro-Scalpel:&#039;&#039;&#039; Strength +1, AP-2 and Damage 2. Also, if you have 2, you make one additional attack with it. Cheap and effective. Come stock on the Talos and still a decent weapon. Experimental Creations Coven Obsession boosts them to respectable Strength 8.&lt;br /&gt;
*&#039;&#039;&#039;Mindphase Gauntlet:&#039;&#039;&#039; AP-1 and Damage 2, can be wielded by an Acothyst. Poses a moderate threat against MEQ, but don&#039;t expect it to do wonders because of its low Strength.&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Cleaver:&#039;&#039;&#039; Stock on Grotesques and damn good. AP-2, Damage 2 and lets you make an additional attack with it. Use it to kill GEQs and MEQs in the droves.&lt;br /&gt;
*&#039;&#039;&#039;Power Lance:&#039;&#039;&#039; Basically the same as a Power Axe now. S+2, AP-2. Nice, but kinda wasted on the Solarite.&lt;br /&gt;
*&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; S+1, AP-3 can opener. Somewhat improves your awful Strength stats. Everyone who can take one can take an Agoniser instead, and for the same price. Do that, unless you expect to run into light infantry.&lt;br /&gt;
*&#039;&#039;&#039;Razorflails:&#039;&#039;&#039; The horde-sweeper option with AP-1 and 2 hit rolls per each attack made; use these if you want to chew through GEQs or deep strike a big 20 elf unit. Has some interesting interactions with certain Warlord Traits and Relics when taken by a Succubus.&lt;br /&gt;
*&#039;&#039;&#039;Scissorhand:&#039;&#039;&#039; Poisoned 4+ with AP-2 and two additional attacks. Decent on an Acothyst if you don&#039;t want to give them an Electrocorrosive Whip.&lt;br /&gt;
*&#039;&#039;&#039;Shardnet and Impaler:&#039;&#039;&#039; AP-2 and Damage 2, plus an extra attack and a bonus to the No Escape ability. Renders enemy MEQ units even less likely to walk away alive from the BDSM session with your Wyches, especially when combined with Grave Lotus drugs and/or Cult of the Cursed Blade for some additional Strength.&lt;br /&gt;
*&#039;&#039;&#039;Spirit-Leech Tentacles:&#039;&#039;&#039; S:User, AP-1, unmodified wound roll of 6+ increases Damage to 2. Available to the Cronos.&lt;br /&gt;
*&#039;&#039;&#039;Stunclaw:&#039;&#039;&#039; Like the Hellglaive, it is S+1, but only does one damage. However, 6+ to wound with this weapon does a mortal wound in addition to other damage. Keep your Hellglaive.&lt;br /&gt;
*&#039;&#039;&#039;Talos Gauntlet&#039;&#039;&#039;: S+2, AP-3 and D3. For when you need to smash T7≤ vehicles and monsters, as it outperforms macro-scalpels even when the -1 modifier to Hit and 1 less attack are taken into consideration. Costs +5 points, though.&lt;br /&gt;
*&#039;&#039;&#039;Talos Ichor Injector&#039;&#039;&#039;: Bigger and badder version of the one wielded by Haemonculi. Works exactly the same, but deals D3 mortal wounds instead of 1.&lt;br /&gt;
*&#039;&#039;&#039;Venom Blade:&#039;&#039;&#039; Poisoned 2+ weapon at AP-1. Better than the Agoniser against light infantry and units which rely on invulnerable saves, although less likely to benefit from some Obsessions.&lt;br /&gt;
*&#039;&#039;&#039;Wrack Blades:&#039;&#039;&#039; Come stock on Wracks, with a decent Poisoned 4+ AP-1 profile. This means that they can do some work in melee, as a unit of 5 Wracks should be able to cut down a single Marine now that AoC is gone.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Vehicle Wargear&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chain-Snares:&#039;&#039;&#039; Add +3 attacks for the model, which is more worth it on Venoms than Raiders since the latter loses attacks as it goes down the wound track and is slower.&lt;br /&gt;
*&#039;&#039;&#039;Dire Scythe Blade:&#039;&#039;&#039; Because your warlord just has to have the biggest blades on their floating death catamaran. Unique to the Tantalus and similar in form to the Prow Blade, but isn&#039;t limited to just one attack and hits at S7 AP-2 D2. Useful to finish off anything that you didn&#039;t quite manage to completely annihilate with the Pulse Disintegrators.&lt;br /&gt;
*&#039;&#039;&#039;Grisly Trophies:&#039;&#039;&#039; Adds a 3&amp;quot; aura that deals -2 to enemy Leadership. Combine with Incubi to shatter unit morale.&lt;br /&gt;
*&#039;&#039;&#039;Prow Blade:&#039;&#039;&#039; The Reaper&#039;s scythe, grants one additional melee attack at S6 AP-2 D2. Make sure to paint some blood on it.&lt;br /&gt;
*&#039;&#039;&#039;Shock Prow:&#039;&#039;&#039; Adds the {{W40Kkeyword|Shock Prow}} keyword to a vehicle equipped with one, for use with the relevant Stratagem. Steersman, ramming speed!&lt;br /&gt;
*&#039;&#039;&#039;Splinter Racks:&#039;&#039;&#039; Raiders only. Any models embarked on this Raider with Rapid Fire weapons now count all targets as being within half the weapons&#039; range. Kabalites will love &#039;em.&lt;br /&gt;
*&#039;&#039;&#039;Tantalus Aethersails:&#039;&#039;&#039; Tantalus exclusive. Instead of rolling a die, Tantalus simply adds 12&amp;quot; to its movement value when it Advances. [[Awesome|A movement value of 16&amp;quot;]], by the way.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Relics&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Animus Vitae&#039;&#039;&#039;: One use only. 6&amp;quot; grenade that deals d3 mortal wounds if it hits. If it kills a model, anyone within 6&amp;quot; of the bearer counts their Power from Pain bonus as 1 round higher for the remainder of the turn, which stacks with similar effects (e.g. Kabal of the Black Heart&#039;s Obsession).&lt;br /&gt;
**Don&#039;t force yourself to get into a situation to take advantage of that second effect. You have d3 mortal wounds in any one shooting phase, and if you get a bonus in the following fight phase that&#039;s just icing on the cake.&lt;br /&gt;
*&#039;&#039;&#039;Dancer&#039;s Edge&#039;&#039;&#039;: Master Succubus only. Improved Archite Glaive crafted by [[Mandrakes]]. AP-4 D2 is nice, and so is ignoring invulnerable saves on unmodified wound rolls of 6. When combined with Cult of the Cursed Blade and Grave Lotus, it becomes S7. Have fun.&lt;br /&gt;
*&#039;&#039;&#039;Djin Blade&#039;&#039;&#039;: Replaces a Huskblade, making it Archon only. Gains an extra AP and damage, and you can make 2 extra attacks with this weapon. However, after combat roll a D6, on a 1 suffer a mortal wound.&lt;br /&gt;
**Mortal wounds can&#039;t burn out your Shadowfield, because you don&#039;t get to use it in the first place...&lt;br /&gt;
** Great on a beatstick Archon, shame about it occasionally eating their souls.&lt;br /&gt;
** Give it to an Archon with Soul Thirst to heal that mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Helm of Spite&#039;&#039;&#039;: Auto-include for next time you&#039;re fighting Thousand Sons or the like. Allows you to attempt to deny like a psyker. If successful, the enemy psyker suffers Perils of the Warp automatically. Nice.&lt;br /&gt;
*&#039;&#039;&#039;Nightmare Doll&#039;&#039;&#039;: Haemonculus only. Improves FnP to 4+++. Good shit if your meta is full of snipers or if for some reason you keep hurling your Haemy into melee even though I keep telling you not to.&lt;br /&gt;
*&#039;&#039;&#039;Parasite&#039;s Kiss&#039;&#039;&#039;: Replaces a splinter pistol; is an upgraded stinger pistol - +2 to wound rolls against non-{{W40Kkeyword|vehicle}}s (i.e. 2+ usually, 4+ against just {{W40Kkeyword|titanic}}). +1ROF, -2AP, +1D, and when it kills an enemy model, the bearer gains a wound back.&lt;br /&gt;
*&#039;&#039;&#039;Poisoner&#039;s Ampule&#039;&#039;&#039;: Master Haemonculus only. Once-per-battle 9&amp;quot; attack which deals D3 MWs on a 2+ to one enemy unit within range, as well as shuts down any Aura abilities cast by &#039;&#039;and&#039;&#039; upon that unit until the start of your next turn.&lt;br /&gt;
*&#039;&#039;&#039;Soulhelm&#039;&#039;&#039;: Master Archon only. -1 to enemy hit rolls and FnP on a 5+. Stacks nicely with the built-in Shadowfield for much improved survivability.&lt;br /&gt;
*&#039;&#039;&#039;Triptych Whip&#039;&#039;&#039;: Succubus only. An improved Agoniser with Poisoned 2+, D2 and +3 attacks. Combos well with Adrenalight drugs and a couple of WTs, such as Precision Blows.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Kabals===&lt;br /&gt;
&amp;quot;Normal&amp;quot; dark eldar. Apparently they are the only ones in the Dark City who wear armor, and they are half of your sources of cool guns. As such, whether you are using Raiding Forces or Realspace Raid, they&#039;ll be the core of your army.&lt;br /&gt;
====HQ====&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Archon&amp;quot;&amp;gt;&lt;br /&gt;
Your warlord more often than not since he is &amp;lt;u&amp;gt;the only HQ that can lead more than just his subfaction&amp;lt;/u&amp;gt;, as his re-roll 1s to hit aura for {{WH40Kkeyword|kabal core &amp;amp; incubi}} becomes re-roll 1s for all {{WH40Kkeyword|core}} when leading a &#039;&#039;&#039;Realspace Raid&#039;&#039;&#039; detachment. His unique 2++ cannot be re-rolled for any reason and shuts down after the first fail, leaving him with the usual 4+ kabal armour save. Starts with a splinter pistol that can be swapped for a nasty blast pistol, and his power sword can be exchanged by either a venom blade, agoniser or huskblade. With okay weapon options the Archon is a decent fighter, but any serious plans for melee should be left to a Master Archon.&lt;br /&gt;
*One of the things an Archon can do that a Master Archon would be wasted at, however, is using that aura to buff your ranged units, especially your Kabalites, which requires him to leave the safety of a transport. You can use Index options to give him a Blaster and/or Phantasm Grenade Launcher and contribute to firefights/drive-bys. His invuln can protect him from snipers, and he&#039;s got a Court bodyguard unit that is cool and also has nice guns.&lt;br /&gt;
*The blaster is better than the blast pistol, if you can afford it and you&#039;re okay with taking an index option, as pistols are usable in melee only during ongoing combats that happen during your turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Master Archon (Upgrade)&amp;quot;&amp;gt;&lt;br /&gt;
Akin to a Chapter Master upgrade, you can upgrade an Archon to Master Archon, unlocking one unit of Kabalite Trueborn warriors and an exclusive relic and warlord trait. His place is in melee, with &#039;&#039;&#039;Splintered Genius&#039;&#039;&#039; allowing him to fight twice once per game.&lt;br /&gt;
*&#039;&#039;&#039;Relic - Soulhelm:&#039;&#039;&#039; All attacks against the Master Archon take -1 to hit, and he receives a 5+++ FNP. Unlike other relic armours that basically don&#039;t exist up until your 2++ fails, the Soulhelm works in tandem with the Archon&#039;s abilities: the -1 to hit helps preserve the invuln against most things, as fewer hits equal fewer chances to fail (except vs already unwieldy weapons like fists). Additionally, the FnP helps protect against MWs that would normally pass unfiltered.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Consummate Weaponmaster:&#039;&#039;&#039; +1D for the Master Archon&#039;s non-relic melee weapons, fixing his main problem: a lack of multi D blades with good to-wound rolls. This frees the Archon to take a non-blade relic, like the Animus Vitae or Soulhelm. Otherwise you&#039;d NEED the Djinn Blade for his melee to be relevant at all.&lt;br /&gt;
Upgrading to a Master Archon is ubiquitous if you&#039;re seriously considering sending him into melee at the head of his henchmen. The basic power sword is fine vs GEQ, the agoniser is fine vs armored infantry, and the venom blade is good against things that don&#039;t rely on armour saves, like harlequins. All of those can be upgraded to D2 to kill marines with the WT. Meanwhile, the huskblade&#039;s natural D2 is wasted on S3; swap it for the Djinn Blade if you can afford it, turning your Archon into something comparable to a named character.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ynnari note:&#039;&#039;&#039;&lt;br /&gt;
A thing to keep in mind with an Ynnari Archon is you get a quality of life bonus. Simply put, your re-roll 1s bubble will not only affect your Kabal units, but your other Ynnari Drukhari too! Kabalites, Wyches, Incubi, etc. This opens up a wide variety of opportunities, so be mindful of the tricks you can pull that the others can&#039;t.&lt;br /&gt;
&lt;br /&gt;
====Troops====&lt;br /&gt;
*&#039;&#039;&#039;Kabalite Warriors:&#039;&#039;&#039; Your &#039;&#039;&#039;only ranged troops&#039;&#039;&#039; in your entire army, now with base 2 attacks and 4+ armor! Placing them inside transports turns them into mobile firebases, but do keep in mind that in cover they are 3+ save models that cost only 8pts. Their sybarite sergeant can swap his splinter rifle for a pistol and/or get a melee weapon, but you shouldn&#039;t really bother. Do consider the phantasm grenade launcher, which stacks with the serge&#039;s rifle, meaning for 5 points you get some mortal wound output from every unit.&lt;br /&gt;
**They can take one blaster or shredder for every 5 models, and a dark lance or splinter cannon for every 10 models, but shredders and splinter cannons are &#039;&#039;bad&#039;&#039;.  Notice these are &#039;&#039;separate lists&#039;&#039;, meaning a 5-elf unit can have 1 special gun + 1 grenade launcher, but a 10-elf squad squad gets 3 + 1 launcher (and a 20-elf squad gets 6 + launcher). Heavy guns are &#039;&#039;locked&#039;&#039; to big squads.  Ordinarily, the best loadout a squad can take will be either 5 elves with grenade launcher and blaster or 10 with grenade launcher, 2 blasters, and 1 dark lance.  Also keep in mind that none of those weapons share the Rapid Fire 24&amp;quot; type of their splinter rifles, being either Assault 18&amp;quot; or Heavy 36&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Kabalite Trueborn&#039;&#039;&#039;: For each Master Archon present, one Warrior unit in that Master Archon&#039;s detachment can be upgraded to Trueborn. With BS 2+, improved LD, and the ability to ignore all modifiers to their BS and hit rolls, but a unit size cap of 10, they&#039;re the ideal choice for your heavy weapon (&#039;&#039;singular&#039;&#039;) wielders (i.e. if you take a Trueborn unit, it should be the 10-elf type with 2 blasters, a dark lance, and a grenade launcher). They&#039;re valuable and often times you only get one of them, so either keep them in cover or give them a Raider as a dedicated flying firebase.&lt;br /&gt;
&lt;br /&gt;
====Not Elites====&lt;br /&gt;
Because they are Elites but can only be taken when there&#039;s an Archon, which makes them use no actual slots. So, &amp;quot;not elites&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Court of the Archon:&#039;&#039;&#039; Rather than being a bunch of solo models these guys are back to being a unit (which foils Ynnari shenanigans).&lt;br /&gt;
**&#039;&#039;&#039;Lhamaean:&#039;&#039;&#039; A lady with a poison 2+ blade that does a mortal wound in addition to the normal damage on a 6+ to wound. So, once every 9 attacks. She has 2. So much for the only Blade Artist of the court. If she&#039;s in the squad, the Court gains an aura that makes {{W40kKeyword|&amp;lt;kabal&amp;gt; Archon &amp;amp; Kabalite Trueborn}}s&#039; poison weapons automatically wound the target on a nat 6 to hit. Only problem is, you usually get only one unit of Trueborn, 3 of them will probably be using special weapons instead of splinter rifles, and the Archon is probably not wielding a Venom blade.  Plus, this actively makes Venom Blades &#039;&#039;worse&#039;&#039; against some Sv2+ targets: autowounding on 6 to hit isn&#039;t a big step up from 2+ wounding, but the aura is mandatory and shuts down Blade Artists.&lt;br /&gt;
**&#039;&#039;&#039;Medusae:&#039;&#039;&#039; Their eyeburst is back to being a warpflamer/liquifier at Pistol d6 S4 AP-2, autohits. Good against any infantry that gets too close.&lt;br /&gt;
**&#039;&#039;&#039;Sslyth:&#039;&#039;&#039; With good stats: T3 W3 5+/5+++ and 3A WS3+ S5 AP-2 as well as Shardcarbines (&amp;amp; pistol), they are the general combat members of the squad. They&#039;re also the only actual bodyguard models of the court, as a unit without a Sslyth wouldn&#039;t be able to stop snipers from targeting the Archon. But they no longer take the actual wounds for him, though. &lt;br /&gt;
**&#039;&#039;&#039;Ur-Ghul:&#039;&#039;&#039; 16 Points and a crapload of S4 attacks for a single model, particularly on the charge, and the new codex grants them AP-1. It has no access to Power from Pain, though. That said, 3W and a 5+++ does make them excellent Smite shields to protect a more important character.&lt;br /&gt;
***The new 40k Warhammer Quest game comes with 4 plastic Ur-Ghuls. There may be separate rules for those, but at the very least it&#039;ll be easier to get some models without having to buy the old resin model separately.&lt;br /&gt;
&lt;br /&gt;
====Heavy Support====&lt;br /&gt;
*&#039;&#039;&#039;Ravager:&#039;&#039;&#039; Raider gunboat, with +1W and triple the cool guns. Disintegrators for heavy infantry, Dark lance for bigger stuff. Many armies would like to have the guns and mobility this boat has. This mobility makes melee an option worth considering. If you are in range, &amp;lt;u&amp;gt;do not hesitate charging either a vehicle or a ranged troop&amp;lt;/u&amp;gt;:&lt;br /&gt;
**Enemy vehicles are either forced to fire at the 5++ Ravager at -1 to hit (no blast weapons allowed) or fall back and be disabled even worse than being damaged down to their worst bracket, as vehicles can sooner have strats for ignoring damage than to be able to fall back and re-engage. &lt;br /&gt;
**Ranged troops often cannot deal with vehicles, certainly not in melee, yet the Ravager is the one of the few non-dread vehicles in the game with melee options. Six S7 AP-1 attacks and nine Disintegrator cannon shots you can fire in melee. No need to use all that on a squad (unless?), but it does highlight the options you have.&lt;br /&gt;
&lt;br /&gt;
===Wych Cults===&lt;br /&gt;
The lightning fast past of the melee half of the faction, Cult units have incredible movement speeds and bring death by a thousand cuts. The embodiment of a glass cannon, however, they are basically naked and can&#039;t really take being fired at.&lt;br /&gt;
====HQ====&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Succubus&amp;quot;&amp;gt;&lt;br /&gt;
*Buff Vector for your {{WH40Kkeyword|&amp;lt;wych cult&amp;gt;}} units and a decently priced melee beatstick. Comes with 6 attacks by default, with so many ways to make the most of what she can do. She lets her girls re-roll 1s to wound in melee, which is a sore sight better for them; only problem is ensuring she&#039;s nearby to provide her 6&amp;quot; aura, as the Wyches may sometimes charge out of range of it. The Succubus herself comes stock with an Archite Glaive, which lost its hit penalty while remaining just as deadly, and can be paired with a pistol or an agoniser. Her 4++ Dodge Save (that works outside of close combat now! Double yay!) will also keep her safe that much longer and don&#039;t ever forget about her drugs. All in all, this codex maintained what the Succubus needed to truly shine as a badass leader for your Wyches!&lt;br /&gt;
** Succubi can (and maybe should) swap the Agoniser for a Blast Pistol, which can deal with the heavily armored targets they struggle with in melee.  No Escape does make it more likely you&#039;ll find yourself in a situation where you want to fire a 6&amp;quot; pistol.&lt;br /&gt;
** You can also replace both the glaive and agoniser with a wych cult weapon. The razorflails make her a bigger whirlwind of pain, but Hydra Gauntlets can also be nice to make sure your attacks have a better chance of wounding, and the shardnet &amp;amp; impaler are definitely the best of the three against anything with more than one wound.&lt;br /&gt;
** At all times, bear in mind that a Succubus + Wyches have an uphill battle in front of them trying to compete with Drazhar + Incubi.  One of the ways you can do that is by leaning into Objective Secured, but another is No Escape.  When in doubt, bring more shardnets.  &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Master Succubus (Upgrade)&amp;quot;&amp;gt;&lt;br /&gt;
*Indeed, there is also an upgrade for Succubi despite the lack of one historically. Cool!&lt;br /&gt;
**&#039;&#039;&#039;Show Stealer:&#039;&#039;&#039; Your mistress can consolidate an additional 3&amp;quot; and does not need to move towards the closest enemy when doing so. Now your Succubus can engage in Harlequin style shenanigans by jumping in and out of combat while ignoring all return hits. Feel free to combine with the Red Grief unique strat to get back into your transport! &lt;br /&gt;
**&#039;&#039;&#039;Relic - The Dancer&#039;s Edge:&#039;&#039;&#039; Pretty fierce for a melee weapon, S+2 AP-4 D2 and any 6 to wound bypasses Invulns. &lt;br /&gt;
**&#039;&#039;&#039;Warlord Trait - Whirlwind of Death:&#039;&#039;&#039; Turn your succubus into a horde-blender! Before consolidation, you can improve their attacks to 3+however many models there are within 2&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Hekatrix Bloodbrides:&#039;&#039;&#039; They&#039;re back too. Whenever you grab a master succubus (or Lelith), you can make a pack of wyches into Bloodbrides. They get 2+WS and +1Ld, and any time they trigger Blade Artists, they improve their AP by 3, enough to gut space marines.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ynnari note:&#039;&#039;&#039;&lt;br /&gt;
A thing to keep in mind with a Ynnari Succubus, you get a quality of life bonus. Simply put your re-roll 1s bubble will not only affect your Wych units but your other Ynnari Drukhari too! Kabalites, Wyches, Incubi, etc. This opens up a wide variety of opportunities so be mindful of the tricks you can pull that the others can&#039;t&lt;br /&gt;
&lt;br /&gt;
====Troops====&lt;br /&gt;
*&#039;&#039;&#039;Wyches:&#039;&#039;&#039; The fast melee option. 10 points per model and you get a unit that comes with 3 attacks by default, one bonus from their weapons and plenty of ways to boost this number up. Like all wych cult units they get combat drugs which can let you tweak &#039;em to fit whatever targets you&#039;re going up against, but who are we kidding, you&#039;ll pick Adrenalight. They excel at tying up infantry units, with their 6++ increasing to a 4++ against melee attacks, alongside No Escape and all of the weapon options you can take being pretty anti-infantry focused as well. You should also just about exclusively stick to infantry with them, too. Relatively low innate strength combined with the fact that vehicles and monsters now have Big Guns Never Tire, which lets them shoot into them while in engagement range, their 6++ won&#039;t help all that much against even basic bolters crapping their rapid fire shots into them. Also remember that you have Grenades! If you are charging from within 6&amp;quot; then always toss a grenade before charging. For alternative models, look at Blood Vestals from Raging Heroes.&lt;br /&gt;
**Hekatrices (Hekatrixen?) can take blast pistols for 5 points, which is a shockingly reasonable upgrade given No Escape increases the chances you&#039;ll be in melee long enough to shoot a pistol, but the points cost is quite steep given its optimal targets are what Wyches are worst at fighting.  You can also swap the melee weapon out for a power sword, which is an agoniser but worse, or an agoniser, which is &#039;&#039;ok&#039;&#039;.  You can also take a phantasm grenade launcher, which is generally a much stronger upgrade than the blast pistol.&lt;br /&gt;
**&#039;&#039;&#039;Pro-tip:&#039;&#039;&#039; After disembarking, charge their Raider or Venom into combat first! Dark Eldar vehicles are actually not too bad in melee, unlike lumbering Imperial vehicles, and your Wyches will thank you when the enemy can&#039;t blast them off the board on the way in.&lt;br /&gt;
**&#039;&#039;&#039;Hekatrix Bloodbrides:&#039;&#039;&#039; If you take Lelith or a Master Succubus, you can upgrade one pack of Wyches, improving their WS to 2+, their Ld to 9/8, and changing Blade Artists to add -3 to AP when they roll a nat 6 to wound. This won&#039;t change much about your loadouts, but it will make your base Wyches a lot more dangerous when they get lucky.&lt;br /&gt;
&lt;br /&gt;
====Not Elites====&lt;br /&gt;
Because they are Elites but can only be taken when you have Beasts, which makes them use no actual slots.&lt;br /&gt;
*&#039;&#039;&#039;Beastmaster:&#039;&#039;&#039; Little more than a buff vector for all the beasts. If they stick close to him, they reroll 1s To Hit and can use his Leadership, plus he can make a pack of them charge in the Command Phase even if they advanced. Now comes stock with an Agoniser for melee, but he is hardly spectacular in a fight, even with combat drugs and obsessions. Same ranged weapon as Hellions too, just in case you wanted to fly around harassing infantry.&lt;br /&gt;
**The Beastmaster doesn&#039;t take up a slot if you have any beasts, but you can&#039;t take a Beastmaster unless you have at least one Beast in the detachment (why you&#039;d want to do that is a mystery). Also, it can&#039;t get Warlord Traits. Make sure to double check if whatever you&#039;re playing in is using Legends rules or not, because if they are you can give him back his now free Beastmaster&#039;s Scourge, letting you use that 4 points elsewhere.&lt;br /&gt;
**&#039;&#039;&#039;A Note About Drugs:&#039;&#039;&#039; Always, ALWAYS give the Beastmaster Splintermind.  The +1Ld makes his ‘shared leadership’ Aura much more potent, and he’s not really ‘fighty’ enough to justify any of the other Drugs.&lt;br /&gt;
&lt;br /&gt;
====Fast Attack====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Hellions]]:&#039;&#039;&#039; Junkies on hoverboards, now with T4 and 2W and 3 attacks base. Their glaives have been upgraded to -1AP, which stacks with Blade Artists. At 17ppm they&#039;re great at getting into melee and the bane of 2W units but, they&#039;re still tall, wide, and a squad of them has a massive footprint on the table. Don&#039;t expect their new stats to save them from bolter fire, they&#039;re still rather easy to kill but they&#039;re now actually viable. &lt;br /&gt;
**There&#039;s really no bad combat drug combination for them as all of them improve a stat they can use. Best advice is just roll randomly for 2 effects.&lt;br /&gt;
**As far as cult obsessions, you can&#039;t go wrong with any of them. Cursed Blade is probably the most obvious choice as it takes them to S5 before combat drugs, making them even more horrific for space marines.&lt;br /&gt;
*&#039;&#039;&#039;Reavers:&#039;&#039;&#039; Junkies on bikes. By Drukhari standards, Reavers are indestructible juggernauts with T4 2W and a 4+ save. They combine decent shooting (Splinter Rifle and Splinter Pistol) with decent melee (S+1 AP-1 Bladevanes). They can also take either a heat lance or a blaster for every three models in the unit, each for 10 points. The difference comes down to whether you prefer assault S8 AP-4 DD6 (Blaster) or heavy S8 AP-4 DD6+2 (Heat Lance). Finally, they can take either Cluster Caltrops or a Grav Talon, at a rate of one per three models for 5 points. The difference is, the former can deal Mortal Wounds when the Reavers Fall Back while the latter can deal Mortal Wounds when the Reavers charge. Your choice. &lt;br /&gt;
**Given that it turns these guys into T5, 2W models with a 4+ save, Reavers are the best candidate for Painbringer, and it should really be your default Drug of choice. A big group of these with Cluster Caltrops is one of the best tarpits in the army that your opponent &#039;&#039;&#039;really&#039;&#039;&#039; doesn&#039;t want to fall back from.&lt;br /&gt;
**With the Eviscerating Fly-By strategem, Reavers have regained their old  wonderfully fluffy tactic of simply flying over something and causing damage! A unit of 9 bikes will reliably put a mortal wound or two on something which can be a nice way to soften up a target before a charge. &lt;br /&gt;
**Agonisers and power swords are only 5 points so consider them on your Arena Champions if you have the spare points. &lt;br /&gt;
**Remember with the &#039;Hunt From the Shadows&#039; strat these guys have a 2+ save in cover.&lt;br /&gt;
&lt;br /&gt;
=====Beasts=====&lt;br /&gt;
As of the new Codex, you can only take 3 Beasts per detachment, and the detachment itself must contain at least 1 Beastmaster. Not actually CULT...but they need a Beastmaster who is, so, they&#039;re in the CULT section.&lt;br /&gt;
*&#039;&#039;&#039;Clawed Fiends:&#039;&#039;&#039; Horrifying but overlooked. Lots of Wounds, high Toughness and lots of attacks at high strength and AP-2 D2. Its only weakness, the 4+ WS, is remedied by the Beastmaster granting it rerolls.&lt;br /&gt;
*&#039;&#039;&#039;Khymerae:&#039;&#039;&#039; Decent harassers with a 5++. Basic stat line of a marine but much cheaper and 3 cc attack, able fill up small hole in your deployment zone to deny alpha attempt.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Models&#039;&#039;&#039;: Dire Wolves work pretty well as a cheaper and plastic alternative. Just green stuff the undead bits and add in spikey bits and job done.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Models&#039;&#039;&#039;: Necrohounds from maxmini.eu make an excellent dark city style alternative.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Models&#039;&#039;&#039;: Displacer Beasts from D&amp;amp;D Nulzu&#039;s miniatures are dirt cheap, comes with a 40mm base, and they come pre-primed. Did I mention they&#039;re a dime a dozen?&lt;br /&gt;
**&#039;&#039;&#039;Alternate Models&#039;&#039;&#039;: Warcry Raptoryx comes in sets of six and basically requires no conversion other than putting on 40 mm round bases. Scary birds and come with some Some Furies. &lt;br /&gt;
*&#039;&#039;&#039;Razorwing Flocks:&#039;&#039;&#039; Horrible Strength and Toughness of 2, but with Instant Death being a thing of the past, all you can see are the 4 wounds per flock  and no longer have the insane attacks from the codex, but a fluffy -1 AP with 4 attacks each. For best results, throw them at big stuff like Wraithknights. You&#039;ll wound most things on 6+ anyway so might as well make those 6s count. 48 wounds for a maxed out unit and 48 attacks for 144 points (if I&#039;m mathing right and not totally retarded) is great for a throwaway unit. These will either be ignored or shots will be dedicated to stopping them. Plus how badass would you feel if your Archon could just summon murders of murder birds to the field? Be sure to use these things like a tau shield drones, let your bird bois soak those lascannon shots so your raiders can nice and close. Then charge the birds in to soak the flamers in overwatch. Saves your Raider the trouble from losing out on his juicy dark lance by charging in.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Models&#039;&#039;&#039;: These things are disgustingly overpriced IRL. So if you aren&#039;t running tourneys and want a cheap alternative use the Murder of Crowz from zombicide. The model looks a little janky, but it might mean that you can actually afford these guys.https://youtu.be/WAvzmqw8qxI you could also get the new Ravening Direflock endless spell from AoS, which gives you 3 bases&lt;br /&gt;
**&#039;&#039;&#039;Bird Block&#039;&#039;&#039;: With 4 wounds each, and insane mobility for the cost, the best uses I have found for them is to use the birdies to soak smites or send them to form a wall to stop an enemy unit moving onto an objective. Units of 4 are best for this imo. Seriously though, play GK or TS and watch their now incrementing smites need 4 casts to kill a single unit.&lt;br /&gt;
***&#039;&#039;&#039;Bird Block Prime&#039;&#039;&#039;: Dropping a Razorwing Bomb into a Ynnari detachment and slapping the Yncarne down nearby lets you buff their defence with a 5++/6+++ and Morale-Immunity aura - not exactly the best use for the Yncarne, but with 3 units of 12, that&#039;s some 144 wounds to chew through!  If you want absolute board control, accept no substitutes.&lt;br /&gt;
&lt;br /&gt;
===Haemonculus Covens===&lt;br /&gt;
====HQ====&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Haemonculus&amp;quot;&amp;gt;&lt;br /&gt;
*A nasty little support character for your {{WH40Kkeyword|&amp;lt;haemonculus coven&amp;gt;}} army. On the one hand, he&#039;s a buff vector that flat increases your {{WH40Kkeyword|&amp;lt;haemonculus coven&amp;gt; Core}} unit&#039;s Toughness by 1 within 6&amp;quot;. This makes Grotesques all but immune to small arms fire and is generally nice, plus you can also heal your grotesques and other monster units for d3 wounds per turn, with the usual restrictions. However, the Haemonculus is also an okay combat character. Like all  {{WH40Kkeyword|&amp;lt;haemonculus coven&amp;gt;}} units he comes stock with a 5+++, so combined with his 6 Wounds and the PFP invuln save he can survive quite a bit. But he also has 4 attacks and access to all the nasty poisoned weapons you could want. His tools wound on a 2+, though with no AP it means you&#039;ll struggle to actually kill anything with a decent save. Conversely, the scissorhand doubles the amount of attacks you can make and gives a decent -2 AP, though it needs a 4 to wound. His ichor injector allows you to deal a mortal wound if it hits, not a whole lot but it&#039;s still practically guaranteed with his 2+ WS. Just don&#039;t send him after Vehicles.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Master Haemonculus (Upgrade)&amp;quot;&amp;gt;&lt;br /&gt;
*Haemonculus Ancients are back too! That said, they&#039;re more costly than their (dubiously) more sane kin at 20 points.&lt;br /&gt;
**&#039;&#039;&#039;Alchemical Maestro:&#039;&#039;&#039; Haemonculi can now cheat death! Once per game when the haemy dies, you can roll a d6 and resurrect them with d3 wounds on a 2+.&lt;br /&gt;
**&#039;&#039;&#039;Relic - Poisoner&#039;s Ampule:&#039;&#039;&#039; Once per battle, your haemonculus can pour this stuff. One enemy unit within 9&amp;quot; takes d3 MW on a 2+ and loses all auras for the turn, as well as being unable to benefit from any. This is pretty evil, but has limited use on armies less dependent on auras (not to mention being useless against the Death Guard&#039;s contagions).&lt;br /&gt;
**&#039;&#039;&#039;Warlord Trait - Twisted Animator:&#039;&#039;&#039; You ever wonder why your Fleshcraft ability does nothing for your wracks? Those guys who will almost always be the first to get cut down? This allows your haemonculus to raise d3 models in a {{W40kKeyword|&amp;lt;Coven&amp;gt; Wrack}} unit within 3&amp;quot; during the command phase, allowing them to last a bit longer.&lt;br /&gt;
*&#039;&#039;&#039;Haemoxytes:&#039;&#039;&#039; Indeed, to keep all bosses on level, the Haemonculus Ancient (or Urien) can now elevate a pack of Wracks. These guys now add +1 to their Sv, Invuln, and Leadership on top of being to nullify the damage of their first failed save once per phase. YMMV whether this means that you can just stonewall the entire fucking attack (since some attacks don&#039;t rely on damage to screw you), because that could make these guys far and away the most broken retinue of the game.  Bear in mind a canny opponent will shoot you with bad guns first to use up the nullification, &#039;&#039;then&#039;&#039; bring the big bad guns to bear.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Troops====&lt;br /&gt;
*&#039;&#039;&#039;Wracks:&#039;&#039;&#039; The thick melee option, only by virtue of a lack of competition. T4 with a 6+/6++/5+++ isn&#039;t gonna make them pull off miracles but it&#039;s a lot better than what Kabalites/Wyches can provide, making them your go-to objective sitters. Luckily the new Codex buffed their offensive power up a notch, so now their melee weapons are AP-1 and 4+ Poisoned with Blade Artists added in. While Wyches are still gonna have them beat in terms of raw damage output due to their sheer number of attacks and special weapon options, Wracks can now at least expect to kill stuff in melee. The squad leader, the Acothyst, has access to a variety of melee weapons. This also means you can field 2 Liquifiers in a 5-elf unit, or 1 Ossefactor and 1 Liquifier or Hexrifle.&lt;br /&gt;
**For the Acothyst&#039;s melee weapon, most of the choices you&#039;re offered are a waste of time: either stick with the base Wrack Blade to keep the unit cheap or buy an Electrocorrosive Whip - the other melee weapon choices are either strictly worse than the whip or better than it in cases so rare they can be safely ignored.&lt;br /&gt;
**The Stinger Pistol is a waste of your time.  The Acothyst should either take a Liquifier (if your gun-elf took a Liquifier), a Hexrifle (if you plan on staying far away and want to take pot-shots), or nothing (if you want to keep the unit cheap).&lt;br /&gt;
*** Hexrifle is an interesting choice combined with Dark Technomancers for 3 damage and +1 to wound. Makes it an actual threat against T8 models since you won&#039;t be wounding on 5+.&lt;br /&gt;
** They can get one Ossefactor or one Liquifier per 5 Wracks. The Ossefactors are one-shot assault weapons meant to give the wracks a chance to kill one Space Marine per shot, but they&#039;re bad at it - an Ossefactor deals fewer wounds to MEQ than a Liquifier.  It does more wounds per point if you only look at the cost of the wielder, but if you think of it as wielded by 5 elves at once, it goes back down to fewer wounds per point.  Skip the Ossefactor - take a Liquifier or nothing (if you plan on spending all your time in melee or far away) on the gun elf.&lt;br /&gt;
** Note that if you take Experimental Creations, while Wracks will benefit from the part of the trait granting the +1 Strength, it has little effect given that a good number of the weapon options available are Poisoned weapons. Only Grotesques and Taloi really benefit from this. &lt;br /&gt;
** Wracks from the {{WH40Kkeyword|Prophets of Flesh}} Coven are the toughest objective secured troop unit in a pure Drukhari list. Combine with a nearby Haemonculus and you have both a decent anchor for controlling an objective and a simple patrol detachment.&lt;br /&gt;
**&#039;&#039;&#039;Haemoxytes:&#039;&#039;&#039; If you grab Urien or a Master Haemonculus, you can upgrade a pack of up to 10 Wracks. These guys improve their save and invulnerable save by +1 (invuln to a max of 4+) and add +1 to Leadership. In addition, they can negate their first failed save once per phase, which might potentially be giga-cheese unless they&#039;re focus-fired to death.&lt;br /&gt;
&lt;br /&gt;
====Elites====&lt;br /&gt;
*&#039;&#039;&#039;Grotesques:&#039;&#039;&#039; Massively scary. They have an impressive statline complete with A4 WS3+ S5 and T5 W4 Sv6+/5+++ for 35 points and you can take 3-6 per unit. For armament they come stock with a Flesh Gauntlet - S+1(6) AP0 D1, nat 6 to wound is +1 MW - and a Monstrous Cleaver: A+1 SU(5) AP-2 D2 (and of course they have Blade Artists, so nat 6 to wound improves AP by 1) . The Cleaver does very well indeed against T4 and less while the Flesh Gauntlet does well against T3 and high invulnerable saves units with W1. Can also take Liquifiers by swapping out their Cleavers and paying points.&lt;br /&gt;
**As a general rule, anything Grotesques would do in melee, Incubi do &#039;&#039;better&#039;&#039;, even when you perform fancy tricks that require your coven.  Problem is, they&#039;re &#039;&#039;far&#039;&#039; too expensive as Liquifier platforms now that Dark Technomancers won&#039;t make it worth the effort.  You can apply The Torturer&#039;s Craft strat to Grotesques if you&#039;re Prophets of Flesh, and Incubi have no strat that&#039;s remotely as good, but it&#039;s a whopping 2CP.  That&#039;s just about the only way to make Grotesques worth taking, though.&lt;br /&gt;
***Alternate take: Grotesques at T5 (T6 with a Haemonculus nearby) are far more resilient than Incubi. If you need to look down a board quarter against some Necron Wraiths, look to Grotesques to tarpit their tarpit. For roughly the same points as 5 Incubi a MSU of Grotesques give you twice the wounds at twice the toughness. &lt;br /&gt;
**If you dislike the models or failcast resin, or aren&#039;t made of money, the &#039;&#039;&#039;Crypt Horrors&#039;&#039;&#039; and &#039;&#039;&#039;Stormfiends&#039;&#039;&#039; from AoS are nice plastic alternatives.&lt;br /&gt;
&lt;br /&gt;
====Heavy Support====&lt;br /&gt;
*&#039;&#039;&#039;Cronos:&#039;&#039;&#039; The support Engine. The Cronos comes stock with a spirit syphon, an Assault heavy flamer with AP-2 that does +1 damage (2 total) on 6s to wound. For 10 points you can add a spirit vortex that does nearly the same but without the auto-hits, in exchange for being Blast and having extra 6&amp;quot; of range. More importantly, it can also take a spirit probe for measly 5 points. This lets {{W40Kkeyword|DRUKHARI CORE}} and {{W40Kkeyword|DRUKHARI CHARACTER}} units within 6&amp;quot; re-roll 1s to wound in melee, which makes your Grotesques even scarier. In addition, each time it kills any model in melee with its spirit-leech tentacles, you can choose one {{W40Kkeyword|DRUKHARI CORE}} unit within 6&amp;quot; to either heal 1 Wound or restore a lost model at 1 Wound. A4 WS4+ S5 AP-1 per model (so A12 for a full unit, since you only need 1 probe for the whole unit) isn&#039;t &#039;&#039;that&#039;&#039; bad, but the Cronos won&#039;t exactly blend entire hordes into spirit-juice. Still, it &#039;&#039;can&#039;&#039; resurrect a Wrack if you&#039;re worried about it falling below half-strength.&lt;br /&gt;
**&#039;&#039;&#039;Dark Technomancers:&#039;&#039;&#039; Because Dark Technomancers doesn&#039;t work on Liquifiers (Twin or not), the Cronos is the best use you have for Dark Technomancers: the base gun can&#039;t cause any mortal wounds but works with the Obsession, and you can add a second gun for a decent price - plus, you have immediate access to healing any wounds you do suffer by murdering things in melee.&lt;br /&gt;
*&#039;&#039;&#039;Talos:&#039;&#039;&#039; The killy Engine. Can serve both as an anvil and a battering ram of your army, with more emphasis placed on one of these roles depending on the choice of Obsession and wargear. The standard load-out of 2 macro-scalpels and 2 splinter cannons offers decent MEQ-removing capability thanks to multiple D2 attacks. However, each arm and the tail weapon can be swapped for a variety of anti-infantry and/or anti-armour tools depending on its designated role. Only the Talos gauntlet and twin liqufier gun cost any additional points.&lt;br /&gt;
**&#039;&#039;&#039;Melee weapons&#039;&#039;&#039;: Chain-flails grant each Talos 10 S6 attacks, which sounds nice until you notice AP0. This amounts to hitting enemy units with big, heavy pillows, although that is indeed a lot of attacks to potentially proc Blade Artists with, for what it&#039;s worth. The default pair of macro-scalpels can do some solid work against heavy infantry as well as light vehicles and monsters, especially if you boost their Strength. However, despite some disadvantages, the Talos gauntlet is a superior weapon; for +5 points it can easily destroy Gravis marines and crack some big, tough targets. The Talos ichor injector is also an interesting option to add some mortal wounds to the damage output. All in all, the macro-scalpels shouldn&#039;t disappoint, but if you want to send your Taloses against the most durable foes, gauntlet + ichor injector is worth considering.&lt;br /&gt;
***&#039;&#039;&#039;1 Melee Weapon + 1 Twin Liquifier&#039;&#039;&#039;: There&#039;s a strong argument to be made that a twin Liquifier will do more work than an extra scalpel. They got buffed during the codex update to S4 AP -2, making them a bit killier than they were, and +1 attack from having a second Scalpel is unlikely to have the same impact as on average &#039;&#039;seven&#039;&#039; autohits from the liquifiers. You will be dishing out 15 extra points for the privilege, however.  Unless you&#039;re doing this to keep the unit as cheap as possible, you should still always shell out to upgrade the 1 melee weapon you do have from a Scalpel to a Gauntlet - the Twin Liquifier will do plenty to murder hordes, you&#039;ll want the Gauntlet for punching anything heavy.&lt;br /&gt;
**&#039;&#039;&#039;Choosing tail weapons:&#039;&#039;&#039; Pain Engines suffer from BS4+, so their shooting weapons should be chosen with care depending on what role you want your big bois to play. Luckily, with the new Codex they&#039;re now all free! Splinter cannons give them some extra anti-infantry firepower, but reduce their effectiveness against vehicles. Haywire blasters are effective against vehicles: a squad of three Taloi puts out 6D3 S3 AP-3 D1d3 shots which successfully wound vehicles on 4+, and on 6+ cause additional D3 mortal wounds. The odd inclusion of Blast makes them not-terrible against most infantry, but be mindful of the low Strength. Heat lances are basically super-blasters that grant the ability to pop units that are big and sturdy from afar (or up close, you can shoot in melee now). The stinger pod is probably the worst choice out of all, potentially giving your Talos the most shots per gun (2D6) if you roll well, but with a worse statline compared to its closest competitor: the twin splinter cannons.&lt;br /&gt;
***You can turn these fellows into nice DISTRACTION CARNIFEXES by giving them an Ichor Injector, Talos Gauntlet, and Haywire Blasters. A jittery imperial with his Knight Crusader will shoot at it until this thing is totally dead, giving your real units all the time they need to move in.&lt;br /&gt;
**&#039;&#039;&#039;Artists of the Flesh&#039;&#039;&#039;: The anvil. With native defensive stats of T6 W7 Sv3+/6++/5+++, the Talos is durable for a Drukhari unit. As for Obsessions, the Prophets of Flesh are not quite what they used to be: regenerating 1 Wound &#039;&#039;per unit&#039;&#039; at the start of your Command Phase is underwhelming, and the defensive buff against weapons that are below S8 is useless to a boosted Talos. Pick Artists of the Flesh if you intend to rely on the big guys as the damage sponges in your army: reducing incoming Damage by 1 (to a minimum of 1) will increase their survivability a great deal - they &#039;&#039;will&#039;&#039; attract lots of high-damage attacks, only to laugh them off a lot of the time.&lt;br /&gt;
**&#039;&#039;&#039;Experimental Creations&#039;&#039;&#039;: The battering ram. S8 macro-scalpels become significantly more effective against vehicles and monsters, and the Talos gauntlet also enjoys S9 against some of the hardest opponents. This is merely half of the build, though, because you pick another custom Obsession to accompany this one. Hungry for Flesh provides a useful re-roll to charges; Master Torturers reduces the CP cost of the Torturer&#039;s Craft stratagem (re-roll melee wounds) to 1 CP; Splinter Blades generates an additional hit for each unmodified hit roll of 6, which is +1 WS but better since it stacks with round 3+ Power From Pain.  In fact, if you were serious about being good at melee and took a Talos gauntlet, Splinter Blades is better than Experimental Creations in practice against almost everything in the game - you can take both, or you can just go with Splinter Blades + Hungry for Flesh.&lt;br /&gt;
&lt;br /&gt;
===Blades for Hire / Any faction===&lt;br /&gt;
====HQ====&lt;br /&gt;
*&#039;&#039;&#039;Drazhar:&#039;&#039;&#039; The baddest motherfucker in an army of bad motherfuckers remains an uncontested badass. Pretty tanky with a 4+ invuln and the ability to reduce any damage taken by 1. He still has his amazing Phoenix Lord tier (probably a little bit better than some, most of them actually) stat line and his aura gives +1 to wound for all Incubi units within 6 inches. Shit just got real and heads will roll. He also packs tormentor, pick a unit within engagement range of him and roll 2d6. If you beat the unit&#039;s LD, then they cannot fight until every other eligible unit in your army has done so. Drazhar sports the Executioner&#039;s Demiklaives which offers the same single/double version with S+2 AP -3 and a flat D3 on the single profile while the paired profile drops the S and Damage by 1 in exchange for two more attacks. In addition, he can also fight twice in a turn, which makes him even more of a menace. &lt;br /&gt;
** Dual-Blades offer 7/14 S5 AP-3 D2 attacks for hacking down hordes and space marines. Sheer number of attacks suggests this will likely be your go-to mode.&lt;br /&gt;
** Single-Blade gives you 5/10 S6 AP-3 D3 attacks for hacking down anything T5 or higher.&lt;br /&gt;
** Probably best to take this guy in a transport with his incubi friends as they all lack ranged weapons, try out a venom or if you&#039;ve got money to burn, a Tantalus. Just keep in mind that he will always will be a big and scary target and needs support to get him in the front line where he is best. Watch out for units with good charge distances as he is massively hamstrung when he can&#039;t get that meaty charge.&lt;br /&gt;
** Remember that his +1 to wound also applies to himself. If you want more Aura nonsense a Archon&#039;s overlord ability gives him re-rolls of 1 to hit because he has the Incubus Keyword. This goes away if you give your Archon the Raid Mastermind ability because he doesn&#039;t have the Core Keyword. The Writ of the Living Muse will also affect him thanks to the Incubi keyword. Drahzar and his best friend Archon.&lt;br /&gt;
====Troops====&lt;br /&gt;
*&#039;&#039;&#039;Corsair Voidreavers&#039;&#039;&#039;: So remember how that new Kill-Team box came with Eldar Corsairs, which are now squatted by Forge World? And remember how the last Kill-Team box had a unit of Sisters that got rules for use in the main game? You now get that in the main codex &#039;&#039;&#039;AND&#039;&#039;&#039; they&#039;re also usable for your Craft world brethren. While they won&#039;t harm anything due to lacking the necessary subfaction keywords, they do get a bit of an offensive edge as any natural 6s to hit automatically wound and count as having rolled a nat 6 to wound, triggering the AP boost of Shuriken weapons on top of the rifles bonus -1 to AP. Compared to your base shooty troop this makes them better man-can openers. They&#039;re also very flexible in loadout, being able to go either ranged or melee, giving you a means to cover any range, though special weapons will limit you to 18&amp;quot; at the most rather than letting you enjoy the full range of the shuriken rifles, and the rifles being Rapid-Fire limits your range if you want the full firepower.&lt;br /&gt;
*It is worth noting that they can also ride in your raiders and venoms as they have the {{WH40Kkeyword|&amp;lt;Drukhari&amp;gt;}} keyword. If you&#039;re wanting to really fish for shuriken shots at a safe distance load &#039;em into one with splinter racks. &lt;br /&gt;
*It is also worth noting that with the Arks of Omen detachments, you may seriously consider taking one with fast attacks or even elites as the main force, then using these guys for your troops over kabalites or even wyches. They&#039;re no more expensive than wyches and can bring a fair bit of high-AP anti-infantry killing power to an army slot that could certainly use more. This isn&#039;t to say that the other two are useless mind you, wyches will still do much better at blending their way through hordes of orks and kabalites are a cheap backline unit that can camp objectives or speed up in a venom to unload a blaster into a tank&#039;s face.&lt;br /&gt;
&lt;br /&gt;
====Elites====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Incubi:&#039;&#039;&#039; These guys are our exclusive edgy Aspect Warriors armed with giant cleavers. Incubi are excellent in melee, each dishing out 3 Attacks at S5, AP-3, D2. The Klaivex enjoys an improved statline (4 Attacks, 2 Wounds) over its fellows, and can swap its Klaive to a Demiklaive at no additional cost.  There is literally no reason not to do this, as this weapon has 2 profiles - &amp;quot;Single Blade&amp;quot; is identical to a regular Klaive whilst &amp;quot;Dual Blades&amp;quot; trades away a point of Strength and AP for +2 Attacks, giving you some extra versatility against hordes. They also have the &#039;&#039;&#039;Tormentors&#039;&#039;&#039; ability, which gives you a chance to make a unit in base contact Always Fight Last if you beat its LD on 2d6, even if you&#039;ve been charged. SWEET. Take 5 in a Venom and go hunting high value targets, a practical choice, or take two units of 5 in a Raider and go drown a unit in an unholy number of S5 AP-3 attacks. For maximum murder take a squad of 10 in a Raider with Drazhar - that +1 to wound aura lets this unit punch well above its weight.&lt;br /&gt;
**Also, Executrix squads from Raging Heroes make excellent female Incubi.&lt;br /&gt;
*&#039;&#039;&#039;Mandrakes:&#039;&#039;&#039; Pretty damn fine units. They can pop up more than 9&amp;quot; away from the opponent and shoot with Assault 2 S4 AP-1 attacks with a chance to do Mortal Wounds in addition to the damage on a 6+. ANY attacks targeting them take a -1 To Hit penalty and they have a 5++ as well as the PFP save to keep them alive, and if their Baleblasts don&#039;t quite do it, their 3 S4 AP-1 attacks per model should damn well make sure. Y&#039;know, assuming they get the charge off.&lt;br /&gt;
**9E gave them a bit of a buff by allowing them to vanish and redeploy using the same rules once per game, which might be helpful in screwing with the enemy&#039;s expectations.&lt;br /&gt;
***The flexibility of this redeploy should not be underestimated given the importance of secondary objective scoring in 9th. Mandrakes can pull of a backfield action Turn 1 only to redeploy Turn 3 in the opponent’s deployment zone and repeat the same action or score any of the various movement-based objectives that Drukhari excel at. &lt;br /&gt;
**If you dislike the models or failcast resin, the Idoneth Deepkin &#039;&#039;&#039;Namarti Thralls&#039;&#039;&#039; from AoS are nice plastic alternatives. They also have ten models for $60 compared to five for $45, which is a nice little bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------------------------------Corsair Voidscarred-------------------------------------------------------------------- --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;Corsair Voidscarred&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Infantry&#039;&#039;&lt;br /&gt;
|&#039;&#039;Anhrathe&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|The second half of the Voidscarred gift, this half comprising of all the more unusual specialists the kill-team can bring in. Being essentially veteran Corsairs, they gain all the basic perks that come with being corsairs as well as all the risks. They still won&#039;t get Battle Focus and can&#039;t be used as a compulsory choice for Elites.&lt;br /&gt;
&lt;br /&gt;
Fortunately, this band can pick-and-choose between each model getting rifles or swords, allowing for your one bird-boy to make way more use from it.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
:&#039;&#039;&#039;Specialists&#039;&#039;&#039;: The Voidscarred specialize by picking up different specialists, allowing them different perks for taking them along and keeping them alive. &lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shade Runner&amp;quot;&amp;gt;&lt;br /&gt;
A corsair picking paired Hekatarii Blades (S:User AP-3) rather than getting a power sword, but when charging, they can deal a mortal wound on an engaged enemy on a 2+ or two mortals on a 6. Sadly, that loss to strength makes them suffer considerably as they make as many attacks as a Felarch but won&#039;t mean much on anything T4 or higher. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Soul Weaver&amp;quot;&amp;gt;&lt;br /&gt;
Your defender, this specialist comes with Channeler Stones, which lets them negate the damage suffered from their first failed save. This isn&#039;t as helpful as it sounds, as it doesn&#039;t help much against Blasts or any rapid-fire weapons you&#039;ll face, and a canny enemy can easily cheese it out with something impractical like a pistol or a rifle before opening the full fury of that gunline on a defenseless pack of corsairs.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Way Seeker&amp;quot;&amp;gt;&lt;br /&gt;
Your &amp;lt;s&amp;gt;resident&amp;lt;/s&amp;gt; &#039;&#039;&#039;only&#039;&#039;&#039; psyker, the Way Seeker can pick one power from either the Runes of Fate or Fortune, though the buff powers will only work with other {{W40kKeyword|Anhrathe}} units, meaning either Corsairs or a second pack of Voidscarred, still this not our only way to get psychic buffs or more likley nerfs. Consider running Fateful Divergence on him if his unit is just gonna babysit a backline objective for a chance to grab a free CP every so often, rather than a buffing power.&lt;br /&gt;
&lt;br /&gt;
Also worth considering is that any casting has to originate from the Way Seeker&#039;s model, similar to how the Thousand Sons cast, meaning positioning is important. Also helpful (though RAW we have no clue if this is just from the Way Seeker or a native rule) is the Lodestar Helm, which negates all Perils - a far cry from the potential disasters Forge World&#039;s corsairs risked from Perils.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;: Each Voidscarred comes with a Shuriken Pistol and Power Sword, with one model equipped as such being able to equip Faoulchú. While any models can replace both these weapons with Shuriken Rifles, the Felarch can also buy a Mistshield and replace their pistol with a Neuro Disruptor. One model per five can instead replace their sword with either a Corsair Blaster or Corsair Shredder, while one per ten can get either a Wraithcannon or Shuriken Cannon at ten models. One model per ten can also replace their Shuriken Rifle with a Ranger&#039;s Long Rifle and can replace their Power Sword with a Fusion Pistol at ten models.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Corsair Blaster&amp;quot;&amp;gt;&lt;br /&gt;
Assault 1 S8 AP-4 D1d6 is a pretty powerful gun to wreck tanks and monsters pretty handily.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Corsair Shredder&amp;quot;&amp;gt;&lt;br /&gt;
Assault d6 S6 AP-1 D1 with Blast makes this a good weapon for mobs. If you plan on taking on GEQ or some MEQ, you can rely on this to blow things up without problems.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Faoulchú&amp;quot;&amp;gt;&lt;br /&gt;
Only available to a voidscarred with a pistol and sword, this gives you a hawk that will negate cover for their shooting. Fortunately, the Voidscarred can pick which models can take rifles rather than replacing all of them, allowing this to see more use.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Fusion Pistol&amp;quot;&amp;gt;&lt;br /&gt;
Fusion pistol lent by the Harlequins. As with any other melta pistol, this will serve as a convenient way to pop tanks while up close. That said, this has an interesting use because it only replaces your power sword, allowing you to perform some gunslinger play with both pistols - not that it&#039;d be worth too much with how limited a shuriken pistol is.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Mistshield&amp;quot;&amp;gt;&lt;br /&gt;
Provides your Felarch a 4++ save, which means a bit more for a close-ranged squad. Fortunately, the corsairs are plenty equipped to fight in melee with their power swords, and this can offer a measure of protection if you go with the rifles.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Neurodisruptor&amp;quot;&amp;gt;&lt;br /&gt;
A weapon more familiar in the hands of the spooky space clowns, the pistol has a decent S6 AP-3, but any non-{{W40kKeyword|Vehicle}} units will suffer mortal wounds just from a successful hit. This makes the pistol a better implement if you&#039;re facing higher-toughness enemies like Orks or Plaguewalkers.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ranger Long Rifle&amp;quot;&amp;gt;&lt;br /&gt;
lent by the Craftworlders. Better suited if you&#039;re going shooty with your corsairs, as this lets you pick out single models to hit. The corsair perks work especially well for them, as that 6 to hit will always guarantee your mortal wound.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shuriken Cannon&amp;quot;&amp;gt;&lt;br /&gt;
A man-portable Shuriken Cannon Stolen from the craft world, which means it is Heavy for you unfortunately. While you can fire it on the move, you&#039;ll always be doing it at a loss and you won&#039;t have any way to fire after advancing. Thankfully, these cannons pack a decent punch and can still reasonably nail a marine or two without much of a hassle before factoring in the Shuriken bonus.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shuriken Rifle&amp;quot;&amp;gt;&lt;br /&gt;
While effectively a shuriken catapult, they come with two major differences. Their range is upgraded to a more welcome 24&amp;quot;, but these guns are now Rapid Fire 1, meaning their firepower is cut in half unless they get right up and personal to fire at full power. While dual wielding sounds radical, it comes with the serious drawback of making them even more useless in combat.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wraithcannon&amp;quot;&amp;gt;&lt;br /&gt;
Your most devastating weapon, being Assault 1 S10 AP-4 D3+d3. Rolling a natural 6 to wound deals a mortal wound on top of everything else, making it an equally worthy weapon to break tanks alongside the Blaster, though this will require you to grab 10 models.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Fast Attack====&lt;br /&gt;
*&#039;&#039;&#039;Scourges:&#039;&#039;&#039; Heavy weapon squads with wings, which somehow aren&#039;t in a Kabal, despite their fluff in the same book establishing that they used to be Kabalites and still work for the Kabals. Their stock weapon is a Shardcarbine, which is already a very nice gun, but let&#039;s be real here, you take Scourges for the clusterfuck of heavy weaponry they can schlep with them. With how specialized Haywire Blasters have become, Blasters and Dark Lances may be your best bet for general use against vehicles, but Heat Lances have received a point reduction that makes them by far the most effective anti-tank option. Splinter cannons have dropped 5 points each, and are cheaper than individual scourges. Shredders also received AP -1, so both are now valid weapon options to kit out scourges! Also don&#039;t be afraid to mix weapons as you can split your fire.  The Solarite in charge of the unit can&#039;t ditch his weapon for something you&#039;d like better, so if you&#039;re &#039;&#039;not&#039;&#039; sticking with Shardcarbines, consider him an ablative wound.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Melee&amp;quot;&amp;gt;&lt;br /&gt;
If you do want to take a Melee weapon on the Solarite - and you really, really don&#039;t need to - all the weapons perform about the same given the number of attacks the model has, with the Lance being best due to it actually being a Power Axe and the wielder being S3, and you should always expect to have to fight MEQ.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shooting&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Scourge Weapon Analysis - Short Version:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shardcarbines:&#039;&#039;&#039; The cheapest option and the one that gives the most mobility, at 18&amp;quot; Assault 3.&lt;br /&gt;
**&#039;&#039;&#039;Shredders&#039;&#039;&#039; Decently cheap and the exact same gun Kabalites can take, Assault d6 S6 AP -1 D1, blast. Better against GEQ and other light targets (like Tzeentchian Horrors) than a normal shardcarbine with the exact same range, though of course being d6 shots means a bad roll can fuck it over. Aim it at hordes to avoid this and it&#039;ll work wonders, though. The strength on it also allows it to chip off the odd wound on lighter vehicles and bikes, too, though those will usually have better saves to shrug off its minimal AP.&lt;br /&gt;
**&#039;&#039;&#039;Blasters, Dark Lances, and Heat Lances:&#039;&#039;&#039; The weapons for fighting Heavies. &lt;br /&gt;
***&#039;&#039;&#039;Blasters:&#039;&#039;&#039; Good if you plan on moving a lot, you can move and shoot with them at no penalty, though with the downside of d6 damage, meaning you could roll a 1 and wind up tickling your target.  Broadly inferior to Heat Lances against heavy targets, but provided you&#039;re moving, your best choice for fighting MEQ and TEQ.&lt;br /&gt;
***&#039;&#039;&#039;Dark Lances:&#039;&#039;&#039; are 36&amp;quot; Heavy but deal as much maximum damage as blasters, with a minimum d3+3 damage. Combine that with near double the range and it&#039;s an option between if you want your bird elves to have the mobility of a blaster or sitting back and enjoying the safety of sniping tanks with these.  However, you pay for the range - they&#039;re worse than Heat Lances against pretty much everything, &#039;&#039;even if the Heat Lance takes a -1 penalty to hit and the Dark Lance doesn&#039;t&#039;&#039;, so you&#039;re reliably better off taking Heat Lances and just moving into range.&lt;br /&gt;
***&#039;&#039;&#039;Heat Lances:&#039;&#039;&#039; Almost a weird middle ground between blasters and lances. Heavy, with the same basic statline but with the possibility of even higher damage output to a maximum of 8(!) and a minimum of 3 (D1d6+2). Will outperform a Dark Lance even if it moves and the Dark Lance doesn&#039;t.  Will likewise outperform a Blaster even if the Heat Lance moves and the Blaster doesn&#039;t, but only against targets with many wounds - against TEQ or weaker, the Blaster will outperform a moving Heat Lance (the Heat Lance will still win if it doesn&#039;t move). Should be your default choice for Scourges if you want to murder hard targets.&lt;br /&gt;
**&#039;&#039;&#039;Haywire Blasters and Splinter Cannons:&#039;&#039;&#039; The weapons for fighting targets that specifically are or aren&#039;t Vehicles. &lt;br /&gt;
***&#039;&#039;&#039;Haywire Blasters&#039;&#039;&#039; An interesting option, to say the least. 24&amp;quot; puts them between blasters and lances in terms of range, Heavy d3 shots means more possible damage than the others, while retaining the move penalty. Against vehicles, it auto-wounds on a 4+. They aren&#039;t mortal wounds any more but they&#039;ve got a respectable AP of -3 and d3 damage, with 6s to wound doing d3 mortals in addition. Against non-vehicles, it&#039;s S3 while retaining the -3 AP and d3 damage. This makes it... questionable against other targets but the odd wound it might land will still hurt.  Unfortunately, can&#039;t compete with a Heat Lance against &#039;&#039;most&#039;&#039; vehicle targets that exist, although thanks to the fact that 1/3 of your shots that hit deal 1d3 mortals on top of 1d3 damage, against vehicles with good invulns and/or good T (e.g. a Knight), it will win out.  You should usually avoid this.&lt;br /&gt;
***&#039;&#039;&#039;Splinter Cannons&#039;&#039;&#039; Heavy 3, meaning you&#039;re taking the penalty to move and shoot with them while gaining -1 AP and D2. Better against marines than shardcarbines and shredders, but worse than Blasters, even if you don&#039;t move.  You do, however get the same range as a Dark Lance, so in theory you could use these as an option for scourges that wanna sit back and pick off infantry units.  Avoid these in general.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Combined&amp;quot;&amp;gt;&lt;br /&gt;
Your safest defaults are a Shardcarbine/Power Lance Solarite (though why the fuck you would want them in melee I&#039;ll never know) with 4 Shredders for hunting light targets or 4 Heat Lances for hunting heavy targets. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Heavy Support====&lt;br /&gt;
*&#039;&#039;&#039;Reaper (Forge World):&#039;&#039;&#039; The One Big Gun alternative to the Ravager, with 2 firing modes. The first mode is a 24&amp;quot; range Blast with 2D6 AP-1 shots at S6 to drown the enemy infantry in saves, the second is a 36&amp;quot; range beam with D6 Dark Lance shots to vaporise a tank or a monster. In melee, the Reaper has got 3 attacks with Bladevanes + 1 attack at S6 AP-2 D2. Whilst more tactically flexible than a Ravager and of a comparable points cost, one less Wound and the lack of Blade Artists mean that it is worth considering, but not necessarily the better choice.&lt;br /&gt;
*&#039;&#039;&#039;Tantalus (Forge World):&#039;&#039;&#039; Dark Eldar Superheavy. No, really. 18 Wounds at T7 and 3+ armour is insane for the faction&#039;s standards. Two Pulse Disintegrators fire a total of 12 shots at 36&amp;quot; range, with S8 AP-3 D2. In close combat, it&#039;s got 6 S7 AP-2 &#039;&#039;&#039;D2&#039;&#039;&#039; attacks which hit at 4+ (&#039;&#039;without&#039;&#039; Blade Artists), and on the charge it inflicts D3 mortal wounds on a 4+ roll to each enemy unit within Engagement Range. When the Tantalus Advances, you simply add 12&amp;quot; to its movement. Combine that with an open-topped transport capacity of 16 to complete the most powerful model in the army. The price for that is your wallet, your soul, and a hefty points cost. Nevertheless, consecutive 9th Edition changes make it [[Awesome|significantly more attractive]] than before, now that it costs &#039;&#039;&#039;only 220 points&#039;&#039;&#039; (about as much as 1.52 Disintegrator Ravagers instead of exceeding the cost of &#039;&#039;&#039;3&#039;&#039;&#039; as it used to).&lt;br /&gt;
**Given its size, strength, and points cost, Tantalus is a prime target for heavy enemy firepower. Using the Lightning-Fast Reactions stratagem on it may well be the difference between being reduced to a smouldering wreck or [[Troll|laughing in the face]] of that unlucky Shadowsword gunner.&lt;br /&gt;
**&#039;&#039;&#039;Black Heart Tantalus&#039;&#039;&#039;: Want a first turn charge? Total 28&amp;quot; of movement and then charge on a model with Fly.&lt;br /&gt;
**&#039;&#039;&#039;Cursed Blade Tantalus&#039;&#039;&#039;: Your melee attacks have got a Strength of &#039;&#039;&#039;8&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Dark Technomancers Tantalus&#039;&#039;&#039;: Fire 12 S8 AP-3 &#039;&#039;&#039;D3&#039;&#039;&#039; shots with +1 to Wound at the cost of suffering D3 MWs for each gun that makes a hit roll of one, for a genuine Drukhari-style sadomasochistic volley of death.&lt;br /&gt;
***Remember, you only have two guns.  The odds of a gun inflicting mortals on you is slightly less than 2/3 (66.51%), so on average you&#039;ll suffer 1.33 mortals from the first gun and the second, totaling 2.66 for firing twice.&lt;br /&gt;
&lt;br /&gt;
====Dedicated Transports====&lt;br /&gt;
WE GOT 1 MORE SLOT ON THESE TO LOAD CHARACTERS INTO, LET&#039;S FUCKING GO!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Raider:&#039;&#039;&#039; A big cardboard boat costing 20 points more than a Venom, with either a Dark Lance or a Disintegrator Cannon for 5 points more. Can also take a Shock Prow if you&#039;re feeling lucky.  The Raider is decently tough (especially as Kabal of the Black Heart, or as part of a Coven) and might even survive until it&#039;s discharged its melee cargo or while ferrying a Kabalite squad for a few turns. Can hold 11 {{W40Kkeyword|Infantry}} models (Grotesques take 2 slots each). Zoom across the table at full speed (14&amp;quot;) and shower the enemy with hails of poisoned splinters unabated. Use that to either close in to that Cultist or Scout squad on an objective, or to keep your distance from approaching melee units as you gradually wear them down. [[Rape|They won&#039;t appreciate that]]. Or pick up some splinter racks to grant your Kabalites rapid fire at full range!&lt;br /&gt;
**The Raider is a pretty damn good option for both anti-horde and anti-vehicle shooting. Cram it with a squad of 10 Kabalites, 7 of which are normal ones and a Sybarite and two with blasters, alongside one with a dark lance and point at the nearest Land Raider. If instead you need to deal with a mob of 30 Boyz, swap the blasters for shredders and the dark lance for a splinter cannon, toss in splinter racks and have at &#039;em.&lt;br /&gt;
*&#039;&#039;&#039;Venom:&#039;&#039;&#039; A small paper boat with a Splinter Cannon and either a Twin Splinter Rifle or a second Splinter Cannon. Costing a minimum of 65 points, you can take a second splinter cannon in place of the rifles for 10 more points. Slightly faster than the Raider, it&#039;s ideal to ferry MSUs of Wracks and Wyches up the table, or boost a 6-man of Kabalites into rapid fire range. With an innate -1 to be hit, this thing will survive longer than you may expect it to, though concentrated fire will still take it down. Grotesques can&#039;t fit in it, even if it isn&#039;t a full squad.&lt;br /&gt;
&lt;br /&gt;
In addition to their own strengths, both transports have Night Shields, granting a 5++ invuln against shooting, and are open-topped, which lets units shoot out of them, perfect for drive-bys with poison. They can also both take chain snares for 5 points, which grant 3 additional attacks (not too terrible, Dark Eldar vehicles aren&#039;t bad in melee), and grisly trophies for morale shenanigans.&lt;br /&gt;
&lt;br /&gt;
Transports are &#039;&#039;&#039;&#039;&#039;mandatory&#039;&#039;&#039;&#039;&#039; if you&#039;re taking the Kabal of the Flayed Skull, as they are the only ways for Flayed Skull infantry to benefit from their obsession. Not only that, but it makes them even faster and boosts their accuracy while negating cover.&lt;br /&gt;
&lt;br /&gt;
====Flyers====&lt;br /&gt;
*&#039;&#039;&#039;[[Razorwing Jetfighter]]:&#039;&#039;&#039; A very solid option, clocking in at 150 points by default. It always has access to all three types of missile (but can only fire one each turn). Vehicles don’t suffer a -1 to hit when moving and firing, so it will hit on a 3+ most of the time. Getting out of sticky situations or into the enemy&#039;s face is no problem either with a move of 20-72&amp;quot;. The Razorwing comes equipped with Disintegrator Cannons for ruining the day of any MEQ squad, or can opt for Dark Lances for 10 points less to go after vehicles and characters. Also comes with a Twin Splinter Rifle that you can upgrade to a Splinter Cannon for 5 points. With Kabal of the Flayed Skull, it&#039;s just plane evil. Also has a 5++ thanks to Night Shields.&lt;br /&gt;
**&#039;&#039;&#039;Razorwing Missiles&#039;&#039;&#039;: A mixed bag, you can only fire off one though. All of them are blast too, which is nice.&lt;br /&gt;
***&#039;&#039;&#039;Monoscythe:&#039;&#039;&#039; Assault 1d6 S6 AP0 D2, Blast (average shots 3.5/4/6). Shitty, but you can at least try and force saves. Shatterfield and Necrotoxin are both better at hurting MEQ on average dice.&lt;br /&gt;
***&#039;&#039;&#039;Necrotoxin:&#039;&#039;&#039; Assault 3d3 S2 AP0 D1, Poisoned (2+), Blast (average shots 6/6/9). Only good for units with T4 or better and not better than 5+ armor. At T3 the Shatterfield wounds on 2+ anyway and the AP will help a lot more than 2 more shots on average.&lt;br /&gt;
***&#039;&#039;&#039;Shatterfield:&#039;&#039;&#039; Assault 1d6 S7 AP-2 D1, Blast (average shots 3.5/4/6). The &amp;quot;best&amp;quot; missile against pretty much everything, but still not great. 1d6 &lt;br /&gt;
*&#039;&#039;&#039;[[Voidraven Bomber]]:&#039;&#039;&#039; Behold, one of the most durable and powerful models in the army! 12 Wounds at T6 combined and a built-in 5++ mean that for Drukhari standards, this is one tough son of a bitch to bring down. First of all it is a &#039;&#039;bomber&#039;&#039;, and a bomb it has. Once per battle you can drop a tactical nuke on a single spot the Voidraven has moved over. Then, you roll 1D6 for each unit within 6&amp;quot; of that location, subtracting 1 if its a character. For each roll of 4+, the unit in question takes d6 mortal wounds. Probably worse than its previous version but now that this doesn&#039;t have a hard limit of only one squad, dumping it on top of some character in the middle of your opponent&#039;s castle is probably the best use of it for maximum rape. The Voidraven is also equipped with two Void Lances, which are +1S compared to the Dark Lances. You can switch these out for Dark Scythes which are Heavy 3, S8, AP-4, 2 damage. Both options are good for doing work after you have dropped the Bomb, they will definitely help with stripping the last few wounds off a Knight or Tank. You can take the missiles below for 15 points, but you probably shouldn&#039;t, as both flavors are mediocre at best. &lt;br /&gt;
**&#039;&#039;&#039;Voidraven Missiles&#039;&#039;&#039; Like the Razorwing, you can only fire one of these off at a time despite the plural name, and both of them are blast. Unlike with the Razorwing, they&#039;re optional - you have to spend points on them and they don&#039;t come stock - but if you&#039;re taking a Voidraven anyway, the missiles are worth the cost (15 points).  Don&#039;t bother throwing either at hard targets (T8+) unless you&#039;re desperate.&lt;br /&gt;
***&#039;&#039;&#039;Shatterfield:&#039;&#039;&#039; Same as the one the Razorwing has (Assault 1d6 S7 AP-2 D1, Blast) and just as unimpressive. Worse than the Implosion Missile against the majority of targets, but better against GEQ.&lt;br /&gt;
***&#039;&#039;&#039;Implosion:&#039;&#039;&#039; Assault 1d3 S6 AP-3 D2, Blast. Less potential shots than the Shatterfield but even better AP and D2 (giving it better A*D - 4, rather than 3.5, on average).  This makes it &#039;&#039;better&#039;&#039; than the Shatterfield against any target with W2+ outside of specific niche cases where the extra penetration won&#039;t matter but the extra toughness will (e.g. against a T6 target with a 4++).&lt;br /&gt;
&lt;br /&gt;
===Legends===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Basically Corsairs (rip), Favoured retinues back when they were elites instead of a troops upgrade and an airplane.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Troops====&lt;br /&gt;
A way to actually make a full Blades for Hire only army, actually. Rip Corsairs though.&lt;br /&gt;
*&#039;&#039;&#039;Corsair Reaver Band:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Corsair Skyreaver Band:&#039;&#039;&#039;&lt;br /&gt;
====Elites====&lt;br /&gt;
*&#039;&#039;&#039;Kabalite Trueborn:&#039;&#039;&#039; Want to hear something scary? How about a Venom + 4 Blasters deepstriking 17.99&amp;quot; away from your frontline? With the new Screaming Jets Strategem, Blasterborn are crazy good now. Warriors with an additional attack and point of Leadership, and the ability to get 4 Blasters into a 5-Elf Squad. Sounds awesome, so why does nobody use them? Well, you are putting all of your eggs in one basket. Drukhari run on redundancy and not presenting a target that is objectively better to attack than any others. All your opponent needs to do to remove 4 Blasters from the table is to destroy one Venom. Compare this to having to shoot down 4 separate Venoms to get at your Blasters.&lt;br /&gt;
**Pretty much superseded by the new codex giving you a pack of Trueborn by including a master Archon and sparing you an elites slot by using one of your stock warriors. The only thing you&#039;re missing is the ability to pile on the blasters.&lt;br /&gt;
*&#039;&#039;&#039;Hekatrix Bloodbrides:&#039;&#039;&#039; Take ten, give them as many Hydra Gauntlets as you can, give them Adrenalight, and stuff them in a Raider. Then bury something in an even unholier number of attacks. Just keep in mind the cost when bringing them over Wyches. Everything that has been said for Wyches is relevant to these. 5 in a Venom make an awesome MSU hunting unit. 10 in a Raider is a Tarpit that will eventually kill something due to the sheer number of attacks. Have received a +1 Attack boost as part of their Legends update, placing them once again above regular Wyches.&lt;br /&gt;
**Again, the new codex brings them back, though they no longer eat up an elite slot.&lt;br /&gt;
====Fast Attack====&lt;br /&gt;
*&#039;&#039;&#039;Corsairs Cloud Dancer squad&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
====Flyers====&lt;br /&gt;
*&#039;&#039;&#039;[[Raven Strike Fighter]]:&#039;&#039;&#039; Take a Razorwing, drop the missiles and replace the Twin Splinter Rifle with the Splinterstorm Cannon, 36&amp;quot; Rapid Fire 6 AP-1 1D. Actually making it decent for murdering hordes (not that DE need help there), and not a bad buy overall since you&#039;re still packing the best part of the Razorwing (Dark Lances), and get the potential for 12 Ap1 poison shots at 18&amp;quot; instead of the dogshit missiles.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fortifications===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Webway Portal&#039;&#039;&#039;: For 95 points you can take this giant arch. Fluffwise, it is the very reason for Eldar trolling where they suddenly appear somewhere where they completely shouldn&#039;t be. Crunchwise, it is still a giant arch with T8 W14 Sv3+/5++ which helps you to deep strike your units. It is set up anywhere on the battlefield more than 12&amp;quot; from enemy deployment zone and their units during your deployment and, of course, is immobile after that. What it allows you to do is to be able to set some of your {{W40kKeyword|AELDARI}} units in the Webway (like a Necron style Tomb World), but, aside from 1 unit per gate (like 1 unit per Night Scythe) restriction, you also must be 9&amp;quot; away from enemy, just like for normal deep strike, &#039;&#039;and&#039;&#039; completely within 3&amp;quot; of the gate. Of course, if the gate is destroyed, all units, that were in the gate&#039;s Webway (the Webway from the &#039;&#039;&#039;Webway Portal&#039;&#039;&#039; stratagem is not the same one, so that doesn&#039;t count) are slain. On the one hand, it does let you save some CP for not using the aforementioned &#039;&#039;&#039;Webway Portal&#039;&#039;&#039; strat, and furthermore allows you to deep strike your Vehicles. Still, the restriction for model placement (9&amp;quot; away from the enemy and within 3&amp;quot; of the gate itself) poses a large threat that your opponent just bubble-wraps your nice and large gate with an infantry blob, thus making actually using the gate a bit of &amp;quot;Risk-Reward&amp;quot; tactics, if not even a bit of a doubtful one. The model is very nice though, so don&#039;t restrain yourself from using it as a piece of terrain.&lt;br /&gt;
** Keep in mind that to use Webway Gate specific Stratagems from the Harlequins Codex you need to have a small detachment of these deadly murderclowns (and pray to any god of your choice for this to be FAQed and &#039;&#039;&#039;Labyrinth Laughs&#039;&#039;&#039; and &#039;&#039;&#039;Webway Ambush&#039;&#039;&#039; to be accessible to all {{W40kKeyword|AELDARI}}, as it actually affects all of them).&lt;br /&gt;
&lt;br /&gt;
==Subfactions==&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|[[Kabal of the Black Heart]]}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Vect&#039;s very own, and the top dogs in the city of Commorragh.  You can also find them as the box art of any Kabalite units.&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, they are taken for Agents of Vect, their obsession affecting blades for hire, and the relic + warlord trait in that order.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Obsession - Thirst for Power:&#039;&#039;&#039; +1 to the turn on the Power from Pain table, which also applies to any {{W40Kkeyword|Blades for Hire}} if you run a Realspace Raid formation. Your units also gain +1 to Leadership and can re-roll one failed hit roll every time they shoot or fight.&lt;br /&gt;
**Not much going for actual kabalite warriors besides a 5++ a turn earlier. Use MSU to get more re-rolls.&lt;br /&gt;
**The second and third Power From Pain buffs affect melee, and Kabals are a primarily ranged force...yet your army does have melee elements. Melee that travels on transports that carry {{W40kKeyword|druhkari infantry}} rather than &amp;quot;KABAL&amp;quot;. load your Incubi, Wyches or Wracks in Black Heart transports and rush them at anything in range: using &#039;&#039;&#039;Enhanced Aethersails&#039;&#039;&#039;, a Raider can move 14&amp;quot; + 8&amp;quot; = 22&amp;quot;, starting the charge just 2&amp;quot; shy off the enemy deployment zone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Labyrinthine Cunning&#039;&#039;&#039;: While your warlord is on the field, roll a d6 each time you or your opponent spends a command point to use a stratagem. On a 6, you gain one command point. It may not be original, but that&#039;s never stopped it from being useful. Pair it with Agents of Vect to win on the stratagem game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - Writ of the Living Muse&#039;&#039;&#039;: Archon only. Allows friendly {{W40Kkeyword|Kabal of the Black Heart core}} units within 6&amp;quot; to reroll 1s to wound, affecting {{W40Kkeyword|Blades for Hire}} too in a Realspace Raid detachment. Rare for an Archon to be a team player, but getting twice the auras is twice the buffing value. Such an Archon can usurp a Succubus&#039; place and give re-rolls of 1 to wound to the wyches himself. And Incubi that reroll 1s to hit and wound (and they can do both on a 2+ often times) can be outright scary, worth giving up the Djinn Blade for.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagems - Agents of Vect (0 CP)&#039;&#039;&#039;: Once per game, whenever the enemy uses a stratagem that isn&#039;t Command Re-Roll, you can trigger this. Any time the enemy wants to use this stratagem again, they need to spend an additional CP. It&#039;s a far cry from the straight-up middle finger last edition gave you, but it can prove just as inconvenient if your enemy is trigger-happy with their stratagems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The thing I said about transports, and the other bit about the archon being a captain &amp;amp; lieutenant all in one.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|[[Kabal of the Poisoned Tongue]]}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Lady Malys&#039; personal Kabal, and some of the biggest shitbird bastards Commoragh has ever seen.&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, they give a boost to poisoned weapons in general, which you&#039;ve got no shortage of and a few obnoxious tricks that mess with leadership and positioning.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Obsession - The Serpent&#039;s Kiss:&#039;&#039;&#039; Attacks with poisoned weapons increase the Poisoned Weapon trait by 1, up to a maximum of 2+. Additionally, units that have lost a model from an attack made by a poisoned weapon equipped by a model with this Obsession will take -1 to their Combat Attrition tests. &lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Towering Arrogance&#039;&#039;&#039;: The warlord gains a 5+ FNP. They also gain a 6&amp;quot; aura that lets friendly {{W40Kkeyword|Kabal of the Poisoned Tongue}} units to roll combat attrition checks without penalty&lt;br /&gt;
**The 5+ FNP isn&#039;t bad on its own, and can definitely help when your archon&#039;s shadowfield inevitably fails on you. &lt;br /&gt;
*&#039;&#039;&#039;Relics - Soul-Seeker &#039;&#039;&#039;: Archon only, upgrades a splinter pistol with 2+ poison, +6&amp;quot; range, +1 shot, -1AP, changes D from 1 to 1d3. This baby also ignores cover and can snipe enemy characters. Still a pistol, though. Very useful for character hunting, which isn&#039;t out of place for an Archon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Insidious Misdirection (2 CP):&#039;&#039;&#039; Use before the first battle round. Allows you to redeploy 3 {{W40Kkeyword|Kabal of the Poisoned Tongue}} units. If your mission has strategic reserves, they can also be placed into it for no extra cost.&lt;br /&gt;
**Just amazing, savor the look on your opponent&#039;s face when you redeploy your ravagers far away from any units that threaten them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|[[Kabal of the Flayed Skull]]}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;In the tall aeries of the Dark City, death comes from above&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flayed Skull are the air force of the Drukhari, obsessed with aircraft to the point their archons get offended when they even see other races flyers. Interestingly, they gained most of their popularity from the citadel painting suppliment &#039;Raiders of Commoragh&#039;, where the archon, Malidrach Vrasque, was shown to be a cool conversion which almost every drukhari player follows given how shit the current archon model is, easily improved by slapping a jetbike helm instead of the head. They also have one of the coolest colour schemes in all of 40K. Red armour with elite units like Incubi having pristine white with red helms. Fuck yeah.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Flayed Skull are the epitome of mechanized warfare, fielding mobile transports that deal inescapable death to those below. Apex raptors, they&#039;ll fire merciless broadsides on anything that dares leaving the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to raid entire planets &#039;&#039;&#039;without touching the ground&#039;&#039;&#039; then take off with the Flayed Skull and terrorize the shadowed skies&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special Rules====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Obsession - Slay from the Skies:&#039;&#039;&#039; +2&amp;quot; movement to all Vehicles. Models with this obsession that can {{w40Kkeyword|Fly}}, or that embarked on a transport that can fly, ignore enemy cover. Powerful but expensive mechanized list, as everything must ride a transport lest it finds itself without any benefit.&lt;br /&gt;
**If you want to use this kabal you SHOULD very much &#039;&#039;use Ravagers&#039;&#039;: If you don&#039;t use Ravagers, then you&#039;re better off combining Mobile Raiders with Torturous Efficiency. If you aren&#039;t using transports, then you aren&#039;t considering Flayed Skull in the first place: Famed Savagery &amp;amp; Obsidian Veil are very much alternatives to Consummate Weaponmaster &amp;amp; Soulhelm.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Famed Savagery&#039;&#039;&#039;: Get +1A and +1S to the Archon, who will totally be a Master Archon fighting twice with the Djinn Blade.&lt;br /&gt;
*&#039;&#039;&#039;Relics - Obsidian Veil&#039;&#039;&#039;: 4++ for when the Archon&#039;s 2++ fails. It does mean giving up the Djinn Blade, but you could combine it with his trait and use a Husk blade, which is still good in the hands of a Famed Savagery archon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagem - Masters of the Shadowed Sky (1 CP)&#039;&#039;&#039;: Gives a {{W40Kkeyword|Kabal of the Flayed Skull}} unit +1 to hit when shooting at a unit with {{W40Kkeyword|Fly}}, upping to a +2 when shooting a unit with {{W40Kkeyword|Aircraft}}. Perfect for negating the hard to hit rule on most aircraft, and since the Flayed Skull specializes in flyers themselves it&#039;ll help their Razorwings dominate even further. Also gives you a hilariously Drukhari way of shooting out Jump Pack equipped characters as well.&lt;br /&gt;
&lt;br /&gt;
====Tactics====&lt;br /&gt;
Not unlike the Black Kabal, +2&amp;quot; movement for vehicles can also benefit your non-Kabal units if they&#039;re being transported in a Flayed Skull transport, though not as easily: Without the advance &amp;amp; charge benefit of turn 2 PfP you&#039;ll need a character with the &#039;&#039;&#039;Animus Vitae&#039;&#039;&#039; relic and use &#039;&#039;&#039;Never stationary (2CP)&#039;&#039;&#039; on a transport carrying that character. Move 16-18&amp;quot;, shoot with the transport, then move another 7&amp;quot;. That&#039;s a 23-25&amp;quot; move that is enough to get the 6&amp;quot; animus vitae grenade into range. That transport won&#039;t be able to charge, but the rest of your +2&amp;quot;M transports will be able to advance and charge.&lt;br /&gt;
*For Venoms that&#039;s (16+2)&amp;quot; movement + 3.5&amp;quot; average advance + 7&amp;quot; average charge = 28.5&amp;quot; average threat range turn 1. That&#039;s 4.5&amp;quot; inside the enemy&#039;s deployment zone. It would be 2&amp;quot; less for a Raider, however...&lt;br /&gt;
*...For one Raider using &#039;&#039;&#039;Enhanced Aethersails (1CP)&#039;&#039;&#039; that&#039;s (14+2)&amp;quot; + 8&amp;quot; + 7&amp;quot; = &#039;&#039;31&amp;quot; guaranteed&#039;&#039; threat range, or full 7 inches inside the enemy&#039;s deployment zone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|[[Kabal of the Obsidian Rose]]}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The finest gunsmiths and arms dealers in the Dark City, the Kabal of the Obsidian Rose specialize in creating the best guns available to the Drukhari. Their Flawless Workmanship Obsession provides an extra 6&amp;quot; range for all Assault, Rapid Fire, and Heavy weapons used by members of this Kabal, including their transports and support vehicles. (Notably, the extra 6&amp;quot; range does not work on Blast pistols, but does work on Blasters and Shredders.) The extended range of their weapons lends itself fairly well to a classic gunline tactic, which seeks to punish the enemy at range rather than get close.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Obsession - Flawless Workmanship:&#039;&#039;&#039; +6 to the range of all assault, rapid fire, and heavy weapons. Does not apply to relics.&lt;br /&gt;
**24&amp;quot; Blasters and 42&amp;quot; Dark Lances? Put a unit of 10 Warriors with 2 Blasters inside a Dark Lance Raider to obtain a Ravager Lite with some anti-infantry firepower to boot.&lt;br /&gt;
**Remember that this will also increase the Rapid Fire range of your splinter rifles (15&amp;quot;); while this may not seem big on paper, remember that every inch you can put between you and your opponent is potentially -1 to the likelihood of them making that charge.&lt;br /&gt;
**Also note that this buffs the range of your Shredders, making them the same range as unbuffed blasters, making them a fair bit more viable.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Deathly Perfectionist&#039;&#039;&#039;: The Warlord&#039;s weapons gain +1S. Does not affect relics. Really only worthwhile when fighting other flimsy guys, but this does make the blast pistol extra cruel and the power sword more worthwhile.&lt;br /&gt;
*&#039;&#039;&#039;Relic - The Armour of Misery&#039;&#039;&#039;: Archon only. Grants a 3+ armour save, and enemies have a -1 to hit in the fight phase. Gives your Archon a good amount of protection after his Shadowfield has burnt out (which we know will definitely happen at the worst possible time - aka the 1st time).&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Failure is Not an Option (1 CP)&#039;&#039;&#039;: Use when a {{W40Kkeyword|Kabal of the Obsidian Rose}} unit fails a combat attrition test. Any models that flee can still make a swing or shot before they run for the hills. If this causes even a single enemy model to be slain, none of your models flee. Maximum sized units can turn what might have otherwise been a devastating loss in the morale phase into an unexpected &#039;&#039;gain&#039;&#039; thanks to this, taking an extra chunk out of your opponent&#039;s army without actually losing anybody. (Keep in mind that from turn four onward, any unit with the Power From Pain rule becomes Emboldened by Bloodshed, making them automatically pass their Morale tests, rendering this Stratagem worthless.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|[[Cult of the Cursed Blade]]}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Your goth gym rat wyches who like to backstab, moreso than their typical kin. They may not have the flash and finesse of some of the other cults but they know that a blade through the spine can kill someone just fine.&lt;br /&gt;
&lt;br /&gt;
Do you need mortal wounds? In an army with a lack of psykers to smite, that answer very well could be yes. With succeded saves on your units dealing a mortal wound whenever you get a 6, a relic and warlord trait that also crap out mortal wounds, you sure won&#039;t be hurting for them by any means.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special Rules====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Obsession - Only the Strong Will Survive&#039;&#039;&#039;: All models get +1S. In addition, whenever they roll a 6 on their saves in melee, the enemy who hit them suffers 1 MW.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Treacherous Deceiver&#039;&#039;&#039;: Each unmodified save roll of 4+ made by the Warlord in the fight phase causes the attacker to take a mortal wound. Essentially a buffed obsession.&lt;br /&gt;
**Suicide Succubi anyone?&lt;br /&gt;
*&#039;&#039;&#039;Relic - Traitor&#039;s Embrace&#039;&#039;&#039;: Succubus only. If the bearer is slain in the Fight phase, the unit that killed it takes 3+d3 mortal wounds on a 2+.&lt;br /&gt;
*&#039;&#039;&#039;Stratagems - Venomous Shardbombs (1 CP):&#039;&#039;&#039; When an enemy charges a unit of {{W40Kkeyword|Cult of the cursed Blade Wyches}}, You can make overwatch before the charge is rolled, chucking up to 5 plasma grenades with 2+ poison so you can shove middle fingers at the fools.&lt;br /&gt;
&lt;br /&gt;
====Tactics====&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|[[Cult of Strife]]}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
The Cult of Strife is to Wyches what the Kabal of the Black Heart is to Kabals: poster boys, good all rounders, and led by a named character that you can field.  Lelith Hesperax got a rules rework this edition and is Drukhari exclusive despite having run off with Yvraine in the fluff.&lt;br /&gt;
&lt;br /&gt;
These guys run well as minimum strength units with a shardnet and impaler that can jet around in venoms and tie up valuable units or use their extra attacks to clear chaff.  Their strategem of fighting a second time can be absolutely silly on large blobs but still relies on getting that blob into combat intact.  Blood dancer becomes very good after battle round 3 when you&#039;re generating multiple hits on a 5+.  Slap that on a succubus with the Triptych Whip and watch your model with 4 base attacks do 8 wounds or watch Lelith Hesperax chew through a smash captain then attack again and skewer a lieutenant.&lt;br /&gt;
&lt;br /&gt;
Did I also mention they got their own supplement? &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Obsession - The Spectacle of Murder&#039;&#039;&#039;: Always fight first and adds +1 to charge rolls if they target an enemy unit that isn&#039;t already engaged with another unit.&lt;br /&gt;
**Strictly worse than Red Grief for successfully charging.&lt;br /&gt;
**A considerable downgrade from last edition, but this does drive home how important using the nets will be. &lt;br /&gt;
*&#039;&#039;&#039;Warlord Traits&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;Blood Dancer&#039;&#039;&#039;: When rolling a nat 6 to hit in the fight phase, that attack counts as 3 hits instead of 1, which is equivalent to +2 WS with full stacking with other rules. Lelith Hesperax has this, and boy, does she benefit from it. &lt;br /&gt;
**&#039;&#039;&#039;Competitive Edge&#039;&#039;&#039;: Each time this warlord fights, if all of its attacks target one enemy unit, after resolving all of those attacks, it can make a number of additional attacks against that enemy equal to the number of attacks that did not reach the inflict damage step. &lt;br /&gt;
**&#039;&#039;&#039;Unparalleled Agility&#039;&#039;&#039;: Attackers suffer -1 to hit and wound against this Warlord.&lt;br /&gt;
**&#039;&#039;&#039;Master Executioner&#039;&#039;&#039;: The warlord can re-roll all wound rolls.&lt;br /&gt;
*&#039;&#039;&#039;Relics&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Phial Bouquet&#039;&#039;&#039;: Gain the effect of a random drug every round, in addition to the currently selected drug. If the randomly chosen drug is the same as the one the bearer is already under the effects of, the bonuses stack. &lt;br /&gt;
**&#039;&#039;&#039;Morvaine&#039;s Agoniser&#039;&#039;&#039;: Replaces an Agoniser. SU AP-3 D1, Poisoned 4+. After all attacks have been resolved, select one enemy unit that was hit by an attack made with this weapon. Until the start of your next turn, that enemy cannot fall back. Cannot affect vehicles or monsters. Ties into the obsession pretty nicely, though pretty much just a big shardnet.&lt;br /&gt;
**&#039;&#039;&#039;Garland of Spite&#039;&#039;&#039;: Provides two benefits. At the start of the fight phase, select one enemy non-{{W40Kkeyword|monster}} non-{{W40Kkeyword|vehicle}} model within engagement range. Until the end of that phase, halve that model&#039;s attacks characteristic. In addition, each time a melee attack is made by the bearer, that attack automatically hits the target.&lt;br /&gt;
**&#039;&#039;&#039;Glaive Exquisite&#039;&#039;&#039;: Replaces an archite glaive. S+2 AP-5 D2, +1 to wound against enemies with Ld8 or more. Take a mortal wound if used against any other unit. Weak, almost useless against guard. Strongest against high leadership armies like marines or custodes. Fun fact, a surprising number of tanks have leadership 8.&lt;br /&gt;
**&#039;&#039;&#039;Dark Lotus Toxin&#039;&#039;&#039;: +1 strength and damage to all melee weapons the bearer is equipped with, simple but efficient.&lt;br /&gt;
*&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;No Method of Death Beyond Our Grasp (2 CP)&#039;&#039;&#039;: Once per turn, at the end of the shooting or fighting phase, a {{W40Kkeyword|Cult of Strife}} unit can fight or shoot again. Not nearly the nonstop rollercoster of murders, but you can use it to guarantee that a unit actually dies.&lt;br /&gt;
**&#039;&#039;&#039;Art of the Kill (2/3 CP)&#039;&#039;&#039;: (Battle Tactic) Use in the fight phase. Until the end of the phase, the unit can re-roll wound rolls. Costs 3CP if there are 11 or more models in the unit&lt;br /&gt;
**&#039;&#039;&#039;Dance of Death (1 CP)&#039;&#039;&#039;: (Battle Tactic) Use in the movement or charge phase to move over enemies units as if they weren&#039;t there. Parkour ninja elves.&lt;br /&gt;
**&#039;&#039;&#039;Invigorated by Evisceration (1 CP)&#039;&#039;&#039;: (Battle Tactic) Use after an infantry or bike unit destroys an enemy unit in melee. Models in that unit gain a 4++ until the beginning of your next turn.&lt;br /&gt;
**&#039;&#039;&#039;The Blade Well Placed (2 CP)&#039;&#039;&#039;: (Battle Tactic) Use in the fight phase when a unit is chosen to fight. All models in the unit improve the AP of their weapons by 1.&lt;br /&gt;
**&#039;&#039;&#039;Deadly Exemplar (1 CP)&#039;&#039;&#039;: (Epic Deed) Use after your succubus kills a monster or character. Until the end of the battle, all Cult of Strife units can re-roll 1s to wound as if they were in the succubus&#039;s aura. Literally no reason not to use this if you manage to get it off (unless you&#039;re out of CP I guess).&lt;br /&gt;
**&#039;&#039;&#039;Flawless Approach (1 CP)&#039;&#039;&#039;: (Strategic Ploy) Use in the charge phase, select one infantry unit. Opponents cannot overwatch, set to defend, or hold steady against them.&lt;br /&gt;
**&#039;&#039;&#039;Pick Them Apart (2 CP)&#039;&#039;&#039;: (Strategic Ploy) Use in the movement phase when a Cult of Strife unit falls back. They can still shoot and/or charge.&lt;br /&gt;
**&#039;&#039;&#039;Hekatrix of the Crucibael (1 CP)&#039;&#039;&#039;: (Requisition) Upgrades one of your Hekatrices (aka Wych cult sergeant) to have one of the following relics: Dark Lotus Toxin, Garland of Spite, or Morvaine&#039;s Agoniser. &lt;br /&gt;
*&#039;&#039;&#039;Special Characters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Lelith Hesperax:&#039;&#039;&#039; The Queen of the Arena. Instead of doing drugs, she simply chooses between either being able to charge despite charging/falling back or being able to fight again after killing someone. Quicksilver Dodge grants a 4+ invuln that works outside of melee with a bonus -1 to being hit, and she still has bucketloads of attacks that will basically never miss. Natural Escape grants her the bonus of a free shardnet. Even things with Storm Shields might not be able to count on their invulnerable saves protecting them from all of her attacks.&lt;br /&gt;
***And does she ever have attacks,coming in with 7, her blades granting +1S AP-3 D1 while proccing extra hits on 6s. Clearly more suited to hunting footsloggers, her main objective is to bury enemies beneath attacks, with (a substantially low but still theoretically) possible 14/28 attacks if you opt to use her ability to fight twice in a phase. This goes of course double for {{W40Kkeyword|Characters}}, what with her innate re-rolls of both failed hits and wounds against them, meaning she does an approximate average of 3/6 wounds to a space marine captain per fight phase. Making her your warlord (which you should 100% do, or at least pay to give her one) and those 6s will do an additional 3 hits too. &lt;br /&gt;
====Tactics====&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|[[Cult of the Red Grief]]}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Fast, fast, extra fast.  These guys are the speed demons of the arena, only touching the ground when there&#039;s a kill to be had, sometimes not even bothering to stop.&amp;lt;br&amp;gt;&lt;br /&gt;
Red Grief is a Reavers best friend.  It turns them from fast and dangerous to ludicrously fast and dangerous.  A 38&amp;quot; charge threat on flying models can get them from your deployment zone to an enemy&#039;s back line potentially doing eviscerating flyby damage on the way.  The Blood Glaive and Hyper-Swift reflexes are both good on Succubi and let her put out some absurd damage for her points cost.  Don&#039;t forget this applies to your transports too, giving your venoms and raiders turn 1 charges as well.  Alas, Red Grief does little to augment the survivability or damage output of Wyches and most improves the overcosted Reavers, so they mostly appear in non-competitive lists.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Obsession - The Speed of the Kill&#039;&#039;&#039;: Re-rolls on the charge and add +2 on advance rolls.&lt;br /&gt;
**At first, the re-roll on the charge seems to only matter if you are trying to launch a first turn charge, since PFP will give this naturally on turn 2. However, it also allows your vehicles to join the fun. You can reliably charge with EVERYTHING in a Red Grief raiding party turn 1.&lt;br /&gt;
**The Deep Strike rules have killed off Alpha Strike lists in favour of Gunline lists, so this is one of the only competitive choices.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Hyper-Swift Reflexes&#039;&#039;&#039;: Any rolls to hit on a 1-3 will absolutely never hit. Ever. Just the thing to piss off any hero-killers.&lt;br /&gt;
*&#039;&#039;&#039;Relic - Blood Glaive&#039;&#039;&#039;: An Archite Glaive with D3. Not much else to say but &#039;&#039;take it and engage blender mode!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Athletic Aerialist (1 CP)&#039;&#039;&#039;: When consolidating after combat, you can move a {{W40Kkeyword|Cult of the Red Grief}} unit 6&amp;quot; towards the nearest transport, allowing them to embark on it as if it was the Movement phase - even if they already disembarked from that transport on the same turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|[[Prophets of Flesh]]}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
The coven poster boys they are led by notable sick fuck Urien Rakarth, inheritor and exemplar of the fine Aeldari traditions that gave birth to Slaanesh.  When it comes to making flesh monsters these guys are simply the best there is.  Closely allied with Vect and masters of the cloning technology that keeps Commorragh running the Prophets of Flesh are the most influential and powerful coven.&amp;lt;br&amp;gt;&lt;br /&gt;
Pre custom obsessions from 8th edition, if you saw coven units on the tabletop it was these guys.  4++ on everyone? Incredible.  Diabolical Soothsayer to make Alliance of agony better than free? Incredible.  Vexator Mask for no overwatch and being able to slap always fights last on something? Incredible.  Urien Rakarth, unkillable and bumping your already great monsters even more? Incredible.  Black Cornucopians to bring back a depleted unit of wracks or teleport one to an opposite table edge? Incredible (if a bit situational).  A big downside is it sets up a rather predictable strategy of cluster your heavy hitters around a haemonculus or two and run it at the enemy.  Not a bad strategy and fits well with a lot of Drukhari armies, but a bit slow and inflexible.  The custom obsessions let coven units fill some different roles but Prophets of Flesh will still give you a tough core with a few neat tricks, even after being reworked these guys are still plenty fine.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Obsession - Connoisseurs of Pain&#039;&#039;&#039;: Your units will ignore any attacks that roll a 1-3 to wound unless they&#039;re at S8. In addition, all {{W40Kkeyword|Characters, Monsters}} and {{W40Kkeyword|Grotesques}} can heal a wound each turn. Not as powerful as the old obsession but it still bolsters their staying power.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Diabolical Soothsayer&#039;&#039;&#039;: &amp;lt;s&amp;gt;Whenever&amp;lt;/s&amp;gt;The first time this model is set up, you can choose to adding +1 to either Toughness and Wounds or Movement and Attacks for the game, letting you change just how he can serve his army. Urien Rakarth has this.&lt;br /&gt;
*&#039;&#039;&#039;Relics - Vexator Mask&#039;&#039;&#039;: No overwatch against the bearer. At the start of the Fight phase, choose a unit within 3&amp;quot;; that unit fights last. Definitely nice if you don&#039;t want your 20 man of wracks to be eaten by a squad armed with flamers.&lt;br /&gt;
*&#039;&#039;&#039;Stratagems - Sins Writ Large (1/2 CP)&#039;&#039;&#039;: Use at the start of the fight phase. Select one {{W40Kkeyword|Prophets of Flesh Infantry}} unit within 6&amp;quot; of their haemonculus. Until the end of the phase, this unit can re-roll all hits. This is upped to 2CP if you picked a Grotesque pack. A solid boost to a unit&#039;s kill potential.&lt;br /&gt;
&#039;&#039;&#039;Special Characters&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Urien Rakarth:&#039;&#039;&#039; Dead hard, and awesome in all the ways a Haemy is awesome. T5 (Possibly T6 depending on how you use your WT), and halves damage; this dude will take a lot of firepower to bring down. However, being equipped with only a meh Ichor Injector and some bog-standard Haemonculus Tools (on top of a single-use Casket of Flensing for a weak flamer), he is none too scary in melee. He can inflict mortal wounds on enemies in front of him on a 6+, though, which can act as a deterrent against enemy charges. &lt;br /&gt;
** He now buffs {{W40Kkeyword|Prophets of Flesh Core}} units&#039; Strength and Leadership too. Wracks won&#039;t notice much, but your Grotesques and Pain Engines will. See your opponents&#039; faces as your menagerie drills a hole through their army.&lt;br /&gt;
**Did I also mention, that even as tough as this bastard is to put down, he can also resurrect once per battle on a roll of 2+ with d3 wounds remaining?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|[[Dark Creed]]}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
This coven likes to court its pain and bring you the wagyu of suffering rather than the McDonalds buffet that the Prophets of Flesh provide. They massage their prey&#039;s fear, let it graze wild, and harvest it at its most nourishing.&amp;lt;br&amp;gt;&lt;br /&gt;
These guys are fun and fluffy but don&#039;t quite make the competitive cut.  As part of an Aeldari list they can set up great leadership bombs. The relic can help turn your haemonculi into a mortal wound dealing monster.  Unfortunately they suffer from a lack of synergy and the unreliability of morale bombs.  You don&#039;t have shooty enough units for the stratagem to be worth it (it&#039;s funny on a Tantalus or a Reaper, but so are most things) and the units most likely to fail from a morale bomb will either be valuable enough to auto-pass or cheap enough that they were supposed to die anyways.  Save the elaborate maneuvers for your wyches, let your coven just slap things around.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Obsession - Distillers of Fear&#039;&#039;&#039;: Models in this army gain a 6&amp;quot; aura that deals -1 Ld to enemies and -1 to combat attrition checks. In addition, anytime your units attack an enemy unit that has a Ld score lower than their own, you add +1 to hit.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Fear Incarnate&#039;&#039;&#039;: At the end of the Movement phase, roll 3d6 for each unit within 9&amp;quot; of the Warlord. If the result is higher than that unit&#039;s highest LD, that unit can no longer perform actions and loses ObSec. Not quite as useful as before, but it will be painful when objectives become the bigger deal.&lt;br /&gt;
*&#039;&#039;&#039;Relics - Spirit Sting&#039;&#039;&#039;: A 3 shot stinger pistol, AP-3 that negates all invulns. It&#039;s a literal tube of FUCK YOU towards things like storm shields.&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - An Esoteric Kill, Delivered From Afar (2/3 CP)&#039;&#039;&#039;: Allows a {{W40Kkeyword|Dark Creed Core/Character}} unit to shoot at enemy character even if they are not the closest. Coven units are not exactly known for their shooting, but this stratagem can allow a Talos with Heat Lances to snipe a character. Try not to miss. Has good synergy with the Dark Creed relic pistol, 3 shots hitting on 2s, wounding on 2s, ignoring almost any save is pretty menacing and gets really dangerous to even tough characters as the game goes on and they start losing wounds. Ironic, given the &amp;quot;From Afar&amp;quot; part of the stratagem&#039;s name if used on a 12&amp;quot; pistol. Increased to 3CP if used on a Talos.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|[[Coven of Twelve]]}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
These fine gentleman pride themselves on being the best of the best.  Constantly circle jerking/attempting to murder each other, the twelve (eleven, since Urien never actually shows up) are in an endless game of one upmanship to make the fanciest toys out of their living captives.&amp;lt;br&amp;gt;&lt;br /&gt;
The extra ap from their obsession doesn&#039;t hurt, but it doesn&#039;t help enough to take these guys typically.  Sure you can shoot into combat and maybe kill some of your own guys which is fun and may be how you want to play a game, but very situational.  The warlord trait is less good than just taking the -1 damage custom obsession and the relic is mostly useful against characters in melee, which isn&#039;t usually where you want your haemonculus to be.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Obsession - Butchers of Flesh:&#039;&#039;&#039; All melee weapons improve their AP by 1 (0 ap becomes -1), which does not apply to relics. Helps compensate for the generally poor ap of coven melee weapons and turns agonisers into poisoned power swords. They can also shoot despite doing some other objective like capping objectives, which is less useful in most cases.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Scarlet Epicurean&#039;&#039;&#039;: Reduce incoming damage by 1, down to a minimum of 1.  Usually better than Master Regenesist in melee, but if you&#039;re trying to survive sniper rifles, remember that it won&#039;t reduce incoming mortal wounds at all, unlike Master Regenesist (if you live long enough to roll to recuperate).&lt;br /&gt;
*&#039;&#039;&#039;Relics - Flensing blade&#039;&#039;&#039;: Replaces Haemonculus Tools. -2 AP, d3 D which maxes out against enemy characters.&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - A Most Inventive Demise (1 CP)&#039;&#039;&#039;: Whenever your {{W40Kkeyword|Coven of the Twelve haemonculus}} consolidates, select an enemy character that isn&#039;t a {{W40Kkeyword|Monster}} or {{W40Kkeyword|Vehicle}} and roll a d6. On a 2-5, they eat d3 MWs, but on a 6 they take 3+d3 MWs. A funny way to shiv a fucker before you can even fight them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|[[Ynnari]]}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Ynnead rune 1.jpg|Border|75px|left]]&lt;br /&gt;
|In the grim darkness of the far future, there is hope that death may be the final salvation.&amp;lt;br&amp;gt;&lt;br /&gt;
Ever since the rebirth of Yvraine in the heart of Commorragh the Drukhari have had a mixed relationship with the reborn.  Lelith Hesperax immediately flipped to the Ynnari after seeing someone reborn in front of her and brought a good chunk of wyches with her.  Vect was mad that Eldrad had out dicked him and that someone had stolen Lelith away from him, but other kabals saw promise and hope in rebirth and fell in line.  The Covens will have none of this feel-good hopeful nonsense and are quite happy to keep doing what they&#039;re doing.&amp;lt;br&amp;gt;&lt;br /&gt;
Crunch wise the Ynnari can bring Wych Cult and Kabal units in an Asuryani and Harlequins detachment, giving the Ynnari keyword with Strength from Death taking the place of your obsession. Psychic bonuses from Yvraine and the Yncarne make wyches tougher, faster, and stronger and do even more for beast units turning razorwing flocks into iron walls.  The Ynnari tend to have huge potential but expect your opponent to go hard the support characters that make your army extra dangerous.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Ynnari have had a BIG revamp with the new codex. Rather than being a standalone army with their own mediocre knockoff rules, Ynnari now function as something of an unusual Asuryani army that willingly undergoes certain restrictions to gain other key benefits.&lt;br /&gt;
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When you designate a Detachment as {{W40Kkeyword|Ynnari}}, it can include {{W40Kkeyword|Harlequins}}, {{W40Kkeyword|&amp;lt;Kabal&amp;gt;}} and {{W40Kkeyword|&amp;lt;Wych Cult&amp;gt;}} units as well as {{W40Kkeyword|Incubi}} and {{W40Kkeyword|Scourges}} (with some caveats, see below) [[Awesome|alongside Asuryani units in the same detachment]]. Just as long as you have an {{W40Kkeyword|Asuryani}} unit in the same battlefield role for each non-Asuryani unit you intend to take. These Detachments are, for all intents and purposes, considered {{W40Kkeyword|Asuryani}} detachments and all {{W40Kkeyword|&amp;lt;Kabal&amp;gt;, &amp;lt;Wych Cult&amp;gt;, &amp;lt;Saedath&amp;gt;}} and {{W40Kkeyword|&amp;lt;Craftworld&amp;gt;}} keywords all get replaced with the {{W40Kkeyword|Ynnari}} keyword.&lt;br /&gt;
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===Restrictions===&lt;br /&gt;
*Ynnari Harlequins can no longer take Pivotal Roles and Ynnari Drukhari can no longer take Lords of Commorragh or Favoured Retinues (so no Ynnari Trueborn or Hekatrix Bloodbrides). You also can&#039;t take any Phoenix Lords (despite Jain Zar&#039;s sponsorship being a major plot point), no corsairs, no Avatar of Khaine (even though the Ynnari have one in lore) and no Solitaires.&lt;br /&gt;
*You lose the Runes of Fate discipline on your Asuryani psykers. No Fortune, no Mind War. Fortunately, it gets replaced by the new Revenant discipline, which is a really good selection of powers. You still get to use Runes of Fortune too.&lt;br /&gt;
*If you elect to take Incubi or Scourges then you see a points increase: +4pts per model for Ynnari Incubi (which leaves them in a questionable spot) and +2pts for Ynnari Scourges (which might just about still be worth it).&lt;br /&gt;
*Though you can mix units from other armies in the same Detachment, your dedicated transports can only hold models of their army type - so you cannot, for instance, have Wyches riding around in Wave Serpents or Dire Avengers riding around in Venoms. The exceptions are Yvraine and the Visarch, who can hop into any transports.&lt;br /&gt;
*Finally and perhaps most importantly, while your mixed detachment counts as an {{WH40kKeyword|Asuryani}} detachment which gives your troops ObSec and the Leaders of the Warhost rule, not every unit in your army will have the {{WH40kKeyword|Asuryani}} keyword despite being drawn from the same &amp;quot;Craftworld&amp;quot;. This will mostly matter for things like Strats due to how Dark Eldar don&#039;t share the same keywords aside from {{WH40kKeyword|Ynnari}}.&lt;br /&gt;
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The old Ynnari-exclusive Relics, Warlord Traits and Strategems are mostly gone too, but you get to use the Asuyrani ones from the new book. The Relics and WTs are a big loss as many of them were very nice, but hardly anybody is going to weep for the Strategems.&lt;br /&gt;
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====Special Rules====&lt;br /&gt;
*All troops gain Objective Secured, regardless of which army they came from.&lt;br /&gt;
*&#039;&#039;&#039;Strength from Death:&#039;&#039;&#039; Fights First applies across your entire army, and +1 to-hit for both melee and range attacks if the unit has taken any casualties. This special rule effectively optimizes many of your close combat units by allowing them to punch and counterpunch enemies to death with WS+2, but also offers something for your shooters too. However it works best on large squads that won&#039;t be wiped by a single volley of shooting, that or Wraithblades.&lt;br /&gt;
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====Warlord Traits====&lt;br /&gt;
Due to the way Ynnari detachments now work, so long as a named {{W40Kkeyword|Ynnari}} character is in the detachment, you may take it as a Ynnari detachment and name any generic HQ as your warlord if you so wish.&lt;br /&gt;
#&#039;&#039;&#039;Warden of Souls:&#039;&#039;&#039; Ynnari get a single Warlord Trait, and that’s this one, which heals your warlord for a single wound in each of your Command phases and gives them +1 to their Strength and Attacks whenever they’re within engagement range of an enemy unit that’s below Starting Strength. This also happens to be Yvraine&#039;s trait.&lt;br /&gt;
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====Ynnari Stratagems====&lt;br /&gt;
Like the other Craftworlds you only get one stratagem.&lt;br /&gt;
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*&#039;&#039;&#039;Inevitable End (1 CP)&#039;&#039;&#039;: This gives a unit that’s shooting or fighting +1 to wound if it targeted a unit that was below Half Strength. This is a much better bonus than the +1 to hit, since it’s a lot easier to control how many models are in an enemy unit than your own. And +1 to wound is pretty much always useful, since the times you’ll be wounding on 2+ are pretty rare, particularly in melee. The big downside is that your target has to be below Half Strength to use this Stratagem, so merely cutting a unit of 10 down to 5 won’t get you there. That makes this far more situational than we’d like, but in the right situations it’ll be money for finishing off an enemy unit – Custodes jetbikes spring to mind as something where letting one of your weaker units finish off the final model could be worth it.&lt;br /&gt;
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====Revenant Discipline====&lt;br /&gt;
{{W40Kkeyword|Ynnari Psyker}} units replace either their access to the Runes of Battle or Runes of Fate disciplines with this one. These powers allow them to play both a supportive and offensive role for army, and are probably the single most compelling reason to bring Ynnari besides the Yncarne. None of these powers are locked behind a {{WH40kKeyword|Core}} word, so you can use them to buff any Ynnari you bring along.&lt;br /&gt;
#&#039;&#039;&#039;Gaze of Ynnead:&#039;&#039;&#039; Essentially a simplified Smite, this WC 6 power lets you choose the target, and deals mortal wounds based on a D6; a roll of 1 results in 1 mortal wound, 2-5 causes 1d3 mortal wounds, and a 6 results in 1d6 mortal wounds on the target; the total expected mortal wounds is, accordingly, 25/12, or slightly more than 2. Unchanged from its previous incarnation, apart from the fact now that the D6 roll takes a -2 penalty if targeting a single model, so this power is a bit impractical for sniping characters - a shame.&lt;br /&gt;
#*With the nerf to casting Smite (specifically each individual psyker only being able to attempt to cast it once per turn), this is your next best source of direct mortal wounds for Farseers and Warlocks dedicated to offensive roles. Spiritseers are better off just casting Smite since they only have the one cast.&lt;br /&gt;
#*The math changes for both Yvraine, Farseers, and for any other buff you can come up with to casting the power. However, any buff that increases the casting total, like Yvraine&#039;s, tends to make Gaze &#039;&#039;worse&#039;&#039;, not better: Yvraine&#039;s Gaze deals 1.74 mortal wounds, but her Smite deals 2.08.  In other words, normally Smite does 19% more mortal wounds than Gaze, but for Yvraine, it deals 20% more.  The difference is negligible, but will accumulate as you incorporate more buffs, like spending CP to re-roll her cast.  It can be a solid offensive tool in the hands of Yvraine, but you&#039;ll ideally pick it up mid-battle when some of her warlock meat shields get chewed up rather than starting out with the power.&lt;br /&gt;
#&#039;&#039;&#039;Storm of Whispers&#039;&#039;&#039; An AoE aura attack, this WC 6 power lets you roll 3d6 per enemy unit within 9&amp;quot; of the caster; every roll of 4+ deals a mortal wound to the unit in question. This is a large improvement from the last iteration of the power, which was statistically inferior to Gaze of Ynnead even in optimal circumstances. &lt;br /&gt;
#&#039;&#039;&#039;Word of the Phoenix:&#039;&#039;&#039; WC 6, this power allows the targeted {{W40Kkeyword|Ynnari Infantry}} or {{W40Kkeyword|Ynnari Biker}} within 6&amp;quot; to bring back a single model at full health, or D3 Troops. Cannot be used on Wraithguard or Wraithblades. Still a strong power that allows you to restore a high-damage squad of elves - Scourges, Fire Dragons, Warp Spiders, Dark Reapers, etc.&lt;br /&gt;
#&#039;&#039;&#039;Unbind Souls&#039;&#039;&#039; A WC 6 debuff to any enemy unit within 18&amp;quot; that means any melee attack against them auto-wounds on unmodified 6s. As the last version of this power allowed rerolling wounds, this might represent a nerf. However with the lack of native Doom, this is your next-best option.&lt;br /&gt;
#&#039;&#039;&#039;Shield of Ynnead&#039;&#039;&#039; A WC 6 power that grants one non-{{W40Kkeyword|Titanic}} Ynnari unit within 12&amp;quot; of the Psyker a 4++ invulnerability save. This works for absolutely anything now, from Wraithguard to Warlocks and even aspect warriors despite any pre-existing invulns, though you&#039;ve lost the bubble wrap ability.&lt;br /&gt;
#&#039;&#039;&#039;Ancestor&#039;s Grace:&#039;&#039;&#039; This WC 7 buff grants the targeted friendly Ynnari unit within 18&amp;quot; a +1 to-wound roll in melee. Extremely scary if you manage to cast this on a Wraithknight or some Ghostaxe Wraithblades.&lt;br /&gt;
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Perhaps the two most worthwhile powers here are Word of the Phoenix and Shield of Ynnead; to give you a good example of them working together, if you supply a unit of Blaster Scourges with both, they go from a 4+/6++ to 4+/5++, and every time you bring a dead Blaster wielder back, you&#039;re bringing back 36 dead points.  Plus, they need Ancestor&#039;s Grace, since they&#039;re allergic to Archons.&lt;br /&gt;
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====Relics of Ynnead====&lt;br /&gt;
*&#039;&#039;&#039;The Lost Shroud&#039;&#039;&#039;: Your one unique relic, and thankfully it&#039;s a damn good one. Each time an attack is allocated to the bearer, that attack is -1 Damage, &#039;&#039;and&#039;&#039; you get +1 to your save roll if it was D1. This is basically Disgustingly Resilient and All is Dust all rolled into one, and it goes beautifully on a bike-bound Autarch or Farseer that you really need to keep alive.&lt;br /&gt;
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====HQ====&lt;br /&gt;
*&#039;&#039;&#039;[[Yvraine]]:&#039;&#039;&#039; The Emissary of Ynnead herself, and she gains the {{WH40kKeyword|Asuryani}} keyword this time. For 135 points you get a goth girlboss with a Phoenix Lord-esque statline and Kha-vir, the Sword of Sorrows, a magic sword with a S+1 AP-3 D2 damage profile that also inflicts 2 MWs on an unmodified roll of 6 (and ends her attack sequence). She has a runesuit that gives her Transhuman Physiology (wound rolls of 1-3 auto-fail) and a 4++ invul. She can cast two powers from the Revenant Discipline to begin with (likely going to be Word of the Phoenix and Shield of Ynnead) and gains more in mid-game, which is nice given how powerful these spells are, and her familiar allows her to reroll psychic tests. Rules-wise she retains her Herald of Ynnead ability to hitch a ride in any Ynnari transport she desires, but also has Battle Focus and Strands of Fate now. A very lovely support character, a bit on the pricey side but you definitely get what you pay for.&lt;br /&gt;
*&#039;&#039;&#039;[[Visarch]]:&#039;&#039;&#039; Our resident pointy-eared Jorah Mormont to Yvraine&#039;s pointy-eared Daenerys Targaryen, long struggled to be anything other than a bad Autarch, but there is a lot more incentive to bring him as something other than a tax HQ choice in a Ynnari patrol this time. The Visarch has got himself a substantial upgrade for his magic [[Choppa]], the cronesword Asu-var the Sword of Silent Screams, which now has a S+2 AP-4 D2 profile and also negates invul saves on any wound rolls of 4+. The Visarch is quite tough as Eldar units go, with a 2+ armour save, a 4++ invul, 6W and the Champion of Ynnead rule that allows him to regain wounds (and also pick up extra attacks if a character eats it) if any friendly {{WH40kKeyword|Ynnari}} models near him die. He hands out a reroll 1s to-hit aura (melee &#039;&#039;and&#039;&#039; range) for every {{WH40kKeyword|Ynnari}} {{WH40kKeyword|Core}} unit within 6&amp;quot;. He now acts as a Bodyguard for Yvraine, so if you have her in your detachment, you can bring him then he takes up no HQ slot. Unfortunately though, he&#039;s gone up to 95 points and he still might lose out to an Autarch just through their sheer superior customisation options despite his beatstick profile. If you have the points to spare then there&#039;s nothing wrong with bringing him.&lt;br /&gt;
*&#039;&#039;&#039;The [[Yncarne]]:&#039;&#039;&#039; Oh boy, here they come killin&#039; again. The Yncarne has seen a big points cost drop, 250 points (down from 290). And Jesus Christ, what a character you get for that. The Yncarne is the Ynnari answer to the Avatar of Khaine, and has the epic cronesword Vilith-zhar, the Sword of Souls, with two brutal profiles: either a piercing strike (S+4 AP-4 DamD3+3 that &#039;&#039;ignores invuls&#039;&#039;) or a sweeping anti-horde strike (SUser AP-4 D1 Ax2), plus a new Soul Energy 6&amp;quot; magic flamer that licks enemies with S7 AP-2 D1 auto-hitting &#039;&#039;EVERY&#039;&#039; enemy unit within range. And they&#039;re not just a monster on offense, either; the Yncarne is very hard to kill with T7 W12 and halving all damage (rounded up) with a 4++ invul for good measure. The Yncarne starts out knowing &#039;&#039;all&#039;&#039; of the powers from the Revenant discipline, has Battle Focus and Strands of Fate, and has a 12&amp;quot; aura to allow friendly Ynnari infantry to ignore combat attrition modifiers (not that this matters). On top of all that, the thing can not only fly over terrain but also set up in waiting off the board and appear within 1&amp;quot; of a just-wiped unit, friend or foe, though it cannot do so within engagement range of an enemy unit and it cannot charge or heroically intervene in that turn. All of this adds up to a ridiculously powerful deathstar/character assassin with a monstrous threat range and pretty much any enemy squad dies within a single round of it getting within arms-reach.&lt;br /&gt;
**&#039;&#039;&#039;Note&#039;&#039;&#039;: The Yncarne can&#039;t charge after arriving in this way so you ideally want him popping up on your opponent&#039;s turn. You also want to be exploiting the ability to redeploy when anything dies as a mobility/escape tool. If anything else The Yncarne popping up somewhere unexpected can divert a ton of fire away from your other units, though you might want to leave the [[DISTRACTION CARNIFEX]] role to something like a Succubus or Venom.&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
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==Army Building and Tactics==&lt;br /&gt;
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===Army Building===&lt;br /&gt;
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*&#039;&#039;&#039;Overall&#039;&#039;&#039;: The Drukhari are extremely potent with their 9th edition codex. Their absurd firepower coupled with high mobility coupled with smart positioning makes them extremely strong. The Meta is bound to shift as more Codexes come out but as of right now your access to lots of very good Anti-Infantry and Anti-Vehicle weapons is allowing the Drukhari to at the top of the tier list. &lt;br /&gt;
*&#039;&#039;&#039;Unit Spamming&#039;&#039;&#039;: Your units are rather reasonably priced, allowing you to field dozens of Kabalites, Wyches and so forth to to grant you a fair amount of board control and also plenty of redundant stuff for your enemy to shoot at. What&#039;s it matter if your Venom full of Wracks goes down and you lose one or two turn one when you&#039;ve got four more to back it up?&lt;br /&gt;
*&#039;&#039;&#039;Keep your &amp;lt;s&amp;gt;Allies&amp;lt;/s&amp;gt; Lesser Kin you aren&#039;t currently scheming against close...&#039;&#039;&#039;: Remember you aren&#039;t just a Drukhari army, you are an Aeldari army. You can cherry pick the best units from the Craftworlds, Ynnari, Harlequins and Corsairs lists. While you do have a Mirror to most Craftworld units, there are some things that cover what you lack. Keep in mind you do lose power from pain if you do soup in allies.&lt;br /&gt;
**The most notable and fluffy unit you can bring are Rangers, which provide something that you lack: access to an okay sniper unit without most of the unit wanting to be crammed into Melee.&lt;br /&gt;
**An allied Farseer sounds odd given it can only Buff Asuryanni units but Smite and Executioner are a reliable source of Mortal Wounds that can be tossed around against harder targets or smaller squads of infantry, as the situation demands. It also gives you an answer to enemy Psykers as spamming Haemonculi is not efficient.&lt;br /&gt;
**Warlocks are another cheap source of Deny the Witch and various debuffs.&lt;br /&gt;
**Swooping Hawks are good against GEQ&#039;s, who your poison would normally struggle against, and outrange Shredder Scourges, and can have the Alaitoc trait so they can tank light fire and kite enemy melee units. Never mind being another source of mortal wounds.&lt;br /&gt;
**Harlequin Troupes are another fluffy pick. They are much more offensively oriented than Wyches, packing the ability to freely move over terrain and more AP. Plus Shadowseers bring along more Smite and Deny the Witch.&lt;br /&gt;
**Of course Wraith units are a very powerful addition to any Drukhari force. Heck, you could even paint them in Kabal colours and say your Archon captured a bunch. Plus your only Lord of War options are in the Craftworld List. Though just how your Archon managed to get their hands on a Wraithknight is another thing entirely...&lt;br /&gt;
**Corsairs are one last Fluffy option. For 60 Points you can get a unit of 5 Pirates with Shardcarbines and Jet Packs! [[Awesome |Plus one of them can swap out their gun for one of several heavy or special weapons including Flamers, Fusion Guns, Shredders, Shuriken Cannons, Dark Lances, Blasters, and even Aeldari Missile Launchers!]] Best part? With their rules, you can include them in Kabal detachments without eating your obsession or power from pain.&lt;br /&gt;
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As for actually building your army, the new combat patrol box is an excellent start for a Kabal. It&#039;ll fill out a single patrol detachment and is designed to be a solid starter force if you opt to expand. The Piety and Pain box or the old start collecting box (discontinued, good luck finding one) will also do great if you&#039;re looking to start Wych cults instead. As for Covens, you&#039;ll have a hard time. There aren&#039;t any boxes that&#039;ll get you a solid collection to start with so if you do want to get into them, you&#039;ll have to buy them separate. &lt;br /&gt;
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====Detachments and CP====&lt;br /&gt;
*&#039;&#039;&#039;Detachments and You&#039;&#039;&#039;: The Dark El-- I mean Drukhari have an interesting little rule. You can take patrol detachments for free, so long as you only take patrol detachments. This honestly makes other options a little irrelevant, unless you want to take a realspace raid detachment or are planning to go mono-faction and want to cram all your units into one battalion. In both cases, so long as you just take the one detachment you aren&#039;t losing any CP. This rule is otherwise unique as of the time of writing this.&lt;br /&gt;
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===Tactics===&lt;br /&gt;
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*&#039;&#039;&#039;Drukhari Soup&#039;&#039;&#039;: With the way the codex is, you effectively have three mini armies in one book, you have a lot of options. A &#039;&#039;lot&#039;&#039; of options - more than the Drukhari have ever had, in fact. It&#039;s easier than ever to field units from subgroups that you don&#039;t want to invest a whole lot into, with no CP loss. Raiding party was a gimmick back in 8th, and now you are free to take as many patrols as you wish or cram a battalion or brigade full with realspace raids. It&#039;s a good time to be a sick fuck space elf pirate slaver from a twisted city in the webway!&lt;br /&gt;
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Consider the strengths and weaknesses of each group: Kabals are &#039;&#039;ridiculously&#039;&#039; shooty, but they have trouble holding objectives due to their unfortunate tendency toward dying if looked at crosswise; Cults are screamingly fast, hit like a metric ton of spikey bricks in close combat, and can keep your enemy&#039;s most valuable units perpetually tied up in combat, but have almost no ranged weaponry to speak of and suffer from the same objective grabbing issues as their Kabal cousins; Covens are the toughest units in our army (and can be made to be even tougher), can dish out the pain in close combat, and can camp objectives like nobody&#039;s business, but suffer from a lack of any reliable ranged weaponry. So, combining all those strengths together - and peppering in Scourges/Mandrakes/Incubi to taste - gives you a tremendously versatile army that can do basically anything you need it to, whenever you need it to. To boot, you can buff your already great HQ choices into CC murder machines and/or megatanks that double as force multipliers and character assassins for just a few CP.&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Warhammer 40,000 9E]]&lt;br /&gt;
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[[Category: Warhammer 40000 Tactics (9E)]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Eldar]]&lt;br /&gt;
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[[Category: Dark Eldar]]&lt;br /&gt;
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{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/7th_Edition_Tactics/Eldar&amp;diff=1011629</id>
		<title>Warhammer 40,000/7th Edition Tactics/Eldar</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/7th_Edition_Tactics/Eldar&amp;diff=1011629"/>
		<updated>2026-05-20T15:45:00Z</updated>

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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
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This is the [[Warhammer_40,000/7th Edition Tactics|previous Edition&#039;s]] Eldar tactics. The [[Warhammer_40,000/Tactics/Eldar(8E)|8th Edition Tactics are here]] while [[Warhammer_40,000/6th_Edition_Tactics/Eldar|the 6th Edition Tactics are here.]]&lt;br /&gt;
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==Why Play Eldar==&lt;br /&gt;
The Eldar are all about elegance, efficiency, finesse, style, and precision, and are basically alone in this aesthetic among the races of &#039;&#039;Warhammer 40,000&#039;&#039;. As such, they&#039;re often denigrated as not being manly enough for the setting. Much of 40k is concerned with the simple romanticism of the uncompromising, hard-as-nails hero, the pure wickedness of the unnatural, hideous villain, or the gleeful brutality of the amoral barbarian, which is fine. But the Eldar are unique in that at one time or another in their long history, they have been all of these things; the race as a whole knows each of these motivations well, knows each one&#039;s strengths and follies, and they have already learned and moved on from them. Above all else, the Eldar are an experienced people, and this is reflected in their culture, their attitudes, and their goals. Their technology, too, has been refined to a razor-sharp point, with all unwieldiness and ruggedness cut away. They have seen and heard (and been) it all. Guess how much they concern themselves with the opinions of younger races who think they&#039;re pansies.&lt;br /&gt;
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As far as making an army of [[Your Dudes]] using Craftworld Eldar, the only thing you really have to keep in mind is that their primary themes are elegiac (el-uh-JY-ic), which means they are mournful and long to return to a bygone golden age by regaining something that was lost. In their case, that something is most of their race and a galactic empire, as well as salvation from a ravenous Chaos god who would eat every one of their souls if given the chance. It&#039;s a tall order, and the Eldar often have conflicting ideas on how to go about it, so this is a good place to start. What opinion do Your Dudes have on the matter and what are they willing to do about it? (War, alliances, deceit, Eldar HERESY?) Whatever you decide, remember you can use all of the Eldar&#039;s accumulated perspectives, wisdom and experience to shape who Your Dudes are and what they stand for.&lt;br /&gt;
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In the game, the Eldar are a fast army with great guns, awesome toys and mediocre resilience. Each unit plays a very particular role. Usually, everyone in a squad has the same gun and the squad as a whole aims for one goal, as opposed to squads of dudes each toting a different gun for a different kind of foe. This can help new players by not forcing them to keep all of a squad&#039;s weaponry in mind, but it also requires you move the right squad for the job to the right place, which can be tactically challenging. An ill-positioned Eldar squad has a greater chance of doing nothing than those of other armies. Some units, like Jetbikes, overcome this disadvantage with superior speed and mobility. This is huge in a game where most of the missions are about capturing objectives. If you are the kind of elf [[Just as planned|who likes it when a plan comes together]], you might be tactical enough to lead the Eldar to their victory upon the battlefield.&lt;br /&gt;
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With their new, updated codex, Eldar are given a firm footing in the game to compete with or dominate their numerous foes through their increased special abilities, units’ tactical applications and general ability to put shurikens into things and make those things fall down. The newer codex makes units even more point efficient in doing their job. Tactical blunders will see your army turned into rainbow confetti, but if you can get the right part of your Eldar army fighting the right bad guys, you can ruin Christmas every time. &lt;br /&gt;
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Eldar are almost universally Fleet, pack high Leadership, high Initiative and good overall stats (apart from defenses, with some notable exceptions, such as Wraith constructs), their accuracy is good, their special abilities are rich and useful and their armies need never run the same trick twice. With the Battle Focus ability they can choose to take a run action either before or after shooting, for free, a benefit that allows them to become more mobile than the competition by far. Almost all of their vehicles are skimmers or flyers; those that aren&#039;t can Deep Strike or outflank, and they have three different flavors of jump troops and fast-as-hell Jetbikes. Eldar look good when they fight and often kill their enemies in style.&lt;br /&gt;
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In summary:&lt;br /&gt;
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&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
*The codex is brand new and it is even more [[Awesome|powerful]] than before. Eldar are widely considered the easiest army to win with without using net listing/formations.&lt;br /&gt;
*They&#039;re fast as hell, and they can secure objectives faster than anybody.&lt;br /&gt;
*They&#039;re also dodgey as hell and have multiple ways to stay out of range and to generate cover saves.&lt;br /&gt;
*They have the best movement in the game.&lt;br /&gt;
*They have some of the best [[Dakka|shooting]] in the game, with with an amazing number of AP3 weapons or better, the quasi-Rending rules Bladestorm and Monofilament, and specialized laser weapons for every situation.&lt;br /&gt;
*They have some of the best [[Choppa|close combat]] attacks in the game on Wraithknights. &lt;br /&gt;
*D weapons. [[Warp_Weapons|D weapons everywhere]].&lt;br /&gt;
*You can&#039;t match [[Magnus the Red|certain Chaos characters]] for sheer psychic dakka, but unless you&#039;re up against Daemons or CSM, [[Anal circumference|you own the psychic phase.]]&lt;br /&gt;
*Exarchs (unit champions) can solo [[Space_Marine|MEQ]]s and [[Terminator|TEQ]]s with little effort.&lt;br /&gt;
*This is not a horde army, so you [[Awesome|don&#039;t need to paint and buy as many models]]. This makes them perfect for tournament play.&lt;br /&gt;
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&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
*Most Eldar are as tough as wet paper.&lt;br /&gt;
*If you don&#039;t have a strategy or your plan gets ruined, it&#039;s hard for your specialized units to adapt.&lt;br /&gt;
*The Eldar are a dwindling species, so they don&#039;t really have cannon fodder or meat shields.&lt;br /&gt;
*Eldar vehicles are lightly armored and instead rely on gadgets and mobility to stay alive.&lt;br /&gt;
*They suffer under Fear more than other armies. &lt;br /&gt;
*The old Eldar codex has a reputation of being [[Cheese|powerful]] and the new codex buffed a lot of units. This was[[Rage| not well received]] by some players. &lt;br /&gt;
*Some [[Orks|players]] [[Tyranids|with]] [[Dark Eldar|weaker]] [[Imperial Guard|codices]] may not be that [[Anal_circumference|happy]] to play against Eldar.&lt;br /&gt;
*You&#039;re at risk of being banned from casual games entirely at your LGS, purely because of how insanely overpowered your codex is. Play Eldar at your own risk!&lt;br /&gt;
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All that needs to happen now is a showdown between Necrons, Tau, and Eldar to see which Xenos army can bring the biggest stack of gooey cheese! Just do the community a favor: if you&#039;re playing casual games, don&#039;t be a cheesemonster. Yes, the new formation says it&#039;s legal to bring five Wraithknights in a 2000 point game. Don&#039;t do that. Don&#039;t show up with 30 Windriders, all packing scatter lasers. You can win without doing that.&lt;br /&gt;
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==Eldar Rules and Wargear==&lt;br /&gt;
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===Eldar Special Rules===&lt;br /&gt;
&#039;&#039;&#039;Ancient Doom:&#039;&#039;&#039; Pretty much every unit in the book has this rule. On the one hand, you get Hatred against anything Slaaneshi. On the other hand, you take Fear tests at -1 Ld against Slaaneshi units. This more or less evens out; the average Leadership of the Eldar is high enough that the -1 won&#039;t usually matter, although it does mean that Fear might actually matter for the first time this edition. Hatred is nice, but it will only affect the first turn of combat, and most Eldar units don&#039;t want to be in close combat anyway. So, all in all, a fluffy but largely pointless addition to the army.&lt;br /&gt;
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&#039;&#039;&#039;Battle Focus:&#039;&#039;&#039; One of the most interesting Special rules, and one that Kelly himself admits was [[Matt Ward]]&#039;s idea. Battle Focus is a special rule that essentially all non-Wraith units have. It allows Eldar units to run and shoot (in either order) in the same phase. This means that the threat range of an Eldar unit fluctuates by d6&amp;quot;, and it also allows Eldar to pull off the &amp;quot;jump-shoot-jump&amp;quot; shenanigans enjoyed by Jet Pack units. Also remember that Eldar units with this rule also have Fleet, so the d6 for running can be re-rolled. It isn&#039;t a &#039;&#039;huge&#039;&#039; change, but it does allow Eldar units on foot to remain more mobile while shooting. And no, it does not affect assaulting.&lt;br /&gt;
*On a side note, units riding jetbikes have this as well, but they can&#039;t actually Run (only Turbo Boost), so the only use of this is if you want to stick some independent character on foot into a unit of jetbikes. Since all models in a unit need to have battle focus for the rule to work, your character can join the unit and still run and shoot. Not that this will happen a lot though.&lt;br /&gt;
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===Warlord Traits===&lt;br /&gt;
Note that these are the standard Warlord Traits from the Eldar Codex available to all HQ units. Most named HQs chosen as warlords have a set trait and do not give the option of rolling.&lt;br /&gt;
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#&#039;&#039;&#039;Ambush of Blades:&#039;&#039;&#039; Single use. Allows your Warlord and all Eldar units within 12&amp;quot; to re-roll 1s To Wound for a whole phase (shooting or assault!). This means a lot more fire will actually damage targets, but it&#039;s only for one phase, so use it wisely. Prince Yriel and Karandras have this by default&lt;br /&gt;
#&#039;&#039;&#039;An Eye on Distant Events:&#039;&#039;&#039; You can give D3 units the &#039;&#039;Scout&#039;&#039; special rule, nasty for getting thing like Fire Dragons or Wraithguard in prime position prior to the game beginning. This one is pure awesome, Eldrad has this one by default.&lt;br /&gt;
#&#039;&#039;&#039;Falcon&#039;s Swiftness:&#039;&#039;&#039; The Warlord and his unit get +3&amp;quot; when running. This makes Battle Focus more reliable and adds a significant amount of movement over time. Jain Zar and Baharroth have this by default.&lt;br /&gt;
#&#039;&#039;&#039;Fate&#039;s Messenger:&#039;&#039;&#039; The Warlord can re-roll &#039;&#039;all&#039;&#039; saving throws of 1.&lt;br /&gt;
#&#039;&#039;&#039;Mark of the Incomparable Hunter:&#039;&#039;&#039; The Warlord gets Split Fire. This might be useful on an Autarch or Uldaneshi long rifle bearer, but apart from that it is only useful to allow your warlord&#039;s unit to annihilate one target in the shooting phase and still be able to assault another target because of that one shuriken pistol aimed at it. If it isn&#039;t right for your warlord, you can re-roll if you&#039;re in a battleforged list. Illic Nightspear, Fuegan and Maugan Ra all have this by default (though it&#039;s redundant on the latter, since his Whirlwind of Death rule lets him do this already)&lt;br /&gt;
#&#039;&#039;&#039;Seer of the Shifting Vector:&#039;&#039;&#039; Deep Striking Eldar won&#039;t scatter if they land within 12&amp;quot; of the Warlord. Some of its usefulness is undercut by the Swooping Hawks (who never scatter anyway) and the fact you generally won&#039;t want to Deep Strike near the Warlord (except Khaine), but it is potentially powerful nonetheless.&lt;br /&gt;
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===Fighter Aces===&lt;br /&gt;
In Skies of Death, you now have a bonus rule allowing you to pay 35 points for one of 3 special traits for any Flyer or FMC (FGC is still debatable).&lt;br /&gt;
#&#039;&#039;&#039;Dance of the Dawn&#039;&#039;&#039; - +1 BS.  Pretty nice grab, but you can get this for your Crimson Hunters for 20 points by upgrading them to an Exarch (and get Precision Shots out of the bargain).&lt;br /&gt;
#&#039;&#039;&#039;Dance of the Dusk&#039;&#039;&#039; - Fighter Ace can pivot 180 before moving.  Pretty good to help bait with your planes, because you&#039;ll never take them on in a brawl.&lt;br /&gt;
#&#039;&#039;&#039;Symbol of Khaine&#039;&#039;&#039; - Fellow models within 12&amp;quot; of a Fighter Ace with the same codex gain Hatred.  Not a bright roll, as it&#039;ll force you to charge with squads that should be shooting, not chopping.&lt;br /&gt;
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===Tactical Objecives===&lt;br /&gt;
*&#039;&#039;&#039;11 - Legacy of Sorrow:&#039;&#039;&#039; 1 VP for killing an enemy character.  Trust me, you&#039;ll get it.&lt;br /&gt;
*&#039;&#039;&#039;12 - Skyborne Assault:&#039;&#039;&#039; 1 VP if you kill an enemy unit with your skimmers/jetbikes.  Becomes d3 if you kill three or more enemy units.&lt;br /&gt;
*&#039;&#039;&#039;13 - Khaine&#039;s Wrath:&#039;&#039;&#039; 1 VP for charging an enemy, upped to d3 if you charge more than three.  Your ideal units for this: Warp Spiders, Striking Scorpions and Howling Banshees.&lt;br /&gt;
*&#039;&#039;&#039;14 - Guardians of the Hidden Path:&#039;&#039;&#039; Roll a d6.  You get 1 VP if there are no enemies within 12&amp;quot; of the objective that d6 indicated.&lt;br /&gt;
*&#039;&#039;&#039;15 - Strands of Fate:&#039;&#039;&#039; Roll a d6.  Whatever that result is, you can alter it by +/- 1 if your warlord is a psyker.  You get 1 VP if you own the objective that is indicated.&lt;br /&gt;
*&#039;&#039;&#039;16 - Combined Strike:&#039;&#039;&#039; 1 VP if you killed an enemy in either the Psychic, Shooting, or Assault phase.  d3 if you kill an enemy in two of those phases, and d3+3 VP if you killed an enemy in all three.&lt;br /&gt;
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===Remnants of Glory===&lt;br /&gt;
The artifacts of the age long past these relics are the unique and powerful wargear that can be equipped to any combination of your Autarch, Farseer and Spiritseers HQs. Only one of each item can exist in your army at a time and each costs anywhere between 15 and 40 points. As a general rule of thumb your Autarch is the assault based HQ of choice for any of the close combat type weapons, where as your Farseer and Spiritseer both want to be back a ways and away from melee. Note that a dedicated melee Farseer can be built if you luck out on psychic powers and get something like Hammerhand or Precognition (rolled AFTER you buy gear annoyingly), but it&#039;s kinda inefficient. With the Iyanden Gifts of Asuryan gone now, one of the better weapons for a Farseer is gone anyway.&lt;br /&gt;
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*&#039;&#039;&#039;Shard of Anaris&#039;&#039;&#039;: The Shard of Anaris is the all comers &#039;&#039;&#039;MURDER SWORD&#039;&#039;&#039; of the Eldar army, a piece of the original blade Anaris and damned worthy of its legend. Right out of the gate Anaris boosts the wielder&#039;s strength stat by 2 and gives them Rending and Fearless. However, the shard excels more for direct challenges between characters than all-purpose melee. Once in a challenge Anaris gains Fleshbane and Instant Death! Realistically while not a worthless buy, you’re paying for a weapon that will always lose out against the equivalent of all the other races (though at your initiative and with Rending you just gotta get one good slash in; only eternal warrior will save them). Issue this to a Jetseer in a Dark Eldar beast pack to give the whole unit fearless (which is the unit&#039;s greatest weakness) and laugh as the beast blob eats everything before it and refuses to go away.  An Autarch on Jetbike with this thing is HILARIOUSLY good at killing monstrous creatures who are also characters. Daemons such as Great Unclean Ones, or even a Hive Tyrant in a pinch, are usually relying on their high toughness (which Fleshbane negates) and invul save (which will continue to work, unlike having a high Wounds stat) to protect them. If you&#039;re in a Challenge, Fleshbane plus Instant Death will serve you very well against them.&lt;br /&gt;
*&#039;&#039;&#039;Firesabre&#039;&#039;&#039;: Where Shard of Anaris is for killing off that one specific model, Firesabre is more of your generic infantry sweeper sword. Boasting +1 strength and AP3 this is a better Eldar power weapon with the Soul Blaze added feature (so it&#039;s a Space Wolves Frost Sword with Soul Blaze and Wildfire that costs 10 points more than the Wolves pay for it). Soul Blaze is the big core of the Firesabre, or at least the unique Wildfire rule that goes alongside it. Whenever the blaze deals a wound to the afflicted unit you roll a d6 for every friend and foe unit (not counting the wielder&#039;s unit) within 6” of the burning unit. On a 4+ you give them Soul Blaze as well. In reality this is a very very high gamble ability. Soul Blaze barely wounds most armies to start and needing a 4+ to propagate this weak rule doesn’t help the Firesabre’s case. An above average power weapon for a higher cost and likely not worth it (though a Spiritseer hanging around with Wraithblades might consider it just to avoid being total dead weight against MEQ).&lt;br /&gt;
*&#039;&#039;&#039;The Spirit Stone of Anath’lan&#039;&#039;&#039;: A clearly Farseer/Spiritseer-oriented item, the Spiritstone was made by a psyker for psykers. The stone allows you to drop the cost of a power you are manifesting by 1 warp charge (min. 1) at the expense of your Rune armor invulnerability save for a turn. Almost all powers from the Runes of Fate as well as a couple from the Telepathy and Daemonology disciplines are cost 2 or more. If you don’t roll any of these powers then sucks to be you by the way. Useful and affordable for support Farseers who can get good cover saves and enjoy throwing around a good whack of powers.&lt;br /&gt;
*&#039;&#039;&#039;Uldanorethi Long Rifle&#039;&#039;&#039;: Probably the simplest and most universal of the Remants, the long rifle is a sweet tool for any and all Eldar commanders. A very easy to read sniper weapon featuring AP3 and ONE HUNDRED AND TWENTY INCHES of range. 120”! This gun shoots farther than battlecannons, railguns, prism cannons, even the Icarus lascannon. Now right off the bat this item has some easy uses, thrown onto a supportseer or backline Autarch the long rifle allows your HQ to actually contribute firepower during the shooting phase. A support-built (Guide/Prescience) Farseer inside a squad of Dark Reapers hammers out a single accurate sniper shot right into an enemy unit the reapers are firing upon, cool. If your warlord wields this and rolled split fire as the warlord trait this weapon is improved in power; otherwise, it just adds to the power of existing squads, but hey, your Farseer is BS5, might as well plink off a shot or two rather than none.&lt;br /&gt;
*&#039;&#039;&#039;Kurnous&#039; Bow&#039;&#039;&#039;: Well, no more Mantle of the Laughing God (the real Solitaire is back). Will we get Iyanden&#039;s Celestial Lance? No! Instead, you get a pistol. Not even an especially good pistol, just a measly S4 AP3 pistol with Rending. Huzzah. I think. At least it&#039;s cheap. Not actually awful, but both Autarchs and Farseers have something they&#039;d rather shoot instead (if you&#039;re paying any attention at all). Spiritseers don&#039;t, so maybe this is a decent choice there.&lt;br /&gt;
*&#039;&#039;&#039;Faolchu’s Wing&#039;&#039;&#039;: Faolchu’s wing is the new trolling artifact, now that the Mantle&#039;s gone. During the battle focus run step the equipped model may now move 48”! This makes them faster and more mobile than jetbikes, skimmers, and even most fliers. This item does need a purpose to justify its cost, seeing how only the model may move and sacrifices the rest of the turn to do so. A tricky commander can use that insane movement to possibly launch your HQ into a held objective to suddenly contest the thing. Using a Psychic Power during the Psychic Phase will stop the Wing from being used, which limits it mostly to Autarchs.  Hilariously, as the Wing grants the ability to Run, it is completely usable by an Autarch Skyrunner, even though normally Jetbikes cannot run.  &lt;br /&gt;
*&#039;&#039;&#039;The Phoenix Gem&#039;&#039;&#039;: A multi-purpose item, the gem is a single use treasure that activates when the equipped HQ would be slain. Instantly engulfing the area in fire, the gem uses a large blast centered on the HQ, dealing damage with an S4 AP5 explosion. The ability can sometimes fail if you roll a 1 but usually goes off pretty easily. Then you check if the blast dealt any actual damage; if any model was dealt a wound (friend or foe), then your HQ will get back up with a single wound to stay and fight the good fight. At range this might save your support seer from death by blasting nearby allies, but generally you would rather threaten your foes. Might also come in somewhat handy for an Autarch that&#039;s going to be in the thick of it, like maybe riding around with Shining Spears or the like.&lt;br /&gt;
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===Let&#039;s Talk About Guns===&lt;br /&gt;
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The Eldar boast a variety of advanced weapons with nifty special rules and potential for more dakka. New codex brought some changes that you should remember to use carefully and tactically.&lt;br /&gt;
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*&#039;&#039;&#039;Shuriken Weapons:&#039;&#039;&#039; Functionally, Shuriken Weapons are very similar to Bolt Weapons. Most are S4 AP 5, making them &amp;quot;standard&amp;quot; anti-infantry. However, they all have the &#039;&#039;&#039;Bladestorm&#039;&#039;&#039; which is functionally equivalent to Rending versus non-vehicle targets. Enough Guardians and Tyranids will hate you, be warned.&lt;br /&gt;
*&#039;&#039;&#039;Fusion Weapons:&#039;&#039;&#039; Literally, renamed Meltas. The Fusion Pistol is the exact same as the Inquisition/Blood Angel/Sisters of Battle Inferno Pistol; with only range 6, best be on a Bike so you&#039;re more likely to survive the impending explosion! Last but not least, the Fire Pike is a Meltagun with an extra 6&amp;quot; of range.&lt;br /&gt;
*&#039;&#039;&#039;Monofilament Weapons:&#039;&#039;&#039; Monofilament weapons now wound against initiative if shooting at something with wounds and resolves it at AP2 on a roll of 6 To Wound. They just use base strength now against vehicles and since they aren&#039;t &amp;quot;wounded&amp;quot; there is no AP bonus on any penetrating hits. Note that for the purposes of instant death, you still compare the weapon&#039;s strength to the model&#039;s toughness.&lt;br /&gt;
* &#039;&#039;&#039;Lasers:&#039;&#039;&#039; Unlike the puny Flashlights the easily slaughtered hammer of the Imperium uses, your blasters truly pack a punch. From the AP5 Assault 3 Lasblasters used by the Swooping Hawks (just those stats alone make it better than the Bolter, despite being a wimpy S3 like the flashlight) to the famed Brightlance renowned for its ranged anti-tank, there&#039;s some truly glorious choices. The Scatter Laser is also part of this category, but more on that below.&lt;br /&gt;
*&#039;&#039;&#039;Eldar Heavy Weapons:&#039;&#039;&#039; Some units have the option to grab heavier weapons as add-ons or replacements for existing guns. The standard list is as follows:&lt;br /&gt;
**&#039;&#039;&#039;Shuriken Cannon:&#039;&#039;&#039; Now not so cheap, but still reliable, the 24&amp;quot; shuriken cannon fires lots of nice S6 shots that pierces weak armor at base. Valuable for moderately priced dakka and augmented with Bladestorm (see above).&lt;br /&gt;
**&#039;&#039;&#039;Scatter Laser:&#039;&#039;&#039; With 4 shots at S6 AP6, the scatter laser is quite an effective option at laying on the saves, and glancing AV10-12 to death. Unfortunately, it no longer provides Laser Lock.&lt;br /&gt;
**&#039;&#039;&#039;Starcannon:&#039;&#039;&#039; A good but not great AP2 weapon, the Starcannon doesn&#039;t get hot like plasma weapons. Viable alternative to the scatter laser, take your pick. Or pick both if you&#039;re facing 2+ aplenty.&lt;br /&gt;
**&#039;&#039;&#039;Eldar Missile Launcher:&#039;&#039;&#039; You take EML for its versatility. It has single target S8 AP3 starshot or a small blast S4 AP4 plasma, which both lost pinning in the newest Codex. All EMLs now get flakk missiles, I mean Starhawk missiles, which feature S7 with skyfire. However, it all comes to the price when looking at this baby - and the price is damn high. Usually more affordable in the new Codex and the Skyfire option means it actually makes sense on a lot of things now.&lt;br /&gt;
**&#039;&#039;&#039;Bright Lance:&#039;&#039;&#039; Possibly your primary heavy armour buster, with S8 and Lance. Tear down AV13/14 and the new codex makes the bright lance more affordable by far on most models. Also handy for wrecking T4 multi-wound enemies like Crisis suits or Tyranid medium bugs.&lt;br /&gt;
**&#039;&#039;&#039;Distort Weapons:&#039;&#039;&#039; It&#039;s time the Eldar brought the big D to the battle (no, we&#039;re not talking about Eldrad). All distort weapons are D-strength bringing all of the multiple wound, &amp;lt;s&amp;gt;ignoring FNP stuff that comes with it&amp;lt;/s&amp;gt;, and ignoring &#039;&#039;any&#039;&#039; form of save on a 6, all of which is quite powerful considering how a few normal units can take them now. It&#039;s not all bullshit though, as the &amp;quot;Scythe&amp;quot; types found on the wraithfighter or instead of wraithcannons on wraithguard operate at -1 on the Destroyer table, so no chance of a deathblow with them, plus a 33% chance of nothing happening at all, as well as only counting as S4 for instant death, if somehow your target survives the buttload of saves coming their way, which will be difficult because all of the scythe types use a form of template (blast or flame, depending on the gun). Also don&#039;t be fooled when your opponent tries to say that &amp;quot;counting as&amp;quot; S4 still allows him his Feel No Pain rolls, he doesn&#039;t because it&#039;s part of the FnP rule itself that the the rolls can&#039;t be taken against destroyer hits.&lt;br /&gt;
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===Eldar Vehicle Upgrades=== &lt;br /&gt;
All praise Phillius Kellius for he delivered us the new upgrades that suck a little bit less. Each piece of equipment is toned down from previous incarnations and are simple effects with easy to track benefits at an affordable price tag.&lt;br /&gt;
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*&#039;&#039;&#039;Holo-Fields:&#039;&#039;&#039; 5++ invul save on your vehicles. A huge boon to your vehicles, given the [[Markerlight|many]], [[Imperial Guard|many]] ways to ignore cover in 7th Edition.&lt;br /&gt;
*&#039;&#039;&#039;Power Field:&#039;&#039;&#039; Stock Warwalker gear, identical to Holo-fields in every respect. Gives the bastards a 5++, making them more expensive base but worth every damned penny given their low AV and hull points.&lt;br /&gt;
*&#039;&#039;&#039;Star Engines:&#039;&#039;&#039; A simple and optional wargear for vehicles that increases their mobility even further if required. Grants an extra 6&amp;quot; to a flat out movement by an Eldar vehicle, which you don&#039;t really need with max speed 30&amp;quot; per turn except in ginormous Apocalypse maps. If equipped to a walker, said walkers run an additional 3&amp;quot;, which is pretty handy considering they have Battle Focus. &lt;br /&gt;
*&#039;&#039;&#039;Vectored Engines:&#039;&#039;&#039; With the upgrade the vehicle can now pivot in place immediately following its shooting attack, allows for some safe play by tanks with exposed rears. Jet in, smoke rear armor of target, pivot towards living threats with your front and side armor. Handy when transporting Fire Dragons too. Cannot be used while immobilized. &lt;br /&gt;
*&#039;&#039;&#039;Spirit Stones:&#039;&#039;&#039; Extra Armor Eldar style, or more [[Necron|Living Metal]] Eldar style, the psyche inside the spirit stones take over in emergencies and allow the vehicle to ignore crew shaken on 2+ and crew stunned on 4+, nothing grand but nothing terrible. &lt;br /&gt;
*&#039;&#039;&#039;Crystal Targeting Matrix:&#039;&#039;&#039; Single use. Can be used after completing a flat out movement on any non-walker vehicle, allowing the tank to fire a single weapon at full ballistic skill. Probably best on a Nightspinner or Warp Hunter to get into Torrent range fast!&lt;br /&gt;
*&#039;&#039;&#039;Ghostwalk Matrix:&#039;&#039;&#039; Eldar dozer blades equivalent, except better, because it gives you move through cover on any speed, rather than re-roll DT tests, and only on combat speed. Nothing that will break the bank and a safe purchase if you have points to spend. If you plan to hide your tank in 4+ ruins, this is pretty much auto-take. If you take Black Guardian Vypers or Warwalkers, this can open up some impassible terrain shenanigans.&lt;br /&gt;
*&#039;&#039;&#039;Serpent Shield:&#039;&#039;&#039; Stock Wave Serpent gear. Wargear that replaces the iconic energy field but for a good trade, while active the serpent transforms side and front based penetrating hits into mere glances on a 2+. That&#039;s good cheddar right there. Then, if you feel the serpent needs to do something, it can turn its shield into a medium-ranged energy shockwave that hits for 2D6 S6 ignore cover hits once per game. However, upon using the Serpent Shield&#039;s shooting attack, you lose its benefits for the rest of the game.&lt;br /&gt;
*&#039;&#039;&#039;Mindshock Pod:&#039;&#039;&#039; Stock Hemlock wraithfighter gear. A 12&amp;quot; radius brain scrambler that causes all units within the radius to suffer a -2 leadership penalty when making morale and pinning checks, and under the new codex this only effects enemy units. Given that the Hemlock&#039;s weapons are short ranged, you can fly up over the enemy units, blast them with your D-Strength Lite weapons and force them to fail their LD tests and run off the board.&lt;br /&gt;
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===Psychic Powers===&lt;br /&gt;
====Runes of Fate====&lt;br /&gt;
Available to Farseers as well as Eldrad. Can be taken in addition to the Telepathy, Daemonology (Sanctic), and Divination tables from the core rulebook. Farseers can choose to roll each power off a different table, though keep in mind it will cost you Psychic Focus (Get discipline&#039;s Primaris Power for free), remember to kit your Farseer for best utility. Got slightly shuffled and simplified as of the 7th Edition Codex.&lt;br /&gt;
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{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+ Runes of Fate Powers&lt;br /&gt;
! Number !! Name !! Type !! Range!! Target !! Description !! Charges&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-value=0 | Primaris !! Guide&lt;br /&gt;
| Blessing&lt;br /&gt;
| 24&lt;br /&gt;
| Unit&lt;br /&gt;
|  Guide, the most iconic and renowned power of the Farseer since time immemorial. Boosted significantly from past editions, the new Guide features a range of 24&amp;quot;, twice the range of Prescience on the [[Warhammer_40,000/Tactics/Psychic_101#Divination|Divination]] table. The power basically twin-links the weapons of the target squad, allowing each and every model to re-roll their to-hit rolls for shooting (but unlike Prescience this only effects shooting, not assault). Under the new rules, the Farseer requires line of sight for this ability but it shouldn&#039;t be an issue. It&#039;s wonderful and grants greater power to the army on the whole, and even better, you will get it if you pick all powers from Runes of Fate (Psychic Focus!)&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 !! Executioner&lt;br /&gt;
| Witchfire (Focused) (Profileless) || 24 || Model&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=24|strength=-|ap=-|type=Assault|rof=3|rules=Fleshbane}} A focused witchfire that deals 3 hits (which land automatically because this power actually doesn&#039;t have a weapon profile) to the model &amp;quot;hit&amp;quot; in the target unit, and, thanks to Fleshbane, always wounds on 2+ regardless of Toughness. If the model dies, another model from the same unit takes 2 of the same hits, and if that model is removed from play a following model receives 1 hit.  Both additional models are chosen the same way as the first one - so all three are random or all three are chosen by the caster, if you paid to focus it.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 2 !! Doom&lt;br /&gt;
| Malediction || 24 || Unit&lt;br /&gt;
| This is another classic Farseer power and a powerful one at that, targeting an enemy within 24&amp;quot; and then all failed wounding/armor penetration rolls against them get a free re-roll for the turn (i.e. Shred). This is your primary assassination power, ensuring you kill that Commissar or bosspole Nob in one turn. Remember that since it&#039;s a Malediction, not a Blessing, even your non-Battle Brother allies get to re-roll against the debuffed foe, but the target will be allowed to try to Deny the Witch.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 3 !! Will of Asuryan&lt;br /&gt;
| Blessing || data-sort-value=0 | Self || Model&lt;br /&gt;
| You get a 12&amp;quot; bubble of Fearless and Adamantium Will. Great for making certain that you HOLD THE LINE! Though admittedly there are other ways to get Fearless units with Eldar. Adamantium Will makes the Farseer&#039;s unit and any nearby unit with a psyker a Denying machine. Recall that fleeing units will auto-regroup upon entering the bubble and becoming Fearless, and it also cancels the effects of Going To Ground. Send your Guardians to ground in a ruin for a nice 3+, pop this, have them stand back up and unload at full BS next turn.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 4 !! Fortune&lt;br /&gt;
| Blessing || 24 || Unit&lt;br /&gt;
| Now with 24&amp;quot; of range, this allows the Farseer to sit back and stay safe while the affected unit gets a re-roll on all failed saving throws AND Deny the Witch rolls until the Farseer&#039;s next turn. Remember the Farseer needs to have line of sight and it costs 2 warp charges. This is probably the strongest power ever to be available to this army. Anyone with Fortune is the absolute key to making even simple units become invincible rape trains. Warlocks, Wraithguard, shit...fucking Dire Avengers with a shimmershield start to scare the balls off of your enemy. Fortune is just one power that contributes to the lethality of a unit joined by the Seer.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 5 !! Mind War&lt;br /&gt;
| Witchfire (Focused) (Profileless) || 24 || Model&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=24|strength=-|ap=2|type=Assault|rof=1|rules=Ignores Cover}}  Basically a simplified version of Psychic Shriek from [[Warhammer_40,000/Tactics/Psychic_101#Telepathy|Telepathy]], and more reliable. Changed a little in 7th but with no downside to the Farseer. Like Executioner, Mind War technically has no weapon profile, so you don&#039;t have to roll to hit. Each combatant (the psyker and the model hit) rolls a 1D6 and adds the result to their Leadership (so 1D6+10 for Farseers). Then you compare the two numbers; if the Farseer scores lower, nothing happens; if there is a draw, then the model instantly has their WS and BS dropped by 1 until the end of the next turn; if the Farseer scores higher, then the target &#039;&#039;also&#039;&#039; suffers the difference in wounds with no armour or cover saving throws allowed. Great if you can hit the unit with a Warlock&#039;s Horrify power in advance (see Runes of Battle below).  Note that this power will never kill more than one model (all wounds it deals are always allocated to the same one), whereas Psychic Shriek targets and affects &#039;&#039;units&#039;&#039;, so its wounds get spread around (and must be spread around, as it cannot be focused).&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 6 !! Eldritch Storm&lt;br /&gt;
| Witchfire || 24 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=24|strength=3|ap=3|type=Assault|rof=1|rules=Large/Apocalyptic Blast, Haywire, Fleshbane}} Classic Eldritch Storm! 3 Warp Charges makes this thing Large Blast, [[Awesome|4 Warp Charges makes it an apocalyptic 10&amp;quot; blast.]] You have to choose the casting value BEFORE you roll though, so no aiming for three, then getting lucky and upgrading the power. Hit anything up to and including MEQs with those pie plates and watch most if not all of the squad (or squads if you&#039;re going Apocalyptic!) go bye-bye. While WC4 makes your Farseer more likely to Peril, make sure you leave 1 WC remaining to ignore the wound using his/her Ghosthelm. Or just re-roll the offending dice with Runes of the Farseer, which you should probably save each turn for Eldritch Storm if you&#039;re planning to use it.&lt;br /&gt;
| data-sort-value=3 | 3/4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Runes of Battle====&lt;br /&gt;
Available to Warlocks and Spiritseers. Runes of battle are the Eldar powers of war, short term manifestations of their psychic might made to turn the battlefield in their favor. Warlock utilize these powers to affect the outcome of skirmishes and battles across the stars while the Farseers pilot the destinies of whole craftworld through eons. Warlock have tempered their powers to a fine blade but every sword in their hands can be used as a shield, allowing them to use each power either for themselves or against their foes, giving the psykers a supreme range of versatility. As a rule all powers from the runes of battle have a range of no greater than 18&amp;quot;, either for the beneficial or debilitating versions of the powers. Warlocks can be attached to Guardian Defenders, Storm Guardians, Windriders, or Vaul&#039;s Wrath artillery. Also, remember that, under 7th edition rules, a Warlock will know 2 powers, Conceal/Reveal and whatever power he rolls. So, with a Warlock, NEVER switch for the Primaris, you get it anyway.&lt;br /&gt;
*The Spiritseer can be attached (as an IC) to almost any squad; this matters for when Runes of Battle powers are referred to as boosting the defenses of units such as Wraithblades and Dark Reapers, in that normal warlocks will not usually be able to benefit squads they are not attached to.&lt;br /&gt;
*&#039;&#039;&#039;Primaris Power - Conceal/Reveal WC 1&#039;&#039;&#039; &lt;br /&gt;
**Conceal grants the warlock the shrouded special rule and as such benefits the whole squad attached to him, a +2 to existing cover saves or just a flat out 5+ cover in the open is phenomenal, no warlock would go wrong taking conceal as most units benefit from enhanced defenses and a cover save booster like this goes fantastic on everything that can benefit from it, Guardians, Wraithguard, Scorpions, you name it. &lt;br /&gt;
**Reveal, by contrast, strips both the stealth AND shrouded rules from an enemy in range; this can sometimes strip powerful defenses from units you are planning to wipe out. However, like all Runes of Battle, you need to make tactical use of the power which may be often skipped for the benefits of Conceal.&lt;br /&gt;
*&#039;&#039;&#039;1: Destructor/Renewer WC 1&#039;&#039;&#039; &lt;br /&gt;
**Destructor is the Kamehameha of warlocks, their direct fire power from codices of old, a psychic heavy flamer the destructor is an iconic power that now features the soul blaze special rule. As a power and not an actual weapon the warlock cannot fire this in overwatch. &lt;br /&gt;
**Renewer is a big tool for the right units, a nearly unheard of targeted healing power that restores a single allied model in range for a single lost wound. Most models only have one wound to begin with so this power doesn&#039;t affect them (and cannot be cast as a phoenix down) but instead serves a fantastic purpose when targeting most HQ units or durable multiwound models in the army such as Wraithlords and Wraithknights, as well as the potent Avatar of Khaine. HEALMEHAMEHAAA!&lt;br /&gt;
*&#039;&#039;&#039;2: Embolden/Horrify WC 1&#039;&#039;&#039; &lt;br /&gt;
**Embolden is back from the old codex but with a new effect, granting the warlock and his unit fearless rather than leadership rerolling powers. This is a boost and nerf over previous version as fearless straight up negates pinning, morale, ect. However embolden used to allow for rerolling on your leadership test which included psychic powers, an ability beloved by power spamming seers and what have you. A solid power for anything not already fearless such as fragile storm guardians.&lt;br /&gt;
**Horrify is a power that is unfair to judge on its lonesome. At its core it reduces the LD of an enemy unit by -3, making them of course more susceptible to morale tests and the like. However, with the advent of multiple pinning weapons with the new codex as well as that of the Hemlock Wraithfighter&#039;s Mindshock pod the horrify power has enormous effect. A unit with reduced leadership is at best LD7 now, reducing their chance of success against any and all pinning or morale tests down a full 33.4% (16.7% if they can reroll). In armies with the right weapon it’s amazing, otherwise it&#039;s just decent. Also fun to consider is that the diresword benefits greatly when used on a Horrified target as they now have a decent shot (42% at LD 7) of being &#039;&#039;&#039;removed from play&#039;&#039;&#039; (fuck you, Eternal Warrior!) if they take a wound. Be sure to [[Just As Planned|high five Eldrad if this goes off.]] Also makes Mind War far more reliable AND potent. Combine this with Harlequin allies and the Shadowseer or Death Jester for even more trolling.&lt;br /&gt;
*&#039;&#039;&#039;3: Enhance/Drain WC 1&#039;&#039;&#039; &lt;br /&gt;
**Enhance is yet another staple of the warlock power of yesteryear, often seen in Seer councils and Storm Guardian squads this power gives a simple boost of +1WS and Init to unit. Eldar are already quick to the punch but with this power what they did well just got even better, Storm Guardians and Wraithblades (Spiritseer support) see a noticeable gain from the power and should have it active at all times prior to an assault. If you roll it on a squad of Guardian Defenders or Vaul&#039;s Wrath, use the Malediction version on the off chance someone&#039;s about to charge you - you might hold out long enough for the Shining Spears to bail you out...&lt;br /&gt;
**Drain sucks out the same befits that enhance gives, reducing an enemy’s WS and Init by 1, unless you are assaulting a squad with two or more of your own units I don&#039;t tend to recommend Drain over Enhance as a lucky deny the witch would negate the power, however like all tactical powers you have to cast each power according to which effect would benefit you the most. It may be used to boost mono-filament weapons, though - try it if you&#039;re facing Dark Eldar, melee Tyranids or the minions of She Who Thirsts...&lt;br /&gt;
*&#039;&#039;&#039;4: Protect/Jinx WC 1&#039;&#039;&#039; &lt;br /&gt;
**Protect is a power that even idiots understand and appreciate, a simple but potent bonus to the units existing armor save by 1. This is quality cheddar right here - Guardians of both kinds now get armor that can stop bolters, while Windriders, Fire Dragons or Striking Scorpions now might as well have artificer armor. Wraithblades will become nigh-unkillable tarpits from hell. Probably even better on a Spiritseer than a Warlock, but won&#039;t go amiss either way. This power is awesome, and on the right units is worth casting every round, since few units’ don’t benefit from hardier armor than what they already have.&lt;br /&gt;
**Jinx by extension has an equally nuts benefit for you as the former, reducing an enemy’s own armor save making them that much easier to kill off. Now a unit like Terminators suddenly fear AP3 Reapers, Spears and Banshees with a passion, fragile 4+ units suddenly became instantly shredded by mere shuriken catapults, making Guardian firepower or similar a hurricane of reaping death. Against units who are relying more on their cover or invulnerability save the benefits of this power are reduced somewhat, still if you reduce an enemy’s armor save and they need it against your guns, make them that much more screwed and cackle with glee.&lt;br /&gt;
*&#039;&#039;&#039;5: Quicken/Restrain WC 1&#039;&#039;&#039; &lt;br /&gt;
**Quicken grants your unit swiftness of the Eldar and improves the running distance off the unit by a flat 3&amp;quot;, letting you close gaps or create them that much easier. With Battle Focus being found on just about every Eldar model this power only flops when the unit happens to be hunkered down in cover and wont be running for the rest of the game (I’m looking at you, Rangers and Dark Reapers).&lt;br /&gt;
**Restrain by comparison is a power I don&#039;t honestly find very useful. Stripping away an enemy’s ability to run completely sounds useful, however the range of the power is 18&amp;quot; so you were already pretty close to the unit to start, and save the Eldar most armies sacrifice their shooting in order to use run in the first place, and cannot charge into assault if they did so. Useful for slowing down objective-grabbers or kiting melee deathstars, though. Although, try using against Wulfen or Harlequins, or anyone else who can charge after running, and see them fume as they have to rethink their plans.&lt;br /&gt;
*&#039;&#039;&#039;6: Empower/Enervate WC 1&#039;&#039;&#039; &lt;br /&gt;
**Empower instantly grants the psyker and attached unit gain an extra +1S. This is enough to make Storm Guardians actually effective against T4, though Vaul&#039;s Wrath, Guardian Defenders and Windriders usually don&#039;t care. Spiritseers could get more mileage out of it though - Banshees, Scorpions and Wraithblades really like this. (Can&#039;t usefully use it on Shining Spears, though. Roll on Daemonology with a Farseer hoping for Hammerhand if you want to try that.)&lt;br /&gt;
**Enervate also has a limited benefit to you most days of the week, stripping the enemy squad (which I remind you is already within 18&amp;quot; of you) of 1S as to reduce their threat in melee. Now this is alright if you know you’re getting charged next turn and the drop in strength is the difference in melee ability like marines against Wraithguard. However on the whole few units even need their regular strength to threaten your flimsy Eldar, our brittle bones clock in at a pitiful T3 with most armies boasting at least a S4. Debuffing an enemy squad prior to an assault by yourself is alright though if the difference can be noticed, like Enhance/Drain you want to choose carefully between the two abilities. It&#039;s worth noting here that S2 can&#039;t wound T6 targets so when charging anything with S3 (like a blob or guards, cultists, orks and all brands of eldar) with Wraithblades always have your Spiritseer cast Enervate, then the only thing your wraiths will feel in the return swing is a soothing foot massage as their wraithbone boots crush the pathetic fleshy thing&#039;s trachea.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
===HQ===&lt;br /&gt;
With 4 generic options and 9 Special Characters (and not a dud amongst them), the HQ section is easily one of the most crowded in the codex. All of them, even the Autarch, can find some utility depending on your list, and you only have 2 slots, unless you take multiple detachments or formations. Choose carefully, and if you get stuck remember that Farseers and Eldrad are always welcome.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Autarch:&#039;&#039;&#039; Autarchs are the commanders of the warhost - they are the generals of the greatest Eldar military battles and should be a strong tactical benefit to your army as a whole. They aren&#039;t, but they should be. While the fluff makes much of their tactical ability, The Path of Command is pretty weak, only adding +/-1 to your reserve rolls. The Autarch&#039;s real value comes in his ability to access virtually all of the Eldar&#039;s best toys. 70 points base they come stock with two grenades, a pistol, 3+ armor and a 4+ invulnerable save. They are one of the most versatile choices in the new codex, the new wargear rules means that a kitted out Autarch can strongly benefit whatever squad he gets attached to; a single Banshee mask will allow his entire unit to ignore overwatch, wings means he can now skyleap &#039;&#039;(or just move 18&amp;quot;)&#039;&#039; around the battlefield bringing fusion gun/pistols wherever he likes, Jetbikes and Relentless reaper launcher or Uldanorethi Long Rifle? The combinations are manifold, which can easily bring them to around 120 points by the end. Autarchs can equip Remnants of Glory and work better in this role than the base Farseer with higher WS, Init, and Attacks. Shard of Anaris or Firesabre with banshee mask is a core assault setup.&lt;br /&gt;
**While Remnants of Glory/Gifts of Asuryan weapons will replace his shuriken pistol, most of his wargear will not, so you can take a Scorpion chainsword, power weapon, or laser lance to have +1A from 2 CCWs immediately. Likewise, if you take two non-relic guns on him, he will have three guns (four with an eldar jetbike), although he will only be able to shoot one of them each phase.&lt;br /&gt;
*&#039;&#039;&#039;Autarch Skyrunner:&#039;&#039;&#039;+1T, Relentless, Twin-linked Shuriken Catapult, 12&amp;quot; move, 36&amp;quot; Turbo-boost or 2D6 Assault jump, Jinking, but loses fleet (and can&#039;t make use of Battle Focus). It helps the Autarch survive S6 much easier.&lt;br /&gt;
**Note, this lets you take a Laser Lance, which is strictly better than a Power Sword - even if you never shoot it or charge, you still have what amounts to a Power Sword at a 5 point discount.&lt;br /&gt;
*&#039;&#039;&#039;Farseer:&#039;&#039;&#039; This guy is your standard HQ choice and warhost leader, he sees the future of your foes and allows you to throw wrenches into their fate so only the Eldar come out on top. His price is increased base from old editions and his versatility is not to be underestimated. The Farseer&#039;s mastery level has skyrocketed to Mastery Level 3 which is fantastic and gives a huge availability for warp charge expenditure and up to three abilities in a turn, though with a bit more risk due to runes of witnessing and ghosthelm nerfs. The Farseer can generate his powers from Divination, Telepathy, Daemonology (Sanctic) or the codex’s own Runes of Fate. Note he can only take Sanctic now since despite GW clearly being design idiots with the Wraithknight, they at least respect the fluff because of dickholes potentially summoning Slaanesh Daemons through Malefic Farseers. His staggering versatility as a model is not to be underestimated, between available powers from three different charts as well as a plethora of Remnants of Glory. He comes automatically equipped with a couple pieces of useful Eldar wargear with which to do battle: &lt;br /&gt;
**&#039;&#039;&#039;Ghosthelm:&#039;&#039;&#039; Allows him to negate a wound caused by Perils of the Warp by expending a remaining Warp Charge, note: he still takes the result so you can still lose a power, lose Warp Charges, or get sucked into the Warp with a horrific Ld roll. An essential defense against terrible shit happening.&lt;br /&gt;
***Ghosthelms along with the Runes of the Farseer (see below) make Farseers the most reliable casters of Sanctic daemonology powers what with their higher than usual number of charges available, as long as they have a spare warp charge they can throw lots more dice into the casting of charge 3 powers and run zero risk of injury. &lt;br /&gt;
***Throwing more dice at any casting with less risk of perils (not just with demonology) makes it even less likely to be denied, since few armies other than grey knights and mono-Tzeentch builds can match you in sheer numbers of charges available, many opponents will attempt an &amp;quot;all or nothing&amp;quot; approach with their own denial warp charges, saving them for the powers they really don&#039;t want you to cast, so you can use this psychological advantage and get off a few minor powers that would be worth denying in any other situation.&lt;br /&gt;
**&#039;&#039;&#039;Runes of the Farseer:&#039;&#039;&#039; Use on a single psychic test or Deny the Witch roll &#039;&#039;each&#039;&#039; psychic phase. For that test you can reroll any number of dice you wish. That&#039;s right, you can potentially avert Perils in two ways or just make a high level power actually go off.&lt;br /&gt;
**&#039;&#039;&#039;Shuriken pistol:&#039;&#039;&#039; An average pistol weapon with the new bladestorm rule, never forget it since casting no longer interrupts your shooting phase. You keep it even if you take a bike, though in that case you probably won&#039;t need to use it.&lt;br /&gt;
**&#039;&#039;&#039;Rune Armour:&#039;&#039;&#039; Grants the classic 4++ invulnerability save Farseers do so enjoy.  &lt;br /&gt;
**&#039;&#039;&#039;Witchblade:&#039;&#039;&#039; A heavily nerfed weapon that sports Fleshbane and Armourbane but with shitty AP-, a bad weapon that will always disappoint.&lt;br /&gt;
He can also spend points on some upgrades.&lt;br /&gt;
**&#039;&#039;&#039;Singing Spear:&#039;&#039;&#039; A nearly free witchblade replacement that is highly recommended. Identical to the witchblade in assault (no longer two-handed in 6th), and can also be thrown 12&amp;quot; at S9 for a 17% chance to pen AV14 at range instead of the witchblade&#039;s 3% chance in melee. A damn good buy in most (but not all) situations.&lt;br /&gt;
*&#039;&#039;&#039;Farseer Skyrunner:&#039;&#039;&#039; Jetbikes are still cool and Farseers still make them look good, buy to suit and enjoy the ride. You get +1T and 3+ armor, plus ludicrous speed, Hammer of Wrath, Jink and a twin-linked gun - only skip this if you&#039;re planning to stuff your Farseer into a transport.&lt;br /&gt;
**&#039;&#039;&#039;Modeling Note:&#039;&#039;&#039; Howling Banshees Exarch bodies are perfect for female Farseers conversions, just stick a cape on them, a Farseer helm to replace the Exarch one (or a modified Guardian&#039;s one if you don&#039;t want to spend even more money), and for the weapons I&#039;d suggest the ones in the new Storm Guardians upgrade pack. If you want to go helmetless on your Farseer, I suggest grabbing a Dark Eldar Wych head or a Scourge head.&lt;br /&gt;
**&#039;&#039;&#039;Spiritseer:&#039;&#039;&#039; The Spiritseer is a souped-up, Independent Character Warlock with some special abilities for boosting Wraith units. Luckily, he is a fairly decent choice, with two Mastery Levels, the choice of Runes of Battle, Telepathy or Daemonology (Sanctic), and Spirit Mark (which will be discussed later). Sadly, he can&#039;t provide the level of support the Farseer can, nor can he directly buff units and mess with reserves like an Autarch can, but he provides reasonable buffs to Wraith units. As with all of the Seer units, he comes with rune armour (for a 4++ invulnerable save) and a shuriken pistol. He also has a witch staff, which is essentially a witchblade that also causes Soul Blaze. Sadly, this won&#039;t come into play very often, as Spiritseers are poor in close combat. However, he is useful close to the front lines thanks to his Spirit Mark ability. This allows all Wraith-constructs (including Wraithguard, Wraithblades, Wraithlords, and Wraithknights) to re-roll To Hit rolls of 1 against enemies within 12&amp;quot; of him. This means that fewer shots will be wasted, and more times to shove that D down every motherfucker&#039;s throat. However, Spiritseers are also fairly cheap; if you are running an Iyanden/Wraithwall-style list, the Spiritseer is all but mandatory, but he has limited effect on other units. However, Spiritseers are independent characters, so they can join Aspect Warrior units, as well as any unit from the Dark Eldar and Harlequins, since you can give them Runes of Battle powers which only the Warlock Conclave and Guardian Squads would normally have.&lt;br /&gt;
*&#039;&#039;&#039;Warlock Conclave:&#039;&#039;&#039; Formerly known as a Seer Council, the Warlock Council now follows the template started by the Wolf Guard of the Space Wolves and the Royal Court of the Necrons.  Only, now there&#039;s not such a huge reason to even buy them because they&#039;re invariably worse off here than being bought as sergeants for other squads.  See, you&#039;re held back by the fact that you&#039;re a legit squad now that can&#039;t be split up and takes up a HQ choice by itself. What you get is a variant on the Brotherhood of Psykers rule; you get powers based on how many models are in there: 1-3 Warlocks make you ML1, 4-6 makes you ML2, and any more makes you ML3, however you STILL generate a warp charge for each Warlock in the squad, despite being a brotherhood. That being said, if you lose enough of them, you start to lose powers as the mastery level. You can pick between Runes of Battle and Sanctic, so you better pray that your Farseer gets Invisibility if you want to make that Jetseer Council.  &lt;br /&gt;
**&#039;&#039;&#039;Alternate View:&#039;&#039;&#039; There are a couple of reasons to take this squad, despite its glaring inefficiencies compared to other HQ choices (like a Farseer), but those reasons require you to stop thinking in FOC mode and look towards the formations. The core &amp;quot;Guardian&amp;quot; Formations have the Conclave as prerequisite or an optional requirement, so even if you don&#039;t use the Warlocks you&#039;ve got yourself a source of Warp Charges to boost your compulsory Farseer with. Additionally, The stand-alone Seer Council is an absolute beast of a formation that gets 11+D6 warp charges minimum and harnesses those charges on 3+ and the formation is small enough that you can play it as an additional detachment to a regular FOC without paying the Guardian formation tax. &lt;br /&gt;
*&#039;&#039;&#039;Wraithseer (Forge World):&#039;&#039;&#039; The 7th edition rules are found in IA:DoM, 2nd Edition &#039;&#039;(no volume number)&#039;&#039;. This is you get when you take the a spirit stone containing the soul of a farseer or warlock and stick them into a special wraithlord chassis. A beast. There is no more requirement to take anything alongside this, so it&#039;s just as straight up HQ choice from now on. A &#039;&#039;Fearless&#039;&#039; T8 bastard starting at 185 points, and the ability to equip a freaking D-cannon for 60 more on its shoulder, and loaded with crazy powers... It&#039;s a godsend to an army that really needed a durable and powerful HQ choice. As for special glitter, It has a close combat weapon with +2 Str and a redundant AP2 that re-rolls your failed attempts at opening vehicles.  It has a 5+ Invul and a 3+ normal save, Psyker ML1 with three unique psychic powers found nowhere else, two of which are designed to be used on wraith-units. All of them are WC1, but it can still only use one per turn. &#039;&#039;&#039;Enliven&#039;&#039;&#039; gives them &#039;&#039;Fleet&#039;&#039;,  &#039;&#039;&#039;Deliverance&#039;&#039;&#039; gives them &#039;&#039;Feel No Pain (5+)&#039;&#039; (now try to bring down THAT) and the third is &#039;&#039;&#039;Foreboding&#039;&#039;&#039; which is a 18&amp;quot; Assault D6 witchfire that only has S3 AP5, but voodoos any target &amp;quot;hit&amp;quot; into making a LD test at a -2 or soil themselves and be pinned (which surprisingly stacks perfectly with Hemlock Wraithfighter mindshock). The D cannon really is the only weapon option you will need for the Wraithseer as the conventional guns just pale in comparison.&lt;br /&gt;
&lt;br /&gt;
====Special Characters====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Eldrad]] Ulthran:&#039;&#039;&#039; If a normal Farseer is a Jedi, then Eldrad is a tall almighty Yoda. Also invented both [[Just as Planned]] and Not as Planned. He&#039;s the big [[cheese]] of the Eldar army; he&#039;s basically got all the possible options for a normal Farseer wrapped together into one package with a slew of tricks to add to the deal, minus the mobility of a jetbike. At his core Eldrad is an enhanced Farseer, T4, 3++ (so it&#039;s like he is a Psyker with a Storm Shield) and mastery level 4. There is no Eldar army that couldn&#039;t be improved by adding this guy. He comes stock with the regular Farseer gear, and improved rune armor (3++ instead of 4++). Eldrad rolls off the Divination, Sanctic, Telepathy and Runes of Fate tables like other Farseers. Hilariously enough, the 7th edition codex has reduced his points cost a bit. Probably because he lost his The Path Beyond rule.&lt;br /&gt;
**&#039;&#039;&#039;Staff of Ulthamar:&#039;&#039;&#039; This thing is Eldrad&#039;s personal license to print money and coin a monopoly on the tears of your enemies. As a weapon it beats out the other Farseer weapons easy, fleshbane, AP3, force, it is just THAT good, enough said really. Then if Eldrad isn’t currently stomping in melee the staff augments his powers in a fun way. Every time he casts a power (of which he can cast 5 - 6 if you spring for Psychic Focus), he has a 33% chance to regain a warp charge, which considering the number of warp charges you can have may make your Psychic phase last much much longer than it needs to be. This warp charge can be spent however you want: force weapon, casting a power you haven&#039;t cast yet, etc. You could (with luck) fire off several powers AND have enough left over to kill with a force weapon in a single turn (just remember that psykers are limited to X cast attempts where X is their mastery level; so even if Eldrad has dice left over he himself is done after 4 casts that phase). Eldrad also [[Gandalf|carries a Witchblade as well as his Staff]]. Both of these weapons are Melee but neither of them have Specialist Weapon OR Requires Two Hands. That means he gets a +1A to his stats due to having two melee weapons equipped. Therefore he can dish out 2A with Fleshbane at AP3 (or Force as well if you activate it) per turn. With 3++, he will be able to do some damage, even against [[Abaddon|challenging]] [[Marneus Calgar|melee]] [[Kaldor Draigo|characters]].&lt;br /&gt;
*&#039;&#039;&#039;[[Prince Yriel]] of Iyanden:&#039;&#039;&#039; Once upon a time, there was a guy named Yriel who won a battle by using almost all of Iyanden&#039;s forces in an attack. This scared the guys in charge of Iyanden who said, &amp;quot;Hey! We could&#039;ve gotten attacked while you were gone!&amp;quot; To which Yriel replied, &amp;quot;Yeah, but you didn&#039;t,&amp;quot; to which they replied, &amp;quot;That&#039;s it! You&#039;re fired!&amp;quot; So Yriel went off to be a pirate for a while. While he was busy counting his loot, some Tyranids came and attacked Iyanden so the guys in charge were all like, &amp;quot;Crud! We wish Yriel was here to save us!&amp;quot; So Yriel comes back, gets a magic spear of awesome and saves the day, but now he&#039;s cursed and slowly dying as the spear sucks out his chi or something. Yeah, this guy needs his own anime show or something. He gets the reserve rule the Autarch gets, but instead of buying aspect warrior war gear, he has a spear so awesome it consumed a black hole (and a monocle):&lt;br /&gt;
**&#039;&#039;&#039;The Spear of Twilight:&#039;&#039;&#039; An armourbane, fleshbane &#039;&#039;AP3&#039;&#039; spear, making his low strength a null point and his high Init and Attacks fantastic. This allow him to threaten a lot of foes but also has the downside of forcing him to reroll 6s on saves in melee, shitty. Yriel is a master of fighting basically anything lacking a 2+ armour save, and with a lucky roll from a nearby warlock might even not care, given the warlocks ability to debuff armour saves. Against the right foe he hits hard, fast and often.&lt;br /&gt;
**&#039;&#039;&#039;Eye of Wrath:&#039;&#039;&#039; For real laughs, send him charging heroically solo into any squad of MEQ and activate his Ambush of Blades warlord trait and his patented Eye of Wrath finisher move. Sadly he has to attack before most opponents pile-in, but this throws down an S6 AP3 pie plate that will deliver a hit for every single goddamn model that&#039;s under that pieplate. Alternately challenge someone, kill him and let his angry buddies pile in, and hit EVERY ONE of them next turn.&lt;br /&gt;
*&#039;&#039;&#039;[[Illic Nightspear]]:&#039;&#039;&#039; Rangers are followers of a path that’s very off road for other Eldar, they go against the grain of Eldar’s path based society enough they have trouble fitting in. Now the old standby troop slot just got an HQ to call their own. Illic is a big noise maker and with good reason, he&#039;s powerful in his own way and offers some great tactical options for the army (unlike Autarchs). First up his stats, nothing to write home about in fact it all looks kind of...WHOA BS9! His weapon is now ALMOST twin-linked but he has no need for guide honestly. Next up his built in warlord trait, giving him split fire for free, allowing him to hide in a squad of dudes but shoot other dudes than the dudes his squad is shooting at...dude. He has shrouded which he gives to attached squads because why the fuck not, Hatred+Preferred enemy Necrons, which is cool and lovable. But wait there&#039;s more, any and ALL shots fired by Illic are precision shots, meaning he gets to choose which head goes splat every time he fires his weapon. His weapon, is an AP2 sniper, meaning as long as he gets a 4+ to wound (doom) the model probably dies. If the wounding roll is a 6, the model is hit by an instant death shot, so bye-bye HQ. It can even pen tanks on a 6. It&#039;s also worth considering buying a Aegis Defence Line (ADL) and upgrading it to a Lascannon. Plop Illic behind it and he gets to control the Lascannon. And all his shots are Precision Shots. This allows you to snipe anything you want. At BS9 too. Another option is to put him in a squad of Dark Reapers. It&#039;s not a Death Star unit, but a nice one.&lt;br /&gt;
**&#039;&#039;&#039;Walker of the Hidden Path:&#039;&#039;&#039; Illic can infiltrate ANYWHERE on the map, giving no shits about locations of enemy forces or anything like that.  Oh, and he can bring some buddies along for the ride too.&lt;br /&gt;
*&#039;&#039;&#039;Farseer Bel-Annath (Forge World):&#039;&#039;&#039; Got a massive update. Now is a Farseer crossed with a Fire Dragon for 150 points. Unlike other Farseers he has WS6, A2 and &#039;&#039;Stubborn&#039;&#039; so he fares a little bit better in melee, but not by much. He also has a fusion pistol and a unique spear which acts like a witchblade in melee, but allows him to burst a S5 AP- armourbane/fleshbane flamer template once per game. His warlord trait lets him benefit from Fire Dragons &amp;quot;Assured Destruction&amp;quot;, therefore granting +1 on Vehicle Damage rolls, it also allows him to take a squad of Fire Dragons that don&#039;t take up any slots. Like any Farseer he&#039;s ML3, but his psychic power selection is fixed as &#039;&#039;Doom, Molten Beam &amp;amp; Fire Shield&#039;&#039; making him the only Farseer to use the Pyromancy discipline and also makes him really easy to form strategies around since you know what he gets instead of having to randomly determine powers. You can provide some added protection and melta overkill by keeping him with a Dragon squad, or combo his Fire Shield with Conceal Warlock Conclave to get a 2+ cover save.&lt;br /&gt;
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=====[[Phoenix Lords]]=====&lt;br /&gt;
Kaela Mensha Khaine is the Eldar God of War, and the Phoenix Lords are his champions. Crunchwise. they&#039;re best thougut of as Exarches + 1. As a group, they pack awesome statlines, 2+ armor, Eternal Warrior, and Fearless. They make amazing fighters but generally are poor force multipliers as a whole.&lt;br /&gt;
*&#039;&#039;&#039;Asurmen (Dire Avengers):&#039;&#039;&#039; 220 points. On the offence he gets Twin-linked Avenger Shuriken Catapult, an AP 2 Master-Crafted +1 S diresword. On the defense he has Shield of Grace (4++ which ups to 3++ in a challenge) and BOTH Counter Attack and Defense Tactics, so he can choose to Overwatch at BS2 (with re-rolls for Twin-Linked) or get Counter Attack and Stubborn when charged. Obviously he&#039;ll never choose the second (Hint: he already has Counter Attack and Fearless, which supersedes Stubborn, and both are conferred to his unit). Asurmen can anchor a key unit, if you want to play against the traditional grain of Eldar being a S6 alphastrike army. for some turns and hoping for the better. His most notable ability though is that he is the &#039;&#039;&#039;Hand of Asuryan&#039;&#039;&#039; and gets to roll d3 Codex: Craftworld warlord traits, rerolling duplicates.  With how good the traits of the codex are, this ability has some neat potential.&lt;br /&gt;
*&#039;&#039;&#039;Jain Zar (Howling Banshees):&#039;&#039;&#039; 200 points. Founder of the Howling Banshees, Jain is the pinnacle of close combat terrors on the battlefield. Loaded with not one, not two, but THREE Remnants of glory, she&#039;s the most heavily loaded phoenix lord in the codex. Her triskele, &amp;quot;Silent Death&amp;quot; can be tossed 12&amp;quot; as an assault 4 S4 Ap2 weapon. Once she&#039;s in the thick of it, her enhanced banshee mask bumfucks the enemy unit (and everyone within 6&amp;quot; as if to give an even bigger finger to certain blueberry armies) with -5 WS and -5 I (not only on the round in which you have charged but on &#039;&#039;ALL&#039;&#039; rounds) and also makes her and her squad immune to Overwatch. Lastly, when the Blade of Destruction comes into play, this AP2 Shredding monster can reap orks and terminators alike with oh so much blending fury. If, and I mean IF, anyone decides to try and take her in a challenge, her disarming strike rule applies, meaning she will automatically strip her enemy of one weapon, at the cost of one of her attacks. This, combined with the negative stat modifiers she inflicts, make her easily one of the top challengers in all of 40k- Abaddon, Grimnar, Dante, Draigo? They&#039;ll all be in for a rough time. Also with her fixed warlord trait (Falcon&#039;s Swiftness) and her Acrobatic rule (which the Banshees share), her and any Banshees she joins will be running d6+6&amp;quot;. Yes, d6 plus SIX, while charging 2d6+3, and all this while having fleet. Despite her being the quintessential challenge specialist, she&#039;s not great against Monstrous Creature Characters, as her strength isn&#039;t great, and her armour save can be negated with Smash. But then again, with her speed she should be able to easily avoid them. If you want to deal with her, don&#039;t even think of going into close combat- blast her and her unit off the table with everything you&#039;ve got before it&#039;s too late! (Just be careful if your opponent brings a Culexus Assassin. That thing has a counter for every one of Zar&#039;s special tricks and will reliably kill her in 2 rounds of combat).&lt;br /&gt;
*&#039;&#039;&#039;Baharroth (Swooping Hawks):&#039;&#039;&#039; 170 points. Now the cheapest of the Phoenix Lords, and for a reason: Baharroth doesn&#039;t have any weapon capable of dealing with 2+ armour units and is quite weak in melee, while not being impressive in the shooting phase. The gun on Baharroth is basically the regular lasblaster with a higher strength and his special sword is basically a power sword with Blind. But what he gives to the table is, in one word, speed. Blinding, in every sense of the word. With is 18&amp;quot; regular move and 1d6+3 run move he, and his squad, can be anywhere on the table, bringing the firepower of the Hawks where it is more needed, or even dealing with Vehicles, thanks to Haywire Grenades. He also has Hit &amp;amp; Run so he can always escape melee, which is a GOOD thing, or tying some strong ranged units, to dodge their volley, and then finish it off in his turn. His unique ability is the sun&#039;s brilliance ability he comes with: when landing with deep strike he sets of a flash of blinding light, causing foes within 6&amp;quot; of him to make an Init test or go blind for the turn. Having also Herald of Victory (never scatter when Deep Strike) this can be used with utterly lethal precision.  [[Derp|Unlike his aspect, though, he strangely doesn&#039;t have Intercept]].&lt;br /&gt;
*&#039;&#039;&#039;Karandras (Striking Scorpions):&#039;&#039;&#039; 200 pennies. Karandras is basically the Uber-Ninja of wh 40k. More than capable of stomping over most enemies with ease, very effective at [[Anal circumference|striking from an unexpected quarter]]. He has all the rules of Striking Scorpions plus Night Vision, and his Scorpions Bite is a super version of the normal Mandiblaster, automatically hitting a target at initiative 10 and wounding him on 2+ (4+ if GC) and ignoring armour saves. Following that, his melee options lies in his strength boosting sword (that you will NEVER USE) useful only for giving him +1 attack for wielding 2 non-specialist weapon, or, more importantly, the Scorpions Claw, a power fist that is so much more than just a power fist, striking at full initiative and without the Specialist Weapon bullshit. He&#039;s taken a bit of a blow in the combat department, since he lacks Monster Hunter and, unlike his Exarchs, [[Derp|who should have learned everything from him]], he can&#039;t gain an extra attack for each step of initiative he has over an enemy.  But on the plus side, if he Infiltrates he gets Shrouded until he shoots or fights. Alternatively, he can automatically arrive (with a squad of Scorpions) from reserves on turn 2, and he get to choose from which table edge he wants to enter from. [[Awesome|This includes your opponent&#039;s]]. Maybe not the strongest Phoenix Lord in the Shooting nor Melee department, but he&#039;s unpredictable and can strike from the shadow targeting your opponent&#039;s weak points, making for a real good strategic character, like he should be.&lt;br /&gt;
*&#039;&#039;&#039;Fuegan (Fire Dragons):&#039;&#039;&#039; 220 points. Sadly, Fuegan forgot how to double-tap with his Firepike, but he can now re-roll any single dice during the shooting phase, add +1 to the result on the Vehicle Damage Chart and he also got a flat increase on his base strength (being now the only Phoenix Lord without the exact stat-line of all others). He doesn’t have an invuln save but he does boast Feel no Pain, making him an even more durable lord than most, and then there is his special rule: each time he suffers an unsaved wound he gains +1 to his Strength and Attacks for the rest of the game, and considering he already has an AP1 axe that hits at initiative with Armourbane, he&#039;s pretty much guaranteed to kill MSUs. If a renewer warlock bro happens to be anywhere nearby he could just heal from said wounds (even in combat) and get back to doing what Fuegan does best, ruining Christmas, Easter and birthday parties. An expensive Lord that will have to be used with care, but that will wreck faces (and Vehicles) if done right.&lt;br /&gt;
*&#039;&#039;&#039;Maugan Ra (Dark Reapers):&#039;&#039;&#039; 195 points. Like his previous incarnation Maugan Ra either still cannot remember what his reaper gun is supposed to do or reapers on the whole just didn&#039;t follow big daddy’s rules right to the letter. Sporting shorter range but more dakka than reapers, Maugan Ra is a serious bastion of firepower, just not in the same way as Dark Reapers. S6 AP5 isn’t a great weapon for armored targets, however it does have rending, which helps a little. If that doesn&#039;t satisfy you, he can also fire Assault 1 Poisoned (2+) AP5 Rending shots with Pinning that causes Bio-Cataclysm (If a non-vehicle model dies to this gun,drop a Large Blast template where he used to stand. Everyone under that takes an S5 AP4 hit that ignores cover). Rules-wise he has Night Vision and Hatred (Chaos Daemons), or, more importantly, Whirlwind of Death, that let him fire the Maugetar twice using either of these ammo types, even at two different targets, which is seriously boss. Also don&#039;t forget his Warlord Trait, which gives him Split Fire, or the profile of melee profile of Maugetar, basically a power scythe with +2 S and Ap 3, making him not bad against anything but TEQ. All in all, a really good ranged lord with a decent potential in melee. &lt;br /&gt;
*&#039;&#039;&#039;Irillyth (Shadow Spectres) (Forge World - recently updated IA11):&#039;&#039;&#039; A Phoenix lord only just back from the dead, this guy will wreak a vengeance on your foes. Like his aspect warriors, he causes fear, but will actually have a possible chance to use it, as he does have Hit &amp;amp; Run  and some kind of power lance (like S+1 AP3 normally and S+2 AP2 on charge), that can also shoot three S7 AP2 shots (which can also be turned into single S10 AP2 hit per Ghostlight rule). But still, remember that the Shadow Spectres are not close-combat oriented, so rest oh his squad are probably don&#039;t want to be there. Also for some reasons have Night Vision and Acute Senses special rules. The one thing that seems stupid and gimmicky at first glance is the Shadow of Death rule. However, the Eldar and their Dark kin can do all sorts of shenanigans with leadership, like Hemlock Wraithfighter, Armour of Misery, Soulfright Grenades, etc, so that probably may be useful depending on your opponent. All in all, he is a cool, fluffy choice that still presents some serious kick at range, especially with his own aspect warriors.&lt;br /&gt;
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===Troops===&lt;br /&gt;
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First, the elephant in the room. Guardian Jetbikes are good. Really really good. With unlimited access to Scatter Laser and Jetbike movement, they are arguably the best Troop choice in the entire game. &lt;br /&gt;
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That out of the way, the other Troops are usable for less cutthroat games, or even in the odd competitive game if you build your list to accomodate them. &lt;br /&gt;
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*&#039;&#039;&#039;Dire Avengers:&#039;&#039;&#039; These Aspect Warriors are your standard infantry. The whole idea behind the aspect is that they are the perfect balance between offense and defense; in other words, they&#039;re useful both for sitting back and shooting &#039;&#039;and&#039;&#039; for getting up close and personal and storming objectives. Ironically, then, they aren&#039;t amazing at close combat, although (especially with the Exarch&#039;s weapon choices) they can survive there. Perhaps most importantly, though, they have special shuriken catapults, appropriately called avenger shuriken catapults. Unlike regular shuriken catapults (and their pathetic range of 12&amp;quot;), avenger shuriken catapults have a range of 18&amp;quot;. Combined with every Eldar&#039;s innate Battle Focus ability and the new shuriken rules, the extra range allows the Avengers to play a merry game of keep-away with the opponent. Also, their Aspect Armor comes with a 4+ save, which makes them a fair bit hardier than Guardians. New to 7E is the ability Defense Tactics: Whenever they get charged, the Avengers can choose between Overwatching at BS2 or gaining Counter-Attack (which they used to have stock) and Stubborn without any Overwatch.  Overall, they&#039;ve taken a bit of a shift, but otherwise remain the prime example of Eldar Infantry.&lt;br /&gt;
**&#039;&#039;&#039;Exarchs:&#039;&#039;&#039; Unlike most Exarchs, the Exarch in a Dire Avenger squad can radically change his role in the squad with a simple weapon swap. The Exarch gains a 4++ save, which makes him slightly more durable in melee, but he no longer can claim himself ideally suited for it.&lt;br /&gt;
***&#039;&#039;&#039;Twin-Linked Avenger Shuriken Catapult:&#039;&#039;&#039; Cheap and boosts his ranged effectiveness.&lt;br /&gt;
***&#039;&#039;&#039;Diresword/Shuriken Pistol:&#039;&#039;&#039; AP2 weapon that forces models that take wounds from it to make a Leadership test for each wound taken, or be removed from play. Incredibly potent, especially in a challenge; make sure to cast Empower or Hammerhand to solve S3!&lt;br /&gt;
***&#039;&#039;&#039;Power Sword/Shimmershield:&#039;&#039;&#039; This option is all about sacrificing the Exarch&#039;s ranged and melee firepower (except in plasma grenade range) for a squad-wide 5+ Invulnerable save. Possibly worth it if you see a lot of AP4 or Rending/Bladestorm/Sniper.&lt;br /&gt;
***&#039;&#039;&#039;Power Sword/Shuriken Pistol:&#039;&#039;&#039; Trash. The diresword is &#039;&#039;much&#039;&#039; better, and for only 5 points more to boot.&lt;br /&gt;
*&#039;&#039;&#039;Guardian Defenders:&#039;&#039;&#039; The Guardians&#039; gear is probably the most underwhelming in the codex - a 5+ armor save you will never want to have to use as well as the trusty shuriken catapult. The catapult is still among the shortest-ranged of any troop weapon found in 40k (fleshborers and spinefists say &amp;quot;Hi&amp;quot;) but comes with bladestorm. Bladestorm allows Guardians to wound anything and penetrate any armor save, with the sheer mass of shots they make at their improved BS4 this is a pretty serious threat to most models in the game. Guardian Defenders also host a second feature that needs mentioning, the one that may make you take them over Dire Avengers - a heavy weapon mount for every 10 bodies in the squad, up to 2. These platforms are now true models within the squad, moving and shooting under their own power and with a toughness and armor save to take into account. The support platform can be equipped with any of the heavy weapon options at a noticeable cost, as does the option to join in a Warlock. The Guardians&#039; downsides are obvious - they are fragile Eldar in 5+ armor, enough said. Sit them in one form of cover or another with a conceal warlock however and we have something to talk about, a good saving unit with a lot of bodies and long range powerful weapons sitting on an objective with a fuckton of dakka for overwatch or sudden shuriken rushes. Dictate your price with them, adding warlocks and heavy weapons to suit - most any of them could be good, with the cheap shuriken cannon or the longer-ranged scatter laser cracking open transports, the starcannon for TEQs and MCs, the brightlance for tanks or the missile launcher to handle both hordes and armor adroitly and provide emergency anti-air and the anti air option comes free but it is the most expensive option however with guardian war host you can get it for free in three units eat that flying circuses. Like Dire Avengers, they can take a Wave Serpent - with their numbers they might not be riding in it, but it&#039;s mobile cover and yet another set of heavy weapons, so don&#039;t overlook it. Weirdly, they do come with plasma grenades - don&#039;t forget to chuck one if a horde gets close.&lt;br /&gt;
*&#039;&#039;&#039;Storm Guardians:&#039;&#039;&#039; Guardians that trade their Catapults for Pistols, Swords and Plasma Grenades. They also forfeit the option for a Heavy Weapon Platform in exchange for other equipment options. The unit can take two Power Swords, and two Flamers or Meltaguns. Unlike the Defender Host, you can also run a smaller unit, with a minimum of 8 models instead of 10. This is all the better, because these guys are pretty gimpy. They cost like Fire Warriors, shoot like Assault Marines, and die like Guardsmen. If you want anti-tank, you take Fire Dragons. If you want melee, you ally in Harlequins or take a Wraithknight. (Or take Banshees/Wraithblades). And if you want Objective Secured, you take Jetbike squadrons! That said, they become a &#039;&#039;&#039;lot&#039;&#039;&#039; better in a Guardian Stormhost.&lt;br /&gt;
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*&#039;&#039;&#039;Windrider Jetbike Squadrons:&#039;&#039;&#039; Guardian jetbikes are Eldar who take their mastery of speed to heart and are a well-known unit to see Eldar field due to the extraordinary mobility the jetbike offers. The only gear the Windriders feature is the jetbikes but that’s all the unit really needs. Automatically giving them an enhanced T4 and magical 3+ armor save windriders are the equivalent of MEQs but with far greater maneuverability. The jetbike comes with a built in twin-linked shuriken catapult, 90% accuracy for a shuriken weapon and bladestorm still applies here. Each jetbike can switch out for a much larger, much meaner shuriken cannon for extra general-purpose dakka or a scatter laser for long-range transport wrecking. Aside from the usual, Windriders also boast the benefits of Eldar jetbikes that allow them a special 2d6 move during the assault phase and all those delicious cover saves for Jinking and turbo boosting. The only issue the Windrider faces lies in their low numbers and higher cost, not a big issue since they cost just under two guardians normally but these are models you should try not to lose. Like with all guardians a warlock can join the squad and instantly make it better, conceal boosting their already good cover save, protect to give them terminator armor, even embolden can remove the issue of their lower leadership. Zip around like the Tasmanian devil, chunk units of anything, troll everyone and grab or contest objectives to make enemies weep little black tears.&lt;br /&gt;
**These guys now get their own ML1 Warlock for 7th Edition, it&#039;s a 50 point upgrade and it can take from &#039;&#039;Sanctic&#039;&#039; Daemonology (I guess Gee-Dubs realized the fluff stupidity of Eldar summoning Slaanesh Daemons) or Runes of Battle. He can - and should - take a Singing Spear, just in case you run up against some AV13/14.&lt;br /&gt;
**They also have access to the Scatter Laser now. So for 270 points, a squad puts out 40 S6 shots. Ouch. Or, for the same price, 30 S6 shots with Bladestorm. That&#039;s gonna leave a mark. Of course, any return fire will likely leave a mark on your points budget as well at 27pts for a T4, 3+ model that can jink.&lt;br /&gt;
**It&#039;s usually easier to take multiple squads of 3 or 4 scatterbikes (which were the top army lists of 2016), starting at just 81 points each.  This forces your opponent to split firepower, and allows you to change targets after your dozen-shot str6 units wipe units off the table.&lt;br /&gt;
*&#039;&#039;&#039;Rangers:&#039;&#039;&#039; When an Eldar finds no path that suits them they often turn to the path of the ranger, venturing from the craftworld to see new sights and places. Their pathless existence goes against the grain of Eldar society but lends them unique viewpoints and skills many Eldar never find themselves possessing. The ranger long rifle is core of the unit and as such has a few aspect that need discussing. As written the weapon is a heavy 1 sniper with long range, its AP6 is undesirable but rangers fire it at their BS4. Sniper weapons means they precision shot on hits of 6 and get AP2 on wounds of 6, and always wound on a 4+. The basic formula of the ranger goes something like this: 66% chance to hit, 50% chance to wound (if not vehicle), 55.56% chance to damage MEQ armor (since a wounded model has a 1/3 chance of having been wounded by an AP2 hit). The special rules of the rangers is their classic infiltrate, fleet, stealth and move through cover. This makes them theoretically maneuverable but realistically immobile. You see, the squad can only do snapshots with their rifles after moving in the move phase (but they at least now have shuriken pistols), and battle focus also specifies it does not work with heavy weapons on non-relentless models. Flamers and various other cover ignoring weapons like barrage and noise marine blasts ruin your rangers every day. Ultimately the rangers will end the game exactly where they started, moving only to shuffle towards an objective or away from an approaching melee unit. Rangers can infiltrate either to an advantageous position or on top of a cover providing objective, then they will sit there for as long as they can laying down a few suppressing shots into choice targets. Their cost was significantly reduced from previous editions but the unit will still need to work hard to make its points back.&lt;br /&gt;
::{{40k-Ranged-Weapon-Profile|name=Ranger Long Rifle|range=48|strength=4|ap=6|type=Heavy|rof=1|rules=Sniper|align=center}}&lt;br /&gt;
**&#039;&#039;&#039;Modeling Tips:&#039;&#039;&#039; Hate the hoodless rangers but you don&#039;t want them with helmets or applying green stuff because you suck at making anything with green stuff? Fear not, because there is a solution. If you have the money, grab a box of Wood Elf archers, or something with Elf hoods, and smash a new head on them. You might need to fill in some spaces with green stuff though.&lt;br /&gt;
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===Dedicated Transports===&lt;br /&gt;
:;Wave Serpent&lt;br /&gt;
::The Wave Serpent is yet another Falcon chassis tank but featuring a large carrying capacity for the various infantry and a real threat in terms of a battlefield vehicle. The Wave Serpent comes stock with the standard AV12 and ability to grab vehicle upgrades such as holofields and star engines. It comes with a twin-linked catapult and shuriken cannon, the cannon being tradeable for a twin-linked starcannon, brightlance or scatter laser. It can also trade for an EML (with flakk) for a heavy price as well as switch out that little catapult for a cannon (because who wants a tank with 12” range?) for a little bit more. Unlike other races the Wave Serpent is a costly machine, clocking at 110 points base and with lots of reason to spend more. You cannot just throw this transport away and it also features no fire points as well as not being an assault transport. Our dedicated transport kicks the daddy bags of other such transports of the other races and in large point games you can afford to get a whole lot more armour onto the field. The Wave Serpent has various uses and strategy we’re all used to by this point in addition to its useful medium range anti-cover attack. Move it carefully and let it bring your units to where they can do their job best. It got 5 points cheaper in the new codex, but now is balanced by the nerf to the Serpent Shield (see below) and the loss of Laser Lock on the Scatter Laser. Given the loss of Laser Lock, consider starcannons or brightlances to deal with armor or TEQs, or el-cheapo shuriken cannons to slice up infantry and transports.&lt;br /&gt;
::;Serpent Shield&lt;br /&gt;
:::Once responsible for untold amounts of bitching from the 6th Edition Codex, the Wave Serpent comes with a barrier that causes all of its front and side based penetrating hits to magically transform into a mere glance on a 2+. Then, once per game you can unleash an S6 2D6 cover-ignoring shitstorm at 24&amp;quot; range. However, if you dissipate the Serpent Shield to shoot it, you lose the infamous &amp;quot;switch pen to glance on 2+&amp;quot; for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
[[Aspect Warriors]] are the meat and potatoes of the Eldar Army. They appear in Troops, Fast, Heavy, and Elites. They are the whole thing people are talking about when they say the Eldar Army is mostly specialists.  They have a pretty good statline, great leadership, and are all Fleet with Battle focus. Each squad of Aspect Warriors can upgrade one of their number to an Eldar Sergeant called an Exarch. Exarchs get bumps all over the statline - Initiative goes to a tyranid-like 6, attacks to 2, and most importantly they go up to 2 wounds - and they can then take fancy versions of their weapons. However, Exarchs have shifted radically in the new codex. They are all a base of ten more points (except for the Reapers) to gain the above benefits and a special rule that generally only benefits the Exarch. Remember, though, that you will generally not be playing an Exarch without any special weapons, so you will also be paying for those. With the loss of Exarch powers, their cost to effect ratio has to be carefully considered now and will be discussed more in depth in their respective aspect&#039;s entry. &lt;br /&gt;
*&#039;&#039;&#039;Fire Dragons:&#039;&#039;&#039; Now you see the tank - &#039;&#039;&#039;FOOOOM!&#039;&#039;&#039; - now you don&#039;t - Fire dragons in a nutshell both past and present. A unit dedicated to making sure the most heavily armoured units of your enemy&#039;s army go away quickly once they&#039;re in range by adding +1 to all vehicle damage rolls. With their fusion guns (melta-guns) and melta-bombs tanks and fortifications stand little chance. They also demolish Monstrous Creatures, though not quite as well as Wraithguard. With a surprisingly good volume of fire for AP1, they&#039;re also one of the go-to units for terminating, err, Terminators. Their main drawback is they&#039;re expensive like lawyers, so be prepared to pay through the nose for them. A Falcon, Wave Serpent, Venom, or Raider transport is near-obligatory for them, so that will inflate the price further. The often asked question of Fire Dragons vs Wraithguard is a matter of what you normally play against. Wraithguard are better at handling Monstrous Creatures and Terminators while Fire Dragons destroy Vehicles and Fortification as described above. Both units are equally good at taking out Superheavies. However, Fire Dragons are usually cheaper, can fit in Falcons/Venoms period, have Battle-Focus by default (good for closing Melta gaps or ducking back in cover), and can become BS5 thanks to the Aspect Host Formation.&lt;br /&gt;
**&#039;&#039;&#039;Exarchs:&#039;&#039;&#039; Lose all their badass rules, with the only difference between them and a basic Dragon being the ability to re-roll one die during the shooting phase. Can replace their fusion gun with:&lt;br /&gt;
***&#039;&#039;&#039;Dragon&#039;s Breath Flamer:&#039;&#039;&#039;A Heavy Flamer. Generally considered a waste of the Exarch&#039;s skills, but can be a handy &amp;quot;backup&amp;quot; weapon, in case you&#039;re up against Genestealer Cults or other infantry-heavy foes.&lt;br /&gt;
***&#039;&#039;&#039;Fire Pike:&#039;&#039;&#039; Fusion gun with 6&amp;quot; extra range while still being an Assault weapon, lets you hide your Exarch behind his friends and still hit the target.&lt;br /&gt;
*&#039;&#039;&#039;Striking Scorpions:&#039;&#039;&#039; The heavy ninja melee force of the Eldar infantry. Sneaky and sinister they constitute a strong force for assault units and strength 4 beatings. They sport a ludicrous amount of abilities and rules - 3+ armour, +1S chainswords, plasma grenades and Mandiblasters (50% chance of a savable auto-wound at Init 10 that hits automatically) complement Stealth, Infiltrate, Move Through Cover, Fleet (unlike the 4th ed variants) and Battle Focus right off the bat, giving the flexible commander a ton of options. Also has Shrouded until they shoot or charge, so that&#039;s a good bonus! They&#039;re every bit as good at straight combat (they&#039;ll maul hordes and even take down Tactical squads through weight of attacks on the charge - 2 normally, 3 on the charge+Mandiblaster hits) as they are at wreaking havoc in your opponent&#039;s deployment zone when used correctly. Fleet ensures that their mobility problems compared to Banshees are a thing of the past (mostly). Their only real problem now is their inability to get through 2+ saves, so keep them focused on lightly armoured foes. If you must face TEQ&#039;s try to face smaller squads if  possible and ensure your Exarch is still alive, use your weight of attacks and the Exarchs Scorpion Claw to take them down before they strike back. Or if you rolled it use the Jinx psychic power to reduce their armour save to more reasonable levels. Remember though only do this if necessary, there are far more efficient anti-TEQ units in your army and Scorpions would be better served focusing elsewhere but just remember they are not useless at it either.&lt;br /&gt;
**&#039;&#039;&#039;Exarchs:&#039;&#039;&#039; Gained a very fancy new power in the 7th edition codex: in a Challenge, compare the Exarch&#039;s Initiative to the enemy character&#039;s. For every point of Initiative the Exarch has over the opponent, the Exarch gains an extra attack. Can equip:&lt;br /&gt;
***&#039;&#039;&#039;Scorpion claw:&#039;&#039;&#039; Grants him x2 Strength attacks with AP2 and no loss of speed, with a shuriken catapult added in just for fun. No two-handed or specialist weapon, so he still gets an extra attack for having a sword. The most expensive weapon choice but rightfully so.&lt;br /&gt;
***&#039;&#039;&#039;Biting blade:&#039;&#039;&#039; A Two-Handed sword that hits at S5 AP4 at the cost of his chainsword.  Ehhh, skip.&lt;br /&gt;
***&#039;&#039;&#039;Chainsabres:&#039;&#039;&#039; Two weapons that grant a shuriken catapult and gives the scorpion rending in melee. Cheap but fairly crappy.&lt;br /&gt;
*&#039;&#039;&#039;Howling Banshees:&#039;&#039;&#039; These sword-wielding ladies are the fast, lightweight, hand-to-hand Aspect of the Eldar warhost, designed to blend MEQ armour across a large swath of the battlefield. With AP3 power swords and their trademark Banshee masks (which now mean the Bansheees can&#039;t be overwatched when charging and they cause Fear. [[Tau|Guess which army&#039;s fucking ridiculous overwatch we can now mess up?]]). With their lighter armour they always need to grab the charge to get in as many attacks as possible, and now grab Acrobatic, giving them a bonus 3&amp;quot; on their Run moves and charge moves. MEQs will be mown down by them, but hordes will overwhelm them and TEQs will eat them for breakfast, so choose your battles wisely. A good idea is to to use Banshees as more defensive CC units to protect your gun-line units from potential enemy charges. Striking Scorpions are better suited as backfield enemy harassers with their better armour and strength (arguably making them the better option to use against TEQ&#039;S and Monstrous Creatures). Banshees overwatch defenses and longer charges make them great deterrents against outflankers and infiltrating squads that might try to sneak around to take out your HQ&#039;s or long-range weaponry.  Transports are optional - they&#039;ll get there faster, but Eldar have no assault transports. If you use Dark Eldar or Harlequin allies, consider grabbing a Venom/Raider or a Starweaver instead. Luckily they got a bit of a points reduction this edition. Be aware that the masks no longer confer the initiative debuff that they once did - be somewhat careful when dealing with Slaaneshi Chaos Marines, unless you also have Jain Zar.&lt;br /&gt;
**&#039;&#039;&#039;Exarchs:&#039;&#039;&#039; Became kinda weak without their purchased powers.  Now they can only make enemies they&#039;re in combat with take -2 Leadership.  Can equip:&lt;br /&gt;
***&#039;&#039;&#039;Executioners:&#039;&#039;&#039; Nasty two-handed power weapon at S5 AP2. (The only chance the Exarch has in a challenge!)&lt;br /&gt;
***&#039;&#039;&#039;Mirror swords:&#039;&#039;&#039; Replaces both the pistol and power sword for AP 3 and a Master-crafted re-roll. (Not worth paying for 1 re-roll instead of shooting!)&lt;br /&gt;
***&#039;&#039;&#039;Triskele:&#039;&#039;&#039; A throwing weapon with S3 AP3 Assault 3 that funnily enough replaces the power sword.  Could be worth it as you run down MEQ since it also doubles as a power sword (Which Jain Zar&#039;s strangely &amp;lt;s&amp;gt;can&#039;t do&amp;lt;/s&amp;gt; Yes it can, its an AP 2 shred sword you mong).&lt;br /&gt;
*&#039;&#039;&#039;[[Wraithguard]]:&#039;&#039;&#039; Resilient and terrible in their destructive power Wraithguard are the otherworldly goliaths of Eldar infantry, and their vigil is eternal. With a toughness of 6 and 3+ armor save Wraithguard are as durable as terminator equivalents of other armies and wield terrific weapons. The Wraithcannon is short ranged but utterly lethal against all targets - a Strength D AP2 gun that shreds all targets with equal fury with the ability to instantly demolish almost anything thanks to the Destroyer rule. Importantly, this makes them quite possibly the best destroyers of monstrous and gargantuan creatures available. The D-scythe has received a buff too- they gained strength D but they get a -1 on the Destroyer table (meaning the 6 result is totally out) and they only count as strength four for instant death.Consider carefully if the ten points more per model is worth the reduced destroyer effectiveness and lack of ID to potentially drown your enemy in wounds (and don&#039;t forget that you will have D3 Strength D auto-hits when firing overwatch). You want to use the Wraithguard as the anvil of your army, moving up fearlessly each turn while other more mobile Eldar chip away at your opponent’s forces. Once in range of a target Wraithguard will kill it, no questions, and they will stick around a lot longer than your enemies will be comfortable with. Six can fit into a Wave Serpent and emerge to deliver unfair levels of wrath upon their targets. Plus these guys are tough enough to survive a crash landing without a single casualty.&lt;br /&gt;
*&#039;&#039;&#039;Wraithblades:&#039;&#039;&#039; Like Wraithguard, Wraithblades are Eldar wraithbone constructs, only with a focus on melee combat as opposed to near melee ranged weaponry, distinctively having Rage for 2 extra attacks on the charge. Wraithblades come with two kit options which can alter their dynamic pretty significantly. Base loadout is two Ghostswords, giving you +1S and AP3, which works well against MEQ squads. Ghostaxes give you +2S and AP2, and the accompanying Forceshield gives you a 4++ on top of your already significant protection, and will never see you wrong when up against TEQs. Either way, they&#039;re very impressive in combat, as with their natural toughness they&#039;re hard work for even AP3-equipped assault units, and will trash most equivalently-priced units when given the latter loadout. One idea is to stick a bunch of Forceshield-equipped Blades in front of your key unit and watch your opponent weep with frustration as nearly everything bounces off them. As a bonus, they now cost 10 points less than a squad of Wraithguard. They can take a Wave Serpent, but probably don&#039;t want to in most cases. Due to the new 7th Edition Rulebook FAQ, no battle brothers can deploy inside allied transports, so no more throwing Wraithblades or Wraithguard into Raiders, unless you want to have them stand around and embark on Turn 1.&lt;br /&gt;
&lt;br /&gt;
===Fast Attack===&lt;br /&gt;
In this slot we find the fastest of our already quick moving and mobile army, armed to the teeth with a variety of weapons such as the spammy lasblaster and armor melting Bright Lance. In this slot you can find not only options for engaging and destroying infantry but many of these slots features unit who can either outfit themselves totally for anti-vehicle or just do a decent job of it if called upon. You also find both of your flyers in this slot and each performs a very different job that should be carefully considered.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Swooping Hawks:&#039;&#039;&#039; Hawks are somewhat rare among the Eldar Aspects in that they can do a variety of battlefield tasks quite effectively. They&#039;re at their best when facing down hordes of lightly armed infantry with their Lasblasters, which are now Assault 3. Even though they are [[Lasgun|S3 laser pointers]], the sheer volume of shots is pretty threatening now, being equal to any [[Bolter|standard]] [[Ork_Gunz#Shootas|basic]] [[Splinter_Weapons|40k]] [[Shuriken Catapult|gun]] in firepower, while boasting much more comfortable range, in fact with the changes to their Hawk Wings they now have an insane threat range of 18&amp;quot; movement plus 24&amp;quot;+D6&amp;quot; shooting (with Battle Focus) meaning even if they didn&#039;t drop this turn you could still reach any target on the board you wanted to. Additionally, anti-tank is well served with their standard issue Haywire Grenades, which are a very reliable way to peel off hull points. But that&#039;s far from all. The grenade pack gives them a cover ignoring S4 AP4 sky burst blast when the hawks enter from deep strike (Skyleap is now part of the Swooping Hawk Wings). If you have 6 models in the squad this is a large blast (pro tip: have 6 models). With Hawks tactics and timing are everything - choose your target, Deep Strike perfectly, gun down your enemies, then run off.  They also get a new rule that allows them to hit flyers and FMCs they flew over in the movement phase!  Roll a D6 for every model that passed over a Flyer or FMC, if they roll a 4+, they deliver an S4 AP4 Haywire hit to the side, making planes literally cry. It&#039;s not too hard for flyers to stay out of the way, but it&#039;s deadly to any that are dumb enough to get close, so they&#039;re quite good for area denial (though not so much against FMCs). Be careful, and use Battle Focus to run into cover after the Deep Strike!&lt;br /&gt;
**&#039;&#039;&#039;Exarchs:&#039;&#039;&#039; Now provide the awesome Herald of Victory rule (which allows for precision deep-strikes), making them near-mandatory if you didn&#039;t take Baharroth.  Can equip:&lt;br /&gt;
**&#039;&#039;&#039;Hawk&#039;s Talon:&#039;&#039;&#039; Just a heavier strength lasblaster and thus alright.&lt;br /&gt;
**&#039;&#039;&#039;Sunrifle:&#039;&#039;&#039; It fires at S3 but at AP3 and the Blind special rule, great for protecting the hawks from return fire and crippling a potential threat from the target squad. Stupidly effective against low-Initiative models (save Tau battlesuits), although with 7e rules it does not affect vehicles any more.&lt;br /&gt;
*&#039;&#039;&#039;Shining Spears:&#039;&#039;&#039; Shining Spears are the Eldar equivalent of Earth history&#039;s jousting knights. On Jetbikes. What&#039;s not to love? Shining Spears are all about the Laser Lances. The laser lance can fire a single 6&amp;quot; S6 AP3 Lance shot - which can be very useful against heavy vehicles if you&#039;re out of other options. Basically a 17% chance to glance armor and maybe better for lower AV. After this shot is fired the spears can jet into an assault, using their Lances&#039; momentum for the first turn of combat to function as S6 AP3 Lance weapons - which will hammer any MEQ units you come across and can glance vehicles to death. With Outflank and Skilled Rider they&#039;re as mobile as you&#039;d expect, and their good armour and Toughness give them decent survivability, and as a bonus, they gain a 4+ cover if they moved (which they decided to remove from Ork bikes for some fucktarded reason). As an additional bonus of the 7th Edition codex, the Lance keeps its AP value in subsequent rounds of close combat, meaning that if you don&#039;t win on the first phase, you&#039;ll keep a measure of threat in the following rounds. The downsides of Spears are easy to see - tremendously expensive models with not a lot of staying power, especially if you get stuck in combat longer than one round. Bringing along an Autarch or Farseer to tank and keep the Exarch alive would make a lot of sense. Note that they don&#039;t have Hit and Run anymore, much to everyone&#039;s consternation. Pick your targets carefully.&lt;br /&gt;
**&#039;&#039;&#039;Exarchs:&#039;&#039;&#039; Bring a bit more sting to the squad with more attacks and better stats overall for what they will be doing.  They&#039;re able to re-roll wounds against MCs and Armor Pens that didn&#039;t actually pen, making them a handy utility tool.&lt;br /&gt;
***&#039;&#039;&#039;Power Weapon:&#039;&#039;&#039; It&#039;s free, but...why would we do this? A Power sword/Maul is worse than the Star Lance, the Power Lance is an utter joke in the face of the laser/Star lance, and the axe drops you to I1 which is a waste of the Exarch&#039;s I6. Take the extra 10 points and get the Star Lance below if you want AP2. &lt;br /&gt;
***&#039;&#039;&#039;Star Lance:&#039;&#039;&#039; Better than a laser lance (like S8 AP2 at range, S+5 AP2 on the charge better), thus good as a weapon and a simple purchase.&lt;br /&gt;
*&#039;&#039;&#039;Warp Spiders:&#039;&#039;&#039; Another unit with a few switcheroos this Codex, Warp Spiders still have their troll-tastic Warp Jump Packs, allowing them to either jump their normal 6&amp;quot; or warp jump up to 6+2d6&amp;quot; (now only losing a model on a double 1 result, as opposed to any double) in a direction, then they get their run courtesy of Battle Focus with Fleet re-rolls. Then you spin a whole lot of death, then you jet (troll) pack away 2d6&amp;quot; to avoid anyone who tries to charge you leaving them with no-one to shoot at. Deathspinners changed up considerably, as well as getting AP2 on rolls to wound of 6 they now roll To-Wound against Initiative values which can completely annihilate armies like Orks, Necrons, or Tau. Unfortunately they took a hit against vehicles; they simply roll to penetrate using the strength of the weapon as normal and don&#039;t get any AP bonus for rolling sixes or strength bonus for hitting slow vehicles any more and their guns still compare to toughness for instant death. That said, their mobility/firepower combination is pretty much unrivaled, allowing them to get in, unload brutal amounts of firepower that&#039;ll threaten anything, and get out. Highly worth considering. Note: Their new rule, Flickerjump, allows them to immediately use their jump pack when targeted by an enemy in the ENEMY shooting phase. They jump as normal with the caveat that they only go 2d6&amp;quot; and cannot use their Warp Jump next turn.&lt;br /&gt;
**&#039;&#039;&#039;Exarchs:&#039;&#039;&#039; Are really only useful in that they let you auto-pass Pinning, Morale, Fear, and Regroup tests. Can equip:&lt;br /&gt;
***&#039;&#039;&#039;Twin-linked Spinner:&#039;&#039;&#039; A more accurate spinner than the regular for almost nothing.  Since the Exarch is already BS5 (BS6 in an Aspect Host) it may be a little overkill.&lt;br /&gt;
***&#039;&#039;&#039;Spinneret Rifle:&#039;&#039;&#039; An 18&amp;quot; rapid fire weapon with monofilament and pinning, all with S6 AP1. Note the rapid fire distance is less than the death spinner&#039;s normal range, so you have to get within 9” for the rapid fire benefit.&lt;br /&gt;
***&#039;&#039;&#039;Powerblades:&#039;&#039;&#039; Would be helpful for murdering some enemy character (who is likely the only thing with a power weapon in a squad) if you choose to dive into melee with some shooty squad to avoid return fire, then Hit &amp;amp; Run out. Besides that they also look cool.&lt;br /&gt;
*&#039;&#039;&#039;Vyper Jetbike:&#039;&#039;&#039; Another Fast Attack stalwart, the Vyper is the Eldar playstyle to a T - fast and hard-hitting with some of the Eldar&#039;s heaviest weapons, but fragile at AV10 all round (it&#039;s [[Derp|not actually a jetbike, but rather a fast open-topped skimmer]]) and only 2 Hull Points. Shuriken Cannon comes as standard, with options to swap for Scatter Laser, Starcannon, Bright Lance, or Eldar Missile Launcher (all of which got cheaper with this codex). Also has a hull-mounted twin-linked shuriken catapult, upgradable to a cannon (the obvious choice). You can customize as necessary, as all these weapons will excel against some foe or other. Vypers can also be squadroned, giving you six in a single slot. Benefiting from BS4 this Codex, a Crystal Targeting Matrix is near-mandatory, while Holo-Fields will help survivability. With its speed, the Vyper excels at getting onto an opponent&#039;s rear table quickly and hitting foes hard from behind - particularly useful when utilizing a Bright Lance to deal with Leman Russes or Tau Hammerheads. They also got ten points cheaper!&lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; In case you couldn&#039;t tell from the discussion of AV and Hull Points, these are fast open-topped skimmers, &#039;&#039;not&#039;&#039; jetbikes.&lt;br /&gt;
*&#039;&#039;&#039;Crimson Hunter (Fighter):&#039;&#039;&#039; While not the Nightwing Eldar players know and love the Crimson Hunter is still a fantastic answer to the fliers of other races. Twin Bright Lances (or Starcannons) and a Pulse Laser give plenty of firepower, and Crimson Hunters have a few special rules that add to the ease of their job on the battlefield. Skyhunter allows them to re-roll any non-glancing non-penetrating shots made against fliers, giving the Crimson Hunter an almost guaranteed kill with its anti-armor load out. Vector dancer allows her to pivot 90° with ease at the end of her move, keeping him a hunter on the board far longer than the other races. The downsides are obvious - AV10 will not keep you alive long, and they&#039;re infuriatingly expensive for something even a bolter could knock down. Granted, as a Flier, it has plenty of chances to mitigate this, with Cover Saves and Jink, but often the best bet is often to come onto the field after his prey is already present, allowing him to down the target flier before the enemy can bring sufficient weapons to bear on him (The Autarch&#039;s special ability makes this a tiny bit easier to accomplish). If this doesn&#039;t work out, then hope you last long enough to down that flier before getting shot out of the sky. Hilariously enough, they got a full twenty points cheaper this edition.&lt;br /&gt;
**&#039;&#039;&#039;Exarchs:&#039;&#039;&#039; Can be taken for the Crimson Hunters, Eldar men and women of such unreasonable skill they gain the power to deliver Precision Shots against foes below even while jetting across the battlefield at supersonic speeds, an utterly demented idea the Exarchs pride themselves on. They gain the ability to make Precision Shots on a 5+, making them very capable of blowing stuff up. Invariably worth it for the bump to BS, giving them the beauty of hitting on 2+ and making damn well sure whatever flyer they are chasing will die spectacularly, regardless of how many hull points it has.&lt;br /&gt;
*&#039;&#039;&#039;Hemlock Wraithfighter (Attack Flyer):&#039;&#039;&#039; If the Crimson Hunter is your source of anti-Flier, the Hemlock is your ground attack, coming with two Heavy D-Scythes. 18&amp;quot; range for a D AP2 Blast (Which gets -1 on the destroyer table and counts as a S4 hit for the purposes of ID), which can be pretty great at taking out near anything including tanks. These weapons make the Hemlock totally incapable of aerial combat (the most recent Nov 2016 FAQ does not allow blasts to hit flyers/FMC, even with skyfire), but who cares about that when you have THE ALMIGHTY D?  However, the Hemlock&#039;s real power comes from its Mindshock pods (which forces enemies within 12&amp;quot;  to take -2 on Morale and Pinning tests, should you not have killed enough things) and its ML2 granting it access to Sanctic, Runes of Battle, and Telepathy (Which can potentially make it the single best flyer in the history of fucking EVER).  For protection, you have Spiritstones, which allows you to ignore Crew Shaken on a 2+ and Crew Stunned on a 4+.  If you seriously want to kill blobs and want to limit how much fucking cheese you take (and miss the point), take one of these.&lt;br /&gt;
*&#039;&#039;&#039;Shadow Spectres (Forge World):&#039;&#039;&#039; Guess who&#039;s back? Shadow Spectres get an update, that turned them from weird overpriced unit who don&#039;t know what they suppose to do into proper all-rounders. Sure they are fragile and few in numbers, but with Battle Focus and JsJ they can jump around BLOS, and even if they get targeted, &#039;&#039;&#039;3+&#039;&#039;&#039; armour and cover (now stacks with stealth/shrouded) may help a bit. Then comes their guns - they have &amp;quot;MEQ-killer&amp;quot; and &amp;quot;Horde Sweeper&amp;quot; mode, with the later getting buffed to AP4 (making it a threat to anything with a word &amp;quot;warrior&amp;quot; in its name), and with Ghostlight they can threaten tanks as well. And they come equipped with haywire for when you REALLY want that Land Raider or Monolith dead - just be aware that Specters themselves would probably die the next turn after they charge some big metal box, and that you paid a lot of points and pounds to field them. For some reasons they get Fear, but don&#039;t rely on it - they still suck in close combat.&lt;br /&gt;
**&#039;&#039;&#039;Exarchs:&#039;&#039;&#039; Come with the &amp;quot;Shadow of Death&amp;quot; power to make enemy leadership and morale checks within 12&amp;quot; a 3d6 deal. Can equip:&lt;br /&gt;
***&#039;&#039;&#039;Prism Blaster:&#039;&#039;&#039; Boosts MEQ, TEQ, and motster-killing ability of Exarch a lot and boosts Ghostlight, but for a price of no blast mode. Definatelly worth it against marines, and might be worth against heavy mech, if not the following one:&lt;br /&gt;
***&#039;&#039;&#039;Haywire Launcher:&#039;&#039;&#039; Two shots with haywire backed with a hail of S6 or Ghostlight lance of his squad would kill most vehicles in one turn. The downside is that it&#039;s all but useless against anything else but mech, being just an AP4 flashlight.&lt;br /&gt;
****Note: Do take in to account that the range of their weapons is limited to 18 inches. While they get a 4+ cover save if they use a thrust move, this cannot be added upon with &amp;lt;strike&amp;gt;stealth or shroud&amp;lt;/strike&amp;gt; terrain or fortifications. Their purpose is pretty clear: Take the Phoenix lord, an exarch and a full squad, force nightfight, and get as close to your enemy as you can while hiding in LOS cover, and play the Tau JSJ game every round. If you -really- don&#039;t like a specific squad that isn&#039;t fearless, move within 12 and shoot away, and try and force them to SQUAD BROKEN.  They are going to be shot a lot, so be sure they are screened by other, just as dangerous units. &lt;br /&gt;
****With the last update of IA11 these guys become far more effective. Now 25 points per model, Shadow Spectres keep most of their wargear and special rules, but now gain 3+ save in form of Heavy Aspect Armor. Also have their own formation in the Craftworld Warhost. &lt;br /&gt;
*&#039;&#039;&#039;Wasp Assault Walkers (Forgeworld):&#039;&#039;&#039; Update pending…&lt;br /&gt;
*&#039;&#039;&#039;Hornet (Forgeworld):&#039;&#039;&#039; Guess what? The update is out and what do we have? First of all, the Hornet itself is now 70 points and all weapons except for EML are 5 points. Yes. Even the pulse laser. It now has access to Scout and Acute Senses in case you don&#039;t want to get right into the fray. They&#039;re paper boats and a perfect example of a glass cannon; while not open-topped like Vypers, they still crumble to dust the moment the enemy looks at them funny, unless you drown said enemy in massed S8 AP2 fire first, that is. With 12 shots per a squadron of 3 (yes, you might take them in squadrons) they can hurt almost anything in an effective range of 60&amp;quot;, whether you deploy them normally and shower the opponent from the other edge of the table, or decide to further annoy them with reserve shenanigans and emerge from one of the sides to test their [[Anal circumference|rear armour]]. But wait, there&#039;s more! They have in-built Star Engines and the ability to move Flat-Out in a turn they fired Snap Shots. Yes. In case you&#039;re in danger, don&#039;t be afraid to Jink and then run away like the cunning coward you are to live and fight another day (or turn). Since they can take vehicle upgrades, they can get Holo-fields for a 5++ save to increase their survivability. Fairly expensive, but why not? And don&#039;t forget to cast Guide on them. You can always destroy the enemy harder, after all. &lt;br /&gt;
*&#039;&#039;&#039;Nightwing Interceptor (Forgeworld):&#039;&#039;&#039; Still fast, still able to mince other flyers, and more likely than not a vehicle a  turn. Gets a pretty sweet cover  save, but every bit as paper thin as other Eldar flyers.&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Bomber (Forgeworld):&#039;&#039;&#039; Now fast attack! One of the best flyers that the Eldar have to offer but sadly one of the most unused and understated flyers in 40k. It costs nearly as much as a Land Raider but it&#039;s easy to see why.First lets take a look at its stat line: AV 10 all round and 3HP but as you will find out, it has a few tricks up its sleeve to make it less like a wet paper bag. Vector Dancer allows it to pivot after every move to aim better.  It has Strafing Run so when shooting at ground targets gets a +1 BS bonus - hitting on 2&#039;s.  Now onto its wargear which is very OP. 2x Phoenix Missile launchers: not twin-linked so you can get some real Space Marine annihilation happening with 2x3 S5 AP3 Shots. You can also spend 10 points on exchanging this Space Marine killer for a Tyranid Crowd Control missile payload for 2x3 S4 AP5 Small Pie Plates that ignore cover and have the Pinning Special Rule. This is also very effective against Guardsmen with Pinning as Tyranids have Synapse to make their Gaunts Fearless. (Please Note that these are not the Missile type weaponry but Heavy type instead). 2x Shuriken Cannons: Not twinlinked so fires 6 shots per turn for some damage against light vehicles or infantry left over from your missile barrage. Last is an underslung weapon which can either be a Pulse Laser or a Twinlinked Starcannon for when you need to absolutely rape Monstrous Creatures, TEQ units or alone IC after running out of hordes to destroy. Now onto the special rules, this is what separates it from the Crimson Hunter and the Hemlock Wraithfighter. Stealth (not Shrouded, as previously stated): 6+ Cover without jinking and a 3+ Cover save with jinking makes it pretty hard to take down.  It has the option to buy Holofields (a permanant 5+ invul) for 15 points, which turns into a debatable option. (PRO TIP: If you are fighting someone with flyers use this flyer in conjunction with the Crimson Hunter or the Nightwing and the ability to change reserve rolls from the Autarch or ally Space Marines and get the command Rhino or Land Raider Prometheus. On the second turn, use your -1 roll on the Phoenix Bomber to try and make sure it doesn&#039;t come on in that turn. Then use the -1 on your other flyer if you went first, if you go second then use the +1. If you allied with Marines, then you can modify the dice rolls to get your opponent&#039;s flyer(s) to turn up before your Crimson Hunter enters play and wrecks that flyer. Then if your opponent has no more flyers then get your Phoenix Bomber onto the battlefield and start wrecking scrubs.) Your opponents will rage and shoot everything at it whilst your forces move up the table unhindered. Success!&lt;br /&gt;
:::It also becomes a good anti-air vehicle in its own right, pumping out a dozen Str 5 shots plus the Pulse Laser/Starcannon, easily putting a few glancing or penetrating hits on most enemy flyers.&lt;br /&gt;
&lt;br /&gt;
===Heavy Support===&lt;br /&gt;
Heavy support was a slot already tight for space with the majority of the Eldars best and brightest weapons vying for our attention, now the issue is only made worse with the overall improvement of just about every unit in the slot. You will almost guaranteed fill all three slots of this unit type regardless of the army you field given that the heavy supports offer something for everyone. Heavy support is now a pinched slot, so choose wisely and take great care with the units you commit to taking, since you’re turning down other equally good options to do it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dark Reapers&#039;&#039;&#039;: Once upon a time, Dark Reapers were once relegated to a small squad of dedicated marine killers with their exarch easily responsible for well over half the squad’s actual value. Now each Reaper has a choice of weapons to choose from and he loves each option equally. Regular reapers come with the devastating starswarm launcher, a weapon that fires salvos of S5 AP3 shots from across the board and can also take starshot missiles (in addition to their starswarm missiles), a single heavy hitting shot at S8 AP3 that will ruin any biker/vehicle/MC&#039;s day. The reaper rangefinders prevent jink saves, lending even more weight to their armor hunting ability. Slow and Purposeful aids their ability to move and keep blasting, and their ability to reroll hits against zooming/swooping models give the squad (and army) much needed AA ability if you still feel the need for it, just be aware this is not true skyfire, only the Exarch can do that (and then only with an upgrade). They also got a point decrease with the new codex.  Allying with Harlequins to grab a Death Jester is a very recommended idea for anti-infantry squads when you factor in the Jester&#039;s ability to direct where the enemy falls back. They can, like most Aspect Warriors, take a Wave Serpent as a dedicated transport. Mounting up a squad in a Starweaver or Raider could be incredibly annoying too, but with their long range they rarely need a transport at all. You might consider one if you&#039;re playing in a very Marine-heavy meta, to avoid being the target of a first-turn alpha strike in the event that you go second.&lt;br /&gt;
**&#039;&#039;&#039;Exarchs&#039;&#039;&#039; used to be all the squad was worth, now they enhance it rather than make it look bad by comparison. Their special ability lets them fire one extra shot from their weapon, which can mean the difference between merely foiling a charge and fucking them up so badly they need to roll morale. Oh, and it also works on turrets and emplaced weapons (say hello to two shot Aquila vortex missile silos). Can equip:&lt;br /&gt;
***&#039;&#039;&#039;Shuriken Cannon&#039;&#039;&#039;: A big big step back in range, this weapon probably hurts the Exarch more than helps him. Has some limited utility if you&#039;re teaming up with Death Jesters and Maugan Ra, however.&lt;br /&gt;
***&#039;&#039;&#039;Tempest Launcher&#039;&#039;&#039;: The same 36&amp;quot; anti MEQ barrage tool of the past edition, good with fast shot, low strength and can&#039;t snap-shoot, so unlike the Reaper Launcher and Shuriken Cannon, it doesn&#039;t have any emergency AA capability.&lt;br /&gt;
***&#039;&#039;&#039;Eldar missile launcher&#039;&#039;&#039;: As versatile as it is expensive it comes with free flakk missiles now to shoot down air threats. Against MEQs, the standard Reaper Launcher or the Tempest Launcher would be better, but the EML covers every possibility with plasma, starshot and starhawk missiles. Good choice if you don&#039;t have other AA (like War Walkers with missiles, Crimson Hunters or Falcons/Wave Serpents with missiles).&lt;br /&gt;
*&#039;&#039;&#039;Vaul&#039;s Wrath Support Weapon Battery:&#039;&#039;&#039; These are the artillery of the Eldar army which can be taken in squads of three and are crewed by two guardians per gun model and come in three flavors. They can also get a warlock optionally with a host of supportive power options. Gunners get a basic shuriken catapult you should hopefully never have to fire. Bear in mind that these support weapon batteries show none of the awesome convenience of Guardian squad support platforms - they are type Artillery and therefore function like a Napoleonic-era field cannon; they can run in 7th edition. The crew benefits from the gun&#039;s awesome T7 against enemy shooting attacks. On the bright side they are dirt cheap. In the ever-competitive heavy support slot the Vaul&#039;s Wrath needs to work damn hard to make its place at the table. The suite of artillery weapons are:&lt;br /&gt;
**&#039;&#039;&#039;Shadow Weaver:&#039;&#039;&#039; Default weapon. Lightweight version of Nightspinner&#039;s main gun, it packs one less strength, but it&#039;s still a small blast (read the faq) barrage and have all the monofilament benefits. Fired in groups these function as a salvo and thus the first shot is all the more important.&lt;br /&gt;
**&#039;&#039;&#039;Vibro-cannons:&#039;&#039;&#039; No longer featuring the LOS ignoring line of dubstep the Vibro cannon has lost a lot of its character. For every vibro cannon that hits beyond the first they increase the strength of all hits. You get +1S -1AP for each vibro canon that scored a hit. The base stats are S7 AP4. Sadly, you can only take 3 of them, so they cap at S9 AP2 and have the pinning rule.&lt;br /&gt;
**&#039;&#039;&#039;D-cannon:&#039;&#039;&#039; Another distortion weapon out of the Eldar armoury and like the others, it contains THE ALMIGHTY D. Sure, it has half the range with barrage and blast, but taking it practically guarantees that whatever it hits will suffer a painful D-eath.&lt;br /&gt;
*&#039;&#039;&#039;Falcon&#039;&#039;&#039;: Oddly unchanged in an era where everything else seems to, the Falcon still fulfills its job as APC with guns to spare. Falcons come stock with their pulse laser, a S8 AP2 lulzbeam with great range and track record as well as underslung catapult (upgrade to a cannon). Then it gets its choice of heavy weapon from the pretty standard list of Brightlance, Starcannon, Scatterlaser and EML (with flakk), giving it enough options for you to customize depending on the opponent. The Falcon also has a Transport capacity of 6, allowing you to field a small squad (ideally Fire Dragons) for dropping off and raising merry hell. If you take three of them in a squad, you can actually deep strike them without scattering so long as they&#039;re within 4&amp;quot; of each other, allowing you to make for some fantastic traps with a WWP Raider.&lt;br /&gt;
*&#039;&#039;&#039;Fire Prism&#039;&#039;&#039;: With the new Codex, the Fire Prism finally gives Eldar players an answer to the long range guns of other races.  This magnificent jeweled weapon focuses such intense power as to turn foes of all shapes and sizes into all shapes and sizes of slag. Now boasting THREE FIRING MODES the prism cannon rules as king of your culinary delights. For your meat lovers you have the dispersed mode, a S5 AP3 large blast, great for MEQ and anything more fragile. For your vegetarians you have the focused mode, a TEQ hunting small blast with S7 and AP2, good for all things the previous mode didn’t quite get. Finally we turn the volume up to 11 and give our vegans out there the lance mode, used to scythe down anything that doesn’t strictly walk where it needs to go (and will blow smoking holes in Daemons and Tyranids, too). At S9 AP1 with the LANCE special rule this weapon will crush any armoured vehicle going in the game today. What downsides does the Fire Prism have, you ask? Expensive tank + upgrades costs, high aggro generation and usual complaint of Eldar vehicles but nothing beyond that - a solid workhorse in the army. You could field three and no one would bat an eyelash. Three full squadrons, however, would make almost anyone cry. With The new 7E Craftworlds codex, you can take them in squadrons and, to boot, you gain the combined fire mode back, but now under more lenient terms: One tank can fire, and they gain +1 S -1 AP for each Fire Prism in the squad (generally not worth losing another tank&#039;s shooting). However, two tanks in a squadron could drop an S6 AP2 large blast, very nasty for dealing with Terminators and their ilk with slightly greater odds than the small blast - which could, itself, be amped up to S9 AP1. See you later, Paladins!&lt;br /&gt;
*&#039;&#039;&#039;Nightspinner&#039;&#039;&#039;: Less useful than its Fire Prism cousin, the Nightspinner is still a useful choice when used correctly. The Doomweaver is the primary weapon and features 99% of the tanks actual threat, laying down a S7 shot of monofilament onto the board, as well as the mini rending power that makes it auto wound and AP2. Like its close cousin the Fire Prism, Nightspinners feature different modes of attack. The dispersed mode launches the shot high above the battlefield to rest silently and invisibly as a large blast, wounding and possibly pinning the target squad. Now there is also the focussed mode, a torrent weapon that fires the same deadly web but with increased accuracy, ignoring cover saves and lacks the pinning. Nightspinners are possibly more resilient due to not needing to be exposed most of the time but also have a chaotic track record of actual threat, sometimes wiping whole squads from the board other times managing to wound maybe a model or two, not a great buy for the player who likes guarantees. The Nightspinner can, as a barrage weapon, hide completely from view to fire it&#039;s shot and can be used effectively as the least upgraded of the Eldar tank options, requiring no actual upgrades to its weapons or gear (excellent because it&#039;s already the cheapest tank). Exposing the Nightspinner to fire is doable and sometimes even necessary depending on the available terrain but in those cases it benefits from its BS to reduce scatter.  The 7E codex gave it a huge point reduction and the option to to team up with up to two other Nightspinners to do a combined fire like the Fire Prism, only now the firing tank adds +1 shot +1 S for each tank joining in. And for some reason the way it is worded means the tank firing gets 3 pie plates that can get up to strength nine. Covering an IG parking lot or Necron pirate fleet with S9 pie plates sounds nice.&lt;br /&gt;
**&#039;&#039;&#039;Alternate View:&#039;&#039;&#039; With the change of the wording of the Monofilament special rule, a single Nightspinner as not as worth taking as it used to be, 2 in a squadron are good, but then you may be wasting a bit too much dakka at one unit than ideal.&lt;br /&gt;
*&#039;&#039;&#039;[[Wraithlord]]&#039;&#039;&#039;: With the Heavy Support section more crowded with quality units than ever, the Wraithlord needed to step up its game to stay competitive this Codex - and it has done just that. The heavy weapons have been greatly reduced in price, and you can now properly take two of them, instead of the old &amp;quot;twin-linked&amp;quot; routine. In addition the Ghostglaive keeps the Lord threatening against MCs and characters - +1S and the option to reroll a single missed Hit each turn give the already formidable lord plenty of killing CC power. At T8 and 3+ armour, you need heavy anti-tank weaponry or lots of Poison (watch out for Dark Eldar and Nurgle) to stand a chance of bringing it down quickly. In short, it&#039;s an ideal [[DISTRACTION CARNIFEX]] - a threat at range or in CC no player can afford to ignore. Hilariously, they now count as characters - allowing you to directly challenge and squish those annoying enemy special units before power fists and the like become annoying (veteran players might recall doing this in the glory days of 3rd ed anyway). The only real drawback? It is slow. In an Eldar army. Alternatively, pair one or two with an Avatar and go nuts. Oh, sure, the Avatar&#039;s faster, but the Wraithlord has higher S and T - pretty much nobody really wants to tangle with either one!&lt;br /&gt;
*&#039;&#039;&#039;War Walker Squadron&#039;&#039;&#039;: Much like the Vyper over in Fast Attack, War Walkers embody the Eldar playstyle perfectly - fast, armed to the teeth and absurdly fragile. With BS4 now, they&#039;re even more reliable at putting huge amounts of firepower into whatever foe is unlucky enough to be in range. As to that firepower, they get the usual range of Eldar weapons. Bright Lances for tank-hunting, Starcannons for heavy infantry, Shuriken Cannons and Scatter Laser for light infantry. Finally the big option, the Eldar missile launcher - a gun as versatile as the EML clocks in at several times the price of alternate options. But there&#039;s a good reason: it can either be anti-armor or anti-infantry and now gets Skyfire for free. And with Battle Focus and Relentless, their firepower is unimpeded by their mobility. With AV10, Open-Topped and only two Hull points they&#039;re brutally fragile. Power Fields give you a 5++, but that&#039;s not the most reliable save out there - stick near sources of cover for those all-important saves. These are the one unit that might actually want Star Engines to get even better Battle Focus shenanigans.&lt;br /&gt;
*&#039;&#039;&#039;Fire Storm (Forgeworld):&#039;&#039;&#039; A very decent AA-Tank (it&#039;s still a Fast Skimmer) from the Imperial Armour 2005 Update. It costs 190 pts base, has BS 3 (which is not THAT great on a AA Tank), 12/12/10 and 3 HP. It comes stock with a Fire Storm Scatter Laser, which is a beefed up Scatter Laser for flyer hunting, with 60&amp;quot; Range, Heavy 6(!) and Skyfire, Interceptor and TWIN-LINKED. Sadly it&#039;s keeping his Strength 6 and AP 6, which is why it threatens FMC not as much as it does light flyers. Altough the sheer volume of shots with twin-linked should make up for that. If you buy one, you also have to take either a Shuriken cannon or twin-linked shuriken catapults (why would you?). You can also give it Star- and Vectored-Engines, Holo-Fields and Spirit-stones. The Holo-Field and Spirit Stones are mandatory on this thing, because you don&#039;t won&#039;t it to Jink, get stunned or shaken, which would decrease it&#039;s potential to kill a flyer (remember, it only has BS3). Star-Engines aren&#039;t worth the points, because you don&#039;t want it to move with full speed anyways, whereas the Vectored-Engines are quite useful if you don&#039;t want to face your back at the flyer that just flew over you, and could potentially turn around to hit you in the rear armour. All in all, not a bad choice if you need additional AA firepower. But then again, you have much cheaper and better suited flyers for that.&lt;br /&gt;
*&#039;&#039;&#039;Lynx (Forgeworld):&#039;&#039;&#039; Lighter and cheaper version of Scorpion. Might be considered a heavy grav-tank. Has 5 HPs, decent 12/12/11 armour and hull-mounted Lynx Pulsar or Sonic Lance, with additional underslung Shuriken Cannon. The Sonic Lance is mean 18&amp;quot;-Hellstorm with AP2, which wounds everything on 3+ and rolls 3D6 for armour penetration. Holo-fields and Spirit Stones are basically obligatory upgrades to keep this thing going after being shot at. While technically a clumsy Flyer that might not Jink and can only fire Snapshots whilst Zooming, Lynx can be also deployed as a Fast Skimmer with the Tank type at the beginning of the game. Aside from running away from some nasty assault, this is the preferable mode. All in all comparable to Wraithknight, Lynx trades durability for higher firepower and slightly lower cost even with upgrades.&lt;br /&gt;
*&#039;&#039;&#039;Warp Hunter (Forgeworld):&#039;&#039;&#039; The new update made things more interesting.  Its D-flail is S:D AP2, which can either be fired as the banewolf template from hell or a d3+1 shot barrage weapon. (Small blasts).  Better and worse than the Corsair version.  Craftworlds aren&#039;t limited to 1 squadron per detachment, but the Dispersed rule is a straight -1 to the Destroyer table (unlike the Corsairs &amp;quot;6s are 5s&amp;quot; version).&lt;br /&gt;
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===Lords of War===&lt;br /&gt;
*&#039;&#039;&#039;[[Khaine#The Avatar of Kahine|Avatar of Khaine]]&#039;&#039;&#039;: Oh, hell yes. With a Greater Daemon-esque statline unlike anything else in the codex (S/T6, WS/BS/I10) the Avatar can take on the toughest of opponents with ease, usually hitting with 5 attacks minimum. With a 3+ armour save, 5++, +2 Strength in Close Combat for S8, and total immunity to melta weapons and flamers (as well as Pyromancy and Soul Blaze weapons for good measure making him an utter god-send (pun intended) against Tzeentch who spam soul-blaze to warp and back), he&#039;s surprisingly hard to take down too. Oh, and he gives himself and any troops within 12&amp;quot; Fearless, Rage, and Furious Charge as well. His main detraction point is that even with Fleet he&#039;s pretty slow. In an Eldar army. Still, for CC potential, he&#039;s way up there in the army list. Only problem is, he now occupies the Lord of War slot along with the Wraithknight.&lt;br /&gt;
** &#039;&#039;&#039;Note:&#039;&#039;&#039; If you do decide to take him (cause you can&#039;t fit a Wraithknight in, are doubling up on FOC or are taking the Eldar specific detachment, which can fit both) you might want to make him the Warlord. If you do, you should probably take Personal Traits, as they can really help the Avatar become even more of a badass motherfucker. Only Furious Charge is a dud right now, all the rest...Counter Attack? Outflank? It Will Not Die? &#039;&#039;Feel No Pain?!&#039;&#039; Yeah, you want those.&lt;br /&gt;
** &#039;&#039;&#039;Note 2&#039;&#039;&#039;: Just to be clear, the original entry for the Avatar was written when he was merely a Challenge Monster, so let me be extremely blunt: with his current rules set, the Avatar is a Challenge &#039;&#039;God&#039;&#039;. All of the big Challenge Lords: Kharn, Dante, Skulltaker, Logan Grimnar, even Chapter Master Smashfucker, all of them will statistically lose to the Avatar. Only the really big cheeses like Draigo or Abbadon have a good shot of taking him down (and even Abbadon will &amp;lt;s&amp;gt;be one bad Drachn&#039;yen roll away from losing&amp;lt;/s&amp;gt; obviously use the claw and statistically win without breaking a sweat). In order to beat him reliably in CC, you need a REALLY good Invul save or absurdly high toughness, a reliable source of Instant Death, D Strength, or a lot of high Strength attacks. And that&#039;s just challenges, on the charge he can and will punch FAR above his points level (he will knock down an Imperial Knight on the charge, no questions asked). This might not affect your decision to take him (Eldar are primarily a shooting army) but if you want a good challenge god, there is no one better in the Eldar codex.&lt;br /&gt;
***&#039;&#039;&#039;Refutation to the Alternate Take:&#039;&#039;&#039; Now before this becomes a pissing match (in which case post further in the discussion board), the Avatar of Khaine is WS10 and I10 (He hits first against everything and if you survive to hit back you most likely will hit on 5+) with an Invulnerable save and 5/7 S9 AP1 Armorbane attacks, most Monstrous creatures outside the Keeper of Secrets and the Bloodthirster do not even come close to that. The only thing he lacks is Eternal Warrior. You have to be WS5 or better lest only 1/3 of your attacks hit. He may not be great at killing 3 of a shit ton of unique characters (the rest he kicks their shit in), but nobody is better at destroying Monstrous creatures, walkers (up to and including Imperial Knights with a little luck), and &#039;&#039;entire&#039;&#039; squads of MEQ and TEQ in one wrecking-ball charge.&lt;br /&gt;
*&#039;&#039;&#039;[[Wraithknight]]&#039;&#039;&#039;: As of the Craftworlds Codex, this criminally under costed thing is now a Lord of War, and a Gargantuan Creature. Bigger than a [[Battlesuit#XV-104 Riptide|Riptide]] and almost the size of a Revenant Titan, the Wraithknight is truly a monstrous force upon the battlefield, and armed to the teeth with it. For shoulder weapons, Shuriken cannons and starcannons both give it anti-light or anti-heavy infantry power but these options are subpar. It&#039;s got a huge mobility advantage too, counting as a Jump Gargantuan Creature. Move up to 12&amp;quot; in the move phase, end in some piece of cover or whatever else you need to be and if assaulting reroll the charge distance if you need to and Hammer of Wrath with Smash etc etc. It is now resistant to the Poison and Sniper rules (needing 6s to wound it), while instant-death and remove from play effects only does D3 wounds to it and it also has Feel no Pain. It&#039;s best to imitate the Riptide generally though. The Wraithknight will wipe the floor with Dreadnoughts and MCs in CC thanks to its Ghostglaive now being Strength D. and the high Initiative of 5, but don&#039;t forget about hammering your foes with your unique firepower (see below) and generally providing a massive distraction for your other, squishier, troops. It&#039;ll always draw tons of fire, so watch out for heavy anti-tank. Here are the pros and cons of each loadout:&lt;br /&gt;
** &#039;&#039;&#039;Heavy Wraithcannons&#039;&#039;&#039;: Identical to the fearsome Wraithguard weapons but with three times the range, the Wraithknight can dominate and annihilate any individual target regardless of size or defenses; being a Destroyer Weapon allows these guns (you have two, remember) to remove any two targets you please (being a Gargantuan Creature allows you to target 2 separate units with each of your two Wraithcannons). These come stock on the Wraithknight; however, like the regular Wraithcannons, these weapons run into issues against cover saves unless you roll a 6 to wound on the Destroyer Table. Now you&#039;re a Gargantuan Creature. Take those extra weapons you can fire!&lt;br /&gt;
** &#039;&#039;&#039;Ghostglaive &amp;amp; Scattershield&#039;&#039;&#039;: The Ghostglaive is Strength D, Master-Crafted, and the Scattershield confers a 5++ invuln save. Additionally, whenever the wraithknight passes the 5++ any enemy models within 6&amp;quot; must make a blind test. While it sounds like an ideal choice for a CC knight, it is largely outshined by the other options. Strength D is only really necessary super heavies, gargantuans, high toughness MCs, pimped out Eternal Warriors, etc. For everything else the Wraithknight&#039;s S10 is sufficient. So versus the Wraithcannons, you are trading 2 long range D shots (a rather rare ability in non-apoc games) for a 5++ and marginally better melee. Not worth it from a purely competitive point of view. But since the Wraithknight itself is quite cheesy, it might make your games more fun and fair if your big boy is purely CC.&lt;br /&gt;
** &#039;&#039;&#039;Suncannon &amp;amp; Scattershield&#039;&#039;&#039;: perhaps the greatest of Vaul&#039;s creations, the Suncannon is the absolute pinnacle of Eldar plasma weaponry, burning with the heat of a star but cool to the touch, meaning no dumb killing itself with every shot bullshit like other units. The Suncannon fires three shots at a lovely 48&amp;quot; range, each is a TEQ hunting nightmare with S6 AP2, but that’s not enough is it? No, now the weapons shots are all diamonds, I mean small blasts. With Guide support the blasts should land pretty easily on target. This weapon could potentially reduce a squad to no dudes or not enough models left to care about, it is deadly, and it will do serious damage. Comes with a scattershield as well for a 5++ save. As of 7th Edition, it&#039;s now a free upgrade. Which loadout you give it depends on what you normally face. The double Wraith-cannons sacrifice defence for removing 2 separate, high priority single targets, the Ghost Glaive is to make the Wraithknight the scariest close combat beast in the game. This gives you the ability to demolish both hordes and TEQ alike, but is pretty shit against moderate AV vehicles or higher.&lt;br /&gt;
*** In larger points games (Over 1500 or so) a Wraithknight can become the biggest and most unreasonably tough [[DISTRACTION CARNIFEX]] ever. With T8, it&#039;s immune to everything S4 and below, you have to be S7 before you need better than a 6 to wound it, and its 3+, 5++, FnP, built-in resistance to Poison and Sniper (only works on 6s), AND 6 wounds means that it&#039;s nigh on impossible to bring down (this goes double if you manage to cast Fortune on it).  (But our depraved cousins might just Webway Portal a bunch of S8AP2 shots into your face, as is their right, so watch out for that.) Access to the D in both melee and long range will make it a serious threat to absolutely everything up to and including Titans, and as a Jump Gargantuan Creature, it&#039;s fast enough that your opponent can&#039;t ignore it. Throw on the Pacific Rim theme as your personal Jaeger drop kicks tank battalions, hops over ADLs to smash artillery and squish heavy weapons teams, while all the while your Falcons and Aspect Warriors run around getting to kill things unmolested, because the Wraithknight is absorbing all the fire. The only practical way to take one down as of now is to either tarpit it with a shitload of tough models (who might get stomped anyway) or fire as many lascannons or grav-weaponry at it as possible and hope for the best.&lt;br /&gt;
***They ran this thing against a Wrath of Khorne Bloodthirster, a Bloodthirster of Insensate Rage, an Imperial Knight, a Toxicrene, and Deathwing Knights. Of them all, only the Deathwing Knights managed to kill it with 2 guys remaining thanks to SMITE MODE (This was an idealized scenario. We all know you Eldar players would either ignore them or gang up on them with Bladestorm. Deathwing is still shit). The Toxicrene was hilariously wiped since its Instant-death and poison now mean jack to a Gargantuan Creature, the Knight was downed because the Wraithknight went first and also had a D-weapon. The two bloodthirsters are unfortunately little surprises. The WoKBTs weapons now are expensive paperweights for the GC, and the BToIR with its I1 Destroyer weapon, the Great Axe of Khorne, was stomped even. If you can tarpit it with 50 or more fearless models, go for it. The simple fact is is that this thing is awfully undercosted for what it brings to the table.&lt;br /&gt;
* &#039;&#039;&#039;Skathach Wraithknight (Forgeworld)&#039;&#039;&#039;: Good news everyone! We&#039;ve got an offical Wraithknight variant. The Skathach Wraithknight is 315 points, a bit more expensive than your normal Wraithknight, but might be worth it if you want to shell out the points. Has the same statline as your favorite undercosted Gargantuan, but has one piece of new wargear on both types. The Warp Shunt Generator, allows you to leave the table in the movement phase, allowing you to get out of a sticky situation, or to move in any direction 18&amp;quot;[[http://imgur.com/y8qrvPm.png Errata]], and then scatter 1d6.  You can also use it to disengage from a fight[[http://imgur.com/y8qrvPm.png Errata]]. This makes sure that you never get stuck behind a few rocks. If you scatter into a unit, you leave the table and take a wound. You can take 2 of their weapons, or 1 and a Scattershield (Primaries and Shield are all for free), as well as up to 2 Heavy Weapons in any combination (Scatter Lasers, Starcannons and Shuriken Cannons). &lt;br /&gt;
** &#039;&#039;&#039;Inferno Lance&#039;&#039;&#039; The Inferno Lance is a d3+2 shot S8 AP1 Melta gun with a 36 inch range. I like to think of it, as a very consistent D weapon, firing 4 per lance on average, and peeling wounds off of other GC&#039;s, and slapping super heavies around pretty easily. It&#039;s less &amp;quot;Ride or Die&amp;quot; than the Wraithcannon and praying to roll a 6.&lt;br /&gt;
** &#039;&#039;&#039;Deathshroud Cannon&#039;&#039;&#039; Imagine if a Warp Spider Exarch trained hard every day. He trained so hard, that one day, he became Wraithknight sized. This is your unit. Each Deathshroud Cannon is S7 AP4, with the Mono-filament rule, and shred. This either fires a Hellstorm Template, or a Massive Blast at 48&amp;quot; with the same statline. Perfect for mulching hordes, and slapping some Autocannon rounds at tight clusters of vehicles.&lt;br /&gt;
** &#039;&#039;&#039;Note:&#039;&#039;&#039; This thing right here is one of the most cheesiest bricks in the whole game. Seriously. Unless you want to have a CC Wraithknight (or you run out of points), you should always use this Monster here instead of a regular Wraithknight. It has the same Statlines and Special rules, so it&#039;s basically as good at stomping something dead in CC as every other WK variant. Pay only a (relatively) small amount of extra points to give this thing two Starcannons and equip it with two Deathshroud cannons. Voila, you got yourself a only a bit more expensive JGC with a teleporter and two hellstorm templates (or 7&amp;quot; Blasts) that will wreck almost everything. Also note, that you can use your FnP against the Wound when you scatter off into ongoing reserves.&lt;br /&gt;
&lt;br /&gt;
====Super Heavy and Titans====&lt;br /&gt;
&lt;br /&gt;
Eldar Titans (e.g. Revenant &amp;amp; Phantom) have titan holofields, which force your enemies to roll D6 after hitting it with ranged weapons and roll 4+ or 3+ if your vehicle does not move (why wouldn&#039;t it?) or nullify the hit - which is just an odd and unwieldy way to describe 4++/5++ which works against D-weapons and stacks with other saves. This make their medium-armored hulls far, FAR more resilient, especially against D-strength weapons. Throw in Fortune for even more annoying trollery. With the recent update of IA11, the super heavy tanks have &#039;&#039;Improved Holo-fields&#039;&#039;, which give a 4++.&lt;br /&gt;
*&#039;&#039;&#039;Scorpion (Forgeworld)&#039;&#039;&#039; – Huge fast tank with twin-linked turret-mounted pulsar (which is R60 SD Heavy 2 5&amp;quot;blast). The Shadowsword wishes it could be so deadly. It wasn’t selling very well compared to the other Eldar superheavy skimmers, so instead of fixing it (say giving it Heavy 4 or even the only Heavy 2 pulsar) they have nerfed the other two.&lt;br /&gt;
*&#039;&#039;&#039;Cobra (Forgeworld)&#039;&#039;&#039; – Scorpion chassis with HUGE hull-mounted D-Impaler (cue chuckle).  The gun is short ranged for a superheavy (only 36&amp;quot;), but has a 7&amp;quot; massive blast, ignores void and power fields and has your regular Str D Primary weapon perks.  The 7&amp;quot; blast template stays on the ground for a round, the glowing ground wounding all non-superheavies that start or end their movement take a wound/glancing hit on a 6.  &lt;br /&gt;
*&#039;&#039;&#039;Revenant Titan (Forgeworld)&#039;&#039;&#039; – Your light titan. Two pulsars or two sonic lances, its missile launcher now also has Skyfire + Interceptor, in case there&#039;s a pesky flyer nearby, can fly on its giant jump-pack up to 36&amp;quot;. With the update to IA11, it can no longer Run and Shoot, however it auto-runs 12&amp;quot; now, . Extremely mobile and deadly, but a bit fragile with only AV12. However in combat a little rule called Wraith Titan helps him out which debuffs anything trying to hit it (Gargantuans and Superheavies can only hit it on 5+, everything else on a 6) means that when playing a CC army he is still very useful. This also affects the Phantom titan.&lt;br /&gt;
**&#039;&#039;&#039;Weapons:&#039;&#039;&#039; - It can take one of each as written, but FW does not sell them with separate weapon options.&lt;br /&gt;
***&#039;&#039;&#039;Pulsars:&#039;&#039;&#039; - 2 Large blasts per gun at strength D, the go to weapon if you think the enemy is bringing another Super Heavy, or some crazy deathblob.&lt;br /&gt;
***&#039;&#039;&#039;Sonic Lances:&#039;&#039;&#039; - Whats better than AP 2 hellstorm pinning templates that wound on 3+? Hellstorm templates that torrent 18&amp;quot; away. When firing at a vehicle they count as S1, but roll &#039;&#039;&#039;4d6 and pick the highest 3&#039;&#039;&#039; (due to ordnance.) These have a unique addition to their rules when used by the Revenant, which are as follows, pinning test is made with 3d6 picking the 2 highest, and non superheavy vehicles &#039;&#039;&#039;hit&#039;&#039;&#039; by this weapon are auto &#039;&#039;&#039;Crew Stunned&#039;&#039;&#039; in addition to any other effects, if it gets a penetrating hit against a super heavy, it loses an additional D3 HP. Your go to anti infantry weapon, but not useless if they&#039;re mostly vehicles, infact, auto stunning a vehicle is hilariously broken.&lt;br /&gt;
*&#039;&#039;&#039;Phantom Titan (Forgeworld)&#039;&#039;&#039; – Absurdly powerful. With AV13, titan holofield bullshit forces re-rolls to shoot it, and 24 HP make it almost indestructible. It could spam D-strength pie-plates with 4-shot pulsars, blast enormous areas to hell with SUPER D-Bombard (like the Cobra&#039;s D-Impaler but with a 10&amp;quot; diameter, and instead of 6&#039;s it AUTO puts a Str D shot on anything in the glowing crater at the start of the victim&#039;s movement OR shooting phase, or fuck anything (up to and including Imperator titan) in close combat with XBAWXHUEG space-elf-ninja-titan sword. And unlike imperial or orky heavy titans the Phantom is fast – it can also run 12&amp;quot; without rolling.&lt;br /&gt;
*&#039;&#039;&#039;Vampire Raider (Forgeworld)&#039;&#039;&#039; – Eldar transport flyer, can equip pulsar, and poorly armored, but still very tough with eldar holofields. It’s a good vehicle on its own, but Eldar are fast enough, especially with 6-th edition buffed flat-out moves for fast skimmers. Leave heavy sky transport to space marines and weaboo space communists.&lt;br /&gt;
*&#039;&#039;&#039;Vampire Hunter (Forgeworld)&#039;&#039;&#039; – Twin linked pulsar on flying platform. Fucking awesome.&lt;br /&gt;
&lt;br /&gt;
===Fortifications===&lt;br /&gt;
Sadly, at the moment there are only Imperial-themed fortifications. Meh, just say it is a stand in for the superior Eldar tech or your army [[Blood Ravens|stole it]], build your own or buy some 3th party fortifications really there is no reason not to use them.&lt;br /&gt;
Here are general tactics for fortifications [http://1d4chan.org/wiki/Warhammer_40,000/Tactics/Fortifications]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aegis Defense Line:&#039;&#039;&#039; &lt;br /&gt;
Fortification is decent considering that many of your units would like to have a cover save when the bolts start flying. The guns are nice, both featuring skyfire and interceptor at hefty cost but worthwhile since Eldar only count their true AA in the two flakk users and crimson hunter. A Dark reaper exarch with the right powers is pure murder on it, the Dark reaper Exarch can ignore jink cover saves as well as apply fast shot to the weapon. Alternately have the exarch fire his EML twice (as it has skyfire missiles now) and have another reaper fire the quadgun. This gives you 6 S7 skyfire shots that ignore jink, hitting on a 2+ with rerolls if they&#039;re part of an aspect host (BS5 twinlinked/BS6).&lt;br /&gt;
Good options for gunnery units include but are not limited to: Dark reapers and exarch, guardians and warlocks from Vaul’s wrath squads, Farseers with nothing better for their shooting phase, Autarchs in general or whatever other models you have available to fire these weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skyshield Landing Pad:&#039;&#039;&#039; &lt;br /&gt;
The 4+ invulnerable save vs. shooting for everyone sitting on top of the thing can be especially good considering the Eldar don&#039;t usually have great resiliency, combo with a lurking fortune seer and you can get a very durable static fire base. Rangers, Vauls wrath teams, dark reapers, war walkers and even the Wraithknight come to mind as powerful long ranged options for a resilient fire base but there are many more units who can make use of it. The deep strike accuracy it provides will be somewhat under-utilized but with the new codex a few options are there for you to deep strike in like spiders and the Wrightknight (heh, have the skypad on their side and deep strike a meleeknight :D).  &lt;br /&gt;
Also a very good idea to have a Vampire start the game on a Skyshield, so you don&#039;t risk a 750+point model being stuck in reserve for most of the game...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imperial Bastion:&#039;&#039;&#039; &lt;br /&gt;
Provides a decent if bunker for hiding and gunning in it along with a tough AV14 shell to crack. The tower comes stock with 1 heavy bolter from each side providing a wide angle of attack along with the units positioned inside it. Becomes more useful with the additional weapon option for either comlink or one of the two Aegis skyfire weapons to seriously menace the skies. Rangers, reapers, maybe even the support weapon batteries can make use of the parking space and menace anything within a huge radius. Make note of the limited fire points for units within, you don’t want to hide a massive sqaud of reapers within only to sacrifices several of their attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Fortress of Redemption]]:&#039;&#039;&#039; &lt;br /&gt;
On the high HIGH points of the spectrum we come to the deathstar of fortifications, a bastion of unbreakable defense and bristling with enough guns to melt even the most horrific of warpspawn. Stock the fortress comes with one longer ranged AA gun and an infantry menacing barrage weapon, is divided into three buildings each armored like a landraider and enough floor space to afford a decent smattering of your favorite Eldar bastion buddies. At 220points base its tight to fit into a budget but start slapping on up to four Heavy bolters around and upgrading the missile launcher to drop S8 AP3 barrage blasts anywhere on the field, it can go up to 290points, potentially threatening your list for more troops of necessity. (Beware the central building doesn&#039;t get ruptured or you will discover the one door to be busted and your units will have to start throwing themselves out the windows to escape)&lt;br /&gt;
&lt;br /&gt;
==Formations==&lt;br /&gt;
===Craftworld Warhost===&lt;br /&gt;
Like the Necron and Khorne codex before them, the Eldar have a detachment based on formations.  For using this, you get to automatically run 6&amp;quot; every time. &lt;br /&gt;
&lt;br /&gt;
*You need to take 1-3 of the following Core formation choices: &lt;br /&gt;
**&#039;&#039;&#039;Guardian Battlehost&#039;&#039;&#039; - A Farseer takes 3 Guardian Defender squads, a squad of Vypers, War Walkers, and a Vaul’s Wrath support Battery with an optional Warlock Conclave.  The Vypers, Warwalkers and Vaul’s Wrath get preferred enemy against an enemy within 12″ of the Defenders. Guardians can also purchase a Platform for free, meaning free missiles!&lt;br /&gt;
**&#039;&#039;&#039;Guardian Storm Host&#039;&#039;&#039; - Same as the Guardian Battlehost, but replacing the Guardian Defenders with Storm Guardians.  The Storm Guardians can now take their weapons AND power weapons for free (Free Melta? YES PLESE!) and the non-infantry units get their Preferred Enemy.&lt;br /&gt;
**&#039;&#039;&#039;Windrider Host:&#039;&#039;&#039; A Farseer and a Warlock Conclave take bikes to join 3 gangs of Windriders and a Vyper Squadron.  Once per game all models in this formation get Shred when firing shuriken weapons&lt;br /&gt;
**&#039;&#039;&#039;Pale Courts Battlehost&#039;&#039;&#039; (Doom of Mymeara, Warhosts of the Pale Courts): 1 Farseer, 3 Guardian Defender units, 0-1 Warlock councils, then choose up to two of traits:&lt;br /&gt;
***&#039;&#039;&#039;Crossroads of Eternity:&#039;&#039;&#039;The Battlehost may include a Harlequin Troupe and/or a Corsair Raider band, either choice counts as CE Eldar faction&lt;br /&gt;
***&#039;&#039;&#039;Children of Khaine:&#039;&#039;&#039; The 3 units of Guardians must be Storm Guardians who are S4 when they roll a &#039;6&#039; to hit&lt;br /&gt;
***&#039;&#039;&#039;Disciples of Vaul:&#039;&#039;&#039; The Battlehost adds 1-3 Vaul&#039;s Wrath batteries and the Guardians may take 1 support weapon per 5 models&lt;br /&gt;
***&#039;&#039;&#039;Graveyard of Dreams:&#039;&#039;&#039; The Battlehost must take 3 Wraithblade units, the Guardians become 0-3. The wraithblades get Crusader.&lt;br /&gt;
***&#039;&#039;&#039;Tomb-Ship of Fallen Heroes&#039;&#039;&#039; Take a Spiritseer or Wraithseer instead of the Farseer, roll 2D6 take the best for Warlord traits. May also take a Wraithlord.&lt;br /&gt;
***&#039;&#039;&#039;Aspect-Lord Shrine:&#039;&#039;&#039; Guardians become 0-3, You must include three Aspect Warrior units from a single aspect. However you cannot take a Dire Avenger Shrine formation, unless your chosen Aspect was Dire Avengers in the first place.&lt;br /&gt;
***&#039;&#039;&#039;Fortress of Discipline:&#039;&#039;&#039; Must take 1-3 War Walkers or 1 unit of Wasps. They get pinning against anything Guardians targeted that turn.&lt;br /&gt;
***&#039;&#039;&#039;Swift to Anger:&#039;&#039;&#039; Pale Court must add 1-3 Vyper units or 1 Hornet unit. They get outflank and can re-roll their reserve rolls.&lt;br /&gt;
***&#039;&#039;&#039;Halls of Martial Splendor:&#039;&#039;&#039; Take an Autarch instead of the Farseer. He re-rolls failed to-hit and to-wounds in a challenge.&lt;br /&gt;
***&#039;&#039;&#039;The Strong Stand Alone:&#039;&#039;&#039; The Pale Court adds a single squadron of Warp Hunters, Night Spinners, or Fire Prisms. However, your army cannot contain &#039;&#039;any&#039;&#039; other detachments except more Pale Courts Warhosts.&lt;br /&gt;
*You can take 0-3 of the following Command choices per Core choice.&lt;br /&gt;
**&#039;&#039;&#039;Heroes of the Craftworlds&#039;&#039;&#039; - Autarch, Yriel, Eldrad, or Illic, right here to grab if you want a spare HQ (as long as it isn&#039;t a Farseer). Note that this is not a stand alone formation.&lt;br /&gt;
**&#039;&#039;&#039;Seer Council&#039;&#039;&#039; - 2 Farseers (one of which can be Eldrad) permanently join a Warlock Conclave of at least 5 models, and if one model takes bike, then the others must as well (this does not grant them the ability to do so if they lack it, so you can&#039;t use this to put Eldrad on a bike).  They can all harness Warp Charges on a 3+, and if a Farseer from here is the Warlord, they get to re-roll their WT.  It&#039;s pretty much the best way to run a Jetseer army.&lt;br /&gt;
**&#039;&#039;&#039;Living Legends&#039;&#039;&#039; - An Avatar or a Phoenix Lord of your choice.  Join up with an Aspect Host with their Shrine repped. Note that this is not a stand alone formation.&lt;br /&gt;
**&#039;&#039;&#039;Lord of the undying host (Doom of Mymeara)&#039;&#039;&#039;- One of the new formations that the eldar can take from the Doom of Mymeara book. This formation is 1 wraithseer with 1-3 units of wraithblades. Special rules for this formation are:&lt;br /&gt;
***The wraithseer can re-roll his warlord trait if he is the warlord.&lt;br /&gt;
***Wraithblades from this formation re-roll 1s in close combat on the turn they charge if the combat includes the Wraithseer.  &lt;br /&gt;
*You get from 1-12 of the following Auxiliary Choices per Core choice.&lt;br /&gt;
**&#039;&#039;&#039;Outcasts&#039;&#039;&#039; - A pack of Rangers.  If you needed snipers, y&#039;know. Note that this is not a stand alone formation.&lt;br /&gt;
**&#039;&#039;&#039;Aspect Host&#039;&#039;&#039; - 3 Units of Aspect Warriors in any combination, all with Exarchs.  They all can re-roll Morale, Pinning, and Fear and they get to add +1 to WS or BS (chosen for the ENTIRE formation, not squad by squad).&lt;br /&gt;
***&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The formation specifically says all units when choosing the BS or WS buff. So, if you take any Transports for units, they gain that benefit. +1WS on a vehicle is useless, but having a Wave Serpent hit on 2+ is glorious.&lt;br /&gt;
*** &#039;&#039;&#039;NOTE:&#039;&#039;&#039; This formation is fantastic, even if you&#039;re not using the Craftworld warhost. If you&#039;re using a CAD and you&#039;ve got 3 squads of Aspect Warriors who aren&#039;t getting Objective Secured, you&#039;ve literally got no reason not to take this. BS5 Fire Dragons and Dark Reapers will fuck shit up, and even WS5 Banshees or Scorpions have their uses.&lt;br /&gt;
**&#039;&#039;&#039;Dire Avenger Shrine&#039;&#039;&#039; - 3 Units of Dire Avengers with one Exarch present grants +1 to the BS of all units and a re-roll for Morale, Pinning, and Fear.  Once per game, Shuriken catapults are also upped to Assault 3.&lt;br /&gt;
**&#039;&#039;&#039;Crimson Death&#039;&#039;&#039; - 3 Crimson Hunters, one of which must be an Exarch.  They all get Preferred enemy (Flyers/FMC), a 4+ cover save, and if they Jink, may re-roll the cover save.  Congrats, you now own the air.&lt;br /&gt;
**&#039;&#039;&#039;Engines of Vaul&#039;&#039;&#039; - A squad of Falcons, Fire Prisms, or Nightspinners, keyed based on what you exactly need to fire at. Note that this is not a stand alone formation.&lt;br /&gt;
**&#039;&#039;&#039;Wraith Host&#039;&#039;&#039; - A Spiritseer joins 3 Units of Wraithguard or Wraithblades in any combination, a Wraithlord, and a Wraithknight.  Everyone gets Battle Focus and all Wraith-constructs get to re-roll to-hit an enemy within 18&amp;quot; of the Spiritseer.&lt;br /&gt;
**&#039;&#039;&#039;Wraith-Construct&#039;&#039;&#039; - A Hemlock, Wraithlord or Wraithknight to plug in any holes you have that don&#039;t need an entire Wraith Host. Note that this is not a stand alone formation.&lt;br /&gt;
**&#039;&#039;&#039;Shadow Spectres Shrine (Doom of Mymeara)&#039;&#039;&#039;- A formation of 3 units of shadow spectres only one of which can take an Exarch. Your special rules for taking this formation gives you one extra D6 for your jet-pack moves pick the 2 highest. They can re-roll Morale, Pinning and Fear tests and any enemy models within 12 of the formations Exarch must re-roll successful fear tests.&lt;br /&gt;
**&#039;&#039;&#039;Khaine&#039;s Hawks Squadron (Doom of Mymeara)&#039;&#039;&#039;- A formation of 2-3 Nightwings a nice way to get some air support come with 2 extra rules the first allows you to add ignores cover to one weapon attack per turn but only against zooming flyers. The second rule allows you to re-roll your reserve roll for the squadron if an enemy flyer came on the turn before.&lt;br /&gt;
**&#039;&#039;&#039;Fires of the Phoenix (Doom of Mymeara)&#039;&#039;&#039;- 2 units of Phoenix bombers that must take the same vehicle upgrades (RAW it means the number of flyers too, so the formation will be either 2 or 4 Bombers).  All the flyers become one single unit.  Comes with a special rule that allows the bombers to re-roll 1&#039;s on both hits and wounds if both bombers target the same non-flyer unit.  Considering with Strafing run they already hit on 2&#039;s, this essentially makes them BS 10 against ground targets.  Also helps a little if they jinked to get off more snap fire shots.&lt;br /&gt;
**&#039;&#039;&#039;Fist of Vaul (Doom of Mymeara)&#039;&#039;&#039;- An awesome unit of 2-3 Warp Hunters; all of the tanks must take the same upgrades and gain the special rule Warp Breach: more than one Warp Hunter may choose to forfeit their shooting attacks to make a single Warp Breach. 2 Warp hunters gives you a Range 72&amp;quot; Str D AP 2 Large Blast Ordnance Twin-linked, 3 will boost the blast up to a Massive Blast with everything else staying the same.&lt;br /&gt;
**&#039;&#039;&#039;Hornet Swarm (Doom of Mymeara)&#039;&#039;&#039;- Take an already awesome unit and make it better. 3-6 Hornets form a single squadron that must take all the same upgrades they gain 2 special rules first allows them to jink and firer all their weapons at full BS on the tern they arrive from reserves. Next special rule lets you bring them in from reserves on a 2+ as long as you score a primary or secondary objective the turn before. &lt;br /&gt;
**&#039;&#039;&#039;Wasp Phalanx (Doom of Mymeara)&#039;&#039;&#039;- 3-6 wasp assault walkers with one awesome special rule on the turn they are deployed onto the table from deep strike they re-roll all power field saves and all of their shooting is twin-linked and gains pinning. All of this would be super cool apart from the fact that forgeworld forgot to give them any way to deepstrike onto the table so wait for an FAQ on this formation. (They are not Jetpack infantry they have a rule called wasp jump packs instead and the wasp jump pack does not say they get deepstrike instead they either move 12 or when they charge they get to roll 3d6 and get d6+1 hammer of wrath but NO DEEP STIKE.)&lt;br /&gt;
*The Doom of Mymeara book also adds a new sub-section to the warhost detachment called Support; you can have 0-1 per Core choice you take. These are your big super heavy units.&lt;br /&gt;
**&#039;&#039;&#039;Hammer of Vaul (Doom of Mymeara)&#039;&#039;&#039;- This allows you to take either 1 Scorpion or 1 Cobra Super-heavy. In addition you get a couple of special rules first causes you to give your opponent 1 victory point if they blow up your tank the second rule allows all models in the same army that are within 6 to re-roll failed regroup tests.&lt;br /&gt;
**&#039;&#039;&#039;Skyhunters Squadron (Doom of Mymeara)&#039;&#039;&#039;- This is a formation of 1-3 Lynx Grav-tanks and it come with a special rule that gives the formation a 4+ cover save when they arrive from deep strike.&lt;br /&gt;
**&#039;&#039;&#039;Skyraver Raiding Echelon (Doom of Mymeara)&#039;&#039;&#039;- A formation of 1 Vampire Raider with 1 Autarch, 1+ Storm guardians or Guardian Defender units and 1 Vaul&#039;s Wraith Support Battery. All of the units must start the game inside the Vampire Raider. Your special rules for this formation give the Vampire Raider the assault vehicle special rule which would be awesome with any other units and a rule that allows the artillery to get in the Vampire Raider each gun counts as 3 and each crewman takes up 1. &lt;br /&gt;
**&#039;&#039;&#039;Wraith Titans (Doom of Mymeara)&#039;&#039;&#039;- This formation allows you to take 1 Revenant Titan or 1 Phantom Titan in addition you can add 0-2 Wraith Knights to hang out with them. The special rule allows the Wraith Knights to work like bouncers as long as they are within 6&amp;quot; of an Eldar Titan then any enemy unit which charges the Titan must instead target the Wraith Knight.&lt;br /&gt;
***&#039;&#039;&#039;Note:&#039;&#039;&#039; As an avid Eldar player, this formation is the brokenest BS in the entire game, not due to the special rule of the formation, but the ability to take a Titan no string attached and remain battle forged, AND getting to bring a wraithknight if you didnt have enough already.&lt;br /&gt;
&lt;br /&gt;
===Additional Formations===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldar Runeweaver Host (Start Collecting!)&#039;&#039;&#039; - A Farseer Skyrunner joins a squad of Windriders, with a lone Fire Prism for support. The Fire Prism&#039;s weapons gain Twin-Linked on a unit within LOS of the Farseer. Essentially, the Farseer &amp;quot;twin-links&amp;quot; 3 units: The Prism, guide another, prescience another.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldar Ghost Warriors&#039;&#039;&#039; - A Wraithknight goes with two Wraithlords and three squads of either Wraithguard or Wraithblades (You can mix and match). While they can&#039;t go in any transportation as a formation, they do give Hatred to all Eldar within 6&amp;quot; and can give a model that is covered by the members a 4+ cover save.  Other than that, you can pretty much kit them out as you wish, though the cost for the formation will get pretty hefty.  Since it has the covering rule, it seems rather obvious that this is meant to be your big DISTRACTION FORMATION with the Wraithlord drawing in fire while the other guys can wipe out the firing squads.  If you use them for the blocking cover save, then the odds of your squishies surviving long enough to fire with Hatred gets a little better.&lt;br /&gt;
**Alternate take: put them in wave serpents with holo fields and you will get them up close and personal, forget wraith blades, D-scythes kill more and you do not have assault vehicles, get Eldrad as your warlord, outflank some wraith lords with full gear, bright lances, flamers and ghost sword, push your wraith knight on whatever is left, to get Eldrad you should add him in a combined arms with two windrider jetbike units for some trolling and objective sniping with objective secured.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Court of Khaine (Apocalypse)&#039;&#039;&#039; -  Want  to play lazy apocalypse and take as few models as possible? This is the formation for you!  All six phoenix lords and an avatar for 1455 points (I&#039;m not sure where this number cam from but the total cost for avatar of khaine and phoenix lords is actually 1400 points)  in a high command unit.&lt;br /&gt;
** The avatar&#039;s wailing doom range extends to 24&amp;quot; as does his Khaine awakened rule. He has Eternal Warrior, is immune to plasma, melta and flame weapons and he gets extra attacks up to the  number of Lords within  6&amp;quot;. This formation is a horrific beat stick , but like many deathstars in apoc can be blasted off  board with SD weapons. It&#039;s also a great candidate for all out attack moves as most are cc oriented. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cloudstrike Squadron (Apocalypse)&#039;&#039;&#039; -  3-5 Falcon tanks are needed.&lt;br /&gt;
** Every Falcon here can deep strike, get shrouded if they move full-out and get lance on their lasers and brightlances if they forgo a turn of shooting. Falcon tanks have a modest transport capacity and can tote some Fire Dragons around for the hell of it. If  taken with the Phoenix Court, you can use Baharroth to ensure a deep strike location next to valuable targets.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Farseer Council (Apocalypse)&#039;&#039;&#039; - 5-10 Farseers (with one possibly being Eldrad) meld minds.&lt;br /&gt;
** An OK formation that gives anyone within 12&amp;quot; of the targeted Farseer a hyper version of Guide and Prescience. It also has a way to disregard perils so long as at least 3 of them are alive.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sunstorm Squadron (Apocalypse)&#039;&#039;&#039; - 3-5 Fire Prisms get to combine powers and blow shit up.&lt;br /&gt;
** This is used for one thing: Combining fire.  One of the Prisms have to fire TL with the others contributing, with each additional contributor adding to the range and stats of the shot, upping it from a Large Blast to an Apocalyptic Mega-Blast.  All to ruin everyone&#039;s day.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wraithknight Dreamwalker Squad (Apocalypse)&#039;&#039;&#039; - 3-5 Wraithknights are made to join.&lt;br /&gt;
** There&#039;s not many formations that can call themselves such utter cheese, but this is one of them.  The Knights each get to add a bonus equal to the members in the squad to their movement, charge range, BS, and WS.  Now, HOW WILL THIS BE FAIR?!?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Windrider Host (Apocalypse)&#039;&#039;&#039; - A biking Autarch, a Vyper, and 2 Windrider squads are needed, with 3+ additional choices between Farseers, Warlocks, Windriders and Vypers.&lt;br /&gt;
** This formation has two bonuses.  One is Scout.  The other allows bikers that fire shuriken catapults/cannons within 18&amp;quot; of the Autarch to re-roll failed to-wound/Pen tests that don&#039;t glance or Pen.  Both are meant to keep them moving as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
===Warzone Valedor===&lt;br /&gt;
*&#039;&#039;&#039;The Crimson Death (Apocalypse)&#039;&#039;&#039; - 3-5 Crimson Hunters are grouped together, with one of them being an Exarch.&lt;br /&gt;
** This formation is meant to be a very precise attack, as all its rules are meant for taking out priority targets.  If they kill Superheavies of any sort or a Warlord, they gain an additional VP, while killing the Warmaster gives them d3 VPs.  However, losing them all forks over a VP to the enemy, as these guys are rare as all get-out.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crystal Sons of Asuryan (Apocalypse)&#039;&#039;&#039; - Asurmen takes the lead of at least 3 Dire Avengers, each with an Exarch.&lt;br /&gt;
** This is a risky loadout, as while the Avengers and Exarchs gain a bonus to their S and T equal to the number of turns, they must take an equal number of Toughness tests and for each one that passes, another Avenger of your choosing must be killed.  If you can ensure that the other side can die very quickly, you&#039;re going to have to lose someone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gemini Revenant Squad (Apocalypse)&#039;&#039;&#039; - 2 Revenant Titans are grouped up because Gemini.&lt;br /&gt;
** The two titans are mindlinked in two ways: if one of them hits a target, the other gains TL on that same enemy on that turn.  If one of them is hit in the Holofield, the other one gains Forewarned and everyone else can only fire snap shots at him for the rest of the turn.  Just remember that just because one of them can be protected doesn&#039;t mean the other one can, and be sure to guard them accordingly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ghost Warrior Warhost (Apocalypse)&#039;&#039;&#039; - At least 3 Spiritseers join at least 2 Wraithlords, at least 2 units of Wraithguard and/or Wraithblades, and at least 1 Wraithknight, all on foot.&lt;br /&gt;
** This formation is meant to be supportive, as everyone within 12&amp;quot; of the formation gains Fearless and every unit in the formation within 6&amp;quot; of the Spiritseers gain Preferred Enemy against a single codex of your choosing. If you place them in front of the enemy, then rest assured that they will fight it and fight to the last.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Great Troupe (Apocalypse)&#039;&#039;&#039; - 3+ Harlequin Troupes (with one of them being a special Troupe Master) can take 3+ Vypers or Venoms.&lt;br /&gt;
** This Troupe Master gets Crusader, Deep Strike, Fear, and Preferred Enemy (CSM and Daemons).  He also gets WS/BS7, 3 Wounds, I7 and 4 attacks, making him almost a pseudo-Phoenix Lord.  He also gives all Harlequins Blind and Concussive on their guns.  Also, for every 6 rolled on the Blind test, the target gets confused and their melee weapons now get Unwieldy, giving them a chance to actually kill something.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Guardian Battlehost (Apocalypse)&#039;&#039;&#039; - an Autarch leads 3+ squads of Guardians with at least 1 Vaul&#039;s Wrath battery and at least 1 War Walker to the battle.  On foot.&lt;br /&gt;
** Anyone within 12&amp;quot; of this formation gets stubborn, while also getting a new tool: the Celestial Shield.  Once per game before your turn, you can pick a single point within 1&amp;quot; of this formation.  This is where the shield will be and anyone within 12&amp;quot; of this point gets a 3++ save against shooting.  However, you must roll d6 on every turn thereafter, where 1-3 means it leaves and a 4+ means it stays.  Considering what saves they do have, a 3++ sounds real nice, and the range really can give your little guys some good breaks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;High Council of Iyanden (Apocalypse)&#039;&#039;&#039; - Yriel, a Farseer, a Spiritseer, and a Wraithlord all become unique characters.&lt;br /&gt;
** Yriel gets two orbital strikes to use on any turns (But not both at once) that must be paid for with VPs while he&#039;s alive, just so he can shock that Chapter Master.&lt;br /&gt;
** The Farseer gives you the ability to take d3 Strategic Assets (Flank March, Precise Coordinates, or Strands of Fate).&lt;br /&gt;
** The Wraithlord can make all his attacks Smash and his flamers become AP3.  Rockin&#039;.&lt;br /&gt;
** The Spiritseer gives all Wraith units within 12&amp;quot; TL and re-rolls to hit in Combat.  Niceness.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mindstorm Squadron (Apocalypse)&#039;&#039;&#039; - 3-5 Hemlock Wraithfighters blowing shit up.&lt;br /&gt;
** More than 2 of the fighters can exchange their shots to make a Mindstorm within 72&amp;quot; and LoS from the members.  The Mindstorm is a blast that changes in size depending on how many Hemlocks are within 12&amp;quot; of the leader, and anyone hit by it must test Ld on 3d6+Number of Hemlocks contributing.  Failing causes a number of wounds equal to how much they failed, and it can also confer a vehicle damage result without taking hull points.  This makes it very appealing to swarms and the like, as well as useful on vehicles if they don&#039;t fire back.&lt;br /&gt;
&lt;br /&gt;
==Supplements==&lt;br /&gt;
Due to the renaming of the codex to &#039;&#039;&#039;Codex Eldar: Craftworlds&#039;&#039;&#039;, GW in the Codex Eldar: Craftworlds FAQ ruled this supplement still counts!&lt;br /&gt;
&lt;br /&gt;
===Iyanden===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heroes of Iyanden:&#039;&#039;&#039; A Wraithlord or Wraithknight can be your Warlord, even though it&#039;s not an HQ model. This rule is weird and not particularly useful, especially given most of the Warlord powers are iffy to begin with. On the one hand, your opponent will struggle to take your Warlord down for an extra victory point; on the other hand, it will make your big Wraiths even more of a target than they already are.&lt;br /&gt;
*&#039;&#039;&#039;Shadow Council:&#039;&#039;&#039; You can take up to 5 Spiritseers per HQ slot. This means you can pepper them throughout the army without jeopardizing your chance to take a Farseer. However, note that taking a ton of them becomes very expensive very fast.&lt;br /&gt;
*&#039;&#039;&#039;Gifts of Asuryan:&#039;&#039;&#039; You can still take Remnants of Glory, you just can&#039;t take items from both lists on the same character. We&#039;ll go into more detail about those below.&lt;br /&gt;
*&#039;&#039;&#039;Voice of Twilight:&#039;&#039;&#039; Any Spiritseer in an Iyanden army treats the Voice of Twilight (a psychic power exclusive to Iyanden) as the primaris power for Runes of Battle, meaning you can&#039;t take Conceal/Reveal. Voice of Twilight is a two-Warp-Charge power that gives all Wraith units within 12&amp;quot; Battle Focus and Furious Charge. This probably takes more than it gives, given just how potent Conceal/Reveal is. Battle Focus makes them a bit more mobile (and is a darling for the Wraithknight), but Furious Charge is very iffy.&lt;br /&gt;
** This power is more design for your Wraithguard/Blades if anything.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Traits:&#039;&#039;&#039; Your Warlord can roll on the Iyanden Warlord Traits table, discussed below.&lt;br /&gt;
&lt;br /&gt;
====Warlord Traits====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1: A Hero for Ages Past and Future:&#039;&#039;&#039; 3D rerolls for your warlord, useful if you make a Wrathknight or lord to be the Warlord.&lt;br /&gt;
*&#039;&#039;&#039;2: Beacon of Hope Renewed:&#039;&#039;&#039; The Warlord and everybody within 12&amp;quot; of him get Feel No Pain (6+). It will cover most of your army fairly easily and is certainly nice, but it&#039;s not exactly a huge benefit.&lt;br /&gt;
*&#039;&#039;&#039;3: Driven by Ancient Doom:&#039;&#039;&#039; The Warlord and his unit gain Hatred. Useful, but most of your Warlord options will not be close-combat oriented, and if they are, they generally have high WS anyway, so this is only mediocre.&lt;br /&gt;
*&#039;&#039;&#039;4: Lord of the Sorrowful Dead:&#039;&#039;&#039; The Warlord can use the Spirit Mark ability from the Spiritseer; if he &#039;&#039;is&#039;&#039; a Spiritseer, he can Spirit Mark two enemies per turn. In both cases, it lightens the load on your Spiritseers, but this isn&#039;t as useful as in standard Eldar, since you can take a Shadow Council of a up to five Spiritseers. Also of special note is that you can get this for a Wraithlord or Wraithknight, which makes them far more effective as a support unit. Query: How does this work now since Spirit Mark has changed. I imagine it would be fine for non- Spiritseer HQs, but how does a Spiritseer spirit mark any units in this edition.&lt;br /&gt;
*&#039;&#039;&#039;5: The Purity of a Flawless Soul:&#039;&#039;&#039; The Warlord and his unit get +1 to Deny the Witch. If you get this on a Farseer or Spiritseer, it&#039;ll make the unit all-but-invulnerable to psychic powers. For pretty much anything else, it&#039;s nice but not particularly good.&lt;br /&gt;
*&#039;&#039;&#039;6: The Undying Flame:&#039;&#039;&#039; The Warlord rerolls all failed saving throws, but if he takes an unsaved wound, he loses the ability. This is pretty amazing, all things considered, since it greatly improves the survivability of your Warlord. This is especially nice on the Wraithknight and Wraithlord; it makes the two of those all-but-indestructible.&lt;br /&gt;
&lt;br /&gt;
====Gifts of Asuryan====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Celestial Lance:&#039;&#039;&#039; The weapon of the Shining Spears Phoenix lord.  It has a short range lance shot while its melee is basically a powerfist at normal initiative you can only use when you charge, but if it kills a character/monstrous creature it explodes!  Place a large blast on top of it and everyone but the bearer takes a hit at equal strength with saves allowed.&lt;br /&gt;
*&#039;&#039;&#039;Soulshrive:&#039;&#039;&#039; A master-crafted S3 (&#039;&#039;not&#039;&#039; S User) AP2 melee weapon; every time you kill with it, you add 1 more strength to it. &lt;br /&gt;
*&#039;&#039;&#039;The Wraithforge Stone:&#039;&#039;&#039; Here&#039;s the cheese, during each of your movement phases a wraithlord or wraithkight heals a wound on a 3+.  Makes them even harder to kill, which is good due to all the fire they&#039;re going to take.&lt;br /&gt;
*&#039;&#039;&#039;Guardian Helm of Xellethon:&#039;&#039;&#039; Wraithguard in your unit take all your hits, and can accept challenges.&lt;br /&gt;
*&#039;&#039;&#039;Spear of Teuthlas:&#039;&#039;&#039; You can&#039;t have Iyanna Arienal but here&#039;s the next best thing, her spear.  Basically a singing spear with rending and +6&amp;quot; of range when you throw it.  Given that you get the rending dice on any roll of a six this means that you can carve open vehicles that much better in melee, and, thanks to rending, have a better chance of going through somebody&#039;s armor save.  When thrown, you lose armourbane, just like a singing spear, so Rending guarantees you can and will penetrate AV15, not that that&#039;s common.  Not a lot, but at a mere 15 points if you were going to get a singing spear HQ model you may as well get this and add a little more punch.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
===Battle Brothers===&lt;br /&gt;
&#039;&#039;&#039;a.k.a. They&#039;re all fucked in the head, but hey, kind looks after their own.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:;[[Warhammer_40,000/Tactics/Dark_Eldar(7E)|Dark Eldar]]&lt;br /&gt;
::They may be emo assholes but sometimes you have to trust your family over a bunch of inbred apes. 7E FAQ has put the kibosh on numerous allies loopholes, like how battle brothers can no longer deploy in allied transports; however, their transports look like utter sex and they are still assault transports for your Banshees. Some fat/tg/uys might complain about fluff and brokenness; for fluff, in the novel &#039;&#039;Path of the Archon&#039;&#039;, Asdrubael Vect was shown to have enslaved some Wraithguard and kept them as a secret weapon.  In this vein, consider a Webway Portal Archon/Haemonculus as a delivery system for your D-Guard.  Suck it. Also, if you&#039;re looking to take some allied poison dakka and find the Deldar HQ choices underwhelming, a cheap alternative is taking a court with a single Lhamaean satisfying the mandatory HQ and keeping the list battleforged. An Autarch Skyrunner attached to a Reaver Squad is utter rape, and helps mitigate their fragility, vis-a-vis the Banshee Mask. Another unit to consider is Incubii; ap2 at initiative can do wonders if you want to sacrifice dakka for manfighting.&lt;br /&gt;
:;[[Warhammer_40,000/Tactics/Eldar_Harlequins(7E)|Harlequins]]&lt;br /&gt;
::Thanks to the new minidex, you can now take a Harlequin Troupe as troops! &amp;lt;del&amp;gt;(pun intended)&amp;lt;/del&amp;gt; (That&#039;s not a pun, it&#039;s a homophone.) They have far more flexibility! If you were eyeing the Inquisition assassins, try the Solitaire, with crazy [[DISTRACTION CARNIFEX|close-combat goodness]]! The Shadowseer is capable of using Telepathy, Sanctic, and their own unique Discipline called Phantasmancy, which allows them to fire their trademark Veil of Tears AND another potentially trolltastic power to support your ground troops.  The Death Jester can join Dark Reapers if you&#039;re too cheap to bring Maugan Ra or shack up with some random guardians and provide some bonus firepower.  Just be sure you can protect their vehicles because they are way more fragile than yours since they&#039;re all open-topped.&lt;br /&gt;
:;Eldar Corsairs (Forge World)&lt;br /&gt;
::Best allies by far but you have to convert most of them yourself. Take a Prince with &#039;&#039;Traveller of Forgotten Paths&#039;&#039; and give the leader of every squad a Warphase Key generator for 25 points. Yes, this piece of wargear is as awesome as it sounds. Create web-way portals anywhere within 3&amp;quot; of the model instead of shooting a weapon which any friendly unit in reserves can use to non-scatter deepstrike within 3&amp;quot; and any unit on the field can use to enter ongoing reserves.&lt;br /&gt;
:;[[Warhammer_40,000/Tactics/Ynnari|Ynnari]] (Fracture of Biel-Tan)&lt;br /&gt;
::99% of the best tricks you had with your allies came back, and all it cost you was a Craftworld getting eaten by the unlikely alliance of the Masque and Skarbrand. These guys give you the all the Craftworld and Harlequin tricks, and anything from the Dark City that isn&#039;t of the Covens or from Shaa&#039;dom, in a scrappier, fight like there&#039;s no tomorrow faction. Where Craftworlders like to stay back and exploit their natural speed, and Dark Eldar need to wait until mid to late-game to hit on all cylinders, the Reborn like to keep tight, wade in, and turn any losses accrued, on either side, into advantages, either launching an opportunistic/retaliatory charge/salvo, or bugging out if things get too hairy. If you had buyer&#039;s remorse for grabbing Wyches/Hellions, take some small satisfaction in knowing that their fragility can serve a purpose in this list, by setting up Soulburst actions and acting as chaff. Wraithguard in a Raider is dirtier than ever in this list, almost guaranteed to get to double-tap their Wraithcannon every time they shoot, if sent against a reasonably small target. - however, it looks as though units in transports can&#039;t benefit from Strength from Death, since they are not on the table, so you&#039;ll need to disembark to do so.&lt;br /&gt;
&lt;br /&gt;
===Allies of Convenience===&lt;br /&gt;
&amp;lt;b&amp;gt; a.k.a. even we need bullet sponges &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adepta Sororitas:&#039;&#039;&#039; Honestly, this is just a means to grab some more heavy anti-armor weapons, but Fire Dragons do it so much better at a better range. They do however have the option to have cover ignoring melta guns (be sure to have the Dominions give you a suicide squad brofist) and more template weapons than any other army.  Plus, if you&#039;re footslogging, they provide cheap metal boxes to hide behind that are slightly less squishy than their Space Marine equivalents. Worth a look.&lt;br /&gt;
*&#039;&#039;&#039;Blood Angels:&#039;&#039;&#039; All of their finest units (eg: Death Company, Furiosos, Sanguinary Guard etc) will massively augment your Eldar force. They also like playing with high speed dickery and high AV transports really help. Oh yeah, and Stormravens. Obviously.&lt;br /&gt;
*&#039;&#039;&#039;Dark Angels:&#039;&#039;&#039; Fire support isn&#039;t something you really need between Fire Dragons, support platforms, and the Wave Serpent.  Now, Deathwing might make for a decent (if expensive) beatstick force to keep busy for your guns, and Ravenwing gives you a lot more firepower for mobility, which regular bikers kinda struggle with.&lt;br /&gt;
*&#039;&#039;&#039;Grey Knights:&#039;&#039;&#039; Runes of Warding are no more so that wouldn&#039;t interfere with them, but they are a very expensive allies. What they aren&#039;t is squishy - Terminators and Paladins might make decent screens, if not for the fact that your infantry, even footslogging, will outrace them.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Guard:&#039;&#039;&#039; Tons of shooting and big guns, tons of bodies, or a bit of both. You can use them as bullet shields, or to bring in more high-strength shooting at decent price. &lt;br /&gt;
*&#039;&#039;&#039;Inquisition:&#039;&#039;&#039; Their usefulness is based entirely upon their Battle Brothers, which you aren&#039;t.  Take only if you&#039;re taking other Imperial units.&lt;br /&gt;
*&#039;&#039;&#039;Space Marines:&#039;&#039;&#039; Useful to deploy (Ironclad) dreadnoughts via drop pods next to units that can fire across the entire board, e.g. Deathstrike missile launcher. Also, they can deploy a thunderfire for cover boosting (techmarine) and decimating that squad of orks that fell out of the Battle Wagon whose front armour got blown open by a Fire Prism. &lt;br /&gt;
*&#039;&#039;&#039;Space Wolves:&#039;&#039;&#039; They provide some decent psyker protection and have impressive melee / counter-attack capabilities to protect your fire support.&lt;br /&gt;
*&#039;&#039;&#039;Tau Empire:&#039;&#039;&#039; Taudar, ever heard of it? An army with a lot of more shooting out of different guns then your own, with their own steroided codex they have some good options. Fire warriors for the longer ranged dakka, railguns for railguns sake, the Riptide which is like the Wraithknight but smaller and with better saves, and their fairly awesome commanders. They also have plenty of options for AA fire in case you don&#039;t feel like taking EMLs (or any of the units that can use them).&lt;br /&gt;
**&#039;&#039;&#039;A Note:&#039;&#039;&#039; Seventh edition kiboshed the cheddarfest that 6e Taudar had been, with Farseer buffs on Riptides, or cover-ignoring, twin-linked Wraithguard, however, the combination is still effective.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Knights&#039;&#039;&#039; Your Wraithknights are better. Don&#039;t bother.&lt;br /&gt;
*&#039;&#039;&#039;Officio Assassinorum:&#039;&#039;&#039;  Vindicares? Well, at least they can snipe and they have more options than Illic or our rangers. Eversors? Yeah, they boast a lot of attacks, but out Banshees ignore overwatch and Shining Spears can hold their own at range. Callidus? Their use is strictly meta, and after their effects are used, so are they. Culexus? Get that shit out of here. They&#039;ll fuck up all your powers!&lt;br /&gt;
&lt;br /&gt;
===Desperate Allies===&lt;br /&gt;
&amp;lt;b&amp;gt; a.k.a. have the enemy kill them now, so we don&#039;t have to kill them later &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Orks:&#039;&#039;&#039; Meat shields extraordinaire. Sadly, as desperate allies you may not want to be too close to them - I say sadly, because orks eat overwatch fire like pros if you don&#039;t want to stock up on Howling Banshees.  A less viable option but still useful as a tarpit if you take large units with a Painboy. Don&#039;t bother with their vehicles, yours outclass them by far.&lt;br /&gt;
&lt;br /&gt;
===Come the Apocalypse===&lt;br /&gt;
&#039;&#039;&#039;Shit&#039;s already fucked, just make sure they die asap without getting our hands dirty&#039;&#039;&#039;And there is good cheese in here to get it dirty with.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaos Space Marines&#039;&#039;&#039;: Obliterators can provide you some weaponry to deal with almost any situation, and of course Heldrakes. Because you may as well cripple your opponent emotionally as well.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Daemons&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Necrons&#039;&#039;&#039;: If you &amp;quot;allie&amp;quot; with your ancient enemies you could as well bring an Overlord /w Scythe and S/B Lychguard plus some Troops all in Night Scythes, so they don&#039;t interfere with your army. You could also bring some Wraiths to eat fire and rend stuff. This should distract your enemy from your fragile troops.&lt;br /&gt;
*&#039;&#039;&#039;Tyranids&#039;&#039;&#039;: Chances are, these are what bring the apocalypse. If you somehow manage to ally yourself to a swarm of the least picky eaters in the galaxy, then god help whatever faces you. Ramming a blob of nasty looking man-sized bugs up the enemies arse might offer up a tasty distraction while your more damaging units and aspect warriors get to doing the real work.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
So, here we have an army that is strongly specialized heading into a battle where any sort of enemy (From an armor company to a swarm of angry cockroaches) could show up and start shooting, or eating faces. You gotta bring along the right tools or you&#039;re screwed. Within that context, putting together an Eldar army isn&#039;t so hard - half the troops only do one thing, and most often that&#039;s &amp;quot;shred infantry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
First, and I hate to repeat myself, the specialist nature of this army means that you could very easily bring 1000 points of awesome fun stuff but still lack the ability to melt enemy tanks. You then end up watching an invincible White Elephant stomp all over your fancy troops. For your own sake, don&#039;t go to war without a Falcon or a Fire Prism, or even some Dragons or Wraithguard, or just somebody with some Brightlances. Take anti-tank stuff, because nothing is more expensive than regret. Your army is likewise incomplete without some hand to hand troops. Against Space Marines and Necrons, Banshees are the suggested elf type, while Scorpions should be used against Orks and probably Tyranids.  However, remember to tilt the odds in your favor before the fight. These aren&#039;t space marines you&#039;re playing, sonny boy - fight dirty.&lt;br /&gt;
&lt;br /&gt;
Questions about Troops and capturing objectives are hard to settle, so every Kaladriel is going to have to decide for himself. Of course a big meaty unit of Guards or Vengers running over to an objective and Going to Ground is a great way to make everyone sad. Two such units (always take Warlocks and probably Scatter Lasers) will give you great ability to hold turf as long as you aren&#039;t point-charged by Vanguard Veterans.  3 Guardian Jetbikes go for 51 points, and they can beat almost anyone to a far-flung objective, except maybe Rangers who can infiltrate. Anyway, piles of raw bullet sponge are rare in the Eldar army (Wraithguard come to mind, but they cost a lot of points and have difficulty with transports) and everyone loves Objectives so think it over.&lt;br /&gt;
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Seventh edition did make this a little easier, since now everything can score. Think about how badly you really need Objective Secured. It doesn&#039;t hurt, but it probably won&#039;t make or break you. Having the right tool for the job, however, &#039;&#039;&#039;will&#039;&#039;&#039;.&lt;br /&gt;
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Space Marine and Necron officers might be fine at running around by themselves and doing CS Goto shit, but your little fairy princes and interior decorators can&#039;t do that because they will die. Your boss men have T3 and 4++ saves and there&#039;s nothing you can do about it. To practice true eldar Unit Synergy, you are going to team your Farseer or Autarch up with somebody. Between the two, the Autarch is the &#039;I don&#039;t care about my HQ&#039; choice - he is cheap and easy to design once you accept that he is basically just going to lead your favorite team of Aspect Warriors. Don&#039;t overthink him, and don&#039;t feel like he always has to have a spider pack. Remember the reserve roll modifications, since that is probably the real reason you are taking him (or her, could be either). Farseers are the big HQ choice, who are there to set the tone of your army. The proactive Farseer (and his Warlocks) will want to jetbike forwards, whang on tanks and zap enemy officers with Mind War. The sneaky, methodical Eldar player will plant him in the middle somewhere and have him cast Guide and Doom into every firefight.&lt;br /&gt;
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Above all else, &#039;&#039;&#039;play to this army&#039;s strengths&#039;&#039;&#039;. You will &#039;&#039;lose&#039;&#039; exchanges of fire with the [[Imperial Guard|hammer of the Imperium]] or the [[Tau|weeaboo space communists]], you will &#039;&#039;lose&#039;&#039; battles of attrition to Orks and &#039;Nids, and you will &#039;&#039;lose&#039;&#039; in close-combat to the specialists of other races. Take full advantage of the other races&#039; weaknesses, and exploit the ever-loving shit out of them. If you fail to do so, the bulk of your army will be turned into brightly-colored confetti in short order.&lt;br /&gt;
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Special note must be made of enemy artillery units - focusing as heavily as they do on light armor, [[Basilisk]]s, [[Manticore Rocket Launcher]]s, and Doomsday Arks are your kryptonite, and must be focused on &#039;&#039;immediately&#039;&#039;, as much their analogues amongst other races, such as Whirlwinds or Skyrays. Make extensive use of your superior mobility against these, deep strike them if possible, and do anything you can to kill them before they can get a shot off - your superior mobility (and ability to control distance) means little to [[Deathstrike Missile Launcher|a unit which can fire from across the map]].&lt;br /&gt;
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==Building your Army==&lt;br /&gt;
*&#039;&#039;&#039;The Biel-tan Route:&#039;&#039;&#039; Commonly known as &amp;quot;One thousand frozen leaves falling to cut&amp;quot;. More commonly known as Swordwind. This means getting Aspect warriors; Dire Avengers, Dark Reapers, Fire Dragons, etc. Who are very good at a particular task. This is the potentially most lethal of the three.&lt;br /&gt;
**The advantage is the raw lethality of a specialist at its trade. Dire Avengers hold the line while Dark Reapers suppress the enemy. Warp spiders pop in and out of nowhere to tear apart enemies before ducking behind terrain. Fire Dragons close with the enemy to engage with Meltaguns. Scorpions creep into close combat as Howling Banshees pour out of a transport to tear apart heavy infantry.&lt;br /&gt;
**The disadvantage is the reliance on cover and getting everyone in the right spot at the right time. Get knocked off your game and the army evaporates.&lt;br /&gt;
**This method got majorly buffed in the Craftworlds codex, as now you can field &amp;quot;Aspect Hosts&amp;quot; that get +1 BS OR +1 WS for the formation. Want an entire squad of heavy elf ninjas with the combat prowess of Space Marine Commanders for a fraction of the cost? Just choose WS for your Scorpions and Banshees. Want to make IG Tank Companies run in terror of your fusion guns? Choose BS for your Fire Dragons and Dark Reapers and never miss a shot ever again. With Crimson Hunters being technically Aspect Warriors and have their own formation to boot, you can figuratively dominate the skies over your enemy&#039;s head and own the dirt on which they stand.&lt;br /&gt;
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*&#039;&#039;&#039;The Saim-Hann Path:&#039;&#039;&#039; This means putting virtually everybody on jetbikes and disdaining everything without an engine. You run jetbiking seer councils, Farseers, and Autarchs. Your troops are Windriders. Your Fast Attack choices are Shining Spears and Vypers, or Hornets if you have the points and cash to burn on them. Your Heavy Supports are Falcons, Warp Hunters, and Fire Prisms. If your overall formation is even remotely comparable from one turn to the next, then you&#039;re doing it wrong.&lt;br /&gt;
**Surprisingly, this is the most defensive path. Jetbikes confer a 3+ armor save on top of +1 toughness. The jetbikes of the army roll with a 4+ cover save from Jink (while Shining Spears get a 4+ just for moving and a 3+ if they Jink), while the vehicles also get a 5++ from Holo-fields. It is also very tactically flexible, seeing as the entire army can move more than 12&amp;quot; per turn and can be in and out of a given section of the board in seconds while your enemy swings at thin air.&lt;br /&gt;
**Unfortunately, you need a fortune to field this kind of army. The vehicles alone are going to be 200+ apiece with upgrades and jetbikes aren&#039;t free. Expect to be outnumbered on a regular basis.&lt;br /&gt;
**Don&#039;t forget Allies - Dark Eldar and Harlequin allies fit quite well with this overall strategy. Move like greased lightning, hit hard then fade out before the retribution can come. Be an unbelievable pain in the ass.&lt;br /&gt;
**This has become one of the more versatile methods as the new Craftworld Host Detachment very easily allows you to field this with impunity. Obviously, Windrider Host will form the core of your army, but with it you gain a permanent 6&amp;quot; to your run move on top of the command benefits from the Windrider host itself. You also have access to a pure Jetseer formation (the Seer Council can be fielded on jetbikes) and a whopping 12 &amp;quot;Engines of Vaul&amp;quot; and &amp;quot;Aspect Hosts&amp;quot; choices, letting you deal death like no other (points provided of course). &lt;br /&gt;
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*&#039;&#039;&#039;The Way of Alaitoc:&#039;&#039;&#039; This means Pathfinders saturating the good infiltration spots, War Walkers blowing the holy and unholy fuck out of shit, and more psykers than you can shake a bolter at. Long range firepower and lots of it.&lt;br /&gt;
**This is the least powerful of the three set ups. Rangers got nerfed in terms of rules, but got a points reduction. Illic Nightspear is a must for this build, seeing as the Alaitoc players would want Pathfinders (shrouded and precision shots). Psykers, such as Farseers and Spiritseers, tie the entire thing together. &lt;br /&gt;
**The bad thing about this is how static everything is. Pathfinders can&#039;t snipe and move and Wraith anythings don&#039;t Fleet. War Walkers have Battle Focus and a 5++ save and can outflank, their rules have improved, yet your starting positions tend to be your ending positions.&lt;br /&gt;
**If you&#039;re using Allies with this kind of army setup, look at Tau, especially Kroot and Stealth Suits, possibly with Hazard suits to back up the War Walkers.&lt;br /&gt;
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*&#039;&#039;&#039;The Way of Iyanden:&#039;&#039;&#039; AKA, the &amp;quot;Wraithwall&amp;quot; - this is a very slow moving setup that involves at least one Spiritseer and a metric tonne of Wraithguard that may or may not have Wraithlord or Wraithknight support. Whether they be in squads of five or ten, this set up can shrug off tremendous volleys of fire, keep on moving, and then unleash a barrage of Strength D shots that will table anything and everything, even Titans. Wave Serpents optional (and definitely something to be considered should you decide to field Wraithblades or D-Scythe Wraithguard).&lt;br /&gt;
**If you want Allies, Dark Eldar are the obvious choice. Wraithblades&#039; mobility is aided greatly by Raiders, since they can assault out of them, and a squad of Talos is a good compliment for the slow but tough Wraith units. As of the official FAQ you cannot have Battle Brothers start in each others&#039; transports.&lt;br /&gt;
***As of the release of Fracture of Biel-Tan, the Reborn Warhost is an objectively better way to run Iyanden-themed armies. Not only do you get ways to maximize your signature units&#039; strengths, via Strength from Death, and minimize your main weakness, again through Soulburst actions and also through access to Raiders, Venoms, and Starweavers, but also through gaining access to the Whispering Ghost Hall Formation which, while having some lackluster rules (Fear, and extra support therefore), better chances to Hit and extra Psyker support make for a useful addition.&lt;br /&gt;
**&#039;&#039;&#039;WORD OF WARNING&#039;&#039;&#039;: If you ever plan on running this method, do not, and I can&#039;t stress this enough, do &#039;&#039;&#039;NOT&#039;&#039;&#039; go overboard with D-scythes and Wraithknights if you ever want to play with friends again.  If you plan to use the Warhost detachment, then you should only field one Wraith Host, and allocate the rest of your points on your troops.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Take:&#039;&#039;&#039; Your friends will hate you anyway. In a tournament standard 1850 points, take a Wraith Host, close combat style Wraithknight, one squad of Wriathguard in a Wave Serpent with D-Scythes, with a CAD consisting of two Farseers and two Bike Squads, all with Heavy Weapons and Warlocks. Take Runes of Fate on Both Farseers, and Telepathy on the Spiritseer. If you get Fortune, Invisibility, or both, and put them on the Wraithknight, you will be an unstoppable force. With both on it, a Wraithknight can take on 80+ Gauss shots and emerge without taking a single wound. You as a player, on the other hand, may not be so lucky when facing your opponent&#039;s wrath.&lt;br /&gt;
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*&#039;&#039;&#039;The Yme-Loc mech:&#039;&#039;&#039; Remember the good old times when our Falcon-chassis didn&#039;t get glanced to death or Grav-gunned instantly due to bad wording? Yes, you do. You take up lots and lots of Serpents with basic Scatter lasers (or, now that scatter lasers lack Laser Lock, brightlances or starcannons), support it with a couple of Dragon-serpents or Wraith-serpents. &lt;br /&gt;
**What&#039;s good is that you basically have up to 8 AV12 serpents with two of them being Dragon-pents to kill those things that can&#039;t be gunned down with SHITTONS of S6 shots (though admittedly not as many as before, at least not more than once). And yeah, you have 6 scoring units. &lt;br /&gt;
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It is perfectly normal to blend these setups together. Just know how each part was built to be made and balance out the pros and cons.&lt;br /&gt;
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[[Category:Warhammer 40000 Tactics(7E)]]&lt;br /&gt;
[[Category: Eldar]]&lt;br /&gt;
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{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
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		<id>http://2d4chan.org/mediawiki/index.php?title=Nazi_Equipment&amp;diff=1011628</id>
		<title>Nazi Equipment</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Nazi_Equipment&amp;diff=1011628"/>
		<updated>2026-05-20T15:44:24Z</updated>

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[[Nazi|Nazis]]. History&#039;s most stylish villains. They&#039;re famous as much for their cool equipment as for their total evilness, and because of its distinctive aesthetic and reputation- they did develop some of the most technologically advanced weapons of the 1940s, after all- it gets a lot of use in games, both traditional and otherwise. Here&#039;s a hilariously non-brief overview. As a general rule of thumb (with the exception of the Karabiner 98 which predated the Nazis by decades) Nazi equipment was [[plasma|very advanced in concept and potentially quite strong, but overly complicated and unreliable to the point of being dangerous to its user.]]&lt;br /&gt;
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The vast majority of what you see below fall into four categories (with the others being direct legacies of Imperial Germany or captured gear), staples of Nazi engineering:&lt;br /&gt;
* Decent design, but too little too late,&lt;br /&gt;
* Decent design, but too advanced for the technology available to be of any real use on a battlefield where ease of use and reliability are major contributors to success (case in point: the hybrid drive of the [[Elefant|Ferdinand]]),&lt;br /&gt;
* High Command squandered the potential because they either weren&#039;t using it to full capacity or for purposes it wasn&#039;t designed for, Jewish slave-labor doing little sabotages didn&#039;t help either (Such as V-2 rockets&#039; rivets sometimes coming off),&lt;br /&gt;
* Completely and obviously fucking retarded, but if I don&#039;t follow orders I&#039;m getting shot, sorry test pilot (and everyone else involved)! &lt;br /&gt;
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===Small Arms===&lt;br /&gt;
====Rifles and SMGs====&lt;br /&gt;
[[File:Karabiner 98k.jpg|300px|thumb|left|Kar 98k: German for &amp;quot;boring, but practical&amp;quot;. ]]&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;[https://www.youtube.com/watch?v=WkBrh1euWg0 Karabiner 98 kurz]&#039;&#039;:&#039;&#039;&#039; (&amp;quot;Carbine 1898 short&amp;quot; in German, also called simply &#039;&#039;Gewehr 98&#039;&#039;, &amp;quot;rifle of [18]98&amp;quot;) The standard German infantry rifle during WWII, from the old Mauser family. It was becoming outdated by the beginning of WWII, given that it was essentially just a shorter version of the venerable Gewehr 98 which armed most German soldiers in WWI. It used 7.92×57mm Mauser ammunition (often shortened to &amp;quot;8mm Mauser&amp;quot;). Probably the least &amp;quot;Nazi equipment&amp;quot; example on this list while also one of the most manufactured, the rifle&#039;s strengths were that it was fairly cheap, very accurate, and reliable. But its drawbacks were that it had a slow rate of fire and only a five-round magazine (typical for World War 1 and early and mid WW2 but struggled against late war Garand and SVT, with the Lee-Enfield of the Brits matching it with 10 rounds but a worse bullet). The easiest weapon to compare it to in WWII would be the Soviet Mosin Nagant, which was cheaper to make, though the 98 was much more accurate. It fell short compared to the British SMLE rifle, which had a ten-round magazine and had a good rate of fire for a bolt action, though it has a substantial advantage due to 8mm Mauser being rimless while .303 British is not. Worse yet, the Karabiner 98k also went up against the semi-automatic American M1 Garand (which General Patton had called &amp;quot;the greatest weapon ever devised&amp;quot;) which vastly outperformed it in spitting bullets down range. (All of the above are roughly the same range of calibre—.30 [inches] or 7 to 8mm—one which remains in use today by almost every major military as well as many civilian uses, although today&#039;s fashion is for smaller calibre, higher velocity rounds for infantry.) Even then, the gun was generally quite well regarded for what it was and there was plenty of them to go around. It was also the go-to weapon for German snipers who affixed a scope to it. The gun is still in production today (albeit with modern style furniture), it is still the German army&#039;s drill rifle, some states still use versions of it as a sniper rifle and it&#039;s sometimes found in Iraq and other third world nations where it acts as a cheap marksman&#039;s rifle. Of course, it&#039;s also an excellent hunting rifle in civilian hands. Simply put, the Mauser bolt is the best you can hope for without some bespoke straight pull custom work or just getting a semi-auto.&lt;br /&gt;
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* [https://www.youtube.com/watch?v=zUjPeAgvf3U &#039;&#039;&#039;&#039;&#039;Gewehr 43&#039;&#039;]:&#039;&#039;&#039; &amp;quot;Rifle 1943&amp;quot;. the German army&#039;s semi-automatic rifle. This weapon was developed in response to their invasion of the Soviet Union, where the Germans were shocked to find Soviet troops brandishing semi-automatic rifles (primarily the SVT-40), drastically out-gunning their troops in firefights. The result was a fairly decent semi-automatic rifle/carbine chambered for the same rounds as the Kar98k, which derived many of its concepts from, while not being an outright clone of, the SVT-40. The rifle&#039;s magazine was detachable (allowing for quick reloads) but still had the option of allowing the shooter to rapidly use stripper clips when reloading (either attaching them directly to the weapon from above, or using them to push several bullets at once into a magazine which attached to the rifle below.) Much like the Kar98k, it worked well as a marksman/sniper&#039;s weapon when affixed with a scope. Unfortunately, mechanically it was far from perfect as it was overgassed (not surprising, as the gas pressure that was tapped from the barrel to cycle the semi-automatic action proved to be too strong for the rifle&#039;s quite complicated mechanism, especially when made by unskilled workers from lower-quality steel). This resulted in (comparatively) frequent breakdowns and shattered parts, in addition to requiring more maintenance. Copying overmuch from the SVT-40 may have also contributed to this problem, as the 7.62x54mm cartridge in the SVT-40 produces a lower gas pressure than the 7.92x57mm Mauser. For this reason, the G43 wasn&#039;t a very popular weapon among German troops, though its firepower was still welcome. The G43 has an interesting legacy that lasts to this day, however. Engineers discovered that, on occasion, the roller lock could fire fully automatic, careful adjustments to the mechanics provided. This discovery lead to the Development of the &#039;&#039;&#039;Gerät 06&#039;&#039;&#039; or &#039;&#039;&#039;StG 45 (M)&#039;&#039;&#039; which was the ancestor of the roller-delayed blowback systems used in guns like the MP5 or the G3. &lt;br /&gt;
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* [https://www.youtube.com/watch?v=cdQhO8FtY7c &#039;&#039;&#039;&#039;&#039;Maschinenpistole 38/40&#039;&#039;]:&#039;&#039;&#039; &amp;quot;Machine pistol 1938/1940&amp;quot;, the iconic MP 40 is a slightly updated variant more suitable for mass-production. The most common German submachine gun through the war used mainly by squad leaders and troops fighting in urban areas. It was also the go-to weapon of specialist units like paratroopers and the SS. Uses a 32-round magazine chambered for 9x19mm rounds and typically comes with a folding wire stock. In general pretty good for the time, but only a million of them were produced, compared to the 1.5 million Thompsons, 4 million Stens, and 6 millions PPShes produced by the Americans, British, and Soviets. [[Derp|The primary weapon of the Nazis, according to Hollywood at least, where every single German grunt has one.]] Known for its rather simplistic design; the weapon had only one fire setting (automatic), though its cyclical rate was much lower than equivalent Allied SMGs, allowing aimed single shots at the cost of some room-clearing power. Was a major influence that can still be seen in SMG development. There was also an MP 41, combining the core MP 40 with the proper wooden stock and fire selector of the MP 28. While very popular with the SS patent bullshit got in the way and they had to end production after just under 27,000 guns.&lt;br /&gt;
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[[File:STG 44.jpg|300px|thumb|right|Few guns end up naming a whole class of weapons. The StG 44 is one of them]]&lt;br /&gt;
* [https://www.forgottenweapons.com/evolution-of-the-sturmgewehr-mp431-mp43-mp44-and-stg44/ &#039;&#039;&#039;&#039;&#039;Sturmgewehr 44&#039;&#039;]:&#039;&#039;&#039; The &amp;quot;Assault rifle 1944&amp;quot; or &#039;&#039;&#039;StG 44&#039;&#039;&#039; was the first assault rifle adopted on a large scale. Fun fact - the name was suggested by Hitler and was pure propaganda. Chambered for the new 7.92x33mm Kurz cartridge, it gave a rifleman the power and accuracy of a rifle with the rate of fire of a submachine gun. As its name suggests, it entered the war very late, even though it is only an updated version of the MKB42, which, as the name suggests, came into the war mid-early 1942. In a rare demonstration of common sense, Hitler vetoed its mass deployment early on due to logistics (replacing over 10 million &#039;98k&#039; rifles with a new model that used different ammo couldn&#039;t be done overnight, or cheaply), though he approved of the idea and changed his mind later in the war when it became clear a limited impact would be better than none at all. This, combined with the fact that producing the Stg44 required the industry to adapt their tooling, and recurrent shortages of resources later in the war, heavily limited the scale at which they were produced. It was not that difficult to make though, being to Kar98k what the Panther was to the Panzer IV - roughly 120% of resources for superior result. It also had some mechanical issues, including a fragile feed mechanism which could jam if the rifle was knocked over. Anecdote: one of its optional attachments was the &#039;&#039;Krummlauf&#039;&#039;, a curved barrel and periscope for firing around corners or from inside a vehicle hatch. Yes, it worked, but the bullets often shattered as they skittered along the curve of the barrel, causing a shotgun-like spread, and the barrels wore out quickly. In any case, the troops who received the regular StG 44 loved them because it gave the firepower of a submachine gun at about three times the effective range—and it was particularly interesting to the Russians, with contest for new &amp;quot;avtomat&amp;quot; design starting in 1943, even before StG 44 entered official mass production. Since they were already winning the war just fine without it, the Soviet Ministry of Defense decided that, instead of taking what they could in 1944, their avtomat designs should be perfected as neither of the prototypes available suited their demands perfectly (especially the one about the same weight as the StG 44 was deemed to be too heavy) - and we all know what the final result was after some bright young Red Army engineer named Mikhail Kalashnikov got his hands on a few. Some StG 44s remained in service in the East German &#039;&#039;Nationale Volksarmee&#039;&#039; until the 1960s.&lt;br /&gt;
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* &#039;&#039;&#039;&#039;&#039;Fallschirmjägergewehr 42&#039;&#039;:&#039;&#039;&#039; &amp;quot;Paratrooper rifle 1942&amp;quot;. If a Kar98k and a MG42 could have a baby together, this battle rifle would be it. Created in limited numbers for the exclusive use of German paratroopers. The high-ups realized that the Kar98k was too long for paratroopers, and the MP40 wasn&#039;t suitable outside of urban combat, so they wanted something that handled like a carbine but could fire like a machine gun. Beyond that, Hermann Goering wanted his Luftwaffe airborne troops to have something a cut above what the regular Heer grunts got in order to fortify his personal fiefdom in the Reich. The FG 42 was designed as a shorter, automatic battle rifle to give paratroopers superior firepower, using a side-loading box magazine. Its high recoil made automatic fire inadvisable, as with later automatic high-caliber battle rifles such as the US M14. While it never really took off, it was quite the solid design, and is notable for influencing the design of the American M60 machine gun after the war. &lt;br /&gt;
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*&#039;&#039;&#039;&#039;&#039;[https://www.youtube.com/watch?v=knPDsJyCpjI Kriegsmodell]&#039;&#039;&#039;&#039;&#039;: as the war dragged on and as the Germans got their fascist asses kicked across Europe, and their factories and homes were being leveled by Allied bombers, the Germans started to try and make their equipment faster and cheaper. They started at first with small changes here and there, but by the end of the war they were cutting corners like it was crunch time at the Circle factory.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Volkssturmgewehr&#039;&#039;&#039;&#039;&#039;: Literal garbage guns made from parts of broken or defective weapons, surplus barrels and wood that barely deserves to be called so. Part of the vain efforts to make the Volkssturm units into anything resembling an organized fighting force and to make a quick and extremely cheap produced gun to defend what was left of Germany by 1945 and like the German war effort, utterly failed due to being too complicated. Yeah, the last ditch weapons that look like an Ork Mek would think they are too crude for his taste use in fact a fairly elaborate mechanism that put their price tag slightly above that of an StG 44. There are two main types of rifle when people refer to the Volksturmgewehr; a bolt-action rifle that uses the same magazines as the Gewehr 43, and a semi-automatic rifle that uses StG44 magazines.&lt;br /&gt;
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*&#039;&#039;&#039;&#039;&#039;MP-3008&#039;&#039;&#039;&#039;&#039;: Literally a British Sten gun with the magazine rotated 90 degrees. The Sten was designed early in the war to be as cheap and easy to make as possible so that they could be widely distributed in case of a German invasion of Britain. The Germans captured a few of them over the course of the war, and when they found themselves facing invasion, the Germans decided to copy the damn thing late in the war as a desperation measure. A few thousand of them were made before the Nazi regime died.&lt;br /&gt;
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* [https://en.wikipedia.org/wiki/Zielgerät_1229 &#039;&#039;&#039;Zielgerät &amp;quot;Vampir&amp;quot;&#039;&#039;&#039;]: Night vision rifle. Produced too little and too late. Per the usual Nazi gimmicks, they were quite capable and powerful, but there just weren&#039;t enough of them because the industrial base was blown to shit and time wasn&#039;t on their side. Briefly caused distress to the Soviets.&lt;br /&gt;
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====Pistols====&lt;br /&gt;
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[[File:Lugar Pistol.jpg|300px|thumb|left|The quintessential Bad Guy pistol]]&lt;br /&gt;
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* [https://www.youtube.com/watch?v=rIX1EL1hTmE &#039;&#039;&#039;&#039;&#039;Pistole Parabellum 1908&#039;&#039;]:&#039;&#039;&#039; &amp;quot;Pistol Parabellum 1908&amp;quot;. The Nazis used a bunch of pistols in truth, but none are as iconic of the Third Reich as the P08 Luger with its joint armed breech. It could load an eight-round box magazine or a thirty-two-round drum. The 9x19mm Parabellum cartridge was initially designed for this pistol and is still one of the most common pistol calibers in the world. It was eventually phased out in favor of the P38, as the Luger was too expensive to manufacture for the entire German army, although it was still available for the troops and officers who could afford it. The Luger was also somewhat unique at the time in that it could still double as a pistol carbine by affixing a stock and a 32-round drum-magazine to it, when carbine-convertible pistols had started falling out of fashion years before. The exotic toggle-lock mechanism of the gun meant it had shitty reliability in field conditions, but the gun was made at a time when sidearms were typically issued to specialists, officers, and policemen, who were typically away from conditions that could foul up the gun. WWII-vintage Lugers go for several thousand dollars as collectibles today.&lt;br /&gt;
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* [https://www.youtube.com/watch?v=JXAMma6mUq8 &#039;&#039;&#039;Walther &#039;&#039;Pistole 38&#039;&#039;]:&#039;&#039;&#039; &amp;quot;Walther Pistol 1938&amp;quot;. The Walther P38 replaced the Luger P08 as the Wehrmacht&#039;s service pistol just before World War II, due to it being cheaper to produce. It loaded a 9x19mm eight-round detachable box magazine. Nerds will recognize this as G1 Megatron&#039;s alt-mode, and attentive [[James Bond]] fans will recall it seeing some use in &#039;&#039;Goldfinger&#039;&#039;. MUCH more common than the Luger despite what Hollywood would tell you, and a decent pistol, if a bit annoying due to its hard-to-pull trigger.  The Italians cloned its internals in the M1951, meaning the Beretta 92 is the P38&#039;s grandchild.&lt;br /&gt;
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* [https://www.youtube.com/watch?v=4vkU3CIPdMk &#039;&#039;&#039;Mauser &#039;&#039;Construktion 96&#039;&#039;]:&#039;&#039;&#039; &amp;quot;Construction 1896&amp;quot;. Popularly known as the &amp;quot;Boxcannon&amp;quot; (by the Chinese) and &amp;quot;Broomhandle&amp;quot; (by most everyone else); it loaded ten rounds from a stripper clip into an internal magazine, although there was also an option for a 20-round magazine that had the added bonus of the entire magazine being detachable instead of being built-into the weapon. The C96 was typically chambered for either the newer 9x19mm or the original 7.63x25mm rounds (which were so high velocity for a pistol cartridge of the time that they were only surpassed with the later development of the .357 Magnum). The C96 was not typically issued to the main German army during WWII; only the Luftwaffe were known users of the weapon during the war, as sidearms for their pilots. It was also one of the first and most iconic of the pistol carbine designs, innovating the wooden holster that could double as a detachable stock, making it (and Spanish and Chinese knockoffs) extremely popular in areas like China where proper longarms might be either too expensive or banned from import. However, by the 30s and 40s, this feature had fallen out of fashion in the West and wasn&#039;t included in newer production models, with only a few being modified to restore the functionality. Nerds will recognize this as Han Solo&#039;s DL-44 blaster pistol from the original &#039;&#039;Star Wars&#039;&#039; trilogy, with some gubbins glued to it to make it more sci-fi.&lt;br /&gt;
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* [https://www.youtube.com/watch?v=4COZpIw9UMI &#039;&#039;&#039;Walther Polizeipistole/Polizeipistole Kurz&#039;&#039;&#039;]: &amp;quot;Police Pistol/Police Pistol short&amp;quot;. You know this one. It&#039;s the gun made popular by Ian Fleming and [[James Bond]]. The Walther PP is a compact pistol that was typically issued to German police units (Kripo, Gestapo, Gefepo and Feldgendarmerie), but also as a sidearm to military officers and [https://www.youtube.com/watch?v=5Rz-jKH_V04 senior party members]. The PPK variant was an even smaller version of the PP, designed for concealed carry in mind (in fact it was so small that it can typically fit into the sleeves of most longcoats, making it useful for infiltrators). It could come chambered for either 7.65mm (.32 ACP to Americans) or 9x17mm (.380 Auto) rounds. The Cold War-era Soviet Makarov pistol would largely be based on the PP pistols, though it was chambered in a slightly more powerful cartridge known as 9x18 or 9mm Makarov (which is actually thicker than the now ubiquitous 9x17/9mm Parabellum, since Soviets measured width from a different part of the cartridge). The PPK and its cheaper clones (such as the Bersa Thunder, in .380 ACP or 9mm Kurz &amp;quot;Short&amp;quot;) are readily available today and basically never stopped production. If you&#039;re looking to buy one in the states, be aware that there have been several license holders: Interarms (1978-1999, truest to the original design), S&amp;amp;W (2002-on, have had some recalls over serious defects), and Black Creek (1999-2001, very limited numbers).&lt;br /&gt;
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====Machine Guns====&lt;br /&gt;
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* [https://www.youtube.com/watch?v=GfJkU4Sah8I &#039;&#039;&#039;&#039;&#039;Maschinengewehr 42&#039;&#039;]:&#039;&#039;&#039; &amp;quot;Machine gun 1942&amp;quot;. German infantry tactics during WWII were built around the machine gun and, as such, the Germans developed an exceptional machine gun in the MG 42 (basically an improved but functionally identical version of the earlier MG 34). It was lightweight (11.7 kg), belt fed (unlike the magazine fed LMGs it was usually pitted against), and it could nominally fire 1,200 rounds per minute (although, in practice, it was actually even faster) while most other machine guns could barely reach 600. That much [[dakka]] causes a lot of heat, so the gun was designed for easy swapping of barrels; although even with the barrels being regularly changed it was not uncommon for these guns to fire so fast that a cartridge would ignite before being fully loaded, completely breaking the gun and potentially injuring the gun&#039;s crew. Its terrifying rate of fire and distinctive report earned it the nickname &amp;quot;Hitler&#039;s Buzzsaw&amp;quot;. The core idea of the MG42 was the universal machine gun; that is, the German army wouldn&#039;t have light, medium, heavy, or antiair, machine guns, but a single weapon that could do it all. That stupidly high rate of fire was designed to let it throw enough lead at enemy aircraft to be sure it hit something, the quick change barrels let it maintain that stupidly high RoF without being water cooled, and it was light enough to be man-portable, so it could be toted around by infantry squads and used as a SAW. The MG 42 was the basis for numerous other weapons throughout the Cold War (and is still in use by NATO forces today as the MG3, the only real changes were switching it to NATO-standard caliber and reducing the firing rate to actually be 1200 rounds per minute, as opposed to the 1500 rpm of the original MG42). The MG3 is still widely exported and its production licensed to NATO and allies. A &#039;&#039;double barrel&#039;&#039; variant of the MG3 was also produced as a &#039;&#039;low cost Minigun alternative&#039;&#039;.&lt;br /&gt;
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* &#039;&#039;&#039;&#039;&#039;Maschinengewehr 34&#039;&#039;:&#039;&#039;&#039; The predecessor to the MG 42, it was still in wide use at the start of the war. It had a lower, more controllable rate of fire of around 800-900 RPM, and had a single-shot mode that was removed in the MG 42. Its production went on parallel to the MG 42 because its swing-down barrel-swap method was more compatible with vehicle ball mounts than MG 42&#039;s slide-open method, so all MGs seen on German tanks even late in the war were still MG 34&#039;s.&lt;br /&gt;
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*&#039;&#039;&#039;&#039;&#039;Maschinengewehr 15&#039;&#039;&#039;&#039;&#039;: A progenitor to the MG34 that was designed mainly as a turret gun for aircraft. As such, it had two primary differences; the gun had no stock to allow for extra space inside aircraft, and it fed from a top-mounted 75 round saddle drum. Otherwise it had the same absurdly high rate of fire. As the war progressed, MG15s started being taken out of aircraft as machineguns were becoming less effective against high speed aircraft, and were repurposed as ground infantry guns by adding on a stock and bipod or tripod.&lt;br /&gt;
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*&#039;&#039;&#039;&#039;&#039;Maschinengewehr 08/15&#039;&#039;&#039;&#039;&#039;: A mid-WWI improvement on the regular MG 08 of the Imperial German army. It was developed as an answer to the problem of assaulting positions without direct support from automatic weapons, since the standard MG 08 was too heavy to carry around. The result saw the mounting of the MG 08 being replaced by a bipod and the coolant jacket being reduced in size and volume, bringing down its weight from almost 40 kilos down to a more comfortable 20, and the addition of a shoulder stock also made it possible to use it like a more modern LMG. By modern standards, still way too heavy to reliably use it in that particular role, but it worked well enough for the Germans that they continued to improve on it, leading to a (and due to the end of WWI ultimately ineffective), fully air-cooled version of the LMG 08/18, which did away with water cooling entirely, reducing its weight to 16 kilos, actually making it comparable to guns like the Lewis gun (Also the reason why drum-fed LMGs never caught on in the German military, as Germany was forbidden from developing new automatic weapons by the Treaty of Versailles). The 08/15 remained the standard MG for the Reichswehr and even the early Wehrmacht. Loads of them remained in stockpiles well into the war, where they were issued to rear and police units for what the Nazis called &amp;quot;anti-partisan action&amp;quot;, with reports of the weapons being used tracking all the way into late 1941 and 1942. Fun fact: The gun was so ubiquotous and regular training tasks on it so tedious, that the word &amp;quot;nullachtfünfzehn&amp;quot; (Zero-Eight-Fifteen) entered the German language as a derogatory term for something mediocre, uninspired and boring.&lt;br /&gt;
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====Anti-Tank Infantry Weapons====&lt;br /&gt;
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* &#039;&#039;&#039;&#039;&#039;Hafthohlladung&#039;&#039;:&#039;&#039;&#039; In English, &amp;quot;Attachable Shaped Charge&amp;quot; (get used to this very literal naming scheme, it continues below). Very soon into the war, the Germans realized they would never have enough tanks and antitank guns to go around, so they developed weapons that would allow an infantryman to (in theory, at least) deal with a tank. The Hafthohlladung was such an early attempt. A big AT grenade with three magnets that allowed it to stick to any metallic surface, it would make a nice hole into any tank it was attached to... Which makes the weapon&#039;s main drawback immediately clear: [[Tankbustas|running up to an operational tank to slap a bomb on its side wasn&#039;t exactly safe]]. In theory, you could also try to [[Genestealer#Genestealer_Cults|wait and hide in ambush]] for the tank to pass close by since visibility from inside a tank wasn&#039;t that great, but that would require being able to anticipate the path of the tank (without accidentally getting run over), and tanks were often supported by infantry anyway. At the very least, they were less suicidal than the Japanese &amp;quot;lunge mine.&amp;quot; (A mine on a stick to be used [[Tankbustas]]-style) The Hafthohlladung wasn&#039;t really a successful weapon and saw only limited use, but it paved the way for the next item on the list:  &lt;br /&gt;
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* &#039;&#039;&#039;&#039;&#039;Panzerfaust&#039;&#039;:&#039;&#039;&#039; &amp;quot;Armor fist&amp;quot;, or, more literally, &amp;quot;tank fist&amp;quot;. A disposable one-shot anti-armor weapon for use against tanks and entrenched positions. Really cheap to produce, lightweight, and able to do a lot of damage to tanks at close range (maximum range being at most 150 meters for the later models). And it was really easy to use: hold in crook of the arm, flip a switch up that becomes an iron sight (and also arms the weapon), aim, squeeze the firing lever, and enjoy the fireworks. The basic idea of how they were used was to give one guy in every squad (or more) one of them so that if a tank ever did get close, there was a chance they&#039;d be able to take it out or do some damage. This, among other things, made Allied generals wary about sending tanks to clear out German infantry forces, especially among the ambush-friendly hedgerows of Normandy. That said, Panzerfausts were useless for trying to snipe at tanks from a distance (with an effective range of about 60m of the most produced versions) and could not be reloaded with another rocket, preventing most troops from carrying more than one shot on their person. In the last days of the war, the Nazis gave these to grannies and kids on the off-chance that they could destroy an Allied tank when they rolled into town. In fact, it was so cheap to produce that every member of the late-war Volkssturm was generally issued one, while every third person was lucky enough to be issued a rifle. Looked like a fist in a tube, hence the name. Its general design was later copied by the Russians, eventually used in the RPG-2 and RPG-7 rocket launchers. The concept of the Panzerfaust is still very much alive in the form of many light anti-tank weapons (M72, AT4, MATADOR,...) in use today.&lt;br /&gt;
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* &#039;&#039;&#039;&#039;&#039;Panzerschreck&#039;&#039;:&#039;&#039;&#039; &amp;quot;Armor terror&amp;quot;, or &amp;quot;tank fright&amp;quot;. A reusable anti-tank rocket launcher based off captured American bazookas, and you can almost imagine the Nazi scientist getting one and saying &amp;quot;[[Ork|Bigga is Betta!]]&amp;quot;! (Although the actual reaction was probably also: &amp;quot;VHY DIDN&#039;T VE ZHINK OF ZHAT!!!&amp;quot;, see next item on the list.) The Panzerschreck was larger than the bazooka, with an 88mm muzzle size (where the first bazooka was only 60mm)—in fact, it is still larger than most rocket launchers and mortars in use today. Like the bazooka, but unlike the Panzerfaust, it could be reloaded, and had a longer range than the &#039;Faust bar the latest version. The Panzerschreck has a distinctive steel blast shield in front, which has to do with the larger rocket blowing hot exhaust into the users face. Early models without the shield ended up requiring the operator to wear a gasmask and protective poncho (which must have sucked for the first person to test it, before they figured that out). The Panzerschreck was more useful as an offensive weapon than the Panzerfaust, since it was capable of easily penetrating the armor of any tank they faced (and at better ranges) thanks to the bigger rocket. But on the other hand, it was very much a temperamental weapon that required trained operators, so its use was restricted to dedicated tank hunter teams (unlike the Panzerfaust, which was simple enough that a 10-year old kid could handle it).&lt;br /&gt;
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*&#039;&#039;&#039;&#039;&#039;Sturmpistole&#039;&#039;:&#039;&#039;&#039; An early attempt at making a lightweight antitank weapon, the Sturmpistole was little more than a modified flare gun equipped with a stock and sighting system, and fired oversized warheads out of the muzzle like the Panzerfaust. Unlike the Panzerfaust, it didn&#039;t see much success due to the small size of the warhead.&lt;br /&gt;
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*&#039;&#039;&#039;&#039;&#039;Raketenwerfer 43&#039;&#039;:&#039;&#039;&#039; By the time Germany [[Blood Ravens|acquired]] the bazooka and refined it into the Panzerschreck, they had their own version of a rocket-firing antitank weapon: the Raketenwerfer 43 a.k.a. the &amp;quot;Puppchen&amp;quot; or &amp;quot;Little Doll&amp;quot;. Why such a weird nickname? Because it was, for all intents and purposes, a miniature artillery piece: wheeled and towed and working from a a closed breech exactly like the rest of the German field guns and howitzers (except it fired rockets). Despite its better range and accuracy it was more expensive and harder to make then the Panzerschreck or the bazooka, so not nearly as many of them were made compared to the &#039;schrecks.&lt;br /&gt;
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*&#039;&#039;&#039;&#039;&#039;Panzerwerfmine&#039;&#039;:&#039;&#039;&#039; &amp;quot;Mine to be thrown at tanks&amp;quot; (don&#039;t say we didn&#039;t warn you about the names). Another attempt at allowing infantrymen to deal with a tank, this is basically a shaped charge with deployable stabilizing cloth fins that was thrown overhand to land on the top a tank and blow a nice, big hole through it. Cheap to produce and very efficient, but it required lots of practice to use, so it was only given to trained &amp;quot;[[Tankbustas|tank-hunter]]&amp;quot; teams. The Russians captured some of those, were duly impressed, and promptly refined the German concept into their own &amp;quot;RPG-6&amp;quot; antitank hand grenade that was just as cheap and efficient but way easier to use, and so good it was still part of their arsenal when the Soviet Union fell and can still be found all over the world in relatively low-intensity conflicts. Sure, it won&#039;t kill a modern tank, but it sure as hell will kill third-world militiamen in up-gunned Toyotas.&lt;br /&gt;
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*&#039;&#039;&#039;Various antitank rifles&#039;&#039;&#039;: Germany utilized a lot of antitank rifles at the very beginning of the war, just like every other major power at the time did, and just like their counterparts, they became obsolete really, really quickly, with only the USSR really committing to their use throughout the entirety of the war. Here are some of the antitank rifles the Germans used. &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Tankgewehr M1918&#039;&#039;&#039;&#039;&#039;: The daddy of the antitank rifle and, in a sense, most anti-materiel rifles to this day. Developed near the end of WWI by the German Empire in search of an reliable alternative to light or medium field guns in the role of antitank weaponry, it was essentially a Mauser Gewehr 98 on steroids firing a massive 13mm round that could penetrate up 20 millimeters of armour at ranges of 100 meters and below. It needed a lot of training to make it work right; the recoil was reported to be strong enough to dislocate a man&#039;s shoulder if used incorrectly and even if done right, the marksman would become nauseous after just 2 or 3 shots at maximum. To put it in perspective, imagine firing a gun whose recoil feels like a seasoned boxer just hit you in the nuts. The Wehrmacht used some of them that were still lying around in arsenals all over Germany and some they took from the Polish army. &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Panzerbüchse 39&#039;&#039;&#039;&#039;&#039;: Or &amp;quot;Tank Rifle Model 39&amp;quot;. Whereas other nations like the British and the Soviets tried to improve their antitank rifles by using larger calibers with bigger powder charges (the British used a .55 cartridge, the Soviets 14.5x114mm), the Germans actually made their bullets smaller, using a 7.92mmx94 cartridge. The idea was basically to increase the kinetic force of the bullet through speed instead of mass, and it sorta worked. The PzB 39 was comparable to most other antitank rifles of the time. Its shortcomings mainly came from (as is tradition) overengineering; the PzB 39 was a breech-loading rifle (like an artillery gun) and the action was expensive and labour-intensive to produce. Additionally, unlike most of its contemporaries and even some of the other antitank rifles the Germans used, it was single shot only (the Brits&#039; antitank rifle had a 5 round magazine, as did the Soviet PTRS-41).  The rifle proved barely effective already in Poland and France and was subsequently either phased out or converted into grenade launchers. &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Panzerbüchse SS41&#039;&#039;&#039;&#039;&#039;: An insanely complicated, impractical marvel of engineering developed specifically for SS troops. The need for alternative weapons for the Waffen-SS divisions arose when Himmler wanted to use the SS alongside the Heer, the regular German Army; however the Heer&#039;s generals were understandably not thrilled about the idea of a paramilitary force loyal only to the Nazi party, so they did some political lobbying that led to the Wehrmacht keeping its monopoly on all weapons produced by the German arms industry. This was a privilege the SS didn&#039;t have, so Himmler sourced weapons from all over Europe and took whatever he could get his filthy hands on (In spite of what /pol/lacks and Wehraboos might tell you, most SS units outside the first few panzer divisions were poorly equipped and used a huge variety of surplus or obsolete rifles, submachine guns and looted guns). The SS41 differs in this regard as it was developed in secret specifically for the SS in Czechia from prototypes the Czechs developed on their own before their annexation into the Greater German Reich. Cycling this monstrous contraption requires the soldier operating it to slide the entire forward assembly forwards and backwards, a process that looks as awesome as it was tedious. Speaking of looks, this gun really is a beauty, and a bullpup design on top of that. Gotta hand it to the Czechs. It fired the same 7.92x94mm cartridge the PzB 39 used, so it&#039;s fair to say that it didn&#039;t take long to become obsolete and surviving examples are exceedingly rare. &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Solothurn S18/1000&#039;&#039;&#039;&#039;&#039;: A ludicrously massive gun more akin to a cannon than anything else. Developed as part of the German schemes to gain access to modern firearms in spite of the conditions of the Treaty of Versailles. It was in fact so large that the Swiss put wheels on it and called it a cannon. It fired a FUCKHUEG 20mm round and needed 3 men to operate and carry it and built the basis of nearly all automatic cannons the German military developed and used through out the war.&lt;br /&gt;
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====Misc====&lt;br /&gt;
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* [https://en.wikipedia.org/wiki/M30_Luftwaffe_drilling &#039;&#039;&#039;&#039;&#039;M30 Luftwaffe Drilling&#039;&#039;]:&#039;&#039;&#039; The Germans had never been too keen on combat shotguns for various reasons (during WWI Kaiser Wilhelm was famously mocked for his protests that the American use of pump-action shotguns constituted a war crime), but the emergent Luftwaffe air force saw the need for equipping their pilots with survival weapons in the event that they were shot down far from friendly forces and needed to hunt or defend themselves. They decided on a drilling combination gun (a double-barreled shotgun with a single-shot rifle barrel) as the ideal solution. However, Hermann Goering was a fucking idiot who had a propensity for being vain and flashy instead of practical, so he chose the fancy high-end hunting rifles that aristocrats would purchase instead of putting out an order for [https://en.wikipedia.org/wiki/M6_Aircrew_Survival_Weapon cheap, mass-produced weapons that would get the job done] at a fraction of the cost. As a result, the few surviving M30 drillings are extremely collectible and valuable.&lt;br /&gt;
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*&#039;&#039;&#039;&#039;&#039;[[Looted|Captured Weapons]]&#039;&#039;&#039;&#039;&#039;: Due to necessity and practicality, German troops also commonly used enemy equipment from all sides, predominantly Soviet weapons captured during the first stage of the invasion of Russia, as well as the vast stores of equipment the Brits left behind at Dunkirk. To ease supply concerns, some of these weapons were converted to use standard German ammunition, like the PPSh-41 submachine gun (which was converted from 7.62x25mm to 9x19mm), while others actually had new Soviet-style ammunition made for them in converted factories. Besides equipment captured from the enemy, the Germans also made use of equipment produced by countries under their occupation, including France, Hungary, Czechoslovakia, Poland, etc.&lt;br /&gt;
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*Camouflage pattern battledress for infantrymen.  Well, okay, the Italians came up with the idea in the 1920s, but it was the Germans who refined it, mass-produced it and issued it on a large scale. They also came up with the idea for reversible camo, with one side tailored for spring/summer and the other for autumn. Hilariously enough, several of these camo patterns, including the iconic dotted pattern, were patented for the Waffen-SS, meaning that the Heer couldn&#039;t use them. This is another example of Nazi Germany getting in its own way with inane bureaucratic bullshit. &lt;br /&gt;
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*&#039;&#039;&#039;&#039;&#039;Fliegerfaust&#039;&#039;&#039;&#039;&#039;: The very first MANPAD ever developed to be used against airplanes. Originally an offshoot of the Panzerschreck development program, the Fliegerfaust was supposed to offer decent firepower against low-altitude CAS aircraft for the lowly infantryman. In essence, it worked like an 8-barreled Panzerschreck, where the closing of an electric circuit fired a bundle of small, 2-cm charges up to 300 meters into the air like a shotgun, causing a small cloud of explosions and shrapnel to envelop the target for a brief amount of time. It was never used in any capacity whatsoever, as it was very late to arrive to the party (development started in mid-1944, with serial production planned to begin in March 1945). Only about 80 prototypes from field trials were captured by the end of the war by the allies and influenced modern MANPADS like the FIM-92 Stinger to a great degree.&lt;br /&gt;
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===Artillery Pieces and Antitank Guns===&lt;br /&gt;
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*&#039;&#039;&#039;&#039;&#039;Granatwerfer 36&#039;&#039;&#039;&#039;&#039;: Leave it to the Germans to overengineer a simple tube that spits out explosives. This little critter was supposed to serve as light, indirect fire support on the squad level, with a bunch of gizmos tacked onto it that made aiming with it a hell of a lot easier - too bad the small caliber (5 cm) limited its range and effectiveness in its intended role. Production was terminated in 1941, the reason given that the thing was too complex and too heavy. In hindsight it&#039;s a real headscratcher as to why the High Command didn&#039;t come to this conclusion sooner (especially since the thing offered no significant advantage over rifle grenades), although it remained in use throughout the rest of the war. &lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Leichtes Infantriegeschütz 18&#039;&#039;&#039;&#039;&#039;: The LeIG 18 was an evolution of the proven and reliable &amp;quot;Leichter Minenwerfer 18&amp;quot;, the German answer to the Stokes Mortar that the British used. It was meant to be a light field artillery piece designed to take out targets that were too insignificant to justify a full artillery barrage or tank assault, but too strongly defended or entrenched for an infantry assault alone. Think isolated pillboxes or MG nests holding a minor strongpoint. The odd naming stems from the conditions of the Treaty of Versailles, to give the Reichswehr plausible deniability for any curious Allied noses poking into German arms research. &lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;8 cm Granatwerfer 34&#039;&#039;&#039;&#039;&#039;: A carbon copy of the Stokes Mortar. Yes, really. &lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;15 cm Schweres Infanterie Geschütz 33&#039;&#039;&#039;&#039;&#039;: The largest gun that any given infantry battalion had on offer. Fired 38 kilograms of explosives over considerable distances, and also served as the main armament of the Sturmpanzer IV. &lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Leichte Feldhaubitze (LeFH) 18&#039;&#039;&#039;&#039;&#039;: Another oddly named design, this &#039;Light Field Howitzer&#039; was the most common field gun of the German army. Efficient enough early in the war thanks to its 105mm caliber, it was eventually held back by considerable downsides that became apparent too late (too heavy, too difficult to move around and rather short range of around 10 km). When it became clear that the LeFH 18 really couldn&#039;t compare with Allied artillery pieces (like the Soviet 152 mm ML-20 and American M114 155mm howitzers which delivered heavier payloads, or the British QF 25-Pounder, which fired much quicker), various improvements over the course of the war were attempted to keep it relevant. But ultimately it was outdated by 1941, and never could close the gap again. &lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;3,7-cm PaK 36&#039;&#039;&#039;&#039;&#039;: Probably the most advanced antitank gun in the interwar period, but it often gets a bad rep due to the accounts of German soldiers who had to fire the thing at Churchills, T-34s and other more modern tanks, earning it the moniker &amp;quot;Heeresanklopfkanone&amp;quot;, or &amp;quot;The Heer&#039;s (German armed forces) door knocking cannon&amp;quot;. Its advantages were its very light weight and the perfected design of its mounting, making it very easy to transport and move. Seeing how much the German army invested in this gun before the war (over 9000 being built when the war started and an additional 5500 until 1941) they tried their damndest to keep the thing relevant even when it was very clear it could no longer keep up. Still, a remarkable and groundbreaking design for the early thirties, with 6000 being sold abroad and Japan, the USSR and even the United States outright copying the design with few modifications. &lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;5 cm PaK 38&#039;&#039;&#039;&#039;&#039;:  Practically identical to the 50mm gun of the Panzer III. The PaK 38&#039;s bigger, beefier brother, intended to fight off bigger tanks the light 3.7 cm couldn&#039;t handle, with very mediocre results. That is, until the Germans made APCR for them in 1942, at which point they accounted for most [[T-34]]s and [[KV]]s losses of the time. However, those APCR required tungsten, and Third Reich didn&#039;t have much of it, sooo...&lt;br /&gt;
*[[PaK-40_Anti-Tank_Gun|&#039;&#039;&#039;&#039;&#039;7.5-cm PaK 40&#039;&#039;&#039;&#039;&#039;]]: ...this masterpiece was made. The first design that came onto the scene with WWII in mind. Introduced in 1942, it was very effective design that in the latter half of the war ultimately became the Germans&#039; most used antitank gun. It retained its relevance all the way to 1945, with Soviets and Brits making heavy tanks that could comfortably take it out only in 1944, and even then those weren&#039;t impervious. With its&#039; high penetration and low profile, the only problem the PaK-40 had was the ungodly kick that literally dug holes in the ground after every shot, making it difficult to reposition if it was outflanked. Modified versions became the main armament of a lot of German tanks and tank destroyers, the most notable of which were the Panther and the Jagdpanzer IV.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;8 cm PAW 600&#039;&#039;&#039;&#039;&#039;: Hilariously obscure as far as this list goes, the &#039;&#039;Panzerabwehrwerfer 600&#039;&#039;/8H63 was developed as the war progressed and Germany was finding its anti-tank weapons either too immobile to adapt to battlefield conditions or too short-ranged to properly handle a regiment&#039;s antitank defense in full with its Panzerschrecks. Thus, the PAW 600 was designed to be lighter than other antitank guns by the use of [https://en.wikipedia.org/wiki/High–low_system the high-low system] leading to a smoothbore gun that fired high explosive anti-tank rounds. The design was even atypically made with consideration for logistics by basing its rounds off of the Granatwerfer 34 to make continued use of existing manufacturing tooling, and it theoretically could have fired any other ammunition that would go into a Granatwerfer 34 (such as high-explosive or smoke rounds) which would have been noteworthy at the time antitankguns firing high-explosive rounds really didn&#039;t do much since not much explosive filler fit into the thick walls of high-velocity rounds...but as mentioned, the thing was hilariously obscure and only 260 of them ever got built, so accounts of them actually having been used at all is very sparse - there is only a statement from a major in 15th/19th The King&#039;s Royal Hussars that they were used against the regiment near the River Aller on April 14th, 1945 to provide some evidence that the weapon had any effect on a battle in the war at all.&lt;br /&gt;
*[[PaK-43|&#039;&#039;&#039;&#039;&#039;8.8-cm PaK 43&#039;&#039;&#039;&#039;&#039;]]: A modified version of the infamous 8.8-cm Flak gun, stripped down to its essentials and with a longer barrel, wheeled carriage and gun shield. Other than that, they&#039;re basically identical. &lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;12,8-cm PaK 44&#039;&#039;&#039;&#039;&#039;: The biggest, baddest antitank either side devised during the war. One could argue that it was probably overkill, as it was so impractical and heavy that any use outside of fortified positions would be pointless. Given that the gun was designed when the war effort started to really go south and Germany found itself in a defensive war, this was probably a negligible downside, but then again, it didn&#039;t really seem to make any difference in the end. Some were used as part of the Siegfried Line and the defense of Berlin, but they were very rare and the only examples that remain today are the ones mounted on the surviving Jagdtigers and the lone surviving Maus.&lt;br /&gt;
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===Vehicles===&lt;br /&gt;
====Tanks====&lt;br /&gt;
German tanks were in general well designed, but in hindsight were overengineered and prone to breakdowns in the field. For example, take their &#039;&#039;Schachtellaufwerk&#039;&#039; (interleaved wheel system for the tracks). The idea was: more roadwheels = weight distributed more evenly over track = less ground pressure = less bogging down and/or a higher maximum load. It was also supposed to lessen tank shaking and allow the panzers to fire (relatively) accurately on the move. Great idea on paper, and a pretty good one when testing prototypes at home... but an absolute hell on the Eastern front, where the almost supernaturally awful mud (caused by the spring thaw, or &#039;&#039;rasputitsa&#039;&#039;) infiltrated between the wheels before freezing and breaking everything. Cue hour after hour of work for the maintenance teams, removing the track and wheels for cleaning before mounting them again [[FAIL|each and every time the goddamn tank sortied]], where a more traditional slack-track system would have required much less cleaning, [[Fail|and it didn&#039;t even work]] post war testing showed no real advantage, hence why no tank in the post war period used a similar system. And those were just added on top of the already quite large list of &#039;&#039;traditional&#039;&#039; mechanical breakdowns that plagued any and all vehicle pool of the epoch...&lt;br /&gt;
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Another big weak point in the German Panzerwaffe was the lack of standardization between individual tank models. The Allies more or less made all the variations of their tanks (which were standardized for every company and factory making them) from existing models and fitted them with weapons they deemed appropriate for the task at hand([[Leman Russ (tank)|just like the Leman Russ, in fact]]), which eased supply and maintenance, whereas the Germans designed entirely new vehicles for every purpose and spread them across multiple manufacturers, each with their own specifications, tooling and production lines. In practice, this meant that parts between German vehicle types were mostly incompatible with each other; i.e. a gear made for a Panzer IV &amp;quot;A&amp;quot; could not go into a Panzer IV &amp;quot;J&amp;quot;, compared to T-34s being basically entirely interchangeable. It quickly became a logistical nightmare to keep all the tank units in the field sufficiently supplied with spare parts or even fuel (the Germans never could make their minds up if they preferred gasoline or diesel). That&#039;s not to say that they didn&#039;t know or realize this (thoughts in this direction lead into the E-Series of design studies, planned to be a series of tank models that more or less shared all parts with each other except armament and chassis) but by 1944 Germany lacked the industrial capacity and resources to switch to a more economical model of production. Furthermore, the German model of tank production didn&#039;t help too; all of the German tanks were hand-crafted, using expensive and elaborate methods with strict tolerances to produce the best results possible, which becomes positively idiotic when you compare the results to the colossal production runs of the T-34 and the Sherman. As an example: the most produced German tank of the period was the Panzer IV, with 8,553 produced from 1937 to 1945. The Soviets, meanwhile, built &#039;&#039;over 57,000&#039;&#039; T-34s from 1940-1945. In 1943, they were cranking out 1,300 of the damn things a month, compared to Germany&#039;s puny monthly average of 252 Panzer IVs. The T-34 wasn&#039;t perfect, but it was good enough, and &amp;quot;good enough&amp;quot; is really all you need when you have 57,000 to your opponent&#039;s 8,550. Moreover, while the Germans kept tinkering with and refining the IV&#039;s design, the Soviets ignored any modification that would slow production and focused on finding ways to build T-34s as quickly and cheaply as possible. The &amp;quot;5 to 1 ratio&amp;quot; of Allied vs German tanks is as much the result of the modus operandi of the German war industry as it is of failed planning, overly complicated designs, fascist inefficiency, a whole lot of nepotism and corruption and having the SHIT bombed out of them.&lt;br /&gt;
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In the end, the true selling point of the &#039;&#039;Panzerwaffe&#039;&#039; was not the tanks themselves, but the way in which they were used, the men manning them, the mechanics supporting them, and the radios installed in every tank that allowed for a level of coordination between armor, infantry, and artillery never before seen (all of which formed the core of &#039;&#039;Blitzkrieg&#039;&#039; tactics). This, along with some powerful late-war designs, occasionally gave German tanks an edge over Allied tanks until production problems, stability issues and most of all fuel shortages became overwhelming.&lt;br /&gt;
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German tanks are called &amp;quot;&#039;&#039;Panzer&#039;&#039;&amp;quot;, which when directly translated means &amp;quot;&#039;&#039;armor&#039;&#039;&amp;quot;, and more specifically is the shortened version of &amp;quot;&#039;&#039;Panzerkampfwagen&#039;&#039;&amp;quot; (Armored Fighting Vehicle). The name is often abbreviated to just &amp;quot;PzKpfw&amp;quot; or even &amp;quot;Pz&amp;quot;. The habit of naming tanks, airplanes and other pieces of equipment after animals, mostly predators, was introduced after a suggestion by Goebbels in 1944 to increase the propagandistic value of the vehicles. This is why earlier vehicles have none of these names and were named &amp;quot;at face value&amp;quot;. At no point in time did these nicknames show up in official records of the Wehrmacht aside from anecdotal mentions in field reports. The official records of the Heereswaffenamt (Army armory office) used the &#039;&#039;Sonderkraftfahrzeug&#039;&#039; (&amp;quot;Special purpose vehicle&amp;quot;, Sd.Kfz. in short) system of designations instead.&lt;br /&gt;
* &#039;&#039;&#039;Panzer I:&#039;&#039;&#039; Designed and produced in defiance of the Treaty of Versailles, the &#039;&#039;Panzerkampfwagen I&#039;&#039; was the first Nazi tank. It was small, weighing only 5.4 tonnes, and was armed only with two MG-13 machine guns. Some 1,493 were made, and were most notable in that they allowed the Heer to start training tank crews, and (after being sent to Spain) allowed tank doctrines be developed that the Nazis would use to steamroll Poland and France. They saw some use at the beginning of WWII, but were pretty soon deemed to be out of date even for scouting missions. Until they were deemed totally obsolete, they were continuously upgraded and specialized, and had several variants including a potential recon paratrooper-tank. Primary Nazi tank of the Condor Legion in the Spanish Civil War.  [[File:Panzer I.PNG|thumb|right|300px|Mein Herr! Can&#039;t ve get somezing better zan zis Panzer I?]] As with a lot of Nazi tanks that became obsolete, the old PzKpfw I&#039;s were sometimes stripped to the chassis and repurposed for things such as artillery and tank destroyer roles, though this was relatively rare. It should also be noted the Panzer I is the textbook example of a tankette rather then a full tank, though since early WWII would define the important strategic difference of tankettes vs tanks it&#039;s not surprising it became the primary armoured vehicle before the war.&lt;br /&gt;
* [[Panzer_II|&#039;&#039;&#039;Panzer II:&#039;&#039;&#039;]] The &#039;&#039;Panzerkampfwagen II&#039;&#039; was designed using the experience gained in the Spanish Civil War. Heavier than the Panzer I at 8.9 tonnes, it was designed as a stopgap, as the Panzer III and IV were experiencing delays in production. It was armed with a dinky automatic 20mm cannon that was little better than an antitank rifle. Common during the early war, it was made obsolete by the arrival of the Panzer III and IV, and relegated to reconnaissance duties, training, or conversion into open-topped tank destroyers. Much like its younger brother, it too was pushed through several variants; however, instead of trying to upgrade it to keep it frontline-capable, it was turned into a better scout tank so that the Panzer III could take over the role of frontline tank. Primary Nazi tank for the invasions of Poland and France.&lt;br /&gt;
** &#039;&#039;&#039;Panzer II Ausf. L &amp;quot;Luchs&amp;quot;&#039;&#039;&#039;: The final version of the Panzer II, with a redesigned turret housing the same 20mm autocannon in a new turret and a modified chassis. Speedy little bugger (it could reach up to 60 kph under optimal conditions) that served as a scouting verhicle for the tank divisions, with 100 being built. &lt;br /&gt;
* [[Panzer_III|&#039;&#039;&#039;Panzer III:&#039;&#039;&#039;]] One of the two main German tanks of the war, the &#039;&#039;Panzerkampfwagen III&#039;&#039; was about when Germany really got the hang of this whole tank design thing. Introduced in 1939, it weighed 23 tonnes, carried a 37mm anti tank gun, and notably had a turret big enough for three guys (which is actually more important than you might think, as it allows the crew to share the workload, e.g., the loader&#039;s only task is to load the gun with the correct ammo as fast as possible, the gunner focuses on aiming and firing the gun, while the commander can retain situational awareness and, well, give orders). Contemporary tanks, most notably the T-34, often had two or even one-man turrets, forcing the crew to share responsibilities and lowering their combat efficiency; the Germans themselves noted that a good panzer crew could get off three shots in the time it took a T-34 crew to fire one. The Panzer III was designed from the ground up to engage enemy tanks, rather than the infantry and light vehicles of earlier models. In Poland, France, and North Africa it did well, even though some French vehicles still outgunned them. Against Soviet T-34s, however, it was completely insufficient, unless upgraded to a 50mm gun and firing APDS. Thankfully, unlike the French and Russians, the Panzer IIIs were all equipped with radios, allowing them to outmaneuver the better tanks. Production stopped in 1942, but since they had built 5,774 of them, they stayed in service until the end of the war. The chassis was used to produce the StuG assault cannon (although &amp;quot;Geschütz&amp;quot; is hard to translate to English: it&#039;s neither a mere gun, nor a cannon, being more of a tank destroyer, i.e., a &amp;quot;sniper&amp;quot;-style tank), which would be the most widely produced German vehicle of the war, clocking in at 10,086 units. Ultimately, the III switched roles with the Panzer IV to become the infantry support tank with a short barrelled howitzer, though this was soon also replaced with a dual-purpose gun. Primary Nazi tank for the invasion of the Soviet Union.&lt;br /&gt;
* [[Panzer_IV|&#039;&#039;&#039;Panzer IV:&#039;&#039;&#039;]] Ultimately the most common German tank, with 8,553 units being built over the course of the war (now compare those numbers with the nearly 50,000 Shermans and 57,000 T-34s that the freeaboos and commies built), the &#039;&#039;Panzerkampfwagen IV&#039;&#039; was the Panzer III&#039;s big brother. The Panzer IV was originally intended to be used against infantry and was armed with a low-velocity 75mm gun for blowing stuff up with explosive shells. After the invasion of Russia they switched to a 50mm anti-tank gun, and later a 75mm high-velocity cannon while also being up-armored to the absolute weight limit of the chassis. After that upgrade, it was generally on par with the T-34 and M4 Sherman (on average, at least — they had a less powerful engine, but better optics). Unlike early Soviet tanks, every Panzer IV generally had a working radio receiver. Its chassis became the foundation of many German vehicles of all classifications. Primary Nazi tank from 1942 to the end of the war in 1945.&lt;br /&gt;
* [[Panther|&#039;&#039;&#039;Panzer V Panther:&#039;&#039;&#039;]] The Panther was introduced in 1943, and [[Skub|to this day history nerds, Wehraboos, Russaboos, and rivetheads are still arguing whether it or the T-34 was the best tank of the war]]. It copied many features of the T-34 and improved on them. It was listed as a &amp;quot;medium tank,&amp;quot; despite weighing in at 44.8 tonnes (due to the Germans labeling tank classes with the intended use in mind, not weight). Its 75mm/L70 gun was one of the most powerful tank guns of the war, and could destroy any Allied tank. Quite mobile for its weight, its frontal armor was more effective than that of the Tiger&#039;s thanks to sloping. It truly was a swift and hard as nails death machine... when it was in working order, that is. The Panther was rushed into service so that it would be online in time for the Kursk offensive and had even more mechanical problems than the Tiger did due to its rushed design. The transmission, for example, broke down on average after just 250 kilometers (that&#039;s 155 miles for you Yanks), leading to a lot of abandoned tanks, and its turret initially came with a rounded front mantlet that acted as a shot trap, deflecting shells down through the thin top armour. On the plus side, the Panther was only about 20% more expensive to produce than the Panzer IV, and the Germans managed to produce 6,000 of them, though switching over did cost them in terms of other production due to the necessary retooling time. Along with the Tiger, the Panther was enough of a threat for the Western Allies to up-gun their Shermans (the &#039;Firefly&#039; with the British 17-pounder gun and the multiple American (76) variants sporting a more powerful 76 mm gun) and the Soviets to make up-armored and up-gunned T-34-85&#039;s (with, you guessed it, a 85 mm gun in the turret). Along with the aforementioned US and Soviet tanks, the Panther eventually became one inspiration for the post-war &amp;quot;Main Battle Tank&amp;quot; concept, the other being the British Centurion. An upgraded Panther II was planned, but never entered production. [[File:Panther_Tank.jpg|thumb|left|300px|Zis vill do nicely! Danke!... Gott im Himmel, zat&#039;s a lot of Shermans!]] In recent years the tank has been associated with a phenomenon known as the &amp;quot;Panther Paradox&amp;quot;, based on the general consensus that it was one of the war&#039;s best tanks. Essentially the tank itself, on paper, vastly outclassed the Sherman and T-34 in combat and wasn&#039;t much more expensive to build compared to the Panzer IV, yet when looking at its actual field performance the Panther did horribly. The actual answer comes in the form of &amp;quot;hard&amp;quot; values and &amp;quot;soft&amp;quot; values.&amp;quot;Hard&amp;quot; values are the typical stuff people think about when they talk about tanks, like armor, speed, and firepower. &amp;quot;Soft&amp;quot; values are things like price, crew comfort, ease of maintenance, etc. While the Panther got top marks in the former, it was pretty terrible in the latter. The moral of the story, kids, is that what makes an effective weapon can&#039;t be narrowed down to a bunch of values you can put on the back of a cereal box.&lt;br /&gt;
* [[Tiger_1|&#039;&#039;&#039;Panzer VI Tiger:&#039;&#039;&#039;]] Even before invading Russia and France, the generals of the Wehrmacht were requesting a &amp;quot;breakthrough tank&amp;quot; that could be used as the speartip of an armored assault, crushing any resistance and allowing its smaller brothers to exploit the hole it made in enemy defenses. The work on this concept began in 1937, but the first prototypes were a far cry from the monster the Nazis rolled out in 1942. The &amp;quot;Durchbruchwagen&amp;quot; (breakthrough tank), or DW for short, had many iterations with many problems, such as faulty transmission, overloaded and unreliable chassis, and failed unification with Pz.III (yes, that Pz.III, the medium tank, that was also developed in 1937-1938) lengthening the project significantly. It culminated in Typ 100 Leopard, a tank with 100mm armor and 88mm gun, a prototype of which was completed in March 1941. However, the shock of encountering the previously unknown Soviet KV-1s and T-34s spurred the actual implementation of heavy tanks as perceived German tank superiority was shattered. The Nazi top brass took this as a challenge to refine existing prototypes into the ultimate heavy tanks, and the result of said project were &amp;quot;the Big Cats&amp;quot;. The first of these was the Panzerkampfwagen VI Tiger heavy tank, built around the Typ 100 turret and gun, which entered service in 1942 (yes, the Pz. V actually came out after the VI did). &amp;quot;Heavy&amp;quot; definitely described the Tiger: it weighed 54 tonnes, had a 690 hp engine, had up to 100mm of armor, could reach 40 kph in good conditions to keep up with the little guys, and was armed with a hueg 88mm cannon that could take out a T-34 or Sherman from 2 kilometers with ease. In fact, it could do this to &#039;&#039;any tank the Allies would have at any point of the war&#039;&#039; from one kilometer away, barring IS-2s and Churchill VIIs. Despite this, the Tiger was over-engineered mechanically and somewhat under-designed chassis-wise. It was expensive, a drain on strategic resources, labor intensive to build, chugged gas like an alcoholic at an open bar, had reliability issues, and was [https://www.youtube.com/watch?v=CVDDtbiGDxA?t=148 horribly maintenance-intensive once in the field]. Since the groundwork for the Tiger was laid out pre-Barbarossa, it did not implement the sloped armor concept of the T-34, which made the Tiger heavier and slower than it could have been for the same armor effectiveness. In short, it was essentially an upgraded Pz. IV and therefore a [[Metal Boxes|metal box]]. Only 1,347 Tigers were built, but they did have a colossal effect on Allied morale. In one instance a single Tiger destroyed most of the 22nd Armoured Brigade and forced them to retreat at the Battle of Villers-Bocage. The Tiger is without a doubt the most famous tank of WWII, known even to those illiterates who think WWII was only fought between America and Germany, and if most video games are to be believed, every Nazi tank was a Tiger. That is, however, somewhat understandable given just how often Allied tankers yelled &#039;Tiger&#039; whenever they lost a tank, even to a regular Pz IV (which could be mistaken for a Tiger at a distance). The Tiger and Panther tanks, like a used car, came with an owner&#039;s manual (the Tigerfibel and Pantherfibel, respectively), and Heinz Guderian (German general with an ego that would make MacArthur seem modest, who wrote memoirs that are very good as literature and very bad as a primary source because he made himself look good at the expense of everyone else, especially Adolf) wanted every tank crew to read the manual. But even back then, people understood just how few guys actually read the instruction manual for anything. So it was written as a fun book to read, with humor, poetry, and naked girls alongside the information about how to use two of the most famous heavy tanks to be fielded in WWII.&lt;br /&gt;
* [[Tiger_II|&#039;&#039;&#039;Tiger II:&#039;&#039;&#039;]] The Tiger II, sometimes known as the King Tiger (from an incorrect translation of &#039;&#039;Königstiger&#039;&#039;, meaning &amp;quot;Bengal Tiger&amp;quot;, but which literally translates to &amp;quot;Royal Tiger&amp;quot;), was the ultimate German tank, and introduced in 1944 as a successor to the Tiger. It weighed 68.5 tonnes (more than most modern tanks) and had 150mm of frontal armor, which was even sloped (a huge step forward from the boxy Tiger I)! Even so, between limited resources and an increasingly bombed-out industrial base, only 492 of these behemoths rolled off the assembly line before the war ended. These tanks were considered to be just as temperamental as the Tiger I, but for different reasons. The designers learned how to fix some of the problems with the Tiger I, and promptly over-built the Tiger II even more after patching the holes, because they thought they had wiggle room or something. It was damn near unkillable, but a fuel guzzler to the extreme, barely maneuverable, and prone to mechanical failures of almost any kind. Some historians argue that the King Tiger was only effective as a propaganda piece and little else, since the added size and weight often made maintaining the tank a nightmare, leaving aside its preexisting reliability issues. In the best conditions there was often a 50/50 chance they would even show up to fight, and in bad conditions you would be lucky if any made it. Interesting fact: since the Nazis were famous for constantly overcompensating, the first proposal of mounting a monstrous 8.8 cm Flak with a barrel 71 calibre long, that was ultimately made into 8.8 cm KwK 43 (the one Tiger II rocks), on a tank dates back to 21st of June, 1941, even before the invasion of the Soviet Union! &lt;br /&gt;
** Of note is the vehicles more recent reputation as a meme in historical groups as many Revisionists (armchair generals who believe war should be fought like WW2 again) often insist [[What|that it was the best tank ever made and could 1v1 the Abrams with ease.]] It could not, what makes modern tanks a lot more deadly than their ancentors are composite armour and advanced ammunition which are far more effective than the AP shells used in the WW2 era and this is not even accounting for other auxiliary systems like reactive armour, laser-guided missiles and reconnaissance via drone. Add to that that composite armour is so damned resilient that its protective value is measured in &#039;&#039;hundereds&#039;&#039; of millimeters of armoured steel and that tanks only a generation after the King Tiger were designed to operate on a nuclear battlefield. Since then it is often brought up in mockery of the group.&lt;br /&gt;
*&#039;&#039;&#039;Anything they could steal:&#039;&#039;&#039; From French [http://en.wikipedia.org/wiki/Char_B1#Operational_history B1 heavy tanks] to Soviet [http://www.achtungpanzer.com/panzerkampfwagen-t-34r-soviet-t-34-in-german-service.htm T-34&#039;s] to American [http://beutepanzer.ru/Beutepanzer/us/M4_sherman/m4-75-sherman-01.htm Shermans], the Nazis used everything they could get their hands on like Orks in spiffy uniforms (not that the Allies were any different: the Soviets, for example, had several companies armed with captured Panthers that they used as tank destroyers). This became so chronic that the British had a rule in place that said any tank which could not be repaired or salvaged was to be destroyed so the Germans wouldn&#039;t pinch it. They deployed stolen tanks pretty much everywhere, and of every type; hell, even Renault FT-17s were used in police roles in some areas.&lt;br /&gt;
**[[&#039;&#039;&#039;Panzer 38(t)|Panzer 35(t) and 38(t):&#039;&#039;&#039;]] the most famous tanks the Nazi &amp;lt;s&amp;gt;stole&amp;lt;/s&amp;gt; were supplied with by puppet governments all across Europe were the PZ 35(t) and 38(t). Light tanks, both were Czech designs (hence the (t), for &#039;&#039;Tschechisch&#039;&#039;) Germany acquired when they took over first the Sudetenland and then the rest of Czechoslovakia. While very useful early in the war, the designs were rendered obsolete by 1942 (they simply couldn&#039;t compete against a T-34), and the chassis was instead used to produce Marder 2 and Hetzer tank destroyers. A version of the 38(t), called the Stridsvagn m/41, was also used by Sweden. [[Katanas are Underpowered in d20|The vehicle&#039;s Czech steel was lower-quality than German stock.]]&lt;br /&gt;
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====Tank Destroyers/Assault Guns====&lt;br /&gt;
Between the First and Second World Wars, various nations were still trying to figure out what good designs were for armored vehicles and how to use them in general. The Germans were the most successful, creating the famed Panzer divisions, each of which was a small army in and of themselves, but everyone knows about those. However, Nazi military theorists realized that lowly grunts also required some armored support. Enter the brainchild of Erich von Manstein (at least officially), the assault gun. In 1936, he wrote a letter to the top brass about the need of &#039;&#039;Begleitartillerie&#039;&#039;, &amp;quot;escort artillery&amp;quot; that could move into battle alongside infantry formations and lob 6 kg shells at any machine or field gun that interrupted the advance. The initial concept was to stick a huge gun (too big to put in a proper turret with then available technology) onto a Pz III chassis with a fixed casemate and open top (this was later changed) to allow the heavy gun to be moved around easily. Think of it like a [[Vindicator]]. The idea was approved, and the work on &#039;&#039;Panzerselbstfahrlafette III&#039;&#039; (quite a mouthful) begun with gusto. While primarily designed to bust fortifications, demands for the Pz.Sfl. III specified the ability to take on all types of existing armor at the distance of 500m. After being officially approved for production, they received the name of [[Stug_III|Sturmgeschütz III]], abbreviated to the StuG III. During the battle they usually engaged the enemy from the second line, where their limited firing arc wasn&#039;t such a big problem, and were universally praised both by infantrymen and their own crews. This all changed in 1941 when the Germans first encountered the [[T-34]]. The need to stop well-armoured tanks assaulting in mass shifted from a theoretical into a practical problem. The StuGs had to be upgunned and up-armored, and other, dedicated anti-tank vehicles had to be designed and built. The main difference between assault guns and tank destroyers was their affiliation: the former belonged to the artillery, the latter were part of the Panzer corps, which sometimes led to political disputes like Guderian&#039;s temper tantrum about getting Hetzers. Starting with lighter Panzerjäger tank destroyers as a stopgap measure, later in the war, Germany replaced them with big heavy tank destroyers, with thick armor and guns big enough to make an Ork blush with envy, and labeled the class &amp;quot;&#039;&#039;Jagdpanzer&#039;&#039;&amp;quot; (hunter-tank). Panzerjäger of both types had the advantage of being cheaper and simpler to make than turreted tanks, and having lower silhouettes that allowed for easier ambushes. Plus it was easy to convert an otherwise out of date, under-gunned tank into a destroyer. The disadvantage was, of course, that they had no turrets, so they could be outflanked and had no way to point their guns at any targets that did not drive in front of them short of turning the entire tank around. The StuGs and their descendants were such a huge success the Nazis actually pondered the idea of making them the mainstream of Panzer divisions even in 1943 (however, Panzer IV/70 (A) which was tagged for this role was ultimately labeled &amp;quot;unfit for frontline service&amp;quot;). Nevertheless, the turretless constructions meant that they were sacrificing much needed flexibility in the field, especially during bad weather or in difficult terrain, and the advantage of being able to build more units quickly becomes irrelevant if you&#039;re not losing them in the thousands yearly, so every major power in the post-45 world order didn&#039;t want to bother with it, especially since the British Centurion MBT showed the world for the first time that a tank could reliably perform all roles that were previously assigned to a variety of models. Only Germany kept some tank destroyers around after the war (the [[Kanonenjagdpanzer]]) and even that was thoroughly outclassed once self-directing ammunition like TOW missiles became available. &lt;br /&gt;
*&#039;&#039;&#039;Panzerjäger I&#039;&#039;&#039;: Remember that little note in the Panzer I&#039;s description on how it was repurposed? Well, this is the end result. What basically amounts to a Panzer I with its turret taken off and a casemate installed instead, it had a nice 4.7cm anti-tank gun but was relatively weak otherwise. There were no vision slits in the casemate, meaning that in order to aim, the crew had to peek over the top and get themselves shot in the head (a pressing issue in particular for Anti-Tank Battalion 643).&lt;br /&gt;
*&#039;&#039;&#039;Marder:&#039;&#039;&#039; The Marder I, II, and III were all very similar tank destroyers, hence why they share a listing. The Marder I is based on the chassis of the French Lorraine 37L tractor, the Marder II is based off the Panzer II chassis, and the Marder III is based of off the Panzer 38(t) (the &amp;quot;T&amp;quot; means it was Czech in origin, not that it weighed 38 tons). All three were open-topped and armed with either 7.5 cm cannons or converted Soviet 76mm cannons they stole early in their invasion of USSR. At the start of Operation Barbarossa, German tanks were again under-gunned and armed compared to their enemies, especially when compared to the T-34 (which one German field marshal quipped was the best tank in the world in 1941). But, like the battle for France, the Germans alone in the world had an actual understanding of how to use tanks most effectively and were thus able to make massive advances anyway through superior tactical coordination. Still, a better antitank weapon was needed, so the Marders were created and armed with 7.5 cm weapons (although there were never enough of them, so they would revert to using Russian guns).&lt;br /&gt;
*&#039;&#039;&#039;Wespe&#039;&#039;&#039; and &#039;&#039;&#039;Hummel&#039;&#039;&#039;: The Wasp and Bumblebee, respectively, and both with a nasty sting. Both were re-purposed tank chassis, but sporting artillery howitzers instead of antitank guns (Which makes them technically self-propelled artillery instead of assault guns, but in the end it&#039;s a huge gun on tracks so fuck that noise!) the Wespe was based off the Panzer II and sported a 105mm &#039;light&#039; howitzer; the Hummel was based on a modified Panzer III chassis and sported a 150mm howitzer. They&#039;re the real-life equivalents of (and probably the inspiration behind) the Imperial Guard&#039;s [[Basilisk Artillery Gun]].&lt;br /&gt;
*&#039;&#039;&#039;Hetzer&#039;&#039;&#039;: Repurposed Panzer 38(t) with a casemate-mounted 75mm gun. A nice late-war re-design and a dangerous opponent since its small chassis and decent speed made it easy to get in position for a good ambush, and its gun was strong enough to take on any Allied medium tank. Notorious for being an absolutely awful thing to be in, the interior was cramped to the point of farce and ergonomics were very poor. The chassis was overworked too, so mechanical breakdowns were constant. The Hetzer had some armour, but couldn&#039;t slug it out with the late-war tanks. Despite all this, it was adored by German grunts, because having an artillery gun at your side is always better than not having it.&lt;br /&gt;
*&#039;&#039;&#039;Nashorn&#039;&#039;&#039;: Also called &#039;&#039;&#039;Hornisse&#039;&#039;&#039;, this was a Marder-like tank-destroyer, with a chassis specially designed to mount the fearsome &amp;quot;Acht-acht&amp;quot; 88mm gun. Just like the Marders it was open-topped, but the huge range of its gun made it a dangerous opponent. The Germans later experimented with even bigger guns (105mm and 128mm) mounted like this, but those vehicles proved simply too heavy and impractical to use, so they did not evolve beyond a couple of prototypes.  &lt;br /&gt;
*&#039;&#039;&#039;StuG III &amp;amp; IV&#039;&#039;&#039;: By far the most widely produced German vehicle of WWII, the StuG was easily one of the most versatile combat platforms fielded in the war (and famous in the Panzer General series for easily knocking out Russian tanks).  StuGs, short for &amp;quot;&#039;&#039;Sturmgeschütz&#039;&#039;&amp;quot; or &amp;quot;&#039;&#039;assault artillery&#039;&#039;&amp;quot;, were built to combat a problem Germany encountered in World War I: that infantry alone lacked the ability to take on fortifications, and the artillery was too slow to keep up to allow direct fire on these targets. The StuG was the solution: by mounting a 7.5 cm &amp;lt;s&amp;gt;howitzer&amp;lt;/s&amp;gt; [https://de.wikipedia.org/wiki/Sturmgesch%C3%BCtz_III  gun] in a fixed casemate on a Panzer III chassis, they allowed the vehicle to roll up with the infantry and blow any fortifications in the way to rubble.  Of course during the invasion of the Soviet Union the Germans ran into tanks much better than their existing vehicles, namely KV-1s and T-34. In order to quickly counter these threats, the StuG was &amp;quot;up-gunned&amp;quot; (quote marks are there because the gun&#039;s caliber did not change), to mount a high-velocity 7.5 cm anti-tank gun. In 1943, the StuG chassis was changed from a Panzer III&#039;s to a Panzer IV&#039;s, otherwise no major changes were made but several production variants exist of the III. StuGs, despite looking like and being compared to tanks, were not considered tanks, and were crewed by artillery personnel. StuGs are estimated to have destroyed 20,000 enemy tanks in the course of the war, impressive when you consider that just over 10,000 were made, and not all of those were armed with actual anti-tank weapons.  After the war, the Soviets gave a number of captured tanks to Syria where they were used up to the 1960s. In a funny twist of irony, some of those ended up in Israeli hands during the Six-Day War and remain on display in Tel Aviv today. (There was a self-propelled-gun with an actual howitzer, too: the StuH 42.)&lt;br /&gt;
*&#039;&#039;&#039;Sturmpanzer:&#039;&#039;&#039; Known commonly to the Allies as the &#039;&#039;Brummbär&#039;&#039; (Grouch), this infantry support gun was based on the Panzer IV chassis. It mounted a 15cm mortar-sized direct-fire cannon, which fired a combined shell-charge weighing in at over 100lbs, designed to make infantry and buildings not be there anymore.&lt;br /&gt;
*&#039;&#039;&#039;Ferdinand/Elefant&#039;&#039;&#039;: To put the Ferdinand into perspective, this is a tank that even Hitler though was too complex, too unreliable, and too theoretically advanced to use. The Ferdinand is the result of a competition between two of Nazi Germany&#039;s top companies, Porsche and Henschel (both of which still exist today), to produce a heavy tank that could use the 8.8 cm gun, what would ultimately become the Tiger I. The initial plan was to produce both tanks simultaneously, with contracts to make a &amp;quot;small&amp;quot; series of 100 tanks for both participants signed with Krupp on the same day of 22th of July, 1941. Both Tigers (P) and (H) had A LOT of problems, but due to unclear reasons even before final tests conducted in November 1942 came the order to stop production of Porsche version. That&#039;s why, despite losing the contract, Porsche had 90 Porsche Tiger hulls laying around, though he couldn&#039;t make more as he lacked production lines of his own. It was decided to turn those unused Tiger P prototypes into tank destroyers, and so they bolted even more armor on and added a fixed super structure for the gun, and thus the Ferdinand (named humbly after Porsche himself) was born. The Ferdinand was a troubled vehicle: rather than one engine, its immense bulk required two, and thanks to poor ventilation they often overheated. Bizarrely, the two engines did not even connect to the drive train (possibly because of issues keeping the two engines synchronized without modern computer control), and were instead connected to a set of electric generators that in turn powered a pair of electric motors. That&#039;s right, in 1942, the Nazis built a 65 ton gas-electric, hybrid-powered tank destroyer, good for the environment maybe (but not actually, because the primitive technology just made the combo even less efficient), but maintenance for the thing was a nightmare worse than the Tiger. The concept of diesel-electric propulsion is not even as advanced for the time as many people think; the Soviets had developed such an engine for a locomotive in 1924, the German U-boats used the same technology for their underwater propulsion system (diesel engines charging a large set of batteries that drove an electric motor when underwater) and Porsche&#039;s own patent for this system dated back as far as 1896. The only innovation was that it was the first time this concept was implemented in an armoured vehicle. And before we forget, it did not have any machine guns for point defense. To be honest, it wouldn&#039;t have been that much of a deal (StuG-IIIs didn&#039;t have a machine gun until December 1942, for example) if Guderian hadn&#039;t used them as heavy tanks (he even calls them &amp;quot;Porsches&#039; Tigers&amp;quot; in his memoirs), and even then out of 39 Ferdinands lost during the Battle of Kursk, only 4 were confirmed to be destroyed by Molotov cocktails, and in 3 cases they were damaged either by mines or artillery shells before that. It had one hell of a gun, however: the 8.8 cm Pak 43 could destroy any Allied tank at distances exceeding 2000 meters. In 1943, all 48 remaining operational tanks were converted to have a machine gun, more armor, anti-magnetic Zimmerit paste coatings, and a commander&#039;s cupola. The modified tanks were named Elefants. Overall, more Ferdinands were destroyed by their own crews after their tracks or suspensions were damaged by mines or artillery fire than were lost to enemy fire. Before we forget, the Elefants were also then sent to fight in Italy. [[Derp|Yes, they sent the tank destroyer known for its serious engine issues to a country known for its incredibly rugged and mountainous terrain]]. They did not last long. Maybe it is the inspiration for the Shadowsword Imperial Guard superheavy.&lt;br /&gt;
*&#039;&#039;&#039;Jagdpanzer IV&#039;&#039;&#039;: A Panzer IV chassis mounting a long-barrelled 75mm gun in a casemate mount. Worked generally very well, the low silhouette being a great advantage over comparable assault guns, but had some notable downsides too. The inclusion of additional armour and the long 75mm KwK from the Panther strained the Panzer IV chassis to the absolute limit, limiting range and mechanical reliablity. The extra armour and long gun also made it particularly nose heavy, making it a bitch to drive and limiting its maneuverability, never mind being almost unable to make steep descents without bumping the gun on something, a problem tanks with a similar nose-heavy loadout like the Russian T-34 and SU-85 also had.&lt;br /&gt;
*&#039;&#039;&#039;Jagdpanther&#039;&#039;&#039;: A Panther chassis mounting a long-barrelled 88mm gun in a casemate mount. Arguably the best &amp;quot;Jagd-&amp;quot; model combining decent mobility, decent protection and a very powerful gun. &lt;br /&gt;
*&#039;&#039;&#039;Jagdtiger&#039;&#039;&#039;: Tiger II chassis outfitted with a long-barrelled 128mm (!) naval gun. Pure overkill, and ultimately a poorly-performing design. To put it in perspective, the M1 &#039;&#039;Abrams&#039;&#039; TODAY has a smaller and shorter 120mm cannon, even if most of its armor busting power comes from the fact it fires modern (and far more deadly) sabot rounds. Even back then, two of the most effective AT guns of the war were the German &#039;&#039;Acht-Acht&#039;&#039; 88mm gun and the British 76.2mm &#039;&#039;17 pounder&#039;&#039; gun; both much smaller, lighter and with a better rate of fire than this 128mm monster. No war machine used on the front line called for such a massive gun to be dealt with in World War II (save perhaps for the Soviets&#039;s [https://en.wikipedia.org/wiki/IS_tank_family IS heavy tanks], which were designed to be have armor good enough to stand up to 88mm AT gun fire, but ironically the Jagdtiger only served on the Western Front, making it a moot point) and even the fact it could double up as artillery support in a pinch didn&#039;t make up for the fact it was just too big and unwieldy and slow-firing a gun to deal with tanks. Add to that, a tank with a 128mm main gun is especially stupid when your enemies on both sides favored zerg rushes of Shermans and T-34s, much lighter vehicles that could reliably be taken out by much smaller guns. While anticipating future enemy capabilities is important in wartime weapon development, pretty much no one was working on a vehicle sufficiently armored to warrant this firepower (excluding absurd super-heavy design studies like the American T28/T30 and T95 or the British Tortoise), unless it was intended to fire on battleships from the shore—and firing from a stationary coastal-defense position probably would be for the best, because even at its crawling pace, going off-road tended to knock the gun out of alignment and require it to be recalibrated before firing again, so good luck with flanking maneuvers. The nicest thing that could be said about it was that it was great for shooting at enemy tanks hiding behind buildings, because it would shoot straight through building and tank alike. (Seriously, read Otto Carius&#039; memoirs. His opinion on these is as first-hand as it is scathing.)&lt;br /&gt;
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On a sidenote:&lt;br /&gt;
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One could reasonably point out that the Russians weren&#039;t much better in that regard, since they too threw a couple of &#039;overcompensated&#039; tanks/assault guns into the fray over the course of WWII: The KV-2 sported a 152mm howitzer in a gigantic (and horribly impractical) turret, and the SU-152 and ISU-152 were also equipped casemate-mounted 152mm howitzers (basically, the only difference is that the SU was based on the KV chassis and the ISU on the IS chassis). The difference here is that these vehicles had been designed for infantry support (and demolishing &#039;&#039;festungs&#039;&#039;), making the huge gun just mobile enough to keep up with the grunts and chucking high explosive death at the enemy from medium/long range instead of blasting other tanks to smithereens. This doesn&#039;t mean they couldn&#039;t: indeed the ISU-152 was effective enough in that regard to be nicknamed the &#039;&#039;Zveroboy&#039;&#039; (&#039;&#039;Beast Killer&#039;&#039; in Russian, which it inherited from the SU-152), but being able to blast a Tiger on its back was merely a handy bonus. Add to that the low-velocity 152mm howitzer was a good 30% lighter than the massive PaK 80; resulting in lighter, more compact, and more mobile vehicles overall once they realized trying to mount a huge howitzer in a turret wasn&#039;t such a good idea after all. All the Russians did was switch the unwieldy 152&#039;s for lighter  85&#039;s, 100&#039;s and 122&#039;s to make actual tank destroyers.  &lt;br /&gt;
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 &lt;br /&gt;
*[[File:Sturmtiger.jpg|200px|thumb|right|Contrary to what it looks like, this is not a mock-up of a 40k [[Vindicator]] but a real combat vehicle.]]&#039;&#039;&#039;Sturmtiger&#039;&#039;&#039;: The Sturmtiger is one of the most striking example of Nazi &amp;quot;mad genius&amp;quot; given form, to the point that this assault gun could almost belong in the &amp;quot;Wunderwaffe&amp;quot; section. As you can see from the picture, it looks like a [[Vindicator]], which is not a coincidence: both vehicles&#039; role is to rumble up to a strongpoint and obliterate it with extreme firepower. Very quickly, the Germans realized that fortifications were a major pain in their Aryan butts to deal with and that static artillery was too slow and vulnerable to keep up with their &#039;&#039;Blitzkrieg&#039;&#039; attacks. So at first they relied on airplanes and Pz.IVs and StuGs, but as their opponents started to contest the skies and howitzers on both tanks and self-propelled artillery had to be replaced with antitank guns to stem the endless tide of T-34s, the problem of bunker-busting raised its head once again. The Sturmtiger is what you get when the point where you should have stopped putting bigger, larger guns on tracks is long passed, yet one still keeps going... and somehow manages to make it work. Starting as a direct response to the Soviet SU-152 (there&#039;s even an urban legend about some German general looking at it and going &amp;quot;I want this, but BIGGER&amp;quot;) and based off of the Tiger I chassis, it sported a [[bolter|&#039;&#039;380mm gun/rocket launcher&#039;&#039;]] [[awesome|&#039;&#039;adapted from a Kriegsmarine depth-charge launcher&#039;&#039;]] as its main gun; [[wat|and only because the 210 mm howitzer they intended to use first wasn&#039;t available]]. Although it sported a gun that could obliterate anything in front of it, the Sturmtiger suffered the same problems as the Tiger itself. Overstressed drive train, maintenance-intensive and prone to breakdown, &#039;&#039;Schachtellaufwerk&#039;&#039; tracks to keep ground pressure tolerable, and an underpowered engine. On top of that, the rocket was so powerful that in order to not break the barrel of the gun or kill the crew, the exhaust gasses from launching the depth-charge rocket had to be vented out of a number of tubes that went back up the barrel. &lt;br /&gt;
*&#039;&#039;&#039;Flakpanzer IV&#039;&#039;&#039;: Tanks whose main gun had been replaced with one (or more) anti-aircraft guns. With the Luftwaffe having been squandered by inability to adapt to changes (i.e. realize that &#039;&#039;maybe&#039;&#039; it should have switched priorities to defending the Fatherland before the latter half of 1943), the Germans came up with these SPAAGs in other to try to defend themselves from all those nasty American &#039;&#039;Jabos&#039;&#039; (German shorthand for fighter-bomber) making their lives hell. Didn&#039;t really work, because towards the end of the war the ground attack aircraft had become too fast to be engaged reliably by guns relying on human eyes to acquire and follow their target. They were, however, [[rape|murder on tracks]] when facing infantry and lightly armored ground targets. Four variants were made, all based on the ever-reliable Panzer IV chassis: &lt;br /&gt;
**&#039;&#039;&#039;Möbelwagen&#039;&#039;&#039;: Odd looking thing that more or less was an armoured AA-emplacement on a tank; when deployed, the crew would fold down the &amp;quot;walls&amp;quot; of the open topped fixed turret with a 3.7 cm AA-gun on top of it. Needless to say, it didn&#039;t offer any significant improvement over existing and far more simple AA-vehicles which consisted of little more than an armoured truck with the gun in a trailer. &lt;br /&gt;
**&#039;&#039;&#039;Wirbelwind&#039;&#039;&#039;: Perhaps the most iconic of the four, it massively improved the design by adding an again open-topped turret that could be turned almost as fast as a regular AA-gun on its mounting. Armed with a quadruple 2 cm FlaK 38 and 105 being built, it was ultimately the most common variant of the Flakpanzer IV. &lt;br /&gt;
**&#039;&#039;&#039;Ostwind&#039;&#039;&#039;: The last Flakpanzer IV to be put into serial production. The turret remained pretty much the same from the Wirbelwind, although the introduction of a single 3.7-cm FlaK 43 made one of the two loaders on the Wirbelwind obsolete and a hydraulic turning mechanism pumped its turning speed up to 60 per second. Its prototype partook in the Battle of the Bulge and returned back home undamaged. 47 were completed by the end of the war. &lt;br /&gt;
**&#039;&#039;&#039;Kugelblitz&#039;&#039;&#039;: Similar deal to the Type XXI U-boats, the Kugelblitz was the peak of military engineering for its time that remained unsurpassed until computer-guided tracking systems and heat-seeking missiles revolutionized ground-based AA weaponry. The Kugelblitz utilized a fully enclosed, roughly ball-shaped turret with two 3 cm MK 103 borrowed from the ME-262 fighter plane that were fed by belt instead of magazines or clips like the FlaK guns before. The shape of the turret, combined with an improved version of the hydraulic turning mechanism of the Ostwind, made for an incredibly deadly package that could cover the airspace above it completely and inspired many imitators after the war. That being said, the 37mm AA gun was really showing its age and post-war AA guns went for either high-caliber autocannons or rotary guns. Only 5 prototypes were made by the end of the war, one of which actually saw combat in Thuringia, where a direct hit by a bomb blasted its turret off into a forest, where it was recovered in 1999.&lt;br /&gt;
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===Halftracks and Armoured Cars===&lt;br /&gt;
*&#039;&#039;&#039;Kfz 13&#039;&#039;&#039;: One of the first projects of the German armament programs that started after Hitler started to outright ignore the conditions of Versailles. Very much a stopgap solution based on a civilian car, the Adler Standard 6. Some of them partook in the invasions of Poland and France and were relegated to training purposes shortly after. &lt;br /&gt;
*&#039;&#039;&#039;Einheits-PKW&#039;&#039;&#039;: A German take on the US army jeep, general purpose cars meant for transporting officers and reconnaissance. Existed in three weight classes. Became redundant after the introduction of the Kübelwagen, who could do everything an Einheits-PKW could do for cheaper and also could be made into an amphibious vehicle with only minor modifications. The heavy Einheits-PKW served as the basis for the wheeled armoured reconnaissance tank Sd.Kfz 221. &lt;br /&gt;
*&#039;&#039;&#039;Leichter Panzerspähwagen Sd.Kfz. 221/222/223&#039;&#039;&#039;: The 221 was the standard reconnaissance vehicle of the Wehrmacht in the early days of the war. Open topped and armed with an MG 34, its weak armor of only 25 millimeters, as well as its armament proved insufficient during the French campaign. The vehicles would be refitted with the 20mm autocannon from the Panzer II and redesignated as the Sd.Kfz. 222. Leading vehicles would be equipped with high-capacity radios instead of any armament and designated as Leichter Funkwagen 223. &lt;br /&gt;
*&#039;&#039;&#039;Schwerer Panzerspähwagen Sd.Kfz 231/232/233&#039;&#039;&#039;: The heavy alternative to the 222. A six (or eight)-wheeled tank whose development already started when the Weimar Republic was still alive and well. It was the primary reconnaissance vehicle for the tank divisions. The different designations refer to the armament. A 231 was armed with two MG 15s in a Panzer I turret, the 232 with a high-capacity radio, and the 233 with the short-barreled 7.5-cm tank gun from the earlier versions of the Panzer IV and the StuG III. &lt;br /&gt;
*&#039;&#039;&#039;Schwerer Panzerspähwagen Sd.Kfz 234 &amp;quot;Puma&amp;quot;&#039;&#039;&#039;: A completely new wheeled tank, where the major improvement over the older 231s and 222s was that they were designed around being tanks instead of armoured cars. The first serially produced version, the 234/2 was armed with the long 5 cm-tank gun from the Panzer III in the turret of the never realized Leopard reconnaissance tank, later versions were open topped due to material shortages. This gave the vehicles firepower unprecedented for such a light vehicle and often lead to crews to take the fight to the enemy instead of scouting, with mixed results. &lt;br /&gt;
*&#039;&#039;&#039;Mittlerer Schützenpanzerwagen Sd.Kfz. 251&#039;&#039;&#039;: The standard APC of the Wehrmacht throughout the entire war. A design so flexible that it could easily be used in just about any role any commander wanted it to serve with tons of variants of it existing. In the standard configuration, it could carry 10 men plus equipment in an open topped chassis. An innovation over competing APCs of the time was that soldiers could enter and leave the vehicle quickly through a door in the back. The 251 was originally supposed to form the backbone of the Panzergrenadier divisions, providing infantry support for tanks in a vehicle quick enough and armoured to deliver them directly into the fray, but the lack of industrial capacity as well as the complicated Schachtellaufwerk of its tracks limited their production rates. The later years of the war saw the 251 relegated to an absurd number of combat roles, from light SPAAG with a 2-cm-FlaK 36, AT gun carrier and even Infrared night vision reconnaissance. One of the more prolific and successful vehicles of the German Army in general, with 15.000 of them being built throughout the entirety of the war.&lt;br /&gt;
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===Airplanes===&lt;br /&gt;
After the Great War, Germany was explicitly forbidden from having an air force by the Treaty of Versailles. Once the Nazis came to power, they had to rebuild from scratch. First covertly with layers of deniability by bankrolling glider clubs and similar, then once the components were ready they could easily assemble an air force. A lot of grief and death could have been spared the world if France and England put their feet down in the 1935 or so, alas they chickened out.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Messerschmitt Bf 109:&#039;&#039;&#039; The Luftwaffe&#039;s mainstay fighter through WWII. Work began on the project shortly after Hitler came to power in 1933, the first prototype flew in 1935 and it entered service in 1937, seeing action in the Spanish Civil War. It is also the most produced fighter of all time, with nearly 34,000. The variants of the 109 and the Spitfire competed with each other throughout the war for the title of &amp;quot;World&#039;s Best Fighter&amp;quot; as they were both continually upgraded. The 109 was small, very fast, a good turner (early on), a god tier climber, and was inexpensive to produce and maintain. The 109&#039;s speed and climb rate made it a top tier fighter in the early stages of the war. That said it was also short ranged and as the war progressed it started showing its age, gradually losing manoeuvrability as its engine power was increased.&lt;br /&gt;
[[File:Fw190d9jv 1.jpg|thumb|right|250px|When the Nazis applied their sense of style to aerospace engineering, the result was the Fw 190D-9, the second sexiest son of a bitch in the sky, second only to the SR-71]]&lt;br /&gt;
* &#039;&#039;&#039;Messerchmitt Bf 110:&#039;&#039;&#039; The archetype of the Luftwaffe&#039;s &amp;quot;destroyer&amp;quot; concept, and a flying monument to hubris and doubling down on bad decisions. In the late 1930s, German engineers believed that the limitations of engine technology gave multi-engine bombers an unbeatable speed advantage over single-engine fighters. Thus, this beast: a fast, twin-engined air superiority fighter armed with heavy cannons and defensive machine guns. &amp;quot;Destroyers&amp;quot; never worked particularly well in their intended role, being handily outmaneuvered by even early-war Allied fighters. Although the very concept was flawed, Bf 110s and other &amp;quot;destroyers&amp;quot; soldiered on throughout the war, in large part because Hermann Goering had a massive hard-on for them and couldn&#039;t be told &amp;quot;no&amp;quot;. It also helped that the planes&#039; large airframes were well-suited to other roles besides air superiority; &amp;quot;destroyers&amp;quot; could be converted into effective tactical bombers or night-fighters when equipped with early radar sets.&lt;br /&gt;
* &#039;&#039;&#039;Junkers Ju 87:&#039;&#039;&#039; Probably the airplane used by the Nazis any random person is going to know about due to [https://www.youtube.com/watch?v=UQzv-8pJSqY the highly-distinctive sound of its ram-air sirens, known as &amp;quot;Jericho trumpets&amp;quot;] as it dived in for an attack run - whether intentionally or not depending on how stringently the media this person watched actually portrays the Ju 87 or if they&#039;re just using its cool sound. The Ju 87 or &amp;quot;Stuka&amp;quot; as it was also known as (short for &#039;&#039;Sturzkampfflugzeug&#039;&#039;) was a dive bomber that quickly became a symbol of German airpower in the beginning of the war and was a key part of Germany&#039;s initial Blitzkrieg victories. A novel design, it was equipped with automatic pull-up dive brakes to ensure the aircraft recovered from its attack dive even if its pilot blacked out and wouldn&#039;t have been a feasible concept at all if its cabin wasn&#039;t pressurized and without a lot of other pilot protection advancements since only 2 G (Stuka pilots going in and out of a dive went through 8 or 9 G) could have killed a pilot in an unpressurized cabin. The Stuka proved to be so iconic that its nickname was lent to another piece of German military hardware - the Werfrahmen 40 multiple rocket launcher became known as the &amp;quot;Walking Stuka&amp;quot;. However, as the war went on and Allied air superiority became the rule of almost every battle, the Stuka wasn&#039;t really produced anymore, as it was absolutely helpless against the many Allied fighters filling the air (though there were occasions that the Stuka got to bomb things like it was 1939 again when the Allied ground units outpaced their air support).&lt;br /&gt;
** By the way, the Jericho trumpets were attached to the plane for psychological warfare purposes and while it &#039;&#039;was&#039;&#039; pretty certain that ground units hearing the Jericho trumpets did indeed shit themselves and dive for cover, the usefulness of them were debatable considering they produced drag on the aircraft and provided an advance warning sound for ground troops to get down (and the helpfulness of getting down was why [https://en.wikipedia.org/wiki/Time_On_Target Time On Target] artillery coordination was developed) - though if nothing else, the trumpets provided audible feedback on the plane&#039;s speed for its pilot.&lt;br /&gt;
* &#039;&#039;&#039;Focke-Wulf Fw 190&#039;&#039;&#039;: When first introduced, the Fw 190 was hands-down the best fighter on the planet, due mostly to its very powerful radial engine. The 190A-3 was rocking 1,700 horsepower at a time when the Spitfire V had 1,450. As the war dragged on, BMW failed miserably to improve the engine and the 190 dropped in effectiveness until it was given a completely new engine in the Dora variant. The 190 was horrifically fast at low altitude, had extremely powerful armament, outstanding high speed handling, and had the best roll rate of any plane in the war. However, it was a very poor turner. This set of attributes made the 190 one of the best &amp;quot;boom and zoom&amp;quot; fighters, going toe to toe with Mustangs and Thunderbolts but once again falling victim to shit production, just as the Russians started getting [[Dakka|P-39 Airacobras]] from America that could take on anything the Nazis had as long as the fight was below 12,000&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Fieseler Fi 156 Storch&#039;&#039;&#039;: A product of the early, successful parts of the war, the Storch was a dedicated observation plane for forward air control and was a popular choice for generals making visits to the front line. It was unique for its &#039;&#039;&#039;EXTREMELY&#039;&#039;&#039; low stall speed of 31 mph which even in the 21st century is still impressive for a two seater and almost 25% lower than the American equivalent (the Piper Cub). The design continued in production well into the 1960s in France and the USSR; modern replicas using even lighter, stronger materials are capable of flight with a takeoff run of as little as 30 meters. Its capabilities for close support were illustrated best during the final days of the war, when famed pilot Hanna Reitsch landed one on a building-lined street in Berlin and then successfully got it airborne again.&lt;br /&gt;
[[File:HE111Z.JPG|thumb|left|150px|One of Germany&#039;s attempts at packing enough dakka in explosive form]]&lt;br /&gt;
*&#039;&#039;&#039;Heinkel He 111&#039;&#039;&#039;: The main German bomber from beginning to end, it was developed in the 1930s; the Nazis called it a high speed passenger aircraft to get around the Treaty of Versailles. It was first put to its real use in the Spanish Civil War. The He 111 was a twin engine medium bomber, cheap to make and maintain and able to carry up to 3,600 kilos of bombs. Early on it performed very well and was one of the most effective bombers in the world, but after 1941 the British and Americans began building larger and longer ranged four engine bombers like the Lancaster and the Flying Fortress in large quantities. The German engineers had a plan to counter these with an enhanced version of the HE 111 called the HE 111-Z that consisted of two 111 fuselages fused together on a central wing (which is just as retardedly awesome and awesomely retarded as it sounds) therefore gathering twice the bombs and weaponry of a regular bomber while being powered by 5 engines. They did manage to make it fly but it remained a prototype. Note: Actually it was supposed to be used as a glider tug for the massive Messerschmitt ME-321 Gigant cargo glider and the proposed Junkers JU-322 Mammut.&lt;br /&gt;
*&#039;&#039;&#039;Heinkel He 177 &amp;quot;Greif&amp;quot;&#039;&#039;&#039;: The only heavy bomber the Germans were fielding and the perfect counterexample for people who cannot stop blabbering about supposed German technical superiority. It was an attempt to combine the concepts of a heavy long-range bomber like the British Halifax or the American B-17 with the dive-bomb-capabilities of the Stuka. To that end, the plane was made deliberately heavier and had two engines, that were actually four that drove two propellers. Even though it became obvious very quickly that the concept of a heavy dive bomber was impossible, the Germans kept building them, which only revealed much more pressing concerns with the design, the most notable of which was that the engine cooling system never worked right and guzzled coolant at very high rates. When the coolant ran out, the engines spontaneously combusted. German pilots loathed the damn thing so much that they gave it grim nicknames like &amp;quot;Burning coffin&amp;quot; and &amp;quot;Imperial Torch&amp;quot;. When it didn&#039;t burst into flames, it was an alright plane, but mostly used for short-range reconnaissance flights, supplying the trapped 6th Army in Stalingrad, and naval bombing. It was eventually retired in 1944, when fuel shortages meant that they could no longer take off. &lt;br /&gt;
* &#039;&#039;&#039;Messerschmitt ME-163 Komet&#039;&#039;&#039;: Before the Nazis mastered jet engines, they toyed around with rocket-based fighters instead. The Komet was a tiny, zippy little fighter plane, and the first plane to travel faster than 1000 kph. It was also the first and last rocket-powered fighter, as they only succeeded to shoot down about eighteen Allied planes at the cost of ten crashed Komets. This was because despite being far faster than anything the Allies could field, the Komet proved very temperamental: it was difficult to control while building speed, its fuel was dangerous to handle, its landing gear could bounce off and smack the plane, its cannons were too slow to keep up, and it was vulnerable as it glided back to earth. Still, for its time, it was the only fighter capable of threatening the Allies&#039; high-altitude bombers, until the ME-262 came about. The fuel, being hypergolic, had a nasty tendency to melt the test pilots, the plane itself, and pretty much everything it touched. Which, oddly enough, was still less of a OSHA hazard that what follows...&lt;br /&gt;
[[File:ME 262.jpg|thumb|left|200px|The ME-262: Nazi Germany&#039;s state of the art sky shark]]&lt;br /&gt;
* &#039;&#039;&#039;Ba 349 Natter&#039;&#039;&#039;: The meaning of &amp;quot;double down&amp;quot; if Luftwaffe logistics was a poker game. Even crazier than the Komet, Natter was little more than a [[Grot Bomm Launcha]] with unguided rocket batteries up the nose. Adding to the madness was that it was designed to be built with unskilled labor, using wood. Yes, wood. Yes, the British Mosquito was made of wood, but the Mosquito was built by professionals with great care, and was not &#039;&#039;&#039;rocket powered!&#039;&#039;&#039; What&#039;s worse, its fuel was [https://www.science.org/content/blog-post/things-i-won-t-work-peroxide-peroxides T-Stoff] (a highly caustic solution of hydrogen peroxide and a stabilizing chemical) mixed with C-Stoff (a hydrazine hydrate/methanol/water mixture). This shit spontaneously combusted whenever you looked at it funny, so extreme care was required to handle both chemicals; leave it to Nazis to use fuel made out of the second most dangerous and villainous compounds (See N-Stoff bellow for the stuff even they thought was crazy). The Walter motor generated about 1,700 kg (3,740 lb) of thrust but a loaded Ba 349A weighed more than 1,818 kg (4,000 lb) so liftoff required more power, like a rail launcher or catapult. Simply put, the design was fuck-nut retarded from scratch, killing every test pilot that had the misfortune to set foot in the thing, and it was canceled before it was used, not that a plane nearing the speed of sound made out of shitty wood firing unguided rockets wouldn&#039;t hit fuck-all.&lt;br /&gt;
* &#039;&#039;&#039;[[ME-262 Sturmvogel|Messerschmitt ME-262]]&#039;&#039;&#039;: The Me 262 was the world&#039;s first operational jet fighter and one of the most advanced aircraft of WWII. It was very fast, able to achieve a speed of 900km/h (in comparison, a P51 Mustang had a top speed of about 700km/h) and carried four 30mm cannons. The latter was its most important feature because around that time, a single HE autocannon hit meant &amp;quot;instant death&amp;quot; for any aircraft facing them, forcing them to exploit 262&#039;s slow turning speed. Quality suffered due to a lack of high quality steel, which severely limited the shelf life of their engines to twelve hours. Even so, it was incredibly effective against bombers and made Allied fighter pilots shit themselves when they showed up. Much like every other advanced Nazi weapon, it arrived too late (in part due to delays involving the Nazi top brass-thank God for Hitler on not deciding whether it should be a tactical bomber or a fighter-) and in too few numbers to influence the course of the war, though it certainly helped spur development of jet aircraft on both sides of the Iron Curtain postwar. The Japanese built a rather similar jet fighter in the Nakajima Kikka, but that never got beyond prototype.&lt;br /&gt;
[[File:Heinkel He 162 CASM 2012 5.jpg|thumb|right|200px|The &amp;quot;Volksjäger&amp;quot; aka. &amp;quot;Spatz&amp;quot; or &amp;quot;Salamander&amp;quot;. Tiny. Deadly.]]&lt;br /&gt;
*&#039;&#039;&#039;He-162&#039;&#039;&#039;:  With a max speed of 900 kph, 2 centerline 20mm cannons, and a 39 lbs/ft^2 wingloading, the He-162 was almost invincible in combat. Where the 262 was an interceptor, the He-162 was designed as a cheap, easy to build and fly air superiority fighter. It was also designed to be piloted by children. Developed as a Volksjäger (”people&#039;s fighter”) the He-162 was a last ditch design meant to be piloted by the high school aged Hitler Youth as Nazi Germany had almost completely run out of regular pilots at the time. Amazingly enough despite the incredibly short time between design and full production, it turned out to be a solid design; both cheap and easy to build (most of the frame was made of wood) and a dangerous opponent (Allied testing after the war showed that a large number of them would have been a major pain in the rear to deal with). The only point where the &amp;quot;Spatz&amp;quot; didn&#039;t deliver was the &#039;easy to fly&#039; part; like all early jet airplanes it required an experienced pilot at the stick and being able to bench press to just turn the damn thing (which was a problem to everyone until the lessons of the Korean War).&lt;br /&gt;
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===Ships===&lt;br /&gt;
As a general rule, Hitler dumped most of Germany&#039;s money into the &#039;&#039;Heer&#039;&#039; (army) and &#039;&#039;Luftwaffe&#039;&#039; (air force), leaving the &#039;&#039;Kriegsmarine&#039;&#039; (navy) out in the cold, so to speak, so they were not overly fond of him. (Although Hitler realised he wouldn&#039;t be able to build up a navy to rival the English quickly, so he prioritised planes and tanks over ships to seize land and industrial capacity at first, which kind of made sense, at least in his delusional dreams where Great Britain wouldn&#039;t have dared to come kick him in the balls if a war was to break out.) Hitler actually liked the idea of a huge navy and authorized Plan Z in 1937, which would have built a truly massive fleet to fight the Royal Navy in about 1945, as the building up to that point was designed to fight France, and predated the Nazis&#039; rise to power. &lt;br /&gt;
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Like so many of Der Fuhrer&#039;s calls, it is a controversial matter and bound to create much [[skub| Skub]]. On one hand, German submarines proved to be a deadly asset in the Atlantic, wreaking absolute goddamn havoc among the convoys directed to Britain and sinking more ships than all the Kriegsmarine&#039;s surface units combined, apparently giving credit to Admiral Dönitz&#039;s idea of winning the war through the U-Boats alone. On the other, the lack of success from the aforementioned surface fleet was almost exclusively HIS fault and his fault alone as, for starters, Hitler moved too fast with his plans of invasion like an impatient child on Christmas morning and started the war before the Kriegsmarine had enough surface units ready to deploy. Then [[What|he ordered the resources that were being poured into the construction of said ships to be directed towards other projects, including building tanks and airplanes]], ordering the construction to be halted and leaving Admiral Raeder with a severe shortage of materials and not enough ships to fight the British on equal terms or provide escorts to his capital ships (to give you an example of what a stupid idea that was, he ordered to stop working on the aircraft carrier &#039;&#039;Graf Zeppelin&#039;&#039; when it was about 85% complete, [[fail|and that could have saved a certain flagship&#039;s ass if it had been put into service]]) and then, for fear of losing the few ships he had, ordered the entire surface fleet to stay in port and not go out on sorties, and to slap the shit icing on the shit cake, he seemingly forgot all of the above and declared the surface fleet a complete failure because they weren&#039;t sinking enemy ships...without considering the fact that [[fail|HE and his orders were the reasons why his ships couldn&#039;t do anything]] (well that and because the Royal Navy would eat them alive but he didn&#039;t help).&lt;br /&gt;
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Overall, Hitler&#039;s utter incompetence and lack of knowledge about naval warfare doomed the Kriegsmarine and left nobody happy: Dönitz ended up not having enough submarines to fight the long war and Raeder ended up with not enough ships to meet the Royal Navy head on, although the few ships that saw combat inflicted heavy blows to the enemy and left one hell of a mark in history, fighting against impossible odds and always at a disadvantage, but refusing to surrender or go down without putting up remarkable resistance. Admittedly, it&#039;s easier to speak in favor of the Kriegsmarine due to a lack of major atrocities beyond unrestricted submarine warfare (also engaged in by Allied forces) and slave labor at a low rate compared to other forces. Raeder and Dönitz were no saints; indeed, Hitler thought so highly of Dönitz that he put him in charge of Germany before he committed sudoku in Berlin. It is however fair to say that their obedience to Hitler really fucked the navy over, hard. Also Hitler liking Dönitz only made him the first name to pop up to replace Göring who had offered to surrender to the Americans on Hitler&#039;s behalf, which Martin Bormann manipulated Hitler into believing that Göring had tried to coup him so Hitler likely just named the first Marshall or Grand Admiral that he thought of. Even then, Dönitz was suppossed to only be Head of Government while Goebbels was made Head of State, though Goebbels and his wife becoming an heroes a day after the drug addicted dictator painted the floor red made that a moot point.&lt;br /&gt;
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* &#039;&#039;&#039;U-Boote&#039;&#039;&#039;: U-Boote, (short for &amp;quot;&#039;&#039;Unterseeboot&#039;&#039;&amp;quot; or &amp;quot;underwater boat&amp;quot;) are submarines. They were used in devastating effect to cut off Britain from supplies from the outside world by having &amp;quot;wolfpacks&amp;quot; of U-boats patrol around shipping lanes and sink any enemy ship they found. Their other uses involved seeking and destroying enemy battleships, placing automated weather stations all over the world (helpful for Kriegsmarine ships) and dropping off a substantial number of spies in Britain and even America, most of which got caught and subsequently replaced by British spies (some of the ways the British bamboozled the Nazis, like the moment the Germans gave a British agent the Iron Cross are just hilarious). As a consequence of all this, they worked very well in the first years of the war, sinking huge (and I mean HUGE) numbers of ships with very few boats (only about 15 U-boats, at most, were out at sea at any given time in the first year or so). Being such an absolute pain in the arse, the British thus invested a fuckton of money and manpower into hunting and killing said U-boats, and finally got very, very good at it, through a combination of new technology, a [[Wikipedia:Western Approaches Command|massive information network]] for coordinating defenses, and [https://paxsims.wordpress.com/2016/12/08/the-wargaming-wrens-of-the-western-approaches-tactical-unit/ navy wargamers] [[awesome|developing new strategies to counter the U-boats]]. Right when more and more U-boats were being produced, as German high command realized their potential, the British began sinking ever more of them (Example: in all of 1941, 35 boats were lost, in 1943, 244 boats were sunk, with 41 in May alone). Admiral Karl Dönitz, a former U-boat man himself, loved the U-boats and built one of the largest structures on earth at the time to house them: the German U-boat pens in captured France. U-boats had been used in the First World War, and their campaign of sinking any ship, even those with US citizens on them (even after the German government made a very public warning to the US that boarding a ship to England was a very bad idea), that approached England led to the neutral America to join the Entente and for them to be the last straw on the German back to end it.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Type VII&#039;&#039;&#039;&#039;&#039;: The most common type and with 703 ships in total also the most-produced submarine model in history. Generally well regarded as a very good design, it was rather nimble for its tonnage, was able to dive extremely quickly, and could go deeper than even the designers anticipated (U-95, the famous submarine from &#039;&#039;Das Boot&#039;&#039;, reportedly went as deep as 290 meters after being hit by depth charges, and even though it was quite taxing on the ship itself, the crew survived in full and made it back to port). Its major downfall (as seems to be the norm with most Nazi equipment) was that it wasn&#039;t used in its intended role; the Type VIIC submarines in particular weren&#039;t designed for long-range operations and their firepower against anything larger than a merchant vessel was negligible. They were, at best, torpedo boats that could also dive, and only the Fall of France even made it even possible for them in the first place to operate in the mid-Atlantic as they did, even though their main theater was supposed to be the North Sea, the Baltic, and the Channel. Incompetent leadership as well as the aforementioned efforts of the British in fighting them led to the Type VII becoming obsolete by 1942 and a major bleed of trained Seamen and Naval officiers. &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Type IX&#039;&#039;&#039;&#039;&#039;: The Type VII&#039;s bigger sister, and the actual ocean-going submarine of the Kriegsmarine. Much more spacious than the Type VII, and designed to operate as far away as the &#039;&#039;fucking Indian Ocean&#039;&#039;. Quite a few of them remained a considerable threat due to their elusiveness and extreme range; multiple Type IXs made it as far as New York City and sank convoys there. As is tradition, incompetent leadership fucked this type and their crews; Dönitz was notoriously iron-fisted about keeping the Type VII wolfpacks in use and very narrow-minded as far as new technology goes. The Type IX was for the task at hand superior to its smaller cousin in every way, but materiel shortages and limited dockyards meant it was damned to take a step back behind the Type VII. &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Type XXI&#039;&#039;&#039;&#039;&#039;: A technological marvel that came at the very end of the war, and too late to be used by the Nazis themselves, but these babies were by far the most advanced type of submarine devised at the time. Primarily designed to operate almost entirely under water and as trials with the finished ships by the Allies after the war showed, more than capable of that. The Type XXI &#039;&#039;Elektroboot&#039;&#039; marks a significant shift in submarine doctrine across the globe, as it proved that submarines were more than capable of operating far away from a port without needing any assistance while staying almost completely invisible. The modern nuclear submarines of the US and USSR are direct decendants of the Type XXI for that very reason. Unfortunately for the Nazis and fortunately for everyone else they had serious problems in their construction as Albert Speer decided [[wat|to farm out hull construction to a steel bridge company to speed up production]] and they never scored a kill.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Gorch Fock&#039;&#039;&#039;&#039;&#039;: The first of a series of five ships built very early in Germany&#039;s rearmament program, when the Nazis were still uncertain what might provoke the allies.  Not in any way a warship, these were sail tallships, the last, largest, and finest ever made (although their engine systems were designed to train sailors for operating U-Boats).  After the war all the ships of the class were seized as war trophies, notably the &#039;&#039;Horst Wessel&#039;&#039; which was taken by the United States becoming the &#039;&#039;USCGC Eagle&#039;&#039;. The modern day &#039;&#039;Gorch Fock&#039;&#039; of the Bundesmarine is a new ship built from the same plans in 1958 and remains a training vessel to this day. &lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Deutschland Class Cruiser&#039;&#039;&#039;&#039;&#039;: The archetypal battlecruiser, the &#039;&#039;Deutschlands&#039;&#039; were the first new large ships designed by Germany after the Treaty of Versailles, and were carefully designed to get the most out of a very liberal interpretation of what the treaty permitted. Fast and heavily armed, they were ideal for commerce raiding and all three were used in this role. Of the class, the &#039;&#039;Admiral Scheer&#039;&#039; had the most successful career, sinking the most shipping tonnage of any surface ship in WWII, while the &#039;&#039;Graf Spee&#039;&#039; would get in a shootout with three British cruisers and be forced to scuttle in the harbor of Montevideo.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Admiral Hipper-Class Cruiser&#039;&#039;&#039;&#039;&#039;: A result of the British-German Treaty of 1935, supposed to cross the gap between the Bismarck-class battleships and the lighter Deutschland class. The most famous of these was the &#039;&#039;Prinz Eugen&#039;&#039;, which accompanied the &#039;&#039;Bismarck&#039;&#039; on his fateful journey and was the only heavy German warship that survived the war intact. The planners of the Kriegsmarine called for a design that was exceptionally sturdy, and the result fulfilled these expectations more than they could have imagined; after the war, it was taken by the US Navy and used in the series of nuclear tests in American Samoa, [[Wat|where it survived all three hydrogen bomb blasts with only minor damage]], but it was so irradiated that the US towed it off the coast of the Bikini Atoll. Here it sank, after the propellers had dislodged as a result of the nuclear blasts in 1946. Its wreck is still above the surface, since the water where it sank isn&#039;t very deep.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Scharnhorst and Gneisenau&#039;&#039;&#039;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Bismarck and Tirpitz&#039;&#039;&#039;&#039;&#039;: &amp;lt;s&amp;gt;A pair of battleships with guns as big as steers and shells as big as trees. As well as inspiration for a kickass Sabaton song &amp;lt;/s&amp;gt; Memes aside, those were the largest battleships built by any European power and two of the biggest in the World; although not the biggest (&#039;&#039;Yamato&#039;&#039; was heavier and around ten meters longer), or the ones with the most illustrious career (&#039;&#039;Warspite&#039;&#039; served and kicked asses in both World Wars), they were by far the deadliest and best battleships around during the war, so powerful and dangerous to make Winston Churchill himself shit his pants. Much of the material regarding them as &amp;quot;technologically outdated&amp;quot;, &amp;quot;useless&amp;quot; or inferior to their contemporaries are just results of the heavy discrediting campaign the Allies came up with during and after the war, so that everyone would think that &amp;quot;anything built by Nazi Germany = inferior to anything American and British and thus worthless&amp;quot;, when that couldn&#039;t be farther from the truth: the &#039;&#039;Bismarck&#039;&#039; fought, with only the heavy cruiser &#039;&#039;Prinz Eugen&#039;&#039; at his side, the battleship HMS &#039;&#039;Prince of Wales&#039;&#039; and the battlecruiser HMS &#039;&#039;Hood&#039;&#039; and [[awesome|literally one-shotted the &#039;&#039;Hood&#039;&#039; after just five minutes of combat by hitting her in the aft magazine, with subsequent explosion breaking the ship in half]] and killed all but three of its crew, then pointed his guns on the &#039;&#039;Prince of Wales&#039;&#039; and mauled her badly enough to force her to withdraw; at that point, the &#039;&#039;Bismarck&#039;&#039; could have won the entire war for Germany. Alone. And that&#039;s for three simple reasons: A) Britain was already on the brink of starvation thanks to the German submarines and raiders, so a ship like the &#039;&#039;Bismarck&#039;&#039; left unchecked and free to hunt down convoys in the Atlantic for three months would have meant the UK would have been forced to surrender lest its population died for a lack of food; B) &#039;&#039;Hood&#039;&#039; had been always presented as the most powerful ship in the world and was the most loved ship of the Royal Navy; the fact that she had been sunk in an engagement where she technically had the upper hand in terms of power (since they were a battleship and a battlecruiser against a battleship and a heavy cruiser, even though the &#039;&#039;Bismarck&#039;&#039; and the &#039;&#039;Prinz Eugen&#039;&#039; were more modern) was an extremely heavy blow to the already strained British morale, that started raising questions as to the ability of the Royal Navy to actually counter the Germans&#039; ambitions at sea; C) the Royal Navy lacked a ship powerful enough to confront the &#039;&#039;Bismarck&#039;&#039; in battle, without numbers on its side. It should be no surprise then that Churchill ordered every available ship to chase the &#039;&#039;Bismarck&#039;&#039; and destroy it, resulting in a fleet of more than 60 SHIPS searching the Atlantic to destroy him (and before you ask, yes, it is the biggest naval formation ever assembled to hunt down a single ship), that after three days of hunting managed to track him down, cripple him and then have a 5v1 engagement in which the Bismarck was shelled without mercy, [[awesome|yet still refused to sink]]. They tried torpedoes. [[awesome|And he still didn&#039;t sink]]. In the end it was left to the &#039;&#039;Bismarck&#039;&#039;&#039;s own crew to scuttle him, since they had no way of fighting back after the beating the ship had taken. All the while the &#039;&#039;Tirpitz&#039;&#039; proved to be another real bitch to kill, just like his big brother: after the &#039;&#039;Bismarck&#039;&#039; sinking, the &#039;&#039;Tirpitz&#039;&#039; received reinforced deck armor, even more advanced systems and a shitload more of AA guns to fight off enemy aircraft and she was considered so much of a threat that the British admiralty was forced to keep three &#039;&#039;King George V&#039;&#039;-class battleships at Scapa Flow at any time and the Americans had to send the &#039;&#039;Iowa&#039;&#039;, the &#039;&#039;Washington&#039;&#039; and the &#039;&#039;Alabama&#039;&#039; in case &amp;quot;The Beast&amp;quot;, as Churchill called her, decided to move. After ship attacks failed to damage her, the RAF spent an entire year attacking her, but without results, forcing them to use almost [[what|6 tonnes bombs]] (the Tallboy) to destroy her, [[awesome|but &#039;&#039;Tirpitz&#039;&#039; survived even these]], until November 1944, when one of said bombs hit one of the ship&#039;s magazines and finally ssnk it. The only real &amp;quot;flaws&amp;quot; of the ships were the three-propeller system that made them difficult to maneuver at low speed and impossible if one of the rudders was to be destroyed, and the fact they were so massive that there were very few facilities capable of hosting them; in truth, the &#039;&#039;Bismarck&#039;&#039; class represented the very pinnacle of battleship design, with a perfect balance of overwhelming firepower, incredibly efficient armor protection (seriously, [[what|40% of their weight was dedicated to the armor]] and their armored belt was around 170 meters long, meaning that most of the ships were protected by it) and speed and their flaws were far less dangerous in a combat situation that those found on every other modern battleship of the war: the &#039;&#039;King George V&#039;&#039;s were slower and both them and the &#039;&#039;Richelieu&#039;&#039;s were uselessly complicated and suffered from severe mechanical failures and hydraulic problems (not to mention they couldn&#039;t shoot backwards), the &#039;&#039;Yamato&#039;&#039;s were so big and heavy that they were impossible to maintain, furthermore their guns and shells were highly ineffective, their armor scheme was a total mess and their radar was much less advanced, the &#039;&#039;Iowa&#039;&#039;s, while faster, with better technology and (only slightly) more powerful guns, had a terrible weakness in the form of extremely poor armor reliability to withstand both shells and torpedoes and that was discovered only months after the four battleships had been fully built and thus was impossible to rectify, a flaw they shared with both the &#039;&#039;North Carolina&#039;&#039; class and the &#039;&#039;South Dakota&#039;&#039; class, only that those two were also slower than the &#039;&#039;Bismarck&#039;&#039; and the &#039;&#039;Littorio&#039;&#039;s were completely unreliable, lacking radar systems, their guns were extremely inaccurate and also had a very short lifespan. &lt;br /&gt;
**A counterpoint: Frankly, none of the battleship circle-jerking above really matters in the end, because the era of battleships would come to a sudden and violent end on December 7, 1941. Indeed, it was an obsolete goddamn biplane launched from the carrier &#039;&#039;Ark Royal&#039;&#039; that doomed &#039;&#039;Bismarck&#039;&#039; by nailing it in the stern with a torpedo and jamming its steering. Everything after that was inevitable. Likewise, the fact that &#039;&#039;Bismarck&#039;&#039; sank &#039;&#039;Hood&#039;&#039; in eight minutes should not be taken as proof of its utter superiority. &#039;&#039;Hood&#039;&#039; was an old ship with thin armor that hadn&#039;t seen a significant update in years; this is kind of like someone bragging that their brand-new BMW is faster than their neighbor&#039;s twenty-year-old Vauxhall Astra. It also isn&#039;t surprising that it beat &#039;&#039;Prince of Wales&#039;&#039;; that ship was fresh out of the yards, with all the attendant teething problems thereof, and there were civilian technicians aboard calibrating its guns even as it went into battle. Also, any idea that &#039;&#039;Bismarck&#039;&#039; could have singlehandedly won the war is dubious at best and laughable at worst. There is no way that &#039;&#039;Bismarck&#039;&#039; would have been allowed to roam free for three months; the Royal Navy was stretched thin, sure, but as already noted above, killing &#039;&#039;Bismarck&#039;&#039; was a top priority for them, especially after &#039;&#039;Hood&#039;&#039; was sunk. They would have (and did) devoted whatever resources were necessary to sinking it. Moreover, &#039;&#039;Bismarck&#039;&#039; was under strict orders not to engage any major enemy warships unless it was absolutely necessary to sink a convoy. There proved to be a damn good reason for this, because &#039;&#039;Prince of Wales&#039;&#039; put a hole through &#039;&#039;Bismarck&#039;&#039;&#039;s bow that breached its forward fuel tanks and flooded several key compartments, forcing its admiral to call off the mission and head for France. Thus, its greatest and only victory also forced it to abort its mission before it had seen or fired a single shot at any merchant ships, meaning that it was an operational and strategic loss for the Germans. Losing &#039;&#039;Hood&#039;&#039; was a blow to British pride, but it was ultimately a relatively minor loss in the grand strategic scheme. &#039;&#039;Bismarck&#039;&#039;, meanwhile, represented 25% of the Kriegsmarine’s strength in capital ships, and its sinking meant that &#039;&#039;Tirpitz&#039;&#039; and the rest of the surface fleet were confined to port for the duration of the war on Hitler&#039;s direct orders. It doesn&#039;t matter if your battleship is a one-to-one match for the enemy&#039;s battleships when the enemy has more of them and is perfectly willing to send all of them after yours to make sure it&#039;s dead; that&#039;s a losing game no matter how you slice it.&lt;br /&gt;
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* &#039;&#039;&#039;&#039;&#039;Graf Zeppelin&#039;&#039;&#039;&#039;&#039;: The Nazis&#039; sole attempt at building an aircraft carrier that was a weird carrier/cruiser hybrid. Not the best idea because having the heavy guns meant it could field less planes and having fewer planes meant that it would punch below its weight in shooting matches with other surface assets, though this is theoretical. It was never completed, due to the squabbling between Göring and the Admiralty as to whose department it belonged to and the ever decreasing need of an aircraft carrier in continental Europe. Despite never being &#039;&#039;officially&#039;&#039; cancelled until the end of the war, frequent changes to the design and the planes that were supposed to be used with it as well as severe materiel shortages made sure that construction was put on hold in 1943. By that time the about 85% complete ship was moved from port to port in the Baltic Sea. The Soviets captured it in 1945, used it for target practice and ultimately sunk it in 1947 off the coast of Danzig (or Gdansk in Polish), where its wreck was rediscovered in 2006.&lt;br /&gt;
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===Wunderwaffen===&lt;br /&gt;
{{Topquote|He [Wernher von Braun] aimed for the stars, but kept hitting London.|Unknown, but often attributed to American satirist Tom Lehrer}}&lt;br /&gt;
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Of all the technology the Nazis used, the Wunderwaffen are the thing that caught the imagination of the world and started the &amp;quot;Superior German Engineering&amp;quot; meme. As a preface, civilian engineering is great in Germany. Military? Well... you&#039;ll see in a bit. This is the place any of the &amp;quot;Nazi Super Science&amp;quot; stuff goes. You want lightning guns? Wunderwaffen. Super tanks? Wunderwaffen. Moon rockets? Wunderwaffen. [[Wolfenstein|Hitler in a giant robot spider powered by the souls of the damned?]] Wunderwaffen.&lt;br /&gt;
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A lot of people argue that things like the Wunderwaffen and to a lesser degree the Gen 3 heavy tanks like the Tiger and Panther were wastes of time, money and resources at a point where the Nazis desperately could not afford to spend all three. These same people argue that it would have been preferable to produce more Panzer IVs and StuGs then produce expensive Tigers or Wunderwaffen. The truth is, as usual, a lot more nuanced. Take a quick look at even a modern map of Europe and you will quickly see the same hard truth that has confronted generations of Holy Roman/Prussian/German/Nazi/NATO strategists: Germany is small. It simply doesn&#039;t have the same kind of territory and resources at its disposal that Russia or America have. They could &#039;&#039;maybe&#039;&#039; match England or France one-on-one, but both had global empires that when factored in meant that Germany was dwarfed in the resource game (hence why trying to blockade England into submission was such a critical part of their strategy during both world wars). There is, frankly, no way Germany could ever have produced enough tanks to match the hordes of Shermans or onslaught of T-34s that the Americans and Soviets produced, and there was also no way for them to keep all those tanks fueled. It is with this mindset that one can understand the reason for the Wunderwaffen and Gen 3 heavy tanks. If there is no way to produce as many tanks as your enemy, your only option is to pack so much power into each individual war machine that they can achieve favorable kill/death ratios to make up the difference. At the core, it&#039;s Space Marine logic, a few stronger units outfighting many times their number. (This was also the idea Japan had, since they faced the same problem as Germany; unfortunately for them, their industrial infrastructure was even more gimped and dysfunctional than Nazi Germany&#039;s, and the result was that while they produced some absolute units like the Mitsubishi Zero, the Long Lance torpedo, and the &#039;&#039;Yamato&#039;&#039; and &#039;&#039;Musashi&#039;&#039;, they could never hope to match America&#039;s productive capacity when it got going.)&lt;br /&gt;
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When put that way, it makes the Wunderwaffe sounds like a good idea in theory. In practice they turned out not to be, due to many different factors, including technical limitations that could not be overcome with the available equipment of the time and sheer nepotism and human stupidity (more on this below). It is indeed true that the different wonder weapon projects were on the bleeding edge of their epoch&#039;s technology when envisioned, next generation devices which most of the scientists of other nations had been thinking about/started to toy with, but had yet to reach the prototype stage, much less mass production. Yes, the Germans pioneered a lot of things that were afterwards [[Blood Ravens|acquired and adapted]] by the Allies and the Soviet Union. The problem was, at the start of the war, the technology to make said Wunderwaffen &#039;&#039;&#039;efficient&#039;&#039;&#039; weapons (a real guidance system for the V1 and V2, for instance, and a decent fuel valve for V-1s to avoid engine death after a hundred turns) simply wasn&#039;t there yet, and once the war got into full-swing and the attendant drain on fighting a multi-front war along with the effects of Allied strategic bombing became dominant, the Germans never managed to close the gap. All that the Wunderwaffen &#039;&#039;&#039;could&#039;&#039;&#039; have been agreed upon having accomplished is the initial psychological shock upon deployment (such as the unstoppable V-2 launches), which wasn&#039;t much of a big deal after the human mind would adapt to the new threat.&lt;br /&gt;
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On the negative side, while the German quest for military innovation lead to a number of advances and efficient war machines that did have everyone else scrambling to catch up, most were nothing more than a drain on Germany&#039;s already limited resources. Hitler had a documented fascination with anything that screamed &amp;quot;German Supremacy&amp;quot; and was willing to throw money at any such proposal. Thus, for every successful development that led to something like the Messerschmitt Bf 109 (which was a very good plane and a potential game changer); you had more half-successes like the Tiger/VK3X.XX series/Ferdinand-Elefant/... (which were decent enough machines in the field but were horribly costly and maintenance-intensive) and all the associated waste of time and resources that went into completely hare-brained projects like the &#039;&#039;Ratte&#039;&#039;.  Later on, once the multi-front war turned against Germany, it turned into an arguable desperation for something, anything to one-shot win-the-war. As you can imagine with four hands strangling Germany, one smelling of vodka, one of bourbon and apple pie, one of tea and gin and the last of white bread and frog legs, these weapons were developed and produced with a shortage of resources and time and the lack of quality only exacerbated their various shortcomings and strained an already breaking economy. They were rather dismissively called &amp;quot;voo-vah&amp;quot; by Allied troops, and they allegedly thanked Hitler for ultimately shortening the war by authorizing their construction and wasting Germany&#039;s precious time and resources. Perhaps ironically, the Wunderwaffen did help to shorten the war, since those resources may have been better used on propping up a failing wartime economy, or building &amp;quot;boring but effective&amp;quot; war materiel. As with anything on this wiki, YMMV and you&#039;re encouraged to do your own research (and find a lot of really interesting stories in the process; did you know that at point-blank range, the standard 88mm AP round could rip a furrow through the entire length of the roof of a M4 turret, peeling open the steel like a centre-parting in hair? SCIENCE!)&lt;br /&gt;
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It&#039;s worth noting here that the Germans and the Allies (particularly the Americans) devoted equally insane amounts of resources to developing crazy sci-fi weapons during the war; the course of post-war history shows which side bet on the winning horses. While the Germans farted around with jets and giant cannons, the Americans were conducting the Manhattan Project and creating nuclear weapons, (and building the B-29 Superfortress, a plane so advanced that it cost just as much as the bombs it would deliver to Japan). Ultimately, the Germans&#039; wide-reaching experimentation was a classic example of crippling overspecialization, developing dozens of potentially war-winning technologies and giving none of them the attention they needed.&lt;br /&gt;
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* &#039;&#039;&#039;V1 flying bomb:&#039;&#039;&#039; The V1 is considered as an early version of the cruise missile and was used in the bombing of England, since a city was pretty much all they COULD accurately hit (and even then). The V1&#039;s used an early version of a pulse jet and they were quickly called &amp;quot;buzz bombs,&amp;quot; &amp;quot;doodlebugs,&amp;quot; or &amp;quot;farting furies&amp;quot; to discourage people from calling them &amp;quot;robot bombs,&amp;quot; which gives the impression that they were unstoppable. Fun fact about the V1: it uses the same fuel as a [http://en.wikipedia.org/wiki/Bombardier_beetle type of beetle] uses to defend itself. It was infamously known for cutting its engine as it dived (due to a fuel flow error), leading to it suddenly becoming silent just before it smashed into the ground. Its entire &amp;quot;guidance computer&amp;quot; was nothing more than a simple gyroscope system to keep it level and flying, plus a small spinning propeller in the nose that would set the flaps to dive the V1 into the ground once it revolved a certain amount of times (calculated to have covered the distance to the target city). Far too inaccurate to be used against a military target, the V1 was ultimately a gigantic waste. After the war though, with American and Soviet resources and improved controls, it founded the basis of modern tactical bombardment. Strategic? See right below.&lt;br /&gt;
*&#039;&#039;&#039;V2 rocket:&#039;&#039;&#039; The V2 was the world&#039;s first ballistic missile and spacefaring craft. The scientists that developed it, including Wernher von Braun, went on to work for NASA and developed the booster rockets on the Saturn V launch vehicle (so Nazi science really did put a man on the moon in the end). Unlike its brother the V1, it was utterly unstoppable by AA; not a single inbound V-2 was ever shot down by antiaircraft fire, owing to it moving at 3 times the speed of sound. As detailed in Thomas Pynchon&#039;s novel &#039;&#039;Gravity&#039;s Rainbow&#039;&#039; (the book&#039;s name referring to the ballistic trajectory of the rockets), the V-2 brought a new terror to late-war London: as the rockets impacted well beyond the speed of sound, the first sign of an attack was an explosion on the ground, &#039;&#039;followed&#039;&#039; by &amp;quot;a screaming across the sky.&amp;quot; It was the first vehicle to ever reach space (but not the first object, that honor falls to Imperial German artillery in WW1, specifically the Paris Gun), from a vertical test launch in 1943, and after the war it was very frequently reused by the Americans (with extra shit often strapped on top) as an early spacecraft, with grainy images returned from suborbital flights in space as early as 1946. Less of a waste than the V-1 but even so, without a decent guidance system it had a hard time hitting England as well as the dubious distinction of being the only weapon which killed more people in its manufacture than it did enemies. (It achieved this distinction by being constructed in concentration camps, where prisoners&#039; lives were freely exchanged for productivity. It&#039;s worth remembering that many of the &amp;quot;good&amp;quot; Germans that came to the US and NASA had to &#039;&#039;literally&#039;&#039; step over corpses to get to their Nazi rocket factories during the war.) By some measures the V2 cost as much for the Germans as the American Manhattan project: we leave it the reader to speculate who got the better deal.&lt;br /&gt;
*&#039;&#039;&#039; Ruhrstahl X-4  and Panzerabwehrrakete X-7 Rotkäppchen rocket:&#039;&#039;&#039; The X-4 and X-7 were the first wire-guided missiles (by which they were guided by electrical signals sent down guidance wires spooled out behind the rocket in flight) to be developed, and an example that in some cases Wunderwaffen really did point the way to the future.&lt;br /&gt;
* &#039;&#039;&#039;Horten 229 and Horten 18:&#039;&#039;&#039; Commonly known as the &amp;quot;Nazi stealth fighter,&amp;quot; this twin-turbojet flying-wing fighter was found in a secret workshop hangar by invading American forces. Nobody knows for certain if the Horten 229 was originally built for stealth, but its all-wood construction and smooth radar-fouling shape, coupled with what was claimed to be radar-absorbing paint on the outer shell, makes a fairly clear case for a stealth aircraft (Though [[Wikipedia:de Havilland Mosquito|the Allies had already been fielding wooden aircraft for years]] and the Germans knew radar worked poorly on them, as well as the &amp;quot;radar absorbing paint&amp;quot; being tested by Lockheed and being found to have no appreciable effect on radar returns). The concept that the 229 was build around was the &amp;quot;3x1000&amp;quot;: 1000kph, 1000km range, 1000kg bomb payload. This, in 1943. During test flights, it outperformed the Me. 262 while using exactly the same engines. It was probably going to be used to fly through or knock out the British radar array in a second, never-realized &amp;quot;Battle of Britain 2: Electromagnetic Boogaloo.&amp;quot; The Horten 18 was an even bigger flying wing, with a huge wingspan and 6 jet engines. This one was designed to be an intercontinental bomber, intending to hit American cities as the Western Front made Hitler [[rage|angrier and angrier]]. The Horten 18 was never built, but the 229 was rather successfully test flown. Both planes looked quite a bit like the modern B2 stealth bomber, which isn&#039;t much of a surprise considering the Americans hauled the Horten 229 prototype back home to be studied in a secret Air Force base (where it is today). &lt;br /&gt;
**The reason the Horten&#039;s design belongs under the Wunderwaffen entry and not up in Aircraft is the following: it simply wouldn&#039;t have worked with 1940&#039;s technology. Even though tailless gliders weren&#039;t particularly harder to fly than &#039;regular&#039; ones and the powered prototype was flown successfully a couple of times; testing after the war demonstrated that the time&#039;s stabilizing hard-/software was simply not up to the task of preventing fatal losses of control on tailless airframes (and especially within the context of a military operation). It took 50-odd years and &#039;&#039;a lot&#039;&#039; of technological improvements for its spiritual (hah!) [https://en.wikipedia.org/wiki/Northrop_Grumman_B-2_Spirit successor] to be successfully fielded in operation. &lt;br /&gt;
[[File:Maus_Trials_1944.png|350px|thumb|right|[[Approved_anime#Gaming_anime|Panzer vor]], motherfuckers.]]&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Maus&#039;&#039;:&#039;&#039;&#039; The &#039;&#039;Panzerkampfwagen VIII Maus&#039;&#039; (&amp;quot;mouse&amp;quot;) is the largest tank ever built. A 200 metric ton monster with a 128mm (5 inch) main gun and a 75mm co-axial gun in the turret, it crept along at a blistering 13 kph and sucked down liters of gas per kilometer. The most amazing thing is that (beyond not cancelling the project on sight like anyone withing hailing distance of sanity would) &#039;&#039;they actually managed to build this tank&#039;&#039;. Five were ordered, but only two prototypes and one turret were built. It was originally going to be called the &#039;&#039;Mäuschen&#039;&#039; (Little Mouse), but because the Germans liked schadenfreude more than irony, just &#039;&#039;Maus&#039;&#039; stuck. Realistically, no Allied tank then in existence would have had the firepower to penetrate the Maus; only high-caliber antitank guns and artillery fire would have done the job. However, it was so big that there was no road or bridge sturdy enough to take it, so it had to have special snorkeling gear to get past rivers. Its sheer size and painfully slow top speed would have made it prime bait for bombers (which is one of the reasons why modern militaries don&#039;t use heavy tanks anymore). While neither side had antitank weapons strong enough to penetrate its armor, it&#039;s more then likely that it would never have gotten there even if it was built. It&#039;s not quite a [[Baneblade]], but they were getting there. The Nazis really didn&#039;t want anyone to get this monster, so they blew up the complete first model. The second Maus, armed with the first one&#039;s turret, was towed back to Russia by invading forces, and currently resides in the Kubinka Tank Museum for all to see.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Ratte&#039;&#039;:&#039;&#039;&#039; The &#039;&#039;Landkreuzer P. 1000 Ratte&#039;&#039; (&amp;quot;Rat&amp;quot;) was an even larger tank, or &amp;quot;land cruiser&amp;quot;, since it was essentially the main turret of a naval warship on tracks. Never actually built, despite being ordered looked into by Hitler. How did this come about? Simple: when the battleship &#039;&#039;Gneisenau&#039;&#039; was retrofitted with [[DAKKA|even bigger guns]], the Germans were left with a set of nine 28-cm guns they didn&#039;t really know what to do with. So, after a couple rounds of schnaps, some madlad at Krupp wondered out loud: &amp;quot;They&#039;re there, they&#039;re still good; sure they weigh 50 ton apiece, but why not try to make them mobile?&amp;quot; The poor guy was probably thinking of a form of railway gun (who despite their shortcomings were effective weapons in their own right, and a 280mm gun-train was far from the biggest ever built). Then the mustachioed guy got wind of the idea and... [[derp|it sorta grew out of proportion.]] [[Wat|The Ratte was to be a 1000 metric ton tank, mounting a naval turret with two 280mm guns, a 128mm anti tank gun, eight 20mm FlaK cannons, and two 15mm aircraft cannons]], surpassing even the Eleven Barrels Of Hell of the Baneblade. It would have been so heavy that it would have destroyed every road it used, would have wrecked towns just by running through them, and it would have collapsed every bridge it crossed. It needed two U-BOAT motors to get around, or maybe EIGHT 20 CYLINDER ENGINES. Not surprisingly, Albert Speer canned the project (mostly because a single bomber dropping a 500kg bomb on top of the thing would fuck its day up immensely), which is a great shame because A. Building and maintaining such a monster would have posed a noticeable strain on Germany&#039;s logistics, thus accelerating their defeat (it would have required about six months worth of the Reich&#039;s ENTIRE STEEL PRODUCTION just to build the damm thing) and B. It would have made the most [[awesome]] museum piece in the known universe.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Karl-Gerät&#039;&#039;&#039;&#039;&#039; The &#039;&#039;Karl-Gerät&#039;&#039; is one of the very few real world weapons ever built that is BIGGER then its 40K equivalent. Karl weighed 124 tons, was armed with a 60cm (24 inch) gun that fired a shell weighing more than a ton, and could hit a target between four and ten kilometers away depending on the size of its shell. This thing was the largest self-propelled gun ever made and it could give even a (admittedly small) Titan pause for thought. These things were actually used in combat to decent effect in Warsaw, but had mixed results in other deployments. It fucked up any target royally when it hit, most famously the Prudential in Warsaw, but the Gerät was so big and slow that it had to be disassembled and put on special tractor trailers to move around (one hell of a logistical operation) and and was moved any real distance by train. Its shells were carried by special turretless Panzer IIIs. Surprisingly one of these things survived the war and was captured by the Russians. It&#039;s currently in the Kubinka Tank Museum alongside the sole surviving Maus and assorted other war trophies.&lt;br /&gt;
[[File:Hitler-gustav-railway-gun.jpg|350px|thumb|right|If there was a fine line between [[Dakka]], [[Titan|massive overcompensation]], and [[Rape|&amp;quot;Holy shit, Greg! Is that a fucking landship on rails!?&amp;quot;,]] then the Gustav sure hits the spot.]]&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Schwerer Gustav&#039;&#039;:&#039;&#039;&#039; An excellent example of the brilliance and impracticality of Wunderwaffen, &#039;&#039;Schwerer Gustav&#039;&#039; was a railway gun that resembled a cruiser fucking a freight train, built in the late 30s to defeat the Maginot Line. Two were built, the other called &amp;quot;Dora.&amp;quot; It was a descendant of the German Empire&#039;s 1918 &amp;quot;Paris gun,&amp;quot; a smaller gun (&amp;quot;only&amp;quot; 238mm) built in World War One to shell Paris from Germany, 120 kilometers away (a range so far they had to account for the curvature of the Earth when firing the damn thing). Gustav was designed to defeat any fortifications in existence; as such, it was the largest-calibre rifled weapon ever used in combat, the heaviest mobile artillery piece ever built in terms of overall weight, and fired the heaviest shells of any artillery piece. It fired 80cm (31 inch) shells, weighing 4,800kg to 7,100kg, up to 48km. The AP shells could penetrate 7 meters of reinforced concrete. It completely succeeded in its job of defeating any existing fortification, but at the same time was hilariously impractical. It required two specially-laid parallel railway tracks to move (yes, it was a railway gun too big for the railway), took 54 hours to set up for firing, and had a rate of fire of 14 rounds per day as charges had to be heated up in a special device for roughly 1 day before firing. Since building a gun that fired shells that wouldn&#039;t fit through the front door to your house wasn&#039;t excessive enough for the Nazis, plans were made to mount the Schwerer Gustav&#039;s 80cm gun on a 1,500-ton self propelled artillery platform (the &#039;&#039;Landkreuzer P.1500 Monster&#039;&#039;), with two 15cm howitzers and multiple 15mm autocannons as secondary weapons. Unfortunately, both guns were scrapped near the end of the war. The Schwerer Gustav, overall, was the biggest (if the strange rocket exhaust powered V3 listed below is not counted) motherfucking gun on the planet. The weapon likely could have blown a Titan away if its shields were down, and much science-fiction set in WWII features the gun (notably, in Harry Turtledove&#039;s Worldwar series, the gun is used to blow up two landed alien spacecraft from sixty kilometers away). There is no recorded case it of successfully hitting the target (and with the accuracy of that thing it&#039;s a miracle no German forces were harmed). There is an urban legend about one AP shot detonating an ammo dump through 15 meters of water and 7 meters of concrete during the Siege of Sevastopol, but no hard proof supports it.&lt;br /&gt;
*&#039;&#039;&#039;V3&#039;&#039;&#039;: If you thought Gustav up there was nutty, wait until you hear about the V3, a gun that was as big as a 40k Titan. The V3 was an attempt to make a gun that could shoot across the English Channel. Now, there were a number of heavy guns that could do this, including railway guns and big bunkers built with battleship guns, but they could only shoot between the narrowest point between England and continental Europe. The V3 was built to shell London from France. I said earlier it was as big as a Titan, and I was not being sarcastic, (though it would only be as big as a knight, which despite being the smallest Titan is still bloody big). From breech to muzzle, the gun was 130 meters (430 feet) long, with a bore of 150mm or 5.9 inches across. Rather then use a single big explosion to propel the shells, the V3 used rocket motors mounted in pairs, set so their exhaust would thrust a 140kg shell out of the barrel like a reverse bolter. This setup allowed it to fire a shell out to 165km and put London well in range. Of course like all of the Nazi Wunderwaffen, in practice it sounded good but was actually kinda shit. The gun was so big that it had to be built in a hill, meaning it was impossible for it to change target after being built, and after all the time you spent building the damn thing, by the time you were done it might no longer be useful to have, such as what happened during Operation Nordwind. Further even if you ignore the logistical issues, compared to other period artillery the V3 was just plain shit. The 16&amp;quot;/50 caliber Mark 7 guns of the &#039;&#039;Iowa&#039;&#039;-class battleship had a caliber of 16 inch or 406mm and fired a shell that weighed 1,225 kg, so over twice as big around and almost exactly nine times as heavy, and the &#039;&#039;Iowa&#039;&#039; had nine of them, and it could move. To put the cherry on this dipshit sundae, by the time the first five guns were finally built to shell London, the Royal Air Force had worked out where they were and immediately destroyed them with Tallboy Earthquake bombs. If anything proves how silly the idea of Nazi Super Science is, let the fate of the V3 super gun stand testament to how many times Hitler&#039;s scientists, and Hitler himself, had been hit with the stupid stick growing up. Hitler in particular, [[Meme|who was punished by his enraged father severely]].&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;[https://www.science.org/content/blog-post/sand-won-t-save-you-time N-Stoff]:&#039;&#039;&#039;&#039;&#039; Someday, somewhere in the  &#039;&#039;Kaiser Wilhelm Institute&#039;&#039; there was an Evil Overlord that was unhappy about the quantity of flammen his flammenwerfer could werf - so he went around and took two guys named Ruff and Krug to play around with some fluorine and some chlorine. Now, if you studied chemistry, you may realize that using &amp;quot;fluorine&amp;quot; and &amp;quot;chlorine&amp;quot; in the same sentence does not spell good news for anybody, but you know, &#039;&#039;Nazi Evil Overlords&#039;&#039;. What they discovered made their commissioners - yes, the same ol&#039; boys who thought gassing millions was cool - go &#039;&#039;&#039;NOPE!&#039;&#039;&#039;, and when you discover something that&#039;s too crazy even for Crazy Nazi Science standards you know you&#039;re in for a treat. Indeed, Chlorine Trifluoride (as the compound is called) proved to be pretty good in burning bunkers to the ground - and by &amp;quot;burning bunkers&amp;quot; we mean the &#039;&#039;whole&#039;&#039; bunker, as in &#039;&#039;it reacts with the motherfucking concrete&#039;&#039; - plus it doubled as a chemical warfare agent, giving off corrosive and toxic fumes. N-Stoff (translating to Substance-N; yeah, they kinda failed the naming here) burns at a raging 2400 degrees Celsius - twice the temperature of lava and almost enough to BOIL steel - and can set fire to things that shouldn&#039;t burn, like glass, wet sand (or asbestos, a.k.a. the same substance that they used to make fireproof stuff out of) and things that have already been burnt. In fact fighting the fire with water is counterproductive, the water is just more fuel and it reacts to create deadly acids and gasses. In the 1950s a ton of the stuff was spilled in a warehouse. The chemical promptly burned through a foot of concrete and three feet of gravel while releasing a deadly gas that corroded everything it came into contact with. If there ever was something like [[Dakka|Enuff Dakka]] for flamethrowers, Substance N came close to delivering it. The Nazis planned to use it in war, but were never able to produce enough of it (only a few dozen kilograms total), presumably because it kept incinerating everyone who tried to make it. It later found its use in the semiconductor and nuclear industry - after being dubbed a bit too violent to use as rocket fuel, one rocket scientist famously said that the best way to deal with a Chlorine Trifluoride accident was &amp;quot;a good pair of running shoes&amp;quot;. Also, [[Sly Marbo]] uses Substance N to spice up his Catachan takeaway.&lt;br /&gt;
*&#039;&#039;&#039;E-Series&#039;&#039;&#039;: A very obscure piece of German tank engineering history that was brought to mainstream attention by being featured in &#039;&#039;World of Tanks&#039;&#039;. The &#039;&#039;Entwicklung&#039;&#039; series of tanks were pure design studies, never produced or even properly conceptualized. They were designed as an attempt to streamline tank production and as replacements for the entire tank pool of the Wehrmacht. It consisted of 5 tanks in total (E-10, E-25, E-50, E-75, E-100) with different purposes; their number corresponded with their weight class. By the time these design studies were made (around late &#039;44 to early &#039;45) producing an entirely new series of tanks was way beyond the capabilities of the rapidly disintegrating remains of Germany&#039;s heavy industry, so it&#039;s best not to read too much into these tanks other than them being interesting curiosities. From what was left of their reserve steel, the Germans managed to scramble together one incomplete E-100 chassis that was found by the Americans and handed over to the British, which used it for target practive and ultimately scrapped it in 1950. &lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Uranprojekt&#039;&#039;&#039;&#039;&#039;: The Uranprojekt (Uranium Project is the most literal translation) was the attempt of German scientists to create a sustainable nuclear chain reaction. This project has since found its way into popular fiction as the German attempt to create an atomic bomb, often accompanied by claims that they almost had one, but when taking a closer look, this isn&#039;t exactly the truth. The project didn&#039;t exactly go all that well. Germany suffered a major brain drain when it expelled all its Jewish scientists in the 1930s, and it had next to no access to uranium ore or materials that could be used as a moderator (like highly pure graphite or heavy water). The material problems were sort of solved when France and Norway fell into their hands, but the problems only increased from then on. The scientists were unsure what to use as fuel for the bomb, as both proposed elements (Uranium-235 and Plutonium-239) are extremely rare and need to be created artificially in breeding reactors. To put it in perspective, plutonium wasn&#039;t believed to be a naturally occurring element &#039;&#039;at all&#039;&#039; until the 1990s, and common uranium ore contains usually 2% uranium in its most stable form (U-238) and generally only 0.7% of all uranium is of the 235 variety (U-238 is much more stable than U-235 and therefore harder to split). One must also take into consideration that nuclear technology in general was in its infancy and just at the very onset of leaving the purely theoretical stage, which adds to the problems in procuring enough viable fission material outlined above. The lead scientist of the project, Werner Heisenberg, (yes, that&#039;s where the name Heisenberg comes from) also had a crisis of conscience and reduced his work on the project significantly. After the invasion of the Soviet Union, the project was abandoned by the Wehrmacht and handed over to the civilian Reichsforschungsrat (Council of Science of the Reich) because of the material expenses and the lack of results. The project experienced a significant number of setbacks, the most important of which was an explosion of a globe filled with uranium powder in 1942, which destroyed a substantial amount of Germany&#039;s uranium reserves. (The accident in question actually bears a striking resemblance to what happened in Chernobyl in 1986, thankfully only on a much smaller scale). But it didn&#039;t stop there. The Allies caught wind of the project and feared that the Germans could succeed in developing a nuclear bomb and sent commandos to thoroughly sabotage the project in a series of daring operations that make for excellent reading material. In short, all German facilities that could produce materials, together with practically any uranium and heavy water for use in the Uranprojekt were destroyed by early 1944, either through sabotage or air raids, and the project worked off remaining reserves from then on. One last experiment in Haigerloch, South Germany was conducted in February 1945 and failed in producing a nuclear chain reaction. The leading scientists were taken into custody by the Americans, others from the rank-and-file by the Soviets, where they continued their work on the Soviet Union&#039;s nuclear weapons project. The effect the Uranprojekt was more to found in the looming paranoia of the Allies, particularly the Americans, about a possible German nuclear bomb that fueled the urgency behind the Manhattan Project, with the irony being that the Germans never even came close to creating a critical nuclear chain reaction, let alone a bomb. In hindsight, the project was in fact a complete failure. All that needs to be said is that around ten different organizations were all running their own programs, one of which was the German Postal Service. And finally the final nail in the German atomic bomb project was that they were competing against the United States: not only the one industrial power not being bombed at the time, the one all set to be a super power when the dust settled. To put in perspective just how out economically gunned the Germans were: in order to make a bomb you need enriched uranium, to make that you need electromagnetic mass spectroscopy, but to make those you need copper wire to use in the magnets and a lot of it, but copper was being used to make shells and other war material. So what did America do? instead of cutting into the war production of other items they went to the treasury and borrowed  14,000 &#039;&#039;&#039;tons&#039;&#039;&#039; of &#039;&#039;&#039;Silver&#039;&#039;&#039;. Against that kind of economic power, German had a snowball&#039;s chance in hell of making the bomb first even if they were not being bombed.&lt;br /&gt;
*&#039;&#039;&#039;Die Glocke (The Bell)&#039;&#039;&#039;: Okay, so you know the Nazi zombie craze that got started back in 1941 (seriously the first Nazi zombie film was made during WWII), and the purported occult obsession several higher-ups in the party had? This is supposedly one of the end results of that branch of pseudoscience &amp;amp; conspiracy level crazy. Much like the &amp;quot;Philadelphia Experiment&amp;quot; or MK Ultra, Die Glocke was supposed to be &amp;quot;something&amp;quot; that would break the laws of reality, bring back the dead, power all the factories, and mind control the enemies of the Reich, etc etc. It&#039;s also complete horseshit, apparently made up by a Polish author/journalist named Igor Witkowski, and then later popularised by a British author/military journalist named Nick Cook. Still as it has helped shape the more fantastical view of the Nazi Wunderwaffen, especially in the realm of /v/idya, and the &amp;quot;factual&amp;quot; books are a good laugh, it is worth an honorable mention.&lt;br /&gt;
*&#039;&#039;&#039;Sonnengewehr (Sun Gun)&#039;&#039;&#039;: Slightly less fantastical than the Bell above (as in theoretically feasible but just as impossible to realize with the tech available at the time) was the Sonnengewehr, or the Sun Gun. Originally proposed in 1929 by Hermann Oberth, the Sonnengewehr was a hypothesised space station that would orbit around the planet roughly five thousand miles up, and focus the sun&#039;s light into a death ray capable of burning down cities or boiling dry the oceans using a fuckhueg reflector made of metallic sodium. While the numbers involved are probably fairly woolly given just how batshit crazy the Nazi science machine was, the scientists involved claimed that the Sun Gun could be completed within 50 to 100 years, and if you consider that we landed on the moon roughly 40 years after the first proposal of the &#039;sun gun&#039;, that number does check out. The &amp;quot;designers&amp;quot; at least had some sense of reality when they realized that the platform could also make for a weather satellite since it might as well have such facilities on board due to size. On an amusing sidenote, the Russians eventually demonstrated the concept was sound (if stupidly impractical for any intended purpose) with their &#039;&#039;Znamaya&#039;&#039; solar mirror prototype in the nineties. Though of course in terms of a &#039;super weapon&#039;, any kind of &#039;sun gun&#039; fails when compared to atomic weapons, which is why despite being sound in concept nobody has actually bothered to even consider such a weapon. (though as weather manipulator? that&#039;s a different kettle of fish)&lt;br /&gt;
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===Misc===&lt;br /&gt;
[[File:Stalhelm.jpg|200px|thumb|left|The Distinctive Stahlhelm. The Germans lucked out on helmet design during WWI]]&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Stahlhelm&#039;&#039;:&#039;&#039;&#039; The many variants of the iconic German helmet were derived from the medieval sallet and first appeared during the Great War. The purpose of these helmets was to keep shrapnel out of one&#039;s head. It was better than its contemporaries, as its design provided increased protection to the sides and back of the head. Not to be confused with the spiked Prussian &#039;&#039;Pickelhaube&#039;&#039;. Used by pretty much all German infantry personnel except for the Fallschirmjäger (paratroopers), since it was impractical to jump with it. The paratroopers had a special version of the helmet that removed the front and back flanges, giving it a much more streamlined appearance. The basic design would go on to become the basis for most modern helmets, especially as the shape was well suited to wearing a headset under it. &lt;br /&gt;
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* &#039;&#039;&#039;&#039;&#039;Uniforms and Insignia&#039;&#039;:&#039;&#039;&#039; As emblematic of the Nazi regime as the MP-40, the Totenkopf, and the Stahlhelm, the uniforms of the Wehrmacht and the SS are famed for their stylish yet sinister appearance. The stylishness was provided by companies such as Hugo Boss (yes, &#039;&#039;that&#039;&#039; Hugo Boss, athough he didn&#039;t design the uniform, as the design came from the SS itself, Boss was simply the biggest and most well-known contractor) who received lucrative contracts from the government to make uniforms for the armed forces, while the sinister-ness was provided by the Nazi fondness for [[Imperium of Man|eagles and skulls]] as decorative motifs and the use of black as the prewar uniform color of the SS. Several patterns of uniform were produced, but the most iconic is the M36 pattern field tunic; whenever Nazi grunts appear in a video game, movie, or TV show, odds are they&#039;ll be wearing an M36. The &#039;&#039;Schirmmütze&#039;&#039; peaked hat is equally iconic, especially when it appears with the &#039;&#039;Totenkopf&#039;&#039;, the infamous skull-and-crossbones insignia. A variant known as the &#039;&#039;Knautschmütze&#039;&#039; was produced that lacked the wire stiffener of the &#039;&#039;Schirmmütze&#039;&#039; and became known as the &amp;quot;crusher cap&amp;quot;; it was especially popular with tankers who had to wear headsets over their caps. The M43 field cap was initially issued to mountain troops, and then later issued in tropical, panzer crew, and regular infantry variants; you may be most familiar with its appearance as the sexy Nazi chick&#039;s hat in the final part of &#039;&#039;Indiana Jones and the Last Crusade&#039;&#039;. The Nazis pioneered camouflage clothing for infantry personnel, creating a variety of patterns, including &#039;&#039;Splittertarnmuster&#039;&#039; (splinter pattern), &#039;&#039;Platanenmuster&#039;&#039; (Plane-tree pattern, worn by the Waffen-SS), and &#039;&#039;Leibermuster&#039;&#039; (Leiber pattern), the latter of which inspired the iconic ERDL camouflage uniforms used by the US Army, Marines, and Special Forces in Vietnam. Following in the footsteps of the Reichswehr, the Wehrmacht used a system of colored trim and piping on uniforms to indicate a soldier&#039;s branch of service, known as &#039;&#039;Waffenfarbe&#039;&#039;, or &amp;quot;corps colors&amp;quot;. There were colors for every possible branch from infantry to engineers to war correspondents and veterinarians (on a side note, ranks were a confusing mess with among other weirdness had a special inbetween grade specifically for fortress engineer and farrier NCOs above all other enlisted specialists); some of the most common were white (infantry), golden yellow (cavalry, reconnaissance), meadow green (panzergrenadiers), and rose-pink (panzers). The Nazis also inherited the &#039;&#039;Totenkopf&#039;&#039; from the Reichswehr, who in turn had used it because of its long association with elite units in the Prussian and Imperial armies, so the Nazis adopting it was probably inevitable. It became the official insignia of the SS and was worn by both regular army and Waffen-SS panzer crews, [[Fail|which led to a lot of army tankers being shot on sight by Allied soldiers who assumed they were SS]].&lt;br /&gt;
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*&#039;&#039;&#039;&#039;&#039;Stielhandgranate&#039;&#039;:&#039;&#039;&#039; Often called &amp;quot;stick grenades&amp;quot; or &amp;quot;potato mashers,&amp;quot; these are those grenades on sticks you always see the Germans using. Used by popping off the metal cap at the end of the stick, giving the cord which doubled as a fuse a good yank, and throwing it at your target (of course, before the fuse went off). The Stielhandgranate is what is called a &amp;quot;offensive&amp;quot; grenade, known nowadays as a &amp;quot;concussive&amp;quot; grenade. The difference is that an offensive grenade uses explosive pressure waves to kill an enemy, thus allowing you to use it while advancing without getting a face full of shrapnel, while a defensive grenade (like the US &amp;quot;pineapple&amp;quot; grenade) uses shrapnel to kill an enemy, affecting a much larger area but also putting you in the blast radius, hence they were designed to be thrown over the wall of a foxhole or trench line at advancing enemy troops while you keep your head down. The reason the Stielhandgranate had the stick was to give more leverage when throwing it as compared to a round grenade. It actually worked pretty well, but nonetheless history moved past the concept and grenades on sticks didn&#039;t keep.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Geballte Ladung&#039;&#039;:&#039;&#039;&#039; Take your grenades off of their sticks, wrap them all up around one stick grenade, and tie them around it with something. You see, as the Stielhandgranate was basically just a head of TNT lit up after the fuse at the end of the stick reached the explosive filler in the head, cramming more of these explosive heads around one will lead to a bigger boom when that one goes off, like planting more TNT on the same detonation location will, though the added weight would reduce the range advantage of hurling it by the stick and made it harder to carry them en masse (regular Stielhandgranates were only barely harder to attach to someone than actual sticks and soldiers could easily cram them just about anywhere on their person). This &amp;quot;bundled charge&amp;quot; was improvised for use against harder targets, like armored vehicles (though it didn&#039;t take long in World War II for this to become useless against tanks) and buildings. Six/Nine explosive heads fit nicely when tied around one stick grenade&#039;s head on the horizontal plane parallel to the head&#039;s circular ends, which was the usual upper limit for this improvisation, though logically it would be quite possible to tie even more around the grenade while making it even more difficult to throw and making it more resemble an explosive charge that you can&#039;t expect to throw very far with a stick in it.&lt;br /&gt;
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*&#039;&#039;&#039;&#039;&#039;Nebelwerfer&#039;&#039;:&#039;&#039;&#039; A family of weapons whose very name means &amp;quot;Fog/Mist Thrower&amp;quot;; they were listed as smokescreen launchers before the war to get around the Treaty of Versailles, but in truth were rather deadly artillery pieces designed to deploy chemical munitions; though barring a few isolated instances on the Eastern Front, chemical weapons were never used in any meaningful capacity during the war, likely because Hitler had survived gas attacks in the last war and drew the line at using them himself, along with the fact that using chemical weapons would invite retaliation in kind. These types of weapons included some mortars, but more importantly, rocket artillery. Between the wars, there was a fair bit of interest in new rocket designs, as conventional artillery was either strictly regulated or forbidden by the Treaty of Versailles, and the Nazis knew they had a use for that. These rockets were inaccurate, but you could easily fire a whole bunch of the things off at once for a good saturation bombing, though thanks to the smoke you had to scoot away afterwards or the other side would drop their own artillery right on top of you. The rocket based system made a very distinctive sound. The Germans nicknamed the thing &amp;quot;Heulende Kuh&amp;quot; (Bellowing Cow) and US troops would come to call them  &amp;quot;Screaming Mimi&amp;quot; and &amp;quot;Moaning Minnie&amp;quot;.&lt;br /&gt;
**In the later phases of the war, the Germans would also mount the launcher onto a half-track and designate it a &amp;quot;Panzerwerfer&amp;quot; (Armored Thrower). In many ways a German analogue to the BM-21, the Panzerwerfer saw intensive use during the Battle of the Bulge.&lt;br /&gt;
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*&#039;&#039;&#039;Goliath:&#039;&#039;&#039; A remotely controlled mini-vehicle on treads, stuffed full of explosives. They were driven up to an enemy tank or a bunker and then blown up. (Games Workshop stole the idea and design for the Imperial Guard [[Cyclops Demolition Vehicle|Cyclops]].) Good idea, but the execution was lacking since Radio Control wasn&#039;t good enough yet. They had a cable like some sort of bargain remote-controlled car which limited their range dramatically, and cutting this would utterly defeat the weapon. (At least it&#039;s not as bad as the Russians and their kamikaze dogs which they trained to run under tanks, that is, THEIR OWN TANKS, but I digress...) On the flip side, American soldiers often made great fun with captured Goliaths by riding them around as the tiny thing could carry quite a load. &lt;br /&gt;
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*&#039;&#039;&#039;[[Flamethrower|Flammenwerfer]]:&#039;&#039;&#039; A werfer zat werfs flammen.  Your standard flamethrower in both name and function, though there wasn&#039;t much use for it, as there were no real trench battles like in WWI where people sat in &amp;lt;s&amp;gt;comfy&amp;lt;/s&amp;gt; little (hell) holes and took potshots at each other. This is not to say they weren&#039;t used, but unlike the trench wars of WWI most of the fighting was mobile rather than static. For added nastiness, some bigger ones were mounted in Flammpanzers, able to shoot hundreds of liters of sticky, burning fuck you over distances exceeding 50 meters. Getting issued one was generally regarded one of the least desirable jobs on all sides of the war. Flamethrower operators were prime targets for reasons that should be obvious, but because they were bringers of an especially unpleasant kind of death, everyone shot them on the spot when they surrendered. It also bears mentioning that actually firing a flamethrower is a &#039;&#039;very&#039;&#039; unpleasant sensation. Some veterans of WWII battles where they were used are known to have mentioned that [[Grimdark|they can&#039;t stand the smell of roast pork anymore]].&lt;br /&gt;
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*&#039;&#039;&#039;8.8cm flak gun:&#039;&#039;&#039; Known as the &amp;quot;Acht-Acht&amp;quot;, this is THE German gun of WWII, and it sums up the German experience in the first part of the war: never being truly ready, but very clever and doctrinally flexible. The 88mm was designed as an anti-air weapon (Flak standing for &#039;&#039;Fliegerabwehrkanöne&#039;&#039;, or AA gun) built to throw a high explosive shell as high into the air as it could so that it could explode somewhere in the same ballpark as the enemy plane and put one piece of shrapnel into something important and bring it down, which is a role it performed throughout the war. However against heavy Allied tanks such as the British Matilda 1 and French B1, the German tanks of the time had no ability to penetrate their frontal armor. The 8.8 cm flak gun, however, were able to deal with enemy tanks at unparalleled ranges, thanks to the high muzzle speed required to fire their explosive shell so high into the air. So the guns were pulled to the front by a certain Erwin Rommel during the battle of Arras, the barrels lowered, a French-British tank-heavy counterattack stopped, and it snowballed from there. In case you&#039;re wondering, the reason why the 88s had antitank rounds was because they had a secondary role in busting enemy bunkers and fortifications, hence why an ANTI-AIR gun had an AP round. Germany quickly pushed to have both a proper PaK version of the 88 (Pak standing for &#039;&#039;Panzerabwehrkanöne&#039;&#039;, or AT gun) that had a lower profile, was easier to move around and had a shield to stop stray bullets from decimating the crew. They also started designing a tank armed with the 88mm as it became clear that the tanks they were fighting were only going to get stronger, which is why the Tiger I is a metal slab with a huge gun: its job was to get an 88mm gun into the battlefield as fast as possible. Using AA guns as AT guns was such a good idea that the US did the same thing with their 90mm AA gun, converting it into the primary armament for the M36 tank destroyer and the Pershing tank, and so did the Russians with their 85mm gun for the upgunned versions of the T-34 and KV-1. The Imperial Guard Basilisk cannon looks almost exactly like the Flak 88.&lt;br /&gt;
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*&#039;&#039;&#039;2 cm Flak 30/38/Flakvierling:&#039;&#039;&#039; Remember the &amp;quot;Acht-Acht&amp;quot;? Now add two of these smaller guns to each flak 88 site, hill, hedge, ditch and rooftop in Europe and watch the fireworks. The German answer to the question of &amp;quot;enuff dakka&amp;quot; in a more reasonable package than the MG42 was this little bastard, which was like an American .30 cal [[Bolter|firing explosive &#039;&#039;and&#039;&#039; armor piercing rounds]]. Obviously devastating to infantry and aircraft, it even rained sufficient hailstorms of rounds that damaged and threw off approaching lightly armored vehicles enough to make a difference, and given luck, it could rip through tank tracks too. And the Germans made 150,000 of these fuckers. And those 150,000 Bolter-Expies, these unsung weapons, did more damage and inflict casualties than any other weapon during the Normandy landing and the push inland. [https://www.quora.com/In-WW2-why-did-the-Germans-never-develop-heavy-machine-guns-like-M2-Browning-for-their-half-tracks-SP-guns-and-tanks/answer/Allyson-Kliff As explained here.]&lt;br /&gt;
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*&#039;&#039;&#039;Kooky Coal Chemistry:&#039;&#039;&#039; Germany lacked a lot of strategic resources, but if there was one thing they did have in bulk, it was coal, and by gum the Nazis did their best to make the most of it. Germany had been a leader in industrial chemistry well before Hitler came to power, but the prospect of independence from foreign imports was like catnip to ultranationalist wack-a-doodles such as the Nazis. German companies worked out ways of making gasoline, rubber, lubricants, and even freakin&#039; margarine from coal. However a fair number of these methods were also rather expensive and needed a lot of resources to work (using 4.5 tonnes of coal to make 1 tonne of gasoline), with only synthetic rubber catching on in the postwar period (so much so that Standard Oil of New Jersey, who had the exclusive rights to make the synthetic rubber in the US stemming from an odd business deal struck in the 20s was basically forced via presidential decree to make the process common knowledge) and the South Africans using coal hydrogenation during the apartheid era because of sanctions.&lt;br /&gt;
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*&#039;&#039;&#039;Kriegslokomotive (War Locomotives)&#039;&#039;&#039;: Also known as Kriegslok. During the 1930s the Nazis cut funds and resources to the German State Railways/Reichsbahn while increasing it&#039;s workload, running it ragged. It got so bad that they only kept things going by plundering most of France&#039;s railways for locomotives and rolling stock. Eventually they found a solution: make lots of really stripped down simplified locomotives with a short lifespan that would be good enough for the length of the war. Like many things the Nazis made, lots of these were built by Slave Labour.&lt;br /&gt;
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*&#039;&#039;&#039;The S-mine:&#039;&#039;&#039; The Sprengmine (jumping mine), or, to use the name US soldiers gave it, &amp;quot;Bouncing Betty&amp;quot;, was one of the most widely used and most effective weapons of its class. When triggered, it &#039;bounced&#039; about three feet into the air before exploding at about waist height in an &#039;air burst&#039;, able to inflict casualties (the military definition of the word meaning more then just dead) at up to 140 feet. And it had a tendency to not kill you, but maim you. [[Grimdark|A deliberate decision, as the Nazis estimated that a wounded soldier takes up a lot more resources than a dead one.]] Later in the war, some were made out of glass and even pottery, with minimal metal parts, to make them even harder to find. Suffice to say they still haven&#039;t found all of them... 1.93 million S-mines were made and it was widely copied after the war. The damn things are still killing people to this day as old mines are stepped on and the explosive proves itself still good. While the S-mine is hardly unique in that regard (unexploded US aircraft bombs and shells make up the bulk of what they still find in Germany, around 2,000 pounds per year according to the Smithsonian) land mines, like the S-mine, are still dug up by the truckload in North Africa.&lt;br /&gt;
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*&#039;&#039;&#039;Pervitin:&#039;&#039;&#039; Not a traditional weapon as such, but a key element in why the Nazis&#039; blitzkrieg tactics were so effective. Pervitin was a methamphetamine drug that provided the base recipe for today&#039;s crystal meth and which was distributed to all members of the Nazi military. Its powerful stimulant effect enabled the German infantry to fight harder for longer and was essential in the breakneck races from the border to the battlefield. With all of the line troopers hopped up on this drug, which later incorporated cocaine for increased effectiveness, Nazi forces could keep fighting effectively well after their enemies were worn out. At least until their supply lines were cut and addiction/withdrawal symptoms crippled them all, that is. The use of Pervitin was cut drastically after the France campaign for that reason (and for fear of long-term side effects, especially when discipline issues started mounting), though many pilots and tank crew members still used it readily, especially during Stalingrad (with the hilarious side effect of turning into an on-the-spot popsicle when the crash came). It could also be issued for important operations. The idea that all Wehrmacht soldiers were drooling junkies is funny, but wrong. It has a fascinating legacy that lasted much longer than the Third Reich did. The Bundeswehr and NVA (Armed forces of Communist East Germany) kept stockpiles of it well into the &#039;70s for emergency use and for paratroopers, as did the US Army in Vietnam. The first climb of Mount Everest in 1953 also saw extensive use of Pervitin and President John F. Kennedy used it to treat his chronic back pain. &lt;br /&gt;
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*&#039;&#039;&#039;&#039;&#039;Hs 293 &amp;amp; Fritz-X&#039;&#039;:&#039;&#039;&#039; Another German WWII oddity, the Hs 293 and Fritz-X were basically remote-controlled bombs and the grand-parents of modern precision-guided ammo. In an effort to improve bombing accuracy without having to dive at the target, they came up with this idea: take a huge bomb, add small wings with control surfaces, actuators, a radio receiver and a big flare up the bomb&#039;s arse so the bombardier can see where it&#039;s going (and a rocket booster in the case of the Hs 293); and then add a radio transmitter with a joystick in the airplane so the bombardier can correct its descent. There you go, highly precise steerable bomb. It actually worked really well, but not without drawbacks: drop altitude was limited, since the bombardier needed to keep a line of sight on the flare, like all radio transmission it could be jammed and lastly the bomber had to remain in level flight during the bomb&#039;s entire descent to allow the bombardier to steer it. Ultimately the bombs only saw limited anti-ship use, the combination of limited drop altitude and level flight made the bomber a way too easy prey for any fighter defending its target. Still, they were pretty efficient weapons in the right circumstances as the &#039;&#039;Roma&#039;&#039;, the &#039;&#039;Littorio&#039;&#039; and the &#039;&#039;Warspite&#039;&#039; can attest to.&lt;br /&gt;
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*&#039;&#039;&#039;Kettenkrad (Sd. Kfz 2)&#039;&#039;&#039;: Those stylish tracked motorcycles were built as a light general-purpose platform that could do basically anything, from reconnaissance to lying down telephone and radio cables and towing light antitank guns and artillery pieces. A very solid design in general, it was very maneuverable for its weight, had great off-road capabilities and was very easy to drive; if you knew how to drive a motorcycle you could drive a Kettenkrad. This was achieved by a rather complex steering gear that used the front wheel to steer it when making turns of about 8°, when making sharper turns a mechanism slowed down one of the tracks. It remained in production and use throughout the entire war and even after it, as its engine was about on par with that of a small tractor and decommissioned Kettenkrads quickly proved a popular and cheap asset for farmers, foresters and even firefighters in Germany after the war. It was so popular, in fact, that production of new Kettenkrads was only ceased in 1951, making it, the Gewehr 98, Volkswagen, and a version of the MG-42 the only pieces of German military engineering whose production run outlived the Nazi regime. &lt;br /&gt;
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*&#039;&#039;&#039;Kübelwagen&#039;&#039;&#039;: In the 1930s, there were not many cars in Germany. With domestic production being pretty low, the Nazis thought that it would be a big propaganda boom if they could fix that. As such they gathered up a bunch of German engineers to try to design a car that was A: reasonably comfortable, B: got good fuel economy and C: was cheap and easy to mass produce so that the Average Aryan Arbeiter could afford one and began building a factory to mass produce them. This People&#039;s Car was the first iteration of the Volkswagen Beetle, with production beginning in 1938 to much fanfare. But in truth only a small number of them were made as civilian cars by the Reich and those that were made were given away to party members as presents. More of them however were converted into Kübelwagens, the Nazi equivalent to the [[Jeep]].&lt;br /&gt;
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*&#039;&#039;&#039;&#039;&#039;Zimmerit&#039;&#039;&#039;&#039;&#039;: Ever wondered why so many WWII German tanks look like someone covered them in putty and hence why they&#039;re such a bitch to model? This stuff is the reason. &#039;&#039;Zimmerit&#039;&#039; was a thick paste consisting of barium sulfate, polyvinyl acetate, zinc sulfide and some filling material that was applied at the end of tank production in thick layers with spatulas, giving it its distinct look. &#039;&#039;Zimmerit&#039;&#039; served as a reliable protection against magnetic anti-tank grenades like the German &#039;&#039;Hafthohlladung&#039;&#039; or . . . nothing. No other nation other then Germany deployed a magnetic anti-tank mine during the war, though concerns that the Hafthohlladung could be easily copied made the idea of Zimmerit a decent idea at the start of the war. However rumours about it igniting after sustaining hits lead to an order to cease production and application of the stuff on tanks. The rumours were never proven, but applying the stuff took days at best and by 1944 the German High Command didn&#039;t really want to bother with it anymore, especially since rocket propelled antitank weapons like the bazooka had made magnetic mines obsolete anyway.&lt;br /&gt;
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*&#039;&#039;&#039;Jerry Cans&#039;&#039;&#039;: Yes, the instantly recognizable jerry can is in fact a German invention, which given that the Germans were derogatorily known as &#039;Jerrys&#039; does make a lot of sense in hindsight. Designed by Wehrmacht engineers in the late 1930s as an improvement over their predecessors, which required special tools and funnels to fill, a task that was tedious and took up a lot of time, not to mention how bulky they were. The perfection of the jerry can design cannot be understated; it&#039;s easy to stack, fill, takes up fairly little space and you can carry around a lot of them. The Germans were aware they had struck logistical-design gold and troops were under orders to destroy their cans rather than risk their capture, but unfortunately for them the design was brought to the Allies&#039; attention when the American Paul Weiss traveled with a German friend through the entirety of India and realized that his modified car had no storage for reserve water. His German friend, who happened to have access to the a stockpile of jerry cans, brought them with him on the tour (though also fortunately for the Germans, it wouldn&#039;t be until 1943 that any of their enemies would mass-produce the can). After the tour, Weiss shared the design with the American military, who reverse-engineered the thing and issued it to every motorized company in the US Army.&lt;br /&gt;
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*&#039;&#039;&#039;The Gas Chambers&#039;&#039;&#039;: Industrialized Evil: One of the darkest inventions of the Nazis, the gas chambers were used to facilitate mass genocide on an industrial scale, human sacrifice on the level of factory farming. Anyone the Nazis deemed &amp;quot;undesirable&amp;quot; were sent to be executed regardless of age, although those capable of sustained labor were worked ragged first in camps before being sent to their deaths. Jews and Romani, Africans, educated Slavs, physically and mentally handicapped people; if you didn&#039;t fit into Adolf Hitler&#039;s insane dream of an All-Aryan Ubermensch World, you were sent to die a horrid death by Zyklon-B. The gas chambers were the result of a concerted effort to find the most efficient way to kill large numbers of humans covertly and with minimal involvement. At first, the victims of the Holocaust were simply lined up and shot by &#039;&#039;Einsatzgruppen&#039;&#039; death squads, but that was too messy and was deemed to hard on the men doing the butchery. Vans with the exhaust funneled into the rear compartment were used next, but these were seen as too costly in terms of fuel and machines. They finally hit on the idea of stationary extermination facilities using rat (and delousing- Zyklon B was first developed for killing lice in barracks) poison, and built them in concentration camps that were designed to kill as many people as possible as quickly as possible. The prisoners were ordered to strip and told that they were to be deloused and given a shower prior to their work assignments. Once inside the chambers, the Zyklon pellets were dropped in, killing the screaming, terrified victims within 20 minutes. The chambers were vented, the bodies removed to crematories, and the process begun all over again. A cold and chilly logical methodology to achieve the goals of rampant hatred.&lt;br /&gt;
&lt;br /&gt;
== C3i Waffen ==&lt;br /&gt;
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Not exactly their strongest area...&lt;br /&gt;
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*&#039;&#039;&#039;Enigma:&#039;&#039;&#039; Enigma was a communications scheme based on a sophisticated but easy to use electromechanical encryption/decryption device resembling a cross between a typewriter and an odometer.  When used with proper procedures it was the one of the most secure means of communication available in the world for its time, offering effectively 76 bit encryption with 1920&#039;s technology in a device that was superior to anything the allies had.  SIGABA was comparably secure but far heavier and fragile, and the M-209 was far inferior in both ease of use and encryption strength (although it was still adequate).  However the combination of lax discipline, reuse of settings, and notes from a polish customs inspection of an enigma device resulted in the technology being reverse engineered and cryptographic attacks being discovered.  Only Kriegsmarine communications remained difficult to decrypt by the end of the war, due to their practice of using secret codebooks to further compress their messages prior to encryption. Has become known for being completely cracked by a British team led by a gay man, only for him to be arrested and almost chemically neutered before committing suicide. Because yes, back then potentially saving the lives of hundreds of thousands did not make up for liking the dick.&lt;br /&gt;
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*&#039;&#039;&#039;Bombing Beams:&#039;&#039;&#039; Wouldn&#039;t you know it, the Instrument Landing System used today at pretty much every major airport was originally invented to &#039;land&#039; bombs on London in the middle of the night when the lights are out.  By using narrow radio beams the Nazis could steer bombers to a precalculated drop point.  All the pilots had to do was maintain a certain speed and altitude, and then drop their bombs when the signal detector said they should... except when the British were fucking with them.  Towards the end they were fucking with them so hard German bomber pilots were landing at RAF bases believing they were in France.  When it actually worked, such as at Coventry, it was more accurate than daytime saturation bombing, with most bombs falling within 90 meters of the beam centerline.  This system is why Nazi bombing raids tended to less of a brief swarm like the allies used and more of a continuous bomb conveyor belt lasting most of the night; they would line up single file along the approach beam, and then after they hit the drop beam they&#039;d change altitude, turn around, follow the beam back across the channel; no visibility needed.  The British figured this out and started using their television antennas (which had far greater power output) to mess with the system.  If the Nazis had continued to improve this technology with ECCM and built a lot more bombers instead of squandering money on Wunderwaffen, they probably would have won the Battle of Britain (even then, Göring would have found a way to snatch defeat from the jaws of victory).  &lt;br /&gt;
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*&#039;&#039;&#039;Tank Radios:&#039;&#039;&#039; While today we take it for granted that any trooper anywhere in the galaxy could get a call from the emperor himself to execute order 66, this wasn&#039;t always the case.  Throughout the 1930&#039;s, all German armored vehicles had radios, while their opponents would typically only have a radio for the unit commander.  This was an enormous advantage for Nazi tank units that remained the case basically until America showed up.  The Nazis also had the Torn.Fu.d2, a backpack portable infantry radio comparable to the American SCR-300, although they didn&#039;t distribute them as widely as the Americans did.  This was an organizational thing; Germany dealt with communications by assigning a signals battalion to each division and delegating resources as needed, while the Americans always had radios at company level and sometimes had SCR-536 handy-talkies for individual platoons, the ideal being that every American officer&#039;s best &#039;&#039;weapon&#039;&#039; was their radioman.  The main problem the Germans had with radios was that lots of American soldiers were fluent in German (and German isn&#039;t that different from English to begin with).&lt;br /&gt;
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*&#039;&#039;&#039;Zuse Z3&#039;&#039;&#039;: Lo and behold, for you look at the very first freely programmable digital computer in the world. Completed by Mathematician and Electronics Engineer Conrad Zuse in 1941, it was kept in extreme secrecy, so much so that it was rarely put into use. The rare times it was used, its purpose was to calculate trajectories for V2 rockets. Zuse advocated for its use in the war effort, but the original (and at the time only) device was destroyed in an allied bombing raid in 1943. Zuse built an improved successor, the Z4, just before the war came to a close.  Although conditionally Turing complete, physically the Z3 was less advanced in implementation than its peers.  Zuse was not able to procure thermionic components (vacuum tubes were in critically short supply for radios and radars in Germany) and so had to rely on electromechanical relays from phone switching gear; in practical terms this meant that the Z3 ran much slower than even purpose built non-Turing complete calculators such as the Atanasoff-Berry or the Colossus.  The Z3 itself received little immediate recognition outside of Germany partly because of the American ENIAC computer; the strict secrecy Zuse worked under lead to the Z3 falling into relative obscurity, until the invalidation of the Sperry Rand patents in the 1970&#039;s, which hinged partly on Zuse&#039;s own patents which had been licensed to IBM as early as 1946 (FYI: you&#039;re reading this page on a computer today partly because those Sperry patents died; a year later the Altair 8800 began the long road of upstart Davids bringing down industry Goliaths).  Today, a replica of the Z3, built in the 70s (which the by then over 80 year old Zuse himself built alone and [[awesome|from memory]]) can be found in the German Museum in Munich. The only surviving (and probably only completed) Z4 computer was used as the main computer of the Mathematical Devision of the University of Zürich, Switzerland, until 1958, when it was sold to the German Museum in Munich where it remains to this day. [https://www.youtube.com/watch?v=aUXnhVrT4CI An example of the Z3 working can be viewed here. (Video in German, good automatic translated English subtitles are available)]&lt;br /&gt;
{{WW2}}&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=A_Song_of_Ice_and_Fire&amp;diff=1011627</id>
		<title>A Song of Ice and Fire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=A_Song_of_Ice_and_Fire&amp;diff=1011627"/>
		<updated>2026-05-20T15:43:40Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.161: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
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[[image:Game_of_Thrones_Title-DVD.png|300px|thumb|WIENER PARTY! WIENER PARTY!]]&lt;br /&gt;
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{{Spoilers}}&lt;br /&gt;
{{Grimdark}}&lt;br /&gt;
{{Sick|Among other things, the books can barely go ten pages without having another rape.}}&lt;br /&gt;
&#039;&#039;&#039;Warning: This article contains so many spoilers we&#039;re ruining books that haven&#039;t even been released yet.&#039;&#039;&#039;&lt;br /&gt;
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{{Topquote|If you think this story has a happy ending, you haven&#039;t been paying attention.|Ramsay Bolton, nailing the grimdark theme of this series}}&lt;br /&gt;
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{{Topquote|It matters not from whence the blood flows. Only that it flows.|George RR Martin, Exalted Champion of Khorne when explaining why so many characters get offed}}&lt;br /&gt;
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{{Topquote|Sunset found her squatting in the grass, groaning. Every stool was looser than the one before, and smelled fouler. By the time the moon came up, she was shitting brown water. The more she drank the more she shat, but the more she shat, the thirstier she grew, and her thirst sent her crawling to the stream to suck up more water.|A day in the life of Daenerys Targaryen, &#039;&#039;A Dance with Dragons&#039;&#039;}}&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;A Song of Ice and Fire&#039;&#039;&#039;&#039;&#039;, better known as &#039;&#039;&#039;&#039;&#039;Game of Thrones&#039;&#039;&#039;&#039;&#039; (though only the first book has that title) is a [[Grimdark]] fantasy book series for people who hate fantasy, or at the very least, have gotten their fill of Tolkien pretenders and want something more &amp;quot;distinct&amp;quot;. Its central themes include [[Tzeentch|political Machiavellian scheming]], [[Khorne|ultraviolence]], [[Slaanesh|incest/sex with exposition/tons of rape]], and [[Nurgle|everyone trying to survive in such a Crapsack World of perpetual suffering]]. There is also lots and lots of food. Thus it has become one of the most popular series of our generation and its author, [[George R. R. Martin]], has been praised for his highly realized world and gritty low fantasy style. He was even called &amp;quot;the American [[Tolkien]]&amp;quot; by &amp;lt;s&amp;gt;Time magazine&amp;lt;/s&amp;gt; gormless idiots who lump diametrically different writers together for no other reason than that they&#039;re both fantasy authors. The two authors do both have a passion (and talent) for worldbuilding and writing doorstoppers, but that&#039;s also where the similarities generally end. Still, the comparisons to Tolkien would probably explain this series&#039; sudden spike in popularity following the TV show (at least [[Skub|to a point, anyway.]]) The great joke of an actual World War veteran writing fantasy about heroic knights and elves being compared to and contrasted with a conscientious objector who writes edgy fantasy is not lost on most (though it&#039;s worth mentioning that Martin is as much of a Tolkien buff as any of us, meaning that he didn&#039;t write the series as a &amp;quot;fuck you&amp;quot; to Tolkien&#039;s work as some might assume).&lt;br /&gt;
&lt;br /&gt;
The series itself is set on the [[Original character, do not steal|totally not medieval European ripoff]] realm of Westeros as it is wracked by a massive succession war drawing its realms into conflict.  Everyone&#039;s picking up the pieces from the previous war until one family&#039;s bid for power starts another war (book one), A bunch of dudes declare themselves kings (book two), they&#039;re burning the continent down in their scramble for power, and somehow all the fuck-ups managed to lose anyway (book three). Just when the guys who lost the least start thinking they get to rule over the remaining chaos, more fuck ups happen and more dudes show up (book four). Sadly, winter has finally come and, unbeknownst to most people, [[Thousand Sons|evil ice wizards leading soulless undead]] [[Alpha Legion|assumed to be only myths by most people]] are about to invade the continent from the north. By the fifth book, things are going and/or will go to shit even for the bad guys.&lt;br /&gt;
&lt;br /&gt;
According to a leaked fan conversation, George R. R. Martin jokingly stated the series would end with an epic cock-slap fight between Samwell Tarly and Jaime Lannister. &lt;br /&gt;
&lt;br /&gt;
TL;DR: [http://en.wikipedia.org/wiki/War_of_the_Roses War of Roses] with a helpin&#039; of &amp;lt;s&amp;gt;cliched fantasy&amp;lt;/s&amp;gt; George&#039;s old sci-fi writing plots given a fantasy overhaul and [[/d/]]-lite.&lt;br /&gt;
&lt;br /&gt;
[[ASOIAF Miniature Game|The miniature game has its own page now]]&lt;br /&gt;
&lt;br /&gt;
== Setting and History ==&lt;br /&gt;
Most of the series takes place on an South America-sized continent named Westeros, which stretches from pretty much the North Pole to the deserts of Dorne. It is populated by three main ethnic groups: First Men (the Northmen and wildlings aka not!Celts), Andals (pretty much everyone else aka not!Anglo-Saxons) and Rhoynar (Dornishmen). All of them came from Essos in waves: the First Men displacing the druids and giants, then came the Andals who pushed the First Men further north and assimilated the survivors, and finally by the Rhoynar, a matriarchal-ish society that fled the destruction of their homeland and finally found a home in Dorne. Ironborn (not!Vikings from the western islands) are also of note, since despite their First Men ancestry, they developed an entirely different religion and culture based off raiding due to the barren sea-rocks they inhabit ([[Deep Ones|and possibly also influenced by weird creepy things living in the water that lived on the islands before they did]])&lt;br /&gt;
&lt;br /&gt;
For some thousands of years Westeros was an utter mess of seven-ish kingdoms vying for supremacy. But while they were busy banging rocks together, the eastern continent, Essos, was united by the &amp;lt;s&amp;gt;elves&amp;lt;/s&amp;gt; magical dragon-riders powered by incest. The Valyrians expanded all over Essos, but their only presence in Westeros was a small island outpost (later named Dragonstone). At one point, however, the daughter of a minor noble family, Daenys Targaryen, had prophetic dreams about the death of her country, which caused her father to flee alongside his family and most valuable possessions (five dragons and some magic shit). His rivals in power laughed at him, but he turned to be right as a gigantic volcanic eruption obliterated Valyria and started the age of anarchy in Essos.&lt;br /&gt;
&lt;br /&gt;
The Targaryens did fuck all for a little over a century, until the ambitious lord Aegon grew tired of sister-fucking and decided to forge his own kingdom in Westeros. Even though his army was tiny and he was facing off against the full might of an entire continent, he also had &#039;&#039;&#039;dragons&#039;&#039;&#039;, which in ASOIAF can grow to comically large proportions, and allowed him to wipe the floor with anyone dumb enough to stand against him. Just to make a point, he burnt down *the* largest fortress in Westeros &#039;&#039;in a single night&#039;&#039;, melting down stone walls with dragonfire and leaving it cursed for centuries. Though, because the Targs were so reliant on dragons, the only kingdom they couldn&#039;t conquer was [[Dune|Dorne]], who eventually [[Tallarn|mujahideen]]&#039;d their way to a truce after killing one of the sister-wives&#039; dragons with a ballista and (probably) threatening Aegon with the knowledge that they were willing to spend their entire kingdom&#039;s wealth to hire [[Callidus Assassin|magical assassins]] to end the Targaryen line. &lt;br /&gt;
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The Targaryens ruled for 280 years, but their rule was also marked by lots of shitty kings (because of the rampant incest), but also by rebelling bastards (who were the result of non-incest). Somewhere along the way, magic began to leave the world. Spells were no longer as effective and the price for such magic became steeper and steeper (which is why most magic in the &amp;quot;present&amp;quot; of the series requires blood or sacrifice of some sort). This was most evident with the dynasty&#039;s dragons, who became successively smaller and smaller over the years; it also probably didn&#039;t help that they raised them in a coliseum-style Vault and also only had 5 dragons to start with. The dynasty&#039;s fate was sealed in the &amp;quot;Dance of Dragons&amp;quot;, a long and ugly succession conflict between two Targaryen factions and the last real war to include dragons and dragonriders. &lt;br /&gt;
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Their ultimate downfall came just before the beginning of the series proper, when Prince Rhaegar (supposedly) kidnapped Lyanna Stark, who was betrothed to Lord Robert Baratheon, and the Mad King Aerys killed her father and brother, who just wanted her back. This series of astoundingly stupid decisions triggered a rebellion that they lost and once again set the stage for a Seven Kingdoms free-for-all.&lt;br /&gt;
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==Characters==&lt;br /&gt;
{{cleanup}}&lt;br /&gt;
Since these books have some thousand named characters, you won&#039;t remember most of them without an obsession for details and/or one of the cheat-sheets Martin puts in the backs of his books.&lt;br /&gt;
Here&#039;s a relatively short list (mostly based on the TV series rather than the books, but seems to randomly switch between the two) for the characters you&#039;ll care about.&amp;lt;!--Maybe we should actually get around to, iunno, fixing that.--&amp;gt; We&#039;ll also be making an effort to mostly focus on characters from the main series, rather than historical figures like Maegor Targaryen, the Blacks and Greens from the Dance of the Dragons, and so on. Trust us, given the number of characters we already have to cover, it&#039;s for the best. The houses listed here don&#039;t even come close to covering them all, either; these are just the major power players in Westeros and Essos. &lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
===House Stark===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Winter Is Coming&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Honourable, bro-tier northerners who always [[Space Wolves|compare themselves to direwolves and have a few as pets]]. They have a tendency towards being so resolutely honorable that proves to bite them in the ass due to naivete about how [[Tzeentch|Westerosi corrupt politics actually works]] (not that dishonorable characters often fare any better, but that&#039;s an &amp;quot;Anyone Can Die&amp;quot; setting for you). They&#039;re also arguably the protagonists of the setting. Basically Scotland and/or House Lancaster in the War of the Roses (but named after House York).&lt;br /&gt;
* Eddard Stark, &#039;&#039;The Quiet Wolf&#039;&#039;: Patriarch, lord and POV death-puppet. Not nearly as stupid as everyone tries to pretend...but still kind of stupid, and very much a dead man walking. Honorable to a fault and deeply repulsed by the politicking that goes on around him, which eventually leads to a mild case of death by decapitation. Has somewhat of a mixed reputation among the big players of Westeros; Jamie Lannister despises Ned for judging him for breaking his oath and saving millions of people in King&#039;s Landing and never listening to his side of the story, Littlefinger hates him for much, much pettier reasons (as outlined further below). Varys and Tyrion both kind of admire him, but were in agreement over the fact that Ned did the worst possible thing at the most inconvenient time and ultimately got what was coming to him. &lt;br /&gt;
* Benjen Stark: Ned&#039;s ranger/Night&#039;s Watch brother (so the Faramir to his Boromir), who disappears later in the story and may or may not be the mysterious &amp;quot;Coldhands&amp;quot; (in the TV show he is). &lt;br /&gt;
* Robb Stark, &#039;&#039;The Young Wolf&#039;&#039;: Shiny, King Arthur-like hero who veers between being [[Lawful Stupid]] and [[Lion El&#039;Jonson|a brilliant military leader]]. After waging a successful war to avenge his murdered father, he was betrothed to a daughter of House Frey to secure their allegiance, but he ended up having comfort sex with a virgin noblewoman which may have been arranged by her scheming bitch mother, while in the softcore porno he got the hots for a random commoner from Volantis. Cacks it nastily: he got his head cut off and his pet&#039;s wolf&#039;s head stuck on his body, which was paraded around while his enemies chanted &amp;quot;HERE COMES THE KING IN THE NORTH!&amp;quot; In other words, he&#039;s a Scottish [[Roman Empire|Hannibal Barca]]. In the show his pregnant wife dies with him for added grimdark, but in the books he (wisely) leaves her behind when he goes to the Red Wedding.&lt;br /&gt;
* Sansa Stark: Useless teenage girl extraordinaire at the start of the series with dreams of marrying a prince and &amp;quot;having lots of babies&amp;quot;, but gets shat on hard by reality, being a case-study in what happens when you go into a grimdark world thinking like a fairytale princess. Becomes Littlefinger&#039;s replacement goldfish when Catelyn&#039;s no longer around, her father got killed and her best friend was sold as a sex slave, and ended up in the worst relationship we can possibly imagine with King Joffrey. The show version [[Grimdark|even got deflowered via rape by Ramsey Bolton]] and married to him before managing to escape with the help of others. Currently acting as a co-ruler to her brother/cousin Jon Snow, and has learned much from her suffering, allowing her to kick Littlefinger out of the Great Game via throat slitting. While in the book Littlefinger is/was setting her up at House Arryn to claim the Vale and the North, the show version becomes QUEEN IN DA NORF in the final episode.&lt;br /&gt;
* Arya Stark: Little tomboy assassin. Has a kill list, but doesn&#039;t get to use it so long as she is an amnesiac apprentice of [[Officio Assassinorum|the Friendly Neighborhood Assassins Guild]]. In the books, she&#039;s still training with the Faceless Men, but in the show she&#039;s broken away from them and headed back to Westeros to get revenge on a LOT of people, giving her one of the highest kill counts in the series. She goes home to Winterfell when she hears that Jon and Sansa took it back and starts acting as a general &amp;quot;troubleshooter&amp;quot; for Sansa while scaring the hell out of everyone with all her new assassin skillz. Kills the Night King like a fucking champion in Season 8 (though in a way that doesn&#039;t actually make any sense), then rides south to add Cersei to her body count. Instead, the Hound talks her out of it and she [[The Lord of the Rings|decides to sail into the unknown west]]. Kind of the [[Mary Sue|writer&#039;s pet]] in the show, among other things getting to avenge the Red Wedding in a brutally cinematic manner even though Dumb and Dumber justified giving us a pregnant woman getting stabbed to death on-screen because Game of Thrones is above &amp;quot;cliches&amp;quot; like loved ones getting avenged in just such a way. And her aforementioned killing of the Night King that doesn&#039;t actually make any sense, since it required her getting the drop on him in a way that was &#039;&#039;physically impossible without out-of-universe special effects equipment&#039;&#039;. The book version is still level-grinding to get to her TV version&#039;s skill level. &lt;br /&gt;
* Catelyn Stark (nee Tully): A woman who trusts the wrong people at the worst time, causing a lot of misery. Gets killed along with Robb, then comes back (books only) as Lady Stoneheart, an undead witch bent on killing all the Boltons, Freys, Greyjoys, Lannisters... pretty much everyone she thinks was tangentially involved in betraying her and her family, or somebody who just pissed her off (kind of hard to blame her though). The show writers left this part out completely, which caused much [[rage]] and [[skub]] in the fandom.&lt;br /&gt;
* Bran Stark: Intelligent little boy, named after the founder of House Stark, Brandon the Builder (basically Tony Stark combined with [[Leman Russ]]). He was crippled in the first sign of major [[GrimDark]]. Has prophetic dreams and becomes a [[druid]]. In the TV series, fucks things up by alerting the Others to where he&#039;s hiding, which gets all of the Children, his loyal wolf, the Three-Eyed Crow and Hodor killed. For good measure, turns out to have accidentally &#039;&#039;caused&#039;&#039; Hodor to become, well, Hodor, as he was using his druid powers to figure out why Hodor is only able to say Hodor, resulting in Hodor&#039;s gruesome death-by-zombies being beamed directly into young Hodor&#039;s brain. He&#039;s now the Three-Eyed Raven and likes going around being creepy as fuck and generally weirding people out. Becomes King of the &amp;lt;s&amp;gt;Seven&amp;lt;/s&amp;gt; Six Kingdoms in a hilariously nonsensical plot twist in the show&#039;s finale.&lt;br /&gt;
* Rickon Stark: Four years old at the start, turning into a real little [[Barbarian]] from not being raised properly, because everyone who would have raised him was dead or missing. In the books, he and his wildling nanny Osha are on the cannibal-infested island of Skagos, and Davos Seaworth is on his way there to pick them up so that the northern lords who are still loyal to House Stark have a figurehead to rally behind. In the show, he ends up hanging out at the Umbers, then is handed over to Ramsay as a prisoner when Smalljon becomes afraid of the Wildlings living north of him (who were invited by Jon Snow to fight the Zombie Apocalypse), and finally dies via arrow in a sick game of &amp;quot;dodge the missiles&amp;quot; courtesy of Ramsey.&lt;br /&gt;
* Jon Snow, &#039;&#039;The White Wolf&#039;&#039;: A bastard living in the Stark household before leaving for the Night&#039;s Watch (basically [[The Last Chancers|Colonel Schaeffer]] with more convicted rapists under his command) and excels there because nearly every one of his fellow recruits are peasants who have never even held a sword before, while Jon has had the serious combat training afforded to all lords. After he gets elected as the new Watch Commander, he secures an alliance with the Wildlings, the ancient barbarian enemies of the Night&#039;s Watch, because when the end of the world is coming you tend to think outside the box. Also gets a Wildling girlfriend, but she dies. Lord Commander Jeor Mormont took him under his wing and gave him his Valyrian steel sword, and he&#039;s also given advice by Maester Aemon (a Targaryen who is so &#039;&#039;&#039;old&#039;&#039;&#039; that everyone in the south has forgotten he existed, and unbeknownst to him, his great-great-granduncle), and managed to actually be a competent leader. After a disastrous loss of strength after the failure of the Great Ranging, and then the Wildling invasion, he unilaterally decides to let the Wildlings through in exchange for their aid in securing the Wall against the real enemy; he even impresses Stannis (the Mannis) with his honor and sense of justice. [[Grimdark|And then, all the corrupt exiles from the South (and the rejects who were left behind during the Ranging) banded together to kill him]]. &lt;br /&gt;
**Though he&#039;s currently dead in the books as a result of the mutiny, he was revived by R&#039;hllor in the series after being stabbed to death by the senior members of the Watch. Isn&#039;t actually Eddard&#039;s bastard son, but rather the legitimate son of Rhaegar Targaryen and Lyanna Stark, meaning that he is, in fact, the rightful heir to the Iron Throne. The new KING IN DA NORF according to his supporters after he killed Ramsay Bolton and took back Winterfell, and also starts hooking up with Daenerys until he finds out she&#039;s his aunt. &lt;br /&gt;
**He simps hard for Daenerys until she torches King&#039;s Landing, whereupon he realizes she&#039;s lost it and kills her in the throne room, but [[Plot Armor|for some reason her dragon doesn&#039;t kill him despite seeing him do the the deed]]. The Unsullied want his head, but instead, King Bran exiles him back to the Night&#039;s Watch and he fucks off into the far north to live with the Free Folk.&lt;br /&gt;
* Hodor: Hodor. Hodor, Hodor, Hodor. &amp;lt;s&amp;gt;An enormous and possibly retarded stable boy, and Bran&#039;s faithful steed.&amp;lt;/s&amp;gt; Hodor. Ok, in all actual seriousness, this guy is probably one of the most tragic figures in this series (and that&#039;s saying something). [[Grimdark|The guy basically received horrible visions of his own death fighting a horde of zombies, buying time for his friends to escape by literally holding the door shut as he was hacked apart]]. This causes him to suffer a mental break, leading him to develop Immature Personality Disorder and making it so the only thing he can say is a garbled version of his friend&#039;s last request &amp;quot;hold the door&amp;quot; for all of his adult life; the logic here is that &amp;quot;hold the door&amp;quot; devolves into &amp;quot;hol&#039; th&#039; door&amp;quot; and eventually &amp;quot;Hodor&amp;quot;. You now feel bad for at laughing at the guy.&lt;br /&gt;
* Osha: A Wildling woman who surrendered to the Starks and becomes their servant in exchange for not getting killed. Eventually develops genuine loyalty to the family and becomes especially protective of Rickon. In the books, she and Rickon are apparently on a cannibal-infested island, having gone there to avoid detection, but she&#039;s dead in the show thanks to Ramsay&#039;s dickery, costing the cast another valued waifu.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===House Targaryen===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Fire and Blood&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;The former dragon-kings and rulers of Westeros, [[Eldar|fair-haired purple-eyed beautiful people]] who descended from the [[Dark Age of Technology|ancient technologically-advanced superpower]] of [[Roman Empire|Valyria]], which collapsed because of [[Fall of the Eldar|their colossal hubris]]. After the anarchic [[Age of Strife|Century of Blood]], the Targaryen patriarch Aegon I, instead of reconquering the lost cause of Essos and of Valyria&#039;s former empire, looked towards the rather primitive continent of Westeros, and its squabbling Seven Kingdoms, deciding [[Great Crusade|to establish his own Imperial dynasty and unify the Realm]]. Aegon I is essentially the Low Fantasy version of [http://en.wikipedia.org/wiki/William_the_Conqueror William the Conqueror] and/or the [[God-Emperor of Mankind]], with a little dash of [[/d/|incest]].&lt;br /&gt;
&lt;br /&gt;
[[Rules Lawyer|Thanks to a loophole]], the Targaryens were immune to the moral objections relating to incest. Common sense (and common decency) took back seat to a time-honoured policy of [[/d/|catastrophic inbreeding]], which made a number of problems, the most obvious of which was that a whole bunch of them were fucking crazy. Aegon I married his older and younger sisters and had several kids with each, which would be the start of another Targaryen tradition: the occasional succession crisis. Because GRRM can&#039;t write a book without going off on a tangent (and because the Targaryens were running things for a good chunk of the setting&#039;s history), the Targaryens and their almost 300-year long legacy is full of rebellions and wars ripped from English History and in turn mined by HBO. Fun interregnums include the Dance of the Dragons, where the Targaryens used the last of their dragons in a brutal civil war against each other (now a TV show), and the Blackfyre Rebellions, wherein the fat fuck Aegon IV (who had Henry VII&#039;s opposite problems: he fucked everyone and had many heirs) legitimized all his bastards and even gifted one of them the dynasty&#039;s greatest treasure: the Blackfyre sword. Actually, considering how &#039;&#039;many&#039;&#039; of these rebellions were caused by half-Targaryen bastards, [[/d/|maybe they had a point?]]&lt;br /&gt;
&lt;br /&gt;
Eventually, the Targaryens were banished to Essos after yet another civil war. This one was caused when Aerys II, a crazy paranoid king that savagely executed many different people, made the wrong move of executing Rickard and Brandon Stark (Ned&#039;s dad and brother); the two men were in King&#039;s Landing because Aerys&#039; son, Rhaegar, the &#039;&#039;&#039;non&#039;&#039;-crazy one, eloped with/abducted Robert Baratheon&#039;s fiancee, who happened to be their sister. Since he was already married and she was engaged, they left together in secret, which caused Robert the Cuck to go wild. Joining with Eddard, the new Lord of the North, and their teacher/foster-dad Jon Arryn, the three Kingdoms rebelled and Robert warhammered Rhaegar because STR &amp;gt; DEX. &lt;br /&gt;
&lt;br /&gt;
The survivors were smuggled out/hidden from Robert, with Viserys and his then-pregnant mother first hiding on their ancestral home of Dragonstone before fucking off to Essos when the war was truly lost; Rhaegar&#039;s &#039;&#039;first&#039;&#039; son and daughter were killed and his wife raped by the Lannisters&#039; bannermen, though Rhaegar&#039;s best friend [[Gay|who loved him very, very, very much]] claims to have helped sneak the son out of Westeros and gone into hiding with him in Essos; finally, Rhaegar and Lyanna&#039;s son, Jon/Aegon, was adopted by Ned, who was made to realize that the entire civil war was a misunderstanding and that his whoremongering drunk of a foster brother would&#039;ve probably been a terrible brother-in-law anyway. [[Grimdark]]. Basically, the entire British royal family, but with more incest, and a lot of dragons. Still, they occasionally did have genuinely good people like Aegon V (aka Egg), Jaeherys I the Conciliator, his wife Good Queen Alysanne and complete badasses like Brynden Bloodraven and Baelor Breakspear (too bad Bloodraven is hooked up to Old God wi-fi permanently and Breakspear died before he could become king). &lt;br /&gt;
Pseudo-Romans and/or the [http://en.wikipedia.org/wiki/House_of_Normandy House of Normandy].&lt;br /&gt;
&lt;br /&gt;
* Aerys II, &#039;&#039;The Mad King&#039;&#039;: [[Kharn|A pretty fun guy to be around]]. Had a psychotic fascination for fire, which extended to being a psychotic fascination for burning traitors, a category of people that eventually grew to include anybody he disliked for any reason, anyone who disagreed with him, and a few people who were unlucky enough to be caught in the crossfire. [[Goge Vandire|Teamkilled by his bodyguard Jaime for planning to burn the city down with everyone inside it, and even refused to accept his death until he actually died]].&lt;br /&gt;
* Daenerys Targaryen, &#039;&#039;Stormborn&#039;&#039;: She was sold by her brother to a barbarian leader [[Genghis motherfucking Khan|Khal (warlord) Drogo]] in exchange for his pledge to use his Khalassar (Warband/tribe) to conquer Westeros. She found her self esteem as his wife, then her husband killed her idiot brother Viserys and promised to conquer the world for Daenerys, making her a full-fledged badass barbarian war queen. Unfortunately, her husband died when [[Derp|Daenerys trusted one of the slaves whose town Drogo had pillaged and burnt to heal an infected wound of his]] and his horde fell apart (though the book is somewhat ambiguous as to whether the slave did kill Drogo). Then she hatched three dragons (completely by accident when she tried to commit suicide) bringing them back from extinction, and now everyone wants to marry her because she is now one of the most powerful people around due to said dragons and is good-looking (in the books this is by the age-of-consent in Westeros standards, where girls are women when they start getting their periods and boys are men at age 13). [[Gets shit done]] except the entire fifth book, in which she mopes around about wanting to marry an annoying, flamboyant mercenary instead of saving herself for a political marriage. After banging the flamboyant mercenary, she later marries a Meereenese noble who guarantees he can get her some peace (more likely [[Just As Planned|just as he planned]]). &lt;br /&gt;
**She also does nothing while insurgents kill her men, a horde of plagued refugees spread disease to her city and an enemy army besieges her walls, all for realistically political reasons because the world is a horrible place. Learns how to train her dragons. In the books, she&#039;s just encountered another Khalassar after being hauled away from Meereen by Drogo. In the TV series, she takes over all the Dothraki and adds them to her army, then heads for Westeros to invade the place with her army of elite hoplites, massive horde of Dothraki, and her dragons. By the time she gets to King&#039;s Landing she&#039;s taken significant losses, including two of her dragons, and is fucking her nephew (Jon Snow). Officially went Mad Queen as of S8E5, wherein she burned most of King&#039;s Landing after the city attempted to surrender and has decided to &amp;quot;liberate&amp;quot; everyone on the planet, whether they want it or not. Jon kills her in the series finale so that she won&#039;t go around burninating the rest of the world.&lt;br /&gt;
* The dragons: The three dragons that Daenerys hatched. They&#039;re wyverns that breathe fire, [[Awesome|have blood hot enough to melt steel]], and [[List of /tg/ Cuisine|cook their meat before eating it]]. Naturally, some of the coolest things in the story.&lt;br /&gt;
** Drogon; named for her late husband, Khal Drogo. Black and red, the biggest and [[Gork|most aggressive dragon]]. Starts eating people and then escapes, leading to the other two getting imprisoned. Interrupts a gladiator tournament, killing a lot of people before being whipped by Daenerys into flying her to a Khalassar that broke off from her husband&#039;s after his death. In the show, he&#039;s the last dragon standing after Viserion bites it north of the Wall and his undead body is put down at Winterfell and Rhaegal gets shot down over Dragonstone. Takes Dany&#039;s body, destroys the Iron Throne and fucks off to who knows where after Dany is killed.&lt;br /&gt;
** Rhaegal; named for the first of her dead brothers, Rhaegar. Green and gold, the [[Mork|cunning one]] and the loudest (with a roar &amp;quot;...that would have sent a hundred lions fleeing,&amp;quot;). Kills Quentyn Martell when the latter is trying to goad Viserion (see below). After breaking out of jail with Viserion they go &amp;quot;all your base are belong to us&amp;quot; on Meereen, killing people and taking over the pyramid of a loyal family as his lair. Last seen playing &amp;quot;sack the town&amp;quot; with Viserion in the books. Dead in the show thanks to Euron Greyjoy and some Diabolus ex Machina bullshit. &lt;br /&gt;
** Viserion; named for her other brother Viserys. White and gold and the [[Vulkan|friendliest]] (as dragons go, he still eats people). Dug a cave for himself in his jail then moved into another pyramid after his and his brother&#039;s great escape. Gets killed by the [[Vampire Counts|Night&#039;s King in the show via a magic spear, then his corpse is reanimated to be the Night King&#039;s zombie dragon steed]] and blasts a hole in the famous Wall, allowing the armies of snow elves and zombies to start flooding Westeros. Now perma-dead thanks to the Night King biting it. &lt;br /&gt;
* Viserys Targaryen, &#039;&#039;The Beggar King&#039;&#039;: Daenerys&#039; physically abusive older brother. Best known for being a bully with incestuous lust for her and an arrogant and incompetent fuck with a massive sense of entitlement. He eventually got himself killed for being an all-around jerk and whiny idiot, which culminated in him threatening his sister and unborn nephew with a sword while drunk in a sacred Dothraki place where weapons and bloodshed are forbidden on pain of death (execution is done by bloodless death - having a scarf wrapped tight around the neck and being drowned in a barrel). Daenerys&#039; husband [[awesome|poured molten gold over his head and called it his promised crown, also ensuring his death didn&#039;t technically shed any blood in their sacred place]].&lt;br /&gt;
* Aegon Targaryen, &#039;&#039;Aegon VI&#039;&#039;: Daenerys&#039; nephew, the son of her brother Rhaegar. Been hiding in Essos for the entire length of the series, but recently raised an army of Westerosi exiles and threw them all a massive Welcome Home party with rape and pillage. Wants to marry his aunt because she has dragons, &#039;&#039;and might not actually be a member of House Targaryen&#039;&#039; if you believe some fans. He can actually count past 6, can multiply numbers, can read different language and has a minor understanding of geometry, thus cementing him as one of the most educated people in this overwrought series. Can also do his own laundry.&lt;br /&gt;
**Like Dany, he has his own band of misfits following him around. While Dany has the Dothraki and the Unsullied, Aegon has &#039;&#039;&#039;the Golden Company&#039;&#039;&#039;, a mercenary company of ten thousand soldiers descended from the forces loyal to the Blackfyre bastards. The Golden Company has a long and storied history of invading Westeros and failing, which has led to the theories that Aegon is really a Blackfyre. Because of their long history and descent from actual nobles, the Golden Company is nothing like the mercenary rabbles common in the rest of the series, even having dedicated knight, archer, and War Elephant divisions. &lt;br /&gt;
* Brynden Rivers &#039;&#039;Bloodraven&#039;&#039;: A Targaryen bastard who came to prominence about a hundred years before the series as a sort of sorcerer, he later became known as the &amp;quot;Three-Eyed Raven/Crow&amp;quot; after encountering the Children of the Forest, and uses his powers to help avert the Long Night and train Bran. He&#039;s described as having long, white hair, missing an eye, is bound to a tree, knows all and sees all, associated heavily with ravens and omens... [[Vikings|yeah, he&#039;s very much Odin, come to think of it. Just a lot more of an asshole than the Warrior King of legend.]]&lt;br /&gt;
**In his prime, he was pretty much just Loki. The spymaster &#039;&#039;and&#039;&#039; Hand of the King during the Blackfyre Rebellions (a rebellion of all Aegon IV&#039;s many bastards, [[Troll|whom he legitimized on his deathbed because that&#039;s how he rolled]]), he was one of the few to remain loyal. He was a sorceror and had a spy network so thorough, it was a commmon-joke that the [[Magnus the Red|one-eyed]] sorcerer had &amp;quot;[[Thousand Sons|a thousand eyes]], and [[Tzeentch|one]]&amp;quot; He had his own elite unit of archers that solved the first rebellion by sticking the claimant, his heir, and finally his twin full of arrows.  &lt;br /&gt;
**Exiled to the Night&#039;s Watch for assassinating a Blackfyre after promising him safe passage, a running theme in ASOIAF. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===House Lannister===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Hear Me Roar&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;[[Monopoly|Westeros&#039; richest family]], proud, pompous, selfish and fabulous assholes. Not much of a martial tradition, but if you cross them [http://www.youtube.com/watch?v=R7t7cnwlOgY they will fucking cut you]. You can tell they are the bad guys because they have an army of sick fucks, including a zebra-riding mercenary band and 7&#039; 8&amp;quot; Khornate Champion &amp;lt;s&amp;gt;not-Goliath&amp;lt;/s&amp;gt; Gregor Clegane. House York (though named after House Lancaster) combined with the House of Rothschild and the Mafia. Their unofficial motto is &amp;quot;A Lannister Always Pays His Debts&amp;quot;&lt;br /&gt;
* Tywin Lannister, &#039;&#039;The Lion of Lannister&#039;&#039;: The Godfather, head of the house, and obsessed with his reputation as a Magnificent Bastard extraordinaire. Lawful Evil Personified. He was a most feared general whose greatest achievement was [[Exterminatus|erasing House Reyne from existence]], which was immortalised in his own sweet-yet-creepy-as-fuck theme song (The Rains of Castamere) that became used as a warning against anyone standing against him. During his tenure as Hand of the King (i.e. Prime Minister), he was a political genius who operated as the true power behind the Iron Throne, keeping the realm stable and prosperous despite the stupidity of Aerys II and Joffrey. However, despite all of his achievements, he&#039;s an [[God-Emperor of Mankind|absolutely terrible father who treats his children as nothing more than tools to further his political agenda]]. He completely overlooks the incestuous relationship his two oldest children had, and hated Tyrion and made his life a living hell for very poor reasons. He humiliated Tyrion whenever it wouldn&#039;t threaten the family&#039;s reputation, berated Tyrion for being a whoremonger despite secretly being one himself (this is &#039;&#039;only&#039;&#039; in the show), [[Grimdark|tried to get him killed multiple times]], and as the capstone of awful parenting, he taught Tyrion not to marry commoners after he married one called Tysha - by forcing Tyrion to watch Tysha get gang-raped, forcing him to rape her too and then annulling their marriage. The only person Tywin truly loved was his wife.  He eventually gets his comeuppance when Tyrion finds out the truth about the Tysha incident and kills him with a crossbow, all while driving home the point that out of all his children, Tyrion was the most alike to Tywin himself. He&#039;s based on [https://en.wikipedia.org/wiki/Richard_Neville,_16th_Earl_of_Warwick Warwick the Kingmaker].&lt;br /&gt;
* Joanna Lannister: Tywin&#039;s late wife and first cousin, meaning the next three characters are inbred as well, ironically. Dies giving birth to Tyrion, which is part of why Tywin hates him, though Cersei hates him for other reasons. Caught wind of Cersei and Jaime&#039;s incestuous tendencies, but she died before she could tell Tywin. It is implied that her ghost visits Jaime in a dream and mourns the current state of her family.&lt;br /&gt;
* Cersei Lannister, &#039;&#039;Bitch Queen&#039;&#039;: Tywin and Joanna&#039;s first child. Twin sister to Jaime Lannister and wife to King Robert Baratheon. She fucks her brother Jaime all the time and had three of his children, whom she passed off as Robert&#039;s to grab power/keep them and her from being exiled or executed for incest. She is a massive narcissist who thinks of herself as &amp;quot;female Tywin&amp;quot; and hence seeks to rule Westeros as the Queen, and will do anything to keep her power... even when [[Abaddon the Despoiler|most of her plans end up becoming utter failures]]. Crazy as all fuck and prophesied to be killed by the &amp;quot;little brother.&amp;quot; This is because of a prophecy made by a witch when Cersei was a child that she&#039;d be a beautiful queen, lose everything, her children would die before her, and the &amp;quot;Valonqar&amp;quot; would kill her. Though that does explain why she hates Tyrion as hard as all fuck, [[Just As Planned|the exact translation of the term]] that was used is &amp;quot;younger sibling&amp;quot;, and not necessarily her sibling, which opens the door to all sorts of characters who hate the fuck out of her. Since Jaime is technically younger by a few seconds, him killing Cersei would be an interesting twist not without buildup. Possibly the witch was messing with her head because of what a bitch Cersei was being to her, something Cersei never grew out of. Cersei is currently alive only because Varys wants her to be, [[Just As Planned|as she&#039;s a terrible queen who&#039;ll destabilize the realm enough for him to bring back the Targaryens]]. She was completely shaved, stripped of power in all but her royal heritage and forced to do a nude walk of penance throughout the city by the High Sparrow (ASOIAF Pope- equivalent/[https://en.wikipedia.org/wiki/Martin_Luther Martin Luther] except he won the Reformation) after he uncovered her crimes. Now she&#039;s waiting for her hair to grow back and maybe thinking of revenge. &lt;br /&gt;
**She gets it in the show by blowing up the Great Sept of Baelor (ASOIAF [https://en.wikipedia.org/wiki/Canterbury_Cathedral Canterbury Cathedral]) with everyone she doesn&#039;t like inside it, having her cousin killed near the wildfire, killing Tyene Sand with the same poison that Tyene used on Myrcella and forcing Ellaria to watch, then capturing the nun who was her jailer and [[Grimdark|leaving her to be tortured to death by zombie Gregor Clegane]]. She is in short [[Thanquol]] disguised as a beautiful blonde woman. Gets anticlimactically squashed by a collapsing ceiling along with Jaime during Daenerys&#039;s assault on King&#039;s Landing. (her biggest issue? Not dying sooner, for the Seven&#039;s sake!)&lt;br /&gt;
* Jaime Lannister, &#039;&#039;The Kingslayer&#039;&#039;: Younger twin brother (by about three seconds) to Cersei Lannister and commander of the Kingsguard. He loves his sister in every sense of the word and had three children with her. Killed the last king despite his oath, and is widely hated for it, even though everyone agrees that dying was a massive improvement for Aerys. The reason for this betrayal was that Aerys had a huge stockpile of Acme Brand Magic Napalm stockpiled under the city, ready to be set off the moment the rebel armies broke through the town walls, and Jaime&#039;s options were to let it happen or kill Aerys before the crazy fuck got &#039;&#039;everybody&#039;&#039; killed. His desire to openly love his sister and win the respect he feels he deserves eventually causes Cersei to reject him. Starts off as an arrogant douche who [[Grimdark|tried to murder Bran Stark, but accidentally crippled him instead]]; as the series progressed he became progressively more bro-tier besides the whole wanting-to-fuck-his-sister thing, though he eventually begins to question even this devotion after seeing what a bitch she is when she comes to power. He genuinely loves Tyrion, so much so that he actually went off on his own to get him back after he heard Catelyn had him imprisoned in the Vale. He gets freed by Robb and goes on a journey through Westeros, during which he loses his sword hand and gets a lesson in valour and knighthood from Brienne of Tarth. He starts to question his legacy after his son Joffrey makes him Lord Commander of the Kingsguard, a position that was only made available because Joff expelled the knight who had actually earned it. Since Joff and Cersei had filled the Kingsguard with sycophants and their own thugs, Jaime&#039;s role as Lord Commander has left a bad taste in his mouth because he is now the leader of probably the least prestigious iteration of the Kingsguard ever. Basically, [[Sigvald|Sigvald the Magnificent]] currently in the midst of a redemption arc. In the books, he is currently being lured into a trap by Lady Stoneheart. &lt;br /&gt;
**In the show, he finally told Cersei to get fucked after realizing that she&#039;d well and truly lost it and rode north to help fight the White Walkers. He survived the Battle of Winterfell, hooked up with Brienne, and then rode south again [[Derp|because he just couldn&#039;t let Cersei go.]] Winds up getting shanked by Euron Greyjoy and dies [[Fail|via collapsing ceiling]].&lt;br /&gt;
* Tyrion Lannister, &#039;&#039;Halfman&#039;&#039;: a very intelligent dwarf who is awesome, but hated by everyone, either because of his deformity, or because he&#039;s a Lannister. The few people who treat him well are an uncle that went missing, his brother Jaime, Jon Snow who learned a lot from him, and Varys, who at first saw him as an asset, but grew to admire his political abilities and intellect, even declaring him a friend. He seems to do much better when getting drunk with whores, rogues, bastards and barbarians. His silver tongue is one of his greatest strengths (he&#039;s witty and good at persuading people) and weaknesses (he tends to think he&#039;s way more clever than he actually is, which manifests in him being quick with insults and the truth in a city ruled by sociopaths and liars). Tyrion is also one of the only characters with an actual sense of the bigger picture, and an interest toward steering the world toward an outcome that &#039;&#039;doesn&#039;t&#039;&#039; involve a [[The End Times|Warhammer End Times]] scenario. **Unfortunately, the world&#039;s movers, shakers, and those who generally have the power to make a difference are increasingly either a) dead, b) scattered to the winds or c) hate his dwarf guts. Despite the increasing difficulty and fruitlessness of his task, however, [[Awesome|Tyrion still fights]]. After being framed for killing Joffrey, he killed his own father and fled Westeros. In the books, he is currently in exile in the Free Cities, weaselling his way into leading a merc band and trying to sign them up with Daenerys&#039; forces, recognizing her as one of the few chances Westeros has got of fixing its shit (provided she can get her own shit together, which she&#039;s having a bit of trouble with). &lt;br /&gt;
**Since characters in this series tend to either be walking tropes, rip-offs of other fantasy characters, or historical people with different names, Tyrion is probably based on the great [https://en.wikipedia.org/wiki/Miles_Vorkosigan Miles Vorkosigan] (who was himself based on a few people including Sir Winston Churchill) and is a nod to King Richard III (a deformed but competent king later demonized by historiographers of his era). Even if he is usually the smartest one in the room at any given time, though, Tyrion is still not above having some derp moments. Exhibit A, when Tyrion asked his father what happened to his first wife (right before killing him), he took an &#039;&#039;obvious&#039;&#039; &amp;quot;I don&#039;t know and I don&#039;t care&amp;quot; response (&amp;quot;Wherever whores go&amp;quot;) as if it was literal directions, and afterward keeps asking random people if they know where whores go, with predictable reactions. (Admittedly he&#039;d just killed his ex and was probably in the middle of some serious PTSD at the time, which is not great for your brain.) The show version eventually meets Daenerys and becomes her Hand only to [[Fail|fuck up a bunch of stuff]] and lose her trust. He sells her out when he realizes that she&#039;s gone round the bend and winds up becoming Hand to King Bran.&lt;br /&gt;
**Don&#039;t confuse TV Tyrion with book Tyrion. Book Tyrion is every bit as amoral and vindictive as everyone in the series thinks he is and waaaaay more of a grey character, especially after his exile from Westeros, where he pulls off some truly despicable shit out of spite and his own self-loathing (for example, forming a genuine romantic connection with a fellow dwarf woman, then abusing the shit out of her). TV Tyrion, meanwhile, is a nobledark character who doesn&#039;t do any of the more heinous shit book Tyrion does and pretty much becomes the audience&#039;s avatar from season 6 onwards. His entire character is robbed of any agency in order to make D&amp;amp;D look smart and give big moral lessons to Daenerys (which make no sense within the context of the show). &lt;br /&gt;
* Kevan Lannister: Tywin&#039;s younger brother, considered &amp;quot;the reliable one&amp;quot; of the family. One of the few decent Lannisters, though saying that he is perfectly happy carrying out Tywin&#039;s bidding. Tried to talk sense into Cersei and was later called in to try and fix her mess. He did such a good job of it that Varys decided to personally thank him. With a crossbow. And a group of knife-wielding children. In the show he dies with the rest of the crowd when the Cersei nukes the Great Sept - the manner of his book death was given over to Grand Maester Pycelle at the exact same time.&lt;br /&gt;
* Lancel Lannister: Kevan&#039;s son, Tywin&#039;s nephew and Tyrion, Jaime, and Cersei&#039;s cousin. A callow, spoilt but well-meaning nobleman. Pretty much Joffrey but mentally stable, not sadistic, and capable of compassion and honor. Enters a sexual relationship with his cousin Cersei when Jamie is captured, which Tyrion uncovers and uses to blackmail Lancel into spying for him.  He later has a religious experience after nearly dying and joins the Poor Fellows of the Faith of the Seven, gives up his incestuous relationship and tries to convert several of his family members (somewhat successfully with Kevan, unsuccessfully with Cersei). Still alive in the books.  &lt;br /&gt;
**In the show, he reports Cersei to the High Sparrow (rather than the High Sparrow cleverly uncovering Cersei&#039;s plan and trapping her) and dies horribly. Cersei deliberately set him up for a particularly agonizing and drawn-out end; he&#039;s lured into a catacomb under the sept that contains a massive cache of wildfire, gets his spinal cord severed so he can&#039;t walk, and is left where he can see candles sitting in a pool of wildfire just a little too far away for him to reach it in time, so that he [[Grimdark|spends his last moments vainly trying to avert a horrible catastrophe before being incinerated]]. &lt;br /&gt;
* Cersei and Robert&#039;s (actually Jaime&#039;s) children:&lt;br /&gt;
** Joffrey Baratheon: Spoiled brat and sociopath to the extreme. He&#039;s basically [[Sigvald]] during his teenage years (and likely inspired [[Phil Kelly|Kelly]] when he was creating the character). &amp;quot;Heir&amp;quot; to the Iron Throne, and the technical king of Westeros during the War of the Five Kings since he lives in King&#039;s Landing and sits on the throne. Turned out to be worse than Aerys. He died from poison and there was much rejoicing. [[Fail|Except by his mother, who instead had sex on his corpse]]. Fourteen years old at the time of his death. &lt;br /&gt;
** Tommen Baratheon: The new king on the Iron Throne. Nine years old. Married to a teenaged shotacon wife who&#039;s (unknown to him) the granddaughter of his brother&#039;s true killer. Trying to litigate the criminalization of beets. Loves [[Cats|kittens]]. He&#039;s pretty well-rounded and non-fucked up, which is a miracle considering his parents, both putative and biological. Also seems to be trying to take kinging seriously, but his mom is trying to quash that in her subliminal attempt to hold power indefinitely, so whether it holds is another matter entirely. Prophesied to die before Cersei, which is doubly tragic due to his age and being a much better person than her. &lt;br /&gt;
**In the show, he commits suicide after Cersei blows up the Great Sept (head office of the fantasy knockoff Church of England), killing his godfather, great-uncle, wife, and all his religious friends, because of course her power-hunger was more important than his happiness and well being.&lt;br /&gt;
** Myrcella Baratheon: Princess and Cersei and &amp;quot;Robert&#039;s&amp;quot; second oldest child. Ten years old. In order to appease the Martells, Tyrion arranges a marriage between her and the youngest Martell, which pissed off everyone. In the books, she had her face fucked up and lost an ear because of Arianne Martell&#039;s amateur intrigues, which overlapped with poor planning, general stupidity, and another guy&#039;s backstabbing. Before the maiming, she was quite decent and non-evil. Who knows how she&#039;ll turn out now with half of her face cut off. Also prophesied to die before Cersei. &lt;br /&gt;
**In the show, she had a crush on Oberyn&#039;s surviving nephew but was killed by Elia in revenge for Oberyn&#039;s death. Also, the readership all got on George&#039;s balls for maiming this girl, mostly because it was a sign that he had run out of ideas and was basically just milking Diabolus ex Machina ([[Just As Planned|or that&#039;s what he wants us to think]]).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===House Baratheon===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Ours is the Fury&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Ascended to the Iron Throne after a successful rebellion against the Mad King Aerys II Targaryen. Produces no less than three claimants to the succession, each one very different from the other. Technically a cadet branch of House Targaryen, as their founder Orys was allegedly a Targaryen bastard, who took the original Storm Kings&#039; (House Durrandon) deer sigil after killing the last one and fucking his only child Argella and then 200 odd years later, King Egg&#039;s daughter married their grandfather. They&#039;re pretty much the [http://en.wikipedia.org/wiki/House_of_Plantagenet House of Plantagenet].&lt;br /&gt;
* Robert Baratheon, &#039;&#039;The Usurper&#039;&#039;: Fat, old, former badass who led the rebellion, and now the king who married Cersei Lannister. Then he fucked a bunch of other women and had lots of illegitimate kids. He was killed while mixing boar hunting and drinking, but whether this death was planned or not is uncertain. On the surface, a king with a thing for easy laughs and partying; right underneath the surface, he&#039;s irresponsible and leaves the actual ruling of a nation to his staff, and deeper under the surface he&#039;s pretty much a sad, lonely old bro who would rather not have been king. Comparable to [https://en.wikipedia.org/wiki/Henry_IV_of_England Henry IV], in that both were powerfully built military geniuses who overthrew the existing monarchy and later succumbed to an unhealthy lifestyle.&lt;br /&gt;
* Stannis &#039;&#039;&#039;The Mannis&#039;&#039;&#039; Baratheon: Robert&#039;s younger brother, an all-around badass who swings between [[Lawful Stupid]] (more so in the show than the books) and [[gets shit done|getting shit done]]. [[Judge Dredd|believes so strongly in the rule of law]] that he feels compelled to take the Iron Throne for himself despite wanting nothing to do with it. Is advised by a priestess of the God of Light, Melisandre, and a lowborn smuggler named Davos Seaworth who he raised to knighthood and nobility. [[C.S Goto|His character is ruined in the show into an incompetent pawn of Melisandre and gets killed off just because one of the showrunners didn&#039;t like him]].&lt;br /&gt;
** Shireen Baratheon: Stannis&#039;s kid daughter. The sweet, charming, and intelligent little lady who was left with a deformity on her face from a disease called greyscale. Teaches Davos how to read, and is probably the most innocent person in the series alongside Tommen, Myrcella and a few others. Being the grim and dark universe A Song of Ice and Fire is, however, this means that she&#039;s likely going to end up becoming fuel for a vicious fire god. In the show she does, but in the books, she is safe and sound since Stannis isn&#039;t stupid enough to bring him with her while campaigning. His wife, on the other hand, being such an idiotic fanatical pyromaniac... well, her odds aren&#039;t exactly looking that great.&lt;br /&gt;
* Renly Baratheon, &#039;&#039;That Gay Guy&#039;&#039;: Robert and Stannis&#039;s youngest brother. Took Loras Tyrell (a.k.a. Knight of Flowers, Pretty Boy, etc.) as his lover. Decided he was better suited to be king, though the bizarre and outdated laws of the land stated Stannis was next in line (though Joffrey and then Tommen were first since they were [[Pretend|officially]] Bobby B&#039;s legitimate kids). Was hugely popular since he had Robert&#039;s charisma, which led to him getting the most support, but he lacked Stannis&#039;s conviction and devotion to the duty of actually doing the work of a king, or even Robert&#039;s ability to wage war. Killed by Melisandre with some &amp;quot;help&amp;quot; by Stannis &#039;&#039;The Mannis&#039;&#039; for trying to steal his crown, though in the books Stannis may not have been completely aware of the role he played in Renly&#039;s death. He&#039;s basically [[That Guy]] of ASOIAF, since quite a lot of shit is his fault, indirectly or otherwise. &lt;br /&gt;
*Gendry Baratheon, the Bastard Son. One of Robert&#039;s many, many bastard children, and the one who gets the most page and screen time. He starts out as a humble blacksmith in King&#039;s Landing, who first comes to Ned&#039;s attention when Lord Stark is investigating the death of Jon Arryn. From there, he gets shipped off to the Night&#039;s Watch to avoid the imminent purge of Robert&#039;s bastards and winds up becoming friends with Arya and Hot Pie. After some adventuring and sexual tension with Arya (at least in the show), he joins the Brotherhood Without Banners. In the show, they sell him to Melisandre so she can use him for a blood magic ritual, while in the books he just goes on being a smith and doesn&#039;t get involved in anything particularly weird or shady. He&#039;s helping run an inn as a Brotherhood front/orphanage when he reappears in the books, but in the show, Ser Davos sets him free and tells him to fuck off, which he does for a few seasons. He eventually turns up back in King&#039;s Landing, where Davos finds him and recruits him (and his comically oversized LARPing hammer) for Team Snow. He helps Jon capture a wight to show Cersei, makes dragonglass weapons for the Army of the Living, hooks up with Arya, and fights in the Battle of Winterfell, after which Daenerys legitimizes him as the new lord of House Baratheon.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===House Tully===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Family, Duty, Honor&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Lords of the central riverlands. Being the obligatory central nation they spend a lot of the series being fought over like a cake in between fat kids. Basically Poland/the Netherlands, given they have so many rivers and how hard they&#039;ve been fucked over.&lt;br /&gt;
*Edmure Tully: Basically the SoIaF universe&#039;s eternal butt monkey (because he happens to be a decent fucking person). Despite being an okay guy, he&#039;s also a useless ponce with a dense streak a mile wide and a bad habit of bragging about things he shouldn&#039;t be proud of. It took hanging in a stockade for a few months to make him experience some growth. When Jaime was brought in to unfuck the situation and end the siege at Riverrun, Jaime&#039;s &amp;quot;negotiation&amp;quot; pressured him into convincing his house to surrender, but he made sure [[Troll|that Brynden got out first]]. In the books, he&#039;s currently spending his days at the Lannister house as a hostage to make sure that the Tullys don&#039;t try to ruin the situation again. &lt;br /&gt;
**In the show, he disappears until the final episode, [[Fail|where he tries to make a case for himself as king]] only to get shut down by Sansa.&lt;br /&gt;
*Lord Hoster Tully: In GoT the only act he committed of any note was to die. In the books however he is arguably, though inadvertently, the most destructive character once you&#039;ve delved into his history. The man looked down upon peasants, cripples, bastards, and broken things, which influenced his daughters&#039; attitudes and primed them for their mistreatment of such through their travels (especially Catelyn&#039;s immediate suspicion of Tyrion, [[What|despite the charge and evidence making little sense, but because he&#039;s a &amp;quot;monster&amp;quot; of course he must have done it]]). He denied Tywin&#039;s offer to marry Tyrion to Lysa for said reasons, but he also denied Lysa&#039;s wish to marry Petyr Baelish because of his low birth and her value of being married off to a higher bidder, even if their age differed by at least 50 years and she was pregnant with Petyr&#039;s child. He responded to this pregnancy by forcefully aborting the child via drinking Moon Tea, without her knowledge (something he would have nightmares about approaching his death). Not only did this nearly cause her death, but it destroyed her reproductive system resulting in 5 miscarriages and 2 stillbirths (an event that would leave Lysa so aggressively unstable and paranoid that she killed her husband to prevent being separated from her only living child). All of these actions unfortunately spiraled into helping cause the War of the Five Kings.&lt;br /&gt;
*Brynden Tully &#039;&#039;the Blackfish&#039;&#039;: He didn&#039;t catch the memo that he was part of the joke faction and proceeds to spend the entire series fucking Lannister shit up and generally being a boss. Thought to be the black sheep in a family of fish (Thus &amp;quot;Blackfish&amp;quot;, geddit?), but in spite of that status held true to the family, continuing to hold Riverrun for Robb in spite of the war pretty much being lost. When Edmure surrendered Riverrun, he escaped by swimming under the portcullis and escaping into the river, causing everyone to shit themselves because he&#039;s totally coming for revenge. Also widely accepted by the fans to be a closeted homosexual.&lt;br /&gt;
**In the HBO show, he gets killed when resisting arrest from Tully forces by order of Edmure. [[Rage|And it happens offscreen.]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===House Arryn===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;As High as Honor&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Mountain lords turned [[NEET|neurotic shut ins]]. Goes through lords about as quickly as you would expect a castle equipped with a door that opens into empty air. Basically Switzerland/Afghanistan, seeing as how they stayed neutral in the War of Five Kings, their land is covered by nothing but mountains, and they&#039;re constantly fighting with the local tribes. They were being entertainingly screwed over by Littlefinger until his death.&lt;br /&gt;
*Jon Arryn: Only appears posthumously and is the catalyst for the whole plot. Used to be a foster father of sorts to Robert Baratheon and Eddard Stark. Was Robert&#039;s Malcador the Sigilite during Robert&#039;s Rebellion. He was killed by Littlefinger via Lysa when he figured out that Robert&#039;s kids are bastards born from Cersei and Jaime&#039;s incest. His death was blamed on the Lannisters to destabilize Westeros. &lt;br /&gt;
*Lysa Arryn: Loli bride turned Lady of the Vale after the Lannisters forcibly retired her husband from life, at least officially. In reality, Littlefinger convinced her to poison her husband and blame the Lannisters [[Just As Planned|which pretty much started this whole clusterfuck to begin with]]. A closeted, crazy woman who spends the entire series in her castle (the Eyrie) being useless, breastfeeding her ten-year-old son, obsessing over Littlefinger&#039;s cock, and [[Derp|refusing to help her sister and nephew in the war she and Littlefinger pretty much started]], which may have guaranteed their eventual horrific murders by their enemies. Finally gets her comeuppance when Littlefinger kicks her out the moon door (post-taunting, of course), putting her out of our collective misery. Long live the Lord Protector.&lt;br /&gt;
* Robert Arryn: &#039;&#039;Littlefuck&#039;&#039;, Lysa&#039;s equally mentally unstable autistic son, who still sucks on his mom&#039;s tit and enjoys seeing people &amp;quot;fly&amp;quot; out the moon door to their deaths. He actually seems to be a bit smarter than you would first think and is a really, really good judge of character, except with Sansa. In the books, he&#039;s secretly being poisoned by Littlefinger and Sansa so she can take over the Vale and North. Was named Robin in the show because the showrunners were afraid that having two characters with the same name would be too confusing. The show version doesn&#039;t get poisoned but turns up in the series finale as the Lord of the Vale.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===House Greyjoy===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;We Do Not Sow&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;[[Awesome|A house founded by Cthulhu-worshipping Norscans]]. While not actual Vikings in any sense of the word, there is little other way to describe them. They live on some islands off the coast of Westeros and almost their entire culture is based around raiding and the ocean. Their religion holds it shameful for a man to pay for personal possessions, and states they have to get things either by trade, washing up from the ocean or the &amp;quot;Iron Price&amp;quot;: seizing something from the body or belongings of someone he defeated in battle rather than paying or trading for it. Also, only possessions acquired via the Iron Price command respect among the Ironborn. The nastiest form this takes is stealing women as &amp;quot;Salt Wives&amp;quot;, [[Emperor&#039;s Children|effectively making them a society of rapists]]. As an interesting bit of trivia, their local variety of baptism is to be ritually drowned in seawater and resuscitated by their priests, and they don&#039;t see drowning as a bad way to go on the grounds that it means their god/gods have accepted them and they&#039;ll go to an underwater Heaven that&#039;s basically a more X-rated version of The Little Mermaid. &lt;br /&gt;
*Balon Greyjoy: Asshole dad, crappy ruler, and general shithead (all very common things in this world, but still) who rebelled against Robert Baratheon and failed miserably. All of his sons were killed, except for Theon, who was taken as a hostage to ensure his good behaviour. Despite being in a position to join either the Lannisters or the Starks during the War of Five Kings and thereby get whatever he wanted from either (independence and the North, or independence and Casterly Rock, respectively), he does the absolute stupidest thing possible and declares himself independent without support from anyone, attacking the North and the rest of Westeros, thereby virtually guaranteeing that he&#039;ll be on the receiving end of another one-sided battle once everyone else has sorted their shit out. In the book he at least tried to make one alliance but it was with the freaking Lannisters and not the other kingdom seeking independence. Never got that far, though, since he was pushed off a bridge during a storm by an assassin his brother Euron sent.&lt;br /&gt;
*Victarion Greyjoy: Admiral of the Iron Fleet. [[Gets shit done]] while wearing [[Dark Elves (Warhammer Fantasy)|Lokhir Fellheart&#039;s]] armour during boarding actions. Does it for vengeance, the lulz and as a ticket to Ironborn heaven (which they believe men can reach if they die in battle or by drowning). Worships both R&#039;hllor and the Drowned God. For all his badassery, is far too stupid to realize that his black Red Priest sidekick&#039;s constant rambling about his &amp;quot;great destiny&amp;quot; is inevitably going to end in his burning to death on a sacrificial pyre. Said Red Priest impressed Victarion by surviving being marooned at sea for 3 weeks and turning Victarion&#039;s infected arm into a super-strong volcano arm. Seriously. Isn&#039;t in the show, which is lame. &lt;br /&gt;
*Aeron Greyjoy &#039;&#039;Damphair&#039;&#039;: [[Kostaltyn|A priestly Alan Moore who drank seawater]]. Once a fun-loving party animal, he nearly drowned during the Greyjoy Rebellion and became a dour and devout priest of the Ironborn [[Cthulhu]] religion. Confirmed to have been raped by Euron when they were kids. Planned to overthrow Euron, who bribed and manipulated his way into becoming king of the Ironborn. As of the excerpts from the sixth book, he [[Grimdark|Was captured by Euron and tortured to try and make him renounce his faith, including feeding him spoiled food, drugging him and burning him. Later Euron tied Aeron, naked, to the prow of Euron&#039;s ship alongside Euron&#039;s tortured, pregnant former lover because she showed Aeron kindness by once giving him proper food]]. He tried to console her by saying their suffering will end in underwater Valhalla, [[Awesome|showing Euron failed to make him deny his faith]]. Also left out of the show.&lt;br /&gt;
*Theon Greyjoy: Son of the Lord/King of the Iron Islands. Had the personality of a stereotypical high school jock, being an excellent archer and womanizer and proud of it. He was given to Ned Stark by his father after Balon failed to successfully rebel against Robert Baratheon. Swore an oath to Robb, but then ditched him out of a desperate need to please his father. Ends up castrated and acts as the personal slave of Ramsay Bolton after Ramsay puts him through horrific torture to turn him into Reek. Rescued by his sister, but the psychological trauma meant it took a while before he could stop calling himself Reek and start getting back to normal mentally (physically he&#039;s now missing a few parts that don&#039;t heal or grow back). He&#039;s just been reunited with his sister in the books, but is dead in the show, thanks to charging the Night King by himself while protecting Bran.&lt;br /&gt;
* Asha Greyjoy: Theon&#039;s older sister and a commander of some renown which is quite a feat - almost every man on the Iron Islands except her father either tried to get in her pants or told her to [[-4 STR|stop playing around and go do some actual women&#039;s work]], before she kicked enough ass that they respected her. Rescues Theon after he escapes Ramsay but then loses him to Stannis. Is named Yara in the show because the showrunners thought her name sounded too similar to Osha the wildling chick and is also apparently [[PROMOTIONS|bisexual]]. Eventually becomes Lady of the Iron Islands in the show because she&#039;s the last Greyjoy standing. Kind of a Han-Solo-Stand-in character-wise, being a brash, aggressive pirate queen that acts very opportunistically, but underneath her badassery she has a soft heart for people she cares about (mostly Theon and her crew) and a strong sense of justice. &lt;br /&gt;
*Euron Greyjoy &#039;&#039;Crow&#039;s Eye&#039;&#039;: A [[Chaos Warrior|sick fuck Lovecraftian pirate armed with unnatural sorcerous powers]] and so evil that Balon banished him from the Iron Islands. Every member of his crew is a mute because Euron ripped all their tongues out. Many of them are also the illegitimate sons [[Beastmen|of women he&#039;s raped around the world during his raids]]. Uses an eyepatch to conceal a pitch-black eye, his personal &amp;quot;obviously a villain&amp;quot; mark. Raped his brother Victarion&#039;s wife, then claimed she wanted it so Victarion had to kill her. Raped his younger brother Aeron. Also showed back up in the Iron Islands the day after Balon died, despite having been raping and pillaging in Essos before that, which is suspicious as fuck. Now the new Iron King. Plans to conquer Westeros and has some unknown plan to deal with Daenerys. Revealed in the book &#039;&#039;Winds of Winter&#039;&#039; to be [[Erebus|one of the sickest fucks in an entire setting of sick fucks (and that&#039;s saying something)]], including having a god complex while hating religion so much he [[Grimdark|tortures any clergymen he captures to try and make them give up their faiths using ironic tortures themed around their religions - such as preachers have their tongues cut out and burning priests of the fire god to death]].  Euron tried and failed to break his priest brother Aeron&#039;s faith so he lashed Aeron to the front of his ship to die [[Grimdark|alongside Euron&#039;s own pregnant lover Falia]], in what could be preparations for the [[Betrayal at Calth|ruinstorm]].&lt;br /&gt;
**In the show he&#039;s just a psycho pirate turned king without any magic powers or gear [[FAIL|who wants to bang Cersei. Jaime kills him in the second-to-last episode in one of the dumbest moments in an already terrible episode.]] &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===House Tyrell===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Growing Strong&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Lords of Highgarden and the Reach, backstabbers par-excellence, and owners of a lot of fertile land. Of the Seven Kingdoms, the Reach is the &amp;quot;biggest&amp;quot;, having the most people, the largest army, and a stable agrarian economy; yes, the Westerlands are richer, yes, the Stormlands have/had the strongest military, and yes, the Vale is the most honor-and-chivalry obsessed, but the Reach and the Tyrells are the only ones who can compete with all three at once. Unlike the current lot of Lannisters they understand the value of good PR, balancing ruthlessness with being somewhat amicable to the commoners, politically savvy and not being stuck-up on honour (which they still have more of than the Lannisters do). They&#039;re a bit analogous to France and obviously based on House Tudor. In the books, it&#039;s the Tyrells and their support that keeps the throne afloat post-Robert, first aiding Joffrey and then Tommen. They were &amp;quot;shrewd&amp;quot; enough to stay out of Robert&#039;s Rebellion and outside of his court while Tywin was in charge, so their lands are basically untouched by war: the Reach&#039;s cities are also the most beautiful, with Highgarden and Oldtown being notable for not smelling like shit and full of garbage. [[Fail|Unfortunately, they&#039;ve all been wiped out in the show]].&lt;br /&gt;
&lt;br /&gt;
*Mace &amp;quot;The Ace&amp;quot; Tyrell: Lord of Highgarden. Massively fat and overweight, while being stupid, overreaching and constantly mocked by everyone else, he&#039;s otherwise known as a friendly man, a good Lord when it comes to management and a good father; in the books, the Iron Throne uses him to print gold and alleviate hunger during the War of the Five Kings, so they give him and his family a bunch of positions to keep them invested. Unfortunately, this isn&#039;t enough to save a man in the Game of Thrones. In the books, he&#039;s just been named Hand of the King as part of Kevan Lannister&#039;s plan to keep his house on-side. In the show he gets killed with the rest of the noble houses when Cersei blows up the Great Sept of Baelor.&lt;br /&gt;
*Olenna Tyrell: The brains behind House Tyrell&#039;s schemes. Known as the &#039;&#039;Queen of Thorns&#039;&#039; for being an outspoken, prickly and venomous old lady. Schemed with Littlefinger to have Joffrey killed, but she carried it out with compressed powder &amp;quot;gems&amp;quot; hidden in Sansa&#039;s hairnet that poisoned his wine. She is to the Tyrells as Tywin is to the Lannisters, except her daughter isn&#039;t a narcissistic sociopath.&lt;br /&gt;
**Alive and well in the books (so far), where she&#039;s pretty much the same as the show. She has chosen Margaery as her successor, which is why she made sure she&#039;d be engaged to Tommen and had Joffrey offed.&lt;br /&gt;
**The show version became a fan-favorite character for constantly dropping awesome one-liners and calling out smug and/or unpopular characters like Littlefinger and the Sand Snakes. [[Fail|Killed off in the show]] awhen the Lannisters capture Highgarden; Jaime gives her the option of drinking painless poison or whatever Cersei wanted to do to her. Olenna took the poison, and before she died [[Awesome|revealed to Jaime that she was the one who killed Joffrey and told him to make sure Cersei knows it]].&lt;br /&gt;
*Willas Tyrell: Mace Tyrell&#039;s eldest son and heir, crippled at a very young age when jousting against Oberyn Martell. Surprisingly, he and Oberyn are still bros, even though the rest of their Houses aren&#039;t very fond of each other because of this incident. Probably one of the most pleasant and sensible characters in the books, which might explain why they never included him in the TV show. Very fond of breeding animals, especially horses.&lt;br /&gt;
*Garlan Tyrell &#039;&#039;The Gallant&#039;&#039;: Second-born son. Badass extraordinaire, considered one of the best swordsmen in Westeros, and one of the few people who&#039;s kind to Tyrion. Trains for real combat (often against multiple opponents by himself) unlike Loras, who&#039;s a tourney fighter. Single-handedly wrecks many notable knights fighting for Stannis during the War of The Five Kings. And he is the only person other than Tywin to put Joffrey in his place, at his own wedding. Sadly no POV chapter yet and omitted from the TV series (Loras takes credit for his deeds). &lt;br /&gt;
*Loras Tyrell &#039;&#039;The Knight of Flowers&#039;&#039;: The Tyrell who appears most in the TV series, since his older brothers got adapted out. Considered to be an example of the perfect knight, despite his youth. Is secretly Renly&#039;s gay lover and conspired to take the throne with him and his sister. He was elevated to the Kingsguard as part of the Lannisters&#039; appeasement of the Tyrells, but also to ensure that Margaery would be safe if it turned out they couldn&#039;t kill Joff/Tommen turned out to be a sociopath too. In the books, he&#039;s apparently been severely injured attempting to take Stannis&#039; castle in order to to prove his honor after the Faith Militant locked up his sister, but because none of Cersei&#039;s sources could visually confirm it, it&#039;s likely that the Tyrells ([[Iron Warriors|it was &#039;&#039;their&#039;&#039; forces that did the sieging]], after all) fabricated a story to get their boy out of there. In the show he ends up tortured by the members of the Faith for being gay [[C.S Goto|because the showrunners retconned them to hate gay people]], [[Protectorate of Menoth|later joins their ranks of questionable willingness]], then dies when Cersei blows up the Sept of Baelor. &lt;br /&gt;
*Margaery Tyrell: The would-be Queen of Westeros, she has married, in order, Renly Baratheon (gay), Joffrey Baratheon (evil), and Tommen Baratheon (8 years old) and has been crowned as queen three times. While she is nice, like Disney-princess-in-a-grimdark-setting-nice, she is still her grandmother&#039;s protege, and so is the source of Cersei&#039;s paranoia (which is kinda valid as the Tyrells did off Joffrey so that Margaery could marry the more-controllable and non-sociopathic Tommen). Cersei was so paranoid about Marge&#039;s ascension that she decided to legitimize the Sparrows and allow them to reform the [[Age of Apostasy|Faith Militant]], all because she was afraid Tommen would listen to Margaery more than her.&lt;br /&gt;
**In the show, she uses sex to control Tommen because the show needed to hit its titty quota and because Tommen is a teenager in the show. Was arrested by the resident Chamber Militant, the Sparrows, and asked for a trial by faith in the books. In the show, this also happens but she tries to be pious in an attempt to save herself but ends up getting killed when Cersei blows up the Sept of Baelor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===House Martell===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Unbowed, Unbent, Unbroken&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[Tallarn|Desert dwelling survivalists]] who [[Dune|pride themselves on having never been conquered]] by the Targaryen dynasty (though they later married in). Moorish Spaniards, kinda. Their entire thing is that they&#039;re nothing like the rest of the Seven Kingdoms: they&#039;re descended from the Rhoynar, a group of people that used to live along one of Essos&#039; longest rivers who practice absolute cognatic (the oldest child, regardless of gender, inherits the throne) succession and take a very liberal attitude towards sex. House Martell also has a rocky relationship with the rest of the kingdom: The Baratheons don&#039;t trust them because they were all Targaryen loyalists, the Reach doesn&#039;t like them because of historic wars between the two, and House Martell has never forgiven House Lannister for Gregor Clegane&#039;s rape and murder of Elia Martell, Rhaegar&#039;s first wife and mother of his children.&lt;br /&gt;
[[C.S Goto|Their story arc was completely ruined in the show, as Elia and Oberyn&#039;s daughters kill Oberyn&#039;s brother and nephew for taking too long to avenge him before being captured and killed themselves by Euron and Cersei]].&lt;br /&gt;
*Doran Martell: Lord of Sunspear and of royal descent. Still mad at the Lannisters about that whole &amp;quot;murdered-my-sister-and-infant-niece thing&amp;quot;. Playing the longest of long games with Varys, which blew up in his face in the show because he told &#039;&#039;no one in his family&#039;&#039; about his schemes (well, maybe Oberyn, but Oberyn is dead). The book version is still scheming to put a Targaryen back on the Iron Throne, though his Plan A (marry Arianne to Viserys) went tits-up after Viserys got &amp;quot;crowned&amp;quot; by Khal Drogo and his Plan B (marry Quentyn to Daenerys) has also gone tits-up because Quentyn was stupid enough to try and tame a dragon to impress Dany, though he&#039;s not yet aware of this. Fortunately, he&#039;s working on Plan C (ally with Aegon VI).  &lt;br /&gt;
**[[What|Unceremoniously killed off in the show by Ellaria as part of her plan to avenge Oberyn]]. Even his actor was upset.&lt;br /&gt;
*Arianne Martell: One of GRRM&#039;s characters who seems to exists solely to fuck everything up at the worst conceivable moment. Still hot as Dornish girls come. See, she is technically the heir of Dorne, being the &#039;&#039;first-born&#039;&#039; daughter, and yet was shut out of most of her father&#039;s meetings and plans, which caused her to get upset because even Oberyn treats all of his bastards better than her dad treats her. After Doran &#039;&#039;seemingly&#039;&#039; accepts his own brother&#039;s death without any sort of fuss, she decides that her father is weak and plans to start &#039;&#039;another&#039;&#039; front in the War of Five Kings by using Dorne&#039;s laws of succession to crown Myrcella as queen. However, one of her dad&#039;s spies gives them up, and in a huge clusterfuck, Myrcella gets maimed by one of the pro-war knights. She is then taken to her father, who finally spills the beans on his grand scheme: the reason why she was sidelined by her father was because he had secretly betrothed her to her Viserys, but now that Viserys is dead, plans to see if he can broker an alliance with &amp;quot;Aegon,&amp;quot; Rhaegar and Elia&#039;s son who &amp;quot;supposedly&amp;quot; was secreted away and replaced with doubles.&lt;br /&gt;
*Oberyn Martell &#039;&#039;The Viper of Dorne&#039;&#039;: Doran Martell&#039;s brother, a bisexual swinger, former mercenary, and a drunkard (and also Inigo Montoya in Dark Fantasy). His girlfriend is a spectacularly beautiful bastard named Ellaria Sand and he has many illegitimate children, mostly daughters, collectively called &amp;quot;The Sand Snakes&amp;quot;. Crippled the Tyrell heir in a joust, causing a rift between the two houses; despite this, he&#039;s actually best mates with the aforementioned heir, due to Willas Tyrell being straight up the nicest and most balanced man in the series and Oberyn being a very decent person. Known for poisoning his weapons, as well as his battle-cry. Died from a mutual kill, with Gregor Clegane crushing his skull rather graphically because he got cocky, but Oberyn got the last laugh, since he wounded Clegane with a horribly painful and slow-acting venom which stretched his death over days or even weeks, during which time he was ruthlessly experimented upon by a mad scientist, meaning he avenged his sister Elia who Gregor had raped and murdered. [[Sanguinius|So to sum it up, he&#039;s a spear-wielding badass whose death in battle against a major villain was deeply traumatizing for all in-universe and out]].&lt;br /&gt;
*Quentyn Martell: Didn&#039;t realize he was in Dark Low Fantasy and thought he was in High Fantasy, poor bastard.  A member of House Martell, sent to marry Daenerys to secure an alliance between the families since the original marriage plan to hook Arianne up with Viserys won&#039;t work with Viserys dead. Leaves Westeros and goes all the way to the city of Meereen to marry her, but he&#039;s too late, as she marries the Meereenese noble Hizdahr, and like Jorah he&#039;s not her type (Dany likes her bad boys). Tries to tame two of her dragons to impress her; the attempt goes wrong, he gets horribly burnt and gradually dies in agony from his wounds. &lt;br /&gt;
*The Sand Snakes: Oberyn&#039;s children. All daughters he had with various women throughout his travels (all consensual encounters, mind you, which actually says a lot about Westeros that it has to be said). Mixed race and all hot with various skills including combat training and mastery of poisons. Working with Doran and Ellaria in the books. The main three are Obara, Nymeria, and Tyene.  &lt;br /&gt;
**[[C.S Goto|Ruined in the show where they don&#039;t accomplish anything, are given atrocious dialogue (the &amp;quot;you need the bad pussy&amp;quot; line comes to mind), aren&#039;t great fighters and get killed by Euron&#039;s men, except for the one who poisoned Myrcella; she gets captured and poisoned back by Cersei so an imprisoned Ellaria is forced to watch her die and decompose.]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===House Bolton===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Our Blades Are Sharp&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;The Starks&#039; most important (and most despised) vassal, a former arch-rival made of [[Grimdark]] because their entire theme [[Dark Eldar|revolves around Torture]] and they&#039;re [[Night Lords|thoroughly awful, dishonorable, sadistic cowards who can be counted on to do every dirty trick possible before even trying to fight fair. Their sigil is a crucified and flayed man]], their castle is [[Commorragh|a complex of constant suffering called the Dreadfort]], and just look at their House motto...all of which shows how stupid the Starks were for thinking they could control them. Tied with Red Wedding collaborators the Freys as the most thoroughly vile house in the entire setting (no mean feat, all things considered). &lt;br /&gt;
*Roose Bolton, &#039;&#039;The &#039;Leech Lord&#039;&#039;: A Lawful Evil sociopathic health nut who&#039;s called the Leech Lord because he gets leeched regularly, believing they get rid of bad blood. Second-most powerful Lord in the North with ambitions to depose the Starks. Since the Starks are mostly unable to think like crafty people and are blinded by excessive honour this doesn&#039;t prove too difficult. He gets his wish when he stabs Robb Stark in the back, at his uncle&#039;s wedding no less, and has anyone associated with Robb killed. He then makes over Winterfell in his bloody image and is currently trolling Stannis. Believes in the abolished practice of &amp;quot;[[Rape|Droit du seigneur]]&amp;quot; (a tradition that allowed a lord to have sex with subordinate women, whether they wanted to or not) and killed at least one man for trying to hide his wife from Roose (before fathering Ramsay with her via rape). Believed that he and his son could be as evil as they wanted as long as no one found out. Killed by Ramsey in the show, which Ramsay tried to cover with a lie despite the witnesses to his actions. May also be dead in the books, since the letter Jon receives from Winterfell in Book Five is addressed from Lord Ramsay Bolton. &lt;br /&gt;
*Ramsay Snow/Bolton: &amp;lt;s&amp;gt;A Dark Elf with shaved ears in the wrong universe&amp;lt;/s&amp;gt;. &amp;lt;s&amp;gt;The Joker of Westeros&amp;lt;/s&amp;gt;. The Chaotic Evil incarnate bastard son of Roose Bolton and a peasant woman he raped [[Grimdark|(under the hanging corpse of the woman&#039;s husband, for fuck&#039;s sake!)]]. One of the most fucked-up people in all of the Seven Kingdoms (alongside the Mountain, Joffrey, the original Reek, the pedophile marauder Rorge, and Euron), because he [[Dark Elves (Warhammer Fantasy)|loves to torture and kill people openly for the lulz]], such as Theon Greyjoy, who he crippled, knocked his teeth out, castrated, and brainwashed into calling himself Reek. Reek was originally a peasant appointed to try and control a young Ramsay, but instead Ramsay warped him into a mentally unstable necrophiliac before killing Reek to fake his death, but Ramsay seemed to hold some twisted affection for him. He also sent Theon&#039;s severed appendage to Theon&#039;s dad in a cutesy box with a letter mockingly detailing his evilness. Will torture anyone who points out his illegitimate heritage even though now he&#039;s legally recognized as a Bolton. Also has a pack of hunting dogs he names after women he hunts, rapes and kills. Married a fake Arya Stark and regularly mistreats her, including forced bestiality. Not a fun guy to be around. The only reason he&#039;s gotten away with it for so long (as pointed out by his father) is that no one is strong enough to stand up to him yet, but [[Powder Keg of Justice|when they are]] he&#039;s going to be killed to death (especially if his fate in the show is anything to go by). &lt;br /&gt;
**In the show, he killed his father with a knife, fed his stepmother and newborn half-brother to his dogs, then married Sansa Stark and deflowered her via rape. Ramsay was such a monster that even Iwan Rheon, THE ACTOR WHO PLAYED THE GUY, hoped he&#039;d die horribly. He got his wish: The consequences of Ramsay&#039;s actions catch up with him when Jon Snow shows up with an army capable of threatening him, and after surprise reinforcements from Littlefinger and his own fucked-up teamkilling, the Starks crush the Bolton army, forcing Ramsay to flee back to Winterfell. Despite this, the gate is smashed down, and Jon disarms him and beats him quite brutally before detaining him to await trial. Before the trial Sansa sets his dogs on him, which he had deliberately starved so they would eat Jon. Apparently they found him quite tasty. For all that Season 6 of GoT is Skub, there likely aren&#039;t many who would object to this moment.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===House Frey===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;We Stand Together&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; House of weasels who are always grumpy and have a thing for overreacting to perceived slights. Wouldn&#039;t be that important except for the fact that they own the only bridge over a strategically important river, and regularly extort anyone attempting to cross it...that, and performing the Red Wedding, AKA the Magnum Opus of Grimdark that single-handedly ensures they&#039;re [[Marines Malevolent|the most hated fucks in the whole setting in-universe and out.]] Simply put, there is &#039;&#039;&#039;nothing&#039;&#039;&#039; good or nice you can say about the Freys. They&#039;re ugly inside and out, cruel, treacherous, thoroughly dishonorable, and aren&#039;t even strong warriors, being a mix of incompetent dumbasses and sadistic cowards. They&#039;d all make excellent Skaven (especially considering they could stand to be killed by some Lizardmen). In the books, they are being slowly picked off by the Brotherhood Without Banners and Northern lords who are still nursing a grudge from the Red Wedding, while in the show Arya exterminates every male Frey at once with poison because it was more convenient for the writers. &lt;br /&gt;
&lt;br /&gt;
*Walder Frey: The ancient, terrible, ornery old man in charge of the Twins. Universally detested by his peers (and the audience) for being an amoral, sociopathic opportunist, which he returns in kind for said peers &amp;quot;looking down on him&amp;quot; (can&#039;t imagine why), and will readily betray an important ally for immediate gain, or if he feels he has been slighted in some minor way, with the aforementioned Red Wedding being the most infamous example of both. His descendants are literally so numerous that no one except GRRM himself has been able to count them all, so we aren&#039;t even going to attempt it (not helped by quite a few of them being named Walder as well). Now dead in the show due to getting his throat slit by a vengeful Arya after she serves him two of his sons as meat pies. Is probably not long for the world in the books either, given that literally everyone on both sides hates him. &lt;br /&gt;
*Roslin Frey: Walder&#039;s fifth daughter and Robb Stark&#039;s intended wife. Is actually one of the prettiest of the Frey girls, which surprises everyone in Robb&#039;s camp when they see her for the first time. She gets married off to Edmure instead, and they actually seem pretty happy with each other in spite of the whole Red Wedding thing. In the books and show, she and her unborn child are held hostage by the Lannisters to guarantee that Edmure behaves himself when he&#039;s sent to negotiate the surrender of Riverrun.&lt;br /&gt;
*&amp;quot;Fat&amp;quot; Walda Frey: One of Walder&#039;s infinite grandkids. Called Fat Walda to distinguish her from the other four Walda Freys. Roose Bolton marries her after Walder offers him his pick of the Frey women and her weight in silver as a dowry; Roose immediately trolls him by picking the fattest Frey available, which pisses off the old tightwad no end. In the books, she&#039;s currently pregnant and hanging out with the rest of the Boltons in Winterfell, and is quite happy with her new situation because it means she got married before the hot Walda did. In the show, Ramsay feeds her and her newborn son to his dogs because her son is competition for the title of Lord Bolton and Ramsay&#039;s a sick fuck dickhead extraordinaire.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minor Houses and non-Houses===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Night&#039;s Watch&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;The Night&#039;s Watch are an apolitical force in charge of manning The Wall, a giant ice wall that separates the relative tranquillity of the south from the Lovecraftian fucked-up-itude of the true north. They are chronically undermanned and undersupplied since nobody believes their stories of a barbarian army or the impending zombie apocalypse. Basically everybody else thinks they&#039;re in a game of [[Diplomacy]] and the Night&#039;s Watch are the only ones who realize they&#039;re actually in [[Warhammer Fantasy Battle]], though it&#039;s been so long since the last snow elf invasion that even they had forgotten about the undead hordes and focused too much on the barbarians. Too add to their problems, they are overwhelmingly comprised of petty criminals who wanted to avoid the hangman, because &amp;quot;taking the black&amp;quot;, as it&#039;s colloquially known, also brings with it a full pardon for any crime committed, even murder and treason (even rape, though rapists tend to be despised among the Night&#039;s Watch). Even with that, taking the black isn&#039;t a very popular choice, as a common joke in the Seven Kingdoms is that out 10 people, only would one would willfully take the black and the rest would rather get hanged. They also frequently serve as a convinient catch-all solution for lords and nobles who fell out of favor, committed treason, or were outwitted in the endless Westerosi wheel of politics; lucky for them because said lords and nobles are usually the only ones with any fighting experience that are part of the watch and make up their leadership. They&#039;ve allied with the Wildings and the North, but in the TV show, the Night&#039;s King used the undead dragon Viserion to burn a hole through The Wall.&lt;br /&gt;
*Jeor Mormont, &#039;&#039;The Old Bear&#039;&#039;: 997th Lord Commander of the Night&#039;s Watch at the start of the series. Sees Jon Snow as something of a second son (since his own son Jorah was exiled for slaving and refused to take the black for his crimes). Leads a ranging north of the Wall to investigate reports that the Others have returned. Ends up killed during a mutiny of survivors after the Others wiped out most of his force.&lt;br /&gt;
*Alliser Thorne: Prick of a knight who was favourite to be the next Watch Commander, but was passed over in favour of Jon Snow. Unable to accept Jon Snow letting the Wildlings live on the other side of the wall in an alliance against the zombie hordes, he staged a coup against Jon. It failed because Jon was brought back to life. He is now dead in the show, having been executed for his treason by Jon Snow. Despite of his many personal failings, he&#039;s one of the very few capable fighters (and a pretty good one, even) of the Watch and a skilled commander. Took the black after siding with the Targaryens during the Sack of King&#039;s Landing in the civil war.&lt;br /&gt;
*Aemon Targaryen: Maester of the Citadel at Castle Black. Despite being the third born son of King Maekar I Targaryen, he declined the right to sit on the Iron Throne. One of the few people in the series to die of old age, at 102.&lt;br /&gt;
*Samwell Tarly, &#039;&#039;The Slayer&#039;&#039;: Fat bookworm who was forced to take the black after his father Randyl threatened to murder him for being unmanly. Jon Snow&#039;s best friend among the Night&#039;s Watch, and knows everything because he &amp;quot;read it in a book&amp;quot;. Despite being a self-professed coward, Sam became the first person in thousands of years to slay an Other with an obsidian dagger. George Martin himself said Sam&#039;s based on Samwise Gamgee from [[The Lord of the Rings]]. Since then, he has started improving his combat skills and balls (in more ways than one for the latter, finding his spine and losing his virginity). In the books, he&#039;s shipped off to Oldtown to train as a replacement for Maester Aemon. In the show, he discovers the truth of Jon&#039;s lineage, so abandons his training to return to the Night&#039;s Watch to help fight the dead and tell Jon who he really is. Despite this, he somehow winds up becoming the new Grand Maester by the end of the show.&lt;br /&gt;
*Eddison Tollett, &#039;&#039;Dolorous Edd&#039;&#039;: Probably the most badass member of the Night&#039;s Watch. Responds to situations by making sarcastic jokes about them, and is known for being one of the grimmest motherfuckers in a setting full of grim motherfuckers. In the show he [[Awesome|became the new Lord Commander]] while Jon was dead, but gave the title back to Jon when he was brought back to life, and then Jon handed it right back because he needed to go sort out Ramsay Bolton. Dies in Season 8 at the Battle of Winterfell.&lt;br /&gt;
*Benjen Stark: The [[Dune|Duncan Idaho]] of this series, the dead guy all the other characters and all the &#039;&#039;readers&#039;&#039; love so much someone has to bring him back from the dead in later books. Benjen is Eddard Stark&#039;s youngest brother and the prime motivation why Jon wants to join the Night&#039;s Watch in the first place. Joined the Watch for reasons unknown and disappears without a trace even before Jon arrives. In the TV series, he returns as a benevolent Wight that retained his free will and helps Bran to get back to the Seven Kingdoms.&lt;br /&gt;
*Qhorin Half-Hand: Badass extraordinaire that killed a shitton of Wildlings in his long time of service, rumoured to have spent more time north of the Wall than anyone living southerner in the setting. Lets himself get killed by Jon in a gambit to earn Mance Rayder&#039;s respect. &lt;br /&gt;
 &amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wildlings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Groups of nomadic hunter-gatherer tribes who live north of the Wall. Mostly First Men by blood, they have been heading toward the Wall for the past decade with the reputed reemergence of the Others. Nomadic, aggressive, and very much believing in &amp;quot;might makes right&amp;quot;, they do not get along with anyone south of The Wall since they view them as &amp;quot;Kneeling weaklings&amp;quot;. Basically every Celtic/Scandinavian/barbarian stereotype combined.&lt;br /&gt;
*Mance Rayder, &#039;&#039;The King Beyond The Wall&#039;&#039;: A Wildling orphan who was taken in by the Night&#039;s Watch, he became their best Ranger before he deserted to join his people. He united the Wildlings and lead them south to escape the Others. Also a trained bard, but that was not enough to save him from death in the show, while he&#039;s merely MIA in the books.&lt;br /&gt;
*Tormund Giantsbane: Claims to have a ten-inch penis, and invites his enemies to use their mouths if they want to clean it. Cool as fuck old guy who [[Furry|fucks mother-bears]] in his free time. Tough as nails motherfucker who preaches the merits of using one&#039;s cock for everything. In the show, he teams up with Jon Snow for the fight against the White Walkers, then fucks off back to the north once the Night King is dead, making him one of the most sensible people on the show. He and Jon go off to be bros at the end of the show.&lt;br /&gt;
*Ygritte: Wildling woman who Jon Snow ends up falling for and who returns his affections. Has red hair, which is considered lucky among the Wildlings. This being &#039;&#039;A Song of Ice and Fire&#039;&#039;, she ends up dying because her worldview is not compatible with Jon&#039;s.&lt;br /&gt;
*Craster: A sick bastard, formerly a member of the Night&#039;s Watch turned polygamous isolationist.  By the way, [[Grimdark|his current wives are his many daughters and granddaughters who he fucks regularly to have more children.  Girls grow up to become more wives, boys get sacrificed to the Others]]. This keeps the Others at bay - and is implied to be a way the Others reproduce themselves, and that sanctuary is why the Night&#039;s Watch barely tolerates him.  Fortunately, he&#039;s been killed off in the story and his offspring go their separate ways.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Commoners, Knights, and Petty Lords&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Basically any character not associated with any of the Great Houses.&lt;br /&gt;
* Varys, &#039;&#039;The Spider&#039;&#039;: The eunuch spymaster of Westeros. You can&#039;t take a shit in the Seven Kingdoms without Varys finding out where, when, and how watery or dry it was. He does this through paid informants and his &amp;quot;little birds&amp;quot;, a spy network of children who sneak through the castle&#039;s passageways and air flues to eavesdrop on everyone. Somewhat of a paradoxical character, since his literal dicklessness, reputation and political power make every character extremely vary of him (it&#039;s more or less implied that the main thing keeping him in the small council is the fact that he has got enough shit on everyone to blackmail them into submission if they would dare step out of his line) but under the surface, he is the rare example of people in Westeros that isn&#039;t an entirely self-serving scumbag and seems to show genuine care and concern for the common folk [[Just as planned|(Even if his machinations frequently put commonors in peril, but hey, such is politics)]]. To that end, he manipulated events in such a way that a Targaryen would once again be on the throne in order to permanently stabilize the realm and rid it of the aformentioned self-serving idiots. On a sidenote, he&#039;s one of the few, if not the only person to fully comprehend how dangerous Littlefinger actually is. In the books, he&#039;s currently trying to install an adolescent Targaryen on the Iron Throne (who probably isn&#039;t even one, but he&#039;s got the looks). Dead in the show, having decided to try and put Jon on the throne instead of Daenerys; Jon says no, Tyrion sells Varys out when he realizes Jon absolutely means it, and Dany has Drogon barbecue him. &lt;br /&gt;
* Petyr Baelish, &#039;&#039;Littlefinger&#039;&#039;: The Master of Coin (the ASOIAF equivalent of a treasurer) and the closest person the Game of Thrones world has to a [[Daemon Prince]] of [[Tzeentch]], up to even declaring &amp;quot;[[Chaos]] is a Ladder&amp;quot;. A dangerous manipulator who manages to trick and steal his way to positions of lordship and wealth because no one takes him seriously, and stabs all the Lannisters in the back when they become inconvenient. As a child, he wanted Catelyn Stark and was tricked into thinking she wanted him when her sister Lysa fucked him while he was drunk. Challenged Catelyn&#039;s betrothed Brandon Stark, Ned&#039;s older brother who was murdered by Aerys, for her hand in marriage and got his ass kicked because he was a small skinny boy and Brandon Stark was a big strapping man, making that his start of darkness. The guy responsible, directly or indirectly, for the War of the Five Kings because he was the mastermind behind poisoning Jon Arryn, the capture and execution of Ned Stark, feeding several half-truths to Catelyn to motivate her to arrest Tyrion, and eventually Joffrey&#039;s death by having Dontos and Olenna Tyrell carry out the plan to kill Joffrey and letting Tyrion take the fall, but no one in the story knows this, not even Varys. People think he can pull gold out of thin air, but he&#039;s really been buying debt while letting Robert Baratheon&#039;s extravagances and Joffrey and Cersei&#039;s dipshittery pull the country into a serious debt of its own. So he&#039;s pledged himself to [[Chaos]] and destroying Westeros all because he couldn&#039;t have Catelyn as his girlfriend, though he changed his focus to her daughter Sansa now, making him a pedophile. Hasn&#039;t yet got his comeuppance in the books, but is currently dead in the show after he was out-gambitted by Sansa and killed by Arya (though the less said about how well executed this was, the better). According to GRRM, he&#039;s based on the title character from the Great Gatsby, even though he only really resembles the character when putting on an act. [[Erebus|Basically has the role of a treacherous figure who gives bad advice on purpose and is responsible for the series of events that lead to a massive, devastating war with horrible consequences, making him one of the vilest folks in the &#039;verse]]. &lt;br /&gt;
*Gregor Clegane, &#039;&#039;The Mountain&#039;&#039;: A 7&#039; 8&amp;quot; 400 pound mass of testosterone, muscles, steroid overdose, [[Slaanesh|utter disregard for consent]], [[Khorne|and murderous RAGE]], Gregor is Tywin Lannister&#039;s top muscle. Killed his own father and sister and permanently scarred his brother. [[Beastmen|Hobbies include rape, arson, murder, and random torture]]; he&#039;s also been married a few times but not now with the implication he kept killing his wives. He played an important part in destroying the Targaryens by killing a couple of Rhaegar&#039;s kids in rather brutal fashion, then raping and murdering his wife. Spends a few novels doing Tywin&#039;s dirty work before a trial by combat leads to him dying after being poisoned by Oberyn Martell. Qyburn later resurrected him as... something... called &amp;quot;Ser Robert Strong&amp;quot;, and is now even stronger, less prone to psychotic rages, and is completely obedient. He&#039;s based on accounts of French knight Gilles de Rais and maybe also the scriptural giant Goliath. In the show he goes on to torture Cersei&#039;s nun jailer to death in a brutal and unspecified fashion, kills Qyburn during the Siege of King&#039;s Landing, and then nearly kills his little brother, only for Sandor to tackle him through a collapsing wall and into a gigantic inferno that claims both. [[Honsou|Standing out as one of &#039;&#039;the&#039;&#039; evilest pieces of shit in a world filled with them]], to the point that even the author himself has labeled him the worst character in the series. &lt;br /&gt;
* Sandor Clegane, &#039;&#039;The Hound&#039;&#039;: Younger brother to Gregor Clegane, called the Hound because of his hound-face helm, his family&#039;s heraldry, and being the king&#039;s hired muscle without being a knight. He hates knights due to the hypocrisy of being a professional &amp;quot;noble warrior&amp;quot; but mostly since his monstrous brother is a knight, showing it&#039;s not so much of a noble promotion. Terrified of fire after Gregor put his head against a brazier for playing with one of Gregor&#039;s old toys when they were children, burning half his face, but he&#039;s still the second-strongest person in Westeros. A brutal anti-hero with a soft spot for Sansa, but a marginally better person than his brother. After falling sick from Biter&#039;s nasty teeth, he ends up being a silent monk burying people in the Silent Isles. In the show, he joins the Brotherhood without Banners and goes north to help fuck up the White Walkers. He survives the Battle of Winterfell and goes south with Arya to put the boots to Gregor. Dies killing his now undead brother in a pretty epic fight amidst the crumbling ruins of the Red Keep.&lt;br /&gt;
*Grand Maester Pycelle: A shrewd, dangerous man putting on a &amp;quot;harmless old man act&amp;quot; and a high ranking scholar from the maesters, the science/medical guild of Westeros. The longest-serving member of the King&#039;s advisory staff and actually Tywin Lannister&#039;s biggest lackey. He convinced the Mad King to let Tywin in as Baratheon&#039;s armies were marching on the capital, whereupon Tywin proceeded to sack the city and claim it for Robert. Gets his head bashed in by Varys in the books and murdered by Qyburn in the show.&lt;br /&gt;
* Qyburn: Formerly a maester who was kicked out of the order for unethical experiments on the living (taking people and performing vivisections to be precise). Introduced as a part of a mercenary company serving Roose Bolton, which should be a red flag. He moves up in the world when he&#039;s sent to escort Brienne and Jaime back to King&#039;s Landing and ends with Cersei employing him to replace Pycelle as &amp;quot;science advisor&amp;quot; and eventually Varys&#039;s spymaster. Serves Cersei loyally as long as she lets him indulge his sick experiments, serving as a black magic variety of the court mage. He has resurrected Gregor Clegane as... something. [[Fabius Bile]] if he traded his robot limbs, eugenics and power armour for necromancy. He overestimated his hold on Gregor and got his head caved in for it as of the second-to-last episode of the show.&lt;br /&gt;
*Barristan Selmy, &#039;&#039;The Bold&#039;&#039;: Knight of the Kingsguard. Which Kingsguard? Take your pick. He&#039;s served pretty much every king since Aerys and understandably feels pretty bad about it. Another sad old man who pretty much just wants to die until he decides to go pledge his services to Daenerys. Even in his old age, he is considered one of the most dangerous men in Westeros. [[Fail|Dead in the show]] (to be fair they gave him a huge last stand), but [[Awesome|alive]] and [[Roboute Guilliman|appointed himself Daenerys&#039; steward in her absence to try and fix Meereen&#039;s situation in the books]]. Also tells Daenerys that pretty much every awful thing she&#039;s ever heard about her father is true, which kickstarts her resolve to be a better ruler than the Mad King. &lt;br /&gt;
*Melisandre, &#039;&#039;The Red Witch&#039;&#039;: A priestess of R&#039;hllor, the god of fire. Proclaimed Stannis to be the messiah-king and is doing everything in her power to make sure he wins (considerable given that she can scry, make shadow baby assassins and set things on fire with her mind). She&#039;d be pretty bro-tier if her god wasn&#039;t so vicious. As it stands she&#039;s kind of in the grey (in the books, the show seems to zig-zag on her being evil &#039;cos the showrunners seem to hate religion). Most of the people she set on fire deserved it, and she hasn&#039;t &#039;&#039;succeeded&#039;&#039; in killing any babies yet. Show version now dead from suicide via rapid ageing after ensuring the Living defeat the Dead.&lt;br /&gt;
*Jorah Mormont: A knight and son of Jeor Mormont, exiled for trying to sell poachers into slavery and eventually joining the exiles of House Targaryen. He is offered a pardon in exchange for spying on the Targaryens but ultimately decides to stay with them after falling in love with Daenerys. Unfortunately, he gets friend-zoned hard. Despite saving her life from an assassin while she was pregnant, she still votes him off the Khalassar after learning he was a spy. He still loves her and follows her in secret, though. In the show, he goes on a quest to prove himself to her and contracts the dangerous disease Greyscale (it&#039;s like the unholy lovechild of smallpox and leprosy), but he gets cured thanks to some dubious writing and is now back at her side. He dies protecting Dany at the Battle of Winterfell. &lt;br /&gt;
*[[This Guy|Davos Seaworth]], &#039;&#039;The Onion Knight&#039;&#039;: A former smuggler, bannerman to Stannis Baratheon, and a top-tier hype man, pulling speeches out on the spot on several occasions to convince people to support Stannis and later Jon. One of the most noblebright characters in the setting, which really isn&#039;t bad for a man that only just now learned how to read. During Robert&#039;s Rebellion he smuggled a cargo of onions and salted fish into a castle that Stannis Baratheon was besieged in. In exchange for the food, Stannis knighted Davos, [[Rules Lawyer|but Stannis&#039;s law-worshipping mindset compelled him to amputate the first joints of Davos&#039; fingers on his left hand as a punishment for smuggling]]. Despite this, Davos has served Stannis with unquestioning loyalty, because Stannis knighting him gave his children a future and he sees losing part of his fingers as a fair trade. The fact that Stannis&#039;s war for the throne has ended up killing several of his sons hasn&#039;t dented his loyalty at all. **Doesn&#039;t like Melisandre because he sees her as a user and her beliefs as brutal. He&#039;s a devout follower of the Faith of the Seven in the books and the first season of the show [[C.S Goto|but is clumsily retconned into an anti-religious atheist in later show seasons]]. In the books, he&#039;s still working for Stannis and has been sent to the cannibal island of Skagos to retrieve Rickon Stark. In the show, he joins up with DA NORF after Stannis&#039; death and is basically Jon&#039;s Hand of the King, except he doesn&#039;t get a fancy pin. He survives the Battle of Winterfell and the Second Sack of King&#039;s Landing and becomes Master of Ships in the final episode of the show.&lt;br /&gt;
*Shae: A former camp follower and Tyrion Lannister&#039;s squeeze for most of the story. Fled from an abusive family and became a camp follower to earn a living. Seems to fall in love with Tyrion, but it turns out she&#039;s a gold-digging bitch. When Tyrion doesn&#039;t marry Shae she sells him out to Cersei for a better offer, then fucks Tywin when she realizes Cersei won&#039;t keep her promise. Tyrion found her in his father&#039;s bed and strangled her to death with a necklace for betraying him. The discovery of Shae&#039;s corpse in Tywin&#039;s bed - posthumously outing him as a whoremonger - upsets Cersei to the point she unpersons Shae. &lt;br /&gt;
*Bronn: A mercenary who acts as Tyrion&#039;s enforcer and personal killer until Cersei outbids him and he settles down with a little wife and title. Routinely kills knights by exploiting how arrogant and stupid they are even after becoming one himself. Only in it for the money, which he&#039;ll happily tell you himself. The only character other than Littlefinger to end every book in a better position than he started it. In the books, he marries Lollys Stokeworth and successfully outmaneuvers her mother and older sister to claim the Stokeworth title and castle. In the show, Cersei reneges on her deal with him and Jaime offers him a better one, though he never follows through. Bronn then makes the very sensible decision to sit out the rest of the fighting and wait for his promised castle (Riverrun if Cersei wins, Highgarden if Daenerys wins). He gets Highgarden and is named Lord Paramount of the Reach and Master of Coin in the final episode. Some nobles bitch about the idea of an upjumped thug receiving such high and exalted positions until he points out that their Houses were probably founded by people a lot like him.&lt;br /&gt;
* Brienne of Tarth, &#039;&#039;The Beauty&#039;&#039;: Surprisingly badass lady knight wannabe (since no women can be knighted), legendarily unattractive but still pretty idealistic despite the shit she gets for her looks. Fate frequently gives her the shit end of the stick, because no matter how hard she tries to finish her quests, she ends up failing or stuff happens that makes it impossible. Secretly crushes on Renly and unaware he&#039;s gay. After he dies, Brienne switches her loyalty to Catelyn and helps her bring Jaime to King&#039;s Landing as Tyrion promised Sansa&#039;s return in exchange for Jaime. She later developed a crush on Jaime. Things don&#039;t go well because Jaime lost his hand and the Red Wedding happened. Next, Jaime sends her out to find and keep Sansa safe to make good on Tyrion&#039;s promise, since he isn&#039;t the complete dick everyone thinks he is. Brienne ends up getting captured by Cat, now known as Lady Stoneheart and an insane undead, who was going to hang Brienne for working with Jaime. Brienne was spared at the last moment to capture/manipulate Jaime. &lt;br /&gt;
**In the show, she&#039;s now sworn to House Stark. Is knighted by Jaime just before the Battle of Winterfell and then she and Jaime hook up afterwards, only for him to take off and break her heart, because remember kids, he&#039;d rather fuck his sister than fuck an ugly chick. She becomes Lady Commander of the Kingsguard in the final episode.&lt;br /&gt;
* Lyanna Mormont: A badass ten-year-old girl who inherits [[Kislev|Bear Island]] after her mother and older sister die horribly in the Riverlands - at least if we are going by the show; in the book, her mother is still alive somewhere [[Catachan Jungle Fighters|waging guerrilla war]] in the Neck and her older sister Alysanne is the de-facto head of House Mormont. Her activities include pimp-slapping bitches, leading men four times as old as her, and being completely loyal to the Starks despite all their misfortunes. [[Awesome|&amp;quot;Bear Island knows no king but the King in the North, whose name is STARK.&amp;quot;]] She dies killing an undead giant at the Battle of Winterfell, which is pretty badass.&lt;br /&gt;
* Wyman Manderly, &#039;&#039;Lord Too-Fat-To-Sit-A-Horse&#039;&#039;: The Lord of White Harbour and one of the few Northerners who worship the Seven. Fervently loyal to House Stark, he pays lip-service to the Iron Throne long enough for his eldest son to return home, all to mask a plan to restore the Starks to power, mostly by destabilising the Frey-Bolton alliance, building a navy, marshalling the forces of the lands east of the White Knife River, &amp;quot;losing&amp;quot; Freys in the wilderness and sending Lord Davos Seaworth to rescue Rickon Stark from Skagos. His favourite food is lamprey, although he has also developed a taste for Frey Pie. Also a remarkably graceful dancer, and can survive taking a knife to the throat.&lt;br /&gt;
** Wylla Manderly: Granddaughter to the above. Another badass little girl, her activities include openly declaring undying loyalty to House Stark and dying her hair green. She and Lyanna Mormont would probably be best friends if they met. [[Awesome|&amp;quot;The city is built upon the land [the Starks] gave us. In return, we swore that we should always be their men. Stark men!&amp;quot;]]&lt;br /&gt;
* Jon Umber, &#039;&#039;The Greatjon&#039;&#039;: At first he seems to be your stereotypical, boisterous Northern Lord. However, he becomes one of Robb&#039;s most loyal supporters, being first to declare him as &#039;King in the North&#039; after Ned&#039;s execution. Had his moment of awesome [[Awesome|when he killed and wounded four Freys at the Red Wedding, all the while being drunk and needing eight additional men to take him down.]] [[Fail|Dies offscreen in the show, after which his bitch-ass son Smalljon sells Rickon out to Ramsay Bolton]]. &lt;br /&gt;
* Beric Dondarrion, &#039;&#039;The Lightning Lord&#039;&#039;: Minor lord who agreed to head an expedition to take out Gregor Clegane. This being Game of Thrones, however, his party is ambushed by the Mountain and is beaten rather badly, and he loses his life in the process. Thanks to his drunken Red Priest friend, however, he manages to come back not once, but eight times, and each time he comes back, he becomes more powerful, though at the cost of his memory. He now heads an outlaw faction of grimdark Robin Hood types called &amp;quot;The Brotherhood Without Banners&amp;quot;, who are dedicated to punishing those who abuse and mistreat the smallfolk. Ironically, he&#039;s one of the few book characters to have died (permanently) in the books but remain alive in the show, except now he&#039;s dead for real as of the Battle of Winterfell.&lt;br /&gt;
* Thoros of Myr: Aforementioned drunken priest who is dedicated to R&#039;hllor, though at first he doesn&#039;t really give a rat&#039;s ass about the Red God, as he prefers to party it up with wine and women, but after he &#039;accidentally&#039; resurrects Beric, he becomes quite serious about his religion and vows to curb his excesses in drinking. Dies on a mission beyond the Wall to capture a wight (show-version). Bane of swordsmiths across the lands, as he likes to routinely ignite his swords with Wildfire when he gets a hold of some of the stuff, which completely destroys the blade. &lt;br /&gt;
* The Brave Companions: Just when you thought there couldn&#039;t possibly be a faction in this setting as fucked up as the Boltons, Freys, and Ironborn, these guys come along and prove you wrong. A bunch of &amp;quot;mercenaries&amp;quot; who are really more just complete and utter lunatics that are incapable of doing what they&#039;re paid to in any way except the bloodiest and nastiest, all with maximum [[Rape]] thrown in too (especially if Brienne of Tarth is involved, because every single fucking one of these guys wants, tries to, or threatens to rape her at some point). Led by Vargo Hoat, a goat-helmet wearing maniac who likes cutting body parts off of his victims before killing them. The rest of his band consists of a bunch of other sickos who are every bit as bad as him (except Rorge, who is even worse). To put this into perspective, the member of the group who is a pedophile priest (Septon Utt), is the &#039;&#039;least&#039;&#039; evil one, if only because he actually regrets what he does and is suggested to do what he does because of urges he can&#039;t control. The rest? Forget about it. After Vargo&#039;s gruesome death at the hands of the even worse Gregor Clegane, the surviving Brave Companions scatter, effectively dissolving the group but meaning a bunch of these assholes are still active. Cut from the TV show completely.&lt;br /&gt;
** Rorge: Gregor Clegane 2.0, being &#039;&#039;another&#039;&#039; big, brutish, psychotic monster who rapes people and murders children and who is a Chaotic Evil super-thug through and through (because apparently we needed another one in the setting), with the added bit of awfulness of being a child-hating pedophile. Along with Gregor Clegane, one of the absolute worst characters in the entire series (a high bar, as you&#039;ve probably gathered by now). Killed by Brienne. In the TV show, he&#039;s a completely forgettable one-shot, throwaway character who gets killed by Arya before he can really do anything and doesn&#039;t come anywhere close to the awfulness of his book version.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;The Free Cities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Nine city-states to the West of Essos, for the most part, the old colonies of the Valaryian Freehold. Mostly they are ruled by Merchant Princes. They look down on the Westerosi for being a bunch of up jumped backwards war-mongering morons who are only a few silverware sets and maesters away from absolute barbarism. In turn, the Westerosi look down on the Free Cities as being money-grubbing effete cowards ruled by cheesemongers who use bribery, tall walls and dirty tricks to get ahead in the world.&lt;br /&gt;
&lt;br /&gt;
* Illyrio Mopatis: A rich fat bastard and a Magister of Pentos. Old buddies with Varys and a bigtime schemer.&lt;br /&gt;
* [[Officio Assassinorum|The Faceless Men]]: A cult of shape-shifting assassins who worship The Many-Faced God of death based in the free city of Braavos that give up personal identity. They claim descent from escaped Valyrian slaves who considered death to be a better fate than perpetual slavery. Their mission hence became being servants of the Many-Faced God of Death. You can hire them to off your rivals, but they request a steep and equivalent price. They also offer a painless, quick suicide for downtrodden and desparate people by the means of poison. Their motto is &amp;quot;Valar Morghulis&amp;quot;: All Men Must Die.&lt;br /&gt;
* Xaro Xhoan Daxos: One of the thirteen leaders of the city of Qarth. A flamboyant, languid, bald rich man who looks after Daenerys while she stays in Qarth and gives her many gifts. He wants her dragons as much as anyone else and even tries to marry her despite his homosexual tendencies. He stops wanting the dragons later in the book series after seeing [[RIP AND TEAR|their work in Astapor]], and no longer wants her around as her anti-slavery stance is hampering his wealth, so he offers Daenerys ships to leave the area and declares war on her when she refuses. In the show, he&#039;s heterosexual, helps steal her dragons, fucks one of her handmaidens and gets locked in a vault for conspiring to have her killed. He&#039;s also black and fat in the show when he&#039;s white and lanky in the books, being Qartheen and all.&lt;br /&gt;
* Syrio Forel: The former First Sword of Braavos (aka the ruler&#039;s personal bodyguard) and later Arya&#039;s mentor in King&#039;s Landing. He teaches her the way of Braavosi fencing, called &amp;quot;Water Dancing&amp;quot;, and sacrifices himself to save her from Lannister thugs, taking down at least six of them with a wooden sword. May have inadvertently set her on the path of becoming a badass assassin by telling her of his belief in the God of Death.&lt;br /&gt;
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&#039;&#039;&#039;The Dothraki&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Horse people who live in a country of endless grass plains referred to by others as the Dothraki sea. They only have one city, called Vaes Dothrak, which is less of a city and more of a place they all meet when important things have to be discussed. Have traits borrowed from several cultures, including Mongols and Native Americans, all filtered through European misconceptions of those cultures of course, such as the Dothraki&#039;s antipathy for heavy armour, despite the fact that the Mongols were very heavily armoured and also excelled as infantry, see the Battle of Leignitz. They fear the ocean because of its size and the fact that horses won&#039;t drink from it, calling it the &amp;quot;poison water&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Khal Drogo: An Expy of &amp;lt;s&amp;gt;Genghis Khan&amp;lt;/s&amp;gt; Yesukhei Baatyr (his son would have been the equivalent to Chinggis Khaan). Leads the largest Khalassar among the Dothraki. Despite being a barbarian warlord, Drogo is surprisingly intelligent and treats Daenerys well. After an assassin tries to kill her he promises to conquer Westeros for her and their unborn son and immediately starts raiding towns for slaves and ships. At one town he gets cut in a leadership challenge and Daenerys gets a captive wise woman to heal him. However, the woman hates him because his tribe destroyed her hometown, raped/slaughtered or enslaved her friends and raped her three times, so she curses him to become catatonic (along with killing his unborn son), leading a devastated Daenerys to perform an arguable mercy kill by smothering him with a pillow. After she burns herself, her stillborn child and the wise woman on his funeral pyre, Daenerys survives and it brings her dragons to life. GRRM named Drogo after [[The Lord of the Rings|Frodo&#039;s father]]. &lt;br /&gt;
* Daenerys&#039; handmaidens.&lt;br /&gt;
** Doreah: Daenerys&#039; handmaiden and a wedding gift from Illyrio. A woman from Lysene brought by her brother to teach her how to pleasure a man. In the book she dies of fever and starvation crossing a desert. In the TV show, she betrays Daenerys for [[Salamanders|Xaro&#039;s BBC]] and gets locked in a vault to starve to death.&lt;br /&gt;
** Irri: Daenerys&#039; handmaiden who teaches Daenerys how to ride a horse. [[PROMOTIONS|Also pleasures Daenerys twice after catching her masturbating once]], yet this canonical girl-on-girl action was left out of the show. The character was even killed off there when she survived in the books, but in this case, it was because her actress&#039; visa had expired rather than [[C.S. Goto|author railroading]].&lt;br /&gt;
** Jhiqui: Daenerys&#039; handmaiden who teaches her the Dothraki language and squabbles with Irri over wanting one of Daenerys&#039; bodyguards when he becomes a badass. Also dies in the TV show while staying alive so far in the books.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Slavers Bay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;A civilization of [[Stupid Evil]] slavers. The remains of a previous civilization that was once the big powerful empire thanks to having phalanxes of obedient, pain-resistant soldiers which Valyria conquered a long while ago because phalanxes don&#039;t do too well against motherfucking dragons. They are ruled by wealthy slave mongers who buy slaves, train them up to do specific things and generally are a bunch of stuck up, decadent, puppy-eating (literally) assholes. Basically a civilization so repugnant even most hippies will be cheering when Dany decides to conquer them.&lt;br /&gt;
&lt;br /&gt;
* The Unsullied: Eunuch phalanx fighting slave soldiers trained the Spartan way to produce totally obedient infantry that never break ranks. They also don&#039;t feel pain due to drinking a special drink daily, and each one has to take a new name from the name box each day so they can&#039;t develop a sense of identity. At least until Dany &amp;quot;bought&amp;quot; the lot of them, had them sack the city which trained them, and freed them.&lt;br /&gt;
* Grey Worm: The Unsullied Commander and a no-nonsense badass. When given a chance to take a new name he keeps his slave name because it&#039;s the name he had when freed so he considers it lucky. He is completely loyal to Daenerys, considering her his saviour, and in the show, he falls in love with fellow freed-woman, Missandei. This being ASOIAF, however, he can only watch helplessly as his lover is beheaded in front of him by the Mountain. This drives him into a rage, and he eagerly takes part in the sacking of King&#039;s Landing in revenge for her death. After the war is over and both Daenerys and Cersei are dead, he takes the Unsullied forces to Naath in order to fulfil his promise to Missandei that he&#039;d protect her homeland, [[What|even though Naath is home to butterflies that spread a disease that kills every non-Naathi who sets foot on the island]].&lt;br /&gt;
* Strong Belwas: A fat but skilled eunuch gladiator. Loves liver and onions and referring to himself in the third person. Travelling companion/guide of Ser Barristan. Has an awesome scene where he beats the champion of Meereen then mocks the Meereenese by taking a shit in their direction and wiping his ass on their dead champion&#039;s cloak. Also saves Daenerys from eating poisoned sweets. [[FAIL|Left out of the show]].&lt;br /&gt;
* Daario Naharis: A Tyroshi mercenary captain who dyes his hair blue. Betrays his fellow commanders for Daenerys because he loves her as a queen. Fortunately for him, Daenerys loves him back and they pursue a romance for a time, though she doesn&#039;t marry him as she&#039;s still otherwise smart enough to know she has to save herself for a political marriage. Goes to Yunkai as a hostage in the war on Meereen. Also potentially a shapeshifter, if the show is to be believed.&lt;br /&gt;
*Missandei: A young female slave with a remarkable talent for linguistics and one of the more empathetic people in this dark world, Missandei is freed by Daenerys during her campaign to liberate Slaver&#039;s Bay, eventually becoming one of her closest confidants and advisers.  While a child in the books, in the show Missandei is a grown woman, falls in love with the Unsullied leader Grey Worm, but later is captured by Cersei and beheaded by the zombified Mountain in front of all her friends, but not before telling her friends to burn the Lannisters to ashes.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Maesters&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; More than Scribes, (much) less than Mentats, Maesters serve their highborn lords as intellectual muscle. Maesters serve as doctors, teachers, and scientists, and are educated at The Citadel in Oldtown. They are expected to master a variety of topics, with each topic/level of mastery grants you a chain-link forged in a different type of metal (black iron for ravenry, valyrian steel for magic), and once you hit fifteen links, you can become an ordained Maester. Because of the high costs of their education (and the fact that you need to know how to read), Maesters are often highborn, probably a non-inheriting son or bastard. It is semi-prestigious, with the nerds calling themselves &amp;quot;Knights of the Mind&amp;quot; with all seriousness (and probably with some snickering jocks in the background) but you also don&#039;t get much say where you&#039;ll be assigned (and if the castle changes hands, you go with it, but it&#039;s not unheard of for Maesters to get killed along with everyone else. &lt;br /&gt;
&lt;br /&gt;
A fan theory credits the maesters with the decline and extinction of the dragons, because the maesters, as men of medieval &amp;quot;science,&amp;quot; have a vested interest in the decline of magic, even though they also offer a &amp;lt;s&amp;gt;bachelor&#039;s degree&amp;lt;/s&amp;gt; maester&#039;s link in &amp;quot;higher mysteries&amp;quot; which they consider to be their equivalent of an english major. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magic and Gods===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; The world of ASOIAF has various religions and faiths abound, just like in real life.  Similarly, they range between fucking awesome to utterly useless. Dissimilarly, some of them have very tangible, undeniable magic powers, although it is said that the magic became stronger after the rebirth of Dragons into the world, and that in the Far East, where people worship [[Lovecraft|Lovecraft references]], that magic is still alive and well, but those are all just rumors. &lt;br /&gt;
&lt;br /&gt;
Blood magic seems to be the most consistent, with practitioners paying steep prices for magic, while the druidic magic of the Children of the Forest and the Old Gods still hold strong to this day, they just don&#039;t have any practitioners left.&lt;br /&gt;
&lt;br /&gt;
Magic and the Afterlife is a theme in the setting as well, most expounded by the faithful of R&#039;hllor: fire is associated with the warmth of life, as well as light; on the other hand, death is associated with cold and darkness; death carries a harsh finality in the series, &#039;&#039;except when it doesn&#039;t:&#039;&#039; as they&#039;ve shown in special cases with those resurrected by R&#039;hllor, rebirth comes with a price, and not everyone comes back &#039;&#039;fully there&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
*[[Ecclesiarchy|The Faith of the Seven]]: The Catholic Church/Church of England stand-in mixed with elements of Hinduism, which gets both sympathetic and unsympathetic characters associated with it (though mostly only in the books for the former). Holds an anti-slavery stance.  The god/s are considered seven aspects of one deity with three male aspects (The Smith, the Father, the Warrior), three female aspects (The Maiden, the Mother, the Crone) and a sexless one representing Death, a bit akin to how the Hindu God Vishnu has multiple aspects. The places of worship are called Septs, and their system includes Septons, nun-equivalents called Septas and a Pope equivalent called a High Septon.  The High Septons all give up their names when they become one to confuse future historians (and readers).&lt;br /&gt;
** High Septon 1 Fatfuck: A fat, greedy man who used the position for personal gain. He ended up being [[Grimdark|torn apart in a riot]], because the people resented that he had enough food to stay fat while they were starving.&lt;br /&gt;
** High Septon 2 Lannister Puppet: Successor of High Septon Fatfuck. Chosen by Tyrion so the Faith would be loyal to the Lannisters. Only &#039;&#039;slightly&#039;&#039; corrupt, being a pro-Lannister yes-man. Murdered on Cersei&#039;s order in the book, while in the show he&#039;s retconned into a whoremonger who gets deposed by the Sparrows (see below). &lt;br /&gt;
** High Septon 3/The High Sparrow: Successor of High Septon Lannister Puppet. After the second High Septon shown in the present day of the story died, the smallfolk burst into the meeting to pick a successor and ordered their chosen candidate to be put in charge when his original successor was caught whoremongering. He&#039;d been a wandering preacher beforehand, and his feet were dark and gnarled from lots of walking. When he reaches the position he starts [[gets shit done|getting things done]]. Since he was appointed by a smallfolk religious movement called the Sparrows, he&#039;s given the moniker &amp;quot;The High Sparrow&amp;quot;. The nobility underestimates him, either due to having other matters or disregard for religious people, but he turns out to be smart, well-meaning and somewhat ruthless. Under the High Sparrow, he and the other clergymen sell their fancy clothes and decorations [[Noblebright|replacing them with simple wool tunics, using the money to buy food and clothes for the poor in King&#039;s Landing]]. He also has their Knights-Templar-equivalent reformed to [[Inquisition|protect the faithful and help them root out]] [[heresy]] and sin. He also outwits Cersei and has her arrested and tried for all her evil deeds. While Cersei&#039;s scheming does lead to Margaery&#039;s arrest, Cersei confesses to some crimes while concealing others, leading to Cersei taking a nude walk of penance in front of the entire city. After this, he somewhat reined in the nobles&#039; politicking to actually look after the commoners and the Faith, though this does make some enemies. In the show, while he still talks of helping the Smallfolk, he and the Sparrows are [[C.S Goto|flanderized]] from assorted smallfolk and clergymen tired of the nobles&#039; lawlessness and power plays into one-dimensional stereotypes and thinly-veiled jabs at the Catholic Church [[Imperial Truth|in a shoe-horned anti-religion message]]. While they do arrest Cersei and Margaery like in the books, the High Sparrow&#039;s plans all come to nothing, as during the trial most of the Faith, including the High Sparrow himself, get blown to kingdom come when Cersei has her agents ignite a massive amount of magical napalm underneath the Great Sept. In the books they&#039;re much more like Martin Luther and the Lutherans, except that the Protestant Reformation wins outright.&lt;br /&gt;
* [[Old Ones|Old Gods]]: Native American/Japanese Kame/Druid/nature spirits that reside in places called Godswoods. The original practitioners of this faith were the Children of the Forest, non-elf looking Wood Elves, whose magics were responsible for smashing an entire Southern Warhost with tsunamis (leaving only a narrow isthmus between the North and everyone else), the Wall (it was a collaborative effort with humans), and allowing people to look into the past, and (confirmed in the show at least) influence it.&lt;br /&gt;
**Their powers are limited to the North, though, where the last remaining Godswoods remain, but they can grant gifted individuals awesome psychic powers like Warging (mind-controlling animals) and Greensight (Time Travel). For some reason, Martin claims they&#039;re based off the Norse Gods. Probably has to do with the way the Vikings made sacrifices to their gods, by hanging them in Ash trees, a symbol for the World Tree Yggdrasil. The Weirwood trees are sacred to the followers of the Old Gods in a similar way. Mostly worship of them is quiet and informal.&lt;br /&gt;
*R&#039;hllor: The God of Fire and Light, and like the Old Gods, actually shows evidence for existing. [[/tg/ gets shit done|He gets shit done]], being one of the most common faiths East of Westeros, and his priests have powers such as fire magic and motherfucking Resurrection. Has a nasty habit for burning heretics, though. GRRM said this faith is roughly based (read: poorly modelled after) upon Zoroastrianism and Gnosticism. His nemesis is The Great Other: the god of cold and darkness, the leader of the Others, and prophesied to be defeated by the chosen one, or messianic figure: [[Star Child|Azor Ahai/The Prince That Was Promised]], a figure who is the prophesied warrior that will fight with the Great Other/Night&#039;s King during the Apocalypse. Interestingly enough, the prophecy may not refer to a single person, but three (Jon, Tyrion/Bran, and Daenerys). Supposedly, one of these three will also receive an [[Emperor&#039;s Sword|awesome flaming sword called &amp;quot;Lightbringer&amp;quot;]].&lt;br /&gt;
**R&#039;hllor is very popular among the slaves and poor of the East, though Eastern nobles hate him because of that association. It&#039;s actually hard-to-tell how many &amp;quot;miracles&amp;quot; ascribed to him are actually real miracles. Stannis, absolute chad though he is, has a sword called &amp;quot;Lightbringer&amp;quot; meant to evoke the mythical one, but Aemon has [[Bullshit|noticed that it doesn&#039;t give off any heat]]. &lt;br /&gt;
**For obvious reasons, they are &#039;&#039;very excited&#039;&#039; that there are dragons again.&lt;br /&gt;
* Him of Many Faces: The god of the Dead of the religion whose followers are the [[Officio Assassinorum|Faceless Men]]. According to his cult of assassins, whom Arya joins, all gods of death are just him: since every religion has a god of death of some sort, he &#039;&#039;must&#039;&#039; be the only one that&#039;s real. Of course, your mileage may vary as to whether he&#039;s real or not, though his most awesome followers are granted shapeshifting abilities and powers to be the ultimate assassins.&lt;br /&gt;
* Drowned God: Cthulhu combined with Odin. Runs an underwater Valhalla were all Ironborn go whey they either if they drowned at sea, the men die a manly death or the women die in childbirth. Probably doesn&#039;t exist or he would have done something about Euron Greyjoy... at least in the books. There, Euron is [[Imperial Truth|proudly scornful]] of him, and his brother Aeron fruitlessly and endlessly mutters &amp;quot;no godless man can sit the Seastone Chair&amp;quot;. In the show, Euron is perfectly happy to go through the traditional Drownie coronation ritual and Aeron performs it.&lt;br /&gt;
* The Night&#039;s King: This is completely different depending on whether you prefer the [[oldfag|books]] or [[newfag|show]]. Book version: A long time ago, when the Night&#039;s Watch was just barely getting set up, its Lord Commander, the thirteenth in line, decided to climb over the Wall and explore some. While in the woods to the north of the Wall, he found a beautiful [[Monstergirls|Other female]]. He fell in love with her, had [[/d/|sex with her on top of the Wall]], which somehow changed him into an albino version of [[Star Wars|Darth Maul]], and set himself up as King of the Wall, making everyone in the Watch his slaves and sacrificial fodder. Naturally, this didn&#039;t sit too well with the Starks and the Wildlings, and so they banded together to free the Watch and kick his ass, which they managed to do successfully. Now everyone thinks him as dead or a myth. Show version: he was the very first White Walker ever created by the Children, and he decided to get back at them by wiping out all life. Also, whilst he was apparently beaten in the ancient past and sealed away behind the Wall, he&#039;s still &amp;quot;alive&amp;quot; and well, [[Daemonculaba|turning infant human boys into new White Walkers]]. Also, he can apparently raise up entire legions of undead, just by raising his arms and looking completely smug about it; unlike regular Others, who can just raise up maybe a village at most. Given that he&#039;s the resident [[BBEG|Dark Lord]] of the series, it makes sense that he can take down a dragon with seemingly little effort (a simple throw of his spear), and resurrect it to be his personal steed a la Arthas. (Whether that particular nonsense is going to show up in the books is up in the air, it&#039;s suitably grimdark and not particularly [[derp]] so it might.) Then he used the dragon to blow a hole in the Wall and begin [[The End Times]] for Westeros. But [[FAIL|dead]], thanks to Arya&#039;s magic ninja haxx which let her [[what|kill the BBEG and his entire race and army of zombies &#039;&#039;in one blow.&#039;&#039;]]&lt;br /&gt;
** The Others/The White Walkers: A mysterious race from beyond the Wall, known to [[newfag|HBO fans]] as &amp;quot;the White Walkers&amp;quot;. Can be described as ice demons/snow elves with necromancy. Eight thousand years ago, they invaded Westeros during a decades-long winter (even longer than the usual years-long winters) known as &amp;quot;the Long Night&amp;quot;. With an army of undead warriors, they proceeded to fuck Westeros up every which way to [[Sunday]] before the locals finally drove them out, established the Night&#039;s Watch, and built the Wall to keep them out. Like all fantasy aspects of ASOIAF, they are very cliched. &lt;br /&gt;
**In the TV series, it&#039;s revealed that they were created from human captives by &amp;quot;The Children&amp;quot;, the pseudo-[[Elf]] fair folk race that lived in Westeros before humanity arrived, as an attempt to create a super-weapon. The idea was since humanity bred faster than the Children could keep up with, they would create icy [[lich]]-creatures that could create [[undead]] soldiers, and these would then wipe out all human life. Instead, it went disastrously wrong because it turned out that the Children actually couldn&#039;t control what they&#039;d created, so the Others [[Ork|just want to exterminate &#039;&#039;&#039;all&#039;&#039;&#039; life.]] In both versions the Night&#039;s King is in control.&lt;br /&gt;
*&#039;&#039;&#039;Other Eastern Magic/Religions&#039;&#039;&#039; - The further and further east you go, the more GRRM scatters Lovecraft references to give the world flavour, like the Shadowlands and its cities of oily, black stone, Leng, and [[Deep Ones|fish people]]. They&#039;re just references, though, and will likely never be important. &lt;br /&gt;
**The Unsullied have their own goddess, the Lady of Spears, [[Slaanesh|whose altar they burn their dicks on as offerings]].&lt;br /&gt;
**The slavers worship a harpy goddess and justify their slavery through her. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Westeros&#039;&#039;&#039;: The continent where about 80% of the plot takes place. Scotland in the North, Siberia/Northern Scandinavia beyond the wall, Moorish Spain in the South, with the rest being England as far as climate is concerned, only much, much larger. &lt;br /&gt;
*The North: By far the largest of the Seven Kingdoms in size, and the smallest in population. [[Naggaroth|A rocky, cold and dangerous landscape where life barely tolerable]] ([[Norsca|although it&#039;s still preferrable to the eldritch lands beyond the wall]]), sometimes it even snows in summer, giving you a general idea why it&#039;s quite a shitty place to be in when compared with the more southern kingdoms. It is inhabited by the Northmen, culturally a mixture of northern English and Scots. Most of them still revere the Old Gods and practice traditions of the First Men that feel very alien to the Andal-descended peoples living in the south. It&#039;s also damn near unconquerable by conventional means due to the narrow isthmus between it and the south being a noxious swamp. Its ruling house at the beginning of the story is House Stark, but House Bolton takes over after the Red Wedding. Its capital is Winterfell. &lt;br /&gt;
*Iron Islands: Large, rocky archipelago off the western coast of the North and the Riverlands. Their bleak and inhospitable landscape is the major reason why the ironborn culture  is so centered around pillaging and raiding; you can&#039;t grow crops on rock. The islands are the other holdout of the First Men culture in Westeros, with a unique blend of Andal political influence, First Men cultural norms, and a lack of influence from the Children of the Forest, since Weirwoods don&#039;t grow on the islands and only First Men humans ever lived here during those times. Does have a decently sized economy based around metal working, but nowhere near enough to support its populace. Their capital is Pyke, and the Greyjoys are the ruling house.&lt;br /&gt;
*Riverlands: As the name says, the Riverlands are marked by several large rivers flowing through it and the large fertile valleys surrounding them. The historical whipping boy of the continent after the Andal Invasion took over the old First Men realms (minus the North and the Iron Islands), constantly fought over by the Westerlands, the Stormlands, the Reach, the Iron Islands and the Vale, to the point that it was under Iron Islands rule when Aegon Targaryen unified the continent minus Dorne. Gets buttfucked the hardest during the War of the Five Kings by a metric ton; first by the Mountain carrying out a campaign of terror against the civilian populace on Tywin&#039;s orders and second by most of the major fights between the Lannisters and the Starks taking place there. Honestly, after all the fighting, raping and pillaging happening in the Riverlands, one must wonder how many people are actually still left in them. Their ruling house is House Tully, though Petyr Baelish is granted the lordship after the Red Wedding; its capital is Riverrun (later Harrenhal). &lt;br /&gt;
*Vale of Arryn: Mountainous region east of the Riverlands. Home to (supposedly) the finest knights in Westeros, due to them having to crush rebellion after rebellion of the native &amp;lt;s&amp;gt;Irish&amp;lt;/s&amp;gt; mountain tribes (think Forsworn from Skyrim, only a lot more foul-mouthed) and having an abundance of tiny territories to give out. The population is more densely concentrated than in other regions of Westeros, since there aren&#039;t many large cities or townships and traveling between them or living outside their walls is dangerous. Its ruling house is House Arryn, though with Jon and Lysa Arryn dead it is de facto under Littlefinger&#039;s control. Its capital is the Eyrie, &#039;&#039;&#039;the&#039;&#039;&#039; hardest castle to take in Westeros as it is built on a mountaintop. Gulltown is the main economic hub. &lt;br /&gt;
*Westerlands: The second-smallest kingdom in size but by far the richest due to its abundance of gold and silver mines. Has a proud tradition of fucking everyone over by means of money, politics, or both. Also has substantial importance as a major trading and naval hub in the city of Lannisport, which is the largest port on the western side of the continent. Its ruling house is House Lannister, and its capital is Casterly Rock. Casterly Rock was the capital of the old kings, House Casterly, who was outsmarted by [[Lukas the Trickster|Lann the Clever]], who married the last surviving daughter and founded House Lannister.&lt;br /&gt;
*Crownlands: The lands directly controlled by the Iron Throne, surrounding a big bay, with a rather pleasant, mild climate. Centered around the capital city of King&#039;s Landing, which gets an entry of its own. Its ruling house is always the house of the current kings. Formerly divided between the Riverlands and the Stormlands.&lt;br /&gt;
**King&#039;s Landing: The capital of the seven kingdoms and by far its largest city. It houses every important institution on the continent, most importantly the Red Keep, where the King of the Seven Kingdoms resides, and the Great Sept of Baelor, the religious center of the Faith of the Seven. Aside from the Red Keep and the Great Sept, the city&#039;s a filthy, downtrodden shithole that is rife with poverty and criminals whereever you may set foot; the City Guard is openly corrupt and acts more like a government-approved gang of thugs. It seems to be something of an unofficial sport among all characters in the books to never say anything good about the city. Architecturally described like Medieval London, at the size of 1600s Paris.&lt;br /&gt;
**Dragonstone: An old Valyrian outpost located on a small, rocky island some miles off the coast of King&#039;s Landing. Used to be the actual seat of House Targaryen, even though they had resided in King&#039;s Landing ever since Aegon conquered the Seven Kingdoms. Castle Dragonstone was clearly of Valyrian design, as its architecture and design felt foreign and ancient to the Westerosi who resided here. Also notable for sitting on a huge deposit of obsidian. After the Targaryens were driven from Westeros, Robert gave Dragonstone to Stannis, who never made peace with the fact that Robert effectively robbed him of his rightful title as heir to Storm&#039;s End. &lt;br /&gt;
*The Reach: The second-largest of the Seven Kingdoms, and the most populous. Its wide plains, dominated by fields and orchards, serve as the breadbasket of the Seven Kingdoms. Also home to the oldest city in Westeros, Oldtown, which in turn is home to the Citadel of the Maesters. Its ruling house is Tyrell, its capital Highgarden. House Tyrell is matrilineally descended from Garth Greenhand like many other houses. The old ruling family, House Gardener, Garth&#039;s direct descendants, was wiped out when Aegon unleashed his dragons. After this, the current lord of House Tyrell (at this point permanent stewards to House Gardener), was placed in control as he was married to the last Gardener female.&lt;br /&gt;
**Oldtown: An ancient city built by the First Men before being replaced by the Andals. Seat of House Hightower, who rules from (where else) the Hightower, an enigmatic ligthouse built upon an [[Blackstone Fortress|ancient fortress made of black stone]]. Both structures are mysterious: the foundation is a labyrinthine structure made of black stone similar to those used in Valyria, but also to the even more ancient [[H.P. Lovecraft|Mazemaker]] culture; the lighthouse was built by the First Men and was said to have been raised by Bran the Builder (who is also credited with the Wall and Storm&#039;s End, though pretty much all of his descendants were named Bran (and if the show is to be believed, [[Bullshit|they were all the same Bran]])&lt;br /&gt;
**The Citadel: The Citadel is the seat of the Order of Maesters. As the seat of the maesters, it fulfills multiple roles in the society of the Seven Kingdoms. It is their central archive and library, where most, if not nearly all knowledge in the world is collected and stored; a university where new maesters are trained; and a large hospital, although its relatively remote location means that only the truly desperate actually travel there for healing. &lt;br /&gt;
*Stormlands: The lands of House Baratheon, a mix of forested mountains and steep, stony shores, so named for the very frequent storms that batter its coast. The weather here is so bad that their capital is known as Storm&#039;s End because all previous castles were destroyed by the weather, so this one had to be built &amp;lt;s&amp;gt;by a competent Northman architect&amp;lt;/s&amp;gt; with magic. In spite of the dangerously bad weather, the area can be quite beautiful when it&#039;s not being battered by the elements. The Baratheons are descended from a loyal general who served the original Aegon, who was also rumored to be his half-brother. After Robert ascended the throne, control of the Stormlands was left to his youngest brother, Renly, while his middle brother Stannis was assigned to guard Robert&#039;s back on the much smaller and less prestigious island of Dragonstone. &lt;br /&gt;
*Dorne: The southernmost region of Westeros and the hottest (in more ways than just temperature), consists of rocky deserts in its center and lush, tropical areas on its coasts. The Dornish people differ a lot from other Westerosi in ethnicity and culture since they are descended from Rhoynar migrants who interbred with the relatively isolated local Westerosi. [[Dune|Dorne was also the only kingdom to successfully resist conquest by the Targaryens]] and was only brought into the fold through a political marriage. Because of this, their rulers retain the title of prince (the Rhoynar and the local Westerosi don&#039;t use king or queen, they use prince or princess), not afforded to anyone else not of the Royal Family. The region is famous for producing wine, spicy food, and spicier women. Its ruling house is Martell, its capital Sunspear.&lt;br /&gt;
*The Wall: An ice wall of gargantuan proportions erected by the First Men to protect themselves against the Others/White Walkers long ago that marks the nothern border of Westeros proper and runs across it from west to east for three hundred miles. In the times when the Night&#039;s Watch was at full strength, it was an impenetrable fortification against anything that might dare to cross it, not just because of its sheer dimensions, but also the implication that the wall itself is reinforced by eldritch magic keeping the horrors beyond the wall at bay. Nowadays only three of its nineteen keeps are permanently manned, leaving wide gaps in the Night&#039;s Watch defense against the Wildlings, who sometimes climb over it to raid the South. The Night King blows a hole in the Wall with one of Daenerys&#039; dragons in the final episode of season 7, allowing him and his undead army to pass through. &lt;br /&gt;
*Beyond-the-Wall:&lt;br /&gt;
**Craster&#039;s Keep: Not really a &amp;quot;keep&amp;quot; but the [[GRIMDARK|home of a man who fucks his own daughters and offers his sons to the Others]]. He is one of the very few &amp;quot;independent&amp;quot; wildlings and offers use of his home to the Night&#039;s Watch when they go off on scouting expeditions. Because it&#039;s full of servile (inbred) women, the men of the Night&#039;s Watch mutiny and take it over.&lt;br /&gt;
**Thenn: The name of both the land and its people, the Thenn consider themselves to be the &#039;&#039;true&#039;&#039; &amp;quot;last of the First Men,&amp;quot; because they have laws and lords compared to the free-for-all anarchy of the other Free Folk; they don&#039;t speak common, they can actually smith, and they treat the &amp;quot;Magnar,&amp;quot; the title of their king, like a god. In the show, they&#039;re just shown to be a bunch of scarred barbarians who eat people.&lt;br /&gt;
**Lands of Always Winter: The furthest north people have ever gone and have been able to come back from, the Lands are perpetually frozen, and the Others are said to come from here. Clearly, if you head far enough North, you&#039;ll hit a Chaos Rift and end up in the Warp.&lt;br /&gt;
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&#039;&#039;&#039;The Stepstones&#039;&#039;&#039;: Formerly a solid land bridge between Westeros and Essos, it was brought down by Children of the Forest magic in a failed attempt to stop the First Men invasion. Now an archipelago of islands infested by various ne&#039;er-do-wells.&lt;br /&gt;
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&#039;&#039;&#039;Essos&#039;&#039;&#039;: A huge landmess (no, not a typo) about southeast of Westeros and home to many independent city-states west of the big mountain range. Generally agreed upon to be largely desolate wilderness sprinkled in with the occasional kingdoms that seem exotic and alien to Westerosi. Most of its western half used to be the center of power of the legendary Valyrian Freehold, with the Free Cities being colonies of them that survived the downfall of the Valyrian Empire hundreds of years ago. The exceptions are Slaver&#039;s Bay, conquered by the Valyrians before regaining independence after the Freehold&#039;s collapse, Qarth, Ib and some of the others.&lt;br /&gt;
*Old Valyria: The former center of the [[Roman Empire|all-powerful free state that ruled over most of Essos at its peak and posessed magic and technology, as well as dragons to keep control over it.]] Valyrias strength was legendary, so much so in fact that the downfall of it still influences politics in the world centuries after it occured. No one quite knows why Valyria fell, the only certain thing is that it was plagued by a sudden series of natural disasters that all but destroyed its homelands and left it in ruin. Valyrian culture only survived in bastardized forms in the Free Cities and, prior to their extinction, House Targaryen in Westeros. The ruins of Valyria are said to cursed and avoided by all but the most desperate of travelers. Traveling through Valyria is similar to sailing through the [[Eye of Terror]]: not only are you dealing with dangerous seas (&#039;&#039;boiling seas&#039;&#039; akin to underwater tectonic activity), but also fucking [[daemons]], and [[Gellerpox Infected|parasitic plagues]]. &lt;br /&gt;
*Free Cities: There are 9 city-states on the Western Half of Essos. 8 are former Valyrian colonies, with Braavos being the notable exception to most of the things they have in common. What ties them all together is that they&#039;re all connected by trade and feudalism isn&#039;t such a big thing here, which also makes their culture remarkably different from the Westerosi. Westerosi tend to view them as greedy opportunists while the Free Cities in turn view Westerosi as ignorant morons at best and backwards savages at worst. If you were going to have a setting based on ASOIAF and didn&#039;t want to spend the entire time shitting in the dirt or bleeding out in a ditch for some inbred noble, this is where you&#039;d want to be:&lt;br /&gt;
**Braavos: The only one of the nine free cities to not be a Valyrian Colony (excepting the other countries like Qarth and Ib, who don&#039;t count among the nine). It was founded by Slaves that escaped their overlord in a marsh on the northernmost tip of Essos. It is mainly known for its massive port and the Iron Bank of Braavos, the biggest bank in the world. It also houses the House of Black and White, the central temple and headquarters of the Faceless Men.&lt;br /&gt;
**Pentos: Another large trading port on the western edge of Essos. It serves as the major trading hub between Westeros and the rest of Essos. &lt;br /&gt;
**Lys: Located on an island off the coast of Essos. Founded as a resort for Freeholders, it has the largest population with the Valyrian phenotype in the known world. A decadent city whose most famous export are prostitutes.&lt;br /&gt;
**Myr: The women here are hot, considering how often Westerosi seem to come back with wives from here. Other than that, its only notable feature is its forever-war with Lys and Tyrosh.&lt;br /&gt;
**Norvos: They make really good bodyguards that are taught to see their [[Executioners|axes as their waifus]].&lt;br /&gt;
**Qohor: Not much is known about them, except one of the brutal mercenary companies is from here, and they worship the [[Lovecraft|Black Goat.]]&lt;br /&gt;
**Tyrosh: Greedy slavers. Not really notable, except they&#039;re one-third of the constant warfare of the Disputed Lands along with Lys and Myr and for being extremely flamboyant. &lt;br /&gt;
**Volantis: The crown jewel, first colony of the Freehold and considers itself the successor state to the Freehold.&lt;br /&gt;
**Lorath: No, they don&#039;t speak for the trees. Lorath is the poorest of the Free Cities, and not much is known about them. Its most notable feature are the underground labyrinths that dot the island and which predate the Valyrians. They also talk in the third person, saying &amp;quot;a man, a woman, a boy, a girl&amp;quot; instead of &amp;quot;Me, I, You, Him, Her&amp;quot; etc. Typical of Martin, the Labyrinths and a similar cult in Essos (the cult of the Pattern) are a reference to someone else&#039;s work, [[Dick|but no, he doesn&#039;t like fanfiction]].&lt;br /&gt;
*Ghiscari Empire and Slavers Bay: To the East of Valyria and the Free Cities, these cities pre-date Valyria. Before they were conquered, they had their own empire and worshiped the Harpy. Nowadays, they trade with the Dothraki, exchanging tribute for slaves, which they then market to the rest of the World. Vaguely the [[Middle East]] of ASOIAF. They are: Old Ghis, New Ghis, Astapor, Yunkai, and Meereen. In the books, Dany is stuck here trying to manage the clusterfuck that is deslaverizing these lands. Currently locked in a brutal war where the newly-freed slaves are either fighting the surviving slaver-nobles, other cities, or each other. &lt;br /&gt;
*Qarth: What separates the &amp;quot;East&amp;quot; from the &amp;quot;Far East.&amp;quot; It&#039;s to the East of Slaver&#039;s Bay and West of not!China/Japan, so any traffic between the Free Cities, Slaver&#039;s bay, and them, requires them to pass through Qarth. Home to a bunch of fucking weirdo Orientalist tropes that vie for power: The Pureborn, the noble descendants of ancient Qaathi Kings and Queens that fled the sacking of their cities to Qarth, so hold no real power beyond their titles; the Ancient Guild of Spicers (it&#039;s in the name); the Thirteen, &#039;&#039;another&#039;&#039; group of Merchants; the Tourmaline Brotherhood (more merchants!). Qarth is also the location of the House of the Undying, a group of Warlocks that drink &amp;quot;shade-of-the-evening,&amp;quot; which is pretty much [[Dune|Spice from Dune]], but made from trees and not wormshit; the House of the Undying and most of its Warlocks were burnt down by Dany&#039;s dragons after they tried to steal them; they sent out some guys for revenge, but they ran into Euron where he promptly murdered them all and took their &amp;lt;s&amp;gt;spice&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;nightshade&amp;lt;/s&amp;gt; shade-of-the-evening. Functionally Singapore, but with a more Indo-Persian aesthetic. &lt;br /&gt;
*Rhoyne: Destroyed former city of the Rhoynar, who fled the Valyrian Freehold and migrated to Dorne. The former capital is currently infested by Stone-Men, Greyscale survivors who have gone feral.&lt;br /&gt;
*Ib: not!Dwarfs, but described more like Neanderthals than Nordic shorties. They&#039;re [[squat]], barrel-chested, with thick wiry black hair, heavy sloping eye brows and square-teeth of neanderthals, They&#039;re also incredibly hairy, and even their women have facial hair., Instead of digging holes in mountains, they travel the sees in equally-stocky whaling ships. They tend to keep to themselves, [[Meme|but are natural sailors, suitable for long voyages]]. &lt;br /&gt;
*The Dothraki Sea: Not a sea, but the name for the not!Eurasian Plains. Before the Freehold collapsed and the Dothraki tribesmen took advantage of the chaos of the Century of Blood  to conquer it and burn down all but one of the old Qaathi cities (with only Qarth itself surviving) and most of the old Kingdom of Sarnor along with other minor cities, it was known as the Great Grass Sea.&lt;br /&gt;
**Vaes Dothrak: The capital and only permanent Dothraki settlement. It is forbidden to carry weapons or spill blood here (doesn&#039;t mean you can&#039;t kill through other means).&lt;br /&gt;
*Golden Empire of Yi Ti: Not!China, with a mysterious history and pattern of legends eerily-similar to Westeros&#039; own. Like China, has a long history of Emperors, each dynasty progressively ruling over smaller, weaker empires. The current dynasty is actually so weak, they&#039;re not taken seriously outside their capital.  &lt;br /&gt;
**The Five Forts: In the not!Chinese version of the Long Winter/Long Night, the Empire of Yi Ti was cast into a long night that never ended, where the evil Lion of the Night was unleashed by the Bloodstone Emperor. He was beat back by the Lord of Light/Hyrkoon the Hero/but the name that the Yi Ti know him by was never stated. Just like the Wall in Westeros, the Five Forts were said to be erected by a great Emperor soon after to make sure the crisis never happens again. Just like Westeros, the Five Forts have waned in importance, now only protecting the Yi Ti from barbarians. The Five Forts are said to be made from a material of &amp;quot;fused black stone,&amp;quot; similar in description to many ancient ruins all over the setting. Harrenhal is also described similarly, but Harrenhal was stone melted by dragonfire, so the idea that the Five Forts was made with the aid of dragons and/or magic has been floated by fans.&lt;br /&gt;
*The Jogos Nhai: not!Mongols, but they ride Zebras and are literally cone-heads.&lt;br /&gt;
*Asshai-by-the-Shadow: Further-Further-East, it may as well be mythic. The city of Asshai is depressingly gloomy, the entire city is composed of dark black towers made of fused, black stone that seems to &amp;quot;drink the light.&amp;quot; &lt;br /&gt;
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The South: &lt;br /&gt;
&#039;&#039;&#039;Summer Isles&#039;&#039;&#039;: Think Avelorn, but Black. An archipelago to the Far South of Westeros, everything here is pretty idyllic. War is very formalized, prostitution is a religious rite, it&#039;s practically paradise. A deposed prince was sent to exile in Westeros and had been trying to get Robert to make the journey south to put him back on the throne, but no one really took him seriously. &lt;br /&gt;
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&#039;&#039;&#039;Sothoryos&#039;&#039;&#039;: [[Lustria|Jungle hell]].&lt;br /&gt;
*Yeen: Made of the same creepy black metal in Stygai, implied to be an old Empire of the Dawn Outpost. Even the death world jungle (as in, not just the animals, the actual jungle itself) refuses to go in there for fear of dying.&lt;br /&gt;
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&#039;&#039;&#039;Ulthos&#039;&#039;&#039;: not!Australia, and has absolutely no lore. Seriously, GRRM has literally never mentioned it except in relation to another place that also has no lore. It&#039;s a passing mention that his obsessive fans took note of, and when they literally helped wrote the setting book for him, their guess became canon.&lt;br /&gt;
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==The appeal of A Song of Ice And Fire==&lt;br /&gt;
Exactly what catches the eyes of [[Skub|a given fan/critic/lout who complains about how bad it is anytime the show is mentioned within earshot]] to ASOIAF and its TV adaptation varies from individual to individual. Still, there&#039;s a couple of major draws.&lt;br /&gt;
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&#039;&#039;&#039;The Worldbuilding:&#039;&#039;&#039; The main reason why this series gets compared to [[The Lord of the Rings]], ASOIAF is literally &#039;&#039;drowning&#039;&#039; under the weight of its worldbuilding, being crammed as full of facts about fictitious regions, histories, cultures, dynasties and races as GRRM can fit it. A lot of effort is also expended on the little things, from food to architecture to the limits of scientific knowledge and technology. Your mileage will vary on how &#039;&#039;good&#039;&#039; that info is, but there&#039;s plenty of info in it. It is worth noting that much of the vagueness of various aspects of the world&#039;s lore comes down to the limited perspectives of each of the characters&#039; point of view, so many places and events are often only known partially through superstition, rumors, and often second hand experiences passed down and muddled over time; all of which play quite heavily into the overall story structure of the series.&lt;br /&gt;
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&#039;&#039;&#039;A vast colorful Cast:&#039;&#039;&#039; A lot of works of fantasy get by with a few archetypal characters (the Young Guy out to Prove themself, the Wise Wizard, the Dark Lord, the Mischievous One, the Grizzled Veteran, the Princess, the Dwarf, etc) and maybe a guy or two which rises above this. A Song of Ice and Fire has dozens of viewpoint characters and a hundreds of secondaries each with different situations, drives, motives and quirks that make them reasonably interesting. Even if you don&#039;t like one or some of them, there are plenty of others. When they die, it often hits home. Speaking of which...&lt;br /&gt;
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&#039;&#039;&#039;Mainstream [[Dark Fantasy]]:&#039;&#039;&#039; Dark Fantasy is not exactly a mainstream niche. ASOIAF stands out by deliberately trying to market itself to the mainstream, despite embracing an abundance of dark fantasy tropes; gratuitous violence, sexuality and sexual violence, moral ambiguity, political intrigue, and a willingness to suddenly kill off any character, even the most likeable or heroic of them.&lt;br /&gt;
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&#039;&#039;&#039;[[Low Fantasy]]:&#039;&#039;&#039; On the surface, ASOIAF is an old-school Low Fantasy setting, being a medieval-tech world with the story openly focused on the mundane lives of people struggling for political power and though supernatural elements do exist, they tend to be used sparingly.&lt;br /&gt;
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&#039;&#039;&#039;[[High Fantasy]]:&#039;&#039;&#039; But if you scratch the surface, ASOIAF is also a High Fantasy setting, which is always the more marketable of the two, with the big backstory about how the world is facing impending doom from an army of wintery [[fey]] and their [[undead]] minions.  There are also non-evil higher powers working against them, but they get swept under the rug in the show.  Also, [[dragon]]s. As the more marketable genre, it&#039;s also inevitably the more skubby one, for whatever that&#039;s worth.&lt;br /&gt;
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As a minor manifestation of both points, often you&#039;ll get two explanations for something in the books: a fantastic one involving curses, sorcery, ancient creatures from ages shrouded in myth, prophecy, etc and a mundane one involving slight-of-hand, embellished stories, economics, mechanical solutions, etc. In A Song of Ice and Fire, both are usually valid, so you are left guessing which is which (with &amp;quot;both&amp;quot; being a probable answer in some cases).&lt;br /&gt;
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&#039;&#039;&#039;[[Magical Realm|Gratuitous Sexuality]]:&#039;&#039;&#039; More a thing for the TV show than the books; GRRM&#039;s scenes were [[Rape|raepy]] in the earlier volumes, and apparently our boy must have overheard the nickname &amp;quot;George Rape Rape Martin (I &#039;&#039;Like&#039;&#039; Rape)&amp;quot;, because he dialed back the forced boning in #4-5. The frequent scenes of nudity and sex in the early seasons of the show were a &#039;&#039;big&#039;&#039; selling point for many people (the casting of people from the sex industry for some of these scenes also helped).&lt;br /&gt;
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&#039;&#039;&#039;Not much in terms of generic fantasy tropes:&#039;&#039;&#039; Hate how almost every fantasy just has to have things popularized by Tolkien such as elves, dwarves, orcs and all that stuff?  You&#039;re in luck because ASOIAF doesn&#039;t have a &amp;quot;five races&amp;quot; system, their accompanying stereotypes or the plot hinging on a magic item.  On the other hand, it does have several generic fantasy tropes, such as [[dragon]]s, [[Medieval Stasis]], [[undead]] and at least two contenders for [[BBEG|Dark Lord]] status, so if you hate them too, well...&lt;br /&gt;
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&#039;&#039;&#039;Lots of Houses and Sigils&#039;&#039;&#039;: OK, so this is sort of a joke...except not completely. For those who are artistically minded and love coming up with their own OC groups and/or fleshing out minor characters, this setting really does invite it with the absolutely insane number of houses [[Space Marines|that each have their own distinct logo/color-scheme combo]].&lt;br /&gt;
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==Oh Yeah, About The TV Show==&lt;br /&gt;
[[image:KnightsWhoSayFuck.jpg|150px|thumb|left|Yeah, pretty much.]]&lt;br /&gt;
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{{Skubby}}&lt;br /&gt;
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After the first three books became hits, many Hollywood producers and directors had come to the sadistic neckbeard, asking him about making a movie adaptation. At first, he was reluctant at best, due to the fact that a lot of his content would&#039;ve been cut out to fit into a movie trilogy (see the Lord of the Rings live-action films).  Then, a couple of dudes, David Benioff and D.B/Daniel Brett Weiss (AKA D&amp;amp;D, or more accurately as of the final season, Dumb &amp;amp; Dumber), decided to contact him and asked him at a local restaurant about turning ASOIAF into a Television show produced by HBO, the top-rated soft-core porno channel. The story goes that George asked them a very specific question (Who is Jon Snow&#039;s mother?).  Satisfied with the response they gave, he gave them permission to start work on the show, which would be titled after the first book, &#039;&#039;Game of Thrones&#039;&#039;.  They would later go on to prove that this is not a good way of choosing who should adapt your work.&lt;br /&gt;
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The television show casts several well-known performers, such as Sean Bean as Eddard, Peter Dinklage as Tyrion, Lena Headey as Cersei, and Charles Dance as Tywin. They have also cast some comparatively less well-known actors and even ones new to cinema, such as Sophie Turner (Sansa), Maisie Williams (Arya), Kit Harington (Jon), Iwan Rheon (Ramsay), Alfie Allen (Theon), and Richard Madden (Robb)&lt;br /&gt;
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Thus, book snobs seem to think that every episode post-season 4 is nothing more than Emmy-bait. Regardless of the fact Kit Harington still [[Fail|doesn&#039;t have an Emmy]], there&#039;s a valid contention in that regard, with the number of liberties taken overshadowing the initial appeal. &lt;br /&gt;
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The final season (more on that below) was eventually revealed to be such a train wreck because Dumb &amp;amp; Dumber did not want to work on the series anymore and had let the success with the earlier seasons go to their heads.  In their arrogance, instead of handing the reins to someone else, they decided to plan out their own ending and use it as an audition to Disney so they could write for Star Wars.  By then, they&#039;d run out of books to adapt, there was no superior writing for them to leech off of and there was no one to gainsay them in their echo chamber of a writer&#039;s room (even George himself was cut out).  The result was absolutely shit writing that caused a glorious breakage in the [[skub]] dam that left [[Butthurt|many a fan&#039;s anus weeping]] (provided they weren&#039;t early seasons fans, book series fans, or any of the other assorted onlookers [[Lulz|taking part in the mightiest of keks]]) and, if anything proved &amp;lt;s&amp;gt;George&#039;s &amp;lt;/s&amp;gt; Ramsay&#039;s quote at the beginning of the article true.  Goddamn Dumb &amp;amp; Dumber, could you talentless Derp machines do any worse if you tried? Luckily, comeuppance came after them and Disney, having some sense, told them to fuck off with their [[Star Wars]] ideas after the backlash towards the final season. Not that Disney Star Wars has been without its share of controversy and [[Rage]], but you know it&#039;s bad when someone gets told to piss off from even that.&lt;br /&gt;
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The Greatest Irony and Tragedy of the show&#039;s writing was that in the first few seasons, with George RR Martin consulting them and with a wealth of material from the first few books to work with, D&amp;amp;D were actually pretty damn good at adapting the books into a TV format. In fact, quite a few scenes were in fact not only adapted, but actually created from scratch outside of the source material. One of the most noteworthy is the iconic introduction of Tywin Lannister in Season 1 Episode 7, where we learn everything we need to know about his character with nothing but precisely chosen dialogue and a rather blunt visual metaphor of him gutting a stag he slew in a hunt, all while brutally laying into Season 1&#039;s initially perceived villain, Jaime.  Contrast this with Season 5 where the show&#039;s major decline began with blunders such as the omission of fan-favorite Lady Stoneheart, literally butchering the Dorne subplot with Martell family team-killing and changing the Sparrows&#039; movement to a militant atheist&#039;s stereotype of religion.  This decline makes a lot more sense after George himself admitted that Season 5 was the first Season where he was was really locked out of the loop.&lt;br /&gt;
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Goes to show how much they had fallen when the well ran dry and the show&#039; writing and adaptation process was no longer the finely honed instrument it had started as.&lt;br /&gt;
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&#039;&#039;&#039;TL;DR&#039;&#039;&#039;&lt;br /&gt;
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[[GM|Producers Dumb&amp;amp;Dumber-style change characters and railroad the plot at a whim,]] [[/d/M|the tits and ultraviolence spigot is opened even wider than the books,]] and most scenes are made for the actors to show off their skills at making their signature angry/murder/brooding/etc. faces, and wrapped it up with a season of TV soon to be discussed that even Matt Ward would be 100% justified in pointing and laughing at. Seasons 1-4 are worth your time, 7 and 8 are best ignored, and 5 and 6 are the [[Skub]] ones.&lt;br /&gt;
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===The Final &amp;lt;s&amp;gt;Dumpster Fire&amp;lt;/s&amp;gt; Season===&lt;br /&gt;
{{Fail}}&lt;br /&gt;
{{HurfDurf}}&lt;br /&gt;
{{Plot Armour}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Topquote|If you try to do something fancy with your ending and you screw up, your audience will probably remember the botched ending more than the well run marathon|JP from Terrible Writing Advice (and advice Dumb and Dumber obviously didn&#039;t heed}})&lt;br /&gt;
&lt;br /&gt;
Seasons 5, 6, and especially 7 all got their share of grief from people. Mostly deserved in the case of Season 7 and [[Skub|arguably so]] for 5 and 6 (though the latter did at least finally give Ramsay his just desserts, most of the problems that cropped up in 5 and 6 happened when the show passed the book in particular plotlines and mostly served as an early warning, 7 is when things started getting criticized in general rather than individual plots or details). Season 8 though? Well, read on:&lt;br /&gt;
&lt;br /&gt;
The Final Season kicks off with the Night King&#039;s army attacking Winterfell in a battle meant to be epic, but instead so chock full of tactical [[Fail|fails]] from the living, they make General Custer look like Sun Tzu.  The most infamous examples include Melisandre&#039;s powers being underutilized, putting soldiers in front of trenches/walls they should be behind/standing on, no flanking charges and hiding the non-combatants in a crypt while fighting necromancers.  The battle is resolved when Arya teleports directly to the BBEG and kills him with some sleight-of-hand that destroys his entire army Keystone Army trope-style and ends the winter.  Also Theon, Jorah and Melisandre die, but the story sweeps their deaths under the rug like they&#039;re nameless background characters.&lt;br /&gt;
&lt;br /&gt;
Then the Westerosi go full-retard and start hating Daenerys.  Yes really; Dany helped end a nation-destroying winter plus a zombie apocalypse, has a claim to the throne AND is their best ally against Cersei... but they want her gone.  Even Sansa suddenly turns against Dany and starts seeking the throne, despite having no claim to the rest of Westeros and Dany being easily able to kill her for treason. Everyone inexplicably starts wanting Jon to be king despite his attempt to abdicate, and Jon himself even starts thinking Aunt Daenerys might be a bad queen... but that doesn&#039;t stop him from [[Incest Smith|starting a sexual relationship with her]].  The fact that Robert&#039;s bastard son Gendry is now a lord, giving him a claim to the throne at least as strong as Dany&#039;s or Jon&#039;s, is swept under the rug.  Varys also jumps ship from Dany to Jon for no reason, even trying to kill Dany in an uncharacteristically stupid move.  For his efforts, Tyrion reports Varys to Daenerys, who has Varys executed by Drogon&#039;s fire-breath.&lt;br /&gt;
&lt;br /&gt;
Then Daenerys press-gangs people who should logically be happy to fight for her into an army to attack King&#039;s Landing and brings them there by sea.  Along the way Rhaegal, one of Daenerys&#039; two surviving dragons, is killed by ballistae from Euron&#039;s ships.  This is despite the facts that Daenerys and her dragons should&#039;ve easily been able to spot the ships, they were flying well out of ballista range and Euron had no way of knowing where they&#039;d be.  After Daenerys and Drogon single-handedly destroy the Iron Fleet  (amid poorly animated weather*), they reach King&#039;s Landing.  Cersei&#039;s artillery does nothing despite Daenerys, all her advisors and her dragon being within lethal range plus Cersei&#039;s lack of scruples.  They in turn do nothing but watch Daenerys&#039; friend Missandei, who was captured offscreen earlier, get executed by zombie-Gregor (despite the fact Cersei and co. had no reason to believe Missandei was anyone of import to either capture or execute.  Maybe someone left a copy of the script in Cersei&#039;s solar next to her Starbucks latte**)  &lt;br /&gt;
&lt;br /&gt;
The battle for King&#039;s Landing has Daenerys&#039; forces break in and battle through the streets.  Meanwhile Jaime snuck though the tunnels [[Fail|to find and reconcile with Cersei.  The Hound regresses to his old violent self and tracks down zombie-Gregor to take him down in a battle that kills them both (although most consider this the one bright spot in the episode).  Arya gives up on revenge and decides to let Cersei go despite having strong non-revenge-related reasons to kill her]].  The famed Golden Company is quickly killed off and Cersei signals a surrender by ringing the bells (the bells aren&#039;t, and have never been, signals for surrender).  Then, in the capstone of bad writing for this season, Daenerys&#039; switch flips from good to evil because the writers want it to happen, and Dany abandons her plan of freeing and leading Westeros to purging King&#039;s Landing with her dragon and army.  Cersei and Jamie die together in a cave-in and Tyrion mourns their deaths despite being ready and eager to personally kill Cersei earlier.  This is followed by Dany&#039;s Saruman/Hitler-esque speech that has nothing to do with her former character.  Tyrion is arrested for criticizing Daenerys by saying &amp;quot;If this is liberation, I don&#039;t believe in liberation theology.&amp;quot;  Yes, [[Derp|the writers think theology and ideology are the same thing]] (an unsurprising mistake, given they shoehorned in anti-religious rants for the past three Seasons despite the books&#039; even-handedness).  This last one has proven to be its own personal bit of Skub, as many have argued that Daenerys going evil is in keeping with the cynical themes and tone of the setting. While this isn&#039;t wrong on its face, it does nothing to change the fact that the execution is 100% half-assed. Walter White&#039;s descent into villainy this is not, or even Anakin&#039;s arc in the Star Wars Prequels, which looks like The Godfather compared to what Season 8 does with Daenerys. &lt;br /&gt;
&lt;br /&gt;
In the aftermath, Jon assassinates Daenerys for the King&#039;s Landing massacre... [[Derp|right in front of her dragon]].  Drogon, due to Jon&#039;s stronger-than-Valyrian-steel-plot-armor, doesn&#039;t kill him but melts the Iron Throne ([[What|accidentally according to the showrunners]]) while chucking a tantrum before grabbing Dany&#039;s body and flying away.  Jon is somehow charged with Dany&#039;s murder despite there being no evidence that he did it, but surprisingly none of the surviving characters still loyal to Dany try to kill Jon (such as the Unsullied or the Dothraki).  Despite there being several legitimate choices of king still available, including Gendry, the nobles decide to replace a dynastic monarchy with an elective one and make Bran king.  Bran is nominated by Tyrion for a nonsensical reason (&amp;quot;he has the best story&amp;quot;), Tyrion somehow getting a say in the meeting despite being imprisoned for treason.  &lt;br /&gt;
&lt;br /&gt;
The Unsullied go to Southros under command of Grey Worm (the only one who still has a personality at this point).  The Dothraki are forgotten about by everyone else.  Tyrion is freed and made Hand of the King to Brann.  Brienne is made Commander of the Kingsguard. [[Derp|Bronn is made Master of Coin (and Lord of Highgarden) despite him not knowing how financial loans work.  Gendry is completely forgotten.  Samwell is made the new Grand Maester]] and [[What|the North secedes and becomes independent under Queen Sansa (which definitely wouldn&#039;t cause future problems and tensions)]].  [[The Lord of the Rings|Arya sails to the West]] for some unknown reason and Jon is exiled but doesn&#039;t care because he gets to go back up north with the Wildings like he wanted.  The end.&lt;br /&gt;
&lt;br /&gt;
This trainwreck of a plot is a testament to how two morons can royally fuck up a show beyond any redeeming qualities the cast and crew can put forward.  And even then there were screw-ups among the production staff, such as *the animators being unable to decide whether the sky is sunny or overcast when Dany and Drogon destroy the Iron Fleet - which mattered because Dany&#039;s plan to not get shot down involved having the sun behind her - and **not removing the actors&#039; water bottles and coffee cups from the set before shooting. Hyperbole is sort of the norm here, but it really is hard to overstate how badly Season 8&#039;s finale fucks up. Game of Thrones was &#039;&#039;everywhere&#039;&#039; culturally for most of the 2010s, drawing in huge numbers of people who would otherwise never be caught dead indulging in High Fantasy works with us uber-nerds. Now, the entire Thrones fandom has practically disappeared or gone underground. Honestly, it would be an impressive achievement if it weren&#039;t so terrible.&lt;br /&gt;
&lt;br /&gt;
==House of the Dragon: The &#039;&#039;other&#039;&#039; TV show==&lt;br /&gt;
&lt;br /&gt;
{{Topquote|If at first you don&#039;t succeed, try, try, try again.|Benjamin Franklin [[Star Wars:Rebels|(and also Maul when trying to kill Kanan)]]}}&lt;br /&gt;
&lt;br /&gt;
Deciding that there was still a market for Game of Thrones stuff even after the last season turned the 2010s biggest pop-culture phenomenon into a laughingstock*, HBO bet the bank on some spin-offs, the first of which is now upon us. House of the Dragon is a prequel dealing with the Dance of Dragons, a civil war between two Targaryen factions that ends up consuming Westeros and everyone in it World-War style, and featuring lots of dragons fighting dragons and the standard Westeros fare of fairly bad people doing extremely bad things. Like Game of Thrones before it, it boasts a star-studded cast, a big budget, and a lot of hype. Time will tell if it redeems the failures of the original show or repeats them. If there&#039;s a reason to be optimistic (aside from Dumb and Dumber being absent), it would be that the whole story of the Dance of Dragons is written and mapped out, meaning the writers don&#039;t have to come up with their own shit to make an ending that George hasn&#039;t yet written. Has gotten off to a strong start, so there&#039;s the hope that it will be able to redeem the legacy GoT&#039;s last two seasons absolutely ruined.&lt;br /&gt;
&lt;br /&gt;
*Given that the premiere was apparently so widely watched it crashed the streaming for many people, they might actually be right. &lt;br /&gt;
&lt;br /&gt;
Ultimately, with Martin having more oversight over the writing of this series, and director Miguel Sapochnik actually having a passion for the setting and genre rather than just answering a mystery question to GRRM&#039;s satisfaction, the current 6 episodes have seen sky high bumps in both HBO viewership and rave reviews. The slow burn over years as the characters inch closer towards disaster has left the majority of viewers on a palpable knife&#039;s edge so far. By the time the 1st season wrapped up, the show had garnered enough praise and profit to warrant the green light by HBO for work on the next season, with out of the park critical and commercial praise, in most cases surpassing its Amazon LOTR contemporary &#039;&#039;Rings of Power&#039;&#039; with just a third of the budget per episode. In fact, George Martin was so moved by the performance of Paddy Considine as King Viserys Targaryen, that he stated that he wished he could tear out all that he wrote about the character in his books and rewrite it to match the show version.&lt;br /&gt;
&lt;br /&gt;
==GRRM and [[Your Dudes]]==&lt;br /&gt;
Want to make your own ASoIF setting for a role-playing game? Well, readers have enough room to fantasize about their own minor noble House (or kingdom during the Age of the Hundred Kingdoms).&lt;br /&gt;
&lt;br /&gt;
A good example of what you could do is the House from the old [[/v/|&amp;quot;Telltale Game of Thrones&amp;quot;]], House Forrester. Their relationship to the canon is as follows:&lt;br /&gt;
&lt;br /&gt;
House Forrester (lords of someplace in the Wolfswood) &#039;&#039;&#039;-&amp;gt; is sworn to -&amp;gt;&#039;&#039;&#039; House Glover (overall lords of the entire Wolfswood) &#039;&#039;&#039;-&amp;gt; is sworn to -&amp;gt;&#039;&#039;&#039; House Stark (rulers of the North).&lt;br /&gt;
&lt;br /&gt;
[[Fantasy Flight Games]] had a very brief tie-in making those annoying attention-sucking Facebook games, way back when FFG did that sort of thing. Just goes to show how even the other guys [[Games Workshop|will do anything for money]]. &lt;br /&gt;
&lt;br /&gt;
There&#039;s also an actual tie-in tabletop RPG now, which uses its own system and looks kind of like [[Warhammer Fantasy Roleplay]] with a heavy helping of resource-management strategy feel. &lt;br /&gt;
Players are assuming the role of a minor House to guide to glory, or, more accurately given the setting we&#039;re in, NOT to ruin utterly in a season or two, which would still be more than many A-list players mustered in canon. Each PC has a specific position within said House, and only the role of official Head is mandatory; the rest could be wife/children/brothers and sisters/all other kinds of siblings, bastards (with rules for obtaining the legitimate recognition), maesters, sworn/subservient knights, or most of anybody else. This naturally opens up near-infinite possibilities for families screwed up seven ways to high heavens, which would make Lannister&#039;s brand of infighting-slash-inbreeding look as sane as the High Septon.&lt;br /&gt;
&lt;br /&gt;
The setting is also ill-suited for &amp;quot;adventures in Westeros&amp;quot; style of gaming for two reasons: &lt;br /&gt;
#In the grim darkness of low fantasy, a roaming nobody with no banner to talk about, no House allegiance, no nothing isn&#039;t generally treated to a Tavern With Quest Givers, but rather more to a Tavern Where You Are Shanked For Your Sword And Boots And Dumped At The Nearest Forest. Heck, even the big wheelers and dealers are routinely seen invited to the latter when they are slow to properly introduce themselves.&lt;br /&gt;
#Working on your initially-puny House will quite realistically involve thy neighbours first and foremost, then liege lords from the higher House yours is sworn to, and on occasion shopping around for an advantageous marriage - there simply ain&#039;t gonna be that much spare time to &amp;quot;travel to see places&amp;quot;. Both of these are also why tourism wasn&#039;t a very popular pastime in medieval Europe (aside from Pilgrimages to Jerusalem, Cologne and Santiago de Compostela) and why those who were &amp;quot;living on the road&amp;quot; usually enjoyed the lowest social standing.&lt;br /&gt;
&lt;br /&gt;
A note to aspiring Lords: do NOT, under any circumstances, allow your &amp;quot;combat-optimized&amp;quot; siblings an unsupervised minute in a social setting. Game&#039;s &amp;quot;social combat&amp;quot; system is a thing more brutal than the physical one, and it takes a socially-optimized character all of a few minutes to mindfuck one who is not (read: everyone but dedicated diplomats and Heads of the Houses, and not every one of the latter, to boot, as illustrated by several amazing boneheads in canon) into believing pretty much anything short of Grumpkins and Snarks. Stupid NPCs or a stupid GM will make said mindfuck obvious, allowing you to &amp;quot;mindfuck &#039;em back&amp;quot; without abuse of OOC info; cunning ones will not.&lt;br /&gt;
&lt;br /&gt;
On a side-note; GRRM is said to take a dim view of fanfiction, saying it kills creative ability. This is kind of a double-edged statement, since a lot of George&#039;s characters here are either rehashes of his characters from previous works, references to other fictional characters (like Littlefinger and Samwell being based on Jay Gatsby and [[The Lord of the Rings|Samwise Gamgee]]), walking tropes (such as Ned Stark and Robb Stark being the &amp;quot;[[TVTropes|Honor Before ]] [[Lawful Stupid|Reason]]&amp;quot; characters) or historical references (such House Lannister ripping off House Lancaster and House Tyrell being totally-not-House-Tudor - to the point that Margaery Tyrell is played by Natalie Dormer from &amp;quot;The Tudors&amp;quot; TV show).  While this makes everything he wrote just another...fanfiction, and his disapproval hypocritical. Still, given the &amp;quot;creative&amp;quot; output of the average neckbeard, he&#039;s perhaps not entirely wrong. For another layer of irony/hypocrisy, he sold the rights to make a TV series of the books to HBO, who&#039;s adaptation would eventually devolve into a glorified fanfic.&lt;br /&gt;
&lt;br /&gt;
==Games==&lt;br /&gt;
[[image:AGot-2nd-ed-cardfan.png|thumb|250px]]&lt;br /&gt;
Like any fantasy author who finds themselves unexpectedly in the warm embrace of commercial success, Martin quickly licensed the shit out of his setting; spawning everything from resin miniatures to replica great swords. While most of this is worthless junk to foist on [[Neckbeard|obsessive fanboys]] /tg/ has agreed that a few of the games are made of win. The first two are a collectable [[CCG|card game]] put out in 2002 by [[Fantasy Flight Games]] and a [[Risk]]-esque board game that followed shortly after in 2003. One of [[White Wolf]]&#039;s subsidiaries also put out a [[d20 System|d20 RPG]] in 2005 but it quickly tanked because, come on, [[White Wolf]]. Martin since wrested the rights back and developed a new version with [[Green Ronin Games]].&lt;br /&gt;
&lt;br /&gt;
Now let&#039;s have some serious talks about the Game of Thrones games, because they have become some sort of endless source of [[Skub|amusement and frustration]] for the gaming fanbase. Game of Thrones is, roughly speaking, the second franchise with the most licensed board games, after [[Star Wars]]. Some of them have acquired quite a legendary status and a fanbase that goes beyond the book or series fans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The great juggernaut for all the ASOIAF-based games is [[Fantasy Flight Games]]:&lt;br /&gt;
* First and foremost we have [https://www.fantasyflightgames.com/en/products/a-game-of-thrones-the-board-game-second-edition/ &#039;&#039;A Game of Thrones: The Board Game&#039;&#039;]: a game that after two editions still ranks high in /bgg/&#039;s top 100, and has recently had an expansion. The board game has become some sort of meme for the modern board gamers and it could be considered the equivalent of a more advanced [[Risk]], in which dice and blank character got replaced by a very flavourful and brutal combat system and a lot of thematical mechanics fueling the engine. Overall this game has been associated with concepts such as requiring maximum player count to really be entertaining, having an amazing amount of length and depth and being a very faithful representation of the political feeling the series inspired. Almost any boardgamer or wargamer worth his salt has played this game and enjoyed its highs, its lows and the amazing amount of frustrations it brings. This is probably the most well known of all the ASOIAF games and it was released way before Game of Thrones was a cultural phenomenon back in 2003.&amp;lt;br&amp;gt;&lt;br /&gt;
:It also has a digital edition, sold on Steam and Android&lt;br /&gt;
&lt;br /&gt;
* Another game that bears mention, both for its excellent mechanics and its historical significance is [https://www.fantasyflightgames.com/en/products/a-game-of-thrones-the-card-game-second-edition/ A Game of Thrones: The Card Game]. It is one of the most balanced card game experiences you can get, also full of flavour and with quite a great amount of balance and non-linear thinking. The best part is, unlike certain other popular card games, the game follows the living card game format: players know exactly what each booster pack brings and can buy cards in a more responsible manner, rather than playing bingo and hoping to get a rare card. Also, the sole core set already provides more replayability than some fully-fledged board games.&lt;br /&gt;
&lt;br /&gt;
* Finally, the last game to mention in the [[Fantasy Flight Games|FFG]] venerable trilogy of games is [https://www.fantasyflightgames.com/en/products/battles-of-westeros/ &#039;&#039;Battles of Westeros&#039;&#039;], arguably the most ambitious and least successful of the three. Battles of Westeros was a fully-fledged wargame that used the [[Memoir 44]] and [[BattleLore]] rules as a base, but then evolved into its own by introducing mechanics such as commanders, tactic cards, and very creative scenario rules. Miniatures were made in 15mm and, for their time and scale, they were quite detailed; some commanders are real standouts (for example, Robb Stark&#039;s has his direwolf jumping at his side).&amp;lt;br&amp;gt;&lt;br /&gt;
:Thanks to its scale, the game was able to provide players with a great number of options and units at a fraction of the price of other board games. With a core set that was already stacked with units and variety, and then faction-specific expansions that added several more units and commanders. The game also came with scenario books that provided narrative play with quite creative rule variants, such as storming palisades, having decoys in escort missions, and bombarding enemies with catapults. One scenario even tried to bring to life the Battle of the Blackwater (the hybrid invasion of King&#039;s Landing by Stannis &#039;&#039;the God-Damn Mannis&#039;&#039; Baratheon). The game was incredible and quite a creative wargame, but its main issue was that the setup time was just terrible. Incredibly complex and tiresome when compared to the actual gameplay time.&lt;br /&gt;
&lt;br /&gt;
There are others, such as the ASOIAF-themed [[Settlers of Catan|Catan]] expansion called [https://www.fantasyflightgames.com/en/products/a-game-of-thrones-catan-brotherhood-of-the-watch/ &#039;&#039;A Game of Thrones Catan: Brotherhood of the Watch&#039;&#039;], another card game called [https://www.fantasyflightgames.com/en/products/hand-of-the-king/ &#039;&#039;A Game of Thrones: Hand of the King&#039;&#039;], and another board game [https://www.fantasyflightgames.com/en/products/game-of-thrones-the-iron-throne/#/products-section &#039;&#039;Game of Thrones: The Iron Throne&#039;&#039;]. The quality of those, however, remains to be seen.&lt;br /&gt;
&lt;br /&gt;
And then the miniature-producing Kickstarter juggernaut [[CMON]] decided to produce its own [[wargame]], with AMAZING miniatures. The game began with, of course, a [https://www.kickstarter.com/projects/cmon/a-song-of-ice-and-fire-tabletop-miniatures-game Kickstarter], and after that, the game has had at least 2 dozen more releases with 3 more factions added.&amp;lt;br&amp;gt;&lt;br /&gt;
The game has some mechanics taken from rank and file games, such as [[Kings of War]], combining them with mechanics taken out of &amp;quot;battles of Westeros&amp;quot; particularly the tactics deck. A new page is in the works: [[ASOIAF Miniature Game]]&lt;br /&gt;
&lt;br /&gt;
==Books==&lt;br /&gt;
*&#039;&#039;A Game of Thrones&#039;&#039;&lt;br /&gt;
*&#039;&#039;A Clash of Kings&#039;&#039;&lt;br /&gt;
*&#039;&#039;A Storm of Swords&#039;&#039;: &lt;br /&gt;
*&#039;&#039;A Feast for Crows&#039;&#039;: half the characters, the point where the series goes down the toilet: most of the pov characters in AFFC are either unlikeable (Cersei, Sansa, Arianne) or are downright side characters of little consequence (Greyjoys, all of the other Martells); most of the characters you&#039;re actually reading the books for are in Dance, which is even longer than this book&lt;br /&gt;
*&#039;&#039;A Dance with Dragons&#039;&#039;: split into 2 the first is about the other half of the characters, and manages to pick things up a bit&lt;br /&gt;
*&#039;&#039;The Winds of Winter&#039;&#039;: First rumored to be ready by late 2018, then given an official release date of Summer 2020, those times have come and gone and the book is unreleased.  Though he has shared chapters of the book. In 2022 he claimed to be &amp;quot;75% done&amp;quot;. By extrapolation he should be done in 2026.&lt;br /&gt;
*&#039;&#039;A Dream of Spring&#039;&#039; : Unreleased and unlikely to ever be.&lt;br /&gt;
** GRRM will most likely die before writing this, as he confirmed multiple times he hasn&#039;t even begun working on it and will only do so once he is done with Winds, though he has given an outline for how he wants the series to end that might be made public knowledge if he dies before the book series is finished.&lt;br /&gt;
*&#039;&#039;The Dunk and Egg Series&#039;&#039;: A story about a landless hedge knight travelling across Westeros with a Targaryen squire, so he can teach him how not to be an asshole to peasants. Consists of three small novels, with the fourth one being essentially ready (it was supposed to be published in a Dangerous Women anthology, but was shelved by Martin).&lt;br /&gt;
*&#039;&#039;Fire and Blood&#039;&#039;: Martin&#039;s Silmarillion (it even had a GRRMarillion working title at one point) that details the rule of Targaryen kings since the Conquest up until Robert&#039;s Rebellion. Only one tome, which abruptly ends on King Aegon III sixteen birthday, was relased, with the second one being released &amp;lt;s&amp;gt;never&amp;lt;/s&amp;gt; after Winds of Winter.&lt;br /&gt;
**&#039;&#039;Sons of the Dragon&#039;&#039;: standalone chapter that was released 2 years before full FoF, detailing reigns of Aenys and Maegor.&lt;br /&gt;
**&#039;&#039;Rogue Prince&#039;&#039;: chapter about King Viserys&#039; reign on which most of HOTD&#039;s Season 1 is based.&lt;br /&gt;
**&#039;&#039;The Princess and The Queen&#039;&#039;: chapter about Dance of Dragons (do not be confused with Dance &#039;&#039;with&#039;&#039; Dragons).&lt;br /&gt;
&lt;br /&gt;
==On The &amp;quot;Grimdarkness&amp;quot; of the Setting==&lt;br /&gt;
&lt;br /&gt;
{{Topquote|No matter how much I make up, there&#039;s stuff in history that&#039;s just as bad, or worse.|George himself when discussing how Grimdark the series is}}&lt;br /&gt;
&lt;br /&gt;
One important note: While the setting is usually held to be &amp;quot;Grimdark&amp;quot;, it is also very true to Real Life in its nastiness, with real consequences for assholes.  Book one is almost exactly the beginning of the War of the Roses, except with England enlarged to a continent&#039;s size and the seasons stretched out to let the travel times work. (...And then the dragons wake up, the ice elves and their undead armies return and magic makes a comeback. It&#039;s not a perfect analogy. All that stuff is closed in their own sub plots and they don&#039;t involve the main continent in the book, that is left to &amp;quot;common&amp;quot; war and plotting.)&lt;br /&gt;
&lt;br /&gt;
For an example of Grimdark, but with consequences: The King can order the execution of the head of the leading noble family of the North, for essentially no reason, but now he doesn&#039;t have hostages to exchange when their relatives and/or armies come after him seeking revenge. (And all this is modeled on various occasions where more or less &#039;&#039;&#039;exactly&#039;&#039;&#039; this kind of thing happened in real life medieval Europe.)&lt;br /&gt;
&lt;br /&gt;
In other words: Truly heinous shit goes on, and there&#039;s nothing &#039;&#039;stopping&#039;&#039; that kind of shit... but there are &#039;&#039;consequences&#039;&#039; to that kind of shit that act as an effective counterbalance against being seen to do that kind of shit to the smarter nobles in the kingdom. And, because anyone can die, the shittiest characters are no more guaranteed survival than the nicest. &lt;br /&gt;
&lt;br /&gt;
Also worth mentioning that there&#039;s reason to think that, despite the quote that began this page, the series may not actually end on [[The End Times|100% downer note]], as Martin has said he hopes his series will end in a way akin to the Scouring of the Shire from Lord of the Rings, which, despite the name, is more of a bittersweet ending. So who knows (though this also presumes the author will actually get around to finishing the series at all).&lt;br /&gt;
&lt;br /&gt;
In sum, whether the setting fully qualifies for &amp;quot;Grimdark&amp;quot; is a matter for debate. Probably the best way of looking at is that it is Grimdark, but in a nuanced way and with a point.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[/tg/ Song of Ice and Fire Houses]]&lt;br /&gt;
*[https://www.youtube.com/watch?v=3U7NpSubAJQ Weiner, Weiner weiner]&lt;br /&gt;
&lt;br /&gt;
[[category: Literature]]&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Adeptus_Mechanicus&amp;diff=1011626</id>
		<title>Warhammer 40,000/8th Edition Tactics/Adeptus Mechanicus</title>
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Please note that this is the tactics for 8th edition Adeptus Mechanicus. Their current tactics can be found [[Warhammer 40,000/Tactics/Adeptus Mechanicus (9E)|here.]]&lt;br /&gt;
==Why Play Adeptus Mechanicus==&lt;br /&gt;
Because you like [[Necrons|Cyborgs]], [[Cryptek|technosorcery]], and some of the scariest guns in the Imperium. Alternatively, because you want to play a bunch of [[Trazyn_the_Infinite|greedy hoarders]] that make the Blood Ravens seem positively philanthropic in comparison.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Some of the best Heavy Support choices in the game, Yup, all three of them.&lt;br /&gt;
* Incredibly flexible - you can adapt to the board on the fly with your Canticles and multiple-choice Warlord traits that let you pick one of three effects each turn.&lt;br /&gt;
* Durable across the board.&lt;br /&gt;
** For infantry alone, a basic Skitarius is T3 4+/6++ W1 and already shares the troop slot with T5 W3 3+/6++ Kataphron Breachers. Everything outside the troop slot has at least an extra wound or better invulnerable save than this profile.&lt;br /&gt;
** Abundant invulnerable saves with the entire roster having at least 6++. Kastelans and Onagers stand out with 4++ (or 5++ at worst) on T7 models.&lt;br /&gt;
** Shroudpsalm on demand ensures cover saves for your entire army, even if the opponent gets at angle on you or there&#039;s no terrain on the board.&lt;br /&gt;
** Vehicles will almost always have a nearby HQ on hand for repairs.&lt;br /&gt;
* Mobile - practically everything in the army tags at least one of the following and usually more:&lt;br /&gt;
** Is loaded with Assault weapons.&lt;br /&gt;
** Has a 8&amp;quot; or 12&amp;quot; move.&lt;br /&gt;
** Has deep-strike or pre-game move.&lt;br /&gt;
** Ignores penalties for moving with Heavy weapons.&lt;br /&gt;
* Wonderful models, with the entire range having started in late 7e, fully in plastic and most kits being bountiful with spare bits.&lt;br /&gt;
* Questor Mechanicus Knights, if you bring any, get to enjoy your Canticles, along with repairs from the ever-present HQs.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Many armies lost stuff in the transition from 7E to 8E, but AdMech stands out. Some notable parts being...&lt;br /&gt;
**AP4 Galvanic Rifles? Now you need to roll a 6, yet Heavy Bolters and Bolt Rifles have AP-1.&lt;br /&gt;
**Infiltrators crippling enemies with their mere presence? Now it&#039;s a 1&amp;quot; -1 Leadership aura. Oh no, not that...&lt;br /&gt;
**No more Dunecrawler squadrons. No squadrons at all in fact. Combined with the rule of 3 and we have a distinct lack of vehicles on the table compared to the likes of Imperial Guard.&lt;br /&gt;
**Haywire wounding mechanical stuff on a 2+? Nope, now it&#039;s a &#039;&#039;chance&#039;&#039; of dealing more damage, yet Eldar Haywire does Mortal Wounds on a 4+. Bull. Shit.&lt;br /&gt;
*Most of the cool stuff from 30k Mechanicum has yet to get rules, and with Forge World&#039;s unpredictable release schedule, there&#039;s no telling when we&#039;ll ever get them. &#039;&#039;RIP Cyraxus.&#039;&#039;&lt;br /&gt;
**You know all those cool cyborg warriors from Visions of Heresy and such? None of them are here, not without a lot of greenstuff and imagination.&lt;br /&gt;
*No pyskers and no direct defense against them unless you run the Graia forge world. Ring in the Inquisition...&lt;br /&gt;
**Your mortal wounds are almost all dealt in melee unless you&#039;re playing Mars. Combined with your lack of transports means that units with good invulnerable saves need to be kept FAR away.&lt;br /&gt;
*Corpuscarii Electro-Priests look like ass. With cogs. And sausage fingers...&lt;br /&gt;
*Crummy Leadership means you often take minimum squads to prevent losses from Morale tests. &#039;&#039;You can still reach marine-tier leadership using cheap upgrades and models you were still going to bring, though&#039;&#039;.&lt;br /&gt;
**If you want to use Cawl (which you do), you HAVE to play Mars. &#039;&#039;Space Marines have 13+ named characters, we have Cawl and Dadaelosus&#039;&#039;.&lt;br /&gt;
**In fact, we only have four other HQ: An expensive Captain-equivalent, a cheap repairman/battalion filler, a strange buffer from Killteam, and one named useful guy. They&#039;re not defenseless in melee, but you don&#039;t really want them there, which is a bit of an issue because a lot of your army (Siccarans, Vanguard, Dragoons, Breachers, Electropriests &amp;amp; melee Kastelan) wants to smash face.&lt;br /&gt;
**The solution is to field a knight, but that isn&#039;t exactly a cure considering EVERYONE does that and EVERYONE builds lists to deal with it...&lt;br /&gt;
**Ryza Plasma Destroyers in a Servitor Maniple. For 2 CP per shooting phase, they have a slightly lower average damage output than a demolisher cannon...PER MODEL.&lt;br /&gt;
*Overall, there&#039;s some weird balance issues in this army. A lot of the units compete for similar roles rendering some useless while others are overpowered. &lt;br /&gt;
**Warlord traits and relics often lack the quality of character to put them on - its why there&#039;s no admech smash captain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TL;DR: the rules of three really hurt the Mechanicus.&lt;br /&gt;
&lt;br /&gt;
==Faction Keywords==&lt;br /&gt;
Did you guess [[Adeptus_Mechanicus_Forge_World_Creation_Tables|{{W40Kkeyword|IMPERIUM}} and {{W40Kkeyword|ADEPTUS MECHANICUS}}]]? The rest are either [[Skitarii_Army_Creation_Table|{{W40Kkeyword|SKITARII}} or {{W40Kkeyword|CULT MECHANICUS}}]]. That&#039;s right, finally merged into one army. There&#039;s also {{W40Kkeyword|FORGE WORLD}}, which determines your Forge World Dogma.&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
===Canticles of the Omnissiah===&lt;br /&gt;
Once per turn, you can activate one of the Canticles of the Omnissiah. One use per canticle, or roll a D6 to get a random one (and possibly re-use one).  Note a detachment must be 100% Adeptus Mechanicus to make use of these. Putting allies in another detachment is fine, though. What is really good about Canticles now is that you are choosing them at the &amp;quot;start of each battle round&amp;quot;, not on your turn. That means you can declare Shroudpsalm on turn 1 even if your opponent is going first.&lt;br /&gt;
#&#039;&#039;&#039;Incantation of the Iron Soul&#039;&#039;&#039;: Lets you re-roll failed Morale Tests.  &lt;br /&gt;
#*If you run big blobs of Vanguard, it&#039;s not the worst thing out there.&lt;br /&gt;
#&#039;&#039;&#039;Litany of the Electromancer&#039;&#039;&#039;: Also known as the Zap Rap. It will help you hand out Mortal Wounds, but all things considered, this is one of the least useful Canticles.  You get a 1 in 6 chance for each unit that&#039;s in melee with you to suffer 1d3 mortal wounds.  &lt;br /&gt;
#*Most useful against tough to budge MSU units such as Marine Combat Squads and IG Infantry Squads if you can engage enough units (because lots of units to hit) and units that are expensive per wound like deathcult, aspect warriors, terminators, and lychguard (because every wound hurts). Extra effective if it&#039;s both, namely characters and elite min squads.&lt;br /&gt;
#*The effect is resolved as soon as its chosen and does not apply again during the rest of the round. Its wording may suggest it apply as soon as a unit enters the 1&amp;quot; range during the round, but being w40k a FIFO (First In First Out) and &#039;read as it is&#039; game, the rule has to be applied as it&#039;s written, without supposing its behavior.&lt;br /&gt;
#&#039;&#039;&#039;Chant of the Remorseless Fist&#039;&#039;&#039;: Re-roll 1s in the fight phase.  &lt;br /&gt;
#*It&#039;s decent.  Use it the turn when your Electro-Priests, Sicarians, and Dragoons make it into combat. It is especially beneficial to the latter two due to their taser weapons. Combine with the Conqueror Doctrina Imperative to more than double damage output on a large alpha strike unit. Depending on your list prime hermeticon or omnissian mask may be more effective.&lt;br /&gt;
#*Rangers go from wounding Guardsmen 16.67% of the time to 19.44%... but +1S increases this chance by 22.22%, so &amp;lt;u&amp;gt;it is generally better to pick Invocation of Machine Might if the unit gets benefits from a strength difference&amp;lt;/u&amp;gt;.&lt;br /&gt;
#&#039;&#039;&#039;Shroudpsalm&#039;&#039;&#039;: Grants Army-wide cover, one of the best canticles. &lt;br /&gt;
#*Pick it at the start of Battle Round 1, and then try to roll for it every phase afterward with Cawl&#039;s ability. This will allow your Infantry to pretend they are Space Marines and means your Kastelan Robots and Dunecrawlers are some of the very few vehicles in the game that can get a 2+ Save.&lt;br /&gt;
#*The &#039;Prepared Positions&#039; (2CP) stratagem also gives you army-wide cover at the &amp;quot;start of the battle round before the first turn&amp;quot; if you go second ([https://www.warhammer-community.com/wp-content/uploads/2019/04/warhammer_40000_update_April_2019_en.pdf W40k April 2019 update p.7]). So, kind of at the same time than Shroudpsalm, meaning you could use it to save CP. Or if you have the CP, you can use Prepared Positions &#039;&#039;and then&#039;&#039; Shroudpsalm. After two turns of army-wide cover, your army&#039;s bound to be all in actual cover at their destination points. Or in contact with the enemy, where you&#039;ll go Machine Might on them.&lt;br /&gt;
#&#039;&#039;&#039;Invocation of Machine Might&#039;&#039;&#039;: +1 Strength &lt;br /&gt;
#*makes the difference between wounding a Marine on a 4 instead of a 5, or Guardsmen on a 3 instead of a 4. The best thing is that you can save it for when your taser bois make contact with the enemy.&lt;br /&gt;
#&#039;&#039;&#039;Benediction of the Omnissiah&#039;&#039;&#039;: One of the best ones, even if it is a bit redundant. It allows you to re-roll 1s in the shooting phase. &lt;br /&gt;
#*While Domini already gives this to you (and Cawl even better), it still helps your far away units, like Ballistarii, deepstrikers or people in the new transports, so it is useful. Kataphrons are so big that they may not fit all units under the Dominus&#039; aura alongside Kastelans and Dunestriders, so there&#039;s that too.&lt;br /&gt;
#*One of the better options to use with the &#039;Knight of the Cog&#039;(1CP) stratagem, as Knights generally lack the ability to reroll hits. &lt;br /&gt;
&lt;br /&gt;
====Forgeworld Specific Canticles====&lt;br /&gt;
If your warlord is drawn from a codex forgeworld replace one of the weaker canticles with one based on that models forgeworld. (Since it&#039;s based off the warlord a Stgyies army could benefit from the Mars canticle by having a Martian warlord). (Warlords from custom forgeworlds are stuck with codex canticles)&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Ryza&#039;&#039;&#039; - +1AP melee - a nice buff for a lot of our melee units.&lt;br /&gt;
#&#039;&#039;&#039;Mars&#039;&#039;&#039; - Heavy weapons +1S and no penalty for moving and firing - cawl castles will be happy. One of the best buffs you can get considering you don&#039;t get to reroll to wound rolls. Even better for Knights, use the knight of the cog strat and prosper.&lt;br /&gt;
#* +1S means RFBC gets S9 which actually turns it into a proper anti-vehicle gun. AGC especially endless fury can shred lighter vehicles with S7.&lt;br /&gt;
#* Knight Valiant/castellan gets S8 Siege Beaker Cannons that are not trash tier against vehicles. Also, Traitors Pyre would be S8 with rerolls to wound which is awesome!&lt;br /&gt;
#* Helverins get s8 autocannons and Moiraxes can threaten anything with S7 lightning locks and graviton pulsars. Graviton pulsars cna finally be effective against lighter vehicles.&lt;br /&gt;
#&#039;&#039;&#039;Lucius&#039;&#039;&#039; - +1 inv capped at 4++ - pretty strong once you&#039;ve used shroudpsalm.&lt;br /&gt;
#&#039;&#039;&#039;Metalica&#039;&#039;&#039; -1 to enemy hit rolls (melee and ranged) if you are within 9&amp;quot; of the attacker. More useful against melee than shooting. Your opponent just needs to pull back so they at 10&amp;quot; away and your bonus goes away. (alternate take is that by the time they pull back to 10&amp;quot; they&#039;re going to have a hard time charging you.)&lt;br /&gt;
#&#039;&#039;&#039;Graia&#039;&#039;&#039; - overwatch on 5&#039;s - does nothing on Agripinaa units but is pretty useful considering our volume of firepower (a nice trick is swap to this canticle in the charge phase).&lt;br /&gt;
#&#039;&#039;&#039;Agripinaa&#039;&#039;&#039; - infantry and cavalry 5+ to shoot or fight once when they die. A free chapter banner but doesn&#039;t affect vehicles. Won&#039;t work well in every army, so you have to build around it. Also, can be a bit tricky to set up for, unless you know you are about to get your teeth kicked in by your opponent&#039;s beta strike. (alternate take Aggripinaa list&#039;s tend to be based around kataphron spam which have pretty decent firepower and range and are infantry so could be ok but doesn&#039;t play well with others.)&lt;br /&gt;
#&#039;&#039;&#039;Stygies&#039;&#039;&#039; - shoot after falling back but -1 to hit - situational but great in the right circumstances. Not one you want to roll up, but a potential target for Gloria Mechanicus.&lt;br /&gt;
&lt;br /&gt;
===Soldiers of the Machine God===&lt;br /&gt;
It&#039;s Objective Secured with a different name.&lt;br /&gt;
&lt;br /&gt;
===Forge World Dogmas===&lt;br /&gt;
The main thing that gives the Adeptus Mechanicus their character and radically alters their playstyles is what Forge world they hail from. Everyone has their own favorite group and way of playstyle, so choose a Forge World and try to find what synergizes best with their traits, relics and stratagems.&lt;br /&gt;
&lt;br /&gt;
====Custom Dogmas====&lt;br /&gt;
Unlike every other army with custom faction traits, these dogmas aren&#039;t all pick-and-mix. The amount of customization, while present, isn&#039;t really as diverse, forcing you to pick the main trait and one of several different secondary traits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rad-Saturated Forge World&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Balances long range and close combat. Can be unfocused, but also balanced and useful in plenty of situations.&lt;br /&gt;
*&#039;&#039;Primary - Radiant Soldiers:&#039;&#039; All ranged attacks from beyond 12&amp;quot; that hit your {{W40kKeyword|Infantry}} units take -1 to strength, akin to the Heresy-era Iron Hands. Great usefulness, since ranged infantry-based armies are very common for AdMech. Helpful not only for your Skitarii tinmen; Heavy Bolters wounding Kataphrons on a 5+ ought to be frustrating for the enemy.&lt;br /&gt;
**&#039;&#039;Secondary - Luminary Suffusion:&#039;&#039; Supercharges Rad-Saturation to inflict -1S on top of the usual -1T, making Skitarii Vanguard &amp;amp; Sulphurhounds very useful debuff frontliners. A very complete dogma: their infantry is hard to kill at range, and debilitates the enemy once they finally reach them. Also increases the range of the Rad-Saturation aura from 1&amp;quot; to 3&amp;quot; and extends its effects to enemy Vehicles.&lt;br /&gt;
**&#039;&#039;Secondary - Scarifying Weaponry:&#039;&#039; Your Radium weapons all get an AP of -1, making them considerably better to deal with infantry. Useful only to Vanguard-heavy lists, since it affects only their gun and that Dragoon&#039;s rad sniper rifle that nobody uses.&lt;br /&gt;
**&#039;&#039;Secondary - Omnissiah&#039;s Shield:&#039;&#039; Melee weaponry that hit your {{W40kKeyword|Infantry}} units now reduce their AP by 1. Different from Lucius&#039;, but you do have the other half of your dogma.&lt;br /&gt;
**&#039;&#039;Secondary - Machine God&#039;s Chosen:&#039;&#039; When rolling for morale, your units halve the number of casualties taken. Morale protection comparable to Graia&#039;s.&lt;br /&gt;
&#039;&#039;&#039;Expansionist Forge World&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Focused on Skitarii mobile infantry.&lt;br /&gt;
*&#039;&#039;Primary - Accelerated Actuators:&#039;&#039; Any units that charge, get charged, or perform Heroic Intervention improve the AP of their melee weapons by 1. Great for your melee units, which you do have lots of.&lt;br /&gt;
**&#039;&#039;Secondary - Forward Operations:&#039;&#039; Your Rangers can move up to 6&amp;quot; before the first turn, giving you some early scouting ability.&lt;br /&gt;
**&#039;&#039;Secondary - Acquisitive Reach:&#039;&#039; All rapid-fire weapons add 6&amp;quot; to their range. Rangers gain awesome range, and Kataphron Destroyers&#039; phosphor blaster sidearm will operate at a similar range to their main gun.&lt;br /&gt;
**&#039;&#039;Secondary - Rugged Explorators:&#039;&#039; All assault weapons can be fired without penalty after advancing, which is a great boost for a more mobile gunline. That&#039;s basically Metallica&#039;s dogma, plus a melee trait.&lt;br /&gt;
**&#039;&#039;Secondary - Dominus Command Net:&#039;&#039; The Broad-Spectrum Data Tether now adds +1 to the Ld of all models within 9&amp;quot;. Makes morale slightly easier to move with.&lt;br /&gt;
&#039;&#039;&#039;Data-Hoard Forge World&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Where the other forge worlds focus on Skitarii, Data-Hoarders enhance your long-neglected vehicles and even Kataphrons.&lt;br /&gt;
*&#039;&#039;Primary - Magnabonded Alloys:&#039;&#039; Your vehicles now all have a 6+ FNP just like your man-chines. Absolutely welcome.&lt;br /&gt;
**&#039;&#039;Secondary - Omnitrac Impellors:&#039;&#039; Kataphrons and Onagers add +1 to their movement. Those units don&#039;t really need to move a lot, but sometimes they need to get a firing arc or escape, and they can&#039;t. This makes it easier. Kataphron Breachers become deceptively fast.&lt;br /&gt;
**&#039;&#039;Secondary - Servo-Focused Auguries:&#039;&#039; Cognis weapons fired at half range get to re-roll to hit, and with 36&amp;quot;-48&amp;quot; range that&#039;ll be noticed. Good utility for Duneriders, Archaeopters and especially Ballistarii, which operate far away from the Magos&#039; rerolls.&lt;br /&gt;
**&#039;&#039;Secondary - Autosavant Spirits:&#039;&#039; Blessed Autosimulacra! Your vehicles regain a wound at the start of your turn! For free! Granted, most of your vehicles are fire magnets to begin with, but this does give you survivability.&lt;br /&gt;
**&#039;&#039;Secondary - Trans-Node Power Cores:&#039;&#039; If you&#039;re hell-bent on relying on the Arc weapons, this can give you bit of a boost by adding a bonus hit when you roll a 5 or 6 to hit with them. That IS +66% hits for Kataphron breachers, though.&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
Note on what named characters can take.&lt;br /&gt;
#&#039;&#039;&#039;Cawl&#039;&#039;&#039; - Static Psalm-Code only.&lt;br /&gt;
#&#039;&#039;&#039;Daedalosus&#039;&#039;&#039; - Codex Warlord traits only no dogma specific traits.&lt;br /&gt;
#&#039;&#039;&#039;Larsen Van der Grauss&#039;&#039;&#039; (If taken in an Elucidian Starstriders detatchment) Codex warlord traits or Static Psalm-code.&lt;br /&gt;
&lt;br /&gt;
Holy order warlord traits explicitly cannot be given to named characters but the extra warlord trait strategem can target named characters.&lt;br /&gt;
&lt;br /&gt;
===Codex Warlord Traits===&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Monitor Malevolus:&#039;&#039;&#039; Once per battle, you can re-roll a single hit roll, wound roll, or damage roll made for your warlord. In addition, if your army is battle-forged, roll a d6 each time &#039;&#039;you or your opponent&#039;&#039; uses a stratagem. On a 6, you gain a command point, though it&#039;s been capped at a single CP regained per battle round. &lt;br /&gt;
#*The free reroll is still worth a CP on its own, though.&lt;br /&gt;
#&#039;&#039;&#039;Magos Biologis:&#039;&#039;&#039; You can re-roll failed wound rolls when attacking enemy {{W40kKeyword|infantry}}, {{W40kKeyword|beast}}, or {{W40kKeyword|monster}} units with your warlord. &lt;br /&gt;
#*&#039;&#039;Good for a Dominus with relics that meets the enemy instead of being support. For dedicated melee, the Prime Hermeticon might serve you better&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Mechadominator:&#039;&#039;&#039; Your opponent must subtract 1 from hit rolls they make for any of their vehicles that target your warlord. &lt;br /&gt;
#*&#039;&#039;A) You have Onagers with Neutron Lasers, why are enemy vehicles still alive? B) Vehicles aren&#039;t Snipers (besides Knight Castellans with Oathbreaker Guidance System), nor should your Magos be duking it out against a Dreadnought&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Necromechanic:&#039;&#039;&#039; Each time your warlord uses an ability to repair a friendly model, that model regains 1 additional wound. &#039;&#039;&amp;lt;u&amp;gt;Doubles your Knight-repair rate&amp;lt;/u&amp;gt;, which normally heal only 1 wound instead of the usual D3. &lt;br /&gt;
#*Can be combined with the &#039;Autocaduceus of Arkhan Land&#039; relic if you cannot afford to lose that Onager.&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Chorister Technis:&#039;&#039;&#039; Whilst on the battlefield, you can re-roll one die whenever you randomly select which canticle you use. Notably, if the warlord is from Mars, he can only re-roll the &#039;&#039;first&#039;&#039; result. And if he isn&#039;t, the FAQ states he&#039;s only rolling a single dice anyway, the Martian double-dogma being rolled for separately from non-Martian detachments.&lt;br /&gt;
#*Giving Cawl an assistant with this &#039;&#039;does&#039;&#039; still help him; you&#039;ll go from 3/4 Shroudpsalm odds to 7/8, for example.&lt;br /&gt;
#&#039;&#039;&#039;Prime Hermeticon:&#039;&#039;&#039; Infantry units within 6&amp;quot; can re-roll failed hit rolls in the fight phase.  &lt;br /&gt;
#*&#039;&#039;This is the only way you can get anything useful out of Breachers in close combat. If you&#039;re using only Skitarii for melee, the Omniscient Mask could help you better&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Holy Order Warlord Traits===&lt;br /&gt;
The following four warlord trait options were added in Psychic Awakening: Engine War, and they are pretty much flat upgrades to anything found in the codex. Each trait offers one of three auras that are selected at the beginning of your turn, and can be swapped out as the situation demands. Two things to take note, however: If you end up going second, you will have no bonus active; and many of the auras affect models, not units - position your units responsibly.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Learnings of the Genetor:&#039;&#039;&#039;&lt;br /&gt;
#*&#039;&#039;Hyper Cybernetic Physiology:&#039;&#039; {{W40kKeyword|FORGE WORLD}} Kataphrons and servitor models within 6&amp;quot; of the warlord have a 5+ feel no pain save.&lt;br /&gt;
#*&#039;&#039;Biochemical Aggression:&#039;&#039; When a {{W40kKeyword|FORGE WORLD}} model which unit is within 6&amp;quot; of the warlord makes an attack with a melee weapon, an unmodified wound roll of 6 improves the AP of the weapon by 2 (0 becomes -2, -2 becomes -4).&lt;br /&gt;
#*&#039;&#039;Excoriate Fear Response:&#039;&#039; {{W40kKeyword|FORGE WORLD}} units within 6&amp;quot; auto-pass morale.&lt;br /&gt;
#&#039;&#039;&#039;Analyses of the Logos:&#039;&#039;&#039; &lt;br /&gt;
#*&#039;&#039;Predicted movements:&#039;&#039; {{W40kKeyword|FORGE WORLD}} {{W40kKeyword|Infantry}} units within 6&amp;quot; of the Warlord can overwatch on a 5 or 6&lt;br /&gt;
#*&#039;&#039;Empyric Prognosis:&#039;&#039; Roll one D6 when a friendly {{W40kKeyword|FORGE WORLD}} model would lose a wound as a result of a mortal wound in the psychic phase whilst its unit is within 6&#039; of the warlord; on a 4+ that wound is not lost. &lt;br /&gt;
#*&#039;&#039;Flaws of the Foe:&#039;&#039; {{W40kKeyword|FORGE WORLD}} models within 6&amp;quot; gain a bonus to the AP of their ranged weapons. On an unmodified hit roll of 6, improve the AP of the attack by 1. &lt;br /&gt;
#&#039;&#039;&#039;Divinations of the Magos:&#039;&#039;&#039; &lt;br /&gt;
#*&#039;&#039;Overloaded Safeguards:&#039;&#039; Ranged weapons fired by {{W40kKeyword|FORGE WORLD}} Models within 6&amp;quot; of the warlord will score an additional hit on an unmodified roll of 6.&lt;br /&gt;
#*&#039;&#039;Aggressive Subroutines:&#039;&#039; {{W40kKeyword|FORGE WORLD}} units within 6&amp;quot; may re-roll charges.&lt;br /&gt;
#*&#039;&#039;Predatory Programming:&#039;&#039; {{W40kKeyword|FORGE WORLD}} Units within 6&amp;quot; may roll one additional D6 and discard one of the dice when making an Advance roll.&lt;br /&gt;
#&#039;&#039;&#039;Fabrications of the Artisan:&#039;&#039;&#039; &lt;br /&gt;
#*&#039;&#039;Exquisite Calibrations:&#039;&#039; {{W40kKeyword|FORGE WORLD}} models within 6&amp;quot; gain a bonus to the AP of their ranged weapons. If the target is within half range, improve the AP of the attack by 1.&lt;br /&gt;
#*&#039;&#039;Master of the Motive Force:&#039;&#039; Arc weapons on friendly {{W40kKeyword|FORGE WORLD}} models within 6&amp;quot; of the warlord gain a bonus against Vehicles. On an unmodified wound roll of 6, they deal 1 mortal wound in addition to any other damage.&lt;br /&gt;
#*&#039;&#039;Enhanced Engine Interfaces:&#039;&#039; {{W40kKeyword|FORGE WORLD}} {{W40kKeyword|Vehicle}} models within 6&amp;quot; of the Warlord can shoot in a turn they fell back.&lt;br /&gt;
&lt;br /&gt;
==Tactical Objectives==&lt;br /&gt;
;11 - Will of the Omnissiah&lt;br /&gt;
: 1 VP for choosing to roll for the active Canticle of the Omnissiah. Also known as &amp;quot;a free VP&amp;quot;.&lt;br /&gt;
;12 - The Machine Eternal&lt;br /&gt;
: 1 VP if you restored all the wounds of a damaged {{W40Kkeyword|VEHICLE}}.&lt;br /&gt;
;13 - A Victory For Logic&lt;br /&gt;
: 1 VP if an enemy {{W40Kkeyword|PSYKER}} was destroyed, failed a Psychic Test, or had a power denied (through either Deny the Witch or Graia&#039;s Stratagem).&lt;br /&gt;
;14 - Rumors of Revelation&lt;br /&gt;
: Roll a d6. Score a VP if you control the objective corresponding to the number you roll, which is improved to d3 VP if your Warlord is controlling it. &lt;br /&gt;
;15 - Destroy and Acquire&lt;br /&gt;
: 1 VP if you destroy at least one vehicle &#039;&#039;and&#039;&#039; the vehicle in question did not explode/crash and burn.&lt;br /&gt;
;16 - A Quest For Knowledge&lt;br /&gt;
: d3 VP if you control an objective that was controlled by your opponent at the start of the turn, d3+3 if you control 3 such objectives.&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
===Universal===&lt;br /&gt;
*&#039;&#039;&#039;Gloria Mechanicus (2 CP):&#039;&#039;&#039; Use at any time. You can immediately change the Canticle being canted to another (either by picking or rolling). You can&#039;t pick one you used before (unless you stack it with the stratagem below), but you &#039;&#039;can&#039;&#039; benefit from the Mars Dogma.At any time also means during opponent turn...say he just mass charged your forces and you want to turn on Litany of Electromancer..&lt;br /&gt;
*&#039;&#039;&#039;Divine Chorus (2 CP):&#039;&#039;&#039; Use once per battle, when you you would determine a Canticle; lets you choose the Canticle, even if it&#039;s already been used this game. &lt;br /&gt;
*&#039;&#039;&#039;Zealous Congregation (3 CP):&#039;&#039;&#039; At the end of the Fight Phase, select an {{W40kKeyword|Electro-Priest}} unit from your army. They can fight a second time this turn. &#039;&#039;Great way to make sure your Fulgurites get that 3++ for the game.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Elimination Volley (2 CP):&#039;&#039;&#039; Use in the Shooting Phase; if a Kataphron Destroyer unit and a Kastelan Robot unit with the same {{W40kKeyword|FORGE WORLD}} keyword are within 6&amp;quot; of each other, they both add 1 to hit that phase. &#039;&#039;&amp;lt;u&amp;gt;Makes supercharged Plasma Culverins safe&amp;lt;/u&amp;gt;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Binharic Overide (1 CP):&#039;&#039;&#039; Use at the end of any phase to change the Kastelan battle protocols on one of your units. However, they are stuck in the new mode for the rest of the game. Obviously, this also means you can&#039;t use this on a given Kastelan unit twice in a single game. &#039;&#039;If your Fist Kastellans have already reached melee but their Datasmith was killed before changing to Conqueror Protocols, this will let them avenge him&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Archaeotech Specialist (1-3 CP):&#039;&#039;&#039; This is the stratagem that lets you take extra relics.&lt;br /&gt;
*&#039;&#039;&#039;Scryerskull (1 CP):&#039;&#039;&#039; Identify d3 hidden set-up markers / Identify a mysterious objective / One of your AM units shoots without the penalties from Dawn Raid (appearing in 3 Narrative Play missions), Low Visibility (used in Battlezone: Night Fight) or Cover of Darkness (used in Maelstrom of War: Cloak and Shadows)&lt;br /&gt;
**Unfortunately, these rules are specifically named, so any new rule in the future with the same  or similar effect (reduced accuracy at range and/or due to low-light conditions) will &#039;&#039;not&#039;&#039; be covered by this stratagem.&lt;br /&gt;
*&#039;&#039;&#039;Dataspike (1 CP):&#039;&#039;&#039; Use after fighting with a {{W40kKeyword|character}}. Resolve one additional attack against an enemy {{W40kKeyword|vehicle}} within 1&amp;quot;. If you hit, the {{W40kKeyword|vehicle}} takes 1d3 mortal wounds.&lt;br /&gt;
** Your Dominus or Datasmith can injure a Dreadnought equivalent(DEQ) but not really finish one since they can&#039;t withstand the punch back. Belisarius can use this and his arq scourge to take out a DEQ, but overall merely fluffy.&lt;br /&gt;
*&#039;&#039;&#039;Cognis Overwatch (1 CP):&#039;&#039;&#039; A unit can overwatch with Cognis weapons at full Ballistic Skill. Onagers no longer come in units, but Ballistarii still do, and 4-8-12 autocannon / 2-4-6 lascannon shots at BS3+ are no less scary than the Neutron Dunestrider&#039;s six heavy stubber shots.&lt;br /&gt;
*&#039;&#039;&#039;Protector Doctrina Imperative (1 CP):&#039;&#039;&#039; Use before a {{W40kKeyword|SKITARII}} unit attacks in the Shooting Phase. That unit gets a +1 to hit for all rolls in that phase, which is boosted to a +2 if it has either a broad-spectrum data tether or an enhanced data tether. &#039;&#039;Makes Ballistarii hit at full BS even when advancing, Icarus arrays hit ground units on a 2+, Transuranic Arquebi on a 2+, Vanguard with EDT hit on 2+ even when advancing and &amp;lt;u&amp;gt;makes their supercharged Plasma Calivers safe&amp;lt;/u&amp;gt;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Conqueror Doctrina Imperative (1 CP):&#039;&#039;&#039; Use before a {{W40kKeyword|SKITARII}} unit attacks in the Fight Phase. That unit gets a +1 to hit for all rolls in that phase, which is boosted to a +2 if it has either a broad-spectrum data tether or an enhanced data tether. Save this one for your Dragoons and your Infiltrators. Their taser weapons will thank you.&lt;br /&gt;
*&#039;&#039;&#039;Benevolence of the Omnissiah (1 CP):&#039;&#039;&#039; Use when an Adeptus Mechanicus {{W40kKeyword|VEHICLE}} or {{W40kKeyword|KNIGHT}} suffers a mortal wound. The model ignores each mortal wound (and ONLY mortal wounds) on a 5+ for the rest of the phase.&lt;br /&gt;
**Note that the knight codex has a stratagem with the exact same effect. Because these two stratagems have different names, you can use both of them within the same phase, allowing you to protect two knights instead of one if you have them in your army. It makes the synergy between the mechanicum and knights even creamier.&lt;br /&gt;
*&#039;&#039;&#039;Tech-adept (1 CP):&#039;&#039;&#039; You can use this stratagem to allow a character to make two repair rolls a turn, even on the friendly model. &#039;&#039;Can save severely wounded Vehicles if you&#039;ve got a tooled-up repair HQ (4 wounds a turn on a Knight / 8 on a Dunestrider), or get a pair of Kastellans back into shape&#039;&#039;.&lt;br /&gt;
**The exact wording of the stratagem says &amp;quot;The character can immediately attempt to use that ability again, and can even use it to repair the same model&amp;quot;, so you can double heal the same model by RAW.&lt;br /&gt;
*&#039;&#039;&#039;Machine Spirit Resurgent (1 CP):&#039;&#039;&#039; Use at the start of your turn. A {{W40kKeyword|vehicle}} can use the top row on its damage chart until the end of the turn. &lt;br /&gt;
**Onagers and Knights are the only thing in codex with damage charts. Useful on the Knight since it will get shot at before your infantry even get close to the enemy, but you have enough tech-priests to keep Onagerson the top-chart.&lt;br /&gt;
*&#039;&#039;&#039;Rage of the Machines (1 CP):&#039;&#039;&#039; Use during shooting. &#039;&#039;&#039;One&#039;&#039;&#039; {{W40kKeyword|vehicle}} model, regardless of models in unit (clarified in the April 2019 FAQ), can ignore the penalty for moving and shooting a Heavy weapon, and advancing and shooting an assault or cognis weapon. &#039;&#039;Not suffering penalties on their Heavy Cognis weapons, this allows Ballistarii to advance and hit on a 3+ instead of move normally and hit on a 4+&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Dunestriders (1 CP):&#039;&#039;&#039; Pick a unit of Ironstriders or Dragoons. Roll two dice and add the result together when determining how far they can advance.&lt;br /&gt;
*&#039;&#039;&#039; Acquisition at Any Cost (2 CP):&#039;&#039;&#039; Use at the end of any of your turns. Select an {{W40kKeyword|infantry}} unit from your army within 3&amp;quot; of an objective marker. Until the start of your next turn, you can add 1 to all saving throws made for that unit and increase the attacks characteristics of all models by 1.&lt;br /&gt;
**If stacked correctly with other buffs, you can make your units INCREDIBLY hard to kill. For example, using it on a squad of Vanguard in cover (or Shroudpsalm) gives your tin-men a 2+/5++ save, turning them into mini-terminators. Or use it on Kastellans / Kataphron Breachers, just to be nasty.&lt;br /&gt;
** Even better, that 10 man squad of Fulgurite Electropriests that just charged, and killed, that enemy unit that was sitting on an objective could gain a 2++/5+++ and 3 attacks apiece, as this stratagem does not specify armour saves...&lt;br /&gt;
** Alternatively if you use this on a squad of Secutarii Hoplites they will have 3 attacks each (4 for the Alpha) and have a 3++ in melee and a 3+/4++ vs shooting. Unless you are going up against Khorne Berzerkers they are gonna be stikcing around (even if they are charged by Berzerkers they&#039;ll kill 5 of them with reflect mortal wounds)&lt;br /&gt;
*&#039;&#039;&#039;Infoslave Skull (2 CP):&#039;&#039;&#039; Use after an enemy unit arrives on the battlefield as reinforcements within 12&amp;quot; of one of your {{W40kKeyword|infantry}} units. You can immediately shoot at the enemy as if it were the shooting phase, but you must subtract 1 from all the resulting hit rolls. &#039;&#039;Coteaz called, he wants his shtick back&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Machine Spirit&#039;s Revenge (1 CP):&#039;&#039;&#039; Select a {{W40kKeyword|Adeptus-Mechanicus}} {{W40kKeyword|vehicle}} that&#039;s lost its last wound; it explodes with no need to roll for it. Apparently, the Mechanicus has no problem stealing a page from the Death Guard playbook as well. &#039;&#039;A farewell &amp;quot;Fuck you&amp;quot; from your fallen Dragoon&#039;&#039;. ESPECIALLY useful with the termite drills. You&#039;re charging those things into combat after deepstriking anyways, either to soak overwatch for its assaulty passengers, or to punk an enemy vehicle or monster. In most cases if you aren&#039;t playing with your head up your ass the drill should bite the dust with enemies near it. When it does HAHA BOOM BUTTERCUP. Unfortunately, due to being only for {{W40kKeyword|Adeptus-Mechanicus}} vehicles it means you cannot charge the Dominus-class Knight into melee and make it explode in the middle of the enemy&#039;s army. Fortunately, you have a Drill&lt;br /&gt;
&lt;br /&gt;
===Psychic Awakening: Engine War===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Olfactorum Aggressor Imperative (1 CP):&#039;&#039;&#039; Use in your movement phase. Select one {{W40kKeyword|Serberys Sulphurehounds}} unit from your army. until the end of the phase, they can auto-advance 6&amp;quot; without rolling and can shoot as if they did not move.&lt;br /&gt;
*&#039;&#039;&#039;Steelrain Fusilade(1 CP):&#039;&#039;&#039; Use in your shooting phase when a unit of {{W40kKeyword|Pteraxii Skystalkers}} are chosen to shoot with. Select one enemy unit that is not {{W40kKeyword|Titanic}}. If you hit the target (not wound, Hit), they become suppressed until the start of your next turn. Suppressed units subtract 1 from their ranged hit rolls.&lt;br /&gt;
**Hilariously, this stratagem applies not only to infantry, but also tanks and monsters. Imagine a single shot from a strength 3 gun suppressing a Leman Russ tank crew. Furthermore, you only need to score one hit. the rest of the unit can be shooting at something else.&lt;br /&gt;
*&#039;&#039;&#039;Deeply Sunk Talons (1 CP):&#039;&#039;&#039; Use this stratagem in your opponent&#039;s movement phase when an enemy Infantry unit within 1&amp;quot; of any {{W40kKeyword|Pteraxii Sterylizors}} unit from your army is chosen to fall back. Roll one D6; on a 2+, that enemy unit cannot fall back this turn.&lt;br /&gt;
*&#039;&#039;&#039;Raptorial Strafing Fire (1 CP):&#039;&#039;&#039; Select one {{W40kKeyword|Archaeopter Stratoraptor}} model from your army. It gains +1 to its hit rolls when shooting at units that cannot fly.&lt;br /&gt;
*&#039;&#039;&#039;Tactic Obliqua (2 CP):&#039;&#039;&#039; Use when a {{W40kKeyword|Serberys Raiders}} unit becomes the target of a charge for the first time this turn. Instead of firing Overwatch, that unit can move or Fall Back as if it were your Movement phase. It cannot advance, but it can move in &#039;&#039;any&#039;&#039; direction.&lt;br /&gt;
*&#039;&#039;&#039;Seismic Bomb (1 CP):&#039;&#039;&#039; Use in your movement phase after moving one {{W40kKeyword|Archaeopter Fusilave}} model from your army (aka the bomber variation). Select one enemy unit your bomber moved over that phase. The enemy is shaken in their next movement phase. halve its move characteristic and the result of any advance or charge rolls made for it. Shaken does not affect {{W40kKeyword|Fly}} or {{W40kKeyword|Titanic}} units.&lt;br /&gt;
*&#039;&#039;&#039;Evacuation Sequence (0 CP):&#039;&#039;&#039; A free stratagem for when your Dunerider is destroyed. Embarked units do not need to roll if their ride gets shot out from beneath them. They always disembark safely.  &lt;br /&gt;
*&#039;&#039;&#039;Electrostatic Overcharge (1 CP):&#039;&#039;&#039; Use when a unit of {{W40kKeyword|Corpuscarii Electro-Priests}} is chosen to shoot. Their Electrostatic gauntlets improve their AP from 0 to -2  &lt;br /&gt;
*&#039;&#039;&#039;Pattern Iteration Identified (1 CP):&#039;&#039;&#039; Use when an {{W40kKeyword|Ironstrider Ballistarii}} unit from your army is chosen to shoot with. Until the end of the phase, they add 1 to the wound roll. does not work on {{W40kKeyword|TITANIC}} units.&lt;br /&gt;
*&#039;&#039;&#039;Circuitous Assassins (1 CP):&#039;&#039;&#039; Use at the start of the Movement phase. Select one {{W40kKeyword|Sicarian Rustalkers}} unit that is wholly within 9&amp;quot; of any battlefield edge. Remove that unit from the battlefield. at the end of that movement phase, you can set up that unit anywhere on the battlefield that is more than 9&amp;quot; from any enemy units and wholly within 9&amp;quot; of any battlefield edge. Damn those ninja-bots are fast.&lt;br /&gt;
*&#039;&#039;&#039;Perpetual Incense (1 CP):&#039;&#039;&#039; Use at the start of the fight phase. One {{W40kKeyword|Sydonian Dragoons}} unit from your army becomes harder to hit in melee. Enemies subtract 1 from their hit rolls when targeting them.&lt;br /&gt;
*&#039;&#039;&#039;Mechanicus Locum (1 CP):&#039;&#039;&#039; Use before the battle to give one {{W40kKeyword|Adeptus-Mechanicus}} {{W40kKeyword|character}} a Warlord Trait. Does not currently have a use limit (everyone gets a warlord trait), but no duplicates.&lt;br /&gt;
*&#039;&#039;&#039;Electro-Filament Countermeasurers (1 CP):&#039;&#039;&#039; Use at the end of your Movement Phase. Select one {{W40kKeyword|Archaeopter}} unit from your army (can be any of the three variations) that is equipped with a command uplink. Until the start of your next turn, enemy models aura abilities have no effect whilst within 6&amp;quot; of that unit.&lt;br /&gt;
&lt;br /&gt;
RAW this affects the auras of enemy models in the area around the aircraft, not preventing enemy models issuing auras. Therefore a model inside the aura projects its aura outside even though it itself won&#039;t benefit, while a model outside the aura range has the portion inside disabled.&lt;br /&gt;
&lt;br /&gt;
Specific issues that confuse people:&lt;br /&gt;
&lt;br /&gt;
*Bodyguard rules (either the bodyguard or the unit being guarded not both are required as the aura specifies both to function),&lt;br /&gt;
*Vehicle explosions (vehicle explodes but does not effect the area within 6&amp;quot; of the aircraft and protecting the aircraft itself)&lt;br /&gt;
*Thunderfire cannons - Cannon only - Crewed artillery doesn&#039;t affect the cannon so its not removed but it can&#039;t fire.&lt;br /&gt;
**Gunner only - cannon is removed as crewed artillery can&#039;t detect the gunner.&lt;br /&gt;
**Both- cannon is not removed but can&#039;t fire&lt;br /&gt;
*Psychic powers are not auras and can be manifested - but may create auras eg. Null zone which would be disabled.&lt;br /&gt;
*NB: Lots of players misread this as removing the auras of models or don&#039;t understand what an aura is, so expect rules disputes. #Check the TO can read in advance&lt;br /&gt;
&lt;br /&gt;
===Questor Mechanicus-specific===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Knight of the Cog (1 CP):&#039;&#039;&#039; Use at the start of any battle round before determining which Canticle of the Omnissiah will be in effect. Select a Questor Mechanicus unit from your army that is within 12&amp;quot; of a friendly {{W40kKeyword|ADEPTUS MECHANICUS CHARACTER}}. That unit gains the Canticles of the Omnissiah special rule until the end of the next turn.&lt;br /&gt;
**One good use of Knight of the Cog is to allow your Knight Castellan to reroll with its Plasma Eradicator(?) to mitigate those mortal wounds. Not as good as giving it a 2+ save in the open but something you may use.&lt;br /&gt;
**Clarified as per April 2019 FAQ to allow the target unit to gain the benefit of the canticle even if no other unit in that units detachment has the Canticles of The Omnissiah rule.&lt;br /&gt;
*&#039;&#039;&#039;Rotate Ion Shields (1 CP/3CP):&#039;&#039;&#039; Use when an enemy targets your Knight - +1 to any invulnerable saves for the rest of the phase (costs 3CP if you use it on a &#039;&#039;&#039;Dominus&#039;&#039;&#039; class knight so make sure it&#039;s going to take some hits if you use it there), to a maximum of 4++ with the Spring 2019 FAQ. Indirectly allows you to play more aggressively with your Knight.&lt;br /&gt;
&lt;br /&gt;
==Wargear==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Arc weapons:&#039;&#039;&#039; Haywire as we knew it is dead. Instead it became 1d3 damage against vehicles...&#039;&#039;but it has to actually wound them first&#039;&#039;, not to mention vehicles became more resilient themselves with the adition of an armour save. Thus, think of them as regular weapons with a bit of extra chip damage against vehicles from time to time.&lt;br /&gt;
**&#039;&#039;&#039;Arc Claw:&#039;&#039;&#039; At S+1 with AP-1 it&#039;ll have the strength to wound infantry and light vehicles the Breacher &#039;&#039;manages&#039;&#039; to catch, and the AP to be a bother.&lt;br /&gt;
**&#039;&#039;&#039; Arc Lance: &#039;&#039;&#039; with S+3 (S6) ap -1 D 1 it&#039;ll do well Vs most medium melee infantry but where it really shines is wrecking vehicles where it does D3 damage. 10 Hoplites with re rolls can reliably destroy a DEQ in a single round of combat.  &lt;br /&gt;
**&#039;&#039;&#039;Arc Maul:&#039;&#039;&#039; A Power Maul with a nifty rule you&#039;ll never use (but priced as such), iconic to Skitarii Alphas. A decent melee weapon for its price with nice Strength and AP.&lt;br /&gt;
*&#039;&#039;&#039;Electroleech Stave:&#039;&#039;&#039; S5 AP-2 makes it behave like a SM power axe with extra damage and chance for mortal wounds. Now you only need to get those Fulgurites into melee.&lt;br /&gt;
*&#039;&#039;&#039;Cavalry Sabre:&#039;&#039;&#039; Found on the Serberys Raiders. S+1, AP-1, D1 weapons. The weapon itself is fine, though the targets that the Raiders want to use it against are few.&lt;br /&gt;
*&#039;&#039;&#039;Clawed Limbs:&#039;&#039;&#039; Found on the Raiders and Sulphorhounds. S+1 with +2 attacks. Can help clear chaff but don&#039;t count on it to do heavy work. &lt;br /&gt;
** This is for both the Clawed Limbs and Cavalry Sabre, but remember to look at them as a paired choice. One attack with the Saber (two with the Sgt) and two with the Limbs needing 4+ to hit won&#039;t beat the world, while S4 is good but not intense and only attack having AP means you&#039;re not going to mow things down. But the Raider is a Skitarii. You can bump to hit well, and there are methods of improving AP or number of attacks. Even buffed it won&#039;t be a powerhouse, but you can do far more than the base stats would lead you to believe.&lt;br /&gt;
*&#039;&#039;&#039;Hydraulic Claw:&#039;&#039;&#039; Essentially a power fist with less armour penetration. The weapon isn&#039;t bad, what is bad is the Breacher it is mounted on: what it gains in chance to wound it loses in chance to hit, and its meagre AP doesn&#039;t let it capitalise on the D3 damage (&#039;&#039;which is the actual strength of power fists, not their strength&#039;&#039;). Barely better than the Arc Claw.&lt;br /&gt;
*&#039;&#039;&#039;Kastelan Fists:&#039;&#039;&#039; Better than power fists, hitting at S10 AP-3 with flat 3 Damage, all without any penalty to hit.&lt;br /&gt;
*&#039;&#039;&#039;Omnissian Axe:&#039;&#039;&#039; Like a Force Axe but with a flat D2 instead of D1d3, for Domini and Enginseers.&lt;br /&gt;
*&#039;&#039;&#039;Omnissian Staff:&#039;&#039;&#039; +2 strength, -1 AP and Damage 2. Exclusive to the Manipulus.&lt;br /&gt;
*&#039;&#039;&#039;Power sword:&#039;&#039;&#039; Available to Infiltrators and Skitarii Alphas. Its better AP means it&#039;s of more use than an arc maul for an Alpha against marines and cheaper too...but at only 1 per squad it&#039;s more of a fashion statement than a weapon.&lt;br /&gt;
*&#039;&#039;&#039;Servo-arm:&#039;&#039;&#039; It&#039;s one power fist attack (including -1 to hit) with 1 worse AP but flat D3. For Enginseers and Servitors; so they&#039;re not going to be in melee on purpose, but at the very least it&#039;s free now.&lt;br /&gt;
*&#039;&#039;&#039;Taser weapons:&#039;&#039;&#039; Lousy AP but good strength, relies on each hit roll of 6&#039;&#039;&#039;+&#039;&#039;&#039; causing 3 hits instead of one, meaning they can benefit from Conqueror doctrina to explode on 4+. Rerolls to hit (Remorseless Fist Canticle, Prime Hermeticon WT, Omniscient Mask relic) are common enough.&lt;br /&gt;
**&#039;&#039;&#039;Taser goad:&#039;&#039;&#039; S+2, available to Infiltrators and Skitarii Alphas. In Engine war the taser goad has been reworded to natural 6&#039;s sad times.&lt;br /&gt;
**&#039;&#039;&#039;Taser lance:&#039;&#039;&#039; S+3 AP-1 D2, now hitting at Str8 whether you charged or not.&lt;br /&gt;
**&#039;&#039;&#039;Electrostatic gauntlets:&#039;&#039;&#039; Not a taser weapon per se, but behaves exactly the same. Being S5 instead of S(User+2) and wielded by Corpuscarii only makes this weapons unable to be boosted by either Conqueror or Machine Might...but they can also be used as 12&amp;quot; Assault 3 taser guns.&lt;br /&gt;
*&#039;&#039;&#039;Transonic weapons:&#039;&#039;&#039; No longer getting better on subsequent combat rounds, these Ruststalker weapons are now CCWs that cause Mortal Wounds on a wounding roll of 6+. &#039;&#039;Only Ryza rerolls wounds&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Chordclaw:&#039;&#039;&#039; Can only be used for one attack each fight (and no longer fleshbane), but does 1d3 damage that becomes 1d3 mortal wounds on a 6+.&lt;br /&gt;
**&#039;&#039;&#039;Transonic Razor:&#039;&#039;&#039; The regular flavor. Fishes for mortal wounds and nothing more.&lt;br /&gt;
**&#039;&#039;&#039;Transonic Blades:&#039;&#039;&#039; Razors with +1Str. Wounds marines easier, and can be combined with Machine Might to ravage guardsmen, but remember mortal wounds don&#039;t care about the target&#039;s toughness.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;[[Arc_Weaponry|Arc weapons]]:&#039;&#039;&#039; Gone are the days of reliably wrecking Land Raiders from across the table. However, Arc weapons can reliably attack infantry and are actually &#039;&#039;&amp;lt;u&amp;gt;quite cheap for their stats&amp;lt;/u&amp;gt;&#039;&#039;. S6 AP-1 won&#039;t cut it against vehicles, so their 1d3 damage against them should be seen as a novelty extra &#039;&#039;chip&#039;&#039; damage instead of a dedicated anti-tank rule. While they wound vehicles on 5+ and lowering their saves to 4+, actual Anti-tank wounds vehicles on 3+ and makes them save on 6+. &amp;lt;s&amp;gt;That&#039;s something Bolt Rifles do, and with Bolt Discipline they actually do it better.&amp;lt;/s&amp;gt; If you rely on chip damage, then it&#039;s not anti-tank.&lt;br /&gt;
**&#039;&#039;&#039;Arc Pistol:&#039;&#039;&#039; Available to Skitarii Alphas, S6 AP-1. All in all a darn good pistol. Shares a 3 point cost with the Phosphor Blast pistol.&lt;br /&gt;
**&#039;&#039;&#039;Arc Rifle:&#039;&#039;&#039; It&#039;s no plasma caliver, but it still packs a punch and at only 2pts now it&#039;s practically a steal, being able to wound GEQ on 2+ and even chip their tanks.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Arc Rifle:&#039;&#039;&#039; 36&amp;quot; Heavy 2 Breacher signature gun. Behaving like an anti-infantry autocannon, its better AP-2 and &#039;&#039;base D1d3&#039;&#039; make it able to deal with heavier, multiwound infantry like Primaris and even Crisis suits. &#039;&#039;Actually useful against light vehicles&#039;&#039; like Land Speeders and Sentinels, tearing out huge D1d6 chunks out of them. And now it costs only 6pts.&lt;br /&gt;
*&#039;&#039;&#039;Cognis Weapons:&#039;&#039;&#039; Heavy weapons that can still be fired after advancing (at a -2 penalty), though only Ballistarii can make something out of an advance.&lt;br /&gt;
**&#039;&#039;&#039;Cognis [[heavy stubber|heavy stubber]]:&#039;&#039;&#039; The old reliable .50 Browning in space. Available to the Skorpius variants and the Onager as a supplementary weapon for self defense, or to pick off infantry while its main gun is busy elsewhere. Essentially a regular heavy stubber on the Onagers since they only advance D3&amp;quot;, so you&#039;re better off doing a normal move. A dirt-cheap auto-include at mere 2pts — it will make double its points back whenever it kills just a single Guardsman/Cultist.&lt;br /&gt;
**&#039;&#039;&#039;Twin Cognis [[heavy stubber|heavy stubber]]:&#039;&#039;&#039; The Skorpius Dunerider has one of these.&lt;br /&gt;
**&#039;&#039;&#039;Twin cognis autocannon:&#039;&#039;&#039; 20 points for 4 autocannon shots, which is cheaper than what other armies get (except Guard) while still allowing Ballistarii to sprint at full speed when needed. And cognis overwatch from a full unit of three is no joke. Nice.&lt;br /&gt;
**&#039;&#039;&#039;Twin cognis lascannon:&#039;&#039;&#039; Again, cheaper than what other armies get, plus cognis shenanigans.&lt;br /&gt;
*&#039;&#039;&#039;Flamer weapons:&#039;&#039;&#039; S4 AP0, 1d6 autohits no matter how many enemies they fight. We&#039;ve got two flavours, neither of which are the regular or Heavy flamer.&lt;br /&gt;
**&#039;&#039;&#039;Cognis Flamer:&#039;&#039;&#039; Picks the better of two d6 when rolling for attacks on overwatch. Considering it&#039;s actually better on overwatch than when shooting normally, and the Destroyer&#039;s primary weapon has much longer range, &#039;&#039;its main job is to be a deterrent&#039;&#039;. A damn good one. Benefits MASSIVELY from the Techpriest Manipulus boosts, {{W40kKeyword|Metalica}}&#039;s and {{W40kKeyword|Graia}}&#039;s Warlord traits.&lt;br /&gt;
**&#039;&#039;&#039;Incendine Combustor:&#039;&#039;&#039; A Heavy Flamer with a longer 12&amp;quot; range (&#039;&#039;so it can be used right out of infiltration/deepstrike&#039;&#039;), this thing is great for clearing out hordes. Works well on punchy Kastelans.&lt;br /&gt;
*&#039;&#039;&#039;Eradication weaponry:&#039;&#039;&#039; Reverse Conversion weaponry (or Mechanicum Melta), hitting harder the closer they are. Useful against a variety of targets, positioning is paramount.&lt;br /&gt;
**&#039;&#039;&#039;Eradication beamer:&#039;&#039;&#039; Heavy D6 Str8 AP-2 D1d3 allows it to comfortably tackle Primaris, Crisis suits and even terminators from 13&amp;quot;-36&amp;quot;, whilst still doing good antitank. &amp;lt;u&amp;gt;This is its main range&amp;lt;/u&amp;gt;. At 12&amp;quot; and closer it gains AP-4 and D1d6, but halves its shots to D3. While respectable against vehicles, you don&#039;t want your Onager that close to the enemy, and the Neutron Laser is better antitank. Still, it&#039;s a cheap, cost effective and versatile weapon.&lt;br /&gt;
**&#039;&#039;&#039;Eradication Ray:&#039;&#039;&#039; A good weapon for your Dominus to close in, this 24&amp;quot; Heavy D3 S6 AP-2 weapon gains AP-4 and D1d3 at a range of 8&amp;quot;, just before the charge. So better make it &#039;&#039;your&#039;&#039; charge.&lt;br /&gt;
*&#039;&#039;&#039;Flechette Blaster:&#039;&#039;&#039; No more S2 and shred, it&#039;s essentially a &#039;&#039;5 shot Laspistol&#039;&#039; now. Have fun wounding Death Guard on 5+.&lt;br /&gt;
*&#039;&#039;&#039;Galvanic Rifle:&#039;&#039;&#039; The Galvanic Rifle got shafted. While it remains a 30&amp;quot; S4 Rapid Fire gun, Precision shots aren&#039;t a thing anymore and it&#039;s AP0 unless you roll a 6+ to wound, upgrading then to AP-1. It&#039;s like Necrons and Primaris Marines stole all our Galvanic Rifles and left us with second-hand crap. And yet, with Chapter Approved&#039;s discount to Rangers it is one of the best Imperial SI guns in the game.&lt;br /&gt;
*&#039;&#039;&#039;Galvanic Carbine:&#039;&#039;&#039; An Assault 2, 18&amp;quot; version of the Galvanic Rifle. The gun itself is relatively forgettable- the special rule on the model that allows it to target characters and do mortal wounds on 6s to wound is what makes it work so well.&lt;br /&gt;
*&#039;&#039;&#039;Gamma Pistol:&#039;&#039;&#039; What Arc weapons wish they were. S6 AP-3 flat D2, rerolling failed wounds against vehicles. Datasmith exclusive.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Grav-Cannon:&#039;&#039;&#039; A very expensive 30&amp;quot; Heavy 5 Str5 AP-3 weapon that causes D1d3 to enemies wearing power armour or better. Won&#039;t wound termies on a 2+ like it used to, but now it can take down hordes in addition to the heavy infantry it&#039;s originally intended for. It&#039;s the most potent Troop weapon, only surpassed by supercharged plasma.&lt;br /&gt;
*&#039;&#039;&#039;Macrostubber:&#039;&#039;&#039; Essentially 5 shot bolt pistol. Good for the melee Dominus, since pistols can&#039;t be used with other weapons but can still shoot in combat. Better than a Volkite against hordes of light infantry.&lt;br /&gt;
*&#039;&#039;&#039;Icarus Array:&#039;&#039;&#039; Oh, boy. This is gold now. Despite being an anti-air array (-1 to hit vs non-flyers), 10 reasonably powerful shots on a BS3+/4+ Onager mean it will deal some heavy damage on a lot of things. Especially since half its shots are 2D or better, so it hurts even heavy infantry. And if you look up how many things have the Fly keyword you can&#039;t help but rejoice.&lt;br /&gt;
*&#039;&#039;&#039;Magnarail Lance:&#039;&#039;&#039; A new weapon carried by the Tech-Priest Manipulus. 18&amp;quot; Heavy 1 S7 AP-3 weapon that deals d3 damage or a flat 3 damage if the bearer did not move. Can go up to 21&amp;quot; range if you use the Manipulus&#039; bolster weapon rule.&lt;br /&gt;
*&#039;&#039;&#039;Neutron laser:&#039;&#039;&#039; The lascannon that steals other lascannon&#039;s girls. Better in both looks and stats, 48&amp;quot; Heavy D3 S10 AP-4 D1d6 (treating 1 &amp;amp; 2 as a 3), this beast can literally punch a hole the size of a Carnifex on a Carnifex. Sure it costs 50pts, aka half the actual Onager&#039;s cost, &#039;&#039;but it&#039;s cheaper than two lascannons while way better than them&#039;&#039;, and it allows an extra Cognis Heavy Stubber to be mounted on the crab tank.&lt;br /&gt;
*&#039;&#039;&#039;[[Phosphor_Weaponry|Phosphor weapons]]:&#039;&#039;&#039; The old Luminagen rule no longer helps the rest of your army, but its fire now outright Ignores Cover instead of merely reducing it. Usually S5 AP-1, they remain good anti-infantry weapons on their own right, even more so when dealing with infantry that depends on cover, like Scouts.&lt;br /&gt;
**&#039;&#039;&#039;Phosphor Blast Pistol:&#039;&#039;&#039; The iconic Skitarius Alpha&#039;s pistol. While the Arc pistol is better, it&#039;s only one pistol; you can afford to look cool.&lt;br /&gt;
**&#039;&#039;&#039;Phosphor Blaster:&#039;&#039;&#039; 24&amp;quot; Rapid Fire 1&amp;quot;, making it a pocket Heavy Bolter. Cheaper than a Cognis flamer, a good sidearm for your Destroyers when you have them well protected.&lt;br /&gt;
**&#039;&#039;&#039;Phosphor Serpenta:&#039;&#039;&#039; The carbine of the phosphor line at 18&amp;quot; Assault 1. Luminagen no longer helps with the charge, so it&#039;s merely an extra shot for Dragoons, if you can afford it. Not being a pistol, Domini can shoot it alongside their main weapon, unlike the Macrostubber.&lt;br /&gt;
**&#039;&#039;&#039;Heavy phosphor blaster:&#039;&#039;&#039; 36&amp;quot; Heavy 3 S6 AP-2 allows ranged Kastellans to ravage GEQ and MEQ alike, even if they keep to cover. And then it can mount three of them and shoot them twice.&lt;br /&gt;
**&#039;&#039;&#039;Twin heavy phosphor blaster:&#039;&#039;&#039; Two heavy phosphor blasters, it just can&#039;t split its fire. It&#039;s a fairly good anti-infantry loadout for your Onager, though it&#039;s the budget option to shooty Kastelans.&lt;br /&gt;
*&#039;&#039;&#039;[[Plasma|Plasma weaponry]]:&#039;&#039;&#039; These high-risk high-reward weapons now let you choose between two modes both with good AP-3: a Safe mode &amp;quot;good enough&amp;quot; to kill single-wound marines (Str7 only wounds them on 3+ now), and a Supercharge mode that has S8 and D2, making it excellent against terminators, other multiwound infantry and even vehicles. The risk: gets hot now kills you, no matter the wounds and saves the wielder had. Fortunately for you, AdMech has &#039;&#039;many&#039;&#039; ways of making supercharges a safe and efficient option. In fact, just Ctrl+F &amp;quot;safe&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Plasma Caliver:&#039;&#039;&#039; Now only Assault 2, but waaay cheaper at 11 points, making your Skitarii a cheap and &#039;&#039;most efficient source of plasma&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; As meh as the servitor they&#039;re available to. If you&#039;re looking for cheap plasma, Skitarii wield it better.&lt;br /&gt;
**&#039;&#039;&#039;Plasma Culverin:&#039;&#039;&#039; The old Culverin recieved a massive boost to range at a light expense to its rate of fire. Being 36&amp;quot; Heavy 1d6 it has a bit less power than two plasma cannons while only costing a few points more than one of them (but still more expensive than the identical IG Executioner Plasma Cannon). Kataphron Destroyers are expensive (though they are 20 points cheaper after Chapter Approved 2018 and can now revive with Servitor Maniple), so overcharge responsibly, AKA, when they reroll 1s.&lt;br /&gt;
*&#039;&#039;&#039;[[Radium Weaponry]]:&#039;&#039;&#039; The cancer guns still do 2D on a 6+ to wound. Still good, just not as unique since in 8E wounds don&#039;t carry over and anything is wounded on a 6+. &lt;br /&gt;
**&#039;&#039;&#039;Radium Pistol:&#039;&#039;&#039; You&#039;re giving the Alpha&#039;s main gun for a single shot pistol. Their base weapon does in a turn what this pistol does in two or three. If you choose to drop your main gun for a pistol, there are better alternatives...although this one is free.&lt;br /&gt;
**&#039;&#039;&#039;Radium Carbine:&#039;&#039;&#039; 18&amp;quot; Assault 3, allowing Vanguard to cover lots of ground and still hit on 4+. Their high rate of fire is enough to proc double wounding so often that this is statistically the best vehicle killing Standard weapon inside of 18&amp;quot;. Their special rule helps them with the big stuff; they will be more difficult to wound, but will be dealt 2D when they. And they have a good rate of fire against the small stuff.&lt;br /&gt;
**&#039;&#039;&#039;Radium Jezzail:&#039;&#039;&#039; More power than other armies&#039; sniper rifles, at S5 Heavy 2. A bit less range at 30&amp;quot; but it can be mounted on a Dragoon for just 4 points, becoming a fast, resilient and annoying sniper.&lt;br /&gt;
*&#039;&#039;&#039;[[Stubber#Stubcarbine|Stubcarbine]]:&#039;&#039;&#039; S4 pistol 3, with good 18&amp;quot; range for a pistol, it&#039;s mostly a sidearm to the Infiltrator&#039;s powersword, which is cheaper than alternative Flechette/Taser goad loadout.&lt;br /&gt;
*&#039;&#039;&#039;Torsion Cannon:&#039;&#039;&#039; Basically a slightly cheaper Multi-melta that lacks the melta rule, single shot on a BS4+ Breacher. Unreliable vs vehicles, overcosted vs infantry, the Heavy Arc Rifle will serve you better.&lt;br /&gt;
*&#039;&#039;&#039;Transonic Cannon:&#039;&#039;&#039; AP-1 2D sonic flamer. Only available on the Manipulus. &lt;br /&gt;
*&#039;&#039;&#039;Transuranic Arquebus:&#039;&#039;&#039; &amp;lt;u&amp;gt;The best sniper in the game&amp;lt;/u&amp;gt;, albeit with a decent 15pts cost. Str7 AP-2 &#039;&#039;D1d3&#039;&#039;, with the usual +1MW on a wound roll of 6. Hitting characters &#039;&#039;up to 60&amp;quot; away&#039;&#039; means it can drop that pesky Ancient/Librarian/Commissar with a single shot from the other side of the table, especially when under a boost to hit. Its range and strength allows it to tear chunks out of tanks and &#039;&#039;hunt other snipers&#039;&#039; at a safe distance. The catch: you can&#039;t shoot and move at all, a complete 180° from 7E. Excellent for Rangers.&lt;br /&gt;
*&#039;&#039;&#039;[[Volkite_Weaponry|Volkite Weaponry]]:&#039;&#039;&#039; Martian death rays from Horus Heresy that do mortal wounds on to-wound rolls of 6+.&lt;br /&gt;
**&#039;&#039;&#039;Twin Volkite Charger:&#039;&#039;&#039; A cheap 8pt upgrade for the Terrax-pattern Termite Assault Drill, 15&amp;quot; Heavy 4 S5 0ap D2 weapon makes it a useful weapon against infantry and lightly armored multi wound characters, unlike other Volkite weapons this one lacks the mortal wounds on to-wound rolls of 6+. Although this may simply have been an oversight on ForgeWorlds part.&lt;br /&gt;
**&#039;&#039;&#039;Volkite Blaster:&#039;&#039;&#039; Cheap, 24&amp;quot; Heavy 3 makes it reliable for the Dominus who keeps to his machines away from the enemy, unlike the more expensive Eradication Ray with random shots. S6 and mortal wounds on to-wound rolls of 6+ makes it a good weapon for its cost.&lt;br /&gt;
&lt;br /&gt;
===Special Issue Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Data-Tether:&#039;&#039;&#039; Portable wifi hotspot for a squad of skitarii. Re-roll failed Morale tests for units that have an EDT. Units with an EDT (Rangers, Vanguard, and Serberys) increase the bonus from the &#039;&#039;DOCTRINA IMPERATIVE&#039;&#039; Stratagems from +1 to +2 to hit, allowing your Vanguard to do stuff like advance and still hit with supercharged plasma calivers on a 2+ with no risk of overheat. At 5pts its dirt-cheap and should be considered even for base-size squad since the Doctrine Strategem is gravy. &lt;br /&gt;
**[This Item had its points changed in Chapter Approved 2018]&lt;br /&gt;
*&#039;&#039;&#039;Broad-Spectrum Data Tether:&#039;&#039;&#039; Crawler-mounted cell-tower equivalent that gives nearby friendlies more bars of reception. Friendly units within 3&amp;quot; of the BSDT&#039;s user add 1 to their Leadership during the morale phase. It also gives the same boosts as the EDT to the &#039;&#039;DOCTRINA IMPERATIVE&#039;&#039; Stratagems. Available to Onagers, Ballistarii and Dragoons, keep near their large bases to get the Ld bonus, which can be combined with the EDT.&lt;br /&gt;
*&#039;&#039;&#039;Omnispex:&#039;&#039;&#039; Enemy units gain no cover bonus from attacks made by a unit with an omnispex. 7 points, and with split fire on everything suddenly your Skitarii&#039;s special weapons just got a lot scarier. Solid contender against the EDT, especially in a unit with Arquebii or Calivers. Not as useful anymore since it can&#039;t proc better hitting with the strategem. But useful on sniping Rangers to negate characters trying to boost their saves hiding in [[Metal Boxes|cover, teh kowardz, TEH FEWLZ]]&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**&#039;&#039;&#039;Anzion&#039;s Pseudogenetor:&#039;&#039;&#039; [https://www.youtube.com/watch?v=ie-oJ_GjtiI It&#039;s a tangle of mecha-tentacles that can vivisect enemies in battle]. That&#039;s justification enough to use it. It gives a model using it D6 S4 AP-1 melee attacks that re-roll to wound against infantry &#039;&#039;in addition to&#039;&#039; the model&#039;s normal melee profile.  Particularly great since it&#039;s a supplemental weapon, not a replacement.&lt;br /&gt;
**&#039;&#039;&#039;Pater Cog-Tooth:&#039;&#039;&#039; Replaces an Omnissian Axe, increasing its strength and damage: S+2, AP-2, D3.&lt;br /&gt;
**&#039;&#039;&#039;Phosphoenix:&#039;&#039;&#039; Replaces a Phosphor serpenta with true phosphex, increasing its AP and rate of fire. 18&amp;quot; Assault 3 Str5 AP-3, ignoring cover like regular phosphor does.&lt;br /&gt;
**&#039;&#039;&#039;Uncreator Gauntlet:&#039;&#039;&#039; Replaces a power fist, so can only be taken on a Datasmith. Same stat line as a power fist, but also causes 1 mortal wound whenever you successfully wound a vehicle.&lt;br /&gt;
*Non-Weapons&lt;br /&gt;
**&#039;&#039;&#039;Autocaduceus of Arkhan Land:&#039;&#039;&#039; A returning favorite from the Cult Mechanicus codex, it&#039;s Arkhan Land&#039;s personal pimp cane. At the start of your turn the bearer heals 1 wound, and can reroll the repair roll if he targets an {{W40kKeyword|Adeptus Mechanicus}} unit. Combine with the Necromechanic Warlord Trait if you want a dedicated repairman that just will not die.&lt;br /&gt;
**&#039;&#039;&#039;Raiment of the Technomartyrs:&#039;&#039;&#039; Yet another old item with a new set of rules. In addition to granting the bearer a 6+ FNP save, if a {{W40kKeyword|Forge World}} &amp;lt;u&amp;gt;model&amp;lt;/u&amp;gt; &#039;&#039;(not unit)&#039;&#039; within 6&amp;quot; of the bearer (obviously including itself, as always) fires Overwatch and rolls a 6+ to hit, you can make one bonus attack with the same weapon against the charging unit (bonus attacks can&#039;t trigger this rule again). Useful for any firebase to hold their ground. &lt;br /&gt;
**&#039;&#039;&#039;Omniscient Mask:&#039;&#039;&#039; Re-roll &#039;&#039;failed&#039;&#039; to-hit rolls in the fight phase for friendly {{W40kKeyword|Skitarii}} units within 6&amp;quot; of the character.  If only we had a Skitarii Alpha Primus to put this on...&lt;br /&gt;
**&#039;&#039;&#039;The Skull of Elder Nikola:&#039;&#039;&#039; [[Tesla|Nikola Tesla&#039;s]] [[Awesome|skull that is used to obliterate enemies with bolts of lightning]]. Once per game during the shooting phase, you can pull out the skull and roll a die for each enemy {{W40kKeyword|vehicle}} &#039;&#039;unit&#039;&#039; within 2d6&amp;quot;. On a roll of 2+, the unit suffers a mortal wound. Probably the worst relic in the codex, but it&#039;s listed as a non-weapon because it isn&#039;t one; the models taking wounds don&#039;t count as having been shot and the Skull wielder doesn&#039;t count as having shot after using this, and it can be used at any time during the phase, so you can Skull and then shoot or shoot and then Skull, as you like, in or out of melee.&lt;br /&gt;
&lt;br /&gt;
==Specialist Detachments==&lt;br /&gt;
Specialist Detachments are a type of Detachment added in the Vigilus Defiant campaign supplement, giving you access to a couple extra stratagems, relics and warlord traits, locked behind a 1CP paygate.&lt;br /&gt;
===General stratagems===&lt;br /&gt;
*&#039;&#039;&#039;Field Commander (1 CP):&#039;&#039;&#039; This stratagem bears special mention. For one command point, you can designate a character with a Specialist Detachment keyword and they gain the warlord trait associated with that detachment. Can&#039;t be used on named characters or to give your warlord a second warlord trait.&lt;br /&gt;
&lt;br /&gt;
===Cybernetica Cohort (1 CP)===&lt;br /&gt;
The robot detachment, somewhat geared for the melee version. Kastelans and their attending Dominus, Enginseers and Datasmiths gain the {{W40kKeyword|Cybernetica cohort}} keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power Surge (1 CP):&#039;&#039;&#039; Pick a unit of robots within 3 inches of a Datasmith. They get +3 to charge rolls.&lt;br /&gt;
**Deepstrike {{W40kKeyword|Lucius}} Kastelans and give a Datasmith the teleporter relic (so this strat can be used). Your Kastelan drop now has more than 72% chance of making that 9&amp;quot; charge. Activate &#039;Binharic Override&#039; if you can afford it to double their attacks - it&#039;s not like the Datasmith will survive to change their battle protocols anyway.&lt;br /&gt;
*&#039;&#039;&#039;Strafing Run (1 CP):&#039;&#039;&#039;  Use at the beginning of the movement phase on a robot unit with Aegis protocols active. Turns heavy weapons into assault. Great for robots with incendine combustors.&lt;br /&gt;
**Use when paired with the {{W40kKeyword|Metalica}} dogma to grant your gun bots around 11~12&amp;quot; of movement while running and gunning at full accuracy. Generally speaking, this is best used to either take and hold an objective without sacrificing shooting or quickly getting away from your opponent if they get too close.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait: Adept of the Legio Cybernetica:&#039;&#039;&#039; Once per battle, your warlord can repair d6 wounds to a unit of robots instead of the standard d3. Combine it with the Autocaduceus of Arkhan Land so you don&#039;t roll a one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifact: Doctrine Foreas Servo-skull:&#039;&#039;&#039; Robots can attempt to change battle protocol at the start of each movement phase if they are within 9&amp;quot; of the bearer, who DOESN&#039;T need to be a Datasmith, which eases his workload and enables your cheaper Enginseers or durable Dominus to do that job.&lt;br /&gt;
&lt;br /&gt;
===Servitor Maniple (1 CP)===&lt;br /&gt;
Kataphron Destroyers, Breachers, Servitors and their attending Dominus and Enginseers gain the {{W40kKeyword|Servitor Maniple}} keyword. Of great value to your Destroyers, and when combined with the discounts to Kataphrons their points efficiency skyrockets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Bionics (1 CP):&#039;&#039;&#039; Use before the game begins.  One unit of Kataphrons or servitors gains a 5++ invulnerable save. Helps to not lose Kataphrons faster than you can bring them back.&lt;br /&gt;
**Doesn&#039;t say it&#039;s one-use, so you could shield all your Destroyers this way. {{W40kKeyword|Lucius}} Destroyers benefit the most, as they&#039;re immune to AP-1 and AP-2 will be wasted on them.&lt;br /&gt;
**A Breacher unit using &#039;Acquisition At Any Cost&#039; becomes 2+/4++. That&#039;s simply very hard to shoot off the board, and lascannons aimed at them are lascannons not fired at your actual vehicles.&lt;br /&gt;
*&#039;&#039;&#039;Noospheric Mind Lock (1 CP):&#039;&#039;&#039; One unit of Kataphrons within 6&amp;quot; of a Dominus gains +1 to hit rolls for all its shooting attacks.&lt;br /&gt;
**&amp;lt;u&amp;gt;&#039;&#039;&#039;Safe plasma&#039;&#039;&#039;&amp;lt;/u&amp;gt;. It stacks with &#039;Elimination Volley&#039; so you get Destroyers hitting on rerollable 2+, but you can also use it as means of getting TWO SIMULTANEOUS SOURCES OF SAFE PLASMA. {{W40kKeyword|Ryza}} has it even easier with their cheaper &#039;Plasma Specialists&#039; strat, and instead of using 3 simultaneous souces you can combine them to get &#039;&#039;&#039;SAFE 3D PLASMA&#039;&#039;&#039;. Need I tell you that kills Custodes in a single shot?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait: Master of Biosplicing:&#039;&#039;&#039; At the end of the movement phase, heal a Kataphron by sacrificing a servitor. If none are wounded, resurrect a dead model instead. It comes back with one wound. Do note it only says {{W40kKeyword|Servitors}}, not {{W40kKeyword|Servitor Maniple Servitors}} or even {{W40kKeyword|Adeptus Mechaniucs Sevitors}}. Just {{W40kKeyword|Servitors}}, so {{W40kKeyword|Adeptus Astartes}} and {{W40kKeyword|Astra Militarum}} ones are fair game, including special ones like Cenobyte Servitors! In fact, taking {{W40kKeyword|Astra Militarum}} Servitors is an excellent idea, as their heavy weapons come at a steep discount. &lt;br /&gt;
*THIS is the reason you take this detachment, as dead Destroyers cease to be 50pts losses and regular Servitors graduate from filler to valid Elite choices. But you have to &amp;lt;u&amp;gt;make sure your unit has no wounded models so the dead can come back&amp;lt;/u&amp;gt;, so bring the Autocaduceus of Arkhan Land or make your actual warlord a Necromechanic.&lt;br /&gt;
*EXCELLENT synergy with the {{W40kKeyword|Agripinaa}} dogma, where you can revive a single model from one unit and replace up to 5 dead Kataphrons from a different unit. Or you could bring back a regular Servitor unit for a single CP, if you can afford to turn them into Kataphrons one at a time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifact: The Genecog Corpus&#039;&#039;&#039; It&#039;s an Omnissian Axe that causes mortal wounds on a 6+ to wound. Not completely worthless in an army with limited access to mortal wounds, but you&#039;re still probably better off with a different relic. &#039;&#039;It does lend itself to Ryzan use, who is prone to field Plasma Destroyer formations, though.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;[[Tech Priest Dominus]]:&#039;&#039;&#039; Your &amp;lt;s&amp;gt;bog&amp;lt;/s&amp;gt; &#039;&#039;cog&#039;&#039;-standard non-Cawl HQ for those times you want to play as those other forgeworlds, no longer an &amp;quot;HQ tax&amp;quot; due to Enginseer changes. Akin to a &amp;lt;u&amp;gt;Captain&amp;lt;/u&amp;gt; (&#039;&#039;aura of reroll 1s to hit&#039;&#039;), &amp;lt;u&amp;gt;Techmarine&amp;lt;/u&amp;gt; (&#039;&#039;repairs D3 wounds from any {{W40Kkeyword|AdMech}} model other than himself, or 1 for {{W40Kkeyword|Knight}}s&#039;&#039;) and a bit of &amp;lt;u&amp;gt;Apothecary&amp;lt;/u&amp;gt; (&#039;&#039;his repair isn&#039;t restricted to vehicles, plus heals self for D3W each turn&#039;&#039;) all rolled into one. And at T4 5W 2+/5++ this very tanky support character will require serious firepower to remove. Just watch out for enemy witches. His main concern is to boost and heal your firebase, whatever it might be (Vanguard, Onagers, Kastellan, etc.), but 24&amp;quot; guns allow him to be good at midrange since he doesn&#039;t give up shooting (BS2+ rerolling 1s) for repairs. A flexible loadout, it&#039;ll be defined by what you want him to do:&lt;br /&gt;
**&#039;&#039;&#039;Shooty&#039;&#039;&#039;: Pick the Volkite blaster and the &#039;&#039;&#039;Phosphoenix&#039;&#039;&#039; relic for good and reliable volume of fire, its range fitting nicely alongside Vanguard. If the Dominus is instead boosting your longer ranged units, the &#039;&#039;&#039;Raiment of the Technomartyr&#039;&#039;&#039; will provide them better overwatch to delay melee a bit more, as well as a measure of protection against snipers trying to shut down those rerolls.&lt;br /&gt;
**&#039;&#039;&#039;Choppy:&#039;&#039;&#039; Go with the Macrostubber and the Eradication Ray, and give him &#039;&#039;&#039;Anzion&#039;s Pseudogenetor&#039;&#039;&#039; for an additional D6 S4 AP-1 hits on top of your 3 Omnissian Axe attacks and Pistol 5 Macrostubber attacks, the later which happen at BS2+ rerolling 1s. While &#039;&#039;&#039;Magos Biologis&#039;&#039;&#039; warlords do more damage, remember &#039;&#039;you&#039;re not alone in CC and half your army choices have melee rules&#039;&#039;; supporting your infantry with &#039;&#039;&#039;Prime Hermeticon&#039;&#039;&#039; can give good results.&lt;br /&gt;
**&#039;&#039;&#039;Repairman&#039;&#039;&#039;: Give him the &#039;&#039;&#039;Necromechanic&#039;&#039;&#039; WT so that he restores an additional wound every time he repairs something (doubling {{W40Kkeyword|Knight}} repair rate), and with  &#039;&#039;&#039;Autocaduceus of Arkhan Land&#039;&#039;&#039; relic you&#039;ll be healing {{W40Kkeyword|Mechanicum}} units very reliably. Fun to combine with the &#039;&#039;&#039;Tech-adept&#039;&#039;&#039; Stratagem to repair the same vehicle twice, repairing &amp;lt;u&amp;gt;up to 8 wounds per turn&amp;lt;/u&amp;gt; that way, bringing an Onager back to full stats or keeping multiple Kastellans from dying.&lt;br /&gt;
*&#039;&#039;&#039;Tech Priest [[Enginseer]]:&#039;&#039;&#039; The Enginseer is now &amp;lt;u&amp;gt;the cheapest HQ available&amp;lt;/u&amp;gt; for the army, making him a perfect cost-saving option to an army trying to make a battalion. With T4 W4 3+/6++ he&#039;s basically a squishier Techmarine, and has lackluster combat ability but that&#039;s ok because his main role is being a cheap repairman and HQ.&lt;br /&gt;
**&#039;&#039;&#039;Repairman:&#039;&#039;&#039; Can&#039;t repair Kataphrons and Sicarians like Domini can, but unlike them he can repair D3 from allied IG tanks (allies!). Very cheap, especially for a job that consists of &amp;quot;just stand near the thing&amp;quot;. Though more cost-effective than non-Necromechanic Domini for repairing Knights, maybe it&#039;s a bit risky for them to be the warlord. That said, they can be the &amp;quot;warlord&amp;quot; while the Dominus is a formation&#039;s &amp;quot;Field Commander&amp;quot; wink wink.&lt;br /&gt;
**&#039;&#039;&#039;Relic Caddy&#039;&#039;&#039;: They aren&#039;t champions like SM Captains are, but since most of their job is to stand around being available, they could just as well be useful by carrying army-boosting relics AFTER you gave the Dominus/Manipulus theirs.&lt;br /&gt;
**&#039;&#039;&#039;Buying advice:&#039;&#039;&#039; Enginseers are a must-have if you want to spam regiments and farm CPs. And they are pretty damn good at that, at only 30pts per model for a small, tough character that can heal vehicles. The only problem is that they cost $30 a pop, unless you go for the $11.50 metal ones from the webstore. An alternate solution to that starts with looking closely at the chaos cultists in the &amp;quot;dark vengeance&amp;quot; kit. The robed ones look remarkably like Enginseers, right? Hell, one has an axe that looks remarkably like a cog. You can buy them for 20 bucks on eBay and kitbash them with the ton of bits leftover by your Skitarii squads, techpriest Dominii and Onagers. A little work and you have your all the Enginseers you need for less than the cost of one. Another option would be the Forge World titan tech priest! A lot cheaper than the Enginseer, and Forge World quality too!&lt;br /&gt;
*&#039;&#039;&#039;Tech-Priest Manipulus&#039;&#039;&#039;: A new HQ unit being released under the kill team brand. Described as being in between an enginseer and a Dominus in terms of power, the Manipulus carries meh to OK weapons with limited range and an ability of gimmick utility:&lt;br /&gt;
**At the beginning of the movement phase he can boost warriors&#039; movement or weapons&#039; range stats. +1&amp;quot; to movement isn&#039;t a lot, mostly covering positioning mistakes. +1&amp;quot; to charge, however, can be useful: get him in place with a Skorpius transport or Solar Flare or whatever, then infiltrate Infiltrators (lmao) or teleport Cybenetica Cohort formation Kastellans near his coordinates and use &#039;&#039;&#039;Power Surge&#039;&#039;&#039; for +4&amp;quot; total to charge range, aka success on a 5+ on 2d6. On the less gimmicky side, +6&amp;quot; to long weapon and +3&amp;quot; to short range weapons can allow nasty stuff like 11&amp;quot; cognis flamer overwatch and enable 42&amp;quot; range Protector Kastellan to reach pretty much anything they can see.&lt;br /&gt;
**&#039;&#039;&#039;Choppy:&#039;&#039;&#039; With Omnissiah Staff (S+2 AP-1 D2) and Mechadentrites (S[U] AP0 +1d6 A) on top of his base WS3+ 3A, this dude isn&#039;t biting his nails in CC like the Enginseer does. If you want him on melee on purpose, get him his Transonic AP-1 &#039;&#039;D2&#039;&#039; &amp;lt;s&amp;gt;cannon&amp;lt;/s&amp;gt; flamer AND a relic. Perhaps Anzion&#039;s Pseudogenetor so he has 3+2d6 attacks, perhaps the Omniscient mask if you&#039;re using him with Skitarii Vanguard and Infiltrators. Maybe make him a Prime Hermeticon Warlord if you&#039;re using him with Electro-priests instead.&lt;br /&gt;
**&#039;&#039;&#039;Shooty:&#039;&#039;&#039; His charges are the shooty ones, his Magnarail Lance&#039;s 18&amp;quot; only grows up to 21&amp;quot; with his bonus. But Heavy 1 S7 AP-3 D1d3 grows to full 3 Dmg when stationary, which is the prerequisite for his Boost Weapons.&lt;br /&gt;
**&#039;&#039;&#039;Frontline Mobility:&#039;&#039;&#039; He is pretty good at accompanying one of your assault squads in a Scorpius Dunerider, be it Sicarians Ruststalkers or Fulgurite Electropriests. His aura will give assault squads needed +1 to movement and +1 to charge, which often results in making the charge. Sicarians will for example move wooping 12 on the turn they desiembark. He is fast himself, with Transonic Cannon he can always advance and move 8-13 inches a turn and help assault squads by cleaning screens. One of the better candidates for Omnissian Mask or Prime Hermeticon Warlord Trait. Sydonian Dragoons fighting around him will also benefit from mask and repairs. &lt;br /&gt;
*&#039;&#039;&#039;Daedalosus:&#039;&#039;&#039; A hero and technoarchaeologist from the Blackstone Fortress game, this new, named character is a surprisingly useful addition to the Hq roster. Like the Secutarii,  he doesn&#039;t have a forge world but doesn&#039;t cost you your dogmas if you include him. Unfortunately, since he lacks both a {{W40Kkeyword|FORGE WORLD}} and the {{W40Kkeyword|SECUTARII}} Keywords, he can&#039;t take a transport, restricting him to babysit gunlines. His weaponry is unique for an Hq but nothing special; he carries a (Servo-) Arc Claw and the pistol version of the Eradication Beamer.  Instead, his real benefit comes from his special rules. Once per battle, he can use his Archeotech relic to deal 1d3 mortal wounds to an enemy within 3&amp;quot; or heal 1d3 wounds to an Ad Mech model (not just {{W40Kkeyword|VEHICLES}}!) with 3&amp;quot;, no rolling needed.  Nice for when you absolutely need to push a Onager up a Damage Chart level or pick off a {{W40Kkeyword|CHARACTER}} that&#039;s getting too close.  The real reason you take him, however, is for his Omniscanner. At the beginning of the shooting phase, Daedalosus can pick a visible enemy within 24&amp;quot; and all Ad Mech units within 6&amp;quot; of him add 1 to shooting rolls that target that unit. Now THAT is a markerlight. Great against flyers, and for safe overcharging plasma, all without the need to spend CP each round, and affecting multiple units (but only one target). Eat your heart out xeno scum. This WILL affect electro-priests exploding on 5s and 6s when shooting.&lt;br /&gt;
**Always include this guy to your lists if you can get the model/a proxy. He&#039;ll dramatically increase the effectiveness of literally anything in your with the bonus to hit. This helps countering -1 to hit buffs such as flyerspam, Tau markerlights, plaguebearers, and psychic powers. Not to mention safe, cost-effective plasma and making lascannons not miss that knight barreling towards your gunline. Did we mention he&#039;s 50 points?!&lt;br /&gt;
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===Troops===&lt;br /&gt;
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Our army is two 7E armies finally fused together, and here&#039;s where it shows. Try to strike a balance between the small Skitarii and the big Kataphrons that works well with the rest of your army, as they complement each other nicely: Kataphrons can clear the ground from afar and hold objectives, Skitarii can go and storm them. And with their new transport, storm them they can. Skitarii can also tie up enemies for Kataphrons to finish, and Breachers can bar access to your Ranger snipers. Try to guesstimate what any unit can endure, lest your lines crumble and leave your expensive heavy guns exposed to the enemy. And with the recent points drop this just got easier.&lt;br /&gt;
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&#039;&#039;&#039;Skitarii&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
In 8th edition, table control is paramount to victory, more than it ever was now with non-scattering deepstrikes and double-fights to pile in multiple units. Enter reliable and spammable Skitarii. Unlike your regular Imperial GEQ, their 4+/6++ give these T3 dudes a chance of survival, and they&#039;re cheap enough that they can be used to control the field while your other units, like the much heavier and damaging Cult Mechanicus troops, clean up said field. Despite their status as light mortal infantry, they carry enough BS3+ firepower that it matters. &amp;lt;br&amp;gt;&lt;br /&gt;
400pts can get you up to 50 Vanguard models. There are two main ways of using them: naked MSUs of 5 for body blocking and filling up battalions, or fully equipped squads of 10. Units of 5 basically ignore morale, but squads of 10 can hide their special weapons behind regular guys, and are a better use of CP as Enhanced Data-tethers not only patch their vulnerability to morale but enable them to pull stunts like &#039;&#039;advancing with safe supercharging Plasma&#039;&#039; Calivers or &#039;&#039;still hit enemies with -1BS on a 2+&#039;&#039;. An Omnispex can be used instead to ignore cover, a bonus that doesn&#039;t require CP and that is ever-present.&lt;br /&gt;
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*&#039;&#039;&#039;[[Skitarii]] Rangers:&#039;&#039;&#039;  Their 30&amp;quot; Galvanic Rifles have enough range to contribute to fights and the S4 needed to be a bother, which makes this squad great at garrisoning backfield objectives and ruins. While they put less volume of fire than Vanguard, their guns&#039; better range, strength, and AP-1 on a 6+ to wound make them more effective against single-wound infantry than Rad carbines. All in all great value from the cheapest unit in your army. Unless you are sitting on backfield objectives (which our HS are normally doing) vanguard will often be better considering the difference is 1pt a model.&lt;br /&gt;
**Transuranic Arquebuses are THE special weapon this squad should take, as if your taking rangers they should be backfield and their awesome 60&amp;quot; range doesn&#039;t waste Galvanic Rifle range as the other guns do, and with actual stats (S7 AP-1 D1d3) on top of regular sniper rules there will always be targets of opportunity for them to attack. Dealing 2D to vehicles, even flyers, from your deployment zone isn&#039;t too hard to do, and is actually pretty comfy coming from a troop unit whose job would usually be to just stand back and bodyblock rear line deepstrikers. However you need a surprisingly high number of these to consistantly snipe characters.&lt;br /&gt;
**This unit struggles as vanguard are only a pt more expensive and better in all circumstances except sitting on backfield objectives and half our army do that really well.&lt;br /&gt;
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*&#039;&#039;&#039;[[Skitarii]] Vanguard:&#039;&#039;&#039; Vanguard are your Skitarii frontliners. Their 18&amp;quot; Assault 3 Rad Carbines let them advance and still hit on a 4+, and their rate of fire is such that their 2D on a 6+ to wound can proc enough times to be a concern to heavy infantry while still dealing lots of hits to the smaller ones. With their Rad saturation aura (-1T is better than +1S), they can also help as melee support to Sicarians and Electropriests and melee soup allies.&lt;br /&gt;
**Statistically speaking they are actually some of your best anti-tank when within 18&amp;quot;: A couple of failed 6s is already chunk of a vehicle gone, and is more than what a cheap troop like them has any right to do. Tl;dr they have enough dakka to actually do chip damage to a vehicle, so if there are no better targets it&#039;s not necessarily a waste of firepower.&lt;br /&gt;
*** The not good against vehicle case. If you&#039;re relying on chip damage, its not anti-tank. Its solid mass fire but against vehicles you&#039;re hitting on 3s, wounding on 6s with no AP. So, sure, you&#039;ll chip two wounds off whenever a shot goes through, but math says (assuming no re-rolls) a squad of 5, is 10 hits per turn, 1.66 wounds, (assuming all vehicles have at least T6), against most likely a 3+ save, meaning, on average: .55 shots will get through. that means for every TEN vanguards you fire into that rhino ONE shot will reliably make it through. Congratulations on dealing 2 wounds on a 67 point rhino with 80 points of skitarii. There&#039;s an argument that 80 points of infantry dealing two wounds to a model worth more than them is worth it.&lt;br /&gt;
*** The good against vehicle case. Your probably taking 6 units as a tax for CP anyway so that&#039;s 30 models we don&#039;t need objective holders backfield as our HS choices are sat on them. Sure a single 5 squad doesn&#039;t do much but you use the 6 tax vanguard squads as one or two blocks of firepower assumming RR1&#039;s because thats pretty consistant in our army with dominous and canticles thats 7.77 wounds on a T8 3+ armour save model ( The previous example uses a poor comparator due to its cheapness and theres no loss of efficiency when vanguard fire  at beefier targets like knights and leman russes). Sure shooting infantry is going to be more efficient but in comparison to 30 rangers in RF range that do 1.94W to a knight the vanguard show there flexibility (almost 4 times the output). Not all lists have low T targets and when you hit that skew list this is a strong supplement to our HS choices. In addition as of engine War 3 of the new warlord trait auras buff vanguard fire adding ap or extra hits. Also by comparison the neutron laser on 3 onagers with RR1 only deal 6.22W to 4++ knight.&lt;br /&gt;
**Rangers may be a tiny bit cheaper, but Vanguards lend themselves more for bubblewrap duty: enough ROF to trigger overwatch, and their Rad aura gives you the option to commit Breachers to deal with weakened enemies. Having options is nice.&lt;br /&gt;
**Unlike Rangers, Vanguard find themselves in melee more often. It&#039;s worth noting that you can upgrade the alphas however with only 2 attacks and a 4+ Ws it doesn&#039;t seem worth the pts however if you do take them you only need to kill 1 or 2 models a game to recoup the cost.&lt;br /&gt;
**Pistols are actually surprisingly useful on vanguard squads, since most of their weapons have 18&amp;quot; range anyway, its not that outlandish for them to make it within 12&amp;quot; and get to take an arc pistol shot for 1 point more, but you have to sacrifice an extra radium carbine to do it, so its really your call. &lt;br /&gt;
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&#039;&#039;&#039;Kataphrons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The big guys of the Cult Mechanicus are closer to tankettes than they are to people: their Ogryn-sized T5 frames make them difficult to remove from an objective, and with 3W your HQs can actually repair them. Their long ranged firepower doesn&#039;t suffer the penalty for moving; like a Russ tank group, they ARE the gunline wherever the enemy finds them. This comes at the penalty of advancing only d3&amp;quot;...which you don&#039;t really care much about: the only maneuvering they need is usually just to get a line of sight to the enemy. GREAT firepower coming from Troop units. &lt;br /&gt;
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*It&#039;s worth noting that these puppies can be a huge fire magnet. A smart opponent will point medium weaponry at these guys and frankly, they&#039;re not quite as tough as they seem. Point efficiency and multiple wounds don&#039;t mean a lot when a punisher cannon can delete a 3 man squad in one round of shooting. &lt;br /&gt;
*To compensate, provide them with the Stygies VIII Dogma to increase their survivability considerably.&lt;br /&gt;
*Or take in units of 6 in agripinaa to bring the full squad back from the dead if one model survives. With CP to burn this is horribly good on breachers.&lt;br /&gt;
*Or take as Ryza plasma destroyers hoping you&#039;ll play a knight list and can make your points back in one round of shooting accepting their won&#039;t be a second round.&lt;br /&gt;
*Or Lucius and deepstrike them in guaranteeing destroyers one round of fire.&lt;br /&gt;
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*&#039;&#039;&#039;Kataphron Destroyers:&#039;&#039;&#039; Dedicated anti-MEQ gunships. As they trade a measure of protection (4+/6++) for amazing firepower, they will be a prime target for your enemy so they have to be defended.&lt;br /&gt;
**&#039;&#039;&#039;Guns:&#039;&#039;&#039; Heavy Grav Cannons are reliable; Heavy &#039;&#039;5&#039;&#039; AP-3 deletes infantry, and D1d3 against anything with a 3+ save melts heavy infantry and can even dent monsters and tanks. Plasma Culverins are also good. They have better 36&amp;quot; range But are more expensive , and  Heavy d6 shots are unreliable. They shine when supercharging, becoming able to deal with anything...but they can also blow up. &#039;&#039;Now that&#039;s balance!&#039;&#039; Luckily, &amp;lt;u&amp;gt;you can spend CP to get safe plasma:&amp;lt;/u&amp;gt; &#039;&#039;&#039;Elimination Volley&#039;&#039;&#039; (needs nearby Kastelans), &#039;&#039;&#039;Noospheric Mindlock&#039;&#039;&#039; (needs to belong to a &#039;&#039;&#039;Servitor Maniple&#039;&#039;&#039; formation) and &#039;&#039;&#039;Plasma Specialists&#039;&#039;&#039; (needs to belong to {{W40kKeyword|Ryza}}). Neither option will really disappoint, but plasma is CP-hungry. A new solution that only costs 50p and no CP would be Daedalosus, who can give +1 to hit but needs to be a bit closer (24&amp;quot;) to the front line, and can only designate one target.&lt;br /&gt;
**&#039;&#039;&#039;Sidearms:&#039;&#039;&#039; Their Phoshor Blasters are the budget option to use against targets of opportunity. However, Cognis Flamers give Destroyers protection against melee at mere +1pts. Bubblewrap units are still great, but with flamers their overwatch becomes nasty; their main guns already have enough RoF to proc overwatch hits and the stats for it to matter.&lt;br /&gt;
*Plasma culverins are high variance over grav cannons. Their D6 shots make them unreliable and absolutely undercut their usefulness over the grav cannons, even with their higher strength. (High variance can be both a strength and a weakness depending on how well you accept risk.) Anyone running plasma destroyers will be useing one of the many ways to add +1 to hit cited above so risking 1&#039;s is not a concern. Plasma is 2pts more (negligable on such small expensive units). Don&#039;t let the T5 with 3W and 4+ with shroudpsalm to get a 3+ fool you: these guys are glass cannons and prime targets for anything that mulches heavy infantry. Anything with decent strength or a point or two of AP will turn these guys into spare parts in one go if you don&#039;t do something to protect them, even with shroudpsalm. My personal advice is to abuse the {{W40Kkeyword|[Acquisition at any cost]}} stratagem to get them to 2+/5++ saves on an objective and hope they can weather the storm with enough guns still intact to do their job, OR (and my personal favorite idea) consider running them as {{W40Kkeyword|[Lucius]}}, as the immunity to AP1 is absolutely fantastic on them (and its pretty solid overall) and the ability to pay a CP to hide a 6-9 man unit of kataphrons in deep strike is worth its weight in gold, as they have more than enough range to be confident that they can drop in somewhere they can hit their target, and you can even give your dominus the Lucius relic to teleport him to the kataphron gunline without losing his support for the footsloggers turn one, or paying the CP to deep strike him. Also, for 50 points you should never ever not take Daedalosus, especially when you&#039;re taking these guys (they&#039;re only BS4+ after all).&lt;br /&gt;
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*&#039;&#039;&#039;Kataphron Breachers:&#039;&#039;&#039; Trades some firepower for 3+ armour but, most importantly, &#039;&#039;at discount price&#039;&#039;. Enough to be heavy speedbumps yet disposable, do the comparison: Space marines pay 13pts for T4 3+ save wounds, Breachers pay 10pts. Intercessors pay 85pts for 10W and their guns are restricted to anti-infantry; Breachers bring 9W for 90pts and their Heavy Arc rifles  (36&amp;quot; Heavy 2 S6 AP-1 D1d3) are not only basically anti-infantry autocannons, but also tear D1d6 chunks out of vehicles, so they can even help your overworked Onagers. And unlike Destroyers, Breachers aren&#039;t defenseless in combat, with three WS4+ attacks using Arc Claws (S6 AP-1 &amp;amp; D1d3 vs vehicles). With those stats, they are a screen by themselves. If you NEED an objective to be positively, absolutely defended, activate &#039;&#039;&#039;Acquisition at Any Cost&#039;&#039;&#039; and they&#039;ll be very difficult to remove, with &#039;&#039;4A&#039;&#039; and a 2+/5++ save. (Alternate take if supported by vanguard S6 Ap-1 still wounds marines on 2&#039;s and a unit of 6 will kill 3.75 tac marines) their not gonna touch a dedicated melee unit but can still give a bad day to enemy troops or small characters) and now we have unlimited warlord traits prime hermeticon increases their melee output by 50%&lt;br /&gt;
**Torsion Cannons are hard to defend. S8 AP-4 is nice but they cost a lot, &#039;&#039;are single-shot&#039;&#039; and D1d6 is somewhat unreliable. Likewise, Hydraulic Claws are like power fists...but with only AP-1 like Arc claws they will struggle to go through their targets&#039; armour Sv, and Breachers aren&#039;t &#039;&#039;dedicated&#039;&#039; melee units, could throw one into maybe kill Vehicles and Monsters in melee.&lt;br /&gt;
**Agripinaa breachers are really strong if you have a huge amount of CP as a 6 man squad can potentially bring 5 back from the dead and relocate if just one survives. Which considering their tankiness is quite possible. Do this a few times and count the firepower you&#039;ve soaked.&lt;br /&gt;
***The clue is in the name for these guys though; the above chap is absolutely correct in his analysis for the average game, but GW covers bases for more narrative games too: Fortifications &amp;amp; other Immobile units are auto-hit so when you need to &amp;lt;i&amp;gt;breach&amp;lt;/i&amp;gt; through some Fortifications you have at least 9 S10 -1AP auto-hitting hydraulic claws vs the S6 of arcs, and that&#039;s 9 lots of 3+ rolls instead of iffy 5+.&lt;br /&gt;
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===Dedicated Transports===&lt;br /&gt;
*&#039;&#039;&#039;[[Skorpius Hover Tank|Skorpius Dunerider]]:&#039;&#039;&#039; No longer do Infantry have to footslog. Movement 12”, 12 wounds, S&amp;amp;T 6, and a degrading statline like any vehicle. It has 3+, so it has ok survivability. It has four Cognis Heavy Stubbers and a Broad-Spectrum Data Tether. Its special rule, Hover Platform, means that you suffer no penalties for moving and firing heavy weapons unless you advanced. It carries almost any 10 {{W40Kkeyword|Secutarrii}} or {{W40Kkeyword|&amp;lt;forge world&amp;gt;}} {{W40Kkeyword|Infantry}}  models. It can&#039;t carry Cawl or kataphrons of either type.&lt;br /&gt;
*&#039;&#039;&#039;Terrax-pattern Termite Assault Drill (Forge World):&#039;&#039;&#039; Forge World finally decided to hand over the rules for a transport so now we&#039;ll have to begin removing organs just like tech-priests to pay for them. For a long time it was the only transport the AdMech had and is good if trying to run an assault list. For a base 134 points you can have access to a Deep Striking transport that can carry up to 12  {{W40Kkeyword|Secutarii}} or {{W40Kkeyword|Forge World}} {{W40Kkeyword|Infantry}} models, except for Cawl and Kataphrons. It&#039;s kitted with weaponry to match its purpose, with a mandatory Melta Cutter (an Assault D3 melta) and a choice of two each of storm bolters, heavy flamers or Heavy 4 15&amp;quot; S5 AP0 D2 volkites missing the standard volkite Mortal Wound rule. The scariest thing this thing can do, however, is following its payload into melee - it&#039;s pretty shit with a WS of 4+, but if any of the 6 attacks S14 AP-4 D3 you get with it connects and doesn&#039;t kill something, you get to chain roll for extra mortal wounds on the survivors until you fail. Charge it into literally anything and you&#039;re guaranteed to have it at least partially reimburse its point cost in kills before it goes up in smoke (which it will, considering it&#039;s the only AdMech vehicle &amp;lt;s&amp;gt; that lacks an invulnerable save of any kind &amp;lt;/s&amp;gt; Not anymore, since the Skorpius models don&#039;t have invul either).&lt;br /&gt;
** Storm Bolters are the default and cheapest option. Volkite chargers are the cheaper anti-horde option. Flamers cost double, but work effectively as a deterrent to anything that tries to charge your mole machine.&lt;br /&gt;
** You can still opt to deploy via {{W40Kkeyword|Stygies VIII}} Cladestine Infiltration stratagem instead of deep striking, if you wish. This largely defeats the point of having a Deep Striking transport, as you could just use the stratagem on the actual unit you&#039;re having it carry to move the same distance, but would permit you to deliver your guys to midfield and have them somewhat protected inside the Terrax until they unload on the second turn and do whatever nefarious thing you&#039;ve got planned for them, so decide for yourself if your strategy calls for it.&lt;br /&gt;
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You do still have access to all Fortification options. While immobile, they do provide an extra layer of defense that AdMech can greatly benefit from.  However, the limitation on Fortifications to one unit plus any number of characters limits their usefulness as firebases, since only half the embarked models can fire out.&lt;br /&gt;
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===Elites===&lt;br /&gt;
*&#039;&#039;&#039;Larsen Van der Grauss&#039;&#039;&#039; See Elucidean starstriders in the imperium tactics thread - this character cannot be taken in an admech detachment but has the Mars and Admech keywords so if taken with us can use admech strategems and warlord traits.&lt;br /&gt;
*&#039;&#039;&#039;Fulgurite Electro-Priests&#039;&#039;&#039;: Get them in close combat and they&#039;ll dump Mortal Wounds on people. Of course, getting them to close combat is the trick. If you footslog them, they will die. Fulgurites are ideal if you&#039;re running either Movement stratagems and transports. Always field these guys in squads of 10 or bigger. At just 2 attacks per model, they simply do not attack often enough to really take advantage of the mortal wounds you can get off the staves unless you attack with enough models, and you NEED them to kill something in close combat as quickly as possible to get that sweet, sweet 3++ save. Still, the Voltagheist field is nice for some pre-combat mortal wounds if you charged, and with Fanatical Devotion, you ignore any wounds taken on a 5 or 6, which is nice.&lt;br /&gt;
**Despite the desire for large units of these guys, and the steep cost to deep strike many units of them remember, pulling off a deep strike charge is only feasible when you maximize how many attempts you&#039;re making.  Don&#039;t field just one unit and expect it to make that critically important charge roll - field at &#039;&#039;least&#039;&#039; &#039;&#039;&#039;three&#039;&#039;&#039; per thing you want charged, so you can get your odds of at least one getting the charge off to above 50% (in this case, 62.33%). (As of engine war if your deepstriking your Lucius and you can always solar flare a character forward to get them in range of a reroll charges aura from amongst the new warlord traits (with +1 to charge on a manipulus). This potentially makes them viable again.&lt;br /&gt;
**What 15-techno-smurfs CAN do however is bubble-wrap units against storm-shield protected deep strikers. Any units that attempt to fight through fifteen electro-priests will take losses. You will too, but you will either kill the attacker and get a 3++ for the rest of the game (&amp;quot;thanks for the storm shields plebs&amp;quot;) or they will fall back...and no longer endanger the unit the priests were guarding.&lt;br /&gt;
**The problem with these is that while they are superb after killing a unit they are weak if they havn&#039;t.&lt;br /&gt;
*&#039;&#039;&#039;Corpuscarii Electro-Priests&#039;&#039;&#039;: 2 points per model cheaper than Fulgurites, and not as killy in close combat (they can only put out mortal wounds with their Voltagheist Field charge, which inflicts a mortal wound on a 6+ for each model in &#039;&#039;one&#039;&#039; unit charged). They also can&#039;t buff their V-field, which means they&#039;ll be stuck with a 6+/5++/5+++. However, their Electrostatic Gauntlets deserve a special mention. They have two profiles, either Melee 2 WS4+ or 12&amp;quot; Assault 3 BS3+, but both are a Flat S5 AP0 D1, (can&#039;t be modified by Invocation of Machine Might) with any 6+ roll causing &#039;&#039;&#039;3 hits instead of 1&#039;&#039;&#039;. Congrats, you have taser goads at 12&amp;quot; range AND melee. Sure, they&#039;re ugly models, but that&#039;s an awful lot of firepower from 5 little guys.&lt;br /&gt;
**As expensive as it is. A squad of 20 will put out over 60 dice rolls. It would take three Leman Russ Punishers with one upgraded for three Heavy Bolters to exceed it. With that much firepower your likely to kill or heavily wound anything short of a Super Heavy. Now has a stratagem to gain AP2 making them dangerous.&lt;br /&gt;
**Can&#039;t benefit from the {{W40Kkeyword|Lucius}} dogma or Shroudpsalm at all, so probably best under {{W40Kkeyword|Stygies}}, which can protect them on the approach, unless you want to deploy them using Lucius’s Deep Strike stratagem (with their volume of firepower why wouldn&#039;t you).&lt;br /&gt;
**{{W40Kkeyword|Graia}} used to be the best Forge World to help them on the front line. However, the 6+ Refusal to Yield has been FAQ’d as not stacking with their FNP.&lt;br /&gt;
**Put 11 of these motherfuckers from Mars in a Termite Drill with a dominus for rerolls. Deepstrike and pop out, flick the switch on the Wrath of Mars stratagem and watch your target drown in mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Cybernetica Datasmith&#039;&#039;&#039;: The herder for your robots. Quite competent as a fighter in his own right, with a Terminator statline, complete with a 2+/5++ and a power fist, as well as a pretty scary pistol that can reliably oneshot Primaris marines - but his main purpose is to change protocols on your Kastelans and cheaply fill an Elite slot for your detachment needs while at it. As such, consider him inseparatable from the bots.&lt;br /&gt;
**Keep in mind that the protocols change take place on the next turn after you&#039;ve declared and rolled for it. Consider what you&#039;re up against and structure your game plan accordingly - since your opponent knows what you&#039;re up to a turn in advance, you&#039;ll have to play the rest of your army around your Kastelans to get the most use out of them.&lt;br /&gt;
**The alternative to bringing one along is to use the 1CP stratagem to change the active protocol immediately and lock your robots in them for the rest of the game, but Command Points are generally worth far more than the Datasmith&#039;s measly 41 points and leaving you unable to adapt means that your bots might very well end up useless past the turn you pop the override, so thing long and hard before you decide to drop him from your list for another skittle squad.&lt;br /&gt;
**Your Datasmith Can carry a WL trait without useing an HQ slot - if you want to save CP in ninth.&lt;br /&gt;
**Alternatively, consider that a single &#039;smith has the same statline and costs barely more than one model of a Space Marine Terminator, while also having more wounds and being a character. You could cheaply fill the Elites slot of a Brigade.&lt;br /&gt;
**Don&#039;t miss the fact that he&#039;s got 6&amp;quot; Move to the bots&#039; 8&amp;quot;. You can advance quite liberally though, since he doesn&#039;t really have much to do outside of maybe popping his pistol on anything in range.&lt;br /&gt;
**Generally speaking, he&#039;ll make back his cost in points if you&#039;ve changed Protocols at least once with him. If you also manage to get him in melee and take some wounds off something, you&#039;ve already got more than what you paid for.&lt;br /&gt;
*&#039;&#039;&#039;Servitors&#039;&#039;&#039;: Your cheapest unit often a brigade filler and objective sitter. A poor ranged unit equipped with free melee weapons. Costing 40 points for 2 servo arms and 2 heavy bolters, you should always prefer Rangers or Vanguards for those same points when you need some bodies down the field. Servo-Arms are now free, while the servitors are 5; there &#039;&#039;are&#039;&#039; worse melee units for the cost.&lt;br /&gt;
**If you would take a Plasma Cannon unit for 52 points, take Plasma Culverin Vanguards for 68 points to do the same job, better.(now 36 and 51 respectably for a single unit with one plasma weapon)&lt;br /&gt;
**If you would take a Heavy Bolter unit for 40 points (probably as a cheap meat shield), take Arc Rifle Rangers for 39 points to do the same job, better.&lt;br /&gt;
**If you would take a Multimelta unit for 64 points (&#039;&#039;&#039;why?&#039;&#039;&#039;), there admittedly isn&#039;t a better &#039;&#039;infantry&#039;&#039; option in-faction for the same role, but Onagers will do the same job, better.&lt;br /&gt;
** A bare-bones servitor unit is 20 points and this can be useful in the new Vigilus detachments as spare parts for your kataphron destroyers. although a heavy bolter or two might be useful when waiting for them to be needed.&lt;br /&gt;
**Note that you can take the Astra Militarum Servitors if you want - they&#039;re the same unit plus the Astra Militarum keyword, with no downsides, so there&#039;s no reason not to, but not much of a benefit, either, outside of certain specific allied lists (e.g. if you were allying with Yarrick or Celestine, anyway).&lt;br /&gt;
**(Note: This unit had its points changed in Chapter Approved 2018)&lt;br /&gt;
***These guys are now 20 points a squad, before ranged weapon upgrades. 2 Heavy Bolters will run 36 points for a squad; 2 Plasma, 40; 2 Melta, 62. Servo-arms are free now. Still, the guns are not why you should take these guys; being able to get Power Fist attacks for cheap, and to trade them out for Kataphrons when you need to, is a better reason to take such an [[What|elite]] unit.&lt;br /&gt;
** The actual use for Servitors with Heavy Bolters is if you&#039;re building a Brigade and you need to fill an elite slot, in which case they can hang out in the backfield, take pot shots at whatever is in range and block deep strikers. Not terrible for 36 points.&lt;br /&gt;
*&#039;&#039;&#039;Sicarian Infiltrators&#039;&#039;&#039;: One of the only units debuffed in engine war. The taser variant that used to destroy hordes has been weakened, the power sword variant that wrecked marines hasn&#039;t changed. They can deep strike. Their debuff aura got a punch in the cogs in the change from 7th, and is now merely a -1 to Leadership within 3&amp;quot;. Just remember to keep them in cover until you&#039;re ready to charge them because they still suffer from T3 and only a 4+.&lt;br /&gt;
**Flechette Blasters outperform Stubcarbines against T5 or less and T8 or higher, and while Stubcarbines will absolutely do better against T6 and T7, you&#039;re still attempting to scratch paint - against a Rhino, for example, a minimum unit shooting expects to deal 0.93 wounds with the Blasters and 1.11 wounds with the Stubcarbines. Flechette blasterswith 50 shots make superb if high variability Wrath of Mars strat targets.&lt;br /&gt;
**In melee Power Sword&#039;s increased AP relative to the Taser Goad mean that it will outperform it against the targets you&#039;d expect it to, the taser goad was nerfed in Engine War to only multiply hits on natural 6&#039;s. Greatly weakening its combat effectivness as conqueror doctrina imperative no longer multiplies hits.&lt;br /&gt;
**Following Engine war this unit is in a bit of an odd place its most commonly fielded variant has become less efficient in CC while it&#039;s existing rivals of corpuscarii became more efficient. Equally the new pteraxii are competing with it in terms of deepstrike firepower and serberys for speed. While not out for the count expect less of them.&lt;br /&gt;
*&#039;&#039;&#039;Sicarian Ruststalkers&#039;&#039;&#039;: They have some utility at dishing out Mortal Wounds, and are faster than Fulgurites, but still not a great choice when compared to your other elite options without support; the primary problem is getting there, as they need a transport or stratagems to reach CC reliably.  See below for more, but you&#039;re usually better off buying Fulgurites for melee footsloggers that will live longer.&lt;br /&gt;
**Because the Blades cost you the Chordclaw &#039;&#039;and&#039;&#039; more points on the grunts, they&#039;re only worth it against T8 and T9 with a 4+ save or worse, which does not exist (actually, see Ork Gunwagons/Bonebreakas), and T4 or T5 with a 5+ save or worse, which does - it includes Ogryn, for example - but that&#039;s very niche.  You &#039;&#039;should not&#039;&#039; buy them the Blades.&lt;br /&gt;
***Always buy the Princeps the Blades as it&#039;s now free and it doesn&#039;t have to give up its chordclaw.&lt;br /&gt;
**Assuming you were competent and took the R+C combo all around, each Ruststalker should swing for 4/9 of a mortal wound, the &#039;&#039;same&#039;&#039; as a Fulgurite (they effectively have two Chordclaws, for this math - but bear in mind their non-mortal wound output is very significantly better, and they can deal even more mortal wounds on the charge), but for 3 points more, which primarily buys you different defenses (+1W and 4+/6++ instead of 6+/5++/5+++ means that the former will live longer to lasguns but the latter will live longer to overcharged plasma, for example); notably, unlike the Fulgurites, Shroudpsalm will help protect these guys.  Leadership is also a point lower, and the Conqueror Doctrina Imperative is less efficient on them than Divine Chorus is on Fulgurites, with the former buying you 3/27 of a mortal wound per CP, and the latter buying you 4/27 of a mortal wound per CP, since Ruststalkers can&#039;t take tethers - plus, since the Priests have higher Leadership, they scale better to larger unit sizes, which is important for using Stratagems that target 1 unit at a time efficiently, while the Ruststalkers prefer MSU, to have more Attacks from the Princeps.&lt;br /&gt;
***The tl;dr here is that Fulgurites will outperform the Ruststalkers, per point and per CP, against almost everything in the game (there are some niche exceptions, such as the Fulgurites being charged by Bloodletters/Horrors/Daemonettes), offensively; defensively, it depends on what they&#039;re being attacked with, but the Ruststalker advantage evaporates quickly in the face of better AP or Damage on incoming shots.  Ruststalkers are 2&amp;quot; faster on the Move, though.&lt;br /&gt;
**If you&#039;re taking these, then it&#039;s probably for the cool factor of having spindly tin ninjas with sound weapons. From this perspective, the transonic blades are perfectly complementary to their battlefield role. If you&#039;re paying for style anyhow...&lt;br /&gt;
**This unit gained a stratagem to let it outflank mid game in Engine war. Its still not great as a melee unit but given its a lot more points efficient and mobile than it started out this edition it could see some play.&lt;br /&gt;
*&#039;&#039;&#039;Tech-Priest Enginseer&#039;&#039;&#039;: You can take the Astra Militarum Codex entry for this guy; he&#039;ll lose Canticles, but he was already a Character, so he&#039;ll mind less losing Shroudpsalm.  He&#039;ll retain his Forge World and Cult Mechanicus, but lose Adeptus Mechanicus, which will cause potential problems for his Detachment.  The primary reason to shoehorn him in like that is that he&#039;ll be an Astra Militarum model, so he can bring you Astra Militarum Relics - for example, he can carry the Dagger of Tu&#039;Sakh, letting you use a relic slot to deep strike an Infantry unit, regardless of Forge World.&lt;br /&gt;
**Really, this model is just a cheap repairman for your Dunecrawlers and a good way for you to synergize with any IG allies.&lt;br /&gt;
*&#039;&#039;&#039;X-101:&#039;&#039;&#039; The named servitor from Blackstone Fortress. It comes with a Grav-gun, a hydraulic claw, and a 5+ BS and WS. Has the standard Mindlock ability regular servitors have (goes up to WS/BS 4+ and Ld9 while close to a Tech-Priest) and gets a further +1 to Hit if he&#039;s targeting a {{W40Kkeyword|VEHICLE}}. Unfortunately, since he lacks the {{W40Kkeyword|CHARACTER}} Keyword, he&#039;s just going to get popped the second he steps out into the open. And since he can&#039;t take a transport, you can&#039;t even really suicide run him. Even at 22 points, still not worth it. &lt;br /&gt;
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====Titan Guard (Forge World)====&lt;br /&gt;
The Titan Guard are Super-Skitarii, but with a downside. Their Titanguard special rule means they don&#039;t benefit from any {{W40Kkeyword|&amp;lt;Forge World&amp;gt;}} dogmas (auras such as Cawl&#039;s or a dominus) or stratagems. But doesn&#039;t keep the rest of your army from benefiting from the rule. if they are Battle-forged, but it does create some unwelcome hurdles for using them. They don&#039;t benefit from the auras of Cawl or a Dominus since they both specify a {{W40Kkeyword|&amp;lt;Forge World&amp;gt;}} unit. [[What|This is because apparently, being assigned to guard Titans means you immediately lose all Forge World specific equipment and training, despite the fact that Titans are both drawn from specific Forge Worlds and the fact that the Codex specifically states that the Titan Guard is drawn from a Forge World&#039;s 1st Macroclade]].&lt;br /&gt;
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*&#039;&#039;&#039;Secutarii Peltasts:&#039;&#039;&#039; Ad-mech Dark Reapers. 5++ makes them slightly sturdier than Vanguard. Note that they start at 10 men, so an enhanced data-tether is more vital here. Their Galvanic Casters have 3 fire modes: A Rapid Fire 2 Strength 3 24&amp;quot; for blending GEQs, an Assault d3 18&amp;quot; Ignores LOS for tactical tomfoolery, and a MEQ killing 30&amp;quot; Heavy 1, s4 ap2. Once per game they can give themselves -1 to hit instead of shooting. Maybe not worth the cost of the models now, but multiple shenanigans ensue. Unlike other Skitarii the Alpha carries the special equipment and can&#039;t take both an EDT and a melee weapon. &lt;br /&gt;
**They tend to have a bit of overlap with your Vanguard troops, who have a similar Anti-GEQ role that focuses on volume of fire over pure stopping power. Vanguard also have access to several Special Weapons that let them perform better against MEQ and TEQ targets in a pinch. Additionally, your Vanguard can benefit from {{W40Kkeyword|&amp;lt;Forge World&amp;gt;}} perks and stratagems while the Peltasts don&#039;t. However, Peltasts as a whole unit are considerably more flexible than Vanguard offensively (factoring &#039;&#039;all&#039;&#039; the models, not &#039;&#039;just&#039;&#039; the special weapons), especially now that you can choose which firing mode each model is using instead of the entire unit. Against GEQ targets, Peltasts will outperform Vanguard as long as they&#039;re consistently within Rapid Fire range, and are able to contribute firepower towards any targets regardless of line of sight. Combined with an Omni-spex, this can make them particularly effective at dealing with enemies that rely heavily on cover and LOS for defense, such as Eldar or Tau infantry. Additionally, Peltasts are slightly more durable than Vanguard are, making them a bit better suited to tank shots compared to Vanguard.&lt;br /&gt;
**Do not give the Alpha a pistol, ever. None of our pistols are worth giving up the FREE Galvanic Caster. Melee is not good for them at all.&lt;br /&gt;
**Alternate opinon: Stay the fuck out of Rapid-Fire range. Their ld is crap and they are automatically FORCED to be a large squad. Considering this basically makes them hybrid Vanguard/Rangers with no special weapons is really crap. If you have them you own an amazing horde blender. If not you really lose nothing. &lt;br /&gt;
**Their Blind Barrage can only be used to protect themselves, not a different unit, as they could in previous editions. [[Fail|It&#039;s also shittier than the free Dogma you get from being Stygies VIII, which Peltasts can&#039;t use]].&lt;br /&gt;
***Generally, Peltasts are best left to fulfill a scouting and objective-sitting role. They perform quite well against most basic infantry targets regardless of their immediate circumstances, and their lack of {{W40Kkeyword|&amp;lt;Forge World&amp;gt;}} synergy means that they can be sent out independently without really missing out on any buffs.&lt;br /&gt;
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*&#039;&#039;&#039;Secutarii Hoplites&#039;&#039;&#039;: Budget Skitarii with budget TH/SS.vThese guys melt to massed low strength firepower but can hold there own against a charge from a knight gallant. They are very strong in melee especially when buffed with the omniscient mask. They are also very points efficient for what they do and don&#039;t understimate the shooting of a large blob of arc lances. S6 AP-1 shot, or melee S+3 (S6) AP-1 hits that both do 1 damage each or changes to D3 vs vehicles. A perfect unit to tie up vehicles and even infantry in melee combat. Anything short of Terminators will fear a charge from Hoplites.&lt;br /&gt;
**S6 Ap1 Dd3 isn&#039;t going to scare many t7 vehicles BUT those light vehicles you are good against are usually (land speeders etc) absolute death to Admech troops. The other decent targets are things like Ogryn, Kataphron Destroyers, Grotesques, and the like. This makes hoplites decent because they come with decent durability to start but not as good offense as other choices. Kinda niche, but also much cheaper than our other elites.&lt;br /&gt;
**At only 1 pt more than Vanguard, these guys make for great cheap bodyguards. In addition to a flat 5++, they have a shield that gives them a 4++ against melee and reflects a mortal wound back on the attacking unit on any unmodified saving throw of 6 in CC. Arguably the best meatshields we have, especially against melee-focused infiltrators.&lt;br /&gt;
**Hoplites benefit massively from access to a Termite, and it provides them with the only guaranteed way to get into charge range without getting shot off the table.&lt;br /&gt;
**Put them into combat with vanguard to wound MEQs or lower on a 2+&lt;br /&gt;
**While they lack a &#039;&#039;&#039;&amp;lt;Forge World&amp;gt;&#039;&#039;&#039; keyword, Hoplites can still benefit from &#039;&#039;&#039;Acquisition at any Cost&#039;&#039;&#039;, making them pretty good at contesting and holding mid-board objectives.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Ironstrider Ballistarii&#039;&#039;&#039;: A very  mobile twin lascannon or autocannon platform. It has a 10 inch move, and it has a 48 inch range and can fire after advancing with a penalty. Doesn&#039;t have the dragoons -1 to hit and so is pretty vulnerable given its low armour save and T compared to our other vehicles. If taken in a large unit it has potential as two stratagems as the doctrina strategem can make them +2 to hit negateing -1 to hit defences and the engine war let them gain +1 wound. Downside is large units lack the durability for their points compared to other options and individual models while great at holding a backfield objective are not worth the CP to buff.&lt;br /&gt;
*&#039;&#039;&#039;Sydonian Dragoons&#039;&#039;&#039;: Solid weapon (2 Damage, 8 Strength, AP-1), good mobility, surprisingly tough (Incense Cloud), cheap cost. Often seen in units of 3-4. as only one model needs to make contact with the enemy and the others will all be within 1&amp;quot; of it. A unit of 6 dragoons with Conqueror Doctrina Imperative is rolling 18 attacks, hitting on 2&#039;s, dealing 3 hits on 4&#039;s - that&#039;s 33 strength 8 hits on average. Against a T8 foe that&#039;s about 17 wounds and against 3+ saves that&#039;s 9 failures, for an average of 18 damage. Without buffs such as canticles or the omniscient mask, can murder a Knight in CQ, almost wipe an entire squad of 40 boyz in a single charge, and butcher marines by the squad.&lt;br /&gt;
**Combine with &#039;&#039;&#039;Stygies VII Shroud Protocols&#039;&#039;&#039; to give your Dragoons a massive -2 subtraction on enemy To Hit rolls, giving them exceptional survivability against shooting and a stratagem to get them into position to charge T1 on a lot of deployments. Best deployed along a flank if able to maximise the -2.&lt;br /&gt;
**The Radium Jezzail is hindered by its lack of any AP. Not a bad gun, but it lacks the brute force of the Arquebus and any volume of fire. Basically, you will be fishing for 6s to do just that mortal wound plus another one if you luck out on the opponent&#039;s save. Arquebuses will have an easier time penetrating armor and deal enough damage to be threats in their own right, except now it has a -1 AP. Wahey!&lt;br /&gt;
***Alternate take: By the time you take a unit of 6 your looking at a similar cost to a knight which might add more shooting utility. &lt;br /&gt;
*&#039;&#039;&#039;Serberys Raiders:&#039;&#039;&#039; Serberys Raiders are Skitarii Rangers that are mounted on cybernetic dog-mounts. The first thing to understand about them is that, on a point per wound basis, they are extremely cheap and efficient. They clock in at just under 5 points per wound and 3 wounds per model. To get the same number of wounds in a unit of vanilla rangers, you would have to pay about 20 points more. The raiders are also fast, with a free scout move at the beginning of the game and a 12&amp;quot; move standard. However, they are something of a distraction carnifex. They are not great in melee, have a mediocre WS of 4+, and three attacks per model, all at strength 4 with barely any ap. They can snipe characters, causing mortal wounds on a wound roll of 6, but a bare minimum squad will only be popping off a mere 6 shots at 18 inches. Lastly, despite riding a giant, cybernetic greyhound, they have the same toughness and armor save as their troop counterpart. Overall, the raiders function best as a harassment unit. They are too fast for your opponent to fully ignore, lest they go after vulnerable backfield support characters and small units, but also so cheap that losing them doesn&#039;t hurt you much. &lt;br /&gt;
** Alternate take: These are competent vs screen units in melee (with the right support). Large units supported by a Stygies character- make sure to give him the Omniscient Mask and Learnings of the Genetor Warlord Trait. Pre-game move him to keep up with your high-speed Raiders. They now hit around 75% of the time, and on model with 3A that will have AP-3 Sabres and AP-2 Claws Limbs on 6s to wound, they can be surprisingly deadly.&lt;br /&gt;
** Ryza&#039;s canticle will give them an additional bit of AP. You can also get additional AP from the Custom Forge World Dogma from the Expansionist Forge World, which is a bit more reliable over the course of the game. You can also stay in that Expansionist Forge World tree and get the ability to Advance and Fire their guns with no penalty. Ryza Canticle when Charged/Charging/HI plus the Metallica benefit where it matters? Pretty good. As Skitarii they also can get +2 to hit in Melee, which is always nice.&lt;br /&gt;
** None of which is to say it is a melee unit by design. It has enough utility but it is best to think of them as a unit of snipers that are running around and are tough to remove (comparatively). They can put out enough shots to threaten mortal wounds against any realistic target and put the hurt down against screens and chaff. Fast, tough for their cost, able to threaten a variety of infantry targets and too threatening to be left alone (while also not being so threatening that they are guaranteed to die off before they do anything).&lt;br /&gt;
*&#039;&#039;&#039;Serberys Sulphurhounds:&#039;&#039;&#039; Fast-moving Skitarii Vanguard gunslingers riding cyber-dogs that breath fire. Identical in stat line to the Raiders, but with different special weapons and rules. Basic models are equipped with dual phosphor pistols (same stats as the Phospor Blast pistol but strength 4 instead of 5.) as well as a sulphur breath (same stats as the phosphor pistol, but 8&amp;quot;, Pistol D6, and auto hits.) The Alpha carries a single Phosphor Blast Pistol and a power maul, neither of which can be swapped out. Finally, one model can swap a phosphor pistol for a Phosphor blast carbine (24&amp;quot;, Assault 4, strength 5, AP -1, 1 damage with all the usual phosphor rules). Their Pistoleers&#039; special rule allows them to advance and fire pistols, and they share the rad-saturation rule with the Vanguards.  As with the Serberys Raiders, the Sulphurhounds are a skirmisher unit that is cheap, though not as cheap, fast, character sniping or ranged as the raiders.&lt;br /&gt;
*&#039;&#039;&#039;Pteraxii Skystalkers:&#039;&#039;&#039; Flying drop troops that vomit shots. ~Like~ Better Eldar Swooping Hawks, Thermal Riders give deep strike, and Soar Away lets them return to reserve to deep strike again.   However, they have three movement abilities, not two, and there&#039;s no way to combine them: deep strike, leave the table to deep strike later, and have each model have a 1/3 chance (2/3 against a vehicle) to drop a mortal wound on anything the unit passed over while moving.  &lt;br /&gt;
**Expect your opponent to blow them out of the water the turn after they drop - they&#039;re fragile glass cannons, and no savvy opponent will let them live.&lt;br /&gt;
*&#039;&#039;&#039;Pteraxii Sterylizors:&#039;&#039;&#039; Close range Pteraxii, with a 12&amp;quot; Flamer that ignores the cover bonus (that&#039;s in deep strike range). Then if they charge, they each make 3 S5 Ap-1 attacks, and the Alpha makes 4 S4 taser goad attacks. Unfortunately, the alpha is forced to carry a substantially worse gun than the rest of the unit - it&#039;ll land fewer shots at worse S and worse AP, and that&#039;s assuming you can shoot it, as he&#039;s the only guy in the unit that can&#039;t shoot after advancing.&lt;br /&gt;
**2pts more than infiltrators for an ap -1 flamer making their firepower equal to infiltrators - these are glass cannons like skystalker,s don&#039;t expect them to survive to fly off again or have a second shot - I&#039;d stick with your infiltrators for efficiency, but it&#039;s close.&lt;br /&gt;
** With the Deeply Sunk Talons stratagem to stop a fallback on +2, they can have both survivability and suppress enemy non-flyer tanks/artillery. It can be kept in combat for the next turn and if the enemy you were engaging is no longer important, you can make it soar to the skies, even if stuck in combat range, to descend in deep strike the next turn.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
*[[Onager Dunecrawler|&#039;&#039;&#039;Onager Dunecrawler&#039;&#039;&#039;]]: Your best bet at dealing with heavy armor, and with plenty of solid options. a 3+ 5++, and their &#039;&#039;&#039;Emanatus Force Field&#039;&#039;&#039; allows them to reroll 1s on invuln saves if another Dunecrawler is within 6 inches.  They can no longer squadron, so taking a few will eat your Heavy Support slots.&lt;br /&gt;
**While the Skorpius Disintegrator may have greater shooting utility, volume, and consistency, the Onager has the durability, due to the disintegrator lacking an invulnerable save.&lt;br /&gt;
**&#039;&#039;&#039;Turret:&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Neutron Laser&#039;&#039;&#039;: Never leave home without one. Heavy d3 48&amp;quot; S10 AP-4 Dd6 and treats 1&#039;s and 2&#039;s on damage rolls as 3&#039;s. The most expensive weapon option, but two or three Neutron Lasers will cripple or destroy even the strongest vehicles. Do note that the option to take a Neutron Laser is &#039;&#039;&#039;Neutron Laser and Cognis Heavy Stubber&#039;&#039;&#039;, which gives you both weapons (paid for individually points-wise), with the stubber mounted under the laser itself. Note that the way the rules are worded, a Neutron Laser Dunecrawler with a Cognis Heavy Stubber can purchase a second Cognis Heavy Stubber as well, giving you 6 s4 shots to pop off besides your big gun. A worthwhile investment. In a pinch you can use 1 CP for Protector Doctina Imperatives and have this nuke a flyer out of the sky on a 2+ (only if you have the broadspectrum data-tether, but why would you not)?&lt;br /&gt;
***&#039;&#039;&#039;Icarus Array&#039;&#039;&#039;: It slices, it dices, it makes everyone cry. If you field more than one Dunecrawler, always field one of them equipped with an Icarus Array and a &#039;&#039;&#039;Broad-Spectrum Data Tether&#039;&#039;&#039;. 10 shots at BS2 against anything that has the FLY keyword (hint hint: skimmers, jumppack/jetpack infantry, fliers, etc) means it will handily rip and tear anything apart, or take a good chunk out of it. Particularly brutal against Tau and Eldar of all flavors, since most of their vehicles are skimmers. It hits other targets on 4&#039;s, however, With the &#039;&#039;&#039;Protector Doctrina Imperative&#039;&#039;&#039; Stratagem, the Icarus Array transforms into a terrifying anti-infantry gun with 5 S7 shots and 5 S6 shots hitting anything on 2&#039;s. &lt;br /&gt;
****Alternate Opinion: Unless you have a full brigade you might wanna save your command points. Especially since your vanguards and infiltrators are far better against the conscript/boyz/gaunt-blobs that are so strong in 8th. Your onagers are better used taking out actual fliers or tanks. (It does hit on 4s naturally anyway. No need to get greedy with your Icarus BRRRRRRT Array.)&lt;br /&gt;
****Alternate Alternate Opinion: If you&#039;re ever aiming it at conscripts/boyz/gaunts you are doing it wrong. When not aiming at flyers it&#039;s best at shredding medium to heavy infantry, light vehicles and &amp;quot;monster&amp;quot; units. Basically anything that falls between T4 to T6 with multiple wounds on it.&lt;br /&gt;
****Very good with Mars. Cawl&#039;s full re-roll makes the -1 to hit against non-FLY units a minor inconvenience, and it gets great utility out of moving from S7/S6 shooting to S8/S7 with the canticle.&lt;br /&gt;
***&#039;&#039;&#039;Twin Heavy Phosphor Blaster&#039;&#039;&#039;: 6 shots at S6 AP-2 ignoring cover is good for deleting MEQ units, not a bad choice by any means, but it&#039;s outshined by the &#039;&#039;&#039;Icarus Array&#039;&#039;&#039;. Not the wrong choice if your meta is filled with MEQ, but vs hordes the Kastellans can pack 3 of these per unit against one Dunecrawler, before doubling their shots.&lt;br /&gt;
****The Icarus array packs a Gatling rocket launcher that is basically the same gun minus one shot with four extra autocannon shots but hits on 4s instead. &lt;br /&gt;
****The Dunecrawler kit also isn&#039;t super magnetizing friendly to the Icarus array, so between building this or a I.A; you&#039;re probably better off magnetizing the I.A. and placing the little cover on the side instead of the missiles and proxying it. &lt;br /&gt;
***&#039;&#039;&#039;Eradication Beamer&#039;&#039;&#039;: D6 shots is quite random, but on average it will fare decently well against both vehicles and infantry. S8 means it will wound t4 targets on a 2+, and t7 vehicles on a 3+ (Same as the Neutron Laser). The difference is in the AP, which is only -2, and it only does D3 damage per shot unless you&#039;re in 12 inch range (Which you never want to be in, anyway). A good deal cheaper than the &#039;&#039;&#039;Neutron Laser&#039;&#039;&#039;, but it will always feel like you&#039;re shooting an inferior version of it.  &lt;br /&gt;
****Best used against {{W40Kkeyword|Necrons}} as their special shielding rule tends to be ineffective on D2/3 damage rolls, and  wearing down your opponent is better than having the damage ignored altogether.&lt;br /&gt;
**&#039;&#039;&#039;Emitter:&#039;&#039;&#039;&lt;br /&gt;
***Sadly, you want to take two of these for the Emanatus, but the tethers don&#039;t stack (only making the bubble bigger), the doctrina stratagem targets a specific unit, and these models can&#039;t squadron..&lt;br /&gt;
**&#039;&#039;&#039;Smoke Launchers&#039;&#039;&#039; gives enemies shooting at your Crawler -1 to hit for one turn, but you have to give up shooting. It&#039;s extremely situational and not recommended. Stacks with the Stygies dogma.&lt;br /&gt;
**&#039;&#039;&#039;Cognis Heavy Stubber&#039;&#039;&#039; is a straight-up addition, coming in at 2 points for a 3-shot bolter that can be fired on the Advance at a -2 (though why you would want to Advance the measly 1d3&amp;quot; your Crawler gets is beyond me). This is the one that the Skitarii is firing from out of the hatch, and is separate from the Neutron Laser weapon option (which includes another cognis stubber). Just buy it, at 36&amp;quot; range it will rarely be out of targets, and removing a single wound of literally anything in game earns back its points several times. You&#039;re mounting it on a t7 3+/5++ chassis that has easy access to repairs, as well as numerous other defensive buffs, it will last a while to get its shots off.&lt;br /&gt;
*[[Legio Cybernetica #Kastelan Robots|&#039;&#039;&#039;Kastelan Robots&#039;&#039;&#039;]]: More slot-efficient than the Dunecrawler, as you can get 6 in a unit. (Spamming them is a trap though, since they&#039;re extremely vulnerable in the Fight phase; 2-4 is enough.) They still have the same Monstrous Creature statline, and can reflect guns back at their shooter (for a Mortal Wound now), but are now faster and cheaper.  Fully shooty is actually the cheap option now. Go full phosphor and enter protector mode for 18 S6 AP2 shots per robot. Yes, a full unit of 6 will fire 108 bullets... In protector mode becomes twice as good as any unit we have. Beware combat with this option though, as without the Fists, you don&#039;t have any AP in close combat.  AdMech now has fewer ways of dealing with high Toughness, and Kastelan Fists in Melee will punch holes in virtually anything, so consider fists if you are lacking in Dunecrawlers.  It&#039;s recommended if you are going shoot, deck them out with 3 Heavy Phosphor Blasters, or if you are going punchy, get Fists and the Incendine Combustor.  Don&#039;t mix the Combustor and Phosphor options together, they don&#039;t synergize well.&lt;br /&gt;
**Protector Protocol is great for shooting, but don&#039;t underestimate the other modes.  Aegis Protocol will make your Robots even more tanky, with 2+ Armor and a 4+ Invul, and Conqueror Protocol lets them attack twice in combat and just fisticuff anything to death.  In general, Fist Kastelans will prefer either Aegis or Conquerors, while Shooty ones will want to stay in Protector Protocol as much as possible.&lt;br /&gt;
**It would be great if the reflection worked like in 7th edition (where *any* saving throw of 6 reflected), but now it is only Invulnerables of 6, and the Cover Bonus from Shroudpsalm only increases the armor save.  Unfortunately, the Aegis Protocol Trolling of the Index is now gone, so you will only reflect a Mortal Wound on a Invul Save roll of 6, after re-rolls but before modifiers.&lt;br /&gt;
**A critical difference here between {{W40kKeyword|LUCIUS}} and {{W40kKeyword|Stygies VII}} when deep striking is that the former deep strikes in after it&#039;s too late to change Protocols outside of Binharic Override (costing a second CP for the unit), so unless you&#039;re willing to shell out the CP, you&#039;ll be in Aegis Protocol on the turn you arrive.&lt;br /&gt;
**Speaking of Binharic Override, if you are running shooty robots, it may be a good idea to just use ASAP to get your Kastelans doubling their rate of fire on the first turn, rather than having to wait until turn 2.&lt;br /&gt;
***Be certain if you do this that they are where you need them to be for the rest of the battle, as they will no longer be able to move.&lt;br /&gt;
**The amount of overwatch shots and natural 6 STR is probably enough to keep most CC units away, even more if you&#039;re screening.&lt;br /&gt;
**They do make incredibly good [[DISTRACTION CARNIFEX|Distraction Canifex]].&lt;br /&gt;
**If you still feel like you need avoid CC at all costs, switching the shoulder phosphor weaponry to Incendine Combustors can be a valid option : as Protector Protocols works during any phase, 6 robots doing 12d6 S5 AP-1 hits to a charging unit, + the 72 shots of Phosphor Blasters should stop most charges in the game. However, don&#039;t let that Rhino or Knight charge you, m&#039;kay ?&lt;br /&gt;
*&#039;&#039;&#039;[[Skorpius Hover Tank|Skorpius Disintegrator]]&#039;&#039;&#039;: If it’s mobile firepower you’re after, you’ll want the Skorpius Disintegrator. It comes baseline with 3 Cognis heavy stubbers and a prow-mounted disruptor missile launcher that packs a highly explosive wallop: 36” Heavy d6 S7 AP-2 Dd3. Random attack numbers and damage make it unpredictable but it is a &#039;&#039;decent&#039;&#039; weapon nonetheless. It also comes with a broad spectrum data-tether and canticles, as well as ignoring heavy weapon rules unless it advances. It has the exact same stats as the Skorpius Dunerider, except for an additional point of toughness (T7). Probably the most critical difference when deciding between this and the Dunecrawler, is the invuln save, or rather lack thereof on the Disintegrator. So in summary, the Disintegrator has better firepower for the cost than the Dunecrawler but is less durable, which means it can be shot off the board dishearteningly fast. &lt;br /&gt;
**&#039;&#039;&#039;Turret:&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Ferrumite Cannon&#039;&#039;&#039; 48” Heavy 3 S8 AP -3 D3. An excellent option for reliably blasting chunks from enemy vehicles, monsters or elite, multi-Wound infantry, thanks to no randomness in shots or damage. As stated in the Dunecrawler section, this weapon does statistically less damage than the neutron laser against enemies of &amp;gt;T9, but fails to account for the missiles, which can even out this damage loss. If your opponent fields a lot of really tough things pull out the dunecrawlers, but otherwise the disintegrator and its cannon will do fine to kill whatever it is you want, as the points cost is nearly the same (116 vs 117--crawler with two stubbers and laser).&lt;br /&gt;
***&#039;&#039;&#039;Belleros Energy Cannon&#039;&#039;&#039; 36” Heavy 3D3 S6 AP -1 D2 and can hit things out of LOS. A decent amount of shots make it a good contender for medium infantry killing and the LOS capability means you can park behind obstructions and hide from tank killers while still remaining mildly effective.&lt;br /&gt;
&lt;br /&gt;
===Flyer===&lt;br /&gt;
*&#039;&#039;&#039;Archaeopter:&#039;&#039;&#039; The brand-new dragonfly planes. Though seemingly unremarkable, they benefit from being hyper-maneuverable by pivoting before moving, and being able to hover as well. You also have the option of either a Command Uplink, which lets friendly {{W40kKeyword|&amp;lt;Forge World&amp;gt;}} units within 6&amp;quot; use its 9 Leadership, or Chaff Launchers for reducing any damage it takes from shooting by 1 to a minimum of 1. With only 10 wounds at T7, that&#039;ll be necessary, moreso after factoring in the damage track influencing your BS and movement scores.&lt;br /&gt;
**&#039;&#039;&#039;Transvector:&#039;&#039;&#039; The transport option, though its capacity of 6 Skitarii, Secutarii, Techpriest or Electropriest models is weak.  Its armament is rather meager with two Cognis Heavy Stubbers and a Twin Cognis Heavy Stubber. These ones will absolutely benefit from Chaff Launchers, as it gives you a slightly better chance at withstanding the anti-aircraft fire so you can drop your pack. The Command Uplink would also see use as you&#039;ll already have this at the front lines. Note that secutarii are minimum units of 10 so good proofreading GW.&lt;br /&gt;
**&#039;&#039;&#039;Fusilave:&#039;&#039;&#039; The bomber. Your guns are improved negligibly to four separate Cognis Heavy Stubbers, but you also get the bombs. Every turn after moving, you get to roll up to 10d6 worth of dice on any enemy units you flew over (with monsters and vehicles acting as 3d6), with every 4+ resulting in a mortal wound. It is actually much more of a support and board control unit than a pure damage dealer platform. It will allow you to control enemy movement, deal a few mortal wounds here and there, and later if that thing does survive, grab an objective in hover mode. &lt;br /&gt;
**Avg 1.5 mw on a vehicle, 2.5mw or a 5 man squad make this hard to justify sure 5mw on a 10 man Intercessor or Custodes squad. It could be good but many lists wont have that level of target.&lt;br /&gt;
***Good thing about this bomb is that isn&#039;t one use and have a nifty trick to halve enemy mobility with a stratagem. You can chose enemy squad that is closing with your shooting units and likely it wont charge, while you shoot them with impunity. Bomb itself will deal solid 5 MW to a unit of monstrous creatures like Necron Wraiths. Target of stratagem and target of bombs may not be the same, you just have to fly over. Maxiumum effect of stratagem will be on fast land targets, like bikes, dragoons, rhinos, all land transports, daemon engines, large squads of advancing infantry like ork mobs.&lt;br /&gt;
**** Also best candidate out of three for Electro-Filament Counter Measures, since you are going to be close and personal anyway. May turn off enemy defenses from auras like Dark Shroud, Lions helm, or debuff enemy warlord traits, abilities and artifacts, that are auras...&lt;br /&gt;
***** With the changes to flyers in 9th, RAW means you can fly over the top of units and straight off the table, dropping your bombs without giving your opponents the chance to shoot back. As you get 1CP back every turn, you can effectively cripple one unit of your choice every turn with the strategem and bomb pretty much any unit(s) you want with a free pivot before flying straight off the board again. Going to cause a bit of butthurt if its not FAQd!&lt;br /&gt;
**&#039;&#039;&#039;Stratoraptor:&#039;&#039;&#039; The dogfighter. Your Cognis Heavy Stubbers are complimented by two Heavy Phosphor Blasters and a Twin Cognis Lascannon. Indeed, the weapons are all made to wipe the floor with any priority targets in comparison to the Fusilave&#039;s carpet bombing. You&#039;ll certainly want the Chaff Launchers on this, since you are bristling with a lot of guns. Alternate take this is the best allrounder flyer as it is not dependent on your opponents list like the Fusilave. As taking the command uplink allows access to the strat that turns off auras which seems strong in certain matchups. Consider that this strat works on units while they are within 6&amp;quot;, so if the plane goes down your CP&#039;s are wasted, but it is only 1 CP so it may be worth it as a fire magnet albeit a flimsy one...&lt;br /&gt;
*** Sadly outside of hover mode, it always fire at -1 BS, because it lacks any rule that will allow it to move and fire without penalty. The ways to mitigate this is the base codex stratagem for ignore movement penalties (1CP), the new stratagem for +1 to hit rolls against non-FLY enemy units (1CP), or the Mars specific canticle.&lt;br /&gt;
**** Looks like the changes coming in 9e will address this, by removing hit penalties for vehicles using Heavy weapons.&lt;br /&gt;
&lt;br /&gt;
===Lords of War===&lt;br /&gt;
&lt;br /&gt;
See [[Warhammer_40,000/Tactics/Imperial_Knights(8E)|here]] for an in-depth discussion of Knights on their own; what matters to you is that Cawl, Domini, and Enginseers can fix {{W40Kkeyword|Questor Mechanicus}} Knights, and any of the three or a Datasmith can propagate the Knight of the Cog stratagem onto them (they also have access to a new stratagem from our Codex, Rotate Ion Shields, but they can do that without any assistance from us at all).  If you want to maximize the impact of this:&lt;br /&gt;
&lt;br /&gt;
*Datasmiths are the cheapest of the four options to propagate the Stratagem, but Enginseers are the cheapest that can both propagate and repair.  In either case, none of your relics are directly relevant, and neither are your dogmas, but Monitor Malevolus will somewhat reduce the cost of maintaining Knight of the Cog, Chorister Technis will exponentially improve your ability to guarantee the Canticle you want (especially easy, as always, with Cawl on hand), and Necromechanic will greatly improve how reliably and quickly you can repair the Knight, which is one of the big reasons to bother with this combo in the first place.&lt;br /&gt;
*The best Knight to take is the Crusader, since that&#039;s the only one not forced to take a melee weapon on one of its arms.&lt;br /&gt;
**By default the Crusader is the best take because of how much firepower and anti-horde it wields. The only reason not to bring it is because the enemy is fielding some really, &#039;&#039;&#039;&#039;&#039;really&#039;&#039;&#039;&#039;&#039; tanky units that want to go toe-to-toe in CC, at which point you either want to bring the Atropos for titan-killing or some Armigers to wear your enemy&#039;s heavies down before your valuable stuff finishes them off.&lt;br /&gt;
&lt;br /&gt;
==Forge Worlds==&lt;br /&gt;
==={{W40kKeyword|Agripinaa}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Agripinaa2.png|100px|left|]]In the grim darkness of the far future, wave after wave will be sent to the meatgrinder.&lt;br /&gt;
&lt;br /&gt;
Thematically, Agripinaa is the defense forgeworld, having resisted chaos sieges for millennia.&amp;lt;br&amp;gt;&lt;br /&gt;
Crunchwise they hold their ground with enhanced overwatch and wave after wave of disposable Kataphrons. If you love Kataphrons but the enemy kills and locks them in melee too fast for you to have fun, give this forgeworld a try.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When the Cadian gate breaks open and the enemy comes knocking on your door, let Agripinian steel crush the serpent &#039;neath their heel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Forge World Dogma - &#039;&#039;Staunch Defenders&#039;&#039;:&#039;&#039;&#039; Overwatch on a 5 and 6. &lt;br /&gt;
**Melee is the go-to method to shut down an AdMech gunline, so this dogma will come in handy A LOT, and your units are shooty enough that doubling their overwatch is going to be felt even by big models. &#039;&#039;Srsly I shot a Keeper of Secrets half to death in overwatch!&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - &#039;&#039;Reinforced Exoskeleton&#039;&#039;:&#039;&#039;&#039; All damage suffered by the warlord is reduced by 1, to a minimum of 1. &lt;br /&gt;
**Since characters cannot be usually targetted and sniper rifles are usually single damage (the MW is added separately), this trait helps your warlord survive power fists. -1D already cuts multidamage weapons&#039; effectiveness in half.&lt;br /&gt;
*&#039;&#039;&#039;Canticle - &#039;&#039;Verse of Vengeance&#039;&#039;:&#039;&#039;&#039; {{W40kKeyword|Infantry}} and {{W40kKeyword|Cavalry}} in a unit that die roll a d6. On a 5+, they can make one last shooting or melee attack before dying.  Considering how easily you can dispose of your troops, you&#039;d be wise not to waste them when you can help it.&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - &#039;&#039;Fresh Converts (1-3 CP)&#039;&#039;:&#039;&#039;&#039; More like &amp;quot;Tide of Loyalists&amp;quot;. You can recycle a unit of {{W40kKeyword|Servitors}} (Kataphron Breachers, Destroyers or regular Servitors). Costs 1 CP for a unit with a Power Rating of 5 or less (Servitors), 2 CP for PR 6-10, and 3 CP for a PR of 11-20 and no higher. Also, unlike the Chaos Space Marines, your now full strength unit has to walk on from your side of the battlefield. &#039;&#039;Revive expensive models that were already hard to kill? Hell yeah&#039;&#039;.&lt;br /&gt;
**Destroyers can make use of this stratagem since their weapons have long-range and suffer no penalty for moving, but keep in mind a base unit of 3 is already 10PP, and you &#039;&#039;can not recycle a unit worth more than 20PP&#039;&#039;. Due to the way, it&#039;s worded (&amp;quot;Remove that unit and set it up somewhere else at full strength) &#039;&#039;this Stratagem would prevent the enemy from scoring First Blood&#039;&#039;.&lt;br /&gt;
***Breachers are 8PP, which means that you &#039;&#039;have&#039;&#039; to spend 2-3 CP whenever replacing a 3-6 bot squad of Kataphron, no matter what type. Considering that the Destroyers have access to both a flamer &amp;amp; &#039;&#039;two&#039;&#039; heavy weapon options that generate more shots than what the Breachers can dish out on overwatch, you should always choose Destroyers if you intend to use this rule. Servitors usually wouldn&#039;t be a good Converts target, but now that they can be used to return dead Kataphrons, you could use it on them on certain scenarios.&lt;br /&gt;
*&#039;&#039;&#039;Relic: &#039;&#039;Eye of Xi-Lexum&#039;&#039;:&#039;&#039;&#039; At the start of each of your shooting phases, pick one enemy {{W40kKeyword|vehicle}} within 18&amp;quot; of the bearer. You can re-roll to wound rolls of 1 for friendly {{W40kKeyword|Agripinaa}} units that target the unit you picked for the rest of the phase, rerolling all failed to wound rolls instead if you picked a {{W40kKeyword|Chaos Vehicle}}.&lt;br /&gt;
**Your Neutron Lasers, Plasma Weapons, &amp;amp; Cognis Lascannons now hit &#039;&#039;and&#039;&#039; wound on a 3+ with a reroll &#039;&#039;or better&#039;&#039;. Use a CP for that one 2 you roll, and you are virtually guaranteed to &#039;&#039;&#039;&#039;&#039;automatically hit and wound&#039;&#039;&#039;&#039;&#039; your enemy&#039;s armoured support. Turning your Kataphrons&#039; anti-infantry fire into decent anti-tank also takes off pressure from your Onagers. Great support relic.&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039; Agripinaa strategy is centered around their Destroyers, so you&#039;ll need to field some units of 6 (so they aren&#039;t all blasted away in a single turn) and bring at least 2 Battalions, because boosting them eats away your CP, and a single revival is all of your battleforged-CP. The Servitor Maniple can eat up a Battalion&#039;s worth of CP before the first turn: -1 for the formation, -1 for the Field Commander, -1 x 3 if you decide to give them Enhanced Bionics. Sure Raiment of the Technomartyr gives you enviable overwatch coverage, but can you afford it after the Eye of Xi Lexum? May need to call the Rusty 17.&lt;br /&gt;
**&#039;&#039;&#039;Kataphron Conga-line:&#039;&#039;&#039; Servitor Maniple formation, boost them with the Eye of Xi-Lexum (so they can kill any target reliably) and place them near units they synergize with, like Dominus, Manipulus, Servitors, Kastellan, Vanguard screens, etc. They&#039;ll dish out lots of fire and draw lots in return, so keep reviving them with Biosplicing and Fresh Converts. That&#039;s half of your army; the other half should be exploiting the opportunities caused by the enemy being poked by and firing onto the Kataphrons: Ironstrider skirmishers can be useful. Though Cognis flamer Destroyers can take care of themselves, having a few units support them won&#039;t hurt.&lt;br /&gt;
***For extra resilience, make the relic the Autocaduceus of Arkhan Land. After sacrificing a Servitor to resurrect a downed Kataphron with a single wound remaining, immediately heal him up for 1d3 re-rollable wounds using Master of Machines. With &#039;&#039;&#039;Acquisition at Any Cost&#039;&#039;&#039; for 2 CP, near an objective, either in cover or with Shroudpsalm up, get a nice 2+/4++ save for when your opponent realizes that he needs to remove them right now and watch them soak up an army&#039;s worth of firepower. And if they get too hammered, just resurrect them as stated above and watch your opponents horror as he realizes he has to do it all over again. We Necron now, boys.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40kKeyword|Graia}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Graia Skitarii Icon.png|100px|left|]]&lt;br /&gt;
In the grim darkness of the far future, the best planet is made by yourself with the will of Omnissiah.  &amp;lt;br&amp;gt;&lt;br /&gt;
The more [[Black Templars|fanatical of the worlds]]. &amp;lt;br&amp;gt;&lt;br /&gt;
They refuse to flee but are hard to kill and don&#039;t care about shooting plasma during melee. They can also Have Vanguard fire point-blank.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Forge World Dogma: &#039;&#039;Refusal to Yield&#039;&#039;:&#039;&#039;&#039; Roll a d6 whenever a model with this dogma is slain or flees. On a 6, that model refuses to yield (gee, who woulda thunk), and either the model survives with 1 wound left, or it doesn&#039;t flee. However, {{W40kKeyword|FORGE WORLD}} units with this dogma cannot fall back unless a friendly {{W40kKeyword|FORGE WORLD}} character is on the field. &lt;br /&gt;
**A decent Dogma, mainly useful on single wound models like massed Vanguard, though it might save a character or vehicle every now and then. Basically returns our troops to their 7th edition version. &#039;&#039;Does&#039;&#039; work to save your models from Gets Hot! deaths, unlike the FNP most models get since it blocks being slain, not mortal wounds, so you can go extra plasma happy with these folks.&lt;br /&gt;
**Something to keep in mind: you roll one dice if it was a big damage-dealing shot, i.e Volcano cannon, but if you lose your last wound to 14 bolter shots then thats 14 dice roll&#039;s.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait: &#039;&#039;Emotionless Clarity:&#039;&#039;&#039; Models in friendly {{W40kKeyword|GRAIA}} units within 6&amp;quot; of your warlord can shoot with Assault and Rapid Fire weapons as if they were pistols, but better since Rapid Fire weapons still get to shoot twice for being in close range. &#039;&#039;Friendly fire? Does not compute&#039;&#039;.&lt;br /&gt;
**This is HUGE for Vanguard, Corpuscarii and Rangers, &amp;lt;u&amp;gt;increasing their damage output by &#039;&#039;more than&#039;&#039; 500%, 300% and 376%&amp;lt;/u&amp;gt;, owing to them having more shots at higher BS and with special effects on 6s to wound compared to their regular fists. Not to mention you were already bringing Vanguard and Rangers, and they have a reason for being near your Dominus.&lt;br /&gt;
**This isn&#039;t saying &amp;quot;go push Rangers into melee&amp;quot;, but allows them to kick back even if the enemy ties them up (remember they only shoot in &#039;&#039;your&#039;&#039; turn), instead of instantly shutting down. That being said, you DO want Vanguard to shoot in melee since Rad saturation will now affect your guns, which make up most of their damage output: &#039;&#039;their Arc rifles now wound those T3 Space marines on a 2+, hitting on a 3+&#039;&#039;. Not to mention they are a support-melee squad with 18&amp;quot; range guns; it&#039;s not like melee is something new to them.&lt;br /&gt;
**One nasty trick to keep in mind is making use of the Cybernetica Cohort strategem Strafing Fire Run, which turns all of a Kastelan Robot’s ranged weapons to Assault - allowing them to fire all their awesome guns into close combat like a pistol if the Warlord is nearby. This means that Genestealer unit that just charged them first turn and thinks it has them tied up unable to shoot is in for a nasty 9-shot-per-bot surprise (or a second round of flamer fire). Remember that the robots need to be in Aegis Mode at the start of the Movement Phase to activate this (but the effect stays even if you force them into Protector Mode before the Shooting Phase to double those shots), so if you want to do this you need to keep them in Aegis Mode until you think you’ll no longer need it.&lt;br /&gt;
*&#039;&#039;&#039;Canticle - &#039;&#039;Mantra of Discipline&#039;&#039;:&#039;&#039;&#039; The affected unit can hit on a 5+ when shooting on Overwatch. Since you&#039;re already likely to be bringing big parties to the front, you&#039;ll want a way to ensure some casualties before melee.&lt;br /&gt;
*&#039;&#039;&#039;Stratagem: &#039;&#039;Steel Mind, Iron Logic (1 CP)&#039;&#039;:&#039;&#039;&#039; When an enemy psyker uses a power within 24&amp;quot; of a {{W40kKeyword|GRAIA}} unit, roll a d6. On a 4+, the power is nullified. Identical to the Black Templars&#039; Abhor the Witch and World Eaters&#039; Scorn of Sorcery stratagem.&lt;br /&gt;
*&#039;&#039;&#039;Relic: &#039;&#039;The Cerebral Techno-Mitre&#039;&#039;:&#039;&#039;&#039; Dominus only, +1 Command point if you have a battle-forged army. For obvious reasons, never take this in combination with the Stratagem for multiple relics. &#039;&#039;Graia&#039;s WT is good, but combined with Monitor Malevolus, this relic on a Brigade yields &amp;lt;u&amp;gt;15.6 CP + 1/5 of your enemy&#039;s&amp;lt;/u&amp;gt;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;Graia&#039;s Endlessly Enduring Electro-Priests:&#039;&#039;&#039; Take a full sized unit of Corpuscarii Electro-Priests, move them into close combat within 6&amp;quot; of your warlord. Now your Corpuscarii can unleash an ungodly amount of firepower in both the shooting and fight phases. In addition to this the Graia dogma allows for Electro-Priests to have a 5+ Invulnerable Save, then a 5+ Fanatical Devotion Save - or optionally a 6+ Refusal to Yield roll. The latter used to stack with the FNP but this was FAQ’d. It’s not totally redundant, however - the RFY will perform better against multi-damage hits (just one roll for a 6 damage hit instead of six if you used the FNP), and it also works to prevent morale losses.  With this many saves your opponent is going to struggle to remove these guys from the board without expending a ridiculous amount of firepower. Fulgurite Priests also benefit from the Graia Dogma, as although they have no guns to shoot with the dogma combined with Siphoned Vigour makes them far more durable than a Toughness 3 model with a single wound has any right to be.&lt;br /&gt;
**&#039;&#039;&#039;Graia&#039;s Vengeful Vanguard&#039;&#039;&#039; Take one or two full sized units of Skitarii Vanguard with Data Tethers, make sure they&#039;re close to your warlord (with Emotional Clarity), and see them live up to their name. Your opponents face will drop when he realizes that those squishy looking cyborgs are slightly harder to kill than usual thanks to the FNP ability. Next he&#039;ll note that his men are feeling queasy being near your radio-active bucket-heads (-1 on toughness). Those making it to the next shooting phase will find themselves staring down the barrel of a triple shot rifle which your unit has no issue shoving down their throat before pulling the trigger. Your Skitarii Vanguard will be able to shoot in close combat, and thanks to their radio-active aura, will wound most troops on a 3 or a 4. Regardless of whether you&#039;re outnumbered two to one, your shooting phase will become a devastating affair. Use the Protector Doctrine for a +2 to hit and enjoy the rerolls provided by your Dominus. You can give your warlord the Omniscient Mask and use the Conqueror Doctrine for a second round of pain in the Combat Phase. In addition; you can consider using the Canticle &#039;Doctrine of Might&#039;, giving your Vanguard perhaps that little push to finish the job.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40kKeyword|Lucius}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Lucius34.jpg|100px|left|]]&lt;br /&gt;
In the grim darkness of the far future, space itself bends to the will of the Machine God.  &amp;lt;br&amp;gt;&lt;br /&gt;
One of the Durable mobility worlds, Lucius is resistant against anti-GEU weapons and can Teleport in Deathstars. &amp;lt;br&amp;gt;&lt;br /&gt;
Lucius specializes in the durable Infantry side of the Mechanicus, Shrugging off Autocannons, and placing up to a 30 man anywhere on the board.&amp;lt;br&amp;gt;&lt;br /&gt;
Suprise Electro-Priests or robots will wreck.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Forge World Dogma: &#039;&#039;The Solar Blessing&#039;&#039;:&#039;&#039;&#039; AP-1 attacks made against a unit with this dogma are treated as if they had AP0 instead. &lt;br /&gt;
**Useful since AP-1 is pretty common: gauss flayers, bolt rifles, rending claws, chainaxes, heavy bolters/flamers, assault/autocannons, etc. &lt;br /&gt;
**You&#039;ll probably choose this Forgeworld for their Deep Strike stratagem rather than this trait, though.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait: &#039;&#039;Superior Bionics&#039;&#039;:&#039;&#039;&#039; +1 to your warlord&#039;s invulnerable saves.&lt;br /&gt;
*&#039;&#039;&#039;Canticle - &#039;&#039;Luminescent Blessing&#039;&#039;:&#039;&#039;&#039; +1 to the affected unit&#039;s invulnerable saves to a cap of 4+. Absolutely handy for protecting a deep-striking force. &lt;br /&gt;
*&#039;&#039;&#039;Stratagem: &#039;&#039;Legio Teleportarium (1 CP)&#039;&#039;:&#039;&#039;&#039; During deployment, use this Stratagem to set up a {{W40kKeyword|LUCIUS}} unit in reserves instead of deploying; at the end of any of your Movement Phases you can deep strike it anywhere that is more than 9&amp;quot; away from opposing models. This is why you pick Lucius as your Forgeworld. We didn&#039;t get many transports, but look on the bright side, every single unit in our entire fucking army now has the ability to deep strike.&lt;br /&gt;
*&#039;&#039;&#039;Relic: &#039;&#039;The Solar Flare&#039;&#039;:&#039;&#039;&#039; Once per game, at the end of your movement phase the bearer can teleport instead of moving normally. When they do so, remove them from the battlefield and place them anywhere that is within 30&amp;quot; of their starting position and more than 9&amp;quot; away from any enemy. &lt;br /&gt;
**An immensely useful relic on an already popular forge world, the solar flare can allow a character to teleport away from a dangerous melee unit or next to an objective in the hope of securing it. If you teleport a unit of Kastelan next to the enemy, you can use this relic to send a Dominus or Datasmith to support them (just remember Battle protocols are changed at the &#039;&#039;beginning&#039;&#039; of the movement phase).&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;Lucius&#039; Reality Rifting Robo-Rampage:&#039;&#039;&#039; Spend 1 CP during deployment to prepare a unit of Kastelan Robots (up to 6 robots!) with Fists to teleport at the end of any of your movement phases (except turn 1). In the battle round you plan to teleport them, pick Chant of the Remorseless Fist Canticles for re-roll 1s during fighting. (Don&#039;t pick Invocation of Machine Might. Kastelan Fists are +4S, adding to base 6S. There aren&#039;t many cases where S11 will benefit over S10). Once in CC, spend another CP to permanently change the robots to Conqueror Protocol with the Binharic Override strategem. Charge is a separate phase now, soak up overwatch with Aegis protocol first, or survive a round if the charge fails. Once in CC, you get to punch everything twice. The datasmith counts as a separate unit so you can&#039;t teleport him with the robots, but on the plus side you can use that stratagem at any phase instead of just at the beginning of the battle round, allowing you to change the protocol right after you charge and rock-em-sock-em robots them to death. Or give the Lucius relic to the datasmith (deep strike at 30&amp;quot; distance) to change protocols later and repair the robots.&lt;br /&gt;
***Also consider using the phosphor blaster instead of the combustor to save 6 points per bot as 21pts for effectively a one use heavy flamer is a bit steep.&lt;br /&gt;
***Post Vigilus robots: take a unit of 4-6 in a Cybernetica Cohort detachment, deep strike 9&amp;quot; away, and then for 1CP gain +3 to charge rolls this turn making a 6&amp;quot; charge. When they reach combat immediately change protocols using the Binharic Override stratagem (again another 1CP) for double attacks. Watch as that knight you charge disappears...&lt;br /&gt;
**&#039;&#039;&#039;Holy Requisitioner 2.0:&#039;&#039;&#039; Spend 2 CP during deployment to put 5x Kastelan Robots and 9x Kataphron Destroyers into reserves. Also be sure to give your Dominus the Solar Flare. This makes the maximum possible amount of your army immune to alpha strikes. On turn two, deploy them and teleport your Dominus. Unleash 9D6 plasma, 9RF phosphor, and 90 heavy phosphor shots at your enemy. Use Neospheric Mindlock and Elimination Volley so your Robots will be hitting on 4s and your Kataphrons on 2s while being safe from overheating.&lt;br /&gt;
***Use Daedalosus if there is a threat that really needs to die.&lt;br /&gt;
***The other half of your army should be used to secure a drop zone and to sprint to objectives once the other half of your army arrives.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40kKeyword|Mars}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Mars2.png|100px|left]] In the grim darkness of the far future, only faith in the machine will save us.&lt;br /&gt;
&lt;br /&gt;
Thematically, Mars is the exemplar. The first and holiest forgeworld, the heart of the entire Adeptus Mechanicus.&amp;lt;br&amp;gt;&lt;br /&gt;
Crunchwise, while some forgeworlds are defined by the gimmicks that differentiate them from the red planet, Mars itself focuses on what differentiates the Adeptus Mechanicus from other factions: your Canticles and &#039;&#039;sheer&#039;&#039; firepower.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Make your enemies kneel before the glory of the Omnissiah with prayer and Martian Might!&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Forge World Dogma - &#039;&#039;Glory to the Omnissiah&#039;&#039;:&#039;&#039;&#039;  When rolling for Canticles, roll twice. All units with this dogma receive the benefits of both Canticles that are rolled for, unless a duplicate result is rolled. Cawl&#039;s special ability can fix that downside. &#039;&#039;This reliably gets you the Canticle you want &amp;lt;b&amp;gt;multiple times&amp;lt;/b&amp;gt; in addition to an extra free army-wide rule, which is good on itself&#039;&#039;.&lt;br /&gt;
**If you have multiple detachments on the table from different {{W40Kkeyword|Forge World}}s, the first roll will affect both detachments, and the {{W40Kkeyword|Mars}} detachments will roll a second time for their extra Canticle. As such, &amp;lt;u&amp;gt;whether a Chorister Technis is from Mars or not, he can only reroll 1 dice at best&amp;lt;/u&amp;gt;. Still, that&#039;s a nice 87.5% chance of getting that Canticle again and again instead of picking it once and praying for it afterwards like non-Cawl plebs do.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - &#039;&#039;Static Psalm-Code&#039;&#039;:&#039;&#039;&#039; Add 3&amp;quot; to the range of your Warlord&#039;s aura abilities (except Master of Machines). Cawl starts with this trait, and my-oh-my does he benefit from it!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Canticle - &#039;&#039;Pangyric Procession&#039;&#039;:&#039;&#039;&#039; All heavy weapons on the affected unit suffer no penalty for moving and firing. On top of that, all equipped heavy weapons also add +1 to their strength. In case you really wanted to nail those big boys with the Kataphrons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem: &#039;&#039;Wrath of Mars (2 CP)&#039;&#039;:&#039;&#039;&#039; Use this before a {{W40kKeyword|MARS}} unit in your army attacks in the shooting phase. Each time you roll a 6 to-wound, the target suffers a mortal wound in addition to any other damage. Combo with Protector Imperatives for extra-sharp cheddar.&lt;br /&gt;
**Hilarious with a squad of Vanguard in Cawl/Dominus range. Lets an 80 point troop unit shit out nearly 6 mortal wounds a turn (If you can afford it).&lt;br /&gt;
&lt;br /&gt;
**Also amazing with Flechette Blasters; A 110 point unit of Sicarian Infiltrators with Flechette Blasters will put out around 8 mortal wounds per shooting phase. (actually 3 and 5 with Cawl re-rolls)&lt;br /&gt;
**Another option is Corpuscarii Electropriests, given their high volume of shots and their taser effect. 20 of them will pump out almost 80 hits with Cawl rerolls, which turns into around 13 mortal wounds. &lt;br /&gt;
**With either Daedealosus or the shooty Doctrina, they can shit out 105 HITS on average. Against a Knight, you do an average of 17.5 Mortal Wounds, as well as another slightly less than 12 against armour, over 22 if you use the -2AP stratagem as well, or 17.5 if you use the stratagem and the Knight has Rotate Ion Shields, Ion Bulwark, or Armour of the Sainted Ion, totalling a minimum of 29 wounds and a maximum of 39. Kastelan Robots, eat your processors out. The only problem is getting them there, but with Ninth on the way and the new Strategic Reserves rules, that shouldn&#039;t be much of a problem... &lt;br /&gt;
**The OBVIOUS choice, is a squad of buzz lightyears(Kastellan robots) with phosphor blasters, just the sheer number of shots you can pull out means you&#039;ll get salt from everyone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic: &#039;&#039;The Red Axe&#039;&#039;:&#039;&#039;&#039; Replaces an Omnissian Axe, vastly increasing it AP. S+1 AP-5 D2. Looks scary, but armour save can only be lowered so much before reaching an invuln or be outright wasted. The Pater Cog-Tooth, with its boost to Str and Dmg, will serve you better.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Special Character: &#039;&#039;[[Belisarius Cawl]]&#039;&#039;:&#039;&#039;&#039; A must have for any list. 9-inch &amp;lt;u&amp;gt;aura of full re-rolls in the shooting phase&amp;lt;/u&amp;gt;? (6&amp;quot; +3&amp;quot; from Mars&#039; WT) Yes please. Oh, you&#039;re not Mars? You are, you just dress differently *wink*. Another great thing is the control his &amp;lt;u&amp;gt;+/-1 to Canticles of the Omnissiah&amp;lt;/u&amp;gt; gives you, increasing your chance for Shroudpsalm to 3/4 and nullifying the risk of a repeated Canticle. He&#039;s a beast of a unit still, hard to kill and with huge damage up-close which you won&#039;t get to see because you&#039;ll want him sitting back supporting your big guns. Unfortunately, no transports can cart him around (damnit). When it comes out, he can be carted around in a Triaros to buff gunlines in the front the backfield. With the new PDFs 20 unit squads of [[Secutarii]]  are currently one of the best bodyguards for him. Switching between Peltasts and Hoplites were possible. Careful, as Forgeworld can be expensive. Even conversion kits.&lt;br /&gt;
**In terms of weaponry, Cawl is well armed. His ranged weapon is the &amp;lt;b&amp;gt;Solar Atomizer&amp;lt;/b&amp;gt;, the great grandmother of all Melta Guns with Assault D3, S10, AP4 and Damage 3. His melee weapons are also good. He has the standard &amp;lt;b&amp;gt;Omnissian Axe&amp;lt;/b&amp;gt;, Decent for MEQs but average against everything else. The &amp;lt;b&amp;gt;Arc Scourge&amp;lt;/b&amp;gt; hits at S10 AP-1. It wounds more often than his axe but has less AP than it and the average DMG is still 2, and only against vehicles. Unlike the other &amp;quot;Power Fists&amp;quot; style weapons it hits with no penalties. After he fights with either, the &amp;lt;b&amp;gt;Mechadendrite Hive&amp;lt;/b&amp;gt; allows him to make 2D6 additional attacks at his normal strength of 5--just mean after four S6/S10 rolls. &amp;lt;b&amp;gt;Self-repair Mechanisms&amp;lt;/b&amp;gt; gives Cawl the ability to regain D3 lost wounds at the beginning of your turns. With eight wounds this makes him quite tanky. While he can&#039;t fight Primarchs for too long, charging without a tarpit or a meatsheild is a bad idea when combined with Solar Atomizer overwatch. They also can&#039;t self heal like he can. No one is dumb enough to charge into optimal Melta range. [[World_Eaters|Well,]] [[Dark_Eldar|well, almost no one.]]&lt;br /&gt;
**Remember, Cawl allows you to re-roll ANY hit rolls in the shooting phase, not just misses, giving Cawl &#039;&#039;&amp;lt;u&amp;gt;the best to-hit shooting buff in the game&amp;lt;/u&amp;gt;&#039;&#039;. Advancing Vanguard, moving Ballistarii, people shooting at Raven Guard at night, anything.&lt;br /&gt;
*** Sadly, Cawl no longer has the best shooting buff in the game, now that for 100pts less and two cps Space Marines can take a Chapter Master who gives full re-rolls, period. unlike Cawl, Chapter Master re-rolls work in overwatch and melee, and they still get the &amp;quot;re-roll hit rolls&amp;quot; instead of &amp;quot;missed hit rolls&amp;quot;. Cry your eyes out Admech. For some reason Shrike&#039;s rule says &amp;quot;failed hit rolls&amp;quot; though, when every other chapter master (even the generic ones) just say &amp;quot;hit roll&amp;quot;. &lt;br /&gt;
**&amp;lt;u&amp;gt;Master of Machines grants him the ability to repair any friendly {{W40Kkeyword|imperium}} model within 3&amp;quot; by 1 wound, except himself.&amp;lt;/u&amp;gt; Without caring even a little bit about its other keywords - he can repair {{W40Kkeyword|infantry}}, {{W40Kkeyword|cavalry}}, whatever. AdMech units get d3 wounds healed instead, though. I guess 10000 years of min maxing yourself lets you do these things. [[troll|This means he can shoot, assault, self heal, and repair his tarpit bodyguard indefinitely if your opponent fails to table him.]]&lt;br /&gt;
***Note: Master of Machines can only repair units, it does not also bring models back like an Apothecary, so if you seek a tarpit use some Kataphrons.&lt;br /&gt;
**(Note: This unit had its points changed in Chapter Approved 2018 to 190 points).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;Cawl&#039;s Moving Castle:&#039;&#039;&#039; Basically a continuation of the most viable Index build. Big daddy Cawl and a whole bunch of Kastelans set to Protector mode. You can switch protocols in turn one now, via the &#039;&#039;&#039;Binharic Override&#039;&#039;&#039; Stratagem. Combine it with the &#039;&#039;&#039;Wrath of Mars&#039;&#039;&#039; Stratagem to delete whatever unit is in front of you off the table with 18 re-rollable S6 cover-ignoring AP-2 shots that deal mortal wounds on To-Wound rolls of 6 per model. &lt;br /&gt;
***For overkill, add in a unit of destroyers and the &#039;&#039;&#039;Elimination Volley&#039;&#039;&#039; Stratagem for extra accuracy. Expensive in every sense of the word.&lt;br /&gt;
**&#039;&#039;&#039;Mars&#039; Infiltrator Ambush:&#039;&#039;&#039; This combo relies on a 10-man squad of infiltrators with blasters and the &#039;&#039;&#039;Wrath of Mars&#039;&#039;&#039; Stratagem. Normally, 50 str 3, ap - shots aren&#039;t very impressive, but the pseudo-rend effect granted by the stratagem can prove to be a nasty shock for the unprepared. To top it off, most opponents familiar with Ad mech won&#039;t be expecting such an alpha strike in a non-Lucius list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40kKeyword|Metalica}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Metalica_Skitarii_Icon.png|100px|left]] In the grim darkness of the far future, the relentless noise of machinery deafens the weak.  &lt;br /&gt;
In fluff, Metalica is as close to machines as possible, and that&#039;s just how they like it. Their world is scorched clean of life and covered in metal, and the sounds of their industry are deafening. &amp;lt;br&amp;gt;&lt;br /&gt;
In the crunch, they are relentless and efficient, not letting something like close combat or assaulting get in the way of them shooting. They are all about movement, whether it&#039;s assaulting with rapid fire weapons to get just into range, or using their warlord trait to ensure that your key units aren&#039;t tarpitted, you can and will show them the ordered might of the Omnissiah!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Forge World Dogma - &#039;&#039;Relentless March&#039;&#039;:&#039;&#039;&#039;  When a unit with this dogma advances, it treats its Rapid Fire weapons as Assault weapons until the end of the turn. Additionally, it does not suffer the -1 to shoot after advancing with Assault weapons (which stacks). &lt;br /&gt;
**It&#039;s not like getting units on point turn one like Lucius and Stygies do, but on the upside, this costs no CP. And the enhanced speed lessens your need for transports and fast dragoons while making life easier for your Corpuscarii. &#039;&#039;Note Rapid Fire X becomes Assault X, which prevents the extra shot at close range if they advance&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - &#039;&#039;Ordered Efficiency&#039;&#039;:&#039;&#039;&#039; If a friendly {{W40kKeyword|Metalica}} unit is within 6&amp;quot; of the Warlord when it falls back, it can still shoot that turn (albeit with a -1 penalty to hit). &#039;&#039;This will teach anyone foolish enough to charge your Cognis flamer Destroyers to think it better next time&#039;&#039;.&lt;br /&gt;
**The enemy can no longer prevent Ballistarii from shooting, since now they can still hit on 2+ after Falling Back (Protector Doctrine), in addition to their Cognis Overwatch (3+), Rage of the Machine Advance (3+) and regular Protector Doctrine movement (2+) Stratagems, meaning the enemy can neither outrun it or distract it. &amp;lt;u&amp;gt;All while rerolling 1s&amp;lt;/u&amp;gt; for being close to the Dominus. &#039;&#039;[https://www.youtube.com/watch?v=C3zQ_cZ29jc Its ballistic skill doesn&#039;t feel moving or running, or melee, and it absolutely will not stop shooting, ever, until you are dead]&#039;&#039;.&lt;br /&gt;
**This will win you games and is a strong reason to go Metallica on its own. Keeps your heavy guns (Onagers, Ironstriders and Kastellans) and shooty infantry (Kataphrons, Vanguard, and Rangers) safe in case they get charged and hey whaddayaknow most of those units can find a way of nullifying the to-hit penalty with Protector Doctrina strategem (or even get BETTER to-hit). Watch your opponent’s face when he realizes the Onager he’d just tied up with his FLY unit steps back and unloads.  &lt;br /&gt;
***Speaking from personal experience, this dogma is great at counteracting CC and alpha strike lists. Most opponents who lack the means of killing your units from a distance will attempt to rob your troops and vehicles of their shooting via charging into them and making them fall back. This negates that problem and allows you to keep blasting your opponents dudes with almost reckless abandon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Canticle - &#039;&#039;Tribute of Emphatic Veneration&#039;&#039;:&#039;&#039;&#039; Any attacks within 9&amp;quot; (melee and range) of the affected unit take -1 to hit. Man, does this have uses. It rewards aggressive moment with defensive buffs, as opposed to playing a game of keep-away. It makes melee Mechanicus harder to remove, especially when dealing with units that aren&#039;t melee centric themselves.  Need to protect a unit as they move into position? Now you have some cover! &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem: &#039;&#039;Deafening Assault (1 CP)&#039;&#039;:&#039;&#039;&#039; Use at the start of the Morale phase. Pick one of your {{W40kKeyword|METALICA}} units. All enemy units within 6&amp;quot; must subtract 1 from their leadership until the end of the phase. &#039;&#039;Good times with Infiltrators&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic: &#039;&#039;Adamantine Arm&#039;&#039;:&#039;&#039;&#039; Essentially a Servo-Arm that does a flat 3 damage and triples the user&#039;s Strength instead of doubling it. It&#039;s still just one hit, but on the bright side, it&#039;ll hit almost as hard as a Dreadnought.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;Metalica&#039;s White Tide:&#039;&#039;&#039; Corpuscarii Electro-Priests, Infiltrators and Sydonian Dragoons at the front, followed by Skitarii Vanguard. Corpuscarii make solid frontline soldiers for Metalica, seeing as &#039;&#039;&#039;Relentless March&#039;&#039;&#039; allows you to move them down the field quickly while maintaining their 3+ S5 Assault 3 &#039;&#039;&#039;&#039;&#039;TASER&#039;&#039;&#039;&#039;&#039; shooting efficiency. 5++/5+FNP and 6-9 hits per 5 models for Overwatch makes these guys relatively beefy and pretty intimidating for their point cost. Run your Tech-Priest Dominus behind them and take the &#039;&#039;&#039;Prime Hermeticon&#039;&#039;&#039; warlord trait. Now they&#039;re hitting on 3+ and rerolling 1s for shooting, as well as rerolling &#039;&#039;all failed hits&#039;&#039; in the Fight phase. The sheer number of S5 hits generated by these guys overtime will grind your enemy&#039;s forces into dust. Your Dragoons boost the leadership of all your guys by 1, and their Taser Lance is a freakin&#039; S8 AP1 D2 deathstick. Infiltrators generate a ridiculous amount of hits with the Taser Goad when the &#039;&#039;&#039;Conqueror Doctrina Imperative&#039;&#039;&#039; stratagem is in effect, and their &#039;&#039;&#039;Neurostatic Aura&#039;&#039;&#039;, when combined with the &#039;&#039;&#039;Deafening Assault&#039;&#039;&#039; stratagem, will cause your enemy&#039;s units to melt before their eyes. Keep some squads of Vanguard armed with Plasma Calivers close by to take down anything too tanky, and watch as your army &#039;&#039;literally&#039;&#039; washes your opponent off the board. Did I forget to mention Taser? Because &#039;&#039;&#039;&#039;&#039;FUCKING TASER. BY THE MACHINE GOD, FUCKING TASER IS HERE.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
***As an alternative solution, you can also give your Dominus the &#039;&#039;&#039;Ordered Effeciancy&#039;&#039;&#039; warlord trait, which allows your dudes to fallback and shoot. Your priests will lose some of their punch, but they&#039;ll make it up in Overwatch by forcing your opponent to charge them again. And again. And again.&lt;br /&gt;
**&#039;&#039;&#039;Metalica&#039;s Skirmishing Skitarii:&#039;&#039;&#039; Metalica&#039;s Forge World trait makes Rangers a little more capable. It turns their guns from Rapid Fire 1 to Assault 1 if they advance, meaning you can play your Rangers more aggressively. With their 30&amp;quot; range you can dash up the board and start making very early shots on your opponent. Keep in mind this rule only takes effect if you advance, meaning that you can advance one turn and get shots in as an Assault weapon, then a later turn if you want to let the opponent get in half range you still get the Rapid Fire Benefit. This is good if you&#039;re up against a close-ranged enemy because you can be in a position to shoot them, but they can&#039;t shoot you. Combine with Protector Doctrina Imperative strategem and a Data Tether to hit more shots and to turn those 4&#039;s into 6&#039;s, giving you more AP -1 hits. Arc Rifles are Rapid Fire as well so consider running a squad with them to be your vehicle hunters. Overall a good tactic at lower point games but starts to lose its strength around 1000 points. Probably not worth trying at 1500 and above. &lt;br /&gt;
***Considering that 7pt Rangers, 8pt Vanguard, and 5pt EDTs are now a thing, you can actually field a surprisingly large number of these guys, and expect them to last for a while. Leave room for some Dragoons to boost leadership, some arc rifles for vehicles and some plasma calivers for TEQ, and you can end up with a pretty effective pseudo-space marine horde list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40kKeyword|Ryza}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Ryza.png|100px|left|]]In the grim darkness of the far future, firepower alone won&#039;t be enough.&lt;br /&gt;
&lt;br /&gt;
Thematically, while Ryzans are masters of plasma, their protracted war against the orks has [[Farsight_Enclaves|forced them to develop aggressive close combat doctrines]].&amp;lt;br&amp;gt;&lt;br /&gt;
Crunchwise, where ranged elements already stand out in AdMech armies, Ryza boosts your sometimes overlooked melee infantry. This way they become a balanced offensive force with many options, so that they&#039;re not confined to a single gimmick like other forces are.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Bring ruination to your enemy both at range and face to face, until you&#039;re drenched Red in Cog and Claw!&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Forge World Dogma - &#039;&#039;Red in Cog and Claw&#039;&#039;:&#039;&#039;&#039; Can re-roll wound rolls of 1 in the fight phase. Yeah, the Admech has great firepower, but half your unit choices also have melee rules, plus transports and the Fast melee units have arrived. You can combine increased wounding (especially benefitting Pteraxii Sterylizors, Fulgurite &amp;amp; Ruststalkers) with ways to improve hit rate (Omnissian Mask/Prime Hermeticon/Conqueror Doctrina). Infiltrators and Dragoons, and also Ruststalkers and melee Kastelans, have a bit of an easier time reaching the enemy to put this dogma to use.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - &#039;&#039;First-hand Field Testing&#039;&#039;:&#039;&#039;&#039; +1S and +1D to a non-relic weapon carried by the warlord. Apparently, they are the only forge world that still innovates and tries to improve their gear. &lt;br /&gt;
**Ryzan Magi have access to relic alternatives for their Omnissian axe, phosphor serpenta, and volkite blaster...but they can only have one relic. This WT can be used to stack on toys without having to pay CP for them.&lt;br /&gt;
** The Eradication Ray is a good target for this trait, turning into a small blast autocannon. Since Ryza also wants to be in close you&#039;ll get plenty of use from the 8&amp;quot; upgrade, but then you could put out even more potential damage with a strength 6 ap-3 DAMAGE 3 axe. Omnissian Thunder Hammer, anyone?&lt;br /&gt;
**Also, the macro stubber can wipe a 5-man termie squad in a single lucky round of shooting, or maybe use the shoot twice for 1cp to rape plague marines and rubrics.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Canticles - &#039;&#039;Citation in Savagery&#039;&#039;:&#039;&#039;&#039; +1AP to melee. A nice buff for a lot of our melee units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - &#039;&#039;Plasma Specialists (1 CP)&#039;&#039;:&#039;&#039;&#039; Use during the shooting phase. Pick a {{W40kKeyword|Ryza}} unit and add 1 to the wound rolls and damage for all plasma weapons. &#039;&#039;&amp;lt;u&amp;gt;Makes plasma behave better than supercharged, &amp;lt;b&amp;gt;safe&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;.&lt;br /&gt;
**Your Ryzan Kataphron Destroyers no longer NEED nearby Kastellans and 2CP to make their plasma safe while still being powerful to remove Terminators. Since +1 to wound is better than mere +1Str, it allows supercharged Str8 plasma to be an effective vehicle killer, wounding even Dreadnoughts on a 2+ for 3 Damage.&lt;br /&gt;
**You can also combine it with the Sector Mechanicus Plasma Feed stratagem to gain a further +1 strength and damage.  This will let you wound all but the toughest tanks on a 2+ and deal 4 damage per wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic: &#039;&#039;Weapon XCIX&#039;&#039;:&#039;&#039;&#039; Aka &#039;&#039;Weapon 99 (or &amp;quot;[[Derp|ekseeaieks]]&amp;quot;)&#039;&#039;, replaces a Volkite Blaster. 24&amp;quot; Heavy 3  Str7 AP-1 D2, with wound rolls of 6+ causing an additional Mortal Wound. While better than the Phosphoenix itself, the combination of Volkite+Phosphoenix does more damage than XCIX+Serpenta, even when it&#039;s enhanced by Ryza WT. There are better options.&lt;br /&gt;
**It is still a 24&amp;quot; 3-shot autocannon. There are worse choices.&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;Ryza&#039;s Plasma Barbecue:&#039;&#039;&#039; Run a full squad of 12 Kataphron Drestroyers with Plasma Culverins and flamers, backed up by 2 Kastelan robots. The &#039;&#039;&#039;Elimination Volley&#039;&#039;&#039; Stratagem gives them both +1 to hit allowing you to overcharge with impunity. Ryza&#039;s &#039;&#039;&#039;Plasma Specialists&#039;&#039;&#039; Stratagem, a tech priest dominus and a thorough disregard for your opponents fun gives you 12d6 Str 8 AP -3 D3 shots with +1 to wound and re-rolling ones to hit out to 36&amp;quot;. For added horror because Kataphrons are infantry this can be combine it with the &#039;&#039;&#039;Infoslave Skull&#039;&#039;&#039; stratagem to disintegrate units deepstriking within 12&amp;quot;, although probably without the overcharge.&lt;br /&gt;
***Consider using &#039;&#039;&#039;Plasma Feed&#039;&#039;&#039; if it is available, for 12d6 S9 AP-3 D4 shots. This is capable of frying [[Rape|almost 8 Leman Russ Battle Tanks]] [[Cheese|on average]].&lt;br /&gt;
***Consider combining this with the Vigilus servitor maniple detachment - not only can your kataphrons gain a much needed better invulnerable save but you can further buff their hit rolls for 1CP. yes using Elimination Volley, Plasma Specialists, and Noospheric Mind Lock costs 4CP per turn, but (if overcharging) you will hit on 2+ (re-rolling ones if a Dominus is nearby)with 12D6 shots, wound most things in the game on a 2+ for 3 Damage per shot...&lt;br /&gt;
**&#039;&#039;&#039;Ryza&#039;s Plasma Barbecue: Part 2 Electric Boogaloo:&#039;&#039;&#039; Run a full squad of 10 Vanguard, give them an Enhanced Data-tether, and 3 Plasma Calivers. Activate the &#039;&#039;&#039;Protector Doctrina Imperative&#039;&#039;&#039; Stratagem to hit with almost all of your shots, overcharge your Plasma Calivers to S8 D2, then activate Ryza&#039;s &#039;&#039;&#039;Plasma Specialists&#039;&#039;&#039; Stratagem to give +1 to To Wound rolls and +1 damage per shot. Assuming you have a Dominus in range, you now have 6 AP2 plasma shots that will almost all hit (2+ rerollable), deal 3 damage per shot, and wound t7 vehicles on 2s and knights on 3s - typically 14.58 damage (12.5 without the Dominus) for the paltry cost of 2 Command Points.&lt;br /&gt;
***Consider using &#039;&#039;&#039;Plasma Feed&#039;&#039;&#039; if it is available, for +1 to Strength and another +1 to damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40kKeyword|Stygies VIII}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Stygies viii flag.jpg|100px|left|]]&lt;br /&gt;
In the grim darkness of the far future, innovation is the only way forward. &amp;lt;br&amp;gt;&lt;br /&gt;
Stygies VIII specializing in both speed and durability. &amp;lt;br&amp;gt;&lt;br /&gt;
Vanguarding lets units get a head start and -1 to hits make your shooter durable.&amp;lt;br&amp;gt;&lt;br /&gt;
Ideal for your chicken walkers and Walking Tanks. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Forge World Dogma - &#039;&#039;Shroud Protocols&#039;&#039;:&#039;&#039;&#039;  Your opponent must subtract 1 from their to-hit rolls when shooting at units with this dogma if they are more than 12&amp;quot; away. &lt;br /&gt;
**Same as the Alpha Legion and Raven Guard. If you want durable infantry and vehicles this is your Forgeworld, provided you keep your distance. Greatly increases the survivability of your Vanguard and Dragoons much more than Graia&#039;s 6+ FnP ever could (unless you are [[orks|fighting]] [[Warhammer 40,000/Tactics/Tyranids(8E)|Melee]] [[Warhammer_40,000/Tactics/Chaos_Daemons(8E)|armies]]), not to mention it makes your enemy&#039;s plasma [[Skub|explode easier]]. It counters ranged armies and it&#039;s vulnerable to deepstriking ones, but Infiltrators are a thing. Also unlocks Stygies VIII&#039;s Infiltration Stratagem, which immensely helps out with this army&#039;s lack of transports. All in all, you can&#039;t go wrong with this one.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - &#039;&#039;Xenarite Studies&#039;&#039;:&#039;&#039;&#039; Warlord has +1 to any wound rolls made against Xeno armies. If facing Xenos armies, this makes Volkite nasty...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Canticle - &#039;&#039;Plea of the Veiled Hunter&#039;&#039;:&#039;&#039;&#039; The affected unit gets to shoot on the same turn they fell back, though they fire at a -1 penalty to hit. This way, you&#039;ll always be layering on something to an enemy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem: &#039;&#039;Clandestine Infiltration (1 CP)&#039;&#039;:&#039;&#039;&#039; Use the first battle round. A {{W40kKeyword|Stygies VIII}} unit can move 9&amp;quot; but not within 9&amp;quot; of the enemy. &lt;br /&gt;
**Can you say turn 1 charge with punchy burny Kastellans or Electro Priests? Because I can. Best part is, unlike the Lucius Stratagem, this one does not count your models as having moved. Additionally, the placement of units takes place during the first battle round meaning AFTER rolling for first turn and seizing the initiative so you know who&#039;s going first &#039;&#039;before&#039;&#039; setup, now you know if you can go all-in or need to be more conservative. If you have enough CP go ahead and place up to 50% of your army in the perfect spots.&lt;br /&gt;
**Sadly, this stratagem was confirmed nerfed to its beta iteration in the last ruledump. It instead gives a Stygies VIII unit a free pre-game 9&amp;quot; move on a 1 for 1cp basis. This is better than it seems because, when you account for deployment zones and whatnot, this allows for at worst a 10&amp;quot; first-turn charge (if you do a silly, and march up Servitors), though in most situations, winning the Initiative will net you a better than 3&amp;quot; charge with your best assault units (1&amp;quot; charge with Dragoons or Sicarians, 3&amp;quot; for everything else that isn&#039;t a generic Servitor).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic: &#039;&#039;The Omnissiah&#039;s Hand&#039;&#039;:&#039;&#039;&#039; Roll a die at the end of each fight phase for each unit within 1&amp;quot; of the bearer. On a 4+, the unit suffers a Mortal Wound, its something?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;Stygies VIII&#039;s Electronic Infiltration Boogaloo:&#039;&#039;&#039; Get a full unit of 20 Fulgurite Electro-Priests or two, Infiltrate them near your enemy with the Forgeworld specific &#039;&#039;&#039;Clandestine Infiltration&#039;&#039;&#039;, activate the &#039;&#039;&#039;Chant of the Remorseless Fist&#039;&#039;&#039; canticle to reroll 1&#039;s in close combat, then charge the thing you want dead. It will die. Your 20 dudes will now have a permanent 3++ save and will be in your enemy&#039;s face. If whatever you faced somehow didn&#039;t die because the dice gods hate you, you can always activate the &#039;&#039;&#039;Zealous Congregation&#039;&#039;&#039; Stratagem to have them fight again in the same turn. Costly in terms of Command Points, but whatever you&#039;re facing will be deader than dead. &lt;br /&gt;
**&#039;&#039;&#039;Stygies VIII&#039;s Invisible Robot Chicken Extravaganza:&#039;&#039;&#039; Sydonian Dragoons really excel with Stygies VIII&#039;s dogma, because your enemy&#039;s To Hit rolls get -2 subtracted from them when they try to shoot them. Get some units made up of two or three Dragoons, &amp;lt;s&amp;gt;infiltrate at least 3 units if you want a first turn charge&amp;lt;/s&amp;gt; (&#039;&#039;since the Stygies strategem lets your infiltrators move after deploying, you can put all your death-chickens in one giant blob and go nuts; these things already have a 10&amp;quot; move, you&#039;ll be able to charge anything in the opponent&#039;s army without having to roll&#039;&#039;), activate the &#039;&#039;&#039;Conqueror Doctrina Imperative&#039;&#039;&#039; Stratagem to give them +2 additional To Wound rolls when they roll a 4+ to hit, at Strength 8 AP-1 and 2 Damage. Excellent diversion units that are a pain to get rid of, but pose a real threat to most vehicles and infantry units. They have no problem popping Rhinos in a single charge.&lt;br /&gt;
***Or a better idea: Bring 6x Dragoons and 6x Lascannon Ballistarii. Use both Doctrinas on these giant units to get WS2+ and BS2+, respectively. Infiltrate the Dragoons to cause mayhem in the backline. Have the Dominus babysit the Ballistarii to rerolls 1s. Bring 3x Icarus Crawlers and a Guard Battalion with Mortars to round out the army&#039;s anti-horde.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Starting Your Army==&lt;br /&gt;
=== Buying ===&lt;br /&gt;
So you want to start hoarding technology and shooting cancer at people, but where should you start? The Skitarii Start Collecting box is excellent value, getting you a unit of Vanguard/Rangers, your first Onager Dunecrawler, and your Techpriest Dominus. All units are pretty much mandatory when running a strong Adeptus Mechanicus army. The Start Collecting box comes at a decent discount over buying the units separately. Notably, buying a seperate Dunecrawler is almost as expensive as buying the Start Collecting box, so when you feel like you need a second Dunecrawler, just buy another Start Collecting box.&lt;br /&gt;
&lt;br /&gt;
Two Start Collecting boxes will net you 20 vanguard/rangers, 2 Techpriest Dominus, and 2 Dunecrawlers, which is an excellent starting point for your army, as it will be the backbone of whatever else you decide to field. Remember you can field your Vanguard/Rangers in squads of 5, so if need be, you can run four 5 man squads. A solid purchase after you have the basics down would be either Kastelan Robots, or a few close combat specialists like Sicarian Infiltrators, or Electropriests (though they are by far the ugliest models GW has ever produced.&lt;br /&gt;
*You can now get the Fist of the Omnissiah box (No longer in production) for that second Dunecrawler that you need, an Engineseer, Kataphrons, and another set of Vanguard for $170.&lt;br /&gt;
&lt;br /&gt;
Alternately, Forgebane comes with a Techpriest Dominus, 10 Vanguard/Rangers, and a pair of Knight Armiger Warglaives. If you can find a Necron player to split it with (or have/want a necron army), it&#039;ll make for a good supplement as well. &lt;br /&gt;
*No longer in production, you might however find one in a non-GW hobby shop.&lt;br /&gt;
&lt;br /&gt;
There is a new Start Collecting Box and it is pretty awesome. You have your standard unit of 10 Ranger/Vanguards and a Enginseer, not the coolest thing ever. But then you get a Skorpius. A few of these and you have your infantry of choice and either their rides or the best Mechanicus tank lined up and ready to go.&lt;br /&gt;
&lt;br /&gt;
=== Your First Army Composition ===&lt;br /&gt;
Depending on your preference, you&#039;ll either be running a combined arms list, or a Heavy Support list. Adeptus Mechanicus are very Command Point hungry, so running at least one Battalion detachment is always worth it, which means you&#039;ll need 2 HQ choices and 3 troop choices. Before you start buying models left and right, consider which Forgeworld you want to run. If you want to run Mars, you will need to purchase Cawl, if you want to run anything else, one Techpriest Dominus and a Techpriest Enginseer will do. Next, you will need to run a minimum of 3 troops. If you want to run Vanguard heavy lists, I suggest you go with either Stygies VIII or Graia. Run three 10 man squads of Vanguard, preferably at least one squad full of Plasma for marine/vehicle hunting. If you want to run any other Forgeworld, I suggest you run 3 minimum squads of Rangers or Vanguard instead, just to comply with the troop tax. You now have your Battalion ready, and you&#039;ve got 8 Command Points to play with.&lt;br /&gt;
&lt;br /&gt;
Your Battalion Detachment has room for 6 elites, 3 heavy support, and 3 fast attack choices. Rather than using these slots, however, consider starting a Spearhead Detachment for an additional Command Point. Please note that you can give this detachment a different Forgeworld dogma, should you so desire. The sweetest Adeptus Mechanicus units are found in Heavy Support, and you&#039;ll want to run lots of them. It will require 1 HQ choice, which you can fill with a cheap, barebones Techpriest Enginseer, and a minimum of 3 heavy support choices. At the very least, you&#039;ll want one Onager Dunecrawler armed with an Icarus Array to deal with fliers. The rest is up to you. Want Kastelan beep boops? Go to town. Want more Dunecrawlers? Go crazy. Unless you are planning to run more than 3 units of Infiltrators, Dragoons or Electropriests, just keep them in your Battalion Detachment.&lt;br /&gt;
&lt;br /&gt;
Another option is to simply try and maximize your Command Points by running two full Battalions. It&#039;s fairly easy to achieve since Techpriest Enginseers is an HQ choice now, and cheap as can be, clocking in at a measly 30 points. Get two additional Enginseers, and three troop choices (small or big, whatever suits your need, however 5-man ranger squads are now only 35 points), and you&#039;ll have all the slots you&#039;ll ever need, plenty of troops for objective capping, and 12 Command Points to use. Besides, having 2 additional Enginseers to repair your units isn&#039;t a bad deal, to begin with.&lt;br /&gt;
&lt;br /&gt;
=== Brigade Minimum Requirements ===&lt;br /&gt;
If you have your heart set on building a Brigade detachment, then it can be accomplished for a minimum of 840 points.&lt;br /&gt;
&lt;br /&gt;
Here are the recommended units:&lt;br /&gt;
&lt;br /&gt;
*HQ: 3x Enginseer&lt;br /&gt;
*Troops: 6x Ranger&lt;br /&gt;
*Elite: 3x Servitors (or 3 Datasmiths by double the price if you want something slightly more useful)&lt;br /&gt;
*Fast attack: 3x Ironstrider Ballistarii with Autocannons&lt;br /&gt;
*Heavy support: 3x Onager Dunecrawler with Eradication Beamer or Twin Heavy Phosphor Blasters&lt;br /&gt;
&lt;br /&gt;
To customize this list and bringing it up to about 2000 pts swap out an Enginseer for a TPD or Cawl. Take a large unit of 4-6 Dragoons and two lone Ballistarii. Take a large unit of 4-6 Kastelans instead of a Dunecrawler. Change the Dunecrawler guns to Neutron Lasers or Icarus Arrays. Swap a unit or two of Rangers for some Kataphrons for the added firepower or some Vanguard for frontline screening and more small arms fire. Use those 3 Elites slots for something useful like Priests or a Datasmith for your blob of robots.&lt;br /&gt;
&lt;br /&gt;
=== Modeling Tips ===&lt;br /&gt;
Kastelan Robots are still derpy Baymaxes. And as mentioned before electro-priests look like ass. You might be screwed on the priests, but we do not need to settle for the derpbot 9000. &lt;br /&gt;
* The cheapest and easiest way to improve their look is to simply rotate the head 180 degrees and lower them further into the torso. That will give you a much cooler domed head with a smaller silhouette, and a more sinister and inhuman appearance.&lt;br /&gt;
* wargameexclusive.com makes alternate resin heads for Kastelans. Or pretty cheap Penitent-Engine-looking alternatives if you wanna go that way. If you like those models, they also make a female Dominus (Domina?) and Kataphrons WITH LEGS. And a pin-up version of the Tech-Priests and some Skitarii for [[Promotions]].&lt;br /&gt;
* Forge World does make the Castellax which looks godly (and a little bit like the Hulkbuster) but is a tad expensive. You can kitbash a Datasmith with a spare TPD (every Admech player should have a ton left over from SC and Forgebane boxes) and some Skitarii/Sicarian bits. Keep in mind when (if) the 30k dataslates drops you will need to do some work to make your Castellax and kit-bash Kastelans stand out from each other. &lt;br /&gt;
* Or if you have some Kataphron bits left over conversions may solve some problems. Flip the head around to the smooth side, leave the thigh armor off and your Kastelans start looking better. &lt;br /&gt;
* Gluing the barrel of the Heavy Grav Gun in place of the Incendine Combustor for a good-looking shoulder gun. If you have any Grav-guns from Space Marines left over (please say you do) glue them to the back of the Power Fists and voila. Even better, use the grav-bit from combi-weapons. Take two, glue onto the back of the fist, then grab the armor off the top of the razorback turret and glue over the grav.&lt;br /&gt;
* Glue the &amp;quot;three sensors&amp;quot; bit from the sensors/comms of the Icarus Dunecrawler kit onto the Katelan&#039;s face plate for the Armored Trooper VOTOMS look. &lt;br /&gt;
*There&#039;s also a shapeways store for bits that resemble FW Castellax. Link here:https://www.shapeways.com/shops/stahlgeist-eisenfabrik&lt;br /&gt;
*New Years Open Day 2019 at Warhammer World revealed new &amp;quot;Ambot&amp;quot; sculpts for Necromunda, seen here: [https://youtu.be/I9IqHwCa62k]. A few gun swaps, as these come with wrist bolters and no shoulder cannon, and you&#039;ll have suitably bad-ass robots, finally. Just keep in mind the Ambots are significantly shorter than the Kastelan, however each Ambot kit comes with twice the amount of legs required so some converting can make them tall enough.&lt;br /&gt;
&lt;br /&gt;
For the Electro-priests take some Servitors. Grabbing the Extra Arc claws and Hydralic Fists and put those on and you have electric dudes with melee weapons.&lt;br /&gt;
* For the Corpuscarii Priests using the Heavy Bolter Servitor and replacing the barrel with an Arc Rifle might be enough.&lt;br /&gt;
* Mix the Electro-priests kits with some Empire Flagellants for good looking fanatics.&lt;br /&gt;
* If you have any Ranger heads left over from a skitarii troops box, a bit of crafty knife work to flatten the joint can make excellent alternatives for electro-priests.&lt;br /&gt;
* Another option are the Negavolt Cultists from Blackstone Fortress, if you want a more creepy, servitorish look.&lt;br /&gt;
&lt;br /&gt;
Blackstone Fortress comes with UR-025, an Imperial Robot model. Snap off the Assault Cannon barrel and stick some leftover Kataphron guns for Breachers.&lt;br /&gt;
&lt;br /&gt;
== General tactics ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grease Monkey HQ:&#039;&#039;&#039; A dominus with the Autocadeus and Necromechanic warlord trait can repair 1d3+1 damage a turn while rerolling the number of wounds healed. Add in the Tech-adept stratagem to repair a model twice for extra benefit. Then, park your Dominus next to a high priority target such as an Onager or a unit of robots and watch your opponents frustrations.&lt;br /&gt;
**This plus a Knight Crusader is almost broken in lower level games. Take some cheap Ranger Squads with Arquebuses (Arquebi?) for character sniping and an Enginseer for +3CP. That buys you three turns of 4++ for the Knight as well as 4W repaired. Or use an IG superheavy like the baneblade, and slap the raiment relic (for repair rerolls) on the priest. A huge firebase, getting repaired by 4-8W per round, and still useful when locked in CC. Unless your opponent brought &#039;&#039;&#039;&#039;&#039;nothing but Lascannons&#039;&#039;&#039;&#039;&#039;, they&#039;re fucked.&lt;br /&gt;
*&#039;&#039;&#039;Drill Baby Drill:&#039;&#039;&#039; The addition of the Termite opens up a huge list of options for inclusion. A handy group of units to cram in would be two Enginseers and a ten man squad of Secutarii Hoplites or Peltasts. Alternatively, you can cram 2 five-man squads of any of the following; Vanguard with 2 special weapons, Ruststalkers, or Electro-Priests. &lt;br /&gt;
**Two squads of vanguard give you access to four Plasma Calivers. Combine with a Dominus or Benediction of the Omnisiah for added accuracy. Add in the Plasma Specialists stratagem if you want to be mean.&lt;br /&gt;
**take Ruststalkers with transonic blades or Hoplites combined with an Enginseer carrying the Omniscient Mask. Then add in Incantation of Machine Might. Now both units are hitting on 3+, reroll all misses, with the rustalkers packing str 6 and the hoplites packing str 7. If you want to be really mean, give your Rustalkers the Ryza Forgeworld trait and let them reroll wound rolls of 1.&lt;br /&gt;
**You can pull off similar shenanigans as above, but using Fulgurite Electro-priests. You need to substitute the Prime Hermeticon Warlord Trait for the Omniscient Mask, but you end up putting your warlord at greater risk. To compensate, consider swapping to a Dominus and equipping them for melee with either the Pseudogenetor, the Pater Cog, or the Red Axe - or a Manipulus, with the Pseudogenetor on top of his usual D6 tentacles.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
Fortunately, AdMech in 8th Edition is overall a pretty solid army, with counters for almost anything. However, if you really want to make your guys as well rounded as possible, you need to address a few things:&lt;br /&gt;
&lt;br /&gt;
1. Psyker Tomfuckery. Unless you&#039;re taking Graia, you have absolutely no psychic defense. This makes AdMech vulnerable to anything that messes with morale (which is kind of a problem unless you have specifically built a list against this) and Smite spam. &lt;br /&gt;
&lt;br /&gt;
2. Morale again. This is why we have to take min. squads of everything to avoid burning CPs on Auto-passing Morale Tests. This hurts things like Electro-Priests, which really &#039;&#039;&#039;&#039;&#039;do&#039;&#039;&#039;&#039;&#039; benefit from being in large groups.&lt;br /&gt;
&lt;br /&gt;
3. No flying (yet). CC dudes need to footslog their way to their targets (save for Infiltrators and those who can use stratagems to Deepstrike), and we&#039;re one of the few armies that has to push &#039;&#039;&#039;&#039;&#039;through&#039;&#039;&#039;&#039;&#039; our opponents in order to get past them.&lt;br /&gt;
&lt;br /&gt;
4. Few, inflexible bodies. AdMech&#039;s cheapest models cost 7-8 points each and have almost no versatility.&lt;br /&gt;
&lt;br /&gt;
This usually culminates in this army being generally run as a Castle, stationary or otherwise. While this isn&#039;t too bad, you may want to consider the following allies in order to give your &amp;quot;Quest for Knowledge&amp;quot; the boosts it needs:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Astra Militarum:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
** Built in synergy between these two armies as Enginseers can repair both AdMech &amp;amp; IG vehicles. &lt;br /&gt;
**AdMech also bring fast melee options the Guard lacks - Ryza Sydonian Dragoons are a fine complement to what is otherwise tends. to be a very static army, their mobility making them more attractive than Bullgryns as a beatstick. &lt;br /&gt;
**You wanted transports, right? IG has an enormous motor pool to choose from, and cheap, efficient meatbags to fill them with; consider Chimeras, Valkyries, and - Omnissiah be praised - Stormlords.&lt;br /&gt;
**Guard is incredibly strong in 8E, and they have access to pretty much everything you need.&lt;br /&gt;
***Kurov&#039;s Aquila relic and the Grand Strategist WLT allow you to recycle CP.&lt;br /&gt;
***Catachan Guardsmen are a great screen that can hold their own against Nids and Orks when a Ministorum Priest or Straken are around. They also have efficient shooting and the ability to sprint across the board with orders.&lt;br /&gt;
***Lascannon Heavy Weapons Teams are an absurdly efficient anti-tank option.&lt;br /&gt;
***Cadian or Tempestus Basilisks provide great indirect fire support to complement your Kastelans and Crawlers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Blood Angels:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Blood Angels offer unparalleled assault and mobility options for the Imperium. They are a bit glassy at times though.&lt;br /&gt;
***Smash Captain, which is a Captain with Jump Pack, Angel&#039;s Wing relic, and Death Visions of Sanguinius stratagem is a one-man Knight-killing machine, with (4+1+D3)x2 S8 AP-3 D3 attacks that wound T8 on 3+.&lt;br /&gt;
***Mephiston is a strong complement to Smash Captain. He can Deny twice and support other Blood Angels with Unleash Rage. He&#039;s also an amazing beatstick himself, with (4+D3+1)x2 S10 AP-3 DD3 attacks.&lt;br /&gt;
***Veritas Vitae relic allows you to recycle CP.&lt;br /&gt;
***Scouts allow you to drastically expand your zone of control and are a great screening option. Usually, you take Bolters if you want them to camp objectives, but choppy Scouts with Bolt Pistol and Combat Knife can wound Daemon Primarchs on a 4+.&lt;br /&gt;
***Lemartes and 10-15 Death Company with Bolter and Chainsword or Thunder Hammer are an awesome beta strike option.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Inquisition:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Yes, we hate them too. However, these guys are more useful than you think. In addition to most of them being Psykers themselves, Inquisitors allow models around them to use their leadership for morale tests. Therefore, if you take Greyfax for example, not only are you allowed 2 Deny the Witch tests with +1 to the result, but everyone within 6&amp;quot; uses her &#039;&#039;&#039;&#039;&#039;Ld 10&#039;&#039;&#039;&#039;&#039;stat. Plus, inquisitors have access to Psychic powers that can either have a unit automatically pass morale tests at WC 4, or subtract 1 Ld from an enemy squad &#039;&#039;&#039;&#039;&#039;as well as rob them of their overwatch&#039;&#039;&#039;&#039;&#039;. As it stands, Greyfax, Coteaz, and Eisenhorn are your best bet, as they have enough of a psychic offensive and defensive capacity to make them worth their 85 and 100 pt. costs.&lt;br /&gt;
***If you want to bring any of these, take them and some acolytes in a Vanguard detachment. At only 30pts extra, the acolytes give your inquisitor some free ablative wounds and nets you a CP rather having you lose out. For a paltry 2 points per model you can equip them with Storm Bolters, making them a good fire support unit for your line infantry. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Adeptus Ministorum:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Celestine, Seraphim squads, and Dominions in Repressors are the current SOB meta in 8th, and just so happen to perfectly fill in the Fast Attack gap our army currently has. Act of Faith on a small scale is awesome, and these girls even bring their own 6++ and Psychic denial stratagems as well. Also flamers. &lt;br /&gt;
***On a side note, Crusaders make for great bodyguards for AdMech HQs at 15pts a pop, sporting a 3++ and an act of faith that can bring back a fallen model each turn. Not your most offensive unit, but can tarpit like crazy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Questor Imperialis/Mechanicus:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**No shit, right? But seriously, with the addition of the new Armiger Warglaive, you finally have a means of easily bypassing your opponent. 14&amp;quot; movement alone is nice, but when you take into consideration the fact that its Thermal Spear (read: mini Thermal Cannon) is an Assault weapon, you are generally moving this puppy 17&amp;quot;-18&amp;quot; a turn while still maintaining fire effectiveness. It&#039;s only problem is that this thing &#039;&#039;sucks&#039;&#039; at dealing with any substantial amount of hordes, so make sure you have the infantry (or anti-infantry weaponry) to allow this thing to seize objectives and kill off big baddies with ease.&lt;br /&gt;
***Alternative opinion: The Armiger is overcosted for what it brings to the battlefield as a single model. An Onager Dunecrawler and Two Sydonian Dragoons bring an equivalent amount of firepower and melee damage while spreading the points between three targets. Not sure if this has been updated, but one Armiger Warglaive (or the Helverin) now costs less than an Onager Dunecrawler and a Sydonian Dragoon (even after Chapter Approved 2018). And it has a better melee profile than the Sydonian Dragoon (sort of).&lt;br /&gt;
****True, but it&#039;s &#039;&#039;&#039;&#039;&#039;mobility&#039;&#039;&#039;&#039;&#039; that makes it so useful. Nothing in the Admech can move as fast as this thing can each turn, and it can still do some decent anti-armour damage regardless. Think of this as something taken &#039;&#039;in addition&#039;&#039; to your regular list rather than &#039;&#039;replacing&#039;&#039; something. &lt;br /&gt;
*****Alternate &#039;&#039;Alternate&#039;&#039; opinion: A dunecrawler with a neutron laser + stubber and a bare dragoon (with a lance) is 187 points, compared to a Armiger with their meltagun at 174. With that in mind you can think of a Armiger knight as a dragoon and a dunecrawer fused together into a single model, sharing some components and losing others. Armiger&#039;s can deal with melee units to some degree but a 3 man unit of dragoons (@ 204 points) deals with hoards easier. The shooting damage of a crawler is more consistent with S10 and the minimum 3 damage but like all tanks can&#039;t deal with melee, and can&#039;t move around to the degree of a Armiger with their assault weaponry and extra six inches of movement. So perhaps a better way to think of Armigers is a quick and tough dragoon with a two-bit neutron laser and a decent melee weapon. Do you want &#039;&#039;that&#039;&#039; in your army? Maybe. You&#039;re investing slightly less points by doing so but now possess one thing your opponent has to focus on rather than two. However, this doesn&#039;t factor in the unit sizes, since you &#039;&#039;can&#039;&#039; put three of these puppies into one unit. A max unit pack of Armigers is three targets. Three tanks and three dragoons is 39 points more and six targets. So which is better? Depends on what you need and want. 8th edition Warhammer emphasizes board control and presence on the table more than other editions, so if you can pay the $ the tanks and dragoons will likely help more, not to mention you can change out some weapons on these units to better suit your needs. Then again, a lower point game (say 1000 points) may benefit more from the added flexibility of a armigers weapons and movement than a tank and dragoon present (not to mention shaving off a few precious points). Something to consider... &lt;br /&gt;
******The comparison between these two options is so infuriatingly hard to decide upon that if one doesn&#039;t know better, he would think that GW is actually balancing the stuff. At the end of the day, it really depends on what your strategy is. If you are focusing on the knights, you will consider bringing the armigers for the detachment and close-range support, otherwise, you are probably better served by onagers and dragoons.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that these are merely suggestions, and are prone to change based on new rules, stratagems, and units. Feel free to play with this as you will. Remember, these are [[Your Dudes|your cyberpunk dudes.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40000 Tactics(8E)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Adeptus Mechanicus]]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Tau&amp;diff=1011625</id>
		<title>Warhammer 40,000/8th Edition Tactics/Tau</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Tau&amp;diff=1011625"/>
		<updated>2026-05-20T15:42:35Z</updated>

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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
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Please note that this is the tactics for 8th edition Tau. Their current tactics can be found [[Warhammer 40,000/Tactics/Tau (9E)|here.]] The [[Warhammer_40,000/7th_Edition_Tactics/Tau|7th Edition Tactics are here]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Tau==&lt;br /&gt;
Because you like shooting and battlemechs, and being an optimist in a crapsack universe. And lots of overwatch. Just stay the fuck out of melee if you don&#039;t want to be tabled. &lt;br /&gt;
&lt;br /&gt;
====Pros====&lt;br /&gt;
* You can shoot overwatch with any unit within 6&amp;quot; of the charged unit. Noteworthily, basic overwatch in 8th can be performed multiple times, but using this special rule makes you unable to fire more this turn.&lt;br /&gt;
* The new codex basically turned Tau into Imperial Guard armed with Eldar-grade equipment - it&#039;s practically suicide to charge a Tau gunline, especially with all the other disadvantages assault armies now have in the 8th edition meta.&lt;br /&gt;
* Strength 5 guns everywhere means your troops have an easier time wounding most MEQ things and T8 tanks/monsters.&lt;br /&gt;
* You can pump out a lot of mortal wounds if you build around Destroyer Missiles and Rail weapons.&lt;br /&gt;
* Markerlights let you focus down single big targets effectively with your entire army.&lt;br /&gt;
* Almost everything bigger than {{W40kKeyword|INFANTRY}} has the {{W40kKeyword|FLY}} keyword, with all the buffs granted by that!&lt;br /&gt;
* Easy access to rerolls on 1s to hit makes Overcharging Ion weapons much less risky than usual.&lt;br /&gt;
* A plethora of sources for wound-transferring mechanics, wound ignore rolls, and invulnerable saves can make your important units very resilient.&lt;br /&gt;
* You have a wide selection of decent AP weapons.&lt;br /&gt;
* Crisis/Commander suit weapons are Assault, letting them Advance and still shoot. Also &amp;lt;s&amp;gt;Deep&amp;lt;/s&amp;gt; Manta strike.&lt;br /&gt;
* You have a lot of advantages in Cities of Death.&lt;br /&gt;
* Communism&lt;br /&gt;
* The glottal stop of everyone trying to pronounce your new apostrophe.&lt;br /&gt;
&lt;br /&gt;
====Cons====&lt;br /&gt;
* Virtual army wide BS 4+ meaning the so called &amp;quot;Ranged experts&amp;quot; of the galaxy are only as good as your off the line Imperial grunt without markerlight support. &lt;br /&gt;
* You&#039;ll still crumple in assault against just about anything actually optimised for it. Using your [[dakka]] and mobility to make sure they never get that close is still the key to survival.&lt;br /&gt;
* Because of the sheer number of Tau units that have the {{W40kKeyword|FLY}} keyword, beware of enemy AA.&lt;br /&gt;
* Lackluster snipers that require Marksman and Drone Controller support to be cost effective.... (You can still field great character killers, though. Place 4 fusion blaster on a Coldstar Battlesuit, there are very few characters who can withstand 4 fusion blaster hits to the face!)&lt;br /&gt;
* Markerlight system is annoying due to being forced to progress through each stage on a table, with the holy grail of +1BS requiring five ML hits. If you are running an infantry army, 3/5ths of the table is useless chaff.&lt;br /&gt;
* No way to protect your vulnerable drones from LoS ignoring and/or ranged fire. Especially long ranged artillery fire. Expect them to die early, and take advantage of the time they buy you.&lt;br /&gt;
* You have no psychic powers, few defenses against them, and no cost-effective way of eliminating the {{W40kKeyword|CHARACTERS}} who are hiding among infantry. Anyone running heavy Psy is going to have a field day with your lack of Deny the Witch outside of an Enclaves-only relic.&lt;br /&gt;
* You may get frustrated trying to master your shooting, and -1 to hit like on Aliatoc and Raven Guard will make your game a painful, frustrating slog.&lt;br /&gt;
* You are very reliant on Stratagems. Expect to burn through CP like no tomorrow. &lt;br /&gt;
* The glottal stop of everyone trying to pronounce your new apostrophe.&lt;br /&gt;
&lt;br /&gt;
==Faction Keywords==&lt;br /&gt;
The core faction keyword is, unsurprisingly, {{W40kKeyword|T&#039;AU EMPIRE}}. The core shared keyword for your units is the wildcard {{W40kKeyword|&amp;lt;SEPT&amp;gt;}}. Apart from a few special characters with predetermined septs, this keyword is entirely up to you for each unit. Making sure each detachment shares the same {{W40kKeyword|&amp;lt;SEPT&amp;gt;}} will allow your units to benefit from any special rules based on that {{W40kKeyword|&amp;lt;SEPT&amp;gt;}} keyword.&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
* &#039;&#039;&#039;For the Greater Good&#039;&#039;&#039;: When an enemy unit declares a charge, any unit with this rule within 6&amp;quot; of one of the charge&#039;s targets may fire Overwatch as if they were the target of the charge.&lt;br /&gt;
** Note that units lose their ability to fire Overwatch again this turn if they use this rule. Don&#039;t get baited into wasting all your Overwatch defending one unit, only for your opponent to charge something else that now can&#039;t shoot back.&lt;br /&gt;
** Also, note that there are no faction keywords in this rule. The Tau can, appropriately, give covering fire to anyone.&lt;br /&gt;
** Watch out for models that cancel Overwatch, such as Howling Banshees or Warp Talons. FTGG is defined as Overwatch, therefore it can be cancelled.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;: You&#039;ll be using this one a lot, so you need to make sure you understand its limits. First, your drones can only take wounds for {{W40kKeyword|&amp;lt;SEPT&amp;gt;}} {{W40kKeyword|INFANTRY}} and {{W40kKeyword|&amp;lt;SEPT&amp;gt;}} {{W40kKeyword|BATTLESUITS}} within 3”, so no soaking up shots for your Sky Rays, Hammerheads and Stormsurges. Second, it only applies to melee or ranged attacks (thanks FAQ), so no saving your guys if they get hit by psychic powers. Thirdly, as of the latest errata, it works by allowing you to roll a d6 after a successful wound roll has been made against the unit you want to protect; on a 2+, the protected unit doesn’t take the wound, but the Drones unit gets a mortal wound allocated to it instead. Keep in mind Tau Shield Drones get a 5+ FNP so they are back to being the best at tanking wounds for other units while sacrificing the ability to do anything else.  Watch out for anything that doesn&#039;t roll to wound (eg Space Marine Infiltrator&#039;s special bolt carbines on a 6 to hit) as this will stop you getting to roll.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mont&#039;ka / Kauyon&#039;&#039;&#039;: A once per game rule available to only Commanders and no matter how many generic Commanders you take, this can only happen &#039;&#039;&#039;once per battle&#039;&#039;&#039;, not once per detachment, or once per commander. ONCE PER BATTLE. You want more than one, take Shadowsun or Farsight. This gives them a buff bubble (meaning that now every generic Tau HQ has one) for one turn, based on whichever tactic they choose. Kauyon allows you to choose friendly {{W40kKeyword|&amp;lt;SEPT&amp;gt;}} units within 6&amp;quot; to reroll all failed to-hit rolls, but they cannot move for any reason. Meanwhile Mont&#039;ka allows friendly {{W40kKeyword|&amp;lt;SEPT&amp;gt;}} units to advance and shoot as if they hadn&#039;t moved at all. &amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt;Oi, did dose blue gits loot our Waaagh! cry?&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
** Note that Mont&#039;ka not only removes the to hit penalty for advancing and shooting an Assault weapon, it also allows Rapid Fire and Heavy weapons to Advance and fire without penalty, which is normally not allowed. This is great for positioning your army early in the game without losing firepower. Vor&#039;la sept tenet grants a similar effect, but doesn&#039;t work on Heavy weapons.&lt;br /&gt;
** Also note that Vespid and Kroot can never benefit from either effect, due to them not having {{W40kKeyword|&amp;lt;Sept&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Manta Strike&#039;&#039;&#039;: The Tau&#039;s new answer to Deep Strike. Set up a unit in a Manta Hold during deployment, then at the end of any movement phase they may arrive via low-altitude drop. Set up the unit anywhere you want so long as they are more than 9&amp;quot; away from any enemy units. Only Crisis Suits, Bodyguards, Commanders, and drones can do this. Vespid have their own version with the same rules, &#039;&#039;&#039;Plunge from the Sky&#039;&#039;&#039;. How very clever.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infiltrators&#039;&#039;&#039;: Stealth Battlesuits, Ghostkeels and Shadowsun get this ability, that lets them setup anywhere more than 12&amp;quot; away from an enemy unit, and outside the opponent&#039;s deployment zone. RAW this means if you have first deployment, you can put a unit literally right outside their deployment zone if you wanted to (although that would give them a perfect opportunity to deploy some heavy assault troops directly into melee with you, so make sure you leave at least 1&amp;quot; spacing). As this is not a deep strike from reserves, you can still move during your movement phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Vanguard&#039;&#039;&#039;: Pathfinders and Darkstrider get a new version of the Scout USR from 7th. Start of the first battle round, before the first turn, the unit can move up to 7&amp;quot;, as long as it does not get within 9&amp;quot; of an enemy unit. Also not a deep strike from reserves.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warriors of the Greater Good&#039;&#039;&#039;: Objective Secured, Tau edition. Drones taken with Troops choices don&#039;t get to benefit from it, despite having the troop battlefield role.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sept Tenets:&#039;&#039;&#039; With their Codex, the Tau get their obligatory Chapter Tactics counterpart in the form of Sept Tenets, and like other armies requires a detachment whose units all have the same {{W40Kkeyword|&amp;lt;SEPT&amp;gt;}} keyword. Septs not listed below can choose any Tenet they wish. Kroot and Vespid don&#039;t interfere with Tenets, but will not benefit from them either.&lt;br /&gt;
&lt;br /&gt;
===Custom Sept Tenets===&lt;br /&gt;
As of the revised Codex: Space Marines, many armies can now represent their lesser known chapter equivalents or create their own. Welcome to the 40K Build-A-Bear Workshop. The Tau gain the ability to make bespoke Sept Tenets in The Greater Good by choosing two abilities from the list below:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stabilization Systems&#039;&#039;&#039;: {{W40kKeyword|BATTLESUIT}} unit don&#039;t take hit penalties for firing Heavy weapons after moving. Riptide and Broadside like this.&lt;br /&gt;
* &#039;&#039;&#039;Soldiers in Arms&#039;&#039;&#039;: The &amp;quot;For the Greater Good&amp;quot; ability has its range extended to 9&amp;quot;. Damn good, makes your gun line much bigger. &lt;br /&gt;
* &#039;&#039;&#039;Turbo Jets&#039;&#039;&#039;: Add 1 to Advance rolls for all {{W40kKeyword|JETPACK}} units; additionally increase the Movement characteristic of all {{W40kKeyword|JETPACK}} Units by 2&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Dedication to the Cause&#039;&#039;&#039;: +1 Leadership for all {{W40kKeyword|&amp;lt;SEPT&amp;gt;}} units.&lt;br /&gt;
* &#039;&#039;&#039;Hardened Warheads&#039;&#039;&#039;: Improve the AP of all Smart missiles, Missile pods, High yield missile pods, and Seeker missiles by -1. This is a great upgrade for  Broadsides, keep it in mind.&lt;br /&gt;
* &#039;&#039;&#039;Sophisticated Command Net&#039;&#039;&#039;: When a {{W40kKeyword|VEHICLE}} unit shoots a unit with 1+ Markerlights, reroll 1&#039;s to wound.&lt;br /&gt;
* &#039;&#039;&#039;Hybridized Weaponry&#039;&#039;&#039;: Add 4&amp;quot; to the range of all Grenade and Assault weapons; does not apply to Prototype weapon systems. &lt;br /&gt;
** This unfortunately doesn&#039;t work so much for the Pulse Blasters, as it only boosts their max range, not all ranges.&lt;br /&gt;
** A large amount of T&#039;au mainstray weapons are assault weapons. Burst cannons, Pulse Carbines, Missile Pods, Flamers and Fusion Blasters all get a boost.&lt;br /&gt;
** Triple flamer crisis suits are hilarious with this. Deep strike them in and burn anything that looks at you funny.&lt;br /&gt;
* &#039;&#039;&#039;Gifted Pilots&#039;&#039;&#039;: {{W40kKeyword|VEHICLES}} and {{W40kKeyword|MONSTER}} units that remain stationary or move less than 1/2 their Movement reroll 1&#039;s to wound in the Shooting phase.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Power Cells&#039;&#039;&#039;: Tactical Drones have a move characteristic of 10&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Maneuvering Thrusters&#039;&#039;&#039;: {{W40kKeyword|BATTLESUIT}} units can Advance when Falling back.&lt;br /&gt;
* &#039;&#039;&#039;Up-Gunned&#039;&#039;&#039;: Improve the AP of all Burst cannons to -1. Has been errata&#039;d to not apply to any relic Burst cannons.&lt;br /&gt;
** Stacks with the Advanced Targetting System. Battlesuits with this sept tenent, ATS and as many burst cannons they can carry become a nightmare for the vast majority of infantry.&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Automated Repair System (2 CP)&#039;&#039;&#039;: Battlesuit or Vehicle regains D3 lost wounds. Well, there goes the downside of using the Nova Reactor, but don&#039;t count on always being able to use it, as it&#039;s really expensive. It can be used at the start of any turn, including your opponent&#039;s.&lt;br /&gt;
* &#039;&#039;&#039;Branched Nova Charge (1 CP)&#039;&#039;&#039;: Overcharging a Riptide&#039;s Nova Reactor grants it two buffs instead of one. Almost mandatory each turn if you include a Riptide in your army. Sadly doesn&#039;t work with FW Rapetide sub types.&lt;br /&gt;
* &#039;&#039;&#039;Breach and Clear! (1 CP)&#039;&#039;&#039;: Use in the Shooting phase, when a Breacher Team is about to shoot an enemy unit in cover. They reroll all failed wound rolls. Note that you can stack this with markerlights to make things &#039;&#039;worse&#039;&#039; for enemy units in cover.&lt;br /&gt;
* &#039;&#039;&#039;Command and Control Node (1 CP) &#039;&#039;&#039;: Commander cannot shoot, but a Battlesuit unit in your army within 6” can re-roll wounds.&lt;br /&gt;
** Note that this buffs a unit, not model, so it works nicely on a pack of Broadsides.&lt;br /&gt;
* &#039;&#039;&#039;Emergency Dispensation (1 CP/3 CP)&#039;&#039;&#039;: Standard extra relics.&lt;br /&gt;
* &#039;&#039;&#039;EMP Grenade (1 CP)&#039;&#039;&#039;: When throwing a photon grenade, only make a single hit roll, and if it hits, the grenade deals D3 mortal wounds against an enemy vehicle. Good for last-ditch efforts, or for taking a vehicle down on its damage table. Bad for everything else. Let your {{W40Kkeyword|Tau Sept}}-Fireblade (BS2+) use this for a very reliable &#039;&#039;&#039;Focused Fire (3 CP)&#039;&#039;&#039; afterwards.&lt;br /&gt;
* &#039;&#039;&#039;Fail-safe Detonator (1 CP)&#039;&#039;&#039;: Use when a Battlesuit unit from your army is destroyed in the fight phase. Roll a dice for each unit within 3” and on a 4+ it suffers a mortal wound. It&#039;s... there, but there&#039;s much better options.&lt;br /&gt;
** It can come in handy if a major target is down to one wound and you really &#039;&#039;&#039;really&#039;&#039;&#039; need to take it down. &lt;br /&gt;
* &#039;&#039;&#039;Multi-spectrum Sensor Suite (1 CP)&#039;&#039;&#039;: Used before a battlesuit unit shoots, enemy units cannot claim cover saves from that unit.&lt;br /&gt;
* &#039;&#039;&#039;Neuroweb System Jammer (2 CP)&#039;&#039;&#039;: At the start of the enemy shooting phase, pick an enemy unit within 18” of a Battlesuit Commander; subtract 1 from to hit rolls made for that unit this phase. Works great against an advancing squad of Boyz or a unit that you&#039;d really like to see miss.&lt;br /&gt;
* &#039;&#039;&#039;Hunting Grounds (1 CP)&#039;&#039;&#039;: If a Kroot Hound unit successfully completes a charge, Kroot units within 12” can re-roll charges. Not that you might need your screen to run somewhere, but Further helps Krootox enter melee.&lt;br /&gt;
* &#039;&#039;&#039;Orbital Ion Beam (3 CP)&#039;&#039;&#039;: Can only be used on a Commander that has not moved or Manta Struck in the preceding movement phase. Pick two points on the battlefield 2D6” apart and draw a line between them. Each unit suffers D3 mortal wounds on a 4+ (characters 5+).&lt;br /&gt;
* &#039;&#039;&#039;Point Defense Targeting Relay (1 CP)&#039;&#039;&#039;: Used when a Vehicle gets charged. That Vehicle can overwatch on 5s and 6s.&lt;br /&gt;
* &#039;&#039;&#039;Positional Relay (2 CP) &#039;&#039;&#039;: start of movement phase, pick a recon drone and a unit of the same sept that has been set up in a manta hold. That unit can set up within 6” of the recon drone.&lt;br /&gt;
* &#039;&#039;&#039;Recon Sweep (1 CP) &#039;&#039;&#039;: Pathfinder team can move 2D6” in the shooting phase, but cannot shoot or charge.&lt;br /&gt;
** **Note** this one might seem useless at first, since most of the time your Pathfinders are going to be camping in cover, and even when they&#039;re not you&#039;re still going to want to shoot their markerlights. *However* if they get charged and need to fall back, this stratagem is great for putting some distance between you and the enemy. &lt;br /&gt;
* &#039;&#039;&#039;Repulsor Impact Field (1 CP) &#039;&#039;&#039;: After an opponent successfully charges a Battlesuit unit, roll a dice for each model in the enemy unit within 3” of your unit and on a 6 they suffer a mortal wound. Don&#039;t &#039;&#039;&#039;ever&#039;&#039;&#039; forget this one. It&#039;s amazing against things like Genestealers and Boyz.&lt;br /&gt;
** Note that it says after the enemy charged, and that you roll a D6 for every model in the unit within 3&amp;quot; of your model. Riptides and Ghostkeels will love this. The only major downside is probably that it hits on 6&#039;s.&lt;br /&gt;
* &#039;&#039;&#039;Stimulant Injector (1 CP)&#039;&#039;&#039;: Replaces the old wargear option. Pick a {{W40Kkeyword|Battlesuit}} with maximum wounds of 10 or more (i.e. a Riptide or a Ghostkeel; Stormsurge isn&#039;t a battlesuit) at the start of your turn. That unit ignores all the negative effects of having taken any wounds (BS penalties, etc.) until either it dies or the turn ends. Good for squeezing that last bit of juice from a Riptide your opponent assumes is useless thanks to wounding penalties.&lt;br /&gt;
* &#039;&#039;&#039;Support Turret Replacement (1 CP) &#039;&#039;&#039;: If a Fire Warrior&#039;s Turret has been destroyed, it can be replaced. Unfortunately, the CP is worth more than the turret in most cases.&lt;br /&gt;
* &#039;&#039;&#039;Uplinked Markerlight (1 CP)&#039;&#039;&#039;: Use this stratagem after an enemy unit has been hit by a markerlight fired by a model from your army. Place d3 + 1 markerlight counters next to that unit instead of only 1. An great way to try and get enough stacks for the +1 bonus, or else save your markerlights for other targets.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Mirrors (1 CP)&#039;&#039;&#039;: In the Movement phase, select an XV25 Stealth Suit unit within 6&amp;quot; of an XV95 Ghostkeel Battlesuit. It can be removed and redeployed via deep striking anywhere within 12&amp;quot; of the Ghostkeel (and with the typical deep strike limits). If the XV25 was engaged in close combat, this does not count as falling back, which, as it is explicitly stated in the rule, allows you to charge in again, not that you would want to. (You would already be able to shoot since Stealth Suits can {{W40Kkeyword|Fly}}). With the Homing Beacon now dropping at the start of the movement phase, you can use this Stratagem to reposition your stealth suits before dropping the beacon.&lt;br /&gt;
&lt;br /&gt;
===Psychic Awakening===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aerial Targeting (1CP):&#039;&#039;&#039; Run out of markerlights? Already use your Uplinked markerlight and need one more? For 1 CP, you get 1 additional markerlight when shooting at an enemy unit of your choice.&lt;br /&gt;
* &#039;&#039;&#039;Ambushing Predators (1CP):&#039;&#039;&#039;  During the opponent charge phase, a {{W40Kkeyword|Kroot}} unit can make a 6&amp;quot; Heroic Intervention. combined with Hidden Hunters, Kroot screens are a lot more viable even as back defenders counter an enemy that thinks they can tie up your guns.&lt;br /&gt;
** Consider having a unit of 1-2 Krootox riders in your backline as bodyguards for something that’d be otherwise helpless if charged (e.g. Broadsides). Pop Raging Beasts on them for a bird-gorilla rampage of 8 S6 AP -1 D2 attacks on an opponent who would normally expect to not have any problems from us in melee other than overwatch or Farsight &amp;amp; Friends.&lt;br /&gt;
* &#039;&#039;&#039;Coordinated Engagement (2 CP)&#039;&#039;&#039;: In the shooting phase, select a Crisis Battlesuit or Crisis Bodyguard. Whatever it shoots is considered to have 5 markerlight counters for the purposes of the attack. Use in tandem with Dropzone Clear to awaken the ancient spirit of Commander spam for a single shooting phase.&lt;br /&gt;
* &#039;&#039;&#039;Deadly Aim (2CP):&#039;&#039;&#039; During the shooting Phase, your {{W40Kkeyword|MV71 Sniper drones}} gain -1 AP. If in Half range of their guns, you gain an additional -1 Ap. Let&#039;s see those Imperial Guard players put their Characters in the open now.&lt;br /&gt;
* &#039;&#039;&#039;Hidden Hunter (1CP):&#039;&#039;&#039; During the opponent&#039;s Shooting phase, while in cover, a {{W40Kkeyword|Kroot}} unit is -1 to hit and will have a Sv4+.&lt;br /&gt;
** Sounds awesome on the first glance until you remember that after using this Stratagem your Kroot are still just T3 with a 4+ save while Firewarriors without a Stratagem in the same situation would be T3 with a 3+ save at least. The -1 to hit is nice but barely matters against anti-infantry shooting due the large amount of shots coming towards your Kroot. Perhaps okay for some Krootox though.&lt;br /&gt;
* &#039;&#039;&#039;Modulated Weaponry (1CP):&#039;&#039;&#039; Automatically get max shots for all variable shot heavy weapons on a Riptide, Ghostkeel, or Vehicle model. Does not work on Titanic units. A seriously nerfed stratagem after GW realized how strong it was (They got the hint when the Y’varha sold out twice on Forgeworld), you&#039;ll find more use on Hammerheads than anything else.&lt;br /&gt;
* &#039;&#039;&#039;Pack Alpha (1CP):&#039;&#039;&#039; Select a {{W40Kkeyword|Kroot}} unit within 6&amp;quot; of a Kroot Shaper. Add a single D6 to the charge roll and discard one. Y to the E to the S!&lt;br /&gt;
* &#039;&#039;&#039;Point-Blank Volly (1CP):&#039;&#039;&#039; Select an infantry unit that survived melee. All Pulse Carbines, Blasters, and Weapons are converted to pistol 2. Cannot be affected by Volley fire.&lt;br /&gt;
** If your infantry unit survived melee you are going to be a smart guy and fall back so the rest of your army can shoot at the enemy unit and don&#039;t waste 1CP for what most likely amounts to something like 2-6 S5 AP0 shots, aka nothing. There&#039;s a reason for why nobody takes Pulse Pistols on their Firewarriors. On Breachers it could be nice since your opponent would be automatically in range for the best profile but they&#039;ll still only hit on a 4+ without re-rolls and honestly ... how many of your Breacher do you expect to survive after getting shot at and then getting charged?&lt;br /&gt;
** If you like not having friends, point out it does not require you to be in melee. 30&amp;quot; double taps anyone?&lt;br /&gt;
** If stuck in melee, bring a Pulse Pistol as now you can fire both for maximum laughs.&lt;br /&gt;
* &#039;&#039;&#039;Promising Pupil (1CP):&#039;&#039;&#039; Select a {{W40Kkeyword|Character}}. They now have a warlord trait. It cannot be a named character, though this much should be obvious you dumb cluck. Strong ... if we had good warlord traits. Pass.&lt;br /&gt;
* &#039;&#039;&#039;Pulse onslaught (1CP):&#039;&#039;&#039; {{W40Kkeyword|Breachers}} get the S6 Profile at 15&amp;quot;. Good for extending the threat Radius of Pulse Blasters.&lt;br /&gt;
* &#039;&#039;&#039;Raging Beasts (1CP):&#039;&#039;&#039; Four attacks on the selected {{W40Kkeyword|Krootox rider}} unit. In addition, Krootox fists get -1 additional AP.&lt;br /&gt;
* &#039;&#039;&#039;Rain of Fire (1CP):&#039;&#039;&#039; {{W40Kkeyword|Vespid}} reroll failed Hit rolls when shooting from Deepstrike. Oh, Markerlights stack with this by the way.&lt;br /&gt;
* &#039;&#039;&#039;Seasoned Sniper (1CP):&#039;&#039;&#039; a {{W40Kkeyword|Firesight Marksman}} can snipe at a character with his Markerlight or Pistol. A Marker Helps Sniper drones actually Snipe or the Flanking Battlesuits.&lt;br /&gt;
** Pretty much useless though if you consider the use of Aerial Targeting. Why would you spend 1CP and then have to roll a 3+ in order to put a Markerlight on a Character if you could just pay 1CP and ... well ... put a Markerlight on a Character? Sure, this one would enable you to use the Uplinked Markerlight Stratagem in combination, but seriously what do you need 2-4 Markerlights on a Character? Chances are your Seeker Missiles and Heavy weapons can&#039;t shoot at it anyway and most Characters you can target like that aren&#039;t sitting in cover either. Only the 5th Markerlight would&#039;ve been nice here.&lt;br /&gt;
* &#039;&#039;&#039;Sworn Protectors (1CP):&#039;&#039;&#039; Crisis bodyguards can reroll hit and wound rolls in melee while near a friendly sept character. Nothing to write home about unless you’re taking WS 4+ FSE Veterans with ATS, who will most likely be around Farsight himself as part of a bomb.&lt;br /&gt;
* &#039;&#039;&#039;Wisdom of the many (1CP):&#039;&#039;&#039; An {{W40Kkeyword|Ethereal}} gets to choose another ability to cast. Storm Of Fire plus Sense of Stone anyone?&lt;br /&gt;
&lt;br /&gt;
==Tactical Objectives==&lt;br /&gt;
;11 - The Lure&lt;br /&gt;
: 1 VP for destroying an enemy unit that made a successful charge last turn. d3 VP for destroying 3 units this way. Hopefully they charged at someone you won&#039;t miss. &lt;br /&gt;
;12 - Patient Hunter&lt;br /&gt;
: 1 VP if at least 1 enemy unit was destroyed by a unit in your deployment zone.&lt;br /&gt;
;13 - Ambush&lt;br /&gt;
: 1 VP if an enemy unit either dies or fails a morale test. Upped to d3 if you have more than 3 enemy units do this.&lt;br /&gt;
;14 - Multiple Distractions&lt;br /&gt;
: 1 VP if you have one enemy unit within 12&amp;quot; of one battlefield edge and another enemy unit within 12&amp;quot; of the opposite edge by the end of the turn.&lt;br /&gt;
;15 - Tactical Withdrawal&lt;br /&gt;
: 1 VP if you completely destroy an enemy unit in the shooting phase which was within 1&amp;quot; of one of your units at the start of the turn.&lt;br /&gt;
;16 - The Greater Good&lt;br /&gt;
: 1d3 VP if you steal an objective from an enemy, which is upped to 1d3+3 if you steal 3 or more.&lt;br /&gt;
&lt;br /&gt;
==Markerlights==&lt;br /&gt;
This deserves its own section, due to its importance to the army. Lots of your units have Markerlights and when a unit is hit by a Markerlight, place a counter by it for &#039;&#039;&#039;the remainder of the phase&#039;&#039;&#039;. Effects depend on the number of Markerlight counters on a unit, and are &#039;&#039;&#039;cumulative&#039;&#039;&#039;. In addition, Markerlight counters are no longer used up for their effects, so you can really pour focused fire onto a lit target - but make sure you actually do make use of them once placed, because they&#039;ll be gone at the end of the Shooting phase (or the Charge phase if you&#039;re shooting them on Overwatch). The marker light rules specify that most of the buffs only apply to {{W40kKeyword|TAU EMPIRE}} units.&lt;br /&gt;
#{{W40kKeyword|TAU EMPIRE}} models attacking the target may reroll hit rolls of 1. &lt;br /&gt;
#*Re-rolling 1s is an increase in accuracy of about 16.67% - BS4+ goes from 50% to 58.3%, while Overwatch goes from 16.67% to 19.44%. In addition, it also means overcharging ion weapons is way less risky.&lt;br /&gt;
#Destroyer and Seeker missiles fired at the target use the firer&#039;s Ballistic Skill (and re-rolling 1&#039;s, as above), instead of hitting only on a 6. &lt;br /&gt;
#*With your 4+ to hit, the shot is now only a gamble to fire, not pointless to take. Works wonders with Longstrike though. Keep in mind that Hammerheads still have BS3+, and the Seekers cost basically nothing anyway so just take it and be happy if one of those D1d6 shots gets through. It also works great with the Stormsurge as it&#039;ll cause a ridiculous amount of damage against everything (excluding hordes, don&#039;t use it to shoot those).&lt;br /&gt;
#The target gets no saving throw bonuses for being in cover. &lt;br /&gt;
#*Good in most situations against any opponent competently plays the game as most of your high volume weapons don&#039;t have AP. An ok bonus, but you shouldn&#039;t just stop with 3 markers.&lt;br /&gt;
#{{W40kKeyword|TAU EMPIRE}} models shooting at the target may ignore the hit roll penalties for moving and firing Heavy weapons, and Advancing and firing Assault weapons. &lt;br /&gt;
#*This is somewhat useful for extracting suit teams who fail to alpha their intended target (and chances are, they will unless you sink 1/4+ your points into a single squad) or for your infantry to retreat from approaching enemy units as Tau lost some of their mobility to move and shoot in the same turn effectively. The only problem is that you have to decide whether you move/advance before you know whether you can hit with enough Markerlights, so better keep those Target Locks on your Riptides.&lt;br /&gt;
#{{W40kKeyword|TAU EMPIRE}} models shooting at this unit get +1 to hit. &lt;br /&gt;
#*There&#039;s the money shot! If you fail to get your 5th markerlight, consider the Uplinked Markerlights stratagem as anything less is barely worth the points taking them at all.&lt;br /&gt;
#**With the addition of The Greater Good, Aerial Targeting is also available if you&#039;ve already used or want to save Uplinked Markerlights for another target.&lt;br /&gt;
#*Fortunately, 10 Pathfinders can expect to lay down 5 ML hits per phase, unless you move then it&#039;s only 3, and cost a whopping... &#039;&#039;&#039;80&#039;&#039;&#039; points. Remember, we&#039;re Tau, not IG (Your troops may have better guns, but your more expensive for less volley fire).&lt;br /&gt;
&lt;br /&gt;
* You often don&#039;t have the resources to put 5 maker lights on everything, so only aim for 1 light if it&#039;s a minor threat (you only put one them so the far of Gun Teams has something to shoot at), 3 is for those pesky Centurion squads, 4 is if your moving your lines forward and also want to kill a target, and 5 is insuring that tank or Heavy weapons Squad will go to the grave. If you have CP to spare and only need the markerlights for a couple of attacks, the Coordinated Engagement Stratagem is also a good alternative. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Special note:&#039;&#039;&#039; Markerlights shot from non-vehicle sources cannot be fired in addition to other weapons (Page 123, Codex Tau). This means Cadre Fireblades, Darkstrider, Pathfinders, and various unit leaders with both markerlights and other ranged weapons - they get to choose which to fire (other weapons OR Markerlights), not both.&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
#&#039;&#039;&#039;Precision of the Hunter&#039;&#039;&#039;: Re-roll wound rolls of 1 made for your warlord against enemy vehicles or monsters.&lt;br /&gt;
#&#039;&#039;&#039;Through Unity, Devastation &#039;&#039;&#039;: In each of your shooting phases, pick a unit that is visible to your warlord; until the end of your phase each time you make a wound roll of 6+ against that unit made by a friendly Sept unit within 6″ of your warlord, the AP is improved by 1. Aun’va has this. &lt;br /&gt;
#&#039;&#039;&#039;A Ghost Walks Among Us&#039;&#039;&#039;: Add 6″ when the Warlord Advances instead of rolling a die. Darkstrider has this. Take this on your commander with CIBs and your movement goes from 8 to 14&amp;quot;. Handy for making sure you can capitalize on their short range. Couple this with Vectored Manoeuvring thrusters and you can get right back into safety after laying the smackdown!&lt;br /&gt;
#&#039;&#039;&#039;Through Boldness, Victory&#039;&#039;&#039;: if your warlord is within 12″ of an enemy unit at the start of your shooting phase, you can re-roll failed hit rolls made for your Warlord until the end of the phase.&lt;br /&gt;
#&#039;&#039;&#039;Exemplar of the Kauyon&#039;&#039;&#039;: You can re-roll failed hit rolls for your Warlord as long as they haven&#039;t moved this turn. If they have moved for any reason, they lose this trait until your next turn. Shadowsun has this.&lt;br /&gt;
#&#039;&#039;&#039;Exemplar of the Mont&#039;ka&#039;&#039;&#039;: This Warlord can Advance and still shoot as if they hadn&#039;t Advance this turn. &lt;br /&gt;
#*Good on Coldstar commanders, but Vior&#039;la&#039;s Sept Tenet can already let them do this without giving up a Warlord Trait for it, but then your also losing out on other sept traits.&lt;br /&gt;
#**Alternate Take: RAW, this means that Cadre Fireblades can Advance and Shoot Markerlights at no penalty. Simply declare an advance, move like an inch, and then laugh your ass off as you break the game by shooting a Heavy weapon on a 2+. Technically rerolling ones if you really want to be a rules lawyer, as you can reroll ones for units that remain stationary near an ethereal who has declared storm of fire. Just know doing this automatically confers both [[Rules Lawyer]] and [[That Guy]] status upon you(as you justly deserve). In fact, it&#039;s probably the most underrated Warlord trait in the Codex.&lt;br /&gt;
&lt;br /&gt;
==Wargear==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
HAHAHAHA NOPE! Generic melee weapons are for other armies.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
HAHAHAHAHHAHA&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Expect a lot of S5 AP0 weapons, with a couple of High damage low output weapons on the bigger units, all of which come with above-average range.  &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Infantry / Drone&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Pulse Weapons:&#039;&#039;&#039; your S5 D1 guns at various ranges.&lt;br /&gt;
** &#039;&#039;&#039;Pulse Pistol:&#039;&#039;&#039; 12&amp;quot; range and a pistol, in other words it grants you 1 shot at S5 per model in your shooting phase while in combat. Granted, you should not be getting into close combat but if you somehow survived an assault, your opponent can get hit by this in your next shooting phase from your Fire Warriors (if you paid the 1pt per model to bring them). Usually it&#039;s better to just fall back and let your other units punish whatever came at you, but if you can&#039;t disengage then consider having pulse pistols on half of your guys to give that melee unit an emergency punch.&lt;br /&gt;
*** As of Faith and Fury the above is more relevant than it’s ever been. Night Lords have a compliment of stratagems and relics that used in tandem will: Deny Overwatch, make charges out of deep strike easier, and prevent falling back. In other words, the Three Golden Uh-Oh’s of playing T’au. Still a very weak solution to a niche problem compared to how many loyalist marines you should expect to face, but know that you at least have something you can do instead of just give them light pats. (Assuming they all didn’t run away last turn because, y’know, Night Lords.)&lt;br /&gt;
** &#039;&#039;&#039;Pulse Rifle:&#039;&#039;&#039; The original, the best. 30&amp;quot; rapid fire smackdown, stacks &#039;&#039;wonderfully&#039;&#039; with sept traits, wargear and warlord traits granting extra range and shots.&lt;br /&gt;
** &#039;&#039;&#039;Pulse Carbine:&#039;&#039;&#039; Doesn&#039;t pin targets anymore, but is assault 2 at 18&amp;quot;. Changes to assault weapons in 8th make them kinda dicey shooting on the run at BS5+ on your pathfinders. Gun drones get two of these.&lt;br /&gt;
** &#039;&#039;&#039;Pulse Blaster:&#039;&#039;&#039; the pulse shotgun found on your breachers, start at a assault 2 bolter at 15&amp;quot; end at S6 ap-2 under 5&amp;quot; Very risky, but that&#039;s life on a breacher team.&lt;br /&gt;
** &#039;&#039;&#039;Longshot Pulse Rifle:&#039;&#039;&#039; Found on sniper drones, big range and can target characters, dealing mortal wounds on 6+ to wound. Still sucks due to only being S5 and AP0, which pretty much all characters can take without blinking. Stacks with the abilities from a spotter. Note that despite having &#039;pulse&#039; in the name, these do not benefit from Volley Fire.&lt;br /&gt;
&lt;br /&gt;
Another viewpoint: It really depends on the army you are facing. Strength 5 shots will wound most characters on a 3+, and AP requirements vary between armies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Markerlight:&#039;&#039;&#039; There&#039;s a whole section above for the effects these have, but they&#039;re almost a rather literal heavy 1 &amp;lt;s&amp;gt;flashlight&amp;lt;/s&amp;gt; laser pointer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rail Rifle&#039;&#039;&#039;: Pathfinders only. The smallest source of Mortal Wounds currently available to Tau, each squad may take up to three of these weapons if they don&#039;t take an Ion Rifle. They&#039;re generally a better call for hunting MEQs, TEQs, and Monstrous creatures thanks to their AP and ability to deal mortal wounds on a 6+ to wound.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ion Rifle&#039;&#039;&#039;: Pathfinders and interceptor drones only. The second type of special weapon available to Pathfinders, this weapon acts like every other Ion weapon, in that it can be overcharged to deal potentially more hits and damage. Not bad at 4 points for a S8 shot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Photon Grenade:&#039;&#039;&#039; It&#039;s a D6 grenade, but it doesn&#039;t do any damage. Instead it gives the attacker -1 to hit in the proceeding fight phase. Absolutely amazing with the T&#039;au sept, as the spam means you&#039;re bound to get that juicy -1 to hit in overwatch.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kroot Weapons:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Kroot Rifle:&#039;&#039;&#039; It&#039;s basically a boltgun that has a close combat bonus.&lt;br /&gt;
** &#039;&#039;&#039;Kroot Gun:&#039;&#039;&#039; It&#039;s a rapid fire autocannon, but does D3 damage instead of a flat 2. Found on the Krootox.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Neutron Blaster:&#039;&#039;&#039; the vespid gun, used for burninating armour at S5, AP-2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlesuit&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Airbursting Fragmentation Projector&#039;&#039;&#039;: A Weapon that ignores line of sight. Okay, but unless you need to ignore the line of sight, such as on very terrain laden maps, the &#039;&#039;Burst Cannon&#039;&#039; outperforms this weapon.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Burst Cannon&#039;&#039;&#039;: The cheap Dakka that it always has been. 4 Shots at Str 5 and 18&amp;quot;. You might want to give your suits some other (and more expensive) options as all your drones and Fire Warriors will provide Str 5 shooting en masse. Actually, with an advanced targeting system, you can make these work very effectively. Note that commander with 3 bursts+ATS is good, but crisis suit loses too much dakka, and unless you&#039;re shooting terminators, giving up a burst cannon for ATS is a downgrade in raw power.&lt;br /&gt;
** If you want the -1 AP from Advanced Targeting Systems to actually match a Heavy Bolter&#039;s profile, the best you&#039;re going to get are 12 shots. Still, that&#039;s more than enough to scare most troop choices shitless.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cyclic Ion Blaster&#039;&#039;&#039;: 3 (almost) Autocannon shots at 18&amp;quot;, this gun&#039;s default mode outperforms the Plasma Rifle per point outside of its Rapid Fire range against [[MEQ|HEQ, GEQ, MEQ, and TEQ]]. Using the Overcharge profile gives you extra Strength and Damage making it second only to the Fusion Blaster against multi-wound models and vehicles, the downside being that Overcharge deals a mortal wound to the bearer upon rolling any number of modified 1&#039;s to hit. Markerlights let you re-roll natural 1&#039;s to hit which mitigates a bit of the threat, and if you manage to get 5 Markerlights on the same target you can&#039;t suffer this downside.&lt;br /&gt;
** Note that the CIB is only superior to the Burst Cannon when you are overcharging it. If you do not expect to overcharge, consider 3 BC+ATS instead.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Flamer&#039;&#039;&#039;: Standard flamer in every respect. Deadly when combined with advanced targeting system (though just taking another flamer is better statistically if you are going for an all-flamer loadout (statistically 2 flamers +ATS does about the same vs MEQ and GEQ, but once you get up to TEQs, the ATS starts to show it&#039;s worth). Just don&#039;t waste it on commanders unless you crave the OMAE WA MOU Coldstar shenanigans.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fusion Blaster&#039;&#039;&#039;: It&#039;s a Meltagun, which means it deals 1D6 damage (best of 2 under half range) and being Tau Empire gives you a lofty 6&amp;quot; more range than those silly primitive Imperial ones for 25% more points. Second most expensive option, but the clear winner against anything with more than a couple wounds. Your primary source of antitank and monsterhunting, due to ridiculously low damage-per-point ratio of broadsides and hammerheads.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Missile Pod&#039;&#039;&#039;: It went up in price considerably and being able to deal D3 wounds doesn&#039;t quite make up for it. Still a decent choice, but is outperformed by a Cyclic Ion Blaster unless you&#039;re not willing to risk the overcharge on anything T6 or above. Or if you actually want a weapon with range, as it has twice that of the CIB (and the longest range option of the Commander and Crisis Suits).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Plasma Rifle&#039;&#039;&#039;: Your go-to cheap option against heavy infantry, melting away 3 points of the enemy&#039;s Save. At 1 extra point over a Burst Cannon it&#039;s cheap, but will struggle against multi-wound models as it only does 1 damage a shot.&lt;br /&gt;
** Received a subtle nerf with the reintroduction of Overcharge mechanics. The selling point of Tau plasma was that, while it was weaker, it wouldn&#039;t suffer &#039;&#039;&#039;Gets Hot!&#039;&#039;&#039;, now that nobody suffers that particular penalty without overcharging their weapons, there is no reason for Tau plasma to be S6 if everyone else can put their plasma out at S:7 without blowing themselves up, so yes, GW actually made Tau plasma the &#039;&#039;worst&#039;&#039; plasma.&lt;br /&gt;
** A little bit better with the Bork&#039;an sept tenet, which can keep it out of charge range whilst being able to fire twice. Also, the only gun for crisis suits that actually does work with this sept.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;High-Intensity Plasma Rifle&#039;&#039;&#039;: Farsight got a weapon upgrade. More AP, double the damage and 6&amp;quot; more range.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Broadside Weapons:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Heavy Rail Rifle:&#039;&#039;&#039; You get two S8 AP-4 D6 wound shots at 60&amp;quot; and deals mortal wounds on top of the other damage if you roll a 6+ to wound. 8th edition favours quantity over quality when it comes to shooting, and most targets you&#039;d want to shoot this at have invulnerable saves anyway. It&#039;s hard to justify taking this instead of the HYMP, unless you need the extra range.&lt;br /&gt;
*** &#039;&#039;&#039;UPDATE&#039;&#039;&#039; Thanks to the new Magna Rail Rifle prototype weapon systems, this thing just got a new lease on life. 3 Broadsides armed with Rail weapons, Smart Missile Systems and Seeker Missiles will net you around 300 points for a serious heavy armor killer. &lt;br /&gt;
** &#039;&#039;&#039;High Yield Missile Pod:&#039;&#039;&#039; Heavy 4, S7, AP-1, D3 missile pod. Broadsides take two of these instead of a single HRR. Does D3 damage compared to the HRR&#039;s D6(+1MW on a 6+ to wounds), meaning that if all shots hit, a pair of these can do up to 24 Damage, across 8 targets, compared to the HRR&#039;s 12 damage (+2 MW) across 2. Almost always the better of the two weapons, with the exception of targeting something like a Tank Commander which lacks an invulnerable save.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;XV9 Weapons&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Double-barrelled Burst Cannon (Forge World)&#039;&#039;&#039;: Twice the shots for a 60% price increase. Bit of a bargain right there.&lt;br /&gt;
** &#039;&#039;&#039;Phased Ion Gun (Forge World)&#039;&#039;&#039;: An Assault plasma rifle with worse AP (unless it rolls a 6+ to hit), Strength, and Range, but has the potential for more shots. Since it is a bit more expensive than a Plasma Rifle, and less reliable, you probably want to skip this.&lt;br /&gt;
** &#039;&#039;&#039;Fusion Cascade (Forge World)&#039;&#039;&#039;: A Fusion Blaster with 66% less range, but the potential to fire 3 shots. Also 60% more expensive. Cheaper than the equivalent amount of FB Crisis suits, but slightly less effective as the number of models increases.&lt;br /&gt;
** &#039;&#039;&#039;Pulse Submunitions Rifle (Forge World)&#039;&#039;&#039;: 30&amp;quot; range, 2d3 shots at S6, for 20% more than a burst cannon. If you don&#039;t need the range, take the DBBC instead.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Suit Weapons&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Ion Accelerator:&#039;&#039;&#039; Two different shooting modes. Both are a wonderful 72&amp;quot; range but are Heavy D6. Standard is S8 with D3 dmg, while Overcharge gives you S9 and 3 damage. Nova Charge changes the type to Heavy 6 (for both Standard and Overcharge modes).&lt;br /&gt;
** &#039;&#039;&#039;Heavy Burst Cannon:&#039;&#039;&#039; 36&amp;quot; Heavy 12 S6 AP -1 D2. Becomes Heavy 18 on Nova Charge. Coupled with ATS this is a very powerful weapon, and easily worth taking on your Riptides.&lt;br /&gt;
** &#039;&#039;&#039;Cyclic Ion Raker:&#039;&#039;&#039; Heavy 6 shots at 24&amp;quot; range at S7. Disappointing AP-1 and D1 damage, though; overcharge buffs to S8 and Dd3 Damage. Not as bad as it appears on first glance, the pure volume of Dd3 shots provides flexibility and performs similarly to a fusion collider outside of melta range. Increases noticably with ATS.&lt;br /&gt;
** &#039;&#039;&#039;Fusion Collider:&#039;&#039;&#039; S8 AP-4 Heavy D3 shots at 18&amp;quot; doing the standard melta thingy with its D6 damage.&lt;br /&gt;
** &#039;&#039;&#039;Pulse Submunitions Cannon (Forge World):&#039;&#039;&#039; 60&amp;quot; Heavy 3D3 shots, dropping S6 AP-2 D3 hits. Nasty!&lt;br /&gt;
** &#039;&#039;&#039;Ion Discharge Cannon (Forge World):&#039;&#039;&#039; Curiously, this Ion weapon doesn&#039;t have a basic overcharge profile outside of Nova Charging. Regardless, short 12&amp;quot; range dishing out mortal wounds to vehicles if you roll a 6 to-wound; normal profile is Heavy 3 S8 AP-3 D1, and Nova Charge is Heavy 3D3 S10 and flat 3 damage.&lt;br /&gt;
** &#039;&#039;&#039;Phased Plasma-Flamer (Forge World):&#039;&#039;&#039; the scary gun found on the Y&#039;vahra, 8&amp;quot; Heavy 2D6 autohits at S6 AP-2 and 3 damage on the standard profile holy shit! Nova Charge gives you another D6 shots; not much but still insane!&lt;br /&gt;
** &#039;&#039;&#039;Flechette Pod (Forge World):&#039;&#039;&#039; how is this not standard battlesuit equipment WTF Tau?! Pistol D6 S4 shots at 6&amp;quot;; for the time being only found on the Y&#039;vahra until the Earth and Fire Castes figure out how goddamn useful this is is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle Weapons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Smart Missile System:&#039;&#039;&#039; Heavy 4 pulse rifle that can hit targets out of LoS from the shooter. Most things that can take them get two, which is great.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Seeker Missiles:&#039;&#039;&#039; 72&amp;quot; Heavy 1 S8 AP-2 DD6 with one use per missile. At only five points it doesn&#039;t seem like a bad investment; could mean the difference between bringing that scary unit really low or killing it. They work wonderfully on Hammerheads, who can hit on a 2+ with Longstrike&#039;s buff. They need the target to have at least two markerlight shots on them to use the firers BS though, otherwise they ONLY hit on 6s and it doesn&#039;t take a genius to know that that&#039;s not worth doing unless you&#039;re in a desperate situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hammerhead Weapons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Rail Gun:&#039;&#039;&#039; A single-shot weapon on an expensive chassis, with two 72&amp;quot; profiles. Solid shot does an S10 AP-4 D6 damage shot that throws down with a mortal wound on a to-wound of 6 on top of normal damage. The dreaded submunition puts out D6 S6 AP-1 D1 hits. If you take Longstrike, his +1 to wound makes an overcharged Ion cannon a better choice overall... unless you consider that his +1 to wound will trigger mortal wounds on 5+ and he has a straight up 82% chance of wounding TEQs (assuming you have 1 markerlight on the target)- good for triggering focused fire.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ion Cannon:&#039;&#039;&#039; Standard and overcharge modes at 60&amp;quot;. Standard puts out 3 S7 AP-2 D2 shots while overcharge does D6 shots at S8 and 3 damage with the standard overcharge risk. If you want to use Hammerheads (aside from Longstrike or FW options) then this is THE gun. Against T7 Sv 3+ vehicles, it does almost 50% more damage than the railgun when supported by markerlights and Longstrike (synergy is the name of the game for Tau).&lt;br /&gt;
* &#039;&#039;&#039;Twin Heavy Burst Cannon (Forge World):&#039;&#039;&#039; an absurd amount of shots (16 to be exact) at S6 AP-1 D1 and 36&amp;quot;. You will chew through most infantry with ease with this gun.&lt;br /&gt;
* &#039;&#039;&#039;Twin Fusion Cannon (Forge World):&#039;&#039;&#039; 24&amp;quot; Heavy 2 S8 AP-4 and D6 damage with melta.&lt;br /&gt;
* &#039;&#039;&#039;Twin Tau Plasma Cannon (Forge World):&#039;&#039;&#039; Got the &amp;quot;Tau&amp;quot; stamp in order to differentiate itself from other plasma cannons, Heavy 4 S7 AP-3 D2 at 48&amp;quot;. A strong competitor to the Fusion and Ion Cannons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flyer Weapons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Quad Ion Cannon:&#039;&#039;&#039; very disappointing, the gun has basically been reduced to a reaper autocannon, which aren&#039;t even any good in the CSM army. Overcharge helps out a bit, granting +1 S D3 damage and D6 shots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tidewall Fortification Weapons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Supremacy Railgun:&#039;&#039;&#039; As Soild Shot Railgun profile, but with 2 shots. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Titanic Weapons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Pulse Driver Cannon:&#039;&#039;&#039; Better with the codex, now doing Heavy D6 shots instead of the measly Heavy D3 from the Index. Still sporting a powerful 72&amp;quot; S10 AP-3 D6 damage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pulse &amp;lt;s&amp;gt;Blastcannon&amp;lt;/s&amp;gt; ARC Cannon:&#039;&#039;&#039; 3 range modes to choose from, with number of shots and stopping power increasing and decreasing with range respectively. Short range hits with a tremendous S14 AP-4 and a savage 6 damage, but only at Heavy 2 at 10&amp;quot;; Medium range is still pretty hardcore at S12 AP-2 D4 but double the shots and range over close range; lastly, long range triples the range and shots, but decreases the power down to S10 AP0 and D2. Try to ignore the range bands and focus instead on what sort of targets you should be hitting with this gun.&lt;br /&gt;
** &#039;&#039;&#039;Heavy&#039;&#039;&#039; 2, this gun qualifies for the Bork&#039;an Sept Tenet. It&#039;s not a lot at 30-36&amp;quot;, but at 10&amp;quot; - 16&amp;quot; this pretty much means you don&#039;t have to be in charging range of anything that could tie you up in melee while you try to bring the thunder down.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cluster Rocket System:&#039;&#039;&#039; 4D6 shots at 48&amp;quot; and S5, but no bonus damage or AP to speak of. Still, that&#039;s a shitload of shots for smacking the shit out of tarpits within range.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Destroyer Missiles:&#039;&#039;&#039; Seeker missiles with a foot of range lopped off, shooting a single shot and on a hit they do D3 mortal wounds. Practically mandatory to be used alongside Markerlights as without two they will only hit on unmodified 6&#039;s.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Heavy Rail Cannon(Forge World)&#039;&#039;&#039;: Macro weapon. Single shot at S18(!) with 2D6 damage. Inflicts an additional D3 Mortal Wounds on a Wound Roll of 6+. Also comes with the Cluster Shells ability, that has a 4+ chance to deal a Mortal Wound to any &amp;lt;b&amp;gt;Model&amp;lt;/b&amp;gt; that ends a charge within 3&amp;quot; of the carrying unit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tri-Axis Ion Cannon (Forge World)&#039;&#039;&#039;: 9 shots of TEQ killing goodness, that can be overcharged into busting vehicles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fusion Eradicator (Forge World)&#039;&#039;&#039;: 5 shot Fusion Blaster, with an extra 6&amp;quot; range.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pulse Ordnance Multi-Driver (Forge World)&#039;&#039;&#039;: Macro weapon. Choice of profiles between 6 shots at S12 + 4dmg, or 2D6 shots at S8 + 3dmg. Given the law of averages, You should not ever use the secondary profile.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nexus Meteor Missile System (Forge World)&#039;&#039;&#039;: Macro weapon. 2D6 shots at S10 and 4dmg, with a minimum range of 24&amp;quot; and maximum range of 120&amp;quot;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Support Systems===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Secondary wargear for battlesuit type units, not usually worth replacing a weapon for, but can be when taken in addition to them. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Advanced Targeting System&#039;&#039;&#039;: Improves the AP of all weapons on the suit by 1, turning those Burst Cannons into sawn-off Heavy Bolters. For Commanders it is generally more effective to do so, albeit more expensive. You don&#039;t want to replace a weapon for ATS on a normal Crisis suit, it is a damage loss.&lt;br /&gt;
** The FAQ changed the AP of the default close combat weapon to &amp;quot;0&amp;quot;, so this now affects the melee on the suits. Take it on your Stealth Suits to give them a AP-1 melee attack along with their Burst Cannons. Also makes Commanders even more dangerous in melee.&lt;br /&gt;
**3x more expensive on the Ghostkeel, Riptide and Stormsurge, though they don&#039;t replace any systems for it and all have a &#039;&#039;lot&#039;&#039; of guns, so possibly still worth looking at.&lt;br /&gt;
* &#039;&#039;&#039;Counterfire Defence System&#039;&#039;&#039;: Allows re-rolls to hit when firing Overwatch. Give it to your Tau Sept suits and you&#039;ll be re-rolling Overwatch on 5+ which makes a HUGE difference for charging units. Normal units have a 16% to hit on overwatch. Tau Sept units with this have 55% - better than BS 4+, which is the standard for our army. &lt;br /&gt;
** &#039;&#039;&#039;Note:&#039;&#039;&#039; Since the Stormsurge is a {{W40kKeyword|VEHICLE}} this can be combined with the Point Defence Target Relay Stratagem (makes overwatch hit on 5s and 6s). Tau Sept Stormsurges have this already, but useful for the other Septs.&lt;br /&gt;
* &#039;&#039;&#039;Drone Controller&#039;&#039;&#039;: All {{W40kKeyword|&amp;lt;SEPT&amp;gt;}} {{W40kKeyword|DRONE}} models near (6&amp;quot; bubble) any bearer get +1 to hit rolls. You can put this on a Commander or Crisis suit and buff Sniper, Markerlight, or Gun drones. Usually requires a critical mass of drones to be effective. A critical mass of gun drones is all you need to mow down infantry, swarms, and screens. Stick this on your Shas&#039;Vre crisis suit dude!&lt;br /&gt;
** &#039;&#039;&#039;Note:&#039;&#039;&#039; Drone Controller&#039;s area of effect is based on the size of the Battlesuit&#039;s base. So a drone controller on a stealth suit (32mm round) can affect less drones than a drone controller on a Stormsurge (170mm oval). &lt;br /&gt;
* &#039;&#039;&#039;Early Warning Override&#039;&#039;&#039;: Get a free shooting attack on one unit that is deployed (deep striking) within 12&amp;quot; but at -1 to-hit, so only at 5+ with any suit apart from the Commander and don&#039;t even think about overcharging those CIBs. Very seriously worth taking on a team of Crisis suits, giving them Missile Pods, or Burst cannons/Plasma Rifles if you want to go cheaper. Keep them on Riptides for extra denial. Works with Velocity Tracker and, as with the Drone Controller, base size of model equipped will increase area of effect.&lt;br /&gt;
** Twice as expensive on the Ghostkeel, Riptide and Stormsurge, but these are very shooty models with large bases, and so will create a very impressive bubble of Fuck You Dakka if your opponent is still insistent on throwing his Terminators away.&lt;br /&gt;
* &#039;&#039;&#039;Multi-tracker&#039;&#039;&#039;: If a model shoots all its weapons at the same target, it may re-roll 1&#039;s to hit. One Markerlight can give this to your whole army. The target unit now also has to include at least 5 models for this system to work. Also only works in your shooting phase. Oh and it got more expensive in the Codex. So it went from bad to absolutely terrible. &lt;br /&gt;
* &#039;&#039;&#039;Shield Generator&#039;&#039;&#039;: The classic 4+ invulnerable save. Riptides still can&#039;t take this, but it&#039;s cheaper than before for all other suits. Shower thought: Crisis suits can get Iridum armor and this for a 2+/4++ to mock those pesky Custodes.&lt;br /&gt;
** Costs 30 points on the Stormsurge and a whopping &#039;&#039;40&#039;&#039; on the Y&#039;vahra. Obviously not worth it on the later, since it already has a 5+ Invuln that jumps up to 4+ against Melee and close ranged attacks in addition to its Drones, but the Stormsurge is painfully lacking a Invulnerable save, so unless you&#039;re planning on burying it behind every single Shield Drone you can take, you&#039;ll likely be shelling out for it anyways.&lt;br /&gt;
* &#039;&#039;&#039;Target Lock&#039;&#039;&#039;: Enables the suit to ignore the to-hit penalties for Advancing and firing Assault weapons, and moving and firing Heavy weapons. Also allows firing Rapid Fire weapons after Advancing at -1 to hit. A cheap way to potentially increase your suits&#039; mobility by a good amount, and reduce reliance on Markerlights. However, you will likely never want to take this on a Commander or Crisis suit, as removing the -1 to hit gives you the same number of hits you would have from another gun. While lowering your damage if you don&#039;t advance. Can be useful for Coldstars, to take advantage of the 20&amp;quot; move, and Broadsides so they can move and shoot without penalty. Stealth suits will mostly see better returns from the ATS. Almost an auto-take on Ghostkeels/Riptides as both their big weapons are heavy, meaning you can ignore the penalty while you jump around the board.&lt;br /&gt;
** This has the same effect as shooting at a target with 4 markerlight counters on it, but getting 4 markerlights takes an average of 8 pathfinders. That&#039;s 64 points total, a Target Lock is &#039;&#039;much&#039;&#039; cheaper. Plus Pathfinders are usually the first thing to go in our list.&lt;br /&gt;
** Remember this costs double on the Ghostkeel, Riptide, Stormsurge and Y&#039;vahra, but given how many guns those suits carry, that&#039;s honestly not surprising.&lt;br /&gt;
* &#039;&#039;&#039;Velocity Tracker&#039;&#039;&#039;: +1 to hit when targeting units with the {{W40kKeyword|FLY}} keyword. Against dedicated flyers, this just counters their -1 to hit &#039;&#039;&#039;Hard To Hit&#039;&#039;&#039; ability; however skimmers and jump infantry now also possess the {{W40kKeyword|FLY}} keyword, so you can also use the bonus against Jetbikes, skimmers, Assault Marines and anything else that jumps or hovers. A good investment in those cases as you get it basically for free at two points, particularly on units where you can take support systems on grunts without losing a weapon system slot (such as Stealth Suits or Broadsides).&lt;br /&gt;
** It is less cost efficient on the usual suspects (Ghostkeel, Riptide, Stormsurge and Y&#039;vahra) at 10 points, but, again, those models carry lots of guns and give up nothing to take this. &lt;br /&gt;
** Pay particular attention to this one for units with effects that trigger on 1s or 6s to hit. A +1 to hit completely eliminates the chance of blowing yourself up with your Ion gun. Sadly, this does not help your wound rolls, so you still need that 6 to get the bonus wound.&lt;br /&gt;
** Worth a serious consideration on both Broadsides and Stormsurges, or even a unit of Crisis/Stealth Suits&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Signature Systems===&lt;br /&gt;
Also known as your relics. Please note that you cannot give any of these to Kroot units. Although why you would &#039;&#039;want&#039;&#039; to give a relic to a Kroot Shaper is beyond me. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Puretide Engram Neurochip&#039;&#039;&#039;: Once per battle, you can re-roll a single hit roll, wound, or damage roll made for the bearer or a friendly {{W40kKeyword|&amp;lt;SEPT&amp;gt;}} unit within 6&amp;quot; of the bearer. In addition, if your army is battle-forged and the bearer is on the battlefield, roll a d6 each time you or your opponent use a stratagem, on a 6 you gain a bonus command point. The first ability isn&#039;t amazing, per-se, but it&#039;s not bad and it might help you out of a jam. The second ability is far more worthwhile if you expect your opponent to spam low-cost stratagems, giving you plenty of chances at bonus command points.&lt;br /&gt;
** RAW this ability triggers during deployment or other pre-game phases as long as the bearer is already on the field, so deploying the bearer first against armies dependent on deployment/infiltration strategems can pay off in a big way.&lt;br /&gt;
** This relic is all but guaranteed to pay for itself, assuming you spent 1 CP to take it and reasonably expect to spend at least 1 CP on a reroll during the game. And that&#039;s not even accounting for the CP you generate from it.&lt;br /&gt;
* &#039;&#039;&#039;Onager Gauntlet&#039;&#039;&#039;: {{W40kKeyword|Battlesuit Commanders}} only. The old donkey punch is a single S10 AP-4 d6 D attack in melee ideal for cracking open tanks, but you only get one attack and a WS of 3+ really hurts your chances of actually killing anything with it.&lt;br /&gt;
* &#039;&#039;&#039;Multi-sensory Discouragement Array &#039;&#039;&#039;: Enemy units within 6″ subtract 1 from Leadership. Skip.&lt;br /&gt;
* &#039;&#039;&#039;Solid-Image Projection Unit&#039;&#039;&#039;: {{W40kKeyword|Ethereal with hover drone}} only. Once per phase, if declared as the target of a charge, the Ethereal can move up to 3″ before the charge is made. Amusing, but if something is trying to charge your Ethereal, he&#039;s dead meat anyway. Save your slot for something useful. *Insert Dr Zoidberg sound*&lt;br /&gt;
* &#039;&#039;&#039;Seismic Destabiliser&#039;&#039;&#039;: At the start of each shooting phase, you may either pick an enemy Infantry unit claiming cover or a Building within 12″ of the bearer; the Building suffers D3 mortal wounds. If targeting the infantry squad, roll a die per squad member. On a 6, they suffer a mortal wound. Might be decent for weakening blobs, but you&#039;ve got better choices. Against a 30 model Boyz Mob, its about 5 dead Orks--however, most large units are barreling forward and not in cover. &lt;br /&gt;
* &#039;&#039;&#039;Supernova Launcher&#039;&#039;&#039;: Replaces an Airbursting Fragmentation Projector. 18″ Assault D6, S6, AP-2 2D. can shoot targets that are out of line of sight. Good for pot shots on hidden primaris and the like.&lt;br /&gt;
&lt;br /&gt;
===Prototype Weapon System===&lt;br /&gt;
Like the Tyranids, instead of picking one Signature Systems, you can give any &#039;&#039;&#039;unit&#039;&#039;&#039; one of these, which will replace all of its equivalent weapons when available. Note that they aren&#039;t relics but you can use the multi-relic strat to generate up to 3 of these.  Likewise, none of them displace &#039;&#039;actual&#039;&#039; relics, so you can put a relic plus one of them on the same unit. Some of these affect all models in the unit, so all 10 of your Crisis Suits can gain bonuses. Consider this when sticking something on a single commander (They are making less appealing options very appealing: Crisis Suits in all configurations, Railguns of all forms, and Ion Accelerators).&lt;br /&gt;
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* &#039;&#039;&#039;Accelerated-photon Grenades:&#039;&#039;&#039; Unit with Photon Grenades. In addition to a melee penalty, the Photon Grenades also prevent them from advancing and halves their charge rolls. Lasts until your next turn, so you can throw one in the shooting phase instead of waiting for overwatch.&lt;br /&gt;
** The duration our regular photons cry out in dismay for.&lt;br /&gt;
* &#039;&#039;&#039;Advanced EM Scrambler&#039;&#039;&#039;: {{W40kKeyword|Ghostkeel Battlesuits}} only. Enemies that deep strike cannot set up within 12&amp;quot; of the user. For if you don&#039;t need more firepower but want to shut down deepstrike with the Ghostkeel&#039;s big base. Proper positioning and use of cover with this baby using Infiltrator can give your army a beautiful 28” (including base size) deep strike denial bubble, much to the chagrin of any DS heavy army.&lt;br /&gt;
* &#039;&#039;&#039;Amplified Ion Accelerator:&#039;&#039;&#039;  {{W40kKeyword|XV104 Riptide Battlesuit}} only. Replaces the Ion accelerator. Each setting deals 6 attacks, Standard deals D3 and Overcharge deals D3+1d3, along with AP-4. Notably, This allows you to use your Nova Charge on other abilities while firing with increased output.&lt;br /&gt;
* &#039;&#039;&#039;Annihilation Warheads:&#039;&#039;&#039; {{W40kKeyword|KV128 Stormsurge}} model only.  The units Destroyer Missiles auto-deal 3 MW when they hit. Consider each Stormsurge has 4 D missiles, this means 12 potential mortal wounds.. Not bad.  &lt;br /&gt;
* &#039;&#039;&#039;Cross-linked Stabiliser Jets:&#039;&#039;&#039; {{W40kKeyword|Commander}}, {{W40kKeyword|XV8 Crisis Battlesuit}}, or {{W40kKeyword|XV8 Crisis bodyguard}} unit only. You may re-roll hit and wound rolls of 1 for this unit. Really useful on flamers, burst cannons, and CIBs especially. Gets better in larger units.&lt;br /&gt;
* &#039;&#039;&#039;Fusion Obliterator:&#039;&#039;&#039; {{W40kKeyword|Ghostkeel Battlesuits}} only. Replaces the Fusion Collider. 24&amp;quot; Heavy 3 S9 AP-4 D1d6 (melta). Almost doubles your output against high-wound targets, but probably not worth a relic slot.&lt;br /&gt;
* &#039;&#039;&#039;Gatling Burst Cannon:&#039;&#039;&#039; {{W40kKeyword|Commander}}, {{W40kKeyword|XV8 Crisis Battlesuit}}, {{W40kKeyword|XV8 Crisis bodyguard}}, or {{W40kKeyword|Ghostkeel Battlesuit}} unit only. Each Burst Cannon in the unit gets replaced with a version that scores another hit for each unmodified 6. This is better than +1 to hit in that it works on BS2+ models (commanders or anything BS3+ shooting at a 5 markerlight target) just fine, as well as applying to Overwatch. Gets better in larger units.&lt;br /&gt;
* &#039;&#039;&#039;High-Capacitance Railgun:&#039;&#039;&#039; {{W40kKeyword|TX7 Hammerhead Gunship}} unit only. Replaces the Railgun. Reduce the range to 60&amp;quot; but increase the number of shots for Solid shot to 2, and Submunition to 4D3 shots.&lt;br /&gt;
** Not worth it at all. With no invulnerable save to speak of and the inability to benefit from savior protocols it &#039;&#039;&#039;will&#039;&#039;&#039; get destroyed quickly. If Hammerhead squads were a thing, then it&#039;d be pretty good. But as of now they don&#039;t exist.  &lt;br /&gt;
* &#039;&#039;&#039;High-Powered Incinerators:&#039;&#039;&#039;  {{W40kKeyword|Battlesuit}} unit only. Replaces all Flamers. They become S5 when at half range (usually 4&amp;quot;). Being as flamers are cheaper than Burst Cannons and can still benefit from ATS, this makes them very comparable, just note that playing in close like this pretty much assumes the unit will get shot up badly. Distraction Carnifex? &lt;br /&gt;
* &#039;&#039;&#039;Magna Rail Rifle:&#039;&#039;&#039;  {{W40kKeyword|XV88 Broadside Battlesuit}} unit only. Replaces the Heavy Rail Rifle. +1S (so S9), and 1s and 2s for damage count as 3s. Now you can generally threaten Tanks and T8, while also taking on multi-wound targets with ease. When compared to the HYMP, these are all the more appealing given that they are half the price. &lt;br /&gt;
** Stack Kauyon and Command and Control node to wipe your opponent&#039;s vehicles off the map turn one. &lt;br /&gt;
* &#039;&#039;&#039;Networked Markerlights:&#039;&#039;&#039; {{W40kKeyword|Pathfinder Team}} unit only. Turn Markerlights into Assault weapons. Makes your Markerlights mobile and synergises with Assault weapon buffs, but you need a big Pathfinder team to justify this over other Systems.&lt;br /&gt;
** Don’t let that Assault profile fool you, if you’re taking you’re only doing so to get out of the penalty for moving and firing Heavy weapons, that extra 1”-6” isn’t worth the shooting penalty (Vior’la being the exception). &lt;br /&gt;
* &#039;&#039;&#039;Reactive Countermeasures:&#039;&#039;&#039; {{W40kKeyword|Battlesuit}} &#039;&#039;&#039;&#039;&#039;model&#039;&#039;&#039;&#039;&#039; with Airbursting Fragmentation Projector only. Ignore AP of -1 or -2 against this model. Something to consider solely for the massive amounts of AP -1 a marine army can spit out nowadays thanks to doctrines. Anything AP -3 or higher should be handled by your drones or shield generators. Use this, a Shield Generator, and Iridium Armor for a frustratingly hard to remove target that is unfortunately carrying a piece of shit gun.&lt;br /&gt;
** Because of order of operations, you can give a model a projector, then this, then the relic projector Supernova Launcher just fine. And CIBs!&lt;br /&gt;
*** Note that this only affects shooting attacks and not melee.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
===HQ Units===&lt;br /&gt;
* &#039;&#039;&#039;[[Tau Commander]] in XV8 Armor:&#039;&#039;&#039; These are now one of the Tau Empire&#039;s most powerful models. Carrying an eye-watering four weapons at BS2+ with an incredibly cheap chassis, these are a major source of deep striking firepower. Note they can take up to two tactical drones if you wanted another way to get those onto the table. Not inept at close combat, though he&#039;s still not very good at it even with the Onager Gauntlet or Fusion Blades. If you do it right, you can Manta Strike your commander (take into account Homing Beacons if this is your plan), light up a heavy target with your weapons, and then charge to finish it off with an assault, although it&#039;s pretty difficult to pull this off, since Tau are not full of buffs to charge distance.&lt;br /&gt;
** The Codex limits you to taking only one Commander per detachment in Matched Play (as of The Greater Good, you can take 2 if using the Farsight Enclaves), as a relic of a time before the rule of 3 existed. This can make it hard on you if you want to mix septs in your army. On the bright side, they can upgrade to Iridium Armour without using a Signature System slot to do so, giving them a shiny 2+ armour save.&lt;br /&gt;
** Commander excels in two roles: Anti-armor with quad fusion blasters; anti-TEQ with triple cyclic blaster and ATS. Leave anti-infantry for other units and put your best guns to use with BS2+.&lt;br /&gt;
** They can&#039;t be spammed, but they usually run about 140 points, making their loss not as terrible as you would think.&lt;br /&gt;
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* &#039;&#039;&#039;Commander in XV85 Enforcer Battlesuit:&#039;&#039;&#039; Same as the regular commander, but has 1 more wound instead of access to Iridium Armour. Only 4 points more than the standard Commander, so you may as well use him if you don&#039;t plan to give your Commander the Iridium Armour upgrade, saving you 6 points.&lt;br /&gt;
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* &#039;&#039;&#039;Commander in XV81 Crisis Battlesuit (Forge World):&#039;&#039;&#039; commander in an XV85 Enforcer Battlesuit with a mandatory Smart Missile System weapon and only 2 remaining slots for Weapons/Support systems. A ok choice if you want a commander with a weapon that ignores cover and fine with him only to haveing fewer customization slots than usual.&lt;br /&gt;
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* &#039;&#039;&#039;Commander in XV84 Crisis Battlesuit (Forge World):&#039;&#039;&#039; Another variant of the XV85 Enforcer Battlesuit. Automatically applies one Markerlight token per phase, as long as one of its shots hits the target; also has a built-in Target Lock System, although at 8 points more than a base Commander with Target Lock and can take two additional Weapons/systems, presumably the 8 points is paying for your auto-markerlight and extra wound. This is single-handedly the best unit in the codex to turn into a buffmander for markerlight drones. Use a missile pod for range (97.22% chance of a token at 36&amp;quot;), an airbursting fragmentation projector for applying markers to targets your buffmander can&#039;t see (99.73% at 18&amp;quot;, vs 99.92% for a Burst Cannon), or a flamer to &#039;&#039;guarantee&#039;&#039; the first marker token (100% chance at 8&amp;quot;). Then use a drone controller on markerlight drones to markerlight up the same target at functionally BS 3.5+, racking up the markerlight hits to 5 (on average, you will need 8.57 drones to make this happen). Works absolutely great with a gunline as you can activate Kauyon and be effectively BS2.5+ on those markerlightss for when you desperately need them or just boost your gunline in general. If not taking drones, works great in a commander bomb to give your already BS2+ suits rerolls of ones. Hurt by the fact that it&#039;s now only 1 per army because FW isn&#039;t retarded enough to render all other Tau sources of marketlights useless.&lt;br /&gt;
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* &#039;&#039;&#039;Commander in XV86 Coldstar Battlesuit:&#039;&#039;&#039; The Coldstar commander has Ludicrous Speed - Movement 20&amp;quot;, and Advancing adds another 20&amp;quot; instead of D6&amp;quot; for a total of 40&amp;quot; movement. No longer restricted to specific loadouts (save for being unable to take a cyclic ion blaster, and can only take a high-output burst cannon in a pair with a missile pod), so feel free to use your four hardpoints however you want. GW for one suggests a quad-Fusion Blaster loadout for a super-speedy tank destroyer that can also be used to wipe out characters; it&#039;s fast enough to make sure a given character is targetable (provided they aren&#039;t bubble-wrapped too badly) and not very many things can take four Fusion Blaster shots and live. Alternatively, give him a drone controller and fly around with a squad of remoras; not super effective, but at least you will get to use those expensive FW models you bought.&lt;br /&gt;
** If you&#039;d rather not use points for Target Lock, the Vior&#039;la Sept Tenet is ideal for giving the Coldstar commander the ability to use his guns without any penalties from advancing.&lt;br /&gt;
** The note about close combat above also applies to the Coldstar, but more so, because the Coldstar can simply scoot into charge range of the enemy. Something to keep in mind for Enclave players, who can take advantage of the Fusion Blades to make the most of it.&lt;br /&gt;
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* &#039;&#039;&#039;[[Ethereal]]:&#039;&#039;&#039; Two key abilities. First is a Leadership to Morale checks bubble (6&amp;quot;) which applies to all {{W40kKeyword|TAU EMPIRE}} units. Second is a variable buff bubble selected once per player turn which only applies to {{W40kKeyword|TAU EMPIRE INFANTRY}} and {{W40kKeyword|BATTLESUITS}}. Secondary ability Buffs include a re-roll of 1s for stationary units, a 6+ FNP, -1 morale check modifier, or re-advances. Neither ability is Sept Specific, and Leadership is downright mandatory for large units of both Drones and Kroot (which they work very well with) and is helpful for larger strike squads. Their only wargear are melee weapons, which is unfortunate as neither of them are good and melee is the last place you want an Ethereal to be (unless they&#039;re Aun&#039;Shi).&lt;br /&gt;
** Consider taking Aun&#039;Shi or Aun&#039;Va instead of a regular Ethereal if you want one and the points allow it. Both named Ethereals can do a better job than the vanilla versions since all those have on them is their hover drones (which are of questionable utility since they only add 2&amp;quot; worth of movement).&lt;br /&gt;
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* &#039;&#039;&#039;[[Cadre Fireblade]]:&#039;&#039;&#039; Gives your {{W40kKeyword|&amp;lt;SEPT&amp;gt;}} Pulse Pistols, Pulse Carbines, and Pulse Rifles an extra shot. Unfortunately, multiple Fireblades do not stack, but that doesn&#039;t matter because a horde of MV1 Gun Drones firing 6 shots each (It&#039;s one extra shot with each weapon, and gun drones carry 2 pulse carbines) at 9&amp;quot; is a lot of dakka. Handy if you are running a mobile gun line. The big change this edition is that the Fireblade&#039;s Volley Fire, and the Ethereal&#039;s Storm of Fire have swapped movement priorities. Storm of Fire can&#039;t be used if you move, and Volley Fire works even if you do which is the opposite of 7th, which is... interesting.&lt;br /&gt;
** He&#039;s one of the best markerlight users in your army. He hits on twos and is a very hide-able character. You could also put him on a Droneport hooked up with 4x marker drones and now you&#039;re firing 5 markerlights that hit on 2+.&lt;br /&gt;
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====Special Characters====&lt;br /&gt;
{{W40kKeyword|KE&#039;LSHAN}} Sept has no rules, but it &#039;&#039;has&#039;&#039; got at least one person in it.&lt;br /&gt;
* &#039;&#039;&#039;[[Shas&#039;O R&#039;alai]] (Forge World):&#039;&#039;&#039; Appears to be a ranged monster-killing Commander, that can also throw a SINGLE Mortal Wound onto vehicles at close range. Equipped with Photon casters and a drone controller he can do a decent amount of damage at close to mid-range while still being difficult to charge due to Photon Casters reducing enemy charge range by 2&amp;quot;. His Markerlight drones, able to stay with him without taking hit penalty but are for some reason WS3+ While he can re-roll failed hit rolls against {{W40kKeyword|CHARACTERS}}, [[Fail|he has no special rules bypassing the Character targeting restrictions]].&lt;br /&gt;
** RAW, the EMP rounds roll to see if any Mortal Wounds are inflicted to a {{W40kKeyword|VEHICLE}} on target, rather than on hit. This means you effectively have to make a second to hit roll after all your normal ones, just this time for the Mortal Wound, and you can only inflict one Mortal Wound no matter how many times you successfully shoot the target.&lt;br /&gt;
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===Troops===&lt;br /&gt;
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* &#039;&#039;&#039;[[Fire_Warrior|Strike Team]]:&#039;&#039;&#039; Your main gunline infantry. In the past, you may have been hard-pressed to find the compulsory 2 5-man units lurking in cover somewhere while large bots dominated the board. Now, you&#039;re encouraged to take them for the extra CP and firepower they offer to your army. If you want to spam them, make sure you also get a Pulse Accelerator drone from the Pathfinders, a Fireblade to increase their volume of shots, and an Ethereal to buff their leadership and give them FNP, and markerlights for re-rolls and +1 to hit. High strength keeps them capable of wounding more easily, but low BS and higher cost compared to other armies&#039; infantry hold them back, though even a single marker light on their target helps compensate. Still very effective in numbers - go MSU with them, which maximizes the benefit of their free turret (in power level games), among other benefits. They also have Photon Grenades that do no damage, but any hit {{W40kKeyword|INFANTRY}} unit suffers a -1 To Hit until the end of the turn (why these things don&#039;t work on bikers, cavalry, etc is a mystery best left to GW). Toss one during Overwatch and hope you get lucky. Also, &#039;&#039;literally&#039;&#039; turn the worst possible morale test result into an auto-pass with their Bonding Knife Ritual rule, which acts just like +1LD outside of interacting with re-roll buffs more strangely. Treat this unit as not having the option for the carbine; it is a) worse than the rifles and b) if you want the carbines you have better options in pathfinders or drones. (NOTE: the last two aren&#039;t troops, so keep that in mind for your detachments.)&lt;br /&gt;
** If you&#039;re facing an enemy that&#039;s going to charge your Fire Warriors consider having pulse pistols to give that melee unit an emergency punch if they can&#039;t disengage.&lt;br /&gt;
** A unit of 12 is surprisingly sturdy thanks to the 4+ save. If you put them in cover they can weather a lot of firepower before going down. By comparison, a Strike Team can be affected by a Pulse Accelerator drone and a Fireblade, to give them 3 shots at 18&amp;quot; (or 1 at 36&amp;quot;), as opposed to the 3 shots at 12&amp;quot; that the Pathfinders would get, or the 6 that the Gun Drones get at 9&amp;quot;. Gun drones cannot be affected by Pulse Accelerator drones, suffer more from morale losses (taking tests after a single loss, compared with the 3 of Fire Warriors), Drones can only shoot at the closest target, and Pathfinders have 1 worse armour save. Units of 5 are also perfect for filling troop choices: 5 man is 35 points (or 38 with a markerlight on the Sergeant), which is cheaper than a Guard infantry squad. Two 5-man teams, a Fireblade, and a Pulse Accelerator drone exactly fill a Devilfish, which is no coincidence and a great way to pay Troops taxes.&lt;br /&gt;
** Bork&#039;an Sept: Our 30&amp;quot; guns buff out to 36&amp;quot; due to the Sept tenet. With a Pulse Accelerator drone that range goes out to 42&amp;quot;, rapid-firing at 21&amp;quot;! Alternatively, you can use the Sept Trait as an excuse not to buy a Pathfinder team, if you&#039;re looking to avoid them.&lt;br /&gt;
** Vior&#039;la Sept: Perhaps the only exception to Pulse rifles being superior to pulse carbines. Vior&#039;la allows you to fire your weapons after advancing without penalty. The downside is that it turns your pulse rifles from rapid fire 1 to assault 1. The pulse rifles still have range but the pulse carbines will be getting more shots off. Even with a Fireblade, the rifles will only be firing 2 shots at 15&amp;quot;, a dangerous distance and the pulse carbines will be firing 3 shots at 9&amp;quot;, which I would still be hard-pressed to do but you&#039;re more likely to eliminate the unit. And with a PAC drone, your carbines are now doing 2 shots at 24&amp;quot; and 3 at 12&amp;quot;, after advancing without penalty. Now obviously you don&#039;t have to advance every turn, and pulse rifles maintain a lot of flexibility with Vior&#039;la, but if you want to take the movement phase away from a very mobile opponent like assault-heavy blood angels, consider pulse carbines.&lt;br /&gt;
** &#039;&#039;&#039;[[Tau_Drones#Tactical_Support_Turret|DS8 Tactical Support Turret]]&#039;&#039;&#039;: Can no longer be picked up and moved, and gets destroyed if you lose coherency, but can be re-deployed via Stratagem if you swim in CP. Costs 0 points itself, but you still have to pay for its gun. In points matches it&#039;s better to pay for more fire warriors than take turrets if you expect to be in rapid fire range. The missile pod is lackluster but performs adequately against light vehicles. Maybe a more viable choice now, given that most everything for our army has dropped in points cost.&lt;br /&gt;
** &#039;&#039;&#039;[[Tau_Drones#Guardian_Drone|MV-36 Guardian Drone]]&#039;&#039;&#039;: Gives any Strike Team units in range an invulnerable save, and a better one to any nearby Breacher Teams. Drones can be targeted by fire, so keep them out of the line of sight or in bigger packs. The save on strike teams only helps against AP-3 or better (AP-4 or better in cover), soo... DON&#039;T. If your opponent is stupid enough to shoot melta and lascannons at your troops, you don&#039;t want him to get discouraged.&lt;br /&gt;
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* &#039;&#039;&#039;Breacher Team:&#039;&#039;&#039; The budget Vespids. They put out good firepower, as long as you are close enough to count their nose hairs. Don&#039;t expect them to live past their first shot unless you can tie down any potential threat with a Devilfish. Speaking of, Breachers are likely the best filling you can put into them and they synergize with each other big time. Move the Devilfish 12&amp;quot;, charge a unit and tie it down and force it to waste a turn, then unload the Breachers and retreat the Devilfish from combat (thanks to {{W40kKeyword|FLY}} it can still shoot afterward too). The changes to disembarking &#039;&#039;before&#039;&#039; the transport moves make attempting a Breacher charge across open terrain extremely risky. It can still work, but careful positioning to utilize cover or breaking LoS is critical. Try for a flank instead of the bold center attack or prioritize enemy units that will get that one crucial turn of shooting before the Breachers close the gap; that or stay in your fish longer and hope they can survive the attention they will undoubtedly draw. Alternatively, you can simply move the Devilfish as close to the enemy as you need, disembark the Breachers 3&amp;quot; away, move them for another 6&amp;quot;, and as long as you manage to put 4 Markerlights on the target unit, you can even Advance for another D6&amp;quot; and shoot your blasters without penalty, very likely putting the unit within their ideal 5&amp;quot; range. You can also do this with footslogging Breachers, which make quite a good screening unit, as they are something your opponent does not want to get close to on their way to your Pathfinders, Strike Teams, and other backfield units, though it is harder to pull off and lacks the synergy with the Devilfish.&lt;br /&gt;
** Given their boosted profile, you might think Breachers are great for throwing a wrench between the legs of any opponent who thought they were going to face a static gunline they could easily squash in close combat if they just make it across the field, but the enemy can just charge you outside the 5&amp;quot; super-effective range and if they hit your breachers with a fast-moving close-combat oriented unit, they&#039;re effectively dead.&lt;br /&gt;
** Breachers are pretty much the best unit to accompany with Darkstrider, as they will wound T4 (in other words: MEQ) units within 10&amp;quot; on a 2+ with Darkstrider&#039;s debuff, or wound T5 targets such as bikes (or squishy Eldar/Dark Eldar skimmers, making Breachers surprisingly good tank killers against them) within 10&amp;quot; on a 3+. And it goes without saying that Breachers are the best unit to utilize Darkstrider&#039;s &amp;quot;fall back and still shoot&amp;quot; rule, which seriously hurts when you hit the guys that just charged you with S6 AP-2 blasts. Devilfish has 12 seats, so just toss Darkstrider in there with two 5-man units of Breachers.&lt;br /&gt;
** Breachers do still get their improved invulnerable save from the Guardian drone, which can be shared between units for cost savings. They also have Photon Grenades that do no damage, but any Hit {{W40kKeyword|INFANTRY}} unit suffers a -1 To Hit until the end of turn. Toss one during Overwatch and hope you get lucky. Do note though that if they&#039;re in a Devilfish with Darkstrider, they&#039;re going to be a large fire magnet and can easily be stopped outside of their effective range.&lt;br /&gt;
** Alternate take: Consider taking the flying bugs instead of Breachers w/Devilfish, for more range, movement, and deep striking, at the cost of 1 gun strength.&lt;br /&gt;
** Farsight Enclaves boost these guys immensely. With rerollable 1&#039;s to wound you&#039;ll have a field day killing anything lower than toughness 6.&lt;br /&gt;
** &#039;&#039;&#039;[[Tau Drones#Tactical_Support_Turret|DS8 Tactical Support Turret]]:&#039;&#039;&#039; Same as the Strike team version. An extremely bad investment as the unit will likely either be constantly moving or die shortly after placing it.&lt;br /&gt;
** &#039;&#039;&#039;[[Tau_Drones#Guardian_Drone|MV-36 Guardian Drone]]:&#039;&#039;&#039; Gives any Breacher team units in range an invulnerable save and an inferior one to any nearby Strike Teams. While cheap for what you get it&#039;s still a questionable investment, as your opponent is unlikely to shoot the Breachers with anything stronger than a Heavy Bolter and will just murder them with small arms and high volume/low AP weapons instead. Also, a free kill point if you already take Darkstrider and a Devilfish.&lt;br /&gt;
** Speaking of different game types, Breachers are pretty handy in Cities of Death and should also find a place in Zone Mortalis (when GW pulls their finger out and update that ruleset for 8th), what with Breachers being designed for indoor/CQB an&#039; all.&lt;br /&gt;
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* &#039;&#039;&#039;[[Kroot|Kroot Carnivores]]:&#039;&#039;&#039; Slightly cheaper bubble wrap than Fire Warriors, their 7&amp;quot; movement and initial &amp;lt;strike&amp;gt;infiltrate&amp;lt;/strike&amp;gt; scout might allow them to be more usefully positioned to protect more valuable units. Not very good at either shooting or close combat, but what really kills them is their crappy morale (they are half as hard to kill as GUARDSMEN, yet are more expensive, and if you lose 5 of them, then you will lose another 1-5 Kroot on a 2+ without your opponent ever having to lift a finger). Kroot Shapers are a terrible choice themselves that utterly fail to address the morale issue, and getting an Ethereal just for babysitting Carnivores is a waste of points that yet again goes against the only reason why you would use them over Strike Teams or Breachers in the first place. with Ambushing Predators, they can counter-counter your Tau getting charged while they hide out of sight, other wise Look to their devolved hound kin, for a cheaper and much better option.&lt;br /&gt;
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===Dedicated Transport===&lt;br /&gt;
* &#039;&#039;&#039;[[Devilfish|TY7 Devilfish]]:&#039;&#039;&#039; Fish of Fury returns! Just kidding. They can mercilessly charge enemy units, tie them down and force them to waste turns not using their dakka or slowly killing that fish instead of getting closer and killing the backfield targets that they actually want to murder. If they don&#039;t want that then your opponent will either be forced to fall-back, which for most units means not being able to do anything at all for an entire turn, or if the enemy unit stays in combat you can simply fall-back without penalty thanks to FLY and blast the stranded assault unit with your de-facto burst-cannon drones and the rest of your army, and ideally the Breachers you just unloaded. Also can fly over enemy units and snipe support characters behind them or tie-down backline support units with strong firepower. Benefits from the same durability increase all vehicles received, however, it can still be relatively easily popped on the first turn, though much less so than a Rhino or even Chimera thanks to the rather generous amount of wounds you have (12 instead of 10). Cannot transport Kroot or Vespid, so ideally put Breachers into them. Thanks to the 12 seats you can toss in Darkstrider or accompanying drones as well. Devilfish is flexible but still quite pricy, so keep them as cheap as possible, save the upgrades for actual tanks such a Longstrike or Hammerheads.&lt;br /&gt;
** Remember that you can detach the gun drones if you use the Devilfish for late game objective grabbing, which increases the number of models holding it from 1 to 3 and makes it much harder for the other player to contest it. Keep the drones attached otherwise as you can&#039;t re-attach them and the Devilfish gets to shoot their guns at BS 4+ and ignores the &#039;only allowed to shoot the closest target&#039; rule, effectively turning them into Burst cannons.&lt;br /&gt;
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===Elites===&lt;br /&gt;
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===={{W40kKeyword|Kroot}}====&lt;br /&gt;
All of the new updates and codices/psychic awakening have attempted to improve the space chickens, though they will typically find few roles other than meat shields. &lt;br /&gt;
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* &#039;&#039;&#039;Dahyak Grekh:&#039;&#039;&#039; For 20 points you get a deepstriking character with a 24&amp;quot; S4 sniper rifle. He&#039;s underwhelming at first glance with his low strength and toughness, but he&#039;s surprisingly tough and versatile, boasting three wounds, three attacks, and the {{W40kKeyword|CHARACTER}} keyword, meaning he can hide behind a Pathfinder screen while picking off your opponents special snowflake Captains and Chaos Lords. He also has a special booby trap ability that enables him to deal D3 mortal wounds on a roll of 4+ on a D6 +1, or D6 mortal wounds on a 7+, giving him an effective way to clear out pesky Assault Marines or Berzerkers who might be walking in the wrong direction.&lt;br /&gt;
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* &#039;&#039;&#039;Kroot Shaper:&#039;&#039;&#039; A support hero for Kroot, buffing leadership of {{W40kKeyword|Kroot}} units within 6&amp;quot; to his ld7, and in the improbable occasion he kills with his knife, they also don&#039;t have to test morale. He is more usefully also re-rolling wound rolls of 1 and a Pack Alpha Stratagem improving charge rolls. He makes Hounds and Krootox Riders Dangerous while keeping pace. You always want to upgrade his rifle to Pulse, since both are free.&lt;br /&gt;
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* &#039;&#039;&#039;[[Krootox]] Riders:&#039;&#039;&#039; A relatively cheap unit, they have become cheap Space Marine bikers, a fast unit with relatively strong shooting and melee, and able to quickly advance at the defect of not doing anything else that turn. they each have a pseudo-Autocannon (48&amp;quot; Rapid Fire1 S7 Ap-1 D3d). They do need stratagems to do their best, with Hidden Hunter for their low defense,  Raging Beasts so they make 4 S6 Ap-1 D2 punches each, then throw in an advancing Shaper using Pack Alpha to go further beyond.  They are cheap enough that you could throw a couple in your army if you wish tau had Melee calvary. another minor benefit is that you can field them as one model for complete moral immunity assuming you don&#039;t plan on buying anything else for the Elites slot (The second biggest benefit is that the model is sculpted with a menacing, don&#039;t-mess-with-it expression on its face).&lt;br /&gt;
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===={{W40kKeyword|&amp;lt;Sept&amp;gt;}}====&lt;br /&gt;
* &#039;&#039;&#039;[[Stealthsuit_Team|XV-25 Stealth Battlesuits]]:&#039;&#039;&#039; Your infiltrators, able to be set up anywhere besides the opponent&#039;s deployment zone and within 12&amp;quot; of enemies. They no longer have any special interaction with cover, but their stats increased to T4 W2 while actually &#039;&#039;decreasing&#039;&#039; in price, and their Stealth rules now apply a -1 to hit modifier to any units attacking the Stealth Suits in both shooting AND close combat, lessening their dependence on terrain and giving them more autonomy. Unlike other battlesuit units they also have the {{W40kKeyword|INFANTRY}} keyword, with all the benefits and vulnerabilities it entails. They also con take only 2 drones per squad, one model every three can swap their Burst cannon for a Fusion blaster, and the Shas&#039;vre can buy a markerlight w/target lock on top of his normal gear, which makes for a good argument to get MSU if you want more than three Stealth suit models.&lt;br /&gt;
**Not useless at direct combat in any way, but three Stealth suits with Burst cannons cost you 66 pts where single Crisis suit with the same firepower costs 18 pts less. Their utility lies not on their raw power but on their &amp;lt;u&amp;gt;tactical mobility&amp;lt;/u&amp;gt;, setting up where you want them right from the start while being difficult to remove. They even infiltrate a pair of drones, since they deploy together. Their homing beacons are one of the only ways to set up reinforcements &#039;&#039;closer than 9&amp;quot;&#039;&#039; from the enemy which matters to Flamers and Fusion gun (&amp;amp; Fusion Cascade) battlesuits, but since it works at the &#039;&#039;start&#039;&#039; of your movement phase it&#039;s rather niche. But they might need that help, since they cannot Manta Strike - the only other unit they can deploy alongside with is the &amp;lt;u&amp;gt;Ghostkeel&amp;lt;/u&amp;gt;, with whom they work well:&lt;br /&gt;
***Ghostkeels have lots of 18&amp;quot; guns but also want to keep their distance from the enemy; bodyblock them with Stealth suits, which get -1 to be hit even in melee. Ghostkeels can&#039;t bring regular drones; Stealth suits bring two, and their Shas&#039;vre can get a target locked markerlight. And when a Ghostkeel loads up on fusion weapons and can no longer defend itself from the small guys, the Stealth suits help it with their burst cannons, maybe gun drones and even fusion guns of their own. Teamwork!&lt;br /&gt;
** Stealth suits are in the enviable position of being able to take battlesuit support systems without actually needing them to be efficient, and since they&#039;re relatively hard to shoot away they can survive for when you Manta Strike all your stuff next turn. Give one a drone controller and that&#039;s a Crisis suit that doesn&#039;t need to give up a gun to support the incoming drones. A shield generator is relatively cheap and gives the unit a 50/50 chance of ignoring any rogue heavy weapon hits, such as a lascannon&#039;s. You can give the fusion gun suits a target lock so they can advance to melta range. The other systems affect their shooting, which may be a job best left to the real combat units: What would an enemy flyer care about being shot at with a gun that wounds it on 5&#039;s, has no AP and deals single damage, even if you do hit it on a 4+ with a velocity tracker? That&#039;s what Broadsides are for.&lt;br /&gt;
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* &#039;&#039;&#039;[[XV-8_Crisis_Battlesuit|XV-8 Crisis Battlesuits]]:&#039;&#039;&#039; GW has given them plenty of points drops to make them useable, and Psychic Awakening has done even more to make Crisis Suits appealing by giving you lots of relics and stratagems. Crisis teams are the surgical strike of the Tau military, deployed to counter the enemy elite and destroy their vulnerable points, but those costs add up. The only weapon they&#039;re more cost effective than a Commander is Flamers, as they are not affected by their questionable BS4+. The Commander is just more effective, but the limit on Commanders makes Crisis suits a viable alternative for when you can&#039;t bring as many as you&#039;d want. They deep strike through a &#039;&#039;Manta Strike&#039;&#039;, a distinction which matters in 8E for stratagem use. Unlike other suits, Crisis suits put weapons and support systems in the same slots, and 8E&#039;s simplification of the rules has made it so that &amp;lt;u&amp;gt;bringing three guns is better than two guns with a support system&amp;lt;/u&amp;gt; most of the time. On the plus side, they can take 2 drones per &#039;&#039;model&#039;&#039;, and deploy with them in the same Manta Strike, as well as support them with a drone controller. This means they can bring their own drone support without using up Fast Attack slots, and you can keep shielding your Riptide with like thirty drones and such. Fag.&lt;br /&gt;
**They are very versatile, but so is the rest of your army and some models have the same battleroles, so you have to decide what you get from which unit. Not saying &amp;quot;don&#039;t take this and go WAAC&amp;quot;, you WAACfag, just saying some loadouts overlap in function. For example, you can bring trios of &#039;&#039;&#039;Burst cannons&#039;&#039;&#039; and pairs of Gun Drones for a bazillion S5 shots...but since you get S5 from literally every other place in your army, is anti-infantry something your Crisis should really be doing? They can get a ton of &#039;&#039;&#039;Fusion Blasters&#039;&#039;&#039; up the enemy&#039;s face, but do you need to, when you also have railguns? The same thing happens with other guns. &#039;&#039;&#039;Missile pods&#039;&#039;&#039; are for long range light antitank &amp;amp; heavy infantry, and so are Broadsides. &#039;&#039;&#039;Airburst projectors&#039;&#039;&#039;&#039; ignore LoS, but so do Smart missile units, and you can also FLY over obstacles. Even &#039;&#039;&#039;flamers&#039;&#039;&#039;, your best anti-infantry weapon, are hampered by the fact that you absolutely need to low-altitude drop near another unit with a Homing Beacon/Positional Relay (+2CP!) or else your flamers will spend a turn doing nothing, and thus automatic S4 hits at 8&amp;quot; at turn three are outclassed by S5 shots from like 30&amp;quot; away and since turn 1, despite their BS4+.&lt;br /&gt;
***Crisis suits are your most efficient source of &#039;&#039;&#039;plasma rifles&#039;&#039;&#039;, which are your &amp;lt;u&amp;gt;most efficient anti-MEQ&amp;lt;/u&amp;gt;, even after the nerf 8E was for them. &#039;&#039;&#039;Cyclic ion blasters&#039;&#039;&#039; look like a very complete weapon by being like a combination of a burst cannon and a missile pod...but burst cannons kill marines more efficiently &#039;&#039;even when you overcharge the ion blaster&#039;&#039;, by virtue of it costing more than twice what a burst cannon costs. Plus they&#039;re scalped to hell...but they are &amp;lt;u&amp;gt;your only gun with guaranteed D2&amp;lt;/u&amp;gt;, which makes it an invaluable tool at killing those Primaris Gue&#039;ron&#039;sha.&lt;br /&gt;
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* &#039;&#039;&#039;XV-8 Crisis Bodyguards:&#039;&#039;&#039; +3 pts per suit to give them Shas&#039;Vre stats (Ld8 3A), with the ability to take wounds for your {{W40kKeyword|CHARACTERS}}. For the same price as a single Crisis Bodyguard you can take nearly 6 Gun Drones which have double the wounds, intercept the wound on a 2+, and mitigate multi-damage weapons more effectively. The difference is, Bodyguards can absorb shots for any {{W40kKeyword| &amp;lt;SEPT&amp;gt; CHARACTER}} instead of only {{W40kKeyword|INFANTRY}} and {{W40kKeyword|BATTLESUIT}}s, the disjoint of which only Longstrike belongs to. Still, the ranges at which flamers and fusion guns operate are short enough that close combat is a real possibility and an extra attack is worth considering. If you are already bringing a Crisis bomb, make them Bodyguards.&lt;br /&gt;
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* &#039;&#039;&#039;[[Battlesuit#XV9_Hazard_Battlesuit|XV-9 Hazard Support Team]] (Forge World):&#039;&#039;&#039; A &amp;lt;s&amp;gt;Crisis&amp;lt;/s&amp;gt; heavier Battlesuit that gets a variety of advanced weapon choices. 50% more expensive than a Crisis Suit before weapons for the privilege. Having 2 extra wounds, +1 attack (beh), -2&amp;quot; to hostile chargers and a free Support System per suit adds to that somewhat. Can take two weapons in any combination of: Double-barrelled Burst Cannon (which is two Burst Cannons at 80% the price), Phased Ion Gun (roughly a 20% more expensive Burst Cannon but with slightly lower strength and better AP), Fusion Cascade (basically 2 Fusion Blasters at 83% the price, but they drop down to standard melta range), or Pulse Submunitions Rifle for when you want to hit targets 30&amp;quot; away and wound pesky T5s on a 3+ and T3s on 2+. At a glance, seems to be most cost effective if you need a single suit to perform a task. Past that it may be more effective/reliable to look towards normal Crisis suits. For comparison, a 2xDBBC+ATS w/4 Gun Drones will average you the same number of wounds as a 3xBC+ATS w/2 Gun Drones Commander, while being a few points cheaper and a little less durable. Finally an actual tactical choice!&lt;br /&gt;
** RAW, you do not have to pay for the single support system choice the suit can take, as you are taking its ability, not an item.&lt;br /&gt;
** Chapter Approved 2018 gives these bad boys a point drop. Now a unit of 3 with dual double barrelled burst cannons costs 216, while unloading 48 shots at the enemy. Give them ATS, and you give that downpour of fire a sexy AP-1 for just 18 points more. This setup leaves them with just their armour save, but it poses a risk to anything on the board. It is fully capable of exterminating entire squads of infantry, execute monstrous creatures and light vehicles, and shave wounds off of larger monsters and heavy vehicles. They are the single most effective battlesuit option in the entire army, and a must-have for those who are willing to pay for them.&lt;br /&gt;
** Protip: Take the team above and a team of dual Fusion cascades with shield generators. Use the farsight enclaves ability for +1 bs on deep strike, and get some markerlight support. 48 shots shooting on a 2+ with re-rolling 1&#039;s? Yes please!&lt;br /&gt;
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* &#039;&#039;&#039;[[Battlesuit#XV95_Ghostkeel_Battlesuit|XV-95 Ghostkeel Battlesuit]]:&#039;&#039;&#039; Not as heavily armoured as the Riptide, but with two different systems (its onboard countermeasures and its stealth drones) that each give opponents -1 to hit it (for a cumulative -2). It might actually be more survivable against heavy weapons, but it needs cover badly and fears close combat. What makes it stand out however is its DISTRACTION applications. Giant Mecha are bound to draw enemy fire away from the more important target (Stealth Suits in this case) and with a cheap shield generator it can survive a lot of punishment.&lt;br /&gt;
** Can be a great late game objective grabber if you position it right. Use the wall of mirrors stratagem as it pretty much means you can move a stealth team 18 inches, &#039;&#039;&#039;right on to that objective tucked around the corner...&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[[Tau_Drones#Stealth_Drone|MV-5 Stealth Drones]]&#039;&#039;&#039;: Lowers the to-hit rolls when anyone shoots at these drones or a Ghostkeel within 3&amp;quot;. Try to keep them out of line of sight, so they can&#039;t be picked off. Remember, they are a separate unit from the Ghostkeel now after they deploy.&lt;br /&gt;
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* &#039;&#039;&#039;[[XV104_Riptide_Battlesuit|XV-104 Riptide Battlesuit]]:&#039;&#039;&#039; These are now considered one of the most dangerous units in the Codex, bringing an eye watering amount of firepower and being nearly impossible to remove if you bring enough drones. &#039;&#039;&#039;Nova Reactor&#039;&#039;&#039; confers an automatic mortal wound, but it grants a useful effect (a 3++ invulnerable save, move 2d6 in the Charge phase even if you don&#039;t declare a charge, or improve the Heavy Burst Cannon and Ion Accelerator to Heavy 18 and Heavy 6, respectively). The mortal wound sucks, but there&#039;s now a cheap Stratagem that lets you get two effects at once and another one that can heal the wounds you receive. Also don&#039;t forget that Sense of Stone gives you that 16% chance to not get DERP&#039;d by reactor. All of its weapon options are Heavy, so take Target Lock or prepare to use Mont&#039;ka to position them. The Heavy Burst Cannon outperforms the Ion Accelerator in most situations, but don&#039;t ignore the value of the 72&amp;quot; range. ATS is almost mandatory as it&#039;s a huge increase in damage, turning the HBC into a Heavy 18 S6 AP-2 D2 monster (with nova reactor).&lt;br /&gt;
** &#039;&#039;&#039;[[Tau_Drones#Missile_Drone|MV-84 Shielded Missile Drone]]:&#039;&#039;&#039; A missile pod, with an invuln save, for slightly more points than a missile pod. For some reason it has a better base invulnerable save than the Riptide. Also a separate unit from the Riptide after deployment so you can have these bugger off to support another unit now. Still kind of expensive given the drone&#039;s low BS unless you have both controller and marksman nearby. Still, with a movement of 12&amp;quot; it&#039;s probably the best drone to keep up with a Riptide on the move, to absorb hits directed at it.&lt;br /&gt;
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* &#039;&#039;&#039;Firesight Marksman:&#039;&#039;&#039; Because he&#039;s a special snowflake his Stealth Field works differently from everyone else&#039;s, and he gains +2 to his saves for being in cover, rather than imposing a -1 to-hit on any shooting attacks made against him - if your opponent is allowed to shoot him at all, as he is a character and even a single model in between him and the shooter prevents him from being targeted. Slightly better BS than normal, and has a Markerlight. Unfortunately, he is 3x the cost of a Pathfinder for the privilege, though he is much, much harder to kill and ideal to start markerlight chains together with Fireblades (allowing any subsequent markerlight shots against the target to re-roll 1s to hit as well). If you bring sniper drones this is a mandatory take, since he provides them with a +1 to hit. Combine that with a drone controller on a nearby commander and they&#039;ll be hitting on a not-terrible 3+.&lt;br /&gt;
** Note that 3 of these and an ethereal are perfect for a Sa&#039;cea sept vanguard detachment. The ethereal takes the +1 Ld and turns your entire army into Ld 10, and with the free re-roll your Firesight Marksmen will have an 89% chance to hit.&lt;br /&gt;
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* &#039;&#039;&#039;[[Tau_Drones#Technical_Drone|DX-4 Technical Drones]] (Forge World):&#039;&#039;&#039; Same stat profile as a Tactical Drone, with an 8&amp;quot;, Assault 1, S5 shot. Once per shooting phase the unit can choose to either attempt to repair D3 wounds on a single {{W40kKeyword|BATTLESUIT}} model within 3&amp;quot;, or select an enemy unit within 12&amp;quot; to not receive cover saves until your next turn. Adding additional drones gives no benefit towards number of attempts or the success chances of any repairs. Expect these guys to draw a colossal amount of fire, and probably die immediately as a result. Make sure to hide them out of sight behind buildings if you want them to live long enough to actually fix something. You can also stack repairs between different units (don&#039;t ever increase their unit size, just get a new one).&lt;br /&gt;
** RAW, you can use the ability in every player&#039;s shooting phase, not just your own, but good luck with trying that! If you use this to try and heal the Ta&#039;unar in the enemy&#039;s phase then you can expect to be immediately punched in the face.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
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===={{W40kKeyword|Kroot}}====&lt;br /&gt;
* &#039;&#039;&#039;[[Kroot_Hound|Kroot Hounds]]&#039;&#039;&#039;: Cheap bubblewrap at 4 points each (minimum 16 per unit) for more valuable units. They have two attacks in close combat and can re-roll charges if the charged unit got wounded this turn. Try to stick to MSU if you can, to circumvent their low morale of 5. You can also use them to squeak an extra Commander in or to cover the Fast Attack portion of a brigade.&lt;br /&gt;
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* &#039;&#039;&#039;Knarloc Riders (Open and Narrative Play only)&#039;&#039;&#039;: Added to Index: Xenos via the v1.1 FAQ from Forge World, these rare {{W40kKeyword|CAVALRY}} have no points listing; if you have a cool group you can agree on points for them, then test &amp;amp; adjust until balanced, if your group is an uptight bag o&#039; dicks then you&#039;re stuck with Open &amp;amp; Narrative Play only (upgrade your group, escape the bag). They&#039;re PL5 for a unit of three so should &amp;lt;i&amp;gt;roughly&amp;lt;/i&amp;gt; clock in at around 20-23 points per model. Basically 3-6 Kroot rifle-wielding hooligans lumbering about on a low, fat, beaky K-Rex each, Knarloc Riders fill an odd niche where they&#039;ve got a similar stat-line to Krootox Riders (inc a flat +6&amp;quot; Adv move); two less Strength &amp;amp; one less Toughness, but with a 4+ save and more melee attacks so are kind-of focused towards assaulting infantry. The Knarloc itself, like all 8th edition Cavalry gets to have a go at the target at pulse weapon strength but slightly better AP after the rider&#039;s had his two standard Carnivore swings. Thunderous Pounce gives the Knarlocs (not the riders, though!) +1 To Wound on the charge so they&#039;ll wound T3 models on 2s...if they survive to get into combat and hit with their WS3+. A minimum unit of 3 will rapid-fire 6 shots then hit with 8 attacks on average (4 at S3 &amp;amp; 4 at S5/6 -1AP) so they&#039;re not amazing at killing much but should take a big chunk out of an equal-value unit of Gaunts or other T3 crappy-save death-fodder before getting hit back. Three of these vs 12 Hormagaunts (60pts) will kill off 7 standard Gaunts with rapid-fire and then on the charge, taking a wound back on average. Vs GEq that&#039;s 5.8 Guardsmen and for MEq it&#039;s 2.5 dead Marines. Double that up for a full unit of six Knarlocs and you end up with 14 dead Gaunts (obviously), a wiped unit of 10 Guardsmen or one dead Marine combat squad, on average. On terrain-heavy tables they may be useful but you&#039;ve still gotta get them onto target first so...rare models, questionable value. Plenty of character for rounding out a Kroot fanatic&#039;s list but beyond that...?&lt;br /&gt;
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===={{W40kKeyword|&amp;lt;SEPT&amp;gt;}}====&lt;br /&gt;
* &#039;&#039;&#039;[[Pathfinder_Team|Pathfinders]]&#039;&#039;&#039;: Now cost considerably less than what they used to, you&#039;re going be getting a lot more use out of these guys. Not only are they a cheap source of Markerlights, their special weapons are actually great now. The Ion Rifle being very cost-efficient (and almost impossible to overheat, with a single Markerlight hit on your target granting re-rolls on 1s), while only having AP 1, is still a Plasma gun that will hurt like hell when it successfully wounds. The Rail Rifle packs a real punch, at the more expensive price granting S6 and rending for D3 damage, and the cheapest source of mortal wounds for your army()effectively sniper rifles but unable to target characters. Regardless, both will profit from their own unit&#039;s Markerlights, but you can also shoot them at another target if you so desire. Also, their armour now actually works against small arms fire, despite their lack of even one manly [[pauldron|pauldron]], so they won&#039;t instantly melt when caught out of cover. Markerlights are still Heavy weapons, so movement remains a concern. They also have Photon Grenades that do no damage, but any Hit {{W40kKeyword|INFANTRY}} unit suffers a -1 To Hit until the end of turn. Toss one during Overwatch and hope you get lucky.&lt;br /&gt;
** &#039;&#039;&#039;[[Tau_Drones#Pulse_Accelerator_Drone|MV-31 Pulse Accelerator Drone]]&#039;&#039;&#039;: Increases the max range of your pulse rifle/carbine/pistols. No longer attached to the Pathfinder squad, so you can take and then leave behind with your gunline. Can take 2 per unit, and an auto include if you are running a gunline. Only affects {{W40kKeyword|INFANTRY}}, so won&#039;t help gun drones.&lt;br /&gt;
*** Consider throwing in a Recon drone as it forms one unit with the PA-drones and provides cheap ablative wounds for the vital buff for your Fire Warriors, as they can easily be singled out otherwise.&lt;br /&gt;
** &#039;&#039;&#039;[[Tau_Drones#Grav-Inhibitor_Drone|MV-33 Grav-inhibitor Drone]]&#039;&#039;&#039;: Makes it more difficult to charge your guys. Cheap, but random effectiveness and competes with slots with the Pulse Accelerator drone. They can also just shoot the drone before the charge phase, so hide it behind terrain (which is highly effective as the charge hindering effect still works even behind LoS blocking terrain) or throw in a recon drone for cheap ablative wounds. It goes without saying that a 1d3 reduction to charge range is massive when it comes to preventing first turn charges, which several armies such as Tyranids can effectively spam and many scout move units can pull off as well, as they often have to be placed more than 9&amp;quot; away from you and results in a high likelihood of the charge failing, which becomes almost certainty with a grav-inhibitor drone.&lt;br /&gt;
** &#039;&#039;&#039;[[Tau_Drones#Recon_Drone|MB3 Recon Drone]]&#039;&#039;&#039;: A burst cannon on a drone chassis, that lets nearby Pathfinders ignore cover saves, for slightly more points than a burst cannon. If you have any rail rifle or ion gun pathfinders, keep this near them. Doesn&#039;t suffer the targeting limitations of gun drones. Consider taking it if you have the points. Does not conflict with the other two drones slots and has two wounds while costing 4 points less than two regular drones with the same toughness and number of wounds, so great for adding extra ablative wounds to the strong but squishy grav-inhibitor and PA-drones which form a unit with the recon drone after deployment. The recon drone also has 2 wounds and savior protocols, so it can tank 2 shots for your battlesuits.&lt;br /&gt;
** The datasheet indicates the unit can take two tactical drones along with the three special drones; remember that in case you want more ablative wounds on your buffs. You can have up to five drones in that unit: two tactical, two in any combination of grav/PAC, and one recon.&lt;br /&gt;
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* &#039;&#039;&#039;[[Piranha|TX4 Piranhas]]&#039;&#039;&#039;: Zippy, decently priced, can be armed for anti infantry or vehicle, and the drones use the model&#039;s BS while attached. Fills the same harassment role it always has, but is no longer the essentially &amp;quot;free drones&amp;quot; platform it was in 7th. Basically shoves a 3 man stealth suit team, into a vehicle chassis for increased movement at lowered durability, at a lower cost. Only consider putting the Burst Cannon on if you&#039;re really short on points or facing a particularly horde heavy opposition. True, you may have better anti-tank options in your arsenal, but remember; A Piranha is a harasser first and foremost, your job is to &#039;&#039;weaken&#039;&#039; tanks, not destroy them. And while you might have some better anti-tank you have a &#039;&#039;&#039;lot&#039;&#039;&#039; more better anti-infantry options. The Seeker missiles are often a good investment too.&lt;br /&gt;
** Pro-tip: If you are against Custodes, use these as skirmishers. You can use them to mess with their jetbikes, and possibly charge them to give your suits more time to tear them apart.&lt;br /&gt;
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* &#039;&#039;&#039;[[Tetra]] Scout Speeder Team (Forge World)&#039;&#039;&#039;: Has a High Intensity Markerlight, that grants 3 Markerlight counters on a hit. Still suffers a -1 to hit when it moves. As is, faster but less efficient Markerlight application than Pathfinders. An odd rules choice, as you want 3 Markerlight tokens already on the target to fire without penalty which then wastes a Markerlight token by taking you to 6. Should have been 2 MLs from the HIM, and then a secondary Markerlight weapon.&lt;br /&gt;
** Alternate Take: These little bastards are infinitely better at the singular task of efficient markerlight delivery. While a Pathfinder squad has the multi-role of being a heavy weapons squad and support unit for other units, these guys are designed to a) Deliver markerlights and b) Survive. They are cheap, fast and can deep strike. They have a low profile allowing for easy cover, and their marker lights seem inefficient at first, but a single hit will deliver re-rolls on 1&#039;s, cover negation and seeker/destroyer accuracy.  If you need the final two, spend a CP and get d3+1 to finish the job. Suggested that you take between 2 and 4 of these guys, and keep them in cover!&lt;br /&gt;
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* &#039;&#039;&#039;[[Piranha#Piranha_TX-42|TX-42 Piranha Light Skimmer]] (Forge World)&#039;&#039;&#039;: Comes with your choice of two of: Fusion Blasters, Missile Pods, Plasma Rifles, or Rail Rifles. The guns are quasi-twin-linked, forcing you to fire them both at the same target. Due to the cost of the unit, at first glance the best option seems to be the Rail Rifles, giving you a 16&amp;quot; movement and 30&amp;quot; range, with two Rapid Fire 2, S6 AP-4 D1d3 guns that deal a mortal wound on a wound roll of 6+. Yet another unit that is a better sniper than our Sniper Drones!&lt;br /&gt;
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* &#039;&#039;&#039;[[Tau_Drones|Tactical Drones]]&#039;&#039;&#039;: Note this is also the datacard used for all other drones that deploy with, and then separate from, other Tau units. All drones can be allocated wounds that would otherwise hit any {{W40kKeyword|INFANTRY}} or {{W40kKeyword|BATTLESUIT}} within 3&amp;quot; thanks to &#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;. Note they cannot soak wounds for vehicles, even if they come with drones.&lt;br /&gt;
** &#039;&#039;&#039;[[Tau_Drones#Gun_Drone|MV-1 Gun Drones]]&#039;&#039;&#039;: At 10 points, this is the Tau Empire&#039;s somewhat more efficient source of [[Dakka|dakka]] after the change to Volly Fire. These synergise extremely well with a drone controller and Cadre Fireblade, resulting in 6 shots at 9&amp;quot; at BS4+. Even with the reduced ballistics skill compared to Fire Warriors and Pathfinders, they still do more wounds per point to most targets, with the only real disadvantage being they&#039;re [[Ork|dumb as a bag of rocks]], and can only fire at the closest enemy unit.&lt;br /&gt;
** &#039;&#039;&#039;[[Tau_Drones#Shield_Drone|MV-4 Shield Drones]]&#039;&#039;&#039;: These drones have a 4++/5+++, making them incredibly good at soaking damage. With the way saviour protocol functions you want a bunch of these around to absorb any high strength, high damage weapons aimed at your battlesuits. Lascannons will be completely useless against your army until these are dead, since they turn that D6 damage into a single Mortal Wound, then have a 33% chance to ignore it. Some lists are running 30-40 of these guys to do nothing but keep your army alive. Extremely frustrating to play against, so don&#039;t do that if you want to keep your friends.&lt;br /&gt;
** &#039;&#039;&#039;[[Tau_Drones#Marker_Drone|MV-7 Marker Drones]]&#039;&#039;&#039;: A bit more expensive than a Pathfinder, with a worse BS, but no penalty for moving and firing. Does not suffer the aiming restriction of the gun drones. Basically requires a drone-controller to be effective, which puts into question why you wouldn&#039;t just take cheaper pathfinders for markerlight duty and gun drones which massively benefit from drone controllers, resulting in disgusting amounts of firepower if you spam them.&lt;br /&gt;
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* &#039;&#039;&#039;[[Battlesuit#XV109_Y.27Vahra_Battlesuit|XV-109 Y&#039;vahra Battlesuit]] (Forge World)&#039;&#039;&#039;: The &#039;&#039;&#039;Nova Reactor&#039;&#039;&#039; nerf the Riptide got still applies, but at least it doesn&#039;t have the same competition in the Elites slot as the Riptide. Also per FAQ it can take one of the rare magical Shield Drones in the army that can survive Saviour Protocols (in 1/3 cases). &#039;&#039;&#039;Escape Thrust&#039;&#039;&#039; allows it to remove itself from the battlefield and enter reserves at the start of you Movement phase, re-deploying anywhere more than 9&amp;quot; from an enemy at the end of your next Movement phase, so it misses an entire turn and one extra phase of movement which sucks ass. Give it ATS and target lock and go to town on any unit in the game. Infantry? 2d6 S6 Ap-2 (-3 with ATS) DAMAGE 3!! FUCK THOSE TERMINATORS AND THOSE CENTURIONS! Flamer that can overcharge to 3d6, which lasts into your opponents phase, 3d6 overwatch will fuck anything that&#039;s T6 or less, and will still threaten heavier units. Monsters/vehicles? Heavy 3 S8 Ap-3 D1 isn&#039;t the most glamorous thing but this is where nova reactor gets the most value. Heavy 3d3 S10 Ap-3 (-4 with ATS) D3 with mortal wounds on a 6 to wound will average 6 shots and will fuck up something badly. This is the Riptide variant with the best reactor buffs for guns, you already get a 4++ from 12&amp;quot; or less/melee so that reactor for 3++ in melee is pretty shit, so basically it&#039;s a choice of murder small targets or murder large targets. Dump this and keep in supporting fire range of stealthsuits/ghostkeels or give it a coldstar (Y&#039;vahra is M18 and coldstar is M20) as a partner and enjoy your god tier  Sanic fast tag team. If you&#039;re feeling extra cunty take three and keep them in 6&amp;quot; range of each other, enjoy having literally nothing less than a knight charge you and survive, as your overwatch phase becomes 6d6 to 9d6 flamers on steroids.&lt;br /&gt;
** Bor&#039;kan adds 6&amp;quot; to all heavy and rapid fire weapons, this model&#039;s weapons are all heavy oddly enough. Very Nice. Combine that with Target Lock and Multi Tracker and perhaps some marker lights and the Ion Discharge cannon becomes far more accurate. The investment is worth it considering how much more firepower you&#039;re unleashing, this is a model you want to at maximum possible efficiency. So get some technical drones to fix it when it no doubt gets shot at.&lt;br /&gt;
** Farsight Enclaves synergises pretty well with it too. Rerollable 1&#039;s to wound with the flamer really boost its killing potential since most of the threats you&#039;ll use it on will be wounded on a 2 or 3+ roll. Sure you have to be within 6&amp;quot; to actually get the benefits, but that&#039;s a situation you&#039;ll likely end up in given the range of the weapon.&lt;br /&gt;
** Note: While certainly powerful, Y&#039;vahra are unfortunately a bit of a death star unit. True, it hits really hard but most savvy players will be aware of this and target it first. It&#039;s too big to hide from most unit&#039;s line of sight, and a good deal of artillery units can bypass that anyways. Toughness 7 can be overcome by a good amount of weaponry and a 5+ invuln save isn&#039;t going to help you very much. Once it&#039;s down you basically end up with a 400 odd point void in your army. Be cautious when you field this, and do your best to keep it in range of some kind of drones, or use technical drones in tandem with it. Use terrain to try and keep the LoS blocked and do try to go first. A good tactic is to use a Coldstar and declare Mont&#039;ka to get it in range.&lt;br /&gt;
** A better tactic would be to surrounded the Y&#039;Vahra with shield drones and use them to tank wounds for it. You&#039;ll shrug of all anti-tank weapons as on a 2+ that D 10 Valient Harpoon translates to a single mortal wound. 20 of these things and suddenly you have a 34 wound suit whose first 20 wounds can only be taken one at a time. Even if your opponent does the smart thing and targets the drones first they&#039;ll have to chew through a bunch of T4 4++ models which isn&#039;t as easy at it seems. Have the drones in a few small groups and this combo becomes even harder to deal with.&lt;br /&gt;
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===={{W40kKeyword|Vespid}}====&lt;br /&gt;
* &#039;&#039;&#039;[[Vespid|Vespid Stingwings]]&#039;&#039;&#039;: They&#039;re cheap at 11ppm and they chug out a fair volume of S5 AP-2 shots, and they move like greased lightning. Point for point they can ruin overpriced heavy infantry, can get in close for the kill with excellent mobility, all the while staying at comfortable 18&amp;quot; assault 2 range. These are phenomenal flankers/harassers. Unfortunately, these crazy bugs will become Ld 5 if the strain leader is slain, so don&#039;t be stupid. They can also deep strike, meaning they are really good at killing other harassing units. Use them to take care of the random supporting units or anything that try to buff your enemy.&lt;br /&gt;
** Unfortunately, at T4 1W Sv 4+ these are going to die very easily. Get them cover or have something more threatening on the board for your enemy to worry about.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
&lt;br /&gt;
===={{W40kKeyword|&amp;lt;SEPT&amp;gt;}}====&lt;br /&gt;
* &#039;&#039;&#039;[[Tau_Drones#Sniper_Drone|MV-71 Sniper Drones]]&#039;&#039;&#039;: Without support these are terrible, they have BS 5+, a 48&amp;quot; Rapid Fire 1 S5 AP0 D1 gun that can target characters. If you have a Firesight Marksman who can see the target and have another unit with drone controller nearby they gain +2 to hit, then add Deadly Aim for 2 CP for -2Ap at 24&amp;quot;, going from below to above average for snipers. As with all drones, their LD is garbage, so keep an ethereal nearby if they start to get shot at. Another important to make most out of the deadly aim you real need fill to upper limits  to about 12 drones Ethereal will help but so will the Stratagem - Strike and Fade for one command point you can move it into behind line of sight. If get opponent real angry you might want to do same after doing this for two or three turns&lt;br /&gt;
** Note that Cadre Fireblades don&#039;t work on these guys - The FAQ specifically says Longshot Pulse Rifles are not a Pulse Rifle for the purposes of volley Fire.&lt;br /&gt;
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* &#039;&#039;&#039;[[Tau_Drones#Heavy_Gun_Drone|Heavy Gun Drone Squadron]] (Forge World)&#039;&#039;&#039;: Gun Drones packing double the usual firepower with two Burst Cannons for 34 points &#039;&#039;each&#039;&#039;; alternatively, you can swap one Cannon for a Markerlight to get a combination Gun and Marker drone (the downside being that they don&#039;t have a way around the -1 to hit for moving and firing a Markerlight and that they still cost a &#039;&#039;colossal&#039;&#039; 29 points each). They can fire guns and Markerlights at the same time thanks to &#039;&#039;&#039;Automated Targeting Protocols&#039;&#039;&#039;, but if any of them do, the whole unit gets no benefit from Markerlights at all that turn. So they&#039;re hideously expensive compared to an equal weapon loadout in standard drones, and they take up a Heavy Support slot to boot. All of those extra points buy you 3W per drone instead of 1 and removes &#039;&#039;&#039;Threat Identification Protocols&#039;&#039;&#039;, so they don&#039;t have to shoot the closest unit. If that sounds like a good deal to you, then, by all means, knock yourself out.&lt;br /&gt;
** If you&#039;re buying these just for the guns, remember that 76 points for a minimum size unit of these with two cannons each (6 wounds, 16 shots) would have bought you nine Gun drones (9 wounds and 36 shots) or eight Gun Drones and a Shield Drone (9 wounds, 32 shots and a 4++ until you take your first wound) with four points left over for a Kroot Hound too. The Burst Cannon/Markerlight Heavy Gun Drones are marginally more efficient, but still stupidly overpriced for what they do compared to regular drones.&lt;br /&gt;
*** FAQ gave them the codex Tau Drone Saviour Protocols and these are 3 wound models, so rather than dying when they save people, these can save up to 3 models before being destroyed.&lt;br /&gt;
**** These drones also don&#039;t require any extra space in transport, so you could put 12x of these in a devilfish. The point cost is insane, but they bring 108 shots.&lt;br /&gt;
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* &#039;&#039;&#039;[[Skyray_Missile_Gunship|TX78 Skyray Gunship]]&#039;&#039;&#039;: Two markerlights, six seeker missiles, same drones/burst cannons as before. Seeker missiles only hit on 6+ unless the target has 2+ Markerlight Tokens, and deliver an S8 AP-2 D1d6 hit apiece. In other words, six hunter-killer missiles. These have amazing alpha strike capability, delivering a huge amount of firepower turn 1. After that, they really don&#039;t do much besides provide some markerlights and S5 shots.&lt;br /&gt;
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* &#039;&#039;&#039;[[Hammerhead_Gunship|TX7 Hammerhead Gunship]]&#039;&#039;&#039;: Railguns are kinda questionable without Longstrike. However, Solid Shot can now deliver D3 Mortal Wounds on a to-wound roll of 6+, making them useful against Vehicles and smaller Squads (remember Mortal Wounds &#039;&#039;always&#039;&#039; rollover within a unit - if you add 3 extra mortal wounds onto 1-wound infantry model, you&#039;ll kill three of his mates with a quadruple-collateral railgun shot). Ion Cannons are only 5 points more, but now rolling a one to-hit when they&#039;re overcharged will slightly damage the Hammerhead. Try to always keep them buddied up to Longstrike, for that sweet, sweet +1 to hit (which will stop you hurting yourself with Ion Cannons). Frankly, take Ion if you are only running one Hammerhead, and take Rail if you brought Longstrike.&lt;br /&gt;
** Crunch-wise, Hammerhead-borne railgun is actually buffed up due to new vehicle rules. It is Strength 10 and AP-4, that ensures that the vehicles with Sv 3+ or lower (and Sv 3+ is what most tanks or even such mighty war engines like Reaver battle titans have) get NO armour save at all. Many targets will have an invulnerable save anyway, and if Longstrike&#039;s around you should just go for that Ion Cannon, you&#039;ll get a better return on investment.&lt;br /&gt;
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* &#039;&#039;&#039;TX7 Heavy Bombardment Hammerhead Gunship (Forge World)&#039;&#039;&#039;: Initially massively overcosted and lacking the right keywords. The new FAQ lowers the cost of the base tank down to index level (so 17 points &#039;&#039;above&#039;&#039; Codex level), and gives it the {{W40kKeyword|HAMMERHEAD}} keyword so it can be buffed by Longstrike. Unfortunately, the big seller on this is replacing the turret with a pair of high yield missile pods, whose cost is also substantially above Codex levels - 82 points for the pair, rather than the 50 the Codex would charge. The net effect is that you&#039;d be much, much better off just taking a Broadside with the same HYMP pair and a support system that&#039;s appropriate (target lock or ATS).&lt;br /&gt;
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* &#039;&#039;&#039;TX7 Fire Support Hammerhead Gunship (Forge World)&#039;&#039;&#039;: Initially massively overcosted and lacking the right keywords. The new FAQ lowers the cost of the base tank down to index level (so 17 points &#039;&#039;above&#039;&#039; Codex level), and gives it the {{W40kKeyword|HAMMERHEAD}} keyword so it can be buffed by Longstrike. Has a choice of three main guns: a Twin Plasma Cannon, which will behave like a badly overcosted Ion Cannon, a Twin Fusion Cannon, which will behave like a moderately overcosted Railgun, or a Twin Heavy Burst Cannon, which hasn&#039;t got a &#039;&#039;dreadful&#039;&#039; cost for its profile until you remember the 17 point surcharge you paid for the chassis. Avoid this; you&#039;re better off, depending on the profile you like, fielding more standard Hammerheads for cheaper.&lt;br /&gt;
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* &#039;&#039;&#039;[[XV88_Broadside_Battlesuit|XV-88 Broadside Battlesuits]]&#039;&#039;&#039;: Their &#039;&#039;Heavy Rail Rifle&#039;&#039; has long-range and fires two S8 AP-4 D1d6 shots, as well as an extra Mortal Wound from rolling a 6+ to-wound. The HRR can be exchanged for two High-Yield Missile Pods, which can allow you to do far more damage, especially when targetting anything with an invulnerable save. Broadsides still have the (practically mandatory) option to take their one Seeker Missile for that nasty potshot. It can take up to 2 drones, in any combination of tactical or missile, per &#039;&#039;&#039;model&#039;&#039;&#039;. These suits are getting damn cheap, at 76 points with dual plasma rifle and rail weaponry. Three of them with Shas&#039;vre nets you 228 points and the Magna-rifle upgrade can be had free of points cost. &lt;br /&gt;
** A large squad of these can be buffed with Kayuon and Command and Control node, giving them full rerolls on both to hit and to wound. This is an excellent tactic to take out a large threat, but be aware that they aren&#039;t very mobile at all and lack fly. If they get engaged in close combat you can say goodbye to any use they have. Keep them screened.&lt;br /&gt;
** &#039;&#039;&#039;[[Tau_Drones#Missile_Drone|MV-8 Missile Drone]]&#039;&#039;&#039;: A mobile Missile Pod for fewer points than two Missile Pods. Low BS hinders it, though. As with all drones this edition, is not attached to the Broadside unit after deployment, so it can be moved where it is needed (but is also independently targetable, so be wary of getting them shot).&lt;br /&gt;
** A note on cost: With the Chapter Approved 2018 the chassis for the Broadside has gone down significantly to 35! Now a Broadside with an HRR and 2 Smart Missile Systems is a 100 points. Combine it with the point decrease for Attack Targeting Systems and 2xHYMP, 2xSMS and ATS are just 121 points. At that point range, you can get 2 of them for 252 points, rivaling the Riptide&#039;s 280 points while also competing it in firepower. ATS Riptide&#039;s Heavy Burst Cannon offering 12/18 S6 -2AP 2 damage shots vs the two ATS Broadside&#039;s 16 S7 -2AP D3 damage shots. A Hammerhead with an Ion Cannon and 2x smart missile systems will run you 165 while being tougher and more mobile (and more accurate while holding still). Both can be cheaper with different choices (plasma rifles and burst cannons, respectively, will bring the costs down to 113 and 151, respectively).&lt;br /&gt;
*** If you prefer to keep them close to their missile bubblewrap, consider taking heavy Rail rifle broadsides, two with shield generators/velocity trackers and the Shas&#039;Vre taking a drone controller. Suddenly your unit is a blob of rail-and-missile death that can cause problems for almost everything.&lt;br /&gt;
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* &#039;&#039;&#039;[[Battlesuit#XV107_R.27varna_Battlesuit|XV-107 R&#039;Varna Battlesuit]] (Forge World)&#039;&#039;&#039;: Heavy support version of the Riptide, a long-range [[TEQ]] and light vehicle killer. Like the Broadside, it gives up {{W40kKeyword|FLY}} in exchange for its heavier weaponry and increased durability. Use the nova reactor to Reroll those 6d3 shots, get the godlike 3++ or blast some MW into the units tying you up. It has value that exceeds 1 MW no matter what you do with it.&lt;br /&gt;
** While the R&#039;varna remains a very powerful choice, it is a much more specialized unit than it was in previous editions: it no longer gains weapon strength or additional hits against larger targets, and the removal of blast weapons has reduced its efficiency against hordes. Keep it pointed at its favorite targets, and it&#039;ll never disappoint.&lt;br /&gt;
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====Kroot====&lt;br /&gt;
* &#039;&#039;&#039;[[Great_Knarloc|Great Knarloc]] (Open and Narrative Play only)&#039;&#039;&#039;: GMO space chickens have taken to the extreme. Their big melee brutes equipped a big gun or Gattler, and can either inflict MW on attack or be a large standard to keep your Kroot chaff in line.&lt;br /&gt;
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===Flyers===&lt;br /&gt;
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* &#039;&#039;&#039;[[Razorshark_Strike_Fighter|AX3 Razorshark Strike Fighter]]&#039;&#039;&#039;: Cheaper than the Sunshark but fewer Ion shots in 15&amp;quot; (Assault rather than Rapid Fire, though) and has a choice between a Burst Cannon and Missile Pod. It also loses the Pulse Bomb, Markerlight, and a potential second Missile Pod. It does get +1 to hit ground targets with the Ion Turret so as long as you pick your targets properly you shouldn&#039;t blow yourself up. It could be worth it, as it is substantially cheaper than a Sun Shark.&lt;br /&gt;
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* &#039;&#039;&#039;[[Sun_Shark_Bomber|AX39 Sun Shark Bomber]]&#039;&#039;&#039;: 8th ed bomb rules mean that after moving choose one unit this model has flown over, and roll a dice for every model(up to a maximum of ten), inflict a mortal wound on a 5+ (4+ against {{W40kKeyword|INFANTRY}}). This is a solid buff, that could be amazing against large hordes like Orks, Tyranids, or IG, simply for the number of dice rolled. It&#039;s also a markerlight wielder that can&#039;t be charged by non-flying units. Might also be useful in low point games against Custodes, due to the heavy Dakka and free mortal wounds.&lt;br /&gt;
** &#039;&#039;&#039;[[Tau_Drones#Interceptor_Drone|MV-17 Interceptor Drone]]&#039;&#039;&#039;: Two rapid fire ~Autocannons, on a drone chassis. As long as you keep them attached to the Sun Shark, they will use its BS instead of theirs; within 15&amp;quot;, the pair has double the firepower as the Razorshark&#039;s main gun. A bad overcharge while attached will actually kill the drone itself, rather than damage the plane, so both riskier and safer at the same time. Once they disembark, they cannot be re-attached. Interceptor Drones also sports a 20&amp;quot; move value, making them good Coldstar Commander Escorts.&lt;br /&gt;
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* &#039;&#039;&#039;[[Tiger_Shark#Tiger_Shark_AX-1-0|AX-1-0 Tiger Shark]] (Forge World)&#039;&#039;&#039;: A flyer (not a LoW which is weird) with a Heavy Rail Cannon (x2), an impressive Macro weapon that deals double damage to {{W40kKeyword|TITANIC}} units, along with two burst cannons that can be swapped for cyclic ion blasters and two missile pods, not to mention a battery of 6 seeker missiles to one-up that pesky skyray. 3+/5++, &#039;&#039;&#039;Hard to Hit&#039;&#039;&#039;, along with T8 and 16 Wounds make it very durable, especially for a Flying unit, did we mention it has a 5+ invuln?. It should be mostly used for killing Lords of War, and secondarily for vehicles. Despite being a non-titanic flyer it has an ability to let it destroy everything without worrying about those pesky macro weapons not working. This horrendous monster will set you back 629 fully kitted and $217 (250 with the darn taxes and shipping) in real-life points, ouch. Did I mention this is superior to the Barracuda in all aspects?&lt;br /&gt;
** Also worth noting, it no longer has a submunitions mode, so can no longer help with hordes.&lt;br /&gt;
** This is a good Titan hunter, not a great one. Simply put, the Heavy Rail Cannons are a very low volume weapon with only 2 shots. Chances are high that one of those shots (perhaps both) will fail to hit, wound, and/or will get saved somewhere. That leaves you with essentially 6 x 2 for 12 damage on average, and a 1/6th chance for additional DD3 mortal wounds (which can also be saved by void shields). For the cost, lascannon equivalents and regular rail cannons can fill the same role with added consistency. When making the comparison between the Imperial Volcano Cannon, it&#039;s the higher volume of shots (3 x DD3, as opposed to 2) that give it an advantage. Frankly, a flat 10 or 12 damage is warranted for a weapon that hurls human-sized projectiles at 5 kilometers per second (depending on atmospheric conditions).&lt;br /&gt;
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* &#039;&#039;&#039;[[Barracuda|AX-5-2 Barracuda]] (Forge World)&#039;&#039;&#039;: The default Heavy Burst Cannon, two Long Barrelled Burst Cannons, and two Missile Pods mean it can put a lot of S5 shots out at a decent range, while still being able to injure light vehicles. Can also swap in an Ion Cannon or Swiftstrike Railgun for the HBC, or CIB for the LBBC, to improve its anti-vehicle ability. &#039;&#039;&#039;Hard to Hit&#039;&#039;&#039;, 3+/5++, and T7 make it decently durable. About twice as expensive as a Razorshark, with Heavy weapons, and without any bonus to hit still leaves us without a viable anti-Flying unit. Changes to primary weapons mean this thing is fucking worthless compared to the riptide, which is the role it fulfills anyway, with the branching nova charge stratagem you have even less reason to ever touch this thing.&lt;br /&gt;
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* &#039;&#039;&#039;[[Tiger_Shark|Tiger Shark Fighter Bomber]] (Forge World)&#039;&#039;&#039;: 2 Barracuda AX-5-2 primary weapons, 2 burst cannons and 2 missile pods on a T8 chassis with 16 wounds and BS2+ for a bit over 400 points is a great value. Can swap out its drone carrying ability for Heavy 2D6 S6 Ap-2 D2 which means that giving this bad boy two ion cannons can make him an ungodly [[Rape|rape machine]] against heavy infantry, or slap on 2 railguns and go to town with 4 railgun shots per shooting phase. If you&#039;re not dealing with enemy LOW this will probably be a better choice over the AX-1-0, as it can dish out more dice against a larger variety of targets. This is our best air superiority fighter with effectively BS2+ (all main weapons are Heavy type) against &amp;quot;hard to hit&amp;quot; meaning you will hit at least 2 of those railguns, add in the rest of the dakka and you deal out some serious anti-air pain with this thing while still having great anti-ground capability to boot. Take seekers and use &amp;quot;refuel, rearm, repair&amp;quot; to add 6 seekers back after you unload them for extra value, beating skyrays at their own game. If loaded up with 2 heavy burst cannons and 6 seekers, this thing can dish out [[Dakka|26+2d6 shots]] per turn, giving you on average over 40 dice to throw around raping infantry.&lt;br /&gt;
** Changes to Barracuda primaries have made this thing absolutely worthless, either take the ax-1-0 or pay a little more for a pair of riptides/y&#039;vahras instead, it was good while it lasted.&lt;br /&gt;
** The 2nd big FAQ changed a few things for the Tigershark. Ion cannon and HBC are now swiftstrike versions. Both prices went up by 20 points for each weapon and HBC/new swiftstrike HBC use the old crappy stats. Potential dmg went down on the HBC to only 33.3% of its former stats (shots: before 12, now 8 / dmg: before 2, now 1).&lt;br /&gt;
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* &#039;&#039;&#039;[[Tau_Drones#Remora_Drone_Fighter|DX-6 Remora Stealth Drone Squadron]] (Forge World)&#039;&#039;&#039;: Losing the stealth part of its namesake, only getting the generic -1 to hit for being a Flyer, and gaining Infiltrate instead. This results in a rather generic light fighter which will easily be shot down by enemy AA. The utility side has also gone as they have also lost their Markerlights. Overall a pretty weak unit that will probably get shot down before it can earn back its points and should best be avoided. On a side-note, these are still drones and can still be affected by drone controllers. They are also fast enough to accompany a coldstar commander and protect it with the character rule while being hard enough to shoot down that your coldstar might just survive while monster hunting. Not great but not bad either at a comfortable 54 points apiece.&lt;br /&gt;
** Coldstar with drone controller seems like a niche and useful combo. These are base BS4+ meaning you can boost them to BS3+ with drone controller. They can also deep strike and can move without taking any shooting penalties with 36&amp;quot; burst cannons.&lt;br /&gt;
** Also bodyguards the Yvahra battle suit well and clears out the hordes which may attempt to shield precious units from the Y&#039;vahra&#039;s weaponry. R&#039;vahra also has the option for a drone controller, just like other riptides!&lt;br /&gt;
** You are no longer able to shove them in a Devilfish per the latest FAQ.&lt;br /&gt;
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* &#039;&#039;&#039;[[Orca|Orca Dropship]] (Forge World)&#039;&#039;&#039;: Once considered so useless and over-costed that Forge World removed it from the sale, the Orca makes its glorious return... remaining over-costed and pretty useless. Well, better luck next time guys. It&#039;s simply not a good idea to use it to its full potential, that of flying practically your entire army around in a transport that isn&#039;t even all that hard to shoot down, especially since there&#039;s not too much else on the board to shoot at. It also still has the same old problem of not being able to deploy everyone at once, leaving some of the units stuck until later in the game when they could&#039;ve been helping immediately.&lt;br /&gt;
** Since in 8th Edition you only have to set up within 3&amp;quot; when disembarking from a transport this issue is somewhat downplayed. You can have everyone in the Orca fan out around it now instead of being limited to the rear ramp.&lt;br /&gt;
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===Lords of War===&lt;br /&gt;
* &#039;&#039;&#039;[[Battlesuit#KV128_Stormsurge_Ballistic_Suit|KV-128 Stormsurge]]&#039;&#039;&#039;: In some ways, the Stormsurge is a better option than the Riptide. For weapons get the Pulse Blastcannon for more average wounds at a lower cost or the Pulse Driver Cannon for a vastly increased range and points cost. Practically mandatory upgrades are trading out the Flamers for Burst Cannons and taking a shield generator and ATS to improve both durability and destructive power. Can no longer double shoot by anchoring down, now it improves its to-hit roll by 1. As standard for {{W40kKeyword|TITANIC}} units, it takes extra damage from some particularly massive weapons but suffers no penalty for moving and shooting and can Fall Back and still shoot. It ends up being about 30% more expensive than the Riptide once equipped but with more Wounds, better base invuln save (only if equipped with shield generator), and more firepower. Note that it is not a {{W40kKeyword|BATTLESUIT}}, so cannot take advantage of drone sacrifices via &#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039; or certain stratagems.&lt;br /&gt;
** If going up against a deep strike heavy opponent, consider taking a Stormsurge with a Blastcannon, and Early Warning Override, in order to [[Meme|fire all the things]]. If going this route, the Airbursting Fragmentation Projectors can actually become a viable option, depending on how much terrain is on the board. They can admittedly just deep strike more than 12&amp;quot; away to bypass this, but it will still help protect against / deter charges. For only the low cost of a single Fire Warrior in points to do it.&lt;br /&gt;
*** The Bork&#039;an Sept tenet goes quite well with Stormsurges as almost all of their weapons are heavy anyway, but the best bit is it keeps it out of charge range when using the Pulse Blastcannon at that sweet, sweet 6D profile.&lt;br /&gt;
*** The cruelest reality of this unit is that it looks ugly as sin, find shapeways options to make it look like it&#039;s not taking a dump on the battlefield. Markerlight support is a must, and Tetra&#039;s are truly the best possible option to make it&#039;s Destroyer Missiles viable. Do not underestimate the power of Destroyer Missiles, they can and will ruin a chosen target&#039;s day. Overall they are the best anti-armour weapon on the unit, even outstripping the effectiveness of the Blastcannon and Driver simply due to their mortal wound output. Be very selective with where they are being dropped however, you only get four of them. (Get marker support and drop your stabilizers to get a 2+ to hit, reroll 1&#039;s)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Battlesuit#KX139_Ta.27Unar_Supremacy_Armour|KX139 Ta&#039;unar Supremacy Armour]] (Forge World)&#039;&#039;&#039;: Comes with 4 Smart Missile Systems, 4 Burst Cannons, 1 Pulse Ordnance System (that can be swapped for a Nexus Meteor Missile System or a Heavy Rail Cannon with Cluster Shells ability), and 2 Tri-Axis Ion Cannons (that can be swapped for Fusion Eradicators). T8, 30W, 3+/5++ makes it a bit more durable than a Knight. It can fire its non-Macro weaponry while in melee and it may reroll 1&#039;s when firing the Burst Cannons and Smart Missile Systems in Overwatch. It can move through any unit without Fly or Titanic, however, it cannot Fall Back and still fire that turn.&lt;br /&gt;
** Has the {{W40kKeyword|BATTLESUIT}} keyword, so can be healed by Technical Drones and benefit from &#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039; (don&#039;t worry, that Gun Drone can totally block a Volcano Cannon shot for you). Even better, it can be buffed by an Ethereal. Bring along your holographic Aun&#039;va and enjoy your Ta&#039;unar that re-rolls 1&#039;s and has a 6+ FNP. Unfortunately, CA 2017 was not kind to the Ta&#039;unar, making it so costly that you can get an entire army for the price of fielding one, and right now it doesn&#039;t justify that cost.&lt;br /&gt;
*** With the 2018 update the points cost of this unit dropped by a whopping 750+ points, making it viable in even 2000 point games. You&#039;ll get the most mileage out of the big boi by giving him the generic loadout of ion and pulse. The railgun is worthless in normal games as the Tigershark gets two for cheaper at the same BS. The Missiles are alright but the possibility for getting fewer hits, their lower strength and the minimum range really hurt them, especially since things want to be close to your Ta&#039;unar. Pulse is a guaranteed six dead infantry or a confirmed kill on anything without an invuln, and you have a decent chance of putting eight to sixteen wounds on a buffed castellan with it. Arm guns are an even easier argument. 18 slaughtered infantry or a good handful of wounds vs bigger targets. It would have been better if it were 3d6 shots to match the codex ion buff. Viable Ta&#039;unar play is risky, as you will lose the game if it dies (hard if you have at least 12 drones) or even if it gets charged (easy without screening) meaning you have to make the most optimized list that 800 will allow. Do keep in mind that it is around the same price (Real dollars) as three tides and a y&#039;vahra and that if it gets nerfed you&#039;d have lost a good deal of your army, so it&#039;s only advisable if you play in a knight heavy meta or already have three riptides. Tl;Dr: Don&#039;t let it get charged, give it a reroll 1, Command and Control and drones, and you&#039;ll win if you picked good secondary objectives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Manta|Manta Super-Heavy Dropship]] (Forge World)&#039;&#039;&#039;: Sixteen Long-barrelled Burst Cannons, three Long-barrelled Ion Cannons, two Heavy Railguns, and 10 Seeker Missiles; the Manta spews out an ungodly number of shots a turn. Capable of removing multiple infantry squads and a few vehicles every turn, the Manta isn’t just a transport vehicle but also an insanely powerful attack craft. Not only is it powerful but it’s also durable, coming in at T8 with 60 wounds and a 3+ save and 4+ invuln, and as it is a Flyer it also imposes -1 to hit on shooting and on top of that you have to subtract 12″ from your range. It has a truly colossal transport capacity of 200, +8 {{W40kKeyword|BATTLESUITS}} and 4 {{W40kKeyword|VEHICLES}} (who have their own separate transport capacity). This may lead you to believe that the Manta will be a slow lumbering beast, but with a movement range of 20″-60″ for the first 30 Wounds, this is far from the case. But there are some downsides: First is the points cost, 2K will get you the manta but you will need that again to fill it; second is the price of the Manta model, you could just as easily buy a decent used car. (PROTIP: Buy a Smart Car, paint it ochre, and use it as both a vehicle and a proxy). Still, on the bright side humans are born with two kidneys, and you only &#039;&#039;need&#039;&#039; one.&lt;br /&gt;
&lt;br /&gt;
===Fortifications===&lt;br /&gt;
* &#039;&#039;&#039;Tidewall General Info&#039;&#039;&#039;: Gives your embarked unit/characters a Wounds buffer and higher Toughness, which also doesn&#039;t affect their morale when lost. At the cost of not being able to fire Overwatch (even with &#039;&#039;&#039;For the Greater Good&#039;&#039;&#039;), Advance, and use abilities of any kind (including auras). There&#039;s also nothing (expect markerlights) to mitigate the penalty for firing Heavy weapons after the platform moves. If the platform gets Charged, however, you can (unless the platform is completely surrounded leaving you no room to do so) disembark the unit inside out of the back, leaving them able to shoot at something else while the enemy is tarpitted by the platform. Remember that these fortifications can hold any combination of Infantry Characters and one Infantry unit. In the previous example, you can have the unit disembark then fall back with the fortification using the character left inside to let the unit that was previously inside unload on the unit, great tactic for Breacher squads who use this tactic with Devilfish.&lt;br /&gt;
** All Tau Fortifications retain the Sept rule, so they benefit from their Sept Tenets. Not all of them have any application, but the Dal&#039;yth Tenet is especially useful for unmoving Fortifications.&lt;br /&gt;
** &#039;&#039;&#039;Tidewall Droneport&#039;&#039;&#039;: You can take 4 Tactical Drones with it, and use the embarked unit&#039;s BS for firing. Best use seems to be one with 4 Markerlight Drones, and throw a Darkstrider into it, to have them all shooting at BS2+. Probably our most reliable way to get 1 Markerlight token on a few units, for the re-rolls. Although you give up access to his two abilities for the boost.&lt;br /&gt;
*** ALTERNATIVELY: Put a 24 point Firesight Marksman into one of these and give those 4 Marker Drones BS 3+ (buffable to 2+ via Drone Controller). Since it&#039;s also &amp;quot;open topped&amp;quot; the Marksmen himself will be able to add a Markerlight shot as well. Easily capable of racking up the required 5 Markerlight Hits for +1 to hit. For 134 points (70 Dronering + 40 4x Marker Drones + 24 Marksmen points) that has enough room to hold 9 other guys, Breacher Teams recommended.&lt;br /&gt;
** &#039;&#039;&#039;Tidewall Shieldline&#039;&#039;&#039;: The reflect field now works again (even when the enemy fire weapons with negative AP) as it causes a mortal wound to the firing enemy unit on an unmodified save of 6. Worth noting that this is our only fortification that doesn&#039;t explode when it is destroyed! Best use currently is to throw some Pathfinders on it, although as mentioned, they still get a -1 to hit if the Shieldline moves.&lt;br /&gt;
*** &#039;&#039;&#039;Tidewall Defence Platform&#039;&#039;&#039;: You can take one per shieldline. They have to deploy next to each other, but can move independently after that. It packs +1T compared to the shieldline, but it &#039;&#039;can&#039;&#039; explode when destroyed. Can be useful if you want to get another fortification on the field without using another detachment slot, but if you &#039;&#039;haven&#039;t&#039;&#039; maxed out your fortification slots then it&#039;s shit.&lt;br /&gt;
** &#039;&#039;&#039;Tidewall Gunrig&#039;&#039;&#039;: You get 2 railgun shots for less than a Hammerhead! Unfortunately, you need to keep a unit embarked or it can only target the closest enemy unit, and even then it still only hits on 5+ (or BS4+ if the target has 5+ markerlight hits).&lt;br /&gt;
*** Perfect unit to embark pathfinders on. It provides durability to the pathfinders, and they provided the needed ballistic skill improvements to the gunrig. And with 5x marker hits, the gunrig should hit at least half the time, which with 2 shots, will make it as useful as a hammerhead would be.&lt;br /&gt;
**** Notable that line of sight for the embarked unit can be drawn from the tall tower of this unit. Can be used to fire over things.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Remote Sensor Tower (Forge World)&#039;&#039;&#039;: One High-Intensity Markerlight at BS4+, and allows one Tau unit within 3&amp;quot; to re-roll ones to hit. Pretty good for 40 points, but the all-or-nothing 50% shot at 3 tokens or none for the High-intensity Markerlight means Pathfinders should still be the main choice for Markerlight application. This might help you bump someone up to that lovely 5+ tokens for +1 to hit part of the Markerlight table though, using the reroll ones from an existing couple of tokens to make the HIM hit more likely (Perhaps thanks to some Pathfinders within 3&amp;quot; of the tower, using its reroll 1s ability to apply their own Markers more reliably. Teamwork!).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Drone Sentry Turret (Forge World)&#039;&#039;&#039;: Can only shoot at the closest target, meaning point for point regular Gun Drones will provide more firepower than the Burst Cannons with the same limitations. The Plasma and Fusion weapons could work out, but would require the enemy being stupid enough to stand the right targets closest to the sentry for you.&lt;br /&gt;
&lt;br /&gt;
==Sept==&lt;br /&gt;
====[[Bork&#039;an]]====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Bork&#039;an Sept Symbol.webp|75px|left]]&lt;br /&gt;
| In the grim darkness of the far future, the technology of T&#039;au makes us strong &amp;lt;br&amp;gt;&lt;br /&gt;
Thematically, Bork&#039;an is the brains of the Empire. Few of the many great battlesuits in the hunter cadres would be as advanced as they are today without the innovations of this sept. Enlightened and hardworking, they ever aspire to create more technology to better serve both the armies and the citizens of the Greater Good. &amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, they play similar to any gunline, only they get bonuses to the range of their Rapid Fire and Heavy guns, further detering charges, and allow your weapons to have just that much ability to tap enemy units. &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sept Tenets – Superior Craftsmanship:&#039;&#039;&#039; All Rapid Fire and Heavy weapons get an extra 6&amp;quot; of maximum range. Why wouldn&#039;t you want more range? Yes, it stacks with PAC Drones, 42&amp;quot; Pulse Rifles anyone?&lt;br /&gt;
** Note that it specifies &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Heavy&#039;&#039;&#039; weapons, so Crisis Suits (other than ones with Plasma Rifles), Stealth Suits, and pretty much every Fast Attack choice is out in the cold as they rely on &#039;&#039;&#039;Assault&#039;&#039;&#039; weapons. Use these guys for Gunlines, Tank Squadrons, and Riptides.&lt;br /&gt;
** Y&#039;vahra. drop the mic.&lt;br /&gt;
** Like the similar Vostroyan doctrine, this is helpful in keeping your units at the half range out of enemy charges more than it is sending shots far downfield (although they can do that, too).&lt;br /&gt;
* &#039;&#039;&#039;Warlord Trait - Seeker of Perfection&#039;&#039;&#039;: For each hit roll of 6+ made for your warlord, add 1 to the wound roll for that attack.&lt;br /&gt;
* &#039;&#039;&#039;Relic - Plasma Accelerator Rifle&#039;&#039;&#039;: Replaces Plasma Rifle. 30″, Rapid Fire 1, S7 AP-3 D2 (so +6&amp;quot; range, +1S, and +1D compared to the base gun).&lt;br /&gt;
** Remember the Sept Tenet? You don&#039;t? This weapon goes to 36&amp;quot; RF1, thanks to &#039;&#039;&#039;Superior Craftsmanship&#039;&#039;&#039; boosting all Rapid Fire weapons&#039; ranges by 6&amp;quot;. If there is a downside to this weapon, it&#039;s that you have to use up a slot on a normally very shitty weapon. So only use up 1 slot for the Plasma Rifle and use the remaining 3 for whatever role you want your commander to fill. (Burst Cannons for hordes, Fusion Blasters for Vehicles, CIBs for everything in between)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stratagem - Experimental Weaponry (1 CP)&#039;&#039;&#039;: When firing a weapon with a random number of shots (e.g. the Stormsurge&#039;s Pulse Driver Cannon), you can reroll one of the dice for the shot number. Makes those Crisis Suits equipped with flamers slightly more effective, but you would probably be better served with Railgun Sub-Munition shots, or units equipped with Ion Weapons. &lt;br /&gt;
** Keep in mind the BRB stratagem does the same thing. Presumably, the only reason it&#039;s a separate stratagem is in case you roll double ones on a 2d6 weapon and would like to spend two CP instead of one.&lt;br /&gt;
** Don&#039;t forget that in matched play, the Strategic Discipline rule prevents you from using a stratagem more than once per phase. This stratagem can allow you to keep your generic re-roll stratagem for another use in the phase (for example, re-roll to hit for a railgun or a fusion blaster).&lt;br /&gt;
** Thanks to the new FAQ it&#039;s absolute garbage, with the recent FAQ adjusting it so you need to use it before determining the number of shots, meaning if you elect re-roll the humble Pathfinder Ion Rifle you&#039;ll have wasted 1 CP 2/3s of the time. Even on the premiere Bor&#039;Kan unit, the Y&#039;Vahra, not only do you now have to determine which of the weapons you&#039;re re-rolling, you&#039;ll still waste a CP 1/4 of the time you use the stratagem. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Dal&#039;yth]]====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Dal&#039;yth Sept Symbol.png|Border|75px|left]]&lt;br /&gt;
| In the grim darkness of the far future, there is no victory without unity. &amp;lt;br&amp;gt;&lt;br /&gt;
Thematically, Dal&#039;yth is the idealized version of the T&#039;au&#039;va&#039;s creed. A world once infested with predators, through hardship, has been transformed into a world of plenty, where aliens of all kinds interact and trade, creating a boon of prosperity. Even in the light of the devastating Damocles Gulf Crusade they gave only inches, and have turned their hardship into reason to push harder and higher. &amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, they play as a slightly beefier gunline, resisting light arms fire better with their armor saves and wiping out enemy opposition with their sudden surges, that while exposing them, also allow them to shock, surprise, and ambush their opponents. &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sept Tenets – Adaptive Camouflage:&#039;&#039;&#039; Units with this tenet gain cover, but lose it if they move for any reason until the start of the next movement phase. This includes Vehicles. Hammerheads with 2+ saves anyone?&lt;br /&gt;
** Like Bork&#039;an this is best suited to a gunline. While tougher vehicles and battle suits are nice, the main benefit comes from value protection against light arms, specifically for infantry blocks. &lt;br /&gt;
** Also note that units that use a recon drone or homing beacon to perform a “low altitude drop” technically receive this benefit. &lt;br /&gt;
* &#039;&#039;&#039;Warlord Trait - Gunship Diplomat&#039;&#039;&#039;: Kroot and Vespid units within 12&amp;quot; of the Warlord gain For the Greater Good. This could probably be good with Vespid with FLY shenanigans, but it&#039;s not like you&#039;re short on strong Overwatch. Otherwise, there are better traits to take than hoping that Krootox or those Kroot Carnivores save you. For the Greater Good is a two-way street, and if your Kroot screen doesn’t have FTGG then your gunline can’t overwatch charging units. If they kill your screen and consolidate into your big guns, you have a much bigger problem on your hands.&lt;br /&gt;
* &#039;&#039;&#039;Relic - Dynamic Mirror Field&#039;&#039;&#039;: -1 to hit the user. &lt;br /&gt;
* &#039;&#039;&#039;Stratagem - Strike and Fade (1 CP)&#039;&#039;&#039;: Pick a unit at the start of your shooting phase. That unit may move 6&amp;quot; after it shoots as if it had another movement phase (it may not advance with this extra move). &lt;br /&gt;
** It&#039;s Move-Shoot-Move, with everything that entails. Sucks that doing so means you give up the main benefit of your Sept Tenet, but if your opponent is within charging range cover won&#039;t do you any good anyway, as such it&#039;s best used for when the enemy&#039;s closing in and you really don&#039;t want them to catch you, in case you&#039;re not going to cause enough damage in the shooting phase. Don&#039;t use it for extra speed otherwise, you&#039;re giving up your Sept Tenet by doing that and making yourself more vulnerable (also wasting a CP). It can also be used to keep your dudes safe from enemy shooting if you pop out of LoS blocking terrain, shoot, then hide again but this isn&#039;t all that great most of the time since you&#039;re still wasting a command point by doing that, and good lists you&#039;re up against are going to have artillery, fast units that will run down anyone hiding (in which case you&#039;ve just ruined your Overwatch) or they&#039;ll be tough enough/numerous enough that hiding after shooting them is effectively a waste of a CP.&lt;br /&gt;
** Can also be used to move heavy weapon units without a penalty to shooting, as an alternative to taking a Target Lock, as this resolves shooting BEFORE moving. So, for example, could use this to shoot broadsides at no penalty, and then move 6&amp;quot; (which is faster than they&#039;d normally move...).&lt;br /&gt;
** &#039;&#039;&#039;Drawback&#039;&#039;&#039; to this stratagem is that it must be done at the START of your shooting phase, or rather, it must be done before you pelt the enemy with markerlights from another unit.&lt;br /&gt;
&lt;br /&gt;
=====Units=====&lt;br /&gt;
* &#039;&#039;&#039;Shas&#039;O R&#039;myr (Forge World):&#039;&#039;&#039; Equipped with a Twin Plasma Rifle and a 6&amp;quot; Assault 1d6 S4 AP0 D1 gun, as well as an S4 melee weapon that doubles his attack volume (and since against literally every target in the game, 2 S4 attacks are equal to or better than 1 S5 attack, you&#039;ll always use it; the weapon&#039;s immunity to STR debuffs on him is just icing on the cake). Re-rolls 1s to hit against [[Imperial Guard]], which makes his weapon loadout an odd choice. His 4++ becomes a 3++ when attacked by a melee weapon (updated in FAQ) and he [[Fail|can&#039;t take any drones]]. Overall, not great.&lt;br /&gt;
** Not being able to take drones doesn&#039;t really have any effect (unless you&#039;re critically short on Detachment slots), as drones purchased separately work identically to drones purchased along with characters anyway.&lt;br /&gt;
** A note with the S4 attack option: It&#039;s a fixed weapon strength 4, while the other profile is user. So in the rare case, his strength is adjusted (like via an enemy psychic power), the S4 attacks will remain S4, while the other profile will adjust to his current strength.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Farsight Enclaves]]====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Farsight Enclave Banner Flag.PNG|Border|75px|left]]&lt;br /&gt;
| In the grim darkness of the far future, freedom isn&#039;t free. &amp;lt;br&amp;gt;&lt;br /&gt;
Thematically, the Farsight Enclaves are patriot rebels, aspiring to the tenets of the T&#039;au&#039;va away from what they perceive to be the corrupt and tyrannical rule of the Ethereals. They are also highly aggressive, a trait born of necessity when the only support they have is each other and the few allies they have in the main Empire.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, they play as a highly aggressive mobile attack force not unlike Eldar, subverting the ranged stereotype of the Tau with plenty of close range shooting tricks and even some melee tools. Playing FSE means to always be on the offensive, potentially blindside an opponent expecting a static gunline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you would do away with tau stereotypes and bring the fight to the enemy, then suit up with the Farsight Enclaves and redden the skies&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sept Tenets – Devastating Counter-Strike:&#039;&#039;&#039; When shooting enemies from a distance of 6&amp;quot; or less with someone using this Tenet, re-roll 1s to wound. Should also work on Overwatch if the enemy&#039;s charging from close enough. Overall a high-risk low reward version of the lieutenants everyone else has. &#039;&#039;Fortune favours the bold, and an army that would rather keep its distance would be better served by using a different tennet.&#039;&#039;&lt;br /&gt;
**Succintly geared towards battlesuit use, which have the speed to get up close and the resilience to survive: their flamers (including the Y&#039;varha&#039;s) and fusion blasters (especially fusion cascades) will thank you.&lt;br /&gt;
* &#039;&#039;&#039;Aggressive Footing:&#039;&#039;&#039; Gifted from Psychic awakening since the tenet can be underwhelming. When shooting an enemy within 12&amp;quot;, they are treated as having +1 markerlights. &#039;&#039;AKA turns 0 to 1, and 4 to 5.&#039;&#039;&lt;br /&gt;
**The first markerlight is the most important one for Commanders, what you’ll probably be taking a lot of if your force is Enclaves heavy. This lets you run lean on Markerlight platforms or devote more of them to the rest of your BS 4+ army that won’t be shooting at the same things your super special suits will. It&#039;s also the most important one for Overwatch.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Matched play rule - Commanders:&#039;&#039;&#039; You can bring up to two {{W40kKeyword|Farsight Enclaves Commanders}}, as opposed to the codex&#039; limit of one. Regarding whether or not this rules overrides the codex one, this rule says you can bring up to two...so you can. &lt;br /&gt;
**A popular way to bring a lot of commanders is to bring multiple battalions, each with 2 commanders and 3 strike / breacher teams for roughly 450pts (depending on commander equipment).  &lt;br /&gt;
**Do note Shadowsun, who can now be used with any sept, is &#039;&#039;not&#039;&#039; a &amp;quot;Farsight Enclaves Commander&amp;quot;, so you can have a Battalion with two FE Commanders and Shadowsun and still be legal. &lt;br /&gt;
** When playing with the rule of 3 in a 2k game. you can bring 6 &amp;quot;Farsight Enclaves Commander&amp;quot; split over different types. exp 3 enforcers and 3 cold stars in 3 detachments to still comply with the entire rule of 3. &lt;br /&gt;
&lt;br /&gt;
=====Warlord Traits=====&lt;br /&gt;
#&#039;&#039;&#039;Hero of the Enclaves&#039;&#039;&#039;: The Warlord can perform a Heroic Intervention if they&#039;re within 6&amp;quot; of enemy units after all enemy charge moves are made, and can move up to 6&amp;quot; when doing so as long as they end up closer to an enemy. Additionally, if the Warlord charged, was charged, or made a Heroic Intervention, it re-rolls all failed hits until the end of the turn. &#039;&#039;Note this would affect his overwatch, which happens during the charge phase.&#039;&#039;&lt;br /&gt;
#*Farsight has this and it&#039;s &#039;&#039;extremely&#039;&#039; superfluous on Farsight himself. His &amp;quot;Way of the Short Blade&amp;quot; ability gives him the melee re-rolls anyway, and even buffs it to shooting against Orks. [[Fail|Never take Farsight as the warlord of the Farsight Enclaves]].&lt;br /&gt;
#&#039;&#039;&#039;Aggressive Tactician&#039;&#039;&#039;: When the Warlord (Commander model only) declares Mont&#039;ka, its range is extended to 12&amp;quot;. The extended range can be used to bring more units in the ride, like accompanying Drones.&lt;br /&gt;
# &#039;&#039;&#039;Blooded Through War:&#039;&#039;&#039; Bonding knife units pass morale on a 4+ within 12&amp;quot; of the Warlord. Effectively makes you never lose more than 3 Fire Warriors to a bad morale phase. More useful than Ethereal support for large blobs of FW or against fear-based armies, but you have warlord traits with more general purposes.&lt;br /&gt;
#&#039;&#039;&#039;Master of the killing blow:&#039;&#039;&#039; Re-roll hits rolls against {{W40kKeyword|CHARACTER}} models for your Warlord. Thoroughly meh; your commander lacks both a sniper gun to hit characters from afar, or blades to strike them down up close. No, with only 2A the Fusion blades aren&#039;t reliable either.&lt;br /&gt;
&lt;br /&gt;
=====Relics=====&lt;br /&gt;
It is a good thing that GW released Prototype Weapons and that the Enclaves are no longer restricted from taking Tau Empire Signature Systems (back in the day...), because these relics are...underwhelming, to say the least.&lt;br /&gt;
* &#039;&#039;&#039;Fusion Blades&#039;&#039;&#039;: They give a character with at least two fusion blasters TWO (and only two) melee attacks at S8 AP-4 D1d6, the remaining attacks will be S5 AP0 punches. Not melta in melee so if you roll a 1 for damage, that&#039;s what you get.&lt;br /&gt;
**Where marines get Thunder Hammers, you have to use a relic to get two S8 armour-ignoring attacks. They are &#039;&#039;&#039;obsolete reminders of a previous age&#039;&#039;&#039;, when meltas could one-shot tanks by causing an Explode result and S8 meant Instant Death; a high risk - high reward gamble. They are cool, but &amp;lt;u&amp;gt;they shouldn&#039;t be the sole reason why you paint your suits red&amp;lt;/u&amp;gt;.&lt;br /&gt;
**&amp;lt;u&amp;gt;Do not also take the Onager Gauntlet&amp;lt;/u&amp;gt;. That thing is only one attack, this one is two. You should NOT be spending a CP for 3A with power weapons.&lt;br /&gt;
* &#039;&#039;&#039;The Mirrorcodex&#039;&#039;&#039;: The wielder re-rolls all hits (not just failed ones) against enemies within 18&amp;quot;. Should have been an aura because that&#039;s kinda how it worked last edition, but no. It &amp;lt;s&amp;gt;does work&amp;lt;/s&amp;gt; pretty much &#039;&#039;only works&#039;&#039; in melee, since your Commanders are BS2+ and get +1 markerlight when within 12&amp;quot;. And you&#039;re not giving it to a single-gun Fireblade. Pass.&lt;br /&gt;
* &#039;&#039;&#039;Talisman of Arthas Moloch&#039;&#039;&#039;: Gives the user a 5++, and allows one DTW against enemy psykers within 24&amp;quot; per opponent&#039;s psychic phase. Use it to deny psychic powers that boost enemy units or debuff your own; you have sacrificial drones to eat Smites.&lt;br /&gt;
* &#039;&#039;&#039;Seismic Fibrillation Node&#039;&#039;&#039;: Once per battle, you can activate this relic at the start of your opponent&#039;s turn. For the rest of the turn, if an enemy model starts or ends their move within 6&amp;quot; of the relic bearer, roll a d6, on a roll of a 1 that enemy model&#039;s unit suffers 1 mortal wound. Has been nerfed with the 03/12/20 Errata to ignore Pile-Ins or Consolidation movement, so it can&#039;t be used to support other combats. &#039;&#039;The enemy will totally end their move at 6.1&amp;quot; away, HARD PASS&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Stratagems=====&lt;br /&gt;
* &#039;&#039;&#039;Drop Zone Clear (2 CP)&#039;&#039;&#039;: Select a {{W40kKeyword|battlesuit}} unit that was set up using a manta strike ability this turn and add +1 to hit rolls for that unit. Will protect Battlesuits dropping in with Overcharged Cyclic Ion Blasters to clear out hot spots.&lt;br /&gt;
** Note that this Stratagem cannot be used with Homing Beacons or the Positional Relay Stratagem as these lead to the unit performing a &amp;quot;low-altitude drop&amp;quot; instead of a &amp;quot;Manta strike&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Danger Close (1 CP)&#039;&#039;&#039;: In the shooting phase, pick a Breacher Team or Strike Team. When performing ranged attacks against enemies within 12&amp;quot;, they can re-roll all wound rolls (and not just failed ones). Compared to the universal &#039;&#039;&#039;Breach and Clear!&#039;&#039;&#039;, this doesn&#039;t need the enemy to be in cover, which would cost you 2 markerlights to ignore. It does need close range, but that&#039;s a given for Breachers, and it can also be used by the more common Strike Teams.&lt;br /&gt;
**Simply put, this increases a troop&#039;s dakka when close to the enemy. So, not only you could spend points on a Devilfish and ferry your Breachers to the meatgrinder of the front lines, but you could also use it defensively. It is your enemy who will try to reach you in melee; many times they will succeed. Either keep some Pulse Rifle squads further back, or a few Breacher MSU inside Devilfish, or use the transports themselves (or drones) as a front line, but the point is to have squads who can respond to an enemy who has reached your lines. Then you teach the fools what &amp;quot;Danger Close&amp;quot; means by rerolling all wound rolls on S5-S6.&lt;br /&gt;
* &#039;&#039;&#039;Veteran Cadre (1/2 CP, Single Use):&#039;&#039;&#039; Costs 2CP for units with more than 3 models. A Crisis Suits or Crisis Bodyguard unit (but not their drones) gain WS4+ BS3+. &#039;&#039;Better than Drop Zone clear, which only works on a Manta strike and doesn&#039;t affect melee&#039;&#039;.&lt;br /&gt;
**This is perhaps the better way to get re-rollable BS2+ Crisis suits, especially since the Enclaves need only 4 markerlights at close range. The other two &amp;quot;+1 to hit&amp;quot; options (&#039;&#039;&#039;Drop Zone Clear&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Coordinated Engagement&#039;&#039;&#039;) cost 2CP per use. This one may be single use, but it lasts all match long and can even be combined with &#039;&#039;&#039;Sworn Bodyguards&#039;&#039;&#039; or Farsight&#039;s own &#039;&#039;&#039;Way of the Short Blade&#039;&#039;&#039; to get a unit with decent melee in addition to awesome dakka.&lt;br /&gt;
* &#039;&#039;&#039;Defense in Numbers (2cp):&#039;&#039;&#039; When a Crisis Suits or Crisis Bodyguard unit is targeted for an attack during the fight or opponent shooting phase, they gain 5+ FNP. &#039;&#039;Useful for the shots you&#039;d try to save with the suits&#039; armour instead of passing on to nearby drones&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Furious Assault (1cp):&#039;&#039;&#039; When a jet pack finishes a charge move, for each model, one nearby enemy takes an MW for each 3+, aka 2 MW for each Crisis trio that charges. Neat.&lt;br /&gt;
* &#039;&#039;&#039;Focused Fury (1CP):&#039;&#039;&#039; When a character is used during the Shooting phase, he can re-roll the wound roll for the phase. On top of the Commander being BS2+ re-rollable at close range. Use it on a Coldstar for &#039;&#039;[[Shas&#039;O Kais|REAL MONAT TIME]]&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Firestorm (1CP+ each affected unit):&#039;&#039;&#039; &#039;&#039;AKA 2CP-4CP&#039;&#039;. At end of the movement phase, a pick up to 3 T&#039;au empire Flyers. Each enemy within 3&amp;quot; takes D3 MW on a 4+. Can stack to nasty levels with bombers, as both effects happen at the end of the movement phase. &#039;&#039;One of the few stratagems that can be used with FW options, since it doesn&#039;t specify which flyer to use&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=====Units=====&lt;br /&gt;
======HQ======&lt;br /&gt;
*[[Farsight|&#039;&#039;&#039;Commander Farsight&#039;&#039;&#039;]]: The rebel melee commander got better with the codex, and now Psychic Awakening gives you the tools to solve the old problem of him being the only melee model in your army. Now that reserves and deepstrike scatter no longer exist, Farsight&#039;s focused on his one true calling: Close. Quarters. Combat. His &#039;&#039;&#039;Way of the Short Blade&#039;&#039;&#039; is a 6&amp;quot; aura for any {{W40kKeyword|Farsight enclaves}} to re-roll 1s to hit...in the Fight phase, upgraded to any phase vs Orks because fuck Be&#039;gel. His S+3 AP-4 D1d3 Dawn Blade effectively strikes like a power fist, but with only 4A he still has to pick his battles: finish infantry shot half to death alongside your trusty S5 3A Crisis Bodyguards, or put a dent in a tank. He&#039;s got no drones of his own, so buy some separately.&lt;br /&gt;
**Naturally he goes well with Crisis units. He&#039;s got a relic-tier S6 AP-4 D2 plasma rifle good for killing TEQ, but he&#039;s still the least shooty commander you&#039;ll see because that&#039;s his only gun. As such, he&#039;s perhaps the best candidate to use the &#039;&#039;&#039;Command and Control Node&#039;&#039;&#039; stratagem, and sacrifice only two shots for half a dozen battlesuits to re-roll wounds for shooting the turn they arrive. Next turn you can get closer to 6&amp;quot; of the enemy and get the wounds re-rolls of 1 from the tenet, and you can use Farsight&#039;s &#039;&#039;&#039;Genius of Mont&#039;Ka&#039;&#039;&#039; extra activation to get those Fusion Blasters in position.&lt;br /&gt;
&lt;br /&gt;
======Lords of War======&lt;br /&gt;
* &#039;&#039;&#039;The Eight:&#039;&#039;&#039; As of The Greater Good, Commander Spam is back -- if you’re willing to pay for it.&amp;lt;br/&amp;gt;As a single Lord of War choice, you get Farsight, 5 Commanders (One in an XV85), a Missileside, a Riptide, and 14 Drones, at a discount of over 100 points than if you took them individually. In exchange, you must take all of them, and their loadouts are static (including their Drones), though they do come with some unique abilities in addition to their wargear.&amp;lt;br/&amp;gt;If you take this unit, you must make Farsight your Warlord. Of course, you may not take The Eight and a second Commander Farsight using the Codex Datasheet. Additionally, this unit must be taken alone in a Super-Heavy Auxiliary detachment, and actually &#039;&#039;costs&#039;&#039; 3 Command Points to take. The book justifies this as an automatic use of the extra relics stratagem, as 3 of the unit&#039;s models carry Signature Systems. The whole unit is set up at the same time, but they don’t have to set up in cohesion with one another (though Drones are set up in cohesion with the character that brings them). With the exception of O’vesa, any character may be set up in Reserve via Manta Strike. For what you&#039;re paying (1120 points) you&#039;re getting phenomenal discounts along with very potent special rules and what its essentially 6 drops and 2 anchors all in one unit. Following setup, each of the Eight is treated as its own unit. Farsight’s profile is identical to his HQ profile. The other seven are:&lt;br /&gt;
** &#039;&#039;&#039;Commander Brightsword:&#039;&#039;&#039; Fusion Blades (i.e., 2 Fusion Blasters), a Target Lock, a Counterfire Defense system, and 2 Shield Drones. His Drones (and only *his* Drones) have the nifty ability to slow down enemy charges, a la Grav Inhibitor Drones - helpful, as his primary weapons will frequently keep him within easy charge range. Do note his Fusion Blasters are two extra attacks on top of his regular melee ones, unlike the normal version.&lt;br /&gt;
** &#039;&#039;&#039;Commander Bravestorm:&#039;&#039;&#039; Plasma Rifle, Flamer, Advanced Targeting System, Shield Generator, the Onager Gauntlet, and 2 Gun Drones. Has a better Armour Save than Brightsword and an inherent 6+++. Unlike other users, his Onager Gauntlet is an extra attack on top of his regular melee. Still, it&#039;s a single punch.&lt;br /&gt;
** &#039;&#039;&#039;Shas’o Sha’vastos:&#039;&#039;&#039; Plasma Rifle, Flamer, Advanced Targeting System, Shield Generator, the Puretide Engram Neurochip, and 2 Gun Drones. He carries a loadout largely identical to Bravestorm’s, but he is not as durable while having the same effective range. Serves best as a backfield buff-Commander so that he can continue generating Command Points while being screened by more expendable units.  &lt;br /&gt;
** &#039;&#039;&#039;Shas’o Arra’kon:&#039;&#039;&#039; +1 Wound from his enforcer suit, plus a Cyclic Ion Blaster, Plasma Rifle, Airbursting Fragmentation Projector, Counterfire Defense System, and 2 Gun Drones. His Repulsor Impact Field ability is similar to the stratagem of the same name but goes off on a 2+. It&#039;s still just 1 Mortal Wound, but at least it&#039;s free.&lt;br /&gt;
** &#039;&#039;&#039;Sub-commander Torchstar:&#039;&#039;&#039; 2 Flamers, an Advanced Targeting System, a Drone Controller, and 2 Marker drones. Like Arra’kon, she has an ability named after an existing Stratagem (Neuroweb System Jammer). However, it functions differently: any shooting attacks that target her are penalized, and enemy units cannot arrive from Reserves within 12” of her. Her fluff paints her as a hot-blooded frontliner, but she may be tactically better on the backfield, buffing her Drones, denying deep-strikes, and assisting a gunline with her souped-up flamers in Overwatch.&lt;br /&gt;
** &#039;&#039;&#039;Ob’lotai 9-0:&#039;&#039;&#039; High-Yield Missile Pods, Smart Missile System. Seeker Missile, Velocity Tracker, and 2 Missile Drones. Takes no penalties to shooting after moving and reduces all incoming damage by 1 (min 1). Tougher to crack than a standard Broadside due to being a {{W40kKeyword|CHARACTER}}; Have him hang out with a couple of Strike Teams to keep him from being targeted.&lt;br /&gt;
** &#039;&#039;&#039;Honour-Shas’vre O’vesa&#039;&#039;&#039;: A Riptide with an Ion Accelerator, Fusion Blasters, a Target Lock, an Early Warning Override, and 2 Shielded Missile Drones. Re-rolls 1s when shooting without the need for markerlight buffs, and doesn’t take Mortal Wounds from using the Nova Reactor on a 4+. Like the rest of The Eight, he is a {{W40kKeyword|Character}}, though his Riptide profile won&#039;t keep him safe from being shot at. Instead, it makes him eligible for (and vulnerable to) abilities, stratagems, and powers that would not affect a stock Riptide.&lt;br /&gt;
** Three of the individual units focus mainly on infantry (~GEQ): Torchstar, Sha&#039;vastos, Bravestorm. Two focus mainly on heavier infantry (MEQ and TEQ): Ob&#039;lotai, Arra&#039;kon. Another two deal with high toughness/armour: O&#039;vesa, Brightsword. Farsight is, of course, your warlord and can handle business on his own, but will work well when in CC with the onager gauntlet or the fusion blades and is best suited to attacking TEQ.&lt;br /&gt;
* The Eight are a very cinematic choice and can be effective when played to their strengths and properly supported. However, the unit will account for more than half of your army’s total points in most games it can be brought to. Furthermore, Battlesuit gameplay changed A LOT from 7E to 8E, and this guys didn&#039;t. &amp;lt;u&amp;gt;Any loadout that isn&#039;t 4x of the same gun is a waste of a Commander&#039;s BS2+&amp;lt;/u&amp;gt;, and many of them are actually spaztic, combining anti-GEQ flamers with anti-MEQ plasma rifles. Yes they are stacked with relic gear, but if what you want is to merely spam Commanders, then bring the ones you want instead of the ones GW gives you: You can bring 3 Commanders (rule of three), Farsight and Shadowsun, with Commander flavours the Eight don&#039;t have (markerlight Commander, Smart missile commander, COLDSTAR MONAT). Hell, you could represent Torchstar with a Crisis Bodyguard Shas&#039;vre (she&#039;s SUBcommander) with dual flamers and a drone controler, even give yours a 2+ save the real one doesn&#039;t have. You would miss out on Broadside Ob&#039;lotai and Riptive O&#039;vesa...were it not for the amazing Prototype Gear you can equip your versions with. All in all, [[your dudes]] can beat GW&#039;s 8 anytime.&lt;br /&gt;
&lt;br /&gt;
=====Tactical Objectives=====&lt;br /&gt;
=====Tactics=====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Sa&#039;cea]]====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Sa&#039;cea Sept Symbol.png|Border|75px|left]]&lt;br /&gt;
| In the grim darkness of the far future, the Banner of T&#039;au flies high. &amp;lt;br&amp;gt;&lt;br /&gt;
Thematically, Sa&#039;cea is the most militant and disciplined of the Septs, where Fire Warriors and Pathfinders train for years in order to unneringly stand their ground against even the mightiest Monsters and war machines. They are ever eager to expand the greater good, and have disciplined and well trained soldiers prepared to perform this task. &amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, they highly favor the use of low-volume shot weapons and low squads of regular infantry, allowing them to almost never fail morale and very reliably hit with those extremely powerful and valuable heavy weapons. &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sept Tenets – Calm Discipline:&#039;&#039;&#039; +1 Leadership. In addition in the shooting phase, you can re-roll a single failed hit roll for each Sa&#039;cea unit. &lt;br /&gt;
** Oh, my railgun... Sa&#039;cea heavily favors MSU lists trying to take advantage of the free re-roll per unit. Conversely, you could use it to run bigger blobs and make use of the +1 Ld but you&#039;re better off breaking the units up into smaller sizes to get as many free re-rolls as possible. HQs with a 2+ML are almost guaranteed to land that first stack, letting the rest of the sept use their tenet to re-roll a 2 or 3. Add to this the uplinked ML strat and your Sa&#039;cea battalion with 2x Cadres are going to put 5 MLs on whatever you need them too every. Single. Time.&lt;br /&gt;
** Ethereals are great in Sa&#039;cea sept detachments. The +1 Ld on them will give them an Ld 10 aura for your entire army, and their abilities do not require a shared {{W40Kkeyword|&amp;lt;Sept&amp;gt;}}, unlike most.&lt;br /&gt;
** The only units that don&#039;t &#039;&#039;&#039;Massively&#039;&#039;&#039; benefit from this are the high volume models like Burst-tides and stealth suits. Ion-tides, Rail/Ion-heads, Rail-sides, every unit with MLs can get game-changing utility out of the simple free re-roll.&lt;br /&gt;
* &#039;&#039;&#039;Warlord Trait -  Beacon of Honour&#039;&#039;&#039;: Friendly Sa’cea unit within 6″ reduce the number of models that flee by 1. If you really want to take big units of FW, with an ethereal nearby you&#039;re looking at the equivalent of LD 11 troops with autopassing moral on 6&#039;s.&lt;br /&gt;
* &#039;&#039;&#039;Relic - Grav-Inhibitor Field&#039;&#039;&#039;: Subtract 2″ from charge distance if user is declared the target of a charge. It can really save you from a charge while still letting you fire Overwatch. &lt;br /&gt;
* &#039;&#039;&#039;Stratagem - Orbital Marker Distribution Uplink (2 CP)&#039;&#039;&#039;: Pick an enemy unit visible to a character. That unit and all units within 6” gain a markerlight counter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[T&#039;au|T&#039;au Sept]]====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Tau Empire Flag.jpg|Border|75px|left]]&lt;br /&gt;
| In the grim darkness of the far future, the T&#039;au&#039;va burns bright &amp;lt;br&amp;gt;&lt;br /&gt;
Thematically, the T&#039;au sept demonstrates the T&#039;au beliefs to the fullest. From the political ideals of T&#039;au to their tactics, the T&#039;au sept is the singular source for everything regarded as properly T&#039;au. Having a great concentration on Ranged warfare and ways to make sure things keep far away, they are the building block of which every other sept in the T&#039;au Empire is built, and have spawned many great heroes over the course of hundreds of years. &amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, they play like the classic gunline, blasting anything they see to pieces, and anything that tries to get close will very soon find that charging basically is a second shooting phase for you. You won&#039;t be moving much, and that&#039;s ok, because that is where your true beauty shines. &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sept Tenets – Coordinated Fire Arcs:&#039;&#039;&#039; Any unit with this tenet that fires Overwatch within 6&amp;quot; of another {{W40Kkeyword|Tau}} unit or triggers For The Greater Good hits on a 5+ rather than a 6+, ignoring Ballistic Skill or any modifiers. Makes charging Tau gunlines an even more daunting prospect.&lt;br /&gt;
** to be clear, this could easily be the best sept trait but is highly dependent on your opponent. An assault-heavy army will hate you even more than they already do, while against another gunline you may as well not have a tenet. Though sept is not just tenets, it also has unique units, relics, and strategems, and Tau sept gets jackpot in all three.&lt;br /&gt;
* &#039;&#039;&#039;Warlord Trait - Strength of Belief&#039;&#039;&#039;: Roll a D6 for each Mortal Wound inflicted on Warlord; on a 5+ it is ignored. Longstrike has this.&lt;br /&gt;
* &#039;&#039;&#039;Relic - Vectored Maneuvering Thrusters&#039;&#039;&#039;: Battlesuit only. The User can move 6″ after shooting. Move-shoot-move, how we have missed you. Same as Dal&#039;yth Sept stratagem, only now you don&#039;t need to pay CP for it and it&#039;s only on 1 model. &lt;br /&gt;
* &#039;&#039;&#039;Stratagem - Focused Fire (3 CP)&#039;&#039;&#039;: When a unit with the {{W40Kkeyword|T&#039;au Sept}} keyword inflicts an unsaved wound on an enemy in the shooting phase, add +1 to wound for all other shooting attacks made against that enemy by anyone who shares the same Sept. Don&#039;t you just love being able to wound Knights on a 4+ with only basic infantry?&lt;br /&gt;
&lt;br /&gt;
=====Units=====&lt;br /&gt;
*[[Aun&#039;Va|&#039;&#039;&#039;Aun&#039;va:&#039;&#039;&#039;]] Dead, but apparently that doesn&#039;t stop him from spreading the good word. Nearby units can use his Leadership, and as long as he is &amp;quot;alive&amp;quot; any friendly Tau units can re-roll any morale tests, regardless of distance. AP also works inversely on him when shot thanks to &#039;&#039;&#039;Paradox of Duality&#039;&#039;&#039;, making him very resistant to character killer weapons. It also gets to provide two buffs per turn, instead of one. Definitely an auto take in any team game with multiple Tau players. The space pope also brings two super cheap cannon fodder bodyguards with alright melee ability and 2 wounds each, great for the laughable 5 points you pay for each of them.&lt;br /&gt;
*[[Shadowsun|&#039;&#039;&#039;Commander Shadowsun:&#039;&#039;&#039;]] Ever wished your Stealth Suit squad could carry more Fusion Blasters? Well, now they can. Everyone&#039;s favorite Tau waifu comes with a pair (of [[Schlicktau|&#039;&#039;fusion blasters&#039;&#039;]]), and your other Stealth Suits love her so much they&#039;ll even take a bullet for her on a 2+. She can also bring along a Command Link Drone, which lets you give one {{W40kKeyword|TAU EMPIRE}} unit rerolls on 1&#039;s to hit in a shooting phase as long as it stays close to Shadowsun, and two upgraded MV52 shield drones for ablative wounds with a tasty 3++ rather than the usual 4++. May perform an additional &#039;&#039;&#039;&#039;Kauyon&#039;&#039;&#039;&#039; per game.&lt;br /&gt;
** With chapter approved she dropped 57 points to 110 points, while she still takes up the commander &amp;quot;slot&amp;quot; for that detachment with the point decrease her ability to declare &#039;&#039;&#039;&#039;Kauyon&#039;&#039;&#039;&#039; twice per game becomes more valuable especially for gunline armies. Place her in the center of your castle and don&#039;t forget to use Command and Control Node.&lt;br /&gt;
** She got a new battlesuit in The Greater Good, and consequently has modified rules.   She can now take one of two different types of fusion blasters. The high-energy fusion blaster is the type you know and love, best suited for busting tanks; the dispersed mode has slightly shorter range and strength and only does d3 damage, but the extra shot it fires makes it a bit more useful for taking on multiple MEQs at once (it retains the melta effect too). Her shield drones have been replaced with a single Advanced Guardian Drone that gives models within 3&amp;quot; a &amp;lt;s&amp;gt;4+ invulnerable save and&amp;lt;/s&amp;gt; FnP 6+, and her Supreme Commander rule allows her to be used in any {{W40Kkeyword|Sept}} (although only {{W40Kkeyword|T&#039;au}} actually lets her benefit from the Sept Tenet). &lt;br /&gt;
** Although she can be used in any {{W40Kkeyword|Sept}} army now, only  {{W40kKeyword|Tau Sept}} units can benefit from her &#039;&#039;&#039;Kauyon&#039;&#039;&#039; and &#039;&#039;&#039;Mont&#039;ka&#039;&#039;&#039;. As for her guardian drone, it grants a FNP6+ to any model inside the 3&amp;quot; bubble. Her drone abilities are the only one she has working in multiple {{W40Kkeyword|Sept}} armies. Strangely, the guardian drone grants its FNP to any model, meaning its the only way to have a FNP on a Stormsurge, or other vehicles, for a small improvement in survivability. Saviour Protocols also is tied to {{W40Kkeyword|Sept}}, so if she isn’t used with T’au, she can’t be protected by drones. &lt;br /&gt;
*[[El&#039;Myamoto_(Sub-commander_Darkstrider)|&#039;&#039;&#039;Darkstrider:&#039;&#039;&#039;]] Now buffs a nearby {{W40kKeyword|Tau Sept}} infantry unit, giving them +1 to wound rolls against a single enemy unit that Darkstrider can see, and also allows nearby {{W40kKeyword|Tau Sept}} infantry to Fall Back and shoot as if they had {{W40kKeyword|FLY}}. And as an added bonus, he brings along a Markerlight and a tasty BS2+! An excellent choice to accompany a unit of Breachers in a Devilfish and can be really handy in a drone port or gunrig. Even better, pair him up with a Fireblade and a few Strike Teams to get a bunch of dakka that can’t be tied up in melee! Tau Sept overwatch and Focused Fire makes this combination super cheesy.&lt;br /&gt;
* &#039;&#039;&#039;Longstrike:&#039;&#039;&#039; No longer an upgrade to a Hammerhead, but a separate HQ unit choice and {{W40kKeyword|CHARACTER}}. Gains additional BS (down to 2+ base), &#039;&#039;&#039;For the Greater Good&#039;&#039;&#039;, &#039;&#039;&#039;Tank Ace&#039;&#039;&#039; for +1 to Wound rolls vs {{W40kKeyword|MONSTER}} and {{W40kKeyword|VEHICLE}} models, and &#039;&#039;&#039;Fire Caste Exemplar&#039;&#039;&#039; which grants all {{W40kKeyword|TAU}} {{W40kKeyword|HAMMERHEAD}} units within 6&amp;quot; a +1 to hit in the Shooting phase (including himself, naturally). Finally, he is also wearing some fancy duds inside that tank - his &#039;&#039;&#039;XV02 Battlesuit&#039;&#039;&#039; lets him treat the number of markerlight counters on a target as one higher than it actually is, is great for only 37 extra points on top of a base Hammerhead. If you plan on running any Hammerheads, he&#039;s a must-buy. Also makes his gun drones/burst cannons (which you should &#039;&#039;never&#039;&#039; take; 8 points total to detach them for holding objectives is easily worth it)/smart missiles serious anti-vehicle and monster weapons, as they will wound any of them with T6+ on 4+ while wounding those with T5 on 3+. Also, the +1 to hit will prevent you from hurting yourself while overcharging Ion Cannons. Either weapon is viable on him, even if you do not plan to take any other Hammerheads, he is still worth some serious consideration in almost any list, he is that good.&lt;br /&gt;
** Longstrike only needs 1 token to fire his seeker missiles at full BS and can reach that +1 to hit that much faster, so &#039;&#039;strongly&#039;&#039; consider seeker missiles on him.&lt;br /&gt;
** Can now buff the Forge World Hammerheads, as everyone&#039;s keywords changed to {{W40kKeyword|HAMMERHEAD}}.&lt;br /&gt;
** Cannot buff Hammerheads that are not {{W40kKeyword|TAU SEPT}}, so prepare to sacrifice some fluff for crunch if you want to drink enemy tears.&lt;br /&gt;
** Consider paying the 6 points to upgrade the two gun drones to smart missile systems, which synergizes much better with the range of the primary gun, allow you to ignore cover bonuses, shoot stuff outside of line of sight, and are great for putting the hurt on flyers thanks to the range and Longstrike&#039;s passive abilities.&lt;br /&gt;
** You can make him your Warlord, but he&#039;ll be forced to take the 5+ FNP against mortal wounds trait, which isn&#039;t great on him - it&#039;s not like he was concerned about snipers anyway since his Wounds are high enough to make him a target for everything the enemy has. Instead, the best way to buff him via Warlord Trait is to strap a Warlord to his ass with the trait that provides -1AP to nearby friendlies against target enemies when they roll a 6+ to wound because it will stack with &#039;&#039;&#039;Tank Ace&#039;&#039;&#039;, letting Longstrike get it on a 5+. Obviously, this is better if he takes an Ion Cannon than a Railgun, as the Railgun doesn&#039;t generally need the help against anything.&lt;br /&gt;
** One final note, this guy draws a lot of fire. Without an invulnerable save he doesn&#039;t have very good survivability. It&#039;s probably a good point to keep him tucked away until you get a chance to shoot since he can move and ignore the penalty due to the +1 to hit.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Vior’la]]====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Vior&#039;la Sept Symbol.png|Border|75px|left]]&lt;br /&gt;
| In the grim darkness of the far future, a good warrior strikes as fast as he flees. &amp;lt;br&amp;gt;&lt;br /&gt;
Thematically, Vior&#039;la are some of the most aggressive and reckless warriors in the Empire. They are taught from birth to do one thing: move close as quickly as possible, and blast their enemies into paste. They are a tough people that come form an even tougher world, and produce some of the finest military minds ever known.  &amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, they are a highly mobile combat force. They make use of lightning fast speed and powerful weaponry in order to let them outmanuever and shatter their opponents on highly concentrated gunfire.  &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sept Tenets – Strike Fast:&#039;&#039;&#039; If a unit advances, its rapid fire weapons become assault instead. In addition, units with this Tenet do not suffer a penalty for advancing and shooting assault weapons. Perfect for granting Battlesuits extra mobility, but doesn&#039;t help the bigger suits that have Heavy weapons. You will still need a target lock or Mont&#039;ka for them. If only this worked with Vespids.&lt;br /&gt;
** Note that the “rapid fire (x)” gets converted to “assault (x)”, so you will be settling for one shot after the advance move.&lt;br /&gt;
** Pulse carbines are a bit more valuable too because they retain their two shots at 18” while still giving the extra mobility of advancing. Being able to advance, plus the 3” the carbine has over the rifle’s rapid-fire range, allows your breachers to threaten a wider range with two shots each and making hit and run tactics more viable.&lt;br /&gt;
* &#039;&#039;&#039;Warlord Trait - Academy Luminary&#039;&#039;&#039;: If your Warlord has Master of War, Volley Fire or Failure is not an Option ability, the range of that ability is increased to 9″ and you can get an additional CP for being battle-forged. Aun’Shi has this. Let&#039;s be honest, you&#039;re taking this mostly for the CP.&lt;br /&gt;
* &#039;&#039;&#039;Relic - Thermoneutronic Projecter&#039;&#039;&#039;: Replaces a flamer. 8″ Assault D6 S6 AP -1 2D. So basically a souped-up heavy flamer that you can still fire after advancing.&lt;br /&gt;
* &#039;&#039;&#039;Stratagem - Hot Blooded (2 CP)&#039;&#039;&#039;: Select an infantry unit; it can shoot twice this phase but must target the closest enemy unit each time. With Rapid Fire weapons, this practically amounts to giving them FRFSRF from the Imperial Guard.&lt;br /&gt;
** With Breacher Teams or Rail Rifle Pathfinders, this can devastate a lot of units. 40 strength 6 AP-2 shots anybody?&lt;br /&gt;
** XV25 Stealth Teams are both {{W40Kkeyword|Battlesuits}} and {{W40Kkeyword|Infantry}}. While you&#039;ll usually get more overall shots out of a unit of Fire Warriors, a Stealth Team in the right place can make excellent use of this Stratagem. Getting the team into the right place is all the easier given the accompanying Sept Tenet. Another advantage of using this on a stealth team is, unlike pulse rifles or blasters, your burst cannons will be just as effective in the second volley as the first; using this stratagem on a strike, pathfinder, or breacher team runs the risk of your first set of attacks killing the closest couple models and causing the next wave to either be out of rapid fire or max strength range.&lt;br /&gt;
&lt;br /&gt;
=====Units=====&lt;br /&gt;
*[[Aun&#039;Shi|&#039;&#039;&#039;Aun&#039;shi:&#039;&#039;&#039;]] An Ethereal that, unlike the other Ethereals, really did [[meme|study the blade]]. Good in melee for the points even compared to the melee characters of other factions, especially before considering that you are playing Tau and literally &#039;&#039;every single other unit you can pick besides Farsight, Kroot Hounds, and Krootox absolutely suck in combat and are better off trying to shoot things if at all possible&#039;&#039;. For only 23 points more than a vanilla Ethereal you get a 4++ invulnerable save, another wound, two more attacks, hit stuff in melee on a 2+ and S5, and in each fight phase you can either give yourself AP -2 or the ability to re-roll failed invulnerable saves. In other words, he does serious damage to most choppy melee infantry or fast assault units such as Assault Marines or Storm Boys (which people like to spam against Tau), particularly with a smartly pulled-off heroic intervention that only allows a few of the attackers to attack him instead of the Fire Warriors they charged (since being T3 still, don&#039;t expect him to not get hurt), ideally he could even hold up the enemy unit and then retreat in your movement phase afterward. If your gunline gets charged by something that would trounce him otherwise, you can still use him as a charge blocker and annoy your opponent by tying their killy murder machine down with your re-rollable 4++ saves. Worth considering instead of the standard Ethereal if you plan to do any close combat, but most of the time you&#039;ll want your characters to be screened by other units rather than fighting.&lt;br /&gt;
** Note: While Aun&#039;shi is great at murdering single wound units and still quite capable of killing heavily-armoured two wound units such as Terminators in a pinch, he is not a good duellist, as his attacks only have D1. Consider switching over to re-rolling your invulnerable saves against buff and choppy characters or monsters and simply tying them down until you can fall back and open them up to your shooting.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
===Command Points===&lt;br /&gt;
* Use &#039;em &lt;br /&gt;
** You will  see this everywhere, but Tau farm CP very well with battalions to perform:&lt;br /&gt;
** Good for re-rolling railgun/rifle and fusion blaster/collider damage. &lt;br /&gt;
** Good for activating Farsight in combat if he&#039;s fighting something &amp;lt;strike&amp;gt;T5&amp;lt;/strike&amp;gt; T8 or less.&lt;br /&gt;
** Could be used to re-arm seeker missiles on tigershark fighter bombers, making them beat skyrays at their own game (See Death from the Skies game type, Refuel-Rearm-Repair stratagem corebook p.268)&lt;br /&gt;
**&amp;lt;strike&amp;gt;Reroll&amp;lt;/strike&amp;gt; MAX OUT Y&#039;vahra&#039;s plasma flamer hit count die to melt those pesky tanks in one go. Holy Aun&#039;va that&#039;s frightening.&lt;br /&gt;
** Strongly recommended to keep at least one so when you inevitably roll snake-eyes with your Ion weapons/Hammerhead it&#039;s not the end of the world&lt;br /&gt;
** Re-rolling those Markerlights (preferably high intensity) that really have to hit.&lt;br /&gt;
** Lots of lovely stratagems given in the codex that are worthwhile CP investments.&lt;br /&gt;
&lt;br /&gt;
===Army Building===&lt;br /&gt;
&lt;br /&gt;
====Starter Armies====&lt;br /&gt;
* &#039;&#039;1k Balanced Army&#039;&#039; - While not particularly competitive, it will get you a good core of useful units that you can expand on as you become more experienced. While Crisis suits are currently less than ideal, they can be easily used as proxies for Commanders if needed.&lt;br /&gt;
** &#039;&#039;&#039;Start Collecting Tau&#039;&#039;&#039;: Remains one of the most cost effective ways to build a balanced force. Gets you 3 crisis suits, while also getting 10 Fire Warriors and an Ethereal for essentially free. &lt;br /&gt;
*** Whenever you are buying Crisis suits, you should be buying this box. It only costs $20 extra. Use spare Fire Warrior parts to turn any un-needed Ethereals into Cadre Fire Blades.&lt;br /&gt;
*** You can technically use the crisis suits as commanders. That is 3 HQs for the price of 1.&lt;br /&gt;
** &#039;&#039;&#039;Hammerhead&#039;&#039;&#039;: Gets you an armoured vehicle to dish out some damage. Build it as a Longstrike and use the spare turret with...&lt;br /&gt;
** &#039;&#039;&#039;Optimised Pathfinder&#039;&#039;&#039;: Gets you a handful of Pathfinder&#039;s to throw out Marker Lights, and a Devilfish that you can use with the above spare turret, to turn it into a second Hammerhead. &#039;&#039;&#039;*Update*&#039;&#039;&#039;: This set is no longer in print unfortunately. The fish would probably be better used as a fish anyway, with some breachers in (see Breacher Team section above), as you only get the extra main weapon in a hammerhead kit and not a second actual turret/mount. You could build it as a skyray of course (why?), but you&#039;ll still lack the parts to fit burst cannon or missile sponsons and the correct sensor array on the chin mount.&lt;br /&gt;
** &#039;&#039;&#039;Stealth Suits&#039;&#039;&#039;: 2 boxes of these gives you two durable units capable of dealing with Hordes and giving you some board control to deny deep strikes and slow charges.&lt;br /&gt;
&lt;br /&gt;
====General Advice====&lt;br /&gt;
* Use Drones.&lt;br /&gt;
* Synergy is your friend. All your units should be supporting one another.&lt;br /&gt;
* Your units are confusing to non-Tau and are [[Distraction Carnifex|hard to react properly against]]. Rotate threats well to keep your more powerful units safe.&lt;br /&gt;
* Avoid dedicated melee units like the plague.&lt;br /&gt;
* You have no way to Deny the Witch. Psykers will be a problem. Using Kroot and/or Shield Drones as screens against Smite will help a lot but won&#039;t protect you from Warpgate shenanigans or similar.&lt;br /&gt;
* Don&#039;t go in melee to kill the enemy, but to survive. Against most shooty armies it is safer in close combat than it is in the open getting fired on. Most Tau units have a preferred range of under 18&amp;quot; so can get a bit closer and charge an enemy gunline and tie them up. Best on suits that can tank overwatch and FLY out to shoot.&lt;br /&gt;
* Your larger suits are vulnerable to smite spam and las spam. Keep them mobile, shielded, and away from characters (with a cordon of anti-drop guards if a deep-striking sorcerer seems likely).&lt;br /&gt;
* USE FUCKING DRONES!&lt;br /&gt;
* Markerlights are always, &#039;&#039;&#039;ALWAYS&#039;&#039;&#039; helpful. Use the Uplinked Markerlight strategem to give you bonuses if you don&#039;t have many in your army, use Fireblades and Marksmen for easy hits, Shove them in a droneport to have them hitting on 2&#039;s. Use them, Use them all.&lt;br /&gt;
* If you are playing FSE, remain aggressive and remember that you have some decent CC options of your own, and nothing throws off your enemy than charging with a Fusion Blade commander and/or Farsight. The enemy should never feel safe from any of your shooting units.&lt;br /&gt;
* Focus your fire. A lot of 8th edition is focused on synergy, so be sure to knock out synergy units with your superior firepower. &lt;br /&gt;
* If you are upset with the 1 commander suit per detachment, remember you can take a cheap vanguard or auxiliary detachment to shoehorn in a second commander. &lt;br /&gt;
* Firesight Marksmen are worth their weight in gold. You don&#039;t even need the drones- &amp;lt;span style=&#039;color:blue;font-size:100%&#039;&amp;gt; Drones are an essential part of the Tau&#039;va war machine, and refusing to use them is a detriment to our effectiveness. Please report to the nearest Ethereal for a debriefing. &amp;lt;/span&amp;gt;&lt;br /&gt;
* A Battalion costs less than 200 pts with 3x5 man strike teams, and 2 of Ethereal/Darkstrider/Cadre. Its one of the cheapest battalions that 8th ed has to offer and is not a push over. Basic battalions are also extremely flexible when comparing Septs; Sa&#039;cea with minimum squads and an Ethereal is immune to unmodified moral checks as well as increasing ML accuracy (but pushes cost to slightly over 200 if you include MLs on each Strike Team), triple tapping at 18&amp;quot; with Bor&#039;kan, High mobility castle with Vio&#039;rla, 5+ overwatch screens as Tau... Every list, even at very low pt games should start with a battlion.&lt;br /&gt;
* You are limited to one Commander per detachment. You can minimise this limit by using multiple small detachments. Since Battalions are cheap and easy to make for Tau, you should at least have 2 in your list, this will give you a whopping 13 command points. If you can squeeze another one in there go for it, but if you can&#039;t just take one more detachment with smaller requirements. Do what you gotta do to field 3 commanders. &lt;br /&gt;
* Did we mention &#039;&#039;&#039;USE DRONES&#039;&#039;&#039;?&lt;br /&gt;
&lt;br /&gt;
====Tactics====&lt;br /&gt;
&#039;&#039;&#039;Farsight Bomb 3: The Revenge&#039;&#039;&#039;: Take a unit of Crisis suits and put them in deep strike along with Farsight. If you want to use a homing beacon make sure to only use it for getting Farsight into charge Range. Equip the suits with 2 drones apiece, this part is not optional. Equip the Crisis suits with whatever is most effective against the target you expect to use them on (Burst Cannons for Hordes/GEQs, Cyclic Ion Blasters for MEQs and Fusion Blasters for TEQs and Vehicles), but make sure to leave one hardpoint free for a Drone Controller. Again, not optional. Then stack the following buffs; Drop zone Clear, 5 Markerlights, and have Farsight use Command and Control Node on the Suits. Now your Drones hit on 3&#039;s and the suits on 2&#039;s with rerollable 1&#039;s for both, and the Crisis suits reroll failed wounds. You can even mount Fusion Blasters on the Crisis suits for particularly nasty targets. Anything that survives the Volley will probably be easy pickings for Farsight&#039;s Dawn Blade. If you can get another Commander with Fusion Blades in range, so much the better. &lt;br /&gt;
* Also note that the XV9s are also capable of Manta Striking and are significantly more cost effective as suits. You&#039;ll lose Drone support in exchange for better suits, but the trade off might be worth it especially if you go with the Double Burst Cannons.&lt;br /&gt;
* You can also deep strike another squad of gun drones to add additional dakka. Not enough, but a lot more than before. &lt;br /&gt;
* With the new Psychic Awakening buffs, this got some extra flexibility. Use 1/2CP to make the suit squad Veterans, giving them a starting WS and BS of 4+ and 3+ respectively. If using Crisis Bodyguards have them charge in with Farsight,use Furious Assault (1CP) for a 3+ mortal wound for each suit within 1&amp;quot;, then activate Sworn Bodyguards (1CP) for rerolling both failed hits and wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadowsun&#039;s Fortress&#039;&#039;&#039;: Take Shadowsun and set her in the middle of your castle for the double kauyon. This tactic is prefeably done with squad of three missilesides and as many riptides as can be placed around her. To optimise shooting be sure to place command and control node on the battlesuit unit that is shooting plus multi-spectrum sensor suite to remove cover. Though your marker lights should be doing that anyways.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kroot Konga Line&#039;&#039;&#039;: Yeah, you can still do this. If you&#039;re unfamiliar with this classic, you take squads of Kroot at their maximum size then space them out across the board so that they are within 6&amp;quot; of all your units. When the enemy charges your Kroot everything with the range to do so fires overwatch against them. Do this with the Tau sept to hit on 5&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flex Rich List&#039;&#039;&#039;: Buy a start collecting box, two more squads of fire warriors, Shadowsun, as many drones as you can get and a Ta&#039;unar. Your list should be a Superheavy Aux, Battallion and if you can squeeze one in, one more detachment that gives CP. Surrounded your Nar with Fire Warriors and Drones, have Shadowsun camp nearby, pop Command and Control every turn and soak in the salt. At most you&#039;ll be rocking around 400 points to customise to your local meta. Take Flamer suits to ruin anyone&#039;s dreams of a charge. Take Stealth Suits to actually bother to try and objective grab. Or just be that guy and run a riptide or Yvahra at the exact same time and ruin anyone&#039;s chances of living past turn three. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special note: TAU IN MELEE&#039;&#039;&#039; A bit of misnomer is the idea that Tau are terrible in melee. They are terrible &#039;&#039;&#039;Offensively&#039;&#039;&#039; in melee, but defensively they will last. Suits with T5+ will last just fine against marines that don&#039;t have strength improving weapons, as wounding on 5s really stifles them. Armour saves on the Tau, especially the suits, are comparable to space marines. The Shield Generator is very impressive from an SM standpoint, as 4++ is usually limited to SM HQ units. So in melee, Tau will be fine defensively provided the opponent isn&#039;t overly focused on melee.&lt;br /&gt;
[[Category:Warhammer 40000 Tactics(8E)]]&lt;br /&gt;
[[Category:Tau]]&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>185.220.101.161</name></author>
	</entry>
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